[{"remaster_name":["Phantasmal Minion"],"constitution":0,"primary_source_category":"Rulebooks","strength":-4,"hp":4,"language":["- (understands its creator)"],"immunity":["disease","mental","non- magical attacks","paralysis","poison","precision","unconscious"],"source":["Core Rulebook"],"type":"Creature","will_save":0,"charisma":0,"speed":{"fly":30,"max":30},"perception":0,"wisdom":0,"weakness":{},"creature_ability":["Invisible","Force Body"],"skill":["Stealth"],"stealth":"8","trait":["Mindless","No Alignment","Medium"],"id":"creature-1","text":" Unseen Servant This creature can be summoned with the spell Unseen Servant . Unseen Servant Source Core Rulebook pg. 380 Perception +0; darkvision Languages - (understands its creator) Skills Stealth +8 Str -4 Dex +2 Con +0 Int -5 Wis +0 Cha +0 Invisible An unseen servant is invisible, though it normally doesn’t Sneak, so it is usually only hidden. --- AC 13 Fort +0 Ref +4 Will +0 HP 4 Immunities disease, mental, non-magical attacks, paralysis, poison, precision, unconscious Resistances all damage 5 (except force or ghost touch ) --- Speed fly 30 feet Force Body An unseen servant’s physical body is made of force. It can’t use attack actions. It can move and use Interact actions to do things such as fetch objects, open unstuck or unlocked doors, hold chairs, and clean. It can’t pass through solid objects. ","skill_mod":{"stealth":8},"summary":"This creature can be summoned with the spell Unseen Servant .","primary_source":"Core Rulebook","trait_group":["Monster"],"ac":13,"level":-1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude","will"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=1","intelligence":-5,"reflex_save":4,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":0,"size":["Medium"],"name":"Unseen Servant","alignment":"No Alignment","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1"},{"attack_bonus":[16],"constitution":6,"primary_source_category":"Rulebooks","strength":5,"hp":135,"language":["Aklo","Alghollthu","Aquan","Common","Undercommon"],"source":["Bestiary"],"type":"Creature","creature_family":"Alghollthu","will_save":16,"charisma":4,"speed":{"max":60,"land":10,"swim":60},"perception":17,"wisdom":5,"weakness":{},"creature_ability":["Mucus Cloud","Slime"],"skill":["Athletics","Deception","Intimidation","Lore","Occultism"],"trait":["Aberration","Aquatic","Uncommon","LE","Huge"],"id":"creature-2","text":" Alghollthu Master (Aboleth) Aboleths form the core of alghollthu society, and while they are the “common folk” of their own societies, they see themselves as masters of all others. Unlike their leaders, who mask their actions using magical disguises, aboleths revel in their monstrous forms, appearing as primeval fish with tentacles. Masters of psychic manipulation, they are a species so ancient that they were present in the world when it was young, before the gods had turned their attention to the planet. They see all other life as something they have the right to control, so the idea that potential slaves might have faith in a higher power other than themselves enrages aboleths. Recall Knowledge - Aberration (Occultism): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Alghollthu Master Source Bestiary pg. 14 Perception +17; darkvision Languages Aklo, Alghollthu, Aquan, Common, Undercommon Skills Athletics +16, Deception +15, Intimidation +15, Lore +14, Occultism +16 Str +5 Dex +1 Con +6 Int +3 Wis +5 Cha +4 Mucus Cloud (aura, disease) 5 feet. While underwater, an aboleth exudes a cloud of transparent slime. An air-breathing creature adjacent to an aboleth must succeed at a DC 25 Fortitude save each round or lose the ability to breathe air but gain the ability to breathe water for 3 hours. --- AC 23 Fort +15 Ref +10 Will +16 HP 135 --- Speed 10 feet, swim 60 feet Melee Single Action tentacle +16 (Agile, Magical, reach 15 feet), Damage 2d8+10 bludgeoning plus slime Occult Innate Spells DC 25 - 3rd Hypnotic Pattern (at will) - 4th Hallucinatory Terrain (at will) - 5th Illusory Object (at will) - 6th Dominate (x3), Illusory Scene (at will) - 7th Project Image (at will), Veil (at will) Slime (Curse, Occult, Virulent) Saving Throw Fortitude DC 25; Stage 1 no ill effect (1 round); Stage 2 the victim’s skin softens, inflicting drained 1 (1 round); Stage 3 the victim’s skin transforms into a clear, slimy membrane, inflicting drained 2 until the curse ends; every hour this membrane remains dry, the creature’s drained condition increases by 1 (permanent). A remove disease spell can counteract this curse, but immunity to disease offers no protection against it. ","tradition":["Occult"],"skill_mod":{"deception":15,"athletics":16,"intimidation":15,"occultism":16},"summary":"Aboleths form the core of alghollthu society, and while they are the “common folk” of their own societies, they see themselves as masters of all …","image":["/Images/Monsters/Alghollthu_AlghollthuMaster.png"],"primary_source":"Bestiary","spell":["Project Image","Veil","Dominate","Illusory Scene","Illusory Object","Hallucinatory Terrain","Hypnotic Pattern"],"trait_group":["Creature Type","Monster","Rarity"],"ac":23,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2","intelligence":3,"reflex_save":10,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":15,"size":["Huge"],"name":"Alghollthu Master","alignment":"LE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[19],"slug":"creature-2"},{"attack_bonus":[7,10,10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":40,"language":["Alghollthu","Undercommon"],"source":["Bestiary"],"type":"Creature","creature_family":"Alghollthu","will_save":4,"charisma":-2,"speed":{"max":40,"land":20,"swim":40},"perception":6,"wisdom":0,"weakness":{},"skill":["Athletics","Intimidation","Stealth"],"stealth":"7","trait":["Amphibious","Humanoid","LE","Medium"],"id":"creature-3","text":" Skum (Ulat-Kini) The most numerous of the alghollthus are the ulat-kinis, a servitor race created from human stock to serve as rank-and-file soldiers in alghollthu armies. At the zenith of alghollthu power, ulat-kinis formed massive legions and enjoyed significant power over other species. When the alghollthus retreated from the world, they abandoned teeming hordes of ulatkinis. Although these erstwhile soldiers tried to continue their conquering ways, their numbers declined rapidly in battlefield defeats and purposeful exterminations enacted by their enemies. Ulat-kini society degenerated, so that now only a few enclaves exist in the depths of the earth or along isolated coastlines. Few remember their own species’ name, instead using the epithet their foes gave them: “skum.” Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Skum Source Bestiary pg. 12 Perception +6; darkvision Languages Alghollthu, Undercommon Skills Athletics +8, Intimidation +4, Stealth +7 Str +4 Dex +1 Con +3 Int +0 Wis +0 Cha -2 Items Trident --- AC 16 Fort +7 Ref +7 Will +4 HP 40 Resistances cold 5 --- Speed 20 feet, swim 40 feet Melee Single Action trident +10, Damage 1d8+4 piercing Melee Single Action claw +10 (Agile), Damage 1d6+4 slashing Melee Single Action fangs +10, Damage 2d4+4 piercing Ranged Single Action trident +7 (thrown 20 feet), Damage 1d8+3 piercing\n","skill_mod":{"stealth":7,"athletics":8,"intimidation":4},"summary":"The most numerous of the alghollthus are the ulat-kinis, a servitor race created from human stock to serve as rank-and-file soldiers in alghollthu …","image":["/Images/Monsters/Alghollthu_Skum.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":16,"item":["Trident"],"level":2,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"cold":5},"url":"/Monsters.aspx?ID=3","intelligence":0,"reflex_save":7,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":1,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Skum","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,7,8,9],"slug":"creature-3"},{"remaster_name":["Ugothol"],"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Alghollthu","Aquan","Common","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":10,"stealth":"13","trait":["Aberration","CE","Medium"],"id":"creature-4","text":" Faceless Stalker (Ugothol) Among the subtler of the alghollthu creations were the ugothols—also known as faceless stalkers. These twisted beings used shapeshifting to infiltrate settlements and assassinate key targets. They sowed discord and replaced leaders, causing unwanted organizations to implode and bothersome people to lose face and eventually disappear. Entirely terrestrial in nature, ugothols can easily extend alghollthu plots above the waves for extended periods of time, giving their aquatic masters enhanced reach into these unpleasantly dry realms. Today, most faceless stalkers—like the less dangerous ulat-kinis—pursue programmed goals without the guidance of alghollthu rule. Faceless stalkers prefer to live as close to the sea coast as possible, although they are not aquatic creatures themselves. Most dwell in tiny tribes in marshlands. Others live in the sewers of coastal towns. By instinct, faceless stalkers seek to sow discord. They replace leaders in humanoid societies, then guide infiltrated settlements down paths of destruction. Among humanoids who have wicked tendencies, a faceless stalker can become a prominent trailblazer, leading a group to new heights of depravity and violence. Inevitably, however, faceless stalker infiltrators lead their followers to ruin. The ugothol eventually moves on—either because its true nature is about to be discovered, or because it has despoiled or devastated all local resources. An ugothol gains nourishment only through its long, bloodsucking tongue. Their prey bear distinctive triple puncture wounds near major arteries. Corpses bearing such marks are typically the first clues found to uncover a faceless stalker’s presence, though sometimes they are overlooked as marks belonging to a vampire or chupacabra. Recall Knowledge - Aberration (Occultism): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Faceless Stalker Source Bestiary pg. 13 Perception +10; darkvision Languages Alghollthu, Aquan, Common; tongues Skills Acrobatics +12, Athletics +12, Deception +13, Stealth +13, Thievery +9 Str +4 Dex +3 Con +3 Int +0 Wis +2 Cha +3 Items Studded Leather Armor --- AC 21 Fort +9 Ref +9 Will +12 +2 status to all saves vs. auditory and visual HP 60 Resistances bludgeoning 5 --- Speed 25 feet Melee Single Action longsword +14 (versatile P), Damage 1d8+6 slashing Melee Single Action claw +12 (Agile), Damage 2d6+6 slashing plus Grab Occult Innate Spells DC 19 - Constant (5th) Tongues Assume Form (Concentrate, Occult, Polymorph, Transmutation) The faceless stalker spends 10 minutes reshaping its appearance to take on the shape of any Small or Medium humanoid. It gains a +4 circumstance bonus to Deception checks to pass as that creature. Blood Nourishment Single Action The faceless stalker uses its three-pronged tongue to drink the blood of an adjacent restrained or unconscious creature. The creature gains drained 1. Compression When the faceless stalker successfully Squeezes, it moves through the tight space at full speed. Narrow confines are not difficult terrain for a faceless stalker. Revert Form Free Action Requirements The faceless stalker is in an assumed form. Effect The faceless stalker resumes its true form. Until the start of its next turn, it gains a +2 status bonus to attack rolls, damage rolls, saving throws, and skill checks. Sneak Attack The faceless stalker deals 1d6 extra precision damage to flat-footed creatures. ","skill_mod":{"deception":13,"thievery":9,"stealth":13,"athletics":12,"acrobatics":12},"image":["/Images/Monsters/Alghollthu_FacelessStalker.png"],"primary_source":"Bestiary","spell":["Tongues"],"ac":21,"item":["Studded Leather Armor"],"level":4,"spell_dc":[19],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"bludgeoning":5},"intelligence":0,"reflex_save":9,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Faceless Stalker","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[10,13],"attack_bonus":[12,14],"constitution":3,"creature_family":"Alghollthu","will_save":12,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Assume Form","Blood Nourishment","Compression","Revert Form","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Stealth","Thievery"],"tradition":["Occult"],"summary":"Among the subtler of the alghollthu creations were the ugothols—also known as faceless stalkers. These twisted beings used shapeshifting to …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=4","dexterity":3,"category":"creature","slug":"creature-4"},{"remaster_name":["Vidileth"],"primary_source_category":"Rulebooks","strength":6,"hp":270,"language":["Aklo","Alghollthu","Aquan","Common","Undercommon","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":6,"perception":25,"stealth":"24","trait":["Aberration","Aquatic","Rare","LE","Large"],"id":"creature-5","text":" Veiled Master (Vidileth) The powerful vidileths are the insidious veiled masters of the alghollthus. These manipulators of mind and body alike lead their species in the open, using their ability to change form to walk among and deceive humans and other sapient species. Many veiled masters are even more powerful than the typical specimen presented here and can use a wide range of arcane or occult spells and rituals. While veiled masters command significant combat prowess and impressive magical skills, the greatest danger they pose to others is their uncanny ability to infiltrate into societies much different than their own. The most paranoid of adventurers and conspiracy scholars worry that every major city has been infested by secret cabals of vidileths, while others dismiss this as hogwash and fearmongering. The truth is likely somewhere in between, but it doesn’t take many veiled masters pulling the strings behind the scenes to wreak havoc upon an entire nation! Recall Knowledge - Aberration (Occultism): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Veiled Master Source Bestiary pg. 14 Perception +25; darkvision Languages Aklo, Alghollthu, Aquan, Common, Undercommon; tongues Skills Arcana +27, Athletics +24, Deception +28, Intimidation +26, Lore +29, Occultism +29, Society +27, Stealth +24 Str +6 Dex +6 Con +8 Int +7 Wis +5 Cha +6 Mucus Cloud (aura, disease) 30 feet. While underwater, a veiled master exudes a cloud of transparent slime. An air-breathing creature within 30 feet of a veiled master must succeed at a DC 36 Fortitude save each round or lose the ability to breathe air but gain the ability to breathe water for 24 hours. --- AC 34 Fort +26 Ref +22 Will +24 +2 status to all saves vs. magic HP 270 Immunities controlled, electricity, mental Resistances cold 20 --- Speed 10 feet, swim 80 feet Melee Single Action claw +30 (Agile, Magical, reach 20 feet), Damage 3d10+12 slashing plus slime Melee Single Action fangs +28 (Agile, Magical, reach 10 feet, versatile S), Damage 3d8+12 piercing plus slime and consume memories Melee Single Action tentacle +28 (Agile, Electricity, Magical, reach 20 feet), Damage 7d6 electricity plus thoughtlance Occult Innate Spells DC 37 - 3rd Hypnotic Pattern (at will), Levitate (at will), Mind Reading (at will), Secret Page (at will) - 5th Dimension Door (x3), Hallucinatory Terrain (at will), Illusory Object (at will) - 6th Dominate (x3) - 7th Veil (at will) - 8th Illusory Scene (at will), Suggestion (x3) - 9th Project Image (at will) - Constant (5th) Tongues Occult Rituals DC 37 - 5th Geas Change Shape Free Action (Concentrate, Occult, Polymorph, Transmutation) Once per round, a veiled master can take on the appearance of a humanoid of Large, Medium, or Small size or resume its true form. While in humanoid form, the veiled master’s Speed is 30 feet, and it loses its mucus cloud aura and swim Speed. If the humanoid form assumed lacks the aquatic trait, the veiled master loses its own aquatic trait as well. In humanoid form, the veiled master can use weapons, or it can make Strikes that work like its tentacle attack but use the reach of its current form. If the assumed form has fangs or claws, the veiled master can also make such Strikes, but these attacks lack the veiled master’s slime. Consume Memories (Mental, Occult) When a veiled master makes a fangs Strike against a creature, it can consume some of that creature’s memories. The target must succeed at a DC 37 Fortitude saving throw or become stupefied 1. A veiled master regains 5 Hit Points each time it successfully consumes memories. When a veiled master consumes memories, it learns some of the creature’s memories (subject to the GM’s discretion). Delayed Suggestion (Enchantment, Occult) When a veiled master successfully casts dominate on a creature, a suggestion spell triggers when the dominate spell ends. This suggestion usually causes the target to return to the veiled master, so the creature can cast dominate again, but a veiled master can set the suggestion to different orders if it wishes. Slime (Curse, Occult, Virulent) Saving Throw Fortitude DC 36; Stage 1 no ill effect (1 round); Stage 2 the victim’s skin softens, inflicting drained 1 (1 round); Stage 3 the victim’s skin transforms into a clear, slimy membrane, inflicting drained 2 until the curse ends; every hour this membrane remains dry, the creature’s drained condition increases by 1 (permanent). A remove disease spell can counteract this curse, but immunity to disease offers no protection against it. Tentacle Flurry Two Actions The veiled master thrashes about with its tentacles. Make a tentacle Strike against each creature within its reach. Roll only one attack roll, and roll the damage only once for all targets. Thoughtlance (Curse, Enchantment, Occult) A creature touched by the veiled master’s tentacles, whether those tentacles deal damage or not, must attempt a DC 34 Will save, becoming slowed 1 on a failure or slowed 2 on a critical failure. Each time the affected creature ends its turn, its slowed value decreases by 1. Ancient Influences The veiled masters influenced the ancient Azlanti, and it was they who invoked the apocalypse of Earthfall to destroy Azlant when humanity grew too prideful. That this act also called down the magical Starstone , an artifact capable of transforming mortals into gods, was an ironic turn of events considering the alghollthus’ intolerance for faith. ","skill_mod":{"society":27,"deception":28,"stealth":24,"arcana":27,"athletics":24,"intimidation":26,"occultism":29},"image":["/Images/Monsters/Alghollthu_VeiledMaster.png"],"primary_source":"Bestiary","spell":["Project Image","Illusory Scene","Suggestion","Veil","Dominate","Dimension Door","Hallucinatory Terrain","Illusory Object","Hypnotic Pattern","Levitate","Mind Reading","Secret Page","Tongues"],"ac":34,"level":14,"spell_dc":[37],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"cold":20},"intelligence":7,"reflex_save":22,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":26,"size":["Large"],"name":"Veiled Master","alignment":"LE","pfs":"Standard","rarity":"rare","strike_damage_average":[24,25,28],"attack_bonus":[28,28,30],"constitution":8,"immunity":["controlled","electricity","mental"],"creature_family":"Alghollthu","will_save":24,"speed":{"max":80,"land":10,"swim":80},"wisdom":5,"weakness":{},"creature_ability":["Mucus Cloud","Change Shape","Consume Memories","Delayed Suggestion","Slime","Tentacle Flurry","Thoughtlance"],"skill":["Arcana","Athletics","Deception","Intimidation","Lore","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"The powerful vidileths are the insidious veiled masters of the alghollthus. These manipulators of mind and body alike lead their species in the open, …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=5","dexterity":6,"category":"creature","slug":"creature-5"},{"primary_source_category":"Rulebooks","strength":1,"hp":22,"language":["Celestial","Common","Infernal","Utopian"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":7,"stealth":"9","trait":["Aeon","Inevitable","Monitor","LN","Tiny"],"id":"creature-6","text":" Arbiter These spherical inevitables are scouts and diplomats. Found throughout the multiverse, they have traditionally kept watch over on chaos and its agents. With the announcement of the Convergence, many arbiters now serve as go-betweens among the aeon alliance and its mortal associates. Recall Knowledge - Monitor (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Arbiter Source Bestiary pg. 8 Perception +7; darkvision, detect alignment (chaotic only), locate inevitable Languages Celestial, Common, Infernal, Utopian Skills Acrobatics +9, Axis Lore +5, Diplomacy +6, Stealth +9 Str +1 Dex +4 Con +2 Int +0 Wis +2 Cha +1 Locate Inevitable An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, but it cannot sense the range of the inevitable. Items Shortsword --- AC 16 Fort +5 Ref +7 Will +7 +1 status to all saves vs. magic HP 22 Immunities death effects, disease, emotion, poison, unconscious Resistances electricity 3 Weaknesses chaotic 3 --- Speed 20 feet, fly 40 feet Melee Single Action shortsword +9 (Agile, Finesse, Lawful, Magical, versatile S), Damage 1d6+1 piercing plus 1d4 lawful Divine Innate Spells DC 17 - 1st Command, Detect Alignment (at will, chaotic only), Mending (x3) - 4th Read Omens Electrical Burst Two Actions (Divine, Electricity, Evocation) The arbiter releases an electrical burst from its body that deals 3d6 electricity damage (DC 17 basic Reflex save). Following such a burst, the arbiter becomes stunned for 24 hours. ","skill_mod":{"diplomacy":6,"stealth":9,"acrobatics":9},"image":["/Images/Monsters/Aeon_Arbiter.png"],"primary_source":"Bestiary","spell":["Read Omens","Command","Detect Alignment","Mending"],"ac":16,"item":["Shortsword"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"darkvision, detect alignment (chaotic only), locate inevitable","resistance":{"electricity":3},"intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Arbiter","alignment":"LN","pfs":"Standard","rarity":"common","strike_damage_average":[7],"attack_bonus":[9],"constitution":2,"immunity":["death effects","disease","emotion","poison","unconscious"],"creature_family":"Aeon","will_save":7,"speed":{"fly":40,"max":40,"land":20},"wisdom":2,"weakness":{"chaotic":3},"creature_ability":["Locate Inevitable","Electrical Burst"],"skill":["Acrobatics","Axis Lore","Diplomacy","Stealth"],"tradition":["Divine"],"summary":"These spherical inevitables are scouts and diplomats. Found throughout the multiverse, they have traditionally kept watch over on chaos and its …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=6","dexterity":4,"category":"creature","slug":"creature-6"},{"primary_source_category":"Rulebooks","strength":5,"hp":155,"language":["Abyssal","Celestial","Common","Draconic","Infernal","Utopian"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":19,"trait":["Aeon","Monitor","LN","Medium"],"id":"creature-7","text":" Axiomite According to the axiomites, their kind rose from the raw mathematical underpinnings of the universe, manifesting as great builders who created the ancient, colossal cities of the Outer Planes and gave life to the mechanical inevitables. According to the aeons, axiomites are part of the Monad, having both risen from and rebelled against it long ago. Since the Convergence, most axiomites have recognized this as a fundamental truth, particularly after the aeons showed the axiomites how the Utopian language has formed as an amalgam of aeon envisioning and formulaic mathematical expression. Most axiomites live in the perfect city of Axis, which they continually act to improve, thus refining the concept of perfection itself. A particular axiomite may look like any humanoid creature, though the particular form it takes on does not affect its abilities. Beneath this assumed form, all axiomites are the same—clouds of glowing, crystalline dust that constantly swirls and congeals into complex tangles of symbols and equations, evincing their existence as literal creatures of pure mathematical law. Axiomites arise from the souls of lawful neutral mortals, particularly those who were, in life, mathematicians, architects, crafters, or philosophers. While these souls do not retain any memories of their lives in the transition into axiomites, their life skills and experiences nevertheless serve a valuable metaphysical resource during formation. Recall Knowledge - Monitor (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Axiomite Source Bestiary pg. 9 Perception +19; darkvision Languages Abyssal, Celestial, Common, Draconic, Infernal, Utopian Skills Acrobatics +16, Axis Lore +17, Crafting +21, Diplomacy +15, Occultism +17, Religion +17 Str +5 Dex +4 Con +3 Int +5 Wis +5 Cha +3 Items +1 striking warhammer , sterling artisan's tools --- AC 26 Fort +13 Ref +16 Will +18 +1 status to all saves vs. magic HP 155 Immunities disease, emotion, fear Resistances electricity 10, mental 10 Weaknesses chaotic 10 --- Speed 25 feet Melee Single Action warhammer +20 (Lawful, Magical, Shove), Damage 2d8+11 bludgeoning plus 1d6 lawful Melee Single Action fist +17 (Agile, Lawful, Magical), Damage 1d8+5 bludgeoning plus 1d6 lawful Divine Innate Spells DC 27, attack +17 - Cantrips (4th) Telekinetic Projectile - 1st True Strike (at will) - 2nd Telekinetic Maneuver - 3rd Haste (x3), Paralyze - 4th Dispel Magic, Divine Wrath (lawful), Lightning Bolt (x3) - 5th Telekinetic Haul Crystalline Dust Form Single Action (Polymorph) The axiomite shifts between its humanoid form and that of a cloud of crystalline dust in which strange symbols and equations flash. In this form it gains a fly Speed of 40 feet and can fit through even tiny apertures, similarly to gaseous form . It can cast spells, but it can’t make melee or ranged attacks in this state. It can return to its humanoid form by using this action while in crystalline dust form. Axiomites in Axis On the planar metropolis of Axis, an axiomite fills one of three roles: construction and maintenance of inevitables, building and repairing Axis’s buildings, and exploring the laws and constants that underlie all of reality. ","skill_mod":{"diplomacy":15,"crafting":21,"occultism":17,"acrobatics":16,"religion":17},"image":["/Images/Monsters/Aeon_Axiomite.png"],"primary_source":"Bestiary","spell":["Telekinetic Haul","Dispel Magic","Divine Wrath","Lightning Bolt","Haste","Paralyze","Telekinetic Maneuver","True Strike","Telekinetic Projectile"],"ac":26,"item":["+1 striking warhammer","sterling artisan's tools"],"level":8,"spell_dc":[27],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"electricity":10,"mental":10},"intelligence":5,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Axiomite","alignment":"LN","pfs":"Standard","rarity":"common","strike_damage_average":[13,23],"attack_bonus":[17,20],"constitution":3,"immunity":["disease","emotion","fear"],"creature_family":"Aeon","spell_attack_bonus":[17],"will_save":18,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{"chaotic":10},"creature_ability":["Crystalline Dust Form"],"skill":["Acrobatics","Axis Lore","Crafting","Diplomacy","Occultism","Religion"],"tradition":["Divine"],"summary":"According to the axiomites, their kind rose from the raw mathematical underpinnings of the universe, manifesting as great builders who created the …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=7","dexterity":4,"category":"creature","slug":"creature-7"},{"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Celestial","Infernal","Utopian","truespeech"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":23,"trait":["Aeon","Inevitable","Monitor","LN","Medium"],"id":"creature-10","text":" Kolyarut Kolyarut inevitables are enforcers of bargains and punishers of those who fail to uphold them. Their humanoid shape, ability to disguise themselves among a humanoid population, and diplomatic leanings make them the most approachable inevitables, and thus more likely to ally themselves with others. They are among the most talkative of all inevitables, naturally possessing a courtly grace and an encyclopedic knowledge of social customs, which they use to assist their efforts in gathering information on their targets or issuing challenges in a legal manner. Recall Knowledge - Monitor (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Kolyarut Source Bestiary pg. 10 Perception +23; (+27 to detect lies); darkvision Languages Celestial, Infernal, Utopian; truespeech Skills Acrobatics +22, Athletics +27, Axis Lore +22, Diplomacy +20, Deception +20, Survival +22 Str +7 Dex +4 Con +5 Int +1 Wis +4 Cha +2 Truespeech A kolyarut can speak with and understand any creature that has a language. Items +1 striking bastard sword --- AC 34 Fort +23 Ref +24 Will +22 +1 status to all saves vs. magic HP 215 , regeneration 15 (deactivated by chaotic) Immunities death effects, disease, emotion, poison, unconscious Weaknesses chaotic 15 --- Speed 25 feet Melee Single Action bastard sword +26 (Lawful, Magical, two-hand d12), Damage 2d8+13 slashing plus 1d6 lawful Melee Single Action fist +23 (Agile, Lawful, Magical), Damage 1d10+11 bludgeoning plus 1d6 lawful Divine Innate Spells DC 32 - 1st Command (at will) - 2nd Invisibility (self only) - 3rd Paralyze (x2) - 4th Illusory Disguise (at will), Suggestion (x2) - 5th Command - 8th Discern Location Divine Rituals DC 32 - 3rd Geas Inevitable Fates The fact that the aeons known as inevitables seem to be on the decline is taken by some planar scholars as metaphysical proof that entropy is on the rise and the Great Beyond is past its prime and on the way to the end of this cycle of reality. ","skill_mod":{"diplomacy":20,"deception":20,"survival":22,"athletics":27,"acrobatics":22},"image":["/Images/Monsters/Aeon_Kolyarut.png"],"primary_source":"Bestiary","spell":["Discern Location","Command","Illusory Disguise","Suggestion","Paralyze","Invisibility"],"ac":34,"item":["+1 striking bastard sword"],"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":"(+27 to detect lies); darkvision","resistance":{},"intelligence":1,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":23,"size":["Medium"],"name":"Kolyarut","alignment":"LN","pfs":"Standard","rarity":"common","strike_damage_average":[20,25],"attack_bonus":[23,26],"constitution":5,"immunity":["death effects","disease","emotion","poison","unconscious"],"creature_family":"Aeon","will_save":22,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"chaotic":15},"creature_ability":["Truespeech"],"skill":["Acrobatics","Athletics","Axis Lore","Diplomacy","Deception","Survival"],"tradition":["Divine"],"summary":"Kolyarut inevitables are enforcers of bargains and punishers of those who fail to uphold them. Their humanoid shape, ability to disguise themselves …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=10","dexterity":4,"category":"creature","slug":"creature-10"},{"primary_source_category":"Rulebooks","strength":6,"hp":335,"language":["envisioning"],"source":["Bestiary"],"type":"Creature","charisma":6,"perception":37,"stealth":"35","trait":["Aeon","Monitor","LN","Large"],"id":"creature-11","text":" Pleroma Among the most powerful of all the true aeons, pleromas are a manifestation of the duality of creation and destruction. Their physical manifestation is a constant state of flux between these two poles, their forms a shifting cloak of black where galaxies and other celestial objects flit in and out of existence, as if depicting the constant life, death, and rebirth of a miniature, self-contained universe. Pleromas see the multiverse as both eternal and cyclical, doomed and malleable, ending only if these cycles ever become unbalanced. They believe the current Convergence is necessary to obtain this essential balance, and act to ensure that the grand design of the Monad is carried out to the smallest detail. Recall Knowledge - Monitor (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Pleroma Source Bestiary pg. 10 Perception +37; darkvision, lifesense 120 feet, true seeing Languages envisioning Skills Acrobatics +33, Arcana +38, Deception +34, Diplomacy +34, Occultism +38, Religion +39, Stealth +35 Str +6 Dex +7 Con +6 Int +8 Wis +9 Cha +6 Envisioning Pleromas care little for communication with other creatures, but when they do convey information, they do so wordlessly through a series of psychic projections. This acts as telepathy with a range of 100 feet but is understandable to all creatures regardless of whether they have a language, though the aeon’s meaning to non-aeons can be vague and is often mysterious. An aeon can use this ability to communicate flawlessly with any other aeon on the same plane as itself. --- AC 45 Fort +32 Ref +31 Will +37 +1 status to all saves vs. magic HP 335 , regeneration 20 (deactivated by chaotic) Immunities negative, positive Weaknesses chaotic 20 Reality Twist Reaction Trigger The pleroma critically fails the saving throw. Effect The critical failure becomes a normal failure. --- Speed fly 40 feet; freedom of movement Melee Single Action energy touch +36 (Agile, Lawful, Magical), Damage 5d8+18 positive or negative damage plus 1d6 lawful Ranged Single Action Sphere of Oblivion +37 (Magical), Damage see Sphere of Oblivion Divine Innate Spells DC 47, attack +37 - 1st Create Water (at will) - 2nd Detect Alignment (at will), Shape Wood (at will) - 3rd Hypercognition (at will) - 4th Create Food (at will), Shape Stone (at will) - 5th Creation (at will) - 7th Plane Shift, Retrocognition - 8th Disintegrate (x2), Unrelenting Observation - 9th Banishment, Blade Barrier, Disjunction, Overwhelming Presence - 10th Alter Reality - Constant (4th) Freedom of Movement - Constant (8th) True Seeing Energy Touch A pleroma’s touch deals its choice of positive or negative damage, but neither energy can be used to heal a creature. Sphere of Creation Two Actions (Incapacitation, Magical) Three times per day, a pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By using a single action, which has the concentrate trait, the pleroma can cause the sphere to fly 10 feet. The sphere can move in any direction, ignoring difficult terrain, but it can’t move farther than 300 feet away from the pleroma. Wherever the sphere travels, it leaves behind a 5-foot-wide path of new matter, creating either new terrain (the pleroma’s choice of normal, difficult, or greater difficult terrain) or a 5-foot-square solid barrier of a single natural substance (such as clay, wood, or stone). The sphere can enter the space of a creature; when it does, the creature must succeed at a DC 43 Fortitude save or be absorbed into the sphere. On a successful save, the creature is pushed to a space of the GM’s choice away from the sphere. Those who fail take 20d6 positive damage (even if they are living) and are pushed away as a success. Those who critically fail, or are reduced to 0 HP by the damage from a failure, become one with the new material and can be restored only via a 10th-level spell. A pleroma can have only one Sphere of Creation in existence at a time, and the sphere automatically vanishes in a flash of blinding light after 1d4 minutes. All creatures within 30 feet of the sphere of creation when it vanishes must succeed at a DC 43 Fortitude save or be permanently blinded. Sphere of Oblivion Two Actions (Incapacitation, Magical) Three times per day, a pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. It can move and control the sphere in the same manner as its Sphere of Creation. The sphere is an empty void that lasts for 1 minute before collapsing in on itself and winking out of existence. Once manifested, the sphere can be used as a ranged attack, but it blinks out of existence immediately after that attack is resolved. Any unattended object that touches the void is sucked in and completely destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact. The sphere can enter the space of a creature, with effects similar to the Sphere of Creation except that it deals negative damage (even to undead) on a failure and annihilates rather than incorporating the creature into material. Such a destroyed creature can be restored only by a 10th-level spell. ","skill_mod":{"diplomacy":34,"deception":34,"stealth":35,"arcana":38,"occultism":38,"acrobatics":33,"religion":39},"image":["/Images/Monsters/Aeon_Pleroma.png"],"primary_source":"Bestiary","spell":["Alter Reality","Banishment","Blade Barrier","Disjunction","Overwhelming Presence","Disintegrate","Unrelenting Observation","Plane Shift","Retrocognition","Creation","Create Food","Shape Stone","Hypercognition","Detect Alignment","Shape Wood","Create Water","True Seeing","Freedom of Movement"],"ac":45,"level":20,"spell_dc":[47],"source_category":["Rulebooks"],"sense":"darkvision, lifesense 120 feet, true seeing ","resistance":{},"intelligence":8,"reflex_save":31,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":32,"size":["Large"],"name":"Pleroma","alignment":"LN","pfs":"Standard","rarity":"common","strike_damage_average":[44],"attack_bonus":[36,37],"constitution":6,"immunity":["negative","positive"],"creature_family":"Aeon","spell_attack_bonus":[37],"will_save":37,"speed":{"fly":40,"max":40},"wisdom":9,"weakness":{"chaotic":20},"creature_ability":["Envisioning","Reality Twist","Energy Touch","Sphere of Creation","Sphere of Oblivion"],"skill":["Acrobatics","Arcana","Deception","Diplomacy","Occultism","Religion","Stealth"],"tradition":["Divine"],"summary":"Among the most powerful of all the true aeons, pleromas are a manifestation of the duality of creation and destruction. Their physical manifestation …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=11","dexterity":7,"category":"creature","slug":"creature-11"},{"primary_source_category":"Rulebooks","strength":-1,"hp":20,"language":["Celestial","Common","Draconic","Infernal"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":6,"stealth":"6","trait":["Angel","Celestial","NG","Tiny"],"id":"creature-13","text":" Cassisian (Archive Angel) The weakest of angels, cassisians usually serve as lackey messengers for more powerful angels or as spiritual guides for mortals. Despite their limited intellect, cassisians have a knack for precise recollection, particularly with scripture. Most cassisians are formed from the souls of trustworthy mortals, but some arise from fragments of greater angels destroyed in service to the celestial realms. Recall Knowledge - Celestial (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Cassisian Source Bestiary pg. 16 Perception +6; darkvision Languages Celestial, Common, Draconic, Infernal Skills Acrobatics +6, Diplomacy +6, Religion +6, Stealth +6 Str -1 Dex +1 Con +2 Int -1 Wis +1 Cha +1 --- AC 18 +1 status vs. evil creatures Fort +7 Ref +6 Will +4 +1 status to all saves vs. evil creatures HP 20 Resistances cold 3, fire 3 Weaknesses evil 3 Transfer Protection A non-evil creature can wear a willing cassisian as a helmet. While it does, the cassisian can take no actions, but the cassisian extends its +1 status bonus to AC and saves against evil creatures to its wearer. At any time, the cassisian can detach itself from its wearer as an action. --- Speed Fly 40 feet Melee Single Action headbutt +6 (Agile, Finesse, Good, Magical), Damage 1d6-1 bludgeoning plus 1d4 good Divine Innate Spells DC 16 - Cantrips (1st) Know Direction, Light - 1st Detect Alignment (at will, evil only), Heal - 4th Read Omens Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) A cassisian can take the appearance of a dove, a winged humanoid, a dog, or a fish. Normally, this doesn’t change its Speed or the attack and damage bonuses for its Strikes, but it might change the damage type Strikes deal (typically to bludgeoning). Any further changes for specific forms are noted below. Dog size Small; scent (imprecise) 30 feet, Speed 40 feet; Melee jaws +7, Damage 1d6+2 piercing plus Knockdown Fish swim Speed 30 feet Eye Beams Two Actions (Concentrate, Divine, Evocation) The cassisian releases beams of heat or cold from its eyes, dealing 2d6 cold or fire damage (DC 17 basic Reflex save) to all creatures in a 15-foot line. It can’t use Eye Beams again for 1d4 rounds. Repository of Lore While the cassisian isn’t particularly intelligent, it has perfect memory and can remember everything it sees or hears. This allows it to attempt Lore checks on any topic, provided (at the GM’s discretion) the cassisian has encountered the topic in question before. The cassisian’s limited intellect often prevents it from acting upon its knowledge, making it a better resource than agent in matters of information use. ","skill_mod":{"diplomacy":6,"stealth":6,"acrobatics":6,"religion":6},"image":["/Images/Monsters/Angel_Cassisian.png"],"primary_source":"Bestiary","spell":["Read Omens","Detect Alignment","Heal","Know Direction","Light"],"ac":18,"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"fire":3,"cold":3},"intelligence":-1,"reflex_save":6,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Cassisian","alignment":"NG","pfs":"Standard","rarity":"common","strike_damage_average":[5],"attack_bonus":[6],"constitution":2,"creature_family":"Angel","will_save":4,"speed":{"max":40,"land":40},"wisdom":1,"weakness":{"evil":3},"creature_ability":["Transfer Protection","Change Shape","Eye Beams","Repository of Lore"],"skill":["Acrobatics","Diplomacy","Religion","Stealth"],"tradition":["Divine"],"summary":"The weakest of angels, cassisians usually serve as lackey messengers for more powerful angels or as spiritual guides for mortals. Despite their …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=13","dexterity":1,"category":"creature","slug":"creature-13"},{"primary_source_category":"Rulebooks","strength":1,"hp":100,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":14,"trait":["Angel","Celestial","NG","Small"],"id":"creature-14","text":" Choral (Choir Angel) Choral angels are incredible singers who fill the halls of Nirvana with pious chants and sacred hymns. They form from the souls of talented bards and other performers. While they shy away from conflict, they occasionally brave the mortal realm to deliver good omens and auspicious messages. Choral angels often serve the goddess Shelyn, but they can also serve other good deities and empyreal lords. Recall Knowledge - Celestial (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Choral Source Bestiary pg. 17 Perception +14; darkvision Languages Celestial, Draconic, Infernal; tongues Skills Acrobatics +12, Diplomacy +15, Performance +17, Religion +14 Str +1 Dex +4 Con +2 Int +3 Wis +4 Cha +5 --- AC 24 Fort +10 Ref +14 Will +16 +1 status to all saves vs. magic HP 100 Resistances sonic 5 Weaknesses evil 5 Harmonizing Aura (aura, divine, evocation, sonic) 20 feet. Allies in the area gain a +2 status bonus to sonic damage rolls and a +1 status bonus to AC and all saves against sonic and auditory effects. Enemies in the area take a –2 status penalty to sonic damage rolls and a –1 status penalty to AC and all saves against sonic and auditory effects. --- Speed 30 feet, fly 40 feet Melee Single Action fist +14 (Agile, Finesse, Good, Magical), Damage 3d6+1 bludgeoning plus 1d6 good Ranged Single Action piercing hymn +17 (Good, Magical, range 90 feet, Sonic), Damage 4d6 sonic damage plus 1d6 good and deafening aria Divine Innate Spells DC 23, attack +13 - Cantrips (3rd) Ghost Sound, Inspire Competence, Inspire Courage - 1st Counter Performance (at will) - 2nd Invisibility (at will, self only), Sound Burst (at will) - 3rd Heal, Remove Curse, Remove Disease, Remove Fear (at will), Sound Burst - Constant (5th) Tongues Divine Rituals DC 23 - 1st Angelic Messenger Deafening Aria On a critical hit with piercing hymn, the target is deafened for 1 minute. Harmonize Single Action The choral angel adds its harmony to a choral angel ally within its harmonizing aura. The ally can cast calm emotions or heroism on its next turn in place of its 3rd-level sound burst or heighten its 3rd-level sound burst by 1 level. If five different choral angels use Harmonize on the same choral angel ally, it can instead cast divine decree in place of its 3rd-level sound burst . ","skill_mod":{"diplomacy":15,"performance":17,"acrobatics":12,"religion":14},"image":["/Images/Monsters/Angel_Choral.png"],"primary_source":"Bestiary","spell":["Heal","Remove Curse","Remove Disease","Remove Fear","Sound Burst","Invisibility","Ghost Sound","Inspire Competence","Inspire Courage","Tongues","Counter Performance"],"ac":24,"level":6,"spell_dc":[23],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"sonic":5},"intelligence":3,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Choral","alignment":"NG","pfs":"Standard","rarity":"common","strike_damage_average":[15,17],"attack_bonus":[14,17],"constitution":2,"creature_family":"Angel","spell_attack_bonus":[13],"will_save":16,"speed":{"fly":40,"max":40,"land":30},"wisdom":4,"weakness":{"evil":5},"creature_ability":["Harmonizing Aura","Deafening Aria","Harmonize"],"skill":["Acrobatics","Diplomacy","Performance","Religion"],"tradition":["Divine"],"summary":"Choral angels are incredible singers who fill the halls of Nirvana with pious chants and sacred hymns. They form from the souls of talented bards and …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=14","dexterity":4,"category":"creature","slug":"creature-14"},{"primary_source_category":"Rulebooks","strength":5,"hp":145,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":18,"trait":["Angel","Celestial","NG","Medium"],"id":"creature-15","text":" Balisse (Confessor Angel) Balisses, or confessor angels, seek to assist mortals ensnared by moral dilemmas or crises of faith. Balisses prefer to guide people to their own decisions rather than demand obedience to a higher cause, as intrinsic belief is even more powerful than blind obedience. While most balisses are fundamentally honest, they use their guardian angel ability to seem less intimidating and decrease the chance the mortal will simply acquiesce to the opinion of an obviously divine being. Balisses often form from souls of those who performed evil acts but were redeemed. Many serve the goddess Sarenrae, but they can serve other good deities and empyreal lords as well. Recall Knowledge - Celestial (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Balisse Source Bestiary pg. 18 Perception +18; (+20 to detect lies and illusions); darkvision Languages Celestial, Draconic, Infernal; tongues Skills Acrobatics +14, Diplomacy +17, Religion +18 Str +5 Dex +2 Con +4 Int +1 Wis +6 Cha +5 Items +1 striking scimitar --- AC 26 Fort +16 Ref +12 Will +18 +1 status to all saves vs. magic HP 145 Resistances fire 15 Weaknesses evil 10 Confessor’s Aura (aura, divine, enchantment, mental) 20 feet. Creatures in the balisse’s aura are subject to zone of truth (DC 23). Additionally, if these creatures choose to honestly express their own conflicted feelings, the aura makes it easier for them to put words to those feelings. --- Speed 30 feet, fly 40 feet Melee Single Action flaming scimitar +20 (Fire, Forceful, Good, Magical, Sweep), Damage 2d6+8 slashing plus 1d6 fire and 1d6 good Divine Innate Spells DC 26 - 1st Detect Alignment (at will, evil only) - 2nd Invisibility (at will, self only) - 3rd Remove Fear (at will) - 4th Divine Wrath, Heal, Paralyze, Remove Curse, Remove Disease Divine Rituals DC 26 - 1st Angelic Messenger - 3rd Geas - 4th Atone Brand of the Impenitent Two Actions (Curse, Divine, Evocation) Frequency once per day; Effect The balisse marks an evil creature within its confessor’s aura as irredeemable. It can only do so after a failed attempt to convince the creature to repent. The touched creature takes a –1 status penalty to AC and saves, reduces its resistances by 2, and gains weakness 2 to good damage. The duration depends on the target’s DC 26 Will save. Critical Success The creature is unaffected. Success The duration is 1 round. Failure The duration is 1 day. Critical Failure The duration is permanent. Flaming Armament (Divine, Evocation) Any weapon gains the effect of a flaming property rune while a balisse wields it. Guiding Angel Single Action (Divine, Transmutation) While invisible, a balisse can spiritually attach itself to a non-evil mortal. When it does so, it merges with the mortal’s body and is unable to use any of its spells and abilities other than to interact with the mortal. It must use Guiding Angel again to leave the mortal. While merged with the mortal, the balisse can take a form of its choice that only the mortal can see, such as a small angel on the mortal’s shoulder. Alternatively, it can communicate with the mortal using a bodiless voice only the mortal can hear. ","skill_mod":{"diplomacy":17,"acrobatics":14,"religion":18},"image":["/Images/Monsters/Angel_Balisse.png"],"primary_source":"Bestiary","spell":["Divine Wrath","Heal","Paralyze","Remove Curse","Remove Disease","Remove Fear","Invisibility","Detect Alignment"],"ac":26,"item":["+1 striking scimitar"],"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"(+20 to detect lies and illusions); darkvision","resistance":{"fire":15},"intelligence":1,"reflex_save":12,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Balisse","alignment":"NG","pfs":"Standard","rarity":"common","strike_damage_average":[22],"attack_bonus":[20],"constitution":4,"creature_family":"Angel","will_save":18,"speed":{"fly":40,"max":40,"land":30},"wisdom":6,"weakness":{"evil":10},"creature_ability":["Confessor’s Aura","Brand of the Impenitent","Flaming Armament","Guiding Angel"],"skill":["Acrobatics","Diplomacy","Religion"],"tradition":["Divine"],"summary":"Balisses, or confessor angels, seek to assist mortals ensnared by moral dilemmas or crises of faith. Balisses prefer to guide people to their own …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=15","dexterity":2,"category":"creature","slug":"creature-15"},{"remaster_name":["Tabellia"],"primary_source_category":"Rulebooks","strength":8,"hp":285,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":6,"perception":26,"trait":["Angel","Celestial","NG","Medium"],"id":"creature-16","text":" Astral Deva (Emissary Angel) Astral devas are the elite messengers and emissaries of the celestial realms, serving deities and celestial armies by delivering messages, performing reconnaissance, and providing support for those in need of aid. They watch over planar travelers and take powerful mortals under their wings to mentor them. Astral devas carry scrolls containing important messages and other celestial secrets. Astral devas can form spontaneously from the souls of exceptional good-aligned mortals, but are also sometimes created from such souls intentionally by deities or demigods. In the later cases, astral devas often bear physical features that mark them as closely affiliated with that deity. An astral deva created by Sarenrae, for example, might have hair made of fire, while one created by Torag might look more dwarven, and one created by Desna could have butterfly wings instead of feathered wings. It’s not unusual for astral devas created by lawful good or chaotic good deities to share their creators’ alignment. Recall Knowledge - Celestial (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Astral Deva Source Bestiary pg. 19 Perception +26; darkvision Languages Celestial, Draconic, Infernal; tongues Skills Acrobatics +24, Diplomacy +26, Intimidation +28, Religion +24 Str +8 Dex +4 Con +5 Int +4 Wis +4 Cha +6 Items +2 striking warhammer --- AC 36 Fort +27 Ref +26 Will +22 +1 status to all saves vs. magic HP 285 Weaknesses evil 15 Traveler’s Aura (abjuration, aura, divine) 20 feet. Creatures in the astral deva’s aura are protected from ambient environmental damage from any plane, including severe and extreme heat and cold as well as more exotic dangers. The astral deva is never flat-footed to creatures within its aura. Messenger’s Amnesty (abjuration, divine) An astral deva with a message to deliver is continually protected by the effect of sanctuary (DC 32). If the deva breaks the sanctuary , the effect returns if the deva ceases hostility for 10 minutes. --- Speed 40 feet, fly 75 feet Melee Single Action holy warhammer +30 (Good, Magical, Shove), Damage 2d8+22 bludgeoning plus 1d6 good Divine Innate Spells DC 36, attack +28 - Cantrips (7th) Light - 1st Detect Alignment (at will, evil only) - 2nd Invisibility (at will, self only) - 4th Discern Lies (at will) - 7th Blade Barrier, Divine Decree, Divine Wrath, Heal, Remove Curse, Remove Disease, Remove Fear - Constant (5th) Tongues Divine Rituals DC 36 - 1st Angelic Messenger Divine Armament (Divine, Evocation) Any weapon gains the effect of a holy property rune while an astral deva wields it. Stunning Strike Single Action Requirements The astral deva hit a foe earlier this turn with a weapon Strike. Effect The astral deva makes a weapon Strike against the foe. On a success, the foe must succeed at a DC 34 Fortitude save or become stunned 1. On a critical failure, the foe is stunned 2 instead. ","skill_mod":{"diplomacy":26,"intimidation":28,"acrobatics":24,"religion":24},"image":["/Images/Monsters/Angel_AstralDeva.png"],"primary_source":"Bestiary","spell":["Blade Barrier","Divine Decree","Divine Wrath","Heal","Remove Curse","Remove Disease","Remove Fear","Discern Lies","Invisibility","Detect Alignment","Light","Tongues"],"ac":36,"item":["+2 striking warhammer"],"level":14,"spell_dc":[36],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":4,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":27,"size":["Medium"],"name":"Astral Deva","alignment":"NG","pfs":"Standard","rarity":"common","strike_damage_average":[34],"attack_bonus":[30],"constitution":5,"creature_family":"Angel","spell_attack_bonus":[28],"will_save":22,"speed":{"fly":75,"max":75,"land":40},"wisdom":4,"weakness":{"evil":15},"creature_ability":["Traveler’s Aura","Messenger’s Amnesty","Divine Armament","Stunning Strike"],"skill":["Acrobatics","Diplomacy","Intimidation","Religion"],"tradition":["Divine"],"summary":"Astral devas are the elite messengers and emissaries of the celestial realms, serving deities and celestial armies by delivering messages, performing …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=16","dexterity":4,"category":"creature","slug":"creature-16"},{"attack_bonus":[6],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":6,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Animated Object","will_save":3,"charisma":-5,"speed":{"max":15,"land":15},"perception":3,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Dust"],"skill":["Athletics"],"trait":["Construct","Mindless","N","Small"],"id":"creature-18","text":" Animated Broom Animated brooms perform menial tasks of cleaning and upkeep, but they can step in to defend a room from intrusion if needed. These simple animated objects can be found with greater frequency than more complicated and costly objects. Recall Knowledge - Construct (Arcana, Crafting): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Animated Broom Source Bestiary pg. 20 Perception +3; darkvision Languages Skills Athletics +5 Str +0 Dex +1 Con +0 Int -5 Wis +0 Cha -5 --- AC 16 (14 when broken); construct armor Fort +3 Ref +6 Will +3 HP 6 Hardness 2 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, an animated broom has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated broom is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 14. --- Speed 15 feet Melee Single Action bristles +6 (Agile, Magical, Finesse), Damage 1d4 bludgeoning plus dust Dust A creature hit by an animated broom’s bristles must succeed at a DC 15 Fortitude save or spend its next action coughing. Even if hit by multiple dust attacks, the creature has to spend only 1 action coughing to clear the dust out. A creature that doesn’t breathe is immune to this effect. ","skill_mod":{"athletics":5},"summary":"Animated brooms perform menial tasks of cleaning and upkeep, but they can step in to defend a room from intrusion if needed. These simple animated …","image":["/Images/Monsters/AnimatedObject_AnimatedBroom.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":16,"level":-1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=18","intelligence":-5,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":1,"hardness":2,"vision":"Darkvision","fortitude_save":3,"size":["Small"],"name":"Animated Broom","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-18"},{"attack_bonus":[9,11],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":20,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Animated Object","will_save":4,"charisma":-5,"speed":{"max":20,"land":20},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor"],"skill":["Athletics"],"trait":["Construct","Mindless","N","Medium"],"id":"creature-19","text":" Animated Armor Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. They are most often found in wizard laboratories and ancient dungeons. Recall Knowledge - Construct (Arcana, Crafting): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Animated Armor Source Bestiary pg. 20 Perception +6; darkvision Languages Skills Athletics +9 Str +3 Dex -3 Con +4 Int -5 Wis +0 Cha -5 --- AC 17 (13 when broken); construct armor Fort +10 Ref +3 Will +4 HP 20 Hardness 9 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, an animated armor has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated armor is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 13. --- Speed 20 feet Melee Single Action glaive +11 (deadly 1d8, Forceful, Magical, reach 10 feet), Damage 1d8+4 slashing Melee Single Action gauntlet +9 (Agile, Free-Hand, Magical), Damage 1d6+4 bludgeoning\n","skill_mod":{"athletics":9},"summary":"Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. They are …","primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=19","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-3,"hardness":9,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Animated Armor","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-19"},{"attack_bonus":[11],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":35,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Animated Object","will_save":5,"charisma":-5,"speed":{"max":20,"land":20},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor"],"skill":["Athletics"],"trait":["Construct","Earth","Mindless","N","Medium"],"id":"creature-20","text":" Animated Statue Animated statues are often used to guard crypts, small shrines, or areas in government buildings where they can be positioned amid normal statues to hide their true nature until an intruder arouses their ire. Adventurers’ suspicions regarding statues suddenly animating and attacking has led many less scrupulous adventurers to automatically attack any statues they encounter, ruining harmless, ancient relics. Recall Knowledge - Construct (Arcana, Crafting): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Animated Statue Source Bestiary pg. 21 Perception +9; darkvision Languages Skills Athletics +11 Str +4 Dex -2 Con +5 Int -5 Wis +0 Cha -5 --- AC 19 (15 when broken); construct armor Fort +12 Ref +5 Will +5 HP 35 Hardness 6 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, an animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 15. --- Speed 20 feet Melee Single Action fist +11 (Magical), Damage 1d8+6 bludgeoning plus Grab\n","element":["Earth"],"skill_mod":{"athletics":11},"summary":"Animated statues are often used to guard crypts, small shrines, or areas in government buildings where they can be positioned amid normal statues to …","primary_source":"Bestiary","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=20","intelligence":-5,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":-2,"hardness":6,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Animated Statue","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-20"},{"attack_bonus":[12,19],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":100,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Animated Object","will_save":9,"charisma":-5,"speed":{"max":30,"land":30},"perception":13,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Brazier","Burn Alive"],"skill":["Athletics"],"trait":["Construct","Earth","Mindless","N","Huge"],"id":"creature-22","text":" Giant Animated Statue As with any humanoid animated statues of Medium size, giant animated statues are used to guard locations of importance, but their increased size and power make them most useful in large vaults, spacious chambers, or outdoor locations. Animated objects of this strength and size are ideal for tasks and responsibilities usually performed by golems, and more powerful animated objects are thus all but unheard of. Recall Knowledge - Construct (Arcana, Crafting): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Giant Animated Statue Source Bestiary pg. 21 Perception +13; darkvision Languages Skills Athletics +17 Str +6 Dex -1 Con +6 Int -5 Wis +0 Cha -5 --- AC 26 (22 when broken); construct armor Fort +17 Ref +10 Will +9 HP 100 Hardness 10 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, a giant animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a giant animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 22. --- Speed 30 feet Melee Single Action stone fist +19 (Magical), Damage 2d12+6 bludgeoning plus Grab Ranged Single Action flaming coal +12 (Fire, Magical, range increment 80 feet), Damage 2d6+6 bludgeoning and 2d8 fire Brazier The statue carries a wide brazier full of hot coals. To make flaming coal Strikes or use Burn Alive, the statue must have the brazier held in one hand or otherwise have it within reach. Instead of targeting the statue with an attack, a creature can target the brazier directly. The brazier has the same AC and saves as the statue. Dealing 15 cold damage to the brazier or dousing it with at least 2 gallons of water extinguishes the coals. This prevents the statue from using Burn Alive and causes its ranged attacks to no longer deal 2d8 fire damage. Burn Alive Single Action (Fire) The statue grinds a creature it has grabbed into the red-hot coals of its brazier. The target takes 3d8 fire damage and 1d8 persistent fire damage. ","element":["Earth"],"skill_mod":{"athletics":17},"summary":"As with any humanoid animated statues of Medium size, giant animated statues are used to guard locations of importance, but their increased size and …","image":["/Images/Monsters/AnimatedObject_GiantAnimatedStatue.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":26,"level":7,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=22","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":-1,"hardness":10,"vision":"Darkvision","fortitude_save":17,"size":["Huge"],"name":"Giant Animated Statue","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,22],"slug":"creature-22"},{"attack_bonus":[10,13],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":40,"source":["Bestiary"],"type":"Creature","creature_family":"Ankhrav","will_save":7,"charisma":-2,"speed":{"max":25,"land":25,"burrow":20},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["Armor-Rending Bite","Spray Acid"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"8","trait":["Animal","N","Large"],"id":"creature-23","text":" Ankhrav These horse-sized, burrowing monsters generally avoid heavily settled areas like cities, but ankhravs’ predilection for livestock and humanoid flesh ensures that the creatures do not remain in the deep wilderness for long. Desperate farmers whose fields become infested by ankhravs often have little recourse but to seek the aid of adventurers. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Ankhrav Source Bestiary pg. 22 Perception +7; darkvision, tremorsense (imprecise) 60 feet Languages Skills Acrobatics +6, Athletics +11, Stealth +8 Str +4 Dex +1 Con +3 Int -4 Wis +0 Cha -2 --- AC 20 Fort +12 Ref +8 Will +7 HP 40 --- Speed 25 feet, burrow 20 feet Melee Single Action mandibles +13 (Acid), Damage 1d8+4 piercing plus 1d6 acid Ranged Single Action acid spit +10 (Acid, range 30 feet), Damage 3d6 acid Armor-Rending Bite Two Actions The ankhrav makes a mandibles Strike; if the Strike hits, the target’s armor takes the damage and the acid damage bypasses the armor’s Hardness. Spray Acid Two Actions (Acid) Frequency once per hour; Effect The ankhrav spews acid in a 30-foot cone, dealing 3d6 acid damage and 1d6 persistent acid damage (DC 20 basic Reflex save). ","skill_mod":{"stealth":8,"athletics":11,"acrobatics":6},"summary":"These horse-sized, burrowing monsters generally avoid heavily settled areas like cities, but ankhravs’ predilection for livestock and humanoid flesh …","image":["/Images/Monsters/Ankhrav_Ankhrav.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":20,"level":3,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=23","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Ankhrav","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12],"slug":"creature-23"},{"remaster_name":["Ankhrav Hive Mother"],"attack_bonus":[17,20],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":120,"source":["Bestiary"],"type":"Creature","creature_family":"Ankhrav","will_save":14,"charisma":-2,"speed":{"max":25,"land":25,"burrow":20},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Armor-Rending Bite","Frenzy Pheromone","Spray Acid"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"11","trait":["Animal","Uncommon","N","Huge"],"id":"creature-24","text":" Hive Mother Ankhrav hive mothers are fearsome predators that one can easily distinguish from the typical ankhrav not only by their greater size, but the presence of a large pair of razor-sharp, mantis-like arms. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Hive Mother Source Bestiary pg. 22 Perception +16; darkvision, tremorsense (imprecise) 90 feet Languages Skills Acrobatics +13, Athletics +20, Stealth +11, Survival +16 Str +6 Dex +1 Con +4 Int -4 Wis +2 Cha -2 --- AC 29 Fort +18 Ref +15 Will +14 HP 120 Attack of Opportunity Reaction --- Speed 25 feet, burrow 20 feet Melee Single Action mandibles +20 (Acid), Damage 2d8+6 piercing plus 2d6 acid Ranged Single Action acid spit +17 (Acid, range 30 feet), Damage 5d6 acid Armor-Rending Bite Two Actions The hive mother makes a mandibles Strike; if the Strike hits, the target’s armor takes the damage and the acid damage bypasses the armor’s Hardness. Frenzy Pheromone Two Actions The hive mother unleashes a pheromone that causes all other ankhravs within a 100-foot emanation to become quickened 1 until the start of the hive mother’s next turn, and they can use the extra action only for Burrow, Stride, or Strike actions. The hive mother can’t unleash the pheromone again for 1d4 rounds. Spray Acid Two Actions (Acid) The hive mother spews acid in a 60-foot cone, dealing 8d6 acid damage and 1d6 persistent acid damage (DC 26 basic Reflex save). It can’t spew acid again for 1d4 rounds. ","skill_mod":{"survival":16,"stealth":11,"athletics":20,"acrobatics":13},"summary":"Ankhrav hive mothers are fearsome predators that one can easily distinguish from the typical ankhrav not only by their greater size, but the presence …","primary_source":"Bestiary","trait_group":["Creature Type","Rarity"],"ac":29,"level":8,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 90 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=24","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":18,"size":["Huge"],"name":"Hive Mother","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17,22],"slug":"creature-24"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":45,"source":["Bestiary"],"type":"Creature","creature_family":"Ape","will_save":6,"charisma":-2,"speed":{"climb":30,"max":30,"land":30},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Frightening Display"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","trait":["Animal","N","Large"],"id":"creature-25","text":" Gorilla Gorillas can be territorial creatures, particularly if provoked by hunters or the presence of more dangerous monsters. A gorilla uses its fangs and powerful arms to bite and pummel trespassers with wild abandon. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Gorilla Source Bestiary pg. 23 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +9, Athletics +11, Stealth +7 Str +4 Dex +2 Con +3 Int -4 Wis +1 Cha -2 --- AC 19 Fort +12 Ref +9 Will +6 HP 45 --- Speed 30 feet, climb 30 feet Melee Single Action fist +11 (Agile, reach 10 feet), Damage 2d6+4 bludgeoning Melee Single Action jaws +11 (reach 5 feet), Damage 1d8+4 piercing Frightening Display Two Actions (Auditory, Emotion, Fear, Mental) The gorilla beats its chest in a terrifying display. Creatures within 30 feet must attempt a DC 20 Will save. While a creature is frightened by this ability, it is flat-footed to the gorilla. Critical Success No effect and temporarily immune for 1 minute. Success The creature is unaffected. Failure The creature is frightened 1. Critical Failure The creature is frightened 2. Gigantopithecus These fierce kin of orangutans are three times heavier than a gorilla. They are level 4, with statistics roughly akin to an elite gorilla. ","skill_mod":{"stealth":7,"athletics":11,"acrobatics":9},"summary":"Gorillas can be territorial creatures, particularly if provoked by hunters or the presence of more dangerous monsters. A gorilla uses its fangs and …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=25","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":12,"size":["Large"],"name":"Gorilla","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,11],"slug":"creature-25"},{"attack_bonus":[21,21],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":150,"source":["Bestiary"],"type":"Creature","creature_family":"Ape","will_save":13,"charisma":2,"speed":{"climb":30,"max":30,"land":30},"perception":15,"wisdom":1,"weakness":{},"creature_ability":["Mangling Rend","Terrifying Display"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Gargantuan"],"id":"creature-26","text":" Megaprimatus The megaprimatus is among the mightiest of apes, quick to confront any perceived intrusions into its domain. With a height of 40 feet, it towers over even most giants, and is used to being the top-tier predator in the region. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Megaprimatus Source Bestiary pg. 23 Perception +15; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +14, Athletics +19 Str +7 Dex +2 Con +5 Int -4 Wis +1 Cha +2 --- AC 26 Fort +19 Ref +16 Will +13 HP 150 --- Speed 30 feet, climb 30 feet Melee Single Action fist +21 (Agile, reach 20 feet), Damage 2d8+10 bludgeoning Melee Single Action jaws +21 (reach 10 feet), Damage 2d10+10 piercing Mangling Rend Two Actions A megaprimatus makes two fist Strikes against the same target. If both hit, the attack deals an additional 2d6 bludgeoning damage, the target is flat-footed, and the target takes a –20-foot status penalty to all Speeds until the end of its next turn. Terrifying Display Two Actions (Auditory, Emotion, Fear, Mental) The megaprimatus beats its chest in a terrifying display. Creatures within 50 feet must attempt a DC 27 Will save. While a creature is frightened by this ability, it is flat-footed to the megaprimatus and to gorillas. Critical Success No effect and temporarily immune for 1 minute. Success The creature is unaffected. Failure The creature is frightened 1. Critical Failure The creature is frightened 2 and fleeing until the end of its next turn. ","skill_mod":{"athletics":19,"acrobatics":14},"summary":"The megaprimatus is among the mightiest of apes, quick to confront any perceived intrusions into its domain. With a height of 40 feet, it towers over …","image":["/Images/Monsters/Ape_Megaprimatus.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=26","intelligence":-4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":19,"size":["Gargantuan"],"name":"Megaprimatus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,21],"slug":"creature-26"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":75,"language":["Arboreal","Common","Sylvan"],"source":["Bestiary"],"type":"Creature","creature_family":"Arboreal","will_save":11,"charisma":1,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{"fire":10},"creature_ability":["Axe Vulnerability","Attack of Opportunity","Shield Block","Shield Push"],"skill":["Athletics","Stealth"],"stealth":"9","trait":["Plant","NG","Large"],"id":"creature-27","text":" Arboreal Warden Arboreal wardens are the rangers of arboreal society. These itinerant folk have an innate curiosity about the woodlands in which they dwell, and rarely stop to take root and rest in the same part of the forest twice. This wanderlust makes wardens ideal forest patrollers and scouts. While they are robust combatants, they know better than to confront dangerous foes on their own. Instead, they report any dangers to arboreal regents. In rare cases, large groups of arboreal wardens congregate to form a copse. Copses travel beyond the boundaries of a forest to investigate the hinterlands and gather intelligence on potential threats before returning to report their findings. Arboreal wardens do not pretend to understand to other creatures’ motives—like most forces of the natural world, they are ambivalent about mortal affairs that do not involve their forest. Recall Knowledge - Plant (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Arboreal Warden Source Bestiary pg. 24 Perception +11; low-light vision Languages Arboreal, Common, Sylvan Skills Athletics +13, Stealth +9 Str +5 Dex +1 Con +3 Int +1 Wis +3 Cha +1 Items large bark shield (Hardness 3, Hit Points 20, BT 10), stone longsword --- AC 20 (22 with shield raised) Fort +13 Ref +9 Will +11 HP 75 Resistances bludgeoning 5, piercing 5 Weaknesses axe vulnerability, fire 10 Axe Vulnerability An arboreal warden takes 5 additional damage from axes. Attack of Opportunity Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action stone longsword +13 (reach 10 feet), Damage 1d8+10 bludgeoning Melee Single Action shield bash +13, Damage 1d6+10 bludgeoning Shield Push Two Actions The arboreal warden Strides and then makes a shield bash Strike. If the attack hits, the target is pushed 10 feet. ","skill_mod":{"stealth":9,"athletics":13},"summary":"Arboreal wardens are the rangers of arboreal society. These itinerant folk have an innate curiosity about the woodlands in which they dwell, and …","image":["/Images/Monsters/Arboreal_ArborealWarden.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":20,"item":["large bark shield (Hardness 3, Hit Points 20, BT 10)","stone longsword"],"level":4,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5},"url":"/Monsters.aspx?ID=27","intelligence":1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Arboreal Warden","alignment":"NG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,14],"slug":"creature-27"},{"attack_bonus":[16,16],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":100,"language":["Arboreal","(can’t speak any language)"],"source":["Bestiary"],"type":"Creature","creature_family":"Arboreal","will_save":13,"charisma":0,"speed":{"max":20,"land":20},"perception":13,"wisdom":3,"weakness":{"fire":10},"creature_ability":["Axe Vulnerability"],"skill":["Athletics","Stealth"],"stealth":"9","trait":["Plant","N","Huge"],"id":"creature-28","text":" Awakened Tree Arboreal regents and other wielders of powerful primal magic grant temporary sentience to trees in order to protect the forest. Invested with a workable set of instincts and the ability to mobilize and attack, these awakened trees follow the commands of their master and fight to protect their home. The statistics below work just as well for foliage that has become animate via other methods, such as a mystical influence from another dimension, a capricious fey spirit, or the like. Recall Knowledge - Plant (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Awakened Tree Source Bestiary pg. 25 Perception +13; low-light vision Languages Arboreal; (can’t speak any language) Skills Athletics +14, Stealth +9 Str +6 Dex -1 Con +6 Int -5 Wis +3 Cha +0 --- AC 22 Fort +16 Ref +9 Will +13 HP 100 Resistances bludgeoning 5, piercing 5 Weaknesses axe vulnerability, fire 10 Axe Vulnerability An awakened tree takes 5 additional damage from axes. --- Speed 20 feet Melee Single Action branch +16 (reach 15 feet), Damage 2d8+6 bludgeoning Melee Single Action root +16 (Trip), Damage 2d6+6 bludgeoning\n","skill_mod":{"stealth":9,"athletics":14},"summary":"Arboreal regents and other wielders of powerful primal magic grant temporary sentience to trees in order to protect the forest. Invested with a …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":22,"level":6,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5},"url":"/Monsters.aspx?ID=28","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Low-light vision","fortitude_save":16,"size":["Huge"],"name":"Awakened Tree","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-28"},{"primary_source_category":"Rulebooks","strength":7,"hp":150,"language":["Arboreal","Common","Sylvan","<%SPELLS%294%%>speak with plants<%END>"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":18,"stealth":"11","trait":["Plant","NG","Huge"],"id":"creature-29","text":" Arboreal Regent Arboreal regents—also called treants—are lumbering, solitary creatures responsible for guarding an entire forest. They take an especially long view of affairs and never act brashly or without much deliberation. They occasionally come together in small groups called groves to share news and pass their wisdom down to the arboreal wardens that have sprouted under their watch. In times of grave danger, all the groves in a region may gather for a great months-long meeting to plan and, eventually, act upon a threat. The typical arboreal regent is 30 feet tall, has a trunk 2 feet in diameter, and weighs 4,500 pounds. Recall Knowledge - Plant (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Arboreal Regent Source Bestiary pg. 25 Perception +18; low-light vision Languages Arboreal, Common, Sylvan; speak with plants Skills Athletics +19, Diplomacy +16, Intimidation +16, Nature +18, Stealth +11 Str +7 Dex -1 Con +6 Int +1 Wis +4 Cha +2 --- AC 26 Fort +20 Ref +11 Will +16 HP 150 Resistances bludgeoning 5, piercing 5 Weaknesses axe vulnerability, fire 10 Axe Vulnerability The arboreal regent takes 5 additional damage from axes. --- Speed 25 feet Melee Single Action branch +19 (reach 15 feet), Damage 2d12+7 bludgeoning Melee Single Action root +19 (Trip), Damage 2d8+7 bludgeoning Ranged Single Action rock +19 (Brutal, range increment 120 feet), Damage 2d10+7 bludgeoning Primal Innate Spells DC 26 - Constant (4th) Speak with Plants Awaken Tree Two Actions (Concentrate, Primal) The arboreal regent causes a tree within 180 feet to uproot itself and fight as a minion using the statistics for an awakened tree. The arboreal regent can control up to two awakened trees at a time, and it can issue commands to both trees as a single action, which has the concentrate and auditory traits. Sunder Objects When an arboreal regent damages an item or structure, it deals an additional 2d10 damage to that item or structure. Throw Rock Single Action ","skill_mod":{"diplomacy":16,"nature":18,"stealth":11,"athletics":19,"intimidation":16},"image":["/Images/Monsters/Arboreal_ArborealRegent.png"],"primary_source":"Bestiary","spell":["Speak with Plants"],"ac":26,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"low-light vision","resistance":{"bludgeoning":5,"piercing":5},"intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":20,"size":["Huge"],"name":"Arboreal Regent","alignment":"NG","pfs":"Standard","rarity":"common","strike_damage_average":[16,18,20],"attack_bonus":[19,19,19],"constitution":6,"creature_family":"Arboreal","will_save":16,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"fire":10},"creature_ability":["Axe Vulnerability","Awaken Tree","Sunder Objects","Throw Rock"],"skill":["Athletics","Diplomacy","Intimidation","Nature","Stealth"],"tradition":["Primal"],"summary":"Arboreal regents—also called treants—are lumbering, solitary creatures responsible for guarding an entire forest. They take an especially long view …","trait_group":["Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=29","dexterity":-1,"category":"creature","slug":"creature-29"},{"attack_bonus":[8],"constitution":1,"primary_source_category":"Rulebooks","strength":-5,"hp":20,"language":["Celestial","Draconic","Infernal"],"source":["Bestiary"],"type":"Creature","creature_family":"Archon","will_save":4,"charisma":1,"speed":{"fly":40,"max":40},"perception":6,"wisdom":1,"weakness":{"evil":3},"creature_ability":["Retributive Strike","Gestalt","Lantern of Hope"],"skill":["Acrobatics","Diplomacy","Religion"],"trait":["Archon","Celestial","LG","Small"],"id":"creature-30","text":" Lantern Archon Friendly, curious, and eternally optimistic, lantern archons embody the virtue of hope. They are formed of living light given corporeal shape, and they serve as beacons, guiding mortals out of their darkest moments and toward the path of righteousness. Their luminous bodies can flicker with the subtlety of a candle flame or flare up like a torch. Lantern archons can control all aspects of their light as easily as other creatures control their facial expressions, leading them to change color, twinkle, and otherwise dim and brighten in time with their actions and words. While effervescent and chipper in conversation, lantern archons are impressively stoic mobile support troops and guardians in times of conflict, and are capable of uniting to form powerful warriors of light called gestalts. Recall Knowledge - Celestial (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Lantern Archon Source Bestiary pg. 26 Perception +6; darkvision Languages Celestial, Draconic, Infernal Skills Acrobatics +8, Diplomacy +6, Religion +6 Str -5 Dex +3 Con +1 Int -1 Wis +1 Cha +1 --- AC 16 Fort +6 Ref +10 Will +4 HP 20 Resistances fire 3 Weaknesses evil 3 Retributive Strike Reaction A lantern archon can also make a Retributive Strike with its light ray. --- Speed fly 40 feet Ranged Single Action light ray +8 (Agile, Good, Fire, Magical, range 30 feet), Damage 1d4 fire plus 1d4 good Divine Innate Spells DC 17 - Cantrips (1st) Light - 1st Detect Alignment (at will; evil only), Heal - 4th Read Omens Gestalt Three Actions (Concentrate, Divine, Transmutation) Nine lantern archons can use this activity, all within 1 round of the first, to merge together to form a composite being for 7 rounds that appears as a glowing warrior of light. The gestalt has the base statistics of a legion archon (AC, saving throws, attacks, skills, Speeds, and so on) but the spells and special abilities of a lantern archon. Additionally, it has a ranged light ray Strike (+18 attack, Damage 3d4 fire and 3d4 good), and the bonus from its Lantern of Hope increases to +3. When the gestalt separates, its remaining Hit Points are divided evenly among the lantern archons, and if the gestalt had fewer than 9 HP, some of the lantern archons die. Lantern of Hope Single Action (Concentrate, Divine, Enchantment, Mental) The lantern archon shines as a beacon of hope. Good allies within 30 feet gain a +1 status bonus to damage rolls and to saving throws against crushing despair . ","tradition":["Divine"],"skill_mod":{"diplomacy":6,"acrobatics":8,"religion":6},"summary":"Friendly, curious, and eternally optimistic, lantern archons embody the virtue of hope. They are formed of living light given corporeal shape, and …","image":["/Images/Monsters/Archon_LanternArchon.png"],"primary_source":"Bestiary","spell":["Read Omens","Detect Alignment","Heal","Light"],"trait_group":["Monster","Creature Type"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"fire":3},"url":"/Monsters.aspx?ID=30","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Lantern Archon","alignment":"LG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-30"},{"remaster_name":["Qarna"],"primary_source_category":"Rulebooks","strength":3,"hp":65,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":11,"stealth":"10","trait":["Archon","Celestial","LG","Medium"],"id":"creature-31","text":" Horned Archon Horned archons are secretive and tireless sentinels and scouts, patrolling the Outer Sphere’s untamed wilds for evil to eliminate and keeping small communities safe from demons, devils, and worse. They resemble muscular humans with the head, horns, and legs of a stag. When requested to do so by their patrons, especially Erastil, they journey to the Material Plane and patrol dangerous frontier areas, secretly performing acts of kindness such as leading hunters to food, helping lost children, and driving off evil creatures. Because they roam the wilds of Nirvana and Elysium, horned archons are among the best at understanding the perspectives of other celestials. Recall Knowledge - Celestial (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Horned Archon Source Bestiary pg. 27 Perception +11; darkvision Languages Celestial, Draconic, Infernal; tongues Skills Acrobatics +12, Nature +11, Religion +9, Stealth +10, Survival +11 Str +3 Dex +4 Con +3 Int +1 Wis +3 Cha +1 Items composite longbow (20 arrows) --- AC 22 Fort +11 Ref +10 Will +11 +1 status to all saves vs. magic HP 65 Weaknesses evil 5 Menacing Guardian (aura, divine, enchantment) 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 19 Will save. On a failure, they take a –1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can’t use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours. Retributive Strike Reaction A horned archon can also make a Retributive Strike with its composite longbow. --- Speed 35 feet Melee Single Action horn +11 (Magical), Damage 2d8+3 piercing plus 1d6 good and Push Ranged Single Action composite longbow +14 (deadly 1d10, Magical, range increment 100 feet, reload 0, Volley), Damage 1d8+4 piercing plus 1d6 good Divine Innate Spells DC 21 - Cantrips (2nd) Dancing Lights - 1st Charm (animals only; x3), True Strike (x3) - 2nd Animal Messenger (x3) - 4th Dimension Door (x3) - Constant (5th) Tongues Archon's Door Once per day, if an archon sees another creature cast dimension door , it can cast an innate dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon’s dimension door . If the archon’s dimension door has enough distance, the archon appears the same distance and direction from the creature as before either used dimension door . Touch of Charity Single Action (Healing, Manipulate, Necromancy) A horned archon can touch another creature to take on that creature’s wounds, transferring up to 30 of the horned archon’s HP to the touched creature. The horned archon can’t transfer more HP than it currently has. ","skill_mod":{"nature":11,"survival":11,"stealth":10,"acrobatics":12,"religion":9},"image":["/Images/Monsters/Archon_HornedArchon.png"],"primary_source":"Bestiary","spell":["Dimension Door","Animal Messenger","Charm","True Strike","Dancing Lights","Tongues"],"ac":22,"item":["composite longbow (20 arrows)"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":1,"reflex_save":10,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Horned Archon","alignment":"LG","pfs":"Standard","rarity":"common","strike_damage_average":[12,15],"attack_bonus":[11,14],"constitution":3,"creature_family":"Archon","will_save":11,"speed":{"max":35,"land":35},"wisdom":3,"weakness":{"evil":5},"creature_ability":["Menacing Guardian","Retributive Strike","Archon's Door","Touch of Charity"],"skill":["Acrobatics","Nature","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Horned archons are secretive and tireless sentinels and scouts, patrolling the Outer Sphere’s untamed wilds for evil to eliminate and keeping small …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=31","dexterity":4,"category":"creature","slug":"creature-31"},{"remaster_name":["Aesra"],"primary_source_category":"Rulebooks","strength":5,"hp":100,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":15,"trait":["Archon","Celestial","LG","Medium"],"id":"creature-32","text":" Legion Archon Despite their flaming blades and heavy armor, legion archons are the diplomats of peace among the archons, preferring justice via compromise and mutual benefit rather than justice by the sword. Nonetheless, when forced to fight against fiendish powers—especially fiends that embody the sin of wrath—legion archons don’t hesitate in battle, mounting offensives under divine commanders like Iomedae. Recall Knowledge - Celestial (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Legion Archon Source Bestiary pg. 28 Perception +15; darkvision Languages Celestial, Draconic, Infernal; tongues Skills Acrobatics +13, Athletics +14, Diplomacy +16, Intimidation +16, Religion +13, Survival +14 Str +5 Dex +2 Con +4 Int +1 Wis +2 Cha +5 Items Full Plate --- AC 27 Fort +17 Ref +11 Will +15 +1 status to all saves vs. magic HP 100 Resistances fire 15 Weaknesses evil 10 Menacing Guardian (aura, divine, enchantment) 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 23 Will save. On a failure, they take a –1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can’t use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours. Retributive Strike Reaction A legion archon can also make a Retributive Strike by throwing its flame of justice. --- Speed 30 feet, fly 60 feet Melee Single Action flame of justice +18 (Magical, versatile P), Damage 2d10+5 slashing plus 1d6 fire and 1d6 good Ranged Single Action flame of justice +15 (Magical, range increment 30 feet, versatile P), Damage 2d10+5 slashing plus 1d6 fire and 1d6 good Divine Innate Spells DC 24 - Cantrips (4th) Light, Message - 1st True Strike (x3) - 4th Dimension Door (at will) - Constant (5th) Tongues Archon's Door Once per day, if an archon sees another creature cast dimension door , it can cast an innate dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon’s dimension door . If the archon’s dimension door has enough distance, the archon appears the same distance and direction from the creature as before either used dimension door . Flame of Justice (Divine, Evocation) A legion archon’s spirit of righteousness manifests in its hands as a mighty two-handed sword called the flame of justice. A legion archon can throw its flame of justice as a ranged weapon. If disarmed or thrown, the flame of justice vanishes after landing or dealing damage and reappears in the legion archon’s hands again instantly. On a critical hit, the fire damage from the flame of justice deals maximum damage (6 on the d6) before being doubled for the critical hit, and the target takes 1d10 persistent fire damage. ","skill_mod":{"diplomacy":16,"survival":14,"athletics":14,"intimidation":16,"acrobatics":13,"religion":13},"image":["/Images/Monsters/Archon_LegionArchon.png"],"primary_source":"Bestiary","spell":["Dimension Door","True Strike","Light","Message","Tongues"],"ac":27,"item":["Full Plate"],"level":7,"spell_dc":[24],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"fire":15},"intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Legion Archon","alignment":"LG","pfs":"Standard","rarity":"common","strike_damage_average":[23,23],"attack_bonus":[15,18],"constitution":4,"creature_family":"Archon","will_save":15,"speed":{"fly":60,"max":60,"land":30},"wisdom":2,"weakness":{"evil":10},"creature_ability":["Menacing Guardian","Retributive Strike","Archon's Door","Flame of Justice"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Religion","Survival"],"tradition":["Divine"],"summary":"Despite their flaming blades and heavy armor, legion archons are the diplomats of peace among the archons, preferring justice via compromise and …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=32","dexterity":2,"category":"creature","slug":"creature-32"},{"remaster_name":["Rekhep"],"primary_source_category":"Rulebooks","strength":5,"hp":125,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":19,"trait":["Archon","Celestial","LG","Large"],"id":"creature-33","text":" Shield Archon Shield archons defend the fortresses of Heaven against fiendish incursions. They wield their spears and shields in massive formations capable of withstanding any onslaught. Beneath their armor, they are sheathed in skin of steel. Given their tremendous strength and imposing stature, shield archons are ideal guardians of the meek and are sometimes summoned to the Material Plane to ward off the attacks of great numbers of evildoers. Recall Knowledge - Celestial (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Shield Archon Source Bestiary pg. 29 Perception +19; darkvision Languages Celestial, Draconic, Infernal; tongues Skills Athletics +21, Diplomacy +19, Intimidation +19, Religion +19, Survival +17 Str +5 Dex +1 Con +7 Int +2 Wis +3 Cha +3 Morphic Hands Single Action (divine, transmutation) A shield archon's hands can change into a +1 holy striking spear and a lesser sturdy shield or back into hands. Transforming does not restore any HP to the items, and if either the weapon or shield is fully destroyed, the archon loses that hand until it receives a regenerate spell or similar magic. If a shield archon is slain, its weapon and shield can be taken, but they fade into nothingness after 24 hours. Items +1 full plate --- AC 31 (33 with shield raised) Fort +23 Ref +15 Will +19 +1 status to all saves vs. magic HP 125 Weaknesses evil 10 Living Shield A shield archon’s shield is the focal point of its courage and soul. It always has its shield raised without needing to Raise a Shield, and it can use Shield Block as a free action instead of a reaction (Hardness 10, HP 80). A shield archon can trigger its Shield Block free action when an ally within 10 feet is the target of an attack, reducing damage to that ally instead of itself but otherwise following the normal rules of Shield Block. Menacing Guardian (aura, divine, enchantment) 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 27 Will save. On a failure, they take a –1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can’t use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours. Retributive Strike Reaction --- Speed 30 feet, fly 60 feet Melee Single Action holy striking spear +22 (Magical, reach 10 feet), Damage 2d6+10 piercing plus 1d6 good Divine Innate Spells DC 27 - Cantrips (5th) Message - 1st True Strike (x3) - 2nd Shield Other (x3) - 4th Dimension Door (at will) - Constant (5th) Tongues Archon's Door Once per day, if an archon sees another creature cast dimension door , it can cast an innate dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon’s dimension door . If the archon’s dimension door has enough distance, the archon appears the same distance and direction from the creature as before either used dimension door . Courageous Switch When a shield archon uses its dimension door innate spell, it can choose to move into the space of a willing ally it can see within range. If it does so, the ally switches places with the archon, appearing in the space the archon just vacated, as if it too had cast dimension door . ","skill_mod":{"diplomacy":19,"survival":17,"athletics":21,"intimidation":19,"religion":19},"image":["/Images/Monsters/Archon_ShieldArchon.png"],"primary_source":"Bestiary","spell":["Dimension Door","Shield Other","True Strike","Message","Tongues"],"ac":31,"item":["+1 full plate"],"level":10,"spell_dc":[27],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":2,"reflex_save":15,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Shield Archon","alignment":"LG","pfs":"Standard","rarity":"common","strike_damage_average":[20],"attack_bonus":[22],"constitution":7,"creature_family":"Archon","will_save":19,"speed":{"fly":60,"max":60,"land":30},"wisdom":3,"weakness":{"evil":10},"creature_ability":["Morphic Hands","Living Shield","Menacing Guardian","Retributive Strike","Archon's Door","Courageous Switch"],"skill":["Athletics","Diplomacy","Intimidation","Religion","Survival"],"tradition":["Divine"],"summary":"Shield archons defend the fortresses of Heaven against fiendish incursions. They wield their spears and shields in massive formations capable of …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=33","dexterity":1,"category":"creature","slug":"creature-33"},{"primary_source_category":"Rulebooks","strength":-2,"hp":25,"language":["Celestial","Common","Draconic","Infernal"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":8,"stealth":"7","trait":["Azata","Celestial","CG","Tiny"],"id":"creature-34","text":" Lyrakien (Wanderer Azata) Lyrakiens are musical messengers and embodiments of free travel. They serve Desna and other deities and empyreal lords of Elysium, but are quite fond of the concept of free time and are always on the hunt for opportunities to pause in their duties to enjoy music or appreciate a moment of beauty. They love contests, stories, and songs, and they often challenge mortals to musical contests or pester them to share grand tales of their exploits. Lyrakiens rely on their agility to avoid conflicts, but they do their best to defend places of great natural beauty, especially against lawful or evil foes they can damage with their starlight. Lyrakiens have an innate wanderlust and rarely stay in the same place for very long. Some travel alongside adventurers, ofter writing songs about their quests and feats of derring-do. Though light-hearted creatures, lyrakiens don't let their whimsical personalities get in the way of protecting breathtaking natural locations. Often called “glistenwings” by gnomes and halflings, they are frequently mistaken for sprites or similar fey, a bit of confusion that many lyrakiens find amusing and fertile ground for shenanigans involving those they deem deserving of a bit of unexpected fun and discord in their lives. Recall Knowledge - Celestial (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Lyrakien Source Bestiary pg. 30 Perception +8; darkvision Languages Celestial, Common, Draconic, Infernal Skills Acrobatics +9, Diplomacy +6, Performance +8, Religion +6, Stealth +7 Str -2 Dex +4 Con +1 Int +1 Wis +3 Cha +3 --- AC 17 Fort +4 Ref +7 Will +6 HP 25 Weaknesses cold iron 3, evil 3 --- Speed 25 feet, fly 50 feet Melee Single Action fist +9 (Agile, Chaotic, Finesse, Good, Magical), Damage 1d4-2 bludgeoning plus 1 chaotic and 1 good Ranged Single Action starlight ray +9 (Chaotic, Good, Light, range 10 feet), Damage 1d4 chaotic and 1d4 good Divine Innate Spells DC 17 - Cantrips (1st) Dancing Lights, Daze, Detect Magic - 1st Detect Alignment (at will; evil only), Heal, Illusory Object - 4th Read Omens - Constant (4th) Freedom of Movement Starlight Blast Two Actions (Chaotic, Good, Light) The lyrakien unleashes a blast of holy starlight in a 5-foot burst centered on itself. Creatures in the area take 1d6 chaotic damage and 1d6 good damage (DC 17 basic Reflex save). The lyrakien can’t use Starlight Blast or its starlight ray ranged attack for 1d4 rounds. ","skill_mod":{"diplomacy":6,"performance":8,"stealth":7,"acrobatics":9,"religion":6},"image":["/Images/Monsters/Azata_Lyrakien.png"],"primary_source":"Bestiary","spell":["Read Omens","Detect Alignment","Heal","Illusory Object","Dancing Lights","Daze","Detect Magic","Freedom of Movement"],"ac":17,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":1,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Lyrakien","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[0,5],"attack_bonus":[9,9],"constitution":1,"creature_family":"Azata","will_save":6,"speed":{"fly":50,"max":50,"land":25},"wisdom":3,"weakness":{"cold_iron":3,"evil":3},"creature_ability":["Starlight Blast"],"skill":["Acrobatics","Diplomacy","Performance","Religion","Stealth"],"tradition":["Divine"],"summary":"Lyrakiens are musical messengers and embodiments of free travel. They serve Desna and other deities and empyreal lords of Elysium , but are quite …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=34","dexterity":4,"category":"creature","slug":"creature-34"},{"primary_source_category":"Rulebooks","strength":1,"hp":75,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":11,"stealth":"11","trait":["Azata","Celestial","CG","Medium"],"id":"creature-35","text":" Gancanagh (Passion Azata) Gancanaghs are lovers, revelers, and dashing duelists of Elysium. Embodiments of free love, they eagerly throw themselves into courting targets for brief but earnest flings until their quicksilver passions change their desires. They serve Cayden Cailean as well as other bacchanalian deities and empyreal lords of Elysium who understand their desires for love and parties. Gancanaghs hate evil beings that profane the spirit of romance and passion, as such creatures (especially the demonic tempters known as succubi) reinforce stigmas against open and free love. One can give no greater insult to a gancanagh than to mistake him for such a creature, and more than one hotheaded gancanagh has challenged a misinformed paladin or other champion of good to a duel over such a slight. While they enjoy drinking and carousing, gancanaghs can’t stand smoke. Nonetheless, many gancanaghs carry whimsical-looking smoking pipes because they think it makes them look dapper. They cherish their silver flutes, for they enjoy the beauty of flutes’ music and its ability to sway the heart. The majority of gancanaghs present themselves as male, but the concept of gender to a creature like a gancanagh, which can change its shape freely, is much more fluid and open to interpretation than for many mortals. Gancanaghs enjoy using this flexibility to confront and test mortals’ convictions when faced with fear or prejudice, but when encountering mortals who themselves are open-minded about sexuality or gender identity, they can become lifelong allies. For those who are persecuted for such reasons, gancanaghs are tireless defenders and eager supporters, quick to provide safety and to punish those who would attempt to impose narrower beliefs upon a world that deserves more diversity than it often gets. If possible, a gancanagh seeks to educate and redeem those who hold destructive beliefs or prejudices, resorting to combat only to defend themself or an endangered mortal, or when no other option seems tenable—yet even then, they fight with sadness. Recall Knowledge - Celestial (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Gancanagh Source Bestiary pg. 31 Perception +11; darkvision Languages Celestial, Draconic, Infernal; tongues Skills Athletics +9, Deception +13, Diplomacy +13, Performance +14, Religion +9, Stealth +11 Str +1 Dex +5 Con +3 Int +2 Wis +1 Cha +5 Items silver rapier, silver virtuoso flute --- AC 21 Fort +9 Ref +13 Will +11 HP 75 Weaknesses cold iron 5, evil 5 Vulnerable to Smoke A gancanagh’s lungs can’t tolerate smoke. They take a –2 circumstance penalty to saving throws against effects that create some form of smoke. --- Speed 30 feet Melee Single Action silver rapier +13 (deadly 1d10, Disarm, Finesse, Good, Magical), Damage 1d6+7 piercing plus 1d4 good Divine Innate Spells DC 23 - 1st Charm (at will) - 2nd Heal, Mirror Image (at will) - 3rd Heroism - 4th Suggestion - Constant (5th) Tongues Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The gancanagh can take on the appearance of any Small or Medium humanoid. This doesn’t change their Speed or their attack and damage bonuses with their Strikes, but might change the damage type their Strikes deal (typically to bludgeoning). Invigorating Passion Two Actions (Divine, Emotion, Enchantment, Mental) The gancanagh embraces or kisses a willing creature, infusing that creature with their invigorating passion. The creature gains a +1 status bonus to attack rolls and 10 temporary Hit Points for 10 minutes. After that time, the target becomes fatigued for 10 minutes unless they succeed at a DC 21 Fortitude save. ","skill_mod":{"diplomacy":13,"performance":14,"deception":13,"stealth":11,"athletics":9,"religion":9},"image":["/Images/Monsters/Azata_Gancanagh.png"],"primary_source":"Bestiary","spell":["Suggestion","Heroism","Heal","Mirror Image","Charm","Tongues"],"ac":21,"item":["silver rapier","silver virtuoso flute"],"level":4,"spell_dc":[23],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":2,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Gancanagh","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[13],"attack_bonus":[13],"constitution":3,"creature_family":"Azata","will_save":11,"speed":{"max":30,"land":30},"wisdom":1,"weakness":{"cold_iron":5,"evil":5},"creature_ability":["Vulnerable to Smoke","Change Shape","Invigorating Passion"],"skill":["Athletics","Deception","Diplomacy","Performance","Religion","Stealth"],"tradition":["Divine"],"summary":"Gancanaghs are lovers, revelers, and dashing duelists of Elysium. Embodiments of free love, they eagerly throw themselves into courting targets for …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=35","dexterity":5,"category":"creature","slug":"creature-35"},{"remaster_name":["Kanya"],"primary_source_category":"Rulebooks","strength":4,"hp":145,"language":["Celestial","Draconic","Infernal","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%294%%>speak with plants<%END>, <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":16,"trait":["Azata","Celestial","CG","Large"],"id":"creature-36","text":" Lillend (Muse Azata) Lillends are tale-tellers, chroniclers, and champions of freedom of expression. They are generally peaceful, but are quick to act if a masterful piece of art is threatened or free speech is suppressed. They pride themselves on inspiring mortals to greater heights of expression and creativity, and more than one bard looks to a lillend as their personal inspiration. Lillends sometimes secretly follow the adventures of mortal heroes to record their stories as epic poems and songs, which they then perform in the packed mead halls of Elysium. When pursuing such goals, lillends take pains to use their innate spells to remain in hiding, as they would rather observe and record events without “polluting” them with their own intervention. Nevertheless, a lillend who sees their charge faced with certain death often cannot resist the urge to intervene and save the day. Inevitably, this brings a close to the lillend’s chronicles, as their relationship with their subject invariably shifts from one of detached observation to friendship or more. Yet lillends remain hesitant to involve themselves for overlong in a mortal’s life, in part because they fear what sort of fiendish attention their presence might attract, but mostly out of respect for the mortal’s own destiny. A lillend would, all things being equal, prefer to let mortals choose their own fate rather than run the risk of sending someone down a path to which their heart is not set. Recall Knowledge - Celestial (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Lillend Source Bestiary pg. 32 Perception +16; darkvision Languages Celestial, Draconic, Infernal; speak with animals , speak with plants , tongues Skills Acrobatics +14, Deception +16, Diplomacy +18, Nature +14, Performance +20, Religion +14, Survival +12 Str +4 Dex +3 Con +5 Int +2 Wis +3 Cha +5 Items virtuoso harp, +1 longsword --- AC 25 Fort +14 Ref +16 Will +16 HP 145 Weaknesses cold iron 10, evil 10 Free Expression A lillend’s auditory and sonic effects attempt to counteract any effect that would directly control, manipulate, or prevent them from expressing themself freely, such as silence. She can also spend an action, which has concentrate trait, to speak forcefully and counteract such effects. --- Speed 25 feet, fly 45 feet Melee Single Action longsword +18 (Chaotic, Magical, versatile P), Damage 1d8+10 slashing plus 1d6 chaotic and 1d6 good Melee Single Action tail +18 (Agile, Magical, reach 10 feet), Damage 2d6+10 bludgeoning plus 1d6 chaotic, 1d6 good, and Grab Divine Innate Spells DC 26 - Cantrips (4th) Daze, Detect Magic, Ghost Sound, Inspire Competence, Inspire Courage, Light - 1st Charm - 2nd Darkness, Invisibility - 3rd Sleep - 4th Counter Performance, Hallucinatory Terrain, Heal, Inspire Heroics, Sound Burst, Suggestion - Constant (2nd) Speak with Animals - Constant (4th) Speak with Plants - Constant (5th) Tongues\n","skill_mod":{"diplomacy":18,"performance":20,"deception":16,"nature":14,"survival":12,"acrobatics":14,"religion":14},"image":["/Images/Monsters/Azata_Lillend.png"],"primary_source":"Bestiary","spell":["Counter Performance","Hallucinatory Terrain","Heal","Inspire Heroics","Sound Burst","Suggestion","Sleep","Darkness","Invisibility","Charm","Daze","Detect Magic","Ghost Sound","Inspire Competence","Inspire Courage","Light","Tongues","Speak with Plants","Speak with Animals"],"ac":25,"item":["virtuoso harp","+1 longsword"],"level":7,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Lillend","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[21,24],"attack_bonus":[18,18],"constitution":5,"creature_family":"Azata","will_save":16,"speed":{"fly":45,"max":45,"land":25},"wisdom":3,"weakness":{"cold_iron":10,"evil":10},"creature_ability":["Free Expression"],"skill":["Acrobatics","Deception","Diplomacy","Nature","Performance","Religion","Survival"],"tradition":["Divine"],"summary":"Lillends are tale-tellers, chroniclers, and champions of freedom of expression. They are generally peaceful, but are quick to act if a masterful …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=36","dexterity":3,"category":"creature","slug":"creature-36"},{"primary_source_category":"Rulebooks","strength":7,"hp":235,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":25,"stealth":"21","trait":["Azata","Celestial","CG","Medium"],"id":"creature-37","text":" Ghaele (Crusader Azata) Ghaeles are fiend-hunting knights of Elysium and champions of the freedom to take up arms against oppressors and other evils. Ghaeles rarely engage directly in mortal wars, but where fiends are involved they make an exception. A ghaele might assume the guise of a mortal to fight fiends alongside others, hoping to bolster morale and teach good tactics against such supernatural foes. Ghaeles serve various deities and empyreal lords of Elysium, though many have an affinity for Cayden Cailean in his capacity as a champion of freedom and defender of the downtrodden. Among azatas, ghaeles are generally the quickest to shift to violence as a method of solving problems, but even then they seek to minimize pain and suffering when they can. Recall Knowledge - Celestial (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Ghaele Source Bestiary pg. 33 Perception +25; darkvision, see invisibility Languages Celestial, Draconic, Infernal; tongues Skills Acrobatics +27, Athletics +26, Diplomacy +26, Nature +23, Religion +23, Stealth +21, Warfare Lore +26 Str +7 Dex +4 Con +5 Int +3 Wis +4 Cha +5 Items +1 greatsword --- AC 34 Fort +26 Ref +20 Will +23 HP 235 Resistances energy 15 (see Choose Weakness) Weaknesses cold iron 15, evil 15 Free Blade Free Action Trigger The ghaele ends its turn while unable to act or attempts a greatsword Strike that would take a circumstance or status penalty. Effect A ghaele's blade is implacable in the pursuit of freedom, and its energies can overpower any effect that would interfere with its swordplay. The ghaele attempts to counteract each effect that prevents it from making a greatsword Strike, gives it a penalty to its greatsword Strike, or prevents it from acting. The ghaele can use this ability even if it's otherwise unable to act. Light Form A ghaele's body is partially corporeal and partially composed of light, with a color corresponding to the elemental energy currently residing in its blade (see Choose Weakness). It can move through solid objects but can't end its action within a solid object. --- Speed 35 feet, fly 100 feet Melee Single Action holy greatsword +28 (Good, Magical, versatile P), Damage 2d12+13 slashing plus 1d6 good and 1d6 other (see Choose Weakness) Ranged Single Action light ray +25 (Chaotic, Good, Light, range 300 feet), Damage 1d12 chaotic plus 1d12 good plus 2d6+6 other (see Choose Weakness) Divine Innate Spells DC 33 - Cantrips (7th) Dancing Lights, Detect Magic, Light - 1st Charm, Detect Alignment (at will; evil only), Illusory Disguise (at will) - 2nd Continual Flame (at will), Dispel Magic (at will) - 3rd Mind Reading - 4th Heal (x4), Invisibility (at will; self only), Restoration - 5th Banishment - 6th Illusory Scene - 7th Chromatic Wall, Dispel Magic, Heal, Prismatic Spray - Constant (5th) Tongues - Constant (7th) See Invisibility Divine Rituals DC 33 - 5th Resurrect Choose Weakness Single Action (Concentrate, Divination, Divine, Evocation, Manipulate) A ghaele attempts to Recall Knowledge about a foe it is facing. If successful, it can change the elemental damage dealt by its greatsword and light ray to acid, cold, electricity, fire, or sonic, usually to match the a foe’s weakness. It can also change its energy resistance to any of these energy types (this can be a different type than for its attacks). The choices remain until it next uses Choose Weakness. Ghaele's Gaze Single Action (Divine, Evocation, Visual) When a ghaele fixes its gaze upon a non-good creature, the creature suffers the effects of divine decree (DC 33 Will save). If it survives, the creature is temporarily immune to Ghaele’s Gaze for 1 minute. Holy Blade (Divine, Evocation) Any weapon becomes a +2 holy striking weapon while the ghaele wields it. ","skill_mod":{"diplomacy":26,"nature":23,"stealth":21,"athletics":26,"acrobatics":27,"religion":23},"image":["/Images/Monsters/Azata_Ghaele.png"],"primary_source":"Bestiary","spell":["Chromatic Wall","Dispel Magic","Heal","Prismatic Spray","Illusory Scene","Banishment","Invisibility","Restoration","Mind Reading","Continual Flame","Charm","Detect Alignment","Illusory Disguise","Dancing Lights","Detect Magic","Light","See Invisibility","Tongues"],"ac":34,"item":["+1 greatsword"],"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":"darkvision, see invisibility ","resistance":{"acid":15,"void":15,"sonic":15,"vitality":15,"fire":15,"cold":15,"electricity":15,"force":15},"intelligence":3,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":26,"size":["Medium"],"name":"Ghaele","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[26,33],"attack_bonus":[25,28],"constitution":5,"creature_family":"Azata","will_save":23,"speed":{"fly":100,"max":100,"land":35},"wisdom":4,"weakness":{"cold_iron":15,"evil":15},"creature_ability":["Free Blade","Light Form","Choose Weakness","Ghaele's Gaze","Holy Blade"],"skill":["Acrobatics","Athletics","Diplomacy","Nature","Religion","Stealth","Warfare Lore"],"tradition":["Divine"],"summary":"Ghaeles are fiend-hunting knights of Elysium and champions of the freedom to take up arms against oppressors and other evils. Ghaeles rarely engage …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=37","dexterity":4,"category":"creature","slug":"creature-37"},{"attack_bonus":[32],"constitution":2,"primary_source_category":"Rulebooks","strength":-5,"hp":250,"language":["Common","Elven"],"immunity":["disease","paralyzed","poison","precision","unconscious"],"source":["Bestiary"],"type":"Creature","will_save":32,"charisma":7,"speed":{"fly":60,"max":60},"perception":32,"wisdom":7,"weakness":{},"creature_ability":["Hears Heartbeats","Sunlight Powerlessness","Vengeful Spite","Spectral Ripple","Terrifying Touch","Wail"],"skill":["Acrobatics","Intimidation","Occultism"],"trait":["Incorporeal","Spirit","Uncommon","Undead","CE","Medium"],"id":"creature-39","text":" Banshee Banshees are the furious, tormented souls of elves bound to the Material Plane by a betrayal that defined the final hours of their lives. Some banshees arise from elves who were slain by trusted friends and allies, or whose loved ones betrayed them on their deathbeds. Others spawn from elves whose treacherous deeds shortly before their deaths left a stain upon their souls. Regardless of their origin, banshees despise the living. This hatred of life is all too often a horrific inversion of their personalities in life. Some speculate that the more kind-hearted the elf (and the more wrenching the betrayal), the crueler the banshee. Banshees rarely stray far from where they perished and typically haunt thick forests and canopied swamps where little light graces the ground. Many banshees can be found in the elven nation of Kyonin, specifically in Tanglebriar, the sinister domain of the demon Treerazer. Similarly, a large number of banshees can be found lurking about the edges of drow settlements in the Darklands, as plenty of cruelty and betrayal exists in drow culture. Banshees’ mere touch inflicts pain and primal fear, and those exposed to their wails of grief rarely survive the experience. Recall Knowledge - Spirit (Occultism): DC 38 Recall Knowledge - Undead (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Banshee Source Bestiary pg. 34 Perception +32; hears heartbeats (imprecise) 60 feet, darkvision Languages Common, Elven Skills Acrobatics +31, Intimidation +32, Occultism +25 Str -5 Dex +6 Con +2 Int +0 Wis +7 Cha +7 Hears Heartbeats The banshee can hear heartbeats within 60 feet (imprecise). Sunlight Powerlessness If in direct sunlight, the banshee is slowed 1 and can’t use actions that have the attack trait. --- AC 39 Fort +25 Ref +29 Will +32 HP 250 (negative healing) Immunities disease, paralyzed, poison, precision, unconscious Resistances all damage 12 (except force, ghost touch , or positive; double resistance vs. non-magical) Vengeful Spite Reaction (evocation, occult); Trigger A foe critically hits the banshee, or the banshee critically fails their save against a foe’s damaging effect. Effect The banshee lashes back at their tormentor, dealing 4d10+14 mental damage (DC 38 basic Will save) and applying the effects of terrifying touch based on the results of the same Will save. --- Speed fly 60 feet Melee Single Action hand +32 (Finesse, Magical), Damage 4d10+14 negative plus terrifying touch Spectral Ripple When a banshee Strides at least 10 feet, they’re concealed until the start of their next turn. Terrifying Touch (Emotion, Enchantment, Fear, Occult) A creature damaged by the banshee’s touch that isn’t already frightened must attempt a DC 38 Will save (DC 43 if the attack was a critical hit). If the creature fails its save, it’s frightened 2; on a critical failure, the creature also cowers with fear and is stunned 4. If the creature is protected against fear by a spell or magic item, the banshee’s touch first attempts to counteract the protection effect, with the effect of a 9th-level dispel magic spell. Wail Two Actions (Auditory, Concentrate, Death, Necromancy, Occult) The banshee unleashes a soul-chilling wail of the banshee (DC 38). This Wail overcomes silence and similar effects of 5th level or lower. The banshee can instead use Wail as a three-action activity to overcome such effects of up to 8th level. The banshee’s Wail resonates for 1 round, and any creature that comes within the area during that time must attempt a save against the effect. A creature can’t be affected more than once by the same Wail. The banshee can’t Wail again for 1d4 rounds. Born from Tragedy The banshee represents one of the most tragic of undead, a soul so wracked with agony and fury over a betrayal in life that, in death, it lingers on as a great evil. That most of those who become banshees were not evil in life only deepens this tragic theme, and many elven adventurers see it as their duty not only to put banshees to rest, but to right the wrong that saw their creation in the first place. ","skill_mod":{"intimidation":32,"occultism":25,"acrobatics":31},"summary":"Banshees are the furious, tormented souls of elves bound to the Material Plane by a betrayal that defined the final hours of their lives. Some …","image":["/Images/Monsters/Banshee.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type","Rarity"],"ac":39,"level":17,"source_category":["Rulebooks"],"sense":"hears heartbeats (imprecise) 60 feet, darkvision","weakest_save":["fort","fortitude"],"resistance":{"lawful":12,"bludgeoning":12,"piercing":12,"precision":12,"cold_iron":12,"cold":12,"mental":12,"unholy":12,"good":12,"acid":12,"slashing":12,"chaotic":12,"fire":12,"physical":12,"all":12,"area":12,"void":12,"holy":12,"poison":12,"sonic":12,"spirit":12,"electricity":12,"bleed":12,"orichalcum":12,"silver":12,"evil":12,"splash":12},"url":"/Monsters.aspx?ID=39","intelligence":0,"reflex_save":29,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":25,"size":["Medium"],"name":"Banshee","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[36],"slug":"creature-39"},{"attack_bonus":[38,38],"constitution":8,"primary_source_category":"Rulebooks","strength":10,"hp":315,"language":["Aklo"],"source":["Bestiary"],"type":"Creature","will_save":34,"charisma":1,"speed":{"max":80,"land":50,"swim":80},"perception":34,"wisdom":6,"weakness":{},"creature_ability":["All-Around Vision","Attack of Opportunity","Double Opportunity","Psychic Static Aura","Two Heads","Breath of the Sea","Shell Rake","Two-Headed Strike"],"skill":["Athletics","Stealth","Survival"],"stealth":"31","trait":["Aberration","Aquatic","CN","Gargantuan"],"id":"creature-40","text":" Baomal Few sea monsters are as dreaded and feared as the two-headed baomal. These massive predatory beasts typically dwell in the deepest waters and compete with krakens and other monsters for food. They feed on whales and other large sea creatures, sometimes following them to the water’s surface. Near the surface, baomals that encounter ships quickly learn that they contain a variety of tasty morsels. The creatures use their devastating spikes to rip open the ships’ hulls, then leisurely feed on the helpless sailors. Recall Knowledge - Aberration (Occultism): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Baomal Source Bestiary pg. 35 Perception +34; darkvision, scent (imprecise) 80 feet Languages Aklo Skills Athletics +41, Stealth +31, Survival +37 Str +10 Dex +2 Con +8 Int -3 Wis +6 Cha +1 --- AC 48 Fort +36 Ref +30 Will +34 HP 315 Resistances physical 10 All-Around Vision Attack of Opportunity Reaction Double Opportunity A baomal gains an extra reaction each round that it can use only to make an Attack of Opportunity. It must use a different head for each one it attempts, and it can't make more than one Attack of Opportunity for the same triggering action. Psychic Static Aura (aura, divination, mental, occult) 120 feet. All creatures, except aberrations, that begin their turn in the area take 5d6 mental damage. Two Heads Any ability that would sever a baomal's head (such as a critical hit with a vorpal weapon) severs one head at random. Losing one head doesn't kill a baomal, but it does prevent the baomal from making Strikes with the lost head and from using Double Opportunity or Two-Headed Strike. --- Speed 50 feet, swim 80 feet Melee Single Action jaws +38 (reach 20 feet), Damage 4d12+18 piercing plus Improved Grab Ranged Single Action tsunami jet +38 (Brutal, range 500 feet), Damage 4d10+18 bludgeoning plus Push 40 feet Breath of the Sea Single Action (Attack) A baomal can inhale tremendous amounts of water, drawing everything in the sea nearby closer. All creatures and objects in the water within 60 feet of the baomal (including ships) are pulled toward it. Creatures must succeed at a DC 42 Athletics check or be pulled up to 20 feet toward the baomal (40 feet on a critical failure). For ships, use the captain’s Sailing Lore in place of Athletics. Unattended objects are automatically pulled. Shell Rake Single Action (Move) The baomal Swims or Strides alongside a creature or the hull of a vessel, dealing damage with the strong spikes on its shell. Each creature or ship the baomal is adjacent to at any point during its movement takes 6d6+10 slashing and piercing damage (DC 42 basic Reflex save). Against vessels, Shell Rake ignores the first 5 Hardness and creates an explosion of splinters that deals 3d6+5 damage to every creature within 10 feet of the deck’s edge (DC 42 basic Reflex save). Two-Headed Strike Two Actions The baomal makes a Strike with each set of jaws, each against a different creature. These Strikes count as one attack for the baomal’s multiple attack penalty, and the penalty doesn’t increase until after both attacks. Mysterious Origins All too often, those who study stranger monsters make the assumption that they were created by powerful but ill-advised wizards or are the result of ancient manipulations from the alghollthu empire. In the case of the baomal, extensive research suggests that neither of these explanations are accurate. No ancient texts have yet been recovered in which a wizard claims to have created the first baomal. And while the alghollthu of today use them as warbeasts, ancient carvings suggest that in the earliest days, baomals were ravenous hunters of alghollthus. ","skill_mod":{"survival":37,"stealth":31,"athletics":41},"summary":"Few sea monsters are as dreaded and feared as the two-headed baomal. These massive predatory beasts typically dwell in the deepest waters and compete …","image":["/Images/Monsters/Baomal.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":48,"level":20,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 80 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=40","intelligence":-3,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":36,"size":["Gargantuan"],"name":"Baomal","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[40,44],"slug":"creature-40"},{"primary_source_category":"Rulebooks","strength":5,"hp":50,"language":["Abyssal","Common","Goblin"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":12,"stealth":"10","trait":["Fiend","CE","Medium"],"id":"creature-41","text":" Barghest Typical barghests are ravenous gluttons of life who feed and grow on the fat of mortals, their bodies changing in ways none can predict as they use the flesh and blood of their victims to achieve grisly transformations into greater barghests. Barghests often make use of their shapechanging abilities to rule tribes of goblinoids or to discreetly hunt in rural areas in the guise of unnaturally intelligent wolves. They do not work well together, as each barghest wants all the kills for itself; cannibalism is the typical result of too many barghests in one small area. Recall Knowledge - Fiend (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Barghest Source Bestiary pg. 36 Perception +12; darkvision, scent (imprecise) 30 feet Languages Abyssal, Common, Goblin Skills Acrobatics +10, Deception +12, Diplomacy +9, Intimidation +11, Stealth +10, Survival +8 Str +5 Dex +2 Con +3 Int +2 Wis +2 Cha +3 --- AC 21 Fort +11 Ref +12 Will +8 HP 50 Resistances fire 5, physical 5 (except magical) Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action jaws +13, Damage 2d8+5 piercing Melee Single Action claw +13 (Agile), Damage 2d6+5 slashing Divine Innate Spells DC 21 - 1st Charm - 3rd Levitate (at will) - 4th Blink (at will), Confusion, Dimension Door (self only) Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The barghest takes on the shape of a goblinoid (a goblin, hobgoblin, or bugbear) or a wolf, or it transforms back into its true form. When the barghest is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest has only one goblinoid form and one wolf form. Feed Once per month, a barghest can spend 1 minute to devour a corpse, gaining a permanent +1 status bonus to its checks and DCs. Each subsequent time it feeds, this bonus increases by 1. The fourth time a barghest feeds, it sheds its skin and mutates into a greater barghest, and the status bonus ends. ","skill_mod":{"diplomacy":9,"deception":12,"survival":8,"stealth":10,"intimidation":11,"acrobatics":10},"image":["/Images/Monsters/Barghest_Barghest.png"],"primary_source":"Bestiary","spell":["Blink","Confusion","Dimension Door","Levitate","Charm"],"ac":21,"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"fire":5,"physical":5},"intelligence":2,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Barghest","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"attack_bonus":[13,13],"constitution":3,"creature_family":"Barghest","will_save":8,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Change Shape","Feed"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Stealth","Survival"],"tradition":["Divine"],"summary":"Typical barghests are ravenous gluttons of life who feed and grow on the fat of mortals, their bodies changing in ways none can predict as they use …","trait_group":["Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=41","dexterity":2,"category":"creature","slug":"creature-41"},{"primary_source_category":"Rulebooks","strength":6,"hp":105,"language":["Abyssal","Common","Goblin"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":16,"stealth":"15","trait":["Fiend","Mutant","Uncommon","CE","Large"],"id":"creature-43","text":" Greater Barghest Once a barghest has eaten enough to grow into a greater barghest, it typically seeks a method to leave the Material Plane and return to the Abyss, there joining other fiends as yet another of that plane’s horrors. As barghests have no innate ability to travel the planes, though, the time it takes for most greater barghests to engineer such a return can usually be measured in years, if not decades. During that time, greater barghests continue to play the roles of gluttons, hunters of humanity, and tyrants of goblinoid tribes. More than a few grow accustomed to such lives on the Material Plane and wholly abandon the end goal of returning to the Abyss, despite the fact that those who do make such a return home often grow even more powerful over time, gaining eerie new abilities and qualities absorbed from the raw chaos of the Abyss itself. In addition to greater barghests being more powerful than typical barghests, the process of transforming into a greater barghest results in hideous mutations that often grant deadly abilities. Some barghests grow large bat-like wings upon their transformation. Others develop toxic breath or vestigial limbs. The options detailed in the stats below represent only the tip of the proverbial iceberg for barghest mutations—feel free to use these as inspiration for coming up with new mutations of your own design. Recall Knowledge - Fiend (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Greater Barghest Source Bestiary pg. 37 Perception +16; darkvision, scent (imprecise) 30 feet Languages Abyssal, Common, Goblin Skills Acrobatics +15, Athletics +15, Deception +18, Diplomacy +14, Intimidation +16, Stealth +15, Survival +14 Str +6 Dex +2 Con +4 Int +3 Wis +3 Cha +5 --- AC 25 Fort +17 Ref +15 Will +12 HP 105 Resistances fire 10, physical 10 (except magical) Weaknesses good 5, lawful 5 Attack of Opportunity Reaction --- Speed 35 feet Melee Single Action jaws +17, Damage 2d10+6 piercing Melee Single Action claw +17 (Agile), Damage 2d8+6 slashing Divine Innate Spells DC 25 - 1st Charm - 2nd Invisibility (at will) - 3rd Levitate (at will) - 4th Blink (at will), Confusion, Dimension Door, Enlarge Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The barghest takes on the shape of a goblinoid (a goblin, hobgoblin, or bugbear) or a wolf, or it transforms back into its true form. When the barghest is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest has only one goblinoid form and one wolf form. Mutations The process of consuming corpses to evolve into a greater barghest results in odd and unpredictable physiological changes. A greater barghest has one mutation, typically chosen from the following options. Fangs (poison) The barghest grows elongated fangs that seep poison. Its jaws deal 1d6 additional poison damage and 1d6 persistent poison damage. Toxic Breath Two Actions (divine, evocation, poison) The barghest breathes a cloud of toxic gas that deals 8d6 poison damage to all creatures in a 30-foot cone (DC 25 basic Fortitude save). It can’t use Toxic Breath again for 1d4 rounds. Vestigial Arm Strike Free Action Frequency once per round; Trigger The barghest completes a Strike. Effect The barghest makes a claw Strike with a shriveled third arm hanging from its torso. This attack doesn’t count for the barghest’s multiple attack penalty, nor does that penalty apply on the attack. Wings The barghest has malformed wings extending from its back. It gains a fly Speed of 25 feet. ","skill_mod":{"diplomacy":14,"deception":18,"survival":14,"stealth":15,"athletics":15,"intimidation":16,"acrobatics":15},"image":["/Images/Monsters/Barghest_GreaterBarghest.png"],"primary_source":"Bestiary","spell":["Blink","Confusion","Dimension Door","Enlarge","Levitate","Invisibility","Charm"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"fire":10,"physical":10},"intelligence":3,"reflex_save":15,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Greater Barghest","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15,17],"attack_bonus":[17,17],"constitution":4,"creature_family":"Barghest","will_save":12,"speed":{"max":35,"land":35},"wisdom":3,"weakness":{"lawful":5,"good":5},"creature_ability":["Attack of Opportunity","Change Shape","Mutations"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Stealth","Survival"],"tradition":["Divine"],"summary":"Once a barghest has eaten enough to grow into a greater barghest, it typically seeks a method to leave the Material Plane and return to the Abyss, …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=43","dexterity":2,"category":"creature","slug":"creature-43"},{"attack_bonus":[15],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":75,"source":["Bestiary"],"type":"Creature","creature_family":"Basilisk","will_save":11,"charisma":1,"speed":{"max":20,"land":20},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Petrifying Glance","Petrifying Gaze"],"skill":["Athletics","Stealth"],"stealth":"8","trait":["Beast","N","Medium"],"id":"creature-44","text":" Basilisk The basilisk is an eight-legged reptile with a nasty disposition and the ability to turn creatures to stone with its gaze. Folklore holds that, much like for the cockatrice, the first basilisks hatched from leathery eggs laid by snakes and incubated by roosters, but little in the basilisk’s physiology lends any credence to this claim. A basilisk prefers to eat petrified flesh. Once a victim has been turned to stone, the basilisk crunches the fossilized corpse with its powerful jaws and lets its potent stomach acids do the rest. This digestive process is extremely slow and inefficient, causing the basilisk to move so lethargically that it appears as if in mid-petrification itself. This has even led to the saying “as slow as a well-fed basilisk.” Certainly basilisks are well-known for their slow gait and slothful nature, but a predator that can turn its prey to stone with a glance hardly has much need for speed. An adult basilisk is 13 feet long from head to tail and weighs roughly 300 pounds. These reptiles make hissing sounds when moving about that turns to a guttural gurgle when they’re agitated. Though they are normally solitary creatures that come together only to mate and lay eggs, there are periodic reports of regions being infested with unusual numbers of basilisks. What causes these unusual congregations of basilisk activity is unknown. For unknown reasons, weasels and ferrets are immune to the basilisk’s stare, and they sometimes sneak into basilisk lairs while a parent is hunting in order to consume eggs or freshly hatched young. Some legends suggest that a basilisk’s blood can transmute common stones into other material, but this is likely a case of witnesses misinterpreting the magical restoration of previously petrified creatures or body parts. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Basilisk Source Bestiary pg. 38 Perception +11; darkvision Languages Skills Athletics +13, Stealth +8 Str +4 Dex -1 Con +5 Int -3 Wis +2 Cha +1 --- AC 22 Fort +14 Ref +8 Will +11 HP 75 Petrifying Glance Reaction (arcane, aura, transmutation, visual); Trigger A creature within 30 feet that the basilisk can see starts its turn. Effect The target must attempt a DC 20 Fortitude save. If it fails, it’s slow 1 for 1 minute as its body slowly stiffens. --- Speed 20 feet Melee Single Action jaws +15, Damage 2d8+4 piercing Petrifying Gaze Two Actions (Arcane, Concentrate, Incapacitation, Transmutation, Visual) The basilisk stares at a creature it can see within 30 feet. That creature must attempt a DC 22 Fortitude save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes slowed 1. If the creature was already slowed by this ability or Petrifying Glance, a failed save causes the creature to be petrified permanently. A creature petrified in this manner that is coated (not just splashed) with fresh basilisk blood (taken from a basilisk that has been dead no longer than 1 hour) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures in this manner. Basilisk Lairs Basilisks can be found in almost any terrestrial environment, including forests, hills, mountains, plains, and swamps. They tend to dwell in caves or sheltered areas, and their hides often bear complexions that allow them to more easily blend with their environments. As a result, forest-dwelling basilisks may have scales of a verdant emerald color to match surrounding vegetation, while a basilisk that lives in the desert may be a sandy brown or shale color. ","skill_mod":{"stealth":8,"athletics":13},"summary":"The basilisk is an eight-legged reptile with a nasty disposition and the ability to turn creatures to stone with its gaze. Folklore holds that, much …","image":["/Images/Monsters/Basilisk.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=44","intelligence":-3,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Basilisk","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-44"},{"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":11,"immunity":["precision","swarm mind"],"source":["Bestiary"],"type":"Creature","creature_family":"Bat","will_save":6,"charisma":-3,"speed":{"fly":30,"max":30,"land":5},"perception":10,"wisdom":3,"weakness":{"area":3,"splash":3},"creature_ability":["Echolocation","Blood Feast"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","trait":["Animal","Swarm","N","Large"],"id":"creature-45","text":" Vampire Bat Swarm Although the typical vampire bat has a wingspan of 7 inches and doesn’t pose a significant threat to larger prey alone (and indeed, these blood-drinkers can feed without their sleeping victims ever noticing), some unusually aggressive species of these bats hunt in deadly swarms. A churning cloud of vampire bats is much more dangerous than the sum of its individual parts and is capable of inflicting an overwhelming number of bleeding wounds in a frighteningly short span of time. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Vampire Bat Swarm Source Bestiary pg. 39 Perception +10; echolocation (precise) 20 feet, low-light vision Languages Skills Acrobatics +7, Athletics +4, Stealth +7 Str +1 Dex +4 Con +1 Int -4 Wis +3 Cha -3 Echolocation A bat swarm can use its hearing as a precise sense at the listed range. --- AC 15 Fort +6 Ref +9 Will +6 HP 11 Immunities precision, swarm mind Resistances bludgeoning 6, piercing 6, slashing 3 Weaknesses area damage 3, splash damage 3 --- Speed 5 feet, fly 30 feet Blood Feast Single Action Each enemy in the bat swarm’s space takes 1d4 piercing damage (DC 16 basic Reflex save). Creatures that fail this save also take 1 persistent bleed damage. ","skill_mod":{"stealth":7,"athletics":4,"acrobatics":7},"summary":"Although the typical vampire bat has a wingspan of 7 inches and doesn’t pose a significant threat to larger prey alone (and indeed, these …","image":["/Images/Monsters/Bat_VampireBatSwarm.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":"echolocation (precise) 20 feet, low-light vision","weakest_save":["fort","fortitude","will"],"resistance":{"bludgeoning":6,"piercing":6,"slashing":3},"url":"/Monsters.aspx?ID=45","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Large"],"name":"Vampire Bat Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-45"},{"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":30,"source":["Bestiary"],"type":"Creature","creature_family":"Bat","will_save":7,"charisma":-2,"speed":{"fly":30,"max":30,"land":15},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Echolocation","Wing Thrash"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"8","trait":["Animal","N","Large"],"id":"creature-46","text":" Giant Bat While big bats are certainly not uncommon in dark caves and abandoned ruins and may instill fear in squeamish spelunkers, the so-called giant bat is a true monster, weighing well over 100 pounds and having a wingspan of nearly 15 feet. It primarily eats fruit and bugs, but can be incited to violence through fear or hunger. Giant bat attacks can quickly give rise to rumors of more dangerous monsters—many mistake these massive animals for some sort of demon or vampiric monster. But like other bats, giant bats are simply social and intelligent mammals. They are sometimes used as mounts by smaller humanoids, commonly those who hail from or dwell in mountainous or underground regions. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Bat Source Bestiary pg. 39 Perception +11; echolocation (precise) 40 feet, low-light vision Languages Skills Acrobatics +8, Athletics +8, Stealth +8 Str +4 Dex +2 Con +3 Int -4 Wis +3 Cha -2 Echolocation A bat can use its hearing as a precise sense at the listed range. --- AC 18 Fort +9 Ref +8 Will +7 HP 30 Wing Thrash Reaction Trigger An adjacent enemy damages the giant bat. Effect The bat makes one or two wing Strikes—one against the triggering creature and one against another adjacent creature. --- Speed 15 feet, fly 30 feet Melee Single Action fangs +10, Damage 1d10+4 slashing Melee Single Action wing +10 (Agile), Damage 1d6+4 piercing\n","skill_mod":{"stealth":8,"athletics":8,"acrobatics":8},"summary":"While big bats are certainly not uncommon in dark caves and abandoned ruins and may instill fear in squeamish spelunkers, the so-called giant bat is …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":"echolocation (precise) 40 feet, low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=46","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":9,"size":["Large"],"name":"Giant Bat","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,9],"slug":"creature-46"},{"attack_bonus":[11,11],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":45,"source":["Bestiary"],"type":"Creature","creature_family":"Bear","will_save":8,"charisma":-2,"speed":{"max":35,"land":35},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Mauler","Rush"],"skill":["Athletics","Survival"],"trait":["Animal","N","Large"],"id":"creature-47","text":" Grizzly Bear This large and powerful omnivore inhabits forested hills. While it typically sustains itself on nuts, berries, fish, and small mammals, it’s fiercely territorial and will chase off or kill any creature it views as competition. Grizzly bears are especially temperamental when their young are nearby. In combat, a grizzly bear often attempts to grab and maul its foe with surprising ferocity. It continues its assault until its foe seems like it is no longer a threat, though if the bear is hungry, it will not hesitate to feed. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Grizzly Bear Source Bestiary pg. 40 Perception +10; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +11, Survival +8 Str +4 Dex +1 Con +5 Int -4 Wis +1 Cha -2 --- AC 19 Fort +12 Ref +6 Will +8 HP 45 --- Speed 35 feet Melee Single Action jaws +11, Damage 2d8+4 piercing Melee Single Action claw +11 (Agile), Damage 1d10+4 slashing plus Grab Mauler The grizzly bear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed. Rush Two Actions The grizzly bear Strides and makes a Strike at the end of that movement. During the Stride, the grizzly bear gains a +10-foot circumstance bonus to its Speed. ","skill_mod":{"survival":8,"athletics":11},"summary":"This large and powerful omnivore inhabits forested hills. While it typically sustains itself on nuts, berries, fish, and small mammals, it’s fiercely …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=47","intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":12,"size":["Large"],"name":"Grizzly Bear","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,13],"slug":"creature-47"},{"attack_bonus":[16,16],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":95,"source":["Bestiary"],"type":"Creature","creature_family":"Bear","will_save":13,"charisma":-1,"speed":{"max":35,"land":35},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Mauler","Rush"],"skill":["Athletics","Survival"],"trait":["Animal","N","Large"],"id":"creature-48","text":" Cave Bear Larger, stronger, and far more aggressive than its smaller cousins, the cave bear is a behemoth that avoids civilized lands, preferring to dwell in remote places. As its name might suggest, the cave bear makes its den in natural caves, and like the grizzly bear, a cave bear is fiercely territorial. Unlike a grizzly bear, however, a cave bear is short tempered and will make sure its foe is dead before moving on, usually feasting on its prey’s soft flesh once it has been incapacitated. Cave bears are often regarded as powerful guardian spirits by remote-dwelling people, while they are utilized as beasts of war by orcs or even giants—stone giants in particular have an affinity for keeping trained cave bears as pets or guardians for their homes. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Cave Bear Source Bestiary pg. 40 Perception +13; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +16, Survival +11 Str +6 Dex +1 Con +6 Int -4 Wis +1 Cha -1 --- AC 24 Fort +16 Ref +11 Will +13 HP 95 --- Speed 35 feet Melee Single Action jaws +16, Damage 2d10+6 piercing Melee Single Action claw +16 (Agile), Damage 2d8+6 slashing plus Grab Mauler The bear gains a +4 circumstance bonus to damage rolls against creatures it has grabbed. Rush Two Actions The cave bear Strides and makes a Strike at the end of that movement. During the Stride, it gains a +10-foot circumstance bonus to its Speed. ","skill_mod":{"survival":11,"athletics":16},"summary":"Larger, stronger, and far more aggressive than its smaller cousins, the cave bear is a behemoth that avoids civilized lands, preferring to dwell in …","image":["/Images/Monsters/Bear_CaveBear.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=48","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":16,"size":["Large"],"name":"Cave Bear","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,17],"slug":"creature-48"},{"attack_bonus":[8],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":6,"source":["Bestiary"],"type":"Creature","creature_family":"Beetle","will_save":4,"charisma":-2,"speed":{"fly":15,"max":20,"land":20},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Luminescent Aura","Light Flash"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Small"],"id":"creature-49","text":" Flash Beetle These 3-foot-long insects boast a pair of glowing organs on the back of the abdomen that give off bright light and that continue to glow for days, even after the creature’s death. Flash beetles are commonly herded and harvested by miners and spelunkers, as their glow is considered safer than torches and less expensive than lamps. Denizens of the Darklands often domesticate and train these insects, using them as pets, livestock, or caging them to use as organic sources of light in areas frequented by visitors unaccustomed to the darkness. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Flash Beetle Source Bestiary pg. 41 Perception +6; low-light vision Languages Skills Acrobatics +6, Athletics +4 Str +1 Dex +3 Con +2 Int -5 Wis +1 Cha -2 --- AC 16 Fort +5 Ref +8 Will +4 HP 6 Luminescent Aura (aura, light) 10 feet. The flash beetle’s bioluminescent organs fill the area with bright light. --- Speed 20 feet, fly 15 feet Melee Single Action mandibles +8 (Agile, Finesse), Damage 1d4+1 piercing Light Flash Single Action (Concentrate, Light) The flash beetle creates a brilliant flash of light. All creatures in its luminescent aura must succeed at a DC 17 Fortitude save or be dazzled for 1 minute. The flash beetle’s glow then goes out, disabling its aura for 24 hours, during which time it cannot use Light Flash. ","skill_mod":{"athletics":4,"acrobatics":6},"summary":"These 3-foot-long insects boast a pair of glowing organs on the back of the abdomen that give off bright light and that continue to glow for days, …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":16,"level":-1,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=49","intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Flash Beetle","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-49"},{"attack_bonus":[11,13],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":55,"source":["Bestiary"],"type":"Creature","creature_family":"Beetle","will_save":8,"charisma":-1,"speed":{"fly":20,"max":20,"land":20},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Trample"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Large"],"id":"creature-50","text":" Giant Stag Beetle The giant stag beetle is larger than a horse, and the sight of one flying (if slowly and somewhat clumsily) on great buzzing wings is unnerving. Its enormous mandibles are used to impress mates, intimidate rivals, and discourage predators, for they can deliver deadly blows. While giant stag beetles are deadly predators, they can be domesticated by skilled wranglers. In such a capacity, these beetles serve well as beasts of burden or even as mounts. Giant stag beetles can be a serious menace in marshes, cavern complexes, and heavy forests. More than one logging camp has attracted a cluster of giant stag beetles and had to be completely abandoned, yielding all its lumber to the hunger of the giant insects. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Giant Stag Beetle Source Bestiary pg. 41 Perception +10; darkvision Languages Skills Acrobatics +9, Athletics +13 Str +5 Dex +1 Con +5 Int -5 Wis +2 Cha -1 --- AC 22 Fort +13 Ref +9 Will +8 HP 55 --- Speed 20 feet, fly 20 feet Melee Single Action mandibles +13, Damage 2d8+5 piercing Melee Single Action foot +11, Damage 1d10+5 bludgeoning Trample Three Actions Medium or smaller, foot, DC 21 ","skill_mod":{"athletics":13,"acrobatics":9},"summary":"The giant stag beetle is larger than a horse, and the sight of one flying (if slowly and somewhat clumsily) on great buzzing wings is unnerving. Its …","image":["/Images/Monsters/Beetle_GiantStagBeetle.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":22,"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=50","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Giant Stag Beetle","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,14],"slug":"creature-50"},{"attack_bonus":[8],"constitution":0,"primary_source_category":"Rulebooks","strength":-4,"hp":6,"source":["Bestiary"],"type":"Creature","will_save":4,"charisma":-2,"speed":{"fly":30,"max":30,"land":10},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Attach","Blood Drain"],"skill":["Acrobatics","Stealth"],"stealth":"6","trait":["Animal","N","Tiny"],"id":"creature-51","text":" Bloodseeker Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers. Farmers curse the creatures for sucking their livestock dry. It is from such beleaguered people that the bloodseeker's regional name “stirge,” possibly a corruption of the word “scourge,” comes. Folk wisdom holds that the appearance of bloodseekers in a region signals a healthy herd of livestock, but more often it means bogs or old buildings that haven't been properly tended to. Certainly, no amount of folksy parable can assuage a farmer driven to destitution by a bloodseeker infestation. But despite their role as parasites, bloodseekers aren't hated by all villages. In some cases, the inhabitants of remote backwoods thorps even keep the things as pets or use them as doubtful medicinal “tools” to drain away unwanted humors or test for evil spirits possessing the blood. Worshippers of gods of pestilence and parasites often view bloodseekers as sacred to their faith and allow the creatures to feed freely from their bodies. In such societies, those who accidentally give too much are considered to have been “blessed” by the village's hungry god. Bloodseekers seem to be constantly hungry, but they are not inherently malevolent. They can be scared away fairly easily and prefer to swiftly retreat rather than risk death. Some adventurers report that these creatures can be scared away by waving torches at the flying pests. However, bloodseekers are much bolder when encountered in larger numbers, as bringing down one victim lets an entire colony feed. Bloodseeker colonies are called clots, for obvious and disgusting reasons. If a lone bloodseeker finds a likely victim while its clot is nearby, it emits a high-pitched, keening noise to summon reinforcements. Most humanoids avoid bloodseekers, but boggards sometimes cultivate bloodseeker nests around the perimeter of their territory. These colonies serve as a deterrent to intruders, and the boggards sometimes check for bloodseeker prey, collecting the hides or bodies of animals killed by the pests. Meals prepared from slain bloodseekers that have gorged on the blood of specific creatures are a staple among certain boggard communities. The boggards not only eat the actual bloodseekers, but they also make a gelled slurry from the drained blood. A typical bloodseeker is about a foot long, with mottled, reddish-brown skin and a yellow underbelly. Its four wings resemble bat wings. When gorged with blood, the creature becomes bloated and pink, and it tends to wobble unsteadily in the air as it flies off to digest its meal. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Bloodseeker Source Bestiary pg. 42 Perception +6; darkvision, scent (imprecise) 60 feet Languages Skills Acrobatics +6, Stealth +6 Str -4 Dex +3 Con +0 Int -5 Wis +1 Cha -2 --- AC 16 Fort +5 Ref +8 Will +4 HP 6 --- Speed 10 feet, fly 30 feet Melee Single Action barbed leg +8 (Finesse), Damage attach Attach When a bloodseeker hits a target larger than itself, its barbed legs attach it to that creature. This is similar to grabbing the creature, but the bloodseeker moves with that creature rather than holding it in place. The bloodseeker is flat-footed while attached. If the bloodseeker is killed or pushed away while attached to a creature it has drained blood from, that creature takes 1 persistent bleed damage. Escaping the attach or removing the bloodseeker in other ways doesn’t cause bleed damage. Blood Drain Single Action Requirements The bloodseeker is attached to a creature. Effect The bloodseeker uses its proboscis to drain blood from the creature it’s attached to. This deals 1d4 damage, and the bloodseeker gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a bloodseeker is drained 1 until it receives healing (of any kind or amount). Bloodseeker Locations Bloodseekers hunt close to their nests, which they make in fens, bogs, fetid pools, and abandoned buildings. A foot-wide amalgamation of mud and reeds is a telltale sign of a bloodseeker nest. Bloodseeker Treasure Bloodseekers have no interest in treasure, but their lairs tend to be scattered with the remains of adventurers—and their valuables. ","skill_mod":{"stealth":6,"acrobatics":6},"summary":"Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers. Farmers curse the creatures for sucking their livestock dry. …","image":["/Images/Monsters/Bloodseeker.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":16,"level":-1,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=51","intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Bloodseeker","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-51"},{"attack_bonus":[10],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":30,"source":["Bestiary"],"type":"Creature","creature_family":"Boar","will_save":8,"charisma":-3,"speed":{"max":40,"land":40},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Ferocity","Boar Charge"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","N","Medium"],"id":"creature-52","text":" Boar Boars are omnivorous mammals, hunted heavily because their meat is considered a delicacy. Boars are most likely to attack humanoids either in self-defense or during their mating season in the winter months, when the males grow an extra inch of tissue to protect their organs as they fight off rivals. Of course, in some cultures boars are trained to become much more aggressive so they can fill the roles of warbeast and guardian. When such boars escape back into the wild, they can become true terrors of the region. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Boar Source Bestiary pg. 43 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +5, Athletics +8, Survival +8 Str +4 Dex +1 Con +4 Int -4 Wis +2 Cha -3 --- AC 18 Fort +10 Ref +5 Will +8 HP 30 Ferocity Reaction --- Speed 40 feet Melee Single Action tusk +10, Damage 2d6+4 piercing Boar Charge Two Actions The boar Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. ","skill_mod":{"survival":8,"athletics":8,"acrobatics":5},"summary":"Boars are omnivorous mammals, hunted heavily because their meat is considered a delicacy. Boars are most likely to attack humanoids either in …","image":["/Images/Monsters/Boar_Boar.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=52","intelligence":-4,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":10,"size":["Medium"],"name":"Boar","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-52"},{"attack_bonus":[14],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":60,"source":["Bestiary"],"type":"Creature","creature_family":"Boar","will_save":10,"charisma":-1,"speed":{"max":40,"land":40},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Ferocity","Daeodon Charge"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","N","Large"],"id":"creature-53","text":" Daeodon Where the typical boar is merely ill-tempered and generally unfriendly, the towering daeodon is legitimately hateful and ruthlessly violent. Although omnivorous, the daeodon (known in some regions simply as a giant boar) prefers to feed on flesh. Primarily a scavenger, the daeodon isn’t adverse to attacking creatures it encounters while searching for easier meals, or to protect any perceived encroachment into its lair or feeding grounds. Particularly brave or skilled orcs are fond of using daeodons as mounts or war-trained battle beasts; orc cavalry mounted on daeodons is a fearsome force indeed. A typical adult daeodon is 10 feet long and 7 feet tall at the shoulder. It weighs approximately 2,000 pounds. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Daeodon Source Bestiary pg. 43 Perception +12; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +12, Survival +10 Str +6 Dex +0 Con +3 Int -4 Wis +2 Cha -1 --- AC 21 Fort +13 Ref +9 Will +10 HP 60 Ferocity Reaction --- Speed 40 feet Melee Single Action tusk +14, Damage 2d8+6 piercing Daeodon Charge Two Actions The daeodon Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. A Medium or smaller creature struck by this attack must succeed at a DC 19 Reflex save or be knocked prone by the force of the blow. ","skill_mod":{"survival":10,"athletics":12,"acrobatics":8},"summary":"Where the typical boar is merely ill-tempered and generally unfriendly, the towering daeodon is legitimately hateful and ruthlessly violent. Although …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=53","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Daeodon","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-53"},{"attack_bonus":[7,8,8],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":24,"language":["Boggard","Common"],"source":["Bestiary"],"type":"Creature","creature_family":"Boggard","will_save":7,"charisma":0,"speed":{"max":25,"land":20,"swim":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Terrifying Croak","Tongue Grab","Swamp Stride"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","trait":["Amphibious","Boggard","Humanoid","CE","Medium"],"id":"creature-54","text":" Boggard Scout Often tasked with patrolling the borders of their lands, boggard scouts learn to speak another language (typically Common) to make it easier to issue threats and insults toward trespassers. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Boggard Scout Source Bestiary pg. 44 Perception +7; darkvision Languages Boggard, Common Skills Acrobatics +5, Athletics +8, Stealth +7 Str +3 Dex +2 Con +4 Int -1 Wis +2 Cha +0 Items Leather Armor, Sling (10 bullets) --- AC 16 Fort +9 Ref +5 Will +7 HP 24 --- Speed 20 feet, swim 25 feet; swamp stride Melee Single Action morningstar +8 (versatile P), Damage 1d6+3 bludgeoning Melee Single Action tongue +8 (reach 10 feet), Damage Tongue Grab Ranged Single Action sling +7 (Propulsive, reload 1, range increment 50 feet), Damage 1d6+1 bludgeoning Terrifying Croak Single Action (Auditory, Emotion, Fear, Mental) The boggard scout unleashes a terrifying croak. Any non-boggard within 30 feet becomes frightened 1 unless they succeed at a DC 17 Will save; those who critically succeed are temporarily immune for 1 minute. Tongue Grab If the boggard scout hits a creature with its tongue, that creature becomes grabbed by the boggard. Unlike with a normal grab, the creature isn’t immobilized , but it can’t move beyond the reach of the boggard’s tongue. A creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing damage. Though this doesn’t deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week. Swamp Stride A boggard scout ignores difficult terrain caused by swamp terrain features. ","skill_mod":{"stealth":7,"athletics":8,"acrobatics":5},"summary":"Often tasked with patrolling the borders of their lands, boggard scouts learn to speak another language (typically Common) to make it easier to issue …","primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":16,"item":["Leather Armor","Sling (10 bullets)"],"level":1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=54","intelligence":-1,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Boggard Scout","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,6],"slug":"creature-54"},{"attack_bonus":[6,6,10,10],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":38,"language":["Boggard"],"source":["Bestiary"],"type":"Creature","creature_family":"Boggard","will_save":8,"charisma":1,"speed":{"max":25,"land":20,"swim":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Terrifying Croak","Tongue Grab","Swamp Stride"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"6","trait":["Amphibious","Boggard","Humanoid","CE","Medium"],"id":"creature-55","text":" Boggard Warrior Boggard warriors exalt in single combat, and prefer to fight alone so that none can contest their kills. They have been known to pursue enemies who flee combat with a single-mindedness that seems almost supernatural. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Boggard Warrior Source Bestiary pg. 44 Perception +8; darkvision Languages Boggard Skills Athletics +8, Intimidation +5, Stealth +6 Str +4 Dex +0 Con +4 Int -1 Wis +2 Cha +1 Items Studded Leather Armor, Javelin (3) --- AC 17 Fort +10 Ref +5 Will +8 HP 38 --- Speed 20 feet, swim 25 feet; swamp stride Melee Single Action club +10, Damage 1d6+6 bludgeoning Melee Single Action tongue +10 (reach 10 feet), Damage Tongue Grab Ranged Single Action javelin +6 (thrown 30 feet), Damage 1d6+4 piercing Ranged Single Action club +6 (thrown 10 feet), Damage 1d6+6 bludgeoning Terrifying Croak Single Action (Auditory, Emotion, Fear, Mental) The boggard warrior unleashes a terrifying croak. Any non-boggard within 30 feet becomes frightened 1 unless they succeed at a DC 18 Will save; those who critically succeed are temporarily immune for 1 minute. Tongue Grab If the boggard warrior hits a creature with its tongue, that creature becomes grabbed by the boggard. Unlike with a normal grab, the creature isn’t immobilized , but it can’t move beyond the reach of the boggard’s tongue. A creature can sever the tongue by hitting AC 15 and dealing at least 3 slashing damage. Though this doesn’t deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week. Swamp Stride A boggard warrior ignores difficult terrain caused by swamp terrain features. ","skill_mod":{"stealth":6,"athletics":8,"intimidation":5},"summary":"Boggard warriors exalt in single combat, and prefer to fight alone so that none can contest their kills. They have been known to pursue enemies who …","image":["/Images/Monsters/Boggard_BoggardWarrior.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":17,"item":["Studded Leather Armor","Javelin (3)"],"level":2,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=55","intelligence":-1,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Boggard Warrior","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,9,9],"slug":"creature-55"},{"primary_source_category":"Rulebooks","strength":3,"hp":40,"language":["Abyssal","Boggard","Common"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":11,"trait":["Amphibious","Boggard","Humanoid","CE","Medium"],"id":"creature-56","text":" Boggard Swampseer The boggard swampseer has been gifted with magic through its worship of the demon lord Gogunta, and uses its power to rule a boggard village, keeping the rest of the village in line and planning raids on nearby communities. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Boggard Swampseer Source Bestiary pg. 45 Perception +11; darkvision Languages Abyssal, Boggard, Common Skills Athletics +8, Intimidation +8, Medicine +9, Nature +11, Performance +8, Religion +9 Str +3 Dex +0 Con +2 Int +0 Wis +4 Cha +3 Items Staff --- AC 18 Fort +9 Ref +7 Will +11 HP 40 --- Speed 20 feet, swim 25 feet; swamp stride Melee Single Action staff +10 (two-hand d8), Damage 1d4+6 bludgeoning Melee Single Action tongue +10 (reach 10 feet), Damage Tongue Grab Primal Prepared Spells DC 21, attack +11 - Cantrips (2nd) Acid Splash, Dancing Lights, Ray of Frost, Tanglefoot - 1st Fear, Jump, Shillelagh - 2nd Acid Arrow, Obscuring Mist Destructive Croak Two Actions (Sonic) The swampseer utters a powerful croak that deals 4d6 sonic damage to any non-boggard within a 15-foot emanation (DC 19 basic Fortitude save); any creature with the frightened condition takes additional sonic damage equal to twice the value of their frightened condition. The boggard can’t use Destructive Croak again for 1d4 rounds Drowning Drone Reaction (Auditory, Mental) Trigger The boggard swampseer or one of its allies within 60 feet attempts a saving throw against an auditory or sonic effect. Effect The swampseer releases a croak that drowns out other sound. It rolls a Performance check. It and boggard allies in the area can use the higher result of the swampseer’s Performance check or their saves to resolve the effects against the auditory or sonic effect. Swamp Stride A boggard swampseer ignores difficult terrain caused by swamp terrain features. Terrifying Croak Single Action (Auditory, Emotion, Fear, Mental) The boggard swampseer unleashes a terrifying croak. Any non-boggard within 30 feet becomes frightened 1 unless they succeed at a DC 19 Will save; those who critically succeed are temporarily immune for 1 minute. Tongue Grab If the boggard swampseer hits a creature with its tongue, that creature becomes grabbed by the boggard. Unlike with a normal grab, the creature isn’t immobilized , but it can’t move beyond the reach of the boggard’s tongue. A creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing damage. Though this doesn’t deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week. ","skill_mod":{"performance":8,"nature":11,"medicine":9,"athletics":8,"intimidation":8,"religion":9},"image":["/Images/Monsters/Boggard_BoggardSwampseer.png"],"primary_source":"Bestiary","spell":["Acid Arrow","Obscuring Mist","Fear","Jump","Shillelagh","Acid Splash","Dancing Lights","Ray of Frost","Tanglefoot"],"ac":18,"item":["Staff"],"level":3,"spell_dc":[21],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":7,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Boggard Swampseer","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[8],"attack_bonus":[10,10],"constitution":2,"creature_family":"Boggard","spell_attack_bonus":[11],"will_save":11,"speed":{"max":25,"land":20,"swim":25},"wisdom":4,"weakness":{},"creature_ability":["Destructive Croak","Drowning Drone","Swamp Stride","Terrifying Croak","Tongue Grab"],"skill":["Athletics","Intimidation","Medicine","Nature","Performance","Religion"],"tradition":["Primal"],"summary":"The boggard swampseer has been gifted with magic through its worship of the demon lord Gogunta, and uses its power to rule a boggard village, keeping …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=56","dexterity":0,"category":"creature","slug":"creature-56"},{"remaster_name":["Jah-Tohl"],"primary_source_category":"Rulebooks","strength":6,"hp":140,"language":["Abyssal","Aklo","Common","Draconic","Protean","Undercommon","telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":18,"stealth":"17","trait":["Aberration","Uncommon","CE","Large"],"id":"creature-57","text":" Brain Collector The grotesque brain collectors (or neh-thalggus, as they call themselves) originate from worlds far beyond the known solar system, and are part of a conglomeration of hostile aliens known collectively as the Dominion of the Black. Whether driven by their own schemes or directives from sinister overlords, brain collectors arrive in living starships to harvest the brains of intelligent creatures. These aberrations draw no nutrition from brains, instead storing them for analysis and as vessels for occult magical energies. A brain collector’s form evokes that of a tailless scorpion, but the pulsing brain-filled blisters that glisten along its back make them impossible to mistake for merely oversized arachnids. Baleful eyes glare from the joints on their legs, and the unsettling, intrusive whisper-thoughts they telepathically broadcast into the minds of those they seek to feed on can be interpreted as threats or promises alike. Brain collectors have very little empathy for the denizens of any world they visit, despite the fact that certain cults venerate them, or the Dominion they hail from, as if they were gods. To brain collectors, terrestrial creatures are simply resources for their magical needs and occult powers. They have little interest in worshipping gods or being worshipped themselves, yet they do practice strange forms of religion of their own, in which they consider the primordial forces of deep space as worthy of faith and fear. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Brain Collector Source Bestiary pg. 46 Perception +18; darkvision Languages Abyssal, Aklo, Common, Draconic, Protean, Undercommon; telepathy 100 feet Skills Acrobatics +17, Arcana +18, Athletics +16, Lore +18, Occultism +21, Stealth +17 Str +6 Dex +3 Con +5 Int +4 Wis +4 Cha +3 --- AC 26 Fort +15 Ref +13 Will +18 +1 status to all saves vs. magic HP 140 Immunities confused Weaknesses brain loss Brain Blisters A brain collector has seven brain blisters on its back that it uses to house stolen brains. A brain collector without all seven blisters full is stupefied with a value equal to the number of empty blisters. Brain Loss If a brain collector takes 30 damage from a critical hit or takes 25 mental damage, it must succeed at a DC 26 save (Fortitude for critical damage or Will for mental damage) or one of its brain blisters is destroyed. --- Speed 25 feet, fly 30 feet Melee Single Action jaws +20, Damage 2d12+6 piercing plus brain collector venom Melee Single Action claw +20 (Agile), Damage 2d8+6 slashing Occult Spontaneous Spells DC 26, attack +18 - Cantrips (4th) Dancing Lights, Detect Magic, Mage Hand, Prestidigitation - 1st Mindlink, Ray of Enfeeblement, True Strike, Unseen Servant (4 slots) - 2nd Humanoid Form, Invisibility, Mirror Image, Paranoia (4 slots) - 3rd Dispel Magic, Haste, Paralyze (3 slots) - 4th Confusion, Phantasmal Killer (2 slots) Brain Collector Venom (Poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 1d6 poison damage, enfeebled 1 , and slowed 1 (1 round); Stage 3 2d6 poison damage, enfeebled 2 , and slowed 1 (1 round) Collect Brain Single Action (Manipulate) The brain collector collects a brain of a creature that has been dead for no more than 1 minute. It can then use an Interact action to secure the brain in one of its empty brain blisters Dominion of the Black Brain collectors typically hunt alone, yet some adopt morbid cults that include followers who hope to have their own brains harvested by these alien invaders. The Dominion of the Black includes a wide array of monstrous aliens, of which the brain collectors are merely the most commonly encountered on terrestrial worlds. Many of these aliens have affinities for stealing thoughts, inhabiting bodies, or feeding on memories—the focus on the consumption of brains and of identities suggesting disturbing truths about their coalition. ","skill_mod":{"stealth":17,"arcana":18,"athletics":16,"occultism":21,"acrobatics":17},"image":["/Images/Monsters/BrainCollector.png"],"primary_source":"Bestiary","spell":["Confusion","Phantasmal Killer","Dispel Magic","Haste","Paralyze","Humanoid Form","Invisibility","Mirror Image","Paranoia","Mindlink","Ray of Enfeeblement","True Strike","Unseen Servant","Dancing Lights","Detect Magic","Mage Hand","Prestidigitation"],"ac":26,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":4,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Brain Collector","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15,19],"attack_bonus":[20,20],"constitution":5,"immunity":["confused"],"spell_attack_bonus":[18],"will_save":18,"speed":{"fly":30,"max":30,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Brain Blisters","Brain Loss","Brain Collector Venom","Collect Brain"],"skill":["Acrobatics","Arcana","Athletics","Lore","Occultism","Stealth"],"tradition":["Occult"],"summary":"The grotesque brain collectors (or neh-thalggus, as they call themselves) originate from worlds far beyond the known solar system, and are part of a …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=57","dexterity":3,"category":"creature","slug":"creature-57"},{"remaster_name":["Bugbear Prowler"],"attack_bonus":[8,10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":34,"language":["Common","Goblin"],"source":["Bestiary"],"type":"Creature","creature_family":"Bugbear","will_save":5,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Bushwhack","Mauler"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"6","trait":["Goblin","Humanoid","NE","Medium"],"id":"creature-58","text":" Bugbear Thug The more common bugbear thug specializes in the art of lurking in the shadows. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Bugbear Thug Source Bestiary pg. 47 Perception +7; darkvision, scent (imprecise) 30 feet Languages Common, Goblin Skills Acrobatics +6, Athletics +7, Intimidation +4, Stealth +6 Str +4 Dex +2 Con +3 Int -1 Wis +1 Cha +0 Items Leather Armor, Javelin (3) --- AC 17 Fort +9 Ref +8 Will +5 HP 34 --- Speed 25 feet Melee Single Action bastard sword +10 (two-hand d12), Damage 1d8+4 piercing Melee Single Action fist +10 (Agile, Nonlethal), Damage 1d4+4 bludgeoning Ranged Single Action javelin +8 (thrown 30 feet), Damage 1d6+4 piercing Bushwhack Single Action The bugbear thug Strides up to 10 feet and attempts to Grapple a creature they’re undetected by. If they succeed, they also deal fist damage to that creature. Mauler The bugbear thug gains a +3 circumstance bonus to damage rolls against creatures they have grabbed . ","skill_mod":{"stealth":6,"athletics":7,"intimidation":4,"acrobatics":6},"summary":"The more common bugbear thug specializes in the art of lurking in the shadows.","image":["/Images/Monsters/Bugbear_BugbearThug.png"],"primary_source":"Bestiary","trait_group":["Ancestry","Weapon","Creature Type"],"ac":17,"item":["Leather Armor","Javelin (3)"],"level":2,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=58","intelligence":-1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Bugbear Thug","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7,8],"slug":"creature-58"},{"attack_bonus":[10,11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":44,"language":["Common","Goblin"],"source":["Bestiary"],"type":"Creature","creature_family":"Bugbear","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Sneak Attack","Twin Feint"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Thievery"],"stealth":"8","trait":["Goblin","Humanoid","NE","Medium"],"id":"creature-59","text":" Bugbear Tormentor The bugbear tormentor seeks to torture their prey as much through psychological intimidation as through physical harm. The longer a bugbear tormentor can keep their victim alive and terrified, the better they feel. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Bugbear Tormentor Source Bestiary pg. 47 Perception +8; darkvision, scent (imprecise) 30 feet Languages Common, Goblin Skills Acrobatics +8, Athletics +9, Intimidation +7, Stealth +8, Thievery +8 Str +4 Dex +3 Con +2 Int -1 Wis +1 Cha +0 Items Chain Shirt, Sickle (2) --- AC 20 Fort +9 Ref +10 Will +6 HP 44 --- Speed 25 feet Melee Single Action dagger +11 (Agile, versatile S), Damage 1d4+6 piercing Melee Single Action sickle +11 (Agile, Finesse, Trip), Damage 1d4+6 slashing Ranged Single Action dagger +10 (Agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing Sneak Attack The bugbear tormentor deals 1d6 extra precision damage to flat-footed creatures Twin Feint Two Actions The bugbear tormentor makes a dazzling series of attacks with two weapons, using the first attack to throw their foe off guard against a second attack at a different angle. They make one Strike with each of their two melee weapons, both against the same target. The target is automatically flat-footed against the second attack. Apply the bugbear tormentor’s multiple attack penalty to the Strikes normally. ","skill_mod":{"thievery":8,"stealth":8,"athletics":9,"intimidation":7,"acrobatics":8},"summary":"The bugbear tormentor seeks to torture their prey as much through psychological intimidation as through physical harm. The longer a bugbear tormentor …","primary_source":"Bestiary","trait_group":["Ancestry","Weapon","Creature Type"],"ac":20,"item":["Chain Shirt","Sickle (2)"],"level":3,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=59","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Bugbear Tormentor","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,8,8],"slug":"creature-59"},{"attack_bonus":[21,21],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":120,"source":["Bestiary"],"type":"Creature","will_save":14,"charisma":-2,"speed":{"max":40,"land":40,"burrow":30},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Favored Prey","Leaping Charge","Powerful Jumper"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Huge"],"id":"creature-61","text":" Bulette Bulettes are fearsome predators that roam just beneath the surface of desolate wilderness areas. When they burrow through the ground, only the fin of their thickly armored backs protrudes above—at least until they are ready to leap out and strike their prey. Their appearance, appetite, and iconic dorsal fin have earned the nickname “landshark.” A typical bulette claims a territory of approximately 500 square miles. When it finds an area rich in food, such as a farming village, it adds that area to its regular patrol route. Over the course of a few months, it can wipe entire settlements off the map. Bulettes are fiercely competitive creatures that battle relentlessly with other predators in their territory. They actively avoid contact or conflict with other members of their kind unless seeking a mate. Bulette pairs share territory and mate for life—a mated pair of bulettes being the only known exception to the creature’s penchant for solitude. They rear their young for a short period of time. The mated pair instruct the young bulette how to hunt, teaching their spawn which creatures are easiest to kill and which creatures to avoid. The mated pair drive off their young after its first successful hunt. The first bulettes were magically created guardians, intended to serve as frightening pets for a power-hungry and sadistic wizard. The technique for their creation, as well as their original purpose, has since been lost to history, and multiple conflicting accounts of ancient texts exist with dozens of wizards claiming to have been the first inventor of the notorious beast. Some sages postulate that the original inventor may have been an elf—a theory born out of little more than the curious fact that bulettes, for all their ravenous nature, seem to find elf flesh unpalatable. Unfortunately for elves who stumble into a bulette’s path, bulettes are no less likely to kill them than any other intruder, simply leaving the bodies unconsumed where they fall. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Bulette Source Bestiary pg. 48 Perception +16; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +16, Athletics +21 Str +7 Dex +2 Con +6 Int -4 Wis +2 Cha -2 --- AC 30 Fort +20 Ref +16 Will +14 HP 120 --- Speed 40 feet, burrow 30 feet; powerful jumper Melee Single Action jaws +21, Damage 2d10+10 piercing Melee Single Action claw +21 (Agile), Damage 2d8+10 slashing Favored Prey A bulette gains a +1 circumstance bonus to attack and damage rolls with its jaws against a specific type of creature designated as its favorite food. Unless otherwise stated, a bulette’s favored prey is halflings. Elves are never a favored prey for bulettes. Leaping Charge Two Actions The bulette attempts a High Jump or Long Jump . If it’s adjacent to an enemy at the apex of its High Jump or at the end of its Long Jump, it can make a claw Strike against the enemy at that moment. If the bulette jumps at least 5 feet vertically or at least 20 feet horizontally, it can attempt two claw Strikes instead of one. The bulette’s multiple attack penalty doesn’t increase until it has made all the claw Strikes that are part of its Leaping Charge. Powerful Jumper A bulette jumps 10 feet up on a successful High Jump , or 20 feet up on a critical success. Bulette Appetites Although bulettes will eat almost any living creature that they can catch within their vicious jaws, most of them have a particular fondness for the flesh of halflings or horses. Lacking other food, a bulette might gnaw upon vegetable matter or even inanimate objects, although they don't gain actual nourishment from doing so, this need to feed being merely an extension of a deeply compelling instinct. ","skill_mod":{"athletics":21,"acrobatics":16},"summary":"Bulettes are fearsome predators that roam just beneath the surface of desolate wilderness areas. When they burrow through the ground, only the fin of …","image":["/Images/Monsters/Bulette.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":30,"level":8,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=61","intelligence":-4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":20,"size":["Huge"],"name":"Bulette","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,21],"slug":"creature-61"},{"attack_bonus":[11,11],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":45,"source":["Bestiary"],"type":"Creature","will_save":6,"charisma":-1,"speed":{"max":40,"land":10,"swim":40},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Blood Scent","Aquatic Opportunity","Blood Frenzy","Roar","Shift Form"],"skill":["Athletics","Stealth","Survival"],"stealth":"10","trait":["Animal","Aquatic","N","Medium"],"id":"creature-62","text":" Bunyip Bunyips are dangerous aquatic predators that resemble a cross between a shark and a seal. Found in freshwater inlets or saltwater coves worldwide, bunyips hunt where prey is plentiful, often to the consternation of coastal residents and fisherfolk. Despite their outlandish appearance and tendency to defend their territory with loud, bellowing roars that echo for great distances, bunyips are very rarely sighted by humanoids, leaving many to question their existence. For hundreds of years, bunyips were widely regarded as nothing more than folk tales, and even now that their existence as a species has been proven, the existence of any particular bunyip in a local area is often met with heavy skepticism. While their limited shapechanging abilities are no doubt a significant part of the reason for this air of mystery, another major factor is that the aquatic creatures rarely hunt humanoids, preferring to eat smaller animals. Most bunyips avoid human contact, except when one wanders too close to their den or favorite hunting spot, at which point the territorial bunyip attacks with swift and terrible ferocity. Many scholars agree that a large number of unexplained disappearances near coastal areas are the result of unreported bunyip aggression. In some ports, bunyips have learned that delicious prizes can be had from the chum and garbage discarded by fishing boats and merchant vessels. They lurk close to the shore and carefully choose their victims, plucking them off docks and small boats. These bunyips are particularly careful to keep their true forms hidden, but this does little to dull rumors of monster-infested waters. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Bunyip Source Bestiary pg. 49 Perception +10; blood scent, darkvision, scent (imprecise) 100 feet Languages Skills Athletics +11, Stealth +10, Survival +8 Str +4 Dex +3 Con +4 Int -4 Wis +1 Cha -1 Blood Scent The bunyip can smell blood in the water from up to 1 mile away. --- AC 19 Fort +9 Ref +12 Will +6 HP 45 Aquatic Opportunity Reaction As Attack of Opportunity, but both the bunyip and the triggering creature must be in water. --- Speed 10 feet, swim 40 feet Melee Single Action jaws +11, Damage 1d10+4 piercing plus 1d6 persistent bleed damage Melee Single Action tail +11 (Agile), Damage 1d8+4 bludgeoning Blood Frenzy Free Action Requirements The bunyip is not fatigued or already in a frenzy. Trigger The bunyip deals bleed damage to a living creature. Effect The bunyip flies into a frenzy that lasts 1 minute. While frenzied, the bunyip gains a +4 status bonus to damage rolls with its jaws, gains 8 temporary HP that go away at the end of the frenzy, and takes a –2 penalty to AC. Roar Single Action (Auditory, Concentrate, Emotion, Enchantment, Fear, Mental, Primal) The bunyip lets out a loud and horrifying roar. Other creatures within 100 feet must succeed at a DC 21 Will save or become frightened 2 ( frightened 3 on a critical failure, frightened 1 on a success, or unaffected on a critical success). No matter the result, the creature is temporarily immune to the effect for 1 minute. Shift Form Single Action (Morph, Primal, Transmutation) A bunyip can alter its form slightly to gain an advantage and make it harder to recognize. When it does, its teeth shrink and its Jaws Strike doesn’t deal the 1d6 persistent bleed damage . It can choose to gain either a long snake tail, granting its tail Strike reach 10 feet and Grab, or squat crocodile legs, increasing its land Speed to 20 feet. If it uses Shift Form again, the bunyip can return to normal or switch between a long tail or crocodile legs. Bunyip Treasure Bunyips have no use for treasure, and do not actively collect it, but the floors of their lairs are sometimes littered with the possessions of their humanoid victims. A bunyip's teeth can be collected and sold (most bunyips have about 50 teeth at any one time). Alternatively, due to their elusiveness and fabled nature, a high-quality taxidermic bunyip could easily command a high price from a collector. ","skill_mod":{"survival":8,"stealth":10,"athletics":11},"summary":"Bunyips are dangerous aquatic predators that resemble a cross between a shark and a seal. Found in freshwater inlets or saltwater coves worldwide, …","image":["/Images/Monsters/Bunyip.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"blood scent, darkvision, scent (imprecise) 100 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=62","intelligence":-4,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Bunyip","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,13],"slug":"creature-62"},{"primary_source_category":"Rulebooks","strength":0,"hp":18,"language":["Caligni"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":6,"stealth":"7","trait":["Caligni","Humanoid","CN","Small"],"id":"creature-64","text":" Caligni Dancer Caligni dancers serve as intermediaries between caligni clans. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Caligni Dancer Source Bestiary pg. 50 Perception +6; greater darkvision, light blindness Languages Caligni Skills Acrobatics +7, Performance +6, Stealth +7, Thievery +7 Str +0 Dex +4 Con +2 Int -1 Wis +1 Cha +3 Items baton (light mace), Dagger --- AC 17 Fort +7 Ref +9 Will +4 HP 18 (death flare) Distracting Frolic Reaction (fortune, manipulate) Trigger An ally within 10 feet of the dancer rolls a saving throw against a mental or illusion effect. Effect The target ally can roll the save twice and take the better result. Death Flare (light) When the dancer dies, their body combusts in a flare of white light. All creatures in a 10-foot emanation must succeed at a DC 17 Fortitude save or be dazzled for 1d4 rounds. Calignis that fail this save are also frightened 1. The dancer’s gear and treasure are left in a pile where they died. As this isn’t a magical effect, the light has no effect within magical darkness. --- Speed 25 feet Melee Single Action baton +9 (Agile, Finesse, Shove), Damage 1d4 bludgeoning Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4 piercing Ranged Single Action dagger +9 (Agile, thrown 10 feet, versatile S), Damage 1d4 piercing Occult Innate Spells DC 16 - Cantrips (1st) Counter Performance (visual only), Inspire Courage Dancer's Curse Single Action (Curse, Enchantment, Occult, Mental) The caligni dancer touches a foe and curses it. If the target fails a DC 18 Will save, it gains clumsy 1 and stupefied 1 . The target is then temporarily immune for 24 hours. These conditions persist until the curse is removed. The victim can attempt a new DC 18 Will save once per hour to end the curse. Sneak Attack The caligni dancer deals 1d6 extra precision damage to flat-footed creatures. ","skill_mod":{"performance":6,"thievery":7,"stealth":7,"acrobatics":7},"image":["/Images/Monsters/Caligni_CaligniDancer.png"],"primary_source":"Bestiary","spell":["Counter Performance","Inspire Courage"],"ac":17,"item":["baton (light mace)","Dagger"],"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":"greater darkvision, light blindness","resistance":{},"intelligence":-1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":7,"size":["Small"],"name":"Caligni Dancer","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[2,2,2],"attack_bonus":[9,9,9],"constitution":2,"creature_family":"Caligni","will_save":4,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Distracting Frolic","Death Flare","Dancer's Curse","Sneak Attack"],"skill":["Acrobatics","Performance","Stealth","Thievery"],"tradition":["Occult"],"summary":"Caligni dancers serve as intermediaries between caligni clans.","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=64","dexterity":4,"category":"creature","slug":"creature-64"},{"remaster_name":["Caligni Skulker"],"primary_source_category":"Rulebooks","strength":0,"hp":30,"language":["Caligni"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":8,"stealth":"10","trait":["Caligni","Humanoid","CN","Small"],"id":"creature-65","text":" Caligni Creeper The most widespread of the caligni are the mischievous caligni creepers. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Caligni Creeper Source Bestiary pg. 50 Perception +8; greater darkvision, light blindness Languages Caligni Skills Acrobatics +8, Athletics +4, Stealth +10, Thievery +8 Str +0 Dex +4 Con +3 Int -1 Wis +2 Cha +1 Items Black Smear Poison (3 doses), Dagger --- AC 19 Fort +9 Ref +10 Will +6 HP 30 (death flash) Death Flash (light) When the caligni creeper dies, their body combusts in a flash of bright light. All creatures in a 10-foot emanation must succeed at a DC 17 Fortitude save or be blinded for 1d6 rounds. Creatures with light blindness who successfully save are still blinded for 1 round. The creeper’s gear and treasure are left in a pile where they died. As this isn’t a magical effect, the light has no effect within magical darkness. --- Speed 25 feet Melee Single Action dagger +10 (Agile, Finesse, versatile S), Damage 1d4+4 piercing plus black smear poison Ranged Single Action dagger +10 (Agile, thrown 10 feet, versatile S), Damage 1d4 piercing plus black smear poison Occult Innate Spells DC 15 - Cantrips (1st) Detect Magic - 2nd Darkness (at will) Sneak Attack The Caligni Creeper deals 1d6 extra precision damage to flat-footed creatures. ","skill_mod":{"thievery":8,"stealth":10,"athletics":4,"acrobatics":8},"image":["/Images/Monsters/Caligni_CaligniCreeper.png"],"primary_source":"Bestiary","spell":["Darkness","Detect Magic"],"ac":19,"item":["Black Smear Poison (3 doses)","Dagger"],"level":2,"spell_dc":[15],"source_category":["Rulebooks"],"sense":"greater darkvision, light blindness","resistance":{},"intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":9,"size":["Small"],"name":"Caligni Creeper","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[2,6],"attack_bonus":[10,10],"constitution":3,"creature_family":"Caligni","will_save":6,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Death Flash","Sneak Attack"],"skill":["Acrobatics","Athletics","Stealth","Thievery"],"tradition":["Occult"],"summary":"The most widespread of the caligni are the mischievous caligni creepers.","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=65","dexterity":4,"category":"creature","slug":"creature-65"},{"remaster_name":["Caligni Hunter"],"primary_source_category":"Rulebooks","strength":2,"hp":60,"language":["Caligni","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":10,"stealth":"13","trait":["Caligni","Humanoid","CN","Medium"],"id":"creature-66","text":" Caligni Stalker Caligni stalkers are often leaders of caligni enclaves. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Caligni Stalker Source Bestiary pg. 51 Perception +10; greater darkvision, light blindness Languages Caligni, Undercommon Skills Acrobatics +13, Athletics +8, Stealth +13, Thievery +11 Str +2 Dex +5 Con +2 Int -1 Wis +2 Cha +1 Items Leather Armor, Shortsword (2), Black Smear Poison (6 doses) --- AC 21 Fort +10 Ref +13 Will +8 HP 60 (death flame) Death Flame (light) When the stalker dies, their body combusts in a flash of white-hot flame. All creatures in a 20-foot burst take 5d6 fire damage (DC 21 basic Reflex save). The stalker’s gear and treasure are unaffected by the flames and are left in a pile where they died. --- Speed 25 feet Melee Single Action shortsword +13 (Agile, Finesse, versatile S), Damage 1d6+7 piercing plus black smear poison Occult Innate Spells DC 19 - Cantrips (2nd) Detect Magic - 2nd Darkness (at will), Obscuring Mist (at will) Double Slice Two Actions The caligni stalker makes two Strikes against the same target, one with each of their shortswords. The stalker combines the damage of any attacks that hit and applies precision damage , resistances , and weaknesses only once. Both attacks count toward the stalker’s multiple attack penalty, but the penalty increases only after both attacks. Encircling Command Single Action (Auditory) Each caligni creeper within 30 feet of the stalker can Step . Each creeper can benefit from Encircling Command only once per round. Sneak Attack The Caligni Stalker deals 1d6 extra precision damage to flat-footed creatures. ","skill_mod":{"thievery":11,"stealth":13,"athletics":8,"acrobatics":13},"primary_source":"Bestiary","spell":["Darkness","Obscuring Mist","Detect Magic"],"ac":21,"item":["Leather Armor","Shortsword (2)","Black Smear Poison (6 doses)"],"level":4,"spell_dc":[19],"source_category":["Rulebooks"],"sense":"greater darkvision, light blindness","resistance":{},"intelligence":-1,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":10,"size":["Medium"],"name":"Caligni Stalker","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[10],"attack_bonus":[13],"constitution":2,"creature_family":"Caligni","will_save":8,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Death Flame","Double Slice","Encircling Command","Sneak Attack"],"skill":["Acrobatics","Athletics","Stealth","Thievery"],"tradition":["Occult"],"summary":"Caligni stalkers are often leaders of caligni enclaves.","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=66","dexterity":5,"category":"creature","slug":"creature-66"},{"attack_bonus":[10,10],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":30,"source":["Bestiary"],"type":"Creature","creature_family":"Cat","will_save":5,"charisma":-2,"speed":{"climb":20,"max":30,"land":30},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Maul","Pounce","Sneak Attack"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"8","trait":["Animal","N","Medium"],"id":"creature-67","text":" Leopard Leopards are among the smallest of the big cats, yet they are still dangerous creatures to tangle with. Leopard statistics can also be used for black panthers, white-spotted snow leopards, or tawny-coated cougars. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Leopard Source Bestiary pg. 52 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +7, Stealth +8 Str +3 Dex +4 Con +2 Int -4 Wis +1 Cha -2 --- AC 18 Fort +8 Ref +10 Will +5 HP 30 --- Speed 30 feet, climb 20 feet Melee Single Action jaws +10 (Finesse), Damage 1d10+3 piercing plus Grab Melee Single Action claw +10 (Agile, Finesse), Damage 1d6+3 slashing Maul Single Action The leopard makes two claw Strikes against a creature it has grabbed. Both count toward its multiple attack penalty, but the penalty increases only after both attacks are made. Pounce Single Action The leopard Strides and makes a Strike at the end of that movement. If the leopard began this action hidden, it remains hidden until after this ability's Strike. Sneak Attack The leopard deals 1d4 extra precision damage to flat-footed creatures. ","skill_mod":{"stealth":8,"athletics":7,"acrobatics":8},"summary":"Leopards are among the smallest of the big cats, yet they are still dangerous creatures to tangle with. Leopard statistics can also be used for black …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=67","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"Leopard","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,8],"slug":"creature-67"},{"attack_bonus":[11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":45,"source":["Bestiary"],"type":"Creature","creature_family":"Cat","will_save":7,"charisma":-2,"speed":{"max":30,"land":30},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Pack Attack","Pounce","Sneak Attack"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"10","trait":["Animal","N","Large"],"id":"creature-68","text":" Lion Lions are cooperative hunters, ambushing dangerous prey in groups of lionesses that work in tandem to trap and kill their prey. Male lions are typically larger, with long manes, and when they hunt, they tend to do so on their own. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Lion Source Bestiary pg. 52 Perception +9; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +11, Stealth +10 Str +4 Dex +3 Con +2 Int -4 Wis +2 Cha -2 --- AC 19 Fort +9 Ref +10 Will +7 HP 45 --- Speed 30 feet Melee Single Action jaws +11, Damage 1d10+6 piercing plus Grab Melee Single Action claw +11 (Agile), Damage 1d8+6 slashing Pack Attack The lion deals 1d4 extra damage to any creature that's within reach of at least two of the lion's allies Pounce Single Action The lion Strides and makes a Strike at the end of that movement. If the lion began this action hidden, it remains hidden until after this ability's Strike. Sneak Attack The lion deals 1d6 extra precision damage to flat-footed creatures. ","skill_mod":{"stealth":10,"athletics":11,"acrobatics":8},"summary":"Lions are cooperative hunters, ambushing dangerous prey in groups of lionesses that work in tandem to trap and kill their prey. Male lions are …","image":["/Images/Monsters/Cat_Lion.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=68","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":9,"size":["Large"],"name":"Lion","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,11],"slug":"creature-68"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":60,"source":["Bestiary"],"type":"Creature","creature_family":"Cat","will_save":8,"charisma":-2,"speed":{"max":30,"land":30},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Pounce","Sneak Attack","Wrestle"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"13","trait":["Animal","N","Large"],"id":"creature-69","text":" Tiger Tigers are solitary and territorial hunters, using their striped hides to blend into the forests and jungles they call home and preferring to attack with surprise. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Tiger Source Bestiary pg. 53 Perception +12; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +11, Athletics +13, Stealth +13 Str +5 Dex +3 Con +3 Int -4 Wis +2 Cha -2 --- AC 21 Fort +13 Ref +11 Will +8 HP 60 --- Speed 30 feet Melee Single Action jaws +13, Damage 1d10+7 piercing plus Grab Melee Single Action claw +13 (Agile), Damage 1d8+7 slashing Pounce Single Action The tiger Strides and makes a Strike at the end of that movement. If the tiger began this action hidden, it remains hidden until after this ability's Strike. Sneak Attack The tiger deals 1d6 extra precision damage to flat-footed creatures. Wrestle Single Action The tiger makes a claw Strike against a creature it is grabbing. If the attack hits, that creature is knocked prone. ","skill_mod":{"stealth":13,"athletics":13,"acrobatics":11},"summary":"Tigers are solitary and territorial hunters, using their striped hides to blend into the forests and jungles they call home and preferring to attack …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=69","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Tiger","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,12],"slug":"creature-69"},{"attack_bonus":[16,16],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":110,"source":["Bestiary"],"type":"Creature","creature_family":"Cat","will_save":10,"charisma":0,"speed":{"max":30,"land":30},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Pierce Armor","Pounce","Sneak Attack"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"12","trait":["Animal","N","Large"],"id":"creature-70","text":" Smilodon Smilodons are large saber-toothed cats, apex predators that are significantly more muscular and broader than the other species of big cats. They often kill prey with a quick stab to the throat or other vulnerable spot. The smilodon’s oversized fangs are particularly sought after as trophies. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Smilodon Source Bestiary pg. 53 Perception +14; low-light vision, scent (imprecise) 60 feet Languages Skills Acrobatics +12, Athletics +16, Stealth +12 Str +6 Dex +2 Con +3 Int -4 Wis +2 Cha +0 --- AC 23 Fort +15 Ref +12 Will +10 HP 110 --- Speed 30 feet Melee Single Action fangs +16, Damage 2d10+6 piercing plus Grab Melee Single Action claw +16 (Agile), Damage 2d8+6 slashing plus Grab Pierce Armor Single Action The smilodon makes a fangs Strike against a creature it is grabbing. If the attack hits, the creature is knocked prone; if the creature is wearing armor with hardness 10 or lower, the armor is broken. If this Strike breaks a creature's armor or damages a creature who is unarmored or wearing broken armor, the creature also takes 2d6 persistent bleed damage. This Strike doesn't further damage armor that's already broken. Pounce Single Action The smilodon Strides and makes a Strike at the end of that movement. If the smilodon began this action hidden, it remains hidden until after this ability's Strike. Sneak Attack The smilodon deals 1d6 extra precision damage to flat-footed creatures. ","skill_mod":{"stealth":12,"athletics":16,"acrobatics":12},"summary":"Smilodons are large saber-toothed cats, apex predators that are significantly more muscular and broader than the other species of big cats. They …","image":["/Images/Monsters/Cat_Smilodon.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=70","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":15,"size":["Large"],"name":"Smilodon","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,17],"slug":"creature-70"},{"attack_bonus":[8,9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":19,"language":["Amurrun","Common"],"source":["Bestiary"],"type":"Creature","creature_family":"Catfolk","will_save":4,"charisma":1,"speed":{"max":30,"land":30},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Cat’s Luck","Sudden Charge"],"skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"stealth":"7","trait":["Catfolk","Humanoid","CG","Medium"],"id":"creature-71","text":" Catfolk Pouncer Catfolk pouncers travel the world in search of new experiences. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Catfolk Pouncer Source Bestiary pg. 54 Perception +6; low-light vision Languages Amurrun, Common Skills Acrobatics +7, Athletics +6, Nature +4, Stealth +7, Survival +4 Str +3 Dex +4 Con +1 Int -1 Wis +1 Cha +1 Items Leather Armor, Spear (3) --- AC 17 Fort +6 Ref +9 Will +4 HP 19 Cat’s Luck Reaction (fortune) Trigger The catfolk pouncer fails or critically fails a Reflex saving throw. Frequency Once per day. Effect Reroll that saving throw and take the better result. --- Speed 30 feet Melee Single Action greataxe +8 (Sweep), Damage 1d12+3 slashing Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Ranged Single Action dagger +9 (Agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing Sudden Charge Two Actions The catfolk pouncer Strides up to double their Speed. If the catfolk ends their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy. ","skill_mod":{"nature":4,"survival":4,"stealth":7,"athletics":6,"acrobatics":7},"summary":"Catfolk pouncers travel the world in search of new experiences.","image":["/Images/Monsters/Catfolk_CatfolkPouncer.png"],"primary_source":"Bestiary","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":17,"item":["Leather Armor","Spear (3)"],"level":1,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=71","intelligence":-1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Catfolk Pouncer","alignment":"CG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,5,9],"slug":"creature-71"},{"attack_bonus":[26],"constitution":7,"primary_source_category":"Rulebooks","strength":6,"hp":215,"language":["Sylvan","(can’t speak any language)"],"source":["Bestiary"],"type":"Creature","will_save":18,"charisma":0,"speed":{"max":35,"land":35},"perception":22,"wisdom":2,"weakness":{},"creature_ability":["Thoughtsense","Hop-Dodge","Staccato Strike","Warbling Song"],"skill":["Athletics","Stealth"],"stealth":"25","trait":["Beast","N","Medium"],"id":"creature-72","text":" Cauthooj These large, flightless birds are deceptively agile, considering their long bodies and awkward, hopping gait. Solitary predators, they use their hypnotic warbling song to drive prey into a wild frenzy, manipulating them into attacking one another so that the cauthooj can then feast on the remains. Known to some scholars as the puppet master bird, and to others as the shrill shrike, cauthoojs are widely reviled by most intelligent humanoids, in part because the birds seem to prefer humanoids to other prey. Cauthooj sightings typically lead to the creation of hunting parties to track the creature down before it can kill again, with would-be hunters typically stuffing their ears full of wax in an effort to avoid being affected by its cry. Those who have survived the creature’s song report that the experience is uniquely unnerving, and almost all accounts agree that there is no other sound as terrible. While one might assume the cauthooj is a dumb animal, these creatures are in fact quite a bit smarter than they look. Cauthoojs stalk the perimeter of remote settlements in hopes of finding a lone traveler they can feast upon. These patient creatures will wait in ambush as long as they must to sate their hunger. They can even understand a few rudimentary words in Sylvan, although they are incapable of clearly speaking themselves. This doesn’t stop the cauthooj from attempting to mimic the sounds it hears, but when it does so, its eerie primal nature enhances the attempt, leading to the bird’s signature ability to manipulate minds and encourage conflict, a trait the cauthooj is just barely smart enough to understand—and enjoy. Recall Knowledge - Beast (Arcana, Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Cauthooj Source Bestiary pg. 55 Perception +22; thoughtsense (imprecise) 60 feet Languages Sylvan; (can’t speak any language) Skills Athletics +24, Stealth +25 Str +6 Dex +4 Con +7 Int -3 Wis +2 Cha +0 Thoughtsense (divination, mental, occult) The cauthooj senses a creatures mental essence at the listed ranged. --- AC 33 Fort +25 Ref +20 Will +18 HP 215 Resistances sonic 15 Hop-Dodge Reaction (move) Trigger The cauthooj is the target of a melee Strike and is adjacent to another enemy that is also within the reach of the melee Strike. Effect The cauthooj nimbly hops aside, redirecting the triggering Strike against the adjacent enemy. The cauthooj Strides up to half its Speed, and this movement does not trigger reactions. --- Speed 35 feet Melee Single Action beak +26 (Agile, deadly 1d12, reach 10 feet), Damage 2d12+12 piercing Staccato Strike Single Action (Mental, Primal, Sonic) With subtle alterations in the pitch and tone of its song, the cauthooj directs one creature confused by its Warbling Song to make a Strike. This works like other Strikes made by confused creatures, except that the cauthooj chooses the target. If no target is in reach or range, or the creature is unable to Strike for any other reason, this ability has no effect. Warbling Song Two Actions (Auditory, Incapacitation, Mental, Primal) The cauthooj gives a strange, ululating cry that causes nearby creatures to lash out violently and without control. Each creature within 120-foot emanation that can hear the cauthooj must attempt a DC 32 Will save to resist the effect. Critical Success The target is unaffected and is temporarily immune for 1 minute. Success The target is unaffected. Failure The target is confused for 1 round. Critical Failure The target is confused for 1 round and immediately attacks itself (in the normal fashion for attacking oneself while confused). This Strike doesn't give the creature a flat check to recover from the confusion. Cauthooj Locations Cauthoojs make their lairs in small caverns, alcoves, and similar out-of-the-way places, but claim large stretches of territory and wander many miles from their lairs in search of food. They often hunt in plains, prairies, and other large, open expanses. Cauthooj Treasure Like magpies, cauthoojs are attracted to shiny baubles, and they often pick up choice treasures from their victims, depositing these trinkets in large piles in their lairs. Not all that glitters is gold, however, and adventurers will find as many colorful bits of string, broken mirror shards, and pieces of costume jewelry as they find coins, magic weapons, and other valuable treasures. ","skill_mod":{"stealth":25,"athletics":24},"summary":"These large, flightless birds are deceptively agile, considering their long bodies and awkward, hopping gait. Solitary predators, they use their …","image":["/Images/Monsters/Cauthooj.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":33,"level":12,"source_category":["Rulebooks"],"sense":"thoughtsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{"sonic":15},"url":"/Monsters.aspx?ID=72","intelligence":-3,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":25,"size":["Medium"],"name":"Cauthooj","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25],"slug":"creature-72"},{"remaster_name":["Cave Worm"],"attack_bonus":[26,26,28,28],"constitution":7,"primary_source_category":"Rulebooks","strength":9,"hp":270,"source":["Bestiary"],"type":"Creature","creature_family":"Cave Worm","will_save":21,"charisma":-1,"speed":{"max":40,"land":40,"burrow":40,"swim":20},"perception":20,"wisdom":-1,"weakness":{},"creature_ability":["Inexorable","Shake It Off","Fast Swallow","Purple Worm Venom","Regurgitate","Rock Tunneler","Swallow Whole","Thrash"],"skill":["Athletics"],"trait":["Animal","N","Gargantuan"],"id":"creature-73","text":" Purple Worm The purple worm is the most common and infamous of the cave worms, a much-feared monster wandering the twisting tunnels of the Darklands that is capable of carving out entire cave systems. Tunnels bored by a purple worm don’t always last long after these creature’s passage, and areas where they nest are maddening mazes of passageways that lead nowhere, yet navigating the labyrinth to find the worm’s central nest often yields amazing treasures left behind by the worm’s prior victims. Recall Knowledge - Animal (Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Purple Worm Source Bestiary pg. 56 Perception +20; darkvision, tremorsense (imprecise) 100 feet Languages Skills Athletics +30 Str +9 Dex -1 Con +7 Int -5 Wis -1 Cha -1 --- AC 32 Fort +28 Ref +21 Will +21 HP 270 Inexorable The purple worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It’s also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain. Shake It Off Reaction Frequency once per day; Trigger The purple worm would be affected by a condition or adverse effect (such as baleful polymorph ). Effect The purple worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can’t be avoided in this way. --- Speed 40 feet, burrow 40 feet, swim 20 feet Melee Single Action jaws +28 (deadly 2d10, reach 15 feet), Damage 3d10+15 piercing plus Improved Grab Melee Single Action stinger +28 (Agile, Poison, reach 15 feet), Damage 2d12+15 piercing plus purple worm venom Melee Single Action body +26 (reach 15 feet), Damage 1d10+13 bludgeoning Ranged Single Action regurgitate +26 (Brutal, range increment 60 feet), Damage varies (see ability) Fast Swallow Reaction Trigger The purple worm Grabs a creature. Effect The worm uses Swallow Whole. Purple Worm Venom (Poison) Saving Throw DC 32 Fortitude, Maximum Duration 6 rounds; Stage 1 5d6 poison damage and enfeebled 2 (1 round), Stage 2 6d6 poison damage, and enfeebled 2 (1 round); Stage 3 8d6 poison damage and enfeebled 2 (1 round). Regurgitate The purple worm can violently regurgitate a creature or boulder it has swallowed to make a ranged Strike. The Strike deals bludgeoning damage depending on the size of the projectile: Tiny deals 2d6+13, Small 3d6+13, Medium 4d6+13, Large 5d6+13, and Huge 6d6+13. A regurgitated creature takes falling damage from the height of the target or from 20 feet, whichever is greater. Boulders occupy space in the worm’s stomach as a creature of equivalent size, and purple worms often have several boulders swallowed. A purple worm can use a single action to swallow a new boulder. Rock Tunneler A purple worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does. Swallow Whole Single Action Huge, 3d6+9 bludgeoning, Rupture 24 Thrash Two Actions The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any number of times with its body. Each attack counts toward the worm’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after it makes all the attacks. ","skill_mod":{"athletics":30},"summary":"The purple worm is the most common and infamous of the cave worms, a much-feared monster wandering the twisting tunnels of the Darklands that is …","image":["/Images/Monsters/CaveWorm_PurpleWorm.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":32,"level":13,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 100 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=73","intelligence":-5,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":28,"size":["Gargantuan"],"name":"Purple Worm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,28,31],"slug":"creature-73"},{"remaster_name":["Benthic Worm"],"attack_bonus":[29,31,31],"constitution":8,"primary_source_category":"Rulebooks","strength":10,"hp":320,"source":["Bestiary"],"type":"Creature","creature_family":"Cave Worm","will_save":23,"charisma":-1,"speed":{"max":60,"land":40,"burrow":40,"swim":60},"perception":22,"wisdom":-1,"weakness":{},"creature_ability":["Inexorable","Shake It Off","Azure Worm Venom","Breach","Fast Swallow","Swallow Whole","Thrash"],"skill":["Athletics","Stealth"],"stealth":"20","trait":["Amphibious","Animal","Uncommon","N","Gargantuan"],"id":"creature-74","text":" Azure Worm The azure worm is a deep-blue creature that is more at home in flooded tunnels than dry caves. While an azure worm is a strong swimmer, it prefers to lie in wait within the walls, door, or even ceiling of flooded caverns, ready to spring out and ambush creatures swimming past its hiding spot. The azure worm is particularly hated and feared by Darklands-dwelling cultures, due to the fact that an azure worm that burrows into a tunnel often brings with it waters from the submerged river or lake it calls home. When it becomes obvious that an azure worm is near a Darklands settlement, the inhabitants quickly establishing a hunting party to deal with the menace before it can bring ruin. Recall Knowledge - Animal (Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Azure Worm Source Bestiary pg. 57 Perception +22; darkvision, tremorsense (imprecise) 100 feet Languages Skills Athletics +33, Stealth +20 Str +10 Dex -1 Con +8 Int -5 Wis -1 Cha -1 --- AC 35 Fort +32 Ref +20 Will +23 HP 320 Inexorable The azure worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It’s also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain. Shake It Off Reaction Frequency once per day; Trigger The azure worm would be affected by a condition or adverse effect (such as baleful polymorph ). Effect The azure worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can’t be avoided in this way. --- Speed 40 feet, burrow 40 feet, swim 60 feet Melee Single Action jaw +31 (deadly 2d10, reach 15 feet), Damage 3d12+16 piercing plus Improved Grab Melee Single Action stinger +31 (Agile, Poison, reach 15 feet), Damage 4d6+16 piercing plus azure worm venom Melee Single Action body +29 (reach 15 feet), Damage 2d8+14 bludgeoning Azure Worm Venom (Poison) Saving Throw DC 37 Fortitude, Maximum Duration 6 rounds; Stage 1 3d6 poison damage and clumsy 2 (1 round); Stage 2 4d6 poison damage and clumsy 2 (1 round); Stage 3 6d6 poison damage and clumsy 2 (1 round) Breach Two Actions The azure worm Swims up to its swim Speed, then Leaps vertically out of the water up to 30 feet, making a Strike against a creature at the apex of the jump (this lets it attack a creature within 45 feet of the water’s surface). After the Strike, the worm splashes back down. It can use Improved Grab on this Strike and follow it up with Fast Swallow. Fast Swallow Reaction Trigger The worm Grabs a creature. Effect The worm uses Swallow Whole. Swallow Whole Single Action Huge, 3d8+10 bludgeoning, Rupture 27 Thrash Two Actions The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any number of times with its body. Each attack counts toward the worm’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after it makes all the attacks. ","skill_mod":{"stealth":20,"athletics":33},"summary":"The azure worm is a deep-blue creature that is more at home in flooded tunnels than dry caves. While an azure worm is a strong swimmer, it prefers to …","image":["/Images/Monsters/CaveWorm_AzureWorm.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type","Rarity"],"ac":35,"level":15,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 100 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=74","intelligence":-5,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Azure Worm","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[23,30,35],"slug":"creature-74"},{"remaster_name":["Magma Worm"],"attack_bonus":[34,36,36],"constitution":9,"primary_source_category":"Rulebooks","strength":10,"hp":410,"immunity":["fire"],"source":["Bestiary"],"type":"Creature","creature_family":"Cave Worm","will_save":27,"charisma":-1,"speed":{"max":40,"land":40,"burrow":40,"swim":20},"perception":25,"wisdom":-1,"weakness":{"cold":15},"creature_ability":["Fire Healing","Inexorable","Shake It Off","Breath Weapon","Crimson Worm Venom","Fast Swallow","Rock Tunneler","Swallow Whole","Thrash"],"skill":["Athletics"],"trait":["Beast","Fire","Rare","N","Gargantuan"],"id":"creature-75","text":" Crimson Worm Among the most dangerous cave worms are the fiery crimson worms. In addition to being even larger than azure or purple worms, the crimson worm has a penchant for burrowing through volcanic regions that, over the generations, have infused it with a supernatural link to the Elemental Plane of Fire. The molten heart of an active volcano is an attractive lair for a crimson worm, as are the sprawling fields of bubbling magma found in the deepest reaches of the Darklands. Legends from ancient peoples, precursor dwarven societies, and colonists of the Elemental Planes populated moats of lava with crimson worms likely have some basis in truth, although the methods such ancients used to keep these “moat worms” contained and prevented them from chewing their way through fortress foundations must have been significant. Crimson worms sometimes frequent areas on the surface where volcanism creates hot springs or other geothermal features, but even then they prefer to spend most of their time burrowing through the ground in their never-ending search for sustenance. Surface lands claimed by crimson worms are notable for the mound-shaped burrows these creatures leave behind as they dig. Recall Knowledge - Beast (Arcana, Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Crimson Worm Source Bestiary pg. 59 Perception +25; darkvision, tremorsense (imprecise) 100 feet Languages Skills Athletics +38 Str +10 Dex -1 Con +9 Int -3 Wis -1 Cha -1 --- AC 40 Fort +36 Ref +25 Will +27 HP 410 (fire healing) Immunities fire Weaknesses cold 15 Fire Healing As long as a crimson worm is in contact with a fire or body of magma at least as large as itself, it gains fast healing 20. When struck by a magical fire effect from anything other than itself, a crimson worm regains Hit Points equal to half the fire damage the effect would otherwise deal. Inexorable The crimson worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It’s also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain. Shake It Off Reaction Frequency once per day; Trigger The crimson worm would be affected by a condition or adverse effect (such as baleful polymorph ). Effect The crimson worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can’t be avoided in this way. --- Speed 40 feet, burrow 40 feet, swim 20 feet Melee Single Action jaws +36 (deadly 3d10, Fire, reach 20 feet), Damage 3d10+18 piercing plus 2d6 fire and Improved Grab Melee Single Action stinger +36 (Agile, Fire, Poison, reach 20 feet), Damage 2d12+18 piercing plus 2d6 fire and crimson worm venom Melee Single Action body +34 (Fire, reach 15 feet), Damage 2d10+16 bludgeoning plus 2d6 fire Breath Weapon Two Actions (Evocation, Fire, Primal) The crimson worm breathes a blast of flame in a 60-foot cone that deals 18d6 fire damage to all creatures in the area (DC 41 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds. Crimson Worm Venom (Poison) Saving Throw DC 41 Fortitude, Maximum Duration 6 rounds; Stage 1 1d6 poison damage and drained 1 (1 round), Stage 2 2d6 poison damage and drained 1 (1 round); Stage 3 2d6 poison damage and drained 2 (1 round). Fast Swallow Reaction Trigger The worm Grabs a creature. Effect The worm uses Swallow Whole. Rock Tunneler A crimson worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does. Swallow Whole Single Action Huge, 3d10+10 bludgeoning plus 2d6 fire, Rupture 36 Thrash Two Actions The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any number of times with its body. Each attack counts toward the worm’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after it makes all the attacks. ","element":["Fire"],"skill_mod":{"athletics":38},"summary":"Among the most dangerous cave worms are the fiery crimson worms. In addition to being even larger than azure or purple worms, the crimson worm has a …","image":["/Images/Monsters/CaveWorm_CrimsonWorm.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"ac":40,"level":18,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 100 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=75","intelligence":-3,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":36,"size":["Gargantuan"],"name":"Crimson Worm","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[34,38,41],"slug":"creature-75"},{"attack_bonus":[9,9,11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":40,"language":["Common","Elven","Sylvan"],"source":["Bestiary"],"type":"Creature","will_save":9,"charisma":1,"speed":{"max":40,"land":40},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Shield Block","Trample"],"skill":["Athletics","Diplomacy","Intimidation","Nature","Survival"],"trait":["Beast","N","Large"],"id":"creature-76","text":" Centaur Centaurs are legendary hunters and trackers who resemble heavily muscled humans with the bodies of powerful horses from the waist down. They are typically reclusive but haughty, quick to assume that their handsome physiques and long history of cultural traditions make them superior to any two-legged folk they encounter. While stories of bloody clashes between centaurs and humanoid settlers are well known, centaurs are neither intrinsically bloodthirsty nor recklessly aggressive. Rather, they are proud and stubborn and do not take kindly to outsiders who encroach on their ancestral grounds, some of which have been ruled by centaurs for thousands of years. Against despoilers of nature who fail to heed their warnings, centaurs do not hesitate to use their finely honed hunting skills to inflict deadly wounds. Centaurs train with weapons as well as their heavy hooves, and the thunder of centaurs charging across the plains is often mistaken for a stampede or even an earthquake. Despite their insular nature, some centaurs form close alliances with elves, fey, gnomes, and isolated human communities. Such allies are often surprised to learn the depths of centaurs’ honor, pragmatism, and wilderness lore. Rarely, a centaur leaves its tribe to travel the wider world. Such lone centaur wanderers more easily integrate into humanoid societies, but other centaurs are quick to assume that some dishonor led to their exile and thus give such vagabonds a wide berth. Centaurs have incredible variation in their individual size and coloration. Their upper bodies are fairly similar within a tribe and even region, but their lower bodies—like those of horses—can vary widely from parent to child. Most centaurs are at least 7 feet tall and weigh more than 2,000 pounds. Centaurs live in groups of dozens of members, usually led by an old, powerful seer or battle-hardened warrior who has carried out many noble deeds and earned a lifetime of respect from their comrades. The revered leader guides the habits of their entire group; a wise seer might encourage the tribe to roam far from civilization to preserve the ways of its ancestors, while an aggressive warrior might foster skirmishes with nearby humanoid settlements and even rival centaur groups. Recall Knowledge - Beast (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Centaur Source Bestiary pg. 60 Perception +9; darkvision Languages Common, Elven, Sylvan Skills Athletics +11, Diplomacy +6, Intimidation +6, Nature +7, Survival +7 Str +4 Dex +2 Con +1 Int +0 Wis +2 Cha +1 Items Breastplate, Spear (3), steel shield (Hardness 5, HP 20, BT 10) --- AC 20 (22 with shield raised) Fort +8 Ref +9 Will +9 HP 40 Shield Block Reaction --- Speed 40 feet Melee Single Action hoof +9 (Agile), Damage 1d10+4 bludgeoning Melee Single Action longsword +11 (versatile P), Damage 1d8+4 slashing Melee Single Action spear +11, Damage 1d6+4 piercing Ranged Single Action spear +9 (thrown 20 feet), Damage 1d6+4 piercing Trample Three Actions Medium or smaller, hoof, DC 18 Centaur Treasure Centaurs appreciate fine weapons and armor. Some craft their own while others use quality armaments they take from their enemies; however, due to their forms, they are unlikely to use armor heavier than breastplates. ","skill_mod":{"diplomacy":6,"nature":7,"survival":7,"athletics":11,"intimidation":6},"summary":"Centaurs are legendary hunters and trackers who resemble heavily muscled humans with the bodies of powerful horses from the waist down. They are …","image":["/Images/Monsters/Centaur.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":20,"item":["Breastplate","Spear (3)","steel shield (Hardness 5, HP 20, BT 10)"],"level":3,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=76","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex","will"],"dexterity":2,"vision":"Darkvision","fortitude_save":8,"size":["Large"],"name":"Centaur","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,7,8,9],"slug":"creature-76"},{"attack_bonus":[6],"constitution":1,"primary_source_category":"Rulebooks","strength":-1,"hp":8,"source":["Bestiary"],"type":"Creature","creature_family":"Centipede","will_save":2,"charisma":-4,"speed":{"climb":30,"max":30,"land":30},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Giant Centipede Venom"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","trait":["Animal","N","Medium"],"id":"creature-77","text":" Giant Centipede Most giant centipedes (known as sewer centipedes when found in cities) nest in small groups but hunt alone when they seek out food. Attempts to domesticate giant centipedes for use as guardians or pets generally end poorly, but some tribes of goblins, kobolds, and mitflits have developed effective methods of utilizing these vermin as guardians. Other tribes and some humanoid societies roast and eat centipedes, often with pungent peppers as a savory delicacy, although care must be taken in preparing the meal to avoid tainting the flesh with the creature’s venom. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Giant Centipede Source Bestiary pg. 61 Perception +6; darkvision Languages Skills Acrobatics +6, Athletics +2, Stealth +6 Str -1 Dex +3 Con +1 Int -5 Wis +1 Cha -4 --- AC 15 Fort +7 Ref +6 Will +2 HP 8 --- Speed 30 feet, climb 30 feet Melee Single Action mandibles +6 (Finesse), Damage 1d4-1 piercing plus giant centipede venom Giant Centipede Venom (Poison) Saving Throw DC 14 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round) Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round) ","skill_mod":{"stealth":6,"athletics":2,"acrobatics":6},"summary":"Most giant centipedes (known as sewer centipedes when found in cities) nest in small groups but hunt alone when they seek out food. Attempts to …","image":["/Images/Monsters/Centipede_GiantCentipede.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=77","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Giant Centipede","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[1],"slug":"creature-77"},{"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":30,"immunity":["precision","swarm mind"],"source":["Bestiary"],"type":"Creature","creature_family":"Centipede","will_save":5,"charisma":-4,"speed":{"climb":30,"max":30,"land":30},"perception":9,"wisdom":0,"weakness":{"area":5,"splash":5},"creature_ability":["Centipede Swarm Venom","Swarming Bites"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"9","trait":["Animal","Swarm","N","Large"],"id":"creature-78","text":" Centipede Swarm Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Some alchemists submerge whole centipedes taken from swarms in their elixirs and some mutagens, claiming such infusions increase potency, though other say this is nothing more than quackish claptrap. Kobolds and mitflits are both known to incorporate swarms of centipedes into cunning traps, from simple pits filled with vermin or more complex affairs involving chutes that dump the vermin onto the heads of unwary intruders. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Centipede Swarm Source Bestiary pg. 61 Perception +9; darkvision, tremorsense (imprecise) 30 feet Languages Skills Acrobatics +9, Athletics +7, Stealth +9 Str +2 Dex +4 Con +3 Int -5 Wis +0 Cha -4 --- AC 18 Fort +8 Ref +11 Will +5 HP 30 Immunities precision, swarm mind Resistances bludgeoning 5, piercing 5, slashing 2 Weaknesses area damage 5, splash damage 5 --- Speed 30 feet, climb 30 feet Centipede Swarm Venom (Poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and flat-footed (1 round); Stage 2 1d8 poison damage, clumsy 1, and flat-footed (1 round) Swarming Bites Single Action Each enemy in the swarm’s space takes 1d8 piercing damage (DC 20 basic Reflex save) plus centipede swarm venom. ","skill_mod":{"stealth":9,"athletics":7,"acrobatics":9},"summary":"Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Some …","primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":2},"url":"/Monsters.aspx?ID=78","intelligence":-5,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Large"],"name":"Centipede Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-78"},{"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Common","Druidic"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":11,"stealth":"8","trait":["Changeling","Human","Humanoid","CN","Medium"],"id":"creature-79","text":" Changeling Exile This changeling exile is the child of a night hag or dreamthief hag. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Changeling Exile Source Bestiary pg. 62 Perception +11; darkvision Languages Common, Druidic Skills Deception +9, Medicine +9, Nature +11, Stealth +8, Survival +9 Str +4 Dex +1 Con +0 Int +0 Wis +4 Cha +2 Items Leather Armor --- AC 19 Fort +7 Ref +8 Will +11 +2 circumstance to all saves vs. dream and sleep HP 45 --- Speed 25 feet Melee Single Action claws +11 (Agile), Damage 1d4+4 slashing Melee Single Action staff +11 (two-hand d8), Damage 1d4+4 bludgeoning Primal Prepared Spells DC 21, attack +11 - Cantrips (2nd) Dancing Lights, Produce Flame, Read Aura, Tanglefoot - 1st Burning Hands, Shillelagh, Ventriloquism - 2nd Darkness, Humanoid Form Druid Order Spells DC 21 - 2nd Wild Morph, Wild Shape (1 Focus Point)\n","skill_mod":{"deception":9,"nature":11,"survival":9,"stealth":8,"medicine":9},"image":["/Images/Monsters/Changeling_ChangelingExile.png"],"primary_source":"Bestiary","spell":["Darkness","Humanoid Form","Burning Hands","Shillelagh","Ventriloquism","Dancing Lights","Produce Flame","Read Aura","Tanglefoot","Wild Morph","Wild Shape"],"ac":19,"item":["Leather Armor"],"level":3,"spell_dc":[21,21],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Changeling Exile","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[6,6],"attack_bonus":[11,11],"constitution":0,"creature_family":"Changeling","spell_attack_bonus":[11],"will_save":11,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"skill":["Deception","Medicine","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"This changeling exile is the child of a night hag or dreamthief hag.","trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=79","dexterity":1,"category":"creature","slug":"creature-79"},{"attack_bonus":[20,20,20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Draconic"],"source":["Bestiary"],"type":"Creature","will_save":14,"charisma":0,"speed":{"fly":40,"max":40,"land":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Three Headed","Triple Opportunity","Attack of Opportunity","Breath Weapon","Draconic Bite","Three-Headed Strike"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"18","trait":["Beast","Uncommon","CE","Large"],"id":"creature-80","text":" Chimera The chimera is the archetypal example of an unnatural monster made up of a monstrous mix of wildly different component creatures: in this case, a lion, a dragon, and a goat. Wild, hateful, and hungry, it tries to eat any creature it sees, but sometimes a strong-willed master is able to compel a chimera to serve as a guardian or even a mount. Recall Knowledge - Beast (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Chimera Source Bestiary pg. 63 Perception +16; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +14, Athletics +18, Stealth +18 Str +6 Dex +2 Con +4 Int -3 Wis +2 Cha +0 --- AC 27 Fort +18 Ref +16 Will +14 HP 135 Three Headed Any ability that would sever a chimera's head (such as a critical hit with a vorpal weapon) severs one head at random. Losing a head doesn't kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head's Breath Weapon. Triple Opportunity A chimera gains 2 extra reactions each round that it can use only to make Attacks of Opportunity. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions. Attack of Opportunity Reaction --- Speed 25 feet, fly 40 feet Melee Single Action dragon jaws +20, Damage 2d6+9 piercing plus 2d6 energy damage (see draconic bite) Melee Single Action lion jaws +20, Damage 2d10+9 piercing Melee Single Action goat horns +20, Damage 2d10+9 piercing Melee Single Action claw +20 (Agile), Damage 2d6+9 slashing Breath Weapon Two Actions (Arcane, Evocation) The chimera breathes a cone or line that deals 9d6 damage to all creatures in the area (DC 26 basic save of a type indicated below). The color of the chimera’s dragon head determines the area of the Breath Weapon, the type of damage it deals, and the type of save to avoid it. The chimera can’t use Breath Weapon again for 1d4 rounds. Black 60-foot line of acid (Reflex) Blue 60-foot line of electricity (Reflex) Green 30-foot cone of poison (Fortitude) Red 30-foot cone of fire (Reflex) White 30-foot cone of cold (Reflex) Draconic Bite A chimera’s dragon head deals an extra 2d6 damage of a type matching the dragon’s color (see Breath Weapon). Three-Headed Strike Two Actions The chimera makes a Strike with its dragon jaws, lion jaws, and goat horns, each at a –2 penalty and targeting a different creature. These Strikes count as only one attack for the chimera’s multiple attack penalty, and the penalty doesn’t increase until after it has made all three attacks. Kobold Adoration Some kobold groups are fond of chimera guardians or pets, but few kobolds have the bravery or resources to keep a chimera happy for long. While chimeras are often pressed into service by more intelligent creatures, it’s also not unheard of for a chimera to keep a herd of unintelligent animals—lions, goats, or even serpents—as both companions and food supply. ","skill_mod":{"stealth":18,"athletics":18,"acrobatics":14},"summary":"The chimera is the archetypal example of an unnatural monster made up of a monstrous mix of wildly different component creatures: in this case, a …","image":["/Images/Monsters/Chimera.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Rarity"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=80","intelligence":-3,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Chimera","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16,20,20,23],"slug":"creature-80"},{"attack_bonus":[19],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":100,"language":["Aklo","Common","(or Undercommon, for Darklands variants)"],"immunity":["poison"],"source":["Bestiary"],"type":"Creature","will_save":12,"charisma":-1,"speed":{"max":30,"land":30,"swim":25},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Constrict","Mandibles","Paralytic Venom","Tentacle Transfer"],"skill":["Athletics","Nature","Stealth","Survival"],"stealth":"14","trait":["Aberration","Amphibious","CE","Large"],"id":"creature-81","text":" Chuul Also known as chu'ulothis, these large, armor-plated, crustacean predators lurk beneath the surface of pools, mires, and ponds, waiting to snatch up prey with their massive claws before paralyzing them with their tentacles. At that point, they begin to feed, eating their quarry alive. Chuuls can live in fresh or saltwater, and indeed are found in aquatic environs the world over—even in the subterranean oceans and lakes of the Darklands. While chuuls are good swimmers, they prefer terrestrial prey. Their preferred method of hunting is by lunging out of the water, paralyzing their victims with their poison-coated tentacles, then gleefully dragging their twitching food into the water to drown if they cannot simply eat such morsels alive. Chuuls that dwell aboveground prefer to dine on lizardfolk, while those swimming the subterranean lakes of the Darklands readily eat anything but xulgaths, whose flavor and stink they find off-putting. Chuuls are capable of speech and reason, but these creatures rarely speak with those outside their species except to taunt their food. Before it begins consuming its prey, a chuul often speaks in a gurgling, nearly incomprehensible dialect about how it will enjoy feasting on the creature's flesh. Perhaps chuuls believe that insults and degradation lead to more tender and tastier food, but the truth will likely never be known; almost all chuuls stubbornly refuse any meaningful conversation, even when imprisoned and compelled by treats or pain. It is unknown if a chuul society exists beyond their frenzied mating season. Chuuls' intellects seem devoted only toward eating, causing psychological pain to sentient creatures, decorating their lairs with mementos of their favorite meals and victories, and breeding. Recall Knowledge - Aberration (Occultism): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Chuul Source Bestiary pg. 64 Perception +15; darkvision, tremorsense (imprecise) 30 feet Languages Aklo, Common; (or Undercommon, for Darklands variants) Skills Athletics +17, Nature +13, Stealth +14, Survival +13 Str +6 Dex +3 Con +4 Int +0 Wis +2 Cha -1 --- AC 28 Fort +18 Ref +15 Will +12 HP 100 Immunities poison Attack of Opportunity Reaction --- Speed 30 feet; swim 25 feet Melee Single Action claws +19 (reach 10 feet), Damage 2d8+9 bludgeoning plus Grab Constrict Single Action 1d8+9 bludgeoning, DC 25 (grabbed by claws only) Mandibles Single Action Requirement A creature is grabbed and paralyzed by the chuul’s tentacles. Effect The creature takes 3d6 piercing damage. Paralytic Venom (Incapacitation, Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 paralyzed (1 round). Tentacle Transfer Single Action Requirement The chuul has a creature grabbed. Effect The chuul transfers the grabbed creature from its claws to its tentacles, or vice versa. A creature is exposed to the chuul’s paralytic venom when transferred into the tentacles and at the start of each of the chuul’s turns if it remains grabbed by the tentacles. Chuul Treasure While chuuls are uninterested in money, gems, tools, or magic of any kind, they have a nearly compulsive need to collect trophies of their victories, perchance to savor the memories of the kill and the meat. What treasure they have are typically such mementos. ","skill_mod":{"nature":13,"survival":13,"stealth":14,"athletics":17},"summary":"Also known as chu'ulothis, these large, armor-plated, crustacean predators lurk beneath the surface of pools, mires, and ponds, waiting to snatch up …","image":["/Images/Monsters/Chuul.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":28,"level":7,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=81","intelligence":0,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Chuul","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18],"slug":"creature-81"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":80,"language":["Aklo","Undercommon"],"source":["Bestiary"],"type":"Creature","will_save":12,"charisma":1,"speed":{"fly":30,"max":30,"land":10},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Shadow Shift","Envelop","Infrasonic Moan"],"skill":["Deception","Religion","Stealth"],"stealth":"14","trait":["Aberration","CN","Large"],"id":"creature-82","text":" Cloaker Weird and paranoid creatures that dwell in the Darklands, cloakers resemble hideous, flying manta rays. Crafty and careful hunters, their motivations, their patterns of attack, and even their societies and history are often an inscrutable jumble of contradicting reports, confused rumors, and terrifying accounts. Like many of the stranger creatures of Golarion, cloakers were originally created by the alghollthus, who bred them to spy on their Azlanti thralls. Upon the fall of the Azlanti empire, the alghollthus cast out their cloaker creations, who, in turn, fled to the lower reaches of the Darklands. Amid the vaults and twisted corridors of their new home, their attitudes—particularly regarding their apprehension toward their former masters—changed dramatically. Suspicion became paranoia, egotism, sadism, and much worse. Now, most cloakers lead solitary lives, stalking the Darklands for easy prey and delving deeper into internal horrors. Their paranoia is so great that they interact only rarely even with their own kind, encountering another cloaker only briefly to mate before flitting back to isolation. But there are exceptions. Every so often, a charismatic cloaker priest can call together a dark cabal of these creatures and other Darklands denizens to worship unspeakable ancient gods. These rare cloakers whip their acolytes and followers into a frenzy of dark rituals and heinous acts. While these cults are depraved and destructive, they rarely survive longer than their founder. Recall Knowledge - Aberration (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Cloaker Source Bestiary pg. 65 Perception +12; darkvision Languages Aklo, Undercommon Skills Deception +14, Religion +12, Stealth +14 Str +5 Dex +3 Con +4 Int +2 Wis +3 Cha +1 Shadow Shift Cloakers are concealed in dim light even to creatures with low-light vision and darkvision. --- AC 22 Fort +13 Ref +12 Will +12 HP 80 --- Speed 10 feet, fly 30 feet Melee Single Action jaws +14, Damage 1d10+7 piercing Melee Single Action tail +14 (Agile, reach 10 feet), Damage 2d6+7 slashing Envelop Single Action (Attack, Incapacitation) The cloaker makes an attack roll with a +14 bonus against an adjacent creature’s Reflex DC. If it succeeds, it envelops the target, who is restrained. Attacks that hit an enveloping cloaker deal half their damage to the cloaker and half to the trapped victim. The cloaker can’t Fly, and when it moves using its land Speed it moves the enveloped creature with it. The cloaker can make only jaws Strikes against the restrained creature but can make tail Strikes against other creatures. A creature that voluntarily puts on the cloaker becomes engulfed automatically. A cloaker can engulf only Large or smaller creatures, and no more than one creature at a time. Infrasonic Moan Two Actions (Auditory, Emotion, Mental) The cloaker lets out an infrasonic moan that has one of the effects below. A creature that succeeds at a DC 22 Will save is unaffected. Any creature that attempts this save becomes temporarily immune for 1 hour. Because the moan is infrasonic, most humanoids don’t detect the source of their plight if they aren’t already aware of the cloaker. Fear (fear, incapacitation) Each creature within a 30-foot emanation becomes frightened 1 (or, on a critical failure, frightened 2 and fleeing until the end of its next turn). Nausea Each creature within a 30-foot emanation falls prone and become sickened 2. Stupor The cloaker targets a single creature within 30 feet. The creature becomes clumsy 1 and stupefied 1 for 1 minute. Cloaker Allies On the rare occasions that cloakers associate with other creatures, they tend to ally with those ulat‑kinis who are no longer the thralls of the alghollthus and, rarely, with deros, though they consider the latter irrational and untrustworthy. Cloakers never willingly associate with alghollthus. Cloaker Locations Cloakers isolate themselves within the deeper parts of the Darklands and are concentrated in Sekamina and Orv. They tend to avoid Nar‑Voth due to its proximity to the surface. ","skill_mod":{"deception":14,"stealth":14,"religion":12},"summary":"Weird and paranoid creatures that dwell in the Darklands, cloakers resemble hideous, flying manta rays. Crafty and careful hunters, their …","image":["/Images/Monsters/Cloaker.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=82","intelligence":2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Cloaker","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"slug":"creature-82"},{"attack_bonus":[13],"constitution":1,"primary_source_category":"Rulebooks","strength":-2,"hp":45,"immunity":["calcification"],"source":["Bestiary"],"type":"Creature","will_save":6,"charisma":-1,"speed":{"fly":40,"max":40,"land":20},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Calcification"],"skill":["Acrobatics"],"trait":["Beast","N","Small"],"id":"creature-83","text":" Cockatrice Ugly and aggressive, the dread cockatrice stalks garbage pits and hillside dumps in search of prey that it can turn to stone with its petrifying beak and subsequently consume piece by broken piece. Cockatrices resemble gaunt and sickly roosters with bat wings and serpentine tails, and they rarely grow more than 2 feet tall and twice as long. Their absentminded clucking gives smart prey ample warning of their presence, and when angered cockatrices let out a shrill crow like that of a rooster. Their peck releases a magical toxin that causes flesh to quickly calcify, and any creature pecked repeatedly by an irritable cockatrice eventually transforms into a stone statue of itself. The first cockatrice is rumored to have hatched from a rooster’s egg incubated on a dung hill by a toad. Whether or not the rumor is true, the cockatrice’s monstrous appearance certainly doesn’t contradict its strange and filthy origin story, and these creatures are more than capable of propagating on their own. Cockatrices are remarkably fecund and gather in flocks of up to a dozen members. Each flock contains only a few females. The males—which differ in appearance from the females by having warty wattles and gnarled combs— often fight with each other, with lower-ranking males eventually driven away to find their own lairs or compete among other flocks. Most creatures who run afoul of a solitary cockatrice do so with one of these surly outcasts. Cockatrice lairs are often littered with fragments of statuary from past victims—although these are as likely to be remnants of frogs, lizards, and insects as people. Curiously, weasels and ferrets, who infiltrate cockatrice lairs to steal their eggs, are immune to the creatures’ petrifying bites. For unknown reasons, cockatrices are both terrified of and enraged by conventional roosters, and they are equally likely to flee or attack when confronted by one. Particularly brave (or foolhardy) individuals sometimes keep cockatrices as pets or guard animals. In their natural habitat among plains, forests, and sewers near humanoid settlements, cockatrices are content to live off vermin or scraps of waste, but their greatest pleasure is consuming warm meals of freshly petrified flesh. Recall Knowledge - Beast (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Cockatrice Source Bestiary pg. 66 Perception +8; darkvision Languages Skills Acrobatics +11 Str -2 Dex +4 Con +1 Int -3 Wis +1 Cha -1 --- AC 19 Fort +8 Ref +11 Will +6 HP 45 Immunities calcification --- Speed 20 feet, fly 40 feet Melee Single Action beak +13 (Finesse, Magical), Damage 1d8-2 piercing plus calcification Calcification (Incapacitation, Primal, Transmutation) A peck from a cockatrice hardens the flesh of the creature struck. The target must succeed at a DC 20 Fortitude save or become slowed 1 (or slowed 2 on a critical failure). Further failed saves against calcification increase the slowed condition. Once a creature’s actions are reduced to 0 by calcification, that creature becomes petrified. Every 24 hours after it was petrified, the victim can attempt a DC 20 Fortitude save to recover. On a success, it becomes flesh again, but is slowed 1 for the next 24 hours. On a critical success, the creature recovers and isn’t slowed. On a failure, the creature remains petrified, but can try again in 24 hours. On a critical failure, the petrification is permanent, and the creature can’t attempt any more saves. Cockatrice Treasure Cockatrice lairs sometimes include discarded gear from past victims or smooth, pretty stones disgorged from the creature’s craw. Gem workers especially prize precious stones that have been polished to perfection in a cockatrice’s crop, and may pay a high price for these so-called \"cockatrice rocks.\" Soft materials suitable for nesting, such as cloth and leather, rarely survive a cockatrice’s attentions, but metal goods are often left in fine working order, since cockatrices seem to have little interest in anything shiny they can’t fit in their gullet. ","skill_mod":{"acrobatics":11},"summary":"Ugly and aggressive, the dread cockatrice stalks garbage pits and hillside dumps in search of prey that it can turn to stone with its petrifying beak …","image":["/Images/Monsters/Cockatrice.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=83","intelligence":-3,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Cockatrice","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-83"},{"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":30,"source":["Bestiary"],"type":"Creature","creature_family":"Crocodile","will_save":5,"charisma":-4,"speed":{"max":25,"land":20,"swim":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Aquatic Ambush","Death Roll","Deep Breath"],"skill":["Athletics","Stealth"],"stealth":"7","trait":["Animal","N","Large"],"id":"creature-84","text":" Crocodile Crocodiles can be found basking on riverbanks, lurking in swamps, or floating in lakes. They are usually are indistinguishable from logs when viewed from afar—at least until they attack. Alligators have similar statistics, but because they often live in more temperate climates, they endure cold temperatures better. Unlike alligators, crocodiles can tolerate salt water. Both are formidable predators that are likely to devour careless adventurers who fail to watch where they step. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Crocodile Source Bestiary pg. 67 Perception +7; low-light vision Languages Skills Athletics +8, Stealth +7 Str +4 Dex +1 Con +3 Int -5 Wis +1 Cha -4 --- AC 18 Fort +9 Ref +7 Will +5 HP 30 --- Speed 20 feet, swim 25 feet Melee Single Action jaws +10, Damage 1d10+4 piercing plus Grab Melee Single Action tail +10 (Agile), Damage 1d6+4 bludgeoning Aquatic Ambush Single Action 35 feet Death Roll Single Action (Attack) Requirement The crocodile must have a creature grabbed. Effect The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it fails, it releases the creature. Deep Breath The crocodile can hold its breath for about 2 hours. ","skill_mod":{"stealth":7,"athletics":8},"summary":"Crocodiles can be found basking on riverbanks, lurking in swamps, or floating in lakes. They are usually are indistinguishable from logs when viewed …","image":["/Images/Monsters/Crocodile.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=84","intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":9,"size":["Large"],"name":"Crocodile","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,9],"slug":"creature-84"},{"attack_bonus":[20,22],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":175,"source":["Bestiary"],"type":"Creature","creature_family":"Crocodile","will_save":15,"charisma":-4,"speed":{"max":40,"land":30,"swim":40},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Aquatic Ambush","Deep Breath","Swallow Whole"],"skill":["Athletics","Stealth"],"stealth":"16","trait":["Animal","N","Huge"],"id":"creature-85","text":" Deinosuchus The deinosuchus is a primeval relative of the crocodile, and is an enormous predator capable of catching and eating dinosaurs that wander too close to its domain! Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Deinosuchus Source Bestiary pg. 67 Perception +17; low-light vision Languages Skills Athletics +20, Stealth +16 Str +7 Dex +3 Con +5 Int -5 Wis +2 Cha -4 --- AC 26 Fort +20 Ref +16 Will +15 HP 175 --- Speed 30 feet, swim 40 feet Melee Single Action jaws +22 (reach 15 feet), Damage 2d10+13 piercing plus Grab Melee Single Action tail +20 (Agile, reach 15 feet), Damage 1d10+11 bludgeoning Aquatic Ambush Single Action 50 feet Deep Breath A deinosuchus can hold its breath for about 2 hours. Swallow Whole Single Action (Attack) Large, 2d8+7 bludgeoning, Rupture 18 ","skill_mod":{"stealth":16,"athletics":20},"summary":"The deinosuchus is a primeval relative of the crocodile, and is an enormous predator capable of catching and eating dinosaurs that wander too close …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":26,"level":9,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=85","intelligence":-5,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":20,"size":["Huge"],"name":"Deinosuchus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,24],"slug":"creature-85"},{"attack_bonus":[8,14],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":80,"language":["Common","Cyclops","Jotun"],"source":["Bestiary"],"type":"Creature","creature_family":"Cyclops","will_save":12,"charisma":-1,"speed":{"max":30,"land":30},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Ferocity","Flash of Insight","Swipe"],"skill":["Athletics","Fortune-Telling Lore","Intimidation","Survival"],"trait":["Giant","Humanoid","Uncommon","LE","Large"],"id":"creature-86","text":" Cyclops The kingdoms of the cyclopes date to an age before the rise of humanity, when dragons and giants and serpentfolk ruled the world. The cyclopes built enormous stone cities and prayed to ancient gods of brutality and wrath, but their power to foresee the future failed them, and their civilization collapsed. Today, most cyclopes have virtually no knowledge of the former glory of their kind, even though it is not uncommon for them to dwell among the ruins of their greatness. Cyclops cities include monuments and imposing murals which depict their peoples’ history, but few now among them can read or interpret these relics of the past. In addition to their single eye, cyclopes are also famous for their never-ending hunger, an appetite so all-consuming that some scholars theorize it may in fact be some kind of curse. The ever-present hunger of the cyclopes seems to have some connection to the death of their civilization—though whether this voracity was the cause or a side-effect of their people’s downfall is likely destined to remain a mystery. Although details of the cyclopes’ gods have largely been lost to the annals of time, what little is known about these deities suggests they were vindictive and petty enough to curse their own people if they felt neglected or badly served. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Cyclops Source Bestiary pg. 68 Perception +12; low-light vision Languages Common, Cyclops, Jotun Skills Athletics +14, Fortune-Telling Lore +13, Intimidation +10, Survival +12 Str +5 Dex -1 Con +2 Int +0 Wis +3 Cha -1 Items Hide Armor, Heavy Crossbow (10 bolts) --- AC 21 Fort +13 Ref +8 Will +12 HP 80 Ferocity Reaction Flash of Insight Free Action (divination, occult, fortune) Frequency once per day; Trigger The cyclops is about to roll a d20. Effect The cyclops peers into an occluded spectrum of possible futures. It gets a success (but not a critical success) on the roll instead of rolling. --- Speed 30 feet Melee Single Action greataxe +14 (reach 10 feet, Sweep), Damage 1d12+9 slashing Ranged Single Action heavy crossbow +8 (range increment 120 feet, reload 2), Damage 1d10+4 piercing Swipe Two Actions (Flourish) The cyclops makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within its melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for the cyclops’s multiple attack penalty. ","skill_mod":{"survival":12,"athletics":14,"intimidation":10},"summary":"The kingdoms of the cyclopes date to an age before the rise of humanity, when dragons and giants and serpentfolk ruled the world. The cyclopes built …","image":["/Images/Monsters/Cyclops_Cyclops.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Rarity"],"ac":21,"item":["Hide Armor","Heavy Crossbow (10 bolts)"],"level":5,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=86","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Cyclops","alignment":"LE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[9,15],"slug":"creature-86"},{"attack_bonus":[23,25,25,25],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":235,"language":["Common","Cyclops","Jotun"],"source":["Bestiary"],"type":"Creature","creature_family":"Cyclops","will_save":22,"charisma":-1,"speed":{"max":40,"land":40},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Catch Rock","Ferocity","Flash of Brutality","Powerful Charge","Throw Rock"],"skill":["Athletics","any one Lore","Survival"],"trait":["Giant","Humanoid","Mutant","Uncommon","CE","Huge"],"id":"creature-87","text":" Great Cyclops Gigantic, dim-witted loners, the great cyclopes embody their lesser kin writ large. They are both stronger and more violent, but their uncontrolled vision into possible futures has driven them beyond reason. They see every moment as a potential storm of uncontrollable fury, and out of a desperate desire for peace, quiet, and an end to their hunger, they lash out at all who come near. Wise creatures avoid great cyclopes at all cost. Debate has long raged over the origins of these massive, destructive giants. They are so large that it had long been assumed they were used as beasts of burden by their lesser kin, but they are now free to hunt and kill without restraint. Other scholars believe the great cyclops is the ultimate fate of the entire cyclops species. Whatever foolish decision or wayward curse caused the end of their civilization is still playing out, occasionally causing a cyclops to withdraw from its own kind, lose all semblance of intellect, and mutate into a lumbering, feral colossus. It is fortunate indeed that the great cyclops prefers to dwell far from humanoid settlements, because its immeasurable bloodlust inspires it to destroy virtually anything that moves, from dinosaurs and other monsters to the occasional explorer or soon-to-be-lost caravan. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Great Cyclops Source Bestiary pg. 69 Perception +22; low-light vision Languages Common, Cyclops, Jotun Skills Athletics +25, any one Lore +18, Survival +22 Str +7 Dex +1 Con +6 Int -2 Wis +4 Cha -1 Items Hide Armor --- AC 32 Fort +25 Ref +19 Will +22 HP 235 Catch Rock Reaction Ferocity Reaction Flash of Brutality Free Action (divination, fortune, occult) Frequency once per day, and recharges when the great cyclops uses Ferocity; Trigger The great cyclops succeeds at an attack roll. Effect The attack becomes a critical success. --- Speed 40 feet Melee Single Action greatclub +25 (Backswing, reach 15 feet, Shove), Damage 3d10+13 bludgeoning Melee Single Action horn +25 (reach 15 feet), Damage 2d10+13 piercing Melee Single Action fist +25 (Agile, reach 15 feet), Damage 3d4+13 bludgeoning Ranged Single Action rock +23 (Brutal, range increment 120 feet), Damage 4d6+7 bludgeoning Powerful Charge Two Actions The great cyclops Strides twice and makes a horn Strike. If it moved at least 20 feet away from its starting position, the Strike’s damage is increased to 3d10+20. Throw Rock Single Action ","skill_mod":{"survival":22,"athletics":25},"summary":"Gigantic, dim-witted loners, the great cyclopes embody their lesser kin writ large. They are both stronger and more violent, but their uncontrolled …","image":["/Images/Monsters/Cyclops_GreatCyclops.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster","Rarity"],"ac":32,"item":["Hide Armor"],"level":12,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=87","intelligence":-2,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":25,"size":["Huge"],"name":"Great Cyclops","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[20,21,24,29],"slug":"creature-87"},{"primary_source_category":"Rulebooks","strength":0,"hp":22,"language":["Common","Daemonic","telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":6,"stealth":"8","trait":["Daemon","Fiend","NE","Tiny"],"id":"creature-88","text":" Cacodaemon (Harvester Daemon) These embodiments of demented violence and spite are spawned from eddies of angry and warped souls amid Abaddon’s mists. Cacodaemons constantly hunger for mortal souls and yearn to create suffering. As gnashing spheres of teeth, fins, and spines, they are the weakest of daemonkind, an amalgam of various petty forms of death without the strength that comes from focusing on a single cause of demise. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Cacodaemon Source Bestiary pg. 70 Perception +6; darkvision Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +8, Deception +5, Religion +6, Stealth +8 Str +0 Dex +3 Con +2 Int -1 Wis +1 Cha +2 --- AC 16 Fort +7 Ref +8 Will +6 HP 22 Immunities death effects Weaknesses good 3 --- Speed 5 feet, fly 40 feet Melee Single Action jaws +8 (Agile, Disease, Evil, Finesse, Magical), Damage 1d8 piercing plus 1d4 evil and cacodaemonia Divine Innate Spells DC 17 - Cantrips (1st) Detect Magic - 1st Detect Alignment (at will; good only), Fear - 2nd Invisibility (at will; self only) - 4th Read Omens Cacodaemonia (Disease) The cacodaemon can telepathically communicate with the afflicted creature at any distance on the same plane; Saving Throw DC 17 Fortitude; Stage 1 carrier (1 day); Stage 2 stupefied 1 (1 day); Stage 3 stupefied 2 (1 day) Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) Lizard Speed 20 feet; Melee jaws +8 (agile, finesse), Damage 1d8+1 piercing Octopus size Small; Speed 20 feet, swim 30 feet; Melee tentacle +8 (finesse), Damage 1d8+1 bludgeoning plus Grab; Melee beak +8 (agile, finesse), Damage 1d6 piercing plus 2 poison Scorpion size Small; Speed 30 feet; Melee pincer +8 (agile, finesse), Damage 1d6+1 bludgeoning plus Grab; Melee stinger +8 (agile, finesse), Damage 1d6+1 piercing plus 1d4 poison Soul Lock Three Actions (Death, Divine, Necromancy) Once per day, a cacodaemon can ingest the soul of a sentient creature within 30 feet that died within the last minute. When it does, the cacodaemon grows a fist-sized soul gem (Hardness 2, HP 8) in its gut and can regurgitate it at any time as an Interact action. Destroying the gem frees the soul within but does not return the deceased creature to life. The caster of a spell to return a creature to life whose soul is trapped within a soul gem must succeed at a DC 30 Religion check. On a success, the soul gem shatters and the creature is returned to life as normal for the spell. By using an Interact action, a fiend can ingest a soul gem it is holding, condemning the soul to the fiend’s home plane. The fiend gains fast healing 5 for 1 minute. ","skill_mod":{"deception":5,"stealth":8,"acrobatics":8,"religion":6},"image":["/Images/Monsters/Daemon_Cacodaemon.png"],"primary_source":"Bestiary","spell":["Read Omens","Invisibility","Detect Alignment","Fear","Detect Magic"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":-1,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Cacodaemon","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[7],"attack_bonus":[8],"constitution":2,"immunity":["death effects"],"creature_family":"Daemon","will_save":6,"speed":{"fly":40,"max":40,"land":5},"wisdom":1,"weakness":{"good":3},"creature_ability":["Cacodaemonia","Change Shape","Soul Lock"],"skill":["Acrobatics","Deception","Religion","Stealth"],"tradition":["Divine"],"summary":"These embodiments of demented violence and spite are spawned from eddies of angry and warped souls amid Abaddon’s mists. Cacodaemons constantly …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=88","dexterity":3,"category":"creature","slug":"creature-88"},{"primary_source_category":"Rulebooks","strength":5,"hp":130,"language":["Common","Daemonic","telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":14,"stealth":"12","trait":["Daemon","Fiend","NE","Large"],"id":"creature-89","text":" Ceustodaemon (Guardian Daemon) Ceustodaemons are formed from the souls of vile mortals, particularly those who took efforts to hasten their own death, their willingness shaping them into daemonic servants. Their otherworldly senses make them useful for protecting vaults and similar locations on the Material Plane. Ceustodaemons are created to serve, but always seek ways to subvert their bindings, so they can rend their mortal summoners’ flesh. The worst type of conjurer calls upon ceustodaemons merely to set them free into the world in hopes of currying favor with the powers of Abaddon. Recall Knowledge - Fiend (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Ceustodaemon Source Bestiary pg. 71 Perception +14; darkvision, see invisibility Languages Common, Daemonic; telepathy 100 feet Skills Deception +15, Intimidation +13, Stealth +12, Survival +10 Str +5 Dex +2 Con +4 Int +0 Wis +2 Cha +3 --- AC 23 Fort +16 Ref +12 Will +12 HP 130 Immunities death effects Weaknesses good 10 --- Speed 25 feet Melee Single Action jaws +16 (Evil, reach 10 feet), Damage 2d10+5 piercing plus 1d6 evil and vicious wounds Melee Single Action claw +16 (Agile, Evil, Magical, reach 10 feet), Damage 2d6+5 slashing plus 1d6 evil and vicious wounds Divine Innate Spells DC 23 - 1st Detect Alignment (at will; good only) - 3rd Dispel Magic (x2), Paralyze - 4th Dimension Door (at will) - 7th Fly - Constant (2nd) See Invisibility Breath Weapon Two Actions (Divine, Evocation, Fire) The ceustodaemon breathes flames in a 30-foot cone. Creatures in the cone take 7d6 fire damage (DC 24 basic Reflex save). The ceustodaemon and each creature that fails the save catch fire, taking 2d6 persistent fire damage. The breath weapon can’t be used again for 1d4 rounds. Drawn to Service When bringing a ceustodaemon to another plane with effects like a planar binding or planar ally ritual, the primary and secondary skill DCs are reduced by 5, and the ceustodaemon demands only half the normal cost for its service. Vicious Wounds On a successful jaws or claw Strike, the ceustodaemon viciously tears into its victim as similar wounds appear on its own body. The target takes an extra 1d6 amount of damage, and the ceustodaemon takes the same extra damage. If this extra damage to the target is doubled, due to a critical hit, the ceustodaemon takes double damage as well. ","skill_mod":{"deception":15,"survival":10,"stealth":12,"intimidation":13},"image":["/Images/Monsters/Daemon_Ceustodaemon.png"],"primary_source":"Bestiary","spell":["Fly","Dimension Door","Dispel Magic","Paralyze","Detect Alignment","See Invisibility"],"ac":23,"level":6,"spell_dc":[23],"source_category":["Rulebooks"],"sense":"darkvision, see invisibility ","resistance":{},"intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Ceustodaemon","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[15,19],"attack_bonus":[16,16],"constitution":4,"immunity":["death effects"],"creature_family":"Daemon","will_save":12,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"good":10},"creature_ability":["Breath Weapon","Drawn to Service","Vicious Wounds"],"skill":["Deception","Intimidation","Stealth","Survival"],"tradition":["Divine"],"summary":"Ceustodaemons are formed from the souls of vile mortals, particularly those who took efforts to hasten their own death, their willingness shaping …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=89","dexterity":2,"category":"creature","slug":"creature-89"},{"primary_source_category":"Rulebooks","strength":6,"hp":155,"language":["Common","Daemonic","telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":20,"stealth":"18","trait":["Daemon","Fiend","NE","Large"],"id":"creature-90","text":" Leukodaemon (Pestilence Daemon) These skull-headed, vulture-winged daemons are harbingers of pestilence and servants of their patron Horseman, Apollyon. Manifestations of evil souls who perished from disease in life, leukodaemons work tirelessly to spread disease across all the worlds of the multiverse. More than any other daemon, leukodaemons cooperate with each other and those who conjure them to mortal worlds to spread sickness and plague, eschewing personal glory for end results. Recall Knowledge - Fiend (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Leukodaemon Source Bestiary pg. 72 Perception +20; darkvision, plaguesense 60 feet Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +18, Intimidation +18, Medicine +20, Religion +20, Stealth +18, Survival +16 Str +6 Dex +5 Con +1 Int +3 Wis +5 Cha +3 Plaguesense A leukodaemon senses any creature with a disease, and it knows the type and current stage of all diseases carried by any creature within range. Items +1 striking composite longbow (50 arrows) --- AC 28 Fort +15 Ref +21 Will +19 +1 status to all saves vs. magic HP 155 Immunities death effects, disease Weaknesses good 10 Infectious Aura (aura, disease) 30 feet. Leukodaemons radiate infection. All creatures within 30 feet of a leukodaemon take a –2 status penalty to saves against disease effects. If a creature within range contracts or progresses a disease, all adjacent creatures are exposed to the same disease, at the same DC. --- Speed 25 feet, fly 40 feet Melee Single Action jaws +21 (Disease, Evil, Magical, reach 10 feet), Damage 2d12+9 piercing plus 1d6 evil and daemonic pestilence Melee Single Action claw +21 (Agile, Disease, Evil, Magical, reach 10 feet), Damage 2d8+9 slashing plus 1d6 evil and daemonic pestilence Ranged Single Action composite longbow +21 (deadly 1d10, Disease, Evil, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+9 piercing plus 1d6 evil and daemonic pestilence Divine Innate Spells DC 26 - 1st Detect Alignment (at will; good only) - 4th Dimension Door (at will), Dispel Magic (x2) - 5th Dimension Door Breath Weapon Two Actions (Evocation, Divine) The leukodaemon exhales a cloud of corpse-bloated, biting black flies in a 20-foot cone. Creatures within the cone take 4d8 piercing damage (DC 28 basic Reflex save). A creature that fails the save becomes sickened 1 (or sickened 2 on a critical failure). Daemonic Pestilence (Disease) The leukodaemon can telepathically communicate with the afflicted creature at any distance on the same plane; Saving Throw DC 28 Fortitude; Stage 1 carrier (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day); Stage 4 drained 2 (1 day); Stage 5 drained 3 (1 week); Stage 6 dead Quicken Pestilence Single Action (Divine, Manipulate, Necromancy) The leukodaemon coaxes a disease into full bloom. It chooses a target in its aura of pestilence that’s currently affected by a disease. That creature must attempt a Fortitude save against the disease as if the interval for the disease’s current stage had passed. ","skill_mod":{"survival":16,"stealth":18,"medicine":20,"intimidation":18,"acrobatics":18,"religion":20},"image":["/Images/Monsters/Daemon_Leukodaemon.png"],"primary_source":"Bestiary","spell":["Dimension Door","Dispel Magic","Detect Alignment"],"ac":28,"item":["+1 striking composite longbow (50 arrows)"],"level":9,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"darkvision, plaguesense 60 feet","resistance":{},"intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Leukodaemon","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[21,21,25],"attack_bonus":[21,21,21],"constitution":1,"immunity":["death effects","disease"],"creature_family":"Daemon","will_save":19,"speed":{"fly":40,"max":40,"land":25},"wisdom":5,"weakness":{"good":10},"creature_ability":["Plaguesense","Infectious Aura","Breath Weapon","Daemonic Pestilence","Quicken Pestilence"],"skill":["Acrobatics","Intimidation","Medicine","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"These skull-headed, vulture-winged daemons are harbingers of pestilence and servants of their patron Horseman, Apollyon. Manifestations of evil souls …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=90","dexterity":5,"category":"creature","slug":"creature-90"},{"primary_source_category":"Rulebooks","strength":5,"hp":240,"language":["Common","Daemonic","telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","charisma":7,"perception":28,"stealth":"28","trait":["Daemon","Fiend","NE","Large"],"id":"creature-91","text":" Astradaemon (Void Daemon) These unnerving, almost reptilian daemons represent death by direct assault against a soul or life-force—the same numbing death they bring with their fell touch. Rarely seen on the Material Plane, astradaemons spend most of their time hunting the pathways between the living world and the afterlife. There, they capture migrating souls, snatching them from their rightful rewards or punishments and dragging them to Abaddon as tribute to their undying masters. These horrifying predators of the dead can also be found stalking the banks of the River of Souls in the Astral Plane, where they constantly hunt for new victims. Psychopomps have a particular hatred of astradaemons as a result, and clashes between them and these eerie hunters of the recently departed are indeed the stuff of legend. Not all astradaemons limit their hunt to souls. The most notorious of their kind serve the Horsemen themselves as assassins. Recall Knowledge - Fiend (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Astradaemon Source Bestiary pg. 73 Perception +28; darkvision, lifesense 30 feet, true seeing Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +28, Intimidation +33, Religion +26, Stealth +28, Survival +26 Str +5 Dex +6 Con +7 Int +2 Wis +4 Cha +7 --- AC 39 Fort +27 Ref +30 Will +26 +1 status to all saves vs. magic HP 240 Immunities death effects, negative Weaknesses good 15 Soul Siphon (aura, divine, force, necromancy) 30 feet. An astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within its aura, the astradaemon gains 5 temporary Hit Points and a +1 status bonus to attack and damage rolls for 1 round, unless the creature was slain by an astradaemon’s Devour Soul ability. Incorporeal undead and living spirits traveling outside the body take 1d8 force damage each round within the daemon’s aura from the spiritual pressure as the astradaemon pulls in fragments of their soul. Displacement (divine, illusion, visual) An astradaemon bends light, appearing shifted from its true position, though still in the same space. Creatures targeting the astradaemon must attempt a DC 11 flat check, as if the astradaemon were hidden, even though it remains observed. Effects such as the Blind-Fight feat and halfling’s keen eyes that apply on the flat check against hidden creatures also apply against a displaced astradaemon. --- Speed 60 feet, fly 60 feet Melee Single Action jaws +32 (Evil, Magical, reach 10 feet), Damage 3d8+9 piercing plus 1d6 evil, essence drain, and Grab Melee Single Action claw +32 (Agile, Evil, Magical, reach 10 feet), Damage 3d6+9 slashing plus 1d6 evil and Essence Drain Melee Single Action tail +32 (Evil, Magical, reach 15 feet), Damage 3d10+9 bludgeoning plus 1d6 evil and Essence Drain Divine Innate Spells DC 37 - 1st Detect Alignment (at will; good only) - 4th Dimension Door (at will) - 5th Dimension Door - 7th Plane Shift (x2) - 8th Discern Location, Finger of Death - Constant (6th) True Seeing Devour Soul Single Action (Divine, Incapacitation, Necromancy) Requirements The astradaemon hasn’t used an action with the attack trait yet this turn. Effect The astradaemon draws out and consumes the soul of a living creature it has grabbed. The creature must succeed at a DC 35 Fortitude save or instantly die. If it dies, the astradaemon gains 10 temporary Hit Points and a +2 status bonus to attack and damage rolls for 1 minute, or for 1 day if the victim was 15th level or higher. A victim slain in this way can be returned to life normally. A creature that survives is temporarily immune for 1 minute. Essence Drain (Divine, Necromancy, Negative) When an astradaemon hits with its claw, jaws, or tail, it drains the target’s spiritual and vital essences. The target takes 2d10 negative energy damage and the astradaemon regains an equal number of Hit Points. The target must succeed at a DC 37 Fortitude save or become doomed 1 and drained 1. If the target was already drained or doomed, it instead increases both conditions’ value by 1, to a maximum of 4. ","skill_mod":{"survival":26,"stealth":28,"intimidation":33,"acrobatics":28,"religion":26},"image":["/Images/Monsters/Daemon_Astradaemon.png"],"primary_source":"Bestiary","spell":["Discern Location","Finger of Death","Plane Shift","Dimension Door","Detect Alignment","True Seeing"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":"darkvision, lifesense 30 feet, true seeing ","resistance":{},"intelligence":2,"reflex_save":30,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":27,"size":["Large"],"name":"Astradaemon","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[23,26,29],"attack_bonus":[32,32,32],"constitution":7,"immunity":["death effects","negative"],"creature_family":"Daemon","will_save":26,"speed":{"fly":60,"max":60,"land":60},"wisdom":4,"weakness":{"good":15},"creature_ability":["Soul Siphon","Displacement","Devour Soul","Essence Drain"],"skill":["Acrobatics","Intimidation","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"These unnerving, almost reptilian daemons represent death by direct assault against a soul or life-force—the same numbing death they bring with their …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=91","dexterity":6,"category":"creature","slug":"creature-91"},{"remaster_name":["Umbral Gnome Scout"],"primary_source_category":"Rulebooks","strength":2,"hp":18,"language":["Gnomish","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":-1,"perception":7,"stealth":"7","trait":["Gnome","Humanoid","N","Small"],"id":"creature-93","text":" Deep Gnome Scout Deep gnome scouts patrol the tunnels that lead into their settlements. Some scout alone to make the most of their stealth, but others form groups for the sake of safety. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Deep Gnome Scout Source Bestiary pg. 74 Perception +7; darkvision Languages Gnomish, Undercommon Skills Acrobatics +7, Nature +5, Stealth +7, Survival +5 Str +2 Dex +4 Con +2 Int +0 Wis +2 Cha -1 Items Light Pick, Sling (20 bullets) --- AC 17 Fort +7 Ref +9 Will +5 HP 18 --- Speed 20 feet Melee Single Action light pick +7 (Agile, fatal d8), Damage 1d4+2 piercing Ranged Single Action sling +9 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+1 bludgeoning Primal Innate Spells DC 14 - 1st Illusory Disguise Hidden Movement If the deep gnome scout starts its turn undetected or hidden to a creature, that creature is flat-footed against the deep gnome scout’s attacks until the end of the turn. ","skill_mod":{"nature":5,"survival":5,"stealth":7,"acrobatics":7},"image":["/Images/Monsters/DeepGnome_DeepGnomeScout.png"],"primary_source":"Bestiary","spell":["Illusory Disguise"],"ac":17,"item":["Light Pick","Sling (20 bullets)"],"level":1,"spell_dc":[14],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Deep Gnome Scout","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[4,4],"attack_bonus":[7,9],"constitution":2,"creature_family":"Deep Gnome","will_save":5,"speed":{"max":20,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Hidden Movement"],"skill":["Acrobatics","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Deep gnome scouts patrol the tunnels that lead into their settlements. Some scout alone to make the most of their stealth, but others form groups for …","trait_group":["Ancestry","Weapon","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=93","dexterity":4,"category":"creature","slug":"creature-93"},{"remaster_name":["Umbral Gnome Warrior"],"primary_source_category":"Rulebooks","strength":4,"hp":34,"language":["Gnomish","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":-1,"perception":7,"stealth":"5","trait":["Gnome","Humanoid","N","Small"],"id":"creature-94","text":" Deep Gnome Warrior Deep gnome warriors are quick to charge into battle but focus on defending their kin and their homes over more aggressive tactics when a choice is available. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Deep Gnome Warrior Source Bestiary pg. 75 Perception +7; darkvision Languages Gnomish, Undercommon Skills Athletics +8, Intimidation +5, Stealth +5 Str +4 Dex +2 Con +3 Int +0 Wis +1 Cha -1 Items Studded Leather Armor, Heavy Crossbow (20 bolts), steel shield (Hardness 5, HP 20, BT 10) --- AC 18 (20 with shield raised) Fort +9 Ref +8 Will +5 HP 34 Attack of Opportunity Reaction Shield Block Reaction --- Speed 20 feet Melee Single Action spear +10, Damage 1d6+4 piercing Ranged Single Action heavy crossbow +8 (range increment 120 feet, reload 2), Damage 1d10 piercing Primal Innate Spells DC 15 - 1st Illusory Disguise\n","skill_mod":{"stealth":5,"athletics":8,"intimidation":5},"primary_source":"Bestiary","spell":["Illusory Disguise"],"ac":18,"item":["Studded Leather Armor","Heavy Crossbow (20 bolts)","steel shield (Hardness 5, HP 20, BT 10)"],"level":2,"spell_dc":[15],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":9,"size":["Small"],"name":"Deep Gnome Warrior","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[5,7],"attack_bonus":[8,10],"constitution":3,"creature_family":"Deep Gnome","will_save":5,"speed":{"max":20,"land":20},"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block"],"skill":["Athletics","Intimidation","Stealth"],"tradition":["Primal"],"summary":"Deep gnome warriors are quick to charge into battle but focus on defending their kin and their homes over more aggressive tactics when a choice is …","trait_group":["Ancestry","Weapon","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=94","dexterity":2,"category":"creature","slug":"creature-94"},{"remaster_name":["Umbral Gnome Rockwarden"],"primary_source_category":"Rulebooks","strength":1,"hp":63,"language":["Gnomish","Terran","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":14,"stealth":"9","trait":["Gnome","Humanoid","N","Small"],"id":"creature-96","text":" Deep Gnome Rockwarden Deep gnome rockwardens follow druidic teachings and commune with the natural elemental influences and denizens of the Darklands. They know that not everything that lives below ground is sinister and evil, but they also understand that all primal spirits and entities must be respected. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Deep Gnome Rockwarden Source Bestiary pg. 75 Perception +14; darkvision Languages Gnomish, Terran, Undercommon Skills Crafting +9, Diplomacy +11, Nature +14, Stealth +9 Str +1 Dex +2 Con +3 Int +0 Wis +5 Cha +2 Items Hide Armor, primal focus, Sling (10 bullets), scroll of nondetection --- AC 22 Fort +12 Ref +9 Will +14 HP 63 --- Speed 15 feet Melee Single Action pick +10 (fatal d10), Damage 1d6 piercing Ranged Single Action sling +11 (Propulsive, range increment 50 feet), Damage 1d6 bludgeoning Primal Innate Spells DC 21 - 1st Illusory Disguise Primal Prepared Spells DC 24, attack +14 - Cantrips (3rd) Acid Splash, Detect Magic, Prestidigitation, Produce Flame, Read Aura - 1st Ant Haul, Shocking Grasp, Ventriloquism - 2nd Acid Arrow, Deafness, Spider Climb - 3rd Blindness, Meld into Stone\n","skill_mod":{"diplomacy":11,"nature":14,"crafting":9,"stealth":9},"image":["/Images/Monsters/DeepGnome_DeepGnomeRockwarden.png"],"primary_source":"Bestiary","spell":["Illusory Disguise","Blindness","Meld into Stone","Acid Arrow","Deafness","Spider Climb","Ant Haul","Shocking Grasp","Ventriloquism","Acid Splash","Detect Magic","Prestidigitation","Produce Flame","Read Aura"],"ac":22,"item":["Hide Armor","primal focus","Sling (10 bullets)","scroll of nondetection"],"level":5,"spell_dc":[21,24],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":12,"size":["Small"],"name":"Deep Gnome Rockwarden","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[3,3],"attack_bonus":[10,11],"constitution":3,"creature_family":"Deep Gnome","spell_attack_bonus":[14],"will_save":14,"speed":{"max":15,"land":15},"wisdom":5,"weakness":{},"skill":["Crafting","Diplomacy","Nature","Stealth"],"tradition":["Primal"],"summary":"Deep gnome rockwardens follow druidic teachings and commune with the natural elemental influences and denizens of the Darklands. They know that not …","trait_group":["Ancestry","Weapon","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=96","dexterity":2,"category":"creature","slug":"creature-96"},{"remaster_name":["Imp"],"primary_source_category":"Rulebooks","strength":-1,"hp":25,"language":["Abyssal","Common","telepathy (touch)"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":7,"stealth":"7","trait":["Demon","Fiend","CE","Tiny"],"id":"creature-97","text":" Quasit Unlike other demons, quasits are formed when a mortal spellcaster sheds a portion of their own sinful soul to create a familiar or companion. When these quasits outlive their creators, they become free willed and seek methods of returning to the Abyss, a task that requires pledging servitude to more powerful demons, so many quasits instead opt to remain on the Material Plane to promote evil and hope for chance and luck to someday provide them with a method of reaching the Abyss on their own. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Quasit Source Bestiary pg. 76 Perception +7; darkvision Languages Abyssal, Common; telepathy (touch) Skills Acrobatics +7, Arcana +4, Deception +7, Intimidation +5, Religion +5, Stealth +7 Str -1 Dex +4 Con +0 Int +1 Wis +2 Cha +2 Abyssal Knowledge When a quasit offers Aid for an Arcana or Religion check, it gets the critical success result on any success and gets the critical failure result on any failure. --- AC 17 Fort +4 Ref +10 Will +7 HP 25 Weaknesses cold iron 3, good 3 Virtue Aversion The quasit’s link to a mortal soul gave it birth, but it presents a vulnerability. Once per round, a creature can present an object related to something virtuous or good in the life of the quasit’s creator (such as a beloved daughter’s doll) as an Interact action to automatically deal the quasit 2d6 mental damage. --- Speed 15 feet, fly 35 feet Melee Single Action claw +9 (Agile, Evil, Finesse, Magical, Poison), Damage 1d6-1 slashing plus 1d4 evil and quasit venom Divine Innate Spells DC 17 - Cantrips (1st) Detect Magic - 1st Fear - 2nd Detect Alignment (at will; good only), Invisibility (at will, self only) - 4th Read Omens Abyssal Healing Single Action (Concentrate, Divine, Healing, Necromancy) Frequency once per round; Effect The quasit restores 1d6 HP to itself. Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) Bat echolocation 40 feet; Speed 15 feet, fly Speed 30 feet; Melee fangs +7, Damage 1d4–1 piercing; Melee wing +7 (agile), Damage 1d4–1 bludgeoning Centipede Speed 10 feet, climb 10 feet; Melee mandibles +7 (poison), Damage 1 piercing plus 1d4 poison Toad scent (imprecise) 30 feet; Speed 5 feet; Melee jaws +7, Damage 1 bludgeoning Wolf size Medium; scent (imprecise) 30 feet; Speed 40 feet, climb 10 feet; Melee jaws +7, Damage 1d10–1 piercing plus Knockdown Quasit Venom (Poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 As stage 1; Stage 3 1d6 poison and slowed 1 (1 round) ","skill_mod":{"deception":7,"stealth":7,"arcana":4,"intimidation":5,"acrobatics":7,"religion":5},"image":["/Images/Monsters/Demon_Quasit.png"],"primary_source":"Bestiary","spell":["Read Omens","Detect Alignment","Invisibility","Fear","Detect Magic"],"ac":17,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Quasit","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[5],"attack_bonus":[9],"constitution":0,"creature_family":"Demon","will_save":7,"speed":{"fly":35,"max":35,"land":15},"wisdom":2,"weakness":{"cold_iron":3,"good":3},"creature_ability":["Abyssal Knowledge","Virtue Aversion","Abyssal Healing","Change Shape","Quasit Venom"],"skill":["Acrobatics","Arcana","Deception","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Unlike other demons, quasits are formed when a mortal spellcaster sheds a portion of their own sinful soul to create a familiar or companion. When …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=97","dexterity":4,"category":"creature","slug":"creature-97"},{"primary_source_category":"Rulebooks","strength":2,"hp":100,"language":["Abyssal","Celestial","Common","Draconic","three additional mortal languages; telepathy 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":7,"perception":15,"stealth":"14","trait":["Demon","Fiend","CE","Medium"],"id":"creature-98","text":" Succubus (Lust Demon) Succubi are manifestations of the sin of destructive lust, and they are the most attractive of all demons—as befits their role in seducing mortals to fall to sin. The concept of gender is fluid to a succubus, as they can adopt countless humanoid forms of any gender to aid in their goals. Most succubi have a feminine true form (incubi, which usually have a masculine true form, are a different kind of demon), but regardless of gender, a lust demon is supernaturally beautiful or handsome, but with curving horns, bat wings, sharp claws, and a sinuous tail. When disguised as a mortal humanoid on the Material Plane, a succubus whispers into the ears of mortals, urging them to pursue their darkest and most destructive desires and pushing them into depravity, using magic only if persuasion fails. While mortals often fixate on succubi’s application of sexual lust, these demons are can easily exploit lust for power, knowledge, fame, or any other desire as easily as more carnal appetites. Their ability to infiltrate societies makes them excellent spies, assassins, and political saboteurs as well. Ultimately, the succubus enjoys all means of upending mortal culture. Recall Knowledge - Fiend (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Succubus Source Bestiary pg. 77 Perception +15; darkvision Languages Abyssal, Celestial, Common, Draconic; three additional mortal languages; telepathy 100 feet, tongues Skills Acrobatics +14, Deception +18, Diplomacy +20, Intimidation +16, Religion +13, Society +15, Stealth +14 Str +2 Dex +3 Con +4 Int +4 Wis +2 Cha +7 --- AC 23 Fort +15 Ref +14 Will +17 +1 status to all saves vs. magic HP 100 Weaknesses cold iron 5, good 5 Rejection Vulnerability As succubi are beings of pure lust, creatures that reject their lust can metaphysically harm them. When a succubus fails a Diplomacy check to Embrace or Request, or when a creature succeeds at its save against a succubus’s mental spell or ability, the succubus takes 2d6 mental damage. For one hour after causing mental damage to a succubus in this way, a creature can deal 2d6 mental damage to the succubus with a successful Demoralize incorporating its rejection. Seductive Presence (aura, charm, emotion, mental) 10 feet. Any creature in the aura that could be sexually attracted to a succubus takes a –2 circumstance penalty to checks and DCs to oppose the succubus’s mental spells, Deception, and Diplomacy. --- Speed 25 feet, fly 35 feet Melee Single Action claw +16 (Agile, Evil, Finesse, Magical), Damage 2d8+8 slashing plus 1d6 evil Divine Innate Spells DC 26 - 1st Charm (at will) - 2nd Detect Alignment (at will) - 3rd Mind Reading (at will) - 4th Dimension Door (at will), Suggestion (at will) - 5th Dimension Door - 6th Dominate - Constant (5th) Tongues Divine Rituals DC 26 - 1st Abyssal Pact Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The succubus can take on the appearance of any Small or Medium humanoid. This doesn’t change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). Embrace Single Action (Attack) The succubus attempts to Grapple a creature using their Diplomacy bonus instead of Athletics. If the creature is willing, the succubus grapples it automatically. Passionate Kiss Single Action (Divine, Emotion, Enchantment, Mental) Frequency Once per round. Effect The succubus engages a creature they have grabbed in an embrace or other act of passion to drain its vital essence. The kiss makes the creature drained 1 or increases its drained condition by 1, to a maximum of 4. The creature takes 3d6 negative damage and the succubus regains Hit Points equal to the damage dealt. The target must succeed at a DC 26 Will save or be affected by a suggestion to submit to more actions of passion rather than trying to Escape. Profane Gift Three Actions (Divine, Enchantment, Mental) Frequency once per day. Effect The succubus can give a willing humanoid a profane gift. That creature gains a +1 status bonus to attack rolls, skill checks, and saving throws. As long as the gift persists, the succubus can communicate telepathically with the target at any distance, see through the creature’s senses, and target the creature with suggestion through the telepathic link. In addition, the creature uses an outcome one degree of success worse than it rolls on saving throws against the lust demon’s suggestions . A humanoid can’t have more than one profane gift at a time, and a succubus can’t grant more than one profane gift at a time. Removing the gift requires an atone ritual. The succubus can remove the gift as a free action to give the recipient a permanent stupefied 3 condition. A 4th-level restoration spell is required to reduce this stupefied condition by 1. A summoned succubus can’t grant a profane gift. ","skill_mod":{"society":15,"diplomacy":20,"deception":18,"stealth":14,"intimidation":16,"acrobatics":14,"religion":13},"image":["/Images/Monsters/Demon_Succubus.png"],"primary_source":"Bestiary","spell":["Dominate","Dimension Door","Suggestion","Mind Reading","Detect Alignment","Charm","Tongues"],"ac":23,"level":7,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":4,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Succubus","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[20],"attack_bonus":[16],"constitution":4,"creature_family":"Demon","will_save":17,"speed":{"fly":35,"max":35,"land":25},"wisdom":2,"weakness":{"cold_iron":5,"good":5},"creature_ability":["Rejection Vulnerability","Seductive Presence","Change Shape","Embrace","Passionate Kiss","Profane Gift"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"Succubi are manifestations of the sin of destructive lust, and they are the most attractive of all demons—as befits their role in seducing mortals to …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=98","dexterity":3,"category":"creature","slug":"creature-98"},{"remaster_name":["Eshmok"],"primary_source_category":"Rulebooks","strength":6,"hp":185,"language":["Abyssal","Celestial","Draconic","telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":18,"stealth":"18","trait":["Demon","Fiend","CE","Large"],"id":"creature-100","text":" Vrock (Wrath Demon) When the gates to the Abyss swing wide, the first demons through are often vrocks, vulture-headed scions of rage who wheel through the air on black wings or dance with the exultation of their fiendish power. Their hatred for mortals is matched only by their desire to inflict suffering through their horrible screech or their devastating dance. Vrocks form from the souls of hateful mortals who are thus given another chance to inflict their rage on the world. Vrocks often travel in small groups so as to make the best use of their dance of ruin ability, but they rarely appear in groups larger than four. Against small groups and individuals, they swoop down without fear, hoping to play with their prey before going for the kill. Against formidable foes, they are just as happy to fly above, using their dance of ruin to cast a storm of lightning down on them. Recall Knowledge - Fiend (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Vrock Source Bestiary pg. 78 Perception +18; darkvision Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Acrobatics +18, Intimidation +18, Performance +18, Religion +18, Stealth +18, Survival +16 Str +6 Dex +3 Con +5 Int +2 Wis +3 Cha +3 --- AC 28 Fort +20 Ref +18 Will +15 +1 status to all saves vs. magic HP 185 Resistances electricity 10 Weaknesses cold iron 10, good 10 Attack of Opportunity Reaction If the vrock is flying and a creature triggers an attack of opportunity, the vrock can make 2 Strikes with its talons against that creature instead of 1 Strike. Peace Vulnerability A vrock’s wrath is the heart of their essence, and forcing peace upon them wrenches at their soul. If they fail a save against calm emotions or a similar effect forcing them to be peaceful, a vrock takes 4d6 mental damage. --- Speed 25 feet, fly 35 feet Melee Single Action beak +21 (Evil, Magical, reach 10 feet), Damage 3d8+9 piercing plus 1d6 evil Melee Single Action claw +21 (Agile, Evil, Magical, reach 10 feet), Damage 3d6+9 slashing plus 1d6 evil Melee Single Action talon +19 (Agile, Evil, Magical, reach 10 feet), Damage 2d6+8 slashing plus 1d6 evil Divine Innate Spells DC 26 - 2nd Mirror Image - 4th Dimension Door (at will) - 5th Dimension Door Divine Rituals DC 26 - 1st Abyssal Pact Dance of Ruin Three Actions (Divine, Electricity, Evocation, Manipulate, Move) The vrock dances in flight and chants to create a ruinous explosion of electricity. If more vrocks within 30 feet want to join the dance, the vrock can delay the dance to wait for more vrocks; in that case, the effect occurs after the last vrock uses Dance of Ruin or one of the vrocks chooses to complete that round of the dance. Each non-demon creature in a 20-foot emanation from any of the dancing vrocks takes 2d12 electricity damage (DC 28 basic Reflex save). For each additional vrock that joins the dance, the damage increases by 1d12 and the save DC increases by 1 (to a maximum of four vrocks dealing 5d12 damage with a DC 31 save). The vrocks can continue dancing by using Dance of Ruin each round, for up to 3 rounds in total. The emanation’s size increases by 20 feet each round, and the damage increases by 1d12 per vrock each round. Spore Cloud Single Action (Disease, Poison) The vrock emits a cloud of spores from their body, dealing 2d8 poison damage to all adjacent creatures. Each creature damaged this way must succeed at a DC 28 Fortitude save or take 2d8 persistent piercing damage as the spores penetrate its skin and grow into thick, green vines. The vines cease growing after 10 rounds, and they wither away in 1d4 days if not shaved off before then. The vines can be destroyed if the creature is affected by a good spell or if holy water is applied to the vines (with an Interact action). Once the vrock uses Spore Cloud, the ability can’t be used for 1d6 rounds. Stunning Screech Single Action (Auditory, Divine, Incapacitation, Sonic) Frequency once per minute. Effect The vrock emits a shrill screech. Each non-demon creature within a 30-foot burst must attempt a DC 28 Fortitude save. On a failure, the creature is stunned 2, and on a critical failure, it’s stunned 3. ","skill_mod":{"performance":18,"survival":16,"stealth":18,"intimidation":18,"acrobatics":18,"religion":18},"image":["/Images/Monsters/Demon_Vrock.png"],"primary_source":"Bestiary","spell":["Dimension Door","Mirror Image"],"ac":28,"level":9,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"electricity":10},"intelligence":2,"reflex_save":18,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Vrock","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[18,23,26],"attack_bonus":[19,21,21],"constitution":5,"creature_family":"Demon","will_save":15,"speed":{"fly":35,"max":35,"land":25},"wisdom":3,"weakness":{"cold_iron":10,"good":10},"creature_ability":["Attack of Opportunity","Peace Vulnerability","Dance of Ruin","Spore Cloud","Stunning Screech"],"skill":["Acrobatics","Intimidation","Performance","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"When the gates to the Abyss swing wide, the first demons through are often vrocks, vulture-headed scions of rage who wheel through the air on black …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=100","dexterity":3,"category":"creature","slug":"creature-100"},{"remaster_name":["Degholau"],"primary_source_category":"Rulebooks","strength":7,"hp":280,"language":["Abyssal","Celestial","Draconic","telepathy 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":7,"perception":24,"stealth":"21","trait":["Demon","Fiend","CE","Huge"],"id":"creature-101","text":" Glabrezu (Treachery Demon) Glabrezus are looming behemoths who revel in the act of twisting mortal desires into their ultimate ruin, betraying and manipulating as easily as they breathe. Desires granted by a glabrezu always come to fruition in the most destructive way possible, turning a wish or hope into a potent and devastating act of betrayal—although the long-term repercussions are not always immediately apparent. For example, a struggling weapon smith might wish for fame and skill at their craft, only to find that their best patron is a cruel and sadistic murderer who uses the weapons in bloody sprees. Or a lonely widower might have his desire granted in the form of a lost love returned to “life” as a vampire. Glabrezus are nothing if not creative in addressing a mortal’s needs. These massive demons have enormous pincers and a pair of smaller humanoid arms sprouting from their chests, but their size belies their skill at magic, and they possess formidable innate spells. Treachery demons arise from the souls of mortals engaged in treason and deception. Recall Knowledge - Fiend (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Glabrezu Source Bestiary pg. 79 Perception +24; darkvision, true seeing Languages Abyssal, Celestial, Draconic; telepathy 100 feet, tongues Skills Deception +28, Diplomacy +26, Intimidation +26, Religion +22, Society +22, Stealth +21 Str +7 Dex +2 Con +7 Int +3 Wis +3 Cha +7 --- AC 34 Fort +26 Ref +19 Will +24 +1 status to all saves vs. magic HP 280 Weaknesses cold iron 10, good 10 Truth Vulnerability A glabrezu’s lies sustain them, and the truth can destroy them. Whenever a revelation effect counteracts or reveals the glabrezu’s illusions or the glabrezu fails a save against an effect that would prevent them from lying (such as zone of truth ), the demon takes 3d6 mental damage. They take this damage only once per effect, even if the effect reveals multiple illusions or prevents multiple lies. --- Speed 35 feet Melee Single Action pincer +27 (deadly 2d10, Evil, Magical, reach 15 feet), Damage 3d10+13 bludgeoning plus 1d6 evil and Grab Melee Single Action claw +27 (Agile, Evil, Magical, reach 10 feet), Damage 3d6+13 slashing plus 1d6 evil Melee Single Action jaws +27 (Evil, Magical, reach 10 feet), Damage 3d12+13 piercing plus 1d6 evil Divine Innate Spells DC 34 - Cantrips (7th) Telekinetic Projectile - 2nd Mirror Image (at will) - 4th Confusion (at will), Dimension Door (at will) - 5th Dimension Door - 6th Dispel Magic (at will) - 7th Illusory Disguise (at will), Reverse Gravity - Constant (5th) Tongues - Constant (6th) True Seeing Divine Rituals DC 34 - 1st Abyssal Pact Captive Rake Single Action Requirements A creature is grabbed in the glabrezu’s pincer. Effect The glabrezu pulls the grabbed creature up to 5 feet closer, then makes two claw Strikes against it. Those Strikes count as one attack when determining a treachery demon’s multiple attack penalty, and the penalty doesn’t increase until after both Strikes. Steady Spellcasting When a reaction would disrupt a glabrezu’s spell, the demon can attempt a DC 15 flat check, avoiding the disruption on a success. Sudden Betrayal A glabrezu can always use Deception when rolling initiative as long as they’re aware of at least one opponent before initiative is rolled. When using Deception for initiative, the demon gains a +2 circumstance bonus to Deception. Treacherous Veil A glabrezu’s illusory disguise can allow it to appear as a creature of any size. Twisted Desires (Divination, Divine) Once per month, a glabrezu can grant a mortal humanoid the effects of a miracle spell granted by an Abyssal patron, though the glabrezu always perverts the miracle according to their own treacherous nature. ","skill_mod":{"society":22,"diplomacy":26,"deception":28,"stealth":21,"intimidation":26,"religion":22},"image":["/Images/Monsters/Demon_Glabrezu.png"],"primary_source":"Bestiary","spell":["Illusory Disguise","Reverse Gravity","Dispel Magic","Dimension Door","Confusion","Mirror Image","Telekinetic Projectile","True Seeing","Tongues"],"ac":34,"level":13,"spell_dc":[34],"source_category":["Rulebooks"],"sense":"darkvision, true seeing ","resistance":{},"intelligence":3,"reflex_save":19,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Glabrezu","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[27,33,36],"attack_bonus":[27,27,27],"constitution":7,"creature_family":"Demon","will_save":24,"speed":{"max":35,"land":35},"wisdom":3,"weakness":{"cold_iron":10,"good":10},"creature_ability":["Truth Vulnerability","Captive Rake","Steady Spellcasting","Sudden Betrayal","Treacherous Veil","Twisted Desires"],"skill":["Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"Glabrezus are looming behemoths who revel in the act of twisting mortal desires into their ultimate ruin, betraying and manipulating as easily as …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=101","dexterity":2,"category":"creature","slug":"creature-101"},{"attack_bonus":[33,33,33,33],"constitution":7,"primary_source_category":"Rulebooks","strength":9,"hp":350,"language":["Abyssal","Celestial","Draconic","telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","creature_family":"Demon","will_save":27,"charisma":3,"speed":{"climb":20,"fly":35,"max":35,"land":35},"perception":30,"wisdom":6,"weakness":{"cold_iron":15,"good":15},"creature_ability":["Paralyzing Gaze","Succor Vulnerability","Tail Whip","Enfeebling Bite","Focused Gaze","Rend"],"skill":["Athletics","Deception","Intimidation","Medicine","Religion"],"trait":["Demon","Fiend","CE","Gargantuan"],"id":"creature-102","text":" Shemhazian (Mutilation Demon) Shemhazians rise from the souls of torturers and those who reveled in mutilating the physical bodies of their victims. Standing 35 feet tall, a shemhazian is well equipped with a wide range of talons, claws, and fangs to continue inflicting such torments on those it encounters. Shemhazians delight in visiting torment upon mortals, of course, but more than most demons, these fiends revel in sharing the pain with their own kind. Other demons fear and hate shemhazians for this reason, with only the most powerful willing to work with a shemhazian to achieve a shared goal. Even then, the shemhazian is always on the watch for an opportunity to bring pain and suffering to its allies along with any foe. Recall Knowledge - Fiend (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Shemhazian Source Bestiary pg. 80 Perception +30; darkvision, scent (imprecise) 60 feet, true seeing Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Athletics +31, Deception +25, Intimidation +27, Medicine +28, Religion +30 Str +9 Dex +5 Con +7 Int +0 Wis +6 Cha +3 --- AC 39 Fort +32 Ref +26 Will +27 +1 status to all saves vs. magic HP 350 Weaknesses cold iron 15, good 15 Paralyzing Gaze (aura, divine, enchantment, visual) 30 feet. A non-evil creature that ends its turn in the aura must attempt a DC 35 Fortitude save. If it fails, it’s slowed 1 for 1 round, and if it critically fails, it is instead paralyzed for 1 round. Succor Vulnerability A shemhazian’s mutilation is a part of them, and they can’t bear to see it reversed. The first time each round that a creature heals from damage the shemhazian dealt on their last turn, the demon takes 3d6 mental damage. Tail Whip Reaction Trigger A creature within reach of the shemhazian’s tail leaves a square during a move action it’s using. Effect The shemhazian attempts to Trip the triggering creature. On a success, the creature also takes damage as if the shemhazian had hit with a tail Strike, and if the creature was flying, it falls 30 feet. --- Speed 35 feet, climb 20 feet, fly 35 feet (from fly ) Melee Single Action jaws +33 (Evil, Magical, reach 20 feet), Damage 3d12+17 piercing plus 1d6 evil and enfeebling bite Melee Single Action claw +33 (Agile, Evil, Magical, reach 20 feet), Damage 3d8+17 slashing plus 1d6 evil Melee Single Action pincer +33 (Evil, Magical, reach 20 feet), Damage 3d8+17 bludgeoning plus 1d6 evil and Improved Grab Melee Single Action tail +33 (Evil, Magical, reach 30 feet), Damage 3d6+17 slashing plus 1d6 evil Divine Innate Spells DC 37 - 2nd Invisibility (at will) - 4th Clairvoyance (x3), Dimension Door (at will) - 5th Dimension Door, Prying Eye (x3) - 8th Divine Decree (evil only) - Constant (7th) Fly, True Seeing Divine Rituals DC 36 - 1st Abyssal Pact Enfeebling Bite (Divine, Necromancy) If the shemhazian’s jaws Strike damages a creature, the target is enfeebled 3. The target can attempt a DC 37 Fortitude save to reduce this to enfeebled 1 (or be unaffected on a critical success). Focused Gaze Single Action (Concentrate, Divine, Enchantment, Incapacitation, Visual) The shemhazian focuses their gaze on a non-evil creature they can see within 30 feet. If that creature isn’t already slowed by the shemhazian’s paralyzing gaze, it must attempt a save against the shemhazian’s paralyzing gaze. If that creature is slowed, it must succeed at a DC 35 Fortitude save or be paralyzed for 1 round. A shemhazian can’t use this ability against the same creature more than once per round. Rend Single Action claw ","tradition":["Divine"],"skill_mod":{"deception":25,"medicine":28,"athletics":31,"intimidation":27,"religion":30},"summary":"Shemhazians rise from the souls of torturers and those who reveled in mutilating the physical bodies of their victims. Standing 35 feet tall, a …","image":["/Images/Monsters/Demon_Shemhazian.png"],"primary_source":"Bestiary","spell":["Divine Decree","Dimension Door","Prying Eye","Clairvoyance","Invisibility","Fly","True Seeing"],"trait_group":["Monster","Creature Type"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet, true seeing ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=102","intelligence":0,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Shemhazian","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[31,34,34,40],"slug":"creature-102"},{"remaster_name":["Vansidieth"],"primary_source_category":"Rulebooks","strength":8,"hp":380,"language":["Abyssal","Celestial","Draconic","telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","charisma":7,"perception":30,"stealth":"29","trait":["Demon","Fiend","CE","Large"],"id":"creature-103","text":" Marilith (Pride Demon) Mariliths are the generals of the Abyss, formed from the souls of proud evil mortals, often warlords and despots. They appear as tall and powerfully built humans from the waist up with snake tails and six arms. Because of Lamashtu’s prominence over other demonic deities, most pride demons encountered by mortals take female form, but they can be of any gender. Mariliths are among the greatest tacticians in the Abyss, and they have an almost supernatural knack for understanding the ripples of chaos and the unpredictable nature of demonic life. Their ability to command armies rises as much from their commanding presence as it does their ability to read into the potential results of any possible act and a sufficient understanding of the flow of entropy to allow them to predict likely outcomes. Recall Knowledge - Fiend (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Marilith Source Bestiary pg. 81 Perception +30; darkvision, true seeing Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Acrobatics +33, Deception +30, Diplomacy +30, Intimidation +32, Religion +29, Stealth +29, Warfare Lore +31 Str +8 Dex +6 Con +6 Int +4 Wis +4 Cha +7 Items Longsword (6) --- AC 40 Fort +31 Ref +29 Will +27 +1 status to all saves vs. magic HP 380 Weaknesses cold iron 15, good 15 Commander’s Aura (aura, divine, enchantment) 100 feet. Commanded or allied evil creatures in the aura of lower level than the marilith gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks. Failure Vulnerability A marilith’s pride feeds their strength, so the sting of failure wounds them. If the marilith uses a damaging spell or makes a Strike on their turn but doesn’t deal any damage that turn, they take 3d6+10 mental damage at the end of their turn and their commander’s aura deactivates until the end of their next turn. Attack of Opportunity Reaction A marilith gains 5 extra reactions per round that they can use only to make Attacks of Opportunity. The demon can’t use more than one on the same triggering action, even if a creature leaves several squares in the marilith’s reach, and the marilith must use a different weapon for each Attack of Opportunity. --- Speed 40 feet, fly 40 feet (from fly ) Melee Single Action cold iron silver longsword +35 (Evil, Magical, reach 10 feet, versatile P), Damage 3d8+16 slashing plus 1d6 evil Melee Single Action tail +33 (Evil, Magical, reach 10 feet), Damage 3d12+16 bludgeoning plus 1d6 evil and Grab Divine Innate Spells DC 38 - 4th Dimension Door (at will) - 5th Dimension Door - 9th Blade Barrier (x2), Weapon Storm (x2) - Constant (4th) Fly - Constant (6th) True Seeing Divine Rituals DC 38 - 1st Abyssal Pact Bladestorm Two Actions The marilith makes up to six longsword Strikes, each against a different target. These attacks count toward the marilith’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after all the attacks. Defensive Assault Two Actions The marilith makes two Strikes, each with a different weapon, and they use the remaining weapons for protection. The demon gains a circumstance bonus to AC for 1 round equal to the number of weapons not used for attacks. If the marilith later uses any of those weapons to attack (including for an Attack of Opportunity), the bonus to AC decreases by 1 for each weapon used. Focused Assault Two Actions The marilith attacks a single target with all the weapons they wield in their arms, overwhelming the target with multiple attacks and leaving almost nowhere to dodge. The demon makes a longsword Strike. On a successful attack, the marilith deals longsword damage to the target, plus an additional 1d8 damage for every longsword they wield beyond the first (typically 5d8 extra damage). Even on a failed attack, the marilith deals the damage from one longsword to the target, though they still miss completely on a critical failure. This counts toward the marilith’s multiple attack penalty as a number of attacks equal to the number of longswords the pride demon wields. Greater Constrict Single Action 2d12+13 bludgeoning, DC 39 Infuse Weapons (Divine, Evocation) Any weapon becomes a +2 greater striking weapon made of cold iron and silver while a marilith wields it. The marilith can change its evil damage to chaotic whenever it attacks. ","skill_mod":{"diplomacy":30,"deception":30,"stealth":29,"intimidation":32,"acrobatics":33,"religion":29},"image":["/Images/Monsters/Demon_Marilith.png"],"primary_source":"Bestiary","spell":["Blade Barrier","Weapon Storm","Dimension Door","True Seeing","Fly"],"ac":40,"item":["Longsword (6)"],"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":"darkvision, true seeing ","resistance":{},"intelligence":4,"reflex_save":29,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":31,"size":["Large"],"name":"Marilith","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[33,39],"attack_bonus":[33,35],"constitution":6,"creature_family":"Demon","will_save":27,"speed":{"fly":40,"max":40,"land":40},"wisdom":4,"weakness":{"cold_iron":15,"good":15},"creature_ability":["Commander’s Aura","Failure Vulnerability","Attack of Opportunity","Bladestorm","Defensive Assault","Focused Assault","Greater Constrict","Infuse Weapons"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Religion","Stealth","Warfare Lore"],"tradition":["Divine"],"summary":"Mariliths are the generals of the Abyss, formed from the souls of proud evil mortals, often warlords and despots. They appear as tall and powerfully …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=103","dexterity":6,"category":"creature","slug":"creature-103"},{"primary_source_category":"Rulebooks","strength":9,"hp":480,"language":["Abyssal","Celestial","Draconic","telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","charisma":8,"perception":36,"stealth":"33","trait":["Demon","Fiend","CE","Large"],"id":"creature-104","text":" Balor (Fire Demon) When folk whisper frightened tales of the demonic, what most envision is the balor—a towering figure of fire and flesh, a horned nightmare armed with a flaming whip and a sword flying through the night in search of its latest victim. On the Abyss, balors serve demon lords as generals or captains, and they typically command vast legions of demons. Standing at 14 feet in height, only the cruelest mortal souls—those who devoted entire lives to sins too numerous to count—can fuel the formation of a balor. More often, a balor forms from a mass of dozens of mortal souls who shared debased ideologies in life. Balor Lords Those rare few balors who form from single souls are the ones most likely to eventually transcend the notable power they already wield, becoming a nascent demon lord. These balor lords are each unique creatures of 21st to 25th level in power who rule their own realm in the Abyss. In time, a balor lord can further develop into a unique creature with wildly different powers, even ascending to the role of a true demon lord. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Balor Source Bestiary pg. 83 Perception +36; darkvision, true seeing Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Acrobatics +35, Athletics +37, Deception +36, Diplomacy +32, Intimidation +38, Religion +32, Society +32, Stealth +33 Str +9 Dex +7 Con +9 Int +6 Wis +6 Cha +8 Items Longsword --- AC 45 Fort +39 Ref +35 Will +34 +1 status to all saves vs. magic HP 480 Immunities fire Weaknesses cold 20, cold iron 20, good 20 Aura of Flame (aura, divine, evocation, fire) 20 feet. A foe that starts its turn in the aura takes 3d6+10 fire damage, or 6d6+20 fire damage if the balor has grabbed or restrained it. A creature that hits a balor with an unarmed Strike takes 3d6+10 fire damage, and weapons that hit a balor take 3d6+10 fire damage. Attack of Opportunity Reaction The balor can use Attack of Opportunity when a creature within their reach uses a concentrate action, in addition to its normal trigger. They can disrupt triggering concentrate actions, and they disrupt actions on any hit, not just a critical hit. Death Throes (death, divine, evocation, fire) When a balor dies, their body explodes in a 100-foot aura of intense demonic flame. All creatures and objects in range take 16d10 fire damage (DC 45 basic Reflex save). Because the flame is infused with Abyssal energy, creatures in the area apply only half their usual fire resistance. Creatures with immunity to fire use an outcome one degree of success better than what they rolled, instead of gaining the usual benefit of immunity. The bodies of creatures reduced to 0 Hit Points by a balor’s death throes are completely incinerated into fine ash. --- Speed 35 feet, fly 70 feet Melee Single Action vorpal cold iron silver longsword +40 (Evil, Magical, reach 10 feet, versatile P), Damage 4d8+17 slashing plus 1d6 evil Melee Single Action cold iron silver flame whip +40 (Disarm, Evil, Fire, Magical, reach 20 feet, Trip), Damage 4d6+17 fire plus 1d6 evil, Improved Grab, and whip reposition Divine Innate Spells DC 44 - Cantrips (10th) Telekinetic Projectile - 5th Dimension Door (at will) - 6th Dominate (at will) - 8th Dispel Magic (at will) - 10th Dimension Door, Divine Decree (x2) - Constant (6th) True Seeing Divine Rituals DC 44 - 1st Abyssal Pact Dimensional Dervish A balor can cast their 5th-level innate dimension door with only a single action. Dispelling Strike Free Action Frequency once per round. Trigger The balor hits a creature, object, or spell effect with a weapon Strike. Effect The balor casts an innate dispel magic on the target of the triggering Strike. Infuse Weapons (Divine, Evocation) Any weapon a balor wields becomes a +3 major striking vorpal weapon made of cold iron and silver while the demon holds it. A weapon that isn’t eligible for the vorpal rune doesn’t gain its effects. The balor can change its evil damage to chaotic whenever it attacks. The demon can conjure a whip made of flames with an Interact action. This whip gains the same benefits as other weapons the balor wields. Lifedrinker Free Action (Divine, Healing, Necromancy) Trigger The balor kills a living creature that is at least 15th level. Effect The balor drinks the triggering creature’s life force and regains 10d8+80 Hit Points. Whip Reposition When a balor grabs a creature with a whip Strike, they can move the creature to any space in the whip’s reach. The balor can move without ending the grab as long as the creature remains within the whip’s reach, and the balor can move the creature to any other space in the whip’s reach with an Interact action. ","skill_mod":{"society":32,"diplomacy":32,"deception":36,"stealth":33,"athletics":37,"intimidation":38,"acrobatics":35,"religion":32},"image":["/Images/Monsters/Demon_Balor.png"],"primary_source":"Bestiary","spell":["Dimension Door","Divine Decree","Dispel Magic","Dominate","Telekinetic Projectile","True Seeing"],"ac":45,"item":["Longsword"],"level":20,"spell_dc":[44],"source_category":["Rulebooks"],"sense":"darkvision, true seeing ","resistance":{},"intelligence":6,"reflex_save":35,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":39,"size":["Large"],"name":"Balor","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[34,38],"attack_bonus":[40,40],"constitution":9,"immunity":["fire"],"creature_family":"Demon","will_save":34,"speed":{"fly":70,"max":70,"land":35},"wisdom":6,"weakness":{"cold_iron":20,"cold":20,"good":20},"creature_ability":["Aura of Flame","Attack of Opportunity","Death Throes","Dimensional Dervish","Dispelling Strike","Infuse Weapons","Lifedrinker","Whip Reposition"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"When folk whisper frightened tales of the demonic, what most envision is the balor—a towering figure of fire and flesh, a horned nightmare armed with …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=104","dexterity":7,"category":"creature","slug":"creature-104"},{"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Aklo","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":5,"stealth":"8","trait":["Dero","Humanoid","CE","Small"],"id":"creature-105","text":" Dero Stalker Dero stalkers are those charged with exploring the surface world by night and seeking out new victims to abduct. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Dero Stalker Source Bestiary pg. 84 Perception +5; darkvision Languages Aklo, Undercommon Skills Acrobatics +8, Medicine +3, Stealth +8, Thievery +8 Str +2 Dex +4 Con +3 Int +0 Wis -1 Cha +1 Items Aklys, Giant Centipede Venom (4 doses), Hand Crossbow (20 bolts) --- AC 19 Fort +7 Ref +10 Will +3 HP 30 Weaknesses vulnerable to sunlight Vulnerable to Sunlight A dero stalker takes 4 damage for every hour they’re exposed to sunlight. Nimble Dodge Reaction Requirements The dero stalker is not encumbered. Trigger A creature targets the dero with an attack and the dero can see the attacker. Effect The dero dodges out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. --- Speed 20 feet Melee Single Action aklys +8 (Trip), Damage 1d6+2 bludgeoning Ranged Single Action aklys +10 (Ranged Trip, Tethered, thrown 20 feet), Damage 1d6+2 bludgeoning Ranged Single Action hand crossbow +10 (range increment 60 feet, reload 1), Damage 1d6 piercing plus giant centipede venom Occult Innate Spells DC 17 - Cantrips (1st) Daze, Ghost Sound Sneak Attack A dero stalker deals 1d6 extra precision damage to flat-footed creatures. ","skill_mod":{"thievery":8,"stealth":8,"medicine":3,"acrobatics":8},"image":["/Images/Monsters/Dero_DeroStalker.png"],"primary_source":"Bestiary","spell":["Daze","Ghost Sound"],"ac":19,"item":["Aklys","Giant Centipede Venom (4 doses)","Hand Crossbow (20 bolts)"],"level":2,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Dero Stalker","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[3,5,5],"attack_bonus":[8,10,10],"constitution":3,"creature_family":"Dero","will_save":3,"speed":{"max":20,"land":20},"wisdom":-1,"weakness":{},"creature_ability":["Vulnerable to Sunlight","Nimble Dodge","Sneak Attack"],"skill":["Acrobatics","Medicine","Stealth","Thievery"],"tradition":["Occult"],"summary":"Dero stalkers are those charged with exploring the surface world by night and seeking out new victims to abduct.","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=105","dexterity":4,"category":"creature","slug":"creature-105"},{"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Aklo","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":6,"stealth":"10","trait":["Dero","Humanoid","CE","Small"],"id":"creature-106","text":" Dero Strangler Dero stranglers specialize in capturing living victims, and they are often called upon to aid in abductions. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Dero Strangler Source Bestiary pg. 84 Perception +6; darkvision Languages Aklo, Undercommon Skills Athletics +11, Intimidation +7, Medicine +4, Stealth +10 Str +4 Dex +3 Con +3 Int +0 Wis -1 Cha +2 Items Aklys, Rope (50 feet), Hand Crossbow (10 bolts), Lethargy Poison (5 doses) --- AC 19 Fort +10 Ref +8 Will +6 HP 45 Immunities confusion Weaknesses vulnerable to sunlight Vulnerable to Sunlight A dero strangler takes 8 damage for every hour they're exposed to sunlight. --- Speed 20 feet Melee Single Action aklys +11 (Trip), Damage 1d6+6 bludgeoning Ranged Single Action aklys +10 (Ranged Trip, Tethered, thrown 20 feet), Damage 1d6+6 bludgeoning Ranged Single Action hand crossbow +10 (range increment 60 feet, reload 1), Damage 1d6+2 piercing plus lethargy poison Occult Innate Spells DC 19 - Cantrips (2nd) Daze, Ghost Sound - 2nd Darkness (at will), Sound Burst Strangle Single Action (Attack, Nonlethal) Requirement The dero must have two free hands, or be wielding an aklys and have one hand free. Effect The dero attempts an Athletics check to Grab with a +2 circumstance bonus. On a success, the target takes 1d6+6 bludgeoning damage. Double the damage on a critical success. ","skill_mod":{"stealth":10,"medicine":4,"athletics":11,"intimidation":7},"primary_source":"Bestiary","spell":["Darkness","Sound Burst","Daze","Ghost Sound"],"ac":19,"item":["Aklys","Rope (50 feet)","Hand Crossbow (10 bolts)","Lethargy Poison (5 doses)"],"level":3,"spell_dc":[19],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Dero Strangler","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[5,9,9],"attack_bonus":[10,10,11],"constitution":3,"immunity":["confusion"],"creature_family":"Dero","will_save":6,"speed":{"max":20,"land":20},"wisdom":-1,"weakness":{},"creature_ability":["Vulnerable to Sunlight","Strangle"],"skill":["Athletics","Intimidation","Medicine","Stealth"],"tradition":["Occult"],"summary":"Dero stranglers specialize in capturing living victims, and they are often called upon to aid in abductions.","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=106","dexterity":3,"category":"creature","slug":"creature-106"},{"primary_source_category":"Rulebooks","strength":1,"hp":65,"language":["Aklo","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":8,"stealth":"11","trait":["Dero","Humanoid","Uncommon","CE","Small"],"id":"creature-107","text":" Dero Magister Dero magisters are leaders among dero society. They perform the bulk of the cruel operations and memory-altering procedures inflicted upon their victims. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Dero Magister Source Bestiary pg. 85 Perception +8; darkvision Languages Aklo, Undercommon Skills Crafting +12, Medicine +8, Occultism +12, Stealth +11 Str +1 Dex +4 Con +2 Int +3 Wis -1 Cha +5 Items Aklys --- AC 22 Fort +10 Ref +13 Will +10 HP 65 Immunities confusion Weaknesses vulnerable to sunlight Vulnerable to Sunlight A dero magister takes 10 damage for every hour they're exposed to sunlight. --- Speed 20 feet Melee Single Action aklys +10 (Trip), Damage 1d6+3 bludgeoning Ranged Single Action aklys +13 (Ranged Trip, Tethered, thrown 20 feet), Damage 1d6+3 bludgeoning Occult Innate Spells DC 24 - Cantrips (1st) Daze, Ghost Sound - 2nd Darkness (at will), Sound Burst - 4th Modify Memory Occult Spontaneous Spells DC 24 - Cantrips (3rd) Chill Touch, Dancing Lights, Detect Magic, Forbidding Ward, Message - 1st Grim Tendrils, Magic Missile, Phantom Pain, Soothe (4 slots) - 2nd Hideous Laughter, Paranoia, Spectral Hand, Touch of Idiocy (4 slots) - 3rd Blindness, Vampiric Touch (3 slots) Cytillesh Stare Single Action (Concentrate, Incapacitation, Mental, Visual) Frequency once per round; Effect The magister focuses their gaze on a creature they can see within 30 feet. The target is dazzled for 1 round and must succeed at a DC 24 Will saving throw or be confused for 1 round. ","skill_mod":{"crafting":12,"stealth":11,"medicine":8,"occultism":12},"image":["/Images/Monsters/Dero_DeroMagister.png"],"primary_source":"Bestiary","spell":["Modify Memory","Darkness","Sound Burst","Daze","Ghost Sound","Blindness","Vampiric Touch","Hideous Laughter","Paranoia","Spectral Hand","Touch of Idiocy","Grim Tendrils","Magic Missile","Phantom Pain","Soothe","Chill Touch","Dancing Lights","Detect Magic","Forbidding Ward","Message"],"ac":22,"item":["Aklys"],"level":5,"spell_dc":[24,24],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":3,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Dero Magister","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[6,6],"attack_bonus":[10,13],"constitution":2,"immunity":["confusion"],"creature_family":"Dero","will_save":10,"speed":{"max":20,"land":20},"wisdom":-1,"weakness":{},"creature_ability":["Vulnerable to Sunlight","Cytillesh Stare"],"skill":["Crafting","Medicine","Occultism","Stealth"],"tradition":["Occult"],"summary":"Dero magisters are leaders among dero society. They perform the bulk of the cruel operations and memory-altering procedures inflicted upon their …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=107","dexterity":4,"category":"creature","slug":"creature-107"},{"remaster_name":["Ort"],"attack_bonus":[7],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":20,"immunity":["fire","mental"],"source":["Bestiary"],"type":"Creature","creature_family":"Devil","will_save":3,"charisma":-3,"speed":{"max":20,"land":20},"perception":0,"wisdom":0,"weakness":{"good":3},"creature_ability":["Subservience"],"skill":["Athletics"],"trait":["Devil","Fiend","Mindless","LE","Medium"],"id":"creature-108","text":" Lemure These shapeless masses of quivering flesh are the least of devilkind. Pathetic creatures from Hell's first layer, lemures roam alongside damned and suffering souls. Pit fiends can combine the essence of a mob of lemures to concentrate their collective wickedness with a single form, granting it an infernal sentience and transforming it into a more powerful devil (see the pit fiend's Devil Shaping ability). Recall Knowledge - Fiend (Religion): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Lemure Source Bestiary pg. 86 Perception +0; greater darkvision Languages Skills Athletics +5 Str +2 Dex +0 Con +3 Int -5 Wis +0 Cha -3 --- AC 13 Fort +10 Ref +5 Will +3 HP 20 Immunities fire, mental Resistances physical 3 (except silver), poison 5 Weaknesses good 3 --- Speed 20 feet Melee Single Action claw +7 (Evil, Magical), Damage 1d4+2 slashing plus 1 evil Subservience Lemures have little drive of their own, but other devils can take command of them. A non-lemure devil can issue a command to all lemures within 60 feet of it with a single action, which has the auditory and concentrate traits. The devil picks one of the following orders lemures can understand, and the lemures follow that order. The command and its effects end once the commander is out of the lemure’s sight, a new command is issued by the same or another devil, or the lemure dies. Kill The lemure attacks one target the commander singles out and gains a +1 circumstance bonus to attack rolls against the target. Defend The lemure circles the commander and attacks any creature that comes near. It gains a +1 circumstance bonus to AC and saves. Fetch The lemure gains a +10–foot circumstance bonus to its Speed and attempts to get an object or person the commander singles out. It attacks anyone and anything that gets in the way. Work The lemure performs drudge work dictated by the commander. ","skill_mod":{"athletics":5},"summary":"These shapeless masses of quivering flesh are the least of devilkind. Pathetic creatures from Hell's first layer, lemures roam alongside damned and …","image":["/Images/Monsters/Devil_Lemure.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":13,"level":0,"source_category":["Rulebooks"],"sense":"greater darkvision","weakest_save":["will"],"resistance":{"bludgeoning":3,"poison":5,"piercing":3,"slashing":3,"physical":3},"url":"/Monsters.aspx?ID=108","intelligence":-5,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Greater darkvision","fortitude_save":10,"size":["Medium"],"name":"Lemure","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-108"},{"primary_source_category":"Rulebooks","strength":-1,"hp":15,"language":["Common","Infernal","telepathy (touch)"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":7,"trait":["Devil","Fiend","LE","Tiny"],"id":"creature-109","text":" Imp Imps are infiltrators and corruptors who, despite their diminutive stature, are more than capable of subtly influencing a weak-willed individual into performing increasingly evil acts over time. An imp will often agree to serve a mortal and act docile and loyal in a long-term plot to eventually damn its master’s soul to Hell. Imps are born directly from Hell itself, rather than from mortal souls, and thus they serve outside the usual diabolic hierarchy, granting them leeway to pursue their specialties. Despite standing a mere 2-feet tall, imps can be vicious combatants, flying out of reach and turning invisible to escape should the odds turn against them. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Imp Source Bestiary pg. 87 Perception +7; greater darkvision Languages Common, Infernal; telepathy (touch) Skills Acrobatics +7, Arcana +6, Deception +7, Religion +5 Str -1 Dex +4 Con +0 Int +1 Wis +2 Cha +2 --- AC 17 Fort +5 Ref +9 Will +7 HP 15 Immunities fire Resistances physical 3 (except silver), poison 5 Weaknesses good 3 --- Speed 20 feet, fly 30 feet Melee Single Action stinger +9 (Agile, Evil, Finesse, Magical), Damage 1d4-1 piercing plus 1d4 evil and imp venom Divine Innate Spells DC 17 - 1st Charm, Detect Alignment (at will, good only) - 2nd Invisibility (at will, self only) - 4th Read Omens - Constant (1st) Detect Magic Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) Boar size Medium; scent (imprecise) 30 feet; Speed 40 feet; Melee tusk +9 (finesse), Damage 1d10–1 piercing Giant Spider size Medium; Speed 25 feet, climb 25 feet; Melee fangs +9 (finesse, poison), Damage 1d6–1 piercing plus 1d4 poison Rat scent; Speed 20 feet; Melee jaws +9 (agile, finesse), Damage 1 piercing Raven scent; Speed 10 feet, fly 40 feet; Melee beak +9 (finesse), Damage 1 piercing Diabolic Healing Single Action (Concentrate, Divine, Healing, Necromancy) Frequency once per round. Effect The imp regains 1d6 Hit Points. Imp Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and clumsy 1 (1 round); Stage 2 1d6 poison damage, clumsy 1, and slowed 1 (1 round) Infernal Temptation Single Action (Divine, Concentrate, Enchantment, Evil, Fortune) Frequency once per day. Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by wish or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result. ","skill_mod":{"deception":7,"arcana":6,"acrobatics":7,"religion":5},"image":["/Images/Monsters/Devil_Imp.png"],"primary_source":"Bestiary","spell":["Read Omens","Invisibility","Charm","Detect Alignment","Detect Magic"],"ac":17,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"greater darkvision","resistance":{"bludgeoning":3,"poison":5,"piercing":3,"slashing":3,"physical":3},"intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":5,"size":["Tiny"],"name":"Imp","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[4],"attack_bonus":[9],"constitution":0,"immunity":["fire"],"creature_family":"Devil","will_save":7,"speed":{"fly":30,"max":30,"land":20},"wisdom":2,"weakness":{"good":3},"creature_ability":["Change Shape","Diabolic Healing","Imp Venom","Infernal Temptation"],"skill":["Acrobatics","Arcana","Deception","Religion"],"tradition":["Divine"],"summary":"Imps are infiltrators and corruptors who, despite their diminutive stature, are more than capable of subtly influencing a weak-willed individual into …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=109","dexterity":4,"category":"creature","slug":"creature-109"},{"remaster_name":["Vordine"],"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Celestial","Common","Draconic","Infernal","telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":13,"stealth":"11","trait":["Devil","Fiend","LE","Medium"],"id":"creature-110","text":" Barbazu (Bearded Devil) Barbazus, known also as bearded devils or infantry devils, are murderous fiends who satiate their lust for annihilation by serving as the foot soldiers of Hell’s armies, often leading hordes of lesser devils such as imps and lemures into battle. Bearded devils wield serrated glaives to inflict jagged gashes that resist healing magic, resulting in tremendous blood loss. When enemies come too close, bearded devils strike with the spines of their wriggling beards to deliver a wretched contagion called Avernal fever, savoring the sight of their victim’s strength being slowly devoured from within. Barbazus can be found savagely indulging the whims of evil infernal lords from all layers of Hell, rejoicing as they disseminate murder, misery, and anguish as they see fit. Recall Knowledge - Fiend (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Barbazu Source Bestiary pg. 88 Perception +13; greater darkvision Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet Skills Acrobatics +11, Athletics +13, Intimidation +10, Religion +11, Stealth +11 Str +4 Dex +2 Con +4 Int -2 Wis +2 Cha +1 Items Glaive --- AC 22 Fort +15 Ref +11 Will +11 +1 status to all saves vs. magic HP 60 Immunities fire Resistances physical 5 (except silver), poison 10 Weaknesses good 5 Attack of Opportunity Reaction --- Speed 35 feet Melee Single Action glaive +15 (deadly 1d8, Evil, Forceful, Magical, reach 10 feet), Damage 1d8+7 slashing plus 2d6 evil and infernal wound Melee Single Action claw +15 (Agile, Evil, Magical), Damage 2d6+7 slashing plus 1d6 evil Melee Single Action beard +15 (Magical), Damage 1d6+7 piercing plus Avernal fever Divine Innate Spells DC 19 - 4th Dimension Door (at will) - 5th Dimension Door Rituals DC 19 - 1st Infernal Pact Avernal Fever (Disease) Saving Throw DC 23 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 enfeebled 1 (1 day); Stage 3 enfeebled 2 (1 day) Infernal Wound (Divine, Necromancy) A bearded devil’s glaive Strike also deals 1d6 persistent bleed damage that resists attempts to heal it. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 21 counteract check or the magic fails to heal the creature. Reposition Free Action Trigger The devil hits a creature with a glaive Strike. Effect The devil moves the creature 5 feet in any direction. The destination square must be within reach of the devil’s glaive. This movement doesn’t trigger reactions. Wriggling Beard Single Action Frequency once per round. Effect The barbazu makes a beard Strike. This Strike ignores their multiple attack penalty and doesn’t count toward that penalty. ","skill_mod":{"stealth":11,"athletics":13,"intimidation":10,"acrobatics":11,"religion":11},"image":["/Images/Monsters/Devil_Barbazu.png"],"primary_source":"Bestiary","spell":["Dimension Door"],"ac":22,"item":["Glaive"],"level":5,"spell_dc":[19],"source_category":["Rulebooks"],"sense":"greater darkvision","resistance":{"bludgeoning":5,"poison":10,"piercing":5,"slashing":5,"physical":5},"intelligence":-2,"reflex_save":11,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":15,"size":["Medium"],"name":"Barbazu","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[10,17,18],"attack_bonus":[15,15,15],"constitution":4,"immunity":["fire"],"creature_family":"Devil","will_save":11,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{"good":5},"creature_ability":["Attack of Opportunity","Avernal Fever","Infernal Wound","Reposition","Wriggling Beard"],"skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Barbazus, known also as bearded devils or infantry devils, are murderous fiends who satiate their lust for annihilation by serving as the foot …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=110","dexterity":2,"category":"creature","slug":"creature-110"},{"primary_source_category":"Rulebooks","strength":5,"hp":120,"language":["Celestial","Common","Draconic","Infernal","telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":18,"stealth":"17","trait":["Devil","Fiend","LE","Medium"],"id":"creature-111","text":" Erinys (Fury Devil) Erinyes exact vengeance and bloody justice for a creature’s crimes, torturing and punishing their victims in ironic fashion before allowing them the escape of death. While an erinys appears as a fallen angel and the first erinyes shared that origin, erinyes now originate in myriad ways, some promoted from lesser devils and others shaped from lemures themselves forged from the souls of torturers and persecutors. The erinyes’ origin is entwined with Eiseth, herself a fallen angel and one of Hell’s most powerful demigods. The first erinyes were all considered to be Eiseth’s metaphorical daughters, but erinyes formed since that time are no longer limited to a single gender. Recall Knowledge - Fiend (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Erinys Source Bestiary pg. 89 Perception +18; greater darkvision, true seeing Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet Skills Acrobatics +17, Crafting +14, Deception +19, Diplomacy +15, Intimidation +19, Religion +16, Stealth +17 Str +5 Dex +5 Con +5 Int +2 Wis +4 Cha +5 Items Breastplate, 100 feet of erinys-hair rope, +1 striking composite longbow (60 arrows) --- AC 27 Fort +17 Ref +19 Will +16 +1 status to all saves vs. magic HP 120 Immunities fire Resistances physical 5 (except silver), poison 10 Weaknesses good 5 --- Speed 25 feet, fly 40 feet Melee Single Action flaming longsword +19 (Evil, Fire, Magical, versatile P), Damage 1d8+8 slashing plus 1d6 evil and 1d6 fire Ranged Single Action flaming composite longbow +20 (deadly 1d10, Evil, Fire, Magical, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+4 piercing plus 1d6 evil and 1d6 fire Ranged Single Action rope +19 (Magical, range increment 30 feet), Damage rope snare Divine Innate Spells DC 26 - 2nd Illusory Object, Illusory Disguise (at will) - 3rd Fear (at will) - 4th Dimension Door (at will), Divine Wrath, Retributive Pain - 5th Dimension Door - Constant (6th) True Seeing Rituals DC 26 - 1st Infernal Pact Flames of Fury Any weapon an erinys holds gains the effects of a flaming rune while they hold it. Furious Fusillade Three Actions The erinys hovers in place if they are flying and fires one arrow at any number of creatures in a 30-foot cone. Each attack is rolled separately. This counts as one attack for the purpose of the erinys's multiple attack penalty. Rope Snare An erinys carries a coil of rope woven of their hair (use the statistics for rope) that animates in their hands. When a creature is hit by the erinys’s rope, a segment of the rope tears loose and wraps itself around the creature, imposing a 10–foot circumstance penalty to Speed. The piece that tears off is 10 feet long for a Medium or smaller creature, and doubles in length for each size larger than Medium. When a creature Escapes the effect (DC 26), the detached segment of rope withers away into useless black sludge. ","skill_mod":{"diplomacy":15,"deception":19,"crafting":14,"stealth":17,"intimidation":19,"acrobatics":17,"religion":16},"image":["/Images/Monsters/Devil_Erinys.png"],"primary_source":"Bestiary","spell":["Dimension Door","Divine Wrath","Retributive Pain","Fear","Illusory Object","Illusory Disguise","True Seeing"],"ac":27,"item":["Breastplate","100 feet of erinys-hair rope","+1 striking composite longbow (60 arrows)"],"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"greater darkvision, true seeing ","resistance":{"bludgeoning":5,"poison":10,"piercing":5,"slashing":5,"physical":5},"intelligence":2,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":17,"size":["Medium"],"name":"Erinys","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[19,20],"attack_bonus":[19,19,20],"constitution":5,"immunity":["fire"],"creature_family":"Devil","will_save":16,"speed":{"fly":40,"max":40,"land":25},"wisdom":4,"weakness":{"good":5},"creature_ability":["Flames of Fury","Furious Fusillade","Rope Snare"],"skill":["Acrobatics","Crafting","Deception","Diplomacy","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Erinyes exact vengeance and bloody justice for a creature’s crimes, torturing and punishing their victims in ironic fashion before allowing them the …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=111","dexterity":5,"category":"creature","slug":"creature-111"},{"primary_source_category":"Rulebooks","strength":3,"hp":150,"language":["Abyssal","Aklo","Celestial","Common","Draconic","Infernal","Undercommon","telepathy 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":21,"stealth":"18","trait":["Devil","Fiend","LE","Medium"],"id":"creature-112","text":" Phistophilus (Contract Devil) Contract devils are clerks, scribes, and bureaucrats of Hell rarely found outside the infernal courts, and then almost always to pursue potential contracts, tempting mortals to sell their souls in exchange for achieving their worldly desires. If a target is desirable enough, a phistophilus can offer contracts for prices seemingly lesser than their soul all at once, though in this case, the devil carefully manipulates the price to drive the signatory toward the forces of law and evil, and therefore ultimately to Hell anyway. Contract devils are tall creatures with skin tones that range from bronze to crimson and large curving horns extending from their bodies, over which they often drape favored or important contracts. Recall Knowledge - Fiend (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Phistophilus Source Bestiary pg. 90 Perception +21; greater darkvision Languages Abyssal, Aklo, Celestial, Common, Draconic, Infernal, Undercommon; telepathy 100 feet, tongues Skills Arcana +19, Deception +23, Diplomacy +21, Intimidation +21, Legal Lore +25, Religion +19, Society +19, Stealth +18 Str +3 Dex +4 Con +4 Int +7 Wis +5 Cha +5 --- AC 30 Fort +18 Ref +18 Will +23 +1 status to all saves vs. magic HP 150 Immunities fire, ward contract Resistances physical 10 (except silver), poison 10 Weaknesses good 10 Ward Contract A signed contract carried by a living contract devil (including draped over its horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make it destroy, nullify, or alter a contract. --- Speed 25 feet Melee Single Action binding contract +23 (Agile, Disarm, Evil, Magical, reach 10 feet, Trip), Damage 3d6+11 slashing plus 1d6 evil, Grab, and infernal wound Melee Single Action horn +21 (Magical), Damage 3d10+11 piercing and infernal wound Divine Innate Spells DC 31 - Cantrips (7th) Detect Magic - 3rd Mind Reading (at will) - 4th Dimension Door (at will), Private Sanctum, Silence - 5th Dimension Door, Fireball, Illusory Scene, Lightning Bolt, Locate (at will), Mind Probe, Sending (at will) - 7th Plane Shift - 10th Scrying (at will, see infernal investment) - Constant (5th) Tongues Rituals DC 31 - 1st Infernal Pact Draft Contract Three Actions (Conjuration, Divine, Manipulate) The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish spell but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal’s soul is bound to the contract devil and Hell. While the contract is in effect, the victim can’t be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous. Infernal Investment A contract devil can cast a 10th-level innate scrying spell at will, but only to target a creature with which it has a contract. The target automatically critically fails its save. Infernal Wound (Divine, Necromancy) A contract devil’s Strikes also deal 3d6 persistent bleed damage that resist attempts to heal it. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 29 counteract check or the magic fails to heal the creature. Infernal Contracts The infernal contracts created by contract devils are not the only ways a devil can engage a mortal in a binding agreement, but they are the most convenient. Other devils must perform complex rituals or jump through bureaucratic hoops to organize a contract with a mortal, and in most cases the easiest solution for devils in this situation is to simply enlist the aid of a contract devil. ","skill_mod":{"society":19,"diplomacy":21,"deception":23,"stealth":18,"arcana":19,"intimidation":21,"religion":19},"image":["/Images/Monsters/Devil_Phistophilus.png"],"primary_source":"Bestiary","spell":["Scrying","Plane Shift","Dimension Door","Fireball","Illusory Scene","Lightning Bolt","Locate","Mind Probe","Sending","Private Sanctum","Silence","Mind Reading","Detect Magic","Tongues"],"ac":30,"level":10,"spell_dc":[31],"source_category":["Rulebooks"],"sense":"greater darkvision","resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"physical":10},"intelligence":7,"reflex_save":18,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":18,"size":["Medium"],"name":"Phistophilus","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[25,27],"attack_bonus":[21,23],"constitution":4,"immunity":["fire","ward contract"],"creature_family":"Devil","will_save":23,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{"good":10},"creature_ability":["Ward Contract","Draft Contract","Infernal Investment","Infernal Wound"],"skill":["Arcana","Deception","Diplomacy","Intimidation","Legal Lore","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"Contract devils are clerks, scribes, and bureaucrats of Hell rarely found outside the infernal courts, and then almost always to pursue potential …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=112","dexterity":4,"category":"creature","slug":"creature-112"},{"primary_source_category":"Rulebooks","strength":6,"hp":215,"language":["Celestial","Common","Draconic","Infernal","telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":26,"stealth":"22","trait":["Devil","Fiend","LE","Large"],"id":"creature-113","text":" Gelugon (Ice Devil) Insectile ice devils are strategists and masterminds in Hell’s armies, using their superior intellect to strike against their enemies and spread Hell’s influence throughout the planes. An ice devil rarely breaks their solitary contemplation of strategy save to pursue a plan they have devised. They can be enticed otherwise only by an exchange of services to be determined at a later time, adding to the pieces they can play on the board. Occasionally, a mortal strategist of outstanding skill might amuse an ice devil enough for the gelugon to agree to a contest of strategy, typically a strategic board game like chess, to decide a dispute. In the unlikely event the devil loses such a contest, they inevitably go to great lengths to later obtain that mortal’s services for their own infernal ends. Recall Knowledge - Fiend (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Gelugon Source Bestiary pg. 91 Perception +26; greater darkvision Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet Skills Acrobatics +22, Athletics +23, Deception +25, Diplomacy +25, Intimidation +23, Religion +26, Society +25, Stealth +22, Warfare Lore +30 Str +6 Dex +5 Con +5 Int +8 Wis +5 Cha +4 Items +1 striking longspear --- AC 34 Fort +24 Ref +24 Will +26 +1 status to all saves vs. magic HP 215 Immunities cold, fire Resistances physical 10 (except silver), poison 10 Weaknesses good 10 Frightful Presence (aura, divine, emotion, enchantment, fear, mental) 10 feet, DC 31 Attack of Opportunity Reaction --- Speed 35 feet, fly 35 feet (from fly ) Melee Single Action frost longspear +28 (Cold, Evil, Magical, reach 15 feet), Damage 2d8+12 piercing plus 1d6 cold, 1d6 evil, and slowing frost Melee Single Action tail +25 (Agile, Cold, Evil, Magical, reach 10 feet), Damage 2d6+12 bludgeoning plus 2d6 cold, 1d6 evil, and slowing frost Ranged Single Action frost longspear +27 (Cold, Magical, thrown 20 feet), Damage 2d8+12 piercing plus 1d6 cold Divine Innate Spells DC 33 - Cantrips (7th) Ray of Frost - 4th Dimension Door (at will) - 5th Dimension Door, Wall of Ice (x3) - 6th Illusory Scene - 7th Cone of Cold (x2) - Constant (4th) Fly Rituals DC 33 - 1st Infernal Pact Slowing Frost (Cold, Divine, Evocation) The ice devil channels the extreme cold of its body through its appendages and weapons. A creature hit by an ice devil’s weapon or unarmed attack in melee must attempt a DC 32 Fortitude save or be slowed 1 for 1d4 rounds. A weapon used by an ice devil gains the effects of a frost rune while the gelugon holds it, and the ice devil can throw any such weapon with a 20-foot range increment, trailing motes of frost. Tactician of Cocytus Single Action (Concentrate) An ice devil’s logical mind devises genius tactics from its perfect memory. It can telepathically send a tactical repositioning to its allies, allowing all commanded or allied evil creatures in the range of its telepathy to immediately Stride (or Burrow, Climb, Fly, or Swim, if the creature has the corresponding Speed). Fire and Ice The classic depiction of Hell is of a burning wasteland of magma and volcanoes, a searing landscape rife with the screaming souls of the damned. Yet those who have visited Hell know the awful truth—for its torments do not cease at eternal burning. Some regions of hell are perpetual frozen reaches of razor-sharp ice and flesh-scouring wind, while others are miasmic swamps filled with poison and disease. Hell does not limit its torturous toolbox merely to the fires for which it is so well known! ","skill_mod":{"society":25,"diplomacy":25,"deception":25,"stealth":22,"athletics":23,"intimidation":23,"acrobatics":22,"religion":26},"image":["/Images/Monsters/Devil_Gelugon.png"],"primary_source":"Bestiary","spell":["Cone of Cold","Illusory Scene","Dimension Door","Wall of Ice","Ray of Frost","Fly"],"ac":34,"item":["+1 striking longspear"],"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":"greater darkvision","resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"physical":10},"intelligence":8,"reflex_save":24,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":24,"size":["Large"],"name":"Gelugon","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[24,28,29],"attack_bonus":[25,27,28],"constitution":5,"immunity":["cold","fire"],"creature_family":"Devil","will_save":26,"speed":{"fly":35,"max":35,"land":35},"wisdom":5,"weakness":{"good":10},"creature_ability":["Frightful Presence","Attack of Opportunity","Slowing Frost","Tactician of Cocytus"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Religion","Society","Stealth","Warfare Lore"],"tradition":["Divine"],"summary":"Insectile ice devils are strategists and masterminds in Hell’s armies, using their superior intellect to strike against their enemies and spread …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=113","dexterity":5,"category":"creature","slug":"creature-113"},{"remaster_name":["Nessari"],"primary_source_category":"Rulebooks","strength":9,"hp":335,"language":["Celestial","Common","Draconic","Infernal","telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","charisma":8,"perception":37,"stealth":"34","trait":["Devil","Fiend","LE","Large"],"id":"creature-114","text":" Pit Fiend (Tyrant Devil) When an army of devils invades to bathe a region in bloodshed and hellfire, it is likely that one of Hell’s most powerful and diabolical generals, the pit fiend, masterminded the incursion. Cunning, powerful, and ruthless, pit fiends often serve the archdevils directly. They rule infernal duchies, subjugate mortal worlds, and usurp infernal rivals using unparalleled despotism and calculated ferocity. To realize their tyrannical machinations, pit fiends claim mortal souls that they corrupt into lemure servants, which can then be shaped and transformed through infernal manipulation into the terrifying devils that form Hell’s formidable legions. They often select the most wicked and vicious lemures for their armies, drawing upon these lesser devils’ depravity during powerful magical ceremonies to create hideous and terrifying abominations that can cow and eviscerate the pit fiend’s enemies. Pit fiends themselves are crafted deep within the nightmarish bowels of Nessus, the ninth layer of Hell, to serve the whims of archdevils and infernal dukes. Those pit fiends that don’t leave Nessus to command infernal legions in the upper layers of Hell often form the courts of Hell’s elite, gathering cabals and sects that shape Hell’s political landscape through subterfuge and manipulation. But many pit fiends see themselves as living embodiments of hellfire, the all-encompassing wrath of Hell, and thus prefer to dwell in realms consumed by fire. In Avernus, Dis, Malebolge, Nessus, and Phlegethon, pit fiends build vast citadels of brimstone wreathed in flame to lord over. Pit fiends tower over other devils, standing at least 16 feet tall, weighing over 1,000 pounds, and brandishing wingspans in excess of 20 feet. Infernal Dukes Elite members of Hell’s political infrastructure and leadership hierarchy, the dukes of Hell are chosen from among the most tyrannical, oppressive, and conniving devils. While not all infernal dukes are pit fiends, a pit fiend’s natural disposition toward conquest and oppression often make it an ideal candidate for this position. To create an infernal duke, adjust the pit fiend to be between 21st and 25th level. Because of their physical prowess, manipulative nature, and powerful spellcasting abilities, infernal dukes make excellent villains for long-running campaigns. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Pit Fiend Source Bestiary pg. 92 Perception +37; greater darkvision, true seeing Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet Skills Acrobatics +34, Arcana +32, Athletics +33, Deception +39, Diplomacy +34, Intimidation +39, Religion +37, Society +36, Stealth +34 Str +9 Dex +8 Con +9 Int +8 Wis +9 Cha +8 --- AC 46 Fort +37 Ref +32 Will +35 +1 status to all saves vs. magic HP 335 , regeneration 30 (deactivated by good) Immunities fire Resistances physical 15 (except silver), poison 15 Weaknesses good 15 Commander’s Aura (aura, divine, enchantment) 100 feet. Commanded or allied evil creatures in the aura of lower level than the pit fiend gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks. Frightful Presence (aura, divine, emotion, enchantment, fear, mental) 20 feet, DC 42 Attack of Opportunity Reaction The pit fiend can make an Attack of Opportunity when a creature within reach uses a concentrate action, in addition to the usual trigger. The devil can disrupt triggering concentrate actions, and they disrupt actions on any hit, not only a critical hit. --- Speed 35 feet, fly 50 feet Melee Single Action jaws +40 (Evil, Magical, Poison, reach 10 feet), Damage 4d10+17 piercing plus 2d6 evil and pit fiend venom Melee Single Action claw +38 (Agile, Evil, Magical, reach 10 feet), Damage 4d6+17 slashing plus 2d6 evil Melee Single Action tail +36 (Evil, Magical, reach 10 feet), Damage 4d10+17 bludgeoning plus 2d6 evil and Improved Grab Melee Single Action wing +36 (Evil, Magical, reach 15 feet), Damage 4d6+17 slashing plus 2d6 evil Divine Innate Spells DC 42 - 4th Dimension Door (at will) - 5th Dimension Door - 8th Dispel Magic (at will), Divine Decree (at will), Fireball (at will), Scrying, Wall of Fire (at will) - 9th Bind Soul (at will) - 10th Meteor Swarm, Miracle (once per year), Power Word Stun - Constant (8th) True Seeing Rituals DC 42 - 1st Infernal Pact Constrict Single Action 2d10+17 bludgeoning plus 2d6 evil, DC 43 Devil Shaping (Divine, Downtime, Transmutation) The pit fiend reshapes a large number of lemures within a 600-foot radius into more powerful devils to swell Hell’s legions. The pit fiend must have available the number of lemures listed on the table in the sidebar. The pit fiend can shape 100 lemures per day, to a maximum of 1,100 lemures in 11 days. Devils created in this way are in thrall to the pit fiend and follow its orders, with the exception of created pit fiends or other devils of similar power, which are always independent. As a result, few pit fiends choose to create peers. At the end of the Devil Shaping activity, the pit fiend attempts an incredibly hard Religion check of the desired devil’s level, with results as follows. Critical Success The pit fiend shapes two devils from the massed lemures instead of one. Success The pit fiend shapes a devil of the desired type and level. Failure The devil shaped from the lemures is 2 levels lower than the intended devil. Critical Failure The pit fiend fails to shape any devils and draws the ire of an archdevil for its waste of resources. Fast Swoop Single Action The pit fiend Flies and makes a wing Strike at any point during its movement. Masterful Quickened Casting Free Action (Concentrate) Frequency once per round. Effect If the pit fiend's next action is to cast an 8th-level or lower innate spell, reduce the number of actions to cast it by 1 (minimum 1 action). Pit Fiend Venom (Poison) Saving Throw DC 43 Fortitude; Maximum Duration 10 rounds; Stage 1 6d6 poison damage and drained 1 (1 round); Stage 2 7d6 poison damage and drained 2 (1 round); Stage 3 8d6 poison damage and drained 3 (1 round) Devil Shaping A pit fiend needs a minimum number of lemures in order to shape the roiling mass into a devil of a particular level, as summarized below. Devil Level Number of Lemures 4 or below 4 5–6 8 7–8 16 9–10 32 11–12 64 13–14 128 15–16 256 17–18 512 19–20 1,024 ","skill_mod":{"society":36,"diplomacy":34,"deception":39,"stealth":34,"arcana":32,"athletics":33,"intimidation":39,"acrobatics":34,"religion":37},"image":["/Images/Monsters/Devil_PitFiend.png"],"primary_source":"Bestiary","spell":["Meteor Swarm","Miracle","Power Word Stun","Bind Soul","Dispel Magic","Divine Decree","Fireball","Scrying","Wall of Fire","Dimension Door","True Seeing"],"ac":46,"level":20,"spell_dc":[42],"source_category":["Rulebooks"],"sense":"greater darkvision, true seeing ","resistance":{"bludgeoning":15,"poison":15,"piercing":15,"slashing":15,"physical":15},"intelligence":8,"reflex_save":32,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":37,"size":["Large"],"name":"Pit Fiend","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[38,38,46,46],"attack_bonus":[36,36,38,40],"constitution":9,"immunity":["fire"],"creature_family":"Devil","will_save":35,"speed":{"fly":50,"max":50,"land":35},"wisdom":9,"weakness":{"good":15},"creature_ability":["Commander’s Aura","Frightful Presence","Attack of Opportunity","Constrict","Devil Shaping","Fast Swoop","Masterful Quickened Casting","Pit Fiend Venom"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"When an army of devils invades to bathe a region in bloodshed and hellfire, it is likely that one of Hell’s most powerful and diabolical generals, …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=114","dexterity":8,"category":"creature","slug":"creature-114"},{"attack_bonus":[21,23],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":130,"source":["Bestiary"],"type":"Creature","will_save":16,"charisma":-1,"speed":{"climb":30,"max":30,"land":25},"perception":18,"wisdom":2,"weakness":{},"creature_ability":["Stench","Amnesia Venom","Constrict","Root"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"21","trait":["Plant","N","Medium"],"id":"creature-115","text":" Dezullon Dezullons are dangerous carnivorous pitcher plants that dwell in forested regions with thick canopies. They hunt for meat along the forest’s understory when not sunning themselves in the boughs above. Dezullons are smart enough to notice that some creatures are attracted by shiny things, and sometimes use such objects to set up ambushes. To assume that the dezullon’s ambulations are slow simply because the creature has a root structure is a foolish mistake; many an adventurer has been crushed to death by this surprisingly agile plant. In addition, these dangerous plants are expert climbers, making their pursuit even more difficult to escape from. A hungry dezullon keeps prey off-balance by spilling its putrid, psychoactive digestive juices from its central pitcher. In addition to being highly acidic, the enzymes in a dezullon’s digestive tract, once expelled, inflict a victim with powerful hallucinations and amnesia. This secondary effect makes dezullons highly sought after in some circles, including avid drug users, experimental doctors, and criminals who deal in poisons. Many varieties of dezullon exist, including lumbering giants of incredible size, those that have tiny, cup-shaped pitchers that proliferate along lengths of creeping ivy like suckers on a squid’s tentacles, and others with hundreds of blood-red, razor-sharp leaves that protrude from the inside of their pitchers like a leech’s teeth. This latter variety is especially dangerous, since the leaves can all but eviscerate creatures that become ensconced inside their pitchers. Recall Knowledge - Plant (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Dezullon Source Bestiary pg. 94 Perception +18; low-light vision Languages Skills Acrobatics +21, Athletics +19, Stealth +21 Str +5 Dex +7 Con +3 Int -4 Wis +2 Cha -1 --- AC 30 Fort +17 Ref +21 Will +16 HP 130 , regeneration 15 (deactivated by fire) Resistances acid 20 Stench (aura, olfactory) 30 feet. A creature entering the emanation must attempt a DC 27 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure is also slowed 1. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at the save is temporarily immune to this effect for 1 minute. --- Speed 25 feet; climb 30 feet Melee Single Action vine +21 (Acid, Agile), Damage 3d6+8 bludgeoning plus 3d6 acid and Grab Ranged Single Action acid glob +23 (Acid, range 30 feet), Damage 4d8 acid plus amnesia venom Amnesia Venom (Mental, Poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 flat-footed (1 round); Stage 2 flat-footed and clumsy 1 (1 round); Stage 3 confused, flat-footed, and clumsy 2 (1 round). Constrict Single Action 2d6+2 bludgeoning Root Single Action (Concentrate) Until the next time it acts, the dezullon appears to be a normal pitcher plant. It has an automatic result of 41 (44 in forests or swamps) on Deception checks and DCs to pass as a non-creature plant. Dezullon Venom The dezullon is most well known for the psychoactive effects of its secretions. Affected creatures suffer amnesia, briefly forgetting where they are and why they are in pain. Some creatures, desperate to escape the past, willingly expose themselves to a dezullon’s amnesia venom in an effort to make their painful memories fade. ","skill_mod":{"stealth":21,"athletics":19,"acrobatics":21},"summary":"Dezullons are dangerous carnivorous pitcher plants that dwell in forested regions with thick canopies. They hunt for meat along the forest’s …","image":["/Images/Monsters/Dezullon.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":30,"level":10,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{"acid":20},"url":"/Monsters.aspx?ID=115","intelligence":-4,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Low-light vision","fortitude_save":17,"size":["Medium"],"name":"Dezullon","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,29],"slug":"creature-115"},{"primary_source_category":"Rulebooks","strength":2,"hp":22,"language":["Common","Necril"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":4,"stealth":"7","trait":["Dhampir","Human","Humanoid","NE","Medium"],"id":"creature-116","text":" Dhampir Wizard This dhampir is a svetocher, the child of a moroi vampire. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Dhampir Wizard Source Bestiary pg. 95 Perception +4; darkvision Languages Common, Necril Skills Acrobatics +7, Arcana +8, Deception +5, Intimidation +5, Society +8, Stealth +7, Vampire Lore +8 Str +2 Dex +3 Con +0 Int +4 Wis +0 Cha +1 Items Dagger, Staff, spellbook containing their prepared spells --- AC 17 Fort +4 Ref +7 Will +6 +2 circumstance to all saves vs. disease HP 22 (negative healing) Blood of the Night The dhampir’s penalty and Hit Point reduction from the drained condition are reduced as though the condition value were 1 lower. --- Speed 25 feet Melee Single Action dagger +7 (Agile, Finesse, versatile S), Damage 1d4+2 piercing Melee Single Action staff +6 (two-handed d8), Damage 1d6+2 bludgeoning Melee Single Action fist +7 (Agile, Finesse, Nonlethal), Damage 1d4+2 bludgeoning Ranged Single Action dagger +7 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Arcane Prepared Spells DC 18, attack +8 - Cantrips (1st) Chill Touch, Detect Magic, Prestidigitation, Ray of Frost, Shield - 1st Command, Grim Tendrils (x2), Magic Missile\n","skill_mod":{"society":8,"deception":5,"stealth":7,"arcana":8,"intimidation":5,"acrobatics":7},"image":["/Images/Monsters/Dhampir_DhampirWizard.png"],"primary_source":"Bestiary","spell":["Command","Grim Tendrils","Magic Missile","Chill Touch","Detect Magic","Prestidigitation","Ray of Frost","Shield"],"ac":17,"item":["Dagger","Staff","spellbook containing their prepared spells"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":4,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":4,"size":["Medium"],"name":"Dhampir Wizard","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[4,4,4,5],"attack_bonus":[6,7,7,7],"constitution":0,"creature_family":"Dhampir","spell_attack_bonus":[8],"will_save":6,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Blood of the Night"],"skill":["Acrobatics","Arcana","Deception","Intimidation","Society","Stealth","Vampire Lore"],"tradition":["Arcane"],"summary":"This dhampir is a svetocher, the child of a moroi vampire.","trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=116","dexterity":3,"category":"creature","slug":"creature-116"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":20,"source":["Bestiary"],"type":"Creature","creature_family":"Dinosaur","will_save":4,"charisma":1,"speed":{"max":40,"land":40},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Leaping Charge","Pack Attack"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","trait":["Animal","Dinosaur","N","Small"],"id":"creature-117","text":" Velociraptor A smaller cousin of the deinonychus, the velociraptor is a swift, cunning pack hunter. It has no fear of larger creatures, and a group of these dinosaurs won’t hesitate to attack creatures the size of a horse. Velociraptors are social animals, and tend to live in groups of up to a dozen other velociraptors. They have manes of feathery plumage that extend down their backs and along the sides of their arms, legs, and tail, while their underbellies and flanks are scaly. These feathers allow them to blend into their natural terrains with ease, but when excited, attempting to intimidate, or seeking a mate, a velociraptor can puff and frill this plumage to expose much brighter colors normally covered by the longer feathers. A typical velociraptor is 1-1/2 feet tall, 7 feet long, and weighs 35 pounds. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Velociraptor Source Bestiary pg. 96 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +5, Stealth +6 Str +0 Dex +3 Con +2 Int -4 Wis +1 Cha +1 --- AC 16 Fort +5 Ref +7 Will +4 HP 20 --- Speed 40 feet Melee Single Action jaws +8 (Finesse), Damage 1d6+3 piercing Melee Single Action talon +8 (Agile, Finesse), Damage 1d4+3 slashing Leaping Charge Single Action The velociraptor Strides up to 10 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike with its talons, gaining a +1 circumstance bonus to its attack roll. Pack Attack The velociraptor deals 1d4 extra damage to any creature that's within reach of at least two of the velociraptor's allies. ","skill_mod":{"stealth":6,"athletics":5,"acrobatics":8},"summary":"A smaller cousin of the deinonychus, the velociraptor is a swift, cunning pack hunter. It has no fear of larger creatures, and a group of these …","primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=117","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Velociraptor","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,6],"slug":"creature-117"},{"attack_bonus":[9,9],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":30,"source":["Bestiary"],"type":"Creature","creature_family":"Dinosaur","will_save":5,"charisma":2,"speed":{"max":30,"land":30},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Darting Attack","Predator's Advantage"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","trait":["Animal","Dinosaur","N","Medium"],"id":"creature-118","text":" Deinonychus Deinonychuses are wily hunters that attack in groups of up to a dozen individuals, ripping apart their prey with sharp talons and powerful jaws. They are lean and muscular, and have two powerful legs and a long tail that helps them maintain balance. Although deinonychuses don’t use their dexterous clawed forelimbs to attack, the dinosaurs can use them to pull aside small barriers. Although some of these dinosaurs have scaly skin, most have thatches of vibrantly colored feathers as well. A deinonychus is about 6 feet tall and weighs about 150 pounds. However, larger deinonychuses exist. These creatures—which stand taller than a human—are called megaraptors. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Deinonychus Source Bestiary pg. 97 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +9, Stealth +7 Str +3 Dex +3 Con +4 Int -4 Wis +1 Cha +2 --- AC 19 Fort +10 Ref +9 Will +5 HP 30 --- Speed 30 feet Melee Single Action jaws +9, Damage 2d6+3 piercing Melee Single Action talon +9 (Agile), Damage 1d6+3 slashing plus 1d4 bleed Darting Attack Single Action The deinonychus Strides up to 10 feet and then makes a Strike, or makes a Strike and then Strides up to 10 feet. Predator's Advantage Bleeding creatures are flat-footed to the deinonychus. ","skill_mod":{"stealth":7,"athletics":9,"acrobatics":7},"summary":"Deinonychuses are wily hunters that attack in groups of up to a dozen individuals, ripping apart their prey with sharp talons and powerful jaws. They …","image":["/Images/Monsters/Dinosaur_Deinonychus.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":19,"level":2,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=118","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":10,"size":["Medium"],"name":"Deinonychus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,10],"slug":"creature-118"},{"attack_bonus":[17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":90,"source":["Bestiary"],"type":"Creature","creature_family":"Dinosaur","will_save":12,"charisma":-1,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Punishing Tail","Trample"],"skill":["Athletics"],"trait":["Animal","Dinosaur","N","Huge"],"id":"creature-119","text":" Ankylosaurus Squat, heavily armored quadrupeds, ankylosauruses are stubborn and irascible. Although they’re herbivores, they have been known to attack other creatures that trespass within territory simply out of ill temper. Ankylosauruses have few natural predators, as their bony hides are covered in spiked nubs that jut in many different directions to discourage larger creatures from biting them. They have mighty tails ending in an immense knot of bone, which they use to whip at threats with incredible speed and power. While these low-to-the-ground dinosaurs can trample human-sized or smaller foes, their relatively squat stance prevents them from doing so against larger targets. An ankylosaurus is about 30 feet long, 10 feet tall at the shoulder, and weighs over 3 tons. The ankylosaurus is the largest of the heavily armored dinosaurs called ankylosaurids, but smaller versions exist as well. Still Large in size, these smaller dinosaurs, such as the 16-foot long pinacosaurus, lack the trample ability and are rarely above 4th level. Regardless of size, ankylosaurids tend to be relatively muted in coloration, with mixes of black, brown, and gray. When captive, an ankylosaurus’s keeper might paint its scales bright colors to signify to others that is not a wild creature. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Ankylosaurus Source Bestiary pg. 97 Perception +12; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +17 Str +7 Dex +0 Con +4 Int -4 Wis +2 Cha -1 --- AC 26 Fort +16 Ref +10 Will +12 HP 90 --- Speed 25 feet Melee Single Action tail +17 (Backswing, reach 15 feet), Damage 2d8+7 bludgeoning plus punishing tail Melee Single Action foot +17 (reach 10 feet), Damage 2d6+7 bludgeoning Punishing Tail A creature struck by the anklyosaurus's tail must attempt a DC 24 Fortitude save. On a failure, it's slowed 1 until the end of its next turn; on a critical failure, it's stunned until the end of its next turn. Trample Three Actions Medium or smaller, foot, DC 24 ","skill_mod":{"athletics":17},"summary":"Squat, heavily armored quadrupeds, ankylosauruses are stubborn and irascible. Although they’re herbivores, they have been known to attack other …","image":["/Images/Monsters/Dinosaur_Ankylosaurus.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":26,"level":6,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=119","intelligence":-4,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":16,"size":["Huge"],"name":"Ankylosaurus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,16],"slug":"creature-119"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":125,"source":["Bestiary"],"type":"Creature","creature_family":"Dinosaur","will_save":13,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Dorsal Deflection","Trample"],"skill":["Athletics"],"trait":["Animal","Dinosaur","N","Huge"],"id":"creature-120","text":" Stegosaurus The stegosaurus is easily recognized by its twin rows of diamond-shaped dorsal plates that run down its spine, and thick tail adorned with four large spikes. This strange configuration protects this herbivore from predators, as the stegosaurus can hunker down to interpose its dorsal plates between an attacker and its thick body. A stegosaurus defends itself by swinging its spiked tail at larger foes and trampling smaller opponents underfoot. The stegosaurus often inhabits grasslands, where nutritious vegetation is plentiful and only its dorsal plates rise above waving fields of tall grass. The stegosaurus is among the most curious of dinosaurs, and hunters often find it easy to bait them with shiny trinkets or strange noises. A stegosaurus is about 30 feet long, 16 feet high at the top of its highest dorsal plate, and weighs between 2 and 3 tons. The stegosaurus is generally more even-tempered and even gentle, despite its size, than the ankylosaurus. This combination makes it even more popular as a trained pet or guard, but even then one should take care to not annoy the dinosaur—an angry or annoyed stegosaurus can lash out with its tail with little warning. Often, it’s wiser to train smaller variants, such as the kentrosaurus. Regardless, their dorsal plates make this dinosaur a poor choice as a mount. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Stegosaurus Source Bestiary pg. 98 Perception +15; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +20 Str +7 Dex +2 Con +4 Int -4 Wis +2 Cha +0 --- AC 23 Fort +17 Ref +13 Will +13 HP 125 Dorsal Deflection Reaction Trigger The stegosaurus is targeted with a melee attack. Effect The stegosaurus leans its dorsal plates into the attack, gaining a +2 circumstance bonus to its AC against the triggering attack. If the attack misses, the stegosaurus Steps after the attack. --- Speed 25 feet Melee Single Action tail +18 (Sweep, reach 15 feet), Damage 2d8+9 piercing Melee Single Action foot +18 (reach 10 feet), Damage 2d6+9 bludgeoning Trample Three Actions Large or smaller, foot, DC 25 ","skill_mod":{"athletics":20},"summary":"The stegosaurus is easily recognized by its twin rows of diamond-shaped dorsal plates that run down its spine, and thick tail adorned with four large …","image":["/Images/Monsters/Dinosaur_Stegosaurus.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":23,"level":7,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=120","intelligence":-4,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":17,"size":["Huge"],"name":"Stegosaurus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,18],"slug":"creature-120"},{"attack_bonus":[19,19],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":140,"source":["Bestiary"],"type":"Creature","creature_family":"Dinosaur","will_save":14,"charisma":-1,"speed":{"max":30,"land":30},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Frill Defense","Lumbering Charge","Trample","Vicious Gore"],"skill":["Athletics"],"trait":["Animal","Dinosaur","N","Huge"],"id":"creature-121","text":" Triceratops Triceratopses are muscular quadrupeds with powerful but short legs, thick necks, and heads crowned by a wide, bony frill. Though they bear a large horn on their snout and one on each brow, these dinosaurs are herbivores and use these bony protrusions only to defend themselves from attackers or in dramatic clashes against other triceratopses for grazing territory or mates. Short-tempered and obstinate, triceratopses are unlikely to back down from a fight unless they are hopelessly outmatched, and the creatures are known to fight to the death for no apparent reason beyond stubbornness. Triceratopses often serve as mounts for lizardfolk, orcs, and giants, who ride comfortably behind the dinosaurs’ protective bone frills. A triceratops is 30 feet long and weighs as much as 10 tons. Triceratopses are surely the most well-known of the dinosaurs known as ceratopids, but many others exist. For example, the smaller styracosauruses have only one horn but several horn-like protrusions on their frills. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Triceratops Source Bestiary pg. 99 Perception +16; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +21 Str +7 Dex +0 Con +4 Int -4 Wis +2 Cha -1 --- AC 26 Fort +18 Ref +12 Will +14 HP 140 Frill Defense Reaction Trigger The rider is targeted with an attack. Requirements A creature must be mounted on the triceratops. Effect The triceratops intercepts the attack with its bony frill. The rider gains a +2 circumstance bonus to its AC against the triggering attack. --- Speed 30 feet Melee Single Action horns +19 (reach 15 feet), Damage 2d8+9 piercing plus Knockdown Melee Single Action foot +19 (reach 10 feet), Damage 2d6+9 bludgeoning Lumbering Charge Single Action The triceratops Strides up to 10 feet and then makes a Strike. Trample Three Actions Large or smaller, foot, DC 26 Vicious Gore A triceratops deals 2d6 extra persistent bleed damage to prone targets it hits with its horns. ","skill_mod":{"athletics":21},"summary":"Triceratopses are muscular quadrupeds with powerful but short legs, thick necks, and heads crowned by a wide, bony frill. Though they bear a large …","image":["/Images/Monsters/Dinosaur_Triceratops.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=121","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":18,"size":["Huge"],"name":"Triceratops","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,18],"slug":"creature-121"},{"attack_bonus":[23,23],"constitution":5,"primary_source_category":"Rulebooks","strength":9,"hp":220,"source":["Bestiary"],"type":"Creature","creature_family":"Dinosaur","will_save":16,"charisma":1,"speed":{"max":35,"land":35},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Tail Sweep","Trample"],"skill":["Athletics"],"trait":["Animal","Dinosaur","N","Gargantuan"],"id":"creature-122","text":" Brontosaurus Brontosauruses are truly gigantic behemoths, plodding herbivores large enough to be unafraid of all but the most massive predators. Brontosauruses have stout bodies and long, sinuous necks ending in small heads, allowing them to graze from the highest treetops. Their powerful tails are equally as long as their necks and provide counterbalances. Brontosauruses bear their bulk upon four stout legs. Although their feet are capable of crushing entire buildings, these herbivores are generally peaceful and considerate of where they step. Most brontosauruses are dangerous only when defending themselves or their young, or when panicked enough to stampede. When roused in this way, however, the creatures are truly terrifying: their muscular tails sweep in great arcs and their massive feet crash down heedlessly onto the ground. A brontosaurus is 70 feet long and weighs more than 30 tons. Brontosauruses belong to a group of dinosaurs known as sauropods, all of which are immense in size. The brachiosaurus is among the tallest of these dinosaurs, and the diplodocus among the longest, but it’s likely that even larger behemoths exist. Recall Knowledge - Animal (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Brontosaurus Source Bestiary pg. 100 Perception +16; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +23 Str +9 Dex +0 Con +5 Int -4 Wis +2 Cha +1 --- AC 28 Fort +21 Ref +14 Will +16 HP 220 --- Speed 35 feet Melee Single Action tail +23 (Sweep, reach 20 feet), Damage 2d10+13 bludgeoning plus Improved Knockdown Melee Single Action foot +23 (reach 15 feet), Damage 2d8+13 bludgeoning Tail Sweep Two Actions The brontosaurus makes a tail Strike and compares the attack roll to the AC of up to three foes, each of whom must be within its tail's melee reach and adjacent to at least one other target. It rolls damage only once and applies it to each creature hit. A Tail Sweep counts as two attacks for its multiple attack penalty. Trample Three Actions Huge or smaller, foot, DC 29 ","skill_mod":{"athletics":23},"summary":"Brontosauruses are truly gigantic behemoths, plodding herbivores large enough to be unafraid of all but the most massive predators. Brontosauruses …","image":["/Images/Monsters/Dinosaur_Brontosaurus.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":28,"level":10,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=122","intelligence":-4,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":21,"size":["Gargantuan"],"name":"Brontosaurus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,24],"slug":"creature-122"},{"attack_bonus":[22,22],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":180,"source":["Bestiary"],"type":"Creature","creature_family":"Dinosaur","will_save":19,"charisma":0,"speed":{"max":40,"land":40},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Fling","Pin Prey","Swallow Whole","Trample"],"skill":["Acrobatics","Athletics"],"trait":["Animal","Dinosaur","N","Gargantuan"],"id":"creature-123","text":" Tyrannosaurus Widely regarded as the king of the dinosaurs, the tyrannosaurus is a massive predator with a wide mouth filled with viciously sharp teeth. Thundering beasts of fury and hunger, tyrannosauruses are bold and fearless carnivores that eagerly bite off great hunks of large prey and swallow smaller prey—such as most humanoids—in a single gulp. Although they can subsist on carrion, tyrannosaurs prefer live prey. Tyrannosauruses stand on two wide, powerful hind legs that allow them to run quickly, and their thick tails provide them with exceptional balance. Although a their small forelimbs are of little use other than to hold prey in place while the predators tear at their victim’s flesh with their fearsome jaws, even these forelimbs bear sharp claws several inches long. As fearsome as tyrannosauruses are alone, they sometimes hunt in packs to take down massive prey. Only the most powerful creatures can successfully train tyrannosauruses, and even then, only when they can provide the ravenous beasts with a steady diet of meat. Some tribes of giants, particularly cyclopes or more obscure denizens of primeval lands, have even trained tyrannosauruses as mounts or beasts of war. In other places, xulgaths feed these prisoners to these mighty dinosaurs as part of executions or ritual sacrifices. Some xulgath cults even revere tyrannosaurs as incarnations of their violent demonic demigods. For their part, tyrannosaurs who have grown used to having their meals provided in this manner are remarkably well-behaved toward their feeders and keepers. Tyrannosauruses are 50 feet long and weigh 7 tons or more. . Other variants of the tyrannosaurs include slightly smaller dinosaurs such as the allosaurus, or even larger dinosaurs like the ravenous giganotosaurus. Even the smallest tyrannosaurs, such as the nanotyrannus, are never smaller than Large in size, yet despite this smaller stature, they are no less ferocious, and those who would assume that a nanotyrannus is \"safer\" to train would do well to think again! Recall Knowledge - Animal (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Tyrannosaurus Source Bestiary pg. 101 Perception +19; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +15, Athletics +24 Str +8 Dex +1 Con +5 Int -4 Wis +3 Cha +0 --- AC 29 Fort +21 Ref +15 Will +19 HP 180 --- Speed 40 feet Melee Single Action jaws +22 (deadly 1d12, reach 20 feet), Damage 2d12+12 piercing plus Grab Melee Single Action foot +22 (reach 15 feet), Damage 2d10+12 bludgeoning Fling Single Action Requirements A creature is Grabbed in the tyrannosaurus's jaws. Effect The tyrannosaurus flings the creature into the air up to 10 feet up from its mouth and 20ft away. The creature falls 25 feet (assuming the tyrannosaurus flings it as high as it can) and takes falling damage accordingly. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed upon can attempt a DC 23 basic Reflex save. Pin Prey Reaction Trigger The tyrannosaurus critically hits a Large or smaller foe with its foot. Effect The creature struck by the foot is knocked prone and the tyrannosaurus uses its foot to hold the creature in place. As long as the tyrannosaurus doesn't move from its position, the pinned creature is Grabbed. A tyrannosaurus gains a +2 circumstance bonus to attack a creature it has pinned in this manner, but it cannot use swallow whole on the target unless it uses its jaws to Grab the victim first. Swallow Whole Single Action (Attack) Medium, 3d6+8 bludgeoning, Rupture 26 Trample Three Actions Huge or smaller, foot, DC 29 ","skill_mod":{"athletics":24,"acrobatics":15},"summary":"Widely regarded as the king of the dinosaurs, the tyrannosaurus is a massive predator with a wide mouth filled with viciously sharp teeth. Thundering …","image":["/Images/Monsters/Dinosaur_Tyrannosaurus.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=123","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":21,"size":["Gargantuan"],"name":"Tyrannosaurus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23,25],"slug":"creature-123"},{"attack_bonus":[6],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":8,"source":["Bestiary"],"type":"Creature","creature_family":"Dog","will_save":4,"charisma":-1,"speed":{"max":30,"land":30},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Pack Attack"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"5","trait":["Animal","N","Small"],"id":"creature-124","text":" Guard Dog The typical guard dog is loyal to and beloved by many communities. Often adored as pets, they also excel as protectors and trackers, and can be fearless when defending a beloved master or family member. The statistics presented below work well for any number of breeds of dog ranging from 20 to 50 pounds in weight. Wild dogs can also use these statistics, but their untamed nature makes them far more unpredictable and threatening. Feral dogs are perhaps even more dangerous, for unlike their wild cousins, feral dogs often lack the instinctual fear of humanity that stops wild creatures from interacting with people. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Guard Dog Source Bestiary pg. 102 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +5, Athletics +4, Stealth +5, Survival +4 Str +1 Dex +2 Con +2 Int -4 Wis +1 Cha -1 --- AC 15 Fort +5 Ref +7 Will +4 HP 8 --- Speed 30 feet Melee Single Action jaws +6, Damage 1d4+1 piercing Pack Attack The dog’s Strikes deal 1d4 extra damage to creatures within the reach of at least two of the dog’s allies. ","skill_mod":{"survival":4,"stealth":5,"athletics":4,"acrobatics":5},"summary":"The typical guard dog is loyal to and beloved by many communities. Often adored as pets, they also excel as protectors and trackers, and can be …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=124","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Guard Dog","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-124"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":20,"source":["Bestiary"],"type":"Creature","creature_family":"Dog","will_save":5,"charisma":-1,"speed":{"max":35,"land":35},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Buck","Pack Attack"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","N","Medium"],"id":"creature-125","text":" Riding Dog Riding dogs types include larger dogs, such as mastiffs, wolfhounds, and huskies, and are bred often by halflings and gnomes to serve as mounts. Riding dogs are as loyal and devoted to their masters as guard dogs, and are ferocious in battle, regardless of whether they bear a rider or not. As with guard dogs, these large hounds can be wild or feral in nature, and, in some cases, might rival packs of wolves with regard to the danger they pose to inhabitants of rural areas. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Riding Dog Source Bestiary pg. 102 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +5, Athletics +7, Survival +5 Str +2 Dex +2 Con +2 Int -4 Wis +2 Cha -1 --- AC 16 Fort +7 Ref +5 Will +5 HP 20 Buck Reaction DC 17 --- Speed 35 feet Melee Single Action jaws +7, Damage 1d6+2 piercing Pack Attack The dog’s Strikes deal 1d4 extra damage to creatures within the reach of at least two of the dog’s allies. ","skill_mod":{"survival":5,"athletics":7,"acrobatics":5},"summary":"Riding dogs types include larger dogs, such as mastiffs, wolfhounds, and huskies, and are bred often by halflings and gnomes to serve as mounts. …","image":["/Images/Monsters/Dog_RidingDog.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=125","intelligence":-4,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Riding Dog","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-125"},{"attack_bonus":[10],"constitution":0,"primary_source_category":"Rulebooks","strength":3,"hp":50,"language":["Common","two other languages"],"source":["Bestiary"],"type":"Creature","will_save":11,"charisma":4,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["End the Charade","Change Shape"],"skill":["Deception","Diplomacy","Society","Stealth"],"stealth":"8","trait":["Humanoid","Uncommon","N","Medium"],"id":"creature-126","text":" Doppelganger In their natural forms, doppelgangers are humanoid creatures with flesh of indeterminate color and features that lack fine details, as if unfinished. As masters of mimicry, they use their abilities to impersonate others in devious ways, often infiltrating settlements and residing within them for years without being detected. Doppelgangers are incredibly secretive, with some nearing outright paranoia. They choose their targets carefully and go to great lengths not to reveal their intentions before their plans come to fruition. Doppelgangers usually infiltrate communities in order to gain some manner of wealth or power, and assume the guises of other (usually influential) persons to allow the creatures they’re impersonating to take the fall for any negative consequences that may result from their actions. Though most are not evil, doppelgangers are manipulative and self-serving. As they don’t have their own society and aren’t monolithic in their motivations, an individual doppelganger has its own unique interests and impulses, though many are over-indulgent. Some doppelgangers enjoy the thrill of subtlety, while others favor grander schemes, such as manipulating a nation’s political infrastructure. Others seek to exploit merchant guilds to gain immense wealth, while others use their shape-changing ability to destroy relationships between close friends or families. Doppelgangers are careful and patient creatures. They are willing to slowly construct elaborate schemes that may require extended periods of time—even decades—to yield results. Doppelgangers often work alone, as they don’t trust potential cohorts not to ruin their plans. There are rare times when doppelgangers might reveal secrets to high-ranking individuals to ensure a successful infiltration. When they do work with others, it’s because they’ve taken the shape of a target group’s leader, unbeknownst to the organization’s members. Doppelgangers can grow in power by learning skills and abilities, and often make excellent rogues, spellcasters, or fighters. A doppelganger that has class abilities can often effectively infiltrate and plague an adventuring group as a powerful antagonist—but using a doppelganger like this in your game should be handled with care (see the Infiltrating a Party sidebar above for more information). Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Doppelganger Source Bestiary pg. 103 Perception +7; darkvision Languages Common; two other languages Skills Deception +11, Diplomacy +11, Society +8, Stealth +8 Str +3 Dex +3 Con +0 Int +1 Wis +2 Cha +4 --- AC 18 Fort +5 Ref +10 Will +11 HP 50 End the Charade Reaction (attack); Trigger The doppelganger is transformed with Change Shape and another creature moves adjacent to it or takes a hostile action against it. Effect The doppelganger reverts to its natural form and can make a Strike against the triggering creature. If the creature was unaware the doppelganger was in disguise, that creature is flat-footed against this attack. --- Speed 25 feet Melee Single Action claw +10 (Agile), Damage 2d6+5 slashing Arcane Innate Spells DC 21 - 3rd Mind Reading (at will) Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) The doppelganger takes on the specific appearance of any Small or Medium humanoid who it has seen and whose appearance it remembers. This doesn’t change the doppelganger’s Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning). Infiltrating a Party While incorporating a doppelganger who infiltrates the adventuring party into your game can lead to many exciting narrative possibilities, in practice, it’s not easy (or even advisable) to pull off. If you wish to try, it’s best to make sure you know your players well and have their trust. You can take a targeted player aside to let them know that, for a time, they’ll be playing a doppelganger, but take care not to remove the player’s agency from the game for too long or too often, as that can get old fast from the other side of the GM screen! ","tradition":["Arcane"],"skill_mod":{"society":8,"diplomacy":11,"deception":11,"stealth":8},"summary":"In their natural forms, doppelgangers are humanoid creatures with flesh of indeterminate color and features that lack fine details, as if unfinished. …","image":["/Images/Monsters/Doppelganger.png"],"primary_source":"Bestiary","spell":["Mind Reading"],"trait_group":["Creature Type","Rarity"],"ac":18,"level":3,"spell_dc":[21],"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=126","intelligence":1,"reflex_save":10,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Medium"],"name":"Doppelganger","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12],"slug":"creature-126"},{"remaster_name":["Young Bog Dragon"],"attack_bonus":[17,17,19,19],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":125,"language":["Draconic"],"immunity":["acid","paralyzed","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Dragon, Black","will_save":15,"charisma":2,"speed":{"fly":100,"max":100,"land":40,"swim":40},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Frightful Presence","Tail Lash","Efiect","Breath Weapon","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Stealth"],"stealth":"16","trait":["Acid","Amphibious","Dragon","CE","Large"],"id":"creature-127","text":" Young Black Dragon Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind—except perhaps to mate or temporarily collaborate to take down a mutual enemy. Black dragons are amphibious—although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They’re immune to the fetid water that comes as a result of their magical ability to corrupt water. Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can’t survive the dragon’s acidic presence. Recall Knowledge - Dragon (Arcana): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Young Black Dragon Source Bestiary pg. 105 Perception +15; darkvision, scent (imprecise) 60 feet Languages Draconic Skills Acrobatics +14, Arcana +12, Athletics +17, Deception +15, Intimidation +15, Stealth +16 Str +6 Dex +3 Con +4 Int +1 Wis +2 Cha +2 --- AC 25 Fort +17 Ref +12 Will +15 HP 125 Immunities acid, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 23 Tail Lash Reaction Trigger A creature within reach of the dragon’s tail takes an action to Strike or attempt a skill check; Efiect The dragon Strikes with its tail at the triggering creature at a –2 penalty. If it hits, the creature takes a –2 circumstance penalty to the triggering roll. --- Speed 40 feet, fly 100 feet, swim 40 feet Melee Single Action jaws +19 (Acid, reach 10 feet), Damage 2d10+9 piercing plus 1d6 acid Melee Single Action claw +19 (Agile), Damage 2d6+9 slashing Melee Single Action tail +17 (reach 15 feet), Damage 2d8+7 bludgeoning Melee Single Action horns +17 (reach 10 feet), Damage 1d8+7 piercing Breath Weapon Two Actions (Acid, Arcane, Evocation) The dragon breathes a spray of acid that deals 8d6 acid damage in a 60-foot line (DC 25 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horns Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Black Dragon Spellcasters Black dragon spellcasters tend to cast the following spells. Young Black Dragon Arcane Prepared Spells DC 25, attack +18; 3rd slow , stinking cloud ; 2nd blur , glitterdust , invisibility ; 1st alarm , ray of enfeeblement , true strike ; Cantrips (3rd) dancing lights , detect magic , prestidigitation , read aura , tanglefoot ","skill_mod":{"deception":15,"stealth":16,"arcana":12,"athletics":17,"intimidation":15,"acrobatics":14},"summary":"Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their …","primary_source":"Bestiary","trait_group":["Energy","Monster","Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=127","intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Young Black Dragon","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,16,16,23],"slug":"creature-127"},{"remaster_name":["Adult Bog Dragon"],"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Common","Draconic","Jotun"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":22,"stealth":"20","trait":["Acid","Amphibious","Dragon","CE","Large"],"id":"creature-128","text":" Adult Black Dragon Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind—except perhaps to mate or temporarily collaborate to take down a mutual enemy. Black dragons are amphibious—although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They’re immune to the fetid water that comes as a result of their magical ability to corrupt water. Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can’t survive the dragon’s acidic presence. Recall Knowledge - Dragon (Arcana): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Adult Black Dragon Source Bestiary pg. 105 Perception +22; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Jotun Skills Acrobatics +18, Arcana +19, Athletics +24, Deception +20, Intimidation +20, Stealth +20 Str +7 Dex +3 Con +5 Int +2 Wis +3 Cha +3 --- AC 31 Fort +23 Ref +18 Will +21 +1 status to all saves vs. magic HP 215 Immunities acid, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 28 Tail Lash Reaction Trigger A creature within reach of the dragon’s tail takes an action to Strike or attempt a skill check; Effect The dragon Strikes with its tail at the triggering creature at a –2 penalty. If it hits, the creature takes a –2 circumstance penalty to the triggering roll. --- Speed 50 feet, fly 120 feet, swim 50 feet Melee Single Action jaws +25 (Acid, Magical, reach 10 feet), Damage 2d12+13 piercing plus 2d6 acid Melee Single Action claw +25 (Agile, Magical), Damage 2d10+13 slashing Melee Single Action tail +23 (Magical, reach 15 feet), Damage 2d12+11 bludgeoning Melee Single Action horns +23 (Magical, reach 10 feet), Damage 1d10+11 piercing Arcane Innate Spells DC 30 - 2nd Darkness (at will) Breath Weapon Two Actions (Acid, Arcane, Evocation) The dragon breathes a spray of acid that deals 12d6 acid damage in an 80-foot line (DC 30 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Corrupt Water Single Action (Arcane, Concentrate, Necromancy) Frequency Once per day; Effect The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 28 Will save to protect liquids in its possession). This doesn't affect liquids in a creature's body. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horns Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Black Dragon Spellcasters Black dragon spellcasters tend to cast the following spells. Young Black Dragon Arcane Prepared Spells DC 25, attack +18; 3rd slow , stinking cloud ; 2nd blur , glitterdust , invisibility ; 1st alarm , ray of enfeeblement , true strike ; Cantrips (3rd) dancing lights , detect magic , prestidigitation , read aura , tanglefoot Adult Black Dragon Arcane Prepared Spells DC 30, attack +24; As young black dragon, plus 5th black tentacles , mariner’s curse ; 4th clairvoyance , dimension door , suggestion ; 3rd paralyze ; Cantrips (5th) dancing lights , detect magic , prestidigitation , read aura , tanglefoot ","skill_mod":{"deception":20,"stealth":20,"arcana":19,"athletics":24,"intimidation":20,"acrobatics":18},"primary_source":"Bestiary","spell":["Darkness"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Adult Black Dragon","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[16,24,24,33],"attack_bonus":[23,23,25,25],"constitution":5,"immunity":["acid","paralyzed","sleep"],"creature_family":"Dragon, Black","will_save":21,"speed":{"fly":120,"max":120,"land":50,"swim":50},"wisdom":3,"weakness":{},"creature_ability":["Frightful Presence","Tail Lash","Breath Weapon","Corrupt Water","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Stealth"],"tradition":["Arcane"],"summary":"Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their …","trait_group":["Energy","Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=128","dexterity":3,"category":"creature","slug":"creature-128"},{"remaster_name":["Ancient Bog Dragon"],"primary_source_category":"Rulebooks","strength":8,"hp":325,"language":["Common","Draconic","Goblin","Jotun","Orcish"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":30,"stealth":"27","trait":["Acid","Amphibious","Dragon","Uncommon","CE","Huge"],"id":"creature-129","text":" Ancient Black Dragon Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind—except perhaps to mate or temporarily collaborate to take down a mutual enemy. Black dragons are amphibious—although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They’re immune to the fetid water that comes as a result of their magical ability to corrupt water. Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can’t survive the dragon’s acidic presence. Recall Knowledge - Dragon (Arcana): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Ancient Black Dragon Source Bestiary pg. 106 Perception +30; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Goblin, Jotun, Orcish Skills Acrobatics +25, Arcana +26, Athletics +32, Deception +29, Intimidation +29, Stealth +27 Str +8 Dex +5 Con +6 Int +4 Wis +5 Cha +5 --- AC 39 Fort +30 Ref +27 Will +29 +1 status to all saves vs. magic HP 325 Immunities acid, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 35 Tail Lash Reaction Trigger A creature within reach of the dragon’s tail takes an action to Strike or attempt a skill check; Effect The dragon Strikes with its tail at the triggering creature at a –2 penalty. If it hits, the creature takes a –2 circumstance penalty to the triggering roll. --- Speed 60 feet, fly 150 feet, swim 60 feet Melee Single Action jaws +33 (Acid, Magical, reach 15 feet), Damage 3d10+14 piercing plus 2d6 acid and 2d6 persistent acid Melee Single Action claw +33 (Agile, Magical, reach 10 feet), Damage 3d8+14 slashing Melee Single Action tail +31 (Magical, reach 20 feet), Damage 3d10+12 bludgeoning Melee Single Action horns +31 (Magical, reach 15 feet), Damage 2d10+12 piercing Arcane Innate Spells DC 37 - 2nd Darkness (at will) Breath Weapon Two Actions (Acid, Arcane, Evocation) The dragon breathes a spray of acid that deals 17d6 acid damage in a 100-foot line (DC 39 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Corrupt Water Single Action (Arcane, Concentrate, Necromancy) Frequency Once per day; Effect The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 35 Will save to protect liquids in its possession). This doesn't affect liquids in a creature's body. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horns Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Black Dragon Spellcasters Black dragon spellcasters tend to cast the following spells. Young Black Dragon Arcane Prepared Spells DC 25, attack +18; 3rd slow , stinking cloud ; 2nd blur , glitterdust , invisibility ; 1st alarm , ray of enfeeblement , true strike ; Cantrips (3rd) dancing lights , detect magic , prestidigitation , read aura , tanglefoot Adult Black Dragon Arcane Prepared Spells DC 30, attack +24; As young black dragon, plus 5th black tentacles , mariner’s curse ; 4th clairvoyance , dimension door , suggestion ; 3rd paralyze ; Cantrips (5th) dancing lights , detect magic , prestidigitation , read aura , tanglefoot Ancient Black Dragon Arcane Prepared Spells DC 37, attack +32; As adult black dragon, plus 7th finger of death , mask of terror , reverse gravity ; 6th dominate , true seeing , wall of force ; 5th prying eye ; Cantrips (7th) dancing lights , detect magic , prestidigitation , read aura , tanglefoot Serzilian The great wyrm black dragon Serzilian rules over the fetid Graidmere swamp in Ustalav, where she has resided for over 800 years. She knows something darker even than herself resides somewhere in the swamp, but she has yet to find how to summon such an entity. For now, she slumbers, waking only to demand sacrifices. ","skill_mod":{"deception":29,"stealth":27,"arcana":26,"athletics":32,"intimidation":29,"acrobatics":25},"image":["/Images/Monsters/DragonBlack_AncientBlackDragon.png"],"primary_source":"Bestiary","spell":["Darkness"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":4,"reflex_save":27,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":30,"size":["Huge"],"name":"Ancient Black Dragon","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[23,27,28,44],"attack_bonus":[31,31,33,33],"constitution":6,"immunity":["acid","paralyzed","sleep"],"creature_family":"Dragon, Black","will_save":29,"speed":{"fly":150,"max":150,"land":60,"swim":60},"wisdom":5,"weakness":{},"creature_ability":["Frightful Presence","Tail Lash","Breath Weapon","Corrupt Water","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Stealth"],"tradition":["Arcane"],"summary":"Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their …","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=129","dexterity":5,"category":"creature","slug":"creature-129"},{"remaster_name":["Young Stormcrown Dragon"],"primary_source_category":"Rulebooks","strength":5,"hp":170,"language":["Common","Draconic"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":18,"stealth":"15","trait":["Dragon","Electricity","LE","Large"],"id":"creature-130","text":" Young Blue Dragon Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon’s lackeys typically don’t even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins. Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they’re universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency. Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs. The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort—but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon’s true hoard is the rich furnishings in its citadel— expensive art, ornate furniture, and architectural marvels. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Young Blue Dragon Source Bestiary pg. 107 Perception +18; darkvision, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +15, Arcana +16, Deception +18, Diplomacy +18, Intimidation +18, Society +16, Stealth +15, Survival +16 Str +5 Dex +2 Con +3 Int +1 Wis +3 Cha +3 Sound Imitation The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so. --- AC 28 Fort +19 Ref +18 Will +19 HP 170 Immunities electricity, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 26 Wing Deflection Reaction Trigger The dragon is targeted with an attack. Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete. --- Speed 30 feet, burrow 15 feet, fly 100 feet Melee Single Action jaws +21 (Electricity, reach 10 feet), Damage 2d8+11 piercing plus 1d12 electricity Melee Single Action claw +21 (Agile), Damage 2d8+11 slashing Melee Single Action tail +19 (reach 15 feet), Damage 2d8+9 bludgeoning Melee Single Action horns +19 (reach 10 feet), Damage 1d8+9 piercing Arcane Innate Spells DC 28 - Cantrips (4th) Ghost Sound - 1st Create Water (at will; see desert thirst) Breath Weapon Two Actions (Arcane, Electricity, Evocation) The dragon breathes lightning that deals 5d12 electricity damage in an 80-foot line (DC 28 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds. Desert Thirst (Arcane, Transmutation) When casting create water , the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they’re of a lower level than the dragon (a creature can attempt a DC 26 Will save to protect all liquids in its possession). This doesn’t affect the liquids in a creature’s body. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horns Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Blue Dragon Spellcasters Blue dragon spellcasters tend to cast the following spells. Young Blue Dragon Arcane Prepared Spells DC 28, attack +21; 4th dimension door , hallucinatory terrain ; 3rd dream message , hypnotic pattern , paralyze ; 2nd dispel magic , invisibility , mirror image ; 1st alarm , charm , unseen servant ; Cantrips (4th) detect magic , message , read aura , shield , sigil ","skill_mod":{"society":16,"diplomacy":18,"deception":18,"survival":16,"stealth":15,"arcana":16,"intimidation":18,"acrobatics":15},"primary_source":"Bestiary","spell":["Create Water","Ghost Sound"],"ac":28,"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":1,"reflex_save":18,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Young Blue Dragon","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[13,18,20,26],"attack_bonus":[19,19,21,21],"constitution":3,"immunity":["electricity","paralyzed","sleep"],"creature_family":"Dragon, Blue","will_save":19,"speed":{"fly":100,"max":100,"land":30,"burrow":15},"wisdom":3,"weakness":{},"creature_ability":["Sound Imitation","Frightful Presence","Wing Deflection","Breath Weapon","Desert Thirst","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Arcana","Deception","Diplomacy","Intimidation","Society","Stealth","Survival"],"tradition":["Arcane"],"summary":"Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons …","trait_group":["Creature Type","Energy","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=130","dexterity":2,"category":"creature","slug":"creature-130"},{"remaster_name":["Adult Stormcrown Dragon"],"primary_source_category":"Rulebooks","strength":6,"hp":260,"language":["Auran","Common","Draconic","Jotun"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":24,"stealth":"20","trait":["Dragon","Electricity","LE","Huge"],"id":"creature-131","text":" Adult Blue Dragon Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon’s lackeys typically don’t even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins. Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they’re universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency. Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs. The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort—but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon’s true hoard is the rich furnishings in its citadel— expensive art, ornate furniture, and architectural marvels. Recall Knowledge - Dragon (Arcana): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Adult Blue Dragon Source Bestiary pg. 108 Perception +24; darkvision, scent (imprecise) 60 feet Languages Auran, Common, Draconic, Jotun Skills Acrobatics +22, Arcana +25, Deception +26, Diplomacy +26, Intimidation +24, Society +23, Stealth +20, Survival +22 Str +6 Dex +3 Con +4 Int +4 Wis +3 Cha +5 Sound Imitation The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so. --- AC 34 Fort +24 Ref +23 Will +23 +1 status to all saves vs. magic HP 260 Immunities electricity, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 32 Wing Deflection Reaction Trigger The dragon is targeted with an attack. Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete. --- Speed 40 feet, burrow 20 feet, fly 150 feet Melee Single Action jaws +27 (Electricity, Magical, reach 15 feet), Damage 3d8+12 piercing plus 1d12 electricity Melee Single Action claw +27 (Magical, Agile, reach 10 feet), Damage 3d8+12 slashing Melee Single Action tail +25 (Magical, reach 20 feet), Damage 3d8+10 bludgeoning Melee Single Action horns +25 (Magical, reach 15 feet), Damage 2d8+10 piercing Arcane Innate Spells DC 33 - Cantrips (6th) Ghost Sound - 1st Create Water (at will; see desert thirst) - 6th Illusory Creature, Illusory Object, Ventriloquism (at will) Breath Weapon Two Actions (Arcane, Electricity, Evocation) The dragon breathes lightning that deals 9d12 electricity damage in a 100-foot line (DC 33 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Desert Thirst (Arcane, Transmutation) When casting create water , the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 32 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horns Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Blue Dragon Spellcasters Blue dragon spellcasters tend to cast the following spells. Young Blue Dragon Arcane Prepared Spells DC 28, attack +21; 4th dimension door , hallucinatory terrain ; 3rd dream message , hypnotic pattern , paralyze ; 2nd dispel magic , invisibility , mirror image ; 1st alarm , charm , unseen servant ; Cantrips (4th) detect magic , message , read aura , shield , sigil Adult Blue Dragon Arcane Prepared Spells DC 34, attack +27; As young blue dragon, plus 6th baleful polymorph , mislead ; 5th chromatic wall , false vision , illusory scene ; 4th clairvoyance ; Cantrips (6th) detect magic , message , read aura , shield , sigil ","skill_mod":{"society":23,"diplomacy":26,"deception":26,"survival":22,"stealth":20,"arcana":25,"intimidation":24,"acrobatics":22},"primary_source":"Bestiary","spell":["Illusory Creature","Illusory Object","Ventriloquism","Create Water","Ghost Sound"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":4,"reflex_save":23,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":24,"size":["Huge"],"name":"Adult Blue Dragon","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[19,23,25,32],"attack_bonus":[25,25,27,27],"constitution":4,"immunity":["electricity","paralyzed","sleep"],"creature_family":"Dragon, Blue","will_save":23,"speed":{"fly":150,"max":150,"land":40,"burrow":20},"wisdom":3,"weakness":{},"creature_ability":["Sound Imitation","Frightful Presence","Wing Deflection","Breath Weapon","Desert Thirst","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Arcana","Deception","Diplomacy","Intimidation","Society","Stealth","Survival"],"tradition":["Arcane"],"summary":"Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons …","trait_group":["Creature Type","Energy","Monster"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=131","dexterity":3,"category":"creature","slug":"creature-131"},{"remaster_name":["Ancient Stormcrown Dragon"],"primary_source_category":"Rulebooks","strength":7,"hp":370,"language":["Auran","Common","Draconic","Ignan","Infernal","Jotun"],"source":["Bestiary"],"type":"Creature","charisma":7,"perception":31,"stealth":"28","trait":["Dragon","Electricity","Uncommon","LE","Huge"],"id":"creature-132","text":" Ancient Blue Dragon Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon’s lackeys typically don’t even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins. Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they’re universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency. Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs. The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort—but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon’s true hoard is the rich furnishings in its citadel— expensive art, ornate furniture, and architectural marvels. Recall Knowledge - Dragon (Arcana): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ancient Blue Dragon Source Bestiary pg. 108 Perception +31; darkvision, scent (imprecise) 60 feet Languages Auran, Common, Draconic, Ignan, Infernal, Jotun Skills Acrobatics +28, Arcana +33, Deception +35, Diplomacy +35, Intimidation +33, Society +35, Stealth +28, Survival +29 Str +7 Dex +4 Con +6 Int +7 Wis +5 Cha +7 Sound Imitation The dragon can mimic any sound it has heard. To do so, it must succeed at a Deception check with a +4 circumstance bonus. --- AC 42 Fort +32 Ref +30 Will +33 +1 status to all saves vs. magic HP 370 Immunities electricity, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 39 Wing Deflection Reaction Trigger The dragon is targeted with an attack. Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete. --- Speed 50 feet, burrow 30 feet, fly 200 feet Melee Single Action jaws +35 (Electricity, Magical, reach 20 feet), Damage 3d10+15 piercing plus 2d12 electricity Melee Single Action claw +35 (Agile, Magical, reach 15 feet), Damage 3d10+15 slashing Melee Single Action tail +33 (Magical, reach 25 feet), Damage 3d10+13 bludgeoning Melee Single Action horns +33 (Magical, reach 20 feet), Damage 2d10+13 piercing Arcane Innate Spells DC 43 - Cantrips (8th) Ghost Sound - 1st Create Water (at will; see desert thirst) - 7th Project Image (see mirage) - 8th Hallucinatory Terrain (at will), Illusory Creature (at will), Illusory Object (at will), Ventriloquism (at will) Breath Weapon Two Actions (Arcane, Electricity, Evocation) The dragon breathes lightning that deals 12d12 electricity damage in a 120-foot line (DC 40 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Each time the dragon uses Breath Weapon, a 20-foot-radius storm cloud appears 80 feet above a point of the dragon's choosing along the Breath Weapon's path. Clouds last for 10 minutes and allow the dragon to use Storm Breath. Desert Thirst (Arcane, Transmutation) When casting create water , the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 37 Will save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horns Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Mirage Whenever the dragon uses Breath Weapon while the illusory image from its innate project image spell persists, it can cause the Breath Weapon to originate from itself or the image. Storm Breath Single Action (Arcane, Concentrate, Electricity, Evocation) Frequency Once per round; Requirement A storm cloud created by Breath Weapon is within 500 feet, and the dragon can see the cloud. Effect The dragon calls down a lightning bolt from a storm cloud created by its Breath Weapon. This creates a vertical line of lightning to the ground that deals 6d12 electricity damage to all enemies in its path (DC 40 basic Reflex save). Blue Dragon Spellcasters Blue dragon spellcasters tend to cast the following spells. Young Blue Dragon Arcane Prepared Spells DC 28, attack +21; 4th dimension door , hallucinatory terrain ; 3rd dream message , hypnotic pattern , paralyze ; 2nd dispel magic , invisibility , mirror image ; 1st alarm , charm , unseen servant ; Cantrips (4th) detect magic , message , read aura , shield , sigil Adult Blue Dragon Arcane Prepared Spells DC 34, attack +27; As young blue dragon, plus 6th baleful polymorph , mislead ; 5th chromatic wall , false vision , illusory scene ; 4th clairvoyance ; Cantrips (6th) detect magic , message , read aura , shield , sigil Ancient Blue Dragon Arcane Prepared Spells DC 41, attack +35; As adult blue dragon, plus 8th disappearance , maze , mind blank ; 7th paralyze , prismatic spray , spell turning ; 6th feeblemind ; Cantrips (8th) detect magic , message , read aura , shield , sigil Deyrubrujan Responsible for destroying three separate villages in Avistan after a lengthy raid to seek hidden information, this great wyrm blue dragon maintains a fortress lair in the desert nation of Thuvia. Called Hidden Nest, Deyrubrujan’s lair is a factory where Usij cultists manufacture all manner of potions, drugs, and poisons, while ultimately seeking a way to make a counterfeit Sun Orchid Elixir. ","skill_mod":{"society":35,"diplomacy":35,"deception":35,"survival":29,"stealth":28,"arcana":33,"intimidation":33,"acrobatics":28},"image":["/Images/Monsters/DragonBlue_AncientBlueDragon.png"],"primary_source":"Bestiary","spell":["Hallucinatory Terrain","Illusory Creature","Illusory Object","Ventriloquism","Project Image","Create Water","Ghost Sound"],"ac":42,"level":18,"spell_dc":[43],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":7,"reflex_save":30,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":32,"size":["Huge"],"name":"Ancient Blue Dragon","alignment":"LE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[24,29,31,44],"attack_bonus":[33,33,35,35],"constitution":6,"immunity":["electricity","paralyzed","sleep"],"creature_family":"Dragon, Blue","will_save":33,"speed":{"fly":200,"max":200,"land":50,"burrow":30},"wisdom":5,"weakness":{},"creature_ability":["Sound Imitation","Frightful Presence","Wing Deflection","Breath Weapon","Desert Thirst","Draconic Frenzy","Draconic Momentum","Mirage","Storm Breath"],"skill":["Acrobatics","Arcana","Deception","Diplomacy","Intimidation","Society","Stealth","Survival"],"tradition":["Arcane"],"summary":"Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons …","trait_group":["Creature Type","Energy","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=132","dexterity":4,"category":"creature","slug":"creature-132"},{"remaster_name":["Young Horned Dragon"],"primary_source_category":"Rulebooks","strength":5,"hp":135,"language":["Common","Draconic"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":16,"stealth":"15","trait":["Amphibious","Dragon","LE","Large"],"id":"creature-133","text":" Young Green Dragon Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon’s fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools—and the threshold for what they consider foolish is very low. Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs. Green dragons’ pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information. Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures. Recall Knowledge - Dragon (Arcana): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Young Green Dragon Source Bestiary pg. 109 Perception +16; darkvision, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +13, Arcana +16, Athletics +17, Deception +14, Diplomacy +16, Intimidation +16, Nature +14, Occultism +17, Society +14, Stealth +15 Str +5 Dex +1 Con +3 Int +2 Wis +2 Cha +4 --- AC 28 Fort +16 Ref +16 Will +17 HP 135 Immunities paralyzed, poison, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 24 Twisting Tail Reaction Trigger A creature within reach of the dragon’s tail uses a move action or leaves a square during a move action it’s using. Effect The dragon makes a tail Strike at the creature with a –2 penalty. If it hits, the dragon disrupts the creature’s action. --- Speed 30 feet, fly 120 feet, swim 30 feet; woodland stride Melee Single Action jaws +20 (Poison, reach 10 feet), Damage 2d10+8 piercing plus 2d4 poison Melee Single Action claw +20 (Agile), Damage 2d8+8 slashing Melee Single Action tail +18 (reach 15 feet), Damage 2d8+7 bludgeoning Melee Single Action horn +18 (reach 10 feet), Damage 1d12+7 piercing Arcane Innate Spells DC 26 - 1st Charm (x2) - 2nd Entangle Breath Weapon Two Actions (Arcane, Evocation, Poison) The dragon breathes a toxic cloud that deals 9d6 poison damage in a 40-foot cone (DC 25 basic Fortitude save). It can’t use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Woodland Stride The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage. Green Dragon Spellcasters Green dragon spellcasters tend to cast the following spells. Young Green Dragon Arcane Prepared Spells DC 26, attack +20; 3rd dispel magic , locate , mind reading ; 2nd humanoid form , mirror image , see invisibility ; 1st illusory object , true strike , ventriloquism ; Cantrips (3rd) dancing lights , detect magic , ghost sound , read aura , shield ","skill_mod":{"society":14,"diplomacy":16,"deception":14,"nature":14,"stealth":15,"arcana":16,"athletics":17,"intimidation":16,"occultism":17,"acrobatics":13},"primary_source":"Bestiary","spell":["Entangle","Charm"],"ac":28,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":2,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Young Green Dragon","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[13,16,17,24],"attack_bonus":[18,18,20,20],"constitution":3,"immunity":["paralyzed","poison","sleep"],"creature_family":"Dragon, Green","will_save":17,"speed":{"fly":120,"max":120,"land":30,"swim":30},"wisdom":2,"weakness":{},"creature_ability":["Frightful Presence","Twisting Tail","Breath Weapon","Draconic Frenzy","Draconic Momentum","Woodland Stride"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Nature","Occultism","Society","Stealth"],"tradition":["Arcane"],"summary":"Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=133","dexterity":1,"category":"creature","slug":"creature-133"},{"remaster_name":["Adult Horned Dragon"],"primary_source_category":"Rulebooks","strength":6,"hp":215,"language":["Common","Draconic","Elven","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":22,"stealth":"21","trait":["Amphibious","Dragon","LE","Huge"],"id":"creature-134","text":" Adult Green Dragon Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon’s fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools—and the threshold for what they consider foolish is very low. Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs. Green dragons’ pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information. Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures. Recall Knowledge - Dragon (Arcana): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Adult Green Dragon Source Bestiary pg. 110 Perception +22; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Elven, Sylvan Skills Acrobatics +19, Arcana +22, Athletics +24, Deception +19, Diplomacy +23, Intimidation +23, Nature +20, Occultism +24, Society +22, Stealth +21 Str +6 Dex +3 Con +3 Int +4 Wis +4 Cha +5 --- AC 34 Fort +20 Ref +22 Will +23 +1 status to all saves vs. magic HP 215 Immunities paralyzed, poison, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 31 Twisting Tail Reaction Trigger A creature within reach of the dragon’s tail uses a move action or leaves a square during a move action it’s using. Effect The dragon makes a tail Strike at the creature with a –2 penalty. If it hits, the dragon disrupts the creature’s action. --- Speed 40 feet, fly 160 feet, swim 40 feet; trackless step, woodland stride Melee Single Action jaws +26 (Magical, Poison, reach 15 feet), Damage 3d10+12 piercing plus 3d4 poison Melee Single Action claw +26 (Agile, Magical, reach 10 feet), Damage 3d8+12 slashing Melee Single Action tail +24 (Magical, reach 20 feet), Damage 3d8+10 bludgeoning Melee Single Action horn +24 (Magical, reach 15 feet), Damage 2d8+10 piercing Arcane Innate Spells DC 32 - 1st Charm (at will) - 2nd Entangle (x2) - 4th Suggestion Breath Weapon Two Actions (Arcane, Evocation, Poison) The dragon breathes a toxic cloud that deals 13d6 poison damage in a 50-foot cone (DC 31 basic Fortitude save). It can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Trackless Step The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed. Woodland Stride The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage. Green Dragon Spellcasters Green dragon spellcasters tend to cast the following spells. Young Green Dragon Arcane Prepared Spells DC 26, attack +20; 3rd dispel magic , locate , mind reading ; 2nd humanoid form , mirror image , see invisibility ; 1st illusory object , true strike , ventriloquism ; Cantrips (3rd) dancing lights , detect magic , ghost sound , read aura , shield Adult Green Dragon Arcane Prepared Spells DC 33, attack +26; As young green dragon, plus 5th cloudkill , dispel magic , tongues ; 4th clairvoyance , dimension door , stoneskin ; Cantrips (5th) dancing lights , detect magic , ghost sound , read aura , shield ","skill_mod":{"society":22,"diplomacy":23,"deception":19,"nature":20,"stealth":21,"arcana":22,"athletics":24,"intimidation":23,"occultism":24,"acrobatics":19},"primary_source":"Bestiary","spell":["Suggestion","Entangle","Charm"],"ac":34,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":4,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"size":["Huge"],"name":"Adult Green Dragon","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[19,23,25,36],"attack_bonus":[24,24,26,26],"constitution":3,"immunity":["paralyzed","poison","sleep"],"creature_family":"Dragon, Green","will_save":23,"speed":{"fly":160,"max":160,"land":40,"swim":40},"wisdom":4,"weakness":{},"creature_ability":["Frightful Presence","Twisting Tail","Breath Weapon","Draconic Frenzy","Draconic Momentum","Trackless Step","Woodland Stride"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Nature","Occultism","Society","Stealth"],"tradition":["Arcane"],"summary":"Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=134","dexterity":3,"category":"creature","slug":"creature-134"},{"remaster_name":["Ancient Horned Dragon"],"primary_source_category":"Rulebooks","strength":7,"hp":315,"language":["Abyssal","Common","Draconic","Elven","Jotun","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":6,"perception":30,"stealth":"29","trait":["Amphibious","Dragon","Uncommon","LE","Gargantuan"],"id":"creature-135","text":" Ancient Green Dragon Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon’s fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools—and the threshold for what they consider foolish is very low. Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs. Green dragons’ pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information. Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures. Recall Knowledge - Dragon (Arcana): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ancient Green Dragon Source Bestiary pg. 110 Perception +30; darkvision, scent (imprecise) 60 feet Languages Abyssal, Common, Draconic, Elven, Jotun, Sylvan Skills Acrobatics +25, Arcana +32, Athletics +30, Deception +27, Diplomacy +31, Intimidation +31, Nature +28, Occultism +34, Society +31, Stealth +29 Str +7 Dex +4 Con +5 Int +6 Wis +5 Cha +6 Camouflage The dragon can Hide in natural environments even if it doesn’t have cover. --- AC 41 Fort +30 Ref +29 Will +32 +1 status to all saves vs. magic HP 315 Immunities paralyzed, poison, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 37 Miasma (aura, poison); 20 feet. After the dragon uses its Breath Weapon, a cloud of poison gas continues to emanate from its body for 1 round. Any creature that ends its turn in the miasma takes 4d6 poison damage (DC 37 basic Fortitude save). Any creature in the miasma is concealed and treats other creatures as concealed. The dragon can see through this concealment. Twisting Tail Reaction Trigger A creature within reach of the dragon’s tail uses a move action or leaves a square during a move action it’s using. Effect The dragon makes a tail Strike at the creature with a –2 penalty. If it hits, the dragon disrupts the creature’s action. --- Speed 50 feet, fly 200 feet, swim 50 feet; trackless step, woodland stride Melee Single Action jaws +33 (Magical, Poison, reach 20 feet), Damage 3d12+15 piercing plus 4d4 poison Melee Single Action claw +33 (Agile, Magical, reach 15 feet), Damage 3d10+15 slashing Melee Single Action tail +31 (Magical, reach 25 feet), Damage 3d10+13 bludgeoning Melee Single Action horn +31 (Magical, reach 20 feet), Damage 2d10+13 piercing Arcane Innate Spells DC 39 - 2nd Entangle (at will) - 4th Charm (at will), Suggestion - 6th Dominate Breath Weapon Two Actions (Arcane, Evocation, Poison) The dragon breathes a toxic cloud that deals 18d6 poison damage in a 60-foot cone (DC 37 basic Fortitude save). The Breath Weapon also creates a miasma. It can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Trackless Step The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed. Woodland Stride The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage. Athervox As green dragons are contemplative and seek scholarly endeavors, Athervox is no different. An astronomer by trade, this great wyrm green dragon maintains an observatory near Senara in the Whisper Woods of Cheliax. There, she struck a deal with House Thrune where she agreed to instruct a handful of apprentices. After a few years of instruction, these \"apprentices\" vanished one night, taking volumes of the dragon’s crucial notes—a slight she has not forgotten and plans to seek vengeance for. Green Dragon Spellcasters Green dragon spellcasters tend to cast the following spells. Young Green Dragon Arcane Prepared Spells DC 26, attack +20; 3rd dispel magic , locate , mind reading ; 2nd humanoid form , mirror image , see invisibility ; 1st illusory object , true strike , ventriloquism ; Cantrips (3rd) dancing lights , detect magic , ghost sound , read aura , shield Adult Green Dragon Arcane Prepared Spells DC 33, attack +26; As young green dragon, plus 5th cloudkill , dispel magic , tongues ; 4th clairvoyance , dimension door , stoneskin ; Cantrips (5th) dancing lights , detect magic , ghost sound , read aura , shield Ancient Green Dragon Arcane Prepared Spells DC 39, attack +33; As adult green dragon, plus 8th mind blank , prismatic wall ; 7th contingency , prismatic spray , spell turning ; 6th feeblemind , teleport , true seeing ; Cantrips (8th) dancing lights , detect magic , ghost sound , read aura , shield ","skill_mod":{"society":31,"diplomacy":31,"deception":27,"nature":28,"stealth":29,"arcana":32,"athletics":30,"intimidation":31,"occultism":34,"acrobatics":25},"image":["/Images/Monsters/DragonGreen_AncientGreenDragon.png"],"primary_source":"Bestiary","spell":["Dominate","Charm","Suggestion","Entangle"],"ac":41,"level":17,"spell_dc":[39],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":6,"reflex_save":29,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":30,"size":["Gargantuan"],"name":"Ancient Green Dragon","alignment":"LE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[24,29,31,44],"attack_bonus":[31,31,33,33],"constitution":5,"immunity":["paralyzed","poison","sleep"],"creature_family":"Dragon, Green","will_save":32,"speed":{"fly":200,"max":200,"land":50,"swim":50},"wisdom":5,"weakness":{},"creature_ability":["Camouflage","Frightful Presence","Miasma","Twisting Tail","Breath Weapon","Draconic Frenzy","Draconic Momentum","Trackless Step","Woodland Stride"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Nature","Occultism","Society","Stealth"],"tradition":["Arcane"],"summary":"Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=135","dexterity":4,"category":"creature","slug":"creature-135"},{"remaster_name":["Young Cinder Dragon"],"primary_source_category":"Rulebooks","strength":6,"hp":210,"language":["Common","Draconic"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":20,"stealth":"17","trait":["Dragon","Fire","CE","Large"],"id":"creature-136","text":" Young Red Dragon The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes—only unquestioned fact. Red dragons don’t deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon’s security. Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals—or simply intimidating others through a public display of brutality and dominance. As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon’s internal heat causes these precious metals to fuse together. Recall Knowledge - Dragon (Arcana): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Young Red Dragon Source Bestiary pg. 112 Perception +20; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic Skills Acrobatics +15, Arcana +17, Athletics +22, Deception +19, Diplomacy +19, Intimidation +21, Stealth +17 Str +6 Dex +1 Con +4 Int +1 Wis +2 Cha +3 Smoke Vision Smoke doesn’t impair a red dragon’s vision; it ignores the concealed condition from smoke. --- AC 30 Fort +21 Ref +18 Will +19 HP 210 Immunities fire, paralyzed, sleep Weaknesses cold 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 27 Attack of Opportunity Reaction Jaws only. --- Speed 40 feet, fly 120 feet Melee Single Action jaws +23 (Fire, reach 10 feet), Damage 2d12+12 piercing plus 2d6 fire Melee Single Action claw +23 (Agile), Damage 2d10+12 slashing Melee Single Action tail +21 (reach 15 feet), Damage 2d12+10 slashing Melee Single Action wing +21 (Agile, reach 10 feet), Damage 1d10+10 slashing Arcane Innate Spells DC 27 - Cantrips (4th) Detect Magic, Read Aura Breath Weapon Two Actions (Arcane, Evocation, Fire) The dragon breathes a blast of flame that deals 11d6 fire damage in a 40-foot cone (DC 30 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Red Dragon Spellcasters Red dragon spellcasters tend to cast the following spells. Young Red Dragon Arcane Prepared Spells DC 29, attack +23; 4th crushing despair , invisibility , stoneskin ; 3rd grease , haste , mind reading ; 2nd comprehend language , resist energy , see invisibility ; 1st charm , ray of enfeeblement , true strike ; Cantrips (4th) chill touch , daze , mage hand , message , sigil ","element":["Fire"],"skill_mod":{"diplomacy":19,"deception":19,"stealth":17,"arcana":17,"athletics":22,"intimidation":21,"acrobatics":15},"primary_source":"Bestiary","spell":["Detect Magic","Read Aura"],"ac":30,"level":10,"spell_dc":[27],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet, smoke vision","resistance":{},"intelligence":1,"reflex_save":18,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Young Red Dragon","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[15,23,23,32],"attack_bonus":[21,21,23,23],"constitution":4,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Red","will_save":19,"speed":{"fly":120,"max":120,"land":40},"wisdom":2,"weakness":{"cold":10},"creature_ability":["Smoke Vision","Frightful Presence","Attack of Opportunity","Breath Weapon","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Stealth"],"tradition":["Arcane"],"summary":"The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=136","dexterity":1,"category":"creature","slug":"creature-136"},{"remaster_name":["Adult Cinder Dragon"],"primary_source_category":"Rulebooks","strength":7,"hp":305,"language":["Common","Draconic","Dwarven","Orcish"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":26,"stealth":"23","trait":["Dragon","Fire","CE","Huge"],"id":"creature-137","text":" Adult Red Dragon The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes—only unquestioned fact. Red dragons don’t deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon’s security. Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals—or simply intimidating others through a public display of brutality and dominance. As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon’s internal heat causes these precious metals to fuse together. Recall Knowledge - Dragon (Arcana): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Adult Red Dragon Source Bestiary pg. 112 Perception +26; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Dwarven, Orcish Skills Acrobatics +23, Arcana +25, Athletics +29, Deception +25, Diplomacy +25, Intimidation +27, Stealth +23 Str +7 Dex +3 Con +6 Int +3 Wis +4 Cha +5 Smoke Vision Smoke doesn’t impair a red dragon’s vision; it ignores the concealed condition from smoke. --- AC 37 Fort +28 Ref +25 Will +26 +1 status to all saves vs. magic HP 305 Immunities fire, paralyzed, sleep Weaknesses cold 15 Dragon Heat (arcane, aura, evocation, fire); 5 feet, 3d6 fire damage (DC 30 basic Reflex) Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 33 Attack of Opportunity Reaction Jaws only. --- Speed 50 feet, fly 150 feet Melee Single Action jaws +29 (Fire, Magical, reach 15 feet), Damage 3d12+15 piercing plus 2d6 fire Melee Single Action claw +29 (Agile, Magical, reach 10 feet), Damage 3d10+15 slashing Melee Single Action tail +27 (Magical, reach 20 feet), Damage 3d12+13 slashing Melee Single Action wing +27 (Agile, Magical, reach 15 feet), Damage 2d10+13 slashing Arcane Innate Spells DC 35 - Cantrips (6th) Detect Magic, Read Aura - 4th Suggestion Breath Weapon Two Actions (Arcane, Evocation, Fire) The dragon breathes a blast of flame that deals 15d6 fire damage in a 50-foot cone (DC 36 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Red Dragon Spellcasters Red dragon spellcasters tend to cast the following spells. Young Red Dragon Arcane Prepared Spells DC 29, attack +23; 4th crushing despair , invisibility , stoneskin ; 3rd grease , haste , mind reading ; 2nd comprehend language , resist energy , see invisibility ; 1st charm , ray of enfeeblement , true strike ; Cantrips (4th) chill touch , daze , mage hand , message , sigil Adult Red Dragon Arcane Prepared Spells DC 35, attack +29; As young red dragon, plus 6th dispel magic , teleport , wall of force ; 5th cloak of colors , command , tongues ; Cantrips (6th) chill touch , daze , mage hand , message , sigil ","element":["Fire"],"skill_mod":{"diplomacy":25,"deception":25,"stealth":23,"arcana":25,"athletics":29,"intimidation":27,"acrobatics":23},"primary_source":"Bestiary","spell":["Suggestion","Detect Magic","Read Aura"],"ac":37,"level":14,"spell_dc":[35],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet, smoke vision","resistance":{},"intelligence":3,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":28,"size":["Huge"],"name":"Adult Red Dragon","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[24,31,32,41],"attack_bonus":[27,27,29,29],"constitution":6,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Red","will_save":26,"speed":{"fly":150,"max":150,"land":50},"wisdom":4,"weakness":{"cold":15},"creature_ability":["Smoke Vision","Dragon Heat","Frightful Presence","Attack of Opportunity","Breath Weapon","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Stealth"],"tradition":["Arcane"],"summary":"The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=137","dexterity":3,"category":"creature","slug":"creature-137"},{"remaster_name":["Ancient Cinder Dragon"],"primary_source_category":"Rulebooks","strength":9,"hp":425,"language":["Abyssal","Common","Draconic","Dwarven","Jotun","Orcish"],"source":["Bestiary"],"type":"Creature","charisma":7,"perception":35,"stealth":"33","trait":["Dragon","Fire","Uncommon","CE","Huge"],"id":"creature-138","text":" Ancient Red Dragon The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes—only unquestioned fact. Red dragons don’t deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon’s security. Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals—or simply intimidating others through a public display of brutality and dominance. As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon’s internal heat causes these precious metals to fuse together. Recall Knowledge - Dragon (Arcana): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ancient Red Dragon Source Bestiary pg. 112 Perception +35; darkvision, scent (imprecise) 60 feet, smoke vision Languages Abyssal, Common, Draconic, Dwarven, Jotun, Orcish Skills Acrobatics +30, Arcana +35, Athletics +37, Deception +35, Diplomacy +35, Intimidation +37, Stealth +33 Str +9 Dex +5 Con +8 Int +5 Wis +6 Cha +7 Smoke Vision Smoke doesn’t impair a red dragon’s vision; it ignores the concealed condition from smoke. --- AC 45 Fort +35 Ref +32 Will +35 +1 status to all saves vs. magic HP 425 Immunities fire, paralyzed, sleep Weaknesses cold 20 Dragon Heat (arcane, aura, evocation, fire); 10 feet, 4d6 fire damage (DC 39 basic Reflex) Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 40 Attack of Opportunity Reaction Jaws only. Redirect Fire Reaction (abjuration, arcane); Trigger A creature within 100 feet casts a fire spell, or a fire spell otherwise comes into effect from a source within 100 feet. Effect The dragon makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster. --- Speed 60 feet, fly 180 feet Melee Single Action jaws +37 (Fire, Magical, reach 20 feet), Damage 4d10+17 piercing plus 3d6 fire Melee Single Action claw +37 (Agile, Magical, reach 15 feet), Damage 4d8+17 slashing Melee Single Action tail +35 (Magical, reach 25 feet), Damage 4d10+15 slashing Melee Single Action wing +35 (Agile, Magical, reach 20 feet), Damage 3d8+15 slashing Arcane Innate Spells DC 42 - Cantrips (9th) Detect Magic, Read Aura - 4th Suggestion (at will) - 8th Wall of Fire (at will) Breath Weapon Two Actions (Arcane, Evocation, Fire) The dragon breathes a blast of flame that deals 20d6 fire damage in a 60-foot cone (DC 42 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Manipulate Flames Single Action (Arcane, Concentrate, Transmutation) The red dragon attempts to take control of a magical fire or a fire spell within 100 feet. If it succeeds at a counteract check (counteract level 10, counteract modifier +32), the original caster loses control of the spell or magic fire, control is transferred to the dragon, and the dragon counts as having Sustained the Spell with this action (if applicable). The dragon can choose to end the spell instead of taking control, if it chooses. Daralathxyl Known as the Sixth King of the Five Kings Mountains, this red dragon has lived in Droskar’s Crag for over two millennia. Thankfully, this powerful dragon slumbers for long periods, but like a restless volcano, he is due for a rampage. Red Dragon Spellcasters Red dragon spellcasters tend to cast the following spells. Young Red Dragon Arcane Prepared Spells DC 29, attack +23; 4th crushing despair , invisibility , stoneskin ; 3rd grease , haste , mind reading ; 2nd comprehend language , resist energy , see invisibility ; 1st charm , ray of enfeeblement , true strike ; Cantrips (4th) chill touch , daze , mage hand , message , sigil Adult Red Dragon Arcane Prepared Spells DC 35, attack +29; As young red dragon, plus 6th dispel magic , teleport , wall of force ; 5th cloak of colors , command , tongues ; Cantrips (6th) chill touch , daze , mage hand , message , sigil Ancient Red Dragon Arcane Prepared Spells DC 42, attack +36; As adult red dragon, plus 9th fiery body , prismatic sphere ; 8rd discern location , mind blank , prismatic wall ; 7th prismatic spray , resist energy , reverse gravity ; Cantrips (9th) chill touch , daze , mage hand , message , sigil ","element":["Fire"],"skill_mod":{"diplomacy":35,"deception":35,"stealth":33,"arcana":35,"athletics":37,"intimidation":37,"acrobatics":30},"image":["/Images/Monsters/DragonRed_AncientRedDragon.png"],"primary_source":"Bestiary","spell":["Wall of Fire","Suggestion","Detect Magic","Read Aura"],"ac":45,"level":19,"spell_dc":[42],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet, smoke vision","resistance":{},"intelligence":5,"reflex_save":32,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":35,"size":["Huge"],"name":"Ancient Red Dragon","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[28,35,37,49],"attack_bonus":[35,35,37,37],"constitution":8,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Red","will_save":35,"speed":{"fly":180,"max":180,"land":60},"wisdom":6,"weakness":{"cold":20},"creature_ability":["Smoke Vision","Dragon Heat","Frightful Presence","Attack of Opportunity","Redirect Fire","Breath Weapon","Draconic Frenzy","Draconic Momentum","Manipulate Flames"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Stealth"],"tradition":["Arcane"],"summary":"The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=138","dexterity":5,"category":"creature","slug":"creature-138"},{"remaster_name":["Young Rime Dragon"],"attack_bonus":[15,17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":115,"language":["Draconic"],"immunity":["cold","paralyzed","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Dragon, White","will_save":11,"charisma":0,"speed":{"climb":30,"fly":80,"max":80,"land":30},"perception":13,"wisdom":1,"weakness":{"fire":5},"creature_ability":["Snow Vision","Frightful Presence","Freezing Blood","Breath Weapon","Draconic Frenzy","Draconic Momentum","Ice Climb","Ground Slam","Shape Ice"],"skill":["Acrobatics","Arcana","Athletics","Intimidation","Stealth"],"stealth":"14","trait":["Cold","Dragon","CE","Large"],"id":"creature-139","text":" Young White Dragon The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. Nearly all other dragons look down on white dragons as hopelessly hotheaded and dull, though this does not make them any less dangerous—in fact, it may mean the opposite. It’s nearly impossible to treat with white dragons, not because they lack the capacity to do so, but because they just don’t care to. They are as difficult to deal with as they are quick to anger, and they become incensed at almost anything. When a white dragon does speak, it spews threats, inane jokes, and incoherent babbling as a prelude to attacking—and when the attack comes, it’s bloody and relentless. Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon’s territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility—such as tools, trade goods, and fine food—over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they’ve decorated their homes over the years. Recall Knowledge - Dragon (Arcana): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Young White Dragon Source Bestiary pg. 113 Perception +13; darkvision, scent (imprecise) 60 feet, snow vision Languages Draconic Skills Acrobatics +10, Arcana +7, Athletics +16, Intimidation +12, Stealth +14 Str +6 Dex +2 Con +4 Int -1 Wis +1 Cha +0 Snow Vision Snow doesn’t impair a white dragon’s vision; it ignores concealment from snowfall. --- AC 23 Fort +16 Ref +14 Will +11 HP 115 Immunities cold, paralyzed, sleep Weaknesses fire 5 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 20 Freezing Blood Reaction (arcane, cold); Trigger An adjacent creature deals piercing or slashing damage to the dragon. Effect The dragon’s blood sprays on the creature, dealing 1d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round. --- Speed 30 feet, fly 80 feet; ice climb 30 feet Melee Single Action jaws +17 (Cold, reach 10 feet), Damage 2d8+9 piercing plus 1d6 cold Melee Single Action claw +17 (Agile), Damage 2d6+9 slashing Melee Single Action tail +15 (reach 15 feet), Damage 1d8+8 bludgeoning Breath Weapon Two Actions (Arcane, Cold, Evocation) The dragon breathes a cloud of frost that deals 7d6 cold damage in a 30-foot cone (DC 24 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon. Ice Climb A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn’t risk falling when crossing ice. Ground Slam Single Action The dragon slams into the ground. It can do this if it’s on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 24 Reflex save or fall prone and take 2d6 bludgeoning damage. The dragon can then Step. Shape Ice Two Actions (Arcane, Transmutation, Water) The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatics check. On a failure, the creature falls prone atop the ice; on a critical failure, it falls off the ice entirely and is also prone. White Dragon Spellcasters White dragon spellcasters tend to cast the following spells. Young White Dragon Arcane Prepared Spells DC 24, attack +16; 2nd dispel magic , invisibility , resist energy ; 1st ray of enfeeblement , true strike (×2); Cantrips (2nd) detect magic , ghost sound , mage hand , ray of frost , read aura ","skill_mod":{"stealth":14,"arcana":7,"athletics":16,"intimidation":12,"acrobatics":10},"summary":"The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. …","primary_source":"Bestiary","trait_group":["Energy","Monster","Creature Type"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet, snow vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=139","intelligence":-1,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Young White Dragon","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,16,21],"slug":"creature-139"},{"remaster_name":["Adult Rime Dragon"],"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Common","Draconic"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":20,"stealth":"18","trait":["Cold","Dragon","CE","Large"],"id":"creature-140","text":" Adult White Dragon The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. Nearly all other dragons look down on white dragons as hopelessly hotheaded and dull, though this does not make them any less dangerous—in fact, it may mean the opposite. It’s nearly impossible to treat with white dragons, not because they lack the capacity to do so, but because they just don’t care to. They are as difficult to deal with as they are quick to anger, and they become incensed at almost anything. When a white dragon does speak, it spews threats, inane jokes, and incoherent babbling as a prelude to attacking—and when the attack comes, it’s bloody and relentless. Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon’s territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility—such as tools, trade goods, and fine food—over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they’ve decorated their homes over the years. Recall Knowledge - Dragon (Arcana): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Adult White Dragon Source Bestiary pg. 114 Perception +20; darkvision, scent (imprecise) 60 feet, snow vision Languages Common, Draconic Skills Acrobatics +16, Arcana +15, Athletics +23, Intimidation +19, Stealth +18 Str +7 Dex +2 Con +5 Int +1 Wis +2 Cha +1 Snow Vision Snow doesn’t impair a white dragon’s vision; it ignores concealment from snowfall. --- AC 29 Fort +22 Ref +19 Will +17 +1 status to all saves vs. magic HP 215 Immunities cold, paralyzed, sleep Weaknesses fire 10 Dragon Chill (arcane, aura, cold, evocation); 5 feet, 2d6 cold damage (DC 27 basic Reflex) Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 27 Freezing Blood Reaction (arcane, cold); Trigger An adjacent creature deals piercing or slashing damage to the dragon. Effect The dragon’s blood sprays on the creature, dealing 2d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round. --- Speed 30 feet, fly 120 feet; ice climb 30 feet Melee Single Action jaws +23 (Cold, Magical, reach 10 feet), Damage 2d10+13 piercing plus 2d6 cold Melee Single Action claw +23 (Agile, Magical), Damage 2d8+13 slashing Melee Single Action tail +22 (Magical, reach 15 feet), Damage 2d6+11 bludgeoning Arcane Innate Spells DC 27 - 1st Gust of Wind (at will) - 2nd Obscuring Mist (at will) Breath Weapon Two Actions (Arcane, Cold, Evocation) The dragon breathes a cloud of frost that deals 11d6 cold damage in a 40-foot cone (DC 29 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon. Ground Slam Single Action The dragon slams into the ground. It can do this if it's on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 29 Reflex save or fall prone and take 3d6 bludgeoning damage. The dragon can then Step. Ice Climb A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice. Shape Ice Two Actions (Arcane, Transmutation, Water) The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatic check. On a failure, the creature falls prone atop the ice; on a critical failure, it falls off the ice entirely and is also prone. White Dragon Spellcasters White dragon spellcasters tend to cast the following spells. Young White Dragon Arcane Prepared Spells DC 24, attack +16; 2nd dispel magic , invisibility , resist energy ; 1st ray of enfeeblement , true strike (×2); Cantrips (2nd) detect magic , ghost sound , mage hand , ray of frost , read aura Adult White Dragon Arcane Prepared Spells DC 29, attack +21; As young white dragon, plus 4th charm , dimension door , freedom of movement ; 3rd earthbind , haste , vampiric touch ; Cantrips (4th) detect magic , ghost sound , mage hand , ray of frost , read aura ","skill_mod":{"stealth":18,"arcana":15,"athletics":23,"intimidation":19,"acrobatics":16},"primary_source":"Bestiary","spell":["Obscuring Mist","Gust of Wind"],"ac":29,"level":10,"spell_dc":[27],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet, snow vision","resistance":{},"intelligence":1,"reflex_save":19,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Adult White Dragon","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[18,22,31],"attack_bonus":[22,23,23],"constitution":5,"immunity":["cold","paralyzed","sleep"],"creature_family":"Dragon, White","will_save":17,"speed":{"climb":30,"fly":120,"max":120,"land":30},"wisdom":2,"weakness":{"fire":10},"creature_ability":["Snow Vision","Dragon Chill","Frightful Presence","Freezing Blood","Breath Weapon","Draconic Frenzy","Draconic Momentum","Ground Slam","Ice Climb","Shape Ice"],"skill":["Acrobatics","Arcana","Athletics","Intimidation","Stealth"],"tradition":["Arcane"],"summary":"The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. …","trait_group":["Energy","Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=140","dexterity":2,"category":"creature","slug":"creature-140"},{"remaster_name":["Ancient Rime Dragon"],"primary_source_category":"Rulebooks","strength":8,"hp":330,"language":["Common","Draconic","Jotun"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":30,"stealth":"26","trait":["Cold","Dragon","Uncommon","CE","Huge"],"id":"creature-141","text":" Ancient White Dragon The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. Nearly all other dragons look down on white dragons as hopelessly hotheaded and dull, though this does not make them any less dangerous—in fact, it may mean the opposite. It’s nearly impossible to treat with white dragons, not because they lack the capacity to do so, but because they just don’t care to. They are as difficult to deal with as they are quick to anger, and they become incensed at almost anything. When a white dragon does speak, it spews threats, inane jokes, and incoherent babbling as a prelude to attacking—and when the attack comes, it’s bloody and relentless. Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon’s territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility—such as tools, trade goods, and fine food—over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they’ve decorated their homes over the years. Recall Knowledge - Dragon (Arcana): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Ancient White Dragon Source Bestiary pg. 115 Perception +30; darkvision, scent (imprecise) 60 feet, snow vision Languages Common, Draconic, Jotun Skills Acrobatics +24, Arcana +23, Athletics +31, Intimidation +28, Stealth +26 Str +8 Dex +3 Con +7 Int +2 Wis +3 Cha +3 Snow Vision Snow doesn’t impair a white dragon’s vision; it ignores concealment from snowfall. --- AC 36 Fort +30 Ref +26 Will +24 +1 status to all saves vs. magic HP 330 Immunities cold, paralyzed, sleep Weaknesses fire 15 Blizzard (arcane, aura, cold); 50 feet. After the dragon uses its Breath Weapon, a fierce blizzard of blinding snow surrounds its body for 1 round. Everything in the aura is diffcult terrain for other creatures that are on the ground, climbing, or flying. The blowing snow also makes all creatures in the area concealed. While the blizzard rages, the dragon’s dragon chill extends to the full area of the blizzard. Dragon Chill (arcane, aura, cold, evocation); 10 feet, 3d6 cold damage (DC 34 basic Reflex) Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 34 Freezing Blood Reaction (arcane, cold); Trigger An adjacent creature deals piercing or slashing damage to the dragon. Effect The dragon’s blood sprays on the creature, dealing 3d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round. --- Speed 40 feet, fly 160 feet; ice climb 40 feet Melee Single Action jaws +31 (Cold, Magical, reach 15 feet), Damage 3d12+16 piercing plus 3d6 cold Melee Single Action claw +31 (Agile, Magical, reach 10 feet), Damage 3d10+16 slashing Melee Single Action tail +29 (Magical, reach 20 feet), Damage 2d10+14 bludgeoning Arcane Innate Spells DC 36 - 1st Gust of Wind (at will) - 2nd Obscuring Mist (at will) - 6th Wall of Ice (at will) Breath Weapon Two Actions (Arcane, Cold, Evocation) The dragon breathes a cloud of frost that deals 16d6 cold damage in a 50-foot cone (DC 36 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon Ground Slam Single Action The dragon slams into the ground. It can do this if it's on the ground Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 37 Reflex save or fall prone and take 5d6 bludgeoning damage. The dragon can then Step. Ice Climb A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice. Shape Ice Two Actions (Arcane, Transmutation, Water) The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatic check. On a failure, the creature falls prone atop the ice; on a critical failure, it falls off the ice entirely and is also prone. Logrivich When Queen Elvanna still ruled Irrisen, she appointed the young white dragon, Logrivich, to the Winter Guard, the force that maintains order in the nation’s capital of Whitethrone. He resided in a clock tower, though he hasn’t been seen in a few years, leading some to think that he either moved away or was killed by adventurers during the city’s recent troubles. White Dragon Spellcasters White dragon spellcasters tend to cast the following spells. Young White Dragon Arcane Prepared Spells DC 24, attack +16; 2nd dispel magic , invisibility , resist energy ; 1st ray of enfeeblement , true strike (×2); Cantrips (2nd) detect magic , ghost sound , mage hand , ray of frost , read aura Adult White Dragon Arcane Prepared Spells DC 29, attack +21; As young white dragon, plus 4th charm , dimension door , freedom of movement ; 3rd earthbind , haste , vampiric touch ; Cantrips (4th) detect magic , ghost sound , mage hand , ray of frost , read aura Ancient White Dragon Arcane Prepared Spells DC 36, attack +28; As adult white dragon, plus 7th paralyze , resist energy ; 6th baleful polymorph , dominate , true seeing ; 5th chromatic wall , passwall , tongues ; Cantrips (7th) detect magic , ghost sound , mage hand , ray of frost , read aura ","skill_mod":{"stealth":26,"arcana":23,"athletics":31,"intimidation":28,"acrobatics":24},"image":["/Images/Monsters/DragonWhite_AncientWhiteDragon.png"],"primary_source":"Bestiary","spell":["Wall of Ice","Obscuring Mist","Gust of Wind"],"ac":36,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet, snow vision","resistance":{},"intelligence":2,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":30,"size":["Huge"],"name":"Ancient White Dragon","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[25,32,46],"attack_bonus":[29,31,31],"constitution":7,"immunity":["cold","paralyzed","sleep"],"creature_family":"Dragon, White","will_save":24,"speed":{"climb":40,"fly":160,"max":160,"land":40},"wisdom":3,"weakness":{"fire":15},"creature_ability":["Snow Vision","Blizzard","Dragon Chill","Frightful Presence","Freezing Blood","Breath Weapon","Draconic Frenzy","Draconic Momentum","Ground Slam","Ice Climb","Shape Ice"],"skill":["Acrobatics","Arcana","Athletics","Intimidation","Stealth"],"tradition":["Arcane"],"summary":"The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. …","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=141","dexterity":3,"category":"creature","slug":"creature-141"},{"remaster_name":["Young Whisper Dragon"],"primary_source_category":"Rulebooks","strength":5,"hp":125,"language":["Common","Draconic","Gnomish","Halfling","Sylvan","<%SPELLS%293%%>speak with animals<%END>"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":15,"trait":["Dragon","Fire","CG","Large"],"id":"creature-142","text":" Young Brass Dragon Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society—networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality. These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don’t harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for. Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon’s prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers. Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements. Recall Knowledge - Dragon (Arcana): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Young Brass Dragon Source Bestiary pg. 117 Perception +15; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 30 feet Languages Common, Draconic, Gnomish, Halfling, Sylvan; speak with animals Skills Acrobatics +13, Athletics +18, Deception +15, Diplomacy +15, Society +14 Str +5 Dex +2 Con +3 Int +1 Wis +1 Cha +2 --- AC 25 Fort +16 Ref +15 Will +14 HP 125 Immunities fire, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 23 Wing Deflection Reaction Trigger The dragon is targeted with an attack. Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. --- Speed 40 feet, burrow 30 feet, fly 120 feet Melee Single Action jaws +19 (Fire, reach 10 feet), Damage 2d6+8 piercing plus 1d8 fire Melee Single Action claw +19 (Agile), Damage 2d6+8 slashing Melee Single Action wing +17 (reach 10 feet), Damage 1d8+7 slashing Arcane Innate Spells DC 25 - Constant (2nd) Speak with Animals Breath Weapon Two Actions (Arcane, Evocation, Fire) The brass dragon breathes fire in a 60-foot line that deals 8d6 fire damage (DC 26 basic Reflex save). The dragon can’t use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one jaws Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges Breath Weapon. Brass Dragon Spellcasters Brass dragon spellcasters tend to cast the following spells. Young Brass Dragon Arcane Prepared Spells DC 25, attack +18; 3rd earthbind , paralyze ; 2nd humanoid form , mirror image , resist energy ; 1st alarm , sleep , ventriloquism ; Cantrips (3rd) dancing lights , detect magic , mage hand , prestidigitation , read aura ","element":["Fire"],"skill_mod":{"society":14,"diplomacy":15,"deception":15,"athletics":18,"acrobatics":13},"primary_source":"Bestiary","spell":["Speak with Animals"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 30 feet","resistance":{},"intelligence":1,"reflex_save":15,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Young Brass Dragon","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[11,15,19],"attack_bonus":[17,19,19],"constitution":3,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Brass","will_save":14,"speed":{"fly":120,"max":120,"land":40,"burrow":30},"wisdom":1,"weakness":{},"creature_ability":["Frightful Presence","Wing Deflection","Breath Weapon","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Society"],"tradition":["Arcane"],"summary":"Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=142","dexterity":2,"category":"creature","slug":"creature-142"},{"remaster_name":["Adult Whisper Dragon"],"primary_source_category":"Rulebooks","strength":6,"hp":215,"language":["Auran","Common","Draconic","Gnomish","Halfling","Sylvan","<%SPELLS%293%%>speak with animals<%END>"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":21,"trait":["Dragon","Fire","CG","Large"],"id":"creature-143","text":" Adult Brass Dragon Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society—networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality. These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don’t harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for. Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon’s prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers. Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements. Recall Knowledge - Dragon (Arcana): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Adult Brass Dragon Source Bestiary pg. 118 Perception +21; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 30 feet Languages Auran, Common, Draconic, Gnomish, Halfling, Sylvan; speak with animals Skills Acrobatics +20, Athletics +23, Deception +20, Diplomacy +20, Society +19 Str +6 Dex +3 Con +5 Int +2 Wis +4 Cha +3 --- AC 31 Fort +22 Ref +20 Will +21 +1 status to all saves vs. magic HP 215 Immunities fire, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 28 Wing Deflection Reaction Trigger The dragon is targeted with an attack. Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. --- Speed 50 feet, burrow 30 feet, fly 120 feet Melee Single Action jaws +24 (Fire, Magical, reach 10 feet), Damage 2d10+12 piercing plus 2d6 fire Melee Single Action claw +24 (Agile, Magical), Damage 2d10+12 slashing Melee Single Action wing +22 (Magical, reach 10 feet), Damage 1d12+10 slashing Arcane Innate Spells DC 30 - Constant (2nd) Speak with Animals Breath Weapon Two Actions (Arcane, Evocation, Fire) The brass dragon breathes fire in an 80-foot line that deals 12d6 fire damage (DC 32 basic Reflex save). The dragon can't use Breath Weapon again for 1d4 rounds. Desert Wind Two Actions (Air, Arcane, Concentrate, Evocation) Frequency three times per day. Effect The dragon calls upon the desert wind. This has the same effect as gust of wind (DC 30 Fortitude) but in a 60-foot cone. A creature that fails its save is also blinded until the end of its next turn (or for 1 minute on a critical failure). Draconic Frenzy Two Actions The dragon makes two claw Strikes and one jaws Strike in any order. Draconic Momentum When the dragon scores a critical hit with a strike, it recharges Breath Weapon. Brass Dragon Spellcasters Brass dragon spellcasters tend to cast the following spells. Young Brass Dragon Arcane Prepared Spells DC 25, attack +18; 3rd earthbind , paralyze ; 2nd humanoid form , mirror image , resist energy ; 1st alarm , sleep , ventriloquism ; Cantrips (3rd) dancing lights , detect magic , mage hand , prestidigitation , read aura Adult Brass Dragon Arcane Prepared Spells DC 30, attack +24; As young brass dragon, plus 5th hallucination , tongues ; 4th confusion , dimensional anchor , dimension door ; 3rd locate ; Cantrips (5th) dancing lights , detect magic , mage hand , prestidigitation , read aura ","element":["Fire"],"skill_mod":{"society":19,"diplomacy":20,"deception":20,"athletics":23,"acrobatics":20},"primary_source":"Bestiary","spell":["Speak with Animals"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 30 feet","resistance":{},"intelligence":2,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Adult Brass Dragon","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[16,23,30],"attack_bonus":[22,24,24],"constitution":5,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Brass","will_save":21,"speed":{"fly":120,"max":120,"land":50,"burrow":30},"wisdom":4,"weakness":{},"creature_ability":["Frightful Presence","Wing Deflection","Breath Weapon","Desert Wind","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Society"],"tradition":["Arcane"],"summary":"Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=143","dexterity":3,"category":"creature","slug":"creature-143"},{"remaster_name":["Ancient Whisper Dragon"],"primary_source_category":"Rulebooks","strength":7,"hp":325,"language":["Auran","Common","Draconic","Gnomish","Halfling","Sphinx","Sylvan","<%SPELLS%293%%>speak with animals<%END>"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":30,"trait":["Dragon","Fire","Uncommon","CG","Huge"],"id":"creature-144","text":" Ancient Brass Dragon Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society—networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality. These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don’t harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for. Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon’s prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers. Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements. Recall Knowledge - Dragon (Arcana): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Ancient Brass Dragon Source Bestiary pg. 118 Perception +30; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet Languages Auran, Common, Draconic, Gnomish, Halfling, Sphinx, Sylvan; speak with animals Skills Acrobatics +27, Athletics +31, Deception +27, Diplomacy +29, Society +28 Str +7 Dex +5 Con +6 Int +4 Wis +4 Cha +5 --- AC 39 Fort +30 Ref +29 Will +30 +1 status to all saves vs. magic HP 325 Immunities fire, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 35 Wing Deflection Reaction Trigger The dragon is targeted with an attack. Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. --- Speed 50 feet, burrow 40 feet, fly 150 feet Melee Single Action jaws +32 (Fire, Magical, reach 15 feet), Damage 3d10+15 piercing plus 3d6 fire and 2d6 persistent fire Melee Single Action claw +32 (Agile, Magical, reach 10 feet), Damage 3d10+15 slashing Melee Single Action wing +30 (Magical, reach 15 feet), Damage 2d12+13 slashing Arcane Innate Spells DC 37 - Constant (2nd) Speak with Animals Breath Weapon Two Actions The brass dragon breathes in one of two ways. The dragon can’t use Breath Weapon again for 1d4 rounds. Flame (arcane, evocation, fire); The dragon breathes fire in a 100-foot line that deals 16d6 fire damage (DC 39 basic Reflex save). Sleep Gas (arcane, enchantment, incapacitation, sleep); The dragon breathes an 80-foot cone of sleep gas. Each creature within the cone must succeed at a DC 39 Fortitude save or fall unconscious for 1d6 rounds, or 1 minute on a critical failure. Desert Wind Two Actions (Air, Arcane, Concentrate, Evocation) Frequency three times per day. Effect The dragon calls upon the desert wind. This has the same effect as gust of wind (DC 37 Fortitude) but in a 60-foot cone. A creature that fails its save is also blinded until the end of its next turn (or for 1 minute on a critical failure). Draconic Frenzy Two Actions The dragon makes two claw Strikes and one jaws Strike in any order. Draconic Momentum When the dragon scores a critical hit with a strike, it recharges Breath Weapon. Brass Dragon Spellcasters Brass dragon spellcasters tend to cast the following spells. Young Brass Dragon Arcane Prepared Spells DC 25, attack +18; 3rd earthbind , paralyze ; 2nd humanoid form , mirror image , resist energy ; 1st alarm , sleep , ventriloquism ; Cantrips (3rd) dancing lights , detect magic , mage hand , prestidigitation , read aura Adult Brass Dragon Arcane Prepared Spells DC 30, attack +24; As young brass dragon, plus 5th hallucination , tongues ; 4th confusion , dimensional anchor , dimension door ; 3rd locate ; Cantrips (5th) dancing lights , detect magic , mage hand , prestidigitation , read aura Ancient Brass Dragon Arcane Prepared Spells DC 37, attack +32; As adult brass dragon, plus 7th power word blind , project image , reverse gravity ; 6th dominate , teleport , true seeing ; 5th mind probe ; Cantrips (7th) dancing lights , detect magic , mage hand , prestidigitation , read aura ","element":["Fire"],"skill_mod":{"society":28,"diplomacy":29,"deception":27,"athletics":31,"acrobatics":27},"image":["/Images/Monsters/DragonBrass_AncientBrassDragon.png"],"primary_source":"Bestiary","spell":["Speak with Animals"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet","resistance":{},"intelligence":4,"reflex_save":29,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":30,"size":["Huge"],"name":"Ancient Brass Dragon","alignment":"CG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[26,31,49],"attack_bonus":[30,32,32],"constitution":6,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Brass","will_save":30,"speed":{"fly":150,"max":150,"land":50,"burrow":40},"wisdom":4,"weakness":{},"creature_ability":["Frightful Presence","Wing Deflection","Breath Weapon","Desert Wind","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Society"],"tradition":["Arcane"],"summary":"Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=144","dexterity":5,"category":"creature","slug":"creature-144"},{"remaster_name":["Young Sage Dragon"],"primary_source_category":"Rulebooks","strength":5,"hp":170,"language":["Aquan","Common","Draconic","Dwarven","Elven","<%SPELLS%293%%>speak with animals<%END>"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":18,"stealth":"16","trait":["Amphibious","Dragon","Water","LG","Large"],"id":"creature-145","text":" Young Bronze Dragon Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion. Bronze dragons’ mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon’s enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves. While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library—with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Young Bronze Dragon Source Bestiary pg. 119 Perception +18; darkvision, scent (imprecise) 60 feet Languages Aquan, Common, Draconic, Dwarven, Elven; speak with animals Skills Acrobatics +16, Arcana +20, Athletics +18, Diplomacy +18, Intimidation +18, Occultism +18, Society +16, Stealth +16 Str +5 Dex +1 Con +3 Int +3 Wis +3 Cha +3 --- AC 28 Fort +19 Ref +17 Will +19 +1 status to all saves vs. magic HP 170 Immunities electricity, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 26 Attack of Opportunity Reaction Jaws only. --- Speed 30 feet, fly 120 feet, swim 40 feet Melee Single Action jaws +21 (Electricity, reach 10 feet), Damage 2d8+11 piercing plus 1d12 electricity Melee Single Action claw +21 (Agile), Damage 2d8+11 slashing Melee Single Action tail +19 (reach 10 feet), Damage 1d8+9 bludgeoning Arcane Innate Spells DC 28 - Constant (2nd) Speak with Animals Breath Weapon Two Actions The bronze dragon breathes in one of two ways. The dragon can’t use Breath Weapon again for 1d4 rounds. Lightning (arcane, electricity, evocation); The dragon breathes lightning in a 60-foot line that deals 6d12 electricity damage (DC 28 basic Reflex save). Repulsion Gas (abjuration, arcane, incapacitation, mental); The dragon breathes a 60-foot line of repulsive gas. Each creature in the area must succeed at a DC 28 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure). Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon. Water Mastery (Arcane, Transmutation, Water) For up to 30 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water. Bronze Dragon Spellcasters Bronze dragon spellcasters tend to cast the following spells. Young Bronze Dragon Arcane Prepared Spells DC 28, attack +21; 4th dimension door , solid fog ; 3rd dispel magic , mind reading , slow ; 2nd comprehend language , mirror image , resist energy ; 1st alarm , hydraulic push , true strike ; Cantrips (4th) detect magic , light , message , read aura , shield ","element":["Water"],"skill_mod":{"society":16,"diplomacy":18,"stealth":16,"arcana":20,"athletics":18,"intimidation":18,"occultism":18,"acrobatics":16},"primary_source":"Bestiary","spell":["Speak with Animals"],"ac":28,"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":3,"reflex_save":17,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Young Bronze Dragon","alignment":"LG","pfs":"Standard","rarity":"common","strike_damage_average":[13,20,26],"attack_bonus":[19,21,21],"constitution":3,"immunity":["electricity","paralyzed","sleep"],"creature_family":"Dragon, Bronze","will_save":19,"speed":{"fly":120,"max":120,"land":30,"swim":40},"wisdom":3,"weakness":{},"creature_ability":["Frightful Presence","Attack of Opportunity","Breath Weapon","Draconic Frenzy","Draconic Momentum","Water Mastery"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Intimidation","Occultism","Society","Stealth"],"tradition":["Arcane"],"summary":"Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally …","trait_group":["Monster","Creature Type","Elemental","Planar"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=145","dexterity":1,"category":"creature","slug":"creature-145"},{"remaster_name":["Adult Sage Dragon"],"primary_source_category":"Rulebooks","strength":7,"hp":260,"language":["Aquan","Common","Draconic","Dwarven","Elven","Gnomish","<%SPELLS%293%%>speak with animals<%END>"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":23,"stealth":"22","trait":["Amphibious","Dragon","Water","LG","Huge"],"id":"creature-146","text":" Adult Bronze Dragon Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion. Bronze dragons’ mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon’s enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves. While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library—with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell. Recall Knowledge - Dragon (Arcana): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Adult Bronze Dragon Source Bestiary pg. 120 Perception +23; darkvision, scent (imprecise) 60 feet Languages Aquan, Common, Draconic, Dwarven, Elven, Gnomish; speak with animals Skills Acrobatics +22, Arcana +28, Athletics +24, Diplomacy +23, Intimidation +23, Occultism +24, Stealth +22 Str +7 Dex +3 Con +4 Int +5 Wis +4 Cha +4 --- AC 34 Fort +24 Ref +23 Will +26 +1 status to all saves vs. magic HP 260 Immunities electricity, paralyzed, sleep Electricity Aura (aura, electricity) 10 feet, 1d12 electricity damage. The bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 31 Attack of Opportunity Reaction Jaws only. --- Speed 40 feet, fly 140 feet, swim 50 feet Melee Single Action jaws +28 (Electricity, Magical, reach 15 feet), Damage 2d12+15 piercing plus 1d12 electricity Melee Single Action claw +28 (Agile, Magical, reach 10 feet), Damage 2d10+15 slashing Melee Single Action tail +26 (Magical, reach 15 feet), Damage 1d10+13 bludgeoning Arcane Innate Spells DC 33 - 2nd Obscuring Mist (at will) - Constant (2nd) Speak with Animals Breath Weapon Two Actions The bronze dragon breathes in one of two ways. The dragon can’t use Breath Weapon again for 1d4 rounds. Lightning (arcane, electricity, evocation); The dragon breathes lightning in a 80-foot line that deals 8d12 electricity damage (DC 33 basic Reflex save). Repulsion Gas (abjuration, arcane, incapacitation, mental); The dragon breathes a 80-foot line of repulsive gas. Each creature in the area must succeed at a DC 33 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure). Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon. Water Mastery (Arcane, Transmutation, Water) For up to 60 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water. Bronze Dragon Spellcasters Bronze dragon spellcasters tend to cast the following spells. Young Bronze Dragon Arcane Prepared Spells DC 28, attack +21; 4th dimension door , solid fog ; 3rd dispel magic , mind reading , slow ; 2nd comprehend language , mirror image , resist energy ; 1st alarm , hydraulic push , true strike ; Cantrips (4th) detect magic , light , message , read aura , shield Adult Bronze Dragon Arcane Prepared Spells DC 33, attack +27; As young bronze dragon, plus 6th mislead , true seeing ; 5th control water , illusory scene , tongues ; 4th suggestion ; Cantrips (6th) detect magic , light , message , read aura , shield Tiruvinn Reclusive and secretive, this adult bronze dragon sometimes speaks to adventurers. That’s how he came to meet Ameiko Kaijitsu, who named Sandpoint’s Rusty Dragon tavern after him. ","element":["Water"],"skill_mod":{"diplomacy":23,"stealth":22,"arcana":28,"athletics":24,"intimidation":23,"occultism":24,"acrobatics":22},"image":["/Images/Monsters/DragonBronze_AncientBronzeDragon.png"],"primary_source":"Bestiary","spell":["Obscuring Mist","Speak with Animals"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":5,"reflex_save":23,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":24,"size":["Huge"],"name":"Adult Bronze Dragon","alignment":"LG","pfs":"Standard","rarity":"common","strike_damage_average":[18,26,34],"attack_bonus":[26,28,28],"constitution":4,"immunity":["electricity","paralyzed","sleep"],"creature_family":"Dragon, Bronze","will_save":26,"speed":{"fly":140,"max":140,"land":40,"swim":50},"wisdom":4,"weakness":{},"creature_ability":["Electricity Aura","Frightful Presence","Attack of Opportunity","Breath Weapon","Draconic Frenzy","Draconic Momentum","Water Mastery"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Intimidation","Occultism","Stealth"],"tradition":["Arcane"],"summary":"Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally …","trait_group":["Monster","Creature Type","Elemental","Planar"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=146","dexterity":3,"category":"creature","slug":"creature-146"},{"remaster_name":["Ancient Sage Dragon"],"primary_source_category":"Rulebooks","strength":8,"hp":360,"language":["Aquan","Common","Draconic","Dwarven","Elven","Gnomish","<%SPELLS%293%%>speak with animals<%END>"],"source":["Bestiary"],"type":"Creature","charisma":6,"perception":32,"stealth":"28","trait":["Amphibious","Dragon","Uncommon","Water","LG","Gargantuan"],"id":"creature-147","text":" Ancient Bronze Dragon Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion. Bronze dragons’ mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon’s enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves. While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library—with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell. Recall Knowledge - Dragon (Arcana): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ancient Bronze Dragon Source Bestiary pg. 120 Perception +32; darkvision, scent (imprecise) 100 feet Languages Aquan, Common, Draconic, Dwarven, Elven, Gnomish; speak with animals Skills Acrobatics +28, Arcana +35, Athletics +34, Diplomacy +32, Intimidation +32, Occultism +33, Society +33, Stealth +28 Str +8 Dex +4 Con +6 Int +7 Wis +6 Cha +6 --- AC 43 Fort +32 Ref +30 Will +34 +1 status to all saves vs. magic HP 360 Immunities electricity, paralyzed, sleep Electricity Aura (aura, electricity) 15 feet, 2d12 electricity damage. The bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 38 Vortex (aura, water); 40 feet. Water in the aura that is also in the same body of water as the dragon is difficult terrain for Swimming creatures that don’t have the water trait. Attack of Opportunity Reaction Jaws only. Vortex Pull Reaction (water); Trigger A creature in the dragon’s vortex uses a Swim action. Effect The dragon creates a current of water, forcing the triggering creature to attempt a DC 40 Athletics check to Swim. If the creature fails, it’s pulled 30 feet toward the dragon and the triggering action is lost. If it succeeds, it can Swim normally (using the result of that roll if it doesn’t have a Swim speed). --- Speed 60 feet, fly 200 feet, swim 60 feet Melee Single Action jaws +35 (Electricity, Magical, reach 20 feet), Damage 3d12+16 piercing plus 2d12 electricity Melee Single Action claw +35 (Agile, Magical, reach 15 feet), Damage 3d10+16 slashing Melee Single Action tail +33 (Magical, reach 20 feet), Damage 2d10+14 bludgeoning Arcane Innate Spells DC 40 - 2nd Obscuring Mist (at will) - 5th Control Water (at will) - Constant (2nd) Speak with Animals Breath Weapon Two Actions The bronze dragon breathes in one of two ways. The dragon can’t use Breath Weapon again for 1d4 rounds. Lightning (arcane, electricity, evocation); The dragon breathes lightning in a 100-foot line that deals 12d12 electricity damage (DC 40 basic Reflex save). Repulsion Gas (abjuration, arcane, incapacitation, mental); The dragon breathes a 100-foot line of repulsive gas. Each creature in the area must succeed at a DC 40 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure). Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon. Water Mastery For up to 120 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water. Bronze Dragon Spellcasters Bronze dragon spellcasters tend to cast the following spells. Young Bronze Dragon Arcane Prepared Spells DC 28, attack +21; 4th dimension door , solid fog ; 3rd dispel magic , mind reading , slow ; 2nd comprehend language , mirror image , resist energy ; 1st alarm , hydraulic push , true strike ; Cantrips (4th) detect magic , light , message , read aura , shield Adult Bronze Dragon Arcane Prepared Spells DC 33, attack +27; As young bronze dragon, plus 6th mislead , true seeing ; 5th control water , illusory scene , tongues ; 4th suggestion ; Cantrips (6th) detect magic , light , message , read aura , shield Ancient Bronze Dragon Arcane Prepared Spells DC 40, attack +35; As adult bronze dragon, plus 8th disappearance , mind blank , polar ray ; 7th prismatic spray , spell turning , suggestion ; 6th teleport ; Cantrips (8th) detect magic , light , message , read aura , shield ","element":["Water"],"skill_mod":{"society":33,"diplomacy":32,"stealth":28,"arcana":35,"athletics":34,"intimidation":32,"occultism":33,"acrobatics":28},"image":["/Images/Monsters/DragonBronze_AncientBronzeDragon.png"],"primary_source":"Bestiary","spell":["Control Water","Obscuring Mist","Speak with Animals"],"ac":43,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 100 feet","resistance":{},"intelligence":7,"reflex_save":30,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Ancient Bronze Dragon","alignment":"LG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[25,32,48],"attack_bonus":[33,35,35],"constitution":6,"immunity":["electricity","paralyzed","sleep"],"creature_family":"Dragon, Bronze","will_save":34,"speed":{"fly":200,"max":200,"land":60,"swim":60},"wisdom":6,"weakness":{},"creature_ability":["Electricity Aura","Frightful Presence","Vortex","Attack of Opportunity","Vortex Pull","Breath Weapon","Draconic Frenzy","Draconic Momentum","Water Mastery"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Intimidation","Occultism","Society","Stealth"],"tradition":["Arcane"],"summary":"Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally …","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=147","dexterity":4,"category":"creature","slug":"creature-147"},{"remaster_name":["Young Mocking Dragon"],"primary_source_category":"Rulebooks","strength":5,"hp":150,"language":["Common","Draconic","Gnomish"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":16,"stealth":"17","trait":["Dragon","Earth","CG","Large"],"id":"creature-148","text":" Young Copper Dragon Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with their mission to spread freedom in oppressive lands. Copper dragons are hedonists who are quick to indulge in simple pleasures, but they’re also sympathetic to other creatures, slow to pass judgment, and careful to always examine a situation from as many perspectives as possible. This philosophy has its drawbacks, however, as copper dragons are susceptible to negative influences and prone to forgiving the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger. Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset. A copper dragon’s combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter. Recall Knowledge - Dragon (Arcana): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Young Copper Dragon Source Bestiary pg. 121 Perception +16; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Gnomish Skills Acrobatics +17, Athletics +17, Crafting +14, Deception +15, Performance +16, Society +16, Stealth +17 Str +5 Dex +3 Con +2 Int +2 Wis +2 Cha +3 --- AC 27 Fort +16 Ref +17 Will +16 +1 status to all saves vs. magic HP 150 Immunities acid, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 23 Twisting Tail Reaction Trigger A creature within reach of the copper dragon’s tail uses a move action or leaves a square during a move action it’s using. Effect The dragon makes a tail Strike at the creature with a –2 penalty. If it hits, the dragon disrupts the triggering action. --- Speed 30 feet, fly 120 feet; climb stone 30 feet Melee Single Action jaws +20 (Acid, reach 10 feet), Damage 2d8+8 piercing plus 1d8 acid Melee Single Action claw +20 (Agile), Damage 2d6+8 slashing Melee Single Action tail +18 (reach 15 feet), Damage 1d8+7 bludgeoning Arcane Innate Spells DC 27 - 1st Grease (at will) Breath Weapon Two Actions The copper dragon breathes in one of two ways. The dragon can’t use Breath Weapon again for 1d4 rounds. Acid (acid, arcane, evocation); The dragon breathes acid in a 60-foot line that deals 8d6 acid damage (DC 26 basic Fortitude save). Slowing Gas (arcane, transmutation); The dragon breathes a 60-foot line of slowing gas. Each creature in the area must succeed at a DC 26 Fortitude save or be slowed 1 for 1 round (or slowed 2 on a critical failure). Climb Stone The dragon’s climb speed functions only when climbing stone surfaces. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges Breath Weapon. Copper Dragon Spellcasters Copper dragon spellcasters tend to cast the following spells. Young Copper Dragon Arcane Prepared Spells DC 27, attack +20; 3rd dispel magic , haste , meld into stone ; 2nd glitterdust , invisibility , see invisibility ; 1st fleet step , illusory object , magic aura ; Cantrips (3rd) detect magic , ghost sound , message , read aura ","element":["Earth"],"skill_mod":{"society":16,"performance":16,"deception":15,"crafting":14,"stealth":17,"athletics":17,"acrobatics":17},"primary_source":"Bestiary","spell":["Grease"],"ac":27,"level":8,"spell_dc":[27],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Young Copper Dragon","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[11,15,21],"attack_bonus":[18,20,20],"constitution":2,"immunity":["acid","paralyzed","sleep"],"creature_family":"Dragon, Copper","will_save":16,"speed":{"fly":120,"max":120,"land":30},"wisdom":2,"weakness":{},"creature_ability":["Frightful Presence","Twisting Tail","Breath Weapon","Climb Stone","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Crafting","Deception","Performance","Society","Stealth"],"tradition":["Arcane"],"summary":"Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with …","trait_group":["Creature Type","Elemental","Planar","Monster"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=148","dexterity":3,"category":"creature","slug":"creature-148"},{"remaster_name":["Adult Mocking Dragon"],"primary_source_category":"Rulebooks","strength":6,"hp":235,"language":["Common","Draconic","Elven","Gnomish"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":23,"stealth":"21","trait":["Dragon","Earth","CG","Large"],"id":"creature-149","text":" Adult Copper Dragon Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with their mission to spread freedom in oppressive lands. Copper dragons are hedonists who are quick to indulge in simple pleasures, but they’re also sympathetic to other creatures, slow to pass judgment, and careful to always examine a situation from as many perspectives as possible. This philosophy has its drawbacks, however, as copper dragons are susceptible to negative influences and prone to forgiving the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger. Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset. A copper dragon’s combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter. Recall Knowledge - Dragon (Arcana): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Adult Copper Dragon Source Bestiary pg. 122 Perception +23; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Elven, Gnomish Skills Acrobatics +21, Athletics +24, Crafting +22, Deception +21, Performance +23, Society +22, Stealth +21 Str +6 Dex +3 Con +4 Int +4 Wis +3 Cha +5 --- AC 33 Fort +23 Ref +22 Will +22 +1 status to all saves vs. magic HP 235 Immunities acid, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 29 Twisting Tail Reaction Trigger A creature within reach of the copper dragon’s tail uses a move action or leaves a square during a move action it’s using. Effect The dragon makes a tail Strike at the creature with a –2 penalty. If it hits, the dragon disrupts the triggering action. --- Speed 40 feet, fly 140 feet; climb stone 40 feet Melee Single Action jaws +26 (Acid, Magical, reach 10 feet), Damage 3d8+12 piercing plus 2d8 acid Melee Single Action claw +26 (Agile, Magical), Damage 3d8+12 slashing Melee Single Action tail +24 (Magical, reach 15 feet), Damage 2d8+10 bludgeoning Arcane Innate Spells DC 33 - 1st Grease (at will) - 4th Hideous Laughter (at will), Shape Stone Breath Weapon Two Actions The copper dragon breathes in one of two ways. The dragon can’t use Breath Weapon again for 1d4 rounds. Acid (acid, arcane, evocation); The dragon breathes acid in a 80-foot line that deals 13d6 acid damage (DC 32 basic Fortitude save). Slowing Gas (arcane, transmutation); The dragon breathes a 80-foot line of slowing gas. Each creature in the area must succeed at a DC 32 Fortitude save or be slowed 1 for 1 round (or slowed 2 on a critical failure). Climb Stone The dragon's climb speed functions only when climbing stone surfaces Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges Breath Weapon. Copper Dragon Spellcasters Copper dragon spellcasters tend to cast the following spells. Young Copper Dragon Arcane Prepared Spells DC 27, attack +20; 3rd dispel magic , haste , meld into stone ; 2nd glitterdust , invisibility , see invisibility ; 1st fleet step , illusory object , magic aura ; Cantrips (3rd) detect magic , ghost sound , message , read aura Adult Copper Dragon Arcane Prepared Spells DC 33, attack +26; As young copper dragon, plus 5th false vision , hallucination , tongues ; 4th confusion , creation , stoneskin ; Cantrips (5th) detect magic , ghost sound , message , read aura ","element":["Earth"],"skill_mod":{"society":22,"performance":23,"deception":21,"crafting":22,"stealth":21,"athletics":24,"acrobatics":21},"primary_source":"Bestiary","spell":["Hideous Laughter","Shape Stone","Grease"],"ac":33,"level":12,"spell_dc":[33],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":4,"reflex_save":22,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Adult Copper Dragon","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[19,25,34],"attack_bonus":[24,26,26],"constitution":4,"immunity":["acid","paralyzed","sleep"],"creature_family":"Dragon, Copper","will_save":22,"speed":{"fly":140,"max":140,"land":40},"wisdom":3,"weakness":{},"creature_ability":["Frightful Presence","Twisting Tail","Breath Weapon","Climb Stone","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Crafting","Deception","Performance","Society","Stealth"],"tradition":["Arcane"],"summary":"Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with …","trait_group":["Creature Type","Elemental","Planar","Monster"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=149","dexterity":3,"category":"creature","slug":"creature-149"},{"remaster_name":["Ancient Mocking Dragon"],"primary_source_category":"Rulebooks","strength":8,"hp":345,"language":["Common","Draconic","Dwarven","Elven","Gnomish"],"source":["Bestiary"],"type":"Creature","charisma":6,"perception":30,"stealth":"30","trait":["Dragon","Earth","Uncommon","CG","Huge"],"id":"creature-150","text":" Ancient Copper Dragon Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with their mission to spread freedom in oppressive lands. Copper dragons are hedonists who are quick to indulge in simple pleasures, but they’re also sympathetic to other creatures, slow to pass judgment, and careful to always examine a situation from as many perspectives as possible. This philosophy has its drawbacks, however, as copper dragons are susceptible to negative influences and prone to forgiving the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger. Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset. A copper dragon’s combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter. Recall Knowledge - Dragon (Arcana): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ancient Copper Dragon Source Bestiary pg. 122 Perception +30; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Dwarven, Elven, Gnomish Skills Acrobatics +30, Athletics +31, Crafting +31, Deception +29, Performance +31, Society +29, Stealth +30 Str +8 Dex +5 Con +5 Int +6 Wis +5 Cha +6 --- AC 41 Fort +30 Ref +32 Will +32 +1 status to all saves vs. magic HP 345 Immunities acid, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 35 Slow Aura (arcane, aura, enchantment) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 37 Will saving throw or be slowed 1 for 1 round (or slowed 2 on a critical failure). The copper dragon can turn this aura on or off with a single action, which has the concentrate trait, and can choose not to affect allies within the aura. Twisting Tail Reaction Trigger A creature within reach of the copper dragon’s tail uses a move action or leaves a square during a move action it’s using. Effect The dragon makes a tail Strike at the creature with a –2 penalty. If it hits, the dragon disrupts the triggering action. --- Speed 50 feet, fly 200 feet; climb stone 50 feet Melee Single Action jaws +33 (Acid, Magical, reach 15 feet), Damage 3d10+16 piercing plus 3d8 acid Melee Single Action claw +33 (Agile, Magical, reach 10 feet), Damage 3d10+16 slashing Melee Single Action tail +31 (Magical, reach 20 feet), Damage 2d10+14 bludgeoning Arcane Innate Spells DC 39 - 1st Grease (at will) - 4th Shape Stone (at will) - 5th Hideous Laughter (at will), Wall of Stone Breath Weapon Two Actions The copper dragon breathes in one of two ways. The dragon can’t use Breath Weapon again for 1d4 rounds. Acid (acid, arcane, evocation); The dragon breathes acid in a 100-foot line that deals 18d6 acid damage (DC 38 basic Fortitude save). Slowing Gas (arcane, transmutation); The dragon breathes a 100-foot line of slowing gas. Each creature in the area must succeed at a DC 38 Fortitude save or be slowed 1 for 1 round (or slowed 2 on a critical failure). Climb Stone The dragon's climb speed functions only when climbing stone surfaces. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges Breath Weapon. Mass Laughter Two Actions (Arcane, Emotion, Enchantment, Mental) Frequency once per day. Effect The copper dragon tells a fantastic joke. Each creature in a 100-foot emanation must succeed at a DC 39 Will save or suffer the effects of a 9th-level hideous laughter spell for 1 minute. Copper Dragon Spellcasters Copper dragon spellcasters tend to cast the following spells. Young Copper Dragon Arcane Prepared Spells DC 27, attack +20; 3rd dispel magic , haste , meld into stone ; 2nd glitterdust , invisibility , see invisibility ; 1st fleet step , illusory object , magic aura ; Cantrips (3rd) detect magic , ghost sound , message , read aura Adult Copper Dragon Arcane Prepared Spells DC 33, attack +26; As young copper dragon, plus 5th false vision , hallucination , tongues ; 4th confusion , creation , stoneskin ; Cantrips (5th) detect magic , ghost sound , message , read aura Ancient Copper Dragon Arcane Prepared Spells DC 39, attack +33; As adult copper dragon, plus 8th maze , prismatic wall ; 7th prismatic spray , project image , reverse gravity ; 6th mislead , phantasmal calamity , teleport ; Cantrips (8th) detect magic , ghost sound , message , read aura Rokiere Considered humorless for a copper dragon, Rokiere keeps her lair in the hills on Motaku Isle in the Shackles. It’s rumored that she knows where vast amounts of nearby treasure are located, and she will divulge the location of this hidden wealth to anyone who can make her laugh. ","element":["Earth"],"skill_mod":{"society":29,"performance":31,"deception":29,"crafting":31,"stealth":30,"athletics":31,"acrobatics":30},"image":["/Images/Monsters/DragonCopper_AncientCopperDragon.png"],"primary_source":"Bestiary","spell":["Hideous Laughter","Wall of Stone","Shape Stone","Grease"],"ac":41,"level":17,"spell_dc":[39],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":6,"reflex_save":32,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":30,"size":["Huge"],"name":"Ancient Copper Dragon","alignment":"CG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[25,32,46],"attack_bonus":[31,33,33],"constitution":5,"immunity":["acid","paralyzed","sleep"],"creature_family":"Dragon, Copper","will_save":32,"speed":{"fly":200,"max":200,"land":50},"wisdom":5,"weakness":{},"creature_ability":["Frightful Presence","Slow Aura","Twisting Tail","Breath Weapon","Climb Stone","Draconic Frenzy","Draconic Momentum","Mass Laughter"],"skill":["Acrobatics","Athletics","Crafting","Deception","Performance","Society","Stealth"],"tradition":["Arcane"],"summary":"Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with …","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=150","dexterity":5,"category":"creature","slug":"creature-150"},{"remaster_name":["Young Vizier Dragon"],"primary_source_category":"Rulebooks","strength":6,"hp":230,"language":["Common","Draconic","Elven","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":21,"trait":["Dragon","Fire","LG","Large"],"id":"creature-151","text":" Young Gold Dragon Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the longstanding war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course. When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world's most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters. A gold dragon's incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon's last-minute intermediation. Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards. Recall Knowledge - Dragon (Arcana): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Young Gold Dragon Source Bestiary pg. 124 Perception +21; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Elven, Sylvan Skills Acrobatics +17, Arcana +18, Athletics +23, Diplomacy +23, Medicine +21, Religion +21, Society +18 Str +6 Dex +2 Con +4 Int +3 Wis +4 Cha +4 --- AC 32 Fort +22 Ref +20 Will +22 +1 status to all saves vs. magic HP 230 Immunities fire, paralyzed, sleep Weaknesses cold 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 27 Attack of Opportunity Reaction Jaws only. --- Speed 40 feet, fly 140 feet, swim 40 feet Melee Single Action jaws +24 (Fire, reach 10 feet), Damage 2d10+12 piercing plus 2d6 fire Melee Single Action claw +24 (Agile), Damage 2d10+12 slashing Melee Single Action tail +22 (reach 10 feet), Damage 2d10+10 slashing Melee Single Action horns +22 (Agile, reach 10 feet), Damage 1d12+10 piercing Arcane Innate Spells DC 29 - 1st Detect Alignment (evil only) - 3rd Locate (gems only) Breath Weapon Two Actions The gold dragon breathes in one of two ways. The dragon can’t use Breath Weapon again for 1d4 rounds. Flame (arcane, evocation, fire); The dragon breathes a blast of flame in a 30-foot cone that deals 11d6 fire damage (DC 31 basic Reflex save). Weakening Gas (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 30-foot cone must succeed at a DC 31 Fortitude save or become enfeebled 1 for 1 minute (or enfeebled 2 on a critical failure). Draconic Frenzy Two Actions The gold dragon makes two claw Strikes and one horns Strike in any order. Draconic Momentum When the gold dragon scores a critical hit with a Strike, it recharges Breath Weapon. Gold Dragon Spellcasters Gold dragon spellcasters tend to cast the following spells. Unlike most dragons, they cast divine spells instead of arcane. Young Gold Dragon Divine Prepared Spells DC 29, attack +24; 4th discern lies , heal , restoration ; 3rd dispel magic , haste , heal ; 2nd restoration , resist energy , see invisibility , silence ; 1st alarm , mending , protection , spirit link ; Cantrips (4th) daze , detect magic , forbidding ward , prestidigitation , read aura ","element":["Fire"],"skill_mod":{"society":18,"diplomacy":23,"arcana":18,"medicine":21,"athletics":23,"acrobatics":17,"religion":21},"primary_source":"Bestiary","spell":["Locate","Detect Alignment"],"ac":32,"level":11,"spell_dc":[29],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":3,"reflex_save":20,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Young Gold Dragon","alignment":"LG","pfs":"Standard","rarity":"common","strike_damage_average":[16,21,23,30],"attack_bonus":[22,22,24,24],"constitution":4,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Gold","will_save":22,"speed":{"fly":140,"max":140,"land":40,"swim":40},"wisdom":4,"weakness":{"cold":10},"creature_ability":["Frightful Presence","Attack of Opportunity","Breath Weapon","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Medicine","Religion","Society"],"tradition":["Arcane"],"summary":"Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=151","dexterity":2,"category":"creature","slug":"creature-151"},{"remaster_name":["Adult Vizier Dragon"],"primary_source_category":"Rulebooks","strength":7,"hp":330,"language":["Common","Draconic","Dwarven","Elven","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":29,"trait":["Dragon","Fire","LG","Huge"],"id":"creature-152","text":" Adult Gold Dragon Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the longstanding war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course. When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world's most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters. A gold dragon's incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon's last-minute intermediation. Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards. Recall Knowledge - Dragon (Arcana): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Adult Gold Dragon Source Bestiary pg. 124 Perception +29; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Dwarven, Elven, Sylvan Skills Acrobatics +22, Arcana +24, Athletics +28, Diplomacy +29, Medicine +27, Religion +29, Society +26 Str +7 Dex +3 Con +6 Int +5 Wis +6 Cha +4 --- AC 38 Fort +28 Ref +25 Will +28 +1 status to all saves vs. magic HP 330 Immunities fire, paralyzed, sleep Weaknesses cold 15 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 33 Attack of Opportunity Reaction Jaws only. Golden Luck Reaction Trigger The gold dragon fails a saving throw. Effect The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can’t use this ability again for 1d4 rounds. --- Speed 50 feet, fly 180 feet, swim 50 feet Melee Single Action jaws +30 (Fire, Magical, reach 15 feet), Damage 3d12+15 piercing plus 3d6 fire Melee Single Action claw +30 (Agile, Magical, reach 10 feet), Damage 3d10+15 slashing Melee Single Action tail +28 (Magical, reach 20 feet), Damage 3d10+13 slashing Melee Single Action horns +28 (Agile, Magical, reach 15 feet), Damage 2d12+13 piercing Arcane Innate Spells DC 35 - 1st Detect Alignment (evil only) - 3rd Locate (gems only) - 7th Sunburst Breath Weapon Two Actions The gold dragon breathes in one of two ways. The dragon can’t use Breath Weapon again for 1d4 rounds. Flame (arcane, evocation,fire); The dragon breathes a blast of flame in a 40-foot cone that deals 15d6 fire damage (DC 37 basic Reflex save). Weakening Gas (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 40-foot cone must succeed at a DC 37 Fortitude save or become enfeebled 2 for 1 minute (or enfeebled 3 on a critical failure). Draconic Frenzy Two Actions The gold dragon makes two claw Strikes and one horns Strike in any order Draconic Momentum When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon. Gold Dragon Spellcasters Gold dragon spellcasters tend to cast the following spells. Unlike most dragons, they cast divine spells instead of arcane. Young Gold Dragon Divine Prepared Spells DC 29, attack +24; 4th discern lies , heal , restoration ; 3rd dispel magic , haste , heal ; 2nd restoration , resist energy , see invisibility , silence ; 1st alarm , mending , protection , spirit link ; Cantrips (4th) daze , detect magic , forbidding ward , prestidigitation , read aura Adult Gold Dragon Divine Prepared Spells DC 35, attack +30; As young gold dragon, plus 6th blade barrier , heal , true seeing ; 5th banishment , breath of life , sending ; Cantrips (6th) daze , detect magic , forbidding ward , prestidigitation , read aura Parnoneryx This adult gold dragon had a long and tragic existence. Formerly an ally of Iomedae, he was defeated by a powerful white dragon and imprisoned in ice. Though freed by the Glorious Reclamation, he was soon slain by evil adventurers who used his head to create a powerful weapon known as a tathlum—which was used to lift the siege of Citadel Rivad and end the Glorious Reclamation. ","element":["Fire"],"skill_mod":{"society":26,"diplomacy":29,"arcana":24,"medicine":27,"athletics":28,"acrobatics":22,"religion":29},"image":["/Images/Monsters/DragonGold_AncientGoldDragon.png"],"primary_source":"Bestiary","spell":["Sunburst","Locate","Detect Alignment"],"ac":38,"level":15,"spell_dc":[35],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":5,"reflex_save":25,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":28,"size":["Huge"],"name":"Adult Gold Dragon","alignment":"LG","pfs":"Standard","rarity":"common","strike_damage_average":[26,29,31,45],"attack_bonus":[28,28,30,30],"constitution":6,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Gold","will_save":28,"speed":{"fly":180,"max":180,"land":50,"swim":50},"wisdom":6,"weakness":{"cold":15},"creature_ability":["Frightful Presence","Attack of Opportunity","Golden Luck","Breath Weapon","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Medicine","Religion","Society"],"tradition":["Arcane"],"summary":"Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=152","dexterity":3,"category":"creature","slug":"creature-152"},{"remaster_name":["Ancient Vizier Dragon"],"primary_source_category":"Rulebooks","strength":9,"hp":450,"language":["Common","Draconic","Dwarven","Elven","Gnomish","Jotun","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":36,"trait":["Dragon","Fire","Uncommon","LG","Gargantuan"],"id":"creature-153","text":" Ancient Gold Dragon Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the longstanding war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course. When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world's most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters. A gold dragon's incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon's last-minute intermediation. Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards. Recall Knowledge - Dragon (Arcana): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Ancient Gold Dragon Source Bestiary pg. 125 Perception +36; darkvision, scent (imprecise) 80 feet Languages Common, Draconic, Dwarven, Elven, Gnomish, Jotun, Sylvan Skills Acrobatics +29, Arcana +31, Athletics +35, Diplomacy +35, Medicine +36, Religion +36, Society +35 Str +9 Dex +5 Con +8 Int +7 Wis +8 Cha +5 --- AC 46 Fort +37 Ref +34 Will +39 +1 status to all saves vs. magic HP 450 Immunities fire, paralyzed, sleep Weaknesses cold 20 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 39 Attack of Opportunity Reaction Jaws only. Extra Reaction The dragon gains 2 reactions at the start of its turn each round. Golden Luck Reaction Trigger The gold dragon fails a saving throw. Effect The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can’t use this ability again for 1d4 rounds. --- Speed 60 feet, fly 200 feet, swim 60 feet Melee Single Action jaws +38 (Fire, Magical, reach 20 feet), Damage 4d12+17 piercing plus 4d6 fire Melee Single Action claw +38 (Agile, Magical, reach 15 feet), Damage 4d10+17 slashing Melee Single Action tail +36 (Magical, reach 25 feet), Damage 4d10+15 slashing Melee Single Action horns +36 (Agile, Magical, reach 20 feet), Damage 2d12+15 piercing Arcane Innate Spells DC 41 - 1st Detect Alignment (evil only) - 3rd Locate (gems only) - 10th Sunburst Breath Weapon Two Actions The gold dragon breathes in one of two ways. The dragon can’t use Breath Weapon again for 1d4 rounds. Flame (arcane, evocation, fire); The dragon breathes a blast of flame in a 50-foot cone that deals 20d6 fire damage (DC 44 basic Reflex save). Weakening Gas (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 50-foot cone must succeed at a DC 44 Fortitude save or become enfeebled 3 for 1 minute (or enfeebled 4 on a critical failure). Draconic Frenzy Two Actions The gold dragon makes two claw Strikes and one horns Strike in any order Draconic Momentum When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon. Gold Dragon Spellcasters Gold dragon spellcasters tend to cast the following spells. Unlike most dragons, they cast divine spells instead of arcane. Young Gold Dragon Divine Prepared Spells DC 29, attack +24; 4th discern lies , heal , restoration ; 3rd dispel magic , haste , heal ; 2nd restoration , resist energy , see invisibility , silence ; 1st alarm , mending , protection , spirit link ; Cantrips (4th) daze , detect magic , forbidding ward , prestidigitation , read aura Adult Gold Dragon Divine Prepared Spells DC 35, attack +30; As young gold dragon, plus 6th blade barrier , heal , true seeing ; 5th banishment , breath of life , sending ; Cantrips (6th) daze , detect magic , forbidding ward , prestidigitation , read aura Ancient Gold Dragon Divine Prepared Spells DC 41, attack +38; As adult gold dragon, plus 9th foresight , heal , overwhelming presence ; 8rd discern location , divine aura , heal ; 7th dimensional lock , energy aegis , spell turning ; Cantrips (9th) daze , detect magic , forbidding ward , prestidigitation , read aura ","element":["Fire"],"skill_mod":{"society":35,"diplomacy":35,"arcana":31,"medicine":36,"athletics":35,"acrobatics":29,"religion":36},"image":["/Images/Monsters/DragonGold_AncientGoldDragon.png"],"primary_source":"Bestiary","spell":["Sunburst","Locate","Detect Alignment"],"ac":46,"level":20,"spell_dc":[41],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 80 feet","resistance":{},"intelligence":7,"reflex_save":34,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":37,"size":["Gargantuan"],"name":"Ancient Gold Dragon","alignment":"LG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[28,37,39,57],"attack_bonus":[36,36,38,38],"constitution":8,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Gold","will_save":39,"speed":{"fly":200,"max":200,"land":60,"swim":60},"wisdom":8,"weakness":{"cold":20},"creature_ability":["Frightful Presence","Attack of Opportunity","Extra Reaction","Golden Luck","Breath Weapon","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Medicine","Religion","Society"],"tradition":["Arcane"],"summary":"Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=153","dexterity":5,"category":"creature","slug":"creature-153"},{"remaster_name":["Young Oath Dragon"],"primary_source_category":"Rulebooks","strength":6,"hp":200,"language":["Auran","Common","Draconic"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":20,"trait":["Cold","Dragon","LG","Large"],"id":"creature-154","text":" Young Silver Dragon Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide—often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil. Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior. Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable. Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption. Recall Knowledge - Dragon (Arcana): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Young Silver Dragon Source Bestiary pg. 126 Perception +20; darkvision, fog vision, scent (imprecise) 60 feet Languages Auran, Common, Draconic Skills Acrobatics +14, Athletics +22, Diplomacy +18, Intimidation +20, Medicine +20, Religion +18, Society +14 Str +6 Dex +2 Con +3 Int +2 Wis +4 Cha +4 Fog Vision The silver dragon ignores the concealed condition from fog and clouds. --- AC 31 Fort +20 Ref +17 Will +21 HP 200 Immunities cold, paralyzed, sleep Weaknesses fire 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 28 Wing Deflection Reaction Trigger The silver dragon is targeted with an attack. Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. --- Speed 40 feet, fly 100 feet; cloud walk Melee Single Action jaws +23 (Cold, reach 10 feet), Damage 2d10+12 piercing plus 2d6 cold Melee Single Action claw +23 (Agile), Damage 2d8+12 slashing Melee Single Action tail +21 (reach 15 feet), Damage 1d10+10 bludgeoning Arcane Innate Spells DC 28 - 1st Detect Alignment (evil only) Breath Weapon Two Actions The silver dragon breathes in one of two ways. The dragon can’t use Breath Weapon again for 1d4 rounds. Frost (arcane, cold, evocation); The dragon breathes a cloud of frost in a 30-foot cone that deals 10d6 cold damage (DC 29 basic Reflex save). Paralyzing Gas (arcane, enchantment, incapacitation); The dragon breathes a blast of paralyzing gas. Each creature within a 30-foot cone must succeed at a DC 29 Fortitude save or be slowed 1 for 1 round (or paralyzed for 1 round on a critical failure). Cloud Walk The silver dragon can tread on clouds or fog as though on solid ground. Draconic Frenzy Two Actions The silver dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon. Silver Dragon Spellcasters Silver dragon spellcasters tend to cast the following spells. Unlike most dragons, they cast divine spells instead of arcane. Young Silver Dragon Divine Prepared Spells DC 28, attack +23; 4th freedom of movement , read omens , restoration ; 3rd heal , paralyze , wall of wind ; 2nd augury , calm emotions , restoration , see invisibility ; 1st alarm , bless , protection , true strike ; Cantrips (4th) detect magic , light , message , read aura , stabilize ","skill_mod":{"society":14,"diplomacy":18,"medicine":20,"athletics":22,"intimidation":20,"acrobatics":14,"religion":18},"primary_source":"Bestiary","spell":["Detect Alignment"],"ac":31,"level":10,"spell_dc":[28],"source_category":["Rulebooks"],"sense":"darkvision, fog vision, scent (imprecise) 60 feet","resistance":{},"intelligence":2,"reflex_save":17,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Young Silver Dragon","alignment":"LG","pfs":"Standard","rarity":"common","strike_damage_average":[15,21,30],"attack_bonus":[21,23,23],"constitution":3,"immunity":["cold","paralyzed","sleep"],"creature_family":"Dragon, Silver","will_save":21,"speed":{"fly":100,"max":100,"land":40},"wisdom":4,"weakness":{"fire":10},"creature_ability":["Fog Vision","Frightful Presence","Wing Deflection","Breath Weapon","Cloud Walk","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Medicine","Religion","Society"],"tradition":["Arcane"],"summary":"Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy …","trait_group":["Energy","Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=154","dexterity":2,"category":"creature","slug":"creature-154"},{"remaster_name":["Adult Oath Dragon"],"primary_source_category":"Rulebooks","strength":7,"hp":295,"language":["Auran","Common","Draconic","Dwarven"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":26,"trait":["Cold","Dragon","LG","Huge"],"id":"creature-155","text":" Adult Silver Dragon Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide—often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil. Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior. Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable. Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption. Recall Knowledge - Dragon (Arcana): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Adult Silver Dragon Source Bestiary pg. 126 Perception +26; darkvision, fog vision, scent (imprecise) 60 feet Languages Auran, Common, Draconic, Dwarven Skills Acrobatics +21, Athletics +27, Diplomacy +25, Intimidation +27, Medicine +24, Religion +24, Society +20 Str +7 Dex +3 Con +4 Int +3 Wis +4 Cha +5 Fog Vision The silver dragon ignores the concealed condition from fog and clouds. --- AC 37 Fort +26 Ref +23 Will +28 +1 status to all saves vs. magic HP 295 Immunities cold, paralyzed, sleep Weaknesses fire 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 33 Wing Deflection Reaction Trigger The silver dragon is targeted with an attack. Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. --- Speed 50 feet, fly 140 feet; cloud walk Melee Single Action jaws +29 (Cold, Magical, reach 15 feet), Damage 3d10+13 piercing plus 3d6 cold Melee Single Action claw +29 (Agile, Magical, reach 10 feet), Damage 3d8+13 slashing Melee Single Action tail +27 (Magical, reach 20 feet), Damage 2d10+11 bludgeoning Arcane Innate Spells DC 33 - 1st Detect Alignment (evil only) Breath Weapon Two Actions The silver dragon breathes in one of two ways. The dragon can’t use Breath Weapon again for 1d4 rounds. Frost (arcane,cold,evocation); The dragon breathes a cloud of frost in a 40-foot cone that deals 15d6 cold damage (DC 35 basic Reflex save). Paralyzing Gas (arcane, enchantment,incapacitation); The dragon breathes a blast of paralyzing gas. Each creature within a 40-foot cone must succeed at a DC 35 Fortitude save or be slowed 2 for 1 round (or paralyzed for two rounds on a critical failure). Cloud Walk The silver dragon can tread on clouds or fog as though on solid ground. Draconic Frenzy Two Actions The silver dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon. Silver Dragon Spellcasters Silver dragon spellcasters tend to cast the following spells. Unlike most dragons, they cast divine spells instead of arcane. Young Silver Dragon Divine Prepared Spells DC 28, attack +23; 4th freedom of movement , read omens , restoration ; 3rd heal , paralyze , wall of wind ; 2nd augury , calm emotions , restoration , see invisibility ; 1st alarm , bless , protection , true strike ; Cantrips (4th) detect magic , light , message , read aura , stabilize Adult Silver Dragon Divine Prepared Spells DC 33, attack +29; As young silver dragon, plus 6th repulsion , true seeing , zealous conviction ; 5th banishment , heal , sending ; Cantrips (6th) detect magic , light , message , read aura , stabilize ","skill_mod":{"society":20,"diplomacy":25,"medicine":24,"athletics":27,"intimidation":27,"acrobatics":21,"religion":24},"primary_source":"Bestiary","spell":["Detect Alignment"],"ac":37,"level":14,"spell_dc":[33],"source_category":["Rulebooks"],"sense":"darkvision, fog vision, scent (imprecise) 60 feet","resistance":{},"intelligence":3,"reflex_save":23,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Adult Silver Dragon","alignment":"LG","pfs":"Standard","rarity":"common","strike_damage_average":[22,26,40],"attack_bonus":[27,29,29],"constitution":4,"immunity":["cold","paralyzed","sleep"],"creature_family":"Dragon, Silver","will_save":28,"speed":{"fly":140,"max":140,"land":50},"wisdom":4,"weakness":{"fire":10},"creature_ability":["Fog Vision","Frightful Presence","Wing Deflection","Breath Weapon","Cloud Walk","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Medicine","Religion","Society"],"tradition":["Arcane"],"summary":"Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy …","trait_group":["Energy","Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=155","dexterity":3,"category":"creature","slug":"creature-155"},{"remaster_name":["Ancient Oath Dragon"],"primary_source_category":"Rulebooks","strength":9,"hp":410,"language":["Auran","Common","Draconic","Dwarven","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":7,"perception":32,"trait":["Cold","Dragon","Uncommon","LG","Gargantuan"],"id":"creature-156","text":" Ancient Silver Dragon Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide—often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil. Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior. Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable. Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption. Recall Knowledge - Dragon (Arcana): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ancient Silver Dragon Source Bestiary pg. 127 Perception +32; darkvision, fog vision, scent (imprecise) 60 feet Languages Auran, Common, Draconic, Dwarven, Sylvan Skills Acrobatics +27, Athletics +38, Diplomacy +34, Intimidation +37, Medicine +33, Religion +32, Society +30 Str +9 Dex +4 Con +5 Int +5 Wis +5 Cha +7 Fog Vision The silver dragon ignores the concealed condition from fog and clouds. --- AC 45 Fort +34 Ref +31 Will +34 +1 status to all saves vs. magic HP 410 Immunities cold, paralyzed, sleep Weaknesses fire 15 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 40 Cold Aura (cold, aura) 15 feet, 3d6 cold damage. The silver dragon can turn this aura on or off as a single action, which has the concentrate trait, and can choose not to affect allies within the aura. Reflect Spell Reaction Trigger The silver dragon critically succeeds at a saving throw against a spell, or a caster trying to target the dragon critically fails their attack roll. Effect The spell is reflected back upon the caster, with the effect of spell turning . Wing Deflection Reaction Trigger The silver dragon is targeted with an attack. Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. --- Speed 60 feet, fly 180 feet; cloud walk Melee Single Action jaws +37 (Cold, Magical, reach 20 feet), Damage 4d10+17 piercing plus 4d6 cold Melee Single Action claw +37 (Agile, Magical, reach 15 feet), Damage 4d8+17 slashing Melee Single Action tail +35 (Magical, reach 25 feet), Damage 3d10+15 bludgeoning Arcane Innate Spells DC 40 - 1st Detect Alignment (evil only) Breath Weapon Two Actions The silver dragon breathes in one of two ways. The dragon can’t use Breath Weapon again for 1d4 rounds. Frost (arcane, cold, evocation); The dragon breathes a cloud of frost in a 50-foot cone that deals 20d6 cold damage (DC 42 basic Reflex save). Paralyzing Gas (arcane, enchantment, incapacitation); The dragon breathes a blast of paralyzing gas. Each creature within a 50-foot cone must succeed at a DC 42 Fortitude save or be paralyzed for 1 round (or paralyzed for 3 rounds on a critical failure). Cloud Walk The silver dragon can tread on clouds or fog as though on solid ground. Draconic Frenzy Two Actions The silver dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon. Silver Dragon Spellcasters Silver dragon spellcasters tend to cast the following spells. Unlike most dragons, they cast divine spells instead of arcane. Young Silver Dragon Divine Prepared Spells DC 28, attack +23; 4th freedom of movement , read omens , restoration ; 3rd heal , paralyze , wall of wind ; 2nd augury , calm emotions , restoration , see invisibility ; 1st alarm , bless , protection , true strike ; Cantrips (4th) detect magic , light , message , read aura , stabilize Adult Silver Dragon Divine Prepared Spells DC 33, attack +29; As young silver dragon, plus 6th repulsion , true seeing , zealous conviction ; 5th banishment , heal , sending ; Cantrips (6th) detect magic , light , message , read aura , stabilize Ancient Silver Dragon Divine Prepared Spells DC 40, attack +36; As adult silver dragon, plus 8rd discern location , divine decree , heal ; 7th divine decree , energy aegis , plane shift ; Cantrips (8th) detect magic , light , message , read aura , stabilize ","skill_mod":{"society":30,"diplomacy":34,"medicine":33,"athletics":38,"intimidation":37,"acrobatics":27,"religion":32},"image":["/Images/Monsters/DragonSilver_AncientSilverDragon.png"],"primary_source":"Bestiary","spell":["Detect Alignment"],"ac":45,"level":19,"spell_dc":[40],"source_category":["Rulebooks"],"sense":"darkvision, fog vision, scent (imprecise) 60 feet","resistance":{},"intelligence":5,"reflex_save":31,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":34,"size":["Gargantuan"],"name":"Ancient Silver Dragon","alignment":"LG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[31,35,53],"attack_bonus":[35,37,37],"constitution":5,"immunity":["cold","paralyzed","sleep"],"creature_family":"Dragon, Silver","will_save":34,"speed":{"fly":180,"max":180,"land":60},"wisdom":5,"weakness":{"fire":15},"creature_ability":["Fog Vision","Frightful Presence","Cold Aura","Reflect Spell","Wing Deflection","Breath Weapon","Cloud Walk","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Medicine","Religion","Society"],"tradition":["Arcane"],"summary":"Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy …","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=156","dexterity":4,"category":"creature","slug":"creature-156"},{"attack_bonus":[21,21],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":140,"language":["Aquan","Common","Draconic"],"immunity":["fire","paralyzed","sleep"],"source":["Bestiary"],"type":"Creature","will_save":16,"charisma":1,"speed":{"max":30,"land":20,"swim":30},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Shell Block","Breath Weapon","Capsize","Draconic Frenzy"],"skill":["Athletics","Diplomacy","Intimidation","Stealth","Survival"],"stealth":"13","trait":["Amphibious","Dragon","N","Huge"],"id":"creature-157","text":" Dragon Turtle When sailors warn others of the terrible threats of the open sea, they seldom forget to mention dragon turtles—immense aquatic dragons with rocky shells similar to those of tortoises and flippers powerful enough to overturn hardy vessels. These fearsome creatures enjoy being considered as dangerous as storms or natural disasters by seafaring folk. Dragon turtles delight in amassing treasure, although most prefer to receive tribute from passing sailors and often store their hoards in the shipwrecks of vessels once crewed by those unwilling to surrender their valuables. Dragon turtles are solitary creatures and hunt in regions encompassing a hundred square miles or more. Although they normally eat large fish, they are omnivorous and also eat seaweed or even foolhardy dragon hunters. Experienced sailors keep a keen eye out for dragon turtles, preparing to flee should one approach or offer it treasure in exchange for safe passage. Most dragon turtles are at least 20 feet wide and 50 feet long, although some can grow substantially larger. These massive, ancient dragon turtles are somnolent, and resemble rocky islands from a distance; their prodigious hoards can be a source of truly ancient sea lore. Legends persist of truly immense dragon turtles who spend centuries drifting on the surface of the ocean, far from established shipping lanes or charted waters, with shells that serve as islands capable of supporting entire ecosystems and even, some claim, small settlements whose inhabitants know nothing of land that doesn’t drift across the sea. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Dragon Turtle Source Bestiary pg. 128 Perception +18; darkvision Languages Aquan, Common, Draconic Skills Athletics +21, Diplomacy +16, Intimidation +18, Stealth +13, Survival +17 Str +6 Dex +0 Con +4 Int +1 Wis +3 Cha +1 --- AC 29 Fort +19 Ref +15 Will +16 HP 140 Immunities fire, paralyzed, sleep Shell Block Reaction Trigger A creature adjacent to the dragon turtle targets it with a melee attack. Effect The dragon turtle rolls its shell toward the triggering creature, gaining a +2 circumstance bonus to its AC against the triggering attack. --- Speed 20 feet, swim 30 feet Melee Single Action jaws +21 (reach 10 feet), Damage 2d12+9 piercing Melee Single Action claw +21 (Agile), Damage 2d8+9 slashing Breath Weapon Two Actions (Air, Fire, Primal) The dragon turtle breathes a massive blast of steam that deals 10d6 fire damage to creatures within a 50-foot cone (DC 27 basic Reflex save). This steam blast affects creatures within the water, as well as outside. The dragon turtle can't use its Breath Weapon again for 1d4 rounds or until it takes a critical hit (whichever comes first). Capsize Single Action (Attack, Move) The dragon turtle tries to capsize an adjacent aquatic vessel of its size or smaller. The dragon turtle must succeed at an Athletics check with a DC of 30 or the pilot's Sailing Lore DC, whichever is higher. Draconic Frenzy Two Actions The dragon turtle makes two Claw Strikes and one Jaws Strike in any order. Dragon Turtle Locations Although most dragon turtles hunt in the open ocean, some live along coastlines or even within large inland lakes. Dragon Turtle Treasue Dragon turtles keep their treasure in shipwrecks at the bottom of the ocean. Their hoards usually contain coins, jewelry, and magic items that can survive lengthy submersion. ","skill_mod":{"diplomacy":16,"survival":17,"stealth":13,"athletics":21,"intimidation":18},"summary":"When sailors warn others of the terrible threats of the open sea, they seldom forget to mention dragon turtles—immense aquatic dragons with rocky …","image":["/Images/Monsters/DragonTurtle.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":29,"level":9,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=157","intelligence":1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":19,"size":["Huge"],"name":"Dragon Turtle","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,22],"slug":"creature-157"},{"attack_bonus":[20],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":190,"source":["Bestiary"],"type":"Creature","will_save":15,"charisma":0,"speed":{"fly":20,"max":20},"perception":17,"wisdom":2,"weakness":{"slashing":10,"fire":10},"creature_ability":["Sporesight","Obscuring Spores","Reel In","Spore Tendrils","Whirlwind of Hooks"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"17","trait":["Fungus","N","Huge"],"id":"creature-158","text":" Drakauthix The drakauthix is a massive fungus that floats through the heights of the largest Darklands caverns, propelled by bladders that spray air and spores. A voracious but slow-moving hunter, the drakauthix prefers to ambush meaty creatures from above, using its hooked appendages to pull its victims upward to feed. The drakauthix’s digestive process is entirely external—it clings to victims, and its spore-laden surface slowly feeds on and grows through the flesh before the spore-infested carcass is discarded. As the infested body strikes the ground below, it bursts and releases a cloud of spores, unleashing a host of young called sporelings that immediately scuttle up the cavern walls to cling to its ceiling and grow. The drakauthix behaves no more intelligently than most predatory animals, and often uses a sort of symbiotic scavenger method to secure prey by capitalizing on the hunting methods of oozes and vermin found in the large cave systems it frequents. When a relatively mindless creature kills a victim, the drakauthix drifts down, hooks the freshly slain carcass with its tendrils, and reels in its meal. The mindless ooze or other creature that just had its food stolen rarely holds a grudge and simply slithers off to find a new quarry, letting the drakauthix digest the corpse in peace. Of course, the drakauthix isn’t above feasting on more active prey as well, and might attack an adventurer who neglects to look upward for danger when exploring a network of mysterious caves. Some Darklands-dwelling creatures, such as duergars, hunt drakauthixes for their flesh, which has a unique flavor with a peppery aftertaste. Subterranean races also make ink from drakauthixes by burning their carcasses, then grinding and pressing the ashes for a long time until a silvery substance congeals. Recall Knowledge - Fungus (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Drakauthix Source Bestiary pg. 129 Perception +17; darkvision, sporesight (imprecise) 60 feet Languages Skills Acrobatics +15, Athletics +20, Stealth +17 Str +7 Dex +2 Con +6 Int -4 Wis +2 Cha +0 Sporesight The drakauthix exudes a cloud of spores that it uses to see. This is an imprecise sense that functions only in areas without strong wind currents. Sporesight does not function underwater. --- AC 25 Fort +21 Ref +13 Will +15 HP 190 Weaknesses fire 10, slashing 10 Obscuring Spores Whenever the drakauthix takes at least 10 slashing damage, it releases a cloud of brown spores that has the effect of obscuring mist for 1 minute, centered around the drakauthix. This cloud of spores does not move with the drakauthix, nor is it displaced by its movement. --- Speed fly 20 feet Melee Single Action tentacle +20 (reach 30 feet), Damage 3d8+9 piercing plus Improved Grab Reel In Single Action The drakauthix pulls all creatures it has grabbed 15 feet closer to itself. Spore Tendrils Single Action The tendrils that cover the drakauthix's body reach out and infest adjacent creatures, dealing 4d6 poison damage and 1d6 persistent poison damage. A creature can attempt a basic DC 27 Reflex save to reduce this damage, but one grabbed by the drakauthix takes a –4 circumstance penalty to this save. Whirlwind of Hooks Two Actions The drakauthix whirls, whipping creatures around it. The drakauthix makes a tentacle Strike against every creature within its reach. Drakauthix Sporelings When a new drakauthix bursts forth from a spore-infested corpse, it has no true way of defending itself. However, a sporeling does not need to hunt until it grows much larger. Each sporeling harvests enough material from the body it emerged from to grow to its full size over a few short days. After it has done so, the drakauthix detaches from the cave ceiling and, starving, immediately seeks out its first meal in the cavern below. ","skill_mod":{"stealth":17,"athletics":20,"acrobatics":15},"summary":"The drakauthix is a massive fungus that floats through the heights of the largest Darklands caverns, propelled by bladders that spray air and spores. …","image":["/Images/Monsters/Drakauthix.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":25,"level":9,"source_category":["Rulebooks"],"sense":"darkvision, sporesight (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=158","intelligence":-4,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Drakauthix","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22],"slug":"creature-158"},{"attack_bonus":[12,12],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":45,"language":["Draconic"],"immunity":["paralyzed","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Drake","will_save":7,"charisma":-1,"speed":{"fly":50,"max":50,"land":20,"swim":30},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Tail Lash","Caustic Mucus","Draconic Frenzy","Speed Surge"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"9","trait":["Amphibious","Dragon","Water","NE","Medium"],"id":"creature-159","text":" River Drake Although the glistening scales and sleek, fin-like wings on these drakes give them an appearance reminiscent of river fish, they are actually distant relatives of the black dragon. While smaller than most drakes, river drakes are more than capable of plaguing river travelers and are equally at home above and below the water’s surface. This flexibility allows them to catch a wide variety of prey, from fish and boggards to deer and the occasional ferry passenger. Recall Knowledge - Dragon (Arcana): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 River Drake Source Bestiary pg. 131 Perception +9; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +11, Athletics +10, Intimidation +6, Stealth +9, Survival +7 Str +3 Dex +4 Con +2 Int -1 Wis +2 Cha -1 --- AC 19 Fort +11 Ref +9 Will +7 HP 45 Immunities paralyzed, unconscious Resistances acid 10 Tail Lash Reaction Trigger A creature within reach of the river drake’s tail uses an action to Strike or attempt a skill check. Effect The river drake attempts to Strike the triggering creature with its tail. If it hits, the creature takes a –2 circumstance penalty to the triggering roll. --- Speed 20 feet, fly 50 feet, swim 30 feet Melee Single Action fangs +12, Damage 2d8+3 piercing Melee Single Action tail +12 (reach 10 feet), Damage 2d6+3 bludgeoning Caustic Mucus Two Actions (Acid, Arcane, Evocation) The river drake spits a ball of caustic mucus up to a range of 50 feet that explodes in a 10-foot burst. Creatures within the burst take 4d6 acid damage (DC 19 basic Reflex save). Those that fail this save also take 1d6 persistent acid damage and take a –5-foot status penalty to their Speed. This Speed reduction ends with the persistent acid damage. The river drake can't use Caustic Mucus again for 1d6 rounds. Draconic Frenzy Two Actions The river drake makes one Fangs Strike and two Tail Strikes in any order. Speed Surge Single Action (Move) The river drake moves up to twice its Speed. It can do this three times per day ","element":["Water"],"skill_mod":{"survival":7,"stealth":9,"athletics":10,"intimidation":6,"acrobatics":11},"summary":"Although the glistening scales and sleek, fin-like wings on these drakes give them an appearance reminiscent of river fish, they are actually distant …","image":["/Images/Monsters/Drake_RiverDrake.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"acid":10},"url":"/Monsters.aspx?ID=159","intelligence":-1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"River Drake","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12],"slug":"creature-159"},{"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":75,"language":["Draconic"],"immunity":["fire","paralyzed","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Drake","will_save":10,"charisma":0,"speed":{"fly":50,"max":50,"land":20},"perception":12,"wisdom":3,"weakness":{"cold":10},"creature_ability":["Smoke Vision","Attack of Opportunity","Draconic Frenzy","Fireball Breath","Speed Surge"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"9","trait":["Dragon","Fire","CE","Large"],"id":"creature-160","text":" Flame Drake The distant kin of red dragons, flame drakes thankfully lack the intelligence and ambition of their larger cousins, but are no less territorial or violent. Flame drakes dwell near volcanoes and magma, but it’s not unheard of for one to drift into nearby areas like forests or wooded hills. Their scales are usually some shade of red, occasionally fading to smoky blacks and grays along the edges of their wings and the tips of their tails. Recall Knowledge - Dragon (Arcana): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Flame Drake Source Bestiary pg. 131 Perception +12; darkvision, scent (imprecise) 30 feet, smoke vision Languages Draconic Skills Acrobatics +10, Athletics +12, Stealth +9, Survival +10 Str +5 Dex +1 Con +3 Int -1 Wis +3 Cha +0 Smoke Vision Smoke doesn’t impair a flame drake’s vision; it ignores concealment from smoke. --- AC 22 Fort +12 Ref +10 Will +10 HP 75 Immunities fire, paralyzed, unconscious Weaknesses cold 10 Attack of Opportunity Reaction Fangs only. --- Speed 20 feet, fly 50 feet Melee Single Action fangs +14, Damage 2d8+5 piercing plus 1d6 fire Melee Single Action tail +14 (reach 10 feet), Damage 2d6+5 bludgeoning Draconic Frenzy Two Actions The flame drake makes two Fangs Strikes and one Tail Strike in any order. Fireball Breath Two Actions (Arcane, Evocation, Fire) The flame drake expels a ball of flame to a range of 180 feet that explodes in a 20-foot burst. Creatures in the burst take 6d6 fire damage (DC 22 basic Reflex save). The flame drake can't use Fireball Breath again for 1d6 rounds. Speed Surge Single Action (Move) The fire drake moves up to twice its Speed. It can do this three times per day. ","element":["Fire"],"skill_mod":{"survival":10,"stealth":9,"athletics":12,"acrobatics":10},"summary":"The distant kin of red dragons, flame drakes thankfully lack the intelligence and ambition of their larger cousins, but are no less territorial or …","image":["/Images/Monsters/Drake_FlameDrake.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet, smoke vision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=160","intelligence":-1,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Flame Drake","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,17],"slug":"creature-160"},{"attack_bonus":[17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Draconic"],"immunity":["disease","paralyzed","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Drake","will_save":11,"charisma":1,"speed":{"fly":50,"max":50,"land":20},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Twisting Tail","Draconic Frenzy","Jungle Drake Venom","Predatory Grab","Speed Surge","Spit Venom","Woodland Stride"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"13","trait":["Dragon","Earth","NE","Large"],"id":"creature-161","text":" Jungle Drake Believed to be related to green dragons, jungle drakes are dangerous hunters equipped with a debilitating venom delivered by a large barbed stinger or their noxious phlegm. Their wings are equipped with vestigial claws that allow them to deftly maneuver through thick jungle foliage both in flight and on foot. Jungle drakes prefer to ambush their prey using hit-and-run tactics, picking off the weakest members of a group and dragging their victims off to finish their meals as they please. Recall Knowledge - Dragon (Arcana): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Jungle Drake Source Bestiary pg. 132 Perception +13; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +15, Athletics +13, Stealth +13, Survival +11 Str +5 Dex +3 Con +4 Int -1 Wis +1 Cha +1 --- AC 23 Fort +17 Ref +13 Will +11 HP 90 Immunities disease, paralyzed, poison, unconscious Twisting Tail Reaction Trigger A creature within reach of the jungle drake’s stinger uses a move action or leaves a square during a move action it’s using. Effect The jungle drake Strikes the target with its stinger. If it hits, the jungle drake disrupts the creature’s action. --- Speed 20 feet, fly 50 feet; woodland stride Melee Single Action fangs +17, Damage 2d10+7 piercing plus predatory grab Melee Single Action stinger +17 (reach 10 feet), Damage 2d6+7 piercing plus Jungle Drake Venom Draconic Frenzy Two Actions The jungle drake makes one Fangs Strike and two Stinger Strikes in any order. Jungle Drake Venom (Poison) Saving Throw Fortitude DC 24; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 1d6 poison damage and enfeebled 2 (1 round) Predatory Grab As Grab, but the jungle drake's Grab does not end if it moves away. Instead, it carries the grabbed creature with it. A jungle drake can't Fly while grabbing a creature unless that creature can also Fly. Speed Surge Single Action (Move) The jungle drake moves up to twice its Speed. It can do this three times per day. Spit Venom Two Actions (Poison) A jungle drake can spit a sticky glob of its venom to a range of 50 feet that explodes in a 10-foot burst. Those in the burst must succeed at a DC 24 Reflex save or be exposed to jungle drake venom. The jungle drake can't use Spit Venom again for 1d6 rounds. Woodland Stride The jungle drake ignores difficult terrain and greater difficult terrain from non-magical foliage. ","element":["Earth"],"skill_mod":{"survival":11,"stealth":13,"athletics":13,"acrobatics":15},"summary":"Believed to be related to green dragons, jungle drakes are dangerous hunters equipped with a debilitating venom delivered by a large barbed stinger …","image":["/Images/Monsters/Drake_JungleDrake.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=161","intelligence":-1,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Jungle Drake","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,18],"slug":"creature-161"},{"attack_bonus":[15,17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":95,"language":["Draconic"],"immunity":["paralyzed","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Drake","will_save":13,"charisma":0,"speed":{"fly":60,"max":60,"land":20},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Savage","Powerful Dive","Punishing Momentum","Wyvern Poison"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"12","trait":["Dragon","NE","Large"],"id":"creature-162","text":" Wyvern A wyvern is a venomous drake with a well-earned reputation for impatience and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a wyvern’s resilient body allows it to crash talons-first into large prey without serious risk to itself. A wyvern uses its momentum to stun its target before injecting it with searing venom or carrying it over the side of a nearby cliff. Because a wyvern lacks the strength to haul its prey all the way to its nest intact, it is far more likely to lift and drop its victim over a gully or canyon and let gravity do its work before it descends to pick apart the carcass. Conversation is of little interest to a wyvern, as the creature typically speaks only to taunt its prey, issue territorial claims, or demand tribute. Even so, many wyverns enjoy grim humor and tales of violent acts, particularly if those acts were committed by the storyteller. A wyvern properly appeased with meat, entertainment, and treasure sometimes agrees to provide assistance ranging from giving directions to serving as a mount for a powerful humanoid. However, these arrangements rarely last more than a few weeks before the wyvern’s pride, malice, or insolence inspires it to flee or even betray its allies. Only the truly cruel can cow a wyvern into servitude for an extended period, as most wyverns are so self-interested that they go out of their way to avoid helping others. Recall Knowledge - Dragon (Arcana): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Wyvern Source Bestiary pg. 133 Perception +13; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +14, Athletics +15, Stealth +12 Str +5 Dex +2 Con +4 Int -2 Wis +3 Cha +0 --- AC 24 Fort +16 Ref +12 Will +13 HP 95 Immunities paralyzed, unconscious Attack of Opportunity Reaction Savage Reaction Trigger A creature grabbed by the wyvern critically fails a skill check to Escape. Effect The wyvern makes a stinger Strike against the triggering creature. --- Speed 20 feet, fly 60 feet Melee Single Action fangs +17, Damage 2d12+5 piercing Melee Single Action claw +17, Damage 2d8+5 slashing plus Grab Melee Single Action stinger +15 (Agile, reach 10 feet), Damage 2d6+5 piercing plus wyvern venom Powerful Dive Two Actions (Move) The wyvern Flies up to its fly Speed and must both move forward at least 20 feet and descend at least 10 feet. If it ends the movement within melee reach of at least one enemy its size or smaller, it can make a claw Strike against that enemy. If the claw hits, as a free action the wyvern can either automatically Grab the target or knock it prone. Punishing Momentum Single Action Requirements The wyvern grabbed a creature this turn using Powerful Dive. Effect The wyvern can Fly at half Speed while holding the creature in its claws, carrying that creature along with it and dropping it at the end of its movement. Alternatively, the wyvern can Strike the creature with its stinger with a +2 circumstance bonus. Wyvern Poison (Poison) Saving Throw Fortitude DC 22; Maximum Duration 6 rounds; Stage 1 5d6 poison damage (1 round); Stage 2 6d6 poison damage (1 round); Stage 3 8d6 poison damage (1 round) Are Wyverns Drakes? Although commonly classified as drakes, wyverns exhibit significant differences from most other types of drakes. While scholars debate the precise relationship between them, none dispute that they exhibit collegial behavior and general deference to one another. ","skill_mod":{"stealth":12,"athletics":15,"acrobatics":14},"summary":"A wyvern is a venomous drake with a well-earned reputation for impatience and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a …","image":["/Images/Monsters/Drake_Wyvern.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=162","intelligence":-2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Wyvern","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,14,18],"slug":"creature-162"},{"attack_bonus":[17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":115,"language":["Draconic"],"immunity":["cold","paralyzed","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Drake","will_save":14,"charisma":1,"speed":{"climb":20,"fly":50,"max":50,"land":20,"burrow":20},"perception":14,"wisdom":3,"weakness":{"fire":10},"creature_ability":["Snow Vision","Retaliatory Strike","Draconic Frenzy","Freezing Mist Breath","Ice Climb","Speed Surge"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"15","trait":["Cold","Dragon","CE","Large"],"id":"creature-163","text":" Frost Drake Frost drakes pose an immense danger in the frozen reaches they call home, where they roam far and wide to hunt for prey such as caribou, wolves, small bears, and tundra-dwelling people. Related as they are to white dragons, these drakes share many habits and facets of their disposition with their draconic cousins. Indeed, just as white dragons are among the most bestial and craven of dragonkind, frost drakes are among the most depraved and openly malicious of the drakes. They are also especially insolent, and are less likely to back down from a flight compared to other drakes. Many frost drakes have met their ends trying to enact cruelties beyond their means, such as singly taking on an entire castle or well-fortified township. Although a frost drake can wreak much destruction on its own, tales of village-dwelling northerners banding together to defend their homes from these rogue menaces are fairly common. A frost drake’s hunting grounds are quite large. Those frost drakes that live upon the permanently frozen peaks of high mountains have been known to swoop down to snatch up prey from the lowlands, leaving frozen swaths of earth from their breath as the only sign of their passing. Their frost-covered scales range from deep royal blue to crisp cyan and sometimes feature sporadic patches of violet. Their hides are thinner than most drakes’; when a frost drake is inhaling in preparation to launch its signature frozen breath, the monster’s ice-blue blood can be seen beneath its scales. Recall Knowledge - Dragon (Arcana): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Frost Drake Source Bestiary pg. 134 Perception +14; darkvision, scent (imprecise) 30 feet, snow vision Languages Draconic Skills Acrobatics +15, Athletics +17, Intimidation +14, Stealth +15 Str +6 Dex +2 Con +4 Int -1 Wis +3 Cha +1 Snow Vision Snow doesn’t impair a frost drake’s vision; it ignores concealment from snowfall. --- AC 25 Fort +17 Ref +15 Will +14 HP 115 Immunities cold, paralyzed, unconscious Weaknesses fire 10 Retaliatory Strike Reaction Trigger A creature within reach of the frost drake’s tail successfully damages the frost drake with a Strike. Effect The frost drake attempts to Strike with its tail. If the Strike hits, it deals an additional 1d6 damage. --- Speed 20 feet, burrow 20 feet (snow only), fly 50 feet, ice climb 20 feet Melee Single Action fangs +17, Damage 2d12+8 piercing plus 1d6 cold Melee Single Action tail +17 (reach 10 feet), Damage 2d10+8 bludgeoning Draconic Frenzy Two Actions The frost drake makes two Fangs Strikes and one Tail Strike in any order. Freezing Mist Breath Two Actions (Arcane, Cold, Evocation) The frost drake spits a ball of liquid up to 60 feet that explodes into a 20-foot burst cloud of freezing mist. Those in the burst take 8d6 cold damage (DC 25 basic Reflex save). The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds. It can't use Freezing Mist Breath again for 1d6 rounds. Ice Climb A frost drake can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice. Speed Surge Single Action (Move) The frost drake moves up to twice its Speed. It can do this three times per day. ","skill_mod":{"stealth":15,"athletics":17,"intimidation":14,"acrobatics":15},"summary":"Frost drakes pose an immense danger in the frozen reaches they call home, where they roam far and wide to hunt for prey such as caribou, wolves, …","image":["/Images/Monsters/Drake_FrostDrake.png"],"primary_source":"Bestiary","trait_group":["Energy","Monster","Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet, snow vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=163","intelligence":-1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Frost Drake","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,24],"slug":"creature-163"},{"attack_bonus":[20,20],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Draconic"],"immunity":["paralyzed","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Drake","will_save":13,"charisma":1,"speed":{"fly":50,"max":50,"land":20,"burrow":20},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Wing Deflection","Draconic Frenzy","Sandstorm Breath","Speed Surge","Surprise Attacker"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"15","trait":["Dragon","Earth","NE","Large"],"id":"creature-164","text":" Desert Drake Distant cousins of blue dragons that lack their relatives’ magical talents and intelligence, these desert-dwelling drakes are nonetheless dangerous ambush predators, preying upon isolated desert travelers and outposts for food and supplies. They retain their true-blooded forebears’ resistance to electricity and affinity for sandy environs. Desert drakes’ scales range in coloration from rust-brown to light tan and ocher shades, mimicking the colors of the dunes they call home. Desert drakes are among the lightest and most compact of the drakes, though this shouldn’t be mistaken for frailty. Their swooped-back horns and feather-thin wings are adapted to make burrowing as easy as possible. Indeed, a desert drake’s powerful neck makes wriggling through sand and other loose scree as easy as walking for it. Recall Knowledge - Dragon (Arcana): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Desert Drake Source Bestiary pg. 135 Perception +15; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +17, Athletics +18, Intimidation +13, Stealth +15, Survival +15 Str +6 Dex +3 Con +5 Int -1 Wis +3 Cha +1 --- AC 27 Fort +17 Ref +15 Will +13 HP 135 Immunities paralyzed, unconscious Resistances electricity 16 Wing Deflection Reaction Trigger The desert drake is targeted with an attack. Effect The desert drake raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the desert drake is flying at the time it is attacked, it descends 10 feet after the attack is complete. --- Speed 20 feet; burrow 20 feet (sand only), fly 50 feet Melee Single Action fangs +20, Damage 2d12+8 piercing plus 1d6 electricity Melee Single Action tail +20 (reach 10 feet), Damage 2d10+8 bludgeoning plus Push 5 feet Draconic Frenzy Two Actions The desert drake makes two Fangs Strikes and one Tail Strike in any order. Sandstorm Breath Two Actions (Arcane, Electricity, Evocation) The desert drake spits a ball of electrically charged sand to a range of 60 feet that explodes into a cloud with a 15-foot-radius burst. Creatures in the area take 9d6 electricity damage (DC 27 basic Reflex save). The cloud remains for 1d4 rounds, granting concealment to everything within. The desert drake can't use Sandstorm Breath again for 1d6 rounds. Speed Surge Single Action (Move) The desert drake moves up to twice its Speed. It can do this three times per day. Surprise Attacker On the first round of combat, creatures that haven't acted yet are flat-footed to the desert drake. ","element":["Earth"],"skill_mod":{"survival":15,"stealth":15,"athletics":18,"intimidation":13,"acrobatics":17},"summary":"Distant cousins of blue dragons that lack their relatives’ magical talents and intelligence, these desert-dwelling drakes are nonetheless dangerous …","image":["/Images/Monsters/Drake_DesertDrake.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"electricity":16},"url":"/Monsters.aspx?ID=164","intelligence":-1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Desert Drake","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,24],"slug":"creature-164"},{"primary_source_category":"Rulebooks","strength":2,"hp":18,"language":["Elven","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":0,"perception":6,"stealth":"7","trait":["Drow","Elf","Humanoid","CE","Medium"],"id":"creature-165","text":" Drow Fighter Drow fighters train to master techniques that inflict deep, bleeding wounds and use poisoned crossbow bolts to exhaust enemies. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Drow Fighter Source Bestiary pg. 136 Perception +6; darkvision Languages Elven, Undercommon Skills Acrobatics +7, Athletics +5, Intimidation +3, Stealth +7 Str +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Light Blindness Items Leather Armor, Hand Crossbow (10 bolts), Lethargy Poison (2 doses) --- AC 18 Fort +7 Ref +9 Will +4 +1 status to all saves vs. magic, +2 status to all saves vs. mental HP 18 Immunities sleep Attack of Opportunity Reaction --- Speed 30 feet Melee Single Action rapier +9 (deadly 1d8, Disarm, Finesse), Damage 1d6+2 piercing Melee Single Action main-gauche +9 (Agile, Disarm, Finesse, Parry, versatile S), Damage 1d4+2 piercing Ranged Single Action hand crossbow +9 (range increment 60 feet, reload 1), Damage 1d6+1 piercing plus lethargy poison Divine Innate Spells DC 14 - Cantrips (2nd) Dancing Lights - 2nd Darkness (at will), Faerie Fire (at will) Quick Draw Single Action The drow fighter draws a weapon using the Interact action, then Strikes with that weapon. Skewer Two Actions The drow fighter Strikes with its rapier, and gains a +1 circumstance bonus to the attack roll. A creature damaged by the attack takes 1d6 persistent bleed damage. ","skill_mod":{"stealth":7,"athletics":5,"intimidation":3,"acrobatics":7},"image":["/Images/Monsters/Drow_DrowFighter.png"],"primary_source":"Bestiary","spell":["Darkness","Faerie Fire","Dancing Lights"],"ac":18,"item":["Leather Armor","Hand Crossbow (10 bolts)","Lethargy Poison (2 doses)"],"level":1,"spell_dc":[14],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Drow Fighter","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[4,4,5],"attack_bonus":[9,9,9],"constitution":2,"immunity":["sleep"],"creature_family":"Drow","will_save":4,"speed":{"max":30,"land":30},"wisdom":1,"weakness":{},"creature_ability":["Light Blindness","Attack of Opportunity","Quick Draw","Skewer"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"tradition":["Divine"],"summary":"Drow fighters train to master techniques that inflict deep, bleeding wounds and use poisoned crossbow bolts to exhaust enemies.","trait_group":["Monster","Ancestry","Weapon","Half-Elf","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=165","dexterity":4,"category":"creature","slug":"creature-165"},{"primary_source_category":"Rulebooks","strength":2,"hp":26,"language":["Elven","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":6,"stealth":"10","trait":["Drow","Elf","Humanoid","CE","Medium"],"id":"creature-166","text":" Drow Rogue Loners at heart, drow rogues trust no one—least of all fellow slayers. These drow rely on awareness and adaptation to survive the cutthroat nature of their society. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Drow Rogue Source Bestiary pg. 137 Perception +6; darkvision Languages Elven, Undercommon Skills Acrobatics +8, Deception +7, Society +4, Stealth +10, Thievery +8 Str +2 Dex +4 Con +2 Int +0 Wis +0 Cha +1 Light Blindness Items Lethargy Poison (2 doses), Studded Leather Armor, Hand Crossbow (10 bolts) --- AC 19 Fort +6 Ref +10 Will +6 +1 status to all saves vs. magic, +2 status to all saves vs. mental HP 26 Immunities sleep Nimble Dodge Reaction Requirement A drow rogue can’t use this reaction while encumbered. Trigger The drow rogue is hit or critically hit by an attack made by a creature the drow rogue can see. Effect The drow rogue gains a +2 circumstance bonus to their Armor Class against the triggering attack. --- Speed 30 feet Melee Single Action shortsword +10 (Agile, Finesse, versatile S), Damage 1d6+4 piercing Melee Single Action hand crossbow +10 (range increment 60 feet, reload 1), Damage 1d6 piercing plus lethargy poison Divine Innate Spells DC 16 - Cantrips (2nd) Dancing Lights - 2nd Darkness (at will), Faerie Fire (at will) Quick Draw Single Action The drow rogue draws a weapon using the Interact action, then Strikes with that weapon. Sneak Attack The drow rogue deals 1d6 extra precision damage to flat-footed creatures. ","skill_mod":{"society":4,"deception":7,"thievery":8,"stealth":10,"acrobatics":8},"primary_source":"Bestiary","spell":["Darkness","Faerie Fire","Dancing Lights"],"ac":19,"item":["Lethargy Poison (2 doses)","Studded Leather Armor","Hand Crossbow (10 bolts)"],"level":2,"spell_dc":[16],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Drow Rogue","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[3,7],"attack_bonus":[10,10],"constitution":2,"immunity":["sleep"],"creature_family":"Drow","will_save":6,"speed":{"max":30,"land":30},"wisdom":0,"weakness":{},"creature_ability":["Light Blindness","Nimble Dodge","Requirement","Quick Draw","Sneak Attack"],"skill":["Acrobatics","Deception","Society","Stealth","Thievery"],"tradition":["Divine"],"summary":"Loners at heart, drow rogues trust no one—least of all fellow slayers. These drow rely on awareness and adaptation to survive the cutthroat nature of …","trait_group":["Monster","Ancestry","Weapon","Half-Elf","Creature Type"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=166","dexterity":4,"category":"creature","slug":"creature-166"},{"primary_source_category":"Rulebooks","strength":1,"hp":39,"language":["Abyssal","Elven","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":9,"stealth":"7","trait":["Drow","Elf","Humanoid","CE","Medium"],"id":"creature-167","text":" Drow Priestess Many drow priestesses venerate demon lords and other foul divinities. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Drow Priestess Source Bestiary pg. 137 Perception +9; darkvision Languages Abyssal, Elven, Undercommon Skills Deception +8, Intimidation +8, Religion +9, Society +5, Stealth +7 Str +1 Dex +2 Con +1 Int +0 Wis +4 Cha +1 Light Blindness Items Chain Mail, Hand Crossbow (10 bolts), Lethargy Poison (4 doses), steel shield (Hardness 5, HP 20, BT 10), Religious Symbol --- AC 20 (22 with shield raised) Fort +8 Ref +7 Will +11 +1 status to all saves vs. magic, +2 status to all saves vs. mental HP 39 Immunities sleep Shield Block Reaction --- Speed 30 feet Melee Single Action rapier +9 (deadly 1d8, Disarm, Finesse), Damage 1d6+2 piercing Ranged Single Action hand crossbow +9 (range increment 60 feet, reload 1), Damage 1d6 piercing plus lethargy poison Divine Prepared Spells DC 21 - Cantrips (2nd) Detect Magic, Guidance, Know Direction, Read Aura, Stabilize - 1st Bless, Command, Fear - 2nd Harm (x3), Silence, Spiritual Weapon Divine Innate Spells DC 17 - Cantrips (4th) Dancing Lights - 1st Command (at will) - 2nd Darkness (at will), Faerie Fire (at will) - 3rd Dispel Magic, Levitate (x3) - 4th Darkness\n","skill_mod":{"society":5,"deception":8,"stealth":7,"intimidation":8,"religion":9},"image":["/Images/Monsters/Drow_DrowPriestess.png"],"primary_source":"Bestiary","spell":["Harm","Silence","Spiritual Weapon","Bless","Command","Fear","Detect Magic","Guidance","Know Direction","Read Aura","Stabilize","Darkness","Dispel Magic","Levitate","Faerie Fire","Dancing Lights"],"ac":20,"item":["Chain Mail","Hand Crossbow (10 bolts)","Lethargy Poison (4 doses)","steel shield (Hardness 5, HP 20, BT 10)","Religious Symbol"],"level":3,"spell_dc":[17,21],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":7,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Drow Priestess","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[3,5],"attack_bonus":[9,9],"constitution":1,"immunity":["sleep"],"creature_family":"Drow","will_save":11,"speed":{"max":30,"land":30},"wisdom":4,"weakness":{},"creature_ability":["Light Blindness","Shield Block"],"skill":["Deception","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"Many drow priestesses venerate demon lords and other foul divinities.","trait_group":["Monster","Ancestry","Weapon","Half-Elf","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=167","dexterity":2,"category":"creature","slug":"creature-167"},{"remaster_name":["Hryngar Sharpshooter"],"primary_source_category":"Rulebooks","strength":1,"hp":16,"language":["Common","Dwarven","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":-2,"perception":4,"stealth":"5","trait":["Duergar","Dwarf","Humanoid","LE","Medium","Hryngar"],"id":"creature-168","text":" Duergar Sharpshooter Duergar sharpshooters serve both as ranged support for slaver parties and as snipers posted on towers overlooking quarries and other areas where enslaved workers toil away the hours. Duergar sharpshooters also specialize in nonlethal methods of ranged combat—tactics they are often called upon to use when quelling slave riots or capturing escaped slaves. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Duergar Sharpshooter Source Bestiary pg. 138 Perception +4; darkvision Languages Common, Dwarven, Undercommon Skills Athletics +3, Stealth +5 Str +1 Dex +3 Con +3 Int +0 Wis +2 Cha -2 Items Chain Shirt, Crossbow (3 bola bolts and 10 bolts) --- AC 17 Fort +7 Ref +7 Will +4 +2 status to saves vs. magic HP 16 Light Blindness --- Speed 20 feet Melee Single Action light mace +5 (Agile, Finesse, Shove), Damage 1d4+1 bludgeoning Ranged Single Action crossbow +7 (range increment 120 feet, reload 1), Damage 1d8 piercing or bola bolt Occult Innate Spells DC 12 - 2nd Enlarge (self only), Invisibility (self only) Bola Bolt This shot deals no damage, but on a hit, the target must succeed at a DC 16 Reflex save or be knocked prone and immobilized until it is freed with a successful DC 15 check to Escape. This check can be attempted either by the target or a creature adjacent to the target. ","skill_mod":{"stealth":5,"athletics":3},"primary_source":"Bestiary","spell":["Enlarge","Invisibility"],"ac":17,"item":["Chain Shirt","Crossbow (3 bola bolts and 10 bolts)"],"level":0,"spell_dc":[12],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":7,"strongest_save":["fort","fortitude","ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Duergar Sharpshooter","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[3,4],"attack_bonus":[5,7],"constitution":3,"creature_family":"Duergar","will_save":4,"speed":{"max":20,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Light Blindness","Bola Bolt"],"skill":["Athletics","Stealth"],"tradition":["Occult"],"summary":"Duergar sharpshooters serve both as ranged support for slaver parties and as snipers posted on towers overlooking quarries and other areas where …","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=168","dexterity":3,"category":"creature","slug":"creature-168"},{"remaster_name":["Hryngar Bombardier"],"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Common","Dwarven","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":-1,"perception":4,"stealth":"6","trait":["Duergar","Dwarf","Humanoid","LE","Medium","Hryngar"],"id":"creature-169","text":" Duergar Bombardier Alchemy intrigues many duergars, and their cruel traditions often motivate them to experiment on slaves. Eager to inflict pain and justify the abuse as a method of expanding knowledge, duergar bombardiers often accompany slaver bands so they can have the first chance to select their next test subjects from captured victims. To duergar bombardiers, the lob of each bomb represents a new opportunity to observe how their targets react and record the results to enhance future modifications to their alchemical concoctions. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Duergar Bombardier Source Bestiary pg. 139 Perception +4; darkvision Languages Common, Dwarven, Undercommon Skills Acrobatics +6, Crafting +6, Occultism +6, Stealth +6, Survival +4 Str +1 Dex +3 Con +2 Int +3 Wis +1 Cha -1 Infused Items A duergar bombardier’s items listed as infused last for 24 hours, or until the next time they make their daily preparations. Items Studded Leather Armor, infused lesser acid flask (2), infused lesser alchemist's fire (2), infused reagents (2) --- AC 18 Fort +7 Ref +8 Will +4 +2 status to all saves vs. magic HP 20 Light Blindness --- Speed 20 feet Melee Single Action warhammer +4 (Shove), Damage 1d8+1 bludgeoning Ranged Single Action bomb +8 (range increment 30 feet, Splash), Damage varies by bomb Occult Innate Spells DC 17 - 2nd Enlarge (self only), Invisibility (self only) Far Lobber The duergar bombardier has a range increment of 30 feet with their bombs instead of 20 feet. Quick Alchemy Single Action The duergar bombardier creates a single alchemical item from their formula book (see Alchemical Formulas). This item has the infused trait, but it remains potent only until the start of the duergar bombardier's next turn. Quick Bomber Single Action The duergar can use Interact to draw a bomb, then Strike with it. Alchemical Formulas (1st) lesser acid flask, lesser alchemist fire, lesser tanglefoot bag ","skill_mod":{"crafting":6,"survival":4,"stealth":6,"occultism":6,"acrobatics":6},"image":["/Images/Monsters/Duergar_DuergarBombardier.png"],"primary_source":"Bestiary","spell":["Enlarge","Invisibility"],"ac":18,"item":["Studded Leather Armor","infused lesser acid flask (2)","infused lesser alchemist's fire (2)","infused reagents (2)"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":3,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Duergar Bombardier","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[5],"attack_bonus":[4,8],"constitution":2,"creature_family":"Duergar","will_save":4,"speed":{"max":20,"land":20},"wisdom":1,"weakness":{},"creature_ability":["Infused Items","Light Blindness","Far Lobber","Quick Alchemy","Quick Bomber","Alchemical Formulas"],"skill":["Acrobatics","Crafting","Occultism","Stealth","Survival"],"tradition":["Occult"],"summary":"Alchemy intrigues many duergars, and their cruel traditions often motivate them to experiment on slaves. Eager to inflict pain and justify the abuse …","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=169","dexterity":3,"category":"creature","slug":"creature-169"},{"attack_bonus":[7,7],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":20,"source":["Kingmaker Adventure Path","Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","creature_family":"Elk","will_save":5,"charisma":0,"speed":{"max":40,"land":40},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Buck","Startled Charge"],"primary_source_group":"Kingmaker","skill":["Athletics","Survival"],"trait":["Animal","N","Medium"],"id":"creature-2201","text":" Elk Elk are exceptionally adaptable survivors. Most breeds stand between 3 and 5 feet tall and weigh between 350 and 550 pounds. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Elk Source Kingmaker Adventure Path pg. 608, Pathfinder #176: Lost Mammoth Valley pg. 85 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +7, Survival +5 Str +4 Dex +2 Con +4 Int -4 Wis +2 Cha +0 --- AC 16 Fort +9 Ref +7 Will +5 HP 20 Buck Reaction DC 17 --- Speed 40 feet Melee Single Action antlers +7, Damage 1d8+4 piercing Melee Single Action hoof +7, Damage 1d4+4 bludgeoning Startled Charge Two Actions Requirement First round of combat; Effect The startled elk Strides twice and then makes a hoof Strike. If the Strike hits, the elk deals an additional 1d4 bludgeoning damage. ","skill_mod":{"survival":5,"athletics":7},"summary":"Elk are exceptionally adaptable survivors. Most breeds stand between 3 and 5 feet tall and weigh between 350 and 550 pounds.","primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2201","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":9,"source_group":["Kingmaker","Quest for the Frozen Flame"],"size":["Medium"],"name":"Elk","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[6,8],"slug":"creature-2201"},{"attack_bonus":[13,13],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":58,"source":["Kingmaker Adventure Path","Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","creature_family":"Elk","will_save":8,"charisma":0,"speed":{"max":50,"land":50},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Buck","Furious Charge"],"primary_source_group":"Kingmaker","skill":["Athletics","Survival"],"trait":["Animal","Uncommon","N","Large"],"id":"creature-2202","text":" Megaloceros Similar in form to the elk but far superior in size is the megaloceros. The average male is a towering creature with antlers that alone weigh nearly 100 pounds. These antlers are enormous and can be wider than their bodies are long. Megaloceroses stand up to 9 feet tall, weighing 1,500 pounds and with antlers growing over 12 feet wide. Recall Knowledge - Animal (Nature): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Megaloceros Source Kingmaker Adventure Path pg. 608, Pathfinder #176: Lost Mammoth Valley pg. 85 Perception +10; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +13, Survival +10 Str +5 Dex +3 Con +5 Int -4 Wis +2 Cha +0 --- AC 21 Fort +13 Ref +11 Will +8 HP 58 Buck Reaction DC 21 --- Speed 50 feet Melee Single Action antlers +13 (deadly d8), Damage 2d6+7 piercing Melee Single Action hoof +13 (Agile), Damage 2d4+7 bludgeoning Furious Charge Two Actions The megaloceros Strides twice and then makes a hoof Strike. If the Strike hits, it deals an additional 2d4 bludgeoning damage. Megaloceros Antlers The antlers of a megaloceros are some of the most impressive animal trophies, known to fetch a fair price among collectors, particularly those who live far from regions where these majestic elk live. A set of megaloceros antlers in collectible condition can fetch prices of 40 gp, but as with all animal trophies, peddling in such wares can attract the attention of angry druids, vengeful rangers, or offended naturalists. ","skill_mod":{"survival":10,"athletics":13},"summary":"Similar in form to the elk but far superior in size is the megaloceros. The average male is a towering creature with antlers that alone weigh nearly …","image":["/Images/Monsters/Megaloceros.png"],"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2202","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":13,"source_group":["Kingmaker","Quest for the Frozen Flame"],"size":["Large"],"spoilers":"Kingmaker","name":"Megaloceros","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[12,14],"slug":"creature-2202"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":16,"source":["Kingmaker Adventure Path"],"type":"Creature","creature_family":"Thylacine","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":4,"wisdom":2,"weakness":{},"creature_ability":["Hunting Cry"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"6","trait":["Animal","Uncommon","N","Small"],"id":"creature-2203","text":" Thylacine A thylacine can be easily mistaken for a dog or jackal, but the defining stripes on their gold-hued backs and unusually wide gaping jaws negate this perception in close encounters. A thylacine is quite vocal, and uses a combination of growls, hisses, and gaping threat-yawns when threatened. An adult thylacine stands 2 feet tall at the shoulder, is 4 feet long (not counting an additional 2 feet of tail) and weighs roughly 50 pounds.The thylacine is a marsupial carnivore. This nocturnal predator typically hunts alone, only occasionally forming small packs. Because of their odd appearance, thylacines have a far harsher reputation than they probably should, playing a sort of bogeyman role in farming communities. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Thylacine Source Kingmaker Adventure Path pg. 609 Perception +4; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +5, Intimidation +4, Stealth +6, Survival +4 Str +3 Dex +2 Con +2 Int -4 Wis +2 Cha +0 --- AC 16 Fort +6 Ref +8 Will +4 HP 16 --- Speed 25 feet Melee Single Action jaws +7 (deadly 1d6), Damage 1d4+3 piercing Hunting Cry Single Action (Auditory, Emotion, Mental) The thylacine growls, hisses, and bares its jaws in a frightening manner as it attempts to Demoralize a creature. It gains a +2 circumstance bonus to this Intimidation check, and the attempt is not penalized if the target can't understand the thylacine. ","skill_mod":{"survival":4,"stealth":6,"athletics":5,"intimidation":4},"summary":"A thylacine can be easily mistaken for a dog or jackal, but the defining stripes on their gold-hued backs and unusually wide gaping jaws negate this …","primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":16,"level":0,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2203","intelligence":-4,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Low-light vision","fortitude_save":6,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Thylacine","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[5],"slug":"creature-2203"},{"attack_bonus":[10],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":30,"source":["Kingmaker Adventure Path"],"type":"Creature","creature_family":"Thylacine","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Hunting Cry","Pounce"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"8","trait":["Animal","Uncommon","N","Small"],"id":"creature-2204","text":" Brush Thylacine These ferociously territorial thylacines often attack creatures without provocation, and they are prone to leaving barely eaten carcasses strewn about their territories as additional markers of their dominance. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Brush Thylacine Source Kingmaker Adventure Path pg. 609 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +8, Intimidation +6, Stealth +8, Survival +6 Str +4 Dex +2 Con +3 Int -4 Wis +2 Cha +0 --- AC 18 Fort +9 Ref +10 Will +6 HP 30 --- Speed 25 feet Melee Single Action jaws +10 (deadly 1d8), Damage 1d6+6 piercing Hunting Cry Single Action (Auditory, Emotion, Mental) The thylacine growls, hisses, and bares its jaws in a frightening manner as it attempts to Demoralize a creature. It gains a +2 circumstance bonus to this Intimidation check, and the attempt is not penalized if the target can't understand the thylacine. Pounce Single Action The brush thylacine Strides and makes a Strike at the end of that movement. If the brush thylacine began this action hidden, it remains hidden until after this ability's Strike. ","skill_mod":{"survival":6,"stealth":8,"athletics":8,"intimidation":6},"summary":"These ferociously territorial thylacines often attack creatures without provocation, and they are prone to leaving barely eaten carcasses strewn …","primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2204","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Low-light vision","fortitude_save":9,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Brush Thylacine","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[9],"slug":"creature-2204"},{"attack_bonus":[33,37,37,37],"constitution":6,"primary_source_category":"Adventure Paths","strength":10,"hp":395,"immunity":["confused"],"source":["Kingmaker Adventure Path"],"type":"Creature","creature_family":"Bandersnatch","will_save":31,"charisma":6,"speed":{"climb":20,"max":50,"land":50},"perception":33,"wisdom":6,"weakness":{},"creature_ability":["Planar Acclimation","Confusing Gaze","Quick Recovery","Attack of Opportunity","Focus Gaze","Frumious Charge","Lash Out","Pain","Relentless Tracker"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"36","trait":["Beast","Tane","N","Gargantuan"],"id":"creature-2205","text":" Primal Bandersnatch Primal bandersnatches are among the most powerful of their kind, due to their ties to the First World. Recall Knowledge - Beast (Arcana, Nature): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Primal Bandersnatch Source Kingmaker Adventure Path pg. 610 Perception +33; darkvision, scent (precise) 120 feet Languages Skills Acrobatics +33, Athletics +37, Intimidation +36, Stealth +36, Survival +31 Str +10 Dex +6 Con +6 Int -4 Wis +6 Cha +6 --- AC 44 Fort +35 Ref +33 Will +31 +1 status to all saves vs. magic HP 395 (fast healing 15) Immunities confused Planar Acclimation The bandersnatch treats the plane it is on as its home plane. Confusing Gaze (aura, emotion, enchantment, mental, primal) 30 feet. When a creature ends its turn in the aura, it must succeed at a DC 38 Will save or become confused for 1 round. Quick Recovery The bandersnatch recovers with frightening speed. At the end of its turn, it reduces the value of one debilitating condition it suffers (with the exception of dying) by 1. If it's blinded, dazzled, deafened, fatigued, fleeing, or petrified, it can instead succeed at a DC 16 flat check to end one of these conditions of its choice; it can't use quick recovery on other conditions that lack values. Attack of Opportunity Reaction Tail only. --- Speed 50 feet, climb 20 feet Melee Single Action jaws +37 (Magical, reach 15 feet), Damage 4d12+18 piercing Melee Single Action claw +37 (Agile, Magical, reach 15 feet), Damage 4d8+18 slashing Melee Single Action tail +37 (deadly d12, Magical, reach 20 feet), Damage 4d4+18 piercing plus pain Ranged Single Action quill +33 (range increment 100 feet), Damage 4d4+18 piercing plus pain Focus Gaze Single Action (Emotion, Enchantment, Mental, Primal) The bandersnatch fixes its gaze at a creature it can see within 30 feet. The target must immediately attempt a Will save against the bandersnatch's confusing gaze. After attempting the save, the creature is temporarily immune to a bandersnatch's Confusing Gaze gaze until the start of the bandersnatch's next turn. Frumious Charge Two Actions The bandersnatch Strides, ignoring difficult terrain, then makes two claw Strikes at the end of its movement. Lash Out At the start of its turn, the bandersnatch gains an additional reaction that can be used only to attempt an Attack of Opportunity. Pain A bandersnatch's quills create exceptionally painful wounds. The wounded creature must succeed at a DC 41 Fortitude save to resist becoming drained 1 (drained 2 on a critical failure) by this pain. Further bandersnatch Strikes that cause pain increase the amount of drain by 1 for each failed save to a maximum of drained 4. Relentless Tracker The bandersnatch can Track while moving at its full speed. Other Bandersnatches Warning - this sidebar contains spoilers for the Kingmaker adventure path. The bandersnatch presented here is a creature that retains its ties to the First World, known to some scholars as primal bandersnatches. Bandersnatches who have dwelt on the Material Plane for longer periods can be less dangerous, although it's unheard of for a bandersnatch to weaken below 13th level. Just as surely, even more powerful bandersnatches lie in wait in the deepest reaches of the First World. ","skill_mod":{"survival":31,"stealth":36,"athletics":37,"intimidation":36,"acrobatics":33},"summary":"Primal bandersnatches are among the most powerful of their kind, due to their ties to the First World .","image":["/Images/Monsters/PrimalBandersnatch.png"],"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Monster"],"ac":44,"level":19,"source_category":["Adventure Paths"],"sense":" darkvision , scent (precise) 120 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2205","intelligence":-4,"reflex_save":33,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":35,"source_group":["Kingmaker"],"size":["Gargantuan"],"name":"Primal Bandersnatch","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[28,28,36,44],"slug":"creature-2205"},{"attack_bonus":[19,23],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":210,"language":["Abyssal","(cannot speak any language)"],"immunity":["acid","curses"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":19,"charisma":3,"speed":{"max":5,"land":5},"perception":21,"wisdom":5,"weakness":{"slashing":10,"good":10},"creature_ability":["Defensive Burst","Bloom Curse","Spew Seed Pod"],"primary_source_group":"Kingmaker","skill":["Athletics","Stealth"],"stealth":"18","trait":["Fiend","Plant","Unique","CE","Large"],"id":"creature-2206","text":" Bloom Of Lamashtu A thick, green stalk with spiraling rows of thorns stands at the center of this enormous flowering plant. Each flower has a growing seed pod at its center, surrounded by vibrant petals in a wide variety of colors. Crafted after consecutive seasons of experimentation, prayer, and ritual, the bloom of Lamashtu is the triumph of the cultist Darivan and his Cult of the Bloom. The fiendish plant aids their effort to infect the humanoid population of the Stolen Lands and replace them with monstrous predators. While the Bloom of Lamashtu is intelligent and is capable of understanding Abyssal, it has very little interest in anything other than spreading its curse. Cultivated to spread misery and violence, the bloom is quietly malevolent, growing its seeds as rapidly as it can. It is 12 feet tall and weighs 600 pounds. Recall Knowledge - Fiend (Religion): DC 37 Recall Knowledge - Plant (Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Bloom Of Lamashtu Source Kingmaker Adventure Path pg. 611 Perception +21; low-light vision, tremorsense (precise) 30 feet Languages Abyssal; (cannot speak any language) Skills Athletics +21, Stealth +18 Str +7 Dex +2 Con +5 Int +0 Wis +5 Cha +3 --- AC 27 Fort +21 Ref +16 Will +19 HP 210 , regeneration 30 (deactivated by fire or good) Immunities acid, curses Resistances bludgeoning 10, piercing 10 Weaknesses good 10, slashing 10 Defensive Burst Reaction Trigger The bloom takes slashing damage. Effect The bloom of Lamashtu sprays a gout of acid against an adjacent creature, inflicting 9d6 acid damage (DC 26 basic Reflex save). The bloom can't use Defensive Burst for 1d4 rounds. --- Speed 5 feet Melee Single Action thorny vine +23 (reach 15 feet), Damage 2d8+10 slashing plus 2d6 poison Ranged Single Action thorn +19 (range 50 feet), Damage 2d6 piercing plus 1d6 poison Bloom Curse (Curse, Primal, Transmutation) A living creature is exposed to the bloom curse if it eats any portion of a bloom of Lamashtu, fails a save against the bloom's seed pod, or is critically hit by the bloom's thorny vine Strike. Unlike the bloom curse contracted from secondary sources (as detailed in Chapter 5), there is no onset time for this version of the curse, and the creature spawned by the victim's death may be much more powerful and is always chaotic evil. Saving Throw DC 29 Fortitude; Stage 1 no ill effects (1 day); Stage 2 enfeebled 1 (1 day); Stage 3 enfeebled 1 and 2d6 poison damage (8 hours); Stage 4 unconscious and 4d6 poison damage (10 minutes); Stage 5 death; Special A creature that dies from the bloom curse explodes in a blast of First World foliage and releases a monster into the world. This creature is a chaotic evil low-intelligence beast or dragon (chosen by the GM ) of the same level as the dead creature. Spew Seed Pod Two Actions (Conjuration, Poison, Primal) The bloom of Lamashtu's central stalk disgorges a pulsing seed pod from its flower, spitting it at a range of up to 60 feet and creating a 20-foot burst when the seed pod explodes into a spray of supernatural acidic poison. All creatures in this area must attempt a DC 29 Reflex save. The bloom of Lamashtu can't Spew Seed Pod for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes 3d6 acid damage and 3d6 poison damage. Failure The creature takes 5d6 acid damage and 5d6 poison damage and is exposed to the bloom curse. Critical Failure As failure, but 10d6 acid damage and 10d6 poison damage, plus knocked prone by the force of the blast. Fiendish Genesis Warning - this sidebar contains spoilers for the Kingmaker adventure path. During this campaign, there is but one bloom of Lamashtu, as the cult's attempts to cultivate more of them have so far been failures. At your option, more of these fiendish plants could well sprout from the bodies of their victims in time, or they might even already exist in some overgrown corner of the Abyss. In this case, the bloom of Lamashtu becomes Rare rather than Unique. ","skill_mod":{"stealth":18,"athletics":21},"summary":"A thick, green stalk with spiraling rows of thorns stands at the center of this enormous flowering plant. Each flower has a growing seed pod at its …","image":["/Images/Monsters/BloomOfLamashtu.png"],"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":27,"level":10,"source_category":["Adventure Paths"],"sense":" low-light vision , tremorsense (precise) 30 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10},"url":"/Monsters.aspx?ID=2206","intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":21,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Bloom Of Lamashtu","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[10,26],"slug":"creature-2206"},{"primary_source_category":"Adventure Paths","strength":6,"hp":350,"language":["Common","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":8,"perception":30,"stealth":"34","trait":["Fey","Plant","Rare","CE","Medium"],"id":"creature-2207","text":" Fetch Stalker Fetch stalkers form from the souls of Medium or Small fey or humanoids (Small fetch stalkers have the same statistics as Medium ones.) Recall Knowledge - Fey (Nature): DC 43 Recall Knowledge - Plant (Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Fetch Stalker Source Kingmaker Adventure Path pg. 612 Perception +30; darkvision Languages Common, Sylvan; tongues Skills Acrobatics +32, Athletics +32, Deception +36, Intimidation +34, Nature +33, Society +31, Stealth +34, Thievery +31 Str +6 Dex +6 Con +9 Int +4 Wis +6 Cha +8 --- AC 42 Fort +35 Ref +30 Will +28 +1 status to all saves vs. magic HP 350 , regeneration 40 (deactivated by fire or negative) Weaknesses cold iron 15, negative 15 --- Speed 35 feet, air walk Melee Single Action fetch weapon +35 (Agile, versatile B), Damage 3d8+14 slashing plus 2d6 mental Primal Innate Spells DC 40, attack +32 - Cantrips (9th) Produce Flame, Read Aura - 3rd Illusory Disguise (at will) - 7th Plane Shift (to or from the First World only) - 8th Illusory Creature - 9th Disjunction - Constant (9th) Air Walk, Tongues Manifest Fetch Weapon Free Action (Conjuration, Primal) Trigger The fetch starts its turn; Effect A fetch weapon manifests in the fetch's hand. As soon as a fetch weapon is no longer wielded by a fetch, it vanishes. The fetch chooses the type of weapon it manifests, but it does not gain any of that weapon's standard weapon traits, instead using the traits listed above in the fetch weapon Strike. ","skill_mod":{"society":31,"deception":36,"nature":33,"thievery":31,"stealth":34,"athletics":32,"intimidation":34,"acrobatics":32},"image":["/Images/Monsters/Fetch_Stalker.png"],"primary_source":"Kingmaker Adventure Path","spell":["Disjunction","Illusory Creature","Plane Shift","Illusory Disguise","Produce Flame","Read Aura","Air Walk","Tongues"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":30,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":35,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Fetch Stalker","alignment":"CE","rarity":"rare","strike_damage_average":[34],"attack_bonus":[35],"constitution":9,"creature_family":"Fetch","spell_attack_bonus":[32],"will_save":28,"speed":{"max":35,"land":35},"wisdom":6,"weakness":{"void":15,"cold_iron":15},"creature_ability":["Manifest Fetch Weapon"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Society","Stealth","Thievery"],"tradition":["Primal"],"summary":"Fetch stalkers form from the souls of Medium or Small fey or humanoids (Small fetch stalkers have the same statistics as Medium ones.)","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2207","dexterity":6,"category":"creature","slug":"creature-2207"},{"primary_source_category":"Adventure Paths","strength":10,"hp":460,"language":["Common","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":8,"perception":36,"stealth":"36","trait":["Fey","Plant","Rare","CE","Large"],"id":"creature-2208","text":" Fetch Behemoth A fetch behemoth is much larger than a stalker, and forms from the soul of a Large fey or humanoid. Recall Knowledge - Fey (Nature): DC 45 Recall Knowledge - Plant (Nature): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Fetch Behemoth Source Kingmaker Adventure Path pg. 613 Perception +36; darkvision Languages Common, Sylvan; tongues Skills Acrobatics +36, Athletics +39, Deception +39, Intimidation +39, Nature +32, Society +30, Stealth +36 Str +10 Dex +6 Con +9 Int +2 Wis +8 Cha +8 --- AC 44 Fort +37 Ref +32 Will +34 +1 status to all saves vs. magic HP 460 , regeneration 45 (deactivated by fire or negative) Weaknesses cold iron 20, negative 20 Catch Rock Reaction --- Speed 35 feet, air walk Melee Single Action fist +38 (reach 10 feet), Damage 4d6+18 bludgeoning plus 4d6 mental Ranged Single Action rock +38 (Brutal, range increment 120 feet), Damage 4d4+18 bludgeoning Primal Innate Spells DC 42 - 7th Plane Shift (to or from the First World only) - 8th Earthquake - 9th Disjunction - 10th Cataclysm - Constant (9th) Air Walk, Tongues Throw Rock Single Action ","skill_mod":{"society":30,"deception":39,"nature":32,"stealth":36,"athletics":39,"intimidation":39,"acrobatics":36},"primary_source":"Kingmaker Adventure Path","spell":["Cataclysm","Disjunction","Earthquake","Plane Shift","Air Walk","Tongues"],"ac":44,"level":20,"spell_dc":[42],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":32,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":37,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Fetch Behemoth","alignment":"CE","rarity":"rare","strike_damage_average":[28,46],"attack_bonus":[38,38],"constitution":9,"creature_family":"Fetch","will_save":34,"speed":{"max":35,"land":35},"wisdom":8,"weakness":{"void":20,"cold_iron":20},"creature_ability":["Catch Rock","Throw Rock"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Society","Stealth"],"tradition":["Primal"],"summary":"A fetch behemoth is much larger than a stalker, and forms from the soul of a Large fey or humanoid .","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2208","dexterity":6,"category":"creature","slug":"creature-2208"},{"primary_source_category":"Adventure Paths","strength":8,"hp":470,"language":["Common","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":10,"perception":38,"stealth":"36","trait":["Fey","Plant","Rare","CE","Large"],"id":"creature-2209","text":" Risen Fetch Echoes of the corrupted soul of the undead can be used to spawn a fetch as well. A risen fetch appears more as its source did in life than as an undead. Recall Knowledge - Fey (Nature): DC 49 Recall Knowledge - Plant (Nature): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Risen Fetch Source Kingmaker Adventure Path pg. 613 Perception +38; darkvision, true seeing Languages Common, Sylvan; tongues Skills Acrobatics +38, Athletics +40, Deception +42, Intimidation +42, Nature +38, Occultism +42, Society +38, Stealth +36 Str +8 Dex +6 Con +10 Int +8 Wis +6 Cha +10 --- AC 48 Fort +38 Ref +34 Will +34 +1 status to all saves vs. magic HP 470 , regeneration 50 (deactivated by fire or negative) Weaknesses cold iron20, negative 20 --- Speed 35 feet, air walk Melee Single Action fetch weapon +41 (Agile, versatile B), Damage 4d8+18 slashing plus 4d6 mental Occult Innate Spells DC 45, attack +37 - Cantrips (10th) Read Aura, Telekinetic Projectile - 3rd Illusory Disguise (at will) - 7th Duplicate Foe, Plane Shift (to or from the First World only) - 8th Duplicate Foe, Spirit Song, Suggestion - 9th Duplicate Foe, Overwhelming Presence, Telepathic Demand, Weird - 10th Alter Reality - Constant (9th) Air Walk, Tongues, True Seeing Duplicate Victim Reaction (Conjuration, Occult) Trigger The risen fetch critically hits a humanoid target with a fetch weapon Strike and has a duplicate foe spell available; Effect The risen fetch casts duplicate foe on the target, who takes a –4 status penalty on the saving throw to resist. Manifest Fetch Weapon Free Action (Conjuration, Primal) Trigger The fetch starts its turn; Effect A fetch weapon manifests in the fetch's hand. As soon as a fetch weapon is no longer wielded by a fetch, it vanishes. The fetch chooses the type of weapon it manifests, but it does not gain any of that weapon's standard weapon traits, instead using the traits listed above in the fetch weapon Strike. Steady Spellcasting If a reaction would disrupt the risen fetch's spellcasting action, the risen fetch attempts a DC 15 flat check. On a success, the action isn't disrupted. ","skill_mod":{"society":38,"deception":42,"nature":38,"stealth":36,"athletics":40,"intimidation":42,"occultism":42,"acrobatics":38},"primary_source":"Kingmaker Adventure Path","spell":["Alter Reality","Duplicate Foe","Overwhelming Presence","Telepathic Demand","Weird","Spirit Song","Suggestion","Plane Shift","Illusory Disguise","Read Aura","Telekinetic Projectile","Air Walk","Tongues","True Seeing"],"ac":48,"level":22,"spell_dc":[45],"source_category":["Adventure Paths"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":8,"reflex_save":34,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":38,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Risen Fetch","alignment":"CE","rarity":"rare","strike_damage_average":[50],"attack_bonus":[41],"constitution":10,"creature_family":"Fetch","spell_attack_bonus":[37],"will_save":34,"speed":{"max":35,"land":35},"wisdom":6,"weakness":{"void":20,"cold_iron":20},"creature_ability":["Duplicate Victim","Manifest Fetch Weapon","Steady Spellcasting"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"Echoes of the corrupted soul of the undead can be used to spawn a fetch as well. A risen fetch appears more as its source did in life than as an …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=2209","dexterity":6,"category":"creature","slug":"creature-2209"},{"primary_source_category":"Adventure Paths","strength":10,"hp":375,"language":["Aklo","Common","Infernal","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":8,"perception":35,"stealth":"36","trait":["Fey","Rare","NE","Medium"],"id":"creature-2210","text":" Vilderavn Herald In its true form, a vilderavn herald is a human-sized raven. Its ability to assume a humanoid guise suits it to insinuate itself into the retinue of a mortal ruler or to travel without too much concern, but more often these deadly fey directly serve more powerful rulers, such as the Eldest. Recall Knowledge - Fey (Nature): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Vilderavn Herald Source Kingmaker Adventure Path pg. 614 Perception +35; greater darkvision, true seeing Languages Aklo, Common, Infernal, Sylvan; tongues Skills Acrobatics +34, Athletics +36, Deception +35, Intimidation +37, Heraldry Lore +33, Society +33, Stealth +36, Warfare Lore +33 Str +10 Dex +7 Con +6 Int +6 Wis +6 Cha +8 --- AC 44 Fort +31 Ref +36 Will +33 HP 375 Immunities curses, death effects, drained, fear Weaknesses cold iron 20 Aura of Disquietude (aura, emotion, fear, mental) 30 feet, DC 35. As frightful presence, plus a creature frightened by the aura becomes suspicious: it doesn't count any other creature as its ally, and it can't Aid or flank. On a critical failure, the creature also can't be a willing target for harmless or helpful magic. The vilderavn can activate or deactivate this aura using a single action, which has the concentrate trait. Attack of Opportunity Reaction --- Speed 40 feet, fly 120 feet Melee Single Action greatsword +36 (Magical, versatile P), Damage 4d12+16 slashing plus bloodbird Melee Single Action jaws +36 (Magical), Damage 4d8+16 piercing plus bloodbird Melee Single Action talon +36 (Agile, Magical), Damage 4d8+16 slashing plus bloodbird Occult Innate Spells DC 41 - 5th Crushing Despair (at will), Modify Memory, Outcast's Curse (at will), Suggestion (at will) - 8th Ethereal Jaunt, Suggestion - Constant (6th) Tongues, True Seeing Bloodbird (Curse, Occult) A creature hit by a vilderavn's melee attack becomes cursed, taking 2d6 persistent bleed damage that's difficult to stanch: the DC to stop the bleeding using Administer First Aid is 35, and healing the creature to full HP doesn't automatically end the bleeding. Removing the curse ends the bleeding. Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The vilderavn takes on the shape of a wolf or dire wolf, a wolf-raven hybrid, or its raven knight form: a Small or Medium humanoid in black full plate carrying a greatsword. The vilderavn can use its jaws attack only in a form that has a wolf's head, its talon attack only in a form that has raven talons, and its greatsword only in raven knight form. Souleater (Necromancy, Occult) If the vilderavn kills a humanoid target with a critical hit using its jaws Strike, it rips out and devours the target's heart and soul as part of the attack. While the target is dead, the vilderavn can Change Shape into the target's form, gaining a +4 status bonus to Deception checks to Impersonate the target. If magic would resurrect the creature, the caster must succeed at a DC 38 counteract check to extract the target's soul from the vilderavn; otherwise the spell fails. Other Vilderavns Warning - this sidebar contains spoilers for the Kingmaker adventure path. The vilderavn heralds in Kingmaker serve the Lantern King, and are more powerful than others of their kind. The typical vilderavn is a 16th-level monster. ","skill_mod":{"society":33,"deception":35,"stealth":36,"athletics":36,"intimidation":37,"acrobatics":34},"image":["/Images/Monsters/VilderavnHerald.png"],"primary_source":"Kingmaker Adventure Path","spell":["Ethereal Jaunt","Suggestion","Crushing Despair","Modify Memory","Outcast's Curse","Tongues","True Seeing"],"ac":44,"level":19,"spell_dc":[41],"source_category":["Adventure Paths"],"sense":" greater darkvision , true seeing ","resistance":{},"intelligence":6,"reflex_save":36,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":31,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Vilderavn Herald","alignment":"NE","rarity":"rare","strike_damage_average":[34,34,42],"attack_bonus":[36,36,36],"constitution":6,"immunity":["curses","death effects","drained","fear"],"creature_family":"Vilderavn","will_save":33,"speed":{"fly":120,"max":120,"land":40},"wisdom":6,"weakness":{"cold_iron":20},"creature_ability":["Aura of Disquietude","Attack of Opportunity","Bloodbird","Change Shape","Souleater"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Intimidation","Heraldry Lore","Society","Stealth","Warfare Lore"],"tradition":["Occult"],"summary":"In its true form, a vilderavn herald is a human -sized raven. Its ability to assume a humanoid guise suits it to insinuate itself into the retinue …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2210","dexterity":7,"category":"creature","slug":"creature-2210"},{"primary_source_category":"Adventure Paths","strength":5,"hp":280,"language":["Common","Draconic","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":7,"perception":31,"stealth":"34","trait":["Air","Dragon","Rare","CN","Medium"],"id":"creature-2211","text":" Whimwyrm Whimwyrms are unpredictable dragons native to the whimsically dangerous First World. While their coloration and appearance might evoke reactions of adoration, their moods shift quickly from one extreme to the other. Many who have assumed that their adorability and relatively small size equates to safety have met swift and grisly ends on a whimwyrm's fangs or magic. A whimwyrm is a slender, sleek dragon, not much longer than seven feet from snout to tail, but its speed in combat is unnerving. When a whimwyrm attacks, be it with its fanged mouth or its long tail, it makes several quick, darting snaps or lashes at once. While stylistically, these attacks consist of multiple bites or lashings, they still resolve as a single Strike. Recall Knowledge - Dragon (Arcana): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Whimwyrm Source Kingmaker Adventure Path pg. 615 Perception +31; darkvision, fog vision, scent (imprecise) 30 feet Languages Common, Draconic, Sylvan Skills Acrobatics +34, Athletics +30, Deception +32, Intimidation +30, Nature +30, Performance +35, Stealth +34, Survival +29 Str +5 Dex +9 Con +6 Int +5 Wis +6 Cha +7 Fog Vision Fog and mist doesn't impair a whimwyrm's vision; it ignores the concealed condition from fog and mist. --- AC 42 Fort +29 Ref +34 Will +29 HP 280 Immunities confused, controlled, paralyzed, petrified, unconscious Resistances mental 15 Weaknesses cold iron 15 Attack of Opportunity Reaction Fangs only. --- Speed 30 feet, fly 60 feet Melee Single Action frenzied fangs +35 (Finesse), Damage 3d12+12 piercing Melee Single Action whiplashing tail +35 (Agile, Finesse, reach 10 feet), Damage 3d8+12 slashing Arcane Innate Spells DC 38, attack +30 - Cantrips (8th) Dancing Lights, Ghost Sound, Message, Telekinetic Projectile - 7th Prismatic Spray, Warp Mind - 8th Illusory Scene, Scintillating Pattern - 9th Cloudkill, Duplicate Foe Mind-Numbing Breath Two Actions (Arcane, Enchantment, Mental) The whimwyrm exhales a 40-foot cone of sparkling magenta mist. Creatures within the area must attempt a DC 38 Will save as their minds are overwhelmed by a sudden riot of false (and typically unpleasant) memories, taking 10d12 mental damage depending on their save. The whimwyrm can't use mind-numbing breath for 1d4 rounds. Critical Success The creature becomes outlined in sparkling dust, negating any invisibility it has in effect for 1 round and takes no damage. Success The creature takes half damage, and its invisibility is negated for 2 rounds. Failure The creature takes full damage, is dazzled for 1 minute, and its invisibility is negated for 1 minute. Critical Failure The creature takes double damage, is blinded for 1 round, dazzled for 1 minute, and its invisibility is negated for 1 minute. Meddling Tail Reaction Trigger The whimwyrm damages a creature with its whiplashing tail Strike; Effect The whimwyrm can attempt to Disarm, Shove, or Trip the damaged creature. Insult Challenges When a whimwyrm's insults result in combat, it rolls Performance for initiative. A PC who engaged in the insults can roll Performance as well, and if they insulted the whimwyrm, it begins the combat stunned 1 as it sputters in indignation if the Performance check also exceeds the Whimwyrm's Will DC of 39. ","element":["Air"],"skill_mod":{"performance":35,"deception":32,"nature":30,"survival":29,"stealth":34,"athletics":30,"intimidation":30,"acrobatics":34},"image":["/Images/Monsters/Whimwyrm.png"],"primary_source":"Kingmaker Adventure Path","spell":["Cloudkill","Duplicate Foe","Illusory Scene","Scintillating Pattern","Prismatic Spray","Warp Mind","Dancing Lights","Ghost Sound","Message","Telekinetic Projectile"],"ac":42,"level":17,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision , fog vision, scent (imprecise) 30 feet","resistance":{"mental":15},"intelligence":5,"reflex_save":34,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":29,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Whimwyrm","alignment":"CN","rarity":"rare","strike_damage_average":[25,31],"attack_bonus":[35,35],"constitution":6,"immunity":["confused","controlled","paralyzed","petrified","unconscious"],"spell_attack_bonus":[30],"will_save":29,"speed":{"fly":60,"max":60,"land":30},"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Fog Vision","Attack of Opportunity","Mind-Numbing Breath","Meddling Tail"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Performance","Stealth","Survival"],"tradition":["Arcane"],"summary":"Whimwyrms are unpredictable dragons native to the whimsically dangerous First World . While their coloration and appearance might evoke reactions of …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=2211","dexterity":9,"category":"creature","slug":"creature-2211"},{"primary_source_category":"Adventure Paths","strength":7,"hp":300,"language":["Common","Sylvan","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%294%%>speak with plants<%END>"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":4,"perception":29,"stealth":"26","trait":["Fey","Rare","Wild Hunt","CN","Medium"],"id":"creature-2212","text":" Wild Hunt Hound Wild hunt hounds are intelligent hunters and expert trackers that take the lead against elusive prey. Left to their own devices, they seek out creatures that are notoriously difficult to track. They are always surrounded with green mist composed of fragments of the spirits of the wild hunt's victims, a mystic fog that forms itself into a spectral pack to fight at its side. Recall Knowledge - Fey (Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Wild Hunt Hound Source Kingmaker Adventure Path pg. 616 Perception +29; greater darkvision, greensight, scent Languages Common, Sylvan; speak with animals , speak with plants Skills Acrobatics +24, Athletics +29, Stealth +26, Survival +27 Str +7 Dex +4 Con +5 Int +1 Wis +5 Cha +4 Greensight The wild hunt hound ignores the concealed condition from leaves and other foliage. Planar Acclimation The wild hunt hound treats the plane it is located on as its home plane. Wild Hunt Link (aura, divination, magical) 500 feet. A wild hunt hound grants all other members of the wild hunt in the aura except wild hunt hounds the effects of its constant see invisibility innate spell. --- AC 36 Fort +27 Ref +24 Will +25 HP 300 Weaknesses cold iron 15 Instinctive Cooperation The wild hunt hound automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures. Wild Gaze (aura, enchantment, fear, incapacitation, mental, primal, visual) 30 feet. Those who meet the gaze of a wild hunt hound come face-to-face with the hunt's fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn in the aura, it must succeed at a DC 31 Will save to resist becoming slowed 1 (slowed 2 on a critical failure). The wild hunt hound can deactivate or activate this aura by using a single action, which has the concentrate trait. --- Speed 50 feet Melee Single Action jaws +29 (Agile), Damage 3d10+11 piercing plus Knockdown Primal Innate Spells DC 34 - Cantrips (7th) Detect Magic, Know Direction, Mage Hand - 5th Locate (×3) - 6th Stone Tell - 7th Dispel Magic - Constant (7th) See Invisibility, Speak with Animals, Speak with Plants Focus Gaze Single Action (Concentrate, Enchantment, Fear, Incapacitation, Mental, Primal, Visual) The wild hunt hound fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt hound's wild gaze. If the creature was already slowed by the wild gaze before attempting its save, a failed save causes it to be paralyzed for 1 round. After attempting its save, the creature is temporarily immune to Focus Gaze from any wild hunt until the start of the wild hunt hound's next turn. Summon Pack Two Actions (Aura, Conjuration, Primal) Frequency once per day; Effect With a howl, the wild hunt hound summons a fog that manifests into several misty hounds. These foggy hounds shift and race and howl in a 20-foot aura as long as the wild hunt hound Sustains the effect. While the hounds seem to be made of fog, their teeth are very real, and any creature that ends its turn in this aura takes 6d6 piercing damage from numerous bites (DC 31 basic Reflex save). ","skill_mod":{"survival":27,"stealth":26,"athletics":29,"acrobatics":24},"image":["/Images/Monsters/WildHunt_Hound.png"],"primary_source":"Kingmaker Adventure Path","spell":["Dispel Magic","Stone Tell","Locate","See Invisibility","Speak with Animals","Speak with Plants","Detect Magic","Know Direction","Mage Hand"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" greater darkvision , greensight, scent ","resistance":{},"intelligence":1,"reflex_save":24,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":27,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Wild Hunt Hound","alignment":"CN","rarity":"rare","strike_damage_average":[27],"attack_bonus":[29],"constitution":5,"creature_family":"Wild Hunt","will_save":25,"speed":{"max":50,"land":50},"wisdom":5,"weakness":{"cold_iron":15},"creature_ability":["Greensight","Planar Acclimation","Wild Hunt Link","Instinctive Cooperation","Wild Gaze","Focus Gaze","Summon Pack"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Stealth","Survival"],"tradition":["Primal"],"summary":"Wild hunt hounds are intelligent hunters and expert trackers that take the lead against elusive prey. Left to their own devices, they seek out …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2212","dexterity":4,"category":"creature","slug":"creature-2212"},{"primary_source_category":"Adventure Paths","strength":8,"hp":320,"language":["Common","Sylvan","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%294%%>speak with plants<%END>"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":4,"perception":29,"trait":["Fey","Rare","Wild Hunt","CN","Large"],"id":"creature-2213","text":" Wild Hunt Horse These steeds stand upon puffs of air, their grassy manes and tails swishing majestically in the wind. When they are not participating in a hunt, wild hunt horses enjoy constructing complicated courses through land and sky and racing each other for ever-changing stakes. Recall Knowledge - Fey (Nature): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Wild Hunt Horse Source Kingmaker Adventure Path pg. 617 Perception +29; greater darkvision, greensight, scent (imprecise) 30 feet Languages Common, Sylvan; speak with animals , speak with plants Skills Acrobatics +27, Athletics +31, Survival +29 Str +8 Dex +4 Con +6 Int -1 Wis +6 Cha +4 Greensight The wild hunt horse ignores the concealed condition from leaves and other foliage. Planar Acclimation The wild hunt horse treats the plane it is located on as its home plane. Wild Hunt Link (aura, divination, magical) 500 feet. A wild hunt horse grants all other members of the wild hunt in the aura except wild hunt horses a +10-foot status bonus to Speed. --- AC 37 Fort +27 Ref +23 Will +29 HP 320 Weaknesses cold iron 15 Buck Reaction DC 36 Instinctive Cooperation The wild hunt horse automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures. Rider Synergy If the wild hunt horse has a wild hunt rider, damage done to the horse or rider from Strikes is split equally between the two. Wild Gaze (aura, enchantment, fear, incapacitation, mental, primal, visual) 30 feet. Those who meet the gaze of a wild hunt horse come face-to-face with the hunt's fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn in the aura, it must succeed at a DC 31 Will save to resist becoming slowed 1 (slowed 2 on a critical failure). The wild hunt horse can deactivate or activate this aura by using a single action, which has the concentrate trait. --- Speed 80 feet, fly 80 feet Melee Single Action hoof +30 (Agile), Damage 3d10+12 bludgeoning plus 1d8 persistent bleed Primal Innate Spells DC 36 - Cantrips (8th) Know Direction, Mage Hand - 6th Stone Tell - 8th Freedom of Movement, Tree Stride (self plus willing rider) - Constant (8th) Speak with Animals, Speak with Plants Bewildering Hoofbeats Two Actions (Auditory, Aura, Emotion, Enchantment, Mental, Primal) The wild hunt horse stamps its hooves and prances in place, creating the sound of hundreds of horses apparently approaching from all directions. Each creature within 60 feet must attempt a DC 33 Will save. Critical Success The creature is unaffected and is temporarily immune to Bewildering Hoofbeats for 1 hour. Success The creature is distracted by the sound. Until the start of the creature's next turn, if it attempts to use a reaction, it must succeed at a DC 5 flat check or the reaction is disrupted, wasted with no effect. Failure The creature is bewildered by the sound, with the same effects as success except it is also confused for 1 round. Critical Failure As failure, but the confusion effect persists for 1 minute or until the creature recovers by other means. Deafening Cry Single Action (Auditory, Evocation, Primal, Sonic) The wild hunt horse gives out a thundering cry in a 15-foot cone. Creatures in the area take 16d6 sonic damage (DC 36 basic Fortitude save, plus deafened for 1 minute on a critical failure). The wild hunt horse can't use Deafening Cry again for 1d4 rounds. Focus Gaze Single Action (Concentrate, Enchantment, Fear, Incapacitation, Mental, Primal, Visual) The wild hunt horse fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt horse's wild gaze. If the creature was already slowed by the wild gaze before attempting its save, a failed save causes it to be paralyzed for 1 round. After attempting its save, the creature is temporarily immune to Focus Gaze from any wild hunt until the start of the wild hunt horse's next turn. Trample Three Actions Medium or smaller, hoof, DC 36. ","skill_mod":{"survival":29,"athletics":31,"acrobatics":27},"image":["/Images/Monsters/WildHunt_Horse.png"],"primary_source":"Kingmaker Adventure Path","spell":["Freedom of Movement","Tree Stride","Stone Tell","Speak with Animals","Speak with Plants","Know Direction","Mage Hand"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Adventure Paths"],"sense":" greater darkvision , greensight, scent (imprecise) 30 feet","resistance":{},"intelligence":-1,"reflex_save":23,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":27,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Wild Hunt Horse","alignment":"CN","rarity":"rare","strike_damage_average":[33],"attack_bonus":[30],"constitution":6,"creature_family":"Wild Hunt","will_save":29,"speed":{"fly":80,"max":80,"land":80},"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Greensight","Planar Acclimation","Wild Hunt Link","Buck","Instinctive Cooperation","Rider Synergy","Wild Gaze","Bewildering Hoofbeats","Deafening Cry","Focus Gaze","Trample"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Survival"],"tradition":["Primal"],"summary":"These steeds stand upon puffs of air, their grassy manes and tails swishing majestically in the wind. When they are not participating in a hunt, wild …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2213","dexterity":4,"category":"creature","slug":"creature-2213"},{"primary_source_category":"Adventure Paths","strength":6,"hp":340,"language":["Aklo","Common","Sylvan","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%294%%>speak with plants<%END>"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":6,"perception":30,"stealth":"32","trait":["Fey","Rare","Wild Hunt","CN","Medium"],"id":"creature-2214","text":" Wild Hunt Archer These lithe, androgynous humanoids have pointed ears, glowing green eyes, and hair that flows softly at all times as if in a gentle breeze. They are methodical hunters who fire their bows with uncanny accuracy. Since wild hunt archers tend to be slower on foot than most of their companions, they often rely on wild hunt horses to provide increased mobility. Rather than carrying normal arrows, they can produce arrows as needed from magical quivers—these quivers do not function in this manner for anyone other than wild hunt archers. Recall Knowledge - Fey (Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Wild Hunt Archer Source Kingmaker Adventure Path pg. 618 Perception +30; greater darkvision, greensight, scent (imprecise) 30 feet, true seeing Languages Aklo, Common, Sylvan; speak with animals , speak with plants Skills Acrobatics +32, Athletics +30, Intimidation +32, Nature +27, Stealth +32, Survival +30 Str +6 Dex +8 Con +6 Int +3 Wis +6 Cha +6 Greensight The wild hunt archer ignores the concealed condition from leaves and other foliage. Planar Acclimation The wild hunt archer treats the plane it is located on as its home plane. Wild Hunt Link (aura, divination, magical) 500 feet. A wild hunt archer grants all other members of the wild hunt in the aura except wild hunt archer the ability to target concealed creatures with ranged Strikes without having to succeed at a DC 5 flat check. Items +2 resilient leather armor , living bow --- AC 39 Fort +26 Ref +32 Will +28 HP 340 Weaknesses cold iron 15 Instinctive Cooperation The wild hunt archer automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures. Wild Gaze (aura, enchantment, fear, incapacitation, mental, primal, visual) 30 feet. Those who meet the gaze of a wild hunt archer come face-to-face with the hunt's fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn in the aura, it must succeed at a DC 34 Will save to resist becoming slowed 1 (slowed 2 on a critical failure). The wild hunt archer can deactivate or activate this aura by using a single action, which has the concentrate trait. --- Speed 25 feet Melee Single Action horns +30 (Agile), Damage 3d12+12 piercing Ranged Single Action living bow +32 (deadly d10, Propulsive, range 100 feet, volley 30 feet), Damage 3d8+12 piercing plus 1d6 cold Primal Innate Spells DC 37, attack +29 - Cantrips (8th) Know Direction - 6th Stone Tell - 7th Cloudkill, Eclipse Burst, Finger of Death, Vampiric Touch (×3), Wall of Ice - 8th Disintegrate, Polar Ray - Constant (8th) Speak with Animals, Speak with Plants Focus Gaze Single Action (Concentrate, Enchantment, Fear, Incapacitation, Mental, Primal, Visual) The wild hunt archer fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt archer's wild gaze. If the creature was already slowed by the wild gaze before attempting its save, a failed save causes it to be paralyzed for 1 round. After attempting its save, the creature is temporarily immune to Focus Gaze from any wild hunt until the start of the wild hunt archer's next turn. Infuse Arrow Three Actions (Magical) The wild hunt archer Casts a Spell with a range of touch and then makes a ranged Strike with their living bow. If they hit a creature with that Strike, that creature is also targeted by the spell's effects. If the Strike misses, the spell is wasted. Alternatively, the wild hunt archer can Cast a Spell that affects an area and then make a ranged Strike with their living bow. If they hit a creature with that Strike, the spell takes effect centered on that creature, and the creature struck takes a –2 circumstance penalty to any save against the spell's effect. If the Strike misses, the spell is wasted. Living Bow (Primal, Transmutation) The wild hunt archer carries a manifestation of their archery in the form of a living bow. This weapon functions as a +2 greater striking frost composite longbow as long as it is wielded by the wild hunt archer, but in any other creature's hands the living bow functions as a normal, nonmagic composite longbow. A wild hunt archer can manifest a replacement living bow if its previous one is lost or destroyed by performing a one-minute activity that has the concentrate trait. A living bow appears to be made of wood and constantly sprouts leaves that turn autumnal colors and drop away; it's bowstring is a glowing green line of energy. A wild hunt archer spontaneously generates arrows as needed from its quiver when using a living bow. Seeking Shots The wild hunt archer's ranged Strikes and spells with ranged attack rolls ignore their target's concealed condition. ","skill_mod":{"nature":27,"survival":30,"stealth":32,"athletics":30,"intimidation":32,"acrobatics":32},"image":["/Images/Monsters/WildHunt_Archer.png"],"primary_source":"Kingmaker Adventure Path","spell":["Disintegrate","Polar Ray","Cloudkill","Eclipse Burst","Finger of Death","Vampiric Touch","Wall of Ice","Stone Tell","Speak with Animals","Speak with Plants","Know Direction"],"ac":39,"item":["+2 resilient leather armor","living bow"],"level":16,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" greater darkvision , greensight, scent (imprecise) 30 feet, true seeing ","resistance":{},"intelligence":3,"reflex_save":32,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":26,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Wild Hunt Archer","alignment":"CN","rarity":"rare","strike_damage_average":[29,31],"attack_bonus":[30,32],"constitution":6,"creature_family":"Wild Hunt","spell_attack_bonus":[29],"will_save":28,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Greensight","Planar Acclimation","Wild Hunt Link","Instinctive Cooperation","Wild Gaze","Focus Gaze","Infuse Arrow","Living Bow","Seeking Shots"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"These lithe, androgynous humanoids have pointed ears, glowing green eyes, and hair that flows softly at all times as if in a gentle breeze. They are …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2214","dexterity":8,"category":"creature","slug":"creature-2214"},{"primary_source_category":"Adventure Paths","strength":9,"hp":380,"language":["Aklo","Common","Sylvan","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%294%%>speak with plants<%END>"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":6,"perception":34,"stealth":"37","trait":["Fey","Rare","Wild Hunt","CN","Medium"],"id":"creature-2215","text":" Wild Hunt Scout These compact few have pointed ears, green eyes, and ram's horns. They relish the chance to seek revenge upon those who have wronged or insulted the wild hunt, but they tend to grow bored when the stakes aren't lethal. Recall Knowledge - Fey (Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Wild Hunt Scout Source Kingmaker Adventure Path pg. 619 Perception +34; greater darkvision, greensight, scent (imprecise) 30 feet Languages Aklo, Common, Sylvan; speak with animals , speak with plants Skills Acrobatics +32, Athletics +33, Deception +32, Intimidation +32, Nature +29, Stealth +37, Survival +34 Str +9 Dex +6 Con +6 Int +5 Wis +8 Cha +6 Greensight The wild hunt scout ignores the concealed condition from leaves and other foliage. Planar Acclimation The wild hunt scout treats the plane it is located on as its home plane. Wild Hunt Link (aura, divination, magical) A wild hunt scout grants all other members of the wild hunt in the aura except wild hunt scouts deny advantage. --- AC 42 Fort +28 Ref +30 Will +34 HP 380 Weaknesses cold iron 15 Instinctive Cooperation The wild hunt scout automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures. Wild Gaze (aura, enchantment, fear, incapacitation, mental, primal, visual) 30 feet. Those who meet the gaze of a wild hunt scout come face-to-face with the hunt's fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn in the aura, it must succeed at a DC 37 Will save to resist becoming slowed 1 (slowed 2 on a critical failure). The wild hunt scout can deactivate or activate this aura by using a single action, which has the concentrate trait. --- Speed 40 feet Melee Single Action crystal scimitar +35 (Forceful, Sweep), Damage 3d6+17 slashing plus 2d6 force Ranged Single Action emerald beam +34 (range 40 feet), Damage befuddle Primal Innate Spells DC 40, attack +32 - Cantrips (9th) Know Direction - 5th Dimension Door (×3), Magic Missile - 6th Stone Tell - 7th Magic Missile, Plane Shift - 8th Disappearance, Wind Walk - 9th Magic Missile, Unfettered Pack - Constant (9th) Pass Without Trace, Speak with Animals, Speak with Plants, True Seeing Befuddle (Enchantment, Mental, Primal) A wild hunt scout can emit a beam of emerald light from their crystal shard to attempt an emerald beam ranged Strike. If the beam hits, it inflicts no damage (nor does it inflict precision damage from a sneak attack), but it overstimulates the target's mind, causing them to become dazzled and flat-footed for 1 round. On a critical hit, the target is also blinded for 1 round. Focus Gaze Single Action (Concentrate, Enchantment, Fear, Incapacitation, Mental, Primal, Visual) The wild hunt scout fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt scout's wild gaze. If the creature was already slowed by the wild gaze before attempting its save, a failed save causes it to be paralyzed for 1 round. After attempting its save, the creature is temporarily immune to Focus Gaze from any wild hunt until the start of the wild hunt scout's next turn. Forceful Focus Three Actions (Concentrate) Requirement The wild hunt scout cast magic missile the previous round. Effect The wild hunt scout focuses on their mastery of force, standing still as they become swathed in pulsing emerald light. Any magic missile innate spells they have cast that day are restored, allowing them to be cast again. Until the end of their next turn, any creature that takes force damage from the wild hunt scout must succeed at a DC 40 Fortitude save or be stunned 1 (stunned 3 on a critical failure). The wild hunt scout can't use forceful focus for 1 hour. Manifest Crystals Free Action A wild hunt scout can manifest a +2 greater striking scimitar made of crystalized force or a fist-sized shard of the same in her hands. These objects vanish upon the wild hunt scout's death, or as soon as they no longer possess the items. Deny Advantage A wild hunt scout isn't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of their level or lower using surprise attack. However, they can still help their allies flank. Sneak Attack A wild hunt scout's Strikes deal 3d6 extra precision damage to flat-footed creatures. ","skill_mod":{"deception":32,"nature":29,"survival":34,"stealth":37,"athletics":33,"intimidation":32,"acrobatics":32},"image":["/Images/Monsters/WildHunt_Scout.png"],"primary_source":"Kingmaker Adventure Path","spell":["Magic Missile","Unfettered Pack","Disappearance","Wind Walk","Plane Shift","Stone Tell","Dimension Door","Pass Without Trace","Speak with Animals","Speak with Plants","True Seeing","Know Direction"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" greater darkvision , greensight, scent (imprecise) 30 feet","resistance":{},"intelligence":5,"reflex_save":30,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":28,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Wild Hunt Scout","alignment":"CN","rarity":"rare","strike_damage_average":[34],"attack_bonus":[34,35],"constitution":6,"creature_family":"Wild Hunt","spell_attack_bonus":[32],"will_save":34,"speed":{"max":40,"land":40},"wisdom":8,"weakness":{"cold_iron":15},"creature_ability":["Greensight","Planar Acclimation","Wild Hunt Link","Instinctive Cooperation","Wild Gaze","Befuddle","Focus Gaze","Forceful Focus","Manifest Crystals","Deny Advantage","Sneak Attack"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"These compact few have pointed ears, green eyes, and ram's horns. They relish the chance to seek revenge upon those who have wronged or insulted the …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2215","dexterity":6,"category":"creature","slug":"creature-2215"},{"primary_source_category":"Adventure Paths","strength":10,"hp":450,"language":["Aklo","Common","Draconic","Sylvan","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%294%%>speak with plants<%END>"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":10,"perception":35,"stealth":"37","trait":["Fey","Rare","Wild Hunt","CN","Medium"],"id":"creature-2216","text":" Wild Hunt Monarch Each wild hunt follows a wild hunt monarch, who travels between the realm of the fey and the Material Plane in search of new quarry. These limber and regal humanoids have elk antlers, long pointed ears, flowing white hair, and luminescent green eyes. Recall Knowledge - Fey (Nature): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Wild Hunt Monarch Source Kingmaker Adventure Path pg. 620 Perception +35; greater darkvision, greensight, scent (imprecise) 30 feet Languages Aklo, Common, Draconic, Sylvan; speak with animals , speak with plants Skills Acrobatics +34, Athletics +38, Diplomacy +36, Intimidation +40, Nature +36, Performance +36, Stealth +37, Survival +37 Str +10 Dex +6 Con +7 Int +6 Wis +7 Cha +10 Greensight The wild hunt monarch ignores the concealed condition from leaves and other foliage, mist, and fog. Planar Acclimation The wild hunt monarch treats the plane it is located on as its home plane. Wild Hunt Link (aura, divination, magical) 1 mile. A wild hunt monarch grants all other members of the wild hunt in the aura except wild hunt monarchs an increasesed range of wild hunt link to affect all wild hunt members within a mile. Other wild hunt creatures in this link who end their turn within 60 feet of a wild hunt monarch gain regeneration 50 until the end of their next turn; this regeneration can only be deactivated by forcing the wild hunt out of the 60-foot aura or by killing the wild hunt monarch. Items monarch's glaive , monarch's horn --- AC 46 Fort +33 Ref +32 Will +35 HP 450 Weaknesses cold iron 20 Attack of Opportunity Reaction Instinctive Cooperation The wild hunt monarch automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures. Wild Gaze (aura, enchantment, fear, incapacitation, mental, primal, visual) 30 feet. Those who meet the gaze of a wild hunt monarch come face-to-face with the hunt's fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn in the aura, it must succeed at a DC 39 Will save to resist becoming slowed 1 (slowed 2 on a critical failure). The wild hunt monarch can deactivate or activate this aura by using a single action, which has the concentrate trait. --- Speed 40 feet Melee Single Action glaive +38 (deadly d8, Forceful, Reach), Damage 4d8+20 slashing plus 1d6 sonic and 1d6 bleed Melee Single Action horns +38 (Agile), Damage 4d8+20 piercing plus brutal gore Primal Innate Spells DC 40, attack +32 - Cantrips (10th) Electric Arc, Ghost Sound, Know Direction, Produce Flame - 6th Stone Tell - 7th Hallucinatory Terrain, Plane Shift, Veil - 8th Charm, Suggestion, Wind Walk - 9th Dispel Magic, Dominate, Finger of Death - 10th Primal Phenomenon - Constant (10th) Speak with Animals, Speak with Plants Rituals DC 44 - 6th Primal Call (creatures with the wild hunt trait only) - 8th Control Weather Brutal Gore A creature critically hit by a monarch's horns strike is stunned 1. Call Glaive or three-actions] Single Action ([Conjuration, Primal, Teleportation) The wild hunt monarch wields a magic weapon known as a monarch's glaive . This weapon functions as a +3 major striking greater thundering wounding glaive in the monarch's hands only. The monarch can call their glaive to their hands using this action, transporting it across any distance. If their glaive is destroyed, the monarch can create a new one by using Call Glaive as a three-action activity that gains the manipulate trait. Call to the Hunt Three Actions (Conjuration, Manipulate, Primal, Teleportation) Frequency once per day; Effect The wild hunt monarch blows their monarch's horn, causing two wild hunt scouts or four wild hunt archers part of the monarch's wild hunt link and no more than 1 mile from the monarch's location to appear as the monarch chooses at any point within 30 feet. They act immediately before the wild hunt monarch in initiative starting on the next round. Focus Gaze Single Action (Concentrate, Enchantment, Fear, Incapacitation, Mental, Primal, Visual) The wild hunt monarch fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt monarch's wild gaze. If the creature was already slowed by the wild gaze before attempting its save, a failed save causes it to be paralyzed for 1 round. After attempting its save, the creature is temporarily immune to Focus Gaze from any wild hunt until the start of the wild hunt monarch's next turn. Wild Reincarnation Reaction (Necromancy, Primal) Trigger The wild hunt monarch kills an adjacent non-fey creature. Effect The wild hunt monarch attempts to reincarnate the creature as a fey. The slain creature must attempt a DC 42 Fortitude save, and it takes a –2 status penalty to this save if it was under any enchantment effect placed by the monarch when it died. Critical Success The creature is instead restored to life as if via raise dead (heightened to 10th level), and it is permanently immune to Wild Reincarnation from that wild hunt monarch. Success The creature is not reincarnated and remains dead. Failure The creature is temporarily reincarnated as a fey creature of the monarch's choice. The new fey must be of a level equal to or less than the dead creature's level, and it functions in all ways as that fey creature; it retains none of the abilities and only scatterings of the memories or personality of the reincarnated character, and it follows the commands and orders of the wild hunt monarch. After 1 minute, the reincarnated fey dies and its body reverts back to its original corpse, which can then be restored to life normally. Critical Failure As failure, but the reincarnated fey remains alive until slain; a miracle , wish or similarly powerful spell or effect can reverse the reincarnation as well. ","skill_mod":{"diplomacy":36,"performance":36,"nature":36,"survival":37,"stealth":37,"athletics":38,"intimidation":40,"acrobatics":34},"image":["/Images/Monsters/WildHunt_Monarch.png"],"primary_source":"Kingmaker Adventure Path","spell":["Primal Phenomenon","Dispel Magic","Dominate","Finger of Death","Charm","Suggestion","Wind Walk","Hallucinatory Terrain","Plane Shift","Veil","Stone Tell","Speak with Animals","Speak with Plants","Electric Arc","Ghost Sound","Know Direction","Produce Flame"],"ac":46,"item":["monarch's glaive","monarch's horn"],"level":20,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" greater darkvision , greensight, scent (imprecise) 30 feet","resistance":{},"intelligence":6,"reflex_save":32,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":33,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Wild Hunt Monarch","alignment":"CN","rarity":"rare","strike_damage_average":[38,45],"attack_bonus":[38,38],"constitution":7,"creature_family":"Wild Hunt","spell_attack_bonus":[32],"will_save":35,"speed":{"max":40,"land":40},"wisdom":7,"weakness":{"cold_iron":20},"creature_ability":["Greensight","Planar Acclimation","Wild Hunt Link","Attack of Opportunity","Instinctive Cooperation","Wild Gaze","Brutal Gore","Call Glaive or [three-actions]","Call to the Hunt","Focus Gaze","Wild Reincarnation"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature","Performance","Stealth","Survival"],"tradition":["Primal"],"summary":"Each wild hunt follows a wild hunt monarch, who travels between the realm of the fey and the Material Plane in search of new quarry. These limber …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2216","dexterity":6,"category":"creature","slug":"creature-2216"},{"attack_bonus":[6,6],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":8,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":2,"charisma":0,"speed":{"max":25,"land":25},"perception":3,"wisdom":0,"weakness":{},"primary_source_group":"Kingmaker","skill":["Athletics","Stealth"],"stealth":"5","trait":["Human","Humanoid","Uncommon","CE","Medium"],"id":"creature-2217","text":" Black Tear Cutthroat Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Black Tear Cutthroat Source Kingmaker Adventure Path pg. 26 Perception +3 Languages Common Skills Athletics +4, Stealth +5 Str +2 Dex +3 Con +1 Int +0 Wis +0 Cha +0 Items Dagger, Hand Crossbow (10 bolts), Studded Leather Armor, belt pouch with 5 sp --- AC 15 Fort +5 Ref +7 Will +2 HP 8 --- Speed 25 feet Melee Single Action dagger +6 (Agile, Finesse, thrown 10 ft., versatile S), Damage 1d4+2 piercing Ranged Single Action hand crossbow +6 (range increment 60 feet), Damage 1d6 piercing\n","skill_mod":{"stealth":5,"athletics":4},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":15,"item":["Dagger","Hand Crossbow (10 bolts)","Studded Leather Armor","belt pouch with 5 sp"],"level":-1,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2217","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":5,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Black Tear Cutthroat","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[3,4],"slug":"creature-2217"},{"attack_bonus":[9],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":28,"language":["Common","Jotun"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":5,"charisma":-2,"speed":{"max":25,"land":25},"perception":1,"wisdom":0,"weakness":{},"creature_ability":["Blinded","Itchy"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Intimidation"],"trait":["Giant","Humanoid","Unique","CE","Large"],"id":"creature-2218","text":" Gromog Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Gromog Source Kingmaker Adventure Path pg. 28 Perception +1; blinded Languages Common, Jotun Skills Acrobatics +12, Intimidation +9 Str +5 Dex -1 Con +4 Int -2 Wis +0 Cha -2 Blinded Gromog's eyes have been wounded by Linzi. In time, he'll recover his eyesight (mostly), but for the duration of this combat he is blinded. Itchy Not only have the itchy lice in Gromog's furs reduced his AC, Reflex save, and attack modifier through distraction (resulting in the values below the standard values for an ogre warrior), he also must succeed at a DC 10 flat check at the start of each round to avoid spending 2 actions furiously scratching himself. On a successful flat check, he must spend only one action scratching at the vermin. Finally, as a side effect of the discomfort caused by his lice, Gromog is too distracted to properly wield his ogre hook. While the weapon can still inflict grievous damage, as long as he remains itchy it doesn't possess the deadly trait these weapons normally possess. Items lice-infested furs, Ogre Hook --- AC 16 Fort +11 Ref +4 Will +5 HP 28 --- Speed 25 feet Melee Single Action ogre hook +9 (reach 10 feet, Trip), Damage 1d10+3 piercing\n","skill_mod":{"intimidation":9,"acrobatics":12},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":16,"item":["lice-infested furs","Ogre Hook"],"level":2,"source_category":["Adventure Paths"],"sense":" blinded ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2218","intelligence":-2,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":-1,"fortitude_save":11,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Gromog","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[8],"slug":"creature-2218"},{"attack_bonus":[10],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":50,"language":["Common","Jotun"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":9,"charisma":0,"speed":{"max":30,"land":30},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Wounded Arm","Chill Breath"],"primary_source_group":"Kingmaker","skill":["Athletics","Crafting","Intimidation","Stealth"],"stealth":"8","trait":["Cold","Giant","Humanoid","Unique","CE","Large"],"id":"creature-2219","text":" Jurgrindor Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Jurgrindor Source Kingmaker Adventure Path pg. 31 Perception +9; low-light vision Languages Common, Jotun Skills Athletics +10, Crafting +7, Intimidation +9, Stealth +8 Str +5 Dex +1 Con +3 Int +0 Wis +2 Cha +0 Items battered breastplate --- AC 17 Fort +12 Ref +6 Will +9 HP 50 (currently 25) Wounded Arm Jurgrindor's left arm is dreadfully wounded, courtesy of Amiri's greatsword. The discomfort of this wound causes Jurgrindor to take a –2 circumstance penalty to his Armor Class and Strikes (these modifications are included in his stats). At the end of each of his turns, Jurgrindor must succeed at a DC 12 flat check or the wound begins to bleed again, dealing him 1d6 persistent bleed damage. He can't use Catch Rock or Throw Rock (as typical giants) until he's healed back to full hit points. --- Speed 30 feet Melee Single Action fist +10 (Agile, reach 10 feet), Damage 1d8+8 bludgeoning Chill Breath Single Action (Cold, Evocation, Primal, Cold) Jurgrindor breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 2d6 cold damage (DC 18 basic Reflex save). A creature that critically fails the save is also immobilized until it Escape (DC 18). Jurgrindor can't use Chill Breath for 1d4 rounds. ","skill_mod":{"crafting":7,"stealth":8,"athletics":10,"intimidation":9},"primary_source":"Kingmaker Adventure Path","trait_group":["Energy","Monster","Creature Type","Rarity"],"ac":17,"item":["battered breastplate"],"level":3,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2219","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":12,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Jurgrindor","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[12],"slug":"creature-2219"},{"attack_bonus":[9,9],"constitution":1,"primary_source_category":"Adventure Paths","strength":1,"hp":20,"language":["Common","Jotun"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":5,"charisma":2,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Attack of Opportunity","Double Strike","Sneak Attack"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Society","Stealth"],"stealth":"7","trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-2220","text":" Nishkiv The Knife Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Nishkiv The Knife Source Kingmaker Adventure Path pg. 37 Perception +5 Languages Common, Jotun Skills Acrobatics +7, Athletics +4, Deception +7, Society +6, Stealth +7 Str +1 Dex +4 Con +1 Int +1 Wis +0 Cha +2 Items daggers (6), lesser healing potions (3), Leather Armor --- AC 16 Fort +6 Ref +9 Will +5 HP 20 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action dagger +9 (Agile, Finesse, thrown 10 ft., versatile S), Damage 1d4+1 piercing Ranged Single Action dagger +9 (Agile, Finesse, thrown 10 ft., versatile S), Damage 1d4+1 piercing Double Strike Two Actions Nishkiv makes two dagger Strikes against the same target. If his first attack hits, the target is flat-footed to the second attack. The multiple attack penalty applies to these attacks as normal. Sneak Attack Nishkiv deals 1d6 extra precision damage to flat-footed creatures. ","skill_mod":{"society":6,"deception":7,"stealth":7,"athletics":4,"acrobatics":7},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":16,"item":["daggers (6)","lesser healing potions (3)","Leather Armor"],"level":1,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2220","intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":6,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Nishkiv The Knife","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[3,3],"slug":"creature-2220"},{"attack_bonus":[11],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":48,"language":["Common","Jotun"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":7,"charisma":2,"speed":{"max":25,"land":25},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["Attack of Opportunity","Overhand Smash","Spinning Sweep"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Society","Stealth"],"stealth":"5","trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-2221","text":" Volodmyra Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Volodmyra Source Kingmaker Adventure Path pg. 38 Perception +7 Languages Common, Jotun Skills Acrobatics +7, Athletics +9, Deception +9, Society +7, Stealth +5 Str +4 Dex +2 Con +2 Int +0 Wis +0 Cha +2 Items Chain Mail, +1 greataxe , lesser healing potions (4), jade and pearl necklace, silver ring (worth 30 gp), tracker's goggles --- AC 18 Fort +11 Ref +9 Will +7 HP 48 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action greataxe +11 (Magical, Sweep), Damage 1d12+4 slashing Overhand Smash Two Actions Requirements Volodmyra is wielding her greataxe and is adjacent to an enemy; Effect Volodmyra raises her greataxe above her head and puts all of her might into a single attack. If the attack hits, Volodmyra deals an additional 8 points of damage and the opponent must succeed at a DC 17 Fortitude save to avoid being knocked prone. Spinning Sweep Single Action Requirements Volodmyra successfully Strikes a second enemy when making a sweep attack with her axe and is within 10 feet of a third enemy she hasn't yet attacked; Effect Volodmyra spins in a circle (Stepping 5 feet if she chooses) and makes a third attack against a foe she hasn't attacked this round. This third attack suffers only a –8 penalty to the attack roll (instead of the standard –10 on a third Strike). If it hits, Volodmyra deals an additional 2d6 points of damage from the furious impact. ","skill_mod":{"society":7,"deception":9,"stealth":5,"athletics":9,"acrobatics":7},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["Chain Mail","+1 greataxe","lesser healing potions (4)","jade and pearl necklace","silver ring (worth 30 gp)","tracker's goggles"],"level":3,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2221","intelligence":0,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":11,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Volodmyra","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[10],"slug":"creature-2221"},{"attack_bonus":[6,8],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":26,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"primary_source_group":"Kingmaker","skill":["Athletics","Crafting","Intimidation","Nature","Survival"],"trait":["Human","Humanoid","Unique","CG","Medium"],"id":"creature-2222","text":" Oleg Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Oleg Source Kingmaker Adventure Path pg. 52 Perception +6 Languages Common Skills Athletics +6, Crafting +7, Intimidation +4, Nature +3, Survival +4 Str +3 Dex +1 Con +3 Int +0 Wis +1 Cha +1 Items carpenter's tools, Hammer, lover's knots (5), Padded Armor, Repair Kit --- AC 12 Fort +8 Ref +6 Will +6 HP 26 --- Speed 25 feet Melee Single Action light hammer +8 (Agile, thrown 20 ft.), Damage 1d6+3 bludgeoning Ranged Single Action light hammer +6 (Agile, thrown 20 ft.), Damage 1d6+3 bludgeoning\n","skill_mod":{"nature":3,"crafting":7,"survival":4,"athletics":6,"intimidation":4},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":12,"item":["carpenter's tools","Hammer","lover's knots (5)","Padded Armor","Repair Kit"],"level":1,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=2222","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":8,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Oleg","alignment":"CG","category":"creature","rarity":"unique","strike_damage_average":[6,6],"slug":"creature-2222"},{"attack_bonus":[6],"constitution":3,"primary_source_category":"Adventure Paths","strength":0,"hp":20,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":5,"charisma":2,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"primary_source_group":"Kingmaker","skill":["Brevoy Lore","Diplomacy","Medicine","Society","Survival"],"trait":["Human","Humanoid","Unique","NG","Medium"],"id":"creature-2223","text":" Svetlana Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Svetlana Source Kingmaker Adventure Path pg. 53 Perception +5 Languages Common Skills Brevoy Lore +6, Diplomacy +7, Medicine +5, Society +6, Survival +3 Str +0 Dex +3 Con +3 Int +1 Wis +0 Cha +2 Items cleaver, Leather Armor --- AC 15 Fort +6 Ref +8 Will +5 HP 20 --- Speed 25 feet Melee Single Action cleaver +6 (Agile), Damage 1d6 slashing\n","skill_mod":{"society":6,"diplomacy":7,"survival":3,"medicine":5},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":15,"item":["cleaver","Leather Armor"],"level":1,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2223","intelligence":1,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Svetlana","alignment":"NG","category":"creature","rarity":"unique","strike_damage_average":[3],"slug":"creature-2223"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":28,"source":["Kingmaker Adventure Path"],"type":"Creature","creature_family":"Spider","will_save":7,"charisma":-4,"speed":{"climb":30,"max":30,"land":30},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Trapdoor Lunge","Giant Trapdoor Spider Venom"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Stealth"],"stealth":"9","trait":["Animal","Uncommon","N","Medium"],"id":"creature-2224","text":" Giant Trapdoor Spider Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Trapdoor Spider Source Kingmaker Adventure Path pg. 56 Perception +7; darkvision Languages Skills Acrobatics +7, Athletics +8, Stealth +9 Str +4 Dex +4 Con +3 Int -5 Wis +2 Cha -4 --- AC 18 Fort +8 Ref +11 Will +7 HP 28 Trapdoor Lunge Reaction Requirements Initiative has not yet been rolled; Trigger A creature comes within 25 feet of the spider's lair while the spider is positioned just under the ajar trapdoor, and the spider notices the creature; Effect The spider Strides or Climbs before it rolls initiative. --- Speed 30 feet, climb 30 feet Melee Single Action fangs +11, Damage 1d10+3 piercing plus giant trapdoor spider venom Giant Trapdoor Spider Venom (Incapacitation, Poison) Saving Throw Fortitude DC 18; Maximum Duration 6 rounds; Stage 1 1d10 poison and flat-footed (1 round); Stage 2 1d12 poison, slowed 1, and flat-footed (1 round); Stage 3 2d6 poison and paralyzed (1 round) ","skill_mod":{"stealth":9,"athletics":8,"acrobatics":7},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2224","intelligence":-5,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Giant Trapdoor Spider","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[8],"slug":"creature-2224"},{"attack_bonus":[14,14],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":58,"language":["Common","Sylvan","(can't speak any language)"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":6,"charisma":3,"speed":{"max":35,"land":35},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Deadeye's Shame","Mauler","Rush"],"primary_source_group":"Kingmaker","skill":["Athletics","Survival"],"trait":["Beast","Unique","CN","Large"],"id":"creature-2225","text":" Cursed Guardian Recall Knowledge - Beast (Arcana, Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Cursed Guardian Source Kingmaker Adventure Path pg. 62 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Common, Sylvan; (can't speak any language) Skills Athletics +12, Survival +8 Str +6 Dex +3 Con +5 Int -3 Wis +0 Cha +3 --- AC 21 Fort +13 Ref +11 Will +6 HP 58 Deadeye's Shame The cursed guardian has weakness 5 to all damage inflicted upon it by a worshipper of Erastil, and it takes a –2 circumstance penalty to all saving throws to resist effects caused by worshippers of Erastil. If it ever suffers a critical hit from or critically fails a save against an effect caused by a worshipper of Erastil, the cursed guardian is stunned 1. --- Speed 35 feet Melee Single Action jaws +14, Damage 2d6+8 piercing Melee Single Action claw +14 (Agile), Damage 2d4+8 slashing plus Grab Mauler The cursed guardian gains a +2 circumstance bonus to damage rolls against creatures it Grabs. Rush Two Actions The cursed guardian Strides and makes a Strike at the end of that movement. During the Stride, it gains a +10-foot circumstance bonus to its Speed. ","skill_mod":{"survival":8,"athletics":12},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2225","intelligence":-3,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":13,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Cursed Guardian","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[13,15],"slug":"creature-2225"},{"attack_bonus":[13,14],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":70,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":10,"charisma":3,"speed":{"max":25,"land":25,"swim":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Fearsome Gaze","Rejuvenation","Rotting Stench","Focus Gaze","Sure Possession"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation"],"trait":["Undead","Unique","LE","Medium"],"id":"creature-2226","text":" Davik Nettles Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Davik Nettles Source Kingmaker Adventure Path pg. 67 Perception +10; darkvision Languages Common Skills Athletics +11, Intimidation +11 Str +5 Dex +3 Con +2 Int +0 Wis +2 Cha +3 Items +1 ranseur --- AC 19 Fort +12 Ref +11 Will +10 HP 70 Resistances fire 7 Fearsome Gaze (concentrate, divine, emotion, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 18 Will save. Critical Success The creature is unaffected and is temporarily immune for 24 hours. Success The creature is unaffected. Failure The creature becomes frightened 1. Critical Failure The creature becomes frightened 2. Rejuvenation (divine, necromancy) If Davik is reduced to 0 Hit Points, his bones and gear melt into water that runs back into the river or seeps into the ground, leaving nothing behind. The next night, he rises again from his original location in the rubble located downstream from the ruined ferry crossing. When he does, he is completely healed of all damage, but now his unholy anger is directed at those who previously destroyed him as well as at the Stag Lord. He can use nightmare to threaten the one who destroyed him, promising to drag them to a drowning death unless the Stag Lord's remains are given to the river. Dispel magic (DC 19 counteract check) can remove this sinister link between Davik and his destroyer, preventing Davik from using nightmare on that creature again until they return to this location. As long as the PCs don't abandon their goal of hunting the Stag Lord, Davik remains content and does not plague their dreams. Rotting Stench (aura, olfactory) 10 feet. A creature entering the aura or starting their turn in the aura must succeed at a DC 18 Fortitude save or become sickened 1 (plus slowed 1 on a critical failure for as long as it's sickened). While within the aura, creatures also take a –2 circumstance penalty to saves against fear and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute and does not take the penalty to saves against fear effects. --- Speed 25 feet, swim 25 feet Melee Single Action ranseur +14 (Disarm, Reach), Damage 1d10+7 piercing Melee Single Action fist +13 (Agile), Damage 2d4+7 bludgeoning Divine Innate Spells DC 21 - 4th Nightmare - Constant (2nd) Water Walk (self only) Focus Gaze Single Action (Concentrate, Divine, Emotion, Fear, Mental, Visual) Davik fixes his glare at a creature he can see within 30 feet. The target must immediately attempt a Will save against Davik's Fearsome Gaze. On a failed save, if the target is already frightened, the value of its frightened condition is increased by 1 (or by 2 on a critical failure). After attempting its save, the creature is then temporarily immune until the start of Davik's next turn. Sure Possession As long as Davik Nettles continues to exist, his +1 ranseur cannot be taken from him. If disarmed of the +1 ranseur , if he drops it, or if it's destroyed, the ranseur melts into water; he can retrieve his +1 ranseur by pulling it out of any body of water as an Interact action. If Davik is put to rest permanently by fulfilling his quest, his +1 ranseur loses this ability and can be claimed by someone else. ","tradition":["Divine"],"skill_mod":{"athletics":11,"intimidation":11},"primary_source":"Kingmaker Adventure Path","spell":["Nightmare","Water Walk"],"trait_group":["Creature Type","Rarity"],"ac":19,"item":["+1 ranseur"],"level":4,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":7},"url":"/Monsters.aspx?ID=2226","intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":12,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Davik Nettles","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[12,12],"slug":"creature-2226"},{"constitution":0,"primary_source_category":"Adventure Paths","strength":-2,"hp":22,"immunity":["precision","swarm mind"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":4,"charisma":-4,"speed":{"climb":20,"max":20,"land":20},"perception":6,"wisdom":0,"weakness":{"area":5},"creature_ability":["Web Sense","Chewing Bites","Chew Spider Venom"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Stealth"],"stealth":"8","trait":["Animal","Swarm","Unique","N","Large"],"id":"creature-2227","text":" Chew Spider Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Chew Spider Source Kingmaker Adventure Path pg. 69 Perception +6; darkvision, web sense Languages Skills Acrobatics +8, Athletics +2, Stealth +8 Str -2 Dex +4 Con +0 Int -5 Wis +0 Cha -4 Web Sense The chew spiders have imprecise tremorsense to detect the vibrations of creatures touching their web (which stretches through the entire fangberry thicket). --- AC 18 Fort +6 Ref +10 Will +4 HP 22 Immunities precision, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed 20 feet, climb 20 feet Chewing Bites Single Action Each enemy in the chew spiders' space takes 1d6 persistent bleed damage (DC 16 basic Reflex save). A creature that fails its save is exposed to chew spider venom. Chew Spider Venom (Poison) Saving Throw Fortitude DC 18; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and clumsy 1 (1 round); Stage 2 1d6 poison damage and clumsy 2 (1 round). ","skill_mod":{"stealth":8,"athletics":2,"acrobatics":8},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Monster","Rarity"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":" darkvision , web sense","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=2227","intelligence":-5,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Chew Spider","alignment":"N","category":"creature","rarity":"unique","slug":"creature-2227"},{"attack_bonus":[8,11],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":55,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":8,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Felling Blow"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Lumber Lore","Nature","Survival"],"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2228","text":" Corax Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Corax Source Kingmaker Adventure Path pg. 71 Perception +8 Languages Common Skills Acrobatics +8, Athletics +9, Lumber Lore +9, Nature +7, Survival +8 Str +4 Dex +1 Con +3 Int +0 Wis +1 Cha +1 Items lesser alchemist's fire (2), Composite Shortbow (20 arrows), cold iron greataxe, lesser healing potion , Studded Leather Armor --- AC 16 Fort +10 Ref +8 Will +8 HP 55 --- Speed 25 feet Melee Single Action greataxe +11 (Sweep), Damage 1d12+6 slashing Ranged Single Action composite shortbow +8 (deadly d10, Propulsive, range 60 feet, reload 0), Damage 1d6+3 slashing Felling Blow Two Actions Corax lunges toward a foe and makes a Strike with his greataxe, increasing his reach by 5 feet for that Strike. If he hits, the target must succeed at a DC 19 Fortitude save to avoid being knocked prone (and stunned 1 on a critical failure). ","skill_mod":{"nature":7,"survival":8,"athletics":9,"acrobatics":8},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":16,"item":["lesser alchemist's fire (2)","Composite Shortbow (20 arrows)","cold iron greataxe","lesser healing potion","Studded Leather Armor"],"level":3,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=2228","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":10,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Corax","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[6,12],"slug":"creature-2228"},{"attack_bonus":[5,7,7],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":20,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Tandem Chop"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Lumber Lore","Nature","Survival"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-2229","text":" Logger Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Logger Source Kingmaker Adventure Path pg. 71 Perception +6 Languages Common Skills Acrobatics +5, Athletics +7, Lumber Lore +6, Nature +4, Survival +6 Str +3 Dex +1 Con +2 Int +0 Wis +2 Cha +0 Items Battle Axe, Climbing Kit, Hatchet, Padded Armor --- AC 13 Fort +8 Ref +5 Will +6 HP 20 Tandem Chop Reaction Trigger A creature or object within their reach is hit with a Strike by an ally using a weapon in the axe group; Requirements The logger is holding a weapon in the axe group; Effect The logger attempts a Strike against the same creature or object. If it hits, combine the damage with the damage from the triggering Strike for the purpose of Hardness, resistances, and weaknesses. A creature or object can only be the target of a single Tandem Chop per turn, regardless of the number of loggers in reach. --- Speed 25 feet Melee Single Action battle axe +7 (Sweep), Damage 1d8+3 slashing Melee Single Action hatchet +7 (Agile, Sweep, thrown 10 feet), Damage 1d6+3 slashing Ranged Single Action hatchet +5 (Agile, Sweep, thrown 10 feet), Damage 1d6+1 slashing\n","skill_mod":{"nature":4,"survival":6,"athletics":7,"acrobatics":5},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["Battle Axe","Climbing Kit","Hatchet","Padded Armor"],"level":0,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2229","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":8,"source_group":["Kingmaker"],"size":["Medium"],"name":"Logger","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[4,6,7],"slug":"creature-2229"},{"primary_source_category":"Adventure Paths","strength":2,"hp":78,"language":["Aquan","Common","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":4,"perception":11,"stealth":"13","trait":["Aquatic","Fey","Unique","N","Small"],"id":"creature-2230","text":" Melianse Recall Knowledge - Fey (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Melianse Source Kingmaker Adventure Path pg. 71 Perception +11; low-light vision Languages Aquan, Common, Sylvan Skills Athletics +11, Diplomacy +12, Nature +11, Stealth +13 Str +2 Dex +3 Con +1 Int +0 Wis +1 Cha +4 Wild Empathy Melianse can use Diplomacy to Make an Impression on aquatic or amphibious animals and make very simple Requests of them. --- AC 21 Fort +11 Ref +13 Will +11 +1 status to all saves vs. magic HP 78 Weaknesses cold iron 5 --- Speed 20 feet, swim 30 feet Melee Single Action claw +15 (Agile, Finesse), Damage 2d6+5 slashing Primal Spontaneous Spells DC 22, attack +14 - Cantrips (3rd) Dancing Lights, Ghost Sound, Ray of Frost, Shield, Tanglefoot - 1st Goblin Pox, Grease, Spider Sting, Ventriloquism (4 slots) - 2nd Dispel Magic, Glitterdust, Obscuring Mist, Web (4 slots) - 3rd Earthbind, Haste, Heal, Wall of Wind (4 slots) Primal Innate Spells DC 22, attack +14 - 1st Charm (×3), Hydraulic Push - 2nd Water Breathing Rituals - 2nd Inveigle Grant Desire Three Actions (Divination, Primal) Frequency once per day; Effect Melianse can duplicate any 3rd-level spell or produce any effect with a power level in line with a 3rd-level spell, but only in response to the request or desire of a non-fey creature. The creature whose desire is granted can never again benefit from Melianse's Grant Desire ability ","skill_mod":{"diplomacy":12,"nature":11,"stealth":13,"athletics":11},"primary_source":"Kingmaker Adventure Path","spell":["Earthbind","Haste","Heal","Wall of Wind","Dispel Magic","Glitterdust","Obscuring Mist","Web","Goblin Pox","Grease","Spider Sting","Ventriloquism","Dancing Lights","Ghost Sound","Ray of Frost","Shield","Tanglefoot","Water Breathing","Charm","Hydraulic Push"],"ac":21,"level":5,"spell_dc":[22,22],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":0,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":11,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Melianse","alignment":"N","rarity":"unique","strike_damage_average":[12],"attack_bonus":[15],"constitution":1,"spell_attack_bonus":[14,14],"will_save":11,"speed":{"max":30,"land":20,"swim":30},"wisdom":1,"weakness":{"cold_iron":5},"creature_ability":["Wild Empathy","Grant Desire"],"primary_source_group":"Kingmaker","skill":["Athletics","Diplomacy","Nature","Stealth"],"tradition":["Primal"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=2230","dexterity":3,"category":"creature","slug":"creature-2230"},{"attack_bonus":[13,13,14],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":80,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":9,"charisma":1,"speed":{"max":25,"land":25},"perception":11,"wisdom":0,"weakness":{},"creature_ability":["Focus Hatred","Sneak Attack","Trackless Step"],"primary_source_group":"Kingmaker","skill":["Athletics","Nature","Survival"],"trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-2231","text":" Hateful Hermit Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Hateful Hermit Source Kingmaker Adventure Path pg. 74 Perception +11 Languages Common Skills Athletics +13, Nature +12, Survival +11 Str +4 Dex +2 Con +4 Int +1 Wis +0 Cha +1 Items Blowgun (10 darts), Graveroot (4 doses), Hide Armor, Sickle, +1 whip --- AC 21 Fort +15 Ref +11 Will +9 +2 status to all saves vs. mental effects HP 80 Resistances mental 5 --- Speed 25 feet; trackless step Melee Single Action whip +14 (Disarm, Finesse, Nonlethal, Reach, Trip), Damage 1d4+7 slashing Melee Single Action sickle +13 (Agile, Finesse, Trip), Damage 1d4+7 slashing Ranged Single Action blowgun +13 (Agile, Nonlethal), Damage 1 piercing plus graveroot Focus Hatred Single Action (Emotion, Mental) The hateful hermit unleashes a vexing stream of profanities and threats at a single foe he can see within 30 feet. The hermit gains a +1 circumstance bonus on all attack rolls made against that target until he chooses a different target to Focus Hatred on. The target must attempt a DC 22 Will save, with the below effects. The hateful hermit cannot Focus Hatred again for 1d4 rounds. Critical Success The target is unaffected and is temporarily immune to Focus Hatred for 24 hours. Success The target is distracted by the hatred and is flat-footed against the hermit's next attack. Failure The hermit's words unnerve the target and distract them; the target is flat-footed until the end of the hateful hermit's next turn. Critical Failure As failure, but the target is flat-footed for 1 minute. Sneak Attack The hateful hermit deals 2d6 extra precision damage to flat-footed creatures. Trackless Step The hateful hermit always gains the benefits of Cover Tracks in natural surroundings, even when moving at full speed. ","skill_mod":{"nature":12,"survival":11,"athletics":13},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":21,"item":["Blowgun (10 darts)","Graveroot (4 doses)","Hide Armor","Sickle","+1 whip"],"level":5,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{"mental":5},"url":"/NPCs.aspx?ID=2231","intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":15,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Hateful Hermit","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[9,9],"slug":"creature-2231"},{"attack_bonus":[13],"constitution":0,"primary_source_category":"Adventure Paths","strength":0,"hp":90,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","spell_attack_bonus":[17],"will_save":15,"charisma":5,"speed":{"max":20,"land":20},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Moment of Solitude","Steady Spellcasting"],"primary_source_group":"Kingmaker","skill":["Arcana","Crafting","Medicine","Nature","Occultism","Survival"],"trait":["Human","Humanoid","Unique","N","Medium"],"id":"creature-2232","text":" Elga Verniex Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Elga Verniex Source Kingmaker Adventure Path pg. 76 Perception +13 Languages Common Skills Arcana +12, Crafting +14, Medicine +13, Nature +12, Occultism +12, Survival +13 Str +0 Dex +2 Con +0 Int +2 Wis +3 Cha +5 Items Artisan's Tools, lesser healing potions (2), +1 staff with an owlbear claw talisman affixed --- AC 21 Fort +10 Ref +14 Will +15 HP 90 Moment of Solitude Reaction (fortune) Trigger Elga fails or critically fails a saving throw against an effect with the enchantment or linguistics trait; Effect Elga rerolls the saving throw and takes the better result. --- Speed 20 feet Melee Single Action staff +13 (two-hand d8), Damage 1d4+2 bludgeoning Occult Spontaneous Spells DC 24, attack +17 - Cantrips (3rd) Daze, Detect Magic, Ghost Sound, Know Direction, Prestidigitation - 1st Alarm, Fear, Sanctuary, Sleep (4 slots) - 2nd Hideous Laughter, Illusory Creature, Invisibility, Silence (4 slots) - 3rd Clairaudience, Paralyze, Phantom Pain, Wanderer's Guide (4 slots) Rituals DC 24 - 2nd Animate Object, Inveigle Steady Spellcasting If another creature's reaction would disrupt Elga's spellcasting action, she attempts a DC 15 flat check. If she succeeds, her action isn't disrupted. ","tradition":["Occult"],"skill_mod":{"nature":12,"crafting":14,"survival":13,"arcana":12,"medicine":13,"occultism":12},"primary_source":"Kingmaker Adventure Path","spell":["Clairaudience","Paralyze","Phantom Pain","Wanderer's Guide","Hideous Laughter","Illusory Creature","Invisibility","Silence","Alarm","Fear","Sanctuary","Sleep","Daze","Detect Magic","Ghost Sound","Know Direction","Prestidigitation"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":21,"item":["Artisan's Tools","lesser healing potions (2)","+1 staff with an owlbear claw talisman affixed"],"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2232","intelligence":2,"reflex_save":14,"strongest_save":["will"],"dexterity":2,"fortitude_save":10,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Elga Verniex","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[4],"slug":"creature-2232"},{"attack_bonus":[14],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":78,"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":13,"charisma":-2,"speed":{"max":25,"land":15,"swim":25},"perception":11,"wisdom":4,"weakness":{},"creature_ability":["Deep Breath","Clench Jaws","Gnawing Bite","Shell Defense"],"primary_source_group":"Kingmaker","skill":["Athletics","Stealth"],"stealth":"11","trait":["Animal","Unique","N","Medium"],"id":"creature-2233","text":" Old Crackjaw Recall Knowledge - Animal (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Old Crackjaw Source Kingmaker Adventure Path pg. 77 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +12, Stealth +11 Str +5 Dex +2 Con +4 Int -4 Wis +4 Cha -2 Deep Breath Old Crackjaw can hold its breath for 30 minutes. --- AC 23 Fort +15 Ref +9 Will +13 HP 78 --- Speed 15 feet, swim 25 feet Melee jaws +14, Damage 2d8+7 piercing Clench Jaws Single Action Requirements Old Crackjaw damaged a creature with a jaws Strike with its previous action; Effect Old Crackjaw clenches its jaw and automatically deals an additional 2d8 bludgeoning damage to the creature it just hit. Gnawing Bite Two Actions Old Crackjaw makes a jaws Strike against an object. This counts as two attacks when calculating Old Crackjaw's multiple attack penalty. If this Strike hits, Old Crackjaw deals an extra die of weapon damage to the object. Shell Defense Single Action Old Crackjaw retracts its limbs and head into its shell and ends its turn. This increases its AC to 25, but it can't act except to reemerge, which it can do as a single action. ","skill_mod":{"stealth":11,"athletics":12},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":23,"level":5,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2233","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":15,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Old Crackjaw","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[16],"slug":"creature-2233"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":140,"language":["Draconic"],"immunity":["fire","paralyzed","unconscious"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":16,"charisma":0,"speed":{},"perception":16,"wisdom":4,"weakness":{"cold":10},"creature_ability":["Smoke Vision","Attack of Opportunity","Draconic Frenzy","Fireball Breath","Speed Surge"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"14","trait":["Dragon","Fire","Unique","CE","Large"],"id":"creature-2234","text":" Enormous Flame Drake Recall Knowledge - Dragon (Arcana): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Enormous Flame Drake Source Kingmaker Adventure Path pg. 85 Perception +16; darkvision, scent (imprecise) 30 feet, smoke vision Languages Draconic Skills Acrobatics +14, Athletics +18, Stealth +14, Survival +16 Str +6 Dex +2 Con +4 Int -1 Wis +4 Cha +0 Smoke Vision Smoke doesn't impair a flame drake's vision; it ignores concealment from smoke. --- AC 27 Fort +18 Ref +16 Will +16 HP 140 Immunities fire, paralyzed, unconscious Weaknesses cold 10 Attack of Opportunity Reaction fangs only. --- Speed Melee Single Action fangs +20, Damage 2d8+8 piercing plus 1d8 fire Melee Single Action tail +20 (reach 10 feet), Damage 2d6+8 bludgeoning Draconic Frenzy Two Actions The flame drake Strikes twice with its fangs and once with its tail in any order. Fireball Breath Two Actions (Arcane, Evocation, Fire) The flame drake expels a ball of flame to a range of 180 feet that explodes in a 20-foot burst. Creatures in the burst take 9d6 fire damage (DC 26 basic Reflex save). The flame drake can't use Fireball Breath again for 1d6 rounds. Speed Surge Single Action (Move) Frequency three times per day; Effect The flame drake Strides or Flies up to twice its Speed. ","element":["Fire"],"skill_mod":{"survival":16,"stealth":14,"athletics":18,"acrobatics":14},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"ac":27,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet, smoke vision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2234","intelligence":-1,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Enormous Flame Drake","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[15,21],"slug":"creature-2234"},{"attack_bonus":[15],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":70,"source":["Kingmaker Adventure Path"],"type":"Creature","creature_family":"Spider","will_save":9,"charisma":-4,"speed":{"climb":30,"max":30,"land":30},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Trapdoor Lunge","Eerie Flexibility","Ogre Spider Venom"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Stealth"],"stealth":"13","trait":["Animal","Uncommon","N","Huge"],"id":"creature-2235","text":" Trapdoor Ogre Spider Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Trapdoor Ogre Spider Source Kingmaker Adventure Path pg. 89 Perception +13; darkvision Languages Skills Acrobatics +13, Athletics +13, Stealth +13 Str +6 Dex +4 Con +4 Int -5 Wis +2 Cha -4 --- AC 23 Fort +15 Ref +13 Will +9 HP 70 Trapdoor Lunge Reaction Trigger A creature comes within 25 feet of the spider's lair while the spider is positioned just under the ajar trapdoor and the spider notices the creature; Requirements Initiative has not yet been rolled; Effect The spider Strides or Climbs before it rolls initiative. --- Speed 30 feet, climb 30 feet Melee Single Action fangs +15 (reach 10 feet), Damage 2d8+8 piercing plus ogre spider venom Eerie Flexibility A trapdoor ogre spider can fit through tight spaces as if it were a Large creature. While Squeezing, it can move at full speed. Ogre Spider Venom (Poison) Saving Throw Fortitude DC 22; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage, clumsy 1, and flat-footed (1 round); Stage 3 2d6 poison damage, clumsy 1, and flat-footed (1 round); Stage 4 2d6 poison and paralyzed (1 round). ","skill_mod":{"stealth":13,"athletics":13,"acrobatics":13},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":23,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2235","intelligence":-5,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"source_group":["Kingmaker"],"size":["Huge"],"spoilers":"Kingmaker","name":"Trapdoor Ogre Spider","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[17],"slug":"creature-2235"},{"attack_bonus":[26,26,26],"constitution":7,"primary_source_category":"Adventure Paths","strength":8,"hp":220,"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":20,"charisma":0,"speed":{"fly":60,"max":60,"land":20},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Wing Rebuff","Flying Strafe","Snack","Snatch"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics"],"trait":["Animal","Unique","N","Gargantuan"],"id":"creature-2236","text":" Talon Peak Roc Recall Knowledge - Animal (Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Talon Peak Roc Source Kingmaker Adventure Path pg. 91 Perception +22; low-light vision Languages Skills Acrobatics +20, Athletics +24 Str +8 Dex +5 Con +7 Int -4 Wis +4 Cha +0 --- AC 33 Fort +25 Ref +23 Will +20 HP 220 Wing Rebuff Reaction Trigger A creature moves from beyond the reach of the roc's wing to within the reach of the roc's wing; Effect The roc makes a wing Strike against the triggering creature. If the roc Pushes the creature, it disrupts the triggering move action. --- Speed 20 feet, fly 60 feet Melee Single Action beak +26 (reach 15 feet), Damage 3d12+12 piercing Melee Single Action talon +26 (Agile, reach 15 feet), Damage 3d8+12 slashing plus Improved Grab Melee Single Action wing +26 (Agile, reach 30 feet), Damage 2d8+12 bludgeoning plus Improved Push 10 feet Flying Strafe Two Actions The roc Flies up to its Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. Each attack takes the normal multiple attack penalty. Snack The roc gains a +2 circumstance bonus to hit with its beak if the target is grabbed or restrained in its talon. Snatch The Talon Peak roc can Fly at half Speed while it has a creature grabbed or restrained in either or both of its talons, carrying that creature along with it. ","skill_mod":{"athletics":24,"acrobatics":20},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":33,"level":12,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2236","intelligence":-4,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":25,"source_group":["Kingmaker"],"size":["Gargantuan"],"spoilers":"Kingmaker","name":"Talon Peak Roc","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[21,25,31],"slug":"creature-2236"},{"primary_source_category":"Adventure Paths","strength":4,"hp":135,"language":["Abyssal","Boggard","Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":3,"perception":16,"stealth":"17","trait":["Amphibious","Boggard","Humanoid","Rare","CE","Medium"],"id":"creature-2237","text":" Boggard Cultist Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Boggard Cultist Source Kingmaker Adventure Path pg. 95 Perception +16; darkvision Languages Abyssal, Boggard, Common Skills Athletics +16, Intimidation +17, Medicine +18, Nature +15, Performance +15, Religion +17, Stealth +17 Str +4 Dex +5 Con +4 Int +3 Wis +6 Cha +3 Items blowgun (6 darts coated with giant wasp venom), Hide Armor, +1 striking whip --- AC 27 Fort +14 Ref +17 Will +18 HP 135 --- Speed 20 feet, swim 25 feet; swamp stride Melee Single Action whip +18 (Disarm, Finesse, Nonlethal, Reach, Trip), Damage 2d6+8 slashing Melee Single Action tongue +16 (reach 10 feet), Damage tongue grab Ranged Single Action blowgun +17 (Agile, Nonlethal), Damage 1 piercing plus giant wasp venom Divine Prepared Spells DC 26, attack +18 - Cantrips (4th) Daze, Divine Lance, Know Direction, Shield, Stabilize - 1st Command, Heal, Ray of Enfeeblement - 2nd Darkness, Heal, See Invisibility - 3rd Blindness, Fear, Vampiric Touch - 4th Divine Wrath, Heal, Sound Burst Gogunta's Croak Single Action (Auditory, Divine, Emotion, Enchantment, Fear, Mental) The boggard cultist unleashes a terrifying croak. Any non-boggard within 30 feet must attempt a DC 25 Will save. Critical Success The creature is temporarily immune to Gogunta's Croak for 1 minute. Success The creature is frightened 1 Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and is also fleeing during their next turn. Swamp Stride A boggard cultist ignores difficult terrain caused by swamp terrain features. Tongue Grab If the boggard cultist hits a creature with its tongue, that creature becomes grabbed by the boggard. Unlike with a normal Grab, the creature isn't immobilized, but it can't move beyond the reach of the boggard's tongue. A creature can sever the tongue by hitting AC 25 and dealing at least 10 slashing damage. Though this doesn't deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week. ","skill_mod":{"performance":15,"nature":15,"stealth":17,"medicine":18,"athletics":16,"intimidation":17,"religion":17},"primary_source":"Kingmaker Adventure Path","spell":["Divine Wrath","Heal","Sound Burst","Blindness","Fear","Vampiric Touch","Darkness","See Invisibility","Command","Ray of Enfeeblement","Daze","Divine Lance","Know Direction","Shield","Stabilize"],"ac":27,"item":["blowgun (6 darts coated with giant wasp venom )","Hide Armor","+1 striking whip"],"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":17,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":14,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Boggard Cultist","alignment":"CE","rarity":"rare","strike_damage_average":[15],"attack_bonus":[16,17,18],"constitution":4,"creature_family":"Boggard","spell_attack_bonus":[18],"will_save":18,"speed":{"max":25,"land":20,"swim":25},"wisdom":6,"weakness":{},"creature_ability":["Gogunta's Croak","Swamp Stride","Tongue Grab"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation","Medicine","Nature","Performance","Religion","Stealth"],"tradition":["Divine"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2237","dexterity":5,"category":"creature","slug":"creature-2237"},{"attack_bonus":[27,27,27],"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":235,"language":["Aklo","Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":20,"charisma":4,"speed":{"max":35,"land":25,"swim":35},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Voice Imitation","Disfigure","Tail Drag"],"primary_source_group":"Kingmaker","skill":["Athletics","Deception","Stealth"],"stealth":"25","trait":["Amphibious","Beast","Unique","NE","Large"],"id":"creature-2238","text":" Irahkatu Recall Knowledge - Beast (Arcana, Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Irahkatu Source Kingmaker Adventure Path pg. 96 Perception +22; darkvision Languages Aklo, Common Skills Athletics +25, Deception +23, Stealth +25 Str +8 Dex +6 Con +6 Int +0 Wis +5 Cha +4 Voice Imitation Irahkatu can mimic the sounds of a person in distress by attempting a Deception check to Lie. Irahkatu has a +4 circumstance bonus to this check. --- AC 34 Fort +25 Ref +21 Will +20 HP 235 --- Speed 25 feet, swim 35 feet Melee Single Action jaws +27, Damage 3d12+14 piercing Melee Single Action claw +27 (Agile), Damage 3d8+14 slashing Melee Single Action tail claw +27 (Agile, reach 10 feet), Damage 3d6+14 slashing plus Improved Grab Disfigure Two Actions Requirements Irahkatu has a Medium or smaller creature grabbed with his tail claw or has already damaged a creature with his claw or tail claw Strike this turn; Effect Irahkatu attempts an Athletics check against the creature's Fortitude DC. Critical Success Irahkatu tears at the target's eyes. The target takes 14d6 slashing damage and is blinded for 24 hours. This blinded condition is removed earlier if the creature is fully healed of all damage. Success Irahkatu mangles some fingers. The target takes 7d6 slashing damage and is clumsy 1 for 24 hours. Failure Irahkatu claws at the creature, dealing 3d6 slashing damage. Critical Failure The creature is unaffected. Tail Drag Single Action Requirements Irahkatu has a Medium or smaller creature grabbed with his tail claw; Effect Irahkatu attempts an Athletics check against the creature's Fortitude DC. Critical Success If the creature is 10 feet away from Irahkatu, it is dragged into a square adjacent to it. Irahkatu can make a jaws Strike against the creature. Success If the creature is 10 feet away from Irahkatu, it is dragged into a square adjacent to Irahkatu. Failure The creature is not dragged. Critical Failure The creature is not dragged and Irahkatu no longer has the creature grabbed. ","skill_mod":{"deception":23,"stealth":25,"athletics":25},"primary_source":"Kingmaker Adventure Path","trait_group":["Monster","Creature Type","Rarity"],"ac":34,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2238","intelligence":0,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":25,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Irahkatu","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[24,27,33],"slug":"creature-2238"},{"attack_bonus":[30,30],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":275,"language":["Aquan","(can't speak any language)"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":23,"charisma":0,"speed":{"max":50,"land":20,"swim":50},"perception":25,"wisdom":5,"weakness":{},"creature_ability":["Slow Metabolism","Undetectable","Capsize","Hooktongue Venom","Swallow Whole","Poison Spray","Water Travel"],"primary_source_group":"Kingmaker","skill":["Athletics","Stealth"],"stealth":"27","trait":["Amphibious","Animal","Unique","N","Huge"],"id":"creature-2239","text":" Hooktongue Recall Knowledge - Animal (Nature): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Hooktongue Source Kingmaker Adventure Path pg. 97 Perception +25; darkvision Languages Aquan; (can't speak any language) Skills Athletics +28, Stealth +27 Str +8 Dex +5 Con +5 Int -3 Wis +5 Cha +0 Slow Metabolism Hooktongue can go for 10 years without feeding. After this, its hunger makes it slowed 1 but doesn't otherwise impact its lifespan. If Hooktongue is slowed as a result of starvation, it can remove this condition by using Swallow Whole to gulp down a meal. Undetectable (abjuration, primal) Hooktongue automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifier for the counteract check. --- AC 35 Fort +27 Ref +25 Will +23 HP 275 Resistances cold 15, fire 15 --- Speed 20 feet, swim 50 feet Melee Single Action jaws +30 (reach 15 feet), Damage 3d12+14 piercing plus Grab Melee Single Action tongue +30 (Agile, reach 25 feet), Damage 3d8+14 piercing plus Hooktongue Venom Capsize Single Action (Attack) Hooktongue attempts to capsize an aquatic vessel of its size or smaller that it's adjacent to. It must succeed at an Athletics check with a DC of 35 or the pilot's Sailing Lore DC, whichever is higher. Hooktongue Venom (Poison) Saving Throw Fortitude DC 34; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and clumsy 1 (1 round); Stage 2 3d6 poison damage, clumsy 1, and confused (1 round); Stage 3 4d6 poison damage, clumsy 2, and confused (1 round) Swallow Whole Single Action (Attack) Large, 2d10+10 bludgeoning, Rupture 28 Poison Spray Two Actions (Evocation, Poison, Primal) Hooktongue sprays poison from its throat in an 80-foot line that deals 15d6 poison damage (DC 34 basic Reflex save). A creature that fails or critically fails this save is exposed to Hooktongue Venom as well. Hooktongue can't use Poison Spray again for 1d4 rounds. Water Travel Three Actions (Primal, Transmutation, Water) Hooktongue dissolves into water, appearing only as a long, serpentine silhouette on the waves. While in this form, Hooktongue's swim Speed increases to 600 feet, it automatically succeeds at Athletics checks to Swim, and it gains a +4 circumstance bonus to Stealth checks in water. Hooktongue can remain in this form for 8 hours but can't enter salt water when using this ability. Hooktongue can return to its normal form using a single action, which has the concentrate trait. ","skill_mod":{"stealth":27,"athletics":28},"primary_source":"Kingmaker Adventure Path","trait_group":["Monster","Creature Type","Rarity"],"ac":35,"level":14,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":15,"cold":15},"url":"/Monsters.aspx?ID=2239","intelligence":-3,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":27,"source_group":["Kingmaker"],"size":["Huge"],"spoilers":"Kingmaker","name":"Hooktongue","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[27,33],"slug":"creature-2239"},{"attack_bonus":[20],"constitution":2,"primary_source_category":"Adventure Paths","strength":6,"hp":165,"source":["Kingmaker Adventure Path"],"type":"Creature","creature_family":"Dragonfly","will_save":14,"charisma":0,"speed":{"fly":60,"max":60,"land":20},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Clutch","Snatch","Swoop"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Stealth"],"stealth":"19","trait":["Animal","N","Large"],"id":"creature-2240","text":" Enormous Dragonfly Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Enormous Dragonfly Source Kingmaker Adventure Path pg. 99 Perception +16; darkvision, wavesense (imprecise) 30 feet Languages Skills Acrobatics +17, Athletics +19, Stealth +19 Str +6 Dex +4 Con +2 Int -5 Wis +3 Cha +0 --- AC 27 Fort +17 Ref +21 Will +14 HP 165 --- Speed 20 feet, fly 60 feet Melee Single Action mandibles +20, Damage 2d12+9 piercing plus Grab Clutch Single Action Requirements The enormous dragonfly has a Large or smaller creature grabbed in its mandibles; Effect The dragonfly tries to transfer the grabbed creature to be clutched by its legs. The enormous dragonfly attempts an Athletics check against the creature's Reflex DC. On a success, it transfers the creature (which remains grabbed) to its legs, freeing its mandibles to attack. The dragonfly can have only one creature clutched at a time. Snatch The enormous dragonfly can Fly at half Speed while it has a creature grabbed or restrained by Clutch, carrying that creature along with it. Swoop Two Actions The dragonfly Flies up to its Speed and makes one mandible Strike at any point during that movement. ","skill_mod":{"stealth":19,"athletics":19,"acrobatics":17},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type"],"ac":27,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision , wavesense (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2240","intelligence":-5,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":17,"source_group":["Kingmaker"],"size":["Large"],"name":"Enormous Dragonfly","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[22],"slug":"creature-2240"},{"primary_source_category":"Adventure Paths","strength":4,"hp":215,"language":["Aklo","Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":7,"perception":22,"stealth":"23","trait":["Aberration","Unique","NE","Large"],"id":"creature-2241","text":" Ngara Recall Knowledge - Aberration (Occultism): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ngara Source Kingmaker Adventure Path pg. 99 Perception +22; darkvision Languages Aklo, Common Skills Acrobatics +23, Athletics +22, Deception +25, Intimidation +25, Occultism +22, Stealth +23 Str +4 Dex +5 Con +4 Int +2 Wis +4 Cha +7 --- AC 33 Fort +19 Ref +24 Will +23 HP 215 --- Speed 25 feet, swim 15 feet Melee Single Action fangs +24 (Agile, Finesse), Damage 3d10+8 piercing plus spirit naga venom Occult Spontaneous Spells DC 32, attack +20 - Cantrips (5th) Daze, Detect Magic, Mage Hand, Read Aura, Sigil - 1st Charm, Command, Grim Tendrils, Unseen Servant (4 slots) - 2nd Blur, Humanoid Form, Mirror Image, Telekinetic Maneuver (4 slots) - 3rd Dream Message, Mind Reading, Paralyze, Vampiric Touch (4 slots) - 4th Clairvoyance, Confusion, Fly, Modify Memory (4 slots) - 5th Black Tentacles, Dispel Magic, Subconscious Suggestion, Tongues (5 slots) - 6th Dominate, Feeblemind, Phantasmal Calamity, Spirit Blast (4 slots) Rituals DC 31 - 2nd Inveigle Spirit Naga Venom (Poison) Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and stupefied 1 (1 round); Stage 2 2d6 poison damage and stupefied 2 (1 round) ","skill_mod":{"deception":25,"stealth":23,"athletics":22,"intimidation":25,"occultism":22,"acrobatics":23},"primary_source":"Kingmaker Adventure Path","spell":["Dominate","Feeblemind","Phantasmal Calamity","Spirit Blast","Black Tentacles","Dispel Magic","Subconscious Suggestion","Tongues","Clairvoyance","Confusion","Fly","Modify Memory","Dream Message","Mind Reading","Paralyze","Vampiric Touch","Blur","Humanoid Form","Mirror Image","Telekinetic Maneuver","Charm","Command","Grim Tendrils","Unseen Servant","Daze","Detect Magic","Mage Hand","Read Aura","Sigil"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":19,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Ngara","alignment":"NE","rarity":"unique","strike_damage_average":[24],"attack_bonus":[24],"constitution":4,"spell_attack_bonus":[20],"will_save":23,"speed":{"max":25,"land":25,"swim":15},"wisdom":4,"weakness":{},"creature_ability":["Spirit Naga Venom"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2241","dexterity":5,"category":"creature","slug":"creature-2241"},{"primary_source_category":"Adventure Paths","strength":6,"hp":135,"language":["Common","Necril"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":3,"perception":19,"stealth":"18","trait":["Mummy","Rare","Undead","NE","Medium"],"id":"creature-2242","text":" Bog Mummy Cultist Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Bog Mummy Cultist Source Kingmaker Adventure Path pg. 102 Perception +19; darkvision, tremorsense (imprecise) 30 feet Languages Common, Necril Skills Athletics +19, Stealth +18 Str +6 Dex +3 Con +4 Int +0 Wis +6 Cha +3 Items +1 cold-resistant leather armor --- AC 28 Fort +19 Ref +16 Will +21 HP 135 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 5, fire 10 Weaknesses cold 10 Breath of the Bog (aura, divine, enchantment, mental) 30 feet. A creature that begins its turn within the area feels as if its lungs were filling with water and must succeed at a DC 25 Fortitude save or be unable to speak or breathe. The creature can hold its breath and can attempt a new save at the end of its turn. A creature that succeeds is temporarily immune to breath of the bog for 24 hours. Rejuvenation (divine, necromancy) Unless the damage that destroys a bog mummy cultist is positive damage, necromantic energies rebuild its body from swamp muck 1 week later. If the uncompleted body is destroyed during that time, the process starts anew. Anyone who succeeds at a DC 26 Religion check to Recall Knowledge realizes that a consecrate ritual performed on the site that a bog mummy cultist was destroyed prevents its rejuvenation, the way positive damage prevents the rejuvenation from occurring. Rise Up Reaction Trigger A creature walks on top of a bog mummy cultist that lies buried in the mud or peat below; Requirements Initiative has not yet been rolled; Effect The bog mummy automatically notices the creature and Burrows before rolling initiative. --- Speed 20 feet, burrow 15 feet Melee Single Action fist +19 (Agile), Damage 2d8+10 plus bog rot Divine Innate Spells DC 28, attack +20 - Cantrips (5th) Divine Lance - 4th Divine Wrath, Grim Tendrils - 5th Crisis of Faith Bog Rot (Curse, Disease, Divine, Necromancy, Negative) This affliction can't be reduced below stage 1, nor can the damage from it be healed, until it's successfully treated with remove curse or a similar effect; the affliction can then be removed as normal for a disease. A creature killed by bog rot melts into a noxious sludge and can't be brought back to life except by a 7th-level resurrect ritual or similar magic; Saving Throw DC 28 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 3d6 negative damage and clumsy 1 (1 day) ","skill_mod":{"stealth":18,"athletics":19},"primary_source":"Kingmaker Adventure Path","spell":["Crisis of Faith","Divine Wrath","Grim Tendrils","Divine Lance"],"ac":28,"item":["+1 cold-resistant leather armor"],"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet","resistance":{"fire":10,"cold":5},"intelligence":0,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Bog Mummy Cultist","alignment":"NE","rarity":"rare","strike_damage_average":[19],"attack_bonus":[19],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Mummy","spell_attack_bonus":[20],"will_save":21,"speed":{"max":20,"land":20,"burrow":15},"wisdom":6,"weakness":{"cold":10},"creature_ability":["Breath of the Bog","Rejuvenation","Rise Up","Bog Rot"],"primary_source_group":"Kingmaker","skill":["Athletics","Stealth"],"tradition":["Divine"],"trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2242","dexterity":3,"category":"creature","slug":"creature-2242"},{"attack_bonus":[27],"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":240,"immunity":["area damage"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":22,"charisma":-1,"speed":{"max":25,"land":25,"swim":25},"perception":26,"wisdom":5,"weakness":{"slashing":5},"creature_ability":["Attack of Opportunity","Head Regrowth","Hydra Regeneration","Multiple Opportunities","Focused Assault","Storm of Jaws"],"primary_source_group":"Kingmaker","skill":["Athletics","Stealth"],"stealth":"24","trait":["Beast","Unique","N","Huge"],"id":"creature-2243","text":" Hooktongue Hydra Recall Knowledge - Beast (Arcana, Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Hooktongue Hydra Source Kingmaker Adventure Path pg. 103 Perception +26; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +27, Stealth +24 Str +8 Dex +5 Con +6 Int -3 Wis +5 Cha -1 --- AC 34 Fort +25 Ref +24 Will +22 all-around vision HP 240 ((body), hydra regeneration 15 HP 45 (head), head regrowth) Immunities area damage Weaknesses slashing 5 Attack of Opportunity Reaction Head Regrowth The Hooktongue Hydra has twelve heads. A creature can attempt to sever one of the hydra's heads by specifically targeting it and dealing damage equal to the head's Hit Points. A head that is not completely severed returns to full Hit Points at the end of any creature's turn. A hydra can regrow a severed head using Hydra Regeneration. A creature can prevent this regrowth by dealing acid or fire damage to the stump, cauterizing it. Single-target acid or fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra's whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly. If all five heads are cauterized, the hydra dies. Hydra Regeneration The hydra has regeneration equal to 3 x the number of heads it has. If a hydra's body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a DC 35 Fortitude save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra's regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies. Multiple Opportunities A hydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Attacks of Opportunity. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the hydra must use a different head for each Attack of Opportunity it makes. Whenever one of the hydra's heads is severed, the hydra loses 1 of its extra reactions per round. --- Speed 25 feet, swim 25 feet Melee Single Action fangs +27 (reach 10 feet), Damage 3d10+14 piercing Focused Assault Two Actions The hydra attacks a single target with its heads, overwhelming its foe with multiple attacks and leaving almost nowhere to dodge. The hydra Strikes with its fangs. On a successful attack, the hydra deals damage from its fangs Strike to the target, plus an additional 1d6 damage for every head it has beyond the first. Even on a failed attack, the hydra deals the damage from one fangs Strike to the target creature, though it still misses completely on a critical failure. This counts toward the hydra's multiple attack penalty as a number of attacks equal to the number of heads the hydra has. Storm of Jaws Two Actions The hydra makes a number of Strikes up to its number of heads, each against a different target. These attacks count toward the hydra's multiple attack penalty, but the multiple attack penalty doesn't increase until after the hydra makes all its attacks. ","skill_mod":{"stealth":24,"athletics":27},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":34,"level":13,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2243","intelligence":-3,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":25,"source_group":["Kingmaker"],"size":["Huge"],"spoilers":"Kingmaker","name":"Hooktongue Hydra","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[30],"slug":"creature-2243"},{"attack_bonus":[29,29],"constitution":4,"primary_source_category":"Adventure Paths","strength":8,"hp":255,"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":23,"charisma":0,"speed":{"max":30,"land":30},"perception":25,"wisdom":2,"weakness":{},"creature_ability":["Pierce Armor","Pounce","Sneak Attack"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Stealth"],"stealth":"27","trait":["Animal","Unique","N","Large"],"id":"creature-2258","text":" Speartooth Recall Knowledge - Animal (Nature): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Speartooth Source Kingmaker Adventure Path pg. 104 Perception +25; low-light vision, scent (imprecise) 60 feet Languages Skills Acrobatics +25, Athletics +28, Stealth +27 Str +8 Dex +2 Con +4 Int -4 Wis +2 Cha +0 --- AC 36 Fort +28 Ref +25 Will +23 HP 255 --- Speed 30 feet Melee Single Action fangs +29, Damage 3d12+14 piercing plus Grab Melee Single Action claw +29 (Agile), Damage 3d8+14 slashing plus Grab Pierce Armor Single Action Speartooth makes a fangs Strike against a creature it has grabbed. If the attack hits, the creature is knocked prone; if the creature is wearing armor with hardness 10 or lower, the armor is broken. If this Strike breaks a creature's armor or damages a creature who is unarmored or wearing broken armor, the creature also takes 3d6 persistent bleed damage. This Strike doesn't further damage armor that's already broken. Pounce Single Action Speartooth Strides and makes a Strike at the end of that movement. If Speartooth began this action hidden, it remains hidden until after this ability's Strike. Sneak Attack Speartooth deals 2d6 extra precision damage to creatures that are flat-footed. ","skill_mod":{"stealth":27,"athletics":28,"acrobatics":25},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":36,"level":14,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2258","intelligence":-4,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":28,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Speartooth","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[27,33],"slug":"creature-2258"},{"attack_bonus":[20],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":138,"language":["Common","Druidic"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":16,"charisma":2,"speed":{"max":40,"land":40},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Buck","Gallop"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics"],"trait":["Beast","Unique","CN","Large"],"id":"creature-2259","text":" Windchaser Recall Knowledge - Beast (Arcana, Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Windchaser Source Kingmaker Adventure Path pg. 105 Perception +16; low-light vision, scent (imprecise) 30 feet Languages Common, Druidic Skills Acrobatics +15, Athletics +18 Str +6 Dex +1 Con +6 Int +2 Wis +3 Cha +2 --- AC 27 Fort +18 Ref +15 Will +16 HP 138 Attack of Opportunity Reaction Buck Reaction DC 26 --- Speed 40 feet Melee Single Action hoof +20, Damage 2d10+9 bludgeoning Gallop Two Actions Windchaser Strides twice, gaining a +10-foot circumstance bonus to their Speed during these Strides. ","skill_mod":{"athletics":18,"acrobatics":15},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":27,"level":8,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2259","intelligence":2,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":18,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Windchaser","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[20],"slug":"creature-2259"},{"attack_bonus":[23,26,27],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":250,"language":["Common","Jotun"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":22,"charisma":0,"speed":{"max":35,"land":35},"perception":20,"wisdom":4,"weakness":{},"creature_ability":["Catch Rock","Throw Rock","Knockback","Wide Swing"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation"],"trait":["Earth","Giant","Humanoid","Unique","CE","Large"],"id":"creature-2260","text":" Darg Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Darg Source Kingmaker Adventure Path pg. 106 Perception +20; low-light vision Languages Common, Jotun Skills Athletics +25, Intimidation +20 Str +7 Dex +2 Con +5 Int -2 Wis +4 Cha +0 Items +1 striking greatclub , Hide Armor, sack with 5 rocks --- AC 33 Fort +24 Ref +19 Will +22 HP 250 Catch Rock Reaction --- Speed 35 feet Melee Single Action greatclub +27 (Backswing, reach 10 feet, Shove), Damage 3d10+13 bludgeoning Melee Single Action fist +26 (Agile, reach 10 feet), Damage 3d6+13 bludgeoning Ranged Single Action rock +23 (Brutal, range increment 120 feet), Damage 2d8+13 bludgeoning Throw Rock Single Action Knockback Single Action Requirements The hill giant's last action was a successful melee Strike; Effect The hill giant's swing drives their enemy back. They push the foe back 5 feet, with the effects of a successful Shove. The hill giant can follow the foe as normal on a successful Shove. Wide Swing Single Action The hill giant makes a single greatclub Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the hill giant's multiple attack penalty. ","element":["Earth"],"skill_mod":{"athletics":25,"intimidation":20},"primary_source":"Kingmaker Adventure Path","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"ac":33,"item":["+1 striking greatclub","Hide Armor","sack with 5 rocks"],"level":12,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2260","intelligence":-2,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":24,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Darg","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[22,23,29],"slug":"creature-2260"},{"attack_bonus":[26,26,26,26],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":220,"language":["Draconic"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":19,"charisma":0,"speed":{"fly":40,"max":40,"land":25},"perception":23,"wisdom":5,"weakness":{},"creature_ability":["Three Headed","Triple Opportunity","Attack of Opportunity","Breath Weapon","Draconic Bite","Three-Headed Strike"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Stealth"],"stealth":"22","trait":["Beast","Rare","CE","Large"],"id":"creature-2261","text":" Oversized Chimera Recall Knowledge - Beast (Arcana, Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Oversized Chimera Source Kingmaker Adventure Path pg. 107 Perception +23; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +20, Athletics +25, Stealth +22 Str +7 Dex +2 Con +5 Int -3 Wis +5 Cha +0 --- AC 33 Fort +25 Ref +22 Will +19 HP 220 Three Headed Any ability that would sever an oversized chimera's head (such as a critical hit with a vorpal weapon) severs one head at random. Losing a head doesn't kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head's Breath Weapon. Triple Opportunity An oversized chimera gains 2 extra reactions each round that it can use only to make Attacks of Opportunity. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions. Attack of Opportunity Reaction --- Speed 25 feet, fly 40 feet Melee Single Action dragon jaws +26, Damage 2d6+11 piercing plus 3d6 fire Melee Single Action lion jaws +26, Damage 3d10+11 piercing Melee Single Action goat horns +26, Damage 3d10+11 piercing Melee Single Action claw +26 (Agile), Damage 3d8+11 slashing Breath Weapon Two Actions (Arcane, Evocation) The oversized chimera breathes out a blistering cone of fire that deals 13d6 fire damage to all creatures in the area (DC 32 basic Reflex save). Draconic Bite An oversized chimera's dragon head deals an extra 3d6 fire damage. Three-Headed Strike Two Actions The oversized chimera makes a Strike with its dragon jaws, lion jaws, and goat horns, each at a –2 penalty and targeting a different creature. These Strikes count as only 1 attack for the chimera's multiple attack penalty, and the penalty doesn't increase until after it has made all 3 attacks. ","skill_mod":{"stealth":22,"athletics":25,"acrobatics":20},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":33,"level":12,"source_category":["Adventure Paths"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2261","intelligence":-3,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":25,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Oversized Chimera","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[24,27,27,28],"slug":"creature-2261"},{"primary_source_category":"Adventure Paths","strength":8,"hp":260,"language":["Common","Jotun"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":0,"perception":25,"trait":["Earth","Giant","Humanoid","Rare","CE","Large"],"id":"creature-2262","text":" Hill Giant Butcher Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Hill Giant Butcher Source Kingmaker Adventure Path pg. 110 Perception +25; low-light vision Languages Common, Jotun Skills Athletics +28, Intimidation +24, Survival +25 Str +8 Dex +4 Con +5 Int -2 Wis +5 Cha +0 hide armor, sack with 5 rocks Items +2 striking battle axe , +1 striking hatchet , +1 resilient hide armor , sack with 5 rocks --- AC 36 Fort +28 Ref +23 Will +26 HP 260 Catch Rock Reaction --- Speed 35 feet Melee Single Action battle axe +30 (Sweep), Damage 2d8+16 slashing Melee Single Action hatchet +30 (Agile, Sweep, thrown 10 feet), Damage 2d6+16 slashing Ranged Single Action rock +26 (Brutal, range increment 120 feet), Damage 3d4+16 bludgeoning Primal Innate Spells DC 31 - 6th Barkskin - 7th Entangle, Longstrider Menace Prey Single Action (Concentrate) The hill giant butcher designates up to two creatures they can see and hear, or one they're Tracking, as their prey. The hill giant butcher gains a +2 circumstance bonus to Perception checks to Seek the prey and to Intimidation checks to Demoralize the prey. This effect lasts until the hill giant butcher uses Menace Prey again. Sneak Attack The hill giant butcher deals an extra 2d6 precision damage to flat-footed creatures. Throw Rock Single Action Twin Butchery Single Action Frequency once per round; Requirement the hill giant butcher is wielding two melee weapons, each in a different hand; Effect The hill giant butcher uses both of its axes against a single target. It makes two Strikes against its menaced prey, one with each of the required weapons. If both hit the same menaced prey, combine their damage for the purpose of its resistances and weaknesses. In addition, if both Strikes hit, the menaced prey is flat-footed until the start of the hill giant butcher's next turn. Apply the hill giant butcher's multiple attack penalty normally. Wide Swing Single Action The hill giant makes a single greatclub Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the hill giant's multiple attack penalty. ","element":["Earth"],"skill_mod":{"survival":25,"athletics":28,"intimidation":24},"primary_source":"Kingmaker Adventure Path","spell":["Entangle","Longstrider","Barkskin"],"ac":36,"item":["+2 striking battle axe","+1 striking hatchet","+1 resilient hide armor","sack with 5 rocks"],"level":14,"spell_dc":[31],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":-2,"reflex_save":23,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":28,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Hill Giant Butcher","alignment":"CE","rarity":"rare","strike_damage_average":[23,23,25],"attack_bonus":[26,30,30],"constitution":5,"will_save":26,"speed":{"max":35,"land":35},"wisdom":5,"weakness":{},"creature_ability":["Catch Rock","Menace Prey","Sneak Attack","Throw Rock","Twin Butchery","Wide Swing"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation","Survival"],"tradition":["Primal"],"trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2262","dexterity":4,"category":"creature","slug":"creature-2262"},{"attack_bonus":[26],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":220,"language":["Common","Hallit","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","spell_attack_bonus":[22],"will_save":22,"charisma":-1,"speed":{"max":30,"land":30},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Twin Riposte","Nature's Edge","Twin Parry","Twin Takedown","Wild Stride"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Nature","River Lore","Society","Stealth","Survival"],"stealth":"25","trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2263","text":" Ilora Nuski Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ilora Nuski Source Kingmaker Adventure Path pg. 112 Perception +22 Languages Common, Hallit, Sylvan Skills Acrobatics +23, Athletics +21, Nature +22, River Lore +22, Society +20, Stealth +25, Survival +24 Str +3 Dex +5 Con +3 Int +2 Wis +4 Cha -1 Items Boots of Bounding, +1 striking shortswords (2), +1 resilient studded leather armor --- AC 33 Fort +21 Ref +25 Will +22 HP 220 Twin Riposte Reaction Trigger A creature within Ilora's reach critically fails a melee Strike against her Requirements Ilora is benefiting from Twin Parry; Effect Ilora attempts a melee Strike or uses a Disarm action against the triggering opponent. --- Speed 30 feet Melee Single Action shortsword +26 (Agile, Finesse, versatile S), Damage 2d6+6 piercing Primal Prepared Spells DC 30, attack +22 - Cantrips (3rd) Electric Arc, Light, Produce Flame, Tanglefoot - 1st Alarm, Pass Without Trace - 2nd Animal Messenger, Entangle - 3rd Heal Nature's Edge Ilora always finds the weak points in her foes' defenses when they're on unfavorable terrain. Enemies are flat-footed to her if they're in difficult terrain, restrained, or immobilized due to natural or magical environmental effects. Twin Parry Single Action Requirements Ilora wields two melee weapons, one in each hand; Effect Ilora gains a +1 circumstance bonus to AC until the start of her next turn. She loses this bonus if she no longer meets the requirements. Twin Takedown Single Action Frequency once per round; Requirements Ilora wields two melee weapons, each in a different hand. Effect Ilora makes two Strikes against her target, one with each of the required weapons. If both hit the same target, combine the damage from the weapons for the purpose of resistances and weaknesses. She applies her multiple attack penalty to each Strike normally. Wild Stride Ilora moves quickly through obstacles. She ignores the effects of nonmagical difficult terrain and treats the hindrances of greater difficult terrain as those of difficult terrain. Within 300 feet of a river bank, she ignores the effects of all nonmagical difficult and greater difficult terrain. ","tradition":["Primal"],"skill_mod":{"society":20,"nature":22,"survival":24,"stealth":25,"athletics":21,"acrobatics":23},"primary_source":"Kingmaker Adventure Path","spell":["Heal","Animal Messenger","Entangle","Alarm","Pass Without Trace","Electric Arc","Light","Produce Flame","Tanglefoot"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":33,"item":["Boots of Bounding","+1 striking shortswords (2)","+1 resilient studded leather armor"],"level":12,"spell_dc":[30],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2263","intelligence":2,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":21,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Ilora Nuski","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[13],"slug":"creature-2263"},{"attack_bonus":[24,24,24],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":200,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":21,"charisma":2,"speed":{"max":45,"land":45},"perception":21,"wisdom":2,"weakness":{},"creature_ability":["Cold Adaptation","Dual Tusks","Grabbing Trunk","Trample"],"primary_source_group":"Kingmaker","skill":["Athletics","Diplomacy","Intimidation","Survival"],"trait":["Animal","Unique","N","Huge"],"id":"creature-2264","text":" Hillstomper Recall Knowledge - Animal (Nature): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Hillstomper Source Kingmaker Adventure Path pg. 114 Perception +21; low-light vision, scent (imprecise) 30 feet Languages Common Skills Athletics +25, Diplomacy +19, Intimidation +19, Survival +21 Str +8 Dex +1 Con +5 Int +2 Wis +2 Cha +2 --- AC 31 Fort +22 Ref +16 Will +21 +2 status to saves vs. cold HP 200 Cold Adaptation The mammoth reduces the effects it suffers from cold environments by one step. --- Speed 45 feetVariant mammoth Melee Single Action tusk +24 (reach 15 feet), Damage 3d8+14 piercing Melee Single Action trunk +24 (reach 15 feet), Damage grabbing trunk Melee Single Action foot +24 (reach 10 feet), Damage 2d10+14 bludgeoning Dual Tusks Single Action The mammoth makes two tusk Strikes, each against a different creature. This counts as one attack for the mammoth's multiple attack penalty, and the penalty doesn't increase until after both attacks. Grabbing Trunk A Medium or smaller creature hit by the mammoth's trunk is grabbed. If the mammoth moves, it can bring the grabbed creature along with it. Trample Three Actions Large or smaller, foot, DC 28 ","skill_mod":{"diplomacy":19,"survival":21,"athletics":25,"intimidation":19},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":31,"level":11,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2264","intelligence":2,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":22,"source_group":["Kingmaker"],"size":["Huge"],"spoilers":"Kingmaker","name":"Hillstomper","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[25,27],"slug":"creature-2264"},{"attack_bonus":[35],"constitution":6,"primary_source_category":"Adventure Paths","strength":9,"hp":400,"language":["Aklo","Arboreal","Sylvan"],"immunity":["poison"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":9,"charisma":0,"speed":{"max":15,"land":15},"perception":30,"wisdom":6,"weakness":{},"creature_ability":["Weeping Aura","Axe Vulnerability","Ripping Disarm","Dead Tree","Woodland Ambush"],"primary_source_group":"Kingmaker","skill":["Athletics","Stealth"],"stealth":"31","trait":["Plant","Rare","CE","Gargantuan"],"id":"creature-2265","text":" Tree That Weeps Recall Knowledge - Plant (Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Tree That Weeps Source Kingmaker Adventure Path pg. 117 Perception +30; lifesense 30 feet, low-light vision Languages Aklo, Arboreal, Sylvan Skills Athletics +35, Stealth +31 Str +9 Dex +5 Con +6 Int +0 Wis +6 Cha +0 Weeping Aura (aura, emotion, incapacitation, mental, primal 30 feet) Requirements The Tree that Weeps isn't using Dead Tree; Effect A creature that begins its turn in the aura is potentially overwhelmed with despair and must attempt a DC 40 Will save. Critical Success The creature is unaffected and is temporarily immune for 1 hour. Success The creature is sickened 1. Failure The creature is paralyzed for 1 round by despair, and then sickened 2 after recovering from paralysis. Critical Failure As failure, but the paralysis doesn't end automatically. A character can attempt a new Will save to end the paralysis at the end of their turn the DC is reduced by 1 each turn that passes. --- AC 41 Fort +17 Ref +8 Will +9 HP 400 Immunities poison Resistances bludgeoning 20, piercing 20 Axe Vulnerability A Tree that Weeps takes 20 additional damage from axes. Ripping Disarm Reaction Trigger A creature rolls a critical failure on a melee weapon Strike against the Tree that Weeps Effect The Tree that Weeps attempts to Disarm the creature of the weapon used to attempt the Strike. --- Speed 15 feet Melee Single Action scythe branch +35 (Backswing, deadly d10, reach 15 feet), Damage 3d8+17 slashing plus 2d8 poison Dead Tree Single Action (Concentrate) Until the Tree that Weeps acts, it appears to be a dead tree. It automatically takes 43 as the result of its Deception checks and has a Deception DC of 43 to pass as a dead tree. Woodland Ambush Single Action Requirements The Tree that Weeps is using Dead Tree in forested terrain, and a creature that hasn't detected it is within 30 feet; Effect The Tree that Weeps Strides with a +10-foot circumstance bonus to its Speed in the direction of the triggering creature. Once the creature is in reach, the Tree that Weeps makes a scythe branch Strike against it. The creature is flat-footed against this Strike. ","skill_mod":{"stealth":31,"athletics":35},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":41,"level":18,"source_category":["Adventure Paths"],"sense":" lifesense 30 feet, low-light vision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":20,"piercing":20},"url":"/Monsters.aspx?ID=2265","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":17,"source_group":["Kingmaker"],"size":["Gargantuan"],"spoilers":"Kingmaker","name":"Tree That Weeps","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[39],"slug":"creature-2265"},{"attack_bonus":[37,37,37],"constitution":6,"primary_source_category":"Adventure Paths","strength":10,"hp":295,"language":["Common","Draconic"],"immunity":["paralyzed","unconscious"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":31,"charisma":4,"speed":{"fly":100,"max":100,"land":30},"perception":30,"wisdom":6,"weakness":{},"creature_ability":["Attack of Opportunity","Savage","Breath Weapon","Powerful Dive","Punishing Momentum","Wyvern Venom"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"33","trait":["Dragon","Unique","NE","Huge"],"id":"creature-2266","text":" Minognos-Ushad Recall Knowledge - Dragon (Arcana): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Minognos-Ushad Source Kingmaker Adventure Path pg. 118 Perception +30; darkvision, scent (imprecise) 30 feet Languages Common, Draconic Skills Acrobatics +33, Athletics +37, Intimidation +31, Stealth +33 Str +10 Dex +6 Con +6 Int +0 Wis +6 Cha +4 --- AC 43 Fort +33 Ref +35 Will +31 HP 295 Immunities paralyzed, unconscious Resistances poison 20 Attack of Opportunity Reaction Savage Reaction Trigger A creature grabbed by Minognos-Ushad critically fails a check to Escape Effect Minognos-Ushad makes a stinger Strike against the triggering creature. --- Speed 30 feet, fly 100 feet Melee Single Action fangs +37 (reach 10 feet), Damage 4d10+18 piercing Melee Single Action claw +37 (reach 10 feet), Damage 4d8+18 slashing plus Improved Grab Melee Single Action stinger +37 (Agile, reach 20 feet), Damage 4d6+18 piercing plus wyvern venom Breath Weapon Two Actions (Evocation, Poison, Primal) Minognos-Ushad breathes a 60-foot cone of poison. Creatures in the cone take 20d6 poison damage (DC 41 basic Reflex save). Minognos-Ushad can't use Breath Weapon again for 1d4 rounds. Powerful Dive Two Actions (Move) Minognos-Ushad Flies up to her fly Speed and must both move forward at least 20 feet and descend at least 10 feet. If she ends her movement within melee reach of at least one enemy her size or smaller, she can make a claw Strike against that enemy. If the claw hits, as a free action she can either automatically Grab the target or knock it prone. Punishing Momentum Single Action Requirements Minognos-Ushad grabbed a creature this turn using Powerful Dive; Effect Minognos-Ushad can Fly at half Speed while holding the creature in her claws, carrying that creature along with her and dropping it at the end of her movement. Alternatively, she can Strike the creature with her stinger with a +2 circumstance bonus. Wyvern Venom (Poison) Saving Throw Fortitude DC 41; Maximum Duration 6 rounds; Stage 1 5d10 poison damage and clumsy 1 (1 round); Stage 2 6d10 poison damage and clumsy 2 (1 round); Stage 3 8d10 poison damage and clumsy 3 (1 round) ","skill_mod":{"stealth":33,"athletics":37,"intimidation":31,"acrobatics":33},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":43,"level":19,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"poison":20},"url":"/Monsters.aspx?ID=2266","intelligence":0,"reflex_save":35,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":33,"source_group":["Kingmaker"],"size":["Huge"],"spoilers":"Kingmaker","name":"Minognos-Ushad","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[32,36,40],"slug":"creature-2266"},{"primary_source_category":"Adventure Paths","strength":0,"hp":25,"language":["Undercommon"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":-1,"perception":5,"stealth":"6","trait":["Fey","Gremlin","Unique","LE","Small"],"id":"creature-2267","text":" Dingetooth Recall Knowledge - Fey (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Dingetooth Source Kingmaker Adventure Path pg. 121 Perception +5; darkvision, scent (imprecise) 30 feet Languages Undercommon Skills Acrobatics +6, Diplomacy +2, Nature +6, Stealth +6, Thievery +6 Str +0 Dex +3 Con +0 Int +1 Wis +2 Cha -1 Self-Loathing (emotion, mental) A mitflit's self-loathing makes it easy to influence. It takes a –4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request. Vermin Empathy Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits. Items Marbles (6), Shortsword --- AC 16 Fort +3 Ref +8 Will +5 HP 25 Weaknesses cold iron 2 --- Speed 20 feet; climb 20 feet Melee Single Action shortsword +9 (Agile, Finesse, versatile S), Damage 1d6 piercing Primal Innate Spells DC 17 - Cantrips (1st) Prestidigitation - 1st Bane - 2nd Speak with Animals (at will; arthropods only) Launch Marbles Two Actions The mitflit uses the marble launcher to fire six marbles at a creature in area A1. The target must attempt a DC 16 Reflex save. Success The creature is unaffected. Failure The creature is distracted by the marbles and is clumsy 2 until the end of its next turn. Critical Failure As failure, but one of the marbles hits the creature somewhere sensitive, causing 1d6 nonlethal bludgeoning damage. Vengeful Anger (Emotion, Mental) As long as it isn't frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it. ","skill_mod":{"diplomacy":2,"nature":6,"thievery":6,"stealth":6,"acrobatics":6},"primary_source":"Kingmaker Adventure Path","spell":["Speak with Animals","Bane","Prestidigitation"],"ac":16,"item":["Marbles (6)","Shortsword"],"level":1,"spell_dc":[17],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{},"intelligence":1,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":3,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Dingetooth","alignment":"LE","rarity":"unique","strike_damage_average":[3],"attack_bonus":[9],"constitution":0,"will_save":5,"speed":{"climb":20,"max":20,"land":20},"wisdom":2,"weakness":{"cold_iron":2},"creature_ability":["Self-Loathing","Vermin Empathy","Launch Marbles","Vengeful Anger"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Diplomacy","Nature","Stealth","Thievery"],"tradition":["Primal"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2267","dexterity":3,"category":"creature","slug":"creature-2267"},{"primary_source_category":"Adventure Paths","strength":1,"hp":35,"language":["Common","Undercommon"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":3,"perception":7,"stealth":"8","trait":["Fey","Gremlin","Unique","LE","Small"],"id":"creature-2268","text":" Grabbles Recall Knowledge - Fey (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Grabbles Source Kingmaker Adventure Path pg. 125 Perception +7; darkvision, scent (imprecise) 30 feet Languages Common, Undercommon Skills Acrobatics +8, Diplomacy +7, Nature +4, Stealth +8, Thievery +8 Str +1 Dex +4 Con +3 Int +0 Wis +1 Cha +3 Self-Loathing (emotion, mental) A mitflit's self-loathing makes it easy to influence. It takes a –4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request. Vermin Empathy Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits. Items Leather Armor, Trident --- AC 18 Fort +7 Ref +10 Will +5 HP 35 Weaknesses cold iron 2 --- Speed 20 feet; climb 20 feet Melee Single Action trident +7 (thrown 20 feet), Damage 1d8+3 piercing Ranged Single Action trident +10 (thrown 20 feet), Damage 1d8+3 piercing Primal Innate Spells DC 17 - Cantrips (1st) Prestidigitation - 1st Bane - 2nd Speak with Animals (at will; arthropods only) Ride Tick (Auditory, Concentrate) Grabbles can use Diplomacy to Command an Animal when riding Tickleback. Vengeful Anger (Emotion, Mental) As long as it isn't frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it. ","skill_mod":{"diplomacy":7,"nature":4,"thievery":8,"stealth":8,"acrobatics":8},"primary_source":"Kingmaker Adventure Path","spell":["Speak with Animals","Bane","Prestidigitation"],"ac":18,"item":["Leather Armor","Trident"],"level":2,"spell_dc":[17],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Grabbles","alignment":"LE","rarity":"unique","strike_damage_average":[7,7],"attack_bonus":[7,10],"constitution":3,"will_save":5,"speed":{"climb":20,"max":20,"land":20},"wisdom":1,"weakness":{"cold_iron":2},"creature_ability":["Self-Loathing","Vermin Empathy","Ride Tick","Vengeful Anger"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Diplomacy","Nature","Stealth","Thievery"],"tradition":["Primal"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2268","dexterity":4,"category":"creature","slug":"creature-2268"},{"attack_bonus":[8,10],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":33,"language":["Common","Draconic"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":9,"charisma":4,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Bark Orders","Sneak Attack","Unbalancing Blow"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Crafting","Intimidation","Stealth"],"stealth":"8","trait":["Humanoid","Kobold","Unique","LE","Small"],"id":"creature-2269","text":" Chief Sootscale Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Chief Sootscale Source Kingmaker Adventure Path pg. 129 Perception +7; darkvision Languages Common, Draconic Skills Acrobatics +8, Crafting +4, Intimidation +8, Stealth +8 Str +2 Dex +4 Con +1 Int +0 Wis +2 Cha +4 Items Club --- AC 18 Fort +5 Ref +10 Will +9 HP 33 --- Speed 25 feet Melee Single Action spear +8 (thrown 20 feet), Damage 1d6+4 piercing Ranged Single Action club +10 (thrown 10 feet), Damage 1d6+4 bludgeoning Bark Orders Single Action (Auditory) Chief Sootscale pushes other kobolds under his command to fight harder and more bravely. Until the start of his next turn, all kobold allies within 30 feet of him gain a +1 status bonus on attack rolls and saving throws against fear effects. Sneak Attack Chief Sootscale deals an extra 1d6 precision damage to flat-footed creatures. Unbalancing Blow Whenever Chief Sootscale critically hits and deals damage to a foe with a Strike, the creature struck is flat-footed against his attacks until the end of his next turn. ","skill_mod":{"crafting":4,"stealth":8,"intimidation":8,"acrobatics":8},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"ac":18,"item":["Club"],"level":2,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2269","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":5,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Chief Sootscale","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[7,7],"slug":"creature-2269"},{"attack_bonus":[18],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":106,"language":["Common","Hallit","Necril"],"immunity":["death effects","disease","paralyze","poison","unconscious"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":14,"charisma":3,"speed":{"max":25,"land":25},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Final Spite","Cairn Wight Spawn","Drain Life","Lonely Dirge"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation","Stealth"],"stealth":"13","trait":["Undead","Unique","Wight","LE","Medium"],"id":"creature-2270","text":" The Lonely Warrior Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 The Lonely Warrior Source Kingmaker Adventure Path pg. 135 Perception +14; darkvision Languages Common, Hallit, Necril Skills Athletics +15, Intimidation +14, Stealth +13 Str +6 Dex +2 Con +6 Int +2 Wis +4 Cha +3 Items broken +1 cold iron flaming bastard sword , Chain Mail, Wooden Shield (Hardness 3, HP 12, BT 6) --- AC 23 (25 with shield raised) Fort +15 Ref +13 Will +14 HP 106 (negative healing) Immunities death effects, disease, paralyze, poison, unconscious Final Spite Reaction Trigger The Lonely Warrior is reduced to 0 Hit Points Effect The Lonely Warrior makes a Strike before being destroyed. It doesn't gain any temporary Hit Points from its drain life on this Strike. --- Speed 25 feet Melee Single Action bastard sword +18, Damage 1d8+7 slashing plus drain life Cairn Wight Spawn (Divine, Necromancy) A living humanoid slain by the Lonely Warrior's weapon or claw Strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the Lonely Warrior. It doesn't have drain life or cairn wight spawn and is clumsy 2 for as long as it is a spawned wight. If its creator dies, the spawned wight becomes a full-fledged, autonomous cairn wight; it regains its free will, gains drain life and cairn wight spawn, and is no longer clumsy. Drain Life (Divine, Necromancy) When the Lonely Warrior damages a living creature with a melee Strike, using an unarmed attack or its bound weapon, it gains 5 temporary Hit Points, and the creature must succeed at a DC 21 Fortitude save or become drained 1. Further damage dealt by it increases the drained condition value by 1 on a failed save, to a maximum of drained 4. Lonely Dirge Two Actions (Auditory, Divine, Emotion, Fear, Mental, Necromancy) The Lonely Warrior's funeral dirge is somewhat different from the standard cairn wight dirge: its droning, unnerving chant forces living creatures within 50 feet to attempt a DC 24 Will save. The Lonely Warrior can't chant a new Lonely Dirge for 1d4 rounds. Critical Success The target is unaffected. Success The target is stupefied 1 by gnawing pangs of loneliness until the end of its next turn. Failure The target is stupefied 1 for 1 hour. Critical Failure The target is stupefied 1 for 24 hours and takes a –2 status penalty to saves against drain life. ","skill_mod":{"stealth":13,"athletics":15,"intimidation":14},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity","Monster"],"ac":23,"item":["broken +1 cold iron flaming bastard sword","Chain Mail","Wooden Shield (Hardness 3, HP 12, BT 6)"],"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2270","intelligence":2,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"The Lonely Warrior","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[11],"slug":"creature-2270"},{"attack_bonus":[8,10,10,10],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":36,"language":["Draconic","Iruxi"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":7,"charisma":0,"speed":{"max":25,"land":25,"swim":15},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Deep Breath","Sudden Charge","Terrain Advantage"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"6","trait":["Humanoid","Lizardfolk","Uncommon","CN","Medium"],"id":"creature-2271","text":" Lizardfolk Warrior Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Lizardfolk Warrior Source Kingmaker Adventure Path pg. 139 Perception +7 Languages Draconic, Iruxi Skills Acrobatics +6, Athletics +8, Stealth +6, Survival +7 Str +4 Dex +2 Con +3 Int +0 Wis +1 Cha +0 Items javelins (10), Leather Armor, Longspear --- AC 17 Fort +9 Ref +8 Will +7 HP 36 Attack of Opportunity Reaction --- Speed 25 feet, swim 15 feet Melee Single Action longspear +10 (Reach), Damage 1d8+6 piercing Melee Single Action jaws +10, Damage 1d6+6 piercing Melee Single Action tail +10 (Agile), Damage 1d4+6 bludgeoning Ranged Single Action javelin +8 (thrown 30 feet), Damage 1d6+4 piercing Deep Breath A lizardfolk warrior can hold their breath for 180 rounds (18 minutes). Sudden Charge Two Actions With a quick sprint, the lizardfolk warrior dashes up to their foe and swings. They Stride or Swim twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy. Terrain Advantage Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are flat-footed to the lizardfolk warrior. ","skill_mod":{"survival":7,"stealth":6,"athletics":8,"acrobatics":6},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":17,"item":["javelins (10)","Leather Armor","Longspear"],"level":2,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2271","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":9,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Lizardfolk Warrior","alignment":"CN","category":"creature","rarity":"uncommon","strike_damage_average":[7,8,9,10],"slug":"creature-2271"},{"attack_bonus":[17,17,18,18],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":115,"language":["Common","Draconic","Iruxi"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":12,"charisma":5,"speed":{"max":25,"land":25,"swim":20},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Righteous Certainty","Trident Twist","Triumphant Roar"],"primary_source_group":"Kingmaker","skill":["Athletics","Diplomacy","Intimidation","Nature","Stealth"],"stealth":"13","trait":["Humanoid","Lizardfolk","Unique","CN","Medium"],"id":"creature-2272","text":" King Vesket Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 King Vesket Source Kingmaker Adventure Path pg. 140 Perception +12 Languages Common, Draconic, Iruxi Skills Athletics +15, Diplomacy +13, Intimidation +15, Nature +12, Stealth +13 Str +5 Dex +3 Con +3 Int +2 Wis +2 Cha +5 Items Leather Armor, +1 striking trident --- AC 23 Fort +15 Ref +15 Will +12 HP 115 Righteous Certainty (mental) Whenever Vesket becomes frightened, he reduces the condition value by 1. If Vesket ever realizes the spirit of Stisshak is actually a will-o'-wisp, he loses this ability. --- Speed 25 feet, swim 20 feet Melee Single Action trident +18 (thrown 20 feet), Damage 2d8+7 piercing Melee Single Action jaws +17, Damage 2d8+7 piercing Melee Single Action tail +17 (Agile, Sweep), Damage 2d6+7 bludgeoning Ranged Single Action trident +18 (thrown 20 feet), Damage 2d8+10 piercing Trident Twist Single Action Requirements Vesket is wielding a trident; Effect Vesket attempts to Disarm a foe. If he critically succeeds, he makes a trident melee Strike against the disarmed foe, using the same multiple attack penalty as the Disarm attempt. The trident Strike does not count toward his multiple attack penalty. Triumphant Roar Single Action Requirements Vesket's last action reduced a foe to 0 Hit Points; Effect Vesket attempts an Intimidation check to Demoralize up to four foes within 30 feet. For each success, he gains 4 temporary Hit Points (8 on a critical success) that last for 10 minutes. ","skill_mod":{"diplomacy":13,"nature":12,"stealth":13,"athletics":15,"intimidation":15},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":23,"item":["Leather Armor","+1 striking trident"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2272","intelligence":2,"reflex_save":15,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"fortitude_save":15,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"King Vesket","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[14,16,16,19],"slug":"creature-2272"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":65,"language":["Aklo","Common","Draconic","Iruxi"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":2,"perception":18,"stealth":"18","trait":["Aberration","Air","Unique","CE","Medium"],"id":"creature-2273","text":" Spirit Of Stisshak Recall Knowledge - Aberration (Occultism): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Spirit Of Stisshak Source Kingmaker Adventure Path pg. 141 Perception +18; darkvision Languages Aklo, Common, Draconic, Iruxi Skills Acrobatics +20, Deception +14, Intimidation +14, Religion +12, Stealth +18 Str -5 Dex +6 Con +0 Int +2 Wis +5 Cha +2 --- AC 28 Fort +12 Ref +18 Will +16 HP 65 Immunities magic Glow (aura, light) 20 feet. A will-o'-wisp is itself naturally invisible, but glows with a colored light, casting bright light in the aura and making it visible. Magic Immunity A will-o'-wisp is immune to all spells except faerie fire , glitterdust , magic missile , and maze . --- Speed fly 50 feet Melee Single Action shock +19 (Electricity, Magical), Damage 2d8+6 electricity Occult Innate Spells DC 25 - 3rd Fear, Mind Reading, Nightmare - 4th Modify Memory Feed on Fear Single Action (Concentrate) Requirement An enemy is under a fear effect or dying within 15 feet of the will-o'-wisp. Effect The will-o'wisp feeds on the creature's terror. It regains 2d4 Hit Points, and if it has Gone Dark, its glow reignites. A will-o'-wisp can take this action only once per round. Go Dark Single Action (Concentrate) The will-o'-wisp extinguishes its glow, becoming invisible. It can end this effect with another use of this action. If it uses its shock attack while invisible, the arc of electricity lets any observer determine its location, making the will-o'-wisp only hidden to all observers until it moves. Invoke Stisshak Two Actions (Auditory, Illusion, Occult, Visual) Frequency once per day; Effect The Spirit of Stisshak manifests a shimmering form, that of a regal lizardfolk king made of flickering ghostly light. This image is Medium and must manifest within 10 feet of the will-o'-wisp. The will-o'-wisp can sustain the image by concentrating, and can speak through it and control minor motions (such as movement of limbs), but cannot cause it to leave the square in which it appeared. The will-o'-wisp gains a +2 circumstance bonus on Intimidation checks made to demoralize foes through this invoked image. Any damage inflicted to the will-o'-wisp or the illusion itself causes the invoked illusion to vanish immediately. ","element":["Air"],"skill_mod":{"deception":14,"stealth":18,"intimidation":14,"acrobatics":20,"religion":12},"primary_source":"Kingmaker Adventure Path","spell":["Modify Memory","Fear","Mind Reading","Nightmare"],"ac":28,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":12,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Spirit Of Stisshak","alignment":"CE","rarity":"unique","strike_damage_average":[15],"attack_bonus":[19],"constitution":0,"immunity":["magic"],"will_save":16,"speed":{"fly":50,"max":50},"wisdom":5,"weakness":{},"creature_ability":["Glow","Magic Immunity","Feed on Fear","Go Dark","Invoke Stisshak"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Deception","Intimidation","Religion","Stealth"],"tradition":["Occult"],"trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2273","dexterity":6,"category":"creature","slug":"creature-2273"},{"primary_source_category":"Adventure Paths","strength":0,"hp":70,"language":["Aklo","Common","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":4,"perception":15,"stealth":"17","trait":["Fey","Unique","NE","Small"],"id":"creature-2274","text":" Rigg Gargadilly Recall Knowledge - Fey (Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Rigg Gargadilly Source Kingmaker Adventure Path pg. 150 Perception +15; low-light vision Languages Aklo, Common, Sylvan Skills Acrobatics +17, Crafting +13, Deception +15, Nature +13, Stealth +17, Survival +15, Thievery +15 Str +0 Dex +6 Con +2 Int +4 Wis +2 Cha +4 Items Hunting Spider Venom (3 doses), +1 shortsword --- AC 27 Fort +13 Ref +17 Will +15 HP 70 Weaknesses cold iron 5 Slow Susceptibility The quickling takes a –2 status penalty to saving throws against effects that cause the slowed condition. If the quickling ever becomes slowed, they lose their supernatural speed, can't Fade from View, and become sickened 1 for the duration of the slow. They also can't reduce this sickened condition for the duration of the slowed effect. Can't Catch Me Reaction Trigger The quickling is targeted by a Strike Effect The quickling darts aside, gaining a +2 circumstance bonus to AC, then Strides up to half their Speed after the Strike resolves. --- Speed 100 feet Melee Single Action shortsword +18 (Agile, Finesse, versatile S), Damage 1d6+3 piercing plus hunting spider venom Primal Innate Spells DC 20 - Cantrips (4th) Dancing Lights, Prestidigitation - 2nd Ventriloquism - 4th Shatter Fade from View Free Action Requirements The quickling used no attack, manipulate, or move actions in the previous round; Effect The quickling becomes invisible until it uses an attack, manipulate, or move action. The quickling can't use Fade from View again for 1d4 rounds. Sneak Attack The quickling's Strikes deal an extra 3d6 precision damage to flat-footed creatures. Supernatural Speed The quickling's speed, combined with nearly instantaneous acceleration and deceleration, enables them to move in astonishing ways. As long as they have a firm surface to travel across, they can Stride their full movement vertically or horizontally. They can even run across unstable surfaces, such as water, in the same way, although dangerous surfaces (acid, lava, etc.) harm them as normal. They must end their movement on a horizontal surface capable of bearing their weight or else they fall. ","skill_mod":{"deception":15,"nature":13,"thievery":15,"crafting":13,"survival":15,"stealth":17,"acrobatics":17},"primary_source":"Kingmaker Adventure Path","spell":["Shatter","Ventriloquism","Dancing Lights","Prestidigitation"],"ac":27,"item":["Hunting Spider Venom (3 doses)","+1 shortsword"],"level":7,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":4,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":13,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Rigg Gargadilly","alignment":"NE","rarity":"unique","strike_damage_average":[6],"attack_bonus":[18],"constitution":2,"will_save":15,"speed":{"max":100,"land":100},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Slow Susceptibility","Can't Catch Me","Fade from View","Sneak Attack","Supernatural Speed"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Crafting","Deception","Nature","Stealth","Survival","Thievery"],"tradition":["Primal"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2274","dexterity":6,"category":"creature","slug":"creature-2274"},{"attack_bonus":[20],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":135,"language":["Aklo","Common","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":14,"charisma":6,"speed":{"max":25,"land":25},"perception":16,"wisdom":3,"weakness":{"cold_iron":10},"creature_ability":["Captivating Dance","Change Shape","Drink Blood"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Deception","Nature","Performance","Stealth"],"stealth":"16","trait":["Fey","Unique","CE","Medium"],"id":"creature-2275","text":" The Dancing Lady Recall Knowledge - Fey (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 The Dancing Lady Source Kingmaker Adventure Path pg. 153 Perception +16; low-light vision Languages Aklo, Common, Sylvan Skills Acrobatics +18, Deception +18, Nature +15, Performance +18, Stealth +16 Str +4 Dex +6 Con +3 Int +3 Wis +3 Cha +6 --- AC 28 Fort +12 Ref +17 Will +14 HP 135 Weaknesses cold iron 10 --- Speed 25 feet Melee Single Action claw +20 (Agile, Finesse), Damage 2d6+7 slashing and 1d6 persistent bleed Primal Innate Spells DC 26 - 2nd Entangle - 3rd Mind Reading (at will) - 4th Suggestion Captivating Dance Two Actions (Enchantment, Incapacitation, Mental, Primal, Visual) The baobhan sith sways rhythmically and Strides up to their Speed. Each creature within 30 feet of the baobhan sith at the end of their movement must attempt a DC 26 Will save. Critical Success The creature is unaffected and is temporarily immune to Captivating Dance for 24 hours. Success The creature is slowed 1 for 1 round and is temporarily immune to Captivating Dance for 24 hours. Failure The creature is fascinated, and it must spend at least 1 of its actions on each of its turns to move closer to the baobhan sith as expediently as possible, while avoiding obvious dangers. If the creature ends its movement or turn adjacent to the fey, it is slowed 1 until the end of its next turn. Critical Failure As failure, but the creature must spend each of its actions moving closer to the baobhan sith, and if it ends its movement or turn adjacent to the fey, it is paralyzed until the end of its next turn. Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The baobhan sith can transform into a large raven, with the effects from the bird option in the aerial form spell. Drink Blood Single Action Requirements A bleeding creature is within the baobhan sith's reach; Effect The baobhan sith tries to Drink the Blood from the bleeding creature's wounds. The baobhan sith attempts an Athletics check against the victim's Fortitude DC. On a success, the victim becomes drained 1 and the baobhan sith regains 10 HP, gaining any Hit Points in excess of their maximum Hit Points as temporary Hit Points. Drinking Blood from a victim that's already drained doesn't restore any Hit Points to the baobhan sith but increases the victim's drained value by 1. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires 10 minutes, a successful DC 20 Medicine check, and sufficient blood or a blood donor, reduces the drained value by 1. ","tradition":["Primal"],"skill_mod":{"performance":18,"deception":18,"nature":15,"stealth":16,"acrobatics":18},"primary_source":"Kingmaker Adventure Path","spell":["Suggestion","Mind Reading","Entangle"],"trait_group":["Creature Type","Rarity"],"ac":28,"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2275","intelligence":3,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":12,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"The Dancing Lady","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[17],"slug":"creature-2275"},{"attack_bonus":[20,21,22],"constitution":3,"primary_source_category":"Adventure Paths","strength":6,"hp":160,"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":17,"charisma":3,"speed":{"max":25,"land":20,"swim":25},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Nature's Edge","Sneak Attack","Swamp Stride","Terrifying Croak","Tongue Grab"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"19","trait":["Amphibious","Boggard","Humanoid","Rare","CE","Medium"],"id":"creature-2276","text":" Boggard Warden Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Boggard Warden Source Kingmaker Adventure Path pg. 155 Perception +19; darkvision Languages Skills Athletics +19, Intimidation +18, Stealth +19, Survival +17 Str +6 Dex +4 Con +3 Int +0 Wis +4 Cha +3 Items +1 blowgun (5 hunting spider venom darts), +1 hide armor , +1 striking trident --- AC 28 Fort +18 Ref +19 Will +17 HP 160 --- Speed 20 feet, swim 25 feet; swamp stride Melee Single Action trident +22, Damage 2d8+9 piercing Melee Single Action tongue +21 (reach 10 feet), Damage tongue grab Ranged Single Action blowgun +20 (Agile), Damage 1 nonlethal piercing plus hunting spider venom Nature's Edge Boggard wardens are trained to take advantage of their foes' weak points when they're on unfavorable terrain. Enemies are flat-footed to the boggard warden if they're in natural difficult terrain. Sneak Attack A boggard warden deals 2d6 extra precision damage to flat-footed creatures. Swamp Stride A boggard warrior ignores difficult terrain caused by swamp terrain features. Terrifying Croak Single Action (Auditory, Emotion, Fear, Mental) The boggard warrior unleashes a terrifying croak. Any non-boggard within 30 feet becomes frightened 1 unless they succeed at a DC 28 Will save; those who critically succeed are temporarily immune for 1 minute. Tongue Grab If the boggard warrior hits a creature with its tongue, that creature becomes grabbed by the boggard. Unlike with a normal grab, the creature isn't immobilized, but it can't move beyond the reach of the boggard's tongue. A creature can sever the tongue by hitting AC 24 and dealing at least 10 slashing damage. Though this doesn't deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week. ","skill_mod":{"survival":17,"stealth":19,"athletics":19,"intimidation":18},"primary_source":"Kingmaker Adventure Path","trait_group":["Monster","Creature Type","Rarity"],"ac":28,"item":["+1 blowgun (5 hunting spider venom darts)","+1 hide armor","+1 striking trident"],"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2276","intelligence":0,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Boggard Warden","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[18],"slug":"creature-2276"},{"primary_source_category":"Adventure Paths","strength":4,"hp":200,"language":["Boggard"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":4,"perception":22,"stealth":"20","trait":["Amphibious","Boggard","Humanoid","Unique","CE","Medium"],"id":"creature-2277","text":" Sepoko Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Sepoko Source Kingmaker Adventure Path pg. 159 Perception +22; darkvision Languages Boggard Skills Athletics +21, Deception +23, Intimidation +21, Religion +20, Stealth +20, Survival +20 Str +4 Dex +3 Con +4 Int +0 Wis +5 Cha +4 Items +1 hide armor , +1 striking frost mace , silver religious symbol of Gogunta --- AC 31 Fort +21 Ref +18 Will +24 HP 200 --- Speed 20 feet, swim 25 feet; swamp stride Melee Single Action mace +22 (Shove), Damage 2d6+8 bludgeoning plus 1d6 cold Melee Single Action tongue +21 (reach 10 feet), Damage tongue grab Divine Prepared Spells DC 30, attack +22 - Cantrips (6th) Daze, Divine Lance, Prestidigitation, Read Aura, Shield - 1st Command, Heal, Sanctuary - 2nd Darkness, Resist Energy, Spiritual Weapon - 3rd Blindness, Heal, Stinking Cloud - 4th Air Walk, Divine Wrath, Heal - 5th Dispel Magic, Flame Strike, Heal - 6th Blade Barrier, Harm (×5), Summon Fiend Cleric Domain Spells DC 30, 2 Focus Points - 6th Commanding Lash, Touch of Obedience Divine Font As cleric (harm). Inveigled Sepoko has been inveigled by the naga Ngara. This effect can be removed with dispel magic (6th level; counteract DC 31). Swamp Stride A boggard warrior ignores difficult terrain caused by swamp terrain features. Terrifying Croak Single Action (Auditory, Emotion, Fear, Mental) The boggard warrior unleashes a terrifying croak. Any non-boggard within 30 feet becomes frightened 1 unless they succeed at a DC 30 Will save; those who critically succeed are temporarily immune for 1 minute. Tongue Grab If the boggard warrior hits a creature with its tongue, that creature becomes grabbed by the boggard. Unlike with a normal grab, the creature isn't immobilized, but it can't move beyond the reach of the boggard's tongue. A creature can sever the tongue by hitting AC 27 and dealing at least 14 slashing damage. Though this doesn't deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week. ","skill_mod":{"deception":23,"survival":20,"stealth":20,"athletics":21,"intimidation":21,"religion":20},"primary_source":"Kingmaker Adventure Path","spell":["Blade Barrier","Harm","Summon Fiend","Dispel Magic","Flame Strike","Heal","Air Walk","Divine Wrath","Blindness","Stinking Cloud","Darkness","Resist Energy","Spiritual Weapon","Command","Sanctuary","Daze","Divine Lance","Prestidigitation","Read Aura","Shield","Commanding Lash","Touch of Obedience"],"ac":31,"item":["+1 hide armor","+1 striking frost mace","silver religious symbol of Gogunta"],"level":11,"spell_dc":[30,30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":21,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Sepoko","alignment":"CE","rarity":"unique","strike_damage_average":[18],"attack_bonus":[21,22],"constitution":4,"spell_attack_bonus":[22],"will_save":24,"speed":{"max":25,"land":20,"swim":25},"wisdom":5,"weakness":{},"creature_ability":["Divine Font","Inveigled Sepoko","Swamp Stride","Terrifying Croak","Tongue Grab"],"primary_source_group":"Kingmaker","skill":["Athletics","Deception","Intimidation","Religion","Stealth","Survival"],"tradition":["Divine"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2277","dexterity":3,"category":"creature","slug":"creature-2277"},{"attack_bonus":[6,7,7],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":17,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":4,"charisma":1,"speed":{"max":25,"land":25},"perception":4,"wisdom":0,"weakness":{},"creature_ability":["Focused Target"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation","Nature","Stealth","Survival"],"stealth":"5","trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-2278","text":" Happs Bydon Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Happs Bydon Source Kingmaker Adventure Path pg. 167 Perception +4 Languages Common Skills Athletics +4, Intimidation +5, Nature +4, Stealth +5, Survival +4 Str +2 Dex +3 Con +2 Int +0 Wis +0 Cha +1 Items Composite Shortbow (20 arrows), Dagger, Leather Armor, silver Stag Lord amulet (worth 3 gp), trail rations (2 days), 15 sp --- AC 15 Fort +6 Ref +7 Will +4 HP 17 --- Speed 25 feet Melee Single Action dagger +6 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+2 piercing Ranged Single Action composite shortbow +7 (deadly d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+1 piercing Ranged Single Action dagger +7 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+1 piercing Focused Target Single Action (Concentrate) Happs designates a single creature he can see as his target; when he does so, he issues a litany of mockery at the target. Happs gains a +2 circumstance bonus to Survival checks to Track the target, and the first time he hits the target in a round, he deals an additional 1d8 precision damage to the target. These effects last until Happs uses Focused Target again. ","skill_mod":{"nature":4,"survival":4,"stealth":5,"athletics":4,"intimidation":5},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":15,"item":["Composite Shortbow (20 arrows)","Dagger","Leather Armor","silver Stag Lord amulet (worth 3 gp)","trail rations (2 days)","15 sp"],"level":0,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2278","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Happs Bydon","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[3,4,4],"slug":"creature-2278"},{"attack_bonus":[5,6,6],"constitution":1,"primary_source_category":"Adventure Paths","strength":1,"hp":8,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":2,"charisma":0,"speed":{"max":25,"land":25},"perception":2,"wisdom":0,"weakness":{},"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation","Stealth"],"stealth":"4","trait":["Human","Humanoid","Minion","Uncommon","CE","Medium"],"id":"creature-2279","text":" Thorn River Bandit Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Thorn River Bandit Source Kingmaker Adventure Path Perception +2 Languages Common Skills Athletics +5, Intimidation +2, Stealth +4 Str +1 Dex +2 Con +1 Int +0 Wis +0 Cha +0 Items Dagger, Leather Armor, Shortbow (10 arrows), silver Stag Lord amulet (worth 3 gp), Rations (2 days), 1d8 sp --- AC 14 Fort +5 Ref +6 Will +2 HP 8 --- Speed 25 feet Melee Single Action dagger +5 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+1 piercing Ranged Single Action shortbow +6 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 piercing Ranged Single Action dagger +6 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4 piercing\n","skill_mod":{"stealth":4,"athletics":5,"intimidation":2},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Mechanics","Rarity"],"ac":14,"item":["Dagger","Leather Armor","Shortbow (10 arrows)","silver Stag Lord amulet (worth 3 gp)","Rations (2 days)","1d8 sp"],"level":-1,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2279","intelligence":0,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":2,"fortitude_save":5,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Thorn River Bandit","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[2,3,3],"slug":"creature-2279"},{"attack_bonus":[7,8],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":22,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":6,"charisma":2,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Hatchet Flurry","Maiming Chop"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation","Nature","Stealth","Survival"],"stealth":"7","trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-2280","text":" Kressle Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Kressle Source Kingmaker Adventure Path pg. 170 Perception +6 Languages Common Skills Athletics +8, Intimidation +7, Nature +5, Stealth +7, Survival +6 Str +3 Dex +2 Con +1 Int +0 Wis +1 Cha +2 Items hatchets (2), lesser healing potion, studded leather, silver Stag Lord amulet (worth 3 gp), 8 gp, 5 sp --- AC 15 Fort +8 Ref +7 Will +6 HP 22 --- Speed 25 feet Melee Single Action hatchet +8 (Agile, Sweep, thrown 10 feet), Damage 1d6+3 slashing Ranged Single Action hatchet +7 (Agile, Sweep, thrown 10 feet), Damage 1d6+1 slashing Hatchet Flurry Single Action Frequency once per round; Requirement She wields hatchets in each hand; Effect She attacks with both hatchets, making two Strikes at the same target. Apply her multiple attack penalty to each Strike normally. Maiming Chop Kressle has a violent knack for striking grievous wounds to her opponent's hands. If she scores a critical hit on a target with a hatchet Strike, the target must succeed at a DC 17 Fortitude save or become clumsy 1 (or clumsy 2 on a critical failure). This condition persists until the target receives any amount of healing. ","skill_mod":{"nature":5,"survival":6,"stealth":7,"athletics":8,"intimidation":7},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":15,"item":["hatchets (2)","lesser healing potion","studded leather","silver Stag Lord amulet (worth 3 gp)","8 gp","5 sp"],"level":1,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2280","intelligence":0,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":8,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Kressle","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[4,6],"slug":"creature-2280"},{"attack_bonus":[6,7],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":16,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":4,"wisdom":0,"weakness":{},"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation","Nature","Stealth","Survival"],"stealth":"5","trait":["Human","Humanoid","Uncommon","NE","Medium"],"id":"creature-2281","text":" Stag Lord Bandit Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Stag Lord Bandit Source Kingmaker Adventure Path pg. 177 Perception +4 Languages Common Skills Athletics +4, Intimidation +4, Nature +4, Stealth +5, Survival +4 Str +2 Dex +3 Con +2 Int +0 Wis +0 Cha +0 Items Composite Longbow (20 arrows), lesser healing potion , Longsword, studded leather, silver Stag Lord amulet (worth 3 gp), 1d8 gp --- AC 15 Fort +6 Ref +7 Will +4 HP 16 --- Speed 25 feet Melee Single Action longsword +6 (versatile P), Damage 1d8+1 slashing Ranged Single Action composite longbow +7 (deadly d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+1 piercing\n","skill_mod":{"nature":4,"survival":4,"stealth":5,"athletics":4,"intimidation":4},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":15,"item":["Composite Longbow (20 arrows)","lesser healing potion","Longsword","studded leather","silver Stag Lord amulet (worth 3 gp)","1d8 gp"],"level":0,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2281","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Stag Lord Bandit","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[5,5],"slug":"creature-2281"},{"attack_bonus":[10],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":40,"language":["Common","(cannot read)"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":3,"charisma":-1,"speed":{"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Hit 'Em Hard"],"primary_source_group":"Kingmaker","skill":["Athletics","Survival"],"trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-2282","text":" Auchs Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Auchs Source Kingmaker Adventure Path pg. 178 Perception +6 Languages Common; (cannot read) Skills Athletics +10, Survival +4 Str +4 Dex +2 Con +4 Int -2 Wis +0 Cha -1 Items Club, knight and dragon toys worth 45 sp, Leather Armor, lesser healing potions (2), Leather Armor, silver Stag Lord amulet (worth 3 gp) --- AC 15 Fort +12 Ref +5 Will +3 HP 40 --- Speed 25 feet Melee Single Action club +10 (thrown 10 feet), Damage 1d6+6 bludgeoning Hit 'Em Hard Two Actions Auchs unleashes a particularly powerful attack and makes a melee club Strike that counts as two attacks when calculating his multiple attack penalty. If this strike hits, he deals an extra 1d6 points of damage; on a critical hit, the creature struck must succeed at a DC 18 Fortitude save or be knocked prone. ","skill_mod":{"survival":4,"athletics":10},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":15,"item":["Club","knight and dragon toys worth 45 sp","Leather Armor","lesser healing potions (2)","Leather Armor","silver Stag Lord amulet (worth 3 gp)"],"level":2,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2282","intelligence":-2,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":12,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Auchs","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[9],"slug":"creature-2282"},{"attack_bonus":[11,11,12],"constitution":1,"primary_source_category":"Adventure Paths","strength":1,"hp":30,"language":["Common","Shadowtongue"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":6,"charisma":2,"speed":{"max":25,"land":25},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Mobility","Nimble Dodge","Sneak Attack"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Society","Stealth","Thievery"],"stealth":"8","trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-2283","text":" Dovan From Nisroch Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Dovan From Nisroch Source Kingmaker Adventure Path pg. 179 Perception +8 Languages Common, Shadowtongue Skills Acrobatics +6, Athletics +7, Deception +8, Society +6, Stealth +8, Thievery +8 Str +1 Dex +4 Con +1 Int +2 Wis +0 Cha +2 Items daggers (3), +1 rapier , silver Stag Lord amulet (worth 3 gp), studded leather, turquoise earrings worth 13 gp each, 2 gp, 28 sp --- AC 18 Fort +7 Ref +10 Will +6 HP 30 --- Speed 25 feet Melee Single Action rapier +12 (deadly d8, Disarm, Finesse), Damage 1d6+3 piercing Melee Single Action dagger +11 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+3 piercing Ranged Single Action dagger +11 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+1 piercing Mobility When Dovan takes Strides and moves half his Speed or less, that movement does not trigger reactions. Nimble Dodge Reaction Trigger A creature targets Dovan with an attack, and he can see the attacker. Effect Dovan gains a +2 circumstance bonus to AC against the triggering attack. Sneak Attack Dovan deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"society":6,"deception":8,"thievery":8,"stealth":8,"athletics":7,"acrobatics":6},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["daggers (3)","+1 rapier","silver Stag Lord amulet (worth 3 gp)","studded leather","turquoise earrings worth 13 gp each","2 gp","28 sp"],"level":2,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2283","intelligence":2,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":7,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Dovan From Nisroch","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[3,5,6],"slug":"creature-2283"},{"attack_bonus":[8,12],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":53,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":7,"charisma":2,"speed":{"max":25,"land":25},"perception":10,"wisdom":0,"weakness":{},"creature_ability":["Shameful Memories","No Escape","Rage"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation","Religion","Survival"],"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2284","text":" Akiros Ismort Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Akiros Ismort Source Kingmaker Adventure Path pg. 180 Perception +10 Languages Common Skills Athletics +11, Intimidation +9, Religion +7, Survival +7 Str +4 Dex +1 Con +3 Int +0 Wis +0 Cha +2 healing potions (2), +1 longsword , steel shield, rusted iron holy symbol of Erastil, silver Stag Lord amulet (worth 3 gp), 8 gp Items chainmail, Composite Longbow (20 arrows), lesser healing potions (2), +1 longsword , Steel Shield, rusted iron holy symbol of Erastil, silver Stag Lord amulet (worth 3 gp), 8 gp --- AC 18 Fort +11 Ref +8 Will +7 HP 53 Shameful Memories ( <%TRAITS%60%%> emotion <%END>, <%TRAITS%106%%> mental <%END>, <%TRAITS%163%%> visual) If Akiros sees another creature openly wearing Erastil's holy symbol <%END>, he must attempt a DC 15 Will save. Unless he critically fails his saving throw, he is temporarily immune to Shameful Memories for 24 hours. Critical Success Akiros is unaffected. Success Akiros is distracted by shame and becomes sickened 1 for 1 round. Failure Akiros becomes sickened 2 with his shame. Critical Failure As failure, but Akiros is stunned 1 as well. He does not become temporarily immune to Shameful Memories, and he can be affected by this weakness again) this likely means he will have to immediately attempt the save again once he recovers from the stun. --- Speed 25 feet Melee Single Action longsword +12 (versatile P), Damage 1d8+6 slashing Ranged Single Action composite longbow +8 (deadly d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+2 piercing No Escape Reaction Trigger An adjacent foe moves away. Effect Akiros can Stride up to his speed, following the triggering creature and keeping it in reach throughout its movement until it stops moving or Akiros has moved his full Speed. Rage Single Action (Concentrate, Emotion, Mental) Akiros flies into a rage. He gains 6 temporary Hit Points, deals 2 additional damage with melee Strikes, takes a –1 penalty to AC, and can't use other actions with the concentrate trait. This effect lasts for 1 minute, until he falls unconscious, oruntil there are no enemies he can perceive, whichever comes first, at which point he loses any remaining temporary Hit Points from Rage and can't Rage again for 1 minute. ","skill_mod":{"survival":7,"athletics":11,"intimidation":9,"religion":7},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["chainmail","Composite Longbow (20 arrows)","lesser healing potions (2)","+1 longsword","Steel Shield","rusted iron holy symbol of Erastil","silver Stag Lord amulet (worth 3 gp)","8 gp"],"level":3,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2284","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":11,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Akiros Ismort","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[6,10],"slug":"creature-2284"},{"attack_bonus":[12],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":75,"language":["Common","Hallit"],"source":["Kingmaker Adventure Path"],"type":"Creature","spell_attack_bonus":[21],"will_save":15,"charisma":4,"speed":{"max":20,"land":20},"perception":14,"wisdom":5,"weakness":{},"creature_ability":["Survival of the Fittest","Swift Summon"],"primary_source_group":"Kingmaker","skill":["Deception","Intimidation","Nature","Stealth","Survival"],"stealth":"9","trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-2285","text":" Nugrah Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Nugrah Source Kingmaker Adventure Path pg. 183 Perception +14 Languages Common, Hallit Skills Deception +11, Intimidation +13, Nature +12, Stealth +9, Survival +12 Str +1 Dex +0 Con +2 Int +0 Wis +5 Cha +4 Items Club, filthy rags, wooden (and bloodstained) symbol of Gozreh --- AC 17 Fort +10 Ref +6 Will +15 HP 75 --- Speed 20 feet Melee Single Action club +12, Damage 1d6+3 bludgeoning Primal Prepared Spells DC 23, attack +21 - Cantrips (3rd) Detect Magic, Electric Arc, Light, Prestidigitation, Ray of Frost - 1st Hydraulic Push, Longstrider, Shillelagh - 2nd Barkskin, Heal, Spider Climb - 3rd Meld into Stone, Summon Animal Survival of the Fittest Reaction Trigger A 1st- or higher-level animal summoned by Nugrah is killed within 30 feet of him; Effect Blood- red energy flows from the slain creature into Nugrah's mouth. He immediately heals 1d6 Hit Points per level of the slain animal, gaining any excess healing as temporary Hit Points that last for 10 minutes. As long as he possesses these temporary Hit Points, blood-red energy ripples across his flesh and his AC increases to 22. Swift Summon Two Actions Prerequisite Nugrah has a summon animal spell prepared and available. Effect Nugrah casts summon animal but does not need to use a material component. ","tradition":["Primal"],"skill_mod":{"deception":11,"nature":12,"survival":12,"stealth":9,"intimidation":13},"primary_source":"Kingmaker Adventure Path","spell":["Meld into Stone","Summon Animal","Barkskin","Heal","Spider Climb","Hydraulic Push","Longstrider","Shillelagh","Detect Magic","Electric Arc","Light","Prestidigitation","Ray of Frost"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":17,"item":["Club","filthy rags","wooden (and bloodstained) symbol of Gozreh"],"level":5,"spell_dc":[23],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2285","intelligence":0,"reflex_save":6,"strongest_save":["will"],"dexterity":0,"fortitude_save":10,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Nugrah","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[6],"slug":"creature-2285"},{"attack_bonus":[17,17],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":140,"language":["Common","Hallit","wolf empathy"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":17,"charisma":0,"speed":{"max":35,"land":35},"perception":15,"wisdom":4,"weakness":{"silver":10},"creature_ability":["Wolf Empathy","Attack of Opportunity","Ambush Strike","Change Shape","Curse of the Werewolf","Moon Frenzy","Rip and Drag"],"primary_source_group":"Kingmaker","skill":["Athletics","Nature","Stealth","Survival"],"stealth":"15","trait":["Beast","Human","Humanoid","Undine","Unique","Werecreature","CE","Medium"],"id":"creature-2286","text":" Kundal Recall Knowledge - Beast (Arcana, Nature): DC 33 Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Kundal Source Kingmaker Adventure Path pg. 190 Perception +15; low-light vision, scent (imprecise) 30 feet Languages Common, Hallit; wolf empathy Skills Athletics +17, Nature +11, Stealth +15, Survival +15 Str +4 Dex +2 Con +2 Int +0 Wis +4 Cha +0 Wolf Empathy (divination, primal) Kundal can communicate with lupines. --- AC 25 Fort +16 Ref +13 Will +17 HP 140 Weaknesses silver 10 Attack of Opportunity Reaction --- Speed 35 feet Melee Single Action jaws +17, Damage 2d12+9 piercing plus curse of the werewolf Melee Single Action claw +17 (Agile), Damage 2d8+7 slashing Ambush Strike Two Actions Requirement Kundal rolled Stealth for Initiative, and it's the first round of combat. Effect Kundal Strides up to his speed and then attempts a jaws Strike and a claw Strike against a single adjacent target. Apply his multiple attack penalty to each Strike normally. Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) Human with fist +16 for 1d4+7 bludgeoning, or wolf with Speed 40 feet and jaws with Knockdown. Curse of the Werewolf (Curse, Necromancy, Primal) This curse affects only humanoids. Saving Throw DC 25 Fortitude save. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werewolf until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. Moon Frenzy (Polymorph, Primal, Transmutation) Kundal's moon frenzy functions a bit differently than for typical werecreatures: he doesn't become Large sized, but he does grow much more swift and powerful. His speed increases to 35 feet during moon frenzy and increases the damage of his jaws by +2 (these adjustments are calculated into the stats above). In addition, while in moon frenzy, at the start of his turn, Kundal gains an additional reaction that can be used only to make an Attack of Opportunity. Rip and Drag Single Action Requirement Kundal damaged a target with his jaws Strike with a previous action this round. Effect Kundal chews the bitten creature as he attempts to overwhelm them by attempting an Athletics check against the bitten creature's Fortitude DC. Critical Success Kundal inflicts 5d6 piercing damage on the target, exposes them to the curse of the werewolf, and can Stride up to half his speed. If his target is Medium or smaller, he drags the target with him into a new adjacent square. Success Kundal inflicts 5d6 piercing damage on the target and exposes them to the curse of the werewolf. He can reposition the target up to five feet into an adjacent square. Failure As success, except only 2d6 piercing damage. Critical Failure Kundal fails to inflict any damage. ","skill_mod":{"nature":11,"survival":15,"stealth":15,"athletics":17},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster","Rarity"],"ac":25,"level":7,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2286","intelligence":0,"reflex_save":13,"strongest_save":["will"],"dexterity":2,"vision":"Low-light vision","fortitude_save":16,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Kundal","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[16,22],"slug":"creature-2286"},{"primary_source_category":"Adventure Paths","strength":1,"hp":85,"language":["Common","Draconic"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":1,"perception":12,"stealth":"13","trait":["Humanoid","Kobold","Unique","CN","Small"],"id":"creature-2287","text":" Kereek Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Kereek Source Kingmaker Adventure Path pg. 196 Perception +12; darkvision Languages Common, Draconic Skills Acrobatics +13, Deception +10, Stealth +13, Survival +12, Thievery +13 Str +1 Dex +4 Con +3 Int +0 Wis +3 Cha +1 Items Dagger, robes, wand of burning hands (1st) --- AC 21 Fort +11 Ref +14 Will +17 HP 85 --- Speed 25 feet Melee Single Action dagger +11 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+3 piercing Arcane Spontaneous Spells DC 22, attack +14 - Cantrips (3rd) Daze, Mage Hand, Message, Produce Flame, Shield - 1st Burning Hands, Magic Missile, Pest Form (3 slots) - 2nd Burning Hands, Invisibility, Obscuring Mist (3 slots) - 3rd Slow (2 slots), Burning Hands Hurried Retreat Single Action Requirements The kobold warrior is adjacent to at least one enemy. Effect The kobold warrior Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy. ","skill_mod":{"deception":10,"thievery":13,"survival":12,"stealth":13,"acrobatics":13},"primary_source":"Kingmaker Adventure Path","spell":["Slow","Burning Hands","Invisibility","Obscuring Mist","Magic Missile","Pest Form","Daze","Mage Hand","Message","Produce Flame","Shield"],"ac":21,"item":["Dagger","robes","wand of burning hands (1st)"],"level":5,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":11,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Kereek","alignment":"CN","rarity":"unique","strike_damage_average":[5],"attack_bonus":[11],"constitution":3,"spell_attack_bonus":[14],"will_save":17,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Hurried Retreat"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Deception","Stealth","Survival","Thievery"],"tradition":["Arcane"],"trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2287","dexterity":4,"category":"creature","slug":"creature-2287"},{"attack_bonus":[13],"constitution":3,"primary_source_category":"Adventure Paths","strength":1,"hp":85,"language":["Common","Draconic"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":17,"charisma":1,"speed":{"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Hurried Retreat","Smash Kneecaps","Sneak Attack"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Deception","Stealth","Survival","Thievery"],"stealth":"13","trait":["Humanoid","Kobold","Unique","CN","Small"],"id":"creature-2288","text":" Prazil Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Prazil Source Kingmaker Adventure Path pg. 196 Perception +12; darkvision Languages Common, Draconic Skills Acrobatics +13, Deception +10, Stealth +13, Survival +12, Thievery +13 Str +1 Dex +4 Con +3 Int +0 Wis +3 Cha +1 Items Breastplate, +1 silver warhammer , Steel Shield --- AC 21 Fort +11 Ref +14 Will +17 HP 85 --- Speed 25 feet Melee Single Action warhammer +13 (Shove), Damage 1d8+3 budgeoning Hurried Retreat Single Action Requirements The kobold warrior is adjacent to at least one enemy. Effect The kobold warrior Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy. Smash Kneecaps Two Actions Prazil attempts a warhammer Strike on a creature that is at least Medium sized and that has legs. He gains a +2 circumstance bonus to his attack roll and deals an extra 1d8 points of damage on a hit. The creature struck must succeed at a DC 22 Fortitude save or have its Speed reduced by 10 feet for 1 minute. Sneak Attack Prazil deals an extra 2d6 precision damage to lat-footed creatures. ","skill_mod":{"deception":10,"thievery":13,"survival":12,"stealth":13,"acrobatics":13},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"ac":21,"item":["Breastplate","+1 silver warhammer","Steel Shield"],"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2288","intelligence":0,"reflex_save":14,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Prazil","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[7],"slug":"creature-2288"},{"attack_bonus":[13,13],"constitution":0,"primary_source_category":"Adventure Paths","strength":4,"hp":85,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","spell_attack_bonus":[14],"will_save":15,"charisma":2,"speed":{"max":25,"land":25},"perception":13,"wisdom":4,"weakness":{},"creature_ability":["Spiteful Command"],"primary_source_group":"Kingmaker","skill":["Deception","Intimidation","Religion","Society"],"trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-2289","text":" Malgorzata Niska Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Malgorzata Niska Source Kingmaker Adventure Path pg. 197 Perception +13 Languages Common Skills Deception +13, Intimidation +13, Religion +11, Society +9 Str +4 Dex +2 Con +0 Int +0 Wis +4 Cha +2 Items Leather Armor, Dagger, shabble, wand of heal (1st), wooden religious symbol, 23 sp --- AC 21 Fort +9 Ref +13 Will +15 HP 85 Spiteful Command Reaction (auditory) Trigger Malgorzata is targeted with an attack or single-target spell. Effect Malgorzata commands a Gyronna cultist within reach of the triggering creature to attack the creature, allowing it to make a melee Strike after the triggering action resolves its effects. --- Speed 25 feet Melee Single Action dagger +13 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+6 piercing Ranged Single Action dagger +13 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+6 piercing Divine Prepared Spells DC 22, attack +14 - Cantrips (3rd) Chill Touch, Daze, Divine Lance, Light, Shield - 1st Alarm, Bane, Ray of Enfeeblement - 2nd Heal, Paranoia, Spiritual Weapon - 3rd Crisis of Faith, Vampiric Touch Cleric Domain Spells DC 22, 1 Focus Points - 3rd Waking Nightmare Divine Rituals - 2nd Consecrate\n","tradition":["Divine"],"skill_mod":{"society":9,"deception":13,"intimidation":13,"religion":11},"primary_source":"Kingmaker Adventure Path","spell":["Crisis of Faith","Vampiric Touch","Heal","Paranoia","Spiritual Weapon","Alarm","Bane","Ray of Enfeeblement","Chill Touch","Daze","Divine Lance","Light","Shield","Waking Nightmare"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":21,"item":["Leather Armor","Dagger","shabble","wand of heal (1st)","wooden religious symbol","23 sp"],"level":5,"spell_dc":[22,22],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2289","intelligence":0,"reflex_save":13,"strongest_save":["will"],"dexterity":2,"fortitude_save":9,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Malgorzata Niska","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[8,8],"slug":"creature-2289"},{"primary_source_category":"Adventure Paths","strength":3,"hp":95,"language":["Abyssal","Common","Jotun"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":4,"perception":11,"trait":["Giant","Troll","Unique","CE","Large"],"id":"creature-2290","text":" Gurija Unspecific Lore : DC 28 Specific Lore : DC 25 Gurija Source Kingmaker Adventure Path pg. 207 Perception +11; darkvision Languages Abyssal, Common, Jotun Skills Athletics +10, Deception +13, Intimidation +13, Religion +11 Str +3 Dex +2 Con +4 Int +0 Wis +0 Cha +4 Items Hide Armor, wand of shocking grasp (2nd) --- AC 21 Fort +13 Ref +13 Will +11 HP 95 , regeneration 20 (deactivated by acid or fire) Resistances electricity 5 Weaknesses fire 10 --- Speed 30 feet Melee Single Action jaws +12 (reach 10 feet), Damage 2d10+5 piercing Melee Single Action claws +12 (Agile, reach 10 feet), Damage 2d8+5 slashing Primal Spontaneous Spells DC 22, attack +14 - Cantrips (3rd) Electric Arc, Prestidigitation, Ray of Frost, Read Aura, Tanglefoot - 1st Fear, Magic Fang, Shocking Grasp - 2nd Dispel Magic, Hydraulic Push, Resist Energy - 3rd Lightning Bolt, Slow Sudden Stormburst Reaction (Evocation, Primal, Water) Requirement An ally within 60 feet is suffering persistent acid or fire damage. Effect Gurija summons a torrential but localized rainstorm around the ally that washes off any acid or douses any fire on it to immediately end persistent acid or fire damage. ","skill_mod":{"deception":13,"athletics":10,"intimidation":13,"religion":11},"primary_source":"Kingmaker Adventure Path","spell":["Lightning Bolt","Slow","Dispel Magic","Hydraulic Push","Resist Energy","Fear","Magic Fang","Shocking Grasp","Electric Arc","Prestidigitation","Ray of Frost","Read Aura","Tanglefoot"],"ac":21,"item":["Hide Armor","wand of shocking grasp (2nd)"],"level":5,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"electricity":5},"intelligence":0,"reflex_save":13,"strongest_save":["fort","fortitude","ref","reflex"],"vision":"Darkvision","fortitude_save":13,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Gurija","alignment":"CE","rarity":"unique","strike_damage_average":[14,16],"attack_bonus":[12,12],"constitution":4,"spell_attack_bonus":[14],"will_save":11,"speed":{"max":30,"land":30},"wisdom":0,"weakness":{"fire":10},"creature_ability":["Sudden Stormburst"],"primary_source_group":"Kingmaker","skill":["Athletics","Deception","Intimidation","Religion"],"tradition":["Primal"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2290","dexterity":2,"category":"creature","slug":"creature-2290"},{"attack_bonus":[21,21],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":120,"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":19,"charisma":3,"speed":{"max":30,"land":30},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Bloodcurdling Screech","Gnaw","Screeching Advance"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation"],"trait":["Animal","Unique","N","Huge"],"id":"creature-2291","text":" The Beast Recall Knowledge - Animal (Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 The Beast Source Kingmaker Adventure Path pg. 212 Perception +19; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +18, Athletics +20, Intimidation +18 Str +7 Dex +3 Con +6 Int -4 Wis +4 Cha +3 --- AC 28 Fort +21 Ref +16 Will +19 HP 120 --- Speed 30 feet Melee Single Action talon +21 (Agile), Damage 2d10+10 piercing plus Grab Melee Single Action beak +21, Damage 2d12+10 piercing Bloodcurdling Screech Single Action (Auditory, Emotion, Fear, Mental) The owlbear unleashes a loud screech that terrifies its prey. Each creature in an 80-foot emanation must attempt a DC 25 Will save. Regardless of the result, creatures are temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is fleeing for 1 round and frightened 3. Gnaw Single Action Requirements The owlbear has a creature grabbed with its talons. Effect The owlbear attempts to disembowel the creature with a beak Strike. If the Strike hits, the target must attempt a DC 28 Will save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 1 and slowed 1 as long as it remains sickened. Screeching Advance Two Actions (Auditory, Emotion, Fear, Mental) The owlbear makes a Bloodcurdling Screech and Strides twice. All creatures within 80 feet of the owlbear at any point during this movement are subjected to the effects of Bloodcurdling Screech. ","skill_mod":{"athletics":20,"intimidation":18,"acrobatics":18},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":28,"level":9,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2291","intelligence":-4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":21,"source_group":["Kingmaker"],"size":["Huge"],"spoilers":"Kingmaker","name":"The Beast","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[21,23],"slug":"creature-2291"},{"attack_bonus":[18,20,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":135,"language":["Draconic"],"immunity":["paralyzed","unconscious"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":16,"charisma":0,"speed":{"fly":60,"max":60,"land":20},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Savage","Powerful Dive","Punishing Momentum","Wyvern Poison"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Stealth"],"stealth":"15","trait":["Dragon","Unique","NE","Large"],"id":"creature-2292","text":" Bloom Wyvern Recall Knowledge - Dragon (Arcana): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Bloom Wyvern Source Kingmaker Adventure Path pg. 224 Perception +16; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +17, Athletics +18, Stealth +15 Str +6 Dex +3 Con +4 Int -2 Wis +4 Cha +0 --- AC 27 Fort +18 Ref +13 Will +16 HP 135 Immunities paralyzed, unconscious Attack of Opportunity Reaction Savage Reaction Trigger A creature grabbed by the wyvern critically fails a skill check to Escape. Effect The wyvern makes a stinger Strike against the triggering creature. --- Speed 20 feet, fly 60 feet Melee Single Action fangs +20 (reach 10 feet), Damage 2d12+9 piercing Melee Single Action claw +20, Damage 2d10+9 slashing plus Grab Melee Single Action stinger +18 (Agile, reach 10 feet), Damage 2d8+9 piercing plus wyvern venom Powerful Dive Two Actions (Move) The wyvern Flies up to its fly Speed and must both move forward at least 20 feet and descend at least 10 feet. If it ends the movement within melee reach of at least one enemy its size or smaller, it can make a claw Strike against that enemy. If the claw hits, as a free action the wyvern can either automatically Grab the target or knock it prone. Punishing Momentum Single Action Requirements The wyvern grabbed a creature this turn using Powerful Dive. Effect The wyvern can Fly at half Speed while holding the creature in its claws, carrying that creature along with it and dropping it at the end of its movement. Alternatively, the wyvern can Strike the creature with its stinger with a +2 circumstance bonus. Wyvern Poison (Poison) Saving Throw Fortitude DC 26; Maximum Duration 6 rounds; Stage 1 5d6 poison damage (1 round); Stage 2 6d6 poison damage (1 round); Stage 3 8d6 poison damage (1 round) ","skill_mod":{"stealth":15,"athletics":18,"acrobatics":17},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":27,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2292","intelligence":-2,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Bloom Wyvern","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[18,20,22],"slug":"creature-2292"},{"attack_bonus":[19],"constitution":2,"primary_source_category":"Adventure Paths","strength":0,"hp":120,"language":["Common","Hallit","Sylvan","Tien"],"source":["Kingmaker Adventure Path"],"type":"Creature","spell_attack_bonus":[18],"will_save":16,"charisma":4,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{},"primary_source_group":"Kingmaker","skill":["Acrobatics","Deception","Diplomacy","Intimidation","Performance","Occultism","Society"],"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2293","text":" Annamede Belavarah Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Annamede Belavarah Source Kingmaker Adventure Path pg. 225 Perception +16 Languages Common, Hallit, Sylvan, Tien Skills Acrobatics +16, Deception +18, Diplomacy +16, Intimidation +18, Performance +19, Occultism +14, Society +16 Str +0 Dex +4 Con +2 Int +2 Wis +2 Cha +4 Items +1 dagger , Leather Armor, lesser maestro's lute, 12 gp --- AC 26 Fort +14 Ref +18 Will +16 HP 120 --- Speed 25 feet Melee Single Action dagger +19 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+2 piercing Occult Spontaneous Spells DC 26, attack +18 - Cantrips (4th) Dancing Lights, Daze, Ghost Sound, Prestidigitation, Shield - 1st Command, Floating Disk, Sanctuary, Soothe (3 slots) - 2nd Comprehend Language, Mirror Image, Telekinetic Maneuver (3 slots) - 3rd Dream Message, Enthrall, Sound Burst (3 slotst) - 4th Dimension Door, Invisibility, Suggestion (3 slots) Bard Composition Spells DC 26, 2 Focus Points - 1st Counter Performance, Inspire Courage - 3rd Dirge of Doom\n","tradition":["Occult"],"skill_mod":{"society":16,"diplomacy":16,"performance":19,"deception":18,"intimidation":18,"occultism":14,"acrobatics":16},"primary_source":"Kingmaker Adventure Path","spell":["Dimension Door","Invisibility","Suggestion","Dream Message","Enthrall","Sound Burst","Comprehend Language","Mirror Image","Telekinetic Maneuver","Command","Floating Disk","Sanctuary","Soothe","Dancing Lights","Daze","Ghost Sound","Prestidigitation","Shield","Dirge of Doom","Counter Performance","Inspire Courage"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":26,"item":["+1 dagger","Leather Armor","lesser maestro's lute","12 gp"],"level":8,"spell_dc":[26,26],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2293","intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":14,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Annamede Belavarah","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[4],"slug":"creature-2293"},{"attack_bonus":[21],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":188,"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":18,"charisma":2,"speed":{"max":20,"land":20},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Petrifying Glance","Petrifying Gaze"],"primary_source_group":"Kingmaker","skill":["Athletics","Stealth"],"stealth":"18","trait":["Beast","Unique","CE","Medium"],"id":"creature-2294","text":" Freshly Bloomed Basilisk Recall Knowledge - Beast (Arcana, Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Freshly Bloomed Basilisk Source Kingmaker Adventure Path pg. 229 Perception +18; darkvision Languages Skills Athletics +19, Stealth +18 Str +6 Dex +1 Con +6 Int -3 Wis +3 Cha +2 --- AC 26 Fort +21 Ref +14 Will +18 HP 188 Petrifying Glance Reaction (arcane, aura, transmutation, visual) Trigger A creature within 30 feet that the basilisk can see starts its turn. Effect The target must attempt a DC 25 Fortitude save. If it fails, it's slow 1 for 1 minute as its body slowly stiffens. --- Speed 20 feet Melee Single Action jaws +21, Damage 2d12+9 piercing Petrifying Gaze Two Actions (Arcane, Incapacitation, Transmutation, Visual) The basilisk stares at a creature it can see within 30 feet. That creature must attempt a DC 27 Fortitude save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes slowed 1. If the creature was already slowed by this ability or Petrifying Glance, a failed save causes the creature to be petrified permanently. A creature petrified in this manner that is coated (not just splashed) with fresh basilisk blood (taken from a basilisk that has been dead no longer than 1 hour) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures in this manner. ","skill_mod":{"stealth":18,"athletics":19},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":26,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2294","intelligence":-3,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":21,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Freshly Bloomed Basilisk","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[22],"slug":"creature-2294"},{"primary_source_category":"Adventure Paths","strength":4,"hp":135,"language":["Abyssal","Common","Goblin"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":4,"perception":18,"stealth":"18","trait":["Humanoid","Unique","CE","Medium"],"id":"creature-2295","text":" Virthad Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Virthad Source Kingmaker Adventure Path pg. 237 Perception +18; darkvision Languages Abyssal, Common, Goblin Skills Deception +18, Diplomacy +16, Nature +15, Religion +17, Society +15, Stealth +18 Str +4 Dex +4 Con +3 Int +3 Wis +6 Cha +4 Items +1 striking dogslicer , robes, sack of flytrap pods --- AC 26 Fort +13 Ref +16 Will +18 HP 135 End the Charade Reaction ( <%TRAITS%15%%> attack <%END>) Trigger The doppelganger is transformed with Change Shape and another creature moves adjacent to it or takes a hostile action against it. Effect The doppelganger reverts to its natural form and can make a Strike against the triggering creature. If the creature was unaware the doppelganger was in disguise, that creature is flat-footed against this attack. --- Speed 25 feet Melee Single Action dogslicer +19 (Agile, Backstabber, Finesse, Goblin), Damage 2d6+7 slashing Arcane Innate Spells DC 23 - 3rd Mind Reading (at will) Divine Prepared Spells DC 26, attack +18 - Cantrips (4th) Daze, Divine Lance, Message, Read Aura, Shield - 1st Command, Ray of Enfeeblement, Sanctuary - 2nd Ghoulish Cravings, Heal, Silence - 3rd Blindness, Dispel Magic, Sound Burst - 4th Divine Wrath, Heal, Fear Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) The doppelganger takes on the specific appearance of any Small or Medium humanoid who it has seen and whose appearance it remembers. This doesn't change the doppelganger's Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning). Deploy Flytraps Two Actions (Divine, Transmutation) Requirements Virthad is carrying a sack of prepared flytrap pods; Effect Virthad dumps the contents of the sack into two adjacent squares while invoking prayers to Lamashtu. The pods grow into two elite snapping flytraps that immediately attack any non-worshipper of Lamashtu they can detect. ","skill_mod":{"society":15,"diplomacy":16,"deception":18,"nature":15,"stealth":18,"religion":17},"primary_source":"Kingmaker Adventure Path","spell":["Mind Reading","Divine Wrath","Heal","Fear","Blindness","Dispel Magic","Sound Burst","Ghoulish Cravings","Silence","Command","Ray of Enfeeblement","Sanctuary","Daze","Divine Lance","Message","Read Aura","Shield"],"ac":26,"item":["+1 striking dogslicer","robes","sack of flytrap pods"],"level":8,"spell_dc":[23,26],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Virthad","alignment":"CE","rarity":"unique","strike_damage_average":[14],"attack_bonus":[19],"constitution":3,"spell_attack_bonus":[18],"will_save":18,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["End the Charade","Change Shape","Deploy Flytraps"],"primary_source_group":"Kingmaker","skill":["Deception","Diplomacy","Nature","Religion","Society","Stealth"],"tradition":["Arcane","Divine"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2295","dexterity":4,"category":"creature","slug":"creature-2295"},{"attack_bonus":[13],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":75,"language":["Abyssal","Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","spell_attack_bonus":[13],"will_save":15,"charisma":0,"speed":{"max":25,"land":25},"perception":13,"wisdom":4,"weakness":{},"creature_ability":["Absorb the Bloom"],"primary_source_group":"Kingmaker","skill":["Deception","Intimidation","Nature","Religion"],"trait":["Human","Humanoid","Rare","CE","Medium"],"id":"creature-2296","text":" Bloom Cultist Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Bloom Cultist Source Kingmaker Adventure Path pg. 240 Perception +13 Languages Abyssal, Common Skills Deception +11, Intimidation +11, Nature +13, Religion +13 Str +3 Dex +3 Con +2 Int +0 Wis +4 Cha +0 Items +1 kukri , robes --- AC 22 Fort +11 Ref +12 Will +15 HP 75 --- Speed 25 feet Melee Single Action kukri +13 (Agile, Finesse, Trip), Damage 1d6+5 slashing Divine Spells Prepared DC 21, attack +13 - Cantrips (3rd) Divine Lance, Forbidding Ward, Message, Read Aura, Shield - 1st Alarm, Command, Ray of Enfeeblement - 2nd Dispel Magic, Heal, Spiritual Weapon - 3rd Chilling Darkness, Harm Rituals - 1st monstrous bloom Absorb the Bloom Single Action (Divine, Manipulate, Necromancy) The bloom cultist places a hand against the wall or floor in the Cradle of Lamashtu and utters a prayer to the Mother of Monsters. Filaments of fungus slither up into the cultist's flesh, healing 4d6 points of damage. The cultist can't Absorb the Bloom for 24 hours. ","tradition":["Divine"],"skill_mod":{"deception":11,"nature":13,"intimidation":11,"religion":13},"primary_source":"Kingmaker Adventure Path","spell":["Chilling Darkness","Harm","Dispel Magic","Heal","Spiritual Weapon","Alarm","Command","Ray of Enfeeblement","Divine Lance","Forbidding Ward","Message","Read Aura","Shield"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":22,"item":["+1 kukri","robes"],"level":5,"spell_dc":[21],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2296","intelligence":0,"reflex_save":12,"strongest_save":["will"],"dexterity":3,"fortitude_save":11,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Bloom Cultist","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[8],"slug":"creature-2296"},{"attack_bonus":[19],"constitution":2,"primary_source_category":"Adventure Paths","strength":-5,"hp":120,"language":["Common","Gnomish","Sylvan"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":19,"charisma":2,"speed":{"fly":25,"max":25},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Site Bound","Rejuvenation","Frightful Moan","Telekinetic Assault"],"primary_source_group":"Kingmaker","skill":["Nature","Religion","Stealth"],"stealth":"17","trait":["Ghost","Incorporeal","Spirit","Undead","Unique","N","Small"],"id":"creature-2297","text":" Jin Durwhimmer Recall Knowledge - Spirit (Occultism): DC 36 Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Jin Durwhimmer Source Kingmaker Adventure Path pg. 245 Perception +19; darkvision Languages Common, Gnomish, Sylvan Skills Nature +17, Religion +17, Stealth +17 Str -5 Dex +4 Con +2 Int +2 Wis +4 Cha +2 Site Bound A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location. --- AC 25 Fort +15 Ref +19 Will +19 HP 120 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Rejuvenation (divine, necromancy) Jin is put to rest if both Darivan (area C7) and the bloom of Lamashtu (area C10) are defeated. --- Speed fly 25 feet Melee Single Action ghostly hand +19 (Agile, Finesse, Magical), Damage 2d8+10 negative Rituals - 6th Awaken Animal, Commune with Nature, Primal Call Frightful Moan Two Actions (Auditory, Primal, Emotion, Enchantment, Fear, Mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute. Telekinetic Assault Two Actions (Primal, Evocation) The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 5d6 bludgeoning damage, subject to a basic Reflex save. ","skill_mod":{"nature":17,"stealth":17,"religion":17},"primary_source":"Kingmaker Adventure Path","trait_group":["Monster","Creature Type","Rarity"],"ac":25,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=2297","intelligence":2,"reflex_save":19,"strongest_save":["ref","reflex","will"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Jin Durwhimmer","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[19],"slug":"creature-2297"},{"attack_bonus":[23,23,23,23],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":195,"language":["Abyssal"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":19,"charisma":0,"speed":{"fly":40,"max":40,"land":25},"perception":21,"wisdom":5,"weakness":{},"creature_ability":["Life Bloom","Of Three Minds","Three Headed","Triple Opportunity","Attack of Opportunity","Bloom Stride","Bloom Venom","Breath Weapon","Frightening Rattle","Three-Headed Strike"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics"],"trait":["Beast","Mutant","Unique","CE","Huge"],"id":"creature-2298","text":" Akuzhail Recall Knowledge - Beast (Arcana, Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Akuzhail Source Kingmaker Adventure Path pg. 247 Perception +21; darkvision, scent (imprecise) 30 feet Languages Abyssal Skills Acrobatics +19, Athletics +21 Str +7 Dex +3 Con +5 Int -3 Wis +5 Cha +0 --- AC 29 Fort +21 Ref +17 Will +19 HP 195 Resistances acid 10, poison 10 Life Bloom ( <%TRAITS%33%%> conjuration <%END>, <%TRAITS%40%%> death <%END>, <%TRAITS%134%%> primal When Akuzhail dies <%END>, its body explodes in a riot of seething vegetation and raw life. All living creatures within a 60-foot radius are restored 12d6 Hit Points from this energy. A fully grown bloom of Lamashtu emerges from the carcass, but it can take no actions on this round. Next round, this bloom of Lamashtu enters combat at the same point in the turn during which Akuzhail perished on the previous round, but the bloom is slowed 1. At the end of the bloom's turn, it attempts a DC 11 flat check) on a success it loses the slowed 1 condition at the start of its next turn. Of Three Minds Reaction Trigger Akuzhail fails or critically fails a Will save Effect Akuzhail rerolls the Will save with a –4 penalty. If it fails this second save, it may make a third attempt but with a –8 penalty. It cannot make a third attempt if its second attempt was a critical failure. Three Headed Any ability that would sever a chimera's head (such as a critical hit with a vorpal weapon) severs one head at random. Losing a head doesn't kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head's Breath Weapon. Triple Opportunity A chimera gains 2 extra reactions each round that it can use only to make Attacks of Opportunity. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions. Attack of Opportunity Reaction --- Speed 25 feet, fly 40 feet, bloom stride Melee Single Action vulture beak +23, Damage 2d8+11 slashing plus1d8 bleed Melee Single Action snake fangs +23, Damage 2d12+11 piercing plus bloom venom Melee Single Action centipede mandibles +23, Damage 2d6+11 piercing plus 2d6 acid Melee Single Action claw +23 (Agile), Damage 2d8+11 slashing Bloom Stride Akuzhail can move through the undergrowth in area C10 without issue and does not treat this cavern as difficult terrain. Bloom Venom (Poison, Primal) Saving Throw Fortitude DC 29; Maximum Duration 6 rounds; Stage 1 2d6 poison and enfeebled 1; Stage 2 2d6 poison and enfeebled 2; Stage 3 2d10 poison, enfeebled 2, and exposure to Lamashtu's bloom. Breath Weapon Two Actions (Primal, Evocation) Akuzhail breathes a 60-foot line of venom from its snake mouth that deals 11d6 poison damage (DC 29 basic Fortitude save). Akuzhail can't use Breath Weapon for 1d4 rounds. Frightening Rattle Single Action (Emotion, Enchantment, Fear, Mental, Primal, Sonic) Akuzhail shakes the rattle at the end of its tail to distract and frighten its enemies. Any creature within 30 feet must succeed at a DC 29 Will save or become frightened 1 (frightened 2 on a critical failure). On a critical success, a creature is temporarily immune to Akuzhail's Frightening Rattle for 24 hours. Three-Headed Strike Two Actions Akuzhail makes a Strike with its vulture beak, snake fangs, and centipede mandibles, each at a –2 penalty and targeting a different creature. These Strikes count as only one attack for its multiple attack penalty, and the penalty doesn't increase until it has made all three attacks. ","skill_mod":{"athletics":21,"acrobatics":19},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Monster","Rarity"],"ac":29,"level":10,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{"acid":10,"poison":10},"url":"/Monsters.aspx?ID=2298","intelligence":-3,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":21,"source_group":["Kingmaker"],"size":["Huge"],"spoilers":"Kingmaker","name":"Akuzhail","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[20,24,24,25],"slug":"creature-2298"},{"attack_bonus":[20],"constitution":3,"primary_source_category":"Adventure Paths","strength":-3,"hp":100,"language":["Cyclops","Daemonic","Jotun","Necril"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":16,"charisma":0,"speed":{"fly":40,"max":40,"land":10},"perception":18,"wisdom":6,"weakness":{},"creature_ability":["Cunning","Death Throes"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Stealth","Thievery"],"stealth":"18","trait":["Animal","Minion","Unique","NE","Tiny"],"id":"creature-2299","text":" Horagnamon Recall Knowledge - Animal (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Horagnamon Source Kingmaker Adventure Path pg. 254 Perception +18; low-light vision Languages Cyclops, Daemonic, Jotun, Necril Skills Acrobatics +18, Stealth +18, Thievery +18 Str -3 Dex +6 Con +3 Int +0 Wis +6 Cha +0 Cunning Horagnamon can use simple items as tools, such as poking a stick at an opening to tease out a piece of food. He's also quite adept at stealing objects. He can't use Thievery to Palm an Object, Disable a Device, or Pick a Lock, but he can use Thievery to Steal light objects that he can carry in his beak or talons or to accomplish other relatively simple tasks. --- AC 28 Fort +13 Ref +20 Will +16 HP 100 Death Throes Reaction ( <%DOMAINS%7%%> death <%END>, <%TRAITS%117%%> necromancy <%END>, <%TRAITS%120%%> occult Trigger Horagnamon takes any damage or suffers a condition while Vordakai is using Familiar Farsight <%END>) Effect Horagnamon dies, then bursts into a 30-foot-diameter burst of feathers and seething black tendrils of smoke and energy. All creatures in this area must attempt a DC 23 Fortitude save. Critical Success The creature takes no damage. Success The creature takes 3d10 negative damage. Failure The creature takes 6d10 negative damage and becomes drained 1. Critical Failure The creature takes 12d10 negative damage and becomes drained 2. --- Speed 10 feet, fly 40 feet Melee Single Action beak +20 (Finesse), Damage 1d6 piercing\n","skill_mod":{"thievery":18,"stealth":18,"acrobatics":18},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Mechanics","Rarity"],"ac":28,"level":8,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2299","intelligence":0,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":13,"source_group":["Kingmaker"],"size":["Tiny"],"spoilers":"Kingmaker","name":"Horagnamon","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[3],"slug":"creature-2299"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":0,"hp":150,"immunity":["precision","swarm mind"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":9,"charisma":0,"speed":{"fly":40,"max":40,"land":10},"perception":19,"wisdom":6,"weakness":{"area":10,"splash":10},"creature_ability":["Enraged Cunning","Swarming Beaks"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Thievery"],"trait":["Animal","Rare","Swarm","N","Large"],"id":"creature-2300","text":" Murder Of Crows Recall Knowledge - Animal (Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Murder Of Crows Source Kingmaker Adventure Path pg. 257 Perception +19; low-light vision Languages Skills Acrobatics +19, Thievery +19 Str +0 Dex +6 Con +4 Int -4 Wis +6 Cha +0 --- AC 27 Fort +7 Ref +12 Will +9 HP 150 Immunities precision, swarm mind Resistances bludgeoning 5, piercing 10, slashing 10 Weaknesses area damage 10, splash damage 10 --- Speed 10 feet, fly 40 feet Enraged Cunning A murder of crows can get past most barriers to hound their prey. Simple latches, unsecured chimney flues, loosely shuttered windows, and similar obstacles rarely keep a murder away. A murder of crows automatically bypasses many of these simple obstructions and can attempt a DC 25 Thievery check to get through more complex obstructions (such as closed windows or simple barricades). Swarming Beaks Single Action The crows' angry pecking deals 2d8 piercing damage to each enemy in the swarm's space (DC 28 basic Reflex save). A creature that critically fails its save is blinded for 1d6 rounds as the crows focus their attacks on the target's vulnerable face. ","skill_mod":{"thievery":19,"acrobatics":19},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity","Monster"],"ac":27,"level":9,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":5,"piercing":10,"slashing":10},"url":"/Monsters.aspx?ID=2300","intelligence":-4,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":7,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Murder Of Crows","alignment":"N","category":"creature","rarity":"rare","slug":"creature-2300"},{"primary_source_category":"Adventure Paths","strength":4,"hp":155,"language":["Aklo","Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":6,"perception":19,"stealth":"17","trait":["Gnome","Humanoid","Spriggan","Unique","CE","Small"],"id":"creature-2301","text":" Agai Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Agai Source Kingmaker Adventure Path pg. 264 Perception +19; low-light vision Languages Aklo, Common Skills Acrobatics +19, Athletics +17, Intimidation +19, Society +15, Stealth +17, Survival +17, Thievery +19 Str +4 Dex +6 Con +4 Int +2 Wis +4 Cha +6 Items Bag of Holding (type II), Breastplate, lesser healing potions (3), +1 morningstar , +1 striking crossbow (20 bolts), 30 gp --- AC 28 Fort +17 Ref +21 Will +19 HP 155 Enraged Growth Reaction ( <%TRAITS%127%%> polymorph <%END>, <%TRAITS%134%%> primal <%END>, <%TRAITS%157%%> transmutation Trigger The spriggan warlord takes damage <%END>) Effect The spriggan warlord grows to size Large, along with their equipment (which returns to natural size if removed). The spriggan warlord's reach increases by 5 feet. They regain 15 Hit Points and gain a +2 status bonus to melee attack and damage rolls. This effect continues until the end of the spriggan warlord's next turn, but on any turn in which the spriggan warlord deals damage to another creature and is not fatigued, the effect extends until the end of the following turn. When Enraged Growth ends, the spriggan warlord is fatigued for 1 hour. --- Speed 20 feet Melee Single Action morningstar +16 (versatile P), Damage 1d6+8 bludgeoning Ranged Single Action crossbow +21 (range increment 120 feet, reload 0), Damage 2d10+8 piercing Primal Innate Spells DC 27 - Cantrips (4th) Dancing Lights - 2nd Blur - 3rd Dispel Magic - 4th Fear, Fly, Shatter Sneak Attack Agai's Strikes deal an additional 2d6 precision damage to flat-footed creatures. Warlord's Training A spriggan warlord has access to the critical specialization effects for crossbows and morningstars, and the reload of any crossbow they wield is reduced by 1 (to a minimum of 0). ","skill_mod":{"society":15,"thievery":19,"survival":17,"stealth":17,"athletics":17,"intimidation":19,"acrobatics":19},"primary_source":"Kingmaker Adventure Path","spell":["Fear","Fly","Shatter","Dispel Magic","Blur","Dancing Lights"],"ac":28,"item":["Bag of Holding (type II)","Breastplate","lesser healing potions (3)","+1 morningstar","+1 striking crossbow (20 bolts)","30 gp"],"level":9,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":2,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":17,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Agai","alignment":"CE","rarity":"unique","strike_damage_average":[11,19],"attack_bonus":[16,21],"constitution":4,"will_save":19,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{},"creature_ability":["Enraged Growth","Sneak Attack","Warlord's Training"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation","Society","Stealth","Survival","Thievery"],"tradition":["Primal"],"trait_group":["Ancestry","Weapon","Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2301","dexterity":6,"category":"creature","slug":"creature-2301"},{"attack_bonus":[12,14,14],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":75,"language":["Common","Elven","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":15,"charisma":1,"speed":{"max":40,"land":40},"perception":13,"wisdom":4,"weakness":{},"creature_ability":["Trample"],"primary_source_group":"Kingmaker","skill":["Athletics","Diplomacy","Intimidation","Nature","Survival"],"trait":["Beast","Rare","N","Large"],"id":"creature-2302","text":" Centaur Scout Recall Knowledge - Beast (Arcana, Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Centaur Scout Source Kingmaker Adventure Path pg. 267 Perception +13; darkvision Languages Common, Elven, Sylvan Skills Athletics +12, Diplomacy +8, Intimidation +12, Nature +11, Survival +13 Str +5 Dex +3 Con +2 Int +0 Wis +4 Cha +1 Items Leather Armor, Spear --- AC 22 Fort +11 Ref +12 Will +15 HP 75 --- Speed 40 feet Melee Single Action spear +14, Damage 1d6+8 piercing Melee Single Action hoof +14 (Agile), Damage 1d10+8 bludgeoning Ranged Single Action spear +12 (thrown 20 feet), Damage 1d6+8 piercing Trample Three Actions Medium or smaller, hoof, DC 22 ","skill_mod":{"diplomacy":8,"nature":11,"survival":13,"athletics":12,"intimidation":12},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":22,"item":["Leather Armor","Spear"],"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2302","intelligence":0,"reflex_save":12,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":11,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Centaur Scout","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[11,11,13],"slug":"creature-2302"},{"primary_source_category":"Adventure Paths","strength":5,"hp":120,"language":["Common","Elven","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":4,"perception":17,"trait":["Beast","Unique","CN","Large"],"id":"creature-2303","text":" Aecora Silverfire Recall Knowledge - Beast (Arcana, Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Aecora Silverfire Source Kingmaker Adventure Path pg. 269 Perception +17; darkvision Languages Common, Elven, Sylvan Skills Athletics +14, Diplomacy +13, Intimidation +17, Nature +15, Religion +17, Survival +17 Str +5 Dex +2 Con +4 Int +2 Wis +6 Cha +4 Items Breastplate, +1 spear , Wooden Shield (Hardness 3, HP 12, BT 6) --- AC 25 Fort +15 Ref +13 Will +17 HP 120 --- Speed 40 feet Melee Single Action spear +17, Damage 1d6+8 piercing Melee Single Action hoof +16 (Agile), Damage 1d10+8 piercing Ranged Single Action spear +14 (thrown 20 feet), Damage 1d6+8 piercing Divine Spells Prepared DC 25, attack +17 - Cantrips (4th) Daze, Disrupt Undead, Know Direction, Message, Stabilize - 1st Command, Ray of Enfeeblement, Sanctuary - 2nd Heal, Restoration, Silence - 3rd Dream Message, Heal, Sound Burst - 4th Heal, Outcast's Curse Trample Three Actions Medium or smaller, hoof, DC 25 ","skill_mod":{"diplomacy":13,"nature":15,"survival":17,"athletics":14,"intimidation":17,"religion":17},"primary_source":"Kingmaker Adventure Path","spell":["Heal","Outcast's Curse","Dream Message","Sound Burst","Restoration","Silence","Command","Ray of Enfeeblement","Sanctuary","Daze","Disrupt Undead","Know Direction","Message","Stabilize"],"ac":25,"item":["Breastplate","+1 spear","Wooden Shield (Hardness 3, HP 12, BT 6)"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Aecora Silverfire","alignment":"CN","rarity":"unique","strike_damage_average":[11,11,13],"attack_bonus":[14,16,17],"constitution":4,"spell_attack_bonus":[17],"will_save":17,"speed":{"max":40,"land":40},"wisdom":6,"weakness":{},"creature_ability":["Trample"],"primary_source_group":"Kingmaker","skill":["Athletics","Diplomacy","Intimidation","Nature","Religion","Survival"],"tradition":["Divine"],"trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=2303","dexterity":2,"category":"creature","slug":"creature-2303"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Adventure Paths","strength":7,"hp":160,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":12,"charisma":-2,"speed":{"max":25,"land":25},"perception":8,"wisdom":0,"weakness":{"vitality":10},"creature_ability":["Slow"],"primary_source_group":"Kingmaker","skill":["Athletics"],"trait":["Mindless","Undead","Zombie","NE","Large"],"id":"creature-2304","text":" Cyclops Zombie Recall Knowledge - Undead (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Cyclops Zombie Source Kingmaker Adventure Path pg. 275 Perception +8; darkvision Languages Skills Athletics +18 Str +7 Dex -1 Con +4 Int -5 Wis +0 Cha -2 Slow A cyclops zombie is permanently slowed 1 and can't use reactions. --- AC 21 Fort +16 Ref +9 Will +12 HP 160 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances All 7 (except positive and critical hits) Weaknesses critical hits 14, positive 10 --- Speed 25 feet Melee Single Action fist +17 (reach 10 feet), Damage 2d10+9 bludgeoning\n","skill_mod":{"athletics":18},"primary_source":"Kingmaker Adventure Path","trait_group":["Monster","Creature Type"],"ac":21,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2304","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":16,"source_group":["Kingmaker"],"size":["Large"],"name":"Cyclops Zombie","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[20],"slug":"creature-2304"},{"attack_bonus":[24,24],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":195,"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":21,"charisma":0,"speed":{"max":35,"land":5,"swim":35},"perception":21,"wisdom":6,"weakness":{},"creature_ability":["Deep Breath","Long Neck","Attack of Opportunity","Drag Below","Thrashing Retreat"],"primary_source_group":"Kingmaker","skill":["Athletics"],"trait":["Animal","Rare","N","Huge"],"id":"creature-2305","text":" River Elasmosaurus Recall Knowledge - Animal (Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 River Elasmosaurus Source Kingmaker Adventure Path pg. 275 Perception +21; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +22 Str +7 Dex +5 Con +6 Int -4 Wis +6 Cha +0 Deep Breath The elasmosaurus can hold its breath for 2 hours. --- AC 31 Fort +23 Ref +18 Will +21 HP 195 Long Neck An elasmosaurus's long neck allows it to interact with the surface while its body remains submerged underwater. While submerged no deeper than 15 feet underwater, an elasmosaurus can still stick its head up to breathe. An elasmosaurus gains cover against attacks made against creatures who are above the water's surface while it is underwater, even if its head is above the surface. Attack of Opportunity Reaction Jaws only. --- Speed 5 feet, swim 35 feet Melee Single Action jaws +24 (reach 15 feet), Damage 2d12+13 piercing plus Grab Melee Single Action paddle +24, Damage 3d6+13 bludgeoning Drag Below Single Action (Attack) The elasmosaurus attempts an Athletics check against a grabbed foe's Fortitude DC. If the elasmosaurus succeeds, the foe is forcibly moved 5 feet toward the elasmosaurus's body. If the elasmosaurus critically succeeds, the foe is moved 10 feet towards the elasmosaurus's body. Thrashing Retreat Two Actions A swimming elasmosaurus thrashes the area around it as it attempts to flee. It makes two paddle Strikes, each of which must be against separate targets, and each of which takes the normal multiple attack penalty. It then Swims up to its swim Speed. This Swim does not trigger reactions based on movement. ","skill_mod":{"athletics":22},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":31,"level":11,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2305","intelligence":-4,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":23,"source_group":["Kingmaker"],"size":["Huge"],"spoilers":"Kingmaker","name":"River Elasmosaurus","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[23,26],"slug":"creature-2305"},{"primary_source_category":"Adventure Paths","strength":0,"hp":140,"language":["Common","Draconic","Hallit","Jotun","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":4,"perception":18,"trait":["Undead","Unique","NE","Medium"],"id":"creature-2306","text":" Cephal Lorentus Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Cephal Lorentus Source Kingmaker Adventure Path pg. 280 Perception +18; darkvision Languages Common, Draconic, Hallit, Jotun, Sylvan Skills Arcana +20, Diplomacy +17, Nature +19, Society +19, Survival +17 Str +0 Dex +2 Con +0 Int +6 Wis +2 Cha +4 Items +1 dagger , ring of wizardry I , tattered robes --- AC 28 Fort +15 Ref +15 Will +21 HP 140 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances bludgeoning 10, piercing 10 --- Speed 25 feet Melee Single Action dagger +18 (Agile, Finesse, Magical, versatile S), Damage 1d4+2 piercing plus 4d6 negative Melee Single Action jaws +15, Damage 2d6+2 piercing plus 4d6 negative Arcane Innate Spells DC 29, attack +20 - Cantrips (5th) Detect Magic, Electric Arc, Light, Message, Shield - 1st Command, Feather Fall, Magic Missile, Mending, Unseen Servant - 2nd Acid Arrow, Mirror Image, Telekinetic Maneuver - 3rd Lightning Bolt, Slow, Vampiric Touch - 4th Dispel Magic, Fly, Resist Energy - 5th Fireball, Sending Feasting Bite If Cephal critically succeeds at a jaws Strike against a foe or successfully hits a helpless foe with a jaws Strike, he gnaws upon the foe's flesh and drains its life force to bolster his own health. This restores 3d6 HP to Cephal (he gains any excess HP as temporary HP, and also becomes quickened 1 during his next turn; he may use his extra action only to make a jaws Strike).Feasting Bite; If Cephal critically succeeds at a jaws Strike against a foe or successfully hits a helpless foe with a jaws Strike, he gnaws upon the foe's flesh and drains its life force to bolster his own health. This restores 3d6 HP to Cephal (he gains any excess HP as temporary HP, and also becomes quickened 1 during his next turn; he may use his extra action only to make a jaws Strike). ","skill_mod":{"society":19,"diplomacy":17,"nature":19,"survival":17,"arcana":20},"primary_source":"Kingmaker Adventure Path","spell":["Fireball","Sending","Dispel Magic","Fly","Resist Energy","Lightning Bolt","Slow","Vampiric Touch","Acid Arrow","Mirror Image","Telekinetic Maneuver","Command","Feather Fall","Magic Missile","Mending","Unseen Servant","Detect Magic","Electric Arc","Light","Message","Shield"],"ac":28,"item":["+1 dagger","ring of wizardry I","tattered robes"],"level":9,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":10,"piercing":10},"intelligence":6,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Cephal Lorentus","alignment":"NE","rarity":"unique","strike_damage_average":[18,23],"attack_bonus":[15,18],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[20],"will_save":21,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Feasting Bite"],"primary_source_group":"Kingmaker","skill":["Arcana","Diplomacy","Nature","Society","Survival"],"tradition":["Arcane"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=2306","dexterity":2,"category":"creature","slug":"creature-2306"},{"attack_bonus":[22,22,23],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":175,"language":["Common","Skald"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":16,"charisma":4,"speed":{"max":25,"land":25},"perception":16,"wisdom":0,"weakness":{},"creature_ability":["Attack of Opportunity","Sneak Attack","Twin Feint","Twin Parry"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Intimidation","Warfare Lore"],"trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-2307","text":" Ameon Trask Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Ameon Trask Source Kingmaker Adventure Path pg. 298 Perception +16 Languages Common, Skald Skills Acrobatics +21, Athletics +19, Deception +20, Intimidation +20, Warfare Lore +16 Str +3 Dex +5 Con +3 Int +0 Wis +0 Cha +4 Items +1 chain mail , Composite Shortbow (20 arrows), +1 striking short sword , cold iron short sword, Invisibility Potion, moderate healing potion, 50 gp --- AC 30 Fort +19 Ref +21 Will +16 HP 175 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action short sword +23 (Agile, Finesse, versatile S), Damage 2d6+9 piercing Melee Single Action cold iron short sword +22 (Agile, Finesse, versatile S), Damage 1d6+9 piercing Ranged Single Action composite shortbow +22 (deadly d10, Propulsive), Damage 1d6+9 piercing Sneak Attack Ameon Trask deals 2d6 extra precision damage to flat-footed creatures. Twin Feint Two Actions Ameon Trask makes a series of attacks with both short swords, using the first attack to throw his foe off guard against a second attack at a different angle. He makes one Strike with each of his short swords, both against the same target. The target is automatically flat-footed against the second attack. Apply Ameon Trask's multiple attack penalty to the Strikes normally. Twin Parry Single Action Ameon uses his two short swords to parry attacks. He gains a +2 circumstance bonus to AC until the start of his next turn, but loses this bonus if he no longer wields a weapon in each hand. ","skill_mod":{"deception":20,"athletics":19,"intimidation":20,"acrobatics":21},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":30,"item":["+1 chain mail","Composite Shortbow (20 arrows)","+1 striking short sword","cold iron short sword","Invisibility Potion","moderate healing potion","50 gp"],"level":10,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2307","intelligence":0,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":19,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Ameon Trask","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[12,12,16],"slug":"creature-2307"},{"attack_bonus":[17,19],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":135,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":16,"charisma":2,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block","Formation Fighters","Intimidating Strike","Raise Shield"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation"],"trait":["Human","Humanoid","Uncommon","NE","Medium"],"id":"creature-2308","text":" Drelev Guard Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Drelev Guard Source Kingmaker Adventure Path pg. 304 Perception +16 Languages Common Skills Athletics +18, Intimidation +16 Str +4 Dex +2 Con +4 Int +0 Wis +2 Cha +2 Items Breastplate, Composite Longbow (20 arrows), +1 striking longsword, Steel Shield (Hardness 5, HP 20 [BT 10]), 10 gp --- AC 27 Fort +18 Ref +14 Will +16 HP 135 Attack of Opportunity Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action longsword +19 (versatile P), Damage 2d8+8 slashing Ranged Single Action composite longbow +17 (deadly d10, range 100 feet, reload 0, volley 30 feet), Damage 1d8+8 piercing Formation Fighters A Drelev guard gains a +2 circumstance bonus on attack and damage rolls as long as he is adjacent to at least two other Drelev guards. Intimidating Strike Two Actions (Emotion, Fear, Mental) The Drelev guard makes a melee Strike. If he hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit. Raise Shield Single Action ","skill_mod":{"athletics":18,"intimidation":16},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":27,"item":["Breastplate","Composite Longbow (20 arrows)","+1 striking longsword","Steel Shield (Hardness 5, HP 20 [BT 10])","10 gp"],"level":8,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2308","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":18,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Drelev Guard","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[12,17],"slug":"creature-2308"},{"attack_bonus":[14,15],"constitution":1,"primary_source_category":"Adventure Paths","strength":0,"hp":75,"language":["Common","Elven"],"source":["Kingmaker Adventure Path"],"type":"Creature","spell_attack_bonus":[13],"will_save":15,"charisma":3,"speed":{"max":25,"land":25},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Vengeful Sting","Divine Font","Sneak Attack"],"primary_source_group":"Kingmaker","skill":["Gambling Lore","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"stealth":"12","trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2309","text":" Satinder Morne Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Satinder Morne Source Kingmaker Adventure Path pg. 306 Perception +15 Languages Common, Elven Skills Gambling Lore +12, Deception +14, Diplomacy +12, Intimidation +12, Religion +13, Society +12, Stealth +12 Str +0 Dex +3 Con +1 Int +1 Wis +4 Cha +3 Items daggers (6), Leather Armor, religious symbol of Calistria, ruby ring worth 20 gp, 5 gp --- AC 22 Fort +10 Ref +12 Will +15 HP 75 Vengeful Sting Reaction Trigger A creature damages Satinder Morne with a melee Strike Effect Satinder Morne makes a melee Strike against the triggering creature. She suffers a –2 penalty on the attack roll but gains a +2 bonus on the damage roll if the Strike hits. --- Speed 25 feet Melee Single Action dagger +15 (Agile, Finesse, versatile S), Damage 1d4+6 piercing Ranged Single Action dagger +14 (thrown 10 ft.), Damage 1d4+6 piercing Divine Spells Prepared DC 23, attack +13 - Cantrips (4th) Detect Magic, Divine Lance, Light, Prestidigitation, Shield - 1st Charm, Ray of Enfeeblement, Sanctuary - 2nd Calm Emotions, Silence, Undetectable Alignment - 3rd Blindness, Enthrall, Heal (×4), Vampiric Touch Cleric Domain Spells DC 23, 1 Focus Point - 1st Charming Touch Divine Font heal Sneak Attack Satinder Morne deals 1d6 extra precision damage to flat-footed creatures. ","tradition":["Divine"],"skill_mod":{"society":12,"diplomacy":12,"deception":14,"stealth":12,"intimidation":12,"religion":13},"primary_source":"Kingmaker Adventure Path","spell":["Blindness","Enthrall","Heal","Vampiric Touch","Calm Emotions","Silence","Undetectable Alignment","Charm","Ray of Enfeeblement","Sanctuary","Detect Magic","Divine Lance","Light","Prestidigitation","Shield","Charming Touch"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":22,"item":["daggers (6)","Leather Armor","religious symbol of Calistria","ruby ring worth 20 gp","5 gp"],"level":6,"spell_dc":[23,23],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2309","intelligence":1,"reflex_save":12,"strongest_save":["will"],"dexterity":3,"fortitude_save":10,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Satinder Morne","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[8,8],"slug":"creature-2309"},{"primary_source_category":"Adventure Paths","strength":1,"hp":180,"language":["Auran","Common","Terran"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":2,"perception":22,"stealth":"22","trait":["Air","Earth","Elemental","Unique","LE","Small"],"id":"creature-2310","text":" Lintwerth Recall Knowledge - Elemental (Arcana, Nature): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Lintwerth Source Kingmaker Adventure Path pg. 310 Perception +22; darkvision Languages Auran, Common, Terran Skills Acrobatics +22, Stealth +22 Str +1 Dex +7 Con +3 Int +2 Wis +5 Cha +2 --- AC 32 Fort +18 Ref +24 Will +22 HP 180 (fast healing 10 (in dust or sand)) Immunities bleed, paralyzed, poison, sleep --- Speed 20 feet, fly 35 feet Melee Single Action claw +24 (Agile, Finesse), Damage 1d6+5 slashing Arcane Innate Spells DC 30 - 2nd Glitterdust - 5th Sending - 6th Elemental Form Breath Weapon Two Actions (Air, Arcane, Earth) Lintwerth breathes a cloud of dust in a 15-foot cone that deals 6d6 slashing damage to each creature within the area (DC 30 basic Reflex save). The air in this area remains thick with dust for the next 4 rounds; while Lintwerth is in this area his fast healing functions normally, but other breathing creatures who end their turn in the area must make a DC 30 Fortitude save or become sickened 1 (sickened 2 on a critical failure) from coughing on the dusty air. Lintwerth can't use Breath Weapon again for 1d4 rounds. ","element":["Air","Earth"],"skill_mod":{"stealth":22,"acrobatics":22},"primary_source":"Kingmaker Adventure Path","spell":["Elemental Form","Sending","Glitterdust"],"ac":32,"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Lintwerth","alignment":"LE","rarity":"unique","strike_damage_average":[8],"attack_bonus":[24],"constitution":3,"immunity":["bleed","paralyzed","poison","sleep"],"will_save":22,"speed":{"fly":35,"max":35,"land":20},"wisdom":5,"weakness":{},"creature_ability":["Breath Weapon"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Stealth"],"tradition":["Arcane"],"trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2310","dexterity":7,"category":"creature","slug":"creature-2310"},{"attack_bonus":[21,21,24],"constitution":2,"primary_source_category":"Adventure Paths","strength":0,"hp":210,"language":["Auran","Common","Hallit","Jotun","Skald"],"source":["Kingmaker Adventure Path"],"type":"Creature","spell_attack_bonus":[23],"will_save":22,"charisma":2,"speed":{"max":25,"land":25},"perception":25,"wisdom":3,"weakness":{},"creature_ability":["Drain Lintwerth","Steady Spellcasting","Recall Lintwerth","Quickened Casting","Enhanced Familiar"],"primary_source_group":"Kingmaker","skill":["Academia Lore","Arcana","Crafting","Diplomacy","Nature","Occultism","Society"],"trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-2311","text":" Imeckus Stroon Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Imeckus Stroon Source Kingmaker Adventure Path pg. 311 Perception +25 Languages Auran, Common, Hallit, Jotun, Skald Skills Academia Lore +25, Arcana +25, Crafting +23, Diplomacy +22, Nature +21, Occultism +25, Society +23 Str +0 Dex +4 Con +2 Int +5 Wis +3 Cha +2 Items Dagger, +1 major striking staff of fire (7 charges), spellbook ( The Inward Flowing Source —contains all prepared spells plus an additional 4 spells of each level of the GM's choice—including lock) --- AC 33 Fort +21 Ref +23 Will +22 HP 210 --- Speed 25 feet Melee Single Action staff +24 (two-hand d8), Damage 2d4+3bludgeoning Melee Single Action dagger +21 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Ranged Single Action dagger +21 (thrown 10 ft.), Damage 1d4+3 piercing Arcane Spells Prepared DC 33, attack +23 - Cantrips (6th) Detect Magic, Electric Arc, Light, Produce Flame, Shield - 1st Charm, Magic Missile, Ray of Enfeeblement - 2nd Acid Arrow, Flaming Sphere, Lock - 3rd Fireball, Lightning Bolt, Wall of Wind - 4th Discern Lies, Fly, Wall of Fire - 5th Dispel Magic, Sending, Wall of Ice - 6th Chain Lightning, Scrying, Teleport Drain Lintwerth Free Action (Arcane) Frequency once per day; Requirements Imeckus hasn't yet acted on his turn and Lintwerth is in an adjacent square; Effect Imeckus draws power from his bond with his familiar. During his turn, he gains the ability to cast one spell he prepared today and already cast, without spending a spell slot. He must still Cast the Spell and meet the spell's other requirements. Steady Spellcasting If a reaction would disrupt Imeckus's spellcasting action, he attempts a DC 15 flat check; if he succeeds, his action isn't disrupted. Recall Lintwerth Single Action (Arcane, Conjuration, Teleportation) Imeckus calls out Lintwerth's name and snaps his fingers, causing his dust mephit familiar (and up to 1 Bulk of objects carried by Lintwerth) to instantly transport to an adjacent square of Imeckus' choice, providing Lintwerth is within a mile. Quickened Casting Free Action (Concentrate, Metamagic) Frequency once per day; Effect If Imeckus's next action is to cast a cantrip or spell that is 4th level or lower, reduce the number of actions to cast it by 1 (minimum 1 action). Enhanced Familiar Imeckus Stroon's familiar Lintwerth is a loyal companion and is a bit more powerful than the standard familiar in that he does not possess the minion trait; Imeckus can direct Lintwerth's actions verbally as a free action. If Lintwerth is slain, Imeckus becomes drained 1 for 24 hours. ","tradition":["Arcane"],"skill_mod":{"society":23,"diplomacy":22,"nature":21,"crafting":23,"arcana":25,"occultism":25},"primary_source":"Kingmaker Adventure Path","spell":["Chain Lightning","Scrying","Teleport","Dispel Magic","Sending","Wall of Ice","Discern Lies","Fly","Wall of Fire","Fireball","Lightning Bolt","Wall of Wind","Acid Arrow","Flaming Sphere","Lock","Charm","Magic Missile","Ray of Enfeeblement","Detect Magic","Electric Arc","Light","Produce Flame","Shield"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":33,"item":["Dagger","+1 major striking staff of fire (7 charges)","spellbook ( The Inward Flowing Source —contains all prepared spells plus an additional 4 spells of each level of the GM's choice—including lock)"],"level":12,"spell_dc":[33],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2311","intelligence":5,"reflex_save":23,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":21,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Imeckus Stroon","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[5,5,8],"slug":"creature-2311"},{"attack_bonus":[17,17],"constitution":2,"primary_source_category":"Adventure Paths","strength":0,"hp":150,"language":["Common","Skald"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":21,"charisma":4,"speed":{"max":25,"land":25},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Vengeful Rage","Release Jewel","Baroness's Scream","Stabbing Fit"],"primary_source_group":"Kingmaker","skill":["Deception","Diplomacy","Intimidation","Nature","Nobility Lore","Performance","Society"],"trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-2312","text":" Pavetta Stroon-Drelev Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Pavetta Stroon-Drelev Source Kingmaker Adventure Path pg. 313 Perception +19 Languages Common, Skald Skills Deception +19, Diplomacy +19, Intimidation +19, Nature +17, Nobility Lore +17, Performance +15, Society +17 Str +0 Dex +2 Con +2 Int +2 Wis +4 Cha +4 Items Dagger, emerald ring worth 50 gp, royal outfit worth 60 gp, sapphire earrings worth 80 gp, gold signet ring worth 60 gp --- AC 25 Fort +15 Ref +15 Will +21 HP 150 Vengeful Rage Reaction ( <%TRAITS%60%%> emotion <%END>, <%TRAITS%106%%> mental Trigger Jewel is either killed or knocked unconscious <%END>; Effect Pavetta flies into a rage. She gains 20 temporary Hit Points, gains a +4 circumstance bonus on attack rolls, and deals 4d6 additional damage with melee weapons. In addition, she becomes confused. This rage persists for 1 minute or until she ceases to be confused, after which she becomes fatigued. --- Speed 25 feet Melee Single Action dagger +17 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Ranged Single Action thrown object +17 (thrown 10 ft.), Damage 1d6+3 bludgeoning Release Jewel Single Action (Auditory, Concentrate, Manipulate) With a command to Jewel, Pavetta releases her to serve as a minion. She must concentrate to sustain this ability, during which she continues to shout commands to the little dog. Baroness's Scream Two Actions (Auditory, Emotion, Mental) Pavetta attempts a single Intimidation check to Demoralize and applies the result to every opponent within 30 feet. Additionally, she automatically alerts any allies within 100 feet that are able to hear her to her need for assistance. The baroness can't Scream for 1 round. Stabbing Fit Two Actions Requirement Pavetta is affected by Vengeful Rage. Effect Pavetta makes up to five melee Strikes with her dagger, each against a different target. These attacks count toward her multiple attack penalty, but the penalty doesn't increase until after she makes all of her attacks. ","skill_mod":{"society":17,"diplomacy":19,"performance":15,"deception":19,"nature":17,"intimidation":19},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":25,"item":["Dagger","emerald ring worth 50 gp","royal outfit worth 60 gp","sapphire earrings worth 80 gp","gold signet ring worth 60 gp"],"level":9,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2312","intelligence":2,"reflex_save":15,"strongest_save":["will"],"dexterity":2,"fortitude_save":15,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Pavetta Stroon-Drelev","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[5,6],"slug":"creature-2312"},{"attack_bonus":[19],"constitution":2,"primary_source_category":"Adventure Paths","strength":-2,"hp":60,"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":19,"charisma":2,"speed":{"max":30,"land":30},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Ankle Bite","Distracting Yipping","Return to Pavetta"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Intimidation"],"trait":["Animal","Minion","Unique","N","Tiny"],"id":"creature-2313","text":" Jewel Nethys Note This creature was printed without a level. It is shown as one as a placeholder Recall Knowledge - Animal (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Jewel Source Kingmaker Adventure Path pg. 313 Perception +21; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +19, Intimidation +17 Str -2 Dex +4 Con +2 Int -4 Wis +4 Cha +2 --- AC 29 Fort +17 Ref +21 Will +19 HP 60 --- Speed 30 feet Melee Single Action jaws +19 (Agile, Finesse), Damage 1d4+1 piercing plus Ankle Bite Ankle Bite If Jewel damages a Small or larger creature standing on the ground with her jaws Strike, that creature becomes flat-footed for 1 round (or flat-footed and clumsy 1 for 1 round on a critical hit). Distracting Yipping Two Actions (Auditory, Emotion, Mental) Jewel unleashes a torrent of grating, high-pitched yips. All creatures other than Pavetta within 20 feet must attempt a DC 25 Will save. Critical Success The creature is unaffected and becomes temporarily immune to Distracting Yipping for 24 hours. Success The creature takes a –2 status penalty to Perception checks for 1 round. Failure The creature takes a –4 status penalty to Perception checks and is flat-footed for 1 round. Critical Failure As failure, but also, if the creature attempts any concentrate action during the round, they must succeed at a DC 11 flat check or the action is lost. Return to Pavetta If Pavetta doesn't sustain her Release Jewel action, Jewel can only take Stride actions to return to Pavetta's square. If she's in her square, she takes no actions. ","skill_mod":{"intimidation":17,"acrobatics":19},"summary":"Nethys Note This creature was printed without a level. It is shown as one as a placeholder","primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Mechanics","Rarity"],"ac":29,"level":1,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2313","intelligence":-4,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":17,"source_group":["Kingmaker"],"size":["Tiny"],"spoilers":"Kingmaker","name":"Jewel","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[3],"slug":"creature-2313"},{"attack_bonus":[23],"constitution":2,"primary_source_category":"Adventure Paths","strength":0,"hp":145,"language":["Common","Elven"],"source":["Kingmaker Adventure Path"],"type":"Creature","spell_attack_bonus":[22],"will_save":20,"charisma":5,"speed":{"max":30,"land":30},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["Damsel Act","Quickened Casting","Signature Spells"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Deception","Diplomacy","Performance","Society","Stealth","Thievery"],"stealth":"21","trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2314","text":" Quintessa Maray Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Quintessa Maray Source Kingmaker Adventure Path pg. 314 Perception +20 Languages Common, Elven Skills Acrobatics +19, Deception +24, Diplomacy +20, Performance +22, Society +21, Stealth +21, Thievery +23 Str +0 Dex +4 Con +2 Int +2 Wis +3 Cha +5 Items +1 striking silver dagger , +1 glamered chain shirt , mithral necklace worth 30 gp --- AC 32 Fort +19 Ref +23 Will +20 HP 145 Damsel Act Reaction (mental) Trigger A critical hit is scored against Lady Quintessa; Effect Lady Quintessa exaggerates the impact of the blow, attempting to trick her foes into underestimating her as weak and frail. She makes a Feint attempt against the triggering creature. If she successfully performs her Damsel Act while she has an inspire courage composition active, the duration of that composition increases by 1 round. --- Speed 30 feet Melee Single Action dagger +23 (Agile, Finesse, versatile S), Damage 2d4+4 piercing Bard Spontaneous Spells DC 30, attack +22 - Cantrips (6th) Dancing Lights, Ghost Sound, Prestidigitation, Shield, Telekinetic Projectile - 1st Charm, Soothe, Sleep (3 slots) - 2nd Dispel Magic, Invisibility, Mirror Image (3 slots) - 3rd Haste, Mind Reading, Vampiric Touch (3 slots) - 4th Confusion, Dimension Door, Glibness (3 slots) - 5th Hallucination, Sending, Subconscious Suggestion (3 slots) - 6th Feeblemind, Spirit Blast (2 slots) Bard Composition Spells DC 30, 2 Focus Points - Cantrips (6th) Inspire Courage - 6th Inspire Heroics Quickened Casting Free Action (Concentrate, Metamagic) Frequency once per day; Effect If Quintessa's next action is to cast a bard cantrip or a bard spell that is 4th level or lower, reduce the number of actions to cast it by 1 (minimum 1 action). Signature Spells Quintessa can heighten the following spells freely: dimension door, dispel magic, hallucination, soothe, and vampiric touch. ","skill_mod":{"society":21,"diplomacy":20,"performance":22,"deception":24,"thievery":23,"stealth":21,"acrobatics":19},"primary_source":"Kingmaker Adventure Path","spell":["Feeblemind","Spirit Blast","Hallucination","Sending","Subconscious Suggestion","Confusion","Dimension Door","Glibness","Haste","Mind Reading","Vampiric Touch","Dispel Magic","Invisibility","Mirror Image","Charm","Soothe","Sleep","Dancing Lights","Ghost Sound","Prestidigitation","Shield","Telekinetic Projectile","Inspire Heroics","Inspire Courage"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":32,"item":["+1 striking silver dagger","+1 glamered chain shirt","mithral necklace worth 30 gp"],"level":11,"spell_dc":[30,30],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2314","intelligence":2,"reflex_save":23,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":19,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Quintessa Maray","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[9],"slug":"creature-2314"},{"attack_bonus":[18],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":155,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":18,"charisma":2,"speed":{"max":25,"land":25},"perception":18,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Formation Fighter","Intimidating Strike"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation"],"trait":["Human","Humanoid","Unique","NG","Medium"],"id":"creature-2315","text":" Terrion Numesti Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Terrion Numesti Source Kingmaker Adventure Path pg. 316 Perception +18 Languages Common Skills Athletics +20, Intimidation +18 Str +4 Dex +2 Con +4 Int +0 Wis +2 Cha +2 --- AC 24 (23 while fatigued) Fort +20 (+19 while fatigued) Ref +16 (+15 while fatigued) Will +18 (+17 while fatigued) HP 155 (currently 50) Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action fist +18 (versatile P), Damage 1d4+10 slashing Formation Fighter Terrion gains a +2 circumstance bonus on attack and damage rolls as long as he is adjacent to at least two other allies. Intimidating Strike Two Actions (Emotion, Fear, Mental) Terrion makes a melee Strike. If he hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit. ","skill_mod":{"athletics":20,"intimidation":18},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":24,"level":9,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2315","intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":20,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Terrion Numesti","alignment":"NG","category":"creature","rarity":"unique","strike_damage_average":[12],"slug":"creature-2315"},{"attack_bonus":[26],"constitution":7,"primary_source_category":"Adventure Paths","strength":7,"hp":300,"immunity":["acid","critical hits","mental","piercing","precision","slashing","unconscious","visual"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":16,"charisma":-5,"speed":{"max":20,"land":20,"swim":20},"perception":15,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Corrosive Mass","Split","20 feet, climb 20 feet","Constrict","Corrosive Touch","Suction"],"primary_source_group":"Kingmaker","skill":["Athletics","Stealth"],"stealth":"23","trait":["Amphibious","Mindless","Ooze","Rare","N","Huge"],"id":"creature-2316","text":" Fen Pudding Recall Knowledge - Ooze (Occultism): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Fen Pudding Source Kingmaker Adventure Path pg. 317 Perception +15; motion sense 60 feet, no vision Languages Skills Athletics +26, Stealth +23 Str +7 Dex -5 Con +7 Int -5 Wis +0 Cha -5 Motion Sense A black pudding can sense nearby motion through vibration and air movement. --- AC 20 Fort +26 Ref +11 Will +16 HP 300 Immunities acid, critical hits, mental, piercing, precision, slashing, unconscious, visual Corrosive Mass A creature that hits the pudding with a metal or wooden weapon must succeed at a DC 22 Reflex save or the weapon takes 2d6 acid damage (after dealing damage to the black pudding as normal). Thrown weapons and ammunition take this damage automatically with no save. Split When the black pudding is hit by an attack that would deal slashing or piercing damage and has 10 or more HP, it splits into two identical puddings, each with half the original's HP. One pudding is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push). 20 feet, climb 20 feet suction --- Speed 20 feet, swim 20 feet Melee Single Action pseudopod +26 (reach 10 feet), Damage 2d8+12 bludgeoning plus 2d8 acid, corrosive touch, and Grab Constrict Single Action 1d8+7 bludgeoning plus 1d6 acid, DC 26 Corrosive Touch When the pudding hits a creature with its pseudopod, any acid damage is dealt to the creature's armor or clothing as well as the creature. Suction The pudding can climb on ceilings and other inverted surfaces, though such surfaces are difficult terrain for it. ","skill_mod":{"stealth":23,"athletics":26},"primary_source":"Kingmaker Adventure Path","trait_group":["Monster","Creature Type","Rarity"],"ac":20,"level":12,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2316","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":26,"source_group":["Kingmaker"],"size":["Huge"],"spoilers":"Kingmaker","name":"Fen Pudding","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[30],"slug":"creature-2316"},{"attack_bonus":[21,21,21],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":160,"language":["Common","Hallit"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":18,"charisma":2,"speed":{"max":30,"land":30},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["No Escape","Closing Volley","Vengeful Rage"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation"],"trait":["Human","Humanoid","Uncommon","CN","Medium"],"id":"creature-2317","text":" Tiger Lord Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Tiger Lord Source Kingmaker Adventure Path pg. 320 Perception +18 Languages Common, Hallit Skills Acrobatics +16, Athletics +18, Intimidation +16 Str +4 Dex +2 Con +2 Int +0 Wis +4 Cha +2 Items +1 striking battle axe , hatchets (6), heavy wooden shield, Hide Armor --- AC 26 Fort +16 Ref +14 Will +18 HP 160 No Escape Reaction Trigger A foe within reach attempts to move away from the Tiger Lord Effect The Tiger Lord Strides up to its Speed, following the foe and keeping it in reach throughout its movement until it stops moving or the Tiger Lord has moved its full Speed. --- Speed 30 feet Melee Single Action battle axe +21 (Sweep), Damage 2d8+8 slashing Ranged Single Action hatchet +21 (Agile, Sweep), Damage 1d6+8 slashing Ranged Single Action hatchet +21 (thrown 10 feet), Damage 1d6+8 slashing Closing Volley Three Actions The Tiger Lord makes a ranged Strike with a hatchet, then Strides up to twice its speed. If it ends its movement within melee reach of the target of its ranged Strike, it may make a melee Strike against that enemy. If the ranged Strike hit the target, the target is flat-footed against the melee Strike. Vengeful Rage Reaction Requirements The Tiger Lord is not fatigued or already in a rage; Trigger The Tiger Lord suffers damage that reduces its Hit Points to 100 or less. Effect The Tiger Lord flies into a rage that lasts 1 minute. While raging, the Tiger Lord gains a +1 status bonus to attack rolls, gains a +2 status bonus to damage rolls, and takes a –2 status penalty to AC. After the rage, the Tiger Lord is fatigued. ","skill_mod":{"athletics":18,"intimidation":16,"acrobatics":16},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":26,"item":["+1 striking battle axe","hatchets (6)","heavy wooden shield","Hide Armor"],"level":8,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2317","intelligence":0,"reflex_save":14,"strongest_save":["will"],"dexterity":2,"fortitude_save":16,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Tiger Lord","alignment":"CN","category":"creature","rarity":"uncommon","strike_damage_average":[11,11,17],"slug":"creature-2317"},{"attack_bonus":[24],"constitution":4,"primary_source_category":"Adventure Paths","strength":2,"hp":250,"language":["Abyssal","Common","Hallit"],"source":["Kingmaker Adventure Path"],"type":"Creature","spell_attack_bonus":[26],"will_save":25,"charisma":2,"speed":{"max":25,"land":25},"perception":23,"wisdom":5,"weakness":{},"creature_ability":["Divine Font","Infectious Wrath"],"primary_source_group":"Kingmaker","skill":["Deception","Intimidation","Religion","Society","Survival"],"trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-2318","text":" Sister Of The Bloodshot Eye Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Sister Of The Bloodshot Eye Source Kingmaker Adventure Path pg. 323 Perception +23 Languages Abyssal, Common, Hallit Skills Deception +22, Intimidation +22, Religion +25, Society +20, Survival +23 Str +2 Dex +2 Con +4 Int +1 Wis +5 Cha +2 Items +1 wounding striking dagger , +1 breastplate , religious symbol of Gyronna --- AC 31 Fort +22 Ref +20 Will +25 HP 250 --- Speed 25 feet Melee Single Action dagger +24 (Agile, Finesse, versatile S), Damage 2d4+6 piercing plus 1d6 bleed Divine Spells Prepared DC 36, attack +26 - Cantrips (6th) Daze, Detect Magic, Divine Lance, Message, Shield - 1st Bane, Command, Ray of Enfeeblement - 2nd Ghoulish Cravings, Resist Energy, Silence - 3rd Blindness, Chilling Darkness, Vampiric Touch - 4th Divine Wrath, Freedom of Movement, Globe of Invulnerability - 5th Dispel Magic, Heal, Shadow Blast - 6th Blade Barrier, Harm (×3), Repulsion, Summon Fiend Divine Font harm Infectious Wrath Single Action (Aura, Divine, Emotion, Enchantment, Mental) Frequency once per day; Effect The Sister projects her wrath and rage into the minds of any number of creatures of her choice within 30 feet. Targeted creatures must attempt a DC 32 Will save. Critical Success The creature is unaffected. Success The creature is flat-footed for 1 round as they become distracted by the unexpected fit of rage. Failure The creature is confused for 1 round. Critical Failure The creature is confused for as long as they remain within 30 feet of the Sister, or until they succeed at the DC 11 flat check to recover. ","tradition":["Divine"],"skill_mod":{"society":20,"deception":22,"survival":23,"intimidation":22,"religion":25},"primary_source":"Kingmaker Adventure Path","spell":["Blade Barrier","Harm","Repulsion","Summon Fiend","Dispel Magic","Heal","Shadow Blast","Divine Wrath","Freedom of Movement","Globe of Invulnerability","Blindness","Chilling Darkness","Vampiric Touch","Ghoulish Cravings","Resist Energy","Silence","Bane","Command","Ray of Enfeeblement","Daze","Detect Magic","Divine Lance","Message","Shield"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":31,"item":["+1 wounding striking dagger","+1 breastplate","religious symbol of Gyronna"],"level":12,"spell_dc":[36],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2318","intelligence":1,"reflex_save":20,"strongest_save":["will"],"dexterity":2,"fortitude_save":22,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Sister Of The Bloodshot Eye","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[14],"slug":"creature-2318"},{"constitution":5,"primary_source_category":"Adventure Paths","strength":-2,"hp":155,"immunity":["precision","swarm mind"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":19,"charisma":-4,"speed":{"climb":30,"max":30,"land":30},"perception":23,"wisdom":5,"weakness":{"area":15,"splash":15},"creature_ability":["Cling","Swarming Bites"],"primary_source_group":"Kingmaker","skill":["Athletics"],"trait":["Animal","Rare","Swarm","N","Large"],"id":"creature-2319","text":" Vicious Army Ant Swarm Recall Knowledge - Animal (Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Vicious Army Ant Swarm Source Kingmaker Adventure Path pg. 326 Perception +23; darkvision, scent (imprecise) Languages Skills Athletics +16 Str -2 Dex +7 Con +5 Int -5 Wis +5 Cha -4 --- AC 32 Fort +25 Ref +23 Will +19 HP 155 Immunities precision, swarm mind Resistances bludgeoning 8, piercing 15, slashing 15 Weaknesses area damage 15, splash damage 15 Cling Reaction Trigger A creature leaves the swarm's space Effect The swarm takes 1d6 damage as ants cling to the creature and continue biting, dealing 7d6 persistent piercing damage. High winds or immersion in water reduces the DC of the flat check to end this persistent damage to 5. Any area damage dealt to the creature destroys these clinging ants. --- Speed 30 feet, climb 30 feet Swarming Bites Single Action Each enemy in the swarm's space takes 7d6 piercing damage (DC 31 basic Fortitude save). A creature that fails its save against Swarming Bites becomes clumsy 1 for 1 round. If the creature attempts a concentrate or manipulate action while affected, it must succeed at a DC 5 flat check or the action is lost; roll the check after spending the action, but before any effects are applied. ","skill_mod":{"athletics":16},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity","Monster"],"ac":32,"level":12,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) ","weakest_save":["will"],"resistance":{"bludgeoning":8,"piercing":15,"slashing":15},"url":"/Monsters.aspx?ID=2319","intelligence":-5,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":7,"vision":"Darkvision","fortitude_save":25,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Vicious Army Ant Swarm","alignment":"N","category":"creature","rarity":"rare","slug":"creature-2319"},{"attack_bonus":[18,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":99,"language":["Hallit"],"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":16,"charisma":0,"speed":{"max":25,"land":25},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Rejuvenation","D5","Attack of Opportunity"],"primary_source_group":"Kingmaker","skill":["Athletics"],"trait":["Rare","Skeleton","Undead","CE","Medium"],"id":"creature-2320","text":" Skeletal Tiger Lord Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Skeletal Tiger Lord Source Kingmaker Adventure Path pg. 327 Perception +18 Languages Hallit Skills Athletics +18 Str +6 Dex +4 Con +4 Int +0 Wis +4 Cha +0 Items Breastplate, Composite Longbow (20 arrows), Greatsword --- AC 28 Fort +18 Ref +16 Will +16 HP 99 (negative healing, fast healing 10) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10 Rejuvenation (divine, necromancy) When a skeletal Tiger Lord is destroyed, its bones clatter to the ground in a tangle and its armor and weapons crumble to dust. It automatically reforms with its armor and weapons intact (regaining a full quiver of 20 arrows) 1 hour later at 1 Hit Point, allowing its fast healing to resume healing it thereafter. If the trap in area D5 is disabled, the skeleton loses this ability; otherwise, the only way to permanently destroy a skeletal Tiger Lord is to reduce it to 0 Hit Points with positive damage or good damage. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action greatsword +20 (versatile P), Damage 1d12+10 slashing plus 2d6 negative Ranged Single Action composite longbow +18 (deadly d10, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+10 piercing\n","skill_mod":{"athletics":18},"primary_source":"Kingmaker Adventure Path","trait_group":["Rarity","Monster","Ancestry","Creature Type"],"ac":28,"item":["Breastplate","Composite Longbow (20 arrows)","Greatsword"],"level":8,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex","will"],"resistance":{"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=2320","intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":18,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Skeletal Tiger Lord","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[14,23],"slug":"creature-2320"},{"attack_bonus":[32],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":220,"language":["Hallit"],"immunity":["controlled","disease"],"source":["Kingmaker Adventure Path"],"type":"Creature","spell_attack_bonus":[26],"will_save":25,"charisma":4,"speed":{"max":40,"land":40},"perception":25,"wisdom":7,"weakness":{"lawful":10},"creature_ability":["Blessed Life","Divine Font","Divine Recovery"],"primary_source_group":"Kingmaker","skill":["Athletics","Gorum Lore","Religion","Survival"],"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2321","text":" Zorek Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Zorek Source Kingmaker Adventure Path pg. 328 Perception +25 Languages Hallit Skills Athletics +24, Gorum Lore +20, Religion +25, Survival +23 Str +7 Dex +4 Con +5 Int +0 Wis +7 Cha +4 Items +1 resilient hide armor , +2 anarchic striking spear --- AC 32 Fort +23 Ref +20 Will +25 HP 220 (fast healing 10) Immunities controlled, disease Resistances physical 10 (except lawful), poison 15 Weaknesses lawful 10 Attack of Opportunity Reaction --- Speed 40 feet Melee Single Action spear +32, Damage 2d6+8 piercing plus 1d6 chaotic (against lawful creatures) Divine Spells Prepared DC 36, attack +26 - Cantrips (6th) Detect Magic, Divine Lance, Guidance, Light, Shield - 1st Bane, Fear, Ray of Enfeeblement - 2nd Heal, Resist Energy, Silence - 3rd Blindness, Searing Light, Vampiric Touch - 4th Divine Wrath, Harm, Spiritual Weapon - 5th Dispel Magic, Flame Strike, Heal - 6th Heal (x3), Repulsion, Spirit Blast, Weapon Storm Divine Innate Spells DC 36 - Cantrips (7th) Dimension Door (to any location in Armag's Tomb) - 2nd Augury (x3), Lock (x3) - 3rd Alarm (x3) - 5th Banishment Blessed Life Zorek does not age or breathe, and he doesn't need to eat, drink, or sleep. Divine Font heal Divine Recovery Reaction Frequency once per day; Trigger Zorek fails a saving throw; Effect Zorek loses all negative conditions he is currently affected by and may attempt a new saving throw against the effect that triggered Divine Recovery. His armor and weapons glow with blood-red light when he uses this ability. ","tradition":["Divine"],"skill_mod":{"survival":23,"athletics":24,"religion":25},"primary_source":"Kingmaker Adventure Path","spell":["Heal","Repulsion","Spirit Blast","Weapon Storm","Dispel Magic","Flame Strike","Divine Wrath","Harm","Spiritual Weapon","Blindness","Searing Light","Vampiric Touch","Resist Energy","Silence","Bane","Fear","Ray of Enfeeblement","Detect Magic","Divine Lance","Guidance","Light","Shield","Banishment","Alarm","Augury","Lock","Dimension Door"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":32,"item":["+1 resilient hide armor","+2 anarchic striking spear"],"level":12,"spell_dc":[36,36],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"poison":15,"piercing":10,"slashing":10,"physical":10},"url":"/NPCs.aspx?ID=2321","intelligence":0,"reflex_save":20,"strongest_save":["will"],"dexterity":4,"fortitude_save":23,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Zorek","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[18],"slug":"creature-2321"},{"attack_bonus":[23,26],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":215,"language":["Common","Hallit"],"source":["Kingmaker Adventure Path"],"type":"Creature","spell_attack_bonus":[22],"will_save":23,"charisma":4,"speed":{"max":25,"land":25},"perception":22,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Power Attack","Sudden Charge"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation","Occultism","Performance","Society"],"trait":["Human","Humanoid","Rare","N","Medium"],"id":"creature-2322","text":" Pitax Warden Recall Knowledge - Humanoid (Society): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Pitax Warden Source Kingmaker Adventure Path pg. 336 Perception +22 Languages Common, Hallit Skills Acrobatics +22, Athletics +25, Intimidation +24, Occultism +20, Performance +24, Society +20 Str +5 Dex +2 Con +3 Int +0 Wis +2 Cha +4 Items + 1 full plate , +1 striking greatsword , moderate healing potions (2), Composite Shortbow (20 arrows) --- AC 33 Fort +23 Ref +21 Will +23 HP 215 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action greatsword +26 (versatile P), Damage 2d12+9 slashing Ranged Single Action shortbow +23 (deadly d10, Propulsive, reload 0), Damage 1d6+9 piercing Occult Spontaneous Spells DC 30, attack +22 - Cantrips (4th) Daze, Shield - 1st Ray of Enfeeblement (1 slot) - 2nd Telekinetic Maneuver (1 slot) - 3rd Haste (1 slot) - 4th Discern Lies (1 slot) Power Attack Two Actions The warden makes a melee Strike. This counts as two attacks for their multiple attack penalty. If it hits, it deals an extra die of weapon damage. Sudden Charge Two Actions The Pitax warden dashes up to their foe and swings. They Stride twice; if they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy. ","tradition":["Occult"],"skill_mod":{"society":20,"performance":24,"athletics":25,"intimidation":24,"occultism":20,"acrobatics":22},"primary_source":"Kingmaker Adventure Path","spell":["Discern Lies","Haste","Telekinetic Maneuver","Ray of Enfeeblement","Daze","Shield"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":33,"item":["+ 1 full plate","+1 striking greatsword","moderate healing potions (2)","Composite Shortbow (20 arrows)"],"level":12,"spell_dc":[30],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2322","intelligence":0,"reflex_save":21,"strongest_save":["fort","fortitude","will"],"dexterity":2,"fortitude_save":23,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Pitax Warden","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[12,22],"slug":"creature-2322"},{"attack_bonus":[29,31,33],"constitution":6,"primary_source_category":"Adventure Paths","strength":9,"hp":295,"language":["Common","Jotun"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":27,"charisma":6,"speed":{"max":35,"land":35},"perception":27,"wisdom":5,"weakness":{},"creature_ability":["Attack of Opportunity","Catch Rock","Kob's Ruinous Strike","Throw Rock","Wide Swing"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation","Survival","Warfare Lore"],"trait":["Earth","Giant","Humanoid","Unique","CE","Large"],"id":"creature-2323","text":" Kob Moleg Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Kob Moleg Source Kingmaker Adventure Path pg. 352 Perception +27; low-light vision Languages Common, Jotun Skills Athletics +31, Intimidation +30, Survival +29, Warfare Lore +27 Str +9 Dex +5 Con +6 Int +1 Wis +5 Cha +6 Items +2 greater striking spiked greatclub , +2 resilient hide armor , sack with 5 rocks --- AC 39 Fort +30 Ref +27 Will +27 HP 295 Attack of Opportunity Reaction Catch Rock Reaction --- Speed 35 feet Melee Single Action spiked greatclub +33 (Backswing, reach 10 feet, Shove, versatile P), Damage 3d12+17 bludgeoning Melee Single Action fist +31 (Agile, reach 10 feet), Damage 1d6+17 bludgeoning plus Grab Ranged Single Action rock +29 (Brutal, range increment 120 feet), Damage 1d8+17 bludgeoning Kob's Ruinous Strike Two Actions Kob Moleg makes a melee Strike. If he hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit. Throw Rock Single Action Wide Swing Single Action The hill giant makes a single greatclub Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the hill giant's multiple attack penalty. ","element":["Earth"],"skill_mod":{"survival":29,"athletics":31,"intimidation":30},"primary_source":"Kingmaker Adventure Path","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"ac":39,"item":["+2 greater striking spiked greatclub","+2 resilient hide armor","sack with 5 rocks"],"level":16,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2323","intelligence":1,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":30,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Kob Moleg","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[20,21,36],"slug":"creature-2323"},{"attack_bonus":[28,28,30],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":315,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":25,"charisma":2,"speed":{"max":25,"land":25},"perception":27,"wisdom":5,"weakness":{"silver":15},"creature_ability":["Rat Empathy","Change Shape","Curse of the Wererat","Deadly Aim","Distracting Shot","Hunted Shot","Moon Frenzy","Targeting Shot"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"stealth":"28","trait":["Beast","Human","Humanoid","Unique","Werecreature","LE","Medium"],"id":"creature-2324","text":" Gaetane Recall Knowledge - Beast (Arcana, Nature): DC 42 Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Gaetane Source Kingmaker Adventure Path pg. 359 Perception +27; low-light vision, scent (imprecise) 30 feet Languages Common Skills Acrobatics +28, Athletics +26, Nature +22, Stealth +28, Survival +25 Str +4 Dex +6 Con +4 Int +0 Wis +5 Cha +2 Rat Empathy (divination, primal) Gaetane can communicate with rodents. Items +1 resilient chain shirt , Oathbow (20 arrows) --- AC 36 Fort +25 Ref +28 Will +25 HP 315 Weaknesses silver 15 --- Speed 25 feet Melee Single Action jaws +28 (Finesse), Damage 2d10+10 piercing plus curse of the wererat Melee Single Action claw +28 (Agile, Finesse), Damage 2d8+10 slashing Ranged Single Action oathbow +30 (deadly d10, range 100 feet, reload 0, volley 30 ft.), Damage 2d8+10 piercing Change Shape Single Action (concentrate, polymorph, primal, transmutation); human with fist +24 for 1d4+10 bludgeoning, or Small rat with Speed 30 feet, climb 10 feet. Curse of the Wererat (Curse, Necromancy, Primal) This curse affects only humanoids. Saving Throw DC 34 Fortitude save. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wererat until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. Deadly Aim Single Action Requirement Gaetane hasn't attempted a Strike during his turn yet; Effect Gaetane makes a ranged Strike against his target at a –2 penalty. He gains a +6 circumstance bonus to damage on that Strike. Distracting Shot If Gaetane critically hits a creature with a ranged weapon, or hits a creature at least twice on the same turn with a ranged weapon, and if that creature is one he has used his oathbow to swear an oath to destroy, that creature is flat-footed until the stat of Gaetane's next turn. Hunted Shot Single Action Frequency once per round; Effect Gaetane makes two ranged oathbow Strikes against a target. If both hit the same target, combine their damage for the purpose of resistances and weaknesses. He applies his multiple attack penalty to each Strike normally. Moon Frenzy (Polymorph, Primal, Transmutation) When a full moon appears in the night sky, the wererat must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the wererat returns to humanoid form and is fatigued for 2d4 hours. Targeting Shot Single Action (Concentrate) Requirement Gaetane is currently suffering a multiple attack penalty; Effect Gaetane aims carefully, then makes an oathbow Strike; he ignores the target's concealed condition and all cover. ","skill_mod":{"nature":22,"survival":25,"stealth":28,"athletics":26,"acrobatics":28},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity","Monster"],"ac":36,"item":["+1 resilient chain shirt","Oathbow (20 arrows)"],"level":14,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=2324","intelligence":0,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":25,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Gaetane","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[19,19,21],"slug":"creature-2324"},{"attack_bonus":[29,29],"constitution":7,"primary_source_category":"Adventure Paths","strength":8,"hp":290,"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":24,"charisma":-3,"speed":{"max":20,"land":20},"perception":24,"wisdom":5,"weakness":{},"creature_ability":["Cold Vulnerability","Captivating Pollen","Constrict","Grasping Roots"],"primary_source_group":"Kingmaker","skill":["Athletics","Stealth"],"stealth":"26","trait":["Plant","Rare","N","Large"],"id":"creature-2325","text":" Overgrown Viper Vine Recall Knowledge - Plant (Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Overgrown Viper Vine Source Kingmaker Adventure Path pg. 360 Perception +24; low-light vision, tremorsense (precise in area A7, otherwise imprecise) 60 feet Languages Skills Athletics +29, Stealth +26 Str +8 Dex +5 Con +7 Int -4 Wis +5 Cha -3 --- AC 35 Fort +28 Ref +26 Will +24 HP 290 Resistances poison 15 Cold Vulnerability When exposed to a cold effect, the viper vine is overwhelmed by lethargy, becoming slowed 1 for 1d4 rounds. --- Speed 20 feet Melee Single Action jaws +29 (reach 10 feet), Damage 3d6+13 piercing plus 3d6 poison Melee Single Action vine +29 (Agile, reach 15 feet), Damage 3d10+13 bludgeoning plus Grab Captivating Pollen Single Action (Enchantment, Incapacitation, Mental, Poison) The viper vine releases a 60-foot emanation of invisible pollen that stays in the air for 5 rounds unless dispersed by a moderate or stronger wind. Each creature that enters or starts its turn in the area must attempt a DC 33 Will save or be captivated. The viper vine can't use Captivating Pollen for 1d4 rounds. Critical Success The creature is unaffected and is temporarily immune to Captivating Pollen for 24 hours. Success The creature is sickened 1. Failure The creature is fascinated, and it must spend each of its actions to move closer to the viper vine as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the viper vine, it stays still and doesn't act. It ceases to be fascinated if it's no longer in the pollen aura at the end of its turn. Constrict Single Action 3d8+10 bludgeoning, DC 35. Grasping Roots Reaction Trigger a creature attempts a Move action in area A7; Requirement the overgrown viper vine is in area A7; Effect The viper vine manipulates its roots to cause foliage around the triggering creature to suddenly seem to spring to life. The triggering creature must attempt a DC 35 Reflex saving throw. Critical Success The target is unaffected. Success The target treats the first square of its movement as difficult terrain. Failure The target becomes immobilized by the foliage, (escape DC 35). Critical Failure As failure but the target also falls prone. ","skill_mod":{"stealth":26,"athletics":29},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":35,"level":14,"source_category":["Adventure Paths"],"sense":" low-light vision , tremorsense (precise in area A7, otherwise imprecise) 60 feet","weakest_save":["will"],"resistance":{"poison":15},"url":"/Monsters.aspx?ID=2325","intelligence":-4,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":28,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Overgrown Viper Vine","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[29,34],"slug":"creature-2325"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":220,"language":["Common","Halfling"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":9,"perception":24,"stealth":"30","trait":["Ghost","Incorporeal","Spirit","Undead","Unique","LE","Small"],"id":"creature-2326","text":" The Gardener Recall Knowledge - Spirit (Occultism): DC 45 Recall Knowledge - Undead (Religion): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 The Gardener Source Kingmaker Adventure Path pg. 364 Perception +24; darkvision Languages Common, Halfling Skills Crafting +28, Deception +33, Nature +26, Religion +26, Stealth +30 Str -5 Dex +6 Con +3 Int +6 Wis +2 Cha +9 Site Bound A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location. --- AC 36 Fort +27 Ref +30 Will +26 HP 220 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 15 (except force, ghost touch , or positive; double resistance vs. non-magical) Rejuvenation (divine, necromancy) Releasing the nereid and allowing her to leave this place (or, alternatively, killing her) allows the Gardener to move on to the afterlife. --- Speed fly 25 feet Melee Single Action ghostly hand +27 (Agile, Finesse, Magical), Damage 4d8+12 negative Arcane Spontaneous Spells DC 34, attack +28 - Cantrips (8th) Daze, Dancing Lights, Electric Arc, Ray of Frost, Telekinetic Projectile - 1st Ray of Enfeeblement (1 slot) - 2nd Mirror Image (1 slot) - 3rd Slow (1 slot) - 4th Confusion (1 slot) - 5th Black Tentacles (1 slot) - 6th Phantasmal Killer (1 slot) - 7th Haste (1 slot) - 8th Vampiric Exsanguination (1 slot) Corrupting Gaze Two Actions The ghost stares at a creature it can see within 30 feet. The target takes 9d6 negative damage witth a DC 37 basic Will save. A creature that fails its save is also stupefied 1 for 1 minute. Draining Touch Two Actions With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand Strike but deals no damage on a hit. Instead, the target becomes drained 1 for 1 day, and the ghost regains HP equal to half its own level. Quickened Casting Free Action (Concentrate, Metamagic) Frequency once per day. If the Gardener's next action is to cast a 6th- or lower level spell, reduce the number of actions to cast it by 1 (minimum 1 action). Telekinetic Assault Two Actions (Divine, Evocation) The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 9d6 bludgeoning , subject to a DC 37 basic Reflex save. ","skill_mod":{"deception":33,"nature":26,"crafting":28,"stealth":30,"religion":26},"primary_source":"Kingmaker Adventure Path","spell":["Vampiric Exsanguination","Haste","Phantasmal Killer","Black Tentacles","Confusion","Slow","Mirror Image","Ray of Enfeeblement","Daze","Dancing Lights","Electric Arc","Ray of Frost","Telekinetic Projectile"],"ac":36,"level":16,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"intelligence":6,"reflex_save":30,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":27,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"The Gardener","alignment":"LE","rarity":"unique","strike_damage_average":[30],"attack_bonus":[27],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[28],"will_save":26,"speed":{"fly":25,"max":25},"wisdom":2,"weakness":{},"creature_ability":["Site Bound","Rejuvenation","Corrupting Gaze","Draining Touch","Quickened Casting","Telekinetic Assault"],"primary_source_group":"Kingmaker","skill":["Crafting","Deception","Nature","Religion","Stealth"],"tradition":["Arcane"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2326","dexterity":6,"category":"creature","slug":"creature-2326"},{"attack_bonus":[23],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":130,"language":["Aklo","Common"],"immunity":["magic"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":20,"charisma":4,"speed":{"fly":50,"max":50},"perception":22,"wisdom":6,"weakness":{},"creature_ability":["Glow","Magic Immunity","Feed on Fear","Go Dark"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Deception","Intimidation","Stealth"],"stealth":"21","trait":["Aberration","Air","Rare","CE","Small"],"id":"creature-2327","text":" Ancient Wisp Recall Knowledge - Aberration (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Ancient Wisp Source Kingmaker Adventure Path pg. 364 Perception +22; darkvision Languages Aklo, Common Skills Acrobatics +23, Deception +20, Intimidation +20, Stealth +21 Str -5 Dex +7 Con +0 Int +4 Wis +6 Cha +4 --- AC 33 Fort +16 Ref +23 Will +20 HP 130 Immunities magic Glow (aura, light ) 30 feet. A will-o'-wisp is itself naturally invisible, but glows with a colored light, casting bright light in the aura and making it visible. An Ancient Wisp can also appear as a tiny pinpoint of light. Magic Immunity A will-o'-wisp is immune to all spells except faerie fire , glitterdust , magic missile , and maze . --- Speed fly 50 feet Melee Single Action shock +23 (Electricity, Magical), Damage 2d12+10 electricity Feed on Fear Single Action (concentrate) Requirement An enemy is under a fear effect or dying within 15 feet of the will-o'-wisp. Effect The will-o'wisp feeds on the creature's terror. It regains 2d8 Hit Points, and if it has Gone Dark, its glow reignites. A will-o'-wisp can take this action only once per round. Go Dark Single Action (Concentrate) The will-o'-wisp extinguishes its glow, becoming invisible. It can end this effect with another use of this action. If it uses its shock attack while invisible, the arc of electricity lets any observer determine its location, making the will-o'-wisp only hidden to all observers until it moves. ","element":["Air"],"skill_mod":{"deception":20,"stealth":21,"intimidation":20,"acrobatics":23},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"ac":33,"level":10,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2327","intelligence":4,"reflex_save":23,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":16,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Ancient Wisp","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[23],"slug":"creature-2327"},{"primary_source_category":"Adventure Paths","strength":0,"hp":210,"language":["Aquan","Common","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":8,"perception":24,"stealth":"27","trait":["Aquatic","Fey","Unique","Water","CN","Medium"],"id":"creature-2328","text":" Evindra Recall Knowledge - Fey (Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Evindra Source Kingmaker Adventure Path pg. 365 Perception +24; low-light vision Languages Aquan, Common, Sylvan Skills Athletics +17, Deception +27, Diplomacy +27, First World Lore +25, Stealth +27 Str +0 Dex +8 Con +5 Int +4 Wis +5 Cha +8 --- AC 35 Fort +22 Ref +27 Will +24 HP 210 Immunities poison Weaknesses cold iron 15 Watery Transparency (primal, transmutation, water) When underwater, the nereid's body is invisible. The nereid can dismiss or resume this transparency as an action that has the concentrate trait. --- Speed 25 feet, swim 50 feet Melee Single Action poisonous touch +27 (Agile, Finesse, Magical), Damage 8d6 poison Primal Innate Spells DC 33 - 5th Control Water - 6th Elemental Form (×3; water only), Restoration (×3), Suggestion - 7th Heal (×3), Summon Elemental (water elementals only) Drowning Touch Two Actions (Conjuration, Incapacitation, Primal, Water) The nereid touches a creature and causes water from its own body to flow into the creature's lungs. If the creature cannot breathe water, it must attempt a DC 33 Fortitude save. Success The creature is unaffected and is temporarily immune to Drowning Touch for 24 hours. Failure The creature becomes sickened 3 as it chokes on the water. Critical Failure The creature chokes on the water and runs out of air. It falls unconscious and starts drowning. If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation. Manifest Shawl Three Actions (Conjuration, Primal) The nereid divests themself of part of their connection to the First World and imbues this essence into a flowing shawl that enables them to function on land. The nereid can Dismiss this effect as long as they are touching the shawl. As long as the shawl exists, the nereid gains the amphibious trait. A nonnereid who carries the shawl also gains the amphibious trait. If a nereid's shawl is destroyed rather than Dismissed, the nereid can't Manifest a Shawl for 24 hours. Evindra does not currently posses her shawl. ","element":["Water"],"skill_mod":{"diplomacy":27,"deception":27,"stealth":27,"athletics":17},"primary_source":"Kingmaker Adventure Path","spell":["Heal","Summon Elemental","Elemental Form","Restoration","Suggestion","Control Water"],"ac":35,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":4,"reflex_save":27,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":22,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Evindra","alignment":"CN","rarity":"unique","strike_damage_average":[28],"attack_bonus":[27],"constitution":5,"immunity":["poison"],"will_save":24,"speed":{"max":50,"land":25,"swim":50},"wisdom":5,"weakness":{"cold_iron":15},"creature_ability":["Watery Transparency","Drowning Touch","Manifest Shawl"],"primary_source_group":"Kingmaker","skill":["Athletics","Deception","Diplomacy","First World Lore","Stealth"],"tradition":["Primal"],"trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2328","dexterity":8,"category":"creature","slug":"creature-2328"},{"attack_bonus":[30,31],"constitution":8,"primary_source_category":"Adventure Paths","strength":8,"hp":340,"language":["Common","Jotun"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":27,"charisma":4,"speed":{"max":30,"land":30},"perception":27,"wisdom":6,"weakness":{"fire":15},"creature_ability":["Attack of Opportunity","Vigorous Shake","Rend","Axe Critical Specialization","Forced Regeneration","Primordial Roar","Twin Chop"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation"],"trait":["Giant","Rare","Troll","CE","Large"],"id":"creature-2329","text":" Troll Guard Unspecific Lore : DC 37 Specific Lore : DC 34 Troll Guard Source Kingmaker Adventure Path pg. 383 Perception +27; darkvision Languages Common, Jotun Skills Athletics +31, Intimidation +27 Str +8 Dex +4 Con +8 Int +0 Wis +6 Cha +4 Items +1 striking battleaxes (2) , +2 resilient full plate --- AC 35 Fort +29 Ref +23 Will +27 HP 340 , regeneration 40 (deactivated by acid or fire) Weaknesses fire 15 Attack of Opportunity Reaction Vigorous Shake Reaction Trigger The troll king takes persistent acid or fire damage. Effect The troll king shakes itself to remove persistent acid or fire effects. The troll king immediately attempts a DC 15 flat check to end the persistent damage that triggered this reaction. If the troll king succeeds at this check, it can immediately use Primordial Roar as part of this reaction. --- Speed 30 feet Melee Single Action battleaxe +31 (reach 10 feet, Sweep), Damage 4d8+16 slashing Melee Single Action jaws +30 (reach 10 feet), Damage 3d12+16 piercing Rend Single Action battleaxe Axe Critical Specialization The troll guard has access to axe critical specialization effects. Forced Regeneration Single Action (Concentrate) Requirements The troll king's regeneration is not currently deactivated. Effect The troll king regains 20 HP. Primordial Roar Two Actions (Auditory, Emotion, Fear, Mental) The troll king unleashes a bestial roar. Each non-troll creature within 100 feet must attempt a DC 29 Will save. The creature is then temporarily immune for 10 minutes. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3. Twin Chop Single Action Frequency once per round; Effect The troll guard lashes out at two foes with its axes. The troll guard attempts two battleaxe Strikes, each of which must target a different foe within reach. These attacks count toward the troll's multiple attack penalty, but the multiple attack penalty doesn't increase until after the troll makes both attacks. ","skill_mod":{"athletics":31,"intimidation":27},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity","Monster"],"ac":35,"item":["+1 striking battleaxes (2)","+2 resilient full plate"],"level":15,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2329","intelligence":0,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":29,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Troll Guard","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[34,35],"slug":"creature-2329"},{"attack_bonus":[28,30],"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":225,"language":["Common","Jotun"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":24,"charisma":6,"speed":{"fly":30,"max":30,"land":30},"perception":26,"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Battlefield Command","Change Shape"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Nature","Society","Warfare Lore"],"trait":["Giant","Oni","Shapechanger","Unique","LE","Large"],"id":"creature-2330","text":" General Avinash Jurrg Unspecific Lore : DC 40 Specific Lore : DC 37 General Avinash Jurrg Source Kingmaker Adventure Path pg. 385 Perception +26; darkvision, low-light vision Languages Common, Jotun Skills Acrobatics +24, Arcana +26, Athletics +28, Deception +28, Intimidation +28, Nature +24, Society +24, Warfare Lore +26 Str +8 Dex +4 Con +6 Int +4 Wis +4 Cha +6 Items +1 glamered resilient breastplate , +1 composite longbow (20 arrows), +2 striking greatsword --- AC 36 Fort +28 Ref +24 Will +24 +1 status on all saves HP 225 , regeneration 15 (deactivated by acid or fire) Attack of Opportunity Reaction --- Speed 30 feet, fly 30 feet Melee Single Action greatsword +30 (versatile P), Damage 1d12+12 slashing Ranged Single Action composite longbow +28 (deadly d10, Propulsive, volley 30 ft.), Damage 1d8+4 piercing Primal Innate Spells DC 36 - 2nd Darkness (at will), Invisibility (at will) - 4th Gaseous Form, Invisibility, Sleep - 6th Chilling Darkness - 7th Cone of Cold Battlefield Command Single Action (Auditory, Enchantment, Incapacitation, Linguistic, Mental, Primal) Frequency once per round; Effect General Jurrg roars out a simple command during battle, using his supernatural power to force a foe within 30 feet to pursue a tactic in combat. The targeted creature must attempt a DC 34 Will save and is thereafter temporarily immune to new Battlefield Commands for 24 hours. Critical Success The creature is unaffected. Success The creature is stunned 1 as their mind rails against the command. Failure The creature must spend 1 action at the start of their turn to perform a basic action commanded by the general, chosen from those listed on pages 470–471 of the Pathfinder Core Rulebook. Critical Failure As failure, but the creature must spend all 3 actions to perform basic actions commanded by the general. At the end of their turn, they must save against Battlefield Command again to determine how the effect continues into their next turn, but each time this save is attempted the DC is reduced by 2. Change Shape Single Action (concentrate, polymorph, primal, transmutation) The onidoshi takes on the appearance of an ogre. This doesn't change their Speed or Strike attack and damage. ","tradition":["Primal"],"skill_mod":{"society":24,"deception":28,"nature":24,"arcana":26,"athletics":28,"intimidation":28,"acrobatics":24},"primary_source":"Kingmaker Adventure Path","spell":["Cone of Cold","Chilling Darkness","Gaseous Form","Invisibility","Sleep","Darkness"],"trait_group":["Creature Type","Monster","Rarity"],"ac":36,"item":["+1 glamered resilient breastplate","+1 composite longbow (20 arrows)","+2 striking greatsword"],"level":14,"spell_dc":[36],"source_category":["Adventure Paths"],"sense":" darkvision , low-light vision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2330","intelligence":4,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":28,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"General Avinash Jurrg","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[8,18],"slug":"creature-2330"},{"attack_bonus":[28,30],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":350,"language":["Common","Hallit"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":27,"charisma":3,"speed":{"max":35,"land":35},"perception":27,"wisdom":4,"weakness":{},"creature_ability":["Deny Advantage","Raging Resistance","Axe Specialization","Furious Finish","Giant's Lunge","Knockback","Rage"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation","Nature","Survival","Warfare Lore"],"trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-2331","text":" Villamor Koth Recall Knowledge - Humanoid (Society): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Villamor Koth Source Kingmaker Adventure Path pg. 347 Perception +27 Languages Common, Hallit Skills Athletics +30, Intimidation +26, Nature +27, Survival +27, Warfare Lore +25 Str +5 Dex +2 Con +4 Int +0 Wis +4 Cha +3 Items +2 resilient hide , +2 striking grievous greataxe , Lance --- AC 35 Fort +27 Ref +23 Will +27 HP 350 Deny Advantage Villamor Koth's foes struggle to pass his defenses. He isn't flat-footed to hidden, undetected, or flanking creatures of his level or lower, or to creatures of his level or lower using surprise attack. However, these creatures can still help their allies flank. Raging Resistance While raging, Villamor Koth gains resistance 7 to physical weapon damage (but not physical damage from other sources, such as unarmed attacks). <%UMR%3%%> Attack of Opportunity <%END> Reaction --- Speed 35 feet Melee Single Action greataxe +30 (Sweep), Damage 2d12+13 slashing Melee Single Action lance +28 (deadly d8, jousting d6, Reach), Damage 1d8+12 piercing Axe Specialization Villamor Koth gains the critical specialization effects for all axes he wields. Furious Finish Single Action (Rage) Desperate to finish the fight, Villamor Koth pours all his rage into one final blow. He makes a Strike. If it hits, he gains a circumstance bonus to damage equal to the number of rounds remaining in his Rage (maximum 10). After this Strike, his Rage immediately ends and he is fatigued until he rests for at least 10 minutes. Giant's Lunge Single Action (Concentrate, Rage) Villamor Koth extends his body and prepares to attack foes outside his normal reach. Until his rage ends, all his melee weapons and unarmed attacks gain reach 10. This doesn't increase the reach of any weapon or unarmed attack that already has the reach trait, but it does combine with abilities that increase his reach due to increased size. Knockback Single Action (Rage) Requirements Villamor Koth's last action was a successful Strike. Effect Villamor Koth pushes his foe back 5 feet, with the effects of a successful Shove. He can follow the foe as normal for a successful shove. Rage Single Action Villamor begins raging. He gains 19 temporary Hit Points. This frenzy lasts for 1 minute, until there are no enemies he can perceive, or until he falls unconscious, whichever comes first. He can't voluntarily stop raging. While he is raging, he deals 12 additional damage with melee weapons and unarmed attacks. This additional damage is halved if his weapon or unarmed attack is agile. While raging, Villamor Koth's AC is 33. ","skill_mod":{"nature":27,"survival":27,"athletics":30,"intimidation":26},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":35,"item":["+2 resilient hide","+2 striking grievous greataxe","Lance"],"level":15,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2331","intelligence":0,"reflex_save":23,"strongest_save":["fort","fortitude","will"],"dexterity":2,"fortitude_save":27,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Villamor Koth","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[16,26],"slug":"creature-2331"},{"attack_bonus":[28,28],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":245,"language":["Common","tiger empathy"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":26,"charisma":5,"speed":{"max":25,"land":25},"perception":26,"wisdom":6,"weakness":{"silver":10},"creature_ability":["Tiger Empathy","Defensive Rol","Change Shape","Curse of the Weretiger","Critical Debilitating Strike","Mobility","Moon Frenzy","Pounce","Rend","Sneak Attack"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Stealth","Thievery","Survival","Warfare Lore"],"stealth":"25","trait":["Beast","Human","Humanoid","Unique","Werecreature","NE","Large"],"id":"creature-2332","text":" Alasen Recall Knowledge - Beast (Arcana, Nature): DC 42 Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Alasen Source Kingmaker Adventure Path pg. 389 Perception +26; low-light vision, scent (imprecise) 30 feet Languages Common; tiger empathy Skills Acrobatics +25, Athletics +28, Stealth +25, Thievery +25, Survival +21, Warfare Lore +20 Str +8 Dex +6 Con +5 Int +0 Wis +6 Cha +5 Tiger Empathy (divination, primal) Alasen can communicate with felines. Items +1 greater invisibility resilient leather armor , ring of fire resistance, ring of cold resistance --- AC 36 Fort +23 Ref +28 Will +26 HP 245 Resistances cold 5, fire 5 Weaknesses silver 10 Defensive Rol Free Action Frequency once per 10 minutes Trigger A physical attack would reduce Alasen to 0 Hit Points. Effect Alasen drops into a roll to disperse the force of the blow and takes half damage from the attack. --- Speed 25 feet Melee Single Action jaws +28, Damage 3d6+16 piercing plus curse of the weretiger Melee Single Action claw +28 (Agile), Damage 3d4+16 slashing Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) Medium human with fist +26 for 2d6+16 bludgeoning, or tiger with Speed 30 feet and Wrestle. Curse of the Weretiger (Curse, Necromancy, Primal) This curse affects only humanoids; Saving Throw DC 18 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. Critical Debilitating Strike Free Action Trigger Alasen's Strike hits a flat-footed creature and deals damage. Effect The target becomes enfeebled 1 or takes a –10-foot status penalty to its Speeds, as chosen by Alasen. On a critical hit, the target must also attempt a DC 34 Fortitude save. Critical Success The target is unaffected. Success The target is slowed 1 until the end of Alasen's next turn. Failure The target is slowed 2 until the end of Alasen's next turn. Critical Failure The target is paralyzed until the end of Alasen's next turn. Mobility When Alasen takes a Stride action to move half her Speed or less, that movement does not trigger reactions. Moon Frenzy (Polymorph, Primal, Transmutation) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and increases the damage of their jaws Strike by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours. Pounce Single Action The weretiger Strides and makes a Strike at the end of that movement. If the weretiger began this action hidden, they remain hidden until after this ability's Strike. Rend Single Action claw Sneak Attack Alasen deals 2d6 extra precision damage to flat footed creatures. ","skill_mod":{"thievery":25,"survival":21,"stealth":25,"athletics":28,"acrobatics":25},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity","Monster"],"ac":36,"item":["+1 greater invisibility resilient leather armor","ring of fire resistance","ring of cold resistance"],"level":14,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{"fire":5,"cold":5},"url":"/Monsters.aspx?ID=2332","intelligence":0,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":23,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Alasen","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[23,26],"slug":"creature-2332"},{"attack_bonus":[32,32],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":222,"language":["Common","Terran","Undercommon"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":28,"charisma":2,"speed":{"fly":40,"max":40,"land":25},"perception":28,"wisdom":6,"weakness":{},"creature_ability":["Clawed Feet","Dread Striker","Intimidating Prowess","Sneak Attack","Statue","Rip and Rend"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation","Stealth","Torture Lore"],"stealth":"33","trait":["Beast","Earth","Unique","NE","Medium"],"id":"creature-2333","text":" Gedovius Recall Knowledge - Beast (Arcana, Nature): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Gedovius Source Kingmaker Adventure Path pg. 391 Perception +28; darkvision Languages Common, Terran, Undercommon Skills Acrobatics +31, Athletics +28, Intimidation +26, Stealth +33, Torture Lore +28 Str +6 Dex +9 Con +5 Int +2 Wis +6 Cha +2 Items +2 resilient leather armor , key to area E4 --- AC 39 Fort +27 Ref +31 Will +28 HP 222 Resistances physical 15 (except adamantine) Clawed Feet Reaction (attack) Trigger The gargoyle is Flying, and a creature moves into an adjacent square below it. Effect The gargoyle makes a claw Strike against the triggering creature. --- Speed 25 feet, fly 40 feet Melee Single Action jaws +32, Damage 3d8+12 piercing Melee Single Action claw +32 (Agile), Damage 3d6+12 slashing Dread Striker Any creature that has the frightened condition is also flat-footed against Gedovius's attacks. Intimidating Prowess Gedovius ignores the penalty for not sharing a language when he attempts to Demoralize a target. Sneak Attack Gedovius deals 3d6 extra precision damage to flat-footed creatures. Statue Single Action (Concentrate) Until the next time he acts, Gedovius appears to be a statue. He has an automatic result of 44 on Deception checks and DCs to pass as a statue. Rip and Rend Single Action Frequency once per round; Requirement Gedovius's last action was a melee Strike that dealt sneak attack damage to a flat-footed target. Effect Gedovius deals 6d6 persistent bleed damage to the target. ","element":["Earth"],"skill_mod":{"stealth":33,"athletics":28,"intimidation":26,"acrobatics":31},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"ac":39,"item":["+2 resilient leather armor","key to area E4"],"level":16,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=2333","intelligence":2,"reflex_save":31,"strongest_save":["ref","reflex"],"dexterity":9,"vision":"Darkvision","fortitude_save":27,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Gedovius","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[22,25],"slug":"creature-2333"},{"attack_bonus":[34,34],"constitution":9,"primary_source_category":"Adventure Paths","strength":9,"hp":330,"language":["Jotun","(can't speak any languages)"],"immunity":["cold","fire"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":29,"charisma":-2,"speed":{"max":35,"land":35},"perception":28,"wisdom":6,"weakness":{},"creature_ability":["Heat","Breath Weapon","Swallow Whole","Thrash"],"primary_source_group":"Kingmaker","skill":["Athletics","Stealth"],"stealth":"29","trait":["Beast","Unique","N","Huge"],"id":"creature-2334","text":" Rezatha Recall Knowledge - Beast (Arcana, Nature): DC 46 Unspecific Lore : DC 44 Specific Lore : DC 41 Rezatha Source Kingmaker Adventure Path pg. 392 Perception +28; darkvisiondarkvision, tremorsense (imprecise) 60 feet Languages Jotun; (can't speak any languages) Skills Athletics +34, Stealth +29 Str +9 Dex +6 Con +9 Int -3 Wis +6 Cha -2 --- AC 39 Fort +32 Ref +27 Will +29 HP 330 Immunities cold, fire Heat (aura, evocation, fire, primal) 5 feet. A creature that starts its turn in the aura takes 4d6 fire damage. Whenever Rezatha takes damage from an enemy, this damage increases to 6d6 until the start of its next turn. Any creature that hits Rezatha with an unarmed strike takes 6d6 fire damage, and a weapon that hits Rezatha takes 6d6 fire damage. --- Speed 35 feet Melee Single Action jaws +34 (reach 15 feet), Damage 3d12+17 piercing plus Grab Melee Single Action tail +34 (Fire, reach 15 feet), Damage 3d6+17 bludgeoning plus 3d6 fire Breath Weapon Two Actions (Evocation, Fire, Primal) Rezatha unleashes a gout of flame that deals 18d6 fire damage in a 30-foot cone (DC 38 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Swallow Whole Single Action Large, 2d10+8 bludgeoning damage plus 3d6 fire, Rupture 30 Thrash Two Actions Rezatha Strikes once with its jaws and once with its tail, each targeting a different creature. Each attack counts toward its multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks have been made. ","skill_mod":{"stealth":29,"athletics":34},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":39,"level":17,"source_category":["Adventure Paths"],"sense":" darkvision darkvision, tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2334","intelligence":-3,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":32,"source_group":["Kingmaker"],"size":["Huge"],"spoilers":"Kingmaker","name":"Rezatha","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[36,38],"slug":"creature-2334"},{"primary_source_category":"Adventure Paths","strength":5,"hp":290,"language":["Aklo","Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":9,"perception":28,"stealth":"30","trait":["Aberration","Unique","CE","Large"],"id":"creature-2335","text":" Engelidis Recall Knowledge - Aberration (Occultism): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Engelidis Source Kingmaker Adventure Path pg. 393 Perception +28; darkvision Languages Aklo, Common Skills Acrobatics +30, Athletics +27, Deception +33, Intimidation +31, Occultism +29, Stealth +30 Str +5 Dex +6 Con +5 Int +5 Wis +6 Cha +9 Coven A spirit naga adds hallucination , mind probe , and suggestion to their coven's spells. --- AC 40 Fort +25 Ref +30 Will +28 HP 290 --- Speed 25 feet, swim 15 feet Melee Single Action fangs +29 (Agile, Finesse), Damage 5d8+13 piercing plus spirit naga venom Arcane Spontaneous Spells DC 39, attack +26 - Cantrips (8th) Detect Magic, Ghost Sound, Mage Hand, Message, Telekinetic Projectile - 1st Charm, Mindlink, Ray of Enfeeblement, Sanctuary (4 slots) - 2nd Dispel Magic, Humanoid Form, Invisibility, Misdirection (4 slots) - 3rd Clairaudience, Illusory Disguise, Lightning Bolt (4 slots) - 4th Dimension Door, Fly (4 slots) - 5th Cone of Cold, Telekinetic Haul (4 slots) - 6th Chain Lightning, Mislead (4 slots) - 7th Mask of Terror, Power Word Blind (4 slots) - 8th Discern Location, Power Word Stun (2 slots) Rituals DC 39 - 2nd Inveigle Spirit Naga Venom (Poison) Saving Throw DC 28; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and stupefied 1 (1 round); Stage 2 2d6 poison damage and stupefied 2 (1 round) ","skill_mod":{"deception":33,"stealth":30,"athletics":27,"intimidation":31,"occultism":29,"acrobatics":30},"primary_source":"Kingmaker Adventure Path","spell":["Discern Location","Power Word Stun","Mask of Terror","Power Word Blind","Chain Lightning","Mislead","Cone of Cold","Telekinetic Haul","Dimension Door","Fly","Clairaudience","Illusory Disguise","Lightning Bolt","Dispel Magic","Humanoid Form","Invisibility","Misdirection","Charm","Mindlink","Ray of Enfeeblement","Sanctuary","Detect Magic","Ghost Sound","Mage Hand","Message","Telekinetic Projectile"],"ac":40,"level":16,"spell_dc":[39],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":5,"reflex_save":30,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":25,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Engelidis","alignment":"CE","rarity":"unique","strike_damage_average":[35],"attack_bonus":[29],"constitution":5,"spell_attack_bonus":[26],"will_save":28,"speed":{"max":25,"land":25,"swim":15},"wisdom":6,"weakness":{},"creature_ability":["Coven","Spirit Naga Venom"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Intimidation","Occultism","Stealth"],"tradition":["Arcane"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2335","dexterity":6,"category":"creature","slug":"creature-2335"},{"attack_bonus":[27,28,30],"constitution":4,"primary_source_category":"Adventure Paths","strength":8,"hp":255,"language":["Hallit"],"immunity":["cold","death effects","disease","paralyzed","poison","precision","and unconscious"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":27,"charisma":4,"speed":{"max":25,"land":25},"perception":27,"wisdom":5,"weakness":{},"creature_ability":["Sacrilegious Aura","Attack of Opportunity","Devastating Blast","Repulsing Blow","Graveknight's Curse","Weapon Master"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation","Religion","Survival"],"trait":["Rare","Undead","NE","Medium"],"id":"creature-2336","text":" Kellid Graveknight Recall Knowledge - Undead (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Kellid Graveknight Source Kingmaker Adventure Path pg. 401 Perception +27; darkvisiondarkvision Languages Hallit Skills Acrobatics +29, Athletics +32, Intimidation +30, Religion +27, Survival +27 Str +8 Dex +5 Con +4 Int +2 Wis +5 Cha +4 Items +1 greater frost greater striking dagger , resilient splint mail , +2 greater frost warhammer --- AC 37 Fort +24 Ref +25 Will +27 HP 255 (negative healing, rejuvenation) Immunities cold, death effects, disease, paralyzed, poison, precision, and unconscious Sacrilegious Aura (abjuration, aura, divine, evil) 30 feet. When a creature in the aura uses a positive spell or ability, the graveknight automatically attempts to counteract it, with a +23 counteract modifier. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action warhammer +30 (Magical, Shove), Damage 3d8+16 bludgeoning plus 1d6 cold Melee Single Action dagger +28 (Agile, Finesse, versatile S), Damage 3d4+14 piercing plus 1d6 cold Ranged Single Action dagger +27 (Agile, Finesse, versatile S), Damage 1d4+14 piercing plus 1d6 cold Devastating Blast Two Actions (Arcane, Cold, Evocation) The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 8d12 cold damage (DC 34 basic Reflex save). The graveknight can use this ability once every 1d4 rounds. Repulsing Blow Single Action (Arcane, Enchantment, Incapacitation, Mental) Requirements The graveknight's last action was a success with a Strike using a shove weapon. Effect The target struck by the shove weapon is knocked back 10 feet and must succeed at a DC 33 Will save or be unable to approach within 5 feet of the graveknight for 1 round. If the last action was a critical hit, the target automatically fails the Will save. Graveknight's Curse This curse affects anyone who wears a graveknight's armor for at least 1 hour. Saving Throw DC 34 Will save; Onset 1 hour; Stage 1 doomed 1 and cannot remove the armor (1 day); Stage 2 doomed 2, hampered 10, and cannot remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight. Weapon Master The graveknight has access to the critical specialization effects of any weapons it wields. ","skill_mod":{"survival":27,"athletics":32,"intimidation":30,"acrobatics":29,"religion":27},"primary_source":"Kingmaker Adventure Path","trait_group":["Rarity","Creature Type"],"ac":37,"item":["+1 greater frost greater striking dagger","resilient splint mail","+2 greater frost warhammer"],"level":14,"source_category":["Adventure Paths"],"sense":" darkvision darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2336","intelligence":2,"reflex_save":25,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":24,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Kellid Graveknight","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[20,25,33],"slug":"creature-2336"},{"attack_bonus":[30],"constitution":4,"primary_source_category":"Adventure Paths","strength":8,"hp":295,"language":["Hallit"],"immunity":["death effects","disease","electricity","paralyzed","poison","precision","and unconscious"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":27,"charisma":4,"speed":{"max":25,"land":25},"perception":29,"wisdom":5,"weakness":{},"creature_ability":["Sacrilegious Aura","Attack of Opportunity","Designate Blood-Foe","Devastating Blast","Graveknight's Curse","Korog's Command","Weapon Master"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation","Religion","Survival"],"trait":["Undead","Unique","NE","Medium"],"id":"creature-2337","text":" Korog Recall Knowledge - Undead (Religion): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Korog Source Kingmaker Adventure Path pg. 403 Perception +29; darkvision Languages Hallit Skills Acrobatics +29, Athletics +33, Intimidation +30, Religion +29, Survival +29 Str +8 Dex +5 Con +4 Int +2 Wis +5 Cha +4 Items +2 resilient full plate , +2 greater shock maul --- AC 39 Fort +30 Ref +27 Will +27 HP 295 (negative healing, rejuvenation) Immunities death effects, disease, electricity, paralyzed, poison, precision, and unconscious Sacrilegious Aura (abjuration, aura, divine, evil) 30 feet. When a creature in the aura uses a positive spell or ability, the graveknight automatically attempts to counteract it, with a +26 counteract modifier. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action greater shock maul +30 (Magical, Shove), Damage 3d12+17 bludgeoning plus 1d6 electricity Designate Blood-Foe Single Action Korog declares one creature he can see within 30 feet to be his blood- foe whom he swears to defeat. He can have up to three blood-foes designated at a time; any additional blood- foe removes another blood-foe of Korog's choice. Korog treats the results of Perception checks made against blood-foes as improved by one degree, and he has a +2 circumstance bonus to AC against his blood-foes' attacks. Devastating Blast Two Actions The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 9d12 electricity damage (DC 37 basic Reflex save). The graveknight can use this ability once every 1d4 rounds. Graveknight's Curse This curse affects anyone who wears a graveknight's armor for at least 1 hour. Saving Throw DC 37 Will save; Onset 1 hour; Stage 1 doomed 1 and cannot remove the armor (1 day); Stage 2 doomed 2, hampered 10, and cannot remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight. Korog's Command Single Action Frequency once per round; Effect Korog commands his allies to take an action. All allies who hear or see him are quickened 1 for 1 round and can use this extra action to Step, Stride, or make a Strike against one of Korog's blood-foes. Weapon Master The graveknight has access to the critical specialization effects of any weapons it wields. ","skill_mod":{"survival":29,"athletics":33,"intimidation":30,"acrobatics":29,"religion":29},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":39,"item":["+2 resilient full plate","+2 greater shock maul"],"level":16,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2337","intelligence":2,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":30,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Korog","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[40],"slug":"creature-2337"},{"attack_bonus":[31,31],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":290,"language":["Aklo","Hallit"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":26,"charisma":1,"speed":{"max":25,"land":25},"perception":29,"wisdom":3,"weakness":{},"creature_ability":["Infused Items","Juggernaut","Outside of Time","Bomber","Cruel Anatomist","Quick Bomber"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Crafting","Intimidation","Medicine","Occultism","Stealth","Survival","Yog-Sothoth Lore"],"stealth":"27","trait":["Human","Humanoid","Rare","CE","Medium"],"id":"creature-2338","text":" Thresholder Hermeticist Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Thresholder Hermeticist Source Kingmaker Adventure Path pg. 407 Perception +29; unseen sight Languages Aklo, Hallit Skills Acrobatics +29, Crafting +31, Intimidation +25, Medicine +27, Occultism +31, Stealth +27, Survival +27, Yog-Sothoth Lore +31 Str +2 Dex +5 Con +3 Int +5 Wis +3 Cha +1 Infused Items A Thresholder Hermeticist carries the following infused items, which last for 24 hours or until the next time the Thresholder Hermeticist makes their daily preparations: infused greater acid flasks (14), infused major eagle-eye elixirs (2), infused major elixirs of life (3), infused greater mistform elixirs (2). Items expanded alchemist's tools, major antidote, +2 greater striking dagger , religious symbol of Yog-Sothoth, +2 resilient studded leather armor --- AC 39 concealed Fort +28 Ref +30 Will +26 juggernaut HP 290 Resistances mental 15 Juggernaut When the Thresholder Hermeticist rolls a success on a Fortitude save, they get a critical success instead. Outside of Time The Thresholder Hermeticist exists outside of time; they don't age, don't need food or drink to survive, and can't be quickened or slowed unless they choose to be. --- Speed 25 feet Melee Single Action dagger +31 (Agile, Finesse, Magical, versatile S), Damage 3d4+8 piercing plus cruel anatomist Ranged Single Action greater acid flask +31 (range increment 30 feet, splash 10 feet), Damage 1 acid damage plus 3d6 persistent acid damage and 3 acid splash damage Bomber When throwing an alchemical bomb with the splash trait, the Thresholder Hermeticist can deal splash damage to only their primary target instead of the usual splash area. Cruel Anatomist The Thresholder Hermeticist deals an additional 2d8 bleed damage with melee Strikes. A creature who bleeds for 2 rounds from this becomes enfeebled 1 for as long as it continues bleeding. Quick Bomber Single Action The Thresholder Hermeticist Interacts to draw an alchemical bomb, then Strikes with it. Unseen Sight The ritual Foras led his cultists on allowed them to turn aside time and halt aging, but it required more than the sacrifice of an individual's given name—it required the sacrifice of sight itself. The removal of the eyes symbolized a Thresholder's abandonment of all they had seen before, and with the ritual's completion they gain something greater than mere vision: they gain the Unseen Sight. This is a precise sense that mimics darkvision yet functions even if the eye sockets themselves are covered. More importantly, the unseen sight allows a Thresholder to see the truth of the world, granting them the ability to see things as they actually are as if they were under the effects of true seeing, provided they are located within a region under the influence of Yog- Sothoth. Currently in the Stolen Lands, this is limited to the island of Candlemere and the dungeons within it; beyond this area, the Thresholder cultists are blind. Of course, if their plan to draw Yog-Sothoth into the region succeeds, the region in which the unseen sight functions will increase dramatically... ","skill_mod":{"crafting":31,"survival":27,"stealth":27,"medicine":27,"intimidation":25,"occultism":31,"acrobatics":29},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":39,"item":["expanded alchemist's tools","major antidote","+2 greater striking dagger","religious symbol of Yog-Sothoth","+2 resilient studded leather armor"],"level":16,"source_category":["Adventure Paths"],"sense":"unseen sight","weakest_save":["will"],"resistance":{"mental":15},"url":"/Monsters.aspx?ID=2338","intelligence":5,"reflex_save":30,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":28,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Thresholder Hermeticist","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[10,15],"slug":"creature-2338"},{"attack_bonus":[31],"constitution":1,"primary_source_category":"Adventure Paths","strength":0,"hp":315,"language":["Aklo","Hallit"],"source":["Kingmaker Adventure Path"],"type":"Creature","spell_attack_bonus":[30],"will_save":33,"charisma":5,"speed":{"max":25,"land":25},"perception":31,"wisdom":6,"weakness":{},"creature_ability":["Resolve","Outside of Time","Divine Font","Reminder of Doom","Steady Spellcasting"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Deception","Intimidation","Medicine","Occultism","Religion","Yog-Sothoth Lore"],"trait":["Human","Humanoid","Rare","CE","Medium"],"id":"creature-2339","text":" Thresholder Mystic Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Thresholder Mystic Source Kingmaker Adventure Path pg. 408 Perception +31; unseen sight Languages Aklo, Hallit Skills Acrobatics +28, Deception +30, Intimidation +32, Medicine +31, Occultism +30, Religion +33, Yog-Sothoth Lore +32 Str +0 Dex +4 Con +1 Int +2 Wis +6 Cha +5 Items +2 greater striking spell storing dagger (contains blindness ) , +2 resilient leather armor , religious symbol of Yog-Sothoth --- AC 41 Fort +27 Ref +29 Will +33 resolve HP 315 Resistances mental 15 Resolve When the mystic rolls a success on a Will save, they get a critical success instead. Outside of Time The Thresholder Hermeticist exists outside of time; they don't age, don't need food or drink to survive, and can't be quickened or slowed unless they choose to be.Outside of Time As Thresholder Hermeticist. --- Speed 25 feet Melee Single Action dagger +31 (Agile, Finesse, Magical, versatile S), Damage 3d4+6 piercing Divine Prepared Spells DC 39, attack +30 - Cantrips (9th) Daze, Disrupt Undead, Forbidding Ward, Guidance, Message - 1st Bless, Command, Sanctuary - 2nd Darkness, Deafness, Silence - 3rd Blindness, Dream Message, Locate - 4th Air Walk, Discern Lies, Silence - 5th Prying Eye, Sending, Tongues - 6th Blade Barrier, Heal, True Seeing - 7th Divine Decree, Crisis of Faith, Eclipse Burst - 9th Harm (×6 overwhelming presence), Telepathic Demand, Dispel Magic, Spirit Blast, Heal Cleric Domain Spells DC 38, 2 Focus Points - 9th Delay Consequence, Stasis Divine Font harm Reminder of Doom Single Action (Auditory, Concentrate, Emotion, Linguistic, Mental) The mystic reminds their allies of the punishments awaiting those who fail Yog- Sothoth. The mystic and their allies within 60 feet gain a +2 status bonus to attack rolls and damage rolls until the end of the mystic's next turn. Steady Spellcasting If a reaction would disrupt the Thresholder Mystic's spellcasting action, they attempt a DC 15 flat check; on a success, the action isn't disrupted. Unseen Sight The ritual Foras led his cultists on allowed them to turn aside time and halt aging, but it required more than the sacrifice of an individual's given name—it required the sacrifice of sight itself. The removal of the eyes symbolized a Thresholder's abandonment of all they had seen before, and with the ritual's completion they gain something greater than mere vision: they gain the Unseen Sight. This is a precise sense that mimics darkvision yet functions even if the eye sockets themselves are covered. More importantly, the unseen sight allows a Thresholder to see the truth of the world, granting them the ability to see things as they actually are as if they were under the effects of true seeing, provided they are located within a region under the influence of Yog- Sothoth. Currently in the Stolen Lands, this is limited to the island of Candlemere and the dungeons within it; beyond this area, the Thresholder cultists are blind. Of course, if their plan to draw Yog-Sothoth into the region succeeds, the region in which the unseen sight functions will increase dramatically... ","tradition":["Divine"],"skill_mod":{"deception":30,"medicine":31,"intimidation":32,"occultism":30,"acrobatics":28,"religion":33},"primary_source":"Kingmaker Adventure Path","spell":["Harm","Telepathic Demand","Dispel Magic","Spirit Blast","Heal","Divine Decree","Crisis of Faith","Eclipse Burst","Blade Barrier","True Seeing","Prying Eye","Sending","Tongues","Air Walk","Discern Lies","Silence","Blindness","Dream Message","Locate","Darkness","Deafness","Bless","Command","Sanctuary","Daze","Disrupt Undead","Forbidding Ward","Guidance","Message","Delay Consequence","Stasis"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":41,"item":["+2 greater striking spell storing dagger (contains blindness )","+2 resilient leather armor","religious symbol of Yog-Sothoth"],"level":17,"spell_dc":[38,39],"source_category":["Adventure Paths"],"sense":"unseen sight","weakest_save":["fort","fortitude"],"resistance":{"mental":15},"url":"/Monsters.aspx?ID=2339","intelligence":2,"reflex_save":29,"strongest_save":["will"],"dexterity":4,"fortitude_save":27,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Thresholder Mystic","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[13],"slug":"creature-2339"},{"attack_bonus":[28,29,29],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":255,"language":["Aklo","Hallit"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":25,"charisma":2,"speed":{"max":40,"land":40},"perception":26,"wisdom":4,"weakness":{},"creature_ability":["Evasion","Guarded Movement","Outside of Time","Flurry of Blows","Lurker Stance","Ominous Mien","Temporal Strikes"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth","Yog-Sothoth Lore"],"stealth":"25","trait":["Human","Humanoid","Rare","CE","Medium"],"id":"creature-2340","text":" Thresholder Disciple Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Thresholder Disciple Source Kingmaker Adventure Path pg. 409 Perception +26; unseen sight Languages Aklo, Hallit Skills Acrobatics +27, Athletics +28, Intimidation +26, Religion +25, Stealth +25, Yog-Sothoth Lore +24 Str +5 Dex +5 Con +2 Int +0 Wis +4 Cha +2 Items major elixir of life, +2 striking handwraps of mighty blows , religious symbol of Yog-Sothoth, robes, Shuriken (10) --- AC 36 Fort +23 Ref +28 Will +25 evasion HP 255 Resistances mental 10 Evasion When the disciple rolls a success on a Reflex save, they get a critical success instead. Guarded Movement The disciple gains a +4 circumstance bonus to AC against reactions triggered by their movement. Outside of Time The Thresholder Hermeticist exists outside of time they don't age, don't need food or drink to survive, and can't be quickened or slowed unless they choose to be. --- Speed 40 feet Melee Single Action fist +29 (Agile, Magical), Damage 2d6+11 bludgeoning plus 3d6 mental Melee Single Action lurker claw +29 (Forceful, Magical, Parry), Damage 2d12+11 slashing plus 3d6 mental Ranged Single Action shuriken +28 (Agile, thrown 20 feet, reload 0), Damage 1d4+11 piercing plus 3d6 mental Flurry of Blows Single Action (Flourish) Frequency Once per turn; Effect The disciple makes two unarmed Strikes. If both hit the same creature, combine their damages for the purposes of resistances and weaknesses. The disciple's multiple attack penalty applies normally to these Strikes. Lurker Stance Single Action (Stance) The disciple takes the stance of the Lurker at the Threshold, full of menace and danger. The disciple can make lurker claw unarmed attacks. These deal 1d12 slashing damage; are in the brawling group; and have the parry, forceful, and unarmed traits. While in this stance, if the disciple succeeds or critically succeeds at a check to Demoralize a target, the target must succeed at a DC 34 Will saving throw or be stupefied 1 (stupefied 3 on a critical failure) for 1 minute. Ominous Mien Single Action Requirement The disciple is in Lurker Stance; Effect The disciple gains a +2 circumstance bonus to Intimidation checks and their Demoralize attempts don't take a penalty for not speaking the target's language and don't cause the target to become temporarily immune. These effects last until the end of the disciple's next turn. Temporal Strikes The disciple's Strikes force the creature hit to endure a deluge of unfamiliar memories from a combination of past lives and parallel existences, causing an additional 3d6 mental damage with a successful hit. Unseen Sight The ritual Foras led his cultists on allowed them to turn aside time and halt aging, but it required more than the sacrifice of an individual's given name—it required the sacrifice of sight itself. The removal of the eyes symbolized a Thresholder's abandonment of all they had seen before, and with the ritual's completion they gain something greater than mere vision: they gain the Unseen Sight. This is a precise sense that mimics darkvision yet functions even if the eye sockets themselves are covered. More importantly, the unseen sight allows a Thresholder to see the truth of the world, granting them the ability to see things as they actually are as if they were under the effects of true seeing, provided they are located within a region under the influence of Yog- Sothoth. Currently in the Stolen Lands, this is limited to the island of Candlemere and the dungeons within it; beyond this area, the Thresholder cultists are blind. Of course, if their plan to draw Yog-Sothoth into the region succeeds, the region in which the unseen sight functions will increase dramatically... ","skill_mod":{"stealth":25,"athletics":28,"intimidation":26,"acrobatics":27,"religion":25},"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":36,"item":["major elixir of life","+2 striking handwraps of mighty blows","religious symbol of Yog-Sothoth","robes","Shuriken (10)"],"level":14,"source_category":["Adventure Paths"],"sense":"unseen sight","weakest_save":["fort","fortitude"],"resistance":{"mental":10},"url":"/Monsters.aspx?ID=2340","intelligence":0,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":23,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Thresholder Disciple","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[24,28,34],"slug":"creature-2340"},{"primary_source_category":"Adventure Paths","strength":10,"hp":445,"language":["Aklo","Alghollthu","Undercommon","telepathy 100 feet"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":9,"perception":33,"trait":["Aberration","Unique","CE","Gargantuan"],"id":"creature-2341","text":" Niodrhast Recall Knowledge - Aberration (Occultism): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Niodrhast Source Kingmaker Adventure Path pg. 414 Perception +33; greater darkvision, thoughtsense 100 feet. Languages Aklo, Alghollthu, Undercommon; telepathy 100 feet Skills Acrobatics +35, Athletics +37, Deception +38, Diplomacy +36, Intimidation +38, Occultism +38 Str +10 Dex +6 Con +8 Int +9 Wis +6 Cha +9 Thoughtsense (divination, mental, occult) The neothelid uses its mind as a precise sense at the listed range to notice all non-mindless creatures. --- AC 43 Fort +35 Ref +31 Will +33 +1 status to all saves HP 445 Immunities acid Resistances mental 20 Weaknesses cold iron 20 Dimensional Wormhole Reaction ( <%TRAITS%33%%> conjuration <%END>, <%TRAITS%120%%> occult <%END>, <%TRAITS%156%%> teleportation Trigger A creature the neothelid is aware of uses a teleportation effect <%END>) Effect The neothelid creates an extradimensional wormhole at the triggering creature's initial location that persists for up to 1 minute. If the neothelid moves into the wormhole's space, the neothelid teleports to the same destination as the triggering creature. --- Speed 30 feet, fly 50 feet Melee Single Action jaws +37 (reach 15 feet), Damage 4d12+18 piercing plus Improved Grab Melee Single Action rasping tongue +37 (Agile, fatal d10, reach 25 feet), Damage 4d8+18 slashing Occult Innate Spells DC 41, attack +33 - Cantrips (9th) Daze, Detect Magic, Mage Hand, Telekinetic Projectile - 5th Mind Probe (at will), Telekinetic Haul (at will) - 6th Scrying (×3), Suggestion (at will) - 7th Teleport - 8th Charm, Suggestion - 9th Phantasmal Calamity, Summon Entity Rituals DC 41 - 2nd Inveigle - 3rd Geas Breath Weapon Two Actions (Acid, Evocation, Occult) The neothelid breathes a spray of acid that deals 20d6 acid damage in a 60-foot cone (DC 41 basic Reflex save). The neothelid can't use Breath Weapon again for 1d4 rounds. Instant Suggestion Reaction Trigger A creature fails a Will save against a spell or effect created by the neothelid; Effect The neothelid casts a suggestion spell it has available on the creature that failed its Will save. Lashing Tongues Two Actions The neothelid's four tongues lash out in a frenzy at several targets. It makes up to four rasping tongue Strikes, each against a different target. These attacks count toward the neothelid's multiple attack penalty, but the multiple attack penalty doesn't increase until after the neothelid makes all of its attacks. Swallow Whole Single Action Large, 2d12 bludgeoning plus 3d12 acid, Rupture 31 ","skill_mod":{"diplomacy":36,"deception":38,"athletics":37,"intimidation":38,"occultism":38,"acrobatics":35},"primary_source":"Kingmaker Adventure Path","spell":["Phantasmal Calamity","Summon Entity","Charm","Suggestion","Teleport","Scrying","Mind Probe","Telekinetic Haul","Daze","Detect Magic","Mage Hand","Telekinetic Projectile"],"ac":43,"level":19,"spell_dc":[41],"source_category":["Adventure Paths"],"sense":" greater darkvision , thoughtsense 100 feet.","resistance":{"mental":20},"intelligence":9,"reflex_save":31,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":35,"source_group":["Kingmaker"],"size":["Gargantuan"],"spoilers":"Kingmaker","name":"Niodrhast","alignment":"CE","rarity":"unique","strike_damage_average":[36,44],"attack_bonus":[37,37],"constitution":8,"immunity":["acid"],"spell_attack_bonus":[33],"will_save":33,"speed":{"fly":50,"max":50,"land":30},"wisdom":6,"weakness":{"cold_iron":20},"creature_ability":["Thoughtsense","Dimensional Wormhole","Breath Weapon","Instant Suggestion","Lashing Tongues","Swallow Whole"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism"],"tradition":["Occult"],"trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2341","dexterity":6,"category":"creature","slug":"creature-2341"},{"primary_source_category":"Adventure Paths","strength":5,"hp":240,"language":["Aklo","<%SPELLS%340%%>tongues<%END>"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":6,"perception":31,"stealth":"32","trait":["Aberration","Dream","Rare","CE","Medium"],"id":"creature-2342","text":" Leng Envoy Recall Knowledge - Aberration (Occultism): DC 43 Recall Knowledge - Dream (Occultism): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Leng Envoy Source Kingmaker Adventure Path pg. 416 Perception +31; darkvision Languages Aklo; tongues Skills Acrobatics +32, Athletics +29, Deception +35, Intimidation +32, Occultism +35, Sailing Lore +38, Stealth +32, Thievery +30 Str +5 Dex +6 Con +5 Int +9 Wis +5 Cha +6 Items +2 greater striking keen kukri , Leng rubies worth 300 gp, pipes --- AC 42 Fort +27 Ref +30 Will +33 HP 240 (planar fast healing 15) Immunities cold Resistances critical hits 20, precision 20 No Breath The Leng envoy doesn't need to breathe. Planar Fast Healing A denizen of Leng maintains a connection to Leng at all times, and when away from Leng, they have fast healing 5. They lose this ability on Leng or in areas where planar connections do not function. If killed, their body dissolves into nothingness in 1d4 rounds, leaving behind their equipment. A slain denizen reforms in Leng they can be permanently killed only when their planar fast healing doesn't function. --- Speed 30 feet Melee Single Action kukri +34 (Agile, Finesse, Magical, Trip), Damage 3d6+13 slashing plus 3d6 persistent bleed Melee Single Action jaws +32 (Agile, Finesse), Damage 3d10+13 piercing plus debilitating bite Occult Innate Spells DC 40, attack +34 - Cantrips (9th) Chill Touch, Detect Magic, Mage Hand, Message, Read Aura - 2nd Mirror Image - 3rd Hypnotic Pattern, Levitate - 4th Outcast's Curse - 5th Locate, Mind Probe - 7th Warp Mind - 8th Suggestion, Uncontrollable Dance - 9th Unfathomable Song, Phantom Pain - Constant (9th) Tongues Leng Ruby (Enchantment, Occult) Many denizens of Leng carry strange rubies mined from quarries in Leng. As long as a creature holds a Leng ruby that it willingly accepted as a gift or payment from a denizen of Leng, any denizen of Leng can target that creature with mind reading , outcast's curse , phantom pain , or warp mind at a range of 1 mile, and the bearer uses an outcome one degree of success worse than the result of its saving throw against outcast's curse. Debilitating Bite (Curse, Occult) A creature that takes damage from a denizen's bite must succeed at a DC 40 Fortitude save or become clumsy 1. Each time a target fails an additional save against this ability, the condition value increases by 1 (to a maximum of clumsy 4). This condition value decreases by 1 every 24 hours. Play the Pipes Three Actions (Auditory, Primal) Frequency once per day; Requirements The Leng envoy is holding a musical instrument; Effect The envoy plays a melody on its instrument to cast uncontrollable dance , unfathomable song , or warp mind without expending the spell slot and using his music in place of providing the spell's component actions. The spell gains the auditory trait and targets all creatures in a 60-foot emanation instead of its usual targets. A creature that succeeds at its Will save against any spell is then temporarily immune from all spells played from the envoy's pipes for 1 minute. Aberrations are immune to this music. ","skill_mod":{"deception":35,"thievery":30,"stealth":32,"athletics":29,"intimidation":32,"occultism":35,"acrobatics":32},"primary_source":"Kingmaker Adventure Path","spell":["Unfathomable Song","Phantom Pain","Suggestion","Uncontrollable Dance","Locate","Mind Probe","Warp Mind","Outcast's Curse","Hypnotic Pattern","Levitate","Mirror Image","Chill Touch","Detect Magic","Mage Hand","Message","Read Aura","Tongues"],"ac":42,"item":["+2 greater striking keen kukri","Leng rubies worth 300 gp","pipes"],"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"precision":20},"intelligence":9,"reflex_save":30,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":27,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Leng Envoy","alignment":"CE","rarity":"rare","strike_damage_average":[29,34],"attack_bonus":[32,34],"constitution":5,"immunity":["cold"],"spell_attack_bonus":[34],"will_save":33,"speed":{"max":30,"land":30},"wisdom":5,"weakness":{},"creature_ability":["No Breath","Planar Fast Healing","Leng Ruby","Debilitating Bite","Play the Pipes"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Intimidation","Occultism","Sailing Lore","Stealth","Thievery"],"tradition":["Occult"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2342","dexterity":6,"category":"creature","slug":"creature-2342"},{"primary_source_category":"Adventure Paths","strength":6,"hp":210,"language":["Aklo"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":4,"perception":29,"stealth":"31","trait":["Aberration","Evil","Rare","Time","NE","Medium"],"id":"creature-2343","text":" Mastiff Of Tindalos Recall Knowledge - Aberration (Occultism): DC 39 Recall Knowledge - Time (Occultism): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Mastiff Of Tindalos Source Kingmaker Adventure Path pg. 416 Perception +29; greater darkvision Languages Aklo Skills Acrobatics +31, Athletics +27, Occultism +31, Stealth +31, Survival +27 Str +6 Dex +8 Con +4 Int +8 Wis +6 Cha +4 --- AC 37 Fort +23 Ref +29 Will +27 HP 210 Immunities cold Resistances mental 15, poison 15, physical 15 Otherworldly Mind Reaction (mental) Whenever a creature targets the hound with a mental effect, that creature takes 8d6 mental damage (DC 33 basic Will save). On a critical failure, it also becomes confused for 1d4 rounds. Ripping Gaze (aura, evocation, occult, visual) 30 feet. The hound of Tindalos's eyes glow balefully, causing painful but bloodless wounds to rip open in the body of a creature that meets its awful gaze. When a creature ends its turn in the aura's emanation, it takes 8d6 slashing damage (DC 33 basic Fortitude save). A creature that critically succeeds at its save is temporarily immune for 24 hours. Vulnerable to Curved Space When a hound of Tindalos is not adjacent to a structural angle of 90º (or more acute), its resistance to physical damage is suppressed and it becomes sickened 1. It can't recover from this sickened condition, but the condition ends automatically once the hound is again adjacent to a suitable angle. --- Speed 30 feet, fly 30 feet Melee Single Action jaws +29, Damage 3d12+14 Melee Single Action claws +29 (Agile), Damage 3d10+14 Occult Innate Spells DC 32, attack +29 - 6th Invisibility (self only), Locate, Slow - 7th Dimension Door (at will), Dimensional Anchor, Haste - 8th Discern Location Angled Entry Free Action (Conjuration, Occult, Teleportation) The hound of Tindalos casts a 7th-level dimension door spell, but it must transport itself into a space adjacent to an angle of 90º (or more acute) in the structure or environment around it. For example, it could teleport to a space adjacent to a wall (using the angle between the wall and floor) or a corner in a room, or adjacent to a sizable tree growing straight up out of the ground, but not to a flat plain or a room with only curved corners and edges. Once per day, the hound can use this ability to plane shift to or from the Dimension of Time, with the same restrictions on what angles it can appear next to. ","skill_mod":{"survival":27,"stealth":31,"athletics":27,"occultism":31,"acrobatics":31},"primary_source":"Kingmaker Adventure Path","spell":["Discern Location","Dimension Door","Dimensional Anchor","Haste","Invisibility","Locate","Slow"],"ac":37,"level":15,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{"bludgeoning":15,"poison":15,"piercing":15,"slashing":15,"mental":15,"physical":15},"intelligence":8,"reflex_save":29,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":23,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Mastiff Of Tindalos","alignment":"NE","rarity":"rare","strike_damage_average":[30,33],"attack_bonus":[29,29],"constitution":4,"immunity":["cold"],"spell_attack_bonus":[29],"will_save":27,"speed":{"fly":30,"max":30,"land":30},"wisdom":6,"weakness":{},"creature_ability":["Otherworldly Mind","Ripping Gaze","Vulnerable to Curved Space","Angled Entry"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Occultism","Stealth","Survival"],"tradition":["Occult"],"trait_group":["Creature Type","Alignment","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2343","dexterity":8,"category":"creature","slug":"creature-2343"},{"attack_bonus":[30],"constitution":8,"primary_source_category":"Adventure Paths","strength":8,"hp":260,"language":["Aquan"],"immunity":["bleed","disease paralyzed","poison","sleep"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":23,"charisma":0,"speed":{"max":100,"land":35,"swim":100},"perception":25,"wisdom":5,"weakness":{},"creature_ability":["Water-Bound","Vortex","Blinding Sickness","Drench","Surge"],"primary_source_group":"Kingmaker","skill":["Athletics","Stealth"],"stealth":"28","trait":["Aquatic","Elemental","Water","N","Huge"],"id":"creature-2344","text":" Elder Elemental Tsunami Recall Knowledge - Elemental (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Elder Elemental Tsunami Source Kingmaker Adventure Path pg. 429 Perception +25; darkvision Languages Aquan Skills Athletics +28, Stealth +28 Str +8 Dex +8 Con +8 Int +0 Wis +5 Cha +0 Water-Bound When not touching water, the elemental tsunami is slowed 1 and can't use reactions. --- AC 36 Fort +26 Ref +28 Will +23 HP 260 Immunities bleed, disease paralyzed, poison, sleep Resistances fire 10 Vortex (aura, water) 50 feet. Water in the area that is in the same body of water as the elemental tsunami is difficult terrain for Swimming creatures that don't have the water trait. --- Speed 35 feet, swim 100 feet Melee Single Action wave +30 (reach 20 feet), Damage 3d12+16 bludgeoning plus Push or Pull 10 feet and blinding sickness Blinding Sickness (Disease) A creature that takes damage from an elder elemental tsunami's wave Strike or Surge is exposed to blinding sickness. Saving Throw DC 34 Fortitude; Stage 1 carrier with no ill effects; Stage 2 enfeebled 1 (1 day); Stage 3 enfeebled 2 (1 day); Stage 4 enfeebled 2 and permanently blinded (1 day); Stage 5 enfeebled 4 (1 day); Stage 6 unconscious (1 day); Stage 7 death Drench Single Action (Abjuration, Primal, Water) The elemental puts out all fires in a 20-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier). Surge Two Actions The elemental tsunami quickly expands its space to fill the area of its vortex. Creatures within the vortex's emanation take 6d12+8 bludgeoning damage (DC 34 basic Fortitude save). A creature that fails this save is Pushed 20 feet. The elemental tsunami then retracts to its former space. The elemental tsunami can't Surge again for 1d4 rounds. ","element":["Water"],"skill_mod":{"stealth":28,"athletics":28},"primary_source":"Kingmaker Adventure Path","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":36,"level":14,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":10},"url":"/Monsters.aspx?ID=2344","intelligence":0,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":26,"source_group":["Kingmaker"],"size":["Huge"],"name":"Elder Elemental Tsunami","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[35],"slug":"creature-2344"},{"constitution":6,"primary_source_category":"Adventure Paths","strength":5,"hp":230,"language":["Abyssal","Common"],"immunity":["precision","swarm mind"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":28,"charisma":0,"speed":{"climb":30,"max":30,"land":30,"burrow":10},"perception":30,"wisdom":6,"weakness":{"area":15,"fire":15,"splash":15},"creature_ability":["Blood Scent","Vulnerability to Supernatural Darkness","Swarming Bites","Blood Drain","Mandragora Swarm Venom","Piercing Shriek"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Stealth"],"stealth":"34","trait":["Plant","Rare","Swarm","CE","Large"],"id":"creature-2345","text":" Mandragora Swarm Recall Knowledge - Plant (Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Mandragora Swarm Source Kingmaker Adventure Path pg. 430 Perception +30; blood scent, low-light vision Languages Abyssal, Common Skills Acrobatics +32, Athletics +29, Stealth +34 Str +5 Dex +8 Con +6 Int -1 Wis +6 Cha +0 Blood Scent A mandragora can smell creatures with blood as an imprecise sense at a range of 30 feet, and it can smell demons, fey, and sorcerers with blood as a precise sense at a range of 30 feet. --- AC 42 Fort +30 Ref +34 Will +28 HP 230 (fast healing 15) Immunities precision, swarm mind Resistances bludgeoning 15, electricity 15, piercing 15, slashing 7 Weaknesses area damage 15, fire 15, splash damage 15 Vulnerability to Supernatural Darkness Whenever a mandragora begins its turn in an area of magical darkness, it is slowed 1 on that turn. --- Speed 30 feet, burrow 10 feet, climb 30 feet Swarming Bites Single Action Each enemy in the swarm's space takes 7d8 piercing damage (DC 40 basic Reflex save) and is exposed to mandragora swarm venom. A successful save negates the poison exposure. Blood Drain Free Action Trigger An enemy takes damage from the mandragora swarm's Swarming Bites action; Effect The mandragora swarm drains blood from the creature, dealing 9d6 damage. If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a mandragora is drained 2 until it receives healing of any kind or amount. Mandragora Swarm Venom (Poison) Saving Throw DC 40 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and stupefied 1 (1 round); Stage 2 4d6 poison damage, confused, and stupefied 1 (1 round); Stage 3 6d6 poison damage, confused, and stupefied 1 (1 round) Piercing Shriek Single Action (Auditory, Evocation, Mental, Primal) Frequency once per day; Effect The mandragora emits an unsettling shriek. Each non-mandragora creature within 30 feet must attempt a DC 40 Will save. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 2 and slowed 1. As long as the creature remains sickened, this slowed condition value can't be reduced below 1. ","skill_mod":{"stealth":34,"athletics":29,"acrobatics":32},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity","Monster"],"ac":42,"level":18,"source_category":["Adventure Paths"],"sense":"blood scent, low-light vision ","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":7,"electricity":15},"url":"/Monsters.aspx?ID=2345","intelligence":-1,"reflex_save":34,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Low-light vision","fortitude_save":30,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Mandragora Swarm","alignment":"CE","category":"creature","rarity":"rare","slug":"creature-2345"},{"primary_source_category":"Adventure Paths","strength":8,"hp":350,"language":["Common","Jotun","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":8,"perception":35,"stealth":"35","trait":["Fey","Unique","CN","Medium"],"id":"creature-2346","text":" The Horned Hunter Recall Knowledge - Fey (Nature): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 The Horned Hunter Source Kingmaker Adventure Path pg. 431 Perception +35; low-light vision Languages Common, Jotun, Sylvan Skills Acrobatics +35, Athletics +35, First World Lore +32, Nature +33, Stealth +35, Survival +33 Str +8 Dex +6 Con +6 Int +4 Wis +6 Cha +8 Fey Conduit Before she sent him into the Material Plane, Nyrissa used the power of her home within the Fable (see area M7c on page 476) to forge a link with the Horned Hunter. During his time on the Material Plane, she can observe the world as if seeing through his eyes and listening through his ears. She cannot bolster the Horned Hunter via this link, and uses it primarily to spy on the PCs and observe their tactics in preparation for what she hopes never occurs—their invasion of Thousandbreaths. If the Horned Hunter claims Briar, the sword causes this link to Nyrissa to end immediately. Sylvan Wine (enchantment, mental, primal) A satyr's wineskin magically enchants any alcohol inside. With an Interact action, a living creature can imbibe the alcohol and gain a +3 item bonus to Will saves for the following hour. When the wineskin is removed from a satyr's person, the magic remains only until the wine spoils. The wineskin holds up to eight drafts of wine. Items +2 greater striking grievous thundering darkwood composite shortbow (20 arrows), hunting horn, wineskin --- AC 42 Fort +32 Ref +30 Will +30 juggernaut HP 350 Weaknesses cold iron 15 Juggernaut When the Horned Hunter rolls a success on a ortitude save, he gets a critical success instead. --- Speed 35 feet Melee Single Action horns +34 (Agile, deadly d8, versatile P), Damage 3d12+16 bludgeoning plus Improved Knockdown Ranged Single Action composite shortbow +35 (deadly d10, range increment 60 feet, reload 0), Damage 3d6+16 piercing plus 1d6 sonic Primal Innate Spells DC 37 - Cantrips (9th) Dancing Lights, Ghost Sound, Inspire Competence, Inspire Courage, Triple Time - 4th Charm, Fear, Sleep - 8th Suggestion, Tree Stride Bloom Step The Horned Hunter ignores the effects of non-magical difficult terrain and that caused by a bloom. Bow Specialist The Horned Hunter gains the critical specialization effect for any bow he wields. Hunt Prey Single Action (Concentrate) The Horned Hunter designates a single creature he can see or hear as his prey. He gains a +2 circumstance bonus to Perception checks when he Seeks his prey and a +2 circumstance bonus to Survival when he Tracks his prey, and he ignores the penalty for making ranged attacks within his second range increment against his prey. He can have only one creature designated as prey at a time. If he uses Hunt Prey against a creature when he already has a creature designated, the prior creature loses the designation and the new prey gains the designation. Otherwise, a designation lasts until his next daily preparations. Fleet Performer Reaction Trigger The Horned Hunter Plays the Pipes; Effect The Horned Hunter Steps or Strides. Masterful Hunter The Horned Hunter's multiple attack penalty for attacks against his hunted prey is –3 (–2 with an agile weapon) on his second attack in a turn, and –6 (–4 with an agile weapon) on his third or subsequent attacks. The first time he hits his hunted prey in a round, he deals 2d8 additional precision damage. Play the Pipes Three Actions (Auditory, Primal) Requirements The satyr is holding a musical instrument. Effect The satyr plays a melody on his instrument to cast charm , fear, sleep , or suggestion without expending the spell slot and using his music in place of providing the spell's component actions. The spell gains the auditory trait and targets all creatures in a 60-foot emanation instead of its usual targets. A creature that succeeds at its Will save against any spell is then temporarily immune from spells played from that satyr's pipes for 1 minute. Satyrs are immune to this music. ","skill_mod":{"nature":33,"survival":33,"stealth":35,"athletics":35,"acrobatics":35},"primary_source":"Kingmaker Adventure Path","spell":["Suggestion","Tree Stride","Charm","Fear","Sleep","Dancing Lights","Ghost Sound","Inspire Competence","Inspire Courage","Triple Time"],"ac":42,"item":["+2 greater striking grievous thundering darkwood composite shortbow (20 arrows)","hunting horn","wineskin"],"level":18,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":4,"reflex_save":30,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":32,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"The Horned Hunter","alignment":"CN","rarity":"unique","strike_damage_average":[30,35],"attack_bonus":[34,35],"constitution":6,"will_save":30,"speed":{"max":35,"land":35},"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Fey Conduit","Sylvan Wine","Juggernaut","Bloom Step","Bow Specialist","Hunt Prey","Fleet Performer","Masterful Hunter","Play the Pipes"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","First World Lore","Nature","Stealth","Survival"],"tradition":["Primal"],"trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=2346","dexterity":6,"category":"creature","slug":"creature-2346"},{"attack_bonus":[29,29,29],"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":270,"language":["Common","Jotun"],"immunity":["cold"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":25,"charisma":4,"speed":{"max":30,"land":30},"perception":27,"wisdom":4,"weakness":{"fire":15},"creature_ability":["Catch Rock","Chill Breath","Ice Stride","Throw Rock","Wide Swing"],"primary_source_group":"Kingmaker","skill":["Athletics","Crafting","Intimidation","Stealth"],"stealth":"25","trait":["Cold","Giant","Humanoid","Rare","CE","Large"],"id":"creature-2347","text":" Kargstaad's Giant Recall Knowledge - Humanoid (Society): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Kargstaad's Giant Source Kingmaker Adventure Path pg. 434 Perception +27; low-light vision Languages Common, Jotun Skills Athletics +31, Crafting +25, Intimidation +27, Stealth +25 Str +8 Dex +4 Con +6 Int +0 Wis +4 Cha +4 Items +2 resilient white dragonhide breastplate , +2 striking greataxe , sack with 5 rocks --- AC 37 Fort +29 Ref +25 Will +25 HP 270 (fast healing 15) Immunities cold Weaknesses fire 15 Catch Rock Reaction --- Speed 30 feet; ice stride Melee Single Action greataxe +29 (Magical, reach 10 feet, Sweep), Damage 2d12+22 slashing Melee Single Action fist +29 (Agile, reach 10 feet), Damage 2d8+22 bludgeoning Ranged Single Action rock +29 (Brutal, range increment 120 feet), Damage 3d10+13 bludgeoning Chill Breath Single Action (Cold, Evocation, Primal) The frost giant breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 7d6 cold damage. Each creature in the cone must attempt a DC 36 basic Reflex save. A creature that fails its save is also immobilized and takes 2d6 cold damage at the end of each of its turns until it gets free (Escape DC 36). The giant can't use Chill Breath again for 1d4 rounds. Ice Stride A frost giant isn't impeded by difficult terrain caused by snow or ice, nor does it need to attempt Acrobatics checks to keep from falling on slippery ice. Throw Rock Single Action Wide Swing Single Action The frost giant makes a single greataxe Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the frost giant's multiple attack penalty. ","skill_mod":{"crafting":25,"stealth":25,"athletics":31,"intimidation":27},"primary_source":"Kingmaker Adventure Path","trait_group":["Energy","Monster","Creature Type","Rarity"],"ac":37,"item":["+2 resilient white dragonhide breastplate","+2 striking greataxe","sack with 5 rocks"],"level":15,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2347","intelligence":0,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":29,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Kargstaad's Giant","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[29,31,35],"slug":"creature-2347"},{"attack_bonus":[34,34,34,34],"constitution":6,"primary_source_category":"Adventure Paths","strength":9,"hp":375,"language":["Aklo","Jotun","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":31,"charisma":5,"speed":{"max":40,"land":40},"perception":31,"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Attack of Opportunity","Catch Rock","Athach Venom","Swift Claw","Throw Rock"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation"],"trait":["Giant","Humanoid","Rare","CE","Huge"],"id":"creature-2348","text":" Bloomborn Athach Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Bloomborn Athach Source Kingmaker Adventure Path pg. 434 Perception +31; darkvision Languages Aklo, Jotun, Sylvan Skills Athletics +32, Intimidation +32 Str +9 Dex +5 Con +6 Int +2 Wis +6 Cha +5 --- AC 40 Fort +33 Ref +30 Will +31 HP 375 Weaknesses cold iron 15 Attack of Opportunity Reaction At the start of each of its turns, the bloomborn athach gains an extra reaction that it can use only to make an Attack of Opportunity with its claw. Catch Rock Reaction --- Speed 40 feet Melee Single Action fist +34 (reach 10 feet), Damage 3d10+17 bludgeoning Melee Single Action jaws +34, Damage 3d12+17 piercing plus athach venom Melee Single Action claw +34 (Agile), Damage 3d8+17 slashing Ranged Single Action rock +34 (Brutal, range increment 120 feet), Damage 3d4+17 bludgeoning Athach Venom (Poison) Saving Throw DC 38 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1; Stage 2 2d6 poison damage and enfeebled 2; Stage 3 2d6 poison damage and enfeebled 3 Swift Claw Reaction Trigger The athach hits a creature with two fist Strikes; Effect The athach makes a claw Strike with no multiple attack penalty against the creature it hit with its fist Strikes. This claw attack does not increase the athach's multiple attack penalty. Throw Rock Single Action ","skill_mod":{"athletics":32,"intimidation":32},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":40,"level":17,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2348","intelligence":2,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":33,"source_group":["Kingmaker"],"size":["Huge"],"spoilers":"Kingmaker","name":"Bloomborn Athach","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[24,30,33,36],"slug":"creature-2348"},{"attack_bonus":[35,35,35],"constitution":8,"primary_source_category":"Adventure Paths","strength":9,"hp":430,"language":["Aklo","Jotun","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":27,"charisma":6,"speed":{"max":30,"land":30},"perception":31,"wisdom":3,"weakness":{"fire":20},"creature_ability":["Attack of Opportunity","Vigorous Shake","Forced Regeneration","Jangle the Chain","Primordial Roar","Rend","Unstoppable Charge","Vicious Ranseur"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation"],"trait":["Giant","Troll","Unique","CE","Large"],"id":"creature-2349","text":" The Misbegotten Troll Unspecific Lore : DC 46 Specific Lore : DC 43 The Misbegotten Troll Source Kingmaker Adventure Path pg. 437 Perception +31; darkvision Languages Aklo, Jotun, Sylvan Skills Athletics +35, Intimidation +35 Str +9 Dex +4 Con +8 Int +0 Wis +3 Cha +6 Items chain of lovelies, +2 greater striking glaive , +2 greater resilient full plate --- AC 40 Fort +36 Ref +27 Will +27 HP 430 , regeneration 45 (deactivated by acid or fire) Weaknesses fire 20 Attack of Opportunity Reaction Vigorous Shake Reaction Trigger The troll king takes persistent acid or fire damage. Effect The troll king shakes itself to remove persistent acid or fire effects. The troll king immediately attempts a DC 15 flat check to end the persistent damage that triggered this reaction. If the troll king succeeds at this check, it can immediately use Primordial Roar as part of this reaction. --- Speed 30 feet Melee Single Action glaive +35 (deadly d8, Forceful, reach 15 feet), Damage 3d8+17 slashing plus 3d8 piercing Melee Single Action jaws +35 (reach 10 feet), Damage 2d12+23 piercing Melee Single Action claw +35 (Agile, reach 10 feet), Damage 2d8+23 slashing Forced Regeneration Single Action (Concentrate) Requirements The troll king's regeneration is not currently deactivated. Effect The troll king regains 25 HP. Jangle the Chain Single Action (Auditory, Emotion, Enchantment, Manipulate, Mental, Primal) The Misbegotten Troll shakes his chain of caged sprites, causing the supernatural cages to amplify their despair. All creatures other than the Misbegotten Troll or his smilodon pets within 30 feet must attempt a DC 40 Will save. The Misbegotten Troll can't Jangle the Chain again for 1d4 rounds. Critical Success The creature is unaffected and is temporarily immune to Jangle the Chain for 24 hours. Success The creature is sickened 1 by despair. Failure The creature is stunned 1 by sadness, and then sickened 1 by despair once the stun effect ends. Critical Failure The creature is stunned 3 by sadness, and then sickened 2 by despair once the stun effect ends. Primordial Roar Single Action (Auditory, Emotion, Fear, Mental) The troll king unleashes a bestial roar. Each non-troll creature within 100 feet must attempt a DC 40 Will save. The creature is then temporarily immune for 10 minutes. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3. This ability doesn't affect his pet black smilodons. Rend Single Action claw Unstoppable Charge Three Actions The troll king Strides twice in a straight line. It can make up to two claw Strikes during this movement and one jaws Strike at the end of its movement. It can't Strike the same creature more than once. Vicious Ranseur When the Misbegotten Troll attacks with his glaive, it manifests dozens of hooks and spikes along its length and blade. He deals an additional 3d8 piercing damage to any creature he strikes but inflicts 1d8 piercing damage to himself with each glaive Strike. ","skill_mod":{"athletics":35,"intimidation":35},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Monster","Rarity"],"ac":40,"item":["chain of lovelies","+2 greater striking glaive","+2 greater resilient full plate"],"level":18,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2349","intelligence":0,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":36,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"The Misbegotten Troll","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[32,36,44],"slug":"creature-2349"},{"attack_bonus":[36,38,38,38,38],"constitution":7,"primary_source_category":"Adventure Paths","strength":10,"hp":430,"language":["Aklo","Common","Draconic","Gnomish","Sylvan"],"immunity":["paralyzed","sleep"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":36,"charisma":6,"speed":{"fly":60,"max":60,"land":35},"perception":36,"wisdom":7,"weakness":{},"creature_ability":["Planar Acclimation","Frightful Presence","Vorpal Fear","Claws That Catch","Burble","Jaws that Bite","Whiffling"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation","Nature","Survival"],"trait":["Dragon","Rare","Tane","CE","Huge"],"id":"creature-2350","text":" Lesser Jabberwock Recall Knowledge - Dragon (Arcana): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Lesser Jabberwock Source Kingmaker Adventure Path pg. 440 Perception +36; darkvision, scent 120 feet, true seeing Languages Aklo, Common, Draconic, Gnomish, Sylvan Skills Acrobatics +37, Athletics +41, Intimidation +38, Nature +34, Survival +37 Str +10 Dex +6 Con +7 Int +2 Wis +7 Cha +6 Planar Acclimation The jabberwock always treats the plane it is currently located on as its home plane. --- AC 47 Fort +38 Ref +33 Will +36 HP 430 , regeneration 20 (deactivated by vorpal weapons) Immunities paralyzed, sleep Resistances fire 20 Weaknesses vorpal weapons 20, vorpal fear Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 41 Vorpal Fear A jabberwock damaged by a vorpal weapon becomes frightened 2 (or frightened 4 on a critical hit). Claws That Catch Reaction Trigger A creature within the jabberwock's reach uses a manipulate action or a move action, leaves a square during a move action, makes a ranged attack, or uses a concentrate action Effect The jabberwock makes a claw Strike against the triggering creature. If the Strike hits, the jabberwock disrupts the triggering action. --- Speed 35 feet, fly 60 feet Melee Single Action jaws +38 (deadly 2d10, Magical, reach 15 feet), Damage 4d10+18 piercing Melee Single Action claw +38 (Agile, Magical, reach 15 feet), Damage 4d6+18 slashing plus Improved Grab Melee Single Action tail +38 (Magical, reach 15 feet), Damage 4d8+18 bludgeoning plus Improved Knockdown Melee Single Action wing +36 (Agile, Magical, reach 15 feet), Damage 4d6+18 bludgeoning Ranged Single Action eyes of flame +38 (Fire, Magical, range increment 60 feet), Damage 8d6 fire plus 2d6 persistent fire Primal Innate Spells DC 44 - Constant (10th) True Seeing Burble Two Actions The jabberwock creates a blast of strange noises and shouted nonsense in the various languages it knows (and invariably some languages it doesn't know), creating one of two effects. The jabberwock can't Burble again for 1d4 rounds. Confusion (aura, emotion, enchantment, mental, primal) 60 feet. Each creature in the emanation must succeed at a DC 44 Will save or become confused for 1d4 rounds. Sonic Beam (evocation, primal, sonic) The jabberwock focuses its Burbling into a 60.foot line of sonic energy that deals 22d6 sonic damage to creatures in the area (DC 44 basic Reflex save). Jaws that Bite If the jabberwock makes a jaws attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure. Whiffling Reaction (Aura) Trigger The jabberwock Flies or makes a wing Strike; Effect The jabberwock's wings whiffle, creating severe winds within a 30-foot emanation. These winds move outward from the jabberwock, and they persist until the start of the jabberwock's next turn. During this time, flight of any kind in the emanation requires a successful DC 41 Acrobatics check to Maneuver in Flight, and creatures flying toward the jabberwock are moving through greater difficult terrain. Creatures on the ground in the emanation must succeed at a DC 41 Athletics check to approach the jabberwock. ","tradition":["Primal"],"skill_mod":{"nature":34,"survival":37,"athletics":41,"intimidation":38,"acrobatics":37},"primary_source":"Kingmaker Adventure Path","spell":["True Seeing"],"trait_group":["Creature Type","Rarity","Monster"],"ac":47,"level":21,"spell_dc":[44],"source_category":["Adventure Paths"],"sense":" darkvision , scent 120 feet, true seeing ","weakest_save":["ref","reflex"],"resistance":{"fire":20},"url":"/Monsters.aspx?ID=2350","intelligence":2,"reflex_save":33,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":38,"source_group":["Kingmaker"],"size":["Huge"],"spoilers":"Kingmaker","name":"Lesser Jabberwock","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[32,32,35,36,40],"slug":"creature-2350"},{"primary_source_category":"Adventure Paths","strength":9,"hp":370,"language":["Aklo","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":0,"perception":28,"stealth":"25","trait":["Plant","Rare","NE","Huge"],"id":"creature-2351","text":" Storm-Struck Arboreal Recall Knowledge - Plant (Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Storm-Struck Arboreal Source Kingmaker Adventure Path pg. 447 Perception +28; low-light vision Languages Aklo, Sylvan Skills Athletics +33, Nature +26, Stealth +25, Survival +30 Str +9 Dex +1 Con +6 Int +0 Wis +6 Cha +0 --- AC 37 Fort +28 Ref +25 Will +30 HP 370 Immunities electricity Resistances bludgeoning 15, fire 15, piercing 15 Weaknesses axe vulnerability Axe Vulnerability A storm-struck arboreal takes 15 additional damage from axes. Electric Healing Whenever the storm-struck arboreal would take electricity damage or is targeted with an electricity effect, it gains 15 temporary HP. --- Speed 40 feet Melee branch +33 (reach 15 feet), Damage 3d12+15 bludgeoning Melee root +33 (Trip), Damage 3d10+15 bludgeoning Primal Innate Spells DC 30 - 7th Lightning Bolt (×3) - 8th Chain Lightning Sunder Objects When a storm-struck arboreal damages an item or structure it deals an additional 3d12 damage to that item or structure. ","skill_mod":{"nature":26,"survival":30,"stealth":25,"athletics":33},"primary_source":"Kingmaker Adventure Path","spell":["Chain Lightning","Lightning Bolt"],"ac":37,"level":16,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{"bludgeoning":15,"piercing":15,"fire":15},"intelligence":0,"reflex_save":25,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":28,"source_group":["Kingmaker"],"size":["Huge"],"spoilers":"Kingmaker","name":"Storm-Struck Arboreal","alignment":"NE","rarity":"rare","strike_damage_average":[31,34],"attack_bonus":[33,33],"constitution":6,"immunity":["electricity"],"will_save":30,"speed":{"max":40,"land":40},"wisdom":6,"weakness":{},"creature_ability":["Axe Vulnerability","Electric Healing","Sunder Objects"],"primary_source_group":"Kingmaker","skill":["Athletics","Nature","Stealth","Survival"],"tradition":["Primal"],"trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2351","dexterity":1,"category":"creature","slug":"creature-2351"},{"attack_bonus":[35,37],"constitution":8,"primary_source_category":"Adventure Paths","strength":10,"hp":360,"immunity":["cold"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":33,"charisma":8,"speed":{"max":30,"land":30},"perception":33,"wisdom":6,"weakness":{"fire":20},"creature_ability":["Attack of Opportunity","Catch Rock","Juggernaut","Chill Breath","Hatchet Onslaught","Ice Stride","Rage","Throw Rock","Wide Swing"],"primary_source_group":"Kingmaker","skill":["Athletics","Crafting","Intimidation","Stealth"],"stealth":"33","trait":["Cold","Giant","Humanoid","Unique","CE","Large"],"id":"creature-2352","text":" Kargstaad Recall Knowledge - Humanoid (Society): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Kargstaad Source Kingmaker Adventure Path pg. 448 Perception +33; low-light visionLanguages Aklo, Common, Jotun, Sylvan Languages Skills Athletics +39, Crafting +33, Intimidation +37, Stealth +33 Str +10 Dex +6 Con +8 Int +4 Wis +6 Cha +8 Items +2 greater resilient hide armor , +2 striking hatchets (4), sack with 5 rocks --- AC 43 Fort +35 Ref +31 Will +33 juggernaut HP 360 (fast healing 20) Immunities cold Weaknesses fire 20 Attack of Opportunity Reaction Catch Rock Reaction Juggernaut When Kargstaad rolls a success on a Fortitude save, he gets a critical success instead. --- Speed 30 feet; ice stride Melee Single Action hatchet +37 (Agile, Magical, Sweep), Damage 3d6+18 slashing plus 2d6 cold Ranged Single Action rock +35 (Brutal, range increment 120 feet), Damage 2d10+18 bludgeoning Chill Breath Single Action (Cold, Evocation, Primal) The frost giant breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 9d6 cold damage. Each creature in the cone must attempt a DC 31 basic Reflex save. A creature that fails its save is also immobilized and takes 2d6 cold damage at the end of each of its turns until it gets free (Escape DC 31). The giant can't use Chill Breath again for 1d4 rounds. Hatchet Onslaught Three Actions Requirement Each of Kargstaad's four hands wields a hatchet. Effect Kargstaad Strides up to half his speed, then makes four hatchet Strikes, applying his multiple attack penalty as normal. Ice Stride A frost giant isn't impeded by difficult terrain caused by snow or ice, nor does it need to attempt Acrobatics checks to keep from falling on slippery ice Rage Single Action Requirements Kargstaad isn't fatigued or raging. Effect Kargstaad gains 25 temporary hit points, deals an extra 12 points of damage with thrown rocks, and deals an extra 6 points of damage with hatchets. He takes a –1 penalty to AC and can't use actions with the concentrate trait (except Seek) unless they also have the rage trait. Throw Rock Single Action Wide Swing Single Action Kargstaad makes a single hatchet Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for Kargstaad's multiple attack penalty. ","skill_mod":{"crafting":33,"stealth":33,"athletics":39,"intimidation":37},"primary_source":"Kingmaker Adventure Path","trait_group":["Energy","Monster","Creature Type","Rarity"],"ac":43,"item":["+2 greater resilient hide armor","+2 striking hatchets (4)","sack with 5 rocks"],"level":19,"source_category":["Adventure Paths"],"sense":" low-light vision Languages Aklo, Common, Jotun, Sylvan","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2352","intelligence":4,"reflex_save":31,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Low-light vision","fortitude_save":35,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Kargstaad","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[29,35],"slug":"creature-2352"},{"attack_bonus":[38,38,38],"constitution":6,"primary_source_category":"Adventure Paths","strength":10,"hp":380,"language":["Aklo","Common","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","spell_attack_bonus":[34],"will_save":38,"charisma":5,"speed":{"fly":80,"max":80,"land":20},"perception":38,"wisdom":8,"weakness":{},"creature_ability":["Buck","Frightful Presence","Wing Rebuff","Flying Strafe","Snack","Snatch"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Intimidation"],"trait":["Beast","Unique","CE","Gargantuan"],"id":"creature-2353","text":" Nightmare Rook Recall Knowledge - Beast (Arcana, Nature): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Nightmare Rook Source Kingmaker Adventure Path pg. 450 Perception +38; low-light vision Languages Aklo, Common, Sylvan Skills Acrobatics +34, Athletics +38, Deception +35, Intimidation +35 Str +10 Dex +6 Con +6 Int +5 Wis +8 Cha +5 --- AC 46 Fort +34 Ref +34 Will +38 HP 380 , regeneration 20 (deactivated by cold iron or lawful) Resistances physical 20 (except cold iron or lawful) Buck Reaction DC 42 Frightful Presence (aura, emotion, fear , mental) 60 feet, DC 39 Wing Rebuff Reaction Trigger A creature moves from beyond the reach of the roc's wing to within the reach of the roc's wing. Effect The roc makes a wing Strike against the triggering creature. If the roc Pushes the creature, it disrupts the triggering move action. --- Speed 20 feet, fly 80 feet Melee Single Action beak +38 (reach 15 feet), Damage 4d12+18 piercing Melee Single Action talon +38 (Agile, reach 15 feet), Damage 4d8+18 slashing plus Improved Grab Melee Single Action wing +38 (Agile, reach 30 feet), Damage 4d8+18 bludgeoning plus Improved Push 10 feet Occult Innate Spells DC 42, attack +34 - 8th Phantasmal Killer (×3) - 9th Phantasmal Calamity, Weird - 10th Alter Reality Flying Strafe Two Actions The roc Flies up to its Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. Each attack takes the normal multiple attack penalty. Snack A roc gains a +2 circumstance bonus to hit with its beak Strike if the target is grabbed or restrained in its talon. Snatch A roc can Fly at half Speed while it has a creature grabbed or restrained in either or both of its talons, carrying that creature along with it. ","tradition":["Occult"],"skill_mod":{"deception":35,"athletics":38,"intimidation":35,"acrobatics":34},"primary_source":"Kingmaker Adventure Path","spell":["Alter Reality","Phantasmal Calamity","Weird","Phantasmal Killer"],"trait_group":["Creature Type","Rarity"],"ac":46,"level":20,"spell_dc":[42],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{"bludgeoning":20,"piercing":20,"slashing":20,"physical":20},"url":"/Monsters.aspx?ID=2353","intelligence":5,"reflex_save":34,"strongest_save":["will"],"dexterity":6,"vision":"Low-light vision","fortitude_save":34,"source_group":["Kingmaker"],"size":["Gargantuan"],"spoilers":"Kingmaker","name":"Nightmare Rook","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[36,36,44],"slug":"creature-2353"},{"attack_bonus":[38,38],"constitution":6,"primary_source_category":"Adventure Paths","strength":10,"hp":400,"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":35,"charisma":6,"speed":{"climb":40,"max":40,"land":40,"burrow":10},"perception":33,"wisdom":7,"weakness":{"fire":20},"creature_ability":["Blood Scent","Vulnerable to Supernatural Darkness","Blood Drain","Immense Mandragora Venom","Apocalyptic Shriek"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Stealth"],"stealth":"38","trait":["Plant","Unique","CE","Gargantuan"],"id":"creature-2354","text":" Immense Mandragora Recall Knowledge - Plant (Nature): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Immense Mandragora Source Kingmaker Adventure Path pg. 450 Perception +33; blood scent, low-light visionLanguages Abyssal, Aklo, Common, Sylvan Languages Skills Acrobatics +35, Athletics +35, Stealth +38 Str +10 Dex +5 Con +6 Int +0 Wis +7 Cha +6 Blood Scent A mandragora can smell creatures with blood as an imprecise sense at a range of 30 feet, and it can smell demons, fey, and sorcerers with blood as a precise sense at a range of 30 feet. --- AC 43 Fort +34 Ref +31 Will +35 HP 400 Resistances bludgeoning 20, electricity 20 Weaknesses fire 20 Vulnerable to Supernatural Darkness Whenever a mandragora begins its turn in an area of magical darkness, it is slowed 1 on that turn. --- Speed 40 feet, burrow 10 feet, climb 40 feet Melee Single Action jaws +38, Damage 4d12+18 piercing plus Improved Grab Melee Single Action thorny vine +38 (Agile, reach 30 feet), Damage 4d8+18 slashing plus immense mandragora venom Blood Drain Single Action Requirements The immense mandragora has a creature grabbed; Effect The immense mandragora drains blood from the creature it has grabbed, dealing 12d6 damage. If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a mandragora is drained 2 until it receives healing of any kind or amount. Immense Mandragora Venom (Poison) Saving Throw DC 42 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 damage and stupefied 1 (1 round); Stage 2 4d6 poison damage, confused, and stupefied 1 (1 round); Stage 3 6d6 poison damage, confused, and stupefied 1 (1 round) Apocalyptic Shriek Single Action (Auditory, Evocation, Mental, Primal) Frequency once per day; Effect The immense mandragora emits a devastating shriek. Each non-mandragora creature within 30 feet must attempt a DC 42 Will save. Critical Success The creature is unaffected. Success The creature is sickened 1 and takes 8d8 mental damage. Failure The creature is sickened 2 and takes 16d8 mental damage. Critical Failure The creature is sickened 2, slowed 1, and takes 150 mental damage. As long as the creature remains sickened, this slowed condition value can't be reduced below 1. ","skill_mod":{"stealth":38,"athletics":35,"acrobatics":35},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":43,"level":20,"source_category":["Adventure Paths"],"sense":"blood scent, low-light vision Languages Abyssal, Aklo, Common, Sylvan","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":20,"electricity":20},"url":"/Monsters.aspx?ID=2354","intelligence":0,"reflex_save":31,"strongest_save":["will"],"dexterity":5,"vision":"Low-light vision","fortitude_save":34,"source_group":["Kingmaker"],"size":["Gargantuan"],"spoilers":"Kingmaker","name":"Immense Mandragora","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[36,44],"slug":"creature-2354"},{"attack_bonus":[35,35],"constitution":6,"primary_source_category":"Adventure Paths","strength":9,"hp":380,"language":["Sylvan","(can't speak any language)"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":30,"charisma":4,"speed":{"fly":50,"max":50,"land":30},"perception":32,"wisdom":5,"weakness":{},"creature_ability":["Bloodcurdling Screech","Gnaw","Screeching Advance"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation"],"trait":["Animal","N","Gargantuan"],"id":"creature-2355","text":" Winged Owlbear Recall Knowledge - Animal (Nature): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Winged Owlbear Source Kingmaker Adventure Path pg. 451 Perception +32; low-light vision, scent (imprecise) 30 feet Languages Sylvan; (can't speak any language) Skills Acrobatics +31, Athletics +35, Intimidation +31 Str +9 Dex +5 Con +6 Int -2 Wis +5 Cha +4 --- AC 41 Fort +32 Ref +30 Will +30 HP 380 --- Speed 30 feet, fly 50 feet Melee Single Action beak +35 (reach 10 feet), Damage 3d12+17 piercing plus 1d12 bleed Melee Single Action talon +35 (Agile, reach 20 feet), Damage 3d10+17 slashing plus Grab Bloodcurdling Screech Single Action (Auditory, Emotion, Fear, Mental) The owlbear unleashes a loud screech that terrifies its prey. Each creature in an 80-foot emanation must attempt a DC 40 Will save. Regardless of the result, creatures are temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is fleeing for 1 round and frightened 3. Gnaw Single Action Requirements The owlbear has a creature grabbed with its talons. Effect The owlbear attempts to disembowel the creature with a beak Strike. If the Strike hits, the target must attempt a DC 40 Will save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 1 and slowed 1 as long as it remains sickened. Screeching Advance Two Actions (Auditory, Emotion, Fear, Mental) The owlbear makes a Bloodcurdling Screech and Strides twice. All creatures within 80 feet of the owlbear at any point during this movement are subjected to the effects of Bloodcurdling Screech. ","skill_mod":{"athletics":35,"intimidation":31,"acrobatics":31},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type"],"ac":41,"level":18,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2355","intelligence":-2,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":32,"source_group":["Kingmaker"],"size":["Gargantuan"],"name":"Winged Owlbear","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[33,43],"slug":"creature-2355"},{"primary_source_category":"Adventure Paths","strength":6,"hp":324,"language":["Aklo","Common","Jotun","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":6,"perception":38,"trait":["Hag","Humanoid","Unique","CE","Large"],"id":"creature-2356","text":" The Knurly Witch Recall Knowledge - Humanoid (Society): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 The Knurly Witch Source Kingmaker Adventure Path pg. 453 Perception +38; darkvision Languages Aklo, Common, Jotun, Sylvan Skills Acrobatics +35, Athletics +34, Deception +37, Intimidation +34, Nature +36, Occultism +35, Religion +38 Str +6 Dex +7 Con +6 Int +2 Wis +10 Cha +6 Items religious symbol of Gyronna, Wand of Slaying (7th) --- AC 45 Fort +32 Ref +35 Will +38 +1 status to all saves vs. magic, resolve HP 324 Resistances physical 20 (except bludgeoning) Resolve When the Knurly Witch rolls a success at a Will save, she gets a critical success instead. --- Speed 40 feet Melee Single Action claw +37 (Agile, cold iron, Magical, reach 10 feet), Damage 4d10+14 slashing plus Grab Divine Prepared Spells DC 44, attack +38 - Cantrips (10th) Chill Touch, Daze, Divine Lance, Read Aura, Shield - 1st Command, Ray of Enfeeblement, Sanctuary - 2nd Death Knell, Ghoulish Cravings, See Invisibility - 3rd Blindness, Fear, Zone of Truth - 4th Air Walk, Discern Lies, Outcast's Curse - 5th Command, Sending, Tongues - 6th Blade Barrier, Feeblemind, Paranoia - 7th Divine Decree, Regenerate, Divine Wrath - 8th Dispel Magic, Flame Strike, Heal - 9th Heal, Massacre, Telepathic Demand - 10th Harm (×7), Summon Plant or Fungus Cleric Domain Spells 2 focus points, DC 44 - 10th Savor the Sting, Retributive Pain Rituals DC 44 - 4th Blight - 7th Word of Recall Divine Font harm Bonds of Iron Two Actions (Attack, Conjuration, Occult) Once per day, an annis hag can cause a cage built of cold iron fingernails to spring out of nothingness at a range of up to 30 feet, attempting an Athletics check to Grapple against the target's Fortitude DC; if the target has a weakness to cold iron, the annis hag gains a +2 circumstance bonus to this check. Unlike a normal Grapple, the annis hag doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature escapes (DC 42), causing the cage to crumble into rust. Any creature can attempt to destroy the cage by attacking it. It has an AC of 40, Hardness 20, and 80 Hit Points. Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack and damage bonuses with her Strikes but might change the damage type her Strikes deal (typically to bludgeoning). Rend Single Action claw Word of Recall The Knurly Witch has used word of recall to bind herself to the House at the Edge of Time (area K16). ","skill_mod":{"deception":37,"nature":36,"athletics":34,"intimidation":34,"occultism":35,"acrobatics":35,"religion":38},"primary_source":"Kingmaker Adventure Path","spell":["Harm","Summon Plant or Fungus","Heal","Massacre","Telepathic Demand","Dispel Magic","Flame Strike","Divine Decree","Regenerate","Divine Wrath","Blade Barrier","Feeblemind","Paranoia","Command","Sending","Tongues","Air Walk","Discern Lies","Outcast's Curse","Blindness","Fear","Zone of Truth","Death Knell","Ghoulish Cravings","See Invisibility","Ray of Enfeeblement","Sanctuary","Chill Touch","Daze","Divine Lance","Read Aura","Shield","Savor the Sting","Retributive Pain"],"ac":45,"item":["religious symbol of Gyronna","Wand of Slaying (7th)"],"level":20,"spell_dc":[44,44],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"piercing":20,"slashing":20,"physical":20},"intelligence":2,"reflex_save":35,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":32,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"The Knurly Witch","alignment":"CE","rarity":"unique","strike_damage_average":[36],"attack_bonus":[37],"constitution":6,"spell_attack_bonus":[38],"will_save":38,"speed":{"max":40,"land":40},"wisdom":10,"weakness":{},"creature_ability":["Resolve","Divine Font","Bonds of Iron","Change Shape","Rend","Word of Recall"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Occultism","Religion"],"tradition":["Divine"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2356","dexterity":7,"category":"creature","slug":"creature-2356"},{"primary_source_category":"Adventure Paths","strength":10,"hp":450,"language":["Aklo","Common","Draconic","Goblin","Jotun","Orcish","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":6,"perception":37,"stealth":"35","trait":["Acid","Amphibious","Dragon","Unique","CE","Gargantuan"],"id":"creature-2357","text":" Ilthuliak Recall Knowledge - Dragon (Arcana): DC 52 Unspecific Lore : DC 50 Specific Lore : DC 47 Ilthuliak Source Kingmaker Adventure Path pg. 455 Perception +37; darkvision, scent (imprecise) 60 feet Languages Aklo, Common, Draconic, Goblin, Jotun, Orcish, Sylvan Skills Acrobatics +35, Arcana +36, Athletics +41, Deception +40, First World Lore +38, Intimidation +40, Stealth +35 Str +10 Dex +6 Con +7 Int +7 Wis +6 Cha +6 --- AC 47 Fort +38 Ref +35 Will +35 +1 status to all saves vs. magic, +4 status vs. mental HP 450 Immunities acid, paralyzed, sleep Frightful Presence (aura, emotion, fear , mental) 90 feet, DC 41 Tail Lash Reaction Trigger A creature within reach of the dragon's tail takes an action to Strike or attempt a skill check Efiect The dragon Strikes with its tail at the triggering creature at a –2 penalty. If it hits, the creature takes a –2 circumstance penalty to the triggering roll. --- Speed 70 feet, fly 180 feet, swim 70 feet Melee Single Action jaws +39 (Acid, Magical, reach 20 feet), Damage 4d12+18 piercing plus 2d6 acid and 2d6 persistent acid Melee Single Action claw +39 (Agile, Magical, reach 15 feet), Damage 4d8+18 slashing Melee Single Action tail +37 (Magical, reach 25 feet), Damage 4d6+16 bludgeoning Melee Single Action horns +37 (Magical, reach 20 feet), Damage 3d6+16 piercing Arcane Prepared Spells DC 44, attack +36 - Cantrips (10th) Dancing Lights, Electric Arc, Prestidigitation, Read Aura, Shield - 1st Command, Ray of Enfeeblement, True Strike - 2nd Glitterdust, Mirror Image, Telekinetic Maneuver - 3rd Blindness, Slow, Stinking Cloud - 4th Clairvoyance, Resilient Sphere, Suggestion - 5th Black Tentacles, Dimension Door, Prying Eye - 6th Dominate, True Seeing, Wall of Force - 7th Finger of Death, Reverse Gravity, Spell Turning - 8th Disappearance, Horrid Wilting, Mind Blank (already cast) - 9th Disjunction, Implosion, Weird - 10th Time Stop Arcane Innate Spells DC 44 - 2nd Darkness (at will) Breath Weapon Two Actions (Acid, Arcane, Evocation) Illthuliak breathes a spray of acid that deals 22d6 acid damage in a 100-foot line (DC 44 basic Reflex save). She can't use Breath Weapon again for 1d4 rounds. Corrupt Water Single Action (Arcane, Concentrate, Necromancy) Frequency Once per day; Effect The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 41 Will save to protect liquids in its possession). This doesn't affect liquids in a creature's body ","skill_mod":{"deception":40,"stealth":35,"arcana":36,"athletics":41,"intimidation":40,"acrobatics":35},"primary_source":"Kingmaker Adventure Path","spell":["Time Stop","Disjunction","Implosion","Weird","Disappearance","Horrid Wilting","Mind Blank","Finger of Death","Reverse Gravity","Spell Turning","Dominate","True Seeing","Wall of Force","Black Tentacles","Dimension Door","Prying Eye","Clairvoyance","Resilient Sphere","Suggestion","Blindness","Slow","Stinking Cloud","Glitterdust","Mirror Image","Telekinetic Maneuver","Command","Ray of Enfeeblement","True Strike","Dancing Lights","Electric Arc","Prestidigitation","Read Aura","Shield","Darkness"],"ac":47,"level":21,"spell_dc":[44,44],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":7,"reflex_save":35,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":38,"source_group":["Kingmaker"],"size":["Gargantuan"],"spoilers":"Kingmaker","name":"Ilthuliak","alignment":"CE","rarity":"unique","strike_damage_average":[26,30,36,58],"attack_bonus":[37,37,39,39],"constitution":7,"immunity":["acid","paralyzed","sleep"],"spell_attack_bonus":[36],"will_save":35,"speed":{"fly":180,"max":180,"land":70,"swim":70},"wisdom":6,"weakness":{},"creature_ability":["Frightful Presence","Tail Lash","Efiect","Breath Weapon","Corrupt Water"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Arcana","Athletics","Deception","First World Lore","Intimidation","Stealth"],"tradition":["Arcane"],"trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=2357","dexterity":6,"category":"creature","slug":"creature-2357"},{"attack_bonus":[27],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":210,"language":["Elven","Sylvan"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":29,"charisma":6,"speed":{"fly":30,"max":30},"perception":29,"wisdom":6,"weakness":{},"creature_ability":["Shame","Site Bound","Rejuvenation","Ectoplasmic Maneuver","Frightful Moan","Sneak Attack"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Intimidation","Nature","Stealth"],"stealth":"31","trait":["Ghost","Incorporeal","Rare","Spirit","Undead","CE","Medium"],"id":"creature-2358","text":" Ghostly Guard Recall Knowledge - Spirit (Occultism): DC 39 Recall Knowledge - Undead (Religion): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Ghostly Guard Source Kingmaker Adventure Path pg. 461 Perception +29; darkvision Languages Elven, Sylvan Skills Acrobatics +29, Intimidation +29, Nature +27, Stealth +31 Str -5 Dex +4 Con +0 Int +4 Wis +6 Cha +6 Shame A ghostly guard suffers from shame (see below) when it attacks a target that appears to be an elf or a worshipper of Calistria. Forgive Foe can be attempted against a ghostly guard with a DC 39 Diplomacy check or Society check. If a ghostly guard is affected by a critical success from Forgive Foe, it sighs in relief as it fades away, its soul released into the afterlife. Site Bound A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location. --- AC 35 Fort +23 Ref +27 Will +29 HP 210 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 15 (except force, ghost touch, or positive Rejuvenation (divine, necromancy) Slaying or forgiving Nyrissa allows the ghostly guards to move on to their long-delayed afterlives, as does achieving a critical success with Forgive Foe. --- Speed fly 30 feet Melee Single Action ghostly rapier +27 (deadly d8, Finesse), Damage 3d6+12 negative plus 2d6 bleed Ectoplasmic Maneuver Single Action (Attack) The ghostly guard lashes out with a whipping strand of solid ectoplasm against a target within 15 feet, in an attempt to Disarm, Shove, or Trip the foe. It uses its ghostly rapier Strike rather than an Athletics check to determine the results of this attempt. Frightful Moan Two Actions (Auditory, Divine, Emotion, Enchantment, Fear, Mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute. Sneak Attack A ghostly guard deals 3d6 extra precision damage to flat-footed creatures. The Power of Forgiveness Some of the creatures in the House at the Edge of Time—the ghostly guards and defaced naiad queens, but most notably Nyrissa herself—still harbor vestiges of goodness in their minds and souls that can be appealed to by PCs who seek to forgive them for their actions. A PC can learn about the Forgive Foe action accidentally if they seek to appeal to a creature in the House at the Edge of Time in this way on their own, or they can learn about it by closely observing how certain creatures act when they attack certain foes. These foes have a Shame entry in their stat block. When such a foe attacks specific targets delineated in their Shame entry, they suffer a –2 status penalty on attack rolls and to all save DCs to resist their spells or attacks. Whenever such a creature takes an action that triggers this penalty, all creatures within 30 feet can attempt a Perception check against the acting creature's Deception DC. On a success, the creature attempting the check realizes the creature taking the action is suffering from guilt and shame at their own action; this reveals that a Forgive Foe action might help the acting creature recover from its plight. ","skill_mod":{"nature":27,"stealth":31,"intimidation":29,"acrobatics":29},"primary_source":"Kingmaker Adventure Path","trait_group":["Monster","Rarity","Creature Type"],"ac":35,"level":15,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"url":"/Monsters.aspx?ID=2358","intelligence":4,"reflex_save":27,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":23,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Ghostly Guard","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[29],"slug":"creature-2358"},{"attack_bonus":[17,17],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":120,"immunity":["disease","mental"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Creature","creature_family":"Afziaka","will_save":12,"charisma":-3,"speed":{"max":40,"land":40},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Grave-Bound Guts","Hunger Pangs","Trample"],"primary_source_group":"Blood Lords","skill":["Athletics","Survival"],"trait":["Animal","Mindless","Uncommon","NE","Large"],"id":"creature-2359","text":" Afziaka Brute An afziaka brute arises from a horse, bull, or other large animal. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Afziaka Brute Source Pathfinder #185: A Taste of Ashes pg. 82 Perception +12; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +16, Survival +14 Str +6 Dex +2 Con +4 Int -5 Wis +2 Cha -3 Grave-Bound Guts (divine, transmutation) While within 100 feet of its vrykolakas's burial ground, an afziaka appears in the natural shape it had when it was a regular animal and can eat normally. When farther away, it doesn't gain sustenance from eating food and eventually starves to death. --- AC 23 Fort +16 Ref +14 Will +12 HP 120 Immunities disease, mental --- Speed 40 feet Melee Single Action fangs +17, Damage 2d10+9 piercing plus hunger pangs Melee Single Action hoof +17, Damage 2d8+7 bludgeoning Hunger Pangs (Curse, Divine, Necromancy) A creature damaged by the afziaka's fangs must succeed at a DC 22 Fortitude save or become enfeebled 2 for 1 minute. The creature can remove this condition earlier by consuming at least a handful of raw meat. Trample Three Actions Medium or smaller, hoof, DC 23 ","skill_mod":{"survival":14,"athletics":16},"summary":"An afziaka brute arises from a horse, bull, or other large animal.","primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["Creature Type","Monster","Rarity"],"ac":23,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2359","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Afziaka Brute","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[16,20],"slug":"creature-2359"},{"attack_bonus":[26,26],"constitution":4,"primary_source_category":"Adventure Paths","strength":7,"hp":250,"immunity":["disease","mental"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Creature","creature_family":"Afziaka","will_save":18,"charisma":-2,"speed":{"max":40,"land":40},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Grave-Bound Guts","Hunger Pangs","Rend","Slip Between"],"primary_source_group":"Blood Lords","skill":["Athletics","Stealth","Survival"],"stealth":"25","trait":["Animal","Mindless","Uncommon","NE","Large"],"id":"creature-2360","text":" Afziaka Stalker Big predatory animals like dire wolves or hyaenodons might survive as an afziaka stalker, magically able to stalk their quarry. Recall Knowledge - Animal (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Afziaka Stalker Source Pathfinder #185: A Taste of Ashes pg. 82 Perception +22; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +23, Stealth +25, Survival +22 Str +7 Dex +5 Con +4 Int -5 Wis +4 Cha -2 Grave-Bound Guts (divine, transmutation) While within 100 feet of its vrykolakas's burial ground, an afziaka appears in the natural shape it had when it was a regular animal and can eat normally. When farther away, it doesn't gain sustenance from eating food and eventually starves to death. --- AC 32 Fort +22 Ref +25 Will +18 HP 250 Immunities disease, mental --- Speed 40 feet Melee Single Action fangs +26, Damage 3d10+13 piercing plus hunger pangs Melee Single Action claw +26 (Agile), Damage 3d8+13 slashing Hunger Pangs (Curse, Divine, Necromancy) A creature damaged by the afziaka's fangs must succeed at a DC 30 Fortitude save or become enfeebled 2 for 1 hour. The creature can remove this condition earlier by consuming at least a handful of raw meat. Rend Single Action claw Slip Between Two Actions (Concentrate, Conjuration, Divine, Teleportation) The stalker teleports into an occupied space it can see within 50 feet and makes a melee Strike. ","skill_mod":{"survival":22,"stealth":25,"athletics":23},"summary":"Big predatory animals like dire wolves or hyaenodons might survive as an afziaka stalker, magically able to stalk their quarry.","primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["Creature Type","Monster","Rarity"],"ac":32,"level":12,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2360","intelligence":-5,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Afziaka Stalker","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[26,29],"slug":"creature-2360"},{"primary_source_category":"Adventure Paths","strength":9,"hp":450,"language":["Abyssal","Common","Infernal","Necril","can't speak any language, <%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Creature","charisma":8,"perception":36,"trait":["Cold","Darvakka","Rare","Shadow","Undead","CE","Gargantuan"],"id":"creature-2361","text":" Darvakka, Umbraex An umbraex appears at first glance to be a massive, majestic bird, much like a phoenix. Instead of compassion and warmth, however, it seethes with cold and hate. The umbraex is among the largest of the nihilistic undead called darvakkas. Recall Knowledge - Undead (Religion): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Umbraex Source Pathfinder #185: A Taste of Ashes pg. 83 Perception +36; greater darkvision, lifesense 100 feet Languages Abyssal, Common, Infernal, Necril; can't speak any language, telepathy 100 feet Skills Arcana +36, Athletics +38, Intimidation +40, Negative Energy Plane Lore +37, Religion +36, Shadow Plane Lore +39 Str +9 Dex +7 Con +10 Int +8 Wis +7 Cha +8 --- AC 45 Fort +38 Ref +32 Will +35 HP 450 (ashen rise, negative healing) Immunities cold, death effects, disease, paralyzed, poison, unconscious Weaknesses fire 15, good 15, silver 15 Ashen Rise (divine, necromancy) When an umbraex is destroyed, its body discorporates into fine ash before being restored, fully healed, 1d4 rounds later. An umbraex can't use this ability as long as its remains are within an area consecrated to a good deity or an area of bright light. The umbraex can't use Ashen Rise again for 1 day. Entropy's Shadow (aura, divine, necromancy, negative) 40 feet. Umbraex leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 8d6 negative damage with a DC 42 basic Fortitude save. If it fails, it's also enfeebled 1 for 1 minute and pulled 10 feet toward the umbraex. Sunlight Powerlessness An umbraex caught in sunlight is stunned 2 and clumsy 2. --- Speed 25 feet, fly 70 feet Melee Single Action beak +38 (Magical, reach 20 feet), Damage 2d10+12 piercing plus 2d10 cold and 2d10 persistent negative Melee Single Action talon +38 (Agile, Magical, reach 20 feet), Damage 2d8+10 piercing plus 2d10 cold and 2d10 persistent negative Ranged Single Action icy blast +37 (Cold, Magical, range increment 60 feet), Damage 8d6 cold plus 2d10 persistent negative Divine Innate Spells DC 44 - Cantrips (10th) Detect Magic - 4th Darkness (at will) - 7th Plane Shift (to Material Plane; Negative Energy Plane; or Shadow Plane only), True Seeing - 9th Eclipse Burst, Harm (×3) Life-Siphoning Screech Three Actions (Necromancy, Occult) The umbraex Flies, shrieking as it passes its enemies. Creatures within 20 feet of the umbraex's flight path take 22d6 mental damage depending on their DC 45 Fortitude save. Critical Success The creature is unaffected. Success The creature takes half damage and is drained 1. Failure The creature takes full damage and is drained 2. Critical Failure The creature takes double damage and is drained 2 and doomed 1. The Bound One The secret of Yled's necromantic defenses is a group of darvakkas. The most powerful of these is a captive umbraex darvakka known only as “the Bound One.” Fortunately for life across the world, the Bound One is the only known umbraex on Golarion. ","skill_mod":{"arcana":36,"athletics":38,"intimidation":40,"religion":36},"image":["/Images/Monsters/Darvakka_Umbraex.png"],"primary_source":"Pathfinder #185: A Taste of Ashes","spell":["Eclipse Burst","Harm","Plane Shift","True Seeing","Darkness","Detect Magic"],"ac":45,"level":21,"spell_dc":[44],"source_category":["Adventure Paths"],"sense":" greater darkvision , lifesense 100 feet","resistance":{},"intelligence":8,"reflex_save":32,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":38,"source_group":["Blood Lords"],"size":["Gargantuan"],"spoilers":"Blood Lords","name":"Umbraex","alignment":"CE","rarity":"rare","strike_damage_average":[39,41,45],"attack_bonus":[37,38,38],"constitution":10,"immunity":["cold","death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Darvakka","will_save":35,"speed":{"fly":70,"max":70,"land":25},"wisdom":7,"weakness":{"fire":15,"silver":15,"good":15},"creature_ability":["Ashen Rise","Entropy's Shadow","Sunlight Powerlessness","Life-Siphoning Screech"],"primary_source_group":"Blood Lords","skill":["Arcana","Athletics","Intimidation","Negative Energy Plane Lore","Religion","Shadow Plane Lore"],"tradition":["Divine"],"summary":"An umbraex appears at first glance to be a massive, majestic bird, much like a phoenix . Instead of compassion and warmth, however, it seethes with …","trait_group":["Energy","Monster","Rarity","Planar","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2361","dexterity":7,"category":"creature","slug":"creature-2361"},{"primary_source_category":"Adventure Paths","strength":8,"hp":305,"language":["Common","Necril"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Creature","charisma":4,"perception":25,"trait":["Rare","Undead","NE","Medium"],"id":"creature-2362","text":" Facetbound Nullifier Designed to serve as devastatingly powerful foot soldiers against enemies with plentiful magic, facetbound nullifiers shear through magical effects as easily as they slice through flesh and bone. The pale lavender ellipsoid aeon stones they bear are sunk deep into their heads and surrounded by an ugly bruise. Recall Knowledge - Undead (Religion): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Facetbound Nullifier Source Pathfinder #185: A Taste of Ashes pg. 84 Perception +25; darkvision Languages Common, Necril Skills Arcana +27, Athletics +31, Intimidation +27 Str +8 Dex +4 Con +6 Int +4 Wis +2 Cha +4 Implanted Stone A nullifier's aeon stone can't be Disarmed or removed until the nullifier is destroyed. Items +2 striking halberd , pale lavender ellipsoid aeon stone , +1 resilient full plate --- AC 38 Fort +26 Ref +22 Will +24 +2 status to all saves vs. magic HP 305 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Always Ready The nullifier gains an additional reaction each round that can be used only for Defensive Dispel. Attack of Opportunity Reaction The nullifier can also make attacks of opportunity against concentrate actions to Cast a Spell, and it disrupts that action on any hit, not just a critical hit. Defensive Dispel Reaction (abjuration, arcane) Trigger The nullifier is the target of a spell; Effect The nullifier attempts to counteract the triggering spell, with a counteract modifier of +27. This can be used only on spells that target the nullifier, not area spells that don't have targets. If it succeeds, it counteracts the spell for all targets, if other creatures were targeted in addition to the nullifier. --- Speed 25 feet, fly 25 feet Melee Single Action halberd +30 (Magical, reach 10 feet, versatile S), Damage 2d10+16 piercing plus 2d10 force Melee Single Action fist +30 (Agile), Damage 2d4+16 bludgeoning plus 2d10 force Arcane Innate Spells DC 34 - Cantrips (8th) Detect Magic, Read Aura - 8th Dispel Magic (×3) Field of Force A nullifier's melee Strikes deal an additional 2d10 force damage (already included in the Strikes above). Sever Spell Single Action (Abjuration, Arcane, Attack) Frequency once per round; Effect The nullifier makes a melee Strike against a target. If the attack hits, the nullifier attempts to counteract a spell or magical effect on the target (of the nullifier's choice), with a counteract modifier of +27. The target is temporarily immune to Sever Spell for 24 hours. ","skill_mod":{"arcana":27,"athletics":31,"intimidation":27},"image":["/Images/Monsters/Facetbound_Nullifier.png"],"primary_source":"Pathfinder #185: A Taste of Ashes","spell":["Dispel Magic","Detect Magic","Read Aura"],"ac":38,"item":["+2 striking halberd","pale lavender ellipsoid aeon stone","+1 resilient full plate"],"level":15,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":22,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":26,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Facetbound Nullifier","alignment":"NE","rarity":"rare","strike_damage_average":[32,38],"attack_bonus":[30,30],"constitution":6,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Facetbound","will_save":24,"speed":{"fly":25,"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Implanted Stone","Attack of Opportunity","Defensive Dispel","Field of Force","Sever Spell"],"primary_source_group":"Blood Lords","skill":["Arcana","Athletics","Intimidation"],"tradition":["Arcane"],"summary":"Designed to serve as devastatingly powerful foot soldiers against enemies with plentiful magic, facetbound nullifiers shear through magical effects …","trait_group":["Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2362","dexterity":4,"category":"creature","slug":"creature-2362"},{"primary_source_category":"Adventure Paths","strength":2,"hp":280,"language":["Abyssal","Common","Draconic","Necril"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Creature","charisma":5,"perception":28,"stealth":"28","trait":["Rare","Undead","NE","Medium"],"id":"creature-2363","text":" Facetbound Cascader Facetbound cascaders must have been arcane spellcasters in life; in undeath, they draw upon the power of embedded orange prism aeon stone to defend themselves from magical damage and redirect that energy toward their opponents. Despite their incredible intelligence, facetbound cascaders have few memories of their former lives and typically serve the whims of their creator. Recall Knowledge - Undead (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Facetbound Cascader Source Pathfinder #185: A Taste of Ashes pg. 85 Perception +28; darkvision Languages Abyssal, Common, Draconic, Necril Skills Acrobatics +28, Arcana +31, Intimidation +27, Occultism +29, Religion +28, Stealth +28 Str +2 Dex +6 Con +5 Int +9 Wis +6 Cha +5 Implanted Stone A cascader's aeon stone can't be Disarmed or removed until the cascader is destroyed. Items orange prism aeon stone , Staff --- AC 38 Fort +25 Ref +26 Will +28 +2 status to all saves vs. magic HP 280 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 15 (see Energy Ward) Energy Ward Reaction Trigger The facetbound cascader would take acid, cold, electricity, fire, or poison damage; Effect The cascader gains resistance 15 to the triggering damage, replacing any other resistance gained from this ability. Most facetbound cascaders begin combat with resistance 15 to cold. --- Speed 25 feet Melee Single Action staff +30 (two-hand d8), Damage 1d4+9 bludgeoning plus energy charge Arcane Spontaneous Spells DC 38, attack +30 - Cantrips (8th) Detect Magic, Electric Arc, Produce Flame, Ray of Frost, Shield - 1st Color Spray, Gust of Wind, True Strike (3 slots) - 2nd Blur, Continual Flame, See Invisibility (3 slots) - 3rd Earthbind, Stinking Cloud, Wall of Wind (3 slots) - 4th Fireball, Fly, Resilient Sphere (3 slots) - 5th Cloudkill, Cone of Cold, Magic Missile (3 slots) - 6th Acid Arrow, Chain Lightning, Spellwrack (3 slots) - 7th Disintegrate, Power Word Blind, Prismatic Spray (3 slots) - 8th Horrid Wilting, Polar Ray, Power Word Stun (3 slots) Energy Charge (Abjuration, Arcane) The cascader's melee Strikes deal an additional 4d10 damage of the type resisted by its Energy Ward. Energy Shift Free Action (Arcane, Evocation, Metamagic) The cascader can alter its spell damage. If the next action it uses is to Cast a Spell that deals acid, cold, electricity, fire, or poison damage, the cascader can change the damage type to match its Energy Ward instead of the spell's normal damage type (replacing the spell's corresponding trait). Aeon Synergies The ritual used to create facetbound cascaders imbues them with a close connection to destructive magic; elemental spells are often the most destructive magic at hand. ","skill_mod":{"stealth":28,"arcana":31,"intimidation":27,"occultism":29,"acrobatics":28,"religion":28},"image":["/Images/Monsters/Facetbound_Cascader.png"],"primary_source":"Pathfinder #185: A Taste of Ashes","spell":["Horrid Wilting","Polar Ray","Power Word Stun","Disintegrate","Power Word Blind","Prismatic Spray","Acid Arrow","Chain Lightning","Spellwrack","Cloudkill","Cone of Cold","Magic Missile","Fireball","Fly","Resilient Sphere","Earthbind","Stinking Cloud","Wall of Wind","Blur","Continual Flame","See Invisibility","Color Spray","Gust of Wind","True Strike","Detect Magic","Electric Arc","Produce Flame","Ray of Frost","Shield"],"ac":38,"item":["orange prism aeon stone","Staff"],"level":16,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"cold":15},"intelligence":9,"reflex_save":26,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Facetbound Cascader","alignment":"NE","rarity":"rare","strike_damage_average":[11],"attack_bonus":[30],"constitution":5,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Facetbound","spell_attack_bonus":[30],"will_save":28,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Implanted Stone","Energy Ward","Energy Charge","Energy Shift"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Arcana","Intimidation","Occultism","Religion","Stealth"],"tradition":["Arcane"],"summary":"Facetbound cascaders must have been arcane spellcasters in life; in undeath, they draw upon the power of embedded orange prism aeon stone to …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2363","dexterity":6,"category":"creature","slug":"creature-2363"},{"attack_bonus":[26,27],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":295,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Creature","creature_family":"Necrohulk","will_save":20,"charisma":0,"speed":{"climb":25,"max":30,"land":30},"perception":23,"wisdom":4,"weakness":{"slashing":15},"creature_ability":["Alchemical Cartridge","Alchemical Amplification","Constrict","Tentacle Storm"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics"],"trait":["Mutant","Uncommon","Undead","NE","Large"],"id":"creature-2364","text":" Necrohulk Flailer Additional limbs, failing tentacles, and rubbery bodies are common among Mana Wastes mutants, and aspiring necrohulk creators like to combine flesh from more than one of these kinds of mutants to create gangly but powerful warriors. Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Necrohulk Flailer Source Pathfinder #185: A Taste of Ashes pg. 86 Perception +23; darkvision Languages Common, Necril Skills Acrobatics +27, Athletics +26 Str +7 Dex +8 Con +5 Int -4 Wis +4 Cha +0 --- AC 32 Fort +23 Ref +26 Will +20 HP 295 (negative healing) , regeneration 15 (deactivated by acid) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses slashing 15 Alchemical Cartridge (alchemical) Critical hits rupture the necrohulk's alchemical cartridge. The first time the necrohulk takes a critical hit, it loses its regeneration. The second time it takes a critical hit, it takes 15 persistent acid damage that it can't heal unless the cartridge is stitched back into place. --- Speed 30 feet, climb 25 feet Melee Single Action tentacle +27 (Agile, reach 15 feet), Damage 3d8+13 bludgeoning plus Grab Melee Single Action fist +26 (reach 10 feet), Damage 3d12+13 bludgeoning Alchemical Amplification Free Action (Alchemical) Frequency once per hour; Effect The necrohulk draws upon alchemical stores to push its body into overdrive. It becomes quickened for 1d4 rounds. It can use this extra action to Step, Stride, or Strike. Constrict 6d6 bludgeoning, DC 32 Tentacle Storm Two Actions The necrohulk flailer makes up to four tentacle Strikes, each against a different target. These attacks count toward its multiple attack penalty, but the penalty doesn't increase until after the necrohulk makes all of these attacks. Eerie Infiltrators Necrohulk flailers can fit into shockingly small spaces and are often commanded to wriggle up storm drains or through narrow crevices to attack foes. As they don't possess much independent initiative, however, necrohulk flailers can get confused or stuck, posing a danger to anyone who happens to come across them, even months or years later. ","skill_mod":{"athletics":26,"acrobatics":27},"summary":"Additional limbs, failing tentacles, and rubbery bodies are common among Mana Wastes mutants, and aspiring necrohulk creators like to combine flesh …","image":["/Images/Monsters/Necrohulk_Flailer.png"],"primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["Monster","Rarity","Creature Type"],"ac":32,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2364","intelligence":-4,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":23,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Necrohulk Flailer","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[26,32],"slug":"creature-2364"},{"attack_bonus":[25,30],"constitution":6,"primary_source_category":"Adventure Paths","strength":9,"hp":345,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Creature","creature_family":"Necrohulk","will_save":26,"charisma":4,"speed":{"max":30,"land":30},"perception":25,"wisdom":4,"weakness":{"slashing":15},"creature_ability":["Alchemical Cartridge","Attack of Opportunity","Alchemical Amplification","Rend","Smashing Blow","Throw Rock"],"primary_source_group":"Blood Lords","skill":["Athletics","Intimidation"],"trait":["Mutant","Uncommon","Undead","NE","Large"],"id":"creature-2365","text":" Necrohulk Smasher Mutants with incredible strength make the most powerful necrohulks. These necrohulk smashers are so swollen with biological and alchemical muscle enhancements that they can simply pound their way through enemies. Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Necrohulk Smasher Source Pathfinder #185: A Taste of Ashes pg. 87 Perception +25; darkvision Languages Skills Athletics +32, Intimidation +27 Str +9 Dex +4 Con +6 Int -4 Wis +4 Cha +4 --- AC 36 Fort +29 Ref +23 Will +26 HP 345 (negative healing) , regeneration 15 (deactivated by acid) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses slashing 15 Alchemical Cartridge (alchemical) Critical hits rupture the necrohulk's alchemical cartridge. The first time the necrohulk takes a critical hit, it loses its regeneration. The second time it takes a critical hit, it takes 15 persistent acid damage that it can't heal unless the cartridge is stitched back into place. Attack of Opportunity Reaction --- Speed 30 feet Melee Single Action fist +30 (reach 10 feet), Damage 4d10+15 bludgeoning and Improved Knockback Ranged Single Action rock +25 (Brutal, range increment 120 feet), Damage 4d10+15 bludgeoning Alchemical Amplification Free Action (Alchemical) Frequency once per hour; Effect The necrohulk draws upon alchemical stores to push its body into overdrive. It becomes quickened for 1d4 rounds. It can use this extra action to Step, Stride, or Strike. Rend Single Action fist Smashing Blow Two Actions The necrohulk smasher makes a fist Strike. If it hits, the necrohulk smashes the target into the floor or nearby wall. The target takes an additional 6d10 bludgeoning damage, depending on its DC 33 Fortitude save. Critical Success The target takes half of the additional damage. Success The target takes half the additional damage and is stunned 1. Failure The target takes full additional damage, is stunned 3, and knocked prone. Critical Failure The target takes double the additional damage, is stunned 3, and knocked prone. Throw Rock Single Action Undead Fleshwarps Muscular fleshwarps are the most common ancestry used to make necrohulk smashers. These people have often already experienced lives of rejection or exclusion before the final indignity of unwanted reanimation. ","skill_mod":{"athletics":32,"intimidation":27},"summary":"Mutants with incredible strength make the most powerful necrohulks. These necrohulk smashers are so swollen with biological and alchemical muscle …","image":["/Images/Monsters/Necrohulk_Smasher.png"],"primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["Monster","Rarity","Creature Type"],"ac":36,"level":15,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2365","intelligence":-4,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":29,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Necrohulk Smasher","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[37,37],"slug":"creature-2365"},{"primary_source_category":"Adventure Paths","strength":9,"hp":360,"language":["Common","Jotun","Necril","<%UMR%37%%>telepathy<%END> (with its creator only) 100 feet"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Creature","charisma":5,"perception":31,"stealth":"29","trait":["Rare","Shadow","Undead","NE","Large"],"id":"creature-2366","text":" Tenebric Giant Necromancers reaching for the greatest heights of experimentation know that creating a new terror requires exacting, careful work at every stage of the process. In the case of the tenebric giant, this process begins with a tomb giant who dies after consuming a dose of several poisons combined with the shadow ash reagent. This creates the right circumstances for a necromancer to raise them as a tenebric giant. They're particularly obedient to the will of the necromancer who created them and are charged full of energy from the Shadow Plane, which grants them new powers and abilities. Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Tenebric Giant Source Pathfinder #185: A Taste of Ashes pg. 88 Perception +31; darkvision, lifesense 80 feet Languages Common, Jotun, Necril; telepathy (with its creator only) 100 feet Skills Athletics +33, Intimidation +30, Religion +30, Stealth +29 Str +9 Dex +4 Con +9 Int +4 Wis +7 Cha +5 Items +2 greater striking scythe --- AC 39 Fort +32 Ref +27 Will +30 HP 360 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 15 Attack of Opportunity Reaction Catch Rock Reaction --- Speed 25 feet Melee Single Action scythe +34 (deadly 2d10, Magical, reach 15 feet, Trip), Damage 3d10+17 slashing plus cloying shadows Melee Single Action claw +32 (Agile, reach 15 feet), Damage 3d6+17 slashing plus cloying shadows Ranged Single Action rock +32 (Brutal, range increment 120 feet), Damage 3d6+17 bludgeoning plus cloying shadows Cloying Shadows (Occult, Shadow) The tenebric giant's attacks leave behind a residue of energy from the Shadow Plane. A creature hit by the tenebric giant's melee Strike takes an additional 1d8 persistent negative damage and must attempt a DC 36 Reflex save. Critical Success The creature is unaffected. Success The creature is blinded until its next turn begins. Failure The creature is blinded for 1 minute. Critical Failure The creature is permanently blinded. Tenebric Stride Two Actions (Illusion, Occult, Shadow) The tenebric giant can move quickly in shadowy conditions. The tenebric giant Strides twice and makes a scythe Strike at any point during this movement against a target that is in darkness or dim light. This movement doesn't provoke reactions. Throw Rock Single Action Shadowy Cousins Shadow giants look upon tenebric giants with disdain and fear. They view these undead creatures not as giants but as a corruption of the true nature of the Shadow Plane, closer to darvakkas than kin. They tend to give tenebric giants a wide berth, unwilling to confront the powerful creatures. ","skill_mod":{"stealth":29,"athletics":33,"intimidation":30,"religion":30},"image":["/Images/Monsters/TenebricGiant.png"],"primary_source":"Pathfinder #185: A Taste of Ashes","ac":39,"item":["+2 greater striking scythe"],"level":17,"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 80 feet","resistance":{},"intelligence":4,"reflex_save":27,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":32,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Tenebric Giant","alignment":"NE","rarity":"rare","strike_damage_average":[27,27,33],"attack_bonus":[32,32,34],"constitution":9,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"will_save":30,"speed":{"max":25,"land":25},"wisdom":7,"weakness":{"vitality":15},"creature_ability":["Attack of Opportunity","Catch Rock","Cloying Shadows","Tenebric Stride","Throw Rock"],"primary_source_group":"Blood Lords","skill":["Athletics","Intimidation","Religion","Stealth"],"summary":"Necromancers reaching for the greatest heights of experimentation know that creating a new terror requires exacting, careful work at every stage of …","trait_group":["Rarity","Planar","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2366","dexterity":4,"category":"creature","slug":"creature-2366"},{"attack_bonus":[28,30],"constitution":6,"primary_source_category":"Adventure Paths","strength":-5,"hp":260,"language":["Common","Necril","up to four others"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Creature","will_save":30,"charisma":9,"speed":{"fly":40,"max":40},"perception":32,"wisdom":5,"weakness":{},"creature_ability":["Bonded Theater","Catharsis","Dramatic Return","Emotional Consumption","Spotlight"],"primary_source_group":"Blood Lords","skill":["Intimidation","Performance","Society","Theater Lore"],"trait":["Incorporeal","Uncommon","Undead","N","Large"],"id":"creature-2367","text":" Theater Phantasm Theater phantasms are amalgamations of the spiritual and emotional energy given up by entertainers and audiences of powerful performances. Recall Knowledge - Undead (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Theater Phantasm Source Pathfinder #185: A Taste of Ashes pg. 89 Perception +32; all-around vision, lifesense 100 feet, tremorsense 100 feet Languages Common, Necril; up to four others Skills Intimidation +30, Performance +35, Society +30, Theater Lore +36 Str -5 Dex +4 Con +6 Int +2 Wis +5 Cha +9 Bonded Theater A theater phantasm can't travel more than 50 feet from the theater (or similar location) where it was created. --- AC 36 Fort +28 Ref +25 Will +30 HP 260 (emotional consumption, dramatic return, negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 10 (except force, ghost touch , or positive^ double resistance vs. non-magical) Catharsis (emotion, enchantment, mental, occult) When a theater phantasm is destroyed, it emits waves of emotional energy. All creatures within 50 feet take 10d6 mental damage (DC 34 basic Will save) as they experience a crushing barrage of emotions. Dramatic Return (necromancy, occult) A destroyed theater phantasm slowly reforms to full strength over the course of 1 week. The only way to permanently destroy the phantasm is to reduce it to 0 Hit Points during a performance occurring in its bonded theater. Emotional Consumption (emotion, necromancy, occult) If a theater phantasm is within 100 feet of an audience of 20 or more intelligent beings witnessing a performance in its bonded theater, it gains fast healing 20. --- Speed fly 40 feet Melee Single Action spectral hand +30 (Finesse, Magical), Damage 3d10+15 negative Ranged Single Action impromptu props +28 (Magical, range increment 30 feet), Damage 3d12+18 bludgeoning Spotlight Free Action (Emotion, Enchantment, Light, Occult) Frequency once per round; Effect The theater phantasm draws attention to a creature it admires. The phantasm designates a target other than itself within 50 feet with a subtle spotlight, giving the target a +2 status bonus to Performance checks and resistance 10 to mental damage for 1 minute. If it uses this ability again on a new target, the former creature loses its spotlight. Competing Phantasms On very rare occasions, more than one theater phantasm takes up residence in the same theater, each trying to outdo the other. ","skill_mod":{"society":30,"performance":35,"intimidation":30},"summary":"Theater phantasms are amalgamations of the spiritual and emotional energy given up by entertainers and audiences of powerful performances.","image":["/Images/Monsters/TheaterPhantasm.png"],"primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["Monster","Rarity","Creature Type"],"ac":36,"level":16,"source_category":["Adventure Paths"],"sense":" all-around vision , lifesense 100 feet, tremorsense 100 feet","weakest_save":["ref","reflex"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"vitality":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=2367","intelligence":2,"reflex_save":25,"strongest_save":["will"],"dexterity":4,"fortitude_save":28,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Theater Phantasm","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[31,37],"slug":"creature-2367"},{"primary_source_category":"Adventure Paths","strength":8,"hp":333,"language":["Aklo","Common","Sylvan","(can't speak any language)"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":6,"perception":30,"stealth":"34","trait":["Fey","Rare","LE","Large"],"id":"creature-2368","text":" Ankou Assassin Recall Knowledge - Fey (Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ankou Assassin Source Kingmaker Adventure Path pg. 462 Perception +30; lifesense 120 feet, low-light vision Languages Aklo, Common, Sylvan; (can't speak any language) Skills Acrobatics +34, Deception +31, Intimidation +34, Nature +28, Stealth +34 Str +8 Dex +9 Con +5 Int +3 Wis +3 Cha +6 --- AC 40 Fort +28 Ref +32 Will +29 HP 333 Weaknesses cold iron 15 --- Speed fly 75 feet Melee Single Action claw +33 (Agile, cold iron), Damage 3d8+16 slashing Melee Single Action wing +33 (cold iron, reach 10 feet), Damage 2d8+16 piercing plus 2d6 persistent bleed Primal Innate Spells DC 38, attack +30 - 6th Ray of Enfeeblement, True Seeing - 7th Prismatic Spray, Silence, Teleport - 8th Darkness (at will), Dimensional Anchor, Discern Location - 9th Massacre Shadow Doubles Single Action to Three Actions (Illusion, Occult, Shadow) Frequency once per day; Effect For each action spent to use this ability, the ankou creates one shadowy duplicate of themself anywhere within 60 feet of themself. Shadow doubles have the same statistics as an ankou, but they have the summoned trait, have 110 Hit Points, can't use Shadow Doubles or innate spells, and have an attack bonus of +27 for their Strikes. A shadow double that attempts a saving throw against a light effect can't get a result better than failure. Each double remains for 1 round, until it's reduced to 0 Hit Points, or until it moves further than 120 feet from the ankou, whichever comes first. Each round thereafter, the ankou can spend a single action that has the concentrate trait to extend the duration of surviving duplicates by 1 round, to a maximum duration of 1 minute. The ankou can see through the eyes of all of the shadow doubles at once. A character who Seeks can identify an ankou as real or a shadow double with a successful DC 43 Perception check. Sneak Attack An ankou assassin's Strikes deal an additional 3d6 precision damage to flat-footed creatures. ","skill_mod":{"deception":31,"nature":28,"stealth":34,"intimidation":34,"acrobatics":34},"primary_source":"Kingmaker Adventure Path","spell":["Massacre","Darkness","Dimensional Anchor","Discern Location","Prismatic Spray","Silence","Teleport","Ray of Enfeeblement","True Seeing"],"ac":40,"level":17,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" lifesense 120 feet, low-light vision ","resistance":{},"intelligence":3,"reflex_save":32,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":28,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Ankou Assassin","alignment":"LE","rarity":"rare","strike_damage_average":[29,32],"attack_bonus":[33,33],"constitution":5,"spell_attack_bonus":[30],"will_save":29,"speed":{"fly":75,"max":75},"wisdom":3,"weakness":{"cold_iron":15},"creature_ability":["Shadow Doubles","Sneak Attack"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Deception","Intimidation","Nature","Stealth"],"tradition":["Primal"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2368","dexterity":9,"category":"creature","slug":"creature-2368"},{"primary_source_category":"Adventure Paths","strength":5,"hp":325,"language":["Abyssal","Aklo","Common","Draconic","Sylvan","Terran","Undercommon"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":8,"perception":35,"stealth":"39","trait":["Aberration","Swarm","Unique","CE","Medium"],"id":"creature-2369","text":" The Wriggling Man Recall Knowledge - Aberration (Occultism): DC 52 Unspecific Lore : DC 50 Specific Lore : DC 47 The Wriggling Man Source Kingmaker Adventure Path pg. 466 Perception +35; darkvision, tremorsense (imprecise) 30 feet Languages Abyssal, Aklo, Common, Draconic, Sylvan, Terran, Undercommon Skills Acrobatics +39, Arcana +41, Deception +39, Nature +37, Society +41, Stealth +39 Str +5 Dex +9 Con +5 Int +10 Wis +6 Cha +8 Items bag of holding type IV (containing small library of spellbooks containing all of his prepared spells), +2 greater fire resistant greater resilient leather armor , major staff of transmutation --- AC 47 all-around vision Fort +34 Ref +39 Will +35 +4 status vs. mental HP 325 (fast healing 20) Immunities disease, paralyzed, poison, precision, swarm mind, unconscious Resistances fire 10, physical 20 Weaknesses area damage 20, splash damage 20 Discorporate When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days. --- Speed 30 feet Melee Single Action tendril +36 (reach 10 feet), Damage 4d12+13 persistent piercing damage Arcane Prepared Spells DC 44, attack +36 - Cantrips (10th) Acid Splash, Daze, Electric Arc, Ray of Frost, Shield - 1st Charm, Command, Ray of Enfeeblement - 2nd Glitterdust, Mirror Image, Ventriloquism - 3rd Blindness, Earthbind, Slow - 4th Fly, Invisibility, Suggestion - 5th Black Tentacles, Dimension Door, Mind Probe - 6th Baleful Polymorph, Feeblemind, True Seeing - 7th Reverse Gravity, Fireball, Veil - 8th Contingency (already cast), Illusory Scene (already cast), Mind Blank (already cast) - 9th Disjunction, Magic Missile, Project Image - 10th Time Stop Contingency Reaction Trigger The Wriggling Man is reduced to 50 or fewer HP; Effect Dimension door , heightened to 5th level, teleports the Wriggling Man to area M6. Effortless Concentration Free Action Trigger The wriggling man's turn begins. Effect The Wriggling Man immediately gains the effects of the Sustain a Spell action, allowing him to extend the duration of an active spell. Quickened Casting Free Action Frequency once per day; Effect When the Wriggling Man casts a spell of 8th level or lower, reduce the number of actions to cast it by 1 (minimum 1 action). Squirming Embrace Single Action The worm that walks Strides, ending its movement sharing a space with a creature, and deals 8d8 piercing damage to the creature. The creature can attempt a basic Reflex save with a DC of 44. Swarm Shape Single Action (Concentrate) The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can't use attack actions and can't cast spells, but it can move through areas small enough for its individual worms to fit without having to Squeeze. It can use the same action to coalesce back into its normal form. ","skill_mod":{"society":41,"deception":39,"nature":37,"stealth":39,"arcana":41,"acrobatics":39},"primary_source":"Kingmaker Adventure Path","spell":["Time Stop","Disjunction","Magic Missile","Project Image","Contingency","Illusory Scene","Mind Blank","Reverse Gravity","Fireball","Veil","Baleful Polymorph","Feeblemind","True Seeing","Black Tentacles","Dimension Door","Mind Probe","Fly","Invisibility","Suggestion","Blindness","Earthbind","Slow","Glitterdust","Mirror Image","Ventriloquism","Charm","Command","Ray of Enfeeblement","Acid Splash","Daze","Electric Arc","Ray of Frost","Shield"],"ac":47,"item":["bag of holding type IV (containing small library of spellbooks containing all of his prepared spells)","+2 greater fire resistant greater resilient leather armor","major staff of transmutation"],"level":21,"spell_dc":[44],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet","resistance":{"bludgeoning":20,"piercing":20,"slashing":20,"fire":10,"physical":20},"intelligence":10,"reflex_save":39,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":34,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"The Wriggling Man","alignment":"CE","rarity":"unique","strike_damage_average":[39],"attack_bonus":[36],"constitution":5,"immunity":["disease","paralyzed","poison","precision","swarm mind","unconscious"],"spell_attack_bonus":[36],"will_save":35,"speed":{"max":30,"land":30},"wisdom":6,"weakness":{"area":20,"splash":20},"creature_ability":["Discorporate","Contingency","Effortless Concentration","Quickened Casting","Squirming Embrace","Swarm Shape"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Arcana","Deception","Nature","Society","Stealth"],"tradition":["Arcane"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2369","dexterity":9,"category":"creature","slug":"creature-2369"},{"attack_bonus":[35,35,35],"constitution":8,"primary_source_category":"Adventure Paths","strength":9,"hp":330,"language":["Draconic"],"immunity":["paralyzed","unconscious"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":27,"charisma":4,"speed":{"fly":100,"max":100,"land":30},"perception":29,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Savage","Pin to the Sky","Reel In","Ripping Grab","Barbtongued Wyvern Venom"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Stealth"],"stealth":"30","trait":["Dragon","Rare","NE","Huge"],"id":"creature-2370","text":" Barbtongued Wyvern Recall Knowledge - Dragon (Arcana): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Barbtongued Wyvern Source Kingmaker Adventure Path pg. 469 Perception +29; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +34, Athletics +35, Stealth +30 Str +9 Dex +6 Con +8 Int +0 Wis +3 Cha +4 --- AC 42 Fort +34 Ref +30 Will +27 HP 330 Immunities paralyzed, unconscious Attack of Opportunity Reaction Savage Reaction Trigger A creature grabbed by the wyvern critically fails a skill check to Escape. Effect The wyvern makes a stinger Strike against the triggering creature. --- Speed 30 feet, fly 100 feet Melee Single Action fangs +35 (reach 10 feet), Damage 3d12+17 piercing plus 1d6 persistent bleed Melee Single Action barbed tongue +35 (reach 30 feet), Damage 3d6+17 plus Ripping Grab Melee Single Action stinger +35 (Agile, reach 20 feet), Damage 3d10+17 piercing plus barbtongued wyvern venom Pin to the Sky Single Action With incredible force, the barbtongued wyvern whips its tongue and flings barbs from its length. Up to two creatures within 200 feet of the wyvern can be targeted; each creature must attempt a DC 40 Reflex save. The barbtongued wyvern can't use Pin to the Sky again until its next turn. Critical Success The target is unaffected. Success The target takes 2d12+3 piercing damage. Failure The target takes 5d12 piercing damage and is pinned in place, fastened to the underlying magical nature of Thousandbreaths by the barbs (even if not adjacent to a solid surface). It is immobilized until it Escapes. If the creature is under the effects of a spell that would prevent it from being immobilized, Thousandbreaths first attempts a Counteract check against the spell (+27). Critical Failure As failure, but the target takes 10d12 piercing damage and is slowed 1 until it escapes. Reel In Free Action Requirements The wyvern has a creature grabbed in its tongue. Effect The wyvern moves the creature up to 20 feet closer to it. Ripping Grab Single Action Requirements The wyvern's last action was a success with a barbed tongue Strike, or it has a creature grabbed using this action. Effect If the target was immobilized by Pin to the Sky, the wyvern first painfully rips it free of the effect, dealing 4d12 piercing damage. Regardless of whether or not the target was previously immobilized, the wyvern Grabs the target until the end of the monster's next turn. The wyvern can't use its tongue to Strike creatures until the Grab ends. Using Ripping Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creature if the barbtongued wyvern moves away from it. Barbtongued Wyvern Venom (Poison) Saving Throw Fortitude DC 40; Maximum Duration 6 rounds; Stage 1 5d12 poison damage and clumsy 1 (1 round); Stage 2 6d12 poison damage and clumsy 2 (1 round); Stage 3 7d12 poison damage and clumsy 3 (1 round) ","skill_mod":{"stealth":30,"athletics":35,"acrobatics":34},"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Rarity"],"ac":42,"level":18,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2370","intelligence":0,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":34,"source_group":["Kingmaker"],"size":["Huge"],"spoilers":"Kingmaker","name":"Barbtongued Wyvern","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[27,33,40],"slug":"creature-2370"},{"primary_source_category":"Adventure Paths","strength":0,"hp":230,"language":["Aklo","Elven","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":8,"perception":28,"stealth":"28","trait":["Amphibious","Fey","Nymph","Rare","Water","CE","Medium"],"id":"creature-2371","text":" Defaced Naiad Queen Recall Knowledge - Fey (Nature): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Defaced Naiad Queen Source Kingmaker Adventure Path pg. 471 Perception +28; low-light vision Languages Aklo, Elven, Sylvan Skills Acrobatics +28, Athletics +25, Deception +31, Diplomacy +29, Intimidation +31, Nature +28, Performance +31, Stealth +28, Survival +26 Str +0 Dex +7 Con +6 Int +4 Wis +5 Cha +8 Shame A defaced naiad queen suffers from shame (see below) when it attacks any target that can cast primal spells, any fey creature, or any creature that can cast divine spells and worships a deity or faith associated with nature or the First World (such as Gozreh, one of the Eldest, or the Green Faith). Forgive Foe can be attempted against a defaced naiad queen with a DC 36 Diplomacy check or Nature check. If a defaced naiad queen is affected by a critical success from Forgive Foe, its eyes are restored and it cries out in relief an instant before it vanishes, returning to the First World as a chaotic neutral naiad queen. As it does so, a wave of emotional thanks and inspiration infuse the character who used Forgive Foe, granting them a +3 status bonus to Lore checks and saves against fear effects for 24 hours. --- AC 38 Fort +27 Ref +30 Will +26 HP 230 Weaknesses cold iron 15, Resistances fire 15 Nymph's Tragedy (aura, emotion, enchantment, mental, primal, visual) 30 feet. Creatures that start their turn in this aura must succeed at a DC 33 Will save or become dazzled as their eyes cloud with blood, darkening their vision. This effect persists as long as the creature continues to begin its turn within the aura, even if it can't see the defaced naiad on subsequent turns. --- Speed 30 feet Melee Single Action painful caress +30 (Agile, Finesse, Magical), Damage 3d10+14 mental plus Tortuous Touch Primal Prepared Spells DC 36, attack +28 - Cantrips (8th) Detect Magic, Guidance, Light, Ray of Frost, Stabilize - 1st Fear, Gust of Wind, Spider Sting - 2nd Glitterdust, Obscuring Mist, Web - 3rd Blindness, Fear, Slow - 4th Freedom of Movement, Heal (×2) - 5th Cone of Cold, Heal (×2) - 6th Baleful Polymorph, Lightning Bolt, Flesh to Stone - 7th Chain Lightning, Dispel Magic, Fly - 8th Finger of Death, Heal Primal Innate Spells DC 36, attack +28 - 4th Charm (at will) - Constant (4th) Speak with Plants Agonized Wail Single Action (Auditory, Emotion, Enchantment, Fear, Mental, Primal) The defaced naiad queen unleashes an agonized wail. Each creature within 60 feet must succeed at a DC 33 Will save or become frightened 1 (or, on a critical failure, frightened 2 and fleeing until the end of its next turn). The creature is then temporarily immune to Agonized Wail for 1 hour. Baleful Gaze Single Action (Emotion, Enchantment, Incapacitation, Mental, Primal, Visual) When a defaced naiad queen fixes her gaze upon a foe within range of her nymph's tragedy aura, the creature must attempt a Will save. On a failure, it is affected as if by nymph's tragedy; if it was already affected by that aura, it also takes 8d6 mental damage (16d6 on a critical failure). A defaced naiad queen can use Baleful Gaze on a given creature only once per turn. Tortuous Touch Single Action A creature struck by the defaced naiad queen's painful caress Strike must attempt a DC 36 Fortitude save. On a failure, painful, jagged wounds open on the creature's body, the pain of which makes it clumsy 1 (clumsy 2 and fall prone on a critical failure). The clumsy condition is permanent until it is removed via an effect like restoration . The Power of Forgiveness Some of the creatures in the House at the Edge of Time—the ghostly guards and defaced naiad queens, but most notably Nyrissa herself—still harbor vestiges of goodness in their minds and souls that can be appealed to by PCs who seek to forgive them for their actions. A PC can learn about the Forgive Foe action accidentally if they seek to appeal to a creature in the House at the Edge of Time in this way on their own, or they can learn about it by closely observing how certain creatures act when they attack certain foes. These foes have a Shame entry in their stat block. When such a foe attacks specific targets delineated in their Shame entry, they suffer a –2 status penalty on attack rolls and to all save DCs to resist their spells or attacks. Whenever such a creature takes an action that triggers this penalty, all creatures within 30 feet can attempt a Perception check against the acting creature's Deception DC. On a success, the creature attempting the check realizes the creature taking the action is suffering from guilt and shame at their own action; this reveals that a Forgive Foe action might help the acting creature recover from its plight. ","element":["Water"],"skill_mod":{"diplomacy":29,"performance":31,"deception":31,"nature":28,"survival":26,"stealth":28,"athletics":25,"intimidation":31,"acrobatics":28},"primary_source":"Kingmaker Adventure Path","spell":["Finger of Death","Heal","Chain Lightning","Dispel Magic","Fly","Baleful Polymorph","Lightning Bolt","Flesh to Stone","Cone of Cold","Freedom of Movement","Blindness","Fear","Slow","Glitterdust","Obscuring Mist","Web","Gust of Wind","Spider Sting","Detect Magic","Guidance","Light","Ray of Frost","Stabilize","Charm","Speak with Plants"],"ac":38,"level":15,"spell_dc":[36,36],"source_category":["Adventure Paths"],"sense":"low-light vision","resistance":{},"intelligence":4,"reflex_save":30,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":27,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Defaced Naiad Queen","alignment":"CE","rarity":"rare","strike_damage_average":[30],"attack_bonus":[30],"constitution":6,"spell_attack_bonus":[28,28],"will_save":26,"speed":{"max":30,"land":30},"wisdom":5,"weakness":{"cold_iron":15},"creature_ability":["Shame","Nymph's Tragedy","Agonized Wail","Baleful Gaze","Tortuous Touch"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Performance","Stealth","Survival"],"tradition":["Primal"],"trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2371","dexterity":7,"category":"creature","slug":"creature-2371"},{"primary_source_category":"Adventure Paths","strength":5,"hp":300,"language":["Aklo","Common","Draconic","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":10,"perception":32,"trait":["Dragon","Humanoid","Unique","LE","Medium"],"id":"creature-2372","text":" Phomandala Recall Knowledge - Dragon (Arcana): DC 49 Recall Knowledge - Humanoid (Society): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Phomandala Source Kingmaker Adventure Path pg. 473 Perception +32; darkvision Languages Aklo, Common, Draconic, Sylvan Skills Acrobatics +35, Arcana +34, Deception +37, Intimidation +37, First World Lore +37, Nature +35, Religion +33 Str +5 Dex +8 Con +6 Int +5 Wis +5 Cha +10 Items +2 glamered fortification greater resilient leather armor , elegant robes worth 400 gp --- AC 45 all-around vision Fort +33 Ref +35 Will +32 HP 300 Petrifying Gaze (arcane, aura, transmutation, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 25 Fortitude save. If the creature fails, it becomes slowed 1 for 1 minute. The medusa can deactivate or activate this aura by using a single action, which has the concentrate trait. Biting Snakes Reaction Trigger A creature ends its turn adjacent to the medusa. Effect The medusa makes a snake fangs Strike against the creature. --- Speed 25 feet Melee Single Action cobra fangs +32 (reach 10 feet), Damage 4d12+13 piercing plus Phomandala's venom Melee Single Action snake fangs +35 (Agile, Finesse), Damage 4d10+13 piercing plus Phomandala's venom Primal Spontaneous Spells DC 41, attack +36 - Cantrips (9th) Acid Splash, Chill Touch, Detect Magic, Electric Arc, Ghost Sound, Shield - 1st Charm, Create Water, Gust of Wind, Magic Fang, True Strike (4 slots) - 2nd Create Food, Enhance Victuals, Glitterdust, Resist Energy, Web (4 slots) - 3rd Blindness, Fear, Haste, Meld into Stone, Slow (4 slots) - 4th Acid Arrow, Charm, Freedom of Movement, Restoration, Spell Immunity (4 slots) - 5th Chromatic Wall, Cone of Cold, Heal, Wall of Ice, Wall of Stone (4 slots) - 6th Baleful Polymorph, Dragon Form, Heal, Stone to Flesh, True Seeing (4 slots) - 7th Eclipse Burst, Finger of Death, Mask of Terror, Regenerate, Wall of Thorns (4 slots) - 8th Dispel Magic, Heal, Horrid Wilting, Prismatic Wall, Lightning Bolt (4 slots) - 9th Chain Lightning, Disjunction, Massacre, Overwhelming Presence, Heal (4 slots) - 10th Revival (1 slot) Sorcerer Bloodline Spells DC 41, attack +36, 3 Focus Points - 9th Dragon Breath, Dragon Claws, Dragon Wings Focus Gaze Single Action (Arcane, Concentrate, Incapacitation, Transmutation, Visual) The medusa fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Fortitude save against the medusa's petrifying gaze. If the creature was already slowed by petrifying gaze before attempting its save, a failed save causes it to be petrified permanently. After attempting its save, the creature is then temporarily immune until the start of the medusa's next turn. Jabberwock Bloodline Phomandala's sorcerer bloodline is a result of Nyrissa's infusion of the medusa with jabberwock blood. This bloodline functions as the draconic bloodline, but the damage type caused is a line of sonic energy, and she uses the primal spell list instead of the arcane spell list. Quickened Casting Free Action Frequency once per day; Effect When Phomandala's next action is to cast a spell that is 7th level or lower, she reduces the number of actions to cast it by 1 (minimum 1 action). Phomandala's Venom (Poison) Saving Throw DC 41 Fortitude; Maximum Duration 6 rounds; Stage 1 6d6 poison damage and enfeebled 1 (1 round); Stage 2 9d6 poison damage and enfeebled 2 (1 round) Woodland Stride Even the thickest vines and roots seem to part as Phomandala moves about. Phomandala ignores difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede her progress. ","skill_mod":{"deception":37,"nature":35,"arcana":34,"intimidation":37,"acrobatics":35,"religion":33},"primary_source":"Kingmaker Adventure Path","spell":["Revival","Chain Lightning","Disjunction","Massacre","Overwhelming Presence","Heal","Dispel Magic","Horrid Wilting","Prismatic Wall","Lightning Bolt","Eclipse Burst","Finger of Death","Mask of Terror","Regenerate","Wall of Thorns","Baleful Polymorph","Dragon Form","Stone to Flesh","True Seeing","Chromatic Wall","Cone of Cold","Wall of Ice","Wall of Stone","Acid Arrow","Charm","Freedom of Movement","Restoration","Spell Immunity","Blindness","Fear","Haste","Meld into Stone","Slow","Create Food","Enhance Victuals","Glitterdust","Resist Energy","Web","Create Water","Gust of Wind","Magic Fang","True Strike","Acid Splash","Chill Touch","Detect Magic","Electric Arc","Ghost Sound","Shield","Dragon Breath","Dragon Claws","Dragon Wings"],"ac":45,"item":["+2 glamered fortification greater resilient leather armor","elegant robes worth 400 gp"],"level":19,"spell_dc":[41,41],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":35,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":33,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Phomandala","alignment":"LE","rarity":"unique","strike_damage_average":[35,39],"attack_bonus":[32,35],"constitution":6,"spell_attack_bonus":[36,36],"will_save":32,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Petrifying Gaze","Biting Snakes","Focus Gaze","Jabberwock Bloodline","Quickened Casting","Phomandala's Venom","Woodland Stride"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Arcana","Deception","Intimidation","First World Lore","Nature","Religion"],"tradition":["Primal"],"trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2372","dexterity":8,"category":"creature","slug":"creature-2372"},{"primary_source_category":"Adventure Paths","strength":6,"hp":374,"language":["Aklo","Common","Elven","Gnomish","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":10,"perception":35,"stealth":"39","trait":["Fey","Unique","CN","Small"],"id":"creature-2373","text":" Werendegar Recall Knowledge - Fey (Nature): DC 52 Unspecific Lore : DC 50 Specific Lore : DC 47 Werendegar Source Kingmaker Adventure Path pg. 488 Perception +35; hungersense (imprecise, low-light vision) Languages Aklo, Common, Elven, Gnomish, Sylvan Skills Acrobatics +39, Athletics +37, Deception +41, Nature +39, Society +35, Stealth +39, Thievery +37 Str +6 Dex +10 Con +7 Int +8 Wis +6 Cha +10 Hungersense Hungersense allows the gimmerling to sense creatures that require food to live. Items +2 greater resilient mithral chainmail , +3 major striking greater shock wounding rapier --- AC 47 Fort +36 Ref +39 Will +33 HP 374 Weaknesses cold iron 20 Thorny Aura (aura, primal, transmutation) 15 feet. Thorny roots and barbed vines writhe and twist in the aura, creating difficult hazardous terrain that inflicts 4d6 piercing damage whenever a non-flying creature moves within the aura. Trip Up Reaction Trigger A creature critically fails a melee attack to hit the gimmerling or moves into a space within the gimmerling's treacherous aura. Effect The triggering creature must attempt a DC 44 Reflex save. Critical Success The target is unaffected. Success The target is flat-footed until the start of its next turn. Failure The target takes 2d10 bludgeoning damage and is flat-footed until the start of its next turn. Critical Failure As failure, and the target is knocked prone. --- Speed 30 feet; trickster's step Melee Single Action rapier +40 (deadly d8, Disarm, Finesse), Damage 4d6+16 piercing plus 1d6 electricity and 1d6 bleed Melee Single Action claw +37 (Agile, Finesse), Damage 4d6+16 slashing plus Disarm Melee Single Action jaws +37 (Finesse), Damage 4d8+16 plus 2d8 poison Occult Innate Spells DC 44, attack +36 - Cantrips (10th) Daze, Message, Shield, Telekinetic Projectile - 7th Dimension Door, Heal, Plane Shift, Teleport - 8th Disappearance, Suggestion, Uncontrollable Dance - 9th Dispel Magic, Telepathic Demand - 10th Alter Reality Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The gimmerling changes into its natural form or that of any humanoid. In humanoid form, it loses its treacherous aura, and its equipment appears to be trinkets or toys. As a humanoid that lacks claws or fangs, it loses the matching Strike. If it loses its claw Strike, it gains a fist Strike that is identical except that it deals bludgeoning damage. Disarm Two Actions The gimmerling's last action was a success with a Strike that has Disarm in its damage entry. Effect The gimmerling knocks a held or carried weapon to the ground in the target's space. Sneak Attack Werendegar deals 4d6 extra precision damage to flat-footed creatures. Trickster's Step The gimmerling ignores difficult terrain and doesn't trigger traps with its movement. Werendegar also avoids hazardous terrain. ","skill_mod":{"society":35,"deception":41,"nature":39,"thievery":37,"stealth":39,"athletics":37,"acrobatics":39},"primary_source":"Kingmaker Adventure Path","spell":["Alter Reality","Dispel Magic","Telepathic Demand","Disappearance","Suggestion","Uncontrollable Dance","Dimension Door","Heal","Plane Shift","Teleport","Daze","Message","Shield","Telekinetic Projectile"],"ac":47,"item":["+2 greater resilient mithral chainmail","+3 major striking greater shock wounding rapier"],"level":21,"spell_dc":[44],"source_category":["Adventure Paths"],"sense":"hungersense (imprecise, low-light vision ) ","resistance":{},"intelligence":8,"reflex_save":39,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":36,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Werendegar","alignment":"CN","rarity":"unique","strike_damage_average":[30,37,43],"attack_bonus":[37,37,40],"constitution":7,"spell_attack_bonus":[36],"will_save":33,"speed":{"max":30,"land":30},"wisdom":6,"weakness":{"cold_iron":20},"creature_ability":["Hungersense","Thorny Aura","Trip Up","Change Shape","Disarm","Sneak Attack","Trickster's Step"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Nature","Society","Stealth","Thievery"],"tradition":["Occult"],"trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2373","dexterity":10,"category":"creature","slug":"creature-2373"},{"attack_bonus":[38],"constitution":9,"primary_source_category":"Adventure Paths","strength":10,"hp":440,"language":["Common","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Kingmaker Adventure Path"],"type":"Creature","spell_attack_bonus":[31],"will_save":34,"charisma":6,"speed":{"max":35,"land":35},"perception":36,"wisdom":8,"weakness":{"void":20,"cold_iron":20},"creature_ability":["Manifest Fetch Weapon"],"primary_source_group":"Kingmaker","skill":["Athletics","Deception","Intimidation","Society"],"trait":["Fey","Unique","CE","Large"],"id":"creature-2374","text":" Irovetti's Fetch Recall Knowledge - Fey (Nature): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Irovetti's Fetch Source Kingmaker Adventure Path pg. 492 Perception +36; darkvision Languages Common, Sylvan; tongues Skills Athletics +39, Deception +39, Intimidation +39, Society +32 Str +10 Dex +6 Con +9 Int +2 Wis +8 Cha +6 --- AC 44 Fort +37 Ref +32 Will +34 +1 status to all saves vs. magic HP 440 , regeneration 45 (deactivated by fire or negative) Weaknesses cold iron 20, negative 20 --- Speed 35 feet, air walk Melee Single Action fetch weapon +38 (Backswing, Forceful), Damage 4d6+18 slashing plus 3d6 mental and 4d6 fire Primal Innate Spells DC 40, attack +31 - Cantrips (10th) Produce Flame, Read Aura - 7th Plane Shift (to or from the First World only) - 9th Disjunction - 10th Finger of Death - Constant (9th) Air Walk, Tongues Manifest Fetch Weapon Free Action (Conjuration, Primal) Trigger The fetch starts its turn; Effect A fetch weapon manifests in the fetch's hand. As soon as a fetch weapon is no longer wielded by a fetch, it vanishes. The fetch chooses the type of weapon it manifests, but it does not gain any of that weapon's standard weapon traits, instead using the traits listed above in the fetch weapon Strike. ","tradition":["Primal"],"skill_mod":{"society":32,"deception":39,"athletics":39,"intimidation":39},"primary_source":"Kingmaker Adventure Path","spell":["Finger of Death","Disjunction","Plane Shift","Produce Flame","Read Aura","Air Walk","Tongues"],"trait_group":["Creature Type","Rarity"],"ac":44,"level":20,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2374","intelligence":2,"reflex_save":32,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":37,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Irovetti's Fetch","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[56],"slug":"creature-2374"},{"attack_bonus":[16,16],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":160,"language":["Common","Hallit","Jotun","Sylvan"],"source":["Kingmaker Companion Guide"],"type":"Creature","spell_attack_bonus":[19],"will_save":19,"charisma":3,"speed":{"max":25,"land":25},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Form Control","Reach Spell","Wild Shape"],"primary_source_group":"Kingmaker","skill":["Intimidation","Nature","Occultism","Performance","Religion","Survival"],"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2375","text":" Nilak Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Nilak Source Kingmaker Companion Guide pg. 14 Perception +19 Languages Common, Hallit, Jotun, Sylvan Skills Intimidation +18, Nature +15, Occultism +15, Performance +18, Religion +15, Survival +19 Str +3 Dex +2 Con +2 Int +0 Wis +4 Cha +3 Items chieftain's necklace worth 50 gp, Club, +1 leather armor , +1 striking composite shortbow (5 arrows) , rare candles and incense worth 100 gp suitable for use in a call spirit ritual --- AC 26 Fort +17 Ref +15 Will +19 +1 status to saves vs. poison HP 160 Resistances poison 4 --- Speed 25 feet Melee Single Action club +16, Damage 1d6+5 bludgeoning Ranged Single Action composite shortbow +16 (deadly d10, Propulsive, range 60 feet), Damage 2d6+5 piercing Primal Prepared Spells DC 28, attack +19 - Cantrips (5th) Disrupt Undead, Electric Arc, Light, Stabilize - 1st Heal, Shillelagh, Shocking Grasp - 2nd Flaming Sphere, Heal, Restoration - 3rd Blindness, Fireball, Searing Light - 4th Dispel Magic, Stoneskin, Weapon Storm - 5th Heal, Wall of Ice Druid Order Spells, 1 Focus Point DC 28 - 4th Wild Morph, Wild Shape Rituals DC 28 - 5th Call Spirit Form Control (Manipulate, Metamagic) If Nilak's next action is to cast wild shape , wild shape's spell level is 2 lower than normal but she remains transformed for up to 1 hour. She can still Dismiss the form at any time. Reach Spell Single Action (Concentrate, Metamagic) If the next action Nilak takes is to Cast a Spell that has a range, increase that spell's range by 30 feet. Wild Shape Nilak adds the forms insect form and dinosaur form to her wild shape list. ","tradition":["Primal"],"skill_mod":{"performance":18,"nature":15,"survival":19,"intimidation":18,"occultism":15,"religion":15},"primary_source":"Kingmaker Companion Guide","spell":["Heal","Wall of Ice","Dispel Magic","Stoneskin","Weapon Storm","Blindness","Fireball","Searing Light","Flaming Sphere","Restoration","Shillelagh","Shocking Grasp","Disrupt Undead","Electric Arc","Light","Stabilize","Wild Morph","Wild Shape"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":26,"item":["chieftain's necklace worth 50 gp","Club","+1 leather armor","+1 striking composite shortbow (5 arrows)","rare candles and incense worth 100 gp suitable for use in a call spirit ritual"],"level":9,"spell_dc":[28,28],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{"poison":4},"url":"/NPCs.aspx?ID=2375","intelligence":0,"reflex_save":15,"strongest_save":["will"],"dexterity":2,"fortitude_save":17,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Nilak","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[8,12],"slug":"creature-2375"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":175,"language":["Common","Jotun","Sylvan"],"source":["Kingmaker Companion Guide"],"type":"Creature","charisma":8,"perception":24,"stealth":"26","trait":["Cold","Incorporeal","Spirit","Undead","CE","Large"],"id":"creature-2376","text":" Fionn Recall Knowledge - Spirit (Occultism): DC 31 Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Fionn Source Kingmaker Companion Guide pg. 18 Perception +24; darkvision Languages Common, Jotun, Sylvan Skills Deception +27, Intimidation +27, Fey Lore +23, Nature +24, Stealth +26, Survival +24 Str -5 Dex +5 Con +0 Int +4 Wis +5 Cha +8 Bound to the Mortal Night Unlike most ghosts, Fionn isn't bound to a specific site. Instead, his exile to the Material Plane has bound him to the night itself. He can travel anywhere he wishes, so long as it is night. During the day, he cannot travel further than thirty feet from the location he occupies as the sun rises. He cannot leave the Material Plane at all, and if he suffers an effect that would normally transport him to another plane, he remains on the Material Plane and instead is stunned 3. --- AC 32 Fort +19 Ref +22 Will +24 HP 175 (negative healing, rejuvenation) Immunities cold, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch, positive, or Amiri's Large bastard sword Rejuvenation (divine, necromancy) The method for putting Fionn to rest is detailed in Putting Souls to Rest below. --- Speed fly 30 feet Melee Single Action ghostly battle axe +27 (Finesse, reach 10 feet, Sweep), Damage 3d8+11 negative plus 2d6 cold Primal Innate Spells DC 32, attack +22 - Cantrips (7th) Ray of Frost - 6th Cone of Cold, Dispel Magic, Slow, Outcast's Curse (at will), Talking Corpse - 7th Eclipse Burst, Wall of Ice Command the Undead Single Action (Necromancy) Frequency once per round; Effect Fionn's orders are difficult for undead to ignore. When Fionn Commands the Undead, two undead allies who are lower level than him and are within 30 feet of him may Stride or Strike. Fearsome Blizzard Two Actions (Aura, Cold, Evocation, Primal) Fionn exhales a swirling blizzard of snow and ice that chills the soul as surely as it freezes flesh. All living creatures within 60 feet of Fionn must attempt a DC 33 Fortitude save. Fionn can't use Fearsome Blizzard for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes 5d8 cold damage. Failure The creature takes 10d8 cold damage and is frightened 1; the frightened effect has the emotion, fear, and mental traits. Critical Failure The creature takes 20d8 cold damage, is frightened 2, and is fleeing as long as they remain frightened. The frightened and fleeing effects have the emotion, fear, and mental traits. Exile's Curse Two Actions (Attack, Curse, Enchantment, Mental, Misfortune, Primal) Fionn casts outcast's curse, extending the spell's range to 30 feet. A creature that fails its save against the spell is also stupefied 1 (stupefied 2 on a critical failure) by the overwhelming sensation and belief that they have been exiled from all they hold dear. This stupefaction value cannot be reduced below 1 as long as the creature continues to be affected by outcast's curse . ","skill_mod":{"deception":27,"nature":24,"survival":24,"stealth":26,"intimidation":27},"primary_source":"Kingmaker Companion Guide","spell":["Eclipse Burst","Wall of Ice","Cone of Cold","Dispel Magic","Slow","Outcast's Curse","Talking Corpse","Ray of Frost"],"ac":32,"level":13,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":4,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"source_group":["Kingmaker"],"size":["Large"],"name":"Fionn","alignment":"CE","rarity":"common","strike_damage_average":[31],"attack_bonus":[27],"constitution":0,"immunity":["cold","death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[22],"will_save":24,"speed":{"fly":30,"max":30},"wisdom":5,"weakness":{},"creature_ability":["Bound to the Mortal Night","Rejuvenation","Command the Undead","Fearsome Blizzard","Exile's Curse"],"primary_source_group":"Kingmaker","skill":["Deception","Intimidation","Fey Lore","Nature","Stealth","Survival"],"tradition":["Primal"],"trait_group":["Energy","Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2376","dexterity":5,"category":"creature","slug":"creature-2376"},{"attack_bonus":[14,17],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":105,"language":["Common"],"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":11,"charisma":2,"speed":{"max":25,"land":25},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Maul Mastery","Furious Power Attack"],"primary_source_group":"Kingmaker","skill":["Athletics","Acrobatics","Crafting","Intimidation","Society","Survival"],"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2377","text":" Ntavi Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Ntavi Source Kingmaker Companion Guide pg. 30 Perception +13 Languages Common Skills Athletics +14, Acrobatics +15, Crafting +12, Intimidation +13, Society +12, Survival +13 Str +4 Dex +2 Con +3 Int +0 Wis +1 Cha +2 Items Chain Mail, Composite Longbow (20 arrows), lesser healing potions (2), +1 maul , 10 gp --- AC 23 Fort +15 Ref +14 Will +11 HP 105 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action maul +17 (Shove), Damage 1d12+7 bludgeoning Ranged Single Action composite longbow +14 (deadly d10, Propulsive, range 100 feet, volley 30 feet), Damage 1d8+7 piercing Maul Mastery Ntavi has access to the critical specialization effects for hammers. Furious Power Attack Two Actions Ntavi makes a melee Strike. This counts as one attack when calculating her multiple attack penalty. If the Strike hits, she deals an extra die of weapon damage. ","skill_mod":{"society":12,"crafting":12,"survival":13,"athletics":14,"intimidation":13,"acrobatics":15},"primary_source":"Kingmaker Companion Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":23,"item":["Chain Mail","Composite Longbow (20 arrows)","lesser healing potions (2)","+1 maul","10 gp"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2377","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":15,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Ntavi","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[11,13],"slug":"creature-2377"},{"attack_bonus":[21],"constitution":2,"primary_source_category":"Adventure Paths","strength":-5,"hp":150,"language":["Common","Gnomish","Sylvan"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":19,"charisma":4,"speed":{"fly":25,"max":25},"perception":19,"wisdom":2,"weakness":{},"creature_ability":["Site Bound","Shyka's Judgment","Twist Time"],"primary_source_group":"Kingmaker","skill":["Dwelling Lore","Nature","Occultism","Stealth"],"stealth":"22","trait":["Ghost","Incorporeal","Spirit","Undead","CN","Small"],"id":"creature-2378","text":" Xae Recall Knowledge - Spirit (Occultism): DC 28 Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Xae Source Kingmaker Companion Guide pg. 38 Perception +19; darkvision Languages Common, Gnomish, Sylvan Skills Dwelling Lore +22, Nature +21, Occultism +22, Stealth +22 Str -5 Dex +3 Con +2 Int +5 Wis +2 Cha +4 Site Bound --- AC 28 Fort +19 Ref +20 Will +19 HP 150 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical) --- Speed fly 25 feet Melee Single Action ghostly hand +21 (Agile, Finesse, Magical), Damage 2d10+12 negative Shyka's Judgment Two Actions (Enchantment, Mental, Primal) Xae clasps her hands together and cries out in Sylvan for Shyka to judge those who dare intrude upon the shrine—“Aid me, Shyka, so that your shrine will remain undefiled!” The seven statues around the perimeter of the room suddenly animate and hurl spectral versions of their hourglass-headed maces into the room, filling area A3 with a whirling vortex of pale blue-and-white energy. All living creatures in area A3 must attempt a DC 30 Will save. Xae cannot call upon Shyka's Judgment for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes 6d6 mental damage. Failure The creature takes 12d6 mental damage and is slowed 1 as their mind struggles with memories that seem to be from past lives that weigh the character's current actions in judgment. Critical Failure The creature takes 18d6 mental damage and is stunned 1 by their mental struggle with their judgmental past lives. The creature also takes 2d6 persistent mental damage that ends if they leave area A3. Twist Time Two Actions (Primal, Transmutation) Xae attempts a ghostly hand strike. If she hits, she inflicts damage as normal, but the target struck must also attempt a DC 30 Fortitude save (the target takes a –2 penalty to this saving throw if the strike was a critical hit). Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round as the rest of reality seems to speed up. Failure The creature becomes decrepit from unnatural aging. It is slowed 2, and as long as it has the slowed condition, it is enfeebled 2 as well. Critical Failure As failure, but the creature feels death knocking on the door—it is doomed 1 as long as it remains slowed by Twist Time. ","skill_mod":{"nature":21,"stealth":22,"occultism":22},"primary_source":"Kingmaker Companion Guide","trait_group":["Monster","Creature Type"],"ac":28,"level":11,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=2378","intelligence":5,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":19,"source_group":["Kingmaker"],"size":["Small"],"name":"Xae","alignment":"CN","category":"creature","rarity":"common","strike_damage_average":[23],"slug":"creature-2378"},{"attack_bonus":[10],"constitution":2,"primary_source_category":"Adventure Paths","strength":0,"hp":60,"language":["Common","Dwarven","Halfling","Hallit","Sylvan"],"source":["Kingmaker Companion Guide"],"type":"Creature","spell_attack_bonus":[14],"will_save":13,"charisma":3,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"primary_source_group":"Kingmaker","skill":["Academia Lore","Arcana","Crafting","Nature","Occultism","Performance","Society"],"trait":["Human","Humanoid","Unique","N","Medium"],"id":"creature-2379","text":" Eobald Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Eobald Source Kingmaker Companion Guide pg. 53 Perception +11 Languages Common, Dwarven, Halfling, Hallit, Sylvan Skills Academia Lore +13, Arcana +13, Crafting +11, Nature +11, Occultism +13, Performance +12, Society +11 Str +0 Dex +1 Con +2 Int +4 Wis +2 Cha +3 Items ragged robes --- AC 18 Fort +11 Ref +8 Will +13 HP 60 --- Speed 25 feet Melee fist +10 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning Wizard Spells Prepared DC 22, attack +14 - Cantrips (3rd) Electric Arc, Light, Mage Hand, Prestidigitation, Read Aura - 1st Charm, Illusory Disguise, Unseen Servant - 2nd Illusory Object, Invisibility, Mirror Image - 3rd Dream Message, Secret Page Wizard School Spells 1 Focus Point, DC 22 - 3rd Warped Terrain\n","skill_mod":{"society":11,"performance":12,"nature":11,"crafting":11,"arcana":13,"occultism":13},"primary_source":"Kingmaker Companion Guide","spell":["Dream Message","Secret Page","Illusory Object","Invisibility","Mirror Image","Charm","Illusory Disguise","Unseen Servant","Electric Arc","Light","Mage Hand","Prestidigitation","Read Aura","Warped Terrain"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["ragged robes"],"level":5,"spell_dc":[22,22],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2379","intelligence":4,"reflex_save":8,"strongest_save":["will"],"dexterity":1,"fortitude_save":11,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Eobald","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[2],"slug":"creature-2379"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":92,"language":["Abyssal","Aklo","Common","Jotun"],"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":17,"charisma":4,"speed":{"max":40,"land":40},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Coven","Bonds of Iron","Change Shape","Rend"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Occultism","Religion","Stealth"],"stealth":"15","trait":["Hag","Humanoid","Unique","CE","Medium"],"id":"creature-2380","text":" Jaggedbriar Hag Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Jaggedbriar Hag Source Kingmaker Companion Guide pg. 54 Perception +15; darkvision Languages Abyssal, Aklo, Common, Jotun Skills Acrobatics +15, Athletics +17, Deception +17, Occultism +13, Religion +17, Stealth +15 Str +6 Dex +4 Con +4 Int +2 Wis +4 Cha +4 Coven An annis hag adds earthbind , passwall , and spellwrack to her coven's spells. --- AC 25 Fort +15 Ref +15 Will +17 +1 status to all saves vs. magic HP 92 Resistances physical 5 (except bludgeoning) --- Speed 40 feet Melee Single Action claw +17 (Agile, cold iron, Magical), Damage 2d8+8 slashing plus Grab Rituals - 2nd Inveigle - 5th Planar Ally Bonds of Iron Two Actions (Attack, Conjuration, Occult) Once per day, an annis hag can cause a cage built of cold iron fingernails to spring out of nothingness at a range of up to 30 feet, attempting an Athletics check to Grapple against the target's Fortitude DC; if the target has a weakness to cold iron, the annis hag gains a +2 circumstance bonus to this check. Unlike a normal Grapple, the annis hag doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature escapes (DC 25), causing the cage to crumble into rust. Any creature can attempt to destroy the cage by attacking it. It has an AC of 19, Hardness 10, and 40 Hit Points. Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack and damage bonuses with her Strikes but might change the damage type her Strikes deal (typically to bludgeoning). Rend Single Action claw ","skill_mod":{"deception":17,"stealth":15,"athletics":17,"occultism":13,"acrobatics":15,"religion":17},"primary_source":"Kingmaker Companion Guide","trait_group":["Monster","Creature Type","Rarity"],"ac":25,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=2380","intelligence":2,"reflex_save":15,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Jaggedbriar Hag","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[17],"slug":"creature-2380"},{"primary_source_category":"Adventure Paths","strength":1,"hp":65,"language":["Common","Druidic","Goblin","Sylvan"],"source":["Kingmaker Companion Guide"],"type":"Creature","charisma":3,"perception":12,"trait":["Goblin","Humanoid","Unique","CE","Small"],"id":"creature-2381","text":" Lickweed Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Lickweed Source Kingmaker Companion Guide pg. 62 Perception +12; darkvision Languages Common, Druidic, Goblin, Sylvan Skills Acrobatics +10, Intimidation +11, Nature +12, Religion +12, Survival +12 Str +1 Dex +2 Con +1 Int +0 Wis +4 Cha +3 Items clothing and crown made of thorny vines and weeds, Scythe, wand of glitterdust --- AC 20 Fort +9 Ref +12 Will +14 +1 status to saves vs. poison HP 65 Goblin Scuttle Reaction Trigger A goblin ally ends a move action adjacent to the warrior. Effect The goblin warrior Steps. --- Speed 25 feet Melee Single Action scythe +9 (deadly d10, Trip), Damage 1d10+1 slashing Primal Prepared Spells DC 21, attack +12 - Cantrips (2nd) Acid Splash, Electric Arc, Produce Flame, Ray of Frost, Tanglefoot - 1st Burning Hands, Goblin Pox, Heal - 2nd Acid Arrow, Flaming Sphere, Heal Druid Order Spells, 1 Focus Point DC 21 - 2nd Tempest Surge Reach Spell Single Action (Concentrate, Metamagic) If the next action Lickweed takes is to Cast a Spell that has a range, increase that spell's range by 30 feet. ","skill_mod":{"nature":12,"survival":12,"intimidation":11,"acrobatics":10,"religion":12},"primary_source":"Kingmaker Companion Guide","spell":["Acid Arrow","Flaming Sphere","Heal","Burning Hands","Goblin Pox","Acid Splash","Electric Arc","Produce Flame","Ray of Frost","Tanglefoot","Tempest Surge"],"ac":20,"item":["clothing and crown made of thorny vines and weeds","Scythe","wand of glitterdust"],"level":4,"spell_dc":[21,21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":12,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":9,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Lickweed","alignment":"CE","rarity":"unique","strike_damage_average":[6],"attack_bonus":[9],"constitution":1,"spell_attack_bonus":[12],"will_save":14,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Goblin Scuttle","Reach Spell"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Intimidation","Nature","Religion","Survival"],"tradition":["Primal"],"trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2381","dexterity":2,"category":"creature","slug":"creature-2381"},{"attack_bonus":[11],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":53,"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":7,"charisma":-1,"speed":{"fly":40,"max":40,"land":40},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Irritating Dander","Goblin Pox"],"primary_source_group":"Kingmaker","skill":["Athletics","Stealth"],"stealth":"10","trait":["Animal","Mutant","Rare","N","Medium"],"id":"creature-2382","text":" Goblin Bat-Dog Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Goblin Bat-Dog Source Kingmaker Companion Guide pg. 64 Perception +9; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +11, Stealth +10 Str +4 Dex +3 Con +2 Int -4 Wis +2 Cha -1 --- AC 18 Fort +10 Ref +12 Will +7 HP 53 Irritating Dander A creature that hits a goblin bat-dog with an unarmed attack, tries to Grapple it, or otherwise touches it is exposed to goblin pox. --- Speed 40 feet, fly 40 feet Melee Single Action jaws +11, Damage 1d10+6 piercing plus goblin pox Goblin Pox (Disease) Goblins and goblin dogs (including goblin bat-dogs) are immune to goblin pox. Saving Throw DC 20 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day) ","skill_mod":{"stealth":10,"athletics":11},"primary_source":"Kingmaker Companion Guide","trait_group":["Creature Type","Monster","Rarity"],"ac":18,"level":3,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2382","intelligence":-4,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":10,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Goblin Bat-Dog","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[11],"slug":"creature-2382"},{"attack_bonus":[16,17],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":100,"language":["Common"],"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Release the Inmost Worm","Sneak Attack","Twin Feint"],"primary_source_group":"Kingmaker","skill":["Athletics","Deception","Intimidation","Occultism","Society","Stealth"],"stealth":"14","trait":["Human","Humanoid","Rare","CE","Medium"],"id":"creature-2383","text":" Cleansed Cultist Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Cleansed Cultist Source Kingmaker Companion Guide pg. 78 Perception +12 Languages Common Skills Athletics +13, Deception +13, Intimidation +13, Occultism +11, Society +11, Stealth +14 Str +2 Dex +4 Con +2 Int +0 Wis +2 Cha +2 Items Dagger, hourglass worth 10 gp, Leather Armor, +1 shortsword --- AC 24 Fort +12 Ref +16 Will +14 HP 100 --- Speed 25 feet Melee Single Action shortsword +17 (Agile, Finesse, versatile S), Damage 1d6+5 slashing Melee Single Action dagger +16 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+5 piercing Release the Inmost Worm Two Actions (Mental, Necromancy, Occult) The cleansed cultist makes fists with both hands, pressing them to their temples so that their outward pointing thumbs extend to the left and right while they cry out in painful religious rapture. The hourglass-shaped scar on their forehead bulges briefly before a bloody worm is expelled from the center of the scar. This worm shoots through the air to target a single creature within 30 feet, who must then attempt a DC 24 Fortitude save. The cultist can't Release the Inmost Worm again for 1d4 rounds. Critical Success The target is unaffected. Success The worm lands on the target and causes agonizing pain before dropping to the floor and fading away. The target takes 3d6 mental damage. Failure The worm lands on the target and burrows into their flesh, leaving no trace of a hole. The target seems to age rapidly for a moment, takes 6d6 mental damage, and is stupefied 1 for 1 round before the pain fades and the target returns to its actual age. Critical Failure As failure, but the target also takes 6d6 persistent mental damage. The target remains stupefied 1 as long as the mental damage persists, during which they appear to be aging rapidly. Once the persistent damage ends, the target's appearance reverts to normal. Sneak Attack The cleansed cultist deals an extra 2d6 precision damage to flat-footed creatures. Twin Feint Two Actions The cultist makes two Strikes, one with their shortsword and one with their dagger, both against the same target. The target is automatically flat-footed against the second attack. Apply the cultist's multiple attack penalty to the Strikes normally. ","skill_mod":{"society":11,"deception":13,"stealth":14,"athletics":13,"intimidation":13,"occultism":11},"primary_source":"Kingmaker Companion Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":24,"item":["Dagger","hourglass worth 10 gp","Leather Armor","+1 shortsword"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2383","intelligence":0,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":12,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Cleansed Cultist","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[7,8],"slug":"creature-2383"},{"primary_source_category":"Adventure Paths","strength":3,"hp":240,"language":["Abyssal","Common"],"source":["Kingmaker Companion Guide"],"type":"Creature","charisma":4,"perception":24,"trait":["Fiend","Human","Humanoid","Unique","CE","Medium"],"id":"creature-2384","text":" The First Faithful Recall Knowledge - Fiend (Religion): DC 41 Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 The First Faithful Source Kingmaker Companion Guide pg. 80 Perception +24; darkvision Languages Abyssal, Common Skills Deception +27, Intimidation +27, Occultism +23, Religion +28, Society +23 Str +3 Dex +2 Con +2 Int +1 Wis +5 Cha +4 Items cultist robes, major staff of necromancy --- AC 34 Fort +24 Ref +20 Will +26 HP 240 Immunities poison Resistances acid 15, all physical 15 (except cold iron) Weaknesses good 15 Attack of Opportunity Reaction Worm jaws only. --- Speed 25 feet Melee Single Action staff +21 (two-hand d8), Damage 1d4+3 bludgeoning Melee Single Action worm jaws +25 (Agile, reach 10 feet), Damage 3d8+6 piercing plus 2d8 poison Divine Prepared Spells DC 34, attack +24 - Cantrips (7th) Detect Magic, Divine Lance, Light, Message, Shield - 1st Command, Fear, Ray of Enfeeblement - 2nd Death Knell, Ghoulish Cravings, See Invisibility - 3rd Blindness, Dream Message, Vampiric Touch - 4th Air Walk, Divine Wrath, Heal - 5th Abyssal Plague, Heal, Shadow Blast - 6th Dispel Magic, Repulsion, Vampiric Exsanguination - 7th Finger of Death, Harm (×5), Heal Rituals - 5th Incarnate Ancestry - 6th Planar Binding Refocus Curse Single Action (Divine, Necromancy) Frequency only once; Effect The First Faithful stretches out his hands toward a single PC within 60 feet, focusing a swirling beam of phantasmal worms and pale light to strike that PC. This immediately ends the Curse Countdown and saves any other targets from its effects, but the targeted PC must immediately attempt a Will save to resist the curse's effects. The DC of this save is equal to 27 minus the Curse Countdown's current value. Release the Inmost Worms Two Actions (Divine, Necromancy) The cleansed cultist makes fists with both hands, pressing them to their temples so that their outward pointing thumbs extend to the left and right while they cry out in painful religious rapture. The hourglass-shaped scar on their forehead bulges briefly before a bloody worm is expelled from the center of the scar. This worm shoots through the air to target two separate creatures within 30 feet, who must then attempt a DC 34 Fortitude save. The cultist can't Release the Inmost Worm again for 1d4 rounds. Critical Success The target is unaffected. Success The worm lands on the target and causes agonizing pain before dropping to the floor and fading away. The target takes 3d6 mental damage. Failure The worm lands on the target and burrows into their flesh, leaving no trace of a hole. The target seems to age rapidly for a moment, takes 6d6 mental damage, and is stupefied 1 for 1 round before the pain fades and the target returns to its actual age. Critical Failure As failure, but the target also takes 6d6 persistent mental damage. The target remains stupefied 1 as long as the mental damage persists, during which they appear to be aging rapidly. Once the persistent damage ends, the target's appearance reverts to normal. ","skill_mod":{"society":23,"deception":27,"intimidation":27,"occultism":23,"religion":28},"primary_source":"Kingmaker Companion Guide","spell":["Finger of Death","Harm","Heal","Dispel Magic","Repulsion","Vampiric Exsanguination","Abyssal Plague","Shadow Blast","Air Walk","Divine Wrath","Blindness","Dream Message","Vampiric Touch","Death Knell","Ghoulish Cravings","See Invisibility","Command","Fear","Ray of Enfeeblement","Detect Magic","Divine Lance","Light","Message","Shield"],"ac":34,"item":["cultist robes","major staff of necromancy"],"level":13,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"acid":15,"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"intelligence":1,"reflex_save":20,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":24,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"The First Faithful","alignment":"CE","rarity":"unique","strike_damage_average":[5,28],"attack_bonus":[21,25],"constitution":2,"immunity":["poison"],"spell_attack_bonus":[24],"will_save":26,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{"good":15},"creature_ability":["Attack of Opportunity","Refocus Curse","Release the Inmost Worms"],"primary_source_group":"Kingmaker","skill":["Deception","Intimidation","Occultism","Religion","Society"],"tradition":["Divine"],"trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=2384","dexterity":2,"category":"creature","slug":"creature-2384"},{"attack_bonus":[18,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":160,"language":["Common"],"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":15,"charisma":3,"speed":{"max":20,"land":20},"perception":15,"wisdom":0,"weakness":{},"creature_ability":["Attack of Opportunity","Quick Block","Shield Block","Stubborn Conviction"],"primary_source_group":"Kingmaker","skill":["Athletics","Deception","Diplomacy","Intimidation","Religion","Society"],"trait":["Human","Humanoid","Unique","N","Medium"],"id":"creature-2385","text":" Sir Fredero Sinnet Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Sir Fredero Sinnet Source Kingmaker Companion Guide pg. 88 Perception +15 Languages Common Skills Athletics +19, Deception +20, Diplomacy +18, Intimidation +20, Religion +17, Society +18 Str +4 Dex +2 Con +4 Int +1 Wis +0 Cha +3 Items +1 full plate , moderate healing potions (3), +1 striking thundering longsword , +1 striking composite shortbow , Steel Shield --- AC 28 Fort +21 Ref +17 Will +15 HP 160 Attack of Opportunity Reaction Quick Block Sir Fredero gains an additional reaction at the start of each of his turns that he can use only to perform a Shield Block. Shield Block Reaction Stubborn Conviction Free Action Frequency once per round; Trigger Sir Fredero fails (but doesn't critically fail) a saving throw against a control or emotion effect; Effect Sir Fredero rerolls the failed saving throw. He must take the result of this second roll, even if it is worse than the initial failure. --- Speed 20 feet Melee Single Action longsword +20 (versatile P), Damage 2d8+10 slashing plus 1d6 sonic Ranged Single Action composite shortbow +18 (deadly d10, Propulsive, range 60 feet), Damage 2d6+10 piercing\n","skill_mod":{"society":18,"diplomacy":18,"deception":20,"athletics":19,"intimidation":20,"religion":17},"primary_source":"Kingmaker Companion Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":28,"item":["+1 full plate","moderate healing potions (3)","+1 striking thundering longsword","+1 striking composite shortbow","Steel Shield"],"level":9,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2385","intelligence":1,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":21,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Sir Fredero Sinnet","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[17,22],"slug":"creature-2385"},{"attack_bonus":[14],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":120,"language":["Common"],"source":["Kingmaker Companion Guide"],"type":"Creature","spell_attack_bonus":[17,17],"will_save":15,"charisma":4,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Reach Spell","Primal Weapon"],"primary_source_group":"Kingmaker","skill":["Deception","Nature","Religion","Stealth"],"stealth":"16","trait":["Human","Humanoid","Rare","NE","Medium"],"id":"creature-2386","text":" False Priestess Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 False Priestess Source Kingmaker Companion Guide pg. 91 Perception +15 Languages Common Skills Deception +17, Nature +17, Religion +15, Stealth +16 Str +2 Dex +3 Con +2 Int +0 Wis +2 Cha +4 Items ceremonial robes, +1 glaive --- AC 22 Fort +13 Ref +16 Will +15 HP 120 --- Speed 25 feet Melee Single Action glaive +14 (deadly d8, Forceful, Reach), Damage 1d8+6 slashing Primal Spontaneous Spells DC 25, attack +17 - Cantrips (4th) Detect Magic, Electric Arc, Ghost Sound, Prestidigitation, Produce Flame, Tanglefoot - 1st Alarm, Charm, Fear, Grease, Heal (4 slots) - 2nd Animal Messenger, Create Food, Glitterdust, Heal, Hideous Laughter (4 slots) - 3rd Blindness, Earthbind, Enthrall, Lightning Bolt, Slow (4 slots) - 4th Dispel Magic, Heal, Hydraulic Torrent, Suggestion (3 slots) Sorcerer Bloodline Spells 2 Focus Points, DC 25, attack +17 - 4th Faerie Dust, Fey Disappearance Reach Spell Single Action (Concentrate, Metamagic) If the next action the false priestess uses is to Cast a Spell that has a range, increase that spell's range by 30 feet. Primal Weapon Free Action Frequency once per turn; Requirements the false priestess' most recent action was to cast a non-cantrip spell; Effect Until the end of the false priestess's next turn, the priestess deals an extra 1d6 slashing damage with her melee Strikes. ","tradition":["Primal"],"skill_mod":{"deception":17,"nature":17,"stealth":16,"religion":15},"primary_source":"Kingmaker Companion Guide","spell":["Dispel Magic","Heal","Hydraulic Torrent","Suggestion","Blindness","Earthbind","Enthrall","Lightning Bolt","Slow","Animal Messenger","Create Food","Glitterdust","Hideous Laughter","Alarm","Charm","Fear","Grease","Detect Magic","Electric Arc","Ghost Sound","Prestidigitation","Produce Flame","Tanglefoot","Faerie Dust","Fey Disappearance"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":22,"item":["ceremonial robes","+1 glaive"],"level":7,"spell_dc":[25,25],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2386","intelligence":0,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":13,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"False Priestess","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[10],"slug":"creature-2386"},{"primary_source_category":"Adventure Paths","strength":7,"hp":220,"language":["Aklo","Common","Jotun","<%SPELLS%340%%>tongues<%END>"],"source":["Kingmaker Companion Guide"],"type":"Creature","charisma":5,"perception":22,"stealth":"24","trait":["Hag","Humanoid","Unique","CE","Medium"],"id":"creature-2387","text":" Tulvak Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Tulvak Source Kingmaker Companion Guide pg. 92 Perception +22; darkvision Languages Aklo, Common, Jotun; tongues Skills Acrobatics +20, Athletics +22, Deception +24, Nature +22, Occultism +20, Stealth +24 Str +7 Dex +5 Con +5 Int +3 Wis +5 Cha +5 Coven A green hag adds entangle , outcast's curse , and wall of thorns to her coven's spells. Items grisly scythe --- AC 31 Fort +22 Ref +20 Will +22 +1 status to all saves vs. magic HP 220 Weaknesses cold iron 10 Sound Imitation A green hag who succeeds at a Deception check to Lie can mimic the sounds of any animal found near her lair. She has a +4 circumstance bonus to this check.As green hag. --- Speed 25 feet, swim 25 feet Melee Single Action scythe +25 (deadly d10, Trip), Damage 2d10+13 slashing plus 1d6 bleed Melee Single Action claw +24 (Agile, Magical), Damage 2d8+13 slashing plus enfeebling humors Occult Innate Spells DC 30, attack +22 - Cantrips (6th) Acid Splash, Dancing Lights, Ghost Sound, Message - 2nd Invisibility (at will), Item Facade, Tree Shape (at will) - 4th Invisibility - 5th Illusory Scene, Sending - 6th Dominate - Constant (6th) Pass Without Trace, Tongues, Water Breathing Betraying Touch Single Action The green hag touches a creature that doesn't realize the hag is an enemy. The betrayed creature is affected by the hag's enfeebling humors and takes a –4 circumstance penalty to their saving throw against that effect. Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The green hag can take on the appearance of any Medium humanoid woman. This doesn't change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning). Enfeebling Humors (Necromancy, Occult) A creature damaged by a hag's claw must succeed at a DC 30 Fortitude save or be enfeebled 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it's enfeebled 2 for 1 day. Exhale Miasma Two Actions (Necromancy, Occult) The green hag exhales a miasma of green vapors. Each living creature in a 15-foot cone is affected by her enfeebling humors (attempting a save as normal). She can't use Exhale Miasma again for 1d4 rounds. Unsettling Revelation Reaction (Emotion, Fear, Mental, Visual) Frequency once per hour; Trigger Tulvak uses Change Shape to assume her natural shape; Effect Tulvak's transformation into her true form is particularly revolting and can sicken those who aren't prepared for it. All creatures within 30 feet of Tulvak when she takes this reaction must attempt a DC 30 Will save or become sickened 1 (sickened 2 on a critical failure). ","skill_mod":{"deception":24,"nature":22,"stealth":24,"athletics":22,"occultism":20,"acrobatics":20},"primary_source":"Kingmaker Companion Guide","spell":["Dominate","Illusory Scene","Sending","Invisibility","Item Facade","Tree Shape","Acid Splash","Dancing Lights","Ghost Sound","Message","Pass Without Trace","Tongues","Water Breathing"],"ac":31,"item":["grisly scythe"],"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":20,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":22,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Tulvak","alignment":"CE","rarity":"unique","strike_damage_average":[22,27],"attack_bonus":[24,25],"constitution":5,"spell_attack_bonus":[22],"will_save":22,"speed":{"max":25,"land":25,"swim":25},"wisdom":5,"weakness":{"cold_iron":10},"creature_ability":["Coven","Sound Imitation","Betraying Touch","Change Shape","Enfeebling Humors","Exhale Miasma","Unsettling Revelation"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Nature","Occultism","Stealth"],"tradition":["Occult"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2387","dexterity":5,"category":"creature","slug":"creature-2387"},{"attack_bonus":[5,7],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":22,"language":["Common","Hallit"],"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":5,"charisma":1,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Rage","Sudden Charge","Ancestry Feats","Class Feats","General Feats","Skill Feats","Class Abilities"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation","Nature","Survival","Warfare Lore"],"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2388","text":" Amiri (Level 1) Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Amiri (Level 1) Source Kingmaker Companion Guide pg. 7 Perception +5; (expert) Languages Common, Hallit Skills Acrobatics +5, Athletics +7, Intimidation +4, Nature +3, Survival +3, Warfare Lore +3 Str +4 Dex +2 Con +2 Int +0 Wis +0 Cha +1 Items Backpack, Large bastard sword, Bedroll, belt pouches, Chalk (10), +1 dagger (a magic weapon she doesn't use herself but could potentially gift to the PCs—Kingmaker Adventure Path page 19), lesser elixir of life, Flint and Steel, Grappling Hook, Hide Armor, javelins (4), Rope (50 feet), Rations (2 weeks), torches (5), Waterskin, 80 sp --- AC 18 Fort +7 Ref +5 Will +5 HP 22 --- Speed 25 feet Melee Single Action Large bastard sword +7 (two-hand d12), Damage 1d8+4 slashing Ranged Single Action javelin +5 (Thrown), Damage 1d6+4 piercing Rage Single Action (Barbarian, Concentrate, Emotion, Mental) Sudden Charge Two Actions (Barbarian, Flourish, Open) Ancestry Feats Natural Ambition Class Feats Raging Intimidation, Sudden Charge General Feats Diehard, Incredible Initiative Skill Feats Intimidating Glare, Survey Wildlife Class Abilities Anathema, Rage, Giant Instinct ","skill_mod":{"nature":3,"survival":3,"athletics":7,"intimidation":4,"acrobatics":5},"primary_source":"Kingmaker Companion Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["Backpack","Large bastard sword","Bedroll","belt pouches","Chalk (10)","+1 dagger (a magic weapon she doesn't use herself but could potentially gift to the PCs—Kingmaker Adventure Path page 19)","lesser elixir of life","Flint and Steel","Grappling Hook","Hide Armor","javelins (4)","Rope (50 feet)","Rations (2 weeks)","torches (5)","Waterskin","80 sp"],"level":1,"source_category":["Adventure Paths"],"sense":"(expert) ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=2388","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":7,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Amiri (Level 1)","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[7,8],"slug":"creature-2388"},{"attack_bonus":[19,22],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":195,"language":["Common","Hallit"],"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":17,"charisma":2,"speed":{"max":35,"land":35},"perception":16,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Cleave","Rage","Shake It Off","Sudden Charge","Swipe","Ancestry Feats","Class Feats","General Feats","Skill Feats","Class Abilities"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation","Nature","Survival","Warfare Lore"],"trait":["Human","Humanoid","Unique","N","Medium"],"id":"creature-2389","text":" Amiri (Level 11) Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Amiri (Level 11) Source Kingmaker Companion Guide pg. 8 Perception +16; (expert) Languages Common, Hallit Skills Acrobatics +17, Athletics +20, Intimidation +19, Nature +14, Survival +18, Warfare Lore +13 Str +5 Dex +4 Con +4 Int +0 Wis +1 Cha +2 Items Backpack, +2 striking wounding Large bastard sword , Bedroll, belt pouches, Boots of Bounding, Chalk (10), greater coyote cloak, moderate elixirs of life (3), Flint and Steel, Grappling Hook, +1 resilient hide armor, javelins (4), Rope (50 feet), Rations (2 weeks), torches (5), Waterskin, 80 sp --- AC 31 Fort +22 Ref +20 Will +17 HP 195 Attack of Opportunity Reaction --- Speed 35 feet Melee Large bastard sword +22 (two-hand d12), Damage 2d8+7 slashing plus 1d6 bleed Ranged javelin +19 (Thrown), Damage 1d6+7 piercing Cleave Reaction Rage Single Action (Barbarian, Concentrate, Emotion, Mental) Shake It Off Single Action (Barbarian, Concentrate, Rage) Sudden Charge Two Actions (Barbarian, Flourish, Open) Swipe Two Actions (Barbarian, Flourish) Ancestry Feats Clever Improviser, Haughty Obstinacy, Natural Ambition Class Feats Attack of Opportunity, Cleave, Great Cleave, Raging Intimidation, Shake It Off, Sudden Charge, Swipe General Feats Diehard, Fast Recovery, Fleet, Incredible Initiative, Toughness Skill Feats Forager, Intimidating Glare, Intimidating Prowess, Powerful Leap, Survey Wildlife, Terrified Retreat, Titan Wrestler Class Abilities Anathema, Brutality, Deny Advantage, Juggernaut, Lightning Reflexes, Rage, Giant Instinct, Raging Resistance, Weapon Specialization ","skill_mod":{"nature":14,"survival":18,"athletics":20,"intimidation":19,"acrobatics":17},"primary_source":"Kingmaker Companion Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":31,"item":["Backpack","+2 striking wounding Large bastard sword","Bedroll","belt pouches","Boots of Bounding","Chalk (10)","greater coyote cloak","moderate elixirs of life (3)","Flint and Steel","Grappling Hook","+1 resilient hide armor","javelins (4)","Rope (50 feet)","Rations (2 weeks)","torches (5)","Waterskin","80 sp"],"level":11,"source_category":["Adventure Paths"],"sense":"(expert) ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2389","intelligence":0,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":22,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Amiri (Level 11)","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[10,19],"slug":"creature-2389"},{"attack_bonus":[5,7],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":21,"language":["Common"],"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Hunt Prey","Hunted Shot","Hunter's Edge","Ancestry Feats","Class Feats","General Feats","Skill Feats","Class Abilities"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Crafting","Giant Lore","Guild Lore","Hunting Lore","Nature","Stealth","Survival"],"stealth":"7","trait":["Human","Humanoid","Unique","LG","Medium"],"id":"creature-2390","text":" Ekundayo (Level 1) Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Ekundayo (Level 1) Source Kingmaker Companion Guide pg. 21 Perception +6; (expert) Languages Common Skills Acrobatics +7, Athletics +5, Crafting +3, Giant Lore +3, Guild Lore +3, Hunting Lore +3, Nature +4, Stealth +7, Survival +4 Str +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Items lesser alchemist's fire (3), Backpack, Bedroll, Explorer's Clothing, Compass, Flint and Steel, Leather Armor, Longbow (20 arrows), Longsword, Rations (1 week), Rope (50 feet), torches (3), Waterskin, woodworker's artisan tools, basic woodworker's book --- AC 18 Fort +7 Ref +9 Will +4 HP 21 --- Speed 25 feet Melee Single Action longsword +5 (versatile P), Damage 1d8+2 slashing Ranged Single Action longbow +7 (deadly d10, range 100 feet, volley 30 feet), Damage 1d8 piercing Hunt Prey Single Action (Concentrate) Hunted Shot Single Action (Flourish) Hunter's Edge Ancestry Feats General Training (Toughness) Class Feats Hunted Shot General Feats Toughness Skill Feats Specialty Crafting (woodworking) Class Abilities Hunt Prey, Hunter's Edge (precision) ","skill_mod":{"nature":4,"crafting":3,"survival":4,"stealth":7,"athletics":5,"acrobatics":7},"primary_source":"Kingmaker Companion Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["lesser alchemist's fire (3)","Backpack","Bedroll","Explorer's Clothing","Compass","Flint and Steel","Leather Armor","Longbow (20 arrows)","Longsword","Rations (1 week)","Rope (50 feet)","torches (3)","Waterskin","woodworker's artisan tools","basic woodworker's book"],"level":1,"source_category":["Adventure Paths"],"sense":"(expert) ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2390","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":7,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Ekundayo (Level 1)","alignment":"LG","category":"creature","rarity":"unique","strike_damage_average":[4,6],"slug":"creature-2390"},{"attack_bonus":[13,15],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":92,"language":["Common","Jotun"],"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":12,"charisma":0,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Hunt Prey","Hunted Shot","Hunter's Edge","Ancestry Feats","Class Feats","General Feats","Skill Feats","Class Abilities"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Crafting","Giant Lore","Guild Lore","Hunting Lore","Nature","Stealth","Survival"],"stealth":"12","trait":["Human","Humanoid","Unique","LG","Medium"],"id":"creature-2391","text":" Ekundayo (Level 6) Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Ekundayo (Level 6) Source Kingmaker Companion Guide pg. 22 Perception +12; (expert) Languages Common, Jotun Skills Acrobatics +13, Athletics +10, Crafting +11, Giant Lore +9, Guild Lore +9, Hunting Lore +11, Nature +10, Stealth +12, Survival +13 Str +2 Dex +4 Con +3 Int +1 Wis +2 Cha +0 Items lesser acid flask (3), lesser alchemist's fire (3), bag of holding type I, Bedroll, Boots of Elvenkind, Coyote Cloak, Explorer's Clothing, Compass, Flint and Steel, lesser healing potions (3), Leather Armor, +1 striking composite longbow (20 arrows) , +1 longsword , Rations (1 week), Rope (50 feet), torches (3), Waterskin, woodworker's artisan tools, basic woodworker's book --- AC 23 Fort +13 Ref +14 Will +12 HP 92 --- Speed 25 feet Melee Single Action longsword +13 (versatile P), Damage 1d8+2 slashing Ranged Single Action composite longbow +15 (deadly d10, Propulsive, range 100 feet, volley 30 feet), Damage 2d8+2 piercing Hunt Prey Single Action (Concentrate) Hunted Shot Single Action (Flourish) Hunter's Edge Ancestry Feats General Training (Toughness), Natural Ambition (Monster Hunter) Class Feats Animal Companion(Ekundayo's Dog), Giant Hunter, Hunted Shot, Mature Animal Companion, Monster Hunter General Feats Incredible Initiative, Toughness Skill Feats Magical Crafting, Specialty Crafting (woodworking), Titan Wrestler, Train Animal Class Abilities Hunt Prey, Hunter's Edge (precision), Iron Will, Trackless Step, Weapon Expertise ","skill_mod":{"nature":10,"crafting":11,"survival":13,"stealth":12,"athletics":10,"acrobatics":13},"primary_source":"Kingmaker Companion Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":23,"item":["lesser acid flask (3)","lesser alchemist's fire (3)","bag of holding type I","Bedroll","Boots of Elvenkind","Coyote Cloak","Explorer's Clothing","Compass","Flint and Steel","lesser healing potions (3)","Leather Armor","+1 striking composite longbow (20 arrows)","+1 longsword","Rations (1 week)","Rope (50 feet)","torches (3)","Waterskin","woodworker's artisan tools","basic woodworker's book"],"level":6,"source_category":["Adventure Paths"],"sense":"(expert) ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2391","intelligence":1,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":13,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Ekundayo (Level 6)","alignment":"LG","category":"creature","rarity":"unique","strike_damage_average":[6,11],"slug":"creature-2391"},{"attack_bonus":[12],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":60,"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":12,"charisma":0,"speed":{"max":40,"land":40},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Support Benefit"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"12","trait":["Animal","Minion","Unique","N","Medium"],"id":"creature-2392","text":" Ekundayo's Dog Ekundayo 's Dog Recall Knowledge - Animal (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Ekundayo's Dog Source Kingmaker Companion Guide pg. 22 Perception +12; low-light vision, scent(imprecise) 30 feet Languages Skills Acrobatics +12, Athletics +11, Intimidation +8, Stealth +12, Survival +12 Str +3 Dex +4 Con +3 Int -4 Wis +2 Cha +0 --- AC 22 Fort +13 Ref +14 Will +12 HP 60 --- Speed 40 feet Melee Single Action jaws +12 (Finesse), Damage 2d8+3 piercing Support Benefit Single Action Until the start of Ekundayo's next turn, his Strikes that damage creatures Dog threatens give the target a –5-foot status penalty to its Speeds for 1 minute (–10 on a critical success). ","skill_mod":{"survival":12,"stealth":12,"athletics":11,"intimidation":8,"acrobatics":12},"summary":"Ekundayo 's Dog","primary_source":"Kingmaker Companion Guide","trait_group":["Creature Type","Mechanics","Rarity"],"ac":22,"level":6,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2392","intelligence":-4,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":13,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Ekundayo's Dog","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[12],"slug":"creature-2392"},{"attack_bonus":[5,5,5],"constitution":2,"primary_source_category":"Adventure Paths","strength":-1,"hp":18,"language":["Common","Draconic","Gnomish","Hallit","Jotun"],"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":4,"charisma":1,"speed":{"max":25,"land":25},"perception":4,"wisdom":1,"weakness":{},"creature_ability":["Infused Items","Alchemy","Formula Book","Quick Alchemy","Research Field","Ancestry Feats","Class Feats","Skill Feats","Class Abilities"],"primary_source_group":"Kingmaker","skill":["Academia Lore","Crafting","First World Lore","Forest Lore","Hill Lore","Nature","River Lore","Society","Survival"],"trait":["Fey","Gnome","Humanoid","Unique","CN","Small"],"id":"creature-2393","text":" Jubilost Narthropple (Level 1) Recall Knowledge - Fey (Nature): DC 25 Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Jubilost Narthropple (Level 1) Source Kingmaker Companion Guide pg. 33 Perception +4; (expert) low-light vision Languages Common, Draconic, Gnomish, Hallit, Jotun Skills Academia Lore +7, Crafting +7, First World Lore +7, Forest Lore +7, Hill Lore +7, Nature +4, River Lore +7, Society +7, Survival +4 Str -1 Dex +2 Con +2 Int +4 Wis +1 Cha +1 Infused Items Jubilost generally carries the following infused items (leaving infused reagents handy for Quick Alchemy), which last for 24 hours or until the next time he makes his daily preparations: lesser alchemist's fire (4), and minor elixir of life (2). Items Dagger, crossbow with 10 bolts, Alchemist's Tools, Backpack, bandolier, Bedroll, belt pouch, Chalk (10), Explorer's Clothing, formula book, hooded lantern, Padded Armor, pint of oil (2), Rations (1 week), sheath, Waterskin, writing set with extra ink and paper, 4 gp, and 2 sp --- AC 16 Fort +7 Ref +7 Will +4 HP 18 --- Speed 25 feet Melee Single Action dagger +5 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4–1 piercing Ranged Single Action lesser alchemist's fire +5 (range increment 30 feet), Damage 1d8 fire plus 1 persistent fire damage and 1 fire splash damage Ranged Single Action crossbow +5 (range 120 feet), Damage 1d8 piercing Primal Innate Spells DC 16 - Cantrips (1st) Know Direction Alchemy Formula Book Jubilost's formula book contains the formulas for lesser acid flask, lesser alchemist's fire, lesser antidote, lesser bottled lightning, minor elixir of life, lesser feyfoul, lesser tanglefoot bag, and sunrod. Quick Alchemy Single Action (Manipulate) Research Field Bomber Ancestry Feats Fey Fellowship Class Feats Far Lobber Skill Feats Alchemical Crafting, Assurance (Nature) Class Abilities Alchemy, Formula Book, Research Field ","tradition":["Primal"],"skill_mod":{"society":7,"nature":4,"crafting":7,"survival":4},"primary_source":"Kingmaker Companion Guide","spell":["Know Direction"],"trait_group":["Creature Type","Ancestry","Weapon","Rarity"],"ac":16,"item":["Dagger","crossbow with 10 bolts","Alchemist's Tools","Backpack","bandolier","Bedroll","belt pouch","Chalk (10)","Explorer's Clothing","formula book","hooded lantern","Padded Armor","pint of oil (2)","Rations (1 week)","sheath","Waterskin","writing set with extra ink and paper","4 gp","and 2 sp"],"level":1,"spell_dc":[16],"source_category":["Adventure Paths"],"sense":"(expert) low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2393","intelligence":4,"reflex_save":7,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"vision":"Low-light vision","fortitude_save":7,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Jubilost Narthropple (Level 1)","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[2,4,4],"slug":"creature-2393"},{"primary_source_category":"Adventure Paths","strength":-1,"hp":104,"language":["Aklo","Common","Draconic","Elven","Gnomish","Hallit","Ignan","Jotun","Kelish","Sylvan"],"source":["Kingmaker Companion Guide"],"type":"Creature","charisma":1,"perception":11,"trait":["Fey","Gnome","Humanoid","Unique","CN","Small"],"id":"creature-2394","text":" Jubilost Narthropple (Level 8) Recall Knowledge - Fey (Nature): DC 34 Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Jubilost Narthropple (Level 8) Source Kingmaker Companion Guide pg. 33 Perception +11; (expert) low-light vision Languages Aklo, Common, Draconic, Elven, Gnomish, Hallit, Ignan, Jotun, Kelish, Sylvan Skills Academia Lore +14, Crafting +18, First World Lore +14, Forest Lore +14, Hill Lore +14, Nature +12, River Lore +14, Society +16, Survival +12 Str -1 Dex +3 Con +3 Int +4 Wis +2 Cha +1 Infused Items Jubilost generally carries the following infused items (leaving two infused reagents handy for Quick Alchemy), which last for 24 hours or until the next time he makes his daily preparations: moderate acid flask (12), moderate alchemist's fire (12), and lesser elixir of life (4). Items +1 striking dagger , +1 striking crossbow with 10 bolts, Alchemist's Tools, bag of holding type II, bandolier, Bedroll, belt pouch, Chalk (10), Explorer's Clothing, formula book, hooded lantern, +1 padded armor, pint of oil (2), Rations (1 week), ring of fire resistance, sheath, Traveler's Any-Tool, Waterskin, writing set with extra ink and paper, 4 gp, and 2 sp --- AC 25 Fort +15 Ref +15 Will +14 HP 104 Resistances fire 5 --- Speed 25 feet Melee Single Action dagger +15 (Agile, Finesse, thrown 10 feet, versatile S), Damage 2d4–1 piercing Ranged Single Action moderate acid flask +15 (range increment 30 feet), Damage 2d6 persistent acid damage and 4 acid splash damage Ranged Single Action moderate alchemist's fire +15 (range increment 30 feet), Damage 2d8 fire plus 2 persistent fire damage and 4 fire splash damage Ranged Single Action lesser acid flask +14 (range increment 30 feet), Damage 1d6 persistent acid damage and 4 acid splash damage Ranged Single Action lesser alchemist's fire +14 (range increment 30 feet), Damage 1d8 fire plus 1 persistent fire damage and 4 fire splash damage Ranged Single Action crossbow +15 (range 120 feet), Damage 2d8 piercing Primal Innate Spells DC 24, attack +14 - Cantrips (4th) Know Direction, Produce Flame Alchemy Formula Book Jubilost's formula book contains the formulas for lesser acid flask, moderate acid flask, lesser alchemist's fire, moderate alchemist's fire, lesser antidote, moderate antidote, moderate antiplague, lesser bomber's eye elixir, lesser bottled lightning, greater darkvision elixir, lesser darkvision elixir, lesser elixir of life, minor elixir of life, lesser feyfoul, moderate feyfoul, giant wasp venom, greater leaper's elixir, silversheen, sunrod, lesser tanglefoot bag, and wyvern poison. Quick Alchemy Single Action (Manipulate) Quick Bomber Single Action Research Field Bomber Sticky Bomb Free Action (additive 2) Ancestry Feats Fey Fellowship, First World Magic Class Feats Calculated Splash, Directional Bombs, Far Lobber, Quick Bomber, Sticky Bomb General Feats Incredible Initiative, Toughness Skill Feats Alchemical Crafting, Assurance (Nature), Inventor, Multilingual, Specialty Crafting (alchemy), Unmistakable Lore Class Abilities Alchemical Weapon Expertise, Alchemy, Field Discovery, Formula Book, Iron Will, Perpetual Infusions (lesser acid flask, lesser alchemist's fire), Research Field ","skill_mod":{"society":16,"nature":12,"crafting":18,"survival":12},"primary_source":"Kingmaker Companion Guide","spell":["Know Direction","Produce Flame"],"ac":25,"item":["+1 striking dagger","+1 striking crossbow with 10 bolts","Alchemist's Tools","bag of holding type II","bandolier","Bedroll","belt pouch","Chalk (10)","Explorer's Clothing","formula book","hooded lantern","+1 padded armor","pint of oil (2)","Rations (1 week)","ring of fire resistance","sheath","Traveler's Any-Tool","Waterskin","writing set with extra ink and paper","4 gp","and 2 sp"],"level":8,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":"(expert) low-light vision ","resistance":{"fire":5},"intelligence":4,"reflex_save":15,"strongest_save":["fort","fortitude","ref","reflex"],"vision":"Low-light vision","fortitude_save":15,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Jubilost Narthropple (Level 8)","alignment":"CN","rarity":"unique","strike_damage_average":[3,4,5,7,9,9],"attack_bonus":[14,14,15,15,15,15],"constitution":3,"spell_attack_bonus":[14],"will_save":14,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Infused Items","Alchemy","Formula Book","Quick Alchemy","Quick Bomber","Research Field","Sticky Bomb","Ancestry Feats","Class Feats","General Feats","Skill Feats","Class Abilities"],"primary_source_group":"Kingmaker","skill":["Academia Lore","Crafting","First World Lore","Forest Lore","Hill Lore","Nature","River Lore","Society","Survival"],"tradition":["Primal"],"trait_group":["Creature Type","Ancestry","Weapon","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=2394","dexterity":3,"category":"creature","slug":"creature-2394"},{"primary_source_category":"Adventure Paths","strength":-1,"hp":15,"language":["Common","Halfling","Hallit"],"source":["Kingmaker Companion Guide"],"type":"Creature","charisma":4,"perception":6,"stealth":"6","trait":["Halfling","Humanoid","Unique","CG","Small"],"id":"creature-2395","text":" Linzi (Level 1) Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Linzi (Level 1) Source Kingmaker Companion Guide pg. 45 Perception +6; (expert) keen eyes Languages Common, Halfling, Hallit Skills Acrobatics +6, Art Lore +4, Bardic Lore +4, Crafting +4, Deception +7, Diplomacy +7, Occultism +4, Performance +7, Society +4, Stealth +6 Str -1 Dex +3 Con +1 Int +1 Wis +1 Cha +4 Items Backpack, Flint and Steel, jade cat talisman, journal, lute, onyx panther talisman, Padded Armor, Rapier, Rations (1 week), Shortbow, Waterskin, Writing Set --- AC 17 Fort +4 Ref +6 Will +6 HP 15 --- Speed 25 feet Melee Single Action rapier +6 (deadly d8, Disarm, Finesse), Damage 1d6–1 piercing Ranged Single Action shortbow +6 (deadly d10, range 60 feet), Damage 1d6 piercing Occult Spontaneous Spells DC 17, attack +7 - Cantrips (1st) Ghost Sound, Light, Read Aura, Telekinetic Projectile, Mage Hand - 1st Inkshot, Soothe, True Strike Bard Composition Spells 1 Focus Point, DC 17 - Cantrips (1st) Inspire Courage - 1st Counter Performance Halfling Luck Free Action Ancestry Feats Halfling Luck Class Feats Bardic Lore Skill Feats Specialty Crafting(artistry) Class Abilities Composition Spells, Muse (enigma), enigma), Occult Spellcasting, Spell Repertoire ","skill_mod":{"society":4,"diplomacy":7,"performance":7,"deception":7,"crafting":4,"stealth":6,"occultism":4,"acrobatics":6},"primary_source":"Kingmaker Companion Guide","spell":["Inkshot","Soothe","True Strike","Ghost Sound","Light","Read Aura","Telekinetic Projectile","Mage Hand","Counter Performance","Inspire Courage"],"ac":17,"item":["Backpack","Flint and Steel","jade cat talisman","journal","lute","onyx panther talisman","Padded Armor","Rapier","Rations (1 week)","Shortbow","Waterskin","Writing Set"],"level":1,"spell_dc":[17,17],"source_category":["Adventure Paths"],"sense":"(expert) keen eyes","resistance":{},"intelligence":1,"reflex_save":6,"strongest_save":["ref","reflex","will"],"fortitude_save":4,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Linzi (Level 1)","alignment":"CG","rarity":"unique","strike_damage_average":[3,3],"attack_bonus":[6,6],"constitution":1,"spell_attack_bonus":[7],"will_save":6,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Halfling Luck","Ancestry Feats","Class Feats","Skill Feats","Class Abilities"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Art Lore","Bardic Lore","Crafting","Deception","Diplomacy","Occultism","Performance","Society","Stealth"],"tradition":["Occult"],"trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2395","dexterity":3,"category":"creature","slug":"creature-2395"},{"primary_source_category":"Adventure Paths","strength":-1,"hp":76,"language":["Common","Elven","Gnomish","Halfling","Hallit","Sylvan"],"source":["Kingmaker Companion Guide"],"type":"Creature","charisma":4,"perception":13,"stealth":"14","trait":["Halfling","Humanoid","Unique","CG","Small"],"id":"creature-2396","text":" Linzi (Level 7) Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Linzi (Level 7) Source Kingmaker Companion Guide pg. 45 Perception +13; (expert) keen eyes Languages Common, Elven, Gnomish, Halfling, Hallit, Sylvan Skills Acrobatics +14, Art Lore +12, Bardic Lore +12, Crafting +12, Deception +16, Diplomacy +14, Occultism +12, Performance +18, Society +13, Stealth +14 Str -1 Dex +4 Con +2 Int +2 Wis +1 Cha +4 Items Backpack, Choker of Elocution (Sylvan), Flint and Steel, lesser healing potions (3), jade cat talisman, journal, +1 leather armor , lesser maestro's lute, onyx panther talisman, Rapier, Rations (1 week), +1 striking shortbow , wand of invisibility , Waterskin, Writing Set --- AC 25 Fort +12 Ref +16 Will +13 HP 76 --- Speed 30 feet Melee Single Action rapier +14 (deadly d8, Disarm, Finesse), Damage 1d6–1 piercing Ranged Single Action shortbow +15 (deadly d10, range 60 feet), Damage 2d6 piercing Occult Spontaneous Spells DC 26, attack +16 - Cantrips (1st) Ghost Sound, Light, Mage Hand, Prestidigitation, Read Aura, Shield, Telekinetic Projectile - 1st Inkshot, Ray of Enfeeblement, Soothe, True Strike - 2nd Dispel Magic, Hideous Laughter, Restoration - 3rd Haste, Paralyze, Transcribe Conflict - 4th Dimension Door, Phantasmal Protagonist Bard Composition Spells 1 Focus Point, DC 26 - Cantrips (1st) Inspire Courage - 1st Counter Performance Halfling Luck Free Action Melodious Spell Single Action (Concentrate, Manipulate, Metamagic) Ancestry Feats Halfling Luck, Watchful Halfling Class Feats Bardic Lore, Cantrip Expansion, Melodious Spell, Steady Spellcasting General Feats Fleet, Incredible Initiative Skill Feats Confabulator, Experienced Smuggler, Specialty Crafting (artistry), Virtuosic Performer (strings) Class Abilities Composition Spells, Expert Spellcaster, Lightning Reflexes, Muse (enigma), Occult Spellcasting, Signature Spells (dimension door, dispel magic, paralyze, soothe), Spell Repertoire ","skill_mod":{"society":13,"diplomacy":14,"performance":18,"deception":16,"crafting":12,"stealth":14,"occultism":12,"acrobatics":14},"primary_source":"Kingmaker Companion Guide","spell":["Dimension Door","Phantasmal Protagonist","Haste","Paralyze","Transcribe Conflict","Dispel Magic","Hideous Laughter","Restoration","Inkshot","Ray of Enfeeblement","Soothe","True Strike","Ghost Sound","Light","Mage Hand","Prestidigitation","Read Aura","Shield","Telekinetic Projectile","Counter Performance","Inspire Courage"],"ac":25,"item":["Backpack","Choker of Elocution (Sylvan)","Flint and Steel","lesser healing potions (3)","jade cat talisman","journal","+1 leather armor","lesser maestro's lute","onyx panther talisman","Rapier","Rations (1 week)","+1 striking shortbow","wand of invisibility","Waterskin","Writing Set"],"level":7,"spell_dc":[26,26],"source_category":["Adventure Paths"],"sense":"(expert) keen eyes","resistance":{},"intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex"],"fortitude_save":12,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Linzi (Level 7)","alignment":"CG","rarity":"unique","strike_damage_average":[3,7],"attack_bonus":[14,15],"constitution":2,"spell_attack_bonus":[16],"will_save":13,"speed":{"max":30,"land":30},"wisdom":1,"weakness":{},"creature_ability":["Halfling Luck","Melodious Spell","Ancestry Feats","Class Feats","General Feats","Skill Feats","Class Abilities"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Art Lore","Bardic Lore","Crafting","Deception","Diplomacy","Occultism","Performance","Society","Stealth"],"tradition":["Occult"],"trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2396","dexterity":4,"category":"creature","slug":"creature-2396"},{"attack_bonus":[4,7],"constitution":3,"primary_source_category":"Adventure Paths","strength":1,"hp":17,"language":["Common","Goblin"],"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":4,"charisma":2,"speed":{"max":25,"land":25},"perception":14,"wisdom":-1,"weakness":{},"creature_ability":["Twin Feint","Ancestry Feats","Class Feats","Skill Feats","Class Abilities"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Performance","Religion","Society","Stealth","Survival","Thievery","Underworld Lore"],"stealth":"7","trait":["Goblin","Humanoid","Unique","CE","Small"],"id":"creature-2397","text":" Nok-Nok (Level 1) Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Nok-Nok (Level 1) Source Kingmaker Companion Guide pg. 57 Perception +14; (expert) darkvision Languages Common, Goblin Skills Acrobatics +7, Athletics +4, Deception +5, Diplomacy +5, Intimidation +5, Performance +5, Religion +2, Society +3, Stealth +7, Survival +2, Thievery +7, Underworld Lore +3 Str +1 Dex +4 Con +3 Int +0 Wis -1 Cha +2 Items Cookware, Flint and Steel, kukris (2), Leather Armor, Rations (1 week), wooden religious symbol, Shortbow (20 arrows), Thieves' Tools, torches (6), Waterskin --- AC 18 Fort +6 Ref +9 Will +4 HP 17 --- Speed 25 feet Melee Single Action kukri +4 (Agile, Finesse, Trip), Damage 1d6+1 slashing Ranged Single Action shortbow +7 (deadly d10, range 60 feet), Damage 1d6 piercing Twin Feint Two Actions Ancestry Feats Very Sneaky Class Feats Twin Feint Skill Feats Experienced Smuggler, Pickpocket Class Abilities Rogue's Racket (scoundrel), Sneak Attack 1d6, Surprise Attack ","skill_mod":{"society":3,"diplomacy":5,"performance":5,"deception":5,"thievery":7,"survival":2,"stealth":7,"athletics":4,"intimidation":5,"acrobatics":7,"religion":2},"primary_source":"Kingmaker Companion Guide","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":18,"item":["Cookware","Flint and Steel","kukris (2)","Leather Armor","Rations (1 week)","wooden religious symbol","Shortbow (20 arrows)","Thieves' Tools","torches (6)","Waterskin"],"level":1,"source_category":["Adventure Paths"],"sense":"(expert) darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2397","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Nok-Nok (Level 1)","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[3,4],"slug":"creature-2397"},{"attack_bonus":[12,12,13],"constitution":4,"primary_source_category":"Adventure Paths","strength":2,"hp":66,"language":["Common","Goblin"],"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":8,"charisma":3,"speed":{"max":25,"land":25},"perception":18,"wisdom":-1,"weakness":{},"creature_ability":["Goblin Scuttle","Reactive Pursuit","Twin Feint","Ancestry Feats","Class Feats","General Feats","Skill Feats","Class Abilities"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Crafting","Deception","Diplomacy","Intimidation","Religion","Society","Stealth","Survival","Thievery","Underworld Lore"],"stealth":"13","trait":["Goblin","Humanoid","Unique","CE","Small"],"id":"creature-2398","text":" Nok-Nok (Level 5) Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Nok-Nok (Level 5) Source Kingmaker Companion Guide pg. 58 Perception +18; (expert) darkvision Languages Common, Goblin Skills Acrobatics +12, Athletics +9, Crafting +9, Deception +13, Diplomacy +10, Intimidation +10, Religion +6, Society +7, Stealth +13, Survival +6, Thievery +13, Underworld Lore +7 Str +2 Dex +4 Con +4 Int +0 Wis -1 Cha +3 Items Black Adder Venom (2 doses), Bracelet of Dashing, Cookware, Flint and Steel, +1 striking kukri , +1 kukri , Leather Armor, Rations (1 week), silver religious symbol, Composite Shortbow (20 arrows), Thieves' Tools, torches (6), Ventriloquist's Ring, Waterskin --- AC 22 Fort +11 Ref +13 Will +8 HP 66 --- Speed 25 feet Melee Single Action striking kukri +12 (Agile, Finesse, Trip), Damage 2d6+2 slashing Melee Single Action kukri +12 (Agile, Finesse, Trip), Damage 1d6+2 slashing Ranged Single Action composite shortbow +13 (deadly d10, Propulsive, range 60 feet), Damage 1d6+2 piercing Goblin Scuttle Reaction Reactive Pursuit Reaction Twin Feint Two Actions Ancestry Feats Goblin Scuttle, Very Sneaky Class Feats Mobility, Reactive Pursuit, Twin Feint General Feats Weapon Proficiency Skill Feats Cat Fall, Experienced Smuggler, Pickpocket, Snare Crafting, Student of the Canon, Wary Disarmament Class Abilities Deny Advantage, Rogue's Racket (scoundrel),Sneak Attack 2d6, Surprise Attack, Weapon Tricks ","skill_mod":{"society":7,"diplomacy":10,"deception":13,"thievery":13,"crafting":9,"survival":6,"stealth":13,"athletics":9,"intimidation":10,"acrobatics":12,"religion":6},"primary_source":"Kingmaker Companion Guide","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":22,"item":["Black Adder Venom (2 doses)","Bracelet of Dashing","Cookware","Flint and Steel","+1 striking kukri","+1 kukri","Leather Armor","Rations (1 week)","silver religious symbol","Composite Shortbow (20 arrows)","Thieves' Tools","torches (6)","Ventriloquist's Ring","Waterskin"],"level":5,"source_category":["Adventure Paths"],"sense":"(expert) darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2398","intelligence":0,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Nok-Nok (Level 5)","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[5,5,9],"slug":"creature-2398"},{"primary_source_category":"Adventure Paths","strength":0,"hp":18,"language":["Aklo","Celestial","Common","Kelish","Sylvan"],"source":["Kingmaker Companion Guide"],"type":"Creature","charisma":2,"perception":7,"trait":["Aasimar","Human","Humanoid","Unique","NG","Medium"],"id":"creature-2399","text":" Tristian (Level 1) Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Tristian (Level 1) Source Kingmaker Companion Guide pg. 69 Perception +7; (trained) low-light vision Languages Aklo, Celestial, Common, Kelish, Sylvan Skills Diplomacy +5, Forest Lore +4, Medicine +7, Nature +4, Occultism +4, Religion +4, Society +4, Survival +7 Str +0 Dex +1 Con +1 Int +1 Wis +4 Cha +2 Items Crossbow (20 bolts), Explorer's Clothing, minor healing potion, Healer's Tools, Rations (1 week), religious text of Sarenrae, Scimitar, silver religious symbol of Sarenrae, Waterskin --- AC 14 Fort +4 Ref +4 Will +9 HP 18 --- Speed 25 feet Melee Single Action scimitar +3 (Forceful, Sweep), Damage 1d6 slashing Ranged Single Action crossbow +4 (range 120 feet), Damage 1d8 piercing Divine Prepared Spells DC 17, attack +7 - Cantrips (1st) Disrupt Undead, Divine Lance, Forbidding Ward, Shield, Stabilize - 1st Heal (×3), Protection, Sanctuary Cleric Domain Spells 1 Focus Point, DC 17 - 1st Healer's Blessing Ancestry Feats Angelkin Class Feats Domain Initiate (Healing) Skill Feats Assurance (Survival), Multilingual Class Abilities Deity (Sarenrae), Divine Spellcasting, Divine Font (heal), Doctrine (cloistered cleric) ","skill_mod":{"society":4,"diplomacy":5,"nature":4,"survival":7,"medicine":7,"occultism":4,"religion":4},"primary_source":"Kingmaker Companion Guide","spell":["Heal","Protection","Sanctuary","Disrupt Undead","Divine Lance","Forbidding Ward","Shield","Stabilize","Healer's Blessing"],"ac":14,"item":["Crossbow (20 bolts)","Explorer's Clothing","minor healing potion","Healer's Tools","Rations (1 week)","religious text of Sarenrae","Scimitar","silver religious symbol of Sarenrae","Waterskin"],"level":1,"spell_dc":[17,17],"source_category":["Adventure Paths"],"sense":"(trained) low-light vision ","resistance":{},"intelligence":1,"reflex_save":4,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":4,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Tristian (Level 1)","alignment":"NG","rarity":"unique","strike_damage_average":[3,4],"attack_bonus":[3,4],"constitution":1,"spell_attack_bonus":[7],"will_save":9,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Ancestry Feats","Class Feats","Skill Feats","Class Abilities","Divine Font"],"primary_source_group":"Kingmaker","skill":["Diplomacy","Forest Lore","Medicine","Nature","Occultism","Religion","Society","Survival"],"tradition":["Divine"],"trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/NPCs.aspx?ID=2399","dexterity":1,"category":"creature","slug":"creature-2399"},{"primary_source_category":"Adventure Paths","strength":0,"hp":128,"language":["Aklo","Celestial","Common","Hallit","Kelish","Sylvan"],"source":["Kingmaker Companion Guide"],"type":"Creature","charisma":4,"perception":18,"trait":["Aasimar","Human","Humanoid","Unique","NG","Medium"],"id":"creature-2400","text":" Tristian (Level 10) Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Tristian (Level 10) Source Kingmaker Companion Guide pg. 69 Perception +18; (expert) low-light vision Languages Aklo, Celestial, Common, Hallit, Kelish, Sylvan Skills Diplomacy +18, Forest Lore +14, Medicine +23, Nature +17, Occultism +14, Religion +19, Society +14, Survival +17 Str +0 Dex +2 Con +3 Int +1 Wis +5 Cha +4 Items Crossbow (20 bolts), +1 resilient explorer's clothing , greater healer's gloves, minor healing potion, Healer's Tools, Rations (1 week), religious text of Sarenrae, ring of fire resistance, +1 striking disrupting scimitar , greater staff of healing, silver religious symbol of Sarenrae, wand of heal, Waterskin --- AC 25 Fort +18 Ref +15 Will +22 HP 128 Resistances fire 5 --- Speed 30 feet Melee Single Action scimitar +13 (Forceful, Sweep), Damage 2d6 slashing Ranged Single Action crossbow ? +14 (range 120 feet), Damage 1d8 piercing Divine Prepared Spells DC 29, attack +19 - Cantrips (1st) Disrupt Undead, Divine Lance, Forbidding Ward, Shield, Stabilize - 1st Protection, Sanctuary, Spirit Link - 2nd Calm Emotions, Restoration, Shield Other - 3rd Neutralize Poison, Remove Disease, Searing Light - 4th Blazing Blade, Dawnflower's Light, Remove Curse - 5th Breath of Life, Dispel Magic, Flame Strike, Heal (×5) Cleric Domain Spells 3 Focus Points, DC 29, attack +19 - 5th Fire Ray, Healer's Blessing, Rebuke Death Celestial Wings Two Actions Ancestry Feats Angelkin, Cooperative Nature, Natural Ambition (Healing Hands) Class Feats Advanced Domain (Healing), Communal Healing, Domain Initiate (fire), Domain Initiate (Healing), Healing Hands, Selective Energy, Turn Undead General Feats Fleet, Toughness Skill Feats Assurance (Survival), Battle Medicine, Continual Recovery, Multilingual, Robust Recovery, Student of the Canon, Ward Medic Class Abilities Alertness, Deity (Sarenrae), Divine Spellcasting, Divine Font (heal), Doctrine (cloistered cleric), Resolve ","skill_mod":{"society":14,"diplomacy":18,"nature":17,"survival":17,"medicine":23,"occultism":14,"religion":19},"primary_source":"Kingmaker Companion Guide","spell":["Breath of Life","Dispel Magic","Flame Strike","Heal","Blazing Blade","Dawnflower's Light","Remove Curse","Neutralize Poison","Remove Disease","Searing Light","Calm Emotions","Restoration","Shield Other","Protection","Sanctuary","Spirit Link","Disrupt Undead","Divine Lance","Forbidding Ward","Shield","Stabilize","Fire Ray","Healer's Blessing","Rebuke Death"],"ac":25,"item":["Crossbow (20 bolts)","+1 resilient explorer's clothing","greater healer's gloves","minor healing potion","Healer's Tools","Rations (1 week)","religious text of Sarenrae","ring of fire resistance","+1 striking disrupting scimitar","greater staff of healing","silver religious symbol of Sarenrae","wand of heal","Waterskin"],"level":10,"spell_dc":[29,29],"source_category":["Adventure Paths"],"sense":"(expert) low-light vision ","resistance":{"fire":5},"intelligence":1,"reflex_save":15,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":18,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Tristian (Level 10)","alignment":"NG","rarity":"unique","strike_damage_average":[4,7],"attack_bonus":[13,14],"constitution":3,"spell_attack_bonus":[19,19],"will_save":22,"speed":{"max":30,"land":30},"wisdom":5,"weakness":{},"creature_ability":["Celestial Wings","Ancestry Feats","Class Feats","General Feats","Skill Feats","Class Abilities"],"primary_source_group":"Kingmaker","skill":["Diplomacy","Forest Lore","Medicine","Nature","Occultism","Religion","Society","Survival"],"tradition":["Divine"],"trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=2400","dexterity":2,"category":"creature","slug":"creature-2400"},{"attack_bonus":[6,9],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":21,"language":["Common"],"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":3,"charisma":2,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Attack of Opportunity","Reactive Shield","Shield Block","Ancestry Feats","Class Feats","General Feats","Skill Feats","Class Abilities"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Crafting","Diplomacy","Intimidation","Religion","Society","Warfare Lore"],"trait":["Human","Humanoid","Unique","LN","Medium"],"id":"creature-2401","text":" Valerie (Level 1) Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Valerie (Level 1) Source Kingmaker Companion Guide pg. 83 Perception +5; (expert) Languages Common Skills Acrobatics +4, Athletics +7, Crafting +3, Diplomacy +5, Intimidation +5, Religion +3, Society +3, Warfare Lore +3 Str +4 Dex +1 Con +2 Int +0 Wis +0 Cha +2 Items Backpack, Bastard Sword, Bedroll, Flint and Steel, moderate juggernaut mutagen, Rations (1 week), Scale Mail, Shortbow (20 arrows), Steel Shield (Hardness 5, HP 20, BT 10), torches (3), Waterskin --- AC 17 Fort +7 Ref +6 Will +3 HP 21 Attack of Opportunity Reaction Reactive Shield Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action bastard sword +9 (two-hand d12), Damage 1d8+4 slashing Ranged Single Action shortbow +6 (deadly d10, range 60 feet), Damage 1d8 piercing Ancestry Feats Natural Skill (Diplomacy, Society) Class Feats Reactive Shield General Feats Shield Block, Toughness Skill Feats Quick Jump Class Abilities Attack of Opportunity, Shield Block ","skill_mod":{"society":3,"diplomacy":5,"crafting":3,"athletics":7,"intimidation":5,"acrobatics":4,"religion":3},"primary_source":"Kingmaker Companion Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":17,"item":["Backpack","Bastard Sword","Bedroll","Flint and Steel","moderate juggernaut mutagen","Rations (1 week)","Scale Mail","Shortbow (20 arrows)","Steel Shield (Hardness 5, HP 20, BT 10)","torches (3)","Waterskin"],"level":1,"source_category":["Adventure Paths"],"sense":"(expert) ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2401","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":7,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Valerie (Level 1)","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[4,8],"slug":"creature-2401"},{"attack_bonus":[15,20],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":134,"language":["Common"],"source":["Kingmaker Companion Guide"],"type":"Creature","will_save":15,"charisma":3,"speed":{"max":25,"land":25},"perception":16,"wisdom":1,"weakness":{},"creature_ability":["Aggressive Block","Attack of Opportunity","Reactive Shield","Shield Block","Power Attack","Ancestry Feats","Class Feats","General Feats","Skill Feats","Class Abilities"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Crafting","Diplomacy","Intimidation","Religion","Society","Warfare Lore"],"trait":["Human","Humanoid","Unique","LN","Medium"],"id":"creature-2402","text":" Valerie (Level 9) Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Valerie (Level 9) Source Kingmaker Companion Guide pg. 83 Perception +16; (master) Languages Common Skills Acrobatics +12, Athletics +19, Crafting +11, Diplomacy +14, Intimidation +18, Religion +12, Society +11, Warfare Lore +11 Str +4 Dex +1 Con +3 Int +0 Wis +1 Cha +3 Items Backpack, +1 wounding striking bastard sword , Bedroll, lesser elixirs of life, Flint and Steel, +1 resilient full plate, moderate juggernaut mutagen, Rations (1 week), ring of fire resistance, +1 striking composite shortbow (20 arrows) , torches (3), lesser sturdy shield (Hardness 10, HP 80, BT 40), Waterskin --- AC 28 Fort +19 Ref +15 Will +15 HP 134 Resistances fire 5 Aggressive Block Reaction Attack of Opportunity Reaction Reactive Shield Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action bastard sword +20 (two-hand d12), Damage 2d8+7 slashing Ranged Single Action composite shortbow +15 (deadly d10, range 60 feet), Damage 2d8+2 piercing Power Attack Two Actions Ancestry Feats Cooperative Nature, Natural Ambition (Power Attack), Natural Skill (Diplomacy, Society) Class Feats Aggressive Block, Power Attack, Powerful Shove, Quick Shield Block, Reactive Shield, Shield Warden General Feats Diehard, Fleet, Shield Block, Toughness Skill Feats Cat Fall, Intimidating Glare, Intimidating Prowess, Quick Jump, Titan Wrestler Class Abilities Attack of Opportunity, Battlefield Surveyor, Bravery, Combat Flexibility, Fighter Weapon Mastery (sword), Juggernaut, Shield Block, Weapon Specialization ","skill_mod":{"society":11,"diplomacy":14,"crafting":11,"athletics":19,"intimidation":18,"acrobatics":12,"religion":12},"primary_source":"Kingmaker Companion Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":28,"item":["Backpack","+1 wounding striking bastard sword","Bedroll","lesser elixirs of life","Flint and Steel","+1 resilient full plate","moderate juggernaut mutagen","Rations (1 week)","ring of fire resistance","+1 striking composite shortbow (20 arrows)","torches (3)","lesser sturdy shield (Hardness 10, HP 80, BT 40)","Waterskin"],"level":9,"source_category":["Adventure Paths"],"sense":"(master) ","weakest_save":["ref","reflex","will"],"resistance":{"fire":5},"url":"/NPCs.aspx?ID=2402","intelligence":0,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":19,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Valerie (Level 9)","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[11,16],"slug":"creature-2402"},{"attack_bonus":[37,39,39,39],"constitution":7,"primary_source_category":"Lost Omens","strength":10,"hp":500,"language":["Common","Necril"],"immunity":["bleed","cold","death effects","disease","negative","paralyzed","poison","precision","unconscious"],"source":["Impossible Lands"],"type":"Creature","will_save":33,"charisma":6,"speed":{"max":60,"land":30,"swim":60},"perception":41,"wisdom":8,"weakness":{"good":20},"creature_ability":["Comfort of the Deep","Intense Chill","Tail Sweep","Numbing Ice","Song of the Lost","Tail Sweep"],"skill":["Arcana","Athletics","Nature"],"trait":["Cold","Undead","Unique","CE","Gargantuan"],"id":"creature-2403","text":" Benthic Reaver The benthic reaver is a 50-foot-tall undead monstrosity, its ribs rising like giant archways and its spine splitting into three tails. Recall Knowledge - Undead (Religion): DC 52 Unspecific Lore : DC 50 Specific Lore : DC 47 Benthic Reaver Source Impossible Lands pg. 324 Perception +41; darkvision, true seeing Languages Common, Necril Skills Arcana +37, Athletics +43, Nature +37 Str +10 Dex +8 Con +7 Int +6 Wis +8 Cha +6 Comfort of the Deep (downtime) The benthic reaver spends 1 day submerged in seawater and restores itself to full Hit Points. --- AC 46 all-around vision Fort +38 Ref +35 Will +33 HP 500 (negative healing) Immunities bleed, cold, death effects, disease, negative, paralyzed, poison, precision, unconscious Resistances physical 10 (except adamantine) Weaknesses good 20 Intense Chill (arcane, aura, cold, evocation) 30 feet. 5d6 cold damage (DC 41 basic Reflex save). On a failure, the creature takes a –15-foot status penalty to its Speeds for 1 round. Tail Sweep Reaction Trigger A creature moves from beyond the reach of the benthic reaver's tail to within the reach of the benthic reaver's tail; Effect The benthic reaver makes a tail Strike against the triggering creature and can use Improved Knockdown if the attack hits, even if it isn't the benthic reaver's turn. If the benthic reaver knocks the target prone, it disrupts the triggering move action. --- Speed 30 feet, swim 60 feet Melee Single Action jaws +39 (reach 15 feet), Damage 4d12+18 piercing plus 2d6 cold and 2d6 negative Melee Single Action fin +39 (Agile, reach 15 feet), Damage 4d8+18 slashing plus 2d6 negative Melee Single Action tail +39 (reach 30 feet), Damage 4d10+18 slashing plus 2d6 negative and Improved Knockdown Ranged Single Action eye beam +37 (range 150 feet), Damage 4d12+8 cold plus 4d6 negative and numbing ice Arcane Innate Spells DC 41 - Constant (9th) True Seeing Numbing Ice (Cold) A creature who takes damage from the benthic reaver's eye beam Strike must succeed at a DC 41 Fortitude save or become slowed 2 as cold stiffens its limbs. A flying creature who fails its save also descends safely to the ground below. This is forced movement. Song of the Lost Single Action (Arcane, Auditory, Emotion, Enchantment, Fear, Mental) The benthic reaver unleashes a cry of mourning. All creatures within 60 feet must attempt a DC 41 Will save to resist. The benthic reaver can't use Song of the Lost for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure As failure, but the creature is also stunned 1 with sympathy. Tail Sweep Two Actions The benthic reaver makes a tail Strike against each enemy within its reach. These attacks count toward the benthic reaver's multiple attack penalty, but the multiple attack penalty doesn't increase until after the benthic reaver makes all its attacks. Lurking Danger During the war between Geb and Nex, the archmage Geb created the benthic reaver from the fossilized skeleton of a leviathan. Records vividly describe the creature's haunting sounds and the cold, blue ghosts of a thousand eyes floating above its gaping maw. The unliving horror cut a swath of destruction across Nex before defenders stopped it at the nation's capital. When the defenders of Quantium drove off the besieging benthic reaver, it fled to the ocean depths off Nex's coastline to avoid destruction. Ever since, unconfirmed sightings by fishers and divers have kept its legend alive. While some see the sailors who blame the creature for unexplained shipwrecks as superstitious, mages inside Nex frequently scry the coast, afraid that a more active Geb might try to reclaim one of his greatest weapons. ","tradition":["Arcane"],"skill_mod":{"nature":37,"arcana":37,"athletics":43},"summary":"The benthic reaver is a 50-foot-tall undead monstrosity, its ribs rising like giant archways and its spine splitting into three tails.","image":["/Images/Monsters/BenthicReaver.png"],"primary_source":"Impossible Lands","spell":["True Seeing"],"trait_group":["Energy","Monster","Creature Type","Rarity"],"ac":46,"level":21,"spell_dc":[41],"source_category":["Lost Omens"],"sense":" darkvision , true seeing ","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=2403","intelligence":6,"reflex_save":35,"strongest_save":["fort","fortitude"],"dexterity":8,"vision":"Darkvision","fortitude_save":38,"size":["Gargantuan"],"name":"Benthic Reaver","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[43,47,48,58],"slug":"creature-2403"},{"attack_bonus":[28,29],"constitution":6,"primary_source_category":"Lost Omens","strength":7,"hp":250,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Impossible Lands"],"type":"Creature","creature_family":"Clockworks","will_save":23,"charisma":-5,"speed":{"max":25,"land":25},"perception":25,"wisdom":4,"weakness":{"orichalcum":15,"electricity":15},"creature_ability":["Wind-Up","Bombard","Muzzleburn","Powder Blast"],"skill":["Athletics"],"trait":["Clockwork","Construct","Mindless","Rare","N","Huge"],"id":"creature-2404","text":" Clockwork Cannoneer Clockwork cannoneers are cannon-armed constructs created to defend the Grand Duchy of Alkenstar. The people of Alkenstar typically find conventional arms sufficient for battling creatures who wander out of the Mana Wastes, but recent increases in activity from the fleshforges of Nex and the necromantic chambers of Geb have spurred the people of the city into a flurry of defensive innovations. Created by an experimental collaboration between the city's gunsmiths and clockwork inventors, the clockwork cannoneer provides exceptional mobile firepower. Two cannon-arms swing at the sides of the 15-foot-tall automaton, and its body contains a hopper of cannonballs that are replenished by engineers when the creature is wound up for duty. Triple-walled reinforcement on the cannoneer's black-powder reservoirs provides ample protection from the accidental explosions and backfires that often troubled early prototypes of the finely engineered machine. The current design combines the long-range capabilities of field artillery with the stopping power of a firedrake against engaged enemies, and its heat-tempered gear assembly minimizes warping that might cause slipping, grinding, or shaking. While reports from living artillery members serving alongside clockwork cannoneers complain of blisters, smoke inhalation, and singed eyebrows, the Grand Duchy's chief clockwork machinists have assured the city's leadership that the constructs function well within safety parameters. The clockwork cannoneer's self-sufficient construction frees crews to see to those battlefield tasks that can, for the moment, only be conducted by sentient beings. Intelligence reports from Quantium and Absalom indicate that attempts to replicate the clockwork cannoneer's design have been spectacularly unsuccessful. Recall Knowledge - Construct (Arcana, Crafting): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Clockwork Cannoneer Source Impossible Lands pg. 325 Perception +25; darkvision Languages Skills Athletics +30 Str +7 Dex +8 Con +6 Int -5 Wis +4 Cha -5 Wind-Up 24 hours, DC 33, standby --- AC 38 Fort +27 Ref +29 Will +23 HP 250 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 10 (except adamantine or orichalcum) Weaknesses electricity 15, orichalcum 15 --- Speed 25 feet Melee Single Action bore +28 (Backswing, Shove), Damage 3d12+12 bludgeoning Ranged Single Action cannonball +29 (range increment 100 feet), Damage 6d12 bludgeoning Bombard Two Actions (Fire) The clockwork cannoneer launches an explosive shot up to a range of 200 feet that explodes in a 20-foot burst. Creatures within the burst take 5d10 bludgeoning damage (DC 36 basic Reflex save). Muzzleburn The heat from a discharged cannon sears those who touch its metal shell. The clockwork cannoneer's bore Strike deal an additional 2d6 fire damage until the end of its next turn after it makes a cannonball Strike or uses its Bombard or Powder Blast abilities. Powder Blast Two Actions (Fire) The clockwork cannoneer spews flames from one of its cannons, dealing 8d6 fire damage in a 30-foot cone (DC 36 basic Reflex save). Those that fail the save also take 2d6 persistent fire damage. Safety and Innovation Eager to solve two operational challenges with one construction feature, Alkenstar's clockwork engineers connected a gear-driven barrel cleaning mechanism to the clockwork cannoneer's winding drive. Now, operators can be sure that as long as the construct is wound, it's safe to fire. This feature is just one of the marvels of automation demonstrated by the project, along with its self-loading cannonballs and automatic powder measuring systems. ","skill_mod":{"athletics":30},"summary":"Clockwork cannoneers are cannon-armed constructs created to defend the Grand Duchy of Alkenstar. The people of Alkenstar typically find conventional …","image":["/Images/Monsters/ClockworkCannoneer.png"],"primary_source":"Impossible Lands","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":38,"level":15,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=2404","intelligence":-5,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":27,"size":["Huge"],"name":"Clockwork Cannoneer","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[31,39],"slug":"creature-2404"},{"attack_bonus":[23,23],"constitution":4,"primary_source_category":"Lost Omens","strength":7,"hp":210,"language":["Necril","plus any two ancient languages (can't speak)"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Impossible Lands"],"type":"Creature","will_save":16,"charisma":3,"speed":{"max":25,"land":25},"perception":20,"wisdom":4,"weakness":{"fire":10},"creature_ability":["False Authority","Usurper's Curse","Deadly Pursuit","Berserk","Usurper's Curse"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"17","trait":["Mummy","Undead","CE","Medium"],"id":"creature-2405","text":" Cursed King A cursed king is a grotesque mockery of ambition. When treasonous advisors, false prophets, and rebel leaders are captured by evil rulers, they're subjected to all manner of torture and humiliation before their eventual executions. But the cursed king isn't even granted dignity in death, as after their beheading, a desiccated animal head is sewn onto their neck. These horrific mummies are then dressed in fine linens and jewelry befitting royalty—a permanent warning of what happens to those who seek to rise above their station. A cursed king is bound in servitude to the ruler against whom they once fought, forced to act as a bodyguard. Even the death of their maker gives no reprieve, as they guard the true monarch's tomb forever. Recall Knowledge - Undead (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Cursed King Source Impossible Lands pg. 525 Perception +20; darkvision Languages Necril; plus any two ancient languages (can't speak) Skills Athletics +23, Intimidation +17, Stealth +17 Str +7 Dex +3 Con +4 Int -4 Wis +4 Cha +3 --- AC 29 Fort +20 Ref +20 Will +16 HP 210 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses fire 10 False Authority (aura, emotion, fear, mental) 30 feet. When a creature enters or ends its turn within the cursed king's aura, it must attempt a DC 26 Will save. If it fails, it becomes frightened 2. If it critically fails, it's cowed into submission; in addition to becoming frightened 2, it must use its first action on its turn to kneel or flee from the cursed king. A creature who succeeds at its saving throw becomes immune to the king's false authority for 24 hours. Usurper's Curse (curse) When a creature slays a cursed king, it must attempt a DC 29 Will save. On a failure, it suffers the effects of the usurper's curse. Deadly Pursuit Reaction Trigger A creature within the cursed king's reach attempts to move away; Effect The cursed king Strides up to its Speed, keeping the creature within reach until the creature stops or the cursed king has moved its full Speed. If the creature is still within reach, the cursed king makes a jaws Strike against it. --- Speed 25 feet Melee Single Action jaws +23, Damage 2d12+13 piercing plus Grab Melee Single Action fist +23 (Agile), Damage 2d8+13 bludgeoning Berserk At the beginning of each of its turns in combat, a cursed king must attempt a DC 2 flat check. If it succeeds, the DC increases by 1. If it fails, it immediately goes berserk, becoming mindless for the rest of its turn, immune to all mental effects, and attacking the nearest creature it can reach. While it's berserk, each of its unarmed attacks gain the deadly d8 trait. At the end of a turn it failed this flat check or whenever the combat encounter ends, the DC resets to 2. Usurper's Curse (Curse, Necromancy, Polymorph) DC 30 Will saving throw. On a failure, the creature who killed the cursed king becomes stupefied 1. On a critical failure, it becomes stupefied 2. As long as that creature remains cursed, it can't remove or decrease the value of the stupefied condition in any way. Afflicted creatures must attempt the saving throw again every 24 hours, increasing the stupefied condition by 1 on a failure or 2 on a critical failure. If the condition ever increases past stupefied 4, they transform, body and mind, into the same animal as the cursed king's head, similar to the critical failure effect of baleful polymorph . Artful Punishment The cursed king's creator can take its head from any common animal in the region, but the creator typically chooses a specific head for its symbolic significance. For instance, a creator might choose a jackal's head if the cursed king was a clever tactician, a hippo's if they were formidable on the battlefield, or a giant cobra's for those who betrayed the regime from within. Aesthetics are often also considered, although it isn't unheard of for a cursed king to have the head of a more ignoble creature as an additional punishment. ","skill_mod":{"stealth":17,"athletics":23,"intimidation":17},"summary":"A cursed king is a grotesque mockery of ambition. When treasonous advisors, false prophets, and rebel leaders are captured by evil rulers, they're …","image":["/Images/Monsters/CursedKing.png"],"primary_source":"Impossible Lands","trait_group":["Monster","Creature Type"],"ac":29,"level":10,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2405","intelligence":-4,"reflex_save":20,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":20,"size":["Medium"],"name":"Cursed King","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[22,26],"slug":"creature-2405"},{"attack_bonus":[20],"constitution":3,"primary_source_category":"Lost Omens","strength":0,"hp":145,"language":["Aklo","Common","two other languages"],"source":["Impossible Lands"],"type":"Creature","creature_family":"Fleshforged","will_save":13,"charisma":3,"speed":{"max":25,"land":25},"perception":19,"wisdom":3,"weakness":{"cold_iron":10},"creature_ability":["Conformance","Surgical Detachment","Tissue Siphon","Wear Flesh"],"skill":["Arcana","Deception","Fleshwarp Lore","Medicine","Occultism","Society","Stealth"],"stealth":"18","trait":["Aberration","CN","Medium"],"id":"creature-2406","text":" Fleshforged Conformer Shapeshifting fleshforged conformers have adapted to survive Ecanus's high-magic, population-dense sprawl. Resembling blocky humanoid skeletons splotched in uneven layers with cartilage and muscle, conformers are capable of attaching and detaching flesh from their bodies, often sending autonomous gobbets of fat and ligament to observe living creatures and harvest biological material. Fleshforged conformers use their resources to augment and change their bodies, which helps them infiltrate Nexian society to better understand the arcane principles and occult secrets behind their creation. Some assume the guises of humans and animals to lead quiet, settled lives in Nex, but most are discovered and summarily exterminated as defects and threats to public safety. Recall Knowledge - Aberration (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Fleshforged Conformer Source Impossible Lands pg. 327 Perception +19; darkvision Languages Aklo, Common; two other languages Skills Arcana +15, Deception +17, Fleshwarp Lore +17, Medicine +17, Occultism +15, Society +15, Stealth +18 Str +0 Dex +6 Con +3 Int +3 Wis +3 Cha +3 --- AC 26 Fort +17 Ref +18 Will +13 HP 145 , regeneration 10 (deactivated by cold iron) Weaknesses cold iron 10 --- Speed 25 feet Melee Single Action fanged-maw finger +20 (Agile, Finesse), Damage 2d10+3 piercing plus 1d8 persistent bleed Occult Innate Spells DC 25 - Cantrips (4th) Detect Magic, Read Aura - 2nd Blood Vendetta, Charitable Urge Conformance Single Action (Concentrate, Occult, Polymorph, Transmutation) The conformer contorts and reshapes their body into a desired form. The conformer takes on the specific appearance of any Small, Medium, or Large humanoid or animal that they've observed and whose appearance they remember. This doesn't change the conformer's Speed or their attack and damage bonus with their Strikes, but might change the damage type their Strikes deal. Surgical Detachment Single Action (Concentrate, Manipulate, Morph, Occult, Transmutation) The conformer detaches part of their body to serve them as an autonomous organism. For the next 24 hours, the conformer gains the loyal service of a fleshforged skinskitter. As long as they remain within 1 mile of each other, the conformer can use the Surgical Detachment action again to empathically direct the actions of their skinskitter servant as well as perceive through its senses. Due to how taxing this process is, the conformer can have only one skinskitter servant at a time. Tissue Siphon Single Action (Manipulate, Occult, Transmutation) Requirements The conformer is within reach of an unconscious or willing creature, or a creature taking persistent bleed damage; Effect The conformer touches and absorbs some of the creature's flesh. The target must attempt a DC 26 Fortitude save; on a failure, they become drained 1 and take damage from their persistent bleed damage, even though it isn't the end of their turn. Wear Flesh Single Action (Transmutation, Occult) Requirements The conformer has used Tissue Siphon to absorb flesh within the last hour; Effect The conformer expends the flesh they've absorbed to transform their body, reproducing the effects of one of the following spells: adapt self , enlarge , shifting form , tentacular limbs , or unusual anatomy . The Wear Flesh action gains the traits of the spell it's reproducing, and the conformer can Sustain a Spell on these effects. Paranoia's Price The presence of fleshforged conformers has a predictably deleterious effect on society, even without any hostile actions taken by the fleshforged themselves. Many Nexians who know of the creatures constantly scan their neighbors for any sign of deception, and more than one reckless murder has been committed simply out of the mistaken belief they were actually a conformer is disguise. ","tradition":["Occult"],"skill_mod":{"society":15,"deception":17,"stealth":18,"arcana":15,"medicine":17,"occultism":15},"summary":"Shapeshifting fleshforged conformers have adapted to survive Ecanus's high-magic, population-dense sprawl. Resembling blocky humanoid skeletons …","image":["/Images/Monsters/FleshforgedConformer.png"],"primary_source":"Impossible Lands","spell":["Blood Vendetta","Charitable Urge","Detect Magic","Read Aura"],"trait_group":["Creature Type"],"ac":26,"level":8,"spell_dc":[25],"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2406","intelligence":3,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Fleshforged Conformer","alignment":"CN","category":"creature","rarity":"common","strike_damage_average":[18],"slug":"creature-2406"},{"attack_bonus":[33,35,35],"constitution":9,"primary_source_category":"Lost Omens","strength":10,"hp":300,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Impossible Lands"],"type":"Creature","creature_family":"Fleshforged","will_save":27,"charisma":-5,"speed":{"max":30,"land":30},"perception":29,"wisdom":5,"weakness":{},"creature_ability":["Scaling Spikes","Caustic Leak","Strike","Destructive Charge","Drown in Ichor","Trample"],"skill":["Athletics"],"trait":["Construct","Mindless","Rare","N","Gargantuan"],"id":"creature-2407","text":" Fleshforged Dreadnought Created in the arcane fleshforges of Nex, this creature was spawned as the ultimate brute-force tool for urban assaults against the cities of Geb. At 30 feet tall, the dreadnought easily tops most city walls, and Nexian infantry forces would scramble up the spikes on the creature's back to penetrate defensive fortifications. Every detail of the creature's physiology was fashioned for the battlefield, from the ballista of bone and sinew integrated into its torso to the bulky ram on the crest of its head. The fleshforged's acidic blood not only serves an important hydraulic function but also deters city defenders who might attempt to strike down the creature. During the war between Nex and Geb, fleshforged dreadnoughts most often appeared as part of a coordinated assault and typically replaced or augmented an army's compliment of siege weaponry. Common tactics employed by Nex's generals would direct the dreadnought to crush all opposition standing in front of a city's gate and then smash through it. Should the city's defenses prove resilient, invading troops would scale the creature to get over the city walls, relying on the dreadnought's regenerative properties to ensure it wouldn't be destroyed while helping them bypass the defensive barriers. Fleshforged dreadnoughts all but vanished after the disappearance of the archmage Nex, but tales of their destructive power have been preserved. Recall Knowledge - Construct (Arcana, Crafting): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Fleshforged Dreadnought Source Impossible Lands pg. 328 Perception +29; darkvision Languages Skills Athletics +38 Str +10 Dex +6 Con +9 Int -5 Wis +5 Cha -5 Scaling Spikes A fleshforged dreadnought is covered in handholds and footholds that make it easy to climb. Creatures of Medium or smaller size can Climb the dreadnought, sharing one of its spaces as they do so. The DC to Climb a fleshforged dreadnought is 15, and creatures move 5 more feet on a success and 10 more feet on a critical success, to a maximum of their Speed when Climbing the construct. --- AC 42 Fort +35 Ref +28 Will +27 HP 300 , regeneration 20 (deactivated by cold iron) Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances acid 20 Caustic Leak Free Action (acid, arcane, evocation) Frequency once per turn; Trigger The fleshforged dreadnought is damaged by a non-reach piercing or slashing melee Strike ; Effect Corrosive fluid sprays the attacker, dealing 8d6 acid damage (DC 40 basic Reflex save). --- Speed 30 feet Melee Single Action battering ram +35 (reach 15 feet), Damage 7d8+10 bludgeoning plus Improved Push 15 feet Melee Single Action claw +35 (Agile, reach 10 feet), Damage 4d8+18 slashing Ranged Single Action ballista +33 (range increment 120 feet), Damage 4d12+8 piercing Destructive Charge Two Actions The fleshforged dreadnought Strides up to twice its speed and makes a battering ram Strike against a structure or unattended object. The Strike ignores 20 points of the target's Hardness. Drown in Ichor Two Actions (Acid, Arcane, Evocation) The fleshforged dreadnought releases a wave of caustic fluid from vents in its sides. Creatures within a 20-foot emanation take 8d6 acid damage (DC 40 basic Reflex save). Creatures who fail their saves also take 3d6 persistent acid damage. Trample Three Actions (Attack) Huge or smaller, battering ram, DC 44 The Fleshforges Awaken Fleshforged dreadnoughts were integral in Nex's attacks on Geb during their long war, but most of the dangerous creatures were decommissioned after the archmage's disappearance. With Nex preparing for war, rumors of gigantic war machines rumbling over the horizon have spread through settlements bordering the Mana Wastes. Worried mayors have begun assembling evacuation plans, knowing that a dreadnought could level their towns in moments. ","skill_mod":{"athletics":38},"summary":"Created in the arcane fleshforges of Nex, this creature was spawned as the ultimate brute-force tool for urban assaults against the cities of Geb. At …","image":["/Images/Monsters/FleshforgedDreadnought.png"],"primary_source":"Impossible Lands","trait_group":["Creature Type","Monster","Rarity"],"ac":42,"level":18,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"acid":20},"url":"/Monsters.aspx?ID=2407","intelligence":-5,"reflex_save":28,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Fleshforged Dreadnought","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[34,36,41],"slug":"creature-2407"},{"attack_bonus":[9],"constitution":1,"primary_source_category":"Lost Omens","strength":2,"hp":20,"immunity":["mental"],"source":["Impossible Lands"],"type":"Creature","creature_family":"Fleshforged","will_save":5,"charisma":-5,"speed":{"max":20,"land":20,"swim":20},"perception":7,"wisdom":0,"weakness":{"cold_iron":2},"creature_ability":["A Taste for Skin","Shuddering Skitter","Share the Skin"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","trait":["Aberration","Amphibious","Mindless","CN","Small"],"id":"creature-2408","text":" Fleshforged Skinskitter These elusive oddments resemble discarded hides of butchered animals and fleshwarping experiments, floating like so much meaty detritus in the bloody filth of Ecanus's charnel-clogged sewers. Skinskitters, named for their fluid, erratic movements, scavenge the city for leavings of fleshy waste. They prefer discreet, non-violent ways of procuring these biological materials and shy from combat, seemingly possessed of a nervous temperament. Nexian fleshforgers quip this is entirely reasonable, as skinskitters are little more than nervous systems wrapped in dying skin. Nexian guards who actually have to hunt these fleshforged pests aren't quite as jocular; confronted by the oddly childlike pleas of these cornered puddles of flesh, hair, and eyes, many recruits simply choose to leave the city watch. On occasion, curious scholars or soldiers have questioned why skinskitters pursue organic tissue, and whether this is a simple instinct or in pursuit of a grander purpose. Most fleshforgers assume that skinskitters consume organic matter to repair themselves in a process similar to eating, and give the matter no further thought, showing no more interest in the creatures than a smith might show in a bead of melted slag. The most paranoid Nexians claim that skinskitters are attempting to build something out of their collections of cast-off skin, perhaps even reconstructing themselves into fleshforged conformers. There is no recorded evidence of this ever occurring, however— if the creatures have any awareness at all, it's more likely that skinskitters are driven by the basest of instincts to better themselves through the same methods used in their creation but lack the understanding and self-direction to ever succeed. Recall Knowledge - Aberration (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Skinskitter Source Impossible Lands pg. 329 Perception +7; a taste for skin (imprecise) 60 feet Languages Skills Acrobatics +7, Athletics +5, Stealth +7 Str +2 Dex +4 Con +1 Int -5 Wis +0 Cha -5 A Taste for Skin A skinskitter tastes skin (including leather), hair, claws, and nails within 60 feet. --- AC 16 Fort +6 Ref +9 Will +5 HP 20 Immunities mental Weaknesses cold iron 2 Shuddering Skitter Reaction Frequency once per day; Trigger The skinskitter is reduced to 0 HP; Effect The fear of death agitates the skinskitter, precipitating a sudden existential awakening of consciousness. The skinskitter is reduced to 1 HP, loses the mindless trait and immunity to mental effects for the next 24 hours, gains the ability to speak one language (typically Osiriani or Vudrani), and takes two of the following actions in any order: Hide, Sneak, Step, Stride, or Take Cover. In addition, the square occupied by the skinskitter before using Shuddering Skitter becomes difficult terrain, as they disgorge a shower of half-digested calluses, chewed nails, and entangled hair in their skittering wake. --- Speed 20 feet, swim 20 feet Melee Single Action nail +9 (Finesse), Damage 1d8+1 piercing plus Grab Share the Skin Single Action Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within the skinskitter's reach; Effect The skinskitter scrapes and shears away large sheets of the victim's skin. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The massive pain causes the victim to become clumsy 1 for 1 minute, and the skinskitter drapes itself in the flapping skin, granting it 10 temporary Hit Points for 1 minute. Mindless or Not? A few truly twisted individuals have performed experiments on captive skinskitters, attempting to determine the extent of the creatures' intellectual capabilities. As skinskitters only show signs of consciousness when faced with imminent death, the research involved keeping the fleshforged dregs in constant states of mental and physical duress. Unsurprisingly, given the conditions of such research, the results of these studies are dubious at best. ","skill_mod":{"stealth":7,"athletics":5,"acrobatics":7},"summary":"These elusive oddments resemble discarded hides of butchered animals and fleshwarping experiments, floating like so much meaty detritus in the bloody …","image":["/Images/Monsters/Fleshforged_Skinskitter.png"],"primary_source":"Impossible Lands","trait_group":["Creature Type","Monster"],"ac":16,"level":1,"source_category":["Lost Omens"],"sense":"a taste for skin (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2408","intelligence":-5,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":6,"size":["Small"],"name":"Skinskitter","alignment":"CN","category":"creature","rarity":"common","strike_damage_average":[5],"slug":"creature-2408"},{"primary_source_category":"Lost Omens","strength":-1,"hp":35,"language":["Common","Terran"],"source":["Impossible Lands"],"type":"Creature","charisma":2,"perception":10,"stealth":"9","trait":["Earth","Elemental","Uncommon","LN","Small"],"id":"creature-2409","text":" Kasesh In the ancient days, before humanity dwelled on Golarion, the Vault Builders had need of something smaller in scale than the great vault seeds so they could finish their worlds as they liked. They took a small gem and wrote a word of power upon it. They gave it eyes so it could see and legs so it could walk, and made it wise. These creatures are known as kaseshi by scholars who have encountered them, though their true name—the one that brought them into being—is likely considerably more powerful. Each kasesh bears a single word of power on their emerald body, from which they draw their mind and their magic. A kasesh with the word “Steel” or “Flame” is a single-minded creature, though it encompasses all possible permutations of meaning that the word possesses. A kasesh named “Home” or “Sorrow” has a far more complex psyche, and rumor claims that Elder Architect Oblosk of Nex bears the word “Memory.” Unsurprisingly, many scholars are highly interested in the words on the kaseshi; unlike Thassilonian rune magic, no one has managed to decode or make use of the language of the Vault Builders yet. The kasesh in the stat block bears the word “Stone,” but other kaseshi will have their own magics. Some alternative examples, “Darkness” and “Intricacy,” follow below. Darkness : This kasesh built the hidden places of the Vault Builders' worlds. The kasesh is 7th level, grants shadow blast and shadow walk to any gestalt they join, and has the following innate spells. Primal Innate Spells 4th darkness (×2), enervation ; 3rd blindness (×2), share lore ; 1st mindlink; Cantrips (4th) detect magic , telekinetic projectile Intricacy : This kasesh was a decorator and designer. They're 11th level, grant hallucinatory terrain and illusory scene to any gestalt they join, and have the following innate spells. Primal Innate Spells 6th phantasmal calamity , phantasmal killer (×2); 5th cloak of colors , hallucination , share lore ; 1st mindlink ; Cantrips (6th) detect magic , telekinetic projectile Recall Knowledge - Elemental (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Kasesh Source Impossible Lands pg. 330 Perception +10; darkvision, tremorsense (imprecise) 60 feet Languages Common, Terran Skills Arcana +11, Architectural Lore +13, Nature +10, Stealth +9 Str -1 Dex +2 Con +1 Int +4 Wis +3 Cha +2 --- AC 19 Fort +8 Ref +9 Will +10 HP 35 Immunities bleed, paralyzed, poison, sleep Earth Block Reaction Trigger The kasesh takes physical damage while adjacent to stone or earth Effect A rampart of stone or crystal emerges from a nearby surface, blocking the attack. The kasesh gains resistance physical 5 against the attack. --- Speed 20 feet, burrow 20 feet; earth glide Ranged Single Action earthen shard +9 (Evocation, Primal, range increment 60 feet, versatile B), Damage 1d10+2 piercing Primal Innate Spells DC 20, attack +12 - Cantrips (2nd) Detect Magic, Telekinetic Projectile - 1st Mindlink, Share Lore, Shockwave (×2) - 2nd Glitterdust, Pummeling Rubble (×2) Gestalt (Mental, Primal, Transmutation) Two or more kaseshi can combine their scribed words to create something greater than either one alone. This has the effects of the Coven ability but no ritual is necessary, simply close proximity for 8 hours. All gestalts grant the following spells, which the gestalt can cast at any level up to 5th: creation, strange geometry , and telekinetic haul . Individual kaseshi also grant additional spells to any gestalt they join—this one grants meld into stone and shape stone . Kasesh Gestalts Much as words combine to form sentences, so too when three or more kaseshi meet, their magic—and with it their very identities—combines and coalesces into something new. Most kaseshi find this process no less disconcerting than a human would, although some forge lifelong bonds in such a way. There's no limit to how large a gestalt might grow. What a gestalt of a dozen kaseshi can accomplish, only the Vault Builders knew. ","element":["Earth"],"skill_mod":{"nature":10,"stealth":9,"arcana":11},"image":["/Images/Monsters/Kasesh.png"],"primary_source":"Impossible Lands","spell":["Glitterdust","Pummeling Rubble","Mindlink","Share Lore","Shockwave","Detect Magic","Telekinetic Projectile"],"ac":19,"level":3,"spell_dc":[20],"source_category":["Lost Omens"],"sense":" darkvision , tremorsense (imprecise) 60 feet","resistance":{},"intelligence":4,"reflex_save":9,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Kasesh","alignment":"LN","rarity":"uncommon","strike_damage_average":[7],"attack_bonus":[9],"constitution":1,"immunity":["bleed","paralyzed","poison","sleep"],"spell_attack_bonus":[12],"will_save":10,"speed":{"max":20,"land":20,"burrow":20},"wisdom":3,"weakness":{},"creature_ability":["Earth Block Trigger","Gestalt"],"skill":["Arcana","Architectural Lore","Nature","Stealth"],"tradition":["Primal"],"summary":"In the ancient days, before humanity dwelled on Golarion, the Vault Builders had need of something smaller in scale than the great vault seeds so …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2409","dexterity":2,"category":"creature","slug":"creature-2409"},{"attack_bonus":[10],"constitution":0,"primary_source_category":"Lost Omens","strength":0,"hp":50,"language":["Common","Kashrishi"],"source":["Impossible Lands"],"type":"Creature","spell_attack_bonus":[13],"will_save":13,"charisma":4,"speed":{"max":25,"land":25},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Empathic Sense","Evaluate Discordance"],"skill":["Diplomacy","Nature","Occultism","Survival"],"trait":["Kashrishi","Rare","LN","Small"],"id":"creature-2410","text":" Kashrishi To some, kashrishi seem to be a quiet, passive people. Those with a deeper understanding know that there's plenty more nuance to interacting with kashrishi, who possess innate psychic abilities that greatly alter the way they communicate with the rest of the world. Unable to turn off their powers, these abilities add a complex dynamic to interpreting their surroundings. Without deeper understanding of a person, kashrishi are only able to get the most vague, general feelings from people around them. This becomes more refined as their relationships evolve; family and friends are often the easiest to engage in psychic communication, while strangers simply add to the amount of mental noise a kashrishi must process. Kashrishi resemble rhinoceroses, with soft, textured skin that can range from light sandy hues to darker obsidian, or rarer jewel tones of deep sapphire or ruby. The size and number of their horns vary. Kashrishi communities are generally quite welcoming to others, enjoying the conversation and unique auras of every new stranger. However, chaotic environments can overwhelm and overstimulate kashrishi not yet adept at filtering psychic energies, leaving some with limited tolerance for extensive social interaction with strangers and requiring they take periods of time to refocus after socializing. In spite of this possible drawback, kashrishi are typically strong communicators, excelling at roles that require attention to detail. Kashrishi Evaluator Source Impossible Lands pg. 331 Perception +13 Languages Common, Kashrishi Skills Diplomacy +12, Nature +11, Occultism +10, Survival +9 Str +0 Dex +2 Con +0 Int +2 Wis +3 Cha +4 Items Dagger --- AC 20 Fort +8 Ref +10 Will +13 HP 50 Empathic Sense Kashrishi evaluators can get a vague sense of the current emotional state of all other creatures within 15 feet of them, as long as the kashrishi evaluator is aware of those creatures. This manifests as a general feeling of happiness, anger, or fear, without any specific details. Additionally, any creature who succeeds at masking or faking their emotions using Deception projects the deceptive emotions instead of their true feelings. For those that kashrishi have an emotional connection with, physical touch can heighten this sense to greater degrees of detail and understanding, increasing with the strength of their bond. --- Speed 25 feet Melee Single Action dagger +10 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+2 piercing Occult Spontaneous Spells DC 21, attack +13 - Cantrips (2nd) Daze, Message, Read Aura, Shield, Telekinetic Projectile - 1st Mindlink, Phantom Pain, Soothe - 2nd Calm Emotions, Phantom Pain, Telekinetic Maneuver Evaluate Discordance Two Actions (Emotion, Enchantment, Mental, Occult) Frequency once per day; Effect The kashrishi evaluator assesses the disharmony between themself and a creature within 30 feet and then sparks the discordance, sending psychic energy to overwhelm the target's feelings. This deals 6d6 mental damage (DC 21 basic Will save). On a critical failure, the target also becomes stunned 1. Kashrishi Cuisine Most Kashrishi are vegetarians. The lingering psychic energy they pick up from once-living creatures makes consuming them difficult. Their staple foods are spiced mixes of fruits, vegetables, nuts, and lentils. The extrasensory abilities of kashrishi have an additional gustatory effect, creating flavor profiles uniquely delicious to kashrishi and fascinatingly eccentric to other ancestries. Those with adventurous palettes often seek out kashrishi cuisine, filling many a kashrishi chef's coffers with gold. ","tradition":["Occult"],"skill_mod":{"diplomacy":12,"nature":11,"survival":9,"occultism":10},"summary":"To some, kashrishi seem to be a quiet, passive people. Those with a deeper understanding know that there's plenty more nuance to interacting with …","image":["/Images/Monsters/Kashrishi_KashrishiEvaluator.png"],"primary_source":"Impossible Lands","spell":["Calm Emotions","Phantom Pain","Telekinetic Maneuver","Mindlink","Soothe","Daze","Message","Read Aura","Shield","Telekinetic Projectile"],"trait_group":["Ancestry","Rarity"],"ac":20,"item":["Dagger"],"level":4,"spell_dc":[21],"source_category":["Lost Omens"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2410","intelligence":2,"reflex_save":10,"strongest_save":["will"],"dexterity":2,"fortitude_save":8,"size":["Small"],"name":"Kashrishi Evaluator","alignment":"LN","category":"creature","rarity":"rare","strike_damage_average":[4],"slug":"creature-2410"},{"attack_bonus":[18,21,22],"constitution":4,"primary_source_category":"Lost Omens","strength":6,"hp":195,"language":["Common","Gnoll"],"source":["Impossible Lands"],"type":"Creature","creature_family":"Mana Wastes Mutant","will_save":15,"charisma":3,"speed":{"max":25,"land":25},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Vengeful Bite","Pack Attack","Rugged Travel"],"skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Gnoll","Humanoid","Mutant","CE","Large","Kholo"],"id":"creature-2411","text":" Mutant Gnoll Hulk Separated from their pack during a prolonged storm of wild magic, the Mana Wastes mutant gnoll hulk transformed into a gigantic, ravenous creature. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Mutant Gnoll Hulk Source Impossible Lands pg. 333 Perception +17; magic hunger (imprecise) 30 feet Languages Common, Gnoll Skills Acrobatics +18, Athletics +21, Intimidation +16, Survival +15 Str +6 Dex +3 Con +4 Int +2 Wis +2 Cha +3 Items +1 striking battle axe , Composite Longbow (20 arrows), Leather Armor --- AC 26 Fort +21 Ref +18 Will +15 HP 195 Vengeful Bite Reaction Trigger A creature critically hits the mutant with a melee unarmed Strike or a non-reach melee Strike; Effect The mutant makes a maw Strike against the triggering creature. --- Speed 25 feet Melee Single Action battle axe +22 (Magical, Sweep, reach 10 feet), Damage 2d8+12 slashing Melee Single Action maw +21 (reach 10 feet), Damage 2d12+12 piercing Ranged Single Action composite longbow +18 (deadly d10, volley 30 feet), Damage 1d8+9 piercing Pack Attack A Mana Wastes mutant gnoll hulk deals 1d4 extra damage to any creature who's within reach of at least two of the Mana Wastes mutant gnoll hulk's allies. Rugged Travel A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides. ","skill_mod":{"survival":15,"athletics":21,"intimidation":16,"acrobatics":18},"summary":"Separated from their pack during a prolonged storm of wild magic, the Mana Wastes mutant gnoll hulk transformed into a gigantic, ravenous creature.","image":["/Images/Monsters/ManaWastes_MutantGnollHulk.png"],"primary_source":"Impossible Lands","trait_group":["Monster","Ancestry","Creature Type"],"ac":26,"item":["+1 striking battle axe","Composite Longbow (20 arrows)","Leather Armor"],"level":9,"source_category":["Lost Omens"],"sense":"magic hunger (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2411","intelligence":2,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":21,"size":["Large"],"name":"Mutant Gnoll Hulk","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[13,21,25],"slug":"creature-2411"},{"attack_bonus":[26,29],"constitution":6,"primary_source_category":"Lost Omens","strength":8,"hp":400,"immunity":["critical hits","mental","piercing","precision","slashing","unconscious","visual"],"source":["Impossible Lands"],"type":"Creature","creature_family":"Ooze","will_save":24,"charisma":-5,"speed":{"climb":20,"max":20,"land":20},"perception":22,"wisdom":2,"weakness":{"fire":20},"creature_ability":["Motion Sense","Combust","Split","Gunpowder Residue"],"skill":["Athletics"],"trait":["Mindless","Ooze","N","Large"],"id":"creature-2412","text":" Ooze, Gunpowder Gunpowder oozes are explosive gunpowder given life. By necessity, crafters of explosives and firearms are a careful lot, but even the best safety habits can be thwarted by greed, distraction, or carelessness. The release of toxic byproducts from gunsmithing would be an environmental problem anywhere, but when volatile runoff seeps into the Mana Wastes, it can interact with wild magic, causing a living, explosive nightmare. A gunpowder ooze is a pockmarked, charcoal gray mass that slithers across the blighted verge between Alkenstar and the Mana Wastes with the sound of sizzles and sudden pops. It pursues and consumes any sort of organic matter, firing bullet-like projectiles to bring down prey. The ooze instinctively avoids fire, so travelers forced to camp in known gunpowder ooze territory often light bonfires despite the danger of advertising their presence to the Mana Wastes' other residents. Suggestions that local populations of oozes be weaponized, periodically put forward by unwise Alkenstari and Mana Waste tacticians, are uniformly shot down by cooler heads; those who attempt to proceed anyway usually meet explosive ends. Recall Knowledge - Ooze (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Gunpowder Ooze Source Impossible Lands pg. 334 Perception +22; motion sense 120 feet, no vision Languages Skills Athletics +28 Str +8 Dex +3 Con +6 Int -5 Wis +2 Cha -5 Motion Sense A gunpowder ooze can sense nearby creatures through vibration and air or water movement. --- AC 29 Fort +28 Ref +21 Will +24 HP 400 Immunities critical hits, mental, piercing, precision, slashing, unconscious, visual Weaknesses fire 20 Combust Due to the volatile nature of its composition, the gunpowder ooze reacts explosively when exposed to open flame. Any time the gunpowder ooze takes fire damage from a source other than a gunpowder ooze's combust or gunpowder residue, it explodes, dealing 15d6 fire damage to creatures in a 15- foot emanation including itself (DC 34 basic Reflex save). When the gunpowder ooze combusts, it automatically splits as long as it has 10 or more HP. Split When a gunpowder ooze that has 10 or more HP is hit by an attack that would deal slashing or piercing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push). --- Speed 20 feet, climb 20 feet Melee Single Action pseudopod +29 (reach 10 feet), Damage 3d12+14 bludgeoning plus gunpowder residue Ranged Single Action blast +26 (Propulsive, range increment 60 feet), Damage 3d8+10 bludgeoning plus 3d6 fire and gunpowder residue Gunpowder Residue (Fire) A creature hit by the gunpowder ooze's pseudopod or blast is coated in explosive material unless it succeeds at a DC 34 Reflex save. If a creature makes an attack with a firearm, takes fire damage, or uses an action, activity, or item with the fire trait while coated with the residue, the residue explodes, dealing 7d6 damage to the creature and all adjacent creatures (DC 34 basic Reflex save). The residue remains active for 24 hours, until it's ignited, or until it's scrubbed off (an activity that takes at least 10 minutes and requires soap and water). A creature can only be coated with one layer of gunpowder residue at a time. Volatile Ingredient Sandrolus Steg, one of Alkenstar's most infamous crafters of alchemical ammunition, once tried to cultivate a pod of gunpowder oozes as an unlimited source of incendiary material. Luckily, his research notes were lost in the explosion that destroyed his lab. ","skill_mod":{"athletics":28},"summary":"Gunpowder oozes are explosive gunpowder given life. By necessity, crafters of explosives and firearms are a careful lot, but even the best safety …","image":["/Images/Monsters/Ooze_GunpowderOoze.png"],"primary_source":"Impossible Lands","trait_group":["Monster","Creature Type"],"ac":29,"level":14,"source_category":["Lost Omens"],"sense":"motion sense 120 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2412","intelligence":-5,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":28,"size":["Large"],"name":"Gunpowder Ooze","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[33,34],"slug":"creature-2412"},{"attack_bonus":[36,39],"constitution":7,"primary_source_category":"Lost Omens","strength":10,"hp":325,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","fire","healing","magic (below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Impossible Lands"],"type":"Creature","creature_family":"Golem","will_save":32,"charisma":-5,"speed":{"max":50,"land":50},"perception":36,"wisdom":8,"weakness":{},"creature_ability":["Defender's Link","Golem Antimagic","Paired Reconstruction","Vulnerable to Banishment","Lambent Beam","Twin Defenders"],"skill":["Athletics"],"trait":["Construct","Golem","Mindless","Rare","N","Gargantuan"],"id":"creature-2413","text":" Quantium Golem The long war between Nex and Geb spawned many animate weapons, but while a citizen of Quantium might run screaming from any product of the fleshforges, they barely bat an eyelash at the ground-shaking stomp of the two titanic, deadly constructs that stride outside their city walls. Crafted by the wizard-king Nex ages ago after a devastating attack by Geb's undead forces, including the harrowing benthic reaver, the Quantium golems are meant to protect the capital in case of Nex's absence. These twin golems ceaselessly keep vigil over the city, ready to cut down any invaders that menace Quantium. Twenty feet tall and crafted from a supernaturally smooth material, the two guardians are a matched set, one of crimson and one of emerald. Wielding swords the size of giants, the guardians relentlessly destroy anything that threatens the city, particularly any undead that might invade the country from Geb. With the mythic Crux of Nex as a power supply, the golems are inexhaustible and nearly indestructible. Recall Knowledge - Construct (Arcana, Crafting): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Quantium Golem Source Impossible Lands pg. 335 Perception +36; darkvision, defender's link, lifesense 120 feet Languages Skills Athletics +38 Str +10 Dex +8 Con +7 Int -5 Wis +8 Cha -5 Defender's Link Each Quantium golem automatically knows the Hit Points, conditions, afflictions, and location of the other. Items +3 greater striking bastard sword --- AC 47 Fort +35 Ref +32 Will +32 HP 325 Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic (below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 20 (except adamantine) Golem Antimagic harmed by sonic (9d10, 3d10 from area or persistent damage); healed by fire (area 3d10 HP); slowed by cold Paired Reconstruction When reduced to 0 HP, the Quantium golem is destroyed; however, it magically reforms 24 hours later at full HP and free of all conditions and afflictions unless its twin golem is also destroyed. Vulnerable to Banishment Casting a banishment spell on a Quantium golem disrupts its connection to the Crux of Nex. If targeted by such a spell, the golem is enfeebled 1 and slowed 1 for 1d4 rounds. --- Speed 50 feet Melee Single Action bastard sword +39 (Magical, two-handed d12), Damage 3d8+18 slashing Ranged Single Action eye beam +36 (Magical, range 120 feet), Damage 4d8 fire plus 4d8 energy (see Twin Defenders) Lambent Beam Two Actions (Arcane, Evocation) The Quantium golem's eyes take on a brilliant glow and it unleashes an arc of destruction dealing 10d6 fire damage and 10d6 energy damage (see Twin Defenders) to creatures in a 120-foot line (DC 42 basic Reflex save). The Quantium golem can't use Lambent Beam for 1d4 rounds. Twin Defenders The Quantium golems were created by Nex as a matched set: one of crimson and one of emerald, each a unique entity. The crimson golem is imbued with blazing fire and crackling lightning; its eye beam and Lambent Beam abilities deal fire and electricity damage. The emerald golem is charged with caustic power and flame; its eye beam and Lambent Beam abilities deal acid and fire damage. Eternal Patrol The pair of golems remain within 1 mile of Quantium, walking a constant circuit counterclockwise around the city. The golems position themselves to remain at opposite ends of the city, and they only pause in their rounds if attacked or obstructed. The golems take the most direct approach to eliminating hindrances. ","skill_mod":{"athletics":38},"summary":"The long war between Nex and Geb spawned many animate weapons, but while a citizen of Quantium might run screaming from any product of the …","image":["/Images/Monsters/Golem_QuantiumGolem.png"],"primary_source":"Impossible Lands","trait_group":["Creature Type","Monster","Rarity"],"ac":47,"item":["+3 greater striking bastard sword"],"level":20,"source_category":["Lost Omens"],"sense":" darkvision , defender's link, lifesense 120 feet","weakest_save":["ref","reflex","will"],"resistance":{"bludgeoning":20,"piercing":20,"slashing":20,"physical":20},"url":"/Monsters.aspx?ID=2413","intelligence":-5,"reflex_save":32,"strongest_save":["fort","fortitude"],"dexterity":8,"vision":"Darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Quantium Golem","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[31,36],"slug":"creature-2413"},{"attack_bonus":[11,11],"constitution":0,"primary_source_category":"Lost Omens","strength":1,"hp":30,"language":["Common","Ratajin","Vudrani"],"source":["Impossible Lands"],"type":"Creature","creature_family":"Ratajin","will_save":7,"charisma":2,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Outsmart"],"skill":["Acrobatics","Arcana","Crafting","Deception","Diplomacy","Occultism","Society","Stealth"],"stealth":"7","trait":["Humanoid","Rare","Ratajin","CG","Medium"],"id":"creature-2414","text":" Ratajin Most commonly found in Vudra and Jalmeray, ratajin aren't so much twisted by curses as they are molded by the lingering effects of curses inflicted on generations millennia past. The difference lies in understanding the original ratajin characteristics. No curse gave ratajin four eyes on a slender face, nor triple-jointed, hypermobile legs and multiple arms. Nor did curses provide ratajin with skin tones of all hues within the color spectrum. Instead, these residual curses have given each ratajin distinctive geometric markings all across their body. Every ratajin also experiences a cursed twist on their senses, altering how they view and interact with the world around them. Some ratajin visualize the world in shifted, indescribable color spectra. For others, sounds physically manifest as feelings on their skin. Haunting melodies of past actions might whisper in the wind behind one ratajin, while another can be awake only during hours devoid of sunlight. While particular curse manifestations are passed along family lines, each ratajin's worldview can offer a unique perspective. Ratajin tend to be receptive to new ideas, making them well-suited to tackle complex situations. They often prefer to focus on difficult problems, working without rest until they reach a solution. What satisfies the definition of a worthy pursuit varies with individual ratajin, from tinkering with new applications of technology to uncovering secrets of centuries-old magical tomes. Their intellectual approach to problems can make ratajin especially useful in situations requiring delicate words, and their quick thinking serves them well as adventurers when the time comes for action. These same characteristics also make them capable merchants and scholars. Earning a ratajin's trust can prove difficult. Their large-scale communities often collaborate to devise clever solutions that ensure equitable treatment among people, but each community varies greatly due to the different needs of the inhabitants. Outsiders who require too much help too quickly might cause a ratajin to withdraw, believing their guest incapable of adjusting to life's many hurdles. Poorly chosen words of pity or meaningless sympathy toward the nature of a ratajin's unique sensory experience can also cause lingering resentment. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Ratajin Mastermind Source Impossible Lands pg. 336 Perception +7; low-light vision Languages Common, Ratajin, Vudrani Skills Acrobatics +7, Arcana +7, Crafting +7, Deception +8, Diplomacy +6, Occultism +7, Society +9, Stealth +7 Str +1 Dex +3 Con +0 Int +3 Wis +1 Cha +2 Items Leather Armor, Rapier --- AC 18 Fort +6 Ref +11 Will +7 HP 30 Outsmart Reaction Trigger A creature attacks while the ratajin mastermind is flat-footed; Effect Due to planning, the ratajin mastermind can react quickly to poor situations. The ratajin mastermind isn't treated as flat-footed to the attack, and the triggering creature is flat-footed to the next attack made before the end of the ratajin mastermind's next turn. --- Speed 25 feet Melee Single Action rapier +11 (deadly d8, Disarm, Finesse), Damage 1d6+4 piercing Ranged Single Action shortbow +11 (deadly d10, range increment 60 feet, reload 0), Damage 1d6+3 piercing A Peculiar Exception Jalmeray's stigma toward curses and the cursed leads some outsiders to wonder why ratajins, who are supposedly marked by the aftereffects of such dire magic, are held in esteem. Most natives of Niswan find the question nonsensical, insisting ratajins aren't cursed, though the Curse Shepherds of the nation are known to be less discerning on the distinction when it comes to other peoples. ","skill_mod":{"society":9,"diplomacy":6,"deception":8,"crafting":7,"stealth":7,"arcana":7,"occultism":7,"acrobatics":7},"summary":"Most commonly found in Vudra and Jalmeray, ratajin aren't so much twisted by curses as they are molded by the lingering effects of curses inflicted …","image":["/Images/Monsters/Ratajin_RatajinMastermind.png"],"primary_source":"Impossible Lands","trait_group":["Creature Type","Rarity","Monster"],"ac":18,"item":["Leather Armor","Rapier"],"level":2,"source_category":["Lost Omens"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2414","intelligence":3,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Ratajin Mastermind","alignment":"CG","category":"creature","rarity":"rare","strike_damage_average":[6,7],"slug":"creature-2414"},{"attack_bonus":[18],"constitution":1,"primary_source_category":"Lost Omens","strength":6,"hp":100,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Impossible Lands"],"type":"Creature","will_save":17,"charisma":2,"speed":{"max":25,"land":25},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Magic Sense","Unstable Feedback","Grasp Power"],"skill":["Acrobatics","Arcana","Athletics","Occultism"],"trait":["Uncommon","Undead","CE","Medium"],"id":"creature-2415","text":" Spellscar Fext Spellscar fexts are spellcasters who were destroyed by wild magic or wellspring surges they tried—and failed—to control. The magical feedback that snuffed out their life warped and animated their flesh, twisting them into shambling undead. Spellscar fexts stand 6 feet tall with disproportionately long arms that end in clusters of waving magical tendrils. Almost all who became spellscar fexts entered the Mana Wastes to harness the power of the area's wild magic. Once transformed, the desire for magical power becomes a spellscar fext's singular motivation. The creatures focus their attacks on magic users they encounter, attempting to kill them and strip their magic. Unfortunately for a spellscar fext, their transformation makes their entire being inimical to magic. They're unable to cast even the simplest of spells. They grasp destructively at magic they can never hold. Difficult for the unprepared to destroy permanently, spellscar fexts harry trade routes known for shipping magical goods and repeatedly attack arcane workshops on the borders of the Mana Wastes. They're particularly dangerous to spellcasters traveling alone, as battling the creatures might trigger a wellspring surge that could destroy the lone magic user. As the fext's vulnerability to glass weapons has become more well known, enterprising gunsmiths in Alkenstar have begun crafting glass ammunition, an uncommon item that costs the same as cold iron ammunition. Recall Knowledge - Undead (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Spellscar Fext Source Impossible Lands pg. 337 Perception +15; darkvision, magic sense (imprecise) 30 feet Languages Common, Necril Skills Acrobatics +13, Arcana +17, Athletics +17, Occultism +17 Str +6 Dex +2 Con +1 Int +4 Wis +4 Cha +2 Magic Sense (arcane) The spellscar fext detects the source and school of each source of magic within 30 feet as an imprecise sense. --- AC 25 Fort +12 Ref +15 Will +17 +1 status versus magic HP 100 (negative healing) , regeneration 10 (deactivated by glass) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses glass 10 Unstable Feedback Reaction Trigger A creature Casts a Spell on the spellscar fext, and the spellscar fext either succeeds at its saving throw versus the spell or the caster fails the spell attack roll against the spellscar fext; Effect The caster of the triggering spell undergoes a wellspring surge. Even if several spellscar fexts use this reaction after succeeding at a save against the same spell, the spellcaster undergoes only one wellspring surge. --- Speed 25 feet Melee Single Action fist +18 (Agile), Damage 2d8+8 bludgeoning Grasp Power Single Action (Abjuration, Arcane) Requirements The spellscar fext's last action was a successful fist Strike; Effect The spellscar fext attempts a counteract check against a single spell affecting the creature (counteract level 4, counteract modifier +17). If the check is successful, the creature also takes 6d6 mental damage (DC 25 basic Will save). Simplified Feedback If you prefer to simplify the ability, creatures affected by the spellscar fext's Unstable Feedback ability are subject to an explosion of energy that deals 2d6 damage per spell level of the triggering spell in a 10-foot burst (basic Reflex save at the caster's spell DC). Since this ability is always bad for the caster, and some wellspring surges aren't as detrimental, it represents a power boost for the spellscar fext, so be careful about using it in especially challenging encounters with spellscar fexts. ","skill_mod":{"arcana":17,"athletics":17,"occultism":17,"acrobatics":13},"summary":"Spellscar fexts are spellcasters who were destroyed by wild magic or wellspring surges they tried—and failed—to control. The magical feedback that …","image":["/Images/Monsters/SpellscarFext.png"],"primary_source":"Impossible Lands","trait_group":["Rarity","Creature Type"],"ac":25,"level":7,"source_category":["Lost Omens"],"sense":" darkvision , magic sense (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2415","intelligence":4,"reflex_save":15,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Spellscar Fext","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[17],"slug":"creature-2415"},{"attack_bonus":[12,12],"constitution":4,"primary_source_category":"Lost Omens","strength":4,"hp":40,"source":["Impossible Lands"],"type":"Creature","will_save":8,"charisma":1,"speed":{"max":20,"land":20},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Defensive Curl","Serrated Plates"],"skill":["Athletics","Survival"],"trait":["Animal","N","Medium"],"id":"creature-2416","text":" Ugvashi These razor-plated pangolins—about the size of small ponies—are the traditional pack animals of halflings from Casmaron, though the ugvashi's serrated plates and tendency to curl up make them ill-suited as mounts. Ugvashi first arrived in the Impossible Lands onboard the Thousand and One ships of Maharajah Khiben-Sald, alongside peafowl, giant squirrels, and other fauna from Vudra. In the modern day, ugvashi are such a recognized sight that many people forget they aren't a native species. Though some feral populations exist, mainly on the island of Jalmeray, the hostile environs of Nex and the Mana Wastes mean ugvashi mainly appear in domestic settings, usually as working beasts among the Nearic halflings of western Nex. Though ugvashi are mostly harmless, they're somewhat more dangerous than their smaller cousins, causing a stir when reckless citizens attempt to pet the creatures. Ugvashi scales are razor sharp, and their large and blunted digging claws can be deadly due to their size. People who attempt to steal the animals or ride them without training often receive moderate cuts for their trouble. However, ugvashi are generally curious and very friendly, and more than one visitor or wilderness explorer has found a baby ugvashi toddling after them and pawing at their boots. Nearic halflings also paint their ugvashi with distinctive warding patterns and sigils, some of which are actually effective and provide a surprise for opportunistic thieves or predators. Though due consideration is spent on protecting an ugvashi's cargo, the animals themselves have proven to be tempting targets as well, especially for their meat. With blighted landscapes making animal husbandry impractical and magical pollution leaving local seafood with a distinct aftertaste, a number of Nexian and Mana Wastes peoples have developed a taste for ugvashi. Since the animals lack an aggressive temperament, it often falls to their caretakers to discourage such predations through whatever means necessary. Ugvashi shed their scales each winter, allowing for the plates to be collected safely and turned into quality armor and other pieces of craftwork. Nearic halflings rarely trade or sell these items, however, out of fear that they might lead to more people trying to steal their ugvashi. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Ugvashi Source Impossible Lands pg. 339 Perception +8 Languages Skills Athletics +11, Survival +8 Str +4 Dex +1 Con +4 Int -3 Wis +1 Cha +1 --- AC 19 Fort +13 Ref +6 Will +8 HP 40 --- Speed 20 feet Melee Single Action body +12, Damage 1d12+4 bludgeoning plus serrated plates Melee Single Action claw +12 (Agile), Damage 1d10+4 slashing Defensive Curl Single Action The ugvashi coils into a ball to defend itself. It gains a +2 circumstance bonus to AC. Any creatures who make unarmed attacks against the ugvashi while it's in its Defensive Curl are exposed to its serrated plates, as if they'd taken damage from the ugvashi's body. The ugvashi can't move while in its Defensive Curl, but it can unfurl as an action. Serrated Plates Creatures who take damage from an ugvashi's body must attempt a DC 17 Reflex save or take 1d4 persistent bleed damage (2d4 on a critical failure). Pest Control Ugvashi have a strong fondness for termites as well as the ability to seek them out to feast on them. Their tongues can extend up to 5 feet in length and flatten to almost nothing, allowing them to harvest insects embedded in the deepest parts of a wooden building's infrastructure. After Nearic merchants offload their supplies, they often rent out their docile ugvashi to architects and builders to assist with vermin infestations. This practice has led to a solid relationship between the rare traveling halflings and the artisans of nearby villages. A halfling caravan coming through the gate is an encouraging sight for everyone. ","skill_mod":{"survival":8,"athletics":11},"summary":"These razor-plated pangolins—about the size of small ponies—are the traditional pack animals of halflings from Casmaron, though the ugvashi's …","image":["/Images/Monsters/Ugvashi.png"],"primary_source":"Impossible Lands","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Lost Omens"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2416","intelligence":-3,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":13,"size":["Medium"],"name":"Ugvashi","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[9,10],"slug":"creature-2416"},{"primary_source_category":"Adventure Paths","strength":5,"hp":285,"language":["Aklo","Common","Necril","Shae","Undercommon"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Creature","charisma":9,"perception":34,"stealth":"30","trait":["Shadow","Unique","N","Medium"],"id":"creature-2417","text":" Ghiasi The Unraveler, Smuggler Turned Diva Ghiasi loves secrets. She loves gathering them like treasures, even if she doesn't plan to use them. She enjoys plots within plots and stories of master manipulators overcoming dangerous odds with words and influence instead of muscle. She sees herself as central to social life in Yled and loves the way undead defer to her within the world she has built in her Twined Stories playhouse. She has gathered a small army of informants, spies, rumormongers, and worshippers who serve as her eyes and ears in the city, although she mostly uses these individuals to sow rumors and mysteries around her own identity and motives—not because she has something to hide, but because she wants to be perceived as having something worth hiding. Even her sobriquet, “the Unraveler,” is a title she gave herself. It has no actual meaning to her, but she likes the mystery it evokes. In a city preoccupied with war and the inevitable danger it poses, Ghiasi treats the fear and worry as an amusing backdrop for the stories she wants to tell. If she can enrich herself in this fertile storytelling ground, so much the better, for she knows even the undead need to escape the thoughts of war once in a while. She doesn't truly care about the war effort against Nex; she only cares that it seems to make the residents more desperate for distraction. Expensive distraction is something she is happy to provide. Ghiasi doesn't have particularly close ties with other shae, with one exception: her younger brother, Ghiono. Together, they spent the early parts of their lives exploring the region of the Shadow Plane that's a dark mirror of Geb, finding spots where the boundaries between planes were thin and could easily be pierced. She was always a bit quicker, smarter, and more charming than Ghiono, and her younger sibling looked up to her. With his help, the two shae built a trade network that moved products across Golarion via the Shadow Plane. She not only learned how to fight off threats but also how to build alliances, collect favors, and forge relationships that made the siblings incredibly wealthy. Even then, Ghiasi was never truly happy. The feeling she had of being needed by those who used their services was pleasant and carried a bit of the social influence she craved, but it wasn't quite enough. In boredom, Ghiasi began to attend performances at Twined Stories in Yled and immediately fell in love with the place. She saw the potential the building had. Its long history was impressive, but its performances had become insipid and uninspired. She was certain she could do a better job. Within a few months, she had sold her share of the trading business to her brother and used a piece of that wealth to purchase and refurbish the playhouse. Owning Twined Stories has proved to be all Ghiasi hoped for and more. She's able to tell the nuanced stories she wants to tell, weaving ethereal and material actors together on stage. She can take whatever role she wants and feels magnanimous when she isn't the lead. She even attached a shadowy realm of her own creation, the House of Inspiring Shadows, to the backstage area so she can come and go with the mystique she believes her new role requires. Ghiasi's efforts have been a resounding success, and she's almost singlehandedly revitalized Yled's social scene. Performances at Twined Stories are now important social events where the city's aristocracy— and particularly those dignitaries who aren't closely connected with the military—go to be seen. Campaign Role Ghiasi's relationship with the characters can be quite complex. At first, she views the new Blood Lords' meddling as a serious problem and danger to her affairs and her brother's safety. However, she knows how much havoc a group of adventurers can cause, so she decides they might be able to accomplish what she can't: her brother's rescue and Kemnebi's destruction. After she first meets the characters, her actions are designed to test them. Once she sees how dogged the characters are in their mission, she turns toward manipulating them in a way that minimizes the danger to her and sets them on a course to aid her. What better way to get what she wants, she figures, than to help these new Blood Lords accomplish goals that line up so perfectly with her own? Ghiasi has a flair for the dramatic. As someone who has spent the last few years crafting stories and using those stories to build her reputation and influence others, she treats many of her interactions as if they were scenes in a play where she is the star. Yled is the stage she has chosen, and the characters' entrance marks what she sees as a new act in the story of her life. While Ghiasi doesn't usually take physical threats seriously, she is wise enough to know that a quick escape is often the best course of action. In combat, she tries to keep her distance while casting spells to subdue enemies. Barring that, she prefers to hit and run in battle. Ghiasi The Unraveler Source Pathfinder #185: A Taste of Ashes pg. 91 Perception +34; darkvision Languages Aklo, Common, Necril, Shae, Undercommon Skills Acrobatics +30, Deception +34, Diplomacy +32, Occultism +30, Performance +32, Shadow Plane Lore +30, Society +32, Stealth +30 Str +5 Dex +9 Con +2 Int +7 Wis +6 Cha +9 Shadow Shift Being made partially of shadow, shae are concealed in dim light or darkness even to creatures that can see clearly in those light levels. Items Dagger (5), shadow's heart --- AC 40 Fort +25 Ref +34 Will +29 +1 status to all saves vs. divination HP 285 Immunities precision Resistances cold 15, negative 15 Multiple Reactions Ghiasi gains an additional reaction each turn that she can only use to Slip. Counterattack Reaction Trigger Ghiasi is targeted by an attack from an adjacent creature that misses due to her being concealed; Requirements Ghiasi is aware of the attack; Effect Ghiasi makes a Strike against the attacker. Slip Reaction Trigger A creature moves adjacent to Ghiasi; Effect Ghiasi teleports to a clear space adjacent to another creature she can see within 30 feet. --- Speed 25 feet, fly 35 feet; swift steps, tenebral form Melee Single Action shadow's heart +33 (Agile, Finesse, Magical, Trip), Damage 3d6+15 slashing and 2d6 cold Ranged Single Action dagger +30 (Agile, thrown 10 feet, versatile S), Damage 1d4+15 piercing and 2d6 cold Occult Innate Spells DC 38, attack +30 - Cantrips (9th) Chill Touch, Daze, Detect Magic - 4th Gaseous Form (at will), Glibness - 5th Prying Eye - 7th Plane Shift (self only; to Shadow Plane or Material Plane only), Shadow Blast (×3) - 8th Uncontrollable Dance, Unrelenting Observation - 9th Overwhelming Presence, Weird Rituals DC 38 - 6th Planar Binding - 8th Split Shadow Shadow Gate Single Action (Conjuration, Occult, Shadow) Ghiasi opens or closes a gate between Twined Stories and the House of Inspiring Shadows, although the gate must be opened in the same place each time. It remains open until she uses this ability again, but she can't close the gate until at least 10 minutes after she opens it. Swift Steps Ghiasi's movement doesn't trigger reactions. Tenebral Form Ghiasi can Fly at full Speed in gaseous form . ","skill_mod":{"society":32,"diplomacy":32,"performance":32,"deception":34,"stealth":30,"occultism":30,"acrobatics":30},"image":["/Images/Monsters/Ghiasi.png"],"primary_source":"Pathfinder #185: A Taste of Ashes","spell":["Overwhelming Presence","Weird","Uncontrollable Dance","Unrelenting Observation","Plane Shift","Shadow Blast","Prying Eye","Gaseous Form","Glibness","Chill Touch","Daze","Detect Magic"],"ac":40,"item":["Dagger (5)","shadow's heart"],"level":17,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":15,"cold":15},"intelligence":7,"reflex_save":34,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":25,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Ghiasi The Unraveler","alignment":"N","rarity":"unique","strike_damage_average":[24,32],"attack_bonus":[30,33],"constitution":2,"immunity":["precision"],"spell_attack_bonus":[30],"will_save":29,"speed":{"fly":35,"max":35,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Shadow Shift","Multiple Reactions","Counterattack","Slip","Shadow Gate","Swift Steps","Tenebral Form"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Deception","Diplomacy","Occultism","Performance","Shadow Plane Lore","Society","Stealth"],"tradition":["Occult"],"summary":"Ghiasi loves secrets. She loves gathering them like treasures, even if she doesn't plan to use them. She enjoys plots within plots and stories of …","trait_group":["Planar","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2417","dexterity":9,"category":"creature","slug":"creature-2417"},{"attack_bonus":[32,35,35,36],"constitution":6,"primary_source_category":"Adventure Paths","strength":9,"hp":335,"language":["Common","Necril"],"immunity":["cold","death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #185: A Taste of Ashes"],"type":"Creature","will_save":29,"charisma":7,"speed":{"max":25,"land":25},"perception":31,"wisdom":5,"weakness":{},"creature_ability":["Rejuvenation","Sacrilegious Aura","Attack of Opportunity","Devastating Blast","Graveknight's Curse","Pike Master","Pokmit's Discernment","Ruinous Weapons","Weapon Master"],"primary_source_group":"Blood Lords","skill":["Athletics","Intimidation","Religion","Society","Warfare Lore"],"trait":["Undead","Unique","N","Medium"],"id":"creature-2418","text":" Pokmit Bloody-Pike, Unyielding Graveknight Of Yled The graveknight now known as Pokmit Bloody-Pike was born in 4102 AR to a now-extinct minor line of Chelaxian nobility. While they didn't have much wealth, the family did have enough to outfit their young son as a soldier, and enough influence to land him a minor command posting. Pokmit's skill and force of personality made him an excellent leader, and he was a captain by the time the reckless prince Haliad I launched his ill-fated attack upon the city of Absalom. During the battle, he was knocked unconscious and left for dead by the retreating Chelaxians. Angered by this abandonment, he resigned his commission as soon as he recovered and vowed to never aid Cheliax again. Pokmit instead began a long career as a mercenary captain, mostly operating within the Mwangi Expanse. Pokmit built a reputation as capable, competent, and absolutely committed to keeping his word. This final trait made him especially desirable among employers accustomed to mercenaries who didn't always follow through on their obligations. By 4155 AR, Pokmit and his small company—the Bloody Pikes, so named in honor of their leader's favorite weapon— had effectively become a unit of Geb's military and served with distinction in border skirmishes in the west. On one of these raids, Pokmit's company was ambushed and nearly wiped out. In response, the Gebbite military sent a contingent of undead troops who swarmed through the area and avenged the loss of the Bloody Pikes. Pokmit was moved by this commitment. He recovered again and joined Geb's military, rising quickly through the ranks. Pokmit never had anything like a moral code except in matters of law: a contract with an employer was sacred, and he considered those who broke their word to be the lowest, most despicable beings. Whatever sense of right and wrong Pokmit once held soon eroded away as he followed the orders he was given, no matter how cruel. He personally oversaw the mass execution of refugees from the Spellscar Desert, earning him a permanent posting in Yled. During his service in the city, Pokmit finally earned his transformation to a graveknight under the supervision of Blood Lord Haeqajet himself. The Overgovernor was impressed by Pokmit's commitment to the Yled's protection and the viciousness in his execution of those duties, especially when Pokmit led a dangerous raid against a cult of Pharasmin radicals who threatened the city. The Pharasmins repeatedly attacked some of the lesser mindless undead with positive energy, often destroying dozens of the creatures at once before slinking away into the city streets. Pokmit, as one of the quick, was perfectly suited to bypass the cultists' undead-focused wards. He soon brought back the corpses of the priests, who were animated as zombies and paraded through Yled as a warning. Haeqajet rewarded Pokmit with a quick death and reanimation as a graveknight, presenting Pokmit with the ceremonial dagger used to end his life and begin his unlife. Under Pokmit's watchful eye, Yled has defeated many threats to its existence and continues to serve as a bulwark against creatures of the Spellscar Desert and would-be heroes who have attempted to disrupt the city's militaristic order. In his nearly 600 years of undeath, Pokmit has become a cornerstone of the Warmaster Council, respected and feared throughout Yled. He is also Haeqajet's close confidant. Although Pokmit knows the Overgovernor's mind is not what it once was—or perhaps because he knows that fact—he has remained a staunch supporter of Haeqajet on the Warmaster Council. In Pokmit's mind, no one is more committed to duty than the Overgovernor. Pokmit sees his own service merely as a shadow of his sponsor's. Campaign Role Pokmit is the embodiment of the looming threat of the Warmaster Council descending upon the Pallid Pinnacle in Chapter 1 of this adventure. The characters ultimately face Pokmit there, but might weaken him if they've set the temple's defenses before he arrives. If Pokmit is defeated but not fully destroyed, as is likely because of his rejuvenation ability, he can easily make an appearance later in the adventure and cause all manner of trouble for the characters. Conversely, if the characters convince Pokmit that the work they're doing is for the benefit of Geb and its military, Pokmit might become an ally, convincing other members of the Warmaster Council to stay out of their way while they work to expose illegal operations in Yled. Recall Knowledge - Undead (Religion): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Pokmit Bloody-Pike Source Pathfinder #185: A Taste of Ashes pg. 92 Perception +31; darkvision Languages Common, Necril Skills Athletics +35, Intimidation +33, Religion +31, Society +31, Warfare Lore +33 Str +9 Dex +6 Con +6 Int +5 Wis +5 Cha +7 Items Composite Longbow (20 arrows), +2 greater resilient full plate , +3 greater striking wounding longspear , warhammer --- AC 42 Fort +32 Ref +30 Will +29 HP 335 (negative healing, rejuvenation) Immunities cold, death effects, disease, paralyzed, poison, unconscious Resistances positive 18 Rejuvenation (divine, necromancy) When a graveknight is destroyed, its armor rebuilds its body over the course of 1d10 days—or more quickly if the armor is worn by a living host. If the body is destroyed before then, the process restarts. A graveknight can only be permanently destroyed by obliterating its armor (such as with disintegrate ), transporting it to the Positive Energy Plane, or throwing it into the heart of a volcano. Sacrilegious Aura (abjuration, aura, divine, evil) 30 feet. When a creature in the aura uses a positive spell or ability, Pokmit automatically attempts to counteract it, with a +29 counteract modifier. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action longspear +36 (Cold, Magical, reach 10 feet), Damage 3d8+19 piercing plus 1d6 cold and 1d6 persistent bleed Melee Single Action warhammer +35 (Cold, Magical, Shove), Damage 3d8+19 bludgeoning plus 1d6 cold Melee Single Action fist +35 (Agile, Cold, Magical), Damage 2d6+19 bludgeoning plus 1d6 cold Ranged Single Action composite longbow +32 (Cold, deadly d10, Magical, range increment 100 feet, reload 0, volley 30 feet), Damage 3d8+17 piercing plus 1d6 cold Devastating Blast Two Actions (Arcane, Cold, Evocation) Pokmit unleashes a 30-foot cone of cold. Creatures in the area take 10d12 cold damage (DC 40 basic Reflex save). The graveknight can use this ability once every 1d4 rounds. Graveknight's Curse This curse affects anyone who wears a graveknight's armor for at least 1 hour. Saving Throw DC 44 Will save; Onset 1 hour; Stage 1 doomed 1 and can't remove the armor (1 day); Stage 2 doomed 2, hampered 10, and can't remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight Pike Master Three Actions Pokmit's longspear reach increases by 5 feet until the start of his next turn, and he makes a single longspear Strike against any number of creatures. These attacks count toward Pokmit's multiple attack penalty, but the penalty doesn't increase until after all the attacks. Pokmit's Discernment Free Action Frequency once per round; Effect Pokmit sizes up the defenses of a creature within 30 feet; he must know the creature is near, but need not be able to see it. Until the start of Pokmit's next turn, Pokmit's attacks against the target ignore any flat check required due to the target being concealed or hidden. Ruinous Weapons Any weapon or unarmed attack Pokmit uses gains the effects of the +1 greater striking and greater frost weapons runes. (These bonuses are included in his statistics above.) Weapon Master Pokmit has access to the critical specialization effects of any weapons he wields. ","skill_mod":{"society":31,"athletics":35,"intimidation":33,"religion":31},"summary":"The graveknight now known as Pokmit Bloody-Pike was born in 4102 AR to a now-extinct minor line of Chelaxian nobility. While they didn't have much …","image":["/Images/Monsters/PokmitBloodyPike.png"],"primary_source":"Pathfinder #185: A Taste of Ashes","trait_group":["Creature Type","Rarity"],"ac":42,"item":["Composite Longbow (20 arrows)","+2 greater resilient full plate","+3 greater striking wounding longspear","warhammer"],"level":18,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"vitality":18},"url":"/Monsters.aspx?ID=2418","intelligence":5,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":32,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Pokmit Bloody-Pike","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[29,34,36,39],"slug":"creature-2418"},{"primary_source_category":"Adventure Paths","strength":10,"hp":355,"language":["Common","<%UMR%37%%>telepathy<%END> 100 feet; <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","charisma":-3,"perception":29,"trait":["Construct","Rare","N","Medium"],"id":"creature-2419","text":" Intellect Assemblage Intellect assemblages are artificial constructs created from the memories of others. These memories are solidified into jagged shards similar in appearance to shattered glass and fused together in vaguely humanoid-shaped clusters to create the assemblage's body. The resulting construct is incredibly intelligent but completely devoid of emotion, possessing the thoughts and memories of a multitude but no personal connection to any of them. Analytical and meticulous, intellect assemblages view the world and everything in it as parts of a complex equation or system. They place no value on life or morality and consider emotions an illogical weakness. Recall Knowledge - Construct (Arcana, Crafting): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Intellect Assemblage Source Pathfinder #186: Ghost King's Rage pg. 80 Perception +29; thoughtsense 100 feet, no vision Languages Common; telepathy 100 feet; tongues Skills Athletics +37, Bardic Lore +33, Occultism +33 Str +10 Dex +5 Con +6 Int +5 Wis +3 Cha -3 Bardic Lore Intellect assemblages are created from the thoughts and memories of hundreds of individuals, providing them a near limitless collection of data to pull from. Intellect assemblages have access to Bardic Lore, a special Lore skill allowing them to Recall Knowledge on any topic. Thoughtsense (divination, mental, occult) The intellect assemblage senses all non-mindless creatures at the listed range. --- AC 43 Fort +35 Ref +32 Will +29 HP 355 Immunities death effects, disease, doomed, drained, emotion, fatigued, fear, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses meticulous Fascinating Facets (aura, illusion, mental, visual) 20 feet. The thought shards composing the intellect assemblage's body reflect countless memories, thoughts, and dreams. A creature that starts its turn in the aura must succeed at a DC 38 Will save or become fascinated with the intellect assemblage for 1 round. An intellect assemblage can suppress or activate this aura as a single action with the concentrate trait. Meticulous An intellect assemblage is analytical. Whenever they fail a saving throw against a mental spell or effect, the intellect assemblage is slowed 1 for 1d4 rounds as they sift through the new information. --- Speed 40 feet Melee Single Action fist +36 (Magical), Damage 3d8+18 piercing plus 2d8 mental and invasive thoughts Ranged Single Action memory shard +31 (Magical, range increment 60 feet), Damage 2d8+13 piercing plus 2d8 mental and invasive thoughts Occult Innate Spells DC 41, attack +33 - Cantrips (9th) Ghost Sound, Telekinetic Projectile - 2nd Blur - 3rd Illusory Disguise (at will), Oneiric Mire - Constant (7th) Tongues Invasive Thoughts (Enchantment, Mental, Occult) When the intellect assemblage gets a critical hit with a fist or memory shard Strike, the target is also confused for 1d4 rounds, as the memories stored in the assemblage's thought shards overwhelm the target's psyche. The Flawed Very rarely, intellect assemblages are created incidentally, usually in the aftermath of tragic accidents or catastrophes that result in the sudden and instantaneous death of numerous intelligent beings. The resulting intellect assemblages, often called “the Flawed” by their fellows, are capable of being emotional, compassionate, and introspective. ","skill_mod":{"athletics":37,"occultism":33},"image":["/Images/Monsters/IntellectAssemblage.png"],"primary_source":"Pathfinder #186: Ghost King's Rage","spell":["Illusory Disguise","Oneiric Mire","Blur","Ghost Sound","Telekinetic Projectile","Tongues"],"ac":43,"level":19,"spell_dc":[41],"source_category":["Adventure Paths"],"sense":"thoughtsense 100 feet, no vision","resistance":{},"intelligence":5,"reflex_save":32,"strongest_save":["fort","fortitude"],"fortitude_save":35,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Intellect Assemblage","alignment":"N","rarity":"rare","strike_damage_average":[31,40],"attack_bonus":[31,36],"constitution":6,"immunity":["death effects","disease","doomed","drained","emotion","fatigued","fear","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"spell_attack_bonus":[33],"will_save":29,"speed":{"max":40,"land":40},"wisdom":3,"weakness":{},"creature_ability":["Bardic Lore","Thoughtsense","Fascinating Facets","Meticulous","Invasive Thoughts"],"primary_source_group":"Blood Lords","skill":["Athletics","Bardic Lore","Occultism"],"tradition":["Occult"],"summary":"Intellect assemblages are artificial constructs created from the memories of others. These memories are solidified into jagged shards similar in …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2419","dexterity":5,"category":"creature","slug":"creature-2419"},{"primary_source_category":"Adventure Paths","strength":9,"hp":330,"language":["Aquan","Necril","plus any two ancient languages; <%UMR%37%%>telepathy<%END> (30 feet)"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","charisma":1,"perception":30,"stealth":"30","trait":["Amphibious","Mummy","Rare","Undead","LE","Medium"],"id":"creature-2420","text":" Mummy, Drowned Rarely artificially created, drowned mummies are miserable, dripping undead that have adapted to exist in an aquatic environment, usually over centuries, after their tomb or lair becomes flooded. Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Drowned Mummy Source Pathfinder #186: Ghost King's Rage pg. 81 Perception +30; aquatic echolocation 120 feet, darkvision Languages Aquan, Necril; plus any two ancient languages; telepathy (30 feet) Skills Acrobatics +30, Athletics +32, Intimidation +28, Nature +30, Stealth +30 Str +9 Dex +5 Con +6 Int +3 Wis +7 Cha +1 Aquatic Echolocation A drowned mummy can use its hearing as a precise sense at the listed range but only underwater. Items +2 greater striking trident --- AC 38 Fort +29 Ref +28 Will +32 HP 330 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances fire 15 Attack of Opportunity Reaction Water Pressure (aura, primal, transmutation) 30 feet. A creature that begins its turn within the aura feels overburdened by the weight of the water around it and must succeed at a DC 35 Fortitude save or become encumbered for as long as it remains in the area. A creature that succeeds is temporarily immune to water pressure for 24 hours. Water pressure only functions while the drowned mummy is underwater and can only affect creatures that are in contact with the same body of water. --- Speed 25 feet, swim 40 feet Melee Single Action trident +33 (Magical), Damage 3d8+15 piercing plus aquatic advantage Melee Single Action fist +33 (Agile), Damage 2d8+15 bludgeoning plus aquatic advantage and rancid bloat Ranged Single Action trident +31 (Magical, thrown 20 feet), Damage 3d8+15 bludgeoning plus Aquatic Advantage Aquatic Advantage A drowned mummy's Strikes deal an additional 2d6 damage against creatures in the same body of water as the drowned mummy. Aquatic Ambush Single Action Rancid Bloat (Curse, Disease, Divine, Necromancy) This disease and damage from it can't be healed unless this curse is removed. A creature killed by rancid bloat rots away to waterlogged pieces of flesh and can't be resurrected except by an 8th-level resurrect ritual or similar magic. Saving Throw DC 38 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 12d6 negative damage, clumsy 2, and enfeebled 2 (1 day); Stage 3 16d6 negative damage, clumsy 4, and enfeebled 4 (1 day) Whirlpool Two Actions (Evocation, Primal, Water) Requirements The drowned mummy is underwater; Effect The drowned mummy commands the water to churn, creating a powerful whirlpool centered on itself. Each creature within a 30-foot emanation centered on the drowned mummy takes 14d8 bludgeoning damage (DC 38 basic Reflex save) as the powerful current batters them around. A creature that fails this save is pushed 20 feet away from the mummy and also falls prone on a critical failure. The drowned mummy can't use Whirlpool again for 1d4 rounds. Environmental Adaptations Mummies are resolute, refusing to abandon their tombs, burial sites, or lairs regardless of the changes wrought to these locations through the ages. Over the centuries, this stubbornness drives adaptation and innovation, resulting in mummies closely tied to their environments— no matter how weird! ","skill_mod":{"nature":30,"stealth":30,"athletics":32,"intimidation":28,"acrobatics":30},"image":["/Images/Monsters/Mummy_Drowned.png"],"primary_source":"Pathfinder #186: Ghost King's Rage","ac":38,"item":["+2 greater striking trident"],"level":17,"source_category":["Adventure Paths"],"sense":"aquatic echolocation 120 feet, darkvision ","resistance":{"fire":15},"intelligence":3,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":29,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Drowned Mummy","alignment":"LE","rarity":"rare","strike_damage_average":[24,28,28],"attack_bonus":[31,33,33],"constitution":6,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Mummy","will_save":32,"speed":{"max":40,"land":25,"swim":40},"wisdom":7,"weakness":{},"creature_ability":["Aquatic Echolocation","Attack of Opportunity","Water Pressure","Aquatic Advantage","Aquatic Ambush","Rancid Bloat","Whirlpool"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Intimidation","Nature","Stealth"],"summary":"Rarely artificially created, drowned mummies are miserable, dripping undead that have adapted to exist in an aquatic environment, usually over …","trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2420","dexterity":5,"category":"creature","slug":"creature-2420"},{"primary_source_category":"Adventure Paths","strength":4,"hp":130,"language":["Abyssal","Celestial","Infernal","Requian","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","charisma":5,"perception":21,"stealth":"14","trait":["Monitor","Psychopomp","Uncommon","N","Medium"],"id":"creature-2421","text":" Shoki Shokis are shepherds who lead wayward souls to the Boneyard. Recall Knowledge - Monitor (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Shoki Source Pathfinder #186: Ghost King's Rage pg. 82 Perception +21; darkvision, lifesense 60 feet Languages Abyssal, Celestial, Infernal, Requian; tongues Skills Boneyard Lore +19, Deception +20, Diplomacy +20, Intimidation +20, Occultism +16, Religion +19, Society +16, Stealth +14 Str +4 Dex +1 Con +4 Int +3 Wis +6 Cha +5 Items countless religious symbol, Staff --- AC 27 Fort +19 Ref +14 Will +21 +1 status to all saves vs. magic HP 130 Immunities death effects, disease Resistances negative 10, poison 10 --- Speed 25 feet Melee Single Action staff +19 (two-hand d8), Damage 2d4+6 bludgeoning plus spirit touch Divine Innate Spells DC 28, attack +20 - Cantrips (5th) Chill Touch, Detect Magic, Disrupt Undead, Read Aura, Stabilize - 2nd Calm Emotions, Invisibility (at will; self only) - 4th Read Omens, Searing Light (×3) - 5th Heal (×3), Mind Probe - 6th Spirit Blast - 7th Plane Shift (self and locked soul only; to the Boneyard only) - Constant (2nd) Detect Alignment - Constant (5th) Tongues Infuse Staff (Divine, Evocation) A shoki's staff becomes a +1 striking staff and is treated as if it were adamantine while the shoki wields it. A shoki's staff has Hardness 14 and HP 56 (BT 28) while possessed by the shoki or Hardness 5 and HP 20 (BT 10) while out of the shoki's possession. A shoki whose staff is taken or destroyed can infuse a new one with an hour of work. Soul Lock Two Actions (Divine, Incapacitation, Necromancy) Requirements The shoki doesn't have a soul locked within their staff; Effect The shoki attempts to capture the soul of a creature on the brink of death: either an undead creature, a creature with the dying condition, or a creature who died within the last minute. The target must attempt a DC 32 Will save with the following results. Critical Success The creature is unaffected and becomes temporarily immune to Soul Lock. Success The shoki's staff tugs at the creature's soul but doesn't trap it. If the creature is living, it becomes doomed 1 (or increases its doomed condition by 1). If the creature is a corporeal undead, it becomes enfeebled 2. If the creature is an incorporeal undead, it becomes stupefied 2. The creature then becomes temporarily immune to Soul Lock for 24 hours. Failure The shoki captures the creature's soul in its staff. If the creature is living, it dies. If the creature is a corporeal undead, its body becomes an inanimate corpse. While the soul is locked in the staff, the target can't be returned to life or undeath, or rejuvenate through any means, save for powerful magic, such as miracle or wish . If the shoki's staff is destroyed or the shoki wills it, the soul is released. A shoki's staff can only hold one soul at a time. Spirit Touch A shoki's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 2d6 negative damage to living creatures and 2d6 positive damage to undead. Tools Of The Trade Shokis utilize numerous tools to aid them in their work, including religious symbols, magic, soul-trapping staves, and false empathy—though shokis spout impassioned speeches and play upon mortal emotions, they hold no compassion for the dead. ","skill_mod":{"society":16,"diplomacy":20,"deception":20,"stealth":14,"intimidation":20,"occultism":16,"religion":19},"image":["/Images/Monsters/Psychopomp_Shoki.png"],"primary_source":"Pathfinder #186: Ghost King's Rage","spell":["Plane Shift","Spirit Blast","Heal","Mind Probe","Read Omens","Searing Light","Calm Emotions","Invisibility","Chill Touch","Detect Magic","Disrupt Undead","Read Aura","Stabilize","Tongues","Detect Alignment"],"ac":27,"item":["countless religious symbol","Staff"],"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 60 feet","resistance":{"void":10,"poison":10},"intelligence":3,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Shoki","alignment":"N","rarity":"uncommon","strike_damage_average":[11],"attack_bonus":[19],"constitution":4,"immunity":["death effects","disease"],"creature_family":"Psychopomp","spell_attack_bonus":[20],"will_save":21,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Infuse Staff","Soul Lock","Spirit Touch"],"primary_source_group":"Blood Lords","skill":["Boneyard Lore","Deception","Diplomacy","Intimidation","Occultism","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"Shokis are shepherds who lead wayward souls to the Boneyard .","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2421","dexterity":1,"category":"creature","slug":"creature-2421"},{"primary_source_category":"Adventure Paths","strength":8,"hp":290,"language":["Abyssal","Celestial","Infernal","Requian"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","charisma":2,"perception":29,"stealth":"33","trait":["Monitor","Psychopomp","Rare","N","Medium"],"id":"creature-2422","text":" Eseneth Eseneths, commonly known as soul-stitchers, are dispassionate surgeons who repair damaged souls. Recall Knowledge - Monitor (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Eseneth Source Pathfinder #186: Ghost King's Rage pg. 83 Perception +29; darkvision, lifesense 120 feet Languages Abyssal, Celestial, Infernal, Requian Skills Acrobatics +33, Athletics +33, Boneyard Lore +29, Medicine +31, Sewing Lore +35, Stealth +33 Str +8 Dex +8 Con +5 Int +6 Wis +4 Cha +2 --- AC 39 Fort +28 Ref +32 Will +27 HP 290 Immunities death effects, disease Resistances negative 15, poison 15 Sudden Stitch Reaction Trigger A creature within the eseneth's reach successfully Strikes the eseneth; Effect The eseneth attempts to Grapple the triggering creature. --- Speed 25 feet, fly 40 feet Melee Single Action spirit needle +33, Damage 3d10+14 piercing plus spirit touch and Improved Grab Ranged Single Action spirit needle +33 (thrown 30 feet), Damage 3d10+14 piercing plus spirit touch Divine Innate Spells DC 38, attack +30 - 2nd Invisibility (at will; self only) - 4th Dimension Door (at will) - 8th Spirit Blast (×3) - Constant (4th) Freedom of Movement Mend Soul Single Action (Manipulate) Frequency once per round; Effect The eseneth restores 25 HP to itself or an incorporeal creature it has grabbed. Seize Soul Single Action (Attack, Incapacitation) The eseneth tries to yank the soul out of the body of a creature they've grabbed or restrained. The eseneth attempts an Athletics check against the target's Fortitude DC. Critical Success The eseneth grabs the target's soul. The body is released and is paralyzed for 2 rounds. When the body ceases being paralyzed, its soul returns instantly and the target wakes. The soul—grabbed by the eseneth—is incorporeal, is invisible, has a fly Speed equal to the creature's Speed, and otherwise has all the same statistics. It can't attack, cast spells, or attempt any skill checks that require a physical body other than checks to Escape, and it must always maintain line of effect to its body. Success As critical success, but the paralysis ends after 1 round. Failure The target remains grabbed or restrained, but its soul remains in its body. Critical Failure The grab ends. Shred Soul Single Action Frequency once per round; Effect The eseneth deals 3d10+14 force damage to an incorporeal creature they've grabbed. Spirit Grasp An eseneth can Grapple incorporeal creatures despite being corporeal. The eseneth uses their Athletics check to Grapple incorporeal creatures as normal but can't use Athletics for other actions against incorporeal creatures, like Shove or Trip. Spirit Touch A eseneth's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 2d6 negative damage to living creatures and 2d6 positive damage to undead. Soul Needles An eseneth's spirit needles are composed of the psychopomp's essence. The needles form and dissipate at the eseneth's will and exist only as long as the eseneth does. ","skill_mod":{"stealth":33,"medicine":31,"athletics":33,"acrobatics":33},"image":["/Images/Monsters/Psychopomp_Eseneth.png"],"primary_source":"Pathfinder #186: Ghost King's Rage","spell":["Spirit Blast","Dimension Door","Invisibility","Freedom of Movement"],"ac":39,"level":17,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 120 feet","resistance":{"void":15,"poison":15},"intelligence":6,"reflex_save":32,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":28,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Eseneth","alignment":"N","rarity":"rare","strike_damage_average":[30,30],"attack_bonus":[33,33],"constitution":5,"immunity":["death effects","disease"],"creature_family":"Psychopomp","spell_attack_bonus":[30],"will_save":27,"speed":{"fly":40,"max":40,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Sudden Stitch","Mend Soul","Seize Soul","Shred Soul","Spirit Grasp","Spirit Touch"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Boneyard Lore","Medicine","Sewing Lore","Stealth"],"tradition":["Divine"],"summary":"Eseneths, commonly known as soul-stitchers, are dispassionate surgeons who repair damaged souls.","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2422","dexterity":8,"category":"creature","slug":"creature-2422"},{"primary_source_category":"Adventure Paths","strength":5,"hp":255,"language":["Common","Necril","Osiriani","Requian"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","charisma":1,"perception":28,"stealth":"28","trait":["Humanoid","Shabti","Uncommon","N","Medium"],"id":"creature-2423","text":" Shabti Slayer Shabtis raised among the secret Pharasmin sect of the Carters Consortium are trained to destroy undead and the necromancers who create them. Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Shabti Slayer Source Pathfinder #186: Ghost King's Rage pg. 84 Perception +28; darkvision Languages Common, Necril, Osiriani, Requian Skills Acrobatics +28, Athletics +31, Boneyard Lore +24, Religion +25, Stealth +28 Str +5 Dex +4 Con +4 Int +2 Wis +3 Cha +1 Items Crossbow, +2 greater striking light hammer , +2 greater striking longsword , religious symbol of Pharasma, +2 resilient leather armor --- AC 39 Fort +30 Ref +28 Will +25 HP 255 Immunities drained Resistances negative 15 Immortal Shabtis don't age naturally and can't die of old age. Spells and effects that cause aging still affect a shabti as normal. They also can't be turned into undead. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action longsword +32 (Magical, versatile P), Damage 3d8+13 slashing plus final rest Melee Single Action light hammer +32 (Agile, Magical), Damage 3d6+13 bludgeoning plus final rest Ranged Single Action crossbow +31 (range increment 120 feet, reload 1), Damage 1d8+8 piercing plus final rest Ranged Single Action light hammer +32 (Agile, Magical, thrown 20 feet), Damage 3d6+13 bludgeoning plus final rest Final Rest A shabti slayer's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 2d10 positive damage to undead creatures. Prayer-Blessed Blade Single Action Requirements The shabti slayer has successfully identified an undead with Recall Knowledge; Effect The shabti slayer prays to Pharasma to bless their weapon, enabling them to exploit the weaknesses of an undead they've identified with Recall Knowledge. If the identified undead has a resistance that can be bypassed by a special material or a weakness to a special material (such as cold iron, darkwood, or silver), weapons wielded by the shabti slayer count as that special material for 1 minute. If the creature has multiple materials that qualify, the shabti slayer chooses which material their weapon counts as for the duration. Quick Draw Single Action The shabti slayer draws a weapon using the Interact action, then Strikes with that weapon. Two-Weapon Flurry Single Action Frequency once per round; Requirements A shabti slayer is wielding two melee weapons, each in a different hand; Effect A slayer lashes out with both weapons. They Strike twice, once with each weapon. ","skill_mod":{"stealth":28,"athletics":31,"acrobatics":28,"religion":25},"image":["/Images/Monsters/Shabti_Slayer.png"],"primary_source":"Pathfinder #186: Ghost King's Rage","ac":39,"item":["Crossbow","+2 greater striking light hammer","+2 greater striking longsword","religious symbol of Pharasma","+2 resilient leather armor"],"level":16,"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":15},"intelligence":2,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":30,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Shabti Slayer","alignment":"N","rarity":"uncommon","strike_damage_average":[12,23,23,26],"attack_bonus":[31,32,32,32],"constitution":4,"immunity":["drained"],"creature_family":"Shabti","will_save":25,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Immortal","Attack of Opportunity","Final Rest","Prayer-Blessed Blade","Quick Draw","Two-Weapon Flurry"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Boneyard Lore","Religion","Stealth"],"summary":"Shabtis raised among the secret Pharasmin sect of the Carters Consortium are trained to destroy undead and the necromancers who create them.","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2423","dexterity":4,"category":"creature","slug":"creature-2423"},{"primary_source_category":"Adventure Paths","strength":0,"hp":260,"language":["Common","Necril","Osiriani","Requian"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","charisma":4,"perception":33,"trait":["Humanoid","Shabti","Uncommon","N","Medium"],"id":"creature-2424","text":" Shabti Votary Shabti votaries are devout clerics of Pharasma who heal and protect their allies while destroying enemies of their faith. Although shabti votaries focus primarily on destroying undead, they remain a potent enemy against living foes. Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Shabti Votary Source Pathfinder #186: Ghost King's Rage pg. 85 Perception +33; darkvision Languages Common, Necril, Osiriani, Requian Skills Boneyard Lore +32, Diplomacy +30, Intimidation +30, Medicine +34, Performance +30, Religion +34 Str +0 Dex +1 Con +5 Int +4 Wis +6 Cha +4 Items +2 greater striking dagger , religious symbol of Pharasma --- AC 40 Fort +31 Ref +25 Will +34 +2 status to all saves vs. mental and possession HP 260 Immunities death effects, drained Resistances negative 15 Discerning Aura (aura, divine, necromancy) 30 feet. All undead within the aura glow blue, shedding dim light in a 5-foot radius. Visible undead can't be concealed while affected by this aura. Invisible undead are concealed while affected by this aura, rather than being undetected. Immortal Shabtis don't age naturally and can't die of old age. Spells and effects that cause aging still affect a shabti as normal. They also can't be turned into undead. Gird in Prayer Reaction Trigger An ally within the shabti votary's aura is the target of a death, mental, or possession effect; Effect The shabti votary girds their ally in protective prayers. The triggering creature gains a +2 status bonus to saving throws against death, mental, and possession effects until the beginning of the shabti votary's next turn. --- Speed 25 feet Melee Single Action dagger +28 (Agile, Finesse, Magical, versatile S), Damage 3d4+18 piercing Ranged Single Action dagger +28 (Agile, Finesse, Magical, thrown 10 feet, versatile S), Damage 3d4+18 piercing Divine Prepared Spells DC 44, attack +36 - Cantrips (9th) Disrupt Undead, Haunting Hymn, Read Aura, Shield, Stabilize - 1st Heal (×2), Mindlink - 2nd Dispel Magic, Restoration (×2) - 3rd Enhance Victuals, Ghostly Weapon, Heroism - 4th Air Walk, Create Food, Phantasmal Killer - 5th Breath of Life (×2), Tongues - 6th Remove Fear, Remove Paralysis, Scintillating Safeguard - 7th Energy Aegis (×2), Sunburst - 8th Searing Light, Spirit Blast, Sunburst - 9th Heal (×5), Regenerate, Searing Light, Spirit Blast Cleric Domain Spells DC 44, 2 Focus Points - 9th Death's Call, Eradicate Undeath Rituals DC 44 - 2nd Consecrate Cremate Undead A shabti votary's positive energy sets undead alight. When a shabti votary uses a heal spell to damage undead, each undead that takes damage also takes persistent fire damage equal to the spell's level. Expand Aura Single Action Frequency once per turn; Effect The shabti votary focuses their will, expanding the area of their discerning aura by 20 feet for 1 minute. This expansion is cumulative with other uses of Expand Aura. ","skill_mod":{"diplomacy":30,"performance":30,"medicine":34,"intimidation":30,"religion":34},"image":["/Images/Monsters/Shabti_Votary.png"],"primary_source":"Pathfinder #186: Ghost King's Rage","spell":["Heal","Regenerate","Searing Light","Spirit Blast","Sunburst","Energy Aegis","Remove Fear","Remove Paralysis","Scintillating Safeguard","Breath of Life","Tongues","Air Walk","Create Food","Phantasmal Killer","Enhance Victuals","Ghostly Weapon","Heroism","Dispel Magic","Restoration","Mindlink","Disrupt Undead","Haunting Hymn","Read Aura","Shield","Stabilize","Death's Call","Eradicate Undeath"],"ac":40,"item":["+2 greater striking dagger","religious symbol of Pharasma"],"level":18,"spell_dc":[44,44],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":15},"intelligence":4,"reflex_save":25,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":31,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Shabti Votary","alignment":"N","rarity":"uncommon","strike_damage_average":[25,25],"attack_bonus":[28,28],"constitution":5,"immunity":["death effects","drained"],"creature_family":"Shabti","spell_attack_bonus":[36],"will_save":34,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Discerning Aura","Immortal","Gird in Prayer","Cremate Undead","Expand Aura"],"primary_source_group":"Blood Lords","skill":["Boneyard Lore","Diplomacy","Intimidation","Medicine","Performance","Religion"],"tradition":["Divine"],"summary":"Shabti votaries are devout clerics of Pharasma who heal and protect their allies while destroying enemies of their faith. Although shabti votaries …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2424","dexterity":1,"category":"creature","slug":"creature-2424"},{"attack_bonus":[38,38],"constitution":9,"primary_source_category":"Adventure Paths","strength":10,"hp":450,"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","creature_family":"Cave Worm","will_save":30,"charisma":0,"speed":{"max":40,"land":40,"burrow":40},"perception":33,"wisdom":0,"weakness":{},"creature_ability":["Inexorable","Shadow Healing","Shrink from the Light","Breath Weapon","Fast Swallow","Rock Tunneler","Swallow Whole","Thrash"],"primary_source_group":"Blood Lords","skill":["Athletics","Stealth"],"stealth":"32","trait":["Animal","Rare","Shadow","N","Gargantuan"],"id":"creature-2425","text":" Shadow Worm Shadow worms are monstrous cave worms that dwell on the Shadow Plane. Larger and more cunning than most cave worms, shadow worms are fearsome predators that leave swaths of devastation in their wake. Most have glossy, black-armored hide, but those that burrow near velstrac lands are streaked with dark red, for the blood the velstracs spill has soaked into the very stones these shadow worms consume. Recall Knowledge - Animal (Nature): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Shadow Worm Source Pathfinder #186: Ghost King's Rage pg. 86 Perception +33; darkvision, tremorsense (imprecise) 100 feet Languages Skills Athletics +41, Stealth +32 Str +10 Dex +2 Con +9 Int -4 Wis +0 Cha +0 --- AC 45 Fort +36 Ref +32 Will +30 HP 450 (shadow healing) Resistances cold 20, negative 20 Weaknesses shrink from the light Inexorable The shadow worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain. Shadow Healing As long as a shadow worm is in an area of dim light or darkness, it gains fast healing 20. When affected by a magical shadow effect from anything other than itself, a shadow worm becomes quickened 1 for 1 round. Shrink from the Light A shadow worm takes an additional 20 damage from any spell or ability with the light trait and uses the outcome one degree worse for saving throws made against a spell or ability with the light trait. --- Speed 40 feet, burrow 40 feet Melee Single Action jaws +38 (deadly 2d10, reach 15 feet), Damage 4d10+20 piercing plus Improved Grab Melee Single Action body +38 (reach 15 feet), Damage 3d10+20 bludgeoning Breath Weapon Two Actions (Cold, Evocation, Negative, Occult, Shadow) The shadow worm exhales a blast of clinging shadow, dealing 11d6 cold damage and 10d6 negative damage to creatures in a 60-foot cone (DC 42 basic Reflex save). If the cone passes through an area of magical light or targets a creature affected by magical light, Breath Weapon attempts to counteract the light (+34 counteract modifier). The shadow worm can't use Breath Weapon again for 1d4 rounds. Fast Swallow Reaction Trigger The shadow worm Grabs a creature; Effect The worm uses Swallow Whole. Rock Tunneler A shadow worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does. Swallow Whole Single Action Huge, 3d10+15 bludgeoning, Rupture 42 Thrash Two Actions The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks. Midnight Worms Though the worms are generally considered to be untamable, some powerful velstracs have recently begun experimenting on shadow worms in hopes of transforming them into mutilated war beasts. So far, only two shadow worms have survived the velstrac's ministrations. The resulting horrors have been dubbed midnight worms. ","skill_mod":{"stealth":32,"athletics":41},"summary":"Shadow worms are monstrous cave worms that dwell on the Shadow Plane . Larger and more cunning than most cave worms, shadow worms are fearsome …","image":["/Images/Monsters/ShadowWorm.png"],"primary_source":"Pathfinder #186: Ghost King's Rage","trait_group":["Creature Type","Rarity","Planar"],"ac":45,"level":20,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 100 feet","weakest_save":["will"],"resistance":{"void":20,"cold":20},"url":"/Monsters.aspx?ID=2425","intelligence":-4,"reflex_save":32,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":36,"source_group":["Blood Lords"],"size":["Gargantuan"],"spoilers":"Blood Lords","name":"Shadow Worm","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[36,42],"slug":"creature-2425"},{"attack_bonus":[28,35],"constitution":6,"primary_source_category":"Adventure Paths","strength":9,"hp":420,"immunity":["acid","critical hits","mental","negative","piercing","positive","precision","slashing","unconscious","visual"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","will_save":27,"charisma":-5,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":27,"wisdom":0,"weakness":{},"creature_ability":["Disgorge Soul","Disturbing Wail","Engulf","Soul Facsimile","Siphon Soul"],"primary_source_group":"Blood Lords","skill":["Athletics"],"trait":["Mindless","Ooze","Rare","N","Large"],"id":"creature-2426","text":" Soul Slime Soul slimes are swirling, blue-gray masses of protoplasm that feed on the quintessence contained within souls. Typically, soul slimes acquire this quintessence by consuming the living, the undead, or souls imprisoned in other objects, although soul slimes can also feed on the quintessence of the Outer Planes and their occupants. Soul slimes digest these siphoned souls over decades. As long as a portion of a soul remains undigested, a soul slime can adopt the shape and use the vocalizations of that soul—a tactic soul slimes routinely adopt to get close to their prey while hunting. As soul slimes lack the intelligence to truly impersonate or mimic the souls they digest, they are obvious facsimiles and are entirely incapable of speech. Recall Knowledge - Ooze (Occultism): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Soul Slime Source Pathfinder #186: Ghost King's Rage pg. 87 Perception +27; lifesense 60 feet, no vision Languages Skills Athletics +35 Str +9 Dex -3 Con +6 Int -5 Wis +0 Cha -5 --- AC 29 Fort +33 Ref +24 Will +27 HP 420 Immunities acid, critical hits, mental, negative, piercing, positive, precision, slashing, unconscious, visual Disgorge Soul Reaction Trigger The soul slime takes physical damage; Effect The impact causes the soul slime to release a burst of semi-digested soul fragments. The soul slime becomes concealed until the beginning of its next turn. The soul slime can't use this concealment to Hide or Sneak. --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action pseudopod +35 (reach 10 feet), Damage 3d10+15 bludgeoning plus siphon soul Ranged Single Action ooze globule +28 (range increment 60 feet), Damage 2d10+15 bludgeoning plus siphon soul Disturbing Wail Two Actions (Auditory, Evocation, Mental) Requirements The soul slime is using Soul Facsimile to adopt a creature's form; Effect The soul slime releases an incoherent wail composed of countless overlapping noises made by the creatures whose souls it has siphoned. This disturbing cacophony deals 6d10 mental damage and 6d10 sonic damage to each creature in a 30-foot-radius burst centered on the soul slime (DC 37 basic Will save). On a failed save, a creature is additionally stunned 2. The soul slime can't use Disturbing Wail again for 1d4 rounds. Engulf Two Actions DC 40, 5d10 bludgeoning, Escape DC 40, Rupture 20 Soul Facsimile Single Action (Occult, Transmutation) The soul slime assumes the shape and features of any Large, Medium, or Small creature whose soul the soul slime has siphoned for up to 1 minute. This doesn't change the soul slime's statistics, only its outward appearance. While transformed in this way, the soul slime can revert to its natural shape as a single action, and the soul slime automatically reverts to its natural shape when it takes physical damage. Siphon Soul A soul slime's touch siphons away portions of a creature's soul. Its Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 3d6 negative damage to living creatures and 3d6 positive damage to undead and other creatures with negative healing. Where In The World? Soul slimes are primarily found on the Material Plane, feeding off the living and undead. While they can be found anywhere living or undead gather, the most successful live on the fringes of densely populated areas, including farmlands, forests, swamps, slums, and sewers. Soul slimes also live along the River of Souls and on the Outer Planes. ","skill_mod":{"athletics":35},"summary":"Soul slimes are swirling, blue-gray masses of protoplasm that feed on the quintessence contained within souls. Typically, soul slimes acquire this …","image":["/Images/Monsters/SoulSlime.png"],"primary_source":"Pathfinder #186: Ghost King's Rage","trait_group":["Monster","Creature Type","Rarity"],"ac":29,"level":18,"source_category":["Adventure Paths"],"sense":" lifesense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2426","intelligence":-5,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":-3,"fortitude_save":33,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Soul Slime","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[26,31],"slug":"creature-2426"},{"primary_source_category":"Adventure Paths","strength":8,"hp":255,"language":["Abyssal","Celestial","Infernal","Requian"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","charisma":4,"perception":25,"stealth":"28","trait":["Monitor","Psychopomp","Uncommon","N","Medium"],"id":"creature-2427","text":" Vanth Warrior Recall Knowledge - Monitor (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Vanth Warrior Source Pathfinder #186: Ghost King's Rage pg. 18 Perception +25; darkvision, lifesense 60 feet Languages Abyssal, Celestial, Infernal, Requian Skills Acrobatics +28, Athletics +28, Boneyard Lore +25, Intimidation +25, Occultism +23, Religion +23, Stealth +28 Str +8 Dex +5 Con +4 Int +4 Wis +5 Cha +4 Items Scythe --- AC 37 Fort +25 Ref +22 Will +28 +1 status to all saves vs. magic HP 255 Immunities death effects, disease Resistances negative 10, poison 10 Frightful Presence (aura, emotion, fear, mental) 20 feet, DC 34. Attack of Opportunity Reaction --- Speed 25 feet, fly 40 feet Melee Single Action scythe +29 (deadly d10, Magical, Trip), Damage 3d12+14 slashing plus spirit touch Melee Single Action jaws +29 (Agile), Damage 3d8+14 slashing plus spirit touch Divine Innate Spells DC 34, attack +26 - 2nd Invisibility (at will; self only) - 3rd Locate (×3), Searing Light (×3) - 4th Dimension Door (at will) - 5th Dimension Door Infuse Weapon (Divine, Evocation) A vanth's scythe is their symbol of office and gains a measure of their personal power. This scythe becomes a +2 striking scythe and is treated as if it were adamantine while the vanth wields it. A vanth whose scythe is taken or destroyed can infuse a new one with an hour of work. Reaping Scythe Two Actions The vanth throws their scythe, which flies in a 60-foot line, dealing 6d8 slashing damage to all creatures in the area (DC 34 basic Reflex save) and returns to the vanth's hand. Spirit Touch A vanth's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 3d6 negative damage to living creatures and 3d6 positive damage to undead. Vanth's Curse Two Actions (Curse, Divine, Enchantment, Misfortune) Frequency three times per day; Effect The vanth bestows a curse on a creature by touching it with their scythe. The creature must attempt a DC 34 Will save. Critical Success The target is unaffected and is temporarily immune to Vanth's Curse for 24 hours. Success The target feels a momentary shudder of doom and is stupefied 2 for 1 minute by the distracting sensation. Failure The target becomes morose and glum as it accepts its own inevitable fate. For 1 hour, the target is stupefied 3. Each time the target gains the dying condition, the stupefied value increases by 1, to a maximum value of stupefied 6. Critical Failure As failure, but the effect is permanent. ","skill_mod":{"stealth":28,"athletics":28,"intimidation":25,"occultism":23,"acrobatics":28,"religion":23},"primary_source":"Pathfinder #186: Ghost King's Rage","spell":["Dimension Door","Locate","Searing Light","Invisibility"],"ac":37,"item":["Scythe"],"level":14,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 60 feet","resistance":{"void":10,"poison":10},"intelligence":4,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Vanth Warrior","alignment":"N","rarity":"uncommon","strike_damage_average":[27,33],"attack_bonus":[29,29],"constitution":4,"immunity":["death effects","disease"],"creature_family":"Psychopomp","spell_attack_bonus":[26],"will_save":28,"speed":{"fly":40,"max":40,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Frightful Presence","Attack of Opportunity","Infuse Weapon","Reaping Scythe","Spirit Touch","Vanth's Curse"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Boneyard Lore","Intimidation","Occultism","Religion","Stealth"],"tradition":["Divine"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2427","dexterity":5,"category":"creature","slug":"creature-2427"},{"attack_bonus":[32],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":370,"language":["Common","Necril"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","will_save":25,"charisma":3,"speed":{"max":20,"land":20},"perception":28,"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Circling Assault","Corpsekiller"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"stealth":"28","trait":["Human","Humanoid","Uncommon","CE","Medium"],"id":"creature-2428","text":" Rival Corpsekiller Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Rival Corpsekiller Source Pathfinder #186: Ghost King's Rage pg. 30 Perception +28 Languages Common, Necril Skills Acrobatics +28, Athletics +32, Deception +26, Diplomacy +26, Intimidation +26, Religion +28, Society +26, Stealth +28 Str +5 Dex +4 Con +5 Int +3 Wis +4 Cha +3 Items +2 greater striking glaive , +2 resilient breastplate --- AC 39 Fort +30 Ref +28 Will +25 HP 370 (negative healing) Attack of Opportunity Reaction --- Speed 25 feet (20 feet with armor) Melee Single Action glaive +32 (deadly d8, Forceful, Magical, Reach), Damage 3d8+15 slashing plus corpsekiller Circling Assault Two Actions (Open) The corpsekiller circles around their target then attacks, throwing their foe off balance and puncturing its defenses. The corpsekiller Steps or Strides, then attempts a glaive Strike. On a hit or critical hit, the Strike ignores 10 of their target's resistances. Regardless of the result of the Strike, the target is flat-footed for 1 round. Corpsekiller A corpsekiller's Strikes affect incorporeal creatures as though etched with a ghost touch property rune and deal an additional 2d8 slashing damage to undead creatures. ","skill_mod":{"society":26,"diplomacy":26,"deception":26,"stealth":28,"athletics":32,"intimidation":26,"acrobatics":28,"religion":28},"primary_source":"Pathfinder #186: Ghost King's Rage","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":39,"item":["+2 greater striking glaive","+2 resilient breastplate"],"level":16,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2428","intelligence":3,"reflex_save":28,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":30,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Rival Corpsekiller","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[28],"slug":"creature-2428"},{"attack_bonus":[25,25],"constitution":3,"primary_source_category":"Adventure Paths","strength":1,"hp":215,"language":["Common","Necril"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","spell_attack_bonus":[33,33],"will_save":30,"charisma":4,"speed":{"max":25,"land":25},"perception":28,"wisdom":4,"weakness":{},"creature_ability":["Bolster Dead","Drain Bonded Item"],"primary_source_group":"Blood Lords","skill":["Arcana","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"stealth":"26","trait":["Human","Humanoid","Uncommon","CE","Medium"],"id":"creature-2429","text":" Rival Necromancer Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Rival Necromancer Source Pathfinder #186: Ghost King's Rage pg. 30 Perception +28 Languages Common, Necril Skills Arcana +32, Deception +28, Diplomacy +28, Intimidation +28, Religion +28, Society +32, Stealth +26 Str +1 Dex +3 Con +3 Int +5 Wis +4 Cha +4 Items +2 greater striking dagger --- AC 36 Fort +25 Ref +25 Will +30 HP 215 (negative healing) --- Speed 25 feet Melee Single Action dagger +25 (Agile, Finesse, Magical, versatile S), Damage 3d4+7 piercing Ranged Single Action dagger +25 (Agile, Magical, thrown 10 feet, versatile S), Damage 3d4+7 piercing Wizard Prepared Spells DC 41, attack +33 - Cantrips (8th) Ancient Dust, Chill Touch, Detect Magic, Shield, Torturous Trauma - 1st Feather Fall, Illusory Disguise, Longstrider - 2nd Dispel Magic (×2), See Invisibility - 3rd Darkvision, Haste, Magic Missile - 4th Fly, Resist Energy, Stoneskin - 5th False Life, Forceful Hand, Tongues - 6th Bound in Death, Feeblemind, Slow - 7th Animate Dead, Blister, Rouse Skeletons - 8th Boil Blood, Flense (×2) Wizard School Spells DC 41, attack +33, 2 Focus Points - 8th Call of the Grave, Life Siphon Bolster Dead Free Action Frequency once per turn; Requirements Your most recent action was to cast a non-cantrip necromancy spell; Effect You harness the residual energy from the spell you last cast into the body of an undead creature within 30 feet. That creature's resistances increase by an amount equal to the level of the spell cast until the beginning of the next turn. Drain Bonded Item Free Action (Arcane) Frequency once per day; Requirements The necromancer hasn't acted yet on this turn; Effect The necromancer expends the power stored in their dagger. This gives them the ability to cast one prepared spell they prepared today and already cast, without spending a spell slot. ","skill_mod":{"society":32,"diplomacy":28,"deception":28,"stealth":26,"arcana":32,"intimidation":28,"religion":28},"primary_source":"Pathfinder #186: Ghost King's Rage","spell":["Boil Blood","Flense","Animate Dead","Blister","Rouse Skeletons","Bound in Death","Feeblemind","Slow","False Life","Forceful Hand","Tongues","Fly","Resist Energy","Stoneskin","Darkvision","Haste","Magic Missile","Dispel Magic","See Invisibility","Feather Fall","Illusory Disguise","Longstrider","Ancient Dust","Chill Touch","Detect Magic","Shield","Torturous Trauma","Call of the Grave","Life Siphon"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":36,"item":["+2 greater striking dagger"],"level":16,"spell_dc":[41,41],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2429","intelligence":5,"reflex_save":25,"strongest_save":["will"],"dexterity":3,"fortitude_save":25,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Rival Necromancer","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[14,14],"slug":"creature-2429"},{"attack_bonus":[28,30],"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":320,"language":["Necril","(can't speak any language)"],"immunity":["death effects","disease","paralyze","poison","precision damage","unconscious"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","will_save":23,"charisma":2,"speed":{"max":25,"land":25},"perception":25,"wisdom":4,"weakness":{"vitality":10},"creature_ability":["Overwhelming Ectoplasm","Pummeling Barrage","Spew Ectoplasm"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Stealth"],"stealth":"27","trait":["Rare","Undead","CE","Large"],"id":"creature-2430","text":" Ectoplasmic Amalgam Recall Knowledge - Undead (Religion): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Ectoplasmic Amalgam Source Pathfinder #186: Ghost King's Rage pg. 34 Perception +25; darkvision Languages Necril; (can't speak any language) Skills Acrobatics +27, Athletics +29, Stealth +27 Str +8 Dex +6 Con +6 Int +2 Wis +4 Cha +2 --- AC 37 Fort +25 Ref +29 Will +23 HP 320 (negative healing) Immunities death effects, disease, paralyze, poison, precision damage, unconscious Resistances physical 10 Weaknesses positive 10 --- Speed 25 feet Melee Single Action fist +30 (Forceful, Grapple, reach 10 feet), Damage 4d12+14 bludgeoning plus overwhelming ectoplasm Ranged Single Action ectoplasm +28 (range increment 60 feet), Damage 3d12+10 bludgeoning plus overwhelming ectoplasm Overwhelming Ectoplasm An ectoplasmic amalgam's Strikes affect incorporeal creatures with the effects of a ghost touch property rune. A creature damaged by an ectoplasmic amalgam's Strikes is stunned 1 unless they succeed at a DC 36 Fortitude save, as the thoughts and emotions of the amalgam's constituent souls invade their mind. Pummeling Barrage Three Actions The ectoplasmic amalgam attempts a melee Strike against each enemy within the amalgam's melee reach. Each attack counts toward the amalgam's multiple attack penalty but don't increase the amalgam's penalty until it has made all its attacks. Spew Ectoplasm Two Actions (Divine, Evocation) The ectoplasmic amalgam releases a burst of ectoplasm that deals 16d6 bludgeoning damage in a 60-foot cone (DC 36 basic Reflex save). On a failed save, a creature is additionally stunned 1 (or stunned 2 on a critical failure). Spew Ectoplasm functions as a force effect for the purposes of affecting incorporeal creatures. The ectoplasmic amalgam can't use Spew Ectoplasm again for 1d4 rounds. ","skill_mod":{"stealth":27,"athletics":29,"acrobatics":27},"primary_source":"Pathfinder #186: Ghost King's Rage","trait_group":["Rarity","Creature Type"],"ac":37,"level":15,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=2430","intelligence":2,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":25,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Ectoplasmic Amalgam","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[29,40],"slug":"creature-2430"},{"attack_bonus":[30,33,34],"constitution":9,"primary_source_category":"Adventure Paths","strength":9,"hp":390,"language":["Abyssal","Common","Infernal","Kelish","Necril","Osiriani"],"immunity":["cold","death","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","will_save":26,"charisma":6,"speed":{"max":25,"land":25},"perception":26,"wisdom":4,"weakness":{},"creature_ability":["Sacrilegious Aura","Attack of Opportunity","Iron Command","Shield Block","Devastating Blast","Graveknight's Curse","Phantom Steed","Ruinous Weapons","Unyielding Block","Weapon Master"],"primary_source_group":"Blood Lords","skill":["Athletics","Diplomacy","Intimidation","Religion","Society","Warfare Lore"],"trait":["Undead","Unique","LE","Medium"],"id":"creature-2431","text":" Seldeg Bheldis (Ghost King's Rage) Recall Knowledge - Undead (Religion): DC 46 Unspecific Lore : DC 44 Specific Lore : DC 41 Seldeg Bheldis (Ghost King's Rage) Source Pathfinder #186: Ghost King's Rage pg. 36 Perception +26; darkvision Languages Abyssal, Common, Infernal, Kelish, Necril, Osiriani Skills Athletics +33, Diplomacy +30, Intimidation +30, Religion +28, Society +30, Warfare Lore +30 Str +9 Dex +5 Con +9 Int +6 Wis +4 Cha +6 Items Javelin (4), Longsword, +2 resilient standard-grade adamantine full plate , supreme sturdy shield (Hardness 20^ HP 160^ BT 80) --- AC 41 (43 with shield raised) Fort +32 Ref +29 Will +26 HP 390 (negative healing, rejuvenation)) Immunities cold, death, disease, paralyzed, poison, unconscious Sacrilegious Aura (abjuration, aura, divine, evil) 30 feet. When a creature in the aura uses a positive spell or ability, the graveknight automatically attempts to counteract it with a +27 counteract modifier. Attack of Opportunity Reaction Iron Command Reaction Trigger An enemy within 15 feet damages Seldeg; Effect Seldeg puts an impertinent foe who dared harm him in their proper place. He commands the enemy to kneel in obedience. If they refuse, they must pay the price in pain and anguish. The triggering creature must choose one of the following options: the enemy kneels, dropping prone as a free action, or the enemy refuses and takes 5d6 mental damage. In addition, Seldeg's Strikes against the triggering creature deal an additional 3 damage until the end of his next turn. Seldeg chooses whether the additional damage is evil or negative each time he uses this reaction. Shield Block Reaction --- Speed 25 feet Melee Single Action greater flaming longsword +33 (Fire, Magical, versatile P), Damage 3d8+17 slashing plus 2d10 fire Melee Single Action fist +34 (Agile, Finesse, Fire, Magical), Damage 2d8+17 bludgeoning plus 2d10 fire Ranged Single Action flaming javelin +30 (Fire, Magical, thrown 30 feet), Damage 3d6+17 piercing plus 2d10 fire Champion Devotion Spells DC 35, 1 Focus Point - 8th Touch of Corruption Devastating Blast Two Actions (Arcane, Evocation, Fire) Seldeg unleashes a 30-foot cone of fire. Creatures in the area take 9d12 fire damage (DC 35 basic Reflex save). Seldeg can use this ability once every 1d4 rounds. Graveknight's Curse This curse affects anyone who wears Seldeg's armor for at least 1 hour. Saving Throw DC 35 Will save; Onset 1 hour; Stage 1 doomed 1 and can't remove the armor (1 day); Stage 2 doomed 2, hampered 10, and can't remove the armor (1 day); Stage 3 dies and transforms into Seldeg. Phantom Steed Three Actions (Arcane, Conjuration) Seldeg summons a supernatural mount as per phantom steed (8th level). Unlike phantom steed , the steed's AC and saving throw bonuses are all 4 levels lower than Seldeg's, and the steed has one-third of Seldeg's Hit Points (rounded down). If the steed is destroyed, Seldeg must wait 1 hour before using this ability again. HP 130; AC 39; Fort +28, Ref +25, Will +22 Ruinous Weapons Any weapon or unarmed attack Seldeg uses gains the effects of the +1 greater striking and greater flaming runes. Unyielding Block At the start of each of Seldeg's turns, he gains two additional reactions he can use only to perform a Shield Block. Weapon Master Seldeg has access to the critical specialization effects of any weapon he wields. ","skill_mod":{"society":30,"diplomacy":30,"athletics":33,"intimidation":30,"religion":28},"primary_source":"Pathfinder #186: Ghost King's Rage","spell":["Touch of Corruption"],"trait_group":["Creature Type","Rarity"],"ac":41,"item":["Javelin (4)","Longsword","+2 resilient standard-grade adamantine full plate","supreme sturdy shield (Hardness 20^ HP 160^ BT 80)"],"level":17,"spell_dc":[35],"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2431","intelligence":6,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":32,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Seldeg Bheldis (Ghost King's Rage)","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[37,38,41],"slug":"creature-2431"},{"primary_source_category":"Adventure Paths","strength":10,"hp":400,"language":["Common","Draconic","Necril","Sphinx","<%UMR%37%%>telepathy<%END> 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","charisma":5,"perception":33,"trait":["Aquatic","Skeleton","Undead","Unique","NE","Large"],"id":"creature-2432","text":" Basiri, Wellspring Keeper Recall Knowledge - Undead (Religion): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Basiri, Wellspring Keeper Source Pathfinder #186: Ghost King's Rage pg. 38 Perception +33; darkvision, true seeing Languages Common, Draconic, Necril, Sphinx; telepathy 100 feet, tongues Skills Acrobatics +31, Athletics +37, Bardic Lore +35, Deception +32, Diplomacy +32, Intimidation +32, Occultism +33, Religion +33 Str +10 Dex +4 Con +4 Int +6 Wis +6 Cha +5 Bardic Lore Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have the Bardic Lore bard feat, allowing them to Recall Knowledge on any topic. Items third eye --- AC 40 Fort +31 Ref +31 Will +37 HP 400 (negative healing) Immunities death effects, disease, paralyze, poison, unconscious Resistances cold 20, electricity 20, fire 20, piercing 20, slashing 20 --- Speed 35 feet, swim 40 feet Melee Single Action claw +36 (Agile), Damage 4d8+18 slashing Occult Innate Spells DC 41 - Cantrips (9th) Detect Magic, Read Aura - 4th Clairaudience (at will), Clairvoyance (at will), Read Omens (at will), Remove Curse (at will), Ventriloquism (at will) - 5th Locate - 9th Dispel Magic - Constant (9th) Tongues, True Seeing Rituals DC 41 - 6th Commune - 7th Legend Lore Aquatic Assault Single Action Basiri Swims and makes a Strike at the end of that movement. If both she and her opponent are submerged underwater, she can Strike one additional time. Harness Wellspring Single Action Basiri draws upon the necromantic wellspring to power her spellcasting. During her turn, she gains the ability to cast one of the following spells, heightened to 9th level: spirit blast or spirit song . Wellspring Guardian Once per day, Basiri can protect the necromantic wellspring by inscribing a magical sigil around the wellspring orrery. The first time a creature other than Basiri touches the orrery, that creature must succeed at a DC 41 Will save or be affected by spirit blast (9th). ","skill_mod":{"diplomacy":32,"deception":32,"athletics":37,"intimidation":32,"occultism":33,"acrobatics":31,"religion":33},"primary_source":"Pathfinder #186: Ghost King's Rage","spell":["Dispel Magic","Locate","Clairaudience","Clairvoyance","Read Omens","Remove Curse","Ventriloquism","Detect Magic","Read Aura","Tongues","True Seeing"],"ac":40,"item":["third eye"],"level":19,"spell_dc":[41],"source_category":["Adventure Paths"],"sense":" darkvision , true seeing ","resistance":{"piercing":20,"slashing":20,"fire":20,"cold":20,"electricity":20},"intelligence":6,"reflex_save":31,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":31,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Basiri, Wellspring Keeper","alignment":"NE","rarity":"unique","strike_damage_average":[36],"attack_bonus":[36],"constitution":4,"immunity":["death effects","disease","paralyze","poison","unconscious"],"will_save":37,"speed":{"max":40,"land":35,"swim":40},"wisdom":6,"weakness":{},"creature_ability":["Bardic Lore","Aquatic Assault","Harness Wellspring","Wellspring Guardian"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Bardic Lore","Deception","Diplomacy","Intimidation","Occultism","Religion"],"tradition":["Occult"],"trait_group":["Monster","Ancestry","Creature Type","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=2432","dexterity":4,"category":"creature","slug":"creature-2432"},{"attack_bonus":[26,30,30],"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":345,"language":["Common","Kelish","Necril","Osiriani"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","will_save":25,"charisma":4,"speed":{"max":20,"land":20},"perception":26,"wisdom":6,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block","Battering Defense","Coordinated Assault"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Religion","Society","Stealth"],"stealth":"25","trait":["Human","Humanoid","Uncommon","LE","Medium"],"id":"creature-2433","text":" Bellator Mortus Soldier Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Bellator Mortus Soldier Source Pathfinder #186: Ghost King's Rage pg. 39 Perception +26 Languages Common, Kelish, Necril, Osiriani Skills Acrobatics +25, Athletics +29, Diplomacy +25, Intimidation +25, Religion +27, Society +25, Stealth +25 Str +8 Dex +4 Con +6 Int +4 Wis +6 Cha +4 Items moderate sturdy shield (Hardness 13^ HP 104^ BT 52), +2 resilient half plate , javelins (4), +2 striking khopesh , +2 striking shield spikes --- AC 37 (39 with shield) Fort +29 Ref +23 Will +25 HP 345 Attack of Opportunity Reaction Shield Block Reaction --- Speed 20 feet Melee Single Action khopesh +30 (Magical, Trip), Damage 2d8+14 slashing Melee Single Action shield spikes +30 (attached to shield, Magical), Damage 2d6+14 piercing Ranged Single Action javelin +26 (thrown 30 feet), Damage 1d6+14 piercing Battering Defense Single Action The Bellator Mortus uses their shield as both a weapon and a defensive measure. Attempt a shield Strike. If the Strike hits, Raise a Shield. Coordinated Assault Single Action The Bellator Mortus acts as part of a well-trained unit. Their Strikes deal an additional 4d6 damage to creatures within reach of at least one of the Bellator Mortus's allies. ","skill_mod":{"society":25,"diplomacy":25,"stealth":25,"athletics":29,"intimidation":25,"acrobatics":25,"religion":27},"primary_source":"Pathfinder #186: Ghost King's Rage","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":37,"item":["moderate sturdy shield (Hardness 13^ HP 104^ BT 52)","+2 resilient half plate","javelins (4)","+2 striking khopesh","+2 striking shield spikes"],"level":15,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2433","intelligence":4,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":29,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Bellator Mortus Soldier","alignment":"LE","category":"creature","rarity":"uncommon","strike_damage_average":[17,21,23],"slug":"creature-2433"},{"constitution":5,"primary_source_category":"Adventure Paths","strength":10,"hp":270,"language":["Common","Kelish","Necril","Osiriani"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","spell_attack_bonus":[38],"will_save":35,"charisma":6,"speed":{"max":25,"land":25},"perception":35,"wisdom":6,"weakness":{"area":15},"creature_ability":["Troop Defenses","Form Up","Teach You a Lesson","Troop Movement","Troop Spellcasting"],"primary_source_group":"Blood Lords","skill":["Arcana","Athletics","Intimidation","Religion"],"trait":["Humanoid","Troop","Uncommon","NE","Gargantuan"],"id":"creature-2434","text":" Necromancer Troop Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Necromancer Troop Source Pathfinder #186: Ghost King's Rage pg. 40 Perception +35 Languages Common, Kelish, Necril, Osiriani Skills Arcana +35, Athletics +37, Intimidation +33, Religion +35 Str +10 Dex +5 Con +5 Int +8 Wis +6 Cha +6 --- AC 29 Fort +30 Ref +30 Will +35 HP 270 (16 squares) Weaknesses area damage 15, splash damage 15 Troop Defenses --- Speed 25 feet Arcane Spontaneous Spells DC 46, attack +38 - Cantrips (9th) Ancient Dust, Chill Touch, Torturous Trauma - 7th Eclipse Burst, Grim Tendrils, Rouse Skeletons (3 slots) - 8th Eclipse Burst, Enervation, Flense (3 slots) - 9th Flense, Implosion (2 slots) Form Up Single Action Teach You a Lesson Single Action to Three Actions Frequency once per round; Effect The members of the mob wildly swing their textbooks and supplies—primarily spellbooks and staves—in a chaotic attack at each enemy adjacent to the troop (DC 41 basic Reflex save). The damage depends on the number of actions. Single Action 2d12+14 bludgeoning damage Two Actions 3d12+14 bludgeoning damage Three Actions 4d12+14 bludgeoning damage Troop Movement Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop. Troop Spellcasting When the necromancer troop Casts a Spell, their constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn't affected). Add 5 feet to the length of a cone or line that's normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. ","tradition":["Arcane"],"skill_mod":{"arcana":35,"athletics":37,"intimidation":33,"religion":35},"primary_source":"Pathfinder #186: Ghost King's Rage","spell":["Flense","Implosion","Eclipse Burst","Enervation","Grim Tendrils","Rouse Skeletons","Ancient Dust","Chill Touch","Torturous Trauma"],"trait_group":["Creature Type","Monster","Rarity"],"ac":29,"level":19,"spell_dc":[46],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2434","intelligence":8,"reflex_save":30,"strongest_save":["will"],"dexterity":5,"fortitude_save":30,"source_group":["Blood Lords"],"size":["Gargantuan"],"spoilers":"Blood Lords","name":"Necromancer Troop","alignment":"NE","category":"creature","rarity":"uncommon","slug":"creature-2434"},{"primary_source_category":"Adventure Paths","strength":4,"hp":245,"language":["Abyssal","Common","Draconic","Infernal","Kelish","Necril","Osiriani"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","charisma":6,"perception":33,"stealth":"31","trait":["Undead","Unique","LE","Medium"],"id":"creature-2435","text":" Vice-Chancellor Vikroti Stroh Recall Knowledge - Undead (Religion): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Vice-Chancellor Vikroti Stroh Source Pathfinder #186: Ghost King's Rage pg. 42 Perception +33; darkvision Languages Abyssal, Common, Draconic, Infernal, Kelish, Necril, Osiriani Skills Academia Lore +35, Arcana +35, Crafting +35, Deception +31, Diplomacy +31, Intimidation +31, Religion +35, Society +35, Stealth +31 Str +4 Dex +6 Con +5 Int +9 Wis +9 Cha +6 Items wand of the snowfields (7th-level spell) --- AC 39 Fort +27 Ref +28 Will +36 HP 245 (negative healing, rejuvenation)) Immunities cold, death effects, disease, paralyzed, poison, unconscious Resistances physical 20 (except magical bludgeoning) Rejuvenation (arcane, necromancy) When Vikroti is destroyed, her soul immediately transfers to her soul cage . She can be permanently destroyed only if her soul cage is found and destroyed. Death's Chill (aura, cold, evocation) 15 feet. Vikroti is surrounded by an unnatural chill. Creatures that enter or begin their turn within the aura take 5d10 cold damage and are clumsy 2 (DC 37 basic Fortitude save). Counterspell Reaction Trigger A creature casts a spell Vikroti has prepared; Effect Vikroti expends a prepared spell to counter the triggering creature's casting of that same spell. She loses her spell slot as if she'd cast the triggering spell. Vikroti then attempts to counteract the triggering spell. --- Speed 25 feet Melee Single Action hand +33 (Finesse, Magical), Damage 6d8+8 cold plus cold beyond cold Arcane Prepared Spells DC 44, attack +36 - Cantrips (9th) Ancient Dust, Chill Touch, Detect Magic, Ray of Frost, Read Aura - 1st Ray of Enfeeblement, True Strike (×2) - 2nd Blur, Final Sacrifice, Necromancer's Generosity - 3rd Bind Undead (×2), Mind Reading - 4th Dispel Magic, Fly, Resist Energy - 5th Dimension Door, See Invisibility, Wall of Ice - 6th Dominate, False Life, Teleport - 7th Cone of Cold, Grim Tendrils, Resist Energy - 8th Animate Dead, Polar Ray, Vampiric Touch - 9th Eclipse Burst, Frigid Flurry, Polar Ray Cold Beyond Cold Vikroti's hand Strike deals cold damage, and the target is slowed 2. A successful DC 44 Fortitude save reduces this to slowed 1 (or negates on a critical success). Drain Soul Cage Free Action Frequency once per day; Effect Vikroti taps into her soul cage's power to cast any arcane spell up to the highest level she can cast, even if the spell being cast isn't one of her prepared spells. Her soul cage doesn't need to be present for her to use this ability. Steady Spellcasting If a reaction would disrupt Vikroti's spellcasting action, Vikroti attempts a DC 15 flat check. On a success, the action isn't disrupted. ","skill_mod":{"society":35,"diplomacy":31,"deception":31,"crafting":35,"stealth":31,"arcana":35,"intimidation":31,"religion":35},"primary_source":"Pathfinder #186: Ghost King's Rage","spell":["Eclipse Burst","Frigid Flurry","Polar Ray","Animate Dead","Vampiric Touch","Cone of Cold","Grim Tendrils","Resist Energy","Dominate","False Life","Teleport","Dimension Door","See Invisibility","Wall of Ice","Dispel Magic","Fly","Bind Undead","Mind Reading","Blur","Final Sacrifice","Necromancer's Generosity","Ray of Enfeeblement","True Strike","Ancient Dust","Chill Touch","Detect Magic","Ray of Frost","Read Aura"],"ac":39,"item":["wand of the snowfields (7th-level spell)"],"level":18,"spell_dc":[44],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":20,"piercing":20,"slashing":20,"physical":20},"intelligence":9,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":27,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Vice-Chancellor Vikroti Stroh","alignment":"LE","rarity":"unique","strike_damage_average":[35],"attack_bonus":[33],"constitution":5,"immunity":["cold","death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[36],"will_save":36,"speed":{"max":25,"land":25},"wisdom":9,"weakness":{},"creature_ability":["Rejuvenation","Death's Chill","Counterspell","Cold Beyond Cold","Drain Soul Cage","Steady Spellcasting"],"primary_source_group":"Blood Lords","skill":["Academia Lore","Arcana","Crafting","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"tradition":["Arcane"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2435","dexterity":6,"category":"creature","slug":"creature-2435"},{"attack_bonus":[32],"constitution":6,"primary_source_category":"Adventure Paths","strength":9,"hp":365,"language":["Common","Necril"],"immunity":["mental"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","will_save":22,"charisma":-1,"speed":{"max":25,"land":25},"perception":30,"wisdom":5,"weakness":{},"creature_ability":["Controlled","Gang Up"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Stealth"],"stealth":"28","trait":["Human","Humanoid","Uncommon","N","Medium"],"id":"creature-2436","text":" Kemnebi's Puppets Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Kemnebi's Puppets Source Pathfinder #186: Ghost King's Rage pg. 44 Perception +30 Languages Common, Necril Skills Acrobatics +28, Athletics +32, Stealth +28 Str +9 Dex +6 Con +6 Int -5 Wis +5 Cha -1 --- AC 36 Fort +30 Ref +30 Will +22 HP 365 Immunities mental Controlled (divine, enchantment) Kemnebi can manipulate one of his comatose victims as if they were a puppet, maintaining complete control over each. Kemnebi's puppets are immune to all mental effects. Kemnebi can stop controlling one of his puppets as a free action. If he does, the puppet returns to its comatose state, becoming permanently unconscious. Kemnebi can reassert control as a free action, causing the puppet to temporarily lose the unconscious condition. --- Speed 25 feet Melee Single Action fist +32 (Agile), Damage 3d6+15 bludgeoning plus grab Gang Up Kemnebi's puppets work together to take down more powerful foes. A puppet's Strikes deal an additional 4d6 damage against a creature that's grabbed by at least one of the puppet's allies. ","skill_mod":{"stealth":28,"athletics":32,"acrobatics":28},"primary_source":"Pathfinder #186: Ghost King's Rage","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":36,"level":16,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2436","intelligence":-5,"reflex_save":30,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":6,"fortitude_save":30,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Kemnebi's Puppets","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[25],"slug":"creature-2436"},{"attack_bonus":[33,33],"constitution":0,"primary_source_category":"Adventure Paths","strength":0,"hp":315,"language":["Common","Kelish","Necril","Osiriani"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","will_save":32,"charisma":6,"speed":{"max":25,"land":25},"perception":32,"wisdom":5,"weakness":{},"creature_ability":["Give Them the Slip","Adopt Persona","Feinting Strike","Sneak Attack","Traitorous Betrayal"],"primary_source_group":"Blood Lords","skill":["Deception","Diplomacy","Intimidation","Religion","Society"],"trait":["Human","Humanoid","Unique","CG","Medium"],"id":"creature-2437","text":" Dead Faine Recall Knowledge - Humanoid (Society): DC 46 Unspecific Lore : DC 44 Specific Lore : DC 41 Dead Faine Source Pathfinder #186: Ghost King's Rage pg. 51 Perception +32 Languages Common, Kelish, Necril, Osiriani Skills Deception +36, Diplomacy +33, Intimidation +33, Religion +30, Society +30 Str +0 Dex +5 Con +0 Int +4 Wis +5 Cha +6 Items +2 greater striking dagger , +2 resilient padded armor --- AC 39 Fort +26 Ref +29 Will +32 HP 315 Give Them the Slip Reaction Trigger Dead Faine gains the grabbed, immobilized, or restrained condition; Effect Dead Faine slips out of his disguise to escape; he removes the grabbed, immobilized, and restrained conditions imposed by the triggering event, then he Steps. If Dead Faine is currently Impersonating, his disguise is ruined, and he's exposed as himself. --- Speed 25 feet Melee Single Action dagger +33 (Agile, Finesse, Magical, thrown 10 feet, versatile S), Damage 3d4+8 piercing Melee Single Action fist +33 (Agile, Finesse), Damage 1d4+8 bludgeoning Innate Occult Spells DC 35 - 2nd Mimic Undead (×2) - 3rd Illusory Disguise - 5th Tongues Adopt Persona Three Actions Dead Faine attempts a Deception check to Impersonate. He doesn't take a penalty to this check due to lacking a disguise kit, to appear as an undead, or to appear as a specific individual. Feinting Strike Single Action Frequency once per round; Requirements Dead Faine is within melee reach of an enemy; Effect Dead Faine Feints, then Strikes the target of his Feint. Sneak Attack Dead Faine deals an additional 4d6 precision damage to flat-footed creatures. This increases to 6d6 against creatures flat-footed due to Dead Faine's Feint or Traitorous Betrayal. Traitorous Betrayal Two Actions Dead Faine Interacts to draw his dagger and Strikes with it. If the target believes Dead Faine was anyone other than himself, the target is flat-footed against Dead Faine's attack. ","tradition":["Occult"],"skill_mod":{"society":30,"diplomacy":33,"deception":36,"intimidation":33,"religion":30},"primary_source":"Pathfinder #186: Ghost King's Rage","spell":["Tongues","Illusory Disguise","Mimic Undead"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":39,"item":["+2 greater striking dagger","+2 resilient padded armor"],"level":17,"spell_dc":[35],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2437","intelligence":4,"reflex_save":29,"strongest_save":["will"],"dexterity":5,"fortitude_save":26,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Dead Faine","alignment":"CG","category":"creature","rarity":"unique","strike_damage_average":[10,15],"slug":"creature-2437"},{"attack_bonus":[33,33],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":390,"language":["Common","Halfling"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","will_save":26,"charisma":5,"speed":{"max":30,"land":30},"perception":25,"wisdom":2,"weakness":{},"creature_ability":["Keen Eyes","Timely Boast","Daring Gambit","Light Step","Mobile Combatant"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Performance","Stealth"],"stealth":"33","trait":["Halfling","Humanoid","Unique","CN","Small"],"id":"creature-2438","text":" Ruby Recall Knowledge - Humanoid (Society): DC 46 Unspecific Lore : DC 44 Specific Lore : DC 41 Ruby Source Pathfinder #186: Ghost King's Rage pg. 52 Perception +25 Languages Common, Halfling Skills Acrobatics +33, Athletics +29, Deception +30, Diplomacy +30, Intimidation +30, Performance +30, Stealth +33 Str +4 Dex +6 Con +2 Int +1 Wis +2 Cha +5 Keen Eyes Ruby gains a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet. When she targets an opponent that's concealed or hidden, she reduces the DC of the flat check to 3 for a concealed target or 9 for a hidden one. Items daggers (4), +2 greater striking rapier, +2 resilient leather armor --- AC 40 Fort +28 Ref +32 Will +26 HP 390 Timely Boast Reaction Trigger A creature is critically hit by Ruby, or a creature critically misses Ruby; Effect Ruby taunts the triggering creature and boasts about her prowess. Ruby attempts to Demoralize the triggering creature. --- Speed 30 feet Melee Single Action rapier +33 (deadly d8, Disarm, Finesse, Magical), Damage 3d6+12 piercing Ranged Single Action dagger +33 (Agile, thrown 10 feet, versatile S), Damage 1d4+12 piercing Daring Gambit Two Actions Ruby attempts to distract an enemy with a death-defying maneuver. She attempts an Acrobatics check against the Reflex DC of one target within her melee reach. On a success, Ruby Strides up to 15 feet (or 30 feet on a critical success) without triggering reactions from her target due to her movement, and the target is flat-footed against Ruby's next melee Strike before the end of her turn. Regardless of the result of her Acrobatics check, Ruby attempts a melee Strike against the target. Light Step Ruby ignores difficult terrain when she Strides or Steps. Mobile Combatant Ruby's Strikes deal an additional 4d6 damage if she has moved at least 10 feet during her turn. ","skill_mod":{"diplomacy":30,"performance":30,"deception":30,"stealth":33,"athletics":29,"intimidation":30,"acrobatics":33},"primary_source":"Pathfinder #186: Ghost King's Rage","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":40,"item":["daggers (4)","+2 greater striking rapier","+2 resilient leather armor"],"level":17,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2438","intelligence":1,"reflex_save":32,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":28,"source_group":["Blood Lords"],"size":["Small"],"spoilers":"Blood Lords","name":"Ruby","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[14,22],"slug":"creature-2438"},{"attack_bonus":[27,33],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":390,"language":["Common","Elven","Kelish","Necril","Osiriani"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","will_save":29,"charisma":1,"speed":{"max":20,"land":20},"perception":29,"wisdom":4,"weakness":{},"creature_ability":["Shoving Block","Shield Block","Shield Warden","Battering Blow","Blessed Armaments","Quick Shield Block"],"primary_source_group":"Blood Lords","skill":["Athletics","Deception","Diplomacy","Intimidation","Medicine","Religion","Society"],"trait":["Human","Humanoid","CG","Medium"],"id":"creature-2439","text":" Firebrand Bastion Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Firebrand Bastion Source Pathfinder #186: Ghost King's Rage pg. 53 Perception +29 Languages Common, Elven, Kelish, Necril, Osiriani Skills Athletics +35, Deception +28, Diplomacy +28, Intimidation +28, Medicine +31, Religion +33, Society +29 Str +6 Dex +2 Con +5 Int +2 Wis +4 Cha +1 Items arrow-catching shield (Hardness 10^ HP 60^ BT 30), javelins (4), +2 greater striking morningstar , +2 resilient studded leather armor --- AC 41 (43 if shield raised) Fort +32 Ref +25 Will +29 HP 390 Shoving Block Free Action Trigger The Firebrand bastion uses the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to the bastion and is the bastion's size or smaller; Effect The Firebrand bastion automatically Shoves the target of the Shield Block 10 feet. If this would cause the creature to hit an object, the creature takes 6 bludgeoning damage from the impact. Shield Block Reaction Shield Warden When a Firebrand bastion has a shield raised, they can use their Shield Block reaction when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of preventing the bastion from taking damage, following the normal rules for Shield block. --- Speed 20 feet Melee Single Action morningstar +33 (Magical, versatile P), Damage 3d6+14 bludgeoning plus blessed armaments Ranged Single Action javelin +27 (range increment 30 feet), Damage 1d6+14 piercing plus blessed armaments Battering Blow Single Action The Firebrand bastion Strikes an adjacent creature, then Shoves the same creature. Blessed Armaments (Divine, Evocation) Weapons and shields wielded by the Firebrand bastion affect incorporeal creatures with the effects of a ghost touch property rune and deal an additional 3d6 positive damage. Quick Shield Block At the start of each of a Firebrand bastion's turns, the bastion gains an additional reaction they can use only to Shield Block. ","skill_mod":{"society":29,"diplomacy":28,"deception":28,"medicine":31,"athletics":35,"intimidation":28,"religion":33},"primary_source":"Pathfinder #186: Ghost King's Rage","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":41,"item":["arrow-catching shield (Hardness 10^ HP 60^ BT 30)","javelins (4)","+2 greater striking morningstar","+2 resilient studded leather armor"],"level":17,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2439","intelligence":2,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":32,"source_group":["Blood Lords"],"size":["Medium"],"name":"Firebrand Bastion","alignment":"CG","category":"creature","rarity":"common","strike_damage_average":[17,24],"slug":"creature-2439"},{"primary_source_category":"Adventure Paths","strength":4,"hp":339,"language":["Aklo","Common","Kelish","Necril","Osiriani","Shae","Undercommon"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","charisma":9,"perception":30,"stealth":"35","trait":["Shadow","LN","Medium"],"id":"creature-2440","text":" Ghiono Ghiono Source Pathfinder #186: Ghost King's Rage pg. 62 Perception +30; darkvision Languages Aklo, Common, Kelish, Necril, Osiriani, Shae, Undercommon Skills Acrobatics +35, Deception +37, Diplomacy +35, Occultism +30, Religion +30, Shadow Plane Lore +30, Society +30, Stealth +35 Str +4 Dex +9 Con +5 Int +6 Wis +6 Cha +9 Shadow Shift Being made partially of shadow themselves, shae are concealed in dim light or darkness even to creatures that can see clearly in those light levels. Items +2 greater striking dagger --- AC 41 Fort +27 Ref +33 Will +30 HP 339 Immunities precision Resistances cold 15, negative 15 Counterattack Reaction Trigger Ghiono is targeted by an attack from an adjacent creature that misses due to him being concealed; Requirements Ghiono is aware of the attack; Effect Ghiono makes a Strike against the attacker. Slip Reaction Trigger A creature moves adjacent to Ghiono Effect Ghiono teleports to a clear space adjacent to another creature he can see within 30 feet. --- Speed 25 feet, fly 35 feet; swift steps, tenebral form Melee Single Action dagger +35 (Agile, Finesse, versatile S), Damage 3d4+12 piercing plus 4d4 cold Ranged Single Action dagger +33 (Agile, thrown 10 feet, versatile S), Damage 1d4+12 piercing plus 4d4 cold Occult Innate Spells DC 37 - Cantrips (9th) Chill Touch, Detect Magic - 4th Gaseous Form (at will) - 7th Plane Shift (self only; to Shadow Plane or Material Plane only) Sneak Attack Ghiono deals an additional 4d6 precision damage to flat-footed creatures. Swift Steps Ghiono's movement doesn't trigger reactions. Tenebral Form Ghiono can Fly at full Speed in gaseous form. ","skill_mod":{"society":30,"diplomacy":35,"deception":37,"stealth":35,"occultism":30,"acrobatics":35,"religion":30},"primary_source":"Pathfinder #186: Ghost King's Rage","spell":["Plane Shift","Gaseous Form","Chill Touch","Detect Magic"],"ac":41,"item":["+2 greater striking dagger"],"level":18,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":15,"cold":15},"intelligence":6,"reflex_save":33,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":27,"source_group":["Blood Lords"],"size":["Medium"],"name":"Ghiono","alignment":"LN","rarity":"common","strike_damage_average":[24,29],"attack_bonus":[33,35],"constitution":5,"immunity":["precision"],"will_save":30,"speed":{"fly":35,"max":35,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Shadow Shift","Counterattack","Slip Trigger","Sneak Attack","Swift Steps","Tenebral Form"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Deception","Diplomacy","Occultism","Religion","Shadow Plane Lore","Society","Stealth"],"tradition":["Occult"],"trait_group":["Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2440","dexterity":9,"category":"creature","slug":"creature-2440"},{"primary_source_category":"Adventure Paths","strength":6,"hp":350,"language":["Ancient Osiriani","Common","Kelish","Necril","Osiriani","Vudrani","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","charisma":8,"perception":39,"stealth":"35","trait":["Undead","Unique","Vampire","LE","Medium"],"id":"creature-2441","text":" Chancellor Kemnebi, Cunning Vampiric Mastermind Long ago, in the days before Geb was a nation, Kemnebi was a mortal man with a wife and family. Tragedy struck, and the kindly father dove into dark magic to save the lives of those he loved. Kemnebi can't recall what events he took part in during those early days; he'd long since purged the memories from his mind to make room for memories he considered more useful as well as a wealth of knowledge and skills. What he does recall is by the end of his mortal life his family was dead, he was alone, and he died, coming back through spite, determination, and Urgathoa's blessing as a vetalarana. Kemnebi was reckless in his early days and was nearly destroyed by the monk Balji, whose death he drew out over years as an act of vengeance. Eventually, Balji died, but the simple monk would live on inside Kemnebi, who had let in too many of the monk's memories. This new, enlightened Kemnebi was a far more cautious, cunning, and terrifying predator. He has destroyed countless lives, fed off millions, and rose through Geb's hierarchy to become the most powerful Blood Lord within the nation. With Arazni's departure from Geb, the ghost king has returned to rule his nation, and Kemnebi has been forced to accelerate his plans—plans that would've devastated Geb's trade partners, sparked a war, and seen Kemnebi rival Geb himself. Now that the PCs have foiled Kemnebi's plans, Kemnebi has retreated into hiding in his shadow sanctum. Campaign Role Kemnebi is chief among the Blood Lords and the main villain of the Blood Lords Adventure Path. While the characters spend most of the campaign foiling Kemnebi's plans and saving their nation from war, in “Ghost King's Rage,” the characters must finally find and destroy Kemnebi, who hides within his shadow sanctum and plots revenge against both Geb and the meddlesome Blood Lords who have foiled centuries of planning and preparation. Kemnebi is unrepentant and difficult to destroy. Recall Knowledge - Undead (Religion): DC 52 Unspecific Lore : DC 50 Specific Lore : DC 47 Chancellor Kemnebi Source Pathfinder #186: Ghost King's Rage pg. 88 Perception +39; darkvision, thoughtsense 100 feet Languages Ancient Osiriani, Common, Kelish, Necril, Osiriani, Vudrani; tongues Skills Acrobatics +35, Arcana +43, Athletics +33, Crafting +41, Deception +36, Diplomacy +36, Intimidation +36, Mechitar Lore +41, Nature +41, Occultism +41, Performance +37, Religion +43, Shadow Plane Lore +41, Society +41, Stealth +35 Str +6 Dex +8 Con +7 Int +10 Wis +10 Cha +8 Thoughtsense (occult, divination, mental) Kemnebi senses all non-mindless creatures within 100 feet as a precise sense. Items religious symbol of Urgathoa, ring of spell turning, wand of widening (9th level) --- AC 43 Fort +34 Ref +35 Will +41 HP 350 (fast healing 20, mental rebirth, negative healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances mental 15, physical 15 (except magical cold iron) Weaknesses vetalarana vulnerabilities Enlightened Mind Whenever Kemnebi is targeted by a mental effect, that effect's source or caster must succeed at a DC 5 flat check. If this check fails, the mental effect doesn't affect Kemnebi. Mental Rebirth curse, incapacitation, mental, necromancy, occult) Unlike most other undead, a vetalarana isn't destroyed when they reach 0 HP. Instead, their body is destroyed, crumbling to ash, and their mind is immediately transferred into a creature they rendered comatose through Drain Thoughts. This creature must be within 1 mile; if no such creature is in range, the vetalarana is destroyed. The creature becomes controlled by the vetalarana and loses the stupefied and unconscious conditions. If the creature controlled by a vetalarana in this way is killed, the vetalarana's mind transfers to another creature within 1 mile who they rendered comatose through Drain Thoughts. After 1d6 days of being controlled, the controlled creature dies, and its body transforms into that of the vetalarana who rendered it comatose. Vetalarana Vulnerabilities All vetalaranas possess the following weaknesses. Barred Senses A vetalarana can't see or sense through force effects or cold iron, and their mind can't penetrate force effects or cold iron. Such barriers can prevent the transference of a vetalarana's mind through Mental Rebirth. Revulsion A vetalarana delights in consuming memories and secrets, and is disgusted by those who share such sensitive tidbits openly. A vetalarana can't voluntarily come within 10 feet of a creature loudly voicing their intimate personal secrets or most cherished memories aloud. Speaking such information aloud with conviction is a single action that has the auditory, concentrate, and linguistic traits, and protects the creature until the start of its next turn. A vetalarana that involuntarily comes within 10 feet of a creature sharing such information gains the fleeing condition until they're 10 feet or farther from the creature. After 1 round of being exposed to the secrets of a creature, a vetalarana can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success). Vulnerable to Brain Destruction A vetalarana whose brain has been destroyed, or is reduced to 0 HP while unable to take mental actions, can't use Mental Rebirth. Deflect Attack Reaction Requirements Kemnebi is aware of the attack, isn't flat-footed, and has a hand free; Trigger Kemnebi is the target of a physical ranged attack or ranged spell attack; Effect Kemnebi gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, Kemnebi has deflected it. He can't use this reaction to deflect unusually massive ranged projectiles (such as boulders or ballista bolts). --- Speed 40 feet, climb 40 feet Melee Single Action claw +39 (Agile, Finesse, Magical), Damage 4d10+16 slashing plus paralyzing claws and Improved Grab Arcane Prepared Spells DC 48, attack +40 - Cantrips (10th) Ancient Dust, Chill Touch, Ghost Sound, Produce Flame, Read Aura - 1st Magic Missile (×2), Ventriloquism - 2nd Blur, Deafness, Invisibility - 3rd Haste, Magic Aura, Vampiric Touch - 4th Enervation, Fly, Telepathy - 5th Animate Dead, Shadow Siphon, Shadow Walk - 6th Grim Tendrils, Magic Missile, Teleport - 7th Paralyze, Phantasmal Calamity, Plane Shift - 8th Bound in Death, Flense (×2) - 9th Shadow Raid, Suffocate, Unspeakable Shadow - 10th Flense Divine Prepared Spells DC 48, attack +40 - Cantrips (10th) Daze, Detect Magic, Divine Lance, Stabilize, Torturous Trauma - 1st Alarm, Goblin Pox, Ray of Enfeeblement - 2nd False Life, See Invisibility, Status - 3rd Bind Undead, Dream Message, Heroism - 4th Darkness, Spell Immunity, Steal Voice - 5th Blink Charge, Blood Vendetta, Crushing Despair - 6th Blade Barrier, Chilling Darkness, Crisis of Faith - 7th Eclipse Burst, Finger of Death, Spirit Blast - 8th Shadow Blast (×3) - 9th Dirge of Remembrance, Spirit Blast, Spiritual Torrent - 10th Harm (×9), Spirit Blast Occult Innate Spells DC 48 - Constant (5th) Tongues Focus Spells DC 48, attack +40, 3 Focus Points - 10th Athletic Rush, Call of the Grave, Enduring Might, Life Siphon Rituals DC 48 - 2nd Create Undead (doesn't require secondary casters) Center Self Single Action Frequency once per round; Effect Kemnebi regains 1 Focus Point. If he's stupefied, he reduces the value of his stupefied condition by one. If Kemnebi is affected by a mental effect or spell, Kemnebi attempts to counteract that effect or spell with a +33 counteract modifier. Control Comatose (Exploration, Incapacitation, Mental, Necromancy, Occult, Possession) Frequency once per day; Effect The vetalarana manipulator spends 10 minutes to take psychic control of the creatures they've rendered comatose with Drain Thoughts. This has the effects of the possession spell, but lasts for up to 6 hours, has a range of 1 mile, and the vetalarana can control a number of comatose victims at a time equal to half the vetalarana's level. A comatose victim can't resist this possession and automatically gets a critical failure on its saving throw against Control Comatose. As long as a comatose victim is controlled by a vetalarana manipulator in this way, the victim's stupefied and unconscious conditions are temporarily suppressed. Drain Thoughts Single Action (Necromancy, Occult) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within Kemnebi's reach; Effect Kemnebi seizes a creature and consumes its memories. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is stupefied 2f and Kemnebi regains 35 HP, gaining any excess HP as temporary Hit Points. Draining Thoughts from a creature that's already stupefied doesn't restore any HP to Kemnebi but increases the victim's stupefied value by 2. Additionally, Kemnebi views one of the victim's memories and can choose to alter, enhance, or erase the memory he views as 4th-level modify memory . A victim's stupefied condition value decreases by 1 every week. A victim who becomes stupefied 5 in this way is rendered comatose, becoming permanently unconscious. As long as Kemnebi lives, a comatose victim can't regain consciousness, and its stupefied condition doesn't decrease. Flurry of Blows Single Action Frequency once per round; Effect Kemnebi makes two claw Strikes. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses. Kemnebi applies his multiple attack penalty to the Strikes normally. Paralyzing Claws (Incapacitation, Necromancy, Occult) Any living, non-mindless creature hit by Kemnebi's claw Strike must succeed at a DC 36 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. ","skill_mod":{"nature":41,"occultism":41,"acrobatics":35,"religion":43,"society":41,"diplomacy":36,"performance":37,"deception":36,"crafting":41,"stealth":35,"arcana":43,"athletics":33,"intimidation":36},"primary_source":"Pathfinder #186: Ghost King's Rage","spell":["Flense","Shadow Raid","Suffocate","Unspeakable Shadow","Bound in Death","Paralyze","Phantasmal Calamity","Plane Shift","Grim Tendrils","Magic Missile","Teleport","Animate Dead","Shadow Siphon","Shadow Walk","Enervation","Fly","Telepathy","Haste","Magic Aura","Vampiric Touch","Blur","Deafness","Invisibility","Ventriloquism","Ancient Dust","Chill Touch","Ghost Sound","Produce Flame","Read Aura","Harm","Spirit Blast","Dirge of Remembrance","Spiritual Torrent","Shadow Blast","Eclipse Burst","Finger of Death","Blade Barrier","Chilling Darkness","Crisis of Faith","Blink Charge","Blood Vendetta","Crushing Despair","Darkness","Spell Immunity","Steal Voice","Bind Undead","Dream Message","Heroism","False Life","See Invisibility","Status","Alarm","Goblin Pox","Ray of Enfeeblement","Daze","Detect Magic","Divine Lance","Stabilize","Torturous Trauma","Tongues","Athletic Rush","Call of the Grave","Enduring Might","Life Siphon"],"ac":43,"item":["religious symbol of Urgathoa","ring of spell turning","wand of widening (9th level)"],"level":21,"spell_dc":[48,48,48,48],"source_category":["Adventure Paths"],"sense":" darkvision , thoughtsense 100 feet","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"mental":15,"physical":15},"intelligence":10,"reflex_save":35,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":34,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Chancellor Kemnebi","alignment":"LE","rarity":"unique","strike_damage_average":[38],"attack_bonus":[39],"constitution":7,"immunity":["death effects","disease","paralyzed","poison","sleep"],"spell_attack_bonus":[40,40,40],"will_save":41,"speed":{"climb":40,"max":40,"land":40},"wisdom":10,"weakness":{},"creature_ability":["Thoughtsense","Enlightened Mind","Mental Rebirth curse, incapacitation, mental, necromancy, occult)","Vetalarana Vulnerabilities","Barred Senses","Revulsion","Vulnerable to Brain Destruction","Deflect Attack","Center Self","Control Comatose","Drain Thoughts","Flurry of Blows","Paralyzing Claws"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Diplomacy","Intimidation","Mechitar Lore","Nature","Occultism","Performance","Religion","Shadow Plane Lore","Society","Stealth"],"tradition":["Arcane","Divine","Occult"],"summary":"Long ago, in the days before Geb was a nation, Kemnebi was a mortal man with a wife and family. Tragedy struck, and the kindly father dove into dark …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2441","dexterity":8,"category":"creature","slug":"creature-2441"},{"primary_source_category":"Adventure Paths","strength":6,"hp":275,"language":["Abyssal","Celestial","Infernal","Requian","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #186: Ghost King's Rage"],"type":"Creature","charisma":8,"perception":38,"stealth":"31","trait":["Monitor","Psychopomp","Unique","N","Medium"],"id":"creature-2442","text":" Matron Uldrula, Desperate Repository Manager For eons, Uldrula served as would any shoki in Pharasma's court, escorting wayward souls to the Boneyard for judgment. Though she used logic and emotional arguments whenever possible, she relied upon her staff and powerful magic to forcefully capture souls when words failed. Uldrula would've remained on this path if not for her devotion to Narakaas, the Cleansing Sentence. In time, Uldrula entered Narakaas's service, working as an archivist and later manager at a small soul repository located on the borders of Narakaas's realm: Reprieve. While there, Uldrula cataloged not only the souls in Reprieve's care but also the reason for their arrival. The endeavor sparked a change in the old shoki. After eons as a dispassionate arbiter of fate, Uldrula allowed feelings to interfere with her work. She adopted the mantle “Matron,” and the souls became “her wards.” And, the predators that harmed souls became her enemies. For millennia, Matron Uldrula lobbied her superior, Arbiter Alcrazaal, to dispatch psychopomp assassins to destroy the most heinous soul predators, but her arguments were regularly written off as rash, emotional, and illogical. Sensing her time at Reprieve is nearing its end and desperate to spare countless souls any unnecessary harm, Matron Uldrula has resorted to considering drastic measures to see her enemies destroyed once and for all. During her darkest moments, she has considered traveling the planes to dispatch as many soul predators as she can before Arbiter Alcrazaal catches her and ends her life. Matron Uldrula is a hunchbacked shoki with a pearlescent snail-like shell on her back, frazzled gray hair, and the countenance of a wise old woman. Wrinkles and worry line her face, her gap-toothed smile is cunning but kindly, and she has expressive gold eyes—though such affectations are typically feigned among shokis, Matron Uldrula's are genuine. Her gray skin is webbed with scars, which appear as tiny gold lines in irregular patterns like cracks in broken pottery. She leans heavily on an adamantine staff from which dangles a lantern containing a blue-white wisp of light. Though she hides it well, Matron Uldrula is weary. Campaign Role Although Matron Uldrula is opposed to the PCs' presence in her soul repository, she has spent eons bargaining with desperate souls and is intrigued enough to allow the PCs to speak in their defense before she reaps their souls. If the PCs are honest with Matron Uldrula, Matron Uldrula becomes an ally of the PCs, giving them Balji's soul in exchange for the death of Kemnebi and providing them information on Arbiter Alcrazaal, who she knows will stand against them. If the PCs are dishonest, Matron Uldrula becomes a terrifying foe, willing to die in defense of her wards and trusting reinforcements are on the way. Recall Knowledge - Monitor (Religion): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Matron Uldrula Source Pathfinder #186: Ghost King's Rage pg. 90 Perception +38; darkvision, lifesense 120 feet Languages Abyssal, Celestial, Infernal, Requian; tongues Skills Acrobatics +31, Boneyard Lore +37, Deception +35, Diplomacy +35, Intimidation +35, Legal Lore +33, Occultism +33, Religion +37, Society +33, Stealth +31 Str +6 Dex +5 Con +6 Int +7 Wis +10 Cha +8 Items religious symbols, Staff --- AC 40 Fort +31 Ref +30 Will +35 HP 275 Immunities death effects, disease Resistances negative 20, poison 20 Soul Shards (divine, transmutation) When Matron Uldrula is wounded, tiny fragments of her break away, littering the floor with glass-like shards. In their place, glimmering gold cracks crisscross Matron Uldrula's form, each hard as steel. When Matron Uldrula is reduced to 150 Hit Points or fewer, she gains resistance 10 to all physical damage, as her body becomes more gold than flesh. Shard Shield Reaction Trigger A creature targets Matron Uldrula with an attack; Requirements Matron Uldrula has been reduced to 150 Hit Points or fewer; Effect The fragments of Matron Uldrula, sheared off from her form during this encounter, fly through the air, interposing themselves between Matron Uldrula and harm. Matron Uldrula gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 25 feet, fly 40 feet Melee Single Action staff +34 (two-hand d8), Damage 3d4+12 bludgeoning plus spirit touch Divine Spontaneous Spells DC 46, attack +38 - Cantrips (9th) Daze, Ghost Sound, Guidance, Prestidigitation, Sigil - 1st Charm, Illusory Disguise, True Strike (4 slots) - 2nd Death Knell, Mirror Image, Reaper's Lantern (4 slots) - 3rd Bind Undead, Mind Reading, Zone of Truth (4 slots) - 4th Discern Lies, Globe of Invulnerability, Talking Corpse (4 slots) - 5th Anathematic Reprisal, Banishment, See Invisibility (4 slots) - 6th False Life, Slow, Wall of Force (4 slots) - 7th Phantom Pain, Spirit Blast, Spiritual Guardian (4 slots) - 8th Confusion, Phantasmal Calamity, Phantasmal Killer (4 slots) - 9th Synesthesia, Unfathomable Song, Weird (3 slots) Divine Innate Spells DC 46, attack +38 - Cantrips (9th) Chill Touch, Detect Magic, Disrupt Undead, Read Aura, Stabilize - 2nd Calm Emotions, Invisibility (at will; self only), Detect Alignment - 4th Read Omens, Searing Light (×3) - 5th Heal (×3), Mind Probe - 6th Spirit Blast - 7th Plane Shift (self and locked soul only; to the Boneyard only) - Constant (5th) Tongues Focus Spells DC 46, 2 Focus Points - 9th Lament, Overflowing Sorrow Rituals DC 46 - 5th Call Spirit (doesn't require secondary casters) Infuse Weapon (Divine, Evocation) Matron Uldrula's staff is her symbol of office and gains a measure of her personal power. This staff becomes a +2 greater striking staff and is treated as if it were adamantine while Matron Uldrula wields it. Matron Uldrula's staff has Hardness 17 and HP 68 (BT 34) while possessed by her, or Hardness 5 and HP 20 (BT 10) while out of her possession. If her staff is taken or destroyed, Matron Uldrula can infuse a new one with an hour of work. Soul Lock Two Actions (Divine, Incapacitation, Necromancy) Requirements Matron Uldrula doesn't have a soul locked within her staff; Effect Matron Uldrula attempts to capture the soul of a creature on the brink of death, either an undead creature or a creature with the dying condition. The target must attempt a DC 46 Will save with the following results. Critical Success The creature is unaffected and becomes temporarily immune to Soul Lock. Success Matron Uldrula's staff tugs at the creature's soul but doesn't trap it. If the creature is living, it becomes doomed 1 (or increases its doomed condition by 1). If the creature is a corporeal undead, it becomes enfeebled 2. If the creature is an incorporeal undead, it becomes stupefied 2. The creature then becomes temporarily immune to soul lock for 24 hours. Failure Matron Uldrula locks the creature's soul in her staff. If the creature is living, it dies. If the creature is a corporeal undead, its body becomes an inanimate corpse. If the creature is an incorporeal undead, it becomes bodily trapped within the staff. While the soul is locked in the staff, the target can't be returned to life or undeath, or rejuvenated through any means, save powerful magic, such as miracle or wish , or through divine intervention. If Matron Uldrula's staff is destroyed or she wills it, the soul is released. Matron Uldrula's staff can only hold one soul at a time. Spirit Touch Matron Uldrula's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 4d6 negative damage to living creatures and 4d6 positive damage to undead. ","skill_mod":{"society":33,"diplomacy":35,"deception":35,"stealth":31,"intimidation":35,"occultism":33,"acrobatics":31,"religion":37},"primary_source":"Pathfinder #186: Ghost King's Rage","spell":["Synesthesia","Unfathomable Song","Weird","Confusion","Phantasmal Calamity","Phantasmal Killer","Phantom Pain","Spirit Blast","Spiritual Guardian","False Life","Slow","Wall of Force","Anathematic Reprisal","Banishment","See Invisibility","Discern Lies","Globe of Invulnerability","Talking Corpse","Bind Undead","Mind Reading","Zone of Truth","Death Knell","Mirror Image","Reaper's Lantern","Charm","Illusory Disguise","True Strike","Daze","Ghost Sound","Guidance","Prestidigitation","Sigil","Plane Shift","Heal","Mind Probe","Read Omens","Searing Light","Calm Emotions","Invisibility","Chill Touch","Detect Magic","Disrupt Undead","Read Aura","Stabilize","Tongues","Detect Alignment","Lament","Overflowing Sorrow"],"ac":40,"item":["religious symbols","Staff"],"level":19,"spell_dc":[46,46,46],"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 120 feet","resistance":{"void":20,"poison":20},"intelligence":7,"reflex_save":30,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":31,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Matron Uldrula","alignment":"N","rarity":"unique","strike_damage_average":[19],"attack_bonus":[34],"constitution":6,"immunity":["death effects","disease"],"spell_attack_bonus":[38,38],"will_save":35,"speed":{"fly":40,"max":40,"land":25},"wisdom":10,"weakness":{},"creature_ability":["Soul Shards","Shard Shield","Infuse Weapon","Soul Lock","Spirit Touch"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Boneyard Lore","Deception","Diplomacy","Intimidation","Legal Lore","Occultism","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"For eons, Uldrula served as would any shoki in Pharasma's court, escorting wayward souls to the Boneyard for judgment. Though she used logic …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2442","dexterity":5,"category":"creature","slug":"creature-2442"},{"attack_bonus":[13,14],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":72,"source":["Pathfinder #187: The Seventh Arch"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":20,"land":20,"swim":20},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Refective Shell","Lob Amoeba","Symbiotic Amoeba"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"12","trait":["Amphibious","Beast","Uncommon","N","Large"],"id":"creature-2443","text":" Amelekana Amelekanas are amphibious ambush predators native to rivers and lakes across Castrovel. An amelekana looks similar to a giant snail, with an opalescent spiraling shell and eyeless face sporting a crown of six antennae, but that's where the resemblance ends. Instead of one giant foot, the amelekana has fleshy tubes standing upright through holes in its shell and a host of tiny armored legs, like those of a crab. Yet perhaps the most unusual feature of the amelekana is that it's actually a symbiotic community of two separate organisms, neither of which can live without the other. Like many creatures on Castrovel, amelekanas have some basic psychic ability—in their case, a sense for nearby living creatures. A hunting amelekana submerges itself to obscure its location. When prey draws near, the amelekana rises from the water and releases compressed gasses to launch its symbiotes—blobby amoebas the size of a bread loaf—at their victims. These amoebas act as external digesters for the stomachless amelekana, using their acidic coating to dissolve prey and absorb nutrition. Once its amoebas have had their fill, the amelekana slurps them back up, providing the amoeba colony with a safe haven inside its body in exchange for a portion of the processed nutrients. A typical amelekana is 9 feet long and weighs up to 2,000 pounds. Recall Knowledge - Beast (Arcana, Nature): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Amelekana Source Pathfinder #187: The Seventh Arch pg. 84 Perception +14; lifesense 100 feet Languages Skills Acrobatics +10, Athletics +10, Stealth +12, Survival +12 Str +5 Dex +1 Con +4 Int -3 Wis +4 Cha +0 --- AC 21 Fort +14 Ref +11 Will +14 HP 72 Refective Shell An amelekana submerged in water gains a +4 circumstance bonus to Stealth checks. If the water is moving, this bonus increases to +8. --- Speed 20 feet, swim 20 feet Melee Single Action pseudopod +13, Damage 2d4+8 bludgeoning Ranged Single Action lob amoeba +14, Lob Amoeba Single Action The amelekana flings a symbiotic amoeba at a target within 40 feet—this is a ranged attack that doesn't count toward the amelekana's multiple attack penalty, and its multiple attack penalty doesn't apply to this attack. Success The target takes 2d4+8 bludgeoning damage and the symbiotic amoeba lands in a square adjacent to the target. Failure The target takes no damage, but the symbiotic amoeba still spawns in a square adjacent to the target. Critical Failure The target takes no damage and the lobbed amoeba dies on impact. Symbiotic Amoeba An amoeba produced by the amelekana is a Tiny, mindless, semi-independent creature controlled by the amelekana. It has the minion trait, AC 15, 1 Hit Point, and the same skills and saving throws as the amelekana. Each round, the amelekana can Command a Minion to make an amoeba Step or Swim 20 feet and make a pseudopod Strike ( Melee pseudopod +13, Damage 2d4 acid). If an amelekana is killed, its symbiotic amoebas are also killed by the host creature's psychic backlash. An amelekana can have up to three extant symbiotic amoebas at a time. Amelekana Shells Amelekana shells' swirling shine warps light in water to the point where the shells almost disappear, making them quite valuable. Among terrestrial cultures, amelekana shells are often used in jewelry. Locathahs and other aquatic cultures have long sought some way to turn the unusual shells into armor or other gear that might aid in underwater hunting, but few have succeeded so far. Crafting a single piece of stealth-enhancing amelekana shell armor would be a worthwhile endeavor indeed. ","skill_mod":{"survival":12,"stealth":12,"athletics":10,"acrobatics":10},"summary":"Amelekanas are amphibious ambush predators native to rivers and lakes across Castrovel. An amelekana looks similar to a giant snail, with an …","image":["/Images/Monsters/Amelekana.png"],"primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Monster","Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":" lifesense 100 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2443","intelligence":-3,"reflex_save":11,"strongest_save":["fort","fortitude","will"],"dexterity":1,"fortitude_save":14,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Amelekana","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[13],"slug":"creature-2443"},{"attack_bonus":[11],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":34,"source":["Pathfinder #187: The Seventh Arch"],"type":"Creature","will_save":8,"charisma":1,"speed":{"climb":20,"max":40,"land":40},"perception":10,"wisdom":4,"weakness":{"electricity":2},"creature_ability":["Volatile Gasses","Bubble Venom","Fire Blast"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"9","trait":["Animal","Uncommon","N","Small"],"id":"creature-2444","text":" Desa-Desa Also known as “bubble cats” or “gas cats,” desa-desas are small, vaguely feline predators that hunt the jungles of Castrovel. A typical desa-desa is roughly the size and shape of a bobcat. Its head is reptilian, sporting large eyes and slender fangs that protrude from its lips. Desa-desa fur tends to match their environment—most are dark green and brown—and is punctuated by patterns of small, bubble-like bladders that protrude from the creature's skin like transparent boils. Every desa-desa has a different bladder pattern, and this distinctive anatomical feature is key to the creature's survival. Desa-desas' lives revolve around a little-understood (and likely magical) process by which the creatures transform water into its constituent gaseous elements. A desa-desa stores these gasses in the polyp-like bladders, which are lined with an electricity-conducting material that allows the creature to create sudden blasts of flame in all directions. As a predator, the desa-desa's most dangerous attack is its bite, which passes along its bubble venom, which can ravage the fluids in the victim's own body. This reaction causes water in the target's cells to split rapidly, creating bubbles of gas that percolate through the creature's flesh to its skin, where it balloons outward in large, agonizing blisters before popping. The combustible gasses in these blisters also make a creature particularly susceptible to fire attacks—such as the desa-desa's defensive blast. A typical desa-desa is 4 feet long counting the tail, and weighs just 30 pounds. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Desa-Desa Source Pathfinder #187: The Seventh Arch pg. 85 Perception +10; low-light vision Languages Skills Acrobatics +8, Athletics +7, Stealth +9, Survival +8 Str +2 Dex +5 Con +1 Int -4 Wis +4 Cha +1 --- AC 18 Fort +5 Ref +11 Will +8 HP 34 Resistances fire 4 Weaknesses electricity 2 Volatile Gasses Whenever a desa-desa takes electricity damage, it must attempt a DC 18 Fortitude save. On a failure, the sparks cause the desa-desa to immediately use Fire Blast if it can, and the desa-desa becomes flat-footed for 1 round. --- Speed 40 feet, climb 20 feet Melee Single Action bite +11, Damage 1d4+2 piercing plus bubble venom Bubble Venom (Arcane, Poison) A creature bit by a desa-desa breaks out in large, painful blisters which expand and pop as water in the victim's body turns into volatile gasses. Magical healing of any kind counteracts the bubble venom; Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds; Stage 1 weakness to fire 2 and 1d6 piercing (1 round); Stage 2 weakness to fire 4 and 2d6 piercing (1 round) Fire Blast Two Actions (Arcane, Evocation, Fire) The desa-desa releases a burst of explosive gasses in all directions, dealing 3d6 fire damage to all creatures in a 5-foot emanation. The desa-desa can't use Fire Blast again for 1d4 rounds. Cat Gasses Castrovelian elven scholars have long noted the utility of the gasses contained in desa-desa bubble bladders. Researchers at Tolris University in Qabarat have used the gasses to create hotter forges, bottled air for diving, and even lift for airships. The former head of the department, Shimah Teph, believed that the cats could keep a ship aloft indefnitely, while feeding them just a few scraps of meat, and managed to pilot a test fight to Laubu Mesa before dying of desa-desa-inficted wounds. ","skill_mod":{"survival":8,"stealth":9,"athletics":7,"acrobatics":8},"summary":"Also known as “bubble cats” or “gas cats,” desa-desas are small, vaguely feline predators that hunt the jungles of Castrovel. A typical desa-desa is …","image":["/Images/Monsters/DesaDesa.png"],"primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Creature Type","Rarity"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"fire":4},"url":"/Monsters.aspx?ID=2444","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":5,"source_group":["Gatewalkers"],"size":["Small"],"spoilers":"Gatewalkers","name":"Desa-Desa","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[4],"slug":"creature-2444"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":25,"language":["Aklo","Sylvan","(can't speak any language)"],"source":["Pathfinder #187: The Seventh Arch"],"type":"Creature","creature_family":"Gorga","will_save":5,"charisma":1,"speed":{"max":40,"land":40},"perception":9,"wisdom":3,"weakness":{"cold_iron":3},"creature_ability":["Attack of Opportunity","Cloak of Shadows","Shadow Bite","Umbral Leap"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Stealth"],"stealth":"8","trait":["Fey","Uncommon","CE","Medium"],"id":"creature-2445","text":" Temagyr Temagyrs embody the fear of nocturnal hunters—predators that stalk through the dark of night and attack when their prey is most vulnerable. Able to blend in with and step between shadows to surprise victims, temagyrs delight in ambush tactics. An average temagyr is 8 feet long and weighs 500 pounds but moves with unnatural fluidity and grace, the shadows they carry seeming to hang in the air behind them. In combat, a temagyr can take down opponents either with physical attacks or by taking bites out of their enemy's shadow. These shadow wounds, which remain visible unless healed, often perplex Material Plane doctors and investigators; a corpse from a temagyr attack can appear pristine, its tattered shadow the only clue to how it met its untimely fate. Recall Knowledge - Fey (Nature): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Temagyr Source Pathfinder #187: The Seventh Arch pg. 86 Perception +9; greater darkvision Languages Aklo, Sylvan; (can't speak any language) Skills Acrobatics +7, Athletics +7, Stealth +8 Str +2 Dex +3 Con +2 Int -2 Wis +3 Cha +1 --- AC 16 Fort +8 Ref +10 Will +5 HP 25 Weaknesses cold iron 3 Attack of Opportunity Reaction Cloak of Shadows Temagyrs are constantly surrounded by shifting shadows. A temagyr can always Hide in dim light or darkness. --- Speed 40 feet Melee Single Action bite +9, Damage 1d4+4 piercing Shadow Bite Single Action Frequency once per round; Effect The temagyr attempts to tear away and swallow a gobbet of shadow from a creature within reach. The creature must attempt a DC 17 Fortitude save. Success The target takes no damage. Failure The target takes 1d4+4 piercing damage and the temagyr gains 2 temporary Hit Points for 1 minute. Critical Failure The target takes 2d4+8 piercing damage and the temagyr gains 4 temporary Hit Points for 1 minute. Umbral Leap Two Actions (Conjuration, Primal, Teleportation) Frequency once per day; Effect The temagyr bends light and darkness to leap into a creature's shadow. The temagyr targets a creature that it can see who is in dim or brighter light within 120 feet. The temagyr teleports to a space adjacent to the target creature. ","skill_mod":{"stealth":8,"athletics":7,"acrobatics":7},"summary":"Temagyrs embody the fear of nocturnal hunters—predators that stalk through the dark of night and attack when their prey is most vulnerable. Able to …","image":["/Images/Monsters/Gorga_Temagyr.png"],"primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Creature Type","Rarity"],"ac":16,"level":1,"source_category":["Adventure Paths"],"sense":" greater darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2445","intelligence":-2,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Greater darkvision","fortitude_save":8,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Temagyr","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[6],"slug":"creature-2445"},{"attack_bonus":[10],"constitution":0,"primary_source_category":"Adventure Paths","strength":1,"hp":55,"language":["Aklo","Common","Sylvan","(can't speak any language; <%UMR%37%%>telepathy<%END> 100 feet, images only)"],"source":["Pathfinder #187: The Seventh Arch"],"type":"Creature","creature_family":"Gorga","will_save":12,"charisma":1,"speed":{"fly":25,"max":25},"perception":12,"wisdom":4,"weakness":{"cold_iron":5},"creature_ability":["Lost in the Dark","Corner of the Eye"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Deception","Intimidation","Nature","Stealth"],"stealth":"10","trait":["Fey","Uncommon","CE","Medium"],"id":"creature-2446","text":" Ocluai Ocluais embody the fear of being lost and helpless in the darkness as well as the danger of unreasoning terror. An ocluai's gray body resembles that of a featherless owl with a serrated beak, the legs of a monkey, and oversized eye sockets full of shadow. The field of unnatural darkness that surrounds an ocluai disorients most creatures; while other gorgas are quick to move in for the kill, ocluais love to perch on a low branch or lintel and watch with their blank expressions as prey succumbs to panic. Though capable fighters, ocluais prefer to hang back and slash at those whose frantic fight brings them within range, letting their prey's own terror drive them over cliffs or bring them to their knees. Ocluais understand several languages but rarely communicate with non-fey. When they do, their communication takes the form of unsettling telepathic images projected directly into the other party's mind as the ocluai holds their gaze. Recall Knowledge - Fey (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Ocluai Source Pathfinder #187: The Seventh Arch pg. 87 Perception +12; greater darkvision Languages Aklo, Common, Sylvan; (can't speak any language; telepathy 100 feet, images only) Skills Acrobatics +10, Deception +8, Intimidation +10, Nature +8, Stealth +10 Str +1 Dex +4 Con +0 Int +2 Wis +4 Cha +1 --- AC 18 Fort +6 Ref +12 Will +12 HP 55 Weaknesses cold iron 5 Lost in the Dark (aura, darkness, enchantment, mental) 60 feet. An ocluai's presence distorts nearby creatures' senses of direction. Nonmagical bright light within the aura becomes dim light, and nonmagical dim light with the aura becomes darkness. Any non-gorga within range of the ocluai's aura that attempts to move must declare where they intend to move. Before moving, however, the creature must attempt a secret DC 20 Will saving throw. An ocluai can exempt specific creatures from this effect. Magical light anywhere within the ocluai's aura increases the light level as normal and reduces the Will save DC by 5. Success The creature moves normally. Failure The creature moves the intended distance, but not in the right direction. The ocluai chooses the creature's destination and route, which could be a straight line or could include multiple changes in direction. If the path is blocked or would go through obviously dangerous terrain (such as off a cliff or through a fire), the movement ends before the blockage or danger. Critical Failure As failure, but if the creature's path would lead them into obviously dangerous terrain, they must succeed at a second Will save to end their movement just before they would enter the danger. --- Speed fly 25 feet Melee Single Action talon +10, Damage 3d4+3 slashing Corner of the Eye Two Actions (Illusion, Mental, Primal, Visual) The ocluai creates a wave of disturbing illusory images in a 10-foot burst centered on a point within 60 feet. Any creature caught in this burst takes 3d6 mental damage (DC 20 basic Will save) as their peripheral vision churns with terrifying visions of worm-eaten corpses and monsters ready to pounce. ","skill_mod":{"deception":8,"nature":8,"stealth":10,"intimidation":10,"acrobatics":10},"summary":"Ocluais embody the fear of being lost and helpless in the darkness as well as the danger of unreasoning terror. An ocluai's gray body resembles that …","image":["/Images/Monsters/Gorga_Ocluai.png"],"primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Creature Type","Rarity"],"ac":18,"level":3,"source_category":["Adventure Paths"],"sense":" greater darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2446","intelligence":2,"reflex_save":12,"strongest_save":["ref","reflex","will"],"dexterity":4,"vision":"Greater darkvision","fortitude_save":6,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Ocluai","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[10],"slug":"creature-2446"},{"attack_bonus":[10],"constitution":0,"primary_source_category":"Adventure Paths","strength":3,"hp":50,"language":["Immolis; <%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #187: The Seventh Arch"],"type":"Creature","will_save":9,"charisma":0,"speed":{"climb":40,"max":40,"land":40},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Heatsense","Heat Beam"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"10","trait":["Beast","Uncommon","N","Medium"],"id":"creature-2447","text":" Immolis Most complex organisms, whether plant or animal, produce energy by converting fuel (such as food) into heat. Though this process is invaluable, it's also a vulnerability—one that the immolis has evolved to exploit. Immolises are psychic predators found all across Castrovel, especially underground and in cool environs. Mostly blind, they hunt by sensing the body heat of other creatures. When an immolis acquires a target, it focuses its innate psychic energies in an invisible beam aimed at its prey. The sudden influx of energy causes the target's metabolism to accelerate rapidly, spurring the creature's body to produce energy at a dangerous rate. This sudden rush of heat literally cooks the creature internally— innards burst, blood boils, and fat catches fire. The end result isn't just warm food, but a meal roasted to morbid perfection. An immolis's basic shape resembles that of a spidery, spindly frog covered in delicate scales. The head has a simian muzzle, the lips of which pull back to reveal a squid-like beak. Above the mouth, the creature has three pairs of nostrils, which fare and chuff as the creature hunts. Though they walk with a hunch, immolises climb with shocking speed. Unlike many other pyro-predators, immolises have a deep and paradoxical fear of fire, perhaps because they know how easily any flesh— their own included—can blacken and burn. As a result, they prefer to lair near water. This presents its own problem, however, as their heat sense is easily disrupted by creatures taking steps to hide their heat signatures, such as submerging themselves in water or snow. While intelligent enough to communicate and band together with others of their kind, immolises view all other species as either prey or threats and have as little interest in cultural exchange as in personal possessions. The average immolis stands 5 feet tall and weighs 150 pounds. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Immolis Source Pathfinder #187: The Seventh Arch pg. 88 Perception +12; heatsense 120 feet Languages Immolis; telepathy 100 feet Skills Acrobatics +10, Athletics +10, Intimidation +9, Stealth +10, Survival +9 Str +3 Dex +4 Con +0 Int -3 Wis +3 Cha +0 Heatsense An immolis can sense creatures whose bodies are hotter than their surroundings as a precise sense at the listed range. Creatures that produce no heat—such as many undead or constructs—are concealed to an immolis, as are creatures who successfully mask their body heat (such as by submerging themselves in cold water). --- AC 19 Fort +6 Ref +12 Will +9 HP 50 --- Speed 40 feet, climb 40 feet Melee Single Action jaws +10, Damage 1d10+5 slashing Heat Beam Single Action (Evocation, Fire, Occult) The immolis targets a living creature within 30 feet and directs a beam of volatile psychic energy toward it, increasing the rate at which the creature's body produces heat. The target must attempt a DC 20 Fortitude save. The second and third time an immolis uses Heat Beam in the same round, the DC lowers to 16 or 12, respectively. Success The creature is unaffected. Failure The creature takes 2d6+5 fire damage. Critical Failure The creature takes 4d6+5 fire damage and 5 persistent fire damage. Weaponizing Immolises The Wemnora lashunta of northern Asana are one of the few cultures to actively hunt immolises. Before setting out, hunters paint their bodies in a thick layer of mud to camoufage themselves from the immolises' heatsense. Using torches and carefully shaped brush fres, Wemnora hunters attempt to drive immolises out of their lairs and into boxes with a single, closable window. These boxes are then used as siege weapons: simply point a box at opposing troops, open the window, and let an angry immolis set them ablaze. ","skill_mod":{"survival":9,"stealth":10,"athletics":10,"intimidation":9,"acrobatics":10},"summary":"Most complex organisms, whether plant or animal, produce energy by converting fuel (such as food) into heat. Though this process is invaluable, it's …","image":["/Images/Monsters/Immolis.png"],"primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Creature Type","Rarity"],"ac":19,"level":3,"source_category":["Adventure Paths"],"sense":"heatsense 120 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2447","intelligence":-3,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":6,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Immolis","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[10],"slug":"creature-2447"},{"attack_bonus":[14],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":95,"immunity":["sonic"],"source":["Pathfinder #187: The Seventh Arch"],"type":"Creature","will_save":10,"charisma":0,"speed":{"climb":20,"max":40,"land":40},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Boomstrike"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"12","trait":["Animal","Uncommon","N","Large"],"id":"creature-2448","text":" Kareq A kareq looks like a cross between a dinosaur and an insect. The kareq's torso extends back into a bulbous abdomen like an ant's. A kareq has a resonance chamber in its lower body, and when it flexes its muscular back legs against it, pressure builds up and sound waves are amplified and then focused as the kareq opens its mouth and releases the blast. The resulting shock wave can easily kill. Kareqs are thought to be related to Golarion's destrachans, though their similarities may simply be the result of convergent evolution. Unlike the stronger subterranean destrachans, kareqs are native to a variety of different environments, most often jungles and forests. A few sandy-colored species are found in the deserts of the Colonies, where formians regard the beasts as noble or, in some cases, practically sacred. Kareqs tend to be solitary predators, bold and unafraid, even willing to take on predators significantly larger than themselves. In combat, they keep their distance at first, softening up opponents with their boomstrikes before moving in for the kill with their claws. While they don't usually hunt in populated areas, kareqs are extremely territorial, and their desire to lay claim to tall landscape features can bring them into conflict with humanoids. During mating season, a kareq seeks height, climbing to the top of hills, boulders, or—if a settlement is particularly unlucky—towers and other buildings. From these perches, kareqs blast out their booming mating call which can carry for dozens of miles. A typical kareq stands 5 feet tall at the shoulder and is 10 feet long, weighing up to 300 pounds. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Kareq Source Pathfinder #187: The Seventh Arch pg. 89 Perception +15; low-light vision Languages Skills Acrobatics +12, Athletics +13, Intimidation +13, Stealth +12, Survival +10 Str +5 Dex +2 Con +4 Int -4 Wis +3 Cha +0 --- AC 22 Fort +15 Ref +13 Will +10 HP 95 Immunities sonic --- Speed 40 feet, climb 20 feet Melee Single Action claw +14, Damage 2d10+5 slashing Boomstrike Two Actions The kareq beats its legs against its reverberation chamber, creating a blast of sound concentrated enough to ignite the air around it. The kareq chooses to affect either a 30- foot cone (which deals sonic damage) or a 60-foot line (which deals fire damage). Affected creatures must attempt a DC 21 Fortitude save. Success The creature takes no damage. Failure The creature takes 3d6 damage of the appropriate type. Critical Failure The creature takes 6d6 damage of the appropriate type and either is deafened for 1 minute (if sonic damage) or takes 1d6 persistent fire damage (if fire damage). Kareq Drums Castrovelians have long hunted kareqs, both for glory and to harvest their unique abdomens. A ceremonial drum made from a kareq resonation chamber is an intimidating mark of prestige. While most such drums are only instruments, a properly enchanted kareq war drum can bring down walls and blast apart enemy troops. ","skill_mod":{"survival":10,"stealth":12,"athletics":13,"intimidation":13,"acrobatics":12},"summary":"A kareq looks like a cross between a dinosaur and an insect. The kareq's torso extends back into a bulbous abdomen like an ant's. A kareq has a …","image":["/Images/Monsters/Kareq.png"],"primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Creature Type","Rarity"],"ac":22,"level":5,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2448","intelligence":-4,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":15,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Kareq","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[16],"slug":"creature-2448"},{"primary_source_category":"Adventure Paths","strength":2,"hp":40,"language":["Common","Druidic","Sylvan"],"source":["Pathfinder #187: The Seventh Arch"],"type":"Creature","charisma":2,"perception":11,"stealth":"5","trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-2449","text":" Bolan Nogasso Druidism draws some adherents because they love nature—and others because they hate people. Bolan Nogasso has always been the latter. Bolan grew up in the logging camps of Andoran, the son of parents with too many offspring and too little affection. Shy and scrawny, he found himself a target of constant abuse from burly loggers' children, including his own siblings. He took to spending as much time as possible hiding in the woods. There, in the quiet among the trees, he could fnally let his guard down. In time, he managed to befriend local fey, including pixies and brownies. Bolan began to pray that he'd turn out to be a changeling—anything but the child of boorish humans. Time and again, the same story would play out: Bolan would return to a favorite grove and fnd it clear-cut, his fey friends nowhere to be found. As he grew older, he flled out, and he used his new strength to fght these atrocities. Yet the loggers— those same childhood chums who'd spent their lives bullying him—only laughed as they bloodied his nose. Hopeless, he tried to drink his troubles away. It was on one of these benders that he frst heard of Sevenarches. In Sevenarches, people served nature, rather than the other way around. Guards called Oakstewards reminded citizens of the delicate balance between the needs of humanoids and those of plants and animals. Bolan set out immediately, vowing not to rest until he was apprenticed to these sagacious druids. It worked: Bolan excelled in his training and soon became a full Oaksteward. With his knowledge and magic, he felt closer to the natural world than ever— while also appreciating the distance his status put between him and Sevenarches' deferential citizens. Yet his joy was short-lived. Bolan soon realized that, for all their talk of balance, the Oakstewards actually put humanoid interests frst. He began to clash more and more with his superiors, eventually seeing them as just another petty hierarchy that was more concerned with international politics than truly safeguarding the natural world. He volunteered to patrol the nation's borders, venting his merciless frustrations upon anyone he caught sneaking into Sevenarches. And then came the Missing Moment. Through the Seventh Arch, Bolan saw a tranquil, natural world where humanoids were no more important than blades of grass. He leapt eagerly through the portal. Though (like everyone else) he has no memory of what occurred in his time through the gate, he returned with a new determination to realize the perfect vision he'd glimpsed. Adding to his conviction were strange powers he'd somehow gained from the Missing Moment: magic which allowed him to control the human-despoiled remains of plants—the wood in buildings, the fbers in fabric. To Bolan, this vegetative necromancy was a sign that he'd been chosen as an avatar of nature's vengeance. Soon afterward, Bolan received his frst visit from a terrifying fey which called themself Kaneepo the Slim. Desperate for an ally and already favorably inclined toward fey, Bolan agreed to do whatever the fgure wanted. In exchange for a simple favor from Bolan— namely, stealing the sacred key to the Seventh Arch— Kaneepo promised to help Bolan not only overthrow humanoid civilization, but to destroy it entirely so that the natural world could heal. Campaign Role Though the primary antagonist for the frst chapter of the adventure, Bolan is ultimately a patsy—a desperate zealot who's become a pawn in Kaneepo the Slim's wicked game. Kaneepo has no problem with the rebel Oaksteward's genocidal goals. The fey only needs Bolan to steal the Shadewither Key, with which Kaneepo can expand their territory and pursue their own vengeance against the elves of Kyonin. Bolan is at once a tragic fgure and a dangerous foe, quick to spout proclamations about civilization's unchecked growth. Although he cares little for the other Oakstewards who've joined his cause, he genuinely feels for his fey allies, and he's surprisingly tolerant of their shenanigans. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Bolan Nogasso Source Pathfinder #187: The Seventh Arch pg. 90 Perception +11 Languages Common, Druidic, Sylvan Skills Acrobatics +7, Athletics +7, Intimidation +8, Nature +8, Stealth +5, Survival +8 Str +2 Dex +2 Con +0 Int +0 Wis +4 Cha +2 Items Dagger, Hide Armor, leaf mask, +1 staff --- AC 18 Fort +8 Ref +8 Will +11 HP 40 --- Speed 20 feet Melee Single Action staff +9 (Magical, reach 10 feet [with wild morph], two-hand d8), Damage 1d8+3 bludgeoning Druid Prepared Spells DC 18, attack +10 - Cantrips (1st) Acid Splash, Guidance, Light, Ray of Frost, Tanglefoot - 1st Burning Hands, Fleet Step, Shillelagh, Summon Fey Druid Order Spells DC 18, attack +10, 1 Focus Point - 1st Wild Morph (Plant Shape) Guardian Thorns Two Actions (Conjuration, Primal) Bolan compels plant-based materials within 10 feet of him to grow sharp thorns and spiky branches. This ability affects all walls, floors, and large objects made from dead organic material, such as wood. Affected areas become difficult terrain. Non-fey and non-plant creatures in the affected area or those who move through an affected square take 2d10 piercing damage (DC 18 basic Reflex save). This ability does not affect stone, dirt, living plants, or other materials. The effect ends when Bolan moves out of his square. Item Treachery Single Action (Primal, Transmutation) Bolan targets a held item (such as a bow stave, wooden shield, or scroll) within 60 feet composed, at least partially, of wood, cotton, or other dead plant matter. The plant-based part of this item animates and attempts to wriggle free of its holder's grasp. The holder must attempt a DC 18 Reflex save. Success The creature holds onto the item with no ill effect. Failure The creature struggles to hold onto the item. Until the start of the creature's next turn, attempts to Disarm the creature of that item gain a +2 circumstance bonus, and the creature takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure The creature drops the item into the creature's space or drops the object in an adjacent square of Bolan's choice, at which point the item returns to normal. Vengeful Fibers Single Action (Primal, Transmutation) A piece of clothing animates and attacks its wearer at Bolan's command. Bolan targets a creature within 60 feet wearing clothing made from plants, such as cotton, hemp, or grass. The clothing chokes its wearer, restricts their movement, and abrades their skin. The target takes 2d10 bludgeoning damage (DC 18 basic Fortitude save). A creature that takes damage in this way is also flat-footed and takes a –10-foot circumstance penalty to Speed until the beginning of Bolan's next turn. ","skill_mod":{"nature":8,"survival":8,"stealth":5,"athletics":7,"intimidation":8,"acrobatics":7},"image":["/Images/Monsters/BolanNogasso.png"],"primary_source":"Pathfinder #187: The Seventh Arch","spell":["Burning Hands","Fleet Step","Shillelagh","Summon Fey","Acid Splash","Guidance","Light","Ray of Frost","Tanglefoot","Wild Morph"],"ac":18,"item":["Dagger","Hide Armor","leaf mask","+1 staff"],"level":2,"spell_dc":[18,18],"source_category":["Adventure Paths"],"resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["will"],"fortitude_save":8,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Bolan Nogasso","alignment":"NE","rarity":"unique","strike_damage_average":[7],"attack_bonus":[9],"constitution":0,"spell_attack_bonus":[10,10],"will_save":11,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{},"creature_ability":["Guardian Thorns","Item Treachery","Vengeful Fibers"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Intimidation","Nature","Stealth","Survival"],"summary":"Druidism draws some adherents because they love nature—and others because they hate people. Bolan Nogasso has always been the latter. Bolan grew up …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/NPCs.aspx?ID=2449","dexterity":2,"category":"creature","slug":"creature-2449"},{"primary_source_category":"Adventure Paths","strength":3,"hp":80,"language":["Common","Sylvan","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #187: The Seventh Arch"],"type":"Creature","charisma":4,"perception":14,"stealth":"12","trait":["Fey","Unique","CE","Medium"],"id":"creature-2450","text":" Kaneepo The Slim The First World is a primal cauldron of spontaneous creation and experimental evolution. From the beginning, the First World has churned out inexplicable creatures that defy mortal logic. Kaneepo the Slim is one such entity. The fey trickster called Kaneepo woke, fully formed, thousands of years ago in the shadowy realm of Nighthold. Kaneepo initially struggled with their identity, bereft of any kin after which to model themself. Years of mingling with other fey eventually suggested kinship with bogeys and bogeymen, given their similarly slender forms and unsettling appetites. Yet the match was far from perfect: unlike the stronger bogeymen who feed on souls and fear, Kaneepo was drawn to victims' shadows and felt compelled to drink their umbral auras. Disgusted by the shadow drinker's “perversion” and threatened by the idea that Kaneepo might represent the future of their kind, the other bogeys shunned Kaneepo. Kaneepo then sought shelter in the court of Count Ranalc, Eldest of shadows and chaos. Yet they still felt eternally alone. As their loneliness curdled to resentment, Kaneepo began to see themself as the progenitor of a new fey race, destined to rule a realm of their own. The only question was how. One day, while wandering the wild shadow forests of Nighthold, Kaneepo came upon the gnawed corpse of a human bearing a strange carved leaf. Tracing the human's trail, Kaneepo found a curious stone arch and passed through it, using the carved leaf as the gate's key. They emerged into the forest known today as the Wilewood. Kaneepo immediately recognized the opportunity for what it was and swiftly set about hunting the area's elves, glutting themself on unprotected elven shadows. They began kidnapping elves who caught their fancy and experimented on each one with rituals designed to evolve them into a creature just like Kaneepo. But all these experiments failed, each ritual killing its victim. Unfortunately for Kaneepo, this was long before Earthfall, at the height of elven power. Soon, a group of elven heroes banded together to stop the fey menace. They hauled Kaneepo back through the Seventh Arch to the First World, where they imprisoned the vile trickster inside the stump of a vast tree. The adventurers took the arch's gate key with them to ensure Kaneepo would be stranded. And there Kaneepo sat as millennia passed. The First World is nothing if not tumultuous, and Nighthold is among its most mutable regions. In time, the fexing of the planar fabric broke the lock on Kaneepo's prison. Kaneepo was pleasantly surprised to discover that their stump prison had served as a cocoon, allowing them time to come into their full power. Kaneepo no longer had the Seventh Arch's gate key, but an age of primal metamorphosis had given them the power to shape the little patch of First World around their tree stump. Through this shaping power, Kaneepo created breaches that connected to the Material Plane. Freed and flled with zeal, the vengeful fey dedicated themself to seeking revenge against their elven persecutors. Kaneepo developed the perfect apocalyptic weapon which harnessed the magic of the Seventh Arch: the obnubilate curse. Their victory was cut short, however. While Kaneepo was locked away, Earthfall had sent most elves feeing to distant Sovyrian. Kaneepo was dismayed to realize that their perfect weapon, crafted specifcally to affict elves, targeted a population that was already in decline. Despondent, Kaneepo retreated to the First World, back into the patch of shadow-forest they controlled, an area now known as the Thinlands. Over the centuries that followed, Kaneepo hunted the other humanoids who dwelled near the Wilewood and gradually resumed their attempts to create more of their kind. When elves finally returned to Golarion, Kaneepo was pleased to discover that the obnubilate curse still worked, though it didn't spread nearly so far as they'd hoped. Heartened but still afraid of drawing attention, the fey began slowly increasing their hunting, recruiting the local gorgas into their quest. When the Missing Moment dispelled the obnubilate curse, Kaneepo was furious. To devise a new means of destroying elves, Kaneepo searched for a way to get the Seventh Arch's gate key from the Oakstewards. In the course of this search, Kaneepo ran across Bolan (pages 90–91) and found him ripe for manipulation. With the rebel Oaksteward now under their thumb, Kaneepo's ambitions have expanded to something far grander than a simple curse. Now, they aim to extend the Thinlands into the Material Plane itself, turning Sevenarches into their own private hunting preserve. Physically, Kaneepo resembles an 8-foot-tall hairless humanoid, their rail-thin body genderless and the color of pale slate. An oversized mouth full of fat teeth punctures their otherwise skull-like face. Strips of fayed skin cling to Kaneepo's spindly forearms; these stripes can peel away around their hands, catching nearby prey's shadows like the sticky tentacles of an anemone. Campaign Role Kaneepo has been a source of problems since time immemorial. Not only did they arrange for Bolan's theft of the Shadewither Key, but they devised the original obnubilate curse that has long defined Sevenarches. Though Kaneepo doesn't share Bolan's desire to annihilate humanoid society, they're happy to play along to secure the druid's help. Kaneepo needs Bolan's aid to complete the ritual to resurrect the obnubilate curse. Their strongest desire is to create more of their kind and begin a dynasty. In the course of this adventure, the characters impress Kaneepo suffciently that they select one of them for this “honor.” During the party's final confrontation with Kaneepo, the fey attempts to capture them, talking loudly about how much the chosen character will enjoy “becoming slim” and ruling the Thinlands by their side. Recall Knowledge - Fey (Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Kaneepo The Slim Source Pathfinder #187: The Seventh Arch pg. 83 Perception +14 Languages Common, Sylvan; telepathy 100 feet Skills Arcana +10, First World Lore +10, Intimidation +12, Occultism +12, Stealth +12, Survival +8 Str +3 Dex +5 Con +2 Int +2 Wis +3 Cha +4 Items Shadewither Key --- AC 20 Fort +9 Ref +14 Will +14 HP 80 Immunities fear Weaknesses cold iron 5 Phasic Defenses Reaction Requirements Kaneepo hasn't Slimstepped since the beginning of their last turn Trigger Kaneepo would take damage from an attack; Effect Kaneepo Slimsteps, taking no damage if their new square would move them out of the range or area of the attack. --- Speed 30 feet Melee Single Action claw +14, Damage 1d6+1 slashing plus shadowfeed Primal Innate Spells DC 21 - 3rd Mind Reading, Paralyze Create Breach Once per day, Kaneepo can tear open the fabric between planes, creating a portal between the Thinlands and a point anywhere in Sevenarches. This portal lasts for up to 1 hour, but Kaneepo can close it at will. Shadowfeed (Fear, Emotion, Mental) Whenever Kaneepo hits a creature with an attack, Kaneepo's flayed strips of flesh wrap around the target's shadow, causing the victim's body to wither. The struck creature must attempt a DC 21 Fortitude saving throw. Success The creature is unafected. Failure The creature takes 3d6 mental damage and is frightened 1. Critical Failure The creature takes 6d6 mental damage and is frightened 2. Shadow Pull Two Actions All creatures in a 60-foot line are affected by Kaneepo's shadowfeed ability. Slimstep Single Action (Conjuration, Primal, Shadow, Teleportation) Requirements Kaneepo is in dim light or darkness; Frequency once per round; Effect Kaneepo instantly transports themself from one shadow to another. Kaneepo teleports themself and any items they're holding to a clear space within 30 feet that's in dim light or darkness. If this would bring any other creature with Kaneepo, the ability is disrupted. ","skill_mod":{"survival":8,"stealth":12,"arcana":10,"intimidation":12,"occultism":12},"image":["/Images/Monsters/KaneepoTheSlim.png"],"primary_source":"Pathfinder #187: The Seventh Arch","spell":["Mind Reading","Paralyze"],"ac":20,"item":["Shadewither Key"],"level":4,"spell_dc":[21],"source_category":["Adventure Paths"],"resistance":{},"intelligence":2,"reflex_save":14,"strongest_save":["ref","reflex","will"],"fortitude_save":9,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Kaneepo The Slim","alignment":"CE","rarity":"unique","strike_damage_average":[4],"attack_bonus":[14],"constitution":2,"immunity":["fear"],"will_save":14,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{"cold_iron":5},"creature_ability":["Phasic Defenses","Create Breach","Shadowfeed","Shadow Pull","Slimstep"],"primary_source_group":"Gatewalkers","skill":["Arcana","First World Lore","Intimidation","Occultism","Stealth","Survival"],"tradition":["Primal"],"summary":"The First World is a primal cauldron of spontaneous creation and experimental evolution. From the beginning, the First World has churned out …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2450","dexterity":5,"category":"creature","slug":"creature-2450"},{"attack_bonus":[6,6,6],"constitution":0,"primary_source_category":"Adventure Paths","strength":2,"hp":15,"language":["Common","Druidic"],"source":["Pathfinder #187: The Seventh Arch"],"type":"Creature","spell_attack_bonus":[8],"will_save":8,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":4,"weakness":{},"creature_ability":["Wild Shape"],"primary_source_group":"Gatewalkers","skill":["Intimidation","Nature"],"trait":["Human","Humanoid","Rare","LN","Medium"],"id":"creature-2451","text":" Oaksteward Enforcer Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Oaksteward Enforcer Source Pathfinder #187: The Seventh Arch pg. 14 Perception +6 Languages Common, Druidic Skills Intimidation +5, Nature +6 Str +2 Dex +4 Con +0 Int -2 Wis +4 Cha +0 Items Dagger, Leather Armor, Staff --- AC 16 Fort +4 Ref +6 Will +8 HP 15 --- Speed 25 feet Melee Single Action staff +6 (two-hand d8), Damage 1d4+2 bludgeoning Melee Single Action dagger +6 (Agile, Finesse, versatile S), Damage 1d4+2 piercing Ranged Single Action dagger +6 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+2 piercing Druid Prepared Spells DC 16, attack +8 - Cantrips (1st) Light, Ray of Frost, Stabilize, Tanglefoot - 1st Magic Fang, Shillelagh Wild Shape Two Actions (Morph, Primal, Transmutation) Frequency once per day; Effect The Oaksteward's hands transform into wild claws for 1 minute. The Oaksteward gains the following Strike. Melee Single Action claw +7 (agile, finesse), Damage 1d6+2 slashing ","skill_mod":{"nature":6,"intimidation":5},"primary_source":"Pathfinder #187: The Seventh Arch","spell":["Magic Fang","Shillelagh","Light","Ray of Frost","Stabilize","Tanglefoot"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":16,"item":["Dagger","Leather Armor","Staff"],"level":0,"spell_dc":[16],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2451","intelligence":-2,"reflex_save":6,"strongest_save":["will"],"dexterity":4,"fortitude_save":4,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Oaksteward Enforcer","alignment":"LN","category":"creature","rarity":"rare","strike_damage_average":[4,4,4],"slug":"creature-2451"},{"primary_source_category":"Adventure Paths","strength":3,"hp":45,"language":["Aklo","Auran","Common","Shae","Undercommon"],"source":["Pathfinder #187: The Seventh Arch"],"type":"Creature","charisma":3,"perception":10,"stealth":"13","trait":["Shadow","N","Medium"],"id":"creature-2452","text":" Leiko Leiko Source Pathfinder #187: The Seventh Arch pg. 37 Perception +10; darkvision Languages Aklo, Auran, Common, Shae, Undercommon Skills Acrobatics +13, Deception +9, Occultism +11, Shadow Plane Lore +11, Stealth +13 Str +3 Dex +5 Con +1 Int +3 Wis +2 Cha +3 Shadow Shift Being made partially of shadow herself, Leikois concealed in dim light or darkness even to creatures that can see clearly in those light levels. Items Dagger (15) --- AC 21 Fort +9 Ref +11 Will +10 HP 45 Immunities precision Resistances cold 5, negative 5 Counterattack Reaction Trigger Leiko is targeted by an attack from an adjacent creature that misses due to Leiko being concealed Requirements Leiko is aware of the attack; Effect Leiko makes a Strike against the attacker. Slip Reaction Trigger A creature moves adjacent to Leiko Effect Leiko teleports to a clear space adjacent to another creature she can see within 30 feet. --- Speed 25 feet, fly 35 feet; swift steps, tenebral form Melee Single Action dagger +13 (Agile, versatile S), Damage 1d4+5 piercing plus 1d6 cold Ranged Single Action dagger +13 (Agile, thrown 10 feet, versatile S), Damage 1d4+5 piercing plus 1d6 cold Occult Innate Spells DC 21 - Cantrips (2nd) Chill Touch, Detect Magic - 4th Gaseous Form (at will) - 7th Plane Shift Bide Two Actions Leiko prepares to take action against her foes, watching her opponent and waiting for the right opportunity to respond. Leiko gains a second reaction until the start of her next turn, though she still can't use more than one reaction on the same triggering action. Swift Steps Leiko's movement doesn't trigger reactions. Tenebral Form Leiko can Fly at full Speed in gaseous form. ","skill_mod":{"deception":9,"stealth":13,"occultism":11,"acrobatics":13},"primary_source":"Pathfinder #187: The Seventh Arch","spell":["Plane Shift","Gaseous Form","Chill Touch","Detect Magic"],"ac":21,"item":["Dagger (15)"],"level":4,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":5,"cold":5},"intelligence":3,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"source_group":["Gatewalkers"],"size":["Medium"],"name":"Leiko","alignment":"N","rarity":"common","strike_damage_average":[11,11],"attack_bonus":[13,13],"constitution":1,"immunity":["precision"],"will_save":10,"speed":{"fly":35,"max":35,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Shadow Shift","Counterattack Trigger","Slip Trigger","Bide","Swift Steps","Tenebral Form"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Deception","Occultism","Shadow Plane Lore","Stealth"],"tradition":["Occult"],"trait_group":["Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2452","dexterity":5,"category":"creature","slug":"creature-2452"},{"primary_source_category":"Adventure Paths","strength":0,"hp":70,"language":["Aklo","Common","D'ziriak","Draconic","Shadowtongue","Sylvan"],"source":["Pathfinder #187: The Seventh Arch"],"type":"Creature","charisma":-2,"perception":14,"stealth":"10","trait":["Fetchling","Human","Shadow","Unique","NE","Medium"],"id":"creature-2453","text":" The Looksee Man The Looksee Man Source Pathfinder #187: The Seventh Arch pg. 39 Perception +14; darkvision Languages Aklo, Common, D'ziriak, Draconic, Shadowtongue, Sylvan Skills Acrobatics +10, Arcana +12, Crafting +12, Medicine +10, Nature +8, Occultism +12, Stealth +10 Str +0 Dex +4 Con +2 Int +4 Wis +3 Cha -2 Items Dagger, greater stalk goggles, Padded Armor, ring with Nethys mask sigil (bonded item worth 4 gp), spellbook --- AC 21 Fort +11 Ref +14 Will +14 HP 70 Shadow Blending When the Looksee Man is concealed as a result of dim light, the flat check to target him has a DC of 7, not 5. Stalk Goggles Specialist As long as he wears his greater stalk goggles , the Looksee Man can't be flanked by creatures of 4th level or lower. --- Speed 25 feet Melee Single Action dagger +12 (Agile, versatile S), Damage 1d4 piercing Ranged Single Action dagger +12 (Agile, thrown 10 feet, versatile S), Damage 1d4 piercing Wizard Prepared Spells DC 21, attack +14 - Cantrips (2nd) Mage Hand, Shield, Tanglefoot - 1st Magic Missile, Shocking Grasp - 2nd Acid Arrow, Scorching Ray (2), Spider Climb Transmutation School Spell 1 Focus Point, - 1st Physical Boost Occult Innate Spells DC 21 - 1st Illusory Disguise Shadow Stride Single Action (Illusion, Occult, Shadow) Requirements The Looksee Man is in dim light; Effect The Looksee Man Strides. He has a +10-foot status bonus to his Speed during this Stride. The DC from shadow blending increases to 11 during this Stride, and the Looksee Man remains concealed by dim light until the end of the movement, even if he leaves dim light during the Stride. ","skill_mod":{"nature":8,"crafting":12,"stealth":10,"arcana":12,"medicine":10,"occultism":12,"acrobatics":10},"primary_source":"Pathfinder #187: The Seventh Arch","spell":["Acid Arrow","Scorching Ray","Spider Climb","Magic Missile","Shocking Grasp","Mage Hand","Shield","Tanglefoot","Physical Boost","Illusory Disguise"],"ac":21,"item":["Dagger","greater stalk goggles","Padded Armor","ring with Nethys mask sigil (bonded item worth 4 gp)","spellbook"],"level":4,"spell_dc":[21,21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":14,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":11,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"The Looksee Man","alignment":"NE","rarity":"unique","strike_damage_average":[2,2],"attack_bonus":[12,12],"constitution":2,"spell_attack_bonus":[14],"will_save":14,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Shadow Blending","Stalk Goggles Specialist","Shadow Stride"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Arcana","Crafting","Medicine","Nature","Occultism","Stealth"],"tradition":["Occult"],"trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Planar","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2453","dexterity":4,"category":"creature","slug":"creature-2453"},{"remaster_name":["Gokeki"],"attack_bonus":[11,12],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":45,"source":["Pathfinder #187: The Seventh Arch"],"type":"Creature","will_save":8,"charisma":-3,"speed":{"climb":15,"max":15,"land":15},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Barbed Filament"],"primary_source_group":"Gatewalkers","skill":["Athletics","Stealth"],"stealth":"11","trait":["Animal","Uncommon","N","Medium"],"id":"creature-2454","text":" Tree Fisher Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Tree Fisher Source Pathfinder #187: The Seventh Arch pg. 45 Perception +9; low-light vision Languages Skills Athletics +12, Stealth +11 Str +4 Dex +3 Con +3 Int -5 Wis +1 Cha -3 --- AC 19 Fort +10 Ref +10 Will +8 HP 45 --- Speed 15 feet, climb 15 feet Melee claw +11, Damage 2d6+5 slashing Ranged harpoon +12 (range 60 feet), Damage 2d6+5 piercing plus barbed filament Barbed Filament A creature hit by the tree fisher's barbed filament is grabbed. The tree fisher can move while it has a creature grabbed with its filament, but automatically releases the Grab if the tree fisher moves beyond the filament's 60-foot length. A creature grabbed by the filament at the beginning of its turn takes 5 bleed damage. The tree fisher can sever the filament and release any creature grabbed by it as a free action. The filament can be severed by a Strike that deals at least 10 slashing damage to it. This doesn't deal any damage to the tree fisher itself. The filament has AC 17, and its Escape DC is 19. The tree fisher has only one harpoon; if the filament is severed, the tree fisher loses this ability and its ranged attack for 1 week as it fashions a new harpoon. ","skill_mod":{"stealth":11,"athletics":12},"primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Creature Type","Rarity"],"ac":19,"level":3,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2454","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":10,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Tree Fisher","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[12,12],"slug":"creature-2454"},{"attack_bonus":[10],"constitution":5,"primary_source_category":"Adventure Paths","strength":4,"hp":23,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #187: The Seventh Arch"],"type":"Creature","will_save":4,"charisma":-5,"speed":{"max":20,"land":20},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor"],"primary_source_group":"Gatewalkers","skill":["Athletics"],"trait":["Construct","Earth","Mindless","N","Medium"],"id":"creature-2455","text":" Quarry Construct Recall Knowledge - Construct (Arcana, Crafting): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Quarry Construct Source Pathfinder #187: The Seventh Arch pg. 47 Perception +8; darkvision Languages Skills Athletics +9 Str +4 Dex -2 Con +5 Int -5 Wis +0 Cha -5 Items Warhammer --- AC 18 (14 when broken, construct armor) Fort +11 Ref +4 Will +4 HP 23 Hardness 4 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, a quarry construct has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a quarry construct is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 14. --- Speed 20 feet Melee Single Action warhammer +10 (Shove), Damage 1d8+4 bludgeoning\n","element":["Earth"],"skill_mod":{"athletics":9},"primary_source":"Pathfinder #187: The Seventh Arch","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":18,"item":["Warhammer"],"level":2,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2455","intelligence":-5,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":-2,"hardness":4,"vision":"Darkvision","fortitude_save":11,"source_group":["Gatewalkers"],"size":["Medium"],"name":"Quarry Construct","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[8],"slug":"creature-2455"},{"attack_bonus":[14,18,18],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":115,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Creature","will_save":10,"charisma":-5,"speed":{"max":20,"land":20},"perception":12,"wisdom":0,"weakness":{},"creature_ability":["Attached Anchor","Mate's Expertise","Jury-Rig","Loose the Pawls"],"primary_source_group":"Gatewalkers","skill":["Athletics"],"trait":["Construct","Mindless","Uncommon","N","Large"],"id":"creature-2456","text":" Capstan Swabbie Capstan swabbies are constructs specially designed for seafaring. Sea captains looking for unwavering loyalty and competence can do far worse than a swabbie. Built to resemble and assume the place of a ship's capstan—the winch that raises and lowers the anchor—a capstan swabbie is a round, stout cylinder of wood wrapped in heavy-duty rope. Spars spaced evenly around its frame complete the look, while castors on its base give the swabbie mobility. A capstan swabbie also sports a few small pegs around its diameter. It can use these appendages to “grab” other ropes from the rigging to help sail the ship. Some crews decorate their capstan swabbies with paint or rags to give the constructs a personal touch. A capstan swabbie instinctively protects its captain's ship. Using short ropes attached to its sides, the swabbie can lash and trip foes or make emergency repairs to itself or its vessel. Far more dangerous, of course, is the anchor to which the swabbie's longest rope is attached. A capstan swabbie can swing this anchor in wide arcs and reel it back in at a moment's notice. Recall Knowledge - Construct (Arcana, Crafting): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Capstan Swabbie Source Pathfinder #188: They Watched the Stars pg. 84 Perception +12; darkvision Languages Skills Athletics +17 Str +6 Dex +2 Con +5 Int -5 Wis +0 Cha -5 Attached Anchor A capstan swabbie is attached to its anchor by a 100-foot-long rope, most of which it keeps coiled around its body. If the capstan swabbie tries to move more than 100 feet from its attached anchor, its Speed is reduced to 10 feet as it drags the anchor along with it. If this rope is severed (AC 12 when uncoiled, Hardness 4, HP 16), the capstan swabbie can move freely, but its ranged anchor Strike loses the tethered trait. Mate's Expertise The capstan swabbie can use Athletics to Aid an ally's Sailing Lore check (to hoist or lower sails or the anchor, for instance). On a success or critical success, the capstan swabbie grants its ally a +2 circumstance bonus to the triggering check. Items anchor --- AC 25 Fort +17 Ref +12 Will +10 HP 115 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious --- Speed 20 feet Melee Single Action anchor +18 (reach 10 feet), Damage 2d8+9 bludgeoning Melee Single Action rope +18 (Disarm, reach 10 feet), Damage 2d6+9 slashing plus Knockdown Ranged Single Action anchor +14 (thrown 30 feet, Tethered), Damage 2d8+9 bludgeoning Jury-Rig Single Action (Manipulate) The capstan swabbie uses built-in tools to quickly patch itself up. The swabbie gains 10 temporary Hit Points. The swabbie can also use this section on an adjacent section of a ship. The temporary Hit Points last for 1 minute. The target is then temporarily immune for 1 hour. Loose the Pawls Two Actions The capstan swabbie spins around rapidly, its loose ropes whipping everyone in reach. The capstan swabbie makes a rope Strike against each creature within 10 feet and compares its attack roll to the AC of each creature within 10 feet. Constructed Crews Only the wealthiest captains can afford to craft or purchase a capstan swabbie, but there might be another way to obtain one. According to legend, the ancient Jistka Imperium possessed a “mechanical navy”—a fleet of warships crewed by constructs under the command of a powerful mage. Treasure hunters plying the right waters might be lucky enough to find an intact capstan swabbie from this bygone empire. ","skill_mod":{"athletics":17},"summary":"Capstan swabbies are constructs specially designed for seafaring. Sea captains looking for unwavering loyalty and competence can do far worse than a …","image":["/Images/Monsters/CapstanSwabbie.png"],"primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Creature Type","Monster","Rarity"],"ac":25,"item":["anchor"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2456","intelligence":-5,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":17,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Capstan Swabbie","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[16,18,18],"slug":"creature-2456"},{"primary_source_category":"Adventure Paths","strength":6,"hp":205,"language":["Abyssal","Celestial","Draconic","<%SPELLS%293%%>speak with animals<%END>, <%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Creature","charisma":3,"perception":19,"stealth":"16","trait":["Demon","Fiend","Uncommon","CE","Large"],"id":"creature-2457","text":" Kithangian (Beast Demon) The kithangian—a horrifying amalgam of horse and scorpion also known as a “beast demon”—is a foul fiend born of the souls of mortals who abused and tormented animals in life. Kithangians tend to roam wild areas rife with animals to torture, though humanoid settlements with plenty of pets or livestock also make for tantalizing hunting grounds. Uncontested for too long, a kithangian's presence has a corrupting influence on the local fauna, which birth fiendish monstrosities until the demon is vanquished. If it realizes it's being tracked by vengeful druids or demon slayers, a kithangian assumes the shape of an unassuming animal so it can get the jump on its pursuers. Recall Knowledge - Fiend (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Kithangian Source Pathfinder #188: They Watched the Stars pg. 85 Perception +19; darkvision Languages Abyssal, Celestial, Draconic; speak with animals , telepathy 100 feet Skills Athletics +20, Intimidation +20, Nature +21, Stealth +16 Str +6 Dex +3 Con +5 Int -2 Wis +4 Cha +3 --- AC 28 Fort +20 Ref +15 Will +19 +1 status to all saves vs. magic HP 205 Weaknesses cold iron 10, good 10 All-Around Vision Animal Kindness Vulnerability Kithangians find kindness to animals revolting. The first time each round that a kithangian sees someone heal or otherwise provide aid to a creature that has the animal trait, the kithangian takes 3d6 mental damage. --- Speed 30 feet Melee Single Action pincer +21 (Magical, reach 10 feet), Damage 2d12+9 slashing plus Grab Melee Single Action stinger +21 (Agile, Magical, reach 10 feet), Damage 2d8+9 piercing plus kithangian venom Divine Innate Spells DC 25 - 1st Command (at will; animals only) - 3rd Paralyze (×2) - 4th Air Walk, Dimension Door - Constant (4th) Speak with Animals Divine Rituals DC 25 - 1st Abyssal Pact Animal Killer A kithangian's melee Strikes deal an additional 2d6 damage to animals. Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The kithangian can take on the appearance of any Medium or Large animal. This doesn't change its Speed or their attack and damage modifiers with its Strikes, but it might change the damage type its Strikes deal. Kithangian Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage (2 rounds); Stage 2 2d6 poison damage and sickened 1 (2 rounds); Stage 3 3d6 poison damage and sickened 2 (2 rounds) Rasping Tongues Single Action (Attack) Frequency once per round; Requirements The kithangian has a creature grabbed in one or both pincers; Effect Barbed tongues slither out of the faces in the kithangian's pincers. The tongues burrow into grabbed creatures and inject their minds with haunting psychic screams. Each grabbed creature takes 2d8 piercing damage and 2d8 mental damage. A creature can try to resist the mental damage by attempting a DC 25 basic Will save. Demon Hunters Reclaimers of the Sarkoris Scar who follow the Green Faith consider kithangians particularly heinous foes. They take grim satisfaction in hunting and slaying such demons, viewing their extermination as just vengeance for the evils these demons visit upon wildlife. ","skill_mod":{"nature":21,"stealth":16,"athletics":20,"intimidation":20},"image":["/Images/Monsters/Demon_Kithangian.png"],"primary_source":"Pathfinder #188: They Watched the Stars","spell":["Air Walk","Dimension Door","Paralyze","Command","Speak with Animals"],"ac":28,"level":9,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":-2,"reflex_save":15,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":20,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Kithangian","alignment":"CE","rarity":"uncommon","strike_damage_average":[18,22],"attack_bonus":[21,21],"constitution":5,"creature_family":"Demon","will_save":19,"speed":{"max":30,"land":30},"wisdom":4,"weakness":{"cold_iron":10,"good":10},"creature_ability":["All-Around Vision","Animal Kindness Vulnerability","Animal Killer","Change Shape","Kithangian Venom","Rasping Tongues"],"primary_source_group":"Gatewalkers","skill":["Athletics","Intimidation","Nature","Stealth"],"tradition":["Divine"],"summary":"The kithangian—a horrifying amalgam of horse and scorpion also known as a “beast demon”—is a foul fiend born of the souls of mortals who abused …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2457","dexterity":3,"category":"creature","slug":"creature-2457"},{"attack_bonus":[14],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":90,"source":["Pathfinder #188: They Watched the Stars"],"type":"Creature","will_save":11,"charisma":1,"speed":{"max":10,"land":10},"perception":11,"wisdom":4,"weakness":{"slashing":5,"fire":5},"creature_ability":["Camouflage","Constrict","Dazzling Blooms"],"primary_source_group":"Gatewalkers","skill":["Athletics","Stealth"],"stealth":"12","trait":["Mindless","Plant","Uncommon","N","Medium"],"id":"creature-2458","text":" Glimmervine Glimmervines are carnivorous creeping vines with sparkling white flowers that open to bloom only at night. They flourish most in high altitudes and cold climates, where they survive by dazzling small prey with their iridescent blossoms before crushing them to death with impossibly strong tendrils. The blood and decomposing flesh of their prey seep into the ground like fertilizer for glimmervines' roots to absorb as nutrients. Because scarps and gulleys caked with gore tend to deter future victims, glimmervines instinctively know not to linger in one spot for long. Glimmervines are mostly dormant during the day. Clinging to the sides of mountains and cliffs, they're easily mistaken for mundane climbing plants such as ivy or morning glory. When night falls, though, glimmervines' spectacular reflective flowers make their entrancing nature plain for all to see. Glimmervines are closely related to assassin vines, who employ similar ambush tactics and feeding behaviors, but the former is easily discernible by the shiny white blooms in place of an assassin vine's small red berries. These petals are coated with iridescent veins that absorb sunlight during the day and give off an eerie yet beautiful glow at night. The glistening patina attracts pollinating insects. On their own, glimmervines don't pose much of a threat to most creatures. Though its root-based sensory organs are formidable in close proximity, a glimmervine can't sense creatures farther than 60 feet away, making escape as easy as getting out of range of their slow movement. The true danger of these plants comes from glimmervine thickets—dense patches of glimmervines that can entangle entire hillsides or ravines. Woe be unto a hapless traveler caught in the midst of a glimmervine thicket at sundown. Recall Knowledge - Plant (Nature): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Glimmervine Source Pathfinder #188: They Watched the Stars pg. 86 Perception +11; tremorsense (precise) 60 feet Languages Skills Athletics +12, Stealth +12 Str +5 Dex +0 Con +3 Int -5 Wis +4 Cha +1 Camouflage The glimmervine can Hide in natural environments even if it doesn't have cover. --- AC 21 Fort +14 Ref +8 Will +11 HP 90 Weaknesses fire 5, slashing 5 --- Speed 10 feet Melee Single Action vine +14 (reach 10 feet), Damage 2d6+8 bludgeoning plus Grab Constrict Single Action 2d6+4 bludgeoning, DC 21 Dazzling Blooms Single Action (Visual) Effect The glimmervine shakes its iridescent blossoms to astound nearby foes. All creatures within 30 feet, except other glimmervines, must attempt a DC 21 Fortitude save. The glimmervine then can't use Dazzling Blooms for 1d4 rounds. Success The creature is unaffected. Failure The creature is dazzled for 1 round. Critical Failure The creature is blinded for 1 round, then dazzled for 1 round. Moonrods When harvested with a successful DC 18 Nature or Survival check, a glimmervine's blossoms can be used as 6 gp worth of raw materials for crafting sunrods . Sunrods made with these materials give off a cold, bluish glow that more closely resembles moonlight than sunlight. ","skill_mod":{"stealth":12,"athletics":12},"summary":"Glimmervines are carnivorous creeping vines with sparkling white flowers that open to bloom only at night. They flourish most in high altitudes and …","image":["/Images/Monsters/Glimmervine.png"],"primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Monster","Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":" tremorsense (precise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2458","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":14,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Glimmervine","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[15],"slug":"creature-2458"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":80,"language":["Common","Jotun","Sylvan"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Creature","will_save":9,"charisma":-2,"speed":{"max":30,"land":30},"perception":12,"wisdom":1,"weakness":{"cold_iron":5},"creature_ability":["Swallow Projectile","Swallow Whole","Frightening Bellow"],"primary_source_group":"Gatewalkers","skill":["Athletics","Intimidation","Stealth"],"stealth":"10","trait":["Amphibious","Fey","Uncommon","Water","CE","Large"],"id":"creature-2459","text":" Kvernknurr Kvernknurrs are lanky fey giants that dwell in cold-water rivers and lakes. A kvernknurr's blue flesh allows it to camouflage itself in its preferred environ, where it haunts local millers and farmers by sabotaging water wheels and farm equipment. A kvernknurr's most distinguishing feature is its oversized mouth and the two rows of axe-like teeth therein. To eat, a kvernknurr need only unhinge its lower jaw, revealing in the process a yawning portal nearly the size of a human doorway—convenient, considering its favorite food is humans and their ilk. A lake- or riverbed is the perfect place for a kvernknurr to sleep off a big meal. It's also a perilous circumstance for swallowed prey lucky enough to escape the kvernknurr's belly. “Out of the belly, into the water,” goes one lakeside village saying. Kverknurrs despise humanoid-made disturbances to the waters in which they live, even seemingly harmless ones like waterwheels. In their anger, kvernknurrs use their oversized jaws to clamp down on such machinery. When townsfolk come to investigate their jammed mill, the kvernknurr then springs out from hiding to attack, roaring terribly before snatching a victim to eat whole. Folks brave enough to attack a kvernknurr soon learn to fight up close; the wily monster is quick enough to snatch arrows and spears in its jaws midair before swallowing the weapons down. Recall Knowledge - Fey (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Kvernknurr Source Pathfinder #188: They Watched the Stars pg. 87 Perception +12; low-light vision Languages Common, Jotun, Sylvan Skills Athletics +13, Intimidation +13, Stealth +10 Str +5 Dex +2 Con +4 Int -1 Wis +1 Cha -2 --- AC 22 Fort +15 Ref +12 Will +9 HP 80 Resistances cold 5 Weaknesses cold iron 5 Swallow Projectile Reaction Trigger A creature the kvernknurr can see targets it with a ranged Strike; Requirements The kvernknurr doesn't have a creature grabbed in its jaws; Effect The kvernknurr attempts to swallow the projectile, gaining a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the kvernknurr consumes the projectile harmlessly. --- Speed 30 feet Melee Single Action jaws +14, Damage 2d6+8 piercing plus Grab Melee Single Action fist +14 (Agile, reach 10 feet), Damage 2d4+8 fist Swallow Whole Single Action (Attack) Medium, 1d6+5 bludgeoning, Rupture 15 Frightening Bellow Two Actions (Auditory, Emotion, Enchantment, Fear, Mental, Primal) Requirements The kvernknurr doesn't have a creature grabbed in its jaws; Effect The kvernknurr lets out a deep-throated shout to scare away its foes. Each non-kvernknurr creature within 60 feet must attempt a DC 20 Will save, and then they are temporarily immune to that kvenknurr's Frightening Bellow for 24 hours. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and is fleeing as long as it remains frightened. Other Places, Other Names Most kvernknurr legends come from cold, northern regions like the Lands of the Linnorm Kings or Brevoy. Some have been sighted in warmer waters, such as the River Kingdoms, Druma, and even the temperate lakes of Andoran and Cheliax. Monikers vary from place to place. Mill spirit, doorjaw, and wheel-biter are just some of the more flavorful nicknames people give them. ","element":["Water"],"skill_mod":{"stealth":10,"athletics":13,"intimidation":13},"summary":"Kvernknurrs are lanky fey giants that dwell in cold-water rivers and lakes. A kvernknurr's blue flesh allows it to camouflage itself in its …","image":["/Images/Monsters/Kvernknurr.png"],"primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"ac":22,"level":5,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"cold":5},"url":"/Monsters.aspx?ID=2459","intelligence":-1,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":15,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Kvernknurr","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[13,15],"slug":"creature-2459"},{"primary_source_category":"Adventure Paths","strength":4,"hp":120,"language":["Aklo","Draconic"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Creature","charisma":5,"perception":17,"trait":["Dragon","Rare","NE","Large"],"id":"creature-2460","text":" Myroga Myrogas are avaricious, simple-minded dragons with supernatural occult powers. They draw their amazing abilities from ley lines—loci of intense magical energy often associated with psychic phenomena. A myroga encountered away from a ley line is far less dangerous, a fact which myrogas recognize and take great pains to mitigate. Upon discovering an unoccupied ley line, a myroga is apt to roost nearby and guard the site ferociously. All the while, it sups on the ley line's nearly inexhaustible ambient magic to grow stronger and expand its repertoire of brutal powers. Recall Knowledge - Dragon (Arcana): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Myroga Source Pathfinder #188: They Watched the Stars pg. 88 Perception +17; darkvision, ley line sense (imprecise) 1 mile, scent (imprecise) 30 feet Languages Aklo, Draconic Skills Acrobatics +15, Athletics +14, Intimidation +15, Occultism +14 Str +4 Dex +3 Con +4 Int +2 Wis +2 Cha +5 Ley Line Sense The myroga can sense the presence, direction, and strength of any ley line within 1 mile. --- AC 24 Fort +16 Ref +15 Will +14 HP 120 Immunities paralyzed, sleep Resistances physical 5 (while within 500 feet of a ley line) Attack of Opportunity Reaction fangs only --- Speed 20 feet, fly 50 feet Melee Single Action fangs +16 (reach 10 feet), Damage 2d8+7 piercing Melee Single Action tail +16 (reach 15 feet), Damage 2d6+7 bludgeoning Melee Single Action talon +16 (Agile), Damage 2d6+7 slashing Occult Innate Spells DC 23 - 3rd Grim Tendrils (×2) Draconic Frenzy Two Actions The myroga makes two talon Strikes and one tail Strike in any order. Ley Line Empowerment Two Actions (Evocation, Force, Occult) Requirements The myroga is within 500 feet of a ley line; Effect The myroga wreathes itself in raw destructive energy converted from the ley line's ambient magic. The myroga deals an additional 2d6 force damage with each of its next successful fangs, tail, and talon Strike. Once its dealt damage with one of these Strikes, the energy is discharged from that body part, but not the others. Ley Line Rupture Single Action (Attack, Evocation, Force, Occult) Requirements The myroga is within 500 feet of a ley line; Effect The myroga diverts some of the ley line's magic into a deadly and distant explosion. The myroga creates a detonation of force in a 5-foot square within a mile of its ley line and that it can see, dealing 5d6 force damage to creatures (DC 24 basic Reflex save). A myroga can will the detonation into existence anywhere within a mile of the ley line, possibly allowing it to ignore cover the target might have from, for example, an obstacle between itself and the myroga. Myroga Hoards Like most dragons, myrogas often amass sizeable hoards of treasure in the course of their long, violent lives. A myroga's treasures tend to be eccentric and strange. Powerful crystal balls, cursed suits of armor, and intelligent talking weapons are among the most commonplace treasures found in a myroga's hoard of wonders. ","skill_mod":{"athletics":14,"intimidation":15,"occultism":14,"acrobatics":15},"image":["/Images/Monsters/Myroga.png"],"primary_source":"Pathfinder #188: They Watched the Stars","spell":["Grim Tendrils"],"ac":24,"level":6,"spell_dc":[23],"source_category":["Adventure Paths"],"sense":" darkvision , ley line sense (imprecise) 1 mile, scent (imprecise) 30 feet","resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"intelligence":2,"reflex_save":15,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":16,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Myroga","alignment":"NE","rarity":"rare","strike_damage_average":[14,14,16],"attack_bonus":[16,16,16],"constitution":4,"immunity":["paralyzed","sleep"],"will_save":14,"speed":{"fly":50,"max":50,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Ley Line Sense","Attack of Opportunity","Draconic Frenzy","Ley Line Empowerment","Ley Line Rupture"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Intimidation","Occultism"],"tradition":["Occult"],"summary":"Myrogas are avaricious, simple-minded dragons with supernatural occult powers. They draw their amazing abilities from ley lines —loci of intense …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2460","dexterity":3,"category":"creature","slug":"creature-2460"},{"attack_bonus":[13,13],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":55,"source":["Pathfinder #188: They Watched the Stars"],"type":"Creature","creature_family":"Skin Beetle","will_save":7,"charisma":-2,"speed":{"fly":15,"max":20,"land":20,"burrow":15},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Surgical Mandibles","Anesthetic Saliva","Harvest Flesh"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Medicine","Stealth"],"stealth":"10","trait":["Animal","Uncommon","N","Tiny"],"id":"creature-2461","text":" Skin Beetle A typical skin beetle is 1-1/2 feet long and weighs 10 pounds—about the size of a house cat. Its oval-shaped body is covered in dull-colored scales, and short, club-like antennae stem from shallow grooves in its head. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Skin Beetle Source Pathfinder #188: They Watched the Stars pg. 89 Perception +9; low-light vision Languages Skills Acrobatics +10, Medicine +9, Stealth +10 Str +1 Dex +4 Con +2 Int -5 Wis +2 Cha -2 Surgical Mandibles A skin beetle can use its mandibles as healer's tools. --- AC 18 Fort +9 Ref +13 Will +7 HP 55 --- Speed 20 feet, burrow 15 feet, fly 15 feet Melee Single Action mandibles +13 (Agile, Finesse), Damage 1d8+4 piercing Ranged Single Action spit +13 (range 30 feet), Damage 1d6+4 acid plus anesthetic saliva Anesthetic Saliva (Poison) A creature exposed to a skin beetle's saliva must succeed on a DC 19 Fortitude save or become clumsy 1 for 1 round. Harvest Flesh Two Actions The skin beetle makes a mandibles Strike against an animal or humanoid. If the Strike deals damage, the beetle tears off a large portion of flesh, dealing an additional 1d6 persistent bleed damage. ","skill_mod":{"stealth":10,"medicine":9,"acrobatics":10},"summary":"A typical skin beetle is 1-1/2 feet long and weighs 10 pounds—about the size of a house cat. Its oval-shaped body is covered in dull-colored scales, …","primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Creature Type","Rarity"],"ac":18,"level":3,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2461","intelligence":-5,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":9,"source_group":["Gatewalkers"],"size":["Tiny"],"spoilers":"Gatewalkers","name":"Skin Beetle","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[7,8],"slug":"creature-2461"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":2,"hp":125,"immunity":["precision","swarm mind"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Creature","creature_family":"Skin Beetle","will_save":13,"charisma":-2,"speed":{"fly":15,"max":20,"land":20,"burrow":15},"perception":16,"wisdom":3,"weakness":{"area":8},"creature_ability":["Swarming Bites"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Stealth"],"stealth":"18","trait":["Animal","Swarm","Uncommon","N","Large"],"id":"creature-2462","text":" Skin Beetle Swarm When a massive creature such a dinosaur or giant dies in skin beetle territory, the industrious vermin swarm together. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Skin Beetle Swarm Source Pathfinder #188: They Watched the Stars pg. 89 Perception +16; low-light vision Languages Skills Acrobatics +18, Stealth +18 Str +2 Dex +6 Con +4 Int -5 Wis +3 Cha -2 --- AC 26 Fort +16 Ref +20 Will +13 HP 125 Immunities precision, swarm mind Resistances bludgeoning 5, piercing 8, slashing 8 Weaknesses area damage 8, splash damage 8 --- Speed 20 feet, burrow 15 feet, fly 15 feet Swarming Bites Single Action Each enemy in the swarm's space takes 5d6 piercing damage (DC 23 basic Reflex save). A creature that fails the saving throw also takes 1d4 persistent bleed damage and is clumsy 1 as long as it's taking bleed damage. ","skill_mod":{"stealth":18,"acrobatics":18},"summary":"When a massive creature such a dinosaur or giant dies in skin beetle territory, the industrious vermin swarm together.","image":["/Images/Monsters/SkinBeetleSwarm.png"],"primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Creature Type","Monster","Rarity"],"ac":26,"level":8,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":8,"slashing":8},"url":"/Monsters.aspx?ID=2462","intelligence":-5,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":16,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Skin Beetle Swarm","alignment":"N","category":"creature","rarity":"uncommon","slug":"creature-2462"},{"primary_source_category":"Adventure Paths","strength":0,"hp":50,"language":["Common","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Creature","charisma":2,"perception":12,"stealth":"10","trait":["Beast","Incorporeal","Spirit","Uncommon","N","Tiny"],"id":"creature-2463","text":" Nimble Guide Nimble spirit guides are small and discreet, using their diminutive size and natural agility to dart from hiding place to hiding place. They tend to be much shyer than other spirit guides, at least initially, preferring to watch nearby mortals from a distance before deciding whether to trust them. When their trust is so earned, nimble spirit guides are often playful and contagiously exuberant. These spirit guides can often be found entertaining lost children with antics until they are rescued or freeing prisoners by stealing keys and picking locks. The green monkey is a nimble spirit guide who takes the appearance of a tiny primate with green fur that, on closer inspection, turns out to be fine blades of grass. Recall Knowledge - Beast (Arcana, Nature): DC 20 Recall Knowledge - Spirit (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Green Monkey Source Pathfinder #188: They Watched the Stars pg. 90 Perception +12; darkvision Languages Common, Sylvan; tongues Skills Acrobatics +13, Stealth +10, Survival +9, Thievery +10 Str +0 Dex +4 Con +0 Int +2 Wis +2 Cha +2 --- AC 19 Fort +6 Ref +12 Will +9 HP 50 Immunities disease, paralyzed, poison, precision Resistances all damage 4 (except force, ghost touch , or positive; double resistance vs. non-magical) Aura of Good Cheer (aura, emotion, mental) 30 feet. The green monkey's affable demeanor is contagious. Allies within the aura gain a +1 status bonus to Will saves against emotion effects. Nimble Dodge Reaction Trigger The green monkey is targeted with a melee or ranged attack by an attacker it can see; Effect The green monkey gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet, climb 30 feet Melee Single Action jaws +12 (Agile, Finesse, Magical), Damage 1d8+6 force Primal Innate Spells DC 20 - 1st Longstrider - 2nd Spider Climb - Constant (5th) Tongues Bond with Mortal Two Actions (Mental, Necromancy, Primal) Frequency once per day; Effect The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide's current and maximum Hit Points increase by 10, the spirit guide gains a +2 status bonus to attack and damage rolls, and the spirit guide and bonded mortal can communicate telepathically as long as they're on the same plane. The spirit guide can be bonded with only one mortal at a time, and can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond ends if the spirit guide or the mortal dies. This bond strengthens the spirit guide's connection to the Material Plane. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage. Bonded Strike Two Actions Requirements The spirit guide is currently Bonded with a Mortal; Effect The spirit guide makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target. ","skill_mod":{"thievery":10,"survival":9,"stealth":10,"acrobatics":13},"image":["/Images/Monsters/SpiritGuide_GreenMonkey.png"],"primary_source":"Pathfinder #188: They Watched the Stars","spell":["Spider Climb","Longstrider","Tongues"],"ac":19,"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":4,"bludgeoning":4,"piercing":4,"precision":4,"cold_iron":4,"cold":4,"mental":4,"unholy":4,"good":4,"acid":4,"slashing":4,"chaotic":4,"fire":4,"physical":4,"all":4,"area":4,"void":4,"holy":4,"poison":4,"sonic":4,"spirit":4,"electricity":4,"bleed":4,"orichalcum":4,"silver":4,"evil":4,"splash":4},"intelligence":2,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"source_group":["Gatewalkers"],"size":["Tiny"],"spoilers":"Gatewalkers","name":"Green Monkey","alignment":"N","rarity":"uncommon","strike_damage_average":[10],"attack_bonus":[12],"constitution":0,"immunity":["disease","paralyzed","poison","precision"],"creature_family":"Spirit Guide","will_save":9,"speed":{"climb":30,"max":30,"land":30},"wisdom":2,"weakness":{},"creature_ability":["Aura of Good Cheer","Nimble Dodge","Bond with Mortal","Bonded Strike"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Stealth","Survival","Thievery"],"tradition":["Primal"],"summary":"Nimble spirit guides are small and discreet, using their diminutive size and natural agility to dart from hiding place to hiding place. They tend to …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2463","dexterity":4,"category":"creature","slug":"creature-2463"},{"primary_source_category":"Adventure Paths","strength":0,"hp":75,"language":["Common","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Creature","charisma":2,"perception":15,"trait":["Beast","Incorporeal","Spirit","Uncommon","N","Small"],"id":"creature-2464","text":" Sage Guide Sage spirit guides are among the wisest spirits. They often take the forms of raptors such as owls, using their keen senses to evaluate situations from high above before swooping in to aid imperiled mortals. Adventurers who befriend a sage guide are fortunate indeed; in addition to providing sage counsel before conflict begins, sage guides can restore and tend to their allies in the aftermath of a violent dispute. In many stories, the sage guide assumes the form of a large owl whose proud breast is composed of hard stone. This depiction combines the wisdom commonly attributed to the owl with the strength and fortitude of the earth. Recall Knowledge - Beast (Arcana, Nature): DC 22 Recall Knowledge - Spirit (Occultism): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Stone-Breasted Owl Source Pathfinder #188: They Watched the Stars pg. 91 Perception +15; darkvision Languages Common, Sylvan; tongues Skills Acrobatics +12, Diplomacy +13, Nature +14, Survival +12 Str +0 Dex +3 Con +0 Int +2 Wis +5 Cha +2 --- AC 22 Fort +9 Ref +12 Will +15 HP 75 Immunities disease, paralyzed, poison, precision Resistances all damage 5 (except force, ghost touch , or positive; double resistance vs. non-magical) Warning Hoot Free Action (auditory) Trigger The stone-breasted owl is about to roll a Perception or Survival check to determine initiative; Effect The stone-breasted owl lets out a hoot to warn allies, granting each ally a +1 circumstance bonus to their initiative roll. --- Speed 10 feet, fly 40 feet Melee Single Action talon +13 (Agile, Finesse, Magical), Damage 2d6+3 force Primal Innate Spells DC 25 - Cantrips (2nd) Guidance, Know Direction, Stabilize - 1st Detect Poison, Purify Food and Drink - 2nd Remove Fear, Restore Senses - 3rd Heal (×2), Remove Disease - Constant (5th) Tongues Bond with Mortal Two Actions (Mental, Necromancy, Primal) Frequency once per day; Effect The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide's current and maximum Hit Points increase by 14, the spirit guide gains a +2 status bonus to attack and damage rolls, and the spirit guide and bonded mortal can communicate telepathically as long as they're on the same plane. The spirit guide can be bonded with only one mortal at a time, and can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond ends if the spirit guide or the mortal dies. This bond strengthens the spirit guide's connection to the Material Plane. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage. Bonded Strike Two Actions Requirements The spirit guide is currently Bonded with a Mortal; Effect The spirit guide makes a talon Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target. Empowered Healing When the stone-breasted owl casts heal , it rolls d10s instead of d8s. ","skill_mod":{"diplomacy":13,"nature":14,"survival":12,"acrobatics":12},"image":["/Images/Monsters/SpiritGuide_StoneBreastedOwl.png"],"primary_source":"Pathfinder #188: They Watched the Stars","spell":["Heal","Remove Disease","Remove Fear","Restore Senses","Detect Poison","Purify Food and Drink","Guidance","Know Direction","Stabilize","Tongues"],"ac":22,"level":5,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":2,"reflex_save":12,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":9,"source_group":["Gatewalkers"],"size":["Small"],"spoilers":"Gatewalkers","name":"Stone-Breasted Owl","alignment":"N","rarity":"uncommon","strike_damage_average":[10],"attack_bonus":[13],"constitution":0,"immunity":["disease","paralyzed","poison","precision"],"creature_family":"Spirit Guide","will_save":15,"speed":{"fly":40,"max":40,"land":10},"wisdom":5,"weakness":{},"creature_ability":["Warning Hoot","Bond with Mortal","Bonded Strike","Empowered Healing"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Diplomacy","Nature","Survival"],"tradition":["Primal"],"summary":"Sage spirit guides are among the wisest spirits. They often take the forms of raptors such as owls, using their keen senses to evaluate situations …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2464","dexterity":3,"category":"creature","slug":"creature-2464"},{"attack_bonus":[14,17],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":80,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Creature","will_save":11,"charisma":-5,"speed":{"max":15,"land":15},"perception":11,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Poison Stock"],"primary_source_group":"Gatewalkers","skill":["Athletics"],"trait":["Construct","Mindless","Rare","N","Large"],"id":"creature-2465","text":" Apothecary's Cabinet Recall Knowledge - Construct (Arcana, Crafting): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Apothecary's Cabinet Source Pathfinder #188: They Watched the Stars pg. 14 Perception +11; darkvision Languages Skills Athletics +15 Str +6 Dex -3 Con +5 Int -5 Wis +0 Cha -5 --- AC 24 (20 when broken) Fort +17 Ref +11 Will +11 construct armor HP 80 Hardness 10 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, an apothecary's cabinet has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an apothecary's cabinet is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 20. --- Speed 15 feet Melee Single Action drawer +17 (Magical), Damage 2d8+9 bludgeoning Ranged Single Action poison bottle +14 (Magical, thrown 20 feet), Damage 2d6+3 bludgeoning plus poison stock Poison Stock When the cabinet hits a creature with its poison bottle Strike, roll 1d4 to determine what kind of poison splashes onto the struck creature: 1 nerve poison (clumsy 1); 2 weakening poison (enfeebled 1); 3 noxious poison (sickened 1); 4 clouded mind poison (stupefied 1). The target must attempt a DC 24 Fortitude save. Critical Success The creature is unaffected. Success The creature takes 1d6 poison damage. Failure The creature takes 2d6 poison damage and is afflicted with the rolled poison's associated condition until the end of its next turn. Critical Failure The creature takes 2d6 poison damage and is afflicted with the rolled poison's associated condition for 1d4+1 rounds. ","skill_mod":{"athletics":15},"primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Creature Type","Monster","Rarity"],"ac":24,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2465","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":-3,"hardness":10,"vision":"Darkvision","fortitude_save":17,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Apothecary's Cabinet","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[10,18],"slug":"creature-2465"},{"attack_bonus":[14,14],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":80,"language":["Common","Goblin"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Creature","will_save":9,"charisma":2,"speed":{"max":25,"land":25},"perception":15,"wisdom":1,"weakness":{},"creature_ability":["Into the Fray","Axe Critical Specialization"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Stealth","Warfare Lore"],"stealth":"13","trait":["Goblin","Humanoid","Unique","LE","Medium"],"id":"creature-2466","text":" Ghodrak The Quick Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Ghodrak The Quick Source Pathfinder #188: They Watched the Stars pg. 17 Perception +15; darkvision Languages Common, Goblin Skills Acrobatics +13, Athletics +10, Diplomacy +12, Intimidation +13, Stealth +13, Warfare Lore +12 Str +2 Dex +4 Con +2 Int +1 Wis +1 Cha +2 Into the Fray Free Action Trigger Ghodrak rolls initiative; Effect Ghodrak Interacts to draw one of his hatchets. On his turn, before doing anything else, he can Stride toward an enemy he can see as a free action. Items Gray Post keys, hatchets (4), Leather Armor, map of Skywatch --- AC 22 Fort +12 Ref +15 Will +9 HP 80 --- Speed 25 feet Melee Single Action hatchet +14 (Agile, Sweep), Damage 1d6+2 slashing Ranged Single Action hatchet +14 (Agile, thrown 10 feet), Damage 1d6+2 slashing Axe Critical Specialization When Ghodrak lands a critical hit with a hatchet Strike, he can choose one creature adjacent to the initial target (and within reach if the critical hit was a melee Strike). If the creature's AC is lower than Ghodrak's attack roll result for the critical hit, he deals damage to that creature equal to the result of the weapon damage die rolled. This amount isn't doubled, and no bonuses or other additional dice apply to this damage. ","skill_mod":{"diplomacy":12,"stealth":13,"athletics":10,"intimidation":13,"acrobatics":13},"primary_source":"Pathfinder #188: They Watched the Stars","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":22,"item":["Gray Post keys","hatchets (4)","Leather Armor","map of Skywatch"],"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2466","intelligence":1,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Ghodrak The Quick","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[5,5],"slug":"creature-2466"},{"primary_source_category":"Adventure Paths","strength":0,"hp":60,"language":["Celestial","Common","Elven","Erutaki"],"source":["Pathfinder #188: They Watched the Stars"],"type":"Creature","charisma":4,"perception":14,"trait":["Human","Humanoid","Unique","NG","Medium"],"id":"creature-2467","text":" Sakuachi, Destined Dream Seer Sakuachi is the youngest scion in a long line of Erutaki seers. Like her forebears, she was born and raised in Aaminiut, a small town on the Crown of the World northeast of Avistan. Her mother Sialuk and her grandmother Seshu both taught Sakuachi how to see patterns in the ice below, read the stars above, and interpret the signs of the natural world all around. It was astronomy, above all other pursuits, which appealed most to Sakuachi. As a girl, she spent many long nights studying constellations, practicing with her astrolabe, and divining omens from the wisps and waves of the aurora. Before she was 5 years old, she'd already learned the names of every star configuration, the positions of the visible planets, and how to predict and interpret the movement of the celestial mantle. By the time she was a teenager, Sakuachi was the town's best astronomer. All the while, Elder Seshu looked proudly upon her granddaughter. But Seshu also bore the burden of a terrible secret—she knew that, one day, her beloved Sakuachi would be forced to reckon with an ancient and terrible evil. On 21 Erastus of 4722 AR, at the close of Sakuachi's final summer before adulthood, unnatural blue lights beamed up from the center of the Crown of the World. Around Golarion, this occasion was known as the night of the Missing Moment. To Elder Seshu, it was a sign that the time had come for Sakuachi to fulfill her grim destiny. That night, Seshu dreamt of an ancient being of white fur, bestial horns, and glowing runic tattoos: Ainamuuren, the Last Saumen Kar. Seshu had befriended Ainamuuren long ago, and for years she'd listened to his dire warnings of a great evil that lurked beneath the Crown of the World. She hadn't seen her friend in many seasons, though, so his dream visit came as a surprise. In this dream, Ainamuuren told Seshu that his strength was fading, and that soon he wouldn't be able to maintain the magic that keeps the ancient evil sealed beneath the ice. To renew the seal, Ainamuuren explained, the saumen kar's magic would need to be renewed through the sacrifice of a god, a quest which only a mortal could undertake. As Seshu's dream vision faded to darkness, one of Ainamuuren's runes glowed brighter and longer than all the others. Early the following morning, Seshu met with the other elders and told them the time had come to send one of their own on a holy quest. As Seshu had predicted, her granddaughter Sakuachi eagerly volunteered to take on this quest. Together, the elders agreed that Sakuachi—young and good of heart— should take on this great task. With her, the town sent four companions: the hunter Deniigi, the guide Innumma, the storyteller Pamak, and the navigator Ulikuq. Together, the group gathered and took a solemn vow to return to their homeland with a sacrificial god. Before the party left, Seshu took Sakuachi aside “To honor the one who has given us this quest,” Seshu told the girl, “you must take his symbol as your own.” Seshu held the nape of Sakuachi's neck firmly in her grasp, so much so that it hurt. Though the grip was tight, Sakuachi felt a warmth in her grandmother's palm. When her grandmother withdrew her palm, Sakuachi bore one of Ainamuuren's runes like a fresh tattoo. In his travels, the guide Innumma had heard of a land called Sarkoris, where gods still roamed the Material Plane, but no one in Aaminiut had ever been there. The town's most skilled sorcerer had visited a city called Skywatch long ago, so she teleported the group there to expedite their journey. Yet when they arrived, Sakuachi and her companions discovered the city strangely abandoned and full of danger. The streets seemed to writhe and twist under the group's feet, confusing their minds. They became separated, and Sakuachi barricaded herself in the city's observatory after being chased by violent raiders. Glancing through the observatory's telescope, Sakuachi prayed to the stars above for help in her challenging endeavor. Amazingly, the stars answered—the telescope formed a magical conduit with astronomers on another planet, and they teleported a group of adventurers to Skywatch to help her. Even more astonishing, these “gatewalkers” bore the same rune of Ainamuuren as she did. The young seer believed in many wonders, but not coincidences. From then on, she knew that their destinies were intertwined, and she'd need to stay close to her strange new friends if she was to fulfill her quest. Campaign Role The party first comes in contact with Sakuachi and her companions during their exploration of the abandoned city of Skywatch at the beginning of this adventure. Based on what the player characters learned about the alien entity Osoyo from the astronomers of Loskialua in the “The Seventh Arch,” their investigation into the cause of the Missing Moment overlaps significantly with Sakuachi's quest to find and sacrifice a living god. Indeed, by the time the characters and their new friends escape Skywatch's dangers and reach safety on the shores of Mendev, their employer, Dr. Etward Ritalson, tasks the characters with helping Sakuachi fulfill her quest. Sakuachi's success will ultimately be the player characters' success, so it's important they see her as a key to solving their own mystery. In the next adventure, Sakuachi will need to sacrifice her spirit guide to seal away Osoyo once more, but this doesn't mean she's the star of the story. In fact, as they'll soon learn, the player characters are the primary instigators of the troubles which set Sakuachi's quest in motion in the first place. How this story ends is, ultimately, the party's decision to make. Sakuachi is more a scholar more than a fighter. During the times when she's accompanying the characters and a battle occurs, such as in Chapter 3 of “They Watched the Stars,” she rarely (if ever) directly attacks a foe. In the heightened stress of combat, her connection to Ainamuuren may manifest as visions and flashes of memory as the saumen kar attempts to communicate with her, which allows her to Recall Knowledge about one or more of the creatures in combat using her Fortune-Telling Lore skill, though it also prevents her from participating in combat. Beyond providing information, she also can use spells like resist energy or guidance to support the party. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Sakuachi Source Pathfinder #188: They Watched the Stars pg. 92 Perception +14 Languages Celestial, Common, Elven, Erutaki Skills Astronomy Lore +15, Fortune-Telling Lore +15, Medicine +10, Nature +12, Occultism +15, Religion +12, Survival +10 Str +0 Dex +1 Con +2 Int +1 Wis +3 Cha +4 Search the Stars (concentrate, manipulate) Requirements Sakuachi is holding an astrolabe and can see the stars; Effect Sakuachi spends 1 hour attempting to gain a vague glimpse of the future written in the stars. She attempts a DC 24 Fortune-Telling Lore or Occultism check. Critical Success Sakuachi receives an accurate vision of an event to come within the next week. While this vision can be vague and confusing, it's typically true. Success As critical success, but the vision is of an event that will occur within the next day. If nothing noteworthy is to happen within the next day, she sees nothing written in the stars. Failure Sakuachi sees nothing written in the stars. Critical Failure Sakuachi misinterprets the writing in the stars and receives an inaccurate vision of an upcoming event. Such a vision looks the same as one achieved with a critical success, but is typically false. Items Padded Armor, Spear, standard astrolabe, winter clothing --- AC 21 Fort +11 Ref +10 Will +14 HP 60 --- Speed 25 feet Melee Single Action spear +9, Damage 1d6 piercing Ranged Single Action spear +10 (thrown 20 feet), Damage 1d6 piercing Occult Prepared Spells DC 18, attack +12 - Cantrips (2nd) Detect Magic, Guidance, Light, Read Aura, Shield - 1st Bless, Liberating Command, Sleep - 2nd Augury, Resist Energy, Silence\n","skill_mod":{"nature":12,"survival":10,"medicine":10,"occultism":15,"religion":12},"image":["/Images/Monsters/Sakuachi.png"],"primary_source":"Pathfinder #188: They Watched the Stars","spell":["Augury","Resist Energy","Silence","Bless","Liberating Command","Sleep","Detect Magic","Guidance","Light","Read Aura","Shield"],"ac":21,"item":["Padded Armor","Spear","standard astrolabe","winter clothing"],"level":4,"spell_dc":[18],"source_category":["Adventure Paths"],"resistance":{},"intelligence":1,"reflex_save":10,"strongest_save":["will"],"fortitude_save":11,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Sakuachi","alignment":"NG","rarity":"unique","strike_damage_average":[3,3],"attack_bonus":[9,10],"constitution":2,"spell_attack_bonus":[12],"will_save":14,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Search the Stars"],"primary_source_group":"Gatewalkers","skill":["Astronomy Lore","Fortune-Telling Lore","Medicine","Nature","Occultism","Religion","Survival"],"tradition":["Occult"],"summary":"Sakuachi is the youngest scion in a long line of Erutaki seers. Like her forebears, she was born and raised in Aaminiut, a small town on the Crown of …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=2467","dexterity":1,"category":"creature","slug":"creature-2467"},{"attack_bonus":[2,5],"constitution":-1,"primary_source_category":"Adventure Paths","strength":0,"hp":5,"language":["Common","Elven"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","spell_attack_bonus":[7],"will_save":4,"charisma":2,"speed":{"max":30,"land":30},"perception":2,"wisdom":0,"weakness":{},"primary_source_group":"Agents of Edgewatch","skill":["Arcana","Library Lore","Occultism"],"trait":["Elf","Humanoid","CG","Medium"],"id":"creature-2468","text":" Miriel Grayleaf Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Miriel Grayleaf Source Pathfinder #157: Devil at the Dreaming Palace pg. 7 Perception +2; low-light vision Languages Common, Elven Skills Arcana +5, Library Lore +5, Occultism +5 Str +0 Dex +3 Con -1 Int +3 Wis +0 Cha +2 Items Crossbow (10 bolts), Dagger --- AC 13 Fort +1 Ref +7 Will +4 HP 5 --- Speed 30 feet Melee Single Action dagger +2 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4 piercing Ranged Single Action crossbow +5 (range 120 feet, reload 1), Damage 1d8 piercing Arcane Prepared Spells DC 15, attack +7 - Cantrips (1st) Mage Hand, Tanglefoot - 1st Grease\n","tradition":["Arcane"],"skill_mod":{"arcana":5,"occultism":5},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","spell":["Grease","Mage Hand","Tanglefoot"],"trait_group":["Ancestry","Weapon","Half-Elf","Creature Type"],"ac":13,"item":["Crossbow (10 bolts)","Dagger"],"level":-1,"spell_dc":[15],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2468","intelligence":3,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":1,"source_group":["Agents of Edgewatch"],"size":["Medium"],"name":"Miriel Grayleaf","alignment":"CG","category":"creature","rarity":"common","strike_damage_average":[2,4],"slug":"creature-2468"},{"attack_bonus":[6],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":13,"language":["Common","Dwarven"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":3,"charisma":-2,"speed":{"max":20,"land":20},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Rage"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Intimidation"],"trait":["Dwarf","Humanoid","CN","Medium"],"id":"creature-2469","text":" Bolar Of Stonemoor Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Bolar Of Stonemoor Source Pathfinder #157: Devil at the Dreaming Palace pg. 8 Perception +3; darkvision Languages Common, Dwarven Skills Acrobatics +4, Athletics +6, Intimidation +2 Str +4 Dex +2 Con +3 Int -1 Wis +1 Cha -2 Items Battle Axe, Studded Leather Armor --- AC 14 Fort +7 Ref +6 Will +3 HP 13 --- Speed 20 feet Melee Single Action battle axe +6 (Sweep), Damage 1d8+4 slashing Rage Single Action (Concentrate, Emotion, Mental) Requirements Bolar isn't fatigued or raging; Effect Bolar gains 3 temporary Hit Points that last until the rage ends. While raging, he deals 2 additional damage with melee attacks and takes a –1 penalty to AC. The rage lasts for 1 minute, until there are no enemies Bolar can perceive, or until Bolar falls unconscious. Once the rage ends, Bolar can't Rage again for 1 minute. ","skill_mod":{"athletics":6,"intimidation":2,"acrobatics":4},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Ancestry","Weapon","Creature Type"],"ac":14,"item":["Battle Axe","Studded Leather Armor"],"level":-1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2469","intelligence":-1,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":7,"source_group":["Agents of Edgewatch"],"size":["Medium"],"name":"Bolar Of Stonemoor","alignment":"CN","category":"creature","rarity":"common","strike_damage_average":[8],"slug":"creature-2469"},{"attack_bonus":[5],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":9,"language":["Common","Dwarven"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":8,"charisma":2,"speed":{"max":15,"land":15},"perception":4,"wisdom":2,"weakness":{},"primary_source_group":"Agents of Edgewatch","skill":["Athletics","Diplomacy","Religion"],"trait":["Human","Humanoid","CG","Medium"],"id":"creature-2470","text":" Antaro Boldblade Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Antaro Boldblade Source Pathfinder #157: Devil at the Dreaming Palace pg. 8 Perception +4 Languages Common, Dwarven Skills Athletics +4, Diplomacy +6, Religion +4 Str +2 Dex +0 Con +1 Int +0 Wis +2 Cha +2 Items Rapier, Wooden Shield, Splint Mail --- AC 15 (17 with Shield Raised) Fort +5 Ref +2 Will +8 HP 9 --- Speed 15 feet Melee Single Action rapier +5 (deadly 1d8, Disarm, Finesse), Damage 1d6+2 piercing Divine Prepared Spells DC 16 - Cantrips (1st) Light, Stabilize - 1st Heal\n","tradition":["Divine"],"skill_mod":{"diplomacy":6,"athletics":4,"religion":4},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","spell":["Heal","Light","Stabilize"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["Rapier","Wooden Shield","Splint Mail"],"level":-1,"spell_dc":[16],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2470","intelligence":0,"reflex_save":2,"strongest_save":["will"],"dexterity":0,"fortitude_save":5,"source_group":["Agents of Edgewatch"],"size":["Medium"],"name":"Antaro Boldblade","alignment":"CG","category":"creature","rarity":"common","strike_damage_average":[5],"slug":"creature-2470"},{"attack_bonus":[8,8],"constitution":1,"primary_source_category":"Adventure Paths","strength":0,"hp":7,"language":["Common","Halfling"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":4,"wisdom":2,"weakness":{},"creature_ability":["Distracting Shadows","Sneak Attack"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Deception","Stealth","Thievery"],"stealth":"5","trait":["Halfling","Humanoid","CN","Small"],"id":"creature-2471","text":" Skebs Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Skebs Source Pathfinder #157: Devil at the Dreaming Palace pg. 8 Perception +4 Languages Common, Halfling Skills Acrobatics +5, Deception +2, Stealth +5, Thievery +5 Str +0 Dex +3 Con +1 Int +1 Wis +2 Cha +0 Distracting Shadows Skebs can use creatures that are at least one size larger than themself as cover for the Hide and Sneak actions. Items daggers (4), Studded Leather Armor --- AC 15 Fort +3 Ref +7 Will +4 HP 7 --- Speed 25 feet Melee Single Action dagger +8 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4 piercing Ranged Single Action dagger +8 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4 piercing Sneak Attack Skebs deals 1d6 extra precision damage to flat-footed creatures. ","skill_mod":{"deception":2,"thievery":5,"stealth":5,"acrobatics":5},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Ancestry","Weapon","Creature Type"],"ac":15,"item":["daggers (4)","Studded Leather Armor"],"level":-1,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2471","intelligence":1,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":3,"source_group":["Agents of Edgewatch"],"size":["Small"],"name":"Skebs","alignment":"CN","category":"creature","rarity":"common","strike_damage_average":[2,2],"slug":"creature-2471"},{"attack_bonus":[8],"constitution":0,"primary_source_category":"Adventure Paths","strength":0,"hp":20,"language":["Common","Draconic"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","spell_attack_bonus":[9],"will_save":10,"charisma":-1,"speed":{"max":25,"land":25},"perception":7,"wisdom":-1,"weakness":{},"primary_source_group":"Agents of Edgewatch","skill":["Arcana","Farming Lore","Occultism"],"trait":["Human","Humanoid","CG","Medium"],"id":"creature-2472","text":" Eunice Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Eunice Source Pathfinder #157: Devil at the Dreaming Palace pg. 12 Perception +7 Languages Common, Draconic Skills Arcana +7, Farming Lore +5, Occultism +6 Str +0 Dex +4 Con +0 Int +4 Wis -1 Cha -1 Items Dagger, spellbook --- AC 15 Fort +4 Ref +8 Will +10 HP 20 --- Speed 25 feet Melee Single Action dagger +8 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4 piercing Arcane Prepared Spells DC 16, attack +9 - Cantrips (1st) Light, Mage Hand, Prestidigitation, Telekinetic Projectile - 1st Magic Missile\n","tradition":["Arcane"],"skill_mod":{"arcana":7,"occultism":6},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","spell":["Magic Missile","Light","Mage Hand","Prestidigitation","Telekinetic Projectile"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["Dagger","spellbook"],"level":0,"spell_dc":[16],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2472","intelligence":4,"reflex_save":8,"strongest_save":["will"],"dexterity":4,"fortitude_save":4,"source_group":["Agents of Edgewatch"],"size":["Medium"],"name":"Eunice","alignment":"CG","category":"creature","rarity":"common","strike_damage_average":[2],"slug":"creature-2472"},{"attack_bonus":[9],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":20,"language":["Sylvan","(can't speak any language)"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":5,"charisma":3,"speed":{"max":20,"land":20,"burrow":10},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Magic Susceptibility","Magic Horn"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Occultism","Stealth","Survival"],"stealth":"7","trait":["Beast","Uncommon","N","Small"],"id":"creature-2473","text":" Almiraj Recall Knowledge - Beast (Arcana, Nature): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Almiraj Source Pathfinder #157: Devil at the Dreaming Palace pg. 16 Perception +8; darkvision, scent (imprecise) 30 feet Languages Sylvan; (can't speak any language) Skills Acrobatics +7, Occultism +7, Stealth +7, Survival +5 Str +2 Dex +4 Con +1 Int -3 Wis +2 Cha +3 --- AC 16 Fort +6 Ref +11 Will +5 –2 status penalty vs. occult spells HP 20 Magic Susceptibility An almiraj takes a –2 status penalty to saving throws against occult spells. Any beneficial occult spells with a duration of 1 round or longer cast on the almiraj last twice as long. --- Speed 20 feet, burrow 10 feet Melee Single Action horn +9 (Finesse, Magical), Damage 1d6+2 piercing Magic Horn Any living creature slain by the almiraj's horn Strike immediately becomes petrified with no saving throw, in addition to dying. A severed almiraj horn retains a wisp of its former magic; in combat, the horn can be wielded as a +1 dagger or, if affixed to a shaft, a +1 spear . ","skill_mod":{"survival":5,"stealth":7,"occultism":7,"acrobatics":7},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Creature Type","Rarity"],"ac":16,"level":1,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2473","intelligence":-3,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"source_group":["Agents of Edgewatch"],"size":["Small"],"spoilers":"Agents of Edgewatch","name":"Almiraj","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[5],"slug":"creature-2473"},{"attack_bonus":[9,10,12],"constitution":4,"primary_source_category":"Adventure Paths","strength":3,"hp":40,"language":["Draconic"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":5,"charisma":1,"speed":{"max":20,"land":20},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Haphazard Hack"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics","Intimidation","Stealth"],"stealth":"6","trait":["Humanoid","Kobold","Unique","LE","Small"],"id":"creature-2474","text":" Battle Leader Rekarek Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Battle Leader Rekarek Source Pathfinder #157: Devil at the Dreaming Palace pg. 27 Perception +10; darkvision Languages Draconic Skills Athletics +9, Intimidation +7, Stealth +6 Str +3 Dex +2 Con +4 Int -1 Wis +1 Cha +1 Items +1 greatpick , lesser healing potions (4), Longspear, Scale Mail, sling with 20 bullets --- AC 17 Fort +12 Ref +8 Will +5 HP 40 --- Speed 20 feet Melee Single Action greatpick +12 (fatal d12), Damage 1d10+3 piercing Melee Single Action longspear +9 (Reach), Damage 1d8+3 piercing Ranged Single Action sling +10 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+1 bludgeoning Haphazard Hack Two Actions Requirements Rekarek is adjacent to two or more enemies; Effect Rekarek makes three melee weapon Strikes, two of which must be against different enemies. These attacks count toward her multiple attack penalty, but only after all three Strikes have been made. After taking this activity, Rekarek is flat-footed until the beginning of her next turn. ","skill_mod":{"stealth":6,"athletics":9,"intimidation":7},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"ac":17,"item":["+1 greatpick","lesser healing potions (4)","Longspear","Scale Mail","sling with 20 bullets"],"level":2,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2474","intelligence":-1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":12,"source_group":["Agents of Edgewatch"],"size":["Small"],"spoilers":"Agents of Edgewatch","name":"Battle Leader Rekarek","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[4,7,8],"slug":"creature-2474"},{"attack_bonus":[8,10,10],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":40,"language":["Common","Undercommon"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Cheek Pouches","Katar Specialist","Quick Stow","Swarming"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Deception","Stealth","Thievery"],"stealth":"8","trait":["Humanoid","Ratfolk","Unique","LE","Small"],"id":"creature-2475","text":" Kekker Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Kekker Source Pathfinder #157: Devil at the Dreaming Palace pg. 34 Perception +9; darkvision Languages Common, Undercommon Skills Acrobatics +8, Deception +6, Stealth +8, Thievery +8 Str +2 Dex +4 Con +2 Int -1 Wis +2 Cha +0 Items crossbow with 10 bolts, Katar, Leather Armor, Snake Oil (2), Tindertwig --- AC 17 Fort +9 Ref +12 Will +4 HP 40 --- Speed 25 feet Melee Single Action fangs +8 (Agile, Finesse), Damage 1d4+2 piercing Melee Single Action katar +10 (Agile, deadly d6, Finesse, Monk), Damage 1d4+2 piercing Ranged Single Action crossbow +10 (range increment 120 feet, reload 1), Damage 1d8 piercing Cheek Pouches A ratfolk smuggler has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than 4 light items). The ratfolk can remove or store an item using the Interact action. As long as the ratfolk has at least one object in its cheek pouches, its speech is noticeably difficult to understand. Katar Specialist The smugglers have trained extensively with the katar blade. Any katar they wield gains the finesse trait. Quick Stow Free Action Frequency once per round. Effect The ratfolk smuggler stores one held item of light or negligible Bulk in its cheek pouches. Swarming A ratfolk smuggler can end its movement in the same square as an ally that also has this ability. Only two such creatures can share the same space ","skill_mod":{"deception":6,"thievery":8,"stealth":8,"acrobatics":8},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":17,"item":["crossbow with 10 bolts","Katar","Leather Armor","Snake Oil (2)","Tindertwig"],"level":2,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2475","intelligence":-1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"source_group":["Agents of Edgewatch"],"size":["Small"],"spoilers":"Agents of Edgewatch","name":"Kekker","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[4,4,4],"slug":"creature-2475"},{"attack_bonus":[8,10,10],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":40,"language":["Common","Undercommon"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Cheek Pouches","Katar Specialist","Quick Stow","Swarming"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Deception","Stealth","Thievery"],"stealth":"8","trait":["Humanoid","Ratfolk","Unique","LE","Small"],"id":"creature-2476","text":" Gref Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Gref Source Pathfinder #157: Devil at the Dreaming Palace pg. 34 Perception +9; darkvision Languages Common, Undercommon Skills Acrobatics +8, Deception +6, Stealth +8, Thievery +8 Str +2 Dex +4 Con +2 Int -1 Wis +2 Cha +0 Items crossbow with 10 bolts, Katar, Leather Armor, Snake Oil (2), Tindertwig --- AC 17 Fort +9 Ref +12 Will +4 HP 40 --- Speed 25 feet Melee Single Action fangs +8 (Agile, Finesse), Damage 1d4+2 piercing Melee Single Action katar +10 (Agile, deadly d6, Finesse, Monk), Damage 1d4+2 piercing Ranged Single Action crossbow +10 (range increment 120 feet, reload 1), Damage 1d8 piercing Cheek Pouches A ratfolk smuggler has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than 4 light items). The ratfolk can remove or store an item using the Interact action. As long as the ratfolk has at least one object in its cheek pouches, its speech is noticeably difficult to understand. Katar Specialist The smugglers have trained extensively with the katar blade. Any katar they wield gains the finesse trait. Quick Stow Free Action Frequency once per round. Effect The ratfolk smuggler stores one held item of light or negligible Bulk in its cheek pouches. Swarming A ratfolk smuggler can end its movement in the same square as an ally that also has this ability. Only two such creatures can share the same space ","skill_mod":{"deception":6,"thievery":8,"stealth":8,"acrobatics":8},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":17,"item":["crossbow with 10 bolts","Katar","Leather Armor","Snake Oil (2)","Tindertwig"],"level":2,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2476","intelligence":-1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"source_group":["Agents of Edgewatch"],"size":["Small"],"spoilers":"Agents of Edgewatch","name":"Gref","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[4,4,4],"slug":"creature-2476"},{"attack_bonus":[10],"constitution":4,"primary_source_category":"Adventure Paths","strength":3,"hp":30,"language":["Infernal"],"source":["Pathfinder #157: Devil at the Dreaming Palace","Crown of the Kobold King"],"type":"Creature","will_save":7,"charisma":-1,"speed":{"fly":25,"max":25},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Kiss","Shriek","Vargouille Transformation","Vargouille Venom"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Stealth"],"stealth":"8","trait":["Beast","Fiend","NE","Small"],"id":"creature-2477","text":" Vargouille Recall Knowledge - Beast (Arcana, Nature): DC 16 Recall Knowledge - Fiend (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Vargouille Source Pathfinder #157: Devil at the Dreaming Palace pg. 35, Crown of the Kobold King pg. 124 Perception +11; darkvision Languages Infernal Skills Acrobatics +8, Stealth +8 Str +3 Dex +4 Con +4 Int -2 Wis +3 Cha -1 --- AC 18 Fort +10 Ref +8 Will +7 HP 30 --- Speed fly 25 feet Melee Single Action fangs +10 (Finesse), Damage 1d8+3 piercing plus vargouille venom Kiss Single Action The vargouille kisses an adjacent creature that's asleep, paralyzed, or unconscious, exposing it to the vargouille transformation disease. Shriek Two Actions (Auditory, Concentrate, Visual) The vargouille shrieks, its scream so terrible that all non-vargouilles within 60 feet must succeed at a DC 16 Fortitude save or be paralyzed for 3 rounds. The effect ends early for a creature if the vargouille moves out of sight, moves farther than 60 feet from the creature, or attacks the creature with its fangs. After attempting its save, a creature is immune to that particular vargouille's Shriek for 24 hours. Vargouille Transformation (Disease) Exposing the victim to sunlight or any light spell of 3rd level or higher pauses the progression of the disease until the victim is no longer in light. Saving Throw DC 18 Fortitude; Stage 1 carrier with no effect (1d6 hours); Stage 2 victim's hair falls out (1d6 hours); Stage 3 victim's ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs (1 day); Stage 4 victim's mind regresses to a vicious and unintelligent shell of its former self (1d6 hours); Stage 5 victim's head breaks free of the body (which dies) and becomes a new vargouille Vargouille Venom (Poison) Saving Throw DC 18 Fortitude; Stage 1 Damage the victim has taken from vargouille fangs can't be healed magically. Once all vargouille fang damage has been healed nonmagically, the poison ends. ","skill_mod":{"stealth":8,"acrobatics":8},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Adventure Paths","Adventures"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2477","intelligence":-2,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"source_group":["Agents of Edgewatch","Crown of the Kobold King"],"size":["Small"],"name":"Vargouille","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[7],"slug":"creature-2477"},{"attack_bonus":[11,12],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":40,"language":["Aklo","(can't speak any language)"],"source":["Pathfinder #157: Devil at the Dreaming Palace","Crown of the Kobold King"],"type":"Creature","will_save":12,"charisma":-1,"speed":{"climb":20,"max":30,"land":30},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Unbalancing Blow","Vermicular Movement"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"10","trait":["Aberration","N","Medium"],"id":"creature-2478","text":" Grick Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Grick Source Pathfinder #157: Devil at the Dreaming Palace pg. 35, Crown of the Kobold King pg. 120 Perception +12; darkvision, scent (imprecise) 30 feet Languages Aklo; (can't speak any language) Skills Acrobatics +11, Athletics +10, Stealth +10, Survival +8 Str +3 Dex +4 Con +1 Int -3 Wis +3 Cha -1 --- AC 19 Fort +10 Ref +11 Will +12 HP 40 Resistances physical 3 (double resistance vs. non-magical) Attack of Opportunity Reaction --- Speed 30 feet, climb 20 feet Melee Single Action jaws +12, Damage 1d8+6 piercing Melee Single Action tentacle +11 (Agile, Finesse), Damage 1d6+6 slashing Unbalancing Blow Any creature a grick critically hits is flat-footed against its attacks until the end of the grick's next turn. Vermicular Movement When a grick takes a Stride action to move half its Speed or less, that movement doesn't trigger reactions. ","skill_mod":{"survival":8,"stealth":10,"athletics":10,"acrobatics":11},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Adventure Paths","Adventures"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":3,"piercing":3,"slashing":3,"physical":3},"url":"/Monsters.aspx?ID=2478","intelligence":-3,"reflex_save":11,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"source_group":["Agents of Edgewatch","Crown of the Kobold King"],"size":["Medium"],"name":"Grick","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[9,10],"slug":"creature-2478"},{"attack_bonus":[6],"constitution":-2,"primary_source_category":"Adventure Paths","strength":0,"hp":30,"language":["Celestial","Common","Draconic","Dwarven","Elven"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","spell_attack_bonus":[12],"will_save":11,"charisma":1,"speed":{"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Eschew Materials"],"primary_source_group":"Agents of Edgewatch","skill":["Arcana","Crafting","Occultism"],"trait":["Human","Humanoid","NG","Medium"],"id":"creature-2479","text":" Kemeneles Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Kemeneles Source Pathfinder #157: Devil at the Dreaming Palace pg. 53 Perception +9 Languages Celestial, Common, Draconic, Dwarven, Elven Skills Arcana +8, Crafting +8, Occultism +8 Str +0 Dex +4 Con -2 Int +4 Wis +3 Cha +1 --- AC 15 (14 without mage armor ) Fort +3 Ref +8 Will +11 HP 30 (currently 20) --- Speed 25 feet Melee Single Action fist +6 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning Arcane Prepared Spells DC 18, attack +12 - Cantrips (1st) Acid Splash, Detect Magic, Mage Hand, Prestidigitation, Ray of Frost - 1st Burning Hands, Mage Armor (already cast), Magic Missile, Shocking Grasp Wizard School Spells DC 18, 1 Focus Point - 1st Force Bolt Eschew Materials ","tradition":["Arcane"],"skill_mod":{"crafting":8,"arcana":8,"occultism":8},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","spell":["Burning Hands","Mage Armor","Magic Missile","Shocking Grasp","Acid Splash","Detect Magic","Mage Hand","Prestidigitation","Ray of Frost","Force Bolt"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"level":2,"spell_dc":[18,18],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2479","intelligence":4,"reflex_save":8,"strongest_save":["will"],"dexterity":4,"fortitude_save":3,"source_group":["Agents of Edgewatch"],"size":["Medium"],"name":"Kemeneles","alignment":"NG","category":"creature","rarity":"common","strike_damage_average":[2],"slug":"creature-2479"},{"attack_bonus":[11],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":38,"language":["Common","Gnomish","Sylvan"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{},"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Medicine","Nature","Stealth","Survival"],"stealth":"8","trait":["Gnome","Humanoid","CG","Small"],"id":"creature-2480","text":" Lyrma Swampwalker Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Lyrma Swampwalker Source Pathfinder #157: Devil at the Dreaming Palace pg. 54 Perception +11; low-light vision Languages Common, Gnomish, Sylvan Skills Acrobatics +8, Athletics +9, Medicine +9, Nature +7, Stealth +8, Survival +9 Str +3 Dex +4 Con +1 Int -1 Wis +3 Cha +0 Items Trident --- AC 14 Fort +7 Ref +10 Will +9 HP 38 (currently 30) --- Speed 25 feet Melee Single Action trident +11 (thrown 20 feet), Damage 1d8+6 piercing\n","skill_mod":{"nature":7,"survival":9,"stealth":8,"medicine":9,"athletics":9,"acrobatics":8},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Ancestry","Weapon","Creature Type"],"ac":14,"item":["Trident"],"level":2,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2480","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":7,"source_group":["Agents of Edgewatch"],"size":["Small"],"name":"Lyrma Swampwalker","alignment":"CG","category":"creature","rarity":"common","strike_damage_average":[10],"slug":"creature-2480"},{"attack_bonus":[7,9],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":20,"language":["Common"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":3,"charisma":-3,"speed":{"max":20,"land":20},"perception":8,"wisdom":0,"weakness":{"fire":2},"creature_ability":["Combustible","Suffocating Fumes","Attach"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","trait":["Undead","NE","Tiny"],"id":"creature-2481","text":" Pickled Punk Recall Knowledge - Undead (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Pickled Punk Source Pathfinder #157: Devil at the Dreaming Palace pg. 59 Perception +8; darkvision Languages Common Skills Acrobatics +7, Athletics +5, Stealth +7 Str +2 Dex +4 Con +3 Int -3 Wis +0 Cha -3 --- AC 16 Fort +8 Ref +9 Will +3 HP 20 Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses fire 2 Combustible The first time each round that a pickled punk takes fire damage, its fumes combust, dealing 5 fire damage to all other creatures within the area of its Suffocating Fumes aura. Suffocating Fumes (aura, inhaled, poison) 5 feet. A creature that enters or begins its turn within the aura must attempt a DC 14 Fortitude save, or DC 17 if the pickled punk is attached to the creature. On a failed save, the creature is sickened 1, and on a critical failure, it's also enfeebled 1 for 1 minute. --- Speed 20 feet Melee fist +9 (Agile, Finesse, Nonlethal), Damage 1d4+1 bludgeoning plus attach Melee jaws +7, Damage 1d6+1 piercing plus 2 poison and attach Attach When a pickled punk hits a target larger than itself, it uses bizarre excretions to adhere to that creature. This is similar to Grabbing the creature, but the pickled punk is not flat-footed, and it moves with that creature rather than holding it in place. Each turn while attached, the pickled punk automatically deals the damage from its jaws Strike to the creature to which it's attached. It also wriggles about, gaining a +2 circumstance bonus to AC as long as it's not also grabbed or restrained. ","skill_mod":{"stealth":7,"athletics":5,"acrobatics":7},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2481","intelligence":-3,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"source_group":["Agents of Edgewatch"],"size":["Tiny"],"name":"Pickled Punk","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[3,4],"slug":"creature-2481"},{"attack_bonus":[10,11],"constitution":0,"primary_source_category":"Adventure Paths","strength":2,"hp":30,"language":["Common","(can't speak any language)"],"immunity":["critical hits (except slashing)","death effects",""],"source":["Pathfinder #157: Devil at the Dreaming Palace","Book of the Dead"],"type":"Creature","will_save":8,"charisma":2,"speed":{"fly":30,"max":30},"perception":11,"wisdom":0,"weakness":{},"creature_ability":["Constrict","Compression","Control Body","Enshroud"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Deception","Stealth"],"stealth":"8","trait":["Undead","NE","Tiny"],"id":"creature-2482","text":" Shredskin Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Shredskin Source Pathfinder #157: Devil at the Dreaming Palace pg. 60, Book of the Dead pg. 143 Perception +11; darkvision Languages Common; (can't speak any language) Skills Acrobatics +10, Athletics +8, Deception +8, Stealth +8 Str +2 Dex +4 Con +0 Int -1 Wis +0 Cha +2 --- AC 18 Fort +6 Ref +10 Will +8 HP 30 Immunities critical hits (except slashing), death effects, disease, mental, paralyzed, precision, poison, unconscious --- Speed fly 30 feet Melee Single Action claws +10 (Agile), Damage 1d6+4 slashing plus Grab Melee Single Action jaws +11, Damage 1d8+4 piercing Constrict Single Action 1d4+4 bludgeoning, DC 16 Compression When a shredskin successfully Squeezes, it moves through the tight space at full speed. Narrow confines are not difficult terrain for a shredskin. Control Body Single Action Requirements The shredskin is adjacent to a Medium or Small humanoid-shaped corpse; Effect The shredskin wraps itself around the corpse and takes control of the host body. While controlling a host, the shredskin uses the host's Speed but its own attacks, and it loses its Grab and Enshroud abilities. Attacks that target the shredskin while it controls a body deal half of the damage to the shredskin and half of the damage to the host body. Attacks that target an area deal damage to both the shredskin and host body normally. The shredskin can release the host body as a free action at the start of its turn. If the host is destroyed, the shredskin automatically releases the body and is flat-footed for 1 round. A Medium corpse typically has 15 Hit Points, while a Small corpse typically has 10 Hit Points. Creatures can notice that a corpse is controlled by a shredskin by succeeding a Perception check against the shredskin's Deception DC. Enshroud Single Action Requirements The shredskin is grabbing a creature; Effect The shredskin attempts to pin the creature and wrap itself around the creature like a shirt. The shredskin rolls an Athletics check against the creature's Fortitude DC. On a success, the creature becomes restrained and the shredskin can take control of the creature as if using Control Body. At the start of its turn, the shredskin can automatically Constrict the enshrouded creature as a free action. An enshrouded creature can attempt a DC 16 Escape check to break free (DC 18 if the shredskin critically succeeded its Athletics check to Enshroud). ","skill_mod":{"deception":8,"stealth":8,"athletics":8,"acrobatics":10},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Adventure Paths","Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2482","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"source_group":["Agents of Edgewatch"],"size":["Tiny"],"name":"Shredskin","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[7,8],"slug":"creature-2482"},{"primary_source_category":"Adventure Paths","strength":3,"hp":100,"language":["Common","Elven","Infernal"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","charisma":5,"perception":17,"stealth":"14","trait":["Elf","Human","Humanoid","Unique","NE","Medium"],"id":"creature-2483","text":" Hendrid Pratchett Hendrid Pratchett is the most recent alias of a man who has gone by many names over the course of his short and sinister career. Born Harial Lemorad, Pratchett is the only child of an elven father and a human mother in the Kyonin settlement of Erages. His mixed heritage raised few eyebrows in a community populated primarily by half-elves, and his parents were nothing if not doting to their son. Pratchett, however, had a streak of profound cruelty that soon blossomed into sadistic torments perpetrated on other children or neighbors' livestock. The need to avoid trouble honed his ability to lie and charm, and the young Pratchett soon grew into a model gentleman, his courtly manners and winning smile hiding his increasingly gruesome desires. As soon as Pratchett reached the age of majority, he left home, loudly proclaiming his desire to seek his fortune in the wild frontiers of distant Varisia. In fact, Pratchett went no farther than the edge of town, where he laid low for a week. Once his alibi had been firmly established, he crept back to his old home and looted the family's coffers. Catching his parents asleep in their beds, he slowly tortured them both to death, finding in their murder a satisfaction beyond anything he'd ever felt. He burned down the house and set off once more, this time in earnest. In the years since, Pratchett has traveled far and wide across the Inner Sea region, leaving a trail of mysterious disappearances in his wake. Along the way, he's also managed to teach himself a variety of arts to further his endeavors, from the aristocratic art of sword cane dueling to a modest understanding of necromantic magic. The latter comes in handy in his schemes; though he may not personally have the skill to carry out all of his macabre fantasies, he understands enough of the theory to purchase the appropriate scrolls or hire more adept casters. Each time he arrived in a new city, he used his charm and adaptability to ingratiate himself in the community, establishing himself in some public-facing service job—such as barber, grocer, or scribe—that gave him the opportunity to make connections and scout for potential victims. In the past, he's been careful to take only a few lives in each location, moving on before authorities could begin to suspect him. Yet eventually he wearied of his constant wandering and set his sights on Absalom: a city so large and bustling that he could at last put down roots, taking as many victims as he wanted without anyone being the wiser. Upon arrival in the City at the Center of the World, however, he found that his schemes weren't quite as clever as he'd thought. Someone had noticed his predations—but not the authorities. Instead, Pratchett found himself recruited by a gang of Norgorberite cultists run by the powerful underworld figure Wrent Dicaspiron, also known as the Skinner. Initially overjoyed to have fallen in with like-minded individuals, Pratchett took zealously to the worship of the Skinsaw Man, aiding the group in their ritualistic killings. Yet before long, Pratchett grew bored. His enormous ego chafed at the idea of working for others, and he found the cultists' methods too restrictive and unimaginative, their leaders too concerned with discretion to attempt the bold schemes capable of satisfying his ever-increasing appetites. He left the cult, reinventing himself once more, but remained in the city, for the coming of the Radiant Festival had prompted a new dream: a murderous hotel of his own design, funded by his family fortune and the wealth of his victims. There, Pratchett could prey exclusively on travelers, taking an endless stream of new victims without fear of the local authorities noticing. Campaign Role Hendrid Pratchett is the ultimate villain of this adventure, as he is responsible for almost all of the Edgewatch's missing person reports. Physically, Pratchett is a handsome if slightly delicate dandy, with an eccentric fashion sense that nevertheless wins him copious admirers from all social classes. He's fond of bowler hats and bright, frock-coated suits lined with inconspicuous leather armor sections—when possible, he likes to prepare the leather plates himself from the hides of his victims. When the PCs first meet him at the Arcadian, he's wearing a suit of blue and gold, but by the last encounter he's switched to an outfit of white and crimson. He's also never without his trademark cane, and while he self-effacingly jokes that he needs the skull-topped accessory to “scare off ruffians attracted by my fragile frame,” the affectation is, in fact, an elegant and deadly sword cane of his own design. Though he isn't averse to using magic directly in combat—particularly ray of enfeeblement — Pratchett knows he's still a relative amateur in the necromantic arts (and he prefers to get his hands dirty anyway). If given the opportunity, he casts true strike before combat begins, ensuring that his poisoned blade has the best chance of doing its work. He attempts to poison as many different opponents as possible and let the venom do his work for him, but once he's out of poison, he prefers to focus on a single opponent to take them down. While Pratchett attempts to flee if reduced to 10 Hit Points or fewer, he has no interest in surrender—he knows any magistrate or jury would immediately put him to death for his crimes, and he would rather die on his own terms with a blade in hand. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Hendrid Pratchett Source Pathfinder #157: Devil at the Dreaming Palace pg. 89 Perception +17; low-light vision Languages Common, Elven, Infernal Skills Acrobatics +14, Arcana +12, Deception +15, Diplomacy +15, Medicine +14, Occultism +12, Religion +13, Society +14, Stealth +14 Str +3 Dex +4 Con +0 Int +2 Wis +1 Cha +5 Items armored coat (as leather armor), corpseward pendant , lesser healing potions (3), Hunting Spider Venom (3 doses, in Reaper's Lancet ), Reaper's Lancet (bonded item) --- AC 24 Fort +12 Ref +16 Will +15 HP 100 --- Speed 30 feet Melee Single Action Reaper's Lancet blade +17 (deadly 1d8, Finesse), Damage 2d6+7 piercing plus hunting spider venom Melee Single Action Reaper's Lancet sheath +17 (Agile, Finesse, Shove), Damage 2d4+7 bludgeoning Arcane Prepared Spells DC 22, attack +14 - Cantrips (1st) Chill Touch, Daze, Light, Mage Hand, Prestidigitation, Shield - 1st Ray of Enfeeblement, True Strike (×2) Wizard School Spells DC 22, 1 Focus Point - 1st Call of the Grave Sword Cane Duelist Each round, Pratchett can Strike once with each component of a sword cane without incurring the usual multiple attack penalty. Subsequent attacks incur the multiple attack penalty as usual. ","skill_mod":{"society":14,"diplomacy":15,"deception":15,"stealth":14,"arcana":12,"medicine":14,"occultism":12,"acrobatics":14,"religion":13},"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","spell":["Ray of Enfeeblement","True Strike","Chill Touch","Daze","Light","Mage Hand","Prestidigitation","Shield","Call of the Grave"],"ac":24,"item":["armored coat (as leather armor )","corpseward pendant","lesser healing potions (3)","Hunting Spider Venom (3 doses, in Reaper's Lancet )","Reaper's Lancet (bonded item)"],"level":6,"spell_dc":[22,22],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":12,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Hendrid Pratchett","alignment":"NE","rarity":"unique","strike_damage_average":[12,14],"attack_bonus":[17,17],"constitution":0,"spell_attack_bonus":[14],"will_save":15,"speed":{"max":30,"land":30},"wisdom":1,"weakness":{},"creature_ability":["Sword Cane Duelist"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Arcana","Deception","Diplomacy","Medicine","Occultism","Religion","Society","Stealth"],"tradition":["Arcane"],"summary":"Hendrid Pratchett is the most recent alias of a man who has gone by many names over the course of his short and sinister career. Born Harial Lemorad, …","trait_group":["Ancestry","Weapon","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2483","dexterity":4,"category":"creature","slug":"creature-2483"},{"attack_bonus":[14,14],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":55,"language":["Common"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":9,"charisma":2,"speed":{"max":25,"land":25},"perception":14,"wisdom":1,"weakness":{},"creature_ability":["Double Stab","Sneak Attack"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Deception","Diplomacy","Intimidation","Society","Stealth","Thievery"],"stealth":"12","trait":["Human","Humanoid","Orc","Unique","NE","Medium"],"id":"creature-2484","text":" Ralso A child of the Puddles, Ralso grew up hard, orphaned at a young age and forced to take care of her sister Cora, who was barely out of infancy. Being poor orphans would have been difficult enough, but whatever charity their equally hardscrabble neighbors might have mustered for the girls was usually outweighed by the poor reputation of their feckless dead parents. With few other options, Ralso embraced a life of crime, deciding to take what she needed from a corrupt city that would so casually discard her and her family. Though necessity turned her hard and merciless—she could slit a dozen throats a day without losing sleep—Ralso never lost her affection for her little sister, whom she put up in a tenement and paid a local couple to feed and shelter while she went out to do her dirty work. For several years, Ralso was a minor celebrity among the thieves and footpads of the city's poorer districts, inspiring fear and admiration in equal quantities. Her burgeoning career was cut short when she was caught red-handed by the Lotus Guard while burgling a haberdasher in the Petal District. Sentenced to five years in the Brine, Absalom's notorious flooded prison, Ralso grimly refused to die, becoming a model prisoner and using an assortment of corrupt guards and gang contacts to ensure that money kept flowing to the couple caring for her sister. When at last she was released, however, Ralso discovered an unbearable truth: The couple she'd been paying to care for her sister had developed a drug habit funded by the money Ralso had sent them and had soon ignored Cora completely. Locked in her bedroom, the child had starved to death less than a year after Ralso began her prison sentence. The tragedy broke Ralso. In a rage, she killed the traitorous couple, then gathered up her sister's meager belongings and fled into the city. Though her reputation with local gangs remained ironclad due to her toughness and refusal to rat out associates, she no longer had any interest in being part of such a group. The only family she'd ever cared about was gone, and she drifted through the streets of Absalom like a ghost. This morose half-life lasted until the day Ralso attempted to mug a well-dressed and strangely charming traveler named Hendrid Pratchett. He caught her in the act, but rather than report her (or kill her in some dank alleyway, which he considered), Pratchett took pity on the woman, and something about his manner broke through her shell of grief. Soon, Ralso found herself spilling out her entire life story, and to her surprise, instead of recoiling at her sordid past, Pratchett offered her a job—he'd come to Absalom to do something grand, and he'd need an associate with her particular skills. Ralso accepted, and under Pratchett's gentle encouragement, she began to reopen her connections with the various fences and gangs throughout the city, reestablishing herself as a retired but valued member of the criminal underworld. For the first time in years, she didn't feel alone. When at last Pratchett revealed his murderous nature and his sinister plans for the Dreaming Palace, it barely fazed Ralso. After all, lesser people took innocent lives all the time through negligence and malice—what were a few more, compared to the love of a true friend? Though Ralso's personal tragedies have left her with deep psychological scars, she doesn't actually share Pratchett's love of murder, and feels no particular desire to witness or participate in the killing. Instead, she uses her knowledge and connections to engineer the hotel's traps for her friend and to help clean up the remains after his kills. For Ralso, working at the hotel is primarily about keeping Pratchett happy and basking in his praise and familial affection. Yet in the months since the hotel opened, she's also discovered a previously unknown passion for voyeurism, and she spends as much time as safely possible hiding in the hotel's secret observation chambers to spy on guests' private moments. Though she hasn't talked about it with Pratchett, Ralso writes in her diary that the appeal lies in both the thrill of observing what people keep hidden and the chance to dissociate from her own sordid life—the chance, in other words, to fantasize about being an ordinary person. Ralso remains haunted by the death of her sister, both figuratively and literally. Her twisted desire to relive some element of happier times has led Ralso to embrace two soulbound dolls as familial stand-ins. Pratchett commissioned the dolls for her, both powered by the souls of other people but crudely modeled on what details of Cora Pratchett could learn. Ralso also stores Cora's personal effects in the attic of her tower in the Dreaming Palace, and as the killings in the hotel have increased, the surges of negative energy have blended with the echoes of Cora's spirit, giving life to an undead remnant called an attic whisperer. Unlike the dolls, this grotesque amalgamation of the dead girl's clothes and toys contains a fragment of Cora's soul, and this realization terrifies Ralso even as it fills her heart with hope. Ralso leaves the monster locked in the attic, unwilling to confront it, and falls asleep each night listening anxiously to its familiar whispers drifting down through the ceiling. Campaign Role The player characters likely engage Ralso in combat at one point or another during Chapter 4 of this adventure, since she is unwilling to turn over her dearest friend Pratchett without a fight. Never eager to attract attention from the city guard, yet equally unwilling to travel unarmed, she uses a ring of discretion (contraband that would easily land her another five years in prison if discovered) to conceal her various armaments. In combat, Ralso is ferocious and desperate, throwing herself into the fray with seeming disregard for her own life and focusing her attacks on one opponent at a time. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Ralso Source Pathfinder #157: Devil at the Dreaming Palace pg. 90 Perception +14; darkvision Languages Common Skills Acrobatics +12, Deception +12, Diplomacy +10, Intimidation +12, Society +7, Stealth +12, Thievery +12 Str +3 Dex +4 Con +2 Int -1 Wis +1 Cha +2 Items Caltrops, daggers (2), lesser healing potion , ring of discretion , shortswords (2), Studded Leather Armor --- AC 22 Fort +8 Ref +14 Will +9 HP 55 --- Speed 25 feet Melee Single Action shortsword +14 (Agile, Finesse, versatile S), Damage 1d6+7 piercing Ranged Single Action dagger +14 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+7 piercing Double Stab Single Action Requirements Ralso is wielding two piercing weapons; Frequency once per round; Effect Ralso makes two Strikes against a single creature within reach, one Strike per weapon. These attacks count toward Ralso's multiple attack penalty, but the penalty doesn't increase until after both attacks. Sneak Attack Ralso deals an extra 1d6 precision damage to flat-footed creatures. ","skill_mod":{"society":7,"diplomacy":10,"deception":12,"thievery":12,"stealth":12,"intimidation":12,"acrobatics":12},"summary":"A child of the Puddles, Ralso grew up hard, orphaned at a young age and forced to take care of her sister Cora, who was barely out of infancy. Being …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Weapon","Rarity"],"ac":22,"item":["Caltrops","daggers (2)","lesser healing potion","ring of discretion","shortswords (2)","Studded Leather Armor"],"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2484","intelligence":-1,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Ralso","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[9,10],"slug":"creature-2484"},{"attack_bonus":[14,14],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":60,"language":["Common","Vudrani"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","will_save":10,"charisma":1,"speed":{"max":25,"land":25},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Nimble Dodge","Poison Weapon","Sneak Attack"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Deception","Stealth","Thievery"],"stealth":"12","trait":["Human","Humanoid","Rare","LE","Medium"],"id":"creature-2485","text":" Copper Hand Rogue Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Copper Hand Rogue Source Pathfinder #158: Sixty Feet Under pg. 16 Perception +13 Languages Common, Vudrani Skills Acrobatics +12, Athletics +10, Deception +11, Stealth +12, Thievery +12 Str +2 Dex +4 Con +2 Int +0 Wis +2 Cha +1 Items Black Adder Venom (5 doses), Hand Crossbow (10 bolts), Leather Armor, Shortsword --- AC 21 Fort +12 Ref +14 Will +10 HP 60 Nimble Dodge Reaction Trigger A creature targets the Copper Hand rogue with an attack, and the rogue can see the attacker; Effect The rogue dodges out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. --- Speed 25 feet Melee Single Action shortsword +14 (Agile, Finesse, versatile S), Damage 1d6+5 piercing Ranged Single Action hand crossbow +14 (range 60 feet, reload 1), Damage 1d6 piercing Poison Weapon Single Action The rogue applies one of their black adder venom poisons to their wielded weapon. If their next attack with that weapon before the end of their next turn hits and deals damage, the target is afflicted with the poison. Sneak Attack The Copper Hand rogue deals 1d6 additional precision damage to flat-footed creatures. ","skill_mod":{"deception":11,"thievery":12,"stealth":12,"athletics":10,"acrobatics":12},"primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":21,"item":["Black Adder Venom (5 doses)","Hand Crossbow (10 bolts)","Leather Armor","Shortsword"],"level":4,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2485","intelligence":0,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":12,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Copper Hand Rogue","alignment":"LE","category":"creature","rarity":"rare","strike_damage_average":[3,8],"slug":"creature-2485"},{"attack_bonus":[11,11],"constitution":1,"primary_source_category":"Adventure Paths","strength":0,"hp":30,"language":["Common","Halfling"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","will_save":8,"charisma":4,"speed":{"max":25,"land":25},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Scurry","Upward Stab"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Deception","Diplomacy","Stealth","Thievery"],"stealth":"9","trait":["Halfling","Humanoid","Unique","NE","Small"],"id":"creature-2486","text":" Kolo Harvan Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Kolo Harvan Source Pathfinder #145: Hellknight Hill pg. 17 Perception +8 Languages Common, Halfling Skills Acrobatics +7, Deception +8, Diplomacy +8, Stealth +9, Thievery +7 Str +0 Dex +3 Con +1 Int +1 Wis +0 Cha +4 Items daggers (5), standard skeleton key , Studded Leather Armor --- AC 18 Fort +5 Ref +11 Will +8 HP 30 Scurry Reaction Trigger A creature ends its movement adjacent to Kolo; Effect Kolo Steps. --- Speed 25 feet Melee Single Action dagger +11 (Agile, Finesse, versatile S), Damage 1d4 piercing Ranged Single Action dagger +11 (Agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing Upward Stab Kolo's melee Strikes deal an extra 1d6 precision damage to Medium or larger creatures ","skill_mod":{"diplomacy":8,"deception":8,"thievery":7,"stealth":9,"acrobatics":7},"primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":18,"item":["daggers (5)","standard skeleton key","Studded Leather Armor"],"level":2,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2486","intelligence":1,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":5,"source_group":["Age of Ashes"],"size":["Small"],"spoilers":"Age of Ashes","name":"Kolo Harvan","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[2,5],"slug":"creature-2486"},{"attack_bonus":[13],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":70,"language":["Common","Vudrani"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","spell_attack_bonus":[15],"will_save":12,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":1,"weakness":{},"creature_ability":["Sneak Attack"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Arcana","Deception","Stealth","Thievery"],"stealth":"13","trait":["Human","Humanoid","LE","Medium"],"id":"creature-2487","text":" Copper Hand Illusionist Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Copper Hand Illusionist Source Pathfinder #158: Sixty Feet Under pg. 23 Perception +15 Languages Common, Vudrani Skills Acrobatics +13, Arcana +13, Deception +9, Stealth +13, Thievery +13 Str +2 Dex +4 Con +1 Int +4 Wis +1 Cha +0 Items +1 dagger , moderate healing potion , spellbook --- AC 22 (with mage armor ) Fort +8 Ref +13 Will +12 HP 70 --- Speed 25 feet Melee Single Action dagger +13 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+5 piercing Arcane Prepared Spells DC 23, attack +15 - Cantrips (3rd) Daze, Detect Magic, Electric Arc, Ghost Sound, Shield - 1st Color Spray, Illusory Disguise, Illusory Object, Spider Sting - 2nd Dispel Magic, Invisibility, Mirror Image, Telekinetic Maneuver - 3rd Haste, Hypnotic Pattern, Vampiric Touch Sneak Attack The Copper Hand illusionist deals 2d6 additional precision damage to flat-footed creatures. ","tradition":["Arcane"],"skill_mod":{"deception":9,"thievery":13,"stealth":13,"arcana":13,"acrobatics":13},"primary_source":"Pathfinder #158: Sixty Feet Under","spell":["Haste","Hypnotic Pattern","Vampiric Touch","Dispel Magic","Invisibility","Mirror Image","Telekinetic Maneuver","Color Spray","Illusory Disguise","Illusory Object","Spider Sting","Daze","Detect Magic","Electric Arc","Ghost Sound","Shield"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":22,"item":["+1 dagger","moderate healing potion","spellbook"],"level":5,"spell_dc":[23],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2487","intelligence":4,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":8,"source_group":["Agents of Edgewatch"],"size":["Medium"],"name":"Copper Hand Illusionist","alignment":"LE","category":"creature","rarity":"common","strike_damage_average":[7],"slug":"creature-2487"},{"attack_bonus":[20,20,20,20],"constitution":1,"primary_source_category":"Adventure Paths","strength":1,"hp":150,"language":["Common","Vudrani"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","will_save":16,"charisma":4,"speed":{"max":25,"land":25},"perception":19,"wisdom":2,"weakness":{},"creature_ability":["Nimble Dodge","Opportune Backstab","Deepen the Wound","Guildmaster's Lead","Sneak Attack"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Deception","Diplomacy","Stealth","Thievery"],"stealth":"18","trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-2488","text":" Fayati Alummur Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Fayati Alummur Source Pathfinder #158: Sixty Feet Under pg. 26 Perception +19 Languages Common, Vudrani Skills Acrobatics +18, Deception +18, Diplomacy +16, Stealth +18, Thievery +18 Str +1 Dex +6 Con +1 Int +0 Wis +2 Cha +4 Items +1 daggers (3), moderate darkvision elixir, jade bauble talisman (affixed to main-gauche), Leather Armor, +1 striking main-gauche , +1 striking rapier --- AC 27 Fort +15 Ref +18 Will +16 HP 150 Nimble Dodge Reaction Trigger A creature targets Fayati with an attack and she can see the attacker; Effect Fayati dodges out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Opportune Backstab Reaction Trigger A creature within Fayati's reach is hit by a melee Strike from one of her allies; Effect Fayati makes a Strike against the triggering creature. --- Speed 25 feet Melee Single Action rapier +20 (deadly d8, Disarm, Finesse), Damage 2d6+5 piercing Melee Single Action main-gauche +20 (Agile, Disarm, Finesse, Magical, Parry, versatile S), Damage 2d4+5 piercing Melee Single Action dagger +20 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+5 piercing Ranged Single Action dagger +20 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+5 piercing Deepen the Wound Single Action Requirements Fayati's last attack was a successful melee Strike with her rapier; Effect Fayati makes a main-gauche Strike against the same creature that she just hit. This Strike deals an additional 4d6 precision damage. Guildmaster's Lead Whenever Fayati critically succeeds at a Strike against a creature, until the start of her next turn, the first time that another member of the Copper Hand deals damage to that creature during their turn, they deal an additional 1d6 precision damage to it. Sneak Attack Fayati deals 2d6 extra precision damage to flat-footed creatures. ","skill_mod":{"diplomacy":16,"deception":18,"thievery":18,"stealth":18,"acrobatics":18},"primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":27,"item":["+1 daggers (3)","moderate darkvision elixir","jade bauble talisman (affixed to main-gauche)","Leather Armor","+1 striking main-gauche","+1 striking rapier"],"level":8,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2488","intelligence":0,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":15,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Fayati Alummur","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[7,7,10,12],"slug":"creature-2488"},{"attack_bonus":[19,20,21],"constitution":3,"primary_source_category":"Adventure Paths","strength":6,"hp":125,"language":["Common","Necril"],"immunity":["death effects","disease","fear","paralyzed","poison","unconscious"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","will_save":19,"charisma":6,"speed":{"max":20,"land":20},"perception":18,"wisdom":4,"weakness":{"good":10},"creature_ability":["Frightful Presence","Attack of Opportunity","Rejuvenation","D12","D34","Head Hunter","Impaler","Reap","Summon Steed"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"16","trait":["Undead","Unique","LE","Medium"],"id":"creature-2489","text":" Frefferth Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Frefferth Source Pathfinder #158: Sixty Feet Under pg. 35 Perception +18; lifesense 60 feet Languages Common, Necril Skills Athletics +21, Intimidation +23, Stealth +16, Survival +17 Str +6 Dex +3 Con +3 Int +3 Wis +4 Cha +6 Items Alietta ( +1 striking bastard sword ), +1 full plate , +1 spears (3) --- AC 30 Fort +14 Ref +16 Will +19 HP 125 (fast healing 8) Immunities death effects, disease, fear, paralyzed, poison, unconscious Weaknesses good 10 Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 25 Attack of Opportunity Reaction Rejuvenation (divine, necromancy) When Frefferth is destroyed, his body and items dissipate into shadowy nothingness and the knight re-forms after 1d4 days within the sarcophagus in area D12, fully healed. Frefferth can be trapped only by returning the chain of the stilled spirit to the sarcophagus (see areas D12 and D34 ), in which case Frefferth's body dissipates, leaving his items in the spot where he was last slain. --- Speed 20 feet Melee Single Action Alietta +21 (Magical, two-hand d12), Damage 2d8+12 slashing Melee Single Action spear +20 (Magical, thrown 20 feet), Damage 1d6+12 piercing Ranged Single Action spear +19 (Magical, thrown 20 feet), Damage 1d6+12 piercing Head Hunter Any slashing weapon a dullahan wields becomes keen , and any hatchet it wields becomes returning . If the dullahan kills a creature with a critical hit using a slashing weapon, the target is decapitated as though the dullahan had used Reap on the target. These effects remain only while the dullahan holds the weapon. Impaler Whenever Frefferth damages a creature with a critical hit using a ranged piercing weapon, the weapon remains impaled in the victim's body. The victim becomes clumsy 1 as long as they are impaled; the impaling weapon can be removed by the affected creature or an adjacent ally as a 2-action activity that has the manipulate trait. Reap Two Actions The dullahan removes the head of a dead creature within reach. Each creature within the area of the dullahan's frightful presence must attempt a new save, even if they are temporarily immune. Summon Steed Two Actions (Conjuration, Occult) Frefferth summons a nightmare. This steed remains until it is slain, the dullahan Dismisses it, or the dullahan summons another steed. ","skill_mod":{"survival":17,"stealth":16,"athletics":21,"intimidation":23},"primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Creature Type","Rarity"],"ac":30,"item":["Alietta ( +1 striking bastard sword )","+1 full plate","+1 spears (3)"],"level":9,"source_category":["Adventure Paths"],"sense":" lifesense 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2489","intelligence":3,"reflex_save":16,"strongest_save":["will"],"dexterity":3,"fortitude_save":14,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Frefferth","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[15,15,21],"slug":"creature-2489"},{"attack_bonus":[23],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":320,"language":["Aklo"],"immunity":["acid","critical hits","piercing","precision","slashing","unconscious","visual"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","will_save":19,"charisma":4,"speed":{"max":15,"land":15},"perception":16,"wisdom":3,"weakness":{"good":10},"creature_ability":["Motion Sense","Pseudopod Burst","Rallying Call","Stretching Step","Subsume"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics","Dark Tapestry Lore","Religion"],"trait":["Construct","Ooze","Unique","NE","Large"],"id":"creature-2490","text":" Tyrroicese Recall Knowledge - Construct (Arcana, Crafting): DC 37 Recall Knowledge - Ooze (Occultism): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Tyrroicese Source Pathfinder #158: Sixty Feet Under pg. 40 Perception +16; motion sense 60 feet, no vision Languages Aklo Skills Athletics +23, Dark Tapestry Lore +15, Religion +18 Str +7 Dex +2 Con +5 Int -3 Wis +3 Cha +4 Motion Sense Tyrroicese can sense nearby motion through vibration and air movement. --- AC 27 Fort +21 Ref +14 Will +19 HP 320 Immunities acid, critical hits, piercing, precision, slashing, unconscious, visual Resistances evil 10 Weaknesses good 10 --- Speed 15 feet Melee Single Action pseudopod +23 (Acid, Magical, reach 15 feet, versatile P), Damage 2d10+13 bludgeoning plus 1d6 acid Pseudopod Burst Two Actions Tyrroicese makes up to three pseudopod strikes, each against a different creature. Tyrroicese's multiple attack penalty doesn't increase until after all these attacks are made. Rallying Call Single Action (Occult) When Tyrroicese subsumed Corporal Quordein, it gained a perverted form of the commander's ability to rally allies. The first time Tyrroicese uses this ability, it summons an ochre jelly, which leaks out of the ceiling of area D13 and drops to the floor to join the fight, siding with Tyrroicese. Thereafter, when Tyrroicese uses this ability, any oozes within 60 feet become quickened for 1 round (the oozes can use their extra action only to Stride) and, if they're not allied with the agents, the oozes ally themselves with Tyrroicese. Stretching Step Free Action (Move) Frequency once per round; Effect Tyrroicese forcefully extends a sticky pseudopod, plants it on a wall within 45 feet, and retracts the muscle. Tyrroicese springs over to a space adjacent to the wall, moving through the intervening squares as normal but ignoring any difficult or greater difficult terrain. Subsume Single Action (Incapacitation) Tyrroicese lifts an adjacent dying creature with its pseudopods and subsumes that creature into its own oozy flesh. The subsumed creature's dying value does not increase, though it can't decrease either. Tyrroicese regains 30 HP and also gains the ability to use one or two of the subsumed creature's special abilities or feats, subject to the GM's discretion. A creature adjacent to Tyrroicese can extract a subsumed creature by spending 2 actions to attempt a DC 29 Athletics check. On a success, the subsumed creature is pulled from Tyrroicese and falls into the nearest available space. ","skill_mod":{"athletics":23,"religion":18},"primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Creature Type","Rarity"],"ac":27,"level":10,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{"evil":10},"url":"/Monsters.aspx?ID=2490","intelligence":-3,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":21,"source_group":["Agents of Edgewatch"],"size":["Large"],"spoilers":"Agents of Edgewatch","name":"Tyrroicese","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[27],"slug":"creature-2490"},{"attack_bonus":[17,18],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":190,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","will_save":13,"charisma":2,"speed":{"max":30,"land":30},"perception":15,"wisdom":0,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Slow","Corpse Wallow","Rotting Aura","Bury in Offal","Wretched Weeps"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics"],"trait":["Aberration","Mindless","Rare","Undead","Zombie","NE","Large"],"id":"creature-2491","text":" Ofalth Zombie Recall Knowledge - Aberration (Occultism): DC 28 Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Ofalth Zombie Source Pathfinder #158: Sixty Feet Under pg. 47 Perception +15; darkvision Languages Skills Athletics +20 Str +7 Dex +3 Con +6 Int -5 Wis +0 Cha +2 Slow The ofalth zombie is permanently slowed 1 and can't use reactions. --- AC 22 Fort +18 Ref +11 Will +13 HP 190 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 10, slashing 10 Corpse Wallow The ofalth zombie gains fast healing 2 as long as it is in the Catacombs or another area with a high concentration of dead. Rotting Aura (aura, disease, necromancy) 10 feet, DC 24. The zombie emits an aura of rot and disease that causes wounds to fester and turn sour. Any living creature that starts its turn within 10 feet of the zombie and is not at full Hit Points takes 2d6 damage as its wounds fester. Creatures that take a critical hit from the zombie also take this damage immediately. --- Speed 30 feet Melee Single Action fist +18 (reach 10 feet), Damage 2d8+11 bludgeoning plus wretched weeps Ranged Single Action fling offal +17 (range increment 30 feet), Damage 2d6+11 bludgeoning plus wretched weeps Bury in Offal Single Action The ofalth zombie makes a fling offal Strike and compares the attack roll result to the AC of any foes within the area of a 15-foot cone emanating from the ofalth zombie. This counts as two attacks for the ofalth zombie's multiple attack penalty. The ofalth zombie can't use Bury in Offal again until it moves at least 10 feet to a different space. Wretched Weeps (Disease) Saving Throw DC 22 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d8 persistent bleed damage every hour and enfeebled 1 (1 day); Stage 3 2d8 persistent bleed damage every hour and enfeebled 2 (1 day) ","skill_mod":{"athletics":20},"primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Creature Type","Monster","Rarity"],"ac":22,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2491","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"source_group":["Agents of Edgewatch"],"size":["Large"],"spoilers":"Agents of Edgewatch","name":"Ofalth Zombie","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[18,20],"slug":"creature-2491"},{"attack_bonus":[15,17,17],"constitution":4,"primary_source_category":"Adventure Paths","strength":2,"hp":120,"language":["Common","Daemonic"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":17,"wisdom":1,"weakness":{},"creature_ability":["Sneak Attack","Twin Takedown"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Deception","Stealth"],"stealth":"15","trait":["Human","Humanoid","Rare","CE","Medium"],"id":"creature-2492","text":" Skinsaw Murderer Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Skinsaw Murderer Source Pathfinder #158: Sixty Feet Under pg. 50 Perception +17 Languages Common, Daemonic Skills Acrobatics +15, Deception +12, Stealth +15 Str +2 Dex +5 Con +4 Int +0 Wis +1 Cha +0 Items daggers (2), Leather Armor, +1 shortsword , silver religious symbol of Norgorber, Skinsaw mask , War Razor --- AC 22 Fort +14 Ref +17 Will +9 HP 120 --- Speed 25 feet Melee Single Action shortsword +15 (Agile, Finesse, Magical, versatile S), Damage 1d6+5 piercing Melee Single Action war razor +17 (Agile, Backstabber, deadly d8, Finesse), Damage 1d4+5 piercing Ranged Single Action dagger +17 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+5 piercing Sneak Attack When attacking a flat-footed creature, the Skinsaw murderer deals 1d6 additional precision damage. Twin Takedown Single Action (Flourish) ","skill_mod":{"deception":12,"stealth":15,"acrobatics":15},"primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":22,"item":["daggers (2)","Leather Armor","+1 shortsword","silver religious symbol of Norgorber","Skinsaw mask","War Razor"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2492","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":14,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Skinsaw Murderer","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[7,7,8],"slug":"creature-2492"},{"attack_bonus":[18,20,20],"constitution":0,"primary_source_category":"Adventure Paths","strength":3,"hp":130,"language":["Common","Daemonic"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","will_save":17,"charisma":2,"speed":{"max":25,"land":25},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Wire Catch","Flay","Quick Stitch"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Deception","Medicine","Norgorber Lore","Religion","Thievery"],"trait":["Human","Humanoid","Rare","LE","Medium"],"id":"creature-2493","text":" Skinsaw Seamer Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Skinsaw Seamer Source Pathfinder #158: Sixty Feet Under pg. 51 Perception +18 Languages Common, Daemonic Skills Acrobatics +18, Athletics +17, Deception +16, Medicine +17, Norgorber Lore +16, Religion +17, Thievery +16 Str +3 Dex +4 Con +0 Int +2 Wis +3 Cha +2 Items assorted rags and textiles, daggers (3), Leather Armor, metal wire, silver religious symbol of Norgorber, Skinsaw mask, +1 striking shortsword , War Razor --- AC 26 Fort +16 Ref +18 Will +17 HP 130 Wire Catch Reaction Every Skinsaw seamer keeps a sewing needle attached to a loop of thick silk, wrapped loosely around their hand not holding a weapon, which they can use in combat to snag or disarm attackers; Trigger A creature hits the seamer with a melee Strike; Effect The seamer attempts an Athletics check to either Grapple or Disarm the triggering creature. --- Speed 25 feet Melee Single Action war razor +20 (Agile, Backstabber, deadly d8, Finesse), Damage 1d4+7 piercing Melee Single Action shortsword +18 (Agile, Finesse, Magical, versatile S), Damage 2d6+7 piercing Ranged Single Action dagger +20 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+7 piercing Flay Single Action Requirements The Skinsaw seamer dealt damage with a melee weapon other than its war razor with their last action; Effect The seamer makes a war razor Strike against the same creature that they just damaged. On a hit, the seamer slices a strip of flesh from the target and deals 1d6 persistent bleed damage in addition to the war razor's usual damage. Quick Stitch Two Actions Requirements The Skinsaw seamer is currently grappling a creature; Effect The seamer stitches a piece of cloth to the creature's arm, face, or leg, potentially hindering it. The creature must attempt a DC 26 Reflex saving throw; if the seamer has already successfully used their Flay ability against the creature within the past minute, the creature's save result is one degree of success worse. Critical Success The creature is unaffected. Success The creature takes 1d4 piercing damage. Failure The creature is clumsy 1, dazzled, enfeebled 1, or flat-footed (seamer's choice). This effect lasts until the creature spends a single action to tear out the stitching, which deals 1d6 piercing damage to it. Critical Failure The creature is clumsy 2, blinded, enfeebled 2, or flat-footed (seamer's choice). This effect lasts until the creature spends 2 actions to tear out the stitching, which deals 2d6 piercing damage to it. ","skill_mod":{"deception":16,"thievery":16,"medicine":17,"athletics":17,"acrobatics":18,"religion":17},"primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":26,"item":["assorted rags and textiles","daggers (3)","Leather Armor","metal wire","silver religious symbol of Norgorber","Skinsaw mask","+1 striking shortsword","War Razor"],"level":8,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2493","intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":16,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Skinsaw Seamer","alignment":"LE","category":"creature","rarity":"rare","strike_damage_average":[9,9,14],"slug":"creature-2493"},{"attack_bonus":[22,24],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":180,"language":["Common","Daemonic"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":17,"charisma":2,"speed":{"max":25,"land":25},"perception":22,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Bloody Sneak Attack","Chain Expert","Chain Up","Flay","Hook and Flay"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Religion","Stealth","Thievery"],"stealth":"20","trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-2494","text":" Wrent Dicaspiron The sadistic leader of Absalom's most recent—and perhaps most successful—cult dedicated to the dreaded Skinsaw Man, Wrent “the Skinner” Dicaspiron is also one of the members of a secret cabal of powerful Norgorberites called the Twilight Four. The story of how Dicaspiron became the Skinner began not long ago. Until the Fiendflesh Siege of 4717 AR, Wrent Dicaspiron was the stern but mirthful matriarch of her small family in the Docks District. She, her husband, and their son jointly managed a small butchery based out of their home, though everyone in the neighborhood knew it was really Wrent who kept the business afloat. She let her husband and child work alongside her only because she adored their company and was devastated when they both died defending Absalom from invaders during the siege. Dicaspiron spiraled into reclusive despondency, shutting out her former friends and neighbors, responding to those who tried to help with silence or hostile rebukes, and allowing her business to flounder. Her life was soon in shambles. One day, a tax collector knocked on Dicaspiron's door and informed her that she owed the city a considerable sum in back taxes. If she couldn't pay, she would need to surrender her shop—her home. As if by reflex, she snatched a meat hook and drove it through the tax collector's skull with one deft blow. As the man perished on her kitchen floor, something died inside of Dicaspiron as well. Where once love and generosity had filled her heart, now only a cruel whisper murmured from somewhere deep within. She used a carving knife to calmly remove the slain tax collector's face, slowly raised the gruesome mask up, and saw the visage of her new master through its empty eyes. With the guidance of the Skinsaw Man, Dicaspiron made a new home in the ruins of a remote corner of Absalom's vast Catacombs, from which she made forays into the city to murder innocents and recruit fellow sadists and devotees of Norgorber. Campaign Role Grand Councilmember Olansa Terimor, the ultimate villain of this Adventure Path and the undisputed leader of the Twilight Four in her guise as the Gray Queen, initially recruited Dicaspiron to fulfill a tribute of bloodshed—lots of bloodshed—to Norgorber. Over the past few months, Dicaspiron's Skinsaw cult has performed admirably; they've killed hundreds in order to fill a pool in the heart of the Skinsaw sanctum, far exceeding the requirements of the Twilight Four's promise of blood for Norgorber's murderous aspect. With her role fulfilled, the Skinner is now secretly viewed as disposable by the rest of the Twilight Four, who have simply left her to her own devices while they formulate a way to permanently rid themselves of the butcher. Aside from a few hiccups—such as the recruitment and subsequent banishment of a serial murderer named Hendrid Pratchett (see the previous adventure), whom Dicaspiron rightly viewed as a potential threat to her position as cult leader—Dicaspiron's Skinsaw cult has seen magnificent success. The Skinner has become somewhat reckless as a result, recruiting help from outsiders such as the Copper Hand thieves (who funneled money to the cult under threat of death) and a gang called the Washboard Dogs (who worked as unwitting intermediaries between several members of the Twilight Four). Wrent is assumed to die in combat by the end of this adventure. If the Edgewatch agents manage to take the Skinner alive and persuade her to talk, she tells them that she is a member of the Twilight Four and that the cabal has made a pact with Norgorber for great power, but she knows little else about her cohorts' grand scheme. She rarely met with her fellow cabalists, always at different locations and only when summoned by another through a proxy. Aside from her role as the harbinger of mass sacrifice, Wrent knows nothing of the pact's details, except that the quartet planned to “seize power from Absalom's rulers for the glory of Norgorber.” The Skinner can provide a useful clue for the agents to follow: Many of her victims were captured by a Docks-based gang called the Washboard Dogs, whom she became associated with through her fellow Twilight Four associate, the Infector. The Edgewatch's best bet is to follow up with the Washboard Dogs at the beginning of the next adventure volume. If she's captured, Dicaspiron's days are numbered. Olansa Terimor will not allow her failed ally to put her plans at risk, and within a few days of her arrest, Dicaspiron is found dead in her cell, having apparently hung herself. Even more mysteriously, her body disappears shortly thereafter, claimed by the Gray Queen so that Dicaspiron can serve her plans one final time during the ultimate volume of this Adventure Path Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Wrent Dicaspiron Source Pathfinder #157: Devil at the Dreaming Palace pg. 88 Perception +22 Languages Common, Daemonic Skills Acrobatics +20, Athletics +22, Religion +17, Stealth +20, Thievery +16 Str +6 Dex +4 Con +4 Int -2 Wis +1 Cha +2 Items +1 striking cleaver (functions as orc neck-splitter without the orc trait), doubling rings , +1 hide armor , key to the Skinsaw sanctum vault, modified spiked chains (2) --- AC 30 Fort +22 Ref +20 Will +17 HP 180 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action cleaver +24 (Forceful, Sweep), Damage 2d8+8 slashing Melee Single Action spiked chain +22 (Disarm, Finesse, reach 15 feet, Trip), Damage 2d8+6 piercing plus Grab Bloody Sneak Attack Any creature taking persistent bleed damage is flat-footed against the Skinner's attacks. When attacking a flat-footed creature, the Skinner deals an additional 2d6 precision damage. Chain Expert The Skinner can effectively wield abnormally long spiked chains and can do so using only one hand. Chain Up Free Action Requirements The Skinner has an adjacent creature grabbed with her spiked chain; Effect The Skinner attempts an Athletics check against the grabbed creature's Reflex save DC. On a success, the Skinner knots her chain around the grabbed creature, which becomes restrained (Escape DC = 10 + the result of the Skinner's Athletics check); on a critical success, the creature also falls prone. Regardless of whether the Skinner succeeds, she drops the chain. Flay Whenever the Skinner makes a successful cleaver Strike against a grabbed creature, she also deals 1d6 persistent bleed damage (or 2d6 on a critical hit). Hook and Flay Two Actions Requirements The Skinner has a creature grabbed with her spiked chain; Effect The Skinner pulls the creature into the nearest open adjacent square and makes a cleaver Strike against the creature. ","skill_mod":{"thievery":16,"stealth":20,"athletics":22,"acrobatics":20,"religion":17},"summary":"The sadistic leader of Absalom's most recent—and perhaps most successful—cult dedicated to the dreaded Skinsaw Man, Wrent “the Skinner” Dicaspiron is …","primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":30,"item":["+1 striking cleaver (functions as orc neck-splitter without the orc trait)","doubling rings","+1 hide armor","key to the Skinsaw sanctum vault","modified spiked chains (2)"],"level":10,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2494","intelligence":-2,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":22,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Wrent Dicaspiron","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[15,17],"slug":"creature-2494"},{"attack_bonus":[17,17],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":100,"language":["Common","Goblin","Hallit","Vudrani"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","will_save":16,"charisma":1,"speed":{"max":35,"land":35},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Flurry of Blows","Heaven's Thunder","Sky and Heaven Stance"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Society","Stealth"],"stealth":"16","trait":["Human","Humanoid","Unique","LG","Medium"],"id":"creature-2495","text":" Shristi Melipdra Before Shristi Melipdra served as a commander for Absalom's Sleepless Suns, he was a renowned martial arts champion within his homeland, the island nation of Jalmeray. In their youth, Shristi and his twin sister Rashmivati Melipdra both strove to become the most talented martial artists of their generation. When they came of age, they were each accepted to train at different sects of Jalmeray's Houses of Perfection; Shristi studied within the Monastery of Untwisting Iron, while Rashmivati became a disciple at the Monastery of Unblinking Flame. The two siblings trained hard, each determined to prove themself as the other's greatest rival, and they both swiftly rose through the ranks of their respective schools. Eventually, Shristi and Rashmivati earned the opportunity to represent their monasteries in the Houses of Perfection's famed Challenge of Sky and Heaven. The twins both performed admirably, displaying mastery of martial skill and potent ki techniques, as well as an uncanny intuition in the martial arts and the mentally and spiritually oriented challenges. Finally, the time came for the final bout in which Shristi and Rashmivati were destined to face each other. Shristi's powerful blows and implacable defense evenly matched Rashmivati's fierce grabs and debilitating joint locks, so it was perhaps unsurprising that simple bad luck proved the deciding factor. Shristi overestimated the length of his punch and left his arm vulnerable to one of his sister's devastating counter throws. Rashmivati grasped her brother's wrist and elbow in preparation to throw Shristi out of the ring. As she stepped into the throw, however, her foot landed on a single flower bud—the remnant of a bouquet thrown from the audience—and slid out from under her. Her body twisted painfully as she fell, and she dislocated her hip and shoulder. Rashmivati could not continue the fight and forfeited to her brother, who claimed victory for his monastery. Though Rashmivati never participated in another martial arts tournament, she has still proven herself a beloved and capable rival for her brother. To this day Rashmivati often says she will meet Shristi in the Challenge of Sky and Heaven once more, so she can claim her own champion's medallion. In truth Rashmivati has no such plans; she merely uses every opportunity available to take pride in her brother's accomplishments and to encourage him to do the same. A few months after that ill-fated Challenge of Sky and Heaven, Rashmivati set off to explore the wider world, and Shristi joined her, both out of a concern for his sister's safety and an eagerness to see the same sights she sought. Sailing from the Garundi coast to the icy northern waters of the Lands of the Linnorm Kings, the twins had many amazing exploits over the course of a nearly two-decade-long adventuring career. Rashmivati developed interests in archaeology and history, which ultimately led her to the Pathfinder Society, where she wrote and published several chronicles detailing the sites and wonders that she and her brother had uncovered. Shristi, though he shared his sister's love of adventure, was of a less scholarly bent. He saw little purpose or benefit to membership in the Society; instead, he preferred to spend his time polishing his martial skills and finding ever more powerful opponents to challenge in hand-to-hand combat. The Melipdra twins ultimately found themselves where many wanderers end up: the city of Absalom. They initially stayed in the Foreign Quarter, a district that Shristi fell in love with and which he now believes will be his final home. His martial prowess and ardent belief in justice soon led him to join the Sleepless Suns, where he rose in rank swiftly due to his penchant for non-violent resolutions and his aptitude at arresting criminals won't surrender quietly. When Rashmivati told Shristi she was leaving Absalom to open her own Pathfinder lodge back in Jalmeray, Shristi chose, after so many years together, to stay behind. Now nearly 60 years old, Shristi has fully embraced the life he built for himself among the guards of Absalom. His skill and dedication have earned him a sterling reputation for consistently avoiding serious injury to Absalom's citizens, even when forced to intervene in violent situations. Shristi is compassionate and empathetic to others seeking to earn a place for themselves within the city, but he has no tolerance for cruelty or predation from either the city folk or his own officers. Campaign Role The Edgewatch agents meet Shristi in the course of this adventure, and the high-ranking guard can serve as an informant and potential ally for the agents throughout their subsequent adventures. Although his purview is the Foreign Quarter, Shristi has an impressive array of ties throughout Absalom; at your discretion, the commander can introduce the agents to various other precinct leaders throughout the city or to other officials whom they seek access. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Shristi Melipdra Source Pathfinder #158: Sixty Feet Under pg. 90 Perception +18 Languages Common, Goblin, Hallit, Vudrani Skills Acrobatics +16, Athletics +17, Society +13, Stealth +16 Str +4 Dex +3 Con +2 Int +0 Wis +3 Cha +1 Items Foreign Guard uniform, Handcuffs (2), victor's medallion from the Challenge of Sky and Heaven --- AC 26 Fort +13 Ref +18 Will +16 HP 100 Attack of Opportunity Reaction --- Speed 35 feet Melee Single Action skyward slash +17 (Nonlethal, Unarmed, versatile P), Damage 2d10+4 slashing Melee Single Action fist +17 (Agile, Finesse, Nonlethal, Unarmed), Damage 2d6+4 bludgeoning Flurry of Blows Single Action (Flourish) Shristi makes two unarmed Strikes. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses. He applies his multiple attack penalty to the Strikes normally. As it has the flourish trait, Shristi can use Flurry of Blows only once per turn. Heaven's Thunder Single Action (Electricity, Evocation, Sonic) Frequency twice per day; Effect With a loud shout, Shristi unleashes his ki as a crackling shroud of thunder and lightning that engulfs his body. Until the end of his next turn, Shristi's unarmed Strikes and Strikes with weapons that have the monk trait deal an additional 3 electricity damage and 3 sonic damage. Sky and Heaven Stance Single Action (Stance) Shristi enters a combat stance perfected by past champions of the Challenge of Sky and Heaven. While in this stance, the only Strikes Shristi can make are skyward slash unarmed attacks. These deal 1d10 slashing damage; are in the brawling group; and have the nonlethal, unarmed, and versatile P traits. While in Sky and Heaven Stance, Shristi gains resistance 2 to electricity and sonic damage. ","skill_mod":{"society":13,"stealth":16,"athletics":17,"acrobatics":16},"summary":"Before Shristi Melipdra served as a commander for Absalom's Sleepless Suns, he was a renowned martial arts champion within his homeland, the island …","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":26,"item":["Foreign Guard uniform","Handcuffs (2)","victor's medallion from the Challenge of Sky and Heaven"],"level":7,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2495","intelligence":0,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":13,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Shristi Melipdra","alignment":"LG","category":"creature","rarity":"unique","strike_damage_average":[11,15],"slug":"creature-2495"},{"attack_bonus":[15,15],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":120,"immunity":["cold","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","creature_family":"Blackfrost Dead","will_save":8,"charisma":0,"speed":{"climb":20,"max":20,"land":20},"perception":10,"wisdom":0,"weakness":{"fire":5},"creature_ability":["Opportune Bite","Blackfrost Breath"],"primary_source_group":"Gatewalkers","skill":["Athletics"],"trait":["Cold","Mindless","Rare","Undead","Zombie","NE","Medium"],"id":"creature-2497","text":" Blackfrost Zombie Most creatures who perish from the cold while cursed with blackfrost rise as zombies. Though mindless, blackfrost zombies are driven by the invisible will of blackfrost to spread their foul curse. Recall Knowledge - Undead (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Blackfrost Zombie Source Pathfinder #189: Dreamers of the Nameless Spires pg. 80 Perception +10; darkvision Languages Skills Athletics +15 Str +5 Dex +2 Con +4 Int -5 Wis +0 Cha +0 --- AC 23 Fort +16 Ref +12 Will +8 HP 120 (negative healing) Immunities cold, death effects, disease, mental, paralyzed, poison, unconscious Weaknesses fire 5 Opportune Bite Reaction Trigger A creature critically fails a Strike within 10 feet of the blackfrost zombie; Effect The blackfrost zombie Steps toward the triggering creature, then makes a jaws Strike against that creature. --- Speed 20 feet; ice climb 20 feet Melee Single Action fist +15, Damage 2d6+5 bludgeoning plus 1d6 cold Melee Single Action jaws +15, Damage 2d4+5 piercing plus 1d6 cold and blackfrost Blackfrost Breath Two Actions (Conjuration, Occult) The blackfrost dead gasps sharply, then exhales a mist of dark-blue blackfrost particles in a 5-foot emanation. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. The mist persists for 1 minute. A creature that ends its turn in the mist is exposed to blackfrost. The blackfrost dead can't use Blackfrost Breath again for 1d4 rounds. ","skill_mod":{"athletics":15},"summary":"Most creatures who perish from the cold while cursed with blackfrost rise as zombies. Though mindless, blackfrost zombies are driven by the invisible …","image":["/Images/Monsters/Blackfrost_Zombie.png"],"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Energy","Monster","Rarity","Creature Type"],"ac":23,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2497","intelligence":-5,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Blackfrost Zombie","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[13,15],"slug":"creature-2497"},{"primary_source_category":"Adventure Paths","strength":6,"hp":180,"language":["Erutaki","Jotun","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","charisma":1,"perception":21,"stealth":"17","trait":["Cold","Rare","Undead","NE","Large"],"id":"creature-2498","text":" Blackfrost Prophet With their hulking physiques and the potent connection to the Crown of the World, saumen kar who succumb to blackfrost become especially dangerous blackfrost dead. Those who guarded the Temple of Aqakaru in life continue to do so in undeath, albeit even more vigilantly and much more violently. Blackfrost prophets, as these wardens are sometimes known, maintain their formidable intellect and innate connection to their boreal environment, though the curse of blackfrost has stripped them of their memories and filled their hearts with evil. Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Blackfrost Prophet Source Pathfinder #189: Dreamers of the Nameless Spires pg. 81 Perception +21; darkvision, scent (imprecise) 30 feet Languages Erutaki, Jotun; telepathy 100 feet Skills Athletics +21, Intimidation +18, Stealth +17 Str +6 Dex +4 Con +5 Int +2 Wis +4 Cha +1 Items +1 striking halberd --- AC 28 Fort +20 Ref +18 Will +18 HP 180 (negative healing) Immunities cold, death effects, disease, mental, paralyzed, poison, unconscious Weaknesses fire 10 --- Speed 30 feet; ice climb 30 feet Melee Single Action halberd +21 (Magical, reach 10 feet, versatile S), Damage 2d10+10 piercing Melee Single Action horns +21 (Agile), Damage 2d6+6 bludgeoning plus 2d6 cold and blackfrost Imprison Mind Two Actions (Mental, Necromancy, Occult) The blackfrost prophet concentrates on a creature within 60 feet, filling the target's mind with befuddling susurrations. The creature must succeed at a DC 28 Will save or take 4d8+8 mental damage and become stupefied 1 for 1 minute (stupefied 2 on a critical failure). The creature is slowed 1 as long as it's stupefied. Raise Blackfrost Two Actions (Cold, Conjuration, Occult) The blackfrost prophet selects a point within 60 feet, then calls upon shards of blackfrost to stab up through the crust in a 30-foot burst. Creatures in the area take 2d8 piercing damage plus 2d8 cold damage (DC 28 basic Reflex save). A creature that takes cold damage from this ability is exposed to blackfrost. Until the next time the blackfrost prophet uses Raise Blackfrost, the affected area is difficult terrain. ","skill_mod":{"stealth":17,"athletics":21,"intimidation":18},"image":["/Images/Monsters/Blackfrost_Prophet.png"],"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","ac":28,"item":["+1 striking halberd"],"level":9,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":20,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Blackfrost Prophet","alignment":"NE","rarity":"rare","strike_damage_average":[20,21],"attack_bonus":[21,21],"constitution":5,"immunity":["cold","death effects","disease","mental","paralyzed","poison","unconscious"],"creature_family":"Blackfrost Dead","will_save":18,"speed":{"climb":30,"max":30,"land":30},"wisdom":4,"weakness":{"fire":10},"creature_ability":["Imprison Mind","Raise Blackfrost"],"primary_source_group":"Gatewalkers","skill":["Athletics","Intimidation","Stealth"],"summary":"With their hulking physiques and the potent connection to the Crown of the World, saumen kar who succumb to blackfrost become especially dangerous …","trait_group":["Energy","Monster","Rarity","Creature Type"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=2498","dexterity":4,"category":"creature","slug":"creature-2498"},{"attack_bonus":[18,21],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":98,"language":["Aklo"],"immunity":["electricity","good","precision","swarm mind"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","will_save":13,"charisma":3,"speed":{"max":40,"land":40},"perception":19,"wisdom":3,"weakness":{"area":8},"creature_ability":["Solar Instability","Starlight","Attack of Opportunity","Dazzling Assault","Starburst","Star Weapons","Swarm Shape"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Lamashtu Lore","Star Lore","Stealth"],"stealth":"16","trait":["Astral","Uncommon","LN","Huge"],"id":"creature-2499","text":" Crownbound Constellation Crownbound constellations are the essence of stars granted sentience by the goddess Desna, who created them to survey the vastness of space and help her craft the galaxy. Their intergalactic travels once took them far, but Lamashtu sought to ensnare Desna's creation. The Mother of Beasts lured them to Golarion and then, exploiting the power of Golarion's sun, corrupted their ability to star travel. Stranded on the planet and unable to bear sunlight, these creatures traveled to the Crown of the World, where they have settled ever since. Recall Knowledge - Astral (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Crownbound Constellation Source Pathfinder #189: Dreamers of the Nameless Spires pg. 82 Perception +19; darkvision Languages Aklo Skills Acrobatics +16, Athletics +21, Lamashtu Lore +14, Star Lore +16, Stealth +16 Str +7 Dex +4 Con +6 Int +4 Wis +3 Cha +3 --- AC 30 all-around vision Fort +19 Ref +16 Will +13 HP 98 Immunities electricity, good, precision, swarm mind Resistances bludgeoning 5, piercing 8, slashing 8 Weaknesses area damage 8, splash damage 8 Solar Instability The crownbound constellation is fatigued and invisible when in direct contact with the rays of the sun. Starlight (aura, light) 15 feet. The glow of the crownbound constellation creates dim light. It can suppress or resume this ability as a free action. Attack of Opportunity Reaction --- Speed 40 feet Melee Single Action star greatsword +21 (Magical, versatile P), Damage 2d12+10 slashing and starburst Ranged Single Action star composite longbow +18 (deadly d10, Magical, reload 0, volley 30 feet), Damage 2d8+7 piercing and starburst Dazzling Assault Single Action (Visual) Each enemy in the crownbound constellation's space takes 7d4 bludgeoning damage (DC 23 basic Reflex save). Creatures that fail this save are also dazzled until the end of their next turn. Starburst (Visual) A creature that takes damage from a crownbound constellation's attack must succeed at a DC 23 Fortitude save or be dazzled for 1 minute. Star Weapons Single Action The crownbound constellation reforms its two weapons as +1 striking common or uncommon simple or martial weapons. These star weapons can't be disarmed, broken, dropped, destroyed, or stolen. Ranged star weapons don't require ammunition and those with a reload of 2 have a reload of 0 instead. When the crownbound constellation dies or uses its swarm shape its star weapons disappear. Swarm Shape Single Action (Concentrate) The crownbound constellation disperses into a shapeless swarm of Small stars. It drops all held, worn, and carried items. While discorporated, the crownbound constellation can't use attack actions, but it has a fly Speed of 40 feet and can move through areas small enough for its individual stars to fit without having to Squeeze. It can use Swarm Shape again to coalesce back into its normal form, at which point its star weapons reappear. An Eon's Loing memory Crownbound constellations have not forgotten Lamashtu's deception, or the commission set for them by Desna. Crownbound constellations frequently attack those they assume to be in league with the Mother of Monsters, and their hatred for her has severed their connection to Desna, just as Lamashtu planned. ","skill_mod":{"stealth":16,"athletics":21,"acrobatics":16},"summary":"Crownbound constellations are the essence of stars granted sentience by the goddess Desna , who created them to survey the vastness of space and …","image":["/Images/Monsters/CrownboundConstellation.png"],"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Creature Type","Rarity"],"ac":30,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":8,"slashing":8},"url":"/Monsters.aspx?ID=2499","intelligence":4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":19,"source_group":["Gatewalkers"],"size":["Huge"],"spoilers":"Gatewalkers","name":"Crownbound Constellation","alignment":"LN","category":"creature","rarity":"uncommon","strike_damage_average":[16,23],"slug":"creature-2499"},{"primary_source_category":"Adventure Paths","strength":2,"hp":115,"language":["Aklo","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","charisma":2,"perception":15,"stealth":"17","trait":["Aberration","Dream","Uncommon","NE","Large"],"id":"creature-2500","text":" Dreamscraper Dreamscrapers invade the dreams of sleeping mortals to scrape away at their minds and steal their dreams, leaving them raw and tired upon waking. Maggot-like, with many eyes surrounded by a circular, toothy mouth, dreamscrapers use sharp barbs attached to ethereal tendrils to trawl for dreams. After returning to the Dimension of Dreams with their prizes, they store them in their dark, spire-like cocoons, trade them, or offer them up to their heinous masters as some obscure tax. Although many dreamscrapers act as servants for more powerful creatures, some act independently. Unable to dream themselves, their fascination leads them to experiment with their collections. They attempt to either synthesize dreams of their own or implant collected dreams within themselves. Recall Knowledge - Aberration (Occultism): DC 25 Recall Knowledge - Dream (Occultism): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Dreamscraper Source Pathfinder #189: Dreamers of the Nameless Spires pg. 83 Perception +15; darkvision Languages Aklo; telepathy 100 feet Skills Acrobatics +17, Athletics +13, Deception +13, Stealth +17, Thievery +15 Str +2 Dex +6 Con +4 Int +2 Wis +4 Cha +2 Tireless Dreamscrapers never sleep or dream themselves. They gain the benefits of an 8-hour rest after 1 hour of minimal activity. --- AC 24 Fort +12 Ref +18 Will +15 +1 status to all saves vs. magic HP 115 Immunities cold, fatigued, sleep Weaknesses electricity 5 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 22 --- Speed 20 feet, fly 40 feet; freedom of movement Melee Single Action claws +17 (Agile, Finesse, Magical, reach 5 feet), Damage 2d8+8 negative and stolen dreams Ranged Single Action dream barb +16 (Incorporeal, Magical, range 60 feet), Damage stolen dreams Occult Innate Spells DC 25, attack +17 - 2nd Darkness - 4th Sleep (×3) - Constant (4th) Freedom of Movement Dream Step Single Action The dreamscraper shifts to either the Dimension of Dreams or the Material Plane. While in the Dimension of Dreams, it can see clearly onto the Material Plane with a range of 60 feet. On its first round in an encounter, the dreamscraper can use this ability once as a free action. Stolen Dreams (Mental, Occult) Effect The dreamscraper catches hold of the target creature's dreams and tries to rip them away. The target must attempt a DC 22 Will save. Success The creature is unaffected. Failure The dreamscraper manages to only scrape at the target creature's dreams. The target becomes fatigued. Critical Failure The dreamscraper rips the target's dreams away and captures them. The target creature becomes fatigued. Furthermore, the target can never dream, can't be affected by spells that cause or affect dreams, can't detect or be detected by creatures with the dream trait, and can't enter the Dimension of Dreams. This effect ends if the target creature's dreams are restored through powerful magic. Dream Collections Dreams are fascinating creations of the imagination that many powerful entities seek to collect. Liches, for example, are intrigued by the dreams of mortals. Night hags and denizens of Leng see dreams as a valuable commodity, and their bartering draws many beings to the shadowy markets of Leng. ","skill_mod":{"deception":13,"thievery":15,"stealth":17,"athletics":13,"acrobatics":17},"image":["/Images/Monsters/Dreamscraper.png"],"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","spell":["Sleep","Darkness","Freedom of Movement"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":12,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Dreamscraper","alignment":"NE","rarity":"uncommon","strike_damage_average":[17],"attack_bonus":[16,17],"constitution":4,"immunity":["cold","fatigued","sleep"],"spell_attack_bonus":[17],"will_save":15,"speed":{"fly":40,"max":40,"land":20},"wisdom":4,"weakness":{"electricity":5},"creature_ability":["Tireless","Frightful Presence","Dream Step","Stolen Dreams"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Deception","Stealth","Thievery"],"tradition":["Occult"],"summary":"Dreamscrapers invade the dreams of sleeping mortals to scrape away at their minds and steal their dreams, leaving them raw and tired upon waking. …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2500","dexterity":6,"category":"creature","slug":"creature-2500"},{"attack_bonus":[13],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":90,"language":["Aklo","Common","Elder Thing","Mi-Go","Yithian"],"immunity":["cold"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","creature_family":"Elder Thing","will_save":12,"charisma":3,"speed":{"fly":20,"max":30,"land":25,"swim":30},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["No Breath","Constrict","Hibernate","Unnatural Flight"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Astronomy Lore","Arcana","Athletics","Crafting","Medicine","Occultism","Survival","Thievery"],"trait":["Aberration","Amphibious","Rare","LN","Medium"],"id":"creature-2501","text":" Elder Thing The typical elder thing is a scientist first and anything else second, but they don't hesitate to use force to achieve their needs or defend their laboratories. When one does deign to speak to a non-elder thing, it's either out of fear (for a creature they know vastly outstrips their own power) or with an insufferable sense of narcissistic superiority and impatience, like how an arrogant professor might speak to a student struggling with what they perceive to be a simple concept. Recall Knowledge - Aberration (Occultism): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Elder Thing Source Pathfinder #189: Dreamers of the Nameless Spires pg. 84 Perception +14; darkvision Languages Aklo, Common, Elder Thing, Mi-Go, Yithian Skills Acrobatics +11, Astronomy Lore +14, Arcana +14, Athletics +13, Crafting +12, Medicine +12, Occultism +14, Survival +12, Thievery +11 Str +4 Dex +2 Con +4 Int +5 Wis +3 Cha +3 --- AC 21 all-around vision Fort +15 Ref +9 Will +12 HP 90 Immunities cold Resistances fire 5 No Breath The elder thing doesn't breathe and is immune to effects that require breathing (such as inhaled poison). --- Speed 25 feet, fly 20 feet, swim 30 feet Melee Single Action tentacle +13 (Agile), Damage 2d6+6 bludgeoning plus Grab Constrict Single Action 2d6+6 bludgeoning, DC 22 Hibernate The elder thing enters a state of hibernation after focusing its thoughts for 1 minute. While hibernating, an elder thing is unconscious. The elder thing can remain in hibernation as long as it wishes—while hibernating, it doesn't need to eat or drink, nor does it age. Time effectively stands still for a hibernating elder thing. Any effect that would normally rouse an unconscious creature can end an elder thing's hibernation, but the elder thing must attempt a DC 25 Will save. On a success, the elder thing awakens in 2d4 rounds; otherwise it takes 1d4 days to wake from hibernation. The elder thing can set the length of its hibernation when it enters this state, so that it can awaken after a set amount of time has passed. When awakening in this way, the elder thing does so in only 1d4 rounds, with no Will save necessary. Unnatural Flight The elder thing's wings allow it to fly in regions where flight is normally impossible, such as outer space. It gains a +2 circumstance bonus to checks made to Maneuver in Flight, and on saving throws against effects that impede flight. ","skill_mod":{"thievery":11,"crafting":12,"survival":12,"arcana":14,"medicine":12,"athletics":13,"occultism":14,"acrobatics":11},"summary":"The typical elder thing is a scientist first and anything else second, but they don't hesitate to use force to achieve their needs or defend their …","image":["/Images/Monsters/ElderThing.png"],"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Creature Type","Monster","Rarity"],"ac":21,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=2501","intelligence":5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Elder Thing","alignment":"LN","category":"creature","rarity":"rare","strike_damage_average":[13],"slug":"creature-2501"},{"primary_source_category":"Adventure Paths","strength":5,"hp":218,"language":["Aklo","Common","Elder Thing","Mi-Go","Yithian"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","charisma":3,"perception":21,"trait":["Aberration","Amphibious","Rare","LN","Medium"],"id":"creature-2502","text":" Elder Thing Researcher As one would expect from a species capable of living for thousands of years, many elder things grow more powerful than the standard specimen. Elder thing researchers are among the more frequently encountered of these incredibly rare beings, for their nature and interests often see them traveling to distant worlds to explore and lay the foundations for later conquest and colonization. Elder thing researchers often carry strange weapons or tools that merge technology with magic. Recall Knowledge - Aberration (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Elder Thing Researcher Source Pathfinder #189: Dreamers of the Nameless Spires pg. 85 Perception +21; darkvision Languages Aklo, Common, Elder Thing, Mi-Go, Yithian Skills Acrobatics +17, Arcana +21, Athletics +19, Crafting +21, Medicine +21, Occultism +23, Survival +19, Thievery +19 Str +5 Dex +3 Con +5 Int +7 Wis +5 Cha +3 --- AC 29 all-around vision Fort +19 Ref +17 Will +21 HP 218 Immunities cold Resistances fire 10 No Breath The elder thing doesn't breathe and is immune to effects that require breathing (such as inhaled poison). --- Speed 25 feet, fly 20 feet, swim 30 feet Melee Single Action tentacle +20 (Agile), Damage 2d8+11 bludgeoning plus Grab Occult Innate Spells DC 29, attack +21 - Cantrips (5th) Daze, Mage Hand, Read Aura, Sigil, Telekinetic Projectile - 3rd Hypercognition, Mind Reading - 4th Modify Memory, Phantom Pain - 5th Black Tentacles, Mind Probe, Summon Entity Constrict Single Action 2d8+11 bludgeoning, DC 29 Eldritch Insight Three Actions (Divination, Occult) Frequency once per day; Effect By focusing its senses and thoughts on a single concept, an elder thing researcher can draw upon the thousands of years of deep memories. It then selects one of the following skills: Arcana, any Lore, Nature, Religion, or Society. Once the skill is chosen, the elder thing researcher can attempt checks for the selected skill using its Occultism modifier. This effect lasts until the elder thing researcher uses Eldritch Insight again to change its focus. If no focus is predetermined, assume an elder thing researcher has chosen to focus on Library Lore. Hibernate The elder thing enters a state of hibernation after focusing its thoughts for 1 minute. While hibernating, an elder thing is unconscious. The elder thing can remain in hibernation as long as it wishes—while hibernating, it doesn't need to eat or drink, nor does it age. Time effectively stands still for a hibernating elder thing. Any effect that would normally rouse an unconscious creature can end an elder thing's hibernation, but the elder thing must attempt a DC 25 Will save. On a success, the elder thing awakens in 2d4 rounds; otherwise it takes 1d4 days to wake from hibernation. The elder thing can set the length of its hibernation when it enters this state, so that it can awaken after a set amount of time has passed. When awakening in this way, the elder thing does so in only 1d4 rounds, with no Will save necessary. Unnatural Flight The elder thing's wings allow it to fly in regions where flight is normally impossible, such as outer space. It gains a +2 circumstance bonus to checks made to Maneuver in Flight, and on saving throws against effects that impede flight. ","skill_mod":{"thievery":19,"crafting":21,"survival":19,"arcana":21,"medicine":21,"athletics":19,"occultism":23,"acrobatics":17},"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","spell":["Black Tentacles","Mind Probe","Summon Entity","Modify Memory","Phantom Pain","Hypercognition","Mind Reading","Daze","Mage Hand","Read Aura","Sigil","Telekinetic Projectile"],"ac":29,"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"fire":10},"intelligence":7,"reflex_save":17,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Elder Thing Researcher","alignment":"LN","rarity":"rare","strike_damage_average":[20],"attack_bonus":[20],"constitution":5,"immunity":["cold"],"creature_family":"Elder Thing","spell_attack_bonus":[21],"will_save":21,"speed":{"fly":20,"max":30,"land":25,"swim":30},"wisdom":5,"weakness":{},"creature_ability":["No Breath","Constrict","Eldritch Insight","Hibernate","Unnatural Flight"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Arcana","Athletics","Crafting","Medicine","Occultism","Survival","Thievery"],"tradition":["Occult"],"summary":"As one would expect from a species capable of living for thousands of years, many elder things grow more powerful than the standard specimen. Elder …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2502","dexterity":3,"category":"creature","slug":"creature-2502"},{"primary_source_category":"Adventure Paths","strength":2,"hp":75,"language":["Common","one other language; <%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","charisma":2,"perception":12,"stealth":"13","trait":["Ooze","Uncommon","LN","Tiny"],"id":"creature-2503","text":" Mindmoppet Mindmoppets are the result of laboratory experimentation that sought to harness telepathic energy within a liquid alchemical concoction. Mindmoppets feed on the latent telepathic energy of creatures. Even those with no apparent gift but with an active mind can sustain a mindmoppet for days. Such feeding is not invasive, and mindmoppets continually “graze” even while inactive. Mindmoppets are willing servants to anyone who concerns themselves with strenuous mental exercise. Their creator is usually an obvious first choice, and they serve them dutifully. However, they have only an academic understanding of good and evil, of ethics, or mortal limitations. They see service to their master's science as the ultimate standard by which they judge their actions or those of others. This can lead to conflict between them and their creator, especially if the master appears lax in their efforts to further their studies. To a mindmoppet, continuous learning is imperative. Mindmoppets appear to have some ability to see a short distance into the future, though this might only be that their innate interest for thought and cognition gives them a knack for anticipating the actions of others. Recall Knowledge - Ooze (Occultism): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Mindmoppet Source Pathfinder #189: Dreamers of the Nameless Spires pg. 86 Perception +12; mindsense (precise) 120 feet, no vision Languages Common; one other language; telepathy 100 feet Skills Acrobatics +13, Crafting +14, Deception +11, Intimidation +11, Medicine +10, Occultism +14, Society +14, Stealth +13, Thievery +13 Str +2 Dex +4 Con +2 Int +5 Wis +3 Cha +2 Mindsense The mindmoppet senses the thoughts of intelligent creatures and builds a perception of reality from this information, allowing the mindmoppet to “see” as a precise sense. Invisible intelligent creatures are visible to it. Items shell (porcelain doll) --- AC 21 Fort +9 Ref +12 Will +15 +1 status to all saves vs. magic HP 75 Immunities acid, critical hits, piercing, precision, unconscious, visual Resistances slashing 5 Weaknesses electricity 5 Prognosticate When the mindmoppet uses a reaction, it can Step before or after taking the reaction. Synapse Glow (aura, light) 5 feet. The firing of the mindmoppet's synapses create dim light. The range increases to 10 feet if its shell is destroyed. Shell The mindmoppet believes its shell is an important part of itself. Breaking the mindmoppet's shell (AC 25, Hardness 1, HP 6, BT 3) causes it to become fascinated with its shell. This condition ends when its shell is repaired. Redirect Attack Reaction (mental) Trigger The mindmoppet is targeted by a melee or ranged Strike; Effect The mindmoppet attempts a Dexterity saving throw, using the attack roll as the DC for the check. On a success, it redirects the attack at another target within the attacker's range. On a failure, the attack resolves as normal. --- Speed fly 40 feet Ranged Single Action telekinetic slam +15 (Evocation, Force, range increment 20 feet, Occult), Damage 2d12 force plus Improved Push Occult Innate Spells DC 22, attack +14 - Cantrips (2nd) Mage Hand, Telekinetic Projectile - 1st Command, Mending (×3) - 2nd Telekinetic Maneuver (×2) - Constant (1st) Mindlink Anticipate Single Action The mindmoppet attempts to anticipate its opponent's actions. Until the end of its next turn, the mindmoppet gains one reaction. Scavenged Shell Being amorphous, mindmoppets are resilient, but they still cling to their shells for protection. You can represent a shell of different material by replacing the Hardness, Hit Points, and Broken Threshold of the porcelain shell listed here with those listed in the Materials section of the Pathfinder Core Rulebook . ","skill_mod":{"society":14,"deception":11,"thievery":13,"crafting":14,"stealth":13,"medicine":10,"intimidation":11,"occultism":14,"acrobatics":13},"image":["/Images/Monsters/Mindmoppet.png"],"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","spell":["Telekinetic Maneuver","Command","Mending","Mage Hand","Telekinetic Projectile","Mindlink"],"ac":21,"item":["shell (porcelain doll)"],"level":5,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":"mindsense (precise) 120 feet, no vision","resistance":{"slashing":5},"intelligence":5,"reflex_save":12,"strongest_save":["will"],"fortitude_save":9,"source_group":["Gatewalkers"],"size":["Tiny"],"spoilers":"Gatewalkers","name":"Mindmoppet","alignment":"LN","rarity":"uncommon","strike_damage_average":[13],"attack_bonus":[15],"constitution":2,"immunity":["acid","critical hits","piercing","precision","unconscious","visual"],"spell_attack_bonus":[14],"will_save":15,"speed":{"fly":40,"max":40},"wisdom":3,"weakness":{"electricity":5},"creature_ability":["Mindsense","Prognosticate","Synapse Glow","Shell","Redirect Attack","Anticipate"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Crafting","Deception","Intimidation","Medicine","Occultism","Society","Stealth","Thievery"],"tradition":["Occult"],"summary":"Mindmoppets are the result of laboratory experimentation that sought to harness telepathic energy within a liquid alchemical concoction. Mindmoppets …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2503","dexterity":4,"category":"creature","slug":"creature-2503"},{"remaster_name":["Arctic Bloom"],"attack_bonus":[7,18],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":170,"language":["pheromones"],"immunity":["mental","visual"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","will_save":13,"charisma":0,"speed":{"climb":10,"max":10,"land":10},"perception":16,"wisdom":3,"weakness":{"slashing":5,"fire":5},"creature_ability":["Pheromones","Alluring Spores","Feed","Swallow Whole"],"primary_source_group":"Gatewalkers","skill":["Athletics","Stealth"],"stealth":"7","trait":["Mindless","Plant","Uncommon","N","Large"],"id":"creature-2504","text":" Yaiafineti Yaiafinetis grow only during periods of extended twilight, thriving across the cold tundra of the Crown of the World exclusively in the winter months. To survive in such harsh conditions, the yaiafineti, or dusk poppy, sprouts independent polyps that detach and then creep across the tundra in search of food for their matriarch. Dusk poppies sprout from spores that attach to carcasses, but they only blossom during the long twilight unique to the Crown of the World. The perfect conditions for their development are so rare that yaiafineti have developed a vigorous appetite. They feed unceasingly. Much of their energy goes to developing more polyps, and one plant can easily spawn a small infestation of these deadly bulbs. The plants send out runner shoots that quickly develop purple bulbs. These bulbs, the plant's polyps, sprout many long, hooked vines before detaching from the mother plant. Polyps are short lived but active, foraging for a week or so before they shrivel and die. These polyps aren't dangerous unless handled. They secrete a fine dust that acts as a paralyzing poison that seizes the nervous system of creatures who come in contact with them. Paralyzing Poison (poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 flat-footed and clumsy 1 (1 round); Stage 2 flat-footed and clumsy 2 (1 round); Stage 3 paralyzed (1 round) Recall Knowledge - Plant (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Yaiafineti Source Pathfinder #189: Dreamers of the Nameless Spires pg. 87 Perception +16; pheromones (precise) 20 feet, tremorsense (imprecise) 120 feet, no vision Languages pheromones Skills Athletics +18, Stealth +7 Str +6 Dex -5 Con +6 Int -5 Wis +3 Cha +0 --- AC 24 Fort +19 Ref +11 Will +13 HP 170 Immunities mental, visual Resistances cold 10 Weaknesses fire 5, slashing 5 Pheromones (aura) 5 miles. Yaiafinetis communicate with others of their kind via airborne pheromones. They can use this form of communication to determine their relative distance to each other, call for help if they are under attack or need sustenance, announce that they've detected prey, and convey similar basic concepts. Pheromones coat everything within the aura and allow all dusk poppies to perceive with their pheromone sense. --- Speed 10 feet, climb 10 feet Melee Single Action bite +18 (reach 10 feet), Damage 2d12+8 piercing plus Improved Grab Ranged Single Action spore sap +7, Damage alluring spores Alluring Spores (Poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 fascinated by the yaiafineti (1 round); Stage 2 controlled by the yaiafineti (1 round) Feed Three Actions The yaiafineti draws nutrients from a living creature it has swallowed, regaining 3d8+24 HP. The swallowed creature takes 2d12+8 bludgeoning damage. Swallow Whole Single Action Medium, 2d12+8 bludgeoning, Rupture 18 Violet Dusk Poppy Dye Some natives of the Crown of the World hunt yaiafineti matriarchs and harvest their petals, which are used to create an expensive, glimmering violet dye. Although the polyps are far less useful for this purpose, skilled trackers follow their vine tracks back to their matriarch. ","skill_mod":{"stealth":7,"athletics":18},"summary":"Yaiafinetis grow only during periods of extended twilight, thriving across the cold tundra of the Crown of the World exclusively in the winter …","image":["/Images/Monsters/Yaiafineti.png"],"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Monster","Creature Type","Rarity"],"ac":24,"level":8,"source_category":["Adventure Paths"],"sense":"pheromones (precise) 20 feet, tremorsense (imprecise) 120 feet, no vision","weakest_save":["ref","reflex"],"resistance":{"cold":10},"url":"/Monsters.aspx?ID=2504","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":19,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Yaiafineti","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[21],"slug":"creature-2504"},{"primary_source_category":"Adventure Paths","strength":0,"hp":60,"language":["Celestial","Common","Elven","Erutaki"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","charisma":4,"perception":16,"trait":["Human","Humanoid","Unique","N","Medium"],"id":"creature-2505","text":" Snowy Owl Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Snowy Owl Source Pathfinder #189: Dreamers of the Nameless Spires pg. 7 Perception +16; darkvision Languages Celestial, Common, Elven, Erutaki Skills Astronomy Lore +15, Fortune-Telling Lore +15, Medicine +16, Nature +16, Occultism +15, Religion +14, Survival +16 Str +0 Dex +1 Con +2 Int +1 Wis +5 Cha +4 Items hide clothing --- AC 21 Fort +11 Ref +10 Will +14 HP 60 Immunities cold Ruun's Blessing The presence of Ruun's soul merged with her own grants Snowy Owl immunity to cold. In addition, she no longer needs to eat or drink, but often chooses to do so out of habit or politeness. Items hide clothing --- Speed 25 feet Melee Single Action fist +12 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning Occult Prepared Spells DC 18, attack +12 - Cantrips (4th) Detect Magic, Guidance, Light, Read Aura, Shield - 1st Alarm, Bless, Soothe - 2nd Resist Energy, Soothe, Restoration - 3rd Dispel Magic, Hypercognition, Soothe - 4th Read Omens, Soothe Ruun's Wings Single Action (Conjuration, Occult) Snowy Owl manifests a spectral pair of owl's wings that grant her a fly Speed of 25 feet. She can use this action again to hide her wings, which she often does when in mixed company in order to avoid drawing too much attention. If she falls, she can activate this ability as a reaction to immediately arrest her fall. ","skill_mod":{"nature":16,"survival":16,"medicine":16,"occultism":15,"religion":14},"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","spell":["Read Omens","Soothe","Dispel Magic","Hypercognition","Resist Energy","Restoration","Alarm","Bless","Detect Magic","Guidance","Light","Read Aura","Shield"],"ac":21,"item":["hide clothing"],"level":7,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":10,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":11,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Snowy Owl","alignment":"N","rarity":"unique","strike_damage_average":[2],"attack_bonus":[12],"constitution":2,"immunity":["cold"],"spell_attack_bonus":[12],"will_save":14,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Ruun's Blessing","Ruun's Wings"],"primary_source_group":"Gatewalkers","skill":["Astronomy Lore","Fortune-Telling Lore","Medicine","Nature","Occultism","Religion","Survival"],"tradition":["Occult"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=2505","dexterity":1,"category":"creature","slug":"creature-2505"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":145,"language":["Aklo","Common","Varisian","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","charisma":6,"perception":21,"stealth":"22","trait":["Dream","Incorporeal","Unique","NE","Large"],"id":"creature-2506","text":" Ogmunzorius Recall Knowledge - Dream (Occultism): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ogmunzorius Source Pathfinder #189: Dreamers of the Nameless Spires pg. 16 Perception +21; darkvision Languages Aklo, Common, Varisian; telepathy 100 feet Skills Acrobatics +22, Deception +21, Intimidation +21, Occultism +23, Stealth +22 Str -5 Dex +5 Con +4 Int +4 Wis +4 Cha +6 --- AC 28 Fort +19 Ref +21 Will +22 +1 status to all saves vs. magic HP 145 Immunities cold, disease, paralyzed, poison, precision, sleep Resistances all 10 (except fire, force, ghost touch , or negative; double resistance vs. non-magical) --- Speed fly 40 feet Melee Single Action nightmare tendril +22 (Agile, Finesse, reach 10 feet), Damage 5d8 cold plus frozen nightmare Occult Innate Spells DC 30 - 4th Nightmare, Sleep - 5th Confusion, Dimension Door (at will) - 6th Fear, Phantasmal Killer, Teleport Rituals DC 30 - 6th Planar Binding Frozen Nightmare (Curse, Emotion, Enchantment, Fear, Mental, Occult) Ogmunzorius's touch fills the victim's mind with realistic hallucinations and visions of being stranded alone and naked in an endless expanse of ice. The only point of reference in this vision when it manifests are strange dark spires looming impossibly tall on the horizon. Saving Throw DC 30 Fortitude; Stage 1 fatigued (1 day); Stage 2 fatigued and enfeebled 1 (1 day); Stage 3 The victim falls asleep and becomes covered in a rime of frost. They can't be awakened as long as they remain at this stage. A victim who perishes while at this stage frosts over completely, freezing solid into a block of ice. (1 day) ","skill_mod":{"deception":21,"stealth":22,"intimidation":21,"occultism":23,"acrobatics":22},"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","spell":["Fear","Phantasmal Killer","Teleport","Confusion","Dimension Door","Nightmare","Sleep"],"ac":28,"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"vitality":10,"chaotic":10,"physical":10,"all":10,"area":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":4,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Ogmunzorius","alignment":"NE","rarity":"unique","strike_damage_average":[22],"attack_bonus":[22],"constitution":4,"immunity":["cold","disease","paralyzed","poison","precision","sleep"],"will_save":22,"speed":{"fly":40,"max":40},"wisdom":4,"weakness":{},"creature_ability":["Frozen Nightmare"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Deception","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2506","dexterity":5,"category":"creature","slug":"creature-2506"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":130,"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{"slashing":10},"creature_ability":["Fall Apart","Frozen Wind","Stunning Critical","Trigger Memory"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics"],"trait":["Aberration","Humanoid","Unique","CN","Medium"],"id":"creature-2507","text":" The Guest Recall Knowledge - Aberration (Occultism): DC 33 Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 The Guest Source Pathfinder #189: Dreamers of the Nameless Spires pg. 23 Perception +15; darkvision Languages Skills Acrobatics +14, Athletics +17 Str +4 Dex +3 Con +4 Int -4 Wis +2 Cha +0 --- AC 24 Fort +17 Ref +14 Will +13 +1 circumstance vs. diseases and poisons HP 130 Resistances bludgeoning 10, cold 10 Weaknesses slashing 10 Fall Apart (necromancy, occult) When one of the Guests dies, its body falls apart into a tangle of meat, gristle, fur, bone, and gore. All creatures within a 10-foot aura (other than other Guests) must make a DC 22 Will save to avoid becoming sickened 2 (sickened 4 on a critical failure) at the sight and smell of this fate. --- Speed 25 feet Melee Single Action claw +17 (versatile B), Damage 2d6+10 slashing plus 1d6 cold Frozen Wind Two Actions The guest exhales a blast of freezing wind from its body in a 20-foot cone. All creatures in this area take 8d6 cold damage (DC 25 basic Reflex save). The Guest can't use Frozen Wind again for 1d4 rounds. Stunning Critical If a Guest critically hits a creature with a claw Strike, the target must make a DC 25 Fortitude save or be stunned 1. Trigger Memory Free Action (Emotion, Enchantment, Fear, Mental, Occult) Trigger A gatewalker attempts to Strike a Guest or target a Guest with a spell; Effect The first time a gatewalker (including any PC) attempts to Strike a Guest or target it with a spell, a repressed memory from their Missing Moment surfaces. For a brief instant, the character recalls facing down a much larger and fully formed saumen kar, one with four horns and glowing runes on its fur. This memory of the character's first encounter with Ainamuuren evokes waves of fear and shame. The character must make a successful DC 25 Will save or become frightened 1 (frightened 2 on a critical failure), after which the character is immune to Trigger Memory ","skill_mod":{"athletics":17,"acrobatics":14},"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Creature Type","Rarity"],"ac":24,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":10,"cold":10},"url":"/Monsters.aspx?ID=2507","intelligence":-4,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"The Guest","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[20],"slug":"creature-2507"},{"attack_bonus":[18,18],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":115,"language":["Common","Elven","Erutaki"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","will_save":15,"charisma":0,"speed":{"max":25,"land":25},"perception":17,"wisdom":4,"weakness":{},"creature_ability":["Arctic Forager","Snow Walker","Hunt Prey"],"primary_source_group":"Gatewalkers","skill":["Arctic Lore","Intimidation","Nature","Stealth","Survival"],"stealth":"17","trait":["Elf","Humanoid","Rare","CG","Medium"],"id":"creature-2508","text":" Ilverani Sentry Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Ilverani Sentry Source Pathfinder #189: Dreamers of the Nameless Spires pg. 30 Perception +17; low-light vision Languages Common, Elven, Erutaki Skills Arctic Lore +13, Intimidation +11, Nature +17, Stealth +17, Survival +17 Str +4 Dex +4 Con +2 Int +1 Wis +4 Cha +0 Arctic Forager While using Survival to Subsist in arctic environments, if the Ilverani sentry rolls a failure or a critical failure, they get a success instead. If the sentry rolls a success, they can provide food for 4 additional creatures that eat about as much as a human, or 8 creatures on a critical success. Snow Walker The Ilverani sentry ignores the effects of difficult terrain from snowy environments. When moving through snow, an Ilverani sentry minimizes traces left behind and makes it harder for others to find them. The DC of checks to Track an Ilverani sentry through snowy terrain gains a +4 status bonus. Items Dagger, +1 composite longbow (20 arrows), Leather Armor, Shortsword --- AC 25 Fort +15 Ref +17 Will +15 HP 115 --- Speed 25 feet Melee Single Action shortsword +18 (Agile, Finesse, versatile S), Damage 1d6+9 piercing Ranged Single Action composite longbow +18 (deadly d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+8 piercing Hunt Prey Single Action (Concentrate) The Ilverani sentry designates a single creature they can see and hear, or one they're Tracking, as their prey. The sentry gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the sentry hits the designated prey in a round, they deal an additional 1d8 precision damage. The sentry ignores the penalty for making ranged attacks within their second range increment. These effects last until the sentry uses Hunt Prey again. ","skill_mod":{"nature":17,"survival":17,"stealth":17,"intimidation":11},"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Ancestry","Weapon","Half-Elf","Creature Type","Rarity"],"ac":25,"item":["Dagger","+1 composite longbow (20 arrows)","Leather Armor","Shortsword"],"level":7,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=2508","intelligence":1,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":15,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Ilverani Sentry","alignment":"CG","category":"creature","rarity":"rare","strike_damage_average":[12,12],"slug":"creature-2508"},{"primary_source_category":"Adventure Paths","strength":6,"hp":110,"language":["Necril"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","charisma":3,"perception":15,"stealth":"16","trait":["Cold","Earth","Rare","Undead","CE","Medium"],"id":"creature-2509","text":" Blackfrost Guecubu Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Blackfrost Guecubu Source Pathfinder #189: Dreamers of the Nameless Spires pg. 31 Perception +15; darkvision, tremorsense (imprecise) 60 feet Languages Necril Skills Acrobatics +16, Athletics +18, Intimidation +15, Stealth +16 Str +6 Dex +4 Con +3 Int +4 Wis +3 Cha +3 --- AC 27 Fort +17 Ref +16 Will +15 HP 110 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances electricity 10, physical 10 (except bludgeoning) Shattering Death (cold) When the blackfrost guecubu is destroyed, it shatters and fills the air around it with a cloud of razor-sharp shards of ice. Creatures in a 10-foot emanation take 8d8 cold damage (DC 26 basic Reflex save). Creatures that critically fail this save also take 1d6 persistent bleed damage. --- Speed 25 feet, burrow 15 feet; tundra glide Melee Single Action jaws +20 (Agile), Damage 2d8+8 piercing plus blackfrost and wrathful misfortune Primal Innate Spells DC 26 - 4th Shape Stone (at will) Break Ground Two Actions (Arcane, Earth, Transmutation) The guecubu stomps, and the ground breaks and ripples in a 30-foot emanation, erupting in razor-sharp, crisscrossing spikes of rock that deal 3d8 piercing damage to creatures in the area (DC 26 basic Reflex save). The area becomes difficult terrain and hazardous terrain, with each square dealing 3 piercing damage to a creature that moves through it. A guecubu is immune to these effects. Ground under the effects of a consecrate ritual or a circle of protection spell tuned against evil or chaos can't be affected by this ability. Shove into Ice (Arcane, Earth, Transmutation) When the blackfrost guecubu successfully Shoves a creature into an ice or frozen earth barrier, the target must succeed at a DC 26 Reflex save or become merged with the barrier, with the effects of meld into stone until the target escapes (DC 26). Tundra Glide The blackfrost guecubu can Burrow through any frozen earth, ice, or snow, not including rock. When it does so, the blackfrost guecubu moves at its full burrow Speed, leaving no tunnels or signs of its passing. Wrathful Misfortune (Arcane, Curse, Enchantment) A creature damaged by a guecubu must succeed at a DC 26 Will save or become cursed with consummate bad luck. The creature becomes clumsy 2. Each time that creature rolls initiative, on their next roll they must roll twice and use the worse result; this is a misfortune effect. ","element":["Earth"],"skill_mod":{"stealth":16,"athletics":18,"intimidation":15,"acrobatics":16},"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","spell":["Shape Stone"],"ac":27,"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 60 feet","resistance":{"piercing":10,"slashing":10,"electricity":10,"physical":10},"intelligence":4,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":17,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Blackfrost Guecubu","alignment":"CE","rarity":"rare","strike_damage_average":[17],"attack_bonus":[20],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Blackfrost Dead","will_save":15,"speed":{"max":25,"land":25,"burrow":15},"wisdom":3,"weakness":{},"creature_ability":["Shattering Death","Break Ground","Shove into Ice","Tundra Glide","Wrathful Misfortune"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"tradition":["Primal"],"trait_group":["Energy","Monster","Elemental","Planar","Rarity","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2509","dexterity":4,"category":"creature","slug":"creature-2509"},{"attack_bonus":[22],"constitution":3,"primary_source_category":"Adventure Paths","strength":6,"hp":195,"language":["Common","Elven","Erutaki","Jotun"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","will_save":22,"charisma":0,"speed":{"max":25,"land":25,"burrow":25},"perception":22,"wisdom":5,"weakness":{"fire":10},"creature_ability":["Blackfrost Breath","Blackfrost Ice Shard","Constrict","Siphon Mind"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Occultism"],"trait":["Aberration","Humanoid","Unique","CE","Medium"],"id":"creature-2510","text":" Ilakni Recall Knowledge - Aberration (Occultism): DC 38 Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ilakni Source Pathfinder #189: Dreamers of the Nameless Spires pg. 35 Perception +22; darkvision Languages Common, Elven, Erutaki, Jotun Skills Acrobatics +22, Athletics +23, Occultism +22 Str +6 Dex +5 Con +3 Int +7 Wis +5 Cha +0 --- AC 30 Fort +18 Ref +22 Will +22 +1 circumstance vs. diseases and poisons HP 195 Resistances slashing 10 Weaknesses fire 10 --- Speed 25 feet, burrow 25 feet (through blackfrost ice only) Melee Single Action tentacle +22 (Agile, Magical, reach 10 feet), Damage 2d8+12 bludgeoning plus Grab Ranged Single Action blackfrost ice shard (Evocation, Occult, range 30 feet), Damage 2d6+6 piercing plus 2d6 cold and blackfrost Blackfrost Breath Two Actions Ilakni breathes out a 60-foot cone of black wind. All creatures in the area take 10d6 cold damage (DC 30 basic Reflex); a creature that fails the save is also exposed to blackfrost. Ilakni can't use Blackfrost Breath again for 1d4 rounds. Blackfrost Ice Shard A creature struck by Ilakni's blackfrost ice shard is exposed to blackfrost. Constrict Single Action 1d8+12 bludgeoning, DC 30 Siphon Mind Two Actions (Enchantment, Mental, Occult) Requirements The target creature is grabbed by Ilakni, is helpless, or is willing, and is adjacent to Ilakni; Effect Ilakni extrudes a seething forest of tendrils from his mouth to wrap around the target's head. These tendrils begin siphoning away the target's mind to make them an empty vessel, ready to be inhabited by Osoyo in the future. The target must attempt a DC 30 Will save. Critical Success The target is unaffected and is temporarily immune to Siphon Mind for 24 hours. Success The target takes 3d6 mental damage. Failure The target takes 6d6 mental damage and becomes stupefied 1, or increases its stupefied value by 1 to a maximum of stupefied 4. If the creature dies as a result of this mental damage, its body remains alive while its mind and soul move on. The body can remain alive without its soul and mind for many years, as long as it is cared for. If Osoyo escapes from its prison, a body in this state becomes animated by Osoyo's will, transforming into an entity with the same statistics as Ilakni but directly controlled by the Blackfrost Whale. If the body is restored to life before this event, this development can be avoided. Critical Failure As critical failure, but 12d6 mental damage and stupefied 2 (or increases its stupefied value by 2, to a maximum of 4). ","skill_mod":{"athletics":23,"occultism":22,"acrobatics":22},"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","trait_group":["Creature Type","Rarity"],"ac":30,"level":11,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"slashing":10},"url":"/Monsters.aspx?ID=2510","intelligence":7,"reflex_save":22,"strongest_save":["ref","reflex","will"],"dexterity":5,"vision":"Darkvision","fortitude_save":18,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Ilakni","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[20,21],"slug":"creature-2510"},{"primary_source_category":"Adventure Paths","strength":7,"hp":175,"language":["Common","Dwarven","Elven","Hallit","Necril","Skald"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","charisma":7,"perception":21,"trait":["Cold","Mummy","Undead","Unique","NE","Medium"],"id":"creature-2511","text":" Equendia Recall Knowledge - Undead (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Equendia Source Pathfinder #189: Dreamers of the Nameless Spires pg. 52 Perception +21; darkvision Languages Common, Dwarven, Elven, Hallit, Necril, Skald Skills Arcana +20, Astronomy Lore +20, Athletics +22, Deception +22, Occultism +22, Survival +21 Str +7 Dex +4 Con +5 Int +5 Wis +4 Cha +7 Items cloak of the bat , +1 striking composite longbow (20 arrows) --- AC 31 Fort +22 Ref +21 Will +21 HP 175 (negative healing) Immunities cold, death effects, disease, paralyzed, poison, unconscious Weaknesses fire 10 Great Despair (aura, emotion, enchantment, fear, incapacitation, mental, occult) 30 feet. Living creatures are frightened 1 while in Equendia's great despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave it. When a creature first enters the area, it must succeed at a DC 27 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours. --- Speed 20 feet Melee Single Action fist +24 (Agile, Magical), Damage 2d8+13 bludgeoning plus 1d6 cold and blackfrost rot Ranged Single Action composite longbow +22 (deadly d10, Propulsive, range 100 feet, volley 30 feet), Damage 2d6+13 piercing Occult Innate Spells DC 30 - 3rd Enthrall (at will) - 4th Glibness, Suggestion - 5th Command, Subconscious Suggestion, Tongues - 6th Dominate Blackfrost Rot (Cold, Curse, Disease, Divine, Necromancy) As blackfrost, but DC 30. Frozen Breath Two Actions (Cold, Concentrate, Divine, Evocation) Equendia exhales a 60-foot cone of icy shards that deal 6d6 cold and 6d6 slashing damage (DC 30 basic Reflex save). She can't use Frozen Breath again for 1d4 rounds. Hissing Command Single Action (Auditory) Equendia utters a swift command in Necril to strike at adjacent enemies. Any blackfrost zombies within 30 feet can use a reaction to attempt a melee Strike. Invasive Blackfrost If a PC is critically hit by any of Equendia's Strikes, the wound takes on an unnerving blackened appearance, as if from advanced frostbite or charring. For the next 24 hours, the PC is no longer immune to blackfrost. ","skill_mod":{"deception":22,"survival":21,"arcana":20,"athletics":22,"occultism":22},"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","spell":["Dominate","Command","Subconscious Suggestion","Tongues","Glibness","Suggestion","Enthrall"],"ac":31,"item":["cloak of the bat","+1 striking composite longbow (20 arrows)"],"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":21,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":22,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Equendia","alignment":"NE","rarity":"unique","strike_damage_average":[20,25],"attack_bonus":[22,24],"constitution":5,"immunity":["cold","death effects","disease","paralyzed","poison","unconscious"],"will_save":21,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{"fire":10},"creature_ability":["Great Despair","Blackfrost Rot","Frozen Breath","Hissing Command","Invasive Blackfrost"],"primary_source_group":"Gatewalkers","skill":["Arcana","Astronomy Lore","Athletics","Deception","Occultism","Survival"],"tradition":["Occult"],"trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=2511","dexterity":4,"category":"creature","slug":"creature-2511"},{"attack_bonus":[24],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":145,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","will_save":18,"charisma":-5,"speed":{"max":40,"land":40,"swim":40},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Construct Armor","Carver's Curse"],"primary_source_group":"Gatewalkers","skill":["Athletics"],"trait":["Construct","Unique","N","Medium"],"id":"creature-2512","text":" Ancient Tupilaq Recall Knowledge - Construct (Arcana, Crafting): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ancient Tupilaq Source Pathfinder #189: Dreamers of the Nameless Spires pg. 56 Perception +22; darkvision Languages Skills Athletics +24 Str +7 Dex +5 Con +5 Int -5 Wis +5 Cha -5 --- AC 32 Fort +22 Ref +20 Will +18 HP 145 Hardness 11 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, a tupilaq has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a tupilaq is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, it loses its Hardness, and its Armor Class is reduced to 28. --- Speed 40 feet, swim 40 feet Melee Single Action jaws +24 (Agile), Damage 2d8+13 slashing plus Grab Primal Innate Spells DC 30 - 5th Lightning Bolt (×3) Carver's Curse When a tupilaq is created, the curse imparted by its creator manifests in the form of a single 5th-level primal spell the tupilaq can cast three times per day. The particular spell is a reflection of the creator's wish for vengeance. By default, and for a found or summoned tupilaq, this spell is fireball . ","tradition":["Primal"],"skill_mod":{"athletics":24},"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","spell":["Lightning Bolt"],"trait_group":["Creature Type","Rarity"],"ac":32,"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2512","intelligence":-5,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":5,"hardness":11,"vision":"Darkvision","fortitude_save":22,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Ancient Tupilaq","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[22],"slug":"creature-2512"},{"attack_bonus":[22,22],"constitution":7,"primary_source_category":"Adventure Paths","strength":5,"hp":190,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","negative","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","spell_attack_bonus":[22],"will_save":17,"charisma":-5,"speed":{"fly":40,"max":40},"perception":19,"wisdom":0,"weakness":{},"creature_ability":["Absorb Necromancy","Engulf","Unstable Magic"],"primary_source_group":"Gatewalkers","school":"necromancy","skill":["Acrobatics"],"trait":["Divine","Mindless","Necromancy","Unique","N","Large"],"id":"creature-2513","text":" Protosoul Protosoul Source Pathfinder #189: Dreamers of the Nameless Spires pg. 58 Perception +19; lifesense Languages Skills Acrobatics +22 Str +5 Dex +5 Con +7 Int -5 Wis +0 Cha -5 --- AC 31 Fort +24 Ref +22 Will +17 HP 190 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, negative, nonlethal attacks, paralyzed, poison, sickened, unconscious Absorb Necromancy A protosoul is made of necromantic energy. Any time it would be affected by another creature's non-cantrip necromancy spell, after applying its immunity, it also regains 10 Hit Points. --- Speed fly 40 feet Melee Single Action necromantic tendril +22 (Divine, Magical, Necromancy, reach 10 feet), Damage 3d10+11 force Ranged Single Action necromantic bolt +22 (Divine, Magical, Necromancy, range increment 30 feet), Damage 2d10+11 force Divine Innate Spells DC 30, attack +22 - Cantrips (5th) Chill Touch - 3rd Sudden Blight (at will; see Unstable Magic) - 4th Enervation (at will; see Unstable Magic) - 5th Harm (at will; see Unstable Magic) Engulf Two Actions DC 30, 2d8 force plus 3d8 negative, Escape DC 30, Rupture 25 Unstable Magic The roiling protosoul can't be healed or Repaired, and is destroyed at 0 Hit Points. So long as it is not destroyed, it naturally recovers 77 Hit Points each day. Each time a roiling protosoul casts one of its non-cantrip spells, it drains its own magic to do so, taking 6 force damage. ","tradition":["Divine"],"skill_mod":{"acrobatics":22},"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","spell":["Harm","Enervation","Sudden Blight","Chill Touch"],"trait_group":["Tradition","Monster","School","Rarity"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" lifesense ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2513","intelligence":-5,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":24,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Protosoul","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[22,27],"slug":"creature-2513"},{"primary_source_category":"Adventure Paths","strength":7,"hp":215,"language":["Aklo","Common","Elven","Erutaki","Jotun"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","charisma":0,"perception":23,"stealth":"22","trait":["Cold","Humanoid","Unique","NE","Large"],"id":"creature-2514","text":" Ainamuuren, Corrupted Victim Of Osoyo Osoyo is alien to Golarion, and while it was first encountered by the elves of Sovyrian, the Blackfrost Whale was alien there as well. At that time, in the earliest years of what is known on Golarion as the Age of Legends, Osoyo held only a small fraction of the potential power it represents today, and yet was still dangerous enough that Sovyrian's High Families wanted it far from their home. They lured the entity from Sovyrian, perhaps intending to escort it out into deep space, but their magic began to falter and they were forced to choose Golarion as the site of its prison. They chose the north pole, figuring that as life spread on their sister planet, this remote location would ensure Osoyo's prison would never be discovered. But the Castrovelian elves underestimated the people known as saumen kar. When they discovered the Blackfrost Whale, the saumen kar took it upon themselves to build a vast city and temple above Osoyo's prison to ensure it remained locked away. Earthfall disrupted these goals, and now, thousands of years later, only one saumen kar remains alive, remembering the ancient ways of his nearly extinct people—Ainamuuren. Then, during the Missing Moment, Ainamuuren was captured by agents of the Blackfrost Whale. He now languishes near Osoyo's prison, slowly being corrupted into something alien. Once he completes this corruption, Osoyo will be fully free from its prison. Ainamuuren currently lies in state, not quite dead, but much changed. Blood and blackfrost mat his fur, and writhing tentacles of oily black flesh have grown from his belly, sides, and throat. Pustules on his face bloat and burst, revealing pale, glaring eyes. If this corruption is allowed to run its full course, Ainamuuren's body will transform completely and then burst, turning inside out and serving as a point of entry back into the world for the Blackfrost Whale. A detailed exploration of Ainamuuren, including more details about his peoples' history and stats for him in his uncorrupted state, appear on pages 6–11 of Pathfinder Lost Omens Monsters of Myth . You can consult these pages for more background about the last saumen kar, but within the context of this Adventure Path, his current status as a corrupted victim of the Blackfrost Whale is the version of him the gatewalkers will encounter. Campaign Role The corrupted Ainamuuren isn't as powerful as his natural form, yet he remains a challenge for the characters. He's the final threat they face in the Gatewalkers Adventure Path. If victorious, they'll be able to restore him to his original body as presented in Monsters of Myth . The corrupted incarnation of Ainamuuren has little role beyond the final battle against the characters deep below the First and Last Temple of Aqakaru. Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ainamuuren (Corrupted) Source Pathfinder #189: Dreamers of the Nameless Spires pg. 88 Perception +23; darkvision, scent (imprecise) 30 feet Languages Aklo, Common, Elven, Erutaki, Jotun Skills Athletics +25, Stealth +22 Str +7 Dex +4 Con +5 Int +0 Wis +5 Cha +0 --- AC 32 Fort +23 Ref +22 Will +23 +1 status bonus to saves against good and necromancy spells and effects HP 215 Immunities cold, controlled, disease Resistances fire 10, mental 10 Reactive Tentacles At the start of his turn, when Ainamuuren regains his actions, he gains an additional reaction that can be used only to make an Attack of Opportunity. Attack of Opportunity Reaction Tentacle only. Blackfrost Evasion Reaction Trigger Ainamuuren takes at least 35 physical damage from a single attack, and he isn't currently discorporated; Effect Ainamuuren discorporates into a whirling blizzard of blackfrost for 3 rounds. During this time, he gains resistance 10 to physical damage and weakness 10 to force damage. He gains a fly Speed of 40 feet, but the only action he can take is to Fly. While discorporated, the first time each round that Ainamuuren enters another creature's space or a creature enters Ainamuuren's space, that creature takes 4d8 cold damage and is exposed to blackfrost. At the start of his turn, Ainamuuren can end this effect as a free action. --- Speed 35 feet Melee Single Action tentacle +26 (reach 10 feet), Damage 3d6+10 bludgeoning plus invasive blackfrost Melee Single Action horns +26 (Agile, Cold), Damage 3d8+10 bludgeoning plus 1d6 cold and Knockdown Occult Innate Spells DC 32, attack +24 - Cantrips (6th) Daze - 5th Black Tentacles, Synaptic Pulse - 6th Feeblemind, Phantasmal Calamity Dreams of the Blackfrost Whale Two Actions (Enchantment, Incapacitation, Mental) Frequency once per day; Effect Ainamuuren fixes his many-eyed gaze upon a single target he can see within 60 feet, then opens wide his maw to release a torrent of whispers channeled from Osoyo's slumbering mind. The targeted creature must attempt a DC 32 Will save. Critical Success The creature is unaffected. Success The creature endures a brief moment where they believe they are imprisoned in the ice, as Osoyo has been for thousands of years, and is slowed 1 for 1 round. Failure The vision of being imprisoned in ice is more profound, and in the span of a few seconds, the creature endures what seems like a thousand years of imprisonment. The creature is paralyzed until the end of its next turn, after which it emerges from its paralysis stupefied 1. Critical Failure As failure, but the creature doesn't automatically recover from paralysis at the end of its turn. Instead, it can attempt a new DC 32 save. On a success, the paralysis ends and they are stupefied 1, but on a failure, the paralysis continues for another round. Invasive Blackfrost Gatewalker characters are not immune to blackfrost effects inflicted by Ainamuuren, and it's a DC 32 save to resist this affliction. See Blackfrost for details on this affliction. Twist Deviance Two Actions (Enchantment, Mental, Occult) Ainamuuren reaches out, then clutches his fingers into a fist and twists his arm, as if he were wrenching and tugging. At the same moment, all gatewalkers in a 60-foot cone that Ainamuuren can see feel the signs they've worn on their bodies since they emerged from their Missing Moment spike with pain, as if Ainamuuren had grabbed that flesh and was twisting and tearing it. The targets must attempt a DC 32 Will save. Ainamuuren can't use Twist Deviance again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature endures a brief moment of horrific pain and takes 4d8 mental damage. Failure The pain is much greater, and for a moment the creature is convinced that the portion of their flesh that was adorned with the sign of the gatewalker has been torn free. They take 8d8 mental damage and can't use their deviant abilities for 1 round. Critical Failure As failure, but 16d8 mental damage and they can't use their deviant abilities for 1 minute. ","skill_mod":{"stealth":22,"athletics":25},"image":["/Images/Monsters/Ainamuuren.png"],"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","spell":["Feeblemind","Phantasmal Calamity","Black Tentacles","Synaptic Pulse","Daze"],"ac":32,"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{"fire":10,"mental":10},"intelligence":0,"reflex_save":22,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":23,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Ainamuuren (Corrupted)","alignment":"NE","rarity":"unique","strike_damage_average":[20,27],"attack_bonus":[26,26],"constitution":5,"immunity":["cold","controlled","disease"],"spell_attack_bonus":[24],"will_save":23,"speed":{"max":35,"land":35},"wisdom":5,"weakness":{},"creature_ability":["Reactive Tentacles","Attack of Opportunity","Blackfrost Evasion","Dreams of the Blackfrost Whale","Invasive Blackfrost","Twist Deviance"],"primary_source_group":"Gatewalkers","skill":["Athletics","Stealth"],"tradition":["Occult"],"summary":"Osoyo is alien to Golarion, and while it was first encountered by the elves of Sovyrian, the Blackfrost Whale was alien there as well. At that …","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2514","dexterity":4,"category":"creature","slug":"creature-2514"},{"primary_source_category":"Adventure Paths","strength":1,"hp":140,"language":["Aklo","Common","Elven","Erutaki","Hallit","Varisian","<%UMR%37%%>telepathy<%END> 30 feet"],"source":["Pathfinder #189: Dreamers of the Nameless Spires"],"type":"Creature","charisma":2,"perception":18,"trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-2515","text":" Etward Ritalson, Sinister Paranormalist Until a few years ago, the Ritalsons of Lepidstadt were among that city's more well-liked aristocrats. With a legacy of supporting the local university with generous donations and for throwing exclusive, must-attend river-borne galas on the family's riverboat Mossmaid , they were often the toast of the town. Yet to young Etward Ritalson, they were distractions and fools. Etward wanted to be left alone to pursue his increasingly outre and unsettling experiments. Distractions from his family duties fomented a deep sense of bitterness. This was only enhanced by the fact that to fund his experiments, he needed to stay in his family's good graces so as to not lose access to the allowance he was afforded for what his parents assumed was “his education.” A chance to solve all of these problems came to Etward in a particularly vivid dream. The very next night, he watched from the river shore as the Mossmaid burned to the waterline, claiming the lives of two dozen party-going aristocrats alongside Etward's entire family. He played the part of a grieving son, and in time the shock of the tragedy passed from Lepidstadt's social spheres, finally leaving Etward the peace and access to family funds he had so long desired. He grew increasingly obsessed with dreams over the next few months, becoming convinced that the one which compelled him toward his secret maritime arson was less a dream of his own and more a message from an interested patron from beyond. In his research, he read legends of another dimension beyond the wall of sleep and ached to go there, to visit these Dreamlands, and to learn from the mysterious source of his dream in person. He grew to suspect that elven portals— aiudaras—might be one way for him to travel physically to the land of dreams, if only he could figure out the proper key needed to awaken this power. He spent more and more time at the closest aiudara , Lichgate , and was there the night of the Missing Moment. What happened to Etward during the Missing Moment is detailed earlier in this volume, but suffice to say upon his return, his obsessions only increased. His ability to enter the dreams of other gatewalkers was all the evidence he needed that the others were destined to be his tools, and in time, raw materials to enhance his own power. Many of his notes and observations are presented on the inside front covers of these three Gatewalkers volumes—while none of these documents hold any specific clues to help aid the PCs, they all serve to illustrate Etward's voice. Feel free to give the players copies of these journal entries after they explore his laboratory, or perhaps after defeating him in combat, for these fragments of text can give the players one final and perhaps crucial insight into the fractured mindset of the man they once thought of as their ally, patron, and perhaps even friend. Campaign Role Etward Ritalson serves as the mysterious patron for the player characters for the bulk of the Gatewalkers Adventure Path, but aside from their first farewell in The Seventh Gate, they won't get a chance to interact with him directly until this adventure. Here, the “good doctor” attempts to harvest their psychic energy to prepare for his return to the Crown of the World and his ultimate goal to free Osoyo from its icy prison. As such, this long-awaited meeting with the PCs is also likely to be the last. Should Etward somehow manage to escape before the player characters can defeat him, though, you can continue to have him threaten and endanger the party for the remainder of this adventure. As the PCs gain levels, the threat posed by a battle with Etward is lessened, so if they do end up facing him later in the adventure, consider having him fight alongside allies of some form. Alternatively, if Etward perishes during the first chapter of this adventure, you can have him rise from death as a powerful revenant—perhaps even a blackfrost revenant—who then pursues the player characters as they travel to the north. In this case, the adventure plays out as presented, but as they continue on their expedition, characters should start to have strange dreams yet again as the undead Etward uses nightmares to plague their slumbers. Glimpses of his shape relentlessly pursuing them on the frozen horizon can further add to the unsettling situation. Whether he manages to catch up to the party on the High Ice or they decide to create an ambush to finish him off once and for all, Etward's story in this campaign need not end with his death. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Etward Ritalson Source Pathfinder #189: Dreamers of the Nameless Spires pg. 91 Perception +18 Languages Aklo, Common, Elven, Erutaki, Hallit, Varisian; telepathy 30 feet Skills Academia Lore +19, Arcana +17, Crafting +19, Deception +18, Medicine +20, Occultism +21, Society +19, Survival +18 Str +1 Dex +3 Con +1 Int +4 Wis +3 Cha +2 Infused Items Etward carries the following infused items, which last for 24 hours or until the next time he makes his daily preparations: moderate alchemist's fire (8), moderate cognitive mutagen, greater comprehension elixirs (2), moderate elixirs of life (6), psychic colors elixirs (5), vat-grown brain, winter wolf elixirs (2) Items +1 striking dagger , formula book, +1 leather armor , manor keys, greater pendant of the occult , scroll of black tentacles , scroll of confusion , scrolls of fly (2) --- AC 28 Fort +16 Ref +18 Will +20 HP 140 --- Speed 25 feet Melee Single Action dagger +19 (Agile, Finesse, thrown 10 feet, versatile S), Damage 2d4+4 piercing Ranged Single Action moderate alchemist's fire +19 (range increment 30 feet), Damage 2d8 fire plus 2 persistent fire and 2 fire splash damage Occult Innate Spells DC 28, attack +20 - Cantrips (5th) Daze, Detect Magic, Read Aura, Telekinetic Projectile - 2nd Telekinetic Maneuver (×3) - 4th Dream Message, Nightmare - 5th Phantasmal Killer, Telekinetic Haul Rituals DC 28 - 2nd Inveigle Dream Invasion (Enchantment, Mental, Occult) When Etward casts dream message and targets a gatewalker (like one of the PCs), he manifests inside the character's dream, appearing as he does when he cast the spell. (Typically, Etward disguises himself as a saumen kar when he does this, to further unnerve the target.) Rather than send a message to the target of a dream invasion, Etward can instead sift through the target's recent memories to gain a vague idea of what they did and where they were in the past 24 hours. This leaves the target feeling somewhat unsettled when they wake but causes no lasting harm. Nightmarish Attack Two Actions (Illusion, Mental, Occult) Requirements Etward has used Dream Invasion on the target at some point in the past; Effect Etward draws upon a target's deepest fears and capitalizes upon the nature of their nightmares in an attempt to do them grievous harm. He attempts a melee dagger Strike against a target, and as he does so, that target briefly sees Etward's appearance change to reflect their deepest fear. Someone who's afraid of fire might see Etward and his dagger catch aflame. A person who fears darkness might see Etward transform into a rolling wave of enveloping darkness. A character who's afraid of snakes might witness Etward's dagger and entire arm turn into a serpent. Use your knowledge of the character's past and the specific dream invasions they may have endured during this campaign to make each Nightmarish Attack feel unique and frightening. Etward inflicts an additional 5d6 mental damage if he hits with the dagger Strike, and his dagger strike gains the following additional failure effect. Failure The target takes 2d6 mental damage. Use Occult Scrolls Etward can Cast a Spell from scrolls, as long as it's an occult spell of 5th level or lower. ","skill_mod":{"society":19,"deception":18,"crafting":19,"survival":18,"arcana":17,"medicine":20,"occultism":21},"image":["/Images/Monsters/EdwardRitalson.png"],"primary_source":"Pathfinder #189: Dreamers of the Nameless Spires","spell":["Phantasmal Killer","Telekinetic Haul","Dream Message","Nightmare","Telekinetic Maneuver","Daze","Detect Magic","Read Aura","Telekinetic Projectile"],"ac":28,"item":["+1 striking dagger","formula book","+1 leather armor","manor keys","greater pendant of the occult","scroll of black tentacles","scroll of confusion","scrolls of fly (2)"],"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"resistance":{},"intelligence":4,"reflex_save":18,"strongest_save":["will"],"fortitude_save":16,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Etward Ritalson","alignment":"NE","rarity":"unique","strike_damage_average":[9,9],"attack_bonus":[19,19],"constitution":1,"spell_attack_bonus":[20],"will_save":20,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Infused Items","Dream Invasion","Nightmarish Attack","Use Occult Scrolls"],"primary_source_group":"Gatewalkers","skill":["Academia Lore","Arcana","Crafting","Deception","Medicine","Occultism","Society","Survival"],"tradition":["Occult"],"summary":"Until a few years ago, the Ritalsons of Lepidstadt were among that city's more well-liked aristocrats. With a legacy of supporting the local …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2515","dexterity":3,"category":"creature","slug":"creature-2515"},{"attack_bonus":[19],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":150,"language":["Aklo","(can't speak any language)"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","creature_family":"Bhanyada","will_save":15,"charisma":-1,"speed":{"climb":25,"max":25,"land":25},"perception":17,"wisdom":3,"weakness":{"slashing":10},"creature_ability":["Extraneous Flesh","Odor of Rot","Change Posture","Gnashing Bite","Sudden Charge"],"primary_source_group":"Stolen Fate","skill":["Athletics","Stealth","Survival"],"stealth":"18","trait":["Aberration","Uncommon","NE","Small"],"id":"creature-2516","text":" Bhanyada Scavenger Not much larger than dogs, the typical bhanyada scavenger is a warty, misshapen tangle of flesh that walks on stumpy legs, sometimes on two and sometimes on four. Plainly amalgamations of meat and gristle, few of which appear in the same color or texture, bhanyada scavengers have a horrifying mottled appearance. Their bulbous heads split into a maw with blunt teeth that shift about within their mouths to grind food. Bhanyada scavengers prefer living prey and usually hunt in numbers, often following in the wake of bhanyada behemoths to snatch up any scraps left behind. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Bhanyada Scavenger Source Pathfinder #190: The Choosing pg. 84 Perception +17; darkvision Languages Aklo; (can't speak any language) Skills Athletics +17, Stealth +18, Survival +17 Str +5 Dex +4 Con +3 Int -3 Wis +3 Cha -1 --- AC 26 Fort +15 Ref +18 Will +15 HP 150 Resistances bludgeoning 10 Weaknesses slashing 10 Extraneous Flesh Free Action Frequency three times per day; Trigger A Strike scores a critical hit on the bhanyada scavenger; Effect A critical hit might simply sever a component chunk that the bhanyada can lose without much harm. The bhanyada scavenger attempts a DC 11 flat check. On a success, it doesn't take any extra damage from the critical hit (although it takes other effects normally, such as critical specialization effects). Odor of Rot (aura, olfactory) 10 feet. Creatures other than aberration that enter or start their turn in the bhanyada's aura must succeed at a DC 23 Fortitude save or become sickened 1 (sickened 2 on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 25 feet, climb 25 feet Melee Single Action jaws +19 (Agile, versatile P), Damage 2d10+8 bludgeoning Change Posture Single Action The bhanyada changes between a bipedal and quadrupedal stance. In its bipedal stance, the bhanyada can't use Sudden Charge. In its quadrupedal stance, it loses its climb Speed. Gnashing Bite Two Actions The bhanyada's teeth shift in its mouth as it bites. The bhanyada makes a jaws Strike. On a hit, the target takes an additional 2d10 bludgeoning damage, and the target is slowed 1 for 1 round if the Strike dealt bludgeoning damage, or takes 1d8 persistent bleed damage if the Strike dealt piercing damage. Sudden Charge Two Actions The bhanyada Strides twice and makes a jaws Strike at the end of its movement. ","skill_mod":{"survival":17,"stealth":18,"athletics":17},"summary":"Not much larger than dogs, the typical bhanyada scavenger is a warty, misshapen tangle of flesh that walks on stumpy legs, sometimes on two and …","image":["/Images/Monsters/Bhanyada_Scavenger.png"],"primary_source":"Pathfinder #190: The Choosing","trait_group":["Creature Type","Rarity"],"ac":26,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{"bludgeoning":10},"url":"/Monsters.aspx?ID=2516","intelligence":-3,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"source_group":["Stolen Fate"],"size":["Small"],"spoilers":"Stolen Fate","name":"Bhanyada Scavenger","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[19],"slug":"creature-2516"},{"constitution":6,"primary_source_category":"Adventure Paths","strength":4,"hp":175,"language":["Aklo","(can't speak any language)"],"immunity":["precision","swarm mind"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","creature_family":"Bhanyada","will_save":18,"charisma":0,"speed":{"max":25,"land":25,"burrow":20},"perception":20,"wisdom":3,"weakness":{"area":10},"creature_ability":["Extraneous Flesh","Odor of Rot","Swarming Bites"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Stealth","Survival"],"stealth":"22","trait":["Aberration","Swarm","Uncommon","NE","Large"],"id":"creature-2517","text":" Bhanyada Swarm Bhanyadas without much cohesion between their fleshy components roil around one another in a ghastly swarm of malodorous gobs of flesh. Recall Knowledge - Aberration (Occultism): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Bhanyada Swarm Source Pathfinder #190: The Choosing pg. 85 Perception +20; darkvision Languages Aklo; (can't speak any language) Skills Acrobatics +22, Stealth +22, Survival +18 Str +4 Dex +5 Con +6 Int -1 Wis +3 Cha +0 --- AC 30 all-around vision Fort +21 Ref +22 Will +18 HP 175 Immunities precision, swarm mind Resistances physical 10 Weaknesses area damage 10, splash damage 10 Extraneous Flesh Free Action Frequency three times per day; Trigger A Strike scores a critical hit on the bhanyada swarm; Effect A critical hit might simply sever a component chunk that the bhanyada can lose without much harm. The bhanyada swarm attempts a DC 11 flat check. On a success, it doesn't take any extra damage from the critical hit (although it takes other effects normally, such as critical specialization effects). Odor of Rot (aura, olfactory) 10 feet. Creatures other than aberration that enter or start their turn in the bhanyada's aura must succeed at a DC 27 Fortitude save or become sickened 1 (sickened 2 on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 25 feet, burrow 20 feet Swarming Bites Single Action Each enemy in the bhanyada swarm's space takes 2d6 bludgeoning damage (DC 30 basic Reflex save). On a failed save, a creature is also slowed 1 for 1 round. ","skill_mod":{"survival":18,"stealth":22,"acrobatics":22},"summary":"Bhanyadas without much cohesion between their fleshy components roil around one another in a ghastly swarm of malodorous gobs of flesh.","primary_source":"Pathfinder #190: The Choosing","trait_group":["Creature Type","Monster","Rarity"],"ac":30,"level":11,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=2517","intelligence":-1,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":21,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"Bhanyada Swarm","alignment":"NE","category":"creature","rarity":"uncommon","slug":"creature-2517"},{"attack_bonus":[26,26],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":250,"language":["Aklo","(can't speak any language)"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","creature_family":"Bhanyada","will_save":23,"charisma":-1,"speed":{"max":40,"land":40},"perception":23,"wisdom":5,"weakness":{"slashing":10},"creature_ability":["Extraneous Flesh","Odor of Rot","Catch Rock","Lumbering Swings","Throw Rock"],"primary_source_group":"Stolen Fate","skill":["Athletics","Survival"],"trait":["Aberration","Uncommon","NE","Huge"],"id":"creature-2518","text":" Bhanyada Behemoth The largest bhanyadas are made up of tens of thousands of component parts, all mashed together into a roughly humanoid shape that walks on stumpy legs. Bhanyada behemoths usually have at least four thick arms ending in meaty fists, although some behemoths have a profusion of hands sprouting from their torsos. A bhanyada behemoth's head is studded with tiny eyes all over its surface that observe the surrounding terrain and give information so the entire amalgamation can move in unison. Recall Knowledge - Aberration (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Bhanyada Behemoth Source Pathfinder #190: The Choosing pg. 85 Perception +23; darkvision Languages Aklo; (can't speak any language) Skills Athletics +23, Survival +21 Str +7 Dex +2 Con +5 Int -3 Wis +5 Cha -1 --- AC 31 all-around vision Fort +25 Ref +20 Will +23 HP 250 Resistances bludgeoning 10 Weaknesses slashing 10 Extraneous Flesh Free Action Frequency three times per day; Trigger A Strike scores a critical hit on the bhanyada behemoth; Effect A critical hit might simply sever a component chunk that the bhanyada can lose without much harm. The bhanyada behemoth attempts a DC 11 flat check. On a success, it doesn't take any extra damage from the critical hit (although it takes other effects normally, such as critical specialization effects). Odor of Rot (aura, olfactory) 10 feet. Creatures other than aberration that enter or start their turn in the bhanyada's aura must succeed at a DC 29 Fortitude save or become sickened 1 (sickened 2 on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute. Catch Rock Reaction --- Speed 40 feet Melee Single Action fist +26 (reach 10 feet, Sweep), Damage 3d12+10 bludgeoning plus Grab Ranged Single Action rock +26 (Brutal, range increment 120 feet), Damage 3d6+10 bludgeoning Lumbering Swings Two Actions The bhanyada behemoth Strides and makes up to four fist Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty. Throw Rock Single Action ","skill_mod":{"survival":21,"athletics":23},"summary":"The largest bhanyadas are made up of tens of thousands of component parts, all mashed together into a roughly humanoid shape that walks on stumpy …","image":["/Images/Monsters/Bhanyada_Behemoth.png"],"primary_source":"Pathfinder #190: The Choosing","trait_group":["Creature Type","Rarity"],"ac":31,"level":12,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10},"url":"/Monsters.aspx?ID=2518","intelligence":-3,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":25,"source_group":["Stolen Fate"],"size":["Huge"],"spoilers":"Stolen Fate","name":"Bhanyada Behemoth","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[20,29],"slug":"creature-2518"},{"primary_source_category":"Adventure Paths","strength":7,"hp":190,"language":["Celestial","Common","Draconic","Infernal","Terran","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","charisma":5,"perception":22,"stealth":"23","trait":["Devil","Fiend","Uncommon","LE","Medium"],"id":"creature-2519","text":" Ferrugon (Rust Devil) Ram-headed devils with wings and flesh of rusted metal, ferrugons prefer temptation to fighting. They're forged from the souls of damned mortals who made others suffer through their creative work. They like to collect those of the same ilk, often by dipping the bodies of mortals they've driven to despair into molten metal to make horrifically malformed statues they add to their lairs. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Ferrugon Source Pathfinder #190: The Choosing pg. 86 Perception +22; greater darkvision Languages Celestial, Common, Draconic, Infernal, Terran; telepathy 100 feet Skills Athletics +25, Crafting +22, Deception +21, Intimidation +23, Religion +22, Stealth +23, Thievery +25 Str +7 Dex +5 Con +6 Int +4 Wis +4 Cha +5 --- AC 33 Fort +24 Ref +20 Will +21 +1 status to all saves vs. magic HP 190 Immunities fire Resistances physical 10 (except silver) Weaknesses good 10 Metallic A ferrugon is a metallic creature and thus affected by effects such as rusting grasp . Vainglorious Whispers Reaction (divine, enchantment, linguistic, mental) Trigger A non-devil creature within 30 feet of the ferrugon succeeds (but doesn't critically succeed) at an attack roll, skill check, or saving throw; Effect The ferrugon whispers subversive messages to the triggering creature, causing it to become overly confident in its abilities, while in fact it becomes less accomplished overall. The target must attempt a DC 32 Will save. On a failure, the target gains a +2 status bonus to saving throws against fear effects but also takes a –2 penalty to all attack rolls and skill checks for 1 hour. During this time, the victim can't benefit from Aid reactions, use healing effects on themselves, or use Take Cover or Raise a Shield actions, as these actions seem unnecessary to the creature at this time. Similar defensive actions might not be available to the victim as well, at the GM's discretion. The target is then temporarily immune to Vainglorious Whispers for 24 hours. --- Speed 25 feet, fly 40 feet Melee Single Action horn +25 (Evil, Magical, Shove, cold iron), Damage 3d8+13 bludgeoning plus 1d6 evil Melee Single Action claw +25 (Agile, Evil, Magical, cold iron), Damage 3d4+13 slashing plus 1d6 evil and ferrugon tetanus Ranged Single Action iron feather +23 (Evil, Magical, range increment 40 feet, cold iron), Damage 3d4+13 piercing plus ferrugon tetanus Divine Innate Spells DC 32, attack +24 - 4th Dimension Door (at will), Rusting Grasp (×3), Suggestion - 5th Creation, Dimension Door, Shatter, Wall of Stone (×3; wall is made of rusty iron, not stone) - 6th Flesh to Stone (target is transformed into rusty iron, not stone) Rituals DC 32 - 1st Infernal Pact Ferrugon Tetanus (Disease) Saving Throw DC 32 Fortitude; Onset 1d4 days; Stage 1 clumsy 1 (1 week); Stage 2 clumsy 2 and can't speak (1 day); Stage 3 paralyzed (1 day); Stage 4 death Sunder Objects When a ferrugon damages an item or structure, they deal an additional 2d8 damage to that item or structure. Makers of Rust A ferrugon's flesh to stone and wall of stone innate spells result in rusted iron objects instead of stone. Since this iron is rusted and flawed, it shares the same physical statistics as the stone created by the spells themselves and is too low-quality to serve as a source for forging metal objects. ","skill_mod":{"deception":21,"thievery":25,"crafting":22,"stealth":23,"athletics":25,"intimidation":23,"religion":22},"image":["/Images/Monsters/Devil_Ferrugon.png"],"primary_source":"Pathfinder #190: The Choosing","spell":["Flesh to Stone","Creation","Dimension Door","Shatter","Wall of Stone","Rusting Grasp","Suggestion"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":4,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":24,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Ferrugon","alignment":"LE","rarity":"uncommon","strike_damage_average":[20,24,30],"attack_bonus":[23,25,25],"constitution":6,"immunity":["fire"],"creature_family":"Devil","spell_attack_bonus":[24],"will_save":21,"speed":{"fly":40,"max":40,"land":25},"wisdom":4,"weakness":{"good":10},"creature_ability":["Metallic","Vainglorious Whispers","Ferrugon Tetanus","Sunder Objects"],"primary_source_group":"Stolen Fate","skill":["Athletics","Crafting","Deception","Intimidation","Religion","Stealth","Thievery"],"tradition":["Divine"],"summary":"Ram-headed devils with wings and flesh of rusted metal, ferrugons prefer temptation to fighting. They're forged from the souls of damned mortals who …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2519","dexterity":5,"category":"creature","slug":"creature-2519"},{"primary_source_category":"Adventure Paths","strength":3,"hp":155,"language":["Aklo","Celestial","Common","Draconic","Infernal","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","charisma":6,"perception":21,"stealth":"22","trait":["Devil","Fiend","Uncommon","LE","Medium"],"id":"creature-2520","text":" Uniila (Cabal Devil) Uniilas frequently join mortal cults, but not as leaders—instead, the uniila lurks behind the master or demagogue who leads the cult. Recall Knowledge - Fiend (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Uniila Source Pathfinder #190: The Choosing pg. 87 Perception +21; greater darkvision Languages Aklo, Celestial, Common, Draconic, Infernal; telepathy 100 feet Skills Acrobatics +20, Arcana +23, Deception +22, Intimidation +20, Occultism +21, Religion +19, Society +21, Stealth +22 Str +3 Dex +6 Con +4 Int +7 Wis +5 Cha +6 Items +1 daggers (4) --- AC 30 Fort +17 Ref +19 Will +21 +1 status to all saves vs. magic HP 155 Immunities fire Resistances physical 10 (except silver) Weaknesses good 10 --- Speed 25 feet, fly 40 feet Melee Single Action dagger +23 (Agile, deadly d10, Evil, Finesse, Magical, versatile S), Damage 1d4+9 piercing plus 1d6 evil Arcane Spontaneous Spells DC 29, attack +21 - Cantrips (5th) Chill Touch, Detect Magic, Message, Ray of Frost, Shield - 1st Illusory Disguise, Ray of Enfeeblement, Unseen Servant (3 slots) - 2nd Glitterdust, Mirror Image, Touch of Idiocy (3 slots) - 3rd Enthrall, Lightning Bolt, Magic Missile (3 slots) - 4th Confusion, Fireball, Resilient Sphere (3 slots) - 5th Crushing Despair, Dispel Magic, Shadow Siphon (3 slots) Divine Innate Spells DC 29 - 4th Blink, Dimension Door (at will), Discern Lies, Invisibility, Outcast's Curse, Read Omens - 5th Dimension Door Rituals DC 29 - 1st Infernal Pact Every Dagger Two Actions Requirements The uniila wields four daggers; Effect The uniila attempts a single dagger Strike against a target. If this Strike hits, the uniila deals three extra dice of weapon damage. Fearsome Magic Single Action (Emotion, Fear, Mental, Metamagic) Frequency Once per hour; Effect If the uniila's next action is to cast a harmful spell, creatures who fail their saving throw against the spell are frightened 1 (frightened 2 on a critical failure), in addition to the spell's other effects. Witch Token (Arcane, Conjuration) (1 hour) Frequency Once per day; Effect The uniila creates a token in the shape of a piece of jewelry. When the witch token is invested by a mortal, all of the mortal's spells, except those cast at the highest level the mortal can cast, count as 1 level higher for the purpose of counteracting other spells and being counteracted. The creature can also Activate the witch token to Cast a Spell once per day. This spell is chosen from one of the uniila's arcane spontaneous spells of level 4 or lower when the uniila creates the token. While a creature has the witch token invested, it treats its saving throws against the uniila's spells as one degree of success worse, and the uniila always knows the distance and direction to the creature. A creature can't have more than one witch token invested, and an uniila can't have more than one witch token in existence. The uniila can destroy their witch token as a free action with the concentrate trait; if the witch token is invested when the uniila does so, the creature that has the witch token invested takes 9d8 mental damage (DC 29 basic Will save). Uniila Occultists Some uniilas study occult magic, rather than arcane magic, to better manipulate mystery cults or eldritch cabals. These more subtle uniilas cast occult spells instead of arcane spells; they cast augury instead of glitterdust , mind reading instead of lightning bolt , modify memory instead of fireball , and read aura instead of ray of frost . ","skill_mod":{"society":21,"deception":22,"stealth":22,"arcana":23,"intimidation":20,"occultism":21,"acrobatics":20,"religion":19},"image":["/Images/Monsters/Devil_Uniila.png"],"primary_source":"Pathfinder #190: The Choosing","spell":["Crushing Despair","Dispel Magic","Shadow Siphon","Confusion","Fireball","Resilient Sphere","Enthrall","Lightning Bolt","Magic Missile","Glitterdust","Mirror Image","Touch of Idiocy","Illusory Disguise","Ray of Enfeeblement","Unseen Servant","Chill Touch","Detect Magic","Message","Ray of Frost","Shield","Dimension Door","Blink","Discern Lies","Invisibility","Outcast's Curse","Read Omens"],"ac":30,"item":["+1 daggers (4)"],"level":10,"spell_dc":[29,29],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":7,"reflex_save":19,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":17,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Uniila","alignment":"LE","rarity":"uncommon","strike_damage_average":[15],"attack_bonus":[23],"constitution":4,"immunity":["fire"],"creature_family":"Devil","spell_attack_bonus":[21],"will_save":21,"speed":{"fly":40,"max":40,"land":25},"wisdom":5,"weakness":{"good":10},"creature_ability":["Every Dagger","Fearsome Magic","Witch Token"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Arcana","Deception","Intimidation","Occultism","Religion","Society","Stealth"],"tradition":["Arcane","Divine"],"summary":"Uniilas frequently join mortal cults, but not as leaders—instead, the uniila lurks behind the master or demagogue who leads the cult.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2520","dexterity":6,"category":"creature","slug":"creature-2520"},{"primary_source_category":"Adventure Paths","strength":5,"hp":170,"language":["Abyssal","Auran","Common","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","charisma":5,"perception":21,"stealth":"24","trait":["Fiend","Lilu","Rare","CE","Large"],"id":"creature-2521","text":" Hurlilu Pazuzu's Abyssal realm of High M'Vania is perched on the edge of an impossibly tall cliff. The demon lord and his minions claim the air around the cliff, guarding it against enemies and usurpers alike. Hurlilus, resembling horned, humanoid hawks with blood-red taloned feet and wings in place of arms, patrol these skies at their lord's command. Yet, hurlilus are surly and rebellious by nature, preferring to lead rather than follow orders. They'd prefer to spend their time bullying smaller creatures in High M'Vania's vast cliffside cities, but they're unwelcome there and driven out when discovered by occupants with greater authority (or by those who want to earn greater authority). Hurlilus make good guardians, particularly when they have leave to travel over great distances on patrol routes and can engage in spontaneous cruelty if the opportunity arises. However, they chafe in Pazuzu's service. Some forsake High M'Vania entirely and migrate to other parts of the Abyss, where they lead gangs of lesser fiends they've bullied into submission. A few hurlilus have made their way to Golarion, where they roost in aeries with subservient harpies, manticores, or other foul flying creatures. A dozen or so hurlilus serve high positions in the Mivanians, the brutal enforcers of the Halana Theocracy. Recall Knowledge - Fiend (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Hurlilu Source Pathfinder #190: The Choosing pg. 88 Perception +21; darkvision, lifesense (imprecise) 120 feet Languages Abyssal, Auran, Common; telepathy 100 feet Skills Acrobatics +24, Athletics +20, Intimidation +22, Religion +21, Stealth +24 Str +5 Dex +7 Con +4 Int +3 Wis +4 Cha +5 Lifesense (divination, divine) A hurlilu senses the vital essence of living creatures within range. --- AC 32 Fort +19 Ref +24 Will +21 HP 170 Immunities disease Resistances physical 10 (except cold iron), poison 10 Weaknesses good 10 Dominate the Air Reaction Requirements The hurlilu is flying; Trigger A creature within 30 feet leaves the ground using a fly Speed; Effect The hurlilu casts earthbind on the triggering creature. --- Speed 25 feet, fly 60 feet Melee Single Action beak +24 (Evil, Finesse, Magical, reach 15 feet), Damage 2d10+11 piercing plus 1d6 persistent bleed Melee Single Action talon +24 (Agile, Evil, Finesse, Magical, reach 10 feet), Damage 2d6+11 slashing plus 1d6 persistent bleed Primal Innate Spells DC 30, attack +22 - Cantrips (6th) Detect Magic, Produce Flame - 4th Dimension Door (at will), Fear (at will) - 5th Lightning Bolt, Wall of Wind - 6th Dispel Magic, Earthbind (at will), Gust of Wind Dive Bomb Single Action Frequency once per round; Effect The hurlilu Strides using its fly Speed and makes a Strike at the end of that movement. Flesh Tearer If a hurlilu critically hits a foe with a melee Strike, the foe's flat check to recover from any resulting bleed damage is DC 19 instead of DC 15. ","skill_mod":{"stealth":24,"athletics":20,"intimidation":22,"acrobatics":24,"religion":21},"image":["/Images/Monsters/Lilu_Hurlilu.png"],"primary_source":"Pathfinder #190: The Choosing","spell":["Dispel Magic","Earthbind","Gust of Wind","Lightning Bolt","Wall of Wind","Dimension Door","Fear","Detect Magic","Produce Flame"],"ac":32,"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision , lifesense (imprecise) 120 feet","resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"physical":10},"intelligence":3,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":19,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"Hurlilu","alignment":"CE","rarity":"rare","strike_damage_average":[21,25],"attack_bonus":[24,24],"constitution":4,"immunity":["disease"],"creature_family":"Lilu","spell_attack_bonus":[22],"will_save":21,"speed":{"fly":60,"max":60,"land":25},"wisdom":4,"weakness":{"good":10},"creature_ability":["Lifesense","Dominate the Air","Dive Bomb","Flesh Tearer"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth"],"tradition":["Primal"],"summary":"Pazuzu's Abyssal realm of High M'Vania is perched on the edge of an impossibly tall cliff. The demon lord and his minions claim the air around …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2521","dexterity":7,"category":"creature","slug":"creature-2521"},{"attack_bonus":[23,23],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":175,"source":["Pathfinder #190: The Choosing"],"type":"Creature","will_save":17,"charisma":-1,"speed":{"max":20,"land":20},"perception":19,"wisdom":3,"weakness":{"fire":10},"creature_ability":["Soundsense","Energizing Incompetence","Drain Luck","Trumpet Blast"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Stealth"],"stealth":"21","trait":["Plant","Rare","N","Large"],"id":"creature-2522","text":" Oppali An oppali is a tenacious, twisting vine with white, trumpet-shaped flowers that grows in temperate and tropical regions. Stories passed down through generations refer to the oppali as a “bad luck vine” and warn against letting one take over a copse or garden, lest “your luck drain away like water down a hole.” This folklore contains more wisdom than most farmers or settlers realize. Oppalis are usually 30 feet long, but they twist and coil on themselves so much that they occupy a space not much larger than a horse. Recall Knowledge - Plant (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Oppali Source Pathfinder #190: The Choosing pg. 89 Perception +19; low-light vision, soundsense (precise) 60 feet Languages Skills Acrobatics +21, Athletics +19, Stealth +21 Str +5 Dex +7 Con +3 Int -4 Wis +3 Cha -1 Soundsense An oppali's sense of hearing is a precise sense to a range of 60 feet. --- AC 30 Fort +19 Ref +21 Will +17 HP 175 Weaknesses fire 10 Energizing Incompetence Reaction Trigger A creature within 30 feet critically fails an attack against the oppali; Effect The attack instead becomes a failure, and the oppali becomes quickened 1 for 1 round. It can use this extra action to Step, Stride, or Strike. --- Speed 20 feet Melee Single Action vine +23 (Finesse, reach 15 feet, Trip), Damage 2d8+11 bludgeoning plus drain luck Ranged Single Action staccato blast +23 (range 60 feet, Sonic), Damage 4d6 sonic Drain Luck (Divination, Mental, Misfortune, Primal) A creature other than an animal or plant hit by an oppali's vine Strike must attempt a DC 29 Fortitude saving throw twice, taking the lower result as the actual result. Critical Success The creature is unaffected and is temporarily immune to Drain Luck for 24 hours. Success The creature takes 2d6 poison damage. Until the start of the creature's next turn, the creature must roll twice and take the worse result on all checks. Failure The creature takes 2d6 persistent poison damage. For 1 round, the creature must roll twice and take the worse result on all checks. Critical Failure The creature takes 4d6 persistent poison damage. For 1 minute, the creature must roll twice and take the worse result on all checks. Trumpet Blast Two Actions (Evocation, Primal, Sonic) The oppali emits a massive blast of discordant noise that deals 9d8 sonic damage to creatures within a 60-foot cone (DC 29 basic Fortitude save). Creatures who fail the save are also deafened for 1 round. The oppali can't use its Trumpet Blast again for 1d4 rounds or until it takes at least 20 points of sonic damage from a single source (whichever comes first). Oppali Trumpets An oppali's tough trumpets are useful for creating thunderstones. Incorporating crushed oppali trumpet into crafting the thunderstone grants a +2 item bonus to the Crafting check, provided that this material makes up at least half of the raw materials used for the thunderstone. With a successful DC 27 Survival check, a character harvests 5d20 gp of this raw material from a defeated oppali (double on a critical success, half on a failure, and none at all from a critical failure). ","skill_mod":{"stealth":21,"athletics":19,"acrobatics":21},"summary":"An oppali is a tenacious, twisting vine with white, trumpet-shaped flowers that grows in temperate and tropical regions. Stories passed down through …","image":["/Images/Monsters/Oppali.png"],"primary_source":"Pathfinder #190: The Choosing","trait_group":["Creature Type","Rarity"],"ac":30,"level":10,"source_category":["Adventure Paths"],"sense":" low-light vision , soundsense (precise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2522","intelligence":-4,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Low-light vision","fortitude_save":19,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"Oppali","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[14,20],"slug":"creature-2522"},{"primary_source_category":"Adventure Paths","strength":6,"hp":330,"language":["Abyssal","Celestial","Draconic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","charisma":7,"perception":28,"stealth":"24","trait":["Demon","Fiend","Uncommon","CE","Large"],"id":"creature-2523","text":" Ghalzarokh (Tyranny Demon) Ghalzarokh demons, also known as tyranny demons, form from the souls of cruel autocrats. These demons subjugate weaker fiends. After amassing an army, a ghalzarokh begins a chaotic spree of bloody conquest. Recall Knowledge - Fiend (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Ghalzarokh Source Pathfinder #191: The Destiny War pg. 80 Perception +28; darkvision, scent (imprecise) 60 feet, see invisibility Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Acrobatics +26, Athletics +27, Intimidation +30, Religion +28, Stealth +24 Str +6 Dex +3 Con +6 Int +4 Wis +5 Cha +7 --- AC 36 Fort +29 Ref +24 Will +26 +1 status to all saves vs. magic HP 330 Weaknesses cold iron 15, good 15 Defiance Vulnerability Defiance causes a ghalzarokh anguish. If a creature scores a critical success on a saving throw to resist the ghalzarokh's charm , command , dominate , or suggestion spells or Project Blame, the demon takes 4d6 mental damage. The demon takes the same damage if it rolls a critical failure on an Intimidation check. Project Blame Reaction (divine, emotion, enchantment, mental) Trigger A creature succeeds or critically succeeds at a saving throw against one of the ghalzarokh's spells or Abyssal Spew, or the ghalzarokh misses a creature with a melee Strike; Effect The creature must attempt a DC 36 Will saving throw. Critical Success The creature is temporarily immune to Project Blame for 24 hours, and the ghalzarokh suffers from its defiance vulnerability. Success The creature's stupefied condition increases by 1 (if they succeeded on a saving throw) or its clumsy condition increases by 1 (if the demon missed them with a Strike). This increase in value lasts until the end of the creature's next turn but can't increase either condition beyond a value of 3. Failure As success, but the duration changes to 1 minute. A creature can attempt a DC 36 Will save at the end of its turn to remove the effect early. Critical Failure As failure, but for 24 hours. --- Speed 25 feet, fly 40 feet Melee Single Action jaws +30 (Evil, Magical, reach 10 feet), Damage 3d12+14 piercing plus 1d6 evil Melee Single Action claw +30 (Agile, Evil, Magical, reach 10 feet), Damage 3d8+14 slashing plus 1d6 evil Divine Innate Spells DC 36 - 4th Charm (at will) - 5th Command (at will) - 6th Dominate - 8th Fireball, Suggestion - Constant (8th) See Invisibility Rituals DC 36 - 1st Abyssal Pact Abyssal Spew Two Actions (Acid, Divine, Evocation, Fire) The ghalzarokh spews corrosive flame that deals 8d6 acid damage and 8d6 fire damage in a 40-foot cone (DC 36 basic Reflex save). The ghalzarokh can't use Abyssal Spew again for 1d4 rounds. Rend Single Action claw Demon Thralls Ghalzarokhs are bullies who prefer numerous thralls to allies. These demons loathe owing any other being a favor and serve stronger creatures only with the expectation of rich reward. A ghalzarokh can rarely be found without a fiendish entourage or army (such as a demon throng). They prefer “pacts” with “lesser” demons, usually offering only a feeble guarantee to allow the weaker fiend's continued existence. ","skill_mod":{"stealth":24,"athletics":27,"intimidation":30,"acrobatics":26,"religion":28},"image":["/Images/Monsters/Demon_Ghalzarokh.png"],"primary_source":"Pathfinder #191: The Destiny War","spell":["Fireball","Suggestion","Dominate","Command","Charm","See Invisibility"],"ac":36,"level":15,"spell_dc":[36],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet, see invisibility ","resistance":{},"intelligence":4,"reflex_save":24,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":29,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"Ghalzarokh","alignment":"CE","rarity":"uncommon","strike_damage_average":[31,37],"attack_bonus":[30,30],"constitution":6,"creature_family":"Demon","will_save":26,"speed":{"fly":40,"max":40,"land":25},"wisdom":5,"weakness":{"cold_iron":15,"good":15},"creature_ability":["Defiance Vulnerability","Project Blame","Abyssal Spew","Rend"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Ghalzarokh demons, also known as tyranny demons, form from the souls of cruel autocrats. These demons subjugate weaker fiends. After amassing an …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2523","dexterity":3,"category":"creature","slug":"creature-2523"},{"primary_source_category":"Adventure Paths","strength":6,"hp":415,"language":["Abyssal","Aklo","Celestial","Common","Draconic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","charisma":5,"perception":31,"stealth":"31","trait":["Demon","Fiend","Uncommon","CE","Medium"],"id":"creature-2524","text":" Katpaskir (Nihilism Demon) Born of the souls of doomsayers and cult leaders who sought to undermine and unravel reality, katpaskirs are demons of nihilism and unmaking. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Katpaskir Source Pathfinder #191: The Destiny War pg. 81 Perception +31; darkvision, see invisibility , warp sense Languages Abyssal, Aklo, Celestial, Common, Draconic; telepathy 100 feet Skills Acrobatics +31, Arcana +35, Deception +31, Occultism +33, Religion +32, Stealth +31, Thievery +31 Str +6 Dex +5 Con +9 Int +7 Wis +6 Cha +5 --- AC 41 Fort +35 Ref +29 Will +30 +1 status to all saves vs. magic HP 415 Immunities poison Weaknesses cold iron 15, good 15 Breach Planar Wards Free Action Trigger An effect (save only for those of items with the artifact trait) attempts to prevent the katpaskir from using a teleportation effect or from casting summon fiend ; Effect The katpaskir attempts to counteract the triggering effect (counteract modifier of +29). Distortion Field (aura) 30 feet. Reality bends and warps on the level of all senses without displacing the katpaskir's actual location. Creatures of the katpaskir's choice who start their turn in the aura must succeed at a DC 37 Will save or treat the area as greater difficult terrain and uneven ground (DC 20). A creature who succeeds still treats the area as difficult terrain. For such creatures, the distance through the aura is doubled for determining range penalty. Mirrored Summons Reaction Trigger A creature within 30 feet that the katpaskir is aware of uses magic to summon or otherwise conjure a good-aligned creature; Effect The katpaskir casts summon fiend , regaining the daily ability to do so if needed. This effect is automatically sustained as long as the triggering summoning is sustained, for up to 1 minute. Warp Sense The katpaskir senses changes in the planar fabric within 1 mile, including any teleportation effect, sensing the direction and distance to the disturbance. If it senses such a disturbance within 500 feet, the katpaskir can cast prying eye to observe the area without needing line of sight to the location. --- Speed 35 feet, burrow 15 feet, fly 35 feet Melee Single Action claw +34 (Evil, Magical), Damage 3d12+14 slashing plus 1d6 evil Melee Single Action talon +34 (Agile, Evil, Magical), Damage 3d8+14 slashing plus 1d6 evil Divine Innate Spells DC 40, attack +32 - 4th Dimensional Anchor (at will) - 5th Dimension Door (at will), Prying Eye (at will) - 7th Plane Shift, Teleport - 8th Banishment (×3 blink), Disintegrate - 9th Summon Fiend (demons only) - Constant (9th) Freedom of Movement, See Invisibility Rituals DC 40 - 1st Abyssal Pact Dimensional Ambush Two Actions (Conjuration, Divine, Teleportation) The katpaskir casts dimension door , then makes a melee Strike that deals three extra dice of damage. This Strike counts as two attacks when calculating the katpaskir's multiple attack penalty. Rift Makers Katpaskirs sense weaknesses in planar fabric. These demons worm their way into spaces between dimensions and break down the barriers. They leave holes aimed at causing chaos and dissolution. In this way, katpaskirs gnaw at reality, hoping to one day unravel it. ","skill_mod":{"deception":31,"thievery":31,"stealth":31,"arcana":35,"occultism":33,"acrobatics":31,"religion":32},"image":["/Images/Monsters/Demon_Katpaskir.png"],"primary_source":"Pathfinder #191: The Destiny War","spell":["Summon Fiend","Banishment","Disintegrate","Plane Shift","Teleport","Dimension Door","Prying Eye","Dimensional Anchor","Freedom of Movement","See Invisibility"],"ac":41,"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" darkvision , see invisibility , warp sense","resistance":{},"intelligence":7,"reflex_save":29,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":35,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Katpaskir","alignment":"CE","rarity":"uncommon","strike_damage_average":[31,37],"attack_bonus":[34,34],"constitution":9,"immunity":["poison"],"creature_family":"Demon","spell_attack_bonus":[32],"will_save":30,"speed":{"fly":35,"max":35,"land":35,"burrow":15},"wisdom":6,"weakness":{"cold_iron":15,"good":15},"creature_ability":["Breach Planar Wards","Distortion Field","Mirrored Summons","Warp Sense","Dimensional Ambush"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Arcana","Deception","Occultism","Religion","Stealth","Thievery"],"tradition":["Divine"],"summary":"Born of the souls of doomsayers and cult leaders who sought to undermine and unravel reality, katpaskirs are demons of nihilism and unmaking.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2524","dexterity":5,"category":"creature","slug":"creature-2524"},{"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":260,"language":["Abyssal","Celestial","Draconic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","creature_family":"Demon Throng","will_save":21,"charisma":4,"speed":{"max":25,"land":25},"perception":23,"wisdom":4,"weakness":{"area":15,"cold_iron":10,"good":10},"creature_ability":["Frightful Presence","Serenity Vulnerability","Troop Defenses","Claws, Fangs, and Horns","Demonic Tide","Form Up","Hurl Debris","Troop Movement"],"primary_source_group":"Stolen Fate","skill":["Athletics","Intimidation"],"trait":["Demon","Fiend","Rare","Troop","CE","Gargantuan"],"id":"creature-2525","text":" Demonic Rabble The typical demon throng consists of a chaotic mix of less powerful demons— typically abrikandilus, dretches, and quasits, with a few brimoraks, babaus or other, more powerful demons swept up in the mayhem. This tangled mess of different creatures makes coordinated tactics untenable but, while individual demons in the throng might not be able to fully utilize their abilities, the throng itself makes up for these deficiencies with dangerous options of its own. Recall Knowledge - Fiend (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Demonic Rabble Source Pathfinder #191: The Destiny War pg. 82 Perception +23; darkvision Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Athletics +25, Intimidation +25 Str +6 Dex +4 Con +5 Int +0 Wis +4 Cha +4 --- AC 33 Fort +25 Ref +21 Will +21 +1 status to all saves vs. magic HP 260 (16 squares) Weaknesses area damage 15, cold iron 10, good 10, splash damage 10 Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 30 Serenity Vulnerability A demonic rabble thrives on mayhem, and when members of the throng find themselves facing moments of calm, however brief or temporary, the throng suffers. Whenever the demonic rabble fails a saving throw against an affect that would normally fascinate, fatigue, paralyze, restrain, or slow at least four creatures, the troop takes 3d6 mental damage. Troop Defenses --- Speed 25 feet Claws, Fangs, and Horns Single Action to Three Actions Frequency once per round; Effect The throng rips and tears at each enemy within its squares and within 5 feet (DC 33 Reflex save). Damage depends on the number of actions. Single Action Damage 1d10+12 slashing plus 1d6 evil Two Actions Damage 2d10+12 slashing plus 1d6 evil Three Actions Damage 3d10+12 slashing plus 1d6 evil Demonic Tide A demonic rabble is less organized and more vicious than most troops. They can move into other creatures' spaces, and other creatures can move into their spaces. Their spaces are difficult terrain to non-demon creatures. The first time during a turn that a creature hostile to the throng willingly moves into their space, that creature is subjected to the one-action version of Claws, Fangs, and Horns. Form Up Single Action Hurl Debris Single Action to Three Actions Frequency once per round; Effect The throng hurls debris, creating a 10-foot burst within 30 feet (DC 25 basic Reflex save). When the throng is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Damage depends on the number of actions. Single Action Damage 2d10 bludgeoning Two Actions Damage 4d10 bludgeoning Three Actions Damage 6d10 bludgeoning Troop Movement Whenever the rabble Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed. ","skill_mod":{"athletics":25,"intimidation":25},"summary":"The typical demon throng consists of a chaotic mix of less powerful demons— typically abrikandilus , dretches , and quasits , with a few …","image":["/Images/Monsters/DemonThrong_DemonicRabble.png"],"primary_source":"Pathfinder #191: The Destiny War","trait_group":["Monster","Creature Type","Rarity"],"ac":33,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2525","intelligence":0,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":25,"source_group":["Stolen Fate"],"size":["Gargantuan"],"spoilers":"Stolen Fate","name":"Demonic Rabble","alignment":"CE","category":"creature","rarity":"rare","slug":"creature-2525"},{"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":300,"language":["Abyssal","Celestial","Draconic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","creature_family":"Demon Throng","will_save":26,"charisma":6,"speed":{"fly":35,"max":35,"land":25},"perception":28,"wisdom":6,"weakness":{"area":20,"cold_iron":15,"good":15},"creature_ability":["Frightful Presence","Serenity Vulnerability","Spores of Wrath","Troop Defenses","Beaks, Claws, and Talons","Demonic Tide","Festival of Ruin","Form Up","Troop Movement"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Intimidation"],"trait":["Demon","Fiend","Rare","Troop","CE","Gargantuan"],"id":"creature-2526","text":" Wrath Riot Wrath demons are among the most well-known and feared of the Abyss's fiends, but sometimes a wrath demon becomes stunted in size as the result of too many failed rampages, a punishment inflicted by an angry demonic commander or simple ill fortune. These smaller wrath demons, not much larger than humans, are typically slaughtered quickly by their larger kin, but rarely a group of undersized vrocks can gather in numbers large enough to form a wrath riot. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Wrath Riot Source Pathfinder #191: The Destiny War pg. 83 Perception +28; darkvision Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Acrobatics +29, Intimidation +30 Str +8 Dex +5 Con +6 Int +5 Wis +6 Cha +6 --- AC 39 Fort +30 Ref +27 Will +26 +1 status to all saves vs. magic HP 300 (16 squares) Resistances electricity 15 Weaknesses area damage 20, cold iron 15, good 15, splash damage 15 Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 34 Serenity Vulnerability A wrath riot thrives on mayhem, and when members of the throng find themselves facing moments of calm, however brief or temporary, the throng suffers. Whenever the wrath riot fails a saving throw against an affect that would normally fascinate, fatigue, paralyze, restrain, or slow at least four creatures, the troop takes 3d6+10 mental damage Spores of Wrath (aura, disease, poison) 5 feet. Non-demons that start their turn in the aura take 4d8 poison damage. Each creature damaged this way must succeed at a DC 34 Fortitude save or take 2d8 persistent piercing damage as the spores penetrate its skin and grow into thick, green vines. The vines cease growing after 10 rounds, and they wither away in 1d4 days if not shaved off before then. The vines can be destroyed if the creature is affected by a good spell or if holy water is applied to the vines (with an Interact action). Troop Defenses --- Speed 25 feet, fly 35 feet Beaks, Claws, and Talons Single Action to Three Actions Frequency once per round; Effect The throng furiously tears at each enemy within its squares and within 5 feet (DC 37 Reflex save). Damage depends on the number of actions. Single Action Damage 1d12+14 slashing plus 1d6 evil Two Actions Damage 2d12+14 slashing plus 1d6 evil Three Actions Damage 3d12+14 slashing plus 1d6 evil Demonic Tide A wrath riot is less organized and more vicious than most troops. They can move into other creatures' spaces, and other creatures can move into their spaces. Their spaces are difficult terrain to non-demon creatures. The first time during a turn that a creature hostile to the throng willingly moves into their space, that creature is subjected to the one-action version of Beaks, Claws, and Talons. Festival of Ruin Single Action to Three Actions Frequency once per round; Effect Each non-demon creature in the throng or within a 20-foot emanation from it takes damage based on the number of actions used (DC 37 basic Reflex save). Damage depends on the number of actions. Single Action Damage 4d6 electricity Two Actions Damage 8d6 electricity Three Actions Damage 12d6 electricity Form Up Single Action Troop Movement Whenever the riot Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed. ","skill_mod":{"intimidation":30,"acrobatics":29},"summary":"Wrath demons are among the most well-known and feared of the Abyss's fiends, but sometimes a wrath demon becomes stunted in size as the result of …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Monster","Creature Type","Rarity"],"ac":39,"level":16,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"electricity":15},"url":"/Monsters.aspx?ID=2526","intelligence":5,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":30,"source_group":["Stolen Fate"],"size":["Gargantuan"],"spoilers":"Stolen Fate","name":"Wrath Riot","alignment":"CE","category":"creature","rarity":"rare","slug":"creature-2526"},{"attack_bonus":[14,14,14],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":80,"language":["Auran","Common"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","will_save":11,"charisma":0,"speed":{"climb":25,"fly":35,"max":35,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Booming Voice","Critical Knockdown","Power Dive"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Survival"],"trait":["Humanoid","Uncommon","N","Large"],"id":"creature-2527","text":" Derhii Legend suggests that Shory mages might have created derhiis as soldiers. Although folklore can be in error, little doubt exists that these flying apes make excellent warriors. History is also clear that derhiis fought countless battles for the Shory Empire, honing their tactical skills and martial traditions. Regardless of whether Shory magic was responsible for the birth of the first derhiis, lore passed down from those times shows the Shory Empire honored their soldiers and treated them as valued allies rather than mere servants. Derhiis are scarce even in the Mwangi Expanse, where the last of the Shory flying cities, such as Kho and Ulduvai, fell. Still, some dwell among the spires that tower above Shory ruins; these derhii are often quite a bit more powerful than the one detailed below. Other derhiis have spread from the remains of the fallen Shory empire to populate remote highlands and old-growth forests. Derhiis form small filial groups called troops, centered on one elder derhii and their relations. Several troops might gather into a larger society with a council of troop leaders under one dominant elder. Derhiis are omnivores who favor meat, unlike the terrestrial and largely herbivorous gorillas they resemble. It's possible that this habit developed due to a derhii need for substantial amounts of food coupled with their soldierly ways. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Derhii Source Pathfinder #191: The Destiny War pg. 84 Perception +12; darkvision, scent (imprecise) 30 feet Languages Auran, Common Skills Acrobatics +11, Athletics +13, Survival +11 Str +5 Dex +2 Con +3 Int +0 Wis +2 Cha +0 Items Falchion, Javelin (6), Studded Leather Armor --- AC 21 Fort +13 Ref +11 Will +11 HP 80 --- Speed 25 feet, climb 25 feet, fly 35 feet Melee Single Action falchion +14 (Forceful, reach 10 feet, Sweep), Damage 1d10+7 slashing Melee Single Action fist +14 (Agile, reach 10 feet), Damage 2d6+7 bludgeoning Ranged Single Action javelin +14 (thrown 30 feet), Damage 1d6+8 piercing Booming Voice (Auditory, Evocation, Primal) A derhii can use its voice as a signal. The sound can be heard up to 12 miles away as a thrumming in the air that conveys 20 words of information over the course of 5 minutes. Critical Knockdown When a derhii scores a critical hit with a melee Strike, the target also falls prone. Power Dive Two Actions The derhii Strides twice while flying, then makes a Strike with a manufactured weapon. If the derhii moved at least 20 feet from their starting position, the Strike's damage is increases by one die, such as increasing falchion damage to 2d10+7. With a melee attack, the derhii can forgo the extra damage to force the target to fall prone. Derhii Artistry Derhiis have little use for money, but they're talented crafters. Their goods are practical, beautiful and, when needed, deadly. Shory influences can still be seen in derhii art, including crystalline designs, beadwork, and geometric patterns that hint at the arcane. Derhii leatherwork and metalwork is also top notch, owing to their desire for functional, durable armaments. ","skill_mod":{"survival":11,"athletics":13,"acrobatics":11},"summary":"Legend suggests that Shory mages might have created derhiis as soldiers. Although folklore can be in error, little doubt exists that these flying …","image":["/Images/Monsters/Derhii.png"],"primary_source":"Pathfinder #191: The Destiny War","trait_group":["Creature Type","Rarity"],"ac":21,"item":["Falchion","Javelin (6)","Studded Leather Armor"],"level":5,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2527","intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":13,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"Derhii","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[11,12,14],"slug":"creature-2527"},{"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":270,"language":["Common","Daemonic","ratspeak"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","will_save":23,"charisma":2,"speed":{"climb":10,"max":25,"land":25},"perception":25,"wisdom":4,"weakness":{"area":15},"creature_ability":["Ratspeak","Troop Defenses","Gnaw and Chew","Hadi Pestilence","Form Up","Troop Movement"],"primary_source_group":"Stolen Fate","skill":["Athletics","Stealth"],"stealth":"29","trait":["Humanoid","Rare","Ratfolk","Troop","NE","Gargantuan"],"id":"creature-2528","text":" Hadi Daemons, including leukodaemons, once ruled over part of the fallen city of Kho. While they did, they created the first hadis. Hadis look more fiendish and sinister than typical ratfolk. In hadi society, those who foster and cultivate blights and sickness are alchemists known as “tafens”. Others, known as “rajwans,” focus their training on brutal combat and barbarian rages. Individually, most hadis are no match for a high level group, but when confronted in their lair, they can gather together into a dangerous mob. Recall Knowledge - Humanoid (Society): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Hadi Mob Source Pathfinder #191: The Destiny War pg. 85 Perception +25; darkvision Languages Common, Daemonic; ratspeak Skills Athletics +27, Stealth +29 Str +6 Dex +8 Con +6 Int +4 Wis +4 Cha +2 Ratspeak A hadi mob can communicate with rodents. --- AC 37 Fort +27 Ref +29 Will +23 HP 270 (16 squares) Weaknesses area damage 15, splash damage 10 Troop Defenses --- Speed 25 feet, climb 10 feet Gnaw and Chew Single Action to Three Actions Frequency once per round; Effect the hadi mob bites and tears into the flesh of each enemy adjacent to the troop (DC 33 basic Reflex save). The damage depends on the number of actions. Single Action 2d8+8 slashing damage plus hadi pestilence Two Actions 4d8+12 slashing damage plus hadi pestilence Three Actions 6d8+12 slashing damage plus hadi pestilence Hadi Pestilence (Disease, Divine, Evil, Necromancy) This daemonic disease turns the victim into a hadi. Saving Throw DC 19 Fortitude; Stage 1 carrier (1 day); Stage 2 sickened 1 (1 day); Stage 3 drained 1 (1 day); Stage 4 drained 2 (1 day); Stage 5 drained 3 (1 week); Stage 6 transform into a hadi (1 year). For a PC, the best way to model this is to replace ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of the ratfolk ancestry. The character loses previous ancestry feats, selecting replacements from the ratfolk ancestry. Form Up Single Action Troop Movement Whenever the hadi mob Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop. Hadi Evil Although the original hadis created by daemons in ages past were ascended from rats infused with fiendish qualities that tempered their sapience with an engineered evil, over the generations the hadi people have formed their own society. They cling to evil ways largely out of tradition or fear, but there are an increasing number of hadis who admire Kho's derhiis and seek their own paths. Others, particularly those who have traveled far from Kho, have come to understand the plight of their folk under the weight of a fiendish past. Non-evil hadi thus exist, but they are viewed by those in positions of power in Kho as dangers to the social order. These hadi do not carry the pestilence their more sinister kin do and many actively work to suppress the spread of illnesses. ","skill_mod":{"stealth":29,"athletics":27},"summary":"Daemons , including leukodaemons , once ruled over part of the fallen city of Kho. While they did, they created the first hadis. Hadis look more …","image":["/Images/Monsters/Hadi_HadiMob.png"],"primary_source":"Pathfinder #191: The Destiny War","trait_group":["Creature Type","Rarity","Monster","Ancestry"],"ac":37,"level":15,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2528","intelligence":4,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":27,"source_group":["Stolen Fate"],"size":["Gargantuan"],"spoilers":"Stolen Fate","name":"Hadi Mob","alignment":"NE","category":"creature","rarity":"rare","slug":"creature-2528"},{"primary_source_category":"Adventure Paths","strength":9,"hp":299,"language":["Common","Infernal","Shadowtongue"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","charisma":6,"perception":30,"trait":["Fiend","Uncommon","Velstrac","LE","Huge"],"id":"creature-2529","text":" Ephialtes Ephialtes velstracs are consummate and fearless hunters of the doomed and the damned. Recall Knowledge - Fiend (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Ephialtes Source Pathfinder #191: The Destiny War pg. 86 Perception +30; greater darkvision, painsight, true seeing Languages Common, Infernal, Shadowtongue Skills Athletics +31, Deception +30, Intimidation +32, Medicine +30, Religion +30, Survival +28, Torture Lore +29 Str +9 Dex +5 Con +6 Int +5 Wis +6 Cha +6 Painsight (divination, divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions. --- AC 39 Fort +30 Ref +25 Will +28 +1 status to all saves vs. magic HP 299 , regeneration 20 (deactivated by good or silver) Immunities cold, fear Weaknesses good 15, silver 15 Nowhere to Run (aura, divine, enchantment, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it feels a powerful sensation of hopelessness. The creature must succeed at a DC 34 Will save or become slowed 1 (slowed 2 on a critical failure) for 1 round. --- Speed 25 feet, fly 25 feet Melee Single Action jaws +33 (Evil, Magical, reach 15 feet), Damage 3d6+13 piercing plus 2d6 persistent bleed Melee Single Action chain +33 (Disarm, Evil, Magical, reach 15 feet, Trip), Damage 3d6+13 piercing plus 2d6 persistent bleed and Grab Divine Innate Spells DC 37 - 6th Darkness, Dimensional Anchor (at will) - 7th Blur, Plane Shift (self only), Silence (x3) - 8th Chilling Darkness, Discern Location, Shadow Walk - Constant (8th) True Seeing Constrict Single Action 2d4+13 slashing, DC 37 Exhale Chains Two Actions (Conjuration, Divine) The ephialtes exhales a tangle of barbed chains. All creatures in a 50-foot cone must attempt a DC 37 Reflex save. The ephialtes can't Exhale Chains for 1d4 rounds. Critical Success The creature is unaffected. Success It takes 8d6 piercing damage. Failure It takes 15d6 piercing damage, 2d6 persistent bleed damage, and is flat-footed for 1 round. Critical Failure As failure, but 30d6 piercing damage, 2d6 persistent bleed damage, and is restrained until they escape (DC 37). Focus Gaze Single Action (Concentrate, Divine, Enchantment, Mental, Visual, Fear) The ephialtes stares at a creature they can see within 30 feet. The creature must attempt a Will save against the nowhere to run aura. If it was already slowed, on a failed save its speed is reduced by 10 feet until the end of its next turn. After attempting this save, the targeted creature is then temporarily immune to Focus Gaze until the start of the ephialtes's next turn. Ephialtes Prey When they catch enough quarry, an ephialtes velstrac returns to the Shadow Plane, bringing victims for other velstracs to use for training or raw material. Velstracs respect ephialtes for their “generosity” in guiding and providing for others of their kind, yet are always wary about making assumptions about the limits of this generosity. ","skill_mod":{"deception":30,"survival":28,"medicine":30,"athletics":31,"intimidation":32,"religion":30},"image":["/Images/Monsters/Velstrac_Ephialtes.png"],"primary_source":"Pathfinder #191: The Destiny War","spell":["Chilling Darkness","Discern Location","Shadow Walk","Blur","Plane Shift","Silence","Darkness","Dimensional Anchor","True Seeing"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" greater darkvision , painsight, true seeing ","resistance":{},"intelligence":5,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":30,"source_group":["Stolen Fate"],"size":["Huge"],"spoilers":"Stolen Fate","name":"Ephialtes","alignment":"LE","rarity":"uncommon","strike_damage_average":[30,30],"attack_bonus":[33,33],"constitution":6,"immunity":["cold","fear"],"creature_family":"Velstrac","will_save":28,"speed":{"fly":25,"max":25,"land":25},"wisdom":6,"weakness":{"silver":15,"good":15},"creature_ability":["Painsight","Nowhere to Run","Constrict","Exhale Chains","Focus Gaze"],"primary_source_group":"Stolen Fate","skill":["Athletics","Deception","Intimidation","Medicine","Religion","Survival","Torture Lore"],"tradition":["Divine"],"summary":"Ephialtes velstracs are consummate and fearless hunters of the doomed and the damned.","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2529","dexterity":5,"category":"creature","slug":"creature-2529"},{"primary_source_category":"Adventure Paths","strength":9,"hp":333,"language":["Common","Infernal","Shadowtongue","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","charisma":6,"perception":32,"stealth":"31","trait":["Fiend","Velstrac","LE","Medium"],"id":"creature-2530","text":" Vincuvicar Prison keepers among velstracs, vincuvicar velstracs thrive on depriving others of freedom. Recall Knowledge - Fiend (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Vincuvicar Source Pathfinder #191: The Destiny War pg. 87 Perception +32; greater darkvision, painsight, true seeing Languages Common, Infernal, Shadowtongue; telepathy 100 feet Skills Acrobatics +31, Athletics +35, Crafting +29, Deception +32, Intimidation +34, Medicine +32, Religion +30, Stealth +31, Survival +30, Torture Lore +31 Str +9 Dex +6 Con +6 Int +5 Wis +6 Cha +6 Items +2 greater striking war flail , +2 greater resilient full plate , Manacles (6) --- AC 42 Fort +32 Ref +28 Will +30 +1 status to all saves vs. magic HP 333 , regeneration 25 (deactivated by good or silver) Immunities cold, fear Weaknesses good 20, silver 20 Alone and Forgotten (aura, divine, enchantment, fear, mental) 30 feet. When a creature ends its turn in the aura, it feels imprisoned and must succeed at a DC 37 Will save or become enfeebled 1 and slowed 1 for 1 round. Attack of Opportunity Reaction Institutionalized A vincuvicar forms a bond with an institution that holds prisoners. This takes 1 day and ends any previous bond the vincuvicar had. While within the area of the prison, the vincuvicar gains a +2 status bonus to skill checks and Perception checks. --- Speed 25 feet Melee Single Action war flail +35 (Disarm, Sweep, Trip), Damage 3d10+17 bludgeoning plus 2d6 persistent bleed Ranged Single Action animated manacles +32 (range increment 20 feet), Damage 3d8+8 piercing plus 2d6 persistent bleed Divine Innate Spells DC 40 - Cantrips (9th) Daze, Sigil - 8th Command, Mind Blank, Mind Probe, Teleport - 9th Darkness (at will), Divine Wrath (lawful), Prying Eye - Constant (9th) Discern Lies, True Seeing Divine Rituals DC 40 - 8th Imprisonment Focus Gaze Single Action (Concentrate, Divine, Enchantment, Fear, Mental, Visual) The vincuvicar stares at a creature they can see within 30 feet. The creature must attempt a Will save against the alone and forgotten aura. If the creature was already enfeebled and slowed, on a failed save, its hopelessness causes it to be enfeebled 2 and unable to take the Escape action as long as they remain enfeebled. After attempting this save, the creature is then temporarily immune until the start of the vincuvicar's next turn. Shackle Reaction Trigger A creature within 60 feet is damaged by the vincuvicar's animated manacles Strike; Effect The creature must attempt a DC 40 Reflex save. Critical Success The creature avoids being manacled. Success The manacles distract the creature, causing it to become flat-footed until the end of its next turn. Failure The manacles fuse in place and bind the creature's legs and arms until it Escapes (DC 40) or the manacles are destroyed. Critical Failure As failure, but the creature is also restrained. Vincuvicar Thrones Each vincuvicar possesses a personal, spiked iron throne—a symbol of authority. This iron throne is an object with Hardness 20 and 500 Hit Points. If a vincuvicar's throne is destroyed, the velstrac must return to the Shadow Plane to acquire or construct a replacement. ","skill_mod":{"deception":32,"crafting":29,"survival":30,"stealth":31,"medicine":32,"athletics":35,"intimidation":34,"acrobatics":31,"religion":30},"image":["/Images/Monsters/Velstrac_Vincuvicar.png"],"primary_source":"Pathfinder #191: The Destiny War","spell":["Darkness","Divine Wrath","Prying Eye","Command","Mind Blank","Mind Probe","Teleport","Daze","Sigil","Discern Lies","True Seeing"],"ac":42,"item":["+2 greater striking war flail","+2 greater resilient full plate","Manacles (6)"],"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" greater darkvision , painsight, true seeing ","resistance":{},"intelligence":5,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":32,"source_group":["Stolen Fate"],"size":["Medium"],"name":"Vincuvicar","alignment":"LE","rarity":"common","strike_damage_average":[28,40],"attack_bonus":[32,35],"constitution":6,"immunity":["cold","fear"],"creature_family":"Velstrac","will_save":30,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{"silver":20,"good":20},"creature_ability":["Alone and Forgotten","Attack of Opportunity","Institutionalized","Focus Gaze","Shackle"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Crafting","Deception","Intimidation","Medicine","Religion","Stealth","Survival","Torture Lore"],"tradition":["Divine"],"summary":"Prison keepers among velstracs, vincuvicar velstracs thrive on depriving others of freedom.","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2530","dexterity":6,"category":"creature","slug":"creature-2530"},{"attack_bonus":[12,14],"constitution":2,"primary_source_category":"Adventures","strength":5,"hp":92,"language":["Auran","Terran","(can't speak any language)"],"source":["The Enmity Cycle"],"type":"Creature","will_save":9,"charisma":3,"speed":{"fly":20,"max":30,"land":30,"burrow":20},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Water Vulnerability","Collapse Into Sand","Choking Sands","Susurrating Song"],"primary_source_group":"The Enmity Cycle","skill":["Athletics","Performance","Stealth","Survival"],"stealth":"11","trait":["Air","Beast","Earth","Uncommon","N","Large"],"id":"creature-2531","text":" Sand Wolf A sand wolf is an elemental creature which dwells in the sandy deserts of elemental earth that drift to, or have been conjured on, the Plane of Air. Occasionally, these creatures seep through planar rifts or are summoned by elementalists on the Material Plane. Sand wolves are prized as guardians for their relative intelligence, keen perception, and ability to disguise themselves, easily blending with the shifting sands in desert terrain. Cunning and agile, they fiercely pursue any creatures they ambush, no matter how nimble their prey. Sand wolves also have a remarkable ability to sing beautiful, haunting songs, and their music is considered high entertainment among djinn who inhabit the Plane of Air. Many djinni viziers and even certain Material Plane rulers seeking the attention of their peers keep at least one of these creatures in their employ to show off at special events and ceremonies. The wolves' wordless songs evoke both the strength of the earth and the power of wind to erode it. Recall Knowledge - Beast (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Sand Wolf Source The Enmity Cycle pg. 62 Perception +14; low-light vision, tremorsense (imprecise) 30 feet Languages Auran, Terran; (can't speak any language) Skills Athletics +12, Performance +13, Stealth +11, Survival +12 Str +5 Dex +4 Con +2 Int -2 Wis +2 Cha +3 --- AC 21 Fort +12 Ref +15 Will +9 HP 92 Resistances acid 5, electricity 5, piercing 5, slashing 5 Water Vulnerability Sand wolves take 5 additional damage from attacks and effects with the water trait. Collapse Into Sand Reaction Trigger The sand wolf is hit by an attack; Effect The sand wolf's body falls apart into a cloud of sand. It takes no damage from the triggering attack, and its resistances increase to 8. The sand wolf must spend one action to reform its body before it can move or attack. --- Speed 30 feet, burrow 20 feet, fly 20 feet Melee Single Action jaws +14, Damage 2d6+5 piercing plus Grab Ranged Single Action sand blast +12 (range 30 feet), Damage 2d10 slashing Choking Sands Two Actions (Air, Earth, Primal) The sand wolf discorporates into a cloud of whirling sand. It can Stride, moving freely through occupied spaces. Any creatures within those spaces take 2d10 damage and must attempt a DC 19 Reflex save. Critical Success The target takes no damage. Success The target takes half damage. Failure The target takes full damage and is sickened 1. Critical Failure As failure, but the effect is increased to sickened 3. Susurrating Song Single Action (Air, Earth, Primal, Sonic) The sand wolf sings a short, enchanting song. Any creature other than a sand wolf within 30 feet must attempt a DC 19 Will save. Critical Success The target is unaffected and is temporarily immune to further susurrating song exposures for 24 hours. Success The target is stupefied 1. Failure The target is stupefied 2. Critical Failure As failure, and the target is slowed 1. The Eternal Hourglass Deep within a cavern in the Plane of Earth is a massive, seemingly indestructible hourglass the size of a small city, its top filled with thousands of sand wolves. As each wolf reaches the opening to the bottom, they are turned to sand and do not reform, instead piling up in a huge mound. It is not clear who constructed or placed the hourglass, how the sand wolves got there, or what—if anything—the hourglass is timing. Some claim the wolves will break loose and rampage freely when the sand runs out, while others believe the glass is counting down to the end of time itself. ","element":["Air","Earth"],"skill_mod":{"performance":13,"survival":12,"stealth":11,"athletics":12},"summary":"A sand wolf is an elemental creature which dwells in the sandy deserts of elemental earth that drift to, or have been conjured on, the Plane of Air …","primary_source":"The Enmity Cycle","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"ac":21,"level":5,"source_category":["Adventures"],"sense":" low-light vision , tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{"acid":5,"piercing":5,"slashing":5,"electricity":5},"url":"/Monsters.aspx?ID=2531","intelligence":-2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":12,"source_group":["The Enmity Cycle"],"size":["Large"],"spoilers":"The Enmity Cycle","name":"Sand Wolf","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[11,12],"slug":"creature-2531"},{"attack_bonus":[13,14],"constitution":3,"primary_source_category":"Adventures","strength":5,"hp":81,"language":["Aquan","Common"],"source":["The Enmity Cycle"],"type":"Creature","will_save":9,"charisma":-2,"speed":{"max":30,"land":25,"swim":30},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Sacrifice Armor","Rebuild Armor"],"primary_source_group":"The Enmity Cycle","skill":["Athletics","Intimidation","Stealth"],"stealth":"11","trait":["Aberration","Aquatic","Uncommon","NE","Medium"],"id":"creature-2532","text":" Scrapborn In places where magic, alchemy, and engineering converge, there are often unforeseen side effects on the environment and its inhabitants. Scrapborn sometimes result from this strange convergence. Mostly, scrapborn appear to be walking piles of assorted junk, seemingly assembled at random. Their actual bodies are vaguely humanoid with delicate, spongy green skin. They secrete an adhesive that allows them to gather up debris and attach it to their bodies for protection. When these scraps eventually fall off, the scrapborn either reattaches them or replaces them with something new. Despite their resulting bulky appearance, scrapborn remain strong swimmers and display little loss of agility underwater. Scrapborn lack a centralized society, but sometimes congregate in small groups that work together for survival. Typically, this leads to ever-escalating attacks on nearby settlements as the creatures feed upon each other's resentment and work themselves up into a frenzy. They often target places with high-quality armor first so they can improve their odds of survival. Recall Knowledge - Aberration (Occultism): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Scrapborn Source The Enmity Cycle pg. 63 Perception +10; low-light vision Languages Aquan, Common Skills Athletics +12, Intimidation +12, Stealth +11 Str +5 Dex +4 Con +3 Int +0 Wis +1 Cha -2 --- AC 22 Fort +14 Ref +11 Will +9 HP 81 Resistances acid 5 Sacrifice Armor Reaction Trigger The scrapborn is damaged by an attack dealing physical damage; Effect The scrapborn directs the damage to one of the pieces of scrap attached to its body and gains resistance 15 against the triggering attack, but its AC is lowered by 2 for 24 hours. The scrapborn's AC cannot be reduced below 16 in this way. --- Speed 25 feet, swim 30 feet Melee Single Action claw +14, Damage 2d8+5 piercing Ranged Single Action thrown scrap +13, Damage 2d8+2 bludgeoning Rebuild Armor Single Action Requirements The scrapborn's previous action was a successful claw Strike against a target wearing armor and that armor is not broken; Effect The scrapborn pulls and rips at the target's armor. The target must attempt a DC 20 Reflex save. Critical Success The target is unaffected. Success The target's armor takes 1d8 piercing damage, ignoring the armor's Hardness. Failure The target's armor takes 2d8 piercing damage, which ignores the armor's Hardness; if this causes the armor to become broken, the scrapborn can incorporate the removed armor piece into its own body and raise its AC by 1 (to a maximum of 22). Critical Failure As failure, except instead of damage, the target's armor is automatically reduced to its BT and the scrapborn increases its AC by 2. Pretend Knights Some scrapborn spend a great deal of their time carefully selecting the pieces of armor and other bits they attach to their sticky skin. They might enjoy a particular color or material and cultivate their collection accordingly, striving for a cohesive design over time. A very diligent and patient—or particularly wealthy— scrapborn can even construct a full suit of armor this way and might even be able to pass as a knight, using their bulky armored form to bluff and intimidate anyone who might question them as they walk through a city or castle. ","skill_mod":{"stealth":11,"athletics":12,"intimidation":12},"summary":"In places where magic, alchemy, and engineering converge, there are often unforeseen side effects on the environment and its inhabitants. Scrapborn …","primary_source":"The Enmity Cycle","trait_group":["Creature Type","Monster","Rarity"],"ac":22,"level":5,"source_category":["Adventures"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"acid":5},"url":"/Monsters.aspx?ID=2532","intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":14,"source_group":["The Enmity Cycle"],"size":["Medium"],"spoilers":"The Enmity Cycle","name":"Scrapborn","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[11,14],"slug":"creature-2532"},{"attack_bonus":[7,10,10],"constitution":3,"primary_source_category":"Adventures","strength":4,"hp":35,"language":["Common"],"source":["The Enmity Cycle"],"type":"Creature","will_save":5,"charisma":3,"speed":{"max":25,"land":25},"perception":9,"wisdom":1,"weakness":{},"primary_source_group":"The Enmity Cycle","skill":["Athletics","Deception","Religion","Stealth"],"stealth":"5","trait":["Human","Humanoid","Uncommon","NE","Medium"],"id":"creature-2533","text":" Scorching Sun Cultist Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Scorching Sun Cultist Source The Enmity Cycle pg. 16 Perception +9 Languages Common Skills Athletics +7, Deception +8, Religion +6, Stealth +5 Str +4 Dex +1 Con +3 Int +1 Wis +1 Cha +3 Items crude wooden religious symbol of Sarenrae, Scimitar, Scorpion Whip, robes --- AC 17 Fort +11 Ref +8 Will +5 HP 35 --- Speed 25 feet Melee Single Action scimitar +10, Damage 1d6+5 slashing Melee Single Action scorpion whip +10 (Disarm, Finesse, reach 10 feet, Trip), Damage 1d4+5 slashing Ranged Single Action short bow +7, Damage 1d6+3 piercing\n","skill_mod":{"deception":8,"stealth":5,"athletics":7,"religion":6},"primary_source":"The Enmity Cycle","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":17,"item":["crude wooden religious symbol of Sarenrae","Scimitar","Scorpion Whip","robes"],"level":2,"source_category":["Adventures"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2533","intelligence":1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":11,"source_group":["The Enmity Cycle"],"size":["Medium"],"spoilers":"The Enmity Cycle","name":"Scorching Sun Cultist","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[6,7,8],"slug":"creature-2533"},{"primary_source_category":"Adventures","strength":2,"hp":62,"source":["The Enmity Cycle"],"type":"Creature","charisma":3,"perception":12,"stealth":"8","trait":["Halfling","Humanoid","Unique","NE","Small"],"id":"creature-2534","text":" Jimbilin Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Jimbilin Source The Enmity Cycle pg. 18 Perception +12; low-light vision Languages Skills Deception +12, Diplomacy +12, Medicine +10, Religion +10, Stealth +8 Str +2 Dex +3 Con +3 Int +2 Wis +5 Cha +3 Items +1 chain mail , Scorpion Whip, wooden religious symbol --- AC 21 Fort +9 Ref +10 Will +14 HP 62 --- Speed 20 feet Melee Single Action scorpion whip +10, Damage 2d4+4 piercing Divine Prepared Spells DC 21, attack +13 - Cantrips (2nd) Chill Touch, Divine Lance, Haunting Hymn, Shield - 1st Bane, Fear, Harm - 2nd Boneshaker, Darkvision, Harm Prayer of Oblivion Three Actions (Divine, Evil, Negative) The priest chants a prayer to his deity that invokes the forces of nothingness; Frequency once per day; Effect All enemies within 30 feet take 5d6 negative damage (DC 21 basic Will save). ","skill_mod":{"diplomacy":12,"deception":12,"stealth":8,"medicine":10,"religion":10},"primary_source":"The Enmity Cycle","spell":["Boneshaker","Darkvision","Harm","Bane","Fear","Chill Touch","Divine Lance","Haunting Hymn","Shield"],"ac":21,"item":["+1 chain mail","Scorpion Whip","wooden religious symbol"],"level":4,"spell_dc":[21],"source_category":["Adventures"],"sense":" low-light vision ","resistance":{},"intelligence":2,"reflex_save":10,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":9,"source_group":["The Enmity Cycle"],"size":["Small"],"spoilers":"The Enmity Cycle","name":"Jimbilin","alignment":"NE","rarity":"unique","strike_damage_average":[9],"attack_bonus":[10],"constitution":3,"spell_attack_bonus":[13],"will_save":14,"speed":{"max":20,"land":20},"wisdom":5,"weakness":{},"creature_ability":["Prayer of Oblivion"],"primary_source_group":"The Enmity Cycle","skill":["Deception","Diplomacy","Medicine","Religion","Stealth"],"tradition":["Divine"],"trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2534","dexterity":3,"category":"creature","slug":"creature-2534"},{"primary_source_category":"Adventures","strength":0,"hp":58,"language":["Undercommon"],"source":["The Enmity Cycle"],"type":"Creature","charisma":3,"perception":11,"stealth":"12","trait":["Fey","Gremlin","Unique","CE","Tiny"],"id":"creature-2535","text":" Noolik Recall Knowledge - Fey (Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Noolik Source The Enmity Cycle pg. 25 Perception +11; darkvision Languages Undercommon Skills Acrobatics +12, Crafting +10, Deception +8, Nature +8, Stealth +12, Thievery +12 Str +0 Dex +6 Con +2 Int +3 Wis +3 Cha +3 Items Shortsword, traveler's any-tool --- AC 21 Fort +9 Ref +14 Will +10 HP 58 Weaknesses cold iron 4 --- Speed 30 feet Melee Single Action shortsword +14 (Agile, Finesse, Magical, versatile S), Damage 1d6+5 piercing Primal Innate Spells DC 21 - Cantrips (1st) Prestidigitation Sneak Attack Noolik deals an additional 2d6 precision damage to flat-footed creatures. Tinker (Curse, Primal, Transmutation) A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it's also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber. Trap Tinker Three Actions Noolik can cause a complex mechanical trap to continue longer than its normal duration. She moves up to her speed and Interacts with a trap. The trap can use its reaction during its next round as well as its routine, although its initiative doesn't change. ","skill_mod":{"deception":8,"nature":8,"thievery":12,"crafting":10,"stealth":12,"acrobatics":12},"primary_source":"The Enmity Cycle","spell":["Prestidigitation"],"ac":21,"item":["Shortsword","traveler's any-tool"],"level":4,"spell_dc":[21],"source_category":["Adventures"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"source_group":["The Enmity Cycle"],"size":["Tiny"],"spoilers":"The Enmity Cycle","name":"Noolik","alignment":"CE","rarity":"unique","strike_damage_average":[8],"attack_bonus":[14],"constitution":2,"will_save":10,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{"cold_iron":4},"creature_ability":["Sneak Attack","Tinker","Trap Tinker"],"primary_source_group":"The Enmity Cycle","skill":["Acrobatics","Crafting","Deception","Nature","Stealth","Thievery"],"tradition":["Primal"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2535","dexterity":6,"category":"creature","slug":"creature-2535"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Adventures","strength":4,"hp":50,"language":["Common","Osiriani"],"source":["The Enmity Cycle"],"type":"Creature","will_save":8,"charisma":3,"speed":{"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Tripping Whip"],"primary_source_group":"The Enmity Cycle","skill":["Athletics","Deception","Intimidation","Religion","Stealth"],"stealth":"9","trait":["Human","Humanoid","Uncommon","NE","Medium"],"id":"creature-2536","text":" Usij Cultist Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Usij Cultist Source The Enmity Cycle pg. 29 Perception +9 Languages Common, Osiriani Skills Athletics +10, Deception +9, Intimidation +9, Religion +5, Stealth +9 Str +4 Dex +2 Con +3 Int +2 Wis +3 Cha +3 Items Leather Armor, religious symbol of Ahriman, Scimitar, Whip --- AC 18 Fort +12 Ref +7 Will +8 HP 50 Tripping Whip Reaction Requirements The Usij cultist must have a whip in their hands; Trigger A creature moves out of a threatened square; Effect The Usij cultist makes a Trip attempt against the triggering creature with their whip. --- Speed 25 feet Melee Single Action scimitar +11, Damage 1d6+6 slashing Melee Single Action whip +11 (Disarm, Finesse, Nonlethal, reach 10 feet, Trip), Damage 1d4+6 slashing\n","skill_mod":{"deception":9,"stealth":9,"athletics":10,"intimidation":9,"religion":5},"primary_source":"The Enmity Cycle","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["Leather Armor","religious symbol of Ahriman","Scimitar","Whip"],"level":3,"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2536","intelligence":2,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":12,"source_group":["The Enmity Cycle"],"size":["Medium"],"spoilers":"The Enmity Cycle","name":"Usij Cultist","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[8,9],"slug":"creature-2536"},{"primary_source_category":"Adventures","strength":3,"hp":82,"language":["Abyssal","Gnoll","Taldane"],"source":["The Enmity Cycle"],"type":"Creature","charisma":4,"perception":14,"stealth":"10","trait":["Gnoll","Humanoid","Unique","CE","Medium","Kholo"],"id":"creature-2537","text":" Krashk Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Krashk Source The Enmity Cycle pg. 33 Perception +14; darkvision Languages Abyssal, Gnoll, Taldane Skills Intimidation +10, Medicine +10, Religion +13, Stealth +10, Survival +12 Str +3 Dex +3 Con +2 Int +1 Wis +5 Cha +4 Items Falchion, Hide Armor, staff of conjuration , wooden religious symbol --- AC 21 Fort +12 Ref +9 Will +15 HP 82 --- Speed 25 feet Melee Single Action falchion +13 (Forceful, Sweep), Damage 1d10+7 slashing Melee Single Action jaws +13 (Agile), Damage 1d6+7 piercing Divine Prepared Spells DC 24, spell attack +12 - Cantrips (2nd) Daze, Detect Magic, Light, Read Aura, Sigil - 1st Command, Fear, Magic Weapon - 2nd Darkness, Harm (×4), Spiritual Weapon - 3rd Harm, Vampiric Touch Pack Attack Krashk deals an additional 1d4 damage to any creature that's within reach of at least two of her allies. Rugged Travel Krashk ignores the first square of difficult terrain she moves into each time she Steps or Strides. ","skill_mod":{"survival":12,"stealth":10,"medicine":10,"intimidation":10,"religion":13},"primary_source":"The Enmity Cycle","spell":["Harm","Vampiric Touch","Darkness","Spiritual Weapon","Command","Fear","Magic Weapon","Daze","Detect Magic","Light","Read Aura","Sigil"],"ac":21,"item":["Falchion","Hide Armor","staff of conjuration","wooden religious symbol"],"level":5,"spell_dc":[24],"source_category":["Adventures"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":12,"source_group":["The Enmity Cycle"],"size":["Medium"],"spoilers":"The Enmity Cycle","name":"Krashk","alignment":"CE","rarity":"unique","strike_damage_average":[10,12],"attack_bonus":[13,13],"constitution":2,"spell_attack_bonus":[12],"will_save":15,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Pack Attack","Rugged Travel"],"primary_source_group":"The Enmity Cycle","skill":["Intimidation","Medicine","Religion","Stealth","Survival"],"tradition":["Divine"],"trait_group":["Monster","Ancestry","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=2537","dexterity":3,"category":"creature","slug":"creature-2537"},{"attack_bonus":[12,12],"constitution":4,"primary_source_category":"Adventures","strength":5,"hp":42,"language":["Osiriani","Taldane"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["The Enmity Cycle"],"type":"Creature","will_save":12,"charisma":0,"speed":{"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Inspired Recitation"],"primary_source_group":"The Enmity Cycle","skill":["Acrobatics","Athletics","Poetry Lore"],"trait":["Construct","Minion","Unique","N","Medium"],"id":"creature-2538","text":" Mechanical Assistant Recall Knowledge - Construct (Arcana, Crafting): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Mechanical Assistant Source The Enmity Cycle pg. 34 Perception +12 Languages Osiriani, Taldane Skills Acrobatics +12, Athletics +12, Poetry Lore +3 Str +5 Dex +5 Con +4 Int -4 Wis +3 Cha +0 --- AC 22 Fort +13 Ref +14 Will +12 HP 42 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious --- Speed 25 Melee Single Action fist +12, Damage 2d8+7 bludgeoning Melee Single Action retractable blade +12 (Agile, Finesse), Damage 2d6+7 piercing Inspired Recitation Single Action The mechanical assistant recites an inspiring poem, filling allies with determination and vigor. All allies within 60 feet gain a +1 status bonus to saving throws and 10 temporary Hit Points for 1 minute. Once an ally has benefited from this ability, they become temporarily immune to Inspired Recitation for 10 minutes. ","skill_mod":{"athletics":12,"acrobatics":12},"primary_source":"The Enmity Cycle","trait_group":["Creature Type","Mechanics","Rarity"],"ac":22,"level":5,"source_category":["Adventures"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2538","intelligence":-4,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":13,"source_group":["The Enmity Cycle"],"size":["Medium"],"spoilers":"The Enmity Cycle","name":"Mechanical Assistant","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[14,16],"slug":"creature-2538"},{"primary_source_category":"Adventures","strength":2,"hp":105,"language":["Celestial","Common","Draconic","Infernal","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%340%%>tongues<%END>"],"source":["The Enmity Cycle"],"type":"Creature","charisma":6,"perception":15,"stealth":"12","trait":["Agathion","Celestial","Rare","NE","Small"],"id":"creature-2539","text":" Kyem and Daleesha Recall Knowledge - Celestial (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Kyem and Daleesha Source The Enmity Cycle pg. 40 Perception +15; darkvision Languages Celestial, Common, Draconic, Infernal; speak with animals , tongues Skills Acrobatics +12, Arcana +15, Deception +14, Medicine +11, Nirvana Lore +15, Performance +16, Religion +13, Society +13, Stealth +12 Str +2 Dex +4 Con +4 Int +5 Wis +3 Cha +6 Items handheld instrument --- AC 24 Fort +12 Ref +14 Will +15 HP 105 Weaknesses good 5 --- Speed 30 feet Melee Single Action jaws +15 (Evil, Finesse, Magical), Damage 2d10+4 piercing plus 1d6 evil Melee Single Action claw +15 (Agile, Evil, Finesse, Magical), Damage 2d6+4 slashing plus 1d6 evil Divine Innate Spells DC 24 - 2nd Deafness, Detect Alignment (at will; good only), Invisibility (at will; self only) - 3rd Agonizing Despair, Blindness, Sound Burst - 4th Dimension Door, Divine Wrath - Constant (5th) Speak with Animals, Tongues Champion Focus Spell DC 24, 1 Focus Point - 3rd Touch of Corruption Fox's Cunning A vulpinal's core value is cunning. They can apply their knowledge and stories from their extensive travels to just about any situation in an instant. Before spending any other action on their turn, the vulpinal can Recall Knowledge as a free action. ","skill_mod":{"society":13,"performance":16,"deception":14,"stealth":12,"arcana":15,"medicine":11,"acrobatics":12,"religion":13},"primary_source":"The Enmity Cycle","spell":["Dimension Door","Divine Wrath","Agonizing Despair","Blindness","Sound Burst","Deafness","Detect Alignment","Invisibility","Speak with Animals","Tongues","Touch of Corruption"],"ac":24,"item":["handheld instrument"],"level":6,"spell_dc":[24,24],"source_category":["Adventures"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":12,"source_group":["The Enmity Cycle"],"size":["Small"],"spoilers":"The Enmity Cycle","name":"Kyem and Daleesha","alignment":"NE","rarity":"rare","strike_damage_average":[14,18],"attack_bonus":[15,15],"constitution":4,"will_save":15,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{"good":5},"creature_ability":["Fox's Cunning"],"primary_source_group":"The Enmity Cycle","skill":["Acrobatics","Arcana","Deception","Medicine","Nirvana Lore","Performance","Religion","Society","Stealth"],"tradition":["Divine"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2539","dexterity":4,"category":"creature","slug":"creature-2539"},{"primary_source_category":"Adventures","strength":2,"hp":100,"language":["Osiriani","Taldane"],"source":["The Enmity Cycle"],"type":"Creature","charisma":5,"perception":15,"stealth":"13","trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-2540","text":" Amar Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Amar Source The Enmity Cycle pg. 41 Perception +15; low-light vision Languages Osiriani, Taldane Skills Deception +13, Diplomacy +15, Medicine +11, Occultism +15, Performance +16, Society +13, Stealth +13 Str +2 Dex +4 Con +2 Int +4 Wis +2 Cha +5 Items Leather Armor, lute, +1 striking rapier --- AC 23 Fort +11 Ref +17 Will +14 HP 100 --- Speed 25 feet Melee Single Action rapier +16 (deadly d8, Disarm, Finesse), Damage 2d6+8 piercing Occult Spontaneous Spells DC 24, attack +16 - Cantrips (2nd) Bullhorn, Ghost Sound, Haunting Hymn, Light, Summon Instrument - 1st Biting Words, Charm, Fear - 2nd Dispel Magic, False Life, Mirror Image - 3rd Agonizing Despair, Roaring Applause, Slow Cruel Performance Two Actions (Occult, Evil, Sonic) Frequency once per day; Effect The bard makes cruel, cutting comments that draw blood. All enemies within 30 feet take 7d6 slashing damage (DC 24 basic Fortitude save). ","skill_mod":{"society":13,"diplomacy":15,"performance":16,"deception":13,"stealth":13,"medicine":11,"occultism":15},"primary_source":"The Enmity Cycle","spell":["Agonizing Despair","Roaring Applause","Slow","Dispel Magic","False Life","Mirror Image","Biting Words","Charm","Fear","Bullhorn","Ghost Sound","Haunting Hymn","Light","Summon Instrument"],"ac":23,"item":["Leather Armor","lute","+1 striking rapier"],"level":6,"spell_dc":[24],"source_category":["Adventures"],"sense":" low-light vision ","resistance":{},"intelligence":4,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":11,"source_group":["The Enmity Cycle"],"size":["Medium"],"spoilers":"The Enmity Cycle","name":"Amar","alignment":"NE","rarity":"unique","strike_damage_average":[15],"attack_bonus":[16],"constitution":2,"spell_attack_bonus":[16],"will_save":14,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Cruel Performance"],"primary_source_group":"The Enmity Cycle","skill":["Deception","Diplomacy","Medicine","Occultism","Performance","Society","Stealth"],"tradition":["Occult"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2540","dexterity":4,"category":"creature","slug":"creature-2540"},{"attack_bonus":[15,16,17],"constitution":4,"primary_source_category":"Adventures","strength":6,"hp":115,"language":["Auran","Daemonic","Osiriani","Taldane"],"source":["The Enmity Cycle"],"type":"Creature","will_save":11,"charisma":5,"speed":{"fly":15,"max":20,"land":20},"perception":15,"wisdom":1,"weakness":{},"creature_ability":["Elemental Endurance","Change Size"],"primary_source_group":"The Enmity Cycle","skill":["Acrobatics","Arcana","Crafting","Deception","Survival"],"trait":["Elemental","Genie","Unique","NE","Medium"],"id":"creature-2541","text":" Seddek Recall Knowledge - Elemental (Arcana, Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Seddek Source The Enmity Cycle pg. 42 Perception +15; darkvision Languages Auran, Daemonic, Osiriani, Taldane Skills Acrobatics +11, Arcana +13, Crafting +11, Deception +14, Survival +15 Str +6 Dex +3 Con +4 Int +1 Wis +1 Cha +5 Items murderer's knot , Composite Shortbow (20 arrows), +1 striking shifting scimitar --- AC 23 Fort +17 Ref +14 Will +11 HP 115 Resistances fire 7 Elemental Endurance A janni can survive on any Elemental Plane for up to 48 hours, after which they take 1 damage per hour until they leave or die. --- Speed 20 feet, fly 15 feet Melee Single Action scimitar +17 (forceful +1, Sweep), Damage 2d6+12 slashing Melee Single Action fist +16 (Agile, Magical, Nonlethal), Damage 1d4+12 bludgeoning Ranged Single Action composite shortbow +15 (deadly d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+7 piercing Arcane Innate Spells DC 24 - 1st Create Water - 2nd Create Food, Invisibility (×3), Speak with Animals - 7th Plane Shift (to Astral Plane, Elemental Planes, or Material Plane only) Change Size (Arcane, Concentrate, Polymorph, Transmutation) Frequency once per day; Effect The janni changes a creature's size. This works as a 4th-level enlarge or shrink spell but can target an unwilling creature (DC 24 Fortitude save negates). ","tradition":["Arcane"],"skill_mod":{"deception":14,"crafting":11,"survival":15,"arcana":13,"acrobatics":11},"primary_source":"The Enmity Cycle","spell":["Plane Shift","Create Food","Invisibility","Speak with Animals","Create Water"],"trait_group":["Creature Type","Monster","Rarity"],"ac":23,"item":["murderer's knot","Composite Shortbow (20 arrows)","+1 striking shifting scimitar"],"level":8,"spell_dc":[24],"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":7},"url":"/Monsters.aspx?ID=2541","intelligence":1,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"source_group":["The Enmity Cycle"],"size":["Medium"],"spoilers":"The Enmity Cycle","name":"Seddek","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[10,14,19],"slug":"creature-2541"},{"primary_source_category":"Adventures","strength":3,"hp":125,"language":["Daemonic","Osiriani","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["The Enmity Cycle"],"type":"Creature","charisma":7,"perception":16,"stealth":"17","trait":["Div","Fiend","Unique","NE","Medium"],"id":"creature-2542","text":" Zridi Recall Knowledge - Fiend (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Zridi Source The Enmity Cycle pg. 49 Perception +16; greater darkvision Languages Daemonic, Osiriani; telepathy 100 feet Skills Acrobatics +15, Arcana +14, Deception +21, Diplomacy +21, Intimidation +17, Religion +14, Society +14, Stealth +17 Str +3 Dex +5 Con +3 Int +3 Wis +4 Cha +7 Items horn of fog --- AC 26 Fort +13 Ref +17 Will +18 +1 status to all saves vs. magic HP 125 Immunities disease Weaknesses cold iron 6, good 6 Hatred of Red Pairakas hate the color red. Zridi won't wear the color or willingly enter any place painted red. Given a choice, she'll attack a creature wearing red first. If barred from expressing her displeasure toward the color by force or some magical effect, she takes 2d6 mental damage at the end of her turn. --- Speed 25 feet, fly 35 feet Melee Single Action claw +18 (Agile, Evil, Finesse, Magical), Damage 2d8+7 slashing plus 1d6 evil and bubonic plague Divine Innate Spells DC 26 - Cantrips (4th) Detect Magic - 4th Charm (at will), Dimension Door (at will), Misdirection (at will; self only), Outcast's Curse (at will), Suggestion (at will) Rituals DC 26 - 1st Div Pact Bubonic Plague (Disease) A creature can't remove the fatigued condition while infected; Saving Throw DC 24 Fortitude; Onset 1 day; Stage 1 fatigued (1 day); Stage 2 enfeebled 2 and fatigued (1 day); Stage 3 enfeebled 3, fatigued, and take 1d6 persistent bleed damage every 1d20 minutes (1 day) Change Shape Single Action (Divine, Concentrate, Polymorph, Transmutation) Zridi can take the appearance of any Small or Medium humanoid or animal. This doesn't change her Speed or her attack and damage modifiers with the Strikes, but it might change the damage type her Strikes deal. Compelled Performance Two Actions (Divine, Emotion, Enchantment, Mental) Frequency once per day; Effect Zridi grants the target a +2 status bonus to Performance checks for one week. The target must attempt a DC 26 Will save. Critical Success No further effect. Success The target must Perform for 1 action on its next turn. Failure The target must Perform for 3 actions on its next turn, undertaking a Performance task set by Zridi. Critical Failure As failure, but Zridi can choose to delay the effect and trigger it at any point in the next week as a reaction. Tormenting Dreams Two Actions (Divine, Emotion, Enchantment, Mental) Frequency once per day; Effect Zridi torments a sleeping creature within 100 feet with visions of betrayals by loved ones and friends. The target must attempt a DC 26 Will save, with the effects of the nightmare spell. ","skill_mod":{"society":14,"diplomacy":21,"deception":21,"stealth":17,"arcana":14,"intimidation":17,"acrobatics":15,"religion":14},"primary_source":"The Enmity Cycle","spell":["Charm","Dimension Door","Misdirection","Outcast's Curse","Suggestion","Detect Magic"],"ac":26,"item":["horn of fog"],"level":8,"spell_dc":[26],"source_category":["Adventures"],"sense":" greater darkvision ","resistance":{},"intelligence":3,"reflex_save":17,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":13,"source_group":["The Enmity Cycle"],"size":["Medium"],"spoilers":"The Enmity Cycle","name":"Zridi","alignment":"NE","rarity":"unique","strike_damage_average":[19],"attack_bonus":[18],"constitution":3,"immunity":["disease"],"will_save":18,"speed":{"fly":35,"max":35,"land":25},"wisdom":4,"weakness":{"cold_iron":6,"good":6},"creature_ability":["Hatred of Red","Bubonic Plague","Change Shape","Compelled Performance","Tormenting Dreams"],"primary_source_group":"The Enmity Cycle","skill":["Acrobatics","Arcana","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2542","dexterity":5,"category":"creature","slug":"creature-2542"},{"attack_bonus":[20,20],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":155,"language":["Common"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","will_save":15,"charisma":0,"speed":{"max":25,"land":25},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Swift Sneak","Poison Weapon","Sneak Attack"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Deception","Society","Stealth","Survival","Thievery"],"stealth":"19","trait":["Human","Humanoid","Rare","NE","Medium"],"id":"creature-2543","text":" Mercenary Assassin Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Mercenary Assassin Source Pathfinder #190: The Choosing pg. 17 Perception +17 Languages Common Skills Acrobatics +19, Athletics +17, Deception +15, Society +17, Stealth +19, Survival +15, Thievery +19 Str +4 Dex +4 Con +2 Int +2 Wis +2 Cha +0 Swift Sneak The assassin can move their full Speed while Sneaking. Items +1 composite shortbow (20 arrows), +1 leather armor , simple injury poison (4 doses, 2d4 poison damage), +1 striking rapier --- AC 27 Fort +17 Ref +19 Will +15 HP 155 --- Speed 25 feet Melee Single Action rapier +20 (deadly d8, Disarm, Finesse, Magical), Damage 2d6+9 piercing Ranged Single Action shortbow +20 (deadly d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 1d6+9 piercing Poison Weapon Single Action (Manipulate) Requirements The assassin wields a piercing weapon and has a free hand; Effect The assassin applies a poison to the weapon. Sneak Attack The assassin deals an extra 2d6 precision damage to flat-footed creatures. ","skill_mod":{"society":17,"deception":15,"thievery":19,"survival":15,"stealth":19,"athletics":17,"acrobatics":19},"primary_source":"Pathfinder #190: The Choosing","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":27,"item":["+1 composite shortbow (20 arrows)","+1 leather armor","simple injury poison (4 doses, 2d4 poison damage)","+1 striking rapier"],"level":9,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2543","intelligence":2,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":17,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Mercenary Assassin","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[12,16],"slug":"creature-2543"},{"primary_source_category":"Adventure Paths","strength":5,"hp":180,"language":["Common","Infernal"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","charisma":4,"perception":14,"stealth":"15","trait":["Human","Humanoid","Tiefling","Unique","CE","Medium"],"id":"creature-2544","text":" Vharnev The Butcher Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Vharnev The Butcher Source Pathfinder #190: The Choosing pg. 20 Perception +14; darkvision Languages Common, Infernal Skills Arcana +19, Athletics +21, Intimidation +20, Society +19, Stealth +15 Str +5 Dex +1 Con +2 Int +3 Wis +0 Cha +4 Items +2 striking wounding battle axe , +1 half plate , steel-colored bird feather token, uniila witch token --- AC 29 Fort +20 Ref +18 Will +18 HP 180 Attack of Opportunity Reaction Defensive Charm Reaction (abjuration, arcane, manipulation) Trigger Vharnev is the target of a ranged attack Effect Vharnev quickly traces a defensive rune between himself and the source of the ranged attack, giving him a +2 circumstance bonus to AC against the triggering attack. --- Speed 25 feet Melee Single Action battle axe +23 (Magical, Sweep), Damage 2d8+11 slashing plus 1d6 persistent bleed Arcane Spontaneous Spells DC 26, attack +18 - Cantrips (5th) Acid Splash, Dancing Lights, Electric Arc, Prestidigitation, Telekinetic Projectile - 3rd Earthbind, Haste (2 slots) - 4th Dispel Magic, Phantasmal Killer (2 slots) - 5th Magic Missile, Weapon Storm (2 slots) Sorcerer Bloodline Spells DC 26, 2 Focus Points - 5th Ancestral Memories, Extend Spell Sudden Charge Two Actions Vharnev Strides twice and makes a melee Strike. Uniila Witch Token Vharnev bears the uniila's witch token in the form of an amulet with Mahathallah's rune-ringed eye symbol. Vharnev's spells lower than 5th level count as 1 level higher for the purpose of being counteracted and counteracting other spells. Once per day, Vharnev can activate the token to cast confusion (DC 29). ","skill_mod":{"society":19,"stealth":15,"arcana":19,"athletics":21,"intimidation":20},"primary_source":"Pathfinder #190: The Choosing","spell":["Magic Missile","Weapon Storm","Dispel Magic","Phantasmal Killer","Earthbind","Haste","Acid Splash","Dancing Lights","Electric Arc","Prestidigitation","Telekinetic Projectile","Ancestral Memories","Extend Spell"],"ac":29,"item":["+2 striking wounding battle axe","+1 half plate","steel-colored bird feather token","uniila witch token"],"level":10,"spell_dc":[26,26],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":18,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":20,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Vharnev The Butcher","alignment":"CE","rarity":"unique","strike_damage_average":[23],"attack_bonus":[23],"constitution":2,"spell_attack_bonus":[18],"will_save":18,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Attack of Opportunity","Defensive Charm","Sudden Charge","Uniila Witch Token"],"primary_source_group":"Stolen Fate","skill":["Arcana","Athletics","Intimidation","Society","Stealth"],"tradition":["Arcane"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex","will"],"url":"/NPCs.aspx?ID=2544","dexterity":1,"category":"creature","slug":"creature-2544"},{"primary_source_category":"Adventure Paths","strength":3,"hp":175,"language":["Abyssal","Razatlani","Tengu"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","charisma":3,"perception":18,"stealth":"21","trait":["Humanoid","Tengu","Unique","CE","Medium"],"id":"creature-2545","text":" Raskus Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Raskus Source Pathfinder #190: The Choosing pg. 26 Perception +18; low-light vision Languages Abyssal, Razatlani, Tengu Skills Acrobatics +21, Athletics +19, Intimidation +19, Religion +18, Stealth +21 Str +3 Dex +5 Con +2 Int +0 Wis +2 Cha +3 Items +1 leather armor with Mivanian insignia, Manacles, spike launcher (20 spikes), +1 striking rapier --- AC 29 Fort +16 Ref +21 Will +18 HP 175 Snap Shot Reaction Requirements Raskus holds a loaded spike launcher ; Trigger A creature within 30 feet of Raskus uses a move action, makes a ranged attack, or leaves a square during a move action it's using; Effect Raskus attempts a spike launcher Strike against the triggering creature. This Strike doesn't contribute to his multiple attack penalty, and his multiple attack penalty doesn't apply to this Strike. --- Speed 25 feet, fly 25 feet Melee Single Action rapier +22 (deadly d8, Disarm, Finesse, Magical), Damage 2d6+11 slashing Melee Single Action beak +21 (Finesse), Damage 2d4+11 piercing Ranged Single Action spike launcher +22 (Backstabber, fatal d12, Kickback, Magical, range increment 120 feet, reload 1), Damage 2d8+9 piercing Divine Innate Spells DC 26 - 4th Blindness, Earthbind Go for the Eyes Reaction Trigger Raskus critically hits with a beak Strike; Effect Raskus attempts to peck out his victim's eyes. The target must attempt a DC 29 Fortitude save. Success The target is unaffected. Failure The target is blinded for 1 round. Critical Failure The target is blinded until healed to its maximum Hit Points. Opportunistic Attack Raskus's Strikes deal an additional 3d6 damage to any foe that has a reduction to its Speed, is blinded, or is immobilized. Quick Spiker Raskus requires only 1 action, rather than 2 actions, to reload a spike launcher . He can change his grip on a spike launcher easily, improving its fatal aim d12 trait to fatal d12. (These changes are incorporated into its ranged Strike, above. ","skill_mod":{"stealth":21,"athletics":19,"intimidation":19,"acrobatics":21,"religion":18},"primary_source":"Pathfinder #190: The Choosing","spell":["Blindness","Earthbind"],"ac":29,"item":["+1 leather armor with Mivanian insignia","Manacles","spike launcher (20 spikes)","+1 striking rapier"],"level":10,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":0,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":16,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Raskus","alignment":"CE","rarity":"unique","strike_damage_average":[16,18,18],"attack_bonus":[21,22,22],"constitution":2,"will_save":18,"speed":{"fly":25,"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Snap Shot","Go for the Eyes","Opportunistic Attack","Quick Spiker"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth"],"tradition":["Divine"],"trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2545","dexterity":5,"category":"creature","slug":"creature-2545"},{"attack_bonus":[18,18,19],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":140,"language":["Abyssal","Razatlani","Tengu"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","will_save":13,"charisma":1,"speed":{"max":25,"land":25},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Snap Shot","Go for the Eyes","Quick Spiker"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"17","trait":["Humanoid","Tengu","Uncommon","CE","Medium"],"id":"creature-2546","text":" Mivanian Soldier Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Mivanian Soldier Source Pathfinder #190: The Choosing pg. 27 Perception +17; low-light vision Languages Abyssal, Razatlani, Tengu Skills Acrobatics +17, Athletics +18, Intimidation +15, Stealth +17, Survival +15 Str +4 Dex +3 Con +4 Int -1 Wis +3 Cha +1 Items leather armor bearing Mivanian insignia, Manacles, spike launcher (20 spikes; Pathfinder Guns & Gears 156), +1 striking rapier --- AC 27 Fort +17 Ref +15 Will +13 HP 140 Snap Shot Reaction Requirements The Mivanian soldier holds a loaded spike launcher ; Trigger A creature within 30 feet of the Mivanian soldier uses a move action, makes a ranged attack, or leaves a square during a move action it's using; Effect The Mivanian soldier attempts a spike launcher Strike against the triggering creature. This Strike doesn't contribute to his multiple attack penalty, and his multiple attack penalty doesn't apply to this Strike. --- Speed 25 feet Melee Single Action rapier +19 (deadly d8, Disarm, Finesse, Magical), Damage 2d6+10 slashing Melee Single Action beak +18 (Finesse), Damage 2d10+10 piercing Ranged Single Action spike launcher +18 (Backstabber, fatal d12, Kickback, Magical, range increment 120 feet, reload 1), Damage 2d8+7 piercing Go for the Eyes Reaction Trigger The Mivanian soldier critically hits with a beak Strike; Effect The Mivanian soldier attempts to peck out his victim's eyes. The target must attempt a DC 26 Fortitude save. Success The target is unaffected. Failure The target is blinded for 1 round. Critical Failure The target is blinded until healed to its maximum Hit Points. Quick Spiker The Mivanian soldier requires only 1 action, rather than 2 actions, to reload a spike launcher . He can change his grip on a spike launcher easily, improving its fatal aim d12 trait to fatal d12. (These changes are incorporated into its ranged Strike, above. ","skill_mod":{"survival":15,"stealth":17,"athletics":18,"intimidation":15,"acrobatics":17},"primary_source":"Pathfinder #190: The Choosing","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"ac":27,"item":["leather armor bearing Mivanian insignia","Manacles","spike launcher (20 spikes; Pathfinder Guns & Gears 156)","+1 striking rapier"],"level":8,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2546","intelligence":-1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":17,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Mivanian Soldier","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[16,17,21],"slug":"creature-2546"},{"primary_source_category":"Adventure Paths","strength":1,"hp":115,"language":["Draconic","Sylvan","Tien"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","charisma":2,"perception":15,"trait":["Humanoid","Nagaji","Rare","N","Medium"],"id":"creature-2547","text":" Scaleseed Nagaji Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Scaleseed Nagaji Source Pathfinder #190: The Choosing pg. 37 Perception +15; low-light vision Languages Draconic, Sylvan, Tien Skills Nature +17, Religion +15, Survival +15 Str +1 Dex +2 Con +3 Int +1 Wis +4 Cha +2 Items Leather Armor, +1 sickle --- AC 23 Fort +14 Ref +13 Will +17 HP 115 Resistances poison 5 --- Speed 25 feet Melee Single Action sickle +16 (Agile, Finesse, Magical, Trip), Damage 1d4+4 slashing Primal Prepared Spells DC 25, attack +17, ( Indicates a spell that was previously cast earlier in the day.) - Cantrips (4th) Disrupt Undead, Electric Arc, Know Direction, Light, Read Aura - 1st Heal, Longstrider ( ), Shocking Grasp ( ) - 2nd Acid Arrow ( ), Entangle ( ), Restoration - 3rd Dispel Magic, Heal, Lightning Bolt ( ) - 4th Heal, Speak with Plants ( ) Rituals DC 25 - 3rd Reincarnate - 4th Plant Growth Slough Toxins Single Action Frequency once per round; Requirements The nagaji is afflicted with a poison; Effect The nagaji accelerates their metabolism. They roll a saving throw against the affliction with a +2 circumstance bonus. If they must attempt an ongoing save against the same poison at the end of their turn, they also get a +2 circumstance bonus to that save. ","skill_mod":{"nature":17,"survival":15,"religion":15},"primary_source":"Pathfinder #190: The Choosing","spell":["Heal","Speak with Plants","Dispel Magic","Lightning Bolt","Acid Arrow","Entangle","Restoration","Longstrider","Shocking Grasp","Disrupt Undead","Electric Arc","Know Direction","Light","Read Aura"],"ac":23,"item":["Leather Armor","+1 sickle"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{"poison":5},"intelligence":1,"reflex_save":13,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":14,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Scaleseed Nagaji","alignment":"N","rarity":"rare","strike_damage_average":[6],"attack_bonus":[16],"constitution":3,"spell_attack_bonus":[17],"will_save":17,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Slough Toxins"],"primary_source_group":"Stolen Fate","skill":["Nature","Religion","Survival"],"tradition":["Primal"],"trait_group":["Creature Type","Monster","Ancestry","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=2547","dexterity":2,"category":"creature","slug":"creature-2547"},{"primary_source_category":"Adventure Paths","strength":4,"hp":180,"language":["Aklo","Common","Necril","Tien"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","charisma":6,"perception":23,"stealth":"25","trait":["Undead","Unique","Vampire","NE","Medium"],"id":"creature-2548","text":" Kannijo Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Kannijo Source Pathfinder #190: The Choosing pg. 39 Perception +23; breathsense (precise) 60 feet, darkvision Languages Aklo, Common, Necril, Tien Skills Acrobatics +23, Athletics +23, Deception +25, Intimidation +25, Nature +23, Occultism +25, Stealth +25 Str +4 Dex +6 Con +3 Int +4 Wis +4 Cha +6 Breathsense 60 feet (precise). A jiang-shi can't perceive living creatures beyond 5 feet except with their breathsense. A living creature within the listed range who holds its breath is invisible to the jiang-shi for as long as it hold its breath. To hold its breath in this way, a creature must have one hand free to fully plug its nose or cover its mouth. (Refer to Drowning and Suffocation for the full rules on holding breath.) Items The Snakebite --- AC 34 Fort +20 Ref +25 Will +23 HP 180 (fast healing 10, negative healing, one more breath) Immunities death effects, disease, paralyzed, poison, prone, sleep Resistances physical 10 (except darkwood) Jiang-Shi Vulnerabilities All jiang-shi possess the following vulnerabilities. Revulsion A jiang-shi can't voluntarily come within 10 feet of a brandished mirror or the sound of ringing handbells. A creature can Interact with a mirror or handbell to brandish or ring that item for 1 round (similar to Raising a Shield). If the jiang-shi involuntarily comes within 10 feet of an object of their revulsion, they gain the fleeing condition, running from the object of their revulsion until they are 10 feet or farther from the object. After 1 round of being exposed to the object of their revulsion, a jiang-shi can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success). Bitter Epiphany A jiang-shi is afflicted by severe melancholia when reminded of their debased nature and the truth of their existential disconnection from living beings. When a jiang-shi sees an altar with at least 1 Bulk of food offerings to ancestor spirits, they must attempt a DC 25 Will save. They are then temporarily immune to bitter epiphany for 1 minute. Critical Success The jiang-shi is unaffected. Success The jiang-shi is stupefied 1 for 1 round. Failure The jiang-shi is stupefied 2 for 1 minute. Critical Failure The jiang-shi is stupefied 2 and confused for 1 minute. One More Breath (divine, necromancy, negative) Unlike other undead, a jiang-shi isn't destroyed at 0 HP. Instead, they fall unconscious and awaken in 1 minute with 1 Hit Point. Scattering at least 1 Bulk of glutinous rice or hen eggs on an unconscious jiang-shi destroys them permanently. If the jiang-shi was reduced to 0 HP by an attack from a weapon made of darkwood, they're destroyed immediately Harrowed Fulu Unlike the typical jiang-shi, Kannijo's warped fulu has been replaced by a card from the Deck of Destiny —a replacement that has largely gone unnoticed by the vampire. Kannijo is immune to spells cast from a magic item without expending a spell slot, such as from a scroll or wand, and also gains the passive abilities granted from The Snakebite (but not its activation ability). A creature can Steal The Snakebite to remove it (DC 33). This immediately ends Kannijo's immunity to these effects, negates the card's passive effects, and removes Kannijo's fast healing. Kannijo can no longer use The Snakebite as its fulu, but can create a replacement warped fulu by spending 1 uninterrupted hour inscribing a strip of paper (or similar) with a writing instrument. --- Speed 15 feet, swim 15 feet; rigor mortis Melee Single Action fangs +26 (Agile, Finesse), Damage 3d10+10 piercing plus Grab and spirit naga venom Occult Spontaneous Spells DC 33, attack +25 - Cantrips (7th) Daze, Detect Magic, Mage Hand, Read Aura, Sigil - 1st Charm, Command, Grim Tendrils, Unseen Servant (4 slots) - 2nd Blur, Humanoid Form, Mirror Image, Telekinetic Maneuver (4 slots) - 3rd Clairaudience, Dream Message, Mind Reading, Vampiric Touch (4 slots) - 4th Clairvoyance, Confusion, Fly, Modify Memory (4 slots) - 5th Black Tentacles, Dimension Door, Subconscious Suggestion, Synesthesia (4 slots) - 6th Dispel Magic, Phantasmal Calamity, Teleport, Spirit Blast (4 slots) - 7th Crushing Despair, Paralyze, Phantom Pain (3 slots) Rituals DC 33 - 2nd Inveigle Drain Qi Single Action (Divine, Necromancy) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within Kannijo's reach; Effect The jiang-shi drains the victim's life energy, or qi, through their breath. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and the jiang-shi regains HP equal to 10% of its maximum HP, gaining any excess HP as temporary Hit Points. Draining qi from a creature that's already drained doesn't restore any HP to the jiang-shi but increases the victim's drained condition value by 1. If the victim has the ability to cast ki spells, it can spend 1 Focus Point to avoid becoming drained. This protects it only from the current attack, not from subsequent attempts to Drain Qi. A victim's drained condition value decreases by 1 every week. If the creature restricts their diet to glutinous rice for at least 1 day and spends 10 minutes dancing, jogging, or otherwise engaging in vigorous physical activity by succeeding at a DC 25 Athletics check, it reduces its drained condition by 1. Manipulate the Green Kannijo can use inveigle against plant creatures normally immune to mental effects, and can communicate with inveigled plant creatures as if under the effects of speak with plants . Rigor Mortis The jiang-shi ignores difficult terrain and effects that would render it prone. A jiang-shi can't take the Drop Prone action. When a jiang-shi Leap, it doesn't trigger reactions that are normally triggered by move actions, such as Attacks of Opportunity. Spirit Naga Venom (Poison) Saving Throw DC 33 (34 against flat-footed targets); Maximum Duration 6 rounds; Stage 1 2d6 poison damage and stupefied 1 (1 round); Stage 2 3d6 poison damage and stupefied 2 (1 round) ","skill_mod":{"deception":25,"nature":23,"stealth":25,"athletics":23,"intimidation":25,"occultism":25,"acrobatics":23},"primary_source":"Pathfinder #190: The Choosing","spell":["Crushing Despair","Paralyze","Phantom Pain","Dispel Magic","Phantasmal Calamity","Teleport","Spirit Blast","Black Tentacles","Dimension Door","Subconscious Suggestion","Synesthesia","Clairvoyance","Confusion","Fly","Modify Memory","Clairaudience","Dream Message","Mind Reading","Vampiric Touch","Blur","Humanoid Form","Mirror Image","Telekinetic Maneuver","Charm","Command","Grim Tendrils","Unseen Servant","Daze","Detect Magic","Mage Hand","Read Aura","Sigil"],"ac":34,"item":["The Snakebite"],"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":"breathsense (precise) 60 feet, darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":4,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":20,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Kannijo","alignment":"NE","rarity":"unique","strike_damage_average":[26],"attack_bonus":[26],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","prone","sleep"],"spell_attack_bonus":[25],"will_save":23,"speed":{"max":15,"land":15,"swim":15},"wisdom":4,"weakness":{},"creature_ability":["Breathsense","Jiang-Shi Vulnerabilities","Revulsion","Bitter Epiphany","One More Breath","Harrowed Fulu","Drain Qi","Manipulate the Green","Rigor Mortis","Spirit Naga Venom"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Occultism","Stealth"],"tradition":["Occult"],"trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2548","dexterity":6,"category":"creature","slug":"creature-2548"},{"attack_bonus":[14,15],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":112,"language":["Common","Jotun","Shoanti"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","will_save":13,"charisma":1,"speed":{"max":20,"land":20},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Hunt Prey","Hunter's Aim"],"primary_source_group":"Stolen Fate","skill":["Athletics","Nature","Stealth","Survival"],"stealth":"13","trait":["Human","Humanoid","Unique","NG","Medium"],"id":"creature-2549","text":" Shaldar Falls-Far Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Shaldar Falls-Far Source Pathfinder #190: The Choosing pg. 49 Perception +13 Languages Common, Jotun, Shoanti Skills Athletics +15, Nature +13, Stealth +13, Survival +11 Str +4 Dex +3 Con +3 Int +1 Wis +1 Cha +1 Items Composite Longbow (20 arrows), moderate healing potions (2), Hide Armor, +1 longsword --- AC 23 Fort +15 Ref +11 Will +13 HP 112 Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action longsword +15 (Magical, versatile P), Damage 1d8+8 slashing Ranged Single Action composite longbow +14 (deadly d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+6 piercing Hunt Prey Single Action (Concentrate) Shaldar Falls-Far designates a single creature she can see and hear, or one that she's Tracking, as her prey. She gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time she hits the designated prey in a round, she deals an additional 1d8 precision damage. She also ignores the penalty for making ranged attacks within her second range increment. These effects last until Shaldar Falls-Far uses Hunt Prey again. Hunter's Aim Two Actions (Concentrate) Shaldar Falls-Far makes a ranged weapon Strike against her hunted prey. On this Strike, she gains a +2 circumstance bonus to the attack roll and ignores the prey's concealed condition. ","skill_mod":{"nature":13,"survival":11,"stealth":13,"athletics":15},"primary_source":"Pathfinder #190: The Choosing","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":23,"item":["Composite Longbow (20 arrows)","moderate healing potions (2)","Hide Armor","+1 longsword"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2549","intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":15,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Shaldar Falls-Far","alignment":"NG","category":"creature","rarity":"unique","strike_damage_average":[10,12],"slug":"creature-2549"},{"primary_source_category":"Adventure Paths","strength":5,"hp":215,"language":["Common","Dwarven","Jotun"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","charisma":3,"perception":22,"trait":["Dwarf","Humanoid","Unique","CE","Medium"],"id":"creature-2550","text":" Endlo Kiver Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Endlo Kiver Source Pathfinder #190: The Choosing pg. 52 Perception +22; darkvision Languages Common, Dwarven, Jotun Skills Athletics +25, Intimidation +21, Performance +21, Religion +22, Survival +22 Str +5 Dex +1 Con +3 Int +0 Wis +4 Cha +3 Items steel-colored bird feather token , +1 striking greatsword , +1 resilient half plate , The Publican , religious symbol of Gorum --- AC 33 Fort +22 Ref +18 Will +23 HP 215 Resistances slashing 3 Juggernaut When Endlo rolls a success at a Fortitude save, he gets a critical success instead. --- Speed 20 feet Melee Single Action greatsword +26 (Magical, versatile P), Damage 3d12+11 slashing Divine Spontaneous Spells DC 30, attack +22 - Cantrips (6th) Chill Touch, Daze, Message, Sigil, Stabilize - 1st Command, Ray of Enfeeblement, True Strike (3 slots) - 2nd Death Knell, Resist Energy, See Invisibility (3 slots) - 3rd Chilling Darkness, Harm, Remove Disease (3 slots) - 4th Air Walk, Dimensional Anchor, Enlarge (3 slots) - 5th Flame Strike, Harm, Heal (3 slots) - 6th Heroism, Weapon Storm, Zealous Conviction (3 slots) Gorum's Hand Endlo deals an additional die of damage with greatswords (included in his Strike above), which also adds an additional die to his weapon storm spell. Replenishment of War When Endlo damages a creature with a greatsword Strike, he gains 6 temporary Hit Points until the start of his next turn. If the Strike was a critical hit, he instead gains 12 temporary Hit Points. Resolute Stance Single Action (Stance) Endlo draws upon the might of stone to bolster his defenses. While in this stance, he gains a +2 status bonus to his AC and increases his resistance to slashing damage to 15, but he reduces his Speeds by 5 feet. ","skill_mod":{"performance":21,"survival":22,"athletics":25,"intimidation":21,"religion":22},"primary_source":"Pathfinder #190: The Choosing","spell":["Heroism","Weapon Storm","Zealous Conviction","Flame Strike","Harm","Heal","Air Walk","Dimensional Anchor","Enlarge","Chilling Darkness","Remove Disease","Death Knell","Resist Energy","See Invisibility","Command","Ray of Enfeeblement","True Strike","Chill Touch","Daze","Message","Sigil","Stabilize"],"ac":33,"item":["steel-colored bird feather token","+1 striking greatsword","+1 resilient half plate","The Publican","religious symbol of Gorum"],"level":12,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"slashing":3},"intelligence":0,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":22,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Endlo Kiver","alignment":"CE","rarity":"unique","strike_damage_average":[30],"attack_bonus":[26],"constitution":3,"spell_attack_bonus":[22],"will_save":23,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{},"creature_ability":["Juggernaut","Gorum's Hand","Replenishment of War","Resolute Stance"],"primary_source_group":"Stolen Fate","skill":["Athletics","Intimidation","Performance","Religion","Survival"],"tradition":["Divine"],"trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=2550","dexterity":1,"category":"creature","slug":"creature-2550"},{"attack_bonus":[18,19],"constitution":4,"primary_source_category":"Adventure Paths","strength":3,"hp":165,"language":["Common"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","will_save":17,"charisma":3,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Bravery","Attack of Opportunity","Shield Block","Cat Fall","Power Attack","Ready Armaments"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"17","trait":["Human","Humanoid","Uncommon","NE","Medium"],"id":"creature-2551","text":" Blade Mercenary Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Blade Mercenary Source Pathfinder #190: The Choosing pg. 52 Perception +15 Languages Common Skills Acrobatics +17, Athletics +20, Intimidation +16, Stealth +17, Survival +17 Str +3 Dex +2 Con +4 Int +0 Wis +2 Cha +3 Items steel-colored bird feather token , +1 chainmail , +1 composite longbow (20 arrows), +1 striking longsword , Signal Whistle, Steel Shield (Hardness 5, 20 HP, BT 10) --- AC 27 Fort +19 Ref +15 Will +17 HP 165 Bravery When the mercenary rolls a successful Will save against a fear effect, they get a critical success instead. When the mercenary gains the frightened condition, reduce its value by 1. Attack of Opportunity Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action longsword +19 (Magical, versatile P), Damage 2d8+9 slashing Ranged Single Action longbow +18 (deadly d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+9 piercing Cat Fall The mercenary treats falls as 25 feet shorter. Power Attack Two Actions The mercenary makes a melee Strike. This counts as two attacks when calculating the mercenary's multiple attack penalty. If this Strike hits, the mercenary deals an extra die of weapon damage. Ready Armaments Single Action The mercenary Interacts to draw or stow a weapon, then Interacts to draw or stow a weapon. The mercenary can instead Raise a Shield instead of either Interact action. ","skill_mod":{"survival":17,"stealth":17,"athletics":20,"intimidation":16,"acrobatics":17},"primary_source":"Pathfinder #190: The Choosing","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":27,"item":["steel-colored bird feather token","+1 chainmail","+1 composite longbow (20 arrows)","+1 striking longsword","Signal Whistle","Steel Shield (Hardness 5, 20 HP, BT 10)"],"level":9,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2551","intelligence":0,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":19,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Blade Mercenary","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[18,18],"slug":"creature-2551"},{"attack_bonus":[22,23,23],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":200,"language":["Common"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","will_save":20,"charisma":5,"speed":{"fly":60,"max":60,"land":20},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Captivating Song","War Formation"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Intimidation","Performance"],"trait":["Humanoid","Rare","CE","Medium"],"id":"creature-2552","text":" Harpy Warbird Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Harpy Warbird Source Pathfinder #190: The Choosing pg. 53 Perception +20; darkvision Languages Common Skills Acrobatics +21, Athletics +20, Intimidation +22, Performance +24 Str +5 Dex +5 Con +3 Int +0 Wis +3 Cha +5 Items +1 striking halberd , +1 composite shortbow (20 arrows) --- AC 30 Fort +18 Ref +22 Will +20 HP 200 Attack of Opportunity Reaction --- Speed 20 feet, fly 60 feet Melee Single Action halberd +23 (Magical, Reach, versatile S), Damage 2d10+11 piercing Melee Single Action talon +22 (Agile, Finesse), Damage 2d4+11 slashing Ranged Single Action shortbow +23 (deadly d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 1d6+11 piercing Captivating Song Single Action (Auditory, Concentrate, Enchantment, Incapacitation, Mental, Primal) The harpy cries out an eerie, compelling melody. Each non-harpy creature within a 300-foot aura must attempt a DC 29 Will save to avoid becoming captivated by the harpy's song. The effect lasts for 1 round, but if the harpy uses this ability again on subsequent rounds, it extends the duration by 1 round for all affected creatures. Once a creature succeeds at any save against Captivating Song, that creature is temporarily immune to Captivating Songs for 24 hours. Success The creature is unaffected. Failure The creature is fascinated, and it must spend each of its actions to move closer to the harpy as expediently as possible, while avoiding obvious dangers. If a captivated creature is adjacent to the harpy, it stays still and doesn't act. If attacked by the harpy, the creature is freed from captivation at the end of the harpy's turn. Critical Failure As failure, but if attacked by the harpy, the creature can attempt a new save at the start of its next turn, rather than being freed at the end of the harpy's turn. War Formation A harpy warbird deals an extra 2d6 damage with its melee Strikes to any creature that's within reach of at least one of the harpy's allies. ","skill_mod":{"performance":24,"athletics":20,"intimidation":22,"acrobatics":21},"primary_source":"Pathfinder #190: The Choosing","trait_group":["Creature Type","Rarity"],"ac":30,"item":["+1 striking halberd","+1 composite shortbow (20 arrows)"],"level":11,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2552","intelligence":0,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":18,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Harpy Warbird","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[14,16,22],"slug":"creature-2552"},{"attack_bonus":[25,25,26],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":240,"language":["Common"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","will_save":23,"charisma":7,"speed":{"fly":60,"max":60,"land":20},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Captivating Song","Dread Cry","War Formation"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Deception","Intimidation","Performance"],"trait":["Humanoid","Unique","NE","Medium"],"id":"creature-2553","text":" Queen Kawlinawk Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Queen Kawlinawk Source Pathfinder #190: The Choosing pg. 55 Perception +23; darkvision Languages Common Skills Acrobatics +24, Athletics +25, Deception +26, Intimidation +26, Performance +26 Str +6 Dex +5 Con +4 Int +0 Wis +4 Cha +7 Items +1 striking composite shortbow (20 arrows), +1 striking falchion , jewelry worth 150 gp --- AC 34 Fort +21 Ref +25 Will +23 HP 240 Attack of Opportunity Reaction --- Speed 20 feet, fly 60 feet Melee Single Action falchion +26 (Forceful, Magical, Sweep), Damage 2d10+12 slashing Melee Single Action talon +25 (Agile, Finesse), Damage 3d4+12 slashing Ranged Single Action shortbow +25 (deadly d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 2d6+12 piercing Captivating Song Single Action (Auditory, Concentrate, Enchantment, Incapacitation, Mental, Primal) The harpy cries out an eerie, compelling melody. Each non-harpy creature within a 300-foot aura must attempt a DC 23 Will save to avoid becoming captivated by the harpy's song. The effect lasts for 1 round, but if the harpy uses this ability again on subsequent rounds, it extends the duration by 1 round for all affected creatures. Once a creature succeeds at any save against Captivating Song, that creature is temporarily immune to Captivating Songs for 24 hours. Success The creature is unaffected. Failure The creature is fascinated, and it must spend each of its actions to move closer to the harpy as expediently as possible, while avoiding obvious dangers. If a captivated creature is adjacent to the harpy, it stays still and doesn't act. If attacked by the harpy, the creature is freed from captivation at the end of the harpy's turn. Critical Failure As failure, but if attacked by the harpy, the creature can attempt a new save at the start of its next turn, rather than being freed at the end of the harpy's turn. Dread Cry Two Actions (Auditory, Concentrate, Primal, Sonic) Queen Kawlinawk utters a screech in a 60-foot cone that harms her enemies but heartens her allies. The screech deals 14d6 sonic damage to non-harpy creatures in the area (DC 33 basic Fortitude save). Harpies in the area can instead use a reaction to Fly, Step, or Stride; one harpy in the area, of Queen Kawlinawk's choice, can instead use a reaction to Strike. Queen Kawlinawk can't use Dread Cry for 1d4 rounds. War Formation Queen Kawlinawk deals an extra 2d6 damage with her melee Strikes to any creature that's within reach of at least one of her allies. ","skill_mod":{"performance":26,"deception":26,"athletics":25,"intimidation":26,"acrobatics":24},"primary_source":"Pathfinder #190: The Choosing","trait_group":["Creature Type","Rarity"],"ac":34,"item":["+1 striking composite shortbow (20 arrows)","+1 striking falchion","jewelry worth 150 gp"],"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2553","intelligence":0,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":21,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Queen Kawlinawk","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[19,19,23],"slug":"creature-2553"},{"attack_bonus":[23],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":195,"language":["Common","Draconic","Thassilonian"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","spell_attack_bonus":[22],"will_save":20,"charisma":0,"speed":{"max":25,"land":25},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Capture Magic","Arcane Cascade","Spellstrike"],"primary_source_group":"Stolen Fate","skill":["Arcana","Athletics","Society","Survival"],"trait":["Human","Humanoid","Uncommon","LE","Medium"],"id":"creature-2554","text":" Blade Magus Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Blade Magus Source Pathfinder #190: The Choosing pg. 60 Perception +18 Languages Common, Draconic, Thassilonian Skills Arcana +23, Athletics +22, Society +21, Survival +20 Str +5 Dex +2 Con +2 Int +4 Wis +3 Cha +0 Items steel-colored bird feather token , +1 striking halberd , moderate healing potion , +1 scale mail , spellbook (contains all prepared spells) --- AC 31 Fort +17 Ref +17 Will +20 HP 195 Attack of Opportunity Reaction Capture Magic Reaction Trigger The Blade magi succeeds at a save against a foe's harmful spell, or a foe fails a spell attack roll against the Blade magi with a harmful spell; Effect The Blade magi enters their Arcane Cascade. If the Blade magi is already in Arcane Cascade, they gain a +2 status bonus to damage from Arcane Cascade until the end of their next turn. --- Speed 25 feet Melee Single Action halberd +23 (Magical, Reach, versatile S), Damage 2d10+11 piercing Arcane Prepared Spells DC 30, attack +22 - Cantrips (6th) Acid Splash, Mage Hand, Prestidigitation, Ray of Frost, Shield - 3rd Haste, True Strike - 5th Dispel Magic, Vampiric Touch - 6th Baleful Polymorph, Chain Lightning Magus Focus Spells DC 30, 1 Focus Point - 6th Thunderous Strike Arcane Cascade Single Action (Concentrate, Stance) Requirement The Blade magi can enter this stance if their most recent action was to Cast a Spell or make a Spellstrike, but the Blade magi can remain in the stance even if they no longer meet the requirements; Effect When the Blade magi enters this stance and at the beginning of each of their turns while in it, the Blade magi gains 5 temporary Hit Points. While in this stance, the Blade magi's melee Strikes gain the arcane trait, deal an extra 2 force damage, and deal 4 splash force damage to foes adjacent to the target. Spellstrike Two Actions The Blade magi channels a spell into a melee Strike to deliver a magically charged attack. The Blade magi casts acid splash , ray of frost , or vampiric touch . The effects of the spell don't occur immediately but are imbued into the Blade magi's attack instead. The Blade magi makes a melee Strike, which gains the arcane trait. The spell is coupled with the attack, using the Blade magi's attack roll to determine the effects of both the Strike and the spell. This counts as two attacks for their multiple attack penalty, but the penalty isn't applied until after the magus has completed the Spellstrike. After using Spellstrike, the Blade magi can't do so again until they recharge this ability as a single action, which has the concentrate trait. The Blade magi also recharges their Spellstrike when they cast thunderous strike . ","tradition":["Arcane"],"skill_mod":{"society":21,"survival":20,"arcana":23,"athletics":22},"primary_source":"Pathfinder #190: The Choosing","spell":["Baleful Polymorph","Chain Lightning","Dispel Magic","Vampiric Touch","Haste","True Strike","Acid Splash","Mage Hand","Prestidigitation","Ray of Frost","Shield","Thunderous Strike"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":31,"item":["steel-colored bird feather token","+1 striking halberd","moderate healing potion","+1 scale mail","spellbook (contains all prepared spells)"],"level":11,"spell_dc":[30,30],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2554","intelligence":4,"reflex_save":17,"strongest_save":["will"],"dexterity":2,"fortitude_save":17,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Blade Magus","alignment":"LE","category":"creature","rarity":"uncommon","strike_damage_average":[22],"slug":"creature-2554"},{"primary_source_category":"Adventure Paths","strength":1,"hp":255,"language":["Common","Draconic","Thassilonian"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","charisma":4,"perception":22,"trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-2555","text":" Arodeth, Disillusioned Mercenary Company Leader Lord Garron of Cheliax was a wealthy noble and devoted follower of Aroden. Aroden's death in 4606 ar hit him doubly hard: he both lost the god he revered, and he lost his home when House Thrune rose up and seized power in Cheliax. Lord Garron became an exile, fleeing to Absalom with a significant portion of his wealth. There, he started anew as a mercenary, joining and then leading a group he called the Band of Blades. Garron's life changed when he discovered a tome of prophecies, the Book of 1,000 Whispers . He believed Aroden's death had been a cosmic error, but by ensuring the prophecies in the Book of 1,000 Whispers came to pass, he believed he could correct the error and Aroden would return. The last of the prophecies in the book was to take place in 4714 AR, and the aging Garron knew he wouldn't see the glorious return come to pass. But his daughter, named Arodeth in honor of the dead god, would. Garron made sure to instill the importance of his work in her. Arodeth grew up believing that fate held a special place for her, and she took to her father's cause with enthusiasm, preserving her father's fortune as leader of the amoral Band of Blades mercenary company. Outwardly, she styled herself as a vapid, pampered aristocrat who only directed the mercenary company she'd inherited on a whim. In truth, she used the Band of Blades as a cover for a mystery cult she led called the Harbingers of Fate. Mercenaries travel the world, after all, particularly when they'll work for any petty tyrant, so it was relatively simple to use them to help enact the cult's plans. There were so many prophecies to orchestrate that Arodeth had to rely upon trusted lieutenants to carry them all out (one of whom—Lord Drustan of Cheliax, the son of her father's friend— would ultimately prove less than reliable). The Harbingers of Fate achieved success after success, and the Band of Blades prospered. Then time ran out in 4714 AR, and Arodeth's lifelong purpose proved fruitless. Aroden didn't return, and the prophecies went unanswered. Rather than face the enormity of her failure, Arodeth enacted a desperate gamble to steal a powerful artifact from the Pathfinder Society to turn local time backward to just before Earthfall, when Aroden still lived as a human, and pull him to the present. However, the mission proved disastrous, leading to the deaths of many in the Harbingers of Fate and Band of Blades. Arodeth herself would've been lost in the past and perished during Earthfall if not for the efforts of some kind-hearted Pathfinders who took mercy on her and returned her to the present. Today, Arodeth believes herself to be a failure twice over. The Harbingers of Fate disbanded, and she was left with only the Band of Blades. Rather than lose this group, too, Arodeth threw herself into leading them. She shed the ruse of an insipid aristocrat and now makes bold decisions to preserve the company and ensure its prosperity. She has faced too many failures and is determined not to lose again. Arodeth is an elderly woman who works daily to keep her mind keen and muscles strong. Her dark hair has turned gray, and her face is weathered, but she retains the soft features and kindly eyes that encourage others to open up to her. Although she still likes to dress in aristocratic fashion, she never appears without a rapier at her side and is usually in the company of her mercenaries. Campaign Use Arodeth's Band of Blades has seized the Storval Stairs and serves as the PCs' antagonists in the climax of “The Choosing.” Although Arodeth believes that holding the stairs is a critical source of revenue, she's willing to listen to the PCs and reconsider her position, potentially even abandoning the site and returning its control to the Shoanti. Many people who receive cards from the Deck of Destiny believe themselves to be fated for greater things; it's the nature of the cards. Arodeth has chosen one of her apprentices, a man named Raflin Dorrum, as her pledged follower. Arodeth has seen perhaps too much of fate already, and she's willing to give up her card, The Rakshasa , more easily than others who have received them. Arodeth hasn't forgotten how she benefitted from the kindness of adventurers in the past. If the PCs also treat her with kindness and respect, she might shift in alignment from lawful evil to lawful neutral at the adventure's conclusion. Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Arodeth Source Pathfinder #190: The Choosing pg. 91 Perception +22 Languages Common, Draconic, Thassilonian Skills Acrobatics +25, Arcana +25, Diplomacy +24, Fortune-Telling Lore +27, Intimidation +24, Occultism +27, Society +25 Str +1 Dex +5 Con +1 Int +5 Wis +2 Cha +4 Items +1 glamered resilient mithral chain shirt , +2 striking darkwood staff , Material Component Pouch, greater pendant of the occult , The Rakshasa , spellbook (contains all prepared spells plus an additional 2d6 spells of the GM’s choosing) --- AC 35 Fort +20 Ref +24 Will +23 HP 255 Fated to Fail Reaction (misfortune) Trigger A creature adjacent to Arodeth rolls a hit or critical hit with a melee Strike; Effect Arodeth attempts a Fortune-Telling Lore check against the triggering creature's Will DC. On a success, the attack is reduced by one degree of success (from a hit to a miss, or a critical hit to a hit). --- Speed 25 feet Melee Single Action staff +27 (Agile, Finesse, Magical, two-hand d8), Damage 2d6+7 bludgeoning Arcane Prepared Spells DC 34, attack +26 - Cantrips (7th) Chill Touch, Daze, Electric Arc, Prestidigitation, Produce Flame - 4th Blink, Slow - 6th Chain Lightning, Disintegrate - 7th Dispel Magic, Prismatic Spray Magus Conflux Spells DC 34, 2 Focus Points - 7th Runic Impression, Spinning Staff Rituals DC 34 - 7th Legend Lore Arcane Cascade Single Action (Concentrate, Stance) Lady Arodeth can enter this stance only if her most recent action was to Cast a Spell or make a Spellstrike, but she can remain in the stance even if she no longer meets the requirements; Effect While in this stance, Arodeth can Interact or Release to change her grip on her staff as a free action when she Strikes with the staff, including Strikes made in a Spellstrike. This happens before she rolls her attack roll. She can also Interact to change her grip on the staff as a free action triggered at the end of her turn. Spellstrike Two Actions Arodeth channels a spell into a melee Strike to deliver a charged attack. She casts chill touch , disintegrate , or produce flame . The effects of the spell don't occur immediately but are imbued into her attack instead. Arodeth makes a staff Strike, which gains the arcane trait. The spell is coupled with the attack, using Arodeth's attack roll to determine the effects of both the Strike and the spell. This counts as two attacks for her multiple attack penalty, but the penalty isn't applied until after she has completed the Spellstrike. After using Spellstrike, she can't do so again until she recharges this ability as a single action, which has the concentrate trait. She also recharges her Spellstrike when she casts runic impression or spinning staff . Twisting Tree As magus. Arodeth's unique fighting style also allows her to add the finesse trait to any staff she wields in combat. ","skill_mod":{"society":25,"diplomacy":24,"arcana":25,"intimidation":24,"occultism":27,"acrobatics":25},"image":["/Images/Monsters/Arodeth.png"],"primary_source":"Pathfinder #190: The Choosing","spell":["Dispel Magic","Prismatic Spray","Chain Lightning","Disintegrate","Blink","Slow","Chill Touch","Daze","Electric Arc","Prestidigitation","Produce Flame","Runic Impression","Spinning Staff"],"ac":35,"item":["+1 glamered resilient mithral chain shirt","+2 striking darkwood staff","Material Component Pouch","greater pendant of the occult","The Rakshasa","spellbook (contains all prepared spells plus an additional 2d6 spells of the GM’s choosing)"],"level":14,"spell_dc":[34,34],"source_category":["Adventure Paths"],"resistance":{},"intelligence":5,"reflex_save":24,"strongest_save":["ref","reflex"],"fortitude_save":20,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Arodeth","alignment":"LE","rarity":"unique","strike_damage_average":[14],"attack_bonus":[27],"constitution":1,"spell_attack_bonus":[26],"will_save":23,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Fated to Fail","Arcane Cascade","Spellstrike","Twisting Tree"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Arcana","Diplomacy","Fortune-Telling Lore","Intimidation","Occultism","Society"],"tradition":["Arcane"],"summary":"Lord Garron of Cheliax was a wealthy noble and devoted follower of Aroden. Aroden's death in 4606 ar hit him doubly hard: he both lost the god he …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2555","dexterity":5,"category":"creature","slug":"creature-2555"},{"attack_bonus":[29],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":255,"language":["Common","Infernal","Varisian"],"source":["Pathfinder #190: The Choosing"],"type":"Creature","will_save":24,"charisma":5,"speed":{"max":20,"land":20},"perception":25,"wisdom":3,"weakness":{},"creature_ability":["Iron Command","Divine Ally","Smite Good"],"primary_source_group":"Stolen Fate","skill":["Athletics","Deception","Intimidation","Performance","Religion","Society"],"trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-2556","text":" Drustan, Tyrannical Chelaxian Noble In Exile Devil worshippers took control of Cheliax in the Thrune Rebellion, but diabolists are just as duplicitous with each other as they are to their enemies. Thirty years ago, when he was a child, Drustan's family was exiled from Cheliax on charges of “insufficient loyalty to her Infernal Majestrix Abrogail Thrune” and stripped of their holdings and possessions. Instead of enduring the punishment, his family fled to Molthune, taking a significant portion of their valuables and living as nobles-in-exile. Drustan's family never forsook their infernal loyalties, hoping to return to Cheliax some day after the rule of House Thrune had ended. Drustan was raised with a strong sense of familial pride and diabolism, a combination that fed his narcissism and cruelty. He was able to abuse those around him just because of his wealth, and when his parents couldn't protect him from consequences, he turned to summoning devils to enforce his will. He became well known in certain infernal circles for inspiring terror and hopelessness in others. Devils gleefully aided him, not because they hoped to acquire his soul—it was already as good as theirs, anyway— but to perpetuate the evil he was enacting in the world. When Drustan heard about the Harbingers of Fate, he was quick to join, using his family's history with the society's founder, Lord Garron, as leverage to bypass the normally lengthy process of proving oneself in the Band of Blades before ascending to the secret heart of the organization. Privately, Drustan believed that bringing back Aroden would mean that the once-dead god would owe him, and what better way to demonstrate domination over the universe than to have a god beneath your heel? Drustan played the part of a devoted, even unctuous member, rising to become one of Lady Arodeth's trusted lieutenants. When the Harbingers of Fate failed and the group disbanded, Drustan insisted he would let the past go and focus on the Band of Blades, where Arodeth badly needed him. He also agreed that, like others in the Harbingers of Fate, he would destroy his copy of the Book of 1,000 Whispers as penance and to symbolize a new beginning. This was yet another smooth lie, and he destroyed a cleverly constructed decoy of the book instead. Drustan never intended to give up his efforts to bend fate to his whim and had increasingly become obsessed with an even more ancient tool of prophecy than the book—the harrow. After selling Arodeth on a mission to Varisia to recruit fresh Blades and scout out new opportunities, Drustan used the task as a cover to delve into the mysteries of the harrow. During this time, he had his first fateful encounter with the harrower Raven Nicoletta, and from her, the efforts of the Harrowing Three to create the Deck of Destiny . He joined her and helped to found the Unmatched, then convinced Arodeth to join him in Varisia, where she and the Band of Blades took up residence in the Storval Stairs; he hoped to take command of the mercenary group to aid his true goal. Then disaster struck, and the Deck of Destiny was scattered after a failed attempt to steal the cards, leaving Drustan with the single card he managed to swipe— The Fiend —before the Unmatched were forced to flee the norns' wrath. With the Deck of Destiny scattered, Drustan scrambled to recover as many of the cards as he could before the norns reclaimed them. Upon learning that three other cards manifested among his previous allies in the Band of Blades, Drustan only grew more convinced of the divine mandate of his goal. Working with clues provided to him by Raven (who continued to seek the cards as well), he sent one of his agents to Absalom to follow up on rumors of a small concentration of cards found there while he investigated a bounty hunter in the Kodar Mountains, who Raven believed had discovered The Mountain Man . Drustan succeeded in this quest and is currently on his way back to the Storval Stairs, where he expects to meet with his agent Vharnev before attempting a coup to seize control of the Band of Blades. Drustan is a tall, striking man, with straight black hair and an arresting gaze. He accents his armor with pentagrams, spikes, and expensive furs to try to “infernally rededicate” the armor, which only creates a more terrifying look. Apart from his intimidating appearance on the battlefield, Drustan is a pleasant and talented conversationalist with a natural gift toward music. Yet, he deploys this personality only rarely, as he prefers to use his brutish minions and cunning devils to advance his plans. Campaign Use Drustan is one of the Unmatched. While he pursues one card, his agent Vharnev confronts the PCs at the start of this adventure. Drustan's confidence in his own abilities and those of his minions is a critical flaw— one that grants the PCs a chance to gather far more cards from the Deck of Destiny than him—but once he realizes his error at the end of “The Choosing,” he convinces himself that he planned this situation all along—to dupe a band of adventurers into gathering several cards so that he could take them for himself. Drustan isn't likely to survive his confrontation with the PCs in this adventure, but if he does, his wounded ego drives him to vengeance at any cost. Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Drustan Source Pathfinder #190: The Choosing pg. 93 Perception +25 Languages Common, Infernal, Varisian Skills Athletics +27, Deception +25, Intimidation +27, Performance +25, Religion +23, Society +23 Str +5 Dex +1 Con +3 Int +1 Wis +3 Cha +5 Items +2 greater striking wounding bastard sword , +1 striking composite longbow (20 arrows), +1 resilient full plate , The Fiend , The Mountain Man , potions of flying (3), moderate sturdy shield (Hardness 13, HP 104, BT 52), virtuoso musical instrument (lyre) --- AC 36 (38 with shield raised) Fort +26 Ref +22 (+25 vs. damaging effects) Will +24 HP 255 Iron Command Reaction (divine, emotion, enchantment, mental) Trigger An enemy within 15 feet damages Drustan; Effect Drustan commands the triggering enemy to kneel before him in obedience. If they dare to refuse, they must pay the price in pain and anguish. The triggering enemy and each other enemy within 15 feet of Drustan must choose one of the following options. The enemy kneels, dropping prone as a free action. The enemy refuses, and Drustan deals 4 mental damage to the enemy (the triggering enemy instead takes 4d6 mental damage and 5 persistent evil damage). Drustan also deals an additional 2 evil damage with his Strikes against the triggering enemy until the end of Drustan's next turn. --- Speed 20 feet Melee Single Action bastard sword +29 (Magical, two-hand d12), Damage 3d8+11 slashing plus 1d6 persistent bleed and 1d6 fire Champion Devotion Spells DC 31, 2 Focus Points - 7th Litany of Depravity, Touch of Corruption Divine Ally Drustan's divine ally is his bastard sword. He gains its critical specialization effect, and the weapon gains the flaming property rune. Smite Good Single Action Drustan selects one enemy he can see. Until the start of his next turn, his bastard sword Strikes against that foe deal an additional 6 evil damage. If the chosen enemy attacks Drustan before the start of his next turn, the duration extends to the end of that enemy's next turn. ","skill_mod":{"society":23,"performance":25,"deception":25,"athletics":27,"intimidation":27,"religion":23},"summary":"Devil worshippers took control of Cheliax in the Thrune Rebellion, but diabolists are just as duplicitous with each other as they are to their …","image":["/Images/Monsters/Drustan.png"],"primary_source":"Pathfinder #190: The Choosing","spell":["Litany of Depravity","Touch of Corruption"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":36,"item":["+2 greater striking wounding bastard sword","+1 striking composite longbow (20 arrows)","+1 resilient full plate","The Fiend","The Mountain Man","potions of flying (3)","moderate sturdy shield (Hardness 13, HP 104, BT 52)","virtuoso musical instrument (lyre)"],"level":14,"spell_dc":[31],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2556","intelligence":1,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":26,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Drustan","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[31],"slug":"creature-2556"},{"primary_source_category":"Adventure Paths","strength":4,"hp":255,"language":["Abyssal","Celestial","Common","Draconic","Elven","Gnomish","Varisian","<%UMR%37%%>telepathy<%END> 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","charisma":8,"perception":25,"stealth":"25","trait":["Demon","Fiend","Unique","CE","Medium"],"id":"creature-2557","text":" Fate's Prophet Recall Knowledge - Fiend (Religion): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Fate's Prophet Source Pathfinder #191: The Destiny War pg. 9 Perception +25; darkvision, true seeing Languages Abyssal, Celestial, Common, Draconic, Elven, Gnomish, Varisian; telepathy 100 feet, tongues Skills Abyss Lore +25, Acrobatics +25, Deception +30, Diplomacy +28, Intimidation +28, Religion +25, Stealth +25, Thievery +25 Str +4 Dex +5 Con +4 Int +5 Wis +5 Cha +8 Items The Demon's Lantern , +2 striking hand crossbow (10 bolts^ all poisoned with shadow essence), bejeweled belt worth 3, 000 gp --- AC 35 Fort +24 Ref +25 Will +27 +1 status to all saves vs. magic HP 255 Weaknesses cold iron 15, good 15 Rejection Vulnerability As succubi are beings of pure lust, creatures that reject their lust can metaphysically harm them. When a succubus fails a Diplomacy check to Embrace or Request, or when a creature succeeds at its save against a succubus's mental spell or ability, the succubus takes 4d6 mental damage. For one hour after causing mental damage to a succubus in this way, a creature can deal 4d6 mental damage to the succubus with a successful Demoralize incorporating its rejection. --- Speed 25 feet, fly 35 feet Melee Single Action claw +27 (Agile, Evil, Finesse, Magical), Damage 3d8+10 slashing plus 1d6 evil Ranged Single Action hand crossbow +28 (Magical), Damage 2d6 piercing plus shadow essence Divine Innate Spells DC 34 - 1st Charm (at will) - 2nd Detect Alignment (at will) - 3rd Mind Reading (at will) - 4th Dimension Door (at will), Suggestion (at will) - 5th Dimension Door - 6th Dominate - 7th Warp Mind - Constant (7th) Tongues, True Seeing Divine Rituals DC 34 - 1st Abyssal Pact Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The succubus can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). Grab Attention Single Action (Attack) Fate's Prophet attempts to Grapple a creature using Deception instead of Athletics. If the creature is willing, she grapples it automatically. Passionate Kiss Single Action (Divine, Emotion, Enchantment, Mental) Frequency Once per round. Effect The succubus engages a creature they have grabbed in an embrace or other act of passion to drain its vital essence. The kiss makes the creature drained 1 or increases its drained condition by 1, to a maximum of 4. The creature takes 5d6 negative damage and the succubus regains Hit Points equal to the damage dealt. The target must succeed at a DC 34 Will save or be affected by a suggestion to submit to more actions of passion rather than trying to Escape. ","skill_mod":{"diplomacy":28,"deception":30,"thievery":25,"stealth":25,"intimidation":28,"acrobatics":25,"religion":25},"primary_source":"Pathfinder #191: The Destiny War","spell":["Warp Mind","Dominate","Dimension Door","Suggestion","Mind Reading","Detect Alignment","Charm","Tongues","True Seeing"],"ac":35,"item":["The Demon's Lantern","+2 striking hand crossbow (10 bolts^ all poisoned with shadow essence )","bejeweled belt worth 3","000 gp"],"level":14,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":5,"reflex_save":25,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":24,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Fate's Prophet","alignment":"CE","rarity":"unique","strike_damage_average":[7,27],"attack_bonus":[27,28],"constitution":4,"will_save":27,"speed":{"fly":35,"max":35,"land":25},"wisdom":5,"weakness":{"cold_iron":15,"good":15},"creature_ability":["Rejection Vulnerability","Change Shape","Grab Attention","Passionate Kiss"],"primary_source_group":"Stolen Fate","skill":["Abyss Lore","Acrobatics","Deception","Diplomacy","Intimidation","Religion","Stealth","Thievery"],"tradition":["Divine"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2557","dexterity":5,"category":"creature","slug":"creature-2557"},{"attack_bonus":[27,30],"constitution":4,"primary_source_category":"Adventure Paths","strength":8,"hp":240,"language":["Abyssal"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","will_save":22,"charisma":0,"speed":{"fly":30,"max":30,"land":30},"perception":24,"wisdom":4,"weakness":{},"creature_ability":["Abyssal Link","Gatewarper Aura","Link Collapse","Corrupted Radiant Blast","Corrupted Radiant Blow"],"primary_source_group":"Stolen Fate","skill":["Abyss Lore","Arcana","Athletics","Occultism"],"trait":["Construct","Unique","CE","Gargantuan"],"id":"creature-2558","text":" Demongate Colossus Recall Knowledge - Construct (Arcana, Crafting): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Demongate Colossus Source Pathfinder #191: The Destiny War pg. 12 Perception +24; darkvision Languages Abyssal Skills Abyss Lore +27, Arcana +25, Athletics +26, Occultism +25 Str +8 Dex +5 Con +4 Int +5 Wis +4 Cha +0 --- AC 35 Fort +27 Ref +25 Will +22 HP 240 Immunities bleed, death effects, disease, doomed, drained, fatigued, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances mental 15, physical 10 (except adamantine) Abyssal Link The Demongate Colossus is built around a seething, churning mass of Abyssal energy that looks like a sphere of electrified red mist encompassing a single floating harrow card at its center— The Survivor . The Abyssal link is obscured until the Demongate Colossus is reduced to fewer than 120 Hit Points, at which point glimpses of it become visible through tears and holes in its leathery “flesh.” The potent magic drawn from this card, combined with the radiant warden's gatewarper aura, is what allowed the Prince of Wolves to invade Harrow Court. Once the Abyssal link is revealed, a character can attempt to counter the Abyssal link with a dispel magic (7th level; counteract DC 34), or can attempt to Steal the card with a DC 35 Thievery (master) check (on a failure, a thief attempting to Steal the card takes 5d10 chaotic and 5d10 evil damage—this damage is doubled on a critical failure). Either success causes a link collapse (see below). Gatewarper Aura (abjuration, aura, occult) 60 feet. A creature that uses a teleportation ability within the aura's emanation or enters the emanation via a teleportation ability must succeed at a DC 31 Fortitude save or become drained 1 (drained 2 on a critical failure) as its body warps and distorts painfully, and have its destination changed to a point of the radiant warden's choosing within the emanation. Link Collapse If the Demongate Colossus is destroyed or its belly portal is deactivated, demons that used the colossus's portal within a 40-foot emanation take 7d10 good damage (basic DC 30 Fortitude save). A creature that takes full or double damage is enfeebled 2 for 1 minute. If the Demongate Colossus is still active when it suffers a link collapse, it becomes stunned 3 and loses its gatewarper aura. --- Speed 30 feet, fly 30 feet Melee Single Action hammer +30 (Magical, reach 15 feet, Shove), Damage 3d8+14 bludgeoning plus corrupted radiant blow Melee Single Action corrupted radiant beam +27 (Magical, range 15 feet), Damage 3d6 force plus 3d6 evil Occult Innate Spells DC 34 - 5th Dimension Door (at will) - 6th Collective Transposition - 7th Dimensional Lock, Prismatic Spray Corrupted Radiant Blast Two Actions (Evil, Evocation, Force, Occult) The Demongate Colossus releases a 50-foot cone of crimson energy that deals 4d12 force damage and 4d12 evil damage (DC 34 basic Reflex save). The Demongate Colossus can't use Corrupted Radiant Blast again for 1d4 rounds. Corrupted Radiant Blow (Evil) When a non-evil creature is hit by the Demongate Colossus's hammer Strike, a red flash of Abyssal energy attempts to infuse the target with evil. The creature must attempt a DC 34 Will save; on a failure, the creature can't use any teleportation effects for 1 minute. On a critical failure, the creature is also enfeebled 2. ","tradition":["Occult"],"skill_mod":{"arcana":25,"athletics":26,"occultism":25},"primary_source":"Pathfinder #191: The Destiny War","spell":["Dimensional Lock","Prismatic Spray","Collective Transposition","Dimension Door"],"trait_group":["Creature Type","Rarity"],"ac":35,"level":14,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"mental":15,"physical":10},"url":"/Monsters.aspx?ID=2558","intelligence":5,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":27,"source_group":["Stolen Fate"],"size":["Gargantuan"],"spoilers":"Stolen Fate","name":"Demongate Colossus","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[21,27],"slug":"creature-2558"},{"primary_source_category":"Adventure Paths","strength":4,"hp":200,"language":["<%UMR%37%%>telepathy<%END> 100 feet, universal language"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","charisma":7,"perception":18,"school":"illusion","stealth":"20","trait":["Illusion","Mental","Rare","CE","Large"],"id":"creature-2559","text":" The Shadow Prince The Shadow Prince Source Pathfinder #191: The Destiny War pg. 13 Perception +18; darkvision Languages telepathy 100 feet, universal language Skills Deception +22, Intimidation +24, Occultism +21, Society +21, Stealth +20 Str +4 Dex +5 Con +4 Int +2 Wis +3 Cha +7 Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 28. Universal Language Anything spoken by the Shadow Prince is perceived by the listener in its native language. Urban Legend A brainchild is sustained only by the reputation that precedes them. Mindless creatures are immune to a brainchild and can't perceive them. The brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability. A creature can Seek or Sense Motive (against the brainchild's Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to divinations, the brainchild chooses one to have. Tremorsense (imprecise) 100 feet Immunity to one damage type, magic school, or condition Weakness 10 to one damage type other than mental Resistance 10 to physical damage, with an exception for either cold iron or silver Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 28 1d6 Extra Damage on Strikes, of a type one foe believes in Additional Spells phantom pain and shadow blast at 6th level The Shadow Prince's illusory abilities granted by its urban legend include its immunity to emotion effects, its resistance to physical damage, its frightful presence, and the persistent bleed caused by its melee Strikes. --- AC 30 Fort +21 Ref +22 Will +18 HP 200 Immunities death effects, detection, diseased, doomed, emotion effects, necromancy, scrying Weaknesses mental 10 --- Speed 30 feet, fly 30 feet Melee Single Action illusory weapon +24 (Illusion, Mental, Occult), Damage 4d6+10 mental plus 1d6 persistent bleed Occult Innate Spells DC 30 - Cantrips (5th) Shield, Telekinetic Projectile - 4th Dimension Door (×2) - 5th Phantasmal Killer (×3)\n","skill_mod":{"society":21,"deception":22,"stealth":20,"intimidation":24,"occultism":21},"primary_source":"Pathfinder #191: The Destiny War","spell":["Phantasmal Killer","Dimension Door","Shield","Telekinetic Projectile"],"ac":30,"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":22,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":21,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"The Shadow Prince","alignment":"CE","rarity":"rare","strike_damage_average":[27],"attack_bonus":[24],"constitution":4,"immunity":["death effects","detection","diseased","doomed","emotion effects","necromancy","scrying"],"will_save":18,"speed":{"fly":30,"max":30,"land":30},"wisdom":3,"weakness":{"mental":10},"creature_ability":["Frightful Presence","Universal Language","Urban Legend"],"primary_source_group":"Stolen Fate","skill":["Deception","Intimidation","Occultism","Society","Stealth"],"tradition":["Occult"],"trait_group":["School","Monster","Mechanics","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2559","dexterity":5,"category":"creature","slug":"creature-2559"},{"attack_bonus":[27],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":235,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","magic (see Golem Antimagic below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","creature_family":"Golem","will_save":18,"charisma":-5,"speed":{"max":25,"land":25},"perception":19,"wisdom":0,"weakness":{},"creature_ability":["Golem Antimagic","Vulnerable to Shatter","Spell Reflection","Dazzling Brilliance"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Stealth"],"stealth":"23","trait":["Construct","Golem","Mindless","Rare","N","Large"],"id":"creature-2560","text":" Crystal Sentinel Recall Knowledge - Construct (Arcana, Crafting): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Crystal Sentinel Source Pathfinder #191: The Destiny War pg. 23 Perception +19; darkvision Languages Skills Acrobatics +23, Athletics +27, Stealth +23 Str +8 Dex +4 Con +5 Int -5 Wis +0 Cha -5 --- AC 34 Fort +24 Ref +22 Will +18 HP 235 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see Golem Antimagic below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 15 (except adamantine or bludgeoning) Golem Antimagic harmed by sonic (6d10, 2d8 from areas or persistent damage); healed by fire (area 2d10 HP); slowed by cold Vulnerable to Shatter A crystal sentinel is affected by the shatter spell as though it were an unattended object. Spell Reflection Reaction (abjuration, arcane) Trigger The crystal golem is targeted by a spell Effect The glass golem positions its magical, reflective surfaces to turn the spell back on the caster. It tries to counteract the spell by attempting an Acrobatics check for its counteract check. If it successfully counteracts the spell, the effect is turned back on the caster. --- Speed 25 feet Melee Single Action bladed limb +27 (Agile, Magical, versatile P), Damage 3d6+14 slashing plus 1d6 bleed Dazzling Brilliance (Evocation, Light, Visual) The crystal sentinel creates waves of scintillating luminosity that cast bright light in a 120-foot emanation (and dim light for the next 120 feet). The light lasts until the start of the crystal sentinel's next turn, after which the crystal sentinel can't use Dazzling Brilliance for 1d4 rounds. A creature caught within the bright light or that enters the bright light must attempt a DC 33 Will save. Success The creature is unaffected. Failure The creature is dazzled for 1 round. Critical Failure The creature is blinded for 1 round, and then dazzled for an additional 4 rounds. While the creature remains dazzled, it's also confused (this additional effect has the emotion and mental traits). ","skill_mod":{"stealth":23,"athletics":27,"acrobatics":23},"primary_source":"Pathfinder #191: The Destiny War","trait_group":["Creature Type","Monster","Rarity"],"ac":34,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=2560","intelligence":-5,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":24,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"Crystal Sentinel","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[28],"slug":"creature-2560"},{"primary_source_category":"Adventure Paths","strength":0,"hp":290,"language":["Aklo","Common","Daemonic","Draconic","Mwangi","Necril","Osiriani","Undercommon"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","charisma":5,"perception":26,"stealth":"27","trait":["Undead","Unique","NE","Medium"],"id":"creature-2561","text":" Trexima Butoi Recall Knowledge - Undead (Religion): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Trexima Butoi Source Pathfinder #191: The Destiny War pg. 28 Perception +26; darkvision Languages Aklo, Common, Daemonic, Draconic, Mwangi, Necril, Osiriani, Undercommon Skills Arcana +31, Crafting +29, Deception +29, Intimidation +27, Nature +27, Stealth +27 Str +0 Dex +5 Con +4 Int +7 Wis +5 Cha +5 Items greater staff of necromancy , The Tangled Briar , wand of necrotize (7th level) --- AC 37 Fort +25 Ref +28 Will +30 +1 status to all saves vs. positive HP 290 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 15, physical 15 (except magic bludgeoning) --- Speed 25 feet Melee Single Action staff +23 (Magical, two-hand d8), Damage 1d4+6 bludgeoning Melee Single Action hand +30 (Finesse, Magical), Damage 5d8 negative plus paralyzing touch Arcane Prepared Spells DC 37, attack +29 - Cantrips (8th) Detect Magic, Mage Hand, Message, Ray of Frost, Shield - 1st Fear, Fleet Step, Ray of Enfeeblement - 2nd Mirror Image, Resist Energy, See Invisibility - 3rd Magic Missile, Paralyze, Stinking Cloud - 4th Dimension Door (×2), Freedom of Movement - 5th Grim Tendrils, Illusory Object, Wall of Ice - 6th Cloudkill, Mislead, Purple Worm Sting - 7th Eclipse Burst, Fly, Spell Turning - 8th Dispel Magic, Horrid Wilting, Polar Ray Rituals - 2nd Create Undead Drain Soul Cage Free Action Frequency once per day; Effect The lich taps into its soul cage's power to cast any arcane spell up to the highest level the lich can cast, even if the spell being cast is not one of the lich's prepared spells. The lich's soul cage doesn't need to be present for the lich to use this ability. Siphon Life Reaction (Necromancy) Trigger Trexima deals damage with his hand Strike; Effect Trexima regains Hit Points equal to half the damage dealt. Steady Spellcasting If a reaction would disrupt Trexima's spellcasting action, he attempts a DC 15 flat check. On a success, the action isn't disrupted. ","skill_mod":{"deception":29,"nature":27,"crafting":29,"stealth":27,"arcana":31,"intimidation":27},"primary_source":"Pathfinder #191: The Destiny War","spell":["Dispel Magic","Horrid Wilting","Polar Ray","Eclipse Burst","Fly","Spell Turning","Cloudkill","Mislead","Purple Worm Sting","Grim Tendrils","Illusory Object","Wall of Ice","Dimension Door","Freedom of Movement","Magic Missile","Paralyze","Stinking Cloud","Mirror Image","Resist Energy","See Invisibility","Fear","Fleet Step","Ray of Enfeeblement","Detect Magic","Mage Hand","Message","Ray of Frost","Shield"],"ac":37,"item":["greater staff of necromancy","The Tangled Briar","wand of necrotize (7th level)"],"level":16,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"cold":15,"physical":15},"intelligence":7,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Trexima Butoi","alignment":"NE","rarity":"unique","strike_damage_average":[8,22],"attack_bonus":[23,30],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[29],"will_save":30,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Drain Soul Cage","Siphon Life","Steady Spellcasting"],"primary_source_group":"Stolen Fate","skill":["Arcana","Crafting","Deception","Intimidation","Nature","Stealth"],"tradition":["Arcane"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2561","dexterity":5,"category":"creature","slug":"creature-2561"},{"attack_bonus":[27,27,27],"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":260,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","creature_family":"Mummy","will_save":24,"charisma":0,"speed":{"max":35,"land":25,"swim":35},"perception":24,"wisdom":5,"weakness":{"fire":15},"creature_ability":["Despair","Attack of Opportunity","Ignite Oil","Oil Rot","Tentacle Stab","Water Glide"],"primary_source_group":"Stolen Fate","skill":["Athletics"],"trait":["Mummy","Rare","Undead","NE","Large"],"id":"creature-2562","text":" Quoppopak Mummy Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Quoppopak Mummy Source Pathfinder #191: The Destiny War pg. 34 Perception +24; darkvision Languages Skills Athletics +27 Str +8 Dex +2 Con +6 Int -2 Wis +5 Cha +0 --- AC 32 Fort +26 Ref +21 Will +24 HP 260 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses fire 15 Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 1 while in a mummy's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 30 Will save (after taking the penalty from being frightened) or be paralyzed for 1 round. The creature is then temporarily immune for 24 hours. Attack of Opportunity Reaction Tentacle only. --- Speed 10 feet, swim 35 feet, water glide 25 feet Melee Single Action beak +27 (reach 10 feet), Damage 3d10+14 piercing plus oil rot Melee Single Action tentacle +27 (Agile, reach 15 feet), Damage 3d8+14 bludgeoning plus Grab and oil rot Melee Single Action ventral tube +27 (reach 10 feet), Damage 3d6+14 slashing plus 1d6 persistent bleed and oil rot Ignite Oil Free Action Trigger The quoppopak mummy takes fire damage while it is above water; Effect The oil coating the mummy ignites. This fire does no additional damage to the mummy but does cause its melee Strikes to inflict an additional 1d6 fire damage. At the end of its turn, the mummy attempts a DC 10 flat check; on a success, the fire goes out. The fire also goes out immediately if the mummy submerges in water. Oil Rot (Curse, Disease, Divine, Necromancy) This disease and any damage from it can't be healed until this curse is removed. As the disease progresses, the creature's flesh grows leathery, while a foul-smelling oily layer spreads from painful splits in the dried skin. A creature killed by oil rot melts into a puddle of foul-smelling oil and can be resurrected only by a 7th-level resurrect ritual or similar magic; Saving Throw DC 33 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 10d6 negative damage and clumsy 2 (1 day) Tentacle Stab Single Action Frequency once per round; Effect The quoppopak makes two tentacle Strikes against the same creature. These Strikes deal piercing damage instead of bludgeoning, and the quoppopak can't Grab with them. Its multiple attack penalty doesn't increase until after both attacks. Water Glide The quoppopak can stand and move on the surface of water or other liquids without falling through. It can go underwater if it wishes, but it must Swim to do so. ","skill_mod":{"athletics":27},"primary_source":"Pathfinder #191: The Destiny War","trait_group":["Monster","Rarity","Creature Type"],"ac":32,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2562","intelligence":-2,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":26,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"Quoppopak Mummy","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[27,28,30],"slug":"creature-2562"},{"primary_source_category":"Adventure Paths","strength":7,"hp":250,"language":["Abyssal","Aquan","Common","Necril","Shadowtongue"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","charisma":5,"perception":29,"stealth":"29","trait":["Undead","Unique","NE","Large"],"id":"creature-2563","text":" Markish Aghayarea Recall Knowledge - Undead (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Markish Aghayarea Source Pathfinder #191: The Destiny War pg. 37 Perception +29; darkvision, detect alignment , detect magic , wavesense (imprecise) 60 feet Languages Abyssal, Aquan, Common, Necril, Shadowtongue Skills Arcana +29, Athletics +28, Deception +28, Intimidation +30, Occultism +29, Society +27, Stealth +29 Str +7 Dex +4 Con +5 Int +6 Wis +4 Cha +5 Items The Beating , jewelry worth 2, 000 gp, +2 greater striking shock thundering trident --- AC 37 Fort +28 Ref +25 Will +27 +1 status to all saves vs. magic HP 250 (negative healing) Immunities death effects, disease, paralyzed, poison, spell deflection, unconscious Resistances fire 15 Spell Deflection (abjuration, divine) A spellcaster who targets a devourer with a mental spell, banishment , bind soul , divine decree , divine wrath , possession , spirit blast , or spirit song can attempt a counteract check to free a soul the devourer has trapped with Devour Soul. If this counteract attempt succeeds, the trapped soul is released (though the creature remains dead), and the devourer can't use any soul charges from that creature. Devourers are otherwise immune to these spells. Vortex (aura, water) 40 feet. Water in the aura that is also in the same body of water as the marid is difficult terrain for Swimming creatures. Creatures with the water trait are immune. --- Speed 30 feet, fly 30 feet, swim 40 feet Melee Single Action trident +30 (Magical, thrown 20 feet), Damage 3d8+15 piercing plus 1d6 electricity and 1d6 sonic Melee Single Action claw +28 (Agile, reach 10 feet), Damage 3d8+15 slashing plus drain life Arcane Innate Spells DC 36, attack +29 - 6th Blur, Hydraulic Push (at will), Illusory Object, Solid Fog - 7th Cone of Cold (at will), Control Water (at will), Plane Shift (at will; to Astral Plane; Elemental Planes; or Material Plane only) - 8th Hallucinatory Terrain, Hydraulic Torrent, Illusory Creature (×2) - Constant (8th) Detect Magic, Detect Alignment (evil or good only) Occult Innate Spells DC 36, see Soul Spells below - 1st Harm - 2nd Death Knell - 3rd Bind Undead, Paralyze - 4th Confusion, Suggestion - 6th Feeblemind, True Seeing - 7th Warp Mind - 8th Maze Rituals - 2nd Create Undead Devour Soul Two Actions (Death, Divine, Necromancy) Markish touches a creature within reach, dealing 12d6 negative damage (DC 36 basic Fortitude save). If a creature is slain by this ability, the creature's soul becomes trapped within Markish. While its soul is trapped, a creature can't be resurrected except by powerful magic such as a wish spell. Destroying Markish or successfully counteracting Devour Soul (see Spell Deflection) releases the soul. Markish can hold only one soul at a time. A soul has 5 soul charges per level of the originating creature (see Soul Spells below). The devourer can expend these charges to cast spells. If the soul is freed and the creature returns to life, the creature is drained 1 for every 5 soul charges expended. If reduced to 0 soul charges, the soul is consumed and can be restored to life only by wish or similar magic. Drain Life (Divine, Necromancy) When Markish damages a living creature with his claw Strike, he gains 15 temporary Hit Points and the creature must succeed at a DC 36 Fortitude save or become drained 1. Further damage Markish deals increases the condition value by 1 on a failed save, to a maximum of drained 4. Grant Wish Three Actions (Arcane, Divination) Frequency 3 times per year; Effect Markish casts wish as an arcane spell to grant a wish to a mortal or undead creature (excluding himself), but he does his best to warp the effects of the wish to cause suffering or interprets the wish's wording in a way to torment the one who asks for it. Rush of Shadows Two Actions (Arcane, Necromancy, Water) Markish releases a jet of shadowy water in a 60-foot line, dealing 9d6 bludgeoning damage and 6d6 negative damage (DC 36 basic Reflex save). A creature who critically fails its save is also pushed 10 feet (20 feet on a critical failure) and is enfeebled 1 (enfeebled 2 on a critical failure). Markish can't use Rush of Shadows for 1d4 rounds. Soul Spells To cast occult innate spells, Markish must expend a number of soul charges equal to the spell's level. He can heighten any occult spell to a maximum of 8th level by expending more charges as he Casts the Spell. Markish starts this combat with a trapped soul that has 16 soul charges. ","skill_mod":{"society":27,"deception":28,"stealth":29,"arcana":29,"athletics":28,"intimidation":30,"occultism":29},"primary_source":"Pathfinder #191: The Destiny War","spell":["Hallucinatory Terrain","Hydraulic Torrent","Illusory Creature","Cone of Cold","Control Water","Plane Shift","Blur","Hydraulic Push","Illusory Object","Solid Fog","Detect Magic","Detect Alignment","Maze","Warp Mind","Feeblemind","True Seeing","Confusion","Suggestion","Bind Undead","Paralyze","Death Knell","Harm"],"ac":37,"item":["The Beating","jewelry worth 2","000 gp","+2 greater striking shock thundering trident"],"level":15,"spell_dc":[36,36],"source_category":["Adventure Paths"],"sense":" darkvision , detect alignment , detect magic , wavesense (imprecise) 60 feet","resistance":{"fire":15},"intelligence":6,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":28,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"Markish Aghayarea","alignment":"NE","rarity":"unique","strike_damage_average":[28,35],"attack_bonus":[28,30],"constitution":5,"immunity":["death effects","disease","paralyzed","poison","spell deflection","unconscious"],"spell_attack_bonus":[29],"will_save":27,"speed":{"fly":30,"max":40,"land":30,"swim":40},"wisdom":4,"weakness":{},"creature_ability":["Spell Deflection","Devour Soul","Drain Life","Grant Wish","Rush of Shadows","Soul Spells"],"primary_source_group":"Stolen Fate","skill":["Arcana","Athletics","Deception","Intimidation","Occultism","Society","Stealth"],"tradition":["Arcane","Occult"],"trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2563","dexterity":4,"category":"creature","slug":"creature-2563"},{"primary_source_category":"Adventure Paths","strength":4,"hp":235,"language":["Abyssal","Undercommon"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","charisma":5,"perception":25,"stealth":"24","trait":["Humanoid","Unique","CE","Medium"],"id":"creature-2564","text":" Xiuli Cachu Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Xiuli Cachu Source Pathfinder #191: The Destiny War pg. 40 Perception +25; darkvision Languages Abyssal, Undercommon Skills Acrobatics +24, Athletics +23, Religion +27, Stealth +24, Survival +25 Str +4 Dex +5 Con +5 Int +2 Wis +6 Cha +5 Items bone symbol of Lamashtu, +1 striking wounding falchion , The Lost, Material Component Pouch, +1 resilient studded leather armor --- AC 34 Fort +24 Ref +22 Will +25 +2 status to all saves vs. disease and poison HP 235 Resistances mental 13 --- Speed 30 feet, climb 20 feet Melee Single Action falchion +24 (Forceful, Magical, Sweep), Damage 2d10+10 slashing Melee Single Action jaws +25 (Agile), Damage 3d4+10 piercing Divine Innate Spells DC 33 - 4th Confusion Divine Prepared Spells DC 33, attack +25 - Cantrips (7th) Bullhorn, Chill Touch, Detect Magic, Read Aura, Shield - 1st Bane, Protection, Sanctuary - 2nd Darkness, Death Knell, See Invisibility - 3rd Blindness, Heal, Vampiric Touch - 4th Air Walk, Divine Wrath, Outcast's Curse - 5th Drop Dead, Heal, Shadow Blast - 6th Dispel Magic, Heal, Repulsion - 7th Divine Vessel, Harm (×4), Regenerate Cleric Domain Spells DC 33, 2 Focus Points - 7th Shared Nightmare, Waking Nightmare Instinctual Tinker Two Actions The morlock tinkers with an adjacent construct or mechanical hazard. They attempt a Crafting check against the construct's or hazard's Fortitude DC. The morlock can't succeed if the target's level is more than double the morlock's. Critical Success The target gains 4d6 HP and a +1 circumstance bonus to attack rolls for 1 minute. Success The target gains 2d6 HP. Critical Failure The morlock injures itself, taking 2d6 damage (typically bludgeoning, piercing, or slashing, but potentially a different type at the GM's discretion). Frenetic Casting Two Actions Xiuli Strides up to her speed. At any point during her movement, Xiuli can Cast a Spell that normally takes two actions or fewer to cast. Sneak Attack Xiuli deals an additional 3d6 precision damage to flat-footed creatures. Swarming Stance A morlock can share the same space as another morlock, but no more than two morlocks can occupy the same space. When morlocks share the same space, they gain a +1 circumstance bonus to attack rolls. ","skill_mod":{"survival":25,"stealth":24,"athletics":23,"acrobatics":24,"religion":27},"primary_source":"Pathfinder #191: The Destiny War","spell":["Confusion","Divine Vessel","Harm","Regenerate","Dispel Magic","Heal","Repulsion","Drop Dead","Shadow Blast","Air Walk","Divine Wrath","Outcast's Curse","Blindness","Vampiric Touch","Darkness","Death Knell","See Invisibility","Bane","Protection","Sanctuary","Bullhorn","Chill Touch","Detect Magic","Read Aura","Shield","Shared Nightmare","Waking Nightmare"],"ac":34,"item":["bone symbol of Lamashtu","+1 striking wounding falchion","The Lost","Material Component Pouch","+1 resilient studded leather armor"],"level":13,"spell_dc":[33,33,33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"mental":13},"intelligence":2,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":24,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Xiuli Cachu","alignment":"CE","rarity":"unique","strike_damage_average":[17,21],"attack_bonus":[24,25],"constitution":5,"spell_attack_bonus":[25],"will_save":25,"speed":{"climb":20,"max":30,"land":30},"wisdom":6,"weakness":{},"creature_ability":["Instinctual Tinker","Frenetic Casting","Sneak Attack","Swarming Stance"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Religion","Stealth","Survival"],"tradition":["Divine"],"trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2564","dexterity":5,"category":"creature","slug":"creature-2564"},{"attack_bonus":[24,24],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":195,"language":["Common","Draconic","Terran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","creature_family":"Elemental, Earth","will_save":22,"charisma":0,"speed":{"max":20,"land":20,"burrow":20},"perception":20,"wisdom":5,"weakness":{"bludgeoning":10,"sonic":10},"creature_ability":["Claw Frenzy","Crystal Corruption","Crystal Splinter","Earth Glide"],"primary_source_group":"Stolen Fate","skill":["Athletics","Geology Lore","Stealth","Survival"],"stealth":"22","trait":["Earth","Elemental","Rare","N","Medium"],"id":"creature-2565","text":" Crystalline Sentinel Recall Knowledge - Elemental (Arcana, Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Crystalline Sentinel Source Pathfinder #191: The Destiny War pg. 42 Perception +20; darkvision, tremorsense (imprecise) 60 feet Languages Common, Draconic, Terran Skills Athletics +22, Geology Lore +19, Stealth +22, Survival +22 Str +7 Dex +3 Con +5 Int +0 Wis +5 Cha +0 --- AC 30 all-around vision Fort +22 Ref +18 Will +22 HP 195 Immunities bleed, paralyzed, poison, sleep Resistances cold 10, electricity 10, fire 10 Weaknesses bludgeoning 10, sonic 10 --- Speed 20 feet, burrow 20 feet; earth glide Melee Single Action jaw +24 (deadly d10), Damage 2d12+13 piercing plus crystal corruption Melee Single Action claw +24 (Agile), Damage 2d8+13 slashing plus crystal corruption Claw Frenzy Two Actions The xorn makes three claw Strikes; no more than two can be against the same target. These attacks count toward the xorn's multiple attack penalty, but the penalty doesn't increase until after all the attacks have been made. Crystal Corruption (Arcane, Curse, Incapacitation, Transmutation) Creatures afflicted by this curse slowly turn to solid crystal. This affliction's sickened, slowed, and paralyzed conditions can't be removed until the affliction itself is removed. Creatures with both the earth and elemental traits instead become carriers and suffer no ill effects aside from gaining the weakness to sonic. Saving Throw DC 30 Fortitude; Stage 1 sickened 1 (1 hour); Stage 2 weakness 5 to sonic and sickened 1 (1 day); Stage 3 weakness 5 to sonic and slowed 1 (1 day); Stage 4 weakness 10 to sonic and paralyzed (1 day); Stage 5 weakness 10 to sonic, and the creature is permanently petrified. Crystal Splinter On a critical hit with a claw Strike, the crystalline sentinel inflicts 2d6 persistent bleed damage. Earth Glide The xorn can Burrow through any earthen matter, including rock. When it does so, the xorn moves at its full burrow Speed, leaving no tunnels or signs of its passing. ","element":["Earth"],"skill_mod":{"survival":22,"stealth":22,"athletics":22},"primary_source":"Pathfinder #191: The Destiny War","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"ac":30,"level":11,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=2565","intelligence":0,"reflex_save":18,"strongest_save":["fort","fortitude","will"],"dexterity":3,"vision":"Darkvision","fortitude_save":22,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Crystalline Sentinel","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[22,26],"slug":"creature-2565"},{"attack_bonus":[26,26],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":240,"language":["Common","Draconic","Terran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","will_save":22,"charisma":6,"speed":{"max":20,"land":20,"burrow":20},"perception":24,"wisdom":5,"weakness":{"bludgeoning":15,"sonic":15},"creature_ability":["Claw Frenzy","Crystal Corruption","Earth Glide","Sneak Attack"],"primary_source_group":"Stolen Fate","skill":["Athletics","Geology Lore","Stealth","Survival"],"stealth":"24","trait":["Earth","Elemental","Unique","NE","Large"],"id":"creature-2566","text":" Arzuu Recall Knowledge - Elemental (Arcana, Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Arzuu Source Pathfinder #191: The Destiny War pg. 42 Perception +24; darkvision, tremorsense (imprecise) 60 feet Languages Common, Draconic, Terran Skills Athletics +26, Geology Lore +25, Stealth +24, Survival +24 Str +7 Dex +5 Con +6 Int +4 Wis +5 Cha +6 --- AC 34 all-around vision Fort +25 Ref +24 Will +22 HP 240 Immunities bleed, paralyzed, poison, sleep Resistances cold 15, electricity 15, fire 15 Weaknesses bludgeoning 15, sonic 15 --- Speed 20 feet, burrow 20 feet; earth glide Melee Single Action jaw +26 (deadly d10), Damage 3d10+13 piercing plus crystal corruption Melee Single Action claw +26 (Agile), Damage 3d6+13 slashing plus crystal corruption Claw Frenzy Two Actions The xorn makes three claw Strikes; no more than two can be against the same target. These attacks count toward the xorn's multiple attack penalty, but the penalty doesn't increase until after all the attacks have been made. Crystal Corruption (Arcane, Curse, Incapacitation, Transmutation) Creatures afflicted by this curse slowly turn to solid crystal. This affliction's sickened, slowed, and paralyzed conditions can't be removed until the affliction itself is removed. Creatures with both the earth and elemental traits instead become carriers and suffer no ill effects aside from gaining the weakness to sonic. Saving Throw DC 33 Fortitude; Stage 1 sickened 1 (1 hour); Stage 2 weakness 5 to sonic and sickened 1 (1 day); Stage 3 weakness 5 to sonic and slowed 1 (1 day); Stage 4 weakness 10 to sonic and paralyzed (1 day); Stage 5 weakness 10 to sonic, and the creature is permanently petrified. Earth Glide The xorn can Burrow through any earthen matter, including rock. When it does so, the xorn moves at its full burrow Speed, leaving no tunnels or signs of its passing. Sneak Attack Arzuu deals an additional 1d6 precision damage to flat-footed creatures. ","element":["Earth"],"skill_mod":{"survival":24,"stealth":24,"athletics":26},"primary_source":"Pathfinder #191: The Destiny War","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"ac":34,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{"fire":15,"cold":15,"electricity":15},"url":"/Monsters.aspx?ID=2566","intelligence":4,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":25,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"Arzuu","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[23,29],"slug":"creature-2566"},{"primary_source_category":"Adventure Paths","strength":9,"hp":335,"language":["Auran","Common","Draconic","Infernal","Jotun","Mwangi","Terran"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","charisma":8,"perception":32,"stealth":"32","trait":["Dragon","Earth","Elemental","Unique","LE","Gargantuan"],"id":"creature-2567","text":" Vehanezhad Recall Knowledge - Dragon (Arcana): DC 48 Recall Knowledge - Elemental (Arcana, Nature): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Vehanezhad Source Pathfinder #191: The Destiny War pg. 44 Perception +32; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet Languages Auran, Common, Draconic, Infernal, Jotun, Mwangi, Terran Skills Acrobatics +32, Arcana +32, Deception +34, Diplomacy +34, Intimidation +34, Society +32, Stealth +32, Survival +30 Str +9 Dex +6 Con +7 Int +6 Wis +6 Cha +8 --- AC 42 Fort +33 Ref +30 Will +30 +1 status to all saves vs. magic HP 335 Immunities paralyzed, sleep Weaknesses sonic 15 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 37 Scintillating Aura (arcane, aura, evocation, incapacitation, visual) 30 feet. A swirling vortex of reflected color and light shimmers around the crystal dragon. Creatures in this aura's emanation are dazzled. Each creature that ends its turn in the emanation must succeed at a DC 37 Will saving throw or be stunned 1 (or stunned 3 on a critical failure). Once a creature succeeds at this save, it is temporarily immune to the stunning effect for 1 minute. The crystal dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose not to affect allies. Reflect Spell Reaction Trigger Vehanezhad is targeted by a ranged spell attack roll Effect Vehanezhad adjusts a wing and gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the spell reflects at the caster, who must roll a second ranged spell attack roll against their own AC to determine if the spell hits them instead. Twisting Tail Reaction Trigger A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using Effect The dragon makes a tail Strike at the creature with a –2 penalty. If it hits, the dragon disrupts the creature's action. --- Speed 60 feet, burrow 40 feet, fly 140 feet Melee Single Action jaws +35 (Magical, reach 20 feet), Damage 3d8+17 slashing plus 4d6 piercing plus crystal corruption Melee Single Action claw +35 (Agile, Magical, reach 15 feet), Damage 3d10+17 slashing plus crystal corruption Melee Single Action tail +33 (Magical, reach 25 feet), Damage 2d12+17 bludgeoning plus crystal corruption Arcane Innate Spells DC 43 - Cantrips (8th) Ghost Sound - 1st Create Water - 7th Project Image - 8th Hallucinatory Terrain (at will), Ventriloquism (at will) - 9th Illusory Creature (at will), Illusory Object (at will) Breath Weapon Two Actions (Evocation, Primal) Vehanezhad breathes a flurry of piercing crystals that deals 19d6 piercing damage in a 60-foot cone (DC 40 basic Reflex save). A creature who takes damage from this breath weapon is exposed to crystal corruption. Vehanezhad can't use Breath Weapon again for 1d4 rounds. Crystal Corruption (Arcane, Curse, Incapacitation, Transmutation) Creatures afflicted by this curse slowly turn to solid crystal. This affliction's sickened, slowed, and paralyzed conditions can't be removed until the affliction itself is removed. Creatures with both the earth and elemental traits instead become carriers and suffer no ill effects aside from gaining the weakness to sonic. Saving Throw DC 40 Fortitude; Stage 1 sickened 1 (1 hour); Stage 2 weakness 5 to sonic and sickened 1 (1 day); Stage 3 weakness 5 to sonic and slowed 1 (1 day); Stage 4 weakness 10 to sonic and paralyzed (1 day); Stage 5 weakness 10 to sonic, and the creature is permanently petrified. Crystallize Flesh Free Action (Primal, Dragon) Trigger The crystal dragon damages a creature made of flesh with a jaws Strike; Frequency three times per day; Effect The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 40 Fortitude save. Critical Success The target is unaffected. Success The target is slowed 1 for 1 round as portions of its flesh turn crystalline. Failure The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1. A creature unable to act due to the slowed condition from Crystallize Flesh is petrified permanently, transforming into a crystalline statue. The effect ends if the creature is petrified or the slowed condition is removed. Critical Failure As failure, but the target is initially slowed 2. Draconic Frenzy Two Actions Vehanezhad makes two claw Strikes and one tail Strike in any order. Draconic Momentum Vehanezhad recharges her Breath Weapon whenever she critically hits with a Strike. ","element":["Earth"],"skill_mod":{"society":32,"diplomacy":34,"deception":34,"survival":30,"stealth":32,"arcana":32,"intimidation":34,"acrobatics":32},"primary_source":"Pathfinder #191: The Destiny War","spell":["Illusory Creature","Illusory Object","Hallucinatory Terrain","Ventriloquism","Project Image","Create Water","Ghost Sound"],"ac":42,"level":18,"spell_dc":[43],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet","resistance":{},"intelligence":6,"reflex_save":30,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":33,"source_group":["Stolen Fate"],"size":["Gargantuan"],"spoilers":"Stolen Fate","name":"Vehanezhad","alignment":"LE","rarity":"unique","strike_damage_average":[30,33,44],"attack_bonus":[33,35,35],"constitution":7,"immunity":["paralyzed","sleep"],"will_save":30,"speed":{"fly":140,"max":140,"land":60,"burrow":40},"wisdom":6,"weakness":{"sonic":15},"creature_ability":["Frightful Presence","visual)","Reflect Spell Trigger","Twisting Tail Trigger","Breath Weapon","Crystal Corruption","Crystallize Flesh","Draconic Frenzy","Draconic Momentum"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Arcana","Deception","Diplomacy","Intimidation","Society","Stealth","Survival"],"tradition":["Arcane"],"trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=2567","dexterity":6,"category":"creature","slug":"creature-2567"},{"primary_source_category":"Adventure Paths","strength":7,"hp":275,"language":["Common","Infernal","Jotun","Shadowtongue"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","charisma":6,"perception":28,"trait":["Fiend","Unique","Velstrac","LE","Large"],"id":"creature-2568","text":" Voricose Recall Knowledge - Fiend (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Voricose Source Pathfinder #191: The Destiny War pg. 52 Perception +28; greater darkvision, painsight Languages Common, Infernal, Jotun, Shadowtongue Skills Athletics +31, Brewing Lore +24, Crafting +24, Intimidation +28, Medicine +30, Religion +24, Torture Lore +26 Str +7 Dex +4 Con +6 Int +3 Wis +7 Cha +6 Painsight (divination, divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions. Items +3 greater striking greater frost whip --- AC 37 Fort +27 Ref +25 Will +28 +1 status to all saves vs. magic HP 275 , regeneration 20 (deactivated by good or silver) Immunities cold Weaknesses good 15, silver 15 Attack of Opportunity Reaction Glimpse of Stolen Flesh (aura, divine, enchantment, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it sees pieces of its own body amid the interlocutor's form. The creature must succeed at a DC 33 Will save or become stunned 1. --- Speed 40 feet Melee Single Action whip +31 (Disarm, Finesse, Magical, Nonlethal, Reach, Trip), Damage 3d4+15 slashing plus 1d6 cold Melee Single Action claw +28 (deadly 2d10, Evil, Magical, reach 10 feet), Damage 3d8+15 slashing plus 2d6 persistent bleed Divine Innate Spells DC 36 - Cantrips (8th) Stabilize - 5th Breath of Life - 6th Restoration (×2) - 7th Regenerate - 8th Heal (×2) Focus Gaze Single Action (Concentrate, Divine, Enchantment, Fear, Mental, Visual) The interlocutor stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Glimpse of Stolen Flesh. In addition, if the creature was already stunned, on a failed save, it feels its internal organs twist and writhe, and is clumsy 2 for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the interlocutor's next turn. Surgical Rend Single Action This functions as the Rend ability, dealing claw damage. In addition, if the target is a living creature with organs and muscle, the interlocutor opens a precise wound. Until the creature is restored to its maximum Hit Points, thus closing the wound, Strikes against the creature deal 1d6 extra precision damage. ","skill_mod":{"crafting":24,"medicine":30,"athletics":31,"intimidation":28,"religion":24},"primary_source":"Pathfinder #191: The Destiny War","spell":["Heal","Regenerate","Restoration","Breath of Life","Stabilize"],"ac":37,"item":["+3 greater striking greater frost whip"],"level":15,"spell_dc":[36],"source_category":["Adventure Paths"],"sense":" greater darkvision , painsight","resistance":{},"intelligence":3,"reflex_save":25,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":27,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"Voricose","alignment":"LE","rarity":"unique","strike_damage_average":[26,35],"attack_bonus":[28,31],"constitution":6,"immunity":["cold"],"will_save":28,"speed":{"max":40,"land":40},"wisdom":7,"weakness":{"silver":15,"good":15},"creature_ability":["Painsight","Attack of Opportunity","Focus Gaze","Surgical Rend"],"primary_source_group":"Stolen Fate","skill":["Athletics","Brewing Lore","Crafting","Intimidation","Medicine","Religion","Torture Lore"],"tradition":["Divine"],"trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2568","dexterity":4,"category":"creature","slug":"creature-2568"},{"attack_bonus":[32],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":275,"language":["Common","Infernal","Shadowtongue"],"immunity":["blinded","cold"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","will_save":25,"charisma":0,"speed":{"climb":25,"max":25,"land":25},"perception":27,"wisdom":3,"weakness":{"silver":15,"good":15},"creature_ability":["Echolocation","Painsense","Tick Tock Tick Tock","Attack of Opportunity","Shadow Scream"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Crafting","Thievery","Torture Lore"],"trait":["Fiend","Unique","Velstrac","LE","Small"],"id":"creature-2569","text":" Ticktock Recall Knowledge - Fiend (Religion): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Ticktock Source Pathfinder #191: The Destiny War pg. 53 Perception +27; echolocation 120 feet, no vision, painsense Languages Common, Infernal, Shadowtongue Skills Acrobatics +32, Athletics +30, Crafting +31, Thievery +30, Torture Lore +29 Str +6 Dex +8 Con +6 Int +5 Wis +3 Cha +0 Echolocation Ticktock can use his hearing as a precise sense at the listed range. Painsense (divination, divine) Ticktock automatically knows whether a creature he hears has any of the doomed, dying, or wounded conditions, as well as the value of those conditions. Items The Forge --- AC 40 Fort +28 Ref +30 Will +25 +1 status to all saves vs. magic HP 275 , regeneration 15 (deactivated by good or silver) Immunities blinded, cold Weaknesses good 15, silver 15 Tick Tock Tick Tock (auditory, aura, divine, enchantment, mental, sonic) 30 feet. When a creature ends its turn in the aura, the constant clicking and ticking sounds coming from Ticktock worm into its thoughts and fill the listener with the sense that time is speeding up for everyone but itself. The creature must succeed at a DC 34 Will save or become slowed 1 (or slowed 2 on a critical failure) until the end of its next turn. Attack of Opportunity Reaction --- Speed 25 feet, climb 25 feet Melee Single Action tool fingers +32 (Agile, Evil, Magical, versatile S), Damage 3d4+14 piercing plus 1d6 evil and 2d6 persistent bleed Divine Innate Spells DC 37 - 3rd Fear - 8th Chilling Darkness Shadow Scream Three Actions (Aura, Concentrate, Darkness, Divine, Evocation, Mental, Sonic) The sacristan opens their mouth to unloose a series of thunderous clicking sounds. This creates a 30-foot emanation of darkness and wailing sounds around the sacristan. Creatures with darkvision can't see through this darkness. The sacristan can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those who enter or start their turn in the area, must attempt a DC 37 Will save. Critical Success The creature is unaffected and is then temporarily immune for 24 hours. Success The creature is deafened for 1 round. Failure The creature is confused and deafened for 1 round. Critical Failure The creature takes 20 mental damage, and is confused and deafened for 1 round. ","tradition":["Divine"],"skill_mod":{"thievery":30,"crafting":31,"athletics":30,"acrobatics":32},"primary_source":"Pathfinder #191: The Destiny War","spell":["Chilling Darkness","Fear"],"trait_group":["Creature Type","Rarity","Monster"],"ac":40,"item":["The Forge"],"level":16,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":"echolocation 120 feet, no vision, painsense","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2569","intelligence":5,"reflex_save":30,"strongest_save":["ref","reflex"],"dexterity":8,"fortitude_save":28,"source_group":["Stolen Fate"],"size":["Small"],"spoilers":"Stolen Fate","name":"Ticktock","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[32],"slug":"creature-2569"},{"attack_bonus":[30,34,34],"constitution":6,"primary_source_category":"Adventure Paths","strength":9,"hp":350,"language":["Arboreal","Necril","Sylvan","(can't speak any language)"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","will_save":27,"charisma":2,"speed":{"max":20,"land":20},"perception":29,"wisdom":6,"weakness":{"fire":15},"creature_ability":["Plant","Axe Vulnerability","Take Root"],"primary_source_group":"Stolen Fate","skill":["Athletics","Stealth"],"stealth":"30","trait":["Undead","Unique","NE","Huge"],"id":"creature-2570","text":" Blood-Pear Tree Recall Knowledge - Undead (Religion): DC 46 Unspecific Lore : DC 44 Specific Lore : DC 41 Blood-Pear Tree Source Pathfinder #191: The Destiny War pg. 55 Perception +29; darkvision Languages Arboreal, Necril, Sylvan; (can't speak any language) Skills Athletics +32, Stealth +30 Str +9 Dex +5 Con +6 Int -2 Wis +6 Cha +2 Plant When it isn't in danger, the corpseroot spends 1 minute rooting to the earth, becoming planted in place. While the corpseroot is planted and immobile, creatures must actively Seek and succeed at a DC 36 Perception check (DC 40 in forests) to detect the corpseroot's true nature. --- AC 38 Fort +31 Ref +26 Will +27 HP 350 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances bludgeoning 15, piercing 15 Weaknesses axe vulnerability, fire 15 Axe Vulnerability The Blood-Pear Tree takes 15 additional damage from axes. --- Speed 20 feet Melee Single Action branch +34 (reach 15 feet), Damage 3d12+17 bludgeoning Melee Single Action root +34 (Agile, reach 20 feet, Trip), Damage 3d8+17 bludgeoning plus Grab Ranged Single Action bloody pear +30 (range increment 20 feet, Splash), Damage 2d6+12 bludgeoning plus 2d6 bleed splash damage Take Root Single Action (Necromancy, Primal) Frequency once per round; Requirements The Blood-Pear Tree has a creature grabbed or restrained; Effect The Blood-Pear Tree buries its roots into the creature, dealing 2d6+17 piercing damage (DC 38 basic Fortitude save). On a failure, the creature is enfeebled 1 (or increases the value by 1 if already enfeebled), and the corpseroot regains 15 HP. If this would make a creature enfeebled 5, the creature dies. ","skill_mod":{"stealth":30,"athletics":32},"primary_source":"Pathfinder #191: The Destiny War","trait_group":["Creature Type","Rarity"],"ac":38,"level":17,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15},"url":"/Monsters.aspx?ID=2570","intelligence":-2,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":31,"source_group":["Stolen Fate"],"size":["Huge"],"spoilers":"Stolen Fate","name":"Blood-Pear Tree","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[26,30,36],"slug":"creature-2570"},{"primary_source_category":"Adventure Paths","strength":7,"hp":335,"language":["Aklo","Common","Draconic","Goblin","Infernal","Jotun","Shadowtongue","Sylvan"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","charisma":8,"perception":31,"stealth":"34","trait":["Fiend","Unique","Velstrac","LE","Medium"],"id":"creature-2571","text":" Sonnorae Recall Knowledge - Fiend (Religion): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Sonnorae Source Pathfinder #191: The Destiny War pg. 61 Perception +31; darkvision, detect magic , painsight, true seeing Languages Aklo, Common, Draconic, Goblin, Infernal, Jotun, Shadowtongue, Sylvan Skills Acrobatics +32, Athletics +31, Deception +36, Diplomacy +34, Intimidation +36, Performance +34, Religion +31, Stealth +34, Torture Lore +32 Str +7 Dex +8 Con +5 Int +6 Wis +7 Cha +8 Items Lens of the Outreaching Eye , The Tyrant --- AC 42 Fort +27 Ref +32 Will +31 +1 status to all saves vs. magic HP 335 , regeneration 25 (deactivated by good or silver) Immunities cold Weaknesses good 20, silver 20 Final Spite Reaction Trigger Sonnorae is reduced to 0 Hit Points; Effect Sonnorae casts wail of the banshee , if it's available, before dying. Otherwise, she makes one Strike. Unnerving Gaze (aura, divine, enchantment, mental, visual) 30 feet. When a creature ends its turn in the aura, it must succeed at a DC 37 Will save or become doomed 1. --- Speed 30 feet, fly 30 feet (from fly ) Melee Single Action claw +34 (Agile, Finesse, reach 10 feet), Damage 3d6+15 slashing plus 2d6 persistent bleed Divine Innate Spells DC 40, attack +32 - Cantrips (9th) Daze, Sigil - 4th Invisibility (at will; self only) - 7th Command, Crushing Despair, Sound Burst - 8th Mind Blank, Plane Shift (at will; to the Harrowed Realm; Material Plane; or Shadow Plane only), Spiritual Epidemic - 9th Synesthesia, Wail of the Banshee - Constant (8th) Detect Magic, Fly, True Seeing Assemble Choir Two Actions Sonnorae adds a creature that is affected by her Spirit-Flensing Touch and is within 100 feet to her choir of screams. Sonnorae can have any number of creatures in her choir, although a creature no longer affected by Spirit-Flensing Touch leaves the choir immediately. Creatures in Sonnorae's choir of screams are fascinated by each other and Sonnorae, and they can't use hostile actions toward each other or Sonnorae. If Sonnorae uses a hostile action toward a creature in her choir, it immediately leaves the choir. When Sonnorae casts an innate divine spell, she can cause the effect to originate from any member of her choir instead of herself, using her saving throw DC and attack bonus. Focus Gaze Single Action (Concentrate, Divine, Enchantment, Mental, Visual) Sonnorae stares at a creature she can see within 30 feet. The target must attempt a Will save against Sonnorae's unnerving gaze. In addition, if the creature was already doomed, on a failed save, it sees the skin of its body peel back, making it confused for as long as it remains doomed. After attempting this save, the creature is then temporarily immune until the start of Sonnorae's next turn. Spirit-Flensing Touch Two Actions (Divine, Mental, Necromancy) Sonnorae touches a creature within 10 feet. The target's spirit tears through its organs and flesh and must attempt a DC 40 Will save. Critical Success The creature is unaffected, and is temporarily immune for 24 hours. Success The creature takes 4d6 slashing damage. Failure The creature takes 9d6 damage and is sickened 1 and stupefied 1. As long as the creature remains sickened, it must use one action on its turn to scream in agony. Critical Failure The creature takes 18d6 damage and is sickened 2 and stupefied 2. As long as the creature remains sickened, it must use two actions on its turn to scream in agony. ","skill_mod":{"diplomacy":34,"performance":34,"deception":36,"stealth":34,"athletics":31,"intimidation":36,"acrobatics":32,"religion":31},"primary_source":"Pathfinder #191: The Destiny War","spell":["Synesthesia","Wail of the Banshee","Mind Blank","Plane Shift","Spiritual Epidemic","Command","Crushing Despair","Sound Burst","Invisibility","Daze","Sigil","Detect Magic","Fly","True Seeing"],"ac":42,"item":["Lens of the Outreaching Eye","The Tyrant"],"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" darkvision , detect magic , painsight, true seeing ","resistance":{},"intelligence":6,"reflex_save":32,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":27,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Sonnorae","alignment":"LE","rarity":"unique","strike_damage_average":[32],"attack_bonus":[34],"constitution":5,"immunity":["cold"],"spell_attack_bonus":[32],"will_save":31,"speed":{"fly":30,"max":30,"land":30},"wisdom":7,"weakness":{"silver":20,"good":20},"creature_ability":["Final Spite","Unnerving Gaze","Assemble Choir","Focus Gaze","Spirit-Flensing Touch"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Performance","Religion","Stealth","Torture Lore"],"tradition":["Divine"],"trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2571","dexterity":8,"category":"creature","slug":"creature-2571"},{"attack_bonus":[33,33,33],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":325,"language":["Abyssal","Celestial","Draconic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","will_save":30,"charisma":5,"speed":{"fly":40,"max":40,"land":40},"perception":30,"wisdom":5,"weakness":{"cold_iron":15,"good":15},"creature_ability":["Crystal Implant","Frightful Presence","Restoration Vulnerability","Smoking Wound","Soulfire Breath","Soulfire Inhalation","Stunning Tail","Trample"],"primary_source_group":"Stolen Fate","skill":["Athletics","Deception","Intimidation","Religion","Stealth"],"stealth":"28","trait":["Demon","Fiend","Unique","CE","Huge"],"id":"creature-2572","text":" Morgaran Recall Knowledge - Fiend (Religion): DC 46 Unspecific Lore : DC 44 Specific Lore : DC 41 Morgaran Source Pathfinder #191: The Destiny War pg. 68 Perception +30; darkvision, true seeing Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Athletics +33, Deception +30, Intimidation +30, Religion +28, Stealth +28 Str +8 Dex +3 Con +5 Int +3 Wis +5 Cha +5 --- AC 38 Fort +30 Ref +26 Will +30 +1 status to all saves vs. magic HP 325 Weaknesses cold iron 15, good 15 Crystal Implant (divine, enchantment, mental) The wolf-head shaped crystal implanted in Mogaran's brow pulses with shadowy energy at the start of each of his turns. Any PC who's legendary in Arcana, Occultism, or Religion and sees this can attempt a DC 36 check using one of those skills; on a success, they realize the crystal is manipulating Mogaran's actions in some way. If the crystal is destroyed or deactivated, Mogaran regains control of his actions (with repercussions as detailed on page 68). The crystal functions as a 19th-level magic item for the purposes of dispel magic , but it can also be destroyed by specifically targeting it (AC 40; Hardness 20; HP 90). Alternately, a character can pry the crystal from Mogaran's brow with a successful DC 36 Athletics check, which takes an Interact action, but only if Mogaran is immobilized. Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 35. This aura is suppressed as long as Mogaran's crystal implant is functioning. Restoration Vulnerability Mogaran is repulsed by the restoration of souls. He takes 3d10+10 mental damage the first time each round a creature within 100 feet of him is restored to life or loses the doomed condition. --- Speed 40 feet, fly 40 feet Melee Single Action jaws +33 (Magical, reach 15 feet), Damage 3d6+14 piercing plus 1d6 evil, 2d8 persistent bleed, and smoking wound Melee Single Action claw +33 (Agile, Magical, reach 15 feet), Damage 3d10+14 slashing plus 1d6 evil Melee Single Action tail +33 (Backswing, Magical, reach 20 feet), Damage 3d12+14 bludgeoning plus 1d6 evil and stunning tail Divine Innate Spells DC 38 - 4th Dimension Door (at will) - 5th Dimension Door - 8th Divine Aura, Divine Wrath (at will), Earthquake - 9th Massacre, Power Word Stun - Constant (9th) True Seeing Smoking Wound A creature damaged by Mogaran's jaws is sickened 1 from the rank smell of vapors from the wound. Soulfire Breath Two Actions (Death, Divine, Necromancy, Negative) Mogaran exhales ghostly green fire in a 60-foot cone. Living creatures in the area take 18d6 negative damage (DC 38 basic Reflex save). A good creature that fails this save becomes stupefied 2 for 1 minute (stupefied 4 on a critical failure). A creature slain by Soulfire Breath can't be resurrected except by powerful magic such as a wish spell. Mogaran can't use Soulfire Breath again for 1d4 rounds. Soulfire Inhalation Single Action (Divine, Healing, Necromancy) Requirements Mogaran's last action was Soulfire Breath; Effect Mogaran inhales and regains 10 Hit Points for each creature damaged by his Soulfire Breath. Any excess healing is gained as temporary Hit Points, which remain for 1 minute. Stunning Tail (Incapacitation) If Mogaran critically hits with his tail Strike, the target must succeed at a DC 38 Fortitude save or be stunned for 1 round (1d4 rounds on a critical failure). Trample Three Actions Large or smaller, claw, DC 38 ","tradition":["Divine"],"skill_mod":{"deception":30,"stealth":28,"athletics":33,"intimidation":30,"religion":28},"primary_source":"Pathfinder #191: The Destiny War","spell":["Massacre","Power Word Stun","Divine Aura","Divine Wrath","Earthquake","Dimension Door","True Seeing"],"trait_group":["Monster","Creature Type","Rarity"],"ac":38,"level":17,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision , true seeing ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2572","intelligence":3,"reflex_save":26,"strongest_save":["fort","fortitude","will"],"dexterity":3,"vision":"Darkvision","fortitude_save":30,"source_group":["Stolen Fate"],"size":["Huge"],"spoilers":"Stolen Fate","name":"Morgaran","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[34,37,37],"slug":"creature-2572"},{"primary_source_category":"Adventure Paths","strength":4,"hp":215,"language":["Common","Varisian"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","charisma":7,"perception":22,"trait":["Beast","Unique","CN","Large"],"id":"creature-2573","text":" All-Seeing Hajeck, Reincarnated Visionary Charlatan In her previous life, All-Seeing Hajeck was a small-time charlatan, but soon after she joined a traveling show called the Umbra Carnival she inherited a powerful magical artifact: the Deck of Harrowed Tales . Much like the Deck of Destiny , the Deck of Harrowed Tales links to a demiplane—one known as the Harrowed Realm. Soon after she inherited the Deck of Harrowed Tales , Hajeck fell under the influence of a powerful dragon named Zassrion who had been trapped within the Harrowed Realm for untold ages. The dragon used Hajeck as a pawn to lure victims from the real world into the Harrowed Realm, where he attempted to use their bodies as a catalyst to empower his escape. When the dragon was ultimately defeated, Hajeck escaped his magical control. Ashamed and humiliated by her time spent under the dragon's control, Hajeck left the Umbra Carnival and relocated, in time, to the city of Absalom, where she hoped to bury her past and start a new life, only to become embroiled with an even more powerful harrow-themed artifact: the Deck of Destiny . And this time, she wasn't so lucky—this time, she paid with her life (see the start of the previous adventure, “The Choosing,” for more details). Campaign Use All-Seeing Hajeck is reincarnated at the start of this adventure by the Deck of Destiny . While she comes back as a more powerful entity—a lamia matriarch— she realizes her new incarnation is as much an insult as anything else, for she has become a living embodiment of the harrow card known as The Liar . She first appears in the Harrowed Realm and eventually learns she cannot leave this demiplane. Her interactions with the PCs can either redeem her for her life of lies or see her embrace deception and, potentially, become a conspirator against the PCs, as detailed in the adventure itself. As long as she remains their ally, however, All-Seeing Hajeck can draw upon the power of the Harrowed Realm to bolster their destinies by performing Harrowing Visions for them. Recall Knowledge - Beast (Arcana, Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 All-Seeing Hajeck Source Pathfinder #191: The Destiny War pg. 88 Perception +22; darkvision Languages Common, Varisian Skills Arcana +21, Deception +25, Diplomacy +23, Fortune-Telling Lore +25, Occultism +23, Performance +23, Society +21, Thievery +21 Str +4 Dex +5 Con +5 Int +5 Wis +4 Cha +7 Items Harrow Deck --- AC 31 Fort +21 Ref +23 Will +22 +1 status to all saves vs. magic HP 215 Immunities controlled Resistances mental 10 Harrowbound Hajeck can only exist in the Harrow Court. If she leaves the plane, either willingly or by succumbing to an effect that forces her into a different plane, she instead immediately reappears somewhere in Harrowheart and becomes drained 2. --- Speed 30 feet, climb 30 feet, swim 30 feet Melee Single Action claw +22 (Agile), Damage 3d8+10 slashing Occult Innate Spells DC 32 - 1st Ventriloquism (at will) - 2nd Illusory Disguise (at will), Illusory Object (at will), Mirror Image - 3rd Glibness, Sleep - 4th Charm (×3), Suggestion (×3) Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) All-Seeing Hajeck can take on the appearance of a Varisian woman—her appearance from her previous life. This doesn't change her Speed or her attack and damage modifiers, but does prevent her from using Hajeck's Caress. Hajeck's Caress Two Actions (Curse, Enchantment, Mental, Occult) Hajeck touches a creature, who must succeed at a DC 32 Will save or become stupefied 1 (stupefied 2 on a critical failure). If the target fails additional saves against this ability, the condition value increases by 2 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours. Harrowing Vision (Divination, Fortune, Occult) Hajeck can use any harrow deck to perform a potent divination that taps into the surrounding magic provided by the Deck of Destiny's otherworldly creation. A Harrowing Vision takes an hour to perform, but most of that time consists of Hajeck and her chosen subject meditating and clearing their minds in a secluded area, culminating in an intense harrow reading that itself takes only a few minutes to complete. The target of a Harrowing Vision must remain adjacent to Hajeck for the entire hour, after which Hajeck shuffles her harrow deck and lays out seven cards, face down—one in the center (the future), two to either side (the present), and four more at the top, bottom, left, and right surrounding the central three (the past). When the harrowing takes place, the target flips over the four cards from the past, followed by the two present cards, and then finally the central card. This method of harrowing symbolizes how the choices a person made in their past often present them with an either/or decision in the now, and that their decision on that subject will lock in a future result. When All-Seeing Hajeck performs this reading for a PC, try to interpret the four cards from the past as representing events from that character's history—be it their background or references to events that took place during the Stolen Fate Adventure Path. For the two cards representing the present, try to interpret them as symbols of questions, events, or mysteries the PC is currently facing. Only the card representing the future has an actual game effect. When this central, final card is revealed, all of the PCs' potential futures suddenly flash in their mind in an overwhelming, chaotic vision. The PC must attempt a DC 32 Will save (note that as a PC grows more powerful and their Will save increases, they're more likely to achieve a better result from a Harrowing Vision, since they're that much closer to their ultimate destiny and are bolstered by the weight of their previous choices and decisions). If the suit of the card revealed for the PCs' future matches the PC's key ability from their class, they gain a +1 status bonus on this Will save. If the alignment of the card revealed matches the PC's alignment, they gain a +2 status bonus to this will save. If both match, these bonuses stack to a +3 status bonus, and the actual result of the save is improved by one degree of success. If neither the suit or alignment match the PC, they reduce the actual result of the save by one degree of success. Regardless of the result, that character cannot receive another Harrowing Vision until they gain a level, at which point any lingering effects from the Harrowing Vision end. Critical Success The character experiences a vision of a specific future success, only to forget it an instant later. Once only as long as this effect persists when the character is affected by a critical failure for any roll they make or a critical success with any roll a foe makes, the character can change that roll into a Success or a Failure, as they see fit. In addition, the character gains the Success benefit detailed below. Success The character experiences several overlapping potential successes in their future. As long as this effect persists (typically until the character gains a level), the maximum size of their hand for investing cards from the Deck of Destiny increases by 1 to six cards. Failure The vision is confusing and frightening, but has no lasting effect. Critical Failure Not only is the vision confusing and frightening, but the character becomes obsessed with worst-case scenarios, becomes doomed 1, and becomes cursed—they can no longer gain the benefit of their best possible futures. As long as this curse persists, the character treats all critical successes as regular successes. This is a misfortune effect. ","skill_mod":{"society":21,"diplomacy":23,"performance":23,"deception":25,"thievery":21,"arcana":21,"occultism":23},"image":["/Images/Monsters/AllSeeingHajeck.png"],"primary_source":"Pathfinder #191: The Destiny War","spell":["Charm","Suggestion","Glibness","Sleep","Illusory Disguise","Illusory Object","Mirror Image","Ventriloquism"],"ac":31,"item":["Harrow Deck"],"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"mental":10},"intelligence":5,"reflex_save":23,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":21,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"All-Seeing Hajeck","alignment":"CN","rarity":"unique","strike_damage_average":[23],"attack_bonus":[22],"constitution":5,"immunity":["controlled"],"will_save":22,"speed":{"climb":30,"max":30,"land":30,"swim":30},"wisdom":4,"weakness":{},"creature_ability":["Harrowbound","Change Shape","Hajeck's Caress","Harrowing Vision"],"primary_source_group":"Stolen Fate","skill":["Arcana","Deception","Diplomacy","Fortune-Telling Lore","Occultism","Performance","Society","Thievery"],"tradition":["Occult"],"summary":"In her previous life, All-Seeing Hajeck was a small-time charlatan, but soon after she joined a traveling show called the Umbra Carnival she …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2573","dexterity":5,"category":"creature","slug":"creature-2573"},{"primary_source_category":"Adventure Paths","strength":9,"hp":400,"language":["Abyssal","Celestial","Common","Draconic","Necril","Varisian"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","charisma":6,"perception":32,"trait":["Beast","Beastkin","Human","Humanoid","Unique","CE","Medium"],"id":"creature-2574","text":" The Prince Of Wolves, Abyssal Crime Lord The Prince of Wolves was once no more than a midlevel beastkin crime lord named Khaaroz, a conniving conspirator who'd spent nearly two decades building up a criminal network in the Abyssal city of Alushinyrra. His plans crumbled to ashes when the ruler of the city, Nocticula, left the Midnight Isles to ascend from demon lord to goddess. Khaaroz fled Alushinyrra as it fell into chaos, hijacking a warship from the city harbor. After securing command over the crew by killing their previous captain, Khaaroz made his way to a relatively tiny island on the outskirts of the Midnight Isles, where he led his crew on a raid that resulted in the capture of the isle's previous ruler—a vavakia tyrant named Mogaran. In the treasury of the fallen ruler's keep, Khaaroz discovered a collection of harrow cards, including ancient Varisian versions of several lost cards. He became fascinated and obsessed, particularly with a rare card called the Prince of Wolves—a card he felt symbolized him to perfection. Khaaroz learned more about the history of the cards, and he sent agents beyond the Abyss into Golarion to acquire them if possible. To many of his minions, Khaaroz was known only as the Prince of Wolves, a name he took from that intriguing harrow card he found among Mogaran's treasures. From his fixation on the harrow, Khaaroz became convinced that a great transformation awaited him in the future. At first, he suspected this transformation was an ascension from his mortal form into that of a full-fledged demon. After ensuring his new island home, now called “The Den,” was secure, Khaaroz left the Abyss to travel to Golarion in search of this great change. Not long after, he was contacted by a man named Drustan. Khaaroz thought Drustan something of a fool but was intrigued by his offer to join a group who sought to use the harrow to remake reality. Soon enough, as the Prince of Wolves, Khaaroz became one of the three leaders of the Unmatched. In the Varisian harrower Raven, Khaaroz found all the wisdom and intellect he sought, and while outwardly he appeared to work with the others, his true goal was always to seize the Deck of Destiny for himself and to use it to unlock his true potential. When the Scattering spread the Deck of Destiny throughout the world, Khaaroz only just managed to resist attacking the other Unmatched in a fit of frustration. Once again, he faced what he felt was an unfair disruption to his plans, similar to what had occurred years before with Nocticula's abandoning of Alushinyrra. Yet, he hid his anger and set off on his own to gather up as many of the cards as he could, reasoning that he'd be able to take those gathered by Raven and Drustan when the time came. Campaign Role The Prince of Wolves has already gathered some cards from the Deck of Destiny when this adventure begins. While he loans three of these to his agents in the first part of the adventure in order to aid their invasion of the Harrow Court, he retains three others (in addition to, potentially, any that may have slipped through the PCs' fingers over the course of the Adventure Path). He is this adventure's primary antagonist and unlikely to survive the events of “The Destiny War.” If he does, he can continue to vex the PCs into the next adventure, potentially joining up with Raven to help her finish her plans. Recall Knowledge - Beast (Arcana, Nature): DC 49 Recall Knowledge - Humanoid (Society): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 The Prince Of Wolves Source Pathfinder #191: The Destiny War pg. 90 Perception +32; low-light vision, scent (imprecise) 30 feet Languages Abyssal, Celestial, Common, Draconic, Necril, Varisian Skills Arcana +33, Athletics +36, Deception +33, Intimidation +36, Occultism +33, Performance +33, Religion +32, Society +30 Str +9 Dex +5 Con +6 Int +3 Wis +5 Cha +6 Items +2 greater resilient full plate , +2 greater striking wounding morningstar , +2 greater striking gloom blade , The Cyclone , The Keep , The Waxworks --- AC 42 Fort +35 Ref +30 Will +32 +1 to all saves vs. magic, +2 item to saves vs. fear and effects that render him clumsy, doomed, drained, enfeebled, or fatigued HP 400 Rejuvenation (divine, necromancy) When the Prince of Wolves dies, his soul immediately travels to the crystalline shadow stele in his Den (see page 63). His body rejuvenates over 24 hours, emerging fully formed from the shadow stele. He can be permanently slain only if the shadow stele is destroyed. --- Speed 25 feet Melee Single Action morningstar +36 (Magical, versatile P), Damage 3d6+15 bludgeoning plus 1d6 persistent bleed Melee Single Action gloom blade +36 (Agile, Finesse, Magical, versatile S), Damage 3d6+13 piercing Melee Single Action jaws +33 (Agile, Finesse), Damage 3d6+13 piercing Occult Innate Spells DC 38, attack +30 - Cantrips (9th) Shield, Telekinetic Projectile - 6th True Seeing - 7th Fly, Paralyze - 8th Dimension Door, Suggestion, Teleport - 9th Phantasmal Killer Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The Prince changes into his humanoid shape, hybrid shape, or wolf shape. While in hybrid shape, he gains a jaws Strike. While in animal shape, he gains the effects of a 5th-level casting of animal form to become a canine. He prefers fighting in hybrid shape. Hunt Prey Single Action (Concentrate) The Prince designates one or two targets he can see or hear as his prey. He gains a +2 circumstance bonus to Perception checks to Seek and Track his prey. If he uses Hunt Prey against a third creature when he already has two designated, a prior creature of his choice loses the designation. His designation lasts until his next daily preparations. Pack Tactics If an enemy is within reach of the Prince and at least two of his allies, that enemy is flat footed against him. Skirmish Strike Single Action The Prince either Steps and then Strikes, or Strikes and then Steps. Sneak Attack The Prince deals an extra 4d6 precision damage to flat-footed creatures. Tear Fate Two Actions (Curse, Enchantment, Mental, Misfortune, Occult) Requirement The Prince of Wolves' previous action was a successful melee Strike; Effect The Prince of Wolves twists his weapon in the wounds inflicted on the creature he just struck, then rips the weapon free. As he does so, he tears free fragments of that creature's fate, leaving them with ill fortune. The creature takes 12d6 mental damage (DC 38 basic Will save); on a failure, the creature also becomes doomed 1 (doomed 2 on a critical failure). The creature is thereafter immune to Tear Fate. Twin Parry Single Action Requirement The Prince is wielding two melee weapons, each in a different hand; Effect The Prince gains a +1 circumstance bonus to AC until the start of his next turn, as long as he continues to meet this ability's requirement. Twin Takedown Single Action Frequency once per round; Requirement The Prince is wielding two melee weapons, each in a different hand; Effect The Prince makes two Strikes against his hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply his multiple attack penalty to each Strike normally ","skill_mod":{"society":30,"performance":33,"deception":33,"arcana":33,"athletics":36,"intimidation":36,"occultism":33,"religion":32},"image":["/Images/Monsters/PrinceOfWolves.png"],"primary_source":"Pathfinder #191: The Destiny War","spell":["Phantasmal Killer","Dimension Door","Suggestion","Teleport","Fly","Paralyze","True Seeing","Shield","Telekinetic Projectile"],"ac":42,"item":["+2 greater resilient full plate","+2 greater striking wounding morningstar","+2 greater striking gloom blade","The Cyclone","The Keep","The Waxworks"],"level":19,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" low-light vision , scent ( imprecise ) 30 feet","resistance":{},"intelligence":3,"reflex_save":30,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":35,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"The Prince Of Wolves","alignment":"CE","rarity":"unique","strike_damage_average":[23,23,29],"attack_bonus":[33,36,36],"constitution":6,"spell_attack_bonus":[30],"will_save":32,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Rejuvenation","Change Shape","Hunt Prey","Pack Tactics","Skirmish Strike","Sneak Attack","Tear Fate","Twin Parry","Twin Takedown"],"primary_source_group":"Stolen Fate","skill":["Arcana","Athletics","Deception","Intimidation","Occultism","Performance","Religion","Society"],"tradition":["Occult"],"summary":"The Prince of Wolves was once no more than a midlevel beastkin crime lord named Khaaroz, a conniving conspirator who'd spent nearly two decades …","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=2574","dexterity":5,"category":"creature","slug":"creature-2574"},{"primary_source_category":"Adventure Paths","strength":3,"hp":238,"language":["Common","Draconic","Gnoll","Kelish","Mwangi","Osiriani","Vudrani","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","charisma":4,"perception":24,"trait":["Humanoid","Unique","LG","Medium"],"id":"creature-2575","text":" Ulsiket, Friendly Pactmaster Agent An elite representative of the Pactmasters of Katapesh, Usilket is a child of Pactmaster Krimiltuk. Usilket expressed a genderfluid identity long before their training as an agent of the Katapeshi witchwyrd consortium began. They took their current name, with its feminine and masculine connotations, at the onset of their education. Their elastic identity proved to be an asset for developing expertise in empathy, impersonation, and understanding, especially in social circles outside Katapesh's witchwyrd culture. Instruction honed these talents, supplementing them with impressive unarmed skills. Usilket has become an ideal diplomat, speaker, spy, trader and, when needed, warrior. In Katapeshi society, Usilket holds great authority. Their filial position is the equivalent of a high-ranking aristocrat, but following tradition, Usilket sought opportunities to distinguish themself and improve their position. Usilket serves the government of Katapesh. However, they've also set up successful trade relationships involving exploration, diplomacy, and acquiring goods from unusual sources. Establishing relations with Uomotos and a foothold in Kho was, as fate has it, Usilket's idea. The Pactmasters agreed and gave Usilket dispensation to visit the Uomoto people and Kho to establish relations and assess threats and potential value. Soon thereafter, the Scattering occurred, and while a few cards ended up in the possession of the Pactmasters (including The Owl , which appeared amid Usilket's belongings), even more manifested in Kho. The Pactmasters were immediately interested in finding out more about the cards, but when their research drew the attention of the Prince of Wolves, they decided to pause until this new threat could be assessed and dealt with. Campaign Role Usilket works as a facilitator. Although they might seem generous, all Usilket does is to fulfill the Pactmasters' goals of thwarting the Unmatched with as little risk to their consortium as possible. While Usilket isn't quite as powerful as the PCs, (particularly toward the end of this adventure), they can be used as an agent to facilitate a desperate rescue—particularly during the largest portion of this adventure, which takes place in the ruins of Kho. Take care not to fall back on this role too often, though—you don't want the PCs to overly rely on the witchwyrd and grow careless. Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Usilket Source Pathfinder #191: The Destiny War pg. 92 Perception +24; darkvision Languages Common, Draconic, Gnoll, Kelish, Mwangi, Osiriani, Vudrani; tongues Skills Acrobatics +24, Athletics +22, Diplomacy +25, Katapesh Lore +26, Medicine +24, Mercantile Lore +24, Performance +23, Society +26 Str +3 Dex +5 Con +1 Int +3 Wis +5 Cha +4 Items +1 striking handwraps of mighty blows , guardian aluum charm , greater hat of disguise --- AC 34 Fort +20 Ref +24 Will +24 HP 238 Resistances force 10 Absorb Force Reaction (arcane, evocation, force) Frequency once per round; Trigger A magic missile is fired at Usilket, and they are aware of it and have a free hand; Effect Usilket “catches” the missile, absorbing it and causing that hand to glow while it holds this energy. A hand that's holding energy can only be used for Force Bolt. The energy lasts for 6 rounds or until it is released. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action fist +25 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 3d10+9 bludgeoning plus Grab Arcane Innate Spells DC 33 - Cantrips (7th) Detect Magic - 1st Floating Disk (at will), Unseen Servant (at will) - 5th Dimension Door, Mirror Image - 6th Resilient Sphere, Suggestion - 7th Dispel Magic, Resist Energy (×2) - Constant (7th) Tongues Monk Focus Spells DC 32, attack +25, (3 Focus Points) - 7th Abundant Step, Ki Blast, Ki Rush, Ki Strike, Wholeness of Body, Wind Jump Flurry of Blows Single Action (Flourish) Usilket makes two Strikes with their fist or with a monk weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Force Bolt Single Action to Three Actions (Arcane, Evocation, Force) Usilket fires two magic missiles per action spent, dealing 1d4+1 force damage each. They can't spend more actions on this ability than they have free hands. If they use a hand that has Absorbed Force, that hand hurls three missiles instead of two, expending the held energy. Meditative Therapy (Healing, Necromancy) Frequency once per day; Effect One of Usilket's most unusual abilities is a technique they learned during a long visit to Jalmeray. Usilket enters a trancelike state for 10 minutes, during which they can attempt to remove a disease or one of the following conditions: clumsy, drained, enfeebled, or stupefied. To remove the disease or condition, Usilket must counteract the disease or condition with a Medicine check. Usilket can attempt to counteract a disease or condition present in another creature, as long as that creature remains adjacent to the witchwyrd during the entire meditation. Powerful Fists Usilket's fist Strikes are treated as cold iron and silver and don't take penalties when making lethal attacks. ","skill_mod":{"society":26,"diplomacy":25,"performance":23,"medicine":24,"athletics":22,"acrobatics":24},"primary_source":"Pathfinder #191: The Destiny War","spell":["Dispel Magic","Resist Energy","Resilient Sphere","Suggestion","Dimension Door","Mirror Image","Floating Disk","Unseen Servant","Detect Magic","Tongues","Abundant Step","Ki Blast","Ki Rush","Ki Strike","Wholeness of Body","Wind Jump"],"ac":34,"item":["+1 striking handwraps of mighty blows","guardian aluum charm","greater hat of disguise"],"level":13,"spell_dc":[32,33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"force":10},"intelligence":3,"reflex_save":24,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":20,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Usilket","alignment":"LG","rarity":"unique","strike_damage_average":[25],"attack_bonus":[25],"constitution":1,"spell_attack_bonus":[25],"will_save":24,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Absorb Force","Attack of Opportunity","Flurry of Blows","Force Bolt","Meditative Therapy","Powerful Fists"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Diplomacy","Katapesh Lore","Medicine","Mercantile Lore","Performance","Society"],"tradition":["Arcane"],"summary":"An elite representative of the Pactmasters of Katapesh, Usilket is a child of Pactmaster Krimiltuk. Usilket expressed a genderfluid identity long …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2575","dexterity":5,"category":"creature","slug":"creature-2575"},{"attack_bonus":[26],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":210,"immunity":["bleed","disease","death effects","doomed","drained","fatigued","magic (see below)","mental","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #191: The Destiny War"],"type":"Creature","creature_family":"Aluum","will_save":21,"charisma":-5,"speed":{"max":25,"land":25},"perception":22,"wisdom":3,"weakness":{},"creature_ability":["Aluum Antimagic","Attack of Opportunity","Paralyzing Force","Soul Shriek"],"primary_source_group":"Stolen Fate","skill":["Athletics"],"trait":["Construct","Mindless","Uncommon","N","Large"],"id":"creature-2576","text":" Guardian Aluum Aluum are metal and stone constructs created by the Pactmasters to aid in maintaining order in Katapesh. Each aluum can be controlled by a magical aluum charm, including the more powerful aluums that serve the favored agents of the Pactmasters as guardians. One such aluum attends Usilket at all times, unless he passes his guardian aluum charm to a PC to allow them the protection the construct affords. Recall Knowledge - Construct (Arcana, Crafting): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Guardian Aluum Source Pathfinder #191: The Destiny War pg. 93 Perception +22; darkvision Languages Skills Athletics +26 Str +7 Dex +4 Con +5 Int -5 Wis +3 Cha -5 --- AC 34 Fort +25 Ref +24 Will +21 HP 210 Immunities bleed, disease, death effects, doomed, drained, fatigued, magic (see below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances 10 physical (except adamantine) Aluum Antimagic Guardian aluums are immune to spells and magical abilities, with two exceptions. A negative spell or magical ability grants an aluum the quickened condition until the end of its next turn instead of its normal effects. A positive spell or ability makes an aluum slowed 1 until the end of its next turn instead of its normal effects. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action fist +26 (Magical), Damage 3d12+13 bludgeoning plus paralyzing force Paralyzing Force (Arcane, Incapacitation, Necromancy) A creature damaged by the aluum's fist Strike must succeed at a DC 33 Fortitude save or become paralyzed for 1 round. On a critical failure, the creature is paralyzed for 1d4 minutes and falls prone. Soul Shriek Two Actions (Arcane, Auditory, Evocation, Mental, Sonic) The aluum emits a keening wail in a 15-foot cone that deals 12d6 sonic damage (DC 33 basic Fortitude save). A creature that fails its save is stunned 1, or stunned 3 on a critical failure. The aluum can't use Soul Shriek again for 1d4 rounds. ","skill_mod":{"athletics":26},"summary":"Aluum are metal and stone constructs created by the Pactmasters to aid in maintaining order in Katapesh. Each aluum can be controlled by a magical …","primary_source":"Pathfinder #191: The Destiny War","trait_group":["Creature Type","Monster","Rarity"],"ac":34,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2576","intelligence":-5,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":25,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"Guardian Aluum","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[32],"slug":"creature-2576"},{"primary_source_category":"Adventure Paths","strength":10,"hp":425,"language":["Common","Daemonic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","charisma":7,"perception":35,"trait":["Daemon","Fiend","Uncommon","NE","Gargantuan"],"id":"creature-2577","text":" Obcisidaemon (Obliteration Daemon) Obcisidaemons (known to some as obliteration daemons) care only for the brutality and violence that conflict brings. Recall Knowledge - Fiend (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Obcisidaemon Source Pathfinder #192: Worst of All Possible Worlds pg. 80 Perception +35; darkvision, true seeing Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +33, Athletics +39, Deception +34, Intimidation +36, Religion +32, Warfare Lore +36 Str +10 Dex +4 Con +8 Int +4 Wis +5 Cha +7 Cloak of Souls An obcisidaemon is shrouded at all times in a cloak of captured souls. It can hold a number of souls equal to the daemon's Charisma modifier. Destroying the daemon frees the souls, though this doesn't return the deceased creatures to life. A creature whose soul is trapped within this cloak can't be resurrected except by a 9th-level resurrect ritual or similarly powerful magic. Items +3 major striking halberd --- AC 43 Fort +35 Ref +29 Will +32 +1 status to all saves vs. magic HP 425 Immunities death effects Weaknesses good 20 Attack of Opportunity Reaction Scorched Earth (aura, divine, necromancy) 60 feet. Any creature who dies within the aura and isn't drawn into the obcisidaemon's Cloak of Souls via Inherit Soul must attempt a 38 Fortitude save. On a failure, the creature's body (but not its gear) is immediately reduced to a fine smear of ashes. --- Speed 25 feet, fly 50 feet Melee Single Action halberd +36 (Evil, Magical, Reach, versatile S), Damage 4d10+18 slashing plus 1d6 evil Melee Single Action jaws +36 (Evil, Magical, reach 15 feet), Damage 4d6+18 piercing plus 1d6 evil and Grab Divine Innate Spells DC 38, +30 - 1st Detect Alignment (at will; good only) - 4th Dimension Door (at will) - 5th Dimension Door - 6th Cloudkill - 7th Paralyze, Spell Turning - 9th Disintegrate, Meteor Swarm - 10th Massacre - Constant (10th) True Seeing Consume Soul Two Actions (Divine, Necromancy) The obcisidaemon consumes a soul from its cloak to gain one of the following effects. A consumed soul in this way can't be resurrected except by wish or a similarly powerful effect. Empower Spell The obcisidaemon gains a +2 status bonus to its spell DCs and spell attack rolls until the end of its next turn. Empower Weapon The obcisidaemon's weapon gains the effects of a greater flaming, greater frost, greater shock, or wounding rune until the end of its next turn. Healing The daemon gains the benefit of a two-action, 8th-level heal spell. Inherit Soul Reaction (Divine, Incapacitation, Necromancy) Trigger The obcisidaemon slays a creature; Effect The obcisidaemon attempts to draw the creature's soul into its cloak of souls. The triggering creature must attempt a DC 38 Fortitude save. On a failure, its soul is consumed and added to the cloak of souls. If the obcisidaemon's cloak can't hold any more souls, the daemon can release one of the souls as a free action; otherwise, the soul isn't absorbed. Soul Hoarding Obcisidaemons carry some souls for months or even years at a time, choosing never to consume them, even when doing so might grant an advantage in combat. ","skill_mod":{"deception":34,"athletics":39,"intimidation":36,"acrobatics":33,"religion":32},"image":["/Images/Monsters/Daemon_Obcisidaemon.png"],"primary_source":"Pathfinder #192: Worst of All Possible Worlds","spell":["Massacre","Disintegrate","Meteor Swarm","Paralyze","Spell Turning","Cloudkill","Dimension Door","Detect Alignment","True Seeing"],"ac":43,"item":["+3 major striking halberd"],"level":19,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":4,"reflex_save":29,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":35,"source_group":["Stolen Fate"],"size":["Gargantuan"],"spoilers":"Stolen Fate","name":"Obcisidaemon","alignment":"NE","rarity":"uncommon","strike_damage_average":[35,43],"attack_bonus":[36,36],"constitution":8,"immunity":["death effects"],"creature_family":"Daemon","will_save":32,"speed":{"fly":50,"max":50,"land":25},"wisdom":5,"weakness":{"good":20},"creature_ability":["Cloak of Souls","Attack of Opportunity","Scorched Earth","Consume Soul","Inherit Soul"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Warfare Lore"],"tradition":["Divine"],"summary":"Obcisidaemons (known to some as obliteration daemons) care only for the brutality and violence that conflict brings.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2577","dexterity":4,"category":"creature","slug":"creature-2577"},{"primary_source_category":"Adventure Paths","strength":8,"hp":340,"language":["Common","Daemonic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","charisma":6,"perception":29,"trait":["Daemon","Fiend","Uncommon","NE","Large"],"id":"creature-2578","text":" Phasmadaemon (Terror Daemon) Known also as terror daemons, the horrifying phasmadaemons make use of illusions and their own frightening appearance (that of a serpent with a bony tail, a horned crocodilian skull for a head, and several insectile pincers) to strike fear into the hearts of others. They represent deaths brought about by fright. Recall Knowledge - Fiend (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Phasmadaemon Source Pathfinder #192: Worst of All Possible Worlds pg. 81 Perception +29; darkvision, true seeing Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +31, Deception +31, Intimidation +33, Religion +29 Str +8 Dex +8 Con +6 Int +3 Wis +4 Cha +6 --- AC 39 Fort +31 Ref +26 Will +31 HP 340 Immunities death effects, fear Weaknesses good 15 Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 35 Unending Terror Escaping fear near a phasmadaemon is no simple task. Creatures don't automatically reduce their frightened condition while they are within the phasmadaemon's Frightful Presence aura. Instead, they must attempt a Will save at the end of their turn against the DC of the effect that caused the condition. On a success, the creature's frightened condition is reduced by 1. --- Speed 25 feet, fly 35 feet Melee Single Action jaws +33 (Evil, Magical, reach 10 feet), Damage 3d10+16 piercing plus 1d6 evil and Grab Melee Single Action claw +33 (Agile, Evil, Magical, reach 10 feet), Damage 3d8+16 slashing plus 1d6 evil Divine Innate Spells DC 38, +30 - 1st Detect Alignment (at will; good only) - 4th Dimension Door (at will), Nightmare (at will) - 5th Dimension Door, Shadow Siphon (×2) - 6th Shadow Blast (×2) - 7th Phantasmal Killer, Shadow Blast - 8th Mask of Terror - 9th Duplicate Foe, Weird - Constant (9th) True Seeing Constrict Single Action 3d10+6 bludgeoning plus 1d6 evil, DC 35 Consume Fear Single Action (Emotion, Fear, Mental) Requirements The phasmadaemon has a creature grabbed; Effect The phasmadaemon feeds on the creature's mortality and innate terror, dealing 6d8 mental damage. The creature must attempt a DC 38 Will save. Critical Success The creature takes no damage and manages to break free from the phasmadaemon's grab. Success The creature takes half damage. Failure The creature takes full damage and increases their frightened conditioned by 1, to a maximum of frightened 4. Critical Failure The creature takes double damage and increases their frightened condition by 2, to a maximum of frightened 4. If the creature is already frightened 4, it must attempt a DC 38 Fortitude saving throw. If it fails, it is reduced to 0 Hit Points and dies. This effect has the death and incapacitation traits. Inescapable Form The phasmadaemon can Squeeze through tight spaces as if it were a Small creature. While Squeezing, it can move at its full Speed. The phasmadaemon can even Squeeze through spaces that typically fit only a Tiny creature, but does so at the standard speed for Squeezing. Rend Single Action claw Fearful Machinations While daemons don't typically require food, phasmadaemons seem intent on feeding on the emotions, and especially the fears, of mortals. Some believe that the life force and emotions of creatures serves as the fuel for a phasmadaemon's magic, while others believe that phasmadaemons simply enjoy facing a mortal eye-to-eye while feeding, delighting in the fear in their prey's final moments. ","skill_mod":{"deception":31,"intimidation":33,"acrobatics":31,"religion":29},"image":["/Images/Monsters/Daemon_Phasmadaemon.png"],"primary_source":"Pathfinder #192: Worst of All Possible Worlds","spell":["Duplicate Foe","Weird","Mask of Terror","Phantasmal Killer","Shadow Blast","Dimension Door","Shadow Siphon","Nightmare","Detect Alignment","True Seeing"],"ac":39,"level":17,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":3,"reflex_save":26,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":31,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"Phasmadaemon","alignment":"NE","rarity":"uncommon","strike_damage_average":[33,36],"attack_bonus":[33,33],"constitution":6,"immunity":["death effects","fear"],"creature_family":"Daemon","will_save":31,"speed":{"fly":35,"max":35,"land":25},"wisdom":4,"weakness":{"good":15},"creature_ability":["Frightful Presence","Unending Terror","Constrict","Consume Fear","Inescapable Form","Rend"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Deception","Intimidation","Religion"],"tradition":["Divine"],"summary":"Known also as terror daemons, the horrifying phasmadaemons make use of illusions and their own frightening appearance (that of a serpent with a bony …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2578","dexterity":8,"category":"creature","slug":"creature-2578"},{"primary_source_category":"Adventure Paths","strength":3,"hp":60,"language":["Common"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","charisma":3,"perception":10,"stealth":"12","trait":["Construct","Uncommon","N","Small"],"id":"creature-2579","text":" Simple Harrowkin The simplest harrowkin resemble creatures with vague features made of patchwork cloth and painted canvas Recall Knowledge - Construct (Arcana, Crafting): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Simple Harrowkin Source Pathfinder #192: Worst of All Possible Worlds pg. 82 Perception +10; darkvision Languages Common Skills Acrobatics +12, Athletics +9, Deception +11, Stealth +12 Str +3 Dex +4 Con +1 Int +0 Wis +0 Cha +3 Harrowkin Suit any Items harrow cards (53^ function as darts), Shortsword --- AC 20 Fort +11 Ref +14 Will +8 HP 60 Immunities death effects, disease, doomed, drained, fatigued, healing, misfortune, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious --- Speed 25 feet Melee Single Action shortsword +12 (Agile, Finesse, versatile P), Damage 1d6+5 slashing Melee Single Action fist +12 (Agile, Finesse, Magical), Damage 1d4+5 bludgeoning plus Grab Ranged Single Action harrow card +12 (Agile, Magical, range increment 20 feet, Thrown), Damage 1d4+3 piercing Shuffle the Deck Two Actions Sneak Attack The harrowkin deals 1d6 extra precision damage to flat-footed creatures. ","skill_mod":{"deception":11,"stealth":12,"athletics":9,"acrobatics":12},"primary_source":"Pathfinder #192: Worst of All Possible Worlds","ac":20,"item":["harrow cards (53^ function as darts )","Shortsword"],"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":11,"source_group":["Stolen Fate"],"size":["Small"],"spoilers":"Stolen Fate","name":"Simple Harrowkin","alignment":"N","rarity":"uncommon","strike_damage_average":[5,7,8],"attack_bonus":[12,12,12],"constitution":1,"immunity":["death effects","disease","doomed","drained","fatigued","healing","misfortune","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"creature_family":"Harrowkin","will_save":8,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Harrowkin Suit","Shuffle the Deck","Sneak Attack"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Deception","Stealth"],"summary":"The simplest harrowkin resemble creatures with vague features made of patchwork cloth and painted canvas","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2579","dexterity":4,"category":"creature","slug":"creature-2579"},{"attack_bonus":[21,22,23],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":180,"language":["Common"],"immunity":["death effects","disease","doomed","drained","fatigued","healing","misfortune","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","creature_family":"Harrowkin","will_save":17,"charisma":5,"speed":{"max":25,"land":25},"perception":17,"wisdom":1,"weakness":{},"creature_ability":["Harrowkin Suit","Attack of Opportunity","Defensive Suit","Shield Block","Hit 'Em While They're Down"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Intimidation","Occultism"],"trait":["Construct","Uncommon","N","Medium"],"id":"creature-2580","text":" Storied Harrowkin These harrowkin take on themes drawn from a specific harrow card. Recall Knowledge - Construct (Arcana, Crafting): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Storied Harrowkin Source Pathfinder #192: Worst of All Possible Worlds pg. 83 Perception +17; darkvision Languages Common Skills Acrobatics +20, Athletics +22, Intimidation +21, Occultism +17 Str +6 Dex +4 Con +5 Int +1 Wis +1 Cha +5 Harrowkin Suit any Items +1 striking battle axe , +1 chain mail , harrow cards (53; function as darts), lesser sturdy shield (Hardness 10^ Hit Points 80^ BT 40) --- AC 30 Fort +21 Ref +18 Will +17 HP 180 Immunities death effects, disease, doomed, drained, fatigued, healing, misfortune, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Attack of Opportunity Reaction Defensive Suit Shield Block Reaction --- Speed 25 feet Melee Single Action battle axe +23 (Magical, Sweep), Damage 2d8+12 slashing Melee Single Action shield bash +22, Damage 1d4+12 bludgeoning Ranged Single Action harrow card +21 (Agile, Magical, range increment 20 feet, Thrown), Damage 2d4+9 piercing Hit 'Em While They're Down The harrowkin wildly attacks a prone target. They deal an additional 2d6 points of damage with their melee Strikes against prone targets. This damage is equal to the damage type of the Strike. ","skill_mod":{"athletics":22,"intimidation":21,"occultism":17,"acrobatics":20},"summary":"These harrowkin take on themes drawn from a specific harrow card.","primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Creature Type","Rarity"],"ac":30,"item":["+1 striking battle axe","+1 chain mail","harrow cards (53; function as darts )","lesser sturdy shield (Hardness 10^ Hit Points 80^ BT 40)"],"level":10,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2580","intelligence":1,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":21,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Storied Harrowkin","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[14,14,21],"slug":"creature-2580"},{"primary_source_category":"Adventure Paths","strength":7,"hp":315,"language":["Common"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","charisma":9,"perception":29,"trait":["Construct","Uncommon","N","Medium"],"id":"creature-2581","text":" Fabled Harrowkin The most powerful harrowkin are living embodiments of harrow cards. Recall Knowledge - Construct (Arcana, Crafting): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Fabled Harrowkin Source Pathfinder #192: Worst of All Possible Worlds pg. 83 Perception +29; darkvision Languages Common Skills Acrobatics +30, Athletics +32, Diplomacy +32, Occultism +29 Str +7 Dex +5 Con +7 Int +2 Wis +4 Cha +9 Harrowkin Suit any Read the Cards Free Action Items +2 greater striking greatsword , harrow deck (53 cards; function as darts when thrown by a harrowkin) --- AC 40 Fort +32 Ref +30 Will +27 HP 315 Immunities death effects, disease, doomed, drained, fatigued, healing, misfortune, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Defensive Suit Twist Fate Reaction (divination, fortune, occult) Frequency once per minute; Trigger A creature critically hits the harrowkin; Effect The harrowkin manipulates fortune in their favor. The triggering attack becomes a regular hit. --- Speed 25 feet, fly 40 feet Melee Single Action greatsword +32 (Magical, versatile P), Damage 3d12+15 slashing Ranged Single Action harrow card +30 (Agile, Magical, range increment 20 feet, Thrown), Damage 3d6+15 piercing Occult Innate Spells DC 35, +27 - Cantrips (8th) Daze, Detect Magic, Ghost Sound, Telekinetic Projectile - 1st Ill Omen (at will) - 2nd Augury - 4th Confusion - 5th Dimension Door - 7th Visions of Danger - 8th Uncontrollable Dance Shuffle the Deck Two Actions ","skill_mod":{"diplomacy":32,"athletics":32,"occultism":29,"acrobatics":30},"primary_source":"Pathfinder #192: Worst of All Possible Worlds","spell":["Uncontrollable Dance","Visions of Danger","Dimension Door","Confusion","Augury","Ill Omen","Daze","Detect Magic","Ghost Sound","Telekinetic Projectile"],"ac":40,"item":["+2 greater striking greatsword","harrow deck (53 cards; function as darts when thrown by a harrowkin)"],"level":17,"spell_dc":[35],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":30,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":32,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Fabled Harrowkin","alignment":"N","rarity":"uncommon","strike_damage_average":[25,34],"attack_bonus":[30,32],"constitution":7,"immunity":["death effects","disease","doomed","drained","fatigued","healing","misfortune","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"creature_family":"Harrowkin","will_save":27,"speed":{"fly":40,"max":40,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Harrowkin Suit","Read the Cards","Defensive Suit","Twist Fate","Shuffle the Deck"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Diplomacy","Occultism"],"tradition":["Occult"],"summary":"The most powerful harrowkin are living embodiments of harrow cards.","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2581","dexterity":5,"category":"creature","slug":"creature-2581"},{"primary_source_category":"Adventure Paths","strength":9,"hp":421,"language":["Common","Jotun","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","charisma":5,"perception":32,"trait":["Fey","Rare","LN","Gargantuan"],"id":"creature-2582","text":" Nornhound While norns typically keep to themselves, only consulting their triumvirate or occasionally other fellow norns, they sometimes require servants to further their goals or protect their homes. Nornhounds are massive wolves spun from the old, tattered threads of fate, usually moments of time that norns severed to end a life. These wolves gain a portion of the same power over fate that norns do and serve their norn masters with unflinching loyalty. Recall Knowledge - Fey (Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Nornhound Source Pathfinder #192: Worst of All Possible Worlds pg. 84 Perception +32; detect magic , greater darkvision, scent (precise) 120 feet, true seeing Languages Common, Jotun, Sylvan; tongues Skills Acrobatics +30, Athletics +35, Deception +31, Diplomacy +31, Intimidation +33, Occultism +30 Str +9 Dex +4 Con +8 Int +4 Wis +6 Cha +5 Sense Fate (fortune) A nornhound automatically rolls a 20 when it rolls initiative. --- AC 40 Fort +34 Ref +28 Will +30 HP 421 , regeneration 15 (deactivated by cold iron) Immunities negative Weaknesses cold iron 15 Beyond Fate A nornhound can ignore any fortune or misfortune effects that affect them. If they're forced to roll twice as part of such an effect, they can take whichever die result they prefer, even if the effect would normally force them to choose one of the results. --- Speed 40 feet, fly 40 feet Melee Single Action jaws +35 (Magical), Damage 3d12+17 piercing damage plus Improved Grab Melee Single Action tail +35 (Agile, Magical, reach 15 feet), Damage 3d8+17 bludgeoning plus Knockdown Ranged Single Action temporal blast +33 (Evocation, Magical, range increment 120 feet), Damage 6d8 force Occult Innate Spells DC 37 - 6th Slow - 8th Inevitable Disaster, Teleport (self only; at will) - 9th Cast into Time - Constant (10th) Detect Magic, Tongues, True Seeing Breath Weapon Two Actions (Divination, Mental, Primal) The nornhound unleashes a blast of temporal energy in a 30-foot cone that deals 15d8 mental damage (DC 40 basic Will save). Creatures that fail their save become confused for 1 round. The nornhound can't use Breath Weapon again for 1d4 rounds. Follow the Thread A nornhound is permanently quickened. It can use its extra action only to Step or Stride. Pack Attack The nornhound's Strikes deal 1d6 extra damage to creatures within reach of at least two of its allies. Swallow Whole Single Action (attack); Huge, 3d12+10 bludgeoning, Rupture 36 Time Bound Three Actions The nornhound jumps into the air, releasing multiple blasts of temporal energy. The nornhound leaps to a point within 60 feet. It can make up to three temporal blast Strikes at any point during this movement, each against a different target. These attacks count toward the nornhound's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. Nornhound Packs Long-lived or powerful norns sometimes spin multiple nornhounds and keep entire packs as guardians. These packs make quick work of intruders and also gain additional powers when working together. Much like a norn triumvirate, a norn pack can their powers to affect the flow of time in a localized area or even stop time outright. ","skill_mod":{"diplomacy":31,"deception":31,"athletics":35,"intimidation":33,"occultism":30,"acrobatics":30},"image":["/Images/Monsters/Nornhound.png"],"primary_source":"Pathfinder #192: Worst of All Possible Worlds","spell":["Cast into Time","Inevitable Disaster","Teleport","Slow","Detect Magic","Tongues","True Seeing"],"ac":40,"level":18,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" detect magic , greater darkvision , scent ( precise ) 120 feet, true seeing ","resistance":{},"intelligence":4,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":34,"source_group":["Stolen Fate"],"size":["Gargantuan"],"spoilers":"Stolen Fate","name":"Nornhound","alignment":"LN","rarity":"rare","strike_damage_average":[27,30,36],"attack_bonus":[33,35,35],"constitution":8,"immunity":["negative"],"will_save":30,"speed":{"fly":40,"max":40,"land":40},"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Sense Fate","Beyond Fate","Breath Weapon","Follow the Thread","Pack Attack","Time Bound"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism"],"tradition":["Occult"],"summary":"While norns typically keep to themselves, only consulting their triumvirate or occasionally other fellow norns, they sometimes require servants to …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2582","dexterity":4,"category":"creature","slug":"creature-2582"},{"primary_source_category":"Adventure Paths","strength":3,"hp":125,"language":["Aklo","Common","Sylvan","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","charisma":6,"perception":17,"trait":["Beast","Rare","N","Large"],"id":"creature-2583","text":" Suvarden While the Material Plane and the Dimension of Time remain distinct realities, the two share a powerful connection. Suvardens are living embodiments of this connection. Recall Knowledge - Beast (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Suvarden Source Pathfinder #192: Worst of All Possible Worlds pg. 85 Perception +17; darkvision Languages Aklo, Common, Sylvan; telepathy 100 feet Skills Acrobatics +16, Athletics +16, Diplomacy +17, Lore +15, Nature +15, Occultism +15, Society +13 Str +3 Dex +5 Con +4 Int +2 Wis +4 Cha +6 --- AC 24 Fort +15 Ref +14 Will +17 HP 125 (all-around vision) Immunities confused, controlled, misfortune Attack of Opportunity Reaction Reweave Fate Reaction (divination, primal) Trigger A non-suvarden creature within 30 feet of the suvarden attempts an attack roll, skill check, or saving throw; Effect The suvarden interferes with the triggering creature's action, pushing it toward a specific outcome. The suvarden decides on a favorable or an unfavorable outcome. With a favorable outcome, the creature rolls the triggering check a second time and takes the higher result; this is a fortune effect. With an unfavorable outcome, the creature rolls the triggering check a second time and takes the lower result; this is a misfortune effect. Regardless of the outcome, the triggering creature becomes immune to Reweave Fate for 1 day. --- Speed 40 feet, climb 20 feet, fly 20 feet Melee Single Action antler +16, Damage 2d12+6 piercing Melee Single Action hoof +16 (reach 10 feet), Damage 2d8+6 bludgeoning Primal Innate Spells DC 25 - Cantrips (3rd) Guidance, Know Direction - 1st True Strike (×3) - 2nd Augury (×2) - 3rd Hypercognition Web of Fate Two Actions (Divination, Primal) The suvarden creates a web spun from the threads of fate in a 10-foot burst within 30 feet. The squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. Each time a creature in the web begins to use a move action or enters the web during a move action, it must attempt a DC 25 Will save. Critical Success The creature is unaffected and doesn't need to attempt further saving throws against the web. Success The creature is momentarily baffled by glimpses of possible futures and is flat-footed for 1 round. Failure Possibilities spun throughout the web overwhelm the creature. It becomes confused for 1 round. Critical Failure As critical failure, but the duration is 1 minute and the creature is sickened 1 while it's confused. A Matter of Time Suvardens have a connection to the Dimension of Time, but exist more as natives of the Material Plane. As a result, they do not possess the Time trait. Suvardens refuse to elaborate on their place within existence and time. A suvarden first tries to maintain the order of cause and effect with its guidance, but when that fails, more powerful or cruel creatures increasingly get involved. Most agree that meeting a suvarden is preferable to encountering a hound of Tindalos or siktempora, although there certainly exist powerful suvardens as well. ","skill_mod":{"society":13,"diplomacy":17,"nature":15,"athletics":16,"occultism":15,"acrobatics":16},"image":["/Images/Monsters/Suvarden.png"],"primary_source":"Pathfinder #192: Worst of All Possible Worlds","spell":["Hypercognition","Augury","True Strike","Guidance","Know Direction"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"Suvarden","alignment":"N","rarity":"rare","strike_damage_average":[15,19],"attack_bonus":[16,16],"constitution":4,"immunity":["confused","controlled","misfortune"],"will_save":17,"speed":{"climb":20,"fly":20,"max":40,"land":40},"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Reweave Fate","Web of Fate"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Diplomacy","Lore","Nature","Occultism","Society"],"tradition":["Primal"],"summary":"While the Material Plane and the Dimension of Time remain distinct realities, the two share a powerful connection. Suvardens are living …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2583","dexterity":5,"category":"creature","slug":"creature-2583"},{"attack_bonus":[28],"constitution":7,"primary_source_category":"Adventure Paths","strength":8,"hp":260,"language":["Aklo","Common","Undercommon"],"immunity":["enfeebled (while wearing its mask)","slowed (while wearing its mask)"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","will_save":22,"charisma":2,"speed":{"climb":40,"max":40,"land":40},"perception":20,"wisdom":4,"weakness":{},"creature_ability":["Mask of Power","Volcanic Veins","Deflect Arrow","Body Strike","Whirlwind Throw"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"22","trait":["Aberration","NE","Medium"],"id":"creature-2584","text":" Sickened Doprillu Recall Knowledge - Aberration (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Sickened Doprillu Source Pathfinder #192: Worst of All Possible Worlds pg. 19 Perception +20; darkvision, see invisibility Languages Aklo, Common, Undercommon Skills Acrobatics +24, Athletics +28, Intimidation +20, Stealth +22 Str +8 Dex +6 Con +7 Int +1 Wis +4 Cha +2 --- AC 34 Fort +25 Ref +26 Will +22 +2 status to all saves vs. fear HP 260 , regeneration 20 (deactivated by cold) Immunities enfeebled (while wearing its mask), slowed (while wearing its mask) Resistances fire 15 Mask of Power A doprillu's unique wooden mask is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity to enfeebled and slowed, and it immediately becomes enfeebled 1. The enfeebled value increases by 1 at the start of each of the doprillu's turns, to a maximum of enfeebled 4. If the mask is put back on, the doprillu immediately regains its abilities and loses the enfeebled condition. A creature can pull off the mask with a successful DC 34 Athletics check to Force Open. Volcanic Veins (fire) Fiery magma runs through the doprillu's veins. A creature that starts its turn grabbed by the doprillu takes 7d6 fire damage. Deflect Arrow Reaction Trigger The doprillu is the target of a physical ranged attack; Requirements The doprillu is aware of the attack, isn't flat-footed against it, and has a hand free; Effect The doprillu gains a +4 circumstance bonus to its AC against the triggering attack. --- Speed 40 feet, climb 40 feet Melee Single Action fist +28 (Agile, Magical), Damage 3d8+16 plus 2d6 fire and Improved Grab Occult Innate Spells DC 26 - Constant (6th) See Invisibility Body Strike Single Action Requirements The doprillu has a creature grabbed; Effect The doprillu swings the grabbed creature as a weapon. This Strike has a +28 attack modifier and deals 3d8+16 bludgeoning damage. The Strike is magical and has a reach of 10 feet. On a hit, the grabbed creature takes half the damage dealt to the target. Whirlwind Throw Two Actions Requirements The doprillu has a creature grabbed; Effect The doprillu whirls the grabbed creature about, making a Body Strike against each creature in reach. After that Strike, the doprillu can hurl the grabbed creature up to 50 feet as a ranged Strike. This Strike has the same attack modifier and damage as Body Strike, but has the thrown 20 feet weapon trait. ","tradition":["Occult"],"skill_mod":{"stealth":22,"athletics":28,"intimidation":20,"acrobatics":24},"primary_source":"Pathfinder #192: Worst of All Possible Worlds","spell":["See Invisibility"],"trait_group":["Creature Type"],"ac":34,"level":14,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" darkvision , see invisibility ","weakest_save":["will"],"resistance":{"fire":15},"url":"/Monsters.aspx?ID=2584","intelligence":1,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":25,"source_group":["Stolen Fate"],"size":["Medium"],"name":"Sickened Doprillu","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[36],"slug":"creature-2584"},{"attack_bonus":[32],"constitution":8,"primary_source_category":"Adventure Paths","strength":9,"hp":310,"language":["Common"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","will_save":30,"charisma":4,"speed":{"fly":30,"max":40,"land":40},"perception":30,"wisdom":7,"weakness":{},"creature_ability":["Eclipse Aura","Solar Flare","Lunar Burst","Shadow Leap","Thermal Mastery"],"primary_source_group":"Stolen Fate","skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"30","trait":["Beast","Cold","Fire","Rare","LN","Large"],"id":"creature-2585","text":" Mighty Bul-Gae Recall Knowledge - Beast (Arcana, Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Mighty Bul-Gae Source Pathfinder #192: Worst of All Possible Worlds pg. 20 Perception +30; greater darkvision, scent (imprecise) 60 feet Languages Common Skills Athletics +32, Intimidation +29, Stealth +30, Survival +32 Str +9 Dex +5 Con +8 Int +5 Wis +7 Cha +4 --- AC 40 Fort +33 Ref +26 Will +30 HP 310 Resistances cold 15, fire 15 Eclipse Aura (aura, darkness, occult) 100 feet. Light and shadows morph strangely around the bul-gae. A creature attempting to create a light effect within the aura must attempt a DC 5 flat check. On a failure, the attempt fails, the effect is lost, and the DC to counteract darkness effects within the aura is increased by 1. Solar Flare Reaction (evocation, fire, occult) Trigger The bul-gae takes damage; Effect The bul-gae releases a solar flare in a 30-foot emanation. Each creature in the area takes 6d8 fire damage (DC 38 basic Reflex save). On a critical failure, a creature also takes 2d10 persistent fire damage. After using this ability, the bul-gae's flames cool and they can't use Solar Flare again until after they have used Lunar Burst. --- Speed 40 feet, fly 30 feet Melee Single Action jaws +32 (Agile), Damage 3d8+17 piercing plus 2d6 cold or fire and Improved Knockdown Lunar Burst Two Actions (Cold, Evocation, Occult) The bul-gae releases a blast of otherworldly frost that deals 6d8 cold damage to each creature in a 10-foot emanation (DC 38 basic Reflex save). On a critical failure, a creature also becomes slowed 2. After using this ability, the bul-gae's flames heat up and they can't use Lunar Burst again until after they have used Solar Flare. Shadow Leap Single Action (Conjuration, Occult, Shadow, Teleportation) Requirements The bul-gae is in dim light or darkness; Effect The bul-gae dives into a shadow and reappears from another shadow within 40 feet. Thermal Mastery The bul-gae has total control over the powers of cold and fire. Each time they attack with their jaws, they can choose either cold or fire for the additional damage. ","element":["Fire"],"skill_mod":{"survival":32,"stealth":30,"athletics":32,"intimidation":29},"primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Creature Type","Energy","Monster","Elemental","Planar","Rarity"],"ac":40,"level":17,"source_category":["Adventure Paths"],"sense":" greater darkvision , scent ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{"fire":15,"cold":15},"url":"/Monsters.aspx?ID=2585","intelligence":5,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Greater darkvision","fortitude_save":33,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"Mighty Bul-Gae","alignment":"LN","category":"creature","rarity":"rare","strike_damage_average":[37],"slug":"creature-2585"},{"attack_bonus":[36,36],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":375,"language":["Aklo","Druidic","Sylvan","<%UMR%37%%>telepathy<%END> 100 feet"],"immunity":["confused","controlled","misfortune"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","will_save":36,"charisma":9,"speed":{"climb":20,"fly":30,"max":50,"land":50},"perception":36,"wisdom":6,"weakness":{},"creature_ability":["Attack of Opportunity","Reweave Fate","Web of Fate"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Diplomacy","Nature","Norn Lore","Occultism","Society"],"trait":["Beast","Unique","N","Large"],"id":"creature-2586","text":" Ildamir Recall Knowledge - Beast (Arcana, Nature): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Ildamir Source Pathfinder #192: Worst of All Possible Worlds pg. 35 Perception +36; darkvision Languages Aklo, Druidic, Sylvan; telepathy 100 feet Skills Acrobatics +37, Athletics +34, Diplomacy +37, Nature +34, Norn Lore +36, Occultism +32, Society +32 Str +6 Dex +7 Con +6 Int +4 Wis +6 Cha +9 --- AC 45 Fort +35 Ref +33 Will +36 HP 375 (all-around vision) Immunities confused, controlled, misfortune Attack of Opportunity Reaction Reweave Fate Reaction (divination, primal) Trigger A non-suvarden creature within 30 feet of the suvarden attempts an attack roll, skill check, or saving throw; Effect The suvarden interferes with the triggering creature's action, pushing it toward a specific outcome. The suvarden decides on a favorable or an unfavorable outcome. With a favorable outcome, the creature rolls the triggering check a second time and takes the higher result; this is a fortune effect. With an unfavorable outcome, the creature rolls the triggering check a second time and takes the lower result; this is a misfortune effect. Regardless of the outcome, the triggering creature becomes immune to Reweave Fate for 1 day. --- Speed 50 feet, climb 20 feet, fly 30 feet Melee Single Action antler +36, Damage 4d12+16 piercing Melee Single Action hoof +36 (reach 10 feet), Damage 4d10+16 bludgeoning Primal Innate Spells DC 42 - Cantrips (9th) Guidance, Know Direction - 7th Augury (×2), Mindlink (at will), True Strike (×3) - 8th Hypercognition, Teleport (self only) - 9th Plane Shift (self only) Web of Fate Two Actions (Divination, Primal) The suvarden creates a web spun from the threads of fate in a 10-foot burst within 30 feet. The squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. Each time a creature in the web begins to use a move action or enters the web during a move action, it must attempt a DC 42 Will save. Critical Success The creature is unaffected and doesn't need to attempt further saving throws against the web. Success The creature is momentarily baffled by glimpses of possible futures and is flat-footed for 1 round. Failure Possibilities spun throughout the web overwhelm the creature. It becomes confused for 1 round. Critical Failure As critical failure, but the duration is 1 minute and the creature is sickened 1 while it's confused. ","tradition":["Primal"],"skill_mod":{"society":32,"diplomacy":37,"nature":34,"athletics":34,"occultism":32,"acrobatics":37},"primary_source":"Pathfinder #192: Worst of All Possible Worlds","spell":["Plane Shift","Hypercognition","Teleport","Augury","Mindlink","True Strike","Guidance","Know Direction"],"trait_group":["Creature Type","Rarity"],"ac":45,"level":20,"spell_dc":[42],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2586","intelligence":4,"reflex_save":33,"strongest_save":["will"],"dexterity":7,"vision":"Darkvision","fortitude_save":35,"source_group":["Stolen Fate"],"size":["Large"],"spoilers":"Stolen Fate","name":"Ildamir","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[38,42],"slug":"creature-2586"},{"attack_bonus":[36,39],"constitution":7,"primary_source_category":"Adventure Paths","strength":8,"hp":399,"language":["Common","Skald"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","will_save":34,"charisma":6,"speed":{"max":25,"land":25,"swim":25},"perception":34,"wisdom":6,"weakness":{"vitality":20},"creature_ability":["The Sea's Revenge","Grotesque Gift","Great Swipe"],"primary_source_group":"Stolen Fate","skill":["Athletics","Intimidation"],"trait":["Undead","Unique","Water","CN","Medium"],"id":"creature-2587","text":" Bolti Sorrinson Recall Knowledge - Undead (Religion): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Bolti Sorrinson Source Pathfinder #192: Worst of All Possible Worlds pg. 38 Perception +34; darkvision Languages Common, Skald Skills Athletics +38, Intimidation +36 Str +8 Dex +4 Con +7 Int +2 Wis +6 Cha +6 Items Icefang (+3 major striking greater frost greataxe), +2 greater resilient leather armor --- AC 44 Fort +35 Ref +30 Will +34 HP 399 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances fire 20 Weaknesses positive 20 The Sea's Revenge (curse, divine, necromancy) A creature that slays Bolti is subjected to a mariner's curse spell (heightened to 10th level, DC 42). The curse ends if the cursed victim slays Trygve, or after 1 year passes. --- Speed 25 feet, swim 25 feet Melee Single Action Icefang +39 (Sweep), Damage 4d12+16 slashing plus 1d6 cold and Grotesque Gift Melee Single Action fist +36 (Agile), Damage 4d8+16 bludgeoning plus Grotesque Gift Grotesque Gift (Olfactory) Bolti's attacks spatter his targets with rancid flesh and clotted blood. A creature damaged by one of Bolti's Strikes must succeed at a DC 39 Fortitude save or become sickened 1 (sickened 2 on a critical failure). Great Swipe Two Actions Bolti makes a melee Strike and compares the attack roll result to the AC of up to three foes, each of whom must be within his melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Great Swipe counts as three attacks for Bolti's multiple attack penalty. ","element":["Water"],"skill_mod":{"athletics":38,"intimidation":36},"primary_source":"Pathfinder #192: Worst of All Possible Worlds","trait_group":["Creature Type","Rarity","Elemental","Planar","Monster"],"ac":44,"item":["Icefang (+3 major striking greater frost greataxe )","+2 greater resilient leather armor"],"level":20,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"fire":20},"url":"/Monsters.aspx?ID=2587","intelligence":2,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":35,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Bolti Sorrinson","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[34,45],"slug":"creature-2587"},{"primary_source_category":"Adventure Paths","strength":8,"hp":385,"language":["Aklo","Common","Infernal","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","charisma":8,"perception":36,"stealth":"35","trait":["Fey","Unique","NE","Medium"],"id":"creature-2588","text":" The Keeper Recall Knowledge - Fey (Nature): DC 52 Unspecific Lore : DC 50 Specific Lore : DC 47 The Keeper Source Pathfinder #192: Worst of All Possible Worlds pg. 40 Perception +36; greater darkvision, true seeing Languages Aklo, Common, Infernal, Sylvan; tongues Skills Acrobatics +37, Athletics +39, Deception +39, Heraldry Lore +34, Society +36, Stealth +35, Warfare Lore +36 Str +8 Dex +6 Con +6 Int +5 Wis +5 Cha +8 Items +2 greater resilient full plate , +3 greater striking greatsword --- AC 47 Fort +37 Ref +35 Will +32 HP 385 Immunities curses, death effects, drained, fear Weaknesses cold iron 20 Aura of Disquietude (aura, emotion, fear, mental) 30 feet, DC 41. As frightful presence, plus a creature frightened by the aura becomes suspicious: it doesn't count any other creature as its ally and can't Aid or flank. On a critical failure, the creature also can't be a willing target for harmless or helpful magic. Attack of Opportunity Reaction Maintain Fate Reaction (abjuration, occult) Trigger The Keeper would be subjected to a misfortune effect, become slowed, or become stunned; Effect The Keeper manipulates reality to maintain control of her own destiny and twists the fate of those that dared tamper with her own. The Keeper disrupts the triggering effect and becomes quickened until the end of her next turn. She can use the extra action to Fly, Step, Stride, or Strike. If the effect originated from a creature, such as an enemy casting slow on the Keeper, that creature is targeted with an ill omen spell. The creature must attempt a DC 44 Will save to determine the effects of the spell. --- Speed 40 feet, fly 120 feet Melee Single Action greatsword +40 (Magical, versatile P), Damage 4d12+16 slashing plus bloodbird Melee Single Action jaws +37 (Magical), Damage 4d6+16 piercing plus bloodbird Melee Single Action talon +37 (Agile, Magical), Damage 4d6+16 slashing plus bloodbird Occult Innate Spells DC 41 - 7th Outcast's Curse (at will), Suggestion (at will) - 8th Crushing Despair (at will), Modify Memory - 9th Ethereal Jaunt, Suggestion - Constant (9th) Tongues, True Seeing Bloodbird (Curse, Occult) A creature hit by a vilderavn's melee attack becomes cursed. It takes 2d6 persistent bleed damage that's difficult to stanch. The DC to stop the bleeding using Administer First Aid is 41, and healing the creature to full HP doesn't automatically end the bleeding. Removing the curse ends the bleeding. Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The vilderavn takes on the appearance of a Small or Medium humanoid, wolf, dire wolf, or hybrid with both raven and wolf parts. The vilderavn can only use their jaws attack when in a form with a wolf's head, and their talon attack in a form with raven qualities. They can instead assume their raven knight form: a Medium humanoid in black full plate carrying a greatsword. They can use their jaws or talon Strikes only in a form that has that body part, and their greatsword only in knight form. Souleater (Necromancy, Occult) If the vilderavn kills a humanoid target with a critical hit using their jaws Strike, they rip out and devour the target's heart and soul as part of the attack. While the target is dead, the vilderavn can Change Shape into the target's form, gaining a +4 status bonus to Deception checks to impersonate the target. If magic would resurrect the creature, the caster must succeed at a DC 44 counteract check to extract the target's soul from the vilderavn; otherwise, the spell fails. ","skill_mod":{"society":36,"deception":39,"stealth":35,"athletics":39,"acrobatics":37},"primary_source":"Pathfinder #192: Worst of All Possible Worlds","spell":["Ethereal Jaunt","Suggestion","Crushing Despair","Modify Memory","Outcast's Curse","Tongues","True Seeing"],"ac":47,"item":["+2 greater resilient full plate","+3 greater striking greatsword"],"level":21,"spell_dc":[41],"source_category":["Adventure Paths"],"sense":" greater darkvision , true seeing ","resistance":{},"intelligence":5,"reflex_save":35,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":37,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"The Keeper","alignment":"NE","rarity":"unique","strike_damage_average":[30,30,42],"attack_bonus":[37,37,40],"constitution":6,"immunity":["curses","death effects","drained","fear"],"will_save":32,"speed":{"fly":120,"max":120,"land":40},"wisdom":5,"weakness":{"cold_iron":20},"creature_ability":["Aura of Disquietude","Attack of Opportunity","Maintain Fate","Bloodbird","Change Shape","Souleater"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Deception","Heraldry Lore","Society","Stealth","Warfare Lore"],"tradition":["Occult"],"trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2588","dexterity":6,"category":"creature","slug":"creature-2588"},{"attack_bonus":[31,32,34],"constitution":7,"primary_source_category":"Adventure Paths","strength":8,"hp":295,"language":["Common","Jotun","Skald","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","will_save":25,"charisma":5,"speed":{"fly":30,"max":40,"land":40},"perception":30,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block","Challenge Foe","Defender of Svarýr","Instant Repair"],"primary_source_group":"Stolen Fate","skill":["Athletics","Crafting","Intimidation"],"trait":["Aesir","Monitor","Rare","CN","Medium"],"id":"creature-2589","text":" Svarýr Soldier Recall Knowledge - Monitor (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Svarýr Soldier Source Pathfinder #192: Worst of All Possible Worlds pg. 42 Perception +30; darkvision Languages Common, Jotun, Skald; tongues Skills Athletics +32, Crafting +25, Intimidation +29 Str +8 Dex +5 Con +7 Int +1 Wis +3 Cha +5 Items +2 greater striking returning dagger , +2 greater striking longsword , greater sturdy shield (Hardness 15^ HP 120^ BT 60) --- AC 39 Fort +31 Ref +27 Will +25 (+29 vs. fear) HP 295 Resistances piercing 15 Attack of Opportunity Reaction Shield Block Reaction --- Speed 40 feet, fly 30 feet Melee Single Action longsword +34 (Magical, versatile P), Damage 3d8+16 slashing plus 2d6 mental Melee Single Action fist +32 (Agile), Damage 3d6+16 bludgeoning Ranged Single Action dagger +31 (Agile, Magical, thrown 10 feet, versatile S), Damage 3d4+16 piercing Champion Devotion Spells DC 34, 3 Focus Points - 1st Lay on Hands, Weapon Surge - 4th Word of Freedom, Zeal for Battle Divine Innate Spells DC 34 - Constant (5th) Tongues Challenge Foe Single Action The soldier challenges one creature they can see to single combat, attempting to Demoralize that target. This target remains the soldier's foe until it's defeated, it flees, or the encounter ends. The soldier gains a circumstance bonus to damage equal to their number of weapon damage dice against their designated foe but takes an equivalent circumstance penalty to damage against any other creature. If the soldier is defeated by their challenged foe, the shame causes them to lose use of their champion devotion spells for 1 week or until they challenge the same foe again and emerge victorious, whichever comes first. Defender of Svarýr The soldier's melee Strikes with a longsword become infused with the convictions of their duty, and deal an additional 2d6 mental damage against foes they fight while in Svarýr (listed above). Instant Repair Single Action The soldier Repairs their shield. They can't use this ability if the shield is completely destroyed ","tradition":["Divine"],"skill_mod":{"crafting":25,"athletics":32,"intimidation":29},"primary_source":"Pathfinder #192: Worst of All Possible Worlds","spell":["Lay on Hands","Weapon Surge","Word of Freedom","Zeal for Battle","Tongues"],"trait_group":["Monster","Creature Type","Rarity"],"ac":39,"item":["+2 greater striking returning dagger","+2 greater striking longsword","greater sturdy shield (Hardness 15^ HP 120^ BT 60)"],"level":16,"spell_dc":[34,34],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":15},"url":"/Monsters.aspx?ID=2589","intelligence":1,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":31,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Svarýr Soldier","alignment":"CN","category":"creature","rarity":"rare","strike_damage_average":[23,26,36],"slug":"creature-2589"},{"primary_source_category":"Adventure Paths","strength":10,"hp":330,"language":["Common","Jotun","ravenspeaker, <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","charisma":7,"perception":33,"trait":["Aesir","Monitor","Rare","CN","Medium"],"id":"creature-2590","text":" Svarýr Commander Recall Knowledge - Monitor (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Svarýr Commander Source Pathfinder #192: Worst of All Possible Worlds pg. 43 Perception +33; darkvision Languages Common, Jotun; ravenspeaker, tongues Skills Acrobatics +34, Athletics +38, Diplomacy +34, Intimidation +34, Religion +33 Str +10 Dex +7 Con +7 Int +3 Wis +6 Cha +7 Claimer of the Heroic Dead (divine, necromancy) Svarýr commanders can detect the souls of those recently dead. A commander spends 10 minutes praying over the body of a creature who has been dead for no more than 12 hours; if that creature is worthy of becoming an einherji and of the appropriate alignment, the commander transforms that creature into a Svarýr soldier. Ravenspeaker (divination, divine) Valkyries use ravens as servants and spies. They can speak with ravens, and they can have up to three raven servitors who follow their commands. Valkyries can constantly observe whatever their commanded ravens sense. Items +2 greater resilient breastplate , +2 greater striking returning spear --- AC 44 Fort +34 Ref +32 Will +31 HP 330 Resistances electricity 20 Attack of Opportunity Reaction Recall the Fallen Reaction (divine, healing, necromancy) Frequency once per day; Trigger An allied creature within 60 feet who isn't a construct or undead is reduced to 0 Hit Points and their dying value is 2 or less; Effect The commander restores 8d10 Hit Points to the target. --- Speed 25 feet, fly 60 feet Melee Single Action spear +38 (Magical), Damage 3d6+17 piercing plus 2d12 electricity Ranged Single Action spear +36 (Magical, thrown 20 feet), Damage 3d6+17 piercing plus 2d12 electricity Divine Innate Spells DC 38, attack +30 - 3rd Augury, Sanctified Ground, Status, Wanderer's Guide - 6th Disrupting Weapons, Heal, Heroism - 7th Heal, Plane Shift (self and mount only) - 8th Heal - 9th Heal, Weapon of Judgment - Constant (9th) Tongues Storm of Battle Two Actions (Divine, Electricity, Evocation) The commander hurls their spear into the air, creating a massive storm in a 100-foot burst. Spears of lightning rain down upon enemies in the area, dealing 5d12 electricity damage (DC 41 basic Reflex save). ","skill_mod":{"diplomacy":34,"athletics":38,"intimidation":34,"acrobatics":34,"religion":33},"primary_source":"Pathfinder #192: Worst of All Possible Worlds","spell":["Heal","Weapon of Judgment","Plane Shift","Disrupting Weapons","Heroism","Augury","Sanctified Ground","Status","Wanderer's Guide","Tongues"],"ac":44,"item":["+2 greater resilient breastplate","+2 greater striking returning spear"],"level":19,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"electricity":20},"intelligence":3,"reflex_save":32,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":34,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Svarýr Commander","alignment":"CN","rarity":"rare","strike_damage_average":[40,40],"attack_bonus":[36,38],"constitution":7,"spell_attack_bonus":[30],"will_save":31,"speed":{"fly":60,"max":60,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Claimer of the Heroic Dead","Ravenspeaker","Attack of Opportunity","Recall the Fallen","Storm of Battle"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Religion"],"tradition":["Divine"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2590","dexterity":7,"category":"creature","slug":"creature-2590"},{"attack_bonus":[38,38,38],"constitution":10,"primary_source_category":"Adventure Paths","strength":10,"hp":470,"language":["Common","Jotun","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","will_save":33,"charisma":4,"speed":{"climb":40,"max":40,"land":30},"perception":35,"wisdom":7,"weakness":{"fire":20},"creature_ability":["Head Regrowth","Multiple Opportunities","Attack of Opportunity","Catch Rock","Cacophonous Roar","Fast Swallow","Gut Tug","Intestinal Tether","Ravenous Jaws","Rend","Swallow Whole"],"primary_source_group":"Stolen Fate","skill":["Athletics","Fortune-Telling Lore","Intimidation","Occultism"],"trait":["Giant","Mutant","Troll","Unique","N","Huge"],"id":"creature-2591","text":" Gegnir Unspecific Lore : DC 48 Specific Lore : DC 45 Gegnir Source Pathfinder #192: Worst of All Possible Worlds pg. 44 Perception +35; darkvision Languages Common, Jotun; tongues Skills Athletics +38, Fortune-Telling Lore +35, Intimidation +37, Occultism +35 Str +10 Dex +4 Con +10 Int +2 Wis +7 Cha +4 --- AC 44 all-around vision Fort +38 Ref +30 Will +33 HP 470 , regeneration 40 (deactivated by acid or fire) Weaknesses fire 20 Head Regrowth Gegnir has nine heads, and he can use regeneration to regrow a head that is severed from an effect like a vorpal weapon. After regaining Hit Points from regeneration, the jotund troll attempts a DC 8 flat check. On a success, one missing head is fully restored; on a critical success, two missing heads are fully restored. If Gegnir loses his last remaining head, he dies immediately. Multiple Opportunities A jotund troll gains an extra reaction per round for each of their heads beyond the first, which they can use only to make Attacks of Opportunity with their jaws or to Fast Swallow. They can't use more than 1 reaction for the same triggering action, even if a creature leaves several squares within their reach, and the jotund troll must use a different head for each Attack of Opportunity they make. Whenever one of Gegnir's heads is severed, he loses 1 of his extra reactions per round. Attack of Opportunity Reaction Catch Rock Reaction --- Speed 30 feet, climb 40 feet Melee Single Action jaws +38 (Magical, reach 15 feet), Damage 4d12+18 piercing Melee Single Action claw +38 (Agile, reach 15 feet), Damage 4d8+18 slashing Melee Single Action intestine +38 (Agile, reach 30 feet), Damage 4d4+10 bludgeoning plus Intestinal Tether Occult Innate Spells DC 39 - Cantrips (9th) Daze, Detect Magic, Guidance, Read Aura - 2nd Augury (at will) - 8th Confusion, Mind Reading, True Strike (×3) - 9th Foresight, True Seeing - Constant (9th) Tongues Cacophonous Roar Two Actions (Auditory, Emotion, Enchantment, Incapacitation, Mental, Primal) Gegnir emits a cacophonous roar from all his heads with a mystical power that distorts the listener's mind. Each non-troll creature within 100 feet must attempt a DC 42 Will save. Gegnir can't use Cacophonous Roar for 1d4 rounds. Critical Success The creature is unaffected and is temporarily immune to Cacophonous Roar for 24 hours. Success The creature is stupefied 1 for 1 round. Failure The creature is confused for 1 round. Critical Failure The creature is confused for 1d4 rounds. Fast Swallow Reaction Trigger Gegnir Grabs a creature with his jaws; Effect Gegnir uses Swallow Whole. Gut Tug Two Actions Gegnir's intestines slither back into his body, pulling a creature grabbed by his intestines toward himself. Gegnir rolls an Athletics check against the creature's Fortitude DC. With a success, he pulls the creature into an adjacent space, and if he critically succeeds he can also make a jaws Strike against the creature after the pull. Intestinal Tether A creature hit by Gegnir's intestine becomes grabbed. The creature isn't immobilized, but it can't move beyond the reach of Gegnir's intestine. A creature can sever the intestine with a successful Strike against AC 41 that deals at least 20 slashing damage. This deals no damage to Gegnir but prevents him from using his intestine Strike until he regrows his intestine, which takes 1 minute. Ravenous Jaws Two Actions Gegnir makes a number of jaws Strikes up to his number of heads, each against a different target. These attacks count toward the troll's multiple attack penalty, but the penalty doesn't increase until after he makes all of these attacks. Rend Single Action claw Swallow Whole Single Action (Attack) Medium, 4d12+10 bludgeoning, Rupture 40 ","tradition":["Occult"],"skill_mod":{"athletics":38,"intimidation":37,"occultism":35},"primary_source":"Pathfinder #192: Worst of All Possible Worlds","spell":["Foresight","True Seeing","Confusion","Mind Reading","True Strike","Augury","Daze","Detect Magic","Guidance","Read Aura","Tongues"],"trait_group":["Creature Type","Monster","Rarity"],"ac":44,"level":20,"spell_dc":[39],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2591","intelligence":2,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":38,"source_group":["Stolen Fate"],"size":["Huge"],"spoilers":"Stolen Fate","name":"Gegnir","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[20,36,44],"slug":"creature-2591"},{"attack_bonus":[36,36],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":380,"language":["Common","Sylvan","<%SPELLS%294%%>speak with plants<%END>, <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","spell_attack_bonus":[34],"will_save":33,"charisma":8,"speed":{"max":30,"land":30},"perception":34,"wisdom":6,"weakness":{"cold_iron":20,"fire":20},"creature_ability":["Befuddling Lash","Manipulate Luck"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature"],"trait":["Fey","Unique","CN","Medium"],"id":"creature-2592","text":" Speaker Of Svarýr Recall Knowledge - Fey (Nature): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Speaker Of Svarýr Source Pathfinder #192: Worst of All Possible Worlds pg. 46 Perception +34; darkvision, scent (imprecise) 60 feet Languages Common, Sylvan; speak with plants , tongues Skills Acrobatics +34, Athletics +34, Deception +36, Diplomacy +38, Intimidation +36, Nature +34 Str +6 Dex +6 Con +5 Int +4 Wis +6 Cha +8 --- AC 44 Fort +31 Ref +36 Will +33 HP 380 , regeneration 30 (deactivated by acid or fire) Weaknesses cold iron 20, fire 20 --- Speed 30 feet Melee Single Action fist +36 (Magical, versatile S), Damage 4d10+14 bludgeoning plus 2d8 mental Melee Single Action tail +36 (Agile, Magical, Backswing), Damage 4d6+14 bludgeoning plus 2d10 mental and Befuddling Lash Primal Innate Spells DC 42, attack +34 - Cantrips (10th) Light, Guidance, Produce Flame, Tanglefoot - 6th Chain Lightning (×3), Slow - 7th Cloudkill, Fly, Heal - 8th Heal, Mask of Terror - 9th Disjunction, Heal - 10th Chain Lightning, Heal - Constant (10th) Speak with Plants, Tongues Befuddling Lash (Curse, Enchantment, Mental) When the Speaker damages a creature with her tail, a wave of befuddlement clouds the target's thoughts. The creature must succeed at a DC 42 Will save or become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. Manipulate Luck Single Action (Curse, Primal) Frequency once per day; Effect The huldra touches another creature to manipulate the creature's luck. The creature must attempt a DC 42 Will save. On a failure, the huldra chooses good luck or bad luck. If the huldra chooses good luck, the affected creature can roll twice on one d20 roll within the next minute and use the higher result; this is a fortune effect. If the huldra chooses bad luck, the creature must roll twice and use the lower result on its next d20 roll; this is a misfortune effect. ","tradition":["Primal"],"skill_mod":{"diplomacy":38,"deception":36,"nature":34,"athletics":34,"intimidation":36,"acrobatics":34},"primary_source":"Pathfinder #192: Worst of All Possible Worlds","spell":["Chain Lightning","Heal","Disjunction","Mask of Terror","Cloudkill","Fly","Slow","Light","Guidance","Produce Flame","Tanglefoot","Speak with Plants","Tongues"],"trait_group":["Creature Type","Rarity"],"ac":44,"level":20,"spell_dc":[42],"source_category":["Adventure Paths"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2592","intelligence":4,"reflex_save":36,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":31,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Speaker Of Svarýr","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[39,45],"slug":"creature-2592"},{"primary_source_category":"Adventure Paths","strength":7,"hp":360,"language":["Common"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","charisma":10,"perception":33,"trait":["Construct","Unique","NE","Medium"],"id":"creature-2593","text":" The Betrayal Recall Knowledge - Construct (Arcana, Crafting): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 The Betrayal Source Pathfinder #192: Worst of All Possible Worlds pg. 57 Perception +33; darkvision Languages Common Skills Acrobatics +35, Athletics +35, Deception +38, Diplomacy +38, Occultism +33 Str +7 Dex +7 Con +7 Int +2 Wis +3 Cha +10 Harrowkin Suit Crowns Read the Cards Free Action (divination, occult) Trigger The harrowkin is about to roll initiative; Effect The harrowkin attempts to rewrite destiny. Roll 1d6 to determine a suit. The harrowkin gains the effects of the suit for 1 minute. If the suit matches the harrowkin's suit, the value is doubled. Hammers The harrowkin gains a +2 status bonus to damage rolls. Keys The harrowkin gains a +1 status bonus to AC. Shields The harrowkin gains fast healing 5. Books The harrowkin gains a +1 status bonus to skill checks. Stars The harrowkin gains a +1 status bonus to saving throws. Crown The harrowkin can reroll 1 check within the next minute and take the higher result. This is a fortune effect. Items harrow deck (53 cards; function as darts) --- AC 45 Fort +33 Ref +35 Will +31 HP 360 Immunities death effects, disease, doomed, drained, fatigued, healing, misfortune, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Defensive Suit When the harrowkin attempts a saving throw connected to its suit—that is, Fortitude (Hammers or Shields), Reflex (Keys or Books), or Will (Stars or Crowns)—if they roll a success, they get a critical success instead. Twist Fate Reaction (divination, fortune, occult) Frequency once per minute; Trigger A creature critically hits the Betrayal; Effect The Betrayal manipulates fortune in her favor. The triggering attack becomes a hit instead. --- Speed 25 feet, fly 40 feet Melee Single Action claws +37 (Magical, versatile P), Damage 4d12+15 slashing Ranged Single Action harrow card +37 (Agile, Magical, range increment 20 feet, Thrown), Damage 4d6+15 piercing Occult Innate Spells DC 42, attack +34 - Cantrips (9th) Daze, Detect Magic, Ghost Sound, Telekinetic Projectile - 1st Color Spray, Ill Omen, Ray of Enfeeblement - 2nd Augury, Hideous Laughter, Mirror Image - 3rd Blindness, Hypnotic Pattern, Paralyze - 4th Confusion, Phantasmal Killer, Suggestion - 5th Shadow Blast, Shadow Siphon, Synesthesia - 6th Feeblemind, Spirit Blast, True Seeing - 7th Prismatic Spray, Visions of Danger, Warp Mind - 8th Discern Location, Maze, Uncontrollable Dance - 9th Dispel Magic, Foresight, Wail of the Banshee Shuffle the Deck Two Actions (Divination, Occult) Frequency once per day; Requirements The harrowkin has rolled initiative; Effect At the end of the current round, all creatures currently in initiative reroll their initiative, using the same modifiers as their original initiative roll, and use the new initiative values for all following rounds. Shift Reality Three Actions (Conjuration, Occult, Teleportation) If the Betrayal is in the Harrowing Room, she vanishes and then reappears at any location she chooses in Sonnorae's Library. If she's in the library, she vanishes and reappears in a space of her choice in the Harrowing Room. ","skill_mod":{"diplomacy":38,"deception":38,"athletics":35,"occultism":33,"acrobatics":35},"primary_source":"Pathfinder #192: Worst of All Possible Worlds","spell":["Dispel Magic","Foresight","Wail of the Banshee","Discern Location","Maze","Uncontrollable Dance","Prismatic Spray","Visions of Danger","Warp Mind","Feeblemind","Spirit Blast","True Seeing","Shadow Blast","Shadow Siphon","Synesthesia","Confusion","Phantasmal Killer","Suggestion","Blindness","Hypnotic Pattern","Paralyze","Augury","Hideous Laughter","Mirror Image","Color Spray","Ill Omen","Ray of Enfeeblement","Daze","Detect Magic","Ghost Sound","Telekinetic Projectile"],"ac":45,"item":["harrow deck (53 cards; function as darts )"],"level":20,"spell_dc":[42],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":35,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":33,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"The Betrayal","alignment":"NE","rarity":"unique","strike_damage_average":[29,41],"attack_bonus":[37,37],"constitution":7,"immunity":["death effects","disease","doomed","drained","fatigued","healing","misfortune","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"spell_attack_bonus":[34],"will_save":31,"speed":{"fly":40,"max":40,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Harrowkin Suit","Read the Cards","Hammers","Keys","Shields","Books","Stars","Crown","Defensive Suit","Twist Fate","Shuffle the Deck","Shift Reality"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Athletics","Deception","Diplomacy","Occultism"],"tradition":["Occult"],"trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2593","dexterity":7,"category":"creature","slug":"creature-2593"},{"primary_source_category":"Adventure Paths","strength":0,"hp":370,"language":["Common","Daemonic","Skald","Varisian"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","charisma":9,"perception":33,"trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-2594","text":" Raven Nicoletta, Thief Of Fate Born to a relatively minor noble family in Magnimar, Raven was never comfortable with the life she led. Social functions, overly proper etiquette, and everything else that life in high society brought with it seemed like an unnecessary set of restrictions and rituals for the sake of playing a part. As part of a coming-of-age ceremony, Raven was required to recount a history of her family lineage. Delving into her family's past led Raven to discover a buried part of her family history—a major divergence in the family tree after her great-great-grandmother's marriage. When Lonirra married Kamittar Nicoletta, she hid all vestiges of her former family, the Campostari clan. Raven was intrigued by the discovery and soon used the resources afforded to her to learn more about her family's forgotten past. Over the span of several months, Raven learned the great history of the Campostari harrowers, including how some of them traced their lineage back to the Imlios clan, a family of archivists, chroniclers, and harrowers dating back to the days before Earthfall. While the connection between Campostari and Imlios was already veil-thin by the Age of Darkness, Raven saw this as a sign. She was indeed fated for a life beyond that of nobility, and her destiny was kept hidden from her for years. With this information in hand, Raven ran away from home, intent on reconnecting with the Campostari side of her lineage. Raven's first stop was the city of Korvosa. She believed it big enough for her to start her search, but far enough away from Magnimar to avoid attempts by her family to take her back home. On her first day in the city, she met Zellara Esmeranda, a local harrower making ends meet by performing readings and teaching new students how to use the harrow. Raven saw this encounter as another sign and immediately became Zellara's student. She spent the next few years living alongside Zellara, learning the secrets of the harrow and seeing Zellara as the mother she never had. During this time, she became aware of her magical abilities and learned to refine them with Zellara's help. After some time, Raven felt she had to move on and seek the Campostari clan, and with Zellara's blessing, the young woman set out from Korvosa. When Raven finally did locate her lost clan, she was elated. Unfortunately, the clan was not as eager to meet Raven. They saw Lonirra's abandonment of the clan as a betrayal, and Raven's connection to nobility immediately painted her in a harsh light. Raven's welcome was indifferent at best and, in some case, actively hostile. Heartbroken, Raven returned to Korvosa only to find that Zellara was gone. Unbeknownst to Raven, Zellara had died in the time that Raven was away, and the city's poor records had no information on her fate. Raven even consulted the harrow to try to locate Zellara, but she misinterpreted the lack of guidance as a sign that Zellara had intentionally abandoned her, choosing to hide her tracks even from harrow readings. This second betrayal, as Raven saw it, was enough to turn her bitter and resentful. She decided that if she was going to forge a destiny, she would need to do so on her own. Raven dedicated the following years to learning as much about the harrow as she could. Her search for knowledge turned up lost information pertaining to the Imlios clan, their work, and specifically, Sonnorae and the Harrowed Realm. Eventually, her search for knowledge led her to the Harrowed Three and their plan to create the Deck of Destiny . It was in their deck that she saw her ultimate goal: a way to fully claim her own fate once and for all. Raven was eventually able to contact Lord Drustan and the Prince of Wolves. She formed an alliance with the two. When the time came for the Unmatched to steal the deck, Raven maneuvered Lord Drustan and the Prince of Wolves to lead the attack while she went in and stole the deck, hoping to escape with it before the other two arrived. Raven was unprepared for the norns to scatter the deck, however, so she retreated, hoping to develop a new plan and finally claim the deck for herself. Campaign Role Raven is the most dangerous member of the Unmatched, and is Stolen Fate's true villian. Unlike Lord Drustan and the Prince of Wolves, Raven doesn't simply want to tip the scales of fate in her favor with the Deck of Destiny's harrow reading. She plans to control destiny altogether. Recall Knowledge - Humanoid (Society): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Raven Nicoletta Source Pathfinder #192: Worst of All Possible Worlds pg. 88 Perception +33 Languages Common, Daemonic, Skald, Varisian Skills Arcana +31, Deception +41, Diplomacy +37, Fortune-Telling Lore +33, Intimidation +35, Occultism +33, Performance +31, Society +31 Str +0 Dex +5 Con +2 Int +3 Wis +5 Cha +9 Items bracers of armor type III , circlet of persuasion , Deck of Destiny --- AC 44 Fort +30 Ref +33 Will +35 HP 370 Reclaimed Fate Raven has eerie control over her immediate future. She can ignore any fortune or misfortune effects that affect her. If she is forced to roll twice as part of a fortune and misfortune effect, she can take whichever die result she prefers, even if the effect would normally force her to choose one of the results. Finally, when rolling initiative, Raven can choose not to roll initiative and instead have a result of 16 + her initiative modifier. --- Speed 25 feet Melee Single Action fist +31 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Occult Spontaneous Spells DC 42, attack +34 - Cantrips (10th) Daze, Detect Magic ( ), Mage Hand, Shield, Telekinetic Projectile - 1st Color Spray, Ill Omen, Ray of Enfeeblement, True Strike (4 slots) - 2nd Augury ( ), Blur, Hideous Laughter, Mirror Image (4 slots) - 3rd Blindness, Hypnotic Pattern, Paralyze, Wanderer's Guide ( ) (4 slots) - 4th Blink, Confusion, Phantasmal Killer ( ), Suggestion (4 slots) - 5th Cloak of Colors, Shadow Blast, Shadow Siphon ( ), Synesthesia (4 slots) - 6th Feeblemind, Spirit Blast, Teleport, True Seeing ( ) (4 slots) - 7th Fly, Prismatic Spray, Retrocognition ( ), Warp Mind (4 slots) - 8th Discern Location, Maze, Uncontrollable Dance, Unrelenting Observation ( ) (4 slots) - 9th Dispel Magic, Foresight, Wail of the Banshee, Weird ( ) (4 slots) - 10th Alter Reality, Gate (2 slots) Bloodline Magic When Raven casts a bloodline spell (marked with an asterisk), she gains concealment for 1 round, but can't use it to Hide. Harrow Burst Two Actions (Evocation, Occult) Raven unleashes a mass of magical harrow cards, dealing 15d8 slashing damage in a 30-foot emanation (DC 42 basic Reflex save). A creature that fails its save rolls 1d6 to determine a suit of cards: 1 = hammers (Strength), 2 = keys (Dexterity), 3 = shields (Constitution), 4 = books (Intelligence), 5 = stars (Wisdom), 6 = crowns (Charisma). The creature takes a –1 status penalty to all checks related to that ability score for 1 round (–2 status penalty on a critical failure). Raven can't use Harrow Burst again for 1d4 rounds. ","skill_mod":{"society":31,"diplomacy":37,"performance":31,"deception":41,"arcana":31,"intimidation":35,"occultism":33},"image":["/Images/Monsters/RavenNicoletta.png"],"primary_source":"Pathfinder #192: Worst of All Possible Worlds","spell":["Alter Reality","Gate","Dispel Magic","Foresight","Wail of the Banshee","Weird","Discern Location","Maze","Uncontrollable Dance","Unrelenting Observation","Fly","Prismatic Spray","Retrocognition","Warp Mind","Feeblemind","Spirit Blast","Teleport","True Seeing","Cloak of Colors","Shadow Blast","Shadow Siphon","Synesthesia","Blink","Confusion","Phantasmal Killer","Suggestion","Blindness","Hypnotic Pattern","Paralyze","Wanderer's Guide","Augury","Blur","Hideous Laughter","Mirror Image","Color Spray","Ill Omen","Ray of Enfeeblement","True Strike","Daze","Detect Magic","Mage Hand","Shield","Telekinetic Projectile"],"ac":44,"item":["bracers of armor type III","circlet of persuasion","Deck of Destiny"],"level":20,"spell_dc":[42],"source_category":["Adventure Paths"],"resistance":{},"intelligence":3,"reflex_save":33,"strongest_save":["will"],"fortitude_save":30,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Raven Nicoletta","alignment":"NE","rarity":"unique","strike_damage_average":[10],"attack_bonus":[31],"constitution":2,"spell_attack_bonus":[34],"will_save":35,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Reclaimed Fate","Bloodline Magic","Harrow Burst"],"primary_source_group":"Stolen Fate","skill":["Arcana","Deception","Diplomacy","Fortune-Telling Lore","Intimidation","Occultism","Performance","Society"],"tradition":["Occult"],"summary":"Born to a relatively minor noble family in Magnimar, Raven was never comfortable with the life she led. Social functions, overly proper etiquette, …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2594","dexterity":5,"category":"creature","slug":"creature-2594"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":195,"language":["Common","Shoanti","Varisian"],"source":["Pathfinder #192: Worst of All Possible Worlds"],"type":"Creature","charisma":6,"perception":27,"trait":["Ghost","Incorporeal","Spirit","Undead","Unique","CG","Medium"],"id":"creature-2595","text":" Zellara Esmeranda, Harrowed Soul And Teacher The Esmeranda clan was a storied group of traveling merchants, fortune-tellers, and performers whose lineage could be traced as far back as ancient Thassilon (or so the family tales say). When the eldest daughter of the clan, Zellara, found love during a visit to the city of Korvosa and elected to settle down in that city, the rest of the clan considered her departure bittersweet. Losing Zellara was a blow for the clan, but they were not about to interfere with the desires of her heart. Zellara bid her family farewell and settled down with her husband, Aramir, in the city's cosmopolitan Midland district. The two found a home, had a son, and generally lived a happy life for a few years. When Zellara lost Aramir to sickness, the rest of her clan urged her to return to them, but she had grown to love Korvosa and its people. She chose to stay and make a living as a harrower for tourists and interested locals. She also took on several students during this time, teaching them the honored tradition of harrowing that was passed down among her clan. Unfortunately, Zellara's love of the harrow would ultimately lead to her death. During an outing in the city, pickpockets working for a small-time criminal named Gaedren Lamm stole Zellara's cherished harrow deck. Her son Eran took it upon himself to recover the deck, only to end up dying at the hands of Gaedren's thugs. With her son dead and the city guard unable to help, Zellara searched for Eran's killer, eventually tracking down Gaedren to his hideout only to be slain by him as well. Overcome with anguish and despair at the moment of her death, Zellara's spirit connected to her harrow deck, allowing her to live on as a ghost intent on stopping Gaedren and protecting the city of Korvosa. As a ghost, Zellara recruited a group of heroes to help her with her goal. From her harrow, Zellara could advise the heroes and frequently performed harrow readings to guide them during their adventures. With Zellara's help, these heroes not only brought Gaedren to justice, but eventually liberated all Korvosa from the tyranny of its new ruler, Queen Ileosa Arabasti. In the final days of this campaign to save Korvosa, Zellara's deck become empowered, transforming into a harrow deck of many things . This new deck gave the heroes a greater advantage moving toward their final battle. Feeling she had accomplished her goal and could trust the heroes to save the city, Zellara's spirit moved on to the Boneyard. Once there, she awaited her soul's judgment, but realized that her connection to the power of the harrow deck of many things afforded her more liberty than other souls. She eventually discovered she could step “out of line” from her judgment, free to return when saw fit. Zellara saw this development as an opportunity to visit her loved ones one last time before moving on. Zellara returned to Golarion and watched the lives of her clan, the saviors of Korvosa, and her former students. She spent several years observing them from afar, occasionally providing subtle guidance to help them with their goals or problems. Among these was her final student, Raven Nicoletta. Zellara checked in with Raven several times over the years, watching her grow into a brilliant harrower, surpassing Zellara's skill and even some of the greatest harrowers of the Esmeranda clan. In recent years, however, Zellara watched Raven become selfish, obsessed with power and legacy, and fall into the ways of evil. Zellara remained with Raven, hoping to return her to a better path, but found herself no longer able to influence her former student. Raven was lost to her. Zellara now believes that Raven is beyond saving and, while mourning this loss, hopes to find someone to put an end to the evil Raven seeks to enact on the world. Campaign Role Zellara is a guiding figure for the heroes. She's aware of Raven's entire history and can bring the heroes up to speed on Raven's abilities and motivations. Although Zellara's grown more powerful as a ghost than she ever was in life, Raven is still beyond her ability to stop all on her own—she needs the PCs to step up to this task. Zellara sees the same potential in these heroes as she saw in the heroes of Korvosa over a decade ago. She hopes that these heroes will be the ones to put an end to Raven's evil machinations, and perhaps even save her from herself. Having gained wisdom in her afterlife, Zellara can provide any information or advice the heroes might need on their journey to recover the Deck of Destiny. Recall Knowledge - Spirit (Occultism): DC 42 Recall Knowledge - Undead (Religion): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Zellara Esmeranda Source Pathfinder #192: Worst of All Possible Worlds pg. 90 Perception +27; darkvision, harrow sense Languages Common, Shoanti, Varisian Skills Acrobatics +26, Diplomacy +28, Fortune-Telling Lore +26, Occultism +28, Performance +26 Str -5 Dex +6 Con +2 Int +4 Wis +5 Cha +6 Boundless Spirit Unlike other ghosts, Zellara is not bound to a specific site or object. She can freely manifest wherever she likes. Harrow Sense Zellara can detect the presence of harrow cards as an imprecise sense out to 1 mile. She can detect harrow cards as a precise sense out to 120 feet. --- AC 36 Fort +22 Ref +28 Will +25 HP 195 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 15 (except force, ghost touch , or positive; double resistance vs. non-magical) Rejuvenation (divine, necromancy) When Zellara is destroyed, she re-forms after 2d4 days at the site of her destruction, fully healed. If she is bound to a harrow deck or harrow card, Zellara can manifest near the bound item instead. Once her ex-student Raven has been defeated, Zellara will return to the Boneyard to face her final judgment. Unbound Fate Zellara's connection to the harrow and fortune-telling in life have given her full control of her fate in the afterlife. She can ignore any fortune or misfortune effects that affect her. If she is forced to roll twice as part of a fortune and misfortune effect, she can take whichever die result she prefers, even if the effect would normally force her to choose one of the results. --- Speed fly 25 feet Melee Single Action ghostly hand +26 (Agile, Finesse, Magical), Damage 3d12+8 negative Ranged Single Action ghostly harrow card +26 (Magical, range increment 60 feet), Damage 3d8+8 negative Occult Innate Spells DC 34, attack +26 - Cantrips (7th) Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Aura, Telekinetic Projectile - 1st Command, Mindlink - 2nd Augury, Telekinetic Maneuver - 3rd Dispel Magic, Hypercognition - 4th Confusion, Read Omens - 5th Crushing Despair, Sending - 7th Plane Shift, Teleport (at will; self only), True Seeing Flurry of Cards Two Actions Zellara unleashes a barrage of harrow cards that deals 7d6 negative damage in a 30-foot cone (DC 34 basic Reflex save). Harrow Binding Three Actions (Divination, Occult) Requirements Zellara is within 120 feet of a harrow card or harrow deck; Effect Zellara intentionally binds herself to a harrow card or deck she can sense. While bound in this way, she grants her Stack the Deck ability to anyone carrying the bound card or deck. The trigger and effect for Stack the Deck changes to affect the creature carrying the bound item. She can still Stack the Deck for herself while bound. Zellara can unbind herself from the item as an action, which has the concentrate trait. Stack the Deck Reaction (Divine, Fortune, Occult) Trigger Zellara is about to attempt a saving throw; Effect Zellara looks to her immediate future and determines the most favorable outcome for her. She gains a +4 circumstance bonus to the triggering saving throw. If she rolls a critical failure on her saving throw, she can reroll the check, but does so without the bonus. ","skill_mod":{"diplomacy":28,"performance":26,"occultism":28,"acrobatics":26},"image":["/Images/Monsters/Zellara.png"],"primary_source":"Pathfinder #192: Worst of All Possible Worlds","spell":["Plane Shift","Teleport","True Seeing","Crushing Despair","Sending","Confusion","Read Omens","Dispel Magic","Hypercognition","Augury","Telekinetic Maneuver","Command","Mindlink","Detect Magic","Ghost Sound","Mage Hand","Prestidigitation","Read Aura","Telekinetic Projectile"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" darkvision , harrow sense","resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"intelligence":4,"reflex_save":28,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":22,"source_group":["Stolen Fate"],"size":["Medium"],"spoilers":"Stolen Fate","name":"Zellara Esmeranda","alignment":"CG","rarity":"unique","strike_damage_average":[21,27],"attack_bonus":[26,26],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[26],"will_save":25,"speed":{"fly":25,"max":25},"wisdom":5,"weakness":{},"creature_ability":["Boundless Spirit","Harrow Sense","Rejuvenation","Unbound Fate","Flurry of Cards","Harrow Binding","Stack the Deck"],"primary_source_group":"Stolen Fate","skill":["Acrobatics","Diplomacy","Fortune-Telling Lore","Occultism","Performance"],"tradition":["Occult"],"summary":"The Esmeranda clan was a storied group of traveling merchants, fortune-tellers, and performers whose lineage could be traced as far back as ancient …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2595","dexterity":6,"category":"creature","slug":"creature-2595"},{"attack_bonus":[9],"constitution":4,"primary_source_category":"Lost Omens","strength":4,"hp":35,"source":["Highhelm"],"type":"Creature","will_save":8,"charisma":0,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Back Kick","Determined Trudge"],"skill":["Athletics","Survival"],"trait":["Animal","N","Medium"],"id":"creature-2596","text":" Augdunar Selectively bred over the course of centuries to be as strong, tough, and grouchy as the dwarves of Highhelm themselves, augdunars are a unique breed of mule favored by the merchants of the Sky Citadel for transporting goods and assisting with manual labor. Unlike mules found elsewhere on Golarion, augdunars are capable of producing offspring—though significantly fewer than ordinary equines. This has led to a steady, but controlled, stock of the creatures, allowing for the population to be self-sustaining. Augdunars are smaller than typical mules to accommodate dwarven height, measuring about four and a half feet tall and weighing between 400 and 600 pounds. Because of their ability to carry loads beyond that of the traditional mule, in addition to the ability to breed amongst themselves, augdunars are a frequent target of thieves or opportunistic merchants. No Highhelm citizen worth their stone willingly sells an augdunar to outsiders, so attempted thefts on the road are common. Unfortunately for these robbers, the mules are quite loyal to their owners and bray loudly whenever a stranger handles their leads. Combined with a heavy kick to the skull from the animal, any attempts to make off with an augdunar have low odds of succeeding. While rare, small groups of the augdunar have broken away from dwarven control over the years and created feral colonies in the Five Kings Mountains. These colonies are largely safe from ordinary predators, such as wolves, and graze on mountainside plants. Due to their low birthrate, feral augdunars don't need to have their population controlled, though caravanners do attempt to capture and redomesticate them in an effort to increase profit. Despite being natural beasts of burden, dwarves don't often use augdunars as mounts. The mules seem to have an instinctive dislike of riders, to which the deep bite marks and hoofprints left in those who try can attest. That's not to say that some haven't succeeded, however. Those who put forth the effort required to create a bond with an augdunar find that their persistence can pay off. Augdunar loyalty is unparalleled and even thieves know to not attempt to steal an augdunar that's carrying a rider. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Augdunar Source Highhelm pg. 127 Perception +8; scent (imprecise) 60 feet Languages Skills Athletics +8, Survival +6 Str +4 Dex +1 Con +4 Int -4 Wis +2 Cha +0 --- AC 17 Fort +11 Ref +6 Will +8 HP 35 --- Speed 25 feet Melee Single Action hoof +9 (Agile), Damage 1d10+4 bludgeoning plus Shove Back Kick Two Actions The augdunar whirls around, delivering a powerful kick with both its hind legs. The augdunar makes a hoof Strike. If the Strike hits, the augdunar deals an extra 1d10 bludgeoning damage. This counts as two attacks when calculating the augdunar's multiple attack penalty. Determined Trudge Single Action The augdunar Strides at a –5 foot circumstance penalty to its Speed, ignoring difficult terrain. Augdunar Husbandry The augdunar breed of mule is uniquely situated to life in the Five Kings Mountains. They can subsist on relatively small patches of grass or hay, even during periods of heavy work, and require about as much daily water as a camel. The majority of Highhelm's augdunars are stabled in King's Crown to allow easier access to the surface and hitching to caravans. While the population of augdunars is now self-sustaining, the original methods used to create the breed were lost in one of the many attacks in Highhelm's history. Multiple dwarf clans are actively pursuing the rediscovery of this knowledge, though with limited success. The competition between these clans has led to ongoing rivalries. The birth of an augdunar by a purebred horse or donkey has come to be considered a good omen among the citizens of Highhelm, signaling a year of increased prosperity ","skill_mod":{"survival":6,"athletics":8},"summary":"Selectively bred over the course of centuries to be as strong, tough, and grouchy as the dwarves of Highhelm themselves, augdunars are a unique …","primary_source":"Highhelm","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Lost Omens"],"sense":" scent ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2596","intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":11,"size":["Medium"],"name":"Augdunar","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[9],"slug":"creature-2596"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Lost Omens","strength":5,"hp":60,"source":["Highhelm"],"type":"Creature","will_save":11,"charisma":0,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Constrict","Lizard Poison"],"skill":["Athletics","Intimidation","Survival"],"trait":["Animal","N","Medium"],"id":"creature-2597","text":" Draft Lizard Stout reptiles with scales in a checkered gold and white pattern, draft lizards sport powerful jaws and even stronger backs capable of hauling loads four times their own weight. Native to the underground tunnels of the Five Kings Mountains, the reptiles have been domesticated to serve as beasts of burden within the Depths and sprawling web of passages beyond. Zoologists theorize that they are a part of the same reptile family as zetogekis, as the two share a similar build and other physical characteristics. Draft lizards within the vicinity of Highhelm have adapted their diet to feed mainly on grindlegrubs. However, residual behavior suggests in lean times or before domestication they would devour stones for sustenance. The animals can still be observed habitually gnawing on boulders or large stones, cracking them with their powerful jaws and seeming to savor the taste as they roll the debris around in their mouths. Overworked draft lizards will stray from their handler's control in order to consume rocks, only to return back to their path with a new undercurrent of purpose. Normally as docile as any other beast of burden, the draft lizards of Highhelm will defend themselves if attacked by predators from the Darklands. Curiously, the lizards have an intense hatred for hryngars, attacking them without any prompting or hesitation. No dwarven records indicate teaching this behavior during the domestication of the animals, leaving its origins a mystery. Some caravanners even claim that the reptiles can sense the presence of hryngars, giving advanced warning of attacks by hissing menacingly into the darkness. Though too large to be exceptionally dexterous, with careful training some draft lizards can be taught performative tricks. The Rolling Wheel is particularly known for a trio of reptiles that balance on their tails, catch hurled boulders in their jaws, and other stunts. The spectacle is well known in Highhelm, considered one of the big acts that the group performs. This has led to some younger dwarves attempting to teach their animals the same feats, mostly resulting in failure and light property damage in the Depths. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Draft Lizard Source Highhelm pg. 127 Perception +11; darkvision, scent (imprecise) 60 feet Languages Skills Athletics +12, Intimidation +8, Survival +10 Str +5 Dex +2 Con +4 Int -4 Wis +2 Cha +0 --- AC 20 Fort +14 Ref +8 Will +11 HP 60 --- Speed 25 feet Melee Single Action jaws +14, Damage 2d6+7 piercing plus Grab plus Lizard Poison Melee Single Action claw +14 (Agile, Finesse), Damage 2d4+7 slashing Constrict Single Action 2d8+7 piercing, DC 21 Lizard Poison (Poison) Saving Throw Fortitude DC 21; Maximum Duration 6 rounds; Stage 1 2d4 poison damage and clumsy 1 (1 round); Stage 2 2d6 poison damage and clumsy 1 (1 round); Stage 3 2d6 and clumsy 2 (1 round) Draft Lizard Habitats The domestication of the draft lizard occurred at some point during the beginning of the Quest for Sky, when the dwarves who would later rediscover Highhelm encountered the creatures within the Darklands. After many failed attempts that resulted in crushed or lost limbs, the dwarves managed to bribe the reptiles into docility with a steady supply of grindlegrubs. In time, draft lizards have become central to dwarven caravans and movement within the subterranean tunnels of the Five Kings Mountains. The popularity of draft lizards as dwarven mounts comes as a surprise to visitors of the Sky Citadel, as the creatures are rarely seen above ground. When Highhelm was resettled by the dwarves, an attempt was made to bring the mounts to the surface, but the reptiles stubbornly refused to enter natural sunlight. While some progress has been made adapting them to the surface, it remains a rare sight to see a draft lizard outside of the stone warrens. ","skill_mod":{"survival":10,"athletics":12,"intimidation":8},"summary":"Stout reptiles with scales in a checkered gold and white pattern, draft lizards sport powerful jaws and even stronger backs capable of hauling loads …","primary_source":"Highhelm","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Lost Omens"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2597","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Draft Lizard","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[12,14],"slug":"creature-2597"},{"attack_bonus":[27],"constitution":4,"primary_source_category":"Lost Omens","strength":2,"hp":250,"language":["Abyssal","(can't speak any language)"],"immunity":["precision","swarm mind"],"source":["Highhelm"],"type":"Creature","will_save":25,"charisma":-2,"speed":{"climb":40,"fly":15,"max":40,"land":40},"perception":25,"wisdom":5,"weakness":{"area":15,"fire":15},"creature_ability":["Bloodsense","Biting Constrict","Biting Swarm","Feeding Frenzy","Demon Shape"],"skill":["Athletics","Stealth"],"stealth":"28","trait":["Demon","Swarm","Unique","NE","Huge"],"id":"creature-2598","text":" The Bloodstorm A hundred thousand leeches, mosquitos, and parasites form a roiling mass of hunger and malice. It moves like a storm through the tunnels and caverns of the Emperor's Peak, constantly in search of its next meal. Though it has many bodies, it has just one, startlingly clever mind. The flames and smoke of the cities keeps it at bay, but in the darkness, it is at home. The dwarves of Highhelm have learned how to live with the threat, but those traveling deeper into the mountain must always remain vigilant. In the swamps of the Tanglebriar, food is difficult to come by. So when a grievously wounded demon, a shemhazian known as Gratheyr, fled into its waters to escape from his enemies, every starving creature swarmed at the smell of blood. As the creatures devoured his flesh, they were corrupted by his Abyssal blood, and their hunger only grew. They feasted until nothing but his heart remained, still beating at the center of the swarm, binding it to a single will. With its meal finished, the bloated swarm left the swamp in search of its next prey. It moved aimlessly, hunting animals and travelers alike, until a great rumble beneath the earth attracted its attention. The Bloodstorm followed the vibrations deep underground, toward the scent of sweat and the sounds of voices. The Bloodstorm Source Highhelm pg. 128 Perception +25; bloodsense (precise) 120 feet, tremorsense (precise) 60 feet Languages Abyssal; (can't speak any language) Skills Athletics +24, Stealth +28 Str +2 Dex +6 Con +4 Int +2 Wis +5 Cha -2 --- AC 35 Fort +22 Ref +28 Will +25 HP 250 Immunities precision, swarm mind Resistances physical 15 Weaknesses area damage 15, fire 15, splash damage 15 Bloodsense The Bloodstorm can precisely sense bleeding creatures within 120 feet. --- Speed 40 feet, climb 40 feet, fly 15 feet Melee Single Action Requirements The Bloodstorm is in Demon Shape; Effect pincer +27 (Evil, Magical, reach 20 feet), Damage 3d8+15 piercing plus 1d4 evil and Improved Grab Biting Constrict Single Action Requirements The Bloodstorm is in Demon Shape and has a creature grabbed; Effect The writing mass of the Bloodstorm's pincer bites the grabbed creature, dealing 3d8+8 piercing damage (basic Fortitude save). On a failure, the creature also takes 1d8 persistent bleed damage. Biting Swarm Single Action Each creature in the Bloodstorm's space takes 3d6 piercing and 3d6 slashing damage (DC 31 basic Fortitude save). Creatures that fail their saving throw also take 1d8 persistent bleed damage. Feeding Frenzy Two Actions Requirements There are bleeding creatures in the Bloodstorm's space; Effect The bleeding creatures take 3d8 piercing and 3d8 slashing damage (DC 34 basic Fortitude save). The Bloodstorm gains temporary Hit Points equal to half of the damage dealt this way. Demon Shape Single Action The swarm condenses into the solid shape of a shemhazian demon. While in this form, it's a gargantuan creature, cannot share the space of another creature, and can use its pincer attack. It loses its resistance to physical damage as well as its weaknesses to area and splash damage. Any creatures sharing a space with the Bloodstorm when it transforms are pushed into the nearest empty space. The Bloodstorm can use this action again to revert to its swarm shape. Sadistic Hunter While the Bloodstorm is mostly driven by animal instincts, it still has traces of the shemhazian's obsession with torment and pain. It's been known to leave victims wounded but alive, allowing them to narrowly escape. The swarm then follows the trail of blood, remaining hidden until the victim find's someone who can offer aid. Once the rescuer has treated the victim's injuries and they feel safe, it fills the tunnel with the sound of buzzing and floods in to strike. While dwarves from urban centers may consider these old wives' tales, those further from the city know well the dangers of an open wound. ","skill_mod":{"stealth":28,"athletics":24},"summary":"A hundred thousand leeches, mosquitos, and parasites form a roiling mass of hunger and malice. It moves like a storm through the tunnels and caverns …","primary_source":"Highhelm","trait_group":["Monster","Rarity"],"ac":35,"level":14,"source_category":["Lost Omens"],"sense":"bloodsense ( precise ) 120 feet, tremorsense ( precise ) 60 feet","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=2598","intelligence":2,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":22,"size":["Huge"],"name":"The Bloodstorm","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[31],"slug":"creature-2598"},{"attack_bonus":[28,30],"constitution":4,"primary_source_category":"Lost Omens","strength":8,"hp":280,"language":["Celestial","Common","Dwarven","Ignan","Terran","<%UMR%37%%>telepathy<%END> 100 feet"],"immunity":["bleed","death effects","disease","doomed","drained","fatigue","magic (see below)","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Highhelm"],"type":"Creature","will_save":29,"charisma":3,"speed":{"max":35,"land":35,"burrow":35},"perception":29,"wisdom":6,"weakness":{"evil":15},"creature_ability":["Ablative Adaptation","Attack of Opportunity","Golem Antimagic","Shield Block","Vulnerable to Rust","Hammer Storm"],"skill":["Athletics","Crafting","Religion"],"trait":["Celestial","Construct","Herald","Unique","LG","Huge"],"id":"creature-2599","text":" Grand Defender Hand-carved by the Father of Creation himself and strengthened by the souls of history's most heroic dwarves, the Grand Defender serves as Torag's herald across the planes. While a true messenger of a deity, the Grand Defender manifests itself in a unique way to other heralds. The chassis of the Grand Defender exists within Forgeheart, Torag's subterranean realm in Heaven. This frame is empty, however, and can only serve basic functions, much like a golem. When faithful call upon the Grand Defender, Torag rouses the construct with spirits. As the might of the Grand Defender comes from Torag's will and the power of the souls within, the Grand Defender can take on any number of forms. Torag can send these spirits to alter any sufficiently sized statue of a dwarven ancestor. This process temporarily converts the carving into the Grand Defender itself, complete with its abilities and equipment. Recall Knowledge - Celestial (Religion): DC 44 Recall Knowledge - Construct (Arcana, Crafting): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Grand Defender Source Highhelm pg. 129 Perception +29; darkvision, true seeing Languages Celestial, Common, Dwarven, Ignan, Terran; telepathy 100 feet Skills Athletics +30, Crafting +28, Religion +28 Str +8 Dex +2 Con +4 Int +1 Wis +6 Cha +3 Items defender's shield , can't be damaged), warhammer --- AC 40 Fort +29 Ref +23 Will +29 HP 280 (special) Immunities bleed, death effects, disease, doomed, drained, fatigue, magic (see below), necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 15 (except adamantine) Weaknesses evil 15 Ablative Adaptation Reaction Frequency once per minute; Trigger The Grand Defender's resistance to physical damage is overcome by the resistance's exception; Effect The Grand Defender sheds the outer layer of its body, altering its material composition and general appearance. The material that overcomes the Grand Defender's resistance changes to adamantine, cold iron, mithral, or silver (Grand Defender's choice). Attack of Opportunity Reaction Golem Antimagic harmed by acid (8d10, 2d10 from area or persistent damage); healed by fire (area 2d10 HP); slowed by electricity Shield Block Reaction Vulnerable to Rust Magical rusting effects, like a rust monster's antennae, affect the Grand Defender normally. --- Speed 35 feet, burrow 35 ft. Melee Single Action warhammer +30 (Shove), Damage 3d12+14 bludgeoning plus Improved Knockdown Ranged Single Action force blast +28 (Magical, range 100 feet), Damage 3d12+8 force Divine Innate Spells DC 36 - 5th Flame Strike, Repelling Pulse (×2) - 6th Blade Barrier (as hammers dealing bludgeoning instead of slashing) Hammer Storm Two Actions (Divine, Earth, Evocation) The Grand Defender unleashes a volley of warhammers that deal 12d8 bludgeoning damage in a 50-foot cone (DC 36 basic Reflex save). The Grand Defender can exclude any number of squares from the cone's area, preventing damage to creatures in those squares. Creatures that critically fail their save are pushed 10 feet away from the Grand Defender and knocked prone. The storm creates 24 Medium warhammers that persist after the attack and can be used by creatures. The Grand Defender can't use Hammer Storm for 1d4 rounds. Highhelm Statues As the pinnacle of dwarven civilization for centuries, the Sky Citadel of Highhelm has endured many invasions. To cement their safety as Torag's chosen people, the dwarves have erected dozens of statues befitting the manifestation of the Grand Defender. The most famous of these is a colossal likeness of Taargick, the King of the Sky. Weathered and damaged beyond repair after a half dozen battles in which the Grand Defender protected the city, it now stands where the herald last left it, gazing over Stonebreach. ","tradition":["Divine"],"skill_mod":{"crafting":28,"athletics":30,"religion":28},"summary":"Hand-carved by the Father of Creation himself and strengthened by the souls of history's most heroic dwarves, the Grand Defender serves as Torag's …","primary_source":"Highhelm","spell":["Blade Barrier","Flame Strike","Repelling Pulse"],"trait_group":["Creature Type","Monster","Rarity"],"ac":40,"item":["defender's shield","can't be damaged)","warhammer"],"level":15,"spell_dc":[36],"source_category":["Lost Omens"],"sense":" darkvision , true seeing ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=2599","intelligence":1,"reflex_save":23,"strongest_save":["fort","fortitude","will"],"dexterity":2,"vision":"Darkvision","fortitude_save":29,"size":["Huge"],"name":"Grand Defender","alignment":"LG","category":"creature","rarity":"unique","strike_damage_average":[27,33],"slug":"creature-2599"},{"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Lost Omens","strength":5,"hp":60,"language":["Aklo"],"source":["Highhelm"],"type":"Creature","will_save":14,"charisma":2,"speed":{"fly":25,"max":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Darkvision Invisibility","Odorless","Paralysis","Seize","Sound Mimicry","Tentacle Grab"],"skill":["Acrobatics","Athletics","Deception","Stealth"],"stealth":"12","trait":["Aberration","Uncommon","N","Large"],"id":"creature-2600","text":" Graul The labyrinthine caverns and tunnels beneath Highhelm are home to many dangers, with the insidious graul being one of the more notable native species. These highly specialized ambush predators possess a natural camouflage that renders them completely imperceptible to all forms of darkvision as they float silently through the darkness, allowing them to hunt creatures that rely on specialized senses to navigate their lightless domain. Surprisingly cunning, grauls are adept at using their magical talents for illusion and mimicry to separate potential prey from allies and light sources alike. Recall Knowledge - Aberration (Occultism): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Graul Source Highhelm pg. 130 Perception +14; blindsight (precise) 120 feet Languages Aklo Skills Acrobatics +10, Athletics +10, Deception +10, Stealth +12 Str +5 Dex +3 Con +3 Int +2 Wis +3 Cha +2 --- AC 20 Fort +11 Ref +8 Will +14 HP 60 Darkvision Invisibility The graul's rubbery flesh is saturated with a unique biochemical compound that renders it undetectable by any form of darkvision. In dim or bright light, the creature can be perceived normally by any kind of vision. Odorless The graul exudes no natural aroma, rendering it undetectable to creatures using the scent ability. --- Speed fly 25 feet Melee Single Action jaws +14, Damage 2d8+5 piercing plus paralysis Melee Single Action tentacle +14 (Agile, reach 20 feet), Damage 2d6+5 bludgeoning plus Tentacle Grab Primal Innate Spells DC 18 - 1st Ventriloquism (at will) - 2nd Illusory Object Paralysis (Poison, Incapacitation) A living creature struck by a graul's jaws attack must succeed at a DC 20 Fortitude save or become paralyzed. It can attempt a new check at the end of each of its turns, and the DC cumulatively decreases by 1 on each such check. A creature paralyzed by this ability is also affected by the graul's darkvision invisibility for as long as the effect persists. Seize Single Action Requirements The graul has a creature grabbed with its tentacle; Effect The graul pulls the creature toward itself. The graul attempts an Athletics check against the creature's Fortitude DC. With a success, the graul pulls the creature 15 feet closer to it. Sound Mimicry Single Action The graul can perfectly imitate the sounds and speech of other creatures by attempting a Deception check against a listener's Will DC. The graul doesn't need to understand the language it's mimicking, but when speaking a language it doesn't know, the creature can only repeat specific words and phrases it has heard in the past 24 hours. The graul can't use this ability to duplicate voice-based abilities or spells. Tentacle Grab A creature hit by the graul's tentacle becomes grabbed by the graul. The creature isn't immobilized, but it can't move beyond the reach of the graul's tentacle. A creature can sever the tentacle with a Strike against AC 18 that deals at least 10 slashing damage. This deals no damage to the graul but prevents it from using its tentacle Strike until it regrows the tentacle, which takes 1 round. The graul can move without ending the Grab as long as the creature remains within the tentacle's reach. Photophobia Although grauls are not harmed or physically affected by light, the overwhelming sensation of vulnerability they experience when directly exposed drives them to avoid it wherever possible. Travelers through the tunnels surrounding Highhelm are advised to be on the lookout for blind and darkvision-possessing fauna that appear to be congregating and making homes near bioluminescent fungi clusters or other natural light sources they might normally ignore, as this behavior often indicates the presence of a graul's hunting ground. ","tradition":["Primal"],"skill_mod":{"deception":10,"stealth":12,"athletics":10,"acrobatics":10},"summary":"The labyrinthine caverns and tunnels beneath Highhelm are home to many dangers, with the insidious graul being one of the more notable native …","primary_source":"Highhelm","spell":["Illusory Object","Ventriloquism"],"trait_group":["Creature Type","Rarity"],"ac":20,"level":4,"spell_dc":[18],"source_category":["Lost Omens"],"sense":"blindsight (precise) 120 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2600","intelligence":2,"reflex_save":8,"strongest_save":["will"],"dexterity":3,"fortitude_save":11,"size":["Large"],"name":"Graul","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[12,14],"slug":"creature-2600"},{"attack_bonus":[16,16,18,18],"constitution":4,"primary_source_category":"Lost Omens","strength":6,"hp":120,"source":["Highhelm"],"type":"Creature","will_save":12,"charisma":0,"speed":{"climb":15,"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Blinding Spittle","Constrict","Spike Rend","Tail Impalement"],"skill":["Athletics","Stealth","Survival"],"stealth":"15","trait":["Animal","Uncommon","N","Large"],"id":"creature-2601","text":" Pagulin Pagulins are massive, multi-legged lizards that stalk the mountain passes of the Five Kings Mountains. These reptiles hunt elk and augdunars by lying in wait behind rock formations or within the openings of caves. Pagulins produce a mildly acidic saliva that they spit at prey to temporarily blind them before moving in for the kill. A pagulin's tail features a deadly thagomizer, four large spikes that it uses to impale prey to prevent their escape. Five Kings citizens know that pagulins are much smarter than they look, with many reports of pagulins intentionally allowing prey to escape, only to follow a creature to its den and feast on its entire family. Though pagulins are deadly, most in the Five Kings Mountains are indifferent to them. Pagulins tend to rest for days at a time after a hunt, spending time to digest their massive kills. They're particularly territorial, however, and will gladly rouse from a post-meal stupor to defend their lairs. The lizards are also known to attack anything that interrupts a hunt or scares off prey. Many merchant caravans have dealt with an unexpected pagulin attack after riding past a herd of startled deer. Recall Knowledge - Animal (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Pagulin Source Highhelm pg. 131 Perception +14; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +17, Stealth +15, Survival +15 Str +6 Dex +3 Con +4 Int -4 Wis +3 Cha +0 --- AC 24 Fort +18 Ref +15 Will +12 HP 120 --- Speed 25 feet, climb 15 feet Melee Single Action jaws +18 (reach 10 feet), Damage 2d10+9 piercing plus Grab Melee Single Action claw +18 (Agile), Damage 2d6+9 slashing Melee Single Action tail +16 (reach 15 feet), Damage 2d8+6 piercing plus Tail Impalement Ranged Single Action spit +16 (range 30 feet), Damage Blinding Spittle Blinding Spittle A creature hit by a pagulin's spit must attempt a DC 22 Fortitude save. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. It can use an Interact action to wipe away the spittle and remove the dazzled condition. Failure As success, except the creature is blinded for 1 round instead of dazzled. Critical Failure As failure, but the creature is blinded for 1 minute. The creature needs 2 total Interact actions to wipe away the spittle. Constrict Single Action Damage 1d10+6 piercing, DC 25 Spike Rend Single Action Requirements The pagulin has a creature impaled on its tail; Effect The pagulin violently pulls its tail out of the creature, dealing 2d6 persistent bleed damage to the creature. Tail Impalement A creature hit by a pagulin's tail becomes impaled on one of the tail's spikes. The creature becomes grabbed. If the pagulin moves, it brings the grabbed creature along with it. The pagulin doesn't need to use additional actions to keep the creature grabbed; the creature remains grabbed as long as it's impaled. The grabbed creature can attempt to Escape as normal. Large and larger creatures are immune to a pagulin's Tail Impalement. Pagulin Lairs Pagulins tend to reside within the countless natural caves of the Five Kings Mountains. Identifying these caves is generally easy as the cavern floor and walls are pocked with small holes created from pagulin spittle. While pagulins are most common within the Five Kings Mountains and surrounding ranges, they also live in the more arid steppes and mountain ranges of northwestern Avistan. These pagulins are rarer than their Five Mountains cousins but have adapted to their differing environment. Rather than residing in caves, they create small burrows beneath shrubs or squeeze into crevices between large rocks. Reports of northern pagulins note how they're much more irritable, which some attribute to the hotter climes of these regions. Others attribute this to the cooler nights, as these pagulins seem most irritable early in the morning. ","skill_mod":{"survival":15,"stealth":15,"athletics":17},"summary":"Pagulins are massive, multi-legged lizards that stalk the mountain passes of the Five Kings Mountains. These reptiles hunt elk and augdunars by …","primary_source":"Highhelm","trait_group":["Creature Type","Rarity"],"ac":24,"level":7,"source_category":["Lost Omens"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2601","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":18,"size":["Large"],"name":"Pagulin","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[15,16,20],"slug":"creature-2601"},{"primary_source_category":"Adventure Paths","strength":3,"hp":60,"language":["Common","Druidic","Sylvan","Undercommon","speak with plants (fungi only)"],"source":["Pathfinder #193: Mantle of Gold"],"type":"Creature","charisma":5,"perception":11,"stealth":"11","trait":["Fungus","Leshy","Rare","NE","Small"],"id":"creature-2602","text":" Hyphae Tyrant Leshy creations sometimes fall prey to herbivores and foragers. Whereas most take the loss in stride, fungus leshies sometimes grow bitter and explore the grimmer elements of fungi: decomposition and possession. Combining unethical experiments, mind-altering cordyceps spores, and occult magic fueled by their own victim narrative, a fungus leshy can transform into a hyphae tyrant, who in turn transforms corpses into sporeborn puppets to torment local fauna. These leshies' greatest tragedy is perhaps their own impermanence. As their agendas increasingly celebrate decay, a hyphae tyrant's spite and occult narrative slowly drain their life force, ultimately ending in a final burst of destructive energy. Recall Knowledge - Fungus (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Hyphae Tyrant Source Pathfinder #193: Mantle of Gold pg. 86 Perception +11; darkvision, sporesense (imprecise) 60 feet Languages Common, Druidic, Sylvan, Undercommon; speak with plants (fungi only) Skills Athletics +8, Nature +10, Occultism +10, Stealth +11 Str +3 Dex +2 Con +4 Int +1 Wis +3 Cha +5 Sporesense (divination, primal)A hyphae tyrant intuitively senses and tracks all nearby fungi. The sense can distinguish between fungus creatures, features made of fungus, and creatures covered in spores. --- AC 20 Fort +12 Ref +13 Will +11 HP 60 Resistances negative 5 Spore Burst (healing, negative) When a hyphae tyrant dies, a burst of primal energy explodes from its body in a 30-foot emanation, restoring 3d8 to each fungus creature and dealing 3d8 negative damage (DC 20 basic Fortitude save) to each non-fungus creature in the area. This area is filled with fungus, becoming difficult terrain. --- Speed 25 feet Melee Single Action fist +10 (Agile, Finesse), Damage 1d6+4 bludgeoning Ranged Single Action spore pod +12 (range increment 30 feet), Damage 2d6+3 bludgeoning plus spores Occult Prepared Spells DC 21, attack +13 - Cantrips (2nd) Dancing Lights, Detect Magic - 1st Lose the Path, Ray of Enfeeblement - 2nd Grim Tendrils Primal Innate Spells DC 20 - 2nd Protector Tree (creates fungus) - 4th Speak with Plants Primal Rituals DC 20 - 2nd create mycoguardian Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The hyphae tyrant transforms into a Small fungus. This ability otherwise uses the effects of tree shape . Spore Cloud Single Action (Poison) A hyphae tyrant unleashes a cloud of spores in a 20-foot emanation. Each non-fungi creature in this area must succeed at a DC 20 Fortitude save or take 2 persistent poison damage. A creature has its vision reduced as long as the persistent damage continues and can see only within 20 feet (or 10 feet on a critical failure). Spores A creature that takes damage from a hyphae tyrant's spore pod Strike must attempt a saving throw with the same DC and effect as its Spore Cloud ability. Creating Mycoguardians To create a mycoguardian, such as a sporeborn, a ritualist can perform a ritual similar to create undead called create mycoguardian , but providing valuable parasitic fungal spores instead of black onyx. This ritual uses Fungus Lore (trained) or Nature (expert) for both the Primary Check and Secondary Checks, and lacks the Evil trait. ","skill_mod":{"nature":10,"stealth":11,"athletics":8,"occultism":10},"image":["/Images/Monsters/HyphaeTyrant.png"],"primary_source":"Pathfinder #193: Mantle of Gold","spell":["Grim Tendrils","Lose the Path","Ray of Enfeeblement","Dancing Lights","Detect Magic","Speak with Plants","Protector Tree"],"ac":20,"level":4,"spell_dc":[20,21],"source_category":["Adventure Paths"],"sense":"darkvision, sporesense (imprecise) 60 feet","resistance":{"void":5},"intelligence":1,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":12,"source_group":["Sky King's Tomb"],"size":["Small"],"spoilers":"Sky King's Tomb","name":"Hyphae Tyrant","alignment":"NE","rarity":"rare","strike_damage_average":[7,10],"attack_bonus":[10,12],"constitution":4,"spell_attack_bonus":[13],"will_save":11,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Sporesense","Spore Burst","Change Shape","Spore Cloud","Spores"],"primary_source_group":"Sky King's Tomb","skill":["Athletics","Nature","Occultism","Stealth"],"tradition":["Occult","Primal"],"summary":"Leshy creations sometimes fall prey to herbivores and foragers. Whereas most take the loss in stride, fungus leshies sometimes grow bitter and …","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2602","dexterity":2,"category":"creature","slug":"creature-2602"},{"primary_source_category":"Adventure Paths","strength":5,"hp":72,"language":["one spoken by its creator (typically Common)"],"source":["Pathfinder #193: Mantle of Gold"],"type":"Creature","charisma":0,"perception":10,"stealth":"9","trait":["Construct","Soulbound","Uncommon","Any","Medium"],"id":"creature-2603","text":" Soulbound Mauler If a soulbound doll isn't large and strong enough for one's needs, there's the oversized soulbound mauler. An upgrade to the soulbound doll, this mannequin is powered by the entire soul of a sapient creature. Many a necromancer has attempted to use these constructs as a method to live forever, likely as a shortcut around the complicated and ultimately morbid path to lichdom. However, the soul within the mannequin has problems properly expressing itself and displays rudimentary control over the host, often resulting in childlike behavior anywhere from curious to sadistic. Rather than embedding the soul focus gem in the construct's neck or chest, it's tethered by bands of ectoplasm within an exposed chamber on the mannequin's chest. Until the soulbound mauler is destroyed, the focus gem cannot be removed from the empty cavity in its chest. However, the gem can be displaced which causes the soulbound mauler significant anguish, not only damaging the connection between the gem and artificial body, but also impairing the construct's ability to function. Recall Knowledge - Construct (Arcana, Crafting): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Soulbound Mauler Source Pathfinder #193: Mantle of Gold pg. 87 Perception +10; darkvision Languages one spoken by its creator (typically Common) Skills Athletics +11, Occultism +6, Stealth +9 Str +5 Dex +3 Con +4 Int +0 Wis +1 Cha +0 Personality Cage A soulbound mauler encapsulates an entire soul within its soul focus gem, with that soul's personality and past shining through along with a confusing mix of fragmented memories and instincts. This causes a soulbound mauler to match the donor soul's alignment and gain the corresponding alignment traits. When the mauler doesn't have a soul bound, it's inanimate. --- AC 19 Fort +14 Ref +11 Will +9 HP 72 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious --- Speed 25 feet Melee Single Action fist +13 (Agile, Magical), Damage 2d6+5 bludgeoning plus Grab Occult Innate Spells DC 18, attack +10 - 1st Ray of Enfeeblement (at will) - 3rd Grim Tendrils, one additional spell depending on the donor soul’s alignment (see sidebar) Eager Rend Two Actions Requirements The soulbound mauler has a living creature grabbed. Effect The soulbound mauler holds the creature it has grabbed and attempts to tear it in two. That creature takes 5d6 bludgeoning damage (basic DC 18 Fortitude). On a critical failure, the target also becomes enfeebled 1. Tethered Soul The soul focus gem that powers a soulbound mauler is tethered with eight ectoplasmic leashes inside an open cavity in the creature's chest. It can be targeted directly with a Disarm, Grapple, or Steal action. Rather than the normal result of these actions, the soulbound mauler takes 4d6 mental damage and is stunned 1 on a success; on a critical success, it takes 8d6 damage and is stunned 2. Innate Spells Like a soulbound doll, a soulbound mauler gains an additional 3rd-level innate spell depending on its alignment, as listed below. Lawful Good: heal Neutral Good: jump Chaotic Good: haste Lawful Neutral: blindness Neutral: invisibility sphere Chaotic Neutral: shatter Lawful Evil: slow Neutral Evil: stinking cloud Chaotic Evil: harm ","skill_mod":{"stealth":9,"athletics":11,"occultism":6},"image":["/Images/Monsters/SoulboundMauler.png"],"primary_source":"Pathfinder #193: Mantle of Gold","spell":["Grim Tendrils","Ray of Enfeeblement","Heal"],"ac":19,"level":4,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":14,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Soulbound Mauler","alignment":"Any","rarity":"uncommon","strike_damage_average":[12],"attack_bonus":[13],"constitution":4,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"spell_attack_bonus":[10],"will_save":9,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Personality Cage","Eager Rend","Tethered Soul"],"primary_source_group":"Sky King's Tomb","skill":["Athletics","Occultism","Stealth"],"tradition":["Occult"],"summary":"If a soulbound doll isn't large and strong enough for one's needs, there's the oversized soulbound mauler. An upgrade to the soulbound doll, this …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2603","dexterity":3,"category":"creature","slug":"creature-2603"},{"attack_bonus":[11],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":70,"source":["Pathfinder #193: Mantle of Gold"],"type":"Creature","creature_family":"Sporeborn","will_save":10,"charisma":-5,"speed":{"max":20,"land":20},"perception":10,"wisdom":2,"weakness":{"slashing":5},"creature_ability":["Rancid Spore Pods","Spore Pop","Emit Spores","Purple Pox","Spore Domination"],"primary_source_group":"Sky King's Tomb","skill":["Stealth","Survival"],"stealth":"11","trait":["Fungus","Mindless","Rare","Sporeborn","N","Medium"],"id":"creature-2604","text":" Sporeborn Myceloid While most sporeborn are created from the flesh of vertebrates or creatures with exoskeletons, fungal and plant creatures serve as a fine host for a sporeborn's parasitic spores. In these cases, the sporeborn mycelial network burrows through the corpse, replacing the original hyphae in fungal creatures and the xylem and pith in plants. This allows the sporeborn to puppet the creature, much as it does in mammals by replacing the tendons with its own rugged mycelium. Fungus and plant hosts are more likely to develop the potent poison sporeborn ability to enhance the hosts' natural abilities. Recall Knowledge - Fungus (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Sporeborn Myceloid Source Pathfinder #193: Mantle of Gold pg. 89 Perception +10; darkvision, scent (imprecise) 30 feet Languages Skills Stealth +11, Survival +10 Str +4 Dex +3 Con +4 Int -5 Wis +2 Cha -5 --- AC 20 Fort +14 Ref +9 Will +10 HP 70 Weaknesses slashing 5 Rancid Spore Pods The sporeborn is covered in spore pods that rupture when it takes any piercing damage or a critical hit. In either case, adjacent creatures are hit with spores, causing them to become sickened 1 unless they succeed at a DC 18 Fortitude save. Spore Pop If a sporeborn myceloid is reduced to 0 HP by a critical hit, it pops, forcing it to immediately Emit Spores, even if it has already used the ability that day. --- Speed 20 feet Melee Single Action fist +11 (Agile, Finesse), Damage 2d6+4 bludgeoning plus purple pox Emit Spores Single Action Frequency once per day; Effect The sporeborn myceloid expels spores in a 10-foot burst centered on a corner of its own space. This cloud lasts until the start of the sporeborn myceloid's next turn. Each creature that is in the cloud or enters it is exposed to purple pox. Purple Pox (Disease) Myceloids are immune; Saving Throw DC 22 Fortitude; Onset 1 minute; Stage 1 2d6 poison damage and stupefied 1 (1 day); Stage 2 6d6 poison damage, stupefied 3, and the creature is compelled to seek out the nearest myceloid colony—this compulsion is a mental and emotion effect (1 day); Stage 3 The creature dies. Over 24 hours, its corpse becomes bloated and bursts, releasing a new, fully grown myceloid. Spore Domination Two Actions (Emotion, Enchantment, Incapacitation, Mental, Primal) The sporeborn myceloid targets one creature affected by purple pox within 60 feet. That creature must attempt a DC 24 Will save. It is then temporarily immune to spore domination for 10 minutes Critical Success The target is unaffected. Success Until the end of its next turn, the target is helpful to sporeborn myceloids and can’t take hostile actions against them. Failure As success, but for 1 minute. Critical Failure As success, but until the purple pox is cured. ","skill_mod":{"survival":10,"stealth":11},"summary":"While most sporeborn are created from the flesh of vertebrates or creatures with exoskeletons, fungal and plant creatures serve as a fine host for a …","image":["/Images/Monsters/Sporeborn.png"],"primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["Creature Type","Monster","Rarity"],"ac":20,"level":4,"source_category":["Adventure Paths"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2604","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":14,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Sporeborn Myceloid","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[11],"slug":"creature-2604"},{"attack_bonus":[11],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":36,"language":["Gnomish","Necril","Undercommon"],"immunity":["death effects","disease","paralyze","poison","sleep"],"source":["Pathfinder #193: Mantle of Gold"],"type":"Creature","will_save":11,"charisma":4,"speed":{"max":20,"land":20},"perception":9,"wisdom":1,"weakness":{"mental":5},"creature_ability":["Empathic Sense","Emotional Extremes","Cathartic Howl","Drink Emotions","Goad"],"primary_source_group":"Sky King's Tomb","skill":["Athletics","Intimidation","Performance","Stealth"],"stealth":"5","trait":["Uncommon","Undead","NE","Small"],"id":"creature-2605","text":" Unfeeling Empath The soul of a gnome killed by tragedy sometimes becomes so entangled in conflicting emotions that it becomes trapped and reanimates its own corpse. Known as unfeeling empaths, these undead wander in search of others' emotions. When they find thinking prey, they relentlessly goad that creature to elicit and consume their feelings. Though initially harmless, feeding drives an unfeeling empath into an expressive frenzy as they overload the victim's mind, resuming their senses only after their prey is dead. Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Unfeeling Empath Source Pathfinder #193: Mantle of Gold pg. 90 Perception +9; darkvision, empathic sense (precise) 60 feet Languages Gnomish, Necril, Undercommon Skills Athletics +9, Intimidation +8, Performance +8, Stealth +5 Str +3 Dex +1 Con +2 Int +0 Wis +1 Cha +4 Empathic Sense (divination, occult) The unfeeling empath perceives all creatures affected by an emotion effect at the listed range. --- AC 18 Fort +8 Ref +5 Will +11 HP 36 (negative healing) Immunities death effects, disease, paralyze, poison, sleep Resistances negative 5 Weaknesses mental 5 Emotional Extremes If a creature rolls a success at a check to affect an unfeeling empath with an emotion effect, the creature gets a critical success instead. If a creature rolls a failure to affect an unfeeling empath with an emotion effect, the creature gets a critical failure instead. Likewise, when an unfeeling empath rolls a success at a Will save against an emotion effect, it gets a critical success instead. When a unfeeling empath rolls a failure at a Will save against an emotion effect, it gets a critical failure instead. --- Speed 20 feet Melee Single Action fist +11 (Agile), Damage 1d8+3 bludgeoning Cathartic Howl Two Actions (Auditory, Emotion, Mental, Sonic) Requirement The unfeeling empath is under an emotion effect; Effect The unfeeling empath attempts to counteract the emotion effect, with a counteract modifier of +11. It then howls, projecting those emotions in a 15-foot cone (or a 30-foot cone if the unfeeling empath successfully counteracted the emotion effect). Creatures in the area take 2d8 mental damage (DC 18 basic Will save). A creature that critically fails this saving throw also takes 1d4 persistent mental damage. Drink Emotions Single Action (Emotion, Healing, Emotion) Effect The unfeeling empath regains 1d4 Hit Points and becomes emotionally excited for 3 rounds. While excited, the unfeeling empath takes a –1 penalty to AC, gains a +1 status bonus to attack rolls, and deals an additional 1d4 mental damage with its melee Strikes. Goad Single Action (Emotion, Enchantment, Mental, Occult) The unfeeling empath floods a creature within 30 feet with countless memories and sensations. The target must attempt a DC 18 Will save. Success The target is unaffected. Failure The target is stupefied 1 until the end of the unfeeling empath's next turn. Critical Failure The target is stupefied for 1d4 rounds. Misery Loves Company Unfeeling empaths appreciate any companions who can endure their outbursts. Lost souls and beings who prey on emotions sometimes adopt an unfeeling empath out of solidarity or because the undead gnomes are easy to torment. Thus, where these creatures appear, a sakhil, will-o'-wisp, or ghost is often nearby. ","skill_mod":{"performance":8,"stealth":5,"athletics":9,"intimidation":8},"summary":"The soul of a gnome killed by tragedy sometimes becomes so entangled in conflicting emotions that it becomes trapped and reanimates its own corpse. …","image":["/Images/Monsters/UnfeelingEmpath.png"],"primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["Rarity","Creature Type"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":"darkvision, empathic sense (precise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"void":5},"url":"/Monsters.aspx?ID=2605","intelligence":0,"reflex_save":5,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":8,"source_group":["Sky King's Tomb"],"size":["Small"],"spoilers":"Sky King's Tomb","name":"Unfeeling Empath","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[7],"slug":"creature-2605"},{"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":72,"language":["Draconic","Undercommon"],"source":["Pathfinder #193: Mantle of Gold"],"type":"Creature","creature_family":"Xulgath","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":11,"wisdom":1,"weakness":{"area":5,"splash":2},"creature_ability":["Stench","Troop Defenses","Fang and Claw","Infected Wounds","Sharpened Advance","Troop Movement","Form Up"],"primary_source_group":"Sky King's Tomb","skill":["Athletics","Intimidation","Stealth"],"stealth":"7","trait":["Humanoid","Rare","Troop","Xulgath","CE","Gargantuan"],"id":"creature-2606","text":" Xulgath Ravening Strength and hunger drive most xulgath societies, reinforced by the tenets of their abyssal patron Zevgavizeb. A powerful leader can seize control of a xulgath community and direct their followers to fight as a unit, but formation fighting isn't something most xulgaths practice. This mob mentality often results in overzealous warriors tripping over or even biting each other. Suitably, these mobs have earned the name “ravenings,” a term also used when describing Zevgavizeb's carnivorous rampages and referring to the millennia of xulgath infighting and social decline. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Xulgath Ravening Source Pathfinder #193: Mantle of Gold pg. 91 Perception +11; darkvision Languages Draconic, Undercommon Skills Athletics +11, Intimidation +10, Stealth +7 Str +5 Dex +1 Con +3 Int -1 Wis +1 Cha +2 --- AC 20 Fort +14 Ref +12 Will +8 HP 72 (16 squares) Weaknesses area damage 5, splash damage 2 Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 21 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5 status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths stenches for 1 minute. Troop Defenses --- Speed 25 feet; troop movement Fang and Claw Frequency once per round Effect The xulgath ravening lashes out at enemies within 5 feet (DC 21 basic Reflex save). The damage depends on the number of actions. Single Action 1d6 slashing damage Two Actions 1d6+5 slashing damage Three Actions 2d6+5 slashing damage Infected Wounds (Poison) The xulgaths' Fang and Claw deals an additional 1d6 poison damage to any creature sickened by a xulgath's stench. Sharpened Advance The troop fires a ranged attack in the form of a 5-foot burst within 50 feet that deals 3d6 piercing damage (DC 18 basic Reflex save), then the troop either Steps or Strides up to 15 feet toward the area they attacked. Troop Movement Whenever a troop Strides, it first Forms Up as a free action to condense into a 20-foot-by–20- foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop. Form Up The Power of Suggestion Xulgath ravening are most common in clutches controlled by spiritual leaders using some combination of cult behavior, group ritual, and even a little enchantment magic. By convincing participants that they're possessed by Zevgavizeb or a similar force, the leader then identifies a target and hopes for the best. Instilling secular doubt or incapacitating the leader can shatter a ravening's focus, causing its members to scatter or even turn on their leader. ","skill_mod":{"stealth":7,"athletics":11,"intimidation":10},"summary":"Strength and hunger drive most xulgath societies, reinforced by the tenets of their abyssal patron Zevgavizeb. A powerful leader can seize control of …","image":["/Images/Monsters/XulgathRavening.png"],"primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["Creature Type","Rarity","Monster"],"ac":20,"level":4,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2606","intelligence":-1,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":14,"source_group":["Sky King's Tomb"],"size":["Gargantuan"],"spoilers":"Sky King's Tomb","name":"Xulgath Ravening","alignment":"CE","category":"creature","rarity":"rare","slug":"creature-2606"},{"primary_source_category":"Adventure Paths","strength":2,"hp":52,"language":["Common","Dwarven","Undercommon"],"source":["Pathfinder #193: Mantle of Gold"],"type":"Creature","charisma":1,"perception":9,"stealth":"5","trait":["Dwarf","Humanoid","Unique","NG","Medium"],"id":"creature-2607","text":" Krohan Veldollow Krohan's mistakes kicked off several important campaign developments, such as Zogototaru's rampage and the machinations of a hryngar villain the PCs haven't met yet. Krohan provides a strong hook for the PCs to recover and repair Taargick's clan dagger, all while providing greater context for the legends of High King Taargick and Clan Tolorr. During this adventure, Krohan's gradual discovery of his occult abilities also helps illustrate Rivethun lore, giving the players a window into this iconic dwarven tradition. Importantly, Krohan doesn't seek the spotlight. His own attempt at heroics inflicted real harm, and he would much rather resolve past misdeeds and support the PCs' adventuring careers. Krohan's journey parallels many of the campaign's themes: acknowledging past wrongs and working to repair the damage. In helping him, the players can better internalize these objectives for when they depart Highhelm and have opportunities to start mending misdeeds of the past. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Krohan Veldollow Source Pathfinder #193: Mantle of Gold pg. 93 Perception +9; darkvision Languages Common, Dwarven, Undercommon Skills Athletics +9, Dwarf Lore +8, Medicine +8, Occultism +8, Society +6, Stealth +5 Str +2 Dex +0 Con +2 Int +1 Wis +3 Cha +1 Items Leather Armor, Pick, Composite Shortbow (20 arrows), Buckler, Adventurer's Pack, lesser healing potion, lesser antidote --- AC 18 (19 with shield raised) Fort +9 Ref +7 Will +10 HP 52 Resistances poison 2 Occult Catharsis (emotion, healing, occult) Krohan's magic converts his pain into spellpower. After he casts an innate occult spell, he attempts a DC 5 flat check, increasing the DC by twice the spell's level if it was not a cantrip. On a success, Krohan's Spirits Drawn to Suffering effect ends, he can reduce the value of one condition affecting him by 1, and he regains 2d6 Hit Points. Unwitting Rivethun (emotion, occult) Krohan has very limited access to Rivethun magic, able to cast spells only when experiencing pain or distress. Spirits Drawn to Suffering Free Action (occult) Frequency once per 10 minutes Trigger Krohan critically fails a saving throw, takes mental damage, takes damage from a critical hit, orgains a harmful condition with a numerical value (such as frightened or sickened). This effect does not trigger due to self-harm or similarly engineered circumstances. Effect Krohan gains the ability to cast his innate occult spells for 1 minute. --- Speed 20 feet Melee Single Action pick +10 (fatal d10), Damage 1d6+2 piercing Melee Single Action composite shortbow +8 (deadly d10, Propulsive, range increment 60 feet), Damage 1d6+1 piercing Occult Innate Spells DC 19, attack +11 - Cantrips (2nd) Chill Touch, Daze, Forbidding Ward - 1st Fear, Magic Weapon, Spirit Link (3 slots) - 2nd Soothe, Telekinetic Maneuver (2 slots) Righthand Man Krohan gains a +2 circumstance bonus to attack rolls and skill checks attempted to Aid others. He can attempt a Dwarf Lore check in place of any other attack roll or skill check to Aid a dwarf. ","skill_mod":{"society":6,"stealth":5,"medicine":8,"athletics":9,"occultism":8},"image":["/Images/Monsters/KrohanVeldollow.png"],"primary_source":"Pathfinder #193: Mantle of Gold","spell":["Soothe","Telekinetic Maneuver","Fear","Magic Weapon","Spirit Link","Chill Touch","Daze","Forbidding Ward"],"ac":18,"item":["Leather Armor","Pick","Composite Shortbow (20 arrows)","Buckler","Adventurer's Pack","lesser healing potion","lesser antidote"],"level":3,"spell_dc":[19],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{"poison":2},"intelligence":1,"reflex_save":7,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":9,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Krohan Veldollow","alignment":"NG","rarity":"unique","strike_damage_average":[4,5],"attack_bonus":[8,10],"constitution":2,"spell_attack_bonus":[11],"will_save":10,"speed":{"max":20,"land":20},"wisdom":3,"weakness":{},"creature_ability":["Occult Catharsis","Unwitting Rivethun","Spirits Drawn to Suffering","Righthand Man"],"primary_source_group":"Sky King's Tomb","skill":["Athletics","Dwarf Lore","Medicine","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"Krohan's mistakes kicked off several important campaign developments, such as Zogototaru's rampage and the machinations of a hryngar villain the PCs …","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=2607","dexterity":0,"category":"creature","slug":"creature-2607"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Adventure Paths","strength":1,"hp":20,"language":["Common","Dwarven","Petran"],"source":["Pathfinder #193: Mantle of Gold"],"type":"Creature","will_save":10,"charisma":1,"speed":{"max":20,"land":20},"perception":7,"wisdom":4,"weakness":{},"creature_ability":["Anchor the Unliving"],"primary_source_group":"Sky King's Tomb","skill":["Crafting","Diplomacy","Religion"],"trait":["Dwarf","Humanoid","Unique","N","Medium"],"id":"creature-2608","text":" Heldin Ulgincamp Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Heldin Ulgincamp Source Pathfinder #193: Mantle of Gold pg. 40 Perception +7; darkvision Languages Common, Dwarven, Petran Skills Crafting +7, Diplomacy +5, Religion +8 Str +1 Dex +0 Con +1 Int +3 Wis +4 Cha +1 Items candles (10), Chain Shirt, Flint and Steel, religious symbol, Repair Kit, warhammer --- AC 16 Fort +7 Ref +4 Will +10 HP 20 --- Speed 20 feet Melee Single Action warhammer +7 (Shove), Damage 1d8+1 bludgeoning Divine Prepared Spells DC 17 - Cantrips (1st) Chill Touch, Shield, Stabilize - 1st Heal, Magic Weapon Anchor the Unliving Two Actions (Divine, Necromancy) Heldin displays their religious symbol at an undead creature within 30 feet. The creature must attempt a DC 17 Fortitude save. Critical Success The creature is unaffected Success Reduce the creature’s resistances by 1 for 1d4 rounds, after which it’s immune to this ability for 1 round. Failure As success, but the resistances are reduced by 3. Critical Failure As success, but the resistances are reduced by 5. ","tradition":["Divine"],"skill_mod":{"diplomacy":5,"crafting":7,"religion":8},"primary_source":"Pathfinder #193: Mantle of Gold","spell":["Heal","Magic Weapon","Chill Touch","Shield","Stabilize"],"trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":16,"item":["candles (10)","Chain Shirt","Flint and Steel","religious symbol","Repair Kit","warhammer"],"level":1,"spell_dc":[17],"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2608","intelligence":3,"reflex_save":4,"strongest_save":["will"],"dexterity":0,"vision":"Darkvision","fortitude_save":7,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Heldin Ulgincamp","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[5],"slug":"creature-2608"},{"constitution":2,"primary_source_category":"Adventure Paths","strength":-5,"hp":15,"immunity":["death effects","disease","paralyze","poison","precision","unconscious"],"source":["Pathfinder #193: Mantle of Gold"],"type":"Creature","will_save":9,"charisma":3,"speed":{"fly":20,"max":20},"perception":9,"wisdom":4,"weakness":{},"creature_ability":["Riled by Disrespect","Site Bound","Rejuvenation"],"primary_source_group":"Sky King's Tomb","skill":["Dwarf Lore","Intimidation","Stealth"],"stealth":"7","trait":["Dwarf","Ghost","Incorporeal","Rare","Spirit","Undead","No Alignment","Medium"],"id":"creature-2609","text":" Ancestral Echo Recall Knowledge - Spirit (Occultism): DC 20 Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Ancestral Echo Source Pathfinder #193: Mantle of Gold pg. 42 Perception +9; darkvision Languages Skills Dwarf Lore +7, Intimidation +6, Stealth +7 Str -5 Dex +1 Con +2 Int +1 Wis +4 Cha +3 Riled by Disrespect An ancestral echo gains a +1 status bonus to attack rolls and saving throw DCs against any creature that has not performed at least one task to beautify the site to which the echo is bound. This applies to any PC who didn't succeed at one or more skill checks to clean area D2. Site Bound The ancestral echo can't leave the upper crypt. --- AC 16 Fort +7 Ref +6 Will +9 HP 15 (negative healing, rejuvenation) Immunities death effects, disease, paralyze, poison, precision, unconscious Resistances all damage 5 (except &lt;%TRAITS%75%%&gt; force &lt;%END>, &lt;%TREASURE%297%%&gt; ghost touch &lt;%END>, or &lt;%TRAITS%128%%&gt; positive &lt;%END>; double resistance vs. non-magical) Rejuvenation (necromancy, occult) Restoring the vandalized inscriptions and reciting their corrected stories ushers these spirits back to the afterlife. --- Speed fly 20 feet Ancestral Echo Each spirit's appearance and concerns are described below. Each spirit uses the ancestral echo statistics, adding a few attacks and abilities unique to that spirit. Alkepsur Languages Draconic, Dwarven, Gnomish, Hallit, Petran, Sakvroth Melee Single Action ghostly clan dagger +8 (agile, finesse, magical), Damage 1d6+2 negative Ancient Anecdote Single Action (auditory, enchantment, linguistic, mental, occult) Frequency once per round; Effect Alkepsur banters with a creature within 60 feet while referencing a forgotten anecdote. The creature must attempt either aDC 18 Will saving throw or DC 15 Dwarf Lore check. Critical Success The creature is unaffected Success Reduce the creature’s resistances by 1 for 1d4 rounds, after which it’s immune to this ability for 1 round. Failure As success, but the resistances are reduced by 3. Critical Failure As success, but the resistances are reduced by 5. Ferghaz Languages Empyrean, Common, Dwarven Melee Single Action ghostly hammer +8 (agile, finesse, magical), Damage 1d4+3 negative Ranged Single Action chiding rebuke +8 (range increment 30 feet, magical), Damage 1d4+3 negative Oh, If Your Ancestors Could See You! Ferghaz holds other dwarves to an impossible standard, and his attacks carry the weight of a hundred generations' judgment. His Strikes deal an additional 1d4 mental damage to dwarves. Ulki Languages Draconic, Dwarven, Orcish Attack of Opportunity Reaction Melee Single Action ghostly greataxe +8 (finesse, magical), Damage 1d12+3 fire ","skill_mod":{"stealth":7,"intimidation":6},"primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["Ancestry","Weapon","Monster","Rarity","Creature Type"],"ac":16,"level":1,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"force":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=2609","intelligence":1,"reflex_save":6,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":7,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Ancestral Echo","alignment":"No Alignment","category":"creature","rarity":"rare","slug":"creature-2609"},{"attack_bonus":[8,8],"constitution":0,"primary_source_category":"Adventure Paths","strength":2,"hp":16,"language":["Dwarven","Protean","(can't speak)"],"immunity":["death effects","diseased","doomed","drained","fatigued","healing","necromancy","nonlethal","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #193: Mantle of Gold"],"type":"Creature","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Backdrop","Surface-Bound","Splatter"],"primary_source_group":"Sky King's Tomb","skill":["Acrobatics","Crafting","Deception","Stealth"],"stealth":"6","trait":["Construct","Rare","CN","Medium"],"id":"creature-2610","text":" Anarchic Living Graffiti Recall Knowledge - Construct (Arcana, Crafting): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Anarchic Living Graffiti Source Pathfinder #193: Mantle of Gold pg. 43 Perception +6; darkvision Languages Dwarven, Protean; (can't speak) Skills Acrobatics +6, Crafting +3, Deception +5, Stealth +6 Str +2 Dex +3 Con +0 Int -2 Wis +0 Cha +1 --- AC 15 Fort +6 Ref +8 Will +6 HP 16 Immunities death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal, paralyzed, poison, sickened, unconscious Backdrop When a creature attempts to Strike a living graffiti and critically misses, the attacker hits the surface behind the living graffiti. Surface-Bound A living graffiti can move only along flat surfaces. If the surface it's on is destroyed, the graffiti takes 1d6 damage and is shunted to the nearest flat surface. If there's no flat surface within 5 feet, the graffiti is destroyed. --- Speed 25 feet Melee Single Action fist +8 (Agile, Finesse), Damage 1d6+2 bludgeoning Ranged Single Action paint +8 (Nonlethal, range increment 20 feet), Damage 1d4+2 bludgeoning plus splatter Splatter A living graffiti splatters paint into a creature's face with its paint Strike. On a hit, the target is dazzled dazzled for 1 round or until it Interacts to remove the paint from its face. ","skill_mod":{"deception":5,"crafting":3,"stealth":6,"acrobatics":6},"primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["Creature Type","Rarity"],"ac":15,"level":0,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=2610","intelligence":-2,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Anarchic Living Graffiti","alignment":"CN","category":"creature","rarity":"rare","strike_damage_average":[4,5],"slug":"creature-2610"},{"attack_bonus":[1,10,10,12],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":50,"language":["Draconic","Undercommon"],"source":["Pathfinder #193: Mantle of Gold"],"type":"Creature","will_save":10,"charisma":4,"speed":{"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Stench","Far-Reaching Fear","Predator's Decree","Sacrificial Takedown"],"primary_source_group":"Sky King's Tomb","skill":["Athletics","Intimidation","Performance","Religion"],"trait":["Humanoid","Unique","Xulgath","CE","Medium"],"id":"creature-2611","text":" Hhruklaz Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Hhruklaz Source Pathfinder #193: Mantle of Gold pg. 56 Perception +8; darkvision Languages Draconic, Undercommon Skills Athletics +9, Intimidation +11, Performance +7, Religion +10 Str +3 Dex +0 Con +2 Int +1 Wis +3 Cha +4 Items Skysunder ( +1 clan dagger) , scroll of create food --- AC 19 Fort +9 Ref +7 Will +10 +2 status to saves vs. petrifying gaze HP 50 Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 21 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5 status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths stenches for 1 minute. --- Speed 25 feet Melee Single Action +1 clan dagger +11 (Agile, Dwarf, Parry, versatile B), Damage 1d4+3 piercing Melee Single Action jaws +10, Damage 1d6+3 piercing Melee Single Action claw +10 (Agile), Damage 1d6+3 slashing Ranged Single Action shattering chant +12 (range increment 30 feet, Sonic), Damage 2d6+4 sonic Rituals DC 17 - 2nd Consecrate Far-Reaching Fear The range at which Hhrulkaz can Demoralize Demoralize creatures increases to 60 feet, and she doesn't take a penalty if the creature doesn't understand her language. Predator's Decree Single Action (Divine, Emotion, Mental) Requirements Hhrulkaz is within 60 feet of a frightened creature or a creature she successfully hit with a shattering chant this turn; Effect Hhrulkaz condemns the creature to be eaten. The creature must make a DC 20 Will save. Success The target is unaffected. Failure The target gains weakness 2 to all damage for 3 rounds. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success. Critical Failure As failure, but the target gains weakness 4 to all damage. Sacrificial Takedown Two Actions Hhrulkaz attempts an Athletics check to Trip a creature. If she succeeds, she then makes a melee Strike against the target, granting her weapon the fatal d10 trait until the end of her turn. Both attacks count toward her multiple attack penalty, but the penalty doesn't increase until after she makes both attacks. ","skill_mod":{"performance":7,"athletics":9,"intimidation":11,"religion":10},"primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["Creature Type","Rarity","Monster"],"ac":19,"item":["Skysunder ( +1 clan dagger )","scroll of create food"],"level":3,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2611","intelligence":1,"reflex_save":7,"strongest_save":["will"],"dexterity":0,"vision":"Darkvision","fortitude_save":9,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Hhruklaz","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[5,6,6,11],"slug":"creature-2611"},{"attack_bonus":[11,11],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":32,"language":["Common","Dwarven"],"source":["Pathfinder #193: Mantle of Gold"],"type":"Creature","will_save":7,"charisma":1,"speed":{"max":20,"land":20},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Toxic Treachery","Sneak Attack"],"primary_source_group":"Sky King's Tomb","skill":["Acrobatics","Crafting","Intimidation","Stealth","Thievery"],"stealth":"8","trait":["Dwarf","Humanoid","NE","Medium"],"id":"creature-2612","text":" Blacknoon Apprentice Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Blacknoon Apprentice Source Pathfinder #193: Mantle of Gold pg. 71 Perception +8; darkvision Languages Common, Dwarven Skills Acrobatics +8, Crafting +6, Intimidation +7, Stealth +8, Thievery +8 Str +2 Dex +4 Con +2 Int +0 Wis +1 Cha +1 Items Shortsword, Composite Shortbow (10 arrows), Leather Armor, Thieves' Tools, giant centipede venom (2), 3 gp --- AC 18 Fort +8 Ref +10 Will +7 HP 32 Resistances poison 2 --- Speed 20 feet Melee Single Action shortsword +11 (Agile, Finesse, versatile S), Damage 1d6+2 piercing Ranged Single Action composite shortbow +11 (deadly d10, Propulsive, range 60 feet), Damage 1d6+1 piercing Toxic Treachery Reaction (Manipulate) Trigger The Blacknoon apprentice successfully Demoralizes or Tumbles Through a foe; Effect The Blacknoon apprentice applies a dose of poison to a weapon they wield. Sneak Attack The Blacknoon apprentice deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"thievery":8,"crafting":6,"stealth":8,"intimidation":7,"acrobatics":8},"primary_source":"Pathfinder #193: Mantle of Gold","trait_group":["Ancestry","Weapon","Creature Type"],"ac":18,"item":["Shortsword","Composite Shortbow (10 arrows)","Leather Armor","Thieves' Tools","giant centipede venom (2)","3 gp"],"level":2,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["will"],"resistance":{"poison":2},"url":"/Monsters.aspx?ID=2612","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"source_group":["Sky King's Tomb"],"size":["Medium"],"name":"Blacknoon Apprentice","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[4,5],"slug":"creature-2612"},{"attack_bonus":[14,14,15],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":75,"language":["Common","Dwarven","Pyric","Undercommon"],"source":["Pathfinder #193: Mantle of Gold"],"type":"Creature","spell_attack_bonus":[14],"will_save":14,"charisma":1,"speed":{"max":20,"land":20},"perception":12,"wisdom":2,"weakness":{},"primary_source_group":"Sky King's Tomb","skill":["Athletics","Arcana","Crafting","Deception","Thievery"],"trait":["Dwarf","Humanoid","Unique","LE","Medium"],"id":"creature-2613","text":" Tuom Molgrade Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Tuom Molgrade Source Pathfinder #193: Mantle of Gold pg. 75 Perception +12; darkvision Languages Common, Dwarven, Pyric, Undercommon Skills Athletics +11, Arcana +12, Crafting +14, Deception +9, Thievery +11 Str +5 Dex +1 Con +3 Int +4 Wis +2 Cha +1 Items +1 striking warhammer, Hatchet, Scale Mail, sterling blacksmith tools, Thieves' Tools, spellbook, key to area I8 --- AC 22 Fort +13 Ref +9 Will +14 HP 75 Resistances fire 5 --- Speed 20 feet Melee Single Action warhammer +15 (Shove), Damage 2d8+7 bludgeoning Melee Single Action hatchet +14 (Agile, Sweep, thrown 10 feet), Damage 1d6+7 slashing Ranged Single Action hatchet +14 (Agile, Sweep, thrown 10 feet), Damage 1d6+7 slashing Arcane Prepared Spells DC 21, attack +14 - Cantrips (3rd) Mage Hand, Light, Produce Flame, Read Aura - 1st Floating Disk, Jump - 2nd Glitterdust, Shocking Grasp - 3rd Fireball\n","tradition":["Arcane"],"skill_mod":{"deception":9,"thievery":11,"crafting":14,"arcana":12,"athletics":11},"primary_source":"Pathfinder #193: Mantle of Gold","spell":["Fireball","Glitterdust","Shocking Grasp","Floating Disk","Jump","Mage Hand","Light","Produce Flame","Read Aura"],"trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":22,"item":["+1 striking warhammer","Hatchet","Scale Mail","sterling blacksmith tools","Thieves' Tools","spellbook","key to area I8"],"level":5,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=2613","intelligence":4,"reflex_save":9,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":13,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Tuom Molgrade","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[10,10,16],"slug":"creature-2613"},{"primary_source_category":"Rulebooks","strength":4,"hp":310,"language":["Common","Empyrean","Sussuran","truespeech"],"source":["Rage of Elements"],"type":"Creature","charisma":9,"perception":33,"stealth":"36","trait":["Air","Elemental","Rare","Medium"],"id":"creature-2614","text":" Anemos The truth of life in the Universe is that weather controls the world. The life-giving water that flows across Golarion, the maintenance of healthy forests, and the snows, thaws, and rains that help crops flourish all rely on the weather—weather that's shaped at the whims of the winds. Anemoi are powerful beings from the Plane of Air tasked by ancient gods to guard the skies and shepherd the winds of every world across the planes. They guide the winds along their natural paths, and while neither malevolent nor malicious, an anemos has little regard for how a storm might affect any creature caught in its path. Anemoi can take several forms and shift between them as easily as they slip between the breezes. They wear humanoid guises to walk among mortals without drawing undue attention, and they transform into great, thunderous horses made of storm clouds and rain when they need to move quickly across the skies. Their true form, however, is wind coalesced into a humanoid shape, often with curling hair and feathery wings made of soft, drifting clouds. On Golarion, each of the four cardinal winds are created and directed by a quartet of cardinal anemoi. The cold north winds are guided by Boreal, bringer of winter. Austral shepherds hot winds from the south. Eural brings stormy winds from the east. Finally, the gentle winds of spring come at the call of Zephyr, from the west. These four cardinal anemoi, alongside their councils of lesser anemoi, shape and control the winds across all of Golarion. As far as anyone can tell, the cardinal anemoi don't answer to a greater authority. There are even more powerful maximal anemoi living in the Plane of Air, but they seem content to leave the Universe out of their plans. Though the cardinal anemoi try to keep a degree of separation from mortal affairs, lesser anemoi occasionally take a closer interest. Some monitor a single settlement or county, protecting, nourishing, or even vindictively destroying it. Each one has their own sets of interests. Many are vain or petty. Even more change attitudes just as quickly as the winds they guide. Pleasing an anemoi isn't a matter of following a set formula, but rather repeatedly changing course to give them what they desire for their mercurial current interests or perceived needs. Recall Knowledge - Elemental (Arcana, Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Anemos Source Rage of Elements pg. 78 Perception +33; darkvision Languages Common, Empyrean, Sussuran; truespeech Skills Acrobatics +38, Arcana +31, Nature +33, Occultism +31, Performance +38, Planar Lore +33, Religion +31, Stealth +36, Survival +33 Str +4 Dex +9 Con +7 Int +6 Wis +6 Cha +9 Truespeech An anemos can speak with and understand any creature that has a language. Wind Orchestra (air, auditory) An anemos does not require instruments to perform music, instead using their winds to create and carry the sounds of any instruments they wish to duplicate. They can mimic any number of instruments simultaneously, creating and directing their own personal orchestra. --- AC 43 Fort +29 Ref +33 Will +30 HP 310 , regeneration 15 (deactivated by earthbane) Immunities bleed, electricity, paralyzed, poison, sleep Resistances cold 20 Blessed by the Winds (air, aura) 80 feet. The winds grow turbulent for those who would dare to fly in the same space as an anemos, but they take care to never harm or inconvenience their shepherd. Air within the emanation is difficult terrain for Flying creatures that do not have the air trait. While the aura is active, the anemos cannot be affected by environmental air or weather affects unless they choose to be. Earthbane An anemos's regeneration is suppressed for 1 round if the anemos is affected by an earth effect, or for as long as they are in contact with the ground and 1 round thereafter. If an anemos is submerged in at least 1 inch of mud, dirt, or stone, the anemos's aura deactivates, and the anemos becomes stunned 2 and clumsy 2. Redirect Weather Reaction (divine) Requirements The anemos's aura is active; Trigger A creature within the anemos's aura uses an air or electricity spell, or an air or electricity spell otherwise comes into effect within the anemos's aura; Effect The winds and weather of the spell obey the anemos's call. The anemos makes all the choices to determine the targets, destination, or other effects of the spell, as though they were the caster. --- Speed 25 feet, fly 200 feet; swiftness Melee Single Action thunderbolt +35 (Electricity, Magical), Damage 3d8+12 electricity plus 3d6 sonic Ranged Single Action air blast +35 (Agile, Air, Magical, range 100 feet), Damage 3d10+12 bludgeoning Ranged Single Action thunderbolt +35 (Electricity, Magical, thrown 30 feet), Damage 3d8+10 electricity plus 3d6 sonic Divine Innate Spells DC 40 - 1st Air Bubble (at will) - 4th Airlift (at will), Vapor Form (at will), Voice on the Breeze (at will) - 7th Humanoid Form (at will) - 9th Cleanse Air Divine Rituals DC 40 - 6th Sky Signs - 8th Control Weather Collect Thunder Free Action or One Action (Electricity, Manipulate) Requirements The anemos has a hand free; Effect The anemos runs a hand through the winds that swirl around them, the sparks from their fingertips coalescing into a thunderbolt. The anemos creates a thunderbolt in their open hand. If the anemos spends an action to Collect Thunder, a bolt instead strikes their open hand, creating a booming peal that deafens all creatures within 20 feet for 1 round unless they succeed at a DC 40 Fortitude save; this adds the auditory trait to Collect Thunder. Any thunderbolts dissipate after 1 round. Command the Breeze When an anemos casts a ritual, they perform all aspects of the ritual themself, commanding their winds to complete all the ritual's components. They must fulfill any requirements for the ritual's additional casters and must attempt the checks normally performed by additional casters. In addition, anemoi can cast rituals faster than usual. If a ritual has a casting time measured in days, they can cast it in an equal number of hours. Storm Strikes Twice Two Actions (Air, Teleportation) The anemos throws a thunderbolt, then becomes a wind that carries them in an instant to the bolt's location to attack again. They make a ranged thunderbolt Strike against a creature within their first range increment, teleport to the creature's location as a gust of wind, then grasp the thrown thunderbolt and make a melee thunderbolt Strike against a creature within reach. Their multiple attack penalty doesn't increase until they've made both attacks. Swiftness The anemos's movement doesn't trigger reactions. The Cardinal Anemoi Anemoi who are particularly ancient and powerful often have their own unique capabilities. In addition to their standard abilities, Golarion's cardinal anemoi possess the following additional innate spells. Austral , the south wind: 8th flame vortex ; 5th geyser Boreal , the north wind: 8th frigid flurry ; 5th howling blizzard Eural , the east wind: 8th chain lightning ; 5th pressure zone Zephyr , the west wind: 8th field of life ; 4th petal storm , speak with plants The Shape of the Air Anemoi on the Plane of Air are typically genderless, while those who spend time in the Universe sometimes experiment with or develop preferences for one of the genders of the mortals they watch or live close to. ","element":["Air"],"skill_mod":{"performance":38,"nature":33,"survival":33,"stealth":36,"arcana":31,"occultism":31,"acrobatics":38,"religion":31},"image":["/Images/Monsters/Anemos.png"],"primary_source":"Rage of Elements","spell":["Cleanse Air","Humanoid Form","Airlift","Vapor Form","Voice on the Breeze","Air Bubble"],"ac":43,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"cold":20},"intelligence":6,"reflex_save":33,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":29,"size":["Medium"],"name":"Anemos","pfs":"Standard","rarity":"rare","strike_damage_average":[28,34,36],"attack_bonus":[35,35,35],"constitution":7,"immunity":["bleed","electricity","paralyzed","poison","sleep"],"will_save":30,"speed":{"fly":200,"max":200,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Truespeech","Wind Orchestra","Blessed by the Winds","Earthbane","Redirect Weather","Collect Thunder","Command the Breeze","Storm Strikes Twice","Swiftness"],"skill":["Acrobatics","Arcana","Nature","Occultism","Performance","Planar Lore","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"The truth of life in the Universe is that weather controls the world. The life-giving water that flows across Golarion, the maintenance of healthy …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2614","dexterity":9,"category":"creature","slug":"creature-2614"},{"constitution":3,"primary_source_category":"Rulebooks","strength":7,"hp":150,"language":["Sussuran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","will_save":18,"charisma":5,"speed":{"fly":60,"max":60,"land":25},"perception":20,"wisdom":1,"weakness":{"area":10},"creature_ability":["Bullying Bluster","Troop Defenses","Pummeling Winds","Windstorm"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"18","trait":["Air","Elemental","Troop","Gargantuan"],"id":"creature-2615","text":" Blustering Gale Blustering gales are among the least of air elementals: spirits of the small breezes who sometimes arise in the wake of mightier creatures, like the downdraft of a swallow's wing or the sharp expulsion of a vigorous cough. Unwilling or unable to act effectively alone, they form into “gales,” collections of weak elementals that use their combined power to hurl insults and pummel those who defy them in a misguided attempt to rise above their humble origins. Together, they force other creatures to do their bidding, then move on when they grow bored. While most gales claim their abandoned minions were useless, in truth, blustering gales lack the commanding presence and confidence to retain vassals for long. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Blustering Gale Source Rage of Elements pg. 80 Perception +20; darkvision Languages Sussuran Skills Acrobatics +20, Athletics +22, Intimidation +22, Stealth +18 Str +7 Dex +5 Con +3 Int +0 Wis +1 Cha +5 --- AC 30 Fort +22 Ref +24 Will +18 HP 150 (16 squares) Immunities bleed, paralyzed, poison, sleep Weaknesses area damage 10, splash damage 10 Bullying Bluster (auditory, aura, emotion, mental, linguistic) 30 feet. The blustering gale constantly unleashes a tirade of insults and aggressive taunts. Each enemy who enters or starts their turn in the aura must succeed at a DC 30 Will save or become stupefied 1 for as long as they remain within the aura (stupefied 2 on a critical failure). The troop's members are collectively able to mimic a few curse words or insults in every language, allowing their Bullying Bluster to affect any creature who understands a language. A creature who succeeds at its save is temporarily immune for 1 hour. The blustering gale can activate or deactivate the aura with a free action, which has the concentrate trait. Troop Defenses --- Speed 25 feet, fly 60 feet; troop movement Pummeling Winds Single Action to Three Actions Frequency once per round; Effect The blustering gale bashes, batters, and pummels each adjacent enemy (DC 27 basic Reflex save). The damage depends on the number of actions. Single Action 1d8+2 bludgeoning damage Two Actions 2d8+12 bludgeoning damage Three Actions 3d8+15 bludgeoning damage Windstorm Two Actions (Air) The blustering gale exhales as a unit, creating a powerful windstorm. This windstorm is a 10-foot burst within 100 feet that deals 3d8+10 bludgeoning damage (DC 30 basic Reflex save). Creatures that fail their saving throw are pushed 10 feet in any direction (plus knocked prone on a critical failure). When the troop is reduced to 8 or fewer squares, this area decreases to a 5-foot burst and the distance pushed decreases to 5 feet. Lackeys Blustering gales sometimes serve as heralds or enforcers for other creatures (including cloud dragons, jaathooms, and other powerful air elementals), bullying and intimidating others at the behest of a more influential overlord. While blustering gales often feel secure and confident in these roles, they rankle at subservience, and rarely feel content with such an arrangement for long. ","element":["Air"],"skill_mod":{"stealth":18,"athletics":22,"intimidation":22,"acrobatics":20},"summary":"Blustering gales are among the least of air elementals: spirits of the small breezes who sometimes arise in the wake of mightier creatures, like the …","image":["/Images/Monsters/BlusteringGale.png"],"primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2615","intelligence":0,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"size":["Gargantuan"],"name":"Blustering Gale","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-2615"},{"attack_bonus":[15],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":60,"language":["Sussuran"],"immunity":["disease","electricity","paralyzed","poison","precision"],"source":["Rage of Elements"],"type":"Creature","will_save":12,"charisma":4,"speed":{"fly":25,"max":25,"land":15},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Plasmatic Form","Illuminating Flames","Leap the Gap","Wyrd Wisdom"],"skill":["Diplomacy","Nature"],"trait":["Air","Elemental","Incorporeal","Small"],"id":"creature-2616","text":" Comozant Wyrd Buzzing, crackling plasma makes up a comozant wyrd, electrically charged waves of greens, blues, and purples cascading in heatless flame. Given a mind and a semblance of a face, comozant wyrds need a surface from which they can crackle and writhe. Once secure, they seek out companionship from anyone nearby. In the Universe, they can be found in many places: lashing themselves to sailing ships, dancing across the buildings, or anchoring to the stones of a mountain range. In the vast spans of the Plane of Air, however, comozant wyrds often come to feel extremely lonely. A lucky few become pets for jaathooms living in the plane's cities, but many wait on isolated floating islands for an airship they can attach to or, more tragically, strive vainly to reach a distant shore before sputtering out. Recall Knowledge - Elemental (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Comozant Wyrd Source Rage of Elements pg. 81 Perception +12; darkvision Languages Sussuran Skills Diplomacy +11, Nature +12 Str -5 Dex +4 Con +0 Int -1 Wis +3 Cha +4 Plasmatic Form Unlike other incorporeal creatures, a comozant wyrd can't move into or through solid objects. If a comozant wyrd isn't adjacent to a solid object or surface of its size or larger at the end of its turn, it loses 10 HP. This HP loss cannot be mitigated or avoided in any way. --- AC 21 Fort +7 Ref +15 Will +12 HP 60 Immunities disease, electricity, paralyzed, poison, precision Resistances all damage 5 (except force or ghost touch ; double resistance vs. non-magical) Illuminating Flames (aura, electricity, light, primal) 30 feet. The comozant wyrd sheds bright light in the emanation and dim light for another 30 feet. Heatless flames similar to the wyrd's own surround any creature in the emanation. A visible creature can't become concealed while in the emanation, and an invisible creature becomes concealed rather than undetected. The wyrd can communicate empathically with any non-mindless creature affected by illuminating flames, even if they don't share a language. --- Speed 15 feet, fly 25 feet Ranged Single Action lightning lash +15 (Electricity, range 30 feet), Damage 2d12 electricity Leap the Gap Two Actions Requirements The comozant wyrd is adjacent to a solid object or surface of its size or larger; Effect The wyrd Flies up to its Speed in a straight line, ending its movement adjacent to a different solid object or surface of its size or larger; this movement doesn't trigger reactions. The wyrd can move through other creatures during this movement, and all creatures it moves through take 2d12 electricity damage with a DC 22 basic Reflex save. Wyrd Wisdom Single Action Frequency once per day; Requirements The comozant wyrd is communicating empathically with another creature through illuminating flames; Effect The comozant wyrd's odd means of communication brings strange insight. One creature the wyrd is empathically conversing with gains the benefits of an augury spell, though only about this conversation topic, rather than any topic of the creature's choice. Comozant Communication Creatures of emotion and instinct, comozant wyrds use simple images and concepts to convey deep and layered meanings. They're quite insightful, able to leap to solid conclusions as rapidly as they leap across solid surfaces. Most who “converse” with a comozant wyrd find the process enlightening, but have little desire make it a regular experience. ","element":["Air"],"skill_mod":{"diplomacy":11,"nature":12},"summary":"Buzzing, crackling plasma makes up a comozant wyrd, electrically charged waves of greens, blues, and purples cascading in heatless flame. Given a …","image":["/Images/Monsters/ComozantWyrd.png"],"primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=2616","intelligence":-1,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Comozant Wyrd","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-2616"},{"attack_bonus":[7,7],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":15,"language":["Sussuran"],"immunity":["bleed","electricity","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Air","will_save":7,"charisma":2,"speed":{"fly":50,"max":50},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Duskflow","Downcast"],"skill":["Acrobatics","Intimidation","Stealth"],"stealth":"8","trait":["Air","Elemental","Small"],"id":"creature-2617","text":" Despairing Pall Despairing palls are small, dark clouds that float aimlessly through the Plane of Air, casting literal and emotional shadows wherever they go. Pranksters and mischievous elementalists often summon them to rain on a rival's parade. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Despairing Pall Source Rage of Elements pg. 82 Perception +5; darkvision Languages Sussuran Skills Acrobatics +8, Intimidation +6, Stealth +8 Str +0 Dex +4 Con +1 Int +0 Wis +0 Cha +2 --- AC 17 Fort +4 Ref +10 Will +7 HP 15 Immunities bleed, electricity, paralyzed, poison, sleep Duskflow Reaction (darkness) Trigger The despairing pall is damaged by a melee Strike; Effect Darkness billows out from the despairing pall, covering its attacker in inky shadow. The despairing pall immediately Steps up to 15 feet in any direction. If the despairing pall took the triggering damage due to a reaction it provoked by moving, it can then finish the movement. For one round, the triggering attacker is cloaked in darkness and perceives light as one step lower (bright light becomes dim light, for example), affecting its ability to sense creatures and objects accordingly. --- Speed fly 50 feet Melee Single Action hot air +7 (Air), Damage pushed 5 feet Ranged Single Action lightning bolt +7 (Electricity, range increment 50 feet), Damage 1d6 electricity Downcast Two Actions (Air, Emotion, Mental) The despairing pall Flies up to its Speed, then rains gloom and despair in a 15-foot line straight down. Creatures in the area must succeed at a DC 16 Will save or take a –1 status penalty to attack rolls until the end of the despairing pall's next turn. ","element":["Air"],"skill_mod":{"stealth":8,"intimidation":6,"acrobatics":8},"summary":"Despairing palls are small, dark clouds that float aimlessly through the Plane of Air , casting literal and emotional shadows wherever they go. …","image":["/Images/Monsters/ElementalAir_DespairingPall.png"],"primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":17,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2617","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":4,"size":["Small"],"name":"Despairing Pall","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-2617"},{"attack_bonus":[19,19],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":100,"language":["Sussuran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Air","will_save":13,"charisma":3,"speed":{"fly":50,"max":50},"perception":17,"wisdom":1,"weakness":{},"creature_ability":["Naturally Invisible","Envelop"],"skill":["Acrobatics","Athletics","Deception","Stealth"],"stealth":"18","trait":["Air","Elemental","Large"],"id":"creature-2618","text":" Veiled Current Often considered cousins of phades, veiled currents are loose veils of wind who catch prey within their folds. Recall Knowledge - Elemental (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Veiled Current Source Rage of Elements pg. 82 Perception +17; darkvision Languages Sussuran Skills Acrobatics +18, Athletics +18, Deception +15, Stealth +18 Str +2 Dex +6 Con +4 Int +2 Wis +1 Cha +3 --- AC 28 Fort +15 Ref +19 Will +13 HP 100 Immunities bleed, paralyzed, poison, sleep Naturally Invisible The veiled current is invisible at all times. When they take a hostile action of any kind, the veiled current is hidden instead of undetected as the vague outline of their humanoid form becomes faintly visible until the start of their next turn. --- Speed fly 50 feet Melee Single Action static fold +19 (Agile, Finesse, reach 10 feet), Damage 2d10+8 bludgeoning plus Grab Ranged Single Action static scream +19 (range increment 50 feet), Damage 2d8+4 sonic Envelop Two Actions Requirements The veiled current begins their turn with a target of their size or smaller grabbed; Effect The veiled current maintains the Grab and coalesces around the creature, stretching themself into a semisolid veil that smothers the creature within. This thereafter has the same effect as if the veiled current had Engulfed the creature (DC 26, 1d8+8 bludgeoning, Escape DC 26, Rupture 17). As engulfing a creature is a hostile action, the veiled current is hidden instead of undetected every round it has a creature engulfed. ","element":["Air"],"skill_mod":{"deception":15,"stealth":18,"athletics":18,"acrobatics":18},"summary":"Often considered cousins of phades , veiled currents are loose veils of wind who catch prey within their folds.","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":28,"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2618","intelligence":2,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Veiled Current","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,19],"slug":"creature-2618"},{"attack_bonus":[26,26],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":175,"language":["Sussuran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Air","will_save":19,"charisma":4,"speed":{"fly":100,"max":100},"perception":20,"wisdom":4,"weakness":{},"creature_ability":["High Winds","Disperse","Cloudgaze","Elephant Blast","Feather Storm","Slicing Wind","Swiftness"],"skill":["Acrobatics","Stealth"],"stealth":"24","trait":["Air","Elemental","Huge"],"id":"creature-2619","text":" Picture-in-Cloud The shifting shapes of clouds in the sky have captivated the imaginations of mortal children for centuries. Pictures-in-clouds represent this pure possibility of air, transforming into anything the Universe imagines them to be. Recall Knowledge - Elemental (Arcana, Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Picture-in-Cloud Source Rage of Elements pg. 83 Perception +20; darkvision Languages Sussuran Skills Acrobatics +26, Stealth +24 Str +4 Dex +8 Con +5 Int +4 Wis +4 Cha +4 --- AC 35 Fort +21 Ref +26 Will +19 HP 175 Immunities bleed, paralyzed, poison, sleep High Winds (air, aura) 60 feet. Air within the emanation is difficult terrain for Flying creatures that don't have the air trait. Disperse Reaction Trigger The picture-in-clouds takes damage from a hostile action; Effect The picture-inclouds disperses. Until the end of the current turn, they can't be attacked or targeted, they don't take up space, and any auras or emanations they have are suppressed. At the end of the turn, the picture-in-clouds re-forms in any sufficient space within 150 feet of where they dispersed; any auras or emanations they have are restored as long as the duration didn't run out while the elemental was dispersed. --- Speed fly 100 feet; swiftness Melee Single Action gust +26 (Finesse, reach 20 feet), Damage 3d10+10 bludgeoning plus Push 15 feet Ranged Single Action lightning lash +26 (range increment 100 feet), Damage 3d12 electricity Cloudgaze Single Action The picture-in-clouds shifts into their choice of an eagle shape, elephant shape, or sword shape. Elephant Blast Two Actions Requirements The picture-in-clouds is in elephant shape; Effect The picture-in-clouds breathes out a 30-foot cone of air from their cloudy trunk. Creatures in the area must attempt a DC 30 Fortitude save to stand their ground. A creature pushed into a solid object stops moving and takes 4d10 bludgeoning damage. Critical Success The creature is unaffected. Success The creature is pushed 20 feet. Failure The creature is pushed 40 feet. Critical Failure The creature is pushed 40 feet and knocked prone. Feather Storm Two Actions (Move) Requirements The picture-in-clouds is in eagle shape; Effect The picture-in-clouds Flies 125 feet, flapping their wings and creating a barrier along their path. This barrier has the effects of wall of wind (DC 30) and lasts until the end of the picture-in-clouds's next turn. Slicing Wind Single Action Requirements The picture-in-clouds is in sword shape; Effect The picture-in-clouds spins, forming a whirlwind that deals 5d8 slashing damage in a 15-foot emanation (DC 30 basic Reflex save). Swiftness The picture-in-clouds's movement doesn't trigger reactions. ","element":["Air"],"skill_mod":{"stealth":24,"acrobatics":26},"summary":"The shifting shapes of clouds in the sky have captivated the imaginations of mortal children for centuries. Pictures-in-clouds represent this pure …","image":["/Images/Monsters/ElementalAir_PictureInClouds.png"],"primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":35,"level":13,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2619","intelligence":4,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Picture-in-Cloud","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,26],"slug":"creature-2619"},{"primary_source_category":"Rulebooks","strength":5,"hp":150,"language":["Common","Sussuran","(can't speak any language), cloud of visions"],"source":["Rage of Elements"],"type":"Creature","charisma":6,"perception":22,"stealth":"17","trait":["Air","Elemental","Genie","Rare","Large"],"id":"creature-2620","text":" Jaathoom Shuyookh Exalted jaathoom shuyookhs are ostentatious purveyors of dreams and nightmares. They can remain invisible like any jaathoom, but prefer to make themselves visible to better communicate and express their individuality through bright fabrics, expensive jewels, and flashy displays of excess. Recall Knowledge - Elemental (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Jaathoom Shuyookh Source Rage of Elements pg. 84 Perception +22; darkvision Languages Common, Sussuran; (can't speak any language), cloud of visions Skills Acrobatics +21, Arcana +20, Athletics +19, Crafting +17, Deception +22, Diplomacy +22, Society +20, Stealth +17 Str +5 Dex +7 Con +3 Int +5 Wis +3 Cha +6 Cloud of Visions (arcane, aura, mental) 120 feet. A jaathoom has telepathy 60 feet but can only show images rather than speaking. Items +1 striking jambiya (functions as a dagger) --- AC 29 Fort +17 Ref +21 Will +19 HP 150 Turbulent Skies (air, arcane, aura) 20 feet. Swirling winds make all squares in the emanation difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune. The jaathoom can activate or deactivate this aura as a single action, which has the concentrate trait. Naturally Invisible The jaathoom is invisible at all times. They can become visible or return to invisibility as a single action, which has the concentrate trait. --- Speed 25 feet, fly 75 feet Melee Single Action jambiya +24 (Agile, Finesse, Magical, reach 10 feet, versatile S), Damage 2d4+11 slashing plus 1d12 electricity Melee Single Action fist +23 (Agile, Finesse, Nonlethal, reach 10 feet, Unarmed), Damage 1d6+11 slashing plus 1d12 electricity Ranged Single Action crashing wind +23 (Air, Arcane, range increment 50 feet), Damage 3d8+8 bludgeoning Ranged Single Action jambiya +24 (Agile, Magical, thrown 20 feet, versatile S), Damage 2d4+11 piercing plus 1d12 electricity Arcane Innate Spells DC 30 - Cantrips (5th) Detect Magic - 4th Ill Omen, Vapor Form - 5th Illusory Creature, Illusory Object, Nightmare (×2), Pressure Zone, Sleep (×2) - 7th Interplanar Teleport (at will; to Astral Plane; Elemental Planes; or Universe only) Change Shape Single Action (Arcane, Concentrate, Polymorph) The shuyookh transforms into a Small or Medium air elemental or aerial animal, such as an owl. This doesn't affect the shuyookh's statistics, but it could change the damage type of their Strikes. Hurricane Blast Single Action (Air, Arcane) Frequency once per round; Effect The jaathoom moves all creatures without the air trait in their turbulent skies aura 20 feet directly away, clockwise, or counterclockwise. A creature avoids being moved if it succeeds at a DC 29 Fortitude save. Impressive Wish (Downtime) Frequency three times per year; Effect The shuyookh conducts a wish ritual for the benefit of a mortal, requiring no cost or secondary casters. The shuyookh's result is a success if they succeed at a DC 5 flat check or a failure if not. The shuyookh's visions of the subject's future inform how it interprets the wish. Ominous Dreams Two Actions (Mental, Prediction) The jaathoom sends a prophetic dream into the mind of a sleeping creature within 60 feet. An unwilling creature can avoid the vision if it succeeds at a DC 32 Will save. The jaathoom chooses the dream's subject but not its exact events. The target sees a brief vision of its future related to that subject, with the effect of augury . If the result is bad or mixed, the creature is frightened 2 and doesn't start to recover from being frightened until it wakes. Lady Dariya's Dazzling Emporium The reclusive jaathoom gem dealer and silversmith Lady Dariya crafts enchanted jewelry out of rare and unusual planar materials. She operates Lady Dariya's Dazzling Emporium in Shadow Absalom. She's also on rocky footing with Armun Kelisk and rumored to be in exile from the Plane of Air now that Ranginori has returned. ","element":["Air"],"skill_mod":{"society":20,"diplomacy":22,"deception":22,"crafting":17,"stealth":17,"arcana":20,"athletics":19,"acrobatics":21},"image":["/Images/Monsters/Genie_Jathoom.png"],"primary_source":"Rage of Elements","spell":["Interplanar Teleport","Illusory Creature","Illusory Object","Nightmare","Pressure Zone","Sleep","Ill Omen","Vapor Form","Detect Magic"],"ac":29,"item":["+1 striking jambiya (functions as a dagger )"],"level":10,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Jaathoom Shuyookh","pfs":"Standard","rarity":"rare","strike_damage_average":[21,21,22,22],"attack_bonus":[23,23,24,24],"constitution":3,"creature_family":"Genie","will_save":19,"speed":{"fly":75,"max":75,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Cloud of Visions","Turbulent Skies","Naturally Invisible","Change Shape","Hurricane Blast","Impressive Wish","Ominous Dreams"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Diplomacy","Society","Stealth"],"tradition":["Arcane"],"summary":"Exalted jaathoom shuyookhs are ostentatious purveyors of dreams and nightmares. They can remain invisible like any jaathoom, but prefer to make …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2620","dexterity":7,"category":"creature","slug":"creature-2620"},{"attack_bonus":[25],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":190,"language":["Sussuran"],"immunity":["cold"],"source":["Rage of Elements"],"type":"Creature","will_save":18,"charisma":0,"speed":{"fly":25,"max":25,"land":25},"perception":24,"wisdom":2,"weakness":{"fire":10},"creature_ability":["Natural Invisibility","Viscous Breath","Reactive Strike","Vacuum"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"23","trait":["Air","Elemental","Huge"],"id":"creature-2621","text":" Veldenar Some dangers lurking within the Endless Sky can doom prey before they even realize it; such are the ambush tactics of the 20-foot-tall elementals known as veldenars. Their inherent invisibility and pale, almost translucent forms make them among the most deadly creatures to call the Plane of Air home. Veldenars resemble amphibians from the Universe, albeit with myriad red eyes and an affinity for cold. Hunting along the edges of eternal storms, the event horizons of dead zones, and the banks of sky streams, veldenars prey on the lesser denizens of their home plane. They can often be found using their natural buoyancy to drift among the large chunks of magical ice that crossed onto the Plane of Air from its former border with the Plane of Water. There, they extend their tongues to trap unwary flying insects or adventurers who might happen to float by. Their multiple eyes keep watch for their next meal even while devouring current prey. The intense cold of a veldenar's stomach rapidly incapacitates its victims, allowing the predator to focus on returning to invisibility and finding a secluded spot to digest. Victims who escape the veldenar's stomach often feel chilled to the bone for days. Veldenars aren't discerning about who or what they inhale. As a result, kinds of scrap can collect in their stomachs, especially inorganic material. Those hunting veldenars often wait until the elemental needs to regurgitate debris, as this is one of the few times a veldenar can be caught in a compromising position, unable to capture anything due to their clogged esophagus. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Veldenar Source Rage of Elements pg. 85 Perception +24; all-around vision, darkvision Languages Sussuran Skills Athletics +20, Intimidation +20, Stealth +23 Str +7 Dex +5 Con +5 Int -2 Wis +2 Cha +0 --- AC 32 Fort +24 Ref +21 Will +18 HP 190 Immunities cold Resistances electricity 10 Weaknesses fire 10 Natural Invisibility A veldenar is naturally invisible and only becomes visible when using a hostile action. Creatures it has engulfed remain visible within it, albeit slightly blurred by the veldenar's translucent skin. Viscous Breath (air, aura) 15 feet. The veldenar raises the viscosity of the surrounding air just by breathing it. Creatures who enter or start their turn within the emanation treat the area as difficult terrain and take a –2 status penalty to any non-magical physical attacks they attempt. This aura is suppressed whenever the veldenar has a creature engulfed. Reactive Strike Reaction --- Speed 25 feet, fly 25 feet Melee Single Action tongue +25 (reach 15 feet), Damage 2d10+10 bludgeoning plus 1d10 cold Vacuum Two Actions (Air) Requirements The veldenar doesn't have a creature engulfed; Effect The veldenar forcefully unlocks then expands its jaws to inhale the air in a 15-foot cone before it, pulling Large or smaller creatures into its cavernous maw. The veldenar Engulfs the creatures in the area (DC 27, 1d10+10 cold, Escape DC 27, Rupture 25). Paired Predators Veldenars bond in partnership for life, which can be well over a century. Utilizing their ambush pack tactics, one veldenar will often drive potential prey into their partner's clutches. Visitors to the Plane of Air should keep in mind that if they happen to spot one veldenar, another is likely close by. ","element":["Air"],"skill_mod":{"stealth":23,"athletics":20,"intimidation":20},"summary":"Some dangers lurking within the Endless Sky can doom prey before they even realize it; such are the ambush tactics of the 20-foot-tall elementals …","image":["/Images/Monsters/Veldenar.png"],"primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":32,"level":11,"source_category":["Rulebooks"],"sense":" all-around vision , darkvision ","weakest_save":["will"],"resistance":{"electricity":10},"url":"/Monsters.aspx?ID=2621","intelligence":-2,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":24,"size":["Huge"],"name":"Veldenar","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[26],"slug":"creature-2621"},{"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":240,"language":["Petran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","will_save":21,"charisma":0,"speed":{"max":30,"land":30,"burrow":25},"perception":21,"wisdom":1,"weakness":{"area":10},"creature_ability":["Earthbound","Troop Defenses","Earth Glide","Pummeling Boulders","Spinning Stones","Trample into the Earth"],"skill":["Athletics"],"trait":["Earth","Elemental","Troop","Gargantuan"],"id":"creature-2622","text":" Avalanche Legion Elementals of the Plane of Earth can be fiercely territorial. Some more solitary elementals protect their lairs on their own, but occasionally others band together to defend larger regions that serve as shared turf. Notable among these alliances are avalanche legions, who patrol the perimeter of these shared territories, driving off intruders who dare to trespass upon their home ground. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Avalanche Legion Source Rage of Elements pg. 102 Perception +21; darkvision, tremorsense (imprecise) 60 feet Languages Petran Skills Athletics +23 Str +5 Dex +0 Con +4 Int -2 Wis +1 Cha +0 Earthbound When not touching solid ground, the avalanche legion is slowed 1. --- AC 31 Fort +24 Ref +20 Will +21 HP 240 (16 squares) Immunities bleed, paralyzed, poison, sleep Weaknesses area damage 10, splash damage 10 Troop Defenses --- Speed 30 feet, burrow 25 feet; earth glide, troop movement Earth Glide The avalanche legion can Burrow through any earthen matter, including rock. When it does so, the legion moves at its full burrow Speed, leaving no tunnels or signs of its passing. Pummeling Boulders Single Action to Three Actions Frequency once per round; Effect The avalanche legion unleashes an onslaught of blows against each enemy in a 5-foot emanation (DC 28 basic Reflex save). The damage depends on the number of actions. Single Action 2d8 bludgeoning damage Two Actions 3d8+8 bludgeoning damage Three Actions 4d8+11 bludgeoning damage Spinning Stones Two Actions The avalanche legion spins in place, kicking up a barrage of stones. Each creature in a 10-foot burst within 30 feet of the troop takes 1d12+8 bludgeoning damage (DC 28 basic Reflex save). When the troop is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Trample into the Earth Three Actions The avalanche legion speeds forward, running over creatures with their stone bodies and knocking them down. As Trample; Gargantuan or smaller, 2d8 bludgeoning damage, DC 28. A creature that critically fails its save is knocked prone. Familial Instincts Although elementals don't reproduce like typical creatures, living landslide sometimes develop bonds with smaller or weaker earth elementals, such as earth wisps, living boulders, and sod hounds. When several of these smaller elementals are gathered in one place, living landslides who cared for the creatures often continue to watch over their wards. Avalanche legions sometimes form from these gatherings, as multiple living landslides join forces to protect the smaller elementals. ","element":["Earth"],"skill_mod":{"athletics":23},"summary":"Elementals of the Plane of Earth can be fiercely territorial. Some more solitary elementals protect their lairs on their own, but occasionally …","image":["/Images/Monsters/AvalancheLegion.png"],"primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":31,"level":11,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2622","intelligence":-2,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":24,"size":["Gargantuan"],"name":"Avalanche Legion","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-2622"},{"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Petran"],"source":["Rage of Elements"],"type":"Creature","charisma":1,"perception":9,"stealth":"9","trait":["Earth","Elemental","Small"],"id":"creature-2623","text":" Cullitox Cullitoxes dwell within deep caverns of the Plane of Earth, laden with crystals that glow under their own internal energy. A cullitox's hunger for gems will lead it to travel almost anywhere, even through planar tears. Occasionally, they even establish colonies on planes other than their own, should their newfound territory prove filled with crystals. A cullitox's scorpion-like body glitters with crystal. As light refracts between the facets, they concentrate and absorb it, energizing the cullitox and, some say, fueling the creature's magic. cullitoxes form small communities in locations where crystals are plentiful, working alongside one another to track down anything from a common quartz to precious rubies and sapphires. Scouting parties use their innate magic to communicate with each other via light and wordless sound, as well as to seek out more crystals. However, when precious stone resources grow scarce, cullitoxes become independent and territorial about their supply, taking crystals from wherever they can, even seizing them from other creatures. A cullitox's drive to gather crystals is akin to the drive to reproduce. As a cullitox gathers stones, it stores them within its body. Once the cullitox has enough stored material, the parent fuses its stores into a tiny replica of itself and extrudes the infant cullitox, sometimes referred to as a shardling, into the world. The process leaves the parent weakened for a short time, until it can gather enough crystal to repair its body and begin the process anew. Infant cullitoxes consume crystals in a similar way. They process the raw material over a few months to grow to adult size. Thereafter, a cullitox “eats” stone only to heal injuries. Recall Knowledge - Elemental (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Cullitox Source Rage of Elements pg. 103 Perception +9; crystal scent (imprecise) 60 feet, darkvision Languages Petran Skills Athletics +9, Stealth +9 Str +2 Dex +2 Con +1 Int -2 Wis +2 Cha +1 Crystal Scent A cullitox can sense crystals or gems within 60 feet as if using the scent ability. --- AC 18 Fort +8 Ref +9 Will +9 HP 45 Immunities bleed, paralyzed, poison, sleep --- Speed 25 feet, burrow 25 feet Melee Single Action crystal stinger +10 (Agile), Damage 1d6+5 piercing Ranged Single Action tail spike +10 (range increment 60 feet), Damage 1d6+5 piercing and sink into stone Primal Innate Spells DC 17 - Cantrips (2nd) Light, Detect Magic, Figment (chiming; clinking; or rattling sounds only), Telekinetic Hand Rock Stride Single Action (Teleportation) The cullitox phases into adjacent rock that is large enough to accommodate it. Then, the cullitox senses similar or larger rocks within 60 feet and emerges from one. The cullitox can't use this ability again for 1 minute. Sink into Stone The spikes fired from a cullitox's tail phase into stone, pinning enemies in place. Enemies standing on or adjacent to a stone surface who are struck by a critical hit on a tail spike Strike are immobilized. The DC to Escape is 17. Internal Gems When a cullitox dies, its body breaks into fragments of crystal. Some of these pieces are valuable, but potentially more lucrative are the gems the cullitox has stored inside its body to produce offspring. It takes semiprecious and precious stones worth 500 gp to produce an infant cullitox, though most slain cullitoxes have only a fraction of this amount stored. Once the stones become a new cullitox, they transform into the crystal of the infant's body, no longer the treasured material they once were. ","element":["Earth"],"skill_mod":{"stealth":9,"athletics":9},"image":["/Images/Monsters/Crysmal.png"],"primary_source":"Rage of Elements","spell":["Light","Detect Magic","Figment","Telekinetic Hand"],"ac":18,"level":3,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"crystal scent ( imprecise ) 60 feet, darkvision ","resistance":{},"intelligence":-2,"reflex_save":9,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Cullitox","pfs":"Standard","rarity":"common","strike_damage_average":[8,8],"attack_bonus":[10,10],"constitution":1,"immunity":["bleed","paralyzed","poison","sleep"],"will_save":9,"speed":{"max":25,"land":25,"burrow":25},"wisdom":2,"weakness":{},"creature_ability":["Crystal Scent","Rock Stride","Sink into Stone"],"skill":["Athletics","Stealth"],"tradition":["Primal"],"summary":"Cullitoxes dwell within deep caverns of the Plane of Earth , laden with crystals that glow under their own internal energy. A cullitox's hunger for …","trait_group":["Elemental","Planar","Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2623","dexterity":2,"category":"creature","slug":"creature-2623"},{"attack_bonus":[9],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":25,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Earth","will_save":6,"charisma":-3,"speed":{"max":20,"land":20},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Attach","Gnaw"],"skill":["Stealth","Survival"],"stealth":"4","trait":["Earth","Elemental","Tiny"],"id":"creature-2624","text":" Gluttonous Geode Gluttonous geodes form when natural forces crack open a geode that's steeped in elemental magic, causing a natural break that acts like a hinged jaw. Though seemingly unimportant and no larger than a common turtle, gluttonous geodes are bellicose and dogged in their pursuit of an enemy. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Gluttonous Geode Source Rage of Elements pg. 104 Perception +6; darkvision, tremorsense (imprecise) 30 feet Languages Skills Stealth +4, Survival +6 Str +3 Dex -1 Con +3 Int -4 Wis +1 Cha -3 --- AC 15 Fort +8 Ref +4 Will +6 HP 25 Immunities bleed, paralyzed, poison, sleep --- Speed 20 feet Melee Single Action crystal teeth +9, Damage 1d4+4 piercing plus Attach Attach Two Actions The geode Leaps up to 15 feet and makes a crystal teeth Strike. If it hits a creature larger than itself, it can attach to that creature. Doing so is like Grabbing the creature (Escape DC 17), but the geode moves with that creature rather than holding it in place. The geode is off-guard while attached. If the geode is killed or pushed away while attached to a creature, that creature takes 1 persistent bleed damage. Escaping the attached geode or removing the geode in other ways doesn't cause bleed damage. Gnaw Single Action Requirements The geode is attached to a creature; Effect The geode deals 1d4+2 bludgeoning damage to the creature it's attached to (DC 17 basic Fortitude save). ","element":["Earth"],"skill_mod":{"survival":6,"stealth":4},"summary":"Gluttonous geodes form when natural forces crack open a geode that's steeped in elemental magic, causing a natural break that acts like a hinged jaw. …","primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2624","intelligence":-4,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":8,"size":["Tiny"],"name":"Gluttonous Geode","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-2624"},{"attack_bonus":[21,23],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":230,"language":["Petran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Earth","will_save":20,"charisma":1,"speed":{"climb":45,"max":45,"land":45},"perception":20,"wisdom":4,"weakness":{"sonic":10},"creature_ability":["Crystal Refraction","Precise Steps","Release Light","Trample"],"skill":["Acrobatics","Athletics","Nature"],"trait":["Earth","Elemental","Huge"],"id":"creature-2625","text":" Crystal Strider Each long, thin leg of a crystal strider is a single enormous crystal, typically quartz or selenite. The strider uses this panoply of legs and a fluctuating physical structure to rapidly move about crystalline caverns, unimpeded by terrain. Recall Knowledge - Elemental (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Crystal Strider Source Rage of Elements pg. 104 Perception +20; darkvision, tremorsense (imprecise) 60 feet Languages Petran Skills Acrobatics +19, Athletics +23, Nature +20 Str +7 Dex +3 Con +5 Int +0 Wis +4 Cha +1 --- AC 29 Fort +21 Ref +19 Will +20 HP 230 Immunities bleed, paralyzed, poison, sleep Weaknesses sonic 10 Crystal Refraction Free Action Trigger The crystal strider is targeted by a light effect; Effect The strider redirects the triggering effect to a different creature of its choice within 30 feet or absorbs the effect harmlessly, reducing the number of rounds left to recharge Release Light by 1. --- Speed 45 feet, climb 45 feet; precise steps Melee Single Action leg +23 (reach 15 feet, versatile P), Damage 2d10+13 bludgeoning Ranged Single Action crystal dart +21 (range increment 30 feet), Damage 2d10+13 piercing Precise Steps The crystal strider's many narrow legs allow it to ignore difficult terrain. Release Light Two Actions (Attack, Light, Primal) The strider emits the light that continually refracts within them to cast chromatic ray as an innate primal spell heightened to 5th rank, with a +21 spell attack roll. The crystal strider can't Release Light again for 1d4 rounds. Trample Three Actions Large or smaller, leg, DC 29 ","element":["Earth"],"skill_mod":{"nature":20,"athletics":23,"acrobatics":19},"summary":"Each long, thin leg of a crystal strider is a single enormous crystal, typically quartz or selenite. The strider uses this panoply of legs and a …","image":["/Images/Monsters/ElementalEarth_CrystalStrider.png"],"primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2625","intelligence":0,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Crystal Strider","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[24,24],"slug":"creature-2625"},{"attack_bonus":[27,27],"constitution":8,"primary_source_category":"Rulebooks","strength":8,"hp":295,"language":["Common","Fey","Petran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Earth","will_save":26,"charisma":4,"speed":{"max":30,"land":30,"burrow":30},"perception":26,"wisdom":5,"weakness":{},"creature_ability":["Dust Eternal","Unstoppable","Call of Earth","Earth Glide","Natural Formation","Stone Grip","Throw Rock"],"skill":["Athletics","Diplomacy","Nature","Survival"],"trait":["Earth","Elemental","Huge"],"id":"creature-2626","text":" Elder Outcrop An outcrop of dense stone that spends ages eroding can gain sapience and slowly awaken with the wisdom of nature. Such elemental beings are slow to action and difficult to anger, spurred only by immediate threats. Recall Knowledge - Elemental (Arcana, Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Elder Outcrop Source Rage of Elements pg. 105 Perception +26; darkvision, tremorsense 120 feet Languages Common, Fey, Petran Skills Athletics +29, Diplomacy +25, Nature +26, Survival +26 Str +8 Dex -2 Con +8 Int +1 Wis +5 Cha +4 --- AC 33 Fort +29 Ref +19 Will +26 HP 295 Immunities bleed, paralyzed, poison, sleep Dust Eternal (aura, earth) 30 feet. Dust swirls about the outcrop, rendering everything within its aura (including the outcrop) concealed. In addition, the dust at the outcrop's base creates difficult terrain on the ground within the aura. The outcrop can activate or deactivate this aura using a single action, which has the concentrate trait. Unstoppable The elder outcrop's slowed condition can't exceed slowed 1, and it ignores penalties to its Speeds and the immobilized condition. --- Speed 30 feet, burrow 30 feet; earth glide Melee Single Action column +27 (reach 15 feet), Damage 3d10+14 bludgeoning plus Knockdown Ranged Single Action rock +27 (Brutal, range increment 120 feet), Damage 3d6+14 bludgeoning plus call of earth Call of Earth (Primal) A flying creature hit by the elder outcrop's rock ranged strike is affected by a 7th-rank earthbind spell (DC 33). Earth Glide The elder outcrop can Burrow through any earthen matter, including rock. When it does so, the elder outcrop moves at its full burrow Speed, leaving no tunnels or signs of its passing. Natural Formation Single Action (Concentrate) Until the next time it acts, the elder outcrop appears to be a natural terrain feature. It has an automatic result of 47 on Deception checks and DCs to pass as a natural outcropping of rock. The outcrop's dust eternal aura is deactivated while Natural Formation is being used. Stone Grip Two Actions (Earth, Incapacitation, Primal) Great fingers of stone arise to grasp up to two Medium or smaller creatures on the ground in the outcrop's aura. Each target must succeed at a DC 33 Reflex save or be grabbed by the stone hand (or restrained on a critical failure; Escape DC 33). A creature grabbed or restrained by a stone hand at the end of its turn becomes slowed 1 or increases its existing slowed condition by 1. When a creature is unable to act due to the slowed condition from this effect, the creature is permanently petrified. Throw Rock Single Action Wisdom of Stone Elder outcrops learn a lesson for every grain of rock eroded away, every squall and freeze that has shaped their craggy bodies. As wizened advisors and tutors, they have the respect and affection of other elementals, as well as from natural creatures. Druids of the stone order revere the wisdom of elder outcrops, always happy to receive their wide perspective, literal and philosophical. ","element":["Earth"],"skill_mod":{"diplomacy":25,"nature":26,"survival":26,"athletics":29},"summary":"An outcrop of dense stone that spends ages eroding can gain sapience and slowly awaken with the wisdom of nature. Such elemental beings are slow to …","image":["/Images/Monsters/ElementalEarth_ElderOutcrop.png"],"primary_source":"Rage of Elements","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":33,"level":13,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense 120 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2626","intelligence":1,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":-2,"vision":"Darkvision","fortitude_save":29,"size":["Huge"],"name":"Elder Outcrop","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[24,30],"slug":"creature-2626"},{"primary_source_category":"Rulebooks","strength":7,"hp":210,"language":["Common","Petran","<%SPELLS%340%%>truespeech<%END>"],"source":["Rage of Elements"],"type":"Creature","charisma":4,"perception":21,"trait":["Earth","Elemental","Genie","Rare","Large"],"id":"creature-2627","text":" Jabali Shuyookh A jabali genie of great power and high social rank is called a shuyookh. Strong in body and mind, jabali shuyookhs value physical skill, fine artistry, and displays of strength. Incredibly proud, they're easily offended and quick to anger but lash out only after weighing the consequences. Shuyookhs view their desires as greater than those around them, leading them to provide aid as quickly and efficiently as possible, fulfilling the terms of bargains expediently and to the letter. Jabali shuyookhs are industrious and have many interests, including athletic competitions, engineering, jewelry-making, masonry, metalworking, and sculpting. They enjoy games of chance and bargaining, whether in a gambling hall, arena, or marketplace. Some mix their interests by managing organizations or guilds involving such concerns. Many shuyookhs reap the wealth of the Plane of Earth for sale elsewhere and speculate on the value of such commodities. Recall Knowledge - Elemental (Arcana, Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Jabali Shuyookh Source Rage of Elements pg. 106 Perception +21; darkvision, tremorsense (imprecise) 60 feet Languages Common, Petran; truespeech Skills Athletics +25, Crafting +21, Deception +22, Nature +19, Society +21 Str +7 Dex +1 Con +5 Int +5 Wis +3 Cha +4 Items +1 striking falchion --- AC 33 Fort +24 Ref +20 Will +22 HP 210 --- Speed 20 feet, burrow 45 feet, climb 20 feet; earth glide Melee Single Action falchion +28 (Forceful, Magical, reach 10 feet, Sweep), Damage 2d10+14 slashing Melee Single Action fist +27 (Agile, Magical, Nonlethal, reach 10 feet), Damage 2d6+13 bludgeoning plus Push 15 feet and stone clutch Ranged Single Action rock +27 (Brutal, range increment 120 feet), Damage 2d8+13 bludgeoning Arcane Innate Spells DC 32 - Cantrips (6th) Detect Magic - 4th Shape Stone (at will) - 5th Illusory Disguise, Wall of Stone - 6th Petrify, Mountain Resilience (at will; self only) - 7th Interplanar Teleport (to Astral Plane; Elemental Planes; or the Universe only) - 8th Earthquake - Constant (5th) Truespeech Change Shape Single Action (Arcane, Concentrate, Polymorph) The jabali transforms into a Small or Medium earth elemental or land animal, typically a camel or dog. This doesn't affect the shuyookh's statistics, but it could change the damage type of their Strikes. Earth Glide The jabali can Burrow through dirt and stone at their full burrow Speed, leaving no tunnels or signs of their passing. Earthen Control When the shuyookh casts wall of stone , the edges can pass through creatures, which are shunted to the side of the wall opposite that edge. Economical Wish (Downtime) Frequency three times per year; Effect The shuyookh conducts a wish ritual for the benefit of a mortal, requiring no cost or secondary casters. The shuyookh's result is a success if they succeed at a DC 5 flat check or a failure if not. The shuyookh fulfills the wish in the most straightforward, simple way possible. Stone Clutch (Arcane, Earth) When the jabali Pushes a creature into a stone barrier, the surface grips it with fingers of stone. The target must succeed at a DC 30 Reflex save or become grabbed by the surface (Escape DC 36). Stone Crush Single Action (Arcane, Earth) The jabali deals 2d6+13 bludgeoning damage to all creatures within 100 feet that are grabbed by stone clutch, with a DC 32 basic Fortitude save. Industry Titans The mercantile empires of jabali shuyookhs extend across the Plane of Earth and onto other planes. Jabalis especially like to trade in regions of the Universe and across the Plane of Fire. Many customers value gemstones, metals, and other precious materials mined on the Plane of Earth. Thus, the resources of the Plane of Earth feed industry across the planes. ","element":["Earth"],"skill_mod":{"society":21,"deception":22,"nature":19,"crafting":21,"athletics":25},"image":["/Images/Monsters/Genie_Jabali.png"],"primary_source":"Rage of Elements","spell":["Earthquake","Interplanar Teleport","Petrify","Mountain Resilience","Illusory Disguise","Wall of Stone","Shape Stone","Detect Magic","Truespeech"],"ac":33,"item":["+1 striking falchion"],"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 60 feet","resistance":{},"intelligence":5,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":24,"size":["Large"],"name":"Jabali Shuyookh","pfs":"Standard","rarity":"rare","strike_damage_average":[20,22,25],"attack_bonus":[27,27,28],"constitution":5,"creature_family":"Genie","will_save":22,"speed":{"climb":20,"max":45,"land":20,"burrow":45},"wisdom":3,"weakness":{},"creature_ability":["Change Shape","Earth Glide","Earthen Control","Economical Wish","Stone Clutch","Stone Crush"],"skill":["Athletics","Crafting","Deception","Nature","Society"],"tradition":["Arcane"],"summary":"A jabali genie of great power and high social rank is called a shuyookh. Strong in body and mind, jabali shuyookhs value physical skill, fine …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2627","dexterity":1,"category":"creature","slug":"creature-2627"},{"attack_bonus":[28],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":260,"language":["Petran","plus one ancient language"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","unconscious","vitality","void"],"source":["Rage of Elements"],"type":"Creature","will_save":27,"charisma":2,"speed":{"max":30,"land":30},"perception":25,"wisdom":6,"weakness":{},"creature_ability":["Antiques","Bury","Echo the Past"],"skill":["Athletics","Civilization Lore","Society"],"trait":["Construct","Earth","Elemental","Rare","Spirit","Large"],"id":"creature-2628","text":" Lithic Locus Civilizations die, buried by time, but their memory may yet linger in shattered pottery, collapsed edifices, and destroyed artwork, compressed and clarified under the weight of rock and soil. Some excavated sites might still hold a sliver of consciousness in their base materials, which walks again as an avatar of an extinct people when awakened. These lithic loci represent the triumphs and folly of their society. Speaking to one is speaking to a witness of an archaic time. The lithic locus's persona expresses their culture in all dimensions, and thus the attitudes of lithic loci vary greatly. Their appearances show the aesthetics and technology of their time, suspended in a cloud of excavated earth. As plentiful as archaeological sites are in the Universe, the Plane of Earth holds countless more of far older provenance. Some of its inhabitants have even found lithic loci from peoples far older than themselves, seeing directly what would remain should they dwindle out of living memory. This has led some civilizations to even plan their decline by leaving a legacy in the living rock. Recall Knowledge - Construct (Arcana, Crafting): DC 37 Recall Knowledge - Elemental (Arcana, Nature): DC 37 Recall Knowledge - Spirit (Occultism): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Lithic Locus Source Rage of Elements pg. 107 Perception +25; darkvision, tremorsense (imprecise) 60 feet Languages Petran; plus one ancient language Skills Athletics +26, Civilization Lore +29, Society +25 Str +6 Dex +0 Con +6 Int +7 Wis +6 Cha +2 Antiques A lithic locus contains at least one magic item. Any such antiques are durable, permanent items that were part of the locus's site and typify their culture. The locus receives the benefits of such an item as if wearing or holding it and can activate it. A lithic locus typically has an item of their level. --- AC 35 Fort +27 Ref +21 Will +27 HP 260 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void --- Speed 30 feet Melee Single Action ancient stone +28 (Earth, Magical), Damage 3d8+16 bludgeoning plus bury Occult Innate Spells DC 34 - Cantrips (7th) Daze - 3rd One with Stone Bury Any creature hit by the locus's ancient stone Strike is partially buried in a tide of earth and rock, becoming immobilized (Escape DC 34). Echo the Past Two Actions The locus calls forth a remnant of the past civilization to impart a lesson or control the present. Using this ability again ends any previous manifestation. The locus casts one of the following occult innate spells (DC 34) for the listed purpose. Dominate The dominated creature takes on the role of a historical figure or someone in the social hierarchy (such as high priest) from the locus's civilization. Illusory Scene The scene reenacts a historical event from the locus's civilization. Invoke Spirits The spirits are drawn from the locus's memories of people from their civilization. Wall of Stone The locus recreates the wall of a building from their civilization, complete with decorations. Ancient Finds Lithic loci often contain important and valuable items. None of these elemental constructs are likely to agree to be looted, but some loci bestow their antiquities upon worthy successors, proud to see their culture's creations put to effective use in the modern day. Lithic loci can also direct earnest seekers to other lost treasures, helping to restore knowledge of an extinct society. ","tradition":["Occult"],"element":["Earth"],"skill_mod":{"society":25,"athletics":26},"summary":"Civilizations die, buried by time, but their memory may yet linger in shattered pottery, collapsed edifices, and destroyed artwork, compressed and …","image":["/Images/Monsters/LithicLocus.png"],"primary_source":"Rage of Elements","spell":["One with Stone","Daze"],"trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"ac":35,"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2628","intelligence":7,"reflex_save":21,"strongest_save":["fort","fortitude","will"],"dexterity":0,"vision":"Darkvision","fortitude_save":27,"size":["Large"],"name":"Lithic Locus","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[29],"slug":"creature-2628"},{"primary_source_category":"Rulebooks","strength":4,"hp":200,"language":["Orvian","Petran","<%UMR%37%%>telepathy<%END> 300 feet"],"source":["Rage of Elements"],"type":"Creature","charisma":6,"perception":26,"trait":["Earth","Elemental","Rare","Medium"],"id":"creature-2629","text":" Vault Keeper The vault keepers lost Sairazul's spark and have life spans of two to three millennia. They maintain and protect the xiomorns' many experiments. Recall Knowledge - Elemental (Arcana, Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Vault Keeper Source Rage of Elements pg. 108 Perception +26; darkvision, tremorsense (imprecise) 120 feet Languages Orvian, Petran; telepathy 300 feet Skills Acrobatics +26, Arcana +26, Athletics +26, Crafting +26, Nature +24, Planar Lore +28, Thievery +24 Str +4 Dex +8 Con +6 Int +8 Wis +4 Cha +6 Craft Crystal Wand (exploration) Frequency twice per day; Effect The vault keeper spends 10 minutes creating a magic wand out of radioactive green crystal, containing any 5th-rank or lower earth spell of their choice. The wand can be used by other creatures, but it crumbles to sand at the end of the day and has no monetary value. Item Caster The vault keeper can Cast a Spell from any item (such as a staff or wand) as though it were on their spell list. --- AC 36 Fort +24 Ref +28 Will +22 HP 200 Immunities bleed, paralyzed, poison, radiation, sleep Resistances physical 15 (except adamantine) Reactive Strike Reaction --- Speed 35 feet, climb 35 feet Melee Single Action claw +28 (Agile, Finesse, Magical), Damage 3d10+10 slashing plus constraining crystal Melee Single Action crystal wand +28 (Finesse, Magical, Radiation), Damage 3d4+10 piercing plus 4d6 poison Ranged Single Action crystal shard +28 (Earth, Magical, range increment 100 feet), Damage 5d6+6 piercing Arcane Innate Spells DC 34, attack +26 - 4th Earthbind (at will), Shape Stone (at will), Translocate (at will) - 5th Shatter (at will), Translocate - 6th Scrying, Speak with Stones (at will) - 7th Petrify, Summon Elemental (earth only), Wall of Stone Constraining Crystal (Earth, Magical) When the vault keeper deals damage with a claw Strike, glowing green crystals cluster at the site of the attack. The target must succeed at a DC 31 Fortitude save or become clumsy 1 for 1 hour (or clumsy 2 on a critical failure). If the creature is already clumsy due to constraining crystal, additional failures increase that clumsy value instead, to a maximum of clumsy 4. Crystal Burst Two Actions (Arcane, Earth) An explosion of razor-sharp splinters deals 15d6 piercing damage in a 30-foot burst within 120 feet, with a DC 35 basic Reflex save. The vault keeper can't use Crystal Burst again for 1d4 rounds. Slashing Surge Two Actions The vault keeper Strides or Climbs and makes two claw Strikes at any point during that movement. Each Strike must target a different creature. The multiple attack penalty doesn't increase until after both attacks. ","element":["Earth"],"skill_mod":{"nature":24,"thievery":24,"crafting":26,"arcana":26,"athletics":26,"acrobatics":26},"image":["/Images/Monsters/Xiomorn_VaultKeeper.png"],"primary_source":"Rage of Elements","spell":["Petrify","Summon Elemental","Wall of Stone","Scrying","Speak with Stones","Shatter","Translocate","Earthbind","Shape Stone"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 120 feet","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"intelligence":8,"reflex_save":28,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":24,"size":["Medium"],"name":"Vault Keeper","pfs":"Standard","rarity":"rare","strike_damage_average":[23,26,31],"attack_bonus":[28,28,28],"constitution":6,"immunity":["bleed","paralyzed","poison","radiation","sleep"],"creature_family":"Xiomorn","spell_attack_bonus":[26],"will_save":22,"speed":{"climb":35,"max":35,"land":35},"wisdom":4,"weakness":{},"creature_ability":["Craft Crystal Wand","Item Caster","Reactive Strike","Constraining Crystal","Crystal Burst","Slashing Surge"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Nature","Planar Lore","Thievery"],"tradition":["Arcane"],"summary":"The vault keepers lost Sairazul's spark and have life spans of two to three millennia. They maintain and protect the xiomorns' many experiments.","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2629","dexterity":8,"category":"creature","slug":"creature-2629"},{"primary_source_category":"Rulebooks","strength":8,"hp":465,"language":["Orvian","Petran","<%UMR%37%%>telepathy<%END> 300 feet"],"source":["Rage of Elements"],"type":"Creature","charisma":8,"perception":37,"stealth":"41","trait":["Earth","Elemental","Rare","Medium"],"id":"creature-2630","text":" Vault Builder Vault builders still possess the full power Sairazul instilled in them, capable of creating new life and shaping the world around them. A vault builder's life span is several millennia, but their memories are preserved within a crystalline generation stone when they die to be placed inside a newly constructed vault builder body. Recall Knowledge - Elemental (Arcana, Nature): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Vault Builder Source Rage of Elements pg. 109 Perception +37; darkvision, tremorsense (imprecise) 120 feet Languages Orvian, Petran; telepathy 300 feet Skills Acrobatics +39, Arcana +42, Architecture Lore +42, Athletics +39, Crafting +44, Engineering Lore +42, Nature +37, Planar Lore +42, Stealth +41, Thievery +39 Str +8 Dex +10 Con +7 Int +11 Wis +6 Cha +8 Craft Crystal Wand (exploration) Frequency twice per day; Effect The vault builder spends 10 minutes creating a magic wand out of radioactive green crystal, containing any 8th-rank or lower earth spell of their choice. The wand can be used by other creatures, but it crumbles to sand at the end of the day and has no monetary value. The vault builder can expend both daily uses to instead make a +3 greater striking major staff of earth . Item Caster The vault builder can Cast a Spell from any item (such as a staff or wand) as though it were on their spell list, but the spell can be 8th-rank or lower. --- AC 47 Fort +36 Ref +41 Will +35 +1 status to all saves vs. spells ( +4 status vs. earth) HP 465 Immunities bleed, paralyzed, poison, radiation, sleep Resistances physical 20 (except adamantine) Reactive Strike Reaction --- Speed 35 feet, burrow 25 feet, climb 35 feet; earth glide Melee Single Action crystal staff +39 (Magical, Radiation, two-hand d8), Damage 4d4+12 bludgeoning plus 4d6 poison Melee Single Action crystal wand +37 (Finesse, Magical, Radiation), Damage 4d4+12 piercing plus 4d6 poison Melee Single Action claw +37 (Agile, Finesse, Magical), Damage 5d10+12 slashing plus constraining crystal Ranged Single Action crystal shard +37 (Earth, Finesse, Magical, range increment 100 feet), Damage 7d6+4 piercing Arcane Prepared Spells DC 50, attack +42 - Cantrips (10th) Detect Magic, Read Aura, Scatter Scree, Sigil, Telekinetic Hand - 1st Ant Haul, Quick Sort (×2) - 2nd Knock, Magnetic Attraction, Magnetic Repulsion - 3rd One with Stone (×2), Mending - 4th Clairvoyance, Engrave Memory, Grasping Earth - 5th Blazing Fissure, Creation, See the Unseen - 6th Pave Ground, Petrify, Wall of Force - 7th Fly, Haste (×2) - 8th Earthquake (×2), Mountain Resilience - 9th Disintegrate (×2), Heaving Earth Arcane Innate Spells DC 50, attack +42 - 4th Earthbind (at will), Shape Stone (at will), Translocate (at will) - 8th Petrify, Scrying, Shatter (at will), Speak with Stones (at will), Teleport, Translocate - 10th Summon Elemental (earth only), Wall of Stone Constraining Crystal (Earth, Magical) When the vault builder deals damage with a claw Strike, glowing green crystals cluster at the site of the attack. The target must succeed at a DC 31 Fortitude save or become clumsy 1 for 1 hour (or clumsy 2 on a critical failure). If the creature is already clumsy due to constraining crystal, additional failures increase that clumsy value instead, to a maximum of clumsy 4. A target that fails its save while clumsy 4 is petrified with an unlimited duration. Crystal Burst Two Actions (Arcane, Earth) An explosion of razor-sharp splinters deals 24d6 piercing damage in a 30-foot burst within 120 feet, with a DC 46 basic Reflex save. The vault builder can't use Crystal Burst again for 1d4 rounds. Earth Glide The vault builder can Burrow through any earthen matter, including rock. When they do so, the vault builder moves at their full burrow Speed, leaving no tunnels or signs of their passing. ","element":["Earth"],"skill_mod":{"nature":37,"thievery":39,"crafting":44,"stealth":41,"arcana":42,"athletics":39,"acrobatics":39},"image":["/Images/Monsters/Xiomorn_VaultBuilder.png"],"primary_source":"Rage of Elements","spell":["Disintegrate","Heaving Earth","Earthquake","Mountain Resilience","Fly","Haste","Pave Ground","Petrify","Wall of Force","Blazing Fissure","Creation","See the Unseen","Clairvoyance","Engrave Memory","Grasping Earth","One with Stone","Mending","Knock","Magnetic Attraction","Magnetic Repulsion","Ant Haul","Quick Sort","Detect Magic","Read Aura","Scatter Scree","Sigil","Telekinetic Hand","Summon Elemental","Wall of Stone","Scrying","Shatter","Speak with Stones","Teleport","Translocate","Earthbind","Shape Stone"],"ac":47,"level":23,"spell_dc":[50,50],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 120 feet","resistance":{"bludgeoning":20,"piercing":20,"slashing":20,"physical":20},"intelligence":11,"reflex_save":41,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":36,"size":["Medium"],"name":"Vault Builder","pfs":"Standard","rarity":"rare","strike_damage_average":[28,36,36,39],"attack_bonus":[37,37,37,39],"constitution":7,"immunity":["bleed","paralyzed","poison","radiation","sleep"],"creature_family":"Xiomorn","spell_attack_bonus":[42,42],"will_save":35,"speed":{"climb":35,"max":35,"land":35,"burrow":25},"wisdom":6,"weakness":{},"creature_ability":["Craft Crystal Wand","Item Caster","Reactive Strike","Constraining Crystal","Crystal Burst","Earth Glide"],"skill":["Acrobatics","Arcana","Architecture Lore","Athletics","Crafting","Engineering Lore","Nature","Planar Lore","Stealth","Thievery"],"tradition":["Arcane"],"summary":"Vault builders still possess the full power Sairazul instilled in them, capable of creating new life and shaping the world around them. A vault …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2630","dexterity":10,"category":"creature","slug":"creature-2630"},{"attack_bonus":[26,28],"constitution":7,"primary_source_category":"Rulebooks","strength":8,"hp":205,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","fire","healing","mental","nonlethal attacks","paralyzed","poison","sickened","unconscious","vitality","void"],"source":["Rage of Elements"],"type":"Creature","will_save":20,"charisma":-5,"speed":{"max":25,"land":25},"perception":22,"wisdom":0,"weakness":{},"creature_ability":["Molten Demise","Breathe Smoke","Heat Weapon"],"skill":["Athletics"],"trait":["Construct","Fire","Mindless","Rare","Huge"],"id":"creature-2631","text":" Brass Bastion Brass bastions are formidable sentinels crafted from elemental fire and extraplanar brass. While they can be shaped into many forms, most depict muscular warriors with curving horns and stern or taunting expressions. Within each brass shell is a raging inferno—the source of its ceaseless heat. Though ifrits originally created brass bastions to act as servants and guards, the knowledge of how to craft them has spread throughout the Plane of Fire. They can even be found on the Plane of Earth thanks to interplanar trade. In Medina Mudii'a, brass bastions walk the streets, tend shops, and stand guard. Bespoke brass bastions are passed down as family heirlooms or gifted to business partners and allies. Scions of the wealthiest ifrit lineages never travel without a train of brass bastions clad in family livery. Destroying a rival ifrit's brass bastion is a quick way to erode their political status, though anyone caught performing such sabotage faces swift retribution. Most brass bastions prominently display the sigil of their owner or maker, though magical methods can also determine who crafted a specific construct. Brass bastions forged by favored artisans are a status symbol in many ifrit communities. Ifrits consider a brass bastion crafted by a non-ifrit to be inherently inferior, barely worth the cost of its materials. Brass bastions obey magical programming imprinted at the time of their creation or follow commands from their owners. Most can't speak, but a few have magical voices and can parrot simple phrases, recite poetry, or tell bedtime stories at the crafter's fancy. Recall Knowledge - Construct (Arcana, Crafting): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Brass Bastion Source Rage of Elements pg. 126 Perception +22; darkvision Languages Skills Athletics +30 Str +8 Dex +0 Con +7 Int -5 Wis +0 Cha -5 Items +2 striking falchion --- AC 36 Fort +27 Ref +22 Will +20 HP 205 Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void Resistances physical 15 (except adamantine), spells 15 (except water) Molten Demise (arcane, fire) When a brass bastion is destroyed, its body explodes in a flurry of elemental flame and superheated brass, dealing 4d6 piercing damage and 4d6 fire damage to creatures in a 20-foot emanation (DC 34 basic Reflex save). --- Speed 25 feet Melee Single Action falchion +28 (Forceful, Magical, reach 15 feet, Sweep), Damage 2d10+12 slashing plus 1d10 fire Melee Single Action fist +26 (Agile, Magical, reach 15 feet), Damage 2d6+12 bludgeoning plus 1d10 fire Breathe Smoke Two Actions (Arcane, Fire) The brass bastion exhales superheated smoke and cinders in a 10-foot radius centered on a corner of its space. The smoke persists for 1 round. Any creature in the area (or that later enters the area) takes 15d6 fire damage (DC 34 basic Reflex save); on a critical failure, the creature catches fire, taking 2d6 persistent fire damage as well. All creatures in the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. The brass bastion can't Breathe Smoke again for 1d4 rounds. Heat Weapon Metal weapons wielded by a brass bastion superheat, dealing 1d10 additional fire damage (included in its statistics). Brass Scraps On the Plane of Fire, destroyed brass bastions are sold as scrap to enterprising ifrits, who reforge the remains into new brass bastions. Many ifrits pay more for the remains of a brass bastion crafted by their rivals yet react violently when offered brass bastion remains they originally created. Thus, identifying a brass bastion's original crafter is a valued skill. Few non-ifrits dare trade in brass bastion scraps, save in extralegal markets. ","element":["Fire"],"skill_mod":{"athletics":30},"summary":"Brass bastions are formidable sentinels crafted from elemental fire and extraplanar brass. While they can be shaped into many forms, most depict …","image":["/Images/Monsters/BrassBastion.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"ac":36,"item":["+2 striking falchion"],"level":14,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=2631","intelligence":-5,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":27,"size":["Huge"],"name":"Brass Bastion","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[24,28],"slug":"creature-2631"},{"attack_bonus":[25,27],"constitution":8,"primary_source_category":"Rulebooks","strength":8,"hp":259,"language":["Common","Pyric"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","will_save":23,"charisma":4,"speed":{"max":25,"land":25},"perception":24,"wisdom":5,"weakness":{"cold":15},"creature_ability":["Marinade","Roast","Serve","Skewer Master"],"skill":["Athletics","Cooking Lore","Intimidation","Survival"],"trait":["Elemental","Fire","Huge"],"id":"creature-2632","text":" Brochmaw With bodies of fired clay, brochmaws look like walking cylindrical ovens split across the middle by their titular maws, which rage with the fires of culinary perfection. Behind their maw burns a powerful internal oven, where the elemental creatures roast their prey. Brochmaws are driven solely by their voracious appetites, only leaving their lairs to acquire new meals. Early attempts to force brochmaws into service resulted in their would-be captors being reduced to nothing more than ash on a plate, accompanied by a written review of how they tasted. Now, brochmaws are employed all across the Planes, lured by the sweet promise of new, fresh meat. Though brochmaws have no use for money, they do trade gifts for services. The only thing they have to offer is cooked meat from their own mouths, which they deem extremely valuable. Surprisingly, all who have tried brochmaw meat claim it to be a savory roasted delight. Given that brochmaws offer nothing but cooked meat and desire nothing but raw meat, trading with them is a simple if slightly dangerous affair, often coming down to the quantity and rarity of the meat offered. Brochmaws hate to see meat go to waste. If one discovers a carcass of any sort, they call others of their kind to join them in a festive cookout, with dancing and feasting inevitably accompanied by compliments or complaints about the quality of the food. Recall Knowledge - Elemental (Arcana, Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Brochmaw Source Rage of Elements pg. 127 Perception +24; darkvision Languages Common, Pyric Skills Athletics +28, Cooking Lore +24, Intimidation +21, Survival +24 Str +8 Dex +4 Con +8 Int +3 Wis +5 Cha +4 --- AC 32 Fort +28 Ref +20 Will +23 HP 259 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 15 --- Speed 25 feet Melee Single Action skewer +27 (reach 15 feet), Damage 3d10+8 piercing plus Improved Grab Ranged Single Action hot oil +25 (range 30 feet), Damage 3d6+7 fire damage plus 1d8 persistent fire damage plus 3 fire splash damage and marinade Marinade A creature taking persistent fire damage from the brochmaw's hot oil Strike is more readily cooked, taking a –2 circumstance penalty to Fortitude saves against Roast for as long as it is taking persistent fire damage. Roast Single Action The brochmaw turns a skewer over their oven, cooking anything impaled on it. Creatures grabbed by the brochmaw's skewer take 3d6 fire damage (DC 32 basic Fortitude save). Creatures who have been Roasted take a –2 circumstance penalty to Fortitude saves against Serve for 1 minute. Serve Two Actions Requirements The brochmaw has a creature grabbed; Effect The brochmaw eats their hard-earned meal off one of their skewers. The brochmaw bites down on one creature it has grabbed, dealing 12d6 piercing damage (DC 32 basic Fortitude save); the brochmaw regains Hit Points equal to half the damage dealt. The creature is then freed from the skewer. Skewer Master The skewers of a brochmaw are more than long enough to hold multiple creatures. A brochmaw can have up to three creatures grabbed on its skewer, and it can still make Strikes with its skewer even if it has creatures grabbed, though it can't target creatures it has grabbed. Planar Delicacies Though brochmaws love to devour new things, they still have favorite meals they like to keep on hand. Brochmaws love amphibian meat, though the origin of this appeal is a mystery. They will eagerly consume geniekin of all kinds because the magical blood produces a psychedelic effect. Brochmaws think celestials are as dangerous as they are delicious, requiring a precise cooking process to avoid killing the consumer. Most brochmaws are far too impatient to prepare celestial meat properly, often to disastrous results. ","element":["Fire"],"skill_mod":{"survival":24,"athletics":28,"intimidation":21},"summary":"With bodies of fired clay, brochmaws look like walking cylindrical ovens split across the middle by their titular maws, which rage with the fires of …","image":["/Images/Monsters/Brochmaw.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":32,"level":13,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2632","intelligence":3,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":28,"size":["Huge"],"name":"Brochmaw","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,24],"slug":"creature-2632"},{"attack_bonus":[9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":22,"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Fire","will_save":5,"charisma":1,"speed":{"max":40,"land":25,"swim":40},"perception":7,"wisdom":3,"weakness":{"cold":3},"creature_ability":["Below the Crust","Molten Form","Scattering Magma","Tight-Knit Family"],"skill":["Acrobatics","Stealth"],"stealth":"7","trait":["Elemental","Fire","Small"],"id":"creature-2633","text":" Lava Otter These fiery otters frolic and hunt in the lava streams of the Plane of Fire. They're known to be highly territorial, instigating fights with rival otter families to compete for territory. Cautiously curious of strangers, entire packs have been known to descend upon anyone who attacks or event accidentally threatens a family member. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Lava Otter Source Rage of Elements pg. 129 Perception +7; darkvision Languages Skills Acrobatics +7, Stealth +7 Str +1 Dex +4 Con +1 Int -4 Wis +3 Cha +1 Below the Crust A lava otter can Sneak at its full Speed in lava. --- AC 15 Fort +6 Ref +9 Will +5 HP 22 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 3 Molten Form (fire) Any creature that hits the lava otter with an unarmed Strike or otherwise touches it takes 1 fire damage. If a gallon or more of water touches the lava otter, or if it's affected by a water effect, its outer layer of lava hardens to a rocky shell, deactivating its molten form and imposing weakness 5 to bludgeoning damage. Molten form reactivates if the otter swims in lava for 1 minute. --- Speed 25 feet, swim 40 feet (in lava only) Melee Single Action jaws +9 (Finesse), Damage 1d4+1 piercing plus 1d4 fire Melee Single Action claw +9 (Agile, Finesse), Damage 1d4+1 slashing Scattering Magma Single Action (Fire) Requirements The otter is in molten form, and its previous action was a successful jaws Strike; Effect The otter grips with its jaws and rapidly twists, flinging lava. The otter deals 1d4 fire damage to all creatures adjacent to it. Tight-Knit Family A lava otter can share the same space as another lava otter, but no more than two lava otters can occupy the same space. Familiar Poaching Many greedy fire wizards wish to domesticate lava otters to act as their familiars, a sentiment loathed by most denizens of the Plane of Fire. While the otters' burning pelts serve as a deterrence for would-be poachers, numerous naari (fire geniekin) still take it upon themselves to patrol lava otter habitats to protect them from poaching ","element":["Fire"],"skill_mod":{"stealth":7,"acrobatics":7},"summary":"These fiery otters frolic and hunt in the lava streams of the Plane of Fire . They're known to be highly territorial, instigating fights with rival …","image":["/Images/Monsters/ElementalFire_LavaOtter.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2633","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Lava Otter","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,6],"slug":"creature-2633"},{"attack_bonus":[22,22],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":170,"language":["Pyric"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Fire","will_save":17,"charisma":5,"speed":{"fly":50,"max":50,"land":20},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Smoke Vision","Glow","Glinting Wing","Blinding Heat","Burning Talons","Snatch"],"skill":["Acrobatics","Deception","Nature","Sun Lore","Athletics"],"trait":["Elemental","Fire","Large"],"id":"creature-2634","text":" Solar Crow These enormous three-legged elementals resemble crows with flaming feathers, said to shine as bright as the sun. They nest in the smoldering Forest of Mulberry Coals, living in flocks of eight to a dozen, with ten being the most common. Recall Knowledge - Elemental (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Solar Crow Source Rage of Elements pg. 128 Perception +19; darkvision, smoke vision Languages Pyric Skills Acrobatics +22, Deception +21, Nature +19, Sun Lore +18, Athletics +22 Str +2 Dex +6 Con +2 Int +0 Wis +3 Cha +5 Smoke Vision Smoke doesn't impair a solar crow's vision; they ignore the concealed condition from smoke. --- AC 30 Fort +18 Ref +22 Will +17 HP 170 Immunities bleed, fire, paralyzed, poison, sleep Glow (aura, fire, light) 25 feet. The solar crow casts bright light in a 25-foot emanation (and dim light for the next 25 feet). Glinting Wing Reaction (light, visual) Trigger A creature within 120 feet attempts to target the solar crow; Effect The solar crow defensively repositions a wing to shine light into the attacker's eyes. The target is dazzled for the duration of the triggering effect, granting the solar crow concealment against it. --- Speed 20 feet, fly 50 feet Melee Single Action beak +22 (Finesse), Damage 2d10+8 piercing plus 2d6 fire Melee Single Action talon +22 (Agile, Finesse), Damage 1d10+8 slashing plus 2d6 fire plus Grab Blinding Heat Two Actions (Fire, Incapacitation, Light, Visual) The solar crow expands its wings and unleashes blazing hot, blinding light in a 120-foot emanation. Each creature in the area takes 9d6 fire damage with a DC 29 Reflex save. The crow can't use Blinding Heat again for 1d4 rounds, and its glow aura is deactivated during this time. Critical Success The creature is unaffected. Success The creature takes half damage and is dazzled for 1 round. Failure The creature takes full damage and is blinded for 1 round. Critical Failure The creature takes double damage and is blinded for 1 minute. Burning Talons A creature grabbed by the solar crow takes 1d4 persistent fire damage. It can't recover from this damage while grabbed by the crow. Snatch A solar crow can Fly at half Speed while it has a creature grabbed or restrained in its talons, carrying that creature along with it. Story of Infamy Ancient tales from dragon-ruled Tian Xia tell of a flock of solar crows who wreaked havoc upon the Plane of Wood, driving an herb that could grant immortality to extinction before coming to terrorize Tian Xia itself. All but one of the crows were then shot down by a legendary archer. ","element":["Fire"],"skill_mod":{"deception":21,"nature":19,"athletics":22,"acrobatics":22},"summary":"These enormous three-legged elementals resemble crows with flaming feathers, said to shine as bright as the sun. They nest in the smoldering Forest …","image":["/Images/Monsters/ElementalFire_SolarCrow.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":30,"level":10,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2634","intelligence":0,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Solar Crow","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,26],"slug":"creature-2634"},{"attack_bonus":[27],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":250,"language":["Pyric"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Fire","will_save":22,"charisma":4,"speed":{"max":60,"land":40,"swim":60},"perception":22,"wisdom":5,"weakness":{"cold":15},"creature_ability":["Molten Form","Volcanic Heat","Trap Weapon","Engulf","Launch Lava","Reignite"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"22","trait":["Elemental","Fire","Huge"],"id":"creature-2635","text":" Living Magma Living magmas can lie dormant for centuries below the earth before they awaken from their slumber in a fiery a volcanic eruption. This is especially dangerous when entire colonies of the molten elementals arise at the same time. Recall Knowledge - Elemental (Arcana, Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Living Magma Source Rage of Elements pg. 129 Perception +22; darkvision Languages Pyric Skills Athletics +27, Intimidation +23, Stealth +22 Str +8 Dex +5 Con +5 Int +4 Wis +5 Cha +4 --- AC 35 Fort +26 Ref +20 Will +22 HP 250 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 15 Molten Form (fire) Any creature that hits the living magma with an unarmed Strike or otherwise touches it takes 10 fire damage. If a gallon or more of water touches the living magma, or if it's affected by a water effect, its outer layer of lava hardens to a rocky shell, deactivating its molten form and imposing weakness 15 to bludgeoning damage. Molten form reactivates if the living magma swims in lava for 1 minute. Volcanic Heat (aura, fire) 40 feet. Any creature that enters or starts its turn in the aura takes 15 fire damage (DC 33 basic Fortitude save). A creature that fails its save is also enfeebled 1 until it's no longer in the aura. Trap Weapon Reaction (fire) Frequency once per round; Trigger A creature hits the living magma with a melee weapon; Effect The living magma attempts an Athletics check against the triggering creature's Athletics DC. On a success, the living magma traps the weapon in its body and pulls it from the attacker's grasp. A creature can Interact to retrieve the weapon, but the attempt fails unless the creature succeeds at an Athletics check against the living magma's Fortitude DC (typically 36). If the living magma uses Engulf, it also absorbs all trapped weapons, rendering them unreachable until it dies. --- Speed 40 feet, swim 60 feet (in lava only) Melee Single Action magma fist +27 (reach 20 feet), Damage 3d8+11 bludgeoning plus 3d6 fire plus 2d4 persistent fire Engulf Two Actions DC 33, 2d10 bludgeoning plus 4d6 fire, Escape DC 33, Rupture 25 Launch Lava Two Actions (Fire) The living magma hurls an exploding glob of lava up to 120 feet. Each creature in a 10-foot burst takes 7d6 fire damage (DC 33 basic Reflex save). Reignite Two Actions (Fire) Requirements The living magma is not in molten form; Effect The living magma returns to molten form. ","element":["Fire"],"skill_mod":{"stealth":22,"athletics":27,"intimidation":23},"summary":"Living magmas can lie dormant for centuries below the earth before they awaken from their slumber in a fiery a volcanic eruption. This is especially …","primary_source":"Rage of Elements","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":35,"level":13,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2635","intelligence":4,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Living Magma","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[40],"slug":"creature-2635"},{"primary_source_category":"Rulebooks","strength":8,"hp":300,"language":["Common","Pyric","<%SPELLS%340%%>truespeech<%END>"],"source":["Rage of Elements"],"type":"Creature","charisma":5,"perception":25,"trait":["Elemental","Fire","Genie","Rare","Large"],"id":"creature-2636","text":" Ifrit Shuyookh The leaders and luminaries of ifrits come from the wise but cruel shuyookhs. These spiteful manipulators lord their might over other genies and twist mortal greed into grief. Ifrit shuyookhs guide the Dominion of Flame with their vicious whims and unwavering belief in ifrit supremacy. Recall Knowledge - Elemental (Arcana, Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Ifrit Shuyookh Source Rage of Elements pg. 129 Perception +25; darkvision Languages Common, Pyric; truespeech Skills Arcana +25, Athletics +28, Crafting +23, Deception +25, Diplomacy +24, Intimidation +26, Society +23 Str +8 Dex +4 Con +5 Int +3 Wis +3 Cha +5 Items +1 resilient breastplate , +2 striking scimitar --- AC 36 Fort +26 Ref +23 Will +27 HP 300 Immunities fire Weaknesses cold 15, water 15 Heat of Blazing Wings (arcane, aura, fire) 5 feet, 4d6 fire damage (DC 31 basic Reflex) Exploit Regret Reaction (arcane, auditory, fortune, linguistic) Trigger A creature fails an attack against the shuyookh; Effect The shuyookh asks the triggering creature if it wishes it had hit. If the creature indicates yes, the shuyookh takes damage as if the attack had hit and the expression of regret makes the shuyookh quickened for 1d4 rounds; they can use their extra action to Fly, Stride, or Strike. --- Speed 25 feet, fly 35 feet Melee Single Action scimitar +31 (Fire, Forceful, Magical, reach 10 feet, Sweep), Damage 2d6+16 slashing plus 4d6 fire Melee Single Action fist +29 (Agile, Magical, reach 10 feet), Damage 1d4+16 bludgeoning plus 4d6 fire Arcane Innate Spells DC 35, attack +27 - Cantrips (7th) Detect Magic, Illuminate, Ignition - 4th Invisibility (×2) - 5th Fire's Pathway, Fireball (at will) - 7th Interplanar Teleport (at will; to Astral Plane, Elemental Planes, or the Universe only), Volcanic Eruption - Constant (5th) Truespeech Burning Grasp (Fire) When the ifrit Grab or restrains a creature, that creature takes 4d6 fire damage, and takes 4d6 fire damage at the end of each of its turns until freed. Change Shape Single Action (Arcane, Concentrate, Polymorph) The shuyookh transforms into a Small or Medium fire elemental or reptile, such as a snake. This doesn't affect the shuyookh's statistics, but it could change the damage type of their Strikes. Combat Grab Single Action Requirements The ifrit shuyookh has a hand free; Effect The shuyookh makes a melee Strike. If the Strike hits, the target is grabbed in the shuyookh's free hand. Pedantic Wish (Downtime) Frequency three times per year; Effect The shuyookh conducts a wish ritual for the benefit of a mortal, requiring no cost or secondary casters. The shuyookh's result is a success if they succeed at a DC 5 flat check or a failure if not. The shuyookh subverts the wish-maker's true intentions, twisting the phrasing to maximize suffering Hot Gossip Scion of the noble but disgraced Mishalq family, the ifrit information broker Qalkami Mishalq emerged from exile and returned to the Dominion of Flame following the death of Sultan Suleiman XXII. Qalkami used contacts in the Pathfinder Society to eliminate her rivals in the Cinderfury family and step into a power vacuum of her own creation, expanding her control and influence among the great nobility of Medina Mudii'a. ","element":["Fire"],"skill_mod":{"society":23,"diplomacy":24,"deception":25,"crafting":23,"arcana":25,"athletics":28,"intimidation":26},"image":["/Images/Monsters/Genie_Ifrit.png"],"primary_source":"Rage of Elements","spell":["Interplanar Teleport","Volcanic Eruption","Fire's Pathway","Fireball","Invisibility","Detect Magic","Illuminate","Ignition","Truespeech"],"ac":36,"item":["+1 resilient breastplate","+2 striking scimitar"],"level":14,"spell_dc":[35],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":23,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":26,"size":["Large"],"name":"Ifrit Shuyookh","pfs":"Standard","rarity":"rare","strike_damage_average":[32,37],"attack_bonus":[29,31],"constitution":5,"immunity":["fire"],"creature_family":"Genie","spell_attack_bonus":[27],"will_save":27,"speed":{"fly":35,"max":35,"land":25},"wisdom":3,"weakness":{"cold":15},"creature_ability":["Heat of Blazing Wings","Exploit Regret","Burning Grasp","Change Shape","Combat Grab","Pedantic Wish"],"skill":["Arcana","Athletics","Crafting","Deception","Diplomacy","Intimidation","Society"],"tradition":["Arcane"],"summary":"The leaders and luminaries of ifrits come from the wise but cruel shuyookhs. These spiteful manipulators lord their might over other genies and twist …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2636","dexterity":4,"category":"creature","slug":"creature-2636"},{"attack_bonus":[12,12],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":65,"language":["Common","Pyric"],"immunity":["fire"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Munsahir","will_save":11,"charisma":-1,"speed":{"max":20,"land":20},"perception":11,"wisdom":3,"weakness":{"cold":5},"creature_ability":["Heat of the Forge","Self-Destruct","Blazing Rush","Burning Touch"],"skill":["Athletics","Crafting","Plane of Fire Lore"],"trait":["Elemental","Fire","Humanoid","Medium"],"id":"creature-2637","text":" Munsahir Gatecrasher Typically members of the nobility, gatecrashers wear advanced power armor. Recall Knowledge - Elemental (Arcana, Nature): DC 19 Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Munsahir Gatecrasher Source Rage of Elements pg. 131 Perception +11; darkvision Languages Common, Pyric Skills Athletics +10, Crafting +12, Plane of Fire Lore +10 Str +2 Dex +0 Con +4 Int +4 Wis +3 Cha -1 Items gatecrasher armor --- AC 22 Fort +14 Ref +6 Will +11 HP 65 Immunities fire Weaknesses cold 5 Heat of the Forge (aura, fire) 10 feet. An munsahir's skin radiates heat like a forge's fire. A creature that starts its turn in the area must succeed at a DC 19 Fortitude save or become fatigued while it remains in the area. Creatures immune to environmental heat effects or with any fire resistance are immune. Self-Destruct When the munsahir is reduced to 0 HP, their armor explodes at the start of their next turn, dealing 5d6 fire damage in a 10-foot radius (DC 19 basic Reflex). --- Speed 20 feet Melee Single Action hammer gauntlet +12 (Free-Hand, Shove), Damage 1d12+6 bludgeoning plus 1d6 fire Ranged Single Action flame jet +12 (Brutal, Fire, range increment 20 feet), Damage 2d6 fire plus 1d6 persistent fire Blazing Rush Two Actions The gatecrasher Strides up to double their Speed in a straight line. They can pass through enemy spaces and make a hammer gauntlet Strike against each creature they move through. Blazing Rush can't be used again for 1d4 rounds. Burning Touch (Fire, Primal) The munsahir gatecrasher's Strikes deal an extra 1d6 fire damage (included above). When the gatecrasher successfully performs a Grapple or Shove action, they also deal 1d6 fire damage to their target. ","element":["Fire"],"skill_mod":{"crafting":12,"athletics":10},"summary":"Typically members of the nobility, gatecrashers wear advanced power armor.","primary_source":"Rage of Elements","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":22,"item":["gatecrasher armor"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2637","intelligence":4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Munsahir Gatecrasher","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,16],"slug":"creature-2637"},{"attack_bonus":[12,14],"constitution":5,"primary_source_category":"Rulebooks","strength":3,"hp":85,"language":["Common","Pyric"],"immunity":["fire"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Munsahir","will_save":10,"charisma":1,"speed":{"max":20,"land":20},"perception":14,"wisdom":3,"weakness":{"cold":5},"creature_ability":["Heat of the Forge","Reactive Strike","Burning Touch","Volcanic Hammer"],"skill":["Athletics","Crafting","Plane of Fire Lore","Stealth"],"stealth":"12","trait":["Elemental","Fire","Humanoid","Medium"],"id":"creature-2638","text":" Munsahir Trooper Highly skilled troopers mostly come from the bronze class. Recall Knowledge - Elemental (Arcana, Nature): DC 20 Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Munsahir Trooper Source Rage of Elements pg. 131 Perception +14; darkvision Languages Common, Pyric Skills Athletics +12, Crafting +11, Plane of Fire Lore +11, Stealth +12 Str +3 Dex +1 Con +5 Int +2 Wis +3 Cha +1 Items breastplate, dueling pistol (20 rounds), warhammer --- AC 22 Fort +14 Ref +10 Will +10 HP 85 Immunities fire Weaknesses cold 5 Heat of the Forge (aura, fire) 10 feet. An munsahir's skin radiates heat like a forge's fire. A creature that starts its turn in the area must succeed at a DC 20 Fortitude save or become fatigued while it remains in the area. Creatures immune to environmental heat effects or with any fire resistance are immune. Reactive Strike Reaction --- Speed 20 feet Melee Single Action warhammer +14 (Shove), Damage 1d8+9 bludgeoning plus 1d6 fire Ranged Single Action dueling pistol +12 (Concealable, Concussive, fatal d10, range increment 60 feet, reload 1), Damage 1d6+6 piercing plus 1d6 fire Burning Touch (Fire, Primal) The munsahir gatecrasher's Strikes deal an extra 1d6 fire damage (included above). When the gatecrasher successfully performs a Grapple or Shove action, they also deal 1d6 fire damage to their target. Volcanic Hammer Two Actions The trooper makes a warhammer Strike that deals one extra weapon die of damage and 2d6 persistent fire damage. ","element":["Fire"],"skill_mod":{"crafting":11,"stealth":12,"athletics":12},"summary":"Highly skilled troopers mostly come from the bronze class.","image":["/Images/Monsters/Munsahir.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":22,"item":["breastplate","dueling pistol (20 rounds)","warhammer"],"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2638","intelligence":2,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Munsahir Trooper","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,17],"slug":"creature-2638"},{"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":165,"language":["Pyric"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","will_save":18,"charisma":0,"speed":{"max":40,"land":40},"perception":20,"wisdom":4,"weakness":{"area":10,"cold":10},"creature_ability":["Smoke Vision","Ashen Smoke","Troop Defenses","Incinerating Grasp","Seething Flash"],"skill":["Acrobatics","Athletics","Nature","Plane of Fire Lore","Warfare Lore"],"trait":["Elemental","Fire","Troop","Gargantuan"],"id":"creature-2639","text":" Sootsoldiers Powerful deities and warlords strive for dominance over the Plane of Fire and the rest of the Inner Sphere in order to prove fire's supremacy. Armies of flaming soldiers go to war against each other on battlefields of smoke and smoldering char, all unable to bring their full power to bear. Ymeri, the vicious and victorious Queen of the Inferno, commands legions of sootsoldiers: elementals capable of battling the armies of her foes and, even when destroyed, rising from the ashes of the Eternal Furnace, scorched and triumphant. Recall Knowledge - Elemental (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Sootsoldiers Source Rage of Elements pg. 133 Perception +20; darkvision, smoke vision Languages Pyric Skills Acrobatics +21, Athletics +21, Nature +18, Plane of Fire Lore +18, Warfare Lore +18 Str +7 Dex +5 Con +6 Int +2 Wis +4 Cha +0 Smoke Vision Sootsoldiers ignore the concealed condition from smoke. --- AC 30 Fort +20 Ref +21 Will +18 HP 165 (16 squares) Immunities bleed, fire, paralyzed, poison, sleep Weaknesses area damage 10, cold 10, splash damage 10 Ashen Smoke When the sootsoldiers are reduced by an HP Threshold or are reduced to 0 HP, the destroyed soldiers crumble to a cloud of ash-laden smoke in 20-foot burst centered on the sootsoldiers. All creatures within the cloud are concealed, and all creatures outside it are concealed to those inside. The smoke lasts for 1 minute or until dispersed by a strong wind. Troop Defenses --- Speed 40 feet; troop movement Incinerating Grasp Single Action to Three Actions Frequency once per round; Effect The sootsoldiers reach to constrain each enemy in a 5-foot emanation in their fiery clutches (DC 26 basic Reflex save). The damage and additional effects depend on the number of actions. Single Action 2d8 fire damage Two Actions 3d8+7 fire damage plus grabbed Three Actions 4d8+7 fire damage plus grabbed Seething Flash Two Actions (Fire, Primal) The sootsoldiers reignite and rush across the battlefield, Forming Up and Striding twice. At the end of this movement, a wave of flame and heat pours off the sootsoldiers, dealing 4d8 fire damage to other creatures in a 10-foot emanation, with a DC 29 basic Reflex save. A creature that critically fails its save is also knocked prone. The Radiant Host Sootsoldiers who serve the other Lord of Fire, the Lambent King Atreia, are covered in glowing embers instead of black char. In place of ashen smoke's normal effects, any creature in the area must attempt a DC 29 Reflex save. On a failure, for 1 minute that creature is dazzled and its invisibility is negated. ","element":["Fire"],"skill_mod":{"nature":18,"athletics":21,"acrobatics":21},"summary":"Powerful deities and warlords strive for dominance over the Plane of Fire and the rest of the Inner Sphere in order to prove fire's supremacy. …","image":["/Images/Monsters/Sootsoldiers.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":30,"level":10,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2639","intelligence":2,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":20,"size":["Gargantuan"],"name":"Sootsoldiers","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-2639"},{"attack_bonus":[21],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":150,"language":["Common","Empyrean","Talican"],"source":["Rage of Elements"],"type":"Creature","will_save":21,"charisma":3,"speed":{"fly":50,"max":50,"land":20},"perception":21,"wisdom":5,"weakness":{},"creature_ability":["Magnetic Vision","Curtain of Calm","Iron Grief","Magnetic Traveler"],"skill":["Acrobatics","Arcana","Psychology Lore","Nature","Survival"],"trait":["Beast","Elemental","Metal","Small"],"id":"creature-2640","text":" Asp Of Grief On the Plane of Metal, a soft whisper and gentle jingle often accompany the tempestuous winds, while what appear to be gold ribbons twist and writhe through the air. In actuality, these are asps of grief—intelligent, snakelike creatures drawn to strong emotions. The iron irises of their eyes allow them to see the ever-shifting magnetic fields of the Plane of Metal, which the asps can use to sail across the skies. Asps of grief prey on sorrow and heartache, and times of loss, mourning, and bereavement attract them. Wearing delicate iron bells to announce their arrivals at funerals, battlefields, and the traditional columbaria built for the plane's dead, asps of grief shake their heads, making their bells chime and alerting mourners to their presence. “Will you share your sorrow with me?” they ask, their gentle voices low and sibilant. If the bereaved agrees, the asps' tongues flick out, tasting the anguish of the living, sipping on sadness and fear, and providing a temporary reprieve from suffering. Though the asps are associated with death, most denizens of the Plane of Metal see them as good omens. Intensely curious creatures, asps of grief crave information about magic and the multiverse. They might attach themselves to adventuring parties or ask wanderers they meet for any obscure arcane knowledge they may have come across on their journeys. In exchange, the asps of grief offer to help these travelers work through any anguish or trauma they may be carrying— or at least ease their emotional pain for a time. Recall Knowledge - Beast (Arcana, Nature): DC 27 Recall Knowledge - Elemental (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Asp Of Grief Source Rage of Elements pg. 150 Perception +21; low-light vision, magnetic vision Languages Common, Empyrean, Talican Skills Acrobatics +21, Arcana +21, Psychology Lore +19, Nature +19, Survival +21 Str +4 Dex +7 Con +3 Int +7 Wis +5 Cha +3 Magnetic Vision An asp of grief can see magnetic fields, allowing it to detect large sources of magnetic metal (Bulk 1 or greater) as a precise sense. --- AC 31 Fort +15 Ref +21 Will +21 +1 status vs. emotion HP 150 Resistances physical 10 (except adamantine) Curtain of Calm (arcane, aura, emotion, mental) 20 feet. The asp of grief consumes the emotions of the creatures around it. An enemy that begins its turn in the aura must attempt a DC 29 Will save. If it fails, the asp consumes its grief. The creature feels a lack of feelings and motivation, reducing its frightened value by 1 and becoming stupefied 1 (or stupefied 2 on a critical failure) for 1d4 rounds. Regardless of the result of the saving throw, the creature is temporarily immune to curtain of calm for 1 minute. The asp becomes charged with grief (see iron grief) for 1 minute whenever a creature fails this saving throw. --- Speed 20 feet, fly 50 feet Melee Single Action jaws +21 (Agile, Finesse), Damage 2d12+10 piercing Arcane Innate Spells DC 29 - Cantrips (5th) Detect Magic, Read Aura - 3rd Magnetic Acceleration (at will; see iron grief) - 5th Magnetic Attraction, Magnetic Repulsion Iron Grief If the asp casts magnetic acceleration while charged with grief, it can either heighten the spell to 5th rank or target up to three creatures instead of one, rolling separately against each. After casting the spell, the asp is no longer charged with grief. Magnetic Traveler An asp can ride magnetic fields to travel long distances. In a location with strong magnetic fields (including the Plane of Metal and Golarion), its travel Speed is doubled if it's flying. Calling the Asps In the Plane of Metal, funeral rites often include placing the deceased upon tall towers surrounded by dishes of water. Chunks of sodium, a silvery-white alkali metal, dance across the surface of the water and catch fire, sending plumes of hydrogen gas into the air. As the asps of grief skate upon the magnetic fields, they can sense this announcement of death and sorrow and follow the trail back to the mourners. ","tradition":["Arcane"],"element":["Metal"],"skill_mod":{"nature":19,"survival":21,"arcana":21,"acrobatics":21},"summary":"On the Plane of Metal , a soft whisper and gentle jingle often accompany the tempestuous winds, while what appear to be gold ribbons twist and …","image":["/Images/Monsters/AspOfGrief.png"],"primary_source":"Rage of Elements","spell":["Magnetic Attraction","Magnetic Repulsion","Magnetic Acceleration","Detect Magic","Read Aura"],"trait_group":["Creature Type","Elemental"],"ac":31,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" low-light vision , magnetic vision","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=2640","intelligence":7,"reflex_save":21,"strongest_save":["ref","reflex","will"],"dexterity":7,"vision":"Low-light vision","fortitude_save":15,"size":["Small"],"name":"Asp Of Grief","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23],"slug":"creature-2640"},{"attack_bonus":[33,33],"constitution":8,"primary_source_category":"Rulebooks","strength":6,"hp":290,"language":["Talican","plus one language for each of their mouths; <%UMR%37%%>telepathy<%END> 100 feet"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","will_save":30,"charisma":9,"speed":{"fly":60,"max":60},"perception":30,"wisdom":5,"weakness":{},"creature_ability":["Whirling Hands","Dual Beams","Plentiful Metals","Shift Mood"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Performance","Plane of Metal Lore","Society"],"trait":["Elemental","Metal","Rare","Huge"],"id":"creature-2641","text":" Capritellix The Plane of Metal can seem unpredictable to the point of cruelty, and capritellixes embody this perfectly. With a head formed of discs that each depict a portion of their face, a capritellix reshapes their personality with a quick whir. Despite their different faces, each capritellix has a unified identity, with one memory and one name. Each mood that cycles through the pieces of their face is a massively amplified facet of their personality, rather than a completely different individual. The differences are subtle to most observers, but a capritellix can display numerous mood combinations—typically 64 for one with four faces per disc or 125 for one with five faces per disc. No matter how much they change their face, however, capritellixes can't suppress their haughty ego or shake the ceaseless despair they feel. The conflicting priorities of each mood within a capritellix make it difficult for any of these creatures to make long-term plans or form solid relationships. What one face builds up, another undermines, cursed all the while with full knowledge of the former intentions they will never fulfill and the well-laid plans they will abandon. Recall Knowledge - Elemental (Arcana, Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Capritellix Source Rage of Elements pg. 151 Perception +30; darkvision Languages Talican; plus one language for each of their mouths; telepathy 100 feet Skills Acrobatics +31, Athletics +29, Deception +32, Diplomacy +32, Intimidation +32, Performance +32, Plane of Metal Lore +30, Society +30 Str +6 Dex +8 Con +8 Int +7 Wis +5 Cha +9 --- AC 39 all-around vision Fort +31 Ref +29 Will +30 HP 290 Immunities bleed, paralyzed, poison, sleep Resistances electricity 10, physical 10 (except adamantine) Whirling Hands Free Action Trigger A creature starts its turn in the capritellix's melee reach; Effect The capritellix makes a metal hand Strike against the creature. --- Speed fly 60 feet Melee Single Action metal hand +33 (Agile, Finesse, Magical, reach 15 feet), Damage 3d8+14 bludgeoning plus 1d12 electricity, plentiful metals, and Push 20 feet Ranged Single Action eye beam +33 (Electricity, Magical, range 120 feet), Damage 4d12 electricity Dual Beams Two Actions The capritellix makes two eye beam Strikes against different creatures. Their multiple attack penalty doesn't increase until after both Strikes. Plentiful Metals Each of the capritellix's levitating hands is made of a different precious metal. Each time a capritellix makes a metal hand Strike, they choose whether the hand they use is adamantine, cold iron, dawnsilver, orichalcum, silver, or any other solid precious metal. Shift Mood Single Action The capritellix rotates the segments of their face, changing their personality and demeanor. Until they Shift their Mood again, the capritellix gains a +4 status bonus to a certain skill and to their Will DC against that skill, as well as a specific occult innate spell they can cast at will (9th rank, DC 38). Angry Intimidation, dominate Gregarious Performance, uncontrollable dance Serene Diplomacy, suggestion Sly Deception, warp mind Recycled Remains When horribly damaged or weary, capritellixes travel to a communal necropolis, much like a fabled elephant graveyard. Thousands of metallic hands reach up from the landscape, clawing at the sky, and severed discs that used to make up capritellixes pile up in endless heaps. Other elementals sometimes salvage these disparate parts and assemble them into a new capritellix—a unique individual with a brand-new identity. ","element":["Metal"],"skill_mod":{"society":30,"diplomacy":32,"performance":32,"deception":32,"athletics":29,"intimidation":32,"acrobatics":31},"summary":"The Plane of Metal can seem unpredictable to the point of cruelty, and capritellixes embody this perfectly. With a head formed of discs that each …","image":["/Images/Monsters/Capritellix.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental","Rarity"],"ac":39,"level":17,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"electricity":10,"physical":10},"url":"/Monsters.aspx?ID=2641","intelligence":7,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":8,"vision":"Darkvision","fortitude_save":31,"size":["Huge"],"name":"Capritellix","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[26,34],"slug":"creature-2641"},{"attack_bonus":[6],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":15,"language":["Talican"],"immunity":["bleed","electricity","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Wisp","will_save":6,"charisma":0,"speed":{"fly":25,"max":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Rust Vision","Resonance","Accord Essence","Rust Cloud","In Concert"],"skill":["Athletics","Mining Lore","Plane of Metal Lore"],"trait":["Elemental","Metal","Tiny"],"id":"creature-2642","text":" Metal Wisp A metal wisp is a roiling sphere of rust particles and sharp metal fragments, all furiously orbiting a liquid metal core that resembles the skull of a mortal creature—usually a humanoid, but animal and even more fantastical skulls are not uncommon. They don't form attachments as easily as wisps from other elemental planes, which tend to view metal wisps as too morose, although they retain a certain curiosity since their return from the planar severance. Recall Knowledge - Elemental (Arcana, Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Metal Wisp Source Rage of Elements pg. 152 Perception +6; darkvision, rust vision Languages Talican Skills Athletics +6, Mining Lore +4, Plane of Metal Lore +4 Str +2 Dex +1 Con +3 Int +0 Wis +2 Cha +0 Rust Vision A metal wisp ignores the concealed condition from rust clouds. --- AC 16 Fort +7 Ref +3 Will +6 HP 15 Immunities bleed, electricity, paralyzed, poison, sleep Resistances electricity 2 Resonance (aura, metal) 30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. Creatures in the area gain a +1 status bonus to attack and damage rolls made with metal weapons or effects with the metal trait; a creature with the elemental and metal traits gains this bonus to all attack and damage rolls. Accord Essence Reaction Trigger An ally within 30 feet that benefited from the wisp's resonance in the last hour is targeted by an attack; Effect The wisp detonates itself in a small elemental explosion. Allies within 30 feet that have benefited from the wisp's resonance in the last hour gain temporary Hit Points equal to half the wisp's current Hit Points. These temporary Hit Points last 1 hour. A wisp that uses this reaction is permanently destroyed, and it can be restored only by a wish ritual or similarly powerful effect. If an ability would prevent the wisp's destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect. Rust Cloud A metal wisp is constantly surrounded by a cloud of rust flakes that cause it to be concealed from creatures more than 5 feet away from it. --- Speed fly 25 feet Melee Single Action tendril +6 (reach 10 feet), Damage 1d4 piercing plus 1 persistent bleed In Concert When a metal wisp rolls a critical failure on a check to Aid, it gets a failure instead, and when it rolls a success, it gets a critical success instead. ","element":["Metal"],"skill_mod":{"athletics":6},"summary":"A metal wisp is a roiling sphere of rust particles and sharp metal fragments, all furiously orbiting a liquid metal core that resembles the skull of …","image":["/Images/Monsters/ElementalMetal_MetalWisp.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" darkvision , rust vision","weakest_save":["ref","reflex"],"resistance":{"electricity":2},"url":"/Monsters.aspx?ID=2642","intelligence":0,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Metal Wisp","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-2642"},{"attack_bonus":[9],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":20,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Metal","will_save":5,"charisma":0,"speed":{"fly":40,"max":40,"land":5},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["A Thousand Cuts","Swoop"],"skill":["Acrobatics"],"trait":["Elemental","Metal","Tiny"],"id":"creature-2643","text":" Ferrous Butterfly Beautiful but deadly, the ferrous butterfly is a turkey-sized insectile creature bristling with dozens of gleaming, razor-edged blades. Considered harmless by most denizens of the Plane of Metal, they nonetheless pose a significant threat to organic creatures, whose iron-rich blood they find irresistible. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Ferrous Butterfly Source Rage of Elements pg. 152 Perception +7; darkvision Languages Skills Acrobatics +9 Str +2 Dex +4 Con +3 Int -4 Wis +0 Cha +0 --- AC 15 Fort +6 Ref +9 Will +5 HP 20 Immunities bleed, paralyzed, poison, sleep Resistances electricity 3 --- Speed 5 feet, fly 40 feet Melee Single Action wing +9 (Finesse), Damage 1d4+2 slashing plus 1 persistent bleed and a thousand cuts A Thousand Cuts A ferrous butterfly's knifelike wings cause terrible lacerations that continue to bleed. Any creature with persistent bleed damage from a ferrous butterfly's wing attack has weakness 2 to slashing damage until the bleeding is stopped. Swoop Two Actions The ferrous butterfly Flies up to its Speed and makes a wing Strike at any point during that movement. ","element":["Metal"],"skill_mod":{"acrobatics":9},"summary":"Beautiful but deadly, the ferrous butterfly is a turkey-sized insectile creature bristling with dozens of gleaming, razor-edged blades. Considered …","primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"electricity":3},"url":"/Monsters.aspx?ID=2643","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Tiny"],"name":"Ferrous Butterfly","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-2643"},{"primary_source_category":"Rulebooks","strength":2,"hp":20,"language":["Talican"],"source":["Rage of Elements"],"type":"Creature","charisma":0,"perception":3,"stealth":"5","trait":["Elemental","Metal","Small"],"id":"creature-2644","text":" Metal Scamp The capricious and destructive metal scamps are self-appointed forces of entropy, taking great pleasure in indiscriminately wrecking everything around them, sometimes even to their own detriment. Metal scamps have a severe appearance, with pointed facial features and angular limbs, and their skin can be the color of any metal, often heavily oxidized as if by years of exposure to the elements. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Metal Scamp Source Rage of Elements pg. 153 Perception +3; darkvision Languages Talican Skills Athletics +7, Stealth +5 Str +2 Dex +0 Con +2 Int -2 Wis +0 Cha +0 --- AC 15 Fort +7 Ref +5 Will +5 HP 20 (fast healing 2 (while touching metal)) Immunities bleed, paralyzed, poison, sleep Resistances electricity 3 --- Speed 25 feet, fly 25 feet Melee Single Action claw +9, Damage 1d6+2 slashing Arcane Innate Spells DC 17, attack +9 - 2nd Magnetic Attraction Breathe Shrapnel Two Actions (Arcane, Metal) The metal scamp breathes a 15-foot cone of jagged metal flakes that deals 2d4 slashing damage and 1d4 persistent bleed damage to each creature within the area (DC 17 basic Reflex save). The metal scamp can't Breathe Shrapnel again for 1d4 rounds. ","element":["Metal"],"skill_mod":{"stealth":5,"athletics":7},"primary_source":"Rage of Elements","spell":["Magnetic Attraction"],"ac":15,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"electricity":3},"intelligence":-2,"reflex_save":5,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Metal Scamp","pfs":"Standard","rarity":"common","strike_damage_average":[5],"attack_bonus":[9],"constitution":2,"immunity":["bleed","paralyzed","poison","sleep"],"creature_family":"Elemental, Scamp","spell_attack_bonus":[9],"will_save":5,"speed":{"fly":25,"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Breathe Shrapnel"],"skill":["Athletics","Stealth"],"tradition":["Arcane"],"summary":"The capricious and destructive metal scamps are self-appointed forces of entropy, taking great pleasure in indiscriminately wrecking everything …","trait_group":["Creature Type","Elemental"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=2644","dexterity":0,"category":"creature","slug":"creature-2644"},{"attack_bonus":[9,10],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":30,"language":["Common","Talican"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Metal","will_save":8,"charisma":4,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Change Shape","Metallurgic Adaptation"],"skill":["Acrobatics","Deception","Diplomacy","Plane of Metal Lore"],"trait":["Elemental","Metal","Medium"],"id":"creature-2645","text":" Mercurial Some of the most populous denizens of the Plane of Metal, mercurials are weird creatures of liquid metal known for changing their features, chemical compositions, and temperaments with equal frequency. Excitable, curious, and friendly, mercurials are quick to offer assistance to extraplanar beings, but their volatile personalities can make them unreliable allies. Recall Knowledge - Elemental (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Mercurial Source Rage of Elements pg. 153 Perception +6; darkvision Languages Common, Talican Skills Acrobatics +8, Deception +10, Diplomacy +8, Plane of Metal Lore +8 Str +3 Dex +4 Con +3 Int +2 Wis +2 Cha +4 Items shuriken (5) --- AC 17 Fort +7 Ref +11 Will +8 HP 30 Immunities bleed, paralyzed, poison, sleep Resistances electricity 5 --- Speed 25 feet Melee Single Action fist +9 (Agile, Finesse), Damage 1d10+3 bludgeoning Ranged Single Action shuriken +10 (Agile, range increment 20 feet, Thrown), Damage 1d6+3 piercing Change Shape Single Action (Concentrate, Polymorph, Primal) The mercurial takes on the appearance of any Small or Medium humanoid. This transformation allows for significant detail and can reproduce the features of a specific individual, but the mercurial retains a shiny, liquid-metal appearance that renders the transformation unsuitable as a disguise unless they're impersonating another mercurial. It doesn't change the mercurial's Speed or the attack and damage bonuses of their Strikes, but it does allow them to transform their limbs into metal tools or melee weapons, potentially changing the damage type dealt by their Strikes. Metallurgic Adaptation Single Action (Polymorph, Primal) The mercurial transmutes their liquid metal body into cold iron, copper, gold, iron, silver, or steel. Their unarmed melee Strikes are made of that material until they use Metallurgic Adaptation again. Many Faces, Many Names As immortal beings with comparatively short attention spans, mercurials invariably become bored with their current identities sooner or later and seek a change by adopting a new face and persona. To avoid confusion among friends and acquaintances, a mercurial's name typically consists not only of their current moniker, but a list of the last few names used, presented in chronological order as far back as the mercurial can remember. ","element":["Metal"],"skill_mod":{"diplomacy":8,"deception":10,"acrobatics":8},"summary":"Some of the most populous denizens of the Plane of Metal , mercurials are weird creatures of liquid metal known for changing their features, …","image":["/Images/Monsters/ElementalMetal_Mercurial.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":17,"item":["shuriken (5)"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"electricity":5},"url":"/Monsters.aspx?ID=2645","intelligence":2,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Mercurial","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,8],"slug":"creature-2645"},{"attack_bonus":[11],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":45,"language":["Common","Talican"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Metal","will_save":7,"charisma":0,"speed":{"fly":10,"max":10,"land":5},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Fold Form"],"skill":["Acrobatics","Stealth","Survival"],"stealth":"9","trait":["Elemental","Metal","Medium"],"id":"creature-2646","text":" Kinzaruk In its natural state, the kinzaruk resembles a paper-thin, perfectly square sheet of lightweight silvery-white metal, approximately 15 feet across. It's almost never encountered this form, however, being far better known for its ability to intricately fold its body thousands of times in an instant to reconfigure itself into a varied assortment of deadly animal-like shapes. Recall Knowledge - Elemental (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Kinzaruk Source Rage of Elements pg. 154 Perception +9; darkvision Languages Common, Talican Skills Acrobatics +11, Stealth +9, Survival +7 Str +3 Dex +4 Con +1 Int -4 Wis +0 Cha +0 --- AC 19 Fort +8 Ref +11 Will +7 HP 45 Immunities bleed, paralyzed, poison, sleep Resistances electricity 5 --- Speed fly 10 feet (can't ascend more than 5 feet off the ground) Melee Single Action razor's edge +11 (Finesse), Damage 1d10+3 slashing Fold Form Single Action (Concentrate, Polymorph, Primal) The kinzaruk swiftly unfolds and refolds its body into a new shape chosen from the options of animal form . This grants it the movement Speeds and Strikes of the chosen form, but none of the other benefits. Its attack bonus is unchanged, and its damage bonus is +3. The kinzaruk can return to its natural form by taking this action again, and automatically returns if it falls unconscious. ","element":["Metal"],"skill_mod":{"survival":7,"stealth":9,"acrobatics":11},"summary":"In its natural state, the kinzaruk resembles a paper-thin, perfectly square sheet of lightweight silvery-white metal, approximately 15 feet across. …","primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"electricity":5},"url":"/Monsters.aspx?ID=2646","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Kinzaruk","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-2646"},{"attack_bonus":[12],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":65,"immunity":["critical hits","bleed","paralyzed","poison","precision","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Metal","will_save":10,"charisma":-2,"speed":{"max":15,"land":15},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Magic Scent","Biomagical Feedback","Consume Magic","Constrict"],"skill":["Athletics","Stealth"],"stealth":"10","trait":["Elemental","Metal","Large"],"id":"creature-2647","text":" Quickiron Plasm Looking much like an ooze, a quickiron plasm is a mass of the rust-red liquid skymetal known as djezet, prized in the Universe for its magic-enhancing properties. Quickiron plasms feed on the residual energies left behind by large expenditures of magical power, which they can detect from miles away. Recall Knowledge - Elemental (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Quickiron Plasm Source Rage of Elements pg. 154 Perception +8; darkvision, magic scent Languages Skills Athletics +12, Stealth +10 Str +6 Dex +2 Con +5 Int -4 Wis +0 Cha -2 Magic Scent The quickiron plasm can sense magical auras from up to 1 mile away as an imprecise sense. --- AC 20 Fort +13 Ref +8 Will +10 HP 65 Immunities critical hits, bleed, paralyzed, poison, precision, sleep Resistances electricity 5 Biomagical Feedback The quickiron plasm's conductive properties are dangerous to those in physical contact with it. When a creature grabbed by a quickiron plasm Casts a Spell, that creature takes 5 force damage per rank of the spell. Consume Magic Reaction Trigger The quickiron plasm succeeds at a saving throw against a spell; Effect The quickiron plasm consumes energy from the spell, regaining 5 Hit Points per rank of the spell. --- Speed 15 feet Melee Single Action pseudopod +12 (reach 10 feet), Damage 2d6+6 bludgeoning plus Grab Constrict Single Action 2d6 bludgeoning, DC 22 Djezet Extraction When a quickiron plasm dies, most of the djezet making up its body becomes inert and useless. However, a skilled alchemist can sometimes extract trace amounts of the valuable skymetal from its remains. This is a 10-minute process that requires the Alchemical Crafting feat, a proficiency rank of expert or better in Crafting, and a successful DC 20 Crafting check. A successful attempt produces a single djezet dose that remains potent for 1 hour before breaking down into a foul-smelling goo. The item has no value if sold due to its temporary nature. ","element":["Metal"],"skill_mod":{"stealth":10,"athletics":12},"summary":"Looking much like an ooze, a quickiron plasm is a mass of the rust-red liquid skymetal known as djezet , prized in the Universe for its …","image":["/Images/Monsters/ElementalMetal_QuickironPlasm.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , magic scent","weakest_save":["ref","reflex"],"resistance":{"electricity":5},"url":"/Monsters.aspx?ID=2647","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Quickiron Plasm","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-2647"},{"attack_bonus":[15],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":65,"language":["Talican"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Metal","will_save":11,"charisma":2,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Heavy","Rust Vision","Crumbling Carapace","Tetanus","Trample"],"skill":["Athletics","Plane of Metal Lore"],"trait":["Elemental","Metal","Large"],"id":"creature-2648","text":" Rust Scarab These elementals resemble enormous beetles, with thick outer shells composed of multiple layers of heavily pockmarked, rusted plates protecting a jagged metallic skeleton. Recall Knowledge - Elemental (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Rust Scarab Source Rage of Elements pg. 155 Perception +9; darkvision, rust vision Languages Talican Skills Athletics +13, Plane of Metal Lore +11 Str +6 Dex +2 Con +5 Int +2 Wis +2 Cha +2 Heavy As long as it is immobile, the elemental can't be forcibly moved or knocked prone. If it takes a move action, it loses this immunity until the start of its next turn. Rust Vision A rust scarab ignores the concealed condition from rust clouds. --- AC 21 Fort +14 Ref +9 Will +11 HP 65 Immunities bleed, paralyzed, poison, sleep Resistances electricity 5, physical 5 (except adamantine) Crumbling Carapace When a rust scarab is reduced to fewer than half its maximum Hit Points or is damaged by a critical hit, its outer shell breaks into a veil of rusty metal flakes. This causes it to lose its resistance to physical damage and its heavy ability, but it gains a rust cloud aura (as metal wisp) and a 35-foot land Speed. --- Speed 25 feet Melee Single Action claw +15, Damage 2d8+6 slashing plus tetanus Tetanus (Disease) Saving Throw DC 19 Fortitude; Onset 1 week; Stage 1 clumsy 1 (1 week); Stage 2 clumsy 2 and can't speak (1 day); Stage 3 paralyzed with spasms (1 day); Stage 4 death Trample Three Actions Medium or smaller, claw, DC 23 Ancient Remnants No rust scarab specimens free of deterioration have been documented, leading to debate among scholars as to whether this state of corrosion is their natural condition, or whether the creatures are spectacularly ancient even by the standards of immortal elemental beings. ","element":["Metal"],"skill_mod":{"athletics":13},"summary":"These elementals resemble enormous beetles, with thick outer shells composed of multiple layers of heavily pockmarked, rusted plates protecting a …","image":["/Images/Monsters/ElementalMetal_RustScarab.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , rust vision","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"electricity":5,"physical":5},"url":"/Monsters.aspx?ID=2648","intelligence":2,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Rust Scarab","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-2648"},{"attack_bonus":[13,15],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":95,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Metal","will_save":16,"charisma":4,"speed":{"max":20,"land":20},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Magnetic Field","Negative","Positive","Electromagnetic Disruption","Hover","Magnetic Disarm","Reverse Polarity"],"skill":["Athletics"],"trait":["Elemental","Metal","Small"],"id":"creature-2649","text":" Living Lodestone This rotating sphere of dark, shiny metal floats about 5 feet off the ground, constantly surrounded by a whirling frenzy of smaller metallic objects caught up in its powerful magnetic field. Recall Knowledge - Elemental (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Living Lodestone Source Rage of Elements pg. 155 Perception +14; darkvision Languages Skills Athletics +15 Str +5 Dex +3 Con +4 Int +0 Wis +4 Cha +4 --- AC 23 Fort +14 Ref +13 Will +16 HP 95 Immunities bleed, paralyzed, poison, sleep Resistances electricity 5 Magnetic Field (aura, metal, primal) 60 feet. A living lodestone constantly emits a powerful magnetic field that is either positively or negatively aligned. Each creature within the aura that is wielding a metallic weapon, wearing metallic armor, or made partially or entirely out of metal is subject to an effect determined by the lodestone's current polarity. Negative An affected creature is pushed 5 feet away from the lodestone at the start of each of its turns, and it treats each square in the aura as difficult terrain when moving closer to the lodestone. Unattended metal objects in the aura of 2 Bulk or less are pushed just outside the aura. Positive An affected creature is pulled 5 feet toward the lodestone at the start of each of its turns, and it treats each square in the aura as difficult terrain when moving farther from the lodestone. Unattended metal objects in the aura of 2 Bulk or less are pulled adjacent to the lodestone. Electromagnetic Disruption When living lodestone takes electricity damage, they automatically reverses polarity. --- Speed 20 feet; hover Melee Single Action jolt +15, Damage 2d6+8 electricity Ranged Single Action hurled metal object +13 (Magical, Primal, range increment 60 feet), Damage 2d10+7 bludgeoning, piercing, or slashing (depending on object) Hover A living lodestone floats above the ground high enough to ignore all difficult terrain and greater difficult terrain on the ground. Magnetic Disarm Single Action (Primal) The living lodestone attempts to Disarm a metal weapon from a creature within its magnetic field. On a critical success, the weapon is either pushed to just outside the aura if the polarity is negative or is pulled to the lodestone and sticks to it if the polarity is positive. An item stuck to the lodestone can be wrenched free with an Interact action. Reverse Polarity Two Actions The living lodestone switches the polarity of its magnetic field from positive to negative, or vice versa. Each creature affected by the lodestone's aura falls prone unless it succeeds at a DC 21 Reflex save. The lodestone can't Reverse Polarity again for 1d4 rounds. Lodestone Loot The cyclone of metallic objects constantly orbiting a living lodestone often contains items of value, ranging from simple coinage and bits of precious metal to long-lost weapons, jewelry, and sometimes even enchanted metal trinkets. The lodestone itself has no concept of the value of such things, and is just as likely to fling one of these valuable items at a foe as it is any other object. ","element":["Metal"],"skill_mod":{"athletics":15},"summary":"This rotating sphere of dark, shiny metal floats about 5 feet off the ground, constantly surrounded by a whirling frenzy of smaller metallic objects …","image":["/Images/Monsters/ElementalMetal_LivingLodestone.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"electricity":5},"url":"/Monsters.aspx?ID=2649","intelligence":0,"reflex_save":13,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":14,"size":["Small"],"name":"Living Lodestone","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,18],"slug":"creature-2649"},{"attack_bonus":[17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":100,"language":["Talican"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Metal","will_save":13,"charisma":2,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Phase Blade","Temporal Stutter","Two-Headed Assault"],"skill":["Acrobatics","Stealth"],"stealth":"17","trait":["Elemental","Metal","Large"],"id":"creature-2650","text":" Skymetal Striker A skymetal striker resembles a serpent—or, more precisely, the two-headed serpent known as an amphisbaena—made of a long string of dozens of spinning, sharp-toothed circular saw blades. These blades array themselves along the creature's body like beads on an invisible cord of magnetic force. Although the blades making up the creature are typically composed of many different metals and alloys, it is best known, feared, and named for the blades of orichalcum and inubrix that form the “heads” at either end of its serpentine body. Recall Knowledge - Elemental (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Skymetal Striker Source Rage of Elements pg. 156 Perception +15; darkvision Languages Talican Skills Acrobatics +17, Stealth +17 Str +2 Dex +6 Con +4 Int +2 Wis +2 Cha +2 --- AC 26 Fort +15 Ref +17 Will +13 HP 100 Immunities bleed, paralyzed, poison, sleep Resistances electricity 5 --- Speed 25 feet Melee Single Action inubrix fangs +17 (Finesse, reach 10 feet), Damage 2d10+6 slashing plus phase blade Melee Single Action orichalcum fangs +17 (Finesse, reach 10 feet), Damage 2d12+6 slashing plus temporal stutter Phase Blade A skymetal striker's inubrix fangs Strike ignores damage resistance from metal armor's armor specialization effects and the circumstance bonus to AC from metal shields, and it doesn't trigger the Shield Block reaction from a metal shield. Temporal Stutter A creature not already affected by temporal stutter that takes damage from a skymetal striker's orichalcum fangs Strike must attempt a DC 25 Fortitude save. Success The target is quickened until the end of its next turn. Failure The target is slowed 1 until the end of its next turn. Critical Failure The target is slowed 2 until the end of its next turn. Two-Headed Assault Two Actions The skymetal striker makes one inubrix fangs Strike and one orichalcum fangs Strike, each against a different creature. Its multiple attack penalty increases only after all the attacks are made. Strange Metals Inubrix and orichalcum are types of skymetal—a collective term used in the Universe to refer to exceedingly rare metals, most possessing magical properties, found on distant planets and fallen stars. Skymetal can be found in abundance on the Plane of Metal, however, and many metal elementals contain at least a bit of one type or another. Inubrix, colloquially called ghost iron, is prized for its ability to phase through other metals, while orichalcum's mystical properties can warp the very flow of time around it. ","element":["Metal"],"skill_mod":{"stealth":17,"acrobatics":17},"summary":"A skymetal striker resembles a serpent—or, more precisely, the two-headed serpent known as an amphisbaena —made of a long string of dozens of …","image":["/Images/Monsters/SkymetalStriker.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":26,"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"electricity":5},"url":"/Monsters.aspx?ID=2650","intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Skymetal Striker","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,19],"slug":"creature-2650"},{"attack_bonus":[19],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":120,"language":["Talican"],"immunity":["bleed","paralyzed","poison","precision","sleep","swarm mind"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Metal","will_save":16,"charisma":3,"speed":{"max":25,"land":25},"perception":18,"wisdom":3,"weakness":{"area":10},"creature_ability":["Electromagnetic Dispersal","Barrier Form","Battle Form","Swarm Form"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"21","trait":["Elemental","Metal","Swarm","Huge"],"id":"creature-2651","text":" Nanoshard Swarm This bizarre entity is actually a massive collective consisting of tens of thousands of constituent parts, each a tiny metal sphere barely the size of a pebble. Controlled by a single elemental spirit, the swarm is capable of flowing like liquid through the smallest openings before shaping itself into a powerful combatant, a solid wall, or any other form circumstances might require. Recall Knowledge - Elemental (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Nanoshard Swarm Source Rage of Elements pg. 157 Perception +18; darkvision Languages Talican Skills Acrobatics +21, Athletics +19, Stealth +21 Str +6 Dex +6 Con +4 Int +3 Wis +3 Cha +3 --- AC 28 Fort +17 Ref +21 Will +16 HP 120 Immunities bleed, paralyzed, poison, precision, sleep, swarm mind Resistances bludgeoning 5, electricity 10, piercing 10, slashing 10 Weaknesses area damage 10, splash damage 10 Electromagnetic Dispersal When a nanoshard swarm takes electricity damage, they automatically shift into swarm form. --- Speed none (barrier), 15 feet (battle), or 25 feet (swarm) Melee Single Action tendril +19 (reach 60 feet, versatile B), Damage 2d8+9 piercing Barrier Form Three Actions (Concentrate, Polymorph) Requirements The nanoshard swarm is in swarm form; Effect The nanoshard swarm forms a continuous 6-inch-thick solid wall, up to 60 feet long and 10 feet high, originating from any one square in its current space. The wall can follow any path, with each 5 feet being placed on the border between squares. It doesn't need to stand vertically, so it can form a bridge or set of stairs, for example. The wall must be formed in an unbroken open space where its edges don't pass through any creatures or objects. A single 5-foot-by-5-foot section of the wall can be destroyed by dealing 18 points of damage to it, which also reduces the swarm's total Hit Points. A nanoshard swarm can't be knocked prone or forcibly moved while in barrier form, nor can it voluntarily move. A nanoshard swarm in barrier form can originate tendril attacks from any square of its wall. Battle Form Two Actions (Concentrate, Polymorph) Requirements The nanoshard swarm is in swarm form; Effect The nanoshard swarm coalesces into a Huge shape that looks like a humanoid or beast and can hold items. In battle form, its Speed is 15 feet, it's clumsy 1, and it has the following Strike. Melee Single Action limb +19 (reach 20 feet), Damage 4d8+9 bludgeoning Swarm Form Free Action (Concentrate) The nanoshard swarm collapses into its natural form: a Huge sea of tiny metal spheres. It drops anything it's holding. While in swarm form, the nanoshard swarm's Speed is 25 feet, it can move through any area large enough for a single sphere to fit through without having to Squeeze, and it gains Engulf. EngulfTwo Actions DC 27, 2d8+6 bludgeoning, Escape DC 27, Rupture 18 Some Reassembly Required Nanoshard swarms are notoriously difficult to permanently dismantle. Should even a single constituent of a swarm manage to escape destruction, the minuscule elemental immediately seeks out the nearest source of raw metal and begins extracting material in order to create as many exact duplicates of itself as possible. Each subsequent duplicate then dutifully repeats the same behavior, doubling the number of constituents every few minutes, until the entire swarm has been fully reconstituted. ","element":["Metal"],"skill_mod":{"stealth":21,"athletics":19,"acrobatics":21},"summary":"This bizarre entity is actually a massive collective consisting of tens of thousands of constituent parts, each a tiny metal sphere barely the size …","image":["/Images/Monsters/NanoshardSwarm.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental","Monster"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":10,"slashing":10,"electricity":10},"url":"/Monsters.aspx?ID=2651","intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":17,"size":["Huge"],"name":"Nanoshard Swarm","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18],"slug":"creature-2651"},{"attack_bonus":[23,23],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Talican"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Metal","will_save":17,"charisma":3,"speed":{"climb":20,"max":30,"land":30},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Green Glow","Heavy","Trample"],"skill":["Athletics","Survival"],"trait":["Elemental","Metal","Huge"],"id":"creature-2652","text":" Abysium Horror A monstrous spider-like creature composed of the radioactive skymetal abysium, this deadly predator contaminates anything it touches. Recall Knowledge - Elemental (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Abysium Horror Source Rage of Elements pg. 158 Perception +17; darkvision Languages Talican Skills Athletics +23, Survival +19 Str +7 Dex +3 Con +5 Int +3 Wis +3 Cha +3 --- AC 29 Fort +21 Ref +19 Will +17 HP 215 Immunities bleed, paralyzed, poison, sleep Resistances electricity 10 Green Glow (aura, poison, radiation) 20 feet. An abysium horror constantly emanates a powerful energy toxic to life. This radiation sheds dim light in the area. Any creature beginning its turn in the aura must attempt a DC 27 Fortitude save, becoming sickened 1 on a failure or sickened 2 on a critical failure. Once out of the aura, an affected creature's sickened condition automatically decreases by 1 at the beginning of each of its turns. Heavy As long as it is immobile, the elemental can't be forcibly moved or knocked prone. If it takes a move action, it loses this immunity until the start of its next turn. --- Speed 30 feet, climb 20 feet Melee Single Action claw +23 (reach 15 feet), Damage 2d8+10 slashing plus 2d4 poison Ranged Single Action radioactive shrapnel +23 (Brutal, Propulsive, range increment 60 feet), Damage 2d8+7 piercing plus 2d4 poison Trample Three Actions Large or smaller, claw, DC 27 ","element":["Metal"],"skill_mod":{"survival":19,"athletics":23},"summary":"A monstrous spider-like creature composed of the radioactive skymetal abysium , this deadly predator contaminates anything it touches.","primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"electricity":10},"url":"/Monsters.aspx?ID=2652","intelligence":3,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Abysium Horror","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[21,24],"slug":"creature-2652"},{"attack_bonus":[23,23],"constitution":7,"primary_source_category":"Rulebooks","strength":8,"hp":245,"language":["Talican"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Metal","will_save":20,"charisma":3,"speed":{"fly":20,"max":30,"land":30,"burrow":20},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Rust Vision","Caustic Rust","Devour Metal","Searing Spew"],"skill":["Acrobatics","Athletics"],"trait":["Elemental","Metal","Large"],"id":"creature-2653","text":" Oregorger Oregorgers are hulking, four-limbed brutes with bodies of raw primal metals accreted in layers. Driven entirely by an insatiable drive to consume metal, an oregorger stops at nothing to greedily devour as much metal as it can and expel it as caustic rust. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Oregorger Source Rage of Elements pg. 158 Perception +18; darkvision, rust vision Languages Talican Skills Acrobatics +17, Athletics +25 Str +8 Dex +2 Con +7 Int -1 Wis +3 Cha +3 Rust Vision An oregorger ignores the concealed condition from rust clouds. --- AC 30 Fort +24 Ref +17 Will +20 HP 245 Immunities bleed, paralyzed, poison, sleep Resistances acid 10, electricity 10 Caustic Rust (acid, aura) 5 feet. The oregorger continually leaks tiny fragments of partially digested rust into the air around it. Any creature that ends its turn in the aura takes 2d6 acid damage with a DC 27 basic Reflex save. A creature that critically fails is also sickened 1. --- Speed 30 feet, burrow 20 feet, fly 20 feet Melee Single Action adamantine bite +23 (reach 10 feet), Damage 2d12+12 piercing plus devour metal Melee Single Action claw +23 (Agile), Damage 2d6+12 slashing Devour Metal Any time the oregorger scores a critical hit with an adamantine bite attack, it deals the same amount of damage to any metal armor worn by the target, automatically bypassing any Hardness lower than 10. If a creature uses the Shield Block reaction with a metal shield against an oregorger's adamantine bite, the shield is automatically broken, but no other item takes damage from that attack. Unattended metal items automatically take full damage from an oregorger's adamantine bite attack, ignoring their Hardness if it's lower than 10. Searing Spew Two Actions (Acid) The oregorger belches forth a cloud of caustic, rusted debris from its maw, filling a cube adjacent to itself that's 10 feet on each side. Any creature in this area takes 6d6 acid damage and 6d6 slashing damage (DC 30 basic Reflex). The ground under the cloud is difficult terrain for 1 hour, after which the shrapnel crumbles to dust. The oregorger can't use Searing Spew again for 1d4 rounds, but the ability recharges if the oregorger damages an item with devour metal. ","element":["Metal"],"skill_mod":{"athletics":25,"acrobatics":17},"summary":"Oregorgers are hulking, four-limbed brutes with bodies of raw primal metals accreted in layers. Driven entirely by an insatiable drive to consume …","image":["/Images/Monsters/Oregorger.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":" darkvision , rust vision","weakest_save":["ref","reflex"],"resistance":{"acid":10,"electricity":10},"url":"/Monsters.aspx?ID=2653","intelligence":-1,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":24,"size":["Large"],"name":"Oregorger","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,25],"slug":"creature-2653"},{"attack_bonus":[21,26],"constitution":9,"primary_source_category":"Rulebooks","strength":9,"hp":292,"language":["Talican"],"immunity":["bleed","paralyzed","poison","sleep","sonic"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Metal","will_save":23,"charisma":7,"speed":{"max":25,"land":25},"perception":19,"wisdom":2,"weakness":{},"creature_ability":["Heavy","Lightning Punch","Rhythmic Stomp","Scream"],"skill":["Athletics","Crafting","Intimidation","Performance"],"trait":["Elemental","Metal","Huge"],"id":"creature-2654","text":" Melomach Melomachs are massive, vaguely humanoid elementals composed of metal debris. They take great pride in decorating and augmenting their metallic bodies with haphazardly placed spikes, blades, humanoid or bestial skulls, and other similar adornments, the more ostentatious the better. When two melomachs meet, the resulting contests of physical might and vocal prowess can last for days, often leaving the landscape ravaged for miles in every direction. Recall Knowledge - Elemental (Arcana, Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Melomach Source Rage of Elements pg. 159 Perception +19; darkvision Languages Talican Skills Athletics +30, Crafting +21, Intimidation +28, Performance +26 Str +9 Dex +4 Con +9 Int +0 Wis +2 Cha +7 Heavy As long as it is immobile, the elemental can't be forcibly moved or knocked prone. If it takes a move action, it loses this immunity until the start of its next turn. --- AC 33 Fort +26 Ref +23 Will +23 HP 292 Immunities bleed, paralyzed, poison, sleep, sonic Resistances electricity 15 --- Speed 25 feet Melee Single Action fist +26 (Agile, reach 15 feet, versatile P, versatile S), Damage 3d12+18 bludgeoning Ranged Single Action lightning +21 (Electricity, Magical, range 120 feet), Damage 3d10+16 electricity Lightning Punch Two Actions The melomach makes a fist Strike, then makes a lightning Strike against a different creature within 120 feet of the fist Strike's target. Both Strikes count toward the melomach's multiple attack penalty, but it doesn't increase until after both attacks are made. Rhythmic Stomp Single Action (Emotion, Mental, Primal) Frequency once per round; Effect The melomach's footsteps raise a clanging sound through their body to create a brief musical phrase. The melomach Strides, then generates the effect of one of the following bard composition cantrips at 7th rank: allegro , dirge of doom (adds the fear trait), or triple time . Scream Two Actions (Primal, Sonic) The melomach unleashes a guttural, ear-piercing wail. All creatures in a 120-foot cone take 7d12 sonic damage with a DC 32 Fortitude save. The melomach can't Scream again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage, is stunned 1, and is deafened for 1 minute. Critical Failure The creature takes double damage, is stunned 3, and is deafened permanently. Music of Mass Destruction A melomach's appetite for carnage is matched only by its love of loud noises, particularly the boom of explosions and the shriek of tearing metal. In addition to the sound of their own voices, melomachs are partial to the rapid, discordant strumming and powerful howls that typify the musical stylings typical of the Plane of Metal. Boisterous performances often draw the attention of melomachs. ","element":["Metal"],"skill_mod":{"performance":26,"crafting":21,"athletics":30,"intimidation":28},"summary":"Melomachs are massive, vaguely humanoid elementals composed of metal debris. They take great pride in decorating and augmenting their metallic bodies …","primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":33,"level":13,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{"electricity":15},"url":"/Monsters.aspx?ID=2654","intelligence":0,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Melomach","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[32,37],"slug":"creature-2654"},{"primary_source_category":"Rulebooks","strength":3,"hp":125,"language":["Common","Talican","<%SPELLS%340%%>truespeech<%END>"],"source":["Rage of Elements"],"type":"Creature","charisma":5,"perception":15,"trait":["Elemental","Genie","Metal","Uncommon","Large"],"id":"creature-2655","text":" Zuhra Zuhras, the genies of the elemental Plane of Metal, are bold and imposing, fond of being the center of attention and drawing a crowd with flashy performances, displays of skill, and tales of their personal victories. Despite their large personalities, their long-term relationships tend to be cool and somewhat distant; zuhras often make alliances but rarely form friendships, and the trust required for deeper relationships is rarer still. The few mortals who've gotten to know a zuhra often describe them as bombastic but emotionally aloof. Since the reconnection with other planes, zuhras have sought out and formed bonds with other genies. They find their jabali cousins to be capable smithing partners, if a bit staid and dull. Zuhras rarely pay non-genie elementals any more than a passing glance, finding even the intelligent ones uninteresting to communicate with or hard to relate to. Recall Knowledge - Elemental (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Zuhra Source Rage of Elements pg. 160 Perception +15; darkvision Languages Common, Talican; truespeech Skills Acrobatics +19, Athletics +15, Crafting +17, Intimidation +17, Performance +19, Society +16 Str +3 Dex +5 Con +6 Int +4 Wis +3 Cha +5 Items +1 striking spiked chain --- AC 26 Fort +16 Ref +17 Will +17 HP 125 Resistances electricity 10 Conductive Redirection Reaction (arcane, concentrate, electricity) Trigger The zuhra is hit by an attack, spell, or effect that deals electricity damage; Effect The zuhra conducts the electricity through their body, taking damage as normal, and redirecting a bolt at one target within 30 feet that they can see. The zuhra makes a ranged attack roll with a +20 modifier against the target's AC. On a hit or critical hit, the target takes electricity damage equal to the full damage of the triggering effect. --- Speed 25 feet, fly 30 feet Melee Single Action spiked chain +19 (Disarm, Finesse, Magical, reach 10 feet, Trip), Damage 2d8+9 slashing Melee Single Action hand blade +19 (Agile, Finesse, Magical, reach 10 feet), Damage 2d4+9 slashing plus 1d4 persistent bleed Arcane Innate Spells DC 26 - Cantrips (4th) Detect Magic - 2nd Invisibility (×2), Magnetic Attraction (at will), Magnetic Repulsion (at will) - 4th Mercurial Stride, Weapon Storm - 5th Clad in Metal (can choose uncommon metals) - 7th Interplanar Teleport (at will; to Astral Plane, Elemental Planes, or the Universe only) - Constant (5th) Truespeech Blinding Reflection Single Action (Arcane, Light) Frequency once per round; Requirements The zuhra is in dim or bright light; Effect The zuhra briefly reshapes part of their metallic body into a concave surface to reflect the surrounding light into the eyes of a creature within 30 feet. The target must attempt a DC 26 Reflex save. It's then temporarily immune for 1 hour. Critical Success The target is unaffected. Success The target is dazzled until the start of the zuhra's next turn. Failure The target is blinded until the start of the zuhra's next turn. Change Shape Single Action (Arcane, Concentrate, Polymorph) The zuhra transforms into a Small or Medium metal elemental or animal. This doesn't affect the zuhra's statistics, but it could change the damage type of their Strikes. Distant Thunder Zuhras favor music over all other arts. Given their long isolation, however, their preferences are quite unlike those of other genies or most musicians of the Universe. They value volume, intensity, and discordant combinations of sounds. Lead vocal parts incorporate droning and screams, often with a chorus providing a melodic counterpoint. Skimming Along Zuhras achieve flight by using magnetism to lift their own bodies into the air. As this grows more difficult the higher they go, many zuhras' preferred method of movement isn't walking or flying, but gliding along the smooth surfaces of their home plane much the way mortals cross ice on skates, with only a thin layer of electromagnetism between them and the ground. ","element":["Metal"],"skill_mod":{"society":16,"performance":19,"crafting":17,"athletics":15,"intimidation":17,"acrobatics":19},"image":["/Images/Monsters/Genie_Zuhra.png"],"primary_source":"Rage of Elements","spell":["Interplanar Teleport","Clad in Metal","Mercurial Stride","Weapon Storm","Invisibility","Magnetic Attraction","Magnetic Repulsion","Detect Magic","Truespeech"],"ac":26,"item":["+1 striking spiked chain"],"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"electricity":10},"intelligence":4,"reflex_save":17,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Zuhra","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16,18],"attack_bonus":[19,19],"constitution":6,"creature_family":"Genie","will_save":17,"speed":{"fly":30,"max":30,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Conductive Redirection","Blinding Reflection","Change Shape"],"skill":["Acrobatics","Athletics","Crafting","Intimidation","Performance","Society"],"tradition":["Arcane"],"summary":"Zuhras, the genies of the elemental Plane of Metal , are bold and imposing, fond of being the center of attention and drawing a crowd with flashy …","trait_group":["Creature Type","Monster","Elemental","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2655","dexterity":5,"category":"creature","slug":"creature-2655"},{"primary_source_category":"Rulebooks","strength":5,"hp":212,"language":["Common","Talican","<%SPELLS%340%%>truespeech<%END>"],"source":["Rage of Elements"],"type":"Creature","charisma":7,"perception":23,"trait":["Elemental","Genie","Metal","Rare","Large"],"id":"creature-2656","text":" Zuhra Shuyookh The most powerful zuhras draw followers and elemental metal with overwhelming force of personality and literal magnetism. When called upon to conduct wish rituals, they use their long isolation from the other planes as an excuse to misinterpret requests outlandishly, claiming linguistic differences. Recall Knowledge - Elemental (Arcana, Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Zuhra Shuyookh Source Rage of Elements pg. 161 Perception +23; darkvision Languages Common, Talican; truespeech Skills Acrobatics +27, Athletics +24, Crafting +26, Deception +26, Intimidation +24, Performance +28, Society +22 Str +5 Dex +6 Con +8 Int +5 Wis +4 Cha +7 Items +2 striking spiked chain --- AC 34 Fort +29 Ref +23 Will +21 HP 212 Resistances electricity 10 Conductive Redirection Reaction (arcane, concentrate, electricity) Trigger The zuhra is hit by an attack, spell, or effect that deals electricity damage; Effect The zuhra conducts the electricity through their body, taking damage as normal, and redirecting a bolt at one target within 30 feet that they can see. The zuhra makes a ranged attack roll with a +27 modifier against the target's AC. On a hit or critical hit, the target takes electricity damage equal to the full damage of the triggering effect. Magnetic Field (arcane, aura, metal) 10 feet. All squares in the aura are difficult terrain for creatures wearing metal armor or made of metal. Strikes with metallic weapons made by or against creatures in this aura take a –2 status penalty to the attack roll. Zuhras ignore these effects. --- Speed 30 feet, fly 35 feet Melee Single Action spiked chain +27 (Disarm, Finesse, Magical, reach 15 feet, Trip), Damage 2d8+11 slashing plus 1d12 electricity Melee Single Action hand blade +25 (Agile, Finesse, Magical, reach 15 feet), Damage 2d4+11 slashing plus 4d4 persistent bleed Arcane Innate Spells DC 32, attack +24 - Cantrips (7th) Detect Magic - 5th Invisibility (×2), Magnetic Acceleration (at will), Magnetic Attraction (at will) - 6th Mercurial Stride, Wall of Metal - 7th Clad in Metal (can choose uncommon and rare metals), Enthrall, Interplanar Teleport (at will; to Astral Plane, Elemental Planes, or the Universe only), Weapon Storm - Constant (5th) Truespeech Change Shape Single Action (Arcane, Concentrate, Polymorph) The zuhra transforms into a Small or Medium metal elemental or animal. This doesn't affect the zuhra's statistics, but it could change the damage type of their Strikes. Magnetic Reposition Single Action (Arcane) Frequency once per round; Effect The shuyookh targets any number of creatures affected by their magnetic field, and moves each target 10 feet in a direction the zuhra chooses. Each target can resist being moved if it succeeds at a DC 32 Fortitude save. Magnetic Storm Three Actions (Arcane) Requirements The shuyookh's magnetic field is active; Effect The shuyookh electromagnetically flings razor-sharp metal scraps. Each creature in a 30-foot emanation takes 8d6 slashing damage and 3d12 electricity damage, with a DC 32 basic Fortitude save. The shuyookh's magnetic field is deactivated for 1d4 rounds. Mercurial Wish (Downtime) Frequency three times per year; Effect The shuyookh conducts a wish ritual for the benefit of a mortal, requiring no cost or secondary casters. The shuyookh's result is a success if they succeed at a DC 5 flat check or a failure if not. The shuyookh attempts to fulfill the wish in a way that creates an unstable or impermanent benefit. ","element":["Metal"],"skill_mod":{"society":22,"performance":28,"deception":26,"crafting":26,"athletics":24,"intimidation":24,"acrobatics":27},"image":["/Images/Monsters/Genie_ZuhraShuyookh.png"],"primary_source":"Rage of Elements","spell":["Clad in Metal","Enthrall","Interplanar Teleport","Weapon Storm","Mercurial Stride","Wall of Metal","Invisibility","Magnetic Acceleration","Magnetic Attraction","Detect Magic","Truespeech"],"ac":34,"item":["+2 striking spiked chain"],"level":13,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"electricity":10},"intelligence":5,"reflex_save":23,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":29,"size":["Large"],"name":"Zuhra Shuyookh","pfs":"Standard","rarity":"rare","strike_damage_average":[26,26],"attack_bonus":[25,27],"constitution":8,"creature_family":"Genie","spell_attack_bonus":[24],"will_save":21,"speed":{"fly":35,"max":35,"land":30},"wisdom":4,"weakness":{},"creature_ability":["Conductive Redirection","Magnetic Field","Change Shape","Magnetic Reposition","Magnetic Storm","Mercurial Wish"],"skill":["Acrobatics","Athletics","Crafting","Deception","Intimidation","Performance","Society"],"tradition":["Arcane"],"summary":"The most powerful zuhras draw followers and elemental metal with overwhelming force of personality and literal magnetism. When called upon to conduct …","trait_group":["Creature Type","Monster","Elemental","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2656","dexterity":6,"category":"creature","slug":"creature-2656"},{"constitution":6,"primary_source_category":"Rulebooks","strength":4,"hp":210,"language":["Talican","<%UMR%37%%>telepathy<%END> 30 feet"],"source":["Rage of Elements"],"type":"Creature","will_save":18,"charisma":4,"speed":{"fly":25,"max":25},"perception":22,"wisdom":3,"weakness":{"area":15},"creature_ability":["Metalsense","Troop Defenses","Entrancing Shapes","Scrambled Strike","Shard Volley"],"skill":["Acrobatics","Athletics","Crafting","Diplomacy"],"trait":["Elemental","Metal","Troop","Uncommon","Gargantuan"],"id":"creature-2657","text":" Pelegox Pelegoxes are beings of condensed magnetic energy that fashion bodies for themselves using their surroundings. Though a pelegox's true form is a spherical core, it pulls metal fragments of various shapes and sizes to form a polyhedral shell. Though pelegoxes might develop preferences for a particular form when at rest, they continue to look for new configurations to call their own, happiest when they can experiment with endless possibilities, even if it means dismantling other metallic entities. These piecemeal creatures move by a combination of magnetic levitation and propulsion, and when that doesn't work, by continuously piercing the ground and shifting their weight forward, looking almost like moving caltrops. Over time, the magnetic signature of a pelegox becomes visible, etched into its body in patterns of concentric lines. These unique designs make it possible to distinguish between individual pelegoxes even when their surface has eroded. Pelegoxes are quick to form relationships with others of their kind. They delight in combining their individual bodies into ever larger, more elaborate structures and patterns. As such, it is rare to find a pelegox on their own— they prefer to travel in a clustered form. Recall Knowledge - Elemental (Arcana, Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Pelegox Cube Source Rage of Elements pg. 162 Perception +22; metalsense (imprecise) 60 feet Languages Talican; telepathy 30 feet Skills Acrobatics +22, Athletics +21, Crafting +20, Diplomacy +21 Str +4 Dex +7 Con +6 Int +5 Wis +3 Cha +4 Metalsense A pelegox cube can sense metal creatures and objects as an imprecise sense. --- AC 31 Fort +21 Ref +24 Will +18 HP 210 (16 squares) Resistances electricity 10 Weaknesses area damage 15, splash damage 10 Troop Defenses --- Speed fly 25 feet; troop movement Entrancing Shapes Two Actions (Mental, Occult, Visual) The pelegox cube rapidly shifts, creating a display of seemingly impossible geometric patterns. Creatures in a 60-foot cone take 9d6 mental damage (DC 29 basic Will save). A creature that fails is also fascinated with the pelegox cube and stupefied 1 for 1 minute. Scrambled Strike Single Action to Three Actions Frequency once per round; Effect The pelegox cube rearranges to create jutting spikes, attacking each enemy in a 10-foot emanation (DC 27 basic Reflex save). The damage depends on the number of actions. Single Action 2d6 piercing damage Two Actions 3d6+10 piercing damage Three Actions 5d6+10 piercing damage Shard Volley Two Actions The pelegox cube magnetizes fragments of metal at range. This is a 10-foot burst within 30 feet that deals 2d6+10 piercing damage (DC 27 basic Reflex save). When the troop is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Refined Tastes Less interested in arbitrary assignments of monetary value, pelegoxes prefer metals that display new forms or colors. They are as likely to trade a pure sphere of dawnsilver for a jagged piece of corroded copper as they are to keep a priceless djezet carving forever. However, even pelegoxes assign great value to orichalcum, as the skymetal's time-bending restorative properties grant the freedom to shape new configurations without being beholden to an unsatisfactory result. ","element":["Metal"],"skill_mod":{"diplomacy":21,"crafting":20,"athletics":21,"acrobatics":22},"summary":"Pelegoxes are beings of condensed magnetic energy that fashion bodies for themselves using their surroundings. Though a pelegox's true form is a …","image":["/Images/Monsters/PelegoxCube.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental","Monster","Rarity"],"ac":31,"level":11,"source_category":["Rulebooks"],"sense":"metalsense ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{"electricity":10},"url":"/Monsters.aspx?ID=2657","intelligence":5,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":7,"fortitude_save":21,"size":["Gargantuan"],"name":"Pelegox Cube","category":"creature","pfs":"Standard","rarity":"uncommon","slug":"creature-2657"},{"attack_bonus":[6,8,8],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":17,"language":["Common","Talican"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Geniekin","will_save":5,"charisma":1,"speed":{"max":25,"land":25},"perception":3,"wisdom":0,"weakness":{},"creature_ability":["Gadgets","Reflective Defense"],"skill":["Acrobatics","Crafting","Society","Thievery"],"trait":["Human","Humanoid","Talos","Medium"],"id":"creature-2658","text":" Talos The geniekin called taloses descend primarily from zuhra genies, metal elementals, and other denizens of the Plane of Metal. Many taloses mold their natural talent for metalwork into careers as tinkerers, miners, or smiths, although just as many leverage the luster of precious metals in a quest for fame and fortune. Taloses are among the most metropolitan of geniekin, often born in or drawn to cities of various sizes, especially those with advanced metalworking or technology trades. Metal often needs to be worked to find its form and function, which may explain why many taloses seem to enjoy living among people, if not necessarily socializing with them. They often find themselves stumbling into jobs somewhere along the production line of technology, whether it's mining the raw ore from the earth, working it into wires and gears, or constructing the devices themselves. Some taloses resent and reject the expectations that they fill such roles, but many embrace their fascination with tech, often going on to become expert inventors. Taloses are therefore far more likely than other geniekin to make use of clockwork technology in their communities. Despite having long inhabited Golarion, albeit in small numbers, taloses have only rarely been recognized as geniekin. The largest number of them, and also the largest number whose true nature is known, inhabit Tian Xia. The traditions of metal as an element have lived much longer there. Taloses often find themselves drawn to discussions and study of elemental metal the instant they hear of the concept. Historical records speak of renowned courtiers and diplomats with skin of flawless silver or bronze. In the Ivory Port of Goka, the smiths of the family-owned Dragon's Iron Forge craft their blades and firearms with magnetic techniques handed down from their zuhra sheikha ancestor. A talos gadgeteer is a clockwork tinkerer. When confronted, their preferred tactic is to lure opponents into traps using their lesser explosive mines before attempting to engage directly. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Talos Gadgeteer Source Rage of Elements pg. 163 Perception +3 Languages Common, Talican Skills Acrobatics +6, Crafting +6, Society +6, Thievery +6 Str +1 Dex +3 Con +1 Int +3 Wis +0 Cha +1 Gadgets A talos gadgeteer carries the following temporary gadgets, which have no value if sold and last for 24 hours or until the next time the gadgeteer makes their daily preparations: lesser ablative armor plating (1), lesser blast boots (1), lesser explosive mine (3). Items artisan's toolkit, formula book, Leather Armor, light hammer (3) --- AC 17 Fort +6 Ref +6 Will +5 HP 17 (plus 5 temporary HP (from ablative armor plating)) Resistances electricity 1 Reflective Defense Reaction (light) Frequency once per round; Trigger A creature within 30 feet targets the talos gadgeteer, and they can see the attacker; Requirements The talos is in dim or bright light; Effect The talos gadgeteer reflects light off their metallic skin and into the enemy's eyes; it must succeed at a DC 14 Reflex save or be dazzled until the end of the talos's next turn. --- Speed 25 feet Melee Single Action fist +8 (Agile, Finesse, versatile S), Damage 1d6+1 bludgeoning Melee Single Action light hammer +6 (Agile), Damage 1d6+1 bludgeoning Ranged Single Action light hammer +8 (Agile, thrown 20 feet), Damage 1d6+1 bludgeoning Arcane Innate Spells DC 14 - Cantrips (1st) Detect Metal Traveling Tinkerers While there are no known permanent talos settlements in the Universe, there is a small nomadic community known as the Tinkerers' Caravan. Originally founded in Vudra and inspired by similar clans of janns and sulis, the caravan now travels throughout most of the eastern world, offering all taloses who wish to travel with them a sense of community and belonging that they might not find anywhere else. ","tradition":["Arcane"],"skill_mod":{"society":6,"thievery":6,"crafting":6,"acrobatics":6},"summary":"The geniekin called taloses descend primarily from zuhra genies, metal elementals , and other denizens of the Plane of Metal . Many taloses mold …","image":["/Images/Monsters/PlanarScion_Talos.png"],"primary_source":"Rage of Elements","spell":["Detect Metal"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["artisan's toolkit","formula book","Leather Armor","light hammer (3)"],"level":1,"spell_dc":[14],"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{"electricity":1},"url":"/Monsters.aspx?ID=2658","intelligence":3,"reflex_save":6,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Talos Gadgeteer","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,4,4],"slug":"creature-2658"},{"attack_bonus":[8],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":20,"language":["Thalassic"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Water","will_save":4,"charisma":0,"speed":{"fly":20,"max":50,"swim":50},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Dissolve","Overflow"],"skill":["Athletics","Stealth"],"stealth":"7","trait":["Aquatic","Elemental","Water","Small"],"id":"creature-2659","text":" Dewdrop Jelly Dewdrop jellies are small water elementals resembling jellyfish made of gelatinous bubbles. They typically travel in small schools, floating through the air or swimming through the endless seas of their home plane. When threatened, the jellies discorporate into a thin, vaporous mist, reconstituting into their bubble shape only after the danger has passed. Their clever elusiveness makes them hard to find, leading some to claim that dewdrop jellies are mythical flights of fancy told to entertain children. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Dewdrop Jelly Source Rage of Elements pg. 180 Perception +7; darkvision Languages Thalassic Skills Athletics +6, Stealth +7 Str +2 Dex +3 Con +3 Int -4 Wis +1 Cha +0 --- AC 16 Fort +7 Ref +10 Will +4 HP 20 Immunities bleed, paralyzed, poison, sleep Resistances fire 5 Dissolve Reaction Trigger The dewdrop jelly takes damage from a hostile action; Effect The dewdrop jelly dissolves into a fine mist. Until the start of the jelly's next turn, it can't be attacked or targeted and doesn't take up space. At the end of the round, the jelly re-forms in any open space within 25 feet of where it Dissolved. --- Speed fly 20 feet, swim 50 feet Melee Single Action tentacle +8, Damage 1d6+2 bludgeoning Overflow Three Actions (Move) The dewdrop jelly flattens its bell and shoots forward, Flying or Swimming twice in a straight line toward its target and attempting a tentacle Strike. On a success, the dewdrop attaches to the target's face, covering its mouth in the suspended water of its gelatinous body. If the target cannot breathe water, it begins to drown. The DC to Escape is 16. ","element":["Water"],"skill_mod":{"stealth":7,"athletics":6},"summary":"Dewdrop jellies are small water elementals resembling jellyfish made of gelatinous bubbles. They typically travel in small schools, floating through …","image":["/Images/Monsters/ElementalWater_DewdropJelly.png"],"primary_source":"Rage of Elements","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=2659","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Dewdrop Jelly","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-2659"},{"attack_bonus":[20],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":135,"language":["Thalassic"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Water","will_save":13,"charisma":0,"speed":{"max":50,"land":20,"swim":50},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Shallow Waters","Constrict","Drag Below","Flash Flood"],"skill":["Athletics","Stealth"],"stealth":"18","trait":["Aquatic","Elemental","Water","Huge"],"id":"creature-2660","text":" Coldmire Pond Coldmire ponds are often mistaken for shallow pools of water, but these sentient bodies of living water actually crawl along the ground or float through other liquids. Coldmires are dangerous ambush predators, drowning creatures that stray too close to or, even more hazardously, stand or swim inside their waters. Recall Knowledge - Elemental (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Coldmire Pond Source Rage of Elements pg. 180 Perception +16; darkvision Languages Thalassic Skills Athletics +18, Stealth +18 Str +5 Dex +3 Con +5 Int +2 Wis +2 Cha +0 --- AC 27 Fort +16 Ref +19 Will +13 HP 135 Immunities bleed, paralyzed, poison, sleep Resistances fire 10 Shallow Waters The coldmire pond can occupy the same space as other creatures. Creatures who move through the coldmire pond treat it as difficult terrain. Two creatures both occupying the coldmire pond's space are flanking it, regardless of their actual positions within the coldmire pond. --- Speed 20 feet, swim 50 feet Melee Single Action clammy pseudopod +20, Damage 2d8+9 bludgeoning and Grab Constrict Single Action 1d6 bludgeoning plus 1d6 cold, DC 25 Drag Below Two Actions Requirements The coldmire pond occupies the same space as a target it has grabbed; Effect The coldmire pond pulls the target below the surface. The target must succeed at a DC 26 Reflex save or fall prone and begin drowning. Flash Flood Two Actions (Primal, Water) Water surges out of the coldmire pond in a 20-foot emanation and crashes into nearby creatures, knocking them off their feet. Creatures in the area, as well as any creatures currently sharing the coldmire pond's space, take 4d8 bludgeoning damage and are knocked prone (DC 26 basic Reflex save). Creatures standing inside the coldmire pond treat their result as one step worse. ","element":["Water"],"skill_mod":{"stealth":18,"athletics":18},"summary":"Coldmire ponds are often mistaken for shallow pools of water, but these sentient bodies of living water actually crawl along the ground or float …","primary_source":"Rage of Elements","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":10},"url":"/Monsters.aspx?ID=2660","intelligence":2,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":16,"size":["Huge"],"name":"Coldmire Pond","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18],"slug":"creature-2660"},{"attack_bonus":[27,27],"constitution":7,"primary_source_category":"Rulebooks","strength":7,"hp":255,"language":["Thalassic"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Water","will_save":20,"charisma":2,"speed":{"fly":30,"max":80,"swim":80},"perception":23,"wisdom":4,"weakness":{"cold":15},"creature_ability":["Steam Vision","Freeze and Shatter","Sweltering Heat","Evaporate","Scalding Breath"],"skill":["Athletics","Stealth"],"stealth":"26","trait":["Aquatic","Elemental","Fire","Water","Large"],"id":"creature-2661","text":" Boiling Spring Often mistaken for air elementals due to their hazy, almost-imperceptible forms, a boiling spring is a humanoid water elemental made of scalding steam and bubbling water. When summoned to the Universe, a boiling spring raises the ambient temperature around them, making the surrounding climate humid and muggy. They seem to enjoy the discomfort they cause, though some regard it as merely a fun prank while others truly revel in the misery and look for ways to cause more. Recall Knowledge - Elemental (Arcana, Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Boiling Spring Source Rage of Elements pg. 181 Perception +23; darkvision, steam vision Languages Thalassic Skills Athletics +26, Stealth +26 Str +7 Dex +7 Con +7 Int +2 Wis +4 Cha +2 Steam Vision The boiling spring ignores the concealed condition from mist and steam. --- AC 34 Fort +23 Ref +26 Will +20 HP 255 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 15 Freeze and Shatter If the boiling spring is destroyed with cold damage, their body freezes over and explodes, sending out a wave of frigid air and ice shards that deal 4d6 piercing damage plus 4d6 cold damage to creatures in a 20-foot emanation (DC 36 basic Reflex save). Sweltering Heat (aura, fire) 25 feet. The boiling spring radiates heat, raising the air temperature around them. A creature that starts its turn in the emanation must succeed at a DC 33 Fortitude save or become fatigued while it remains in the area; creatures immune to environmental heat effects or with any fire resistance are immune. Evaporate Reaction Trigger An effect would deal fire damage to the boiling spring, even if they would ignore the damage; Effect The boiling spring evaporates into the air. Until the beginning of the boiling spring's next turn, they can't be attacked or targeted. They still occupy their space, and their auras still function as normal. --- Speed fly 30 feet, swim 80 feet Melee Single Action blistering fist +27 (Fire), Damage 3d8+13 fire Ranged Single Action heat wave +27 (Fire, range increment 50 feet), Damage 3d12 fire Scalding Breath Two Actions (Fire, Primal) The boiling spring breathes out a cloud of steam in a 30-foot cone that deals 14d6 fire damage to each creature in the area (DC 33 basic Reflex save). The boiling spring can't use Scalding Breath again for 1d4 rounds. ","element":["Fire","Water"],"skill_mod":{"stealth":26,"athletics":26},"summary":"Often mistaken for air elementals due to their hazy, almost-imperceptible forms, a boiling spring is a humanoid water elemental made of scalding …","image":["/Images/Monsters/ElementalWater_BoilingSpring.png"],"primary_source":"Rage of Elements","trait_group":["Monster","Creature Type","Energy","Elemental","Planar"],"ac":34,"level":13,"source_category":["Rulebooks"],"sense":" darkvision , steam vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2661","intelligence":2,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Boiling Spring","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,26],"slug":"creature-2661"},{"primary_source_category":"Rulebooks","strength":7,"hp":240,"language":["Common","Muan","Petran","Pyric","Sussuran","Talican","Thalassic","<%UMR%37%%>telepathy<%END> 100 feet, <%SPELLS%340%%>truespeech<%END>"],"source":["Rage of Elements"],"type":"Creature","charisma":8,"perception":23,"stealth":"27","trait":["Elemental","Genie","Rare","Water","Large"],"id":"creature-2662","text":" Faydhaan Shuyookh Faydhaan shuyookhs are powerful faydhaans venerated as leaders, diplomats, and negotiators. As representatives of faydhaan-kind, they observe strict rules of etiquette and hospitality and hold the literary and performing arts in high esteem. A faydhaan shuyookh takes delight in greeting guests, and being greeted in return, to see how many different greetings they can demonstrate. Guests who creatively engage in this customary greeting game will impress a faydhaan shuyookh and receive magnificent hospitality. Recall Knowledge - Elemental (Arcana, Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Faydhaan Shuyookh Source Rage of Elements pg. 182 Perception +23; (25 to Sense Motive) Languages Common, Muan, Petran, Pyric, Sussuran, Talican, Thalassic; telepathy 100 feet, truespeech Skills Athletics +27, Crafting +24, Deception +26, Diplomacy +28, Nature +25, Performance +28, Society +26, Stealth +27 Str +7 Dex +7 Con +5 Int +4 Wis +5 Cha +8 Items +2 striking jambiya (functions as a dagger) --- AC 36 Fort +23 Ref +27 Will +25 HP 240 Resistances fire 15 Aura of Hospitality (aura, emotion, mental) 60 feet. The faydhaan shuyookh dissuades those around them from hostility. Willing creatures in the emanation gain a +2 status bonus to Society and Diplomacy checks. The shuyookh can suppress or resume the aura as a free action. If the shuyookh acts hostile, the aura deactivates and can't be reactivated for 1 hour. When any other creature in the aura acts hostile, it must attempt a DC 35 Will save. On a success, it's unaffected and doesn't need to save again for 1 hour; on a failure, its current action is disrupted, as are any other hostile actions it attempts for 1 round. Turbulent Seas (aura, water) 60 feet. Water in the aura that is also in the same body of water as the faydhaan is difficult terrain for Swimming creatures. Creatures with the water trait are immune. --- Speed 25 feet, swim 60 feet Melee Single Action jambiya +29 (Agile, Finesse, Magical, reach 10 feet, versatile S), Damage 2d4+13 piercing Melee Single Action fist +27 (Agile, Magical, Nonlethal, reach 10 feet), Damage 3d8+13 bludgeoning Ranged Single Action jambiya +29 (Agile, Magical, thrown 20 feet, versatile S), Damage 2d4+13 piercing Arcane Innate Spells DC 34, attack +26 - Cantrips (7th) Detect Magic - 2nd Befitting Attire (at will), Create Water (at will), Invisibility (at will), See the Unseen, Water Breathing - 4th Hydraulic Push (at will), Invisibility (×2), Vapor Form - 5th Howling Blizzard (at will), Control Water (at will), Mirage, Truespeech (at will) - 7th Hydraulic Torrent, Planar Palace, Interplanar Teleport (at will; to Astral Plane, Elemental Planes, or the Universe only), Summon Elemental - Constant (7th) Truespeech Change Shape Single Action (Arcane, Concentrate, Polymorph) The faydhaan transforms into a Small or Medium water elemental, aquatic animal, or humanoid. This doesn't affect the faydhaan's statistics, but it could change the damage type of their Strikes. Diplomatic Wish (Downtime) Frequency three times per year; Effect The shuyookh conducts a wish ritual for the benefit of a mortal, requiring no cost or secondary casters. The shuyookh's result is a success if they succeed at a DC 5 flat check or a failure if not. The shuyookh interprets the wish to please the most people possible. To the Hilt Single Action The faydhaan shuyookh makes a melee jambiya Strike and buries the blade deep, dealing an extra 3d6 persistent bleed damage on a hit (6d6 on a critical hit). Shazathared Shazathared is one of geniekind's greatest storytellers, and her noble lineage traces back to long-deposed faydhaan padishahs. Recently freed from a long imprisonment, “the Jewel of the Padishah” can be found enjoying a warm welcome among faydhaans. When the muse strikes, she performs exciting moral tales from the Songs of Shazathared to honor or enlighten her hosts and delight her audience. ","element":["Water"],"skill_mod":{"society":26,"diplomacy":28,"performance":28,"deception":26,"nature":25,"crafting":24,"stealth":27,"athletics":27},"image":["/Images/Monsters/Genie_Faydhaan.png"],"primary_source":"Rage of Elements","spell":["Hydraulic Torrent","Planar Palace","Interplanar Teleport","Summon Elemental","Howling Blizzard","Control Water","Mirage","Truespeech","Hydraulic Push","Invisibility","Vapor Form","Befitting Attire","Create Water","See the Unseen","Water Breathing","Detect Magic"],"ac":36,"item":["+2 striking jambiya (functions as a dagger )"],"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":"(25 to Sense Motive )","resistance":{"fire":15},"intelligence":4,"reflex_save":27,"strongest_save":["ref","reflex"],"fortitude_save":23,"size":["Large"],"name":"Faydhaan Shuyookh","pfs":"Standard","rarity":"rare","strike_damage_average":[18,18,26],"attack_bonus":[27,29,29],"constitution":5,"creature_family":"Genie","spell_attack_bonus":[26],"will_save":25,"speed":{"max":60,"land":25,"swim":60},"wisdom":5,"weakness":{},"creature_ability":["Aura of Hospitality","Turbulent Seas","Change Shape","Diplomatic Wish","To the Hilt"],"skill":["Athletics","Crafting","Deception","Diplomacy","Nature","Performance","Society","Stealth"],"tradition":["Arcane"],"summary":"Faydhaan shuyookhs are powerful faydhaans venerated as leaders, diplomats, and negotiators. As representatives of faydhaan-kind, they observe strict …","trait_group":["Creature Type","Monster","Rarity","Elemental","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2662","dexterity":7,"category":"creature","slug":"creature-2662"},{"attack_bonus":[14,14,14],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":60,"language":["Common","Thalassic"],"source":["Rage of Elements"],"type":"Creature","will_save":11,"charisma":2,"speed":{"max":30,"land":25,"swim":30},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Talisman Faithful","Hefty Defense","Retract","Swinging Spear"],"skill":["Athletics","Diplomacy","Survival","Talisman Lore"],"trait":["Amphibious","Humanoid","Medium"],"id":"creature-2663","text":" Murajau Murajaus, one of many nomadic creatures of the Plane of Water, appear humanoid from the waist up but resemble a large hermit crab from the waist down, including a pair of strong pincers. Murajau communities are often multilingual, and many individuals are willing to work as translators and guides to adventurers if properly compensated. Rather than currency, murajaus prefer to deal in trinkets such as talismans, particularly those that protect travelers. For murajaus, such items signify their sincerity and unwavering desire to protect others. They trade tales among each other of treasure troves too dangerous to easily explore. Rather than keep this information solely for themselves, they're happy to share it with trustworthy people they meet in exchange for a small share. Faydhaans tell condescending tales of murajaus, describing their origin as royal servants who failed to fulfill a royal decree. Murajaus' own creation story, meanwhile, claims that the royal decree in question requested they travel the lands to provide shelter and hospitality to visitors, a mission they have since carried on for generations. They take great pride in treating guests well, especially in providing suitable food, drink, and gifts. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Murajau Source Rage of Elements pg. 183 Perception +13; darkvision, scent (imprecise) 30 feet Languages Common, Thalassic Skills Athletics +14, Diplomacy +11, Survival +13, Talisman Lore +13 Str +5 Dex +2 Con +4 Int +2 Wis +2 Cha +2 Items mesmerizing opal , potency crystal , shark tooth charm , Spear (3) --- AC 25 Fort +15 Ref +9 Will +11 HP 60 Talisman Faithful A murajau can affix talismans to their shell as though it were heavy armor, and they can affix up to three talismans to it at a time instead of one. Hefty Defense A murajau's weight and legs make them incredibly difficult to trip or be moved unwillingly. They can be tripped only by creatures of their size or larger and have a +2 circumstance bonus to all defenses against being shoved or tripped. However, a murajau can Stand only as a 2-action activity. --- Speed 25 feet, swim 30 feet Melee Single Action leg +14 (versatile P), Damage 1d6+9 bludgeoning plus Grab Melee Single Action spear +14, Damage 1d6+9 piercing Ranged Single Action spear +14 (thrown 20 feet), Damage 1d6+9 piercing Retract Two Actions The murajau fully retreats into their shell, gaining greater cover; the bonus to Stealth applies only if the murajau is undetected. While in their shell, the murajau can't see outside and takes a –2 circumstance penalty to auditory Perception checks. The only move actions the murajau can take are to Stand or Step. The murajau can come back out as a single action. Swinging Spear Two Actions The murajau makes a spear Strike. On a hit, the murajau twists their spear to move the target to any space adjacent to the murajau and deals an additional 2d6 bludgeoning damage as the target smashes into the murajau's thick shell. More than a Mere Shell To murajaus, one's shell signifies homestead, status, identity, and cultural inheritance. Community elders and leaders often wear shells passed down from a long line of successors, which carry modifications and marks that denote predecessors' achievements and failures. On the occasion that their community numbers exceed the number of shells available, a hunting season might be declared. Participants who return with suitable trophies are revered for their contribution and bravery. ","skill_mod":{"diplomacy":11,"survival":13,"athletics":14},"summary":"Murajaus, one of many nomadic creatures of the Plane of Water , appear humanoid from the waist up but resemble a large hermit crab from the waist …","image":["/Images/Monsters/Murajau.png"],"primary_source":"Rage of Elements","trait_group":["Monster","Creature Type"],"ac":25,"item":["mesmerizing opal","potency crystal","shark tooth charm","Spear (3)"],"level":5,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2663","intelligence":2,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Murajau","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,12,12],"slug":"creature-2663"},{"attack_bonus":[11],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":38,"source":["Rage of Elements"],"type":"Creature","will_save":5,"charisma":-5,"speed":{"max":30,"land":5,"swim":30},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Camouflage","Ambush","Reactive Grab","Decomposing Toxin"],"skill":["Athletics","Stealth","Survival"],"stealth":"9","trait":["Animal","Aquatic","Elemental","Water","Large"],"id":"creature-2664","text":" Olobigonde Though the Plane of Water is mostly liquid, it does contain its share of solid material, whether in the form of free-floating aquatic plants, hunks of coral, or even detritus from lost underwater cities. Flotsam and jetsam collect across the plane, and olobigondes are just one of the many creatures that have evolved to live among and consume this detritus. These flat, round fish are covered in a moss-like skin that makes them exceptionally difficult to spot as they hug the sides of flotsam, feeding off the waste that drifts into their wide, open mouths. While olobigondes are primarily detritivores, they've been known to lie in wait within a forest of kelp or against a mossy stone to ambush smaller creatures, such as water scamps or lone passing merfolk. The fish launch themselves from their hiding spot to take large bites out of their surprised prey, then grab the victim as it tries to flee. Despite their size and ungainly shape, olobigondes can move quickly in water, though their bursts of speed are usually short-lived. In addition to maintaining a firm hold on prey, olobigondes' mouths are filled with a unique toxin that weakens and decomposes living flesh. The hungry fish easily gulp down the resulting slurry. Ancient olobigondes grow truly immense, and their outward appearance evolves. There seems to be no limit to their size. Their skin even separates into plates with deep channels where water can accumulate, giving them the appearance of an entire patch of detritus rather than one piece. Recall Knowledge - Animal (Nature): DC 16 Recall Knowledge - Elemental (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Olobigonde Source Rage of Elements pg. 184 Perception +7; scent (imprecise) 60 feet Languages Skills Athletics +10, Stealth +9, Survival +7 Str +3 Dex +1 Con +4 Int -4 Wis +1 Cha -5 Camouflage An olobigonde can Hide in aquatic environments even if it doesn't have cover. However, there must be plants, debris, a seabed, or other objects for it to camouflage itself, not just open water. --- AC 17 Fort +10 Ref +7 Will +5 HP 38 Ambush Reaction Trigger A target creature passes within 20 feet of the olobigonde's hiding place and has not detected the olobigonde; Effect The olobigonde lunges out of its hiding place, Swims directly toward the triggering creature, and makes a jaws Strike against it. The target creature is off-guard to this attack. Reactive Grab Reaction Trigger A creature within the olobigonde's reach leaves a square during a move action it's using; Requirements The olobigonde doesn't have a creature grabbed; Effect The olobigonde attempts to Grapple the triggering creature with its jaws. On a success, the target also takes 3 piercing damage (doubled on a critical success). --- Speed 5 feet, swim 30 feet Melee Single Action jaws +11, Damage 1d8+3 piercing plus decomposing toxin Decomposing Toxin (Poison) A living creature struck by an olobigonde's jaws Strike must succeed at a DC 15 Fortitude save or become enfeebled 1 and take 1d6 persistent poison damage (or enfeebled 2 with 2d6 persistent poison damage on a critical failure). The enfeebled condition ends when the persistent damage does. A creature currently affected by decomposing toxin doesn't need to save again. Olobigonde Toxin Alchemists who travel the planes have discovered how readily an olobigonde's toxin can decompose flesh, and some have discovered ways to incorporate it into their creations. An olobigonde's corpse yields approximately 1 gp worth of raw materials when harvested with a successful DC 16 Crafting or Survival check (2 gp worth on a critical success). This material can be used only to craft alchemical bombs with the poison trait. ","element":["Water"],"skill_mod":{"survival":7,"stealth":9,"athletics":10},"summary":"Though the Plane of Water is mostly liquid, it does contain its share of solid material, whether in the form of free-floating aquatic plants, hunks …","image":["/Images/Monsters/Olobigonde.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Monster","Elemental","Planar"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2664","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":10,"size":["Large"],"name":"Olobigonde","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-2664"},{"attack_bonus":[14,14,14],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":60,"source":["Rage of Elements"],"type":"Creature","will_save":10,"charisma":0,"speed":{"max":60,"land":35,"swim":60},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Metal Scent","Consume Living Metal","Metal Snack","Rust","Water Stride"],"skill":["Athletics"],"trait":["Amphibious","Beast","Water","Medium"],"id":"creature-2665","text":" Ore Louse Ore lice are six-legged insectile creatures that roost either just beneath or above the water's surface. They're highly territorial toward both strangers and each other, able to detect an intruder through the ripples in the water. Due to their diet, ore lice have incredibly tough chitin that's infused with metal. Cannibalism between ore lice is common when they're unable to locate other prey. Though there are far more suitable environments for ore lice bordering the Plane of Air, the creatures are often found where the Plane of Earth meets the Plane of Water. This was a mystery that puzzled many—until the Plane of Metal returned between the Planes of Earth and Water. Planar researchers realized that ore lice must have hunted here before the planar schism. On the Plane of Metal, ore lice often appear in horror stories chasing down metal elementals and ferociously devouring them. Their connection to Ferrumnestra adds to their infamy. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Ore Louse Source Rage of Elements pg. 185 Perception +14; darkvision, metal scent 30 feet, wavesense 120 feet (imprecise) Languages Skills Athletics +12 Str +1 Dex +4 Con +2 Int -2 Wis +3 Cha +0 Metal Scent An ore louse can smell metal as a precise sense. --- AC 22 Fort +13 Ref +15 Will +10 HP 60 --- Speed 35 feet, swim 60 feet; water stride Melee Single Action mandibles +14 (Finesse), Damage 2d8+4 piercing plus rust and metal snack Melee Single Action leg +14 (Finesse, 10 feet reach), Damage 2d8+4 bludgeoning plus Knockdown Melee Single Action oxidizing spit +14 (range increment 20 feet), Damage 2d8 acid plus rust Consume Living Metal Single Action (Manipulate) Requirements The ore louse is adjacent to a creature that died within the last hour and had the metal trait or was another ore louse; Effect An ore louse can replenish its health by eating the remains of its kin or a once-living metal creature. The ore louse feasts upon the corpse, regaining 3d6 Hit Points. The ore louse can regain Hit Points from a given corpse only once. Metal Snack An ore louse gains 5 temporary Hit Points each time its mandibles Strike either damages or breaks a metal item using its rust ability, or if it hits a creature that has the metal trait or is made of metal. Rust An ore louse's Strikes causes metal to rapidly rust and corrode. If it succeeds at a mandibles or oxidizing spit Strike, the ore louse deals 3d6 damage (or double damage on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If the ore louse hits an unattended metal item, the item takes this damage automatically. If a creature uses the Shield Block reaction with a metal shield against the attacks, the shield is automatically broken, but no other item is rusted on that attack. Water Stride The ore louse can stand and move on the surface of water or other liquids without falling through. The ore louse can go underwater if it wishes, but it must Swim to do so. Ore Louse Boots Due to their ability to walk on water, numerous attempts have been made to use ore louse legs to produce footwear. Techniques tested so far include hollowing out the chitin or harvesting and refining the fine leg spikes. None of these attempts have succeeded as of yet. ","element":["Water"],"skill_mod":{"athletics":12},"summary":"Ore lice are six-legged insectile creatures that roost either just beneath or above the water's surface. They're highly territorial toward both …","image":["/Images/Monsters/OreLouse.png"],"primary_source":"Rage of Elements","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , metal scent 30 feet, wavesense 120 feet ( imprecise )","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2665","intelligence":-2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Ore Louse","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,13,13],"slug":"creature-2665"},{"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":240,"language":["Thalassic"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","will_save":20,"charisma":3,"speed":{"max":60,"land":10,"swim":60},"perception":24,"wisdom":5,"weakness":{"area":10},"creature_ability":["Saline Crust","Troop Defenses","Lightlure","Salty Clutch","Scour the Bones"],"skill":["Athletics","Intimidation","Nature","Plane of Water Lore","Stealth","Warfare Lore"],"stealth":"26","trait":["Aquatic","Elemental","Troop","Water","Gargantuan"],"id":"creature-2666","text":" Saltborn Stalkers The briny depths of the Boundless Sea sometimes twist large groups of merfolk into swarms with vicious rows of teeth and sharp claws known as saltborn stalkers. Saltborn stalkers hunt in groups, using their drooping, tentacle-like appendages as bioluminescent lures, posing them as wisps or bubbles of planar energy to draw unsuspecting prey into clever ambushes. Recall Knowledge - Elemental (Arcana, Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Saltborn Stalkers Source Rage of Elements pg. 186 Perception +24; darkvision Languages Thalassic Skills Athletics +27, Intimidation +22, Nature +22, Plane of Water Lore +22, Stealth +26, Warfare Lore +22 Str +6 Dex +7 Con +5 Int +3 Wis +5 Cha +3 --- AC 34 Fort +22 Ref +26 Will +20 HP 240 (16 squares) Immunities bleed, paralyzed, poison, sleep Weaknesses area damage 10, splash damage 10 Saline Crust (aura, water) 20 feet; Requirements The saltborn stalkers are in a body of water; Effect Layers of the saltborn's salty skin flake off to foul the water around them. A creature that ends its turn in the aura takes 2d6 acid damage with a DC 30 basic Reflex save; creatures with the amphibious or aquatic trait are immune. Troop Defenses --- Speed 10 feet, swim 60 feet; troop movement Lightlure Single Action (Concentrate, Incapacitation, Mental, Primal, Visual) Effect The saltborn stalkers move their luminescent lures in an entrancing light show, drawing nearby creatures into their grasp. Each creature in a 100-foot emanation must attempt a DC 33 Will save; regardless of the result of its save, the creature is then temporarily immune to Lightlure for 24 hours. Success The creature is unaffected. Failure The creature is fascinated with the lures and must spend all its actions on its next turn to move closer to them as expediently as possible, avoiding obvious dangers along its path. Critical Failure As failure, but the creature is also dazzled for 1d4 rounds. Salty Clutch Single Action Frequency once per round; Effect The stalkers reach out to Grab their foes and drag them underwater. Each enemy in a 5-foot emanation must succeed at a DC 33 Reflex save or be grabbed by the stalkers (or restrained on a critical success). For the rest of the current turn, the saltborn stalkers can move toward water or in water without ending the grab, carrying any grabbed or restrained creatures along with them. Scour the Bones Single Action to Three Actions Frequency once per round; Effect The saltborn stalkers use their teeth and claws to vivisect each enemy in a 5-foot emanation (DC 30 basic Reflex save). The damage depends on the number of actions. Single Action 2d10 slashing damage Two Actions 3d10+8 slashing damage Three Actions 3d10+16 slashing damage The Rite of Salt and Stone When a merfolk joins the ranks of the saltborn, they undergo a secret rite known only to other saltborn and the brine dragons of Kelizandrika. The recruits are encased in graves of salt and ice and left at the floor of the Boundless Sea to claw themselves free. Those who overcome the trial are never truly rid of the salt from their tombs, which covers the body of every saltborn stalker. ","element":["Water"],"skill_mod":{"nature":22,"stealth":26,"athletics":27,"intimidation":22},"summary":"The briny depths of the Boundless Sea sometimes twist large groups of merfolk into swarms with vicious rows of teeth and sharp claws known as …","image":["/Images/Monsters/SaltbornStalkers.png"],"primary_source":"Rage of Elements","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":34,"level":13,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2666","intelligence":3,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":22,"size":["Gargantuan"],"name":"Saltborn Stalkers","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-2666"},{"attack_bonus":[13,15,15],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":118,"language":["Thalassic"],"source":["Rage of Elements"],"type":"Creature","will_save":12,"charisma":5,"speed":{"max":40,"land":20,"swim":40},"perception":16,"wisdom":1,"weakness":{},"creature_ability":["Listless Saliva","Shell Defense"],"skill":["Art Lore","Cooking Lore","Deception","Diplomacy","Performance"],"trait":["Amphibious","Elemental","Water","Medium"],"id":"creature-2667","text":" Tantriog Wherever exquisite cuisine is consumed, amazing songs are performed, or epic waves crest, there wait tantriogs. With a crab's foreclaws, turtle's shell, and back flippers, tantriogs are among the more unique water elementals. They ply the Boundless Sea constantly seeking new experiences, whether the next big wave to ride, a tasty delicacy to sample, or a piece of art to collect. They crave new sensations and often seek them out at the expense of others. If one possesses rare art, lost lore, or fantastic surfing or cooking skills, a tantriog can be a wonderful companion. They're charming and friendly to those they find interesting, but their interest can be highly precarious, dropped the second someone bores them. Tantriogs may even betray acquaintances if it would give them another interesting story to tell. This makes befriending one a tricky proposition, as nothing can be taken for granted. It's a mystery how tantriogs came to wear their current forms. Some say that, in the earliest days of the elemental planes, tantriogs were assassins of ice and mist who committed a crime so great that they're being punished for it to this day. Others claim tantriogs assumed their shape after losing a bizarre cosmic bet. One of the more popular theories about the tantriog's current form is that in the past, they used to be able to shift shape as easily as water molds to its container. In their endless boredom, they were trying out a variety of shapes when a sudden curse (possibly cast by faydhaans) caused them to lose their ability while transforming from a turtle to a crab, leaving them stuck between the two. It's said that any who can teach a tantriog how to relearn their morphing ability could earn the elemental's undying friendship. Whatever the case, the surest way to anger a tantriog is to ask them about their appearance. Conversely, the surest way to befriend a tantriog is with compliments about their appearance or their skills. Don't be too fawning, though. Tantriogs don't like being tricked or made to look a fool. Recall Knowledge - Elemental (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Tantriog Source Rage of Elements pg. 187 Perception +16; all-around vision Languages Thalassic Skills Art Lore +15, Cooking Lore +17, Deception +16, Diplomacy +14, Performance +14 Str +3 Dex +3 Con +3 Int +4 Wis +1 Cha +5 --- AC 24 Fort +18 Ref +15 Will +12 HP 118 Resistances fire 8 --- Speed 20 feet, swim 40 feet Melee Single Action claw +15, Damage 5d6+5 piercing Melee Single Action beak +15, Damage 5d4+5 piercing plus listless saliva Ranged Single Action spitball +13 (range 20 feet), Damage 4d6+5 bludgeoning plus listless saliva Primal Innate Spells DC 25 - Cantrips (2nd) Spout - 3rd Wall of Water (×3) Listless Saliva (Emotion, Mental) The tantriog's essence is imbued with their endless ennui. Any creature hit by the tantriog's beak or spitball Strikes must succeed at a DC 24 Will save or become stunned 1 (stunned 2 on a critical failure). Shell Defense Single Action The tantriog retracts their limbs and head into their shell and ends their turn. This increases their AC to 26, but they can't act except to reemerge, which they can do as a single action. Impressing a Tantriog A tantriog loves seeing a new sight or impressive exhibition of skill. Anyone who wants to stay in a tantriog's good graces needs to keep the new experiences flowing. For this reason, many tantriogs have formed unlikely friendships with gnomes, whose need to seek out new experiences provides common ground. ","tradition":["Primal"],"element":["Water"],"skill_mod":{"diplomacy":14,"performance":14,"deception":16},"summary":"Wherever exquisite cuisine is consumed, amazing songs are performed, or epic waves crest, there wait tantriogs. With a crab's foreclaws, turtle's …","image":["/Images/Monsters/Tantriog.png"],"primary_source":"Rage of Elements","spell":["Wall of Water","Spout"],"trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" all-around vision ","weakest_save":["will"],"resistance":{"fire":8},"url":"/Monsters.aspx?ID=2667","intelligence":4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":18,"size":["Medium"],"name":"Tantriog","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,19,22],"slug":"creature-2667"},{"attack_bonus":[5],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":20,"language":["Muan"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Wisp","will_save":8,"charisma":0,"speed":{"climb":40,"fly":20,"max":40},"perception":6,"wisdom":3,"weakness":{"fire":2},"creature_ability":["Resonance","Accord Essence","In Concert"],"skill":["Athletics","Plane of Wood Lore","Stealth"],"stealth":"6","trait":["Elemental","Plant","Wood","Tiny"],"id":"creature-2668","text":" Wood Wisp Like other wisps, wood wisps roam their plane and attune to other wisps, wandering with them in symphonies. Because of their willingness to bond, wood wisps appear outside their home plane more than other wood elementals, though they're still relatively rare compared to other wisps. Wood wisps resemble coconuts trailed by thick nests of branches that cover and conceal even deeper webs of thorny vines. They are, unfortunately, both unaware of the pain these thorns can cause fleshy creatures and very physically affectionate in their eagerness to offer assistance. Recall Knowledge - Elemental (Arcana, Nature): DC 14 Recall Knowledge - Plant (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Wood Wisp Source Rage of Elements pg. 204 Perception +6; darkvision Languages Muan Skills Athletics +7, Plane of Wood Lore +4, Stealth +6 Str +3 Dex +1 Con +2 Int +0 Wis +3 Cha +0 --- AC 16 Fort +5 Ref +2 Will +8 HP 20 Immunities bleed, paralyzed, poison, sleep Weaknesses axes 2, fire 2 Resonance (aura, plant, wood) 30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. A creature in the area gains a +1 status bonus to attack and damage rolls for effects with the plant or wood trait; a creature with the elemental trait and either plant trait or wood trait gains this bonus to all attack and damage rolls. For wood wisps, this bonus also applies to nonmagical wooden weapons, such as staves and clubs. Accord Essence Reaction (plant) Trigger An ally within 30 feet that benefited from the wisp's resonance in the last hour is targeted by an attack; Effect The wisp detonates itself in a small elemental explosion of leaves and pollen. This gives temporary Hit Points equal to half the wisp's current HP to all allies within 30 feet that have benefited from the wisp's resonance aura in the past hour. These temporary Hit Points last 1 hour. A wisp that uses this reaction is permanently destroyed and can be restored only by a wish ritual or similarly powerful effect. If an ability would prevent the wisp's destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect. --- Speed fly 20 feet, climb 40 feet Melee Single Action thorny vine +5 (reach 10 feet), Damage 1d4 bludgeoning plus 1 piercing In Concert When a wood wisp rolls a critical failure on a check to Aid, they get a failure instead, and when they roll a success, they get a critical success instead. ","element":["Wood"],"skill_mod":{"stealth":6,"athletics":7},"summary":"Like other wisps, wood wisps roam their plane and attune to other wisps, wandering with them in symphonies. Because of their willingness to bond, …","image":["/Images/Monsters/ElementalWood_WoodWisp.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2668","intelligence":0,"reflex_save":2,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Wood Wisp","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-2668"},{"attack_bonus":[6,8],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":28,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Wood","will_save":8,"charisma":3,"speed":{"max":20,"land":20},"perception":4,"wisdom":0,"weakness":{"slashing":2,"fire":3},"creature_ability":["Nature's Bounty","Cottonseed Burst"],"skill":["Athletics","Nature"],"trait":["Elemental","Plant","Wood","Small"],"id":"creature-2669","text":" Vegetable Lamb Vegetable lambs are gaining popularity as the first elemental to be summoned by spellcasters in training, as they're docile until provoked and easy to control. Casters must take care, however, to not let them germinate in the Universe; they're a highly invasive species that can devour an entire forest within a decade. The healing and nourishing food that grows from vegetable lambs is appealing for adventurers and sedentary magical scholars alike. The taste is similar to the plants of the same kind that grow on Golarion, but not entirely. Many have noted that there's a slight similarity to meat—a bit of umami one wouldn't find in an ordinary flower. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Recall Knowledge - Plant (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Vegetable Lamb Source Rage of Elements pg. 204 Perception +4 Languages Skills Athletics +5, Nature +6 Str +3 Dex +1 Con +2 Int -4 Wis +0 Cha +3 Nature's Bounty (healing, plant, primal, vitality) Each day, a vegetable lamb grows 1d4 edible flowers (such as artichoke, broccoli, or dandelion) among the green cotton covering its body. These vegetables can be picked without hurting the lamb. A living creature can eat the vegetable with an Interact action to regain 1d6+4 Hit Points. --- AC 14 Fort +6 Ref +3 Will +8 HP 28 Immunities bleed, paralyzed, poison, sleep Weaknesses fire 3, slashing 2 --- Speed 20 feet Melee Single Action headbutt +8, Damage 1d6+2 bludgeoning Melee Single Action hoof +6, Damage 1d6 bludgeoning Cottonseed Burst Two Actions The vegetable lamb releases a cloud of cottony green pollen in a 10-foot burst centered on itself. All creatures caught in the burst that need to breathe, apart from the lamb, must succeed at a DC 15 Fortitude save or be slowed 1 by coughing (slowed 2 on a critical failure). ","element":["Wood"],"skill_mod":{"nature":6,"athletics":5},"summary":"Vegetable lambs are gaining popularity as the first elemental to be summoned by spellcasters in training, as they're docile until provoked and easy …","image":["/Images/Monsters/ElementalWood_WoodScamp.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":14,"level":1,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2669","intelligence":-4,"reflex_save":3,"strongest_save":["will"],"dexterity":1,"fortitude_save":6,"size":["Small"],"name":"Vegetable Lamb","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,5],"slug":"creature-2669"},{"primary_source_category":"Rulebooks","strength":3,"hp":24,"language":["Muan"],"source":["Rage of Elements"],"type":"Creature","charisma":1,"perception":3,"stealth":"7","trait":["Elemental","Plant","Wood","Small"],"id":"creature-2670","text":" Wood Scamp A wood scamp's veiny, bat-like wings mimic the lamina and venules of a leaf. This, along with their stout green torsos and limbs, enables them to easily blend into the branches of a living tree. They're unusually social for scamps and prefer to work in groups when possible. By their nature, they find their home plane rather boring, and many of them are abuzz with excitement as the plane reopens. They're eager to travel to new places where they can cause mischief. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Recall Knowledge - Plant (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Wood Scamp Source Rage of Elements pg. 205 Perception +3; darkvision Languages Muan Skills Athletics +5, Stealth +7 Str +3 Dex +1 Con +0 Int -2 Wis +0 Cha +1 --- AC 14 Fort +6 Ref +4 Will +10 HP 24 Immunities bleed, paralyzed, poison, sleep Weaknesses fire 3, slashing 3 --- Speed 20 feet, fly 25 feet Melee Single Action claw +8, Damage 1d6 piercing plus thorn puncture Arcane Innate Spells DC 15 - Cantrips (1st) Tangle Vine - 1st Verdant Sprout - 2nd Oaken Resilience (self only) Breathe Pollen Two Actions (Arcane, Plant) The wood scamp breathes choking pollen in a 15- foot cone that deals 2d6 poison damage to each creature within the area (DC 17 basic Reflex save; creatures who don't need to breathe are immune). The wood scamp can't Breathe Pollen again for 1d4 rounds. Thorn Puncture The wood scamp breaks off one of its thorn-like claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed, which requires an Interact action. This damage is cumulative with each thorn caught in a creature's skin. ","element":["Wood"],"skill_mod":{"stealth":7,"athletics":5},"primary_source":"Rage of Elements","spell":["Oaken Resilience","Verdant Sprout","Tangle Vine"],"ac":14,"level":1,"spell_dc":[15],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":-2,"reflex_save":4,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Wood Scamp","pfs":"Standard","rarity":"common","strike_damage_average":[3],"attack_bonus":[8],"constitution":0,"immunity":["bleed","paralyzed","poison","sleep"],"creature_family":"Elemental, Scamp","will_save":10,"speed":{"fly":25,"max":25,"land":20},"wisdom":0,"weakness":{"slashing":3,"fire":3},"creature_ability":["Breathe Pollen","Thorn Puncture"],"skill":["Athletics","Stealth"],"tradition":["Arcane"],"summary":"A wood scamp's veiny, bat-like wings mimic the lamina and venules of a leaf. This, along with their stout green torsos and limbs, enables them to …","trait_group":["Creature Type","Elemental"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2670","dexterity":1,"category":"creature","slug":"creature-2670"},{"attack_bonus":[6,9],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":40,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Wood","will_save":11,"charisma":1,"speed":{"climb":15,"max":15,"land":10},"perception":8,"wisdom":2,"weakness":{"slashing":3,"fire":4},"creature_ability":["Insect Swarm","Hold Fast"],"skill":["Nature","Survival"],"trait":["Elemental","Plant","Wood","Small"],"id":"creature-2671","text":" Moss Sloth These moss colonies coalesce over a century into the rough facsimile of a large sloth, right down to mimicking the unique structure of the animal's fur that attracts additional fungi and pollinating insects. Unless summoned or attacked, they rarely leave the trees upon which they first formed. Recall Knowledge - Elemental (Arcana, Nature): DC 16 Recall Knowledge - Plant (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Moss Sloth Source Rage of Elements pg. 206 Perception +8 Languages Skills Nature +7, Survival +8 Str +3 Dex +0 Con +4 Int -4 Wis +2 Cha +1 --- AC 18 Fort +9 Ref +3 Will +11 HP 40 , regeneration 5 (deactivated by fire) Immunities bleed, paralyzed, poison, sleep Resistances bludgeoning 5 Weaknesses fire 4, slashing 3 Insect Swarm The first time each day that the moss sloth takes damage from a bludgeoning melee attack, a patch of moss collapses inward, releasing insects that swarm the attacking creature and deal 2d4 piercing damage (DC 15 basic Reflex save). --- Speed 10 feet, climb 15 feet; hold fast Melee Single Action wooden claw +9, Damage 1d8+2 bludgeoning Ranged Single Action fruit +6 (range increment 15 feet), Damage 1d6+2 bludgeoning Hold Fast A moss sloth can climb on ceilings and other inverted surfaces, though it treats such surfaces as difficult terrain. ","element":["Wood"],"skill_mod":{"nature":7,"survival":8},"summary":"These moss colonies coalesce over a century into the rough facsimile of a large sloth, right down to mimicking the unique structure of the animal's …","primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":18,"level":2,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5},"url":"/Monsters.aspx?ID=2671","intelligence":-4,"reflex_save":3,"strongest_save":["will"],"dexterity":0,"fortitude_save":9,"size":["Small"],"name":"Moss Sloth","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,6],"slug":"creature-2671"},{"attack_bonus":[8,9],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":48,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Wood","will_save":12,"charisma":0,"speed":{"climb":20,"max":20,"land":20},"perception":9,"wisdom":1,"weakness":{"fire":5},"creature_ability":["Germinate"],"skill":["Deception","Survival"],"trait":["Elemental","Plant","Wood","Small"],"id":"creature-2672","text":" Nursery Crawler The vibrant elemental energy of the Plane of Wood imbues even the most rotten of fallen trees, empowering their remains to travel in search of the best locations for the next generation to put down roots. This mono-eyed, rotten stump launches seeds that begin to sprout the moment they're buried, whether in the ground or in a living creature's skin. Recall Knowledge - Elemental (Arcana, Nature): DC 18 Recall Knowledge - Plant (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Nursery Crawler Source Rage of Elements pg. 206 Perception +9 Languages Skills Deception +5, Survival +9 Str +4 Dex +3 Con +3 Int -2 Wis +1 Cha +0 --- AC 18 Fort +6 Ref +4 Will +12 HP 48 Immunities bleed, paralyzed, poison, sleep Weaknesses axes 5, fire 5 --- Speed 20 feet, climb 20 feet Melee Single Action root +9, Damage 1d8+4 bludgeoning Ranged Single Action seed +8 (range increment 20 feet), Damage 1d6+3 piercing plus germinate Germinate (Plant) A creature hit by the nursery crawler's seed Strike must, on its turn, spend an Interact action to remove the seed; any seeds still implanted at the end of the creature's turn begin to sprout, dealing 1d6 persistent bleed damage and rendering the seeded creature clumsy and off-guard. Removing a seed after it's sprouted deals 1d4 piercing damage; removing it before it begins to sprout does no damage. Removed seeds that land in viable soil sprout immediately and grow into new saplings after 1 hour. ","element":["Wood"],"skill_mod":{"deception":5,"survival":9},"summary":"The vibrant elemental energy of the Plane of Wood imbues even the most rotten of fallen trees, empowering their remains to travel in search of the …","image":["/Images/Monsters/ElementalWood_NurseryCrawler.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":18,"level":3,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2672","intelligence":-2,"reflex_save":4,"strongest_save":["will"],"dexterity":3,"fortitude_save":6,"size":["Small"],"name":"Nursery Crawler","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,8],"slug":"creature-2672"},{"attack_bonus":[11],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":75,"language":["Arboreal","Muan"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Wood","will_save":14,"charisma":2,"speed":{"climb":40,"max":40,"land":30},"perception":11,"wisdom":1,"weakness":{"fire":5},"creature_ability":["Grounded","Constrict","Strangling Vines","Unseating Sweep"],"skill":["Athletics"],"trait":["Elemental","Plant","Wood","Medium"],"id":"creature-2673","text":" Whipping Willow These tall, thin figures are too treelike to be dryads, yet too humanoid to be arboreals. Their blank faces and thin trunks bear only the slightest suggestion of humanoid features. Rather than hands, their long, branchlike arms eventually split into equally proportioned branchlike digits, which the willows use both to fight and swing through their native plane. Recall Knowledge - Elemental (Arcana, Nature): DC 19 Recall Knowledge - Plant (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Whipping Willow Source Rage of Elements pg. 207 Perception +11 Languages Arboreal, Muan Skills Athletics +12 Str +2 Dex +5 Con +2 Int +0 Wis +1 Cha +2 Grounded When saving against an effect attempting to knock them prone, a whipping willow achieves one degree of success better than what they rolled. Additionally, the willow doesn't fall prone on a critical failure to Trip an opponent. --- AC 20 Fort +10 Ref +8 Will +14 HP 75 Immunities bleed, paralyzed, poison, sleep Weaknesses axes 5, fire 5 --- Speed 30 feet, climb 40 feet Melee Single Action whip +11 (Finesse, reach 15 feet, Trip), Damage 2d8+5 bludgeoning plus strangling vines Constrict Single Action 2d4+5 bludgeoning, DC 21 Strangling Vines When a whipping willow hits a creature with their whip Strike, they can choose to Grab and begin strangling the creature. The target is suffocating and can't speak as long as it's strangled. Unseating Sweep Two Actions The whipping willow attempts to Trip all creatures within a 15-foot cone, making a single Athletics check against all targets' Reflex DCs. ","element":["Wood"],"skill_mod":{"athletics":12},"summary":"These tall, thin figures are too treelike to be dryads , yet too humanoid to be arboreals . Their blank faces and thin trunks bear only the …","primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":20,"level":4,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2673","intelligence":0,"reflex_save":8,"strongest_save":["will"],"dexterity":5,"fortitude_save":10,"size":["Medium"],"name":"Whipping Willow","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-2673"},{"attack_bonus":[11,15],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Arboreal","Muan","(understands but can't speak)"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Wood","will_save":15,"charisma":1,"speed":{"max":20,"land":20},"perception":15,"wisdom":1,"weakness":{"fire":7},"creature_ability":["Defensive Camouflage","Engulf"],"skill":["Nature","Stealth","Survival"],"stealth":"13","trait":["Elemental","Plant","Wood","Large"],"id":"creature-2674","text":" Living Grove A living grove is a singular connected entity, with dozens of genetically identical trunks united within the same root system. At rest, a living grove resembles nothing so much as a small arboretum of birch and aspen trees, though oak and redwood varieties that are significantly larger and tougher exist as well. Recall Knowledge - Elemental (Arcana, Nature): DC 20 Recall Knowledge - Plant (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Living Grove Source Rage of Elements pg. 207 Perception +15; tremorsense 30 feet Languages Arboreal, Muan; (understands but can't speak) Skills Nature +13, Stealth +13, Survival +12 Str +4 Dex +0 Con +5 Int +0 Wis +1 Cha +1 Defensive Camouflage The living grove can Hide in natural environments even if it doesn't have cover. While Hiding, its root system is safely covered in dirt, granting the grove a +3 status bonus to AC. A critical hit cracks this protective layer of earth to disperse in the wind, ending the effect. --- AC 24 (21 without defensive camouflage) Fort +12 Ref +7 Will +15 HP 90 Immunities bleed, paralyzed, poison, sleep Weaknesses axes 5, fire 7 --- Speed 20 feet Melee Single Action branch +15, Damage 2d8+4 bludgeoning Ranged Single Action nuts +11 (range increment 20 feet), Damage 2d6+4 bludgeoning Engulf Two Actions DC 22, 5d8 bludgeoning, Escape DC 20, Rupture 10. A creature Engulfed by the living grove must also attempt a basic Fortitude save as it's battered between the thin, tightly packed trunks. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned 4. Slumbering Giants Long before mortal civilization, living groves made their way to the Universe, buried their roots deep for safety, and fell dormant. A handful of these ancient elementals survive to this day, numbering among the oldest non-immortal entities yet living on the plane. Their long separation from the Plane of Wood has sent most into a deep hibernation, but an infusion of planar energy or powerful primal magic could potentially wake them up. ","element":["Wood"],"skill_mod":{"nature":13,"survival":12,"stealth":13},"summary":"A living grove is a singular connected entity, with dozens of genetically identical trunks united within the same root system. At rest, a living …","image":["/Images/Monsters/ElementalWood_LivingGrove.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":24,"level":5,"source_category":["Rulebooks"],"sense":" tremorsense 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2674","intelligence":0,"reflex_save":7,"strongest_save":["will"],"dexterity":0,"fortitude_save":12,"size":["Large"],"name":"Living Grove","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,13],"slug":"creature-2674"},{"attack_bonus":[15,17],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":92,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Wood","will_save":17,"charisma":2,"speed":{"max":25,"land":25},"perception":16,"wisdom":1,"weakness":{"fire":10},"creature_ability":["Top-Heavy","Dig In"],"skill":["Nature","Stealth","Athletics"],"stealth":"16","trait":["Elemental","Plant","Wood","Medium"],"id":"creature-2675","text":" Carved Beast An untold number of stumps carved into roughly hewn animal shapes roam the Plane of Wood. The statue portion of these carved beasts is incapable of articulated movement, though the living wood at their base is fully animate. When left to their own devices, carved beasts prefer to roughly mimic the behaviors of the animals they resemble, like children playing with inarticulate toys. Recall Knowledge - Elemental (Arcana, Nature): DC 22 Recall Knowledge - Plant (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Carved Beast Source Rage of Elements pg. 208 Perception +16 Languages Skills Nature +15, Stealth +16, Athletics +15 Str +2 Dex +4 Con +3 Int +0 Wis +1 Cha +2 Top-Heavy While the carved beast is not Dug In (see below), its unwieldy design leaves it vulnerable to falling over. The DC of any attempt to knock the carved beast prone is reduced by 5, and the beast takes a –5 status penalty to any check or save it attempts to resist being knocked prone. Additionally, whenever the beast fails to Trip opponents with its roots Strike, it critically fails instead. If successfully Shoved by an opponent, the beast must succeed at a DC 20 Reflex save or fall prone. --- AC 22 (24 while Dug In) Fort +13 (+15 while Dug In) Ref +9 Will +17 HP 92 Immunities bleed, paralyzed, poison, sleep Weaknesses axes 5, fire 10 --- Speed 25 feet Melee Single Action statue +15 (Shove), Damage 2d8+5 (3d8+5 while Dug In) bludgeoning plus Knockdown Melee Single Action roots +17 (Finesse, Trip), Damage 2d8+5 bludgeoning Dig In Single Action The carved beast digs its roots into the ground for better protection and purchase. While Dug In, the carved beast can't Stride nor use its roots Strike; however, this also negates the effects of top-heavy, grants the beast a +2 status bonus to its AC and Fortitude saves, and increases the damage of its statue Strike by 1d8. The carved beast can spend an action on its turn to end the effect; alternatively, the effect ends when the carved beast is moved by force, such as via a successful Shove attack. Carved Treasures If an adventurer is careful while defeating a carved beast, the statue may be recovered intact from its defeated body and sold as a lesser art object. With a level-appropriate skill check, a character trained in Crafting can potentially increase the statue's quality to moderate or repurpose it into something else entirely, such as whittling a small bird shape into a decorative whistle. ","element":["Wood"],"skill_mod":{"nature":15,"stealth":16,"athletics":15},"summary":"An untold number of stumps carved into roughly hewn animal shapes roam the Plane of Wood . The statue portion of these carved beasts is incapable of …","image":["/Images/Monsters/ElementalWood_CarvedBeast.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":22,"level":6,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2675","intelligence":0,"reflex_save":9,"strongest_save":["will"],"dexterity":4,"fortitude_save":13,"size":["Medium"],"name":"Carved Beast","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,32],"slug":"creature-2675"},{"attack_bonus":[17,17],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":140,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Wood","will_save":18,"charisma":1,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{"fire":10},"creature_ability":["Roll Up","Secrete Tar"],"skill":["Nature","Survival","Athletics"],"trait":["Elemental","Plant","Wood","Medium"],"id":"creature-2676","text":" Pine Pangolin These creatures sleep while hanging upside down by their partially curled tails and rely on their thick wooden scales to protect them from danger. One such danger the scales negate is the falling damage from deliberately rolling up and dropping onto the head of an unsuspecting opponent, which is one of their favorite combat strategies. Beneath their scales, pine pangolin bodies secrete a thick, sticky tar that serves as a secondary line of defense. Recall Knowledge - Elemental (Arcana, Nature): DC 23 Recall Knowledge - Plant (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Pine Pangolin Source Rage of Elements pg. 208 Perception +15 Languages Skills Nature +15, Survival +18, Athletics +17 Str +4 Dex +0 Con +5 Int +1 Wis +2 Cha +1 --- AC 25 Fort +15 Ref +10 Will +18 HP 140 Immunities bleed, paralyzed, poison, sleep Weaknesses axes 5, fire 10 --- Speed 25 feet Melee Single Action claw +17 (Agile), Damage 2d12+3 piercing Melee Single Action tongue +17, Damage 2d8+3 bludgeoning plus Grab Roll Up Single Action (Move) The pine pangolin falls prone, closes up its scales, and rolls into a ball. While Rolled Up, the pangolin gains resistance 10 to physical damage and total immunity to falling damage from heights of 50 feet or less. The only action the pine pangolin can take is to Stand, and the effects of Roll Up end once the pangolin Stands. Secrete Tar Single Action (Plant) The pine pangolin secretes a brown, sticky tar within a 5-foot emanation, making those squares difficult terrain for 1 minute. Each creature that enters or starts its turn in a tarred square must succeed at a DC 25 Fortitude save or become immobilized until it Escapes. On a critical failure, the creature falls prone; prone creatures take a –2 circumstance penalty to their checks to Escape the tar. The pine pangolin is immune to the effects of its own tar. More Wooded Origins Pine pangolins grow in clusters of two to five individuals on giant trees, protected by a cozy layer of tar until their scales harden enough for their first drop. Snapdrakes are handcrafted for kizidhar nobility, often serving as loyal guards. Nobody knows where painted stags come from, as all who have tried to investigate have been eaten. ","element":["Wood"],"skill_mod":{"nature":15,"survival":18,"athletics":17},"summary":"These creatures sleep while hanging upside down by their partially curled tails and rely on their thick wooden scales to protect them from danger. …","primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":25,"level":7,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2676","intelligence":1,"reflex_save":10,"strongest_save":["will"],"dexterity":0,"fortitude_save":15,"size":["Medium"],"name":"Pine Pangolin","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,16],"slug":"creature-2676"},{"attack_bonus":[14,16],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":144,"language":["Arboreal","Common","Muan","(can't speak any languages)"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Wood","will_save":19,"charisma":4,"speed":{"fly":50,"max":50,"land":20},"perception":16,"wisdom":3,"weakness":{"fire":10},"creature_ability":["Alluring Scent","Reactive Strike","Greater Forest Passage","Snapdrake Pollen","Speed Surge","Spray Pollen"],"skill":["Acrobatics","Performance","Athletics"],"trait":["Elemental","Plant","Wood","Large"],"id":"creature-2677","text":" Snapdrake Skilled kizidhar mages and gardeners handcraft these lovely creatures as much for their shuyookhs' aesthetic pleasure as for their protection. Creating a snapdrake requires first painstakingly constructing a frame of living wood in the shape of a drake before weaving thousands of colorful snapdragon flowers into intricate patterns to form its body and scales. Once complete, snapdrakes often serve kizidhars as a combination of guards, pets, and decorations for as long as they are well fed. Recall Knowledge - Elemental (Arcana, Nature): DC 24 Recall Knowledge - Plant (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Snapdrake Source Rage of Elements pg. 209 Perception +16 Languages Arboreal, Common, Muan; (can't speak any languages) Skills Acrobatics +15, Performance +16, Athletics +14 Str +4 Dex +6 Con +3 Int -2 Wis +3 Cha +4 --- AC 26 Fort +16 Ref +11 Will +19 HP 144 Immunities bleed, paralyzed, poison, sleep Weaknesses axes 10, fire 10 Alluring Scent (aura, olfactory, plant, primal) 30 feet. A creature that enters the emanation must attempt a DC 25 Will save. On a failure, the target is fascinated by the snapdrake and must use at least 1 action on its next turn to Stride closer to the snapdrake. On a success, the target is immune to the snapdrake's alluring scent for 1 hour. Reactive Strike Reaction Tail scythe only --- Speed 20 feet, fly 50 feet; greater forest passage Melee Single Action fangs +14, Damage 2d12+4 piercing plus Grab and snapdrake pollen Melee Single Action tail scythe +16 (deadly d10, Finesse, reach 10 feet), Damage 2d10+6 slashing Greater Forest Passage The snapdrake ignores difficult terrain and greater difficult terrain from plants and fungi. Snapdrake Pollen (Plant, Poison) Saving Throw DC 25 Fortitude; Maximum Duration 8 rounds; Stage 1 1d6 poison damage plus dazzled 1 (1 round); Stage 2 1d6 poison damage plus dazzled 1 and sickened 1 (2 rounds); Stage 3 2d6 poison damage plus confused and sickened 1 (2 rounds) Speed Surge Single Action (Move) Frequency 3 times per day; Effect The snapdrake moves up to twice its Speed. Spray Pollen Two Actions (Arcane, Plant, Poison) The snapdrake breathes a blast of pollen in a 40-foot cone. Creatures caught in the blast must succeed at a DC 25 basic Reflex save or be exposed to snapdrake pollen. The snapdrake can't use Spray Pollen again for 1d6 rounds. ","element":["Wood"],"skill_mod":{"performance":16,"athletics":14,"acrobatics":15},"summary":"Skilled kizidhar mages and gardeners handcraft these lovely creatures as much for their shuyookhs' aesthetic pleasure as for their protection. …","image":["/Images/Monsters/ElementalWood_Snapdrake.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":26,"level":8,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2677","intelligence":-2,"reflex_save":11,"strongest_save":["will"],"dexterity":6,"fortitude_save":16,"size":["Large"],"name":"Snapdrake","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,17],"slug":"creature-2677"},{"attack_bonus":[20,20],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":175,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Wood","will_save":21,"charisma":4,"speed":{"climb":60,"max":60,"land":45},"perception":21,"wisdom":1,"weakness":{"fire":10},"creature_ability":["Mauler","Painted Dance"],"skill":["Athletics","Intimidation","Nature"],"trait":["Elemental","Plant","Wood","Huge"],"id":"creature-2678","text":" Painted Stag At a distance, painted stags appear constructed in the general shape of male deer, their flanks and antlers decorated with unique, colorful patterns. But while they retain (and indeed, augment) the blueprints Shumunue imparted upon them, painted stags reject the confines of the Carved Lady's art of mimicry. Today, their cloven, hardwood hooves can crush bone and daub paint with equal skill, and their antlers snap together in a deadly vise. Their torsos rotate freely to navigate the latticed trees of their home plane—all the better to chase prey to their inevitable death. Recall Knowledge - Elemental (Arcana, Nature): DC 26 Recall Knowledge - Plant (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Painted Stag Source Rage of Elements pg. 210 Perception +21 Languages Skills Athletics +18, Intimidation +23, Nature +18 Str +7 Dex +3 Con +5 Int +2 Wis +1 Cha +4 --- AC 27 Fort +18 Ref +12 Will +21 HP 175 , regeneration 10 (deactivated by fire) Immunities bleed, paralyzed, poison, sleep Weaknesses axes 10, fire 10 --- Speed 45 feet, climb 60 feet Melee Single Action antler +20, Damage 2d12+7 piercing plus Grab Melee Single Action hooves +20, Damage 2d10+7 bludgeoning Mauler A painted stag gains a +5 circumstance bonus to damage rolls against creatures it has grabbed. Painted Dance Two Actions (Auditory, Mental, Plant, Primal, Visual) The stag shakes the wooden plating along its body in a cacophonous clatter that sets its painted patterns dancing. All creatures within 60 feet of the painted stag who can see or hear it must attempt a DC 28 Will save; a creature grabbed by the stag takes a –4 circumstance penalty to its save. Regardless of the result of its save, each creature is temporarily immune for 1 hour. Critical Success The creature is unaffected. Success The creature is fascinated by the painted stag for 1 round. Failure The creature is stunned 2 and fascinated by the painted stag for as long as it's stunned. Critical Failure As failure, except stunned 4. Artistic Exchange Though few know it, painted stags paint their own markings—making their sporadic appearances in elven art and tattoos, particularly in those cultures descended from the lost nation of Mierani in Varisia, all the more appropriate. Many modern depictions, however, erroneously portray them as benevolent protectors of the forest. Only Darklands tattoo cultures consistently depict them as the relentless predators they truly are. ","element":["Wood"],"skill_mod":{"nature":18,"athletics":18,"intimidation":23},"summary":"At a distance, painted stags appear constructed in the general shape of male deer, their flanks and antlers decorated with unique, colorful patterns. …","image":["/Images/Monsters/ElementalWood_PaintedStag.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":27,"level":9,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2678","intelligence":2,"reflex_save":12,"strongest_save":["will"],"dexterity":3,"fortitude_save":18,"size":["Huge"],"name":"Painted Stag","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,20],"slug":"creature-2678"},{"attack_bonus":[24],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":240,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Wood","will_save":25,"charisma":1,"speed":{"climb":25,"max":25,"land":25,"burrow":25},"perception":24,"wisdom":2,"weakness":{"fire":15},"creature_ability":["Entangling Growth","Constrict","Engulf"],"skill":["Athletics"],"trait":["Elemental","Plant","Wood","Huge"],"id":"creature-2679","text":" Elemental Thicket In the Universe, plant growth proceeds on a scale of days, weeks, years, and decades. Conversely, an elemental thicket grows constantly and in seconds. These writhing masses of living wood are the elemental embodiment of growth itself, swelling up when least expected to consume all in their path. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Recall Knowledge - Plant (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Elemental Thicket Source Rage of Elements pg. 210 Perception +24 Languages Skills Athletics +23 Str +7 Dex +4 Con +6 Int +1 Wis +2 Cha +1 --- AC 28 Fort +20 Ref +13 Will +25 HP 240 , regeneration 15 (deactivated by fire) Immunities bleed, paralyzed, poison, sleep Weaknesses axes 10, fire 15 Entangling Growth (aura, plant, primal) 30 feet. Plant life erupts out of any and all soil surrounding the elemental thicket, making the area greater difficult terrain out to 5 feet and difficult terrain out to 30 feet. This ability requires soil and has no effect on terrain without it, such as worked stone, solid rock, open water, etc. --- Speed 25 feet, burrow 25 feet, climb 25 feet Melee Single Action gnarled branch +24 (reach 20 feet), Damage 2d12+7 bludgeoning plus Grab Constrict Single Action 1d12+7 bludgeoning, DC 30. Engulf Two Actions DC 30, 8d10 bludgeoning, Escape DC 27, Rupture 20. ","element":["Wood"],"skill_mod":{"athletics":23},"summary":"In the Universe , plant growth proceeds on a scale of days, weeks, years, and decades. Conversely, an elemental thicket grows constantly and in …","primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":28,"level":11,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2679","intelligence":1,"reflex_save":13,"strongest_save":["will"],"dexterity":4,"fortitude_save":20,"size":["Huge"],"name":"Elemental Thicket","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20],"slug":"creature-2679"},{"attack_bonus":[25,26,26],"constitution":8,"primary_source_category":"Rulebooks","strength":5,"hp":273,"language":["Arboreal","Common","Fey","Muan"],"immunity":["bleed","blindness","dazzled","paralyzed","poison","sleep"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Elemental, Wood","will_save":27,"charisma":4,"speed":{"climb":25,"max":35,"land":35},"perception":26,"wisdom":3,"weakness":{"fire":15},"creature_ability":["Shielded Eyes","Beacon of the Rowan Guard","Follow-Up Combo","Lifespring Burst","Throw Stump"],"skill":["Athletics","Intimidation","Nature"],"trait":["Elemental","Plant","Wood","Huge"],"id":"creature-2680","text":" Twins of Rowan Twins of rowan are among the most powerful elementals on the Plane of Wood, specially crafted to patrol a wide range of wilderness and maintain the plane's carefully constructed order. Despite having two heads and torsos, each twins of rowan is a singular creature; like all wood elementals, their true consciousness is not in their heads but in the roots, and their true body is the trunk of the tree, not the extended limbs. Recall Knowledge - Elemental (Arcana, Nature): DC 31 Recall Knowledge - Plant (Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Twins of Rowan Source Rage of Elements pg. 211 Perception +26; tremorsense (imprecise) 30 feet Languages Arboreal, Common, Fey, Muan Skills Athletics +24, Intimidation +26, Nature +21 Str +5 Dex +4 Con +8 Int +2 Wis +3 Cha +4 Shielded Eyes A twins of rowan's protective mask shields them from blinding and dazzling effects. --- AC 34 Fort +24 Ref +17 Will +27 HP 273 Immunities bleed, blindness, dazzled, paralyzed, poison, sleep Weaknesses axes 15, fire 15 Beacon of the Rowan Guard (aura, plant, primal, wood) 40 feet. The lantern carried by the twins of rowan contains pure elemental life energy that resonates with and empowers all wood elementals. While within the emanation, a creature with the elemental trait and either the plant trait or wood trait gains fast healing 10 and a +2 circumstance bonus to all attack and damage rolls. The aura can be counteracted with a DC 30 check to dispel magic ; doing so deactivates the aura for 1d6 rounds. --- Speed 35 feet, climb 25 feet Melee Single Action rapier +26 (deadly d8, Disarm, Finesse, reach 15 feet), Damage 4d8+5 piercing Melee Single Action fist +25 (Agile, reach 15 feet), Damage 3d10+5 bludgeoning Ranged Single Action stump +26 (Brutal, range increment 120 feet), Damage 2d10+15 bludgeoning Follow-Up Combo Two Actions The twins of rowan makes a rapier Strike, followed by two fist Strikes, all against the same target. These attacks all count toward the twins' multiple attack penalty, but the penalty doesn't increase until after the twins make their attacks. Lifespring Burst Three Actions (Plant, Primal, Vitality) Once per day, the twins of rowan can strike the ground with their sword, releasing a 30-foot burst of life energy centered on the twins that deals 14d6 vitality damage (DC 30 basic Fortitude save); the twins of rowan is immune. The area affected by this burst then becomes greater difficult terrain as vibrant new plant life ruptures through it. Throw Stump Single Action As Throw Rock but can also be used to throw stumps and logs. Scions of Life Rowan trees have a long association with protection; Shumunue accordingly chose rowan as the base for the powerful guardian twins. Their weapons and protective masks are grown separately from younger saplings fed with mineral-rich magic that makes their wood as strong and sharp as steel. ","element":["Wood"],"skill_mod":{"nature":21,"athletics":24,"intimidation":26},"summary":"Twins of rowan are among the most powerful elementals on the Plane of Wood , specially crafted to patrol a wide range of wilderness and maintain the …","image":["/Images/Monsters/ElementalWood_TwinsOfRowan.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Elemental"],"ac":34,"level":13,"source_category":["Rulebooks"],"sense":" tremorsense ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2680","intelligence":2,"reflex_save":17,"strongest_save":["will"],"dexterity":4,"fortitude_save":24,"size":["Huge"],"name":"Twins of Rowan","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[21,23,26],"slug":"creature-2680"},{"primary_source_category":"Rulebooks","strength":4,"hp":110,"language":["Common","Muan","<%SPELLS%294%%>speak with plants<%END>, <%SPELLS%340%%>truespeech<%END>"],"source":["Rage of Elements"],"type":"Creature","charisma":3,"perception":14,"stealth":"13","trait":["Elemental","Genie","Plant","Uncommon","Wood","Large"],"id":"creature-2681","text":" Kizidhar The genies of the Plane of Wood, known as the kizidhars, are overbearing lords of their element. These master crafters of wood specialize in carpentry and all kinds of woodcarving, and they take a particular delight in reshaping the world in their own image—either through creating wooden statues of themselves or by manipulating and controlling the living things around them. Though they're able to carve themselves similarly, they usually regard their own forms as perfect. Shunning the company of other genies, they prefer to avoid those equal in power and instead surround themselves with circles of sycophants and flatterers. With the pathways to the Universe open again for the first time in ages, kizidhars roam the multiverse to find mortals they can tempt into joining their palace retinues as servants, entertainers, and valuable sources of new information. Kizidhars look like walking trees, averaging 10 to 12 feet tall with branches twisting to form their arms, faces, and other features. A kizidhar can reshape their body to create any wooden object. Recall Knowledge - Elemental (Arcana, Nature): DC 24 Recall Knowledge - Plant (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Kizidhar Source Rage of Elements pg. 212 Perception +14; darkvision Languages Common, Muan; speak with plants , truespeech Skills Acrobatics +11, Arcana +11, Athletics +15, Crafting +15, Deception +13, Intimidation +15, Nature +16, Stealth +13 Str +4 Dex +3 Con +5 Int +3 Wis +4 Cha +3 Items Staff, wooden shield (Hardness 3, HP 12, BT 6) --- AC 22 (24 with shield raised) Fort +17 Ref +13 Will +12 HP 110 Weaknesses axes 5, fire 5 Shield Block Reaction --- Speed 25 feet, climb 15 feet; parting the trees Melee Single Action staff +16 (two-hand d8), Damage 2d4+10 bludgeoning Arcane Innate Spells DC 22 - Cantrips (3rd) Detect Magic - 2nd Entangling Flora (×2), Invisibility (×2), One with Plants - 5th Nature's Pathway (at will) - 7th Interplanar Teleport (at will; to Astral Plane, Elemental Planes, or the Universe only) - Constant (6th) Speak with Plants, Truespeech Change Shape Single Action (Arcane, Concentrate, Polymorph) The kizidhar transforms into a Small or Medium wood elemental or plant creature. This doesn't affect the kizidhar's statistics, but it could change the damage type of their Strikes. Parting the Trees The genie ignores difficult terrain from plants, and can share their space with larger plants, such as trees. Sculpt Wood Single Action The kizidhar creates a wooden item out of their body that appears in their hand and remains attached. The item can be a one-handed simple weapon, shield, or object of light Bulk. A kizidhar can instead use this ability to transform an item it's already holding or to remove an object to free its hand. Any item created with Sculpt Wood crumbles to splinters if removed from the kizidhar's possession. Take Root Single Action (Arcane, Plant, Wood) The genie thrusts their weapon into the ground. Plants sprout and grow out of the ground in a 20-foot burst centered on one corner of the kizidhar's square. All squares on the ground in that area are difficult terrain until the kizidhar uses this ability again. Patrons of Art Kizidhars are great patrons and beings to introduce into a campaign using nature crafting rules. They are proud, vain, and happy to show off their superiority by creating wooden weapons and armor for those who perform a service for them. Kizidhars always seek to gain the upper hand in such deals, however, and PCs exchanging services for kizidhar goods should do so with the knowledge that a kizidhar rarely makes a deal if they don't believe they're getting the better side of the bargain. ","element":["Wood"],"skill_mod":{"deception":13,"nature":16,"crafting":15,"stealth":13,"arcana":11,"athletics":15,"intimidation":15,"acrobatics":11},"image":["/Images/Monsters/Genie_Kizidhar.png"],"primary_source":"Rage of Elements","spell":["Interplanar Teleport","Nature's Pathway","Entangling Flora","Invisibility","One with Plants","Detect Magic","Speak with Plants","Truespeech"],"ac":22,"item":["Staff","wooden shield (Hardness 3, HP 12, BT 6)"],"level":6,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":13,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Kizidhar","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15],"attack_bonus":[16],"constitution":5,"creature_family":"Genie","will_save":12,"speed":{"climb":15,"max":25,"land":25},"wisdom":4,"weakness":{"fire":5},"creature_ability":["Shield Block","Change Shape","Parting the Trees","Sculpt Wood","Take Root"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Intimidation","Nature","Stealth"],"tradition":["Arcane"],"summary":"The genies of the Plane of Wood , known as the kizidhars, are overbearing lords of their element. These master crafters of wood specialize in …","trait_group":["Creature Type","Monster","Rarity","Elemental"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2681","dexterity":3,"category":"creature","slug":"creature-2681"},{"primary_source_category":"Rulebooks","strength":5,"hp":220,"language":["Common","Muan","<%SPELLS%294%%>speak with plants<%END>, <%SPELLS%340%%>truespeech<%END>"],"source":["Rage of Elements"],"type":"Creature","charisma":4,"perception":22,"stealth":"22","trait":["Elemental","Genie","Plant","Rare","Wood","Large"],"id":"creature-2682","text":" Kizidhar Shuyookh Kizidhar shuyookhs are the powerful rulers of the Glowing Infinity on the Plane of Wood. They view other genies, including other kizidhars, as subservient to their own greatness, manipulating them as though they were outsiders whenever it helps achieve their goals. Kizidhar shuyookh diplomats are sent as emissaries from the Plane of Wood to the Universe, representing the metropolis of Nodollin and Grand Sultana Eshal Muazzam Rayadii of the Glowing Infinity, Lady of All that Grows and Decays. Recall Knowledge - Elemental (Arcana, Nature): DC 33 Recall Knowledge - Plant (Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Kizidhar Shuyookh Source Rage of Elements pg. 213 Perception +22; darkvision Languages Common, Muan; speak with plants , truespeech Skills Acrobatics +20, Arcana +19, Athletics +22, Crafting +23, Deception +21, Intimidation +21, Nature +24, Stealth +22 Str +5 Dex +5 Con +7 Int +4 Wis +4 Cha +4 Items Spear, duskwood shield (Hardness 5, HP 20, BT 10) --- AC 30 (32 with shield raised) Fort +24 Ref +20 Will +20 HP 220 Weaknesses axes 10, fire 10 Shield Block Reaction Sprout Shield Reaction Trigger An enemy hits the kizidhar shuyookh with a melee Strike; Requirements The kizidhar shuyookh doesn't have a shield raised; Effect The shuyookh can use Sculpt Wood to create a duskwood shield if they don't already have one. The shuyookh then Raises their Shield. The circumstance bonus from the shield applies to their AC against the triggering attack. --- Speed 25 feet, climb 25 feet; parting the trees Melee Single Action spear +23, Damage 3d6+11 piercing Ranged Single Action spear +23 (thrown 20 feet), Damage 3d6+11 piercing Arcane Innate Spells DC 30 - Cantrips (6th) Detect Magic - 2nd Entangling Flora (at will), One with Plants - 3rd Wooden Double - 6th Invisibility (×2), Lignify, Nature's Pathway (at will) - 7th Interplanar Teleport (at will; to Astral Plane, Elemental Planes, or the Universe only) - Constant (6th) Speak with Plants, Truespeech Change Shape Single Action (Arcane, Concentrate, Polymorph) The kizidhar transforms into a Small or Medium wood elemental or plant creature. This doesn't affect the kizidhar's statistics, but it could change the damage type of their Strikes. Manipulative Wish (Downtime) Frequency three times per year; Effect The shuyookh conducts a wish ritual for the benefit of a mortal, requiring no cost or secondary casters. The shuyookh's result is a success if they succeed at a DC 5 flat check or a failure if not. The shuyookh attempts to advance their own interests along with those of any beneficiaries from the wish. Parting the Trees The genie ignores difficult terrain from plants, and can share their space with larger plants, such as trees. Sculpt Wood Single Action The kizidhar creates a wooden item out of their body that appears in their hand and remains attached. The item can be a one-handed simple weapon, shield, or object of light Bulk. A kizidhar can instead use this ability to transform an item it's already holding or to remove an object to free its hand. Any item created with Sculpt Wood crumbles to splinters if removed from the kizidhar's possession. Seed of Ambition Single Action (Auditory, Emotion, Mental) Frequency once per round; Effect The kizidhar plants a desire for greatness in the mind of a creature within 50 feet. The target must attempt a DC 30 Will save. On a failure, until the end of its next turn, the target can't Delay, Ready, or use reactions. Instead, it must use all its actions to Strike or cast the highest rank of spell available to it using spell slots or Focus Points, or take actions to facilitate doing so, such as drawing a weapon or moving toward an enemy. The target must focus its attacks either on the kizidhar or on the opponent it perceives to be the biggest threat. This effect ends if the kizidhar uses Seed of Ambition again. Take Root Single Action (Arcane, Plant, Wood) The genie thrusts their weapon into the ground. Plants sprout and grow out of the ground in a 20-foot burst centered on one corner of the kizidhar's square. All squares on the ground in that area are difficult terrain until the kizidhar uses this ability again. Wishcrafters Kizidhar shuyookhs consider themselves artists of wish-crafting, planting, and nurturing the seeds of an idea and guiding its growth into the wish they ultimately bring to life. Shuyookhs take great pride in improving a wish as they conduct the wish ritual, often adding their own unique signature elements to wishes, akin to a maker's mark. ","element":["Wood"],"skill_mod":{"deception":21,"nature":24,"crafting":23,"stealth":22,"arcana":19,"athletics":22,"intimidation":21,"acrobatics":20},"image":["/Images/Monsters/Genie_KizidharShuyookh.png"],"primary_source":"Rage of Elements","spell":["Interplanar Teleport","Invisibility","Lignify","Nature's Pathway","Wooden Double","Entangling Flora","One with Plants","Detect Magic","Speak with Plants","Truespeech"],"ac":30,"item":["Spear","duskwood shield (Hardness 5, HP 20, BT 10)"],"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":24,"size":["Large"],"name":"Kizidhar Shuyookh","pfs":"Standard","rarity":"rare","strike_damage_average":[21,21],"attack_bonus":[23,23],"constitution":7,"creature_family":"Genie","will_save":20,"speed":{"climb":25,"max":25,"land":25},"wisdom":4,"weakness":{"fire":10},"creature_ability":["Shield Block","Sprout Shield","Change Shape","Manipulative Wish","Parting the Trees","Sculpt Wood","Seed of Ambition","Take Root"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Intimidation","Nature","Stealth"],"tradition":["Arcane"],"summary":"Kizidhar shuyookhs are the powerful rulers of the Glowing Infinity on the Plane of Wood . They view other genies, including other kizidhars, as …","trait_group":["Creature Type","Monster","Rarity","Elemental"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=2682","dexterity":5,"category":"creature","slug":"creature-2682"},{"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Fey","Muan"],"source":["Rage of Elements"],"type":"Creature","will_save":16,"charisma":-2,"speed":{"max":25,"land":25},"perception":17,"wisdom":3,"weakness":{"area":8,"fire":8},"creature_ability":["Juice Shower","Troop Defenses","Raise Shells","Seed Volley","Shell Smash"],"skill":["Athletics","Survival"],"trait":["Elemental","Plant","Troop","Wood","Gargantuan"],"id":"creature-2683","text":" Harvest Regiment Great fruiting trees grow in massive orderly rows in a region of the Plane of Wood called Armory Grove. Over the course of decades, a regiment tree's branches grow heavy, laden with fruits uncannily shaped like people. They're cultivated by retired warriors whose tireless work ensures that these fruits grow into a form suitable for battle. Their efforts instill tactical knowledge in these fruit warriors so they're prepared to fight as soon as they fall from the tree—which they do simultaneously, forming one battle-ready unit. Each soldier is equal in skill and similar in form, with a wooden outer shell that splits into portions as the flesh of the fruit inside ripens. A slain warrior contains seeds within its body that can slowly germinate in rich soil with enough water—or blood. Every battlefield can become a new garden. Recall Knowledge - Elemental (Arcana, Nature): DC 24 Recall Knowledge - Plant (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Harvest Regiment Source Rage of Elements pg. 214 Perception +17; low-light vision Languages Fey, Muan Skills Athletics +18, Survival +17 Str +6 Dex +1 Con +3 Int -1 Wis +3 Cha -2 --- AC 26 Fort +16 Ref +14 Will +16 HP 135 (16 squares) Weaknesses area damage 8, fire 8, splash damage 8 Juice Shower When a harvest regiment is critically hit or critically fails a save against a damaging effect, sticky fruit juices splash out. This affects all creatures in a 5-foot emanation. A splashed creature takes a –10-foot status penalty to its Speeds and everything is concealed to it. A creature can Interact to clear off the juice. Troop Defenses --- Speed 25 feet; troop movement Raise Shells Single Action The troop raises fragments of their shells shaped like shields to gain a +2 circumstance bonus to AC until the start of their next turn. Seed Volley Two Actions The harvest regiment spits an orderly volley of hard seeds drawn from within their bodies. This volley is a 10-foot burst within 120 feet that deals 2d10 bludgeoning damage (DC 23 basic Reflex save). When the harvest regiment is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Shell Smash Single Action to Three Actions Frequency once per round; Effect The harvest regiment engages in a coordinated melee attack against each enemy in a 5-foot emanation, with a DC 23 basic Reflex save. The damage depends on the number of actions. Single Action 1d8+3 bludgeoning damage Two Actions 2d8+9 bludgeoning damage Three Actions 2d8+12 bludgeoning damage Out of Season The harvest regiment stat block represents the troop when it's harvested at exactly the right time. A “green,” or unripe, regiment might be pressed into service before it's ready, and an overripe version could fall off the tree partially rotten. Both of these use the weak adjustments and have 126 HP with thresholds of 84 and 42 HP. A green regiment loses juice shower and weakness to fire, and a rotten regiment's juice shower makes the creature sickened 1 if it fails a DC 25 Fortitude save instead of the normal effect. ","element":["Wood"],"skill_mod":{"survival":17,"athletics":18},"summary":"Great fruiting trees grow in massive orderly rows in a region of the Plane of Wood called Armory Grove. Over the course of decades, a regiment …","image":["/Images/Monsters/HarvestRegiment.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Monster","Elemental"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2683","intelligence":-1,"reflex_save":14,"strongest_save":["fort","fortitude","will"],"dexterity":1,"vision":"Low-light vision","fortitude_save":16,"size":["Gargantuan"],"name":"Harvest Regiment","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-2683"},{"attack_bonus":[9],"constitution":3,"primary_source_category":"Rulebooks","strength":0,"hp":50,"language":["Muan","Rasu","Utopian"],"source":["Rage of Elements"],"type":"Creature","will_save":8,"charisma":1,"speed":{"climb":20,"max":30,"land":30},"perception":9,"wisdom":3,"weakness":{"void":3,"fire":3},"creature_ability":["Scurry","Take Root","Greater Forest Passage"],"skill":["Acrobatics","Athletics","Crafting","Gardening Lore","Nature","Stealth"],"stealth":"11","trait":["Aeon","Plant","Rare","Wood","Tiny"],"id":"creature-2684","text":" Lomori Sprout Lomori sprouts are passionate gardeners who closely tend new growth on the Plane of Wood. Incredibly industrious, they lovingly guide young plants into elaborate constructions and patterns, forming tree tunnels, spiraling fields of flowers, complex hedge mazes, towering tapestries of interwoven bamboo, and other dizzying creations. Lomori sprouts meticulously collect the trimmings, seeds, and debris from the flora in their care. They plant the seeds to yield new growth and frenetically weave the rest into nests, spheres, and other simple objects. They're shy and skittish, often losing themselves in their labors, but they're always friendly to those who treat their gardens with respect. Lomoris are aeon spirits dispatched to the elemental planes long ago to pursue the act of creation. While most of the aeons dispatched to the other elemental planes performed their duties and rejoined their aeon brethren, those on the Plane of Wood lingered, becoming trapped as the plane receded. Over the ages, they adapted and evolved into lomoris. Today, lomoris have more in common with the other denizens of the Plane of Wood than they do with their aeon ancestors. Lomori sprouts, much like conrasus, have a central black sphere, known as a lomori's core, that functions as their primary body and consciousness. Where conrasus forge a sturdy exoskeleton, lomoris cultivate a tall mound of prairie grass surrounding their core, which easily grows to be 2–3 times the core's height. The lomori shapes the mound as it grows, creating protective layers to guard their core and forming other useful appendages. Most lomoris have six intricately detailed, crab-like legs of wood that emerge from the lower half of their core, allowing them to rapidly scuttle across the ground or climb trees. Recall Knowledge - Plant (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Lomori Sprout Source Rage of Elements pg. 215 Perception +9; darkvision Languages Muan, Rasu, Utopian Skills Acrobatics +11, Athletics +7, Crafting +10, Gardening Lore +11, Nature +10, Stealth +11 Str +0 Dex +4 Con +3 Int +0 Wis +3 Cha +1 --- AC 17 Fort +6 Ref +11 Will +8 HP 50 Weaknesses fire 3, void 3 Scurry Reaction Trigger A creature the lomori sprout can observe attacks the sprout; Effect After the attack resolves, the lomori sprout can Stride up to their speed. This movement doesn't trigger reactions from the triggering creature. --- Speed 30 feet, climb 20 feet Melee Two Actions grass lash +9 (Disarm, Finesse, reach 5 feet), Damage 2d6 slashing plus Knockdown Take Root Two Actions Requirements The lomori sprout is on the ground; Effect The lomori sprout plants themself in the ground. Grasping roots erupt from the ground in a 5-foot burst within 60 feet of the lomori sprout, dealing 4d4 bludgeoning damage (DC 20 basic Reflex save) to creatures in the area; on a failed save, a creature gains the immobilized condition until it Escapes (DC 20). The roots also make the area difficult terrain for 1 minute, after which they decompose into fertile mulch; the area is no longer difficult terrain, and any creatures still immobilized by the roots automatically Escape. Greater Forest Passage The lomori sprout ignores difficult terrain and greater difficult terrain from plants and fungi. Get Off My Lawn! Lomori sprouts are industrious yet skittish, halting their work only to hide from intruders—if they can be bothered to stop at all. They're ceaseless in their efforts, often working together in large groups to tend vast swaths of land. Nothing rouses a lomori sprout to violence faster than damaging their garden or other creations. ","element":["Wood"],"skill_mod":{"nature":10,"crafting":10,"stealth":11,"athletics":7,"acrobatics":11},"summary":"Lomori sprouts are passionate gardeners who closely tend new growth on the Plane of Wood . Incredibly industrious, they lovingly guide young plants …","image":["/Images/Monsters/LomoriSprout.png"],"primary_source":"Rage of Elements","trait_group":["Monster","Creature Type","Rarity","Elemental"],"ac":17,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2684","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Tiny"],"name":"Lomori Sprout","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[7],"slug":"creature-2684"},{"attack_bonus":[21,21],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":200,"language":["Fey","Jotun","Muan"],"source":["Rage of Elements"],"type":"Creature","will_save":17,"charisma":2,"speed":{"max":30,"land":30},"perception":17,"wisdom":2,"weakness":{"fire":10},"creature_ability":["Light Blindness","Fire-fueled Rage","Flesh of Wood","Shield Eyes","Reactive Strike","Shield Block","Nightwood Roar"],"skill":["Athletics","Intimidation","Nightwood Lore"],"trait":["Giant","Troll","Uncommon","Wood","Large"],"id":"creature-2685","text":" Nightwood Guardian The nightwoods are parts of the Plane of Wood permanently bathed in darkness due to an absence of fluorescent plants. Here, the flora and fauna require darkness, not light, to thrive. Troll-like creatures known as nightwood guardians patrol these woods to ensure they remain in perpetual shadow. Considering themselves righteous gardens, they care little for the excuses of anyone else—intruders or residents. The guardians absolutely loathe the light, though it doesn't harm them as it does some varieties of creatures. Though wary of both light and any interloping lifeforms in their natural habitat, a nightwood guardian's fear turns easily to wrath, making the guardian a force of fury who seeks to drive out intruders. Unspecific Lore : DC 26 Specific Lore : DC 23 Nightwood Guardian Source Rage of Elements pg. 216 Perception +17; darkvision Languages Fey, Jotun, Muan Skills Athletics +23, Intimidation +21, Nightwood Lore +15 Str +6 Dex +3 Con +6 Int +0 Wis +2 Cha +2 Light Blindness Items Club, elemental wooden shield (Hardness 8, Hit Points 64, BT 32) --- AC 26 (28 with shield raised) Fort +21 Ref +16 Will +17 HP 200 (flesh of wood) Weaknesses axes 10, fire 10 Fire-fueled Rage When a nightwood guardian takes fire damage, they become enraged. The guardian gains 15 temporary Hit Points, deals 2 additional damage with melee Strikes, and has a –1 penalty to AC. They can't Raise their Shield or use actions with the concentrate trait except for Seek. This effect ends when the nightwood guardian no longer observes any fire for 1 round or when they fall unconscious, whichever comes first. Flesh of Wood (primal, wood) Wounds inflicted on a nightwood guardian turn their flesh to wood. When the guardian is reduced to 40 HP or fewer, their body becomes solid wood. They are stunned, have resistance 10 to all damage, and have regeneration 40 (deactivated by fire). This ends once the guardian has 100 HP or more, though they can choose to stay in this form indefinitely. Shield Eyes When a nightwood guardian has their shield raised, they protect their eyes, losing the blinded and dazzled conditions from light blindness and other light effects. Reactive Strike Reaction Shield Block Reaction --- Speed 30 feet Melee Single Action club +21 (reach 10 feet), Damage 3d8+6 bludgeoning Melee Single Action jaws +21 (reach 10 feet), Damage 2d12+6 piercing Nightwood Roar Two Actions (Concentrate, Darkness, Primal) Frequency once per hour; Effect The guardian roars, snuffing out lights in a 30-foot cone. Ordinary flames and lights are extinguished, and the guardian attempts to counteract any magical light with a +21 counteract modifier and a counteract rank of 5. Rare Gentleness Though most encounters with nightwood guardians end in violence, the Plane of Wood has many folktales about these giant creatures escorting youngsters lost in the nightwoods safely out of the darkness. Whether these stories are true or wishful thinking is debated, with some arguing that a nightwood guardian would only perform such a kindness on the orders of another creature ","element":["Wood"],"skill_mod":{"athletics":23,"intimidation":21},"summary":"The nightwoods are parts of the Plane of Wood permanently bathed in darkness due to an absence of fluorescent plants. Here, the flora and fauna …","image":["/Images/Monsters/NightwoodGuardian.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Monster","Rarity","Elemental"],"ac":26,"item":["Club","elemental wooden shield (Hardness 8, Hit Points 64, BT 32)"],"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2685","intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Nightwood Guardian","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[19,19],"slug":"creature-2685"},{"primary_source_category":"Rulebooks","strength":0,"hp":17,"language":["Common","Muan"],"source":["Rage of Elements"],"type":"Creature","charisma":0,"perception":7,"stealth":"6","trait":["Ardande","Human","Humanoid","Medium"],"id":"creature-2686","text":" Ardande Ardandes are geniekin whose elemental birthright ties them to the Plane of Wood. Their elemental connection can take many different forms, all expressions of the different types and permutations of elemental wood. They might embody the life and vibrancy of a seedling, full of potential and ready to grow. Or, they could be strong and flexible, like the branches and roots of ancient trees, interconnected and all growing together. They could also possess power over death and decay, like decomposing logs ready to fertilize and feed the next generation. Common on the Plane of Wood, uncommon in the First World, and only on the cusp of a resurgence into the Universe, the ardandes often feel misplaced in the multiverse, born into the wrong place or the wrong time. Many spend their lives searching the planes for answers about themselves and their heritage. Ardandes are found in all major cities and civilizations on the Plane of Wood, though most live in Nodollin, the Glowing Infinity, a metropolis controlled by the powerful kizidhars. Some ardandes say life in Nodollin is filled with infantilization and belittlement from the kizidhars, the wood genies who rule the land and much of the plane. The kizidhars largely view ardandes as genies like them, but a lesser form of genie that ranks below kizidhar commoners in the same way they are lesser to the shuyookhs. Though a few ardandes rebel against this social order, the weight of culture tells them hierarchies are natural to the element of wood, and they should accept their place even if they chafe. Many planar ardandes moved to Shodokar when the new city was founded, hoping the influx of portals leading out of the Plane of Wood would let them visit the rest of the multiverse and learn about their lost mortal heritage. They delight in meeting visitors and showing off the beauty and wonders of their home plane. Some have even moved to the Universe, and they make invaluable mentors for the new ardandes only just discovering their elemental potential across Golarion. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Ardande Gardener Source Rage of Elements pg. 217 Perception +7; low-light vision Languages Common, Muan Skills Athletics +3, Crafting +6, Diplomacy +3, Nature +7, Stealth +6 Str +0 Dex +3 Con +1 Int +1 Wis +4 Cha +0 Plant Empathy The ardande gardener can use Diplomacy to Make an Impression and make very simple requests of plants. Items gardening tools, glowing lantern fruit , Shortbow (20 arrows), Sickle --- AC 16 Fort +4 Ref +6 Will +9 HP 17 --- Speed 25 feet Melee Single Action sickle +6 (Agile, Finesse, Trip), Damage 1d4 slashing Ranged Single Action shortbow +8 (deadly d10, range increment 60 feet), Damage 1d6 piercing Primal Prepared Spells DC 17, attack +9 - Cantrips (1st) Detect Magic, Know the Way, Take Root, Tangle Vine, Timber - 1st Heal, Tailwind, Wall of Shrubs Decompose Two Actions (Primal, Void) Frequency once per day; Effect Void energy seeps out of the ardande gardener, decaying everything within a 5-foot emanation and causing plants and foliage to age and decompose. Natural difficult terrain is destroyed, and creatures in the area with the plant or wood trait take 1d6 void damage (DC 16 basic Fortitude). First World Ardande Some ardandes are born in the First World, the children of dryads who take mortal lovers. These ardandes have little contact with other mortals and think of themselves as elemental fey rather than planar scions, a reasonable perspective when life in the First World means severance from the River of Souls. ","skill_mod":{"diplomacy":3,"nature":7,"crafting":6,"stealth":6,"athletics":3},"image":["/Images/Monsters/PlanarScion_Ardande.png"],"primary_source":"Rage of Elements","spell":["Heal","Tailwind","Wall of Shrubs","Detect Magic","Know the Way","Take Root","Tangle Vine","Timber"],"ac":16,"item":["gardening tools","glowing lantern fruit","Shortbow (20 arrows)","Sickle"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":6,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":4,"size":["Medium"],"name":"Ardande Gardener","pfs":"Standard","rarity":"common","strike_damage_average":[2,3],"attack_bonus":[6,8],"constitution":1,"creature_family":"Geniekin","spell_attack_bonus":[9],"will_save":9,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Plant Empathy","Decompose"],"skill":["Athletics","Crafting","Diplomacy","Nature","Stealth"],"tradition":["Primal"],"summary":"Ardandes are geniekin whose elemental birthright ties them to the Plane of Wood . Their elemental connection can take many different forms, all …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2686","dexterity":3,"category":"creature","slug":"creature-2686"},{"attack_bonus":[10],"constitution":0,"primary_source_category":"Rulebooks","strength":-2,"hp":30,"language":["Common","Muan","Petran","Pyric","Sussuran","Talican","Thalassic"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Genie","spell_attack_bonus":[10],"will_save":8,"charisma":4,"speed":{"fly":15,"max":15,"land":15},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Inspiring Influence","Attuned Element","Change Shape","Little Wish"],"skill":["Acrobatics","Arcana","Diplomacy","Nature","Performance","Society","Stealth"],"stealth":"10","trait":["Elemental","Genie","Tiny"],"id":"creature-2687","text":" Gennayn Gennayns are minor genies who often serve as emissaries and messengers for greater elemental beings. While many find purpose in this humble mission, their true calling and interest is in the arts. They often appear as miniature, athletic humanoids with wisps of elemental energy continually dissipating from their bodies. These elemental energies often reflect their emotions and attuned element. Gennayns are also fond of ostentatious rings, amulets, and armbands. Gennayns eagerly assist powerful beings who reward and treat them well, but they're just as quick to abandon those they consider boring, stingy, or abusive. Beings who destroy artwork or mistreat artists will earn their eternal wrath. Recall Knowledge - Elemental (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Gennayn Source Rage of Elements pg. 226 Perception +8; darkvision Languages Common, Muan, Petran, Pyric, Sussuran, Talican, Thalassic Skills Acrobatics +8, Arcana +6, Diplomacy +8, Nature +6, Performance +8, Society +6, Stealth +10 Str -2 Dex +4 Con +0 Int +2 Wis +2 Cha +4 Inspiring Influence A gennayn automatically succeeds with the Aid action supporting any Performance or Diplomacy skill check. Their Aid action automatically counts as a critical success while aiding in the creation of new art or a new performance. --- AC 17 Fort +4 Ref +10 Will +8 HP 30 Resistances attuned element 5 (see below) --- Speed 15 feet, fly 15 feet Melee Single Action elemental fist +10 (Magical, Finesse), Damage 2d6 damage (see attuned element) Primal Innate Spells DC 18, attack +10 - Cantrips (1st) elemental cantrip (see attuned element), Guidance, Prestidigitation, Summon Instrument - 1st Cleanse Cuisine, Heal - 2nd Translate (at will), Invisibility (at will; self only) Attuned Element Upon waking each day, a gennayn attunes to one planar element. They gain the corresponding trait, a movement Speed, a cantrip, resistance, and an elemental damage type for their energy fist attack based on their attuned element: air fly 30 feet, resist electricity 5, electric arc , electricity damage; earth burrow 15 feet, resist bludgeoning 5, scatter scree , bludgeoning damage; fire fly 30 feet, resist fire 5, ignition , fire damage; metal burrow 15 feet, resist slashing 5, needle darts , slashing damage; water swim 20 feet, resist cold 5, frostbite , bludgeoning damage; wood climb 15 feet, resist piercing 5, tangle vine , piercing damage. The attunement lasts until the gennayn attunes to a different element. Change Shape Single Action (Arcane, Concentrate, Polymorph) The gennayn transforms into a Tiny elemental or animal. This doesn't affect the gennayn's statistics, but it could change the damage type of their Strikes. Little Wish Reaction (Fortune) Trigger A creature the gennayn can see that's within 60 feet attempts a saving throw or skill check; Frequency once per day; Effect The gennayn reshapes reality in a small way to twist fate, allowing the creature to reroll the saving throw or skill check and take the better result. Artistic Inspiration Talented individuals often claim to have been inspired by otherworldly forces. As gennayns are known to share inspiration and develop talent, many scholars and artists believe their aptitude unknowingly benefited from a gennayn's attention. Others speculate that being in a gennayn's good graces can stave off bouts of artistic ennui—or that angering a gennayn is a direct path to creative doldrums. Gennayns themselves don't claim to be muses, merely beings drawn to talent. ","tradition":["Primal"],"skill_mod":{"society":6,"diplomacy":8,"performance":8,"nature":6,"stealth":10,"arcana":6,"acrobatics":8},"summary":"Gennayns are minor genies who often serve as emissaries and messengers for greater elemental beings. While many find purpose in this humble mission, …","primary_source":"Rage of Elements","spell":["Translate","Invisibility","Cleanse Cuisine","Heal","Light","Guidance","Prestidigitation","Summon Instrument"],"trait_group":["Creature Type","Monster"],"ac":17,"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2687","intelligence":2,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Gennayn","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-2687"},{"attack_bonus":[18,19,20],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":155,"language":["Common","Muan","Petran","Pyric","Sussuran","Talican","Thalassic","<%SPELLS%340%%>truespeech<%END>"],"source":["Rage of Elements"],"type":"Creature","creature_family":"Genie","will_save":18,"charisma":4,"speed":{"fly":20,"max":25,"land":25},"perception":18,"wisdom":5,"weakness":{},"creature_ability":["Commanding Presence","Elemental Resistance","All Made One","Change Shape","Wanderer's Wish"],"skill":["Acrobatics","Athletics","Arcana","Crafting","Deception","Diplomacy","Survival"],"trait":["Air","Earth","Elemental","Fire","Genie","Metal","Uncommon","Water","Wood","Medium"],"id":"creature-2688","text":" Jann Shuyookh Regarded as the progenitors of geniekind, janns hold a position of esteem above the genies tied to specific planes. They possess an inborn ability to grant wishes, which the other branches of geniekind lack and greatly envy. Nomadic jann shuyookhs rarely hold court, preferring to gather only when the need arises to perform great deeds. Lesser janns respect and venerate these leaders for their wisdom and total dedication to preserving the honor and reputation of their people. A jann shuyookh reads portents and omens when dealing with duplicitous mortals. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Jann Shuyookh Source Rage of Elements pg. 227 Perception +18; darkvision Languages Common, Muan, Petran, Pyric, Sussuran, Talican, Thalassic; truespeech Skills Acrobatics +17, Athletics +19, Arcana +18, Crafting +16, Deception +17, Diplomacy +19, Survival +18 Str +6 Dex +4 Con +4 Int +3 Wis +5 Cha +4 Items +1 striking scimitar , +1 striking composite longbow --- AC 27 Fort +19 Ref +17 Will +18 HP 155 Resistances elemental resistance 10 Commanding Presence (aura, emotion, fear, mental) 20 feet. A creature that enters the aura must succeed at a DC 26 Will save or be frightened 2 (frightened 3 on a critical failure), and is then temporarily immune for 1 minute. A genie (with the exception of another jann) takes a –4 circumstance penalty to their save. Elemental Resistance The jann shuyookh's elemental resistance applies to cold, electricity, and fire damage, as well as all damage from elemental sources (including environmental damage from the elemental planes and damage from anything with the air, earth, fire, metal, water, or wood trait). --- Speed 25 feet, fly 20 feet Melee Single Action scimitar +20 (Forceful, Magical, Sweep), Damage 2d6+12 slashing and All Made One Melee Single Action fist +19 (Agile, Magical, Nonlethal), Damage 1d8+9 bludgeoning and All Made One Ranged Single Action composite longbow +18 (deadly d10, Magical, Propulsive, volley 30 feet), Damage 2d8+9 piercing and all made one Arcane Innate Spells DC 28 - Cantrips (4th) Detect Magic, Know the Way - 4th Invisibility (×2), Read Omens - 7th Interplanar Teleport (at will; to Astral Plane, Elemental Planes, or the Universe only) - Constant (5th) Truespeech All Made One Single Action The jann shuyookh calls upon all the elements that make up their being and chooses one. They gain an additional arcane spell they can cast at will and empower their Strikes with the element, dealing an extra 1d6 damage of the listed type. These benefits last until the shuyookh uses this ability again. Air lightning bolt , 1d6 electricity; earth one with stone , 1d6 bludgeoning; fire fireball , 1d6 fire; metal noxious metals , 1d6 electricity; water wall of water , 1d6 bludgeoning; wood wall of thorns , 1d6 piercing. Change Shape Single Action (Arcane, Concentrate, Polymorph) The genie transforms into a Small or Medium elemental or animal. This doesn't affect the genie's statistics, but it could change the damage type of their Strikes Wanderer's Wish Three Actions Frequency three times per year; Effect The jann instantly grants the benefits of a critical success with the wish ritual to a mortal creature. This has no cost. That creature specifies what they wish for, but the interpretation is up to the jann. A jann typically attempts to grant wishes in a way that encourages growth and exploration. A summoned jann can't use this ability. Evolving Essence With the return of the metal and wood elemental planes, janns found new elemental magic surging within their beings. This has caused rapid physical changes, and janns anticipate that it could eventually even change their moods and thoughts. Though most janns now feel the full breadth of elemental power, some still find themselves limited to just the elements of air, earth, fire, and water, or have diminished influence over metal and wood compared to the other four elements. ","tradition":["Arcane"],"element":["Air","Earth","Fire","Metal","Water","Wood"],"skill_mod":{"diplomacy":19,"deception":17,"crafting":16,"survival":18,"arcana":18,"athletics":19,"acrobatics":17},"summary":"Regarded as the progenitors of geniekind, janns hold a position of esteem above the genies tied to specific planes. They possess an inborn ability to …","primary_source":"Rage of Elements","spell":["Interplanar Teleport","Invisibility","Read Omens","Detect Magic","Know the Way","Truespeech"],"trait_group":["Elemental","Planar","Monster","Creature Type","Energy","Rarity"],"ac":27,"item":["+1 striking scimitar","+1 striking composite longbow"],"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2688","intelligence":3,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Jann Shuyookh","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13,18,19],"slug":"creature-2688"},{"attack_bonus":[15,15],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Pyric","(can't speak any language)"],"immunity":["fire"],"source":["Rage of Elements"],"type":"Creature","will_save":9,"charisma":-2,"speed":{"fly":45,"max":45,"land":5},"perception":9,"wisdom":2,"weakness":{"cold":5},"creature_ability":["Exploding Guts","1.","2.","3.","4.","Predator's Stare","Suck Innards"],"skill":["Acrobatics","Athletics"],"trait":["Elemental","Fire","Medium"],"id":"creature-2690","text":" Rakkatak Pulsating organs and tumors squirm loosely within a sac of skin, all forming the misshapen lump that is the body of a rakkatak. The predator's eyes scan the area, shimmering in the smoke like glowing dots. Wriggling insectoid legs—varying in number from one rakkatak to another—hang from its bulbous body. These limbs flail chaotically as a rakkatak fights, only calming when it's time to eat or rest. Most rakkataks fly alone, picking off meals in sudden swooping strikes, but they will occasionally form a flock. Despite having little faculty for communication with other creatures, rakkataks have a certain ravenous genius for hunting with kin. Typically, once one grabs prey, the others swoop in to latch on as well, ingesting their meal with leech-like mouths. Rakkataks possess insatiable appetites to help them withstand the long periods of famine between their infrequent meals as they travel the expanses of the Plane of Fire. As a result, they easily overconsume if brought somewhere with more abundant fauna, like the Universe. A single rakkatak can hold a surprising quantity of offal, even growing in size as its body expands. It becomes more unwieldy the larger it gets, which planar biologists believe to be a survival tactic to keep a rakkatak from indulging its hunger until it quite literally bursts. Recall Knowledge - Elemental (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Rakkatak Source Rage of Elements pg. 132 Perception +9; darkvision Languages Pyric; (can't speak any language) Skills Acrobatics +11, Athletics +15 Str +4 Dex +2 Con +5 Int -3 Wis +2 Cha -2 --- AC 21 Fort +14 Ref +11 Will +9 HP 90 Immunities fire Weaknesses cold 5 Exploding Guts When the rakkatak is critically hit or critically fails a Fortitude save, one of its organs bursts. Roll 1d4 to determine what effect this has. 1. Trapped noxious gas rushes out. The rakkatak is pushed 10 feet away from the source of the triggering attack or effect. 2. Pus showers those nearby. Each creature in a 5-foot emanation is sickened 1. 3. The damage is severe. The rakkatak takes 1d6 persistent bleed damage. 4. Gelatinous rakkatak eggs explode forth and instantly hatch. Each creature in a 5-foot emanation takes 1d6 persistent piercing damage from the ravenous larvae. --- Speed 5 feet, fly 45 feet Melee Single Action mouth +15, Damage 2d8+7 piercing plus Grab Melee Single Action leg +15 (Agile), Damage 1d10+7 slashing Predator's Stare Single Action (Concentrate, Emotion, Mental, Visual) The rakkatak turns its grotesque yet mesmerizing eyes upon one creature it can see within 30 feet. That creature must succeed at a DC 22 Will save or become fascinated with the rakkatak. While fascinated, the creature must spend at least 1 action each round moving closer to the rakkatak as expediently as possible, and can't intentionally move away from it. The fascination ends after 1 minute or when the rakkatak uses Predator's Stare again, whichever comes first. Suck Innards Single Action Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within the rakkatak's reach; Effect The rakkatak deals 3d6 damage to the target (DC 22 basic Fortitude save). If the creature takes at least 12 damage, the rakkatak regains 10 HP. Ashen Hunting Grounds Avoiding the blazing chaos and ifrit rule that typify much of the Plane of Fire, rakkataks prefer ashen wastelands as their hunting grounds. They dig simple burrows just barely below the surface, called rakkatak hills. Within, they can doze and digest in peace or lay and tend their horrifying eggs. ","element":["Fire"],"skill_mod":{"athletics":15,"acrobatics":11},"summary":"Pulsating organs and tumors squirm loosely within a sac of skin, all forming the misshapen lump that is the body of a rakkatak. The predator's eyes …","image":["/Images/Monsters/Rakkatak.png"],"primary_source":"Rage of Elements","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2690","intelligence":-3,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Rakkatak","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,16],"slug":"creature-2690"},{"attack_bonus":[15,15],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":95,"language":["Aklo","Common","Undercommon","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","creature_family":"Alghollthu","will_save":10,"charisma":4,"speed":{"fly":30,"max":30,"land":10,"swim":30},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Telepathic Bond","Stinky Sweat","Envelop","Mimic Form"],"primary_source_group":"Sky King's Tomb","skill":["Acrobatics","Deception","Religion","Society","Stealth"],"stealth":"16","trait":["Aberration","Rare","CN","Medium"],"id":"creature-2691","text":" Slime Puppeteer (Ungothol) Early in the alghollthu's attempt to control the sapient creatures of Golarion, they created the ungothol to feed them information. These slime-covered creatures would infiltrate humanoid settlements and send back information to their masters using powerful telepathy. Over centuries, the slime puppeteers proved inferior compared to the more versatile faceless stalkers. Slime puppeteers disguise themselves as their humanoid meals. They envelop their target, killing it, then the puppeteer's skin and the corpse's skin both become gelatinous and merge. The puppeteer's form replaces the outer layer of the corpse's body, while long, wiry tendrils implant themselves in the corpses' nervous system. The result is a nearly-perfect copy of the dead creature, now controlled from within by the sinister alghollthu agent. The slime puppeteer can speak using the dead creature's voice, though without the original creature's language or memories. Recall Knowledge - Aberration (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Slime Puppeteer Source Pathfinder #194: Cult of the Cave Worm pg. 82 Perception +14; darkvision Languages Aklo, Common, Undercommon; telepathy 100 feet Skills Acrobatics +14, Deception +16, Religion +10, Society +13, Stealth +16 Str +5 Dex +4 Con +2 Int +3 Wis +2 Cha +4 Telepathic Bond (telepathy) A slime puppeteer maintains a strong telepathic bond with the alghollthu that created it. This bond has planetary reach, but the puppeteer is blind and deaf while accessing this bond. --- AC 24 Fort +14 Ref +14 Will +10 HP 95 Stinky Sweat (aura, olfactory) 10 feet. When a slime puppeteer takes fire damage, they form a layer of pungent slime on their skin that remains until washed away. While the layer is present, creatures adjacent to the slime puppeteer must attempt a DC 24 Fortitude save. On a failure, the creature is sickened 1. A creature that succeeds at its save is immune to the puppeteer's sweat for 1 minute. --- Speed 10 feet, fly 30 feet, swim 30 feet Melee Single Action tail +15 (Agile, reach 10 feet), Damage 1d6+7 piercing plus 2d6 poison Melee Single Action wing +15 (Agile, Nonlethal), Damage 1d4+7 bludgeoning Envelop Single Action (Attack, Incapacitation) The puppeteer wraps their body around an adjacent target (DC 24 Reflex negates). The target is restrained and the puppeteer is immobilized. The puppeteer can make only tail Strikes against the restrained creature and can only engulf a single Medium or Large creature. The puppeteer can end an Envelop as a free action. Mimic Form The puppeteer can take on the form of a corpse they have enveloped. This takes one hour, during which time the puppeteer can't move or attack and has an AC of 16. Once the target's form has been taken, the puppeteer cannot use its Envelop, fly speed, and swim speed abilities until Mimic Form ends. The puppeteer only has access to their wing Strike while using Mimic Form. The puppeteer can end Mimic Form as a three-action manipulate activity. Puppeteer Variations The slime puppeteer is only one attempt at creating a terrestrial spy; the alghollthu created countless more. It's challenging to tell how many of their kind survived until the modern day. Some slime puppeteers traded the sensitivity to hot environments for cold. Others were massively enlarged, targeting various giant communities. There are even rumors of elemental-infused slime puppeteers capable of infiltrating the elemental planes, but so far no solid evidence has been presented to recognized scholars. ","skill_mod":{"society":13,"deception":16,"stealth":16,"acrobatics":14,"religion":10},"summary":"Early in the alghollthu's attempt to control the sapient creatures of Golarion, they created the ungothol to feed them information. These …","image":["/Images/Monsters/Alghollthu_SlimePuppeteer.png"],"primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Creature Type","Rarity"],"ac":24,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2691","intelligence":3,"reflex_save":14,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":14,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Slime Puppeteer","alignment":"CN","category":"creature","rarity":"rare","strike_damage_average":[9,17],"slug":"creature-2691"},{"attack_bonus":[13,15],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":60,"language":["Alghollthu","Undercommon"],"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","creature_family":"Alghollthu","will_save":8,"charisma":0,"speed":{"max":40,"land":20,"swim":40},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Flurry of Claws","Kirtanang"],"primary_source_group":"Sky King's Tomb","skill":["Athletics","Intimidation","Stealth"],"stealth":"11","trait":["Amphibious","Humanoid","Uncommon","LE","Medium"],"id":"creature-2692","text":" Ulat-Kini Initiate Several groups of ulat-kinis have rediscovered the ancient way of kirtanang, a martial art from that uses broad, flowing motions of the claws. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Ulat-Kini Initiate Source Pathfinder #194: Cult of the Cave Worm pg. 83 Perception +10; darkvision Languages Alghollthu, Undercommon Skills Athletics +11, Intimidation +8, Stealth +11 Str +3 Dex +5 Con +2 Int +0 Wis +2 Cha +0 --- AC 21 Fort +11 Ref +13 Will +8 HP 60 Resistances cold 5 --- Speed 20 feet, swim 40 feet Melee Single Action claw +15 (Agile, Finesse), Damage 1d8+5 slashing Melee Single Action fangs +13, Damage 2d4+5 piercing plus 1 persistent bleed Flurry of Claws Single Action Frequency once per round; Effect The ulat-kini initiate makes two claw Strikes against a single target. Kirtanang The initiate's Strikes take no penalty from passing through water. Ulat-Kini Culture The creatures who surface humanoids consider scum still hold grand empires beneath the waves. While some ulat-kinis still revere the alghollthu who created them and others have learned to hate their creators, there are ulat-kinis who have found a new way forward. They have developed their own culture outside of alghollthu influence, founding new underwater traditions and creating new cultural standards. ","skill_mod":{"stealth":11,"athletics":11,"intimidation":8},"summary":"Several groups of ulat-kinis have rediscovered the ancient way of kirtanang, a martial art from that uses broad, flowing motions of the claws.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Monster","Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"cold":5},"url":"/Monsters.aspx?ID=2692","intelligence":0,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":11,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Ulat-Kini Initiate","alignment":"LE","category":"creature","rarity":"uncommon","strike_damage_average":[9,10],"slug":"creature-2692"},{"primary_source_category":"Adventure Paths","strength":1,"hp":100,"language":["Alghollthu","Undercommon","<%UMR%37%%>telepathy<%END> 30 feet"],"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","charisma":6,"perception":14,"stealth":"12","trait":["Amphibious","Humanoid","Uncommon","LE","Medium"],"id":"creature-2693","text":" Ulat-Kini Mindreaver When not being controlled and manipulated by alghollthus, ulat-kinis have found they can develop formidable psychic powers. Those who master this craft are dubbed “mindreavers” by their awestruck kin. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Ulat-Kini Mindreaver Source Pathfinder #194: Cult of the Cave Worm pg. 83 Perception +14; darkvision Languages Alghollthu, Undercommon; telepathy 30 feet Skills Intimidation +15, Occultism +15, Stealth +12 Str +1 Dex +3 Con +3 Int +1 Wis +3 Cha +6 Items pendant of the occult --- AC 22 Fort +12 Ref +12 Will +16 HP 100 Resistances cold 10 --- Speed 20 feet, swim 40 feet Melee Single Action claw +14, Damage 1d6+3 slashing Melee Single Action fangs +12, Damage 2d4+3 piercing Occult Spontaneous Spells DC 22 - Cantrips (3rd) Daze, Guidance, Message, Shield, Telekinetic Projectile - 1st Alarm, Déjà Vu, Ill Omen (3 slots) - 2nd Blood Vendetta, Soothe, Telekinetic Maneuver (3 slots) - 3rd Agonizing Despair, Phantom Pain, Sculpt Sound (2 slots) - 4th Clairvoyance, Seal Fate (2 slots) Psychic Daze Two Actions (Mental, Psychic) The mindreaver targets one creature within 120 feet and violently intrudes into their mind. The target attempts a DC 22 Will save. Critical Success The target creature is unaffected. Success The target creature gains weakness 1 to mental damage for 1 minute. If they already have weakness to mental damage, the value of the weakness increases by one. Failure The target creature takes 2d10 mental damage and gains weakness 1 to mental damage for 1 minute. If they already have weakness to mental damage, the value of the weakness increases by one. Critical Failure As failure, except the target's weakness to mental damage increases by 2. Ulat-Kini Culture The creatures who surface humanoids consider scum still hold grand empires beneath the waves. While some ulat-kinis still revere the alghollthu who created them and others have learned to hate their creators, there are ulat-kinis who have found a new way forward. They have developed their own culture outside of alghollthu influence, founding new underwater traditions and creating new cultural standards. ","skill_mod":{"stealth":12,"intimidation":15,"occultism":15},"image":["/Images/Monsters/UlatKini_Mindreaver.png"],"primary_source":"Pathfinder #194: Cult of the Cave Worm","spell":["Clairvoyance","Seal Fate","Agonizing Despair","Phantom Pain","Sculpt Sound","Blood Vendetta","Soothe","Telekinetic Maneuver","Alarm","Déjà Vu","Ill Omen","Daze","Guidance","Message","Shield","Telekinetic Projectile"],"ac":22,"item":["pendant of the occult"],"level":7,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"cold":10},"intelligence":1,"reflex_save":12,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":12,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Ulat-Kini Mindreaver","alignment":"LE","rarity":"uncommon","strike_damage_average":[6,8],"attack_bonus":[12,14],"constitution":3,"creature_family":"Alghollthu","will_save":16,"speed":{"max":40,"land":20,"swim":40},"wisdom":3,"weakness":{},"creature_ability":["Psychic Daze"],"primary_source_group":"Sky King's Tomb","skill":["Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"When not being controlled and manipulated by alghollthus, ulat-kinis have found they can develop formidable psychic powers. Those who master this …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=2693","dexterity":3,"category":"creature","slug":"creature-2693"},{"attack_bonus":[7,11],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":25,"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","creature_family":"Bloodseeker","will_save":6,"charisma":0,"speed":{"fly":40,"max":40,"land":10},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Blood-Crazed","Blood Drain","Grab"],"primary_source_group":"Sky King's Tomb","skill":["Acrobatics","Athletics"],"trait":["Animal","Uncommon","N","Medium"],"id":"creature-2694","text":" Giant Bloodseeker The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for their non-winged warriors. These bloodseekers serve as capable mounts—at least until they detect the scent of blood. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Bloodseeker Source Pathfinder #194: Cult of the Cave Worm pg. 84 Perception +10; darkvision, scent (imprecise) 60 feet Languages Skills Acrobatics +9, Athletics +7 Str +1 Dex +5 Con +2 Int -5 Wis +2 Cha +0 Blood-Crazed If the bloodseeker starts its turn within 60 feet of a creature with bleed damage, it must attempt a DC 11 flat check. On a failure, the bloodseeker attempts to move adjacent to the bleeding creature and Strike it with its proboscis. The bloodseeker gains a +4 circumstance bonus to attack rolls against this target. --- AC 19 Fort +6 Ref +11 Will +6 HP 25 --- Speed 10 feet, fly 40 feet Melee Single Action barbed leg +11 (Agile, Finesse), Damage 1d4+3 piercing plus Grab Melee Single Action proboscis +7, Damage 1d6+3 piercing plus Blood Drain Blood Drain Single Action Requirements The bloodseeker’s last action was a successful Strike with its proboscis against a target with blood; Effect The bloodseeker sucks blood from that target, dealing 2d4 damage, and the bloodseeker gains temporary Hit Points equal to the damage dealt. The target becomes drained 1. Grab Single Action ","skill_mod":{"athletics":7,"acrobatics":9},"summary":"The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for their non-winged warriors. These bloodseekers serve as …","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Creature Type","Rarity"],"ac":19,"level":2,"source_category":["Adventure Paths"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=2694","intelligence":-5,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":6,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Giant Bloodseeker","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[5,6],"slug":"creature-2694"},{"constitution":1,"primary_source_category":"Adventure Paths","strength":-3,"hp":36,"immunity":["precision","swarm mind"],"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","creature_family":"Bloodseeker","will_save":6,"charisma":-2,"speed":{"fly":30,"max":30,"land":10},"perception":8,"wisdom":1,"weakness":{"area":6},"creature_ability":["Blood Draining Bites"],"primary_source_group":"Sky King's Tomb","skill":["Acrobatics","Stealth"],"stealth":"12","trait":["Animal","Swarm","Uncommon","N","Medium"],"id":"creature-2695","text":" Bloodseeker Swarm The Court of Ether release the less useful, smaller breed of bloodseekers into the Endless Gulf, where they form into dangerous swarms of the insatiable devourers. This has lead to a dangerous new game, Seek-a-Bang, where fey mounted on giant bloodseekers throw thunderstones at swarms of their mounts' smaller cousins and see how many they can kill with a single throw. So far, the fatalities are few enough to be acceptable. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Bloodseeker Swarm Source Pathfinder #194: Cult of the Cave Worm pg. 84 Perception +8; darkvision, scent (imprecise) 60 feet Languages Skills Acrobatics +12, Stealth +12 Str -3 Dex +5 Con +1 Int -5 Wis +1 Cha -2 --- AC 20 Fort +6 Ref +12 Will +6 HP 36 Immunities precision, swarm mind Resistances bludgeoning 3, piercing 5, slashing 5 Weaknesses area damage 6, splash damage 3 --- Speed 10 feet, fly 30 feet Blood Draining Bites Single Action Each creature in the swarm's space takes 1d6 piercing damage plus 1d6 persistent bleed damage and is drained 1. A successful DC 20 Reflex save reduces the piercing damage by half and negates the bleed damage and drained condition. ","skill_mod":{"stealth":12,"acrobatics":12},"summary":"The Court of Ether release the less useful, smaller breed of bloodseekers into the Endless Gulf, where they form into dangerous swarms of the …","image":["/Images/Monsters/Bloodseeker_Swarm.png"],"primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Creature Type","Monster","Rarity"],"ac":20,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["fort","fortitude","will"],"resistance":{"bludgeoning":3,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=2695","intelligence":-5,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":6,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Bloodseeker Swarm","alignment":"N","category":"creature","rarity":"uncommon","slug":"creature-2695"},{"primary_source_category":"Adventure Paths","strength":3,"hp":135,"language":["Caligni","Shadowtongue","Shae","Undercommon"],"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","charisma":1,"perception":14,"stealth":"20","trait":["Caligni","Humanoid","Rare","Shadow","NE","Medium"],"id":"creature-2696","text":" Caligni Assassin Calignis often get stereotyped as murderers, but the title of assassin is one of the rarest in their society. Caligni settlements go decades without having offspring born with enough potential. However, once a child shows they have “the gift,” the settlements leaders might give the babe to the owb, who mold and shape the child into an instrument of shadows and death. Lauded and shunned, caligni assassins often become unwitting pawns in clashes between caligni settlements or between rival factions of caligni society. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Caligni Assassin Source Pathfinder #194: Cult of the Cave Worm pg. 85 Perception +14; greater darkvision Languages Caligni, Shadowtongue, Shae, Undercommon Skills Acrobatics +20, Athletics +15, Deception +13, Intimidation +15, Occultism +13, Stealth +20 Str +3 Dex +6 Con +4 Int +3 Wis +2 Cha +1 Shadow Shift Caligni assassins are concealed in dim light or darkness even to creatures that can see clearly in those light levels. Swift Sneak The assassin can move their full speed while Sneaking. Items Leather Armor, +1 striking spiked gauntlet , throwing knives (4) --- AC 27 Fort +16 Ref +18 Will +12 HP 135 Countershadow Reaction (darkness, occult) Trigger A creature within 60 feet casts a light spell; Effect The caligni assassin attempts to counteract the triggering spell. Caligni assassins automatically recognize light spells. Death Umbral Shroud (darkness, occult) When a caligni assassin dies, their body disintegrates into a veil of supernatural darkness for 1 round. A 4th-level darkness spell appears, centered on the assassin's location, with a counteract DC of 23. Deny Advantage The assassin isn't flat-footed to creatures of 8th level or lower that are hidden, undetected, flanking, or using surprise attack. Light Blindness --- Speed 40 feet Melee Single Action spiked gauntlet +21 (Agile, Finesse, Magical, versatile S), Damage 2d4+9 piercing plus Umbral Veil Ranged Single Action throwing knife +19 (Agile, Finesse, thrown 20 feet), Damage 1d4+9 piercing Quick Draw Single Action Shadow Leap Three Actions (Darkness, Occult, Teleportation) Requirements The assassin is in dim light or darkness; Effect The assassin vanishes into shadow, appearing in a square of dim light or darkness within 60 feet. If the assassin appears adjacent to a creature, they can Strike that creature, otherwise the assassin can Hide. Sneak Attack The assassin deals an additional 2d6 precision damage to flat-footed creatures. Umbral Veil Single Action (Darkness) Requirements The assassin's last action was a successful melee Strike; Effect The assassin extends a tendril of shadow to obscure the target's vision, blinding them for 1 round (DC 23 Will negates). On a critical failure, they're blind for 1 minute. Creatures with greater darkvision are immune to this ability. Shadowfade Caligni assassins gain their power from an infusion of planar essence directly from the Netherworld, which the owb help them develop into powerful abilities. This comes at a cost: all caligni assassins eventually succumb to an affliction known as shadowfade. This magical malady causes the caligni's body to painfully warp when concealed in shadows, as the plane's ability to create twisted reflections of reality changes their physical form directly. Sometimes a caligni assassin will flee home and strike out on their own to avoid becoming a twisted tool for their greedy leaders. Such freelancers are in high demand for those seeking a fatal solution to their own political problems. ","skill_mod":{"deception":13,"stealth":20,"athletics":15,"intimidation":15,"occultism":13,"acrobatics":20},"image":["/Images/Monsters/Caligni_Assassin.png"],"primary_source":"Pathfinder #194: Cult of the Cave Worm","ac":27,"item":["Leather Armor","+1 striking spiked gauntlet","throwing knives (4)"],"level":8,"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":3,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":16,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Caligni Assassin","alignment":"NE","rarity":"rare","strike_damage_average":[11,14],"attack_bonus":[19,21],"constitution":4,"creature_family":"Caligni","will_save":12,"speed":{"max":40,"land":40},"wisdom":2,"weakness":{},"creature_ability":["Shadow Shift","Swift Sneak","Countershadow","Death Umbral Shroud","Deny Advantage","Light Blindness","Quick Draw","Shadow Leap","Sneak Attack","Umbral Veil"],"primary_source_group":"Sky King's Tomb","skill":["Acrobatics","Athletics","Deception","Intimidation","Occultism","Stealth"],"summary":"Calignis often get stereotyped as murderers, but the title of assassin is one of the rarest in their society. Caligni settlements go decades without …","trait_group":["Monster","Creature Type","Rarity","Planar"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2696","dexterity":6,"category":"creature","slug":"creature-2696"},{"primary_source_category":"Adventure Paths","strength":4,"hp":90,"language":["Common","Dwarven","Undercommon"],"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","charisma":1,"perception":16,"trait":["Duergar","Dwarf","Humanoid","Uncommon","LE","Medium","Hryngar"],"id":"creature-2697","text":" Hagegraf Royal Guard While the city guards patrol the Long Walk, the royal guards protect King Orgukagan and the royal family, as well as important royal interests. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Hagegraf Royal Guard Source Pathfinder #194: Cult of the Cave Worm pg. 86 Perception +16; darkvision, iron mind Languages Common, Dwarven, Undercommon Skills Athletics +13, Diplomacy +10, Intimidation +10, Society +10 Str +4 Dex +2 Con +3 Int +1 Wis +5 Cha +1 Items Chain Mail, Guisarme, light hammers (2), simple manacles and key --- AC 22 Fort +14 Ref +11 Will +14 HP 90 Iron Mind Royal guards automatically disbelieve all illusion of 2nd level or lower. Light Blindness Stop Right There! Reaction Trigger A creature within the royal guard's reach uses a move action; Effect The royal guard Strikes the creature. On a success the target's action is interrupted; on a critical success the target is also knocked prone. Tight Formation While adjacent to another royal guard, each royal guard gains a +2 circumstance bonus to their Fortitude and Reflex DCs against attempts to Shove, Trip, or Tumble Through them. --- Speed 20 feet Melee Single Action guisarme +15 (Reach, Trip), Damage 1d10+6 slashing plus Knockdown Ranged Single Action light hammer +13 (Agile, thrown 20 feet), Damage 1d6+6 bludgeoning Occult Innate Spells DC 21 - Cantrips (3rd) Sigil - 2nd Blood Vendetta, Paranoia Brutal Beating A royal guard deals an additional 1d10 precision damage to prone creatures. Knockdown Single Action ","skill_mod":{"society":10,"diplomacy":10,"athletics":13,"intimidation":10},"primary_source":"Pathfinder #194: Cult of the Cave Worm","spell":["Blood Vendetta","Paranoia","Sigil"],"ac":22,"item":["Chain Mail","Guisarme","light hammers (2)","simple manacles and key"],"level":5,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision , iron mind","resistance":{},"intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":14,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Hagegraf Royal Guard","alignment":"LE","rarity":"uncommon","strike_damage_average":[9,11],"attack_bonus":[13,15],"constitution":3,"creature_family":"Duergar","will_save":14,"speed":{"max":20,"land":20},"wisdom":5,"weakness":{},"creature_ability":["Iron Mind","Light Blindness","Stop Right There!","Tight Formation","Brutal Beating","Knockdown"],"primary_source_group":"Sky King's Tomb","skill":["Athletics","Diplomacy","Intimidation","Society"],"tradition":["Occult"],"summary":"While the city guards patrol the Long Walk, the royal guards protect King Orgukagan and the royal family, as well as important royal interests.","trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2697","dexterity":2,"category":"creature","slug":"creature-2697"},{"primary_source_category":"Adventure Paths","strength":2,"hp":78,"language":["Common","Dwarven","Undercommon"],"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","charisma":5,"perception":12,"stealth":"13","trait":["Duergar","Dwarf","Humanoid","Rare","LE","Medium","Hryngar"],"id":"creature-2698","text":" Hryngar King's Agent Involved in both domestic security and international espionage, the agents of King Orgukagan's secret police are skilled at capturing enemies for interrogation, infiltrating rival organizations, and fighting without weapons. When the king takes special interest in a project, event, or individual, he sends one of his specially trained agents to handle the situation. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Hryngar King's Agent Source Pathfinder #194: Cult of the Cave Worm pg. 86 Perception +12; darkvision Languages Common, Dwarven, Undercommon Skills Acrobatics +13, Athletics +13, Deception +16, Intimidation +14, Stealth +13 Str +2 Dex +4 Con +3 Int +1 Wis +3 Cha +5 Lie to Me A king's agent uses their Deception DC when someone tries to Lie to them. Items Bola (2), Hand Crossbow, Dagger, average manacles with keys, spellstrike ammunition I (2; sleep , command [“drop prone”]) --- AC 21 Fort +10 Ref +13 Will +14 HP 78 Counter Feint Reaction Trigger A creature fails to feint the king's agent; Effect The creature is flat-footed against the next melee attack that the king's agent attempts before the end of their next turn. Light Blindness --- Speed 25 feet Melee Single Action fist +13 (Agile, Finesse, Nonlethal), Damage 1d6+4 bludgeoning Melee Single Action dagger +13 (Agile, Finesse, versatile S), Damage 1d4+4 piercing Ranged Single Action hand crossbow +13 (range 60 feet, reload 1), Damage 1d6+2 piercing Ranged Single Action dagger +13 (Agile, Finesse, thrown 20 feet), Damage 1d4+4 piercing Ranged Single Action bola +13 (Nonlethal, Ranged Trip, thrown 20 feet), Damage 1d6+4 bludgeoning Occult Innate Spells DC 21 - Cantrips (3rd) Sigil - 2nd Blood Vendetta, Paranoia Nerve Strike Two Actions The king's agent Strikes with their fist. If they hit, the target is paralyzed until the end of the agent's next turn (DC 19 Fortitude negates). Quick Arrest Three Actions Requirements The hryngar king's agent is holding manacles and is adjacent to a creature who is immobilized, paralyzed, or unconscious; Effect The hryngar king's agent applies the manacles. Sneak Attack The hryngar king's agent deals an additional 2d6 precision damage to flat-footed creatures. ","skill_mod":{"deception":16,"stealth":13,"athletics":13,"intimidation":14,"acrobatics":13},"primary_source":"Pathfinder #194: Cult of the Cave Worm","spell":["Blood Vendetta","Paranoia","Sigil"],"ac":21,"item":["Bola (2)","Hand Crossbow","Dagger","average manacles with keys","spellstrike ammunition I (2; sleep , command [“drop prone”])"],"level":5,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":10,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Hryngar King's Agent","alignment":"LE","rarity":"rare","strike_damage_average":[5,6,6,7,7],"attack_bonus":[13,13,13,13,13],"constitution":3,"creature_family":"Duergar","will_save":14,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Lie to Me","Counter Feint","Light Blindness","Nerve Strike","Quick Arrest","Sneak Attack"],"primary_source_group":"Sky King's Tomb","skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth"],"tradition":["Occult"],"summary":"Involved in both domestic security and international espionage, the agents of King Orgukagan's secret police are skilled at capturing enemies for …","trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2698","dexterity":4,"category":"creature","slug":"creature-2698"},{"primary_source_category":"Adventure Paths","strength":3,"hp":99,"language":["Common","Dwarven","Undercommon"],"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","charisma":3,"perception":13,"trait":["Duergar","Dwarf","Humanoid","LE","Medium","Hryngar"],"id":"creature-2699","text":" Hryngar Forgepriest Abandoned by their cousins, the surface dwarves, hryngars were saved by Droskar, who taught them to work hard and give no quarter. Now, that hardness is the sword and shield by which the hryngar rule their kingdoms. The forgepriests proselytize Droskar's teachings and punish heretics for any defiance. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Hryngar Forgepriest Source Pathfinder #194: Cult of the Cave Worm pg. 87 Perception +13; darkvision Languages Common, Dwarven, Undercommon Skills Athletics +11, Intimidation +13, Religion +15, Society +11 Str +3 Dex +1 Con +4 Int +1 Wis +5 Cha +3 Items Chain Mail, +1 striking returning light hammer --- AC 23 Fort +14 Ref +11 Will +15 HP 99 Resistances fire 5 Toil is Strength Reaction (misfortune) Trigger A creature within 30 feet would succeed at a save against a spell or ability that causes the immobilized condition; Effect The target must reroll the triggering saving throw and use the worse result. Light Blindness --- Speed 20 feet Melee Single Action light hammer +14 (Agile, Magical), Damage 2d8+5 bludgeoning Ranged Single Action light hammer +12 (Agile, Magical, thrown 20 feet), Damage 2d8+5 bludgeoning Divine Prepared Spells DC 21 - Cantrips (3rd) Daze, Detect Magic, Prestidigitation, Read Aura, Shield - 1st Command, Detect Poison, Magic Weapon - 2nd Charitable Urge, Mending, See Invisibility - 3rd Agonizing Despair, Crisis of Faith, Fear Occult Innate Spells DC 21 - Cantrips (3rd) Sigil - 2nd Blood Vendetta, Paranoia Hammerfall Two Actions The forgepriest tosses their hammer up to 30 feet. Where the hammer lands, molten metal erupts from the ground in a 10 foot radius dealing 6d8 fire damage to creatures in the area (DC 21 basic Reflex save). Creatures who critically fail also take 1d8 persistent fire damage. The forgepriest can't use Hammerfall again for 1d4 rounds. ","skill_mod":{"society":11,"athletics":11,"intimidation":13,"religion":15},"image":["/Images/Monsters/Hryngar_Forgepriest.png"],"primary_source":"Pathfinder #194: Cult of the Cave Worm","spell":["Agonizing Despair","Crisis of Faith","Fear","Charitable Urge","Mending","See Invisibility","Command","Detect Poison","Magic Weapon","Daze","Detect Magic","Prestidigitation","Read Aura","Shield","Blood Vendetta","Paranoia","Sigil"],"ac":23,"item":["Chain Mail","+1 striking returning light hammer"],"level":6,"spell_dc":[21,21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"fire":5},"intelligence":1,"reflex_save":11,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":14,"source_group":["Sky King's Tomb"],"size":["Medium"],"name":"Hryngar Forgepriest","alignment":"LE","rarity":"common","strike_damage_average":[14,14],"attack_bonus":[12,14],"constitution":4,"creature_family":"Duergar","will_save":15,"speed":{"max":20,"land":20},"wisdom":5,"weakness":{},"creature_ability":["Toil is Strength","Light Blindness","Hammerfall"],"primary_source_group":"Sky King's Tomb","skill":["Athletics","Intimidation","Religion","Society"],"tradition":["Divine","Occult"],"summary":"Abandoned by their cousins, the surface dwarves, hryngars were saved by Droskar , who taught them to work hard and give no quarter. Now, that …","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2699","dexterity":1,"category":"creature","slug":"creature-2699"},{"attack_bonus":[15,17],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":75,"language":["Common","Sylvan","Undercommon"],"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","creature_family":"Redcap","will_save":11,"charisma":1,"speed":{"max":50,"land":50},"perception":14,"wisdom":3,"weakness":{"cold_iron":5},"creature_ability":["Divine Revulsion","Blood Soak","Flyby Swing"],"primary_source_group":"Sky King's Tomb","skill":["Acrobatics","Athletics","Intimidation","Nature","Performance"],"trait":["Fey","Uncommon","CE","Small"],"id":"creature-2700","text":" Redcap Cavalry Whomever first imagined putting a fey with a bloodsoaked hat on a giant blood-crazed insect certainly had a sense of humor, but that didn't stop the redcaps from trying to domesticate and train giant bloodseekers. Although a flying cavalry was Queen Frilogarma's goal, her court ended up accidentally inventing redcap racing. In this sport, one redcap with a freshly soaked cap is swung around a racetrack by a giant arm while several other redcaps on giant bloodseekers fly after them. The “bait” redcap doesn't usually survive, but they are the center of attention for about two minutes. Recall Knowledge - Fey (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Redcap Cavalry Source Pathfinder #194: Cult of the Cave Worm pg. 88 Perception +14; low-light vision Languages Common, Sylvan, Undercommon Skills Acrobatics +14, Athletics +17, Intimidation +13, Nature +13, Performance +11 Str +5 Dex +4 Con +2 Int +1 Wis +3 Cha +1 Items iron boots, red cap, Scythe --- AC 23 Fort +12 Ref +14 Will +11 HP 75 (fast healing 10) Weaknesses cold iron 5, divine revulsion Divine Revulsion (emotion, fear, mental) If a redcap sees a creature brandish a religious symbol of a good deity (which requires an Interact action by that creature) or use one to cast a divine spell, the redcap must attempt a DC 21 Will save. It then becomes temporarily immune to all brandished religious symbols for 10 minutes. Critical Success The redcap is unaffected. Success The redcap is frightened 2. Failure The redcap gains the fleeing condition for 1 round and is frightened 4. --- Speed 50 feet Melee Single Action scythe +17 (deadly d10, Trip), Damage 1d10+11 slashing Melee Single Action boot +15 (Agile, versatile B), Damage 1d6+9 piercing Blood Soak Single Action (Manipulate) The redcap dips its cap in the blood of a slain foe. The foe must have died in the last minute, and the redcap must have helped kill it. The redcap gains a +4 status bonus to damage rolls for 1 minute. Flyby Swing Reaction Trigger The recap's bloodseeker mount moves away from a creature within the redcap's reach; Requirements The redcap is mounted on a giant bloodseeker; Effect The redcap Strikes the creature with their scythe. ","skill_mod":{"performance":11,"nature":13,"athletics":17,"intimidation":13,"acrobatics":14},"summary":"Whomever first imagined putting a fey with a bloodsoaked hat on a giant blood-crazed insect certainly had a sense of humor, but that didn't stop the …","image":["/Images/Monsters/Redcap_Cavalry.png"],"primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Creature Type","Rarity"],"ac":23,"item":["iron boots","red cap","Scythe"],"level":6,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2700","intelligence":1,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":12,"source_group":["Sky King's Tomb"],"size":["Small"],"spoilers":"Sky King's Tomb","name":"Redcap Cavalry","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[12,16],"slug":"creature-2700"},{"attack_bonus":[6,6],"constitution":0,"primary_source_category":"Adventure Paths","strength":-2,"hp":8,"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","creature_family":"Sprite","will_save":3,"charisma":3,"speed":{"fly":40,"max":40,"land":10},"perception":5,"wisdom":2,"weakness":{"cold_iron":1},"creature_ability":["Natural Glow","Hilarious Insult"],"primary_source_group":"Sky King's Tomb","skill":["Acrobatics","Diplomacy","Performance","Stealth","Thievery"],"stealth":"4","trait":["Fey","N","Tiny"],"id":"creature-2701","text":" Ether Sprite The excitable sprites of the Ether Court prefer to frolic, drink, insult each other, and perform improv comedy. Recall Knowledge - Fey (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Ether Sprite Source Pathfinder #194: Cult of the Cave Worm pg. 89 Perception +5 Languages Skills Acrobatics +4, Diplomacy +4, Performance +6, Stealth +4, Thievery +4 Str -2 Dex +3 Con +0 Int +0 Wis +2 Cha +3 Natural Glow (light, primal) An ether sprite sheds light as a torch. The sprite can suppress this glow by spending a single action with the concentrate trait. Items Rapier --- AC 14 Fort +1 Ref +6 Will +3 HP 8 Weaknesses cold iron 1 --- Speed 10 feet, fly 40 feet Melee Single Action rapier +6 (deadly d8, Disarm, Finesse, Magical), Damage 1d6–2 piercing Ranged Single Action luminous spark +6 (Fire, Light, Magical, range 20 feet), Damage 1d4 fire Hilarious Insult Single Action (Auditory, Emotion, Linguistic, Mental) The ether sprite taunts a creature within 30 feet and rolls Performance against the target's Will DC. On a success, the target is confused until the end of their next turn. Sprite Collections Ether sprites have a reputation for being thieves. In truth, they're generally curious about the world and simply have a tendency to walk away with objects that don't belong to them, not understanding the concept of ownership. As a result, ether sprites tend to have small interesting objects in their possession, such as talismans or gemstones. ","skill_mod":{"diplomacy":4,"performance":6,"thievery":4,"stealth":4,"acrobatics":4},"summary":"The excitable sprites of the Ether Court prefer to frolic, drink, insult each other, and perform improv comedy.","image":["/Images/Monsters/Sprite_Ether.png"],"primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Creature Type"],"ac":14,"item":["Rapier"],"level":-1,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2701","intelligence":0,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":1,"source_group":["Sky King's Tomb"],"size":["Tiny"],"name":"Ether Sprite","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[2,3],"slug":"creature-2701"},{"constitution":0,"primary_source_category":"Adventure Paths","strength":-2,"hp":32,"immunity":["precision","swarm mind"],"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","creature_family":"Sprite","will_save":7,"charisma":4,"speed":{"fly":40,"max":40,"land":10},"perception":9,"wisdom":2,"weakness":{"area":6,"cold_iron":3},"creature_ability":["Rowdy Clamor","Luminous Pattern","Spark Bombardment","Swarm Steal","Swarming Needles"],"primary_source_group":"Sky King's Tomb","skill":["Acrobatics","Diplomacy","Performance","Stealth","Thievery"],"stealth":"9","trait":["Fey","Swarm","N","Large"],"id":"creature-2702","text":" Ether Sprite Swarm One ether sprite is quite enough for most, and can be tiresome for even the fey. When a group of them get together, it's outright bedlam. Recall Knowledge - Fey (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Ether Sprite Swarm Source Pathfinder #194: Cult of the Cave Worm pg. 89 Perception +9; low-light vision Languages Skills Acrobatics +9, Diplomacy +9, Performance +11, Stealth +9, Thievery +9 Str -2 Dex +4 Con +0 Int +0 Wis +2 Cha +4 --- AC 19 Fort +5 Ref +11 Will +7 HP 32 Immunities precision, swarm mind Resistances bludgeoning 3, piercing 5, slashing 5 Weaknesses area damage 6, cold iron 3, splash damage 3 Rowdy Clamor (auditory, aura) 20 feet. The sprite swarm creates a din by laughing, taunting, and insulting nearby creatures. Creatures in the area are deafened. --- Speed 10 feet, fly 40 feet Luminous Pattern Two Actions The sprites glow brightly, flying in a shifting pattern of light. All creatures within 20 feet become dazzled for 1 minute (DC 16 Will negates). Spark Bombardment Single Action The sprites hurl luminous sparks at a creature within 20 feet dealing 5d4 fire damage (DC 20 basic Reflex save). Swarm Steal Two Actions The sprites rummage through the possessions of a single creature within its space, attempting a Thievery check against the creature's Reflex DC. On a success, the sprites take one item of negligible or light bulk that the creature is carrying but not holding or readied. On a critical success, the item can be one that is held or readied, such as a weapon or potion. Swarming Needles Single Action The sprites numerous rapiers deal 2d6 piercing damage to each enemy in the swarm's space (DC 20 basic Reflex save). Sprite Collections Ether sprites have a reputation for being thieves. In truth, they're generally curious about the world and simply have a tendency to walk away with objects that don't belong to them, not understanding the concept of ownership. As a result, ether sprites tend to have small interesting objects in their possession, such as talismans or gemstones. ","skill_mod":{"diplomacy":9,"performance":11,"thievery":9,"stealth":9,"acrobatics":9},"summary":"One ether sprite is quite enough for most, and can be tiresome for even the fey. When a group of them get together, it's outright bedlam.","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Creature Type","Monster"],"ac":19,"level":3,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":3,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=2702","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":5,"source_group":["Sky King's Tomb"],"size":["Large"],"name":"Ether Sprite Swarm","alignment":"N","category":"creature","rarity":"common","slug":"creature-2702"},{"attack_bonus":[30,32],"constitution":8,"primary_source_category":"Adventure Paths","strength":10,"hp":370,"immunity":["cold"],"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","creature_family":"Cave Worm","will_save":22,"charisma":-1,"speed":{"max":40,"land":40,"burrow":40,"swim":20},"perception":22,"wisdom":0,"weakness":{"fire":15},"creature_ability":["Cold Healing","Inexorable","Leech Heat","Shake It Off","Fast Swallow","Swallow Whole","Thrash"],"primary_source_group":"Sky King's Tomb","skill":["Athletics"],"trait":["Amphibious","Animal","Uncommon","N","Gargantuan"],"id":"creature-2703","text":" Glacial Worm Cave worm eggs that lie dormant for a long period may experience significant climactic shift. If the temperature falls below freezing, the worms may hatch as glacial worms, also called white worms. These creatures immediately migrate as far north as possible, seeking the glaciers or icebergs that will nourish and house them. Glacial worms lack stingers, as liquid venom is less effective in cold temperatures. Occasionally, such creatures are carried far south on icebergs that have carved off the main ice sheets of the polar regions. Recall Knowledge - Animal (Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Glacial Worm Source Pathfinder #194: Cult of the Cave Worm pg. 67 Perception +22; darkvision, tremorsense (imprecise) 100 feet Languages Skills Athletics +34 Str +10 Dex +0 Con +8 Int -5 Wis +0 Cha -1 --- AC 36 Fort +30 Ref +22 Will +22 HP 370 (cold healing) Immunities cold Weaknesses fire 15 Cold Healing When a glacial worm is in extreme cold or surrounded by ice, it gains fast healing 10. When struck by a magical cold effect, a glacial worm regains Hit Points equal to half the cold damage the effect would otherwise deal. Inexorable The glacial worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain. Leech Heat (aura, cold) 30 feet. A glacial worm's intense cold absorbs heat. Creatures that start their turn within the area take 3d6 cold damage (DC 34 basic Fortitude save). Shake It Off Reaction Frequency once per day; Trigger The glacial worm would be affected by a condition or adverse effect (such as baleful polymorph ); Effect The glacial worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way. --- Speed 40 feet, burrow 40 feet, swim 20 feet Melee Single Action jaws +32 (deadly 2d12, reach 15 feet), Damage 3d12+13 piercing plus Improved Grab Melee Single Action body +30 (reach 15 feet), Damage 2d8+12 bludgeoning plus 1d6 cold Fast Swallow Reaction Trigger The worm Grabs a creature; Effect The worm uses Swallow Whole. Swallow Whole Single Action Huge, 3d8+12 bludgeoning plus 2d6 cold, Rupture 28 Thrash Two Actions The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks. ","skill_mod":{"athletics":34},"summary":"Cave worm eggs that lie dormant for a long period may experience significant climactic shift. If the temperature falls below freezing, the worms may …","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Monster","Creature Type","Rarity"],"ac":36,"level":16,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense ( imprecise ) 100 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2703","intelligence":-5,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":30,"source_group":["Sky King's Tomb"],"size":["Gargantuan"],"spoilers":"Sky King's Tomb","name":"Glacial Worm","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[24,32],"slug":"creature-2703"},{"attack_bonus":[22,24,24],"constitution":7,"primary_source_category":"Adventure Paths","strength":7,"hp":248,"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","creature_family":"Cave Worm","will_save":19,"charisma":-1,"speed":{"max":40,"land":20,"burrow":40},"perception":19,"wisdom":2,"weakness":{"vitality":10},"creature_ability":["Blood Scent","Inexorable","Shake It Off","Paralysis","Thrash"],"primary_source_group":"Sky King's Tomb","skill":["Athletics","Survival"],"trait":["Beast","Rare","N","Gargantuan"],"id":"creature-2704","text":" Gray Worm One subspecies that some call unnatural is the gray worm. It is theorized that these cave worms hatched near the corpses of thousands of graves, perhaps deep in the layers of the Darklands that once held large populations at the moment of Starfall. The negative energy associated with the collective extinction of so much life has warped these worms so that they embody the misery and death caused by the cataclysm. They are unique among cave worms in that they prefer not to swallow prey alive, but to eat only dead flesh. Recall Knowledge - Beast (Arcana, Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Gray Worm Source Pathfinder #194: Cult of the Cave Worm pg. 67 Perception +19; blood scent, darkvision, tremorsense (imprecise) 100 feet Languages Skills Athletics +24, Survival +19 Str +7 Dex -1 Con +7 Int -3 Wis +2 Cha -1 Blood Scent The gray worm can smell blood in the air from up to 1 mile away, or in the earth from up to 1,000 feet away. --- AC 28 Fort +24 Ref +16 Will +19 HP 248 (negative healing) Weaknesses positive 10 Inexorable The gray worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain. Shake It Off Reaction Frequency once per day; Trigger The gray worm would be affected by a condition or adverse effect (such as baleful polymorph ); Effect The gray worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way. --- Speed 20 feet, burrow 40 feet Melee Single Action jaws +24 (deadly 1d10, reach 15 feet), Damage 2d10+10 piercing plus 2d6 persistent bleed Melee Single Action stinger +24 (deadly 1d10, reach 15 feet), Damage 2d8+10 piercing plus paralysis Melee Single Action body +22 (reach 15 feet), Damage 2d8+9 bludgeoning Paralysis (Incapacitation, Occult, Necromancy) Any living creature hit by a gray worm's stinger Strike must succeed at a DC 27 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Thrash Two Actions The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks. ","skill_mod":{"survival":19,"athletics":24},"summary":"One subspecies that some call unnatural is the gray worm. It is theorized that these cave worms hatched near the corpses of thousands of graves, …","primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Creature Type","Rarity"],"ac":28,"level":11,"source_category":["Adventure Paths"],"sense":"blood scent, darkvision , tremorsense ( imprecise ) 100 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2704","intelligence":-3,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":24,"source_group":["Sky King's Tomb"],"size":["Gargantuan"],"spoilers":"Sky King's Tomb","name":"Gray Worm","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[18,19,28],"slug":"creature-2704"},{"attack_bonus":[18,20],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":170,"source":["Pathfinder #195: Heavy is the Crown"],"type":"Creature","creature_family":"Cave Worm","will_save":10,"charisma":-1,"speed":{"max":30,"land":30,"burrow":30,"swim":20},"perception":12,"wisdom":-2,"weakness":{},"creature_ability":["Relentless","Shake It Off","Clumsy Leap","Killing Shake","Rock Tunneler","Swallow Whole"],"primary_source_group":"Sky King's Tomb","skill":["Athletics","Stealth"],"stealth":"14","trait":["Animal","Uncommon","N","Large"],"id":"creature-2705","text":" Juvenile Cave Worm A juvenile cave worm has left its brood or eaten them, and has started to establish its own territory, hunting in regular intervals. These young worms tend to be more aggressive towards other life forms than their relatively mellow adult kin. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Juvenile Cave Worm Source Pathfinder #195: Heavy is the Crown pg. 84 Perception +12; darkvision, tremorsense (imprecise) 100 feet Languages Skills Athletics +18, Stealth +14 Str +6 Dex +0 Con +6 Int -5 Wis -2 Cha -1 --- AC 26 Fort +20 Ref +14 Will +10 HP 170 Relentless When a juvenile cave worm gains the paralyzed, slowed, or stunned condition, reduce the duration by half, to a minimum of 1 round. It also recovers from penalties to its Speeds and the immobilized condition at the end of its turn. Finally, it ignores non-magical difficult terrain and treats greater difficult terrain like difficult terrain. Shake It Off Reaction Frequency once per day; Trigger The juvenile cave worm would be affected by a condition or adverse effect (such as baleful polymorph ); Effect The juvenile cave worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way. --- Speed 30 feet, burrow 30 feet, swim 20 feet Melee Single Action jaws +20 (deadly d10, reach 10 feet), Damage 2d12+9 piercing plus Improved Grab Melee Single Action body +18, Damage 1d8+10 bludgeoning Clumsy Leap Two Actions The cave worm flings its body, Leaping 30 feet. If it lands next to a creature, it can Strike that creature with its jaws. If the jaws Strike fails, it can Strike with its body using the same multiple attack penalty as the failed jaws Strike, but it becomes flat-footed until the start of its next turn. Killing Shake Two Actions Requirements The juvenile cave worm has a Medium or smaller creature grabbed; Effect The juvenile cave worm shakes the creature back and forth quickly, tearing flesh with its multiple rows of teeth. The target takes 2d12+9 slashing damage and is knocked prone. If the creature is adjacent to a solid surface, such as a stone wall, it takes an additional 2d6 bludgeoning damage. The creature attempts a DC 23 basic Reflex save against all damage; if the creature succeeds, it isn't knocked prone. Rock Tunneler A juvenile cave worm can burrow through solid stone at a Speed of 10 feet. It can leave a tunnel if it desires, and it usually does. Swallow Whole Single Action Medium, 1d8+10 bludgeoning, Rupture 18 Brood Variance The cave worms presented here are typical of standard rock worms. For crimson worms, use the elite adjustment and add immunity to fire. For azure worms, increase their swim Speed to 40. Gray worms gain negative healing and a weakness to positive energy 5. Glacial worms gain immunity to cold. ","skill_mod":{"stealth":14,"athletics":18},"summary":"A juvenile cave worm has left its brood or eaten them, and has started to establish its own territory, hunting in regular intervals. These young …","image":["/Images/Monsters/CaveWorm_Juvenile.png"],"primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Creature Type","Rarity"],"ac":26,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense ( imprecise ) 100 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2705","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":20,"source_group":["Sky King's Tomb"],"size":["Large"],"spoilers":"Sky King's Tomb","name":"Juvenile Cave Worm","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[14,22],"slug":"creature-2705"},{"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":220,"immunity":["precision","swarm mind"],"source":["Pathfinder #195: Heavy is the Crown"],"type":"Creature","creature_family":"Cave Worm","will_save":12,"charisma":-2,"speed":{"max":30,"land":30,"burrow":30,"swim":20},"perception":14,"wisdom":-2,"weakness":{"area":13},"creature_ability":["Relentless","Shake It Off","Ferocious Gnaw","Pummeling Thrash"],"primary_source_group":"Sky King's Tomb","skill":["Athletics"],"trait":["Animal","Rare","Swarm","N","Huge"],"id":"creature-2706","text":" Larval Cave Worm Brood While gestating, cave worms adapt to their surrounding environments, becoming accustomed to extreme temperatures and hazards nearby. For example, cave worms hatched in volcanic environments mature into crimson worms, while those raised near water sources mature into azure worms. Regardless of their environment, larval cave worms all have translucent bodies and pallid carapaces that harden and change color as they mature. When a brood of cave worms hatches from their eggs, the foot-long worms mass together, forming a swarm of ravenous larval worms. This swarm travels ceaselessly, consuming anything in its path. The young are drawn to movement, as living, squirming prey tends to be the most nutritious. As they age, they incorporate more minerals into their diet to support carapace growth. Recall Knowledge - Animal (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Larval Cave Worm Brood Source Pathfinder #195: Heavy is the Crown pg. 85 Perception +14; darkvision, tremorsense (imprecise) 100 feet Languages Skills Athletics +22 Str +6 Dex +3 Con +6 Int -5 Wis -2 Cha -2 --- AC 27 Fort +21 Ref +19 Will +12 HP 220 Immunities precision, swarm mind Resistances bludgeoning 7, piercing 13, slashing 13 Weaknesses area damage 13, splash damage 13 Relentless When a larval cave worm brood gains the paralyzed, slowed, or stunned condition, reduce the duration by half, to a minimum of 1 round. They also recover from penalties to their Speeds and the immobilized condition at the end of their turn. Finally, they ignore non-magical difficult terrain and treat greater difficult terrain like difficult terrain. Shake It Off Reaction Frequency once per day; Trigger The larval cave worm brood would be affected by a condition or adverse effect (such as baleful polymorph ); Effect The larval brood negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way. --- Speed 30 feet, burrow 30 feet, swim 20 feet Ferocious Gnaw Single Action Each foe in the larval swarm's space takes 6d6 piercing damage (DC 29 basic Reflex save). Pummeling Thrash Single Action (Attack) Requirements The larval swarm's most recent action was Ferocious Gnaw; Effect The larval swarm frantically thrashes in an effort to consume its prey. The larval swarm attempts an Athletics check and compares the result to the Reflex DC of each creature in its space. Critical Success The creature falls prone and take 4d6 bludgeoning damage. Success The creature falls prone and takes 2d6 bludgeoning damage. Early Hatching A single cave worm egg can produce several thousand larval cave worms when it slowly matures over a millennia. However, if a cave worm egg is disturbed or damaged before its natural cycle completes, the egg enters a rapid stage of maturation. Only a few hundred worms survive this process, creating significantly fewer offspring than when allowed to mature slowly. ","skill_mod":{"athletics":22},"summary":"While gestating, cave worms adapt to their surrounding environments, becoming accustomed to extreme temperatures and hazards nearby. For example, …","image":["/Images/Monsters/CaveWorm_LarvalWormBrood.png"],"primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Creature Type","Rarity","Monster"],"ac":27,"level":10,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense ( imprecise ) 100 feet","weakest_save":["will"],"resistance":{"bludgeoning":7,"piercing":13,"slashing":13},"url":"/Monsters.aspx?ID=2706","intelligence":-5,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":21,"source_group":["Sky King's Tomb"],"size":["Huge"],"spoilers":"Sky King's Tomb","name":"Larval Cave Worm Brood","alignment":"N","category":"creature","rarity":"rare","slug":"creature-2706"},{"primary_source_category":"Adventure Paths","strength":2,"hp":115,"language":["Common","Dwarven","Undercommon"],"source":["Pathfinder #195: Heavy is the Crown"],"type":"Creature","charisma":2,"perception":16,"stealth":"19","trait":["Duergar","Dwarf","Humanoid","Uncommon","LE","Medium","Hryngar"],"id":"creature-2707","text":" Hryngar Assassin In secret conclaves around Nar-Voth, hidden in plain sight within hryngar settlements, are the workshops and training grounds for the Darklands' most technologically sophisticated group of killers. Most hryngar assassins train from childhood, having been recruited from orphanages, and are under a life-debt obligation to their guild leader. While on contract, hryngar assassins are on the lookout for new technologies, gadgets, and alchemical creations. They bring what they find back to their guild to be reverse engineered and replicated for other guild assassins. When the opportunity presents itself, they destroy the schematics and formulae that other organizations, inventors, and alchemists have created if they can't steal them. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Hryngar Assassin Source Pathfinder #195: Heavy is the Crown pg. 86 Perception +16; darkvision Languages Common, Dwarven, Undercommon Skills Acrobatics +17, Athletics +13, Crafting +13, Stealth +19, Survival +14, Thievery +17 Str +2 Dex +6 Con +4 Int +4 Wis +3 Cha +2 Items clockwork grappling gun, Dagger, extreme climbing kit, Hunting Spider Venom (5 doses applied to first magazine), +1 striking repeating heavy crossbow (4 magazines with 5 bolts each) --- AC 25 Fort +15 Ref +17 Will +12 +2 status to all saves vs. magic HP 115 Light Blindness Disengaging Shot Reaction Requirements The hryngar assassin is equipped with a loaded repeating heavy crossbow; Trigger A creature critically misses the hryngar assassin with a melee Strike; Effect The hryngar assassin Strides, then Strikes the triggering creature with their repeating heavy crossbow; the target is flat-footed against this Strike. --- Speed 25 feet; climb 10 feet Melee Single Action dagger +17 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+8 piercing Ranged Single Action repeating heavy crossbow +18 (range 180 feet, reload 1, Repeating), Damage 2d10+2 piercing Occult Innate Spells DC 25 - Cantrips (4th) Sigil - 2nd Blood Vendetta, Paranoia Sneak Attack The hryngar assassin deals an extra 2d6 precision damage to flat-footed creatures. Surprise Attack On the first round of combat, creatures that haven't acted yet are flat-footed to the hryngar assassin. Bleeding Edge Killing Tech Hryngar assassins use the most advanced gadgets and technology available to them. Their inventors are hard at work reverse engineering any specialized equipment they find so they can provide moderately equivalent designs to the best assassins. Elite assassins gain one consumable gadget of their level or lower, often selected for a specific job. ","skill_mod":{"thievery":17,"crafting":13,"survival":14,"stealth":19,"athletics":13,"acrobatics":17},"image":["/Images/Monsters/Hryngar_Assassin.png"],"primary_source":"Pathfinder #195: Heavy is the Crown","spell":["Blood Vendetta","Paranoia","Sigil"],"ac":25,"item":["clockwork grappling gun","Dagger","extreme climbing kit","Hunting Spider Venom (5 doses applied to first magazine)","+1 striking repeating heavy crossbow (4 magazines with 5 bolts each)"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":15,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Hryngar Assassin","alignment":"LE","rarity":"uncommon","strike_damage_average":[10,13],"attack_bonus":[17,18],"constitution":4,"creature_family":"Duergar","will_save":12,"speed":{"climb":10,"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Light Blindness","Disengaging Shot","Sneak Attack","Surprise Attack"],"primary_source_group":"Sky King's Tomb","skill":["Acrobatics","Athletics","Crafting","Stealth","Survival","Thievery"],"tradition":["Occult"],"summary":"In secret conclaves around Nar-Voth, hidden in plain sight within hryngar settlements, are the workshops and training grounds for the Darklands' most …","trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2707","dexterity":6,"category":"creature","slug":"creature-2707"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":150,"language":["Common","Dwarven","Undercommon"],"source":["Pathfinder #195: Heavy is the Crown"],"type":"Creature","creature_family":"Duergar","will_save":18,"charisma":1,"speed":{"max":20,"land":20},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Light Blindness","Troop Defenses","Attack of Opportunity","Shield Block","Bolt Barrage","Form Up","General Melee","Push Back","Raise Shields","Troop Movement"],"primary_source_group":"Sky King's Tomb","skill":["Athletics","Crafting","Intimidation","Religion","Survival"],"trait":["Duergar","Dwarf","Humanoid","Troop","Uncommon","LE","Gargantuan","Hryngar"],"id":"creature-2708","text":" Hryngar Breccia Squad A hryngar breccia squad is a group of hryngar martial combatants armed with melee weapons and steel shields. Though more likely to be encountered near large hryngar settlements, these strike forces see wide use throughout the Darklands. Hryngar breccia squads often serve as military units, mercenary companies, city patrols, and caravan guards. Like all warriors, the favored combat methods of a hryngar breccia squad change by location, often due to surrounding environment and popular equipment. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Hryngar Breccia Squad Source Pathfinder #195: Heavy is the Crown pg. 87 Perception +18; darkvision Languages Common, Dwarven, Undercommon Skills Athletics +21, Crafting +18, Intimidation +16, Religion +18, Survival +18 Str +6 Dex +2 Con +4 Int +2 Wis +3 Cha +1 --- AC 28 Fort +20 Ref +15 Will +18 +2 status to all saves vs. magic HP 150 Weaknesses area damage12, splash damage 6 Light Blindness Troop Defenses Attack of Opportunity Reaction Shield Block Reaction --- Speed 20 feet; troop movement Bolt Barrage Two Actions The hryngar breccia squad draws or reloads its crossbows, then launches a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 4d8 piercing damage (DC 28 basic Reflex save). When the hryngar breccia squad is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Form Up Single Action General Melee Single Action to Three Actions Frequency once per round; Effect The hryngar breccia squad engages in a coordinated attack with its melee weapons against each enemy within 5 feet (DC 28 basic Reflex save). The damage depends on the number of actions. Single Action 1d8+6 bludgeoning damage Two Actions 2d8+10 bludgeoning damage Three Actions 3d8+14 bludgeoning damage Push Back Single Action Requirements The hryngar breccia squad has its shields raised; Effect The hryngar breccia squad pushes against adjacent foes, knocking them back. The hryngar breccia squad attempts an Athletics check to Shove, comparing the result to the Fortitude DC of each enemy within 5 feet of the hryngar breccia squad. The hryngar breccia squad is not knocked prone on a critical failure. Raise Shields Single Action The hryngar breccia squad raises steel shields, with the effects of Raise a Shield. Troop Movement Whenever the hryngar breccia squad Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the hryngar breccia squad enters difficult terrain, the extra movement cost applies to the entire hryngar breccia squad. Rift Jumpers Hryngar breccia squads that specialize in spelunking are known as Rift Jumpers, named for their reckless leaps into perilous chasms. They swap their shields and warhammers for light picks and train with their climbing equipment until it serves as an extension of their body. Rift Jumpers lose the Raise Shields, Shield Block, and Push Back actions, and gain a climb Speed of 20 feet. ","skill_mod":{"crafting":18,"survival":18,"athletics":21,"intimidation":16,"religion":18},"summary":"A hryngar breccia squad is a group of hryngar martial combatants armed with melee weapons and steel shields. Though more likely to be encountered …","image":["/Images/Monsters/Hryngar_BrecciaSquad.png"],"primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"ac":28,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2708","intelligence":2,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":20,"source_group":["Sky King's Tomb"],"size":["Gargantuan"],"spoilers":"Sky King's Tomb","name":"Hryngar Breccia Squad","alignment":"LE","category":"creature","rarity":"uncommon","slug":"creature-2708"},{"primary_source_category":"Adventure Paths","strength":8,"hp":220,"language":["Celestial","Dwarven","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #195: Heavy is the Crown"],"type":"Creature","charisma":5,"perception":23,"stealth":"20","trait":["Celestial","Fire","Unique","LG","Gargantuan"],"id":"creature-2709","text":" Stoneriver A servant of Torag, Stoneriver resembles a pangolin with glowing blue eyes and brassy, rune-covered scales. Stoneriver burrows through Golarion's mantle and crust as he hunts down subterranean fiends, aids virtuous communities, and defends sacred sites, often collaborating with dwarves. Recall Knowledge - Celestial (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Stoneriver Source Pathfinder #195: Heavy is the Crown pg. 88 Perception +23; (33 to detect lies and illusions) darkvision, scent (imprecise) 60 feet Languages Celestial, Dwarven; tongues Skills Acrobatics +20, Athletics +26, Diplomacy +21, Intimidation +21, Stealth +20, Survival +23, Torag Lore +24 Str +8 Dex +4 Con +7 Int +4 Wis +5 Cha +5 --- AC 32 Fort +25 Ref +20 Will +21 +2 status to all saves vs. magic HP 220 , regeneration 30 (deactivated by cold or evil) Immunities fear, fire Weaknesses cold 10 Bolster Torag's Chosen (abjuration, aura, divine) 20 feet. Dwarves and creatures that worship Torag in the area gain a +1 status bonus to AC and Will saves. Retributive Strike Reaction --- Speed 30 feet, burrow 30 feet, swim 30 feet Melee Single Action tongue +26 (Good, Disarm, Magical, reach 30 feet), Damage 3d6+11 bludgeoning plus 1d6 good and Improved Grab Melee Single Action claw +26 (Agile, Good, Magical, reach 20 feet), Damage 3d8+11 slashing plus 1d6 good and 1d6 fire Melee Single Action tail +26 (Backswing, fatal d12, Good, Magical, reach 20 feet), Damage 3d8+11 slashing plus 1d6 good and 1d6 fire Divine Innate Spells DC 29, attack +24 - Cantrips (5th) Light - 1st Detect Alignment (at will; evil only) - 2nd Remove Fear (at will), Restoration - 3rd Heal (×2) - 4th Divine Wrath, Searing Light (×2) - 5th Blazing Fissure, Flame Strike - Constant (5th) Tongues Devour Magic (Divine, Transmutation) Whenever Stoneriver deals damage with Swallow Whole, he consumes one of the swallowed creature's magical effects, as dispel magic with a +21 counteract modifier. Improved Grab Free Action Measure Soul Two Actions (Concentrate, Divination, Divine, Mental) Stoneriver mentally pries through the mind of a creature within 60 feet, dealing 10d8 mental damage (DC 29 basic Will save). Stoneriver can choose to make this damage nonlethal or choose not to damage the creature at all. For 1 minute, Stoneriver gains a +1 circumstance bonus to attack rolls, damage rolls, and Perception checks against that creature. If the creature is evil and it failed its save, the creature is additionally frightened 2 (frightened 4 on a critical failure). Stoneriver can't use Measure Soul again for 1d4 rounds. Rock Tunneler Stoneriver can burrow through solid stone, leaving behind a tunnel if he desires. Swallow Whole Single Action (Attack) Large, 6d6 bludgeoning plus 2d6 fire and devour magic, Rupture 40 Forgeheart Five Stoneriver has fathered numerous children through the years, each clever, brave, and bold. Among these, five have joined together to combat evil as a team. Calling themselves the Forgeheart Five, these overly optimistic and bombastic creatures strive to be as virtuous and heroic as their father. Thus far, their methods have been more flashy than effective. ","element":["Fire"],"skill_mod":{"diplomacy":21,"survival":23,"stealth":20,"athletics":26,"intimidation":21,"acrobatics":20},"image":["/Images/Monsters/Stoneriver.png"],"primary_source":"Pathfinder #195: Heavy is the Crown","spell":["Blazing Fissure","Flame Strike","Divine Wrath","Searing Light","Heal","Remove Fear","Restoration","Detect Alignment","Light","Tongues"],"ac":32,"level":12,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":"(33 to detect lies and illusions) darkvision , scent ( imprecise ) 60 feet","resistance":{},"intelligence":4,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":25,"source_group":["Sky King's Tomb"],"size":["Gargantuan"],"spoilers":"Sky King's Tomb","name":"Stoneriver","alignment":"LG","rarity":"unique","strike_damage_average":[25,31,31],"attack_bonus":[26,26,26],"constitution":7,"immunity":["fear","fire"],"spell_attack_bonus":[24],"will_save":21,"speed":{"max":30,"land":30,"burrow":30,"swim":30},"wisdom":5,"weakness":{"cold":10},"creature_ability":["Bolster Torag's Chosen","Retributive Strike","Devour Magic","Improved Grab","Measure Soul","Rock Tunneler","Swallow Whole"],"primary_source_group":"Sky King's Tomb","skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Stealth","Survival","Torag Lore"],"tradition":["Divine"],"summary":"A servant of Torag , Stoneriver resembles a pangolin with glowing blue eyes and brassy, rune-covered scales. Stoneriver burrows through Golarion's …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2709","dexterity":4,"category":"creature","slug":"creature-2709"},{"attack_bonus":[16,17,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":130,"language":["Dwarven","Undercommon"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Pathfinder #195: Heavy is the Crown"],"type":"Creature","will_save":12,"charisma":1,"speed":{"max":25,"land":25},"perception":14,"wisdom":2,"weakness":{"cold":6},"creature_ability":["Find the Faithless","Exertion Aura","Vulnerability to Exorcism","Droskar's Grasp","Soul Furnace","Swallow Whole"],"primary_source_group":"Sky King's Tomb","skill":["Athletics","Droskar Lore","Intimidation"],"trait":["Construct","Rare","Soulbound","NE","Huge"],"id":"creature-2710","text":" Toilforged Sentinel Toilforged sentinels are intelligent war machines painstakingly constructed from iron, steel, and other metals over the course of a full year. With twin treads, a central cage filled with eternal flames, and numerous weapons (including a hammer, cannon, and grasping claw capable of snatching up foes), a toilforged sentinel is an intimidating sight. Creatures consumed by a sentinel's flames become captives, their souls eternally bound to the flames, powering the device. Such souls are freed upon the sentinel's destruction. Recall Knowledge - Construct (Arcana, Crafting): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Toilforged Sentinel Source Pathfinder #195: Heavy is the Crown pg. 89 Perception +14; darkvision, find the faithless (imprecise) 60 feet Languages Dwarven, Undercommon Skills Athletics +18, Droskar Lore +15, Intimidation +13 Str +6 Dex +3 Con +4 Int -1 Wis +2 Cha +1 Find the Faithless (magical) The toilforged sentinel detects the presence of creatures that don't worship Droskar within 60 feet as an imprecise sense. --- AC 27 Fort +18 Ref +13 Will +12 HP 130 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 10 (except adamantine or orichalcum) Weaknesses cold 6, water 11, vulnerability to exorcism Exertion Aura (aura, divine, mental) 20 feet. A toilforged sentinel saps the energy of nearby creatures. Each round a living creature begins its turn in the aura, it must attempt a DC 22 Fortitude save. On a failure, the creature takes 1d6 mental damage (2d6 on a critical failure) and becomes fatigued. This fatigue ends as soon as the creature remains outside of the aura for 1 minute. Vulnerability to Exorcism When a toilforged sentinel fails a saving throw against a spell that would banish tormented spirits or manipulate souls, such as banishment or bind soul , instead of experiencing the listed effect, it takes 10 damage per spell level. --- Speed 25 feet Melee Single Action grasping claw +16 (Grapple, Magical, reach 30 feet, Tethered), Damage 2d8+11 slashing plus Improved Grab Melee Single Action hammer +20 (Magical, reach 15 feet, Shove), Damage 2d12+11 bludgeoning Ranged Single Action flaming cannon +17 (range increment 200 feet), Damage 3d10 bludgeoning and 1d6 fire Droskar's Grasp The toilforged sentinel can Grab a creature using only one hand. It can move normally with a creature grabbed or restrained in its claw, carrying the creature along. If it has a creature grabbed in this way, it can't use its claw Strike. It activates Swallow Whole with its claw by depositing a grabbed creature into its soul furnace. Soul Furnace The toilforged sentinel has a cage incorporated into its central body, filled with profane fire and called a soul furnace. As long as a toilforged sentinels' soul furnace contains a living creature, the toilforged sentinel is quickened (Stride or Strike). Swallow Whole Single Action (Attack) Large, 3d6 fire and 3d6 negative, Rupture 21 Salvation Toilforged sentinels are religious constructs created to destroy heretics: those who refuse to worship Droskar. They take orders only from the clergy of Droskar and find particular satisfaction from consuming worshippers of Torag and other dwarven deities. ","skill_mod":{"athletics":18,"intimidation":13},"summary":"Toilforged sentinels are intelligent war machines painstakingly constructed from iron, steel, and other metals over the course of a full year. With …","image":["/Images/Monsters/ToilforgedSentinel.png"],"primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Creature Type","Rarity","Monster"],"ac":27,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision , find the faithless ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=2710","intelligence":-1,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"source_group":["Sky King's Tomb"],"size":["Huge"],"spoilers":"Sky King's Tomb","name":"Toilforged Sentinel","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[20,20,24],"slug":"creature-2710"},{"attack_bonus":[15],"constitution":1,"primary_source_category":"Adventure Paths","strength":1,"hp":100,"language":["Aklo","Common","Sylvan"],"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","spell_attack_bonus":[10],"will_save":11,"charisma":5,"speed":{"max":30,"land":30},"perception":14,"wisdom":-2,"weakness":{},"primary_source_group":"Sky King's Tomb","skill":["Acrobatics","Deception","Cave Worm Lore","Nature","Performance","Thievery"],"trait":["Fey","Unique","CE","Small"],"id":"creature-2711","text":" Veavieve Recall Knowledge - Fey (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Veavieve Source Pathfinder #194: Cult of the Cave Worm pg. 19 Perception +14; darkvision Languages Aklo, Common, Sylvan Skills Acrobatics +14, Deception +15, Cave Worm Lore +15, Nature +12, Performance +18, Thievery +12 Str +1 Dex +5 Con +1 Int +3 Wis -2 Cha +5 Items Avernal Cape , shillelagh --- AC 24 Fort +14 Ref +17 Will +11 HP 100 Resistances fire 5 --- Speed 30 feet Melee Single Action shillelagh +15 (Shove), Damage 2d8+6 bludgeoning Primal Innate Spells DC 18, attack +10 - Cantrips (3rd) Dancing Lights, Dirge of Doom, Ghost Sound, Mage Hand, Prestidigitation, Telekinetic Projectile - 1st Color Spray, Shillelagh, Ventriloquism - 2nd Illusory Creature, Illusory Object, Invisibility (self only)\n","tradition":["Primal"],"skill_mod":{"performance":18,"deception":15,"nature":12,"thievery":12,"acrobatics":14},"primary_source":"Pathfinder #194: Cult of the Cave Worm","spell":["Illusory Creature","Illusory Object","Invisibility","Color Spray","Shillelagh","Ventriloquism","Dancing Lights","Dirge of Doom","Ghost Sound","Mage Hand","Prestidigitation","Telekinetic Projectile"],"trait_group":["Creature Type","Rarity"],"ac":24,"item":["Avernal Cape","shillelagh"],"level":6,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=2711","intelligence":3,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":14,"source_group":["Sky King's Tomb"],"size":["Small"],"spoilers":"Sky King's Tomb","name":"Veavieve","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[15],"slug":"creature-2711"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":90,"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","will_save":11,"charisma":3,"speed":{"max":25,"land":25},"perception":15,"wisdom":0,"weakness":{},"creature_ability":["Troop Defenses","Form Up","Troop Movement","Wild Swing"],"primary_source_group":"Sky King's Tomb","skill":["Athletics"],"trait":["Fey","Troop","NE","Gargantuan"],"id":"creature-2712","text":" Cultist Troop Recall Knowledge - Fey (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Cultist Troop Source Pathfinder #194: Cult of the Cave Worm pg. 19 Perception +15; low-light vision Languages Skills Athletics +14 Str +5 Dex +1 Con +4 Int +1 Wis +0 Cha +3 --- AC 21 Fort +15 Ref +12 Will +11 HP 90 (16 squares) Weaknesses area damage 5, cold iron 5, splash damage 2 Troop Defenses --- Speed 25 feet; troop movement Form Up Single Action Troop Movement Whenever a troop Strides, it first Forms Up as a free action to condense into a 20-foot-by–20-foot area (minus any missing squares), then moves up to its Speed. Wild Swing Single Action to Three Actions Frequency once per round; Effect The cultists chaotically swing their weapons—from pixies' tiny rapiers to redcaps' scythes—at each enemy adjacent to the troop (DC 22 basic Reflex save), dealing a small amount of damage to the troop at the same time. The damage depends on the number of actions. Single Action 1d12+1 slashing damage to enemies and 1d4 slashing damage to the troop Two Actions 2d12+1 slashing damage and 1d4+2 slashing damage to the troop Three Actions 2d12+5 slashing damage and 2d4 slashing damage to the troop ","skill_mod":{"athletics":14},"primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Creature Type","Monster"],"ac":21,"level":5,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2712","intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":15,"source_group":["Sky King's Tomb"],"size":["Gargantuan"],"name":"Cultist Troop","alignment":"NE","category":"creature","rarity":"common","slug":"creature-2712"},{"attack_bonus":[18],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":120,"language":["Common","Dwarven","Undercommon"],"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","will_save":15,"charisma":4,"speed":{"max":20,"land":20},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Jaws","Slashing Snare","Snagging Chain"],"primary_source_group":"Sky King's Tomb","skill":["Accounting Lore","Athletics","Deception","Intimidation","Society"],"trait":["Duergar","Dwarf","Humanoid","Unique","LE","Medium","Hryngar"],"id":"creature-2713","text":" Four-Tooth Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Four-Tooth Source Pathfinder #194: Cult of the Cave Worm pg. 46 Perception +15; darkvision Languages Common, Dwarven, Undercommon Skills Accounting Lore +17, Athletics +14, Deception +15, Intimidation +17, Society +12 Str +5 Dex +1 Con +4 Int +1 Wis +3 Cha +4 Items +1 spiked chain , Chain Shirt, bag containing 78 sp and 44 gp --- AC 25 Fort +18 Ref +13 Will +15 HP 120 Resistances poison 5 Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action spiked chain +18 (Disarm, Finesse, Trip), Damage 2d8+9 slashing Occult Innate Spells DC 21 - Cantrips (4th) Sigil - 2nd Paranoia - 4th Blood Vendetta Jaws Single Action (Attack) Requirements Four-Tooth has a creature grabbed or restrained; Effect Four-Tooth makes a jaws unarmed Strike against the grabbed or restrained target with an attack modifier of +19 that deals 1d8+5 piercing damage, deals 3d6 poison damage, and exposes the target to the sewer haze disease. Slashing Snare Two Actions Four-Tooth can Step and then make a spiked chain Strike. If it hits and deals damage, he can attempt an Athletics check to Grapple the target. Both attacks count toward his multiple attack penalty, but the penalty doesn't increase until after he's made both attacks. Snagging Chain Four-Tooth can use a spiked chain to Grapple with the Athletics skill even if he doesn't have a free hand, and he adds the weapon's item bonus to attack rolls to the Athletics check. ","tradition":["Occult"],"skill_mod":{"society":12,"deception":15,"athletics":14,"intimidation":17},"primary_source":"Pathfinder #194: Cult of the Cave Worm","spell":["Blood Vendetta","Paranoia","Sigil"],"trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"ac":25,"item":["+1 spiked chain","Chain Shirt","bag containing 78 sp and 44 gp"],"level":7,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"poison":5},"url":"/Monsters.aspx?ID=2713","intelligence":1,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":18,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Four-Tooth","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[18],"slug":"creature-2713"},{"attack_bonus":[19,19],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":100,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","will_save":10,"charisma":-5,"speed":{"max":30,"land":30},"perception":13,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Thrash","Vomit Worms"],"primary_source_group":"Sky King's Tomb","skill":["Athletics"],"trait":["Construct","Mindless","Uncommon","N","Large"],"id":"creature-2714","text":" Crimson Worm Statue Recall Knowledge - Construct (Arcana, Crafting): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Crimson Worm Statue Source Pathfinder #194: Cult of the Cave Worm pg. 60 Perception +13; darkvision Languages Skills Athletics +17 Str +6 Dex +2 Con +6 Int -5 Wis +0 Cha -5 --- AC 26 (22 when broken) Fort +17 Ref +12 Will +10 construct armor HP 100 Hardness 8 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, a crimson worm statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a crimson worm statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 22. --- Speed 30 feet Melee Single Action jaws +19 (Magical, reach 10 feet), Damage 2d12+6 piercing Melee Single Action tail +19 (Magical, reach 10 feet), Damage 2d8+6 bludgeoning Thrash Two Actions The crimson worm statue makes a Strike against each creature in its reach. It can strike up to once with its jaws and any number of times with its tail. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all its attacks. Vomit Worms Two Actions (Conjuration) Frequency once per day; Effect The statue disgorges a bore worm swarm into an adjacent 10-foot-by-10-foot space. Creatures in the swarm's area are immediately affected by the bore worm swarm's Swarming Bites, after which the bore worm swarm rolls initiative and acts independently before disappearing after 1d6 minutes. ","skill_mod":{"athletics":17},"primary_source":"Pathfinder #194: Cult of the Cave Worm","trait_group":["Creature Type","Monster","Rarity"],"ac":26,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2714","intelligence":-5,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"hardness":8,"vision":"Darkvision","fortitude_save":17,"source_group":["Sky King's Tomb"],"size":["Large"],"spoilers":"Sky King's Tomb","name":"Crimson Worm Statue","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[15,19],"slug":"creature-2714"},{"primary_source_category":"Adventure Paths","strength":3,"hp":135,"language":["Aklo","Common","Draconic","Dwarven","Petran","Undercommon"],"source":["Pathfinder #194: Cult of the Cave Worm"],"type":"Creature","charisma":4,"perception":15,"trait":["Duergar","Dwarf","Humanoid","Unique","NE","Medium","Hryngar"],"id":"creature-2715","text":" Bronwyl Holloward Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Bronwyl Holloward Source Pathfinder #194: Cult of the Cave Worm pg. 61 Perception +15; darkvision Languages Aklo, Common, Draconic, Dwarven, Petran, Undercommon Skills Arcana +18, Athletics +14, Deception +17, Diplomacy +13, Occultism +16 Str +3 Dex +0 Con +2 Int +5 Wis +1 Cha +4 Items +1 striking light hammer , scroll of dimension door --- AC 25 Fort +16 Ref +13 Will +17 HP 135 Resistances poison 8 --- Speed 30 feet Melee Single Action light hammer +18 (Agile, thrown 20 feet), Damage 2d6+5 bludgeoning Ranged Single Action light hammer +18 (Agile, thrown 20 feet), Damage 2d6+5 bludgeoning Arcane Prepared Spells DC 26, attack +20 - Cantrips (4th) Detect Magic, Electric Arc, Produce Flame, Shield - 1st Longstrider, True Strike (×2) - 2nd Acid Arrow, Knock, See Invisibility - 3rd Fireball, Invisibility Sphere, Locate - 4th Dispel Magic, Weapon Storm Occult Innate Spells DC 26 - Cantrips (4th) Sigil - 2nd Blood Vendetta, Paranoia Wizard School Spells attack +20, 2 Focus Points - 1st Hand of the Apprentice Tormenter Bronwyl deals an additional 2d6 mental damage with weapon Strikes against creatures that are fatigued, stupefied, or have persistent damage. ","skill_mod":{"diplomacy":13,"deception":17,"arcana":18,"athletics":14,"occultism":16},"primary_source":"Pathfinder #194: Cult of the Cave Worm","spell":["Dispel Magic","Weapon Storm","Fireball","Invisibility Sphere","Locate","Acid Arrow","Knock","See Invisibility","Longstrider","True Strike","Detect Magic","Electric Arc","Produce Flame","Shield","Blood Vendetta","Paranoia","Sigil","Hand of the Apprentice"],"ac":25,"item":["+1 striking light hammer","scroll of dimension door"],"level":8,"spell_dc":[26,26],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"poison":8},"intelligence":5,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":16,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Bronwyl Holloward","alignment":"NE","rarity":"unique","strike_damage_average":[12,12],"attack_bonus":[18,18],"constitution":2,"spell_attack_bonus":[20,20],"will_save":17,"speed":{"max":30,"land":30},"wisdom":1,"weakness":{},"creature_ability":["Tormenter"],"primary_source_group":"Sky King's Tomb","skill":["Arcana","Athletics","Deception","Diplomacy","Occultism"],"tradition":["Arcane","Occult"],"trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2715","dexterity":0,"category":"creature","slug":"creature-2715"},{"attack_bonus":[20,20,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":2,"hp":155,"language":["Abyssal","Aklo","Alghollthu","Dwarven","Munavri","Undercommon","<%UMR%37%%>telepathy<%END> 30 feet (<%TRAITS%358%%>munavris<%END> only)"],"immunity":["confused","controlled"],"source":["Pathfinder #195: Heavy is the Crown"],"type":"Creature","will_save":15,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":0,"weakness":{"cold_iron":10,"good":10},"creature_ability":["Light Blindness","Demon Touched","Fiendish Infusion","Intuit Object"],"primary_source_group":"Sky King's Tomb","skill":["Acrobatics","Athletics","Crafting","Religion","Survival","Thievery"],"trait":["Humanoid","Munavri","Unique","CE","Medium"],"id":"creature-2716","text":" Ashrin Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Ashrin Source Pathfinder #195: Heavy is the Crown pg. 38 Perception +15; darkvision Languages Abyssal, Aklo, Alghollthu, Dwarven, Munavri, Undercommon; telepathy 30 feet (munavris only) Skills Acrobatics +19, Athletics +19, Crafting +21, Religion +15, Survival +17, Thievery +19 Str +2 Dex +6 Con +4 Int +6 Wis +0 Cha +0 Light Blindness Items expanded alchemist's tools, +1 striking dagger , demon's knot , formula book --- AC 27 Fort +17 Ref +19 Will +15 HP 155 Immunities confused, controlled Resistances fire 5, mental 9, poison 5 Weaknesses cold iron 10, good 10, demon touched Demon Touched Ashrin is a puppet of the demon Kaivirris. He's harmed by good damage as if he were a fiend. --- Speed 25 feet Melee Single Action dagger +20 (Agile, Finesse, versatile B), Damage 2d4+4 piercing Ranged Single Action dagger +20 (Agile, Finesse, thrown 10 feet, versatile B), Damage 2d4+4 piercing Ranged Single Action bomb +20 (thrown 30 feet), Damage varies Fiendish Infusion Single Action (Concentrate, Manipulate) Requirements Ashrin has a free hand; Effect Ashrin Interacts to draw a bomb, then funnels abyssal energy from Kaivirris into that bomb. Until the end of Ashrin's turn, the bomb deals an extra 3d8 negative damage. Intuit Object Two Actions (Concentrate, Divination, Occult) Frequency once per day; Effect By concentrating their psychic energy on a held object, the munavri intuits its use and understands how to effectively wield it. The munavri chooses one item they're holding. They gain the trained proficiency rank in one statistic required to use that item, but only for the purpose of using that specific item. For example, they could become trained in greatswords (to use a specific greatsword) or Acrobatics (to use a jade cat talisman ). This benefit lasts for 1 hour. ","skill_mod":{"thievery":19,"crafting":21,"survival":17,"athletics":19,"acrobatics":19,"religion":15},"primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Creature Type","Monster","Rarity"],"ac":27,"item":["expanded alchemist's tools","+1 striking dagger","demon's knot","formula book"],"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"poison":5,"fire":5,"mental":9},"url":"/Monsters.aspx?ID=2716","intelligence":6,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":17,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Ashrin","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[9,9],"slug":"creature-2716"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":155,"language":["Common","Dwarven","Undercommon"],"source":["Pathfinder #195: Heavy is the Crown"],"type":"Creature","creature_family":"Duergar","will_save":21,"charisma":3,"speed":{"max":20,"land":20},"perception":19,"wisdom":5,"weakness":{},"creature_ability":["Light Blindness","Sheltered Command","Part the Troops","Toil and Trample"],"primary_source_group":"Sky King's Tomb","skill":["Athletics","Intimidation","Nature","Religion"],"trait":["Duergar","Dwarf","Humanoid","LE","Medium","Hryngar"],"id":"creature-2717","text":" Hryngar Battlepriest Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Hryngar Battlepriest Source Pathfinder #195: Heavy is the Crown pg. 43 Perception +19; darkvision Languages Common, Dwarven, Undercommon Skills Athletics +16, Intimidation +19, Nature +15, Religion +19 Str +4 Dex +1 Con +4 Int +1 Wis +5 Cha +3 Items Chain Mail, +1 returning striking light hammer --- AC 29 Fort +18 Ref +15 Will +21 HP 155 Resistances poison 8 Light Blindness Sheltered Command Reaction (auditory, linguistic, mental) Trigger The battlepriest is targeted with an attack while adjacent to or sharing a space with a hryngar; Effect The battlepriest commands the hryngar to intercept the attack. The hryngar becomes the target of the attack. --- Speed 20 feet Melee Single Action light hammer +20 (Agile, Magical, thrown 20 feet), Damage 2d6+8 bludgeoning Ranged Single Action light hammer +20 (Agile, Magical, thrown 20 feet), Damage 2d6+8 bludgeoning Divine Prepared Spells DC 28 - Cantrips (5th) Daze, Detect Magic, Divine Lance, Shield - 2nd See Invisibility - 3rd Blindness, Dispel Magic, Fear, Heroism - 4th Dispel Magic, Divine Wrath, Freedom of Movement - 5th Flame Strike, Harm (×3), Heal, Spiritual Guardian Occult Innate Spells DC 28 - Cantrips (5th) Sigil - 2nd Paranoia - 4th Blood Vendetta Part the Troops The hryngar battlepriest and their mount can share the same space as creatures with both the hryngar and troop traits. Such creatures ignore the Trample ability of any creature the battlepriest is riding. Toil and Trample Single Action Requirements The battlepriest is mounted on a creature with a Trample ability; Effect The battlepriest commands their mount. Until the beginning of the battlepriest's next turn, the saving throw DC of the mount's Trample increases to 26, and the Trample deals an additional 3d6 evil damage. ","tradition":["Divine","Occult"],"skill_mod":{"nature":15,"athletics":16,"intimidation":19,"religion":19},"primary_source":"Pathfinder #195: Heavy is the Crown","spell":["Flame Strike","Harm","Heal","Spiritual Guardian","Dispel Magic","Divine Wrath","Freedom of Movement","Blindness","Fear","Heroism","See Invisibility","Daze","Detect Magic","Divine Lance","Shield","Blood Vendetta","Paranoia","Sigil"],"trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":29,"item":["Chain Mail","+1 returning striking light hammer"],"level":9,"spell_dc":[28,28],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"poison":8},"url":"/NPCs.aspx?ID=2717","intelligence":1,"reflex_save":15,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":18,"source_group":["Sky King's Tomb"],"size":["Medium"],"name":"Hryngar Battlepriest","alignment":"LE","category":"creature","rarity":"common","strike_damage_average":[15,15],"slug":"creature-2717"},{"attack_bonus":[18,20,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":140,"source":["Pathfinder #195: Heavy is the Crown"],"type":"Creature","will_save":16,"charisma":3,"speed":{"max":20,"land":20},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Bravery","Attack of Opportunity","Shield Block","Double Slice","Grim Efficiency","Quick Block"],"primary_source_group":"Sky King's Tomb","skill":["Athletics","Deception","Survival","Warfare Lore"],"trait":["Dwarf","Humanoid","Unique","LN","Medium"],"id":"creature-2718","text":" Hrungul Ironeye Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Hrungul Ironeye Source Pathfinder #195: Heavy is the Crown pg. 55 Perception +16; darkvision Languages Skills Athletics +16, Deception +15, Survival +14, Warfare Lore +17 Str +6 Dex +2 Con +4 Int +1 Wis +2 Cha +3 Items +1 striking longsword , +1 chain mail , light hammer, minor sturdy shield (Hardness 8^ 64 HP^ BT 32) with +1 striking shield boss --- AC 26 Fort +18 Ref +14 Will +16 HP 140 Bravery When the Hrungul rolls a success on a Will save against a fear effect, he gets a critical success instead. In addition, any time he gains the frightened condition, reduce its value by 1. Attack of Opportunity Reaction Shield Block Reaction --- Speed 20 feet Melee Single Action longsword +20 (versatile P), Damage 2d8+10 slashing Melee Single Action shield boss +20, Damage 2d6+10 bludgeoning Ranged Single Action light hammer +18 (Agile, thrown 20 feet), Damage 1d6+10 bludgeoning Double Slice Hrungul makes a longsword Strike, followed by a shield boss Strike against the same target at a –2 penalty, each using his current multiple attack penalty. If both attacks hit, he combines their damage and applies resistances and weaknesses only once. This counts as two attacks when calculating his multiple attack penalty. Grim Efficiency Reaction (Mental, Visual) Frequency once per round; Trigger A foe within 30 feet critically fails a Strike against Hrungul or targets Hrungul with an effect against which he critically succeeds at the saving throw; Effect Hrungul's defense displays his effortless military skill, unsettling the triggering foe. He attempts to Demoralize the foe, using his Warfare Lore skill modifier in place of his Intimidation skill. Quick Block At the start of his turn, Hrungul gains an additional reaction that he can use only to Shield Block. ","skill_mod":{"deception":15,"survival":14,"athletics":16},"primary_source":"Pathfinder #195: Heavy is the Crown","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":26,"item":["+1 striking longsword","+1 chain mail","light hammer","minor sturdy shield (Hardness 8^ 64 HP^ BT 32) with +1 striking shield boss"],"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2718","intelligence":1,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Hrungul Ironeye","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[13,17,19],"slug":"creature-2718"},{"primary_source_category":"Adventure Paths","strength":2,"hp":140,"language":["Abyssal","Aklo","Common","Dwarven","Orcish","Undercommon"],"source":["Pathfinder #195: Heavy is the Crown"],"type":"Creature","charisma":6,"perception":20,"trait":["Duergar","Dwarf","Humanoid","Unique","LE","Medium","Hryngar"],"id":"creature-2719","text":" Narseigus Driven by political and magical ambition, this sorcerer has rediscovered a unique spellcasting art used to command cave worms. For all its emphasis on personal toil, hryngar culture rewards ensnaring others in a web of obligation and subservience. The more one's subordinates produce, the greater their master's take, so a hryngar who commands a mighty cave worm would be powerful indeed! At least this is what Narseigus believes. His early training to be a miner was interrupted by the emergence of his magical talents. When his arm momentarily and unexpectedly transformed into a tentacle that strangled his mentor, this one murderous act both spared him any education debt to his mentor and set him on a new career path... only for him to become indebted to magical masters who claimed most of his subsequent profits. In his limited spare time, he read avidly, always seeking new inspiration that could advance his career and livelihood. This research eventually unearthed worm calling, an obscure hryngar magical tradition that had fallen out of favor—both due the psychological damage involved and the catastrophic consequences that might ensue should a cave worm break free. Knowing of no living worm callers (or at least unable to indebt himself to even more masters), Narseigus began piecing together the techniques from fragmentary sources. Yet the written word had limits. He increasingly realized that mastering this art required studying cave worms, learning their every instinct to attune his mind to theirs. Absconding without closing out his debts, he embarked on a decades-long expedition throughout Nar-Voth to follow cave worms, hone his spells, and swindle supplies as needed. And then he felt it: the telltale tremors of a cave worm, but massive beyond any he'd ever witnessed. He eagerly tracked the beast, witnessing its trail of destruction and discovering that this was the legendary crimson worm, Zogototaru. The creature's power captivated him. Why should he settle for controlling lesser worms when he could enthrall such a behemoth? Yet even though Zogototaru had left countless tunnels over the millennia, tracing her whereabouts proved challenging. Narseigus at last identified her lair, though getting to that lair would require traversing dwarven territory and excavating countless tons of stone. To his chagrin, he needed help. Fortunately, King Orgukagan of Hagegraf needed a miracle. With no great deeds to his name, the king knew his reign was unremarkable and his ongoing rule was equally precarious. Thus, when Narseigus proposed a military venture that would both crush Rolgrimmdur and help Narseigus seize a mighty asset to fuel future victories, the king eagerly bankrolled his operation. The sorcerer received everything he needed for his research, including privileged access to the king's ear. The operation's scope steadily expanded, earning Narseigus a coalition army, growing clout, and an impressive list of enemies who resented his rise to power. But for Narseigus, it would all be a means to an end. All that mattered was his magic. Campaign Role For much of the campaign, Narseigus is a sinister mastermind always several steps ahead of the PCs. They gradually learned of him in “Cult of the Cave Worm,” the previous adventure, uncovering his plans to invade Rolgrimmdur, command Zogototaru, and break into the Sky King's Tomb. However, his self-serving objectives have made him many enemies, and the more the PCs uncover, the more of his embittered rivals they meet and might turn against him. Ultimately, he can only rely on his thralls. Yet Narseigus is so driven that he rarely glances back to notice the damage the PCs cause. By the time he does notice, it's too late. He's one of the final fights of the campaign, letting the PCs clash with Zogototaru and orchestrate Narseigus's comeuppance in one exciting scene. Narratively, Narseigus provides time pressure to what could otherwise be a casual expedition. After all, Taargick's tomb has survived over 9,000 years. What's another few months? But with Narseigus and his schemes, finding the tomb and thwarting the sorcerer become intertwined goals, keeping the PCs on the move. Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Narseigus Wormcaller Source Pathfinder #195: Heavy is the Crown pg. 90 Perception +20; darkvision, tremorsense (imprecise) 10 feet Languages Abyssal, Aklo, Common, Dwarven, Orcish, Undercommon Skills Acrobatics +18, Athletics +19, Cave Worm Lore +24, Deception +24, Diplomacy +24, Intimidation +24, Nature +22, Occultism +22, Survival +20 Str +2 Dex +1 Con +4 Int +3 Wis +3 Cha +6 Items religious symbol, +1 striking staff , wand of widening (5th-level spell) --- AC 31 Fort +21 Ref +18 Will +24 +2 status to all saves vs. magic HP 140 Inexorable When Narseigus gains the paralyzed, slowed, or stunned condition, roll a DC 15 flat check. On a success, he ignores the condition. Light Blindness Shake It Off Single Action (fortune, primal) Frequency once per day; Trigger Narseigus fails or critically fails a saving throw against a condition or adverse effect (such as baleful polymorph ); Effect Narseigus rerolls the triggering saving throw and uses the better result. --- Speed 20 feet, burrow 20 feet, climb 20 feet Melee Single Action staff +20 (Magical, two-hand d8), Damage 2d4+8 bludgeoning Melee Single Action tail +25 (reach 10 feet), Damage 1d10+13 bludgeoning Occult Innate Spells DC 30 - Cantrips (6th) Sigil - 6th Blood Vendetta, Paranoia Occult Spontaneous Spells DC 30, attack +24 - Cantrips (6th) Chill Touch, Daze, Mage Hand, Read Aura, Shield - 1st Alarm, Command, True Strike (4 slots) - 2nd Blur, Darkness, Invisibility (4 slots) - 3rd Comprehend Language, Haste, Magic Missile (4 slots) - 4th Dimension Door, Dispel Magic, Enervation, Locate, Soothe (4 slots) - 5th Grim Tendrils, Vampiric Touch, Vomit Swarm (4 slots) - 6th Dominate, Feeblemind, Slow (3 slots) Sorcerer Bloodline Spells DC 30, 3 Focus Points - 6th Tentacular Limbs, Aberrant Whispers, Unusual Anatomy Quickened Casting Free Action (Concentrate, Metamagic) If Narseigus' next action is to cast an occult spontaneous cantrip or an occult spontaneous spell of 4th level or lower, he reduces the number of actions to cast it by 1 (minimum 1 action). Steady Spellcasting If a reaction would disrupt Narseigus' spellcasting action, he attempts a DC 15 flat check. On a success, the action isn't disrupted. Worm Form Single Action (Morph, Occult, Transmutation) Narseigus partially transforms his lower body into that of a cave worm. He can use only his tail unarmed Strike and his burrow and climb Speeds while in this form. This transformation lasts for 1 minute. Worm's Feast Two Actions (Conjuration, Primal) Frequency once per day; Effect Narseigus calls forth a brood of infantile cave worms to feast on his enemy's flesh. One creature within 30 feet must attempt a Fortitude save. Critical Success The worms writhe away harmlessly. Success The target takes 2d6 piercing damage and 4d6 persistent piercing damage. Failure The target takes 6d6 piercing damage and 4d6 persistent piercing damage. Critical Failure As failure, plus the target is flat-footed as long as it takes persistent piercing damage. ","skill_mod":{"diplomacy":24,"deception":24,"nature":22,"survival":20,"athletics":19,"intimidation":24,"occultism":22,"acrobatics":18},"image":["/Images/Monsters/NarseigusWormcaller.png"],"primary_source":"Pathfinder #195: Heavy is the Crown","spell":["Blood Vendetta","Paranoia","Sigil","Dominate","Feeblemind","Slow","Grim Tendrils","Vampiric Touch","Vomit Swarm","Dimension Door","Dispel Magic","Enervation","Locate","Soothe","Comprehend Language","Haste","Magic Missile","Blur","Darkness","Invisibility","Alarm","Command","True Strike","Chill Touch","Daze","Mage Hand","Read Aura","Shield","Tentacular Limbs","Aberrant Whispers","Unusual Anatomy"],"ac":31,"item":["religious symbol","+1 striking staff","wand of widening (5th-level spell)"],"level":11,"spell_dc":[30,30,30],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense ( imprecise ) 10 feet","resistance":{},"intelligence":3,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":21,"source_group":["Sky King's Tomb"],"size":["Medium"],"spoilers":"Sky King's Tomb","name":"Narseigus Wormcaller","alignment":"LE","rarity":"unique","strike_damage_average":[13,18],"attack_bonus":[20,25],"constitution":4,"spell_attack_bonus":[24],"will_save":24,"speed":{"climb":20,"max":20,"land":20,"burrow":20},"wisdom":3,"weakness":{},"creature_ability":["Inexorable","Light Blindness","Shake It Off","Quickened Casting","Steady Spellcasting","Worm Form","Worm's Feast"],"primary_source_group":"Sky King's Tomb","skill":["Acrobatics","Athletics","Cave Worm Lore","Deception","Diplomacy","Intimidation","Nature","Occultism","Survival"],"tradition":["Occult"],"summary":"Driven by political and magical ambition, this sorcerer has rediscovered a unique spellcasting art used to command cave worms . For all its …","trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=2719","dexterity":1,"category":"creature","slug":"creature-2719"},{"attack_bonus":[5,7],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":18,"language":["Common","<%UMR%37%%>telepathy<%END> 30 feet"],"immunity":["inhaled","olfactory","visual"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Creature","creature_family":"Noppera-Bo","will_save":4,"charisma":2,"speed":{"max":25,"land":25},"perception":4,"wisdom":0,"weakness":{},"creature_ability":["No Face","Sensitive Hearing","Impersonate Shape"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Deception","Intimidation"],"trait":["Aberration","Uncommon","CE","Medium"],"id":"creature-2720","text":" Noppera-Bo Grunt Noppera-bo grunts lack the social graces necessary to fully disguise themselves with another person's face. Recall Knowledge - Aberration (Occultism): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Noppera-Bo Grunt Source Pathfinder #196: The Summer That Never Was pg. 84 Perception +4; no face Languages Common; telepathy 30 feet Skills Acrobatics +3, Athletics +5, Deception +4, Intimidation +4 Str +1 Dex +2 Con +2 Int +1 Wis +0 Cha +2 No Face Noppera-bos have no sense of vision, but their sense of hearing is precise. They don't breathe and are immune to effects that require breathing. They gain sustenance by absorbing fluids through their skin—traditionally by immersing their hands or faceless head into the fluid to “drink” through osmosis; they can also benefit from consumables, such as potions or elixirs, in this way. Items Leather Armor, Spear --- AC 15 Fort +6 Ref +5 Will +4 HP 18 Immunities inhaled, olfactory, visual Weaknesses sensitive hearing Sensitive Hearing As long as a noppera-bo is deafened, they are slowed 1. --- Speed 25 feet Melee Single Action spear +7, Damage 1d6+1 piercing Ranged Single Action spear +5 (thrown 20 feet), Damage 1d6+1 piercing Impersonate Shape Two Actions (Concentrate, Occult, Polymorph, Transmutation) The noppera-bo grunt changes into a faceless version of a Small or Medium humanoid they've touched during the last 24 hours. While transformed and their face is covered, the grunt gains a +2 circumstance bonus to Impersonate that creature. The noppera-bo grunt can change back by using this ability again. ","skill_mod":{"deception":4,"athletics":5,"intimidation":4,"acrobatics":3},"summary":"Noppera-bo grunts lack the social graces necessary to fully disguise themselves with another person's face.","image":["/Images/Monsters/NopperaBo_Grunt.png"],"primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["Creature Type","Rarity"],"ac":15,"item":["Leather Armor","Spear"],"level":0,"source_category":["Adventure Paths"],"sense":"no face","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2720","intelligence":1,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":6,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Noppera-Bo Grunt","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[4,4],"slug":"creature-2720"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":20,"language":["Common","<%UMR%37%%>telepathy<%END> 30 feet"],"immunity":["inhaled","olfactory","visual"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Creature","creature_family":"Noppera-Bo","will_save":5,"charisma":3,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["No Face","Sensitive Hearing","Impersonate Shape","Remove Face","Sneak Attack"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Deception","Stealth"],"stealth":"6","trait":["Aberration","Uncommon","CE","Medium"],"id":"creature-2721","text":" Noppera-Bo Trickster These noppera-bos have mastered the art of disguise. Recall Knowledge - Aberration (Occultism): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Noppera-Bo Trickster Source Pathfinder #196: The Summer That Never Was pg. 84 Perception +5; no face Languages Common; telepathy 30 feet Skills Acrobatics +6, Athletics +4, Deception +8, Stealth +6 Str +1 Dex +3 Con +2 Int +1 Wis +0 Cha +3 No Face Noppera-bos have no sense of vision, but their sense of hearing is precise. They don't breathe and are immune to effects that require breathing. They gain sustenance by absorbing fluids through their skin—traditionally by immersing their hands or faceless head into the fluid to “drink” through osmosis; they can also benefit from consumables, such as potions or elixirs, in this way. Items Leather Armor, Shortbow (20 arrows), Shortsword --- AC 16 Fort +7 Ref +8 Will +5 HP 20 Immunities inhaled, olfactory, visual Weaknesses sensitive hearing Sensitive Hearing As long as a noppera-bo is deafened, they are slowed 1. --- Speed 25 feet Melee Single Action shortsword +8 (Agile, Finesse, versatile S), Damage 1d6+1 piercing Ranged Single Action shortbow +8 (deadly d10, range increment 60 feet), Damage 1d6 piercing Impersonate Shape Two Actions (Concentrate, Occult, Polymorph, Transmutation) The noppera-bo changes into a Small or Medium humanoid they've touched during the last 24 hours, and the noppera-bo gains the target creature's face and voice. While transformed and their face is covered, the noppera-bo gains a +2 circumstance bonus to Impersonate that creature. As long as the noppera-bo has a face, it loses its no face ability and its listed immunities. The noppera-bo can change back by using this ability again. Remove Face Two Actions (Emotion, Enchantment, Fear, Mental, Occult, Visual) Requirements The noppera-bo trickster is Impersonating a creature with a face; Effect The noppera-bo trickster's facial features melt into nothingness, and they menace a creature within 30 feet. The creature becomes frightened 1 on a failed DC 17 Will save (frightened 2 on a critical failure). Sneak Attack The noppera-bo trickster deals an additional 1d4 precision damage to creatures that are flat-footed. ","skill_mod":{"deception":8,"stealth":6,"athletics":4,"acrobatics":6},"summary":"These noppera-bos have mastered the art of disguise.","primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["Creature Type","Rarity"],"ac":16,"item":["Leather Armor","Shortbow (20 arrows)","Shortsword"],"level":1,"source_category":["Adventure Paths"],"sense":"no face","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2721","intelligence":1,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":7,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Noppera-Bo Trickster","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[3,4],"slug":"creature-2721"},{"primary_source_category":"Adventure Paths","strength":1,"hp":30,"language":["Common","<%UMR%37%%>telepathy<%END> 30 feet"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Creature","charisma":3,"perception":8,"stealth":"7","trait":["Aberration","Uncommon","CE","Medium"],"id":"creature-2722","text":" Noppera-Bo Occultist Some noppera-bos harness their natural magic to further frighten victims. Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Noppera-Bo Occultist Source Pathfinder #196: The Summer That Never Was pg. 85 Perception +8; no face Languages Common; telepathy 30 feet Skills Acrobatics +7, Athletics +5, Crafting +7, Deception +9, Occultism +7, Stealth +7 Str +1 Dex +3 Con +2 Int +3 Wis +0 Cha +3 No Face Noppera-bos have no sense of vision, but their sense of hearing is precise. They don't breathe and are immune to effects that require breathing. They gain sustenance by absorbing fluids through their skin—traditionally by immersing their hands or faceless head into the fluid to “drink” through osmosis; they can also benefit from consumables, such as potions or elixirs, in this way. Items Staff --- AC 17 Fort +6 Ref +9 Will +8 HP 30 Immunities inhaled, olfactory, visual Weaknesses sensitive hearing Sensitive Hearing As long as a noppera-bo is deafened, they are slowed 1. --- Speed 25 feet Melee Single Action staff +7 (two-hand d8), Damage 1d4+3 bludgeoning Occult Innate Spells DC 18, attack +9 - Cantrips (1st) Daze, Ghost Sound, Prestidigitation, Read Aura, Shield - 1st Fear, Phantom Pain, Sleep Remove Face Two Actions (Emotion, Enchantment, Fear, Mental, Occult, Visual) Requirements The noppera-bo is Impersonating a creature with a face; Effect The noppera-bo occultist's facial features melt into nothingness, and they menace a creature within 30 feet. The creature becomes frightened 1 on a failed DC 18 Will save (frightened 2 on a critical failure). Impersonate Shape Two Actions (Concentrate, Occult, Polymorph, Transmutation) The noppera-bo changes into a Small or Medium humanoid they've touched during the last 24 hours, and the noppera-bo gains the target creature's face and voice. While transformed and their face is covered, the noppera-bo gains a +2 circumstance bonus to Impersonate that creature. As long as the noppera-bo has a face, it loses its no face ability and its listed immunities. The noppera-bo can change back by using this ability again. Steal Face Two Actions (Concentrate, Curse, Incapacitation, Occult, Polymorph, Transmutation) Frequency once per day; Requirements The noppera-bo occultist is faceless; Effect The noppera-bo occultist targets one creature within 30 feet. The creature must attempt a DC 18 Fortitude save. Critical Success The target is unaffected. Success The target is dazzled until the start of its next turn. Failure The noppera-bo gains the target's face. The target's face vanishes until the end of its next turn. Until then, it is blinded, can't speak or ingest, and can't smell. The target must also hold its breath or begin to suffocate. Critical Failure As failure, but the effect doesn't end automatically. The target can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such attempt. ","skill_mod":{"deception":9,"crafting":7,"stealth":7,"athletics":5,"occultism":7,"acrobatics":7},"image":["/Images/Monsters/NopperaBo_Occultist.png"],"primary_source":"Pathfinder #196: The Summer That Never Was","spell":["Fear","Phantom Pain","Sleep","Daze","Ghost Sound","Prestidigitation","Read Aura","Shield"],"ac":17,"item":["Staff"],"level":2,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":"no face","resistance":{},"intelligence":3,"reflex_save":9,"strongest_save":["ref","reflex"],"fortitude_save":6,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Noppera-Bo Occultist","alignment":"CE","rarity":"uncommon","strike_damage_average":[5],"attack_bonus":[7],"constitution":2,"immunity":["inhaled","olfactory","visual"],"creature_family":"Noppera-Bo","spell_attack_bonus":[9],"will_save":8,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["No Face","Sensitive Hearing","Remove Face","Impersonate Shape","Steal Face"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Crafting","Deception","Occultism","Stealth"],"tradition":["Occult"],"summary":"Some noppera-bos harness their natural magic to further frighten victims.","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2722","dexterity":3,"category":"creature","slug":"creature-2722"},{"primary_source_category":"Adventure Paths","strength":8,"hp":260,"language":["Celestial","Common","Draconic","Infernal","Necril","Requian","Utopian","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Creature","charisma":9,"perception":31,"stealth":"31","trait":["Monitor","Uncommon","LN","Large"],"id":"creature-2723","text":" Shinigami Even immortals such as kami aren't immune to death. When a kami or equally powerful entity refuses the call of the Boneyard, a shinigami is summoned to bring these stubborn souls to heel. Exact and swift, shinigami are known to dispense the judgment of death efficiently and dispassionately. Recall Knowledge - Monitor (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Shinigami Source Pathfinder #196: The Summer That Never Was pg. 86 Perception +31; darkvision, detect alignment (chaotic and lawful only), true seeing Languages Celestial, Common, Draconic, Infernal, Necril, Requian, Utopian; tongues Skills Acrobatics +31, Arcana +30, Boneyard Lore +32, Diplomacy +32, Intimidation +34, Occultism +30, Religion +33, Society +30, Stealth +31 Str +8 Dex +6 Con +7 Int +5 Wis +6 Cha +9 Items +2 greater striking axiomatic naginata , pouch of four gems --- AC 40 Fort +32 Ref +29 Will +31 +1 status to all saves vs. magic HP 260 (fast healing 40) Immunities death effects, disease, negative Resistances all physical 15 (except chaotic and silver), cold 15, poison 15 Weaknesses silver 15 Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 35. --- Speed 25 feet, fly 30 feet Melee Single Action naginata +33 (deadly d8, Reach, versatile P), Damage 3d8+16 slashing plus 1d6 lawful and spirit touch Divine Innate Spells DC 38 - 7th Enervation (×3), Plane Shift - 8th Finger of Death (×3), Scrying - 9th Bind Soul (×3) - Constant (9th) Detect Alignment (chaotic and lawful only), Tongues, True Seeing Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The shinigami takes on the appearance of a specific Small or Medium humanoid creature. This doesn't change their statistics, other than to remove the reach trait from their Strikes. The shinigami's human shape is unique to the shinigami and can't be used to Impersonate a creature. Pouch of Four Gems Each shinigami carries a pouch containing four black sapphires for use with bind soul . Each gem is capable of holding a soul of a maximum level equal to that of the shinigami. If the shinigami dies, the gems are destroyed as well, and any souls they contain are released harmlessly to travel to the Boneyard. Release Soul Two Actions (Manipulate, Necromancy) Requirements One of the gems in the shinigami's pouch contains a soul from bind soul; Effect The shinigami crushes the gem, sending the soul to the Boneyard while releasing a wave of necromantic energy. All creatures within a 30-foot emanation take 18d6 damage (DC 38 basic Fortitude save); the shinigami chooses whether this damage is positive damage or negative damage. A creature who takes damage from this effect and fails the saving throw is also sickened 2 and drained 1 (or sickened 4 and drained 2 on a critical failure). Spirit Touch A shinigami's Strikes can affect incorporeal creatures with the effect of a ghost touch property rune. Guardians of the Cycle Shinigami are responsible for investigating and dealing with widespread phenomena that disrupt the natural flow of life. They might be tasked with solving the issue or be told to wait, observe, and provide minimal assistance. While most shinigami can retain their impartiality during such long vigils, some are far from emotionless and end up wavering toward mercy or cruelty ","skill_mod":{"society":30,"diplomacy":32,"stealth":31,"arcana":30,"intimidation":34,"occultism":30,"acrobatics":31,"religion":33},"image":["/Images/Monsters/Shinigami.png"],"primary_source":"Pathfinder #196: The Summer That Never Was","spell":["Bind Soul","Finger of Death","Scrying","Enervation","Plane Shift","Detect Alignment","Tongues","True Seeing"],"ac":40,"item":["+2 greater striking axiomatic naginata","pouch of four gems"],"level":17,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision , detect alignment (chaotic and lawful only), true seeing ","resistance":{"bludgeoning":15,"poison":15,"piercing":15,"slashing":15,"cold":15,"physical":15},"intelligence":5,"reflex_save":29,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":32,"source_group":["Season of Ghosts"],"size":["Large"],"spoilers":"Season of Ghosts","name":"Shinigami","alignment":"LN","rarity":"uncommon","strike_damage_average":[33],"attack_bonus":[33],"constitution":7,"immunity":["death effects","disease","negative"],"will_save":31,"speed":{"fly":30,"max":30,"land":25},"wisdom":6,"weakness":{"silver":15},"creature_ability":["Frightful Presence","Change Shape","Pouch of Four Gems","Release Soul","Spirit Touch"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Arcana","Boneyard Lore","Diplomacy","Intimidation","Occultism","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"Even immortals such as kami aren't immune to death. When a kami or equally powerful entity refuses the call of the Boneyard , a shinigami is …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2723","dexterity":6,"category":"creature","slug":"creature-2723"},{"primary_source_category":"Adventure Paths","strength":4,"hp":62,"language":["Celestial","Common","<%UMR%37%%>telepathy<%END> 60 feet"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Creature","charisma":0,"perception":14,"trait":["Celestial","Rare","NG","Large"],"id":"creature-2724","text":" Stone Spider The tradition of venerating spiders as wards against vermin, pests, and evil in general far predates the modern jorogumo rule, with stone spiders filling a role similar to stone lions. Stone spider guardian beasts can be found perched on plinths near town and village entrances, standing motionless—for generations in some cases—so that many locals have forgotten their local guardian is anything more than a decoration. Recall Knowledge - Celestial (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Stone Spider Source Pathfinder #196: The Summer That Never Was pg. 87 Perception +14; darkvision Languages Celestial, Common; telepathy 60 feet Skills Acrobatics +12, Athletics +13, Intimidation +9, Religion +14, Settlement Lore +12, Society +10 Str +4 Dex +5 Con +3 Int +1 Wis +5 Cha +0 Anchored Soul The stone spider is bonded to a specific settlement and must remain within 10 miles of the settlement's border. --- AC 22 Fort +10 Ref +12 Will +14 HP 62 Immunities disease, paralyzed, petrified, poison Bonded Vessel The condition of a stone spider's vessel dictates its maximum HP. Undamaged, the vessel is an object with 62 HP (BT 31). When the stone spider is in spirit form, damaging it doesn't hurt the vessel, but damaging the vessel deals an equal amount of damage to the stone spider. When the stone spider Inhabits its Vessel, they're a single target, and damage reduces the HP of both the stone spider and the vessel. If the vessel is broken, the stone spider can still fight while inhabiting it and suffers no ill effect, but if the vessel is ever destroyed, the stone spider is instantly slain and can't reconstitute. Reconstitution (divine, necromancy) When the stone spider reaches 0 Hit Points, its spirit dissipates. If its bonded vessel is intact, the stone spider re-forms in this vessel after 2d4 days, fully healed. If the vessel is broken, it must first be Repaired, after which the stone spider re-forms in 3d4 days. --- Speed fly 40 feet Ranged Single Action spirit web +14 (range increment 30 feet), Damage spirit web trap Divine Innate Spells DC 21 - 1st Detect Alignment (at will; evil only) - 3rd Dream Message Inhabit Vessel Two Actions (Manipulate) The spider touches and melds with its bonded vessel, bringing it to life. It can cease Inhabiting its Vessel by spending a single action, which has the concentrate trait. While Inhabiting the Vessel, it loses its fly Speed and gains Immunities healing, nonlethal; Resistances physical 6 (except bludgeoning); Speed 25 feet, climb 25 feet; and the following Strike. Melee Single Action stone fangs +14 (finesse), Damage 2d8+7 piercing Spirit Body When not Inhabiting its Vessel, the stone spider is incorporeal and gains resistance 6 to all damage (except force damage and ghost touch ; double resistance against non-magical). Spirit Web Trap (Force) A creature hit by the stone spider's web attack is immobilized and stuck to the nearest surface until it Escapes (DC 22). Mindscape Perks When Ugly Cute, the stone spider who protects Willowshore, is slain in the modern era and their bonded vessel is destroyed, they don't dissipate. Instead, they awaken in Willowshore's mindscape, fully merged with their vessel. While in the mindscape, Ugly Cute can move their stone body as if it were a living body. They function at all times as if Inhabiting their Vessel and they are unable to cease Inhabiting their Vessel. If Ugly Cute is destroyed in the mindscape, they remain destroyed and can't reconstitute, although if the mindscape were to reset, Ugly Cute would return to life as well, once more fully Inhabiting their Vessel. ","skill_mod":{"society":10,"athletics":13,"intimidation":9,"acrobatics":12,"religion":14},"image":["/Images/Monsters/StoneSpider.png"],"primary_source":"Pathfinder #196: The Summer That Never Was","spell":["Dream Message","Detect Alignment"],"ac":22,"level":5,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":12,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":10,"source_group":["Season of Ghosts"],"size":["Large"],"spoilers":"Season of Ghosts","name":"Stone Spider","alignment":"NG","rarity":"rare","attack_bonus":[14],"constitution":3,"immunity":["disease","paralyzed","petrified","poison"],"will_save":14,"speed":{"fly":40,"max":40},"wisdom":5,"weakness":{},"creature_ability":["Anchored Soul","Bonded Vessel","Reconstitution","Inhabit Vessel","Spirit Body","Spirit Web Trap"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Intimidation","Religion","Settlement Lore","Society"],"tradition":["Divine"],"summary":"The tradition of venerating spiders as wards against vermin, pests, and evil in general far predates the modern jorogumo rule, with stone spiders …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2724","dexterity":5,"category":"creature","slug":"creature-2724"},{"primary_source_category":"Adventure Paths","strength":0,"hp":16,"language":["Common"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Creature","charisma":3,"perception":6,"stealth":"5","trait":["Uncommon","Undead","CE","Small"],"id":"creature-2725","text":" Thatchling The typical thatchling appears as a humanoid bundle of dry grass and twigs, held together by coils of what looks like glowing blue hair. These minor undead can't form bodies larger than those of a small human child. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Thatchling Source Pathfinder #196: The Summer That Never Was pg. 88 Perception +6; darkvision Languages Common Skills Acrobatics +5, Stealth +5 Str +0 Dex +3 Con +2 Int +0 Wis +2 Cha +3 --- AC 15 Fort +4 Ref +7 Will +6 HP 16 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances bludgeoning 2, piercing 2 Weaknesses fire 5 Distracting Giggle (auditory, aura, emotion, enchantment, mental, occult) 15 feet. The thatchling's giggle echoes in the back of the mind. Creatures within the aura take a –1 status penalty to Will saves. Rejuvenation (divine, necromancy) When a thatchling is destroyed by damage other than fire, it attempts a DC 11 flat check. On a success, it reforms after 2d4 days within 120 feet of where it was destroyed, fully healed. A thatchling is always permanently destroyed if reduced to 0 Hit Points by fire damage or if the obstacle preventing the soul from reincarnating is removed. --- Speed 30 feet; thicket walker Melee Single Action frond +5 (Agile, Finesse), Damage 1d6 slashing Thatchling's Curse Two Actions (Curse, Enchantment, Mental, Occult) The thatchling focuses its attention on a single target within 30 feet that it can see, and then begins muttering and whispering nonsense. The target must attempt a DC 16 Will save. Critical Success The target is unaffected and is temporarily immune to Thatchling's Curse for 24 hours. Success The target is momentarily disoriented and has difficulty moving in the right direction. The target takes a –5-foot status penalty to its Speeds for 1 round. Failure As success, but the penalty to its Speeds lasts for 1 minute. Critical Failure As failure, but the penalty to its Speeds lasts until the curse is removed or until the thatchling that created the effect is permanently destroyed, whichever comes first. In addition, when the cursed creature attempts a Survival check to Sense Direction or Track, they use the outcome for one degree of success worse than the result of their check, and they can't take the Scout exploration activity. Thicket Walker Thatchlings ignore difficult terrain caused by brambles, tangled grass, and undergrowth, even those manipulated by magic. ","skill_mod":{"stealth":5,"acrobatics":5},"image":["/Images/Monsters/Thatchling.png"],"primary_source":"Pathfinder #196: The Summer That Never Was","ac":15,"level":0,"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":2,"piercing":2},"intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":4,"source_group":["Season of Ghosts"],"size":["Small"],"spoilers":"Season of Ghosts","name":"Thatchling","alignment":"CE","rarity":"uncommon","strike_damage_average":[3],"attack_bonus":[5],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Thatchling","will_save":6,"speed":{"max":30,"land":30},"wisdom":2,"weakness":{"fire":5},"creature_ability":["Distracting Giggle","Rejuvenation","Thatchling's Curse","Thicket Walker"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Stealth"],"summary":"The typical thatchling appears as a humanoid bundle of dry grass and twigs, held together by coils of what looks like glowing blue hair. These minor …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2725","dexterity":3,"category":"creature","slug":"creature-2725"},{"primary_source_category":"Adventure Paths","strength":0,"hp":32,"language":["Common"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Creature","charisma":4,"perception":8,"stealth":"7","trait":["Rare","Undead","CE","Small"],"id":"creature-2726","text":" Red-Hooded Thatchling When a soul doomed to become a thatchling dies in the throes of great anguish, they can return after death as a red-hooded thatchling. These vengeful thatchlings appear to wear red hoods when viewed at a distance, but up close, the grisly truth—that their heads are blood-soaked—is revealed. Unlike other thatchlings, red-hooded thatchlings are skilled at trickery, and their ability to appear as a living humanoid through illusion magic allows them to lure the unexpected into ambushes much more easily. Recall Knowledge - Undead (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Red-Hooded Thatchling Source Pathfinder #196: The Summer That Never Was pg. 89 Perception +8; darkvision Languages Common Skills Acrobatics +7, Deception +8, Stealth +7 Str +0 Dex +3 Con +2 Int +0 Wis +3 Cha +4 --- AC 17 Fort +6 Ref +9 Will +8 HP 32 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances bludgeoning 3, piercing 3 Weaknesses fire 5 Distracting Giggle (auditory, aura, emotion, enchantment, mental, occult) 15 feet. The thatchling's giggle echoes in the back of the mind. Creatures within the aura take a –1 status penalty to Will saves. Rejuvenation (divine, necromancy) When a thatchling is destroyed by damage other than fire, it attempts a DC 11 flat check. On a success, it reforms after 2d4 days within 120 feet of where it was destroyed, fully healed. A thatchling is always permanently destroyed if reduced to 0 Hit Points by fire damage or if the obstacle preventing the soul from reincarnating is removed. --- Speed 30 feet; thicket walker Melee Single Action frond +9 (Agile, Finesse), Damage 1d6+2 slashing plus 1d4 persistent bleed Occult Innate Spells DC 18, attack +10 - Cantrips (1st) Ghost Sound, Telekinetic Projectile - 1st Illusory Disguise Create Thatchling Spawn (Necromancy, Occult) A living humanoid who's slain by a red-hooded thatchling while under the effects of Thatchling's Curse rises as a thatchling after 1d4 rounds. This spawn is under the command of the red-hooded thatchling that killed it. If a red-hooded thatchling controls too many at once (as determined by the GM), some thatchlings can free themselves with a DC 18 Will saving throw at the start of their turn. If the red-hooded thatchling who created the spawn is destroyed, the spawn becomes an autonomous thatchling. Howl of Vengeful Fury Two Actions (Necromancy, Occult, Sonic) Frequency once per hour; Effect The red-hooded thatchling sobs pitifully before unleashing a terrifying scream. All non-thatchling creatures within a 30-foot emanation take 2d10 sonic damage (DC 18 basic Fortitude save) and become immune to all thatchlings' distracting giggle for 1 minute. Thatchlings in the area gain 5 temporary Hit Points and a +1 status bonus to their Strikes and saving throws for 1 minute. Thatchling's Curse Two Actions (Curse, Enchantment, Mental, Occult) The thatchling focuses its attention on a single target within 30 feet that it can see, and then begins muttering and whispering nonsense. The target must attempt a DC 18 Will save. Critical Success The target is unaffected and is temporarily immune to Thatchling's Curse for 24 hours. Success The target is momentarily disoriented and has difficulty moving in the right direction. The target takes a –5-foot status penalty to its Speeds for 1 round. Failure As success, but the penalty to its Speeds lasts for 1 minute. Critical Failure As failure, but the penalty to its Speeds lasts until the curse is removed or until the thatchling that created the effect is permanently destroyed, whichever comes first. In addition, when the cursed creature attempts a Survival check to Sense Direction or Track, they use the outcome for one degree of success worse than the result of their check, and they can't take the Scout exploration activity. Thicket Walker Thatchlings ignore difficult terrain caused by brambles, tangled grass, and undergrowth, even those manipulated by magic. ","skill_mod":{"deception":8,"stealth":7,"acrobatics":7},"image":["/Images/Monsters/Thatchling_RedHooded.png"],"primary_source":"Pathfinder #196: The Summer That Never Was","spell":["Illusory Disguise","Ghost Sound","Telekinetic Projectile"],"ac":17,"level":2,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":3,"piercing":3},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"source_group":["Season of Ghosts"],"size":["Small"],"spoilers":"Season of Ghosts","name":"Red-Hooded Thatchling","alignment":"CE","rarity":"rare","strike_damage_average":[8],"attack_bonus":[9],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Thatchling","spell_attack_bonus":[10],"will_save":8,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{"fire":5},"creature_ability":["Distracting Giggle","Rejuvenation","Create Thatchling Spawn","Howl of Vengeful Fury","Thatchling's Curse","Thicket Walker"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Deception","Stealth"],"tradition":["Occult"],"summary":"When a soul doomed to become a thatchling dies in the throes of great anguish, they can return after death as a red-hooded thatchling. These vengeful …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2726","dexterity":3,"category":"creature","slug":"creature-2726"},{"primary_source_category":"Adventures","strength":4,"hp":90,"language":["Abyssal","Common","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Rusthenge"],"type":"Creature","charisma":3,"perception":13,"trait":["Demon","Fiend","Uncommon","CE","Medium"],"id":"creature-2727","text":" Vloriak (Despoiler Demon) Vloriaks rise from the sinful souls of those whose acts of sabotage resulted in despair and terror, and they delight in the destruction of mortal artifice. Often called despoiler demons, vloriaks were the followers of Xar-Azmak. Their numbers have dwindled over the eons since the Lord of Rust's death; those that exist now are scattered throughout the Abyss. Their chitinous bodies and faceted eyes give them an insectile appearance. Recall Knowledge - Fiend (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Vloriak Source Rusthenge pg. 62 Perception +13; darkvision Languages Abyssal, Common; telepathy 100 feet Skills Athletics +13, Intimidation +12 Str +4 Dex +2 Con +4 Int -1 Wis +4 Cha +3 --- AC 21 Fort +15 Ref +11 Will +13 +1 status to all saves vs. magic HP 90 Resistances acid 5 Weaknesses cold iron 5, good 5 Restoration Vulnerability A vloriak suffers agonizing pain when a creature or object recovers from a debilitating effect in its proximity. The first time in a round in which a creature who is affected by a negative condition and is within sight of the demon reduces that condition's value, the demon takes 3d6 mental damage and cannot Lick Rust on its next turn. --- Speed 25 feet Melee Single Action claw +15, Damage 2d6+6 slashing plus 1d6 evil Melee Single Action tongue +15 (Agile, reach 10 feet), Damage 2d6 acid plus 1d6 evil and rust Divine Innate Spells DC 22, attack +14 - Cantrips (3rd) Acid Splash - 2nd Acid Arrow (×3), Shatter - 3rd Paralyze Lick Rust Single Action (Attack) Requirements The vloriak rusted a metal item with its tongue this turn; Effect The vloriak attempts a tongue Strike on the same target it just attacked. If it hits, it deals no damage as it licks away the rust and heals 2d6 Hit Points (or 4d6 Hit Points if the Strike was a critical hit). It can't Lick Rust on its next turn. Rust A vloriak's saliva causes metal to rust rapidly. If it succeeds at a tongue Strike or Disarm attempt, the vloriak deals 2d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If the vloriak hits an unattended metal item, the item takes this damage automatically. If a creature uses the Shield Block reaction with a metal shield against a tongue attack, the shield is automatically broken, but no other item is rusted on that attack. Spew Rusted Shards Two Actions (Divine, Evocation) The vloriak spews a 15-foot cone of acid and rusted metal. Creatures in the area take 3d6 acid and 3d6 piercing damage (DC 22 basic Reflex save). A creature that takes any piercing damage is exposed to tetanus. The vloriak can't Spew Rusted Shards for 1d4 rounds. Vlorian Influence Vloriaks hail from the otherworldly realm of Vlorus, and as such carry within themselves the potential for decay and rusting ruin. Other creatures that dwell in Vlorus— particularly fiends who rise to power there—can gain similar powers over rust as well. Fiends of any type can become infested with unique rust-themed abilities if they hail from this otherworldly realm. ","skill_mod":{"athletics":13,"intimidation":12},"image":["/Images/Monsters/Demon_Vloriak.png"],"primary_source":"Rusthenge","spell":["Paralyze","Acid Arrow","Shatter","Acid Splash"],"ac":21,"level":5,"spell_dc":[22],"source_category":["Adventures"],"sense":" darkvision ","resistance":{"acid":5},"intelligence":-1,"reflex_save":11,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":15,"source_group":["Rusthenge"],"size":["Medium"],"spoilers":"Rusthenge","name":"Vloriak","alignment":"CE","rarity":"uncommon","strike_damage_average":[10,16],"attack_bonus":[15,15],"constitution":4,"creature_family":"Demon","spell_attack_bonus":[14],"will_save":13,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"cold_iron":5,"good":5},"creature_ability":["Restoration Vulnerability","Lick Rust","Rust","Spew Rusted Shards"],"primary_source_group":"Rusthenge","skill":["Athletics","Intimidation"],"tradition":["Divine"],"summary":"Vloriaks rise from the sinful souls of those whose acts of sabotage resulted in despair and terror, and they delight in the destruction of mortal …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2727","dexterity":2,"category":"creature","slug":"creature-2727"},{"attack_bonus":[9],"constitution":5,"primary_source_category":"Adventures","strength":2,"hp":60,"immunity":["critical hits","mental","precision","unconscious","visual"],"source":["Rusthenge"],"type":"Creature","creature_family":"Sinsludge","will_save":8,"charisma":-5,"speed":{"max":15,"land":15},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Magic Sense","Confiscate Spell","Spell Drain"],"primary_source_group":"Rusthenge","skill":["Athletics"],"trait":["Ooze","Rare","N","Large"],"id":"creature-2728","text":" Primordial Envy The primordial envy is most often found in underground ruins within Edasseril. It hungers for magic, leaching it from any source it can come into contact with. This hunger can be exploited by clever adventurers who bait it with powerful destructive magics. A primordial envy is one of the most defensive sin oozes, and it tends to layer abjuration spells over itself to both increase its resilience and empower its attacks. Recall Knowledge - Ooze (Occultism): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Primordial Envy Source Rusthenge pg. 63 Perception +6; darkvision, magic sense (precise) 30 feet Languages Skills Athletics +9 Str +2 Dex -4 Con +5 Int -5 Wis +0 Cha -5 Magic Sense A primordial envy can detect magical auras, items, and spellcasters within 30 feet. --- AC 12 Fort +13 Ref +4 Will +8 –2 status vs. evocation and necromancy HP 60 Immunities critical hits, mental, precision, unconscious, visual Resistances piercing 5, slashing 5 Confiscate Spell Reaction (abjuration, arcane) Trigger A creature within 30 feet that the primordial envy can sense Casts a Spell; Effect The primordial envy's surface shimmers with a kaleidoscope of color that shines out to illuminate the triggering creature. The primordial envy attempts to counter the spell, with a counteract modifier of +12. On a success, the spell is countered and the primordial envy gains 2d6 temporary Hit Points. --- Speed 15 feet Melee Single Action pseudopod +9 (reach 10 feet, Magical), Damage 1d10+4 bludgeoning plus 1d6 mental and Grab Spell Drain Single Action (Abjuration, Arcane) The primordial envy attempts to drain magic from a spellcasting creature that it has grabbed or restrained. The spellcasting creature must attempt a DC 20 Will save. Critical Success The creature is unaffected and is temporarily immune to Spell Drain for 24 hours. Success The creature takes 1d6 mental damage. Failure The creature takes 2d6 mental damage and becomes stupefied 1 for 1 hour. Critical Failure As failure, but one of the creature's uncast spells or unused spell slots is lost, as if they had cast it. The spell or slot lost is one of the highest-level spells the creature can cast, determined randomly if multiple prepared spells are available. If a cantrip is drained, the spellcaster loses access to that cantrip for 10 minutes. The primordial envy becomes quickened 1 for 1 round, and can use the extra action to Stride or Strike. ","skill_mod":{"athletics":9},"summary":"The primordial envy is most often found in underground ruins within Edasseril. It hungers for magic, leaching it from any source it can come into …","image":["/Images/Monsters/PrimordialEnvy.png"],"primary_source":"Rusthenge","trait_group":["Creature Type","Rarity"],"ac":12,"level":3,"source_category":["Adventures"],"sense":" darkvision , magic sense ( precise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=2728","intelligence":-5,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":-4,"vision":"Darkvision","fortitude_save":13,"source_group":["Rusthenge"],"size":["Large"],"spoilers":"Rusthenge","name":"Primordial Envy","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[13],"slug":"creature-2728"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":22,"language":["Common"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Creature","charisma":0,"perception":8,"trait":["Ethereal","Incorporeal","Phantom","Rare","Spirit","NE","Medium"],"id":"creature-2729","text":" Phantom Boar Recall Knowledge - Ethereal (Occultism): DC 21 Recall Knowledge - Spirit (Occultism): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Phantom Boar Source Pathfinder #196: The Summer That Never Was pg. 15 Perception +8; darkvision, scent (imprecise) 30 feet Languages Common Skills Acrobatics +7, Intimidation +6 Str -5 Dex +1 Con +4 Int -3 Wis +2 Cha +0 Walk the Ethereal Line Two Actions The phantom walks the thin line between the Ethereal and Material Planes in order to exist on both planes simultaneously. They can shift back to solely the Ethereal Plane by using this ability again. --- AC 18 Fort +10 Ref +5 Will +8 HP 22 Immunities disease, paralyzed, poison, precision Resistances all damage 2 (except force or ghost touch ; double resistance vs. non-magical) Susceptible to Death Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like finger of death ) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife. Vulnerable to Kindness Any creature within 30 feet that the phantom can see and hear can issue a calm and friendly greeting to it as a two-action activity with the auditory, concentrate, linguistic, and mental traits. A creature greeting the phantom in this manner must attempt a DC 18 Diplomacy check. Critical Success The phantom takes 4d8 mental damage and is stunned 1. Success The phantom takes 2d8 mental damage. Failure The phantom takes 1d8 mental damage. Critical Failure The phantom is unaffected, and is not affected by this weakness for 1 round. --- Speed fly 40 feet Melee Single Action tusk +7 (Finesse, Force, Magical), Damage 1d8+3 force Occult Innate Spells DC 15, attack +7 - Cantrips (1st) Daze, Ghost Sound - 1st Fear Boar Charge Two Actions The phantom boar Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. ","skill_mod":{"intimidation":6,"acrobatics":7},"primary_source":"Pathfinder #196: The Summer That Never Was","spell":["Fear","Daze","Ghost Sound"],"ac":18,"level":2,"spell_dc":[15],"source_category":["Adventure Paths"],"sense":" darkvision , scent ( imprecise ) 30 feet","resistance":{"lawful":2,"bludgeoning":2,"piercing":2,"precision":2,"cold_iron":2,"cold":2,"mental":2,"unholy":2,"good":2,"acid":2,"slashing":2,"vitality":2,"chaotic":2,"fire":2,"physical":2,"all":2,"area":2,"void":2,"holy":2,"poison":2,"sonic":2,"spirit":2,"electricity":2,"bleed":2,"orichalcum":2,"silver":2,"evil":2,"splash":2},"intelligence":-3,"reflex_save":5,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":10,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Phantom Boar","alignment":"NE","rarity":"rare","strike_damage_average":[7],"attack_bonus":[7],"constitution":4,"immunity":["disease","paralyzed","poison","precision"],"creature_family":"Phantom","spell_attack_bonus":[7],"will_save":8,"speed":{"fly":40,"max":40},"wisdom":2,"weakness":{},"creature_ability":["Walk the Ethereal Line","Susceptible to Death","Vulnerable to Kindness","Boar Charge"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Intimidation"],"tradition":["Occult"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2729","dexterity":1,"category":"creature","slug":"creature-2729"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":6,"language":["Common"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Creature","charisma":0,"perception":5,"trait":["Ethereal","Incorporeal","Phantom","Rare","Spirit","NE","Tiny"],"id":"creature-2730","text":" Phantom Raven Recall Knowledge - Ethereal (Occultism): DC 18 Recall Knowledge - Spirit (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Phantom Raven Source Pathfinder #196: The Summer That Never Was pg. 15 Perception +5; darkvision Languages Common Skills Acrobatics +5, Intimidation +4 Str -5 Dex +3 Con +0 Int -3 Wis +3 Cha +0 Walk the Ethereal Line Two Actions The phantom walks the thin line between the Ethereal and Material Planes in order to exist on both planes simultaneously. They can shift back to solely the Ethereal Plane by using this ability again. --- AC 15 Fort +2 Ref +7 Will +5 HP 6 Immunities disease, paralyzed, poison, precision Resistances all damage 1 (except force or ghost touch ; double resistance vs. non-magical) Susceptible to Death Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like finger of death ) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife. Vulnerable to Kindness Any creature within 30 feet that the phantom can see and hear can issue a calm and friendly greeting to it as a two-action activity with the auditory, concentrate, linguistic, and mental traits. A creature greeting the phantom in this manner must attempt a DC 15 Diplomacy check. Critical Success The phantom takes 4d8 mental damage and is stunned 1. Success The phantom takes 2d8 mental damage. Failure The phantom takes 1d8 mental damage. Critical Failure The phantom is unaffected, and is not affected by this weakness for 1 round. --- Speed fly 40 feet Melee Single Action beak +7 (Finesse, Force, Magical), Damage 1d6 force Occult Innate Spells DC 13, attack +5 - Cantrips (1st) Daze, Ghost Sound\n","skill_mod":{"intimidation":4,"acrobatics":5},"primary_source":"Pathfinder #196: The Summer That Never Was","spell":["Daze","Ghost Sound"],"ac":15,"level":-1,"spell_dc":[13],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":1,"bludgeoning":1,"piercing":1,"precision":1,"cold_iron":1,"cold":1,"mental":1,"unholy":1,"good":1,"acid":1,"slashing":1,"vitality":1,"chaotic":1,"fire":1,"physical":1,"all":1,"area":1,"void":1,"holy":1,"poison":1,"sonic":1,"spirit":1,"electricity":1,"bleed":1,"orichalcum":1,"silver":1,"evil":1,"splash":1},"intelligence":-3,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":2,"source_group":["Season of Ghosts"],"size":["Tiny"],"spoilers":"Season of Ghosts","name":"Phantom Raven","alignment":"NE","rarity":"rare","strike_damage_average":[3],"attack_bonus":[7],"constitution":0,"immunity":["disease","paralyzed","poison","precision"],"creature_family":"Phantom","spell_attack_bonus":[5],"will_save":5,"speed":{"fly":40,"max":40},"wisdom":3,"weakness":{},"creature_ability":["Walk the Ethereal Line","Susceptible to Death","Vulnerable to Kindness"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Intimidation"],"tradition":["Occult"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2730","dexterity":3,"category":"creature","slug":"creature-2730"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":14,"language":["Common"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Creature","charisma":0,"perception":7,"trait":["Ethereal","Incorporeal","Phantom","Rare","Spirit","NE","Medium"],"id":"creature-2731","text":" Phantom Wolf Recall Knowledge - Ethereal (Occultism): DC 20 Recall Knowledge - Spirit (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Phantom Wolf Source Pathfinder #196: The Summer That Never Was pg. 15 Perception +7; darkvision Languages Common Skills Acrobatics +7, Intimidation +5 Str -5 Dex +4 Con +1 Int -3 Wis +2 Cha +0 Walk the Ethereal Line Two Actions The phantom walks the thin line between the Ethereal and Material Planes in order to exist on both planes simultaneously. They can shift back to solely the Ethereal Plane by using this ability again. --- AC 15 Fort +6 Ref +9 Will +5 HP 14 Immunities disease, paralyzed, poison, precision Resistances all damage 2 (except force or ghost touch ; double resistance vs. non-magical) Susceptible to Death Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like finger of death ) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife. Vulnerable to Kindness Any creature within 30 feet that the phantom can see and hear can issue a calm and friendly greeting to it as a two-action activity with the auditory, concentrate, linguistic, and mental traits. A creature greeting the phantom in this manner must attempt a DC 17 Diplomacy check. Critical Success The phantom takes 4d8 mental damage and is stunned 1. Success The phantom takes 2d8 mental damage. Failure The phantom takes 1d8 mental damage. Critical Failure The phantom is unaffected, and is not affected by this weakness for 1 round. --- Speed fly 35 feet Melee Single Action jaws +7 (Finesse, Force, Magical), Damage 1d6+2 force Occult Innate Spells DC 14, attack +6 - Cantrips (1st) Daze, Ghost Sound - 1st Fear Pack Attack The phantom wolf's Strikes deal an additional 1d4 damage to creatures within reach of at least one of its allies. ","skill_mod":{"intimidation":5,"acrobatics":7},"primary_source":"Pathfinder #196: The Summer That Never Was","spell":["Fear","Daze","Ghost Sound"],"ac":15,"level":1,"spell_dc":[14],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":2,"bludgeoning":2,"piercing":2,"precision":2,"cold_iron":2,"cold":2,"mental":2,"unholy":2,"good":2,"acid":2,"slashing":2,"vitality":2,"chaotic":2,"fire":2,"physical":2,"all":2,"area":2,"void":2,"holy":2,"poison":2,"sonic":2,"spirit":2,"electricity":2,"bleed":2,"orichalcum":2,"silver":2,"evil":2,"splash":2},"intelligence":-3,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Phantom Wolf","alignment":"NE","rarity":"rare","strike_damage_average":[5],"attack_bonus":[7],"constitution":1,"immunity":["disease","paralyzed","poison","precision"],"creature_family":"Phantom","spell_attack_bonus":[6],"will_save":5,"speed":{"fly":35,"max":35},"wisdom":2,"weakness":{},"creature_ability":["Walk the Ethereal Line","Susceptible to Death","Vulnerable to Kindness","Pack Attack"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Intimidation"],"tradition":["Occult"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2731","dexterity":4,"category":"creature","slug":"creature-2731"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Adventure Paths","strength":-5,"hp":15,"immunity":["disease","paralyzed","poison","precision"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Creature","creature_family":"Phantom","will_save":5,"charisma":0,"speed":{"fly":25,"max":25},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Walk the Ethereal Line","Susceptible to Death","Vulnerable to Kindness"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Intimidation"],"trait":["Ethereal","Incorporeal","Phantom","Rare","Spirit","N","Medium"],"id":"creature-2732","text":" Phantom Gecko Recall Knowledge - Ethereal (Occultism): DC 20 Recall Knowledge - Spirit (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Phantom Gecko Source Pathfinder #196: The Summer That Never Was pg. 21 Perception +5; darkvision Languages Skills Acrobatics +6, Intimidation +6 Str -5 Dex +4 Con +1 Int -4 Wis +2 Cha +0 Walk the Ethereal Line Two Actions The phantom walks the thin line between the Ethereal and Material Planes in order to exist on both planes simultaneously. They can shift back to solely the Ethereal Plane by using this ability again. --- AC 15 Fort +5 Ref +8 Will +5 HP 15 Immunities disease, paralyzed, poison, precision Resistances all damage 2 (except force or ghost touch ^ double resistance vs. non-magical) Susceptible to Death Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like finger of death ) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife. Vulnerable to Kindness Any creature within 30 feet that the phantom can see and hear can issue a calm and friendly greeting to it as a two-action activity with the auditory, concentrate, linguistic, and mental traits. A creature greeting the phantom in this manner must attempt a DC 18 Diplomacy check. Critical Success The phantom takes 4d8 mental damage and is stunned 1. Success The phantom takes 2d8 mental damage. Failure The phantom takes 1d8 mental damage. Critical Failure The phantom is unaffected, and is not affected by this weakness for 1 round. --- Speed fly 25 feet Melee Single Action jaws +7 (Finesse, Force, Magical), Damage 1d6+2 force\n","skill_mod":{"intimidation":6,"acrobatics":6},"primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["Creature Type","Monster","Rarity"],"ac":15,"level":1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{"lawful":2,"bludgeoning":2,"piercing":2,"precision":2,"cold_iron":2,"cold":2,"mental":2,"unholy":2,"good":2,"acid":2,"slashing":2,"vitality":2,"chaotic":2,"fire":2,"physical":2,"all":2,"area":2,"void":2,"holy":2,"poison":2,"sonic":2,"spirit":2,"electricity":2,"bleed":2,"orichalcum":2,"silver":2,"evil":2,"splash":2},"url":"/Monsters.aspx?ID=2732","intelligence":-4,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":5,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Phantom Gecko","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[5],"slug":"creature-2732"},{"primary_source_category":"Adventure Paths","strength":-2,"hp":9,"language":["Common"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Creature","charisma":0,"perception":0,"stealth":"2","trait":["Fey","Gremlin","Uncommon","CE","Tiny"],"id":"creature-2733","text":" Very Drunk Jinkin Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Very Drunk Jinkin Source Pathfinder #196: The Summer That Never Was pg. 29 Perception +0; darkvision Languages Common Skills Acrobatics +2, Crafting +0, Deception +2, Nature +2, Stealth +2, Thievery +2 Str -2 Dex +0 Con +0 Int -2 Wis +0 Cha +0 Far Too Drunk The jinkins are inefficient with their actions and always spend one action each round to cackle, stumble in place, or otherwise perform ineffective antics. Items Club (table leg or bottle) --- AC 12 Fort +2 Ref +4 Will +2 HP 9 Weaknesses cold iron 2 --- Speed 20 feet Melee Single Action club +0, Damage 1d6–2 bludgeoning Ranged Single Action club +2 (thrown 10 feet), Damage 1d6–2 bludgeoning Primal Innate Spells DC 13 - Cantrips (1st) Prestidigitation\n","skill_mod":{"deception":2,"nature":2,"thievery":2,"crafting":0,"stealth":2,"acrobatics":2},"primary_source":"Pathfinder #196: The Summer That Never Was","spell":["Prestidigitation"],"ac":12,"item":["Club (table leg or bottle)"],"level":-1,"spell_dc":[13],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":-2,"reflex_save":4,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":2,"source_group":["Season of Ghosts"],"size":["Tiny"],"spoilers":"Season of Ghosts","name":"Very Drunk Jinkin","alignment":"CE","rarity":"uncommon","strike_damage_average":[3,3],"attack_bonus":[0,2],"constitution":0,"creature_family":"Gremlin","will_save":2,"speed":{"max":20,"land":20},"wisdom":0,"weakness":{"cold_iron":2},"creature_ability":["Far Too Drunk"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Crafting","Deception","Nature","Stealth","Thievery"],"tradition":["Primal"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=2733","dexterity":0,"category":"creature","slug":"creature-2733"},{"remaster_name":["Zoudou The Zealous"],"primary_source_category":"Adventure Paths","strength":2,"hp":45,"language":["Common","<%UMR%37%%>telepathy<%END> 30 feet"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Creature","charisma":4,"perception":8,"trait":["Aberration","Unique","CE","Medium"],"id":"creature-2734","text":" Zoudou the Zealous Recall Knowledge - Aberration (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Zoudou the Zealous Source Pathfinder #196: The Summer That Never Was pg. 66 Perception +8; no face Languages Common; telepathy 30 feet Skills Acrobatics +9, Deception +11, Diplomacy +9, Occultism +10, Religion +9, Society +8 Str +2 Dex +4 Con +3 Int +3 Wis +2 Cha +4 No Face Noppera-bos have no sense of vision, but their sense of hearing is precise. They don't breathe and are immune to effects that require breathing. They gain sustenance by absorbing fluids through their skin—traditionally by immersing their hands or faceless head into the fluid to “drink” through osmosis; they can also benefit from consumables, such as potions or elixirs, in this way. Items Fiend's Hunger (page 81), tattered ledger, twisted knot of wood (religious symbol of Kugaptee) --- AC 19 Fort +10 Ref +11 Will +7 HP 45 Immunities inhaled, olfactory, visual Weaknesses sensitive hearing Identity Crisis Reaction (emotion, mental, occult, visual) Frequency once per day; Trigger Zoudou successfully Steals the Face of an adjacent creature; Effect As Zoudou Steals the creature's Face, she telepathically draws at the creature's sense of identity and self. The creature must attempt a DC 20 Will save. On a failure, the creature questions their own identity and becomes slowed 1 for 1 round. On a critical failure, they're slowed 1 for 1 minute. Oath of Anonymity When Zoudou has a face, she can't cast divine prepared spells. Sensitive Hearing As long as a noppera-bo is deafened, they are slowed 1. --- Speed 25 feet Melee Single Action Fiend's Hunger +9 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+4 piercing Divine Prepared Spells DC 20, attack +12 - Cantrips (2nd) Chill Touch, Daze, Divine Lance, Read Aura, Shield - 1st Bane, Fear, Heal - 2nd Darkness, Harm Rituals - 2nd Consecrate Impersonate Shape Two Actions (Concentrate, Occult, Polymorph, Transmutation) The noppera-bo changes into a Small or Medium humanoid they've touched during the last 24 hours, and the noppera-bo gains the target creature's face and voice. While transformed and their face is covered, the noppera-bo gains a +2 circumstance bonus to Impersonate that creature. As long as the noppera-bo has a face, it loses its no face ability and its listed immunities. The noppera-bo can change back by using this ability again. Regain Anonymity Single Action (Occult, Polymorph, Transmutation) Requirement Zoudou has a face; Effect Zoudou melts the face she's wearing and gains 3d6 temporary Hit Points. She can't Regain Anonymity again for 1d4 rounds. Silent Casting When Zoudou is faceless, she can substitute an additional somatic component for a verbal component. Steal Face Two Actions (Concentrate, Curse, Incapacitation, Occult, Polymorph, Transmutation) Frequency once per day; Requirements The noppera-bo occultist is faceless; Effect The noppera-bo occultist targets one creature within 30 feet. The creature must attempt a DC 20 Fortitude save. Critical Success The target is unaffected. Success The target is dazzled until the start of its next turn. Failure The noppera-bo gains the target's face. The target's face vanishes until the end of its next turn. Until then, it is blinded, can't speak or ingest, and can't smell. The target must also hold its breath or begin to suffocate. Critical Failure As failure, but the effect doesn't end automatically. The target can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such attempt. ","skill_mod":{"society":8,"diplomacy":9,"deception":11,"occultism":10,"acrobatics":9,"religion":9},"primary_source":"Pathfinder #196: The Summer That Never Was","spell":["Darkness","Harm","Bane","Fear","Heal","Chill Touch","Daze","Divine Lance","Read Aura","Shield"],"ac":19,"item":["Fiend's Hunger (page 81)","tattered ledger","twisted knot of wood ( religious symbol of Kugaptee)"],"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":"no face","resistance":{},"intelligence":3,"reflex_save":11,"strongest_save":["ref","reflex"],"fortitude_save":10,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Zoudou the Zealous","alignment":"CE","rarity":"unique","strike_damage_average":[6],"attack_bonus":[9],"constitution":3,"immunity":["inhaled","olfactory","visual"],"spell_attack_bonus":[12],"will_save":7,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["No Face","Identity Crisis","Oath of Anonymity","Sensitive Hearing","Impersonate Shape","Regain Anonymity","Silent Casting","Steal Face"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Deception","Diplomacy","Occultism","Religion","Society"],"tradition":["Divine"],"trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2734","dexterity":4,"category":"creature","slug":"creature-2734"},{"remaster_name":["Hu Ban-Niang"],"attack_bonus":[13],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":75,"language":["Common","Halfling"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Creature","will_save":13,"charisma":4,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["So Have You Heard?","Nerves of Steel","Are You Sure About That?","Want to Try Me?"],"primary_source_group":"Season of Ghosts","skill":["Athletics","Crafting","Deception","Diplomacy","Intimidation","Society","Willowshore Lore"],"trait":["Human","Humanoid","Unique","LN","Medium"],"id":"creature-2735","text":" Ban-Niang \"Granny\" Hu, Retired Imperial Guard Growing up a street urchin in Sze, Ban-niang came to view other urchins as her siblings. She pulled them and herself through to adulthood by working as a racketeer before securing a position as an imperial soldier guard. Her siblings remained in the criminal world but retained loyalty to their sister and acted as informants and financiers to help her climb the ranks of the city watch. Planning ahead for the day when she grew old and frail and simply wanted to enjoy the wealth and power she'd amassed, Ban-niang volunteered to be an inaugural village guard captain in the “backwaters” that was Willowshore when Lung Wa started its lumber operations. Occupying the position for over two decades, Ban-niang retired in 7088 ic but, by that point, had grown fond of the town she'd once dismissed as a backwater and stayed on in her retirement. She has cultivated her image of “Granny Hu,” pretending to let age mellow her ambitions, but in fact, she knows many folks' dark secrets and isn't afraid to use this knowledge to manipulate others. Campaign Use If Granny Hu becomes Willowshore's interim governor, she favors Northridge's businesses and goals. This development makes it easier for the PCs to bolster the town's defenses in the coming months, but at the cost of being able to efficiently prepare food stores for the coming winter. Once the town of Willowshore is safe at the start of Chapter 3, the PCs can attempt to interact with Granny Hu using the Influence subsystem. An influence encounter with Granny Hu is a 3rd-level challenge, and an influence round with Granny Hu takes 1 hour. If any attempt to Influence Granny Hu results in a critical failure and the PCs have fewer than 5 Influence Points with her, she uses her So Have You Heard? ability against that PC soon thereafter. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Ban-Niang \"Granny\" Hu Source Pathfinder #196: The Summer That Never Was pg. 90 Perception +11 Languages Common, Halfling Skills Athletics +11, Crafting +11, Deception +13, Diplomacy +11, Intimidation +13, Society +11, Willowshore Lore +11 Str +2 Dex +1 Con +1 Int +2 Wis +2 Cha +4 So Have You Heard? (exploration) Frequency once per day; Effect Granny Hu can shift a PC's reputation in Willowshore over the course of 2 hours of work. She attempts a Deception check against the target's Deception, Diplomacy, or Intimidation DC, whichever is highest. If the target is admired or revered by at least one faction in Willowshore, Granny Hu takes a –1 status penalty to her check, or –2 if the target is admired or revered by both factions. The target is then temporarily immune to So Have You Heard? for 1 week. Critical Success The target takes a –2 circumstance penalty to Charisma-based skill checks when interacting with Willowshore residents for a week. Success As critical success, but only a –1 circumstance penalty and for only 1 day. Failure The target is unaffected. Critical Failure The plan backfires; not only is the target unaffected, but Granny Hu can't use So Have You Heard? for 1 month. Items +1 striking longsword , smoking pipe worth 20 gp, spider lily tattoo --- AC 20 Fort +10 Ref +10 Will +13 +1 status vs. fear, nerves of steel HP 75 Nerves of Steel If Granny Hu succeeds at a save against a fear effect, she gets a critical success instead. Are You Sure About That? Reaction (emotion, mental, visual) Trigger A creature within 30 feet who's visible to Granny Hu and who has been exposed to Want to Try Me? in the past week says or does something that would be against Granny Hu's interests; Effect Granny Hu makes a subtle gesture, reminding the triggering creature of their secret. The creature must succeed at a DC 22 Will Save or the triggering action is disrupted. Regardless of the outcome, the creature then becomes temporarily immune to this ability for 24 hours. Want to Try Me? Reaction (auditory, emotion, fear, mental) Trigger A creature within 30 feet attempts to Coerce or Demoralize a creature; Effect Granny Hu threatens to expose a secret of the triggering creature. She attempts an Intimidation check against the triggering creature's Will DC. Her reputation means she can threaten a PC even if she doesn't actually know a secret, but if she does know an especially dangerous or shameful one, she gains a +2 circumstance bonus to her Intimidation check. Critical Success The creature is frightened 2, and the result of their Coerce or Demoralize attempt is reduced by one degree of success. Success As success, but frightened 1. Failure The creature is unaffected. Critical Failure The creature is unaffected, gains a +1 circumstance bonus to their Coerce or Demoralize attempt, and is immune to Want to Try Me? for 24 hours. --- Speed 25 feet Melee Single Action longsword +13 (Magical, versatile P), Damage 2d8+3 slashing\n","skill_mod":{"society":11,"diplomacy":11,"deception":13,"crafting":11,"athletics":11,"intimidation":13},"summary":"Growing up a street urchin in Sze, Ban-niang came to view other urchins as her siblings. She pulled them and herself through to adulthood by working …","image":["/Images/Monsters/GrannyHu.png"],"primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":20,"item":["+1 striking longsword","smoking pipe worth 20 gp","spider lily tattoo"],"level":5,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2735","intelligence":2,"reflex_save":10,"strongest_save":["will"],"dexterity":1,"fortitude_save":10,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Ban-Niang \"Granny\" Hu","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[12],"slug":"creature-2735"},{"remaster_name":["Matsuki Shou"],"attack_bonus":[11],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":70,"language":["Common","Hwan","Minkaian","Tengu"],"source":["Pathfinder #196: The Summer That Never Was"],"type":"Creature","will_save":12,"charisma":3,"speed":{"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Cataracts","Wood-Grain Speaker","You Know, They Say...","A Drink for Good Luck","Respect Your Elders!","Wait, Give Me a Moment..."],"primary_source_group":"Season of Ghosts","skill":["Crafting","Diplomacy","Nature","Society","Willowshore Lore"],"trait":["Human","Humanoid","Unique","NG","Medium"],"id":"creature-2736","text":" Shou \"Old\" Matsuki, Popular Local Old-Timer At the tender age of 10, Shou Matsuki was already part of the family carpentry business and participating in the construction of the monastery. A few weeks short of being 99 years old this year, Shou is the only human left in Willowshore who has experienced the village's entire history in person. He fondly remembers the vibrant days when pilgrims filled the streets, speaks highly of his fellow migrant workers in the decade when they sought work outside the village, and grumbles about Lung Wa's takeover. Outwardly, Old Matsuki is a belligerent elderly man who prefers alcohol over tea, thinks the Northridge faction is always up to no good, and laments at the brothel's transformation into an inn. In private, everyone knows he has a soft spot for the future of Willowshore's culture, traditions, and people. During the monster invasion, his mind remains sharp and focused as he organizes Southbank to fortify their position, buying precious time for the surviving villagers to figure out how they might take Willowshore back. Campaign Use If Shou Matsuki becomes Willowshore's interim governor, he favors Southbank's farmers and traditions. This development makes it easier for the PCs to prepare the town's food stores for the coming winter, but at the cost of not having a head start at shoring up the town's defenses in the coming months. Once the town of Willowshore is safe at the start of Chapter 3, the PCs can attempt to interact with Old Matsuki using the Influence subsystem. An influence encounter with Old Matsuki is a 3rd-level challenge, and an influence round with him takes 1 hour. If any attempt to Influence him results in a critical failure and the PCs have fewer than 5 Influence Points with him, he uses his Respect your Elders! ability against that PC soon thereafter. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Shou \"Old\" Matsuki Source Pathfinder #196: The Summer That Never Was pg. 92 Perception +12; cataracts, wood-grain speaker Languages Common, Hwan, Minkaian, Tengu Skills Crafting +13, Diplomacy +12, Nature +12, Society +11, Willowshore Lore +13 Str +2 Dex -1 Con +1 Int +4 Wis +3 Cha +3 Cataracts Old Matsuki's deteriorating eyesight imposes a –2 circumstance penalty to vision-based Perception checks. Wood-Grain Speaker Old Matsuki gains a +2 circumstance bonus to Perception when examining wood items, structures, and trees. He can use Crafting to Identify Magic for items primarily made of wood. This ability isn't affected by Old Matsuki's cataracts. You Know, They Say... Old Matsuki can use Willowshore Lore in place of Arcana, Medicine, Occultism, or Religion to attempt Recall Knowledge checks with a –2 penalty. He has the effects of the Dubious Knowledge feat for Recall Knowledge checks attempted in this way. Items calabash bottle worth 20 gp, +1 striking staff , sterling carpenter's artisan tools, --- AC 18 Fort +10 Ref +8 Will +12 HP 70 --- Speed 25 feet Melee Single Action staff +11 (Magical, two-hand d8), Damage 2d4+4 bludgeoning A Drink for Good Luck Three Actions (Emotion, Enchantment, Fortune, Mental, Occult) Frequency once per season; Requirements Old Matsuki has a drink in hand; Effect Old Matsuki toasts to good fortune, then selects up to six other creatures within 30 feet before he drinks his drink. He, and all creatures that drink before the end of their next turn, become infused with good luck. Once before the end of the current season, each target can reroll a failed saving throw as a free action, taking the second result. Respect Your Elders! Three Actions (Auditory, Emotion, Enchantment, Linguistic, Mental, Occult) Frequency once per day; Effect Old Matsuki publicly chastises a character he can see and who's within 30 feet for being disrespectful, not just against him or Willowshore's other elders, but against Willowshore's traditions. Whether or not his reprimands are justified, the target of this tirade must attempt a DC 22 Will save. Critical Success The creature is unaffected and immune to Respect Your Elders! for 1 week. Success The creature feels a momentary bout of shame, becoming stupefied 1 for 1 round. Failure Feelings of shame and doubt nag at the creature, distracting them enough that they become stupefied 1 for 1 hour. Wait, Give Me a Moment... Reaction Trigger Old Matsuki fails a check to Recall Knowledge; Frequency once per day; Effect Old Matsuki realizes his error, then rerolls the triggering check with a +2 circumstance bonus. ","skill_mod":{"society":11,"diplomacy":12,"nature":12,"crafting":13},"summary":"At the tender age of 10, Shou Matsuki was already part of the family carpentry business and participating in the construction of the monastery. A few …","image":["/Images/Monsters/OldMatsuki.png"],"primary_source":"Pathfinder #196: The Summer That Never Was","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["calabash bottle worth 20 gp","+1 striking staff","sterling carpenter's artisan tools",""],"level":5,"source_category":["Adventure Paths"],"sense":"cataracts, wood-grain speaker","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2736","intelligence":4,"reflex_save":8,"strongest_save":["will"],"dexterity":-1,"fortitude_save":10,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Shou \"Old\" Matsuki","alignment":"NG","category":"creature","rarity":"unique","strike_damage_average":[9],"slug":"creature-2736"},{"attack_bonus":[4],"constitution":2,"primary_source_category":"Adventures","strength":0,"hp":30,"language":["Common","Thassilonian","Varisian"],"source":["Rusthenge"],"type":"Creature","will_save":10,"charisma":3,"speed":{"max":25,"land":25},"perception":8,"wisdom":4,"weakness":{},"creature_ability":["Divine Font","Healing Hands"],"primary_source_group":"Rusthenge","skill":["Athletics","Crafting","Diplomacy","Religion","Society"],"trait":["Human","Humanoid","Unique","CG","Medium"],"id":"creature-2737","text":" Ordwi Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Ordwi Source Rusthenge pg. 7 Perception +8 Languages Common, Thassilonian, Varisian Skills Athletics +4, Crafting +5, Diplomacy +7, Religion +8, Society +5 Str +0 Dex +0 Con +2 Int +1 Wis +4 Cha +3 Items Explorer's Clothing, minor healing potions (3), Rapier, iron religious symbol, Rations (5 days) --- AC 12 Fort +6 Ref +4 Will +10 HP 30 --- Speed 25 feet Melee Single Action rapier +4 (deadly d8, Disarm, Finesse), Damage 1d6 piercing Divine Prepared Spells DC 18 - Cantrips (1st) Daze, Forbidding Ward, Light, Shield, Stabilize - 1st Bless, Heal (×4), Spirit Link Cleric Domain Spells DC 18, 1 Focus Point - 1st Unimpeded Stride Divine Font heal Healing Hands When Ordwi casts heal , she rolls 1d10s instead of d8s. ","tradition":["Divine"],"skill_mod":{"society":5,"diplomacy":7,"crafting":5,"athletics":4,"religion":8},"primary_source":"Rusthenge","spell":["Bless","Heal","Spirit Link","Daze","Forbidding Ward","Light","Shield","Stabilize","Unimpeded Stride"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":12,"item":["Explorer's Clothing","minor healing potions (3)","Rapier","iron religious symbol","Rations (5 days)"],"level":2,"spell_dc":[18,18],"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2737","intelligence":1,"reflex_save":4,"strongest_save":["will"],"dexterity":0,"fortitude_save":6,"source_group":["Rusthenge"],"size":["Medium"],"spoilers":"Rusthenge","name":"Ordwi","alignment":"CG","category":"creature","rarity":"unique","strike_damage_average":[3],"slug":"creature-2737"},{"attack_bonus":[6],"constitution":2,"primary_source_category":"Adventures","strength":4,"hp":15,"language":["Common","Dwarven"],"source":["Rusthenge"],"type":"Creature","will_save":6,"charisma":0,"speed":{"max":20,"land":20},"perception":5,"wisdom":2,"weakness":{},"primary_source_group":"Rusthenge","skill":["Acrobatics","Athletics","Crafting","Intimidation","Religion","Warfare Lore"],"trait":["Human","Humanoid","Uncommon","CE","Medium"],"id":"creature-2738","text":" Fallen Acolyte Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Fallen Acolyte Source Rusthenge pg. 22 Perception +5 Languages Common, Dwarven Skills Acrobatics +2, Athletics +6, Crafting +2, Intimidation +2, Religion +4, Warfare Lore +4 Str +4 Dex +0 Con +2 Int +0 Wis +2 Cha +0 Items rusted (broken) full plate, Sickle --- AC 15 Fort +6 Ref +2 Will +6 HP 15 --- Speed 20 feet Melee Single Action sickle +6 (Agile, Finesse, Trip), Damage 1d4+4 piercing\n","skill_mod":{"crafting":2,"athletics":6,"intimidation":2,"acrobatics":2,"religion":4},"primary_source":"Rusthenge","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":15,"item":["rusted ( broken ) full plate","Sickle"],"level":0,"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2738","intelligence":0,"reflex_save":2,"strongest_save":["fort","fortitude","will"],"dexterity":0,"fortitude_save":6,"source_group":["Rusthenge"],"size":["Medium"],"spoilers":"Rusthenge","name":"Fallen Acolyte","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[6],"slug":"creature-2738"},{"attack_bonus":[6,10],"constitution":1,"primary_source_category":"Adventures","strength":4,"hp":30,"language":["Common","Dwarven","Skald"],"source":["Rusthenge"],"type":"Creature","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Smith's Fury"],"primary_source_group":"Rusthenge","skill":["Athletics","Crafting","Smithing Lore","Society"],"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2739","text":" Trygve Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Trygve Source Rusthenge pg. 22 Perception +6 Languages Common, Dwarven, Skald Skills Athletics +8, Crafting +9, Smithing Lore +9, Society +7 Str +4 Dex +0 Con +1 Int +3 Wis +2 Cha +0 Items Breastplate, light hammer, secure storage key --- AC 18 Fort +7 Ref +4 Will +6 HP 30 --- Speed 25 feet Melee Single Action light hammer +10 (Agile), Damage 1d6+4 bludgeoning plus smith's fury Ranged Single Action light hammer +6 (Agile, thrown 20 feet), Damage 1d6+2 bludgeoning plus smith's fury Smith's Fury Trygve deals an additional 1d6 bludgeoning damage on a critical hit when he Strikes with his light hammer. ","skill_mod":{"society":7,"crafting":9,"athletics":8},"primary_source":"Rusthenge","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["Breastplate","light hammer","secure storage key"],"level":2,"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2739","intelligence":3,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":7,"source_group":["Rusthenge"],"size":["Medium"],"spoilers":"Rusthenge","name":"Trygve","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[5,7],"slug":"creature-2739"},{"attack_bonus":[10],"constitution":2,"primary_source_category":"Adventures","strength":3,"hp":30,"language":["Common","Dwarven"],"source":["Rusthenge"],"type":"Creature","will_save":10,"charisma":1,"speed":{"max":20,"land":20},"perception":8,"wisdom":4,"weakness":{},"primary_source_group":"Rusthenge","skill":["Athletics","Crafting","Intimidation","Religion","Warfare Lore"],"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2740","text":" Vanda Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Vanda Source Rusthenge pg. 24 Perception +8 Languages Common, Dwarven Skills Athletics +4, Crafting +4, Intimidation +7, Religion +8, Warfare Lore +4 Str +3 Dex +0 Con +2 Int +0 Wis +4 Cha +1 Items Full Plate, +1 greatsword --- AC 16 Fort +8 Ref +4 Will +10 HP 30 --- Speed 20 feet Melee Single Action greatsword +10 (Magical, versatile P), Damage 1d12+3 slashing\n","skill_mod":{"crafting":4,"athletics":4,"intimidation":7,"religion":8},"primary_source":"Rusthenge","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":16,"item":["Full Plate","+1 greatsword"],"level":2,"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2740","intelligence":0,"reflex_save":4,"strongest_save":["will"],"dexterity":0,"fortitude_save":8,"source_group":["Rusthenge"],"size":["Medium"],"spoilers":"Rusthenge","name":"Vanda","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[9],"slug":"creature-2740"},{"primary_source_category":"Adventures","strength":2,"hp":45,"language":["Abyssal","<%UMR%37%%>telepathy<%END> (touch only)"],"source":["Rusthenge"],"type":"Creature","charisma":1,"perception":9,"stealth":"9","trait":["Fiend","Qlippoth","Rare","CE","Medium"],"id":"creature-2741","text":" Vlorian Cythnigot Recall Knowledge - Fiend (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Vlorian Cythnigot Source Rusthenge pg. 30 Perception +9; darkvision Languages Abyssal; telepathy (touch only) Skills Acrobatics +9, Athletics +9, Occultism +9, Stealth +9 Str +2 Dex +3 Con +4 Int +2 Wis +2 Cha +1 --- AC 19 Fort +11 Ref +7 Will +9 HP 45 Immunities controlled, fear Resistances mental 3, physical 3 (except cold iron) Weaknesses lawful 3 --- Speed 30 feet Melee Single Action bite +11 (Agile, Chaotic, Magical), Damage 1d8+4 piercing plus 1d4 chaotic and rust creep Occult Innate Spells DC 20 - Cantrips (2nd) Daze, Detect Magic - 1st Phantom Pain - 2nd Detect Alignment (at will; lawful only), Paranoia - 4th Read Omens Sickening Display Single Action (Concentrate, Emotion, Enchantment, Fear, Mental, Occult, Visual) The cythnigot presents its awful appearance fully, and creatures in a 10-foot emanation must attempt a DC 20 Will save. Once a creature attempts this save, it's temporarily immune to further Sickening Displays for 1 minute. Critical Success The creature is unaffected. Success The creature is flat-footed until its next turn. Failure The creature is sickened 1, and is flat-footed for as long as it's sickened. Critical Failure The creature is sickened 2 and is flat-footed for as long as it's sickened. Rust Creep (Disease) A creature bitten by the Vlorian cythnigot becomes afflicted by rust creep, but with a DC 20 Fortitude save. ","skill_mod":{"stealth":9,"athletics":9,"occultism":9,"acrobatics":9},"primary_source":"Rusthenge","spell":["Read Omens","Detect Alignment","Paranoia","Phantom Pain","Daze","Detect Magic"],"ac":19,"level":3,"spell_dc":[20],"source_category":["Adventures"],"sense":" darkvision ","resistance":{"bludgeoning":3,"piercing":3,"slashing":3,"mental":3,"physical":3},"intelligence":2,"reflex_save":7,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":11,"source_group":["Rusthenge"],"size":["Medium"],"spoilers":"Rusthenge","name":"Vlorian Cythnigot","alignment":"CE","rarity":"rare","strike_damage_average":[11],"attack_bonus":[11],"constitution":4,"immunity":["controlled","fear"],"creature_family":"Qlippoth","will_save":9,"speed":{"max":30,"land":30},"wisdom":2,"weakness":{"lawful":3},"creature_ability":["Sickening Display","Rust Creep"],"primary_source_group":"Rusthenge","skill":["Acrobatics","Athletics","Occultism","Stealth"],"tradition":["Occult"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2741","dexterity":3,"category":"creature","slug":"creature-2741"},{"attack_bonus":[6,6],"constitution":2,"primary_source_category":"Adventures","strength":0,"hp":8,"language":["Common","Thassilonian"],"source":["Rusthenge"],"type":"Creature","will_save":2,"charisma":1,"speed":{"max":25,"land":25},"perception":2,"wisdom":0,"weakness":{},"creature_ability":["Gang Up"],"primary_source_group":"Rusthenge","skill":["Acrobatics","Deception","Intimidation","Religion","Stealth","Thievery"],"stealth":"5","trait":["Human","Humanoid","Rare","CE","Medium"],"id":"creature-2742","text":" Rustsworn Initiate Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Rustsworn Initiate Source Rusthenge pg. 31 Perception +2 Languages Common, Thassilonian Skills Acrobatics +5, Deception +3, Intimidation +3, Religion +2, Stealth +5, Thievery +5 Str +0 Dex +3 Con +2 Int +1 Wis +0 Cha +1 Items daggers (5), Leather Armor --- AC 14 Fort +4 Ref +7 Will +2 HP 8 --- Speed 25 feet Melee Single Action dagger +6 (Agile, Finesse, versatile S), Damage 1d4 piercing Ranged Single Action dagger +6 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4 piercing Gang Up An enemy is flat-footed against the Rustsworn initiate's melee attacks due to flanking as long as that enemy is within both their reach and their ally's reach. ","skill_mod":{"deception":3,"thievery":5,"stealth":5,"intimidation":3,"acrobatics":5,"religion":2},"primary_source":"Rusthenge","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":14,"item":["daggers (5)","Leather Armor"],"level":-1,"source_category":["Adventures"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2742","intelligence":1,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":4,"source_group":["Rusthenge"],"size":["Medium"],"spoilers":"Rusthenge","name":"Rustsworn Initiate","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[2,2],"slug":"creature-2742"},{"attack_bonus":[10],"constitution":2,"primary_source_category":"Adventures","strength":3,"hp":35,"language":["Common","Dwarven","Skald"],"source":["Rusthenge"],"type":"Creature","will_save":8,"charisma":3,"speed":{"max":20,"land":20},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Intimidating Strike"],"primary_source_group":"Rusthenge","skill":["Athletics","Crafting","Deception","Intimidation","Religion"],"trait":["Dwarf","Humanoid","Unique","CE","Medium"],"id":"creature-2743","text":" Knurr Ragnulf Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Knurr Ragnulf Source Rusthenge pg. 33 Perception +8; darkvision Languages Common, Dwarven, Skald Skills Athletics +7, Crafting +4, Deception +7, Intimidation +9, Religion +6 Str +3 Dex +0 Con +2 Int +0 Wis +2 Cha +3 Items rusty (broken) full plate, +1 warhammer --- AC 17 Fort +8 Ref +4 Will +8 HP 35 --- Speed 20 feet Melee Single Action warhammer +10 (Magical, Shove), Damage 1d8+5 bludgeoning Intimidating Strike Two Actions (Emotion, Fear, Mental) Knurr makes a melee Strike while roaring Xar-Azmak's name. If he hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit. ","skill_mod":{"deception":7,"crafting":4,"athletics":7,"intimidation":9,"religion":6},"primary_source":"Rusthenge","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":17,"item":["rusty ( broken ) full plate","+1 warhammer"],"level":2,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2743","intelligence":0,"reflex_save":4,"strongest_save":["fort","fortitude","will"],"dexterity":0,"vision":"Darkvision","fortitude_save":8,"source_group":["Rusthenge"],"size":["Medium"],"spoilers":"Rusthenge","name":"Knurr Ragnulf","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[9],"slug":"creature-2743"},{"attack_bonus":[7],"constitution":0,"primary_source_category":"Adventures","strength":0,"hp":15,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Rusthenge"],"type":"Creature","creature_family":"Clockworks","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":10,"wisdom":3,"weakness":{"orichalcum":3,"electricity":3},"creature_ability":["Record Audio","Wind Up","Self-Destruct","Bleeding Gash"],"primary_source_group":"Rusthenge","skill":["Acrobatics"],"trait":["Clockwork","Construct","Mindless","Rare","N","Tiny"],"id":"creature-2744","text":" Clockwork Serpent Spy Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Clockwork Serpent Spy Source Rusthenge pg. 44 Perception +10; low-light vision Languages Skills Acrobatics +7 Str +0 Dex +4 Con +0 Int -5 Wis +3 Cha +0 Record Audio Single Action The clockwork spy records all sounds within 25 feet onto a small gemstone worth 1 gp embedded in its body. The clockwork spy can record up to 1 hour of sound on a single gemstone. Once it begins recording, it can't cease recording early, nor can it record onto a gemstone that already contains a recording. Some clockwork spies contain multiple gemstones to allow for a series of recordings. Since clockwork spies are not intelligent, they must be given simple commands regarding when to start recording sounds. A clockwork spy can differentiate between different kinds of creatures but not between specific individuals. The spy can start or stop playback of recorded sound by spending a single action. Removing a gemstone from or installing a gemstone into a clockwork spy requires a successful DC 14 Thievery check to Disable a Device; on a failure, the gemstone is undamaged, but any recorded sounds are erased and the gemstone still can't be used to make another recording. Wind Up 24 hours, DC 17, standby --- AC 19 Fort +3 Ref +9 Will +6 HP 15 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses electricity 3, orichalcum 3 Self-Destruct Reaction A clockwork spy must use this reaction unless specifically programmed otherwise by its creator; Trigger The clockwork spy is reduced to 0 Hit Points; Effect The spy thrashes around and emits a tinny scream followed by a steady ticking sound. At the beginning of what would have been its next turn, the clockwork spy explodes, dealing 1d12 piercing damage in a 5-foot radius (DC 17 basic Reflex save). Its gemstone is destroyed, along with any information contained inside it. An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 17 Thievery check to Disable a Device. --- Speed 25 feet Melee Single Action sharpened gear +7 (Finesse), Damage 1d6–1 slashing plus bleeding gash Bleeding Gash On a critical hit with a sharpened gear Strike, the clockwork serpent spy also inflicts 1d4 persistent bleed damage (DC 17 Fortitude save negates the additional bleed damage). ","skill_mod":{"acrobatics":7},"primary_source":"Rusthenge","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":19,"level":1,"source_category":["Adventures"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2744","intelligence":-5,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":3,"source_group":["Rusthenge"],"size":["Tiny"],"spoilers":"Rusthenge","name":"Clockwork Serpent Spy","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[3],"slug":"creature-2744"},{"primary_source_category":"Adventures","strength":2,"hp":45,"source":["Rusthenge"],"type":"Creature","charisma":-5,"perception":10,"trait":["Clockwork","Construct","Mindless","Unique","N","Medium"],"id":"creature-2745","text":" Clockwork Belimarius Recall Knowledge - Construct (Arcana, Crafting): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Clockwork Belimarius Source Rusthenge pg. 47 Perception +10; darkvision Languages Skills Acrobatics +12 Str +2 Dex +4 Con +3 Int -5 Wis +2 Cha -5 Wind-Up 24 hours, DC 21, standby Items clockwork wand, +1 striking halberd --- AC 20 Fort +11 Ref +12 Will +8 HP 45 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 5 (except adamantine, bludgeoning, or orichalcum) Weaknesses electricity 5, orichalcum 5 Clockwork Wand The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a DC 25 Thievery check to Disable a Device. The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed. When removed, the clockwork wand is a magic wand containing the last 1st-level innate spell the clockwork mage cast ( fear , if the clockwork Belimarius hasn't yet cast a 1st-level spell in this adventure). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate level. --- Speed 25 feet Melee Single Action halberd +16 (Magical, Reach, versatile S), Damage 2d10+4 piercing plus dispelling critical Arcane Innate Spells DC 21, attack +13 - Cantrips (2nd) Daze, Shield, Tanglefoot - 1st Color Spray, Fear, Mage Armor - 2nd Magnetic Repulsion, Resist Energy Dispelling Critical On a critical hit with a halberd Strike, shards of noqual built into the clockwork Belimarius glow green for a moment. Instead of inflicting additional damage with the critical hit, the clockwork Belimarius instead attempts a counteract check with a +18 bonus against one magical effect active on the target. ","skill_mod":{"acrobatics":12},"primary_source":"Rusthenge","spell":["Magnetic Repulsion","Resist Energy","Color Spray","Fear","Mage Armor","Daze","Shield","Tanglefoot"],"ac":20,"item":["clockwork wand","+1 striking halberd"],"level":4,"spell_dc":[21],"source_category":["Adventures"],"sense":" darkvision ","resistance":{"piercing":5,"slashing":5,"physical":5},"intelligence":-5,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":11,"source_group":["Rusthenge"],"size":["Medium"],"spoilers":"Rusthenge","name":"Clockwork Belimarius","alignment":"N","rarity":"unique","strike_damage_average":[15],"attack_bonus":[16],"constitution":3,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"spell_attack_bonus":[13],"will_save":8,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"orichalcum":5,"electricity":5},"creature_ability":["Wind-Up","Clockwork Wand","Dispelling Critical"],"primary_source_group":"Rusthenge","skill":["Acrobatics"],"tradition":["Arcane"],"trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2745","dexterity":4,"category":"creature","slug":"creature-2745"},{"primary_source_category":"Adventures","strength":1,"hp":50,"language":["Aklo","Undercommon"],"source":["Rusthenge"],"type":"Creature","charisma":4,"perception":7,"stealth":"11","trait":["Dero","Humanoid","Unique","CE","Small"],"id":"creature-2746","text":" Zaiox Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Zaiox Source Rusthenge pg. 51 Perception +7; darkvision Languages Aklo, Undercommon Skills Crafting +9, Intimidation +12, Occultism +11, Stealth +11 Str +1 Dex +3 Con +2 Int +3 Wis -1 Cha +4 Items Aklys, Cytillesh Oil (4 doses) --- AC 21 Fort +8 Ref +11 Will +7 HP 50 Immunities confusion Weaknesses vulnerable to sunlight Vulnerable to Sunlight A dero magister takes 10 damage for every hour they're exposed to sunlight. --- Speed 20 feet Melee Single Action aklys +9 (Trip), Damage 1d6+3 bludgeoning Ranged Single Action aklys +11 (Ranged Trip, Tethered, thrown 20 feet), Damage 1d6+3 bludgeoning Occult Innate Spells DC 21 - Cantrips (2nd) Daze, Ghost Sound - 2nd Darkness (at will), Sound Burst Occult Spontaneous Spells DC 21 - Cantrips (2nd) Chill Touch, Dancing Lights, Detect Magic, Forbidding Ward, Message - 1st Fear, Grim Tendrils, Phantom Pain, Soothe (4 slots) - 2nd Blur, Hideous Laughter, Sound Burst, Telekinetic Maneuver (4 slots) Cytillesh Glare Single Action (Concentrate, Incapacitation, Mental, Visual) Frequency once per round; Effect Zaiox glares at a creature he can see within 30 feet. The target is dazzled for 1 round and must succeed at a DC 21 Will save or be stupefied 1 for 1 round. ","skill_mod":{"crafting":9,"stealth":11,"intimidation":12,"occultism":11},"primary_source":"Rusthenge","spell":["Darkness","Sound Burst","Daze","Ghost Sound","Blur","Hideous Laughter","Telekinetic Maneuver","Fear","Grim Tendrils","Phantom Pain","Soothe","Chill Touch","Dancing Lights","Detect Magic","Forbidding Ward","Message"],"ac":21,"item":["Aklys","Cytillesh Oil (4 doses)"],"level":4,"spell_dc":[21,21],"source_category":["Adventures"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":8,"source_group":["Rusthenge"],"size":["Small"],"spoilers":"Rusthenge","name":"Zaiox","alignment":"CE","rarity":"unique","strike_damage_average":[6,6],"attack_bonus":[9,11],"constitution":2,"immunity":["confusion"],"will_save":7,"speed":{"max":20,"land":20},"wisdom":-1,"weakness":{},"creature_ability":["Vulnerable to Sunlight","Cytillesh Glare"],"primary_source_group":"Rusthenge","skill":["Crafting","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2746","dexterity":3,"category":"creature","slug":"creature-2746"},{"primary_source_category":"Adventures","strength":3,"hp":44,"language":["Abyssal","Boggard","Common","Undercommon"],"source":["Rusthenge"],"type":"Creature","charisma":3,"perception":11,"trait":["Amphibious","Boggard","Humanoid","Unique","CE","Medium"],"id":"creature-2747","text":" Glutu Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Glutu Source Rusthenge pg. 53 Perception +11; darkvision Languages Abyssal, Boggard, Common, Undercommon Skills Athletics +8, Intimidation +8, Nature +11, Religion +9, Survival +9 Str +3 Dex +0 Con +2 Int +0 Wis +4 Cha +3 Items Studded Leather Armor, +1 whip --- AC 19 Fort +9 Ref +7 Will +11 HP 44 --- Speed 20 feet, swim 25 feet; swamp stride Melee Single Action whip +11 (Disarm, Finesse, Magical, Nonlethal, Reach, Trip), Damage 1d4+6 slashing Melee Single Action tongue +10 (reach 10 feet), Damage tongue grab Divine Prepared Spells DC 21, attack +11 - Cantrips (2nd) Chill Touch, Divine Lance, Read Aura, Shield - 1st Bane, Fear, Harm - 2nd Heal, Sound Burst Swamp Stride A boggard scout ignores difficult terrain caused by swamp terrain features. Terrifying Croak Single Action (Auditory, Emotion, Fear, Mental) The boggard scout unleashes a terrifying croak. Any non-boggard within 30 feet becomes frightened 1 unless they succeed at a DC 19 Will save; those who critically succeed are temporarily immune for 1 minute. Tongue Grab If the boggard scout hits a creature with its tongue, that creature becomes grabbed by the boggard. Unlike with a normal grab, the creature isn't immobilized, but it can't move beyond the reach of the boggard's tongue. A creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing damage. Though this doesn't deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week. ","skill_mod":{"nature":11,"survival":9,"athletics":8,"intimidation":8,"religion":9},"primary_source":"Rusthenge","spell":["Heal","Sound Burst","Bane","Fear","Harm","Chill Touch","Divine Lance","Read Aura","Shield"],"ac":19,"item":["Studded Leather Armor","+1 whip"],"level":3,"spell_dc":[21],"source_category":["Adventures"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":7,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":9,"source_group":["Rusthenge"],"size":["Medium"],"spoilers":"Rusthenge","name":"Glutu","alignment":"CE","rarity":"unique","strike_damage_average":[8],"attack_bonus":[10,11],"constitution":2,"spell_attack_bonus":[11],"will_save":11,"speed":{"max":25,"land":20,"swim":25},"wisdom":4,"weakness":{},"creature_ability":["Swamp Stride","Terrifying Croak","Tongue Grab"],"primary_source_group":"Rusthenge","skill":["Athletics","Intimidation","Nature","Religion","Survival"],"tradition":["Divine"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2747","dexterity":0,"category":"creature","slug":"creature-2747"},{"primary_source_category":"Adventures","strength":2,"hp":50,"language":["Abyssal","Infernal","Jotun","Thassilonian","Varisian"],"source":["Rusthenge"],"type":"Creature","charisma":3,"perception":13,"stealth":"10","trait":["Skeleton","Undead","Unique","CE","Medium"],"id":"creature-2748","text":" Theiltemar Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Theiltemar Source Rusthenge pg. 54 Perception +13; darkvision Languages Abyssal, Infernal, Jotun, Thassilonian, Varisian Skills Athletics +10, Crafting +9, Intimidation +11, Occultism +11, Religion +13, Stealth +10 Str +2 Dex +4 Con +0 Int +3 Wis +5 Cha +3 Items rusted (broken) chain mail --- AC 20 Fort +8 Ref +10 Will +13 HP 50 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 Rusting Death When Theiltemar is destroyed, his bones explode as the necromantic energy holding him together is released. This shreds his rusted chain mail as well, flinging rusty shards of jagged metal in all directions. Adjacent creatures take 2d6 piercing damage (DC 21 basic Reflex save) and are exposed to rust creep. As his remains settled to the floor, the wall of force blocking area F14 flickers and fades. --- Speed 25 feet Melee Single Action claw +12 (Agile, Finesse), Damage 2d6+4 slashing Divine Spontaneous Spells DC 21, attack +13 - Cantrips (2nd) Daze, Divine Lance, Prestidigitation, Read Aura, Shield - 1st Bane, Command, Fear, Harm (4 slots) - 2nd Blood Vendetta, Darkness, Harm, Sudden Blight (4 slots)\n","skill_mod":{"crafting":9,"stealth":10,"athletics":10,"intimidation":11,"occultism":11,"religion":13},"primary_source":"Rusthenge","spell":["Blood Vendetta","Darkness","Harm","Sudden Blight","Bane","Command","Fear","Daze","Divine Lance","Prestidigitation","Read Aura","Shield"],"ac":20,"item":["rusted ( broken ) chain mail"],"level":4,"spell_dc":[21],"source_category":["Adventures"],"sense":" darkvision ","resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"intelligence":3,"reflex_save":10,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":8,"source_group":["Rusthenge"],"size":["Medium"],"spoilers":"Rusthenge","name":"Theiltemar","alignment":"CE","rarity":"unique","strike_damage_average":[11],"attack_bonus":[12],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[13],"will_save":13,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Rusting Death","F14"],"primary_source_group":"Rusthenge","skill":["Athletics","Crafting","Intimidation","Occultism","Religion","Stealth"],"tradition":["Divine"],"trait_group":["Monster","Ancestry","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2748","dexterity":4,"category":"creature","slug":"creature-2748"},{"attack_bonus":[8],"constitution":0,"primary_source_category":"Adventures","strength":2,"hp":42,"language":["Abyssal","Aklo","Common","Thassilonian","Varisian"],"source":["Rusthenge"],"type":"Creature","spell_attack_bonus":[12],"will_save":12,"charisma":4,"speed":{"max":20,"land":20},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Reach Spell","Signature Spell"],"primary_source_group":"Rusthenge","skill":["Arcana","Crafting","Deception","Diplomacy","Intimidation","Occultism","Religion"],"trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-2749","text":" Meitremar Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Meitremar Source Rusthenge pg. 56 Perception +7 Languages Abyssal, Aklo, Common, Thassilonian, Varisian Skills Arcana +7, Crafting +7, Deception +9, Diplomacy +9, Intimidation +9, Occultism +7, Religion +8 Str +2 Dex +1 Con +0 Int +2 Wis +1 Cha +4 Items Horn of Rust (page 60), rusted (broken) breastplate, tarnished silver religious symbol (Xar-Azmak), +1 striking pick , wand of create food , wand of restoration , key to chest in area E2 --- AC 18 Fort +9 Ref +6 Will +12 HP 42 --- Speed 20 feet Melee Single Action pick +8 (fatal d10), Damage 2d6+2 piercing Divine Spontaneous Spells DC 20, attack +12 - Cantrips (2nd) Acid Splash, Divine Lance, Guidance, Light, Shield, Sigil - 1st Bane, Command, Fear, Heal (×2) - 2nd Enlarge, Ghoulish Cravings, Harm, Sudden Blight (3 slots) Demonic Bloodline Spells DC 20, 1 Focus Point - 2nd Glutton's Jaw Rituals - 2nd Create Undead, Inveigle Reach Spell Single Action (Metamagic) If Meitremar's next action this turn is to Cast a Spell that has a range, he increases that spell's range by 30 feet (or increases the range of a touch spell to 30 feet). Signature Spell Meitremar can heighten heal spells freely ","tradition":["Divine"],"skill_mod":{"diplomacy":9,"deception":9,"crafting":7,"arcana":7,"intimidation":9,"occultism":7,"religion":8},"primary_source":"Rusthenge","spell":["Enlarge","Ghoulish Cravings","Harm","Sudden Blight","Bane","Command","Fear","Heal","Acid Splash","Divine Lance","Guidance","Light","Shield","Sigil","Glutton's Jaw"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["Horn of Rust (page 60)","rusted ( broken ) breastplate","tarnished silver religious symbol (Xar-Azmak)","+1 striking pick","wand of create food","wand of restoration","key to chest in area E2"],"level":3,"spell_dc":[20,20],"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2749","intelligence":2,"reflex_save":6,"strongest_save":["will"],"dexterity":1,"fortitude_save":9,"source_group":["Rusthenge"],"size":["Medium"],"spoilers":"Rusthenge","name":"Meitremar","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[9],"slug":"creature-2749"},{"legacy_name":["Unseen Servant"],"constitution":0,"primary_source_category":"Rulebooks","strength":-4,"hp":4,"language":["none (understands its creator)"],"immunity":["disease","mental","non- magical attacks","paralysis","poison","precision","spirit","unconscious"],"source":["Player Core"],"type":"Creature","will_save":0,"charisma":0,"speed":{"fly":30,"max":30},"perception":0,"wisdom":0,"weakness":{},"creature_ability":["Force Body"],"skill":["Stealth"],"stealth":"8","legacy_id":["creature-1"],"trait":["Force","Mindless","Medium"],"id":"creature-2750","text":" Phantasmal Minion Phantasmal Minion Source Player Core pg. 349 Perception +0; darkvision Languages none (understands its creator) Skills Stealth +8 Str -4 Dex +2 Con +0 Int -5 Wis +0 Cha +0 Force Body A phantasmal minion's body is made of magical force. It can't use attack actions. Though it has no physical weight, it can move and use Interact actions to do things such as fetch objects, open unstuck or unlocked doors, hold chairs, and clean. It can't pass through solid objects. --- AC 13 Fort +0 Ref +4 Will +0 HP 4 Immunities disease, mental, non-magical attacks, paralysis, poison, precision, spirit, unconscious Resistances all damage 5 (except force or ghost touch ) --- Speed fly 30 feet\n","skill_mod":{"stealth":8},"summary":"","primary_source":"Player Core","trait_group":["Energy","Monster"],"ac":13,"level":-1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=2750","intelligence":-5,"reflex_save":4,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":0,"size":["Medium"],"name":"Phantasmal Minion","category":"creature","rarity":"common","slug":"creature-2750"},{"attack_bonus":[12,12],"constitution":5,"primary_source_category":"Adventure Paths","strength":4,"hp":68,"language":["Common"],"immunity":["sickened"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Creature","will_save":8,"charisma":0,"speed":{"fly":35,"max":35,"land":10},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Death Burst","Carrion Fever","Projectile Vomit"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Stealth"],"stealth":"11","trait":["Beast","Unique","CE","Large"],"id":"creature-2751","text":" Heart-Eating Vulture Recall Knowledge - Beast (Arcana, Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Heart-Eating Vulture Source Pathfinder #197: Let the Leaves Fall pg. 30 Perception +10; low-light vision Languages Common Skills Acrobatics +11, Athletics +12, Stealth +11 Str +4 Dex +3 Con +5 Int +0 Wis +2 Cha +0 --- AC 21 Fort +13 Ref +11 Will +8 HP 68 Immunities sickened Death Burst When the heart-eating vulture is slain, its body spasms and thrashes as it falls to the ground while red light begins to shine through splits in its flesh. At the end of the round, the heart-eating vulture explodes into a 10-foot-radius blast of red nindoru butterflies, their razor-sharp wings and claws inflicting 5d6 slashing damage (DC 18 basic Reflex save), leaving behind only the heart it clutched in one of its talons. --- Speed 10 feet, fly 35 feet Melee Single Action beak +12, Damage 2d8+4 piercing plus carrion fever Melee Single Action talon +12 (Agile, Finesse, Magical), Damage 2d6+4 slashing Carrion Fever The sickened condition from carrion fever can't be reduced while the affliction remains; Saving Throw DC 18 Fortitude; Onset 1 day; Stage 1 sickened 1 and fatigued (1 day); Stage 2 sickened 1, slowed 1, and fatigued (1 day) Projectile Vomit Single Action Frequency once per hour; Effect The giant vulture vomits up its last meal on a creature within 10 feet. The creature takes 3d6 acid damage with a DC 20 basic Fortitude save. On a failed save, the target is also sickened 1. ","skill_mod":{"stealth":11,"athletics":12,"acrobatics":11},"primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2751","intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":13,"source_group":["Season of Ghosts"],"size":["Large"],"spoilers":"Season of Ghosts","name":"Heart-Eating Vulture","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[11,13],"slug":"creature-2751"},{"attack_bonus":[15],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":82,"language":["Common"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Creature","will_save":17,"charisma":4,"speed":{"fly":25,"max":25},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Site Bound","Rejuvenation","Frightful Moan","Tiger Attack"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Deception","Society","Stealth","Survival"],"stealth":"17","trait":["Ghost","Incorporeal","Spirit","Undead","Unique","CN","Medium"],"id":"creature-2752","text":" Yuni Recall Knowledge - Spirit (Occultism): DC 33 Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Yuni Source Pathfinder #197: Let the Leaves Fall pg. 46 Perception +15; darkvision Languages Common Skills Acrobatics +15, Deception +15, Society +13, Stealth +17, Survival +15 Str -5 Dex +2 Con +0 Int +2 Wis +4 Cha +4 Site Bound A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location. --- AC 23 Fort +11 Ref +15 Will +17 HP 82 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, unconscious Resistances all damage 5 (except force, ghost touch, or positive) double resistance vs. non-magical) Rejuvenation (divine, necromancy) Returning her sister's holy prayer beads and revealing her fate allows Yuni to move on (although she'll return as a ghost next year if the PCs don't break the Willowshore mindscape before then). --- Speed fly 25 feet Melee Single Action ghostly hand +15 (Agile, Finesse, Magical), Damage 2d8+8 negative Frightful Moan Two Actions (Auditory, Divine, Emotion, Enchantment, Fear, Mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 25 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute. Tiger Attack Two Actions (Divine, Conjuration) Yuni cries out in pain as a ghostly tiger appears to rip and tear at her body, only for additional ghostly tigers to appear and do the same to all creatures in a 30-foot emanation. Creatures in this area take 4d6 slashing damage (DC 25 basic Reflex save). ","skill_mod":{"society":13,"deception":15,"survival":15,"stealth":17,"acrobatics":15},"image":["/Images/Monsters/Yuni.webp"],"primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Monster","Creature Type","Rarity"],"ac":23,"level":7,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"force":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=2752","intelligence":2,"reflex_save":15,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":11,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Yuni","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[17],"slug":"creature-2752"},{"primary_source_category":"Adventure Paths","strength":3,"hp":35,"language":["Common"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Creature","charisma":1,"perception":9,"stealth":"10","trait":["Beast","Rare","CN","Small"],"id":"creature-2753","text":" Bakeneko A bakeneko comes into existence when the life of a cat is extended past its normal lifespan, whether through incredible fortune, magic, or other means. With each passing year, the feline becomes more and more monstrous—growing in size, becoming more intelligent, and gaining an affinity for magic. Eventually, they become able to walk upright on their rear legs, pursue new hobbies, and learn languages. Despite this expanded intellect, many bakenekos prefer to enjoy the first decades of their ascension continuing their lives as usual as a (particularly oversized) house cat. For some, they do so because they want to acquire knowledge of the world that they couldn't comprehend as cats, but for others, it's just a desire to live out their lives with their current families and loved ones before moving on to what comes next. Bakenekos enjoy dancing above all other pleasures and can't resist nodding their heads, tapping their paws, or swishing their tails in time to music. They often animate corpses simply to watch them dance—a pastime that often spells trouble for nearby settlements should the undead get free from the bakeneko's control. Bakenekos typically have a playful and mischievous demeanor, and while they aren't inherently evil creatures, they're still feared for their ability to animate corpses and command fire. Villagers are often frightened half to death by the sight of a flaming cat strolling alongside a walking corpse, and bakenekos' association with evil and the occult has caused some villages in Tian Xia to vilify all cats. Recall Knowledge - Beast (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Bakeneko Source Pathfinder #197: Let the Leaves Fall pg. 82 Perception +9; darkvision, scent (imprecise) 30 feet Languages Common Skills Acrobatics +10, Deception +8, Occultism +8, Stealth +10, Thievery +10 Str +3 Dex +3 Con +4 Int +1 Wis +2 Cha +1 --- AC 20 Fort +8 Ref +7 Will +4 HP 35 Resistances fire 5 Weaknesses cold iron 5 Cat at Heart When a bakeneko is killed, they immediately reincarnate into a normal house cat who can never again become a bakeneko. Feel the Beat Bakenekos love to dance. If a bakeneko begins their turn within 30 feet of a source of music, they become slowed 1 until the start of their next turn as they follow their compulsion to move to the rhythm of the tune by swishing their tail in time, stomping from one hind leg to the other, or clapping their front paws. Flammable Thanks to their high-fat diets, bakenekos secrete flammable oils from their skin that coats their fur. If a bakeneko takes any fire damage, their entire body lights up in flame, turning them into a furry fireball until the end of their next turn. While burning in this way, a bakeneko's Strikes inflict an additional 1d6 fire damage. --- Speed 40 feet Melee Single Action claw +10 (Agile), Damage 1d8+5 slashing Occult Innate Spells DC 20 - Cantrips (2nd) Daze, Ghost Sound, Mage Hand - 2nd Animate Dead (zombie only) Rituals - 2nd Create Undead (zombie only) Skilled Ritualist Bakenekos can only create zombies with create undead but can perform the ritual without secondary casters and lower the casting time to 4 hours. Nekomatas Bakenekos mostly see their animated but mindless zombies as amusements, though they also use them as guardians or even as agents for revenge. Still, they do their best to ensure that undead they animate aren't left to wander free. Most tales of “evil bakenekos” in fact refer to a similar and much more dangerous creature, the nekomata—a level 6 Medium-sized variant of the bakeneko whose bite causes a debilitating disease of the mind. ","skill_mod":{"deception":8,"thievery":10,"stealth":10,"occultism":8,"acrobatics":10},"image":["/Images/Monsters/Bakeneko.webp"],"primary_source":"Pathfinder #197: Let the Leaves Fall","spell":["Animate Dead","Daze","Ghost Sound","Mage Hand"],"ac":20,"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":"darkvision, scent (imprecise) 30 feet","resistance":{"fire":5},"intelligence":1,"reflex_save":7,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":8,"source_group":["Season of Ghosts"],"size":["Small"],"spoilers":"Season of Ghosts","name":"Bakeneko","alignment":"CN","rarity":"rare","strike_damage_average":[9],"attack_bonus":[10],"constitution":4,"will_save":4,"speed":{"max":40,"land":40},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Cat at Heart","Feel the Beat","Flammable","Skilled Ritualist"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Deception","Occultism","Stealth","Thievery"],"tradition":["Occult"],"summary":"A bakeneko comes into existence when the life of a cat is extended past its normal lifespan, whether through incredible fortune, magic, or other …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2753","dexterity":3,"category":"creature","slug":"creature-2753"},{"attack_bonus":[12],"constitution":2,"primary_source_category":"Adventure Paths","strength":-5,"hp":58,"language":["Common","Necril","can't speak any language, telepathy 120 feet"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Creature","will_save":12,"charisma":3,"speed":{"fly":40,"max":40},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Lifesense","Stone-Faced","Jealous Frenzy","Peel Face"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Intimidation","Stealth"],"stealth":"13","trait":["Incorporeal","Uncommon","Undead","CE","Medium"],"id":"creature-2754","text":" Dalgyal Gwishin A dalgyal gwishin is a faceless, undead spirit that wears a stone mask. This forlorn undead forms from the soul of a mortal who died a lonely death with no one to remember them, and is similarly unable to remember what it looked like in life. A dalgyal gwishin wanders the land of the living in search of any trace of who they were when they were alive. Full of anger, they remain envious of well-loved or famous individuals who are surrounded by close friends and admirers—the type of people who would never share the dalgyal gwishin's fate. While a dalgyal gwishin has little more than a ghostly body made of mist, the featureless stone mask it wears on its head is solid. Even the stolen faces it claims are transitory, cracking off after a day to form what looks akin to a fragile porcelain death mask. Some of these lonely spirits keep these masks and add them to a collection in a remote and forlorn lair, hoping to find companionship in an ever-growing display of silent faces. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Dalgyal Gwishin Source Pathfinder #197: Let the Leaves Fall pg. 83 Perception +12; lifesense (precise) 120 feet, no vision Languages Common, Necril; can't speak any language, telepathy 120 feet Skills Acrobatics +13, Intimidation +12, Stealth +13 Str -5 Dex +4 Con +2 Int +0 Wis +3 Cha +3 Lifesense The dalgyal gwishin senses the vital essence of living and undead creatures within the listed range. --- AC 21 Fort +9 Ref +15 Will +12 HP 58 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 5 (except force, ghost touch, or positive; double resistance vs. non-magical) Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 19 Stone-Faced While the dalgyal gwishin has no physical body, its stone face is solid. It can't pass through solid objects. --- Speed fly 40 feet Melee Single Action head +12 (Finesse, Magical), Damage 2d6+2 bludgeoning plus 2d6 mental Jealous Frenzy Reaction ([divine](/Traits.aspx?ID=48), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106)) Trigger The dalgyal gwishin Strikes a creature that has a higher Charisma modifier than itself; Frequency once per day; Effect The dalgyal gwishin enters an envious frenzy as it senses strong ties of friendship and personality within the creature it struck. The dalgyal gwishin becomes quickened 1 but can only use its quickened action to Strike the triggering creature. If the dalgyal gwishin fails to Strike the triggering creature at least once during its turn, Jealous Frenzy ends. It also ends after 1 minute. After Jealous Frenzy ends, the dalgyal gwishin is slowed 1 for 1 minute. Peel Face Reaction ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) Trigger The dalgyal gwishin critically hits a creature or reduces a creature to 0 Hit Points while in a Jealous Frenzy; Effect The dalgyal gwishin presses its stony face to the creature's face, causing a ghostly imprint of that face to peel away and duplicate onto its head. The triggering creature must succeed at a DC 22 Will save or become stupefied 1 (stupefied 2 on a critical failure). The dalgyal gwishin's Jealous Frenzy ends, and it doesn't become slowed. Faceless Horror The dalgyal gwishin's most significant physical trait—the lack of a face—is shared with the living aberrations known as noppera-bos. Despite this shared feature and the ability to steal faces, the two creatures don't cooperate and are more often bitter enemies. Anyone slain by a dalgyal gwishin leaves behind an unnerving faceless corpse ","skill_mod":{"stealth":13,"intimidation":12,"acrobatics":13},"summary":"A dalgyal gwishin is a faceless, undead spirit that wears a stone mask. This forlorn undead forms from the soul of a mortal who died a lonely death …","image":["/Images/Monsters/Dalgyal_Gwishin.webp"],"primary_source":"Pathfinder #197: Let the Leaves Fall","trait_group":["Monster","Rarity","Creature Type"],"ac":21,"level":5,"source_category":["Adventure Paths"],"sense":"lifesense (precise) 120 feet, no vision","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"force":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=2754","intelligence":0,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":9,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Dalgyal Gwishin","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[16],"slug":"creature-2754"},{"primary_source_category":"Adventure Paths","strength":4,"hp":32,"language":["Aklo","Common","Necril"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Creature","charisma":3,"perception":9,"trait":["Fiend","Nindoru","CE","Medium"],"id":"creature-2755","text":" Meokdan (Hungry Nindoru) As the least of their kind, meokdans suffer a constant and painful hunger, for they lack the ability of more powerful nindorus to derive nourishment from a reincarnated soul. This hunger drives the meokdan to constantly seek food and often compels them to eat dirt, stones, and refuse that offer little (if any) nutritional value. Regardless of how much they eat, a meokdan always remains painfully thin in stature. Regardless of how hungry they get, they never starve to death. A meokdan's emaciated frame appears human in shape, with thick, tangled hair that grows directly from their face as well as the rest of their head, leaving only the meokdan's gaping mouth visible. Their arms appear to be broken and unnaturally long, with equally long fingers tipped with ragged nails. Small, open sores pockmark their skin. Meokdans epitomize the cycle of food, from consumption to the creature themselves being consumed in the end, be it by predators or the environment growing from their remains. Recall Knowledge - Fiend (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Meokdan Source Pathfinder #197: Let the Leaves Fall pg. 84 Perception +9; darkvision Languages Aklo, Common, Necril Skills Athletics +8, Deception +7, Intimidation +7, Occultism +6 Str +4 Dex +3 Con +1 Int +0 Wis +3 Cha +3 Items bone morningstar --- AC 17 Fort +5 Ref +9 Will +9 HP 32 Immunities death effects, fatigued (from the effects of starvation or thirst), sickened Resistances negative 5 Weaknesses silver 5 Soul Shred Creatures killed by a meokdan are difficult to bring back to life or animate as undead. The meokdan automatically attempts to counteract any attempt to resurrect or animate any creature that it has killed (counteract modifier +7, counteract level 2). If the meokdan who slew the creature is itself slain, the creature can be brought back from death or become undead normally. --- Speed 25 feet Melee Single Action bone club +10, Damage 1d6+6 bludgeoning Melee Single Action shattered bone club +10, Damage 1d4+6 slashing plus 1 bleed Melee Single Action bite +10 (Agile), Damage 1d4+6 piercing Occult Innate Spells DC 18, attack +10 - Cantrips (1st) Telekinetic Projectile - 1st Illusory Disguise, Phantom Pain - 2nd Item Facade Manifest Bone Club Single Action ([concentrate](/Traits.aspx?ID=32), [conjuration](/Traits.aspx?ID=33), [occult](/Traits.aspx?ID=120)) Requirement The meokdan isn't carrying a bone club; Effect The meokdan reaches down its throat into its stomach and pulls out a human femur that it can wield as a bone club. After the meokdan Strikes a creature, the bone club shatters, but its sharp fragments remain in roughly the same shape; Strikes with a shattered bone club inflict slashing and bleed damage. After the meokdan Strikes with a shattered bone club, or if the meokdan drops the bone club, the club is destroyed, and the nindoru can Manifest a new bone club. Quick Snack Reaction Trigger The meokdan critically hits a living creature with its bite; Effect The meokdan Snacks on the creature. Snack Two Actions The meokdan attempts a bite Strike against an adjacent creature or chews on a handheld object they're carrying. If the creature is living or the object is food, the meokdan gurgles in delight and restores 1d8+8 Hit Points. If the creature is undead or a construct, or the object is inedible, the meokdan shrieks in frustration and gains a +1 status bonus to attack rolls and saving throws until the end of its next turn. The meokdan can't Snack again for 1 round. ","skill_mod":{"deception":7,"athletics":8,"intimidation":7,"occultism":6},"image":["/Images/Monsters/Meokdan.webp"],"primary_source":"Pathfinder #197: Let the Leaves Fall","spell":["Item Facade","Illusory Disguise","Phantom Pain","Telekinetic Projectile"],"ac":17,"item":["bone morningstar"],"level":2,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":5},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":5,"source_group":["Season of Ghosts"],"size":["Medium"],"name":"Meokdan","alignment":"CE","rarity":"common","strike_damage_average":[8,8,9],"attack_bonus":[10,10,10],"constitution":1,"immunity":["death effects","fatigued (from the effects of starvation or thirst)","sickened"],"creature_family":"Nindoru","spell_attack_bonus":[10],"will_save":9,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"silver":5},"creature_ability":["Soul Shred","Manifest Bone Club","Quick Snack","Snack"],"primary_source_group":"Season of Ghosts","skill":["Athletics","Deception","Intimidation","Occultism"],"tradition":["Occult"],"summary":"As the least of their kind, meokdans suffer a constant and painful hunger, for they lack the ability of more powerful nindorus to derive nourishment …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2755","dexterity":3,"category":"creature","slug":"creature-2755"},{"primary_source_category":"Adventure Paths","strength":5,"hp":58,"language":["Aklo","Common","Necril"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Creature","charisma":3,"perception":11,"trait":["Fiend","Nindoru","CE","Medium"],"id":"creature-2756","text":" Sojiruh (Shrieking Nindoru) A sojiruh comes into existence when a creature who has dedicated multiple lives to achieving enlightenment turns their back on these goals and deliberately tears themselves away from the cycle of reincarnation before their death. These monstrous creatures are the most common nindoru and are also the most hated by followers of Sangpotshi, since so many of these fiends rise from fallen members of that very philosophy. This type of nindoru relishes the flavor of an oft-reincarnated soul and finds this life force tastes best when consumed while the physical body still lives and screams. To sojiruhs, the sound of a perfect scream from the body it feeds upon is akin to the perfect wine pairing with dinner. A sojiruh's mouth is stitched shut with lengths of its own hair. Despite this, they can speak freely, their hollow- sounding voices issuing clearly from sealed lips. They only stretch these stitches when they choose to shriek and scream. Their arms are long and broken-looking, while their chests are little more than rib cages filled with red wet butterflies that crawl through and cling to the creature's ribs and organs. When a sojiruh screams, the wings of the butterflies in its chest flutter frantically. Sojiruhs symbolize the cycle of reincarnation come undone from its purity and becoming mired in decay and corruption. Recall Knowledge - Fiend (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Sojiruh Source Pathfinder #197: Let the Leaves Fall pg. 85 Perception +11; darkvision Languages Aklo, Common, Necril Skills Acrobatics +11, Athletics +11, Intimidation +11, Occultism +10, Religion +9 Str +5 Dex +3 Con +2 Int +2 Wis +3 Cha +3 Items broken shortsword --- AC 17 Fort +8 Ref +11 Will +13 HP 58 Immunities death effects Resistances negative 5, sonic 5 Weaknesses silver 5 Soul Shred Creatures killed by a sojiruh are difficult to bring back to life or animate as undead. The sojiruh automatically attempts to counteract any attempt to resurrect or animate any creature that it has killed (counteract modifier +11, counteract level 2). If the sojiruh who slew the creature is itself slain, the creature can be brought back from death or become undead normally. --- Speed 25 feet Melee Single Action broken shortsword +14 (Agile, Finesse, versatile S), Damage 1d6+7 slashing plus 1d6 mental Occult Innate Spells DC 21, attack +13 - Cantrips (1st) Ghost Sound, Telekinetic Projectile - 1st Fear, Ventriloquism - 2nd Item Facade, Shatter, Sound Burst Manifest Armor Two Actions (Concentrate, Conjuration, Occult) The sojiruh manifests a layer of armor on its body that appears to be made of interlocking bones and wicker weaves, increasing its AC to 21. The armor is permanent but collapses and vanishes if the sojiruh takes a critical hit from a Strike that inflicts bludgeoning, force, or slashing damage, reducing its AC back to 17. Ruin Wielder When a sojiruh wields a broken non-magical weapon, they do not take any of the disadvantages of the weapon being broken. While the sojiruh wields it, the weapon becomes a +1 weapon that deals an additional 1d6 mental damage on a successful hit. Stolen Scream Two Actions (Auditory, Emotion, Enchantment, Fear, Mental, Occult) The sojiruh targets a creature within 30 feet that it can see and then inhales, creating a sound identical to that of the target's scream. The targeted creature must attempt a DC 21 Fortitude save, after which they're temporarily immune to that sojiruh's Soul Scream for 24 hours. If the creature becomes frightened as a result of Stolen Scream and has had a past life, the sojiruh restores 2d8+8 Hit Points. Critical Success The creature is unaffected. Success The creature takes 2d6 mental damage. Failure The creature takes 4d6 mental damage and is frightened 1. Critical Failure The creature takes 8d6 mental damage and is frightened 3. ","skill_mod":{"athletics":11,"intimidation":11,"occultism":10,"acrobatics":11,"religion":9},"image":["/Images/Monsters/Sojiruh.webp"],"primary_source":"Pathfinder #197: Let the Leaves Fall","spell":["Item Facade","Shatter","Sound Burst","Fear","Ventriloquism","Ghost Sound","Telekinetic Projectile"],"ac":17,"item":["broken shortsword"],"level":4,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":5,"sonic":5},"intelligence":2,"reflex_save":11,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":8,"source_group":["Season of Ghosts"],"size":["Medium"],"name":"Sojiruh","alignment":"CE","rarity":"common","strike_damage_average":[14],"attack_bonus":[14],"constitution":2,"immunity":["death effects"],"creature_family":"Nindoru","spell_attack_bonus":[13],"will_save":13,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"silver":5},"creature_ability":["Soul Shred","Manifest Armor","Ruin Wielder","Stolen Scream"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Intimidation","Occultism","Religion"],"tradition":["Occult"],"summary":"A sojiruh comes into existence when a creature who has dedicated multiple lives to achieving enlightenment turns their back on these goals and …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2756","dexterity":3,"category":"creature","slug":"creature-2756"},{"primary_source_category":"Adventure Paths","strength":4,"hp":80,"language":["Aklo","Common","Necril"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Creature","charisma":2,"perception":14,"stealth":"11","trait":["Fiend","Nindoru","Rare","CE","Large"],"id":"creature-2757","text":" Guhdggi (Wandering Nindoru) A guhdggi forms from the corrupted reincarnated souls of those who have trod the same pilgrimage route through multiple lives. This type of nindoru looks like a bloated frog with long, slender human arms instead of front feet. Its eyes appear bulbous and blind yet are capable of sight. A guhdggi always carries a large wicker cage strapped to their back, while dozens of cords and straps affix a trove of broken weapons, tools, and items to their belly and flanks. When they walk, they do so with the aid of two long spears clutched in their forearms, stumbling and hopping in an ungainly gait. The most unsettling feature of the guhdggi is its second face, revealed when the frog-like mouth opens to reveal a human face peering from its throat amid a tangled nest of butterflies. This face has long, dark, animated hair capable of inflicting painful lashes, the lengths of which hang from the corner of the frog's mouth when its lips are closed. While the guhdggi is no longer capable of movement as swift as most humanoids walk, they still enjoy traveling while harboring a ferocious jealousy of those who can do so with greater ease. One would do well not to underestimate the stumbling stagger of a guhdggi, though! The fiend particularly delights in lying in wait along isolated sections of pilgrimage routes to ambush travelers, trapping victims in their cages and feeding upon their captive's mind and memories of previously visited places. Guhdggis embody the cycles of repeated journeys and the concept that every journey taken ends at the start of the next. Central to this concept is the notion that no journey ever truly begins or ends—they just emerge from the previous one. Recall Knowledge - Fiend (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Guhdggi Source Pathfinder #197: Let the Leaves Fall pg. 86 Perception +14; darkvision Languages Aklo, Common, Necril Skills Acrobatics +11, Athletics +13, Intimidation +11, Occultism +11, Religion +12, Stealth +11, Survival +14 Str +4 Dex +2 Con +4 Int +2 Wis +5 Cha +2 Items broken spears (2), --- AC 21 Fort +13 Ref +9 Will +14 HP 80 Immunities death effects, fatigued Resistances negative 5 Weaknesses silver 5 Soul Shred Creatures killed by a guhdggi are difficult to bring back to life or animate as undead. The guhdggi automatically attempts to counteract any attempt to resurrect or animate any creature that it has killed (counteract modifier +13, counteract level 3). If the guhdggi who slew the creature is itself slain, the creature can be brought back from death or become undead normally. --- Speed 15 feet Melee Single Action broken spear broken spear +14 (reach 10 feet), Damage 2d6+6 piercing plus 1d6 mental Melee Single Action hair lash +13 (Agile), Damage 2d6+6 plus Grab Occult Innate Spells DC 22, attack +14 - Cantrips (1st) Daze, Know Direction - 1st Ray of Enfeeblement - 2nd Item Facade, Telekinetic Maneuver - 3rd Slow, Wanderer's Guide Belch Butterflies Two Actions (Evocation, Occult) The guhdggi opens both of its mouths and, from its innermost humanoid mouth, belches forth a blast of red butterflies in a 15-foot- cone. All creatures in the area must attempt a DC 22 Reflex save as the hideous insects' razor sharp wings and tiny claws slash and cut away at exposed flesh. The guhdggi can't Belch Butterflies again for 1d4 rounds. Critical Success The creature takes no damage from the butterflies. Success The creature takes 2d6 slashing damage from the butterflies. Failure The creature takes 4d6 slashing damage, 1d6 persistent bleed damage, and is sickened 1. Critical Failure The creature takes 8d6 slashing damage, 2d6 persistent bleed damage, and is sickened 2. Cage Prey Single Action (Attack) Requirement The guhdggi has grappled a Medium or smaller creature with its hair lash and doesn't have a creature caged; Effect The guhdggi attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it places the creature into the cage it carries on its back. The guhdggi's hair lash no longer grapples the creature, and it can't attack a creature in its cage. The caged creature is grabbed. It takes 2d4+6 mental damage when first caged and at the end of each of its turns while it's caged. A caged victim can attempt to Force Open or Escape the cage with a DC 22 check, or it can attack the cage's wicker bars, but only with unarmed attacks or with weapons of light Bulk or less. Other creatures can attack the wicker bars as well but can't attempt to Force Open the cage or aid a caged creature's Escape if the guhdggi can resist. Attacks against the cage resolve against the guhdggi's AC, and if the cage takes at least 16 bludgeoning or slashing damage from a single attack or spell, the caged creature gets free. If the guhdggi dies, its cage crumbles to fragments. Lurching Skewer Two Actions The guhdggi Strides, then makes two spear Strikes, one with each of the two spears it wields. Both Strikes must have the same target. Apply the guhdggi's multiple attack penalty to each Strike normally. Manifest Tool Two Actions (Concentrate, Conjuration, Occult) Frequency once per hour; Effect The guhdggi manifests a tool from its thoughts. If its next action is to attempt a skill check that could be affected by the tool it chose, it gains a +2 item bonus to the skill check. The tool is then destroyed. Ruin Wielder When a guhdggi wields a broken non-magical weapon, they do not take any of the disadvantages of the weapon being broken. While the sojiruh wields it, the weapon becomes a +1 striking weapon that deals an additional 1d6 mental damage on a successful hit. ","skill_mod":{"survival":14,"stealth":11,"athletics":13,"intimidation":11,"occultism":11,"acrobatics":11,"religion":12},"image":["/Images/Monsters/Guhdggi.webp"],"primary_source":"Pathfinder #197: Let the Leaves Fall","spell":["Slow","Wanderer's Guide","Item Facade","Telekinetic Maneuver","Ray of Enfeeblement","Daze","Know Direction"],"ac":21,"item":["broken spears (2)",""],"level":5,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{"void":5},"intelligence":2,"reflex_save":9,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"source_group":["Season of Ghosts"],"size":["Large"],"spoilers":"Season of Ghosts","name":"Guhdggi","alignment":"CE","rarity":"rare","strike_damage_average":[13,16],"attack_bonus":[13,14],"constitution":4,"immunity":["death effects","fatigued"],"creature_family":"Nindoru","spell_attack_bonus":[14],"will_save":14,"speed":{"max":15,"land":15},"wisdom":5,"weakness":{"silver":5},"creature_ability":["Soul Shred","Belch Butterflies","Cage Prey","Lurching Skewer","Manifest Tool","Ruin Wielder"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Intimidation","Occultism","Religion","Stealth","Survival"],"tradition":["Occult"],"summary":"A guhdggi forms from the corrupted reincarnated souls of those who have trod the same pilgrimage route through multiple lives. This type of nindoru …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2757","dexterity":2,"category":"creature","slug":"creature-2757"},{"primary_source_category":"Adventure Paths","strength":6,"hp":100,"language":["Aklo","Common","Necril"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Creature","charisma":0,"perception":15,"trait":["Fiend","Nindoru","CE","Large"],"id":"creature-2758","text":" Ijda (Forgetful Nindoru) Ijdas are creatures of forgetfulness. Born from souls who were once enlightened but then renounced it and their role in the cycle of reincarnation, they curse the futility of their existence and find pleasure in leading others to the same fate. Ijdas appear as towering humanoids, their bodies bloated and constantly bursting with small red butterflies that flitter away before melting into mist. Their arms are overly long and so broken as to writhe more like tentacles, affording them an unsettling combat style with greater reach than most large creatures enjoy. They wear clothing and capes made of moldy straw and wield broken swords whose shattered blades still float roughly in place. Their most unsettling features are their complete lack of heads; instead, where a head should be sits a wicker cage filled with a writhing cloud of butterflies. Yet still, they see, hear, and speak without issue, as if their heads remained in place. Formed without heads or even brains, an idja's mind is shared among the flocks of butterflies in their head cages or bursting from their bodies, and as each of these insects escapes and fades away, these forgetful fiends lose another potential thought. Unable to learn new things, any actions they take stem from memories etched into their souls or directives they blindly follow from other nindorus or creatures they've come to accept as superiors. Their movements, words, and reactions are all conducted via a type of muscle memory based on how their souls believe they should respond to their external stimuli. As a result, most now serve as brutal guardians, since their forgetfulness also prevents them from being able to sleep. Recall Knowledge - Fiend (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Ijda Source Pathfinder #197: Let the Leaves Fall pg. 89 Perception +15; darkvision Languages Aklo, Common, Necril Skills Athletics +16 Str +6 Dex +2 Con +5 Int -2 Wis +2 Cha +0 Items broken katana --- AC 23 Fort +15 Ref +13 Will +12 HP 100 Immunities death effects, emotion effects, fatigue, sleep Resistances mental 5, negative 5 Weaknesses silver 5 Aura of Forgetfulness (aura, enchantment, mental, occult) 30 feet. A creature who begins its turn in the aura must attempt a DC 21 Will save. Critical Success The creature is unaffected and is temporarily immune to Aura of Forgetfulness for 24 hours. Success The creature is unaffected. Failure The creature is slowed 1 until the end of its next turn, as it has trouble remembering what it intended to do. Critical Failure As failure, but slowed 2. Soul Shred Creatures killed by a Ijda are difficult to bring back to life or animate as undead. The Ijda automatically attempts to counteract any attempt to resurrect or animate any creature that it has killed (counteract modifier +14, counteract level 3). If the Ijda who slew the creature is itself slain, the creature can be brought back from death or become undead normally. --- Speed 30 feet Melee Single Action broken katana +17 (deadly d8, reach 15 feet, two-hand d10, versatile P), Damage 2d6+8 slashing plus 1d6 mental Occult Innate Spells DC 24, attack +16 - Cantrips (3rd) Daze - 1st True Strike - 2nd Item Facade, Touch of Idiocy - 3rd Phantom Pain, Shatter Manifest False Memories Two Actions (Aura, Concentrate, Emotion, Enchantment, Mental, Occult) The ijda releases a cloud of red butterflies from its body, each of which carries a false memory that infects those they brush against. All non-nindoru creatures within 10 feet of the ijda must attempt a DC 21 Will save. The ijda can't Manifest False Memories for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is stupefied 1 until the end of its next turn. Failure The creature is stupefied 1 and confused until the end of its next turn. Critical Failure The creature is stupefied 1 and confused for 1 minute. It can attempt a new save at the end of each of its turns to end the effects. ","skill_mod":{"athletics":16},"image":["/Images/Monsters/Ijda.webp"],"primary_source":"Pathfinder #197: Let the Leaves Fall","spell":["Phantom Pain","Shatter","Item Facade","Touch of Idiocy","True Strike","Daze"],"ac":23,"item":["broken katana"],"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":5,"mental":5},"intelligence":-2,"reflex_save":13,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":15,"source_group":["Season of Ghosts"],"size":["Large"],"name":"Ijda","alignment":"CE","rarity":"common","strike_damage_average":[18],"attack_bonus":[17],"constitution":5,"immunity":["death effects","emotion effects","fatigue","sleep"],"creature_family":"Nindoru","spell_attack_bonus":[16],"will_save":12,"speed":{"max":30,"land":30},"wisdom":2,"weakness":{"silver":5},"creature_ability":["Aura of Forgetfulness","Soul Shred","Manifest False Memories"],"primary_source_group":"Season of Ghosts","skill":["Athletics"],"tradition":["Occult"],"summary":"Ijdas are creatures of forgetfulness. Born from souls who were once enlightened but then renounced it and their role in the cycle of reincarnation, …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2758","dexterity":2,"category":"creature","slug":"creature-2758"},{"primary_source_category":"Adventure Paths","strength":4,"hp":90,"language":["Aklo","Common","Necril"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Creature","charisma":6,"perception":15,"trait":["Undead","Unique","CE","Medium"],"id":"creature-2759","text":" Xin Yue Xin Yue remembers all of their previous lives. They originally saw this ability as a blessing from the gods which allowed them to use their accumulated knowledge to better their station in life each time they died and were reincarnated. While they slightly preferred being reincarnated as a woman, because it matched their first body, they quickly grew to enjoy their lives in a man's body as well. Ultimately, to Xin Yue, the actual form of their body was unimportant as long as their soul remained whole. As a follower of Sangpotshi, each lifetime they lived saw them growing ever-nearer to enlightenment. They befriended long-lived spirits who were always happy for them to visit in their latest body. As their lives continued on, they eventually attained enlightenment. It was during what would have been her final reincarnation that she came to the Tan Sugi monastery and drew Kugaptee's attention. Though trapped in death below the Tan Sugi when Zhi Hui passed away, Kugaptee crept his influence into Xin Yue's dreams when her grief was most profound. Over the awful months to follow, the nindoru's influence over Xin Yue grew. In these dreams, Xin Yue and Kugaptee increasingly engaged in lively debates over the value of reincarnation, and over time, this corruption grew to the point that Xin Yue dedicated herself to the nindoru demigod, whom she had come to consider as the Lord who “opened her eyes to the frivolity of enlightenment.” Xin Yue then turned her attention to the few remaining monks at the monastery and began to lure them over to the worship of Kugaptee. However, it wasn't until Xin Yue offered herself as a sacrifice to the fiend before the other monks' eyes—only to be reincarnated into her current body—that they converted as well. To them, Xin Yue had revealed that the Tan Sugi monastery wasn't a place for peace, but a cage-tomb that, if they could release its bound prisoner, would grant great power and rewards immediately, rather than waiting for countless reincarnations through a chance at something they might never even earn. Xin Yue's current body has the form of a human woman with a short build, shoulder-length cropped hair and a long black braid that hangs to her calves. She strikes fearful respect into her followers by saying terrible things with a cheery attitude and a kind smile on her face. Always polite even as she threatens and promises punishment, her politeness isn't a facade. Even while butchering her victims in the most prolonged and painful way possible, she smiles at them and earnestly thanks them for their sacrifice. When Governor Heh Shan-Bao's ritual slew the people of Willowshore and plunged the region into a mindscape, Xin Yue and her monks perished as well. However, they didn't return to life within the mindscape. Their proximity and devotion to Kugaptee kept them from life, and they've spent each cycle of the past 115 years as undead. To Xin Yue, this new body is a shameful and horrific burden, and she only hopes that by helping Kugaptee to achieve what he desires—using the incarnation of his old enemy's body, now the sugi tree that grows over his grave, as the raw building blocks of a new living body—that she too shall be reborn into a new body. She has little interest in what kind of body she might attain, just that it be one of living flesh. Campaign Role Xin Yue fabricated the circumstances for the Tan Sugi monastery to fall and for Kugaptee to awaken, and she has been working toward his revival ever since. Like the heroes, Xin Yue has been trapped in the mindscape for the past 115 years, but due to her connection with Kugaptee, she has retained the memories of each passing cycle. She has kept tabs on the townsfolk of Willowshore, but after a century of repeated failures to break their own cycle, she discounted them as a threat to her work. As such, she was truly surprised when she received a vision from Kugaptee that showed the PCs opening the Wall of Ghosts. Despite her nearly skeletal, undead appearance, Xin Yue continues to foster her politeness; she doesn't hide her intent in any way. She has no personal grudge against the heroes. Although she might come across as reasonable, as long as Kugaptee's presence remains within the mindscape, she can't be reasoned with to stop her pursuits and will fight to the bitter end to achieve her goal. Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Xin Yue Source Pathfinder #197: Let the Leaves Fall pg. 90 Perception +15; darkvision Languages Aklo, Common, Necril Skills Acrobatics +13, Athletics +17, Deception +15, Diplomacy +17, Intimidation +17, Occultism +13, Religion +15, Sangpotshi Lore +15, Society +13 Str +4 Dex +2 Con +0 Int +2 Wis +4 Cha +6 Items +1 striking wounding shortsword --- AC 25 Fort +11 Ref +13 Will +17 HP 90 Immunities death effects, disease, paralyzed, poison, unconscious Field of Past Regrets ( <%TRAITS%542%%> aura <%END>, <%TRAITS%579%%> divine <%END>, <%TRAITS%117%%> necromancy <%END>) 40 feet. All creatures within the aura who have at least one past life (including all PCs in Season of Ghosts) recall failures in their past lives and are bolstered against repeating them, gaining a +1 status bonus to saving throws against mental effects. Living, non-nindoru creatures within the aura feel the pain of all their past lives, as well as their own current pain when they endure mental attacks, and gain weakness 3 to mental damage. Chastise Heretic Reaction Trigger a creature within 60 feet who Xin Yue can see casts a divine spell; Effect Xin Yue attempts to counteract the triggering spell using her spell attack modifier and a counteract level of 4. If the spell is counteracted, the caster takes 1d10 persistent mental damage. If Xin Yue fails to counteract the spell, the caster is temporarily immune to further uses of this ability for 24 hours. Profane Reincarnation Free Action Frequency once every 1,000 days; Trigger Xin Yue is reduced to 0 Hit Points; Effect Xin Yue utters a shriek as her undead body splits open and her shortsword becomes broken. She's instantly reincarnated as a sojiruh nindoru with the elite creature adjustment. --- Speed 25 feet Melee Single Action shortsword +16 (Agile, Finesse, Magical, versatile S), Damage 2d6+6 piercing plus 1d6 persistent bleed Divine Spontaneous Spells DC 25, attack +17 - Cantrips (4th) Daze, Divine Lance, Guidance, Read Aura, Shield - 1st Command, Fear, Ray of Enfeeblement, Sanctuary (4 slots) - 2nd Deafness, Harm, Sound Burst, Spiritual Weapon (shortsword) - 3rd Dispel Magic, Crisis of Faith, Harm, Vampiric Touch (4 slots) - 4th Air Walk, Divine Wrath, Harm (3 slots) Near-Death Experience Reaction (Divine, Emotion, Mental, Necromancy) Trigger Xin Yue reduces a creature to 0 Hit Points and causes them to gain the dying condition; Effect Time appears to slow down to the dying creature as the immense stress of their near-death experience pushes their brain into overdrive. The target sees their life flash before their eyes, and the urge to resist death grows strong. The target reduces the DC of their recovery checks by 2, but if they lose the dying condition, they must attempt a DC 25 Will save. Critical Success The creature is empowered by the experience and gains fast healing 5 for 1 minute. Success The creature is empowered by the experience and gains fast healing 1 for 1 minute. Failure The creature becomes depressed by the experience and becomes stupefied 1 for 24 hours. Critical Failure The creature reels from the experience. They become stupefied 1 and doomed 1. ","skill_mod":{"society":13,"diplomacy":17,"deception":15,"athletics":17,"intimidation":17,"occultism":13,"acrobatics":13,"religion":15},"image":["/Images/Monsters/Xin_Yue.webp"],"primary_source":"Pathfinder #197: Let the Leaves Fall","spell":["Air Walk","Divine Wrath","Harm","Dispel Magic","Crisis of Faith","Vampiric Touch","Deafness","Sound Burst","Spiritual Weapon","Command","Fear","Ray of Enfeeblement","Sanctuary","Daze","Divine Lance","Guidance","Read Aura","Shield"],"ac":25,"item":["+1 striking wounding shortsword"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":2,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":11,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Xin Yue","alignment":"CE","rarity":"unique","strike_damage_average":[16],"attack_bonus":[16],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[17],"will_save":17,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Field of Past Regrets","Chastise Heretic","Profane Reincarnation","Near-Death Experience"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Religion","Sangpotshi Lore","Society"],"tradition":["Divine"],"summary":"Xin Yue remembers all of their previous lives. They originally saw this ability as a blessing from the gods which allowed them to use their …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2759","dexterity":2,"category":"creature","slug":"creature-2759"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":85,"language":["Aklo","Common"],"source":["Pathfinder #197: Let the Leaves Fall"],"type":"Creature","charisma":6,"perception":18,"trait":["Ghost","Incorporeal","Spirit","Undead","Unique","LG","Medium"],"id":"creature-2760","text":" Zhi Hui Before Zhi Hui arrived at what would become the Tan Sugi monastery, she lived as a nomad among the spirits of the Specterwood after being abandoned there to appease angry spirits by the villagers of a small, now long-forgotten village. Rather than succumb to monsters, Zhi Hui was instead discovered and raised by kami. She followed their guidance and achieved enlightenment at the age of 15 before setting out on her own to explore Specterwood. Years later, she heard the story of a grove of sugi trees that towered over the rest of the forest, with trunks as large as entire huts. Wondering how sugi trees could grow to such extremes, Zhi Hui set out to find the grove. It took her three more years to find the trees, for this part of Specterwood was wild and unexplored, but she knew she'd come across a place of immense significance even if she didn't yet know what it meant. When Zhi Hui initially founded both the Tan Sugi monastery and Willowshore, she'd simply hoped to create a place where disciples of Sangpotshi could dedicate their lives to the pursuit enlightenment. The sugi grove instilled a sense of awe in her, and she discovered that a high concentration of spiritual energy caused the trees to grow abnormally large. She soon uncovered the grove's sinister secret—that a great evil slumbered beneath its roots and only the spiritual resistance of a heroic soul who had reincarnated as the tallest tree in the grove kept that evil from escaping its death. Following this discovery, she scoured the resources available to her and reached out to friends throughout Tian Xia before finally determining the nature of the evil. A nindoru demigod named Kugaptee was buried beneath the Great Sugi, and she dedicated herself to protecting the sugi trees that in turn protected all of the villagers from the fiend. After Master Zhi Hui's passing, her spirit initially remained tied to the monastery to oversee the protection of the grove, but as her followers left or became corrupted, her spirit became trapped in Kugaptee's clutches as well. Now, she can do little to stop the events that unfold and are leading to a dire situation: Kugaptee's awakening. Campaign Role As the PCs purify statues in the monastery, Zhi Hui can answer more of their questions and cast spells on them; once all four statues are purified, she can cast spells and answer questions at will and can even aid in combat as long as the fight takes place in one of the encounter areas that contains a purified statue. Recall Knowledge - Spirit (Occultism): DC 33 Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Zhi Hui Source Pathfinder #197: Let the Leaves Fall pg. 92 Perception +18 Languages Aklo, Common Skills Acrobatics +15, Diplomacy +17, Medicine +17, Nature +15, Occultism +13, Religion +17, Survival +15 Str -5 Dex +4 Con +2 Int +4 Wis +6 Cha +6 --- AC 23 Fort +11 Ref +15 Will +17 HP 85 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch, or positive; double resistance vs. non-magical) Rejuvenation (divine, necromancy) Purifying the four statues and defeating Xin Yue in Kugaptee's Grave below the Tan Sugi monastery allows Zhi Hui's ghost to fade. --- Speed Melee Single Action ghostly hand +15 (Agile, Finesse, Magical), Damage 2d8+7 negative Divine Innate Spells DC 25, attack +17 - Cantrips (4th) Divine Lance, Read Aura, Stabilize - 1st Sanctuary - 2nd Restoration, Restore Senses - 3rd Heal (×3), Remove Disease - 4th Life's Fresh Bloom, Remove Curse Incarnate Skill Two Actions (Divination, Divine) Zhi Hui peers into a willing creature's soul and searches through their past lives. That creature permanently trades proficiency rank from one skill they're currently expert in with a skill in which they're untrained, both of their choice. Zhi Hui can only perform this activity once per character. ","skill_mod":{"diplomacy":17,"nature":15,"survival":15,"medicine":17,"occultism":13,"acrobatics":15,"religion":17},"image":["/Images/Monsters/Zhi_Hui.webp"],"primary_source":"Pathfinder #197: Let the Leaves Fall","spell":["Life's Fresh Bloom","Remove Curse","Heal","Remove Disease","Restoration","Restore Senses","Sanctuary","Divine Lance","Read Aura","Stabilize"],"ac":23,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":4,"reflex_save":15,"strongest_save":["will"],"fortitude_save":11,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Zhi Hui","alignment":"LG","rarity":"unique","strike_damage_average":[16],"attack_bonus":[15],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[17],"will_save":17,"speed":{},"wisdom":6,"weakness":{},"creature_ability":["Rejuvenation","Incarnate Skill"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Diplomacy","Medicine","Nature","Occultism","Religion","Survival"],"tradition":["Divine"],"summary":"Before Zhi Hui arrived at what would become the Tan Sugi monastery, she lived as a nomad among the spirits of the Specterwood after being abandoned …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2760","dexterity":4,"category":"creature","slug":"creature-2760"},{"attack_bonus":[6],"constitution":2,"primary_source_category":"Lost Omens","strength":0,"hp":15,"immunity":["critical hits","mental","precision","spirit","unconscious","vitality","void"],"source":["Tian Xia World Guide"],"type":"Creature","creature_family":"Animated Handcraft","will_save":5,"charisma":-5,"speed":{"climb":10,"max":10,"land":10},"perception":6,"wisdom":0,"weakness":{"fire":5,"cold":5},"creature_ability":["Perfect Memory","Blotting","Blinding Ink","Ink Blot"],"skill":["Athletics","Stealth"],"stealth":"3","trait":["Construct","Mindless","Tiny"],"id":"creature-2761","text":" Inkdrop Not all handcrafts are intended for war. The inkdrop is an infiltrator used by spellcasters to learn secrets or alter documents. Embodied in a single fist-sized drop of ink, the inkdrop can glide across a page, changing characters or removing them altogether, with devastating consequences for statecraft. Recall Knowledge - Construct (Arcana, Crafting): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Inkdrop Source Tian Xia World Guide pg. 278 Perception +6; darkvision Languages Skills Athletics +2, Stealth +3 Str +0 Dex -3 Con +2 Int -5 Wis +0 Cha -5 Perfect Memory An inkdrop remembers the exact pattern of any ink it moves over physically. --- AC 7 Fort +2 Ref +6 Will +5 HP 15 Immunities critical hits, mental, precision, spirit, unconscious, vitality, void Weaknesses cold 5, fire 5 Blotting While a creature has the inkdrop grabbed or pinned, it can destroy the inkdrop by smudging the inkdrop out with an Interact action. --- Speed 10 feet, climb 10 feet Melee Single Action pseudopod +6, Damage 1d4 bludgeoning plus blinding ink Blinding Ink A creature critically struck by the inkdrop's pseudopod is blinded by the ink until it clears its eyes using an Interact action. Ink Blot Single Action The inkdrop leaves a pattern it remembers over a square foot of surface. If there's existing non-magical ink on the surface, the inkdrop erases the non- magical ink. ","skill_mod":{"stealth":3,"athletics":2},"summary":"Not all handcrafts are intended for war. The inkdrop is an infiltrator used by spellcasters to learn secrets or alter documents. Embodied in a single …","primary_source":"Tian Xia World Guide","trait_group":["Creature Type","Monster"],"ac":7,"level":-1,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2761","intelligence":-5,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":-3,"vision":"Darkvision","fortitude_save":2,"size":["Tiny"],"name":"Inkdrop","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-2761"},{"attack_bonus":[7],"constitution":0,"primary_source_category":"Lost Omens","strength":0,"hp":15,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Tian Xia World Guide"],"type":"Creature","creature_family":"Animated Handcraft","will_save":4,"charisma":-5,"speed":{"fly":30,"max":30},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Attach Line","Sawing Line"],"skill":["Acrobatics"],"trait":["Construct","Mindless","Small"],"id":"creature-2762","text":" Animated Kite An animated kite is perfect for spying, allowing observation from a great distance, although many are treated more like pets. The kite itself is a simple handcraft, easily created and destroyed, made of enchanted paper stretched over a fine bamboo frame. More advanced kites can be decorated with a variety of runes that allow the enchanter to see or hear from a distance. Recall Knowledge - Construct (Arcana, Crafting): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Animated Kite Source Tian Xia World Guide pg. 278 Perception +6; darkvision Languages Skills Acrobatics +7 Str +0 Dex +3 Con +0 Int -5 Wis +0 Cha -5 --- AC 15 (13 when broken); construct armor Fort +4 Ref +9 Will +4 HP 15 Hardness 1 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, an animated kite has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated kite is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 13. --- Speed fly 30 ft Melee Single Action frame +7 (Magical, Finesse), Damage 1d6 bludgeoning Attach Line Single Action (Manipulate) The animated kite gives its line to an adjacent ally with a free hand. The kite remains attached until the creature releases it or the kite flies more than 60 feet away. A creature between them can also sever the line with a successful Strike against AC 13 that deals any amount of slashing damage. Sawing Line Two Actions Requirements The animated kite has its line attached to an ally; Effect Each creature along the line between the kite and its ally takes 1d6 slashing damage (DC 16 basic Reflex save). ","skill_mod":{"acrobatics":7},"summary":"An animated kite is perfect for spying, allowing observation from a great distance, although many are treated more like pets. The kite itself is a …","primary_source":"Tian Xia World Guide","trait_group":["Creature Type","Monster"],"ac":15,"level":0,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=2762","intelligence":-5,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"hardness":1,"vision":"Darkvision","fortitude_save":4,"size":["Small"],"name":"Animated Kite","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-2762"},{"attack_bonus":[10],"constitution":3,"primary_source_category":"Lost Omens","strength":4,"hp":30,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Tian Xia World Guide"],"type":"Creature","creature_family":"Animated Handcraft","will_save":6,"charisma":-5,"speed":{"climb":15,"max":30,"land":30},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Spring Forward"],"skill":["Acrobatics","Athletics"],"trait":["Construct","Mindless","Medium"],"id":"creature-2763","text":" Animated Bamboo Figure Supple but strong bamboo strips woven into intricate patterns form the base of the animated bamboo figure. These materials are plentiful and easy to come by, though they require great care and patience to prepare, making them ideal guardians for isolated communities. These hollow and pliable handcrafts can stretch or compress, jumping and springing farther than most humanoids. Recall Knowledge - Construct (Arcana, Crafting): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Animated Bamboo Figure Source Tian Xia World Guide pg. 279 Perception +8; darkvision Languages Skills Acrobatics +10, Athletics +10 Str +4 Dex +4 Con +3 Int -5 Wis +0 Cha -5 --- AC 18 (16 when broken); construct armor Fort +9 Ref +10 Will +6 HP 30 Hardness 3 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, an bamboo figure has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated kite is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 16. --- Speed 30 feet, climb 15 feet Melee Single Action fist +10 (Magical, reach 10 feet), Damage 1d8+4 bludgeoning plus Knockdown Spring Forward Two Actions The animated bamboo figure jumps up to 30 feet and makes two fist Strikes against different targets. It can use Knockdown following this activity, attempting to Trip each creature struck. ","skill_mod":{"athletics":10,"acrobatics":10},"summary":"Supple but strong bamboo strips woven into intricate patterns form the base of the animated bamboo figure. These materials are plentiful and easy to …","primary_source":"Tian Xia World Guide","trait_group":["Creature Type","Monster"],"ac":18,"level":2,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2763","intelligence":-5,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"hardness":3,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Animated Bamboo Figure","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-2763"},{"attack_bonus":[11],"constitution":4,"primary_source_category":"Lost Omens","strength":4,"hp":45,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Tian Xia World Guide"],"type":"Creature","creature_family":"Animated Handcraft","will_save":7,"charisma":-5,"speed":{"max":15,"land":15},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Spit Wine","Swallow Whole","Wine-Soaked"],"skill":["Athletics"],"trait":["Construct","Mindless","Large"],"id":"creature-2764","text":" Animated Wine Vessel A beautiful wine vessel presents a mark of status among drinkers, to say nothing of an animated one that pours the wine on its own. Although normally harmless servants, these vessels will just as quickly follow instructions to swallow intruders and drown them in strong wine. Recall Knowledge - Construct (Arcana, Crafting): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Animated Wine Vessel Source Tian Xia World Guide pg. 279 Perception +9; darkvision Languages Skills Athletics +17 Str +4 Dex +0 Con +4 Int -5 Wis +0 Cha -5 --- AC 19 (17 when broken); construct armor Fort +11 Ref +7 Will +7 HP 45 Hardness 4 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, an animated wine vessel has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated kite is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 17. --- Speed 15 feet Melee Single Action jaws +11 (Magical), Damage 2d8+4 bludgeoning plus Grab Spit Wine Two Actions (Water) The wine vessel opens its mouth and blows a stream of wine in a 15-foot line, dealing 2d8 bludgeoning damage (DC 19 basic Reflex save). Swallow Whole Single Action (Attack) Medium, 2d8+4 bludgeoning plus wine-soaked, Rupture 10 Wine-Soaked When a creature ends its turn Swallowed Whole by the animated wine vessel, it must succeed at a DC 19 Fortitude save or become sickened 1. ","skill_mod":{"athletics":17},"summary":"A beautiful wine vessel presents a mark of status among drinkers, to say nothing of an animated one that pours the wine on its own. Although normally …","primary_source":"Tian Xia World Guide","trait_group":["Creature Type","Monster"],"ac":19,"level":3,"source_category":["Lost Omens"],"sense":"darkvision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2764","intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":0,"hardness":4,"vision":"Darkvision","fortitude_save":11,"size":["Large"],"name":"Animated Wine Vessel","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-2764"},{"attack_bonus":[21,21],"constitution":6,"primary_source_category":"Lost Omens","strength":7,"hp":210,"source":["Tian Xia World Guide"],"type":"Creature","will_save":16,"charisma":-2,"speed":{"max":40,"land":40},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Bloodsense","Driven by Hunger Trigger","Horn Toss","Mountain Stride","Trample"],"skill":["Athletics","Stealth","Survival"],"stealth":"18","trait":["Animal","Rare","Large"],"id":"creature-2765","text":" Aoyin An aoyin resembles an ox with a pale body, four horns, and hair as coarse as straw. Although this large, solitary beast bears a slight resemblance to the common draft ox, it's a highly aggressive and territorial carnivore who stalks and devours its prey. An aoyin dwells high in the mountains, rarely being seen by common folk. However, during lean winters, an aoyin might descend from its mountain home in search of food, resulting in gruesome encounters with nearby settlements. It's believed that a single aoyin can decimate the population of an entire village, only to retreat into the nearby mountains once it has satiated its hunger. An aoyin, even a herd of the creatures, is primarily driven by hunger and other natural urges. Outside of its natural habitat, an aoyin might occasionally be kept by those who revel in bloodlust. Even with magical control, a captive aoyin is more likely to turn on its handlers than obey commands. As an uncontrolled weapon, however, a hungry aoyin poses a terrible threat to most communities. Tales in certain isolated areas claim that the growling call of an aoyin can drive those unlucky enough to hear it into a frenzy of hunger and violence. Villages will be found consumed by infighting without any sign of an aoyin even entering its borders. Although it's possible a powerful variant of this creature might possess this ability, most of these stories are inspired by the terrible magic available to those who understand the aoyin's secrets and are spread when villages collapse through magic compulsions or mundane infighting. Recall Knowledge - Animal (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Aoyin Source Tian Xia World Guide pg. 280 Perception +19; bloodsense (precise) 60 feet, low-light vision, scent (precise) 30 feet Languages Skills Athletics +21, Stealth +18, Survival +19 Str +7 Dex +4 Con +6 Int -4 Wis +3 Cha -2 Bloodsense An aoyin can detect exposed blood as a precise sense at the listed range, including from creatures taking persistent bleed damage. --- AC 29 Fort +22 Ref +18 Will +16 HP 210 Driven by Hunger Reaction Trigger The aoyin fails or succeeds at a save against an emotion effect Effect The aoyin's hunger is powerful enough to blot out any other emotion. The aoyin critically succeeds at the save instead. If a creature within 40 feet is taking persistent bleed damage, the aoyin can also Stride up to its Speed in a straight line toward that target as it seeks out the closest source of food. --- Speed 40 feet; mountain stride Melee Single Action horn +21 (deadly d12, reach 10 feet), Damage 2d12+7 piercing plus 2d6 persistent bleed Melee Single Action hoof +21 (Agile, reach 10 feet), Damage 2d8+7 bludgeoning Horn Toss Two Actions The aoyin Strides and makes a horn Strike. If the Strike hits, the target is flung 20 feet in a direction of the aoyin's choice. Mountain Stride An aoyin isn't impeded by difficult terrain caused by snow or mountainous terrain, nor does it need to Balance to move over uneven ground created by those conditions. Trample Three Actions Medium, hoof, DC 29 Adyin Horns The horns of an aoyin are a potent material for crafting magical items that induce a frenzied state or blood loss, much like in tales about the beast's calls. Each horn, of which an aoyin normally has four, can be used as 60 gp worth of materials for items like a wounding rune. ","skill_mod":{"survival":19,"stealth":18,"athletics":21},"summary":"An aoyin resembles an ox with a pale body, four horns, and hair as coarse as straw. Although this large, solitary beast bears a slight resemblance to …","primary_source":"Tian Xia World Guide","trait_group":["Creature Type","Rarity"],"ac":29,"level":10,"source_category":["Lost Omens"],"sense":"bloodsense (precise) 60 feet, low-light vision, scent (precise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2765","intelligence":-4,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":22,"size":["Large"],"name":"Aoyin","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[16,27],"slug":"creature-2765"},{"attack_bonus":[23,25,25],"constitution":5,"primary_source_category":"Lost Omens","strength":7,"hp":260,"language":["Celestial","Petran","Sylvan","Tien"],"source":["Tian Xia World Guide"],"type":"Creature","will_save":27,"charisma":5,"speed":{"climb":25,"max":35,"land":35},"perception":23,"wisdom":7,"weakness":{},"creature_ability":["Watch Over Evil","Change Shape","Cleanse the Forest","Phantom Flames"],"skill":["Arcana","Athletics","Intimidation","Nature","Occultism","Religion"],"trait":["Rare","Spirit","Large"],"id":"creature-2766","text":" Aso Berang Deep within the woods are grand, giant creatures with tusked maws. Their visages have inspired various tusked demon masks used for great festivals across Tian Xia. These beasts are known as aso berangs, or bear dogs, in the islands of Minata. As their name suggests, they resemble large canines with the bulk of a bear. However, aso berangs aren't simply large and charismatic animals, for many say they're the kings of forest spirits and patrons of guardians. They're often revered as protective entities by those who live outside the woods they guard. These guardians only appear to common folk if the forest they live in is in danger or if they need something. When they do so, aso berangs can appear as large and powerful humans who emanate a regal presence. Aso berangs have wickedly sharp talons that shed regularly, and they're strong enough to climb trees in pursuit of witches who attempt to escape up them. Very often, aso berangs attack visitors whose hearts they deem impure or those they consider as potential threats to their forest. Unfortunately, receiving this judgment usually takes little more than forgetting to perform the proper rites of respect and reverence. Recall Knowledge - Spirit (Occultism): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Aso Berang Source Tian Xia World Guide pg. 281 Perception +23; darkvision, scent (imprecise) 120 feet Languages Celestial, Petran, Sylvan, Tien Skills Arcana +21, Athletics +25, Intimidation +23, Nature +25, Occultism +21, Religion +25 Str +7 Dex +5 Con +5 Int +3 Wis +7 Cha +5 --- AC 32 Fort +25 Ref +25 Will +27 HP 260 Resistances fire 15, void 15 Watch Over Evil Single Action Trigger A creature within 30 feet of the aso berang Casts a Spell Effect The aso berang makes a spectral flame Strike against the triggering creature. If the Strike hits a creature with the tanggal trait or is a critical hit, the triggering action is disrupted. --- Speed 35 feet, climb 25 feet Melee Single Action tusk +25 (Magical, reach 10 feet), Damage 3d12+10 piercing plus 2d4 fire Melee Single Action claw +25 (Agile, Magical, reach 10 feet), Damage 2d4+10 slashing plus 2d4 fire Ranged Single Action spectral flame +23 (Divine, range 60 feet), Damage 7d6 fire Divine Innate Spells DC 32 - 2nd Share Life (at will) - 4th Cleanse Affliction - 5th Nature's Pathway Change Shape Single Action (Concentrate, Divine, Polymorph) The aso berang takes the appearance of any Medium or Small humanoid creature. In this form, the aso berang can't use their tusk Strikes, and their claw Strike becomes a fist Strike that deals bludgeoning damage and loses the reach trait. Cleanse the Forest Three Actions (Divine) The aso berang dashes to attack each nearby enemy so quickly that it's impossible to tell they've moved at all, save for a slight flicker in their outline. The aso berang Strides adjacent to an enemy and attempts a melee Strike. If successful, the aso berang can Stride and attempt to Strike a different enemy. If this second attack is successful, they can Stride and attempt to Strike a third enemy. Once they fail a Strike (or upon succeeding at their third Strike), the aso berang Strides back to the space where they began. Phantom Flames The aso berang's flames are as much spectral as physical. Whenever an aso berang deals fire damage, they can have that damage be spirit damage instead. The aso berang's flames never burn plants or objects unless the aso berang wishes it. Enimty of Witches The first aso berang and ancestor of all aso berangs, Ganas Buti Rajah, faced the witch armies of Rani Randa, the Queen of Witches and Tanggal. Now, Ganas Buti Rajah’s descendants uphold the tradition of stewardship: protecting the forests and cleansing the lands of magic they judge evil. ","tradition":["Divine"],"skill_mod":{"nature":25,"arcana":21,"athletics":25,"intimidation":23,"occultism":21,"religion":25},"summary":"Deep within the woods are grand, giant creatures with tusked maws. Their visages have inspired various tusked demon masks used for great festivals …","primary_source":"Tian Xia World Guide","spell":["Nature's Pathway","Cleanse Affliction","Share Life"],"trait_group":["Rarity","Creature Type"],"ac":32,"level":12,"spell_dc":[32],"source_category":["Lost Omens"],"sense":"darkvision, scent (imprecise) 120 feet","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{"void":15,"fire":15},"url":"/Monsters.aspx?ID=2766","intelligence":3,"reflex_save":25,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":25,"size":["Large"],"name":"Aso Berang","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[20,24,34],"slug":"creature-2766"},{"attack_bonus":[27],"constitution":7,"primary_source_category":"Lost Omens","strength":8,"hp":255,"language":["Tien"],"source":["Tian Xia World Guide"],"type":"Creature","will_save":25,"charisma":4,"speed":{"max":40,"land":40},"perception":26,"wisdom":6,"weakness":{},"creature_ability":["Eclipse Aura","Solar Flare","Lunar Burst","Shadow Leap","Thermal Mastery"],"skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"23","legacy_id":["creature-1411"],"trait":["Beast","Cold","Fire","Medium"],"id":"creature-2767","text":" Bul-Gae Bul-gaes are manifestations of the eclipsed sun and moon. They look like large canines, though their coloration and features change as they exercise their powers over heat and cold. Depending on whether they've most recently unleashed their lunar or solar powers, bul-gaes resemble either a crimson hound wreathed in flames or a cerulean, frostbitten fox, respectively. Legends say that the first bul-gae attempted to steal the sun from the sky. As they bit down on the burning sphere, though, the bul-gae was badly burned. Having failed, they then tried to retrieve the moon, but when they touched the moon, the bul-gae froze solid and fell to the ground. The descendants of that bul-gae forever hone their powers of flame and ice so that they might one day succeed where their ancestor failed. Tales say that bul-gaes serve as faithful companions to the ancient, shadowy master of the first bul-gae. These stories purport that the shadow master can see through the distorted light of all bul-gaes and use the hounds as a means to watch the universe for unknown purposes. Recall Knowledge - Beast (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Bul-Gae Source Tian Xia World Guide pg. 282 Perception +26; greater darkvision, scent (imprecise) 60 feet Languages Tien Skills Athletics +28, Intimidation +23, Stealth +23, Survival +25 Str +8 Dex +4 Con +7 Int +5 Wis +6 Cha +4 --- AC 33 Fort +28 Ref +22 Will +25 HP 255 Resistances cold 15, fire 15 Eclipse Aura (aura, darkness, occult) 100 feet. Light and shadows morph strangely around the bul-gae. Non-magical bright light is reduced to dim light within the aura. When a creature attempts an action within the aura that has the light trait, it must attempt a DC 34 Will save. On a failure, the action is disrupted. Solar Flare ( <%TRAITS%604%%> fire <%END>, <%TRAITS%662%%> occult Trigger The bul-gae takes damage <%END>) Effect The bul-gae releases a solar flare in a 30-foot emanation. Each creature in the area takes 6d8 fire damage (DC 34 basic Reflex save). On a critical failure, a creature also takes 2d10 persistent fire damage. After using this ability, the bul-gae's flames cool, and they can't use Solar Flare again until after they've used their Lunar Burst ability. --- Speed 40 feet Melee Single Action jaws +27 (Agile), Damage 2d8+12 piercing plus 2d6 cold or fire and Knockdown Lunar Burst Two Actions (Cold, Occult) The bul-gae releases a blast of otherworldly frost that deals 6d8 cold damage to each creature in a 10-foot emanation (DC 34 basic Reflex save). On a critical failure, a creature also becomes slowed 2 for 1 round. After using this ability, the bul-gae's flames heat up and they can't use Lunar Burst again until after they've used their Solar Flare reaction. Shadow Leap Single Action (Occult, Shadow, Teleportation) Requirement The bul-gae is in dim light or darkness; Effect The bul-gae dives into a shadow and reappears from a shadow within 40 feet. Thermal Mastery The bul-gae has total control over the powers of cold and fire. Each time it attacks with its jaws, it can choose to have the additional damage be either cold damage or fire damage. Eclipsed Light Bul-gaes bring with them the distorted light of an eclipse wherever they go. This distorted light favors blue hues and skews the spectrum of visible colors, giving the world an eerie, muted ambience. ","element":["Fire"],"skill_mod":{"survival":25,"stealth":23,"athletics":28,"intimidation":23},"summary":"Bul-gaes are manifestations of the eclipsed sun and moon. They look like large canines, though their coloration and features change as they exercise …","primary_source":"Tian Xia World Guide","trait_group":["Creature Type","Energy","Monster","Elemental","Planar"],"ac":33,"level":14,"source_category":["Lost Omens"],"sense":" greater darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"fire":15,"cold":15},"url":"/Monsters.aspx?ID=2767","intelligence":5,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Greater darkvision","fortitude_save":28,"size":["Medium"],"name":"Bul-Gae","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[28],"slug":"creature-2767"},{"attack_bonus":[13,13],"constitution":0,"primary_source_category":"Lost Omens","strength":5,"hp":50,"source":["Tian Xia World Guide"],"type":"Creature","will_save":6,"charisma":1,"speed":{},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Full Belly","Subsumed Traits","Ambush","Devour"],"skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"13","trait":["Beast","Uncommon","Small"],"id":"creature-2768","text":" Gau Cho Rong Campfire stories claim gau cho rongs originated as the ghosts of poachers' prey come back for revenge, concocted minions of hags, or cursed beasts that became addicted to the flesh of children who wander where they're told not to. Known by the unsettling nickname of “hollow bears,” gau cho rongs are easily mistaken for their good-natured cousin, the sun bear. Little more than 3 feet tall with long, lolling tongues, they resemble adorable little cubs when glutted but turn into terrors when they begin to hunger and hollow. The hungry gau cho rong's pelt goes slack until it appears little more than brittle bone in a sack of fur, like an old doll shucked of its filling. The hollow bears writhe and whimper, luring sympathetic victims or opportunistic hunters. As these targets approach, other gau cho rongs drop down from the boughs above on the backs and faces of their prey, their loose fur dulling most attacks as they rake victims with their long, hooked claws. Once they've finally eaten their fill, the gau cho rongs revert to their disarmingly endearing state. Thus continues their life of playing, hunting, lazing, slaying, romping, and rending. Recall Knowledge - Beast (Arcana, Nature): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Gau Cho Rong Source Tian Xia World Guide pg. 283 Perception +10; darkvision Languages Skills Athletics +13, Intimidation +11, Stealth +13, Survival +10 Str +5 Dex +3 Con +0 Int -2 Wis +2 Cha +1 Full Belly When a gau cho rong is full, which requires consuming an entire Medium creature or 6 Bulk of meat, it becomes peaceful and even playful. It has an automatic result of 33 on Deception checks and DCs to pass as a normal sun bear, but it loses its resistances. A gau cho rong remains full for 8 hours. Subsumed Traits After it finishes digesting a full meal, the gau cho rong will gain a trait from that creature until the next time it's full. Gau cho rongs that gain the animal trait have scent out to 60 feet as an imprecise sense, while those with the amphibious or aquatic trait gain a swim speed of 25 feet. Humanoid hollow bears gain the Reactive Strike reaction. Traits like fire add that damage type to a gau cho rong's resistances. Other traits have effects at the GM's discretion. --- AC 20 Fort +8 Ref +13 Will +6 HP 50 Resistances bludgeoning 5, slashing 5 --- Speed Melee Single Action jaws +13, Damage 2d8+5 piercing Melee Single Action claw +13 (Agile), Damage 2d6+5 slashing Ambush Single Action Requirements The gau cho rong is hiding and a creature that hasn't detected it is within 20 feet; Effect The gau cho rong Strides toward the creature. Once the creature is in reach, the gau cho rong makes a Strike against it. The target creature is off-guard to this attack. Devour Single Action Requirements The gau cho rong's last action was a successful jaws Strike; Effect The target takes 1d6 persistent bleed damage. The gau cho rong gains some knowledge from the creature's blood, learning how to understand and speak all languages that creature knows for 1 minute, which it does in a distorted version of the target's voice. During that time, the gau cho rong also gains a +2 circumstance bonus to Intimidation checks to Demoralize that creature. Subsumed Traits Physical changes from creatures they've devoured are visible in markings on the gau cho rong's loose hide and even in the shape of its bony frame, granting different hollow bears slightly different abilities even among the same group. It's possible that unique, older, or more powerful gau cho rongs might gain permanent abilities from digesting certain creatures. ","skill_mod":{"survival":10,"stealth":13,"athletics":13,"intimidation":11},"summary":"Campfire stories claim gau cho rongs originated as the ghosts of poachers' prey come back for revenge, concocted minions of hags, or cursed beasts …","primary_source":"Tian Xia World Guide","trait_group":["Creature Type","Rarity"],"ac":20,"level":4,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"slashing":5},"url":"/Monsters.aspx?ID=2768","intelligence":-2,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Gau Cho Rong","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12,14],"slug":"creature-2768"},{"attack_bonus":[39,40,40],"constitution":9,"primary_source_category":"Lost Omens","strength":10,"hp":472,"language":["Draconic","Petran","Thalassic","Tien"],"immunity":["disease","poison"],"source":["Tian Xia World Guide"],"type":"Creature","will_save":33,"charisma":5,"speed":{"max":80,"land":40,"swim":80},"perception":39,"wisdom":5,"weakness":{"mental":20},"creature_ability":["Bitter Breath","Coordinated Actions","Multiple Reactions","Reactive Strike","Flood Breath","Great Wave","Nine-Jawed Frenzy"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Nature","Performance","Society"],"trait":["Amphibious","Beast","Unique","Gargantuan"],"id":"creature-2769","text":" The Great Flood There are few creatures capable of such ecological destruction while staying as humorous and lighthearted as the Great Flood. The Great Flood towers with their giant serpent body and nine humanoid heads, each one with a different personality, though all serve the same purpose—to vanquish all signs of life that shouldn't be where they are. This creature intends to maintain the balance of the universe, ensuring that nothing takes up more space than necessary. Unfortunately, the judgment of where someone or something should be is only seen and weighed by the 18 eyes of the Great Flood, with little regard to mortal input. The Great Flood is an immortal, or at least ageless, being who hibernates for 12 years at a stretch. On the thirteenth year, they emerge from the depths of the oceans and begin weighing the state of the world and the environments closest to their resting place: should the first thing they see on dry land be destroyed? Each of the Great Flood's nine heads lends their thoughts and insights to this deliberation, and upon reaching a consensus, they'll either carry on to the next location or they'll drown the land, immersing miles of dry land in salty waters from the ocean. In instances where they perceive the excess life as particularly problematic, they'll even decide to poison the waters with their bitter breath to ensure that nothing survives the judgment they've decreed. The Great Flood, despite its inherently destructive nature, isn't actually bloodthirsty and will often afford an opportunity for poor townsfolk to state their case and beg for the lives of their town to be saved. While the Great Flood has the capacity for mercy and consideration, the godlike creature stands adamant once they've made their decision. One or two of the heads might feel a twinge of guilt and tell a small joke to the townsfolk, relieving themselves of the mental pressure, before murdering an entire village. The nine personalities of the serpentine creature often run into contention with each other. One is a perfectionist, while another is aloof; one is assertive, while another is playful; one is capricious, while another is suspicious; one is ambitious, while the other is a people pleaser. The last one is quiet and secretive, only ever whispering to the heads closest to them. Though the heads squabble like siblings, they eventually always make a compromise. Leading Head During each of the Great Flood's appearances, one head takes the lead once combat begins, chosen by the GM when initiative is rolled. Whichever head is in the lead grants a different action the Great Flood can use during its first turn each round (see Coordinated Actions). Aloof—The Flood's Command Single Action (divine) The aloof head casts a 5th-rank command (Will DC 42). Ambitious—Claim Position Single Action (divine) The ambitious head declares a divine position above its station. It gains 100 temporary Hit Points for 1 minute. It also gains a weakness 20 to spirit damage and can't Claim Position again for 1 minute. Assertive—Rush In Single Action The Great Flood Swims, then makes a melee Strike. Capricious—Changing Thoughts Single Action (concentrate) The capricious head counteracts each mental effect on themself as a 10th-rank effect with a +32 counteract modifier. People Pleaser —Build Consensus Single Action (concentrate) The heads discuss and audibly agree on a creature to target. Until they Build Consensus again, their Strikes deal an additional 20 precision damage to that creature. Perfectionist—Find Fault Single Action (auditory, concentrate, emotion, linguistic, mental) The perfectionist head criticizes a creature within their aura. The creature must succeed at a DC 42 Will save or take 9d6 persistent mental damage. Playful —Bad Jokes Single Action The playful head makes an ill-timed quip about the impermanence of life. They attempt to Demoralize each creature within their aura. Secretive —Secret Movement Single Action (concentrate, divine, teleportation) The Great Flood is invisible until the end of their turn and teleports to an open space within their aura. Suspicious —Eighteen Eyes Single Action (concentrate) The Great Flood peers at their surroundings. Until they move, they see through illusions in their aura and the reach of their jaws is increased to 25 feet. Recall Knowledge - Beast (Arcana, Nature): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 The Great Flood Source Tian Xia World Guide pg. 285 Perception +39; darkvision, scent (imprecise) 120 feet Languages Draconic, Petran, Thalassic, Tien Skills Athletics +38, Deception +33, Diplomacy +33, Intimidation +38, Nature +31, Performance +29, Society +33 Str +10 Dex +8 Con +9 Int +7 Wis +5 Cha +5 --- AC 44 Fort +37 Ref +32 Will +33 HP 472 Immunities disease, poison Resistances fire 20 Weaknesses mental 20 Bitter Breath (aura, disease, poison) 90 feet. If a creature ends its turn in the aura, it's exposed to the Great Flood's flood breath disease. Coordinated Actions The Great Flood's multiple heads allow them to act on two separate initiatives, rolling initiative twice and acting on both results. They can't Delay. At the start of each of their turns, they gain 2 actions (see Multiple Reactions below for reactions). Any ability that would sever one of the Great Flood's heads doesn't cause the Great Flood to die if they still have at least one head, but it does cause them to lose the additional reaction granted by the severed head. Multiple Reactions The Great Flood gains an extra reaction per round for each of its nine heads, which they can use only to make Reactive Strikes with their jaws. They can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within the Great Flood's reach, and they gain reactions on only their first turn each round. Reactive Strike Reaction --- Speed 40 feet, swim 80 feet Melee Single Action jaws +40 (reach 15 feet), Damage 4d8+20 piercing Melee Single Action tail +40 (Agile, reach 15 feet), Damage 3d6+20 bludgeoning Ranged Single Action breath +39 (range 180 feet), Damage 4d12 poison plus flood breath Flood Breath ([disease](/Traits.aspx?ID=578), [poison](/Traits.aspx?ID=669)) Saving Throw DC 42 Fortitude; Stage 1 drained 1 (1 day); Stage 2 drained 2 (1 day); Stage 3 drained 2 and doomed 1 (1 day); Stage 4 You die and your body collapses, releasing a cloud of toxin. Any creature within 10 feet of your death is exposed to flood breath (1 day) Great Wave Two Actions ([water](/Traits.aspx?ID=732)) Frequency once per day; Effect The Great Flood gathers all nearby water and floods a mile burst. Any creature in the area must succeed at a DC 42 Reflex save or be moved up to 60 feet in a direction of the Great Flood's choice. The area remains flooded with 30-foot-deep water for 1 hour or until the Great Flood dies, then drains naturally. Nine-Jawed Frenzy Two Actions Requirements It's the Great Flood's second turn in the round (see Coordinated Actions); Effect The Great Flood Strides or Swims twice, moving through smaller creatures' spaces freely. Each creature they move through or are adjacent to takes 4d8+20 piercing damage (DC 42 basic Reflex save). Creatures that fail the save are also exposed to flood breath. A Terrible Sense of Humor A scholar who debated the Great Flood once recorded the following deadpan exchange, serving more as an example of the creature's infamous jokes than providing any actual knowledge. Scholar: “What lord or power do you answer to?” The Great Flood: “We don't have a lord.” Scholar: “Then which of your nine faces is your leader?” The Great Flood: “We don't have a leader.” Scholar: “Then how do you resolve your disputes?” The Great Flood: “We don't have disputes.” Influence the Flood Convincing the Great Flood to spare an area can be handled with the influence subsystem, treating the heads as individuals to be swayed. Many of the heads will follow each other's leads, although which and how is a good thing to learn with Discover. Passing Judgment There are no exact criteria or written rules that drive the Great Flood’s decisions. It’s a matter of aesthetics, opinion, and which head ends up leading the discussion. Generally, however, settlements at odds with their natural surroundings will be treated more harshly. ","skill_mod":{"society":33,"diplomacy":33,"performance":29,"deception":33,"nature":31,"athletics":38,"intimidation":38},"summary":"There are few creatures capable of such ecological destruction while staying as humorous and lighthearted as the Great Flood. The Great Flood towers …","primary_source":"Tian Xia World Guide","trait_group":["Monster","Creature Type","Rarity"],"ac":44,"level":20,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 120 feet","weakest_save":["ref","reflex"],"resistance":{"fire":20},"url":"/Monsters.aspx?ID=2769","intelligence":7,"reflex_save":32,"strongest_save":["fort","fortitude"],"dexterity":8,"vision":"Darkvision","fortitude_save":37,"size":["Gargantuan"],"name":"The Great Flood","category":"creature","pfs":"Standard","rarity":"unique","strike_damage_average":[26,30,38],"slug":"creature-2769"},{"attack_bonus":[6,8],"constitution":0,"primary_source_category":"Lost Omens","strength":1,"hp":25,"language":["Sakvroth","Tien"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","unconscious","vitality","void"],"source":["Tian Xia World Guide"],"type":"Creature","creature_family":"Haunted Clockwork","will_save":7,"charisma":1,"speed":{"max":20,"land":20},"perception":8,"wisdom":2,"weakness":{"orichalcum":2,"electricity":2},"creature_ability":["Hopping Strike"],"skill":["Athletics","Intimidation"],"trait":["Clockwork","Construct","Tiny"],"id":"creature-2770","text":" Hopping Head A hopping head is shaped like a humanoid head, sometimes with elaborate facial features, other times with a crude toylike visage. Below the head is a spring-loaded column that allows the hopping head to move itself around. Recall Knowledge - Construct (Arcana, Crafting): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Hopping Head Source Tian Xia World Guide pg. 286 Perception +8; darkvision Languages Sakvroth, Tien Skills Athletics +6, Intimidation +6 Str +1 Dex +3 Con +0 Int -1 Wis +2 Cha +1 --- AC 14 Fort +5 Ref +10 Will +7 HP 25 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void Weaknesses electricity 2, orichalcum 2 --- Speed 20 feet Melee Single Action spring +8 (Finesse), Damage 1d6+1 bludgeoning Melee Single Action bite +6, Damage 1d8+1 bludgeoning Hopping Strike Two Actions The hopping head Leaps 15 feet and makes one spring Strike at any point during that movement, dealing an additional 1d6 bludgeoning damage. ","skill_mod":{"athletics":6,"intimidation":6},"summary":"A hopping head is shaped like a humanoid head, sometimes with elaborate facial features, other times with a crude toylike visage. Below the head is a …","primary_source":"Tian Xia World Guide","trait_group":["Monster","Equipment","Weapon","Creature Type"],"ac":14,"level":1,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2770","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Hopping Head","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,5],"slug":"creature-2770"},{"attack_bonus":[35,35],"constitution":7,"primary_source_category":"Lost Omens","strength":9,"hp":380,"language":["Sakvroth","Tien"],"immunity":["death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","unconscious","vitality","void"],"source":["Tian Xia World Guide"],"type":"Creature","creature_family":"Haunted Clockwork","will_save":30,"charisma":4,"speed":{"max":40,"land":40,"burrow":40,"swim":20},"perception":30,"wisdom":4,"weakness":{"orichalcum":15,"electricity":15},"creature_ability":["Like Clockwork Trigger","Constrict","Rescue","Rock Tunneler","Trample"],"skill":["Athletics","Diplomacy","Intimidation"],"trait":["Clockwork","Construct","Unique","Gargantuan"],"id":"creature-2771","text":" The Caterpillar Carriage The haunted construct known as the caterpillar carriage is composed of armored segments that flow over one another as the carriage inches forward. It has two forelegs that dig grooves into the ground, making way for the many wheels situated along its underside. Recall Knowledge - Construct (Arcana, Crafting): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 The Caterpillar Carriage Source Tian Xia World Guide pg. 286 Perception +30; darkvision, tremorsense (imprecise) 100 feet Languages Sakvroth, Tien Skills Athletics +35, Diplomacy +30, Intimidation +30 Str +9 Dex +3 Con +7 Int +2 Wis +4 Cha +4 --- AC 42 Fort +33 Ref +29 Will +30 HP 380 Immunities death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void Resistances physical 15 (except adamantine or orichalcum) Weaknesses electricity 15, orichalcum 15 Like Clockwork Free Action Trigger The caterpillar carriage gains the slowed or stunned condition Effect The carriage is quickened for 1 round. --- Speed 40 feet, burrow 40 feet, swim 20 feet Melee Single Action jaws +35 (reach 15 feet), Damage 4d10+17 piercing plus Improved Grab Melee Single Action wheel +35 (Agile), Damage 4d8+17 bludgeoning Constrict Single Action 4d10+4 bludgeoning, DC 40 Rescue Single Action The caterpillar carriage absorbs a willing construct within its reach. That construct doesn't exist separately until the caterpillar carriage releases it as an Interact action or is destroyed. Rock Tunneler The caterpillar carriage can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does. Trample Three Actions Huge or smaller, wheel, DC 40 ","skill_mod":{"diplomacy":30,"athletics":35,"intimidation":30},"summary":"The haunted construct known as the caterpillar carriage is composed of armored segments that flow over one another as the carriage inches forward. It …","primary_source":"Tian Xia World Guide","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":42,"level":18,"source_category":["Lost Omens"],"sense":" darkvision , tremorsense (imprecise) 100 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=2771","intelligence":2,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":33,"size":["Gargantuan"],"name":"The Caterpillar Carriage","category":"creature","pfs":"Standard","rarity":"unique","strike_damage_average":[35,39],"slug":"creature-2771"},{"attack_bonus":[17,17,17],"constitution":4,"primary_source_category":"Lost Omens","strength":6,"hp":135,"language":["Draconic","Tien"],"immunity":["paralyzed","sleep"],"source":["Tian Xia World Guide"],"type":"Creature","will_save":14,"charisma":2,"speed":{"max":60,"land":40,"swim":60},"perception":13,"wisdom":1,"weakness":{"poison":5},"creature_ability":["Nesting","Parental Wrath","Constrict","Floodwaters","Storm Veil"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"15","trait":["Amphibious","Dragon","Uncommon","Water","Large"],"id":"creature-2772","text":" Imugi Imugi (ee-moo-ghee) are dragon-like serpents with great mystic potential, including that of ascension into another form. While some imperial dragons are born to their birthright, many that currently roam Tian Xia are ascended imugi—though they would strike down anyone who claimed such. To become an imperial dragon, imugi must care for a koi egg for a thousand years. The power from the nurtured egg hatching is enough to power a draconic ascension ritual, and whatever power lingers transforms the koi into an imugi to continue the cycle. The kind of imperial dragon that the imugi becomes depends on where it chooses to nurture the koi egg. Imugi strongly prefer long-finned koi, and Tian koi farmers have learned to keep a separate pool of these butterfly koi away from the others they tend, as imugi tend to displace quite a bit of water— and koi—when swooping down to snatch an egg they want. Though imugi have some power over rain and storms, most aren't powerful enough to exact a true sense of weather control. Many are known for their benevolence, and some villages even rely on imugi's forays out of streams or lakes, bringing rains during the growing season. Imugi have as wide a range of temperaments as the dragons they become, and some are notorious for how their impatience twists into a foul temper or an arrogance that flicks people aside as if they were bugs. While some might consider mean-spirited imugi corrupted and claim they can be purified somehow, imugi simply hold themselves higher than the average creature and see no reason to conceal their true nature from someone they see as beneath them. Recall Knowledge - Dragon (Arcana): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Imugi Source Tian Xia World Guide pg. 287 Perception +13; darkvision, scent (imprecise) 60 feet Languages Draconic, Tien Skills Acrobatics +15, Athletics +17, Intimidation +15, Stealth +15 Str +6 Dex +4 Con +4 Int +2 Wis +1 Cha +2 Nesting By coiling around a butterfly koi egg for 1 minute, the imugi designates it as their chosen heir, which grants the imugi the effects of a constant status spell on that egg. If the egg is destroyed or otherwise made nonviable, the imugi can choose a new koi egg with this ability after 1 week. --- AC 24 Fort +12 Ref +19 Will +14 HP 135 Immunities paralyzed, sleep Weaknesses poison 5 Parental Wrath Reaction Trigger A creature damages the imugi's chosen koi egg or ends its turn within 40 feet of the egg Effect The imugi Strides or Swims toward the triggering creature. If they end their movement within reach of the creature, they can attempt a melee Strike against it. --- Speed 40 feet, swim 60 feet Melee Single Action jaws +17 (reach 10 feet), Damage 2d10+8 piercing Melee Single Action claws +17 (Agile), Damage 2d6+8 slashing Melee Single Action tail +17 (reach 15 feet), Damage 2d4+8 bludgeoning plus Grab Primal Innate Spells DC 25 - Cantrips (4th) Detect Magic - 4th Fly, Water Breathing Constrict Single Action 2d8+4 bludgeoning, DC 25 Floodwaters Two Actions ([primal](/Traits.aspx?ID=676), [water](/Traits.aspx?ID=732)) Waters rush forth in a 60-foot line, dealing 4d6 bludgeoning damage (DC 25 basic Reflex save). Creatures that fail the save and aren't grabbed by the imugi are pushed 10 feet away. Storm Veil The imugi twists any nearby precipitation into a swirling veil of sleet and wind. They gain concealment when in any form of mist or rain. Imperial Ascension The ritual an imugi undergoes to become a true dragon releases a burst of overwhelming magic. Characters exposed to this burst might find their minds filled with lost techniques or abilities that the imugi has encountered over its long life, allowing them to gain access to uncommon or rare character options, suddenly understand formulas to craft items, or immediately retrain along a new path. ","tradition":["Primal"],"element":["Water"],"skill_mod":{"stealth":15,"athletics":17,"intimidation":15,"acrobatics":15},"summary":"Imugi (ee-moo-ghee) are dragon-like serpents with great mystic potential, including that of ascension into another form. While some imperial dragons …","primary_source":"Tian Xia World Guide","spell":["Fly","Water Breathing","Detect Magic"],"trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2772","intelligence":2,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Imugi","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13,15,19],"slug":"creature-2772"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Lost Omens","strength":2,"hp":40,"language":["Sylvan","Tien"],"source":["Tian Xia World Guide"],"type":"Creature","will_save":9,"charisma":2,"speed":{"climb":10,"max":30,"land":30},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Scurrying Retreat","Consumed Fragments","Sneak Attack","Tactical Gnaw"],"skill":["Acrobatics","Deception","Stealth"],"stealth":"11","trait":["Beast","Uncommon","Tiny"],"id":"creature-2773","text":" Jiidon Legends among jiidons explain that many ages ago, when magic was wilder and of less distinct order, a magic-touched rat consumed the discarded fingernails of a human, and the gods granted that rat the ability to shapeshift into a copy of that human. True or not, jiidons are seemingly normal rats who share the blessing from this story. It's unclear where the first jiidon was born because their descendants live among rat and humanoid populations around the world. In their original forms, jiidons are extremely difficult to distinguish from an ordinary rat and often even finds a home leading its non-sapient kin. After eating the discarded fingernails of a humanoid, however, a jiidon can assume the shape of the clippings' owner, resembling the subject in all of the obvious and superficial ways, with several subtle differences. Their ears are a little larger and sometimes come to a small point. Their teeth continue to grow for their entire lifetimes, so they must regularly chew on stones, bark, and other hard materials to file their teeth down and conceal their true nature. The whiskers that grow from the sides of their faces also require daily trimming. Jiidons are mostly harmless, but their powers provoke alarm among those who know of them. Mothers scold their children not to clip their nails after nightfall, lest a lurking jiidon seize a sliver that got lost in the dark. Though as cautious as any rat, most jiidons want nothing more than to transform and take a place in humanoid society. In order to reduce suspicion, they've been known to target those who are unpopular among their neighbors. The gratitude they feel when they do replace a humanoid can sometimes be seen in their actions, revealing the fact that the target has been replaced or endearing jiidons to those who didn't appreciate the original's attitude. Jiidons from large families will often seek a role that grants them access to nail trimmings, such as a cleaner or doctor, and pass the gift of humanoid form through the family. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Jiidon Source Tian Xia World Guide pg. 288 Perception +10; darkvision Languages Sylvan, Tien Skills Acrobatics +11, Deception +9, Stealth +11 Str +2 Dex +4 Con +3 Int +1 Wis +2 Cha +2 --- AC 19 Fort +12 Ref +13 Will +9 HP 40 Scurrying Retreat Reaction Trigger The jiidon takes damage from a Strike Requirements They're currently transformed into in a humanoid form; Effect The jiidon reverts to their rat form and Climbs or Strides. They can't resume humanoid form for 1 minute. --- Speed 30 feet, climb 10 feet Melee Single Action jaws +11 (Finesse), Damage 2d6+4 piercing plus sneak attack Consumed Fragments Single Action (Concentrate, Polymorph, Primal) The jiidon takes on the form of any Medium or Small humanoid creature whose fingernails or similar fragments they've consumed within the last week, gaining the effects of a 3rd-rank illusory disguise spell to impersonate the creature for 8 hours; this is a polymorph effect rather than an illusion effect. Once a jiidon has transformed into a creature in this way, they must eat that creature's fingernails again to transform into it again. If a jiidon consumes the nails of a specific humanoid three nights in a row, they can take the form of that humanoid at will but can't use this ability to imitate any other humanoid thereafter. Sneak Attack The jiidon deals an additional 1d6 precision damage to off-guard creatures. Tactical Gnaw Two Actions The jiidon uses their nearly indestructible teeth to chew through even the toughest armor, leaving an opponent vulnerable. The jiidon makes a jaws Strike. On a successful attack, if the target is wearing armor with Hardness 10 or lower, the armor becomes broken. This Strike doesn't further damage armor that's already broken. Playing a Jiidon While jiidons don't have ancestral rules in this book, a player interested in creating a jiidon character can use the beastkin versatile heritage to emulate a jiidon who has obtained a permanent humanoid form. The player should work with the GM to determine who the jiidon is imitating and what complications this might have. ","skill_mod":{"deception":9,"stealth":11,"acrobatics":11},"summary":"Legends among jiidons explain that many ages ago, when magic was wilder and of less distinct order, a magic-touched rat consumed the discarded …","primary_source":"Tian Xia World Guide","trait_group":["Creature Type","Rarity"],"ac":19,"level":3,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2773","intelligence":1,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"size":["Tiny"],"name":"Jiidon","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[11],"slug":"creature-2773"},{"attack_bonus":[28,28],"constitution":7,"primary_source_category":"Lost Omens","strength":8,"hp":230,"language":["Thalassic","(can't speak any language)"],"source":["Tian Xia World Guide"],"type":"Creature","will_save":23,"charisma":4,"speed":{"max":40,"swim":40},"perception":27,"wisdom":5,"weakness":{"holy":10},"creature_ability":["Spite","Funnel","Heart of Darkness","Swallow Whole"],"skill":["Acrobatics","Athletics","Intimidation","Survival"],"legacy_id":["creature-1403"],"trait":["Aquatic","Beast","Cold","Uncommon","Unholy","Gargantuan"],"id":"creature-2774","text":" Kun Hungry and resentful, the malevolent kuns are mythological fish monsters that dwell in the remotest, coldest depths of the ocean. These massively powerful creatures could easily rule a subaquatic domain if they cared to, but kuns are also famous for their total self-absorption and complete ambivalence toward other forms of life. Kuns remain as far away from other creatures as they can, subsisting on only their own icy hatred. They can consume and digest prey, but such feedings are incidental or driven more by spite than any physical need. Most kuns remain ignorant and uncaring, keeping themselves in the dark and disregarding any signs of life around them except to occasionally lash out when disturbed. The kun hunts at the bottom of the cold, dark sea. But if shown the light of the sun, a kun begins to understand that it dwells within a different, bigger world. When flocks of birds or schools of fish cast their dappled shadows upon a kun, they might grow weary of their solitude or become curious about the realm above. Recall Knowledge - Beast (Arcana, Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Kun Source Tian Xia World Guide pg. 289 Perception +27; darkvision, light blindness, wavesense 60 feet Languages Thalassic; (can't speak any language) Skills Acrobatics +25, Athletics +29, Intimidation +22, Survival +25 Str +8 Dex +4 Con +7 Int +1 Wis +5 Cha +4 --- AC 36 Fort +29 Ref +24 Will +23 HP 230 Resistances cold 10 Weaknesses holy 10 Spite Reaction Trigger A creature within reach of the kun's tail uses an action to heal or help anyone else Effect The kun bats the triggering creature away with their tail, making a tail Strike against the creature. On a hit, the action is disrupted and the creature is pushed 10 feet. --- Speed swim 40 feet Melee Single Action jaws +28 (reach 15 feet), Damage 3d12+14 piercing plus Grab and heart of darkness Melee Single Action tail +28 (reach 20 feet, Sweep), Damage 3d12+14 bludgeoning Primal Innate Spells DC 32 - 5th Control Water (at will) - 7th Darkness (at will), Wall of Ice Funnel Two Actions (Cold, Primal, Water) The kun inhales violently, sucking in heat and all creatures in the water in a 60-foot cone. Creatures take 10d8 cold damage and must attempt a DC 33 Fortitude save. The kun can't Funnel again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is pulled 30 feet toward the kun. Critical Failure The creature takes double damage and is pulled 60 feet toward the kun. Heart of Darkness Whenever the kun makes a jaws Strike from within an area of darkness, their jaws deals an additional 2d6 spirit damage and gains the unholy trait. Swallow Whole Single Action (Attack) Huge, 3d12+7 bludgeoning, Rupture 30 Change of Heart In extremely rare circumstances and for their own mysterious reasons, a kun might sacrifice some of their power to undergo a permanent, onetime transformation. In a final dramatic act, the kun flings themself up and out of the ocean, allowing the sun to fully wash over them. In the process, the kun transforms from a hateful fish into a noble and curious bird called a peng ","tradition":["Primal"],"skill_mod":{"survival":25,"athletics":29,"intimidation":22,"acrobatics":25},"summary":"Hungry and resentful, the malevolent kuns are mythological fish monsters that dwell in the remotest, coldest depths of the ocean. These massively …","primary_source":"Tian Xia World Guide","spell":["Darkness","Wall of Ice","Control Water"],"trait_group":["Monster","Creature Type","Energy","Rarity","Mechanics"],"ac":36,"level":14,"spell_dc":[32],"source_category":["Lost Omens"],"sense":" darkvision , light blindness , wavesense 60 feet","weakest_save":["will"],"resistance":{"cold":10},"url":"/Monsters.aspx?ID=2774","intelligence":1,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Kun","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[33,33],"slug":"creature-2774"},{"attack_bonus":[18,18],"constitution":2,"primary_source_category":"Lost Omens","strength":5,"hp":180,"language":["Aklo","Common"],"source":["Tian Xia World Guide"],"type":"Creature","will_save":19,"charisma":4,"speed":{"fly":80,"max":80,"land":30},"perception":16,"wisdom":3,"weakness":{"slashing":8},"creature_ability":["Light Blindness","Blood Drain","Separated Body"],"skill":["Acrobatics","Deception","Religion"],"legacy_id":["creature-1399"],"trait":["Aberration","Tanggal","Medium"],"id":"creature-2775","text":" Manananggal Manananggals are wicked monsters that live as humanoids during the day but feed upon people at night. To hide their depravities, these beings disguise themselves as everyday people—typically recluses or eccentrics—and use their proximity to a community to pick out their next targets before striking under cover of night. Manananggals use their long, hollow tongues to drain victims' blood from vital organs such as the liver, and the resulting odd drainage marks make it difficult to determine the exact nature of a victim's death. This mystery typically leads to confusion, terror, and mistrust among communities, which most manananggals savor. While they fly, manananggals make a distinctive ticking sound, leading some to refer to the creatures as “tik-tiks,” and badly affected communities descend into fearful chaos at the first reports of this telltale noise. Manananggals share their cannibalistic, body-separating traits with other types of tanggals, such as penanggalans, though a number of characteristics set them apart. For instance, whereas penanggalans relish vinegar and even bathe in the substance, manananggals abhor the merest scent of it. Recall Knowledge - Aberration (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Manananggal Source Tian Xia World Guide pg. 290 Perception +16; darkvision Languages Aklo, Common Skills Acrobatics +18, Deception +16, Religion +13 Str +5 Dex +5 Con +2 Int +1 Wis +3 Cha +4 Light Blindness --- AC 26 Fort +14 Ref +17 Will +19 HP 180 Weaknesses slashing 8 --- Speed 30 feet (or fly 80 feet when body is separated) Melee Single Action claws +18 (Agile, Magical), Damage 2d8+9 slashing plus Grab Melee Single Action jaws +18 (Magical), Damage 2d10+9 piercing Occult Innate Spells DC 26 - Cantrips (4th) Light - 1st Enfeeble (×3) - 2nd Darkness (×3) - 3rd Fear - 4th Sleep Blood Drain Single Action Requirements The manananggal has a creature grabbed; Effect The manananggal drives their tongue into the grabbed creature to drink its blood. This deals 4d6 damage, and the manananggal gains temporary Hit Points equal to the damage dealt. A creature whose blood is drained by a manananggal is drained 1 until it receives healing (of any kind or amount). Separated Body A manananggal typically resembles a living humanoid. They don't appear as an aberration at first glance and receive a +4 status bonus to their Deception DC when Impersonating a humanoid. At any time, but especially at night, a manananggal can, as a 3-action activity with the manipulate trait, rip their upper torso from their bottom half, leaving the lower torso limp and helpless but allowing the upper torso to fly free. A manananggal can separate their body at any time, but they risk further damage if they do so during the day. The manananggal's upper and lower halves share the same pool of HP. If its lower half is damaged, the manananggal is immediately aware of the attack. Each minute a manananggal remains separated after sunrise and before sunset, it takes 2d6 points of damage until it reattaches its upper and lower torsos or is destroyed, whichever comes first. Grim Blades Minatan folktales have it that a forgotten demigod created the first manananggals by bisecting the torso of a human with a divine knife. The demigod then cut into the human's shoulders and drove a pair of bat wings into their back, birthing the first manananggal. The divine power of the demigod's knife still resonates in every manananggal and makes each of the aberrations susceptible to cuts from similar weapons. Communities dealing with a manananggal's terror train with light blades and other slashing weapons to cut the monsters from the sky. ","tradition":["Occult"],"skill_mod":{"deception":16,"acrobatics":18,"religion":13},"summary":"Manananggals are wicked monsters that live as humanoids during the day but feed upon people at night. To hide their depravities, these beings …","primary_source":"Tian Xia World Guide","spell":["Sleep","Fear","Darkness","Enfeeble","Light"],"trait_group":["Creature Type","Monster"],"ac":26,"level":8,"spell_dc":[26],"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2775","intelligence":1,"reflex_save":17,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Manananggal","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,20],"slug":"creature-2775"},{"attack_bonus":[24,24,24],"constitution":4,"primary_source_category":"Lost Omens","strength":7,"hp":200,"language":["Tien"],"immunity":["fear"],"source":["Tian Xia World Guide"],"type":"Creature","will_save":18,"charisma":4,"speed":{"max":40,"land":40},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Viper Tail","Viper Tail","Cloud Form","Monstrous Howl","Thundering Howl"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Occultism","Survival"],"trait":["Beast","Large"],"id":"creature-2776","text":" Nue A nue is an ancient creature of enormous size and destructive power. Though sightings are rare, it's described as having the head of a monkey, the body of a tanuki, the limbs of a tiger, and a snake for a tail. The beast's eerie body is matched by its ability to drain the life force of those around it just by howling. According to certain tales, in ancient times, a nue would freely terrorize kingdoms and inflict nightmares upon it victims. It first appears as an enormous storm cloud before turning a poisonous black color. When angered, a nue can summon lightning to cause massive amounts of collateral damage. Hearing a nue's howl is considered an ill omen. Recall Knowledge - Beast (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Nue Source Tian Xia World Guide pg. 291 Perception +21; darkvision Languages Tien Skills Acrobatics +20, Athletics +22, Deception +18, Intimidation +18, Occultism +18, Survival +17 Str +7 Dex +6 Con +4 Int +1 Wis +3 Cha +4 Viper Tail Reaction Trigger A creature within 15 feet of the nue leaves a square during a move action it's using or moves into a square that would cause the nue to become flanked; Effect The nue whips around and attempts a tail Strike against the triggering creature. This Strike doesn't count toward the nue's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike. --- AC 30 Fort +21 Ref +24 Will +18 HP 200 Immunities fear Resistances non-magical 10 Viper Tail Reaction Trigger A creature within 15 feet of the nue leaves a square during a move action it's using or moves into a square that would cause the nue to become flanked; Effect The nue whips around and attempts a tail Strike against the triggering creature. This Strike doesn't count toward the nue's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike. --- Speed 40 feet Melee Single Action jaws +24 (Finesse, reach 10 feet), Damage 3d10+7 piercing Melee Single Action claw +24 (Agile, Disarm, Finesse, reach 10 feet), Damage 3d8+7 slashing Melee Single Action tail +24 (Agile, Finesse, reach 15 feet), Damage 3d4+7 piercing plus 2d4 poison Cloud Form Single Action (Concentrate, Polymorph) The nue changes its shape into that of a dark storm cloud. In Cloud Form, the nue is concealed, gains a 60-foot fly Speed, gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise, and can't make attacks, though it can use its howl abilities. The nue can Dismiss this effect. Monstrous Howl Two Actions (Auditory, Mental, Void) The nue lets out an eerie howl that rattles creatures' very souls. Creatures within 60 feet must attempt a DC 27 Will save (DC 29 at night). They're then temporarily immune to Monstrous Howl for 10 minutes. Critical Success The creature is unaffected. Success The creature takes 2d8 persistent void damage. Failure As success, plus the target is drained 1. Critical Failure As success, plus the target is drained 2 and stunned 1. Thundering Howl Two Actions (Electricity) Effect The nue howls to the sky, calling down a bolt of lightning that strikes the creature closest to the nue, to a maximum range of 60 feet. The bolt deals 12d6 electricity damage (DC 27 basic Reflex save). The nue then can't use Thundering Howl for 1d4 round Curse of the Nue Even in death, a nue's spirit can bring disaster to those around it. One way to suppress the curse is to perform burial rites and build a mound over the nue's tomb. Another is to avoid the curse entirely by setting the corpse adrift down a river or burying it far away. The curse itself is said to enact its wrath through possession; some believe this is how a nue is created. ","skill_mod":{"deception":18,"survival":17,"athletics":22,"intimidation":18,"occultism":18,"acrobatics":20},"summary":"A nue is an ancient creature of enormous size and destructive power. Though sightings are rare, it's described as having the head of a monkey, the …","primary_source":"Tian Xia World Guide","trait_group":["Creature Type"],"ac":30,"level":11,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2776","intelligence":1,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Nue","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,20,23],"slug":"creature-2776"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Lost Omens","strength":3,"hp":30,"source":["Tian Xia World Guide"],"type":"Creature","creature_family":"Orchid Mantis","will_save":6,"charisma":-4,"speed":{"climb":20,"fly":20,"max":40,"land":40},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Floral Camouflage","Barbed Limbs","Sudden Strike"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"10","trait":["Animal","Medium"],"id":"creature-2777","text":" Giant Orchid Mantis These mantises have grown to an unusual size, which makes their camouflage less effective in most environments. As such, they're usually found in areas where a blossom the size of an adult human could pass as normal, in the lushest rainforests, or in lands where rare medicinal herbs are cultivated. Tame giant orchid mantises can also be found protecting those rich enough to afford such decorative guards. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Orchid Mantis Source Tian Xia World Guide pg. 292 Perception +6; low-light vision Languages Skills Acrobatics +8, Athletics +7, Stealth +10 Str +3 Dex +4 Con +3 Int -5 Wis +2 Cha -4 Floral Camouflage When Hiding, the giant orchid mantis is concealed by any amount of leaves or petals, even if they aren't thick enough to make other creatures concealed. --- AC 18 Fort +9 Ref +10 Will +6 HP 30 --- Speed 40 feet, climb 20 feet, fly 20 feet Melee Single Action mandibles +11 (Finesse), Damage 1d10+3 piercing Melee Single Action leg +11 (Agile, Finesse), Damage 1d8+3 piercing Barbed Limbs Two Actions The giant orchid mantis makes two leg Strikes. If it hits the same creature with both attacks, that creature is grabbed until the end of the mantis's next turn. Sudden Strike In the first round of combat, creatures that haven't acted are off-guard to the orchid mantis. ","skill_mod":{"stealth":10,"athletics":7,"acrobatics":8},"summary":"These mantises have grown to an unusual size, which makes their camouflage less effective in most environments. As such, they're usually found in …","primary_source":"Tian Xia World Guide","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Lost Omens"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2777","intelligence":-5,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":9,"size":["Medium"],"name":"Giant Orchid Mantis","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-2777"},{"constitution":1,"primary_source_category":"Lost Omens","strength":-2,"hp":100,"immunity":["precision","swarm mind"],"source":["Tian Xia World Guide"],"type":"Creature","creature_family":"Orchid Mantis","will_save":12,"charisma":-4,"speed":{"climb":20,"fly":20,"max":30,"land":30},"perception":12,"wisdom":2,"weakness":{"area":5,"splash":5},"creature_ability":["Floral Camouflage","Biting Blossoms","Drifting Petals"],"skill":["Stealth"],"stealth":"16","trait":["Animal","Swarm","Large"],"id":"creature-2778","text":" Orchid Mantis Swarm Some mantises have unusually strong connections to elemental power. Though they lack the training to cultivate this energy, when orchid mantises gather at a place of abundant food or overflowing natural energy, they can bring trees to bloom in the depths of winter or turn any stretch of ground into a garden. Despite their beauty, gathering in large groups only seems to exacerbate the mantises' tempers. Although the mantises are individually harmless, anyone disturbing the countless false blossoms is likely to be recognized as food, no matter their size. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Orchid Mantis Swarm Source Tian Xia World Guide pg. 292 Perception +12; low-light vision Languages Skills Stealth +16 Str -2 Dex +4 Con +1 Int -5 Wis +2 Cha -4 Floral Camouflage When Hiding, the orchid mantis swarm is concealed by any amount of leaves or petals, even if they aren't thick enough to make other creatures concealed. --- AC 24 Fort +13 Ref +16 Will +12 HP 100 Immunities precision, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed 30 feet, climb 20 feet, fly 20 feet Biting Blossoms Single Action Each enemy in the swarm's space takes 3d6 piercing damage (DC 24 basic Reflex save). Creatures that fail this save also take 1d4 persistent bleed damage. Drifting Petals Two Actions (Mental, Visual) The swarm Flies. Each creature whose space it moves through must attempt a DC 24 Will save or be transfixed by their blossom-like bodies. Critical Success No effect. Success The creature is dazzled for 1 round. Failure The creature is dazzled and stupefied 1 for 1 round. Critical Failure The creature is blinded and stupefied 2 for 1 round. ","skill_mod":{"stealth":16},"summary":"Some mantises have unusually strong connections to elemental power. Though they lack the training to cultivate this energy, when orchid mantises …","primary_source":"Tian Xia World Guide","trait_group":["Creature Type","Monster"],"ac":24,"level":6,"source_category":["Lost Omens"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=2778","intelligence":-5,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Orchid Mantis Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-2778"},{"attack_bonus":[21,21],"constitution":4,"primary_source_category":"Lost Omens","strength":4,"hp":137,"source":["Tian Xia World Guide"],"type":"Creature","creature_family":"Orchid Mantis","will_save":16,"charisma":-4,"speed":{"climb":25,"fly":25,"max":50,"land":50},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Floral Camouflage","Elemental Expulsion","Color Shift","Harvesting Limbs","Sudden Strike"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"21","trait":["Beast","Uncommon","Medium"],"id":"creature-2779","text":" Five-Color Orchid Mantis Orchid mantises naturally live short lives that don't offer a great deal of time to gather spiritual energy. However, a mantis in a rich enough environment can extend their life span and grow to understand the elements. These creatures become five-color orchid mantises and, despite their violent attitudes, are thought to be especially sacred to Qi Zhong. As such, these dangerous mantises are often avoided or placated while gathering herbs rather than driven off. Recall Knowledge - Beast (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Five-Color Orchid Mantis Source Tian Xia World Guide pg. 293 Perception +18; darkvision Languages Skills Acrobatics +19, Athletics +19, Stealth +21, Survival +18 Str +4 Dex +6 Con +4 Int -3 Wis +3 Cha -4 Floral Camouflage When Hiding, the five-color orchid mantis is concealed by any amount of leaves or petals, even if they aren't thick enough to make other creatures concealed. --- AC 27 Fort +19 Ref +21 Will +16 HP 137 Elemental Expulsion Reaction Requirements The mantis has an elemental trait from Color Shift Trigger It's damaged by a weapon Strike; Effect Elemental energy pushes back against the blow, giving the attacker a –2 status penalty to attack rolls until the beginning of its next turn. If the weapon contains material that matches the mantis's trait (such as earth for a thrown rock or fire for a lit torch), the mantis gains resistance 10 to all damage from this Strike. --- Speed 50 feet, climb 25 feet, fly 25 feet Melee Single Action mandibles +21 (Finesse), Damage 3d10+7 piercing Melee Single Action leg +21 (Agile, Finesse), Damage 3d8+7 piercing Color Shift Single Action Frequency once per round; Effect The mantis attunes itself to one of five elements, changing color accordingly (yellow for earth, red for fire, white for metal, black for water, or green for wood). It gains that trait and a +2 status bonus to saving throws against effects with that trait until the beginning of its next turn. If the mantis uses Color Shift on its next turn, it must choose a different color. Harvesting Limbs Two Actions The mantis makes two leg attacks. If both attacks hit, the mantis gains 10 temporary Hit Points, and the target must succeed at a DC 27 Fortitude saving throw or become drained 1 (drained 2 on a critical failure). The drained condition ends when the mantis is reduced to 0 Hit Points. Sudden Strike On the first round of combat, creatures that haven't acted are off-guard to the mantis. ","skill_mod":{"survival":18,"stealth":21,"athletics":19,"acrobatics":19},"summary":"Orchid mantises naturally live short lives that don't offer a great deal of time to gather spiritual energy. However, a mantis in a rich enough …","primary_source":"Tian Xia World Guide","trait_group":["Creature Type","Rarity"],"ac":27,"level":9,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2779","intelligence":-3,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Five-Color Orchid Mantis","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[20,23],"slug":"creature-2779"},{"attack_bonus":[24,24],"constitution":5,"primary_source_category":"Lost Omens","strength":4,"hp":200,"language":["Sussuran"],"source":["Tian Xia World Guide"],"type":"Creature","will_save":23,"charisma":7,"speed":{"fly":70,"max":70,"land":10},"perception":25,"wisdom":5,"weakness":{"unholy":10},"creature_ability":["Heaven's View","Calm Weather Aura","Flap Wings","Windslice"],"skill":["Acrobatics","Athletics","Nature"],"legacy_id":["creature-1406"],"trait":["Air","Beast","Cold","Holy","Gargantuan"],"id":"creature-2780","text":" Peng A peng is a massive avian beast who flies effortlessly among the highest clouds. Their bright plumage makes it difficult to see their shape against an azure sky, but with patience, an onlooker might notice movement too swift to be a natural cloud. Beautiful and graceful, a peng arises from the unlikeliest of origins: the cruel kun, a hateful fish monster whose predilection for the crushing depths of the sea matches the peng's own love of the bright, open sky. After a kun sacrifices their power for a noble heart by bathing in the sun's rays, they transform into this majestic bird, which eschews violence unless they must fight to stay free. A peng doesn't seek danger or thrills; they want only to make their long voyages and fly without disruption. However, they sometimes come into conflict with dragons and other high-flying creatures that would hunt them or block their path. Although it's unclear to mortals what purpose a peng's journeys serve, celestial powers related to air or freedom will sometimes ask their mortal followers to assist a peng in its journey. A peng's calm and steady nature is so strong that its mere presence can quell storms and still winds. Spotting a peng is undoubtedly a sign of good luck for sailors and mariners—a feeling shared with most others lucky enough to lay eyes on these rare and beautiful creatures. When the sky is clear and blue with gentle weather for an extended period, such fine conditions can be attributed to the presence of an unseen peng. Recall Knowledge - Beast (Arcana, Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Peng Source Tian Xia World Guide pg. 294 Perception +25 Languages Sussuran Skills Acrobatics +23, Athletics +22, Nature +25 Str +4 Dex +6 Con +5 Int +3 Wis +5 Cha +7 Heaven's View Clouds don't impair a peng's vision. --- AC 32 Fort +23 Ref +24 Will +23 HP 200 Resistances cold 10 Weaknesses unholy 10 Calm Weather Aura ( <%TRAITS%527%%> air <%END>, <%TRAITS%542%%> aura <%END>, <%TRAITS%676%%> primal 1 mile. The ambient weather around a peng is always lightly cloudy with a pleasant breeze <%END>, and the temperature is pleasantly warm for the season. Another creature that attempts to alter the weather within this aura) otherwise, the effect is disrupted. The peng can activate or deactivate this aura as a single action with the concentrate trait. --- Speed 10 feet, fly 70 feet; windslice Melee Single Action beak +24 (reach 10 feet), Damage 3d8+10 piercing Melee Single Action talon +24 (Agile), Damage 3d6+10 slashing Primal Innate Spells DC 32 - 1st Gust of Wind (at will) - 3rd Wall of Wind (at will) - 5th Howling Blizzard Flap Wings Two Actions (Air, Cold, Primal) The peng beats their wings to create a mighty burst of frosty air and push away foes. Each creature within 10 feet of the peng takes 4d6 bludgeoning and 4d6 cold damage (DC 32 basic Reflex save). Creatures that fail their save are pushed away 10 feet; creatures that critically fail are pushed away 20 feet and knocked prone. Windslice Pengs can move in any wind with easy grace. A peng ignores difficult terrain caused by wind and doesn't need to Maneuver in Flight in high winds. Clear Direction Most pengs on Golarion are seen in the skies of southern Tian Xia. Pengs hardly ever roost or even stop to rest, and they're almost always spotted heading in a southerly trajectory. According to pengs themselves, they have no destination: they're headed south, and even they don't know why. Some whimsical pengs claim that they're in pursuit of a dream they once had in a life they lived long before this one. ","tradition":["Primal"],"element":["Air"],"skill_mod":{"nature":25,"athletics":22,"acrobatics":23},"summary":"A peng is a massive avian beast who flies effortlessly among the highest clouds. Their bright plumage makes it difficult to see their shape against …","primary_source":"Tian Xia World Guide","spell":["Howling Blizzard","Wall of Wind","Gust of Wind"],"trait_group":["Elemental","Planar","Monster","Creature Type","Energy","Mechanics"],"ac":32,"level":12,"spell_dc":[32],"source_category":["Lost Omens"],"weakest_save":["fort","fortitude","will"],"resistance":{"cold":10},"url":"/Monsters.aspx?ID=2780","intelligence":3,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":23,"size":["Gargantuan"],"name":"Peng","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,23],"slug":"creature-2780"},{"attack_bonus":[20,20],"constitution":6,"primary_source_category":"Lost Omens","strength":6,"hp":165,"language":["Draconic"],"source":["Tian Xia World Guide"],"type":"Creature","will_save":16,"charisma":4,"speed":{"fly":40,"max":40,"land":30},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Goldsense","Good Fortune","Stored Wealth","Devour Wealth","Trample"],"skill":["Acrobatics","Athletics","Religion"],"trait":["Dragon","Uncommon","Large"],"id":"creature-2781","text":" Pixiu To witness a pixiu (pee-shee-oh) is a blessing indeed—and a sight to behold. This winged, dragon-headed lion has a formidable appearance that belies its youthful exuberance. Legend claims it was this overenthusiastic playfulness that caused the first of their kind to be banished from heaven, cursed to gather wealth and never let it go. Whatever the case, each pixiu has an uncanny ability to sniff out gold, which it loves to eat. Curiously, a pixiu's touch is also able to sunder curses and censure malign spirits, perhaps a remnant of its lost divinity. Due to its celestial background and ability to exorcise curses, a pixiu is also believed to be a bringer and protector of prosperity, attracting good fortune and fending off evil spirits. Its heavenly origins and love of wealth may be the reason why imperial dragons have cared for them since time immemorial, valuing them as guardians and loyal companions. In particular, underworld dragons employ pixius to expand their hoards, and many sovereign dragons value them as status symbols. In dragon-ruled realms across Tian Xia, the presence of a pixiu within a community is seen as a sign of its draconic patron's approval and goodwill. Despite the protection of imperial dragons, the lure of wealth is still enough to drive some to attack a pixiu. Although a pixiu will rarely forgive an attacker, it prefers to withdraw peacefully from those it judges as purehearted but desperate. A pixiu's draconic masters, however, aren't always as forgiving. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Pixiu Source Tian Xia World Guide pg. 295 Perception +18; darkvision, goldsense (precise) 120 feet Languages Draconic Skills Acrobatics +14, Athletics +18, Religion +16 Str +6 Dex +2 Con +6 Int -2 Wis +4 Cha +4 Goldsense The pixiu can detect the presence, location, and approximate value of gold within 120 feet. --- AC 26 Fort +18 Ref +14 Will +16 HP 165 Resistances void 10 Good Fortune Reaction ( <%TRAITS%612%%> fortune Trigger The pixiu <%END>, or an ally within 30 feet, is about to attempt a saving throw but hasn't rolled yet) Frequency once per hour; Effect That creature rolls the triggering saving throw twice and takes the better result. Stored Wealth Pixius can eat gold and gems with no adverse effects. A pixiu's belly can hold any number of gold pieces, usually around 100. Whenever it takes slashing or piercing damage, a number of gold pieces equal to the damage falls from its belly to the ground in its square. --- Speed 30 feet, fly 40 feet Melee Single Action jaws +20 (Magical), Damage 2d10+5 piercing plus 1d4 holy and Devour Wealth Melee Single Action claw +20 (Agile, Magical), Damage 2d6+5 slashing plus 1d4 spirit Divine Innate Spells DC 26 - 4th Cleanse Affliction (×3) Devour Wealth Single Action Requirements The pixiu's previous action was a successful jaws Strike; Effect The pixiu swallows up to 2d12 gold pieces on the target's person and gains temporary Hit Points equal to the amount devoured. These temporary Hit Points last for 1 minute. Trample Three Actions Medium or smaller, claw, DC 26 Pixiu Dimorphism Male and female pixius have notable differences (though, just like natural animals, individuals with the traits of both exist). Males have a golden coat and mane, while females have a blue overcoat. While most pixius have one horn, females with two horns aren't uncommon; curiously, no male pixius with two horns have ever been documented. ","tradition":["Divine"],"skill_mod":{"athletics":18,"acrobatics":14,"religion":16},"summary":"To witness a pixiu (pee-shee-oh) is a blessing indeed—and a sight to behold. This winged, dragon-headed lion has a formidable appearance that belies …","primary_source":"Tian Xia World Guide","spell":["Cleanse Affliction"],"trait_group":["Creature Type","Rarity"],"ac":26,"level":8,"spell_dc":[26],"source_category":["Lost Omens"],"sense":" darkvision , goldsense (precise) 120 feet","weakest_save":["ref","reflex"],"resistance":{"void":10},"url":"/Monsters.aspx?ID=2781","intelligence":-2,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Pixiu","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14,18],"slug":"creature-2781"},{"primary_source_category":"Lost Omens","strength":5,"hp":250,"language":["Celestial","Chthonian","Diabolic","Requian","truespeech"],"source":["Tian Xia World Guide"],"type":"Creature","charisma":8,"perception":28,"stealth":"24","trait":["Monitor","Psychopomp","Medium"],"id":"creature-2782","text":" Joseung Saja Joseung saja (jo-seung sah-jah) is a name sometimes bestowed on creatures in the afterlife who have committed grave sins in their lifetimes. Known also as reapers, these pale and sunken-eyed creatures are psychopomps—beings who guide the souls of the dead to the Boneyard. No one knows the specific criteria for one to become joseung sajas, but those who are selected have their memories erased and must work as joseung sajas until they've been deemed to have fully atoned for their sins. Joseung sajas from different eras wander the world, and when a creature nears death, one will appear and await the target's demise as their afterlife guide. When needed, they even alter their target's memories to remove painful emotions that might chain them to the mortal world, easing them into a peaceful death. This duty prevents those who die tragic or violent deaths from becoming bound to the world as ghosts—a mercy, though one often unappreciated by the wards of joseung sajas. If a creature targeted by a joseung saja becomes undead or otherwise cheats death, the reaper must fulfill their duty of granting the creature a true death. Because joseung sajas linger among mortals in order to perform their duties, they're one of the most commonly seen psychopomps. Recall Knowledge - Monitor (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Joseung Saja Source Tian Xia World Guide pg. 296 Perception +28; darkvision, lifesense 60 feet Languages Celestial, Chthonian, Diabolic, Requian; truespeech Skills Athletics +25, Boneyard Lore +26, Diplomacy +28, Religion +28, Society +24, Stealth +24 Str +5 Dex +4 Con +5 Int +4 Wis +8 Cha +8 Items +2 striking longsword --- AC 35 Fort +25 Ref +25 Will +28 HP 250 Immunities death effects, disease Resistances poison 15, void 15 --- Speed 25 feet Melee Single Action longsword +29 (versatile P), Damage 2d8+8 slashing plus reap souls and spirit touch Divine Innate Spells DC 34 - 2nd Invisibility (at will; self only) - 4th Talking Corpse - 5th Translocate - Constant (5th) Truespeech Reap Memory Two Actions (Incapacitation, Mental) The joseung saja looks into the eyes of a creature within 30 feet and removes inconvenient or painful memories that are preventing it from moving on to death. The target is aware that the joseung saja attempted to alter its memory and can attempt a Will save to resist. Willing targets receive the effects of a critical failure. Critical Success The target is unaffected. Success The target takes 2d10 mental damage and is stupefied 2 for 1 round. Failure The target takes 4d10 mental damage and is stupefied 2 for 1 week. Critical Failure The target loses all painful emotions and memories, leaving an indistinct haze. If the target is an ijhyeojin, then all of their memories are reaped and they become a joseung saja. Reap Souls Reaction (Death) Trigger The joseung saja brings a target to 0 Hit Points or successfully Strikes a target with the dying condition; Effect The target must succeed at a DC 34 Will save or immediately die. A reaped creature can't be return to life or become undead except by a 9th-rank or higher ritual. Shifting Form Single Action The joseung saja is incorporeal until the end of their next turn. While they're incorporeal, they have resistance 10 to all damage (except force, void, and ghost touch weapons). Spirit Touch A joseung saja's Strikes all have the effects of a ghost touch property rune and deal an extra 3d6 void damage to living creatures and 3d6 vitality damage to undead. Death-Long Career Even after atoning for their sins and regaining their memories, some souls choose to retain their titles as joseung sajas. These experienced reapers hunt ijhyeojin, former joseung sajas who have abandoned their posts. To joseung sajas, an ijhyeojin is no more than just another soul overstaying its welcome in the world of the living. ","skill_mod":{"society":24,"diplomacy":28,"stealth":24,"athletics":25,"religion":28},"primary_source":"Tian Xia World Guide","spell":["Translocate","Talking Corpse","Invisibility","Truespeech"],"ac":35,"item":["+2 striking longsword"],"level":14,"spell_dc":[34],"source_category":["Lost Omens"],"sense":" darkvision , lifesense 60 feet","resistance":{"void":15,"poison":15},"intelligence":4,"reflex_save":25,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"size":["Medium"],"name":"Joseung Saja","pfs":"Standard","rarity":"common","strike_damage_average":[17],"attack_bonus":[29],"constitution":5,"immunity":["death effects","disease"],"creature_family":"Psychopomp","will_save":28,"speed":{"max":25,"land":25},"wisdom":8,"weakness":{},"creature_ability":["Reap Memory","Reap Souls","Shifting Form","Spirit Touch"],"skill":["Athletics","Boneyard Lore","Diplomacy","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"Joseung saja (jo-seung sah-jah) is a name sometimes bestowed on creatures in the afterlife who have committed grave sins in their lifetimes. Known …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=2782","dexterity":4,"category":"creature","slug":"creature-2782"},{"attack_bonus":[28],"constitution":4,"primary_source_category":"Lost Omens","strength":6,"hp":310,"language":["Celestial","Chthonian","Diabolic","Requian","telepathy 100 feet, truespeech"],"immunity":["fear"],"source":["Tian Xia World Guide"],"type":"Creature","creature_family":"Sahkil","will_save":28,"charisma":8,"speed":{"max":30,"land":30},"perception":28,"wisdom":8,"weakness":{"holy":10},"creature_ability":["Easy to Call","Forgotten Presence","Overwrite Memory","Swipe Countenance"],"skill":["Acrobatics","Boneyard Lore","Deception","Intimidation","Religion","Stealth"],"stealth":"25","trait":["Fiend","Sahkil","Unholy","Medium"],"id":"creature-2783","text":" Ijhyeojin Ijhyeojins (ee-jyuh-jeens) were once joseung sajas, psychopomps who guided the dead to the Boneyard as divine punishment for their sins. Over time, they rejected their roles and became sakhils. Some did this due to a sense of injustice over having to atone for their sins in the afterlife, but all do so partially out of a desperate desire to reclaim their memories—for ijhyeojins are named for the fear they manifest, the fear of being forgotten. They prey on people who are socially isolated by circumstances or those obsessed with their legacy, slowly cutting their victims off from friends, professional contacts, and family. Ijhyeojins particularly enjoy infiltrating medical facilities to prey on patients who fear about being forgotten in their deaths, snatching away crucial memories from them or their visiting loved ones. Hunting in this way also grants the sahkils ideal positioning to lure joseung sajas to their demise. Ijhyeojins resemble the pale-skinned psychopomps they used to be, except their faces have no distinguishable features, like a skull with a smooth layer of skin pulled over it. Their bodies continue to twist and grow the longer they live. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Ijhyeojin Source Tian Xia World Guide pg. 297 Perception +28; darkvision, lifesense 60 feet Languages Celestial, Chthonian, Diabolic, Requian; telepathy 100 feet, truespeech Skills Acrobatics +25, Boneyard Lore +28, Deception +28, Intimidation +28, Religion +28, Stealth +25 Str +6 Dex +5 Con +4 Int +4 Wis +8 Cha +8 Easy to Call An ijhyeojin's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but they're always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 35 Fort +22 Ref +25 Will +28 HP 310 Immunities fear Weaknesses holy 10 Forgotten Presence Reaction Trigger The ijhyeojin critically succeeds at a saving throw against a spell Effect The ijhyeojin redirects the triggering spell to a new target other than its caster. If the ijhyeojin is wearing that target's face, the new target takes a –2 circumstance penalty to this saving throw. --- Speed 30 feet Melee Single Action claw +28 (Agile), Damage 3d8+14 slashing plus swipe countenance Divine Innate Spells DC 34 - 2nd Invisibility (at will; self only) - 4th Rewrite Memory (at will) - Constant (5th) Truespeech Overwrite Memory Two Actions (Emotion, Fear, Mental) The ijhyeojin alters the memories of a target within 30 feet, insinuating their faceless visage in the place of others. The target must attempt a DC 34 Will save. Critical Success The target is unaffected. Success The target is frightened 1 and treats no one as an ally for as long as it's frightened. Failure The target is frightened 2 and is confused for as long as it's frightened. Critical Failure The target is frightened 4 and confused for as long as it's frightened. If the target is a joseung saja, they instead realize the fear of being forgotten and become an ijhyeojin. Swipe Countenance Single Action (Mental, Visual) Requirements The ijhyeojin's previous action was a successful claw Strike against the target; Effect The ijhyeojin copies the countenance of the target, imprinting it perfectly onto their own blank face. While only their face changes, creatures must Seek them and succeed at a DC 34 Will save to distinguish them visually from the original creature. The sakhil keeps the same visage for 24 hours or until they steal another. Fatal Feud Ijhyeojins regard all joseung sajas as brainwashed servants of the Boneyard who need to be “awakened” from their sense of duty through fear. Despite their perception of themselves as liberators, ijhyeojins delight in watching a joseung saja unravel completely as they become consumed and reborn as faceless sakhils by their own fear. ","tradition":["Divine"],"skill_mod":{"deception":28,"stealth":25,"intimidation":28,"acrobatics":25,"religion":28},"summary":"Ijhyeojins (ee-jyuh-jeens) were once joseung sajas, psychopomps who guided the dead to the Boneyard as divine punishment for their sins. Over time, …","primary_source":"Tian Xia World Guide","spell":["Rewrite Memory","Invisibility","Truespeech"],"trait_group":["Creature Type","Monster","Mechanics"],"ac":35,"level":14,"spell_dc":[34],"source_category":["Lost Omens"],"sense":" darkvision , lifesense 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2783","intelligence":4,"reflex_save":25,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Ijhyeojin","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[27],"slug":"creature-2783"},{"attack_bonus":[14],"constitution":0,"primary_source_category":"Lost Omens","strength":0,"hp":50,"language":["Tien"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Tian Xia World Guide"],"type":"Creature","will_save":10,"charisma":4,"speed":{"max":40,"land":10,"swim":40},"perception":14,"wisdom":3,"weakness":{"fire":10},"creature_ability":["Water-Bound Curse","Rejuvenation","Ti Sh-on","Drag Under","Drown the Living","Ghostly Grasp"],"skill":["Athletics","Deception","Diplomacy","Ghost Lore","Religion","Stealth"],"stealth":"16","trait":["Aquatic","Ghost","Incorporeal","Spirit","Uncommon","Undead","Water","Medium"],"id":"creature-2784","text":" Shui Gui When a person drowns in a body of water, there's a chance that their spirit will be trapped and unable to reincarnate. Twisted with anger, spite, and malice, the spirit transforms into a shui gui. If someone sees a shui gui from shore, they'll often see only the top part of a head with two pinprick reflections of light from its eyes. Lurking under docks and near the water's edge, the shui gui calls out to people or makes disturbances to draw them within reach of the water. Once the unsuspecting victim is close enough, the spirit pulls them underwater, drowns them, and possesses their body in a process known as ti sh-on. Once the spirit successfully inhabits the vacant body, they escape their curse and live a new life; however, their victim's spirit remains trapped in the water until, at last, they too drown a hapless passerby, thus continuing a never-ending cycle. A shui gui is terrified of fire, and those who camp by water or travel by boat are advised to always keep a lantern handy. Charms and amulets can also keep the shui gui at bay, but the spirit is generally weakest after being goaded onto land. Recall Knowledge - Spirit (Occultism): DC 22 Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Shui Gui Source Tian Xia World Guide pg. 298 Perception +14; darkvision Languages Tien Skills Athletics +13, Deception +13, Diplomacy +11, Ghost Lore +15, Religion +12, Stealth +16 Str +0 Dex +5 Con +0 Int +4 Wis +3 Cha +4 Water-Bound Curse The shui gui is bound to the body of water in which it died. It's unable to move further than 120 feet from the edge of the water. --- AC 21 Fort +9 Ref +14 Will +10 HP 50 (void healing, rejuvenation)) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except fire, force, ghost touch, spirit, or vitality; double resistance vs. non-magical) Weaknesses fire 10 Rejuvenation (divine) When the shui gui is destroyed, it reforms after 2d4 days within the body of water it's bound to, fully healing. It can be permanently destroyed if the body of the shui gui who originally died in the water can be found and laid to rest. Ti Sh-on Reaction (death, divine) Trigger A creature grabbed by the shui gui dies of suffocation Effect Ripping the spirit of its drowned victim out of the target's body, the shui gui enters the corpse to take the original owner's place. The shui gui then returns to life at the edge of its body of water as if it had been the target of a successful resurrect ritual, except it has the appearance of the target rather than its original body. After a week, the spirit of the drowned creature becomes a shui gui. The new spirit can't be raised from the dead by normal magical means until they've been destroyed as a shui gui. --- Speed 10 feet, swim 40 feet Melee Single Action ghostly hand +14 (Agile, Finesse, Magical), Damage 2d6+4 void plus Grab Drag Under Single Action The shui gui Swims at half Speed, along with any creature it has grabbed. Drown the Living Single Action Requirements The target must be holding its breath and be grabbed by the shui gui; Effect The shui gui tightens its grip. The target must succeed at a DC 24 Fortitude save or immediately lose 1d4 actions worth of air (or twice that on a critical failure). Ghostly Grasp A shui gui can Grapple corporeal creatures despite being incorporeal. The shui gui uses its Athletics check to Grapple as normal but can't use Athletics for other actions that require corporeal contact, like Force Open or Trip. Soul Reservoir A site with a history of drownings can be the result of a single shui gui curse being passed down through the years, but particularly dangerous sites with repeated natural drownings can develop complex hauntings. In addition to the ghosts struggling to drown the next victim, other undead gather and haunts develop under the dark, still water. ","element":["Water"],"skill_mod":{"diplomacy":11,"deception":13,"stealth":16,"athletics":13,"religion":12},"summary":"When a person drowns in a body of water, there's a chance that their spirit will be trapped and unable to reincarnate. Twisted with anger, spite, and …","primary_source":"Tian Xia World Guide","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"ac":21,"level":5,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=2784","intelligence":4,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Shui Gui","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[11],"slug":"creature-2784"},{"attack_bonus":[13,17],"constitution":4,"primary_source_category":"Lost Omens","strength":6,"hp":120,"language":["Diabolic","Draconic","Empyrean","Tien","telepathy 100 feet"],"source":["Tian Xia World Guide"],"type":"Creature","will_save":17,"charisma":4,"speed":{"max":25,"land":25},"perception":17,"wisdom":6,"weakness":{},"creature_ability":["Goldsense","Fortune's Favor","Money is Pain","Swallow Whole"],"skill":["Athletics","Diplomacy","Religion","Society","Stealth"],"stealth":"13","trait":["Celestial","Large"],"id":"creature-2785","text":" Yeongno Neither human nor beast yet resembling both, yeongno (yeong-no) are creatures that once were denizens of heaven but were cast out, down to the mortal Universe, due to their own greed. Yeongno claim to have once been celestial dragons and wear elongated dragon masks with full-body wraps decorated with scale patterns in honor of this claim—though no one has been able to confirm the veracity of this belief. As they wander, they hold a willow pipe in their mouths, producing a distinct “bibi” sound that often heralds their appearance. Despite their reputation as monsters who eat people, yeongno are welcomed by the poor and oppressed, who see the creatures as wise and just. Yeongno believe that by eating 100 wealthy individuals who abuse their wealth or who accumulated their wealth by underhanded or exploitative means, they can atone for their own greed, allowing them to ascend back into heaven. A corrupt and greedy individual can escape their fate of being eaten by a yeongno by giving away all of their wealth and agreeing to be transformed into a pig for one year. If the person can endure one year living as a pig in the care of a household they once harmed, the yeongno will spare them. Recall Knowledge - Celestial (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Yeongno Source Tian Xia World Guide pg. 299 Perception +17; goldsense (precise) 120 feet Languages Diabolic, Draconic, Empyrean, Tien; telepathy 100 feet Skills Athletics +17, Diplomacy +15, Religion +15, Society +15, Stealth +13 Str +6 Dex +2 Con +4 Int +2 Wis +6 Cha +4 Goldsense The yeongno can detect the presence, location, and approximate value of gold within 120 feet. Items wooden pipe --- AC 25 Fort +15 Ref +13 Will +17 HP 120 --- Speed 25 feet Melee Single Action jaws +17, Damage 3d6+8 piercing plus Grab Ranged Single Action pipe +13 (Divine, Sonic, range 60 feet), Damage 4d6 sonic Fortune's Favor Three Actions (Curse, Divine, Incapacitation, Polymorph) Frequency once per day; Effect A target creature within 30 feet must succeed at a DC 25 Will save or gain the effects of cursed metamorphosis, being polymorphed into a pig whose girth is determined by the target's wealth. After 24 hours, the target can end this effect using a Dismiss action, at which point the yeongno becomes aware that the effect has ended. A yeongno can use Fortune's Favor only if no targets are currently under its effects. Money is Pain Two Actions (Divine, Mental) Requirements The target is carrying at least 100 gp worth of precious metals; Effect The yeongno crushes a creature it can see with the weight of their wealth. Apparitions of gold coins approximating the wealth of the target materialize and pummel the target from all sides. The target attempts a DC 25 Will save. Critical Success The target is unaffected. Success The target is slowed 1 for 1 round. Failure The target takes 3d6 persistent mental damage and is slowed 1 as long as the damage continues. The effect immediately ends if they're carrying less than 100 gp worth of precious metals. Critical Failure As failure, except any flat checks to remove the persistent damage automatically fail. Swallow Whole Single Action (Attack) Medium, 3d6+6 bludgeoning, Rupture 20 Gultton's Redemption Yeongno eat the corrupt and wealthy as a symbolic means of consuming their own greed. While yeongno aspire to ascend from their current existence, they also actively sabotage other creatures hoping to do the same. They feel particularly threatened by imugi, whom the yeongno believe would take their spots in heaven. ","skill_mod":{"society":15,"diplomacy":15,"stealth":13,"athletics":17,"religion":15},"summary":"Neither human nor beast yet resembling both, yeongno (yeong-no) are creatures that once were denizens of heaven but were cast out, down to the mortal …","primary_source":"Tian Xia World Guide","trait_group":["Creature Type"],"ac":25,"item":["wooden pipe"],"level":7,"source_category":["Lost Omens"],"sense":"goldsense (precise) 120 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2785","intelligence":2,"reflex_save":13,"strongest_save":["will"],"dexterity":2,"fortitude_save":15,"size":["Large"],"name":"Yeongno","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,18],"slug":"creature-2785"},{"attack_bonus":[18],"constitution":2,"primary_source_category":"Adventure Paths","strength":-5,"hp":100,"language":["Common"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Creature","will_save":13,"charisma":6,"speed":{"max":30,"land":30},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Mindscape Bound","Change Shape","Foxfire Curse"],"primary_source_group":"Season of Ghosts","skill":["Stealth","Survival"],"stealth":"18","trait":["Ghost","Incorporeal","Kitsune","Spirit","Undead","CN","Small"],"id":"creature-2786","text":" Rin Recall Knowledge - Spirit (Occultism): DC 24 Recall Knowledge - Undead (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Rin Source Pathfinder #198: No Breath to Cry pg. 30 Perception +15; darkvision Languages Common Skills Stealth +18, Survival +17 Str -5 Dex +6 Con +2 Int +0 Wis +3 Cha +6 Mindscape Bound Rin is bound to the Willowshore mindscape and can travel anywhere within its borders. --- AC 26 Fort +13 Ref +19 Will +13 HP 100 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical) --- Speed 30 feet Melee Single Action burning touch +18 (Agile, Finesse), Damage 2d8+12 fire plus foxfire curse Change Shape (Divine, Polymorph, Transmutation, Concentrate) Rin transforms into the tailless form of a specific small human. The tailless form can't be altered and resembles her fox-like humanoid form. Foxfire Curse (Curse, Fire, Evocation, Primal) A creature damaged by Rin's burning touch must succeed at a DC 25 Will save or become affected by this curse. During a cursed creature's moments of triumph, they become limned with spectral flames that punish their allies. Whenever the cursed creature scores a critical hit, each ally within their reach takes 1d6 persistent fire damage as the cursed creature's hubris sears them. ","skill_mod":{"survival":17,"stealth":18},"summary":"","image":["/Images/Monsters/Rin.webp"],"primary_source":"Pathfinder #198: No Breath to Cry","trait_group":["Monster","Ancestry","Creature Type"],"ac":26,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=2786","intelligence":0,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":13,"source_group":["Season of Ghosts"],"size":["Small"],"name":"Rin","alignment":"CN","category":"creature","rarity":"common","strike_damage_average":[21],"slug":"creature-2786"},{"primary_source_category":"Adventure Paths","strength":2,"hp":135,"language":["Common"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Creature","charisma":2,"perception":16,"trait":["Human","Humanoid","Rare","LN","Medium"],"id":"creature-2787","text":" Exorcist Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Exorcist Source Pathfinder #198: No Breath to Cry pg. 48 Perception +16 Languages Common Skills Diplomacy +14, Intimidation +16, Medicine +16, Occultism +15, Religion +18 Str +2 Dex +2 Con +3 Int +1 Wis +4 Cha +2 Items Hide Armor, key, +1 striking spear , Torch --- AC 24 Fort +15 Ref +14 Will +18 HP 135 --- Speed 25 feet Melee Single Action spear +17 (Magical, Reach), Damage 2d6+5 piercing Melee Single Action torch +16 (Agile, Finesse, Shove), Damage 1d4+5 bludgeoning plus 1d6 fire Divine Prepared Spells DC 26, attack +18 - Cantrips (4th) Detect Magic, Divine Lance, Produce Flame, Read Aura, Sigil - 1st Bane, Command, Sanctuary - 2nd Gentle Repose, Heal, Spiritual Weapon - 3rd Dispel Magic, Heal, Searing Light - 4th Divine Wrath, Talking Corpse Rituals - 2nd Consecrate Purifying Flames Two Actions (Divine, Fire, Evocation) The exorcist attempts to Strike a creature with their torch, attacking with great precision and causing the torch's fires to flare up. This Strike gains a +2 status bonus to its attack roll and inflicts an additional 2d6 fire damage on a hit instead of just 1d6 fire damage. An undead, spirit, or transmigrated creature hit by this attack must also attempt a DC 26 Will save. Critical Success The creature is unaffected by this additional effect, and some of the fire flares back onto the exorcist, inflicting 2d6 fire damage to the exorcist (DC 26 basic Reflex save). Success The creature is unaffected by this additional effect. Failure The purifying flames cause the creature to become clumsy 1 and stupefied 1 until the end of its next turn. Critical Failure As failure, but clumsy 2 and stupefied 2 for 1 minute. Torch Wielder The exorcist treats a torch as a light mace that deals an additional 1d6 fire damage on a hit. ","skill_mod":{"diplomacy":14,"medicine":16,"intimidation":16,"occultism":15,"religion":18},"image":["/Images/Monsters/Exorcist.webp"],"primary_source":"Pathfinder #198: No Breath to Cry","spell":["Divine Wrath","Talking Corpse","Dispel Magic","Heal","Searing Light","Gentle Repose","Spiritual Weapon","Bane","Command","Sanctuary","Detect Magic","Divine Lance","Produce Flame","Read Aura","Sigil"],"ac":24,"item":["Hide Armor","key","+1 striking spear","Torch"],"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"resistance":{},"intelligence":1,"reflex_save":14,"strongest_save":["will"],"fortitude_save":15,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Exorcist","alignment":"LN","rarity":"rare","strike_damage_average":[11,12],"attack_bonus":[16,17],"constitution":3,"spell_attack_bonus":[18],"will_save":18,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Purifying Flames","Torch Wielder"],"primary_source_group":"Season of Ghosts","skill":["Diplomacy","Intimidation","Medicine","Occultism","Religion"],"tradition":["Divine"],"summary":"","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2787","dexterity":2,"category":"creature","slug":"creature-2787"},{"primary_source_category":"Adventure Paths","strength":1,"hp":152,"language":["Celestial","Common"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Creature","charisma":3,"perception":20,"trait":["Human","Humanoid","Rare","LN","Medium"],"id":"creature-2788","text":" Shrine Maiden Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Shrine Maiden Source Pathfinder #198: No Breath to Cry pg. 50 Perception +20 Languages Celestial, Common Skills Intimidation +16, Occultism +17, Performance +18, Religion +19 Str +1 Dex +3 Con +1 Int +2 Wis +4 Cha +3 Items +1 leather armor, Holy Water (3), key ring (includes a key that opens all gates except Earth gate, the key to Earth gate, and a key that unlocks all interior doors except those leading into Mago Kai's quarters and the treasury), Light Mace, +1 striking composite shortbow (20 arrows) --- AC 27 Fort +14 Ref +18 Will +19 HP 152 --- Speed 25 feet Melee Single Action light mace +18, Damage 1d4+5 bludgeoning Ranged Single Action composite shortbow +19 (deadly d10, Magical, Propulsive, range increment 60 feet), Damage 2d6+5 piercing Divine Spontaneous Spells DC 25, attack +17 - Cantrips (5th) Chill Touch, Disrupt Undead, Divine Lance, Forbidding Ward, Shield, Stabilize - 1st Bless, Purify Food and Drink, Sanctuary (3 slots) - 2nd Augury, Remove Fear, See Invisibility (3 slots) - 3rd Dispel Magic, Heal, Searing Light (3 slots) - 4th Dimensional Anchor, Heal, Holy Cascade (3 slots) - 5th Divine Wrath, Sending (2 slots) Rituals - 2nd Consecrate Spiritual Arrows Two Actions (Divine, Evocation) Frequency once per day; Effect The shrine maiden nocks an arrow and whispers a chant before unleashing a torrent of holy power in the form of dozens of ghostly glowing arrows. Creatures in a 60-foot line take 10d6 force damage (DC 28 basic Reflex save). On a critical failure, the creature is also immobilized (Escape DC 28) for 1 minute. Twang Two Actions (Divine, Evocation, Manipulate, Sonic) The shrine maiden strums her bowstring, creating a pulse of energy that lashes out at a target within 20 feet. That creature must attempt a DC 28 Fortitude save. Critical Success No Effect Success The target is pushed 5 feet back from the shrine maiden. Failure The target is pushed 10 feet back from the shrine maiden and falls prone. Critical Failure The target is flung 15 feet away from the shrine maiden, falls prone, and is slowed 1 for 1 round. ","skill_mod":{"performance":18,"intimidation":16,"occultism":17,"religion":19},"image":["/Images/Monsters/Shrine_Maiden.webp"],"primary_source":"Pathfinder #198: No Breath to Cry","spell":["Divine Wrath","Sending","Dimensional Anchor","Heal","Holy Cascade","Dispel Magic","Searing Light","Augury","Remove Fear","See Invisibility","Bless","Purify Food and Drink","Sanctuary","Chill Touch","Disrupt Undead","Divine Lance","Forbidding Ward","Shield","Stabilize"],"ac":27,"item":["+1 leather armor","Holy Water (3)","key ring (includes a key that opens all gates except Earth gate, the key to Earth gate, and a key that unlocks all interior doors except those leading into Mago Kai's quarters and the treasury)","Light Mace","+1 striking composite shortbow (20 arrows)"],"level":9,"spell_dc":[25],"source_category":["Adventure Paths"],"resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["will"],"fortitude_save":14,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Shrine Maiden","alignment":"LN","rarity":"rare","strike_damage_average":[7,12],"attack_bonus":[18,19],"constitution":1,"spell_attack_bonus":[17],"will_save":19,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Spiritual Arrows","Twang"],"primary_source_group":"Season of Ghosts","skill":["Intimidation","Occultism","Performance","Religion"],"tradition":["Divine"],"summary":"","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2788","dexterity":3,"category":"creature","slug":"creature-2788"},{"attack_bonus":[14],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":65,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Creature","will_save":7,"charisma":-5,"speed":{"fly":20,"max":20},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics"],"trait":["Construct","Mindless","LN","Tiny"],"id":"creature-2789","text":" Animated Axe Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Animated Axe Source Pathfinder #198: No Breath to Cry pg. 60 Perception +9; darkvision Languages Skills Acrobatics +13 Str +5 Dex +4 Con +2 Int -5 Wis +0 Cha -5 --- AC 23 (19 when broken) Fort +11 Ref +13 Will +7 HP 65 Hardness 8 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor As animated broom, but reduced to AC 19 when broken. --- Speed fly 20 feet Melee Single Action battle axe +14 (Sweep), Damage 1d8+7 slashing plus 1d6 persistent bleed\n","skill_mod":{"acrobatics":13},"summary":"","primary_source":"Pathfinder #198: No Breath to Cry","trait_group":["Creature Type","Monster"],"ac":23,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2789","intelligence":-5,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"hardness":8,"vision":"Darkvision","fortitude_save":11,"source_group":["Season of Ghosts"],"size":["Tiny"],"name":"Animated Axe","alignment":"LN","category":"creature","rarity":"common","strike_damage_average":[15],"slug":"creature-2789"},{"primary_source_category":"Adventure Paths","strength":5,"hp":175,"language":["Aklo","Common","Necril"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Creature","charisma":7,"perception":19,"stealth":"21","trait":["Fiend","Nindoru","Rare","CE","Medium"],"id":"creature-2790","text":" Akashti (Sobbing Nindoru) Akashtis are manipulative fiends who prey on those in mourning; they assume the form of a recently deceased loved one so they can infiltrate homes, then murder and consume the souls of grieving families. Sometimes called a “copycorpse,” an akashti in its true form appears as a skin-covered skeleton with sharp talons on its fingers and tears of blood dripping from its lidless eyes. Its skull appears open like a bowl, and inside nest handfuls of crimson butterflies. When an akashti hides within its manifested body, close investigation can sometimes reveal the truth when the scalp of the supposed beloved one returned to life seems to subtly ripple and bulge as the butterflies within writhe. Akashtis embody the complex cycle of grief. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Akashti Source Pathfinder #198: No Breath to Cry pg. 82 Perception +19; darkvision Languages Aklo, Common, Necril Skills Deception +23, Diplomacy +21, Occultism +17, Society +19, Stealth +21 Str +5 Dex +5 Con +3 Int +3 Wis +3 Cha +7 --- AC 29 Fort +17 Ref +21 Will +19 HP 175 Resistances negative 10 Weaknesses silver 10 Soul Shred Creatures killed by an akashti are difficult to bring back to life or animate as undead. The akashti automatically attempts to counteract any attempt to resurrect or animate as undead any creature that it has killed (counteract modifier +19, counteract level 5). If the akashti who slew the creature is slain, the creature can be brought back from death or become undead normally. --- Speed 25 feet Melee Single Action claw +21 (Agile, Finesse, Magical), Damage 2d6+11 slashing plus 1d6 mental Occult Innate Spells DC 29, attack +21 - Cantrips (5th) Daze, Ghost Sound, Message - 2nd Item Facade - 4th Glibness, Phantom Pain, Talking Corpse - 5th Crushing Despair, Illusory Creature Manifest Body (Concentrate, Conjuration, Occult) Frequency once per day; Effect The akashti manifests a hollow humanoid body around its slender skeletal frame over the course of 10 minutes of concentration. If this time is spent within 10 feet of a humanoid body that has been dead for less than a week, the akashti's manifested body looks identical to that of the dead humanoid when they lived and functions as a disguise of that creature. If the akashti can consume a portion of the body it's duplicating, it gains a +4 circumstance bonus to Deception checks to Impersonate the creature. While wearing a manifested body, the akashti loses its claw Strike, and its voice sounds like that of the dead creature; it doesn't possess any of the dead creature's memories or skills and must rely on deception to continue the charade in the face of scrutiny. An akashti's manifested body decays swiftly if it doesn't take 10 minutes once per day to maintain the manifestation of the false flesh. The body has 10 Hit Points and the same defenses as the akashti. When the body is destroyed, the akashti emerges unharmed and the fleshy shell left behind scatters into a cloud of red butterflies that swiftly fade into red mist. Stunning Despair Two Actions (Auditory, Enchantment, Incapacitation, Mental, Occult) The akashti unleashes overwhelming sobs of despair. Creatures within 30 feet must attempt a DC 29 Will save or become stunned 1 (stunned 3 on a critical failure). The akashti can't use Stunning Despair again for 1d4 rounds. Deathly Invaders Sometimes, akashtis ambush and murder targets not to bask in the grief of their loved ones, but instead to assume their form and infiltrate an organization from within to corrupt established bonds of camaraderie. Inevitably, though, these akashtis grow bored with deception and lead their new allies into a trap for slaughter. ","skill_mod":{"society":19,"diplomacy":21,"deception":23,"stealth":21,"occultism":17},"image":["/Images/Monsters/Akashti.webp"],"primary_source":"Pathfinder #198: No Breath to Cry","spell":["Crushing Despair","Illusory Creature","Glibness","Phantom Pain","Talking Corpse","Item Facade","Daze","Ghost Sound","Message"],"ac":29,"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":10},"intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":17,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Akashti","alignment":"CE","rarity":"rare","strike_damage_average":[21],"attack_bonus":[21],"constitution":3,"creature_family":"Nindoru","spell_attack_bonus":[21],"will_save":19,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"silver":10},"creature_ability":["Soul Shred","Manifest Body","Stunning Despair"],"primary_source_group":"Season of Ghosts","skill":["Deception","Diplomacy","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"Akashtis are manipulative fiends who prey on those in mourning; they assume the form of a recently deceased loved one so they can infiltrate homes, …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2790","dexterity":5,"category":"creature","slug":"creature-2790"},{"primary_source_category":"Rulebooks","strength":1,"hp":22,"language":["Common","Diabolic","Empyrean","Utopian"],"source":["Monster Core"],"type":"Creature","charisma":1,"perception":7,"stealth":"9","trait":["Aeon","Monitor","Tiny"],"id":"creature-2791","text":" Arbiter These spherical aeons are scouts and diplomats. Found throughout the multiverse, they have traditionally kept watch over chaos and its agents. With the announcement of the Convergence, many arbiters now serve as go-betweens among the aeon alliance and its mortal associates. Recall Knowledge - Monitor (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Arbiter Source Monster Core pg. 8 Perception +7; darkvision, locate aeon Languages Common, Diabolic, Empyrean, Utopian Skills Acrobatics +9, Axis Lore +5, Diplomacy +6, Stealth +9 Str +1 Dex +4 Con +2 Int +0 Wis +2 Cha +1 Locate Aeon An arbiter can always sense the direction of the nearest non-arbiter aeon on the plane, but it can't sense the range to the aeon. Items Shortsword --- AC 16 Fort +5 Ref +7 Will +7 +1 status to all saves vs. magic HP 22 Immunities death effects, disease, emotion, poison, unconscious Resistances electricity 3 --- Speed 20 feet, fly 40 feet Melee Single Action shortsword +7 (Agile, Finesse, Magical, reach 0 feet, versatile S), Damage 1d6+1 piercing Divine Innate Spells DC 17 - 1st Command, Mending (×3), Sanctuary - 4th Read Omens Electrical Burst Two Actions (Divine, Electricity) The arbiter releases an electrical burst from its body that deals 3d6 electricity damage to all creatures in a 10-foot emanation, with a DC 17 basic Reflex save. The arbiter is then stunned for 24 hours. ","skill_mod":{"diplomacy":6,"stealth":9,"acrobatics":9},"image":["/Images/Monsters/Arbiter.webp"],"primary_source":"Monster Core","spell":["Read Omens","Command","Mending","Sanctuary"],"ac":16,"item":["Shortsword"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision , locate aeon","resistance":{"electricity":3},"intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Arbiter","pfs":"Standard","rarity":"common","strike_damage_average":[4],"attack_bonus":[7],"constitution":2,"immunity":["death effects","disease","emotion","poison","unconscious"],"creature_family":"Aeon","will_save":7,"speed":{"fly":40,"max":40,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Locate Aeon","Electrical Burst"],"skill":["Acrobatics","Axis Lore","Diplomacy","Stealth"],"legacy_id":["creature-6"],"tradition":["Divine"],"summary":"These spherical aeons are scouts and diplomats. Found throughout the multiverse, they have traditionally kept watch over chaos and its agents. With …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2791","dexterity":4,"category":"creature","slug":"creature-2791"},{"primary_source_category":"Rulebooks","strength":5,"hp":155,"language":["Chthonian","Common","Diabolic","Draconic","Empyrean","Utopian"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":19,"trait":["Aeon","Monitor","Medium"],"id":"creature-2792","text":" Axiomite According to axiomites, their kind rose from the raw mathematical underpinnings of the universe, manifesting as great builders who created the ancient, colossal cities of the Outer Planes. According to aeons, axiomites are part of the Monad, having both risen from and rebelled against it long ago. Since the Convergence, most axiomites have recognized this as a fundamental truth, particularly after the aeons showed the axiomites how the Utopian language has formed as an amalgam of aeon envisioning and formulaic mathematical expression. Most axiomites live in the perfect city of Axis, which they continually act to improve, thus refining the concept of perfection itself. A particular axiomite may look like any humanoid creature, though the particular form it takes on does not affect its abilities. Beneath this assumed form, all axiomites are the same—clouds of glowing, crystalline dust that constantly swirl and congeal into complex tangles of symbols and equations, evincing axiomite existence as literal creatures of pure mathematical law. Axiomites arise from the souls of mortals fascinated with the underpinnings of their Universe, particularly those who were, in life, mathematicians, architects, crafters, or philosophers. While these souls do not retain any memories of their lives in the transition into axiomites, their life skills and experiences nevertheless serve as a valuable metaphysical resource during formation. Recall Knowledge - Monitor (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Axiomite Source Monster Core pg. 9 Perception +19; darkvision Languages Chthonian, Common, Diabolic, Draconic, Empyrean, Utopian Skills Acrobatics +16, Axis Lore +17, Crafting +21, Diplomacy +15, Occultism +17, Religion +17 Str +5 Dex +4 Con +3 Int +5 Wis +5 Cha +3 Items sterling artisan's toolkit, +1 striking warhammer --- AC 26 Fort +13 Ref +16 Will +18 +1 status to all saves vs. magic HP 155 Immunities disease, emotion, fear Resistances electricity 10, mental 10 --- Speed 25 feet Melee Single Action warhammer +20 (Magical, Shove), Damage 2d8+11 bludgeoning Melee Single Action fist +17 (Agile, Magical), Damage 2d8+9 bludgeoning Divine Innate Spells DC 27, attack +17 - Cantrips (4th) Telekinetic Projectile - 1st Sure Strike (at will) - 2nd Telekinetic Maneuver - 3rd Haste (×3), Paralyze - 4th Dispel Magic, Lightning Bolt (×3) - 5th Telekinetic Haul Crystalline Dust Form Single Action (Polymorph) The axiomite shifts their form to a cloud of crystalline dust in which strange symbols and equations flash. They gain a fly Speed of 40 feet and can fit through even tiny apertures, similar to vapor form. They can cast spells but can't make melee or ranged attacks. The axiomite can Dismiss this form to return to humanoid form. Axiomites in Axis On the planar metropolis of Axis, an axiomite fills one of three roles: manufacture and maintenance of their construct armies, building and repairing Axis's buildings, and exploring the laws and constants that underlie all of reality ","skill_mod":{"diplomacy":15,"crafting":21,"occultism":17,"acrobatics":16,"religion":17},"image":["/Images/Monsters/Axiomite.webp"],"primary_source":"Monster Core","spell":["Telekinetic Haul","Dispel Magic","Lightning Bolt","Haste","Paralyze","Telekinetic Maneuver","Sure Strike","Telekinetic Projectile"],"ac":26,"item":["sterling artisan's toolkit","+1 striking warhammer"],"level":8,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"electricity":10,"mental":10},"intelligence":5,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Axiomite","pfs":"Standard","rarity":"common","strike_damage_average":[18,20],"attack_bonus":[17,20],"constitution":3,"immunity":["disease","emotion","fear"],"creature_family":"Aeon","spell_attack_bonus":[17],"will_save":18,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Crystalline Dust Form"],"skill":["Acrobatics","Axis Lore","Crafting","Diplomacy","Occultism","Religion"],"legacy_id":["creature-7"],"tradition":["Divine"],"summary":"According to axiomites, their kind rose from the raw mathematical underpinnings of the universe, manifesting as great builders who created the …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2792","dexterity":4,"category":"creature","slug":"creature-2792"},{"primary_source_category":"Adventure Paths","strength":4,"hp":135,"language":["Aklo","Common","Necril"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Creature","charisma":4,"perception":16,"stealth":"18","trait":["Fiend","Nindoru","Rare","CE","Medium"],"id":"creature-2793","text":" Kagekuma (Lurking Nindoru) Kagekumas exist in the periphery, lurking in the very shadows of their prey. Known in some regions as “shadefiends,” this nindoru's ability to appear as uninteresting figures in the crowd allows them to feed even in populated areas. A kagekuma appears as a hunched over humanoid with a long neck and a fanged mouth, but when wearing a bundle, the creature's head and neck tuck in tight between its shoulders to become entirely obscured. The kagekuma personifies the cycle of trust being built and broken over and over again through the course of a complex relationship. Recall Knowledge - Fiend (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Kagekuma Source Pathfinder #198: No Breath to Cry pg. 83 Perception +16; darkvision Languages Aklo, Common, Necril Skills Deception +18, Occultism +15, Society +17, Stealth +18, Survival +16, Thievery +18 Str +4 Dex +6 Con +3 Int +3 Wis +6 Cha +4 Items broken kusarigama --- AC 25 (27 with bundle) Fort +15 Ref +16 Will +18 HP 135 Immunities death effects Resistances negative 5 Weaknesses silver 5 Soul Shred Creatures killed by an kagekuma are difficult to bring back to life or animate as undead. The kagekuma automatically attempts to counteract any attempt to resurrect or animate as undead any creature that it has killed (counteract modifier +16, counteract level 4). If the kagekuma who slew the creature is slain, the creature can be brought back from death or become undead normally. --- Speed 25 feet (or 15 feet with bundle) Melee Single Action kusarigama +19 (Disarm, Magical, Monk, Reach, Trip, versatile B), Damage 2d8+7 slashing plus 1d6 mental Melee Single Action bite +18 (Agile, reach 10 feet), Damage 2d6+7 piercing plus 1d6 mental Occult Innate Spells DC 26, attack +18 - Cantrips (4th) Daze, Message, Telekinetic Projectile - 2nd Blur, Item Facade - 3rd Fear, Nondetection - 4th Dimension Door, Modify Memory Manifest Bundle Two Actions (Concentrate, Conjuration, Occult) Frequency once per hour; Effect The kagekuma manifests a large bundle of straw, reeds, rope, yarn, hair, or the like, all lashed together with cords and strapped to its back. The kagekuma's AC increases to 27 as long as its bundle remains manifested, but its Speed is reduced to 15 feet. Ruin Wielder When a kagekuma wields a broken, non-magical weapon, they don't take any of the disadvantages of the weapon being broken. While the kagekuma wields it, the weapon becomes a +1 striking weapon, and it deals an additional 1d6 mental damage on a successful hit. Shadow Bite Two Actions (Necromancy, Occult) Requirements The kagekuma is casting a shadow; Effect The kagekuma targets an adjacent creature that's casting a shadow, then its shadow feeds on that creature's shadow. If the kagekuma has a manifested bundle, observers (including the creature whose shadow is being bitten) can notice the kagekuma's Shadow Bite only if they succeed at a DC 38 Perception check. The target must succeed at a DC 26 Fortitude save or become drained 1 (drained 2 on a critical failure). Shed Bundle Two Actions Requirements The kagekuma has a manifested bundle; Frequency once per day; Effect The kagekuma causes its bundle to vanish, Strides, and then attempts a kusarigama Strike and a bite Strike. Kagekuma Bundles A kagekuma's bundle is more than just a disguise and armor—it's a physical indication of how many lives they've cut short and how many souls they've supped upon. Whether the bundle is composed of straw, ropes, hair, or other materials, the individual lengths symbolize a sort of “reaper's harvest,” with each strand in the bundle representing a metaphorical lifeline that the nindoru has severed and collected— to an extent that the multitude of lives taken overwhelms the nindoru's own presence in the world. ","skill_mod":{"society":17,"deception":18,"thievery":18,"survival":16,"stealth":18,"occultism":15},"image":["/Images/Monsters/Kagekuma.webp"],"primary_source":"Pathfinder #198: No Breath to Cry","spell":["Dimension Door","Modify Memory","Fear","Nondetection","Blur","Item Facade","Daze","Message","Telekinetic Projectile"],"ac":25,"item":["broken kusarigama"],"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":5},"intelligence":3,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Kagekuma","alignment":"CE","rarity":"rare","strike_damage_average":[17,19],"attack_bonus":[18,19],"constitution":3,"immunity":["death effects"],"creature_family":"Nindoru","spell_attack_bonus":[18],"will_save":18,"speed":{"max":15,"land":15},"wisdom":6,"weakness":{"silver":5},"creature_ability":["Soul Shred","Manifest Bundle","Ruin Wielder","Shadow Bite","Shed Bundle"],"primary_source_group":"Season of Ghosts","skill":["Deception","Occultism","Society","Stealth","Survival","Thievery"],"tradition":["Occult"],"summary":"Kagekumas exist in the periphery, lurking in the very shadows of their prey. Known in some regions as “shadefiends,” this nindoru's ability to appear …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2793","dexterity":6,"category":"creature","slug":"creature-2793"},{"attack_bonus":[15,15],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":93,"language":["Common","<%UMR%79%%>telepathy<%END> 30 feet"],"immunity":["inhaled","olfactory","visual"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Creature","will_save":14,"charisma":4,"speed":{"max":25,"land":25},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["No Face","Sensitive Hearing","False Weapon"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Deception","Intimidation"],"trait":["Aberration","Rare","CE","Medium"],"id":"creature-2794","text":" Noppera-Bo Impersonator Noppera-bos are faceless yokai who delight in tricking others. The noppera-bo impersonators present in this adventure are direct manifestations of Kugaptee's lingering presence in Governor Heh Shan-Bao's mindscape. When this latest mindscape cycle began, the duplicate PCs who dwelled in this mindscape were like the other townsfolk—phantasmal but harmless. As the PCs grew in power in the Willowshore mindscape, the sinister thought energy in Heh Shan-Bao's mindscape reacted and transformed the PCs' duplicates into dangerous monsters: noppera-bo impersonators. Impersonator Roles A noppera-bo impersonator plays one of three roles; you'll need to decide what each impersonator's role is depending on the PC being impersonated. Martial Impersonator Enhanced Weapon Increase the noppera-bo impersonator's attack modifiers and damage of their Strikes by 2. Hearty Increase the noppera-bo's Fortitude save modifier by 3, but decrease their Will save modifier by 3. Impersonated Abilities The noppera-bo impersonator gains one of the following abilities of your choice. Armored The noppera-bo appears to be heavily armored, and they increase their AC to 24. Attack of Opportunity Reaction Skilled Impersonator Deft Increase the noppera-bo's Reflex save modifier by 3, but decrease their Fortitude save modifier by 3. Enhanced Skills Increase the noppera-bo impersonator's skill modifiers by 2. Impersonated Abilities The noppera-bo impersonator gains one of the following abilities of your choice. Commander The noppera-bo impersonator gains a minion that they can command. This creature takes the form of the impersonated PC's animal companion, eidolon, or other fighting companion creature; choose a 4th-level creature that approximates the impersonated companion creature's abilities. This creature gains the minion trait. Elemental Attack (evocation, magical) Choose from air, earth, fire, metal, water, or wood (this choice can't be changed once you select it for the impersonator). The noppera-bo impersonator targets a creature within 60 feet and creates a detonation of that element; that creature takes 4d6 slashing (air), bludgeoning (earth, water, or wood), piercing (metal), or fire (fire) damage (DC 24 basic Reflex save). Elemental Attack gains the appropriate elemental trait. Sneak Attack The noppera-bo impersonator deals an additional 1d6 precision damage to flat-footed creatures. Weapon Perk The noppera-bo impersonator chooses one of the following weapon traits to add to their false weapon: agile, backstabber, disarm, finesse, sweep, or trip. Spellcasting Impersonator Determined Increase the noppera-bo's Will save modifier by 3, but decrease their Reflex save modifier by 3. Impersonated Spellcasting The noppera-bo impersonator gains one of the following suites of innate spells, matching the spellcasting tradition utilized by the PC being impersonated. You can adjust the spells to make a more perfect fit for the impersonation. Arcane Innate Spells DC 24, attack +16; 3rd fireball , slow ; 2nd acid arrow , mirror image ; 1st magic missile , ray of enfeeblement ; Cantrips (3rd) electric arc , ray of frost Divine Innate Spells DC 24, attack +16; 3rd heal , vampiric touch ; 2nd dispel magic , sound burst ; 1st bane , command ; Cantrips (3rd) chill touch , shield Occult Innate Spells DC 24, attack +16; 3rd paralyze , phantom pain ; 2nd illusory creature , paranoia ; 1st color spray , soothe ; Cantrips (3rd) daze , telekinetic projectile Primal Innate Spells DC 24, attack +16; 3rd lightning bolt , wall of thorns ; 2nd flaming sphere , web ; 1st grease , spider sting ; Cantrips (3rd) acid splash , tanglefoot Recall Knowledge - Aberration (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Noppera-Bo Impersonator Source Pathfinder #198: No Breath to Cry pg. 85 Perception +14; no face Languages Common; telepathy 30 feet Skills Acrobatics +12, Athletics +12, Deception +14, Intimidation +14 Str +4 Dex +4 Con +4 Int +4 Wis +4 Cha +4 No Face The noppera-bo has no sense of vision, but their hearing is precise. They don't breathe and are immune to effects that require breathing. They gain sustenance by absorbing fluids through their skin—traditionally by immersing their hands or faceless head into the fluid to “drink” through osmosis they can also benefit from consumables, such as potions or elixirs, in this way. --- AC 22 Fort +14 Ref +14 Will +14 HP 93 Immunities inhaled, olfactory, visual Weaknesses sensitive hearing Sensitive Hearing As long as the noppera-bo is deafened, they're slowed 1. --- Speed 25 feet Melee Single Action false weapon +15, Damage 2d8+8 mental Ranged Single Action false weapon +15, Damage 2d4+8 mental False Weapon A noppera-bo impersonator carries a +1 striking weapon that looks identical to the favored weapon of the PC being impersonated. If the PC favors unarmed strikes, it appears as hand wraps. If the PC favors a ranged weapon, then the noppera-bo impersonator has no melee weapon and instead uses the ranged weapon rules above; otherwise, the noppera-bo impersonator has no ranged weapon. If the PCs favors no weapon, then the noppera-bo wields a club as its false weapon. This false weapon is only partially real and inflicts only mental damage when it hits; it gains none of the original weapon's traits or magical enhancements. If a noppera-bo impersonator's false weapon is broken, disarmed, or set down, it fades away. The noppera-bo impersonator can craft a replacement false weapon by spending 10 minutes to recreate one. Noppera-bo Since the exact mix of PCs in each Season of Ghosts campaign will vary, the statistics here should be adjusted as needed to match each PC as closely as possible. Don’t worry too much about exactly matching each character’s rules choices since monsters follow different rules than PCs do—rather, look at ways you can present these creatures in ways that make them feel like monstrous duplicates. Each noppera-bo impersonator is faceless, but their gear and equipment should look identical to what the PCs have when they arrive in Heh Shan-Bao’s mindscape. Of course, the bulk of this equipment is all part of the illusion—when a noppera-bo impersonator is slain, their gear shifts and transforms into ragged, broken props that only vaguely resemble the items carried and used by each PC. ","skill_mod":{"deception":14,"athletics":12,"intimidation":14,"acrobatics":12},"summary":"Noppera-bos are faceless yokai who delight in tricking others. The noppera-bo impersonators present in this adventure are direct manifestations of …","image":["/Images/Monsters/Noppera-Bo.webp"],"primary_source":"Pathfinder #198: No Breath to Cry","trait_group":["Creature Type","Rarity"],"ac":22,"level":6,"source_category":["Adventure Paths"],"sense":"no face","weakest_save":["fort","fortitude","ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2794","intelligence":4,"reflex_save":14,"strongest_save":["fort","fortitude","ref","reflex","will"],"dexterity":4,"fortitude_save":14,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Noppera-Bo Impersonator","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[13,17],"slug":"creature-2794"},{"primary_source_category":"Adventure Paths","strength":4,"hp":119,"language":["Draconic"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Creature","charisma":0,"perception":15,"stealth":"17","trait":["Beast","Uncommon","Medium"],"id":"creature-2795","text":" Shimmerthief Shimmerthieves are blind, lizard-like cave dwellers with an insatiable yearning to consume the rare delicacy of light. This hunger compels them to travel beyond their subterranean lairs to the surface to feed, leaving pockets of darkness behind as they go. They're far from unintelligent yet prefer to avoid other sapient creatures, aware that many find them off-putting. They become independent at a young age but are protective of their kind, and they travel in small groups when able. Prudent shimmerthieves try to avoid feeding on light in busy areas, but such places are also the most tempting, as bustling populations mean more light sources. Recall Knowledge - Beast (Arcana, Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Shimmerthief Source Pathfinder #198: No Breath to Cry pg. 86 Perception +15; echolocation 120 feet, shimmervision Languages Draconic Skills Stealth +17, Survival +17 Str +4 Dex +6 Con +3 Int +0 Wis +4 Cha +0 Echolocation A shimmerthief can use their hearing as a precise sense at the listed range. Shimmervision A shimmerthief's sight allows them to sense sources of light from the same distance as creatures with standard vision but doesn't allow them to make out details. They can't detect anything other than light sources using this vision. --- AC 25 Fort +12 Ref +17 Will +15 HP 119 Immunities blinded, dazzled, visual Gleam Theft (aura, darkness, primal) 10 feet. A shimmerthief constantly absorbs ambient light. Bright light in their aura becomes dim light, and dim light becomes darkness. A shimmerthief can suppress or activate this aura as a single action with the concentrate trait. --- Speed 25 feet Melee Single Action jaws + 17, Damage 2d8+10 piercing Melee Single Action claw +17 (Agile), Damage 2d6+10 slashing Primal Innate Spells DC 25, attack +17 - 2nd Blur, Darkness (at will) - 4th Darkness Drain Light Two Actions (Abjuration, Darkness, Primal) The shimmerthief targets a light source within 30 feet, then attempts to counteract it with a spell attack roll. If they succeed, the shimmerthief regains 2d8+10 Hit Points (4d8+20 Hit Points on a critical success). Lasting Darkness Reaction Frequency once per day; Trigger The shimmerthief casts darkness as a 2nd-level spell; Effect The duration of the shimmerthief's darkness increases to 24 hours. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and fleeing for as long as it remains frightened. Alternate Diets Some shimmerthieves develop a taste for and the capacity to consume energy forms far more insidious than light, allowing them to feed on life energy or thought energy instead of light. Such behavior is considered monstrous by most shimmerthieves and a reason for exile. Shimmerthieves with these proclivities are dangerous predators that maintain the ability to feed on light and purposely create pockets of darkness to trap and feed on victims. A shimmerthief that feeds on life energy deals negative damage with their jaws, while one that feeds on thought energy deals mental damage with their jaws. ","skill_mod":{"survival":17,"stealth":17},"image":["/Images/Monsters/Shimmerthief.webp"],"primary_source":"Pathfinder #198: No Breath to Cry","spell":["Darkness","Blur"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":"echolocation 120 feet, shimmervision","resistance":{},"intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"fortitude_save":12,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Shimmerthief","rarity":"uncommon","strike_damage_average":[17,19],"attack_bonus":[17,17],"constitution":3,"immunity":["blinded","dazzled","visual"],"spell_attack_bonus":[17],"will_save":15,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Echolocation","Shimmervision","Gleam Theft","Drain Light","Lasting Darkness"],"primary_source_group":"Season of Ghosts","skill":["Stealth","Survival"],"tradition":["Primal"],"summary":"Shimmerthieves are blind, lizard-like cave dwellers with an insatiable yearning to consume the rare delicacy of light. This hunger compels them to …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2795","dexterity":6,"category":"creature","slug":"creature-2795"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":68,"language":["Common"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Creature","charisma":0,"perception":14,"stealth":"15","trait":["Incorporeal","Kami","Spirit","Uncommon","CN","Small"],"id":"creature-2796","text":" Silsyche When a home is abandoned after it has been lived in for generations, sometimes the building itself mourns the loss of its family so greatly that it attracts the pity of a kami who has yet to claim a ward. Similar to how a tsukumogami manifests, such a conjoining of spiritual power can result in the formation of a silsyche—a spirit of an abandoned home who craves companionship. A silsyche never aims to outright harm those who enter the homes they form from. They are merely desperate for connection and lack the understanding that most others don't take kindly to captivity. The silsyche's true form is a slender, childlike shimmering figure with a headpiece resembling the structure they initially manifested from. These representations of the silsyche's first home reflect the warmth and welcome they yearn for, potentially even displaying mementos of the house's inhabitants that have long gone. Recall Knowledge - Spirit (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Silsyche Source Pathfinder #198: No Breath to Cry pg. 87 Perception +14; darkvision Languages Common Skills Acrobatics +13, Stealth +15 Str -5 Dex +5 Con +4 Int +2 Wis +4 Cha +0 --- AC 23 Fort +14 Ref +17 Will +12 HP 68 (rejuvenation) Immunities death effects, disease, paralyzed, poison, unconscious Resistances all damage 5 (except force, ghost touch, or negative; double resistance vs. non-magical) Inhabit Home ( <%TRAITS%579%%> divine <%END>, <%TRAITS%157%%> transmutation The silsyche inhabits a modest building and controls it. While the building is possessed <%END>, its decor shifts to reflect the silsyche's mood, such as being filled with bright light) if forced out of their home, the silsyche takes 3d10 force damage (DC 25 basic Fortitude save) at the start of each of their turns. Rejuvenation (divine, necromancy) When a silsyche is slain, they re-form after 2d4 days within the abandoned home that serves as their domain. A silsyche can be permanently killed only if their home is completely destroyed. --- Speed fly 30 feet Melee Single Action touch +15 (Agile, Finesse, Magical), Damage 2d8+6 mental Occult Innate Spells DC 24, attack +16 - Cantrips (3rd) Dancing Lights, Mage Hand, Telekinetic Projectile - 2nd Illusory Object (×3) - 3rd Item Facade Hallucinatory Home Three Actions (Charm, Divine, Emotion, Illusion, Mental) Frequency once per day; Effect The silsyche creates a hospitable but illusory environment in an attempt to entice their targets into staying, including food and amenities. Creatures in the building must attempt a DC 24 Will save. Critical Success The creature is unaffected Success The creature perceives the home to be as the silsyche's illusion presents it but isn't compelled to stay. Failure The creature becomes fascinated with the building and refuses to leave. The creature can attempt another Will save at the end of each turn. On a success, they're no longer fascinated. Critical Failure As failure, but the creature becomes hostile to anyone who tries to make them leave the building. The creature can only attempt another Will save to end the effect at the end of any turn in which they attack an ally. Range of Possession Most silsyches bond with a single home, typically a small building with one or two floors. More powerful silsyches can bond with larger structures, like fortresses or castles, or even large vehicles like sailing ships. Legends of entire towns being claimed by a single, incredibly powerful silsyche persist in stories to this day. ","skill_mod":{"stealth":15,"acrobatics":13},"image":["/Images/Monsters/Silsyche.webp"],"primary_source":"Pathfinder #198: No Breath to Cry","spell":["Item Facade","Illusory Object","Dancing Lights","Mage Hand","Telekinetic Projectile"],"ac":23,"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":14,"source_group":["Season of Ghosts"],"size":["Small"],"spoilers":"Season of Ghosts","name":"Silsyche","alignment":"CN","rarity":"uncommon","strike_damage_average":[15],"attack_bonus":[15],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[16],"will_save":12,"speed":{"fly":30,"max":30},"wisdom":4,"weakness":{},"creature_ability":["Inhabit Home","Rejuvenation","Hallucinatory Home"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Stealth"],"tradition":["Occult"],"summary":"When a home is abandoned after it has been lived in for generations, sometimes the building itself mourns the loss of its family so greatly that it …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2796","dexterity":5,"category":"creature","slug":"creature-2796"},{"attack_bonus":[17],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":135,"language":["Aklo","Celestial","Common","Draconic","Minkaian","Nagaji","Samsaran","Tengu"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Creature","will_save":16,"charisma":4,"speed":{"max":25,"land":25},"perception":15,"wisdom":0,"weakness":{},"creature_ability":["Esoteric Lore","Reflecting Ward","Scroll Esoterica","Scroll Thaumaturgy"],"primary_source_group":"Season of Ghosts","skill":["Arcana","Crafting","Deception","Diplomacy","Intimidation","Religion","Society","Willowshore Lore"],"trait":["Human","Humanoid","Unique","LN","Medium"],"id":"creature-2797","text":" Heh Shan-Bao Had any trace of Heh Shan-Bao survived into modern day Tian Xia, he could've served historians well as a model of a late Imperial Lung Wa official. He came from a long family line of minor bureaucrats and government workers. His civil exam results were brilliant. He was strict, authoritarian, well- educated in the classics, and could even be charming when he needed to be. He was also completely corrupt—a trait that sadly reinforced how typical he was among Lung Wa's crumbling regime. His habit of performing political favors for friends and superiors barely registered as improper conduct to the public. However, his habit of carrying on affairs with other people's wives was viewed less charitably and ultimately proved his downfall, though not until Shan-Bao made the error of backing the wrong horse in a minor government spat. Demoted and mocked by his colleagues, he found himself serving as the petty governor of Willowshore, a village in the backwaters of Shenmen. For all his faults (and they were many), Governor Heh never blamed the citizens of Willowshore for his predicament. The villagers knew very little of Heh Shan-Bao, save that he was foreign and they didn't like him, which meant that his exile served as a fresh start of a kind. Shan-Bao knew that the townsfolk were hardly to blame for Willowshore's deficiencies—that was an issue of government, and as the local government official, it fell on him to remedy it. If Willowshore was to be a location suitable for him to inhabit, it needed better infrastructure. Trade routes had to be maintained, local industry needed to be promoted, educators would need to be lured in to tutor promising youths, and the threat of a lingering evil buried below the ruins of nearby Tan Sugi monastery would need to be addressed. Most importantly, imperial law and order needed to be upheld. Willowshore's obscurity caused numerous problems that could be solved, and Shan-Bao liked solving problems. It all fell apart in four years, alongside the Lung Wa empire. Rotted from the inside by government malfeasance and a bloated aristocracy, a series of natural disasters proved the final blow to any semblance of centralized imperial authority in 7106 ic. In the aftermath of the empire's fall, its peripheries were abandoned to fend for themselves. Willowshore's remote nature helped to keep the town safe as the bandits and monsters of Shenmen closed in, but then news spread that jorogumo had begun to take control of Shenmen. Governor Heh didn't need to guess at what would happen next. His spiritual servitors warned him of the voracious tithes that jorogumo demanded of their subjects. Worse yet, some of the nation's new rulers had an affinity for the malevolent spirits that inhabited Shenmen. The governor's fears returned to the imprisoned evil below the ruined monastery, and he worried that, should the jorogumo discover it, the repercussions would be dire. Whether the land's new rulers punished Willowshore for “harboring” a potential competitor or whether the jorogumo rulers used Kugaptee to bolster their own power, Governor Heh Shan-Bao focused on solving this looming problem as swiftly as he could. No one who ever knew Heh Shan-Bao would've called him a man of character. Yet, unlike the local lumber bosses and other officials, he never once considered fleeing and leaving Willowshore to its fate. Instead, he turned his considerable magical training toward finding a way to heal the Tan Sugi tree, rifling through ancient documents and summoning spirits to advise him. The only surefire method he found was a ceremony that involved capturing an innocent with mystic power and ritually ending their life at the base of the sacred tree. Governor Heh destroyed every text and implement that could've enacted such an awful ceremony. His sins had always been human, yet his pride drew a sharp line that wouldn't be crossed when it came to such vile rites. Instead, he deconstructed the rite from within, then sought to rebuild it in a way that would restore the Tan Sugi tree from afar, without the need for him to travel to the dangerous site or to sacrifice an innocent. Unfortunately, he vastly underestimated Kugaptee's power, and when he performed the rite he hoped would bolster the Tan Sugi, all he did was open himself up to Kugaptee's direct influence. His worldly and sin-stained soul was unable to resist the fiend, and he was utterly consumed by the sealed horror. The ritual Shan-Bao performed, tainted by his grisly murder, combined with Kugaptee's power and unleashed a vortex of hungry ghosts and nindoru fiends upon the people of Willowshore, slaughtering them all and then capturing everything in two separate mindscapes—one for the unknowing citizens of the town and one for the governor. With these two bottled realities, Kugaptee's imprisoned power could slowly build over the repeating years until, finally, he would be strong enough to rip free from the Tan Sugi's roots and reincarnate into the world. Shan-Bao, now trapped in a mindscape prison of his own, has lived with this knowledge for more cycles than he knows, but even now, he continues to work toward redemption—a goal he'll never achieve without outside help. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Heh Shan-Bao Source Pathfinder #198: No Breath to Cry pg. 89 Perception +15 Languages Aklo, Celestial, Common, Draconic, Minkaian, Nagaji, Samsaran, Tengu Skills Arcana +19, Crafting +17, Deception +17, Diplomacy +19, Intimidation +17, Religion +13, Society +19, Willowshore Lore +19 Str +3 Dex +2 Con +1 Int +4 Wis +0 Cha +4 Items greater choker of elocution (grants Celestial^ Draconic^ and Nagaji), +1 striking longsword , +1 resilient padded armor, ritual notes and journals held within a glove of storing, Temporary Scrolls scroll of crisis of faith (4th level), scroll of fire shield , scroll of flame strike , scroll of haste , scroll of hydraulic torrent , scroll of illusory creature (5th level), scroll of illusory scene , scroll of mirror image , scroll of soothe (4th level) --- AC 25 Fort +15 Ref +18 Will +16 HP 135 --- Speed 25 feet Melee Single Action longsword +17 (Magical, versatile P), Damage 2d8+5 slashing Esoteric Lore Heh Shan-Bao can attempt to Recall Knowledge on any topic with a +15 modifier. Reflecting Ward Reaction (Abjuration, Occult) Frequency twice per day; Trigger Heh Shan-Bao would take any form of energy damage; Effect One of the many otherwise non-magical fulus Heh Shan-Bao keeps on his person flashes with golden light and crumbles to ash, granting him resistance 10 to the triggering damage type for 1 minute, or until he uses this ability again. Scroll Esoterica Heh Shan-Bao creates a set of nine temporary scrolls each morning that lose their magic after 24 hours. On a typical day, the governor has the scrolls listed above under Temporary Scrolls available for use. Scroll Thaumaturgy Heh Shan-Bao's magical training allows him to activate scrolls of any tradition despite having no actual spellcasting power of his own. His spell DC is 28, and his spell attack is +20 for any scroll he uses. ","skill_mod":{"society":19,"diplomacy":19,"deception":17,"crafting":17,"arcana":19,"intimidation":17,"religion":13},"summary":"Had any trace of Heh Shan-Bao survived into modern day Tian Xia, he could've served historians well as a model of a late Imperial Lung Wa official. …","image":["/Images/Monsters/Heh_Shan-Bao.webp"],"primary_source":"Pathfinder #198: No Breath to Cry","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":25,"item":["greater choker of elocution (grants Celestial^ Draconic^ and Nagaji)","+1 striking longsword","+1 resilient padded armor","ritual notes and journals held within a glove of storing","Temporary Scrolls scroll of crisis of faith (4th level), scroll of fire shield , scroll of flame strike , scroll of haste , scroll of hydraulic torrent , scroll of illusory creature (5th level), scroll of illusory scene , scroll of mirror image , scroll of soothe (4th level)"],"level":9,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2797","intelligence":4,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":2,"fortitude_save":15,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Heh Shan-Bao","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[14],"slug":"creature-2797"},{"attack_bonus":[19,22,24],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":220,"language":["Common"],"source":["Pathfinder #198: No Breath to Cry"],"type":"Creature","will_save":21,"charisma":4,"speed":{"max":20,"land":20},"perception":17,"wisdom":0,"weakness":{},"creature_ability":["Ghost Killer"],"primary_source_group":"Season of Ghosts","skill":["Athletics","Crafting","Deception","Intimidation","Ghost Lore","Society","Sze Lore"],"trait":["Human","Humanoid","Unique","N","Medium"],"id":"creature-2798","text":" Mago Kai For the entirety of his life, Mago Kai has served the dead. Born to a living family in the ghost-ruled city of Sze, his childhood was one of fear and obedience. Yet he endured and worked his way up the city's bureaucracy, dodging the corrupt machinations of its spectral courtiers. He learned to understand ghosts, how to exploit their mental loops and static fixations for his own gain. Though he despised those he worked for, he could easily hide it behind his equal contempt for their rivals. When everyone around him was either lackey or enemy, he could shrug off, even relish, their downfall with relative ease. It wasn't an happy life, but Mago Kai did thrive. Eventually, Kai's success caught the attention of Chou Mingxia, Sze's undead ruler. Incompetent in life and doubly so in death, Mingxia was obsessed with the idea of clear-cutting the forests of Shenmen and sending the lumber back to Lung Wa, pulling in a fortune from the empire's capital. Kai knew well enough the fabled empire was no more, but lumber was lumber, silver was silver, and a few forged documents could see the goods sold to neighboring nations for a tidy profit. With the ghosts of Sze unable to personally check his operations, it was also easy enough to skim a little off the top here and there. For Mago Kai, what started as merely a desire for survival has grown into ambition for power. But lately, even his ambition has started to give way to something else: hope—hope that one day he'll have the resources to purge Sze of the dead. He does his best to squash this feeling, telling himself that sort of sentimentality is what gets people killed, but his previous successes have made such stray thoughts hard to ignore. He thinks he's good enough to do it, and that alone makes it inevitable that he'll try. To this end, Kai has amassed a small cadre of mercenaries, priests, and exorcists to his cause. Silver from his lumber harvests proved sufficient to bribe any local jorogumo who took umbrage, and some of them are now even on friendly terms with the lumber lord and his tiny army. His current setbacks have been frustrating, but Kai learned long ago how to roll with the punches. He'll figure something out. He always does. Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Mago Kai Source Pathfinder #198: No Breath to Cry pg. 91 Perception +17 Languages Common Skills Athletics +22, Crafting +16, Deception +19, Intimidation +21, Ghost Lore +18, Society +16, Sze Lore +18 Str +5 Dex +2 Con +4 Int +1 Wis +0 Cha +4 Items buzzsaw axe, +1 resilient lamellar breastplate , hatchets (5), Karahai fortress key, temple bell ringer --- AC 29 Fort +24 Ref +18 Will +21 HP 220 Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action buzzsaw axe +24 (Sweep), Damage 2d8+11 slashing plus 2d6 mental Melee Single Action headbutt +22 (Agile, Nonlethal, Press), Damage 2d4+11 bludgeoning plus 2d6 mental Ranged Single Action hatchet +19 (Agile, Sweep, thrown 10 feet), Damage 1d6+11 slashing Ghost Killer Mago Kai had intricate magical tattoos inscribed on his back and chest to interact more easily with his ghostly masters. Weapons and unarmed attacks wielded by Mago Kai function as ghost touch weapons, and he inflicts an additional 2d6 mental damage with melee Strikes against incorporeal creatures or transmigrated PCs. ","skill_mod":{"society":16,"deception":19,"crafting":16,"athletics":22,"intimidation":21},"summary":"For the entirety of his life, Mago Kai has served the dead. Born to a living family in the ghost-ruled city of Sze, his childhood was one of fear and …","image":["/Images/Monsters/Mago_Kai.webp"],"primary_source":"Pathfinder #198: No Breath to Cry","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":29,"item":["buzzsaw axe","+1 resilient lamellar breastplate","hatchets (5)","Karahai fortress key","temple bell ringer"],"level":11,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2798","intelligence":1,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":24,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Mago Kai","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[14,23,27],"slug":"creature-2798"},{"attack_bonus":[24,24],"constitution":7,"primary_source_category":"Rulebooks","strength":6,"hp":225,"language":["envisioning"],"immunity":["vitality","void"],"source":["Monster Core"],"type":"Creature","creature_family":"Aeon","will_save":23,"charisma":4,"speed":{"fly":60,"max":60},"perception":27,"wisdom":5,"weakness":{"spirit":10},"creature_ability":["Envisioning","Balance Life","Flying Fists","Reclaim Life","Sprout Life"],"skill":["Acrobatics","Athletics","Axis Lore","Medicine","Occultism","Religion"],"trait":["Aeon","Monitor","Medium"],"id":"creature-2799","text":" Akhana Akhanas are massive eyes formed of cosmic matter that monitor the balance of birth and death. They understand the profound influence living things have on the cosmos and silently perform their duties of supporting and pruning life. Akhanas seem utterly unconcerned by the fate of souls after death, often leaving undead in their wake or attracting daemon scavengers. Psychopomps often despair over akhanas' cryptic actions, forced to clear out sudden backlogs of souls or even battle the aeons directly. Their “tail” is a twisting column of cosmic energy that can drain vitality from creatures and seal their fate. Recall Knowledge - Monitor (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Akhana Source Monster Core pg. 10 Perception +27; darkvision, lifesense 120 feet Languages envisioning Skills Acrobatics +25, Athletics +24, Axis Lore +23, Medicine +23, Occultism +21, Religion +23 Str +6 Dex +6 Con +7 Int +3 Wis +5 Cha +4 Envisioning (aura, divine, mental) 100 feet. An akhana can communicate mentally with any creatures in the aura using wordless psychic projections. They don't need to share a language, though the aeon's meaning to non-aeons can be vague and is often mysterious. An aeon can use this ability to communicate flawlessly with any other aeon on the same plane as itself. --- AC 32 Fort +23 Ref +22 Will +23 +1 status to all saves vs. magical HP 225 Immunities vitality, void Weaknesses spirit 10 Balance Life Reaction (divine) Trigger A creature within 100 feet is about to attempt a recovery check; Effect The akhana chooses to make the result a success or failure (but not a critical success or failure). This effect gains the fortune trait if the akhana chooses success or misfortune for failure. --- Speed fly 60 feet Melee Single Action tail +24 (Magical, Void), Damage 5d10 void plus Grab Melee Single Action fist +24 (Agile, Magical), Damage 3d6+12 bludgeoning plus 1d6 vitality or 1d6 void Divine Innate Spells DC 32 - Cantrips (6th) Stabilize, Vitality Lash, Void Warp - 2nd Peaceful Rest (at will) - 4th Harm (at will), Heal (at will) Flying Fists Two Actions The akhana Flies and makes up to four fist Strikes against different targets at any points during this movement. The attacks count toward its multiple attack penalty normally, but the penalty does not increase until after Flying Fists is complete. Reclaim Life Single Action (Divine, Void) Requirements The akhana has a living creature grappled or restrained with its tail; Effect The creature takes 4d10 void damage with a DC 32 basic Fortitude save. On a failed save, it's also doomed 1. If the creature dies while doomed and held in the akhana's tail, its soul is trapped in the akhana (as seize soul ), and its remains are preserved as peaceful rest. The soul returns to the body with 1 Hit Point if the akhana Dismisses the effect, if the akhana is slain, or if a wish ritual or similarly powerful magic frees it. Sprout Life Two Actions (Concentrate, Divine, Plant, Vitality) A 5-foot burst within 100 feet fills with simple life appropriate to the environment. The newly forged animals bite those in the area for 7d6 piercing damage with a DC 32 basic Reflex save. The akhana can also have fungus or plants choke the area, even floating ones in the sky, creating difficult terrain. The created life lives or dies normally after its creation. ","tradition":["Divine"],"skill_mod":{"medicine":23,"athletics":24,"occultism":21,"acrobatics":25,"religion":23},"summary":"Akhanas are massive eyes formed of cosmic matter that monitor the balance of birth and death. They understand the profound influence living things …","image":["/Images/Monsters/Akhana.webp"],"primary_source":"Monster Core","spell":["Harm","Heal","Peaceful Rest","Stabilize","Vitality Lash","Void Warp"],"trait_group":["Monster","Creature Type"],"ac":32,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 120 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2799","intelligence":3,"reflex_save":22,"strongest_save":["fort","fortitude","will"],"dexterity":6,"vision":"Darkvision","fortitude_save":23,"size":["Medium"],"name":"Akhana","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[27,29],"slug":"creature-2799"},{"primary_source_category":"Adventure Paths","strength":4,"hp":155,"language":["Common"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Creature","charisma":2,"perception":21,"stealth":"19","trait":["Beast","Spirit","Uncommon","N","Medium"],"id":"creature-2800","text":" Algriever Some mistake these spiderlike spirits as scavengers looking to loot abandoned shrines, but they're actually the opposite: self-appointed guardians of forgotten places of worship, defending the sanctity of discarded faiths and tending sites that have no caretakers. Sometimes, an algriever's duties are tinged with sadness and grief, as they mourn the loss of those who once attended their chosen shrine. Others are filled with frustration and rage, viewing any who stumble upon their shrine as lapsed faithful at best or blasphemers at worse—sinners who deserve punishment. Algrievers have little interest in living creatures until they wander into their territory. Once an algriever's shrine has been breached, they block passage until the interlopers pay their respects. Aggressive algrievers steal from travelers or take hostages until their demands for an offering are satisfied. When algrievers suspect someone of committing blasphemy, no gifts can slake their thirst for vengeance. Recall Knowledge - Beast (Arcana, Nature): DC 28 Recall Knowledge - Spirit (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Algriever Source Pathfinder #199: To Bloom Below the Web pg. 82 Perception +21; darkvision Languages Common Skills Intimidation +17, Religion +17, Stealth +19, Survival +19 Str +4 Dex +4 Con +4 Int +0 Wis +6 Cha +2 --- AC 27 Fort +15 Ref +17 Will +21 HP 155 Shrine Bond The algriever bonds with a shrine after they spend 24 hours at the site. While bonded, the algriever gains a +2 circumstance bonus to Perception checks and skill checks. Acolyte's Defense Reaction ( <%TRAITS%540%%> attack <%END>, <%TRAITS%658%%> move Requirement The algriever is bonded with a shrine <%END>) Trigger A creature within sight of the algriever damages, desecrates, or defiles their bonded shrine; Effect The algriever Strides toward the creature; this movement doesn't trigger reactions. The algriever marks the creature as its enemy and gains a +2 status bonus to attack rolls against that enemy until they select a new enemy with Acolyte's Defense --- Speed 30 feet, climb 30 feet Melee Single Action fangs +19 (Agile, Magical), Damage 2d12+7 piercing plus algriever venom Melee Single Action web +19 (range increment 30 feet), Damage web trap Divine Innate Spells DC 25, attack +20 - 4th Anathematic Reprisal (×3) - 5th Crisis of Faith, Dispel Magic Algriever Venom (Enchantment, Mental, Poison) Saving Throw Will DC 28; Maximum Duration 6 rounds; Stage 1 2d6 mental; Stage 2 2d6 mental and stupefied 1; Stage 3 2d6 mental and stupefied 2 Pilgrim's Ward Two Actions (Abjuration, Divine) Frequency once per month; Effect The algriever touches a willing creature and fills it with reverence for their bonded shrine. As long as the target creature obeys the edicts and anathemas of the algriever's bonded shrine, or until that algriever grants Pilgrim's Ward to a different creature, that creature gains a +1 status bonus to all Religion checks and Will saves. Web Trap A creature hit by an algriever's web Strike is immobilized and stuck to the nearest surface until it Escapes (DC 28). Reactive Punishment An algriever follows the edicts and anathemas of the deity or faith of the shrine to which they're bonded, although they remain neutral in alignment. Regardless of how large the shrine is, an algriever chooses three Medium or smaller objects in the shrine as their own focus for defense, and can use Acolyte's Defense against any creature that touches or disturbs those objects. ","skill_mod":{"survival":19,"stealth":19,"intimidation":17,"religion":17},"image":["/Images/Monsters/Algriever.webp"],"primary_source":"Pathfinder #199: To Bloom Below the Web","spell":["Crisis of Faith","Dispel Magic","Anathematic Reprisal"],"ac":27,"level":9,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":17,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Algriever","alignment":"N","rarity":"uncommon","strike_damage_average":[20],"attack_bonus":[19,19],"constitution":4,"spell_attack_bonus":[20],"will_save":21,"speed":{"climb":30,"max":30,"land":30},"wisdom":6,"weakness":{},"creature_ability":["Shrine Bond","Acolyte's Defense","Requirement","Algriever Venom","Pilgrim's Ward","Web Trap"],"primary_source_group":"Season of Ghosts","skill":["Intimidation","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Some mistake these spiderlike spirits as scavengers looking to loot abandoned shrines, but they're actually the opposite: self-appointed guardians of …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2800","dexterity":4,"category":"creature","slug":"creature-2800"},{"primary_source_category":"Adventure Paths","strength":3,"hp":180,"language":["Aklo","Common","Sylvan"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Creature","charisma":5,"perception":23,"trait":["Fey","Uncommon","N","Medium"],"id":"creature-2802","text":" Imprecasia An imprecasia, commonly known as a curse eater, is a solitary fey drawn to the energy emanating from curses. They appear as emaciated humanoid creatures with shadowy wings, long thin hands with sharp claws, and insectile heads with feathery antenna. An imprecasia's appearance in a region signifies the land is troubled, but they're not unpopular creatures. On the contrary, an imprecasia's whereabouts are coveted information, as they have the ability to fully consume curses on objects and creatures. Many carrying the weight of a curse seek out curse eaters, most of whom will gladly accept doomed objects or charitably destroy an individual's curse. An imprecasia will never accept the idea of healing a cursed land or blighted region. One might even seek to strengthen the afflictions on a region simply to ensure a regular supply of food. A bolder imprecasia tracks cursed families over generations, feeding off their misfortune until the curse ends or the bloodline dies off. Any who attempt to destroy such curses may find themselves the enemy of an imprecasia defending their source of sustenance. Recall Knowledge - Fey (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Imprecasia Source Pathfinder #199: To Bloom Below the Web pg. 83 Perception +23; darkvision, scent curse Languages Aklo, Common, Sylvan Skills Acrobatics +21, Nature +23, Survival +23 Str +3 Dex +6 Con +5 Int +3 Wis +6 Cha +5 Scent Curse The imprecasia can smell the presence of curses of a level equal to or lower than their own level within 30 feet this is an imprecise sense. --- AC 31 Fort +18 Ref +23 Will +21 HP 180 Immunities cursed Resistances negative 10 Weaknesses cold iron 10 Drink Death Reaction(necromancy, primal) Trigger A creature within 30 feet of the imprecasia is dying Effect The imprecasia inhales, drawing a thin blue streak of vapor out of the dying creature's body into their mouth. The dying creature's dying condition is reduced by 1, and the imprecasia regains 2d10+9 Hit Points. --- Speed 25 feet, fly 25 feet Melee Single Action claws +23 (Agile, Finesse, Magical), Damage 2d12+9 slashing plus homeland's hostility Primal Innate Spells DC 32, attack +22 - Cantrips (5th) Tanglefoot - 3rd Earthbind - 5th Blindness, Deafness, Hallucinatory Terrain, Remove Curse Devour Curse Two Actions (Abjuration, Primal) The imprecasia casts remove curse against a curse afflicting a creature, but with a cast of two actions rather than 10 minutes. If they succeed in removing the curse, they also drains vitality from the creature, causing it to become drained 1 unless it succeeds at a DC 30 Fortitude save (drained 2 on a critical failure). If the curse is removed, the imprecasia doesn't expend that use of remove curse as a primal innate spell. Homeland's Hostility (Curse, Enchantment, Primal) A creature that takes damage from the imprecasia's claws must attempt a DC 30 Will save. On a failure, it treats all terrain within 60 feet of an imprecasia as difficult terrain. Targeting Items An imprecasia can cast remove curse on a cursed item rather than on a creature, but they can't use Devour Curse on it. They can only do so on an item that's of a level equal to or less than their own level; on a success, the item is uncursed for 24 hours if it's of a level equal to or higher than the imprecasia's level –4, or uncursed permanently if it's lower level than that. ","skill_mod":{"nature":23,"survival":23,"acrobatics":21},"image":["/Images/Monsters/Imprecasia.webp"],"primary_source":"Pathfinder #199: To Bloom Below the Web","spell":["Blindness","Deafness","Hallucinatory Terrain","Remove Curse","Earthbind","Tanglefoot"],"ac":31,"level":11,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision , scent curse","resistance":{"void":10},"intelligence":3,"reflex_save":23,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Imprecasia","alignment":"N","rarity":"uncommon","strike_damage_average":[22],"attack_bonus":[23],"constitution":5,"immunity":["cursed"],"spell_attack_bonus":[22],"will_save":21,"speed":{"fly":25,"max":25,"land":25},"wisdom":6,"weakness":{"cold_iron":10},"creature_ability":["Scent Curse","Drink Death","Devour Curse","Homeland's Hostility"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Nature","Survival"],"tradition":["Primal"],"summary":"An imprecasia, commonly known as a curse eater, is a solitary fey drawn to the energy emanating from curses. They appear as emaciated humanoid …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2802","dexterity":6,"category":"creature","slug":"creature-2802"},{"primary_source_category":"Adventure Paths","strength":8,"hp":240,"language":["Aklo","Common","Necril"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Creature","charisma":5,"perception":23,"stealth":"24","trait":["Fiend","Nindoru","CE","Medium"],"id":"creature-2803","text":" Argyrzei (Headless Nindoru) Most nindorus are harmed by silver, but not the argyrzei. Instead, argyrzeis use silver as a method of spreading sickness and pain, and to help them manipulate the minds of those who unwittingly fall under the curse of their infected gifts. They delight in disguising themselves and then selling or giving infected silver to victims. Other nindorus particularly fear argyrzeis for their mastery over silver, knowing that they're capable of causing painful wounds with their silver blades. Argyrzeis appear humanoid, but their feet point backwards and they have no heads. Their glowing red neck stumps are stuffed with a wide assortment of knives, blades, and shards of metal. These nindorus represent the cycle of art being created, destroyed, and recycled into new art. Recall Knowledge - Fiend (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Argyrzei Source Pathfinder #199: To Bloom Below the Web pg. 84 Perception +23; cursesense, darkvision Languages Aklo, Common, Necril Skills Athletics +27, Crafting +25, Deception +24, Occultism +25, Stealth +24 Str +8 Dex +5 Con +4 Int +6 Wis +4 Cha +5 Cursesense The argyrzei can see and hear through any silver object it cursed, as long as the object is within 1 mile. --- AC 34 Fort +23 Ref +24 Will +21 HP 240 Resistances negative 10, silver 10 Headless An argyrzei is headless but can still hear, speak, see, and smell as if it had a head. The argyrzei is immune to decapitation effects, such as those caused by vorpal weapons. Soul Shred Creatures killed by an argyrzei are difficult to bring back to life or to animate as undead. The argyrzei automatically attempts to counteract any attempt to resurrect or animate as undead any creature that it has killed (counteract modifier +23, counteract level 7th). If the argyrzei who slew the creature is itself slain, the creature can be brought back from death or become undead normally. --- Speed 25 feet Melee Single Action silver blade +28 (Magical, two-hand d12), Damage 2d8+11 slashing plus 1d6 persistent bleed and 1d6 mental Occult Innate Spells DC 33, +25 attack - Cantrips (7th) Daze, Mage Hand, Telekinetic Projectile - 3rd Illusory Disguise (at will), Item Facade - 5th Subconscious Suggestion - 6th Dominate, Illusory Scene - 7th Phantom Pain Infect Silver Three Actions (Concentrate, Curse, Necromancy, Occult) Frequency once per day; Effect The argyrzei concentrates on an adjacent silver object that's no larger than Bulk 2. That object becomes cursed; if the object is being carried, the object's carrier can resist the object becoming cursed with a DC 33 Will save. The argyrzei can maintain up to five curses simultaneously; if it infects a sixth silver item, the oldest cursed item becomes uncursed. Manifest Silver Blade Single Action (Concentrate, Conjuration, Occult) Requirement The argyrzei isn't carrying a silver blade; Effect The argyrzei pulls one of the broken silver weapons from the stump of its neck, transforming it into a +1 striking wounding silver bastard sword . This weapon crumbles into sand if it leaves the argyrzei's possession. Cursed Silver Infected Silver is detailed here ","skill_mod":{"deception":24,"crafting":25,"stealth":24,"athletics":27,"occultism":25},"image":["/Images/Monsters/Argyrzei.webp"],"primary_source":"Pathfinder #199: To Bloom Below the Web","spell":["Phantom Pain","Dominate","Illusory Scene","Subconscious Suggestion","Illusory Disguise","Item Facade","Daze","Mage Hand","Telekinetic Projectile"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":"cursesense, darkvision ","resistance":{"void":10,"silver":10},"intelligence":6,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":23,"source_group":["Season of Ghosts"],"size":["Medium"],"name":"Argyrzei","alignment":"CE","rarity":"common","strike_damage_average":[27],"attack_bonus":[28],"constitution":4,"creature_family":"Nindoru","will_save":21,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Cursesense","Headless","Soul Shred","Infect Silver","Manifest Silver Blade"],"primary_source_group":"Season of Ghosts","skill":["Athletics","Crafting","Deception","Occultism","Stealth"],"tradition":["Occult"],"summary":"Most nindorus are harmed by silver, but not the argyrzei. Instead, argyrzeis use silver as a method of spreading sickness and pain, and to help them …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2803","dexterity":5,"category":"creature","slug":"creature-2803"},{"primary_source_category":"Adventure Paths","strength":4,"hp":214,"language":["Aklo","Common","Necril"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Creature","charisma":6,"perception":22,"stealth":"25","trait":["Fiend","Nindoru","CE","Medium"],"id":"creature-2804","text":" Shisagishin (Crooked Nindoru) The shisagishin takes delight in infiltrating a community and then disguising itself as the horribly decayed or mutilated remains of a loved one or adored public figure, only to spring to life in its true form during funeral services. A shisagishin epitomizes the cycle of decay giving rise to new life. Recall Knowledge - Fiend (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Shisagishin Source Pathfinder #199: To Bloom Below the Web pg. 85 Perception +22; darkvision Languages Aklo, Common, Necril Skills Acrobatics +25, Deception +24, Intimidation +22, Occultism +21, Stealth +25 Str +4 Dex +7 Con +4 Int +3 Wis +4 Cha +6 --- AC 33 Fort +22 Ref +25 Will +20 HP 214 Resistances negative 10 Weaknesses silver 10 Attack of Opportunity Reaction Burst From Death Reaction (attack Requirement Initiative hasn't yet been rolled, and the shisagishin is disguised as a corpse with Manifest Corpse Shell) Trigger A creature touches the disguised shisagishin or a coffin or other container the shisagishin has been placed into; Effect The shisagishin violently unfolds into its true form, shredding its decaying corpse shell, and attempts a claw Strike on an adjacent target before it rolls initiative. Soul Shred Creatures killed by an shisagishin are difficult to bring back to life or to animate as undead. The shisagishin automatically attempts to counteract any attempt to resurrect or animate as undead any creature that it has killed (counteract modifier +21, counteract level 6th). If the shisagishin who slew the creature is itself slain, the creature can be brought back from death or become undead normally. --- Speed 40 feet Melee Single Action claw +25 (Agile, deadly d6, Finesse, Magical), Damage 3d8+7 slashing plus 1d6 mental and Grab Occult Innate Spells DC 32, attack +24 - Cantrips (6th) Daze, Ghost Sound, Message - 2nd Death Knell (at will), Item Facade - 5th Hallucination, Phantasmal Killer - 6th Vampiric Exsanguination Spread Decay Single Action The shisagishin causes the flesh of any number of creatures grabbed or restrained by it to swiftly begin to decay. Each of those creatures must attempt a DC 32 Fortitude save. Critical Success The creature is unaffected. Success The creature takes 2d8 negative damage. Failure The creature takes 4d8 negative damage and is enfeebled 1. Critical Failure The creature takes 6d8 negative damage and is enfeebled 2 Manifest Corpse Shell (Concentrate, Conjuration, Occult) The shisagishin tucks its arms and legs into its body, drops prone, and manifests a decaying and/or mutilated humanoid corpse around itself over the course of 10 minutes of concentration. The shisagishin can cause this corpse to appear to be the remains of a specific creature it has seen before by Impersonating that creature with Deception. Once its corpse shell has manifested, until the next time the shisagishin acts, it appears to be a corpse. It has an automatic result of 44 on Deception checks and DCs to pass as a corpse. Handmade Habitats A shisagishin prefers to roam areas already rife with conflict and potential accidents, but it will happily create such a location if needed. They might poison wells, introduce disease to healthy livestock, or even collaborate with corrupt humans if it means the freedom to kill. Cursed towns or haunted roads are sometimes the playground of such a shisagishin. ","skill_mod":{"deception":24,"stealth":25,"intimidation":22,"occultism":21,"acrobatics":25},"image":["/Images/Monsters/Shisagishin.webp"],"primary_source":"Pathfinder #199: To Bloom Below the Web","spell":["Vampiric Exsanguination","Hallucination","Phantasmal Killer","Death Knell","Item Facade","Daze","Ghost Sound","Message"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":10},"intelligence":3,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":22,"source_group":["Season of Ghosts"],"size":["Medium"],"name":"Shisagishin","alignment":"CE","rarity":"common","strike_damage_average":[24],"attack_bonus":[25],"constitution":4,"creature_family":"Nindoru","spell_attack_bonus":[24],"will_save":20,"speed":{"max":40,"land":40},"wisdom":4,"weakness":{"silver":10},"creature_ability":["Burst From Death","Requirement","Soul Shred","Spread Decay","Manifest Corpse Shell"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Deception","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"The shisagishin takes delight in infiltrating a community and then disguising itself as the horribly decayed or mutilated remains of a loved one or …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2804","dexterity":7,"category":"creature","slug":"creature-2804"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":160,"language":["Celestial","Common","Necril","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Creature","charisma":6,"perception":22,"trait":["Incorporeal","Rare","Spirit","Undead","CE","Medium"],"id":"creature-2805","text":" Path Maiden Worshippers in Shenmen who devote their every breath to Pharasma only to defy the goddess with their last sometimes transform, upon death, into path maidens. The garments all path maidens wear are the last vestiges of their former faith, a permanent reminder of their disgrace. Recall Knowledge - Spirit (Occultism): DC 35 Recall Knowledge - Undead (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Path Maiden Source Pathfinder #199: To Bloom Below the Web pg. 86 Perception +22; darkvision Languages Celestial, Common, Necril; telepathy 100 feet Skills Deception +22, Intimidation +24, Occultism +22, Pharasma Lore +24, Religion +22 Str -5 Dex +5 Con +0 Int +4 Wis +4 Cha +6 --- AC 31 Fort +18 Ref +22 Will +24 +1 status to all saves vs. positive HP 160 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances All damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical) Imprisoning Grave (aura, divine, necromancy) 30 feet. The soul of a creature that dies within the path maiden's aura is trapped within its corpse until its body spends 1 minute outside the aura. While trapped, the soul can't move on to the afterlife but can still be brought back to life or transformed into an undead creature. --- Speed limited flight 25 feet Melee Single Action apostate's shroud +21 (Agile, Finesse, Magical), Damage 3d10+8 mental Occult Innate Spells DC 32, attack +24 - Cantrips (6th) Dancing Lights, Ghost Sound, Know Direction, Mage Hand, Telekinetic Projectile - 4th Dimension Door, Outcast's Curse - 5th Crushing Despair, Illusory Scene - 6th Phantasmal Calamity, Spirit Blast Ritual - 2nd Create Undead Limited Flight A path maiden has a fly Speed equal to her Speed but can't fly higher than 10 feet above the ground, and if she ends her turn above a nonsolid surface, she vanishes and rematerializes on the last space she occupied over solid ground and becomes stunned 1. Apostate's Shroud All path maidens have an apostate's shroud unarmed attack that deals mental damage. This attack, which manifests as a whipping lash from the path maiden's sleeves or hem, has the agile, finesse, and magical traits. A creature damaged by this attack must succeed at a Fortitude save against the path maiden's spell DC. On a failure, the creature becomes cursed for 1 hour; if the creature dies while cursed, it immediately rises from death as a ghost. If the creature is a lower level than the path maiden that cursed it, it treats that path maiden as an ally and loyally obeys her; otherwise, it manifests as a free-willed ghost. In either case, it becomes site bound to the site of their death. Scorn Fate Two Actions (curse, divination, misfortune, occult) The path maiden targets a creature she can see. The creature must attempt a Will save against the path maiden's spell DC. On a failure, the creature's next roll is cursed. If the result of the roll is a critical success, it becomes a regular success. A success becomes a failure, and a failure becomes a critical failure. That creature is then temporarily immune to Scorn Fate for 24 hours. Vengeful Frenzy Two Actions (emotion, enchantment, mental, occult) The path maiden targets a creature within 60 feet that she can see. The target must attempt a Will save against the path maiden's spell DC. On a failure, the target is confused until the end of its next turn, but it can't attack path maidens or itself as the result of this confusion. Gossamer Sash The jorogumo of Shenmen sometimes grant these white and violet sashes to those who ask them for aid in contacting path maidens for advice. Path Nomads Path maidens almost always manifest in feminine forms. Those who manifest in masculine forms are instead known as path nomads. These undead have the same abilities but tend to travel more widely; they represent turning one's back on Pharasma's role as a prophet and manipulator of destiny than of her roles over birth and death. ","skill_mod":{"deception":22,"intimidation":24,"occultism":22,"religion":22},"image":["/Images/Monsters/Path_Maiden.webp"],"primary_source":"Pathfinder #199: To Bloom Below the Web","spell":["Phantasmal Calamity","Spirit Blast","Crushing Despair","Illusory Scene","Dimension Door","Outcast's Curse","Dancing Lights","Ghost Sound","Know Direction","Mage Hand","Telekinetic Projectile"],"ac":31,"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":18,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Path Maiden","alignment":"CE","rarity":"rare","strike_damage_average":[24],"attack_bonus":[21],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[24],"will_save":24,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Imprisoning Grave","Limited Flight","Apostate's Shroud","Scorn Fate","Vengeful Frenzy"],"primary_source_group":"Season of Ghosts","skill":["Deception","Intimidation","Occultism","Pharasma Lore","Religion"],"tradition":["Occult"],"summary":"Worshippers in Shenmen who devote their every breath to Pharasma only to defy the goddess with their last sometimes transform, upon death, into path …","trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2805","dexterity":5,"category":"creature","slug":"creature-2805"},{"remaster_name":["Heh Shan-Bao (Murderous Agent)"],"primary_source_category":"Adventure Paths","strength":7,"hp":180,"language":["<%UMR%79%%>telepathy<%END> 100 feet, universal language"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Creature","charisma":8,"perception":23,"school":"illusion","stealth":"25","trait":["Fiend","Illusion","Mental","CE","Medium"],"id":"creature-2806","text":" Heh Shan-Bao (Murderous Fiendish Vessel) Once the governor of Willowshore, Heh Shan-Bao now exists as a unique brainchild or “yohoi.” Recall Knowledge - Fiend (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Heh Shan-Bao (Murderous Fiendish Vessel) Source Pathfinder #199: To Bloom Below the Web pg. 88 Perception +23; darkvision Languages telepathy 100 feet, universal language Skills Arcana +24, Deception +27, Intimidation +27, Religion +23, Society +24, Stealth +25, Willowshore Lore +24 Str +7 Dex +6 Con +5 Int +5 Wis +4 Cha +8 Universal Language Anything spoken by the brainchild is perceived by the listener in its native language. Urban Legend A brainchild is sustained only by the reputation that precedes them. Mindless creatures are immune to a brainchild and can't perceive them. The brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability. A creature can Seek or Sense Motive (against the brainchild's Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to divinations, the brainchild chooses one to have. Abilities that can be disbelieved include his resistance to physical damage, his frightful presence, the slashing damage from his Strikes, and his 7th-level innate spells --- AC 35 Fort +24 Ref +25 Will +21 HP 180 Immunities death effects, detection, diseased, doomed, necromancy, scrying Resistances physical 15 (except silver) Weaknesses sonic 15, mental 15 Fear of Flutes The first time in any round when someone plays a flute within 30 feet of Heh Shan-Bao, he must attempt a Will save against the flute player's Performance DC. This DC increases by 4 if the flute player is someone (at the GM's discretion) who's strongly religious. Critical Success Heh Shan-Bao is unaffected. Success Heh Shan-Bao becomes frightened 1. Failure Heh Shan-Bao becomes frightened 2. Critical Failure Heh Shan-Bao becomes frightened 3 and is fleeing until the end of his next turn. Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 30 Persistence of Memory (illusion, mental, occult) When a brainchild is destroyed, it returns if anyone still fully believes it exists, re-forming within 100 feet of any believer after 2d4 days. --- Speed 20 feet, fly 20 feet Melee Single Action illusory claws +26 (Illusion, Mental, Occult, reach 10 feet), Damage 4d8+10 mental plus 1d6 slashing Occult Innate Spells DC 33, attack +25 - Cantrips (7th) Ghost Sound, Message - 5th Dimension Door (×2), Shatter (×3) - 6th Death Knell, Phantasmal Killer (×3; image resembles Kugaptee) - 7th Phantasmal Calamity (creates a flesh-eating swarm of red nindoru butterflies) Steal Soul Reaction (Death, Necromancy, Occult) Trigger Heh Shan-Bao casts death knell on a 10th- or lower-level creature Effect If the death knell kills the target, the target's eyes vanish, all fat drains from its body, and burnt brands manifest around the wrists as the target's soul is siphoned into the corrupted Willowshore mindscape. The target can't be returned to life through any means, even powerful magic like wish, until the corrupted Willowshore mindscape is destroyed. ","skill_mod":{"society":24,"deception":27,"stealth":25,"arcana":24,"intimidation":27,"religion":23},"primary_source":"Pathfinder #199: To Bloom Below the Web","spell":["Phantasmal Calamity","Death Knell","Phantasmal Killer","Dimension Door","Shatter","Ghost Sound","Message"],"ac":35,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"intelligence":5,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":24,"source_group":["Season of Ghosts"],"size":["Medium"],"name":"Heh Shan-Bao (Murderous Fiendish Vessel)","major_spoiler":true,"alignment":"CE","rarity":"common","strike_damage_average":[31],"attack_bonus":[26],"constitution":5,"immunity":["death effects","detection","diseased","doomed","necromancy","scrying"],"spell_attack_bonus":[25],"will_save":21,"speed":{"fly":20,"max":20,"land":20},"wisdom":4,"weakness":{"sonic":15,"mental":15},"creature_ability":["Universal Language","Urban Legend","Fear of Flutes","Frightful Presence","Persistence of Memory","Steal Soul"],"primary_source_group":"Season of Ghosts","skill":["Arcana","Deception","Intimidation","Religion","Society","Stealth","Willowshore Lore"],"tradition":["Occult"],"summary":"Once the governor of Willowshore, Heh Shan-Bao now exists as a unique brainchild or “yohoi.”","trait_group":["Creature Type","School","Monster","Mechanics"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=2806","dexterity":6,"category":"creature","slug":"creature-2806"},{"primary_source_category":"Adventure Paths","strength":8,"hp":295,"language":["Aklo","Common","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Creature","charisma":9,"perception":29,"stealth":"29","trait":["Humanoid","Unique","CN","Medium"],"id":"creature-2807","text":" Ren Mei Li A patient and cunning schemer, Ren Mei Li is determined to increase her sphere of influence in Shenmen. She cultivates unorthodox agents and approaches with an eye, ultimately, toward claiming the throne of Yin-Sichasi. Born in the palace-city of Yin-Sichasi, Ren Mei Li was immersed in the whispering intrigues of the jorogumo from the time she opened her eyes. Soon after reaching her majority, however, she became disillusioned with her sisters' ways, chiefly because it impeded her ability to indulge her preferred tastes. When the jorogumo court seized control of Shenmen at the onset of the Age of Lost Omens, Ren Mei Li was as cruel and manipulative as her sisters, but time would see these traits change. While securing obeisance from terrified subjects and building her courtly influence did have a certain appeal, Ren Mei Li's true love was performances. Be they Hei Fengan fireworks, shadow puppet plays, sword-and-silk dance operas, or any of the theatrical arts displayed across Tian Xia, they all delighted her. Disguised as a human woman, she traveled beyond Shenmen and across the continent to attend the finest shows, but more often than not, when she tried to coax her favorite performers to visit Shenmen and perform for her sisters, they refused. No price in silver was worth risking their lives in that haunted land, they told her, and they couldn't trust the country's jorogumo rulers to keep them safe, never realizing the woman who they spoke to was a jorogumo herself. Rather than respond defensively, Ren Mei Li considered the problem from their point of view and soon concluded that the performers' qualms were justified. Shenmen was dangerous, and so many jorogumo were unreliable. In her willingness to understand this perspective, she realized there was a great opportunity to strengthen her base of power. Ren Mei Li's new philosophy was simple: if she honored all her promises, then people would learn that she could be relied on. If she refrained from promising anything on behalf of other jorogumo, and indeed made it clear that she didn't speak for the rest of her kind, then the trust she would earn would be limited to Ren Mei Li personally. This arrangement would both bolster her loyalists' allegiances and ensure they distrusted her rivals. If she governed prudently, invested in basic improvements, and refrained from excessive cruelty to her subjects, then her fiefdom would become more productive and profitable, enabling her to spend even more lavishly on the luxuries she loved. Gratitude would strengthen her people's loyalty, making it more difficult for her rivals to undermine her and reducing problems, such as banditry, that stemmed from hunger and disorder. And in time, perhaps performers wouldn't be so hesitant toward invitations to share their art in Shenmen. After decades of intensive work, Ren Mei Li has developed a trusted network of agents and delegates. Her representatives are chosen for ability above all, a rarity in Shenmen, and for the most part, they serve faithfully. This loyalty runs both ways: Ren Mei Li is quick to protect her assets, knowing that the strength of her entire network depends on her agents believing she'll exert similar efforts on their behalf. While some of her servants are idealists, Ren Mei Li herself isn't. The jorogumo is a self-interested pragmatist who pursues good governance because it benefits her, not because she particularly cares about her people. She has no interest in improving the lot of any subject outside her own domain since she considers the contrast between her seeming benevolence and the capricious cruelty of the other jorogumo elsewhere in Shenmen to be one of her key advantages. However, she has found it useful to pretend otherwise. Ren Mei Li's ultimate, deeply hidden goal is to seize the silken throne of Yin-Sichasi from Lady Lang Loi. Publicly, she denies any such ambition, but it has secretly been her endgame for years. To achieve this end, she has laid groundwork among local peasants, ambitious traders, and foreign envoys to view the prospect of her ascension as likely to usher in a golden age of enlightened rule in Shenmen. Should her faction rise to ascendance, it's possible that these starry dreams might even come true, at least to the extent that Ren Mei Li finds them useful. Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Ren Mei Li Source Pathfinder #199: To Bloom Below the Web pg. 90 Perception +29; darkvision Languages Aklo, Common, Sylvan; tongues Skills Acrobatics +29, Athletics +28, Crafting +28, Deception +33, Diplomacy +31, Intimidation +31, Performance +31, Society +30, Stealth +29, Survival +27 Str +8 Dex +7 Con +6 Int +6 Wis +5 Cha +9 --- AC 39 Fort +28 Ref +31 Will +25 HP 295 Resistances poison 20 Weaknesses cold iron 15 Darting Legs Reaction Requirements The jorogumo has their spider legs extended or has Changed Shape Trigger The jorogumo is targeted with an attack; Effect The jorogumo raises a leg, gaining a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet, swim 30 feet Melee Single Action jaws +27, Damage 3d12+14 piercing plus jorogumo venom Melee Single Action claw +27 (Agile), Damage 3d8+14 slashing Ranged Single Action web +23 (range increment 60 feet), Damage Web Trap Occult Innate Spells DC 37, attack +29 - 6th Dimension Door, Mind Probe, Mind Reading (at will) - 7th Outcast's Curse (×3), Suggestion (×3) - 8th Charm, Suggestion, Summon Animal (spiders only) - Constant (8th) Speak with Animals (spiders only), Tongues Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The jorogumo takes on the appearance of any Small or Medium spider. This doesn't change their Speed or Strikes. Jorogumo Venom (Incapacitation, Poison) Saving Throw DC 37 Fortitude; Maximum Duration 4 hours; Stage 1 3d6 poison damage and stupefied 1 (1 round); Stage 2 3d6 poison damage and stupefied 2 (1 round); Stage 3 4d6 poison damage and stupefied 2 (1 round); Stage 4 paralyzed for 2d4 hours Silver Mistwalk Three Actions (Concentrate, Conjuration, Occult, Teleportation) Requirements Ren Mei Li is currently located within the boundaries of her domain in Shenmen; Frequency once per hour; Effect A swirling vortex of silver mist rises up from Ren Mei Li's feet to wrap around her body like a slowly-rotating tornado, then instantly transports her and any items she's wearing and holding from her current space to a clear space anywhere within her domain in Shenmen that she has visited before, provided she knows its relative location and distance from her. Since Ren Mei Li has visited Willowshore's ruins in the past, she can appear anywhere in the town using this ability, but she generally avoids directly appearing inside a structure if she isn't expected. Spider Legs Single Action (Concentrate, Occult, Polymorph, Transmutation) Requirement The jorogumo is in humanoid form; Effect Eight large spider legs sprout from the jorogumo's back, granting them a 40-foot climb Speed and allowing them to use the Darting Legs reaction. Web Trap A creature hit by the jorogumo's web attack is immobilized and stuck to the nearest surface, preventing the creature from moving. The DC to Escape or Force Open the web trap is 37. ","skill_mod":{"society":30,"diplomacy":31,"performance":31,"deception":33,"crafting":28,"survival":27,"stealth":29,"athletics":28,"intimidation":31,"acrobatics":29},"image":["/Images/Monsters/Ren_Mei_Li.webp"],"primary_source":"Pathfinder #199: To Bloom Below the Web","spell":["Charm","Suggestion","Summon Animal","Outcast's Curse","Dimension Door","Mind Probe","Mind Reading","Speak with Animals","Tongues"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"poison":20},"intelligence":6,"reflex_save":31,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":28,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Ren Mei Li","alignment":"CN","rarity":"unique","strike_damage_average":[27,33],"attack_bonus":[23,27,27],"constitution":6,"spell_attack_bonus":[29],"will_save":25,"speed":{"max":30,"land":30,"swim":30},"wisdom":5,"weakness":{"cold_iron":15},"creature_ability":["Darting Legs","Change Shape","Jorogumo Venom","Silver Mistwalk","Spider Legs","Web Trap"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Crafting","Deception","Diplomacy","Intimidation","Performance","Society","Stealth","Survival"],"tradition":["Occult"],"summary":"A patient and cunning schemer, Ren Mei Li is determined to increase her sphere of influence in Shenmen. She cultivates unorthodox agents and …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=2807","dexterity":7,"category":"creature","slug":"creature-2807"},{"primary_source_category":"Adventure Paths","strength":7,"hp":220,"language":["Aklo","Common","Necril"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Creature","charisma":7,"perception":22,"stealth":"24","trait":["Fiend","Nindoru","Rare","CE","Medium"],"id":"creature-2808","text":" False Governor Recall Knowledge - Fiend (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 False Governor Source Pathfinder #199: To Bloom Below the Web pg. 14 Perception +22; darkvision Languages Aklo, Common, Necril Skills Deception +25, Diplomacy +23, Occultism +22, Society +22, Stealth +24 Str +7 Dex +6 Con +4 Int +4 Wis +4 Cha +7 --- AC 32 Fort +20 Ref +24 Will +22 HP 220 Resistances negative 15 Weaknesses silver 15 Soul Shred Creatures killed by an akashti are difficult to bring back to life or to animate as undead. The akashti automatically attempts to counteract any attempt to resurrect or animate as undead any creature that it has killed (counteract modifier +26, counteract level 7th). If the akashti who slew the creature is itself slain, the creature can be brought back from death or become undead normally. --- Speed 25 feet Melee Single Action claw +24 (Agile, Finesse, Magical), Damage 3d4+14 slashing plus 1d6 mental Occult Innate Spells DC 32, attack +24 - Cantrips (6th) Daze, Ghost Sound, Message - 2nd Item Facade - 4th Glibness, Talking Corpse - 5th Crushing Despair, Phantom Pain - 6th Illusory Creature, Phantasmal Calamity Manifest Body (Concentrate, Conjuration, Occult) Frequency once per day; Effect The false governor has manifested a hollow humanoid body around their slender skeletal frame that looks identical to that of Governor Heh Shan-Bao. While wearing this manifested body, the false governor loses their claw Strike, and their voice sounds like that of Heh Shan- Bao's. The false governor's manifested body decays swiftly if they don't take 10 minutes once per day to maintain the manifestation of the false flesh. The body has 10 Hit Points and the same defenses as the false governor. When the body is destroyed, the false governor emerges unharmed, and the fleshy shell left behind scatters into a cloud of red butterflies that swiftly fade into red mist. This emergence is so grisly and unsettling that all creatures within 30 feet who witness it must attempt a DC 29 Fortitude save or become sickened 2 (sickened 3 on a critical failure); this has the mental and visual traits. Stunning Despair Two Actions (Auditory, Enchantment, incapacitation mental, Occult) The false governor unleashes several overwhelming sobs of despair. Creatures within 30 feet must attempt a DC 29 Will save to avoid becoming stunned 1 (stunned 3 on a critical failure). The false governor can't use Stunning Despair again for 1d4 rounds. ","skill_mod":{"society":22,"diplomacy":23,"deception":25,"stealth":24,"occultism":22},"image":["/Images/Monsters/False_Governor.webp"],"primary_source":"Pathfinder #199: To Bloom Below the Web","spell":["Illusory Creature","Phantasmal Calamity","Crushing Despair","Phantom Pain","Glibness","Talking Corpse","Item Facade","Daze","Ghost Sound","Message"],"ac":32,"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":15},"intelligence":4,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":20,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"False Governor","alignment":"CE","rarity":"rare","strike_damage_average":[25],"attack_bonus":[24],"constitution":4,"spell_attack_bonus":[24],"will_save":22,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"silver":15},"creature_ability":["Soul Shred","Manifest Body","Stunning Despair"],"primary_source_group":"Season of Ghosts","skill":["Deception","Diplomacy","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2808","dexterity":6,"category":"creature","slug":"creature-2808"},{"primary_source_category":"Adventure Paths","strength":5,"hp":128,"language":["Common","Necril"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Creature","charisma":4,"perception":20,"trait":["Undead","Unique","Vampire","CE","Medium"],"id":"creature-2809","text":" Hong Meigui Recall Knowledge - Undead (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Hong Meigui Source Pathfinder #199: To Bloom Below the Web pg. 21 Perception +20; breathsense (precise) 60 feet, darkvision Languages Common, Necril Skills Acrobatics +19, Athletics +21, Intimidation +20, Nature +22, Religion +20 Str +5 Dex +3 Con +4 Int +3 Wis +6 Cha +4 Items +2 striking flaming shock urumi , key to chest --- AC 29 Fort +20 Ref +15 Will +22 HP 128 (fast healing 10, negative healing, one more breath) Immunities death effects, disease, paralyzed, poison, sleep, prone Resistances physical 10 (except darkwood) Jiang-Shi Vulnerabilities Revulsion A jiang-shi can't voluntarily come within 10 feet of a brandished mirror or the sound of ringing handbells. A creature can Interact with a mirror or handbell to brandish or ring that item for 1 round (similar to Raising a Shield). If the jiang-shi involuntarily comes within 10 feet of an object of their revulsion, they gain the fleeing condition, running from the object of their revulsion until they are 10 feet or farther from the object. After 1 round of being exposed to the object of their revulsion, a jiang-shi can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success). Bitter Epiphany A jiang-shi is afflicted by severe melancholia when reminded of their debased nature and the truth of their existential disconnection from living beings. When a jiang-shi sees an altar with at least 1 Bulk of food offerings to ancestor spirits, they must attempt a DC 25 Will save. They are then temporarily immune to bitter epiphany for 1 minute. Critical Success The jiang-shi is unaffected. Success The jiang-shi is stupefied 1 for 1 round. Failure The jiang-shi is stupefied 2 for 1 minute. Critical Failure The jiang-shi is stupefied 2 and confused for 1 minute. Warped Fulu The jiang-shi has corrupted the fulu attached to their brow. The jiang-shi is immune to spells cast from a magic item without expending a spell slot, such as from a scroll or wand. A creature can Steal a jiang-shi's fulu to remove it, rolling against the jiang-shi's Perception DC. This immediately ends the jiang-shi's immunity to these effects. If a creature then destroys a jiang-shi's removed fulu with an Interact action, the jiang-shi also loses their fast healing ability. A jiang-shi can create a replacement fulu by spending 1 uninterrupted hour inscribing a strip of paper (or similar) with a writing instrument. --- Speed 20 feet, rigor mortis Melee Single Action urumi +23 (deadly d10, Magical, Sweep), Damage 2d6+11 slashing plus 1d6 electricity and 1d6 fire Melee Single Action claw +21 (Agile), Damage 2d10+11 piercing plus Grab Occult Innate Spells DC 29, attack +21 - Cantrips (5th) Mage Hand, Message, Shield, Telekinetic Projectile - 3rd Paralyze, Vampiric Touch - 4th Charm, Phantasmal Killer - 5th Hallucination, Subconscious Suggestion Rituals - 2nd Inveigle Rigor Mortis The jiang-shi ignores difficult terrain and effects that would render it prone. A jiang-shi can't take the Drop Prone action. When a jiang-shi Leap, it doesn't trigger reactions that are normally triggered by move actions, such as Attacks of Opportunity. Drain Qi Single Action ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) Requirement A grabbed, paralyzed, restrained, unconscious, or willing creature is within the jiang-shi's reach; Effect The jiang-shi drains the victim's life energy, or qi, through their breath. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and the jiang-shi regains 12 HP, gaining any excess HP as temporary Hit Points. Draining qi from a creature that's already drained doesn't restore any HP to the jiang-shi but increases the victim's drained condition value by 1. If the victim has the ability to cast ki spells, it can spend 1 Focus Point to avoid becoming drained. This protects it only from the current attack, not from subsequent attempts to Drain Qi. A victim's drained condition value decreases by 1 every week. If the creature restricts their diet to glutinous rice for at least 1 day and spends 10 minutes dancing, jogging, or otherwise engaging in vigorous physical activity by succeeding at a DC 25 Athletics check, it reduces its drained condition by 1. ","skill_mod":{"nature":22,"athletics":21,"intimidation":20,"acrobatics":19,"religion":20},"image":["/Images/Monsters/Hong_Meugui.webp"],"primary_source":"Pathfinder #199: To Bloom Below the Web","spell":["Hallucination","Subconscious Suggestion","Charm","Phantasmal Killer","Paralyze","Vampiric Touch","Mage Hand","Message","Shield","Telekinetic Projectile"],"ac":29,"item":["+2 striking flaming shock urumi","key to chest"],"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":"breathsense (precise) 60 feet, darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":3,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Hong Meigui","alignment":"CE","rarity":"unique","strike_damage_average":[22,25],"attack_bonus":[21,23],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","sleep","prone"],"spell_attack_bonus":[21],"will_save":22,"speed":{"max":20,"land":20},"wisdom":6,"weakness":{},"creature_ability":["Jiang-Shi Vulnerabilities","Revulsion","Bitter Epiphany","Warped Fulu","Rigor Mortis","Drain Qi"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Intimidation","Nature","Religion"],"tradition":["Occult"],"summary":"","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2809","dexterity":3,"category":"creature","slug":"creature-2809"},{"attack_bonus":[23,26],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":216,"language":["Common","Goblin","Sylvan"],"source":["Pathfinder #199: To Bloom Below the Web"],"type":"Creature","will_save":23,"charisma":4,"speed":{"max":25,"land":25},"perception":23,"wisdom":5,"weakness":{},"creature_ability":["Command Onidoshi","Spit Fire"],"primary_source_group":"Season of Ghosts","skill":["Alcohol Lore","Arcana","Athletics","Intimidation","Nature"],"trait":["Humanoid","Unique","NE","Large"],"id":"creature-2810","text":" Gurglegut Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Gurglegut Source Pathfinder #199: To Bloom Below the Web pg. 54 Perception +23; low-light vision Languages Common, Goblin, Sylvan Skills Alcohol Lore +22, Arcana +20, Athletics +25, Intimidation +22, Nature +23 Str +7 Dex +4 Con +5 Int +4 Wis +5 Cha +4 Items +1 striking flaming crossbow (10 bolts), jug of rice wine, +1 striking kukri , +1 resilient studded leather armor --- AC 32 Fort +23 Ref +20 Will +23 HP 216 --- Speed 25 feet Melee Single Action kukri +26 (Agile, Magical, reach 10 feet, Trip), Damage 2d6+13 slashing Ranged Single Action crossbow +23 (Magical, range 120 feet), Damage 2d8+6 piercing plus 1d6 fire Command Onidoshi Single Action (Auditory, Linguistic) Frequency once per round; Effect Gurglegut barks out a command to a single onidoshi in area D1. That onidoshi can use a reaction to attempt a melee Strike against an adjacent foe. Spit Fire Two Actions (Fire, Manipulate) Frequency once per day; Effect Gurglegut drinks the contents of his jug of rice wine (consuming one of the gulps contained in his jug), then spews it out across the flaming tip of a bolt in his crossbow, filling a 20-foot-cone with a blast of fire that inflicts 10d8 fire damage (DC 32 basic Reflex save) to all creatures in the area. ","skill_mod":{"nature":23,"arcana":20,"athletics":25,"intimidation":22},"summary":"","image":["/Images/Monsters/Gurglegut.webp"],"primary_source":"Pathfinder #199: To Bloom Below the Web","trait_group":["Creature Type","Rarity"],"ac":32,"item":["+1 striking flaming crossbow (10 bolts)","jug of rice wine","+1 striking kukri","+1 resilient studded leather armor"],"level":12,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2810","intelligence":4,"reflex_save":20,"strongest_save":["fort","fortitude","will"],"dexterity":4,"vision":"Low-light vision","fortitude_save":23,"source_group":["Season of Ghosts"],"size":["Large"],"spoilers":"Season of Ghosts","name":"Gurglegut","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[18,20],"slug":"creature-2810"},{"primary_source_category":"Rulebooks","strength":6,"hp":335,"language":["Common","envisioning"],"source":["Monster Core"],"type":"Creature","charisma":6,"perception":37,"stealth":"35","trait":["Aeon","Monitor","Large"],"id":"creature-2811","text":" Pleroma Among the most powerful of all the true aeons, pleromas are the ultimate manifestation of the duality of creation and destruction. Their physical manifestation is a constant state of flux between these two extremes; their forms are draped in a hooded, shifting cloak of night black where galaxies and other celestial objects flit in and out of existence at every moment, as if depicting the constant life, death, and rebirth of a miniature, self-contained universe. Pleromas see the multiverse as both eternal and cyclical, doomed and malleable, ending only if these cycles ever become unbalanced. They believe the current Convergence is necessary to obtain this essential balance, and act to ensure that the grand design of the Monad is carried out to the smallest detail. Recall Knowledge - Monitor (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Pleroma Source Monster Core pg. 10 Perception +37; darkvision, lifesense 120 feet, truesight Languages Common; envisioning Skills Acrobatics +33, Arcana +38, Deception +34, Diplomacy +34, Occultism +38, Religion +39, Stealth +35 Str +6 Dex +7 Con +6 Int +8 Wis +9 Cha +6 Envisioning (aura, divine, mental) 100 feet. A pleroma can communicate mentally with any creatures in the aura using wordless psychic projections. They don't need to share a language, though the aeon's meaning to non-aeons can be vague and is often mysterious. An aeon can use this ability to communicate flawlessly with any other aeon on the same plane as itself. --- AC 45 Fort +32 Ref +31 Will +37 +1 status to all saves vs. magic HP 335 , regeneration 20 (deactivated by spirit) Immunities vitality, void Weaknesses spirit 20 Reality Twist Reaction Trigger The pleroma critically fails a saving throw Effect The critical failure becomes a normal failure. --- Speed fly 40 feet; unfettered movement Melee Single Action touch of creation +36 (Agile, Magical, Vitality), Damage 5d8+16 vitality Melee Single Action touch of destruction +36 (Agile, Magical, Void), Damage 5d8+16 void Divine Innate Spells DC 47, attack +39 - Cantrips (10th) Vitality Lash, Void Warp - 1st Create Water (at will) - 2nd Shape Wood (at will) - 3rd Hypercognition (at will) - 4th Create Food (at will), Shape Stone (at will), Unfettered Movement - 5th Creation (at will) - 7th Interplanar Teleport, Retrocognition - 8th Disintegrate (×2), Unrelenting Observation - 9th Banishment, Blessed Boundary, Detonate Magic, Overwhelming Presence - 10th Manifestation - Constant (8th) Truesight Generate Sphere Two Actions (Concentrate, Divine) The pleroma manifests a 2-foot-diameter sphere of energy—either a white sphere of creation that hovers above their left hand or a black sphere of oblivion above their right. This action has the vitality trait for a sphere of creation or the void trait for a sphere of oblivion. A sphere vanishes after 1 minute, when it is more than 300 feet from the pleroma, or when the pleroma Generates a Sphere of that type again. A sphere of oblivion winks out of existence when it vanishes, but a sphere of creation explodes in blinding light—each creature in a 30-foot emanation must succeed at a DC 43 Fortitude save or be permanently blinded. This is a light effect. Propel Sphere Single Action (Concentrate, Divine) Requirements The pleroma has a sphere of creation or sphere of oblivion active; Effect The pleroma makes one of its spheres fly 10 feet in any direction, ignoring difficult terrain and greater difficult terrain. A sphere of creation creates new matter in its path, which the pleroma can have manifest as normal terrain, difficult terrain, greater difficult terrain, or a cube of solid mater (such as clay, wood, or stone). A sphere of oblivion destroys unattended objects it touches, though larger objects are destroyed at a rate of one 10-foot cube per round of contact. The sphere can enter the space of a creature; when it does, the creature takes 20d6 damage with a DC 43 Fortitude save. This is an incapacitation effect. Success The creature takes no damage and is pushed out of the sphere to the nearest open space of the GM's choice. Failure The creature takes full damage; this is vitality damage for a sphere of creation or void damage for a sphere of oblivion, but it can damage any type of creature regardless of its normal immunities. The creature is then pushed out of the sphere as on a success. A creature reduced to 0 HP is slain instead of being pushed out, either merged with new matter for a sphere of creation or completely destroyed for a void of oblivion; the creature can be restored only via a wish ritual or similarly powerful effect. This is a death effect. Critical Failure As failure, but the creature takes double damage. ","skill_mod":{"diplomacy":34,"deception":34,"stealth":35,"arcana":38,"occultism":38,"acrobatics":33,"religion":39},"image":["/Images/Monsters/Pleroma.webp"],"primary_source":"Monster Core","spell":["Manifestation","Banishment","Blessed Boundary","Detonate Magic","Overwhelming Presence","Disintegrate","Unrelenting Observation","Interplanar Teleport","Retrocognition","Creation","Create Food","Shape Stone","Hypercognition","Shape Wood","Create Water","Vitality Lash","Void Warp","Truesight","Unfettered Movement"],"ac":45,"level":20,"spell_dc":[47],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 120 feet, truesight ","resistance":{},"intelligence":8,"reflex_save":31,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":32,"size":["Large"],"name":"Pleroma","pfs":"Standard","rarity":"common","strike_damage_average":[38,38],"attack_bonus":[36,36],"constitution":6,"immunity":["vitality","void"],"creature_family":"Aeon","spell_attack_bonus":[39],"will_save":37,"speed":{"fly":40,"max":40},"wisdom":9,"weakness":{"spirit":20},"creature_ability":["Envisioning","Reality Twist","Generate Sphere","Propel Sphere"],"skill":["Acrobatics","Arcana","Deception","Diplomacy","Occultism","Religion","Stealth"],"legacy_id":["creature-11"],"tradition":["Divine"],"summary":"Among the most powerful of all the true aeons, pleromas are the ultimate manifestation of the duality of creation and destruction. Their physical …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2811","dexterity":7,"category":"creature","slug":"creature-2811"},{"legacy_name":["Faceless Stalker"],"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Alghollthu","Common","Thalassic","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":10,"stealth":"13","trait":["Aberration","Medium"],"id":"creature-2812","text":" Faceless Stalker (Ugothol) Among the subtler of the alghollthu creations were the ugothols—also known as faceless stalkers. These twisted beings used shapeshifting to infiltrate settlements and assassinate key targets. They sowed discord and replaced leaders, causing unwanted organizations to implode and bothersome people to lose face and eventually disappear. Recall Knowledge - Aberration (Occultism): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Ugothol Source Monster Core pg. 12 Perception +10; darkvision Languages Alghollthu, Common, Thalassic; truespeech Skills Acrobatics +12, Athletics +12, Deception +13, Stealth +13, Thievery +9 Str +4 Dex +3 Con +3 Int +0 Wis +2 Cha +3 Assume Form (concentrate, occult, polymorph) The ugothol spends 10 minutes reshaping its appearance to take on the shape of any Small or Medium humanoid. It gains a +4 circumstance bonus to Deception checks to pass as that creature. Items Longsword, studded leather --- AC 21 Fort +9 Ref +9 Will +12 +2 status to all saves vs. auditory and visual HP 60 Resistances bludgeoning 5 --- Speed 25 feet Melee Single Action longsword +14 (versatile P), Damage 1d8+6 slashing Melee Single Action claw +12 (Agile), Damage 2d6+6 slashing plus Grab Occult Innate Spells DC 19 - Constant (5th) Truespeech Blood Nourishment Single Action The ugothol uses its three-pronged tongue to drink the blood of an adjacent restrained or unconscious creature. The creature gains drained 1. Compression When the ugothol successfully Squeezes, it moves through the tight space at full speed. Narrow confines are not difficult terrain for an ugothol. Revert Form Free Action Requirements The ugothol is in an assumed form; Effect The ugothol resumes its true form. Until the start of its next turn, it gains a +2 status bonus to attack rolls, damage rolls, saving throws, and skill checks. Sneak Attack The ugothol deals 1d6 extra precision damage to off-guard creatures. ","skill_mod":{"deception":13,"thievery":9,"stealth":13,"athletics":12,"acrobatics":12},"image":["/Images/Monsters/Ugothol.webp"],"primary_source":"Monster Core","spell":["Truespeech"],"ac":21,"item":["Longsword","studded leather"],"level":4,"spell_dc":[19],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":5},"intelligence":0,"reflex_save":9,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Ugothol","pfs":"Standard","rarity":"common","strike_damage_average":[10,13],"attack_bonus":[12,14],"constitution":3,"creature_family":"Alghollthu","will_save":12,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Assume Form","Blood Nourishment","Compression","Revert Form","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Stealth","Thievery"],"legacy_id":["creature-4"],"tradition":["Occult"],"summary":"Among the subtler of the alghollthu creations were the ugothols—also known as faceless stalkers. These twisted beings used shapeshifting to …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=2812","dexterity":3,"category":"creature","slug":"creature-2812"},{"legacy_name":["Veiled Master"],"primary_source_category":"Rulebooks","strength":6,"hp":270,"language":["Aklo","Alghollthu","Common","Sakvroth","Thalassic","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":6,"perception":25,"stealth":"24","trait":["Aberration","Aquatic","Rare","Large"],"id":"creature-2813","text":" Veiled Master (Vidileth) The powerful vidileths are the insidious, veiled masters of the alghollthus. These manipulators of mind and body alike lead sweeping alghollthu plots, using their ability to change form to walk among and deceive humans and other sapient species. Recall Knowledge - Aberration (Occultism): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Vidileth Source Monster Core pg. 12 Perception +25; darkvision Languages Aklo, Alghollthu, Common, Sakvroth, Thalassic; truespeech Skills Arcana +27, Athletics +24, Deception +28, Intimidation +26, Lore +29, Occultism +29, Society +27, Stealth +24 Str +6 Dex +6 Con +8 Int +7 Wis +5 Cha +6 Numbing Lights (aura, light, visual) 30 feet. The vidileth exudes dim light. Creatures within the light must attempt a DC 34 Will save each round, becoming stupefied 1 on a failure (or increase their stupefied value from numbing lights by 1, to a maximum of 4). --- AC 34 Fort +26 Ref +22 Will +24 +2 status to all saves vs. magic HP 270 Immunities controlled, electricity, mental Resistances cold 20 --- Speed 10 feet, swim 80 feet Melee Single Action fangs +28 (Magical, reach 10 feet, versatile S), Damage 3d8+12 piercing plus consume memories Melee Single Action claw +28 (Agile, Magical, reach 20 feet), Damage 3d10+12 slashing plus shape flesh Melee Single Action tentacle +28 (Agile, Electricity, Magical, reach 20 feet), Damage 7d6 electricity plus thoughtlance Occult Innate Spells DC 37 - 3rd Hypnotize (at will), Levitate (at will), Mind Reading (at will), Water Breathing (at will) - 5th Illusory Object (at will), Mirage (at will), Sending (at will), Translocate (×3) - 6th Dominate (×3) - 7th Illusory Disguise (at will) - 8th Illusory Scene (at will), Suggestion (×3) - 9th Project Image (at will) - Constant (5th) Truespeech Rituals DC 37 - 3rd Geas (5th) Change Shape Free Action (Concentrate, Occult, Polymorph) Frequency once per round; Effect A vidileth takes on the appearance of a humanoid of Large, Medium, or Small size or resumes its true form. While in humanoid form, the vidileth's Speed is 30 feet, and it loses its numbing lights aura and swim Speed. If the humanoid form assumed lacks the aquatic trait, the vidileth loses its own aquatic trait as well. In humanoid form, the vidileth can use weapons or make Strikes that work like its tentacle attack but use the reach of its current form. If the form has fangs or claws, the vidileth can also make such Strikes. Consume Memories (Mental, Occult) When the vidileth hits with a fangs Strike, the target must succeed at a DC 34 Will save or take 3d6 mental damage. The vidileth gains temporary Hit Points equal to the damage dealt and learns some of the creature's memories (subject to the GM's discretion). Delayed Suggestion (Occult) When a vidileth successfully casts dominate on a creature, a suggestion spell triggers when the dominate spell ends. This suggestion usually causes the target to return to the vidileth, so the creature can cast dominate again, but a vidileth can set the suggestion to different orders if it wishes. Shape Flesh Single Action (Curse, Occult, Manipulate) Requirements The vidileth's last action was a success with a claw Strike; Effect The vidileth sloppily modifies the target's flesh. They must succeed at a DC 34 Fortitude save or permanently receive the veiled master's choice of clumsy 2, enfeebled 2, or a –10 status penalty to Speed. Tentacle Flurry Two Actions The vidileth makes a tentacle Strike against each creature within its reach. Make only one attack roll, and roll damage once for all targets. Thoughtlance (Curse, Occult) A creature touched by the vidileth's tentacles must attempt a DC 34 Will save, becoming slowed 1 on a failure or slowed 2 on a critical failure. Each time the affected creature ends its turn, its slowed value decreases by 1. ","skill_mod":{"society":27,"deception":28,"stealth":24,"arcana":27,"athletics":24,"intimidation":26,"occultism":29},"image":["/Images/Monsters/Vidileth.webp"],"primary_source":"Monster Core","spell":["Project Image","Illusory Scene","Suggestion","Illusory Disguise","Dominate","Illusory Object","Mirage","Sending","Translocate","Hypnotize","Levitate","Mind Reading","Water Breathing","Truespeech"],"ac":34,"level":14,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"cold":20},"intelligence":7,"reflex_save":22,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":26,"size":["Large"],"name":"Vidileth","pfs":"Standard","rarity":"rare","strike_damage_average":[24,25,28],"attack_bonus":[28,28,28],"constitution":8,"immunity":["controlled","electricity","mental"],"creature_family":"Alghollthu","will_save":24,"speed":{"max":80,"land":10,"swim":80},"wisdom":5,"weakness":{},"creature_ability":["Numbing Lights","Change Shape","Consume Memories","Delayed Suggestion","Shape Flesh","Tentacle Flurry","Thoughtlance"],"skill":["Arcana","Athletics","Deception","Intimidation","Lore","Occultism","Society","Stealth"],"legacy_id":["creature-5"],"tradition":["Occult"],"summary":"The powerful vidileths are the insidious, veiled masters of the alghollthus. These manipulators of mind and body alike lead sweeping alghollthu …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2813","dexterity":6,"category":"creature","slug":"creature-2813"},{"primary_source_category":"Rulebooks","strength":-1,"hp":20,"language":["Common","Diabolic","Draconic","Empyrean"],"source":["Monster Core"],"type":"Creature","charisma":1,"perception":6,"stealth":"6","trait":["Angel","Celestial","Holy","Tiny"],"id":"creature-2814","text":" Cassisian (Archive Angel) The weakest of angels, cassisians usually serve as lackey messengers for more powerful angels or as spiritual guides for mortals. Despite their limited intellect, cassisians have a knack for precise recollection, particularly with scripture. Most cassisians are formed from the souls of trustworthy mortals, but some arise from fragments of greater angels destroyed in service to the celestial realms. Recall Knowledge - Celestial (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Cassisian Source Monster Core pg. 14 Perception +6; darkvision Languages Common, Diabolic, Draconic, Empyrean Skills Acrobatics +6, Diplomacy +6, Religion +6, Stealth +6 Str -1 Dex +1 Con +2 Int -1 Wis +1 Cha +1 Repository of Lore While the cassisian isn't particularly intelligent, they have perfect memory and can remember everything they see or hear. This allows them to attempt Lore checks on any topic with a +10 modifier, provided (at the GM's discretion) they've encountered the topic in question before. The cassisian's limited intellect often prevents them from acting upon their knowledge, making them a better resource than agent in using information. --- AC 16 , +1 status vs. unholy creatures Fort +7 Ref +6 Will +4 +1 status to all saves vs. unholy creatures HP 20 Resistances cold 3, fire 3 Weaknesses unholy 3 Transfer Protection (holy) A creature can wear a willing cassisian as a helmet. While it does, the cassisian can't act, but the cassisian extends their +1 status bonus to AC and saves against unholy creatures to their wearer. At any time, the cassisian can detach themself from their wearer as a single action. --- Speed fly 40 feet Melee Single Action headbutt +6 (Agile, Finesse, Holy, Magical, reach 0 feet), Damage 1d6–1 bludgeoning Divine Innate Spells DC 16 - Cantrips (1st) Know the Way, Light - 1st Heal - 4th Read Omens Change Shape Single Action (Concentrate, Divine, Polymorph) A cassisian can take the appearance of a dove, a winged humanoid, a dog, or a fish. Normally, this doesn't change their Speed or the attack and damage bonuses for their Strikes, but it might change the damage type Strikes deal (typically to bludgeoning). Any further changes for specific forms are noted below. Dog size Small scent (imprecise) 30 feet, Speed 40 feet; Skills Athletics +6; Melee Single Action jaws +7, Damage 1d6+2 piercing plus Knockdown Fish swim Speed 30 feet Eye Beams Two Actions (Concentrate, Divine, Cold) The cassisian releases beams of heat or cold from their eyes, dealing 2d6 cold or fire damage (DC 17 basic Reflex save) to all creatures in a 15-foot line. They can’t use Eye Beams again for 1d4 rounds. ","skill_mod":{"diplomacy":6,"stealth":6,"acrobatics":6,"religion":6},"image":["/Images/Monsters/Cassisian.webp"],"primary_source":"Monster Core","spell":["Read Omens","Heal","Know the Way","Light"],"ac":16,"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"fire":3,"cold":3},"intelligence":-1,"reflex_save":6,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Cassisian","pfs":"Standard","rarity":"common","strike_damage_average":[3],"attack_bonus":[6],"constitution":2,"creature_family":"Angel","will_save":4,"speed":{"fly":40,"max":40},"wisdom":1,"weakness":{"unholy":3},"creature_ability":["Repository of Lore","Transfer Protection","Change Shape","Eye Beams"],"skill":["Acrobatics","Diplomacy","Religion","Stealth"],"legacy_id":["creature-13"],"tradition":["Divine"],"summary":"The weakest of angels, cassisians usually serve as lackey messengers for more powerful angels or as spiritual guides for mortals. Despite their …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2814","dexterity":1,"category":"creature","slug":"creature-2814"},{"primary_source_category":"Rulebooks","strength":1,"hp":100,"language":["Diabolic","Draconic","Empyrean","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":14,"trait":["Angel","Celestial","Holy","Small"],"id":"creature-2815","text":" Choral (Choir Angel) Choral angels are incredible singers who fill the halls of Nirvana with pious chants and sacred hymns. Most form from the souls of talented bards and other performers, though anyone who takes superlative joy in music might ascend to their ranks. Though their duties are typically to spread peace and joy through their music, their holy incantations also brim with mystic purpose, their songs bolstering angelic wards and strengthening the very fabric of the celestial planes themselves. While choral angels shy away from conflict, they will brave the mortal realm to deliver good omens and auspicious messages. Choral angels often serve the goddess Shelyn, but they can also serve other good deities and empyreal lords. Recall Knowledge - Celestial (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Choral Source Monster Core pg. 15 Perception +14; darkvision Languages Diabolic, Draconic, Empyrean; truespeech Skills Acrobatics +12, Diplomacy +15, Performance +17, Religion +14 Str +1 Dex +4 Con +2 Int +3 Wis +4 Cha +5 --- AC 24 Fort +10 Ref +14 Will +16 +1 status to all saves vs. magic HP 100 Resistances sonic 5 Weaknesses unholy 5 Harmonizing Aura (aura, divine, sonic) 20 feet. Allies in the aura gain a +2 status bonus to sonic damage rolls and a +1 status bonus to AC and all saves against effects with the auditory or sonic trait. Enemies in the aura take a –2 status penalty to sonic damage rolls and a –1 status penalty to AC and all saves against sonic and auditory effects. --- Speed 30 feet, fly 40 feet Melee Single Action fist +14 (Agile, Finesse, Holy, Magical), Damage 2d6+5 bludgeoning Ranged Single Action piercing hymn +17 (Holy, Magical, range 90 feet, Sonic), Damage 4d6 sonic damage plus deafening aria Divine Innate Spells DC 23, attack +15 - Cantrips (3rd) Courageous Anthem, Uplifting Overture - 1st Counter Performance (at will) - 2nd Invisibility (at will; self only), Noise Blast (at will) - 3rd Cleanse Affliction, Clear Mind (at will), Heal, Noise Blast - Constant (5th) Truespeech Rituals DC 23 - 1st Angelic Messenger Deafening Aria On a critical hit with piercing hymn, the target is deafened for 1 minute. Harmonize Single Action (Concentrate, Divine, Sonic) The choral angel lends their harmony to a choral angel ally within their harmonizing aura. The ally can, on their next turn, expend their 3rd-rank noise blast to instead cast calm , heroism , or 4th-rank noise blast . If the ally is benefiting from 5 or more chorals' Harmonize actions, they can instead choose divine decree . ","skill_mod":{"diplomacy":15,"performance":17,"acrobatics":12,"religion":14},"image":["/Images/Monsters/Choral.webp"],"primary_source":"Monster Core","spell":["Cleanse Affliction","Clear Mind","Heal","Noise Blast","Invisibility","Counter Performance","Courageous Anthem","Uplifting Overture","Truespeech"],"ac":24,"level":6,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"sonic":5},"intelligence":3,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Choral","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"attack_bonus":[14,17],"constitution":2,"creature_family":"Angel","spell_attack_bonus":[15],"will_save":16,"speed":{"fly":40,"max":40,"land":30},"wisdom":4,"weakness":{"unholy":5},"creature_ability":["Harmonizing Aura","Deafening Aria","Harmonize"],"skill":["Acrobatics","Diplomacy","Performance","Religion"],"legacy_id":["creature-14"],"tradition":["Divine"],"summary":"Choral angels are incredible singers who fill the halls of Nirvana with pious chants and sacred hymns. Most form from the souls of talented bards …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2815","dexterity":4,"category":"creature","slug":"creature-2815"},{"primary_source_category":"Rulebooks","strength":5,"hp":145,"language":["Diabolic","Draconic","Empyrean","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":18,"trait":["Angel","Celestial","Holy","Medium"],"id":"creature-2816","text":" Balisse (Confessor Angel) Balisses, or confessor angels, seek to assist mortals ensnared by moral dilemmas or crises of faith. They prefer to guide people to their own decisions rather than demand obedience to a higher cause, as intrinsic belief is even more powerful than unquestioning obedience. While most balisses are fundamentally honest, they use their guiding angel ability to seem less intimidating and decrease the chance the mortal will simply acquiesce to the opinion of an obviously divine being. While balisses can spring from any soul with suitable patience and strong counsel, they often form from souls of those who performed evil acts but were redeemed. These souls recognize the struggle and shame of those in similar situations, and can offer advice from the heart rather than from rote sympathy. Many serve the goddess Sarenrae, but they can serve other good deities and empyreal lords as well. Recall Knowledge - Celestial (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Balisse Source Monster Core pg. 15 Perception +18; (20 to detect lies and illusions) darkvision Languages Diabolic, Draconic, Empyrean; truespeech Skills Acrobatics +14, Diplomacy +17, Religion +18 Str +5 Dex +2 Con +4 Int +1 Wis +6 Cha +5 Items +1 striking scimitar --- AC 26 Fort +16 Ref +12 Will +18 +1 status to all saves vs. magic HP 145 Resistances fire 15 Weaknesses unholy 10 Confessor's Aura (aura, divine, mental) 20 feet. Creatures in the balisse's aura are subject to ring of truth (DC 23). Additionally, if these creatures choose to honestly express their own conflicted feelings, the aura makes it easier for them to put words to those feelings. --- Speed 30 feet, fly 40 feet Melee Single Action scimitar +20 (Fire, Forceful, Holy, Magical, Sweep), Damage 2d6+8 slashing plus 1d6 fire Divine Innate Spells DC 26 - 2nd Invisibility (at will; self only) - 3rd Clear Mind (at will) - 4th Cleanse Affliction, Divine Wrath, Heal, Paralyze - Constant (5th) Truespeech Rituals DC 26 - 1st Angelic Messenger - 3rd Geas - 4th Atone Brand of the Impenitent Two Actions (Curse, Divine) Frequency once per day; Effect The balisse marks a creature within their confessor's aura as irredeemable. They can do so only after a failed attempt to convince the creature to repent. The touched creature takes a –1 status penalty to AC and saves, reduces all its resistances by 2, and gains weakness 2 to holy. The duration depends on the target's DC 26 Will save. Critical Success The creature is unaffected. Success The duration is 1 round. Failure The duration is 1 day. Critical Failure The duration is unlimited. Guiding Angel Single Action (Concentrate, Divine) Requirements The balisse is invisible; Effect The balisse spiritually attaches themself to an adjacent mortal who doesn't have the unholy trait. They merge with the mortal's body and are unable to use any of their spells and abilities other than to interact with the mortal. They can Dismiss the effect to leave the mortal. While merged, the balisse can either communicate using a bodiless voice only the mortal can hear or can take a form of their choice that only the mortal can see, such as a small angel on the mortal's shoulder. ","skill_mod":{"diplomacy":17,"acrobatics":14,"religion":18},"image":["/Images/Monsters/Balisse.webp"],"primary_source":"Monster Core","spell":["Cleanse Affliction","Divine Wrath","Heal","Paralyze","Clear Mind","Invisibility","Truespeech"],"ac":26,"item":["+1 striking scimitar"],"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"(20 to detect lies and illusions ) darkvision ","resistance":{"fire":15},"intelligence":1,"reflex_save":12,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Balisse","pfs":"Standard","rarity":"common","strike_damage_average":[18],"attack_bonus":[20],"constitution":4,"creature_family":"Angel","will_save":18,"speed":{"fly":40,"max":40,"land":30},"wisdom":6,"weakness":{"unholy":10},"creature_ability":["Brand of the Impenitent","Guiding Angel"],"skill":["Acrobatics","Diplomacy","Religion"],"legacy_id":["creature-15"],"tradition":["Divine"],"summary":"Balisses, or confessor angels, seek to assist mortals ensnared by moral dilemmas or crises of faith. They prefer to guide people to their own …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2816","dexterity":2,"category":"creature","slug":"creature-2816"},{"legacy_name":["Astral Deva"],"primary_source_category":"Rulebooks","strength":8,"hp":285,"language":["Diabolic","Draconic","Empyrean","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":6,"perception":26,"trait":["Angel","Celestial","Holy","Medium"],"id":"creature-2817","text":" Tabellia (Emissary Angel) Tabellias are the elite messengers of the celestial realms, serving deities and celestial armies by delivering messages, performing reconnaissance, and providing support for those in need of aid. They watch over planar travelers and take powerful mortals under their wings to mentor them. Tabellias carry scrolls containing important messages and other celestial secrets. Most creatures, even wicked ones, respect the strength of tabellias and allow them to travel untroubled. Tabellias can form spontaneously from the souls of exceptional mortals but are also sometimes created from such souls intentionally by deities or demigods. In the latter cases, tabellias often bear physical features that mark them as closely affiliated with that deity. A tabellia created by Sarenrae, for example, might have hair made of fire, while one created by Torag might look more dwarven, and one created by Desna could have butterfly wings instead of feathered wings. It's not unusual for tabellias created by deities to share their creators' philosophies and interests. Recall Knowledge - Celestial (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Tabellia Source Monster Core pg. 16 Perception +26; darkvision Languages Diabolic, Draconic, Empyrean; truespeech Skills Acrobatics +24, Diplomacy +26, Intimidation +28, Religion +24 Str +8 Dex +4 Con +5 Int +4 Wis +4 Cha +6 Items +2 striking warhammer --- AC 36 Fort +27 Ref +26 Will +22 +1 status to all saves vs. magic HP 285 Weaknesses unholy 15 Traveler's Aura (aura, divine) 20 feet. Creatures in the tabellia's aura are immune to ambient environmental damage from any plane, including severe and extreme heat and cold as well as more otherworldly dangers. The tabellia is never off-guard to creatures within their aura. Messenger's Amnesty (divine) A tabellia with a message to deliver is continually protected by the effect of sanctuary (DC 32). If the angel breaks the sanctuary, the effect returns if the angel ceases hostility for 10 minutes. --- Speed 40 feet, fly 75 feet Melee Single Action holy warhammer +30 (Holy, Magical, Shove), Damage 2d8+14 bludgeoning plus 1d4 spirit (or 2d4 spirit vs. an unholy target) Divine Innate Spells DC 36, attack +28 - Cantrips (7th) Light - 2nd Invisibility (at will; self only) - 3rd Ring of Truth (at will) - 7th Blessed Boundary, Cleanse Affliction, Clear Mind, Divine Decree, Divine Wrath, Heal - Constant (5th) Truespeech Rituals DC 36 - 1st Angelic Messenger Stunning Strike Single Action Requirements The tabellia hit a foe earlier this turn with a weapon Strike; Effect The tabellia makes a weapon Strike against the foe. On a success, the foe must also succeed at a DC 34 Fortitude save or become stunned 1 (or stunned 2 on a critical failure). ","skill_mod":{"diplomacy":26,"intimidation":28,"acrobatics":24,"religion":24},"image":["/Images/Monsters/Tabellia.webp"],"primary_source":"Monster Core","spell":["Blessed Boundary","Cleanse Affliction","Clear Mind","Divine Decree","Divine Wrath","Heal","Ring of Truth","Invisibility","Light","Truespeech"],"ac":36,"item":["+2 striking warhammer"],"level":14,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":27,"size":["Medium"],"name":"Tabellia","pfs":"Standard","rarity":"common","strike_damage_average":[30],"attack_bonus":[30],"constitution":5,"creature_family":"Angel","spell_attack_bonus":[28],"will_save":22,"speed":{"fly":75,"max":75,"land":40},"wisdom":4,"weakness":{"unholy":15},"creature_ability":["Traveler's Aura","Messenger's Amnesty","Stunning Strike"],"skill":["Acrobatics","Diplomacy","Intimidation","Religion"],"legacy_id":["creature-16"],"tradition":["Divine"],"summary":"Tabellias are the elite messengers of the celestial realms, serving deities and celestial armies by delivering messages, performing reconnaissance, …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2817","dexterity":4,"category":"creature","slug":"creature-2817"},{"attack_bonus":[6],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":6,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core"],"type":"Creature","creature_family":"Animated Object","will_save":3,"charisma":-5,"speed":{"max":15,"land":15},"perception":3,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Dust"],"skill":["Athletics"],"legacy_id":["creature-18"],"trait":["Construct","Mindless","Small"],"id":"creature-2818","text":" Animated Broom Animated brooms perform menial tasks of cleaning and upkeep, but they can step in to defend a room from intrusion if needed. These simple animated objects can be found with greater frequency than more complicated and costly objects. Recall Knowledge - Construct (Arcana, Crafting): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Animated Broom Source Monster Core pg. 18 Perception +3; darkvision Languages Skills Athletics +5 Str +0 Dex +1 Con +0 Int -5 Wis +0 Cha -5 --- AC 15 (13 when broken) Fort +3 Ref +6 Will +3 construct armor HP 6 Hardness 2 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, an animated broom has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated broom is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 13. --- Speed 15 feet Melee Single Action bristles +6 (Agile, Magical, Finesse), Damage 1d4 bludgeoning plus dust Dust A creature hit by an animated broom's bristles must succeed at a DC 15 Fortitude save or spend its next action coughing. Even if hit by multiple dust attacks, the creature has to spend only 1 action coughing to clear the dust out. A creature who doesn't breathe is immune to this effect. ","skill_mod":{"athletics":5},"summary":"Animated brooms perform menial tasks of cleaning and upkeep, but they can step in to defend a room from intrusion if needed. These simple animated …","image":["/Images/Monsters/Animated_Broom.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=2818","intelligence":-5,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":1,"hardness":2,"vision":"Darkvision","fortitude_save":3,"size":["Small"],"name":"Animated Broom","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-2818"},{"attack_bonus":[9,10],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":20,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core"],"type":"Creature","creature_family":"Animated Object","will_save":4,"charisma":-5,"speed":{"max":20,"land":20},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor"],"skill":["Athletics"],"legacy_id":["creature-19"],"trait":["Construct","Mindless","Medium"],"id":"creature-2819","text":" Animated Armor Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. Often, a warrior's old suit of armor can be turned into animated armor once it accrues too much battle damage to provide adequate protection. They're found most often in wizard laboratories and ancient dungeons. Recall Knowledge - Construct (Arcana, Crafting): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Animated Armor Source Monster Core pg. 18 Perception +6; darkvision Languages Skills Athletics +9 Str +3 Dex -3 Con +4 Int -5 Wis +0 Cha -5 --- AC 17 (13 when broken) Fort +10 Ref +3 Will +4 construct armor HP 20 Hardness 9 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, animated armor has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated armor is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 13. --- Speed 20 feet Melee Single Action glaive +10 (deadly d8, Forceful, Magical, reach 10 feet), Damage 1d8+4 slashing Melee Single Action gauntlet +9 (Agile, Free-Hand, Magical), Damage 1d6+4 bludgeoning\n","skill_mod":{"athletics":9},"summary":"Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. Often, a …","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2819","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-3,"hardness":9,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Animated Armor","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-2819"},{"attack_bonus":[11],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":35,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core"],"type":"Creature","creature_family":"Animated Object","will_save":5,"charisma":-5,"speed":{"max":20,"land":20},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor"],"skill":["Athletics"],"legacy_id":["creature-20"],"trait":["Construct","Mindless","Medium"],"id":"creature-2820","text":" Animated Statue Animated statues are often used to guard crypts, small shrines, or areas in government buildings where they can be positioned amid normal statues to hide their true nature until an intruder arouses their ire. Many less scrupulous adventurers, fueled by paranoia that statues will animate and attack, smash any statues they encounter, ruining harmless, ancient relics. Recall Knowledge - Construct (Arcana, Crafting): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Animated Statue Source Monster Core pg. 19 Perception +9; darkvision Languages Skills Athletics +11 Str +4 Dex -2 Con +5 Int -5 Wis +0 Cha -5 --- AC 19 (15 when broken) Fort +12 Ref +5 Will +5 construct armor HP 35 Hardness 6 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, an animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 15. --- Speed 20 feet Melee Single Action fist +11 (Magical), Damage 1d8+6 bludgeoning plus Grab\n","skill_mod":{"athletics":11},"summary":"Animated statues are often used to guard crypts, small shrines, or areas in government buildings where they can be positioned amid normal statues to …","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2820","intelligence":-5,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":-2,"hardness":6,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Animated Statue","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-2820"},{"attack_bonus":[12,19],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":100,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core"],"type":"Creature","creature_family":"Animated Object","will_save":9,"charisma":-5,"speed":{"max":30,"land":30},"perception":13,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Brazier","Burn Alive"],"skill":["Athletics"],"legacy_id":["creature-22"],"trait":["Construct","Mindless","Huge"],"id":"creature-2821","text":" Giant Animated Statue Giant animated statues' increased size and power make them most useful in large vaults, spacious chambers, or outdoor locations. Tasks beyond their capabilities typically require a more advanced construct, not an animated object. Recall Knowledge - Construct (Arcana, Crafting): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Giant Animated Statue Source Monster Core pg. 19 Perception +13; darkvision Languages Skills Athletics +17 Str +6 Dex -1 Con +6 Int -5 Wis +0 Cha -5 --- AC 26 (22 when broken) Fort +17 Ref +10 Will +9 construct armor HP 100 Hardness 10 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, an animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 22. --- Speed 30 feet Melee Single Action stone fist +19 (Magical), Damage 2d12+6 bludgeoning plus Grab Ranged Single Action flaming coal +12 (Fire, Magical, range increment 80 feet), Damage 2d6+6 bludgeoning and 2d8 fire Brazier The statue carries a wide brazier full of hot coals. To make flaming coal Strikes or use Burn Alive, the statue must have the brazier held in one hand or otherwise within reach. Instead of targeting the statue with an attack, a creature can target the brazier directly. The brazier has the same AC and saves as the statue. Dealing 15 cold damage to the brazier or dousing it with at least 2 gallons of water extinguishes the coals. This prevents the statue from using Burn Alive and causes its ranged attacks to no longer deal fire damage. Burn Alive Single Action (Fire) The statue grinds a creature it has grabbed or restrained into the red-hot coals of its brazier. The target takes 3d8 fire damage and 1d8 persistent fire damage. ","skill_mod":{"athletics":17},"summary":"Giant animated statues' increased size and power make them most useful in large vaults, spacious chambers, or outdoor locations. Tasks beyond their …","image":["/Images/Monsters/Giant_Animated_Statue.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":26,"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2821","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":-1,"hardness":10,"vision":"Darkvision","fortitude_save":17,"size":["Huge"],"name":"Giant Animated Statue","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,22],"slug":"creature-2821"},{"attack_bonus":[10,13],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":40,"source":["Monster Core"],"type":"Creature","creature_family":"Ankhrav","will_save":7,"charisma":-2,"speed":{"max":25,"land":25,"burrow":20},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["Armor-Rending Bite","Spray Acid"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"8","legacy_id":["creature-23"],"trait":["Animal","Large"],"id":"creature-2822","text":" Ankhrav These horse-sized, burrowing monsters generally avoid heavily settled areas like cities, but ankhravs' predilection for livestock and humanoid flesh ensures that the creatures do not remain in the deep wilderness for long. Desperate farmers whose fields become infested by ankhravs often have little recourse but to seek the aid of adventurers. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Ankhrav Source Monster Core pg. 20 Perception +7; darkvision, tremorsense (imprecise) 60 feet Languages Skills Acrobatics +6, Athletics +11, Stealth +8 Str +4 Dex +1 Con +3 Int -4 Wis +0 Cha -2 --- AC 18 Fort +12 Ref +8 Will +7 HP 40 --- Speed 25 feet, burrow 20 feet Melee Single Action mandibles +13 (Acid), Damage 1d8+4 piercing plus 1d6 acid Ranged Single Action acid spit +10 (Acid, range 30 feet), Damage 3d6 acid Armor-Rending Bite Two Actions The ankhrav makes a mandibles Strike; if the Strike hits, the target's armor takes the damage and the acid damage bypasses the armor's Hardness. Spray Acid Two Actions (Acid) Frequency once per hour; Effect The ankhrav spews acid in a 30-foot cone, dealing 3d6 acid damage and 1d6 persistent acid damage (DC 20 basic Reflex save). Ankhrav Burrows As if the appearance of a hungry ankhrav in a stretch of farmland isn't bad enough, it almost always indicates the proximity of an ankhrav hive nearby. A disturbing number of ankhravs can infest a lair. However, adventurers brave enough to crawl through the tangled burrows are often rewarded with large amounts of treasure, as ankhravs have a habit of dragging their victims back to the deepest corners of their den to feast, usually discarding the remains with most of the gear intact. ","skill_mod":{"stealth":8,"athletics":11,"acrobatics":6},"summary":"These horse-sized, burrowing monsters generally avoid heavily settled areas like cities, but ankhravs' predilection for livestock and humanoid flesh …","image":["/Images/Monsters/Ankhrav.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2822","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Ankhrav","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12],"slug":"creature-2822"},{"legacy_name":["Hive Mother"],"attack_bonus":[17,20],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":120,"source":["Monster Core"],"type":"Creature","creature_family":"Ankhrav","will_save":14,"charisma":-2,"speed":{"max":25,"land":25,"burrow":20},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Reactive Strike","Armor-Rending Bite","Frenzy Pheromone","Spray Acid"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"11","legacy_id":["creature-24"],"trait":["Animal","Uncommon","Huge"],"id":"creature-2823","text":" Ankhrav Hive Mother Ankhrav hive mothers are fearsome predators that one can easily distinguish from the typical ankhrav not only by their greater size, but the presence of a large pair of razor-sharp, mantis-like arms. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Ankhrav Hive Mother Source Monster Core pg. 20 Perception +16; darkvision, tremorsense (imprecise) 90 feet Languages Skills Acrobatics +13, Athletics +20, Stealth +11, Survival +16 Str +6 Dex +1 Con +4 Int -4 Wis +2 Cha -2 --- AC 29 Fort +18 Ref +15 Will +14 HP 120 Reactive Strike Reaction --- Speed 25 feet, burrow 20 feet Melee Single Action mandibles +20 (Acid), Damage 2d8+6 piercing plus 2d6 acid Ranged Single Action acid spit +17 (Acid, range 30 feet), Damage 5d6 acid Armor-Rending Bite Two Actions The hive mother makes a mandibles Strike; if the Strike hits, the target's armor takes the damage and the acid damage bypasses the armor's Hardness. Frenzy Pheromone Two Actions The hive mother unleashes a pheromone that causes all other ankhravs within a 100-foot emanation to become quickened until the start of the hive mother's next turn, and they can use the extra action only for Burrow, Stride, or Strike actions. The hive mother can't unleash the pheromone again for 1d4 rounds. Spray Acid Two Actions (Acid) The hive mother spews acid in a 60- foot cone, dealing 8d6 acid damage and 1d6 persistent acid damage (DC 26 basic Reflex save). It can't Spray Acid again for 1d4 rounds. ","skill_mod":{"survival":16,"stealth":11,"athletics":20,"acrobatics":13},"summary":"Ankhrav hive mothers are fearsome predators that one can easily distinguish from the typical ankhrav not only by their greater size, but the presence …","primary_source":"Monster Core","trait_group":["Creature Type","Rarity"],"ac":29,"level":8,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 90 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2823","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":18,"size":["Huge"],"name":"Ankhrav Hive Mother","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17,22],"slug":"creature-2823"},{"attack_bonus":[9,9],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":30,"source":["Monster Core"],"type":"Creature","creature_family":"Ant","will_save":5,"charisma":-4,"speed":{"climb":20,"max":40,"land":40},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Giant Ant Venom","Haul Away"],"skill":["Athletics","Survival"],"legacy_id":["creature-548"],"trait":["Animal","Medium"],"id":"creature-2824","text":" Giant Ant Giant ants much resemble their smaller kin in their industrious habits, though growing to the size of ponies makes them much deadlier. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Ant Source Monster Core pg. 21 Perception +7; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +8, Survival +7 Str +4 Dex +1 Con +4 Int -5 Wis +1 Cha -4 --- AC 18 Fort +10 Ref +7 Will +5 HP 30 --- Speed 40 feet, climb 20 feet Melee Single Action mandibles +9, Damage 1d8+4 slashing plus Grab Melee Single Action stinger +9 (Agile), Damage 1d6+4 piercing plus giant ant venom Giant Ant Venom (Poison) Saving Throw DC 18 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison and enfeebled 1 (1 round); Stage 2 1d10 poison and enfeebled 2 (1 round); Stage 3 1d12 poison and enfeebled 3 (1 round) Haul Away Single Action Requirements The giant ant has a Large or smaller creature grabbed; Effect The giant ant Strides up to its full Speed, carrying the grabbed creature with it. It is encumbered if the grabbed creature is Medium or larger. Giant Ant Hives Giant ants form vast underground colonies, excavating deep burrows or infesting existing caverns. Ants are omnivorous and cultivate fungus farms, but they are happy to eat whatever presents itself. Humanoids and their domesticated animals are easy fuel for the insectile machinery of their hives. Worker ants lack the sting of their warrior cousins, while elite drones fly on gossamer wings (fly Speed of 30 feet) to seek new food sources for their queen. ","skill_mod":{"survival":7,"athletics":8},"summary":"Giant ants much resemble their smaller kin in their industrious habits, though growing to the size of ponies makes them much deadlier.","image":["/Images/Monsters/Giant_Ant.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2824","intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Giant Ant","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-2824"},{"constitution":4,"primary_source_category":"Rulebooks","strength":-2,"hp":55,"immunity":["grabbed","precision","prone","restrained","swarm mind"],"source":["Monster Core"],"type":"Creature","creature_family":"Ant","will_save":9,"charisma":-4,"speed":{"climb":30,"max":30,"land":30},"perception":11,"wisdom":2,"weakness":{"area":5},"creature_ability":["Cling","Swarming Bites"],"skill":["Athletics"],"legacy_id":["creature-549"],"trait":["Animal","Swarm","Large"],"id":"creature-2825","text":" Army Ant Swarm An army ant swarm is a terrifying carpet of stinging insects that devours all in its path. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Army Ant Swarm Source Monster Core pg. 21 Perception +11; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +7 Str -2 Dex +4 Con +4 Int -5 Wis +2 Cha -4 --- AC 21 Fort +13 Ref +11 Will +9 HP 55 Immunities grabbed, precision, prone, restrained, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 Cling Reaction Trigger A creature leaves the swarm's space; Effect The swarm takes 1d6 damage as ants cling to the creature and continue biting, dealing 3d6 persistent piercing damage. High winds or immersion in water reduces the DC of the flat check to end this persistent damage to 5. Any area damage dealt to the creature destroys these clinging ants. --- Speed 30 feet, climb 30 feet Swarming Bites Single Action Each enemy in the swarm's space takes 3d6 piercing damage (DC 21 basic Fortitude save). A creature that fails its save against Swarming Bites becomes clumsy 1 for 1 round. If the creature attempts a concentrate or manipulate action while affected, it must succeed at a DC 5 flat check or the action is lost; roll the check after spending the action, but before any effects are applied. ","skill_mod":{"athletics":7},"summary":"An army ant swarm is a terrifying carpet of stinging insects that devours all in its path.","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=2825","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Army Ant Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-2825"},{"attack_bonus":[33,35],"constitution":8,"primary_source_category":"Rulebooks","strength":9,"hp":255,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","sonic","spirit","unconscious","vitality","void"],"source":["Monster Core"],"type":"Creature","will_save":31,"charisma":3,"speed":{"max":50,"land":50},"perception":33,"wisdom":6,"weakness":{},"creature_ability":["Flawless Hearing","Roll","Trample","Ultrasonic Blast"],"skill":["Athletics"],"legacy_id":["creature-550"],"trait":["Construct","Rare","Gargantuan"],"id":"creature-2826","text":" Aolaz Aolazes are great beasts carved from stone and metal and magically imbued with the essence of life. The exact means of their creation is a long-lost secret, and they are so rare that scholars have little opportunity to study active specimens. The best-known aolazes are museum pieces or battlefield relics destroyed or deactivated centuries ago, though fragmented records suggest that many more were made and might remain, yet to be unearthed. Most aolazes are built in the shape of great land-bound beasts, such as elephants, rhinoceroses, or dinosaurs. Regardless of the specific creature an aolaz has been constructed to resemble, it is not bound to walk the earth like its inspirations are—it's imbued with the magical ability to pursue across water and even through the air. Few can escape an aolaz's wrath once it is earned. Recall Knowledge - Construct (Arcana, Crafting): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Aolaz Source Monster Core pg. 22 Perception +33; low-light vision, flawless hearing Languages Skills Athletics +35 Str +9 Dex +4 Con +8 Int -4 Wis +6 Cha +3 Flawless Hearing An aolaz has an incredible sense of hearing. It can hear any sound made within 1,000 feet as though it were only 5 feet away from the source of the sound, and any sound within 1 mile as though it were only 30 feet away from the source of the sound. An aolaz's hearing is a precise sense. --- AC 42 Fort +35 Ref +27 Will +31 HP 255 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, sonic, spirit, unconscious, vitality, void Resistances physical 15 (except adamantine) --- Speed 50 feet, fly , water walk Melee Single Action trunk +35 (Magical, reach 20 feet, Sweep, Trip), Damage 5d10+17 bludgeoning plus Grab Melee Single Action foot +33 (Magical, reach 10 feet), Damage 5d8+15 bludgeoning Arcane Innate Spells DC 40 - Constant (9th) Fly, Water Walk Roll Single Action The aolaz tucks its head down and rolls up into an armored sphere. While Rolling, an aolaz has AC 44, Fort +37, Ref +29, Will +33, and Speed 100 feet, but it can't use its trunk Strikes or its Ultrasonic Blast. It can make foot Strikes while rolling, but only as part of a Trample. The aolaz can use this action again to unroll and resume its standing form. Trample Two Actions Huge or smaller, foot, DC 40 Ultrasonic Blast Single Action (Arcane, Sonic) The aolaz releases a tremendous blast of sonic energy from its trunk in a 150-foot line, dealing 12d10 sonic damage. The frequency of this sound is such that it is completely imperceptible to humanoids, but the damage it wreaks is all too evident. Each creature in the area must attempt a DC 40 Fortitude save. The aolaz can't use Ultrasonic Blast again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage and is stunned 1. Failure The creature takes full damage and is stunned 2. Critical Failure The creature takes double damage and is stunned 3. Jistkan Behemoths Thousands of years ago, the Jistka Imperium mastered the art of construct creation, and the aolaz represents the height of its craft. The Jistkans used primal magic to imbue their constructs with spirits of nature. However, when Jistkan creators turned to the outer planes, and to fiends in particular, as a source to power even greater constructs, they unknowingly orchestrated their own doom. ","tradition":["Arcane"],"skill_mod":{"athletics":35},"summary":"Aolazes are great beasts carved from stone and metal and magically imbued with the essence of life. The exact means of their creation is a long-lost …","image":["/Images/Monsters/Aolaz.webp"],"primary_source":"Monster Core","spell":["Fly","Water Walk"],"trait_group":["Creature Type","Rarity"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" low-light vision , flawless hearing","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=2826","intelligence":-4,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":35,"size":["Gargantuan"],"name":"Aolaz","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[37,44],"slug":"creature-2826"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":45,"source":["Monster Core"],"type":"Creature","creature_family":"Ape","will_save":6,"charisma":-2,"speed":{"climb":30,"max":30,"land":30},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Frightening Display"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","legacy_id":["creature-25"],"trait":["Animal","Large"],"id":"creature-2827","text":" Gorilla Gorillas can be fiercely protective of their territory, particularly if provoked by hunters or the presence of more dangerous monsters. A gorilla uses its fangs and powerful arms to bite and pummel trespassers with wild abandon. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Gorilla Source Monster Core pg. 23 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +9, Athletics +11, Stealth +7 Str +4 Dex +2 Con +3 Int -4 Wis +1 Cha -2 --- AC 18 Fort +12 Ref +9 Will +6 HP 45 --- Speed 30 feet, climb 30 feet Melee Single Action fist +11 (Agile, reach 10 feet), Damage 2d6+4 bludgeoning Melee Single Action jaws +11 (reach 5 feet), Damage 1d8+4 piercing Frightening Display Two Actions (Auditory, Emotion, Fear, Mental) The gorilla beats its chest in a terrifying display. Creatures within 30 feet must attempt a DC 20 Will save. While a creature is frightened by this ability, it is off-guard to the gorilla. Critical Success No effect and temporarily immune for 1 minute. Success The creature is unaffected. Failure The creature is frightened 1. Critical Failure The creature is frightened 2. Gigantopithecus These fierce kin of orangutans are three times heavier than a gorilla. They are level 4, with statistics roughly akin to an elite gorilla. ","skill_mod":{"stealth":7,"athletics":11,"acrobatics":9},"summary":"Gorillas can be fiercely protective of their territory, particularly if provoked by hunters or the presence of more dangerous monsters. A gorilla …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2827","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":12,"size":["Large"],"name":"Gorilla","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,11],"slug":"creature-2827"},{"attack_bonus":[21,21],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":150,"source":["Monster Core"],"type":"Creature","creature_family":"Ape","will_save":13,"charisma":2,"speed":{"climb":30,"max":30,"land":30},"perception":15,"wisdom":1,"weakness":{},"creature_ability":["Mangling Rend","Terrifying Display"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-26"],"trait":["Animal","Gargantuan"],"id":"creature-2828","text":" Megaprimatus The megaprimatus is among the mightiest of apes, quick to confront any perceived intrusions into its domain. With a height of 40 feet, it towers over even most giants, and is used to being the top-tier predator in the region. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Megaprimatus Source Monster Core pg. 23 Perception +15; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +14, Athletics +19 Str +7 Dex +2 Con +5 Int -4 Wis +1 Cha +2 --- AC 26 Fort +19 Ref +16 Will +13 HP 150 --- Speed 30 feet, climb 30 feet Melee Single Action fist +21 (Agile, reach 20 feet), Damage 2d8+10 bludgeoning Melee Single Action jaws +21 (reach 10 feet), Damage 2d10+10 piercing Mangling Rend Two Actions A megaprimatus makes two fist Strikes against the same target. If both hit, the attack deals an additional 2d6 bludgeoning damage, the target is off-guard, and the target takes a –20-foot status penalty to all Speeds until the end of its next turn. Terrifying Display Two Actions (Auditory, Emotion, Fear, Mental) The megaprimatus beats its chest in a terrifying display. Creatures within 50 feet must attempt a DC 27 Will save. While a creature is frightened by this ability, it is off-guard to the megaprimatus and to gorillas. Critical Success No effect and temporarily immune for 1 minute. Success The creature is unaffected. Failure The creature is frightened 1. Critical Failure The creature is frightened 2 and fleeing until the end of its next turn. ","skill_mod":{"athletics":19,"acrobatics":14},"summary":"The megaprimatus is among the mightiest of apes, quick to confront any perceived intrusions into its domain. With a height of 40 feet, it towers over …","image":["/Images/Monsters/Megaprimatus.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2828","intelligence":-4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":19,"size":["Gargantuan"],"name":"Megaprimatus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,21],"slug":"creature-2828"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":75,"language":["Arboreal","Common","Fey"],"source":["Monster Core"],"type":"Creature","creature_family":"Arboreal","will_save":11,"charisma":1,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{"fire":10},"creature_ability":["Reactive Strike","Shield Block","Shield Push"],"skill":["Athletics","Stealth"],"stealth":"9","legacy_id":["creature-27"],"trait":["Plant","Wood","Large"],"id":"creature-2829","text":" Arboreal Warden Arboreal wardens are the rangers of arboreal society. These itinerant folk have an innate curiosity about the woodlands in which they dwell, and rarely stop to take root and rest in the same part of the forest twice. This wanderlust makes wardens ideal forest patrollers and scouts. While they are robust combatants, they know better than to confront dangerous foes on their own. Instead, they report any dangers to arboreal regents. In rare cases, large groups of arboreal wardens congregate to form a copse. Copses travel beyond the boundaries of a forest to investigate the hinterlands and gather intelligence on potential threats before returning to report their findings. Arboreal wardens do not pretend to understand to other creatures' motives—like most forces of the natural world, they are ambivalent about mortal affairs that do not involve their forest. Recall Knowledge - Plant (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Arboreal Warden Source Monster Core pg. 24 Perception +11; low-light vision Languages Arboreal, Common, Fey Skills Athletics +13, Stealth +9 Str +5 Dex +1 Con +3 Int +1 Wis +3 Cha +1 Items large bark shield, stone longsword --- AC 20 (22 with shield raised) Fort +13 Ref +9 Will +11 HP 75 Resistances bludgeoning 5, piercing 5 Weaknesses axes 5, fire 10 Reactive Strike Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action stone longsword +13 (reach 10 feet), Damage 1d8+10 bludgeoning Melee Single Action shield bash +13, Damage 1d6+10 bludgeoning Shield Push Two Actions The arboreal warden Strides and then makes a shield bash Strike. If the attack hits, the target is pushed 10 feet. ","element":["Wood"],"skill_mod":{"stealth":9,"athletics":13},"summary":"Arboreal wardens are the rangers of arboreal society. These itinerant folk have an innate curiosity about the woodlands in which they dwell, and …","image":["/Images/Monsters/Arboreal_Warden.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Elemental"],"ac":20,"item":["large bark shield","stone longsword"],"level":4,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5},"url":"/Monsters.aspx?ID=2829","intelligence":1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Arboreal Warden","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,14],"slug":"creature-2829"},{"attack_bonus":[16,16],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":100,"language":["Arboreal","(can't speak any language)"],"source":["Monster Core"],"type":"Creature","creature_family":"Arboreal","will_save":13,"charisma":0,"speed":{"max":20,"land":20},"perception":13,"wisdom":3,"weakness":{"fire":10},"skill":["Athletics","Stealth"],"stealth":"9","legacy_id":["creature-28"],"trait":["Plant","Wood","Huge"],"id":"creature-2830","text":" Awakened Tree Arboreal regents and other wielders of powerful primal magic grant temporary sentience to trees in order to protect the forest. Invested with a workable set of instincts and the ability to mobilize and attack, these awakened trees follow the commands of their master and fight to protect their home. The statistics below work just as well for foliage that has become animate via other methods, such as a mystical influence from another dimension, a capricious fey spirit, or the like. Recall Knowledge - Plant (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Awakened Tree Source Monster Core pg. 25 Perception +13; low-light vision Languages Arboreal; (can't speak any language) Skills Athletics +14, Stealth +9 Str +6 Dex -1 Con +6 Int -5 Wis +3 Cha +0 --- AC 22 Fort +16 Ref +9 Will +13 HP 100 Resistances bludgeoning 5, piercing 5 Weaknesses axes 5, fire 10 --- Speed 20 feet Melee Single Action branch +16 (reach 15 feet), Damage 2d8+6 bludgeoning Melee Single Action root +16 (Trip), Damage 2d6+6 bludgeoning\n","element":["Wood"],"skill_mod":{"stealth":9,"athletics":14},"summary":"Arboreal regents and other wielders of powerful primal magic grant temporary sentience to trees in order to protect the forest. Invested with a …","primary_source":"Monster Core","trait_group":["Creature Type","Elemental"],"ac":22,"level":6,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5},"url":"/Monsters.aspx?ID=2830","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Low-light vision","fortitude_save":16,"size":["Huge"],"name":"Awakened Tree","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-2830"},{"primary_source_category":"Rulebooks","strength":7,"hp":150,"language":["Arboreal","Common","Fey","<%SPELLS%1681%%>speak with plants<%END>"],"source":["Monster Core"],"type":"Creature","charisma":2,"perception":18,"stealth":"11","trait":["Plant","Wood","Large"],"id":"creature-2831","text":" Arboreal Regent Arboreal regents are lumbering, solitary creatures responsible for guarding an entire forest. They take an especially long view of affairs and never act brashly or without much deliberation. They occasionally come together in small groups called groves to share news and pass their wisdom down to the arboreal wardens that have sprouted under their watch. In times of grave danger, all the groves in a region may gather for a great months-long meeting to plan and, eventually, act upon a threat. The typical arboreal regent is 30 feet tall, has a trunk 2 feet in diameter, and weighs 4,500 pounds. Recall Knowledge - Plant (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Arboreal Regent Source Monster Core pg. 25 Perception +18; low-light vision Languages Arboreal, Common, Fey; speak with plants Skills Athletics +19, Diplomacy +16, Intimidation +16, Nature +18, Stealth +11 Str +7 Dex -1 Con +6 Int +1 Wis +4 Cha +2 --- AC 26 Fort +20 Ref +11 Will +16 HP 150 Resistances bludgeoning 5, piercing 5 Weaknesses axes 5, fire 10 --- Speed 25 feet Melee Single Action branch +19 (reach 15 feet), Damage 2d12+7 bludgeoning Melee Single Action root +19 (Trip), Damage 2d8+7 bludgeoning Ranged Single Action rock +19 (Brutal, range increment 120 feet), Damage 2d10+7 bludgeoning Primal Innate Spells DC 26 - Constant (4th) Speak with Plants Awaken Tree Two Actions (Concentrate, Primal) The arboreal regent causes a tree within 180 feet to uproot itself and fight as a minion using the statistics for an awakened tree. The arboreal regent can control up to two awakened trees at a time, and they can issue commands to both trees as a single action, which has the concentrate and auditory traits. Sunder Objects When an arboreal regent damages an item or structure, they deal an additional 2d10 damage to that item or structure. Throw Rock Single Action ","element":["Wood"],"skill_mod":{"diplomacy":16,"nature":18,"stealth":11,"athletics":19,"intimidation":16},"image":["/Images/Monsters/Arboreal_Regent.webp"],"primary_source":"Monster Core","spell":["Speak with Plants"],"ac":26,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{"bludgeoning":5,"piercing":5},"intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":20,"size":["Large"],"name":"Arboreal Regent","pfs":"Standard","rarity":"common","strike_damage_average":[16,18,20],"attack_bonus":[19,19,19],"constitution":6,"creature_family":"Arboreal","will_save":16,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"fire":10},"creature_ability":["Awaken Tree","Sunder Objects","Throw Rock"],"skill":["Athletics","Diplomacy","Intimidation","Nature","Stealth"],"legacy_id":["creature-29"],"tradition":["Primal"],"summary":"Arboreal regents are lumbering, solitary creatures responsible for guarding an entire forest. They take an especially long view of affairs and never …","trait_group":["Creature Type","Elemental"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2831","dexterity":-1,"category":"creature","slug":"creature-2831"},{"attack_bonus":[8],"constitution":1,"primary_source_category":"Rulebooks","strength":-5,"hp":20,"language":["Diabolic","Draconic","Empyrean","Utopian"],"immunity":["fear"],"source":["Monster Core"],"type":"Creature","creature_family":"Archon","will_save":4,"charisma":1,"speed":{"fly":40,"max":40},"perception":6,"wisdom":1,"weakness":{"unholy":3},"creature_ability":["Archon's Protection","Behold!","Light of Truth"],"skill":["Acrobatics","Intimidation","Religion"],"trait":["Archon","Celestial","Holy","Small"],"id":"creature-2832","text":" Zoaem (Ring Archon) These endlessly curious archons are formed from spinning wheels of golden light given corporeal shape. They serve as lookouts and mobile support troops for the archon legions, at times uniting to form powerful warriors of light called gestalts. Larger collectives of zoaems can even temporarily fuse into greater archons, approaching the power of the first zoaem, which broke itself apart to serve Heaven more efficiently. Recall Knowledge - Celestial (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Zoaem Source Monster Core pg. 26 Perception +6; darkvision Languages Diabolic, Draconic, Empyrean, Utopian Skills Acrobatics +8, Intimidation +6, Religion +6 Str -5 Dex +3 Con +1 Int -1 Wis +1 Cha +1 --- AC 16 Fort +6 Ref +10 Will +4 HP 20 (all-around vision) Immunities fear Resistances fire 3 Weaknesses unholy 3 Archon's Protection Reaction Trigger An enemy damages the archon's ally and both are within 15 feet of the archon; Effect The ally gains resistance 3 to all damage against the triggering damage and the archon can make a Strike against the enemy. --- Speed fly 40 feet Ranged Single Action eye ray +8 (Agile, Fire, Holy, Magical, range 30 feet), Damage 1d8 fire Divine Innate Spells DC 17 - Cantrips (1st) Light - 1st Heal - 4th Read Omens Behold! Two Actions (Concentrate, Illusion, Incapacitation, Visual) Frequency once per hour; Effect The zoaem's rings and wings move in a complex pattern, mesmerizing creatures in the zoaem's choice of a 10-foot emanation or a 5-foot burst within 60 feet. Each creature must succeed at a DC 17 Will save or be fascinated with the zoaem for 1 minute and stunned 1 (or stunned for 1 round on a critical failure). Light of Truth Single Action (Concentrate, Divine, Light) The zoaem shines an intense light of truth, as revealing light but in a 60-foot line. Against creatures affected by this light, the zoaem and their allies gain a +1 status bonus to damage rolls and Recall Knowledge checks. The zoaem can't use Light of Truth again for 1d4 rounds. ","tradition":["Divine"],"skill_mod":{"intimidation":6,"acrobatics":8,"religion":6},"summary":"These endlessly curious archons are formed from spinning wheels of golden light given corporeal shape. They serve as lookouts and mobile support …","image":["/Images/Monsters/Zoaem.webp"],"primary_source":"Monster Core","spell":["Read Omens","Heal","Light"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":3},"url":"/Monsters.aspx?ID=2832","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Zoaem","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-2832"},{"legacy_name":["Horned Archon"],"primary_source_category":"Rulebooks","strength":3,"hp":65,"language":["Diabolic","Draconic","Empyrean","Utopian","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":1,"perception":11,"stealth":"10","trait":["Archon","Celestial","Holy","Medium"],"id":"creature-2833","text":" Qarna (Horned Archon) Qarnas are secretive and tireless sentinels and scouts, patrolling the Outer Sphere's untamed wilds for evil to eliminate and keeping small communities safe from demons, devils, and worse. They resemble ornate statuesque creations with four stag-like heads and golden horns. When requested to do so by their allies, especially the god Erastil, they journey into the Universe and patrol dangerous frontier areas, secretly performing acts of kindness such as leading hunters to food, helping lost children, and driving off evil creatures. Recall Knowledge - Celestial (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Qarna Source Monster Core pg. 27 Perception +11; darkvision Languages Diabolic, Draconic, Empyrean, Utopian; truespeech Skills Acrobatics +12, Intimidation +11, Nature +11, Religion +9, Stealth +10, Survival +11, Athletics +11 Str +3 Dex +4 Con +3 Int +1 Wis +3 Cha +1 Items Composite Longbow (20 arrows) --- AC 22 all-around vision Fort +11 Ref +10 Will +11 +1 status to all saves vs. magic HP 65 Immunities fear Weaknesses unholy 5 Archon's Protection Reaction Trigger An enemy damages the archon's ally and both are within 15 feet of the archon; Effect The ally gains resistance 5 to all damage against the triggering damage and the archon can make a Strike against the enemy. --- Speed 35 feet Melee Single Action horn +13 (Holy, Magical), Damage 1d8+9 piercing plus Push Ranged Single Action composite longbow +14 (Holy, deadly d10, Magical, Propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+7 piercing Divine Innate Spells DC 21 - Cantrips (2nd) Light - 1st Charm (animals only; ×3), Sure Strike (×3) - 2nd Animal Messenger (×3) - 4th Translocate (×3) - Constant (5th) Truespeech Archon's Pursuit Two Actions Frequency once per day; Requirements The qarna saw another creature teleport within the last round and has at least one translocate spell remaining; Effect The qarna casts one of their translocate spells, which is heightened to 5th rank and causes the qarna to arrive in an unoccupied space it chooses within 30 feet of the creature it's pursuing. If the creature is too far away, the qarna arrives as close as possible. Distracting Arrow Two Actions (Divine, Mental) The qarna makes a composite longbow Strike. If it hits, the arrow lodges in the target and that creature's senses focus on the archon, leaving all else blurry. That creature takes a –2 status penalty to attack rolls and Perception checks against any target other than the qarna. The creature can Interact to remove the arrow, which ends the effect. Touch of Charity Single Action (Divine, Healing, Manipulate, Vitality) The qarna touches a willing living creature to take on that creature's wounds. The qarna transfers up to 30 of their own HP to the touched creature. (The qarna can't transfer more HP than they currently have.) ","skill_mod":{"nature":11,"survival":11,"stealth":10,"athletics":11,"intimidation":11,"acrobatics":12,"religion":9},"image":["/Images/Monsters/Qarna.webp"],"primary_source":"Monster Core","spell":["Translocate","Animal Messenger","Charm","Sure Strike","Light","Truespeech"],"ac":22,"item":["Composite Longbow (20 arrows)"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":10,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Qarna","pfs":"Standard","rarity":"common","strike_damage_average":[11,13],"attack_bonus":[13,14],"constitution":3,"immunity":["fear"],"creature_family":"Archon","will_save":11,"speed":{"max":35,"land":35},"wisdom":3,"weakness":{"unholy":5},"creature_ability":["Archon's Protection","Archon's Pursuit","Distracting Arrow","Touch of Charity"],"skill":["Acrobatics","Intimidation","Nature","Religion","Stealth","Survival","Athletics"],"legacy_id":["creature-31"],"tradition":["Divine"],"summary":"Qarnas are secretive and tireless sentinels and scouts, patrolling the Outer Sphere's untamed wilds for evil to eliminate and keeping small …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2833","dexterity":4,"category":"creature","slug":"creature-2833"},{"legacy_name":["Legion Archon"],"primary_source_category":"Rulebooks","strength":5,"hp":100,"language":["Diabolic","Draconic","Empyrean","Utopian","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":15,"trait":["Archon","Celestial","Holy","Medium"],"id":"creature-2834","text":" Aesra (Legion Archon) Despite their flaming blades and ring of unblinking eyes, aesras are the diplomats of peace among the archons, preferring justice via compromise and mutual benefit rather than justice by the sword. Nonetheless, when forced to fight against fiendish powers aesras don't hesitate in battle, mounting offensives under divine commanders like Iomedae. Recall Knowledge - Celestial (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Aesra Source Monster Core pg. 27 Perception +15; darkvision Languages Diabolic, Draconic, Empyrean, Utopian; truespeech Skills Acrobatics +13, Athletics +14, Diplomacy +16, Intimidation +16, Religion +13, Survival +14 Str +5 Dex +2 Con +4 Int +1 Wis +2 Cha +5 Items Full Plate --- AC 27 all-around vision Fort +17 Ref +11 Will +15 +1 status to all saves vs. magical HP 100 Immunities fear Resistances fire 15 Weaknesses unholy 10 Archon's Protection Reaction Trigger An enemy damages the archon's ally and both are within 15 feet of the archon; Effect The ally gains resistance 10 to all damage against the triggering damage and the archon can make a Strike against the enemy. --- Speed 30 feet, fly 60 feet Melee Single Action flame of justice +18 (Holy, Magical, versatile P), Damage 2d10+5 slashing plus 1d6 fire and flame of justice Ranged Single Action flame of justice +15 (Holy, Magical, range increment 30 feet, versatile P), Damage 2d10+5 slashing plus 1d6 fire and flame of justice Divine Innate Spells DC 24 - Cantrips (4th) Light, Message - 1st Sure Strike (×3) - 4th Translocate (at will) - Constant (5th) Truespeech Flame of Justice (Divine, Holy) An aesra's spirit of righteousness manifests as a two-handed sword of fire. If disarmed or thrown as a ranged weapon, the flame of justice vanishes after landing or dealing damage and reappears in the aesra's hands again instantly. On a critical hit, the target also takes 2d6 persistent fire damage. Flaming Slash Two Actions (Divine, Fire, Holy, Manipulate) The aesra sweeps their sword, creating a 15-foot cone of sacred flame that deals 5d6 fire damage with a DC 23 basic Reflex save. Maintain Formation When an aesra casts translocate , they can bring an adjacent willing archon along with them. That archon appears in an empty space adjacent to the aesra's new space. ","skill_mod":{"diplomacy":16,"survival":14,"athletics":14,"intimidation":16,"acrobatics":13,"religion":13},"image":["/Images/Monsters/Aesra.webp"],"primary_source":"Monster Core","spell":["Translocate","Sure Strike","Light","Message","Truespeech"],"ac":27,"item":["Full Plate"],"level":7,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"fire":15},"intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Aesra","pfs":"Standard","rarity":"common","strike_damage_average":[19,19],"attack_bonus":[15,18],"constitution":4,"immunity":["fear"],"creature_family":"Archon","will_save":15,"speed":{"fly":60,"max":60,"land":30},"wisdom":2,"weakness":{"unholy":10},"creature_ability":["Archon's Protection","Flame of Justice","Flaming Slash","Maintain Formation"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Religion","Survival"],"legacy_id":["creature-32"],"tradition":["Divine"],"summary":"Despite their flaming blades and ring of unblinking eyes, aesras are the diplomats of peace among the archons, preferring justice via compromise and …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2834","dexterity":2,"category":"creature","slug":"creature-2834"},{"legacy_name":["Shield Archon"],"primary_source_category":"Rulebooks","strength":5,"hp":150,"language":["Diabolic","Draconic","Empyrean","Utopian","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":19,"trait":["Archon","Celestial","Holy","Large"],"id":"creature-2835","text":" Rekhep (Shield Archon) Rekheps are the living shields that defend Heaven against fiendish incursions. They tile together in massive formations capable of withstanding any onslaught. Given their tremendous strength and imposing stature, shield archons are ideal guardians of the meek and are sometimes summoned to the mortal Universeto ward off the attacks of great numbers of evildoers. Recall Knowledge - Celestial (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Rekhep Source Monster Core pg. 28 Perception +19; darkvision Languages Diabolic, Draconic, Empyrean, Utopian; truespeech Skills Athletics +21, Diplomacy +19, Intimidation +19, Religion +19, Survival +17 Str +5 Dex +1 Con +7 Int +2 Wis +3 Cha +3 Items +1 striking lance --- AC 31 all-around vision Fort +23 Ref +15 Will +19 +1 status to all saves vs. magic HP 150 Immunities fear Weaknesses unholy 10 Archon's Protection Reaction Trigger An enemy damages the archon's ally and both are within 15 feet of the archon; Effect The ally gains resistance 15 to all damage against the triggering damage and the archon can make a Strike against the enemy. --- Speed 30 feet, fly 60 feet Melee Single Action holy lance +22 (deadly d8, Divine, Holy, jousting d6, reach 10 feet), Damage 2d8+11 piercing plus 1d4 spirit (or 2d4 spirit vs. an unholy target) Divine Innate Spells DC 27 - Cantrips (5th) Divine Lance, Message - 1st Sure Strike (×3) - 2nd Share Life (×3) - 4th Translocate (at will) - Constant (5th) Truespeech Archon's Pursuit Two Actions Frequency once per day; Requirements The rekhep saw another creature teleport within the last round and has at least one translocate spell remaining; Effect The rekhep casts one of their translocate spells, which is heightened to 5th rank and causes the rekhep to arrive in an unoccupied space it chooses within 30 feet of the creature it's pursuing. If the creature is too far away, the rekhep arrives as close as possible. Courageous Switch When a rekhep uses their translocate innate spell, they can choose to move into the space of a willing ally they can see within range. If they do, the ally switches places with the archon, appearing in the space the archon just vacated, as if it too had cast translocate . Holy Armament (Divine, Holy) Any weapon gains the holy rune while the rekhep wields it. Living Shield Single Action The rekhep grants an adjacent ally a +2 circumstance bonus to AC until they're no longer adjacent or until the start of the archon's next turn, whichever comes first. When the rekhep uses Archon's Protection against an attack against the shielded ally, the rekhep gains the resistance and takes the damage rather than the ally. Terrifying Smite Two Actions (Emotion, Fear, Mental) The rekhep makes a Strike against an enemy that has one of the rekhep's allies within its reach. On a hit, the target takes an additional 2d8 mental damage and is frightened 2. The extra damage and frightened value are doubled on a critical hit. ","skill_mod":{"diplomacy":19,"survival":17,"athletics":21,"intimidation":19,"religion":19},"image":["/Images/Monsters/Rekhep.webp"],"primary_source":"Monster Core","spell":["Translocate","Share Life","Sure Strike","Divine Lance","Message","Truespeech"],"ac":31,"item":["+1 striking lance"],"level":10,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":15,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Rekhep","pfs":"Standard","rarity":"common","strike_damage_average":[27],"attack_bonus":[22],"constitution":7,"immunity":["fear"],"creature_family":"Archon","will_save":19,"speed":{"fly":60,"max":60,"land":30},"wisdom":3,"weakness":{"unholy":10},"creature_ability":["Archon's Protection","Archon's Pursuit","Courageous Switch","Holy Armament","Living Shield","Terrifying Smite"],"skill":["Athletics","Diplomacy","Intimidation","Religion","Survival"],"legacy_id":["creature-33"],"tradition":["Divine"],"summary":"Rekheps are the living shields that defend Heaven against fiendish incursions. They tile together in massive formations capable of withstanding any …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2835","dexterity":1,"category":"creature","slug":"creature-2835"},{"legacy_name":["Wheel Archon"],"primary_source_category":"Rulebooks","strength":6,"hp":230,"language":["Diabolic","Draconic","Empyrean","Utopian","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":28,"trait":["Archon","Celestial","Holy","Rare","Huge"],"id":"creature-2836","text":" Giylea (Wheel Archon) Giyleas are known as wheel archons, named for their appearance as a flying, armor-plated wheel of fire with eyes on each spoke. They often serve as advisors due to their ability to see through lies, and they have a legendary intolerance and single-mindedness in the pursuit of the punishment of evil. Recall Knowledge - Celestial (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Giylea Source Monster Core pg. 29 Perception +28; darkvision, truesight Languages Diabolic, Draconic, Empyrean, Utopian; truespeech Skills Acrobatics +31, Athletics +30, Intimidation +29, Religion +28, Warfare Lore +29 Str +6 Dex +9 Con +6 Int +5 Wis +6 Cha +3 --- AC 41 all-around vision Fort +26 Ref +31 Will +28 +1 status to all saves vs. magic HP 230 Immunities fear Weaknesses unholy 15 All-Knowing Eyes (aura, divine, mental, visual) 30 feet. When a creature ends its turn in the giylea's aura, it must attempt a DC 34 Will save. If the creature fails, any Deception check it attempts until the end of its next turn has its result reduced by one degree of success. If a creature is currently disguised or in a shape other than its true form when it fails its save, it also becomes stupefied 1 until the end of its next turn. Archon's Protection Reaction Trigger An enemy damages the archon's ally and both are within 15 feet of the archon; Effect The ally gains resistance 20 to all damage against the triggering damage and the archon can make a Strike against the enemy. --- Speed fly 50 feet Melee Single Action slam +30 (Holy, Magical), Damage 3d12+14 bludgeoning plus 1d6 fire Ranged Single Action tongue of flame +33 (Fire, Holy, Magical, range 30 feet), Damage 7d6 fire Divine Innate Spells DC 37, attack +29 - 7th Divine Decree, Divine Immolation, Scouting Eye, Zealous Conviction - 8th Divine Wrath, Ring of Truth (at will) - 9th Detonate Magic - Constant (8th) Ring of Truth, Truesight, Truespeech Fiery Spokes Two Actions (Divine, Fire, Holy, Spirit) The giylea spins furiously, emitting a rain of divine fire. All creatures in a 60-foot emanation take 12d6 fire damage and 5d6 spirit damage with a DC 37 basic Reflex save. The giylea can't use Fiery Spokes for 1d4 rounds. Focus Gaze Single Action (Concentrate, Divine, Mental, Visual) The giylea fixes their gaze on a creature they can see within 30 feet. The target must immediately attempt a DC 37 Will save against the giylea's all-knowing eyes. If the creature is under any magical effect that disguises it or has altered its shape, the giylea attempts to counter that magical disguise effect (counteract +29, 8th rank). After attempting its save, the creature is then temporarily immune until the start of the giylea's next turn. ","skill_mod":{"athletics":30,"intimidation":29,"acrobatics":31,"religion":28},"primary_source":"Monster Core","spell":["Detonate Magic","Divine Wrath","Ring of Truth","Divine Decree","Divine Immolation","Scouting Eye","Zealous Conviction","Truesight","Truespeech"],"ac":41,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","resistance":{},"intelligence":5,"reflex_save":31,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Giylea","pfs":"Standard","rarity":"rare","strike_damage_average":[24,37],"attack_bonus":[30,33],"constitution":6,"immunity":["fear"],"creature_family":"Archon","spell_attack_bonus":[29],"will_save":28,"speed":{"fly":50,"max":50},"wisdom":6,"weakness":{"unholy":15},"creature_ability":["All-Knowing Eyes","Archon's Protection","Fiery Spokes","Focus Gaze"],"skill":["Acrobatics","Athletics","Intimidation","Religion","Warfare Lore"],"legacy_id":["creature-2079"],"tradition":["Divine"],"summary":"Giyleas are known as wheel archons, named for their appearance as a flying, armor-plated wheel of fire with eyes on each spoke. They often serve as …","trait_group":["Monster","Creature Type","Mechanics","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2836","dexterity":9,"category":"creature","slug":"creature-2836"},{"legacy_name":["Locathah Hunter"],"attack_bonus":[10,11],"constitution":0,"primary_source_category":"Rulebooks","strength":4,"hp":38,"language":["Common","Thalassic"],"source":["Monster Core"],"type":"Creature","creature_family":"Athamaru","will_save":9,"charisma":0,"speed":{"max":40,"land":10,"swim":40},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Cooperative Hunting","Fan Bolt","Hunt Prey","Pack Attack","Smooth Swimmer"],"skill":["Athletics","Diplomacy","Nature","Stealth","Survival"],"stealth":"8","legacy_id":["creature-1223"],"trait":["Aquatic","Athamaru","Humanoid","Medium","Locathah"],"id":"creature-2837","text":" Athamaru Hunter Deep in the sea, schools of athamarus—piscine humanoids armed with spears and specialized crossbows—stalk sharks, sea serpents, and giant squid from the backs of their giant moray eel mounts. The first hunters to strike are armed with barbed harpoons that deploy large fans of seaweed, slowing and exhausting their prey. A daring few athamarus use the embedded harpoon as a handle to ride prey for a short time. Once the creature is tired, remaining hunters finish it with longspears. Athamarus developed this hunting tradition to forge skilled warriors and deter potential attackers, partially in response to centuries of oppression and mistreatment from other aquatic cultures. Athamarus rarely hunt land-dwellers, instead offering to trade their services as guides in exchange for metal and ceramic items they can't build underwater—and for tubers, which they consider earthy delicacies. They render aid to damaged sailing ships and rescue shipwrecked sailors, providing food and guidance. Athamaru communities—usually villages of 200 individuals or fewer—are matriarchal. The ruler of a given community is also the primary egg-layer, providing each generation with powerful familial bonds. The communities are tight-knit and loyal. Matriarchs are advised and assisted by primal spellcasters and healers. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Athamaru Hunter Source Monster Core pg. 30 Perception +9; low-light vision Languages Common, Thalassic Skills Athletics +11, Diplomacy +5, Nature +7, Stealth +8, Survival +7 Str +4 Dex +3 Con +0 Int +1 Wis +2 Cha +0 Items Crossbow (12 fan bolts), Longspear, Scale Mail --- AC 20 Fort +7 Ref +10 Will +9 HP 38 --- Speed 10 feet, swim 40 feet; smooth swimmer Melee Single Action longspear +11 (reach 10 feet), Damage 1d8+4 piercing Melee Single Action crossbow +10 (range increment 120 feet, reload 1), Damage 1d8 piercing plus fan bolt Cooperative Hunting After the hunter attempts a Strike at a Large or larger target (regardless of success or failure), the next Strike one of the hunter's allies makes against the same target gains a +2 circumstance bonus to the attack roll. Fan Bolt The hunter prepares their hooked crossbow bolts with carefully woven seaweed. On a successful crossbow Strike, the bolt embeds and the seaweed fan deploys. The target takes a –10-foot status penalty to its swim Speed. A creature can Interact to attempt a DC Athletics check, removing the bolt on a success. Hunt Prey Single Action (Concentrate) The athamaru hunter designates a single creature they can see and hear, or one they're Tracking, as their prey. The hunter gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the athamaru hits their designated prey in a round, they deal an additional 1d8 precision damage. These effects last until the hunter uses Hunt Prey again. Pack Attack The hunter's Strikes deal an additional 1d8 damage to creatures within reach of at least two of the hunter's allies. Smooth Swimmer The athamaru hunter ignores difficult terrain caused by aquatic terrain features. ","skill_mod":{"diplomacy":5,"nature":7,"survival":7,"stealth":8,"athletics":11},"summary":"Deep in the sea, schools of athamarus—piscine humanoids armed with spears and specialized crossbows—stalk sharks, sea serpents, and giant squid from …","image":["/Images/Monsters/Arhamaru_Hunter.webp"],"primary_source":"Monster Core","trait_group":["Monster","Ancestry","Creature Type"],"ac":20,"item":["Crossbow (12 fan bolts)","Longspear","Scale Mail"],"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2837","intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Athamaru Hunter","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,8],"slug":"creature-2837"},{"attack_bonus":[7,7],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":15,"language":["Alghollthu","Common"],"source":["Monster Core"],"type":"Creature","creature_family":"Azarketi","will_save":3,"charisma":1,"speed":{"max":25,"land":25,"swim":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Hydration","Swim Away","Requirement"],"skill":["Athletics","Diplomacy","Nature","Stealth","Survival","Underwater Lore"],"stealth":"5","legacy_id":["creature-1747"],"trait":["Aquatic","Azarketi","Humanoid","Medium"],"id":"creature-2838","text":" Azarketi Crab Catcher The average azarketi citizen in Absalom makes a living fishing or catching crabs. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Azarketi Crab Catcher Source Monster Core pg. 31 Perception +6 Languages Alghollthu, Common Skills Athletics +4, Diplomacy +3, Nature +3, Stealth +5, Survival +5, Underwater Lore +4 Str +2 Dex +3 Con +2 Int +0 Wis +1 Cha +1 Items crab cage, Dagger, Sack --- AC 16 Fort +6 Ref +9 Will +3 HP 15 Hydration Azarketi must regularly submerge themselves in water to rehydrate their water-acclimated skin. After the first 24 hours outside of water, they gain a –1 status penalty to Fortitude saves as their skin cracks and their gills become painful. After 48 hours, they begin to suffocate until returned to water. Swim Away Reaction Requirement The azarketi crab catcher is swimming; Trigger The azarketi crab catcher is targeted with an attack and can see the attacker; Effect The azarketi crab catcher gains a +2 circumstance bonus to AC against the triggering attack. After the attack, they Swim 5 feet. --- Speed 25 feet; swim 25 feet Melee Single Action dagger +7 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+2 piercing Ranged Single Action dagger +7 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+2 piercing\n","skill_mod":{"diplomacy":3,"nature":3,"survival":5,"stealth":5,"athletics":4},"summary":"The average azarketi citizen in Absalom makes a living fishing or catching crabs.","primary_source":"Monster Core","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":16,"item":["crab cage","Dagger","Sack"],"level":0,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2838","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Azarketi Crab Catcher","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,4],"slug":"creature-2838"},{"attack_bonus":[17,18,18],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":115,"language":["Alghollthu","Common"],"source":["Monster Core"],"type":"Creature","creature_family":"Azarketi","will_save":12,"charisma":2,"speed":{"max":25,"land":25,"swim":25},"perception":15,"wisdom":1,"weakness":{},"creature_ability":["Hydration","Speaker of the Oceans","Aquatic Predator"],"skill":["Athletics","Intimidation","Nature","Stealth","Survival","Underwater Lore"],"stealth":"15","legacy_id":["creature-1749"],"trait":["Aquatic","Azarketi","Humanoid","Medium"],"id":"creature-2839","text":" Azarketi Tide Tamer The most ambitious and capable azarketis become tide tamers, learning how to speak with and train aquatic animals. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Azarketi Tide Tamer Source Monster Core pg. 31 Perception +15 Languages Alghollthu, Common Skills Athletics +15, Intimidation +15, Nature +12, Stealth +15, Survival +14, Underwater Lore +11 Str +4 Dex +4 Con +2 Int +0 Wis +1 Cha +2 Items Hand Crossbow (20 bolts), studded leather, +1 trident --- AC 25 Fort +15 Ref +18 Will +12 HP 115 Hydration Azarketi must regularly submerge themselves in water to rehydrate their water-acclimated skin. After the first 24 hours outside of water, they gain a –1 status penalty to Fortitude saves as their skin cracks and their gills become painful. After 48 hours, they begin to suffocate until returned to water. Speaker of the Oceans An azarketi tide tamer can speak with animals that have the aquatic or amphibious trait. --- Speed 25 feet; swim 25 feet Melee Single Action trident +18 (thrown 20 feet), Damage 1d8+7 piercing Ranged Single Action trident +18 (thrown 20 feet), Damage 1d8+7 piercing Ranged Single Action hand crossbow +17 (range increment 60 feet, reload 1), Damage 1d6 piercing Aquatic Predator An azarketi deals 2d8 additional damage on a successful weapon Strike while they are underwater. ","skill_mod":{"nature":12,"survival":14,"stealth":15,"athletics":15,"intimidation":15},"summary":"The most ambitious and capable azarketis become tide tamers, learning how to speak with and train aquatic animals.","image":["/Images/Monsters/Azarketi_Tide_Tamer.webp"],"primary_source":"Monster Core","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":25,"item":["Hand Crossbow (20 bolts)","studded leather","+1 trident"],"level":7,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2839","intelligence":0,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":15,"size":["Medium"],"name":"Azarketi Tide Tamer","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,11,11],"slug":"creature-2839"},{"primary_source_category":"Rulebooks","strength":-2,"hp":25,"language":["Common","Diabolic","Draconic","Empyrean"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":8,"stealth":"7","trait":["Azata","Celestial","Holy","Tiny"],"id":"creature-2840","text":" Lyrakien (Wanderer Azata) Lyrakiens are musical messengers and embodiments of free travel. They serve Desna and other deities and empyreal lords of Elysium but are quite fond of free time as a fundamental concept and are always on the hunt for opportunities to pause in their duties to enjoy music or appreciate a moment of beauty. They love contests, stories, and songs, and they often challenge mortals to musical contests or pester them to share grand tales of their exploits. Lyrakiens rely on their agility to avoid conflicts, but they do their best to defend places of great natural beauty, especially against foes they can damage with their starlight. Lyrakiens have an innate wanderlust and rarely stay in the same place for very long. Some travel alongside adventurers, often writing songs about their quests and feats of derring-do. Though light-hearted creatures, lyrakiens don't let their whimsical personalities get in the way of protecting breathtaking natural locations. Sometimes called “glistenwings” by gnomes and halflings, they are frequently mistaken for sprites or similar fey, a bit of confusion that many lyrakiens find amusing and fertile ground for shenanigans involving those they deem deserving of a bit of unexpected fun and discord in their lives. Recall Knowledge - Celestial (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Lyrakien Source Monster Core pg. 32 Perception +8; darkvision Languages Common, Diabolic, Draconic, Empyrean Skills Acrobatics +9, Diplomacy +6, Performance +8, Religion +6, Stealth +7 Str -2 Dex +4 Con +1 Int +1 Wis +3 Cha +3 --- AC 17 Fort +4 Ref +7 Will +6 HP 25 Weaknesses cold iron 3, unholy 3 --- Speed 25 feet, fly 50 feet Melee Single Action fist +7 (Agile, Finesse, Holy, Magical, reach 0 feet), Damage 1d4–2 bludgeoning Ranged Single Action starlight ray +7 (Holy, Light, range 30 feet), Damage 2d4 spirit Divine Innate Spells DC 17 - Cantrips (1st) Daze, Detect Magic, Light - 1st Heal, Illusory Object - 4th Read Omens - Constant (4th) Unfettered Movement Starlight Blast Two Actions (Holy, Light) The lyrakien unleashes a blast of holy starlight in a 5-foot emanation. Enemies in the area take 2d6 spirit damage with a DC 17 basic Reflex save. The lyrakien can't use Starlight Blast or their starlight ray ranged attack for 1d4 rounds. ","skill_mod":{"diplomacy":6,"performance":8,"stealth":7,"acrobatics":9,"religion":6},"image":["/Images/Monsters/Lyrakien.webp"],"primary_source":"Monster Core","spell":["Read Omens","Heal","Illusory Object","Daze","Detect Magic","Light","Unfettered Movement"],"ac":17,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Lyrakien","pfs":"Standard","rarity":"common","strike_damage_average":[2,5],"attack_bonus":[7,7],"constitution":1,"creature_family":"Azata","will_save":6,"speed":{"fly":50,"max":50,"land":25},"wisdom":3,"weakness":{"cold_iron":3,"unholy":3},"creature_ability":["Starlight Blast"],"skill":["Acrobatics","Diplomacy","Performance","Religion","Stealth"],"legacy_id":["creature-34"],"tradition":["Divine"],"summary":"Lyrakiens are musical messengers and embodiments of free travel. They serve Desna and other deities and empyreal lords of Elysium but are quite …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2840","dexterity":4,"category":"creature","slug":"creature-2840"},{"primary_source_category":"Rulebooks","strength":1,"hp":75,"language":["Diabolic","Draconic","Empyrean","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":11,"stealth":"11","trait":["Azata","Celestial","Holy","Medium"],"id":"creature-2841","text":" Gancanagh (Passion Azata) Gancanaghs are lovers, revelers, and dashing duelists of Elysium. Embodiments of free love, they eagerly throw themselves into courting targets for brief but earnest flings until their quicksilver passions change their desires. They serve Cayden Cailean as well as other bacchanalian deities and empyreal lords of Elysium who understand their desires for love and parties. Gancanaghs hate evil beings that profane the spirit of romance and passion, as such creatures (especially the demonic tempters known as succubi) reinforce stigmas against open and free love. One can give no greater insult to a gancanagh than to mistake them for such a creature, and more than one hotheaded gancanagh has challenged a misinformed champion to a duel over such a slight. While they enjoy drinking and carousing, gancanaghs can't stand smoke. Nonetheless, many gancanaghs carry whimsical-looking smoking pipes because they think it makes them look dapper. They cherish their silver flutes, for they enjoy the beauty of flutes' music and its ability to sway the heart. The majority of gancanaghs present themselves as male, but the concept of gender to a creature like a gancanagh, who can change their shape freely, is much more fluid and open to interpretation than for many mortals. Gancanaghs enjoy using this flexibility to confront and test mortals' convictions when faced with fear or prejudice, but when encountering mortals who themselves are open-minded about sexuality or gender identity, they can become lifelong allies. For those who are persecuted for such reasons, gancanaghs are tireless defenders and eager supporters, quick to provide safety and to punish those who would attempt to impose narrower beliefs upon a world that deserves more diversity than it often gets. If possible, a gancanagh seeks to educate and redeem those who hold destructive beliefs or prejudices, resorting to combat only to defend themself or an endangered mortal, or when no other option seems tenable—yet even then, they fight with sadness. Recall Knowledge - Celestial (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Gancanagh Source Monster Core pg. 32 Perception +11; darkvision Languages Diabolic, Draconic, Empyrean; truespeech Skills Athletics +9, Deception +13, Diplomacy +13, Performance +14, Religion +9, Stealth +11 Str +1 Dex +5 Con +3 Int +2 Wis +1 Cha +5 Items silver rapier, silver virtuoso flute --- AC 21 Fort +9 Ref +13 Will +11 HP 75 Weaknesses cold iron 5, unholy 5 Vulnerable to Smoke A gancanagh's lungs can't tolerate smoke. They take a –2 circumstance penalty to saving throws against effects that create some form of smoke. --- Speed 30 feet Melee Single Action silver rapier +13 (deadly d10, Disarm, Finesse, Holy, Magical), Damage 1d6+7 piercing Divine Innate Spells DC 23 - 1st Charm (at will) - 2nd Heal, Sure Footing - 3rd Heroism - 4th Suggestion - Constant (5th) Truespeech Change Shape Single Action (Concentrate, Divine, Polymorph) The gancanagh can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Invigorating Passion Two Actions (Divine, Emotion, Mental) The gancanagh embraces or kisses a willing creature adjacent to them, infusing that creature with their invigorating passion. For 10 minutes, the creature gains a +1 status bonus to attack rolls and 10 temporary Hit Points. After that time, the target becomes fatigued for 10 minutes unless it succeeds at a DC 21 Fortitude save. Wandering Azatas While the idyllic realm of Elysium is the home plane of azatas, their overwhelming curiosity and natural wanderlust often lead them to travel far from this plane. On other planes, they can be found seeking to right wrongs, looking for entertainment, or merely exploring to see the sights. More than a few azatas, taken by a whimsical urge to spread their sometimes unwelcome jocosity, see it as their duty to tease uptight or humorless mortal creatures. ","skill_mod":{"diplomacy":13,"performance":14,"deception":13,"stealth":11,"athletics":9,"religion":9},"image":["/Images/Monsters/Gancanagh.webp"],"primary_source":"Monster Core","spell":["Suggestion","Heroism","Heal","Sure Footing","Charm","Truespeech"],"ac":21,"item":["silver rapier","silver virtuoso flute"],"level":4,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Gancanagh","pfs":"Standard","rarity":"common","strike_damage_average":[10],"attack_bonus":[13],"constitution":3,"creature_family":"Azata","will_save":11,"speed":{"max":30,"land":30},"wisdom":1,"weakness":{"cold_iron":5,"unholy":5},"creature_ability":["Vulnerable to Smoke","Change Shape","Invigorating Passion"],"skill":["Athletics","Deception","Diplomacy","Performance","Religion","Stealth"],"legacy_id":["creature-35"],"tradition":["Divine"],"summary":"Gancanaghs are lovers, revelers, and dashing duelists of Elysium . Embodiments of free love, they eagerly throw themselves into courting targets for …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2841","dexterity":5,"category":"creature","slug":"creature-2841"},{"legacy_name":["Lillend"],"primary_source_category":"Rulebooks","strength":4,"hp":135,"language":["Diabolic","Draconic","Empyrean","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":16,"trait":["Azata","Celestial","Holy","Large"],"id":"creature-2842","text":" Kanya (Muse Azata) Kanyas are bearers of blessings and fortune, as well as harbingers of wisdom and spiritual growth. They are generally peaceful but quick to act if a community they are residing in is threatened. They pride themselves on inspiring mortals to such joy that they express it through the arts, leading to their common moniker as “muses.” More than one bard looks to a kanya as their personal inspiration, yet much like inspiration, kanyas come and go as they please. They wander the world as they will, offering rain, generosity, wisdom, and support to whomever pleases them. Kanyas sometimes secretly follow the adventures of mortal heroes to record their stories as epic poems and songs, which they then perform in the packed mead halls of Elysium. When pursuing such goals, kanyas take pains to use their innate spells to remain in hiding, as they would rather observe and record events without “polluting” them with their own intervention. Nevertheless, a kanya who sees their charge faced with certain death often cannot resist the urge to intervene and save the day. Inevitably, this brings a close to the kanya's chronicles, as their relationship with their subject invariably shifts from one of detached observation to friendship or more. Yet, kanyas remain hesitant to involve themselves for overlong in a mortal's life, in part because they fear what sort of fiendish attention their presence might attract, but mostly out of respect for the mortal's own destiny. A kanya would, all things being equal, prefer to let mortals choose their own fate rather than run the risk of sending someone down a path to which their heart is not set. Recall Knowledge - Celestial (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Kanya Source Monster Core pg. 34 Perception +16; darkvision Languages Diabolic, Draconic, Empyrean; truespeech Skills Acrobatics +14, Athletics +17, Deception +16, Diplomacy +18, Nature +14, Performance +20, Religion +14, Survival +12 Str +4 Dex +3 Con +5 Int +2 Wis +3 Cha +5 Items +1 longsword , virtuoso harp --- AC 25 Fort +14 Ref +16 Will +16 HP 135 Weaknesses cold iron 10, unholy 10 Free Expression A kanya's auditory and sonic effects attempt to counteract any effect that would directly control, manipulate, or prevent them from expressing themself freely, such as silence. They can also spend an action, which has concentrate trait, to speak forcefully and counteract such effects. The counteract modifier is +16 in either case. --- Speed 25 feet, fly 45 feet Melee Single Action longsword +18 (Holy, Magical, versatile P), Damage 1d8+10 slashing plus 1d6 sonic Melee Single Action tail +17 (Agile, Holy, Magical, reach 10 feet), Damage 2d6+10 bludgeoning plus Grab Divine Innate Spells DC 26 - Cantrips (4th) Courageous Anthem, Daze, Detect Magic, Figment, Light, Summon Instrument, Uplifting Overture - 2nd Invisibility - 4th Charm, Clear Mind, Counter Performance, Noise Blast, Soothe, Suggestion - Constant (5th) Truespeech Muse's Courage Any courageous anthem the kanya casts grants a +2 status bonus instead of +1. ","skill_mod":{"diplomacy":18,"performance":20,"deception":16,"nature":14,"survival":12,"athletics":17,"acrobatics":14,"religion":14},"image":["/Images/Monsters/Kanya.webp"],"primary_source":"Monster Core","spell":["Charm","Clear Mind","Counter Performance","Noise Blast","Soothe","Suggestion","Invisibility","Courageous Anthem","Daze","Detect Magic","Figment","Light","Summon Instrument","Uplifting Overture","Truespeech"],"ac":25,"item":["+1 longsword","virtuoso harp"],"level":7,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Kanya","pfs":"Standard","rarity":"common","strike_damage_average":[17,18],"attack_bonus":[17,18],"constitution":5,"creature_family":"Azata","will_save":16,"speed":{"fly":45,"max":45,"land":25},"wisdom":3,"weakness":{"cold_iron":10,"unholy":10},"creature_ability":["Free Expression","Muse's Courage"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Nature","Performance","Religion","Survival"],"legacy_id":["creature-36"],"tradition":["Divine"],"summary":"Kanyas are bearers of blessings and fortune, as well as harbingers of wisdom and spiritual growth. They are generally peaceful but quick to act if a …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2842","dexterity":3,"category":"creature","slug":"creature-2842"},{"legacy_name":["Aeolaeka (Stone Azata)"],"primary_source_category":"Rulebooks","strength":6,"hp":250,"language":["Draconic","Empyrean","Petran","<%SPELLS%1682%%>speak with stones<%END>, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":23,"trait":["Azata","Celestial","Earth","Holy","Large"],"id":"creature-2843","text":" Aeolaeka (Stone Azata) Aeolaekas, also known as stone azatas, embody the joy of stone carved by artists' hands or natural forces. Stone is often thought to be steadfast and unchanging, but, when viewed on a grander scale over vast periods of time, it can transform into things as diverse as intricate crystals and fine powder. Aeolaekas are fascinated by the gradual changes found within stone, from sand to diamonds to fossils to towering mountains. As a result of their stone affinity, aeolaekas appear less capricious than other azatas—though this is mainly due to them acting on a different geological scale—and some have willingly forged lasting accords or agreements with mortals. Aeolaekas often visit the Plane of Earth, fighting against evil earth elementals, joining jabali festivals, or simply wandering the veins and tunnels of that realm as they bask in its stony wonders. Their stone skin means aeolaekas are sometimes mistaken for statues; they use this fact to hide in plain sight when they don't want their presence known. Recall Knowledge - Celestial (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Aeolaeka Source Monster Core pg. 35 Perception +23; darkvision, tremorsense (precise) 60 feet Languages Draconic, Empyrean, Petran; speak with stones , truespeech Skills Athletics +25, Diplomacy +22, Intimidation +22, Nature +23 Str +6 Dex +4 Con +7 Int +2 Wis +5 Cha +4 Items +1 striking warhammer --- AC 33 Fort +25 Ref +20 Will +23 HP 250 Weaknesses cold iron 15, unholy 15 --- Speed 25 feet, burrow 25 feet; earth glide Melee Single Action warhammer +25 (Holy, Magical, Shove), Damage 2d8+12 bludgeoning Divine Innate Spells DC 32, attack +24 - 3rd Earthbind (at will) - 5th Heal, Locate, Wall of Stone, Weapon Storm - 6th Petrify, Sure Footing - Constant (5th) Speak with Stones, Truespeech Earth Glide An aeolaeka can Burrow through any earthen matter, including rock. When they do so, the aeolaeka moves at their full burrow Speed, leaving no tunnels or signs of their passing. Liberate the Earth Two Actions (Concentrate, Divine, Earth) The aeolaeka conjures churning stones, creating a 60-foot line of rolling boulders. Creatures in the line take 10d6 bludgeoning damage with a DC 35 Reflex save. The area is difficult terrain for 24 hours before the leftover stone crumbles to dust. The aeolaeka can't Liberate the Earth for 1d4 rounds. Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage and is knocked prone. Critical Failure The creature takes double damage, is knocked prone, and is immobilized by the rubble (Escape DC 32). Statue Single Action (Concentrate) Until the next time they act, the aeolaeka appears to be a statue. They have an automatic result of 45 on Deception checks and DCs to pass as a statue. ","element":["Earth"],"skill_mod":{"diplomacy":22,"nature":23,"athletics":25,"intimidation":22},"image":["/Images/Monsters/Aeolakea.webp"],"primary_source":"Monster Core","spell":["Petrify","Sure Footing","Heal","Locate","Wall of Stone","Weapon Storm","Earthbind","Speak with Stones","Truespeech"],"ac":33,"item":["+1 striking warhammer"],"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( precise ) 60 feet","resistance":{},"intelligence":2,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":25,"size":["Large"],"name":"Aeolaeka","pfs":"Standard","rarity":"common","strike_damage_average":[21],"attack_bonus":[25],"constitution":7,"creature_family":"Azata","spell_attack_bonus":[24],"will_save":23,"speed":{"max":25,"land":25,"burrow":25},"wisdom":5,"weakness":{"cold_iron":15,"unholy":15},"creature_ability":["Earth Glide","Liberate the Earth","Statue"],"skill":["Athletics","Diplomacy","Intimidation","Nature"],"legacy_id":["creature-2080"],"tradition":["Divine"],"summary":"Aeolaekas, also known as stone azatas, embody the joy of stone carved by artists' hands or natural forces. Stone is often thought to be steadfast and …","trait_group":["Monster","Creature Type","Elemental","Planar","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2843","dexterity":4,"category":"creature","slug":"creature-2843"},{"attack_bonus":[30,34,34,34],"constitution":6,"primary_source_category":"Rulebooks","strength":9,"hp":335,"immunity":["confused"],"source":["Monster Core"],"type":"Creature","creature_family":"Bandersnatch","will_save":27,"charisma":6,"speed":{"climb":20,"max":50,"land":50},"perception":30,"wisdom":6,"weakness":{},"creature_ability":["Planar Acclimation","Confusing Gaze","Quick Recovery","Reactive Strike","Focus Gaze","Frumious Charge","Pain","Relentless Tracker"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"32","trait":["Beast","Rare","Tane","Gargantuan"],"id":"creature-2844","text":" Bandersnatch Bandersnatches are great six-legged cats with wicked quills running down the length of their bodies down to the tips of their mighty tails. As with other legendary creatures from the First World, such as the jabberwock, bandersnatches belong to the infamous group of creatures known collectively as the “Tane.” These terrifying hunters take great delight in taking down other deadly or intelligent predators by perfectly adapting to any environment they find themselves in. A bandersnatch stalks their quarry before lashing out with speed and ferocity. Those who survive a bandersnatch attack will confirm that while the cats' fangs and claws are deadly, their eyes are their greatest weapon of all. A bandersnatch's eyes are constantly shifting in color, intensity, and design, causing those they gaze upon to fall into a confused panic. Recall Knowledge - Beast (Arcana, Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Bandersnatch Source Monster Core pg. 36 Perception +30; darkvision, scent (precise) 120 feet Languages Skills Acrobatics +30, Athletics +33, Intimidation +32, Stealth +32, Survival +28 Str +9 Dex +6 Con +6 Int -4 Wis +6 Cha +6 Planar Acclimation The bandersnatch treats the plane it is on as its home plane. --- AC 41 Fort +32 Ref +30 Will +27 +1 status to all saves vs. magic HP 335 (fast healing 15) Immunities confused Confusing Gaze (aura, emotion, mental, primal, visual) 20 feet. When a creature ends its turn in the aura, it must succeed at a DC 35 Will save or become confused for 1 round. Quick Recovery The bandersnatch recovers with frightening speed. At the end of its turn, it reduces the value of one debilitating condition it suffers (with the exception of dying by 1. If it's blinded, dazzled, deafened, fatigued, fleeing, or petrified, it can instead succeed at a DC 16 flat check to end one of these conditions of its choice) it can't use quick recovery on other conditions that lack values. Reactive Strike Reaction tail only. --- Speed 50 feet, climb 20 feet Melee Single Action jaws +34 (Magical, reach 15 feet), Damage 3d12+19 piercing Melee Single Action claw +34 (Agile, Magical, reach 15 feet), Damage 3d8+19 slashing Melee Single Action tail +34 (fatal d8, Magical, reach 20 feet), Damage 3d4+19 piercing plus pain Ranged Single Action quill +30 (range increment 100 feet), Damage 3d4+19 piercing plus Pain Focus Gaze Single Action (Emotion, Mental, Primal, Visual) The bandersnatch fixes its gaze at a creature it can see within 20 feet. The target must immediately attempt a Will save against the bandersnatch's Confusing Gaze. After attempting the save, the creature is temporarily immune to a bandersnatch's Confusing Gaze until the start of the bandersnatch's next turn. Frumious Charge Two Actions The bandersnatch Strides, ignoring difficult terrain, then makes two claw Strikes at the end of its movement. Pain A bandersnatch's quills create exceptionally painful wounds. The wounded creature must succeed at a DC 38 Fortitude save to resist becoming drained 1 (drained 2 on a critical failure) by this pain. Further bandersnatch Strikes that cause pain increase the amount of drain by 1 for each failed save to a maximum of drained 4. Relentless Tracker The bandersnatch can Track while moving at its full speed. Rare Hunters While a bandersnatch can live for thousands of years, a female only becomes fertile once or twice a century. If they are able to find a mate, they will give birth to only one or two kittens per litter. The mother will only protect their young for a year, after which they are left to grow and hunt on their own. Bandersnatches have also been known to hunt their own kind if they roam too near. All of these factors lead to a very small population. ","skill_mod":{"survival":28,"stealth":32,"athletics":33,"intimidation":32,"acrobatics":30},"summary":"Bandersnatches are great six-legged cats with wicked quills running down the length of their bodies down to the tips of their mighty tails. As with …","image":["/Images/Monsters/Bandersnatch.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Rarity","Monster"],"ac":41,"level":17,"source_category":["Rulebooks"],"sense":" darkvision , scent ( precise ) 120 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2844","intelligence":-4,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Bandersnatch","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[26,26,32,38],"slug":"creature-2844"},{"attack_bonus":[32],"constitution":2,"primary_source_category":"Rulebooks","strength":-5,"hp":250,"language":["Common","Elven"],"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Monster Core"],"type":"Creature","will_save":32,"charisma":7,"speed":{"fly":60,"max":60},"perception":32,"wisdom":7,"weakness":{},"creature_ability":["Hears Heartbeats","Sunlight Powerlessness","Vengeful Spite","Spectral Ripple","Terrifying Touch","Wail"],"skill":["Acrobatics","Intimidation","Occultism"],"legacy_id":["creature-39"],"trait":["Ghost","Spirit","Uncommon","Undead","Unholy","Medium"],"id":"creature-2845","text":" Banshee Banshees are the furious, tormented souls of those bound to the world by a betrayal that defined the final hours of their lives. Some banshees arise from those who were slain by trusted friends and allies, or whose loved ones betrayed them on their deathbeds. Others spawn from those whose treacherous deeds shortly before their deaths left a stain upon their souls. Regardless of their origin, banshees despise the living. This hatred of life is all too often a horrific inversion of their personalities in life. Some speculate that the more kind-hearted the person (and the more wrenching the betrayal), the crueler the banshee. Banshees rarely stray far from where they perished and typically haunt thick forests and canopied swamps where little light graces the ground. Many banshees are elves and can be found in the elven nation of Kyonin, specifically in Tanglebriar, the sinister domain of the demon Treerazer. Similarly, a large number of banshees can be found lurking in the frozen wastes in northern Avistan, created from a cruel and widespread betrayal that is centuries old. Recall Knowledge - Spirit (Occultism): DC 38 Recall Knowledge - Undead (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Banshee Source Monster Core pg. 37 Perception +32; hears heartbeats (imprecise) 60 feet, darkvision Languages Common, Elven Skills Acrobatics +31, Intimidation +32, Occultism +25 Str -5 Dex +6 Con +2 Int +0 Wis +7 Cha +7 Hears Heartbeats The banshee can hear heartbeats within 60 feet of it as an imprecise sense. Sunlight Powerlessness A banshee in sunlight is clumsy 2 and stunned 2. --- AC 39 Fort +25 Ref +29 Will +32 HP 250 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 12 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Vengeful Spite Reaction (occult) Trigger A foe critically hits the banshee, or the banshee critically fails their save against a foe's damaging effect; Effect The banshee lashes back at their tormentor, dealing 4d10+14 mental damage with a DC 38 basic Will save and applying the effects of terrifying touch based on the results of the same Will save. --- Speed fly 60 feet Melee Single Action hand +32 (Finesse, Magical), Damage 4d10+14 void plus terrifying touch Spectral Ripple When a banshee Strides at least 10 feet, they're concealed until the start of their next turn. Terrifying Touch (Emotion, Fear, Occult) A creature damaged by the banshee's touch that isn't already frightened must attempt a DC 38 Will save (DC 43 if the attack was a critical hit). If the creature fails its save, it's frightened 2; on a critical failure, the creature also cowers with fear and is stunned 4. If the creature is protected against fear by a spell or magic item, the banshee's touch first attempts to counteract the protection effect, with the effect of a 9th-rank dispel magic spell. Wail Two Actions (Auditory, Concentrate, Death, Occult) The banshee unleashes a soul-chilling wails of the damned (DC 38). This Wail overcomes silence and similar effects of 5th rank or lower. The banshee can instead use Wail as a three-action activity to overcome such effects of up to 8th rank. The banshee's Wail resonates for 1 round, and any creature that comes within the area during that time must attempt a save against the effect. A creature can't be affected more than once by the same Wail. The banshee can't Wail again for 1d4 rounds. Born from Tragedy The banshee represents one of the most tragic of undead, a soul so wracked with agony and fury over a betrayal in life that, in death, it lingers on as a great evil. That most of those who become banshees were not evil in life only deepens this tragic theme, and many elven adventurers see it as their duty not only to put banshees to rest, but to right the wrong that saw their creation in the first place. ","skill_mod":{"intimidation":32,"occultism":25,"acrobatics":31},"summary":"Banshees are the furious, tormented souls of those bound to the world by a betrayal that defined the final hours of their lives. Some banshees arise …","image":["/Images/Monsters/Banshee.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"ac":39,"level":17,"source_category":["Rulebooks"],"sense":"hears heartbeats ( imprecise ) 60 feet, darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":12,"bludgeoning":12,"piercing":12,"precision":12,"cold_iron":12,"cold":12,"mental":12,"unholy":12,"good":12,"acid":12,"slashing":12,"chaotic":12,"fire":12,"physical":12,"all":12,"area":12,"void":12,"holy":12,"poison":12,"sonic":12,"electricity":12,"bleed":12,"orichalcum":12,"silver":12,"evil":12,"splash":12},"url":"/Monsters.aspx?ID=2845","intelligence":0,"reflex_save":29,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":25,"size":["Medium"],"name":"Banshee","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[36],"slug":"creature-2845"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":50,"language":["Common","Fey","Goblin","Jotun"],"source":["Monster Core"],"type":"Creature","will_save":8,"charisma":3,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{"holy":5},"creature_ability":["Primal Hunt","Change Shape","Unhealing Wound"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Stealth","Survival"],"stealth":"10","legacy_id":["creature-41"],"trait":["Beast","Unholy","Medium"],"id":"creature-2846","text":" Barghest Barghests are canine beasts that take great joy in the hunt, often lurking near humanoid settlements to find prey that can provide a suitable challenge. Even in the deepest wilderness, barghests choose the most clever or difficult prey, searching endlessly for challenges like giants, nymphs, and unicorns. More than victory or even the possibility of a meal at the end, barghests enjoy the thrill of the chase and the fear they create within their prey. Particularly terrified targets of a hunting barghest might even be allowed to escape, spreading the terror and enticing hunters who can become the barghest's next victims. A handful of barghests resort to learning magical methods of causing fear directly, though they find such fear hollow and unsatisfying. Although they rarely tolerate the competition of another barghest's presence, these hunters will happily work with anyone who helps them find prey to torment and kill. This often involves enforcing the will of hags or particularly cruel fey, but a bored barghest might also force a family of weaker humanoids to work as scouts and bait. Typical barghests often make use of their shapechanging abilities to hide in plain sight, only taking their true forms to frighten their prey and exult in the hunt. However, they are often still exposed by their trail of victims or the curiously unhealing wounds they inflict, even in humanoid form. Tales of powerful barghests with invisible heads are sometimes told in remote and dwindling villages. These barghests generally dispense with hiding as a humanoid or dog, instead terrifying entire communities and openly hunting increasingly dangerous prey. Some also extend this pride to their intellect, insisting on matching wits with their prey or even with those who believe they're hunting the barghest. Recall Knowledge - Beast (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Barghest Source Monster Core pg. 38 Perception +12; darkvision, scent (imprecise) 30 feet Languages Common, Fey, Goblin, Jotun Skills Athletics +13, Deception +11, Diplomacy +9, Intimidation +11, Stealth +10, Survival +12 Str +5 Dex +2 Con +3 Int +2 Wis +2 Cha +3 --- AC 20 Fort +11 Ref +12 Will +8 HP 50 Resistances physical 5 (except cold iron) Weaknesses holy 5 Primal Hunt Reaction (primal, teleportation) Trigger A creature within the barghest's reach takes a move or teleportation action; Effect After the triggering action, the barghest can teleport up to 60 feet to a space adjacent to that creature. --- Speed 25 feet Melee Single Action jaws +13 (Unholy), Damage 2d8+5 piercing plus Knockdown Melee Single Action claw +13 (Agile, Unholy), Damage 2d6+5 slashing plus unhealing wound Primal Innate Spells DC 21 - Cantrips (2nd) Figment, Light - 2nd Invisibility, Mist Change Shape Single Action (Concentrate, Polymorph, Primal) The barghest takes on the shape of a humanoid, a dog, or its true form. Their size changes to match the new form. When the barghest is a humanoid, their claw Strike deals bludgeoning damage and they lose their jaws Strike. When the barghest is a dog, their Speed changes to 35 feet. Each individual barghest has only one humanoid form and one dog form. Unhealing Wound (Curse, Primal) A creature damaged by the barghest's claws must succeed at a DC 21 Fortitude save or be cursed. The cursed creature can't regain Hit Points except via magic until it returns to maximum Hit Points. The creature can attempt a new saving throw against the curse every 24 hours. Canine Rivalries In addition to their adversarial relationships with other barghests, the beasts are hated by mundane dogs and wolves. They fit in more easily among intelligent lupine beasts like warg and werewolves, with wild barghests leading those packs or occasionally accepting the leadership of a powerful specimen like a witchwarg. The Origins Of Barghests Many different legends purport to explain the origins of barghests, invoking everyone from Lamashtu to the fey's Wild Hunt. Although of interest to scholars, barghests themselves have little concern for these legends other than adding their supposed creators as prey to aspire to. ","tradition":["Primal"],"skill_mod":{"diplomacy":9,"deception":11,"survival":12,"stealth":10,"athletics":13,"intimidation":11},"summary":"Barghests are canine beasts that take great joy in the hunt, often lurking near humanoid settlements to find prey that can provide a suitable …","image":["/Images/Monsters/Barghest.webp"],"primary_source":"Monster Core","spell":["Invisibility","Mist","Figment","Light"],"trait_group":["Creature Type","Mechanics"],"ac":20,"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=2846","intelligence":2,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Barghest","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"slug":"creature-2846"},{"attack_bonus":[15],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":75,"immunity":["petrified"],"source":["Monster Core"],"type":"Creature","creature_family":"Basilisk","will_save":11,"charisma":1,"speed":{"max":20,"land":20},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Petrifying Glance","Petrifying Gaze"],"skill":["Athletics","Stealth"],"stealth":"8","legacy_id":["creature-44"],"trait":["Beast","Medium"],"id":"creature-2847","text":" Basilisk The basilisk is a reptile with a nasty disposition and the ability to turn creatures to stone with its gaze. Folklore holds that, much like the cockatrice, the first basilisks hatched from leathery eggs laid by snakes and incubated by roosters, but little in the basilisk's physiology lends any credence to this claim. A basilisk prefers to eat petrified flesh. Once a victim has been turned to stone, the basilisk crunches the fossilized corpse with its powerful jaws and lets its potent stomach acids do the rest. This digestive process is extremely slow and inefficient, causing the basilisk to move so lethargically that it appears as if in mid-petrification itself. This has even led to the saying “as slow as a well-fed basilisk.” Certainly, basilisks are well-known for their slow gait and slothful nature, but a predator that can turn its prey to stone with a glance hardly has much need for speed. An adult basilisk is 13 feet long from head to tail and weighs roughly 300 pounds. These reptiles make hissing sounds when moving about that turn to a guttural gurgle when they're agitated. Though they are normally solitary creatures that come together only to mate and lay eggs, there are periodic reports of regions being infested with unusual numbers of basilisks. What causes these unusual congregations of basilisk activity is a mystery. For unknown reasons, weasels and ferrets are immune to the basilisk's stare, and they sometimes sneak into basilisk lairs while a parent is hunting in order to consume eggs or freshly hatched young. Some legends suggest that a basilisk's blood can transmute common stones into other materials, but this is likely a case of witnesses misinterpreting the magical restoration of previously petrified creatures or body parts. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Basilisk Source Monster Core pg. 39 Perception +11; darkvision Languages Skills Athletics +13, Stealth +8 Str +4 Dex -1 Con +5 Int -3 Wis +2 Cha +1 --- AC 22 Fort +14 Ref +8 Will +11 HP 75 Immunities petrified Petrifying Glance Reaction (arcane, aura, visual) Trigger A creature within 30 feet that the basilisk can see starts its turn; Effect The target must attempt a DC 20 Fortitude save. If it fails, it's slowed 1 for 1 minute as its body slowly stiffens. --- Speed 20 feet Melee Single Action jaws +15, Damage 2d8+4 piercing Petrifying Gaze Two Actions (Arcane, Concentrate, Incapacitation, Visual) The basilisk stares at a creature it can see within 30 feet. That creature must attempt a DC 22 Fortitude save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes slowed 1. If the creature was already slowed by this ability or Petrifying Glance, a failed save causes the creature to be petrified permanently. A creature petrified in this manner that is coated (not just splashed) with fresh basilisk blood no more than 1 hour old is instantly restored to flesh. A single basilisk contains enough blood to coat 1d4 Medium creatures in this manner. Basilisk Lairs Basilisks can be found in almost any terrestrial environment, including caves, forests, hills, mountains, plains, and swamps. Their hides often bear complexions that allow them to more easily blend with their environments. As a result, forest-dwelling basilisks may have scales of a verdant emerald color to match surrounding vegetation, while a basilisk that lives in the desert may be a sandy brown or shale color. ","skill_mod":{"stealth":8,"athletics":13},"summary":"The basilisk is a reptile with a nasty disposition and the ability to turn creatures to stone with its gaze. Folklore holds that, much like the …","image":["/Images/Monsters/Basilisk.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2847","intelligence":-3,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Basilisk","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-2847"},{"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":11,"immunity":["grabbed","precision","prone","restrained","swarm mind"],"source":["Monster Core"],"type":"Creature","creature_family":"Bat","will_save":6,"charisma":-3,"speed":{"fly":30,"max":30,"land":5},"perception":10,"wisdom":3,"weakness":{"area":3},"creature_ability":["Echolocation","Blood Feast"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","legacy_id":["creature-45"],"trait":["Animal","Swarm","Large"],"id":"creature-2848","text":" Vampire Bat Swarm Although the typical vampire bat has a wingspan of 7 inches and doesn't pose a significant threat to larger prey alone (and indeed, these blood-drinkers can feed without their sleeping victims ever noticing), some unusually aggressive species of these bats hunt in deadly swarms. A churning cloud of vampire bats is much more dangerous than the sum of its individual parts and is capable of inflicting an overwhelming number of bleeding wounds in a frighteningly short span of time. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Vampire Bat Swarm Source Monster Core pg. 40 Perception +10; echolocation (precise) 20 feet, low-light vision Languages Skills Acrobatics +7, Athletics +4, Stealth +7 Str +1 Dex +4 Con +1 Int -4 Wis +3 Cha -3 Echolocation A bat swarm can use its hearing as a precise sense at the listed range. --- AC 15 Fort +6 Ref +9 Will +6 HP 11 Immunities grabbed, precision, prone, restrained, swarm mind Resistances bludgeoning 6, piercing 6, slashing 3 Weaknesses area damage 3, splash damage 3 --- Speed 5 feet, fly 30 feet Blood Feast Single Action Each enemy in the bat swarm's space takes 1d4 piercing damage (DC 16 basic Reflex save). Creatures that fail this save also take 1 persistent bleed damage. ","skill_mod":{"stealth":7,"athletics":4,"acrobatics":7},"summary":"Although the typical vampire bat has a wingspan of 7 inches and doesn't pose a significant threat to larger prey alone (and indeed, these …","image":["/Images/Monsters/Vampire_Bat_Swarm.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":"echolocation ( precise ) 20 feet, low-light vision ","weakest_save":["fort","fortitude","will"],"resistance":{"bludgeoning":6,"piercing":6,"slashing":3},"url":"/Monsters.aspx?ID=2848","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Large"],"name":"Vampire Bat Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-2848"},{"attack_bonus":[9,9],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":30,"source":["Monster Core"],"type":"Creature","creature_family":"Bat","will_save":7,"charisma":-2,"speed":{"fly":30,"max":30,"land":15},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Echolocation","Wing Thrash"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"8","legacy_id":["creature-46"],"trait":["Animal","Large"],"id":"creature-2849","text":" Giant Bat While big bats are certainly not uncommon in dark caves and abandoned ruins and may instill fear in squeamish spelunkers, the so-called giant bat is a true monster, weighing well over 100 pounds and having a wingspan of nearly 15 feet. It primarily eats fruit and bugs, but can be incited to violence through fear or hunger. Giant bat attacks can quickly give rise to rumors of more dangerous monsters—many mistake these massive animals for some sort of demon or vampiric monster. But like other bats, giant bats are simply social and intelligent mammals. They are sometimes used as mounts by smaller humanoids, commonly those who hail from or dwell in mountainous or underground regions. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Bat Source Monster Core pg. 40 Perception +11; echolocation (precise) 40 feet, low-light vision Languages Skills Acrobatics +8, Athletics +8, Stealth +8 Str +4 Dex +2 Con +3 Int -4 Wis +3 Cha -2 Echolocation A bat can use its hearing as a precise sense at the listed range. --- AC 18 Fort +9 Ref +8 Will +7 HP 30 Wing Thrash Reaction Trigger An adjacent enemy damages the giant bat; Effect The bat makes one or two wing Strikes—one against the triggering creature and one against another adjacent creature. --- Speed 15 feet, fly 30 feet Melee Single Action fangs +9, Damage 1d10+4 piercing Melee Single Action wing +9 (Agile), Damage 1d6+4 slashing\n","skill_mod":{"stealth":8,"athletics":8,"acrobatics":8},"summary":"While big bats are certainly not uncommon in dark caves and abandoned ruins and may instill fear in squeamish spelunkers, the so-called giant bat is …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":"echolocation ( precise ) 40 feet, low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2849","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":9,"size":["Large"],"name":"Giant Bat","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,9],"slug":"creature-2849"},{"attack_bonus":[11,11],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":59,"source":["Monster Core"],"type":"Creature","creature_family":"Bear","will_save":8,"charisma":-2,"speed":{"max":35,"land":35},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Mauler","Rush"],"skill":["Athletics","Survival"],"legacy_id":["creature-47"],"trait":["Animal","Large"],"id":"creature-2850","text":" Grizzly Bear This large and powerful omnivore inhabits forested hills. While it typically sustains itself on nuts, berries, fish, and small mammals, it's fiercely territorial and will chase off or kill any creature it views as competition. Grizzly bears are especially temperamental when their young are nearby. In combat, a grizzly bear often attempts to grab and maul its foe with surprising ferocity. It continues its assault until its foe seems like it is no longer a threat, though if the bear is hungry, it will not hesitate to feed. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Grizzly Bear Source Monster Core pg. 41 Perception +10; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +11, Survival +8 Str +4 Dex +1 Con +5 Int -4 Wis +1 Cha -2 --- AC 17 Fort +12 Ref +6 Will +8 HP 59 --- Speed 35 feet Melee Single Action jaws +11, Damage 2d8+4 piercing Melee Single Action claw +11 (Agile), Damage 1d10+4 slashing plus Grab Mauler The grizzly bear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed. Rush Two Actions The grizzly bear Strides and makes a Strike at the end of that movement. During the Stride, the grizzly bear gains a +10-foot circumstance bonus to its Speed. Loaded for Bear A bear den can contain valuable treasures, such as the remains of less fortunate adventurers who stumbled onto a hungry bear's path. Bear furs themselves are valued as rugs, while their claws and fangs make for impressive jewelry or adornments for armor. Bear hide is an excellent resource for hide armor. ","skill_mod":{"survival":8,"athletics":11},"summary":"This large and powerful omnivore inhabits forested hills. While it typically sustains itself on nuts, berries, fish, and small mammals, it's fiercely …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":17,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2850","intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":12,"size":["Large"],"name":"Grizzly Bear","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,13],"slug":"creature-2850"},{"attack_bonus":[16,16],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":95,"source":["Monster Core"],"type":"Creature","creature_family":"Bear","will_save":13,"charisma":-1,"speed":{"max":35,"land":35},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Mauler","Rush"],"skill":["Athletics","Survival"],"legacy_id":["creature-48"],"trait":["Animal","Large"],"id":"creature-2851","text":" Cave Bear Larger, stronger, and far more aggressive than its smaller cousins, the cave bear is a behemoth that avoids civilized lands, preferring to dwell in remote places. As its name might suggest, the cave bear makes its den in natural caves, and like the grizzly bear, it is fiercely territorial. Unlike a grizzly bear, however, a cave bear is short tempered and will make sure its foe is dead before moving on, usually feasting on its prey's soft flesh once it has been incapacitated. Cave bears are often regarded as powerful guardian spirits by remote-dwelling people, though they are also utilized as beasts of war by orc or even giants. Stone giants in particular have an affinity for keeping trained cave bears as pets or guardians for their homes. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Cave Bear Source Monster Core pg. 41 Perception +13; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +16, Survival +11 Str +6 Dex +1 Con +6 Int -4 Wis +1 Cha -1 --- AC 24 Fort +16 Ref +11 Will +13 HP 95 --- Speed 35 feet Melee Single Action jaws +16, Damage 2d10+6 piercing Melee Single Action claw +16 (Agile), Damage 2d8+6 slashing plus Grab Mauler The bear gains a +4 circumstance bonus to damage rolls against creatures it has grabbed. Rush Two Actions The cave bear Strides and makes a Strike at the end of that movement. During the Stride, it gains a +10-foot circumstance bonus to its Speed. ","skill_mod":{"survival":11,"athletics":16},"summary":"Larger, stronger, and far more aggressive than its smaller cousins, the cave bear is a behemoth that avoids civilized lands, preferring to dwell in …","image":["/Images/Monsters/Cave_Bear.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2851","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":16,"size":["Large"],"name":"Cave Bear","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,17],"slug":"creature-2851"},{"attack_bonus":[8],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":6,"source":["Monster Core"],"type":"Creature","creature_family":"Beetle","will_save":4,"charisma":-2,"speed":{"fly":15,"max":20,"land":20},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Luminescent Aura","Light Flash"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-49"],"trait":["Animal","Small"],"id":"creature-2852","text":" Flash Beetle These 3-foot-long insects boast a pair of glowing organs on the back of the abdomen that give off bright light and that continue to glow for days, even after the creature's death. Flash beetles are commonly herded and harvested by miners and spelunkers, as their glow is considered safer than torches and less expensive than lamps. Denizens of the Darklands often domesticate and train these insects, using them as pets, livestock, or caging them to use as organic sources of light in areas frequented by visitors unaccustomed to the darkness. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Flash Beetle Source Monster Core pg. 42 Perception +6; low-light vision Languages Skills Acrobatics +6, Athletics +4 Str +1 Dex +3 Con +2 Int -5 Wis +1 Cha -2 --- AC 16 Fort +5 Ref +8 Will +4 HP 6 Luminescent Aura (aura, light) 10 feet. The flash beetle's bioluminescent organs fill the area with bright light. --- Speed 20 feet, fly 15 feet Melee Single Action mandibles +8 (Agile, Finesse), Damage 1d4+1 piercing Light Flash Single Action (Concentrate, Light) The flash beetle creates a brilliant flash of light. All creatures in its luminescent aura must succeed at a DC 17 Fortitude save or be dazzled for 1 minute. The flash beetle's glow then goes out, disabling its aura for 24 hours, during which time it cannot use Light Flash. Light Glands Beetles do not collect treasure, but the two light-producing organs of a flash beetle can be recovered from the creature and used for illumination-based chemical recipes, spell components, and magic item creation. ","skill_mod":{"athletics":4,"acrobatics":6},"summary":"These 3-foot-long insects boast a pair of glowing organs on the back of the abdomen that give off bright light and that continue to glow for days, …","image":["/Images/Monsters/Flash_Beetle.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":16,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2852","intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Flash Beetle","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-2852"},{"attack_bonus":[11,13],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":55,"source":["Monster Core"],"type":"Creature","creature_family":"Beetle","will_save":8,"charisma":-1,"speed":{"fly":20,"max":20,"land":20},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Trample"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-50"],"trait":["Animal","Large"],"id":"creature-2853","text":" Giant Stag Beetle The giant stag beetle is larger than a horse, and the sight of one flying (if slowly and somewhat clumsily) on great buzzing wings is unnerving. Its enormous mandibles are used to impress mates, intimidate rivals, and discourage predators, for they can deliver deadly blows. While giant stag beetles are deadly predators, skilled wranglers can domesticate them. In such a capacity, these beetles serve well as beasts of burden or even as mounts. Giant stag beetles can be a serious menace in marshes, cavern complexes, and heavy forests. More than one logging camp has attracted a cluster of giant stag beetles and had to be completely abandoned, yielding all its lumber to the hunger of the giant insects. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Giant Stag Beetle Source Monster Core pg. 42 Perception +10; darkvision Languages Skills Acrobatics +9, Athletics +13 Str +5 Dex +1 Con +5 Int -5 Wis +2 Cha -1 --- AC 22 Fort +13 Ref +9 Will +8 HP 55 --- Speed 20 feet, fly 20 feet Melee Single Action mandibles +13, Damage 2d8+5 piercing Melee Single Action foot +11, Damage 1d10+5 bludgeoning Trample Three Actions Medium or smaller, foot, DC 21. Beetle Species Numerous other species of giant beetle exist in the wilds. Bombardier beetles can spew caustic acid as a potent attack, and the truly immense goliath beetles can devastate entire buildings or even castles with frightening ease. ","skill_mod":{"athletics":13,"acrobatics":9},"summary":"The giant stag beetle is larger than a horse, and the sight of one flying (if slowly and somewhat clumsily) on great buzzing wings is unnerving. Its …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":22,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2853","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Giant Stag Beetle","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,14],"slug":"creature-2853"},{"attack_bonus":[10],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":40,"source":["Monster Core"],"type":"Creature","creature_family":"Boar","will_save":8,"charisma":-3,"speed":{"max":40,"land":40},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Ferocity","Boar Charge"],"skill":["Acrobatics","Athletics","Survival"],"legacy_id":["creature-52"],"trait":["Animal","Medium"],"id":"creature-2854","text":" Boar Boars are omnivorous mammals, hunted heavily because their meat is considered a delicacy. Boars are most likely to attack humanoids either in self-defense or during their mating season in the winter months, when the males grow an extra inch of tissue to protect their organs as they fight off rivals. Of course, in some cultures, boars are trained to become much more aggressive so they can fill the roles of warbeast and guardian. When such boars escape back into the wild, they can become true terrors in the region. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Boar Source Monster Core pg. 43 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +5, Athletics +8, Survival +8 Str +4 Dex +1 Con +4 Int -4 Wis +2 Cha -3 --- AC 15 Fort +10 Ref +5 Will +8 HP 40 Ferocity Reaction --- Speed 40 feet Melee Single Action tusk +10, Damage 2d6+4 piercing Boar Charge Two Actions The boar Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. ","skill_mod":{"survival":8,"athletics":8,"acrobatics":5},"summary":"Boars are omnivorous mammals, hunted heavily because their meat is considered a delicacy. Boars are most likely to attack humanoids either in …","image":["/Images/Monsters/Boar.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":15,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2854","intelligence":-4,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":10,"size":["Medium"],"name":"Boar","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-2854"},{"attack_bonus":[14],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":60,"source":["Monster Core"],"type":"Creature","creature_family":"Boar","will_save":10,"charisma":-1,"speed":{"max":40,"land":40},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Ferocity","Daeodon Charge"],"skill":["Acrobatics","Athletics","Survival"],"legacy_id":["creature-53"],"trait":["Animal","Large"],"id":"creature-2855","text":" Daeodon Where the typical boar is merely ill-tempered and generally unfriendly, the towering daeodon is legitimately hateful and ruthlessly violent. Although omnivorous, the daeodon (known in some regions simply as a giant boar) prefers to feed on flesh. While it is primarily a scavenger, the daeodon isn't adverse to attacking creatures it encounters while searching for easier meals, or to protect any perceived encroachment into its lair or feeding grounds. Particularly brave or skilled orcs are fond of using daeodons as mounts or war-trained battle beasts; orc cavalry mounted on daeodons is a fearsome force indeed. A typical adult daeodon is 10 feet long and 7 feet tall at the shoulder. It weighs approximately 2,000 pounds. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Daeodon Source Monster Core pg. 43 Perception +12; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +12, Survival +10 Str +6 Dex +0 Con +3 Int -4 Wis +2 Cha -1 --- AC 21 Fort +13 Ref +9 Will +10 HP 60 Ferocity Reaction --- Speed 40 feet Melee Single Action tusk +14, Damage 2d8+6 piercing Daeodon Charge Two Actions The daeodon Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. A Medium or smaller creature struck by this attack must succeed at a DC 19 Reflex save or be knocked prone by the blow. ","skill_mod":{"survival":10,"athletics":12,"acrobatics":8},"summary":"Where the typical boar is merely ill-tempered and generally unfriendly, the towering daeodon is legitimately hateful and ruthlessly violent. Although …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2855","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Daeodon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-2855"},{"attack_bonus":[7,8,8],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":24,"language":["Boggard","Common"],"source":["Monster Core","Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)"],"type":"Creature","creature_family":"Boggard","will_save":7,"charisma":0,"speed":{"max":25,"land":20,"swim":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Swamp Passage","Terrifying Croak","Tongue Grab"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","legacy_id":["creature-54"],"trait":["Amphibious","Boggard","Humanoid","Medium"],"id":"creature-2856","text":" Boggard Scout Often tasked with patrolling the borders of their lands, boggard scouts learn to speak another language (typically Common) to deal with trespassers. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Boggard Scout Source Monster Core pg. 44, Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure) pg. 11 Perception +7; darkvision Languages Boggard, Common Skills Acrobatics +5, Athletics +8, Stealth +7 Str +3 Dex +2 Con +4 Int -1 Wis +2 Cha +0 Items Leather Armor, Morningstar, Sling (10 bullets) --- AC 16 Fort +9 Ref +5 Will +7 HP 24 --- Speed 20 feet, swim 25 feet; swamp passage Melee Single Action morningstar +8 (versatile P), Damage 1d6+3 bludgeoning Melee Single Action tongue +8 (reach 10 feet), Damage tongue grab Ranged Single Action sling +7 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+1 bludgeoning Swamp Passage A boggard scout ignores difficult terrain caused by swamp terrain features. Terrifying Croak Single Action (Auditory, Emotion, Fear, Mental) The boggard scout unleashes a terrifying croak. Any non-boggard within 30 feet becomes frightened 1 unless they succeed at a DC 17 Will save; those who critically succeed are temporarily immune for 1 minute. Tongue Grab If the boggard scout hits a creature with their tongue, that creature becomes grabbed by the boggard. Unlike with a normal Grab, the creature isn't immobilized, but it can't move beyond the reach of the boggard's tongue. A creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing damage. Though this doesn't deal any damage to the boggard, it prevents them from using their tongue Strike until they regrow their tongue, which takes a week. ","skill_mod":{"stealth":7,"athletics":8,"acrobatics":5},"summary":"Often tasked with patrolling the borders of their lands, boggard scouts learn to speak another language (typically Common ) to deal with trespassers.","primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":16,"item":["Leather Armor","Morningstar","Sling (10 bullets)"],"level":1,"source_category":["Rulebooks","Adventures"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2856","intelligence":-1,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":9,"source_group":["Dawn of the Frogs"],"size":["Medium"],"name":"Boggard Scout","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,6],"slug":"creature-2856"},{"attack_bonus":[6,6,10,10],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":38,"language":["Boggard"],"source":["Monster Core"],"type":"Creature","creature_family":"Boggard","will_save":8,"charisma":1,"speed":{"max":25,"land":20,"swim":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Swamp Passage","Terrifying Croak","Tongue Grab"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"6","legacy_id":["creature-55"],"trait":["Amphibious","Boggard","Humanoid","Medium"],"id":"creature-2857","text":" Boggard Warrior Boggard warriors exalt single combat and prefer to fight alone so that no one can contest their kills. They have been known to pursue enemies who flee combat with a single-mindedness that seems almost supernatural. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Boggard Warrior Source Monster Core pg. 44 Perception +8; darkvision Languages Boggard Skills Athletics +8, Intimidation +5, Stealth +6 Str +4 Dex +0 Con +4 Int -1 Wis +2 Cha +1 Items Club, Javelin (3), Studded Leather Armor --- AC 17 Fort +10 Ref +5 Will +8 HP 38 --- Speed 20 feet, swim 25 feet; swamp passage Melee Single Action club +10, Damage 1d6+6 bludgeoning Melee Single Action tongue +10 (reach 10 feet), Damage tongue grab Ranged Single Action javelin +6 (thrown 30 feet), Damage 1d6+4 piercing Ranged Single Action club +6 (thrown 10 feet), Damage 1d6+6 bludgeoning Swamp Passage A boggard ignores difficult terrain caused by swamp terrain features. Terrifying Croak Single Action (Auditory, Emotion, Fear, Mental) The boggard unleashes a terrifying croak. Any non-boggard within 30 feet becomes frightened 1 unless they succeed at a DC 18 Will save; those who critically succeed are temporarily immune for 1 minute. Tongue Grab If the boggard hits a creature with their tongue, that creature becomes grabbed by the boggard. Unlike with a normal Grab, the creature isn't immobilized, but it can't move beyond the reach of the boggard's tongue. A creature can sever the tongue by hitting AC 15 and dealing at least 3 slashing damage. Though this doesn't deal any damage to the boggard, it prevents them from using their tongue Strike until they regrow their tongue, which takes a week. ","skill_mod":{"stealth":6,"athletics":8,"intimidation":5},"summary":"Boggard warriors exalt single combat and prefer to fight alone so that no one can contest their kills. They have been known to pursue enemies who …","image":["/Images/Monsters/Boggard_Warrior.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":17,"item":["Club","Javelin (3)","Studded Leather Armor"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2857","intelligence":-1,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Boggard Warrior","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,9,9],"slug":"creature-2857"},{"primary_source_category":"Rulebooks","strength":3,"hp":40,"language":["Boggard","Chthonian","Common"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":11,"trait":["Amphibious","Boggard","Humanoid","Medium"],"id":"creature-2858","text":" Boggard Swampseer The boggard swampseer has been gifted with magic through their worship of the demon lord Gogunta, and they use their power to rule a boggard village, keeping the rest of the village in line and planning raids on nearby communities. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Boggard Swampseer Source Monster Core pg. 45 Perception +11; darkvision Languages Boggard, Chthonian, Common Skills Athletics +8, Intimidation +8, Medicine +9, Nature +11, Performance +8, Religion +9 Str +3 Dex +0 Con +2 Int +0 Wis +4 Cha +3 Items Staff --- AC 18 Fort +9 Ref +7 Will +11 HP 40 --- Speed 20 feet, swim 25 feet; swamp passage Melee Single Action staff +10 (two-hand d8), Damage 1d4+6 bludgeoning Melee Single Action tongue +10 (reach 10 feet), Damage tongue grab Primal Prepared Spells DC 21, attack +11 - Cantrips (2nd) Caustic Blast, Frostbite, Light, Tangle Vine - 1st Fear, Jump, Runic Weapon - 2nd Acid Grip, Mist Destructive Croak Two Actions (sonic) The swampseer utters a powerful croak that deals 4d6 sonic damage to any non-boggard within a 15-foot emanation (DC 19 basic Fortitude save); any creature with the frightened condition takes additional sonic damage equal to twice the value of its frightened condition. The boggard can’t use Destructive Croak again for 1d4 rounds. Drowning Drone Reaction (Auditory, Mental) Trigger The boggard swampseer or one of their allies within 60 feet attempts a saving throw against an auditory or sonic effect; Effect The swampseer releases a croak that drowns out other sounds. They roll a Performance check. They and boggard allies in the area can use the higher result between the swampseer's Performance check and their saves to resolve the effects against the auditory or sonic effect. Swamp Passage A boggard ignores difficult terrain caused by swamp terrain features. Terrifying Croak Single Action (Auditory, Emotion, Fear, Mental) The boggard unleashes a terrifying croak. Any non-boggard within 30 feet becomes frightened 1 unless they succeed at a DC 19 Will save; those who critically succeed are temporarily immune for 1 minute. Tongue Grab If the boggard hits a creature with their tongue, that creature becomes grabbed by the boggard. Unlike with a normal Grab, the creature isn't immobilized, but it can't move beyond the reach of the boggard's tongue. A creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing damage. Though this doesn't deal any damage to the boggard, it prevents them from using their tongue Strike until they regrow their tongue, which takes a week. ","skill_mod":{"performance":8,"nature":11,"medicine":9,"athletics":8,"intimidation":8,"religion":9},"image":["/Images/Monsters/Boggard_Swampseer.webp"],"primary_source":"Monster Core","spell":["Acid Grip","Mist","Fear","Jump","Runic Weapon","Caustic Blast","Frostbite","Light","Tangle Vine"],"ac":18,"item":["Staff"],"level":3,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":7,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Boggard Swampseer","pfs":"Standard","rarity":"common","strike_damage_average":[8],"attack_bonus":[10,10],"constitution":2,"creature_family":"Boggard","spell_attack_bonus":[11],"will_save":11,"speed":{"max":25,"land":20,"swim":25},"wisdom":4,"weakness":{},"creature_ability":["Destructive Croak","Drowning Drone","Swamp Passage","Terrifying Croak","Tongue Grab"],"skill":["Athletics","Intimidation","Medicine","Nature","Performance","Religion"],"legacy_id":["creature-56"],"tradition":["Primal"],"summary":"The boggard swampseer has been gifted with magic through their worship of the demon lord Gogunta , and they use their power to rule a boggard …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2858","dexterity":0,"category":"creature","slug":"creature-2858"},{"attack_bonus":[14,15],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":100,"source":["Monster Core"],"type":"Creature","will_save":8,"charisma":1,"speed":{"climb":20,"max":25,"land":25,"swim":20},"perception":12,"wisdom":-2,"weakness":{},"creature_ability":["Revolting Aura","Bogwid Fever","Ravenous Young"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"10","trait":["Aberration","Medium"],"id":"creature-2859","text":" Bogwid The abhorrent combination between a toad and an octopus, a bogwid drags its bloated green body through the swamps in search of a meal for the many larvae it carries on its back. Despite its absurd appearance and its pervasive scent, a bogwid is an ambush hunter. It will hide itself in sand, vegetation, or whatever happens to be around and wait patiently until a larger creature, such as a humanoid or a crocodile, approaches, before it attacks. A desperate bogwid may even attack a small group in search of food for both it and its young. Once it has a suitably large corpse, the larvae on its back will leap onto it and begin fighting each other for their one chance at survival. The remaining larva buries itself in the body and begins devouring it over the next couple of weeks. Afterward, a fully grown bogwid emerges from what is left of the rotting corpse. Within a week of its new life, the young bogwid too will begin asexually producing larvae on its back, repeating the cycle. Bogwids earned their name due to their environment. They are almost exclusively found in bogs and swamps. Occasionally one might be found in a suitable warm environment closer to civilization, but they are too often hunted if they are seen near a town or settlement. Some have discovered that bogwids have an extremely negative reaction when introduced to the cold and will violently attack whatever they perceive to be the source. Recall Knowledge - Aberration (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Bogwid Source Monster Core pg. 46 Perception +12; darkvision Languages Skills Athletics +13, Intimidation +11, Stealth +10 Str +5 Dex +4 Con +4 Int -4 Wis -2 Cha +1 --- AC 20 Fort +15 Ref +12 Will +8 HP 100 Revolting Aura (aura, olfactory) 20 feet. A creature entering the aura or beginning their turn in the aura must succeed at a DC 20 Fortitude save or become sickened 1 (or sickened 2 on a critical failure). A creature that succeeds is temporarily immune to the aura for 1 minute. --- Speed 25 feet, climb 20 feet, swim 20 feet Melee Single Action tentacle +15, Damage 2d8+8 bludgeoning plus bogwid fever Ranged Single Action larval spit +14 (range increment 10 feet), Damage 2d8 persistent bleed plus ravenous young Bogwid Fever (Disease) Saving Throw DC 20 Fortitude; Onset 1 day; Stage 1 enfeebled 1 (1 day); Stage 2 enfeebled 2, and the DC to recover from persistent bleed is increased by 2 (1 day); Stage 3 enfeebled 3, and the DC to recover from persistent bleed is increased by 5 (1 day); Stage 4 enfeebled 4, the DC to recover from persistent bleed is increased by 5, and you take 1d8 persistent bleed damage every 1d4 hours (1 day) Ravenous Young The larvae launched from the bogwid attach themselves to the target and begin to feed. Once a larva is attached, the target becomes drained 1. While the larva remains attached, the target cannot recover from persistent bleed. To remove the larva, the target can attempt a DC 21 Escape check. Additionally, any area damage dealt to the target destroys all attached larvae. Swamp Bodies While a bogwid does not have a lair and does not carry any treasure, a bogwid's presence is often foreshadowed by the discovery of bodies with large gaping holes in their chests. Though these will often just come in the form of crocodiles and other large predators, a lucky adventurer might just stumble upon the corpse of a much less lucky adventurer. ","skill_mod":{"stealth":10,"athletics":13,"intimidation":11},"summary":"The abhorrent combination between a toad and an octopus, a bogwid drags its bloated green body through the swamps in search of a meal for the many …","image":["/Images/Monsters/Bogwid.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":20,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2859","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Bogwid","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,17],"slug":"creature-2859"},{"legacy_name":["Bugbear Thug"],"attack_bonus":[8,10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":34,"language":["Common","Goblin"],"source":["Monster Core"],"type":"Creature","creature_family":"Bugbear","will_save":5,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Bushwhack","Mauler"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"6","legacy_id":["creature-58"],"trait":["Bugbear","Humanoid","Medium"],"id":"creature-2860","text":" Bugbear Prowler Bugbear prowlers specialize in the art of lurking in the shadows. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Bugbear Prowler Source Monster Core pg. 47 Perception +7; darkvision, scent (imprecise) 30 feet Languages Common, Goblin Skills Acrobatics +6, Athletics +7, Intimidation +4, Stealth +6 Str +4 Dex +2 Con +3 Int -1 Wis +1 Cha +0 Items Bastard Sword, Javelin (3), Leather Armor --- AC 17 Fort +9 Ref +8 Will +5 HP 34 --- Speed 25 feet Melee Single Action bastard sword +10 (two-hand d12), Damage 1d8+4 piercing Melee Single Action fist +10 (Agile, Nonlethal), Damage 1d4+4 bludgeoning Ranged Single Action javelin +8 (thrown 30 feet), Damage 1d6+4 piercing Bushwhack Single Action The bugbear prowler Strides up to 10 feet and attempts to Grapple a creature they're undetected by. If they succeed, they also deal fist damage to that creature. Mauler The bugbear prowler gains a +3 circumstance bonus to damage rolls against creatures they have grabbed. ","skill_mod":{"stealth":6,"athletics":7,"intimidation":4,"acrobatics":6},"summary":"Bugbear prowlers specialize in the art of lurking in the shadows.","image":["/Images/Monsters/Bugbear_Prowler.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":17,"item":["Bastard Sword","Javelin (3)","Leather Armor"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2860","intelligence":-1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Bugbear Prowler","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7,8],"slug":"creature-2860"},{"attack_bonus":[10,11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":44,"language":["Common","Goblin"],"source":["Monster Core"],"type":"Creature","creature_family":"Bugbear","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Sneak Attack","Twin Feint"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Thievery"],"stealth":"8","legacy_id":["creature-59"],"trait":["Bugbear","Humanoid","Medium"],"id":"creature-2861","text":" Bugbear Tormentor The bugbear tormentor seeks to torture their prey as much through psychological intimidation as through physical harm. The longer a bugbear tormentor can keep their victim alive and terrified, the better they feel. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Bugbear Tormentor Source Monster Core pg. 47 Perception +8; darkvision, scent (imprecise) 30 feet Languages Common, Goblin Skills Acrobatics +8, Athletics +9, Intimidation +7, Stealth +8, Thievery +8 Str +4 Dex +3 Con +2 Int -1 Wis +1 Cha +0 Items Chain Shirt, Dagger, Sickle (2) --- AC 20 Fort +9 Ref +10 Will +6 HP 44 --- Speed 25 feet Melee Single Action dagger +11 (Agile, versatile S), Damage 1d4+6 piercing Melee Single Action sickle +11 (Agile, Trip), Damage 1d4+6 slashing Ranged Single Action dagger +10 (Agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing Sneak Attack The bugbear tormentor deals 1d6 extra precision damage to off-guard creatures. Twin Feint Two Actions The bugbear tormentor makes a dazzling series of attacks with two weapons, using the first attack to throw their foe off-guard against a second attack at a different angle. They make one Strike with each of their two melee weapons, both against the same target. The target is automatically off-guard against the second attack. The bugbear tormentor applies their multiple attack penalty to these Strikes normally. ","skill_mod":{"thievery":8,"stealth":8,"athletics":9,"intimidation":7,"acrobatics":8},"summary":"The bugbear tormentor seeks to torture their prey as much through psychological intimidation as through physical harm. The longer a bugbear tormentor …","primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":20,"item":["Chain Shirt","Dagger","Sickle (2)"],"level":3,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2861","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Bugbear Tormentor","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,8,8],"slug":"creature-2861"},{"primary_source_category":"Rulebooks","strength":0,"hp":18,"language":["Caligni"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":6,"stealth":"7","trait":["Caligni","Humanoid","Small"],"id":"creature-2862","text":" Caligni Dancer Caligni dancers serve as intermediaries between caligni factions, carrying messages and negotiating deals between the notoriously independent groups. Although physically fragile, the dancers serve an important role within caligni society and are rarely seen without guards. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Caligni Dancer Source Monster Core pg. 48 Perception +6; greater darkvision, light blindness Languages Caligni Skills Acrobatics +7, Diplomacy +8, Performance +6, Stealth +7, Thievery +7 Str +0 Dex +4 Con +2 Int -1 Wis +1 Cha +3 Items baton (functions as light mace), Dagger --- AC 17 Fort +7 Ref +9 Will +4 HP 18 (final dance) Distracting Frolic Reaction (fortune, manipulate) Trigger An ally within 10 feet of the dancer rolls a saving throw against a mental or illusion effect; Effect The target ally can roll the save twice and take the better result. Final Dance (occult, shadow, visual) When the dancer dies, their body dissolves into a swirling mass of darkness and light. All creatures in a 10-foot emanation must succeed at a DC 17 Will save or be dazzled for 1d4 rounds. The dancer's possessions are left in a pile where they died. --- Speed 25 feet Melee Single Action baton +9 (Agile, Finesse, Shove), Damage 1d4 bludgeoning Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4 piercing Ranged Single Action dagger +9 (Agile, thrown 10 feet, versatile S), Damage 1d4 piercing Occult Innate Spells DC 16 - Cantrips (1st) Courageous Anthem - 1st Counter Performance (visual only) Dancer's Curse Single Action (Curse, Mental, Occult) The caligni dancer touches a foe and curses it. If the target fails a DC 18 Will save, it gains clumsy 1 and stupefied 1. The target is then temporarily immune for 24 hours. These conditions persist until the curse is removed. The victim can attempt a new DC 18 Will save once per hour to end the curse. Sneak Attack The caligni dancer deals 1d6 extra precision damage to off-guard creatures. ","skill_mod":{"diplomacy":8,"performance":6,"thievery":7,"stealth":7,"acrobatics":7},"image":["/Images/Monsters/Caligni_Dancer.webp"],"primary_source":"Monster Core","spell":["Counter Performance","Courageous Anthem"],"ac":17,"item":["baton (functions as light mace )","Dagger"],"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":" greater darkvision , light blindness ","resistance":{},"intelligence":-1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":7,"size":["Small"],"name":"Caligni Dancer","pfs":"Standard","rarity":"common","strike_damage_average":[2,2,2],"attack_bonus":[9,9,9],"constitution":2,"creature_family":"Caligni","will_save":4,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Distracting Frolic","Final Dance","Dancer's Curse","Sneak Attack"],"skill":["Acrobatics","Diplomacy","Performance","Stealth","Thievery"],"legacy_id":["creature-64"],"tradition":["Occult"],"summary":"Caligni dancers serve as intermediaries between caligni factions, carrying messages and negotiating deals between the notoriously independent groups. …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2862","dexterity":4,"category":"creature","slug":"creature-2862"},{"legacy_name":["Caligni Creeper"],"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":0,"hp":30,"language":["Caligni"],"source":["Monster Core"],"type":"Creature","creature_family":"Caligni","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Final Night","Sneak Attack","Tumble Behind"],"skill":["Acrobatics","Athletics","Stealth","Thievery"],"stealth":"10","legacy_id":["creature-65"],"trait":["Caligni","Humanoid","Small"],"id":"creature-2863","text":" Caligni Skulker Most often found on the surface are caligni skulkers, stealing staple goods and luxuries alike. When pressed into combat by more powerful caligni, skulkers will often be sacrificed in waves to wear down the enemy. Otherwise, skulkers are fairly cautious and prefer to flee unwinnable situations. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Caligni Skulker Source Monster Core pg. 48 Perception +8; greater darkvision, light blindness Languages Caligni Skills Acrobatics +8, Athletics +4, Stealth +10, Thievery +8 Str +0 Dex +4 Con +3 Int -1 Wis +2 Cha +1 Items darkening poison (3 doses), Dagger --- AC 19 Fort +9 Ref +10 Will +6 HP 30 (final night) Final Night (darkness, occult) When the caligni skulker dies, their remains dissolve into a 20-foot emanation of inky darkness before dissipating. The darkness extinguishes non-magical light sources and attempts to counteract magical light as a 1st-rank effect with a +10 counteract modifier. The skulker's possessions are left in a pile where they died. --- Speed 25 feet Melee Single Action dagger +10 (Agile, Finesse, versatile S), Damage 1d4+4 piercing plus darkening poison Ranged Single Action dagger +10 (Agile, thrown 10 feet, versatile S), Damage 1d4 piercing plus darkening poison Sneak Attack The caligni skulker deals 1d6 extra precision damage to off-guard creatures. Tumble Behind When the caligni skulker Tumbles Through a creature's space, that creature is off-guard against the next attack the skulker makes against it before the end of its turn. ","skill_mod":{"thievery":8,"stealth":10,"athletics":4,"acrobatics":8},"summary":"Most often found on the surface are caligni skulkers, stealing staple goods and luxuries alike. When pressed into combat by more powerful caligni, …","image":["/Images/Monsters/Caligni_Skulker.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":19,"item":["darkening poison (3 doses)","Dagger"],"level":2,"source_category":["Rulebooks"],"sense":" greater darkvision , light blindness ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2863","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Greater darkvision","fortitude_save":9,"size":["Small"],"name":"Caligni Skulker","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2,6],"slug":"creature-2863"},{"legacy_name":["Caligni Stalker"],"primary_source_category":"Rulebooks","strength":2,"hp":60,"language":["Caligni","Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":1,"perception":10,"stealth":"13","trait":["Caligni","Humanoid","Medium"],"id":"creature-2864","text":" Caligni Hunter Although caligni hunters are often pressed into leading their skulker kin, most hunters prefer to wander the Darklands or raid the surface free from those responsibilities. Their preferred assaults are usually done by solo caligni hunters or in small groups of two or three. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Caligni Hunter Source Monster Core pg. 49 Perception +10; greater darkvision, light blindness Languages Caligni, Sakvroth Skills Acrobatics +13, Athletics +8, Stealth +13, Thievery +11, Survival +12 Str +2 Dex +5 Con +2 Int -1 Wis +2 Cha +1 Items darkening poison (6 doses), Leather Armor, Shortsword (2) --- AC 21 Fort +10 Ref +13 Will +8 HP 60 (final fate) Final Fate (occult, spirit) When the hunter dies, their soul leaves their body in an explosion of spiritual energy. All creatures in a 20-foot burst take 5d6 spirit damage (DC 19 basic Will save). The hunter's possessions are left in a pile where they died. --- Speed 25 feet Melee Single Action shortsword +13 (Agile, Finesse, versatile S), Damage 1d6+7 piercing plus darkening poison Occult Innate Spells DC 19 - Cantrips (2nd) Figment - 2nd Darkness (at will), See the Unseen (at will) Double Slice Two Actions The caligni hunter makes two Strikes against the same target, one with each of their shortswords. The hunter combines the damage of any attacks that hit and applies precision damage, resistances, and weaknesses only once. Both attacks count toward the hunter's multiple attack penalty, but the penalty increases only after both attacks. Encircling Command Single Action (Auditory) Each caligni skulker within 30 feet of the hunter can Step. Each skulker can benefit from Encircling Command only once per round. Sneak Attack The caligni hunter deals 1d6 extra precision damage to off-guard creatures. ","skill_mod":{"thievery":11,"survival":12,"stealth":13,"athletics":8,"acrobatics":13},"primary_source":"Monster Core","spell":["Darkness","See the Unseen","Figment"],"ac":21,"item":["darkening poison (6 doses)","Leather Armor","Shortsword (2)"],"level":4,"spell_dc":[19],"source_category":["Rulebooks"],"sense":" greater darkvision , light blindness ","resistance":{},"intelligence":-1,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":10,"size":["Medium"],"name":"Caligni Hunter","pfs":"Standard","rarity":"common","strike_damage_average":[10],"attack_bonus":[13],"constitution":2,"creature_family":"Caligni","will_save":8,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Final Fate","Double Slice","Encircling Command","Sneak Attack"],"skill":["Acrobatics","Athletics","Stealth","Thievery","Survival"],"legacy_id":["creature-66"],"tradition":["Occult"],"summary":"Although caligni hunters are often pressed into leading their skulker kin, most hunters prefer to wander the Darklands or raid the surface free from …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2864","dexterity":5,"category":"creature","slug":"creature-2864"},{"attack_bonus":[10,10],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":30,"source":["Monster Core"],"type":"Creature","creature_family":"Cat","will_save":5,"charisma":-2,"speed":{"climb":20,"max":30,"land":30},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Maul","Pounce","Sneak Attack"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"8","legacy_id":["creature-67"],"trait":["Animal","Medium"],"id":"creature-2865","text":" Leopard Leopards are among the smallest of the big cats, yet they are still dangerous creatures to tangle with. Leopard statistics can also be used for black panthers, white-spotted snow leopards, or tawny-coated cougars. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Leopard Source Monster Core pg. 50 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +7, Stealth +8 Str +3 Dex +4 Con +2 Int -4 Wis +1 Cha -2 --- AC 18 Fort +8 Ref +10 Will +5 HP 30 --- Speed 30 feet, climb 20 feet Melee Single Action jaws +10 (Finesse), Damage 1d10+3 piercing plus Grab Melee Single Action claw +10 (Agile, Finesse), Damage 1d6+3 slashing Maul Single Action The leopard makes two claw Strikes against a creature it has grabbed. Both count toward its multiple attack penalty, but the penalty increases only after both attacks are made. Pounce Single Action The leopard Strides and makes a Strike at the end of that movement. If the leopard began this action hidden, it remains hidden until after this ability's Strike. Sneak Attack The leopard deals 1d4 extra precision damage to off-guard creatures. ","skill_mod":{"stealth":8,"athletics":7,"acrobatics":8},"summary":"Leopards are among the smallest of the big cats, yet they are still dangerous creatures to tangle with. Leopard statistics can also be used for black …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2865","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"Leopard","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,8],"slug":"creature-2865"},{"attack_bonus":[11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":45,"source":["Monster Core"],"type":"Creature","creature_family":"Cat","will_save":7,"charisma":-2,"speed":{"max":30,"land":30},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Pack Attack","Pounce","Sneak Attack"],"legacy_id":["creature-68"],"trait":["Animal","Large"],"id":"creature-2866","text":" Lion Lions are cooperative hunters, ambushing dangerous prey in groups of lionesses that work in tandem to trap and kill, bringing food home to their prides. Male lions are typically larger, with long manes, and when they hunt, they tend to do so on their own. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Lion Source Monster Core pg. 50 Perception +9; low-light vision, scent (imprecise) 30 feet Skills Acrobatics 8, Athletics 9, Stealth 10 Languages Skills Str +4 Dex +3 Con +2 Int -4 Wis +2 Cha -2 --- AC 18 Fort +9 Ref +10 Will +7 HP 45 --- Speed 30 feet Melee Single Action jaws +11, Damage 1d10+6 piercing plus Grab Melee Single Action claw +11 (Agile), Damage 1d8+6 slashing Pack Attack The lion deals 1d4 extra damage to any creature that's within reach of at least two of the lion's allies. Pounce Single Action The lion Strides and makes a Strike at the end of that movement. If the lion began this action hidden, it remains hidden until after the ability's Strike. Sneak Attack The lion deals 1d6 extra precision damage to off-guard creatures. ","skill_mod":{},"summary":"Lions are cooperative hunters, ambushing dangerous prey in groups of lionesses that work in tandem to trap and kill, bringing food home to their …","image":["/Images/Monsters/Lion.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet Skills Acrobatics 8, Athletics 9, Stealth 10","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2866","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":9,"size":["Large"],"name":"Lion","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,11],"slug":"creature-2866"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":60,"source":["Monster Core"],"type":"Creature","creature_family":"Cat","will_save":8,"charisma":-2,"speed":{"max":30,"land":30},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Pounce","Sneak Attack","Wrestle"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"13","legacy_id":["creature-69"],"trait":["Animal","Large"],"id":"creature-2867","text":" Tiger Tigers are solitary and territorial hunters, using their striped hides to blend into the forests and jungles they call home and preferring to attack with surprise. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Tiger Source Monster Core pg. 51 Perception +12; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +11, Athletics +13, Stealth +13 Str +5 Dex +3 Con +3 Int -4 Wis +2 Cha -2 --- AC 21 Fort +13 Ref +11 Will +8 HP 60 --- Speed 30 feet Melee Single Action jaws +13, Damage 1d10+7 piercing plus Grab Melee Single Action claw +13 (Agile), Damage 1d8+7 slashing Pounce Single Action The tiger Strides and makes a Strike at the end of that movement. If the tiger began this action hidden, it remains hidden until after this ability's Strike. Sneak Attack The tiger deals 1d6 extra precision damage to off-guard creatures. Wrestle Single Action The tiger makes a claw Strike against a creature it is grabbing. If the attack hits, that creature is knocked prone. ","skill_mod":{"stealth":13,"athletics":13,"acrobatics":11},"summary":"Tigers are solitary and territorial hunters, using their striped hides to blend into the forests and jungles they call home and preferring to attack …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2867","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Tiger","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,12],"slug":"creature-2867"},{"attack_bonus":[16,16],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":110,"source":["Monster Core"],"type":"Creature","creature_family":"Cat","will_save":10,"charisma":0,"speed":{"max":30,"land":30},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Pierce Armor","Pounce","Sneak Attack"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"12","legacy_id":["creature-70"],"trait":["Animal","Large"],"id":"creature-2868","text":" Smilodon Smilodons are large saber-toothed cats, apex predators that are significantly more muscular and broader than the other species of big cats. They often kill prey with a quick stab to the throat or other vulnerable spot. The smilodon's oversized fangs are particularly sought after as trophies. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Smilodon Source Monster Core pg. 51 Perception +14; low-light vision, scent (imprecise) 60 feet Languages Skills Acrobatics +12, Athletics +16, Stealth +12 Str +6 Dex +2 Con +3 Int -4 Wis +2 Cha +0 --- AC 23 Fort +15 Ref +12 Will +10 HP 110 --- Speed 30 feet Melee Single Action fangs +16, Damage 2d10+6 piercing plus Grab Melee Single Action claw +16 (Agile), Damage 2d8+6 slashing plus Grab Pierce Armor Single Action The smilodon makes a fangs Strike against a creature that's grabbed or restrained. If the attack hits, the creature is knocked prone; if the creature is wearing armor with Hardness 10 or lower, the armor is broken. If this Strike breaks a creature's armor or damages a creature who is unarmored or wearing broken armor, the creature also takes 2d6 persistent bleed damage. This Strike doesn't further damage armor that's already broken. Pounce Single Action The smilodon Strides and makes a Strike at the end of that movement. If the smilodon began this action hidden, it remains hidden until after this ability's Strike. Sneak Attack The smilodon deals 1d6 extra precision damage to off-guard creatures. ","skill_mod":{"stealth":12,"athletics":16,"acrobatics":12},"summary":"Smilodons are large saber-toothed cats, apex predators that are significantly more muscular and broader than the other species of big cats. They …","image":["/Images/Monsters/Smilodon.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2868","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":15,"size":["Large"],"name":"Smilodon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,17],"slug":"creature-2868"},{"attack_bonus":[8,9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":17,"language":["Amurrun","Common"],"source":["Monster Core"],"type":"Creature","creature_family":"Catfolk","will_save":4,"charisma":1,"speed":{"max":30,"land":30},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Cat's Luck","Sudden Charge"],"skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"stealth":"7","legacy_id":["creature-71"],"trait":["Catfolk","Humanoid","Medium"],"id":"creature-2869","text":" Catfolk Pouncer Catfolk pouncers travel the world in search of new experiences. With a spring in their step and a positive attitude, a pouncer can usually lithely avoid or quickly bounce back from negative ordeals, much to their enemies' chagrin. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Catfolk Pouncer Source Monster Core pg. 52 Perception +6; low-light vision Languages Amurrun, Common Skills Acrobatics +7, Athletics +6, Nature +4, Stealth +7, Survival +4 Str +3 Dex +4 Con +1 Int -1 Wis +1 Cha +1 Items Dagger (3), Greataxe --- AC 17 Fort +6 Ref +9 Will +4 HP 17 Cat's Luck Reaction (fortune) Trigger The catfolk pouncer fails or critically fails a Reflex saving throw; Frequency once per day; Effect Reroll that saving throw and take the better result. --- Speed 30 feet Melee Single Action greataxe +8 (Sweep), Damage 1d12+3 slashing Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Ranged Single Action dagger +9 (Agile, thrown 10 feet, versatile S), Damage 1d4 +3 piercing Sudden Charge Two Actions The catfolk pouncer Strides twice. If the catfolk ends their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy. ","skill_mod":{"nature":4,"survival":4,"stealth":7,"athletics":6,"acrobatics":7},"summary":"Catfolk pouncers travel the world in search of new experiences. With a spring in their step and a positive attitude, a pouncer can usually lithely …","image":["/Images/Monsters/Catfolk_Pouncer.webp"],"primary_source":"Monster Core","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":17,"item":["Dagger (3)","Greataxe"],"level":1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2869","intelligence":-1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Catfolk Pouncer","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2,5,9],"slug":"creature-2869"},{"attack_bonus":[26],"constitution":7,"primary_source_category":"Rulebooks","strength":6,"hp":215,"language":["Fey","(can't speak any language)"],"source":["Monster Core"],"type":"Creature","will_save":18,"charisma":0,"speed":{"max":35,"land":35},"perception":22,"wisdom":2,"weakness":{},"creature_ability":["Thoughtsense","Hop-Dodge","Staccato Strike","Warbling Song"],"skill":["Athletics","Stealth"],"stealth":"25","legacy_id":["creature-72"],"trait":["Beast","Medium"],"id":"creature-2870","text":" Cauthooj These large, flightless birds are deceptively agile, considering their long bodies and awkward, hopping gait. Solitary predators, they use their hypnotic warbling song to drive prey into a wild frenzy, manipulating them into attacking one another so that the cauthooj can then feast on the remains. Known to some scholars as the puppet master bird, and to others as the shrill shrike, cauthoojs are widely reviled by most intelligent humanoids, in part because they seem to prefer humanoids as prey. Sightings typically lead to the creation of hunting parties to track the creature down before it can kill again, with would-be hunters typically stuffing their ears full of wax in an effort to avoid being affected by its cry. Those who have survived the creature's song report that the experience is uniquely unnerving, and almost all accounts agree that there is no other sound as terrible. While one might assume the cauthooj is an unintelligent animal, these creatures are smarter than they look. Cauthoojs stalk the perimeter of remote settlements in hopes of finding a lone traveler they can feast upon. They can even understand a few rudimentary words in Fey, although they are incapable of clearly speaking themselves. This doesn't stop the cauthooj from attempting to mimic the sounds it hears, but when it does so, its eerie primal nature enhances the attempt, leading to the bird's signature ability to manipulate minds and encourage conflict, a trait the cauthooj is just barely smart enough to understand—and enjoy. Recall Knowledge - Beast (Arcana, Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Cauthooj Source Monster Core pg. 53 Perception +22; thoughtsense (imprecise) 60 feet Languages Fey; (can't speak any language) Skills Athletics +24, Stealth +25 Str +6 Dex +4 Con +7 Int -3 Wis +2 Cha +0 Thoughtsense (mental, occult) The cauthooj senses all non-mindless creatures at the listed range. --- AC 33 Fort +25 Ref +20 Will +18 HP 215 Resistances sonic 15 Hop-Dodge Reaction (move) Trigger The cauthooj is the target of a melee Strike and is adjacent to another enemy that is also within the reach of the melee Strike; Effect The cauthooj nimbly hops aside, redirecting the triggering Strike against the adjacent enemy. The cauthooj Strides up to half its Speed, and this movement does not trigger reactions. --- Speed 35 feet Melee Single Action beak +26 (Agile, deadly d12, reach 10 feet), Damage 2d12+12 piercing Staccato Strike Single Action (Mental, Primal, Sonic) With subtle alterations in the pitch and tone of its song, the cauthooj directs one creature confused by its Warbling Song to make a Strike. This works like other Strikes made by confused creatures, except that the cauthooj chooses the target. If no target is in reach or range, or the creature is unable to Strike for any other reason, this ability has no effect. Warbling Song Two Actions (Auditory, Incapacitation, Mental, Primal) The cauthooj gives a strange, ululating cry that causes nearby creatures to lash out violently and without control. Each creature within a 120-foot emanation that can hear the cauthooj must attempt a DC 32 Will save to resist the effect. Critical Success The target is unaffected and is temporarily immune for 1 minute. Success The target is unaffected. Failure The target is confused for 1 round. Critical Failure The target is confused for 1 round and immediately attacks itself (in the normal fashion for attacking oneself while confused). This Strike doesn't give the creature a flat check to recover from the confusion. Cauthooj Lairs Cauthoojs make their lairs in small caverns, alcoves, and similar out-of-theway places, but claim large stretches of territory and wander many miles from their lairs in search of food. They often hunt in plains, prairies, and other large, open expanses. Shiny Collections Like magpies, cauthoojs are attracted to shiny baubles, and they often pick up choice treasures from their victims, depositing these trinkets in large piles in their lairs. Not all that glitters is gold, however, and adventurers will find as many colorful bits of string, broken mirror shards, and pieces of costume jewelry as they find coins, magic weapons, and other valuable treasures. ","skill_mod":{"stealth":25,"athletics":24},"summary":"These large, flightless birds are deceptively agile, considering their long bodies and awkward, hopping gait. Solitary predators, they use their …","image":["/Images/Monsters/Cauthooj.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":33,"level":12,"source_category":["Rulebooks"],"sense":"thoughtsense ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{"sonic":15},"url":"/Monsters.aspx?ID=2870","intelligence":-3,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":25,"size":["Medium"],"name":"Cauthooj","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25],"slug":"creature-2870"},{"legacy_name":["Purple Worm"],"attack_bonus":[26,26,28,28],"constitution":7,"primary_source_category":"Rulebooks","strength":9,"hp":270,"source":["Monster Core"],"type":"Creature","creature_family":"Cave Worm","will_save":21,"charisma":-1,"speed":{"max":40,"land":40,"burrow":40,"swim":20},"perception":20,"wisdom":-1,"weakness":{},"creature_ability":["Inexorable","Slough Skin","Cave Worm Venom","Fast Swallow","Regurgitate","Rock Tunneler","Swallow Whole","Thrash"],"skill":["Athletics"],"legacy_id":["creature-73"],"trait":["Animal","Gargantuan"],"id":"creature-2871","text":" Cave Worm The most common and infamous of the cave worms gives its name to the entire family—a much-feared monster wandering the twisting tunnels of the Darklands that is capable of carving out entire cave systems. Tunnels bored by a cave worm don't always last long after these creature's passage, and areas where they nest are maddening mazes of passageways that lead nowhere, yet navigating the labyrinth to find the worm's central nest often yields amazing treasures left behind by the worm's prior victims. Recall Knowledge - Animal (Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Cave Worm Source Monster Core pg. 54 Perception +20; darkvision, tremorsense (imprecise) 100 feet Languages Skills Athletics +30 Str +9 Dex -1 Con +7 Int -5 Wis -1 Cha -1 --- AC 32 Fort +28 Ref +21 Will +21 HP 270 Inexorable The cave worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain. Slough Skin Reaction Frequency once per day; Trigger The cave worm would be affected by a condition or adverse effect (such as cursed metamorphosis ); Effect The cave worm negates the triggering condition or effect by sloughing an outer layer of its skin. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way. --- Speed 40 feet, burrow 40 feet, swim 20 feet Melee Single Action jaws +28 (deadly 2d10, reach 15 feet), Damage 3d10+15 piercing plus Improved Grab Melee Single Action stinger +28 (Agile, Poison, reach 15 feet), Damage 2d12+15 piercing plus cave worm venom Melee Single Action body +26 (reach 15 feet), Damage 1d10+13 bludgeoning Ranged Single Action regurgitate +26 (Brutal, range increment 60 feet), Damage varies (see ability) Cave Worm Venom (Poison) Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage and enfeebled 2 (1 round); Stage 2 6d6 poison damage, and enfeebled 2 (1 round); Stage 3 8d6 poison damage and enfeebled 2 (1 round) Fast Swallow Reaction Trigger The cave worm Grabs a creature; Effect The worm uses Swallow Whole. Regurgitate The cave worm can violently regurgitate a creature or boulder it has swallowed to make a ranged Strike. The Strike deals bludgeoning damage depending on the size of the projectile: Tiny deals 2d6+13, Small 3d6+13, Medium 4d6+13, Large 5d6+13, and Huge 6d6+13. A regurgitated creature takes falling damage from the height of the target or from 20 feet, whichever is greater. Boulders occupy space in the worm's stomach as a creature of equivalent size, and cave worms often have several boulders swallowed. A cave worm can use a single action to swallow a new boulder. Rock Tunneler A cave worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does. Swallow Whole Single Action (Attack) Huge, 3d6+9 bludgeoning, Rupture 24 Thrash Two Actions The worm attempts one Strike against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks. ","skill_mod":{"athletics":30},"summary":"The most common and infamous of the cave worms gives its name to the entire family—a much-feared monster wandering the twisting tunnels of the …","image":["/Images/Monsters/Cave_Worm.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":32,"level":13,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 100 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2871","intelligence":-5,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":28,"size":["Gargantuan"],"name":"Cave Worm","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,28,31],"slug":"creature-2871"},{"legacy_name":["Azure Worm"],"attack_bonus":[29,31,31],"constitution":8,"primary_source_category":"Rulebooks","strength":10,"hp":320,"source":["Monster Core"],"type":"Creature","creature_family":"Cave Worm","will_save":23,"charisma":-1,"speed":{"max":60,"land":40,"burrow":40,"swim":60},"perception":22,"wisdom":-1,"weakness":{},"creature_ability":["Inexorable","Slough Skin","Benthic Worm Venom","Breach","Fast Swallow","Swallow Whole","Thrash"],"skill":["Athletics","Stealth"],"stealth":"20","legacy_id":["creature-74"],"trait":["Amphibious","Animal","Gargantuan"],"id":"creature-2872","text":" Benthic Worm The benthic worm is a deep-blue creature that is more at home in flooded tunnels than dry caves. While a benthic worm is a strong swimmer, it prefers to lie in wait within the walls, floor, or even ceiling of flooded caverns, ready to spring out and ambush creatures swimming past its hiding spot. The benthic worm is particularly hated and feared by Darklands-dwelling cultures, due to the fact that a benthic worm that burrows into a tunnel often brings with it waters from the submerged river or lake it calls home. When it becomes obvious that a benthic worm is near a Darklands settlement, the inhabitants quickly establish a hunting party to deal with the menace before it can bring ruin. Recall Knowledge - Animal (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Benthic Worm Source Monster Core pg. 56 Perception +22; darkvision, tremorsense (imprecise) 100 feet Languages Skills Athletics +33, Stealth +20 Str +10 Dex -1 Con +8 Int -5 Wis -1 Cha -1 --- AC 35 Fort +32 Ref +20 Will +23 HP 320 Inexorable The cave worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain. Slough Skin Reaction Frequency once per day; Trigger The cave worm would be affected by a condition or adverse effect (such as cursed metamorphosis ); Effect The cave worm negates the triggering condition or effect by sloughing an outer layer of its skin. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way. --- Speed 40 feet, burrow 40 feet, swim 60 feet Melee Single Action jaws +31 (deadly 2d10, reach 15 feet), Damage 3d12+16 piercing plus Improved Grab Melee Single Action stinger +31 (Agile, Poison, reach 15 feet), Damage 4d6+16 piercing plus benthic worm venom Melee Single Action body +29 (reach 15 feet), Damage 2d8+14 bludgeoning Benthic Worm Venom (Poison) Saving Throw DC 37 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and clumsy 2 (1 round); Stage 2 4d6 poison damage and clumsy 2 (1 round); Stage 3 6d6 poison damage and clumsy 2 (1 round) Breach Two Actions The benthic worm Swims up to its swim Speed, then Leaps vertically out of the water up to 30 feet, making a Strike against a creature at the apex of the jump (this lets it attack a creature within 45 feet of the water's surface). After the Strike, the worm splashes back down. It can use Improved Grab on this Strike and follow it up with Fast Swallow. Fast Swallow Reaction Trigger The worm Grabs a creature; Effect The worm uses Swallow Whole. Swallow Whole Single Action (Attack) Huge, 3d8+10 bludgeoning, Rupture 27 Thrash Two Actions The worm attempts one Strike against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks. ","skill_mod":{"stealth":20,"athletics":33},"summary":"The benthic worm is a deep-blue creature that is more at home in flooded tunnels than dry caves. While a benthic worm is a strong swimmer, it prefers …","image":["/Images/Monsters/Benthic_Worm.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":35,"level":15,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 100 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2872","intelligence":-5,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Benthic Worm","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23,30,35],"slug":"creature-2872"},{"legacy_name":["Crimson Worm"],"attack_bonus":[34,36,36],"constitution":9,"primary_source_category":"Rulebooks","strength":10,"hp":410,"immunity":["fire"],"source":["Monster Core"],"type":"Creature","creature_family":"Cave Worm","will_save":27,"charisma":-1,"speed":{"max":40,"land":40,"burrow":40,"swim":20},"perception":25,"wisdom":-1,"weakness":{"cold":15},"creature_ability":["Fire Healing","Inexorable","Slough Skin","Fast Swallow","Fire Breath","Magma Worm Venom","Rock Tunneler","Swallow Whole","Thrash"],"skill":["Athletics"],"legacy_id":["creature-75"],"trait":["Beast","Fire","Rare","Gargantuan"],"id":"creature-2873","text":" Magma Worm Among the most dangerous of their kind are the fiery magma worms. In addition to being even larger than benthic worms, the magma worm has a penchant for burrowing through volcanic regions that, over the generations, have infused it with a supernatural link to the Elemental Plane of Fire. The fiery heart of an active volcano is an attractive lair for a magma worm, as are the sprawling fields of molten rock found in the deepest reaches of the Darklands. Legends of ancient dwarven societies and colonists of the Elemental Planes populating moats of lava with magma worms likely have some basis in truth, although the methods used to keep these “moat worms” contained—and prevented from chewing their way through fortress foundations—must have been significant. Magma worms sometimes frequent areas on the surface where volcanism creates hot springs or other geothermal features, but even then they prefer to spend most of their time burrowing through the ground in their never-ending search for sustenance. Surface lands claimed by magma worms are notable for the mound-shaped burrows these creatures leave behind as they dig. Recall Knowledge - Beast (Arcana, Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Magma Worm Source Monster Core pg. 57 Perception +25; darkvision, tremorsense (imprecise) 100 feet Languages Skills Athletics +38 Str +10 Dex -1 Con +9 Int -3 Wis -1 Cha -1 --- AC 40 Fort +36 Ref +25 Will +27 HP 410 Immunities fire Weaknesses cold 15 Fire Healing As long as a magma worm is in contact with a fire or body of magma at least as large as itself, it gains fast healing 20. When struck by a magical fire effect from anything other than itself, a magma worm regains Hit Points equal to half the fire damage the effect would otherwise deal. Inexorable The cave worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain. Slough Skin Reaction Frequency once per day; Trigger The cave worm would be affected by a condition or adverse effect (such as cursed metamorphosis ); Effect The cave worm negates the triggering condition or effect by sloughing an outer layer of its skin. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way. --- Speed 40 feet, burrow 40 feet, swim 20 feet Melee Single Action jaws +36 (deadly 3d10, Fire, reach 20 feet), Damage 3d10+18 piercing plus 2d6 fire and Improved Grab Melee Single Action stinger +36 (Agile, Fire, Poison, reach 20 feet), Damage 2d12+18 piercing plus 2d6 fire and magma worm venom Melee Single Action body +34 (Fire, reach 15 feet), Damage 2d10+16 bludgeoning plus 2d6 fire Fast Swallow Reaction Trigger The worm Grabs a creature; Effect The worm uses Swallow Whole. Fire Breath Two Actions (Fire, Primal) The magma worm breathes a blast of flame in a 60-foot cone that deals 18d6 fire damage to all creatures in the area (DC 41 basic Reflex save). It can't use Fire Breath again for 1d4 rounds. Magma Worm Venom (Poison) Saving Throw DC 41 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and drained 1 (1 round); Stage 2 2d6 poison damage and drained 1 (1 round); Stage 3 2d6 poison damage and drained 2 (1 round) Rock Tunneler A cave worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does. Swallow Whole Single Action (Attack) Huge, 3d10+10 bludgeoning plus 2d6 fire, Rupture 36 Thrash Two Actions The worm attempts one Strike against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks. ","element":["Fire"],"skill_mod":{"athletics":38},"summary":"Among the most dangerous of their kind are the fiery magma worms. In addition to being even larger than benthic worms, the magma worm has a penchant …","image":["/Images/Monsters/Magma_Worm.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"ac":40,"level":18,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 100 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2873","intelligence":-3,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":36,"size":["Gargantuan"],"name":"Magma Worm","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[34,38,41],"slug":"creature-2873"},{"attack_bonus":[8,9],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":36,"language":["Common","Elven","Fey"],"source":["Monster Core"],"type":"Creature","creature_family":"Centaur","will_save":10,"charisma":1,"speed":{"max":40,"land":40},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Load Sachet","Trample"],"skill":["Athletics","Diplomacy","Medicine","Nature","Survival"],"trait":["Beast","Centaur","Humanoid","Large"],"id":"creature-2874","text":" Centaur Herbalist Many centaurs are skilled in the study of plants, especially those in the areas in which they roam. They can use such herbs to both heal and cause distress in those who attack them. Recall Knowledge - Beast (Arcana, Nature): DC 18 Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Centaur Herbalist Source Monster Core pg. 58 Perception +10; darkvision Languages Common, Elven, Fey Skills Athletics +11, Diplomacy +6, Medicine +7, Nature +7, Survival +7 Str +3 Dex +2 Con +1 Int +0 Wis +3 Cha +1 Items Healer's Toolkit, herbal sachet, Sling (10 bullets) --- AC 18 Fort +8 Ref +9 Will +10 HP 36 --- Speed 40 feet Melee Single Action hoof +9 (Agile), Damage 1d10+4 bludgeoning Ranged Single Action sling +8 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+1 bludgeoning Load Sachet Single Action Requirements The centaur herbalist has at least one herbal sachet; Effect The centaur herbalist Interacts to load an herbal sachet in her sling. The next ranged Strike she makes with her sling deals an additional 1d6 poison damage. Trample Three Actions Medium or smaller, hoof, DC 18 Centaur Craftwork Many centaurs appreciate fine weapons and armor. Some craft their own, maintaining designs traditional to their communities, while others use quality armaments they take from their enemies; however, due to their forms, centaurs who want to use armor heavier than breastplates need to have it tailor-made ","skill_mod":{"diplomacy":6,"nature":7,"survival":7,"medicine":7,"athletics":11},"summary":"Many centaurs are skilled in the study of plants, especially those in the areas in which they roam. They can use such herbs to both heal and cause …","image":["/Images/Monsters/Centaur_Herbalist.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Ancestry"],"ac":18,"item":["Healer's Toolkit","herbal sachet","Sling (10 bullets)"],"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2874","intelligence":0,"reflex_save":9,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":8,"size":["Large"],"name":"Centaur Herbalist","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,9],"slug":"creature-2874"},{"attack_bonus":[6],"constitution":1,"primary_source_category":"Rulebooks","strength":-1,"hp":8,"source":["Monster Core"],"type":"Creature","creature_family":"Centipede","will_save":2,"charisma":-4,"speed":{"climb":30,"max":30,"land":30},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Giant Centipede Venom"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","legacy_id":["creature-77"],"trait":["Animal","Medium"],"id":"creature-2875","text":" Giant Centipede Most giant centipedes (known as sewer centipedes when found in cities) nest in small groups but hunt alone when they seek out food. Attempts to domesticate giant centipedes for use as guardians or pets generally end poorly, but some communities of goblins, kobolds, and mitflits have developed effective methods of utilizing these vermin as guardians. Other groups roast and eat centipedes, often with pungent peppers as a savory delicacy, although care must be taken in preparing the meal to avoid tainting the flesh with the creature's venom. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Giant Centipede Source Monster Core pg. 59 Perception +6; darkvision Languages Skills Acrobatics +6, Athletics +2, Stealth +6 Str -1 Dex +3 Con +1 Int -5 Wis +1 Cha -4 --- AC 15 Fort +7 Ref +6 Will +2 HP 8 --- Speed 30 feet, climb 30 feet Melee Single Action mandibles +6 (Finesse), Damage 1d4–1 piercing plus giant centipede venom Giant Centipede Venom (Poison) Saving Throw DC 14 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d4 poison damage and off-guard (1 round) Stage 3 1d4 poison damage, clumsy 1, and fatigued (1 round) ","skill_mod":{"stealth":6,"athletics":2,"acrobatics":6},"summary":"Most giant centipedes (known as sewer centipedes when found in cities) nest in small groups but hunt alone when they seek out food. Attempts to …","image":["/Images/Monsters/Giant_Centipede.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2875","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Giant Centipede","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-2875"},{"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":30,"immunity":["grabbed","precision","prone","restrained","swarm mind"],"source":["Monster Core"],"type":"Creature","creature_family":"Centipede","will_save":5,"charisma":-4,"speed":{"climb":30,"max":30,"land":30},"perception":9,"wisdom":0,"weakness":{"area":5},"creature_ability":["Centipede Swarm Venom","Swarming Bites"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"9","legacy_id":["creature-78"],"trait":["Animal","Swarm","Large"],"id":"creature-2876","text":" Centipede Swarm Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Kobolds and mitflits are both known to incorporate swarms of centipedes into cunning traps. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Centipede Swarm Source Monster Core pg. 59 Perception +9; darkvision, tremorsense (imprecise) 30 feet Languages Skills Acrobatics +9, Athletics +7, Stealth +9 Str +2 Dex +4 Con +3 Int -5 Wis +0 Cha -4 --- AC 18 Fort +8 Ref +11 Will +5 HP 30 Immunities grabbed, precision, prone, restrained, swarm mind Resistances bludgeoning 5, piercing 5, slashing 2 Weaknesses area damage 5, splash damage 5 --- Speed 30 feet, climb 30 feet Centipede Swarm Venom (Poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and off-guard (1 round); Stage 2 1d8 poison damage, clumsy 1, and off-guard (1 round) Swarming Bites Single Action Each enemy in the swarm's space takes 1d8 piercing damage (DC 20 basic Reflex save) plus centipede swarm venom. ","skill_mod":{"stealth":9,"athletics":7,"acrobatics":9},"summary":"Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. …","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":2},"url":"/Monsters.aspx?ID=2876","intelligence":-5,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Large"],"name":"Centipede Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-2876"},{"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Common","Wildsong"],"source":["Monster Core"],"type":"Creature","charisma":2,"perception":11,"stealth":"8","trait":["Changeling","Human","Humanoid","Medium"],"id":"creature-2877","text":" Changeling Exile This changeling exile is the child of a cuckoo hag. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Changeling Exile Source Monster Core pg. 60 Perception +11; darkvision Languages Common, Wildsong Skills Deception +9, Medicine +9, Nature +11, Stealth +8, Survival +9 Str +4 Dex +1 Con +0 Int +0 Wis +4 Cha +2 Items Leather Armor, Sickle, Staff --- AC 19 Fort +7 Ref +8 Will +11 +2 circumstance to all saves vs. dream and sleep HP 45 --- Speed 25 feet Melee Single Action claws +11 (Agile), Damage 1d4+4 slashing Melee Single Action staff +11 (two-hand d8), Damage 1d4+4 bludgeoning Melee Single Action sickle +11 (Agile, Trip), Damage 1d4+4 slashing Primal Prepared Spells DC 21, attack +11 - Cantrips (2nd) Ignition, Light, Read Aura, Tangle Vine - 2nd Darkness, Humanoid Form, Breathe Fire, Spider Sting, Ventriloquism Druid Order Spells 2 Focus Points, DC 21 - 2nd Untamed Form, Untamed Shift\n","skill_mod":{"deception":9,"nature":11,"survival":9,"stealth":8,"medicine":9},"image":["/Images/Monsters/Changeling_Exile.webp"],"primary_source":"Monster Core","spell":["Darkness","Humanoid Form","Breathe Fire","Spider Sting","Ventriloquism","Ignition","Light","Read Aura","Tangle Vine","Untamed Form","Untamed Shift"],"ac":19,"item":["Leather Armor","Sickle","Staff"],"level":3,"spell_dc":[21,21],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Changeling Exile","pfs":"Standard","rarity":"common","strike_damage_average":[6,6,6],"attack_bonus":[11,11,11],"constitution":0,"creature_family":"Changeling","spell_attack_bonus":[11],"will_save":11,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"skill":["Deception","Medicine","Nature","Stealth","Survival"],"legacy_id":["creature-79"],"tradition":["Primal"],"summary":"This changeling exile is the child of a cuckoo hag.","trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2877","dexterity":1,"category":"creature","slug":"creature-2877"},{"legacy_name":["Flesh Golem"],"attack_bonus":[20],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":140,"immunity":["bleed","death effects","disease","doomed","drained","electricity","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core"],"type":"Creature","will_save":15,"charisma":-5,"speed":{"max":25,"land":25},"perception":12,"wisdom":0,"weakness":{},"creature_ability":["Berserk","Electric Healing","Electric Reflexes","Berserk Slam"],"skill":["Athletics"],"legacy_id":["creature-238"],"trait":["Construct","Mindless","Uncommon","Large"],"id":"creature-2878","text":" Charnel Creation Made of odd scraps of skin and muscle, a charnel creation is a grotesque parody of life. Though it has no mind, it can still go into a berserk rage when harmed, giving it a faint semblance of emotion. These constructs are often fashioned to guard the secret laboratories, unhallowed funerary grounds, and bloody charnel houses of fleshwarpers and necromancers who feel no compunctions about desecrating corpses for their own ends. Though the first charnel creation is believed to have been a misguided attempt to create life from simple base elements, these monstrosities are far from human. In isolated cases, echoes of a personality might rise in a charnel creation if the brain used as part of its construction belonged to a particularly powerful personality, but such tragic instances are (thankfully) rare in the extreme. Recall Knowledge - Construct (Arcana, Crafting): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Charnel Creation Source Monster Core pg. 61 Perception +12; darkvision Languages Skills Athletics +19 Str +5 Dex -1 Con +3 Int -5 Wis +0 Cha -5 --- AC 26 Fort +18 Ref +14 Will +15 HP 140 Immunities bleed, death effects, disease, doomed, drained, electricity, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Resistances physical 5 (except adamantine), spells 5 (except fire) Berserk A severely damaged charnel creation has a chance of going berserk. If it has 40 or fewer HP at the start of its turn, the creation must succeed at a DC 5 flat check or go berserk. A berserk creation wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. A creation loses its immunity to mental effects while berserk. Electric Healing Any time a charnel creation would be affected by an effect with the electricity trait, it loses any slowed condition it has and gains HP equal to half the damage the spell would have dealt. If the creation starts its turn in an area that deals electricity damage, it gains 2d4 HP. Electric Reflexes Reaction Trigger The creation would be affected by an effect with the electricity trait and a creature is in its reach; Effect The creation lashes out and tries to grab a nearby creature. The creation attempts an Athletics check to Grapple a creature within reach. The creature also takes 3d6 electricity damage on a success, or 6d6 electricity damage on a critical success. --- Speed 25 feet Melee Single Action fist +20 (Magical, reach 10 feet), Damage 2d10+7 bludgeoning Berserk Slam Single Action Requirements The charnel creation is berserk; Effect The charnel creation Strikes with its fist at a –1 circumstance penalty. If it hits, it deals 1d6 extra damage and knocks the target prone. Useless Remnants Few buyers want anything to do with the remains of a destroyed charnel creation. An adventurer's best bet for profiting off of a charnel creation body is to disassemble it piece by piece, extract the few contraptions of steel and copper meant to harness electricity, and sell the parts to tinkerers who ask few questions. ","skill_mod":{"athletics":19},"summary":"Made of odd scraps of skin and muscle, a charnel creation is a grotesque parody of life. Though it has no mind, it can still go into a berserk rage …","image":["/Images/Monsters/Charnel_Creation.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Rarity"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=2878","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Charnel Creation","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18],"slug":"creature-2878"},{"attack_bonus":[20,20,20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Draconic"],"source":["Monster Core"],"type":"Creature","creature_family":"Chimera","will_save":14,"charisma":0,"speed":{"fly":40,"max":40,"land":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Multiple Reactions","Three Headed","Reactive Strike","Draconic Bite","Dragon Breath","Three-Headed Strike"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"18","legacy_id":["creature-80"],"trait":["Beast","Uncommon","Large"],"id":"creature-2879","text":" Chimera The chimera is the archetypal example of an unnatural monster made up of a monstrous mix of wildly different component creatures: in this case, a lion, a dragon, and a goat. Wild, hateful, and hungry, it tries to eat any creature it sees, but sometimes a strong-willed master is able to compel a chimera to serve as a guardian or even a mount. If such an individual ever loses their control over the chimera, they are often the first to be devoured. Recall Knowledge - Beast (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Chimera Source Monster Core pg. 62 Perception +16; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +14, Athletics +18, Stealth +18 Str +6 Dex +2 Con +4 Int -3 Wis +2 Cha +0 --- AC 27 Fort +18 Ref +16 Will +14 HP 135 Multiple Reactions A chimera gains 2 extra reactions each round that it can use only to make Reactive Strikes. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions. Three Headed Any ability that would sever a chimera's head (such as a critical hit with a vorpal weapon) severs one head at random. Losing a head doesn't kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head's Dragon Breath. Reactive Strike Reaction --- Speed 25 feet, fly 40 feet Melee Single Action dragon jaws +20, Damage 2d6+9 piercing plus 2d6 energy damage (see draconic bite) Melee Single Action lion jaws +20, Damage 2d10+9 piercing Melee Single Action goat horns +20, Damage 2d10+9 piercing Melee Single Action claw +20 (Agile), Damage 2d6+9 slashing Draconic Bite A chimera's dragon head deals an extra 2d6 damage of a type matching the damage dealt by its Dragon Breath. Dragon Breath Two Actions The chimera breathes a cone or line that deals 9d6 damage to all creatures in the area (DC 26 basic save of a type indicated below). The chimera's dragon head is linked to one of the traditions of magic, which determines the area of its Dragon Breath, the type of damage it deals, and the type of save to avoid it. This ability gains the related traits. The chimera can't use Dragon Breath again for 1d4 rounds. Arcane 60-foot line of force (Reflex) Divine 60-foot line of spirit (Reflex); this ability can also have the holy or unholy trait Occult 30-foot cone of mental (Will) Primal 30-foot cone of acid, cold, electricity, fire, or sonic (Reflex); or poison (Fortitude) Three-Headed Strike Two Actions The chimera makes a Strike with its dragon jaws, lion jaws, and goat horns, each at a –2 penalty and targeting a different creature. These Strikes count as only one attack for the chimera's multiple attack penalty, and the penalty doesn't increase until after it has made all three attacks. Kobold Adoration Some kobold groups are fond of chimera guardians or pets, but few kobolds have the bravery or resources to keep a chimera happy for long. Chimeras are voracious eaters, and while a family of kobolds might appreciate having one as a guardian, they can instead find it more dangerous than the threats they'd hoped it would protect them from if they can't keep it fed. ","skill_mod":{"stealth":18,"athletics":18,"acrobatics":14},"summary":"The chimera is the archetypal example of an unnatural monster made up of a monstrous mix of wildly different component creatures: in this case, a …","image":["/Images/Monsters/Chimera.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Rarity"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2879","intelligence":-3,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Chimera","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16,20,20,23],"slug":"creature-2879"},{"attack_bonus":[11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":45,"language":["Aklo","(can't speak any language)"],"source":["Monster Core"],"type":"Creature","will_save":7,"charisma":-2,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Pounce","Suck Blood"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"9","legacy_id":["creature-584"],"trait":["Beast","Small"],"id":"creature-2880","text":" Chupacabra These notorious predators have an undeniable thirst for blood. Chupacabras prefer to prey on the weak and slow, often hiding in wait and watching potential prey for long periods before attacking. Spry and stealthy, they most often make their homes in areas of high grass and protective rock, their slightly reflective scales allowing them to blend in well with such surroundings. Chupacabras prefer to eat lone travelers and farm animals (particularly goats) and leave little evidence of their presence apart from the grisly, blood-drained husks of their meals. Their tendency to stay out of sight combined with their naturally nocturnal activity often leads superstitious locals to conclude the worst, imagining that a particularly reckless vampire lives in the area. A typical chupacabra measures nearly 4 feet from its muzzle to the tip of its spiny tail, and it stands just under 3-1/2 feet tall. With their slight build and lightweight bones, most weigh close to 50 pounds. They mate rarely and only during the hottest months, with the females each producing a single egg that hatches into a tiny, dehydrated creature. The mother usually leaves helpless prey in her cave so the hatchling can immediately feed. Although chupacabras are typically solitary creatures, they have been known to form small gangs in bountiful areas. Members of these groups work well together, growing bold enough to attack larger animals, small herds, and otherwise more dangerous prey. Stories of chupacabras attacking travelers or laying siege to farmhouses typically stem from the hunting practices of such gangs. Regions where chupacabra activity like this is more common often have complex and colorful myths and tall tales about chupacabra capabilities or motive—and a few of the claims, such as that some chupacabras can fly, are all too true. Recall Knowledge - Beast (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Chupacabra Source Monster Core pg. 63 Perception +9; darkvision Languages Aklo; (can't speak any language) Skills Acrobatics +9, Athletics +9, Stealth +9 Str +3 Dex +4 Con +2 Int -3 Wis +2 Cha -2 --- AC 18 Fort +9 Ref +11 Will +7 HP 45 --- Speed 25 feet Melee Single Action jaws +11 (Finesse), Damage 1d10+5 piercing plus Grab Melee Single Action claw +11 (Agile, Finesse), Damage 1d6+5 slashing Pounce Single Action The chupacabra Strides and makes a Strike at the end of that movement. If the chupacabra began this action hidden, it remains hidden until after this ability's Strike. Suck Blood Single Action Requirements The chupacabra has a creature grabbed; Effect The chupacabra sucks blood from the grabbed creature. The chupacabra gains the quickened condition for 1 minute and can use the extra action only for Strike and Stride actions. A chupacabra can't Suck Blood again while it is quickened in this way. A creature that has its blood drained by a chupacabra is drained 1 until it receives healing (of any kind or amount). Winged Chupacabras Some chupacabras are mutants with large reptilian wings and have been known to carry off goats or even children. A winged chupacabra has a fly Speed of 50 feet. Other chupacabras grow much larger, up to Medium sized, and can stand eye to eye with a full-grown human. These chupacabras have elite adjustments to their statistics. ","skill_mod":{"stealth":9,"athletics":9,"acrobatics":9},"summary":"These notorious predators have an undeniable thirst for blood. Chupacabras prefer to prey on the weak and slow, often hiding in wait and watching …","image":["/Images/Monsters/Chupacabra.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2880","intelligence":-3,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Small"],"name":"Chupacabra","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,10],"slug":"creature-2880"},{"legacy_name":["Clay Golem"],"attack_bonus":[24],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":175,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core"],"type":"Creature","will_save":17,"charisma":-5,"speed":{"max":20,"land":20},"perception":16,"wisdom":0,"weakness":{},"creature_ability":["Sacred Art","Effigy's Curse","Cast Out","Heavy Stride"],"skill":["Athletics"],"legacy_id":["creature-240"],"trait":["Construct","Mindless","Uncommon","Large"],"id":"creature-2881","text":" Clay Effigy Traditionally, clay effigies are crafted in the image of a deity and used as guardians of tombs or sacred crypts. Clay effigies have the power to lay curses upon their victims as punishment for intrusion, leading many to believe that these oft-ancient constructs have a touch of the divine in them. Out of an abundance of caution, superstitious folk still tread lightly around elaborate or particularly well-crafted statues that resemble clay effigies even in the slightest. For some clay effigies, this divine protection goes deeper. Even though deities rarely have the time to monitor their effigies, lesser divine servants are sometimes tasked with watching over an effigy. When the effigy is damaged, these guardians can sense it. The most precious effigies are layered with rituals that summon their guardians directly. Experienced tomb robbers learn to spot such markings from afar, so as to be forewarned of any divine interference in the area. Although often assigned to protect valuable religious relics and other treasure, clay effigies' size and heavy movements make them ill-suited to stand guard among fragile items. Entire treasuries have been totally ruined by clumsy battles, so crafters do well to make sure their treasures are secured in sturdy containers—or otherwise place the effigy on the other side of the door from the treasures they wish to protect. Recall Knowledge - Construct (Arcana, Crafting): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Clay Effigy Source Monster Core pg. 64 Perception +16; darkvision Languages Skills Athletics +24 Str +6 Dex -1 Con +6 Int -5 Wis +0 Cha -5 Sacred Art The creator of a clay effigy can dedicate the effigy to a deity while constructing it. If the deity allows a divine sanctification, the effigy is sanctified to that deity, gaining the holy or unholy trait as appropriate. --- AC 29 Fort +23 Ref +16 Will +17 HP 175 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Resistances physical 10 (except adamantine), spells 10 (except cold, earth, or water) Effigy's Curse (curse, divine) When a creature damages the clay effigy, it must succeed at a DC 27 Will save or be afflicted with the effigy's curse. The accursed becomes fatigued when it carries part of the effigy or any item the effigy was assigned to guard. This fatigue can't be removed until the creature has given up such items for at least 24 hours. --- Speed 20 feet Melee Single Action fist +24 (Magical, reach 10 feet, Sanctified), Damage 2d10+6 bludgeoning plus 2d6 spirit Cast Out Two Actions (Divine, Sanctified, Spirit) A 20-foot emanation of spiritual energy pushes against intruders, as though trying to drive their souls away. Each creature in the area takes 8d6 spirit damage depending on a DC 29 Will save. The clay effigy can't Cast Out again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and 3d6 persistent spirit damage. The persistent damage ends if the creature moves over 60 feet from the clay effigy or the effigy is destroyed. Critical Failure As failure, except the persistent damage is increased to 6d6. Heavy Stride Two Actions The clay effigy Strides and can move through the spaces of Medium and smaller creatures. Each creature it moves through must succeed at a DC 29 Reflex save or be knocked prone. Clay Shards The remains of clay effigies are worth more to archaeologists and scholars than to merchants. The magnificent treasures often guarded by these ancient wardens, however, are another matter entirely. ","skill_mod":{"athletics":24},"summary":"Traditionally, clay effigies are crafted in the image of a deity and used as guardians of tombs or sacred crypts. Clay effigies have the power to lay …","image":["/Images/Monsters/Clay_Effigy.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Rarity"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=2881","intelligence":-5,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Clay Effigy","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[24],"slug":"creature-2881"},{"legacy_name":["Quetz Couatl"],"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Common","Empyrean","Sussuran","Utopian","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":21,"trait":["Beast","Coatl","Holy","Uncommon","Large","Couatl"],"id":"creature-2882","text":" Quetz Coatl These sacred feathered serpents tirelessly serve the powers of knowledge and justice. Some operate directly as messengers and intermediaries of the deities, while others operate independently in aiding the cause of righteousness. Either way, they watch over mortals and try to influence and aid them from the shadows, shifting from plane to plane to spread wisdom and healing where they are needed. Some quetz coatls are worshipped as divinities in remote or isolated societies, and while they do not encourage such veneration, they use the trust placed in them to foster peace and cooperation with others. Quetz coatls are typically 10 to 20 feet long and weigh nearly a ton, with iridescent blue and green scales. Their glorious wings of rainbow-hued feathers span 15 feet. They are carnivorous, feeding on birds, mammals, and even the occasional malicious humanoid. Recall Knowledge - Beast (Arcana, Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Quetz Coatl Source Monster Core pg. 65 Perception +21; darkvision Languages Common, Empyrean, Sussuran, Utopian; telepathy 100 feet Skills Acrobatics +16, Arcana +19, Athletics +19, Diplomacy +22, Nature +22, Occultism +19, Religion +22, Survival +16 Str +7 Dex +3 Con +5 Int +6 Wis +5 Cha +5 --- AC 30 Fort +19 Ref +19 Will +21 HP 175 --- Speed 15 feet, fly 50 feet Melee Single Action jaws +23 (Holy, Magical), Damage 2d10+13 piercing plus quetz coatl venom and Grab Divine Innate Spells DC 29 - Cantrips (5th) Light, Telekinetic Hand, Vitality Lash - 3rd Mind Reading (at will) - 4th Charm, Vapor Form - 5th Breath of Life, Cleanse Affliction, Divine Wrath - 7th Interplanar Teleport (self only) Greater Constrict Single Action 2d10+7 bludgeoning, DC 29 Quetz Coatl Venom (Holy, Poison) To unholy creatures, this is a curse instead of a poison and deals spirit damage instead of poison damage; Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 2d8 poison damage, enfeebled 1, and off-guard (1 round); Stage 3 2d10 poison damage, enfeebled 2, and off-guard (1 round) Radiant Wings Two Actions (Divine, Incapacitation, Light, Mental, Visual) The quetz coatl spreads their multicolored wings and radiant plumage. Each enemy in a 30-foot emanation must attempt a DC 29 Will save. Critical Success The creature is unaffected and is temporarily immune to Radiant Wings for 24 hours. Success The creature is dazzled for 1 round. Failure The creature is dazzled for 1 minute. Critical Failure As failure, plus if the creature is unholy, it is also stunned 3. Wrap in Coils Single Action Requirements The quetz coatl has a Medium or smaller creature grabbed or restrained in its jaws; Effect The quetz coatl moves the creature into its coils, freeing its fangs to make attacks, then uses Greater Constrict against the creature. The quetz coatl can hold as many creatures in its coils as will fit in its space. ","skill_mod":{"diplomacy":22,"nature":22,"survival":16,"arcana":19,"athletics":19,"occultism":19,"acrobatics":16,"religion":22},"image":["/Images/Monsters/Quetz_Coatl.webp"],"primary_source":"Monster Core","spell":["Interplanar Teleport","Breath of Life","Cleanse Affliction","Divine Wrath","Charm","Vapor Form","Mind Reading","Light","Telekinetic Hand","Vitality Lash"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":6,"reflex_save":19,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Quetz Coatl","pfs":"Standard","rarity":"uncommon","strike_damage_average":[24],"attack_bonus":[23],"constitution":5,"creature_family":"Coatl","will_save":21,"speed":{"fly":50,"max":50,"land":15},"wisdom":5,"weakness":{},"creature_ability":["Greater Constrict","Quetz Coatl Venom","Radiant Wings","Wrap in Coils"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Nature","Occultism","Religion","Survival"],"legacy_id":["creature-587"],"tradition":["Divine"],"summary":"These sacred feathered serpents tirelessly serve the powers of knowledge and justice. Some operate directly as messengers and intermediaries of the …","trait_group":["Creature Type","Monster","Mechanics","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=2882","dexterity":3,"category":"creature","slug":"creature-2882"},{"attack_bonus":[13],"constitution":1,"primary_source_category":"Rulebooks","strength":-2,"hp":45,"immunity":["petrification"],"source":["Monster Core"],"type":"Creature","will_save":6,"charisma":-1,"speed":{"fly":40,"max":40,"land":20},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Calcification"],"skill":["Acrobatics"],"legacy_id":["creature-83"],"trait":["Beast","Small"],"id":"creature-2883","text":" Cockatrice Ugly and aggressive, the dread cockatrice stalks garbage pits and hillside dumps in search of prey that it can turn to stone with its petrifying beak and subsequently consume piece by broken piece. Cockatrices resemble gaunt and sickly roosters with bat wings and serpentine tails, and they rarely grow more than 2 feet tall and twice as long. Their absentminded clucking gives smart prey ample warning of their presence, and when angered cockatrices let out a shrill crow like that of a rooster. Their peck releases a magical toxin that causes flesh to quickly calcify, and any creature pecked repeatedly by an irritable cockatrice eventually transforms into a stone statue of itself. The first cockatrice is rumored to have hatched from a rooster's egg incubated on a dung hill by a toad. Whether or not the rumor is true, the cockatrice's monstrous appearance certainly doesn't contradict its strange and filthy origin story, and these creatures are more than capable of propagating on their own. Cockatrices are remarkably fecund and gather in flocks of up to a dozen members. Each flock contains only a few females. The males—which differ in appearance from the females by having warty wattles and gnarled combs— often fight with each other, with lower-ranking males eventually driven away to find their own lairs or compete among other flocks. Most creatures who run afoul of a solitary cockatrice do so with one of these surly outcasts. Cockatrice lairs are often littered with fragments of statuary from past victims, although these are as likely to be remnants of lizards and insects as people. Curiously, weasels and ferrets, which infiltrate cockatrice lairs to steal eggs, are immune to the creatures' petrifying bites. For unknown reasons, cockatrices are terrified of and enraged by roosters, and they are equally likely to flee or attack one when confronted. Particularly brave (or foolhardy) individuals sometimes keep cockatrices as pets or guard animals. In their natural habitat among plains, forests, and sewers near humanoid settlements, cockatrices are content to live off vermin or scraps of waste, but their greatest pleasure is consuming warm meals of freshly petrified flesh. Recall Knowledge - Beast (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Cockatrice Source Monster Core pg. 66 Perception +8; darkvision Languages Skills Acrobatics +11 Str -2 Dex +4 Con +1 Int -3 Wis +1 Cha -1 --- AC 17 Fort +8 Ref +11 Will +6 HP 45 Immunities petrification --- Speed 20 feet, fly 40 feet Melee Single Action ; beak +13 (Finesse, Magical), Damage 1d8–2 piercing plus calcification Calcification (Incapacitation, Primal) A peck from a cockatrice hardens the flesh of the creature struck. The target must succeed at a DC 20 Fortitude save or become slowed 1 (or slowed 2 on a critical failure). Further failed saves against calcification increase the slowed condition. Once a creature's actions are reduced to 0 by calcification, that creature becomes petrified. If the creature isn't petrified, the slowed conditions end once 1 minute passes without the creature failing a save against calcification. Every 24 hours after it was petrified, the victim can attempt a DC 20 Fortitude save to recover. On a success, it becomes flesh again, but is slowed 1 for the next 24 hours. On a critical success, the creature recovers and isn't slowed. On a failure, the creature remains petrified but can try again in 24 hours. On a critical failure, the petrification is permanent, and the creature can't attempt any more saves. Cockatrice Treasure Cockatrice lairs sometimes include discarded gear from past victims or smooth, pretty stones disgorged from the creature's craw. Gem workers especially prize precious stones that have been polished to perfection in a cockatrice's crop, and may pay a high price for these so-called “cockatrice rocks.” Soft materials suitable for nesting, such as cloth and leather, rarely survive a cockatrice's attentions, but metal goods are often left in fine working order, since cockatrices seem to have little interest in anything shiny they can't fit in their gullet. ","skill_mod":{"acrobatics":11},"summary":"Ugly and aggressive, the dread cockatrice stalks garbage pits and hillside dumps in search of prey that it can turn to stone with its petrifying beak …","image":["/Images/Monsters/Cockatrice.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":17,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2883","intelligence":-3,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Cockatrice","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-2883"},{"attack_bonus":[18],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":100,"source":["Monster Core"],"type":"Creature","will_save":10,"charisma":-4,"speed":{"max":60,"land":10,"swim":60},"perception":15,"wisdom":1,"weakness":{},"creature_ability":["Con Rit Venom","Spit Venom","Undulate"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"13","trait":["Animal","Aquatic","Huge"],"id":"creature-2884","text":" Con Rit The con rit is a hulking aquatic centipede that has traded its hundreds of legs for just as many fins. This sea insect swims with a grace that is just as majestic as it is unnerving. The con rit is dark brown on its dorsal side and sickly yellow on its ventral surface. This makes it much more difficult to spot, whether looking from above or below. Its exoskeleton is as hard as iron, and the shifting of its plates makes an elongated, eerie ringing sound as it swims. Many once thought the con rit to be a dragon of some kind. This was due not only to its massive size but also to its ability to launch its venom in a concentrated blast. It would use this technique to shoot birds out of the sky or knock sailors off ships. Their movement through the water is also not entirely dissimilar to that of dragons. Those who seek out a con rit's lair in search of treasure are usually disappointed (when they aren't eaten alive by the huge insect). There are legends that a con rit, much like a phoenix, is reborn after its death. This, however, is not the case. A con rit will make a nest far below the surface of its territory, usually in underwater caves. Throughout its life, a con rit will lay thousands of eggs in its cave that will never hatch. The con rit will eat any egg that gets too old, but there are always large numbers of them remaining. When a con rit dies, it releases a strong-smelling chemical into the air and water that triggers the hatching process. The eggs will slowly crack open within the month, and hundreds of baby con rits will begin to fight each other for territory. By year's end, one will win and reach full maturity. This cycle is what has led to the legends of endless rebirth. Other stories say that every generation of the con rit is ever so slightly smaller, leading to tales of ancient con rits that were hundreds of feet long. However, the size of such legendary insects has yet to be confirmed by scholars who study such things. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Con Rit Source Monster Core pg. 67 Perception +15; darkvision Languages Skills Acrobatics +13, Athletics +18, Stealth +13 Str +6 Dex +3 Con +4 Int -5 Wis +1 Cha -4 --- AC 27 Fort +17 Ref +14 Will +10 HP 100 Resistances slashing 5, piercing 5 --- Speed 10 feet, swim 60 feet Melee Single Action mandible +18 (reach 15 feet), Damage 2d10+8 piercing plus con rit venom Con Rit Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison (1 round); Stage 2 2d10 poison and off-guard (1 round); Stage 3 2d10 poison, off-guard, and slowed 1 (1 round) Spit Venom Two Actions (Poison) The con rit spits a propulsive blast of venom that deals 2d10 poison and 2d10 bludgeoning damage in a 30-foot line (DC 25 basic Fortitude save). Creatures who fail their save are also pushed 10 feet. The con rit cannot use Spit Venom again for 1d4 rounds. Undulate Single Action The con rit Swims. During this movement, it can pass through spaces as narrow as 5 feet without Squeezing. Stubborn Reluctance Those who experience the might and tenacity of such a creature often wonder why they are so rarely seen throughout the world. This is due to their reluctance to explore and their stubborn determination to endlessly fight over the same territory. Only in rare instances do larval con rits move to another territory, and it is never by choice. They are either relocated due to a weather phenomenon, a strange change in the currents, or by people. ","skill_mod":{"stealth":13,"athletics":18,"acrobatics":13},"summary":"The con rit is a hulking aquatic centipede that has traded its hundreds of legs for just as many fins. This sea insect swims with a grace that is …","image":["/Images/Monsters/Con_Rit.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":27,"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=2884","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"size":["Huge"],"name":"Con Rit","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19],"slug":"creature-2884"},{"attack_bonus":[7],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":8,"language":["Common","(can't speak any language)"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious","visual"],"source":["Monster Core"],"type":"Creature","creature_family":"Crawling hand","will_save":2,"charisma":0,"speed":{"climb":30,"max":30,"land":30},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Mark Quarry","Throat Grab"],"skill":["Athletics","Stealth","Survival"],"stealth":"6","legacy_id":["creature-589"],"trait":["Undead","Unholy","Tiny"],"id":"creature-2885","text":" Crawling Hand A crawling hand formed from the appendage of a Medium creature is quick and agile, skittering in the shadows until it can strike its prey. Recall Knowledge - Undead (Religion): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Crawling Hand Source Monster Core pg. 68 Perception +5; lifesense 30 feet, tremorsense (imprecise) 30 feet Languages Common; (can't speak any language) Skills Athletics +5, Stealth +6, Survival +2 Str +1 Dex +3 Con +0 Int -4 Wis +0 Cha +0 --- AC 12 Fort +2 Ref +5 Will +2 HP 8 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious, visual --- Speed 30 feet, climb 30 feet Melee Single Action claw +7 (Agile, Finesse, reach 0 feet), Damage 1d4+1 slashing plus Throat Grab Mark Quarry A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it Seeks its quarry, to Survival checks when it Tracks its quarry, and to damage rolls when it Strikes its quarry. Throat Grab Single Action This ability functions as Grab, but the crawling hand grips the throat of a Medium or smaller creature. A creature grabbed or restrained this way has difficulty speaking and must spend an extra action to perform any action that requires speaking, including casting spells. ","skill_mod":{"survival":2,"stealth":6,"athletics":5},"summary":"A crawling hand formed from the appendage of a Medium creature is quick and agile, skittering in the shadows until it can strike its prey.","image":["/Images/Monsters/Crawling_Hand.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Mechanics"],"ac":12,"level":-1,"source_category":["Rulebooks"],"sense":" lifesense 30 feet, tremorsense ( imprecise ) 30 feet","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=2885","intelligence":-4,"reflex_save":5,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":2,"size":["Tiny"],"name":"Crawling Hand","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-2885"},{"attack_bonus":[15],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":75,"language":["Common","(can't speak any language)"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious","visual"],"source":["Monster Core"],"type":"Creature","creature_family":"Crawling hand","will_save":10,"charisma":0,"speed":{"max":20,"land":20},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Pus Burst","Mark Quarry"],"skill":["Athletics","Stealth","Survival"],"stealth":"11","legacy_id":["creature-590"],"trait":["Undead","Unholy","Medium"],"id":"creature-2886","text":" Giant Crawling Hand A giant crawling hand is the appendage of a very large creature, such as a giant. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Giant Crawling Hand Source Monster Core pg. 68 Perception +12; lifesense 30 feet, tremorsense (imprecise) 30 feet Languages Common; (can't speak any language) Skills Athletics +13, Stealth +11, Survival +12 Str +4 Dex +2 Con +4 Int -4 Wis +3 Cha +0 --- AC 22 Fort +13 Ref +11 Will +10 HP 75 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious, visual Pus Burst Reaction Trigger The giant crawling hand takes piercing or slashing damage; Effect A random creature adjacent to the giant crawling hand is sprayed with vile pus that deals 4d6 void damage. The affected creature must attempt a DC 21 Reflex save. Critical Success The creature takes no damage. Success The creature takes half damage and becomes sickened 1. Failure The creature takes full damage and becomes sickened 2. Critical Failure The creature takes double damage and becomes sickened 3. --- Speed 20 feet Melee Single Action claw +15, Damage 2d6+7 slashing plus Grab Mark Quarry A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it Seeks its quarry, to Survival checks when it Tracks its quarry, and to damage rolls when it Strikes its quarry. ","skill_mod":{"survival":12,"stealth":11,"athletics":13},"summary":"A giant crawling hand is the appendage of a very large creature, such as a giant .","primary_source":"Monster Core","trait_group":["Creature Type","Mechanics"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" lifesense 30 feet, tremorsense ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2886","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":13,"size":["Medium"],"name":"Giant Crawling Hand","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-2886"},{"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":30,"source":["Monster Core"],"type":"Creature","creature_family":"Crocodile","will_save":5,"charisma":-4,"speed":{"max":25,"land":20,"swim":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Deep Breath","Aquatic Ambush","Death Roll"],"skill":["Athletics","Stealth"],"stealth":"7","legacy_id":["creature-84"],"trait":["Animal","Large"],"id":"creature-2887","text":" Crocodile Crocodiles can be found basking on riverbanks, lurking in swamps, or floating in lakes. They are usually indistinguishable from logs when viewed from afar—at least until they attack. Alligators have similar statistics, but because they often live in more temperate climates, they endure cold temperatures better. Unlike alligators, crocodiles can tolerate salt water. Both are formidable predators that are likely to devour careless adventurers who fail to watch where they step. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Crocodile Source Monster Core pg. 69 Perception +7; low-light vision Languages Skills Athletics +8, Stealth +7 Str +4 Dex +1 Con +3 Int -5 Wis +1 Cha -4 Deep Breath The crocodile can hold its breath for about 2 hours. --- AC 17 Fort +9 Ref +7 Will +5 HP 30 --- Speed 20 feet, swim 25 feet Melee Single Action jaws +10, Damage 1d10+4 piercing plus Grab Melee Single Action tail +10 (Agile), Damage 1d6+4 bludgeoning Aquatic Ambush Single Action 35 feet Death Roll Single Action (Attack) Requirements The crocodile must have a creature grabbed; Effect The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it fails, it releases the creature. ","skill_mod":{"stealth":7,"athletics":8},"summary":"Crocodiles can be found basking on riverbanks, lurking in swamps, or floating in lakes. They are usually indistinguishable from logs when viewed from …","image":["/Images/Monsters/Crocodile.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2887","intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":9,"size":["Large"],"name":"Crocodile","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,9],"slug":"creature-2887"},{"attack_bonus":[20,22],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":175,"source":["Monster Core"],"type":"Creature","creature_family":"Crocodile","will_save":15,"charisma":-4,"speed":{"max":40,"land":30,"swim":40},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Deep Breath","Aquatic Ambush","Swallow Whole"],"skill":["Athletics","Stealth"],"stealth":"16","legacy_id":["creature-85"],"trait":["Animal","Huge"],"id":"creature-2888","text":" Deinosuchus The deinosuchus is a primeval relative of the crocodile, and is an enormous predator capable of catching and eating dinosaurs that wander too close to its domain! Much longer lived than other crocodiles, it can grow to around 30 feet long. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Deinosuchus Source Monster Core pg. 69 Perception +17; low-light vision Languages Skills Athletics +20, Stealth +16 Str +7 Dex +3 Con +5 Int -5 Wis +2 Cha -4 Deep Breath A deinosuchus can hold its breath for about 2 hours. --- AC 26 Fort +20 Ref +16 Will +15 HP 175 --- Speed 30 feet, swim 40 feet Melee Single Action jaws +22 (reach 15 feet), Damage 2d10+13 piercing plus Grab Melee Single Action tail +20 (Agile, reach 15 feet), Damage 1d10+11 bludgeoning Aquatic Ambush Single Action 50 feet Swallow Whole Single Action (Attack) Large, 2d8+7 bludgeoning, Rupture 18 ","skill_mod":{"stealth":16,"athletics":20},"summary":"The deinosuchus is a primeval relative of the crocodile, and is an enormous predator capable of catching and eating dinosaurs that wander too close …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":26,"level":9,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2888","intelligence":-5,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":20,"size":["Huge"],"name":"Deinosuchus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,24],"slug":"creature-2888"},{"attack_bonus":[8,14],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":80,"language":["Common","Cyclops","Jotun"],"source":["Monster Core"],"type":"Creature","creature_family":"Cyclops","will_save":12,"charisma":-1,"speed":{"max":30,"land":30},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Ferocity","Flash of Insight","Swipe"],"skill":["Athletics","Fortune-Telling Lore","Intimidation","Survival"],"legacy_id":["creature-86"],"trait":["Giant","Humanoid","Uncommon","Large"],"id":"creature-2889","text":" Cyclops The kingdoms of the cyclopes date to an age before the rise of humanity, when dragons and giants and serpentfolk ruled the world. The cyclopes built enormous stone cities and prayed to ancient gods of brutality and wrath, but their power to foresee the future failed them and their civilization collapsed. Today, most cyclopes have virtually no knowledge of the former glory of their kind, even though it is not uncommon for them to dwell among the ruins of their greatness. Cyclops cities include monuments and imposing murals which depict their peoples' history, but few now among them can read or interpret these relics of the past. In addition to their single eye, cyclopes are also famous for their never-ending hunger, an appetite so all-consuming that some scholars theorize it may in fact be some kind of curse. The ever-present hunger of the cyclopes seems to have some connection to the death of their civilization— though whether this voracity was the cause or a side-effect of their people's downfall is likely destined to remain a mystery. Although details of the cyclopes' gods have largely been lost to the annals of time, what little is known about these deities suggests they were vindictive and petty enough to curse their own people if they felt neglected or badly served. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Cyclops Source Monster Core pg. 70 Perception +12; low-light vision Languages Common, Cyclops, Jotun Skills Athletics +14, Fortune-Telling Lore +13, Intimidation +10, Survival +12 Str +5 Dex -1 Con +2 Int +0 Wis +3 Cha -1 Items Greataxe, Heavy Crossbow (10 bolts), Hide Armor --- AC 21 Fort +13 Ref +8 Will +12 HP 80 Ferocity Reaction Flash of Insight Free Action (fortune, occult Frequency once per day) Trigger The cyclops is about to roll a d20; Effect The cyclops peers into an occluded spectrum of possible futures. They get a success (but not a critical success) on the roll instead of rolling. --- Speed 30 feet Melee Single Action greataxe +14 (reach 10 feet, Sweep), Damage 1d12+9 slashing Ranged Single Action heavy crossbow +8 (range increment 120 feet, reload 2), Damage 1d10+4 piercing Swipe Two Actions Frequency once per round; Effect The cyclops makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within their melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for the cyclops's multiple attack penalty. ","skill_mod":{"survival":12,"athletics":14,"intimidation":10},"summary":"The kingdoms of the cyclopes date to an age before the rise of humanity, when dragons and giants and serpentfolk ruled the world. The cyclopes built …","image":["/Images/Monsters/Cyclops.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Rarity"],"ac":21,"item":["Greataxe","Heavy Crossbow (10 bolts)","Hide Armor"],"level":5,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2889","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Cyclops","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[9,15],"slug":"creature-2889"},{"attack_bonus":[23,25,25,25],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":235,"language":["Common","Cyclops","Jotun"],"source":["Monster Core"],"type":"Creature","creature_family":"Cyclops","will_save":22,"charisma":-1,"speed":{"max":40,"land":40},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Ferocity","Flash of Brutality","Powerful Charge","Throw Rock"],"skill":["Athletics","any one Lore","Survival"],"legacy_id":["creature-87"],"trait":["Giant","Humanoid","Mutant","Uncommon","Huge"],"id":"creature-2890","text":" Great Cyclops Gigantic loners, the great cyclopes are their lesser kin writ large. They're stronger and more violent, but their uncontrolled vision of possible futures has driven them beyond reason. They see every moment as a potential storm of uncontrollable fury and, out of a desperate desire for peace, quiet, and an end to their hunger, lash out at any who come near. Wise creatures avoid great cyclopes at all cost. It's fortunate for humanoids that great cyclopes prefer to dwell far from settlements. Debate has long raged over the origins of these massive, destructive giants. They are so large that it had long been assumed they were used as beasts of burden by their lesser kin, now free to hunt and kill without restraint. Other scholars believe the great cyclops is the ultimate fate of the entire cyclops species. Whatever foolish decision or wayward curse caused the end of their civilization is still playing out, occasionally causing a cyclops to withdraw from their own kind, lose all semblance of intellect, and mutate into a lumbering, feral colossus. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Great Cyclops Source Monster Core pg. 71 Perception +22; low-light vision Languages Common, Cyclops, Jotun Skills Athletics +25, any one Lore +18, Survival +22 Str +7 Dex +1 Con +6 Int -2 Wis +4 Cha -1 Items Greatclub, Hide Armor --- AC 32 Fort +25 Ref +19 Will +22 HP 235 Ferocity Reaction Flash of Brutality Free Action (fortune, occult) Frequency once per day, and recharges when the great cyclops uses Ferocity; Trigger The great cyclops succeeds at an attack roll; Effect The attack becomes a critical success. --- Speed 40 feet Melee Single Action greatclub +25 (Backswing, reach 15 feet, Shove), Damage 3d10+13 bludgeoning Melee Single Action horn +25 (reach 15 feet), Damage 2d10+13 piercing Melee Single Action fist +25 (Agile, reach 15 feet), Damage 3d4+13 bludgeoning Ranged Single Action rock +23 (Brutal, range increment 120 feet), Damage 4d6+7 bludgeoning Powerful Charge Two Actions The great cyclops Strides twice and makes a horn Strike. If they moved at least 20 feet away from their starting position, the Strike's damage is increased to 3d10+20. Throw Rock Single Action Cyclops Seers Great cyclopes are traditionally violent creatures, but some retain fragments of the old ways that lull them into periods of calm. During such times, they can be incredible sources of information, but one must take care to be well away from the great cyclops's lair before its bestial rage wakens once more. ","skill_mod":{"survival":22,"athletics":25},"summary":"Gigantic loners, the great cyclopes are their lesser kin writ large. They're stronger and more violent, but their uncontrolled vision of possible …","image":["/Images/Monsters/Great_Cyclops.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Rarity"],"ac":32,"item":["Greatclub","Hide Armor"],"level":12,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2890","intelligence":-2,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":25,"size":["Huge"],"name":"Great Cyclops","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[20,21,24,29],"slug":"creature-2890"},{"primary_source_category":"Rulebooks","strength":0,"hp":22,"language":["Daemonic","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":2,"perception":6,"stealth":"8","trait":["Daemon","Fiend","Unholy","Tiny"],"id":"creature-2891","text":" Cacodaemon (Harvester Daemon) These twisted embodiments of violence and spite are spawned from eddies of angry and warped souls amid Abaddon's mists. Cacodaemons constantly hunger for mortal souls and yearn to create suffering. As gnashing spheres of teeth, fins, and spines, they are the weakest of daemonkind, an amalgam of various petty forms of death without the strength that comes from focusing on a single cause of demise. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Cacodaemon Source Monster Core pg. 72 Perception +6; darkvision Languages Daemonic; telepathy 100 feet Skills Acrobatics +8, Deception +5, Religion +6, Stealth +8 Str +0 Dex +3 Con +2 Int -1 Wis +1 Cha +2 --- AC 16 Fort +7 Ref +8 Will +6 HP 22 Immunities death effects Weaknesses holy 3 --- Speed 5 feet, fly 40 feet Melee Single Action jaws +8 (Agile, Disease, Finesse, Magical, reach 0 feet, Unholy), Damage 1d8 piercing plus cacodaemonia Divine Innate Spells DC 17 - Cantrips (1st) Detect Magic - 1st Fear - 2nd Invisibility (at will; self only) - 4th Read Omens Cacodaemonia (Disease) The cacodaemon can telepathically communicate with the afflicted creature at any distance on the same plane; Saving Throw DC 17 Fortitude; Stage 1 carrier (1 day); Stage 2 stupefied 1 (1 day); Stage 3 stupefied 2 (1 day) Change Shape Single Action (Concentrate, Divine, Polymorph) Lizard Speed 20 feet; Melee Single Action jaws +8 (agile, finesse), Damage 1d8+1 piercing Octopus size Small; Speed 20 feet, swim 30 feet; Skills Athletics +6; Melee Single Action tentacle +8 (finesse), Damage 1d8+1 bludgeoning plus Grab (page 359); Melee Single Action beak +8 (agile, finesse), Damage 1d6 piercing plus 2 poison Scorpion size Small; Speed 30 feet; Skills Athletics +6; Melee Single Action pincer +8 (agile, finesse), Damage 1d6+1 bludgeoning plus Grab; Melee stinger +8 (agile, finesse), Damage 1d6+1 piercing plus 1d4 poison Soul Lock Three Actions (Death, Divine) Frequency once per day; Effect The cacodaemon ingests the soul of a sentient creature within 30 feet that died within the last minute. When they do, the cacodaemon grows a fist-sized soul gem (Hardness 2, HP 8) in their gut and can regurgitate it at any time as an Interact action. Destroying the gem frees the soul within but doesn't return the deceased creature to life. If a caster attempts to return to life a creature whose soul is trapped within a soul gem, they fail unless they succeed at a DC 30 Religion check. A success causes the soul gem to shatter so the creature is returned to life as normal for the spell. A fiend can Interact to ingest a soul gem it is holding, condemning the soul to the fiend's home plane. The fiend gains fast healing 5 for 1 minute. ","skill_mod":{"deception":5,"stealth":8,"acrobatics":8,"religion":6},"image":["/Images/Monsters/Cacodaemon.webp"],"primary_source":"Monster Core","spell":["Read Omens","Invisibility","Fear","Detect Magic"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":-1,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Cacodaemon","pfs":"Standard","rarity":"common","strike_damage_average":[4],"attack_bonus":[8],"constitution":2,"immunity":["death effects"],"creature_family":"Daemon","will_save":6,"speed":{"fly":40,"max":40,"land":5},"wisdom":1,"weakness":{"holy":3},"creature_ability":["Cacodaemonia","Change Shape","Soul Lock"],"skill":["Acrobatics","Deception","Religion","Stealth"],"legacy_id":["creature-88"],"tradition":["Divine"],"summary":"These twisted embodiments of violence and spite are spawned from eddies of angry and warped souls amid Abaddon's mists. Cacodaemons constantly …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2891","dexterity":3,"category":"creature","slug":"creature-2891"},{"attack_bonus":[13],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":75,"language":["Aklo","Chthonian","Common","Daemonic","Diabolic","Draconic","Requian","<%UMR%79%%>telepathy<%END> 100 feet"],"immunity":["death effects"],"source":["Monster Core"],"type":"Creature","creature_family":"Daemon","will_save":14,"charisma":3,"speed":{"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{"holy":5},"creature_ability":["Smell Magic","Residual Force","Soul Spell","Twisted Whispers"],"skill":["Acrobatics","Arcana","Deception","Occultism","Religion","Scribing Lore"],"trait":["Daemon","Fiend","Unholy","Medium"],"id":"creature-2892","text":" Venedaemon (Pact Daemon) Those killed by magic or killed in the pursuit of magic can arise as venedaemons. Although among the weaker daemons, these robed figures can often be seen serving as researchers or clerks throughout the plane. Even within the mortal Universe, scholars barter souls or arcane knowledge with venedaemons for their secrets and assistance. Recall Knowledge - Fiend (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Venedaemon Source Monster Core pg. 73 Perception +12; darkvision, smell magic (imprecise) 60 feet Languages Aklo, Chthonian, Common, Daemonic, Diabolic, Draconic, Requian; telepathy 100 feet Skills Acrobatics +13, Arcana +16, Deception +12, Occultism +14, Religion +13, Scribing Lore +14 Str +2 Dex +4 Con +2 Int +5 Wis +3 Cha +3 Smell Magic A venedaemon is aware of magical items and active spells as an imprecise sense. The subtle differences in these scents reveal the tradition and traits of the magic. --- AC 21 Fort +9 Ref +11 Will +14 +1 status to all saves vs. magic HP 75 Immunities death effects Weaknesses holy 5 --- Speed 25 feet Melee Single Action tentacle +13 (Agile, Finesse, Magical, reach 10 feet, Unholy), Damage 2d6+5 bludgeoning Arcane Spontaneous Spells DC 22 - Cantrips (3rd) Electric Arc, Shield, Sigil, Telekinetic Hand, Void Warp - 1st Enfeeble, Fear, Force Barrage, Illusory Disguise (4 slots) - 2nd Blazing Bolt, Dispel Magic, Invisibility, Noise Blast (4 slots) - 3rd Fireball, Levitate, Paralyze (3 slots) Divine Innate Spells DC 22 - 4th Translocate Residual Force Single Action (Arcane, Force) Requirements The venedaemon's most recent action was to cast a spell; Effect Fading runes cling to the venedaemon's tentacles. The venedaemon makes a tentacle Strike that has a reach of 20 feet and deals 2d4 additional force damage. Soul Spell If a venedaemon ingest a soul gem from a cacodaemon, they can recover an expended spell slot instead of gaining fast healing. The spell slot's rank can be no higher than half the level of the creature whose soul was consumed, rounded up. Twisted Whispers Single Action (Arcane, Auditory, Concentrate, Linguistic, Mental) The venedaemon whispers to a creature within 15 feet, which must succeed at a DC 22 Will save or be stupefied 2 for 1 minute (or stupefied 3 on a critical failure). Regardless of the results of the save, the creature is immune to Twisted Whispers for 24 hours. ","tradition":["Arcane","Divine"],"skill_mod":{"deception":12,"arcana":16,"occultism":14,"acrobatics":13,"religion":13},"summary":"Those killed by magic or killed in the pursuit of magic can arise as venedaemons. Although among the weaker daemons, these robed figures can often be …","image":["/Images/Monsters/Venedaemon.webp"],"primary_source":"Monster Core","spell":["Fireball","Levitate","Paralyze","Blazing Bolt","Dispel Magic","Invisibility","Noise Blast","Enfeeble","Fear","Force Barrage","Illusory Disguise","Electric Arc","Shield","Sigil","Telekinetic Hand","Void Warp","Translocate"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":21,"level":5,"spell_dc":[22,22],"source_category":["Rulebooks"],"sense":" darkvision , smell magic ( imprecise ) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2892","intelligence":5,"reflex_save":11,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Venedaemon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12],"slug":"creature-2892"},{"primary_source_category":"Rulebooks","strength":6,"hp":155,"language":["Daemonic","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":20,"stealth":"18","trait":["Daemon","Fiend","Unholy","Large"],"id":"creature-2893","text":" Leukodaemon (Pestilence Daemon) These skull-headed, vulture-winged daemons are harbingers of pestilence and servants of their patron Apocalypse Rider, Apollyon. Manifestations of evil souls who perished from disease in life, leukodaemons work tirelessly alongside one another to spread disease across all the worlds of the multiverse. Recall Knowledge - Fiend (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Leukodaemon Source Monster Core pg. 74 Perception +20; darkvision, plaguesense (imprecise) 60 feet Languages Daemonic; telepathy 100 feet Skills Acrobatics +18, Intimidation +18, Medicine +20, Religion +20, Stealth +18, Survival +16 Str +6 Dex +5 Con +1 Int +3 Wis +5 Cha +3 Plaguesense A leukodaemon senses any creature with a disease, and they know the type and current stage of all diseases carried by any creature within range. Items +1 striking composite longbow (50 arrows) --- AC 28 Fort +15 Ref +21 Will +19 +1 status to all saves vs. magic HP 155 Immunities death effects, disease Weaknesses holy 10 Infectious Aura (aura, disease) 30 feet. Leukodaemons radiate infection. All creatures within 30 feet of a leukodaemon take a –2 status penalty to saves against disease. If a creature within range contracts or progresses a disease, all adjacent creatures are exposed to the same disease, at the same DC. --- Speed 25 feet, fly 40 feet Melee Single Action jaws +21 (Disease, Magical, reach 10 feet, Unholy), Damage 2d12+9 piercing plus daemonic pestilence Melee Single Action claw +21 (Agile, Disease, Magical, reach 10 feet, Unholy), Damage 2d8+9 slashing plus daemonic pestilence Ranged Single Action composite longbow +21 (deadly d10, Disease, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet, Unholy), Damage 2d8+9 piercing plus daemonic pestilence Divine Innate Spells DC 26 - 4th Dispel Magic (×2), Translocate (at will) - 5th Translocate Daemonic Pestilence (Disease) The leukodaemon can telepathically communicate with the afflicted creature at any distance on the same plane; Saving Throw DC 28 Fortitude; Stage 1 carrier (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day); Stage 4 drained 2 (1 day); Stage 5 drained 3 (1 week); Stage 6 dead Plague Breath Two Actions (Divine, Unholy) The leukodaemon exhales a cloud of corpse-bloated, biting black flies in a 20-foot cone. Creatures within the cone take 4d8 piercing damage (DC 28 basic Reflex save). A creature that fails the save becomes sickened 1 (or sickened 2 on a critical failure). Quicken Pestilence Single Action (Divine, Manipulate) The leukodaemon coaxes a disease into full bloom. They choose a target in their aura of pestilence that's currently affected by a disease. That creature must attempt a Fortitude save against the disease as if the interval for the disease's current stage had passed. ","skill_mod":{"survival":16,"stealth":18,"medicine":20,"intimidation":18,"acrobatics":18,"religion":20},"image":["/Images/Monsters/Leukodaemon.webp"],"primary_source":"Monster Core","spell":["Translocate","Dispel Magic"],"ac":28,"item":["+1 striking composite longbow (50 arrows)"],"level":9,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision , plaguesense ( imprecise ) 60 feet","resistance":{},"intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Leukodaemon","pfs":"Standard","rarity":"common","strike_damage_average":[18,18,22],"attack_bonus":[21,21,21],"constitution":1,"immunity":["death effects","disease"],"creature_family":"Daemon","will_save":19,"speed":{"fly":40,"max":40,"land":25},"wisdom":5,"weakness":{"holy":10},"creature_ability":["Plaguesense","Infectious Aura","Daemonic Pestilence","Plague Breath","Quicken Pestilence"],"skill":["Acrobatics","Intimidation","Medicine","Religion","Stealth","Survival"],"legacy_id":["creature-90"],"tradition":["Divine"],"summary":"These skull-headed, vulture-winged daemons are harbingers of pestilence and servants of their patron Apocalypse Rider, Apollyon . Manifestations of …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2893","dexterity":5,"category":"creature","slug":"creature-2893"},{"primary_source_category":"Rulebooks","strength":8,"hp":240,"language":["Common","Daemonic","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":7,"perception":28,"stealth":"28","trait":["Daemon","Fiend","Unholy","Large"],"id":"creature-2894","text":" Astradaemon (Void Daemon) These unnerving daemons represent death by direct assault against a soul or life-force. Rarely seen in the mortal Universe, astradaemons spend most of their time hunting the pathways between the living world and the afterlife. There, they capture migrating souls, snatching them from their rightful rewards or punishments and dragging them to Abaddon as tribute to their undying masters. These horrifying predators of the dead can also be found stalking the banks of the River of Souls in the Astral Plane, where they constantly hunt for new victims. Recall Knowledge - Fiend (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Astradaemon Source Monster Core pg. 75 Perception +28; darkvision, lifesense 30 feet, truesight Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +28, Athletics +32, Intimidation +33, Religion +26, Stealth +28, Survival +26 Str +8 Dex +6 Con +7 Int +2 Wis +4 Cha +7 --- AC 39 Fort +27 Ref +30 Will +26 +1 status to all saves vs. magic HP 240 Immunities death effects, void Weaknesses holy 15 Soul Siphon (aura, divine, force) 30 feet. An astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within their aura, the astradaemon gains 5 temporary Hit Points and a +1 status bonus to attack and damage rolls for 1 round, unless the creature was slain by an astradaemon's Devour Soul ability. Incorporeal undead and living spirits that are traveling outside a body take 1d8 spirit damage each round within the daemon's aura as the astradaemon pulls in fragments of their soul. Bent Light (divine, illusion, visual) An astradaemon appears shifted from their true position, though still in the same space. Creatures targeting the astradaemon must succeed at a DC 11 flat check to do so, as if the astradaemon were hidden, even though the astradaemon remains observed. Abilities that apply to the flat check against hidden creatures also apply against bent light. --- Speed 60 feet, fly 60 feet Melee Single Action jaws +32 (Magical, reach 10 feet, Unholy), Damage 3d6+8 piercing plus essence drain and Grab Melee Single Action claw +32 (Agile, Magical, reach 10 feet, Unholy), Damage 2d6+8 slashing plus essence drain Melee Single Action tail +32 (Magical, reach 15 feet, Unholy), Damage 3d10+8 bludgeoning plus essence drain Divine Innate Spells DC 37 - 4th Translocate (at will) - 7th Interplanar Teleport (×2), Translocate - 8th Execute, Pinpoint - Constant (6th) Truesight Devour Soul Single Action (Divine, Incapacitation) Requirements The astradaemon hasn't used an action with the attack trait yet this turn; Effect The astradaemon draws out and consumes the soul of a living creature they have grabbed. The creature must succeed at a DC 35 Fortitude save or instantly die. If it dies, the astradaemon gains 10 temporary Hit Points and a +2 status bonus to attack and damage rolls for 1 minute, or for 1 day if the victim was 15th level or higher. A victim slain in this way can be returned to life normally. A creature that survives is temporarily immune for 1 minute. Essence Drain (Divine, Void) When an astradaemon hits with their claw, jaws, or tail, they drain the target's spiritual and vital essences. The target takes 2d10 void damage and the astradaemon regains an equal number of Hit Points. The target must succeed at a DC 37 Fortitude save or become doomed 1 and drained 1. If the target was already drained or doomed, it instead increases both conditions' value by 1, to a maximum of 4. ","skill_mod":{"survival":26,"stealth":28,"athletics":32,"intimidation":33,"acrobatics":28,"religion":26},"image":["/Images/Monsters/Astradaemon.webp"],"primary_source":"Monster Core","spell":["Execute","Pinpoint","Interplanar Teleport","Translocate","Truesight"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 30 feet, truesight ","resistance":{},"intelligence":2,"reflex_save":30,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":27,"size":["Large"],"name":"Astradaemon","pfs":"Standard","rarity":"common","strike_damage_average":[15,18,24],"attack_bonus":[32,32,32],"constitution":7,"immunity":["death effects","void"],"creature_family":"Daemon","will_save":26,"speed":{"fly":60,"max":60,"land":60},"wisdom":4,"weakness":{"holy":15},"creature_ability":["Soul Siphon","Bent Light","Devour Soul","Essence Drain"],"skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth","Survival"],"legacy_id":["creature-91"],"tradition":["Divine"],"summary":"These unnerving daemons represent death by direct assault against a soul or life-force. Rarely seen in the mortal Universe , astradaemons spend most …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2894","dexterity":6,"category":"creature","slug":"creature-2894"},{"legacy_name":["Dretch"],"primary_source_category":"Rulebooks","strength":4,"hp":36,"language":["Chthonian","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":0,"perception":6,"stealth":"6","trait":["Demon","Fiend","Unholy","Small"],"id":"creature-2895","text":" Pusk (Sloth Demon) Among the lowest and least powerful of all demons, the wretched pusks are just as vicious and cruel as their more powerful brethren. They happily vent their frustrations on anything weaker than themselves. Born from the souls of the slothful, these demons appear vaguely humanoid in appearance with awkward limbs and slack lumps of skin hanging from their frames. Supposedly, a single slothful soul of sufficient depravity and strength can spawn an entire horde of these creatures. However, as weaker demons, their lot in life is to suffer at the hands of more powerful Abyssal predators, and only a tiny number of pusks ever manage to become something more. For this reason, pusks are quite accommodating when summoned by mortals. They're usually content to work under conditions few other fiends would accept, although they'll still gladly turn on even the kindest of masters who show even the slightest hint of weakness. Recall Knowledge - Fiend (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Pusk Source Monster Core pg. 76 Perception +6; darkvision Languages Chthonian; telepathy 100 feet Skills Acrobatics +6, Athletics +8, Deception +6, Stealth +6 Str +4 Dex +0 Con +4 Int -3 Wis +0 Cha +0 Sloth When a pusk regains their actions, roll 1d4. The pusk regains that many actions for the turn (to a maximum of 3, or 2 if the pusk is a minion). Effects like the slowed condition can further reduce their number of actions. --- AC 17 Fort +10 Ref +4 Will +8 HP 36 Weaknesses cold iron 3, holy 3 --- Speed 20 feet Melee Single Action jaws +10 (Magical, Unholy), Damage 1d8+4 piercing Melee Single Action claw +10 (Agile, Magical, Unholy), Damage 1d6+4 slashing Divine Innate Spells DC 16 - 1st Fear - 3rd Slow Rituals DC 16 - 1st Demonic Pact Cower Single Action The pusk makes itself as small as possible, protecting its vital organs with its limbs. It gains a +4 circumstance bonus to AC but takes a –2 penalty to attack rolls. This lasts until the pusk moves from its current space, falls unconscious, or ends the effect as a free action. Frenzied Slashes Three Actions The pusk makes three claw Strikes, each at a –2 penalty, all targeting the same creature. The pusk's multiple attack penalty doesn't increase until after it has made all three attacks. The pusk gains the clumsy 2 condition until the beginning of its next turn. Vicious Criticals A pusk makes the most of any weakness it finds. Whenever a pusk scores a critical hit with its claw Strike, the target takes an additional 1d6 persistent bleed damage. ","skill_mod":{"deception":6,"stealth":6,"athletics":8,"acrobatics":6},"image":["/Images/Monsters/Pusk.webp"],"primary_source":"Monster Core","spell":["Slow","Fear"],"ac":17,"level":2,"spell_dc":[16],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":-3,"reflex_save":4,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Pusk","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"attack_bonus":[10,10],"constitution":4,"creature_family":"Demon","will_save":8,"speed":{"max":20,"land":20},"wisdom":0,"weakness":{"holy":3,"cold_iron":3},"creature_ability":["Sloth","Cower","Frenzied Slashes","Vicious Criticals"],"skill":["Acrobatics","Athletics","Deception","Stealth"],"legacy_id":["creature-1109"],"tradition":["Divine"],"summary":"Among the lowest and least powerful of all demons, the wretched pusks are just as vicious and cruel as their more powerful brethren. They happily …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2895","dexterity":0,"category":"creature","slug":"creature-2895"},{"primary_source_category":"Rulebooks","strength":4,"hp":80,"language":["Chthonian","Draconic","Empyrean","Pyric","<%UMR%79%%>telepathy<%END> 60 feet"],"source":["Monster Core"],"type":"Creature","charisma":2,"perception":12,"stealth":"12","trait":["Demon","Fiend","Unholy","Medium"],"id":"creature-2896","text":" Brimorak (Arson Demon) These goat-headed demons have glowing red eyes and flaming hooves. Born from the souls of arsonists, the fiery brimoraks continue the work they pursued in life, as everything they touch quickly burns. Brimoraks are ill-tempered even for demons, although their spite turns to glee in the face of a growing fire. Those who have survived encounters with these fiends report that they remember the braying sound of the brimoraks' laughter as clearly as the heat of the flames or the choking scent of smoke. Recall Knowledge - Fiend (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Brimorak Source Monster Core pg. 77 Perception +12; darkvision, smoke vision Languages Chthonian, Draconic, Empyrean, Pyric; telepathy 60 feet Skills Acrobatics +12, Deception +11, Religion +10, Stealth +12 Str +4 Dex +3 Con +4 Int +1 Wis +1 Cha +2 Extinguishing Aversion Dousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round. Smoke Vision Smoke doesn't impair a brimorak's vision; they ignore the concealed condition from smoke. --- AC 22 Fort +15 Ref +12 Will +10 HP 80 Immunities fire Weaknesses cold iron 5, holy 5 Boiling Blood Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 2d4 fire damage (DC 19 basic Reflex save). --- Speed 30 feet Melee Single Action flaming sword +15 (Magical, Unholy), Damage 2d8+4 slashing plus 1d6 fire Melee Single Action hoof +15 (Agile, Unholy), Damage 2d4+4 bludgeoning plus 1d6 fire Divine Innate Spells DC 21 - Cantrips (3rd) Ignition - 3rd Dispel Magic, Fireball - 4th Translocate Rituals DC 21 - 1st Demonic Pact Flaming Weapon (Divine, Fire) A brimorak's hooves and any weapon they wield burst into flame. They can also Interact to create a sword of fire and steel, which dissolves if it leaves their grip. Frothing Spew Two Actions (Divine, Fire, Unholy) The brimorak spits their boiling blood in a 20-foot line that deals 6d6 fire damage (DC 21 basic Reflex save). Creatures that fail the save also fall prone as they slip in the greasy blood. The brimorak can't use Frothing Spew again for 1d4 rounds. Fume Two Actions (Divine, Fire) Frequency once per minute; Effect The brimorak emits a cloud of thick black smoke in a 10-foot burst adjacent to them. The cloud remains for 1 minute. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 21 Fortitude save or become sickened 1 (sickened 2 on a critical failure). ","skill_mod":{"deception":11,"stealth":12,"acrobatics":12,"religion":10},"image":["/Images/Monsters/Brimorak.webp"],"primary_source":"Monster Core","spell":["Translocate","Dispel Magic","Fireball","Ignition"],"ac":22,"level":5,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","resistance":{},"intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Brimorak","pfs":"Standard","rarity":"common","strike_damage_average":[12,16],"attack_bonus":[15,15],"constitution":4,"immunity":["fire"],"creature_family":"Demon","will_save":10,"speed":{"max":30,"land":30},"wisdom":1,"weakness":{"holy":5,"cold_iron":5},"creature_ability":["Extinguishing Aversion","Smoke Vision","Boiling Blood","Flaming Weapon","Frothing Spew","Fume"],"skill":["Acrobatics","Deception","Religion","Stealth"],"legacy_id":["creature-1111"],"tradition":["Divine"],"summary":"These goat-headed demons have glowing red eyes and flaming hooves. Born from the souls of arsonists, the fiery brimoraks continue the work they …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2896","dexterity":3,"category":"creature","slug":"creature-2896"},{"primary_source_category":"Rulebooks","strength":2,"hp":100,"language":["Chthonian","Common","Draconic","Empyrean","three additional mortal languages, <%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":7,"perception":15,"stealth":"14","trait":["Demon","Fiend","Uncommon","Unholy","Medium"],"id":"creature-2897","text":" Succubus (Lust Demon) Succubi are manifestations of the sin of destructive lust, and they are the most attractive of all demons—as befits their role in seducing mortals to fall to sin. The concept of gender is fluid to a succubus, as they can adopt countless humanoid forms of any gender to aid in their goals. Most succubi have a feminine true form (incubi, which usually have a masculine true form, are a different kind of demon), but regardless of gender, a lust demon is supernaturally beautiful or handsome, but with curving horns, bat wings, sharp claws, and a sinuous tail. When disguised as a mortal humanoid in the Universe, a succubus whispers into the ears of mortals, urging them to pursue their darkest and most destructive desires and pushing them into depravity, using magic only if persuasion fails. While mortals often fixate on succubi's application of sexual lust, these demons are can easily exploit lust for power, knowledge, fame, or any other desire as easily as more carnal appetites. Their ability to infiltrate societies makes them excellent spies, assassins, and political saboteurs as well. Ultimately, the succubus enjoys all means of upending mortal culture. Recall Knowledge - Fiend (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Succubus Source Monster Core pg. 78 Perception +15; darkvision Languages Chthonian, Common, Draconic, Empyrean; three additional mortal languages, telepathy 100 feet, truespeech Skills Acrobatics +14, Deception +18, Diplomacy +20, Intimidation +16, Religion +13, Society +15, Stealth +14 Str +2 Dex +3 Con +4 Int +4 Wis +2 Cha +7 --- AC 23 Fort +15 Ref +14 Will +17 +1 status to all saves vs. magic HP 100 Weaknesses cold iron 5, holy 5 Seductive Presence (aura, emotion, mental) 10 feet. Any creature in the aura that could be sexually attracted to a succubus takes a –2 circumstance penalty to checks and DCs to oppose the succubus's mental spells, Deception, and Diplomacy. Rejection Vulnerability As succubi are beings of pure lust, creatures that reject their lust can metaphysically harm them. When a succubus fails a Diplomacy check to Embrace or Request, or when a creature succeeds at its save against a succubus's mental spell or ability, the succubus takes 2d6 mental damage. For 1 hour after causing mental damage to a succubus in this way, a creature can deal 2d6 mental damage to the succubus with a successful Demoralize action incorporating its rejection. --- Speed 25 feet, fly 35 feet Melee Single Action claw +16 (Agile, Finesse, Magical, Unholy), Damage 2d8+8 slashing Divine Innate Spells DC 26 - 1st Charm (at will) - 3rd Mind Reading (at will) - 4th Translocate (at will), Suggestion (at will) - 5th Translocate - 6th Dominate - Constant (5th) Truespeech Rituals DC 26 - 1st Demonic Pact Change Shape Single Action (Concentrate, Divine, Polymorph) The succubus can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). Embrace Single Action The succubus attempts to Grapple a creature using their Diplomacy bonus instead of Athletics. If the creature is willing, the succubus automatically succeeds. Passionate Kiss Single Action (Divine, Emotion, Mental, Unholy, Void) Frequency once per round; Effect The succubus engages a creature they have grabbed or restrained in an embrace or other act of passion to drain its vital essence. The kiss makes the creature drained 1 or increases its drained value by 1, to a maximum of 4. The creature takes 3d6 void damage and the succubus regains Hit Points equal to the damage dealt. The target must succeed at a DC 26 Will save or be affected by a suggestion to submit to more actions of passion rather than trying to Escape. Profane Gift Three Actions (Divine, Mental, Unholy) Frequency once per day; Effect The succubus gives a willing humanoid a profane gift. That creature gains a +1 status bonus to attack rolls, skill checks, and saving throws. As long as the gift persists, the succubus can communicate telepathically with the target at any distance, see through the creature's senses, and target the creature with suggestion through the telepathic link. In addition, the creature uses an outcome one degree of success worse than it rolls on saving throws against the succubus's suggestion spells. A humanoid can't have more than one profane gift at a time, and a succubus can't grant more than one profane gift at a time. Removing the gift requires an atone ritual. The succubus can remove the gift as a free action to give the recipient a curse, making them stupefied 3 with an unlimited duration. A summoned succubus can't grant a profane gift. ","skill_mod":{"society":15,"diplomacy":20,"deception":18,"stealth":14,"intimidation":16,"acrobatics":14,"religion":13},"image":["/Images/Monsters/Succubus.webp"],"primary_source":"Monster Core","spell":["Dominate","Translocate","Suggestion","Mind Reading","Charm","Truespeech"],"ac":23,"level":7,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Succubus","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17],"attack_bonus":[16],"constitution":4,"creature_family":"Demon","will_save":17,"speed":{"fly":35,"max":35,"land":25},"wisdom":2,"weakness":{"holy":5,"cold_iron":5},"creature_ability":["Seductive Presence","Rejection Vulnerability","Change Shape","Embrace","Passionate Kiss","Profane Gift"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"legacy_id":["creature-98"],"tradition":["Divine"],"summary":"Succubi are manifestations of the sin of destructive lust, and they are the most attractive of all demons—as befits their role in seducing mortals to …","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2897","dexterity":3,"category":"creature","slug":"creature-2897"},{"primary_source_category":"Rulebooks","strength":7,"hp":395,"language":["Chthonian","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":22,"stealth":"24","trait":["Demon","Fiend","Ooze","Unholy","Medium"],"id":"creature-2898","text":" Omox (Slime Demon) Seemingly made from living, animated filth, omoxes have no true anatomy, although they generally spend most of their time in roughly humanoid shapes, resembling some grim caricatures of half-melted humanoids. While scholars once believed these foul demons to be a pure, concentrated form of the corruption that suffuses the Outer Rifts and its inhabitants, in truth these demons arise from the souls of those who routinely befouled and polluted their surroundings in life. Recall Knowledge - Fiend (Religion): DC 30 Recall Knowledge - Ooze (Occultism): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Omox Source Monster Core pg. 79 Perception +22; darkvision Languages Chthonian, Draconic, Empyrean; telepathy 100 feet Skills Acrobatics +21, Athletics +23, Religion +20, Stealth +24 Str +7 Dex +6 Con +7 Int +2 Wis +4 Cha +4 Cleanly Vulnerability An omox embodies filth, and they find the concept of cleanliness abhorrent. An omox subjected to an effect that cleans them, such as the tidy command of prestidigitation , takes 2d6 mental damage. They also take this damage the first time each round a creature hit by one of the omox's attacks spends actions cleaning off the filth. --- AC 25 Fort +23 Ref +21 Will +20 +1 status to all saves vs. magic HP 395 Immunities acid, critical hits, disease, poison, precision Weaknesses cold iron 10, holy 10 Absorb Weapon Reaction (concentrate) Trigger A creature hits the omox with a melee weapon; Effect The omox attempts to Disarm the creature. On a critical success, the weapon becomes subsumed within the omox's body rather than falling to the ground. Retrieving the weapon requires Disarming the omox of it. --- Speed 40 feet, climb 20 feet, swim 80 feet Melee Single Action sludge tendril +25 (Acid, Unholy), Damage 2d6+13 bludgeoning plus 2d6 acid and Grab Ranged Single Action slime ball +23 (Acid, Brutal, range increment 30 feet, Unholy), Damage 2d4+11 bludgeoning plus 2d6 acid and slime trap Divine Innate Spells DC 32 - 4th Translocate (at will) - 5th Control Water, Create Water (at will), Toxic Cloud, Translocate Rituals DC 32 - 1st Demonic Pact Liquid Leap Two Actions (Concentrate, Teleportation) Requirements The omox is in a space of liquid; Effect The omox teleports from its current space to any unoccupied space of liquid within 120 feet. Slime Trap A creature hit by an omox's slime ball must succeed at a DC 32 Reflex save or take a –10-foot circumstance penalty to its Speeds for 1 minute or until it Escapes (DC 35). On a critical failure, the creature is also clumsy 1 for the same duration. Smother Single Action Requirements The omox has a creature grabbed or restrained; Effect The demon flows over the creature, covering it in oozing acidic slime. The creature must succeed at a DC 32 Fortitude save or it becomes blinded and must hold its breath or begin suffocating. These effects lasts as long as the omox has the creature grabbed or restrained. ","skill_mod":{"stealth":24,"athletics":23,"acrobatics":21,"religion":20},"image":["/Images/Monsters/Omox.webp"],"primary_source":"Monster Core","spell":["Control Water","Create Water","Toxic Cloud","Translocate"],"ac":25,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":21,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":23,"size":["Medium"],"name":"Omox","pfs":"Standard","rarity":"common","strike_damage_average":[23,27],"attack_bonus":[23,25],"constitution":7,"immunity":["acid","critical hits","disease","poison","precision"],"creature_family":"Demon","will_save":20,"speed":{"climb":20,"max":80,"land":40,"swim":80},"wisdom":4,"weakness":{"holy":10,"cold_iron":10},"creature_ability":["Cleanly Vulnerability","Absorb Weapon","Liquid Leap","Slime Trap","Smother"],"skill":["Acrobatics","Athletics","Religion","Stealth"],"legacy_id":["creature-1112"],"tradition":["Divine"],"summary":"Seemingly made from living, animated filth, omoxes have no true anatomy, although they generally spend most of their time in roughly humanoid …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2898","dexterity":6,"category":"creature","slug":"creature-2898"},{"primary_source_category":"Rulebooks","strength":8,"hp":340,"language":["Chthonian","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":6,"perception":25,"stealth":"28","trait":["Demon","Fiend","Unholy","Medium"],"id":"creature-2899","text":" Seraptis (Suicide Demon) Four-armed seraptis demons are radical nihilists at heart, despising other creatures out of bitter entitlement and laughing hysterically when others die or suffer. They arise from souls that engaged in dedicated campaigns of misery, driving their victims toward despair and suicide. After their awakening as a seraptis, the hungry mouths carved into their arms devour others' suffering, bringing a lively hue to the demon's cold skin. These demons seek to drag mortals down to their level, luring pawns into deepseated resentment. Feeding their targets an unending stream of half-truths and propaganda, they often drive these mortals to vent their rage into unforgivable deeds against innocents. Although thrilled by the misery their mortal pawns inflict, the demons' true comfort is to harvest the souls of those pawns as more of their kind. Recall Knowledge - Fiend (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Seraptis Source Monster Core pg. 80 Perception +25; darkvision, truesight Languages Chthonian, Draconic, Empyrean; telepathy 100 feet, truespeech Skills Acrobatics +30, Athletics +31, Deception +29, Religion +27, Stealth +28 Str +8 Dex +7 Con +6 Int +3 Wis +4 Cha +6 Items +1 striking wounding scimitar (2) --- AC 37 Fort +27 Ref +28 Will +25 +1 status to all saves vs. magic HP 340 Weaknesses cold iron 15, holy 15 Blood Healing (aura, healing, vitality) 30 feet. Whenever a humanoid within the aura takes bleed damage, the blood flows through the air to the seraptis's mouths and the seraptis heals by the same amount. Recovery Vulnerability When a creature within the seraptis's blood healing aura recovers from persistent damage, the seraptis takes 3d6 mental damage. --- Speed 40 feet, fly 40 feet Melee Single Action wounding scimitar +32 (Forceful, Magical, Sweep, Unholy), Damage 2d6+16 slashing plus 2d6 mental and 1d6 persistent bleed Melee Single Action claw +31 (Agile, Magical, Unholy), Damage 2d4+16 slashing plus 2d6 mental and Grab Ranged Single Action caustic blood +30 (Acid, Magical, Unholy), Damage 7d6 acid Divine Innate Spells DC 35 - 3rd Illusory Disguise (at will) - 4th Translocate (at will) - 5th Translocate - 8th Dominate, Phantasmal Calamity, Wave of Despair - Constant (8th) Truesight, Truespeech Rituals DC 36 - 1st Demonic Pact Bloody Dance Two Actions The seraptis makes a Strike with up to four arms, each against a different target and using a claw or scimitar as appropriate. These attacks count toward the seraptis's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. The seraptis can use Grab following this activity, separately attempting to Grapple each creature hit by a claw. Gnawing Arms Single Action (Unholy) Requirements The seraptis has at least one creature grabbed or restrained; Effects The seraptis's arm mouths gnaw on those creatures, dealing each of them 2d6+8 piercing damage with a DC 37 basic Fortitude save. Creatures that fail the save also take 2d6 persistent bleed damage. Isolating Words Single Action (Mental, Curse, Linguistic) The seraptis telepathically explains a plausible secret to a creature within 30 feet. That creature must succeed at a DC 37 Will save or be mentally cut off from those around them for 1 minute (or permanently on a critical failure). The affected creature treats no one as an ally and any speech they hear is warped, encouraging conflict, and negating any linguistic ability from creatures that aren't unholy. Regardless of the results of the saving throw, the creature is immune to Isolating Words for 24 hours. ","skill_mod":{"deception":29,"stealth":28,"athletics":31,"acrobatics":30,"religion":27},"image":["/Images/Monsters/Seraptis.webp"],"primary_source":"Monster Core","spell":["Dominate","Phantasmal Calamity","Wave of Despair","Translocate","Illusory Disguise","Truesight","Truespeech"],"ac":37,"item":["+1 striking wounding scimitar (2)"],"level":15,"spell_dc":[35],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","resistance":{},"intelligence":3,"reflex_save":28,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":27,"size":["Medium"],"name":"Seraptis","pfs":"Standard","rarity":"common","strike_damage_average":[24,28,33],"attack_bonus":[30,31,32],"constitution":6,"creature_family":"Demon","will_save":25,"speed":{"fly":40,"max":40,"land":40},"wisdom":4,"weakness":{"holy":15,"cold_iron":15},"creature_ability":["Blood Healing","Recovery Vulnerability","Bloody Dance","Gnawing Arms","Isolating Words"],"skill":["Acrobatics","Athletics","Deception","Religion","Stealth"],"tradition":["Divine"],"summary":"Four-armed seraptis demons are radical nihilists at heart, despising other creatures out of bitter entitlement and laughing hysterically when others …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2899","dexterity":7,"category":"creature","slug":"creature-2899"},{"attack_bonus":[33,33,33,33],"constitution":7,"primary_source_category":"Rulebooks","strength":9,"hp":350,"language":["Chthonian","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","creature_family":"Demon","will_save":27,"charisma":3,"speed":{"climb":20,"fly":35,"max":35,"land":35},"perception":30,"wisdom":6,"weakness":{"holy":15,"cold_iron":15},"creature_ability":["Paralyzing Gaze","Succor Vulnerability","Tail Whip","Enfeebling Bite","Focused Gaze","Rend"],"skill":["Athletics","Deception","Intimidation","Medicine","Religion"],"legacy_id":["creature-102"],"trait":["Demon","Fiend","Unholy","Gargantuan"],"id":"creature-2900","text":" Shemhazian (Mutilation Demon) Shemhazians rise from the souls of torturers and those who reveled in mutilating the physical bodies of their victims. Standing 35 feet tall, a shemhazian is well equipped with a wide range of claws, pincers, and fangs to continue inflicting such torments on those they encounter. Shemhazians delight in tormenting mortals, of course, but more than most demons, they revel in sharing the pain with their own kind. Other demons fear and hate shemhazians for this reason, with only the most powerful willing to work with a shemhazian to achieve a shared goal. Even then, the shemhazian is always on the watch for an opportunity to bring pain and suffering to their allies along with any foe. Recall Knowledge - Fiend (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Shemhazian Source Monster Core pg. 81 Perception +30; darkvision, scent (imprecise) 60 feet, truesight Languages Chthonian, Draconic, Empyrean; telepathy 100 feet Skills Athletics +31, Deception +25, Intimidation +27, Medicine +28, Religion +30 Str +9 Dex +5 Con +7 Int +0 Wis +6 Cha +3 --- AC 39 Fort +32 Ref +26 Will +27 +1 status to all saves vs. magic HP 350 Weaknesses cold iron 15, holy 15 Paralyzing Gaze (aura, divine, unholy, visual) 30 feet. A non-demon creature that ends its turn in the aura must attempt a DC 35 Fortitude save. If it fails, it's slowed 1 for 1 round, and if it critically fails, it is paralyzed for 1 round. Succor Vulnerability A shemhazian's mutilation is a part of them, and they can't bear to see it reversed. The first time each round that a creature heals from damage the shemhazian dealt on their last turn, the demon takes 3d6 mental damage. Tail Whip Reaction Trigger A creature within reach of the shemhazian's tail leaves a square during a move action it's using; Effect The shemhazian attempts to Trip the triggering creature. On a success, the creature also takes damage as if the shemhazian had hit with a tail Strike, and if the creature was flying, it falls 30 feet. --- Speed 35 feet, climb 20 feet, fly 35 feet Melee Single Action jaws +33 (Magical, reach 20 feet, Unholy), Damage 3d12+17 piercing plus enfeebling bite Melee Single Action claw +33 (Agile, Magical, reach 20 feet, Unholy), Damage 3d8+17 slashing Melee Single Action pincer +33 (Magical, reach 20 feet, Unholy), Damage 3d8+17 bludgeoning plus Improved Grab Melee Single Action tail +33 (Magical, reach 30 feet, Unholy), Damage 3d8+17 slashing Divine Innate Spells DC 37 - 2nd Invisibility (at will) - 4th Clairvoyance (×3), Translocate (at will) - 5th Scouting Eye (×3), Translocate - 8th Divine Decree - Constant (7th) Truesight Rituals DC 37 - 1st Demonic Pact Enfeebling Bite (Divine) If the shemhazian's jaws Strike damages a creature, the target is enfeebled 3 for 24 hours. The target can attempt a DC 37 Fortitude save to reduce this to enfeebled 1 (or be unaffected on a critical success). Focused Gaze Single Action (Concentrate, Divine, Incapacitation, Visual) The shemhazian focuses their gaze on a non-demon creature they can see within 30 feet. If that creature isn't already slowed by the shemhazian's paralyzing gaze, it must attempt a save against the shemhazian's paralyzing gaze. If that creature is slowed, it must succeed at a DC 35 Fortitude save or be paralyzed for 1 round. A shemhazian can't use this ability against the same creature more than once per round. Rend Single Action claw ","tradition":["Divine"],"skill_mod":{"deception":25,"medicine":28,"athletics":31,"intimidation":27,"religion":30},"summary":"Shemhazians rise from the souls of torturers and those who reveled in mutilating the physical bodies of their victims. Standing 35 feet tall, a …","image":["/Images/Monsters/Shemhazian.webp"],"primary_source":"Monster Core","spell":["Divine Decree","Scouting Eye","Translocate","Clairvoyance","Invisibility","Truesight"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet, truesight ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2900","intelligence":0,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Shemhazian","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[30,30,30,36],"slug":"creature-2900"},{"primary_source_category":"Rulebooks","strength":10,"hp":440,"language":["Chthonian","Draconic","Empyrean","Necril","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":8,"perception":34,"stealth":"34","trait":["Demon","Fiend","Unholy","Large"],"id":"creature-2901","text":" Vrolikai (Death Demon) Powerful vrolikais command the untamed armies of demonkind, uniting them behind their one unifying desire for death and destruction. Unlike other demons, the dreaded vrolikai doesn't form directly from a single soul—they instead manifest when a demon devours so many damned souls that their own individual desires are lost in the sinful cacophony. A vrolikai who survives this process gains great power and can claim a region of the Outer Rifts as their own domain. Vrolikais' enthusiastic embrace of the multitude of sins makes them uniquely suited to lead and unite demons, such that even demon lords often must rely on vrolikais to command their forces. The chaotic and conflicting motivations of demonkind leave little room to find common ground, but the vrolikai can expound upon the beauty of every kind of sin while marching demon armies to battle. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Vrolikai Source Monster Core pg. 82 Perception +34; darkvision, truesight Languages Chthonian, Draconic, Empyrean, Necril; telepathy 100 feet Skills Acrobatics +37, Arcana +33, Athletics +36, Deception +36, Intimidation +38, Religion +34, Stealth +34, Survival +34 Str +10 Dex +7 Con +9 Int +6 Wis +6 Cha +8 --- AC 45 Fort +35 Ref +33 Will +34 +1 to all saves vs. magic HP 440 Immunities death effects Weaknesses cold iron 15, holy 15 Death-Stealing Gaze (aura, divine, visual) 30 feet. When a non-demon ends its turn in the aura, it must attempt a DC 38 Fortitude save. If it fails, it becomes drained 1. A creature that dies while it has drain from a vrolikai's gaze rises as a ghoul the next midnight. The GM determines what kind of ghoul. --- Speed 35 feet, fly 50 feet Melee Single Action black flame knife +40 (Agile, Magical, Unholy), Damage 3d4+18 piercing plus 2d6 void Melee Single Action jaws +38 (Magical, reach 10 feet, Unholy), Damage 4d12+18 piercing Melee Single Action stinger +38 (Magical, reach 15 feet, Unholy), Damage 4d8+18 piercing plus mindwarping Divine Innate Spells DC 44 - 5th Translocate (at will) - 7th Regenerate - 10th Execute, Paralyze, Massacre, Vampiric Exsanguination - Constant (6th) Truesight Rituals DC 44 - 1st Demonic Pact Black Flame Knives Single Action (Divine, Unholy) The vrolikai manifests a dagger-shaped blade of what looks like crystallized black flame in each of their four hands. These weapons function as +2 greater striking daggers that deal an additional 2d6 void damage. They fade away into nothingness 1 minute after a vrolikai no longer carries them. Consume Death Single Action (Concentrate, Divine, Visual) The vrolikai focuses their deathstealing gaze upon a single target they can see within 30 feet. The target must immediately attempt a Fortitude save against death-stealing gaze. Success The creature is unaffected. Failure The creature is affected by death-stealing gaze and becomes drained 1. If the creature was already drained 1 by the death-stealing gaze before attempting the save, a failed save increases the value of the drained condition by 1, to a maximum of drained 4. The vrolikai gains 10 temporary Hit Points, and the drained creature is temporarily immune until the start of the vrolikai's next turn. Critical Failure As failure, but the creature increases the amount of drain by 2. Focused Flames Two Actions The vrolikai attacks a single target with all of their black flame knives. The demon makes a black flame knife Strike with the following additional effects. This counts toward the vrolikai's multiple attack penalty as a number of attacks equal to the number of back flame knives the vrolikai used. Critical Success The target takes an additional 2d6 void damage for each knife beyond the first (typically 6d6 extra damage) and takes 4d6 persistent void damage. Success The target takes an additional 2d6 void damage for each knife beyond the first. Failure The vrolikai deals the damage their black flame knife Strike normally deals on a hit. Mindwarping (Emotion, Mental) The sting of a vrolikai is mind-warping. A creature struck must attempt a DC 44 Will save. Critical Success The creature is unaffected. Success The creature becomes stupefied 1 for 1 minute. Failure The creature becomes stupefied 1. If it's already stupefied, its stupefied value increases by 1 instead (to a maximum of stupefied 4). Critical Failure As failure, plus the creature is confused for 1 minute. ","skill_mod":{"deception":36,"survival":34,"stealth":34,"arcana":33,"athletics":36,"intimidation":38,"acrobatics":37,"religion":34},"image":["/Images/Monsters/Vrolikai.webp"],"primary_source":"Monster Core","spell":["Execute","Paralyze","Massacre","Vampiric Exsanguination","Regenerate","Translocate","Truesight"],"ac":45,"level":20,"spell_dc":[44],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","resistance":{},"intelligence":6,"reflex_save":33,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":35,"size":["Large"],"name":"Vrolikai","pfs":"Standard","rarity":"common","strike_damage_average":[32,36,44],"attack_bonus":[38,38,40],"constitution":9,"immunity":["death effects"],"creature_family":"Demon","will_save":34,"speed":{"fly":50,"max":50,"land":35},"wisdom":6,"weakness":{"holy":15,"cold_iron":15},"creature_ability":["Death-Stealing Gaze","Black Flame Knives","Consume Death","Focused Flames","Mindwarping"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Religion","Stealth","Survival"],"legacy_id":["creature-603"],"tradition":["Divine"],"summary":"Powerful vrolikais command the untamed armies of demonkind, uniting them behind their one unifying desire for death and destruction. Unlike other …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2901","dexterity":7,"category":"creature","slug":"creature-2901"},{"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Aklo","Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":1,"perception":5,"stealth":"8","trait":["Dero","Humanoid","Small"],"id":"creature-2902","text":" Dero Stalker Dero stalkers explore the surface world by night, seeking out victims to abduct. While hiding from the burning light of day, stalkers often assist with magisters' experiments. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Dero Stalker Source Monster Core pg. 84 Perception +5; darkvision Languages Aklo, Sakvroth Skills Acrobatics +8, Medicine +5, Stealth +8, Thievery +8 Str +2 Dex +4 Con +3 Int +0 Wis -1 Cha +1 Items Club, cytillesh toolkit (see sidebar), Hand Crossbow (20 bolts), Lethargy Poison (2 doses), Rope (50 feet) --- AC 18 Fort +7 Ref +10 Will +3 HP 30 Immunities confused Vulnerable to Sunlight A dero stalker takes 4 damage for every hour they're exposed to sunlight. --- Speed 20 feet Melee Single Action club +8, Damage 1d6+2 bludgeoning Ranged Single Action club +10 (thrown 10 feet), Damage 1d6+2 bludgeoning Ranged Single Action hand crossbow +10 (range increment 60 feet, reload 1), Damage 1d6 piercing plus lethargy poison Occult Innate Spells DC 17 - Cantrips (1st) Daze, Light, Read Aura Dero Medicine Single Action (Healing, Manipulate) Requirements The dero is wearing a cytillesh toolkit and has a hand free; Effect The dero excises damaged flesh and crudely stitches wounds shut, healing themself or an ally in reach for 2d8 Hit Points. For 1 hour, the target has slashing weakness 2 and is immune to Dero Medicine. Exploit Lethargy A creature afflicted with lethargy poison is off-guard to the dero stalker, and the stalker can choose to add the nonlethal trait to their attacks against the creature without taking the normal penalty. Sneak Attack A dero stalker deals 1d6 extra precision damage to creatures who are off-guard. ","skill_mod":{"thievery":8,"stealth":8,"medicine":5,"acrobatics":8},"image":["/Images/Monsters/Dero_Stalker.webp"],"primary_source":"Monster Core","spell":["Daze","Light","Read Aura"],"ac":18,"item":["Club","cytillesh toolkit (see sidebar)","Hand Crossbow (20 bolts)","Lethargy Poison (2 doses)","Rope (50 feet)"],"level":2,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Dero Stalker","pfs":"Standard","rarity":"common","strike_damage_average":[3,5,5],"attack_bonus":[8,10,10],"constitution":3,"immunity":["confused"],"creature_family":"Dero","will_save":3,"speed":{"max":20,"land":20},"wisdom":-1,"weakness":{},"creature_ability":["Vulnerable to Sunlight","Dero Medicine","Exploit Lethargy","Sneak Attack"],"skill":["Acrobatics","Medicine","Stealth","Thievery"],"legacy_id":["creature-105"],"tradition":["Occult"],"summary":"Dero stalkers explore the surface world by night, seeking out victims to abduct. While hiding from the burning light of day, stalkers often assist …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2902","dexterity":4,"category":"creature","slug":"creature-2902"},{"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Aklo","Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":2,"perception":6,"stealth":"10","trait":["Dero","Humanoid","Small"],"id":"creature-2903","text":" Dero Strangler Dero stranglers specialize in capturing living victims, and they are often called upon to aid in abductions. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Dero Strangler Source Monster Core pg. 84 Perception +6; darkvision Languages Aklo, Sakvroth Skills Athletics +11, Intimidation +7, Medicine +6, Stealth +10 Str +4 Dex +3 Con +3 Int +0 Wis -1 Cha +2 Items cytillesh toolkit (see sidebar), Hand Crossbow (10 bolts), Lethargy Poison (5 doses), Rope (50 feet), spiked chain --- AC 19 Fort +10 Ref +8 Will +6 HP 45 Immunities confused Ill Glow (disease, light) A non-dero living creature that starts its turn grabbed or restrained by the strangler is exposed to the sickly blue light from the strangler's cytillesh toolkit. It must succeed at a DC 19 Fortitude save or become sickened 1. This has no effect if the strangler isn't wearing the toolkit. Vulnerable to Sunlight A dero strangler takes 8 damage for every hour they're exposed to sunlight. --- Speed 20 feet Melee Single Action spiked chain +11 (Disarm, Trip), Damage 1d8+6 bludgeoning Ranged Single Action hand crossbow +10 (range increment 60 feet, reload 1), Damage 1d6+2 piercing plus lethargy poison Occult Innate Spells DC 19 - Cantrips (2nd) Daze, Light, Read Aura - 2nd Darkness, Revealing Light Dero Medicine Single Action (Healing, Manipulate) Requirements The dero is wearing a cytillesh toolkit and has a hand free; Effect The dero excises damaged flesh and crudely stitches wounds shut, healing themself or an ally in reach for 2d8 Hit Points. For 1 hour, the target has slashing weakness 2 and is immune to Dero Medicine. Strangle Single Action (Attack, Nonlethal) Requirements The dero must have two free hands or be wielding a spiked chain; Effect The dero attempts an Athletics check to Grapple with a +2 circumstance bonus. On a success, the target also takes 1d6+6 bludgeoning damage and can't speak (including to Cast a Spell) as long as they're grabbed or restrained. ","skill_mod":{"stealth":10,"medicine":6,"athletics":11,"intimidation":7},"image":["/Images/Monsters/Dero_Strangler.webp"],"primary_source":"Monster Core","spell":["Darkness","Revealing Light","Daze","Light","Read Aura"],"ac":19,"item":["cytillesh toolkit (see sidebar)","Hand Crossbow (10 bolts)","Lethargy Poison (5 doses)","Rope (50 feet)","spiked chain"],"level":3,"spell_dc":[19],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Dero Strangler","pfs":"Standard","rarity":"common","strike_damage_average":[5,10],"attack_bonus":[10,11],"constitution":3,"immunity":["confused"],"creature_family":"Dero","will_save":6,"speed":{"max":20,"land":20},"wisdom":-1,"weakness":{},"creature_ability":["Ill Glow","Dero Medicine","Strangle"],"skill":["Athletics","Intimidation","Medicine","Stealth"],"legacy_id":["creature-106"],"tradition":["Occult"],"summary":"Dero stranglers specialize in capturing living victims, and they are often called upon to aid in abductions.","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2903","dexterity":3,"category":"creature","slug":"creature-2903"},{"primary_source_category":"Rulebooks","strength":1,"hp":65,"language":["Aklo","Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":8,"stealth":"11","trait":["Dero","Humanoid","Uncommon","Small"],"id":"creature-2904","text":" Dero Magister Dero magisters are leaders among dero society. They perform the bulk of the cruel operations and memory-altering procedures inflicted upon their victims. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Dero Magister Source Monster Core pg. 85 Perception +8; darkvision Languages Aklo, Sakvroth Skills Crafting +12, Medicine +10, Occultism +12, Stealth +11 Str +1 Dex +4 Con +2 Int +3 Wis -1 Cha +5 Items cytillesh toolkit (see sidebar), Staff --- AC 22 Fort +10 Ref +13 Will +10 HP 65 Immunities confused Vulnerable to Sunlight A dero magister takes 10 damage for every hour they're exposed to sunlight. --- Speed 20 feet Melee Single Action staff +10 (two-hand 1d8), Damage 1d4+3 bludgeoning Occult Innate Spells DC 24 - Cantrips (3rd) Daze, Light, Read Aura - 2nd Darkness, Revealing Light - 4th Nightmare, Rewrite Memory Occult Spontaneous Spells DC 24 - Cantrips (3rd) Detect Magic, Forbidding Ward, Light, Message, Void Warp - 1st Force Barrage, Grim Tendrils, Phantom Pain, Soothe (4 slots) - 2nd Laughing Fit, Paranoia, Stupefy, Telekinetic Maneuver (4 slots) - 3rd Blindness, Levitate, Vampiric Feast (3 slots) Cytillesh Stare Single Action (Concentrate, Incapacitation, Mental, Visual) Frequency once per round; Effect The magister focuses their gaze on a creature they can see within 30 feet. The target is dazzled for 1 round and must succeed at a DC 24 Will saving throw or be confused for 1 round. Dero Medicine Single Action (Healing, Manipulate) Requirements The dero is wearing a cytillesh toolkit and has a hand free; Effect The dero excises damaged flesh and crudely stitches wounds shut, healing themself or an ally in reach for 2d8+10 Hit Points. For 1 hour, the target has slashing weakness 2 and is immune to Dero Medicine. ","skill_mod":{"crafting":12,"stealth":11,"medicine":10,"occultism":12},"primary_source":"Monster Core","spell":["Nightmare","Rewrite Memory","Darkness","Revealing Light","Daze","Light","Read Aura","Blindness","Levitate","Vampiric Feast","Laughing Fit","Paranoia","Stupefy","Telekinetic Maneuver","Force Barrage","Grim Tendrils","Phantom Pain","Soothe","Detect Magic","Forbidding Ward","Message","Void Warp"],"ac":22,"item":["cytillesh toolkit (see sidebar)","Staff"],"level":5,"spell_dc":[24,24],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Dero Magister","pfs":"Standard","rarity":"uncommon","strike_damage_average":[5],"attack_bonus":[10],"constitution":2,"immunity":["confused"],"creature_family":"Dero","will_save":10,"speed":{"max":20,"land":20},"wisdom":-1,"weakness":{},"creature_ability":["Vulnerable to Sunlight","Cytillesh Stare","Dero Medicine"],"skill":["Crafting","Medicine","Occultism","Stealth"],"legacy_id":["creature-107"],"tradition":["Occult"],"summary":"Dero magisters are leaders among dero society. They perform the bulk of the cruel operations and memory-altering procedures inflicted upon their …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=2904","dexterity":4,"category":"creature","slug":"creature-2904"},{"legacy_name":["Lemure"],"attack_bonus":[8],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":20,"immunity":["fire","mental"],"source":["Monster Core"],"type":"Creature","creature_family":"Devil","will_save":2,"charisma":-3,"speed":{"max":20,"land":20},"perception":0,"wisdom":0,"weakness":{"holy":3},"creature_ability":["Subservience"],"skill":["Athletics"],"legacy_id":["creature-108"],"trait":["Devil","Fiend","Mindless","Unholy","Medium"],"id":"creature-2905","text":" Ort (Drudge Devil) These shapeless masses of quivering flesh are the least of devilkind. Pathetic creatures from Hell's first layer, orts roam alongside damned and suffering souls. Nessaris can combine the essence of a mob of orts to concentrate their collective wickedness within a single form, granting it an infernal sentience and transforming it into a more powerful devil (see the nessari's Shape Devils ability). Recall Knowledge - Fiend (Religion): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Ort Source Monster Core pg. 86 Perception +0; greater darkvision Languages Skills Athletics +6 Str +2 Dex +0 Con +3 Int -5 Wis +0 Cha -3 --- AC 13 Fort +9 Ref +6 Will +2 HP 20 Immunities fire, mental Resistances physical 3 (except silver), poison 5 Weaknesses holy 3 --- Speed 20 feet Melee Single Action claw +8 (Agile, Magical, Unholy), Damage 1d4+2 slashing Subservience Orts have little drive of their own, but other devils can take command of them. A non-ort devil can issue a command to all orts within 60 feet of it with a single action, which has the auditory and concentrate traits. The devil picks one of the following orders orts can understand, and the orts follow that order. The command and its effects end once the commander is out of the ort's sight, when a new command is issued by the same or another devil, or when the ort dies. Kill The ort attacks one target the commander singles out and gains a +1 circumstance bonus to attack rolls against the target. Defend The ort circles the commander and attacks any creature that comes near. It gains a +1 circumstance bonus to AC and saves. Fetch The ort gains a +10–foot circumstance bonus to its Speed and attempts to get an object or person the commander singles out. It attacks anyone and anything that gets in the way. Work The ort performs drudge work dictated by the commander. ","skill_mod":{"athletics":6},"summary":"These shapeless masses of quivering flesh are the least of devilkind. Pathetic creatures from Hell's first layer, orts roam alongside damned and …","image":["/Images/Monsters/Ort.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type","Mechanics"],"ac":13,"level":0,"source_category":["Rulebooks"],"sense":" greater darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":3,"poison":5,"piercing":3,"slashing":3,"physical":3},"url":"/Monsters.aspx?ID=2905","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Greater darkvision","fortitude_save":9,"size":["Medium"],"name":"Ort","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-2905"},{"legacy_name":["Barbazu"],"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common","Diabolic","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":2,"perception":12,"trait":["Devil","Fiend","Unholy","Medium"],"id":"creature-2906","text":" Vordine (Infantry Devil) The vast city of Dis trains endless legions of vordines to guard the upper layers of Hell and march across the planes at the archdevils' orders. Although quick to bend their knees to higher-ranking devils and even mortals favored by Asmodeus, vordines are relentlessly cruel to orts and other devils they can call their subordinates. Although higher ranks in the infernal military are held by more powerful devils, like the nessari who serve as generals, a labyrinthine structure gives each vordine a rank and certain responsibilities. Some vordines are responsible for the battlefield command of squads, while others relay orders from above or are set to handling specific administrative tasks for their unit. The greatest gift one can offer a vordine is an increased rank to lord over other vordines. Recall Knowledge - Fiend (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Vordine Source Monster Core pg. 87 Perception +12; greater darkvision Languages Common, Diabolic; telepathy 100 feet Skills Acrobatics +13, Athletics +15, Intimidation +13, Warfare Lore +13, Religion +12 Str +4 Dex +4 Con +5 Int +2 Wis +3 Cha +2 Items Breastplate, Whip, Trident --- AC 22 Fort +14 Ref +13 Will +10 +1 status to all saves vs. magic HP 60 Immunities fire Resistances physical 5 (except silver), poison 5 Weaknesses holy 5 Reactive Strike Reaction --- Speed 25 feet Melee Single Action trident +15 (Magical, Unholy), Damage 1d8+10 piercing Melee Single Action hoof +15 (Agile, Magical, Unholy), Damage 1d4+7 bludgeoning plus 1d4 fire Ranged Single Action trident +13 (Magical, thrown 20 feet, Unholy), Damage 1d8+10 piercing Melee Single Action whip +15 (Unholy, Disarm, Magical, Nonlethal, reach 10 feet, Trip), Damage 1d4+10 bludgeoning Divine Innate Spells DC 19 - 4th Translocate (at will) Rituals DC 19 - 1st Diabolic Pact Burning Hoofprints Two Actions (Divine, Fire, Unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage. Trident of Dis Single Action The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage. ","skill_mod":{"athletics":15,"intimidation":13,"acrobatics":13,"religion":12},"image":["/Images/Monsters/Vordine.webp"],"primary_source":"Monster Core","spell":["Translocate"],"ac":22,"item":["Breastplate","Whip","Trident"],"level":5,"spell_dc":[19],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{"bludgeoning":5,"poison":5,"piercing":5,"slashing":5,"physical":5},"intelligence":2,"reflex_save":13,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":14,"size":["Medium"],"name":"Vordine","pfs":"Standard","rarity":"common","strike_damage_average":[12,12,14,14],"attack_bonus":[13,15,15,15],"constitution":5,"immunity":["fire"],"creature_family":"Devil","will_save":10,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"holy":5},"creature_ability":["Reactive Strike","Burning Hoofprints","Trident of Dis"],"skill":["Acrobatics","Athletics","Intimidation","Warfare Lore","Religion"],"legacy_id":["creature-110"],"tradition":["Divine"],"summary":"The vast city of Dis trains endless legions of vordines to guard the upper layers of Hell and march across the planes at the archdevils' orders. …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2906","dexterity":4,"category":"creature","slug":"creature-2906"},{"primary_source_category":"Rulebooks","strength":4,"hp":110,"language":["Common","Diabolic","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":17,"trait":["Devil","Fiend","Unholy","Medium"],"id":"creature-2907","text":" Coarti (Messenger Devil) The burning-winged coartis are marked by the onerous contracts they agreed to and bound to Hell by the machinations of a legalistic devil, usually a phistophilus. Some coartis are truly a type of fallen celestial, those trapped in horrible agreements for the greater good or due to grievous errors in judgment, but most arise from mortal souls that were on the path to become celestials yet were contractually bound to Hell. Coartis serve in public roles as messengers and personal attendants to demonstrate the power of Hell and the legal acumen of their corruptors. Celestials universally pity coartis and despise their creators, but their preferred methods of dealing with the corrupted beings differ. While angels argue against lost cases in Pharasma's courts, seeking loopholes in the voluminous contracts, azatas scheme daring heists against the contract storehouses. Archons are the most direct, working to end their blighted lives. Recall Knowledge - Fiend (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Coarti Source Monster Core pg. 87 Perception +17; greater darkvision Languages Common, Diabolic, Draconic, Empyrean; telepathy 100 feet, truespeech Skills Acrobatics +15, Athletics +15, Deception +17, Legal Lore +14, Religion +17 Str +4 Dex +6 Con +2 Int +3 Wis +4 Cha +4 Items +1 morningstar --- AC 24 Fort +13 Ref +17 Will +15 +1 status to all saves vs. magic HP 110 Immunities fire Resistances physical 5 (except silver), poison 5 Weaknesses holy 5 (see blood contract) Blood Contract When the coarti takes damage from their holy weakness, blood flows freely from their eyes and the contract carved into their skin. They take 1d6 persistent bleed damage and are dazzled as long as the persistent damage continues, but their Despairing Shriek recharges. --- Speed 25 feet, fly 40 feet Melee Single Action morningstar +18 (Magical, Unholy, versatile P), Damage 1d6+10 bludgeoning plus 1d6 spirit Melee Single Action wing +17 (Agile, Unholy, versatile P), Damage 1d6+7 bludgeoning plus 1d6 fire Divine Innate Spells DC 25 - 4th Darkness, Translocate (at will) - Constant (5th) Truespeech Rituals DC 25 - 1st Diabolic Pact Despairing Shriek Two Actions (Divine, Sonic, Unholy) The coarti lets out a terrible cry, dealing 4d6 sonic damage to all creatures in a 30-foot emanation with a DC 25 basic Will save. Holy creatures that fail this save are also frightened 2; this added effect has the emotion, fear, and mental traits. The coarti can't use Despairing Shriek again for 1d4 rounds. Wing Snap Single Action Frequency once per turn; Effect The coarti makes two wing Strikes, then falls if it's flying. It can't Fly until the end of its turn. ","skill_mod":{"deception":17,"athletics":15,"acrobatics":15,"religion":17},"image":["/Images/Monsters/Coarti.webp"],"primary_source":"Monster Core","spell":["Darkness","Translocate","Truespeech"],"ac":24,"item":["+1 morningstar"],"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{"bludgeoning":5,"poison":5,"piercing":5,"slashing":5,"physical":5},"intelligence":3,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":13,"size":["Medium"],"name":"Coarti","pfs":"Standard","rarity":"common","strike_damage_average":[14,17],"attack_bonus":[17,18],"constitution":2,"immunity":["fire"],"creature_family":"Devil","will_save":15,"speed":{"fly":40,"max":40,"land":25},"wisdom":4,"weakness":{"holy":5},"creature_ability":["Despairing Shriek","Wing Snap"],"skill":["Acrobatics","Athletics","Deception","Legal Lore","Religion"],"tradition":["Divine"],"summary":"The burning-winged coartis are marked by the onerous contracts they agreed to and bound to Hell by the machinations of a legalistic devil, usually …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2907","dexterity":6,"category":"creature","slug":"creature-2907"},{"primary_source_category":"Rulebooks","strength":6,"hp":120,"language":["Diabolic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":18,"stealth":"15","trait":["Amphibious","Devil","Fiend","Unholy","Large"],"id":"creature-2908","text":" Sarglagon (Drowning Devil) Sarglagons dwell in Hell's myriad waterways, lakes, and oceans. They serve as guardians of the Academy of Lies—the repository of secrets in Stygia, the fifth layer of Hell. Sarglagons breathe water and air with equal ease, and can move through water, land, and even air with uncanny swiftness. Few fiends travel the waterways of the multiverse, but where a river crosses the planes, odds are sarglagons have traveled it to further their infernal machinations. The only body of water they avoid is the River Styx, as the fiends have yet to develop any defense against that waterway's memory-sapping qualities. Mortal spellcasters sometimes bind sarglagons as guardians of precious secrets or treasures, particularly in aquatic areas. Most strangely, sarglagons sometimes act as unnerving caretakers to mortals who have no idea what they did to earn their unwanted protectors' attention. The constant uninvited vigilance of these devils is often disturbing and stifling to their wards. Recall Knowledge - Fiend (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Sarglagon Source Monster Core pg. 89 Perception +18; greater darkvision, see the unseen Languages Diabolic, Empyrean; telepathy 100 feet Skills Arcana +14, Athletics +18, Deception +15, Diplomacy +15, Intimidation +17, Stealth +15 Str +6 Dex +3 Con +4 Int +2 Wis +4 Cha +3 --- AC 27 Fort +18 Ref +13 Will +16 +1 status to all saves vs. magic HP 120 Immunities fire Resistances physical 5 (except silver), poison 10 Weaknesses holy 5 Heavy Aura (aura, divine, incapacitation) 10 feet. A creature that enters the heavy aura must attempt a DC 23 Will save. It is then temporarily immune for 10 minutes. Success The creature is unaffected. Failure The creature is encumbered while it remains in the area. If the creature is already encumbered, it is immobilized while it remains within the aura. Critical Failure As failure, but the effect persists for 3 rounds after leaving the aura. Stygian Guardian Reaction Trigger A creature or object within the sarglagon's reach is targeted by an attack; Effect The sarglagon interposes themself, giving the creature or object standard cover against the attack (+2 circumstance bonus to AC), or greater cover (+4 circumstance bonus to AC) if the sarglagon was already granting it lesser cover. --- Speed 25 feet, fly 25 feet, swim 30 feet Melee Single Action fangs +20 (Magical, Unholy), Damage 2d12+9 piercing Melee Single Action tentacle arm +20 (Agile, Magical, Unholy), Damage 2d8+9 bludgeoning plus sarglagon venom Divine Innate Spells DC 23, attack +18 - 4th Translocate (at will), Hydraulic Torrent, Unfettered Movement - 5th Control Water, Translocate - Constant (2nd) See the Unseen Rituals DC 23 - 1st Diabolic Pact Drown Two Actions (Divine, Incapacitation, Water) The sarglagon conjures murky water to fill the lungs of a creature within 30 feet of it that can't breathe water. The target must attempt a DC 26 Fortitude save. Critical Success The target is unaffected. Success The target coughs up water and is sickened 1. Failure The target is holding its breath. The only action it can take is to attempt a Fortitude save against Drown to expel the water, which is a single action. Critical Failure The target falls unconscious and begins suffocating. If the target succeeds at its Fortitude save while suffocating, it coughs up the water and can breathe again. Sarglagon Venom (Poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and clumsy 1 (1 round); Stage 2 3d6 poison damage and clumsy 2 (1 round) ","skill_mod":{"diplomacy":15,"deception":15,"stealth":15,"arcana":14,"athletics":18,"intimidation":17},"image":["/Images/Monsters/Sarglagon.webp"],"primary_source":"Monster Core","spell":["Control Water","Translocate","Hydraulic Torrent","Unfettered Movement","See the Unseen"],"ac":27,"level":8,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" greater darkvision , see the unseen","resistance":{"bludgeoning":5,"poison":10,"piercing":5,"slashing":5,"physical":5},"intelligence":2,"reflex_save":13,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":18,"size":["Large"],"name":"Sarglagon","pfs":"Standard","rarity":"common","strike_damage_average":[18,22],"attack_bonus":[20,20],"constitution":4,"immunity":["fire"],"creature_family":"Devil","spell_attack_bonus":[18],"will_save":16,"speed":{"fly":25,"max":30,"land":25,"swim":30},"wisdom":4,"weakness":{"holy":5},"creature_ability":["Heavy Aura","Stygian Guardian","Drown","Sarglagon Venom"],"skill":["Arcana","Athletics","Deception","Diplomacy","Intimidation","Stealth"],"legacy_id":["creature-607"],"tradition":["Divine"],"summary":"Sarglagons dwell in Hell's myriad waterways, lakes, and oceans. They serve as guardians of the Academy of Lies—the repository of secrets in Stygia, …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2908","dexterity":3,"category":"creature","slug":"creature-2908"},{"primary_source_category":"Rulebooks","strength":3,"hp":150,"language":["Aklo","Chthonian","Common","Diabolic","Draconic","Empyrean","Sakvroth","<%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":21,"stealth":"18","trait":["Devil","Fiend","Unholy","Medium"],"id":"creature-2909","text":" Phistophilus (Contract Devil) Contract devils are clerks, scribes, and bureaucrats of Hell rarely found outside the infernal courts, and then almost always to pursue potential contracts, tempting mortals to sell their souls in exchange for achieving their worldly desires. If a target is desirable enough, a phistophilus can offer contracts for prices seemingly lesser than their soul all at once, though in this case, the devil carefully manipulates the price to drive the signatory toward the forces of Hell anyway. Contract devils are tall creatures with skin tones that range from bronze to crimson and large curving horns extending from their bodies, over which they often drape favored or important contracts. Recall Knowledge - Fiend (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Phistophilus Source Monster Core pg. 90 Perception +21; greater darkvision Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Sakvroth; telepathy 100 feet, truespeech Skills Arcana +19, Deception +23, Diplomacy +21, Intimidation +21, Legal Lore +25, Religion +19, Society +19, Stealth +18, Athletics +19 Str +3 Dex +4 Con +4 Int +7 Wis +5 Cha +5 --- AC 30 Fort +18 Ref +18 Will +23 +1 status to all saves vs. magic HP 150 Immunities fire, ward contract Resistances physical 10 (except silver), poison 10 Weaknesses holy 10 Ward Contract A signed contract carried by a living contract devil (including draped over their horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make them destroy, nullify, or alter a contract. --- Speed 25 feet Melee Single Action binding contract +23 (Agile, Disarm, Magical, reach 10 feet, Trip, Unholy), Damage 3d6+11 slashing plus Grab and infernal wound Melee Single Action horn +21 (Magical), Damage 3d10+11 piercing plus infernal wound Divine Innate Spells DC 31 - Cantrips (7th) Detect Magic - 3rd Mind Reading (at will) - 4th Peaceful Bubble, Silence, Translocate (at will) - 5th Fireball, Illusory Scene, Lightning Bolt, Locate (at will), Mind Probe, Sending (at will), Translocate - 7th Interplanar Teleport - 10th Scrying (at will; see infernal investment) - Constant (5th) Truespeech Rituals DC 31 - 1st Diabolic Pact Draft Contract Three Actions (Divine, Manipulate) The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish ritual but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell. While the contract is in effect, the victim can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous. Infernal Investment A contract devil can cast a 10th-rank innate scrying spell at will, but only to target a creature with which they have a contract. The target automatically critically fails its save. Infernal Wound (Divine) The wounds from a contract devil's Strikes resist healing. A spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect. Infernal Contracts The diabolic contracts created by contract devils are not the only ways a devil can engage a mortal in a binding agreement, but they are the most convenient. Other devils must perform complex rituals or jump through bureaucratic hoops to organize a contract with a mortal, and in most cases the easiest solution for devils in this situation is to simply enlist the aid of a contract devil ","skill_mod":{"society":19,"diplomacy":21,"deception":23,"stealth":18,"arcana":19,"athletics":19,"intimidation":21,"religion":19},"image":["/Images/Monsters/Phistophilus.webp"],"primary_source":"Monster Core","spell":["Scrying","Fireball","Illusory Scene","Lightning Bolt","Locate","Mind Probe","Sending","Translocate","Peaceful Bubble","Silence","Mind Reading","Detect Magic","Truespeech","Interplanar Teleport"],"ac":30,"level":10,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"physical":10},"intelligence":7,"reflex_save":18,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":18,"size":["Medium"],"name":"Phistophilus","pfs":"Standard","rarity":"common","strike_damage_average":[21,27],"attack_bonus":[21,23],"constitution":4,"immunity":["fire","ward contract"],"creature_family":"Devil","will_save":23,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{"holy":10},"creature_ability":["Ward Contract","Draft Contract","Infernal Investment","Infernal Wound"],"skill":["Arcana","Deception","Diplomacy","Intimidation","Legal Lore","Religion","Society","Stealth","Athletics"],"legacy_id":["creature-112"],"tradition":["Divine"],"summary":"Contract devils are clerks, scribes, and bureaucrats of Hell rarely found outside the infernal courts, and then almost always to pursue potential …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=2909","dexterity":4,"category":"creature","slug":"creature-2909"},{"primary_source_category":"Rulebooks","strength":4,"hp":240,"language":["Common","Diabolic","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":8,"perception":28,"stealth":"28","trait":["Devil","Fiend","Unholy","Medium"],"id":"creature-2910","text":" Gylou (Handmaiden Devil) Though gylous are deeply entrenched in the expansive and complex machinations of Hell, they are highly skilled agents capable of nuanced diplomacy, masterful deception, physical finesse, and nearly any other tasks they set their minds to. This versatility has led to gylous becoming widespread throughout all layers of Hell, enabling them to filter key information to their masters regarding other devils' plots and schemes. Their allegiance is no secret, but their skills are so great that powerful devils employ one or more gylous regardless. While most gylous have a feminine form (combined with their role, this is the source of their common moniker of “handmaiden”), some have other gender presentations, and nearly all gylous take on carefully cultivated illusions to best suit the roles they fill. More often than not, gylous arise when lesser devils who have demonstrated exceptional utility and invaluable skills are uplifted into a new form, though on rare occasions they are shaped from the souls of evil mortals who showed unparalleled savvy within bureaucratic enterprises. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Gylou Source Monster Core pg. 91 Perception +28; greater darkvision, truesight Languages Common, Diabolic, Draconic, Empyrean; telepathy 100 feet Skills Acrobatics +28, Athletics +28, Arcana +25, Deception +30, Diplomacy +28, Religion +26, Stealth +28 Str +4 Dex +8 Con +4 Int +5 Wis +6 Cha +8 --- AC 36 Fort +22 Ref +25 Will +28 +1 status to all saves vs. magic HP 240 Immunities fire Resistances physical 10 (except silver), poison 10 Weaknesses holy 10 Reflexive Grab Reaction Trigger A creature leaves a square within the gylou's reach using a move action or attempts a melee Strike against the gylou; Effect The gylou lashes out with a tentacle, attempting to Grapple the triggering creature. If the triggering Strike was with a melee weapon, the attacking creature can Release the weapon to cause the gylou to automatically fail the Athletics check. --- Speed 35 feet, climb 35 feet Melee Single Action tentacle +30 (Finesse, Magical, reach 10 feet, Unholy), Damage 3d12+12 bludgeoning plus Grab Melee Single Action claw +30 (Agile, Finesse, Magical, Unholy), Damage 3d8+12 slashing Rituals DC 36 - 1st Diabolic Pact Divine Innate Spells DC 36, attack +28 - 4th Charm (×3), Translocate (at will), Enthrall (at will) - 5th Illusory Object (at will), Slither, Translocate - 7th Dispel Magic, Dominate - Constant (7th) Truesight Change Shape Single Action (Concentrate, Divine, Polymorph) The gylou adopts the appearance of any Small or Medium humanoid. This doesn't change their Speed or the attack and damage modifiers of their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). Encage in Tentacles Single Action (Attack) Requirements The gylou has a Medium or smaller creature grabbed or restrained; Effect The gylou transfers the grabbed creature into their lower body's net of encaging tentacles, freeing their limbs and tentacles to make Strikes. This has the same effects as Swallow Whole (Medium, 2d12+12 bludgeoning, Rupture 30; page 360), except the encaged creature is not at risk of suffocation, and the gylou can bring the encaged creature with them when they cast translocate . A gylou can have only one creature encaged at a time. Indispensable Savvy Reaction Frequency once per day; Trigger The gylou attempts a skill check but hasn't rolled yet; Effect The gylou demonstrates a preternatural ability for the task at hand. They use their Deception modifier for the triggering check and for all skill checks using the same skill thereafter until the next time the gylou uses this ability or until 24 hours have passed, whichever happens first. ","skill_mod":{"diplomacy":28,"deception":30,"stealth":28,"arcana":25,"athletics":28,"acrobatics":28,"religion":26},"image":["/Images/Monsters/Gylou.webp"],"primary_source":"Monster Core","spell":["Dispel Magic","Dominate","Illusory Object","Slither","Translocate","Charm","Enthrall","Truesight"],"ac":36,"level":14,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" greater darkvision , truesight ","resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"physical":10},"intelligence":5,"reflex_save":25,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":22,"size":["Medium"],"name":"Gylou","pfs":"Standard","rarity":"common","strike_damage_average":[25,31],"attack_bonus":[30,30],"constitution":4,"immunity":["fire"],"creature_family":"Devil","spell_attack_bonus":[28],"will_save":28,"speed":{"climb":35,"max":35,"land":35},"wisdom":6,"weakness":{"holy":10},"creature_ability":["Reflexive Grab","Change Shape","Encage in Tentacles","Indispensable Savvy"],"skill":["Acrobatics","Athletics","Arcana","Deception","Diplomacy","Religion","Stealth"],"legacy_id":["creature-610"],"tradition":["Divine"],"summary":"Though gylous are deeply entrenched in the expansive and complex machinations of Hell , they are highly skilled agents capable of nuanced diplomacy, …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2910","dexterity":8,"category":"creature","slug":"creature-2910"},{"legacy_name":["Pit Fiend"],"primary_source_category":"Rulebooks","strength":9,"hp":335,"language":["Common","Diabolic","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":8,"perception":37,"stealth":"34","trait":["Devil","Fiend","Unholy","Large"],"id":"creature-2911","text":" Nessari (Tyrant Devil) When an army of devils invades to bathe a region in bloodshed and hellfire, it is likely that one of the nessaris masterminded the incursion. Cunning, powerful, and ruthless, nessaris often serve the archdevils directly. They rule infernal duchies, subjugate mortal worlds, and usurp infernal rivals using unparalleled despotism and calculated ferocity. To realize their tyrannical machinations, nessaris claim mortal souls that they corrupt into ort servants, which can then be shaped and transformed through infernal manipulation into the terrifying devils that form Hell's formidable legions. They often select the most wicked and vicious orts for their armies, drawing upon these lesser devils' depravity during powerful magical ceremonies to create hideous and terrifying abominations that can cow and eviscerate the nessari's enemies. Each nessari is crafted deep within the nightmarish bowels of Nessus, the ninth layer of Hell, to serve the whims of archdevils and infernal dukes. Those nessaris that don't leave Nessus to command infernal legions in the upper layers of Hell often form the courts of Hell's elite, gathering cronies and sects that shape Hell's political landscape through subterfuge and manipulation. But many nessaris see themselves as living embodiments of hellfire, the all-encompassing wrath of Hell, and thus prefer to dwell in realms consumed by fire. In Avernus, Dis, Malebolge, Nessus, and Phlegethon, nessaris build vast citadels of brimstone wreathed in flame to lord over. Rather than being above the constant power struggles of the diabolic ranks, nessaris are in the thick of it. Even apocalyptic schemes to conquer or despoil mortal worlds usually begin from a desire to claw a single rank up the immortal hierarchy of Hell. For this reason, the best, yet also most dangerous, ally against a nessari is the nessari next to them. Nessaris tower over other devils, standing at least 16 feet tall, weighing over 1,000 pounds, and brandishing wingspans in excess of 20 feet. Infernal Dukes Elite members of Hell's political infrastructure and leadership hierarchy, the dukes of Hell are chosen from among the most tyrannical, oppressive, and conniving devils. While not all infernal dukes are nessaris, a nessari's natural disposition toward conquest and oppression often makes them an ideal candidate for this position. To create an infernal duke, adjust the nessari to be between 21st and 25th level. Because of their physical prowess, manipulative nature, and powerful spellcasting abilities, infernal dukes make excellent villains for long-running campaigns. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Nessari Source Monster Core pg. 92 Perception +37; greater darkvision, truesight Languages Common, Diabolic, Draconic, Empyrean; telepathy 100 feet Skills Acrobatics +34, Arcana +32, Athletics +33, Deception +39, Diplomacy +34, Intimidation +39, Religion +37, Society +36, Stealth +34 Str +9 Dex +8 Con +9 Int +8 Wis +9 Cha +8 Shape Devils (divine, downtime) The nessari reshapes a large number of orts within a 600-foot emanation into more powerful devils to swell Hell's legions. The nessari must have available the number of orts listed on the table in the sidebar below. The nessari can shape 100 orts per day, to a maximum of 1,100 orts in 11 days. Devils created in this way are in thrall to the nessari and follow their orders, with the exception of created nessaris or other devils of similar power, which are always independent. As a result, few nessaris choose to create peers. At the end of the Shape Devils activity, the nessari attempts an incredibly hard Religion check of the desired devil's level, with results as follows. Critical Success The nessari shapes two devils from the massed orts instead of one. Success The nessari shapes a devil of the desired type and level. Failure The devil shaped from the orts is 2 levels lower than the intended devil. Critical Failure The nessari fails to shape any devils and draws the ire of an archdevil for their waste of resources. --- AC 46 Fort +37 Ref +32 Will +35 +1 status to all saves vs. magic HP 335 , regeneration 30 (deactivated by holy) Immunities fire Resistances physical 15 (except silver), poison 15 Weaknesses holy 15 Commander's Aura (aura, divine) 100 feet. Commanded or allied unholy creatures in the aura of lower level than the nessari gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks. Frightful Presence (aura, divine, emotion, fear, mental) 20 feet, DC 42 Reactive Strike Reaction The nessari can make a Reactive Strike when a creature within reach uses a concentrate action, in addition to the usual trigger. The devil can disrupt triggering concentrate actions, and they disrupt actions on any hit, not only a critical hit. --- Speed 35 feet, fly 50 feet Melee Single Action jaws +40 (Magical, Poison, reach 10 feet, Unholy), Damage 4d10+17 piercing plus nessari venom Melee Single Action claw +38 (Agile, Magical, reach 10 feet, Unholy), Damage 4d6+17 slashing Melee Single Action tail +36 (Magical, reach 10 feet, Unholy), Damage 4d10+17 bludgeoning plus Improved Grab Melee Single Action wing +36 (Magical, reach 15 feet, Unholy), Damage 4d6+17 slashing Divine Innate Spells DC 42 - 4th Translocate (at will) - 5th Translocate - 8th Dispel Magic (at will), Divine Decree (at will), Fireball (at will), Scrying, Wall of Fire (at will) - 9th Seize Soul (at will) - 10th Falling Stars, Manifestation - Constant (8th) Truesight Rituals DC 42 - 1st Diabolic Pact Constrict Single Action (Unholy) 2d10+17 bludgeoning, DC 43 Fast Swoop Single Action The nessari Flies and makes a wing Strike at any point during its movement. Masterful Quickened Casting Free Action (Concentrate) Frequency once per round; Effect If the nessari's next action is to cast an 8th-rank or lower innate spell, reduce the number of actions to cast it by 1 (minimum 1 action). Nessari Venom (Poison) Saving Throw DC 43 Fortitude; Maximum Duration 10 rounds; Stage 1 6d6 poison damage and drained 1 (1 round); Stage 2 7d6 poison damage and drained 2 (1 round); Stage 3 8d6 poison damage and drained 3 (1 round) Shape Devils A nessari needs a minimum number of orts in order to shape the roiling mass into a devil of a particular level, as summarized below. Devil Level Number of Orts 4 or below 4 5–6 8 7–8 16 9–10 32 11–12 64 13–14 128 15–16 256 17–18 512 19–20 1,024 ","skill_mod":{"society":36,"diplomacy":34,"deception":39,"stealth":34,"arcana":32,"athletics":33,"intimidation":39,"acrobatics":34,"religion":37},"image":["/Images/Monsters/Nessari.webp"],"primary_source":"Monster Core","spell":["Falling Stars","Manifestation","Seize Soul","Dispel Magic","Divine Decree","Fireball","Scrying","Wall of Fire","Translocate","Truesight"],"ac":46,"level":20,"spell_dc":[42],"source_category":["Rulebooks"],"sense":" greater darkvision , truesight ","resistance":{"bludgeoning":15,"poison":15,"piercing":15,"slashing":15,"physical":15},"intelligence":8,"reflex_save":32,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":37,"size":["Large"],"name":"Nessari","pfs":"Standard","rarity":"common","strike_damage_average":[31,31,39,39],"attack_bonus":[36,36,38,40],"constitution":9,"immunity":["fire"],"creature_family":"Devil","will_save":35,"speed":{"fly":50,"max":50,"land":35},"wisdom":9,"weakness":{"holy":15},"creature_ability":["Shape Devils","Commander's Aura","Frightful Presence","Reactive Strike","Constrict","Fast Swoop","Masterful Quickened Casting","Nessari Venom"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"legacy_id":["creature-114"],"tradition":["Divine"],"summary":"When an army of devils invades to bathe a region in bloodshed and hellfire, it is likely that one of the nessaris masterminded the incursion. …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2911","dexterity":8,"category":"creature","slug":"creature-2911"},{"attack_bonus":[21,23],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":130,"source":["Monster Core"],"type":"Creature","will_save":16,"charisma":-1,"speed":{"climb":30,"max":30,"land":25},"perception":18,"wisdom":2,"weakness":{},"creature_ability":["Stench","Amnesia Venom","Constrict","Root"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"21","legacy_id":["creature-115"],"trait":["Plant","Medium"],"id":"creature-2912","text":" Dezullon Dezullons are dangerous, carnivorous pitcher plants that dwell in forested regions with thick canopies or deep in marshes where few other plants can grow. They hunt for meat along the forest's understory when not sunning themselves in the boughs above. Dezullons are smart enough to notice that some creatures are attracted by shiny things, and sometimes use such objects to set up ambushes. To assume that the dezullon's ambulations are slow simply because the creature has a root structure is a foolish mistake; many an adventurer has been crushed to death by this surprisingly agile plant. In addition, dezullons are expert climbers, which makes escaping them in a forest even more difficult. A hungry dezullon keeps prey off-balance by spilling its putrid, psychoactive digestive juices from its central pitcher. In addition to being highly acidic, the enzymes in a dezullon's digestive tract, once expelled, inflicts powerful hallucinations and amnesia. This secondary effect makes dezullons highly sought after in some circles, including avid drug users, experimental doctors, and criminals who deal in poisons. Attempts to cultivate dezullons typically end in disaster, although druids and fey who can communicate with plants have found measured success. Meanwhile, horned dragons looking for breakthroughs in their research or groups of marsh giants seeking visions from their esoteric gods trust their power to hunt and overwhelm the plants. Many varieties of dezullon exist, including lumbering giants of incredible size, dezullons with tiny, cup-shaped pitchers that proliferate along lengths of creeping ivy like suckers on a squid's tentacles, and a variant with hundreds of blood-red, razor-sharp leaves that protrude from the inside of their pitchers like a leech's teeth. This latter variety is especially dangerous, since the leaves can all but eviscerate creatures that become trapped inside their pitchers. Recall Knowledge - Plant (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Dezullon Source Monster Core pg. 94 Perception +18; low-light vision Languages Skills Acrobatics +21, Athletics +19, Stealth +21 Str +5 Dex +7 Con +3 Int -4 Wis +2 Cha -1 --- AC 30 Fort +17 Ref +21 Will +16 HP 130 , regeneration 15 (deactivated by fire) Resistances acid 20 Stench (aura, olfactory) 30 feet, DC 27 --- Speed 25 feet; climb 30 feet Melee Single Action vine +21 (Acid, Agile), Damage 3d6+8 bludgeoning plus 3d6 acid and Grab Ranged Single Action acid glob +23 (Acid, range 30 feet), Damage 4d8 acid plus amnesia venom Amnesia Venom (Mental, Poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 off-guard (1 round); Stage 2 off-guard and clumsy 1 (1 round); Stage 3 confused, off-guard, and clumsy 2 (1 round); Stage 4 as Stage 3 and permanently forget the last hour (1 round) Constrict Single Action 2d6+2 bludgeoning, DC 29 Root Single Action (Concentrate) Until the next time it acts, the dezullon appears to be a normal pitcher plant. It has an automatic result of 41 (44 in forests or swamps) on Deception checks and DCs to pass as a non-creature plant. Dezullon Venom The dezullon is most well known for the psychoactive effects of its secretions. Affected creatures suffer amnesia, briefly forgetting where they are and why they are in pain. Some creatures, desperate to escape the past, willingly expose themselves to a dezullon's amnesia venom in an effort to make their painful memories fade. ","skill_mod":{"stealth":21,"athletics":19,"acrobatics":21},"summary":"Dezullons are dangerous, carnivorous pitcher plants that dwell in forested regions with thick canopies or deep in marshes where few other plants can …","image":["/Images/Monsters/Dezullon.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":30,"level":10,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"acid":20},"url":"/Monsters.aspx?ID=2912","intelligence":-4,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Low-light vision","fortitude_save":17,"size":["Medium"],"name":"Dezullon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,29],"slug":"creature-2912"},{"primary_source_category":"Rulebooks","strength":2,"hp":22,"language":["Common","Necril"],"source":["Monster Core"],"type":"Creature","charisma":1,"perception":4,"stealth":"7","trait":["Dhampir","Human","Humanoid","Medium"],"id":"creature-2913","text":" Dhampir Wizard This dhampir is a svetocher, the child of a moroi vampire. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Dhampir Wizard Source Monster Core pg. 95 Perception +4; darkvision Languages Common, Necril Skills Acrobatics +7, Arcana +8, Deception +5, Intimidation +5, Society +8, Stealth +7, Vampire Lore +8 Str +2 Dex +3 Con +0 Int +4 Wis +0 Cha +1 Items Dagger, spellbook containing their prepared spells, Staff --- AC 17 Fort +4 Ref +7 Will +6 +2 circumstance to all saves vs. disease HP 22 (void healing) Blood of the Night The dhampir's penalty and Hit Point reduction from the drained condition are reduced as though the condition value were 1 lower. --- Speed 25 feet Melee Single Action dagger +7 (Agile, Finesse, versatile S), Damage 1d4+2 piercing Melee Single Action staff +6 (two-handed d8), Damage 1d6+2 bludgeoning Melee Single Action fist +7 (Agile, Finesse, Nonlethal), Damage 1d4+2 bludgeoning Ranged Single Action dagger +7 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Arcane Prepared Spells DC 18, attack +8 - Cantrips (1st) Detect Magic, Frostbite, Prestidigitation, Shield, Void Warp - 1st Command, Force Barrage, Grim Tendrils (×2) Dhampir Dwellings Most dhampirs make their homes in urban areas, though some more reclusive individuals claim ruins or dungeons as their domains. Those few who maintain a connection with a vampire parent may be found living under that parent's roof and even inheriting an estate after the vampire meets an untimely end. ","skill_mod":{"society":8,"deception":5,"stealth":7,"arcana":8,"intimidation":5,"acrobatics":7},"image":["/Images/Monsters/Dhampir_Wizard.webp"],"primary_source":"Monster Core","spell":["Command","Force Barrage","Grim Tendrils","Detect Magic","Frostbite","Prestidigitation","Shield","Void Warp"],"ac":17,"item":["Dagger","spellbook containing their prepared spells","Staff"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":4,"size":["Medium"],"name":"Dhampir Wizard","pfs":"Standard","rarity":"common","strike_damage_average":[4,4,4,5],"attack_bonus":[6,7,7,7],"constitution":0,"creature_family":"Dhampir","spell_attack_bonus":[8],"will_save":6,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Blood of the Night"],"skill":["Acrobatics","Arcana","Deception","Intimidation","Society","Stealth","Vampire Lore"],"legacy_id":["creature-116"],"tradition":["Arcane"],"summary":"This dhampir is a svetocher, the child of a moroi vampire .","trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2913","dexterity":3,"category":"creature","slug":"creature-2913"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":8,"source":["Monster Core"],"type":"Creature","creature_family":"Dinosaur","will_save":4,"charisma":-2,"speed":{"max":30,"land":30,"swim":15},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Compsognathus Venom"],"skill":["Acrobatics","Stealth"],"stealth":"6","legacy_id":["creature-613"],"trait":["Animal","Dinosaur","Tiny"],"id":"creature-2914","text":" Compsognathus The compsognathus is a small bipedal dinosaur that moves in swift, darting motions. Its bite injects a venom that causes numbness and weakness, a trait the animal uses to bring down larger prey, although it prefers to scavenge or snatch insects and other smaller creatures for its meals. The compsognathus is curious to a fault, often getting itself into trouble. It measures 3 feet long from head to tail and weighs 15 pounds—small enough to serve as a house pet or familiar for a spellcaster. In cases where magical links aren't involved, however, those keeping the creature would be well-advised to treat it with the same caution one might extend to a pet viper or other poisonous reptile, as they're partly tame at best. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Compsognathus Source Monster Core pg. 96 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Stealth +6 Str +0 Dex +3 Con +2 Int -4 Wis +2 Cha -2 --- AC 15 Fort +4 Ref +7 Will +4 HP 8 --- Speed 30 feet, swim 15 feet Melee Single Action jaws +7 (Agile, Finesse, reach 0 feet), Damage 1d6 piercing plus compsognathus venom Compsognathus Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 1d8 poison damage and enfeebled 1 (1 round) ","skill_mod":{"stealth":6,"acrobatics":6},"summary":"The compsognathus is a small bipedal dinosaur that moves in swift, darting motions. Its bite injects a venom that causes numbness and weakness, a …","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=2914","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":4,"size":["Tiny"],"name":"Compsognathus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-2914"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":20,"source":["Monster Core"],"type":"Creature","creature_family":"Dinosaur","will_save":4,"charisma":1,"speed":{"max":40,"land":40},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Leaping Charge","Pack Attack"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","legacy_id":["creature-117"],"trait":["Animal","Dinosaur","Small"],"id":"creature-2915","text":" Velociraptor A smaller cousin of the deinonychus, the velociraptor is a swift, cunning pack hunter. It has no fear of larger creatures, and a group of these dinosaurs won't hesitate to attack prey the size of a horse. They have manes of feathery plumage that extend down their backs and along the sides of their arms, legs, and tail, while their underbellies and flanks are scaly. These feathers allow them to blend into their natural terrain with ease, but when startled, a velociraptor can puff and frill this plumage to expose brighter colors normally covered by the longer feathers. A typical velociraptor is 1-1/2 feet tall, 7 feet long, and weighs 35 pounds. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Velociraptor Source Monster Core pg. 96 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +5, Stealth +6 Str +0 Dex +3 Con +2 Int -4 Wis +1 Cha +1 --- AC 16 Fort +5 Ref +7 Will +4 HP 20 --- Speed 40 feet Melee Single Action jaws +8 (Finesse), Damage 1d6+3 piercing Melee Single Action talon +8 (Agile, Finesse), Damage 1d4+3 slashing Leaping Charge Single Action The velociraptor Strides up to 10 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike with its talons, gaining a +1 circumstance bonus to its attack roll. Pack Attack The velociraptor deals 1d4 extra damage to any creature that's within reach of at least two of the velociraptor's allies. ","skill_mod":{"stealth":6,"athletics":5,"acrobatics":8},"summary":"A smaller cousin of the deinonychus, the velociraptor is a swift, cunning pack hunter. It has no fear of larger creatures, and a group of these …","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2915","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Velociraptor","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,6],"slug":"creature-2915"},{"attack_bonus":[9,9],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":30,"source":["Monster Core"],"type":"Creature","creature_family":"Dinosaur","will_save":5,"charisma":2,"speed":{"max":30,"land":30},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Darting Attack","Predator's Advantage"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","legacy_id":["creature-118"],"trait":["Animal","Dinosaur","Medium"],"id":"creature-2916","text":" Deinonychus Deinonychuses are wily hunters that attack in groups of up to a dozen individuals, ripping apart prey with sharp talons and powerful jaws. They are lean, muscular, and have two powerful legs and a long tail that helps them maintain balance. Although deinonychuses don't use their dexterous clawed forelimbs to attack, the dinosaurs can use them to pull aside small barriers. Although some of these dinosaurs have scaly skin, most have thatches of vibrantly colored feathers as well. A deinonychus is about 6 feet tall and weighs about 150 pounds. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Deinonychus Source Monster Core pg. 97 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +9, Stealth +7 Str +3 Dex +3 Con +4 Int -4 Wis +1 Cha +2 --- AC 17 Fort +10 Ref +9 Will +5 HP 30 --- Speed 30 feet Melee Single Action jaws +9, Damage 2d6+3 piercing Melee Single Action talon +9 (Agile), Damage 1d6+3 slashing plus 1d4 persistent bleed Darting Attack Single Action The deinonychus Strides up to 10 feet and then makes a Strike, or makes a Strike and then Strides up to 10 feet. Predator's Advantage Bleeding creatures are off-guard to the deinonychus ","skill_mod":{"stealth":7,"athletics":9,"acrobatics":7},"summary":"Deinonychuses are wily hunters that attack in groups of up to a dozen individuals, ripping apart prey with sharp talons and powerful jaws. They are …","image":["/Images/Monsters/Deinoychus.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2916","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":10,"size":["Medium"],"name":"Deinonychus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,10],"slug":"creature-2916"},{"attack_bonus":[11],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":65,"source":["Monster Core"],"type":"Creature","creature_family":"Dinosaur","will_save":7,"charisma":0,"speed":{"max":35,"land":35},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Clobbering Charge","Sudden Shove"],"skill":["Athletics","Intimidation"],"legacy_id":["creature-614"],"trait":["Animal","Dinosaur","Large"],"id":"creature-2917","text":" Pachycephalosaurus Pachycephalosauruses are normally peaceful, herbivorous dinosaurs, but they grow much more violent during mating season, when they fight one another to win over mates and warn away interlopers. They also defend themselves vehemently if potential predators stray too close to their herd. The pachycephalosaurus's skull has a distinctive dome-shaped crown surrounded by numerous blunt, bony horns. This feature, combined with the dinosaur's powerful, compact neck, allows it to make battering-ramlike charges capable of inflicting great damage. Some humanoid groups have successfully trained pachycephalosauruses as mounts, but the creatures aren't particularly well suited to the task. Pachycephalosauruses grow to a length of 15 feet and weigh 1,400 pounds. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Pachycephalosaurus Source Monster Core pg. 97 Perception +10; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +11, Intimidation +7 Str +4 Dex +3 Con +4 Int -4 Wis +3 Cha +0 --- AC 17 Fort +12 Ref +11 Will +7 HP 65 --- Speed 35 feet Melee Single Action skull +11 (Forceful, reach 10 feet), Damage 1d10+6 bludgeoning Clobbering Charge Two Actions The pachycephalosaurus Strides up to its Speed. If it ends its movement within melee reach of a target, it can make a skull Strike against that target. If the pachycephalosaurus critically hits with this Strike, the creature hit is stunned 1. Sudden Shove Reaction (Attack) Trigger The pachycephalosaurus damages a Medium or smaller foe with its skull Strike; Effect The pachycephalosaurus digs in and flings its head up, shoving its foe away. It attempts an Athletics check against the target's Fortitude DC. Critical Success The pachycephalosaurus pushes the opponent up to 10 feet away from itself and knocks the target prone. Success The pachycephalosaurus pushes the opponent back 5 feet. Failure The pachycephalosaurus fails to push the opponent. Critical Failure As failure, but the failed attempt leaves the pachycephalosaurus off-guard for 1 round. ","skill_mod":{"athletics":11,"intimidation":7},"summary":"Pachycephalosauruses are normally peaceful, herbivorous dinosaurs, but they grow much more violent during mating season, when they fight one another …","image":["/Images/Monsters/Pachycephalosaurus.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":17,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2917","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":12,"size":["Large"],"name":"Pachycephalosaurus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-2917"},{"attack_bonus":[12,14],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":60,"source":["Monster Core"],"type":"Creature","creature_family":"Dinosaur","will_save":11,"charisma":0,"speed":{"max":30,"land":30},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Sprint","Trample"],"skill":["Athletics","Stealth"],"stealth":"10","legacy_id":["creature-615"],"trait":["Animal","Dinosaur","Huge"],"id":"creature-2918","text":" Hadrosaurid Hadrosaurids are a broad grouping of herbivorous dinosaurs that share characteristic flat snouts filled with rows of grinding teeth well suited for feeding on vegetation. Also known as “duck-billed dinosaurs” due to the unusual shape of their jaws, hadrosaurids are lumbering creatures that can rival an elephant in size, although they tend to be much less aggressive and are prone to flight when confronted with danger. Many species of hadrosaurids have uniquely shaped crests on their heads, making them easily recognizable even to amateur dinosaur watchers. Giants and other oversized creatures have been known to domesticate hadrosaurids to serve as livestock. Despite their ability to sprint quickly, they don't make particularly viable mounts due to their timid natures, but a panicked herd of hadrosaurids can wreak great damage. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Hadrosaurid Source Monster Core pg. 98 Perception +13; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +12, Stealth +10 Str +6 Dex +2 Con +3 Int -4 Wis +1 Cha +0 --- AC 21 Fort +12 Ref +10 Will +11 HP 60 --- Speed 30 feet Melee Single Action tail +14 (reach 15 feet), Damage 2d6+8 bludgeoning Melee Single Action foot +12 (reach 15 feet), Damage 2d4+8 bludgeoning Sprint Two Actions Frequency once per minute; Effect The hadrosaurid Strides twice. It has a +20-foot circumstance bonus to its Speed during these Strides. Trample Three Actions Large or smaller, foot, DC 21 ","skill_mod":{"stealth":10,"athletics":12},"summary":"Hadrosaurids are a broad grouping of herbivorous dinosaurs that share characteristic flat snouts filled with rows of grinding teeth well suited for …","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2918","intelligence":-4,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":12,"size":["Huge"],"name":"Hadrosaurid","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-2918"},{"attack_bonus":[17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":90,"source":["Monster Core"],"type":"Creature","creature_family":"Dinosaur","will_save":12,"charisma":-1,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Punishing Tail","Trample"],"skill":["Athletics"],"legacy_id":["creature-119"],"trait":["Animal","Dinosaur","Huge"],"id":"creature-2919","text":" Ankylosaurus Squat, heavily armored quadrupeds, ankylosauruses are stubborn and irascible. Although they're herbivores, ankylosauruses have been known to attack trespassers simply out of ill temper. Ankylosauruses have few natural predators, as their bony hides are covered in spiked nubs that jut in many different directions to discourage larger creatures from biting them. An ankylosaurus is about 30 feet long, 10 feet tall at the shoulder, and weighs over 3 tons. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Ankylosaurus Source Monster Core pg. 98 Perception +12; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +17 Str +7 Dex +0 Con +4 Int -4 Wis +2 Cha -1 --- AC 26 Fort +16 Ref +10 Will +12 HP 90 --- Speed 25 feet Melee Single Action tail +17 (Backswing, reach 15 feet), Damage 2d8+7 bludgeoning plus punishing tail Melee Single Action foot +17 (reach 10 feet), Damage 2d6+7 bludgeoning Punishing Tail A creature struck by the ankylosaurus's tail must attempt a DC 24 Fortitude save. On a failure, it's stunned 1; on a critical failure, it's stunned 3. Trample Three Actions Medium or smaller, foot, DC 24 ","skill_mod":{"athletics":17},"summary":"Squat, heavily armored quadrupeds, ankylosauruses are stubborn and irascible. Although they're herbivores, ankylosauruses have been known to attack …","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":26,"level":6,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2919","intelligence":-4,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":16,"size":["Huge"],"name":"Ankylosaurus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,16],"slug":"creature-2919"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":125,"source":["Monster Core"],"type":"Creature","creature_family":"Dinosaur","will_save":13,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Dorsal Deflection","Trample"],"skill":["Athletics"],"legacy_id":["creature-120"],"trait":["Animal","Dinosaur","Huge"],"id":"creature-2920","text":" Stegosaurus The stegosaurus is easily recognized by its twin rows of diamond-shaped dorsal plates that run down its spine and thick tail adorned with four large spikes. This configuration protects the herbivore, the plates deflecting attacks while it gores predators with its tail. The stegosaurus is generally even-tempered and gentle, despite its size. This combination makes it even more popular as a trained pet or guard, but even then one should take care to not annoy the dinosaur—an angry stegosaurus can lash out with little warning. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Stegosaurus Source Monster Core pg. 99 Perception +15; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +20 Str +7 Dex +2 Con +4 Int -4 Wis +2 Cha +0 --- AC 23 Fort +17 Ref +13 Will +13 HP 125 Dorsal Deflection Reaction Trigger The stegosaurus is targeted with a melee attack; Effect The stegosaurus leans its dorsal plates into the attack, gaining a +2 circumstance bonus to its AC against the triggering attack. If the attack misses, the stegosaurus Steps after the attack. --- Speed 25 feet Melee Single Action tail +18 (Sweep, reach 15 feet), Damage 2d8+9 piercing Melee Single Action foot +18 (reach 10 feet), Damage 2d6+9 bludgeoning Trample Three Actions Large or smaller, foot, DC 25 ","skill_mod":{"athletics":20},"summary":"The stegosaurus is easily recognized by its twin rows of diamond-shaped dorsal plates that run down its spine and thick tail adorned with four large …","image":["/Images/Monsters/Stegosaurus.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":23,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2920","intelligence":-4,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":17,"size":["Huge"],"name":"Stegosaurus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,18],"slug":"creature-2920"},{"attack_bonus":[19,19],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":140,"source":["Monster Core"],"type":"Creature","creature_family":"Dinosaur","will_save":14,"charisma":-1,"speed":{"max":30,"land":30},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Frill Defense","Lumbering Charge","Trample","Vicious Gore"],"skill":["Athletics"],"legacy_id":["creature-121"],"trait":["Animal","Dinosaur","Huge"],"id":"creature-2921","text":" Triceratops Triceratopses are muscular quadrupeds with powerful short legs, thick necks, and heads crowned by a wide, bony frill. Though they bear three large horns, they use these bony protrusions only to defend themselves or fight for dominance. Short-tempered and obstinate, triceratopses are unlikely to back down from a fight unless they are hopelessly outmatched, and the creatures are known to fight to the death for no apparent reason beyond stubbornness. Triceratopses often serve as mounts for humanoids, particularly giants, who can comfortably ride behind the dinosaurs' protective bone frills. A triceratops is 30 feet long and weighs as much as 10 tons. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Triceratops Source Monster Core pg. 99 Perception +16; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +21 Str +7 Dex +0 Con +4 Int -4 Wis +2 Cha -1 --- AC 26 Fort +18 Ref +12 Will +14 HP 140 Frill Defense Reaction Trigger The rider is targeted with an attack; Requirements A creature must be mounted on the triceratops; Effect The triceratops intercepts the attack with its bony frill. The rider gains a +2 circumstance bonus to its AC against the triggering attack. --- Speed 30 feet Melee Single Action horns +19 (reach 15 feet), Damage 2d8+9 piercing plus Knockdown Melee Single Action foot +19 (reach 10 feet), Damage 2d6+9 bludgeoning Lumbering Charge Single Action The triceratops Strides up to 10 feet and then makes a Strike. Trample Three Actions Large or smaller, foot, DC 26 Vicious Gore A triceratops deals 2d6 extra persistent bleed damage to prone targets it hits with its horns. ","skill_mod":{"athletics":21},"summary":"Triceratopses are muscular quadrupeds with powerful short legs, thick necks, and heads crowned by a wide, bony frill. Though they bear three large …","image":["/Images/Monsters/Triceratops.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2921","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":18,"size":["Huge"],"name":"Triceratops","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,18],"slug":"creature-2921"},{"attack_bonus":[23,23],"constitution":5,"primary_source_category":"Rulebooks","strength":9,"hp":220,"source":["Monster Core"],"type":"Creature","creature_family":"Dinosaur","will_save":16,"charisma":1,"speed":{"max":35,"land":35},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Tail Sweep","Trample"],"skill":["Athletics"],"legacy_id":["creature-122"],"trait":["Animal","Dinosaur","Gargantuan"],"id":"creature-2922","text":" Brontosaurus Brontosauruses are truly gigantic behemoths, herbivores large enough to be unafraid of all but the most massive predators. Brontosauruses have stout bodies and long, sinuous necks and tails. Although their feet are capable of crushing entire buildings, these herbivores are generally considerate of where they step. Recall Knowledge - Animal (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Brontosaurus Source Monster Core pg. 100 Perception +16; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +23 Str +9 Dex +0 Con +5 Int -4 Wis +2 Cha +1 --- AC 28 Fort +21 Ref +14 Will +16 HP 220 --- Speed 35 feet Melee Single Action tail +23 (Sweep, reach 20 feet), Damage 2d10+13 bludgeoning plus Improved Knockdown Melee Single Action foot +23 (reach 15 feet), Damage 2d8+13 bludgeoning Tail Sweep Two Actions The brontosaurus makes a tail Strike and compares the attack roll to the AC of up to three foes, each of whom must be within its tail's melee reach and adjacent to at least one other target. It rolls damage only once and applies it to each creature hit. A Tail Sweep counts as two attacks for its multiple attack penalty. Trample Three Actions Huge or smaller, foot, DC 29 ","skill_mod":{"athletics":23},"summary":"Brontosauruses are truly gigantic behemoths, herbivores large enough to be unafraid of all but the most massive predators. Brontosauruses have stout …","image":["/Images/Monsters/Brontosaurus.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":28,"level":10,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2922","intelligence":-4,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":21,"size":["Gargantuan"],"name":"Brontosaurus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,24],"slug":"creature-2922"},{"attack_bonus":[22,22],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":180,"source":["Monster Core"],"type":"Creature","creature_family":"Dinosaur","will_save":19,"charisma":0,"speed":{"max":40,"land":40},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Fling","Pin Prey","Swallow Whole","Trample"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-123"],"trait":["Animal","Dinosaur","Gargantuan"],"id":"creature-2923","text":" Tyrannosaurus Widely regarded as the king of the dinosaurs, the tyrannosaurus is a massive predator with a wide mouth filled with viciously sharp teeth. Some tribes of giants have even trained tyrannosauruses as mounts or beasts of war. Recall Knowledge - Animal (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Tyrannosaurus Source Monster Core pg. 101 Perception +19; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +15, Athletics +24 Str +8 Dex +1 Con +5 Int -4 Wis +3 Cha +0 --- AC 29 Fort +21 Ref +15 Will +19 HP 180 --- Speed 40 feet Melee Single Action ; jaws +22 (deadly d12, reach 20 feet), Damage 2d12+12 piercing plus Grab Melee Single Action foot +22 (reach 15 feet), Damage 2d10+12 bludgeoning Fling Single Action Requirements A creature is grabbed in the tyrannosaurus's jaws; Effect The tyrannosaurus flings the creature into the air up to 10 feet up from its mouth and 20 feet away. The creature falls 25 feet (assuming the tyrannosaurus flings it as high as it can) and takes falling damage accordingly. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 23 basic Reflex save. Pin Prey Reaction Trigger The tyrannosaurus critically hits a Large or smaller foe with its foot; Effect The creature struck by the foot is knocked prone and held in place. As long as the tyrannosaurus doesn't move from its position, the pinned creature is grabbed. A tyrannosaurus gains a +2 circumstance bonus to attack a creature it has pinned in this manner but can only Swallow Whole if that creature is grabbed with its jaws. Swallow Whole Single Action (attack) Medium, 3d6+8 bludgeoning, Rupture 26 Trample Three Actions Huge or smaller, foot, DC 29 ","skill_mod":{"athletics":24,"acrobatics":15},"summary":"Widely regarded as the king of the dinosaurs, the tyrannosaurus is a massive predator with a wide mouth filled with viciously sharp teeth. Some …","image":["/Images/Monsters/Tyrannosaurus.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2923","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":21,"size":["Gargantuan"],"name":"Tyrannosaurus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23,25],"slug":"creature-2923"},{"attack_bonus":[6],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":8,"source":["Monster Core"],"type":"Creature","creature_family":"Dog","will_save":4,"charisma":-1,"speed":{"max":30,"land":30},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Pack Attack"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"5","legacy_id":["creature-124"],"trait":["Animal","Small"],"id":"creature-2924","text":" Guard Dog The typical guard dog is loyal and beloved by many communities. Often adored as pets, they excel as protectors and trackers, and can be fearless when defending a beloved master or family member. The statistics presented below work well for numerous breeds of dog ranging from 20 to 50 pounds in weight. Wild dogs can also use these statistics, but their untamed nature makes them far more unpredictable. Feral canines are perhaps even more dangerous, for unlike their wild cousins, feral dogs often lack the instinctual fear of humanity that stops wild creatures from interacting with people. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Guard Dog Source Monster Core pg. 102 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +5, Athletics +4, Stealth +5, Survival +4 Str +1 Dex +2 Con +2 Int -4 Wis +1 Cha -1 --- AC 15 Fort +5 Ref +7 Will +4 HP 8 --- Speed 30 feet Melee Single Action jaws +6, Damage 1d4+1 piercing Pack Attack The dog's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the dog's allies. ","skill_mod":{"survival":4,"stealth":5,"athletics":4,"acrobatics":5},"summary":"The typical guard dog is loyal and beloved by many communities. Often adored as pets, they excel as protectors and trackers, and can be fearless when …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2924","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Guard Dog","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-2924"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":20,"source":["Monster Core"],"type":"Creature","creature_family":"Dog","will_save":5,"charisma":-1,"speed":{"max":35,"land":35},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Buck","Pack Attack"],"skill":["Acrobatics","Athletics","Survival"],"legacy_id":["creature-125"],"trait":["Animal","Medium"],"id":"creature-2925","text":" Riding Dog Riding dogs types include larger dogs, such as mastiffs, wolfhounds, and huskies, and are bred often by halflings and gnomes to serve as mounts. Riding dogs are as loyal and devoted to their masters as guard dogs and ferocious in battle, regardless of whether they bear a rider or not. As with guard dogs, these large hounds can be wild or feral in nature, and in such cases might rival wolf packs in the danger they pose to inhabitants of rural areas. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Riding Dog Source Monster Core pg. 102 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +5, Athletics +7, Survival +5 Str +2 Dex +2 Con +2 Int -4 Wis +2 Cha -1 --- AC 16 Fort +7 Ref +5 Will +5 HP 20 Buck Reaction DC 17 --- Speed 35 feet Melee Single Action jaws +7, Damage 1d6+2 piercing Pack Attack The dog's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the dog's allies. ","skill_mod":{"survival":5,"athletics":7,"acrobatics":5},"summary":"Riding dogs types include larger dogs, such as mastiffs, wolfhounds, and huskies, and are bred often by halflings and gnomes to serve as mounts. …","image":["/Images/Monsters/Riding_Dog.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2925","intelligence":-4,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Riding Dog","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-2925"},{"attack_bonus":[6,6],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":16,"source":["Monster Core"],"type":"Creature","creature_family":"Dolphin","will_save":5,"charisma":0,"speed":{"max":60,"swim":60},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Aquatic Echolocation","Deep Breath","Ramming Speed"],"skill":["Athletics"],"legacy_id":["creature-618"],"trait":["Animal","Medium"],"id":"creature-2926","text":" Bottlenose Dolphin The bottlenose dolphin is the most common and widespread species of dolphin. They are social predators who hunt shallow seas and rivers in large family groups called pods. Sailors are fond of bottlenose dolphins and frequently tell of how they've saved drowning mariners or protected crew from sharks with blows from their powerful snouts. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Bottlenose Dolphin Source Monster Core pg. 103 Perception +7; aquatic echolocation 120 feet, low-light vision Languages Skills Athletics +6 Str +2 Dex +3 Con +2 Int -4 Wis +3 Cha +0 Aquatic Echolocation A bottlenose dolphin can use its hearing as a precise sense at the listed range, but only underwater. Deep Breath A bottlenose dolphin can hold its breath for 2 hours. --- AC 15 Fort +6 Ref +7 Will +5 HP 16 --- Speed swim 60 feet Melee Single Action snout +6, Damage 1d6+2 bludgeoning Melee Single Action jaws +6, Damage 1d6+2 piercing Ramming Speed Two Actions The bottlenose dolphin Swims twice and then makes a snout Strike. As long as it moved at least 20 feet, it gains a +1 circumstance bonus to its attack roll. A Large or smaller creature hit by this attack must succeed at a DC 16 Fortitude save or be slowed 1 for 1 round. ","skill_mod":{"athletics":6},"summary":"The bottlenose dolphin is the most common and widespread species of dolphin. They are social predators who hunt shallow seas and rivers in large …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":15,"level":0,"source_category":["Rulebooks"],"sense":"aquatic echolocation 120 feet, low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2926","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Bottlenose Dolphin","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,5],"slug":"creature-2926"},{"attack_bonus":[13],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":75,"source":["Monster Core"],"type":"Creature","creature_family":"Dolphin","will_save":12,"charisma":0,"speed":{"max":60,"swim":60},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Aquatic Echolocation","Deep Breath","Aquatic Ambush","Breach"],"skill":["Athletics","Stealth"],"stealth":"13","legacy_id":["creature-619"],"trait":["Animal","Huge"],"id":"creature-2927","text":" Orca While many know orcas as “killer whales,” they're actually the largest species of dolphin. These powerful animals hunt together in pods to take down seals, sharks, and even whales. Adult orcas are typically 15–25 feet long and weigh 8,000–12,000 pounds. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Orca Source Monster Core pg. 103 Perception +12; aquatic echolocation 120 feet, low-light vision Languages Skills Athletics +14, Stealth +13 Str +7 Dex +2 Con +5 Int -4 Wis +3 Cha +0 Aquatic Echolocation An orca can use its hearing as a precise sense at the listed range, but only underwater. Deep Breath An orca can hold its breath for 2 hours. --- AC 21 Fort +14 Ref +11 Will +12 HP 75 --- Speed swim 60 feet Melee Single Action jaws +13, Damage 2d8+9 piercing plus Grab Aquatic Ambush Single Action 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it's prone until it Crawls to return to the water. Breach Two Actions The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water. ","skill_mod":{"stealth":13,"athletics":14},"summary":"While many know orcas as “killer whales,” they're actually the largest species of dolphin. These powerful animals hunt together in pods to take down …","image":["/Images/Monsters/Orca.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":"aquatic echolocation 120 feet, low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2927","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":14,"size":["Huge"],"name":"Orca","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18],"slug":"creature-2927"},{"primary_source_category":"Rulebooks","strength":3,"hp":95,"language":["Aklo","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":17,"stealth":"15","trait":["Aberration","Uncommon","Small"],"id":"creature-2928","text":" Rhu-Chalik (Void Wanderer) Also called void wanderers, rhu-chaliks can survive the depths of space indefinitely, passing between worlds over the eons and scouting those planets for the Dominion of the Black. Rhu-chaliks prefer to work alone in order to reduce potential overlap in their mental predations, but sometimes receive assistance from those who believe the transmission of memories is transcendent. The furtive beings are calculating and infinitely patient, seeking only the most exceptional minds to cast beyond the stars to their masters. Recall Knowledge - Aberration (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Rhu-Chalik Source Monster Core pg. 104 Perception +17; greater darkvision, thoughtsense 60 feet Languages Aklo; telepathy 100 feet Skills Athletics +13, Deception +13, Diplomacy +13, Intimidation +13, Stealth +15 Str +3 Dex +3 Con +4 Int +2 Wis +5 Cha +3 Thoughtsense The rhu-chalik senses a creature's mental essence as a precise sense with the listed range; it cannot sense mindless creatures with thoughtsense. --- AC 23 all-around vision Fort +14 Ref +11 Will +17 HP 95 No Breath A rhu-chalik doesn't breathe and is immune to effects that require breathing (such as inhaled poisons). --- Speed 5 feet, fly 35 feet Melee Single Action tendril +15 (Agile), Damage 2d4+6 bludgeoning plus 1d6 mental and excruciating enzyme Occult Innate Spells DC 24 - 2nd Invisibility (self only; at will) - 3rd Mind Reading (at will) - 4th Rewrite Memory - 5th Mind Probe Excruciating Enzyme (Occult, Poison) A rhu-chalik's tendrils secrete an enzyme that causes intense pain. A living creature hit by a tendril Strike must succeed at a DC 24 Fortitude save or become sickened 1 from the pain. Label Memories Two Actions (Mental, Occult) The rhu-chalik invades the mind of a target within 100 feet, sorting the memories into alien structures for transmission. The target must attempt a DC 24 Will save. Critical Success The target creature is unaffected and temporarily immune to Label Memories for 1 minute. Success The target is unaffected. Failure The target becomes stupefied 2 for 1 minute as its mind is reorganized to fit the rhu-chalik's needs. If it's already stupefied by this effect, the target instead becomes confused for 1 minute or until it recovers due to taking damage. Critical Failure As failure, but if the target is already stupefied by Label Memories, they become paralyzed for 1 minute instead of confused. Transmit Memories Three Actions (Concentrate, Mental, Occult) Requirements The rhu-chalik is adjacent to a creature paralyzed due to Label Memories; Effect The rhu-chalik copies the creature's consciousness and mentally sends this copied consciousness through the void of space to their waiting masters. The target creature is deeply disoriented by this procedure, becoming stupefied 2 for 1 day afterward. Connoisseurs of Thoughts Rhu-chaliks lack both mouths and digestive systems. Instead, they gain sustenance from the thoughts and emotions of sentient beings. Each emotion has a distinctive flavor to rhu-chaliks and, as this feeding doesn't harm the food source, rhu-chaliks often dine repeatedly upon their favorite minds. Some rhu-chaliks even incite various emotions in their prey to elicit new tastes for their mental palettes. ","skill_mod":{"diplomacy":13,"deception":13,"stealth":15,"athletics":13,"intimidation":13},"image":["/Images/Monsters/Rhu-Chalik.webp"],"primary_source":"Monster Core","spell":["Mind Probe","Rewrite Memory","Mind Reading","Invisibility"],"ac":23,"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" greater darkvision , thoughtsense 60 feet","resistance":{},"intelligence":2,"reflex_save":11,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":14,"size":["Small"],"name":"Rhu-Chalik","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14],"attack_bonus":[15],"constitution":4,"creature_family":"Dominion of the Black","will_save":17,"speed":{"fly":35,"max":35,"land":5},"wisdom":5,"weakness":{},"creature_ability":["Thoughtsense","No Breath","Excruciating Enzyme","Label Memories","Transmit Memories"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Stealth"],"legacy_id":["creature-1276"],"tradition":["Occult"],"summary":"Also called void wanderers, rhu-chaliks can survive the depths of space indefinitely, passing between worlds over the eons and scouting those planets …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2928","dexterity":3,"category":"creature","slug":"creature-2928"},{"legacy_name":["Intellect Devourer"],"primary_source_category":"Rulebooks","strength":2,"hp":130,"language":["Aklo","(can't speak any languages); <%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":6,"perception":16,"stealth":"18","trait":["Aberration","Uncommon","Small"],"id":"creature-2929","text":" Xoarian (Corpse Rider) The five-tentacled xoarians infiltrate many societies, although it's unclear how much of their activities are at the behest of the Dominion of the Black and how much is for their own perverse enjoyment. Known as corpse riders by Golarion scholars, little is understood of their origins beyond the suspicion that they come from a distant planet named Xoar. When a xoarian infiltrates a community, its first priority is to acquire a host body. They often choose the recently dead for this role, as murdering a living host could draw unwanted attention. When the aberration compresses itself into a host's brain cavity, it becomes able to move the host's body as its own. It also acquires a complex range of senses it normally lacks. Each new body brings the opportunity for new tastes, sounds, sights, and even pains. When gathered in groups, xoarians work to increase their status and taste the experiences denied to the lower classes. Xoarians controlling a body have little to fear but discovery, and even that simply pauses their games. Harm to the host is just another sensation to experience, and replacement bodies are easy to find. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Xoarian Source Monster Core pg. 105 Perception +16; thoughtsense 60 feet, tremorsense 60 feet Languages Aklo; (can't speak any languages); telepathy 100 feet Skills Athletics +14, Deception +20, Diplomacy +16, Occultism +17, Society +17, Stealth +18 Str +2 Dex +4 Con +4 Int +5 Wis +4 Cha +6 Stolen Identity While a xoarian uses Body Thief, it gains the ability to understand and speak all languages known by the host, as well as knowledge of the host body's abilities, identity, role in society, and personality. However, it does not gain the specific memories or knowledge of the host body. Thoughtsense The xoarian senses a creature's mental essence as a precise sense with the listed range; it cannot sense mindless creatures with thoughtsense. --- AC 26 Fort +14 Ref +16 Will +18 HP 130 Immunities blinded, controlled, emotion, possession --- Speed 35 feet, climb 20 feet Melee Single Action tentacle +18 (Agile, Finesse), Damage 2d10+5 piercing Occult Innate Spells DC 27 - Cantrips (4th) Daze, Detect Magic, Read Aura - 2nd Invisibility (at will; self only), Paranoia (at will) - 3rd Paralyze (×3), Soothe (×3) - 4th Confusion, Dispelling Globe Body Thief Three Actions (Manipulate, Occult, Possession) The xoarian squeezes itself into the head of a creature dead no longer than a day, consuming and replacing that creature's brain. At the start of the xoarian's next turn, the body revives at its maximum Hit Points, controlled by the xoarian. The xoarian is conscious and can sense everything the possessed body could. Any effect that ends the possession kills the host body with the same effects as Exit Body. The xoarian can't use any of the host creature's spells with Body Thief but can use its own innate spells. Exit Body Single Action (Move) Requirements The xoarian is controlling a body with Body Thief; Effect The xoarian bursts out of its host body, which dies instantly and is no longer a suitable host for any Body Thief ability. The xoarian stretches to its full size in an adjacent space. Ravage Three Actions The xoarian makes two tentacle Strikes against a single paralyzed, restrained, or unconscious creature. If the target has 0 Hit Points after Ravage, the xoarian can use a free action with the death trait to kill the target and occupy it with Body Thief. Ilvarandin Eons ago, a group of xoarians discovered a vault in the Darklands that contained an already-abandoned city, Ilvarandin. They settled into the city while spreading rumors that Ilvarandin is a utopia where every day is lived in the pursuit of greater pleasure. Truthfully, these benefits only extend to the xoarians themselves. It's unknown what purpose, if any, the city serves in the Dominion's plans. ","skill_mod":{"society":17,"diplomacy":16,"deception":20,"stealth":18,"athletics":14,"occultism":17},"image":["/Images/Monsters/Xoarian.webp"],"primary_source":"Monster Core","spell":["Confusion","Dispelling Globe","Paralyze","Soothe","Invisibility","Paranoia","Daze","Detect Magic","Read Aura"],"ac":26,"level":8,"spell_dc":[27],"source_category":["Rulebooks"],"sense":"thoughtsense 60 feet, tremorsense 60 feet","resistance":{},"intelligence":5,"reflex_save":16,"strongest_save":["will"],"fortitude_save":14,"size":["Small"],"name":"Xoarian","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16],"attack_bonus":[18],"constitution":4,"immunity":["blinded","controlled","emotion","possession"],"creature_family":"Dominion of the Black","will_save":18,"speed":{"climb":20,"max":35,"land":35},"wisdom":4,"weakness":{},"creature_ability":["Stolen Identity","Thoughtsense","Body Thief","Exit Body","Ravage"],"skill":["Athletics","Deception","Diplomacy","Occultism","Society","Stealth"],"legacy_id":["creature-703"],"tradition":["Occult"],"summary":"The five-tentacled xoarians infiltrate many societies, although it's unclear how much of their activities are at the behest of the Dominion of the …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2929","dexterity":4,"category":"creature","slug":"creature-2929"},{"legacy_name":["Brain Collector"],"primary_source_category":"Rulebooks","strength":6,"hp":140,"language":["Aklo","Chthonian","Draconic","Protean","Sakvroth","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":18,"stealth":"17","trait":["Aberration","Uncommon","Large"],"id":"creature-2930","text":" Jah-Tohl (Mind Snatcher) The grotesque jah-tohl arrive in living starships to harvest the brains of intelligent creatures. These aberrations draw no nutrition from brains, instead storing them for analysis and as vessels for occult energies. A mind snatcher's form evokes that of a tailless scorpion, but the pulsing brain-filled blisters that glisten along its back make them impossible to mistake for oversized arachnids. Baleful eyes glare from the joints on their legs, and the unsettling, intrusive whisper-thoughts they telepathically broadcast into the minds of those they seek to feed on can be interpreted as threats or promises alike. Mind snatchers have little empathy for the denizens of any world they visit, despite the fact that certain cults venerate them and the Dominion they hail from. To mind snatchers, terrestrial creatures are simply resources for their investigations. They have little interest in gods or being worshipped, instead practicing a philosophy that considers the primordial forces of deep space as worthy of faith and fear. Jah-tohlian philosophers contemplate these mysterious forces from many perspectives at once, burning through numerous brains in the search of insight. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Jah-Tohl Source Monster Core pg. 106 Perception +18; darkvision, thoughtsense 60 feet Languages Aklo, Chthonian, Draconic, Protean, Sakvroth; telepathy 100 feet Skills Acrobatics +17, Arcana +18, Athletics +16, Lore +18, Occultism +21, Stealth +17 Str +6 Dex +3 Con +5 Int +4 Wis +4 Cha +3 Thoughtsense The jah-tohl senses a creature's mental essence as a precise sense with the listed range; it cannot sense mindless creatures with thoughtsense. --- AC 26 Fort +15 Ref +13 Will +18 +1 status on all saves vs. magic HP 140 Immunities confused Weaknesses brain loss Brain Blisters A jah-tohl has seven brain blisters on its back that it uses to house stolen brains. A jah-tohl without all seven blisters full is stupefied with a value equal to the number of empty blisters. Brain Loss If a jah-tohl takes 30 damage from a critical hit or 25 mental damage, it must succeed at a DC 26 save (Fortitude for critical damage or Will for mental damage) or one of its brain blisters is destroyed. --- Speed 25 feet, fly 30 feet Melee Single Action jaws +20, Damage 2d12+6 piercing plus mind snatcher venom Melee Single Action claw +20 (Agile), Damage 2d8+6 slashing Occult Spontaneous Spells DC 26, attack +18 - Cantrips (4th) Detect Magic, Figment, Light, Telekinetic Hand - 1st Enfeeble, Mindlink, Sure Strike (4 slots) - 2nd Humanoid Form, Invisibility, Paranoia (4 slots) - 3rd Dispel Magic, Haste, Paralyze (3 slots) - 4th Confusion, Vision of Death (2 slots) Mind Snatcher Venom (Poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round); Stage 2 1d6 poison, enfeebled 1, and slowed 1 (1 round); Stage 3 2d6 poison, enfeebled 2, and slowed 1 (1 round) Collect Brain Single Action (Manipulate) The jahtohl extracts the brain of a creature within its reach that has been dead for no more than 1 minute. It can then use an Interact action to secure the brain in one of its empty brain blisters and heal 20 Hit Points. ","skill_mod":{"stealth":17,"arcana":18,"athletics":16,"occultism":21,"acrobatics":17},"image":["/Images/Monsters/Jah-Tohl.webp"],"primary_source":"Monster Core","spell":["Confusion","Vision of Death","Dispel Magic","Haste","Paralyze","Humanoid Form","Invisibility","Paranoia","Enfeeble","Mindlink","Sure Strike","Detect Magic","Figment","Light","Telekinetic Hand"],"ac":26,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision , thoughtsense 60 feet","resistance":{},"intelligence":4,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Jah-Tohl","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15,19],"attack_bonus":[20,20],"constitution":5,"immunity":["confused"],"creature_family":"Dominion of the Black","spell_attack_bonus":[18],"will_save":18,"speed":{"fly":30,"max":30,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Thoughtsense","Brain Blisters","Brain Loss","Mind Snatcher Venom","Collect Brain"],"skill":["Acrobatics","Arcana","Athletics","Lore","Occultism","Stealth"],"legacy_id":["creature-57"],"tradition":["Occult"],"summary":"The grotesque jah-tohl arrive in living starships to harvest the brains of intelligent creatures. These aberrations draw no nutrition from brains, …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2930","dexterity":3,"category":"creature","slug":"creature-2930"},{"primary_source_category":"Rulebooks","strength":3,"hp":195,"language":["Aklo","Sakvroth","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":7,"perception":21,"stealth":"23","trait":["Aberration","Uncommon","Medium"],"id":"creature-2931","text":" Gosreg (Harvest Beacon) Gosregs are agents of the Dominion of the Black who insinuate themselves into humanoid societies to implement the goals of their sinister masters. They're generally tasked with observing and waiting, hiding in disguised forms until their location is ripe for harvest. When this occurs, they reveal themselves as living psychic beacons, signaling their distant masters and guiding invasion forces. Over the years of an infiltration, a gosreg will assume dozens of roles, relishing any intense emotions it can inspire while laying the groundwork for future identities. In their natural form, gosregs dart about in a jerky gallop due to stumpy legs, gangly arms, and oversized heads. They take on the appearances of humanoids to infiltrate societies, and they drop these disguises only when they're compromised and must resort to physical violence to continue their mission. Recall Knowledge - Aberration (Occultism): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Gosreg Source Monster Core pg. 107 Perception +21; darkvision, thoughtsense 60 feet Languages Aklo, Sakvroth; telepathy 100 feet Skills Deception +24, Diplomacy +22, Occultism +23, Society +19, Stealth +23 Str +3 Dex +6 Con +3 Int +6 Wis +5 Cha +7 Borrow Languages The gosreg can read and speak all languages known by creatures within range of its telepathy. Thoughtsense The gosreg senses a creature's mental essence as a precise sense with the listed range; it cannot sense mindless creatures with thoughtsense. --- AC 31 Fort +18 Ref +23 Will +22 +1 status to all saves vs. magic HP 195 Immunities confused Resistances mental 10 Unsettled Aura (aura, mental, occult) 30 feet. Gosregs project a field of discordant energy that unsettles the minds of thinking creatures. Any non-mindless creature within 30 feet of a gosreg takes a –1 status penalty to Will saves. --- Speed 25 feet Melee Single Action jaws +21 (Finesse), Damage 2d10+7 piercing plus 1d10 mental Melee Single Action claw +21 (Agile, Finesse), Damage 2d8+7 slashing Occult Innate Spells DC 30, attack +22 - Cantrips (6th) Telekinetic Hand, Telekinetic Projectile - 4th Nightmare, Suggestion (×3) - 5th Mind Probe, Sending, Subconscious Suggestion, Synaptic Pulse - 6th Phantasmal Calamity, Phantom Pain Broadcast Stance Single Action (Mental, Occult, Stance) Requirements the gosreg is in its natural form; Effect The gosreg secures its limbs into the ground as its brain-like head crackles with psychic energy. The gosreg's unsettled aura extends to 60 feet, and it blocks all other creatures' telepathy in the aura. Its Mind Bolt can also affect any number of targets in 60 feet. These effects end when the gosreg uses its claw Strike, leaves its space, or is knocked prone. Change Shape Single Action (Concentrate, Occult, Polymorph) The gosreg takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or attack and damage modifiers with its claw, but it might change the damage type it deals (typically to bludgeoning). It cannot use its jaws Strike while in humanoid form. Mind Bolt Two Actions (Mental, Occult) A gosreg concentrates its field of discordant mental energy and projects it into the mind of one creature within 60 feet. The target takes 6d6 mental damage (DC 30 basic Will save). On a critical failure, the creature is also confused for 1 minute or until it takes damage. Screams in the Void Despite gosregs' years of observation, even they don't know what will happen when they broadcast a psychic beacon. That decision is made by beings far above them. Depending on their superiors' plans, the response may be silence, legions that will arrive in centuries, or a leader of the Dominion teleporting directly to the beacon. ","skill_mod":{"society":19,"diplomacy":22,"deception":24,"stealth":23,"occultism":23},"image":["/Images/Monsters/Gosreg.webp"],"primary_source":"Monster Core","spell":["Phantasmal Calamity","Phantom Pain","Mind Probe","Sending","Subconscious Suggestion","Synaptic Pulse","Nightmare","Suggestion","Telekinetic Hand","Telekinetic Projectile"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision , thoughtsense 60 feet","resistance":{"mental":10},"intelligence":6,"reflex_save":23,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"size":["Medium"],"name":"Gosreg","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16,23],"attack_bonus":[21,21],"constitution":3,"immunity":["confused"],"creature_family":"Dominion of the Black","spell_attack_bonus":[22],"will_save":22,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Borrow Languages","Thoughtsense","Unsettled Aura","Broadcast Stance","Change Shape","Mind Bolt"],"skill":["Deception","Diplomacy","Occultism","Society","Stealth"],"legacy_id":["creature-687"],"tradition":["Occult"],"summary":"Gosregs are agents of the Dominion of the Black who insinuate themselves into humanoid societies to implement the goals of their sinister masters. …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2931","dexterity":6,"category":"creature","slug":"creature-2931"},{"attack_bonus":[19,19,21,21],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":140,"language":["Common","Draconic","Petran"],"immunity":["paralyzed","petrified","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Adamantine","will_save":17,"charisma":3,"speed":{"fly":90,"max":90,"land":25,"burrow":30},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Abandon Armor","Frightful Presence","Resilient Form","Adamantine Body","Avalanche Breath","Burrowing Pounce","Draconic Frenzy","Draconic Momentum","Rock Tunneler","Swallow Whole","Throw Rock"],"skill":["Acrobatics","Athletics","Intimidation","Mining Lore","Nature","Survival"],"trait":["Dragon","Primal","Large"],"id":"creature-2932","text":" Young Adamantine Dragon The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them to draw particular metals to their bodies like magnets or, in some cases, naturally grow these skymetals on their bodies. Adamantine dragons begin their lives with tough scales that are naturally replaced with thicker and even tougher adamantine plating as they grow older. Adamantine dragons are typically steadfast and loyal. Once they commit to a certain purpose, changing their minds is nigh impossible. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Young Adamantine Dragon Source Monster Core pg. 108 Perception +17; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet Languages Common, Draconic, Petran Skills Acrobatics +17, Athletics +21, Intimidation +18, Mining Lore +16, Nature +17, Survival +19 Str +6 Dex +2 Con +4 Int +1 Wis +2 Cha +3 --- AC 27 Fort +21 Ref +15 Will +17 +2 status to all saves vs. primal HP 140 Immunities paralyzed, petrified, sleep Resistances physical 10 (except adamantine) Abandon Armor Once the adamantine dragon is reduced to fewer than half their Hit Points, their resistance is reduced by 10 and they gain a +10 circumstance bonus to their Speeds. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 26 Resilient Form Reaction Trigger The dragon is critically hit with a weapon or unarmed attack; Effect The dragon's tough scales ward off deadly attacks. The dragon attempts a DC 17 flat check. On a success, the triggering attack becomes a normal hit. --- Speed 25 feet, burrow 30 feet, fly 90 feet Melee Single Action jaws +21 (Magical, reach 10 feet), Damage 2d12+9 piercing plus Grab Melee Single Action claw +21 (Agile, Magical), Damage 2d8+9 slashing plus Knockdown Melee Single Action tail +19 (Magical, reach 15 feet), Damage 2d10+9 bludgeoning Ranged Single Action rock +19 (Brutal, range increment 90 feet), Damage 2d8+9 bludgeoning Adamantine Body The dragon's unarmed melee Strikes are adamantine. Avalanche Breath Two Actions (Primal) The dragon belches a mass of boulders that deals 8d8 bludgeoning damage in a 30-foot cone (DC 28 basic Reflex save). They can't use Avalanche Breath again for 1d4 rounds. Burrowing Pounce Three Actions Requirements The dragon is burrowed; Effect The dragon Burrows, then Leaps out of the ground, landing at a point within 25 feet. The dragon makes a melee Strike against a creature within reach when they land. If the Strike is a critical hit, the target is knocked prone. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Avalanche Breath whenever they score a critical hit with a Strike. Rock Tunneler The dragon can burrow through solid stone at a Speed of 20 feet. They can leave a tunnel if they desire, and they usually don't. Swallow Whole Single Action Medium, 2d12+4 bludgeoning, Rupture 22 Throw Rock Single Action ","skill_mod":{"nature":17,"survival":19,"athletics":21,"intimidation":18,"acrobatics":17},"summary":"The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them …","primary_source":"Monster Core","trait_group":["Creature Type","Tradition","Monster"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet, tremorsense ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=2932","intelligence":1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Young Adamantine Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,18,20,22],"slug":"creature-2932"},{"attack_bonus":[25,25,27,27],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":220,"language":["Common","Draconic","Fey","Petran","Sakvroth"],"immunity":["paralyzed","petrified","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Adamantine","will_save":23,"charisma":5,"speed":{"fly":150,"max":150,"land":30,"burrow":40},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["Abandon Armor","Frightful Presence","Resilient Form","Adamantine Body","Avalanche Breath","Burrowing Pounce","Draconic Frenzy","Draconic Momentum","Rock Tunneler","Swallow Whole","Throw Rock"],"skill":["Acrobatics","Athletics","Intimidation","Mining Lore","Nature","Survival"],"trait":["Dragon","Primal","Huge"],"id":"creature-2933","text":" Adult Adamantine Dragon The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them to draw particular metals to their bodies like magnets or, in some cases, naturally grow these skymetals on their bodies. Adamantine dragons begin their lives with tough scales that are naturally replaced with thicker and even tougher adamantine plating as they grow older. Adamantine dragons are typically steadfast and loyal. Once they commit to a certain purpose, changing their minds is nigh impossible. Recall Knowledge - Dragon (Arcana): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Adult Adamantine Dragon Source Monster Core pg. 109 Perception +23; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 90 feet Languages Common, Draconic, Fey, Petran, Sakvroth Skills Acrobatics +22, Athletics +27, Intimidation +24, Mining Lore +24, Nature +23, Survival +25 Str +8 Dex +3 Con +6 Int +3 Wis +4 Cha +5 --- AC 33 Fort +25 Ref +20 Will +23 +2 status to all saves vs. primal HP 220 Immunities paralyzed, petrified, sleep Resistances physical 15 (except adamantine) Abandon Armor Once the adamantine dragon is reduced to fewer than half their Hit Points, their resistance is reduced by 10 and they gain a +10 circumstance bonus to their Speeds. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 30 Resilient Form Reaction Trigger The dragon is critically hit with a weapon or unarmed attack; Effect The dragon's tough scales ward off deadly attacks. The dragon attempts a DC 17 flat check. On a success, the triggering attack becomes a normal hit. --- Speed 30 feet, burrow 40 feet, fly 150 feet Melee Single Action jaws +27 (Magical, reach 15 feet), Damage 3d12+14 piercing plus Improved Grab Melee Single Action claw +27 (Agile, Magical, reach 10 feet), Damage 3d8+14 slashing plus Knockdown Melee Single Action tail +25 (Magical, reach 20 feet), Damage 3d10+14 bludgeoning Ranged Single Action rock +25 (Brutal, range increment 120 feet), Damage 3d8+14 bludgeoning Adamantine Body The dragon's unarmed melee Strikes are adamantine. Avalanche Breath Two Actions (Primal) The dragon belches a mass of boulders that deals 11d8 bludgeoning damage in a 40-foot cone (DC 33 basic Reflex save). They can't use Avalanche Breath again for 1d4 rounds. Burrowing Pounce Three Actions Requirements The dragon is burrowed; Effect The dragon Burrows, then Leaps out of the ground, landing at a point within 25 feet. The dragon makes a melee Strike against a creature within reach when they land. If the Strike is a critical hit, the target is knocked prone. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Avalanche Breath whenever they score a critical hit with a Strike. Rock Tunneler The dragon can burrow through solid stone at a Speed of 20 feet. They can leave a tunnel if they desire, and they usually don't. Swallow Whole Single Action Large, 3d12+7 bludgeoning, Rupture 29 Throw Rock Single Action ","skill_mod":{"nature":23,"survival":25,"athletics":27,"intimidation":24,"acrobatics":22},"summary":"The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them …","image":["/Images/Monsters/Adult_Adamantine_Dragon.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Tradition","Monster"],"ac":33,"level":13,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet, tremorsense ( imprecise ) 90 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=2933","intelligence":3,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":25,"size":["Huge"],"name":"Adult Adamantine Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[27,27,30,33],"slug":"creature-2933"},{"attack_bonus":[34,34,36,36],"constitution":8,"primary_source_category":"Rulebooks","strength":9,"hp":300,"language":["Aklo","Common","Draconic","Fey","Petran","Sakvroth"],"immunity":["paralyzed","petrified","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Adamantine","will_save":29,"charisma":6,"speed":{"fly":180,"max":180,"land":40,"burrow":50},"perception":30,"wisdom":5,"weakness":{},"creature_ability":["Abandon Armor","Frightful Presence","Resilient Form","Adamantine Body","Avalanche Breath","Burrowing Pounce","Fast Swallow","Draconic Frenzy","Draconic Momentum","Rock Tunneler","Swallow Whole","Throw Rock"],"skill":["Acrobatics","Athletics","Intimidation","Mining Lore","Nature","Survival"],"trait":["Dragon","Primal","Uncommon","Gargantuan"],"id":"creature-2934","text":" Ancient Adamantine Dragon The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them to draw particular metals to their bodies like magnets or, in some cases, naturally grow these skymetals on their bodies. Adamantine dragons begin their lives with tough scales that are naturally replaced with thicker and even tougher adamantine plating as they grow older. Adamantine dragons are typically steadfast and loyal. Once they commit to a certain purpose, changing their minds is nigh impossible. Recall Knowledge - Dragon (Arcana): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ancient Adamantine Dragon Source Monster Core pg. 109 Perception +30; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 120 feet Languages Aklo, Common, Draconic, Fey, Petran, Sakvroth Skills Acrobatics +28, Athletics +36, Intimidation +32, Mining Lore +30, Nature +29, Survival +31 Str +9 Dex +4 Con +8 Int +4 Wis +5 Cha +6 --- AC 41 Fort +32 Ref +26 Will +29 +2 status to all saves vs. primal HP 300 Immunities paralyzed, petrified, sleep Resistances physical 20 (except adamantine) Abandon Armor Once the adamantine dragon is reduced to fewer than half their Hit Points, their resistance is reduced by 10 and they gain a +10 circumstance bonus to their Speeds. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 37 Resilient Form Reaction Trigger The dragon is critically hit with a weapon or unarmed attack; Effect The dragon's tough scales ward off deadly attacks. The dragon attempts a DC 17 flat check. On a success, the triggering attack becomes a normal hit. --- Speed 40 feet, burrow 50 feet, fly 180 feet Melee Single Action jaws +36 (Magical, reach 20 feet), Damage 3d12+18 piercing plus Improved Grab Melee Single Action claw +36 (Agile, Magical, reach 15 feet), Damage 3d8+18 slashing plus Knockdown Melee Single Action tail +34 (Magical, reach 25 feet), Damage 3d10+18 bludgeoning Ranged Single Action rock +34 (Brutal, range increment 150 feet), Damage 3d8+18 bludgeoning Adamantine Body The dragon's unarmed melee Strikes are adamantine. Avalanche Breath Two Actions (Primal) The dragon belches a mass of boulders that deals 15d8 bludgeoning damage in a 40-foot cone (DC 40 basic Reflex save). They can't use Avalanche Breath again for 1d4 rounds. Burrowing Pounce Three Actions Requirements The dragon is burrowed; Effect The dragon Burrows, then Leaps out of the ground, landing at a point within 25 feet. The dragon makes a melee Strike against a creature within reach when they land. If the Strike is a critical hit, the target is knocked prone. Fast Swallow Reaction Trigger The dragon Grabs a creature; Effect The dragon uses Swallow Whole. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Avalanche Breath whenever they score a critical hit with a Strike. Rock Tunneler The dragon can burrow through solid stone at a Speed of 20 feet. They can leave a tunnel if they desire, and they usually don't. Swallow Whole Single Action Large, 3d12+14 bludgeoning, Rupture 35 Throw Rock Single Action ","skill_mod":{"nature":29,"survival":31,"athletics":36,"intimidation":32,"acrobatics":28},"summary":"The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them …","primary_source":"Monster Core","trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":41,"level":18,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet, tremorsense ( imprecise ) 120 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":20,"piercing":20,"slashing":20,"physical":20},"url":"/Monsters.aspx?ID=2934","intelligence":4,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Ancient Adamantine Dragon","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[31,31,34,37],"slug":"creature-2934"},{"attack_bonus":[17,18,19,19],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":135,"language":["Common","Draconic","Shadowtongue","<%UMR%79%%>telepathy<%END> 100 feet"],"immunity":["controlled","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Conspirator","will_save":18,"charisma":4,"speed":{"climb":30,"fly":120,"max":120,"land":30},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Retract Body","Conjure Disguise","Detonate Disguise","Draconic Frenzy","Draconic Momentum","Rushed Transformation","Smoke Breath","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Lore","Occultism","Performance","Society","Stealth"],"stealth":"16","trait":["Dragon","Occult","Large"],"id":"creature-2935","text":" Young Conspirator Dragon Hidden among the shadows and upper echelons of society are the conspirator dragons. These dragons are schemers, always looking to manipulate and control others, either for personal gain or simply for the thrill of watching their machinations play out. Conspirator dragons see themselves above others and typically speak with infantilizing tones and words. However, as most conspirator dragons meet others while in disguise, they do their best to maintain their disguise. Recall Knowledge - Dragon (Arcana): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Young Conspirator Dragon Source Monster Core pg. 110 Perception +16; (18 to Sense Motive) darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Shadowtongue; telepathy 100 feet Skills Acrobatics +15, Athletics +16, Deception +18, Diplomacy +18, Intimidation +16, Lore +16, Occultism +16, Performance +18, Society +16, Stealth +16 Str +5 Dex +3 Con +2 Int +2 Wis +4 Cha +4 --- AC 27 Fort +14 Ref +15 Will +18 +2 status to all saves vs. occult HP 135 Immunities controlled, paralyzed, sleep Retract Body Reaction Trigger The dragon is hit or critically hit by an attack made by a creature the dragon can see; Effect The dragon retracts the targeted body part or twists away to avoid the attack, gaining a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet, climb 30 feet, fly 120 feet Melee Single Action jaws +19 (Magical, reach 10 feet), Damage 2d8+8 piercing Melee Single Action claw +19 (Agile, Magical), Damage 2d6+8 slashing Melee Single Action tail +17 (Magical, reach 15 feet), Damage 1d10+8 bludgeoning Ranged Single Action mental blast +18 (Mental, range 100 feet), Damage 3d6+3 mental Occult Innate Spells DC 26 - 1st Charm (at will) - 4th Charm, Mind Reading (at will), Rewrite Memory Conjure Disguise (Manipulate, Occult, Polymorph) Frequency once per day; Effect The dragon conjures a perfect flesh-suit replica of a humanoid they've seen of their size or smaller and compresses themself into it, along with generating appropriate clothing for the humanoid. This process takes 1 minute to complete, during which the dragon is off-guard. If the dragon stops or is interrupted in this process, the suit is destroyed. Once the process is complete, the dragon can remain in this disguise indefinitely. The transformation has the effects of Change Shape, except that the disguise is not actively magical in nature and doesn't register as magical to detect magic and similar effects. The dragon loses Retract Body while transformed. If the dragon is critically hit while wearing the disguise, the suit is destroyed and immediately explodes. This has the effects of Detonate Disguise, except that creatures use the outcome one degree of success better than they rolled on their save. Detonate Disguise Two Actions (Occult) Requirements The dragon is wearing their conjured disguise; Effect The dragon erupts from the disguise, destroying it. The explosive revelation deals 9d6 bludgeoning damage to creatures in a 5-foot emanation with a DC 26 basic Reflex save. A creature that fails its save is dazzled for 1 round as it becomes covered in scraps from the disguise. Any creature sharing a space with the dragon after they erupt is pushed into the nearest empty space. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge Smoke Breath. Rushed Transformation Three Actions (Concentrate, Occult, Manipulate, Polymorph) Frequency once per hour; Effect Using the aid of magic and an exhausting amount of effort, the dragon quickly reshapes their body into the form of a generic humanoid figure. This has the effects of humanoid form except that it lasts only 1 minute, and the dragon doesn't gain the +4 status bonus to Deception as the transformation makes use of the dragon's body to crudely mimic a humanoid form. The dragon can Dismiss the effect. Whenever the effect ends, the dragon leaves behind scraps of magically conjured flesh, which could give away the dragon's presence. Smoke Breath Two Actions (Occult, Poison) The dragon unleashes a noxious cloud of smoke that deals 7d6 poison damage in a 40-foot cone (DC 26 basic Fortitude save). The smoke remains for 1 minute. This has the effects of mist , except it fills the cone's area. The dragon can't use Smoke Breath again for 1d4 rounds. Sneak Attack The dragon's Strikes deal an additional 2d6 precision damage to off-guard targets. ","tradition":["Occult"],"skill_mod":{"society":16,"diplomacy":18,"performance":18,"deception":18,"stealth":16,"athletics":16,"intimidation":16,"occultism":16,"acrobatics":15},"summary":"Hidden among the shadows and upper echelons of society are the conspirator dragons. These dragons are schemers, always looking to manipulate and …","primary_source":"Monster Core","spell":["Charm","Mind Reading","Rewrite Memory"],"trait_group":["Creature Type","Tradition","Monster"],"ac":27,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"(18 to Sense Motive ) darkvision , scent ( imprecise ) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2935","intelligence":2,"reflex_save":15,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Young Conspirator Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,13,15,17],"slug":"creature-2935"},{"primary_source_category":"Rulebooks","strength":5,"hp":215,"language":["Common","Draconic","Shadowtongue","Sussuran","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":7,"perception":23,"stealth":"21","trait":["Dragon","Occult","Large"],"id":"creature-2936","text":" Adult Conspirator Dragon Hidden among the shadows and upper echelons of society are the conspirator dragons. These dragons are schemers, always looking to manipulate and control others, either for personal gain or simply for the thrill of watching their machinations play out. Conspirator dragons see themselves above others and typically speak with infantilizing tones and words. However, as most conspirator dragons meet others while in disguise, they do their best to maintain their disguise. Recall Knowledge - Dragon (Arcana): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Adult Conspirator Dragon Source Monster Core pg. 111 Perception +23; (25 to Sense Motive) darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Shadowtongue, Sussuran; telepathy 100 feet Skills Acrobatics +21, Athletics +23, Deception +25, Diplomacy +25, Intimidation +23, Lore +25, Occultism +23, Performance +25, Society +23, Stealth +21 Str +5 Dex +3 Con +4 Int +5 Wis +5 Cha +7 --- AC 33 Fort +20 Ref +21 Will +25 +2 status to all saves vs. occult HP 215 Immunities controlled, paralyzed, sleep Retract Body Reaction Trigger The dragon is hit or critically hit by an attack made by a creature the dragon can see; Effect The dragon retracts the targeted body part or twists away to avoid the attack, gaining a +2 circumstance bonus to AC against the triggering attack. --- Speed 40 feet, climb 40 feet, fly 140 feet Melee Single Action jaws +25 (Magical, reach 10 feet), Damage 3d8+11 piercing Melee Single Action claw +25 (Agile, Magical), Damage 3d6+11 slashing Melee Single Action tail +23 (Magical, reach 15 feet), Damage 2d10+11 bludgeoning Ranged Single Action mental blast +25 (Mental, range 100 feet), Damage 3d6+6 mental Occult Innate Spells DC 32 - 1st Charm (at will) - 6th Charm, Mind Probe, Mind Reading (at will), Rewrite Memory Conjure Disguise (Manipulate, Occult, Polymorph) Frequency once per day; Effect The dragon conjures a perfect flesh-suit replica of a humanoid they've seen of their size or smaller and compresses themself into it, along with generating appropriate clothing for the humanoid. This process takes 1 minute to complete, during which the dragon is off-guard. If the dragon stops or is interrupted in this process, the suit is destroyed. Once the process is complete, the dragon can remain in this disguise indefinitely. The transformation has the effects of Change Shape, except that the disguise is not actively magical in nature and doesn't register as magical to detect magic and similar effects. The dragon loses Retract Body while transformed. If the dragon is critically hit while wearing the disguise, the suit is destroyed and immediately explodes. This has the effects of Detonate Disguise, except that creatures use the outcome one degree of success better than they rolled on their save. Detonate Disguise Two Actions (Occult) Requirements The dragon is wearing their conjured disguise; Effect The dragon erupts from the disguise, destroying it. The explosive revelation deals 13d6 bludgeoning damage to creatures in a 5-foot emanation with a DC 31 basic Reflex save. A creature that fails its save is dazzled for 1 round as it becomes covered in scraps from the disguise. Any creature sharing a space with the dragon after they erupt is pushed into the nearest empty space. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge Smoke Breath. Rushed Transformation Three Actions (Concentrate, Occult, Manipulate, Polymorph) Frequency once per hour; Effect Using the aid of magic and an exhausting amount of effort, the dragon quickly reshapes their body into the form of a generic humanoid figure. This has the effects of humanoid form except that it lasts only 1 minute, and the dragon doesn't gain the +4 status bonus to Deception as the transformation makes use of the dragon's body to crudely mimic a humanoid form. The dragon can Dismiss the effect. Whenever the effect ends, the dragon leaves behind scraps of magically conjured flesh, which could give away the dragon's presence. Smoke Breath Two Actions (Occult, Poison) The dragon unleashes a noxious cloud of smoke that deals 10d6 poison damage in a 50-foot cone (DC 33 basic Fortitude save). The smoke remains for 1 minute. This has the effects of mist , except it fills the cone's area. The dragon can't use Smoke Breath again for 1d4 rounds. Sneak Attack The dragon's Strikes deal an additional 2d6 precision damage to off-guard targets. ","skill_mod":{"society":23,"diplomacy":25,"performance":25,"deception":25,"stealth":21,"athletics":23,"intimidation":23,"occultism":23,"acrobatics":21},"image":["/Images/Monsters/Adult_Conspirator_Dragon.webp"],"primary_source":"Monster Core","spell":["Charm","Mind Probe","Mind Reading","Rewrite Memory"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":"(25 to Sense Motive ) darkvision , scent ( imprecise ) 60 feet","resistance":{},"intelligence":5,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Adult Conspirator Dragon","pfs":"Standard","rarity":"common","strike_damage_average":[16,21,22,24],"attack_bonus":[23,25,25,25],"constitution":4,"immunity":["controlled","paralyzed","sleep"],"creature_family":"Dragon, Conspirator","will_save":25,"speed":{"climb":40,"fly":140,"max":140,"land":40},"wisdom":5,"weakness":{},"creature_ability":["Retract Body","Conjure Disguise","Detonate Disguise","Draconic Frenzy","Draconic Momentum","Rushed Transformation","Smoke Breath","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Lore","Occultism","Performance","Society","Stealth"],"tradition":["Occult"],"summary":"Hidden among the shadows and upper echelons of society are the conspirator dragons. These dragons are schemers, always looking to manipulate and …","trait_group":["Creature Type","Tradition","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2936","dexterity":3,"category":"creature","slug":"creature-2936"},{"attack_bonus":[30,31,32,32],"constitution":6,"primary_source_category":"Rulebooks","strength":9,"hp":345,"language":["Aklo","Common","Draconic","Shadowtongue","Sussuran","<%UMR%79%%>telepathy<%END> 100 feet"],"immunity":["controlled","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Conspirator","will_save":32,"charisma":8,"speed":{"climb":50,"fly":200,"max":200,"land":50},"perception":30,"wisdom":7,"weakness":{},"creature_ability":["Retract Body","Conjure Disguise","Detonate Disguise","Draconic Frenzy","Draconic Momentum","Rushed Transformation","Smoke Breath","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Lore","Occultism","Performance","Society","Stealth"],"stealth":"30","trait":["Dragon","Occult","Uncommon","Huge"],"id":"creature-2937","text":" Ancient Conspirator Dragon Hidden among the shadows and upper echelons of society are the conspirator dragons. These dragons are schemers, always looking to manipulate and control others, either for personal gain or simply for the thrill of watching their machinations play out. Conspirator dragons see themselves above others and typically speak with infantilizing tones and words. However, as most conspirator dragons meet others while in disguise, they do their best to maintain their disguise. Recall Knowledge - Dragon (Arcana): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ancient Conspirator Dragon Source Monster Core pg. 112 Perception +30; (32 to Sense Motive) darkvision, scent (imprecise) 60 feet Languages Aklo, Common, Draconic, Shadowtongue, Sussuran; telepathy 100 feet Skills Acrobatics +30, Athletics +30, Deception +35, Diplomacy +33, Intimidation +33, Lore +31, Occultism +31, Performance +35, Society +31, Stealth +30 Str +9 Dex +5 Con +6 Int +6 Wis +7 Cha +8 --- AC 40 Fort +27 Ref +28 Will +32 +2 status to all saves vs. occult HP 345 Immunities controlled, paralyzed, sleep Retract Body Reaction Trigger The dragon is hit or critically hit by an attack made by a creature the dragon can see; Effect The dragon retracts the targeted body part or twists away to avoid the attack, gaining a +2 circumstance bonus to AC against the triggering attack. --- Speed 50 feet, climb 50 feet, fly 200 feet Melee Single Action jaws +32 (Magical, reach 15 feet), Damage 3d8+17 piercing Melee Single Action claw +32 (Agile, Magical, reach 10 feet), Damage 3d6+17 slashing Melee Single Action tail +30 (Magical, reach 20 feet), Damage 2d10+17 bludgeoning Ranged Single Action mental blast +31 (Mental, range 100 feet), Damage 6d6+6 mental Occult Innate Spells DC 41 - 4th Charm (at will), Rewrite Memory (at will) - 9th Dominate, Mind Probe, Mind Reading (at will), Rewrite Memory Conjure Disguise (Manipulate, Occult, Polymorph) Frequency once per day; Effect The dragon conjures a perfect flesh-suit replica of a humanoid they've seen of their size or smaller and compresses themself into it, along with generating appropriate clothing for the humanoid. This process takes 1 minute to complete, during which the dragon is off-guard. If the dragon stops or is interrupted in this process, the suit is destroyed. Once the process is complete, the dragon can remain in this disguise indefinitely. The transformation has the effects of Change Shape, except that the disguise is not actively magical in nature and doesn't register as magical to detect magic and similar effects. The dragon loses Retract Body while transformed. If the dragon is critically hit while wearing the disguise, the suit is destroyed and immediately explodes. This has the effects of Detonate Disguise, except that creatures use the outcome one degree of success better than they rolled on their save. Detonate Disguise Two Actions (Occult) Requirements The dragon is wearing their conjured disguise; Effect The dragon erupts from the disguise, destroying it. The explosive revelation deals 18d6 bludgeoning damage to creatures in a 5-foot emanation with a DC 39 basic Reflex save. A creature that fails its save is dazzled for 1 round as it becomes covered in scraps from the disguise. Any creature sharing a space with the dragon after they erupt is pushed into the nearest empty space. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge Smoke Breath. Rushed Transformation Three Actions (Concentrate, Occult, Manipulate, Polymorph) Frequency once per hour; Effect Using the aid of magic and an exhausting amount of effort, the dragon quickly reshapes their body into the form of a generic humanoid figure. This has the effects of humanoid form except that it lasts only 1 minute, and the dragon doesn't gain the +4 status bonus to Deception as the transformation makes use of the dragon's body to crudely mimic a humanoid form. The dragon can Dismiss the effect. Whenever the effect ends, the dragon leaves behind scraps of magically conjured flesh, which could give away the dragon's presence. Smoke Breath Two Actions (Occult, Poison) The dragon unleashes a noxious cloud of smoke that deals 16d6 poison damage in a 60-foot cone (DC 39 basic Fortitude save). The smoke remains for 1 minute. This has the effects of mist , except it fills the cone's area. The dragon can't use Smoke Breath again for 1d4 rounds. Sneak Attack The dragon's Strikes deal an additional 3d6 precision damage to off-guard targets. ","tradition":["Occult"],"skill_mod":{"society":31,"diplomacy":33,"performance":35,"deception":35,"stealth":30,"athletics":30,"intimidation":33,"occultism":31,"acrobatics":30},"summary":"Hidden among the shadows and upper echelons of society are the conspirator dragons. These dragons are schemers, always looking to manipulate and …","primary_source":"Monster Core","spell":["Dominate","Mind Probe","Mind Reading","Rewrite Memory","Charm"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":40,"level":17,"spell_dc":[41],"source_category":["Rulebooks"],"sense":"(32 to Sense Motive ) darkvision , scent ( imprecise ) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2937","intelligence":6,"reflex_save":28,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":27,"size":["Huge"],"name":"Ancient Conspirator Dragon","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[27,27,28,30],"slug":"creature-2937"},{"attack_bonus":[22,24,24],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Common","Diabolic","Draconic","Pyric"],"immunity":["fire","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Diabolic","spell_attack_bonus":[20],"will_save":21,"charisma":3,"speed":{"fly":120,"max":120,"land":50},"perception":21,"wisdom":4,"weakness":{"holy":10},"creature_ability":["Frightful Presence","Hell's Sting","Reactive Strike","Diabolic Fire","Draconic Frenzy","Draconic Momentum","Hellfire Breath"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Hell Lore","Intimidation","Legal Lore","Religion","Society","Thievery"],"trait":["Divine","Dragon","Unholy","Large"],"id":"creature-2938","text":" Young Diabolic Dragon Hell, according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, living creatures that break off from Hell to enact its will. Whether this is true or whether diabolical dragons are simply the reborn souls of dragons sent to Hell, the fact remains that these dragons are powerful, cunning, and tyrannical. Every diabolic dragon's goal is to further Hell's will, though how this happens can vary. Regardless of their goals, these dragons always approach newcomers with an unsettling calmness. Recall Knowledge - Dragon (Arcana): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Young Diabolic Dragon Source Monster Core pg. 112 Perception +21; greater darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Diabolic, Draconic, Pyric Skills Acrobatics +20, Athletics +24, Deception +20, Diplomacy +22, Hell Lore +19, Intimidation +20, Legal Lore +21, Religion +21, Society +19, Thievery +20 Str +7 Dex +3 Con +6 Int +2 Wis +4 Cha +3 --- AC 30 Fort +23 Ref +20 Will +21 +2 status to all saves vs. divine HP 215 Immunities fire, paralyzed, sleep Weaknesses holy 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 28 Hell's Sting Reaction (divine, mental, unholy) Trigger The dragon is critically hit with a melee attack; Effect The dragon channels the rancor of Hell back through the body of their foe, overwhelming it with an infernal assault on the mind. The triggering creature takes 6d6 mental damage with a DC 30 basic Will save. Holy creatures use an outcome one degree of success worse than they roll on their saving throw. Reactive Strike Reaction --- Speed 50 feet, fly 120 feet Melee Single Action jaws +24 (Fire, Magical, reach 10 feet, Unholy), Damage 2d12+10 piercing plus 2d6 fire Melee Single Action claws +24 (Agile, Fire, Magical, Unholy), Damage 2d8+10 piercing plus 2d6 fire and Grab Melee Single Action tail +22 (Fire, reach 15 feet, Magical, Unholy), Damage 2d8+10 bludgeoning plus 2d6 fire and Knockdown Divine Innate Spells DC 28, attack +20 - Cantrips (6th) Ignition - 5th Divine Immolation, Wall of Fire Diabolic Fire Any fire damage that a diabolic dragon deals, including fire damage from spells, is imbued with the unholy power of Hell to scorch the spirit as well. A creature takes spirit damage instead of fire damage if that would be more detrimental to the creature (as determined by the GM). A diabolic dragon is immune to the diabolic fire of other diabolic dragons, the fire from divine immolation , and similar effects. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hellfire Breath whenever they score a critical hit with a Strike. Hellfire Breath Two Actions (Divine, Fire, Unholy) The dragon unleashes a blast of infernal fire that deals 12d6 fire damage in a 40-foot cone (DC 30 basic Reflex save). The dragon can't use Hellfire Breath again for 1d4 rounds. ","tradition":["Divine"],"skill_mod":{"society":19,"diplomacy":22,"deception":20,"thievery":20,"athletics":24,"intimidation":20,"acrobatics":20,"religion":21},"summary":"Hell , according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, …","primary_source":"Monster Core","spell":["Divine Immolation","Wall of Fire","Ignition"],"trait_group":["Tradition","Monster","Creature Type","Mechanics"],"ac":30,"level":11,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" greater darkvision , scent ( imprecise ) 60 feet, smoke vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2938","intelligence":2,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Greater darkvision","fortitude_save":23,"size":["Large"],"name":"Young Diabolic Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[26,26,30],"slug":"creature-2938"},{"primary_source_category":"Rulebooks","strength":8,"hp":285,"language":["Common","Diabolic","Draconic","Empyrean","Necril","Pyric"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":26,"trait":["Divine","Dragon","Unholy","Huge"],"id":"creature-2939","text":" Adult Diabolic Dragon Hell, according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, living creatures that break off from Hell to enact its will. Whether this is true or whether diabolical dragons are simply the reborn souls of dragons sent to Hell, the fact remains that these dragons are powerful, cunning, and tyrannical. Every diabolic dragon's goal is to further Hell's will, though how this happens can vary. Regardless of their goals, these dragons always approach newcomers with an unsettling calmness. Recall Knowledge - Dragon (Arcana): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Adult Diabolic Dragon Source Monster Core pg. 113 Perception +26; greater darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Diabolic, Draconic, Empyrean, Necril, Pyric Skills Acrobatics +27, Athletics +30, Deception +26, Diplomacy +28, Hell Lore +24, Intimidation +26, Legal Lore +26, Religion +26, Society +24, Thievery +27 Str +8 Dex +4 Con +6 Int +3 Wis +5 Cha +5 Smoke Vision Smoke doesn't impair the dragon's vision; they ignore the concealed condition from smoke. --- AC 36 Fort +29 Ref +25 Will +26 +2 status to all saves vs. divine HP 285 Immunities fire, paralyzed, sleep Weaknesses holy 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 34 Hell's Sting Reaction (divine, mental, unholy) Trigger The dragon is critically hit with a melee attack; Effect The dragon channels the rancor of Hell back through the body of their foe, overwhelming it with an infernal assault on the mind. The triggering creature takes 8d6 mental damage with a DC 36 basic Will save. Holy creatures use an outcome one degree of success worse than they roll on their saving throw. Reactive Strike Reaction --- Speed 60 feet, fly 150 feet Melee Single Action jaws +30 (Fire, reach 15 feet, Magical, Unholy), Damage 3d12+11 piercing plus 2d6 fire Melee Single Action claws +30 (Agile, Fire, Magical, Unholy, reach 10 feet), Damage 3d8+11 piercing plus 2d6 fire and Grab Melee Single Action tail +28 (Fire, reach 20 feet, Magical, Unholy), Damage 3d8+11 bludgeoning plus 2d6 fire and Improved Knockdown Divine Innate Spells DC 34, attack +26 - Cantrips (8th) Ignition - 7th Divine Immolation, Interplanar Teleport (at will; self only), Wall of Fire (at will) Diabolic Fire Any fire damage that a diabolic dragon deals, including fire damage from spells, is imbued with the unholy power of Hell to scorch the spirit as well. A creature takes spirit damage instead of fire damage if that would be more detrimental to the creature (as determined by the GM). A diabolic dragon is immune to the diabolic fire of other diabolic dragons, the fire from divine immolation , and similar effects. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hellfire Breath whenever they score a critical hit with a Strike. Hellfire Breath Two Actions (Divine, Fire, Unholy) The dragon unleashes a blast of infernal fire that deals 16d6 fire damage in a 50-foot cone (DC 36 basic Reflex save). The dragon can't use Hellfire Breath again for 1d4 rounds. ","skill_mod":{"society":24,"diplomacy":28,"deception":26,"thievery":27,"athletics":30,"intimidation":26,"acrobatics":27,"religion":26},"image":["/Images/Monsters/Adult_Diabolic_Dragon.webp"],"primary_source":"Monster Core","spell":["Divine Immolation","Interplanar Teleport","Wall of Fire","Ignition"],"ac":36,"level":15,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" greater darkvision , scent ( imprecise ) 60 feet, smoke vision","resistance":{},"intelligence":3,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":29,"size":["Huge"],"name":"Adult Diabolic Dragon","pfs":"Standard","rarity":"common","strike_damage_average":[31,31,37],"attack_bonus":[28,30,30],"constitution":6,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Diabolic","spell_attack_bonus":[26],"will_save":26,"speed":{"fly":150,"max":150,"land":60},"wisdom":5,"weakness":{"holy":10},"creature_ability":["Smoke Vision","Frightful Presence","Hell's Sting","Reactive Strike","Diabolic Fire","Draconic Frenzy","Draconic Momentum","Hellfire Breath"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Hell Lore","Intimidation","Legal Lore","Religion","Society","Thievery"],"tradition":["Divine"],"summary":"Hell , according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, …","trait_group":["Tradition","Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2939","dexterity":4,"category":"creature","slug":"creature-2939"},{"attack_bonus":[36,38,38],"constitution":8,"primary_source_category":"Rulebooks","strength":10,"hp":390,"language":["Aklo","Chthonian","Common","Diabolic","Draconic","Empyrean","Necril","Pyric"],"immunity":["fire","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Diabolic","spell_attack_bonus":[32],"will_save":32,"charisma":8,"speed":{"fly":180,"max":180,"land":70},"perception":33,"wisdom":7,"weakness":{"holy":15},"creature_ability":["Smoke Vision","Frightful Presence","Hell's Sting","Reactive Strike","Diabolic Fire","Draconic Frenzy","Draconic Momentum","Hellfire Breath"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Hell Lore","Intimidation","Legal Lore","Religion","Society","Thievery"],"trait":["Divine","Dragon","Uncommon","Unholy","Gargantuan"],"id":"creature-2940","text":" Ancient Diabolic Dragon Hell, according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, living creatures that break off from Hell to enact its will. Whether this is true or whether diabolical dragons are simply the reborn souls of dragons sent to Hell, the fact remains that these dragons are powerful, cunning, and tyrannical. Every diabolic dragon's goal is to further Hell's will, though how this happens can vary. Regardless of their goals, these dragons always approach newcomers with an unsettling calmness. Recall Knowledge - Dragon (Arcana): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Ancient Diabolic Dragon Source Monster Core pg. 114 Perception +33; greater darkvision, scent (imprecise) 60 feet, smoke vision Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Necril, Pyric Skills Acrobatics +33, Athletics +38, Deception +34, Diplomacy +36, Hell Lore +33, Intimidation +34, Legal Lore +35, Religion +35, Society +33, Thievery +33 Str +10 Dex +5 Con +8 Int +5 Wis +7 Cha +8 Smoke Vision Smoke doesn't impair the dragon's vision; they ignore the concealed condition from smoke. --- AC 44 Fort +36 Ref +32 Will +32 +2 status to all saves vs. divine HP 390 Immunities fire, paralyzed, sleep Weaknesses holy 15 Frightful Presence (aura, emotion, fear, mental 90 feet, DC 40) Hell's Sting Reaction (divine, mental, unholy) Trigger The dragon is critically hit with a melee attack; Effect The dragon channels the rancor of Hell back through the body of their foe, overwhelming it with an infernal assault on the mind. The triggering creature takes 10d6 mental damage with a DC 42 basic Will save. Holy creatures use an outcome one degree of success worse than they roll on their saving throw. Reactive Strike Reaction --- Speed 70 feet, fly 180 feet Melee Single Action jaws +38 (Fire, Magical, reach 20 feet, Unholy), Damage 4d12+18 piercing plus 2d6 fire Melee Single Action claws +38 (Agile, Fire, Magical, Unholy, reach 15 feet), Damage 4d8+18 piercing plus 2d6 fire and Improved Grab Melee Single Action tail +36 (Fire, Magical, reach 25 feet, Unholy), Damage 4d8+18 bludgeoning plus 2d6 fire and Improved Knockdown Divine Innate Spells DC 40, attack +32 - Cantrips (10th) Ignition - 7th Interplanar Teleport (at will; self only) - 8th Summon Fiend (phistophilus only; at will) - 9th Divine Immolation (at will), Falling Stars (fire only), Wall of Fire (at will) Diabolic Fire Any fire damage that a diabolic dragon deals, including fire damage from spells, is imbued with the unholy power of Hell to scorch the spirit as well. A creature takes spirit damage instead of fire damage if that would be more detrimental to the creature (as determined by the GM). A diabolic dragon is immune to the diabolic fire of other diabolic dragons, the fire from divine immolation , and similar effects. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hellfire Breath whenever they score a critical hit with a Strike. Hellfire Breath Two Actions (Divine, Fire, Unholy) The dragon unleashes a blast of infernal fire that deals 21d6 fire damage in a 50-foot cone (DC 42 basic Reflex save). The dragon can't use Hellfire Breath again for 1d4 rounds. ","tradition":["Divine"],"skill_mod":{"society":33,"diplomacy":36,"deception":34,"thievery":33,"athletics":38,"intimidation":34,"acrobatics":33,"religion":35},"summary":"Hell , according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, …","primary_source":"Monster Core","spell":["Divine Immolation","Falling Stars","Wall of Fire","Summon Fiend","Interplanar Teleport","Ignition"],"trait_group":["Tradition","Monster","Creature Type","Rarity","Mechanics"],"ac":44,"level":20,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" greater darkvision , scent ( imprecise ) 60 feet, smoke vision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2940","intelligence":5,"reflex_save":32,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Greater darkvision","fortitude_save":36,"size":["Gargantuan"],"name":"Ancient Diabolic Dragon","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[43,43,51],"slug":"creature-2940"},{"attack_bonus":[20,20,22,22],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":170,"language":["Common","Draconic","Empyrean","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["fear","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Empyreal","spell_attack_bonus":[21],"will_save":21,"charisma":4,"speed":{"fly":150,"max":150,"land":60},"perception":21,"wisdom":5,"weakness":{"unholy":10},"creature_ability":["Inspiring Presence","Divine Deflection","Direct Halo","Draconic Frenzy","Draconic Momentum","Halo Pulse","Spirit Breath"],"skill":["Acrobatics","Athletics","Diplomacy","Heaven Lore","Intimidation","Medicine","Religion","Society"],"trait":["Divine","Dragon","Holy","Large"],"id":"creature-2941","text":" Young Empyreal Dragon The three major celestial planes—Heaven, Nirvana, and Elysium—each have their own respective dragons. Empyreal dragons have a direct connection to Heaven. Using the blessings of Heaven, empyreal dragons protect others and intercede against wickedness. Empyreal dragons are wise, considerate, and compassionate. When speaking with others, empyreal dragons are patient and understanding. Recall Knowledge - Dragon (Arcana): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Young Empyreal Dragon Source Monster Core pg. 114 Perception +21; darkvision, lifesense (imprecise) 30 feet, scent (imprecise) 60 feet Languages Common, Draconic, Empyrean; truespeech Skills Acrobatics +19, Athletics +22, Diplomacy +20, Heaven Lore +21, Intimidation +20, Medicine +21, Religion +21, Society +19 Str +6 Dex +3 Con +4 Int +3 Wis +5 Cha +4 --- AC 30 Fort +18 Ref +19 Will +21 +2 status to all saves vs. divine HP 170 Immunities fear, paralyzed, sleep Weaknesses unholy 10 Inspiring Presence (aura, emotion, mental) 20 feet. The mere sight of an empyreal dragon motivates other creatures. Creatures within the aura gain a +1 status bonus to saving throws and skill checks. The empyreal dragon can't gain the benefit of their own aura or other actions that use the aura, and they can choose to exclude any creatures from any benefit of the aura or action that uses the aura. Divine Deflection Reaction Trigger The dragon is critically hit by an attack; Effect Divine power intercedes, preventing some of the damage. The dragon gains resistance 10 to all damage against the triggering attack. --- Speed 60 feet, fly 150 feet Melee Single Action jaws +22 (Holy, Magical, reach 10 feet), Damage 2d10+9 piercing plus 1d8 spirit Melee Single Action claws +22 (Agile, Holy, Magical), Damage 2d8+9 slashing plus 1d8 spirit Melee Single Action tail +20 (Holy, Magical, reach 15 feet), Damage 2d10+9 bludgeoning plus 1d8 spirit Melee Single Action wing +20 (Agile, Magical, reach 10 feet), Damage 1d10+9 slashing plus 1d8 spirit Divine Innate Spells DC 29, attack +21 - 3rd Holy Light (at will) - 5th Heal - Constant (5th) Truespeech Direct Halo Single Action (Concentrate, Divine, Manipulate) The dragon tosses their halo to a square within 90 feet. While the halo is deployed in this way, the dragon loses their inspiring presence aura, and the aura instead emanates from the halo with the same emanation radius. The dragon can Sustain to recall the halo from any distance. The halo is made of pure light—it doesn't occupy space and can't be targeted or destroyed in any way. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Spirit Breath whenever they score a critical hit with a Strike. Halo Pulse Two Actions (Concentrate, Divine) The dragon chooses one effect to impose on creatures in their inspiring presence aura. The dragon can't use Halo Pulse again for 1d4 rounds. Repulsion Each creature must succeed at a DC 29 Fortitude save or be pushed until it's no longer in the aura. Restoration (healing, vitality) Each creature recovers 5d8 Hit Points. Spirit Breath Two Actions (Divine, Holy, Spirit) The dragon unleashes a blast of holy fire that deals 9d8 spirit damage in a 40-foot cone (DC 29 basic Reflex save). The dragon can't use Spirit Breath again for 1d4 rounds. ","tradition":["Divine"],"skill_mod":{"society":19,"diplomacy":20,"medicine":21,"athletics":22,"intimidation":20,"acrobatics":19,"religion":21},"summary":"The three major celestial planes— Heaven , Nirvana , and Elysium —each have their own respective dragons. Empyreal dragons have a direct connection …","primary_source":"Monster Core","spell":["Heal","Holy Light","Truespeech"],"trait_group":["Tradition","Monster","Creature Type","Mechanics"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision , lifesense ( imprecise ) 30 feet, scent ( imprecise ) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2941","intelligence":3,"reflex_save":19,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Young Empyreal Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,22,24,24],"slug":"creature-2941"},{"primary_source_category":"Rulebooks","strength":8,"hp":250,"language":["Chthonian","Common","Diabolic","Draconic","Empyrean","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":27,"trait":["Divine","Dragon","Holy","Huge"],"id":"creature-2942","text":" Adult Empyreal Dragon The three major celestial planes—Heaven, Nirvana, and Elysium—each have their own respective dragons. Empyreal dragons have a direct connection to Heaven. Using the blessings of Heaven, empyreal dragons protect others and intercede against wickedness. Empyreal dragons are wise, considerate, and compassionate. When speaking with others, empyreal dragons are patient and understanding. Recall Knowledge - Dragon (Arcana): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Adult Empyreal Dragon Source Monster Core pg. 115 Perception +27; darkvision, lifesense (imprecise) 30 feet, scent (imprecise) 60 feet Languages Chthonian, Common, Diabolic, Draconic, Empyrean; truespeech Skills Acrobatics +26, Athletics +28, Diplomacy +25, Heaven Lore +26, Intimidation +25, Medicine +28, Religion +28, Society +24 Str +8 Dex +4 Con +6 Int +4 Wis +7 Cha +5 --- AC 36 Fort +24 Ref +24 Will +26 +2 status to all saves vs. divine HP 250 Immunities fear, paralyzed, sleep Weaknesses unholy 10 Inspiring Presence (aura, emotion, mental) 20 feet. The mere sight of an empyreal dragon motivates other creatures. Creatures within the aura gain a +1 status bonus to saving throws and skill checks. The empyreal dragon can't gain the benefit of their own aura or other actions that use the aura, and they can choose to exclude any creatures from any benefit of the aura or action that uses the aura. Divine Deflection Reaction Trigger The dragon is critically hit by an attack; Effect Divine power intercedes, preventing some of the damage. The dragon gains resistance 10 to all damage against the triggering attack. --- Speed 70 feet, fly 180 feet Melee Single Action jaws +28 (Holy, reach 15 feet), Damage 3d10+11 piercing plus 1d8 spirit Melee Single Action claws +28 (Agile, Holy, reach 10 feet), Damage 3d8+11 slashing plus 1d8 spirit Melee Single Action tail +26 (Holy, reach 20 feet), Damage 3d10+11 bludgeoning plus 1d8 spirit Melee Single Action wing +26 (Agile, Holy, reach 15 feet), Damage 2d10+11 slashing plus 1d8 spirit Divine Innate Spells DC 34, attack +26 - 5th Holy Light (at will) - 7th Heal, Interplanar Teleport (at will; self only) - Constant (5th) Truespeech Direct Halo Single Action (Concentrate, Divine, Manipulate) The dragon tosses their halo to a square within 90 feet. While the halo is deployed in this way, the dragon loses their inspiring presence aura, and the aura instead emanates from the halo with the same emanation radius. The dragon can Sustain to recall the halo from any distance. The halo is made of pure light—it doesn't occupy space and can't be targeted or destroyed in any way. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Spirit Breath whenever they score a critical hit with a Strike. Halo Pulse Two Actions (Concentrate, Divine) The dragon chooses one effect to impose on creatures in their inspiring presence aura. The dragon can't use Halo Pulse again for 1d4 rounds. Repulsion Each creature must succeed at a DC 34 Fortitude save or be pushed until it's no longer in the aura. Restoration (healing, vitality) Each creature recovers 7d8 Hit Points. Spirit Breath Two Actions (Divine, Holy, Spirit) The dragon unleashes a blast of holy fire that deals 12d8 spirit damage in a 50-foot cone (DC 34 basic Reflex save). The dragon can't use Spirit Breath again for 1d4 rounds. ","skill_mod":{"society":24,"diplomacy":25,"medicine":28,"athletics":28,"intimidation":25,"acrobatics":26,"religion":28},"image":["/Images/Monsters/Adult_Empyreal_Dragon.webp"],"primary_source":"Monster Core","spell":["Heal","Interplanar Teleport","Holy Light","Truespeech"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" darkvision , lifesense ( imprecise ) 30 feet, scent ( imprecise ) 60 feet","resistance":{},"intelligence":4,"reflex_save":24,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":24,"size":["Huge"],"name":"Adult Empyreal Dragon","pfs":"Standard","rarity":"common","strike_damage_average":[26,29,32,32],"attack_bonus":[26,26,28,28],"constitution":6,"immunity":["fear","paralyzed","sleep"],"creature_family":"Dragon, Empyreal","spell_attack_bonus":[26],"will_save":26,"speed":{"fly":180,"max":180,"land":70},"wisdom":7,"weakness":{"unholy":10},"creature_ability":["Inspiring Presence","Divine Deflection","Direct Halo","Draconic Frenzy","Draconic Momentum","Halo Pulse","Spirit Breath"],"skill":["Acrobatics","Athletics","Diplomacy","Heaven Lore","Intimidation","Medicine","Religion","Society"],"tradition":["Divine"],"summary":"The three major celestial planes— Heaven , Nirvana , and Elysium —each have their own respective dragons. Empyreal dragons have a direct connection …","trait_group":["Tradition","Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=2942","dexterity":4,"category":"creature","slug":"creature-2942"},{"attack_bonus":[33,33,35,35],"constitution":8,"primary_source_category":"Rulebooks","strength":10,"hp":350,"language":["Chthonian","Common","Diabolic","Draconic","Empyrean","Fey","Necril","truespeech"],"immunity":["fear","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Empyreal","spell_attack_bonus":[33],"will_save":35,"charisma":6,"speed":{"fly":200,"max":200,"land":80},"perception":35,"wisdom":8,"weakness":{"unholy":15},"creature_ability":["Inspiring Presence","Divine Deflection","Direct Halo","Draconic Frenzy","Draconic Momentum","Halo Pulse","Spirit Breath"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Heaven Lore","Medicine","Religion","Society"],"trait":["Divine","Dragon","Holy","Uncommon","Gargantuan"],"id":"creature-2943","text":" Ancient Empyreal Dragon The three major celestial planes—Heaven, Nirvana, and Elysium—each have their own respective dragons. Empyreal dragons have a direct connection to Heaven. Using the blessings of Heaven, empyreal dragons protect others and intercede against wickedness. Empyreal dragons are wise, considerate, and compassionate. When speaking with others, empyreal dragons are patient and understanding. Recall Knowledge - Dragon (Arcana): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ancient Empyreal Dragon Source Monster Core pg. 116 Perception +35; darkvision, lifesense (imprecise) 30 feet, scent (imprecise) 60 feet Languages Chthonian, Common, Diabolic, Draconic, Empyrean, Fey, Necril; truespeech Skills Acrobatics +31, Athletics +35, Diplomacy +31, Intimidation +31, Heaven Lore +32, Medicine +35, Religion +32, Society +30 Str +10 Dex +6 Con +8 Int +5 Wis +8 Cha +6 --- AC 43 Fort +31 Ref +31 Will +35 +2 status to all saves vs. divine HP 350 Immunities fear, paralyzed, sleep Weaknesses unholy 15 Inspiring Presence (aura, emotion, mental) 20 feet. The mere sight of an empyreal dragon motivates other creatures. Creatures within the aura gain a +1 status bonus to saving throws and skill checks. The empyreal dragon can't gain the benefit of their own aura or other actions that use the aura, and they can choose to exclude any creatures from any benefit of the aura or action that uses the aura. Divine Deflection Reaction Trigger The dragon is critically hit by an attack; Effect Divine power intercedes, preventing some of the damage. The dragon gains resistance 15 to all damage against the triggering attack. --- Speed 80 feet, fly 200 feet Melee Single Action jaws +35 (Holy, Magical, reach 20 feet), Damage 4d10+16 piercing plus 1d8 spirit Melee Single Action claws +35 (Agile, Holy, Magical, reach 15 feet), Damage 4d8+16 slashing plus 1d8 spirit Melee Single Action tail +33 (Holy, Magical, reach 25 feet), Damage 4d10+16 bludgeoning plus 1d8 spirit Melee Single Action wing +33 (Agile, Magical, reach 20 feet), Damage 3d10+16 slashing plus 1d8 spirit Divine Innate Spells DC 41, attack +33 - 7th Holy Light (at will), Interplanar Teleport (at will; self only) - 9th Heal - Constant (5th) Truespeech Direct Halo Single Action (Concentrate, Divine, Manipulate) The dragon tosses their halo to a square within 90 feet. While the halo is deployed in this way, the dragon loses their inspiring presence aura, and the aura instead emanates from the halo with the same emanation radius. The dragon can Sustain to recall the halo from any distance. The halo is made of pure light—it doesn't occupy space and can't be targeted or destroyed in any way. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Spirit Breath whenever they score a critical hit with a Strike. Halo Pulse Two Actions (Concentrate, Divine) The dragon chooses one effect to impose on creatures in their inspiring presence aura. The dragon can't use Halo Pulse again for 1d4 rounds. Repulsion Each creature must succeed at a DC 41 Fortitude save or be pushed until it's no longer in the aura. Restoration (healing, vitality) Each creature recovers 9d8 Hit Points. Restriction (incapacitation, mental) Creatures must succeed at a DC 41 Will save or be slowed 1 (slowed 2 on a critical failure) while they remain within the aura. Regardless of the result, a creature is then temporarily immune to restriction for 1 minute. Spirit Breath Two Actions (Divine, Holy, Spirit) The dragon unleashes a blast of holy fire that deals 16d8 spirit damage in a 50-foot cone (DC 41 basic Reflex save). The dragon can't use Spirit Breath again for 1d4 rounds. ","tradition":["Divine"],"skill_mod":{"society":30,"diplomacy":31,"medicine":35,"athletics":35,"intimidation":31,"acrobatics":31,"religion":32},"summary":"The three major celestial planes— Heaven , Nirvana , and Elysium —each have their own respective dragons. Empyreal dragons have a direct connection …","primary_source":"Monster Core","spell":["Heal","Holy Light","Interplanar Teleport","Truespeech"],"trait_group":["Tradition","Monster","Creature Type","Mechanics","Rarity"],"ac":43,"level":19,"spell_dc":[41],"source_category":["Rulebooks"],"sense":" darkvision , lifesense ( imprecise ) 30 feet, scent ( imprecise ) 60 feet","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2943","intelligence":5,"reflex_save":31,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":31,"size":["Gargantuan"],"name":"Ancient Empyreal Dragon","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[37,38,42,42],"slug":"creature-2943"},{"attack_bonus":[19,21,21],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":175,"language":["Common","Draconic"],"immunity":["drained","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Fortune","spell_attack_bonus":[22],"will_save":19,"charisma":3,"speed":{"fly":100,"max":100,"land":60},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Capture Spell","Disruptive Breath","Draconic Frenzy","Draconic Momentum","Share the Wealth","Treasure Dive"],"skill":["Accounting Lore","Acrobatics","Arcana","Athletics","Crafting","Diplomacy","Mercantile Lore","Thievery"],"trait":["Arcane","Dragon","Large"],"id":"creature-2944","text":" Young Fortune Dragon Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to empower their magical abilities and even their bodies, as the energy can heal wounds. A fortune dragon has a typical build for an arcane dragon, but their bodies sport a striking feature: their treasure. The dragon's nature of drawing upon magic causes coins, gems, and, most notably, magical items to cling to their body like iron drawn to magnets. A dragon constantly pulls magical energies from the items attached to their body and makes use of these energies to cast spells. The magical energies that flow through a fortune dragon constantly flow through the dragon's items as well, and in many cases, the items melt from the heat produced in this process. Fortune dragons are seekers of novel experiences. This desire for originality leads fortune dragons to approach visitors of other ancestries with curiosity, though this initial interest quickly wanes if a visitor lacks exciting qualities. Recall Knowledge - Dragon (Arcana): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Young Fortune Dragon Source Monster Core pg. 116 Perception +19; darkvision, scent (imprecise) 60 feet Languages Common, Draconic Skills Accounting Lore +22, Acrobatics +21, Arcana +22, Athletics +21, Crafting +22, Diplomacy +19, Mercantile Lore +22, Thievery +21 Str +5 Dex +5 Con +4 Int +6 Wis +3 Cha +3 --- AC 30 Fort +18 Ref +21 Will +19 +2 status to all saves vs. arcane HP 175 Immunities drained, paralyzed, sleep Capture Spell Reaction (arcane) Trigger The dragon succeeds or critically succeeds on a saving throw against a spell; Effect The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 5, counteract modifier +20). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally. --- Speed 60 feet, fly 100 feet Melee Single Action jaws +21 (Magical, reach 10 feet), Damage 2d10+11 piercing plus 1d6 force Melee Single Action claw +21 (Agile, Magical), Damage 2d6+11 piercing plus 1d6 force Melee Single Action tail +19 (Magical, reach 15 feet), Damage 2d10+11 bludgeoning plus 1d6 force Arcane Spontaneous Spells DC 30, attack +22 - Cantrips (5th) Detect Magic, Read Aura - 5th Fireball, Force Barrage, Slither, Unfettered Movement (1 slot) Disruptive Breath Two Actions (Arcane, Force) The dragon unleashes a spray of magic-disrupting energies that deals 9d6 force damage in a 30-foot cone (DC 30 basic Reflex save) Creatures that fail become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Disruptive Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot. Share the Wealth Two Actions Requirements The dragon's body is covered in riches (this is typically the case when the dragon is first encountered); Effect The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 6d10 bludgeoning damage with a DC 29 basic Reflex save to all creatures in a 30-foot emanation. The dragon's body is then no longer covered in riches. Treasure Dive Two Actions Requirements The dragon's body isn't covered in riches and the dragon is adjacent to their hoard; Effect The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot. The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 27 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked prone on a critical failure). ","tradition":["Arcane"],"skill_mod":{"diplomacy":19,"thievery":21,"crafting":22,"arcana":22,"athletics":21,"acrobatics":21},"summary":"Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to …","primary_source":"Monster Core","spell":["Fireball","Force Barrage","Slither","Unfettered Movement","Detect Magic","Read Aura"],"trait_group":["Tradition","Monster","Creature Type"],"ac":30,"level":10,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2944","intelligence":6,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Young Fortune Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[21,25,25],"slug":"creature-2944"},{"primary_source_category":"Rulebooks","strength":7,"hp":230,"language":["Common","Draconic","Dwarven"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":24,"trait":["Arcane","Dragon","Huge"],"id":"creature-2945","text":" Adult Fortune Dragon Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to empower their magical abilities and even their bodies, as the energy can heal wounds. A fortune dragon has a typical build for an arcane dragon, but their bodies sport a striking feature: their treasure. The dragon's nature of drawing upon magic causes coins, gems, and, most notably, magical items to cling to their body like iron drawn to magnets. A dragon constantly pulls magical energies from the items attached to their body and makes use of these energies to cast spells. The magical energies that flow through a fortune dragon constantly flow through the dragon's items as well, and in many cases, the items melt from the heat produced in this process. Fortune dragons are seekers of novel experiences. This desire for originality leads fortune dragons to approach visitors of other ancestries with curiosity, though this initial interest quickly wanes if a visitor lacks exciting qualities. Recall Knowledge - Dragon (Arcana): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Adult Fortune Dragon Source Monster Core pg. 118 Perception +24; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Dwarven Skills Accounting Lore +28, Acrobatics +27, Arcana +28, Athletics +27, Crafting +28, Diplomacy +24, Mercantile Lore +28, Thievery +27 Str +7 Dex +7 Con +6 Int +8 Wis +4 Cha +4 --- AC 36 Fort +24 Ref +27 Will +24 +2 status to all saves vs. arcane HP 230 Immunities drained, paralyzed, sleep Aura of Disruption (arcane, aura) 120 feet. The dragon radiates disruptive energies that allow them to feed on magic. When a spell is counteracted or disrupted within the aura, the dragon regains one expended spontaneous spell slot and gains 25 temporary Hit Points that last for 1 minute. Capture Spell Reaction (arcane) Trigger The dragon succeeds or critically succeeds on a saving throw against a spell; Effect The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 7, counteract modifier +28). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally. --- Speed 70 feet, fly 140 feet Melee Single Action jaws +27 (Magical, reach 15 feet), Damage 3d10+13 piercing plus 1d6 force Melee Single Action claw +27 (Agile, Magical, reach 10 feet), Damage 3d6+13 piercing plus 1d6 force Melee Single Action tail +25 (Magical, reach 20 feet), Damage 3d10+13 bludgeoning plus 1d6 force Arcane Spontaneous Spells DC 36, attack +28 - Cantrips (7th) Detect Magic, Read Aura - 7th Chain Lightning, Fireball, Force Barrage, Slither, Unfettered Movement, Warp Mind (2 slots) Disruptive Breath Two Actions (Arcane, Force) The dragon unleashes a spray of magic-disrupting energies that deals 13d6 force damage in a 40-foot cone (DC 36 basic Reflex save) Creatures that fail become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Disruptive Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot. Share the Wealth Two Actions Requirements The dragon's body is covered in riches (this is typically the case when the dragon is first encountered); Effect The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 9d10 bludgeoning damage with a DC 35 basic Reflex save to all creatures in a 40-foot emanation. The dragon's body is then no longer covered in riches. Treasure Dive Two Actions Requirements The dragon's body isn't covered in riches and the dragon is adjacent to their hoard; Effect The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot. The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 33 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked prone on a critical failure). ","skill_mod":{"diplomacy":24,"thievery":27,"crafting":28,"arcana":28,"athletics":27,"acrobatics":27},"image":["/Images/Monsters/Adult_Fortune_Dragon.webp"],"primary_source":"Monster Core","spell":["Chain Lightning","Fireball","Force Barrage","Slither","Unfettered Movement","Warp Mind","Detect Magic","Read Aura"],"ac":36,"level":14,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet","resistance":{},"intelligence":8,"reflex_save":27,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":24,"size":["Huge"],"name":"Adult Fortune Dragon","pfs":"Standard","rarity":"common","strike_damage_average":[27,33,33],"attack_bonus":[25,27,27],"constitution":6,"immunity":["drained","paralyzed","sleep"],"creature_family":"Dragon, Fortune","spell_attack_bonus":[28],"will_save":24,"speed":{"fly":140,"max":140,"land":70},"wisdom":4,"weakness":{},"creature_ability":["Aura of Disruption","Capture Spell","Disruptive Breath","Draconic Frenzy","Draconic Momentum","Share the Wealth","Treasure Dive"],"skill":["Accounting Lore","Acrobatics","Arcana","Athletics","Crafting","Diplomacy","Mercantile Lore","Thievery"],"tradition":["Arcane"],"summary":"Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to …","trait_group":["Tradition","Monster","Creature Type"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=2945","dexterity":7,"category":"creature","slug":"creature-2945"},{"attack_bonus":[32,34,34],"constitution":8,"primary_source_category":"Rulebooks","strength":9,"hp":300,"language":["Common","Draconic","Dwarven","Petran"],"immunity":["drained","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Fortune","spell_attack_bonus":[37],"will_save":32,"charisma":5,"speed":{"fly":180,"max":180,"land":80},"perception":30,"wisdom":5,"weakness":{},"creature_ability":["Aura of Disruption","Capture Spell","Disruptive Breath","Draconic Frenzy","Draconic Momentum","Drain Hoard","Share the Wealth","Treasure Dive"],"skill":["Accounting Lore","Acrobatics","Arcana","Athletics","Crafting","Diplomacy","Mercantile Lore","Thievery"],"trait":["Arcane","Dragon","Uncommon","Gargantuan"],"id":"creature-2946","text":" Ancient Fortune Dragon Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to empower their magical abilities and even their bodies, as the energy can heal wounds. A fortune dragon has a typical build for an arcane dragon, but their bodies sport a striking feature: their treasure. The dragon's nature of drawing upon magic causes coins, gems, and, most notably, magical items to cling to their body like iron drawn to magnets. A dragon constantly pulls magical energies from the items attached to their body and makes use of these energies to cast spells. The magical energies that flow through a fortune dragon constantly flow through the dragon's items as well, and in many cases, the items melt from the heat produced in this process. Fortune dragons are seekers of novel experiences. This desire for originality leads fortune dragons to approach visitors of other ancestries with curiosity, though this initial interest quickly wanes if a visitor lacks exciting qualities. Recall Knowledge - Dragon (Arcana): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ancient Fortune Dragon Source Monster Core pg. 118 Perception +30; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Dwarven, Petran Skills Accounting Lore +37, Acrobatics +36, Arcana +37, Athletics +34, Crafting +37, Diplomacy +32, Mercantile Lore +37, Thievery +36 Str +9 Dex +9 Con +8 Int +10 Wis +5 Cha +5 --- AC 43 Fort +31 Ref +34 Will +32 +2 status to all saves vs. arcane HP 300 Immunities drained, paralyzed, sleep Aura of Disruption (arcane, aura) 120 feet. The dragon radiates disruptive energies that allow them to feed on magic. When a spell is counteracted or disrupted within the aura, the dragon regains one expended spontaneous spell slot and gains 35 temporary Hit Points that last for 1 minute. Capture Spell Reaction (arcane) Trigger The dragon succeeds or critically succeeds on a saving throw against a spell; Effect The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 10, counteract modifier +37). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally. --- Speed 80 feet, fly 180 feet Melee Single Action jaws +34 (Magical, reach 20 feet), Damage 4d10+15 piercing plus 1d6 force Melee Single Action claw +34 (Agile, Magical, reach 15 feet), Damage 4d6+15 piercing plus 1d6 force Melee Single Action tail +32 (Magical, reach 25 feet), Damage 4d10+15 bludgeoning plus 1d6 force Arcane Spontaneous Spells DC 45, attack +37 - Cantrips (10th) Detect Magic, Read Aura - 10th Chain Lightning, Fireball, Force Barrage, Implosion, Quandary, Slither, Unfettered Movement, Warp Mind (3 slots) Disruptive Breath Two Actions (Arcane, Force) The dragon unleashes a spray of magic-disrupting energies that deals 18d6 force damage in a 60-foot cone (DC 45 basic Reflex save) Creatures that fail become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Disruptive Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot. Drain Hoard Single Action Requirements The dragon is within 60 feet of their hoard; Frequency once per day; Effect The dragon draws power out of the magic items in their hoard, regaining all their expended spontaneous spell slots. Share the Wealth Two Actions Requirements The dragon's body is covered in riches (this is typically the case when the dragon is first encountered); Effect The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 18d6 bludgeoning damage with a DC 40 basic Reflex save to all creatures in a 50-foot emanation. The dragon's body is then no longer covered in riches. Treasure Dive Two Actions Requirements The dragon's body isn't covered in riches and the dragon is adjacent to their hoard; Effect The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot. The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 38 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked prone on a critical failure). ","tradition":["Arcane"],"skill_mod":{"diplomacy":32,"thievery":36,"crafting":37,"arcana":37,"athletics":34,"acrobatics":36},"summary":"Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to …","primary_source":"Monster Core","spell":["Chain Lightning","Fireball","Force Barrage","Implosion","Quandary","Slither","Unfettered Movement","Warp Mind","Detect Magic","Read Aura"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":43,"level":19,"spell_dc":[45],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2946","intelligence":10,"reflex_save":34,"strongest_save":["ref","reflex"],"dexterity":9,"vision":"Darkvision","fortitude_save":31,"size":["Gargantuan"],"name":"Ancient Fortune Dragon","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[32,40,40],"slug":"creature-2946"},{"legacy_name":["Young Green Dragon"],"primary_source_category":"Rulebooks","strength":5,"hp":135,"language":["Common","Draconic"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":16,"stealth":"15","trait":["Amphibious","Dragon","Primal","Large"],"id":"creature-2947","text":" Young Horned Dragon The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the massive paired horns of the horned dragon. While their bulky frames, natural coloration, and prominent ridged scales are all remarkable in their own way, it's the horns that are most obvious and striking at first glance. Horned dragons use their horns to impale their prey in a quick and brutal display of their might. They are generally contemplative and have a fixation on knowledge and self-discipline, traits belied by their bestial appearance. As a result, horned dragons are generally more open to speaking with outsiders. Recall Knowledge - Dragon (Arcana): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Young Horned Dragon Source Monster Core pg. 119 Perception +16; darkvision, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +13, Arcana +16, Athletics +17, Deception +14, Diplomacy +16, Forest Lore +14, Intimidation +16, Nature +14, Occultism +17, Society +14, Stealth +15 Str +5 Dex +1 Con +3 Int +2 Wis +2 Cha +4 --- AC 28 Fort +16 Ref +16 Will +17 HP 135 Immunities paralyzed, poison, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 24 Twisting Tail Reaction Trigger A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using; Effect The dragon makes a tail Strike at the creature with a –2 penalty. If the Strike hits, the dragon disrupts the creature's action. --- Speed 30 feet, fly 120 feet, swim 30 feet; forest passage Melee Single Action jaws +20 (Magical, Poison, reach 10 feet), Damage 2d10+8 piercing plus 2d4 poison Melee Single Action claw +20 (Agile, Magical), Damage 2d8+8 slashing Melee Single Action tail +18 (Magical, reach 15 feet), Damage 2d8+7 bludgeoning Melee Single Action horn +18 (Magical, reach 10 feet), Damage 1d12+7 piercing Primal Innate Spells DC 26 - 1st Charm - 2nd Entangling Flora Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Poison Breath whenever they score a critical hit with a Strike. Forest Passage The horned dragon ignores any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress. Impaling Charge Two Actions Requirements The dragon doesn't have a creature impaled on their horn; Effect The dragon attempts to gore a foe. They Stride, then attempt a horn Strike. On a hit, the target becomes impaled on the dragon's horn. The creature is grabbed while on the horn (and can attempt to Escape as normal). The dragon doesn't need to use additional actions to keep the impaled creature grabbed. If the dragon moves, they bring the grabbed creature along with them. Poison Breath Two Actions (Primal, Poison) The dragon breathes a toxic cloud that deals 9d6 poison damage in a 40-foot cone (DC 25 basic Fortitude save). They can't use Poison Breath again for 1d4 rounds. ","skill_mod":{"society":14,"diplomacy":16,"deception":14,"nature":14,"stealth":15,"arcana":16,"athletics":17,"intimidation":16,"occultism":17,"acrobatics":13},"primary_source":"Monster Core","spell":["Entangling Flora","Charm"],"ac":28,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet","resistance":{},"intelligence":2,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Young Horned Dragon","pfs":"Standard","rarity":"common","strike_damage_average":[13,16,17,24],"attack_bonus":[18,18,20,20],"constitution":3,"immunity":["paralyzed","poison","sleep"],"creature_family":"Dragon, Horned","will_save":17,"speed":{"fly":120,"max":120,"land":30,"swim":30},"wisdom":2,"weakness":{},"creature_ability":["Frightful Presence","Twisting Tail","Draconic Frenzy","Draconic Momentum","Forest Passage","Impaling Charge","Poison Breath"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Forest Lore","Intimidation","Nature","Occultism","Society","Stealth"],"legacy_id":["creature-133"],"tradition":["Primal"],"summary":"The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the …","trait_group":["Monster","Creature Type","Tradition"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=2947","dexterity":1,"category":"creature","slug":"creature-2947"},{"legacy_name":["Adult Green Dragon"],"primary_source_category":"Rulebooks","strength":6,"hp":215,"language":["Common","Draconic","Elven","Fey"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":22,"stealth":"21","trait":["Amphibious","Dragon","Primal","Huge"],"id":"creature-2948","text":" Adult Horned Dragon The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the massive paired horns of the horned dragon. While their bulky frames, natural coloration, and prominent ridged scales are all remarkable in their own way, it's the horns that are most obvious and striking at first glance. Horned dragons use their horns to impale their prey in a quick and brutal display of their might. They are generally contemplative and have a fixation on knowledge and self-discipline, traits belied by their bestial appearance. As a result, horned dragons are generally more open to speaking with outsiders. Recall Knowledge - Dragon (Arcana): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Adult Horned Dragon Source Monster Core pg. 120 Perception +22; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Elven, Fey Skills Acrobatics +19, Arcana +22, Athletics +24, Deception +19, Diplomacy +23, Forest Lore +22, Intimidation +23, Nature +20, Occultism +24, Society +22, Stealth +21 Str +6 Dex +3 Con +3 Int +4 Wis +4 Cha +5 --- AC 34 Fort +20 Ref +22 Will +23 +1 status to all saves vs. primal HP 215 Immunities paralyzed, poison, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 31 Twisting Tail Reaction Trigger A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using; Effect The dragon makes a tail Strike at the creature with a –2 penalty. If the Strike hits, the dragon disrupts the creature's action. --- Speed 40 feet, fly 160 feet, swim 40 feet; forest passage, trackless journey Melee Single Action jaws +26 (Magical, Poison, reach 15 feet), Damage 3d10+12 piercing plus 3d4 poison Melee Single Action claw +26 (Agile, Magical, reach 10 feet), Damage 3d8+12 slashing Melee Single Action tail +24 (Magical, reach 20 feet), Damage 3d8+10 bludgeoning Melee Single Action horn +24 (Magical, reach 15 feet), Damage 2d8+10 piercing Primal Innate Spells DC 32 - 2nd Charm (at will), Entangling Flora (×2) - 4th Suggestion Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Poison Breath whenever they score a critical hit with a Strike. Forest Passage The horned dragon ignores any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress. Impaling Charge Two Actions Requirements The dragon doesn't have a creature impaled on their horn; Effect The dragon attempts to gore a foe. They Stride, then attempt a horn Strike. On a hit, the target becomes impaled on the dragon's horn. The creature is grabbed while on the horn (and can attempt to Escape as normal). The dragon doesn't need to use additional actions to keep the impaled creature grabbed. If the dragon moves, they bring the grabbed creature along with them. Poison Breath Two Actions (Primal, Poison) The dragon breathes a toxic cloud that deals 13d6 poison damage in a 50-foot cone (DC 31 basic Fortitude save). They can't use Poison Breath again for 1d4 rounds. Trackless Journey The horned dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed. ","skill_mod":{"society":22,"diplomacy":23,"deception":19,"nature":20,"stealth":21,"arcana":22,"athletics":24,"intimidation":23,"occultism":24,"acrobatics":19},"image":["/Images/Monsters/Adult_Horned_Dragon.webp"],"primary_source":"Monster Core","spell":["Suggestion","Charm","Entangling Flora"],"ac":34,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet","resistance":{},"intelligence":4,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"size":["Huge"],"name":"Adult Horned Dragon","pfs":"Standard","rarity":"common","strike_damage_average":[19,23,25,36],"attack_bonus":[24,24,26,26],"constitution":3,"immunity":["paralyzed","poison","sleep"],"creature_family":"Dragon, Horned","will_save":23,"speed":{"fly":160,"max":160,"land":40,"swim":40},"wisdom":4,"weakness":{},"creature_ability":["Twisting Tail","Draconic Frenzy","Draconic Momentum","Forest Passage","Impaling Charge","Poison Breath","Trackless Journey"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Forest Lore","Intimidation","Nature","Occultism","Society","Stealth"],"legacy_id":["creature-134"],"tradition":["Primal"],"summary":"The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the …","trait_group":["Monster","Creature Type","Tradition"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2948","dexterity":3,"category":"creature","slug":"creature-2948"},{"legacy_name":["Ancient Green Dragon"],"primary_source_category":"Rulebooks","strength":7,"hp":315,"language":["Chthonian","Common","Draconic","Elven","Fey","Jotun"],"source":["Monster Core"],"type":"Creature","charisma":6,"perception":30,"stealth":"29","trait":["Amphibious","Dragon","Primal","Uncommon","Gargantuan"],"id":"creature-2949","text":" Ancient Horned Dragon The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the massive paired horns of the horned dragon. While their bulky frames, natural coloration, and prominent ridged scales are all remarkable in their own way, it's the horns that are most obvious and striking at first glance. Horned dragons use their horns to impale their prey in a quick and brutal display of their might. They are generally contemplative and have a fixation on knowledge and self-discipline, traits belied by their bestial appearance. As a result, horned dragons are generally more open to speaking with outsiders. Recall Knowledge - Dragon (Arcana): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ancient Horned Dragon Source Monster Core pg. 121 Perception +30; darkvision, scent (imprecise) 60 feet Languages Chthonian, Common, Draconic, Elven, Fey, Jotun Skills Acrobatics +25, Arcana +32, Athletics +30, Deception +27, Diplomacy +31, Forest Lore +31, Intimidation +31, Nature +28, Occultism +34, Society +31, Stealth +29 Str +7 Dex +4 Con +5 Int +6 Wis +5 Cha +6 Camouflage The dragon can Hide in natural environments even if they don't have cover. --- AC 41 Fort +30 Ref +29 Will +32 +1 status to all saves vs. primal HP 315 Immunities paralyzed, poison, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 37 Miasma (aura, poison) 20 feet. After the dragon uses their Poison Breath, a cloud of poison gas continues to emanate from their body for 1 round. Any creature that ends its turn in the miasma takes 4d6 poison damage (DC 37 basic Fortitude save). Any creature in the miasma is concealed and treats other creatures as concealed. The dragon can see through this concealment. Twisting Tail Reaction Trigger A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using; Effect The dragon makes a tail Strike at the creature with a –2 penalty. If the Strike hits, the dragon disrupts the creature's action. --- Speed 50 feet, fly 200 feet, swim 50 feet; forest passage, trackless journey Melee Single Action jaws +33 (Magical, Poison, reach 20 feet), Damage 3d12+15 piercing plus 4d4 poison Melee Single Action claw +33 (Agile, Magical, reach 15 feet), Damage 3d10+15 slashing Melee Single Action tail +31 (Magical, reach 25 feet), Damage 3d10+13 bludgeoning Melee Single Action horn +31 (Magical, reach 20 feet), Damage 2d10+13 piercing Primal Innate Spells DC 39 - 2nd Entangling Flora (at will) - 4th Charm (at will), Suggestion - 6th Dominate Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Poison Breath whenever they score a critical hit with a Strike. Forest Passage The horned dragon ignores any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress. Impaling Charge Two Actions Requirements The dragon doesn't have a creature impaled on their horn; Effect The dragon attempts to gore a foe. They Stride, then attempt a horn Strike. On a hit, the target becomes impaled on the dragon's horn. The creature is grabbed while on the horn (and can attempt to Escape as normal). The dragon doesn't need to use additional actions to keep the impaled creature grabbed. If the dragon moves, they bring the grabbed creature along with them. Poison Breath Two Actions (Primal, Poison) The dragon breathes a toxic cloud that deals 18d6 poison damage in a 60-foot cone (DC 37 basic Fortitude save). They can't use Poison Breath again for 1d4 rounds. Trackless Journey The horned dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed. ","skill_mod":{"society":31,"diplomacy":31,"deception":27,"nature":28,"stealth":29,"arcana":32,"athletics":30,"intimidation":31,"occultism":34,"acrobatics":25},"primary_source":"Monster Core","spell":["Dominate","Charm","Suggestion","Entangling Flora"],"ac":41,"level":17,"spell_dc":[39],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet","resistance":{},"intelligence":6,"reflex_save":29,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":30,"size":["Gargantuan"],"name":"Ancient Horned Dragon","pfs":"Standard","rarity":"uncommon","strike_damage_average":[24,29,31,44],"attack_bonus":[31,31,33,33],"constitution":5,"immunity":["paralyzed","poison","sleep"],"creature_family":"Dragon, Horned","will_save":32,"speed":{"fly":200,"max":200,"land":50,"swim":50},"wisdom":5,"weakness":{},"creature_ability":["Camouflage","Frightful Presence","Miasma","Twisting Tail","Draconic Frenzy","Draconic Momentum","Forest Passage","Impaling Charge","Poison Breath","Trackless Journey"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Forest Lore","Intimidation","Nature","Occultism","Society","Stealth"],"legacy_id":["creature-135"],"tradition":["Primal"],"summary":"The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the …","trait_group":["Monster","Creature Type","Tradition","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2949","dexterity":4,"category":"creature","slug":"creature-2949"},{"attack_bonus":[18,20,20],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":155,"language":["Common","Draconic"],"immunity":["fascinated","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Mirage","will_save":20,"charisma":6,"speed":{"climb":20,"fly":120,"max":120,"land":40},"perception":20,"wisdom":5,"weakness":{},"creature_ability":["Camouflage","Scintillating Defense","Draconic Frenzy","Draconic Momentum","Hallucinatory Breath","Lunging Bite","Sneak Attack"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Diplomacy","Illusion Lore","Performance","Stealth","Thievery"],"stealth":"19","trait":["Arcane","Dragon","Large"],"id":"creature-2950","text":" Young Mirage Dragon Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas. In addition to their magical prowess, mirage dragons possess a number of additional features to help them on hunts or mislead attackers, such as their camouflaging scales and a hallucinatory breath that can confound multiple foes at once. Mirage dragons are vain and egotistical figures. They ultimately care more about themselves than others. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Young Mirage Dragon Source Monster Core pg. 122 Perception +20; darkvision, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +19, Arcana +19, Athletics +18, Crafting +19, Deception +21, Diplomacy +19, Illusion Lore +21, Performance +19, Stealth +19, Thievery +19 Str +5 Dex +4 Con +3 Int +4 Wis +5 Cha +6 Camouflage The dragon can Hide in natural environments even if they don't have cover. --- AC 27 Fort +16 Ref +17 Will +20 +2 status to all saves vs. arcane HP 155 Immunities fascinated, paralyzed, sleep Scintillating Defense Reaction (visual) Trigger The dragon is targeted with an attack; Effect The dragon flashes their iridescent scales at the triggering creature to throw off the attack. The dragon gains concealment against the triggering attack. --- Speed 40 feet, climb 20 feet, fly 120 feet Melee Single Action jaws +20 (Magical, reach 10 feet), Damage 2d10+8 piercing Melee Single Action claws +20 (Agile, Magical), Damage 2d6+8 slashing Melee Single Action tail +18 (Magical, reach 15 feet), Damage 2d8+8 bludgeoning Arcane Innate Spells DC 27 - Cantrips (5th) Figment, Message - 2nd Invisibility - 4th Illusory Creature, Illusory Object (at will), Mirage - 5th Illusory Scene Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hallucinatory Breath whenever they score a critical hit with a Strike. Hallucinatory Breath Two Actions (Arcane, Emotion, Mental) The dragon breathes a cloud that assaults the senses and deals 7d6 mental damage in a 30-foot cone (DC 27 Will save). A creature that fails its save is also confused for 1 round (1 minute on a critical failure) and is then temporarily immune to being confused by Hallucinatory Breath for 1 hour. The dragon can't use Hallucinatory Breath again for 1d4 rounds. Lunging Bite Two Actions The dragon lunges their head forward, making a jaws Strike with an extended reach of 20 feet. Sneak Attack The dragon's Strikes deal an additional 2d6 precision damage to off-guard targets. ","tradition":["Arcane"],"skill_mod":{"diplomacy":19,"performance":19,"deception":21,"thievery":19,"crafting":19,"stealth":19,"arcana":19,"athletics":18,"acrobatics":19},"summary":"Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas. In addition to their magical …","primary_source":"Monster Core","spell":["Illusory Scene","Illusory Creature","Illusory Object","Mirage","Invisibility","Figment","Message"],"trait_group":["Tradition","Monster","Creature Type"],"ac":27,"level":9,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2950","intelligence":4,"reflex_save":17,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Young Mirage Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,17,19],"slug":"creature-2950"},{"primary_source_category":"Rulebooks","strength":6,"hp":235,"language":["Common","Draconic","Fey"],"source":["Monster Core"],"type":"Creature","charisma":8,"perception":25,"stealth":"27","trait":["Arcane","Dragon","Huge"],"id":"creature-2951","text":" Adult Mirage Dragon Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas. In addition to their magical prowess, mirage dragons possess a number of additional features to help them on hunts or mislead attackers, such as their camouflaging scales and a hallucinatory breath that can confound multiple foes at once. Mirage dragons are vain and egotistical figures. They ultimately care more about themselves than others. Recall Knowledge - Dragon (Arcana): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Adult Mirage Dragon Source Monster Core pg. 122 Perception +25; darkvision, illusion sense, scent (imprecise) 60 feet Languages Common, Draconic, Fey Skills Acrobatics +25, Arcana +24, Athletics +25, Crafting +24, Deception +29, Diplomacy +27, Illusion Lore +26, Performance +27, Stealth +27, Thievery +25 Str +6 Dex +6 Con +5 Int +5 Wis +6 Cha +8 Camouflage The dragon can Hide in natural environments even if they don't have cover. Illusion Sense When the dragon moves within 30 feet of an illusion that can be disbelieved, they automatically attempt a secret check to disbelieve, even if they didn't spend an action to Interact. --- AC 33 Fort +22 Ref +23 Will +25 +2 status to all saves vs. arcane HP 235 Immunities fascinated, paralyzed, sleep Scintillating Defense Reaction (visual) Trigger The dragon is targeted with an attack; Effect The dragon flashes their iridescent scales at the triggering creature to throw off the attack. The dragon gains concealmentagainst the triggering attack. --- Speed 50 feet, climb 30 feet, fly 150 feet Melee Single Action jaws +25 (Magical, reach 15 feet), Damage 3d10+12 piercing Melee Single Action claws +25 (Agile, Magical, reach 10 feet), Damage 3d6+12 slashing Melee Single Action tail +23 (Magical, reach 20 feet), Damage 3d8+12 bludgeoning Arcane Innate Spells DC 35 - Cantrips (7th) Figment, Message - 2nd Invisibility (at will) - 4th Illusory Object (at will), Invisibility - 6th Illusory Creature, Illusory Scene, Mirage, Vibrant Pattern Captivating Display Single Action (Arcane, Visual) Frequency once per 10 minutes; Effect The dragon opens the fins on their head, creating a radiant display of enthralling colors. Each creature in a 30-foot emanation must succeed at a DC 33 Will save or be dazzled and slowed 1 (or slowed 2 on a critical failure) for 1 round. Regardless of the result, a creature is then temporarily immune to Captivating Display for 1 minute. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hallucinatory Breath whenever they score a critical hit with a Strike. Hallucinatory Breath Two Actions (Arcane, Emotion, Mental) The dragon breathes a cloud that assaults the senses and deals 12d6 mental damage in a 40-foot cone (DC 33 Will save). A creature that fails its save is also confused for 1 round (1 minute on a critical failure) and is then temporarily immune to being confused by Hallucinatory Breath for 1 hour. The dragon can't use Hallucinatory Breath again for 1d4 rounds. Lunging Bite Two Actions The dragon lunges their head forward, making a jaws Strike with an extended reach of 25 feet. Sneak Attack The dragon's Strikes deal an additional 2d6 precision damage to off-guard targets. ","skill_mod":{"diplomacy":27,"performance":27,"deception":29,"thievery":25,"crafting":24,"stealth":27,"arcana":24,"athletics":25,"acrobatics":25},"image":["/Images/Monsters/Adult_Mirage_Dragon.webp"],"primary_source":"Monster Core","spell":["Illusory Creature","Illusory Scene","Mirage","Vibrant Pattern","Illusory Object","Invisibility","Figment","Message"],"ac":33,"level":13,"spell_dc":[35],"source_category":["Rulebooks"],"sense":" darkvision , illusion sense, scent ( imprecise ) 60 feet","resistance":{},"intelligence":5,"reflex_save":23,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":22,"size":["Huge"],"name":"Adult Mirage Dragon","pfs":"Standard","rarity":"common","strike_damage_average":[22,25,28],"attack_bonus":[23,25,25],"constitution":5,"immunity":["fascinated","paralyzed","sleep"],"creature_family":"Dragon, Mirage","will_save":25,"speed":{"climb":30,"fly":150,"max":150,"land":50},"wisdom":6,"weakness":{},"creature_ability":["Camouflage","Illusion Sense","Scintillating Defense","Captivating Display","Draconic Frenzy","Draconic Momentum","Hallucinatory Breath","Lunging Bite","Sneak Attack"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Diplomacy","Illusion Lore","Performance","Stealth","Thievery"],"tradition":["Arcane"],"summary":"Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas. In addition to their magical …","trait_group":["Tradition","Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2951","dexterity":6,"category":"creature","slug":"creature-2951"},{"attack_bonus":[31,33,33],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":345,"language":["Common","Draconic","Fey","Shadowtongue"],"immunity":["fascinated","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Mirage","will_save":33,"charisma":9,"speed":{"climb":40,"fly":180,"max":180,"land":60},"perception":33,"wisdom":7,"weakness":{},"creature_ability":["Camouflage","Illusion Sense","Scintillating Defense","Captivating Display","Draconic Frenzy","Draconic Momentum","Hallucinatory Breath","Lunging Bite","Sneak Attack"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Diplomacy","Illusion Lore","Performance","Stealth","Thievery"],"stealth":"35","trait":["Arcane","Dragon","Uncommon","Huge"],"id":"creature-2952","text":" Ancient Mirage Dragon Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas. In addition to their magical prowess, mirage dragons possess a number of additional features to help them on hunts or mislead attackers, such as their camouflaging scales and a hallucinatory breath that can confound multiple foes at once. Mirage dragons are vain and egotistical figures. They ultimately care more about themselves than others. Recall Knowledge - Dragon (Arcana): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ancient Mirage Dragon Source Monster Core pg. 123 Perception +33; darkvision, illusion sense, scent (imprecise) 60 feet Languages Common, Draconic, Fey, Shadowtongue Skills Acrobatics +33, Arcana +32, Athletics +34, Crafting +32, Deception +37, Diplomacy +35, Illusion Lore +34, Performance +35, Stealth +35, Thievery +33 Str +7 Dex +7 Con +6 Int +6 Wis +7 Cha +9 Camouflage The dragon can Hide in natural environments even if they don't have cover. Illusion Sense When the dragon moves within 30 feet of an illusion that can be disbelieved, they automatically attempt a secret check to disbelieve, even if they didn't spend an action to Interact. --- AC 41 Fort +28 Ref +29 Will +33 +2 status to all saves vs. arcane HP 345 Immunities fascinated, paralyzed, sleep Scintillating Defense Reaction (visual) Trigger The dragon is targeted with an attack; Effect The dragon flashes their iridescent scales at the triggering creature to throw off the attack. The dragon gains concealmentagainst the triggering attack. --- Speed 60 feet, climb 40 feet, fly 180 feet Melee Single Action jaws +33 (Magical, reach 15 feet), Damage 3d10+15 piercing Melee Single Action claws +33 (Agile, Magical, reach 10 feet), Damage 3d6+15 slashing Melee Single Action tail +31 (Magical, reach 20 feet), Damage 3d8+15 bludgeoning Arcane Innate Spells DC 43 - Cantrips (9th) Figment, Message - 4th Invisibility (at will) - 8th Illusory Creature, Illusory Object (at will), Illusory Scene (at will), Mirage, Vibrant Pattern Captivating Display Single Action (Arcane, Visual) Frequency once per 10 minutes; Effect The dragon opens the fins on their head, creating a radiant display of enthralling colors. Each creature in a 30-foot emanation must succeed at a DC 41 Will save or be dazzled and slowed 1 (or slowed 2 on a critical failure) for 1 round. Regardless of the result, a creature is then temporarily immune to Captivating Display for 1 minute. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hallucinatory Breath whenever they score a critical hit with a Strike. Hallucinatory Breath Two Actions (Arcane, Emotion, Mental) The dragon breathes a cloud that assaults the senses and deals 17d6 mental damage in a 50-foot cone (DC 41 Will save). A creature that fails its save is also confused for 1 round (1 minute on a critical failure) and is then temporarily immune to being confused by Hallucinatory Breath for 1 hour. The dragon can't use Hallucinatory Breath again for 1d4 rounds. Lunging Bite Two Actions The dragon lunges their head forward, making a jaws Strike with an extended reach of 25 feet. Sneak Attack The dragon's Strikes deal an additional 3d6 precision damage to off-guard targets. ","tradition":["Arcane"],"skill_mod":{"diplomacy":35,"performance":35,"deception":37,"thievery":33,"crafting":32,"stealth":35,"arcana":32,"athletics":34,"acrobatics":33},"summary":"Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas. In addition to their magical …","primary_source":"Monster Core","spell":["Illusory Creature","Illusory Object","Illusory Scene","Mirage","Vibrant Pattern","Invisibility","Figment","Message"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":41,"level":18,"spell_dc":[43],"source_category":["Rulebooks"],"sense":" darkvision , illusion sense, scent ( imprecise ) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2952","intelligence":6,"reflex_save":29,"strongest_save":["will"],"dexterity":7,"vision":"Darkvision","fortitude_save":28,"size":["Huge"],"name":"Ancient Mirage Dragon","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[25,28,31],"slug":"creature-2952"},{"attack_bonus":[14,14,16,16],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":100,"language":["Common","Draconic"],"immunity":["confused","doomed","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Omen","will_save":17,"charisma":2,"speed":{"fly":100,"max":100,"land":40},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Untethered to Fate","Challenge Fate","Destiny Breath","Draconic Frenzy","Draconic Momentum","Prophetic Wings"],"skill":["Acrobatics","Athletics","Diplomacy","Fortune-Telling Lore","Lore","Occultism","Society"],"trait":["Dragon","Occult","Large"],"id":"creature-2953","text":" Young Omen Dragon Fate is a fickle matter on Golarion. Even with prophecy broken on the world, there are ways to look to the immediate future or acquire a vague sense of long-term events. Omen dragons are bound to see the future—nebulous though it might be—at all times. Visions of the future hound them like a quiet song that never stops playing in their minds. While an omen dragon can focus on or ignore the music of fate at any time, the song plays all the same. At a glance, omen dragons resemble other occult dragons in appearance, save for the mirror-like interior membrane of their wings. An omen dragon's wings offer glimpses into the future. These glimpses are cloudy and vague, but generally correct, if only technically. Omen dragons have a natural compulsion to share the futures they see. These dragons have no compunctions about what the visions show and share their knowledge equally with innocent villagers as they do with wicked tyrants. Recall Knowledge - Dragon (Arcana): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Young Omen Dragon Source Monster Core pg. 124 Perception +15; darkvision, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +14, Athletics +16, Diplomacy +13, Fortune-Telling Lore +19, Lore +17, Occultism +17, Society +17 Str +5 Dex +3 Con +4 Int +6 Wis +4 Cha +2 --- AC 24 Fort +15 Ref +14 Will +17 +2 status to all saves vs. occult HP 100 Immunities confused, doomed, paralyzed, sleep Untethered to Fate The dragon can choose to negate any fortune or misfortune effects that would affect them; other creatures remain affected normally. Challenge Fate Reaction (misfortune, occult) Trigger The dragon is targeted by an attack; Effect This fate is not set in stone. The attacker rolls the triggering attack twice and uses the worse result. --- Speed 40 feet, fly 100 feet Melee Single Action jaws +16 (Magical, reach 10 feet), Damage 2d8+5 piercing plus 1d8 mental Melee Single Action claw +16 (Agile, Magical), Damage 2d6+5 slashing plus 1d8 mental Melee Single Action tail +14 (Magical, reach 15 feet), Damage 2d8+5 bludgeoning plus 1d8 mental Melee Single Action wing +14 (Agile, Magical, reach 10 feet), Damage 1d8+5 slashing plus 1d8 mental Occult Innate Spells DC 25 - Cantrips (4th) Guidance - 3rd Ill Omen, Mindlink, Sure Strike (×2) Destiny Breath Two Actions (Mental, Occult) The dragon breathes a translucent mist of potentialities that overwhelms creatures with visions of possible features, dealing 6d6 mental damage in a 20-foot cone (DC 25 Will save). A creature that fails its save is slowed 1 for 1 round (or slowed 2 on a critical failure) as it struggles with the visions. The dragon can't use Destiny Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Destiny Breath whenever they score a critical hit with a Strike. Prophetic Wings The dragon or any ally can glimpse into the future through the dragon's wings in a process that requires 10 minutes of concentration. This casts a 4th-rank augury spell, except that the wings can predict results up to 1 day into the future and the dragon always speaks a few cryptic words related to the result of the prediction. The dragon can use their wings in this way only once per hour, and a given creature can seek a future in the wings only once per week. ","tradition":["Occult"],"skill_mod":{"society":17,"diplomacy":13,"athletics":16,"occultism":17,"acrobatics":14},"summary":"Fate is a fickle matter on Golarion. Even with prophecy broken on the world, there are ways to look to the immediate future or acquire a vague sense …","primary_source":"Monster Core","spell":["Ill Omen","Mindlink","Sure Strike","Guidance"],"trait_group":["Creature Type","Tradition","Monster"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2953","intelligence":6,"reflex_save":14,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Young Omen Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,16,18,18],"slug":"creature-2953"},{"attack_bonus":[20,20,22,22],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":185,"language":["Common","Draconic","Fey","Jotun"],"immunity":["confused","doomed","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Omen","will_save":23,"charisma":3,"speed":{"fly":130,"max":130,"land":50},"perception":21,"wisdom":6,"weakness":{},"creature_ability":["Untethered to Fate","Challenge Fate","Destiny Breath","Draconic Frenzy","Draconic Momentum","Prophetic Wings","Walk the Timelines"],"skill":["Acrobatics","Athletics","Diplomacy","Fortune-Telling Lore","Lore","Occultism","Society"],"trait":["Dragon","Occult","Huge"],"id":"creature-2954","text":" Adult Omen Dragon Fate is a fickle matter on Golarion. Even with prophecy broken on the world, there are ways to look to the immediate future or acquire a vague sense of long-term events. Omen dragons are bound to see the future—nebulous though it might be—at all times. Visions of the future hound them like a quiet song that never stops playing in their minds. While an omen dragon can focus on or ignore the music of fate at any time, the song plays all the same. At a glance, omen dragons resemble other occult dragons in appearance, save for the mirror-like interior membrane of their wings. An omen dragon's wings offer glimpses into the future. These glimpses are cloudy and vague, but generally correct, if only technically. Omen dragons have a natural compulsion to share the futures they see. These dragons have no compunctions about what the visions show and share their knowledge equally with innocent villagers as they do with wicked tyrants. Recall Knowledge - Dragon (Arcana): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Adult Omen Dragon Source Monster Core pg. 124 Perception +21; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Fey, Jotun Skills Acrobatics +21, Athletics +22, Diplomacy +20, Fortune-Telling Lore +26, Lore +24, Occultism +24, Society +22 Str +7 Dex +4 Con +5 Int +7 Wis +6 Cha +3 --- AC 30 Fort +20 Ref +19 Will +23 +2 status to all saves vs. occult HP 185 Immunities confused, doomed, paralyzed, sleep Untethered to Fate The dragon can choose to negate any fortune or misfortune effects that would affect them; other creatures remain affected normally. Challenge Fate Reaction (misfortune, occult) Trigger The dragon is targeted by an attack; Effect This fate is not set in stone. The attacker rolls the triggering attack twice and uses the worse result. --- Speed 50 feet, fly 130 feet Melee Single Action jaws +22 (Magical, reach 10 feet), Damage 2d8+11 piercing plus 1d8 mental Melee Single Action claw +22 (Agile, Magical), Damage 2d6+11 slashing plus 1d8 mental Melee Single Action tail +20 (Magical, reach 15 feet), Damage 2d8+11 bludgeoning plus 1d8 mental Melee Single Action wing +20 (Agile, Magical, reach 10 feet), Damage 1d8+11 slashing plus 1d8 mental Occult Innate Spells DC 30 - Cantrips (4th) Guidance - 5th Ill Omen (at will), Mindlink (at will), Sure Strike (×2) Destiny Breath Two Actions (Mental, Occult) The dragon breathes a translucent mist of potentialities that overwhelms creatures with visions of possible features, dealing 10d6 mental damage in a 30-foot cone (DC 30 Will save). A creature that fails its save is slowed 1 for 1 round (or slowed 2 on a critical failure) as it struggles with the visions. The dragon can't use Destiny Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Destiny Breath whenever they score a critical hit with a Strike. Prophetic Wings The dragon or any ally can glimpse into the future through the dragon's wings in a process that requires 10 minutes of concentration. This casts a 6th-rank augury spell, except that the wings can predict results up to 1 day into the future and the dragon always speaks a few cryptic words related to the result of the prediction. The dragon can use their wings in this way only once per hour, and a given creature can seek a future in the wings only once per week. A creature can choose to predict events up to 1 month into the future—the dragon can view a month ahead in their own wings only once per day. Walk the Timelines Two Actions (Occult) Frequency once per hour; Effect The dragon splits themself into two versions with different fates. Each copy Strides or Flies from the dragon's current space, then takes a single action. If the actions are both attacks, they use the same multiple attack penalty and count as one attack toward the dragon's multiple attack penalty. After both actions, the dragon chooses one of the two locations as their actual destination and the other version of themself disappears. ","tradition":["Occult"],"skill_mod":{"society":22,"diplomacy":20,"athletics":22,"occultism":24,"acrobatics":21},"summary":"Fate is a fickle matter on Golarion. Even with prophecy broken on the world, there are ways to look to the immediate future or acquire a vague sense …","image":["/Images/Monsters/Adult_Omen_Dragon.webp"],"primary_source":"Monster Core","spell":["Ill Omen","Mindlink","Sure Strike","Guidance"],"trait_group":["Creature Type","Tradition","Monster"],"ac":30,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2954","intelligence":7,"reflex_save":19,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":20,"size":["Huge"],"name":"Adult Omen Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,22,24,24],"slug":"creature-2954"},{"attack_bonus":[28,28,30,30],"constitution":7,"primary_source_category":"Rulebooks","strength":8,"hp":280,"language":["Aklo","Common","Draconic","Fey","Jotun"],"immunity":["confused","doomed","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Dragon, Omen","will_save":29,"charisma":5,"speed":{"fly":180,"max":180,"land":60},"perception":29,"wisdom":7,"weakness":{},"creature_ability":["Untethered to Fate","Challenge Fate","Destiny Breath","Impending Fate","Draconic Frenzy","Draconic Momentum","Prophetic Wings","Walk the Timelines"],"skill":["Acrobatics","Athletics","Diplomacy","Fortune-Telling Lore","Lore","Occultism","Society"],"trait":["Dragon","Occult","Uncommon","Huge"],"id":"creature-2955","text":" Ancient Omen Dragon Fate is a fickle matter on Golarion. Even with prophecy broken on the world, there are ways to look to the immediate future or acquire a vague sense of long-term events. Omen dragons are bound to see the future—nebulous though it might be—at all times. Visions of the future hound them like a quiet song that never stops playing in their minds. While an omen dragon can focus on or ignore the music of fate at any time, the song plays all the same. At a glance, omen dragons resemble other occult dragons in appearance, save for the mirror-like interior membrane of their wings. An omen dragon's wings offer glimpses into the future. These glimpses are cloudy and vague, but generally correct, if only technically. Omen dragons have a natural compulsion to share the futures they see. These dragons have no compunctions about what the visions show and share their knowledge equally with innocent villagers as they do with wicked tyrants. Recall Knowledge - Dragon (Arcana): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Ancient Omen Dragon Source Monster Core pg. 125 Perception +29; darkvision, scent (imprecise) 60 feet Languages Aklo, Common, Draconic, Fey, Jotun Skills Acrobatics +28, Athletics +30, Diplomacy +29, Fortune-Telling Lore +33, Lore +31, Occultism +33, Society +31 Str +8 Dex +6 Con +7 Int +9 Wis +7 Cha +5 --- AC 38 Fort +27 Ref +28 Will +29 +2 status to all saves vs. occult HP 280 Immunities confused, doomed, paralyzed, sleep Untethered to Fate The dragon can choose to negate any fortune or misfortune effects that would affect them; other creatures remain affected normally. Challenge Fate Reaction (misfortune, occult) Trigger The dragon is targeted by an attack; Effect This fate is not set in stone. The attacker rolls the triggering attack twice and uses the worse result. --- Speed 60 feet, fly 180 feet Melee Single Action jaws +30 (Magical, reach 15 feet), Damage 3d8+14 piercing plus 1d8 mental Melee Single Action claw +30 (Agile, Magical, reach 10 feet), Damage 3d6+14 slashing plus 1d8 mental Melee Single Action tail +28 (Magical, reach 20 feet), Damage 3d8+14 bludgeoning plus 1d8 mental Melee Single Action wing +28 (Agile, Magical, reach 15 feet), Damage 2d8+14 slashing plus 1d8 mental Occult Innate Spells DC 39 - Cantrips (8th) Guidance - 7th Ill Omen (at will), Mindlink (at will), True Target (×2) - 8th Retrocognition Destiny Breath Two Actions (Mental, Occult) The dragon breathes a translucent mist of potentialities that overwhelms creatures with visions of possible features, dealing 15d6 mental damage in a 40-foot cone (DC 39 Will save). A creature that fails its save is slowed 1 for 1 round (or slowed 2 on a critical failure) as it struggles with the visions. The dragon can't use Destiny Breath again for 1d4 rounds. Impending Fate The dragon's attacks bring their foes closer to their eventual fates. When the dragon critically hits with a Strike or a creature critically fails against the dragon's Destiny Breath, the creature becomes doomed 1, or increases its doomed value by 1 if it was already doomed. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Destiny Breath whenever they score a critical hit with a Strike. Prophetic Wings The dragon or any ally can glimpse into the future through the dragon's wings in a process that requires 10 minutes of concentration. This casts a 8th-rank augury spell, except that the wings can predict results up to 1 day into the future and the dragon always speaks a few cryptic words related to the result of the prediction. The dragon can use their wings in this way only once per hour, and a given creature can seek a future in the wings only once per week. A creature can also choose to predict events up to 1 month into the future—the dragon can view a month ahead in their own wings only once per day. A creature can also choose to predict events up to 1 year into the future—the dragon can view a year ahead in their own wings only once per day. Walk the Timelines Two Actions (Occult) Frequency once per hour; Effect The dragon splits themself into two versions with different fates. Each copy Strides or Flies from the dragon's current space, then takes a single action. If the actions are both attacks, they use the same multiple attack penalty and count as one attack toward the dragon's multiple attack penalty. After both actions, the dragon chooses one of the two locations as their actual destination and the other version of themself disappears. ","tradition":["Occult"],"skill_mod":{"society":31,"diplomacy":29,"athletics":30,"occultism":33,"acrobatics":28},"summary":"Fate is a fickle matter on Golarion. Even with prophecy broken on the world, there are ways to look to the immediate future or acquire a vague sense …","primary_source":"Monster Core","spell":["Retrocognition","Ill Omen","Mindlink","True Target","Guidance"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":38,"level":16,"spell_dc":[39],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2955","intelligence":9,"reflex_save":28,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":27,"size":["Huge"],"name":"Ancient Omen Dragon","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[27,29,32,32],"slug":"creature-2955"},{"attack_bonus":[21,21],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":140,"language":["Common","Draconic","Thalassic"],"immunity":["paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","will_save":17,"charisma":2,"speed":{"max":30,"land":20,"swim":30},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Shell Block","Capsize","Conjure Storm","Draconic Frenzy","Tsunami"],"skill":["Athletics","Diplomacy","Intimidation","Stealth","Survival"],"stealth":"13","legacy_id":["creature-157"],"trait":["Amphibious","Dragon","Huge"],"id":"creature-2956","text":" Dragon Turtle These immense aquatic dragons have rocky shells similar to those of tortoises and flippers powerful enough to overturn hardy vessels. The fearsome creatures enjoy being considered as dangerous as storms or natural disasters by seafaring folk. Despite their reputation, many dragon turtles delight in secretly observing seafaring cities grow and evolve throughout the ages. They have even been known to protect such cities from pirates, invading armies, or even other dangerous sea creatures. According to rumor, these turtles have even hired adventurers to handle more inland threats. Such cities will often offer tribute to the great turtle if they discover its intervention. While a dragon turtle hoards the treasures of the ships it sinks, they consider the bounty freely offered from their protected city most precious. While many dragon turtles are already large enough to inspire awe, some can grow substantially larger. Those massive, ancient dragon turtles are somnolent, resembling rocky islands from a distance; their prodigious hoards can be a source of ancient sea lore. Legends persist of truly immense dragon turtles who spend centuries drifting on the surface of the ocean, far from established shipping lanes or charted waters, with shells that serve as islands capable of supporting entire ecosystems and even, some claim, small settlements whose inhabitants know nothing of land that doesn't drift across the sea. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Dragon Turtle Source Monster Core pg. 126 Perception +18; darkvision Languages Common, Draconic, Thalassic Skills Athletics +21, Diplomacy +18, Intimidation +18, Stealth +13, Survival +17 Str +6 Dex +0 Con +4 Int +2 Wis +4 Cha +2 --- AC 29 Fort +19 Ref +15 Will +17 HP 140 Immunities paralyzed, sleep Shell Block Reaction Trigger A creature adjacent to the dragon turtle targets the turtle with a melee attack; Effect The dragon turtle rolls their shell toward the triggering creature, gaining a +2 circumstance bonus to their AC against the triggering attack. --- Speed 20 feet, swim 30 feet Melee Single Action jaws +21 (reach 10 feet), Damage 2d12+9 piercing Melee Single Action claw +21 (Agile), Damage 2d8+9 slashing Capsize Single Action (Attack) The dragon turtle tries to capsize an adjacent aquatic vessel of their size or smaller. The dragon turtle must succeed at a DC 30 Athletics check (reduce the DC by 5 for each size smaller than the dragon turtle) or the pilot's Sailing Lore DC, whichever is higher. Conjure Storm Single Action (Air, Aura, Primal, Water) The dragon turtle summons a mighty storm to rage around themself. The area in a 30-foot emanation around the turtle becomes difficult terrain for all other flying and swimming creatures. The dragon turtle can end the storm by taking this action again. Draconic Frenzy Two Actions The dragon turtle makes two claw Strikes and one jaws Strike in any order. Tsunami Two Actions (Primal, Water) The dragon turtle unleashes their destructive prowess by creating a massive growing wave that deals 7d6 bludgeoning damage in a 60-foot cone (DC 27 basic Reflex save). The wave's damage increases by 10 for creatures who are more than 30 feet away. A creature that fails its save is knocked prone. The dragon turtle can't use Tsunami again for 1d4 rounds. Dragon Turtle Rides Being offered a ride from a dragon turtle is a great honor. While they can provide emergency transportation with such a ride, a dragon turtle may offer one simply to enjoy the company of a dear friend or listen to the wisdom of a great sage. ","skill_mod":{"diplomacy":18,"survival":17,"stealth":13,"athletics":21,"intimidation":18},"summary":"These immense aquatic dragons have rocky shells similar to those of tortoises and flippers powerful enough to overturn hardy vessels. The fearsome …","image":["/Images/Monsters/Adult_Dragon_Turtle.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":29,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2956","intelligence":2,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":19,"size":["Huge"],"name":"Dragon Turtle","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,22],"slug":"creature-2956"},{"legacy_name":["Faerie Dragon"],"primary_source_category":"Rulebooks","strength":-2,"hp":30,"language":["Common","Draconic","Fey","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":2,"perception":8,"stealth":"10","trait":["Dragon","Fey","Uncommon","Tiny"],"id":"creature-2957","text":" Fey Dragonet Although they are much smaller than their larger dragon cousins, fey dragonets have many of the same physiological attributes, including long necks, toothy maws, sinuous tails, and sharp claws. They flit about on iridescent butterfly wings, the coloring of which changes based on where they live, giving them a natural camouflage. Unlike their larger kin, an adult fey dragonet remains the same size throughout their lifespan. The only visual clue to the age of a fey dragonet is the sheen on their scales, a glimmer that becomes more lustrous the older they get. Fey dragonets usually exhibit pleasant and good-natured temperaments, though they have a mischievous streak that leads them to play tricks on those around them. In search of amusement, they prefer harmless annoyances over wounding malice. While often spontaneous, they may also spend months, if not years, planning the perfect prank. Especially responsive targets endear themselves to fey dragonets and may create a lifelong bond. A fey dragonet's reputation as a trickster leads many to associate them with fey, with whom the tiny dragons have cordial relationships, and this association gives them their name. Peaceful by nature, fey dragonets don't enjoy confrontation. If faced with hostility, they prefer to remain at a distance and breathe euphoric gas at their foes, diffusing the skirmish by creating an atmosphere of bliss. If conflict escalates, they target their opponents with spells, using their renowned trickery to escape. If their companions are in danger, however, their desire to remain out of combat changes. Fey dragonets protect their friends by any means available, including physical combat. Sometimes, as fey dragonets grow older, their connection to the First World grows stronger. In addition to growing more lustrous and vibrant in appearance, these fey dragonets gain an increasing amount of magical primal power. Such fey dragonets increase in strength as appropriate—a fey dragonet of 20th level or even higher is possible, but it's exceptionally unusual to encounter a fey dragonet of 9th level or higher beyond the most remote regions of the First World. When creating a more powerful fey dragonet, change their spellcasting tradition to primal and grant them primal spells appropriate for a druid of their level. Fey dragonets don't grow much larger, regardless of how powerful they become. It's often difficult to tell how powerful one of these tiny dragons truly is at a glance! Recall Knowledge - Dragon (Arcana): DC 18 Recall Knowledge - Fey (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Fey Dragonet Source Monster Core pg. 127 Perception +8; darkvision Languages Common, Draconic, Fey; telepathy 100 feet Skills Acrobatics +8, Deception +8, Diplomacy +8, Nature +4, Stealth +10 Str -2 Dex +4 Con +0 Int +2 Wis +0 Cha +2 --- AC 18 Fort +5 Ref +12 Will +11 HP 30 Immunities paralyzed, sleep --- Speed 15 feet, fly 40 feet, swim 20 feet Melee Single Action jaws +8 (Magical, Finesse, reach 0 feet), Damage 1d8 piercing Arcane Innate Spells DC 21 - 4th Invisibility (self only) Arcane Spontaneous Spells DC 18, attack +10 - Cantrips (1st) Figment, Light, Prestidigitation, Tangle Vine, Telekinetic Projectile - 1st Grease, Illusory Object, Sleep (4 slots) Euphoric Breath Two Actions (Arcane, Poison) The dragonet breathes euphoric gas in a 15- foot cone. Each creature in the area must succeed at a DC 18 Fortitude save or become stupefied 2 and slowed 1 for 1d4 rounds; on a critical failure, the duration is 1 minute. The fey dragonet can't use Euphoric Breath again for 1d4 rounds. Fey Dragonet Lairs Fey dragonets live in old forests or places where the veil between the First World and the Universe is thinnest. They often decorate their lairs with sparkly trinkets or groom the surrounding foliage into pleasing shapes. Fey Dragonet Treasure The dragons collect small treasures, including magical amulets or rings. Fey dragonet hide can also be made into armor for a Small creature. ","skill_mod":{"diplomacy":8,"deception":8,"nature":4,"stealth":10,"acrobatics":8},"image":["/Images/Monsters/Fey_Dragonet.webp"],"primary_source":"Monster Core","spell":["Invisibility","Grease","Illusory Object","Sleep","Figment","Light","Prestidigitation","Tangle Vine","Telekinetic Projectile"],"ac":18,"level":2,"spell_dc":[18,21],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Fey Dragonet","pfs":"Standard","rarity":"uncommon","strike_damage_average":[4],"attack_bonus":[8],"constitution":0,"immunity":["paralyzed","sleep"],"creature_family":"Dragonet","spell_attack_bonus":[10],"will_save":11,"speed":{"fly":40,"max":40,"land":15,"swim":20},"wisdom":0,"weakness":{},"creature_ability":["Euphoric Breath"],"skill":["Acrobatics","Deception","Diplomacy","Nature","Stealth"],"legacy_id":["creature-205"],"tradition":["Arcane"],"summary":"Although they are much smaller than their larger dragon cousins, fey dragonets have many of the same physiological attributes, including long necks, …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2957","dexterity":4,"category":"creature","slug":"creature-2957"},{"attack_bonus":[12,12],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":45,"language":["Draconic"],"immunity":["paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Drake","will_save":7,"charisma":-1,"speed":{"fly":50,"max":50,"land":20,"swim":30},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Tail Lash","Caustic Mucus","Draconic Frenzy","Speed Surge"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"9","legacy_id":["creature-159"],"trait":["Amphibious","Dragon","Water","Medium"],"id":"creature-2958","text":" River Drake Although the glistening scales and sleek, fin-like wings on these drakes give them an appearance reminiscent of river fish, they are actually distant relatives of the dragons that rule the oceans. While smaller than most drakes, river drakes are more than capable of plaguing river travelers and are equally at home above and below the water's surface. This flexibility allows them to catch a wide variety of prey, from fish and boggards to deer and the occasional ferry passenger. Recall Knowledge - Dragon (Arcana): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 River Drake Source Monster Core pg. 129 Perception +9; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +11, Athletics +10, Intimidation +6, Stealth +9, Survival +7 Str +3 Dex +4 Con +2 Int -1 Wis +2 Cha -1 --- AC 17 Fort +11 Ref +9 Will +7 HP 45 Immunities paralyzed, sleep Resistances acid 10 Tail Lash Reaction Trigger A creature within reach of the river drake's tail uses an action to Strike or attempt a skill check; Effect The river drake attempts to Strike the triggering creature with their tail. If it hits, the target takes a –2 circumstance penalty to the triggering roll. --- Speed 20 feet, fly 50 feet, swim 30 feet Melee Single Action fangs +12, Damage 2d8+3 piercing Melee Single Action tail +12 (reach 10 feet), Damage 2d6+3 bludgeoning Caustic Mucus Two Actions (Acid, Primal) The river drake spits a ball of caustic mucus up to a range of 50 feet that explodes in a 10-foot burst. Creatures within the burst take 4d6 acid damage (DC 19 basic Reflex save). Those that fail this save also take 1d6 persistent acid damage and take a –5-foot status penalty to their Speed. This Speed reduction ends with the persistent acid damage. The river drake can't use Caustic Mucus again for 1d6 rounds. Draconic Frenzy Two Actions The river drake makes one fangs Strike and two tail Strikes in any order. Speed Surge Single Action (Move) Frequency three times per day; Effect The river drake Strides or Flies twice. ","element":["Water"],"skill_mod":{"survival":7,"stealth":9,"athletics":10,"intimidation":6,"acrobatics":11},"summary":"Although the glistening scales and sleek, fin-like wings on these drakes give them an appearance reminiscent of river fish, they are actually distant …","image":["/Images/Monsters/River_Drake.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":17,"level":3,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{"acid":10},"url":"/Monsters.aspx?ID=2958","intelligence":-1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"River Drake","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12],"slug":"creature-2958"},{"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":75,"language":["Draconic"],"immunity":["fire","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Drake","will_save":10,"charisma":0,"speed":{"fly":50,"max":50,"land":20},"perception":12,"wisdom":3,"weakness":{"cold":10},"creature_ability":["Smoke Vision","Reactive Strike","Draconic Frenzy","Fireball Breath","Speed Surge"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"9","legacy_id":["creature-160"],"trait":["Dragon","Fire","Large"],"id":"creature-2959","text":" Flame Drake Flame drakes dwell near volcanoes and magma, but it's not unheard of for one to drift into nearby areas like forests or wooded hills. Their scales are usually some shade of red, occasionally fading to smoky blacks and grays along the edges of their wings and the tips of their tails. Rampages of flame drakes often grudgingly live alongside clans of fire giants, rather than be forced from their volcanic homes. Recall Knowledge - Dragon (Arcana): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Flame Drake Source Monster Core pg. 129 Perception +12; darkvision, scent (imprecise) 30 feet, smoke vision Languages Draconic Skills Acrobatics +10, Athletics +12, Stealth +9, Survival +10 Str +5 Dex +1 Con +3 Int -1 Wis +3 Cha +0 Smoke Vision Smoke doesn't impair a flame drake's vision; they ignore concealment from smoke. --- AC 22 Fort +12 Ref +10 Will +10 HP 75 Immunities fire, paralyzed, sleep Weaknesses cold 10 Reactive Strike Reaction Fangs only. --- Speed 20 feet, fly 50 feet Melee Single Action fangs +14, Damage 2d8+5 piercing plus 1d6 fire Melee Single Action tail +14 (reach 10 feet), Damage 2d6+5 bludgeoning Draconic Frenzy Two Actions The flame drake makes two fangs Strikes and one tail Strike in any order. Fireball Breath Two Actions (Fire, Primal) The flame drake expels a ball of flame to a range of 180 feet that explodes in a 20-foot burst. Creatures in the burst take 6d6 fire damage (DC 22 basic Reflex save). The flame drake can't use Fireball Breath again for 1d6 rounds. Speed Surge Single Action (Move) Frequency three times per day; Effect The flame drake Strides or Flies twice. ","element":["Fire"],"skill_mod":{"survival":10,"stealth":9,"athletics":12,"acrobatics":10},"summary":"Flame drakes dwell near volcanoes and magma, but it's not unheard of for one to drift into nearby areas like forests or wooded hills. Their scales …","image":["/Images/Monsters/Flame_Drake.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet, smoke vision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2959","intelligence":-1,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Flame Drake","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,17],"slug":"creature-2959"},{"attack_bonus":[17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Draconic"],"immunity":["disease","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Drake","will_save":11,"charisma":1,"speed":{"fly":50,"max":50,"land":20},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Twisting Tail","Draconic Frenzy","Forest Passage","Jungle Drake Venom","Predatory Grab","Speed Surge","Spit Venom"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"13","legacy_id":["creature-161"],"trait":["Dragon","Wood","Large"],"id":"creature-2960","text":" Jungle Drake Believed to be related to horned dragons, jungle drakes are dangerous hunters equipped with a debilitating venom delivered by a large barbed stinger or their noxious phlegm. Their wings are equipped with vestigial claws that allow them to deftly maneuver through thick jungle foliage both in flight and on foot. Jungle drakes prefer to ambush their prey using hit-and-run tactics, picking off the weakest members of a group and dragging their victims off to finish their meals as they please. Rampages of jungle drakes will often drag prey in many directions to divide pursuit. Recall Knowledge - Dragon (Arcana): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Jungle Drake Source Monster Core pg. 130 Perception +13; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +15, Athletics +13, Stealth +13, Survival +11 Str +5 Dex +3 Con +4 Int -1 Wis +1 Cha +1 --- AC 23 Fort +17 Ref +13 Will +11 HP 90 Immunities disease, paralyzed, poison, sleep Twisting Tail Reaction Trigger A creature within reach of the jungle drake's stinger uses a move action or leaves a square during a move action they're using; Effect The jungle drake Strikes the target with their stinger. If it hits, the jungle drake disrupts the creature's action. --- Speed 20 feet, fly 50 feet; forest passage Melee Single Action fangs +17, Damage 2d10+7 piercing plus Predatory Grab Melee Single Action stinger +17 (reach 10 feet), Damage 2d6+7 piercing plus jungle drake venom Draconic Frenzy Two Actions The jungle drake makes one fangs Strike and two stinger Strikes in any order. Forest Passage The jungle drake ignores difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress. Jungle Drake Venom (Poison) Saving Throw DC 24 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round); Stage 2 1d6 poison and enfeebled 2 (1 round) Predatory Grab Single Action As Grab, but the jungle drake's Grab doesn't end if they move away. Instead, they carry the grabbed creature with them. A jungle drake can't Fly while grabbing a creature unless that creature can also Fly. Speed Surge Single Action (Move) Frequency three times per day; Effect The jungle drake Strides or Flies twice. Spit Venom Two Actions (Poison) A jungle drake can spit a sticky glob of their venom to a range of 50 feet that explodes in a 10-foot burst. Those in the burst must succeed at a DC 24 Reflex save or be exposed to jungle drake venom. The jungle drake can't use Spit Venom again for 1d6 rounds. ","element":["Wood"],"skill_mod":{"survival":11,"stealth":13,"athletics":13,"acrobatics":15},"summary":"Believed to be related to horned dragons , jungle drakes are dangerous hunters equipped with a debilitating venom delivered by a large barbed …","image":["/Images/Monsters/Jungle_Drake.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Elemental"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2960","intelligence":-1,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Jungle Drake","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,18],"slug":"creature-2960"},{"attack_bonus":[15,17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":95,"language":["Draconic"],"immunity":["paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Drake","will_save":13,"charisma":0,"speed":{"fly":60,"max":60,"land":20},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Reactive Strike","Savage","Powerful Dive","Punishing Momentum","Wyvern Venom"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"12","legacy_id":["creature-162"],"trait":["Dragon","Large"],"id":"creature-2961","text":" Wyvern A wyvern is a venomous drake with a well-earned reputation for impatience and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a wyvern's resilient body allows them to crash talons-first into large prey without serious risk to themself. A wyvern uses their momentum to stun their target before injecting it with searing venom or carrying it over the side of a nearby cliff. Because a wyvern lacks the strength to haul their prey all the way to their nest intact, they're far more likely to lift and drop their victim over a gully or canyon and let gravity do its work before they descend to pick apart the carcass. Conversation is of little interest to a wyvern, as the creature typically speaks only to taunt their prey, issue territorial claims, or demand tribute. Even so, many wyverns enjoy grim humor and tales of violent acts, particularly if those acts were committed by the storyteller. A wyvern properly appeased with meat, entertainment, and treasure sometimes agrees to provide assistance ranging from giving directions to serving as a mount for a powerful humanoid. However, these arrangements rarely last more than a few weeks before the wyvern's pride, malice, or insolence inspires them to flee or even betray their allies. Only the truly cruel can cow a wyvern into servitude for an extended period, as most wyverns are so self-interested that they go out of their way to avoid helping others. Recall Knowledge - Dragon (Arcana): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Wyvern Source Monster Core pg. 131 Perception +13; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +14, Athletics +15, Stealth +12 Str +5 Dex +2 Con +4 Int -2 Wis +3 Cha +0 --- AC 24 Fort +16 Ref +12 Will +13 HP 95 Immunities paralyzed, sleep Reactive Strike Reaction Savage Reaction Trigger A creature grabbed or restrained by the wyvern critically fails a skill check to Escape; Effect The wyvern makes a stinger Strike against the triggering creature. --- Speed 20 feet, fly 60 feet Melee Single Action fangs +17, Damage 2d12+5 piercing Melee Single Action claw +17, Damage 2d8+5 slashing plus Grab Melee Single Action stinger +15 (Agile, reach 10 feet), Damage 2d6+5 piercing plus wyvern venom Powerful Dive Two Actions (Move) The wyvern Flies up to their fly Speed and must both move forward at least 20 feet and descend at least 10 feet. If they end the movement within melee reach of at least one enemy their size or smaller, they can make a claw Strike against that enemy. If the claw hits, as a free action, the wyvern can either automatically Grab the target or knock it prone. Punishing Momentum Single Action Requirements The wyvern grabbed a creature this turn using Powerful Dive; Effect The wyvern can Fly at half Speed while holding the creature in their claws, carrying that creature along with them and dropping it at the end of their movement. Alternatively, the wyvern can Strike the creature with their stinger with a +2 circumstance bonus. Wyvern Venom (Poison) Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage (1 round); Stage 2 3d6 poison damage (1 round); Stage 3 4d6 poison damage (1 round) Are Wyverns Drakes? Although commonly classified as drakes, wyverns exhibit significant differences from most other types of drakes. While scholars debate the precise relationship between them, none dispute that they exhibit collegial behavior and general deference to one another. ","skill_mod":{"stealth":12,"athletics":15,"acrobatics":14},"summary":"A wyvern is a venomous drake with a well-earned reputation for impatience and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a …","image":["/Images/Monsters/Wyvern.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2961","intelligence":-2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Wyvern","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,14,18],"slug":"creature-2961"},{"attack_bonus":[17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":115,"language":["Draconic"],"immunity":["cold","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Drake","will_save":14,"charisma":1,"speed":{"climb":20,"fly":50,"max":50,"land":20,"burrow":20},"perception":14,"wisdom":3,"weakness":{"fire":10},"creature_ability":["Snow Vision","Retaliatory Strike","Draconic Frenzy","Freezing Mist Breath","Ice Stride","Speed Surge"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"15","legacy_id":["creature-163"],"trait":["Cold","Dragon","Large"],"id":"creature-2962","text":" Frost Drake Frost drakes pose an immense danger in the frozen reaches they call home, where they roam far and wide to hunt for prey such as caribou, wolves, small bears, tundra-dwelling people, and even lone frost giants. These drakes take advantage of long distances to hide from the repercussions of their actions, as they are usually among the most depraved and openly malicious of the drakes. They are also especially insolent and are less likely to back down from a fight compared to other drakes. Many frost drakes have met their ends trying to enact cruelties beyond their means, such as singly taking on a frost giant clan or well-fortified township. Frost drakes hunt alone more often than other drakes, due to a scarcity of prey and simple temperament. Although a single frost drake can wreak much destruction on their own, tales of village-dwelling northerners banding together to defend their homes from these rogue menaces are fairly common. A frost drake's hunting grounds are quite large. Those frost drakes that live upon the permanently frozen peaks of high mountains have been known to swoop down to snatch up prey from the lowlands, leaving frozen swaths of earth from their breath as the only sign of their passing. Their frost-covered scales range from deep royal blue to crisp cyan and sometimes feature sporadic patches of violet. Their hides are thinner than most drakes'; when a frost drake is inhaling in preparation to launch their signature frozen breath, the monster's ice-blue blood can be seen beneath their scales. Recall Knowledge - Dragon (Arcana): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Frost Drake Source Monster Core pg. 132 Perception +14; darkvision, scent (imprecise) 30 feet, snow vision Languages Draconic Skills Acrobatics +15, Athletics +17, Intimidation +14, Stealth +15 Str +6 Dex +2 Con +4 Int -1 Wis +3 Cha +1 Snow Vision Snow doesn't impair a frost drake's vision; they ignore concealment from snowfall. --- AC 25 Fort +17 Ref +15 Will +14 HP 115 Immunities cold, paralyzed, sleep Weaknesses fire 10 Retaliatory Strike Reaction Trigger A creature within reach of the frost drake's tail successfully damages the frost drake with a Strike; Effect The frost drake attempts to Strike with their tail. If the Strike hits, it deals an additional 1d6 damage. --- Speed 20 feet; burrow 20 feet (snow only), climb 20 feet (ice only), fly 50 feet; ice stride Melee Single Action fangs +17, Damage 2d12+8 piercing plus 1d6 cold Melee Single Action tail +17 (reach 10 feet), Damage 2d10+8 bludgeoning Draconic Frenzy Two Actions The frost drake makes two fangs Strikes and one tail Strike in any order. Freezing Mist Breath Two Actions (Cold, Primal) The frost drake spits a ball of liquid up to 60 feet that explodes into a 20-foot-burst cloud of freezing mist. Those in the burst take 8d6 cold damage (DC 25 basic Reflex save). The frost drake can't use Freezing Mist Breath again for 1d6 rounds, during which the mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain. Ice Stride A frost drake isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice. Speed Surge Single Action (Move) Frequency three times per day; Effect The frost drake Strides or Flies twice. ","skill_mod":{"stealth":15,"athletics":17,"intimidation":14,"acrobatics":15},"summary":"Frost drakes pose an immense danger in the frozen reaches they call home, where they roam far and wide to hunt for prey such as caribou, wolves, …","image":["/Images/Monsters/Frost_Drake.webp"],"primary_source":"Monster Core","trait_group":["Energy","Monster","Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet, snow vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2962","intelligence":-1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Frost Drake","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,24],"slug":"creature-2962"},{"attack_bonus":[19,19],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Draconic"],"immunity":["paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Drake","will_save":13,"charisma":1,"speed":{"fly":50,"max":50,"land":20,"burrow":20},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Sandstorm Sight","Wing Deflection Trigger","Draconic Frenzy","Sandstorm Breath","Speed Surge","Surprise Attacker"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"15","legacy_id":["creature-164"],"trait":["Dragon","Earth","Large"],"id":"creature-2963","text":" Desert Drake These distant cousins of creatures like adamantine dragonsare a pale echo that lacks their relatives' power and intelligence. Desert drakes are nonetheless dangerous ambush predators, preying upon isolated desert travelers and outposts for food and supplies. Desert drakes' scales range in coloration from rust-brown to light tan and ocher shades, mimicking the colors of the dunes they call home. Like frost drakes, a rampage of desert drakes often claims a huge span of territory, watching over an expanse of desert from a perch in nearby mountains or a nest among weathered ruins. Any creature visible on the surface is liable to be targeted by the drakes, especially humanoid caravans. Rampages along trade routes quickly learn to leave a member watching over each oasis for new prey. During especially lean times, the drakes will even dig out subterranean prey like ankhravs, giant scorpions, or entire nests of giant ants. Desert drakes are among the lightest and most compact of the drakes, though this shouldn't be mistaken for frailty. Their swooped-back horns and feather-thin wings are adapted to make burrowing as easy as possible. Indeed, a desert drake's powerful neck makes wriggling through sand and other loose scree as easy as walking for it. Recall Knowledge - Dragon (Arcana): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Desert Drake Source Monster Core pg. 133 Perception +15; darkvision, sandstorm sight, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +17, Athletics +18, Intimidation +13, Stealth +15, Survival +15 Str +6 Dex +3 Con +5 Int -1 Wis +3 Cha +1 Sandstorm Sight Sandstorms don't impair a desert drake's vision; they ignore concealmentfrom sandstorms. They also are immune to being dazzled or blinded by sand or other grit. --- AC 27 Fort +17 Ref +15 Will +13 HP 135 Immunities paralyzed, sleep Resistances cold 10, fire 10 Wing Deflection Reaction Trigger The desert drake is targeted with an attack Effect The desert drake raises their wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the desert drake is flying at the time they're attacked, they descend 10 feet after the attack is complete. --- Speed 20 feet; burrow 20 feet (sand only), fly 50 feet Melee Single Action fangs +19, Damage 2d12+10 piercing Melee Single Action tail +19 (reach 10 feet), Damage 2d8+10 bludgeoning plus Push 5 feet Draconic Frenzy Two Actions The desert drake makes two fangs Strikes and one tail Strike in any order. Sandstorm Breath Two Actions (Earth, Primal) The desert drake spits a ball of abrasive sand with a range of 60 feet that explodes into a cloud with a 15-foot-radius burst. Creatures in the area take 9d6 slashing damage (DC 27 basic Reflex save). The desert drake can't use Sandstorm Breath again for 1d6 rounds, during which the sandstorm lingers in the area. This lingering sandstorm grants concealmentto everything within it and conceals everything outside from them. Speed Surge Single Action (Move) Frequency three times per day; Effect The desert drake Strides or Flies twice. Surprise Attacker On the first round of combat, creatures that haven't acted yet are off-guard to the desert drake. ","element":["Earth"],"skill_mod":{"survival":15,"stealth":15,"athletics":18,"intimidation":13,"acrobatics":17},"summary":"These distant cousins of creatures like adamantine dragons are a pale echo that lacks their relatives' power and intelligence. Desert drakes are …","image":["/Images/Monsters/Desert_Drake.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" darkvision , sandstorm sight, scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{"fire":10,"cold":10},"url":"/Monsters.aspx?ID=2963","intelligence":-1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Desert Drake","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,23],"slug":"creature-2963"},{"attack_bonus":[14,17,18,18],"constitution":2,"primary_source_category":"Rulebooks","strength":6,"hp":95,"language":["Common","Necril"],"immunity":["bleed","fear","death effects","disease","poison","paralyzed","unconscious"],"source":["Monster Core"],"type":"Creature","will_save":17,"charisma":4,"speed":{"max":20,"land":20},"perception":14,"wisdom":3,"weakness":{"holy":5},"creature_ability":["Frightful Presence","Reactive Strike","Head Hunter","Reap","Summon Steed"],"skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"13","legacy_id":["creature-171"],"trait":["Uncommon","Undead","Unholy","Medium"],"id":"creature-2964","text":" Dullahan Riding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those they deem unfit to continue living. When closing in for the kill, the dullahan first whispers their victim's name, then swiftly collects their prize, casting a pall of dread upon all who witness the grim execution. A dullahan manifests when a particularly violent warrior is beheaded and the warrior's soul stubbornly clings to material existence (or is refused entry to the afterlife). Most dullahans return to their former homelands, where they can exact vengeance on those they feel wronged them in life (or their living descendants). A dullahan's concept of justice is swift and merciless, and once they've selected a target, they're unwavering in their cause. Perhaps even more than revenge, a dullahan desires their own rotted head. An individual who wields the head of a dullahan is powerful indeed, for a dullahan will grudgingly serve such a master in the hopes of reclaiming their missing skull. Mighty fiends such as devils command dullahans to harvest souls or lead armies for them, while a mortal might use such an undead warrior to fulfill a personal vendetta. A dullahan won't hesitate to kill their liege and reclaim their head when the opportunity presents itself. Recall Knowledge - Undead (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Dullahan Source Monster Core pg. 134 Perception +14; lifesense 60 feet Languages Common, Necril Skills Athletics +15, Intimidation +17, Stealth +13, Survival +15 Str +6 Dex +2 Con +2 Int +2 Wis +3 Cha +4 Items Full Plate, +1 hatchet , +1 longsword --- AC 28 Fort +13 Ref +15 Will +17 HP 95 (fast healing 5) Immunities bleed, fear, death effects, disease, poison, paralyzed, unconscious Weaknesses holy 5 Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 23 Reactive Strike Reaction --- Speed 20 feet Melee Single Action keen longsword +18 (Magical, versatile P), Damage 1d8+10 slashing Melee Single Action keen returning hatchet +17 (Agile, Sweep), Damage 1d6+10 slashing Melee Single Action fist +18 (Agile, Nonlethal), Damage 1d4+10 bludgeoning Ranged Single Action keen returning hatchet +14 (Agile, thrown 10 feet), Damage 2d8+10 slashing Head Hunter Any slashing weapon gains the keen rune while a dullahan wields it, and any hatchet they wield gains the returning rune as well. If the dullahan kills a creature with a critical hit using a slashing weapon, the target is decapitated as though the dullahan had used Reap on the target. Reap Two Actions The dullahan removes the head of a dead creature within reach. Each creature within the area of the dullahan's frightful presence must attempt a new save, even if it is temporarily immune. Summon Steed Two Actions (Occult) The dullahan summons a war horse with elite adjustments and the fiend and unholy traits. This steed remains until it is slain, the dullahan Dismisses this effect, or the dullahan Summons a Steed again. Dullahan Legends In Ustalav, residents recite legends of a cadre of dullahans who drive the “Coach of the Silent,” a macabre funeral carriage pulled by a team of spectral horses. To the west, among the Lands of the Linnorm Kings, Ulfen warriors whisper of dullahans who hunt down their victims using packs of hellish ebony hounds. And along the western coasts of Garund, pirates and merchants alike insist on the existence of a black-sailed ship crewed entirely by headless undead sailors. ","skill_mod":{"survival":15,"stealth":13,"athletics":15,"intimidation":17},"summary":"Riding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those they deem unfit to continue …","image":["/Images/Monsters/Dullahan.webp"],"primary_source":"Monster Core","trait_group":["Rarity","Creature Type","Mechanics"],"ac":28,"item":["Full Plate","+1 hatchet","+1 longsword"],"level":7,"source_category":["Rulebooks"],"sense":" lifesense 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2964","intelligence":2,"reflex_save":15,"strongest_save":["will"],"dexterity":2,"fortitude_save":13,"size":["Medium"],"name":"Dullahan","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12,13,14,19],"slug":"creature-2964"},{"attack_bonus":[8,8],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":20,"language":["Common","Dwarven"],"source":["Monster Core"],"type":"Creature","creature_family":"Dwarf","will_save":5,"charisma":-1,"speed":{"max":20,"land":20},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Shield Block","Dwarven Doughtiness","Shielded Charge"],"skill":["Athletics","Crafting","Diplomacy","Dwarven Lore"],"trait":["Dwarf","Humanoid","Medium"],"id":"creature-2965","text":" Dwarf Warrior Between their finely crafted equipment and natural bravery, a dwarf warrior can hold their ground against mighty foes. If respected, these warriors can become life-long allies; if slighted, they can become a thorn in one's side for the remainder of one's life. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Dwarf Warrior Source Monster Core pg. 135 Perception +7; darkvision Languages Common, Dwarven Skills Athletics +7, Crafting +5, Diplomacy +3, Dwarven Lore +5 Str +4 Dex +1 Con +3 Int +1 Wis +3 Cha -1 Items Half Plate, Steel Shield (Hardness 5, HP 20, BT 10), warhammer --- AC 17 Fort +8 Ref +3 Will +5 HP 20 Shield Block Reaction --- Speed 20 feet Melee Single Action warhammer +8 (Shove), Damage 1d8+2 bludgeoning Melee Single Action clan dagger +8 (Agile, Parry, versatile B), Damage 1d4+2 piercing Dwarven Doughtiness A dwarf is often calm and collected in the face of imminent danger. At the end of this dwarf's turn, reduce their frightened condition by 2 instead of 1. Shielded Charge Two Actions The dwarf warrior Raises a Shield and Strides twice. ","skill_mod":{"diplomacy":3,"crafting":5,"athletics":7},"summary":"Between their finely crafted equipment and natural bravery, a dwarf warrior can hold their ground against mighty foes. If respected, these warriors …","image":["/Images/Monsters/Dwarf_Warrior.webp"],"primary_source":"Monster Core","trait_group":["Ancestry","Weapon","Creature Type"],"ac":17,"item":["Half Plate","Steel Shield (Hardness 5, HP 20, BT 10)","warhammer"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2965","intelligence":1,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Dwarf Warrior","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,6],"slug":"creature-2965"},{"attack_bonus":[12,12],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":70,"language":["Common","Dwarven","Petran"],"source":["Monster Core"],"type":"Creature","creature_family":"Dwarf","will_save":14,"charisma":-1,"speed":{"max":20,"land":20},"perception":13,"wisdom":5,"weakness":{},"creature_ability":["Boulder Roll","Dwarven Doughtiness","Tremor"],"skill":["Athletics","Crafting","Dwarven Lore","Nature"],"trait":["Dwarf","Humanoid","Medium"],"id":"creature-2966","text":" Dwarf Stonecaster All dwarves share a connection to the earth, but stonecasters have focused and polished that connection. Their years of meditation have granted them the ability to create boulders and shake the very earth. These elemental specialists are often highly respected in their community, which prizes their art of geomancy. Young dwarves who show a stronger than normal connection to the earth might be sent to a stonecaster to train at an early age. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Dwarf Stonecaster Source Monster Core pg. 135 Perception +13; darkvision, tremorsense (imprecise) 10 feet Languages Common, Dwarven, Petran Skills Athletics +11, Crafting +8, Dwarven Lore +8, Nature +12 Str +4 Dex +2 Con +3 Int +2 Wis +5 Cha -1 Items Leather Armor, Staff --- AC 20 Fort +11 Ref +8 Will +14 HP 70 --- Speed 20 feet Melee Single Action staff +12 (two-handed d8), Damage 1d4+4 bludgeoning Melee Single Action clan dagger +12 (Agile, Parry, versatile B), Damage 1d4+4 piercing Boulder Roll Two Actions (Earth, Primal) The stonecaster conjures a rolling boulder that deals 5d6 bludgeoning damage to each creature in a 60-foot line with a DC 21 basic Reflex save. The stonecaster can't use Boulder Roll again for 1d4 rounds. Dwarven Doughtiness A dwarf is often calm and collected in the face of imminent danger. At the end of this dwarf's turn, reduce their frightened condition by 2 instead of 1. Tremor Single Action (Earth, Primal) The stonecaster causes the earth below to tremble. Each creature on the ground in a 10-foot emanation takes 2d8 bludgeoning damage with a DC 21 basic Fortitude save. A creature that critically fails is knocked prone. ","skill_mod":{"nature":12,"crafting":8,"athletics":11},"summary":"All dwarves share a connection to the earth, but stonecasters have focused and polished that connection. Their years of meditation have granted them …","primary_source":"Monster Core","trait_group":["Ancestry","Weapon","Creature Type"],"ac":20,"item":["Leather Armor","Staff"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 10 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2966","intelligence":2,"reflex_save":8,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Dwarf Stonecaster","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,6],"slug":"creature-2966"},{"primary_source_category":"Rulebooks","strength":-5,"hp":175,"language":["Aklo","Chthonian","Common","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":8,"perception":27,"stealth":"28","trait":["Incorporeal","Spirit","Uncommon","Undead","Unholy","Medium"],"id":"creature-2967","text":" Dybbuk The discorporated spirits called dybbuks arise from souls denied respite in the afterlife, often because they committed some great transgression in life. These spirits are said to cling to life through possessing victims to escape the punishment awaiting them in the afterlife. Only by trapping, cowing, or destroying such spirits can a mortal hope to drive them back. Dybbuks, who are most often the spirits of men, hide within possessed victims. Their targets of possession are usually young women on the eve of their wedding nights, which can be seen as an omen of an ill-fitting match, particularly in arranged marriages. Male and nonbinary victims do exist as well, though in lesser quantities, and also often on the eve of a troubled marriage. No one knows for sure why dybbuks are drawn to such situations, though it may be because the transgressive soul of a dybbuk seeks to bring chaos to the most strictly regimented aspects of society. A victim possessed by a dybbuk might be loud and crude, refuse to eat or drink, perform profane acts, or otherwise stir up trouble in the victim's household. The possessed victim has no memory of these events after their possession ends. Certain classes of specially trained priests can expel dybbuks from their victims through exorcism. Typically, this uses a methodology combining smoke, the blowing of a horn from a ram, and the recitation of holy verses. Exorcisms are, however, extremely difficult and dangerous, and require great knowledge and skill on the part of the priest due to the power of these malevolent spirits. Recall Knowledge - Spirit (Occultism): DC 36 Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Dybbuk Source Monster Core pg. 136 Perception +27; darkvision Languages Aklo, Chthonian, Common; telepathy 100 feet Skills Acrobatics +28, Deception +31, Diplomacy +27, Intimidation +29, Stealth +28 Str -5 Dex +7 Con +0 Int +1 Wis +6 Cha +8 --- AC 35 Fort +21 Ref +28 Will +29 HP 175 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Frightful Presence (aura, divine, emotion, fear, mental 30 feet, DC 33) --- Speed fly 50 feet Melee Single Action ghostly hand +28 (Agile, Finesse, Magical, Unholy), Damage 3d10+14 void plus 2d6 spirit Occult Innate Spells DC 36, attack +30 - Cantrips (6th) Telekinetic Projectile - 3rd Fear (at will) - 4th Rewrite Memory - 5th Chilling Darkness (×2), Fear - 6th Dominate, Never Mind, Telekinetic Maneuver (at will) Malevolent Possession Two Actions (Incapacitation, Mental, Occult, Possession) The dybbuk attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell (DC 34) with an unlimited duration, except since the dybbuk doesn't have a physical body, they aren't unconscious, and aren't paralyzed when the effect ends, though they take 5d6 spirit damage if the body is knocked unconscious or killed. If the dybbuk took control of the target with Malevolent Possession, when the dybbuk departs, the target has only incoherent memories of the interval it was possessed. Cruel Puppet Masters Dybbuks revel in tricking mortals and using their telekinetic abilities to sow fear in the hearts of those around them. They create chaos in the households of their victims using their innate magical abilities. Victims possessed by dybbuks are often controlled indefinitely, until the dybbuk becomes bored with them or until some brave soul finds a way to release the victim from their torment. ","skill_mod":{"diplomacy":27,"deception":31,"stealth":28,"intimidation":29,"acrobatics":28},"image":["/Images/Monsters/Dybbuk.webp"],"primary_source":"Monster Core","spell":["Dominate","Never Mind","Telekinetic Maneuver","Chilling Darkness","Fear","Rewrite Memory","Telekinetic Projectile"],"ac":35,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":1,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":21,"size":["Medium"],"name":"Dybbuk","pfs":"Standard","rarity":"uncommon","strike_damage_average":[37],"attack_bonus":[28],"constitution":0,"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[30],"will_save":29,"speed":{"fly":50,"max":50},"wisdom":6,"weakness":{},"creature_ability":["Frightful Presence","Malevolent Possession"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Stealth"],"legacy_id":["creature-1140"],"tradition":["Occult"],"summary":"The discorporated spirits called dybbuks arise from souls denied respite in the afterlife, often because they committed some great transgression in …","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2967","dexterity":7,"category":"creature","slug":"creature-2967"},{"attack_bonus":[6,6],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":6,"source":["Monster Core"],"type":"Creature","creature_family":"Eagle","will_save":2,"charisma":1,"speed":{"fly":60,"max":60,"land":10},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Eagle Dive"],"skill":["Acrobatics"],"legacy_id":["creature-172"],"trait":["Animal","Small"],"id":"creature-2968","text":" Eagle These large birds of prey swoop down from incredible heights to snatch fish and small mammals in their powerful talons. Eagles nest atop high trees or steep cliffs that provide a commanding view of the surrounding area. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Eagle Source Monster Core pg. 137 Perception +6; low-light vision Languages Skills Acrobatics +6 Str +0 Dex +3 Con +1 Int -4 Wis +1 Cha +1 --- AC 15 Fort +4 Ref +6 Will +2 HP 6 --- Speed 10 feet, fly 60 feet Melee Single Action beak +6 (Finesse), Damage 1d6 piercing Melee Single Action talon +6 (Agile, Finesse), Damage 1d4 slashing Eagle Dive Two Actions The eagle Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike. ","skill_mod":{"acrobatics":6},"summary":"These large birds of prey swoop down from incredible heights to snatch fish and small mammals in their powerful talons. Eagles nest atop high trees …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2968","intelligence":-4,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":4,"size":["Small"],"name":"Eagle","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2,3],"slug":"creature-2968"},{"attack_bonus":[12,12],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":45,"language":["Fey","Sussuran","(can't speak any language)"],"source":["Monster Core"],"type":"Creature","creature_family":"Eagle","will_save":9,"charisma":2,"speed":{"fly":60,"max":60,"land":10},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Evasive Maneuvers","Carry","Eagle Dive"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-173"],"trait":["Beast","Large"],"id":"creature-2969","text":" Giant Eagle No mere animals, giant eagles have a keen intellect and a strong sense of honor. As guardians of their mountain homes, giant eagles attempt to prevent the encroachment of civilization upon wild land and the predations of wicked humanoid settlements. Giant eagles congregate within aeries holding up to a dozen members and work together to protect their domains. Giant eagles have wingspans up to 30 feet across and weigh up to 500 pounds. A giant eagle may allow a trusted friend to ride it, but they invariably resist saddles, harnesses, or other equipment that might suggest they are mere beasts of burden. Long-lived, they take debts and oaths very seriously, often remembering slights for years and remaining slow to forgive. Recall Knowledge - Beast (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Eagle Source Monster Core pg. 137 Perception +11; low-light vision Languages Fey, Sussuran; (can't speak any language) Skills Acrobatics +11, Athletics +8 Str +3 Dex +4 Con +1 Int +0 Wis +2 Cha +2 --- AC 17 Fort +6 Ref +11 Will +9 HP 45 Evasive Maneuvers When a giant eagle rolls a success on a Reflex save, it gets a critical success instead. --- Speed 10 feet, fly 60 feet Melee Single Action beak +12, Damage 2d8+5 piercing Melee Single Action talon +12 (Agile), Damage 1d10+5 slashing plus Grab Carry A giant eagle can Fly at half Speed while it has a creature grabbed or restrained in its talons, carrying that creature along with it. Eagle Dive Two Actions The giant eagle Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike. Allies in the Skies Aeries of giant eagles can make potent allies to those who respect their territories and approach without malice in their hearts. Giant eagles are just as likely to swoop in and provide unsolicited aid to those in the lowlands of their realm against obvious dangers, but if not offered respect in turn, the eagles may abandon an unpleasant victim to its fate rather than suffer more insults. ","skill_mod":{"athletics":8,"acrobatics":11},"summary":"No mere animals, giant eagles have a keen intellect and a strong sense of honor. As guardians of their mountain homes, giant eagles attempt to …","image":["/Images/Monsters/Giant_Eagle.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":17,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2969","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Large"],"name":"Giant Eagle","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,14],"slug":"creature-2969"},{"attack_bonus":[6,6],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":18,"source":["Monster Core"],"type":"Creature","creature_family":"Eel","will_save":4,"charisma":-1,"speed":{"max":30,"land":5,"swim":30},"perception":4,"wisdom":1,"weakness":{},"creature_ability":["Stunning Shock"],"skill":["Athletics","Stealth"],"stealth":"7","legacy_id":["creature-174"],"trait":["Animal","Aquatic","Small"],"id":"creature-2970","text":" Electric Eel Usually found in freshwater rivers and lakes, an electric eel is not particularly aggressive, but its ability to stun predators and prey alike can be dangerous to larger creatures searching for their next meal. Electric eels are more closely related to catfish than to other eels. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Electric Eel Source Monster Core pg. 138 Perception +4; low-light vision Languages Skills Athletics +6, Stealth +7 Str +1 Dex +2 Con +2 Int -5 Wis +1 Cha -1 --- AC 16 Fort +7 Ref +7 Will +4 HP 18 Resistances electricity 7 --- Speed 5 feet, swim 30 feet Melee Single Action jaws +6, Damage 1d6+3 piercing Melee Single Action tail +6 (Agile), Damage 1d4+1 bludgeoning plus 1d4 electricity and stunning shock Stunning Shock (Incapacitation) A creature critically hit by the electric eel's tail must attempt a DC 17 Fortitude save. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned 3. Electric Eel Hide Hide harvested from electric eels can be used to create armor or items that provide protection from electricity. ","skill_mod":{"stealth":7,"athletics":6},"summary":"Usually found in freshwater rivers and lakes, an electric eel is not particularly aggressive, but its ability to stun predators and prey alike can be …","image":["/Images/Monsters/Electric_Eel.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"electricity":7},"url":"/Monsters.aspx?ID=2970","intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"vision":"Low-light vision","fortitude_save":7,"size":["Small"],"name":"Electric Eel","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,6],"slug":"creature-2970"},{"attack_bonus":[15],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":65,"source":["Monster Core"],"type":"Creature","creature_family":"Eel","will_save":9,"charisma":-1,"speed":{"max":40,"land":10,"swim":40},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Ambush","Pharyngeal Jaws","Swallow Whole"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"13","legacy_id":["creature-175"],"trait":["Animal","Aquatic","Large"],"id":"creature-2971","text":" Giant Moray Eel Giant moray eels dwell in warm, tropical waters and build lairs in narrow, twisting caves made of coral. Their size, speed, and powerful bite make them dangerous to divers and fishers. Giant moray eels have rubbery hides that secrete a layer of mucus, making them difficult to harm with some weapons. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Giant Moray Eel Source Monster Core pg. 138 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +9, Athletics +13, Stealth +13 Str +6 Dex +2 Con +3 Int -4 Wis +2 Cha -1 --- AC 21 Fort +14 Ref +13 Will +9 HP 65 Resistances bludgeoning 5, piercing 5 Ambush Reaction Trigger A target creature passes within 20 feet of the giant moray eel's hiding place and has not detected the giant moray eel; Effect The giant moray eel lunges out of its hiding place, Swims directly toward the triggering creature, and makes a jaws Strike against it. The target creature is off-guard to this attack. --- Speed 10 feet, swim 40 feet Melee Single Action jaws +15 (reach 10 feet), Damage 2d6+8 piercing plus Grab Pharyngeal Jaws Two Actions Requirements The giant moray eel has a creature grabbed in its jaws; Effect The giant moray eel uses its second set of jaws to pull the prey into its gullet. The eel deals 1d6+4 piercing damage to the grabbed creature and gains a +2 circumstance bonus to its Swallow Whole attempts and to the DC for the creature to Escape. This effect ends if the target Escapes or the giant moray eel Swallows it Whole. Swallow Whole Single Action (Attack) Small, 1d6+6 bludgeoning, Rupture 12. ","skill_mod":{"stealth":13,"athletics":13,"acrobatics":9},"summary":"Giant moray eels dwell in warm, tropical waters and build lairs in narrow, twisting caves made of coral. Their size, speed, and powerful bite make …","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5},"url":"/Monsters.aspx?ID=2971","intelligence":-4,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":14,"size":["Large"],"name":"Giant Moray Eel","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-2971"},{"attack_bonus":[16,16],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":95,"language":["Fey","(can't speak any language)"],"immunity":["fire"],"source":["Monster Core"],"type":"Creature","will_save":12,"charisma":-2,"speed":{"max":30,"land":30},"perception":14,"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Cinder Dispersal","Pack Attack","Pounce"],"skill":["Acrobatics","Athletics","Survival"],"legacy_id":["creature-176"],"trait":["Fey","Fire","Medium"],"id":"creature-2972","text":" Elananx These strange, fey felines resemble large, broad bobcats from a distance, but a closer view reveals something amiss. Their forms ripple and billow with heat, and their eyes glow from within as if they contained tiny, flickering flames. The pungent scent of rotting leaves smoldering in a bonfire clings to their fur. Yet those who have the chance to watch elananxes hunt or attack prey witness the greatest indication that these creatures are something more than mere predators, for they act with cruel and savvy instincts, reveling in the pain they inflict. Elananxes typically hunt alone, but sometimes these cunning and malicious hunters of the First World roam in packs called billows to take down large prey. Like many house cats, elananxes are not content to merely track and devour prey, but prefer to toy with their victims, drawing joy from the fear and pain of those they capture. To this end, elananxes rarely use their cinder dispersal ability to evade their targets, instead opting to foil their quarry just before the end of the hunt—though, as selfish creatures who wish to live to hunt again, elananxes often reserve one use of this ability, just in case. Because of their clever and malicious ways, elananxes are favored as hunting companions by redcaps, who go out of their way to befriend or make deals with these creatures. Redcaps also find great sport in hunts where competing elananxes chase a single creature. Although they're large enough to serve as mounts for redcaps, elananxes despise being ridden and resist such attempts—little is as sure to cause a supposedly friendly elananx to turn on its redcap ally as a foolhardy attempt to treat the fey cat as a horse! Elananxes have a strange affinity with forest fires. Because they are immune to the damage caused by flickering flames, they enjoy capering and caterwauling through the smoky, burning ruins of forest infernos. Some have even been known to use their burning bites to deliberately light undergrowth on fire, simply so they might experience the beauty of the flames combined with the inevitable pain such disasters inflict on other creatures. Recall Knowledge - Fey (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Elananx Source Monster Core pg. 139 Perception +14; darkvision Languages Fey; (can't speak any language) Skills Acrobatics +14, Athletics +14, Survival +14 Str +4 Dex +4 Con +2 Int -3 Wis +2 Cha -2 --- AC 24 Fort +12 Ref +16 Will +12 HP 95 Immunities fire Weaknesses cold iron 5 Cinder Dispersal Reaction (fire, primal) Frequency once per day; Trigger The elananx takes damage from a hostile source; Effect The elananx disperses into a cloud of smoke and cinders, filling its space and a 20-foot emanation. While in this form, the elananx can't be attacked or targeted, and it doesn't take up space. Anything inside this cloud is concealed, and any creature ending its turn there takes 2d6 fire damage. At the start of its turn, the elananx returns to its normal form in any square the cloud covered. If the elananx Strikes a creature using its first action after returning to its normal form, the target is off-guard and the Strike deals an extra 1d6 fire damage. --- Speed 30 feet Melee Single Action jaws +16 (Magical), Damage 2d6+8 piercing and 1d6 fire Melee Single Action claw +16 (Agile), Damage 2d6+8 slashing Pack Attack The elananx's Strikes deal an extra 1d6 damage to creatures within the reach of at least two of its allies. Pounce Single Action The elananx Strides and makes a Strike at the end of that movement. If the elananx began this action hidden, it remains hidden until after the attack. Hunting Grounds Although many elananxes dwell in the strange realm of the First World, some are also natives of the Universe. Elananxes prefer to dwell in regions where there are ample intelligent creatures to chase, hunt, and eat, and they favor woodlands and hills as their primary hunting grounds. ","element":["Fire"],"skill_mod":{"survival":14,"athletics":14,"acrobatics":14},"summary":"These strange, fey felines resemble large, broad bobcats from a distance, but a closer view reveals something amiss. Their forms ripple and billow …","image":["/Images/Monsters/Elananx.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=2972","intelligence":-3,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Elananx","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,18],"slug":"creature-2972"},{"attack_bonus":[11],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":36,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Elemental, Air","will_save":7,"charisma":0,"speed":{"fly":50,"max":50},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["Circling Attack"],"skill":["Acrobatics","Stealth"],"stealth":"11","legacy_id":["creature-177"],"trait":["Air","Elemental","Small"],"id":"creature-2973","text":" Zephyr Hawk Zephyr hawks drift among the currents of the Plane of Air in great flocks. They delight in riding the air currents with no destination in mind. Recall Knowledge - Elemental (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Zephyr Hawk Source Monster Core pg. 140 Perception +7; darkvision Languages Skills Acrobatics +13, Stealth +11 Str +2 Dex +4 Con +1 Int -4 Wis +0 Cha +0 --- AC 18 Fort +6 Ref +13 Will +7 HP 36 Immunities bleed, paralyzed, poison, sleep --- Speed fly 50 feet Melee Single Action wing +11 (Agile, Finesse), Damage 1d8+4 slashing Circling Attack Two Actions The zephyr hawk Flies up to half its Speed, makes two wing Strikes, then Flies up to half its Speed again to return to its original location. The second half of this movement doesn't trigger reactions. Both attacks count toward the zephyr hawk's multiple attack penalty, but the penalty doesn't increase until after it makes both attacks. ","element":["Air"],"skill_mod":{"stealth":11,"acrobatics":13},"summary":"Zephyr hawks drift among the currents of the Plane of Air in great flocks. They delight in riding the air currents with no destination in mind.","image":["/Images/Monsters/Zephyr_Hawk.webp"],"primary_source":"Monster Core","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2973","intelligence":-4,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Zephyr Hawk","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-2973"},{"attack_bonus":[14],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":50,"language":["Sussuran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Elemental, Air","will_save":10,"charisma":0,"speed":{"fly":50,"max":50},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["High Winds","Disperse","Forceful Winds","Swiftness"],"skill":["Acrobatics","Stealth"],"stealth":"14","legacy_id":["creature-178"],"trait":["Air","Elemental","Medium"],"id":"creature-2974","text":" Living Whirlwind A living whirlwind resembles a dust devil with a vague mouth and eyes formed among the dust and debris swirling within it. Recall Knowledge - Elemental (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Living Whirlwind Source Monster Core pg. 140 Perception +10; darkvision Languages Sussuran Skills Acrobatics +16, Stealth +14 Str +3 Dex +5 Con +2 Int -2 Wis +1 Cha +0 --- AC 24 Fort +9 Ref +16 Will +10 HP 50 Immunities bleed, paralyzed, poison, sleep High Winds (air, aura) 20 feet. Air within the emanation is difficult terrain for Flying creatures that don't have the air trait. Disperse Reaction (air) Trigger The living whirlwind takes damage from a hostile action; Effect The living whirlwind disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and its high winds aura is suppressed. At the end of the turn, the living whirlwind reforms in any unoccupied space within 25 feet of where it dispersed, and its high winds are restored. --- Speed fly 50 feet; swiftness Melee Single Action gust +14 (Finesse, reach 10 feet), Damage 2d6+7 bludgeoning Forceful Winds Two Actions (Air) The living whirlwind creates a 60-foot line of violent wind. Creatures in the area must succeed at a DC 25 Fortitude save or be pushed back 10 feet and knocked prone. Swiftness The living whirlwind's movement doesn't trigger reactions. ","element":["Air"],"skill_mod":{"stealth":14,"acrobatics":16},"summary":"A living whirlwind resembles a dust devil with a vague mouth and eyes formed among the dust and debris swirling within it.","primary_source":"Monster Core","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":24,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2974","intelligence":-2,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Living Whirlwind","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-2974"},{"legacy_name":["Invisible Stalker"],"attack_bonus":[18],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":70,"language":["Sussuran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Elemental, Air","will_save":11,"charisma":0,"speed":{"fly":25,"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Naturally Invisible","Hush","Sneak Attack"],"skill":["Acrobatics","Nature","Stealth","Survival"],"stealth":"18","legacy_id":["creature-179"],"trait":["Air","Elemental","Medium"],"id":"creature-2975","text":" Phade On the Plane of Air, and throughout the Inner Sphere, phades serve as spies and assassins for their creators. Even when summoned into the mortal Universe, phades are generally called for unsavory and violent purposes, giving the phades that have turned their back on their creator a poor opinion of mortals as well. Recall Knowledge - Elemental (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Phade Source Monster Core pg. 140 Perception +16; darkvision Languages Sussuran Skills Acrobatics +16, Nature +15, Stealth +18, Survival +15 Str +3 Dex +6 Con +3 Int +2 Wis +2 Cha +0 --- AC 26 Fort +14 Ref +18 Will +11 HP 70 Immunities bleed, paralyzed, poison, sleep Naturally Invisible The phade is invisible at all times, though when it takes a hostile action of any kind, it is hidden instead of undetected until the start of its next turn, as the vague outline of its humanoid form is faintly visible for a short period of time. --- Speed 25 feet, fly 25 feet Melee Single Action fist +18 (Agile, Finesse), Damage 1d10+5 bludgeoning Hush Single Action (Air, Primal) The phade calms the air in a 30-foot emanation until the beginning of its next turn, reducing sounds in it to a whisper that can't be heard outside the emanation. This doesn't prevent casting spells, but a phade attempts to counteract any auditory or sonic effect originating in the area with a +17 counteract modifier. If the counteract attempt fails, Hush ends early. Sneak Attack The phade deals 2d6 extra precision damage to off-guard creatures. ","element":["Air"],"skill_mod":{"nature":15,"survival":15,"stealth":18,"acrobatics":16},"summary":"On the Plane of Air , and throughout the Inner Sphere, phades serve as spies and assassins for their creators. Even when summoned into the mortal …","primary_source":"Monster Core","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":26,"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2975","intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Phade","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-2975"},{"attack_bonus":[24,24],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":140,"language":["Sussuran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Elemental, Air","will_save":18,"charisma":0,"speed":{"fly":100,"max":100},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["High Winds","Disperse","Gale Breath","Swiftness"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"22","legacy_id":["creature-181"],"trait":["Air","Elemental","Huge"],"id":"creature-2976","text":" Elemental Hurricane Elemental hurricanes embody the ferocity of violent windstorms. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Elemental Hurricane Source Monster Core pg. 141 Perception +20; darkvision Languages Sussuran Skills Acrobatics +24, Athletics +21, Stealth +22 Str +6 Dex +7 Con +4 Int +0 Wis +3 Cha +0 --- AC 32 Fort +19 Ref +24 Will +18 HP 140 Immunities bleed, paralyzed, poison, sleep High Winds (air, aura) 40 feet. Air within the emanation is difficult terrain for Flying creatures that don't have the air trait. Disperse Reaction (air) Trigger The elemental hurricane takes damage from a hostile action; Effect The elemental hurricane disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and its high winds aura is suppressed. At the end of the turn, the elemental hurricane reforms in any unoccupied space within 100 feet of where it dispersed, and its high winds are restored. --- Speed fly 100 feet; swiftness Melee Single Action gust +24 (Finesse, reach 20 feet), Damage 2d10+12 bludgeoning plus Push 10 feet Ranged Single Action lightning lash +24 (range increment 75 feet), Damage 2d12+6 electricity Gale Breath Two Actions (Air) The elemental exhales a 30-foot cone of air. Creatures in the cone must succeed at a DC 29 Fortitude save or be knocked away from the elemental. A creature knocked into a solid object stops moving and takes 10d6 bludgeoning damage (roll the damage once for all creatures). The elemental hurricane can't use Gale Breath again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is pushed 20 feet. Failure The creature is pushed 40 feet. Critical Failure The creature is pushed 40 feet and knocked prone. Swiftness The elemental's movement doesn't trigger reactions. ","element":["Air"],"skill_mod":{"stealth":22,"athletics":21,"acrobatics":24},"summary":"Elemental hurricanes embody the ferocity of violent windstorms.","image":["/Images/Monsters/Elemental_Hurricane.webp"],"primary_source":"Monster Core","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":32,"level":11,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2976","intelligence":0,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":19,"size":["Huge"],"name":"Elemental Hurricane","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,23],"slug":"creature-2976"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":44,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Elemental, Earth","will_save":7,"charisma":-1,"speed":{"max":30,"land":30,"burrow":20},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Crystal Sense","Earth Glide"],"skill":["Athletics","Survival"],"legacy_id":["creature-182"],"trait":["Earth","Elemental","Small"],"id":"creature-2977","text":" Sod Hound Sod hounds are mossy extraplanar canines formed of packed dirt and pebbles. On their native plane, they are often tasked with guarding less secure sites and finding mineral deposits. Others live in the comparative lap of luxury as pets to jabali. Recall Knowledge - Elemental (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Sod Hound Source Monster Core pg. 142 Perception +9; crystal sense (imprecise) 60 feet, darkvision Languages Skills Athletics +11, Survival +9 Str +4 Dex -1 Con +3 Int -4 Wis +2 Cha -1 Crystal Sense A sod hound can sense crystals or gems within 60 feet as if using the scent ability. --- AC 19 Fort +12 Ref +6 Will +7 HP 44 Immunities bleed, paralyzed, poison, sleep --- Speed 30 feet, burrow 20 feet; earth glide Melee Single Action jaws +11, Damage 1d10+6 piercing plus Knockdown Earth Glide The sod hound can Burrow through any earthen matter, including rock. When it does so, the sod hound moves at its full burrow Speed, leaving no tunnels or signs of its passing. ","element":["Earth"],"skill_mod":{"survival":9,"athletics":11},"summary":"Sod hounds are mossy extraplanar canines formed of packed dirt and pebbles. On their native plane, they are often tasked with guarding less secure …","image":["/Images/Monsters/Sod_Hound.webp"],"primary_source":"Monster Core","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"crystal sense ( imprecise ) 60 feet, darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2977","intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":12,"size":["Small"],"name":"Sod Hound","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-2977"},{"attack_bonus":[16],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Petran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Elemental, Earth","will_save":10,"charisma":-1,"speed":{"max":25,"land":25,"burrow":25},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Earthbound","Crumble Trigger","Earth Glide","Sliding Earth"],"skill":["Athletics","Stealth"],"stealth":"8","legacy_id":["creature-183"],"trait":["Earth","Elemental","Medium"],"id":"creature-2978","text":" Living Landslide Living landslides resemble humanoids made of earth and gravel. They find moving across the many surfaces of the mortal Universe strangely liberating. Recall Knowledge - Elemental (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Living Landslide Source Monster Core pg. 142 Perception +12; darkvision, tremorsense (imprecise) 60 feet Languages Petran Skills Athletics +14, Stealth +8 Str +5 Dex -1 Con +4 Int -2 Wis +1 Cha -1 Earthbound When not touching solid ground, the living landslide is slowed 1 and can't use reactions. --- AC 21 Fort +15 Ref +8 Will +10 HP 90 Immunities bleed, paralyzed, poison, sleep Crumble Reaction Trigger The living landslide takes damage from a hostile source while atop rock or earth Effect The living landslide crumbles into the ground, Burrowingdown 10 feet. This Burrowing does not trigger reactions. The living landslide can't Crumble again for 1d4 rounds. --- Speed 25 feet, burrow 25 feet; earth glide Melee Single Action fist +16 (reach 10 feet), Damage 2d8+8 bludgeoning Earth Glide The elemental can Burrow through any earthen matter, including rock. When it does so, the elemental moves at its full burrow Speed, leaving no tunnels or signs of its passing. Sliding Earth Two Actions The living landslide Strides up to twice its normal Speed in a straight line, then attempts to Trip a creature in its reach. If a creature falls prone from this Trip, it takes 1d4 bludgeoning damage for every 10 feet the living landslide moved. ","element":["Earth"],"skill_mod":{"stealth":8,"athletics":14},"summary":"Living landslides resemble humanoids made of earth and gravel. They find moving across the many surfaces of the mortal Universe strangely …","image":["/Images/Monsters/Living_Landslide.webp"],"primary_source":"Monster Core","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2978","intelligence":-2,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Living Landslide","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-2978"},{"attack_bonus":[21,21],"constitution":7,"primary_source_category":"Rulebooks","strength":6,"hp":180,"language":["Petran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Elemental, Earth","will_save":19,"charisma":-1,"speed":{"max":35,"land":35,"burrow":35},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Earthbound","Spike Stones","Crumble","Earth Glide"],"skill":["Athletics","Stealth"],"stealth":"12","legacy_id":["creature-185"],"trait":["Earth","Elemental","Large"],"id":"creature-2979","text":" Stone Mauler These towering heaps of earth can inflict tremendous damage up close and from afar. Recall Knowledge - Elemental (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Stone Mauler Source Monster Core pg. 142 Perception +16; darkvision, tremorsense (imprecise) 80 feet Languages Petran Skills Athletics +21, Stealth +12 Str +6 Dex -1 Con +7 Int -1 Wis +3 Cha -1 Earthbound When not touching solid ground, a stone mauler is slowed 1 and can't use reactions. --- AC 27 Fort +23 Ref +15 Will +19 HP 180 Immunities bleed, paralyzed, poison, sleep Spike Stones (aura, earth, primal) 5 feet. Spikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d6 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the earth trait ignore all effects within the area. The stone mauler can disable or activate this aura using a single action, which has the concentrate trait. Crumble Reaction Trigger The elemental takes damage from a hostile source while atop rock or earth; Effect The elemental crumbles into the ground, Burrowingdown 15 feet. This Burrowing does not trigger reactions. The elemental can't Crumble again for 1d4 rounds --- Speed 35 feet, burrow 35 feet; earth glide Melee Single Action fist +21 (reach 10 feet), Damage 2d10+10 bludgeoning plus Push 10 feet Ranged Single Action rock +21 (Brutal, range increment 80 feet), Damage 2d12+6 bludgeoning Earth Glide The elemental can Burrow through any earthen matter, including rock. When it does so, the elemental moves at its full burrow Speed, leaving no tunnels or signs of its passing. ","element":["Earth"],"skill_mod":{"stealth":12,"athletics":21},"summary":"These towering heaps of earth can inflict tremendous damage up close and from afar.","primary_source":"Monster Core","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 80 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2979","intelligence":-1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Stone Mauler","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,21],"slug":"creature-2979"},{"attack_bonus":[24,24],"constitution":8,"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Petran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Elemental, Earth","will_save":21,"charisma":-1,"speed":{"max":25,"land":25,"burrow":25},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["Earthbound","Spike Stones","Crumble","Earth Glide","Grinding Stones","Trample"],"skill":["Athletics","Stealth"],"stealth":"14","legacy_id":["creature-186"],"trait":["Earth","Elemental","Huge"],"id":"creature-2980","text":" Elemental Avalanche Stubborn and ponderous, elemental avalanches are massive beings of living rock and dirt. Once their ire is raised, they will take the shortest route to resolving the problem, usually by burying it in rock. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Elemental Avalanche Source Monster Core pg. 143 Perception +20; darkvision, tremorsense (imprecise) 90 feet Languages Petran Skills Athletics +24, Stealth +14 Str +7 Dex -1 Con +8 Int +0 Wis +3 Cha -1 Earthbound When not touching solid ground, the elemental avalanche is slowed 1, can't use reactions, and can't Trample. --- AC 32 Fort +26 Ref +17 Will +21 HP 215 Immunities bleed, paralyzed, poison, sleep Spike Stones (aura, earth, primal) 5 feet. Spikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d8 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the earth trait ignore all effects within the area. The living avalanche can disable or activate this aura using a single action, which has the concentrate trait. Crumble Reaction Trigger The living avalanche takes damage from a hostile source while atop rock or earth; Effect The living avalanche crumbles into the ground, Burrowingdown 20 feet. This Burrowing does not trigger reactions. The living avalanche can't Crumble again for 1d4 rounds --- Speed 25 feet, burrow 25 feet; earth glide Melee Single Action fist +24 (reach 20 feet), Damage 2d12+11 bludgeoning plus Knockdown Ranged Single Action rock +24 (Brutal, range increment 80 feet), Damage 2d12+7 bludgeoning Earth Glide The living avalanche can Burrow through any earthen matter, including rock. When it does so, the living avalanche moves at its full burrow Speed, leaving no tunnels or signs of its passing. Grinding Stones Two Actions The elemental avalanche deals 4d12 bludgeoning damage to each prone creature within the elemental's melee reach with a DC 30 basic Reflex save. Trample Three Actions Large or smaller, fist, DC 30 ","element":["Earth"],"skill_mod":{"stealth":14,"athletics":24},"summary":"Stubborn and ponderous, elemental avalanches are massive beings of living rock and dirt. Once their ire is raised, they will take the shortest route …","primary_source":"Monster Core","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":32,"level":11,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 90 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2980","intelligence":0,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Elemental Avalanche","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,24],"slug":"creature-2980"},{"attack_bonus":[10],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":45,"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Elemental, Fire","will_save":6,"charisma":0,"speed":{"max":40,"land":40},"perception":9,"wisdom":2,"weakness":{"cold":5},"creature_ability":["Smoke Vision","Fetid Fumes"],"skill":["Acrobatics","Stealth","Survival"],"stealth":"10","legacy_id":["creature-187"],"trait":["Elemental","Fire","Small"],"id":"creature-2981","text":" Cinder Rat These oversized rodents are made of smoldering charcoal and elemental fire, and noxious fumes continually bellow from their flaming flesh. Even other fire elementals find cinder rats unpleasant and are glad when they're summoned away from the Plane of Fire. Recall Knowledge - Elemental (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Cinder Rat Source Monster Core pg. 144 Perception +9; darkvision, smoke vision Languages Skills Acrobatics +10, Stealth +10, Survival +9 Str +2 Dex +3 Con +2 Int -4 Wis +2 Cha +0 Smoke Vision The cinder rat ignores the concealed condition from smoke. --- AC 18 Fort +9 Ref +12 Will +6 HP 45 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 5, water 5 Fetid Fumes (aura, fire) 5 feet. A creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura, including the cinder rat, is concealed by smoke. --- Speed 40 feet Melee Single Action jaws +10 (Finesse), Damage 1d8+4 fire plus 1d4 persistent fire\n","element":["Fire"],"skill_mod":{"survival":9,"stealth":10,"acrobatics":10},"summary":"These oversized rodents are made of smoldering charcoal and elemental fire, and noxious fumes continually bellow from their flaming flesh. Even other …","primary_source":"Monster Core","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2981","intelligence":-4,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"size":["Small"],"name":"Cinder Rat","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-2981"},{"attack_bonus":[15,15],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":80,"language":["Pyric"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Elemental, Fire","will_save":10,"charisma":0,"speed":{"max":50,"land":50},"perception":10,"wisdom":3,"weakness":{"cold":5},"creature_ability":["Smoke Vision","Explosion","Spreading Flames"],"skill":["Acrobatics"],"legacy_id":["creature-188"],"trait":["Elemental","Fire","Medium"],"id":"creature-2982","text":" Living Wildfire Living wildfires appear as humanoids made of living fire, burning everything they come across for the pure joy of it. Summoners take advantage of this joy and the elementals' explosive ends to spread destruction. Recall Knowledge - Elemental (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Living Wildfire Source Monster Core pg. 144 Perception +10; darkvision, smoke vision Languages Pyric Skills Acrobatics +13 Str +3 Dex +4 Con +2 Int -2 Wis +3 Cha +0 Smoke Vision The living wildfire ignores the concealed condition from smoke. --- AC 22 Fort +11 Ref +15 Will +10 HP 80 (explosion) Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 5, water 5 Explosion (fire) When the living wildfire dies, it explodes, dealing 3d6 fire damage to each creature in a 10-foot emanation (DC 19 basic Reflex save). --- Speed 50 feet Melee Single Action tendril +15 (Agile, Finesse, reach 10 feet), Damage 2d6+6 fire plus 2d4 persistent fire Ranged Single Action fire mote +15 (range increment 60 feet), Damage 2d6+3 fire Spreading Flames Single Action (Fire, Primal) Requirements The living wildfire's last action was a Strike that dealt fire damage; Effect The fire flares, dealing 3d6 fire damage to each creature adjacent to that target with a DC 19 basic Reflex save. ","element":["Fire"],"skill_mod":{"acrobatics":13},"summary":"Living wildfires appear as humanoids made of living fire, burning everything they come across for the pure joy of it. Summoners take advantage of …","image":["/Images/Monsters/Living_Wildfire.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2982","intelligence":-2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Living Wildfire","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,18],"slug":"creature-2982"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":165,"language":["Pyric"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Elemental, Fire","will_save":15,"charisma":0,"speed":{"max":60,"land":60},"perception":16,"wisdom":3,"weakness":{"cold":10},"creature_ability":["Smoke Vision","Explosion","Breathe Fire"],"skill":["Acrobatics"],"legacy_id":["creature-190"],"trait":["Elemental","Fire","Huge"],"id":"creature-2983","text":" Firewyrm Firewyrms live in tubes of molten lava found throughout the Plane of Fire. These strange environments often connect to volcanoes on mortal worlds, giving firewyrms access to a wide variety of prey. Recall Knowledge - Elemental (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Firewyrm Source Monster Core pg. 144 Perception +16; darkvision, smoke vision Languages Pyric Skills Acrobatics +20 Str +5 Dex +5 Con +4 Int -1 Wis +3 Cha +0 Smoke Vision The firewyrm ignores the concealed condition from smoke. --- AC 28 Fort +18 Ref +20 Will +15 HP 165 (explosion) Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 10, water 10 Explosion (fire) When the firewyrm dies, it explodes, dealing 6d6 fire damage to each creature in a 10-foot emanation (DC 28 basic Reflex save). Intense Heat(aura, fire) 10 feet, 4d6 fire, DC 25 basic Reflex --- Speed 60 feet Melee Single Action tail +20 (reach 15 feet), Damage 2d8+11 fire plus 2d8 persistent fire Ranged Single Action fire mote +20 (range increment 60 feet), Damage 2d8+6 fire Breathe Fire Two Actions (Fire, Primal) The firewyrm breathes a 30-foot cone of fire dealing 7d6 fire and 2d8 persistent fire damage to every creature within the cone (DC 28 basic Reflex save). The firewyrm can't Breathe Fire again for 1d4 rounds. ","element":["Fire"],"skill_mod":{"acrobatics":20},"summary":"Firewyrms live in tubes of molten lava found throughout the Plane of Fire . These strange environments often connect to volcanoes on mortal worlds, …","image":["/Images/Monsters/Firewyrm.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2983","intelligence":-1,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":18,"size":["Huge"],"name":"Firewyrm","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,29],"slug":"creature-2983"},{"attack_bonus":[24,24],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":210,"language":["Pyric"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Elemental, Fire","will_save":19,"charisma":0,"speed":{"max":70,"land":70},"perception":20,"wisdom":3,"weakness":{"cold":15},"creature_ability":["Smoke Vision","Explosion","Intense Heat","Blue Flames","Inferno Leap"],"skill":["Acrobatics"],"legacy_id":["creature-191"],"trait":["Elemental","Fire","Huge"],"id":"creature-2984","text":" Elemental Inferno Walking conflagrations of unimaginably hot fire, elemental infernos are harbingers of destruction and heedless chaos. More tactical than many elementals, the infernos will set entire cities ablaze to confuse enemies. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Elemental Inferno Source Monster Core pg. 145 Perception +20; darkvision, smoke vision Languages Pyric Skills Acrobatics +21 Str +6 Dex +6 Con +5 Int +0 Wis +3 Cha +0 Smoke Vision The elemental inferno ignores the concealed condition from smoke. --- AC 31 Fort +21 Ref +23 Will +19 HP 210 (explosion) Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 15, water 10 Explosion (fire) When the elemental inferno dies, it explodes, dealing 7d6 fire damage to each creature in a 10-foot emanation (DC 30 basic Reflex save). Intense Heat (aura, fire) 10 feet, 7d6 fire, DC 28 basic Reflex --- Speed 70 feet Melee Single Action tendril +24 (reach 15 feet), Damage 2d10+12 fire plus 3d8 persistent fire Ranged Single Action fire mote +24 (range increment 60 feet), Damage 2d10+6 fire Blue Flames When the elemental inferno scores a critical hit, its body surges with blue flames, increasing the damage of its intense heat and Inferno Leap by 3d6 until the start of its next turn. Inferno Leap Two Actions (Fire) The elemental inferno jumps horizontally and vertically with a maximum height and distance each equal to its Speed. Its intense heat is suppressed until the end of the jump. Instead, at any point during the jump, flames explode from the elemental in a 30-foot emanation, dealing 12d6 fire damage to each creature within the area (DC 30 basic Reflex save). The elemental inferno can't Inferno Leap again for 1d4 rounds. ","element":["Fire"],"skill_mod":{"acrobatics":21},"summary":"Walking conflagrations of unimaginably hot fire, elemental infernos are harbingers of destruction and heedless chaos. More tactical than many …","primary_source":"Monster Core","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":31,"level":11,"source_category":["Rulebooks"],"sense":"darkvision, smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2984","intelligence":0,"reflex_save":23,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Elemental Inferno","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,36],"slug":"creature-2984"},{"legacy_name":["Air Mephit"],"primary_source_category":"Rulebooks","strength":1,"hp":12,"language":["Sussuran"],"source":["Monster Core"],"type":"Creature","charisma":0,"perception":3,"stealth":"7","trait":["Air","Elemental","Medium"],"id":"creature-2985","text":" Air Scamp A pale blue head and paper-thin wings peek out from the cloud that clings to the air scamp. Air scamps are short-sighted and flighty, even relative to their kin; they are as likely to fly recklessly into battle as they are to whine in terror at a loud noise. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Air Scamp Source Monster Core pg. 146 Perception +3; darkvision, fog vision Languages Sussuran Skills Acrobatics +7, Stealth +7 Str +1 Dex +4 Con +0 Int -2 Wis +0 Cha +0 Fog Vision The air scamp ignores the concealed condition from fog and mist. --- AC 16 Fort +3 Ref +9 Will +7 HP 12 (fast healing 2 (in open air)) Immunities bleed, paralyzed, poison, sleep --- Speed 20 feet, fly 40 feet Melee Single Action jaws +9 (Finesse), Damage 1d6+1 piercing Arcane Innate Spells DC 17 - 1st Gust of Wind - 2nd Blur Sirocco Breath Two Actions (Air, Arcane) The air scamp creates cutting winds in a 15-foot cone that deal 2d6 slashing damage to each creature within the area (DC 17 basic Reflex save). A creature that fails its save is also pushed back 10 feet. The air scamp can't use Sirocco Breath again for 1d4 rounds. ","element":["Air"],"skill_mod":{"stealth":7,"acrobatics":7},"image":["/Images/Monsters/Air_Scamp.webp"],"primary_source":"Monster Core","spell":["Blur","Gust of Wind"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision , fog vision","resistance":{},"intelligence":-2,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":3,"size":["Medium"],"name":"Air Scamp","pfs":"Standard","rarity":"common","strike_damage_average":[4],"attack_bonus":[9],"constitution":0,"immunity":["bleed","paralyzed","poison","sleep"],"creature_family":"Elemental, Scamp","will_save":7,"speed":{"fly":40,"max":40,"land":20},"wisdom":0,"weakness":{},"creature_ability":["Fog Vision","Sirocco Breath"],"skill":["Acrobatics","Stealth"],"legacy_id":["creature-192"],"tradition":["Arcane"],"summary":"A pale blue head and paper-thin wings peek out from the cloud that clings to the air scamp. Air scamps are short-sighted and flighty, even relative …","trait_group":["Elemental","Planar","Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2985","dexterity":4,"category":"creature","slug":"creature-2985"},{"legacy_name":["Earth Mephit"],"primary_source_category":"Rulebooks","strength":3,"hp":20,"language":["Petran"],"source":["Monster Core"],"type":"Creature","charisma":-1,"perception":3,"stealth":"2","trait":["Earth","Elemental","Small"],"id":"creature-2986","text":" Earth Scamp An earth scamp's rocky exterior could camouflage it well among loose rocks if not for the scamp's large eyes and bat-like wings. Earth scamps can fly, but the act of flight is uncomfortable and unnerving to them—they rarely leave the ground if they can help it. In fact, most earth scamps would rather never visit the surface at all, staying nestled deeply within the rocks they resemble. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Earth Scamp Source Monster Core pg. 146 Perception +3; darkvision, tremorsense (imprecise) 30 feet Languages Petran Skills Athletics +6, Stealth +2 Str +3 Dex -1 Con +2 Int -2 Wis +0 Cha -1 --- AC 15 Fort +8 Ref +4 Will +3 HP 20 (fast healing 2 (while underground)) Immunities bleed, paralyzed, poison, sleep --- Speed 20 feet, burrow 20 feet, fly 15 feet Melee Single Action body +8, Damage 1d6+3 bludgeoning Arcane Innate Spells DC 17 - 2nd Enlarge (self only) - 3rd One with Stone Scree Breath Two Actions (Arcane, Earth) The earth scamp breathes rocks in a 15-foot cone that deals 2d6 bludgeoning damage to each creature within the area (DC 17 basic Reflex save). The earth scamp can't use Scree Breath again for 1d4 rounds. ","element":["Earth"],"skill_mod":{"stealth":2,"athletics":6},"image":["/Images/Monsters/Earth_Scamp.webp"],"primary_source":"Monster Core","spell":["One with Stone","Enlarge"],"ac":15,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 30 feet","resistance":{},"intelligence":-2,"reflex_save":4,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Earth Scamp","pfs":"Standard","rarity":"common","strike_damage_average":[6],"attack_bonus":[8],"constitution":2,"immunity":["bleed","paralyzed","poison","sleep"],"creature_family":"Elemental, Scamp","will_save":3,"speed":{"fly":15,"max":20,"land":20,"burrow":20},"wisdom":0,"weakness":{},"creature_ability":["Scree Breath"],"skill":["Athletics","Stealth"],"legacy_id":["creature-193"],"tradition":["Arcane"],"summary":"An earth scamp's rocky exterior could camouflage it well among loose rocks if not for the scamp's large eyes and bat-like wings. Earth scamps can …","trait_group":["Elemental","Planar","Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2986","dexterity":-1,"category":"creature","slug":"creature-2986"},{"legacy_name":["Fire Mephit"],"primary_source_category":"Rulebooks","strength":0,"hp":16,"language":["Pyric"],"source":["Monster Core"],"type":"Creature","charisma":2,"perception":3,"trait":["Elemental","Fire","Small"],"id":"creature-2987","text":" Fire Scamp Although arguably quite friendly, fire scamps are considered far more dangerous than their kin. They delight in fire and playing pranks on everyone they befriend. Even given time to understand others' dislike of fire, most fire scamps enjoy the feel of flames enough to constantly test their limits. Compared to the nations of other scamps, the nations on the Plane of Fire are by far the strongest. This backing inspires fire scamps to challenge authority more quickly than the others. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Fire Scamp Source Monster Core pg. 147 Perception +3; darkvision, smoke vision Languages Pyric Skills Acrobatics +7, Deception +7 Str +0 Dex +4 Con +0 Int -2 Wis +0 Cha +2 Smoke Vision The fire scamp ignores the concealed condition from smoke. --- AC 17 Fort +3 Ref +9 Will +7 HP 16 (fast healing 2 (while touching fire)) Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 3 --- Speed 20 feet, fly 25 feet Melee Single Action jaws +9 (Finesse), Damage 1d6 piercing and 1d4 fire Arcane Innate Spells DC 15 - Cantrips (1st) Daze, Ignition, Light Flame Breath Two Actions (Arcane, Fire) The fire scamp breathes flames in a 15- foot cone that deals 2d4 fire damage to each creature within the area (DC 17 basic Reflex save). Creatures that fail the save also take 1d4 persistent fire damage. The fire scamp can't use Flame Breath again for 1d4 rounds. ","element":["Fire"],"skill_mod":{"deception":7,"acrobatics":7},"image":["/Images/Monsters/Fire_Scamp.webp"],"primary_source":"Monster Core","spell":["Daze","Ignition","Light"],"ac":17,"level":1,"spell_dc":[15],"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","resistance":{},"intelligence":-2,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":3,"size":["Small"],"name":"Fire Scamp","pfs":"Standard","rarity":"common","strike_damage_average":[6],"attack_bonus":[9],"constitution":0,"immunity":["bleed","fire","paralyzed","poison","sleep"],"creature_family":"Elemental, Scamp","will_save":7,"speed":{"fly":25,"max":25,"land":20},"wisdom":0,"weakness":{"cold":3},"creature_ability":["Smoke Vision","Flame Breath"],"skill":["Acrobatics","Deception"],"legacy_id":["creature-194"],"tradition":["Arcane"],"summary":"Although arguably quite friendly, fire scamps are considered far more dangerous than their kin. They delight in fire and playing pranks on everyone …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2987","dexterity":4,"category":"creature","slug":"creature-2987"},{"legacy_name":["Water Mephit"],"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Thalassic"],"source":["Monster Core"],"type":"Creature","charisma":0,"perception":3,"stealth":"6","trait":["Elemental","Water","Small"],"id":"creature-2988","text":" Water Scamp Water scamps are marked apart from other scamps by sleek fur that traps a layer of water next to their skin. Although they can fly like their kin and conjure enough water to never dry out, water scamps leave the water only when they must. Although air-breathing scholars consider these scamps quiet and rather skittish, underwater civilizations find their exuberance and playfulness can be overwhelming. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Water Scamp Source Monster Core pg. 147 Perception +3; darkvision Languages Thalassic Skills Athletics +6, Stealth +6 Str +1 Dex +3 Con +1 Int -2 Wis +0 Cha +0 --- AC 16 Fort +7 Ref +11 Will +4 HP 20 (fast healing 2 (while underwater)) Immunities bleed, paralyzed, poison, sleep Resistances acid 3, fire 3 --- Speed 20 feet, fly 25 feet, swim 25 feet Melee Single Action claw +8 (Agile, Finesse), Damage 1d6+1 slashing Arcane Innate Spells DC 17, attack +9 - 1st Create Water - 2nd Acid Grip Acid Breath Two Actions (Acid, Arcane) The water scamp breathes acid in a 15-foot cone that deals 2d6 acid damage to each creature within the area (DC 17 basic Reflex save). The water scamp can't use Acid Breath again for 1d4 rounds. Drench Single Action (Arcane, Water) The water scamp shakes out a seemingly endless supply of water from its fur to put out all fires in a 5-foot emanation. The scamp extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier). ","element":["Water"],"skill_mod":{"stealth":6,"athletics":6},"primary_source":"Monster Core","spell":["Acid Grip","Create Water"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"acid":3,"fire":3},"intelligence":-2,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Water Scamp","pfs":"Standard","rarity":"common","strike_damage_average":[4],"attack_bonus":[8],"constitution":1,"immunity":["bleed","paralyzed","poison","sleep"],"creature_family":"Elemental, Scamp","spell_attack_bonus":[9],"will_save":4,"speed":{"fly":25,"max":25,"land":20,"swim":25},"wisdom":0,"weakness":{},"creature_ability":["Acid Breath","Drench"],"skill":["Athletics","Stealth"],"legacy_id":["creature-195"],"tradition":["Arcane"],"summary":"Water scamps are marked apart from other scamps by sleek fur that traps a layer of water next to their skin. Although they can fly like their kin and …","trait_group":["Creature Type","Elemental","Planar","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2988","dexterity":3,"category":"creature","slug":"creature-2988"},{"attack_bonus":[11],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":45,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Elemental, Water","will_save":6,"charisma":0,"speed":{"max":50,"land":15,"swim":50},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Deep Plunge"],"skill":["Athletics","Stealth","Survival"],"stealth":"11","legacy_id":["creature-196"],"trait":["Aquatic","Elemental","Water","Medium"],"id":"creature-2989","text":" Brine Shark Brine sharks are deadly elementals that roam the endless oceans of the Plane of Water. They often slip into mortal oceans as well, competing with natural predators or even joining schools of flesh and blood sharks. Recall Knowledge - Elemental (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Brine Shark Source Monster Core pg. 148 Perception +8; darkvision Languages Skills Athletics +10, Stealth +11, Survival +8 Str +3 Dex +2 Con +2 Int -4 Wis +1 Cha +0 --- AC 19 Fort +9 Ref +11 Will +6 HP 45 Immunities bleed, paralyzed, poison, sleep Resistances fire 5 --- Speed 15 feet, swim 50 feet Melee Single Action jaws +11, Damage 1d12+7 piercing plus Grab Deep Plunge Single Action The brine shark dives into the water, Swimming twice straight down. If it's grabbing or restraining a creature, it brings that creature along with it. ","element":["Water"],"skill_mod":{"survival":8,"stealth":11,"athletics":10},"summary":"Brine sharks are deadly elementals that roam the endless oceans of the Plane of Water . They often slip into mortal oceans as well, competing with …","image":["/Images/Monsters/Brine_Shark.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=2989","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Brine Shark","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-2989"},{"attack_bonus":[15],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Thalassic"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Elemental, Water","will_save":10,"charisma":0,"speed":{"max":60,"land":20,"swim":60},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Waterbound","Vortex","Drench"],"skill":["Athletics","Stealth"],"stealth":"12","legacy_id":["creature-197"],"trait":["Aquatic","Elemental","Water","Medium"],"id":"creature-2990","text":" Living Waterfall Living waterfalls are humanoid-shaped columns of churning water. They see the water as their natural domain and even aquatic animals as interlopers. When summoned, they are surly, but will grudgingly guard all forms of aquatic sites. Recall Knowledge - Elemental (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Living Waterfall Source Monster Core pg. 148 Perception +10; darkvision Languages Thalassic Skills Athletics +13, Stealth +12 Str +4 Dex +3 Con +3 Int -2 Wis +1 Cha +0 Waterbound When not touching water, the living waterfall is slowed 1 and can't use reactions. --- AC 20 Fort +14 Ref +12 Will +10 HP 90 Immunities bleed, paralyzed, poison, sleep Resistances fire 5 Vortex (aura, water) 30 feet. Water in the area that is in the same body of water as the living waterfall is difficult terrain for Swimming creatures that don't have the water trait. --- Speed 20 feet, swim 60 feet Melee Single Action wave +15 (reach 10 feet), Damage 2d8+7 bludgeoning plus Push or Pull 5 feet Drench Single Action (Primal, Water) The elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+14 counteract modifier). ","element":["Water"],"skill_mod":{"stealth":12,"athletics":13},"summary":"Living waterfalls are humanoid-shaped columns of churning water. They see the water as their natural domain and even aquatic animals as interlopers. …","image":["/Images/Monsters/Living_Waterfall.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":20,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=2990","intelligence":-2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Living Waterfall","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16],"slug":"creature-2990"},{"primary_source_category":"Rulebooks","strength":4,"hp":120,"language":["Common","Thalassic"],"source":["Monster Core"],"type":"Creature","charisma":1,"perception":18,"stealth":"13","trait":["Aquatic","Elemental","Water","Small"],"id":"creature-2991","text":" Quatoid Quatoids are peculiar elementals native to the Plane of Water that resemble four-tentacled octopuses with eerily humanoid faces on their mantles. Mysterious even to other elementals, quatoids nevertheless respond to mortal summons. They assist these mortals in combat but seem to prefer offering calm advice, looking for alternate solutions even in the midst of bloody conflict. With the return of their elemental lord from her long imprisonment, quatoids are slowly becoming more active on the Plane of Water. However, much of their activity still seems to be centered on the mortal realm. Recall Knowledge - Elemental (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Quatoid Source Monster Core pg. 148 Perception +18; darkvision Languages Common, Thalassic Skills Athletics +15, Diplomacy +12, Elemental Lore +17, Occultism +17, Society +17, Stealth +13 Str +4 Dex +2 Con +0 Int +4 Wis +3 Cha +1 --- AC 25 Fort +13 Ref +15 Will +18 HP 120 Immunities bleed, paralyzed, poison, sleep Resistances bludgeoning 5, fire 5 Calming Bioluminescence (aura, emotion, mental, visual) 30 feet. The aura sheds dim light. Creatures in the emanation gain a +2 circumstance bonus to saving throws against emotion effects. The quatoid can activate or deactivate this aura using a Sustain action. --- Speed 25 feet, swim 25 feet Melee Single Action tentacle +16 (reach 10 feet), Damage 2d12+6 bludgeoning plus Grab Primal Innate Spells DC 27, attack +17 - 2nd Hydraulic Push (at will) Constrict Single Action 1d12+6 bludgeoning, DC 25 ","element":["Water"],"skill_mod":{"society":17,"diplomacy":12,"stealth":13,"athletics":15,"occultism":17},"image":["/Images/Monsters/Quatoid.webp"],"primary_source":"Monster Core","spell":["Hydraulic Push"],"ac":25,"level":7,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":5,"fire":5},"intelligence":4,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"size":["Small"],"name":"Quatoid","pfs":"Standard","rarity":"common","strike_damage_average":[19],"attack_bonus":[16],"constitution":0,"immunity":["bleed","paralyzed","poison","sleep"],"creature_family":"Elemental, Water","spell_attack_bonus":[17],"will_save":18,"speed":{"max":25,"land":25,"swim":25},"wisdom":3,"weakness":{},"creature_ability":["Calming Bioluminescence","Constrict"],"skill":["Athletics","Diplomacy","Elemental Lore","Occultism","Society","Stealth"],"legacy_id":["creature-198"],"tradition":["Primal"],"summary":"Quatoids are peculiar elementals native to the Plane of Water that resemble four-tentacled octopuses with eerily humanoid faces on their mantles. …","trait_group":["Monster","Creature Type","Elemental","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2991","dexterity":2,"category":"creature","slug":"creature-2991"},{"attack_bonus":[24],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":195,"language":["Thalassic"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Elemental, Water","will_save":19,"charisma":0,"speed":{"max":100,"land":35,"swim":100},"perception":22,"wisdom":3,"weakness":{},"creature_ability":["Waterbound","Vortex","Drench","Surge"],"skill":["Athletics","Stealth"],"stealth":"23","legacy_id":["creature-200"],"trait":["Aquatic","Elemental","Water","Huge"],"id":"creature-2992","text":" Elemental Tsunami Elemental tsunamis are huge and destructive, having none of the caring or nurturing aspects of water. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Elemental Tsunami Source Monster Core pg. 149 Perception +22; darkvision Languages Thalassic Skills Athletics +23, Stealth +23 Str +6 Dex +6 Con +6 Int +0 Wis +3 Cha +0 Waterbound When not touching water, the elemental tsunami is slowed 1 and can't use reactions. --- AC 31 Fort +21 Ref +22 Will +19 HP 195 Immunities bleed, paralyzed, poison, sleep Resistances fire 10 Vortex (aura, water) 50 feet. Water in the area that is in the same body of water as the elemental tsunami is difficult terrain for Swimmingcreatures that don't have the water trait. --- Speed 35 feet, swim 100 feet Melee Single Action wave +24 (reach 20 feet), Damage 2d12+12 bludgeoning plus Push or Pull 10 feet Drench Single Action (Primal, Water) The elemental puts out all fires in a 20-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier). Surge Two Actions The elemental tsunami momentarily expands to fill the area of its vortex. Creatures within the aura take 5d12+6 bludgeoning damage with a DC 31 basic Fortitude save. A creature that fails this save is pushed 20 feet. The elemental tsunami then shrinks to its normal space and can't Surge again for 1d4 rounds. ","element":["Water"],"skill_mod":{"stealth":23,"athletics":23},"summary":"Elemental tsunamis are huge and destructive, having none of the caring or nurturing aspects of water.","primary_source":"Monster Core","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":31,"level":11,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":10},"url":"/Monsters.aspx?ID=2992","intelligence":0,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Elemental Tsunami","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25],"slug":"creature-2992"},{"attack_bonus":[16,16,18],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":130,"source":["Monster Core"],"type":"Creature","creature_family":"Elephant","will_save":13,"charisma":-2,"speed":{"max":40,"land":40},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Grabbing Trunk","Trample"],"skill":["Athletics","Survival"],"legacy_id":["creature-201"],"trait":["Animal","Huge"],"id":"creature-2993","text":" Elephant Those who live near elephants have learned to be wary of angering the beasts, but even with precautions in place, elephants sometimes still rampage. There is little an individual person can do when even a single elephant becomes enraged. Furthermore, a herd of angry or frightened elephants can easily destroy an entire village. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Elephant Source Monster Core pg. 150 Perception +13; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +17, Survival +15 Str +7 Dex +0 Con +4 Int -4 Wis +2 Cha -2 --- AC 23 Fort +18 Ref +11 Will +13 HP 130 --- Speed 40 feet Melee Single Action tusk +16 (reach 10 feet), Damage 3d8+9 piercing Melee Single Action trunk +18 (reach 15 feet), Damage grabbing trunk Melee Single Action foot +16 (reach 10 feet), Damage 2d10+9 bludgeoning Grabbing Trunk A Medium or smaller creature hit by the elephant's trunk is grabbed. If the elephant moves, it can bring the grabbed creature along with it. Trample Three Actions Large or smaller, foot, DC 24 ","skill_mod":{"survival":15,"athletics":17},"summary":"Those who live near elephants have learned to be wary of angering the beasts, but even with precautions in place, elephants sometimes still rampage. …","image":["/Images/Monsters/Elephant.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":23,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2993","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":18,"size":["Huge"],"name":"Elephant","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,22],"slug":"creature-2993"},{"attack_bonus":[22,22,22],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":190,"source":["Monster Core"],"type":"Creature","creature_family":"Elephant","will_save":18,"charisma":-2,"speed":{"max":45,"land":45},"perception":18,"wisdom":1,"weakness":{},"creature_ability":["Cold Adaptation","Dual Tusks","Grabbing Trunk","Trample"],"skill":["Athletics","Survival"],"legacy_id":["creature-202"],"trait":["Animal","Huge"],"id":"creature-2994","text":" Mammoth Found mostly in colder climates, mammoths are accustomed to dealing with desperate and dangerous predators, trampling and crushing their enemies while using their larger tusks to greater effect. Humanoids dwelling in harsh, frost-bound lands rely on the mammoth's strength to help them survive. Recall Knowledge - Animal (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Mammoth Source Monster Core pg. 150 Perception +18; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +22, Survival +19 Str +8 Dex +1 Con +5 Int -4 Wis +1 Cha -2 --- AC 29 Fort +21 Ref +15 Will +18 +2 status to all saves vs. cold HP 190 Cold Adaptation The mammoth reduces the effects it suffers from cold environments by one step. --- Speed 45 feet Melee Single Action tusk +22 (reach 15 feet), Damage 3d8+12 piercing Melee Single Action trunk +22 (reach 15 feet), Damage grabbing trunk Melee Single Action foot +22 (reach 10 feet), Damage 2d10+12 bludgeoning Dual Tusks Single Action The mammoth makes two tusk Strikes, each against a different creature. This counts as one attack for the mammoth's multiple attack penalty, and the penalty doesn't increase until after both attacks. Grabbing Trunk A Medium or smaller creature hit by the mammoth's trunk is grabbed. If the mammoth moves, it can bring the grabbed creature along with it. Trample Three Actions Large or smaller, foot, DC 28 ","skill_mod":{"survival":19,"athletics":22},"summary":"Found mostly in colder climates, mammoths are accustomed to dealing with desperate and dangerous predators, trampling and crushing their enemies …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2994","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":21,"size":["Huge"],"name":"Mammoth","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23,25],"slug":"creature-2994"},{"attack_bonus":[9,9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":17,"language":["Common","Elven"],"source":["Monster Core"],"type":"Creature","creature_family":"Elf","will_save":7,"charisma":1,"speed":{"max":30,"land":30},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Double Shot","Elf Step","Unimpeded Journey"],"skill":["Acrobatics","Athletics","Diplomacy","Nature","Stealth","Survival"],"stealth":"7","trait":["Elf","Humanoid","Medium"],"id":"creature-2995","text":" Elf Ranger Many elves learn the bow before even picking up their first blade. Because of this, many elves act as rangers at some point in their long lives. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Elf Ranger Source Monster Core pg. 151 Perception +10; low-light vision Languages Common, Elven Skills Acrobatics +7, Athletics +3, Diplomacy +3, Nature +6, Stealth +7, Survival +6 Str +1 Dex +4 Con +1 Int +3 Wis +3 Cha +1 Items Dagger, Shortbow (20 arrows) --- AC 16 Fort +4 Ref +10 Will +7 HP 17 --- Speed 30 feet; unimpeded journey Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4+2 piercing Ranged Single Action shortbow +9 (deadly d8, range increment 60 feet), Damage 1d6+2 piercing Ranged Single Action dagger +9 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Double Shot Single Action The elf ranger makes two shortbow Strikes targeting two different creatures within the shortbow's first range increment. Both Strikes uses the elf's current multiple attack penalty, but each strike takes a –2 penalty. Elf Step Single Action The elf Steps twice. Unimpeded Journey The elf ranger ignores difficult terrain. ","skill_mod":{"diplomacy":3,"nature":6,"survival":6,"stealth":7,"athletics":3,"acrobatics":7},"summary":"Many elves learn the bow before even picking up their first blade. Because of this, many elves act as rangers at some point in their long lives.","image":["/Images/Monsters/Elf_Ranger.webp"],"primary_source":"Monster Core","trait_group":["Ancestry","Weapon","Half-Elf","Creature Type"],"ac":16,"item":["Dagger","Shortbow (20 arrows)"],"level":1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2995","intelligence":3,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":4,"size":["Medium"],"name":"Elf Ranger","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,4,5],"slug":"creature-2995"},{"attack_bonus":[9,9],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Common","Elven"],"source":["Monster Core"],"type":"Creature","creature_family":"Elf","will_save":8,"charisma":0,"speed":{"max":30,"land":30},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Elf Step","Elemental Field"],"skill":["Acrobatics","Arcana","Athletics","Deception","Elemental Lore","Nature","Stealth"],"stealth":"7","trait":["Aiuvarin","Elf","Human","Humanoid","Medium","Half-Elf"],"id":"creature-2996","text":" Aiuvarin Elementalist Commonly referred to as half-elves, aiuvarins often have trouble fitting into society. This can lead to many aiuvarins diverting their full attention towards their own personal pursuits, such as studying spellcasting. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Aiuvarin Elementalist Source Monster Core pg. 151 Perception +11; low-light vision Languages Common, Elven Skills Acrobatics +7, Arcana +8, Athletics +5, Deception +4, Elemental Lore +8, Nature +6, Stealth +7 Str +1 Dex +3 Con +0 Int +4 Wis +2 Cha +0 Items Dagger --- AC 17 Fort +5 Ref +11 Will +8 HP 20 --- Speed 30 feet Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Ranged Single Action dagger +9 (Agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing Arcane Prepared Spells DC 18 - Cantrips (1st) Detect Magic, Electric Arc, Light, Message, Shield - 1st Gentle Landing, Gust of Wind, Illusory Disguise, Thunderstrike Elf Step Single Action The elementalist Steps twice. Elemental Field Two Actions (Arcane, Concentrate, Electricity) The elementalist unleashes powerful static electricity in a 20-foot emanation that lasts for 1 minute. All squares in the area become hazardous terrain for other creatures. A creature takes 1 electricity damage each time it moves into one of these squares. While in the area, creatures take a –1 status penalty to saves against electricity spells. ","tradition":["Arcane"],"skill_mod":{"deception":4,"nature":6,"stealth":7,"arcana":8,"athletics":5,"acrobatics":7},"summary":"Commonly referred to as half-elves, aiuvarins often have trouble fitting into society. This can lead to many aiuvarins diverting their full attention …","primary_source":"Monster Core","spell":["Gentle Landing","Gust of Wind","Illusory Disguise","Thunderstrike","Detect Magic","Electric Arc","Light","Message","Shield"],"trait_group":["Ancestry","Half-Elf","Weapon","Half-Orc","Creature Type"],"ac":17,"item":["Dagger"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2996","intelligence":4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"size":["Medium"],"name":"Aiuvarin Elementalist","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,5],"slug":"creature-2996"},{"attack_bonus":[7,11],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":50,"immunity":["acid","mental"],"source":["Monster Core"],"type":"Creature","creature_family":"Fleshwarp","will_save":7,"charisma":-3,"speed":{"max":20,"land":20},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Disgusting Demise","Piteous Moan"],"skill":["Athletics"],"legacy_id":["creature-206"],"trait":["Aberration","Mindless","Medium"],"id":"creature-2997","text":" Grothlut Sluglike abominations, grothluts are grotesque dregs of the fleshwarping process. While their head and torso are vaguely humanoid, their arms are rubbery and move awkwardly at their sides. Wretched creatures, they moan piteously when other creatures are near, perhaps as the last remnants of their mind pleads to be free from their horrid warped form. Many fleshwarpers consider the grothlut to be a failure of a creation, as the transformation all but stamps out consciousness. Others disagree, arguing that warping the creature's mind makes it all the more useful, since it becomes pliable and easy to herd. Cultists of Haagenti typically use grothluts as guardians that slowly patrol the edges of their enclaves. Once in position, grothluts can be used as crude shock troops, unleashed to soften enemy forces before more valuable warriors wade in and cut down the enemies who have been nauseated by the grothluts' exploded organs and flesh. Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Grothlut Source Monster Core pg. 152 Perception +5; darkvision Languages Skills Athletics +11 Str +4 Dex -2 Con +4 Int -5 Wis +0 Cha -3 --- AC 17 Fort +11 Ref +5 Will +7 HP 50 Immunities acid, mental Disgusting Demise (acid, poison) When the grothlut is reduced to 0 Hit Points, its digestive organs rupture, unleashing alchemical acid and poison upon all creatures in a 30-foot emanation. Each creature in the area must succeed at a DC 19 Fortitude save or take 2d6 acid damage and become sickened 1 (double damage and sickened 2 on a critical failure). --- Speed 20 feet Melee Single Action claw +11 (Agile), Damage 1d10+8 slashing Ranged Single Action digestive spew +7 (Acid, range increment 15 feet, Splash), Damage 2d6 acid damage plus 1d6 acid splash damage Piteous Moan Single Action (Auditory, Aura, Concentrate, Emotion, Mental, Occult) 60 feet. Each non-grothlut creature that enters or starts its turn within the area must succeed at a DC 17 Will saving throw or become sickened 1 (sickened 2 on a critical failure). The creature then becomes temporarily immune for 1 minute. The grothlut can Dismiss this aura. A grothlut usually does not begin moaning until it senses the presence of a non-grothlut creature, and it usually stops once it doesn't sense any more such creatures. ","skill_mod":{"athletics":11},"summary":"Sluglike abominations, grothluts are grotesque dregs of the fleshwarping process. While their head and torso are vaguely humanoid, their arms are …","image":["/Images/Monsters/Grothlut.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":17,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2997","intelligence":-5,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":-2,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Grothlut","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,13],"slug":"creature-2997"},{"attack_bonus":[20,20],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":152,"language":["Chthonian","Elven","Sakvroth","(can't speak any language)"],"source":["Monster Core"],"type":"Creature","creature_family":"Fleshwarp","will_save":16,"charisma":4,"speed":{"max":15,"land":15},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Mind Lash","Soul Scream","Storm of Tentacles"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"20","legacy_id":["creature-670"],"trait":["Aberration","Large"],"id":"creature-2998","text":" Irnakurse Irnakurse are believed to be elves who have been subjected to particularly cruel and humiliating fleshwarping practices, though they are so corrupted by their transformation it is nearly impossible to tell. The process of crafting an irnakurse twists the unfortunate elf into a mass of misplaced limbs, loose flesh, and bony protrusions—parts that should be internal are often left on full display to the world. These beings periodically crawl to the surface from the deepest reaches of the Darklands, leading some elven scholars to the gruesome suspicion that these are remnants of the elves who traveled underground in order to escape Earthfall. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Irnakurse Source Monster Core pg. 153 Perception +18; darkvision Languages Chthonian, Elven, Sakvroth; (can't speak any language) Skills Acrobatics +20, Athletics +20, Stealth +20 Str +5 Dex +5 Con +3 Int -2 Wis +3 Cha +4 --- AC 28 Fort +20 Ref +18 Will +16 HP 152 --- Speed 15 feet Melee Single Action jaws +20 (reach 10 feet), Damage 2d12+11 piercing Melee Single Action tentacle +20 (Agile, reach 20 feet), Damage 2d8+11 slashing plus mind lash Mind Lash (Emotion, Mental, Occult) A creature hit by an irnakurse's tentacle is overwhelmed with corrupted images of a ruined life and must succeed at a DC 28 Will save or be stunned 2 (or stunned 4 on a critical failure). After attempting this save, the creature is temporarily immune to mind lash for 24 hours. Soul Scream Two Actions (Auditory, Concentrate, Emotion, Mental, Occult) Frequency once per day; Effect The irnakurse unleashes an alien shriek of nightmarish horror and pain. All non-aberration creatures within a 10-foot emanation must attempt a DC 28 Will save. The irnakurse can Sustain Soul Scream for up to 6 rounds; each time it does, it repeats the effect without a new save. Critical Success The creature is unaffected, and it's temporarily immune to Soul Scream for 24 hours. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1. Further failed saves against Soul Scream increase the stupefied value by 1, to a maximum of stupefied 4. Each time the character gets a full night's rest, the stupefied condition gained from Soul Scream decreases by 1. Critical Failure As failure, except the stupefied value increases by 2 instead of by 1. Storm of Tentacles Two Actions The irnakurse makes up to four tentacle Strikes, each against a different target. These attacks count toward the irnakurse's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all of its attacks. ","skill_mod":{"stealth":20,"athletics":20,"acrobatics":20},"summary":"Irnakurse are believed to be elves who have been subjected to particularly cruel and humiliating fleshwarping practices, though they are so …","image":["/Images/Monsters/Irnakurse.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2998","intelligence":-2,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Irnakurse","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,24],"slug":"creature-2998"},{"attack_bonus":[11],"constitution":5,"primary_source_category":"Rulebooks","strength":2,"hp":50,"immunity":["mental"],"source":["Monster Core"],"type":"Creature","creature_family":"Flytrap","will_save":7,"charisma":-2,"speed":{"max":15,"land":15},"perception":7,"wisdom":2,"weakness":{"fire":5},"creature_ability":["Quick Capture","Focused Assault","Hungry Flurry","Swallow Whole"],"skill":["Athletics","Stealth"],"stealth":"10","legacy_id":["creature-208"],"trait":["Mindless","Plant","Large"],"id":"creature-2999","text":" Snapping Flytrap Snapping flytraps typically have two sets of tooth-edged leaves, each measuring 3 feet wide, at the end of 10-foot-long stalks. Recall Knowledge - Plant (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Snapping Flytrap Source Monster Core pg. 154 Perception +7; tremorsense (imprecise) 30 feet Languages Skills Athletics +11, Stealth +10 Str +2 Dex +3 Con +5 Int -5 Wis +2 Cha -2 --- AC 18 Fort +12 Ref +8 Will +7 HP 50 Immunities mental Resistances acid 5 Weaknesses fire 5 Quick Capture Reaction Trigger A creature hits or touches the flytrap; Effect The flytrap makes a leaf Strike against the triggering creature. If it hits, the creature is grabbed in that leaf. --- Speed 15 feet Melee Single Action leaf +11 (reach 10 feet), Damage 1d8+2 piercing plus 1d6 acid and Improved Grab Focused Assault Two Actions The flytrap attacks a single target with both its two leaves. The flytrap makes one leaf Strike. On a success, the flytrap deals the damage from one leaf Strike plus an additional 1d8 damage for every leaf beyond the first. On a failure, the flytrap deals the damage from one leaf Strike, but it can't use Improved Grab. It deals no damage on a critical failure. This counts toward the flytrap's multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has. Hungry Flurry Two Actions The flytrap makes two leaf Strikes at a –2 penalty, each against a different target. These attacks count toward the flytrap's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all its attacks. Swallow Whole Single Action (Attack) Medium, 1d8+1 bludgeoning plus 1d6 acid, Rupture 5 ","skill_mod":{"stealth":10,"athletics":11},"summary":"Snapping flytraps typically have two sets of tooth-edged leaves, each measuring 3 feet wide, at the end of 10-foot-long stalks.","primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" tremorsense ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{"acid":5},"url":"/Monsters.aspx?ID=2999","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":12,"size":["Large"],"name":"Snapping Flytrap","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-2999"},{"attack_bonus":[23],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":185,"immunity":["mental"],"source":["Monster Core"],"type":"Creature","creature_family":"Flytrap","will_save":15,"charisma":-2,"speed":{"max":25,"land":25},"perception":17,"wisdom":3,"weakness":{"fire":10},"creature_ability":["Quick Capture Trigger","Focused Assault","Hungry Flurry","Swallow Whole"],"skill":["Athletics","Stealth"],"stealth":"21","legacy_id":["creature-209"],"trait":["Mindless","Plant","Huge"],"id":"creature-3000","text":" Giant Flytrap Because they blend in so well with surrounding foliage, giant flytraps can use the element of surprise to make quick strikes against unsuspecting adventurers and forest travelers. Recall Knowledge - Plant (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Giant Flytrap Source Monster Core pg. 154 Perception +17; tremorsense (imprecise) 60 feet Languages Skills Athletics +23, Stealth +21 Str +7 Dex +5 Con +5 Int -5 Wis +3 Cha -2 --- AC 29 Fort +21 Ref +17 Will +15 HP 185 Immunities mental Resistances acid 10 Weaknesses fire 10 Quick Capture Reaction Trigger A creature hits or touches the flytrap Effect The flytrap makes a leaf Strike against the triggering creature. If it hits, the creature is grabbed in that leaf. --- Speed 25 feet Melee Single Action leaf +23 (reach 15 feet), Damage 2d8+7 piercing plus 2d6 acid and Improved Grab Focused Assault Two Actions The flytrap attacks a single target with all four of its leaves. The flytrap makes one leaf Strike. On a success, the flytrap deals the damage from one leaf Strike plus an additional 1d8 damage for every leaf beyond the first. On a failure, the flytrap deals the damage from one leaf Strike, but it can't use Improved Grab. It deals no damage on a critical failure. This counts toward the flytrap's multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has. Hungry Flurry Two Actions The flytrap makes four leaf Strikes at a –2 penalty, each against a different target. These attacks count toward the flytrap's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all its attacks. Swallow Whole Single Action (Attack) Large, 2d8+3 bludgeoning plus 2d6 acid, Rupture 17 ","skill_mod":{"stealth":21,"athletics":23},"summary":"Because they blend in so well with surrounding foliage, giant flytraps can use the element of surprise to make quick strikes against unsuspecting …","image":["/Images/Monsters/Giant_Flytrap.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":" tremorsense ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{"acid":10},"url":"/Monsters.aspx?ID=3000","intelligence":-5,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":21,"size":["Huge"],"name":"Giant Flytrap","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23],"slug":"creature-3000"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":40,"language":["Common","Petran"],"immunity":["bleed"],"source":["Monster Core"],"type":"Creature","creature_family":"Gargoyle","will_save":10,"charisma":-2,"speed":{"fly":40,"max":40,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Clawed Feet","Statue"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"12","legacy_id":["creature-210"],"trait":["Beast","Earth","Medium"],"id":"creature-3001","text":" Gargoyle Gargoyles are monstrous hunters made of elemental stone. They use their resemblance to decorative statues to hide in plain sight in cities during the day and descend upon unlucky pedestrians at night. Their most common form is that of a horned humanoid with bat-like wings, but individual gargoyles show a great deal of variation, with some appearing more or less humanoid and others resembling no known creature. A gargoyle's features are not fixed; city-dwelling gargoyles who remain in the same locale long enough slowly morph, day by day, to match the style of the local architecture. These patient monsters can stay disguised for long stretches of time as they patiently await an opportunity to strike. Gargoyles tend to be lone hunters, though sometimes they band into fearsome groups called wings for protection or sport. On rare occasions, wings become relatively stable communities, and gargoyles in wings may even ally with other creatures such as demons and intelligent aberrations, though these alliances exist on a razor's edge. The majority of gargoyles are treacherous, vindictive, and petty—traits that preclude lasting partnerships. Almost all have some subject they spend days mulling over while in statue form. Some are collectors, focusing on anything from books to grim trophies, while others are ritualistic or overly passionate about niche intellectual subjects or certain artistic motifs. These tendencies often contribute to the dissolution of wings as individuals with conflicting focuses clash. Sanctified Roosts In addition to their appearances matching their environment, gargoyles that position themselves on temples or other consecrated ground slowly succumb to the influence of that location. These gargoyles gain the holy or unholy trait, as do their unarmed Strikes. A gargoyle roosting on a temple of Asmodeus, for example, will eventually gain the unholy trait along with changes to their personality that bring it more in line with the god's ethos. Holy gargoyles are also possible, although gargoyles at such locations often abandon their roosts as their changing personality conflicts with their need to hunt. Recall Knowledge - Beast (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Gargoyle Source Monster Core pg. 155 Perception +10; darkvision Languages Common, Petran Skills Acrobatics +10, Athletics +9, Stealth +12 Str +3 Dex +2 Con +3 Int -2 Wis +2 Cha -2 --- AC 21 Fort +13 Ref +10 Will +10 HP 40 Immunities bleed Resistances physical 5 (except adamantine) Clawed Feet Reaction (attack) Trigger The gargoyle is Flying, and a creature moves into an adjacent square below it; Effect The gargoyle makes a claw Strike against the triggering creature. --- Speed 25 feet, fly 40 feet Melee Single Action jaws +13, Damage 2d8+3 piercing Melee Single Action claw +13 (Agile), Damage 2d6+3 slashing Statue Single Action (Concentrate) Until the next time it acts, the gargoyle appears to be a statue. It has an automatic result of 32 on Deception checks and DCs to pass as a statue. Gargoyle Religion Although gargoyles roosting at a religious site eventually gravitate towards that god's ethos and frequently become followers, other gargoyle wings reconsecrate crumbling temples to their own gods. Most such wings hold up a demon lord or one of the lords of the Plane of Earth as their creator and patron. ","element":["Earth"],"skill_mod":{"stealth":12,"athletics":9,"acrobatics":10},"summary":"Gargoyles are monstrous hunters made of elemental stone. They use their resemblance to decorative statues to hide in plain sight in cities during the …","image":["/Images/Monsters/Gargoyle.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=3001","intelligence":-2,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Gargoyle","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12],"slug":"creature-3001"},{"legacy_name":["Janni"],"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common","Muan","Petran","Pyric","Sussuran","Talican","Thalassic","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":1,"perception":11,"trait":["Air","Earth","Elemental","Fire","Genie","Metal","Water","Wood","Medium"],"id":"creature-3002","text":" Jann All six elements build each jann and fill them with a constant desire to travel, typically jaunting about the Universe. The eldest among geniekind, they command respect from their distant offspring. Any jann can grant wishes, not just shuyookhs—a vestige of their ancient power. Recall Knowledge - Elemental (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Jann Source Monster Core pg. 156 Perception +11; darkvision Languages Common, Muan, Petran, Pyric, Sussuran, Talican, Thalassic; truespeech Skills Acrobatics +8, Arcana +10, Crafting +8, Deception +7, Survival +11 Str +4 Dex +2 Con +2 Int +3 Wis +3 Cha +1 Items Composite Shortbow (20 arrows), Scimitar --- AC 20 Fort +10 Ref +10 Will +13 HP 60 Resistances elemental resistance 5 Commanding Presence (aura, emotion, fear, mental) 20 feet. A creature that enters the aura must succeed at a DC 19 Will save or be frightened 1 (frightened 2 on a critical failure) and is then temporarily immune for 1 minute. A genie (with the exception of another jann) takes a –4 circumstance penalty to its save. Elemental Resistance The jann's elemental resistance applies to cold, electricity, and fire damage, as well as all damage from elemental sources (including environmental damage from the elemental planes and damage from anything with the air, earth, fire, metal, water, or wood trait). --- Speed 25 feet, fly 15 feet Melee Single Action scimitar +14 (Forceful, Sweep), Damage 1d6+7 slashing plus All Made One Melee Single Action fist +14 (Agile, Magical, Nonlethal), Damage 1d4+7 bludgeoning plus All Made One Ranged Single Action composite shortbow +12 (deadly d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+5 piercing plus All Made One Arcane Innate Spells DC 21 - Cantrips (2nd) Detect Magic, Know the Way - 2nd Invisibility (×2) - 4th Read Omens - 7th Interplanar Teleport (to Astral Plane; Elemental Planes; or the Universe only) - Constant (5th) Truespeech All Made One Single Action The jann calls upon all of the elements that make up their being to gain an additional arcane spell they can cast at will and empower their Strikes with the element, dealing an extra 1d4 damage of the listed type. These benefits last until the jann uses this ability again. Air tailwind , 1d4 electricity; Earth pummeling rubble , 1d4 bludgeoning; Fire breathe fire , 1d4 fire; Metal thunderstrike , 1d4 electricity; Water hydraulic push , 1d4 bludgeoning; Wood summon plant or fungus , 1d4 piercing. Change Shape Single Action (Arcane, Concentrate, Polymorph) The jann transforms into any Small or Medium animal. This doesn't affect their statistics, but it could change the damage type of their Strikes. Wanderer's Wish Three Actions Frequency three times per year; Effect The jann instantly grants the benefits of a critical success with the wish ritual to a mortal creature. This has no cost. That creature specifies what they wish for, but the interpretation is up to the jann. A jann typically attempts to grant wishes in a way that encourages growth and exploration. A summoned jann can't use this ability. Jann Shuyookhs Jann shuyookhs add the following innate spells: 4th invisibility (×2), read omens . ","element":["Air","Earth","Fire","Metal","Water","Wood"],"skill_mod":{"deception":7,"crafting":8,"survival":11,"arcana":10,"acrobatics":8},"primary_source":"Monster Core","spell":["Interplanar Teleport","Read Omens","Invisibility","Detect Magic","Know the Way","Truespeech"],"ac":20,"item":["Composite Shortbow (20 arrows)","Scimitar"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":10,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Jann","pfs":"Standard","rarity":"common","strike_damage_average":[8,9,10],"attack_bonus":[12,14,14],"constitution":2,"creature_family":"Genie","will_save":13,"speed":{"fly":15,"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Commanding Presence","Elemental Resistance","All Made One","Change Shape","Wanderer's Wish"],"skill":["Acrobatics","Arcana","Crafting","Deception","Survival"],"legacy_id":["creature-211"],"tradition":["Arcane"],"summary":"All six elements build each jann and fill them with a constant desire to travel, typically jaunting about the Universe . The eldest among geniekind, …","trait_group":["Elemental","Planar","Monster","Creature Type","Energy"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=3002","dexterity":2,"category":"creature","slug":"creature-3002"},{"legacy_name":["Djinni"],"primary_source_category":"Rulebooks","strength":4,"hp":55,"language":["Common","Sussuran","(can't speak any language); cloud of visions"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":15,"stealth":"12","trait":["Air","Elemental","Genie","Large"],"id":"creature-3003","text":" Jaathoom Possessing all the subtlety and elegance of air itself, the jaathooms of the Plane of Air operate within dreams, nightmares, and time. Recall Knowledge - Elemental (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Jaathoom Source Monster Core pg. 157 Perception +15; darkvision Languages Common, Sussuran; (can't speak any language); cloud of visions Skills Acrobatics +14, Arcana +11, Athletics +11, Crafting +9, Deception +11, Diplomacy +13, Society +9, Stealth +12 Str +4 Dex +5 Con +2 Int +2 Wis +2 Cha +4 Cloud of Visions (arcane, aura, mental) 60 feet. A jaathoom has telepathy 60 feet but can only show images, not speak. Items Scimitar --- AC 22 Fort +9 Ref +14 Will +11 HP 55 Naturally Invisible The jaathoom is invisible at all times, though when they take a hostile action of any kind, they are hidden instead of undetected until the start of their next turn, as the vague outline of their form is faintly visible for a short period of time. Turbulent Skies (air, arcane, aura) 20 feet. All squares in the emanation are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune. The jaathoom can activate or deactivate this aura as a single action with the concentrate trait. --- Speed 25 feet, fly 40 feet Melee Single Action scimitar +15 (Forceful, reach 10 feet, Sweep), Damage 1d6+10 slashing Melee Single Action fist +16 (Agile, Finesse, Magical, Nonlethal, reach 10 feet), Damage 1d4+10 bludgeoning Ranged Single Action crashing wind +16 (Air, Arcane, range increment 20 feet), Damage 1d8+8 bludgeoning Arcane Innate Spells DC 21 - Cantrips (3rd) Detect Magic - 3rd Ill Omen, Illusory Creature, Illusory Object, Sleep - 4th Nightmare, Vapor Form - 7th Interplanar Teleport (to Astral Plane; Elemental Planes; or the Universe only) Change Shape Single Action (Arcane, Concentrate, Polymorph) The jaathoom transforms into a Small or Medium air elemental or aerial animal, such as an owl. This doesn't affect their statistics, but it could change the damage type of their Strikes. Hurricane Blast Single Action (Air, Arcane) Frequency once per round; Effect The jaathoom moves all creatures without the air trait in their turbulent skies aura 20 feet directly away, clockwise, or counterclockwise. A creature avoids being moved if it succeeds at a DC 21 Fortitude save. Ominous Dreams Two Actions (Mental, Prediction) The jaathoom sends a prophetic dream to a sleeping creature within 10 feet. An unwilling creature avoids the vision if it succeeds at a DC 23 Will save. The jaathoom chooses the dream's subject, but not its exact events. The target sees a brief vision of its future related to that subject, with the effect of augury . If the result is bad or mixed, the creature is frightened 2 and can't recover from being frightened until it wakes. Jaathoom Shuyookhs Jaathoom shuyookhs prefer to manifest wishes informed by their visions of the future. They add the following innate spells: 5th illusory creature , illusory object , nightmare (×2), sleep (×2); 4th ill omen . ","element":["Air"],"skill_mod":{"society":9,"diplomacy":13,"deception":11,"crafting":9,"stealth":12,"arcana":11,"athletics":11,"acrobatics":14},"image":["/Images/Monsters/Jaathoom.webp"],"primary_source":"Monster Core","spell":["Interplanar Teleport","Nightmare","Vapor Form","Ill Omen","Illusory Creature","Illusory Object","Sleep","Detect Magic"],"ac":22,"item":["Scimitar"],"level":5,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"size":["Large"],"name":"Jaathoom","pfs":"Standard","rarity":"common","strike_damage_average":[12,12,13],"attack_bonus":[15,16,16],"constitution":2,"creature_family":"Genie","will_save":11,"speed":{"fly":40,"max":40,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Cloud of Visions","Naturally Invisible","Turbulent Skies","Change Shape","Hurricane Blast","Ominous Dreams"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Diplomacy","Society","Stealth"],"legacy_id":["creature-212"],"tradition":["Arcane"],"summary":"Possessing all the subtlety and elegance of air itself, the jaathooms of the Plane of Air operate within dreams, nightmares, and time.","trait_group":["Elemental","Planar","Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3003","dexterity":5,"category":"creature","slug":"creature-3003"},{"legacy_name":["Shaitan"],"primary_source_category":"Rulebooks","strength":6,"hp":110,"language":["Common","Petran","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":15,"trait":["Earth","Elemental","Genie","Large"],"id":"creature-3004","text":" Jabali The proud and brazen jabalis of the Plane of Earth value physical skill and love bargaining, games of chance, and working with metal and stone. Recall Knowledge - Elemental (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Jabali Source Monster Core pg. 158 Perception +15; darkvision, tremorsense (imprecise) 60 feet Languages Common, Petran; truespeech Skills Athletics +19, Crafting +14, Deception +16, Nature +15, Society +14 Str +6 Dex +1 Con +4 Int +3 Wis +2 Cha +3 Items +1 falchion --- AC 25 Fort +18 Ref +12 Will +15 HP 110 --- Speed 25 feet, burrow 45 feet, climb 20 feet; earth glide Melee Single Action falchion +20 (Forceful, Magical, reach 10 feet, Sweep), Damage 1d10+12 slashing Melee Single Action fist +19 (Agile, Magical, Nonlethal, reach 10 feet), Damage 1d4+12 bludgeoning plus Push 10 feet and stone clutch Arcane Innate Spells DC 24 - Cantrips (4th) Detect Magic - 4th Shape Stone (at will) - 5th Wall of Stone - 7th Interplanar Teleport (to Astral Plane; Elemental Planes; or the Universe only) - Constant (5th) Truespeech Earth Glide The jabali can Burrow through dirt and stone at their full burrow Speed, leaving no tunnels or signs of their passing. Stone Clutch (Arcane, Earth) When the jabali Pushes a creature into a stone barrier, the surface grips it with fingers of stone. The target must succeed at a DC 22 Reflex save or become grabbed by the surface (Escape DC 28). Jabali Shuyookhs Jabali shuyookhs fulfill wishes as straightforwardly as possible. They add the following innate spells: 8th earthquake ; 6th mountain resilience (at will; self only), petrify ; 5th illusory disguise . ","element":["Earth"],"skill_mod":{"society":14,"deception":16,"nature":15,"crafting":14,"athletics":19},"image":["/Images/Monsters/Jabali.webp"],"primary_source":"Monster Core","spell":["Interplanar Teleport","Wall of Stone","Shape Stone","Detect Magic","Truespeech"],"ac":25,"item":["+1 falchion"],"level":7,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 60 feet","resistance":{},"intelligence":3,"reflex_save":12,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Jabali","pfs":"Standard","rarity":"common","strike_damage_average":[14,17],"attack_bonus":[19,20],"constitution":4,"creature_family":"Genie","will_save":15,"speed":{"climb":20,"max":45,"land":25,"burrow":45},"wisdom":2,"weakness":{},"creature_ability":["Earth Glide","Stone Clutch"],"skill":["Athletics","Crafting","Deception","Nature","Society"],"legacy_id":["creature-213"],"tradition":["Arcane"],"summary":"The proud and brazen jabalis of the Plane of Earth value physical skill and love bargaining, games of chance, and working with metal and stone.","trait_group":["Elemental","Planar","Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3004","dexterity":1,"category":"creature","slug":"creature-3004"},{"legacy_name":["Marid"],"primary_source_category":"Rulebooks","strength":4,"hp":145,"language":["Common","Muan","Petran","Pyric","Sussuran","Talican","Thalassic","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":16,"stealth":"18","trait":["Elemental","Genie","Water","Large"],"id":"creature-3005","text":" Faydhaan The faydhaans of the Plane of Water are more powerful than the other genies dwelling on the elemental planes, but they prefer to forge alliances through diplomacy and flattery. Recall Knowledge - Elemental (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Faydhaan Source Monster Core pg. 158 Perception +16; (18 to Sense Motive) darkvision, wavesense (imprecise) 60 feet Languages Common, Muan, Petran, Pyric, Sussuran, Talican, Thalassic; truespeech Skills Athletics +19, Crafting +16, Deception +18, Diplomacy +20, Nature +18, Performance +20, Society +16, Stealth +18 Str +4 Dex +5 Con +2 Int +1 Wis +3 Cha +5 Items +1 striking trident --- AC 28 Fort +17 Ref +18 Will +18 HP 145 Resistances fire 10 Turbulent Seas (aura, water) 40 feet. Water in the aura that is also in the same body of water as the faydhaan is difficult terrain for Swimmingcreatures. Creatures with the water trait are immune. --- Speed 25 feet, swim 40 feet Melee Single Action trident +20 (Magical, reach 10 feet), Damage 2d8+10 piercing Melee Single Action fist +20 (Agile, Magical, Nonlethal, reach 10 feet), Damage 1d4+10 bludgeoning Ranged Single Action trident +21 (Magical, thrown 20 feet), Damage 2d8+10 piercing Arcane Innate Spells DC 24 - Cantrips (5th) Detect Magic - 2nd Create Water (at will), Invisibility (×2), Water Breathing - 4th Hydraulic Push (at will) - 5th Control Water (at will), Hydraulic Torrent, Truespeech (at will) - 7th Interplanar Teleport (to Astral Plane; Elemental Planes; or the Universe only) - Constant (5th) Truespeech Change Shape Single Action (Arcane, Concentrate, Polymorph) The faydhaan transforms into a Small or Medium water elemental, aquatic animal, or humanoid. This doesn't affect their statistics, but it could change the damage type of their Strikes. Gift of Hospitality Three Actions (Arcane, Emotion, Mental) The faydhaan gives another willing creature a magical gift or an agreeable conversation. The creature gains a +2 status bonus to Society and Diplomacy checks. A creature can't have more than one gift at a time, and a faydhaan can't grant more than one gift at a time. The gift ends if the target acts hostile, or if the faydhaan renounces the recipient (a single action). Skewer Single Action The faydhaan makes a trident Strike, dealing an extra 2d6 persistent bleed damage on a hit (4d6 on a critical hit). Faydhaan Shuyookhs Faydhaan shuyookhs grant wishes in ways that please the most people possible. They add the following innate spells: 7th hydraulic torrent , planar palace , summon elemental ; 5th howling blizzard (at will), illusory creature (×2), mirage , truespeech (at will); 4th invisibility (×2), vapor form ; 2nd create water (at will), invisibility (at will), see the unseen . ","element":["Water"],"skill_mod":{"society":16,"diplomacy":20,"performance":20,"deception":18,"nature":18,"crafting":16,"stealth":18,"athletics":19},"image":["/Images/Monsters/Faydhaan.webp"],"primary_source":"Monster Core","spell":["Interplanar Teleport","Control Water","Hydraulic Torrent","Truespeech","Hydraulic Push","Create Water","Invisibility","Water Breathing","Detect Magic"],"ac":28,"item":["+1 striking trident"],"level":9,"spell_dc":[24],"source_category":["Rulebooks"],"sense":"(18 to Sense Motive ) darkvision , wavesense ( imprecise ) 60 feet","resistance":{"fire":10},"intelligence":1,"reflex_save":18,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Faydhaan","pfs":"Standard","rarity":"common","strike_damage_average":[12,19,19],"attack_bonus":[20,20,21],"constitution":2,"creature_family":"Genie","will_save":18,"speed":{"max":40,"land":25,"swim":40},"wisdom":3,"weakness":{},"creature_ability":["Turbulent Seas","Change Shape","Gift of Hospitality","Skewer"],"skill":["Athletics","Crafting","Deception","Diplomacy","Nature","Performance","Society","Stealth"],"legacy_id":["creature-215"],"tradition":["Arcane"],"summary":"The faydhaans of the Plane of Water are more powerful than the other genies dwelling on the elemental planes, but they prefer to forge alliances …","trait_group":["Creature Type","Monster","Elemental","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3005","dexterity":5,"category":"creature","slug":"creature-3005"},{"legacy_name":["Efreeti"],"primary_source_category":"Rulebooks","strength":5,"hp":175,"language":["Common","Pyric","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":17,"trait":["Elemental","Fire","Genie","Large"],"id":"creature-3006","text":" Ifrit The fierce and unforgiving ifrits hail from the Plane of Fire, where they build metropolises and trade centers that draw extraplanar travelers. Many ifrits are tyrannical or warmongering, and most use their might to accomplish their goals. Recall Knowledge - Elemental (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Ifrit Source Monster Core pg. 159 Perception +17; darkvision Languages Common, Pyric; truespeech Skills Arcana +14, Athletics +22, Crafting +14, Deception +19, Diplomacy +17, Intimidation +19, Society +14 Str +5 Dex +3 Con +4 Int +1 Wis +2 Cha +4 Items Breastplate, +1 striking scimitar --- AC 28 Fort +18 Ref +17 Will +20 HP 175 Immunities fire Weaknesses cold 10, water 10 --- Speed 25 feet Melee Single Action scimitar +21 (Fire, Forceful, Magical, reach 10 feet, Sweep), Damage 2d6+11 slashing plus 2d6 fire Melee Single Action fist +20 (Agile, Magical, reach 10 feet), Damage 1d4+11 bludgeoning plus 2d6 fire Arcane Innate Spells DC 27, attack +19 - Cantrips (5th) Detect Magic, Ignition - 4th Fireball, Invisibility (×2) - 7th Interplanar Teleport (to Astral Plane; Elemental Planes; or the Universe only) - Constant (5th) Truespeech Burning Grasp (Fire) When the ifrit grabsor restrainsa creature that creature takes 2d6 fire damage and takes 2d6 fire damage at the end of each of its turns until freed. Change Shape Single Action (Arcane, Concentrate, Polymorph) The ifrit transforms into a Small or Medium fire elemental or reptile, such as a snake. This doesn't affect their statistics but could change the damage type of their Strikes. Combat Grab Single Action Requirements The ifrit has a hand free; Effect The ifrit makes a melee Strike. If the Strike hits, the target is grabbed in the ifrit's free hand. Wings of Flame Single Action (Arcane, Fire) The ifrit grows flaming wings from their back. They gain a fly Speed of 35 feet for 1 minute. The flames also create an aura in a 5-foot emanation around the ifrit. Any creature that ends its turn in the aura takes 2d6 fire damage with a DC 25 basic Reflex save. Ifrit Shuyookhs Ifrit shuyookhs twist the phrasing of wishes to maximize suffering. A wisher for a thousand pounds of gemstones might have the gems delivered as a bone-crushing avalanche. Ifrit shuyookhs add the following innate spells: 7th volcanic eruption ; 5th fireball (at will). ","element":["Fire"],"skill_mod":{"society":14,"diplomacy":17,"deception":19,"crafting":14,"arcana":14,"athletics":22,"intimidation":19},"image":["/Images/Monsters/Ifrit.webp"],"primary_source":"Monster Core","spell":["Interplanar Teleport","Fireball","Invisibility","Detect Magic","Ignition","Truespeech"],"ac":28,"item":["Breastplate","+1 striking scimitar"],"level":9,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":17,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Ifrit","pfs":"Standard","rarity":"common","strike_damage_average":[20,25],"attack_bonus":[20,21],"constitution":4,"immunity":["fire"],"creature_family":"Genie","spell_attack_bonus":[19],"will_save":20,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"cold":10},"creature_ability":["Burning Grasp","Change Shape","Combat Grab","Wings of Flame"],"skill":["Arcana","Athletics","Crafting","Deception","Diplomacy","Intimidation","Society"],"legacy_id":["creature-214"],"tradition":["Arcane"],"summary":"The fierce and unforgiving ifrits hail from the Plane of Fire , where they build metropolises and trade centers that draw extraplanar travelers. …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3006","dexterity":3,"category":"creature","slug":"creature-3006"},{"attack_bonus":[13],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":30,"language":["Common"],"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Ghost","will_save":8,"charisma":2,"speed":{"fly":25,"max":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Site Bound","Rejuvenation","Frightful Moan"],"skill":["Dwelling Lore","Stealth"],"stealth":"12","legacy_id":["creature-216"],"trait":["Ghost","Incorporeal","Spirit","Undead","Unholy","Medium"],"id":"creature-3007","text":" Ghost Commoner The ghost commoner is an ordinary person who believes they died unjustly. Recall Knowledge - Spirit (Occultism): DC 19 Recall Knowledge - Undead (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Ghost Commoner Source Monster Core pg. 161 Perception +10; darkvision Languages Common Skills Dwelling Lore +10, Stealth +12 Str -5 Dex +3 Con +0 Int +0 Wis +2 Cha +2 Site Bound --- AC 20 Fort +8 Ref +11 Will +8 HP 30 (rejuvenation, void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Rejuvenation (divine) Setting right the injustice that led to the commoner's death allows it to move on to the afterlife. --- Speed fly 25 feet Melee Single Action ghostly hand +13 (Agile, Finesse, Magical), Damage 2d6+2 void Frightful Moan Single Action (Auditory, Divine, Emotion, Fear, Mental) DC 21 The ghost laments its fate, forcing each living creature within 30 feet to attempt a Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute ","skill_mod":{"stealth":12},"summary":"The ghost commoner is an ordinary person who believes they died unjustly.","image":["/Images/Monsters/Ghost_Commoner.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type","Mechanics"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=3007","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Ghost Commoner","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9],"slug":"creature-3007"},{"primary_source_category":"Rulebooks","strength":-5,"hp":135,"language":["Common","Draconic"],"source":["Monster Core"],"type":"Creature","charisma":6,"perception":17,"stealth":"21","trait":["Ghost","Incorporeal","Spirit","Undead","Unholy","Medium"],"id":"creature-3008","text":" Ghost Mage A wizard who died with work incomplete might become a ghost mage. Recall Knowledge - Spirit (Occultism): DC 27 Recall Knowledge - Undead (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Ghost Mage Source Monster Core pg. 161 Perception +17; darkvision Languages Common, Draconic Skills Arcana +22, Intimidation +22, Stealth +21 Str -5 Dex +3 Con +0 Int +6 Wis +3 Cha +6 Site Bound --- AC 27 Fort +16 Ref +19 Will +22 HP 135 (rejuvenation, void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Rejuvenation (divine) Completing the ghost mage's project allows it to move on to the afterlife. --- Speed fly 25 feet Melee Single Action ghostly hand +21 (Agile, Finesse, Magical), Damage 2d8+12 void Arcane Innate Spells DC 29, attack +23 - Cantrips (5th) Detect Magic, Figment, Prestidigitation, Read Aura, Telekinetic Hand - 1st Enfeeble (×2) - 2nd Telekinetic Maneuver (×2) - 3rd Blindness, Dispel Magic, Veil of Privacy - 4th Suggestion, Vision of Death - 5th Hallucination, Howling Blizzard Frightful Moan Single Action (Auditory, Divine, Emotion, Fear, Mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 29 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute. Telekinetic Assault Two Actions (Divine) The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 6d6 bludgeoning damage, with a DC 29 basic Reflex save. Building Ghosts Note that the ghost mage is built from the ground up, rather than by applying the ghost rules to a once-living creature, so its numbers don't exactly match the values listed under Creating a Ghost. This is usually the better way to go if you have the time, as it allows you to hand-craft a ghost for the situation. ","skill_mod":{"stealth":21,"arcana":22,"intimidation":22},"image":["/Images/Monsters/Ghost_Mage.webp"],"primary_source":"Monster Core","spell":["Hallucination","Howling Blizzard","Suggestion","Vision of Death","Blindness","Dispel Magic","Veil of Privacy","Telekinetic Maneuver","Enfeeble","Detect Magic","Figment","Prestidigitation","Read Aura","Telekinetic Hand"],"ac":27,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":6,"reflex_save":19,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Ghost Mage","pfs":"Standard","rarity":"common","strike_damage_average":[21],"attack_bonus":[21],"constitution":0,"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Ghost","spell_attack_bonus":[23],"will_save":22,"speed":{"fly":25,"max":25},"wisdom":3,"weakness":{},"creature_ability":["Site Bound","Rejuvenation","Frightful Moan","Telekinetic Assault"],"skill":["Arcana","Intimidation","Stealth"],"legacy_id":["creature-217"],"tradition":["Arcane"],"summary":"A wizard who died with work incomplete might become a ghost mage.","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3008","dexterity":3,"category":"creature","slug":"creature-3008"},{"legacy_name":["Ghoul"],"attack_bonus":[9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":16,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Ghoul","will_save":5,"charisma":2,"speed":{"max":25,"land":25,"burrow":5},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Stench","Consume Flesh","Ghoul Whispers","Grave Knowledge","Swift Leap"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"7","legacy_id":["creature-218"],"trait":["Ghoul","Undead","Unholy","Medium"],"id":"creature-3009","text":" Ghoul Stalker Ghouls stalkers are ravenous undead who haunt graveyards and eat corpses. Recall Knowledge - Undead (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Ghoul Stalker Source Monster Core pg. 163 Perception +7; darkvision Languages Common, Necril Skills Acrobatics +7, Athletics +8, Stealth +7, Survival +5 Str +1 Dex +4 Con +1 Int +1 Wis +2 Cha +2 --- AC 17 Fort +4 Ref +9 Will +5 HP 16 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Stench (aura, olfactory) 10 feet, DC 14 --- Speed 25 feet, burrow 5 feet Melee Single Action jaws +9 (Finesse), Damage 1d8+1 piercing Melee Single Action claw +9 (Agile, Finesse), Damage 1d6+1 slashing plus Grab Consume Flesh Single Action (Manipulate) 1d6 HP Ghoul Whispers Single Action (Auditory, Linguistic, Occult) DC 17 Grave Knowledge (Occult) +7 skill modifier Swift Leap Single Action (move) ","skill_mod":{"survival":5,"stealth":7,"athletics":8,"acrobatics":7},"summary":"Ghouls stalkers are ravenous undead who haunt graveyards and eat corpses.","image":["/Images/Monsters/Ghoul_Stalker.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type","Mechanics"],"ac":17,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3009","intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":4,"size":["Medium"],"name":"Ghoul Stalker","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,5],"slug":"creature-3009"},{"attack_bonus":[11,11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":28,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Ghoul","will_save":6,"charisma":3,"speed":{"max":25,"land":25,"burrow":5},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Reactive Strike","Stench","Consume Flesh","Ghoul Whispers","Grave Knowledge","Swift Leap"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"8","trait":["Ghoul","Undead","Unholy","Medium"],"id":"creature-3010","text":" Ghoul Soldier Retaining their martial skill, these powerful ghouls are not afraid to meet their foe in the open, feeding on the flesh of their fallen opponents to learn their combat abilities. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Ghoul Soldier Source Monster Core pg. 163 Perception +8; darkvision Languages Common, Necril Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +6 Str +3 Dex +2 Con +2 Int +1 Wis +2 Cha +3 Items Bastard Sword, Breastplate --- AC 17 Fort +8 Ref +8 Will +6 HP 28 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Reactive Strike Reaction Stench (aura, olfactory) 10 feet, DC 15 --- Speed 25 feet, burrow 5 feet Melee Single Action jaws +11, Damage 1d10+3 piercing Melee Single Action bastard sword +11 (two-hand d12), Damage 1d8+3 slashing Melee Single Action claw +11 (Agile), Damage 1d8+3 slashing plus Grab Consume Flesh Single Action (Manipulate) 2d6 HP Ghoul Whispers Single Action (Auditory, Linguistic, Occult) DC 18 Grave Knowledge (Occult) +8 skill modifier Swift Leap Single Action (Move) ","skill_mod":{"survival":6,"stealth":8,"athletics":9,"acrobatics":8},"summary":"Retaining their martial skill, these powerful ghouls are not afraid to meet their foe in the open, feeding on the flesh of their fallen opponents to …","image":["/Images/Monsters/Ghoul_Soldier.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type","Mechanics"],"ac":17,"item":["Bastard Sword","Breastplate"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3010","intelligence":1,"reflex_save":8,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Ghoul Soldier","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,7,8],"slug":"creature-3010"},{"primary_source_category":"Rulebooks","strength":6,"hp":150,"language":["Aklo","Common","Jotun","Thalassic"],"source":["Monster Core"],"type":"Creature","charisma":1,"perception":16,"trait":["Amphibious","Giant","Humanoid","Water","Large"],"id":"creature-3011","text":" Marsh Giant Dwellers of brackish coastal salt marshes and fetid bogs and swamps, marsh giants appear hideous to most airbreathers, with fishlike mouths, slimy gray-green skin, and dark, beady eyes. They prefer to eat the flesh of those they slay in battle, including other marsh giants, and guzzle stagnant water from cauldrons or directly from their swampy homes. Marsh giant clans are insular, with each clan dedicating itself to zealous worship of a sea-dwelling deity, demon lord, or stranger entity. Whatever forces call to the marsh giants sometimes ensnare boggards and ogres as well, gathering in grim worship. Rather than favor these humanoid hangers-on, marsh giants lavish attention on favored pets: krooths, giant octopuses, or primeval creatures like dinosaurs and the crocodilian deinosuchuses. Barely topping 11 feet tall and 1,000 pounds, marsh giants are small for giants but make up for their stature with their zealotry. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Marsh Giant Source Monster Core pg. 164 Perception +16; low-light vision Languages Aklo, Common, Jotun, Thalassic Skills Athletics +18, Intimidation +15, Nature +15, Religion +17 Str +6 Dex +3 Con +4 Int +0 Wis +3 Cha +1 Items +1 striking gaff --- AC 27 Fort +18 Ref +13 Will +17 HP 150 --- Speed 35 feet, swim 20 feet Melee Single Action gaff +20 (Magical, reach 10 feet, Trip, versatile P), Damage 2d6+14 bludgeoning Melee Single Action fist +20 (Agile, reach 10 feet), Damage 2d6+14 bludgeoning Ranged Single Action spit +20 (Primal, range 60 feet, Water), Damage 5d6 bludgeoning Occult Innate Spells DC 23 - 2nd Augury, Mist - 5th Mariner's Curse Drowning Hook Single Action (Primal, Water) Requirements A creature is prone within the marsh giant's reach; Effect The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 23 basic Fortitude save) and lose 3 rounds worth of air if they fail the save. Twist the Hook Two Actions The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target prone and create an awful wound, dealing 2d6 persistent bleed damage to the creature. Gaffs Many marsh giants fight with an oversized gaff—a length of wood with a metal hook affixed to the tip. The giants use them to drown prey as humanoid fishers use them to land fish. A gaff is a common martial weapon in the club group. It deals 1d6 bludgeoning damage and has 1 Bulk. It requires one hand to use and has the trip and versatile P weapon traits. Gaffs are readily available anywhere fishers live, costing 1 gp. ","element":["Water"],"skill_mod":{"nature":15,"athletics":18,"intimidation":15,"religion":17},"primary_source":"Monster Core","spell":["Mariner's Curse","Augury","Mist"],"ac":27,"item":["+1 striking gaff"],"level":8,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":0,"reflex_save":13,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":18,"size":["Large"],"name":"Marsh Giant","pfs":"Standard","rarity":"common","strike_damage_average":[17,21,21],"attack_bonus":[20,20,20],"constitution":4,"creature_family":"Giant","will_save":17,"speed":{"max":35,"land":35,"swim":20},"wisdom":3,"weakness":{},"creature_ability":["Drowning Hook","Twist the Hook"],"skill":["Athletics","Intimidation","Nature","Religion"],"legacy_id":["creature-679"],"tradition":["Occult"],"summary":"Dwellers of brackish coastal salt marshes and fetid bogs and swamps, marsh giants appear hideous to most airbreathers, with fishlike mouths, slimy …","trait_group":["Monster","Creature Type","Elemental","Planar"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3011","dexterity":3,"category":"creature","slug":"creature-3011"},{"attack_bonus":[18,20,21],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":150,"language":["Common","Jotun","Petran"],"source":["Monster Core"],"type":"Creature","creature_family":"Giant","will_save":14,"charisma":0,"speed":{"max":35,"land":35},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Swat Projectile","Big Swing","Create Boulder"],"skill":["Acrobatics","Athletics","Intimidation","Nature","Stealth"],"stealth":"14","legacy_id":["creature-221"],"trait":["Earth","Giant","Humanoid","Large"],"id":"creature-3012","text":" Stone Giant Stone giants are stoic, reclusive herders and artists with a rich history and collection of traditions. They dwell in caves in tall mountains and craggy ranges, where their grayish skin allows them to blend in with their surroundings and go unnoticed, despite being around 12 feet tall. Benign travelers who come across a clan of stone giants need not worry, however, for stone giants do not actively invite confrontation or strife. They are, by and large, peaceful people who seek wisdom through exploration of nature and long meditations on the elements of the natural world. Their elders are among the wisest of giants, using their charisma and druidic magic to lead their clans to prosperity and harmony with nature. A stone giant clan will usually raise a number of animals as pets, favoring cave bears, elephants, or dinosaurs depending on the environment. Many clans also accept allies, considering arboreals, elementals, and even gargoyles as kin through their shared connection with the earth. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Stone Giant Source Monster Core pg. 164 Perception +16; darkvision Languages Common, Jotun, Petran Skills Acrobatics +14, Athletics +20, Intimidation +14, Nature +18, Stealth +14 Str +6 Dex +2 Con +4 Int +0 Wis +4 Cha +0 Items +1 striking greatclub --- AC 27 Fort +18 Ref +14 Will +14 HP 150 Swat Projectile Reaction Requirements The stone giant must have a free hand but can Release anything as part of this reaction; Trigger The giant is targeted by a physical ranged attack; Effect The stone giant gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses and the projectile was made of stone, the giant can throw it back at the attacker as a rock ranged Strike. --- Speed 35 feet Melee Single Action greatclub +21 (Backswing, Magical, reach 10 feet, Shove), Damage 2d10+12 bludgeoning Melee Single Action fist +20 (Agile, reach 10 feet), Damage 2d6+14 bludgeoning Ranged Single Action rock +18 (Brutal, range increment 120 feet), Damage 2d6+12 bludgeoning Big Swing Two Actions The stone giant makes a greatclub Strike. The target is Pushed up to 10 feet on a hit or up to 20 feet on a critical hit. If the target collides with a solid object, it takes bludgeoning damage as though it had fallen the distance it moved. Create Boulder Single Action (Earth, Primal) The stone giant molds a boulder from primal earth and throws it as a rock Strike. A creature hit by the Strike must succeed at a DC 26 Reflex save or be knocked prone. ","element":["Earth"],"skill_mod":{"nature":18,"stealth":14,"athletics":20,"intimidation":14,"acrobatics":14},"summary":"Stone giants are stoic, reclusive herders and artists with a rich history and collection of traditions. They dwell in caves in tall mountains and …","image":["/Images/Monsters/Stone_Giant.webp"],"primary_source":"Monster Core","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":27,"item":["+1 striking greatclub"],"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3012","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Stone Giant","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,21,23],"slug":"creature-3012"},{"attack_bonus":[19,21,21],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":150,"language":["Common","Jotun"],"immunity":["cold"],"source":["Monster Core"],"type":"Creature","creature_family":"Giant","will_save":16,"charisma":0,"speed":{"max":30,"land":30},"perception":17,"wisdom":2,"weakness":{"fire":10},"creature_ability":["Reactive Strike","Chill Breath","Ice Stride","Wide Swing"],"skill":["Athletics","Crafting","Intimidation","Nature","Stealth"],"stealth":"17","legacy_id":["creature-222"],"trait":["Cold","Giant","Humanoid","Large"],"id":"creature-3013","text":" Frost Giant Frost giants are remorseless marauders who pillage and plunder from those who dare to live near them in desolate, frigid lands. Their clans range from extremely territorial hunters who ferociously defend their expanse of tundra to nomadic families that roam icy slopes in search of settlements to conquer. Frost giant clans are ruled by the family member who exhibits the greatest ferocity and prowess in battle—often a massive bully who demands absolute obedience from the rest. Frost giants' appearance is reflective of their icy homes, with flesh ranging from a translucent glacial blue to a slushy gray. A typical frost giant stands about 15 feet tall and weighs approximately 2,800 pounds. They often wear metal armor adorned with the furs, skin, teeth, and tusks of slain beasts and heft weapons as long as dining tables. A well-stocked frost giant clan will raise mammoth mounts or press witchwargs into service as hunting companions, but consider their environment too hostile for a soft concept like pets. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Frost Giant Source Monster Core pg. 165 Perception +17; low-light vision Languages Common, Jotun Skills Athletics +23, Crafting +18, Intimidation +18, Nature +17, Stealth +17 Str +6 Dex +0 Con +5 Int +0 Wis +2 Cha +0 Items Breastplate, +1 striking greataxe --- AC 29 Fort +23 Ref +16 Will +16 HP 150 Immunities cold Weaknesses fire 10 Reactive Strike Reaction --- Speed 30 feet; ice stride Melee Single Action greataxe +21 (Magical, reach 10 feet, Sweep), Damage 2d12+12 slashing Melee Single Action fist +21 (Agile, reach 10 feet), Damage 2d8+12 bludgeoning Ranged Single Action icicle +19 (Cold, Primal, range 120 feet), Damage 2d8 piercing plus 3d6 cold Chill Breath Single Action (Cold, Primal) The frost giant breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 4d6 cold damage. Each creature in the cone must attempt a DC 28 basic Reflex save. A creature that fails its save is also immobilized and takes 2d6 cold damage at the end of each of its turns until it gets free (Escape DC 28). The giant can't use Chill Breath again for 1d4 rounds. Ice Stride A frost giant isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice. Wide Swing Single Action The frost giant makes a single greataxe Strike and compares the attack roll result to the ACs of up to two foes within their reach. This counts as two attacks for the frost giant's multiple attack penalty. ","skill_mod":{"nature":17,"crafting":18,"stealth":17,"athletics":23,"intimidation":18},"summary":"Frost giants are remorseless marauders who pillage and plunder from those who dare to live near them in desolate, frigid lands. Their clans range …","image":["/Images/Monsters/Frost_Giant.webp"],"primary_source":"Monster Core","trait_group":["Energy","Monster","Creature Type"],"ac":29,"item":["Breastplate","+1 striking greataxe"],"level":9,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3013","intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":23,"size":["Large"],"name":"Frost Giant","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,21,25],"slug":"creature-3013"},{"attack_bonus":[21,23,24],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Common","Jotun","Pyric"],"immunity":["fire"],"source":["Monster Core"],"type":"Creature","creature_family":"Giant","will_save":18,"charisma":0,"speed":{"max":25,"land":25},"perception":18,"wisdom":2,"weakness":{"cold":10},"creature_ability":["Reactive Strike","Flaming Stroke"],"skill":["Athletics","Crafting","Intimidation","Nature"],"legacy_id":["creature-223"],"trait":["Fire","Giant","Humanoid","Large"],"id":"creature-3014","text":" Fire Giant The most militaristic of giants, fire giants focus obsessively on learning combat techniques, mastering the arts of forging weapons and armor, and finding new ways to dominate their enemies. Most fire giant communities are built around elemental rifts, hot springs, or volcanic calderas and cannot be moved easily, inspiring unwavering defense against any intruders. As a result, their social and political structures are grounded firmly in martial hierarchies, with a strict emphasis on following the orders of one's superior. As soon as a fire giant can walk, they are fitted with their first suit of forged armor. This armor is constantly remolded and replaced as the giant matures. Beyond what they can forge in their volcanic furnaces, fire giants also look to tame dinosaurs, drakes, and hell hounds as tools of war. Fire giants are usually identified by their powerful stature and bright orange hair that flickers and dances as if aflame. A typical fire giant stands about 14 feet tall, weighs around 7,000 pounds, and lives to be 350 years old. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Fire Giant Source Monster Core pg. 166 Perception +18; low-light vision Languages Common, Jotun, Pyric Skills Athletics +25, Crafting +22, Intimidation +23, Nature +18 Str +7 Dex +0 Con +5 Int +2 Wis +2 Cha +0 Items +1 striking greatsword , +1 half plate --- AC 31 Fort +23 Ref +16 Will +18 HP 175 Immunities fire Weaknesses cold 10 Reactive Strike Reaction --- Speed 25 feet Melee Single Action greatsword +24 (Magical, reach 10 feet, versatile P), Damage 2d12+13 slashing Melee Single Action fist +23 (Agile, reach 10 feet), Damage 2d8+13 bludgeoning Ranged Single Action flame +21 (Fire, Primal, range 120 feet), Damage 4d6 fire plus 2d6 persistent fire Flaming Stroke Two Actions (Fire, Primal) The fire giant imbues their blade with flames and makes a greatsword Strike with a –2 circumstance penalty against each creature in a 15-foot line. They make one attack roll only and compare the result to each creature's AC. This Strike deals an additional 1d6 fire damage and counts as one attack for the fire giant's multiple attack penalty. ","element":["Fire"],"skill_mod":{"nature":18,"crafting":22,"athletics":25,"intimidation":23},"summary":"The most militaristic of giants, fire giants focus obsessively on learning combat techniques, mastering the arts of forging weapons and armor, and …","image":["/Images/Monsters/Fire_Giant.webp"],"primary_source":"Monster Core","trait_group":["Energy","Elemental","Planar","Monster","Creature Type"],"ac":31,"item":["+1 striking greatsword","+1 half plate"],"level":10,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3014","intelligence":2,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":23,"size":["Large"],"name":"Fire Giant","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[21,22,26],"slug":"creature-3014"},{"primary_source_category":"Rulebooks","strength":7,"hp":220,"language":["Common","Jotun","Sussuran"],"source":["Monster Core"],"type":"Creature","charisma":1,"perception":22,"trait":["Air","Giant","Humanoid","Huge"],"id":"creature-3015","text":" Cloud Giant The graceful and regal cloud giants are fractious, with roughly half their clans believing they should rule over humanoids regardless of their size and the rest shying away from any contact with outsiders. Due to the physical and ideological distance between clans, most rely on giant eagle or roc messengers, to arrange marriages and exchange art without setting foot in each other's territory. Cloud giants' skin color ranges from milky white to powdery blue. They make their homes anywhere veiled by the clouds, generally mountaintops or isolated valleys, but occasionally fog-shrouded swamps or misty rainforests. Legends persist of floating cities ruled by magically gifted cloud giant queens and kings. While most cloud giants plainly state that such claims are pure fantasy, others are mysteriously tight-lipped or evasive about the matter. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Cloud Giant Source Monster Core pg. 167 Perception +22; cloudsight, low-light vision, scent (imprecise) 30 feet Languages Common, Jotun, Sussuran Skills Athletics +26, Crafting +21, Diplomacy +24, Intimidation +26, Performance +21 Str +7 Dex +0 Con +5 Int +1 Wis +3 Cha +1 Cloudsight Cloud giants ignore concealmentfrom weather conditions, including clouds and rain. Items +1 striking ranseur --- AC 30 Fort +25 Ref +18 Will +21 HP 220 Reactive Strike Reaction --- Speed 30 feet Melee Single Action ranseur +25 (Disarm, Magical, reach 20 feet), Damage 2d10+13 piercing Melee Single Action fist +24 (Agile, reach 15 feet), Damage 2d8+13 bludgeoning Primal Innate Spells DC 30 - 2nd Mist (at will) - 3rd Levitate (at will) - 4th Vapor Form Crushing Cloud Single Action (Air, Primal) The cloud giant solidifies some clouds, including fog or mist, around a creature that's already in a cloud up to 120 feet away. The target takes 3d8 bludgeoning damage (DC 30 basic Fortitude save). If it fails its save, it treats clouds as difficult terrain for 1 round. Wind Strike Two Actions (Air, Primal) The cloud giant Strikes a creature with their ranseur, surrounded in a roar of rushing air. On a hit, the target takes an additional 4d8 bludgeoning damage and is deafened for 1 minute. Whether or not the Strike hits, each non-cloud giant within a 20-foot emanation, including the target of the Strike, is buffeted by roaring winds and must attempt a DC 30 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature takes 2d8 sonic damage. Failure The creature takes 4d8 sonic damage and is deafened until the end of its next turn. Critical Failure As failure, but double damage and also knocked prone. ","element":["Air"],"skill_mod":{"diplomacy":24,"performance":21,"crafting":21,"athletics":26,"intimidation":26},"image":["/Images/Monsters/Cloud_Giant.webp"],"primary_source":"Monster Core","spell":["Vapor Form","Levitate","Mist"],"ac":30,"item":["+1 striking ranseur"],"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":"cloudsight, low-light vision , scent ( imprecise ) 30 feet","resistance":{},"intelligence":1,"reflex_save":18,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":25,"size":["Huge"],"name":"Cloud Giant","pfs":"Standard","rarity":"common","strike_damage_average":[22,24],"attack_bonus":[24,25],"constitution":5,"creature_family":"Giant","will_save":21,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Cloudsight","Reactive Strike","Crushing Cloud","Wind Strike"],"skill":["Athletics","Crafting","Diplomacy","Intimidation","Performance"],"legacy_id":["creature-224"],"tradition":["Primal"],"summary":"The graceful and regal cloud giants are fractious, with roughly half their clans believing they should rule over humanoids regardless of their size …","trait_group":["Elemental","Planar","Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3015","dexterity":0,"category":"creature","slug":"creature-3015"},{"attack_bonus":[26,27],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":275,"language":["Common","Jotun","Shadowtongue"],"source":["Monster Core"],"type":"Creature","creature_family":"Giant","will_save":23,"charisma":3,"speed":{"max":35,"land":35},"perception":20,"wisdom":1,"weakness":{},"creature_ability":["Reactive Strike","Pall of Shadow","Shadow Chain","Shadowcloak"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"21","legacy_id":["creature-681","creature-457"],"trait":["Giant","Humanoid","Shadow","Large"],"id":"creature-3016","text":" Shadow Giant Shadow giants are natives of the Netherworld, where they have dwelled in perpetual twilight for millennia. They live in familiar groups and uphold a nomadic way of life as they roam across ancestral lands between shadowy forests and misty chasms. These hunter-gatherers pass down lore through oral histories, conduct pilgrimages to unholy ziggurats of black stone, and bathe in the blood of their long-standing foes, including rival shadow giant clans and fiends of the Netherworld intent on enslaving their kind. Standing 15 feet tall, with gray skin and hair only a shade lighter, shadow giants are fearsome foes with a well-earned reputation as zealous warmongers and ruthless combatants. They rarely interact with outsiders, though they may treat with proven warriors who show the giants the respect and deference they feel they deserve. Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Shadow Giant Source Monster Core pg. 168 Perception +20; darkvision Languages Common, Jotun, Shadowtongue Skills Athletics +27, Intimidation +24, Stealth +21 Str +8 Dex +2 Con +5 Int +0 Wis +1 Cha +3 Items +1 resilient breastplate , +1 striking spiked chain --- AC 33 Fort +25 Ref +20 Will +23 HP 275 Reactive Strike Reaction --- Speed 35 feet Melee Single Action spiked chain +27 (Disarm, reach 10 feet, Trip), Damage 3d8+18 slashing plus pall of shadow Melee Single Action fist +26 (Agile, Nonlethal, reach 10 feet), Damage 3d8+18 bludgeoning plus pall of shadow Pall of Shadow (Divine, Shadow) When a shadow giant hits with a melee attack, the target must succeed at a DC 30 Fortitude save or become drained 1 and take a –1 status penalty to Perception checks involving sight as long as they remain drained. On a critical failure, this condition doesn't heal naturally and can be removed only with magic. Shadow Chain Two Actions (Divine, Shadow, Teleportation) Shadows extend the giant's chain as they make a spiked chain Strike, increasing their reach to 60 feet for that Strike. If this hits, the target must succeed at a DC 33 Will save or be teleported to an empty space within the shadow giant's normal reach. Shadowcloak Single Action (Divine, Shadow) The shadow giant gains the effect of the blur spell for 1 minute or until it is exposed to direct sunlight, whichever comes first. ","skill_mod":{"stealth":21,"athletics":27,"intimidation":24},"summary":"Shadow giants are natives of the Netherworld , where they have dwelled in perpetual twilight for millennia. They live in familiar groups and uphold …","image":["/Images/Monsters/Shadow_Giant.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Planar"],"ac":33,"item":["+1 resilient breastplate","+1 striking spiked chain"],"level":13,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3016","intelligence":0,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":25,"size":["Large"],"name":"Shadow Giant","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[31,31],"slug":"creature-3016"},{"primary_source_category":"Rulebooks","strength":9,"hp":330,"language":["Common","Jotun","Petran"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":28,"trait":["Giant","Humanoid","Unholy","Gargantuan"],"id":"creature-3017","text":" Rune Giant Rune giants are tyrants among their own kind, given power to command and magically control other giants. They once served even more powerful masters—potent wizards known as runelords—and in so doing, commanded entire armies of giants in service to the runelords' empires. In the eons since these empires collapsed, rune giants have persisted, though to the outside world they're little more than fabled horrors. Rune giants usually dwell in the most remote and rugged of towering mountain ranges, but they can also be found in immense ruins atop lost islands, glacial valleys, or even more remote or magical regions. Dozens of runes decorate rune giants' striking charcoal flesh. They are towering creatures, averaging at 40 feet in height and weighing 25,000 pounds. Recall Knowledge - Humanoid (Society): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Rune Giant Source Monster Core pg. 169 Perception +28; low-light vision Languages Common, Jotun, Petran Skills Arcana +28, Athletics +32, Crafting +28, Intimidation +28, Society +27 Str +9 Dex +2 Con +7 Int +2 Wis +6 Cha +4 Items +2 greater striking greatsword , +1 striking longspear , +1 splint mail --- AC 38 Fort +33 Ref +26 Will +28 HP 330 Immunities fire Reactive Strike Reaction The rune giant gains an additional reaction at the beginning of each of their turns that they can use only for a Reactive Strike. --- Speed 45 feet; fly 45 feet Melee Single Action greatsword +33 (Magical, reach 20 feet, versatile P), Damage 3d12+17 slashing Melee Single Action longspear +32 (Magical, reach 25 feet), Damage 2d8+17 piercing Melee Single Action fist +31 (Agile, reach 20 feet), Damage 3d8+17 bludgeoning Arcane Innate Spells DC 35 - 4th Charm (at will), Suggestion (at will) - 5th Sending - 6th Dominate (×3), Truesight - 8th Charm, Suggestion - Constant (7th) Fly Command Giants When a rune giant casts a mental spell against another giant, the DC is 39, rather than 35. Demand Free Action (Arcane, Mental) When a rune giant casts their innate sending spell, they can also cast suggestion on the target. Flashing Runes Free Action (Arcane, Light) Trigger The rune giant uses an arcane ability or casts an arcane spell; Effect The runes on the giant's body flash with magical energy. Each creature within a 10-foot emanation must attempt a DC 35 Fortitude save. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round. Invoke Rune Single Action (Arcane, Concentrate, Electricity) The rune giant invokes one of the runes on their body, causing the rune to spray forth a 30-foot cone of sparks that deals 6d12 electricity damage to all creatures in the cone (DC 37 basic Reflex save). The giant can't use Invoke Rune again for 1d4 rounds. A glowing copy of the invoked rune appears on a single weapon the giant holds, granting the weapon one effect listed below of the giant's choice. The effect on the weapon lasts for 1 minute. If the giant places a new rune on a weapon, any previously placed rune immediately vanishes, ending its effect. Rune of Destruction The weapon gains the deadly trait with three weapon damage dice of the same die size as for the base weapon, and a creature hit with the weapon is drained 1 unless it succeeds at a DC 35 Fortitude save. Rune of Flames The weapon deals an additional 3d6 fire damage on all attacks. Rune of Smiting When the weapon hits, the giant can Push the target back 10 feet, or 20 feet on a critical hit. Rune of Space During the rune giant's turn, the weapon's reach is increased to 60 feet. Wide Swing Single Action The rune giant makes a single greatsword Strike and compares the attack roll result to the ACs of up to two foes within their reach. This counts as two attacks for the giant's multiple attack penalty. The First Rune Giants On Golarion, the first rune giants were created by the powerful rulers of the ancient nation of Thassilon. The runelords gifted rune giants their ability to control other giants, using them to command armies of oversized builders and soldiers to create and defend oversized structures. ","skill_mod":{"society":27,"crafting":28,"arcana":28,"athletics":32,"intimidation":28},"image":["/Images/Monsters/Rune_Giant.webp"],"primary_source":"Monster Core","spell":["Charm","Suggestion","Dominate","Truesight","Sending","Fly"],"ac":38,"item":["+2 greater striking greatsword","+1 striking longspear","+1 splint mail"],"level":16,"spell_dc":[35],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":2,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":33,"size":["Gargantuan"],"name":"Rune Giant","pfs":"Standard","rarity":"common","strike_damage_average":[26,30,36],"attack_bonus":[31,32,33],"constitution":7,"immunity":["fire"],"creature_family":"Giant","will_save":28,"speed":{"fly":45,"max":45,"land":45},"wisdom":6,"weakness":{},"creature_ability":["Reactive Strike","Command Giants","Demand","Flashing Runes","Invoke Rune","Wide Swing"],"skill":["Arcana","Athletics","Crafting","Intimidation","Society"],"legacy_id":["creature-226"],"tradition":["Arcane"],"summary":"Rune giants are tyrants among their own kind, given power to command and magically control other giants. They once served even more powerful …","trait_group":["Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3017","dexterity":2,"category":"creature","slug":"creature-3017"},{"attack_bonus":[26,26,28],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":235,"language":["Aklo","Common","Fey"],"source":["Monster Core"],"type":"Creature","will_save":19,"charisma":4,"speed":{"max":30,"land":30},"perception":21,"wisdom":3,"weakness":{"cold_iron":10},"creature_ability":["Hungersense","Treacherous Aura","Trip Up","Change Shape","Sly Disarm","Sneak Attack","Trickster's Step"],"skill":["Athletics","Crafting","Deception","Nature","Stealth","Thievery"],"stealth":"25","legacy_id":["creature-228"],"trait":["Fey","Small"],"id":"creature-3018","text":" Gimmerling Gimmerlings are small, shapeshifting fey who stage ambushes to sate their endless hunger and childish greed. These cruelly curious fey obsess over finding and making unusual traps and sadistic weapons, and their favorite amusement is seeing these traps sprung or the weapons wielded. When residing on Golarion, they're frequently found in urban areas, particularly slums or other parts of town, where they can either go unnoticed or be easily forgotten—and have plenty of victims to choose from. A typical gimmerling disguises themself as an endangered child, hoping to draw creatures close enough to rob. The gimmerling puts themself in apparent danger using a trap, construct, a bribed ally, or even a coerced monster. Because gimmerlings sometimes trade obscure smithing or trapping techniques in exchange for gifts that sate their curiosity, their greed, or their hunger, they have at times been worshipped as minor gods of the forge. Some disciplined gimmerlings work as honored artisans, elite guards, or spies for the demigods known as the Eldest, who dwell in the depths of the First World. Recall Knowledge - Fey (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Gimmerling Source Monster Core pg. 170 Perception +21; hungersense (imprecise) 30 feet, low-light vision Languages Aklo, Common, Fey Skills Athletics +22, Crafting +23, Deception +25, Nature +21, Stealth +25, Thievery +25 Str +4 Dex +7 Con +4 Int +5 Wis +3 Cha +4 Hungersense The gimmerling senses creatures that require food to live. Items +1 striking hand crossbow (20 bolts) --- AC 34 Fort +22 Ref +25 Will +19 HP 235 Weaknesses cold iron 10 Treacherous Aura (aura, primal) 15 feet. Tangled roots, jagged divots, sharp rocks and other hazards appear on surfaces in the aura, creating difficult terrain. Trip Up Reaction Trigger A creature critically fails a melee attack to hit the gimmerling or moves into a space within the gimmerling's treacherous aura; Effect The triggering creature must attempt a DC 32 Reflex save. Critical Success The target is unaffected. Success The target is off-guard until the start of its next turn. Failure The target takes 2d10 bludgeoning damage and is off-guard until the start of its next turn. Critical Failure As failure, and the target is knocked prone. --- Speed 30 feet; trickster's step Melee Single Action claw +26 (Agile, Finesse), Damage 2d8+7 slashing plus Sly Disarm Melee Single Action jaws +26 (Finesse), Damage 3d8+7 piercing plus 2d6 poison Ranged Single Action hand crossbow +28 (range increment 60 feet, reload 1), Damage 2d6+3 piercing plus 2d6 poison Change Shape Single Action (Concentrate, Polymorph, Primal) The gimmerling takes on the appearance of any humanoid. In humanoid form, They lose their treacherous aura, and their equipment appears to be trinkets or toys. If the chosen form lacks claws or fangs, they lose the matching Strike. If they lose their claw Strike, they gain a fist Strike that is identical except that it deals bludgeoning damage. Sly Disarm Single Action Requirements The gimmerling's last action was a successful claw Strike; Effect The gimmerling attempts to Disarm the creature they hit. They gain a +4 status bonus on the Athletics check. This attempt neither applies nor counts toward the gimmerling's multiple attack penalty. Sneak Attack The gimmerling deals 2d6 extra precision damage to off-guard creatures. Trickster's Step The gimmerling ignores difficult terrain and doesn't trigger traps with their movement. Gimmerling Keepsakes Gimmerlings collect weapons, traps, mechanical novelties, and dangerous magic items. A gimmerling is likely found with toolkits (like artisan's toolkits, repair toolkits, and thieves' toolkits) and items it can use to appear more vulnerable, such as locks, manacles, and snare kits (which it feigns being trapped by). Hunting Grounds Gimmerlings are more common in the First World than in the Universe proper and favor hunting grounds on the verges of dangerous places where they might encounter protective creatures to mislead with their disguises. ","skill_mod":{"deception":25,"nature":21,"thievery":25,"crafting":23,"stealth":25,"athletics":22},"summary":"Gimmerlings are small, shapeshifting fey who stage ambushes to sate their endless hunger and childish greed. These cruelly curious fey obsess over …","image":["/Images/Monsters/Gimmerling.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":34,"item":["+1 striking hand crossbow (20 bolts)"],"level":12,"source_category":["Rulebooks"],"sense":"hungersense ( imprecise ) 30 feet, low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3018","intelligence":5,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Low-light vision","fortitude_save":22,"size":["Small"],"name":"Gimmerling","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,17,27],"slug":"creature-3018"},{"attack_bonus":[15],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":170,"immunity":["critical hits","mental","unconscious"],"source":["Monster Core"],"type":"Creature","will_save":9,"charisma":-5,"speed":{"max":30,"land":15,"swim":30},"perception":9,"wisdom":0,"weakness":{"electricity":10},"creature_ability":["Stench","Constrict","Nauseating Slap","Saturated"],"skill":["Athletics"],"legacy_id":["creature-1173"],"trait":["Aquatic","Ooze","Large"],"id":"creature-3019","text":" Globster The tide washes ashore all manner of detritus, from harmless seaweed and shells to the rotting corpses of massive aquatic creatures. The globster is often mistaken for such, and this assumption isn't entirely incorrect—these mindless, oozing masses are composed of decaying sea creatures, half-digested and merged into a revolting, reeking heap of blubbery sludge. Though mindless, globsters are predators that seek out living quarry. They often huddle on the seafloor, where their own fetid mass attracts scavengers who swiftly become the ooze's next meal. When the tides wash these monsters ashore, they simply shift to hunting land-bound prey. Coastal communities usually notice the smell of a washed-up globster long before they see it. Those sent to investigate often mistake a globster for the carcass of a beached whale before discovering the presumed corpse is very much alive and hungry. Sages once believed globsters were undead, undulating wads of rotting flesh driven to feed, but though mindless, they are very much alive. They are attracted to waterside refuse dumps and floating garbage scows and are dimly aware enough to congregate where food is plentiful. Since they consist of so much blubber and oily tissue, globsters can be collected for lamp oil, grease, cooking fat, and more. The goo that remains when they decompose works for this purpose, if one can stand the smell. The firmer fat deteriorates quickly, but many an impromptu goblin beach barbecue has deep-fried slabs of it as a delicacy. Globsters consume living creatures but digest only a portion of them. The undigested dross accumulates within the globster as it becomes more and more bloated. They carry this fetid mass within their squelching bodies until instinct or injury provokes them to vomit forth a new globster to help devour everything nearby. A globster with enough dross to create a new globster automatically does so as a free action triggered upon taking damage. Treat any encounter with such a globster as though it were against two level 5 creatures, instead of just one. As far as scholars know, this is the only way these creatures can create more of their kind. Recall Knowledge - Ooze (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Globster Source Monster Core pg. 171 Perception +9 Languages Skills Athletics +15 Str +6 Dex -5 Con +5 Int -5 Wis +0 Cha -5 --- AC 12 Fort +16 Ref +6 Will +9 HP 170 Immunities critical hits, mental, unconscious Weaknesses electricity 10 Stench (aura, olfactory) 30 feet, DC 19. --- Speed 15 feet, swim 30 feet Melee Single Action tendril +15, Damage 2d8+6 bludgeoning plus Grab and nauseating slap Constrict Single Action 1d8+6, DC 22 Nauseating Slap (Poison) A living creature struck by a globster's tendril must attempt a DC 19 Fortitude save. On a failure, the creature becomes sickened 1. If the creature is already sickened, the condition value increases by 1, to a maximum of sickened 4. Once a creature succeeds at its saving throw, it is temporarily immune for 24 hours. Saturated A globster can survive for 1 hour out of the water, after which it risks suffocation. Fetid Decomposition When a globster is killed, its body decays into a mass of goo within 24 hours. However, its stench aura can persist long past its destruction, lasting for 1d10 days, centered on the globster’s position at the time of its death. ","skill_mod":{"athletics":15},"summary":"The tide washes ashore all manner of detritus, from harmless seaweed and shells to the rotting corpses of massive aquatic creatures. The globster is …","image":["/Images/Monsters/Globster.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":12,"level":5,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3019","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":16,"size":["Large"],"name":"Globster","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-3019"},{"primary_source_category":"Rulebooks","strength":1,"hp":16,"language":["Common","Fey","Gnomish"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":7,"stealth":"5","trait":["Gnome","Humanoid","Small"],"id":"creature-3020","text":" Gnome Bard Being a bard allows a gnome a wonderful excuse to constantly travel and see new places while simultaneously creating wonderful things. Occasionally, these bards have a reputation for inappropriate or socially critical performances. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Gnome Bard Source Monster Core pg. 172 Perception +7; low-light vision Languages Common, Fey, Gnomish Skills Acrobatics +5, Deception +7, Diplomacy +5, Intimidation +7, Performance +7, Stealth +5 Str +1 Dex +3 Con +1 Int +1 Wis +2 Cha +4 Items Dagger, Musical Instrument (handheld), Sling (20 bullets) --- AC 16 Fort +5 Ref +7 Will +9 HP 16 Gnomish Shift Reaction (primal, teleportation) Trigger The gnome bard would take damage; Effect The gnome bard gains resistance 2 to the triggering damage and teleports to an adjacent space. --- Speed 25 feet Melee Single Action dagger +8 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+2 piercing Ranged Single Action sling +8 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+1 bludgeoning Occult Spontaneous Spells DC 19, attack +11 - Cantrips (1st) Courageous Anthem, Daze, Figment, Message, Prestidigitation, Summon Instrument - 1st Charm, Command (4 slots) Do a Jig Single Action (Auditory, Incapacitation, Occult, Mental) the gnome bard plays a ditty that inspires dance. One creature within 30 feet must make a Will saving throw DC 19. Success the target is unaffected. Failure The target must waste 1 action on its next turn dancing. Critical Failure The target must waste 2 actions on its next turn dancing. ","skill_mod":{"diplomacy":5,"performance":7,"deception":7,"stealth":5,"intimidation":7,"acrobatics":5},"image":["/Images/Monsters/Gnome_Bard.webp"],"primary_source":"Monster Core","spell":["Charm","Command","Courageous Anthem","Daze","Figment","Message","Prestidigitation","Summon Instrument"],"ac":16,"item":["Dagger","Musical Instrument (handheld)","Sling (20 bullets)"],"level":1,"spell_dc":[19],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":7,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Gnome Bard","pfs":"Standard","rarity":"common","strike_damage_average":[4,4],"attack_bonus":[8,8],"constitution":1,"creature_family":"Gnome","spell_attack_bonus":[11],"will_save":9,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Gnomish Shift","Do a Jig"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Performance","Stealth"],"tradition":["Occult"],"summary":"Being a bard allows a gnome a wonderful excuse to constantly travel and see new places while simultaneously creating wonderful things. Occasionally, …","trait_group":["Ancestry","Weapon","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=3020","dexterity":3,"category":"creature","slug":"creature-3020"},{"legacy_name":["Deep Gnome Scout"],"primary_source_category":"Rulebooks","strength":2,"hp":18,"language":["Gnomish","Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":-1,"perception":7,"stealth":"7","trait":["Gnome","Humanoid","Small"],"id":"creature-3021","text":" Umbral Gnome Scout Umbral gnome scouts patrol the tunnels that lead into their settlements. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Umbral Gnome Scout Source Monster Core pg. 172 Perception +7; darkvision Languages Gnomish, Sakvroth Skills Acrobatics +7, Nature +5, Stealth +7, Survival +5 Str +2 Dex +4 Con +2 Int +0 Wis +2 Cha -1 Items Light Pick, Sling (20 bullets) --- AC 17 Fort +7 Ref +9 Will +5 HP 18 --- Speed 20 feet Melee Single Action light pick +7 (Agile, fatal d8), Damage 1d4+2 piercing Ranged Single Action sling +9 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+1 bludgeoning Primal Innate Spells DC 14 - 1st Illusory Disguise Hidden Movement If the umbral gnome scout starts their turn undetected or hidden to a creature, that creature is off-guard against the umbral gnome scout's attacks until the end of the turn. ","skill_mod":{"nature":5,"survival":5,"stealth":7,"acrobatics":7},"image":["/Images/Monsters/Umbral_Gnome_Scout.webp"],"primary_source":"Monster Core","spell":["Illusory Disguise"],"ac":17,"item":["Light Pick","Sling (20 bullets)"],"level":1,"spell_dc":[14],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Umbral Gnome Scout","pfs":"Standard","rarity":"common","strike_damage_average":[4,4],"attack_bonus":[7,9],"constitution":2,"creature_family":"Gnome","will_save":5,"speed":{"max":20,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Hidden Movement"],"skill":["Acrobatics","Nature","Stealth","Survival"],"legacy_id":["creature-93"],"tradition":["Primal"],"summary":"Umbral gnome scouts patrol the tunnels that lead into their settlements.","trait_group":["Ancestry","Weapon","Creature Type"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=3021","dexterity":4,"category":"creature","slug":"creature-3021"},{"legacy_name":["Deep Gnome Warrior"],"primary_source_category":"Rulebooks","strength":4,"hp":34,"language":["Gnomish","Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":-1,"perception":7,"stealth":"5","trait":["Gnome","Humanoid","Small"],"id":"creature-3022","text":" Umbral Gnome Warrior Umbral gnome warriors are quick to charge into battle but focus on defending their kin and their homes over more aggressive tactics when a choice is available. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Umbral Gnome Warrior Source Monster Core pg. 173 Perception +7; darkvision Languages Gnomish, Sakvroth Skills Athletics +8, Intimidation +5, Stealth +5 Str +4 Dex +2 Con +3 Int +0 Wis +1 Cha -1 Items Heavy Crossbow (20 bolts), Spear, Steel Shield (Hardness 5, HP 20, BT 10), Studded Leather Armor --- AC 18 (20 with shield raised) Fort +9 Ref +8 Will +5 HP 34 Reactive Strike Reaction Shield Block Reaction --- Speed 20 feet Melee Single Action spear +10, Damage 1d6+4 piercing Ranged Single Action heavy crossbow +8 (range increment 120 feet, reload 2), Damage 1d10 piercing Primal Innate Spells DC 15 - 1st Illusory Disguise\n","skill_mod":{"stealth":5,"athletics":8,"intimidation":5},"primary_source":"Monster Core","spell":["Illusory Disguise"],"ac":18,"item":["Heavy Crossbow (20 bolts)","Spear","Steel Shield (Hardness 5, HP 20, BT 10)","Studded Leather Armor"],"level":2,"spell_dc":[15],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":9,"size":["Small"],"name":"Umbral Gnome Warrior","pfs":"Standard","rarity":"common","strike_damage_average":[5,7],"attack_bonus":[8,10],"constitution":3,"creature_family":"Gnome","will_save":5,"speed":{"max":20,"land":20},"wisdom":1,"weakness":{},"creature_ability":["Reactive Strike","Shield Block"],"skill":["Athletics","Intimidation","Stealth"],"legacy_id":["creature-94"],"tradition":["Primal"],"summary":"Umbral gnome warriors are quick to charge into battle but focus on defending their kin and their homes over more aggressive tactics when a choice is …","trait_group":["Ancestry","Weapon","Creature Type"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=3022","dexterity":2,"category":"creature","slug":"creature-3022"},{"legacy_name":["Deep Gnome Rockwarden"],"primary_source_category":"Rulebooks","strength":1,"hp":63,"language":["Gnomish","Petran","Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":2,"perception":14,"stealth":"9","trait":["Gnome","Humanoid","Small"],"id":"creature-3023","text":" Umbral Gnome Rockwarden Umbral gnome rockwardens follow druidic teachings and commune with the natural elemental influences and denizens of the Darklands. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Umbral Gnome Rockwarden Source Monster Core pg. 173 Perception +14; darkvision Languages Gnomish, Petran, Sakvroth Skills Crafting +9, Diplomacy +11, Nature +14, Stealth +9 Str +1 Dex +2 Con +3 Int +0 Wis +5 Cha +2 Items Hide Armor, Pick, Primal Symbol, scroll of veil of privacy , Sling (10 bullets) --- AC 22 Fort +12 Ref +9 Will +14 HP 63 --- Speed 15 feet Melee Single Action pick +10 (fatal d10), Damage 1d6 piercing Ranged Single Action sling +11 (Propulsive, range increment 50 feet), Damage 1d6 bludgeoning Primal Prepared Spells DC 24, attack +14 - Cantrips (3rd) Caustic Blast, Detect Magic, Ignition, Prestidigitation, Read Aura - 1st Ant Haul, Thunderstrike, Ventriloquism - 2nd Acid Grip, Deafness, Gecko Grip - 3rd Blindness, One with Stone Primal Innate Spells DC 21 - 1st Illusory Disguise\n","skill_mod":{"diplomacy":11,"nature":14,"crafting":9,"stealth":9},"primary_source":"Monster Core","spell":["Blindness","One with Stone","Acid Grip","Deafness","Gecko Grip","Ant Haul","Thunderstrike","Ventriloquism","Caustic Blast","Detect Magic","Ignition","Prestidigitation","Read Aura","Illusory Disguise"],"ac":22,"item":["Hide Armor","Pick","Primal Symbol","scroll of veil of privacy","Sling (10 bullets)"],"level":5,"spell_dc":[21,24],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":12,"size":["Small"],"name":"Umbral Gnome Rockwarden","pfs":"Standard","rarity":"common","strike_damage_average":[3,3],"attack_bonus":[10,11],"constitution":3,"creature_family":"Gnome","spell_attack_bonus":[14],"will_save":14,"speed":{"max":15,"land":15},"wisdom":5,"weakness":{},"skill":["Crafting","Diplomacy","Nature","Stealth"],"legacy_id":["creature-96"],"tradition":["Primal"],"summary":"Umbral gnome rockwardens follow druidic teachings and commune with the natural elemental influences and denizens of the Darklands.","trait_group":["Ancestry","Weapon","Creature Type"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=3023","dexterity":2,"category":"creature","slug":"creature-3023"},{"attack_bonus":[7,7],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":6,"language":["Common","Goblin"],"source":["Monster Core"],"type":"Creature","creature_family":"Goblin","will_save":3,"charisma":1,"speed":{"max":25,"land":25},"perception":2,"wisdom":-1,"weakness":{},"creature_ability":["Goblin Scuttle"],"skill":["Acrobatics","Athletics","Nature","Stealth"],"stealth":"5","legacy_id":["creature-232"],"trait":["Goblin","Humanoid","Small"],"id":"creature-3024","text":" Goblin Warrior The frontline fighters of goblin tribes prefer to fight in large groups— especially when they can outnumber their foes at least three to one. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Goblin Warrior Source Monster Core pg. 174 Perception +2; darkvision Languages Common, Goblin Skills Acrobatics +5, Athletics +2, Nature +1, Stealth +5 Str +0 Dex +3 Con +1 Int +0 Wis -1 Cha +1 Items Dogslicer, Leather Armor, Shortbow (10 arrows) --- AC 16 Fort +5 Ref +7 Will +3 HP 6 Goblin Scuttle Reaction Trigger A goblin ally ends a move action adjacent to the warrior; Effect The goblin warrior Steps. --- Speed 25 feet Melee Single Action dogslicer +7 (Agile, Backstabber, Finesse), Damage 1d6 slashing Ranged Single Action shortbow +7 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 piercing\n","skill_mod":{"nature":1,"stealth":5,"athletics":2,"acrobatics":5},"summary":"The frontline fighters of goblin tribes prefer to fight in large groups— especially when they can outnumber their foes at least three to one.","image":["/Images/Monsters/Goblin_Warrior.webp"],"primary_source":"Monster Core","trait_group":["Ancestry","Weapon","Creature Type"],"ac":16,"item":["Dogslicer","Leather Armor","Shortbow (10 arrows)"],"level":-1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3024","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Small"],"name":"Goblin Warrior","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,3],"slug":"creature-3024"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":18,"language":["Common","Goblin"],"source":["Monster Core"],"type":"Creature","creature_family":"Goblin","will_save":5,"charisma":2,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Goblin Scuttle"],"skill":["Acrobatics","Athletics","Intimidation","Nature","Stealth"],"stealth":"6","legacy_id":["creature-233"],"trait":["Goblin","Humanoid","Small"],"id":"creature-3025","text":" Goblin Commando The theoretical leaders of goblin raids are called goblin commandos. In practice, goblin commandos rarely continue to lead their comrades once a battle has begun. Most shirk their responsibilities in favor of wading into the fray and claiming more glory from their tribe-mates. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Goblin Commando Source Monster Core pg. 174 Perception +5; darkvision Languages Common, Goblin Skills Acrobatics +6, Athletics +6, Intimidation +5, Nature +5, Stealth +6 Str +3 Dex +3 Con +2 Int -1 Wis +0 Cha +2 Items horsechopper, Leather Armor, Shortbow (20 arrows) --- AC 17 Fort +7 Ref +8 Will +5 HP 18 Goblin Scuttle Reaction Trigger A goblin ally ends a move action adjacent to the goblin; Effect The goblin Steps. --- Speed 25 feet Melee Single Action horsechopper +8 (reach 10 feet, Trip, versatile P), Damage 1d8+3 slashing Ranged Single Action shortbow +8 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 piercing\n","skill_mod":{"nature":5,"stealth":6,"athletics":6,"intimidation":5,"acrobatics":6},"summary":"The theoretical leaders of goblin raids are called goblin commandos. In practice, goblin commandos rarely continue to lead their comrades once a …","primary_source":"Monster Core","trait_group":["Ancestry","Weapon","Creature Type"],"ac":17,"item":["horsechopper","Leather Armor","Shortbow (20 arrows)"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3025","intelligence":-1,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Goblin Commando","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,7],"slug":"creature-3025"},{"primary_source_category":"Rulebooks","strength":0,"hp":15,"language":["Common","Goblin"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":4,"stealth":"7","trait":["Goblin","Humanoid","Small"],"id":"creature-3026","text":" Goblin Pyro Some goblins take their people's admiration of fire fully into the realm of deadly obsession. These pyromaniacs can be a great boon to a band of goblin raiders eager to torch their enemies and wreak havoc. More often, however, their presence is a double-edged sword; in the heat of the moment, goblin pyros sometimes lose sight of their tribe's goals and simply set fire to anything that will burn—including their own allies. Goblin squads are also prone to distraction, and more than one goblin raid has failed because its members were too busy watching a massive blaze. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Goblin Pyro Source Monster Core pg. 175 Perception +4; darkvision Languages Common, Goblin Skills Acrobatics +7, Fire Lore +7, Stealth +7 Str +0 Dex +4 Con +2 Int +0 Wis -1 Cha +3 Items Torch --- AC 17 Fort +5 Ref +9 Will +4 HP 15 Goblin Scuttle Reaction Trigger A goblin ally ends a move action adjacent to the goblin; Effect The goblin Steps. --- Speed 25 feet Melee Single Action torch +7 (Fire), Damage 1d4 bludgeoning plus 1 fire Arcane Spontaneous Spells DC 16, attack +6 - Cantrips (1st) Ignition, Light, Tangle Vine, Telekinetic Hand - 1st Breathe Fire, Grease (3 slots)\n","skill_mod":{"stealth":7,"acrobatics":7},"image":["/Images/Monsters/Goblin_Pyro.webp"],"primary_source":"Monster Core","spell":["Breathe Fire","Grease","Ignition","Light","Tangle Vine","Telekinetic Hand"],"ac":17,"item":["Torch"],"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Small"],"name":"Goblin Pyro","pfs":"Standard","rarity":"common","strike_damage_average":[2],"attack_bonus":[7],"constitution":2,"creature_family":"Goblin","spell_attack_bonus":[6],"will_save":4,"speed":{"max":25,"land":25},"wisdom":-1,"weakness":{},"creature_ability":["Goblin Scuttle"],"skill":["Acrobatics","Fire Lore","Stealth"],"legacy_id":["creature-234"],"tradition":["Arcane"],"summary":"Some goblins take their people's admiration of fire fully into the realm of deadly obsession. These pyromaniacs can be a great boon to a band of …","trait_group":["Ancestry","Weapon","Creature Type"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=3026","dexterity":4,"category":"creature","slug":"creature-3026"},{"primary_source_category":"Rulebooks","strength":2,"hp":16,"language":["Common","Goblin"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":5,"stealth":"6","trait":["Goblin","Humanoid","Small"],"id":"creature-3027","text":" Goblin War Chanter While all goblins enjoy singing, goblin war chanters pride themselves on mastering the art of vocal performance. Their ballads and jingles are undeniably catchy, and serve their purpose in battle well, inspiring goblins and distracting foes. Whether they are actually enjoyable is entirely subjective. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Goblin War Chanter Source Monster Core pg. 175 Perception +5; darkvision Languages Common, Goblin Skills Acrobatics +6, Deception +7, Occultism +4, Performance +7, Stealth +6 Str +2 Dex +3 Con +2 Int +1 Wis +0 Cha +4 Items dogslicer, Leather Armor, Shortbow (10 arrows) --- AC 17 Fort +7 Ref +8 Will +5 HP 16 Goblin Scuttle Reaction Trigger A goblin ally ends a move action adjacent to the goblin; Effect The goblin Steps. --- Speed 25 feet Melee Single Action dogslicer +8 (Agile, Backstabber, Finesse), Damage 1d6+2 slashing Ranged Single Action shortbow +8 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 piercing Occult Spontaneous Spells DC 17, attack +7 - Cantrips (1st) Figment, Courageous Anthem, Message, Telekinetic Hand, Telekinetic Projectile - 1st Bless, Soothe (2 slots) Goblin Song Single Action The war chanter sings annoying goblin songs, distracting foes with silly and repetitive lyrics. The chanter attempts a Performance check against the Will DCs of up to two enemies within 30 feet. This has the usual traits and restrictions for a Performance check. Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute. Success As critical success, but the target is affected for only 1 round. Critical Failure The target is temporarily immune to Goblin Song for 1 hour. ","skill_mod":{"performance":7,"deception":7,"stealth":6,"occultism":4,"acrobatics":6},"primary_source":"Monster Core","spell":["Bless","Soothe","Figment","Courageous Anthem","Message","Telekinetic Hand","Telekinetic Projectile"],"ac":17,"item":["dogslicer","Leather Armor","Shortbow (10 arrows)"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Goblin War Chanter","pfs":"Standard","rarity":"common","strike_damage_average":[3,5],"attack_bonus":[8,8],"constitution":2,"creature_family":"Goblin","spell_attack_bonus":[7],"will_save":5,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Goblin Scuttle","Goblin Song"],"skill":["Acrobatics","Deception","Occultism","Performance","Stealth"],"legacy_id":["creature-235"],"tradition":["Occult"],"summary":"While all goblins enjoy singing, goblin war chanters pride themselves on mastering the art of vocal performance. Their ballads and jingles are …","trait_group":["Ancestry","Weapon","Creature Type"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=3027","dexterity":3,"category":"creature","slug":"creature-3027"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":17,"source":["Monster Core"],"type":"Creature","will_save":5,"charisma":-1,"speed":{"max":40,"land":40},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Irritating Dander","Buck","Juke","Goblin Pox","Scratch"],"skill":["Athletics","Stealth"],"stealth":"7","legacy_id":["creature-236"],"trait":["Animal","Medium"],"id":"creature-3028","text":" Goblin Dog Goblins' eponymous pets aren't true canines at all but rather large, blunt-nosed rodents with thin bodies and long legs. Often as cowardly as they are ugly, goblin dogs prefer to lurk behind bushes or in deep shadows, only pouncing upon lone or wounded prey. Goblin dogs frequently roam in packs, but they are likely to flee from a fight if injured, even if it means abandoning their packmates. Goblin dogs take their name from a long association with goblins, who breed the beasts as guard animals and mounts. Most goblins take issue with the name, as the average goblin is appalled at the suggestion that their favored mounts have anything at all to do with actual dogs. Of course, being goblins, they haven't bothered to come up with their own unique name for the creatures. Even the most pampered goblin dogs have itchy mange and prolific dander that tenaciously affects those who come in contact with them. This “goblin pox” causes itchy hives and festering sores that are as unsightly as they are irritating and distracting. Goblin dog dander causes allergic reactions in nearly all other creatures that don't share goblin dogs' terrible hygiene—with the notable exception being, of course, goblins, who remain entirely immune to the disease regardless of cleanliness. Hunger can drive goblin dogs to bouts of uncharacteristic violence, and crueler goblins sometimes purposefully starve their pets on the eve of battle. Goblin dogs subsist on whatever organic material they can scavenge; they particularly enjoy fresh carrion. Although goblins are far from picky eaters themselves, they value goblin dogs because the noisome animals will consume material that even goblins won't touch. In fact, “Will It Eat?” is one of the most popular games goblins play with their pets, where a wide range of morsels (not always edible or safe to consume) are dangled before a goblin dog's snout. Sadly, the game “Will It Die?” is often played after “Will It Eat?” Goblin dogs that survive the second game earn renown for their digestive prowess and often become favored tribal pets, treated even better than most of the rank-and-file goblins. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Goblin Dog Source Monster Core pg. 176 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +6, Stealth +7 Str +3 Dex +2 Con +2 Int -4 Wis +1 Cha -1 --- AC 15 Fort +8 Ref +8 Will +5 HP 17 Irritating Dander A creature that hits a goblin dog with an unarmed attack, tries to Grapple it, or otherwise touches it is exposed to goblin pox. Buck Reaction DC 17 Juke Reaction Requirements A creature must be mounted on the goblin dog; Trigger The rider issues a command to the goblin dog; Effect The goblin dog Steps before following the command. --- Speed 40 feet Melee Single Action jaws +9, Damage 1d6+3 piercing plus goblin pox Goblin Pox (Disease) Goblins and goblin dogs are immune to goblin pox; Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day) Scratch Two Actions (Manipulate) The goblin dog vigorously scratches itself, exposing all adjacent creatures to goblin pox. Goblin Dog Stories Goblins adore goblin dogs, and crafting stories of their pets' antics is a time-honored tradition among many goblin tribes. Goblins often seek to outdo prior yarns by increasing the audacity, ridiculousness, and surreality of their adventures. Examples include goblin dogs holding fancy dinners in high society among unwitting humans, goblin dogs tainting dwarven ale in unmentionable ways, and goblins who actually transform into something else as a result of a goblin dog bite. This last tale in particular has some truth to it, as credible accounts confirm the existence of goblin dog werecreatures in certain tribes. ","skill_mod":{"stealth":7,"athletics":6},"summary":"Goblins' eponymous pets aren't true canines at all but rather large, blunt-nosed rodents with thin bodies and long legs. Often as cowardly as they …","image":["/Images/Monsters/Goblin_Dog.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3028","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"Goblin Dog","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-3028"},{"attack_bonus":[26,26],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":250,"language":["Sakvroth","(can't speak)"],"source":["Monster Core"],"type":"Creature","will_save":20,"charisma":0,"speed":{"climb":30,"max":40,"land":40},"perception":21,"wisdom":1,"weakness":{},"creature_ability":["Skittering Reposition","Carry Off Prey","Constrict 3d6+12 bludgeoning, DC 32","Skittering Assault"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"21","legacy_id":["creature-237"],"trait":["Aberration","Large"],"id":"creature-3029","text":" Gogiteth A gogiteth is a slavering nightmare of teeth, eyes, and hairy spiderlike legs, and its appearance is invariably seared into the minds of any who witness it. Hives of these skittering monsters haunt the lowest reaches of the Darklands, competing with cave worms and other subterranean horrors for food and resources. A gogiteth is rarely alone, as they learned that the best means of survival is sticking with others of their own kind. Even the hardiest Darklands residents seek cover when a gogiteth is spotted, for where there's one, a swarm is sure to follow. Gogiteths make a clacking sound as they skitter. The joints in their many legs pop and crack with each movement, though they can suppress this voluntarily and hunt silently without alerting prey. The odd creatures can also make a high-pitched whistling sound that echoes throughout the caverns where they live. Some Darklands natives report that groups of gogiteths sometimes join together in eerie, discordant songs. Gogiteth anatomy have inspired no shortage of speculation as to their origins. Some believe they are the result of a fleshwarping experiment gone horribly wrong. Others think they may be related in some way to the Dominion of the Black—possibly the distant cousins or some strange exiles of those alien entities. According to this mythos, once they made their way to Golarion, the gogiteths crawled into the depths of the earth, shying away from the blazing sun above. Gogiteths are a menace to every other denizen of the Darklands. Those who live in gogiteth-infested regions of Sekamina or Orv frequently call for temporary truces when a gogiteth swarm has been spotted. Since even an average gogiteth hive can host up to two dozen of the horrors, calls to eradicate them are dangerous quests indeed. Recall Knowledge - Aberration (Occultism): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Gogiteth Source Monster Core pg. 177 Perception +21; darkvision Languages Sakvroth; (can't speak) Skills Acrobatics +19, Athletics +24, Stealth +21, Survival +17 Str +6 Dex +3 Con +4 Int -2 Wis +1 Cha +0 --- AC 31 Fort +25 Ref +22 Will +20 all-around vision HP 250 Resistances poison 10 Skittering Reposition Reaction (move) Trigger A creature that starts its move outside the gogiteth's reach moves into its reach; Effect The gogiteth moves 10 feet. This does not trigger reactions. --- Speed 40 feet, climb 30 feet Melee Single Action jaws +26, Damage 3d10+12 piercing plus Improved Grab Melee Single Action leg +26 (Agile, reach 10 feet), Damage 3d6+12 piercing Carry Off Prey The gogiteth can move at its full Speed while it has a creature grabbed in its jaws, bringing the grabbed creature along. Constrict 3d6+12 bludgeoning, DC 32 Single Action Skittering Assault Two Actions The gogiteth Strides three times. Once per Stride, it can attempt a leg Strike against a creature in its reach at any point during the Stride; it must make each attack against a different creature, but it doesn't apply its multiple attack penalty until after making all its Strikes. If the result of any of the Strikes is a critical failure, Skittering Assault ends. Great Gogiteths As deadly as gogiteths are, rumors persist of even more terrifying threats known as great gogiteths. Said to be nearly a hundred feet across and capable of spawning their own hordes of gogiteths in reaction to being attacked, great gogiteths are also reputed to be unusually intelligent. The rumors claim that great gogiteths are largely content to lurk in their deep, remote caverns, spending ages dreaming of sadism and violence. ","skill_mod":{"survival":17,"stealth":21,"athletics":24,"acrobatics":19},"summary":"A gogiteth is a slavering nightmare of teeth, eyes, and hairy spiderlike legs, and its appearance is invariably seared into the minds of any who …","image":["/Images/Monsters/Gogiteth.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":31,"level":12,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"poison":10},"url":"/Monsters.aspx?ID=3029","intelligence":-2,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":25,"size":["Large"],"name":"Gogiteth","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,28],"slug":"creature-3029"},{"attack_bonus":[21,24,24],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Common","Necril"],"immunity":["bleed","cold","death effects","disease","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Graveknight","will_save":18,"charisma":5,"speed":{"max":25,"land":25},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Sacrilegious Aura","Reactive Strike","Devastating Blast","Graveknight's Curse","Phantom Mount","Weapon Master"],"skill":["Athletics","Intimidation","Religion","Warfare Lore"],"legacy_id":["creature-244"],"trait":["Graveknight","Undead","Unholy","Medium"],"id":"creature-3030","text":" Graveknight Graveknights are undead warriors granted unlife by a cursed suit of armor. Recall Knowledge - Undead (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Graveknight Source Monster Core pg. 179 Perception +19; darkvision Languages Common, Necril Skills Athletics +23, Intimidation +22, Religion +19, Warfare Lore +20 Str +7 Dex +4 Con +4 Int +2 Wis +3 Cha +5 Items Composite Longbow (20 arrows), +1 resilient full plate , Greatsword --- AC 31 Fort +21 Ref +19 Will +18 HP 175 (rejuvenation, void healing (page 360)) Immunities bleed, cold, death effects, disease, paralyzed, poison, unconscious Sacrilegious Aura 30 feet. Counteract modifier +17 Reactive Strike Reaction --- Speed 25 feet Melee Single Action frost greatsword +24 (Cold, Magical, versatile P), Damage 2d12+10 slashing plus 1d6 cold Melee Single Action frost fist +24 (Agile, Cold, Magical), Damage 2d6+10 bludgeoning plus 1d6 cold Ranged Single Action frost composite longbow +21 (Cold, deadly d10, Magical, range increment 100 feet, Propulsive, reload 0, volley 30 feet), Damage 2d8+6 piercing plus 1d6 cold Devastating Blast Two Actions (Arcane, Cold) 11d6 cold, DC 29 Graveknight's Curse DC 33 Phantom Mount Three Actions (Arcane) HP 58; AC 27; Fort +17, Ref +15, Will +14 Weapon Master ","skill_mod":{"athletics":23,"intimidation":22,"religion":19},"summary":"Graveknights are undead warriors granted unlife by a cursed suit of armor.","image":["/Images/Monsters/Graveknight.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type","Mechanics"],"ac":31,"item":["Composite Longbow (20 arrows)","+1 resilient full plate","Greatsword"],"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3030","intelligence":2,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":21,"size":["Medium"],"name":"Graveknight","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,20,26],"slug":"creature-3030"},{"primary_source_category":"Rulebooks","strength":-1,"hp":10,"language":["Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":-1,"perception":4,"stealth":"5","trait":["Fey","Gremlin","Small"],"id":"creature-3031","text":" Mitflit Mitflits are self-loathing and pitiful cowards, easily bullied into servitude by other creatures or even slightly more powerful mitflit leaders. They tame insects, spiders, and other small vermin to serve as faithful allies. Mitflits have lost most of their ancestral magic, leaving them to feel incomplete and full of doubt and insecurity. Mitflits find companionship in the other base creatures of the world, and forge strong bonds of friendship with vermin, the only other beings that seem willing to accept them. A social structure, even one in which they are bullied, partially fills the hole within most mitflits' personalities, and they rarely rebel or last out unless their rage hits a breaking point. Recall Knowledge - Fey (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Mitflit Source Monster Core pg. 180 Perception +4; darkvision, scent (imprecise) 30 feet Languages Sakvroth Skills Acrobatics +5, Diplomacy +1, Nature +3, Stealth +5, Thievery +5 Str -1 Dex +3 Con +0 Int -1 Wis +1 Cha -1 Self-Loathing (emotion, mental) A mitflit's self-loathing makes it easy to influence. It takes a –4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request. Items Dart (10), Shortsword --- AC 14 Fort +2 Ref +7 Will +4 HP 10 Weaknesses cold iron 2 --- Speed 20 feet, climb 20 feet Melee Single Action shortsword +8 (Agile, Finesse, versatile S), Damage 1d6–1 piercing Ranged Single Action dart +8 (Agile, range increment 20 feet, Thrown), Damage 1d4–1 piercing Primal Innate Spells DC 16 - Cantrips (1st) Prestidigitation - 1st Bane - 2nd Speak with Animals (arthropods only; at will) Vengeful Anger (Emotion, Mental) As long as it isn't frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it. ","skill_mod":{"diplomacy":1,"nature":3,"thievery":5,"stealth":5,"acrobatics":5},"image":["/Images/Monsters/Mitflit.webp"],"primary_source":"Monster Core","spell":["Speak with Animals","Bane","Prestidigitation"],"ac":14,"item":["Dart (10)","Shortsword"],"level":-1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","resistance":{},"intelligence":-1,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":2,"size":["Small"],"name":"Mitflit","pfs":"Standard","rarity":"common","strike_damage_average":[2,3],"attack_bonus":[8,8],"constitution":0,"creature_family":"Gremlin","will_save":4,"speed":{"climb":20,"max":20,"land":20},"wisdom":1,"weakness":{"cold_iron":2},"creature_ability":["Self-Loathing","Vengeful Anger"],"skill":["Acrobatics","Diplomacy","Nature","Stealth","Thievery"],"legacy_id":["creature-245"],"tradition":["Primal"],"summary":"Mitflits are self-loathing and pitiful cowards, easily bullied into servitude by other creatures or even slightly more powerful mitflit leaders. They …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3031","dexterity":3,"category":"creature","slug":"creature-3031"},{"primary_source_category":"Rulebooks","strength":-3,"hp":17,"language":["Kholo","Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":-2,"perception":6,"stealth":"5","trait":["Fey","Gremlin","Tiny"],"id":"creature-3032","text":" Pugwampi Mean, dog-faced, and craven, pugwampis take disproportionate enjoyment from the accidents and missteps of other creatures— something that happens often due to the supernatural aura of ill fortune these gremlins project. They enjoy preparing pranks involving spikes, excrement, pits full of spiders, and similar twisted torments. Pugwampis are somewhat deaf and thus often yell loudly to each other when not hiding. Many pugwampis worship kholos as gods and aspire to be more like them. Kholos, on the other hand, hate pugwampis because of their sycophantic fawning. Recall Knowledge - Fey (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Pugwampi Source Monster Core pg. 180 Perception +6; (-2 to hear things) darkvision Languages Kholo, Sakvroth Skills Crafting +2, Deception +2, Nature +4, Stealth +5, Thievery +5 Str -3 Dex +3 Con +0 Int +0 Wis +2 Cha -2 Items Shortbow (60 arrows), Shortsword --- AC 14 Fort +5 Ref +8 Will +6 HP 17 Weaknesses cold iron 2 Unluck Aura (aura, mental, misfortune, primal) 20 feet. When a creature that isn't an animal, gremlin, or kholo enters the aura, it might become unlucky. It attempts a DC 16 Will save; it must roll twice and take the worse result. On a success, the creature is temporarily immune to pugwampi unluck auras for 24 hours. On a failure, the creature must roll twice and take the worse result on all checks as long as it's within the aura. --- Speed 25 feet Melee Single Action shortsword +8 (Agile, Finesse, reach 0 feet, versatile S), Damage 1d6–3 slashing Ranged Single Action shortbow +8 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 piercing Primal Innate Spells DC 16 - Cantrips (1st) Prestidigitation - 2nd Speak with Animals (at will)\n","skill_mod":{"deception":2,"nature":4,"thievery":5,"crafting":2,"stealth":5},"primary_source":"Monster Core","spell":["Speak with Animals","Prestidigitation"],"ac":14,"item":["Shortbow (60 arrows)","Shortsword"],"level":0,"spell_dc":[16],"source_category":["Rulebooks"],"sense":"(-2 to hear things) darkvision ","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Pugwampi","pfs":"Standard","rarity":"common","strike_damage_average":[3,3],"attack_bonus":[8,8],"constitution":0,"creature_family":"Gremlin","will_save":6,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"cold_iron":2},"creature_ability":["Unluck Aura"],"skill":["Crafting","Deception","Nature","Stealth","Thievery"],"legacy_id":["creature-246"],"tradition":["Primal"],"summary":"Mean, dog-faced, and craven, pugwampis take disproportionate enjoyment from the accidents and missteps of other creatures— something that happens …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3032","dexterity":3,"category":"creature","slug":"creature-3032"},{"primary_source_category":"Rulebooks","strength":-2,"hp":19,"language":["Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":2,"perception":7,"stealth":"7","trait":["Fey","Gremlin","Tiny"],"id":"creature-3033","text":" Jinkin Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create convoluted plans for revenge when they feel slighted, such as when a creature dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins also take immense pleasure in torture and murder, though they prefer to lead victims into traps designed to capture or incapacitate rather than just kill them outright. Deep pits are a preferred method, since victims who survive their fall face a slow death from starvation and thirst while jinkins gather at the edge of pits to tease and torment them. Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Jinkin Source Monster Core pg. 181 Perception +7; darkvision Languages Sakvroth Skills Acrobatics +7, Crafting +5, Deception +5, Nature +5, Stealth +7, Thievery +7 Str -2 Dex +4 Con +0 Int +2 Wis +2 Cha +2 Items Shortsword --- AC 15 Fort +6 Ref +10 Will +7 HP 19 Weaknesses cold iron 2 --- Speed 30 feet Melee Single Action shortsword +9 (Agile, Finesse, reach 0 feet, versatile S), Damage 1d6–2 piercing Primal Innate Spells DC 17 - Cantrips (1st) Prestidigitation Sneak Attack The jinkin deals 1d6 extra precision damage to off-guard creatures. Tinker (Curse, Primal) A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it's also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber. ","skill_mod":{"deception":5,"nature":5,"thievery":7,"crafting":5,"stealth":7,"acrobatics":7},"image":["/Images/Monsters/Jinkin.webp"],"primary_source":"Monster Core","spell":["Prestidigitation"],"ac":15,"item":["Shortsword"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"size":["Tiny"],"name":"Jinkin","pfs":"Standard","rarity":"common","strike_damage_average":[3],"attack_bonus":[9],"constitution":0,"creature_family":"Gremlin","will_save":7,"speed":{"max":30,"land":30},"wisdom":2,"weakness":{"cold_iron":2},"creature_ability":["Sneak Attack","Tinker"],"skill":["Acrobatics","Crafting","Deception","Nature","Stealth","Thievery"],"legacy_id":["creature-247"],"tradition":["Primal"],"summary":"Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3033","dexterity":4,"category":"creature","slug":"creature-3033"},{"attack_bonus":[14,14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":60,"source":["Monster Core"],"type":"Creature","creature_family":"Griffon","will_save":7,"charisma":2,"speed":{"fly":60,"max":60,"land":25},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Flying Strafe","Pounce","Regal Shriek"],"skill":["Acrobatics","Athletics","Intimidation","Survival","Stealth"],"stealth":"11","legacy_id":["creature-248"],"trait":["Animal","Large"],"id":"creature-3034","text":" Griffon Griffons are regal beasts revered as symbols of freedom and strength in many cultures. They are physically striking, with the hindquarters of a lion and the head, wings, and forelimbs of a great bird of prey—typically an eagle, but some instead bear the features of a hawk, falcon, or even an osprey or vulture. In rare cases, the griffon's hindquarters may resemble those of a different great cat, such as a leopard or tiger. The variations seem to conform to the griffon's environment—for instance, especially rare griffons of northern Avistan have the hindquarters of a Grungir lynx and the upper body of a snowy owl. Wild griffons rely on their powerful wings to hold them aloft and their keen eyesight to spy out prey. The speed with which they plunge toward the ground and snatch up victims is astonishing. They often tear apart a kill's flesh with razor-sharp beaks but not before alighting to secluded location where they can enjoy their meal without interruption. Griffons hunting to feed their chicks are more cautious, tearing apart prey rather than risking bringing a living creature back to their nests. Skilled animal trainers long ago learned how to raise griffons as mounts for military forces or powerful individuals. Such mounts are known for their strength, bravery, and unfailing loyalty. They are among the smartest of animals, and many griffon variants are considered intelligent beasts instead; it's thought that a griffon chooses its rider as much as a rider chooses the griffon. The process of training a griffon to accept and carry a rider in flight is a long and expensive ordeal. Griffon trainers charge rich sums for their services, and a ruler who can boast of owning a stable of griffons is the subject of great respect and envy. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Griffon Source Monster Core pg. 182 Perception +13; darkvision, scent (imprecise) 60 feet Languages Skills Acrobatics +11, Athletics +12, Intimidation +10, Survival +9, Stealth +11 Str +4 Dex +3 Con +3 Int -4 Wis +1 Cha +2 --- AC 21 Fort +13 Ref +13 Will +7 HP 60 --- Speed 25 feet, fly 60 feet Melee Single Action beak +14 (deadly d10), Damage 2d8+4 piercing Melee Single Action talon +14 (Agile), Damage 2d6+4 piercing Melee Single Action wing +14 (reach 10 feet), Damage 2d6+4 bludgeoning Flying Strafe Two Actions The griffon Fliesup to its fly Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty. Pounce Single Action The griffon Strides and makes a talon Strike at the end of that movement. If the griffon began this action hidden, it remains hidden until after the attack. Regal Shriek Single Action (Auditory, Emotion, Fear, Mental) The griffon unleashes a shriek that transitions into a terrifying roar. Each creature in a 60-foot emanation must attempt a DC 20 Will save. Regardless of the result, creatures are temporarily immune to all griffons' Regal Shrieks for 10 minutes. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Animals are slowed 1 for as long as they're frightened. Critical Failure The creature is frightened 3. Animals are paralyzed as long as they're frightened. Alces Wingless griffons, known as alces, result from a rare mutation. Among a clutch of winged griffons, the alce is typically considered the runt, so alces are rarely seen on their own in the wild, though they're often intentionally bred in captivity as relatively affordable exotic mounts. An alce has a land Speed of 35 feet and loses its fly Speed and Flying Strafe. ","skill_mod":{"survival":9,"stealth":11,"athletics":12,"intimidation":10,"acrobatics":11},"summary":"Griffons are regal beasts revered as symbols of freedom and strength in many cultures. They are physically striking, with the hindquarters of a lion …","image":["/Images/Monsters/Griffon.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3034","intelligence":-4,"reflex_save":13,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Griffon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,11,13],"slug":"creature-3034"},{"attack_bonus":[29],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":200,"language":["Petran"],"source":["Monster Core"],"type":"Creature","will_save":24,"charisma":5,"speed":{"max":20,"land":20,"burrow":20},"perception":29,"wisdom":5,"weakness":{},"creature_ability":["Implant Core","Manifold Vision","Infestation Aura","Barbed Maw","Earth Glide"],"skill":["Athletics","Deception","Survival"],"legacy_id":["creature-249"],"trait":["Aberration","Earth","Huge"],"id":"creature-3035","text":" Grikkitog Grikkitogs, also known as the “hungry earth,” are strange parasites from the Plane of Earth that infest earth, rock, and stone in order to feed their endless hunger. A young grikkitog is a formless apparition until it corrupts an earth elementalhost, forming the grikkitog's core. A grikkitog can then possess the earth and stone nearby with its voracious essence, forming maws and eyes all around it. These creatures can be particularly dangerous to small creatures that lair within gaps among rocks, as well as mountain climbers searching for the perfect handhold. Recall Knowledge - Aberration (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Grikkitog Source Monster Core pg. 183 Perception +29; darkvision, manifold vision, tremorsense (imprecise) 30 feet Languages Petran Skills Athletics +28, Deception +27, Survival +25 Str +8 Dex +4 Con +5 Int +2 Wis +5 Cha +5 Implant Core Three Actions (manipulate) The grikkitog implants its core into an adjacent section of earth or stone, melding seamlessly and changing its visual appearance to match the surrounding rock. It's immobilized but automatically succeeds at its Deception check to Impersonate the stone around it; creatures actively searching for it can still attempt Perception checks against its Deception DC as normal. A grikkitog can release its implantation as a free action, which has the manipulate trait. A grikkitog's infestation aura and manifold vision are only active while implanted. Manifold Vision While its core is implanted, the grikkitog can see through the eyes it creates throughout the area of its infestation aura, gaining the benefits of all-around vision. --- AC 36 Fort +28 Ref +23 Will +24 HP 200 Resistances 10 (except adamantine) Infestation Aura (aura, earth, occult) 120 feet. While its core is implanted, a grikkitog infests all earth and stone within 120 feet, as long as there is a contiguous physical connection between the earth, including stone objects touching the ground. This effect spreads even if the grikkitog does not have line of effect, though it can affect earth or stone on the surface and exposed to the air only if at least part of its core is exposed as well. Within the aura, it can grow maws and eyes everywhere. It can make jaws attacks against any creature, originating from any earth or stone in the aura adjacent to that creature. Determine cover from the origin point of the attack, not from the grikkitog's core. --- Speed 20 feet; burrow 20 feet, earth glide Melee Single Action jaws +29 (Magical), Damage 3d12+14 piercing plus barbed maw Barbed Maw Free Action Trigger The grikkitog hits a creature with a jaws Strike; Effect The grikkitog sinks its barbed teeth into the target, which must succeed at a DC 34 Reflex save or be immobilized. While immobilized, the victim takes 3d8 persistent bleed damage and the grikkitog feeds upon its flesh. The creature is immobilized until the grikkitog ends the effect as a free action or the target succeeds at a DC 38 check to Escape. The grikkitog can immobilize any number of creatures with these maws. Earth Glide The grikkitog can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing. Grikkitog Origins Grikkitogs often feature as bogeymen in scary stories told by denizens of the Plane of Earth. Those who recall the wars between the elemental lords believe the first grikkitog was created as an experimental weapon by Ayrzul, the Fossilized King of the Elemental Plane of Earth. Yet the evil elemental lord did not realize the raw power of his creation. The grikkitog's hunger grew so ravenous that it escaped containment, infested an earth elemental warden, and began to spread across the planes. Now grikkitogs burrow throughout the Universe, devouring the unwary. ","element":["Earth"],"skill_mod":{"deception":27,"survival":25,"athletics":28},"summary":"Grikkitogs, also known as the “hungry earth,” are strange parasites from the Plane of Earth that infest earth, rock, and stone in order to feed …","image":["/Images/Monsters/Grikkitog.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":36,"level":14,"source_category":["Rulebooks"],"sense":" darkvision , manifold vision, tremorsense ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3035","intelligence":2,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":28,"size":["Huge"],"name":"Grikkitog","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[33],"slug":"creature-3035"},{"primary_source_category":"Rulebooks","strength":8,"hp":320,"language":["Common","Necril"],"source":["Monster Core"],"type":"Creature","charisma":8,"perception":41,"stealth":"43","trait":["Undead","Unholy","Unique","Medium"],"id":"creature-3036","text":" Grim Reaper The Grim Reaper is the unflinching personification of death. Silent as the grave and inexorable as time itself, this legendary being hunts down creatures that have evaded death for too long. Sometimes the Grim Reaper comes without warning. Other times it comes to finish the work others could not. The Grim Reaper serves no god, fiend, aeon, or otherworldly being. It's both despised and feared by psychopomps and celestials, but few—if any—dare stand in its way. Like some eternal plague, it kills any who try to cure the multiverse of its presence. It stands alone and keeps its own council. The pleas of mortals and immortals alike fall on deaf ears once the Grim Reaper chooses its quarry. Its reasoning is silent and inscrutable to the mortal mind, but no matter its choice, the result is final. While some legends claim that the Grim Reaper appears to everyone when they die, the truth is more disturbing. Such vigils are the providence of psychopomps, immortals charged with the protection and guidance of mortal souls through the afterlife. The Grim Reaper instead enacts the sinister agenda of Abaddon, where the Apocalypse Riders rule. Indeed, there are many similarities in shape and form between the Grim Reaper and Charon, the Rider of Death, but there are no recorded instance of these entities working together. Instead, the Grim Reaper serves as something of a manifestation of Abaddon itself, and in this regard, is believed to be an incarnation of the mysterious First Rider. When the Grim Reaper visits a world, it does so not as an angel of mercy but a relentless harvester of life. Those who fall to the Grim Reaper were not destined to die as much as they were selected, hunted, and murdered. Perhaps the most frightening detail surrounding the Grim Reaper's legend is its nature as a singular entity, for some believe that more than one exists in the Great Beyond. There are whispered rumors of a council of at least nine Grim Reapers, stalking reality and culling the living as in service to true entropy. According to the teachings of some death cults, the final goal of the Grim Reaper is to end the cycle of life and death and serve as a silent lord of an empty universe. Recall Knowledge - Undead (Religion): DC 52 Unspecific Lore : DC 50 Specific Lore : DC 47 Grim Reaper Source Monster Core pg. 184 Perception +41; darkvision, see the unseen, status sight, truesight Languages Common, Necril Skills Acrobatics +43, Athletics +38, Deception +40, Intimidation +43, Religion +39, Society +36, Stealth +43 Str +8 Dex +10 Con +8 Int +5 Wis +7 Cha +8 Status Sight The Grim Reaper automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see. Items Scythe --- AC 47 Fort +37 Ref +41 Will +38 +1 status to all saves vs. magic HP 320 (death's grace, void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances all damage 15 Aura of Misfortune (aura, divine, misfortune) 20 feet. Living creatures in the aura must roll twice on all d20 rolls and use the lower result. Death's Grace The Grim Reaper can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the Grim Reaper still never counts as a living creature. Void Healing The Grim Reaper can choose whether or not it takes vitality damage. Lurking Death Reaction (divine, teleportation) Trigger A creature within 100 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait; Effect The Grim Reaper teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the Grim Reaper disrupts the triggering action. --- Speed 50 feet, fly 75 feet Melee Single Action keen scythe +40 (Agile, deadly 3d10, Magical, reach 10 feet, Trip), Damage 4d10+23 slashing plus death strike and energy drain Divine Innate Spells DC 47, attack +37 - 7th Interplanar Teleport - 10th Execute (×4) - Constant (2nd) See the Unseen - Constant (3rd) Haste - Constant (6th) Truesight Death Strike (Death) A creature critically hit by any of the Grim Reaper's attacks or that critically fails against any of its spells must succeed at a DC 47 Fortitude save or die. Energy Drain When the Grim Reaper hits and deals damage with its scythe, it regains 20 Hit Points, and the target must succeed at a DC 43 Fortitude save or become doomed 1. If the target is already doomed, the doomed value increases by 1 (to a maximum of doomed 3). Final Death A creature killed by the Grim Reaper can't be brought back to life by any means short of divine intervention. Infuse Weapon (Divine) Any scythe gains the agile trait, can't be disarmed, and becomes a +3 major striking keen scythe while the Grim Reaper wields it. If the Grim Reaper Strikes a creature with a weakness to any specific type of damage, the scythe's damage counts as that type of damage, in addition to slashing. ","skill_mod":{"society":36,"deception":40,"stealth":43,"athletics":38,"intimidation":43,"acrobatics":43,"religion":39},"image":["/Images/Monsters/Grim_Reaper.webp"],"primary_source":"Monster Core","spell":["Execute","Interplanar Teleport","Truesight","Haste","See the Unseen"],"ac":47,"item":["Scythe"],"level":21,"spell_dc":[47],"source_category":["Rulebooks"],"sense":" darkvision , see the unseen, status sight, truesight ","resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"vitality":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"force":15,"silver":15,"evil":15,"splash":15},"intelligence":5,"reflex_save":41,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":37,"size":["Medium"],"name":"Grim Reaper","pfs":"Standard","rarity":"unique","strike_damage_average":[45],"attack_bonus":[40],"constitution":8,"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Grim Reaper","spell_attack_bonus":[37],"will_save":38,"speed":{"fly":75,"max":75,"land":50},"wisdom":7,"weakness":{},"creature_ability":["Status Sight","Aura of Misfortune","Death's Grace","Void Healing","Lurking Death","Death Strike","Energy Drain","Final Death","Infuse Weapon"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Society","Stealth"],"legacy_id":["creature-250"],"tradition":["Divine"],"summary":"The Grim Reaper is the unflinching personification of death. Silent as the grave and inexorable as time itself, this legendary being hunts down …","trait_group":["Creature Type","Mechanics","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3036","dexterity":10,"category":"creature","slug":"creature-3036"},{"primary_source_category":"Rulebooks","strength":6,"hp":255,"language":["Common","Necril"],"source":["Monster Core"],"type":"Creature","charisma":6,"perception":32,"stealth":"35","trait":["Rare","Undead","Unholy","Medium"],"id":"creature-3037","text":" Lesser Death No one is quite sure what lesser deaths are, though some claim that they are avatars of the Grim Reaper. Unlike that strange hunter, however, lesser deaths hunt in packs on rare occasions. More often than not, they manifest from cursed magic items. Other times, they are just the enactors of death, hunting in the same way the Grim Reaper does—silently, with no remorse or quarter. Rarely, multiple lesser deaths work together to cull a large population, their scythes cutting through crowds and leaving entire cities devoid of life, inspiring (hopefully) false rumors of multiple Grim Reapers. Recall Knowledge - Undead (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Lesser Death Source Monster Core pg. 185 Perception +32; darkvision, see the unseen , status sight, truesight Languages Common, Necril Skills Acrobatics +33, Athletics +28, Deception +30, Intimidation +32, Religion +30, Society +26, Stealth +35 Str +6 Dex +9 Con +6 Int +4 Wis +6 Cha +6 Status Sight a lesser death automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see. Items Scythe --- AC 39 Fort +30 Ref +33 Will +32 +1 status to all saves vs. magic HP 255 (death's grace, void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Aura of Misfortune (aura, divine, misfortune) 20 feet. Living creatures in the aura must roll twice on all d20 rolls and use the lower result. Death's Grace A lesser death can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the lesser death still never counts as a living creature. Void Healing A lesser death can choose whether or not it takes vitality damage. Lurking Death Reaction (divine, teleportation) Trigger A creature within 60 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait; Effect The lesser death teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the lesser death disrupts the triggering action. --- Speed 50 feet, fly 40 feet Melee Single Action keen scythe +32 (Agile, deadly 2d10, Magical, reach 10 feet, Trip), Damage 3d10+14 slashing plus 1d12 void Divine Innate Spells DC 38 - 2nd See the Unseen - Constant (6th) Truesight Infuse Weapon (Divine) Any scythe gains the agile trait, can't be disarmed, and becomes a +2 greater striking keen scythe while the lesser death wields it. ","skill_mod":{"society":26,"deception":30,"stealth":35,"athletics":28,"intimidation":32,"acrobatics":33,"religion":30},"image":["/Images/Monsters/Lesser_Death.webp"],"primary_source":"Monster Core","spell":["Truesight","See the Unseen"],"ac":39,"item":["Scythe"],"level":16,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision , see the unseen , status sight, truesight ","resistance":{},"intelligence":4,"reflex_save":33,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":30,"size":["Medium"],"name":"Lesser Death","pfs":"Standard","rarity":"rare","strike_damage_average":[37],"attack_bonus":[32],"constitution":6,"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Grim Reaper","will_save":32,"speed":{"fly":40,"max":50,"land":50},"wisdom":6,"weakness":{},"creature_ability":["Status Sight","Aura of Misfortune","Death's Grace","Void Healing","Lurking Death","Infuse Weapon"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Society","Stealth"],"legacy_id":["creature-251"],"tradition":["Divine"],"summary":"No one is quite sure what lesser deaths are, though some claim that they are avatars of the Grim Reaper. Unlike that strange hunter, however, lesser …","trait_group":["Rarity","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3037","dexterity":9,"category":"creature","slug":"creature-3037"},{"attack_bonus":[5,7,7,7],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":14,"language":["Thalassic"],"source":["Monster Core"],"type":"Creature","will_save":5,"charisma":0,"speed":{"max":25,"land":10,"swim":25},"perception":5,"wisdom":3,"weakness":{},"creature_ability":["Reactive Strike","Clinging Suckers","Jet"],"skill":["Athletics","Stealth","Survival"],"stealth":"7","legacy_id":["creature-692"],"trait":["Aberration","Amphibious","Small"],"id":"creature-3038","text":" Grindylow The top half of a grindylow vaguely resembles a goblin, but from the waist down, their bodies split into a tangle of suckered, wriggling tentacles. Grindylows mostly dwell in shallow waters, fresh and briny, including lakes, rivers, coastal regions, and coral reefs. They generally organize into groups called schools, which can range from a few individuals to a few hundred. Smaller schools are sometimes taken over by a powerful aquatic creature, though such alliances only last until the school faces a major setback, at which point the surviving grindylows scatter and form smaller schools of their own. Grindylows aren't territorial, but they are pragmatic. While they rarely build permanent structures, they will adopt a good hunting ground for generations until driven away by predators. They often lair in mobile shelters, such as a sargasso of seaweed or hull of an abandoned ship. They are skilled scavengers and hunters who eat anything they can sink their teeth into. Grindylows respect the power of larger sea predators but have a special hatred for squids (or anything that resembles a squid). Sailors plying grindylow-infested waters often paint the images of squids on the bottoms of their hulls in hopes of warding off potentials raids. While this can keep smaller schools at bay, it can also backfire, potentially inciting larger groups to gather for a coordinated attack; this becomes especially likely if the ship's route is predictable. Their hatred of squids does not extend to other tentacled creatures; grindylows consider octopusesto be the epitome of grace and power. Recall Knowledge - Aberration (Occultism): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Grindylow Source Monster Core pg. 186 Perception +5; darkvision Languages Thalassic Skills Athletics +5, Stealth +7, Survival +5 Str +1 Dex +3 Con +2 Int -1 Wis +3 Cha +0 Items Spear --- AC 15 Fort +6 Ref +7 Will +5 HP 14 Reactive Strike Reaction A grindylow gains 1 extra reaction at the start of each of their turns that they can use only to make a Reactive Strike with a tentacle. They can't use more than one Reactive Strike triggered by the same action or choice. --- Speed 10 feet, swim 25 feet Melee Single Action bite +7 (Finesse), Damage 1d6+1 piercing Melee Single Action tentacle +7 (Agile, Finesse, Trip), Damage 1d4+1 bludgeoning plus Grab Melee Single Action spear +5, Damage 1d6+1 piercing Ranged Single Action spear +7 (thrown 20 feet), Damage 1d6+1 piercing Clinging Suckers When a grindylow successfully Grabs a creature larger than themself, they attach to that creature. The grabbed creature is not immobilized, but if it moves, the grindylow moves with it. If the creature is Medium or smaller, it takes a –5-foot status penalty to its Speeds while the grindylow is attached. The grindylow is off-guard while attached to a creature. Jet Two Actions (Move) The grindylow moves up to 60 feet in a straight line through the water without triggering reactions. Giant Grindylows While most grindylows are Small, a minute percentage of these creatures keep growing throughout their lives. Those that become Large or larger gain the giant trait and often become champions of their schools. ","skill_mod":{"survival":5,"stealth":7,"athletics":5},"summary":"The top half of a grindylow vaguely resembles a goblin , but from the waist down, their bodies split into a tangle of suckered, wriggling tentacles. …","image":["/Images/Monsters/Grindylow.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":15,"item":["Spear"],"level":0,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3038","intelligence":-1,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Grindylow","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,4,4,4],"slug":"creature-3038"},{"attack_bonus":[38,38],"constitution":8,"primary_source_category":"Rulebooks","strength":10,"hp":325,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core"],"type":"Creature","will_save":30,"charisma":-1,"speed":{"max":50,"land":40,"burrow":50},"perception":30,"wisdom":0,"weakness":{},"creature_ability":["Erosion Aura","Immunity to Magic","Annihilation Beams","Deadly Throw","Powerful Blows","Trample"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-253"],"trait":["Construct","Rare","Gargantuan"],"id":"creature-3039","text":" Guthallath A guthallath is an enormous construct created long ago, probably as a war machine, by a long-forgotten empire. Nearly 100 feet tall, this massive stone statue typically resembles a stalwart warrior wearing only a loincloth and skullcap. Few have seen the entire body of a guthallath, though; most of the time, the relic is buried up to its neck, covered in moss, and stranded in a forgotten place. Yet every so often, one of these harbingers of destruction reactivates in response to some unknown stimulus or rallying call, and when this happens, woe to any who stand in its way. While a guthallath's ancient enemies are likely gone, it's still an engine of pure destruction, designed to rampage for weeks, even months. It's not intelligent enough to enjoy or regret its acts and cannot be reasoned with— it's also unaffected by most magic and unpredictable in how it selects its targets (and the creatures it spares). Recall Knowledge - Construct (Arcana, Crafting): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Guthallath Source Monster Core pg. 187 Perception +30; darkvision, truesight Languages Skills Acrobatics +25, Athletics +40 Str +10 Dex +2 Con +8 Int -4 Wis +0 Cha -1 --- AC 43 Fort +38 Ref +32 Will +30 HP 325 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Resistances physical 15 (except adamantine), spells 15 (except cold, earth, or water) Erosion Aura (aura, primal) 120 feet. The guthallath erodes away the physical integrity of all around it. Creatures and objects in the emanation other than the guthallath have their Hardness and resistances reduced by 10. At the start of their turn, a creature in the erosion aura's area takes 6d6 bludgeoning damage with a DC 39 basic Fortitude save. Immunity to Magic The guthallath is immune to spells of 6th rank or lower and activations of magic items of 13th level or lower. --- Speed 40 feet, burrow 50 feet Melee Single Action fist +38 (deadly 3d12, Magical, reach 20 feet), Damage 4d12+18 bludgeoning plus Improved Grab or Improved Push 20 feet Melee Single Action foot +38 (deadly 3d12, Magical, reach 20 feet), Damage 4d8+18 bludgeoning plus Improved Knockdown Innate Primal Spells DC 37 - 3rd Haste - Constant (8th) Truesight Annihilation Beams Two Actions A guthallath releases two beams of destruction from its eyes. Each beam is a 120-foot line. Everything in either line takes 13d10 damage with a DC 41 basic Fortitude save. A creature reduced to 0 HP is reduced to a fine powder as the disintegrate spell. There is no additional effect on creatures in any area where the beams overlap. The guthallath can't use this ability again for 1d4 rounds. Deadly Throw Single Action Requirements The guthallath has a creature grabbed or restrained; Effect The guthallath throws the creature into the air, 100 feet high and 50 feet away. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 41 basic Reflex save. Powerful Blows If a guthallath hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure. Trample Three Actions Huge or smaller, foot, DC 45 Guthallath Slumber Entire civilizations have been erased due to the guthallath's devastating rampage. Yet for those looking to survive its attack, there's one small hope. Usually after some time, the guthallath ends its massacre in a swift yet seemingly random way. The colossus then finds a remote location deep in the wilderness and buries itself, entering a deep slumber for years—if not centuries— before awakening and beginning the destructive cycle once more. ","tradition":["Primal"],"skill_mod":{"athletics":40,"acrobatics":25},"summary":"A guthallath is an enormous construct created long ago, probably as a war machine, by a long-forgotten empire. Nearly 100 feet tall, this massive …","image":["/Images/Monsters/Guthallath.webp"],"primary_source":"Monster Core","spell":["Truesight","Haste"],"trait_group":["Creature Type","Rarity"],"ac":43,"level":19,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=3039","intelligence":-4,"reflex_save":32,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":38,"size":["Gargantuan"],"name":"Guthallath","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[36,44],"slug":"creature-3039"},{"attack_bonus":[12],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Aklo","Common","Fey","Jotun","Thalassic"],"immunity":["polymorph"],"source":["Monster Core"],"type":"Creature","creature_family":"Hag","will_save":10,"charisma":3,"speed":{"max":35,"land":25,"swim":35},"perception":10,"wisdom":3,"weakness":{"cold_iron":3},"creature_ability":["Coven","Dread Gaze","Sea Hag's Bargain"],"skill":["Acrobatics","Athletics","Deception","Occultism","Stealth"],"stealth":"8","legacy_id":["creature-254"],"trait":["Amphibious","Hag","Humanoid","Medium"],"id":"creature-3040","text":" Sea Hag Sea hags specialize in transformation magic, preying on those who are desperate to change some aspect of their physical appearance. Targets often include those suffering from insecurity about their bodies or those desperate to reside in a different environment, such as aquatic creatures who wish to live on land. These hags are known for tempting desperate victims into tragic and excruciating bargains, though they're also happy to drown and eat mariners who stray too close to their dwellings. A sea hag has the upper half of a humanoid and the lower half of an octopus, with translucent skin and glowing lights visible beneath their flesh. Sea hags can join covens, but their aquatic nature often prevents them from joining mixed covens with other kinds of hags. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Sea Hag Source Monster Core pg. 188 Perception +10; darkvision Languages Aklo, Common, Fey, Jotun, Thalassic Skills Acrobatics +8, Athletics +11, Deception +10, Occultism +8, Stealth +8 Str +4 Dex +3 Con +4 Int +1 Wis +3 Cha +3 Coven A sea hag adds humanoid form , mariner's curse , and water walk to their coven's spells. Their spell DC when leading a coven is 20. --- AC 19 Fort +11 Ref +8 Will +10 +1 status to all saves vs. magic HP 45 Immunities polymorph Weaknesses cold iron 3 --- Speed 25 feet, swim 35 feet Melee Single Action claw +12 (Agile, Magical), Damage 1d10+4 slashing Dread Gaze Two Actions (Curse, Emotion, Fear, Mental, Occult) The hag gazes upon a creature, afflicting it with a gnawing sense of impending doom, with a result depending on its Will save (DC 20). The target doesn't need to be able to see the sea hag. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 1 and is slowed 1 for 1 round. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies. Critical Failure As failure, but the creature is frightened 2 and slowed 1 for 1 minute. Sea Hag's Bargain (Concentrate, Exploration, Occult, Polymorph) The sea hag can make a bargain with a willing creature who must be of sound mind. The creature gives away a special or cherished quality—such as its courage, its beauty, or its voice. In exchange, the sea hag spends 1 minute polymorphing the creature into a form the target desires. This functions as Change Shape. It might be a total transformation or just changing one or more aspects of the target's body, and it can't make the creature more than one size smaller or larger. The creature changes its Speeds as appropriate for the new form. It doesn't change the attack and damage bonuses with its Strikes, but it might change the damage type the Strikes deal. This has an unlimited duration, and as long as it's transformed, the creature is sickened 2 and can't reduce its sickened condition below 2. The creature can slowly and carefully eat and drink despite being sickened. The only way to restore the lost quality used as payment is to defeat the sea hag or make another bargain for its return. Ending the bargain in this way also removes the transformation. ","skill_mod":{"deception":10,"stealth":8,"athletics":11,"occultism":8,"acrobatics":8},"summary":"Sea hags specialize in transformation magic, preying on those who are desperate to change some aspect of their physical appearance. Targets often …","image":["/Images/Monsters/Sea_Hag.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3040","intelligence":1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Sea Hag","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9],"slug":"creature-3040"},{"legacy_name":["Green Hag"],"primary_source_category":"Rulebooks","strength":5,"hp":70,"language":["Aklo","Common","Fey","Jotun","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":10,"stealth":"9","trait":["Hag","Humanoid","Medium"],"id":"creature-3041","text":" Sweet Hag Sweet hags use bright colors, pleasant visages, and sugary treats to draw in children and the young at heart. Their favorite prey is impoverished youngsters who are unlikely to be missed—sweet hags offer them food and a veneer of kindness before devouring the hapless child. Sweet hags also enchant their food to magically charm others, often using these bespelled servitors to handle all of their busywork. Though they present a lovely and generous face to the world, they turn vicious when insulted or defied. A sweet hag's true form is a dribbling mass of flesh with gumdrop eyes, often resembling melting taffy. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Sweet Hag Source Monster Core pg. 189 Perception +10; darkvision Languages Aklo, Common, Fey, Jotun; truespeech Skills Acrobatics +9, Athletics +11, Deception +10, Nature +8, Occultism +8, Stealth +9 Str +5 Dex +3 Con +3 Int +2 Wis +2 Cha +4 Coven A sweet hag adds charm , honeyed words , and outcast's curse to their coven's spells. --- AC 21 Fort +11 Ref +11 Will +12 +1 status to all saves vs. magic HP 70 Weaknesses cold iron 5 --- Speed 25 feet Melee Single Action candy cane claw +14 (Agile, Magical), Damage 1d10+5 piercing plus soporific touch Occult Innate Spells DC 20, attack +14 - Cantrips (2nd) Daze, Figment, Light, Message - 1st Charm (at will), Cleanse Cuisine (at will), Spider Sting - 2nd Create Food (sweets only), Invisibility (at will), Laughing Fit, Shrink, Sleep - Constant (5th) Truespeech Betraying Touch Single Action The sweet hag touches a creature that doesn't realize the hag is an enemy. The betrayed creature is affected by soporific strike with a –4 circumstance penalty to their saving throw. Change Shape Single Action (Concentrate, Occult, Polymorph) The sweet hag can take on the appearance of any Medium humanoid woman. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). Poisoned Candy Two Actions (Occult) The sweet hag casts an innate spell that can normally target 1 creature on a piece of food, typically a sweet treat. The spell is stored in the food. The first creature that eats any of the food is affected by the spell and takes a –4 circumstance penalty to their saving throw against that effect. Soporific Touch (Incapacitation, Occult) A creature damaged by a sweet hag's claw must succeed at a DC 20 Fortitude save or be enfeebled 1 for 1 day. If the creature critically fails or fails this save while already enfeebled by soporific strike, it falls unconscious and dreams of eating delicious sweets; this is a mental sleep effect. If not woken up before 1 minute passes, the creature wakes up automatically. ","skill_mod":{"deception":10,"nature":8,"stealth":9,"athletics":11,"occultism":8,"acrobatics":9},"image":["/Images/Monsters/Sweet_Hag.webp"],"primary_source":"Monster Core","spell":["Create Food","Invisibility","Laughing Fit","Shrink","Sleep","Charm","Cleanse Cuisine","Spider Sting","Daze","Figment","Light","Message","Truespeech"],"ac":21,"level":4,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":11,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Sweet Hag","pfs":"Standard","rarity":"common","strike_damage_average":[10],"attack_bonus":[14],"constitution":3,"creature_family":"Hag","spell_attack_bonus":[14],"will_save":12,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Coven","Betraying Touch","Change Shape","Poisoned Candy","Soporific Touch"],"skill":["Acrobatics","Athletics","Deception","Nature","Occultism","Stealth"],"legacy_id":["creature-255"],"tradition":["Occult"],"summary":"Sweet hags use bright colors, pleasant visages, and sugary treats to draw in children and the young at heart. Their favorite prey is impoverished …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=3041","dexterity":3,"category":"creature","slug":"creature-3041"},{"legacy_name":["Annis Hag"],"attack_bonus":[16,16],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":80,"language":["Aklo","Common","Jotun"],"source":["Monster Core"],"type":"Creature","creature_family":"Hag","will_save":14,"charisma":3,"speed":{"max":40,"land":40},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Coven","Bonds of Iron","Change Shape","Embrace of Iron"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Stealth"],"stealth":"16","legacy_id":["creature-256"],"trait":["Hag","Humanoid","Large"],"id":"creature-3042","text":" Iron Hag Iron hags are kidnappers, targeting those too young to even remember to fight back. They most often snatch babies from their cradles, though they sometimes target fearful children or youths who suffer from anxiety. They then imprison their new wards in towers or enchanted dungeons, terrifying their victims with stories of the outside world to discourage them from even trying to escape. If these methods fail to be effective, iron hags become more straightforward in their methods of imprisonment, insisting it's for their captives' own good. An iron hag's true form has unnaturally long arms. True to their name, they have teeth made of iron, as well as long iron toenails and claws. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Iron Hag Source Monster Core pg. 190 Perception +14; darkvision Languages Aklo, Common, Jotun Skills Acrobatics +12, Athletics +14, Deception +13, Diplomacy +11, Intimidation +13, Stealth +16 Str +6 Dex +4 Con +4 Int +1 Wis +4 Cha +3 Coven An iron hag adds earthbind , impaling spike , and spellwrack to their coven's spells. Their spell DC when leading a coven is 24. --- AC 24 Fort +16 Ref +12 Will +14 +1 status to all saves vs. magic HP 80 Resistances physical 3 (except adamantine) --- Speed 40 feet Melee Single Action claw +16 (Agile, cold iron, Magical, reach 10 feet), Damage 2d8+6 slashing plus Grab Melee Single Action jaws +16 (cold iron, Magical), Damage 2d6+6 piercing Bonds of Iron Two Actions (Attack, Occult) Frequency once per day; Effect The hag causes a cage built of cold iron fingernails to spring out of nothingness around one creature within 30 feet, attempting an Athletics check to Grapple against the target's Fortitude DC; if the target has a weakness to cold iron, the iron hag gains a +2 circumstance bonus to this check. On a success, the creature is grabbed by the magical fingernails (or restrained on a critical success). If the creature successfully Escapes (DC 24), the cage crumbles into rust. Any creature can attempt to destroy the cage by attacking it. It has an AC of 19, Hardness 10, and 40 Hit Points. Change Shape Single Action (Concentrate, Occult, Polymorph) The iron hag can take on the appearance of any Medium female humanoid. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Embrace of Iron Single Action Requirements A creature is grabbed or restrained by the iron hag's claw; Effect The hag's nails tear into their captured victim, dealing 2d8 piercing damage (the nails are cold iron). Then the hag can attempt to Reposition the creature. If the creature is adjacent to the hag, they can then attempt a jaws Strike against it. ","skill_mod":{"diplomacy":11,"deception":13,"stealth":16,"athletics":14,"intimidation":13,"acrobatics":12},"summary":"Iron hags are kidnappers, targeting those too young to even remember to fight back. They most often snatch babies from their cradles, though they …","image":["/Images/Monsters/Iron_Hag.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":3,"piercing":3,"slashing":3,"physical":3},"url":"/Monsters.aspx?ID=3042","intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Iron Hag","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-3042"},{"attack_bonus":[20],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":170,"language":["Aklo","Chthonian","Common","Daemonic","Diabolic","Fey","Jotun"],"immunity":["sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Hag","will_save":18,"charisma":6,"speed":{"max":25,"land":25},"perception":18,"wisdom":3,"weakness":{"cold_iron":10},"creature_ability":["Coven","Sound Imitation","Change Shape","Cuckoo's Lair","Soul Covenant"],"skill":["Arcana","Crafting","Deception","Diplomacy","Intimidation","Occultism","Religion","Society"],"trait":["Hag","Humanoid","Medium"],"id":"creature-3043","text":" Cuckoo Hag Cuckoo hags seek out youths who are unhappy with their lives, disguising themselves as a trusted figure such as a friend or family member. These hags then weave magical, idealized worlds out of illusions and dream stuff to trap their victims. Once they convince a mortal to stay in their magical world forever, the cuckoo hag drains their prey of life force and imprisons their soul. A cuckoo hag's true form is a creature with the cracked pale skin of a broken porcelain doll and an almost impossibly thin neck and limbs. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Cuckoo Hag Source Monster Core pg. 191 Perception +18; darkvision Languages Aklo, Chthonian, Common, Daemonic, Diabolic, Fey, Jotun Skills Arcana +18, Crafting +18, Deception +21, Diplomacy +19, Intimidation +19, Occultism +19, Religion +18, Society +18 Str +5 Dex +4 Con +3 Int +4 Wis +3 Cha +6 Coven A cuckoo hag adds dominate , nightmare , outcast's curse , and scrying to their coven's spells. --- AC 28 Fort +16 Ref +19 Will +18 +1 status to all saves vs. magic HP 170 Immunities sleep Resistances mental 10 Weaknesses cold iron 10 Sound Imitation A cuckoo hag who succeeds at a Deception check to Lie can mimic the sound of any feminine voice they have heard (in cases where this may be unclear, the GM is the final arbiter) and have a +4 circumstance bonus to this check. --- Speed 25 feet Melee Single Action claw +20 (Agile, Magical), Damage 2d8+8 slashing plus 1d6 spirit Occult Innate Spells DC 29 - Cantrips (5th) Daze, Detect Magic, Message, Prestidigitation, Read Aura - 2nd Invisibility (at will) - 3rd Dream Message (at will), Sleep (at will) - 4th Acid Grip (×3), Clairaudience, Clairvoyance, Fly - 5th Dreaming Potential, Illusory Object, Illusory Scene, Mirage, Nightmare, Subconscious Suggestion - 9th Seize Soul (at will; see soul covenant) Rituals DC 28 - 2nd Animate Object Change Shape Single Action (Concentrate, Occult, Polymorph) The cuckoo hag can take on the appearance of any Medium female humanoid. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Cuckoo's Lair A cuckoo hag is intrinsically connected to a pocket dimension that serves as their home domain. The lair is an extradimensional space that is 40 feet wide, 40 feet deep, and 30 feet tall. It contains whatever mundane food, buildings, landscapes, and objects that the cuckoo hag desires, though anything removed from the cuckoo's lair dissolves into nothingness instantly. In order to enter or leave the plane, the cuckoo hag must create a door in the physical world as a single action, which has the concentrate and manipulate traits. The door is invisible by default, though the cuckoo hag can choose a target creature that can perceive the door normally. The cuckoo hag can Dismiss this door from reality, but only if they (and no other creature) are inside of their lair and alone. Soul Covenant (Occult) Requirement The cuckoo hag can cast seize soul at will, but only to target a creature who has agreed to stay with them forever. They typically do so as soon as the agreement is made but might hold off to gain leverage over a situation. They typically place the soul into a construct, typically a soulbound doll if they want a companion or a more powerful construct if they want a guardian. ","tradition":["Occult"],"skill_mod":{"society":18,"diplomacy":19,"deception":21,"crafting":18,"arcana":18,"intimidation":19,"occultism":19,"religion":18},"summary":"Cuckoo hags seek out youths who are unhappy with their lives, disguising themselves as a trusted figure such as a friend or family member. These hags …","image":["/Images/Monsters/Cuckoo_Hag.webp"],"primary_source":"Monster Core","spell":["Seize Soul","Dreaming Potential","Illusory Object","Illusory Scene","Mirage","Nightmare","Subconscious Suggestion","Acid Grip","Clairaudience","Clairvoyance","Fly","Dream Message","Sleep","Invisibility","Daze","Detect Magic","Message","Prestidigitation","Read Aura"],"trait_group":["Monster","Creature Type"],"ac":28,"level":9,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"mental":10},"url":"/Monsters.aspx?ID=3043","intelligence":4,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Cuckoo Hag","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20],"slug":"creature-3043"},{"attack_bonus":[7,9],"constitution":1,"primary_source_category":"Rulebooks","strength":-1,"hp":8,"language":["Common","Halfling"],"source":["Monster Core"],"type":"Creature","creature_family":"Halfling","will_save":5,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Keen Eyes"],"skill":["Acrobatics","Athletics","Diplomacy","Stealth","Thievery"],"stealth":"5","trait":["Halfling","Humanoid","Small"],"id":"creature-3044","text":" Halfling Street Watcher Halflings' keen sight makes them excellent street watchers. Though the job rarely calls for fighting, most street watchers cover themselves head to ankle in whatever armor and weapons they manage to get their hands on. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Halfling Street Watcher Source Monster Core pg. 192 Perception +8 Languages Common, Halfling Skills Acrobatics +5, Athletics +4, Diplomacy +3, Stealth +5, Thievery +5 Str -1 Dex +3 Con +1 Int +0 Wis +3 Cha +1 Items Frying Pan, Halfling Sling Staff, Leather Armor --- AC 15 Fort +3 Ref +8 Will +5 HP 8 --- Speed 25 feet Melee Single Action frying pan +9 (fatal d8), Damage 1d4–1 bludgeoning Ranged Single Action halfling sling staff +7 (Propulsive, range increment 80 feet, reload 1), Damage 1d10–1 bludgeoning Keen Eyes The halfling gains a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of it. Whenever the halfling targets a creature that is concealed or hidden from them, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. ","skill_mod":{"diplomacy":3,"thievery":5,"stealth":5,"athletics":4,"acrobatics":5},"summary":"Halflings' keen sight makes them excellent street watchers. Though the job rarely calls for fighting, most street watchers cover themselves head to …","image":["/Images/Monsters/Halfling_Street_Watcher.webp"],"primary_source":"Monster Core","trait_group":["Ancestry","Weapon","Creature Type"],"ac":15,"item":["Frying Pan","Halfling Sling Staff","Leather Armor"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3044","intelligence":0,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":3,"size":["Small"],"name":"Halfling Street Watcher","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2,5],"slug":"creature-3044"},{"attack_bonus":[9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":18,"language":["Common","Halfling"],"source":["Monster Core"],"type":"Creature","creature_family":"Halfling","will_save":7,"charisma":3,"speed":{"max":30,"land":30},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Graffiti Egg","Keen Eyes","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Stealth","Thievery"],"stealth":"7","trait":["Humanoid","Small"],"id":"creature-3045","text":" Halfling Troublemaker A halfling's bravado can sometimes lead them into trouble. These tricksters often roam in groups trying to one-up each other's last prank. While troublemakers rarely intend to kill, occasionally their pranks get out of hand. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Halfling Troublemaker Source Monster Core pg. 192 Perception +10 Languages Common, Halfling Skills Acrobatics +7, Athletics +3, Deception +5, Stealth +7, Thievery +7 Str +1 Dex +4 Con +1 Int +0 Wis +3 Cha +3 Items Filcher's Fork, Leather Armor --- AC 16 Fort +4 Ref +10 Will +7 HP 18 --- Speed 30 feet Melee Single Action filcher's fork +9 (Agile, Backstabber, deadly d6, Finesse, thrown 20 feet), Damage 1d4+1 piercing Ranged Single Action filcher's fork +9 (Agile, Backstabber, deadly d6, Finesse, thrown 20 feet), Damage 1d4+1 piercing Graffiti Egg Single Action the halfling troublemaker throws an egg filled with paint, glitter, and confetti at a creature within 30 feet. The target must succeed a DC 17 Reflex saving throw or become dazzled for 1 round (or 1 minute on a critical failure). Keen Eyes The halfling gains a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of it. Whenever the halfling targets a creature that is concealed or hidden from them, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. Sneak Attack The troublemaker deals an extra 1d6 precision damage to off-guard creatures. ","skill_mod":{"deception":5,"thievery":7,"stealth":7,"athletics":3,"acrobatics":7},"summary":"A halfling's bravado can sometimes lead them into trouble. These tricksters often roam in groups trying to one-up each other's last prank. While …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":16,"item":["Filcher's Fork","Leather Armor"],"level":1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3045","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":4,"size":["Small"],"name":"Halfling Troublemaker","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,3],"slug":"creature-3045"},{"attack_bonus":[15,15],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":75,"language":["Common","wind's whispers"],"source":["Monster Core"],"type":"Creature","will_save":12,"charisma":2,"speed":{"fly":60,"max":60,"land":20},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Wind's Whispers","Stench","Hungry Winds","Putrid Plague"],"skill":["Acrobatics","Deception","Intimidation","Performance","Stealth","Thievery"],"stealth":"11","legacy_id":["creature-258"],"trait":["Air","Beast","Humanoid","Medium"],"id":"creature-3046","text":" Harpy Harpies are amalgamations of human and bird, resembling feral humans with wings, talons, and sharp teeth. They use their ancestral control of the wind to lure prey or even directly pull in their next meal. They enjoy causing confusion and fear in their prey before they strike, believing it creates a savory flavor in the flesh. Harpies can eat most creatures but strongly prefer sapient prey— humans and elves in particular. Although harpies will eat goblins if sufficiently hungry, they dislike their flavor and avoid eating them if possible. This doesn't comfort goblins, of course, who have a particularly strong fear of harpies. Because their aeries often reek with the gore of their kills and careless spatters of guano, harpies carry a distinctly vile scent that canny travelers associate with danger. Harpies who roost close to civilization make better efforts to keep clean, though these efforts have mixed results. Somewhere among the filth, most aeries have a shrine dedicated to the demon lord Pazuzu. Harpy legends credit him with raising them up from simple air spirits to their current station, and their gratitude typically takes the shape of a sketched figure in a corner piled with offerings. More devout families build portable wooden shrines that are carried from aerie to aerie for generations. Harpies live in family groups or larger clans. Most adults stand 5 feet tall and weigh around 90 pounds. While some use relatively simple weapons, those who master the use of the bow are regarded as heroes among their kind. Recall Knowledge - Beast (Arcana, Nature): DC 20 Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Harpy Source Monster Core pg. 193 Perception +12; darkvision Languages Common; wind's whispers Skills Acrobatics +13, Deception +11, Intimidation +13, Performance +11, Stealth +11, Thievery +13 Str +1 Dex +4 Con +0 Int -1 Wis +1 Cha +2 Wind's Whispers (air, primal) When a harpy speaks, they can choose one creature within 90 feet. That creature can hear the harpy's words over any other sound, but no other creature hears the words at all. --- AC 21 Fort +9 Ref +15 Will +12 HP 75 Stench (aura, olfactory) 30 feet, DC 21 --- Speed 20 feet, fly 60 feet Melee Single Action jaws +15 (Finesse), Damage 2d8+4 piercing plus putrid plague Melee Single Action talon +15 (Agile, Finesse), Damage 2d6+4 slashing Hungry Winds Two Actions (Air, Concentrate, Primal) The harpy uses the wind to pull its prey closer. A target within 20 feet must succeed at a DC 21 Fortitude save or be pulled adjacent to the harpy, where they make a jaws Strike against the target. If the target was pulled off the ground and can't fly, it then falls as normal. Putrid Plague (Disease) The sickened and unconscious conditions from putrid plague can't end or be reduced until the disease is cured; Saving Throw DC 19 Fortitude; Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sickened 1 (1 day), Stage 3 sickened 1 and slowed 1 (1 day), Stage 4 unconscious (1 day), Stage 5 dead Harpy Exiles Most harpies are cruel and sadistic, but now and then a harpy manages to escape from its family and becomes exposed to the wider world. Eyes opened, these harpy exiles are almost always more mild-mannered, hygienic, and open to non-combat interactions. ","element":["Air"],"skill_mod":{"performance":11,"deception":11,"thievery":13,"stealth":11,"intimidation":13,"acrobatics":13},"summary":"Harpies are amalgamations of human and bird, resembling feral humans with wings, talons, and sharp teeth. They use their ancestral control of the …","image":["/Images/Monsters/Harpy.webp"],"primary_source":"Monster Core","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3046","intelligence":-1,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Harpy","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,13],"slug":"creature-3046"},{"attack_bonus":[13],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":40,"language":["Diabolic","(can't speak any language)"],"immunity":["fire"],"source":["Monster Core"],"type":"Creature","creature_family":"Hell Hound","will_save":7,"charisma":-2,"speed":{"max":40,"land":40},"perception":9,"wisdom":2,"weakness":{"cold":5},"creature_ability":["Hellfire Breath","Pack Attack"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"8","legacy_id":["creature-259"],"trait":["Beast","Fiend","Fire","Unholy","Medium"],"id":"creature-3047","text":" Hell Hound A hell hound's appearance dismisses any doubts as to their infernal origins— flesh the color of burning pitch, teeth as sharp as any fiend's pitchfork, and a shroud of ever-burning hellfire are all trademark features. Recall Knowledge - Beast (Arcana, Nature): DC 18 Recall Knowledge - Fiend (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Hell Hound Source Monster Core pg. 194 Perception +9; darkvision, scent (imprecise) 60 feet Languages Diabolic; (can't speak any language) Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 Str +4 Dex +3 Con +2 Int -2 Wis +2 Cha -2 --- AC 17 Fort +9 Ref +10 Will +7 HP 40 Immunities fire Weaknesses cold 5 --- Speed 40 feet Melee Single Action jaws +13 (Magical, Unholy), Damage 1d8+4 piercing plus 1d6 fire Hellfire Breath Single Action (Divine, Fire, Unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges. Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies. ","element":["Fire"],"skill_mod":{"survival":9,"stealth":8,"athletics":9,"acrobatics":8},"summary":"A hell hound's appearance dismisses any doubts as to their infernal origins— flesh the color of burning pitch, teeth as sharp as any fiend's …","image":["/Images/Monsters/Hell_Hound.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Mechanics"],"ac":17,"level":3,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3047","intelligence":-2,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Hell Hound","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12],"slug":"creature-3047"},{"legacy_name":["Nessian Warhound"],"attack_bonus":[21],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":150,"language":["Diabolic","(can't speak any language)"],"immunity":["fire"],"source":["Monster Core"],"type":"Creature","creature_family":"Hell Hound","will_save":16,"charisma":-2,"speed":{"max":40,"land":40},"perception":19,"wisdom":4,"weakness":{"cold":10},"creature_ability":["Hellish Revenge","Hellfire Breath","Pack Attack"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"18","legacy_id":["creature-260"],"trait":["Beast","Fiend","Fire","Unholy","Large"],"id":"creature-3048","text":" Greater Hell Hound Believed to be bred by the Kings of Hell themselves within vast kennels, greater hell hounds are the favored guards and hunting hounds of powerful fiends and, rarely, mortals who worship them and have earned their favor. Recall Knowledge - Beast (Arcana, Nature): DC 26 Recall Knowledge - Fiend (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Greater Hell Hound Source Monster Core pg. 194 Perception +19; darkvision, scent (imprecise) 120 feet Languages Diabolic; (can't speak any language) Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 Str +6 Dex +5 Con +5 Int -2 Wis +4 Cha -2 --- AC 28 Fort +21 Ref +19 Will +16 HP 150 Immunities fire Weaknesses cold 10 Hellish Revenge Reaction Trigger The greater hell hound is critically hit by any Strike; Effect The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction. --- Speed 40 feet Melee Single Action jaws +21 (Magical, Unholy), Damage 2d8+9 piercing plus 2d6 fire Hellfire Breath Single Action (Divine, Fire, Unholy) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges. Pack Attack The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies. Hell Hound Minions Outside of Hell, hell hounds are sometimes found in the service of fire-loving monsters such as fire giants or ifrit, as well as mortals who seek to tame some of the raw power of Hell. In Cheliax, Hellknights occasionally call upon hell hounds to track down fugitives and traitors. ","element":["Fire"],"skill_mod":{"survival":20,"stealth":18,"athletics":19,"acrobatics":18},"summary":"Believed to be bred by the Kings of Hell themselves within vast kennels, greater hell hounds are the favored guards and hunting hounds of powerful …","primary_source":"Monster Core","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Mechanics"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 120 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3048","intelligence":-2,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Greater Hell Hound","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25],"slug":"creature-3048"},{"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Common","Necril"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":8,"stealth":"6","trait":["Uncommon","Undead","Unholy","Medium"],"id":"creature-3049","text":" Herexen When a cleric rebels against their deity and dies in the grip of blasphemous rage, the heresies they committed in life may fuel their transformation into an undead herexen. Herexens seek vengeance against the deity they once worshipped, defiling temples, slaying the faithful, and rallying lesser undead and death cultists to aid them in their unholy quests. Though a herexen's divine gifts have mostly been corrupted into the vileness of undeath, they stubbornly cling to remnants of their former power, still wielding magic and armaments favored by the deity they so greatly despise. Groups of herexens that blasphemed against the same deity sometimes combine to form a mockery of a congregation, conducting blasphemous rites with something approaching euphoria. These congregations are often formed from a blasphemous cult whose members practiced their heresy together in life and died together, though some gather independent herexens of the same former faith. Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Herexen Source Monster Core pg. 195 Perception +8; darkvision Languages Common, Necril Skills Athletics +6, Deception +7, Religion +10, Stealth +6 Str +2 Dex +2 Con +1 Int +0 Wis +4 Cha +3 Items Dagger, defiled religious symbol of Pharasma --- AC 17 Fort +5 Ref +8 Will +10 HP 30 (void healing (page 360)) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Final Blasphemy (divine, void) When the herexen is destroyed, it explodes in a wave of void energy with the effects of a 3-action harm spell (DC 18). The herexen is destroyed, so it doesn't gain any Hit Points from this use of harm, and it doesn't need to have any harm spells remaining to use this ability. --- Speed 25 feet Melee Single Action dagger +10 (Agile, versatile S), Damage 1d6+4 piercing plus heretic's smite Divine Prepared Spells DC 18 - 1st Harm (×4) Cleric Domain Spells 1 Focus Point, DC 18 - 1st Death's Call Heretic's Smite (Divine, Unholy) While wielding the favored weapon of its former deity (such as a dagger for an ex-Pharasmin herexen), the herexen's Strikes deal an additional 1d6 spirit damage to creatures with the holy trait. Herexen Lairs Most herexens settle down in a particular town or region to corrupt the local populace. Powerful herexens may boldly lair in a defiled temple, creating a vile parody of the building's former glory. However, most herexens hide in decrepit places such as ruins, forgotten basements, or tombs. ","skill_mod":{"deception":7,"stealth":6,"athletics":6,"religion":10},"image":["/Images/Monsters/Herexen.webp"],"primary_source":"Monster Core","spell":["Harm","Death's Call"],"ac":17,"item":["Dagger","defiled religious symbol of Pharasma"],"level":2,"spell_dc":[18,18],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":5,"size":["Medium"],"name":"Herexen","pfs":"Standard","rarity":"uncommon","strike_damage_average":[7],"attack_bonus":[10],"constitution":1,"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Herexen","will_save":10,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Final Blasphemy","Heretic's Smite"],"skill":["Athletics","Deception","Religion","Stealth"],"legacy_id":["creature-1192"],"tradition":["Divine"],"summary":"When a cleric rebels against their deity and dies in the grip of blasphemous rage, the heresies they committed in life may fuel their transformation …","trait_group":["Rarity","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3049","dexterity":2,"category":"creature","slug":"creature-3049"},{"attack_bonus":[7],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":24,"source":["Monster Core"],"type":"Creature","creature_family":"Hippocampus","will_save":6,"charisma":1,"speed":{"max":40,"land":5,"swim":40},"perception":6,"wisdom":3,"weakness":{},"creature_ability":["Buck","Sudden Retreat"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-696"],"trait":["Animal","Aquatic","Large"],"id":"creature-3050","text":" Hippocampus Hippocampi serve as steeds for aquatic humanoids or roam wild in the sea. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Hippocampus Source Monster Core pg. 196 Perception +6; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +4, Athletics +7 Str +4 Dex +1 Con +4 Int -4 Wis +3 Cha +1 --- AC 15 Fort +9 Ref +4 Will +6 HP 24 Buck Reaction DC 17 --- Speed 5 feet, swim 40 feet Melee Single Action tail +7 (reach 10 feet), Damage 1d6+4 bludgeoning Sudden Retreat Two Actions The hippocampus makes a tail Strike, then Swims with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement. Aquatic Cavalry Protecting the harbor of Absalom and the shores of Starstone Isle, the elite Wave Riders use combat-trained hippocampi as mounts. The Wave Riders harass enemy ships, defend against aquatic foes, and intercept smugglers. ","skill_mod":{"athletics":7,"acrobatics":4},"summary":"Hippocampi serve as steeds for aquatic humanoids or roam wild in the sea.","image":["/Images/Monsters/Hippocampus.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3050","intelligence":-4,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":9,"size":["Large"],"name":"Hippocampus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-3050"},{"attack_bonus":[18],"constitution":7,"primary_source_category":"Rulebooks","strength":6,"hp":170,"source":["Monster Core"],"type":"Creature","creature_family":"Hippocampus","will_save":14,"charisma":1,"speed":{"max":80,"land":10,"swim":80},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Buck","Sudden Retreat"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-697"],"trait":["Animal","Aquatic","Huge"],"id":"creature-3051","text":" Giant Hippocampus Living in the deepest reaches of the ocean, giant hippocampi are often regarded as legends made up by sailors. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Giant Hippocampus Source Monster Core pg. 196 Perception +16; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +14, Athletics +20 Str +6 Dex +4 Con +7 Int -4 Wis +4 Cha +1 --- AC 27 Fort +18 Ref +16 Will +14 HP 170 Buck Reaction DC 28 --- Speed 10 feet, swim 80 feet Melee Single Action tail +18 (reach 15 feet), Damage 2d6+10 bludgeoning Sudden Retreat Two Actions The hippocampus makes a tail Strike, then Swims with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement. ","skill_mod":{"athletics":20,"acrobatics":14},"summary":"Living in the deepest reaches of the ocean, giant hippocampi are often regarded as legends made up by sailors.","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3051","intelligence":-4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"size":["Huge"],"name":"Giant Hippocampus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-3051"},{"attack_bonus":[9,9,9],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":32,"source":["Monster Core"],"type":"Creature","will_save":6,"charisma":0,"speed":{"fly":65,"max":65,"land":30},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Buck","Flying Strafe"],"skill":["Acrobatics","Athletics","Survival"],"legacy_id":["creature-698"],"trait":["Animal","Large"],"id":"creature-3052","text":" Hippogriff With the proud bearing of a great raptor and the magnificence of a powerful horse, hippogriffs are thought to be an accidental fusion of creatures or perhaps the creation of a flesh-warping wizard with a keen aesthetic sense. Regardless of their original source, these animals are now a common sight in the skies above their favored plains or hill country. Hippogriffs bear the wings, forelegs, and head of a bird of prey, with feather coloration similar to that of a hawk or eagle, though some breeders have managed to produce specimens with stark white or coal-black feathers. Their torso, hindquarters, and tail resemble those of a horse and usually are colored bay, chestnut, or gray, with some coats bearing black, pinto, or even palomino coloration. Hippogriffs are similar in size to large horses. Much like their equine cousins, hippogriffs often have to keep wary eyes on the skies above them, as both are preferred meals for hungry griffons and wyverns. Only hippogriffs' superior speed helps protect them from these predators. Hippogriffs are exceptionally territorial and fiercely protect the lands under their domain. They typically favor sweeping grasslands, rolling hills, and prairies. Exceptionally hardy hippogriffs make their homes nestled into niches on canyon walls, from which they comb the rocky deserts for coyotes, deer, and the occasional humanoid. Hippogriffs prefer mammalian prey, but they graze after every meal to aid in digestion. Since hippogriff hunting habits can be dangerous to both ranchers and their livestock, such communities often set bounties on hippogriffs. As a result, preserved hippogriffs frequently decorate frontier taverns and remote outposts alongside the taxidermied remains of deer, elk, and bears. However, other communities train hippogriffs from hatching to be ridden by elite soldiers in combat—the most notable among these groups in the Inner Sea region is the Sable Company Mercenaries in the city-state of Korvosa. Attempts are sometimes made to train adult hippogriffs in the same manner, but this often proves far more difficult. Hippogriff riders must use special saddles and combat techniques that allow them to act in concert with their mount, fighting effectively while avoiding interfering with the movement of their companion's wings. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Hippogriff Source Monster Core pg. 197 Perception +8; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +7, Survival +6 Str +3 Dex +3 Con +2 Int -4 Wis +2 Cha +0 --- AC 18 Fort +8 Ref +9 Will +6 HP 32 Buck Reaction DC 17 --- Speed 30 feet, fly 65 feet Melee Single Action beak +9, Damage 1d10+3 piercing Melee Single Action talon +9 (Agile), Damage 1d6+3 slashing Melee Single Action wing +9 (reach 10 feet), Damage 1d6+3 bludgeoning Flying Strafe Two Actions The hippogriff Fliesup to its fly speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty. ","skill_mod":{"survival":6,"athletics":7,"acrobatics":7},"summary":"With the proud bearing of a great raptor and the magnificence of a powerful horse, hippogriffs are thought to be an accidental fusion of creatures or …","image":["/Images/Monsters/Hippogriff.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3052","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"size":["Large"],"name":"Hippogriff","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,6,8],"slug":"creature-3052"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":20,"language":["Common","Goblin"],"source":["Monster Core"],"type":"Creature","creature_family":"Hobgoblin","will_save":5,"charisma":-1,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Formation","Reactive Strike","Shield Block"],"skill":["Athletics","Stealth"],"stealth":"6","legacy_id":["creature-261"],"trait":["Hobgoblin","Humanoid","Medium"],"id":"creature-3053","text":" Hobgoblin Soldier Soldiers make up the bulk of hobgoblin society, whether that society is a village or a military unit. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Hobgoblin Soldier Source Monster Core pg. 198 Perception +7; darkvision Languages Common, Goblin Skills Athletics +6, Stealth +6 Str +3 Dex +3 Con +2 Int +0 Wis +2 Cha -1 Items Breastplate, Longsword, Shortbow (10 arrows), Wooden Shield (Hardness 3, HP 12, BT 6) --- AC 18 (20 with shield raised) Fort +5 Ref +6 Will +5 HP 20 Formation When they're adjacent to at least two other allies, the hobgoblin soldier gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects. Reactive Strike Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action longsword +8 (versatile P), Damage 1d8+3 slashing Ranged Single Action shortbow +8 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 piercing\n","skill_mod":{"stealth":6,"athletics":6},"summary":"Soldiers make up the bulk of hobgoblin society, whether that society is a village or a military unit.","image":["/Images/Monsters/Hobgoblin_Soldier.webp"],"primary_source":"Monster Core","trait_group":["Monster","Ancestry","Creature Type"],"ac":18,"item":["Breastplate","Longsword","Shortbow (10 arrows)","Wooden Shield (Hardness 3, HP 12, BT 6)"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=3053","intelligence":0,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Medium"],"name":"Hobgoblin Soldier","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,7],"slug":"creature-3053"},{"attack_bonus":[12,14],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":50,"language":["Common","Goblin"],"source":["Monster Core"],"type":"Creature","creature_family":"Hobgoblin","will_save":8,"charisma":-1,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Formation","Crossbow Precision","Perfect Aim","Running Reload"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"10","legacy_id":["creature-262"],"trait":["Hobgoblin","Humanoid","Medium"],"id":"creature-3054","text":" Hobgoblin Archer Bands of hobgoblin soldiers typically have at least one archer among their ranks. In smaller groups, the hobgoblin archer also serves as that band's captain. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Hobgoblin Archer Source Monster Core pg. 199 Perception +10; darkvision Languages Common, Goblin Skills Acrobatics +8, Athletics +8, Stealth +10 Str +2 Dex +4 Con +2 Int +0 Wis +2 Cha -1 Items Crossbow (20 bolts), Scale Mail, Shortsword --- AC 23 Fort +10 Ref +12 Will +8 HP 50 Formation When they're adjacent to at least two other allies, the hobgoblin archer gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects. --- Speed 25 feet Melee Single Action shortsword +12 (Agile, versatile S), Damage 1d6+4 piercing Ranged Single Action crossbow +14 (range increment 120 feet, reload 1), Damage 1d8+2 piercing plus crossbow precision Crossbow Precision The first time the archer hits with a crossbow attack in a round, it deals 1d8 extra precision damage. Perfect Aim The hobgoblin archer ignores the concealed condition. Their targets don't benefit from lesser cover, and they reduce the AC bonus from standard cover by 2 against the hobgoblin archer's attack. Running Reload Single Action The archer Strides, Steps, or Sneaks, then Interacts to reload. ","skill_mod":{"stealth":10,"athletics":8,"acrobatics":8},"summary":"Bands of hobgoblin soldiers typically have at least one archer among their ranks. In smaller groups, the hobgoblin archer also serves as that band's …","image":["/Images/Monsters/Hobgoblin_Archer.webp"],"primary_source":"Monster Core","trait_group":["Monster","Ancestry","Creature Type"],"ac":23,"item":["Crossbow (20 bolts)","Scale Mail","Shortsword"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3054","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Hobgoblin Archer","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7],"slug":"creature-3054"},{"attack_bonus":[15,17],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Common","Goblin"],"source":["Monster Core"],"type":"Creature","creature_family":"Hobgoblin","will_save":13,"charisma":2,"speed":{"max":25,"land":25},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["General's Cry","Formation","Polearm Critical Specialization"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"12","legacy_id":["creature-263"],"trait":["Hobgoblin","Humanoid","Medium"],"id":"creature-3055","text":" Hobgoblin General Hobgoblin generals serve as leaders of armies and rulers of hobgoblin settlements. A general does not permit the luxuries of rule to soften them. They lead their forces on the field of battle and view this opportunity to excel in a fight at the head of an army as the true reward for a life spent honing one's skills in battle. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Hobgoblin General Source Monster Core pg. 199 Perception +13; darkvision Languages Common, Goblin Skills Acrobatics +12, Athletics +15, Intimidation +14, Stealth +12 Str +4 Dex +3 Con +2 Int +0 Wis +1 Cha +2 General's Cry When a hobgoblin general rolls initiative, as long as they can perceive at least one foe, they can yell a mighty battle cry. The hobgoblin general attempts an Intimidation check to Demoralize a single foe within 60 feet as a free action. If successful, any ally can, as its first action on its first turn of the combat, Stride up to double its speed as a single action. Items Composite Shortbow (20 arrows), +1 glaive , Half Plate --- AC 25 Fort +12 Ref +15 Will +13 HP 90 Formation When they're adjacent to at least two other allies, the hobgoblin general gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects. --- Speed 25 feet Melee Single Action glaive +17 (deadly d8, Forceful, Reach), Damage 1d8+10 slashing Ranged Single Action composite shortbow +15 (Brutal, deadly d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+8 piercing Polearm Critical Specialization On a critical hit, the target of the critical hit is moved 5 feet in a direction of the hobgoblin general's choice. ","skill_mod":{"stealth":12,"athletics":15,"intimidation":14,"acrobatics":12},"summary":"Hobgoblin generals serve as leaders of armies and rulers of hobgoblin settlements. A general does not permit the luxuries of rule to soften them. …","primary_source":"Monster Core","trait_group":["Monster","Ancestry","Creature Type"],"ac":25,"item":["Composite Shortbow (20 arrows)","+1 glaive","Half Plate"],"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3055","intelligence":0,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Hobgoblin General","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,14],"slug":"creature-3055"},{"attack_bonus":[7],"constitution":0,"primary_source_category":"Rulebooks","strength":-1,"hp":17,"language":["Common","(can't speak any language); master link"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core"],"type":"Creature","will_save":3,"charisma":-2,"speed":{"fly":40,"max":40,"land":15},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Master Link","Homunculus Poison"],"skill":["Acrobatics","Stealth"],"stealth":"5","legacy_id":["creature-264"],"trait":["Construct","Tiny"],"id":"creature-3056","text":" Homunculus A homunculus is a tiny servitor construct created by a crafter to serve as a spy, scout, messenger, or assistant. When a crafter first begins to study the art of creating constructs, they often craft a homunculus first, since the creation process is simple and inexpensive due to a magical shortcut: the use of the creator's own blood. This forges a link between the homunculus and its master, causing the homunculus to gain a spark of the creator's intellect, as well as the same moral values and some of the creator's basic personality traits. Homunculi left to their own devices never stray far from their masters. In most cases, a homunculus doesn't survive the death of its master for long. Deprived of its creator, a homunculus loses focus and grows increasingly self-destructive, and some even end up battering themselves to annihilation. Rarely, a homunculus with a slain master survives the trauma with its mind intact, often seeing itself as its deceased creator's child or successor and attempting to further its creator's legacy as best it can. In such cases, and if the homunculus was in close proximity to its master upon that creature's death, a portion of the dead master's soul “infects” the surviving homunculus as they pass on to the afterlife. This doesn't result in a truly soulbound homunculus (see sidebar), since only a fragment of the soul is left behind, but this is still enough to grant the homunculus a greater personality, free will of its own, and perhaps most importantly, the ability to speak. Over time, a few of these “awakened” homunculi even go so far as to become convinced that they are the reincarnation of their prior masters, although their actual personalities never quite reach the depth and complexity of a truly living creature. They are, at best, caricatures of the master, and at worst, they become awful, bitter-minded parodies of life itself. Still, a free-willed homunculus might pursue studies in its creator's class, becoming a unique creature with the abilities of that class if time and fortune permit. Homunculi are created from a mixture of clay, ash, mandrake root, spring water, and a pint of the creator's own blood. It is possible for a separate donor to provide the blood, but the process is more difficult. Recall Knowledge - Construct (Arcana, Crafting): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Homunculus Source Monster Core pg. 200 Perception +3; darkvision Languages Common; (can't speak any language); master link Skills Acrobatics +5, Stealth +5 Str -1 Dex +3 Con +0 Int +0 Wis +1 Cha -2 Master Link (arcane, mental) A homunculus can't speak, but it is telepathically linked to its creator. It can share information back and forth, including its master's knowledge and everything the homunculus hears. The range of this link is 1,500 feet. The homunculus typically has a similar attitude to its creator and is utterly faithful. If the homunculus is destroyed, the master takes 2d10 mental damage. If the master is slain, the homunculus becomes mindless, claims its current location as its lair, and instinctively attacks anyone who comes near. --- AC 17 Fort +2 Ref +7 Will +3 HP 17 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void --- Speed 15 feet, fly 40 feet Melee Single Action jaws +7 (Finesse, Magical, reach 0 feet), Damage 1d4 piercing plus homunculus poison Homunculus Poison (Poison) A homunculus has one dose of poison in a reservoir in its head. It can refill this poison from its reserves with an Interact action; Saving Throw DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round). Soulbound Homunculi Most homunculi use a dose of their creator's blood as their spark of life, but it's possible to use a technique similar to that used in the crafting of a soulbound doll to give a homunculus a personality and the semblance of life. These homunculi gain the soulbound trait, lose immunity to spirit, can speak, and do not have a special link to a creator, yet the process tends to warp the soul used so that, more often than not, what rises in the new homunculus body is a parody of its prior life. As such, soulbound homunculi are generally created by cruel spellcasters as a method of humiliating and tormenting vanquished enemies. ","skill_mod":{"stealth":5,"acrobatics":5},"summary":"A homunculus is a tiny servitor construct created by a crafter to serve as a spy, scout, messenger, or assistant. When a crafter first begins to …","image":["/Images/Monsters/Homunculus.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":17,"level":0,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3056","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":2,"size":["Tiny"],"name":"Homunculus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-3056"},{"attack_bonus":[5],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":16,"source":["Monster Core"],"type":"Creature","creature_family":"Horse","will_save":4,"charisma":0,"speed":{"max":35,"land":35},"perception":4,"wisdom":2,"weakness":{},"creature_ability":["Buck","Gallop"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-265"],"trait":["Animal","Medium"],"id":"creature-3057","text":" Riding Pony Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Riding Pony Source Monster Core pg. 201 Perception +4; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +4, Athletics +7 Str +3 Dex +2 Con +3 Int -4 Wis +2 Cha +0 --- AC 14 Fort +7 Ref +4 Will +4 HP 16 Buck Reaction DC 15 --- Speed 35 feet Melee Single Action hoof +5, Damage 1d4+3 bludgeoning Gallop Two Actions The riding pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. ","skill_mod":{"athletics":7,"acrobatics":4},"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":14,"level":0,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3057","intelligence":-4,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Riding Pony","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-3057"},{"attack_bonus":[7],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":22,"source":["Monster Core"],"type":"Creature","creature_family":"Horse","will_save":5,"charisma":-1,"speed":{"max":40,"land":40},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Buck","Gallop"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-266"],"trait":["Animal","Large"],"id":"creature-3058","text":" Riding Horse Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Riding Horse Source Monster Core pg. 201 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +7 Str +4 Dex +3 Con +4 Int -4 Wis +2 Cha -1 --- AC 16 Fort +9 Ref +6 Will +5 HP 22 Buck Reaction DC 16 --- Speed 40 feet Melee Single Action hoof +7, Damage 1d6+4 bludgeoning Gallop Two Actions The riding horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. ","skill_mod":{"athletics":7,"acrobatics":6},"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3058","intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":9,"size":["Large"],"name":"Riding Horse","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-3058"},{"attack_bonus":[7],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":20,"source":["Monster Core"],"type":"Creature","creature_family":"Horse","will_save":5,"charisma":0,"speed":{"max":35,"land":35},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Buck","Gallop"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-267"],"trait":["Animal","Medium"],"id":"creature-3059","text":" War Pony Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 War Pony Source Monster Core pg. 201 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +7 Str +4 Dex +4 Con +3 Int -4 Wis +2 Cha +0 --- AC 16 Fort +8 Ref +7 Will +5 HP 20 Buck Reaction DC 16 --- Speed 35 feet Melee Single Action hoof +7, Damage 1d4+4 bludgeoning Gallop Two Actions The war pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. ","skill_mod":{"athletics":7,"acrobatics":7},"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3059","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"War Pony","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-3059"},{"attack_bonus":[9],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":36,"source":["Monster Core"],"type":"Creature","creature_family":"Horse","will_save":6,"charisma":-2,"speed":{"max":40,"land":40},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Buck","Gallop"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-268"],"trait":["Animal","Large"],"id":"creature-3060","text":" War Horse Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 War Horse Source Monster Core pg. 201 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +11 Str +5 Dex +3 Con +4 Int -4 Wis +2 Cha -2 --- AC 17 Fort +8 Ref +7 Will +6 HP 36 Buck Reaction DC 17 --- Speed 40 feet Melee Single Action hoof +9, Damage 1d6+5 bludgeoning Gallop Two Actions The war horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. ","skill_mod":{"athletics":11,"acrobatics":7},"image":["/Images/Monsters/War_Horse.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3060","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":8,"size":["Large"],"name":"War Horse","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-3060"},{"legacy_name":["Duergar Sharpshooter"],"primary_source_category":"Rulebooks","strength":1,"hp":18,"language":["Common","Dwarven","Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":-2,"perception":4,"stealth":"5","trait":["Dwarf","Hryngar","Humanoid","Medium","Duergar"],"id":"creature-3061","text":" Hryngar Sharpshooter Hryngar sharpshooters serve both as ranged support for caravans and as snipers posted on guard towers overlooking quarries and other areas where workers toil away the hours. Hryngar sharpshooters also specialize in nonlethal methods of ranged combat—tactics they are often called upon to use when tracking down derelict debtors or those attempting to flee from their contractual obligations. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Hryngar Sharpshooter Source Monster Core pg. 202 Perception +4; darkvision Languages Common, Dwarven, Sakvroth Skills Athletics +3, Stealth +5 Str +1 Dex +3 Con +3 Int +0 Wis +2 Cha -2 Items Chain Shirt, Crossbow (3 bola bolts and 10 bolts), Light Mace --- AC 15 Fort +7 Ref +7 Will +4 +2 status to saves vs. magic HP 18 Light Blindness --- Speed 20 feet Melee Single Action light mace +5 (Agile, Finesse, Shove), Damage 1d4+1 bludgeoning Ranged Single Action crossbow +7 (range increment 120 feet, reload 1), Damage 1d8 piercing or bola bolt Occult Innate Spells DC 12 - Cantrips (1st) Sigil - 2nd Blood Vendetta, Paranoia Bola Bolt This shot deals no damage, but on a hit, the target must succeed at a DC 16 Reflex save or be knocked prone and become immobilized until it is freed with a successful DC 15 check to Escape. This check can be attempted either by the target or a creature adjacent to the target. ","skill_mod":{"stealth":5,"athletics":3},"primary_source":"Monster Core","spell":["Blood Vendetta","Paranoia","Sigil"],"ac":15,"item":["Chain Shirt","Crossbow (3 bola bolts and 10 bolts)","Light Mace"],"level":0,"spell_dc":[12],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":7,"strongest_save":["fort","fortitude","ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Hryngar Sharpshooter","pfs":"Standard","rarity":"common","strike_damage_average":[3,4],"attack_bonus":[5,7],"constitution":3,"creature_family":"Hryngar","will_save":4,"speed":{"max":20,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Light Blindness","Bola Bolt"],"skill":["Athletics","Stealth"],"legacy_id":["creature-168"],"tradition":["Occult"],"summary":"Hryngar sharpshooters serve both as ranged support for caravans and as snipers posted on guard towers overlooking quarries and other areas where …","trait_group":["Ancestry","Weapon","Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3061","dexterity":3,"category":"creature","slug":"creature-3061"},{"legacy_name":["Duergar Bombardier"],"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Common","Dwarven","Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":-1,"perception":4,"stealth":"6","trait":["Dwarf","Hryngar","Humanoid","Medium","Duergar"],"id":"creature-3062","text":" Hryngar Bombardier Hryngar chemists have a knack for creating alchemical grenades. Their traditions often motivate them to constantly experiment and innovate, though the hostile nature of their environs tends to focus these innovations on weapons or other tools of war. Hryngar bombardiers eagerly steal notes and secrets from their underlings, pushing their students to cut corners to produce results while gleefully pillaging the credit and profits. For those hryngar bombardiers who find themselves pressed into combat service, each thrown grenade represents a new opportunity to observe the suffering they inflict, before eagerly incorporating that data into their next experiment or innovation to create an even more terrible tool of torment. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Hryngar Bombardier Source Monster Core pg. 202 Perception +4; darkvision Languages Common, Dwarven, Sakvroth Skills Acrobatics +6, Crafting +6, Occultism +6, Stealth +6, Survival +4 Str +1 Dex +3 Con +2 Int +3 Wis +1 Cha -1 Alchemical Grenades A hryngar bombardier carries 6 alchemical grenades that deal either acid, cold, or fire damage plus 1 persistent damage and 1 splash damage of the same type (typically two of each). The bombardier replenishes these grenades each day using easily collected materials. Items Alchemist's Toolkit, studded leather, warhammer --- AC 18 Fort +7 Ref +8 Will +4 +2 status to all saves vs. magic HP 20 Light Blindness --- Speed 20 feet Melee Single Action warhammer +4 (Shove), Damage 1d8+1 bludgeoning Ranged Single Action alchemical grenade +8 (range increment 20 feet, Splash), Damage 1d6 acid, cold, or fire plus 1 persistent damage and 1 splash damage of the same type Occult Innate Spells DC 17 - Cantrips (1st) Sigil - 2nd Blood Vendetta, Paranoia Quick Bombardier Single Action The hryngar bombardier draws an alchemical grenade with an Interact action and throws it as a ranged Strike. ","skill_mod":{"crafting":6,"survival":4,"stealth":6,"occultism":6,"acrobatics":6},"image":["/Images/Monsters/Hryngar_Bombardier.webp"],"primary_source":"Monster Core","spell":["Blood Vendetta","Paranoia","Sigil"],"ac":18,"item":["Alchemist's Toolkit","studded leather","warhammer"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Hryngar Bombardier","pfs":"Standard","rarity":"common","strike_damage_average":[3,5],"attack_bonus":[4,8],"constitution":2,"creature_family":"Hryngar","will_save":4,"speed":{"max":20,"land":20},"wisdom":1,"weakness":{},"creature_ability":["Alchemical Grenades","Light Blindness","Quick Bombardier"],"skill":["Acrobatics","Crafting","Occultism","Stealth","Survival"],"legacy_id":["creature-169"],"tradition":["Occult"],"summary":"Hryngar chemists have a knack for creating alchemical grenades. Their traditions often motivate them to constantly experiment and innovate, though …","trait_group":["Ancestry","Weapon","Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3062","dexterity":3,"category":"creature","slug":"creature-3062"},{"legacy_name":["Duergar Taskmaster"],"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Common","Dwarven","Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":8,"trait":["Dwarf","Hryngar","Humanoid","Medium","Duergar"],"id":"creature-3063","text":" Hryngar Taskmaster Hryngar priests of the taskmaster god Droskar often assume leadership roles within their communities, advancing the goals of their deity through coercion and displays of force. Often referred to as hryngar taskmasters, these leaders issue commands to hryngar subordinates and subjugated contractual clients in the same breath, treating the two as if they were interchangeable. As a result, hryngar taskmasters are equally loathed by practically everyone. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Hryngar Taskmaster Source Monster Core pg. 203 Perception +8; darkvision Languages Common, Dwarven, Sakvroth Skills Athletics +7, Deception +7, Intimidation +7, Occultism +5, Religion +6, Survival +6 Str +2 Dex +0 Con +2 Int +0 Wis +2 Cha +3 Items Chain Mail, Pick, religious symbol --- AC 18 Fort +8 Ref +4 Will +8 +2 status to all saves vs. magic, iron mind HP 30 Iron Mind Hryngar taskmasters automatically disbelieve all illusions of 1st rank or lower. Light Blindness --- Speed 20 feet Melee Single Action pick +8 (fatal d10), Damage 1d6+6 piercing Divine Prepared Spells DC 18 - Cantrips (1st) Shield, Detect Magic - 1st Fear, Harm, Runic Weapon Occult Innate Spells DC 18 - Cantrips (1st) Sigil - 2nd Blood Vendetta, Paranoia Take Them Down! Single Action The hryngar taskmaster smashes their maul into the ground and invokes Droskar'sname to rally their allies to action. All allied hryngars of equal or lower level that are within 20 feet of the hryngar taskmaster gain a +1 status bonus to attack rolls and damage rolls until the end of the hryngar taskmaster's next turn. ","skill_mod":{"deception":7,"survival":6,"athletics":7,"intimidation":7,"occultism":5,"religion":6},"image":["/Images/Monsters/Hryngar_Taskmaster.webp"],"primary_source":"Monster Core","spell":["Fear","Harm","Runic Weapon","Shield","Detect Magic","Blood Vendetta","Paranoia","Sigil"],"ac":18,"item":["Chain Mail","Pick","religious symbol"],"level":2,"spell_dc":[18,18],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":4,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Hryngar Taskmaster","pfs":"Standard","rarity":"common","strike_damage_average":[9],"attack_bonus":[8],"constitution":2,"creature_family":"Hryngar","will_save":8,"speed":{"max":20,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Iron Mind","Light Blindness","Take Them Down!"],"skill":["Athletics","Deception","Intimidation","Occultism","Religion","Survival"],"legacy_id":["creature-170"],"tradition":["Divine","Occult"],"summary":"Hryngar priests of the taskmaster god Droskar often assume leadership roles within their communities, advancing the goals of their deity through …","trait_group":["Ancestry","Weapon","Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3063","dexterity":0,"category":"creature","slug":"creature-3063"},{"attack_bonus":[16],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":90,"immunity":["area damage"],"source":["Monster Core"],"type":"Creature","creature_family":"Hydra","will_save":10,"charisma":-1,"speed":{"max":25,"land":25,"swim":25},"perception":17,"wisdom":2,"weakness":{"slashing":5},"creature_ability":["Head Regrowth","Hydra Regeneration","Reactive Heads","Reactive Strike","Focused Assault","Storm of Jaws"],"skill":["Athletics","Stealth"],"stealth":"12","legacy_id":["creature-269"],"trait":["Beast","Huge"],"id":"creature-3064","text":" Hydra Hydras are multiheaded, foul-tempered serpentine beasts with voracious appetites, widely feared for their regeneration abilities. Recall Knowledge - Beast (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Hydra Source Monster Core pg. 204 Perception +17; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +17, Stealth +12 Str +7 Dex +4 Con +5 Int -3 Wis +2 Cha -1 --- AC 23 all-around vision Fort +15 Ref +12 Will +10 all-around vision HP 90 (body, head regrowth) , regeneration hydra HP (head) 15 Immunities area damage Weaknesses slashing 5 Head Regrowth A hydra ordinarily has five heads. A creature can attempt to sever one of the hydra's heads by specifically targeting it and dealing damage equal to the head's Hit Points. A head that is not completely severed returns to full Hit Points at the end of any creature's turn. A hydra can regrow a severed head using hydra regeneration. A creature can prevent this regrowth by dealing acid or fire damage to the stump, cauterizing it. Single-target acid or fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra's whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly. If all five heads are cauterized, the hydra dies. Hydra Regeneration The hydra has regeneration equal to 3 × the number of heads it has. If a hydra's body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a DC 25 Fortitude save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra's regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies. Reactive Heads A hydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Reactive Strikes. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the hydra must use a different head for each Reactive Strike it makes. Whenever one of the hydra's heads is severed, the hydra loses 1 of its extra reactions per round. Reactive Strike Reaction (see reactive heads) --- Speed 25 feet, swim 25 feet Melee Single Action fangs +16 (reach 10 feet), Damage 2d6+7 piercing Focused Assault Two Actions The hydra attacks a single target with its heads, overwhelming its foe with multiple attacks and leaving almost nowhere to dodge. The hydra Strikes with its fangs. On a successful attack, the hydra deals damage from its fangs Strike to the target, plus an additional 1d6 damage for every head it has beyond the first. On a failure (but not a critical failure), the hydra deals the damage from one fangs Strike to the target creature. This Strike counts as a number of attacks equal to the number of heads the hydra has toward the hydra's multiple attack penalty. Storm of Jaws Two Actions The hydra makes a number of Strikes up to its number of heads, each against a different target. These attacks count toward the hydra's multiple attack penalty, but the multiple attack penalty doesn't increase until after the hydra makes all its attacks. Variant Hydras Scholars of bestial lore can describe several hydra variations. Though rare, hydras with more than five heads live in very isolated areas, sometimes guarding incredibly powerful artifacts. Legendary, 12-headed miasma hydras dwell in horribly polluted and dangerous swamps. Perhaps the most unexpected danger are newly hatched hydra larvae, born hungry in shallow bogs. ","skill_mod":{"stealth":12,"athletics":17},"summary":"Hydras are multiheaded, foul-tempered serpentine beasts with voracious appetites, widely feared for their regeneration abilities.","image":["/Images/Monsters/Hydra.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3064","intelligence":-3,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":15,"size":["Huge"],"name":"Hydra","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-3064"},{"attack_bonus":[8],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":20,"source":["Monster Core"],"type":"Creature","creature_family":"Hyena","will_save":4,"charisma":-2,"speed":{"max":40,"land":40},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Drag","Pack Attack"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","legacy_id":["creature-270"],"trait":["Animal","Medium"],"id":"creature-3065","text":" Hyena Hyenas are cunning, powerfully built carnivores that bear a heavy resemblance to dogs and other canines, though they are not themselves canines. Though all hyenas are often maligned as cowardly carrion eaters, their tactics depend on their specific breed: spotted hyenas are active pack hunters that kill most of their prey themselves, while striped and brown hyenas are more likely to be loners and scavengers. Their jaws are exceptionally powerful, allowing hyenas to seize a victim and pull it to the rest of the pack. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Hyena Source Monster Core pg. 205 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +7, Stealth +6 Str +3 Dex +3 Con +2 Int -4 Wis +1 Cha -2 --- AC 16 Fort +7 Ref +8 Will +4 HP 20 --- Speed 40 feet Melee Single Action jaws +8, Damage 1d8+3 piercing plus Knockdown Drag Single Action The hyena makes a jaws Strike against a prone enemy. If it hits, in addition to dealing damage, the hyena Strides up to 10 feet, dragging the enemy along. Pack Attack The hyena deals an extra 1d4 damage to any creature that's within reach of at least two of the hyena's allies. ","skill_mod":{"stealth":6,"athletics":7,"acrobatics":6},"summary":"Hyenas are cunning, powerfully built carnivores that bear a heavy resemblance to dogs and other canines, though they are not themselves canines. …","image":["/Images/Monsters/Hyena.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3065","intelligence":-4,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Hyena","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-3065"},{"attack_bonus":[12],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":45,"source":["Monster Core"],"type":"Creature","creature_family":"Hyena","will_save":7,"charisma":-2,"speed":{"max":40,"land":40},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Bonecrunching Bite","Drag","Pack Attack"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"8","legacy_id":["creature-271"],"trait":["Animal","Large"],"id":"creature-3066","text":" Hyaenodon Hyaenodons are ferocious primeval creatures that resemble hyenas. Looming, shaggy-furred animals nearly the size of a horse, hyaenodons are truly formidable predators to be reckoned with, due both to their size and to their flesh-shearing jaws. Hyaenodons prey on small horses, camels, and even young rhinoceroses. Kholo clans find these creatures particularly useful as mounts and guardians. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Hyaenodon Source Monster Core pg. 205 Perception +9; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +12, Stealth +8 Str +5 Dex +3 Con +3 Int -4 Wis +2 Cha -2 --- AC 18 Fort +10 Ref +8 Will +7 HP 45 --- Speed 40 feet Melee Single Action jaws +12, Damage 1d10+5 piercing plus Knockdown and bonecrunching bite Bonecrunching Bite A creature that is critically hit by a hyaenodon must succeed at a DC 20 Fortitude save or become wounded 1 as the creature's bones or cartilage are crushed by the beast's jaws. Drag Single Action The hyaenodon makes a jaws Strike against a prone enemy. If it hits, in addition to dealing damage, the hyaenodon Strides up to 10 feet, dragging the enemy along. Pack Attack The hyaenodon deals an extra 1d6 damage to any creature within reach of at least two of the hyaenodon's allies. ","skill_mod":{"stealth":8,"athletics":12,"acrobatics":8},"summary":"Hyaenodons are ferocious primeval creatures that resemble hyenas. Looming, shaggy-furred animals nearly the size of a horse, hyaenodons are truly …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3066","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":10,"size":["Large"],"name":"Hyaenodon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-3066"},{"legacy_name":["Quasit"],"attack_bonus":[9],"constitution":0,"primary_source_category":"Rulebooks","strength":-1,"hp":15,"language":["Chthonian","Common","Daemonic","Diabolic","<%UMR%79%%>telepathy<%END> (touch)"],"source":["Monster Core"],"type":"Creature","will_save":7,"charisma":2,"speed":{"fly":30,"max":30,"land":20},"perception":7,"wisdom":2,"weakness":{"holy":3},"creature_ability":["Change Shape","Fiendish Healing","Fiendish Temptation","Imp Venom"],"skill":["Acrobatics","Arcana","Deception","Religion"],"legacy_id":["creature-109","creature-97"],"trait":["Fiend","Unholy","Tiny"],"id":"creature-3067","text":" Imp Imps are fiendish infiltrators and corrupters who, despite their diminutive stature, are more than capable of subtly influencing a weak-willed individual into performing increasingly evil acts over time. An imp will often agree to serve a mortal and act docile and loyal in a long-term plot to eventually get their master killed or damn their soul. Imps are born directly from the Outer Planes themselves, rather than from mortal souls, and thus they serve outside any fiendish hierarchies, granting them leeway to pursue their specialties. Despite standing a mere 2 feet tall, imps can be vicious combatants, flying out of reach and turning invisible to escape should the odds turn against them. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Imp Source Monster Core pg. 206 Perception +7; darkvision Languages Chthonian, Common, Daemonic, Diabolic; telepathy (touch) Skills Acrobatics +7, Arcana +6, Deception +7, Religion +5 Str -1 Dex +4 Con +0 Int +1 Wis +2 Cha +2 --- AC 17 Fort +5 Ref +9 Will +7 HP 15 Resistances poison 3 Weaknesses holy 3 --- Speed 20 feet, fly 30 feet Melee Single Action stinger +9 (Agile, Finesse, Magical, reach 0 feet, Unholy), Damage 1d4–1 piercing plus imp venom Divine Innate Spells DC 17 - Cantrips (1st) Detect Magic - 1st Charm - 2nd Invisibility (at will; self only) - 4th Read Omens Change Shape Single Action (Concentrate, Divine, Polymorph) The imp takes on the appearance of a Medium or smaller animal (page 358). While transformed, the imp loses their normal senses, innate spells, and special actions, but doesn't otherwise change their statistics and can still speak and use telepathy. The imp also gains any special senses of the animal and any Speeds the animal has. This doesn't change the attack and damage modifiers of their Strikes but might change the damage type their Strikes deal (depending on what kinds of attacks the animal has) and prevents them from exposing creatures to imp venom. Fiendish Healing Single Action (Concentrate, Divine, Healing, Vitality) Frequency once per round; Effect The imp regains 1d6 Hit Points. Fiendish Temptation Single Action (Concentrate, Divine, Fortune, Unholy) Frequency once per day; Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts voluntarily. The boon lasts for 1 hour once accepted. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result. If the creature dies while the boon is in place, the imp decides where the creature's soul travels. This typically makes the soul bound for eternity in the imp's home plane, and the creature unable to be raised or resurrected except by the wish ritual or similar magic. Imp Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and clumsy 1 (1 round); Stage 2 1d6 poison damage, clumsy 1, and slowed 1 (1 round) Imps of Many Planes Like rats infesting cities, imps litter the fiendish Outer Planes—Abaddon, the Outer Rifts, and most especially Hell. Imps love to learn the tricks of devils, the better to tempt mortals and confine souls. Over centuries spent on the various planes, imps begin to take on the characteristics of the environment they inhabit, often looking flamescorched if they come from Hell, caustic and monstrous if from the Outer Rifts, and red-eyed and fetid if from Abaddon. ","tradition":["Divine"],"skill_mod":{"deception":7,"arcana":6,"acrobatics":7,"religion":5},"summary":"Imps are fiendish infiltrators and corrupters who, despite their diminutive stature, are more than capable of subtly influencing a weak-willed …","image":["/Images/Monsters/Imp.webp"],"primary_source":"Monster Core","spell":["Read Omens","Invisibility","Charm","Detect Magic"],"trait_group":["Creature Type","Mechanics"],"ac":17,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"poison":3},"url":"/Monsters.aspx?ID=3067","intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Imp","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-3067"},{"legacy_name":["Iron Golem"],"attack_bonus":[28],"constitution":4,"primary_source_category":"Rulebooks","strength":8,"hp":190,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","fire","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core"],"type":"Creature","will_save":22,"charisma":-5,"speed":{"max":20,"land":20},"perception":21,"wisdom":0,"weakness":{},"creature_ability":["Shield Arm","Shield Block","Breathe Poison","Inexorable March","Iron Warden Poison"],"skill":["Athletics"],"legacy_id":["creature-242"],"trait":["Construct","Mindless","Uncommon","Large"],"id":"creature-3068","text":" Iron Warden Traditionally crafted into the forms of giant suits of armor or powerful animals, iron wardens are products of exquisite artistry and skill. Their articulated joints and sturdy, armored bodies require great care and mathematical precision to craft, and regular cleaning and oiling ensure they don't rust over the ages. With proper care, iron wardens can remain in good shape for thousands of years, being passed down for generations, as long as they aren't destroyed by meddlesome adventurers. In addition to their incredible strength, iron wardens possess a potent toxic breath that is often more than enough to dispatch entire groups of opponents. Though their impressive stature prevents them from being inconspicuous, iron wardens are often placed in areas where they are easily mistaken for decorative objects. An iron warden might be hidden among decorative suits of armor or disguised as a statue in a city square. Occasionally, locals are shocked when something they assumed to be a historic landmark animates into an iron warden, called to action by an unknown mystic command. Stories tell of ancient civilizations, such as the Jistka Imperium, that created iron wardens of massive size. Most of these constructs have since been melted down for resources, but magicians and historians still chase down rumors of one of these lost colossi. Recall Knowledge - Construct (Arcana, Crafting): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Iron Warden Source Monster Core pg. 207 Perception +21; darkvision Languages Skills Athletics +30 Str +8 Dex -1 Con +4 Int -5 Wis +0 Cha -5 Shield Arm The iron warden has a shield built into its arm, that it can use as a steel shield (+2 to AC and Hardness 5). Because it's a part of the iron warden, all damage in excess of its Hardness is dealt only to the iron warden. --- AC 33 Fort +26 Ref +19 Will +22 HP 190 Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Resistances physical 15 (except adamantine), spells 15 (except acid and spells that cause rust) Shield Block Reaction (see shield arm) --- Speed 20 feet Melee Single Action fist +28 (Magical, reach 10 feet), Damage 3d10+12 bludgeoning Breathe Poison Two Actions (Arcane, Poison) The iron warden exhales poisonous gas in a 10-foot burst centered on the corner of one of the iron warden's squares. The gas persists until the start of the warden's next turn. Any creature in the area (or that later enters the area) is exposed to the iron warden's poison. The warden can't Breathe Poison again for 1d4 rounds. Inexorable March Single Action The iron warden Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 37 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it's damaged as if hit by the iron warden's fist. Iron Warden Poison (Poison) Any drained value from this poison is reduced by 1 every hour; Saving Throw DC 33 Fortitude; Maximum Duration 4 rounds; Stage 1 2d6 poison and drained 1 (1 round); Stage 2 4d6 poison and drained 2 (1 round); Stage 3 8d6 poison and drained 3 (1 round) Iron Scrap An iron warden can be melted down for scrap or traded to fire giants to be repurposed into armor for a Large creature. ","skill_mod":{"athletics":30},"summary":"Traditionally crafted into the forms of giant suits of armor or powerful animals, iron wardens are products of exquisite artistry and skill. Their …","image":["/Images/Monsters/Iron_Warden.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Rarity"],"ac":33,"level":13,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=3068","intelligence":-5,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":26,"size":["Large"],"name":"Iron Warden","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[28],"slug":"creature-3068"},{"legacy_name":["Gnoll Hunter"],"attack_bonus":[10,10,10],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":29,"language":["Common","Kholo"],"source":["Monster Core"],"type":"Creature","creature_family":"Kholo","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Pack Attack","Rugged Travel"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"7","legacy_id":["creature-229"],"trait":["Humanoid","Kholo","Medium","Gnoll"],"id":"creature-3069","text":" Kholo Hunter Kholo hunters serve their clans by hunting for food in the wilds, marauding along well-traveled roads, and tracking down potential threats. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Kholo Hunter Source Monster Core pg. 208 Perception +7; darkvision Languages Common, Kholo Skills Acrobatics +7, Athletics +8, Intimidation +4, Stealth +7, Survival +5 Str +4 Dex +3 Con +2 Int -1 Wis +1 Cha +0 Items battle axe, Leather Armor, Shortbow (20 arrows) --- AC 18 Fort +8 Ref +7 Will +7 HP 29 --- Speed 25 feet Melee Single Action battle axe +10 (Sweep), Damage 1d8+4 slashing Melee Single Action jaws +10 (Agile), Damage 1d8+2 piercing Ranged Single Action shortbow +10 (deadly d10, range increment 60 feet), Damage 1d6 piercing Pack Attack A kholo hunter deals 1d4 extra damage to any creature that's within reach of at least two of the kholo hunter's allies. Rugged Travel A kholo ignores the first square of difficult terrain they move into each time they Step or Stride. ","skill_mod":{"survival":5,"stealth":7,"athletics":8,"intimidation":4,"acrobatics":7},"summary":"Kholo hunters serve their clans by hunting for food in the wilds, marauding along well-traveled roads, and tracking down potential threats.","primary_source":"Monster Core","trait_group":["Creature Type","Monster","Ancestry"],"ac":18,"item":["battle axe","Leather Armor","Shortbow (20 arrows)"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3069","intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Kholo Hunter","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,6,8],"slug":"creature-3069"},{"legacy_name":["Gnoll Cultist"],"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Chthonian","Common","Kholo"],"source":["Monster Core"],"type":"Creature","charisma":0,"perception":8,"stealth":"7","trait":["Humanoid","Kholo","Medium","Gnoll"],"id":"creature-3070","text":" Kholo Bonekeeper Some kholos serve as conduits to the divine and are responsible for placating spirits and gods alike. Lamashtu is a favored deity of kholo bonekeepers, as many kholos believe their kind were birthed from the Mother of Monsters. While some kholos embrace the Old Mother completely, others see her as a nightmarish power only to be approached if they're willing to pay the price. Other popular kholo deities include Calistria, Nethys, Mahathallah, or Shelyn. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Kholo Bonekeeper Source Monster Core pg. 209 Perception +8; low-light vision Languages Chthonian, Common, Kholo Skills Intimidation +7, Medicine +7, Religion +10, Stealth +7, Survival +8 Str +2 Dex +2 Con +0 Int +0 Wis +3 Cha +0 Items Falchion, Hide Armor, wooden religious symbol --- AC 19 Fort +8 Ref +6 Will +10 HP 45 --- Speed 25 feet Melee Single Action falchion +10 (Forceful, Sweep), Damage 1d10+3 slashing Melee Single Action jaws +10 (Agile), Damage 1d6+3 piercing Divine Prepared Spells DC 20, attack +12 - Cantrips (2nd) Daze, Detect Magic, Light, Read Aura, Sigil - 1st Command, Fear, Runic Weapon - 2nd Darkness, Harm (×4), Spiritual Armament Pack Attack A kholo bonekeeper deals 1d4 extra damage to any creature that's within reach of at least two of the kholo bonekeeper's allies. Rugged Travel A kholo ignores the first square of difficult terrain they move into each time they Step or Stride. ","skill_mod":{"survival":8,"stealth":7,"medicine":7,"intimidation":7,"religion":10},"image":["/Images/Monsters/Kholo_Bonekeeper.webp"],"primary_source":"Monster Core","spell":["Darkness","Harm","Spiritual Armament","Command","Fear","Runic Weapon","Daze","Detect Magic","Light","Read Aura","Sigil"],"ac":19,"item":["Falchion","Hide Armor","wooden religious symbol"],"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":0,"reflex_save":6,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"Kholo Bonekeeper","pfs":"Standard","rarity":"common","strike_damage_average":[6,8],"attack_bonus":[10,10],"constitution":0,"creature_family":"Kholo","spell_attack_bonus":[12],"will_save":10,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Pack Attack","Rugged Travel"],"skill":["Intimidation","Medicine","Religion","Stealth","Survival"],"legacy_id":["creature-230"],"tradition":["Divine"],"summary":"Some kholos serve as conduits to the divine and are responsible for placating spirits and gods alike. Lamashtu is a favored deity of kholo …","trait_group":["Creature Type","Monster","Ancestry"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3070","dexterity":2,"category":"creature","slug":"creature-3070"},{"legacy_name":["Gnoll Sergeant"],"attack_bonus":[12,14,14],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common","Kholo"],"source":["Monster Core"],"type":"Creature","creature_family":"Kholo","will_save":8,"charisma":0,"speed":{"max":25,"land":25},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Reactive Strike","Bark Orders","Pack Attack","Rugged Travel"],"skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"11","legacy_id":["creature-231"],"trait":["Humanoid","Kholo","Medium","Gnoll"],"id":"creature-3071","text":" Kholo Sergeant When kholos band together to form mercenary bands or raiding parties, the strongest or most respected among them is often designated the hunt leader or sergeant. These kholo are responsible for the safety and success of their packmates and train extensively in the art of war. Their skill at arms makes them powerful adversaries. A kholo sergeant might also serve as a mercenary group's leader in other affairs, such as sorting out domestic disputes or negotiating with rival kholo bands. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Kholo Sergeant Source Monster Core pg. 209 Perception +10; darkvision Languages Common, Kholo Skills Athletics +13, Intimidation +9, Stealth +11, Survival +10 Str +4 Dex +2 Con +2 Int +0 Wis +1 Cha +0 Items Composite Shortbow (20 arrows), Hide Armor, Scimitar --- AC 21 Fort +12 Ref +10 Will +8 HP 60 Reactive Strike Reaction --- Speed 25 feet Melee Single Action scimitar +14 (Forceful, Sweep), Damage 1d6+7 slashing Melee Single Action jaws +14 (Agile), Damage 1d6+7 piercing Ranged Single Action composite shortbow +12 (deadly d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+4 piercing Bark Orders Single Action (Auditory, Linguistic) The kholo sergeant commands their allies to reposition. Any allies who hear and understand this order can use a reaction to Step. Pack Attack A kholo bonekeeper deals 1d4 extra damage to any creature that's within reach of at least two of the kholo bonekeeper's allies. Rugged Travel A kholo ignores the first square of difficult terrain they move into each time they Step or Stride. ","skill_mod":{"survival":10,"stealth":11,"athletics":13,"intimidation":9},"summary":"When kholos band together to form mercenary bands or raiding parties, the strongest or most respected among them is often designated the hunt leader …","image":["/Images/Monsters/Kholo_Sergeant.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Ancestry"],"ac":21,"item":["Composite Shortbow (20 arrows)","Hide Armor","Scimitar"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3071","intelligence":0,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Kholo Sergeant","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,10,10],"slug":"creature-3071"},{"attack_bonus":[3,5,5],"constitution":-1,"primary_source_category":"Rulebooks","strength":1,"hp":7,"language":["Common","Sakvroth"],"source":["Monster Core"],"type":"Creature","creature_family":"Kobold","will_save":3,"charisma":1,"speed":{"max":25,"land":25},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Scamper","Sneak Attack"],"skill":["Acrobatics","Crafting","Stealth"],"stealth":"5","legacy_id":["creature-272"],"trait":["Humanoid","Kobold","Small"],"id":"creature-3072","text":" Kobold Warrior The typical kobold trains in tunnel fighting, learning to use simple weapons that are effective in narrow spaces. Kobolds are capable of landing sneaky strikes against unsuspecting foes, but are just as quick to scamper off to safety when they don't outnumber their enemies by at least two to one. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Kobold Warrior Source Monster Core pg. 210 Perception +3; darkvision Languages Common, Sakvroth Skills Acrobatics +5, Crafting +2, Stealth +5 Str +1 Dex +3 Con -1 Int +0 Wis +1 Cha +1 Items Leather Armor, Sling (20 bullets), Spear --- AC 16 Fort +3 Ref +7 Will +3 HP 7 --- Speed 25 feet Melee Single Action spear +3, Damage 1d6+1 piercing Ranged Single Action sling +5 (Propulsive, range increment 50 feet, reload 1), Damage 1d4 bludgeoning Ranged Single Action spear +5 (thrown 20 feet), Damage 1d6+1 piercing Scamper Single Action Requirements The kobold warrior is adjacent to at least one enemy; Effect The kobold warrior Strides up to their Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. They must end this movement in a space that's not adjacent to any enemy. Sneak Attack The kobold warrior deals an extra 1d4 precision damage to off-guard creatures. ","skill_mod":{"crafting":2,"stealth":5,"acrobatics":5},"summary":"The typical kobold trains in tunnel fighting, learning to use simple weapons that are effective in narrow spaces. Kobolds are capable of landing …","image":["/Images/Monsters/Kobold_Warrior.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"ac":16,"item":["Leather Armor","Sling (20 bullets)","Spear"],"level":-1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3072","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":3,"size":["Small"],"name":"Kobold Warrior","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2,4,4],"slug":"creature-3072"},{"attack_bonus":[9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":16,"language":["Common","Sakvroth"],"source":["Monster Core"],"type":"Creature","creature_family":"Kobold","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Construct Trap","Scamper","Sneak Attack"],"skill":["Acrobatics","Crafting","Nature","Stealth","Survival"],"stealth":"7","legacy_id":["creature-273"],"trait":["Humanoid","Kobold","Small"],"id":"creature-3073","text":" Kobold Scout Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, those trained for stalking and hunting. They're also often in the thick of the fighting when a warren is invaded, buying time for their comrades to set up various traps and deadfalls. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Kobold Scout Source Monster Core pg. 210 Perception +8; darkvision Languages Common, Sakvroth Skills Acrobatics +7, Crafting +3, Nature +6, Stealth +7, Survival +6 Str +0 Dex +4 Con +1 Int +0 Wis +3 Cha +1 Items Crossbow (20 bolts), Leather Armor, Shortsword --- AC 16 Fort +5 Ref +9 Will +6 +1 circumstance to all defenses vs. traps HP 16 --- Speed 25 feet Melee Single Action shortsword +9 (Agile, Finesse, versatile S), Damage 1d6 piercing Ranged Single Action crossbow +9 (range increment 120 feet, reload 1), Damage 1d8 piercing Construct Trap Three Actions (Manipulate) The kobold scout creates a rudimentary trap on any square adjacent to it. This must be on a surface, such as a floor, wall, or ceiling. The trap activates the next time a creature moves adjacent to it. The creature takes 1d6 piercing damage and 1 persistent bleed damage with a DC 16 basic Reflex save. The trap is destroyed when activated or after 1 hour, whichever comes first. The scout typically carries enough raw materials to make one trap. Scamper Single Action Requirements The kobold scout is adjacent to at least one enemy; Effect The kobold scout Strides up to their Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. They must end this movement in a space that's not adjacent to any enemy. Sneak Attack The kobold scout deals an extra 1d6 precision damage to off-guard creatures. ","skill_mod":{"nature":6,"crafting":3,"survival":6,"stealth":7,"acrobatics":7},"summary":"Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, those trained for stalking and hunting. They're also often in …","primary_source":"Monster Core","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"ac":16,"item":["Crossbow (20 bolts)","Leather Armor","Shortsword"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3073","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":5,"size":["Small"],"name":"Kobold Scout","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,4],"slug":"creature-3073"},{"legacy_name":["Kobold Dragon Mage"],"primary_source_category":"Rulebooks","strength":2,"hp":20,"language":["Common","Fey","Petran","Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":5,"stealth":"6","trait":["Humanoid","Kobold","Small"],"id":"creature-3074","text":" Kobold Cavern Mage Kobold cavern mages are born more than trained, hatching from eggs that absorbed particularly large amounts of primal earth energy. Although there are many elementals and even natural terrain features that can give rise to cavern mages, most are related to the cavern-dwelling earth nymphs known as lampads. These lonely and capricious fey are as enthusiastic to receive the company of a kobold tribe as the kobolds are for the protection they receive in return. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Kobold Cavern Mage Source Monster Core pg. 211 Perception +5; darkvision Languages Common, Fey, Petran, Sakvroth Skills Acrobatics +6, Deception +8, Diplomacy +8, Intimidation +8, Nature +5, Stealth +6 Str +2 Dex +2 Con -1 Int +0 Wis +1 Cha +4 Items light hammer --- AC 16 Fort +5 Ref +6 Will +7 HP 20 --- Speed 25 feet Melee Single Action light hammer +6 (Agile), Damage 1d6+2 bludgeoning Melee Single Action claw +6 (Agile, Finesse), Damage 1d6+2 slashing Ranged Single Action light hammer +6 (Agile, thrown 20 feet), Damage 1d6+2 bludgeoning Primal Spontaneous Spells DC 18 - Cantrips (1st) Caustic Blast, Detect Magic, Figment, Know the Way, Tangle Vine - 1st Fleet Step, Heal, Pummeling Rubble, Runic Weapon (4 slots) Inspiring Display Single Action (Auditory, Emotion, Linguistic, Mental) Requirements The cavern mage's previous action was to Cast a Spell; Effect The cavern mage uses their magical display to inspire another kobold within 30 feet. That kobold gains 4 temporary Hit Points that last until the start of the cavern mage's next turn. Scamper Single Action Requirements The cavern mage is adjacent to at least one enemy; Effect The cavern mage Strides up to their Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. They must end this movement in a space that's not adjacent to any enemy. ","skill_mod":{"diplomacy":8,"deception":8,"nature":5,"stealth":6,"intimidation":8,"acrobatics":6},"image":["/Images/Monsters/Kobold_Cavern_Mage.webp"],"primary_source":"Monster Core","spell":["Fleet Step","Heal","Pummeling Rubble","Runic Weapon","Caustic Blast","Detect Magic","Figment","Know the Way","Tangle Vine"],"ac":16,"item":["light hammer"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":6,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":5,"size":["Small"],"name":"Kobold Cavern Mage","pfs":"Standard","rarity":"common","strike_damage_average":[5,5,5],"attack_bonus":[6,6,6],"constitution":-1,"creature_family":"Kobold","will_save":7,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Inspiring Display","Scamper"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Nature","Stealth"],"legacy_id":["creature-274"],"tradition":["Primal"],"summary":"Kobold cavern mages are born more than trained, hatching from eggs that absorbed particularly large amounts of primal earth energy. Although there …","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=3074","dexterity":2,"category":"creature","slug":"creature-3074"},{"primary_source_category":"Rulebooks","strength":9,"hp":360,"language":["Common","Thalassic"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":34,"stealth":"33","trait":["Aquatic","Beast","Uncommon","Gargantuan"],"id":"creature-3075","text":" Kraken A kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. The hatred and envy krakens hold for alghollthus, their rivals, has led many krakens to make their lairs in sunken cities, where they can sift through ancient lore and uncover long-lost arcane secrets. Recall Knowledge - Beast (Arcana, Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Kraken Source Monster Core pg. 212 Perception +34; darkvision Languages Common, Thalassic Skills Athletics +38, Intimidation +32, Nature +35, Stealth +33 Str +9 Dex +4 Con +9 Int +5 Wis +6 Cha +5 --- AC 42 Fort +35 Ref +28 Will +32 HP 360 Immunities controlled, emotion Resistances cold 10, poison 20 Altered Weather (aura, primal) A kraken reshapes the weather within 2 miles of it, with the effect of the control weather ritual centered on the kraken and based on its emotional state, at the GM's discretion. If the kraken dies, the weather returns to normal immediately. --- Speed 10 feet, swim 40 feet Melee Single Action arm +37 (reach 40 feet, Magical), Damage 4d10+17 bludgeoning plus Grab Melee Single Action tentacle +37 (reach 60 feet, Agile, Magical), Damage 3d10+17 bludgeoning plus Grab Melee Single Action beak +37 (reach 20 feet, Magical), Damage 3d10+17 piercing Primal Innate Spells DC 40 - 7th Resist Energy - 8th Punishing Winds - 10th Dominate (animals only) Constrict Single Action 2d10+17 bludgeoning, DC 40 (page 358). On a failed save, a creature that is holding its breath loses 1d4 rounds worth of air. Double Attack Single Action The kraken makes two Strikes with two different arms or tentacles, each limb targeting a different creature. Double Attack counts as two attacks toward the kraken's multiple attack penalty, but the penalty doesn't increase until after both attacks are made. If the kraken subsequently uses the Grab action, it Grabs any number of creatures it hit with Double Attack. Ink Cloud Single Action The kraken releases a cloud of black, venomous ink in an 80- foot emanation. This cloud has no effect outside water. Creatures inside the ink cloud are exposed to kraken ink poison and are undetected while inside the cloud. The kraken can't use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute. Jet Single Action (Move) The kraken moves through the water up to 280 feet in a straight line without triggering reactions. Kraken Ink (Poison) Krakens are immune to this poison; Saving Throw DC 39 Fortitude; Maximum Duration 10 rounds; Stage 1 4d6 poison damage and sickened 1 (1 round); Stage 2 5d6 poison damage and sickened 2 (1 round) Kraken Locations A kraken dwells in deep ocean trenches, sunken cities, or caves and reefs near hydrothermal vents. It seeks food near the surface, however, where it can prey on seagoing vessels. Kraken Treasure A kraken's hoard includes the plunder of ships lost at sea and the wealth of sunken cities. Virtually anything could be found in a kraken lair, but they especially covet scrolls, spell books, and other tomes of ancient lore, as well as gemstones and rarefied raw materials found only in the ocean depths. ","skill_mod":{"nature":35,"stealth":33,"athletics":38,"intimidation":32},"image":["/Images/Monsters/Kraken.webp"],"primary_source":"Monster Core","spell":["Dominate","Punishing Winds","Resist Energy"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"poison":20,"cold":10},"intelligence":5,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Kraken","pfs":"Standard","rarity":"uncommon","strike_damage_average":[33,33,39],"attack_bonus":[37,37,37],"constitution":9,"immunity":["controlled","emotion"],"will_save":32,"speed":{"max":40,"land":10,"swim":40},"wisdom":6,"weakness":{},"creature_ability":["Altered Weather","Constrict","Double Attack","Ink Cloud","Jet","Kraken Ink"],"skill":["Athletics","Intimidation","Nature","Stealth"],"legacy_id":["creature-275"],"tradition":["Primal"],"summary":"A kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. The hatred and envy krakens hold …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3075","dexterity":4,"category":"creature","slug":"creature-3075"},{"attack_bonus":[20,20,20],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":150,"source":["Monster Core"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":40,"land":40,"swim":30},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Pain Frenzy","Reactive Strike","Aquatic Ambush","Poison Tooth"],"skill":["Athletics","Stealth","Survival"],"stealth":"18","legacy_id":["creature-276"],"trait":["Amphibious","Animal","Large"],"id":"creature-3076","text":" Krooth Krooths, sometimes called crocodile eaters, are fast and vicious hunters of bogs and wetlands. While they are known to hunt and eat crocodiles, alligators, and virtually any creature with flesh, their favorite prey are lizardfolk, boggard, and dinosaur. Krooths are found alone or in packs. Male krooths are solitary and territorial creatures—fierce, bold, and bloodthirsty. Female krooths, on the other hand, are more likely to shy away from potential predators but swiftly turn violent when their brood is threatened. Because their offspring are so vulnerable, female krooths gather in packs to raise their young, sending smaller groups to hunt for food while the rest of the pack watches the brood. Krooths mate only once every 4 or 5 years, and the mating process is a curiously gruesome spectacle. An entire pack of females will hunt as a group for a lone male krooth, claiming their prize in a frenzy that can last for an entire day and night. After the mating has finished, the females slay their mate and devour his nutrient-rich flesh, and his organs in particular. These organs contain a unique chemical compound vital to gestation. Many naturalists will pay handsomely for the fresh remains of a male krooth so they can study the strange properties of the creature's blood and organs. In addition, krooths have poisonous, hollow teeth. When these creatures bite their prey, a tooth breaks off and causes the victim to bleed profusely as their blood pours through the hollow tooth. Whether male or female, krooths seem to be repelled by goblinoidflesh, especially that of bugbear. This doesn't mean krooths won't kill goblinoids, especially those threatening their young, but they typically do so using only their claws and tails, and they take great care to clean themselves thoroughly after such a killing. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Krooth Source Monster Core pg. 213 Perception +16; low-light vision, scent (imprecise) 60 feet Languages Skills Athletics +18, Stealth +18, Survival +17 Str +6 Dex +3 Con +6 Int -4 Wis +2 Cha +0 --- AC 26 Fort +20 Ref +17 Will +14 HP 150 Pain Frenzy Whenever the krooth is damaged by a critical hit, it gains a +2 status bonus to attack and damage rolls until the end of its next turn. It can't use reactions while this frenzy lasts. Reactive Strike Reaction Tail only. --- Speed 40 feet, swim 30 feet Melee Single Action jaws +20 (deadly d10, Poison, reach 10 feet), Damage 2d12+9 piercing plus Poison Tooth Melee Single Action claw +20 (Agile), Damage 2d8+9 slashing Melee Single Action tail +20 (reach 15 feet), Damage 2d8+9 piercing Aquatic Ambush Single Action Poison Tooth Single Action (Poison) Requirements The krooth damaged a creature with its jaws on its most recent action this turn; Effect The krooth snaps off one of its teeth in the creature it hit. The creature takes 1d6 persistent bleed damage and is drained 1. Neither can be healed while the tooth remains. Removing the tooth safely requires a successful DC 26 check to Administer First Aid. Instead of ending bleeding or stabilizing, this removes the tooth and the drained condition, but it doesn't automatically end the bleed damage. Krooth Guts In addition to naturalists, the strange enzymes and other chemicals found in the internal organs of male krooths, particularly the liver, pancreas, and kidneys, are of great value to alchemists who seek to concoct elixirs and potions with transmutation effects. A single male krooth's organs, properly harvested and preserved, can be sold to an interested alchemist or naturalist for as much as 80 gp. ","skill_mod":{"survival":17,"stealth":18,"athletics":18},"summary":"Krooths, sometimes called crocodile eaters, are fast and vicious hunters of bogs and wetlands. While they are known to hunt and eat crocodiles , …","image":["/Images/Monsters/Krooth.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3076","intelligence":-4,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":20,"size":["Large"],"name":"Krooth","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,18,22],"slug":"creature-3076"},{"primary_source_category":"Rulebooks","strength":6,"hp":95,"language":["Chthonian","Common"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":13,"stealth":"15","trait":["Beast","Humanoid","Large"],"id":"creature-3077","text":" Lamia Just as they were cursed long ago, lamias can inflict a curse on those they touch, clouding the victim's mind and pushing conscious thought toward animalistic instincts. Creatures affected by this curse grow reckless, becoming unaware of the consequences of their own actions. This makes the hapless victim all the more susceptible to the lamia's cunning illusions and insidious charms. The lamia's animalistic nature and the effect of their cursed touch have led some scholars to theorize that the original lamias must have, millennia ago, turned away from their own reason and intellect and embraced the life of simple beasts. Whether this change was rewarded as a monstrous gift from Lamashtu or inflicted as a curse for abandoning their responsibilities by Pharasma, remains a subject of debate to this day. Whatever the source of this ancient transformation, lamias have grown to enjoy the strengths it has granted them. They continue to cling to a hatred of the gods, seeing them as the cause of their eternal exile from the societies they watch with jealous eyes while hidden amid the ruins of lost civilizations. Because lamias blame divine powers for their curse, they take special delight in the downfall of temples, the suffering and death of divine spellcasters, and the spread of dissension within organized religions. While they can briefly assume humanoid form with magic, lamias are usually forced to hide from civilization, making their homes in the barren wilderness. There, they attract cults of their own. With the help of these cultists, lamias strive to bring down popular faiths, introduce schisms into flourishing churches, and humiliate or defame high-profile religious leaders. Most lamias have no true religious faith in anything, hearing instead a mystical calling that manifests as sighs on the desert wind or murmurs from the dark places between the stars. Lamias are traditionally matriarchal, revering the eldest female among them as leader, mother, and shaman. Recall Knowledge - Beast (Arcana, Nature): DC 22 Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Lamia Source Monster Core pg. 214 Perception +13; darkvision Languages Chthonian, Common Skills Athletics +16, Cult Lore +11, Deception +15, Diplomacy +11, Intimidation +13, Stealth +15, Survival +11 Str +6 Dex +3 Con +2 Int +1 Wis +3 Cha +3 Items Javelin (2), +1 spear --- AC 24 Fort +12 Ref +15 Will +15 HP 95 --- Speed 40 feet Melee Single Action spear +17, Damage 1d6+10 piercing Melee Single Action tail +16 (Agile), Damage 1d6+10 bludgeoning plus Grab Ranged Single Action spear +14 (thrown 10 feet), Damage 1d6+10 piercing Ranged Single Action javelin +13 (thrown 30 feet), Damage 1d6+10 piercing Occult Innate Spells DC 25 - 1st Illusory Disguise (at will), Illusory Object (at will), Ventriloquism (at will) - 2nd Blur, Humanoid Form (at will) - 3rd Sleep - 4th Charm (×3), Suggestion Lamia's Caress Two Actions (Curse, Mental, Occult) The lamia touches a creature, who must succeed at a DC 23 Will save or become stupefied 1. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours. ","skill_mod":{"diplomacy":11,"deception":15,"survival":11,"stealth":15,"athletics":16,"intimidation":13},"image":["/Images/Monsters/Lamia.webp"],"primary_source":"Monster Core","spell":["Charm","Suggestion","Sleep","Blur","Humanoid Form","Illusory Disguise","Illusory Object","Ventriloquism"],"ac":24,"item":["Javelin (2)","+1 spear"],"level":6,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":15,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Lamia","pfs":"Standard","rarity":"common","strike_damage_average":[13,13,13,13],"attack_bonus":[13,14,16,17],"constitution":2,"creature_family":"Lamia","will_save":15,"speed":{"max":40,"land":40},"wisdom":3,"weakness":{},"creature_ability":["Lamia's Caress"],"skill":["Athletics","Cult Lore","Deception","Diplomacy","Intimidation","Stealth","Survival"],"legacy_id":["creature-277"],"tradition":["Occult"],"summary":"Just as they were cursed long ago, lamias can inflict a curse on those they touch, clouding the victim's mind and pushing conscious thought toward …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3077","dexterity":3,"category":"creature","slug":"creature-3077"},{"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Chthonian","Common","Draconic"],"source":["Monster Core"],"type":"Creature","charisma":6,"perception":15,"stealth":"16","trait":["Beast","Humanoid","Large"],"id":"creature-3078","text":" Lamia Matriarch The brilliant and powerful lamia matriarchs possess boundless ambition, always seeking to bring more people and territory into the clutches of their kind. Consequently, they become rulers of other lamia. For all their cruelty toward other creatures, they're fierce protectors of other lamia, and consequently, they quickly come to rule cults or warbands. Regardless of the lamia's gender, these ascended lamias are always known as matriarchs. A lamia matriarch is set apart from their kindred by the occult power they pursue, and some have even had grand designs to break the animalistic curse that transformed them. However, every attempt so far has led to the matriarch's fall. Recall Knowledge - Beast (Arcana, Nature): DC 24 Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Lamia Matriarch Source Monster Core pg. 215 Perception +15; darkvision Languages Chthonian, Common, Draconic Skills Athletics +18, Cult Lore +15, Deception +20, Diplomacy +20, Intimidation +18, Occultism +17, Stealth +16, Survival +13 Str +6 Dex +4 Con +3 Int +3 Wis +3 Cha +6 Items +1 striking scimitar --- AC 27 Fort +13 Ref +18 Will +17 +1 status to all saves vs. magic HP 135 Immunities controlled Resistances mental 10 --- Speed 30 feet, climb 30 feet, swim 30 feet Melee Single Action scimitar +19 (forceful +2, Sweep), Damage 2d6+10 slashing Occult Spontaneous Spells DC 28 - Cantrips (3rd) Daze, Detect Magic, Prestidigitation, Read Aura, Telekinetic Hand - 1st Bless, Force Barrage, Phantom Pain, Soothe (4 slots) - 2nd Blur, Illusory Creature, Invisibility (4 slots) - 3rd Dispel Magic, Enthrall, Haste, Mind Reading (4 slots) Occult Innate Spells DC 28 - 1st Ventriloquism (at will) - 2nd Illusory Disguise (at will), Illusory Object (at will), Blur - 4th Charm (×3), Suggestion (×3), Sleep Change Shape Single Action (Concentrate, Occult, Polymorph) The lamia matriarch can take on the appearance of a Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it does prevent them from using their cursed touch. Each lamia matriarch has a fixed humanoid form that resembles their upper torso when in their true form. This is the only humanoid form they can adopt using this ability. Matriarch's Caress Two Actions (Curse, Mental, Occult) The lamia touches a creature, who must succeed at a DC 28 Will save or become stupefied 2. If the target fails additional saves against this ability, the condition value increases by 2 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours. Scimitar Storm Three Actions The lamia matriarch makes a scimitar attack against each enemy within reach. Each attack counts toward their multiple attack penalty, but the penalty does not increase until after all the attacks. The first enemy they damage is subject to Matriarch's Caress. ","skill_mod":{"diplomacy":20,"deception":20,"survival":13,"stealth":16,"athletics":18,"intimidation":18,"occultism":17},"image":["/Images/Monsters/Lamia_Matriarch.webp"],"primary_source":"Monster Core","spell":["Dispel Magic","Enthrall","Haste","Mind Reading","Blur","Illusory Creature","Invisibility","Bless","Force Barrage","Phantom Pain","Soothe","Daze","Detect Magic","Prestidigitation","Read Aura","Telekinetic Hand","Charm","Suggestion","Sleep","Illusory Disguise","Illusory Object","Ventriloquism"],"ac":27,"item":["+1 striking scimitar"],"level":8,"spell_dc":[28,28],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"mental":10},"intelligence":3,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Lamia Matriarch","pfs":"Standard","rarity":"common","strike_damage_average":[17],"attack_bonus":[19],"constitution":3,"immunity":["controlled"],"creature_family":"Lamia","will_save":17,"speed":{"climb":30,"max":30,"land":30,"swim":30},"wisdom":3,"weakness":{},"creature_ability":["Change Shape","Matriarch's Caress","Scimitar Storm"],"skill":["Athletics","Cult Lore","Deception","Diplomacy","Intimidation","Occultism","Stealth","Survival"],"legacy_id":["creature-278"],"tradition":["Occult"],"summary":"The brilliant and powerful lamia matriarchs possess boundless ambition, always seeking to bring more people and territory into the clutches of their …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3078","dexterity":4,"category":"creature","slug":"creature-3078"},{"primary_source_category":"Rulebooks","strength":-1,"hp":15,"language":["Common","Fey","<%SPELLS%1681%%>speak with plants<%END> (trees only)"],"source":["Monster Core"],"type":"Creature","charisma":1,"perception":4,"stealth":"4","trait":["Leshy","Plant","Small"],"id":"creature-3079","text":" Leaf Leshy Leaf leshies are diminutive protectors of forests clad in armor and hats made of fruit, flowers, or leaves. They enjoy mock battles but act cautiously in real ones. Recall Knowledge - Plant (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Leaf Leshy Source Monster Core pg. 216 Perception +4; low-light vision Languages Common, Fey; speak with plants (trees only) Skills Acrobatics +4, Nature +4, Stealth +4 Str -1 Dex +2 Con +2 Int -2 Wis +2 Cha +1 Items Longspear --- AC 18 Fort +6 Ref +6 Will +4 HP 15 (Weaknesses fire 2) Verdant Burst (healing, primal, vitality) When a leaf leshy dies, a burst of primal energy explodes from their body, restoring 1d4 Hit Points to each plant creature in a 30-foot emanation. This area is filled with tree saplings, becoming difficult terrain. If the terrain is not a viable environment for these trees, they wither after 24 hours. --- Speed 25 feet; Glide Melee Single Action longspear +3 (reach 10 feet), Damage 1d8–1 piercing Ranged Single Action seedpod +6 (range increment 30 feet), Damage 1d6 bludgeoning plus deafening blow Primal Innate Spells DC 14 - Constant (3rd) Speak with Plants (trees only) Change Shape Single Action (Concentrate, Polymorph, Primal) The leaf leshy transforms into a Small tree. This ability otherwise uses the effects of one with plants . Deafening Blow When a leaf leshy hits with their seedpod Strike, the pod explodes loudly. The target must attempt a DC 16 Fortitude save. Critical Success The target is unaffected and temporarily immune for 24 hours. Success The target is unaffected. Failure The target is deafened for 1 round. Critical Failure The target is deafened for 1 minute. Glide Single Action (Move) The leshy glides gently through the air, moving 5 feet toward the ground and up to 25 feet forward. As long as the leshy spends at least 1 action gliding each round, they remain in the air at the end of each turn. For the purpose of determining damage from falls, a leaf leshy always treats falls as if they were 20 feet shorter. ","skill_mod":{"nature":4,"stealth":4,"acrobatics":4},"image":["/Images/Monsters/Leaf_Leshy.webp","/Images/Monsters/Leshy_Mob.webp"],"primary_source":"Monster Core","spell":["Speak with Plants"],"ac":18,"item":["Longspear"],"level":0,"spell_dc":[14],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":-2,"reflex_save":6,"strongest_save":["fort","fortitude","ref","reflex"],"vision":"Low-light vision","fortitude_save":6,"size":["Small"],"name":"Leaf Leshy","pfs":"Standard","rarity":"common","strike_damage_average":[3,4],"attack_bonus":[3,6],"constitution":2,"creature_family":"Leshy","will_save":4,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Verdant Burst","Change Shape","Deafening Blow","Glide"],"skill":["Acrobatics","Nature","Stealth"],"legacy_id":["creature-279"],"tradition":["Primal"],"summary":"Leaf leshies are diminutive protectors of forests clad in armor and hats made of fruit, flowers, or leaves. They enjoy mock battles but act …","trait_group":["Monster","Ancestry","Creature Type"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=3079","dexterity":2,"category":"creature","slug":"creature-3079"},{"attack_bonus":[7,9],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":20,"language":["Common","Fey","<%SPELLS%1681%%>speak with plants<%END> (gourds only)"],"source":["Monster Core"],"type":"Creature","creature_family":"Leshy","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Keepsake","Verdant Burst","Change Shape","Ensnare"],"skill":["Nature","Stealth"],"stealth":"7","legacy_id":["creature-280"],"trait":["Leshy","Plant","Small"],"id":"creature-3080","text":" Gourd Leshy Gourd leshies are guardians of fields, gardens, and farms. Many villages benefit from the protection of a gourd leshy, even if they are unaware of it. Recall Knowledge - Plant (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Gourd Leshy Source Monster Core pg. 217 Perception +5; low-light vision Languages Common, Fey; speak with plants (gourds only) Skills Nature +5, Stealth +7 Str +2 Dex +4 Con +2 Int -1 Wis +2 Cha +0 Keepsake (primal) The leshy can store an item of light Bulk or less in their head, concealing it as veil of privacy . If stored for 24 hours, the item benefits from mending . --- AC 17 Fort +5 Ref +9 Will +7 HP 20 Verdant Burst (healing, primal, vitality) When a gourd leshy dies, a burst of primal energy explodes from their body, restoring 1d8 Hit Points to each plant creature in a 30-foot emanation. This area is filled with gourds, becoming difficult terrain. If the terrain is not a viable environment for these plants, they wither after 24 hours. --- Speed 25 feet Melee Single Action fist +7 (Agile, Finesse), Damage 1d4+2 bludgeoning plus ensnare Ranged Single Action seed +9 (range increment 30 feet), Damage 1d6+2 bludgeoning plus ensnare Primal Innate Spells DC 15 - Constant (3rd) Speak with Plants (gourds only) Change Shape Single Action (Concentrate, Polymorph, Primal) The leaf leshy transforms into a Small gourd-bearing plant. This ability otherwise uses the effects of one with plants . Ensnare When the gourd leshy damages a creature with a fist or seed Strike, vines lash out from the leshy (or seed) and wrap around the target's limbs. The target must attempt a DC 17 Reflex save. On a failure, the target takes a –10-foot status penalty to its Speed for 1 round; on a critical failure, the target is immobilized for 1 round and the penalty to Speed lasts for 1 minute. ","tradition":["Primal"],"skill_mod":{"nature":5,"stealth":7},"summary":"Gourd leshies are guardians of fields, gardens, and farms. Many villages benefit from the protection of a gourd leshy, even if they are unaware of it.","primary_source":"Monster Core","spell":["Speak with Plants"],"trait_group":["Monster","Ancestry","Creature Type"],"ac":17,"level":1,"spell_dc":[15],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3080","intelligence":-1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Gourd Leshy","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,5],"slug":"creature-3080"},{"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Common","Fey","<%SPELLS%1681%%>speak with plants<%END> (fungi only)"],"source":["Monster Core"],"type":"Creature","charisma":0,"perception":6,"stealth":"8","trait":["Fungus","Leshy","Small"],"id":"creature-3081","text":" Fungus Leshy Fungus leshies guard caves, bogs, and damp, dark places. Their fungus gardens are bizarre by most standards, but fungus leshies are extremely proud of their works. Recall Knowledge - Fungus (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Fungus Leshy Source Monster Core pg. 217 Perception +6; darkvision Languages Common, Fey; speak with plants (fungi only) Skills Athletics +6, Nature +6, Stealth +8 Str +2 Dex +4 Con +2 Int -1 Wis +2 Cha +0 --- AC 19 Fort +8 Ref +10 Will +6 HP 30 Verdant Burst (healing, primal, vitality) When a fungus leshy dies, a burst of primal energy explodes from their body, restoring 2d8 Hit Points to each fungus creature in a 30-foot emanation. This area is filled with fungi, becoming difficult terrain. If the terrain is not a viable environment for these plants, they wither after 24 hours. --- Speed 25 feet Melee Single Action fist +10 (Agile, Finesse), Damage 1d6+2 bludgeoning Ranged Single Action spore pod +10 (range increment 30 feet), Damage 1d6+2 bludgeoning plus spores Primal Innate Spells DC 16 - Constant (3rd) Speak with Plants (fungi only) Change Shape Single Action (Concentrate, Polymorph, Primal) The fungus leshy transforms into a Small giant mushroom or patch of fungi. This ability otherwise uses the effects of one with plants . Spore Cloud Two Actions (Poison) A fungus leshy can unleash a cloud of spores that irritates the eyes and throats of non-fungus creatures in a 15-foot emanation. Each creature must succeed at a DC 16 Fortitude save or take 1 persistent poison damage. A creature has its vision reduced as long as the persistent damage continues and can see only within 20 feet. Spores A creature that takes damage from a fungus leshy's spore pod Strike must attempt a saving throw with the same DC and effect as its Spore Cloud ability. ","skill_mod":{"nature":6,"stealth":8,"athletics":6},"image":["/Images/Monsters/Fungus_Leshy.webp"],"primary_source":"Monster Core","spell":["Speak with Plants"],"ac":19,"level":2,"spell_dc":[16],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Fungus Leshy","pfs":"Standard","rarity":"common","strike_damage_average":[5,5],"attack_bonus":[10,10],"constitution":2,"creature_family":"Leshy","will_save":6,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Verdant Burst","Change Shape","Spore Cloud","Spores"],"skill":["Athletics","Nature","Stealth"],"legacy_id":["creature-281"],"tradition":["Primal"],"summary":"Fungus leshies guard caves, bogs, and damp, dark places. Their fungus gardens are bizarre by most standards, but fungus leshies are extremely proud …","trait_group":["Creature Type","Monster","Ancestry"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=3081","dexterity":4,"category":"creature","slug":"creature-3081"},{"primary_source_category":"Rulebooks","strength":0,"hp":190,"language":["Aklo","Chthonian","Common","Diabolic","Draconic","Elven","Necril","Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":20,"stealth":"20","trait":["Rare","Undead","Unholy","Medium"],"id":"creature-3082","text":" Lich A wizard whose insatiable desire for arcane power eclipsed their mortal life, the lich is a truly devious and versatile spellcaster. Recall Knowledge - Undead (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Lich Source Monster Core pg. 219 Perception +20; darkvision Languages Aklo, Chthonian, Common, Diabolic, Draconic, Elven, Necril, Sakvroth Skills Arcana +28, Crafting +24, Deception +17, Diplomacy +19, Religion +22, Stealth +20 Str +0 Dex +4 Con +0 Int +6 Wis +4 Cha +3 Items invisibility potion , scroll of teleport , greater staff of fire --- AC 31 Fort +17 Ref +21 Will +23 +1 status to all saves vs. vitality HP 190 (void healing, rejuvenation) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances cold 10, physical 10 (except magical bludgeoning) Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 29 Counterspell Reaction Trigger A creature casts a spell the lich has prepared; Effect The lich expends a prepared spell to counter the triggering creature's casting of that same spell. The lich loses their spell slot as if they had cast the triggering spell. The lich then attempts to counteract the triggering spell. --- Speed 25 feet Melee Single Action hand +24 (Finesse, Magical), Damage 4d8 void plus siphon life Arcane Prepared Spells DC 36, attack +26 - Cantrips (6th) Detect Magic, Frostbite, Message, Shield, Telekinetic Hand - 1st Enfeeble (×2), Fleet Step, Sure Strike - 2nd Blur, False Vitality, Resist Energy, See the Unseen - 3rd Blindness, Force Barrage, Locate, Vampiric Feast - 4th Dispel Magic, Fire Shield, Fly, Translocate - 5th Howling Blizzard (×2), Toxic Cloud, Wall of Ice - 6th Chain Lightning, Dominate, Vampiric Exsanguination Drain Soul Cage Free Action 6th rank Siphon Life DC 34 Steady Spellcasting If a reaction would disrupt the lich's spellcasting action, the lich attempts a DC 15 flat check. On a success, the action isn't disrupted. ","skill_mod":{"diplomacy":19,"deception":17,"crafting":24,"stealth":20,"arcana":28,"religion":22},"image":["/Images/Monsters/Lich.webp"],"primary_source":"Monster Core","spell":["Chain Lightning","Dominate","Vampiric Exsanguination","Howling Blizzard","Toxic Cloud","Wall of Ice","Dispel Magic","Fire Shield","Fly","Translocate","Blindness","Force Barrage","Locate","Vampiric Feast","Blur","False Vitality","Resist Energy","See the Unseen","Enfeeble","Fleet Step","Sure Strike","Detect Magic","Frostbite","Message","Shield","Telekinetic Hand"],"ac":31,"item":["invisibility potion","scroll of teleport","greater staff of fire"],"level":12,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"cold":10,"physical":10},"intelligence":6,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Lich","pfs":"Standard","rarity":"rare","strike_damage_average":[18],"attack_bonus":[24],"constitution":0,"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Lich","spell_attack_bonus":[26],"will_save":23,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Frightful Presence","Counterspell","Drain Soul Cage","Siphon Life","Steady Spellcasting"],"skill":["Arcana","Crafting","Deception","Diplomacy","Religion","Stealth"],"legacy_id":["creature-282"],"tradition":["Arcane"],"summary":"A wizard whose insatiable desire for arcane power eclipsed their mortal life, the lich is a truly devious and versatile spellcaster.","trait_group":["Rarity","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3082","dexterity":4,"category":"creature","slug":"creature-3082"},{"primary_source_category":"Rulebooks","strength":8,"hp":270,"language":["Aklo","Draconic","Fey"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":26,"trait":["Dragon","Fire","Uncommon","Gargantuan"],"id":"creature-3083","text":" Crag Linnorm Despite being among the weakest linnorms, the crag linnorm is a devastating predator, capable of quickly cooking their foes with their magma breath. Recall Knowledge - Dragon (Arcana): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Crag Linnorm Source Monster Core pg. 220 Perception +26; darkvision, scent (imprecise) 60 feet, truesight Languages Aklo, Draconic, Fey Skills Acrobatics +22, Athletics +28 Str +8 Dex +4 Con +6 Int -3 Wis +4 Cha +5 --- AC 37 Fort +28 Ref +24 Will +22 +1 status to all saves vs. magic HP 270 , regeneration 10 (deactivated by cold iron) Immunities curse, fire, paralyzed, sleep Weaknesses cold iron 10 Curse of Fire (curse, fire, primal) When a creature slays the crag linnorm, it must succeed at a DC 35 Will save or gain weakness to fire 15 with an unlimited duration. Reactive Strike Reaction Tail only. --- Speed 35 feet, fly 100 feet, swim 60 feet; unfettered movement Melee Single Action jaws +30 (reach 20 feet, Magical), Damage 3d12+14 piercing plus crag linnorm venom Melee Single Action claw +30 (reach 20 feet, Agile, Magical), Damage 3d8+14 slashing Melee Single Action tail +30 (reach 20 feet, Agile, Magical), Damage 3d6+14 bludgeoning plus Improved Grab Primal Innate Spells DC 33 - 6th Truesight - Constant (6th) Unfettered Movement Constrict Single Action 2d6+14 bludgeoning, DC 34 Crag Linnorm Venom (Fire, Poison) Saving Throw DC 34 Fortitude; Maximum Duration 10 rounds; Stage 1 4d6 fire damage and drained 1 (1 round); Stage 2 6d6 fire damage and drained 2 (1 round) Magma Breath Two Actions (Fire, Primal) The crag linnorm breathes out a stream of magma in a 120-foot line that deals 12d6 fire damage to creatures within the area (DC 34 basic Reflex save). Any creature that fails its save also takes 4d6 persistent fire damage. The linnorm can't use Magma Breath again for 1d4 rounds. The magma remains until the start of the linnorm's next turn. If the linnorm was on the ground, the magma remains as a burning line on the ground directly under the line of the Magma Breath; if the linnorm was airborne, the magma rains down in a sheet 60 feet high. Any creature that moves across or through the magma takes 6d6 fire damage (DC 34 basic Reflex save). At the start of the linnorm's next turn, the magma cools to a thin layer of brittle stone, or the magma rain finishes falling and turns to harmless pebbles. The cooled magma quickly degrades to powder and sand over the course of several hours. ","element":["Fire"],"skill_mod":{"athletics":28,"acrobatics":22},"image":["/Images/Monsters/Crag_Linnorm.webp"],"primary_source":"Monster Core","spell":["Unfettered Movement","Truesight"],"ac":37,"level":14,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet, truesight ","resistance":{},"intelligence":-3,"reflex_save":24,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":28,"size":["Gargantuan"],"name":"Crag Linnorm","pfs":"Standard","rarity":"uncommon","strike_damage_average":[24,27,33],"attack_bonus":[30,30,30],"constitution":6,"immunity":["curse","fire","paralyzed","sleep"],"creature_family":"Linnorm","will_save":22,"speed":{"fly":100,"max":100,"land":35,"swim":60},"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Curse of Fire","Reactive Strike","Constrict","Crag Linnorm Venom","Magma Breath"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-284"],"tradition":["Primal"],"summary":"Despite being among the weakest linnorms, the crag linnorm is a devastating predator, capable of quickly cooking their foes with their magma breath.","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3083","dexterity":4,"category":"creature","slug":"creature-3083"},{"primary_source_category":"Rulebooks","strength":9,"hp":330,"language":["Aklo","Draconic","Fey"],"source":["Monster Core"],"type":"Creature","charisma":7,"perception":29,"trait":["Cold","Dragon","Uncommon","Gargantuan"],"id":"creature-3084","text":" Ice Linnorm The ice linnorm dwells amid glacial crevasses, atop wind-blasted mountain peaks, or within glittering caverns carved from the hearts of the mightiest of icebergs. Recall Knowledge - Dragon (Arcana): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ice Linnorm Source Monster Core pg. 221 Perception +29; darkvision, scent (imprecise) 60 feet, truesight Languages Aklo, Draconic, Fey Skills Acrobatics +28, Athletics +32 Str +9 Dex +5 Con +7 Int -3 Wis +6 Cha +7 --- AC 41 Fort +32 Ref +28 Will +27 +1 status to all saves vs. magic HP 330 , regeneration 10 (deactivated by cold iron Immunities cold, curse, paralyzed, sleep Weaknesses cold iron 15, fire 10 Curse of Frost (cold, curse, primal) When a creature slays the ice linnorm, it must succeed at a DC 40 Will save or gain weakness to cold 15 with an unlimited duration. Reactive Strike Reaction Tail only. --- Speed 35 feet, fly 100 feet, swim 40 feet; unfettered movement Melee Single Action jaws +34 (reach 25 feet, Magical), Damage 3d12+17 piercing plus ice linnorm venom Melee Single Action claw +34 (reach 20 feet, Agile, Magical), Damage 3d8+17 slashing Melee Single Action tail +34 (reach 25 feet, Agile, Magical), Damage 3d6+17 bludgeoning plus Improved Grab Primal Innate Spells DC 38 - 7th Truesight - Constant (8th) Unfettered Movement Constrict Single Action 2d6+18 bludgeoning, DC 38 Ice Linnorm Venom (Cold, Poison) Saving Throw DC 38 Fortitude; Maximum Duration 10 rounds; Stage 1 5d6 cold damage and drained 1 (1 round); Stage 2 7d6 cold damage and drained 2 (1 round) Icemire Breath Two Actions (Cold, Primal) The ice linnorm spews out a blast of freezing, viscous ooze in a 60-foot cone that deals 15d6 cold damage to creatures within the area (DC 38 basic Reflex save). The freezing ooze clings to those struck and hardens into thick sheets of ice. A creature that fails the saving throw is immobilized by the ice until it succeeds at a check to Escape or it or an ally Forces Open the ice (DC 34 for either case). At the start of its turn, a creature still immobilized by the ice takes 4d6 cold damage. Another creature can free a frozen target by dealing a total of 20 fire damage to the frozen target. Left unattended, the ice crumbles away in 1 minute on its own. Creatures with the fire trait can't be frozen in place by Icemire Breath. Flying creatures fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round. The linnorm can't use Icemire Breath again for 1d4 rounds. ","skill_mod":{"athletics":32,"acrobatics":28},"image":["/Images/Monsters/Ice_Linnorm.webp"],"primary_source":"Monster Core","spell":["Unfettered Movement","Truesight"],"ac":41,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet, truesight ","resistance":{},"intelligence":-3,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Ice Linnorm","pfs":"Standard","rarity":"uncommon","strike_damage_average":[27,30,36],"attack_bonus":[34,34,34],"constitution":7,"immunity":["cold","curse","paralyzed","sleep"],"creature_family":"Linnorm","will_save":27,"speed":{"fly":100,"max":100,"land":35,"swim":40},"wisdom":6,"weakness":{"cold_iron":15,"fire":10},"creature_ability":["Curse of Frost","Reactive Strike","Constrict","Ice Linnorm Venom","Icemire Breath"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-285"],"tradition":["Primal"],"summary":"The ice linnorm dwells amid glacial crevasses, atop wind-blasted mountain peaks, or within glittering caverns carved from the hearts of the mightiest …","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3084","dexterity":5,"category":"creature","slug":"creature-3084"},{"primary_source_category":"Rulebooks","strength":10,"hp":400,"language":["Aklo","Draconic","Fey"],"source":["Monster Core"],"type":"Creature","charisma":8,"perception":35,"stealth":"34","trait":["Acid","Amphibious","Dragon","Uncommon","Gargantuan"],"id":"creature-3085","text":" Tarn Linnorm Although more powerful linnorms exist, the multi-headed tarn linnorm can wreak an awe-inspiring amount of devastation. Recall Knowledge - Dragon (Arcana): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Tarn Linnorm Source Monster Core pg. 221 Perception +35; darkvision, scent (imprecise) 60 feet, truesight Languages Aklo, Draconic, Fey Skills Acrobatics +32, Athletics +38, Stealth +34 Str +10 Dex +6 Con +8 Int -1 Wis +7 Cha +8 --- AC 46 Fort +36 Ref +32 Will +31 +1 status to all saves vs. magic HP 400 , regeneration 15 (deactivated by cold iron) Immunities acid, curse, paralyzed, sleep Weaknesses cold iron 15 Curse of Death (curse, death, primal) When a creature slays the tarn linnorm, it must succeed at a DC 46 Will save or it can no longer recover Hit Points via any means, such as healing spells, the Medicine skill, or natural healing from rest. This has an unlimited duration. Reactive Strike Reaction Tail only. --- Speed 35 feet, fly 100 feet, swim 80 feet; unfettered movement Melee Single Action jaws +38 (reach 30 feet, Magical), Damage 4d12+18 piercing plus tarn linnorm venom Melee Single Action claw +38 (reach 30 feet, Agile, Magical), Damage 4d8+18 slashing Melee Single Action tail +38 (reach 30 feet, Agile, Magical), Damage 4d6+18 bludgeoning plus Improved Grab Primal Innate Spells DC 42 - 8th Truesight - Constant (9th) Unfettered Movement Constrict Single Action 3d6+18 bludgeoning, DC 44 Corrosive Breath Two Actions (Acid, Poison, Primal) The tarn linnorm can expel either a 120-foot line or a 60-foot cone of acid, dealing 20d6 acid damage to creatures within the area (DC 44 basic Reflex save). The linnorm can't use Corrosive Breath or Double Breath again for 1d4 rounds. The acid creates toxic fumes. At the beginning of the linnorm's next turn, those who failed the breath weapon's Reflex save must succeed at a DC 42 Fortitude save or gain sickened 4 from the poisonous fumes. Double Bite Single Action The tarn linnorm Strides and then makes a jaws Strike with each of their heads, each against a different target. Both attacks count toward the tarn linnorm's multiple attack penalty, but the multiple attack penalty doesn't increase until after the tarn linnorm makes all of these attacks. Double Breath Three Actions The tarn linnorm uses Corrosive Breath twice. A creature attempts only one save and can take damage only once. The linnorm can't use Corrosive Breath or Double Breath again for 2d4 rounds. Tarn Linnorm Venom (Acid, Poison) Saving Throw DC 44 Fortitude; Maximum Duration 10 rounds; Stage 1 7d6 acid damage and drained 1 (1 round); Stage 2 11d6 acid damage and drained 2 (1 round) ","skill_mod":{"stealth":34,"athletics":38,"acrobatics":32},"image":["/Images/Monsters/Tarn_Linnorm.webp"],"primary_source":"Monster Core","spell":["Unfettered Movement","Truesight"],"ac":46,"level":20,"spell_dc":[42],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet, truesight ","resistance":{},"intelligence":-1,"reflex_save":32,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":36,"size":["Gargantuan"],"name":"Tarn Linnorm","pfs":"Standard","rarity":"uncommon","strike_damage_average":[32,36,44],"attack_bonus":[38,38,38],"constitution":8,"immunity":["acid","curse","paralyzed","sleep"],"creature_family":"Linnorm","will_save":31,"speed":{"fly":100,"max":100,"land":35,"swim":80},"wisdom":7,"weakness":{"cold_iron":15},"creature_ability":["Curse of Death","Reactive Strike","Constrict","Corrosive Breath","Double Bite","Double Breath","Tarn Linnorm Venom"],"skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-286"],"tradition":["Primal"],"summary":"Although more powerful linnorms exist, the multi-headed tarn linnorm can wreak an awe-inspiring amount of devastation.","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3085","dexterity":6,"category":"creature","slug":"creature-3085"},{"primary_source_category":"Rulebooks","strength":11,"hp":440,"language":["Aklo","Draconic","Fey"],"source":["Monster Core"],"type":"Creature","charisma":9,"perception":37,"stealth":"37","trait":["Dragon","Fire","Uncommon","Gargantuan"],"id":"creature-3086","text":" Tor Linnorm Tor linnorms dwell in the tallest volcanic mountains, either within naturally formed caverns or molten craters. A tor linnorm's temper can be as hot and destructive as the magma the creature resembles. Recall Knowledge - Dragon (Arcana): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Tor Linnorm Source Monster Core pg. 222 Perception +37; darkvision, scent (imprecise) 60 feet, truesight Languages Aklo, Draconic, Fey Skills Acrobatics +35, Athletics +40, Stealth +37 Str +11 Dex +8 Con +9 Int -1 Wis +8 Cha +9 --- AC 47 Fort +38 Ref +35 Will +33 +1 status to all saves vs. magic HP 440 , regeneration 20 (deactivated by cold iron) Immunities curse, fire, paralyzed, sleep Weaknesses cold iron 15 Curse of Boiling Blood (curse, fire, primal) When a creature slays the linnorm, it must succeed at a DC 48 Will save or gain weakness to fire 20 and slowed 1 from the agonizing pain it now endures at all times, with an unlimited duration. As long as a character continues to suffer this curse, its slowed condition can never be reduced below slowed 1. Lava Affinity The linnorm can breathe and swim freely while submerged in lava and magma. Reactive Strike Reaction Tail only. --- Speed 35 feet, climb 35 feet, fly 100 feet, swim 60 feet; unfettered movement Melee Single Action jaws +40 (reach 30 feet, Magical), Damage 4d12+19 piercing plus tor linnorm venom Melee Single Action claw +40 (reach 30 feet, Agile, Magical), Damage 4d8+19 slashing Melee Single Action tail +40 (reach 30 feet, Agile, Magical), Damage 4d6+19 bludgeoning plus Improved Grab Primal Innate Spells DC 44 - 8th Truesight - Constant (9th) Unfettered Movement Constrict Single Action 3d6+21 bludgeoning, DC 46 Pyroclastic Breath Two Actions (Fire, Primal) The tor linnorm expels a 60-foot cone of flame and ash dealing 20d6 fire damage to creatures within the area (DC 46 basic Reflex save). The linnorm can't use Pyroclastic Breath again for 1d4 rounds. At the start of the tor linnorm's next turn, the area of the Pyroclastic Breath is covered in thick, scorching smoke that burns both the lungs and eyes, dealing an additional 10d6 fire damage to all creatures in the area (DC 46 basic Reflex save). A creature that spends an entire round in the smoke with open eyes must succeed at a DC 44 Fortitude save or be blinded for 1 minute. The smoke dissipates after 1 minute; in strong winds, the smoke dissipates in 5 rounds, and in more powerful winds, it may clear even more quickly. Slashing Claws Single Action The tor linnorm makes four Strikes with their claws, each against a different target. These attacks count toward the tor linnorm's multiple attack penalty, but the multiple attack penalty doesn't increase until after the tor linnorm makes all their attacks. Tor Linnorm Venom (Fire, Poison) Saving Throw DC 44 Fortitude; Maximum Duration 10 rounds; Stage 1 8d6 fire damage and drained 1 (1 round); Stage 2 12d6 fire damage and drained 2 (1 round) ","element":["Fire"],"skill_mod":{"stealth":37,"athletics":40,"acrobatics":35},"image":["/Images/Monsters/Torr_Linnorm.webp"],"primary_source":"Monster Core","spell":["Unfettered Movement","Truesight"],"ac":47,"level":21,"spell_dc":[44],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet, truesight ","resistance":{},"intelligence":-1,"reflex_save":35,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":38,"size":["Gargantuan"],"name":"Tor Linnorm","pfs":"Standard","rarity":"uncommon","strike_damage_average":[33,37,45],"attack_bonus":[40,40,40],"constitution":9,"immunity":["curse","fire","paralyzed","sleep"],"creature_family":"Linnorm","will_save":33,"speed":{"climb":35,"fly":100,"max":100,"land":35,"swim":60},"wisdom":8,"weakness":{"cold_iron":15},"creature_ability":["Curse of Boiling Blood","Lava Affinity","Reactive Strike","Constrict","Pyroclastic Breath","Slashing Claws","Tor Linnorm Venom"],"skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-287"],"tradition":["Primal"],"summary":"Tor linnorms dwell in the tallest volcanic mountains, either within naturally formed caverns or molten craters. A tor linnorm's temper can be as hot …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3086","dexterity":8,"category":"creature","slug":"creature-3086"},{"attack_bonus":[8],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":20,"source":["Monster Core"],"type":"Creature","creature_family":"Lizard","will_save":5,"charisma":-2,"speed":{"climb":30,"max":30,"land":30},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Uncanny Climber"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","legacy_id":["creature-288"],"trait":["Animal","Medium"],"id":"creature-3087","text":" Giant Gecko These roughly human-sized reptiles have amazing feet capable of clinging tenaciously to any surface. Giant geckos are typically docile and shy but can be aggressive when cornered or defending their territory. These large-eyed lizards are found in a wide variety of habitats, from rain forests and deserts to mountain slopes or even underground caverns. They spend most of their time climbing around in large trees or on rocky cliffs, whether hunting for small animals or hiding from predators. A giant gecko's scales are often quite brightly colored or decorated in intricate patterns. Giant geckos span nearly 8 feet in length from head to tail, and they weigh about 120 pounds. Giant geckos are sometimes used by smaller humanoids as guardians or mounts, as their docile nature makes them relatively easy to tame and train. Their superior climbing skills make giant geckos particularly popular within societies that dwell underground or near cliffs, such as goblins and kobolds. Their bright coloration also makes them favorite pets in high society. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Gecko Source Monster Core pg. 224 Perception +7; low-light vision Languages Skills Acrobatics +8, Athletics +5, Stealth +6 Str +2 Dex +3 Con +1 Int -4 Wis +2 Cha -2 Uncanny Climber A giant gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a giant gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead. --- AC 16 Fort +6 Ref +10 Will +5 HP 20 --- Speed 30 feet, climb 30 feet Melee Single Action jaws +8, Damage 1d8+2 piercing\n","skill_mod":{"stealth":6,"athletics":5,"acrobatics":8},"summary":"These roughly human-sized reptiles have amazing feet capable of clinging tenaciously to any surface. Giant geckos are typically docile and shy but …","image":["/Images/Monsters/Giant_Gecko.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3087","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Giant Gecko","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-3087"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":36,"source":["Monster Core"],"type":"Creature","creature_family":"Lizard","will_save":5,"charisma":-2,"speed":{"max":30,"land":30,"swim":30},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Gnashing Grip","Lurching Charge","Monitor Lizard Venom"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","legacy_id":["creature-289"],"trait":["Animal","Medium"],"id":"creature-3088","text":" Giant Monitor Lizard Large and seemingly ponderous, a monitor lizard is a deceptively swift and ruthless predator. It ambushes its prey by rushing out from cover and biting the target with its powerful jaws. A giant monitor lizard's saliva is venomous, allowing it to bring down prey larger than it can easily haul away in its jaws. Giant monitor lizards grow up to 14 feet long, including their long tails, and they weigh about 350 pounds. Their bodies are normally dark brown with patches of yellow or green. When nesting, a giant monitor lizard digs a deep burrow to hide in. The burrow serves as both a safe haven and a location from which the lizard can ambush larger prey such as deer, boars, or even humanoids. A giant monitor lizard can consume nearly its own body weight in a single meal, and its loosely articulated jaws allow it to swallow surprisingly large prey. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Monitor Lizard Source Monster Core pg. 224 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +9, Stealth +6 Str +3 Dex +2 Con +3 Int -4 Wis +1 Cha -2 --- AC 16 Fort +9 Ref +8 Will +5 HP 36 Gnashing Grip Reaction Trigger A creature grabbed by the giant monitor lizard's jaws fails a check to Escape; Effect The giant monitor lizard's jaws deal 1d6 piercing damage and the triggering creature is exposed to monitor lizard venom. --- Speed 30 feet, swim 30 feet Melee Single Action jaws +11, Damage 1d10+3 piercing plus Grab and monitor lizard venom Lurching Charge Two Actions The giant monitor lizard Strides twice and then makes a jaws Strike. If the lizard moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll. Monitor Lizard Venom (Poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 enfeebled 1 (1 round); Stage 2 1d6 poison damage and enfeebled 2 (1 round) ","skill_mod":{"stealth":6,"athletics":9,"acrobatics":6},"summary":"Large and seemingly ponderous, a monitor lizard is a deceptively swift and ruthless predator. It ambushes its prey by rushing out from cover and …","image":["/Images/Monsters/Giant_Monitor_Lizard.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":16,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3088","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":9,"size":["Medium"],"name":"Giant Monitor Lizard","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-3088"},{"attack_bonus":[16,16],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":75,"source":["Monster Core"],"type":"Creature","creature_family":"Lizard","will_save":9,"charisma":0,"speed":{"climb":30,"max":30,"land":30},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Intimidating Display"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"10","legacy_id":["creature-290"],"trait":["Animal","Large"],"id":"creature-3089","text":" Giant Frilled Lizard Found in warm and tropical forests and savannas, these immense lizards are a deadly threat to the unsuspecting traveler. When they aren't sleeping or stalking prey, giant frilled lizards bask in the sunlight for hours at a time. Explorers sometimes mistakenly think they are related to dragons due to their large size, elaborate neck frills (which, when displayed in a show of aggression and dominance, can be mistaken for wings), and ferocious hissing vocalizations used to frighten away creatures too large to eat. A giant frilled lizard's primary food sources are oversized arthropods and other invertebrates, but it won't hesitate to augment its diet with vertebrates, including other lizards, monkeys, and just about anything it can fit into its mouth—even humanoids. Although capable of short bursts of speed, a giant frilled lizard normally lies perfectly still while hunting, hoping to ambush its prey. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Giant Frilled Lizard Source Monster Core pg. 225 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +10, Athletics +14, Stealth +10 Str +5 Dex +1 Con +4 Int -4 Wis +2 Cha +0 --- AC 22 Fort +13 Ref +12 Will +9 HP 75 --- Speed 30 feet, climb 30 feet Melee Single Action jaws +16 (reach 10 feet), Damage 2d8+7 piercing Melee Single Action tail +16 (Agile, reach 10 feet), Damage 2d6+7 bludgeoning Intimidating Display Two Actions (Auditory, Emotion, Fear, Mental, Visual) The giant frilled lizard Strides. If it ends that Stride adjacent to at least one other creature, it suddenly displays its colorful neck frills and issues a frightening hiss. Each adjacent creature must succeed at a DC 21 Will save or become frightened 2 (or frightened 3 on a critical failure). The creature is then temporarily immune to Intimidating Display for 1 minute. ","skill_mod":{"stealth":10,"athletics":14,"acrobatics":10},"summary":"Found in warm and tropical forests and savannas, these immense lizards are a deadly threat to the unsuspecting traveler. When they aren't sleeping or …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3089","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Giant Frilled Lizard","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,16],"slug":"creature-3089"},{"attack_bonus":[7,8,8,8],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":21,"language":["Common","Draconic","Iruxi"],"source":["Monster Core"],"type":"Creature","creature_family":"Lizardfolk","will_save":5,"charisma":0,"speed":{"max":25,"land":25,"swim":15},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Deep Breath","Reactive Strike","Shield Block","Terrain Advantage"],"skill":["Acrobatics","Athletics","Survival"],"legacy_id":["creature-291"],"trait":["Humanoid","Lizardfolk","Medium"],"id":"creature-3090","text":" Lizardfolk Defender A lizardfolk defender serves as a protector of the young, guardian of the settlement, and when no other options are available, a soldier in times of war. They eagerly rise to the defense of their kin but do not revel in battle. An iruxi defender would rather turn back intruders and allow them to flee with the knowledge they were beaten, in hopes that such word prevents further invasions, but they are not naive. Iruxis understand the need for revenge, and when they allow a foe to escape, they do not forget. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Lizardfolk Defender Source Monster Core pg. 226 Perception +7 Languages Common, Draconic, Iruxi Skills Acrobatics +5, Athletics +6, Survival +5 Str +3 Dex +2 Con +3 Int -1 Wis +2 Cha +0 Deep Breath A lizardfolk defender can hold their breath for 15 minutes. Items Flail, Javelin (3), Wooden Shield (Hardness 3, HP 12, BT 6) --- AC 16 (18 with shield raised) Fort +8 Ref +7 Will +5 HP 21 Reactive Strike Reaction Shield Block Reaction --- Speed 25 feet, swim 15 feet Melee Single Action flail +8 (Disarm, Sweep, Trip), Damage 1d6+3 bludgeoning Melee Single Action jaws +8, Damage 1d6+3 piercing Melee Single Action tail +8 (Agile), Damage 1d4+3 bludgeoning Ranged Single Action javelin +7 (thrown 30 feet), Damage 1d6+3 piercing Terrain Advantage Non-lizardfolk creatures that are in difficult terrain or are in water and lack a swim Speed are off-guard to the lizardfolk defender. ","skill_mod":{"survival":5,"athletics":6,"acrobatics":5},"summary":"A lizardfolk defender serves as a protector of the young, guardian of the settlement, and when no other options are available, a soldier in times of …","image":["/Images/Monsters/Lizardfolk_Defender.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Ancestry"],"ac":16,"item":["Flail","Javelin (3)","Wooden Shield (Hardness 3, HP 12, BT 6)"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3090","intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":8,"size":["Medium"],"name":"Lizardfolk Defender","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,6,6,6],"slug":"creature-3090"},{"attack_bonus":[7,8,8],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":17,"language":["Common","Draconic","Iruxi"],"source":["Monster Core"],"type":"Creature","creature_family":"Lizardfolk","will_save":6,"charisma":1,"speed":{"max":25,"land":25,"swim":20},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Deep Breath","Giant Centipede Venom","Hidden Movement","Sneak Attack","Terrain Advantage Non- lizardfolk creatures that are in difficult terrain or are in water and lack a swim Speed are off-guard to the lizardfolk scout."],"skill":["Acrobatics","Athletics","Diplomacy","Nature","Stealth","Survival"],"stealth":"6","legacy_id":["creature-292"],"trait":["Humanoid","Lizardfolk","Medium"],"id":"creature-3091","text":" Lizardfolk Scout Iruxi scouts are the lizardfolk most often encountered by adventurers, for these unsentimental explorers and hunters spend most of their lives on the move, constantly patrolling the territories held by their enclave. If intruders are driven off, it is the responsibility of iruxi scouts to track them, observe them, and learn their ways and weaknesses so as to report back to the community and aid in the defense against potential reprisals. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Lizardfolk Scout Source Monster Core pg. 227 Perception +8 Languages Common, Draconic, Iruxi Skills Acrobatics +6, Athletics +5, Diplomacy +4, Nature +6, Stealth +6, Survival +8 Str +2 Dex +3 Con +1 Int -1 Wis +3 Cha +1 Deep Breath A lizardfolk scout can hold their breath for 15 minutes. Items Blowgun (10 darts), 1 of which is coated with giant centipede venom) --- AC 17 Fort +6 Ref +8 Will +6 HP 17 --- Speed 25 feet, swim 20 feet Melee Single Action jaws +7, Damage 1d6+2 piercing Melee Single Action tail +8 (Agile, Finesse), Damage 1d4+2 bludgeoning Ranged Single Action blowgun +8 (Agile, Nonlethal, range increment 20 feet, reload 1), Damage 1 piercing plus giant centipede venom Giant Centipede Venom (Poison) Saving Throw DC 14 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d4 poison damage and off-guard (1 round); Stage 3 1d4 poison damage, clumsy 1, and fatigued (1 round) Hidden Movement If the lizardfolk scout starts its turn hidden from or undetected by a creature, that creature is off-guard against the scout's attacks until the end of the turn. Sneak Attack The lizardfolk scout deals an extra 1d6 precision damage to off-guard creatures. Terrain Advantage Non-lizardfolk creatures that are in difficult terrain or are in water and lack a swim Speed are off-guard to the lizardfolk scout. ","skill_mod":{"diplomacy":4,"nature":6,"survival":8,"stealth":6,"athletics":5,"acrobatics":6},"summary":"Iruxi scouts are the lizardfolk most often encountered by adventurers, for these unsentimental explorers and hunters spend most of their lives on …","image":["/Images/Monsters/Lizardfolk_Scout.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Ancestry"],"ac":17,"item":["Blowgun (10 darts)","1 of which is coated with giant centipede venom )"],"level":1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3091","intelligence":-1,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Lizardfolk Scout","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,5],"slug":"creature-3091"},{"attack_bonus":[8,8,8],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Common","Draconic","Iruxi"],"source":["Monster Core"],"type":"Creature","creature_family":"Lizardfolk","spell_attack_bonus":[10],"will_save":10,"charisma":0,"speed":{"max":25,"land":25,"swim":20},"perception":8,"wisdom":4,"weakness":{},"creature_ability":["Deep Breath"],"skill":["Diplomacy","Iruxi Lore","Nature","Stealth","Survival"],"stealth":"6","legacy_id":["creature-293"],"trait":["Humanoid","Lizardfolk","Medium"],"id":"creature-3092","text":" Lizardfolk Stargazer The tradition of astrology and looking to the stars for both navigation and prognostication is well-established in iruxi society, and their wise and observant stargazers are among the people's most respected members. Even the lowliest stargazer, as presented here, has a number of useful primal spells to aid their kin; in larger iruxi settlements, stargazers wield even greater powers. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Lizardfolk Stargazer Source Monster Core pg. 227 Perception +8 Languages Common, Draconic, Iruxi Skills Diplomacy +4, Iruxi Lore +6, Nature +8, Stealth +6, Survival +8 Str +2 Dex +2 Con +1 Int +0 Wis +4 Cha +0 Deep Breath A lizardfolk stargazer can hold their breath for 20 minutes. Items Staff --- AC 17 Fort +7 Ref +6 Will +10 HP 30 --- Speed 25 feet, swim 20 feet Melee Single Action staff +8 (two-hand d8), Damage 1d6+2 bludgeoning Melee Single Action jaws +8, Damage 1d6+2 piercing Melee Single Action tail +8 (Agile, Finesse), Damage 1d4+2 bludgeoning Primal Prepared Spells DC 18, attack +10 - Cantrips (1st) Guidance, Ignition, Know the Way, Light, Stabilize - 1st Charm, Heal, Runic Body, Pest Form, Summon Animal\n","tradition":["Primal"],"skill_mod":{"diplomacy":4,"nature":8,"survival":8,"stealth":6},"summary":"The tradition of astrology and looking to the stars for both navigation and prognostication is well-established in iruxi society, and their wise and …","primary_source":"Monster Core","spell":["Charm","Heal","Runic Body","Pest Form","Summon Animal","Guidance","Ignition","Know the Way","Light","Stabilize"],"trait_group":["Creature Type","Monster","Ancestry"],"ac":17,"item":["Staff"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3092","intelligence":0,"reflex_save":6,"strongest_save":["will"],"dexterity":2,"fortitude_save":7,"size":["Medium"],"name":"Lizardfolk Stargazer","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,5,5],"slug":"creature-3092"},{"attack_bonus":[14,17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Common"],"source":["Monster Core"],"type":"Creature","creature_family":"Manticore","will_save":12,"charisma":-1,"speed":{"fly":40,"max":40,"land":25},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Spike Volley"],"skill":["Acrobatics","Athletics","Intimidation","Survival"],"legacy_id":["creature-294"],"trait":["Beast","Large"],"id":"creature-3093","text":" Manticore A manticore is a monstrous amalgamation of lion, dragon, and human with a penchant for feasting on human flesh. Its distinctive tail is festooned with large quills like those of a porcupine, which the manticore flings at prey by whipping its tail like a sling. These deadly spikes give the manticore the power to slaughter even well-armed warriors from the safety of the sky. Although the anthropomorphic face of the manticore suggests a keen intellect, most creatures of its kind are single-minded killers. They can be clever liars, however, and their voices have a strangely musical sound that has lured many unwitting travelers into an ambush. A manticore discovered by uneducated or spiteful humanoids can sometimes become the center of adoration and even worship. A manticore in this situation swiftly gives in to its laziness and allows its acolytes to bring it tribute in the form of food and treasure, feasting upon its own followers when offerings become scarce. Stronger humanoids who encounter a manticore can cow it through intimidation and violence, sometimes even forcing it into service as a mount. As long as the manticore is well fed with human flesh and its master leads it to victory, a manticore mount can prove surprisingly loyal. A manticore enjoys taking plunder from the corpses of its prey as trophies that flatter its vanity and testify to its strength. It has little interest in money, but sometimes accepts gold and jewels as tribute. Because manticores prefer lonely places in the wilderness far from humanoids, they remain content to enjoy their spoils alone rather than show them off to visitors. Recall Knowledge - Beast (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Manticore Source Monster Core pg. 228 Perception +14; darkvision, scent (imprecise) 30 feet Languages Common Skills Acrobatics +10, Athletics +15, Intimidation +11, Survival +12 Str +5 Dex +2 Con +4 Int -2 Wis +2 Cha -1 --- AC 23 Fort +16 Ref +12 Will +12 HP 90 --- Speed 25 feet, fly 40 feet Melee Single Action jaws +17, Damage 2d8+8 piercing Melee Single Action claw +17 (Agile), Damage 2d6+8 slashing Ranged Single Action spike +14 (Propulsive, range increment 40 feet), Damage 1d10+5 piercing Spike Volley Single Action The manticore flings up to two spikes from its tail, targeting either two different creatures or a single creature. If the manticore targets two different creatures, these creatures must be within 20 feet of one another, and the manticore makes a separate Strike against each; this counts as only one Strike for the manticore's multiple attack penalty, and the penalty doesn't increase until after both attacks. If the manticore flings both spikes at the same creature, it makes a single Strike. If the attack hits, it deals the damage of a single spike, but the target is pinned in place, rendering it immobilized. A creature can get free if it Forces Open the spike or Escapes; either option is DC 23. A manticore can hurl no more than 12 spikes in 24 hours. Scorpion Tails A common variety of manticore has a scorpion-like stinger at the end of its tail instead of quills. Remove Spike Volley and replace their ranged Strike with the following. Melee Single Action stinger +17 (reach 10 feet), Damage 1d8+8 piercing plus manticore venom Manticore Venom (poison) Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and enfeebled 1 (1 round); Stage 2 2d10 poison damage and enfeebled 1 (1 round); Stage 3 2d10 poison damage and enfeebled 2 (1 round) ","skill_mod":{"survival":12,"athletics":15,"intimidation":11,"acrobatics":10},"summary":"A manticore is a monstrous amalgamation of lion, dragon, and human with a penchant for feasting on human flesh. Its distinctive tail is festooned …","image":["/Images/Monsters/Manticore.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3093","intelligence":-2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Manticore","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,15,17],"slug":"creature-3093"},{"attack_bonus":[12,12],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":40,"source":["Monster Core"],"type":"Creature","creature_family":"Mantis","will_save":7,"charisma":0,"speed":{"climb":25,"fly":20,"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Capturing Grab","Lunging Strike","Sudden Strike"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"12","legacy_id":["creature-295"],"trait":["Animal","Large"],"id":"creature-3094","text":" Giant Mantis These massive cousins of praying mantises stand taller than an average human. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Mantis Source Monster Core pg. 229 Perception +9; darkvision Languages Skills Acrobatics +8, Athletics +10, Stealth +12 Str +5 Dex +3 Con +3 Int -5 Wis +2 Cha +0 --- AC 18 Fort +10 Ref +12 Will +7 HP 40 --- Speed 25 feet, climb 25 feet, fly 20 feet Melee Single Action leg +12 (Agile, reach 10 feet), Damage 1d10+5 piercing plus Capturing Grab Melee Single Action mandibles + 12, Damage 1d12+5 piercing Capturing Grab Single Action This ability functions as Grab, plus on a success, the mantis can choose to pull the creature adjacent to it, then makes a mandibles Strike against the creature. This extra benefit doesn't apply when the mantis maintains the Grab. Lunging Strike Two Actions The giant mantis lunges forward, making a leg Strike with an extended reach of 20 feet. If it hits, the mantis can use Capturing Grab after the Strike even if the creature is out of reach. Sudden Strike On the first round of combat, creatures that haven't acted are off-guard to the giant mantis. ","skill_mod":{"stealth":12,"athletics":10,"acrobatics":8},"summary":"These massive cousins of praying mantises stand taller than an average human.","image":["/Images/Monsters/Giant_Mantis.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3094","intelligence":-5,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":10,"size":["Large"],"name":"Giant Mantis","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,11],"slug":"creature-3094"},{"attack_bonus":[24,25],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":220,"source":["Monster Core"],"type":"Creature","creature_family":"Mantis","will_save":18,"charisma":-2,"speed":{"climb":50,"max":50,"land":50},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["Fling","Leaping Grab","Rending Mandibles","Sudden Strike"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"22","legacy_id":["creature-296"],"trait":["Animal","Gargantuan"],"id":"creature-3095","text":" Deadly Mantis These gigantic mantids make their homes within prehistoric forests. Recall Knowledge - Animal (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Deadly Mantis Source Monster Core pg. 229 Perception +20; darkvision Languages Skills Acrobatics +18, Athletics +25, Stealth +22 Str +8 Dex +3 Con +5 Int -5 Wis +3 Cha -2 --- AC 31 Fort +24 Ref +20 Will +18 HP 220 --- Speed 50 feet, climb 50 feet Melee Single Action mandibles +25 (reach 10 feet), Damage 2d12+14 piercing Melee Single Action leg +24 (Agile, reach 20 feet), Damage 2d10+14 piercing plus Grab Fling Single Action The deadly mantis flings a grabbed creature into the air, up to 30 feet overhead and up to 30 feet away from the mantis (the creature takes damage from the fall as normal). If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage with a DC 31 basic Reflex save. Leaping Grab Two Actions The mantis Leaps up to 40 feet vertically and 20 feet horizontally. At any point during the jump, it can make a leg Strike. If it hits, it automatically Grabs the target, bringing the creature along until the end of the jump. Rending Mandibles Single Action The mantis makes a mandibles Strike against a creature it has grabbed. If that Strike hits and the creature is wearing armor with Hardness 12 or lower, the armor is broken. This Strike doesn't further damage armor that's already broken. Sudden Strike On the first round of combat, creatures that haven't acted are off-guard to the deadly mantis. Sacred Insects Deadly mantises are sacrosanct to followers of Achaekek, the Mantis God. His adherents, including the infamous Red Mantis assassins, invite or lure deadly mantises close to their settlements, seeing the towering creatures as a sign of their god's favor. Achaekek's followers offer sacrifices of livestock or captured enemies to keep the massive insects well fed. Clerics of Achaekek defend a deadly mantis's territory as if it were their own, believing it to be holy ground. ","skill_mod":{"stealth":22,"athletics":25,"acrobatics":18},"summary":"These gigantic mantids make their homes within prehistoric forests.","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":31,"level":11,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3095","intelligence":-5,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":24,"size":["Gargantuan"],"name":"Deadly Mantis","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25,27],"slug":"creature-3095"},{"attack_bonus":[16,18,19],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":105,"language":["Common"],"source":["Monster Core"],"type":"Creature","will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":16,"wisdom":1,"weakness":{},"creature_ability":["Petrifying Gaze","Biting Snakes","Focus Gaze","Serpent Venom"],"skill":["Deception","Diplomacy","Stealth"],"stealth":"16","legacy_id":["creature-297"],"trait":["Humanoid","Medium"],"id":"creature-3096","text":" Medusa Monstrous humanoids that resemble humans with snakes instead of hair, medusas are best known for their petrifying gazes that—if lingered upon— can permanently transform mortals to stone. Medusas are shrewd and manipulative adversaries who collect and covet secrets, and who use threats and guile to exploit the fears of weaker creatures. A medusa may seek out powerful magic items, use divining magic to discover secret knowledge and unlock forbidden power, or infiltrate a society to beguile influential politicians. Their ability to worm their way into powerful organizations makes them natural leaders of criminal outfits and thieves' guilds, and their interest in magical phenomena leads some to pursue careers as oracles who offer to help adventurers find what they seek—for a price. Of course, if wit and deception prove insufficient, a medusa can always simply turn rivals into ornate stone decorations with little more than a glare. Many medusas build elaborate lairs to call home, often decorated with the statues of their foes turned into macabre trophies on prominent display. Exceptionally agile and surprisingly hardy, a medusa rarely backs down from a conflict, even when cornered. Many adventurers who thought themselves readied to resist the effects of a medusa's gaze have nevertheless fallen to a medusa, as these creatures are also often deadly archers able to riddle their foes with venom-coated arrows from a distance. Still, a medusa may barter for their life if no alternatives remain, and the secrets carried by these powerful villains often make it more than worth sparing their lives. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Medusa Source Monster Core pg. 230 Perception +16; darkvision Languages Common Skills Deception +16, Diplomacy +14, Stealth +16 Str +2 Dex +5 Con +4 Int +2 Wis +1 Cha +2 Items +1 composite shortbow (60 arrows), Shortsword --- AC 25 all-around vision Fort +15 Ref +16 Will +14 HP 105 Petrifying Gaze (arcane, aura, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 25 Fortitude save. If the creature fails, it becomes slowed 1 for 1 minute. The medusa can deactivate or activate this aura by using a single action, which has the concentrate trait. Biting Snakes Reaction Trigger A creature ends its turn adjacent to the medusa; Effect The medusa makes a snake fangs Strike against the creature. --- Speed 25 feet Melee Single Action shortsword +18 (Agile, Finesse, versatile S), Damage 1d6+8 piercing plus serpent venom Melee Single Action snake fangs +16 (Agile, Finesse), Damage 1d4+8 piercing plus serpent venom Ranged Single Action composite shortbow +19 (deadly d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 1d6+7 piercing plus serpent venom Focus Gaze Single Action (Arcane, Concentrate, Incapacitation, Visual) The medusa fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Fortitude save against the medusa's petrifying gaze. If the creature was already slowed by petrifying gaze before attempting its save, a failed save causes it to be petrified permanently. After attempting its save, the creature is then temporarily immune until the start of the medusa's next turn. Serpent Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 2d6 poison damage and enfeebled 2 (1 round) Medusa Infiltrators Rumors persist of disguised medusas acting as prominent members of criminal organizations such as the Sczarni in Riddleport and the Aspis Consortium in Port Peril, and their kind is known to thrive in metropolises including Absalom and Katapesh. Because they are so widespread, medusas resembling humans of every major ethnicity can be found in Avistan and Garund. ","skill_mod":{"diplomacy":14,"deception":16,"stealth":16},"summary":"Monstrous humanoids that resemble humans with snakes instead of hair, medusas are best known for their petrifying gazes that—if lingered upon— can …","image":["/Images/Monsters/Medusa.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":25,"item":["+1 composite shortbow (60 arrows)","Shortsword"],"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3096","intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Medusa","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,10,11],"slug":"creature-3096"},{"attack_bonus":[7,9],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":19,"language":["Common","Thalassic"],"source":["Monster Core"],"type":"Creature","creature_family":"Merfolk","will_save":4,"charisma":0,"speed":{"max":30,"land":5,"swim":30},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Aquatic Dash"],"skill":["Athletics","Medicine"],"legacy_id":["creature-298"],"trait":["Amphibious","Humanoid","Merfolk","Medium"],"id":"creature-3097","text":" Merfolk Warrior Merfolk warriors form the bulk of the militias of their vast underwater realms and meet potential aggressors head-on with uncompromising force. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Merfolk Warrior Source Monster Core pg. 231 Perception +6; low-light vision Languages Common, Thalassic Skills Athletics +5, Medicine +4 Str +2 Dex +4 Con +1 Int +1 Wis +1 Cha +0 Items Trident (2) --- AC 18 Fort +6 Ref +9 Will +4 HP 19 --- Speed 5 feet, swim 30 feet Melee Single Action trident +7, Damage 1d8+2 piercing Ranged Single Action trident +9 (thrown 20 feet), Damage 1d8+2 piercing Aquatic Dash Two Actions The merfolk warrior swims and attacks in one of two patterns. They either Swim twice and Strike at the end of their movement, or Swim once and Strike at any point during their movement. ","skill_mod":{"medicine":4,"athletics":5},"summary":"Merfolk warriors form the bulk of the militias of their vast underwater realms and meet potential aggressors head-on with uncompromising force.","primary_source":"Monster Core","trait_group":["Monster","Creature Type","Ancestry"],"ac":18,"item":["Trident (2)"],"level":1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3097","intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Merfolk Warrior","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,6],"slug":"creature-3097"},{"primary_source_category":"Rulebooks","strength":3,"hp":30,"language":["Common","Thalassic"],"source":["Monster Core"],"type":"Creature","charisma":2,"perception":8,"trait":["Amphibious","Humanoid","Merfolk","Medium"],"id":"creature-3098","text":" Merfolk Wavecaller Merfolk wavecallers use their primal magic to defend their people. Their ability to asphyxiate airbreathers makes them crucial when surface dwellers invade. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Merfolk Wavecaller Source Monster Core pg. 231 Perception +8; low-light vision Languages Common, Thalassic Skills Athletics +7, Deception +6, Nature +8, Religion +8 Str +3 Dex +2 Con +0 Int +1 Wis +4 Cha +2 Items Dagger --- AC 17 Fort +6 Ref +6 Will +10 HP 30 --- Speed 5 feet, swim 30 feet Melee Single Action dagger +9 (Agile, versatile S), Damage 1d4+3 piercing Ranged Single Action dagger +9 (Agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing Primal Prepared Spells DC 18, attack +10 - Cantrips (1st) Detect Magic, Electric Arc, Frostbite, Light, Stabilize - 1st Charm, Heal, Hydraulic Push Hydraulic Asphyxiation Single Action (Divine, Water) Requirements The target is fully submerged in water, within 30 feet of the merfolk wavecaller, and holding its breath; Effect The merfolk wavecaller commands the tides to crush their foe's throat, rooting the target in place and forcing it to choke up precious air. The target must succeed at a DC 18 Fortitude save or become immobilized for 1 round and immediately lose 1d4 rounds' worth of air (or twice that on a critical failure). ","skill_mod":{"deception":6,"nature":8,"athletics":7,"religion":8},"image":["/Images/Monsters/Merfolk_Wavecaller.webp"],"primary_source":"Monster Core","spell":["Charm","Heal","Hydraulic Push","Detect Magic","Electric Arc","Frostbite","Light","Stabilize"],"ac":17,"item":["Dagger"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":6,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Merfolk Wavecaller","pfs":"Standard","rarity":"common","strike_damage_average":[5,5],"attack_bonus":[9,9],"constitution":0,"creature_family":"Merfolk","spell_attack_bonus":[10],"will_save":10,"speed":{"max":30,"land":5,"swim":30},"wisdom":4,"weakness":{},"creature_ability":["Hydraulic Asphyxiation"],"skill":["Athletics","Deception","Nature","Religion"],"legacy_id":["creature-299"],"tradition":["Primal"],"summary":"Merfolk wavecallers use their primal magic to defend their people. Their ability to asphyxiate airbreathers makes them crucial when surface dwellers …","trait_group":["Monster","Creature Type","Ancestry"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=3098","dexterity":2,"category":"creature","slug":"creature-3098"},{"legacy_name":["Minotaur"],"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":70,"language":["Common","Jotun"],"source":["Monster Core"],"type":"Creature","creature_family":"Minotaur","will_save":10,"charisma":-1,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Perfect Orienteering","Axe Swipe","Hunted Fear","Powerful Charge"],"skill":["Athletics","Intimidation","Survival"],"legacy_id":["creature-301"],"trait":["Beast","Humanoid","Large"],"id":"creature-3099","text":" Minotaur A minotaur is a large humanoid with bovine features such as horns, hooves, and a layer of hair that covers their entire body. Their head also resembles that of a bull or cow, though with eyes that brim with curiosity or fury, depending on the minotaur's temperament. Though often mistaken for aggressive brutes due to their size and reputation, many minotaurs are skilled artisans who spend much of their lives perfecting their craft. Minotaur communities tend to be insular and are found at the heart of a cunning labyrinth or within a tangle of underground caverns. The myth many minotaurs like to tell of their origin involves a stonemason living in ancient Iblydos. After accidentally insulting a hero-god, he was cursed to become the first minotaur. He then retreated into a series of caves beneath a temple he had built, but continued his work, sculpting stone statues for any who dared to brave the subterranean passages. Sometimes, a lone minotaur is compelled, exiled, or chooses to live alone within a maze, a warren, or old ruins. This solitude drives them to become a monstrous tormentor who delights in hunting any who stumble across their lair. They slowly close in on their prey, thrilling in the terror of the hunted becoming lost within corridors the minotaur knows all too well. Only then does the minotaur charge in for the kill, cutting foes down with powerful strikes or impaling them on their sharp horns. Unfortunately, the world tends to judge all minotaurs by the stories of these lone, vicious hunters. Recall Knowledge - Beast (Arcana, Nature): DC 19 Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Minotaur Hunter Source Monster Core pg. 232 Perception +12; darkvision Languages Common, Jotun Skills Athletics +14, Intimidation +9, Survival +12 Str +6 Dex +0 Con +3 Int -2 Wis +2 Cha -1 Perfect Orienteering A minotaur automatically critically succeeds at Survival checks to Sense Direction or Track. Items Greataxe --- AC 20 Fort +13 Ref +8 Will +10 HP 70 --- Speed 25 feet Melee Single Action greataxe +14 (reach 10 feet, Sweep), Damage 1d12+8 slashing Melee Single Action horn +14, Damage 1d8+8 piercing Axe Swipe Two Actions The minotaur swings their axe in a wide arc, making greataxe Strikes against any two foes who are adjacent to each other and within the minotaur's reach. The multiple attack penalty does not increase until after both attacks are resolved. Hunted Fear Single Action The minotaur snorts and clomps as they hunt their prey, inspiring terror. The minotaur makes an Intimidation check to Demoralize all living creatures within 60 feet that can hear the minotaur but not see them. Roll once and apply the result to all creatures. If the targets are in a maze or similarly difficult-to-navigate structure, the minotaur gains a +4 circumstance bonus to this check. Creatures that become frightened as a result also take a –2 circumstance penalty to Survival checks to avoid getting lost for 1 minute. Each target is temporarily immune for 1 minute. Powerful Charge Two Actions The minotaur Strides twice, then makes a horn Strike. If they moved at least 20 feet from their starting position, the Strike's damage is increased to 2d8+10. Variant Minotaurs Most minotaurs are a simple blend of muscular humanoid and raging bull, but unusual variants and unique minotaurs may have different physical features and abilities. Great-horned minotaurs can impale foes if they critically succeed on a charge, but they do not have the Hunted Fear ability. Shaggy minotaurs are covered in thick hair form head to toe, allowing them to live in freezing environments with ease and giving them resistance to cold damage, but their hooves are broad and heavy, making it impossible for them to charge. ","skill_mod":{"survival":12,"athletics":14,"intimidation":9},"summary":"A minotaur is a large humanoid with bovine features such as horns, hooves, and a layer of hair that covers their entire body. Their head also …","image":["/Images/Monsters/Minotaur_Hunter.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":20,"item":["Greataxe"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3099","intelligence":-2,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Minotaur Hunter","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"slug":"creature-3099"},{"attack_bonus":[32,32,32,32,32],"constitution":7,"primary_source_category":"Rulebooks","strength":9,"hp":300,"source":["Monster Core"],"type":"Creature","will_save":26,"charisma":0,"speed":{"climb":60,"max":60,"land":60,"burrow":60},"perception":24,"wisdom":3,"weakness":{},"creature_ability":["Partitioned Anatomy","Spitting Rage","Breathe Energy","Pull Apart","Thrash","Trample"],"skill":["Athletics"],"legacy_id":["creature-303"],"trait":["Beast","Gargantuan"],"id":"creature-3100","text":" Mukradi Fearsome centipede-like creatures, mukradis are three-headed predators with a devastating array of ways to kill, burn, and dismember. A version of the mukradi that dwells in the Darklands is rumored to exist. It's said these variant mukradis have black scales, and all of their heads spew a black, acidic goo that animates before being reabsorbed by the mukradis. Recall Knowledge - Beast (Arcana, Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Mukradi Source Monster Core pg. 233 Perception +24; darkvision, tremorsense (imprecise) 60 feet Languages Skills Athletics +32 Str +9 Dex +0 Con +7 Int -3 Wis +3 Cha +0 --- AC 37 all-around vision Fort +32 Ref +23 Will +26 HP 300 Resistances acid 20, electricity 20, fire 20 Partitioned Anatomy Free Action Trigger The mukradi would be confused, paralyzed, slowed, or stunned; Effect The mukradi confines the debilitating effect to a certain portion of its nervous system, ignoring the effect but causing a maw of its choice to go dormant for the effect's duration. That maw can't be used for a Strike or to Breathe Energy during that time. This ability can't be used if all the mukradi's heads are dormant. Spitting Rage Reaction Trigger A creature scores a critical hit on the mukradi; Effect The mukradi's Breathe Energy recharges. It can use Breathe Energy immediately as part of this reaction. It can't use this reaction again until it recharges Breathe Energy naturally. --- Speed 60 feet, burrow 60 feet, climb 60 feet Melee Single Action acid maw +32 (Magical, reach 20 feet), Damage 2d12+17 piercing plus 3d6 acid Melee Single Action flame maw +32 (Magical, reach 20 feet), Damage 2d12+17 piercing plus 3d6 fire Melee Single Action shock maw +32 (Magical, reach 20 feet), Damage 2d12+17 piercing plus 3d6 electricity Melee Single Action leg +32 (Agile, Magical, reach 15 feet), Damage 2d10+17 piercing Melee Single Action tail lash +32 (Magical, reach 30 feet), Damage 3d10+17 slashing plus Knockdown Breathe Energy Two Actions (Primal) The mukradi breathes a blast of energy from one of its three heads; each creature in the area must attempt a DC 36 basic Reflex save. The mukradi can't Breathe Energy again for 1d4 rounds. Acid Maw (acid) 10-foot-wide, 60-foot line of acid dealing 16d6 acid damage. Flame Maw (fire) 60-foot cone of fire dealing 16d6 fire damage. Shock Maw (electricity) 120-foot line of electricity dealing 16d6 electricity damage. Pull Apart Two Actions The mukradi makes two Strikes with different maws against the same target. If both hit, the target takes an extra 2d12+13 slashing damage, with a DC 36 basic Fortitude save. On a critical failure, the creature is torn to pieces and dies. The mukradi's multiple attack penalty increases only after all the attacks are made. Thrash Two Actions The mukradi Strikes once against each creature in its reach. It can make one of these Strikes with each of its maws, one with its tail lash, and the rest with its legs. Each attack takes a –2 circumstance penalty and counts toward the mukradi's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks are made. Trample Three Actions Huge or smaller, leg, DC 36 From a God's Nightmares The first mukradis are rumored to have spawned in the fevered nightmares of a sleeping demigod from a dimension beyond dreams, who perished as the first mukradis hollowed out their unconscious mind and used their flesh to transition into the mortal realm. This legend is likely nothing more than fancy, but it certainly speaks to the deadly nature of these immense monsters. ","skill_mod":{"athletics":32},"summary":"Fearsome centipede-like creatures, mukradis are three-headed predators with a devastating array of ways to kill, burn, and dismember. A version of …","image":["/Images/Monsters/Mukradi.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":37,"level":15,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{"acid":20,"fire":20,"electricity":20},"url":"/Monsters.aspx?ID=3100","intelligence":-3,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Mukradi","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[28,33,40,40,40],"slug":"creature-3100"},{"attack_bonus":[16],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":125,"language":["Necril","plus any one language they knew while alive"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Mummy","will_save":16,"charisma":2,"speed":{"max":20,"land":20},"perception":16,"wisdom":4,"weakness":{"fire":5},"creature_ability":["Alchemical Weakness","Blighted Consumption","Choking Pain"],"skill":["Athletics","Stealth"],"stealth":"11","legacy_id":["creature-304"],"trait":["Mummy","Undead","Unholy","Medium"],"id":"creature-3101","text":" Mummy Guardian The majority of mummy guardians were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead. The victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, as its now-useless entrails are extracted. The victim is then shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await instructions in the potentially distant future. While it's certainly possible to use other methods to create a mummy guardian from an already-deceased body, those who seek to create these foul undead as their guardians in the afterlife often feel that such methods result in inferior undead—the pain and agony of death by mummification being an essential step in the process. Regardless of the method of their creation, mummy guardians are more than just physical shells of flesh and bone. They retain fragmented, distorted versions of their minds, with only enough memories of their living personality remaining to fuel their undead anger and jealousy of those who yet live. This burning rage only intensifies over the centuries of waiting within a crypt for the chance to actually act, and thus, when most mummy guardians are awoken by tomb robbers or adventurers, they stop at nothing in pursuit of spiteful slaughter. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Mummy Guardian Source Monster Core pg. 234 Perception +16; darkvision Languages Necril; plus any one language they knew while alive Skills Athletics +15, Stealth +11 Str +4 Dex +0 Con +2 Int -2 Wis +4 Cha +2 --- AC 23 Fort +14 Ref +10 Will +16 HP 125 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Weaknesses alchemical 5 (see alchemical weakness), fire 5 Alchemical Weakness The guardian's weakness to alchemical items not only applies to damage from alchemical items, but the guardian also takes 5 damage when splashed with non-damaging alchemical items or dosed with alchemical poisons, even if they're immune to their other effects. Blighted Consumption Reaction (curse, divine, poison) Trigger A creature within 30 feet eats or drinks (including an alchemical item or potion); Effect The food or drink burns like the caustic substances fed to the mummy before its death. If the creature fails a DC 24 Fortitude save, they become sickened 2 after they finish the consumption and can't reduce their sickened condition while within 30 feet of any mummy. --- Speed 20 feet Melee Single Action fist +16 (Agile), Damage 2d10+7 bludgeoning plus Choking Pain Choking Pain Single Action (Divine, Illusion, Mental, Void) Requirements The mummy's last action was a successful fist Strike; Effect The mummy shares the pain of its dying moments with the target of that Strike. That creature takes 3d8 void damage with a DC 24 basic Will save. If the creature critically fails the saving throw, it can't speak for 1 round, including to Cast a Spell. ","skill_mod":{"stealth":11,"athletics":15},"summary":"The majority of mummy guardians were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The …","image":["/Images/Monsters/Mummy_Guardian.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type","Mechanics"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3101","intelligence":-2,"reflex_save":10,"strongest_save":["will"],"dexterity":0,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Mummy Guardian","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18],"slug":"creature-3101"},{"attack_bonus":[20,21],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":175,"language":["Necril","plus any two languages they knew while alive"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Mummy","will_save":20,"charisma":5,"speed":{"max":20,"land":20},"perception":20,"wisdom":5,"weakness":{"fire":10},"creature_ability":["Rejuvenation","Undead Mastery","Reactive Strike","Sacred Wrappings","Sandstorm Wrath","Veil of Sand"],"skill":["Deception","Intimidation","Occultism","Religion","Stealth"],"stealth":"13","legacy_id":["creature-305"],"trait":["Mummy","Rare","Undead","Unholy","Medium"],"id":"creature-3102","text":" Mummy Pharaoh While mummy guardians are undead crafted from the corpses of sacrificed— usually unwilling victims—and retain only fragments of their memories, a mummy pharaoh is the result of a deliberate embrace of undeath by a sadistic and cruel ruler. The transformation from life to undeath beneath the scorching desert sand is only somewhat less awful, but as the transition is an intentional bid to escape death by a powerful personality who fully embraces the blasphemous repercussions of the choice, the mummy pharaoh retains its memories and personality intact. Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Mummy Pharaoh Source Monster Core pg. 235 Perception +20; darkvision Languages Necril; plus any two languages they knew while alive Skills Deception +18, Intimidation +20, Occultism +15, Religion +20, Stealth +13 Str +5 Dex +2 Con +4 Int +0 Wis +5 Cha +5 Rejuvenation (divine) When a mummy pharaoh is destroyed, necromantic energies rebuild its body in its tomb over 1d10 days. If the body is destroyed during that time, the process starts anew. A reforming mummy pharaoh is destroyed permanently if their tomb is consecrated . Items +1 striking longspear --- AC 27 Fort +19 Ref +15 Will +20 +1 status to all saves vs. vitality HP 175 (sacred wrappings, void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Weaknesses fire 10, water 10 Undead Mastery (aura, divine) 100 feet. Commanded or allied undead in the aura that have a lower level than the mummy pharaoh gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks. Reactive Strike Reaction The mummy pharaoh can use Reactive Strike when a creature within its reach uses a concentrate action, in addition to its normal trigger. It can disrupt triggering concentrate actions, and it disrupts actions on any hit, not just a critical hit. Sacred Wrappings (divine) When a creature deals physical damage to the pharaoh or triggers one of the pharaoh's weaknesses, it must succeed at a DC 28 Will save or become doomed 1. Regardless of the results of the save, the creature is then immune to that mummy's sacred wrappings for 24 hours. --- Speed 20 feet Melee Single Action longspear +21 (Magical, reach 10 feet), Damage 2d8+11 piercing plus 1d6 void Melee Single Action fist +20 (Agile), Damage 1d10+11 bludgeoning plus 1d6 void Sandstorm Wrath Two Actions (Concentrate, Divine, Earth, Fire) The mummy pharaoh exhales a 60-foot cone of superheated sand that deals 5d6 fire and 5d6 slashing damage (DC 28 basic Reflex save). The mummy pharaoh can't use Sandstorm Wrath again for 1d4 rounds. Veil of Sand Single Action (Aura, Divine, Earth) Sand whirls around the mummy pharaoh in a 5-foot emanation until the beginning of their next turn. Creatures inside the sand are concealed to those outside it and any living creature ending its turn within the sand takes 4d6 slashing damage with a DC 28 basic Fortitude save. Veil of Sand ends if the mummy takes damage from their water weakness. ","skill_mod":{"deception":18,"stealth":13,"intimidation":20,"occultism":15,"religion":20},"summary":"While mummy guardians are undead crafted from the corpses of sacrificed— usually unwilling victims—and retain only fragments of their memories, a …","image":["/Images/Monsters/Mummy_Pharaoh.webp"],"primary_source":"Monster Core","trait_group":["Monster","Rarity","Creature Type","Mechanics"],"ac":27,"item":["+1 striking longspear"],"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3102","intelligence":0,"reflex_save":15,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Mummy Pharaoh","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[20,23],"slug":"creature-3102"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":115,"language":["Common","Empyrean"],"source":["Monster Core"],"type":"Creature","creature_family":"Naga","will_save":15,"charisma":3,"speed":{"max":30,"land":30,"swim":30},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Coils of Knowledge","Constrict","Smaranava Venom"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Stealth"],"stealth":"19","trait":["Beast","Uncommon","Large"],"id":"creature-3103","text":" Smaranava (Clouded Naga) Many view clouded nagas as jealous, malevolent creatures. Only those with the courage to see clearly can recognize these beings for what they truly are: tragic, wounded beings who have been trapped and corrupted by fate. The betrayal and beheading of the naga's mother goddess, Ravithra, cascaded trauma onto all of her creations. Smaranavas have never recovered from this divine wound, and these cursed serpents live wretched half-lives, attempting to fulfill Ravithra's forgotten purpose by tempting and testing mortals they encounter. In this way, they separate the wicked from the righteous, the worthy from the unworthy. Smaranavas have dark scales that are rendered dull gray by stuck shed skin, their eyes a milky white due to opaque caps over their eyes. Many ritually scar their necks out of sorrow for their mother Ravithra. Legends claim that the wise and enlightened can free clouded naga from their fates, allowing them to shed their forms and emerge as an awakener naga. Recall Knowledge - Beast (Arcana, Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Smaranava Source Monster Core pg. 236 Perception +15; darkvision Languages Common, Empyrean Skills Acrobatics +17, Arcana +16, Athletics +13, Deception +16, Intimidation +16, Stealth +19 Str +2 Dex +6 Con +4 Int +3 Wis +2 Cha +3 --- AC 27 Fort +15 Ref +17 Will +15 HP 115 --- Speed 30 feet, swim 30 feet Melee Single Action fangs +20 (Finesse, Magical), Damage 2d10+5 piercing plus smaranava venom Melee Single Action tail +20 (Agile, Finesse, Magical, reach 15 feet), Damage 2d8+5 bludgeoning plus coils of knowledge Occult Innate Spells DC 25 - Cantrips (4th) Detect Magic, Read Aura, Telekinetic Hand - 3rd Dispel Magic, Lightning Bolt, Mind Reading Coils of Knowledge (Force, Magical) The naga's grip is more spiritual than physical. A creature hit by a smaranava's tail must succeed at a DC 25 Will save or become grabbed by the tail until they Escape, the naga releases them with an Interact action, or the naga dies. A captive takes a –4 status penalty to Escape, but can choose to attempt an Occultism or Religion check to Escape instead of the usual options without taking this penalty. Constrict Single Action 2d8+5 bludgeoning, DC 25 Smaranava Venom (Incapacitation, Mental, Poison) When a holy creature succeeds at a saving throw against this poison, it is immediately cured; Saving Throw DC 25 Will; Maximum Duration 5 minutes; Stage 1 slowed 1 (1 round); Stage 2 slowed 2 (1 round); Stage 3 unconscious with no Perception check to wake up (1 minute) ","tradition":["Occult"],"skill_mod":{"deception":16,"stealth":19,"arcana":16,"athletics":13,"intimidation":16,"acrobatics":17},"summary":"Many view clouded nagas as jealous, malevolent creatures. Only those with the courage to see clearly can recognize these beings for what they truly …","image":["/Images/Monsters/Smaranava.webp"],"primary_source":"Monster Core","spell":["Dispel Magic","Lightning Bolt","Mind Reading","Detect Magic","Read Aura","Telekinetic Hand"],"trait_group":["Creature Type","Rarity"],"ac":27,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=3103","intelligence":3,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Smaranava","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14,16],"slug":"creature-3103"},{"legacy_name":["Guardian Naga"],"primary_source_category":"Rulebooks","strength":5,"hp":175,"language":["Common","Empyrean"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":22,"stealth":"20","trait":["Beast","Holy","Uncommon","Large"],"id":"creature-3104","text":" Vicharamuni (Awakener Naga) Awakener nagas are benevolent and wise teachers of people and places. They seek to guide and nurture the world around them, sensing mortals or locales with potential supernatural significance. Once located, these nagas provide instruction and divine trials to forge their wards toward strength and to impart a deeper understanding of right and wrong. Though considered stern and intimidating taskmasters by their students, those taught by a vicharamuni often go on to become great heroes. Awakener nagas are similarly attentive in guiding their young. Upon reaching adulthood, a naga is provided a final trial before being encouraged to depart the nest and seek out their own natural wonders or promising mortals. Sometimes generations of nagas might guard the same place or family line, passing the honor of such care from parent to child. In such cases, the parent nagas aim to have at least one of their children elect to stay behind and become the guardian of their ancestral ward, giving the parents peace of mind that the site they protect will continue to be guarded by their descendants. Recall Knowledge - Beast (Arcana, Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Vicharamuni Source Monster Core pg. 237 Perception +22; darkvision Languages Common, Empyrean Skills Acrobatics +22, Athletics +21, Deception +18, Diplomacy +21, Heaven Lore +21, Stealth +20 Str +5 Dex +6 Con +5 Int +3 Wis +5 Cha +4 --- AC 31 Fort +20 Ref +21 Will +22 HP 175 --- Speed 25 feet, swim 25 feet Melee Single Action fangs +22 (Finesse, Holy, reach 10 feet), Damage 3d10+8 piercing plus vicharamuni venom Melee Single Action tail +22 (Agile, Finesse, Holy, reach 20 feet), Damage 3d8+8 bludgeoning plus coils of knowledge Ranged Single Action spit +22 (Agile, Holy, Poison, range increment 30 feet), Damage vicharamuni venom Divine Spontaneous Spells DC 29, attack +21 - Cantrips (5th) Daze, Detect Magic, Frostbite, Light, Read Aura, Stabilize, Telekinetic Hand - 1st Heal, Protection, Spirit Link (4 slots) - 2nd Calm, Noise Blast, See the Unseen (4 slots) - 3rd Crisis of Faith, Holy Light, Mind Reading (4 slots) - 4th Cleanse Affliction, Lightning Bolt, Fly (4 slots) - 5th Breath of Life, Dispel Magic, Divine Immolation (4 slots) Coils of Knowledge (Force, Magical) The naga's grip is more spiritual than physical. A creature hit by a smaranava's tail must succeed at a DC 29 Will save or become grabbed by the tail until they Escape, the naga releases them with an Interact action, or the naga dies. A captive takes a –4 status penalty to Escape, but can choose to attempt an Occultism or Religion check to Escape instead of the usual options without taking this penalty. Greater Constrict Single Action 3d8+5 bludgeoning, DC 29 Spiritual Venom A vicharamuni can choose to negate any damage that its venom does to a creature. In addition, the naga can cast any of its divine spells on a creature that is affected by its venom, regardless of range or line of effect. Vicharamuni Venom (Divine, Holy, Mental, Poison, Spirit) Saving Throw DC 29 Will; Maximum Duration 6 rounds; Stage 1 3d6 spirit (1 round); Stage 2 3d6 spirit and drained 1 (1 round) ","skill_mod":{"diplomacy":21,"deception":18,"stealth":20,"athletics":21,"acrobatics":22},"image":["/Images/Monsters/Vicharamuni.webp"],"primary_source":"Monster Core","spell":["Breath of Life","Dispel Magic","Divine Immolation","Cleanse Affliction","Lightning Bolt","Fly","Crisis of Faith","Holy Light","Mind Reading","Calm","Noise Blast","See the Unseen","Heal","Protection","Spirit Link","Daze","Detect Magic","Frostbite","Light","Read Aura","Stabilize","Telekinetic Hand"],"ac":31,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Vicharamuni","pfs":"Standard","rarity":"uncommon","strike_damage_average":[21,24],"attack_bonus":[22,22,22],"constitution":5,"creature_family":"Naga","spell_attack_bonus":[21],"will_save":22,"speed":{"max":25,"land":25,"swim":25},"wisdom":5,"weakness":{},"creature_ability":["Coils of Knowledge","Greater Constrict","Spiritual Venom","Vicharamuni Venom"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Heaven Lore","Stealth"],"legacy_id":["creature-307"],"tradition":["Divine"],"summary":"Awakener nagas are benevolent and wise teachers of people and places. They seek to guide and nurture the world around them, sensing mortals or …","trait_group":["Creature Type","Mechanics","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3104","dexterity":6,"category":"creature","slug":"creature-3104"},{"attack_bonus":[16,16],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":100,"language":["Chthonian","Daemonic","Diabolic"],"source":["Monster Core"],"type":"Creature","creature_family":"Nightmare","will_save":12,"charisma":2,"speed":{"fly":90,"max":90,"land":40},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Smoke","Flaming Gallop"],"skill":["Acrobatics","Athletics","Intimidation","Survival"],"legacy_id":["creature-308"],"trait":["Beast","Fiend","Unholy","Large"],"id":"creature-3105","text":" Nightmare Nightmares are flaming equine harbingers of death. Recall Knowledge - Beast (Arcana, Nature): DC 22 Recall Knowledge - Fiend (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Nightmare Source Monster Core pg. 238 Perception +14; darkvision Languages Chthonian, Daemonic, Diabolic Skills Acrobatics +13, Athletics +16, Intimidation +14, Survival +12 Str +6 Dex +3 Con +3 Int +1 Wis +4 Cha +2 Smoke (aura) 15 feet. The nightmare continually exhales black smoke. Creatures within the aura are concealed to those outside it, and creatures outside the aura are concealed to creatures within it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area must succeed at a DC 23 Fortitude save or be sickened 2. It's then temporarily immune to being sickened by the smoke for 1 minute. This is an inhaled poison, and the nightmare and its rider are immune to it. --- AC 24 Fort +15 Ref +15 Will +12 HP 100 Resistances fire 10 --- Speed 40 feet, fly 90 feet Melee Single Action jaws +16 (Magical, Unholy), Damage 2d10+8 piercing Melee Single Action hoof +16 (Agile, Fire, Magical, Unholy), Damage 1d8+8 bludgeoning plus 1d6 fire Divine Innate Spells DC 24 - 7th Interplanar Teleport (self and rider only) Flaming Gallop Two Actions (Divine, Fire, Unholy) The nightmare Strides or Fliesup to triple its Speed. Its hooves burst with intense flame, dealing 3d6 fire damage with a DC 24 basic Reflex save to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop. Each creature can be affected only once during a single use of Flaming Gallop. ","tradition":["Divine"],"skill_mod":{"survival":12,"athletics":16,"intimidation":14,"acrobatics":13},"summary":"Nightmares are flaming equine harbingers of death.","image":["/Images/Monsters/Nightmare.webp"],"primary_source":"Monster Core","spell":["Interplanar Teleport"],"trait_group":["Creature Type","Mechanics"],"ac":24,"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":10},"url":"/Monsters.aspx?ID=3105","intelligence":1,"reflex_save":15,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Nightmare","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,19],"slug":"creature-3105"},{"attack_bonus":[24,24],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":200,"language":["Chthonian","Daemonic","Diabolic"],"source":["Monster Core"],"type":"Creature","creature_family":"Nightmare","will_save":21,"charisma":3,"speed":{"fly":120,"max":120,"land":60},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Smoke","Flaming Gallop","Trample"],"skill":["Acrobatics","Athletics","Intimidation","Survival"],"legacy_id":["creature-309"],"trait":["Beast","Fiend","Unholy","Huge"],"id":"creature-3106","text":" Greater Nightmare The enormous greater nightmare is valued for its ability to invade other realities with its rider. Recall Knowledge - Beast (Arcana, Nature): DC 28 Recall Knowledge - Fiend (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Greater Nightmare Source Monster Core pg. 238 Perception +22; darkvision Languages Chthonian, Daemonic, Diabolic Skills Acrobatics +23, Athletics +24, Intimidation +22, Survival +20 Str +7 Dex +4 Con +5 Int +2 Wis +5 Cha +3 Smoke (aura) 15 feet. The nightmare continually exhales black smoke. Creatures within the aura are concealed to those outside it, and creatures outside the aura are concealed to creatures within it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area must succeed at a DC 28 Fortitude save or be sickened 2. It's then temporarily immune to being sickened by the smoke for 1 minute. This is an inhaled poison, and the nightmare and its rider are immune to it. --- AC 31 Fort +25 Ref +24 Will +21 HP 200 Resistances fire 15 --- Speed 60 feet, fly 120 feet Melee Single Action jaws +24 (Magical, Unholy, reach 10 feet), Damage 3d10+13 piercing Melee Single Action hoof +24 (Agile, Fire, Magical, Unholy), Damage 2d8+10 bludgeoning plus 2d6 fire Divine Innate Spells DC 30 - 7th Interplanar Teleport (self and rider only) Flaming Gallop Two Actions (Divine, Fire, Unholy) The nightmare Strides or Fliesup to triple its Speed. Its hooves burst with intense flame, dealing 6d6 fire damage with a DC 30 basic Reflex save to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop. Each creature can be affected only once during a single use of Flaming Gallop. Trample Three Actions Large or smaller, hoof, DC 30 ","tradition":["Divine"],"skill_mod":{"survival":20,"athletics":24,"intimidation":22,"acrobatics":23},"summary":"The enormous greater nightmare is valued for its ability to invade other realities with its rider.","image":["/Images/Monsters/Greater_Nightmare.webp"],"primary_source":"Monster Core","spell":["Interplanar Teleport"],"trait_group":["Creature Type","Mechanics"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":15},"url":"/Monsters.aspx?ID=3106","intelligence":2,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":25,"size":["Huge"],"name":"Greater Nightmare","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[26,29],"slug":"creature-3106"},{"attack_bonus":[23,23],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":150,"language":["Aklo","Common","<%UMR%79%%>telepathy<%END> 30 feet"],"source":["Monster Core"],"type":"Creature","will_save":20,"charisma":5,"speed":{"climb":30,"max":30,"land":25},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Mind Crush"],"skill":["Acrobatics","Athletics","Intimidation","Occultism","Stealth","Survival"],"stealth":"21","legacy_id":["creature-310"],"trait":["Aberration","Medium"],"id":"creature-3107","text":" Nilith The sleek, dark niliths resemble hairless, emaciated tree sloths. These creatures are intensely dangerous and fearsome, with glowing red eyes, wicked claws, and mouths full of needlelike teeth. Niliths feed off the emotions, fears, and flesh of the living, and folktales posit that those who have nightmares of these creatures are fated to one day be eaten by them. Niliths draw intense joy from tormenting sapient creatures, often focusing their predations on the pious and the just, from whom they draw forth their most basic fears and worst thoughts and revel in their victims' subsequent terror. More often than not, these despicable manipulators wish to drive their victims into madness and even to suicide. Most niliths lack the patience to spend too much time fully tearing down an individual, and when a nilith tires of its current plaything and becomes bored with its particular thoughts and fears, it murders the quarry before feeding on its flesh and moving onto the next victim. Niliths are actually extensions of much deadlier creatures that dwell in a distant dimension beyond dreams—in a way, niliths are little more than remote feeding machines for the unknown alien entities to which they are connected. Scholars and dimensional travelers have attempted to uncover the exact mechanisms of this mysterious connection, but they have yet to decipher the truth. Indeed, many who investigate the nature of a nilith's bond are driven to madness before getting anywhere close. The odd connection to otherworldly beings might help explain the longevity of these creatures, as it is believed that niliths can live for thousands of years. Thankfully for others, niliths are solitary creatures that hate the company of their own kind, likely because these harbingers of nightmares have no wish to taste the horrors they bring to others. Recall Knowledge - Aberration (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Nilith Source Monster Core pg. 239 Perception +19; darkvision Languages Aklo, Common; telepathy 30 feet Skills Acrobatics +21, Athletics +17, Intimidation +23, Occultism +19, Stealth +21, Survival +17 Str +3 Dex +5 Con +4 Int +3 Wis +3 Cha +5 --- AC 32 Fort +17 Ref +20 Will +20 HP 150 Resistances mental 10, physical 5 (except silver) --- Speed 25 feet, climb 30 feet Melee Single Action claw +23 (Agile, Finesse, Magical), Damage 2d10+9 slashing plus Grab Melee Single Action fangs +23 (Finesse, Magical), Damage 2d12+9 piercing Occult Innate Spells DC 29 - Cantrips (5th) Message, Read Aura, Shield, Telekinetic Hand - 3rd Mind Reading (at will) - 4th Confusion, Dream Message, Flicker, Invisibility (at will; self only), Nightmare, Wave of Despair - 5th Hallucination, Mind Probe Mind Crush Single Action (Mental, Occult) Requirements The nilith has a creature grabbed; Effect The nilith reaches into the mind of the grabbed creature and implants disjointed images of the victim's worst fears and nightmares. The grabbed creature takes 6d6 mental damage with a DC 31 basic Will save. On a critical failure, the target is also affected as though by never mind , and it must attempt a second Will save against that effect. From the Dreamlands The nilith's association with the remote and little-understood Dreamlands, also known as the Dimension of Dreams, is unusual. They draw power from a latent dreaming connection to that realm, but they are native to the Universe. ","tradition":["Occult"],"skill_mod":{"survival":17,"stealth":21,"athletics":17,"intimidation":23,"occultism":19,"acrobatics":21},"summary":"The sleek, dark niliths resemble hairless, emaciated tree sloths. These creatures are intensely dangerous and fearsome, with glowing red eyes, wicked …","image":["/Images/Monsters/Nilith.webp"],"primary_source":"Monster Core","spell":["Hallucination","Mind Probe","Confusion","Dream Message","Flicker","Invisibility","Nightmare","Wave of Despair","Mind Reading","Message","Read Aura","Shield","Telekinetic Hand"],"trait_group":["Creature Type"],"ac":32,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"mental":10,"physical":5},"url":"/Monsters.aspx?ID=3107","intelligence":3,"reflex_save":20,"strongest_save":["ref","reflex","will"],"dexterity":5,"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Nilith","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,22],"slug":"creature-3107"},{"primary_source_category":"Rulebooks","strength":7,"hp":375,"language":["Common","Fey","Jotun","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":7,"perception":41,"trait":["Fey","Rare","Large"],"id":"creature-3108","text":" Norn Ancient beyond imagining, norns are powerful fey women who hold in their hands the physical manifestation of fate and destiny in the form of golden thread. They watch over all life, intervening with reluctance when called upon—or with a vengeance when the strands of fate are twisted and abused by lesser beings. They cut imposing figures, standing 14 feet tall and weighing 800 pounds. Norns' relationship with the Eldest of the First World is complex. Many among norns serve Magdh the Three, the triune Eldest who some norns believe to be the first norn triumvirate bound together into one entity, as Magdh has three bodies: a Maiden, a Mother, and a Matriarch. Magdh claims to be watching the threads of fate for some ominous prophesied cataclysm, and in addition to assisting in her divinations, Magdh expects the norns who serve her to follow her cryptic commands to help nudge the future away from the brink. However, norns are powerful beings in their own right, themselves capable of granting divine power, and many balk at serving the enigmatic demigod. These norns find the other Eldest even more alien and challenging to interact with, for they believe that while the Eldest wield great power, even these powerful beings should not be granted leave to meddle with fate as much as they desire. While even the weakest of the Eldest could destroy an unaffiliated norn with ease, they tend to obey the proclamations and judgments of norns when they are spoken. These norns, for their part, use their perceived neutrality judiciously. They know better than to issue too many demands to the Eldest, lest the capricious demigods grow frustrated. And so the balance of power remains tenuous between unaffiliated norns and the Eldest, as it has for eons. Norns know that it's merely a matter of time before the Eldest lose their respect for this tradition and start acting entirely as they please, despite norns' best efforts to rein in their most disruptive actions. Recall Knowledge - Fey (Nature): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Norn Source Monster Core pg. 240 Perception +41; detect magic , greater darkvision, lifesense 120 feet, truesight Languages Common, Fey, Jotun; truespeech Skills Crafting +36, Deception +35, Intimidation +37, Lore +28, Medicine +38, Occultism +34, Performance +31, Religion +34 Str +7 Dex +6 Con +6 Int +6 Wis +10 Cha +7 Sense Fate (fortune) A norn automatically rolls a 20 when she rolls initiative. Triumvirate This functions as the coven ability, except only norns can join a triumvirate, and it functions only as long as exactly three norns are part of the triumvirate. A triumvirate grants the following spells: cataclysm , foresight , manifestation (once per day), pinpoint , and revival . Items Shears (see favored weapon) --- AC 46 Fort +34 Ref +30 Will +38 +1 status to all saves vs. magic HP 375 , regeneration 20 (deactivated by cold iron) Immunities off-guard, void Weaknesses cold iron 20 --- Speed 35 feet, fly 35 feet Melee Single Action shears +38 (deadly 2d8, Magical, reach 10 feet, versatile P), Damage 4d4+15 slashing plus 6d6 void and sever fate Melee Single Action hand of fate +38 (Agile, Magical, reach 10 feet), Damage 4d10+15 void plus sever fate Occult Innate Spells DC 42 - 7th Dispel Magic (at will), Read Omens (at will), Spellwrack (at will) - 8th Migration, Quandary - 9th Execute, Phantasmagoria, Retrocognition - 10th Freeze Time - Constant (10th) Detect Magic, Hidden Mind, Truesight, Truespeech Rituals DC 42 - 3rd Geas - 7th Collective Memories Fated When a creature is subject to a fortune effect from a norn and a misfortune effect from any source other than a norn (or vice versa), the norn's effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the fortune and misfortune effect are from a norn, then the two cancel each other out as normal. At the GM's discretion, powerful entities related to fate or luck, like Desna, Magdh, or Pharasma, can't have their effects negated by this ability. Sever Fate (Occult) When a norn deals void damage with a Strike, she regains 10 Hit Points. The target must succeed at a DC 39 Fortitude save or become drained 1 (drained 2 on a critical failure). Further void damage dealt by the norn increases the drained condition value by 1 on a failed save (or by 2 on a critical failure), to a maximum of drained 4. Shift Fate Reaction (Occult) Trigger A creature within 120 feet attempts a saving throw; Effect The creature rolls the saving throw twice, and then the norn decides which result applies. If the norn chooses the lower roll, this is a misfortune effect; if she chooses the higher roll, it's a fortune effect; if they're the same, she decides which trait to apply. Snip Thread Two Actions (Death, Manipulate, Occult) Frequency three times per day; Effect The norn produces a golden thread linked to the fate of a creature within 100 feet of her, then snips it short with her shears. The target takes 100 void damage (DC 42 basic Fortitude save). If the target is reduced to 0 Hit Points from this damage, the thread is completely severed and the creature dies immediately. A creature slain by Snip Thread can't be restored to life except by a wish ritual or similarly powerful magic; or by divine intervention. Regardless of the outcome of their saving throw, a creature targeted by Snip Thread then becomes temporarily immune for 24 hours. The norn can't use Snip Thread again for 1d4 rounds. ","skill_mod":{"performance":31,"deception":35,"crafting":36,"medicine":38,"intimidation":37,"occultism":34,"religion":34},"image":["/Images/Monsters/Norn.webp"],"primary_source":"Monster Core","spell":["Freeze Time","Execute","Phantasmagoria","Retrocognition","Migration","Quandary","Dispel Magic","Read Omens","Spellwrack","Detect Magic","Hidden Mind","Truesight","Truespeech"],"ac":46,"item":["Shears (see favored weapon)"],"level":20,"spell_dc":[42],"source_category":["Rulebooks"],"sense":" detect magic , greater darkvision , lifesense 120 feet, truesight ","resistance":{},"intelligence":6,"reflex_save":30,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":34,"size":["Large"],"name":"Norn","pfs":"Standard","rarity":"rare","strike_damage_average":[37,46],"attack_bonus":[38,38],"constitution":6,"immunity":["off-guard","void"],"creature_family":"Norn","will_save":38,"speed":{"fly":35,"max":35,"land":35},"wisdom":10,"weakness":{"cold_iron":20},"creature_ability":["Sense Fate","Triumvirate","Fated","Sever Fate","Shift Fate","Snip Thread"],"skill":["Crafting","Deception","Intimidation","Lore","Medicine","Occultism","Performance","Religion"],"legacy_id":["creature-742"],"tradition":["Occult"],"summary":"Ancient beyond imagining, norns are powerful fey women who hold in their hands the physical manifestation of fate and destiny in the form of golden …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3108","dexterity":6,"category":"creature","slug":"creature-3108"},{"legacy_name":["Alchemical Golem"],"attack_bonus":[20,22],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":150,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core"],"type":"Creature","will_save":15,"charisma":-5,"speed":{"max":25,"land":25},"perception":15,"wisdom":0,"weakness":{},"creature_ability":["Alchemical Chambers","Alchemical Rupture","Alchemical Injection","Generate Bomb"],"skill":["Athletics"],"legacy_id":["creature-239"],"trait":["Alchemical","Construct","Mindless","Uncommon","Large"],"id":"creature-3109","text":" Noxious Needler This construct is a walking alchemical nightmare capable of inflicting all manner of painful wounds. The noxious needlers' ability to follow orders is granted by the otherwise mindless humanoid brain that floats in their dome-like heads, allowing them to serve as laborers and guards for their creators. In exceptionally rare cases, the brain used in their creation might retain fragments of memories or even an actual intellect, resulting in a noxious needler with a personality and agenda of its own. Unwilling creations often hunt down their creators, venting their rage on similar targets if revenge is impossible. Others blankly replicate the experiments from their last memory. Recall Knowledge - Construct (Arcana, Crafting): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Noxious Needler Source Monster Core pg. 242 Perception +15; darkvision Languages Skills Athletics +22 Str +6 Dex +4 Con +3 Int -5 Wis +0 Cha -5 --- AC 27 Fort +20 Ref +19 Will +15 HP 150 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Resistances physical 10 (except adamantine or bludgeoning), spells 10 (except sonic) Alchemical Chambers A noxious needler's body contains six alchemical chambers filled with different substances. When a noxious needler's ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect): 1 acid damage; 2 cold damage; 3 electricity damage; 4 fire damage; 5 poison damage; 6 sickness, with a DC 26 Fortitude save or sickened 1 (sickened 2 on a critical failure). Alchemical Rupture When a noxious needler takes physical damage from a critical hit or is affected by a shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers list (see above) to determine which one shatters—on a roll of 1–5, creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect. --- Speed 25 feet Melee Single Action syringe +22 (Magical, reach 10 feet), Damage 2d10+6 piercing plus alchemical injection Ranged Single Action bomb +20 (Magical, thrown 20 feet), Damage see Generate Bomb Alchemical Injection When a noxious needler hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate). Generate Bomb Single Action (Manipulate) The needler fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike. Roll 1d6 on the alchemical chambers list above. On a roll of 1–5, the bomb deals 3d10 damage and 3 splash damage, matching the damage type of the chamber; you can instead choose to create an alchemical bomb of 11th level or lower that deals the same damage type, such as an acid flask on a roll of 1. On a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves. Alchemical Leftovers When a noxious needler is defeated or disabled, each of its alchemical chambers that remains intact can be salvaged. The alchemical fluids inside are 50 gp worth of ingredients for crafting alchemical items. ","skill_mod":{"athletics":22},"summary":"This construct is a walking alchemical nightmare capable of inflicting all manner of painful wounds. The noxious needlers' ability to follow orders …","image":["/Images/Monsters/Noxious_Needler.webp"],"primary_source":"Monster Core","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=3109","intelligence":-5,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Noxious Needler","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17],"slug":"creature-3109"},{"primary_source_category":"Rulebooks","strength":6,"hp":190,"language":["Aklo","Common","Fey"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":16,"stealth":"18","trait":["Amphibious","Fey","Large"],"id":"creature-3110","text":" Nuckelavee When pollution despoils a natural waterway, it draws the dreaded nuckelavee to it from the First World. This spirit of wrath is a grisly sight to behold: a horselike monstrosity with the gnarled upper body of a humanoid growing directly from its back. Further enhancing its awfulness, not a patch of skin exists on the misshapen hybrid form, as though it survived its own flaying. When a nuckelavee rides forth from its domain, it wreaks a trail of destruction across the land surrounding its path. Nuckelavees are considered among the cruelest and most monstrous fey, seen by some as just desserts visited upon those who would befoul the waters of their homes. A nuckelavee, however, doesn't discriminate between those who pollute and those who merely have the misfortune to be in the wrong place at the wrong time. Despite their vile reputation among humanoids, nuckelavees are generally respectful of their fey counterparts. Once pollution has been cleansed and water fey like naiads return to a body of water, nuckelavees will peacefully withdraw. Recall Knowledge - Fey (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Nuckelavee Source Monster Core pg. 243 Perception +16; low-light vision Languages Aklo, Common, Fey Skills Athletics +19, Intimidation +19, Nature +16, Stealth +18, Survival +16 Str +6 Dex +3 Con +4 Int +1 Wis +3 Cha +4 Items +1 striking bastard sword --- AC 28 Fort +19 Ref +16 Will +20 HP 190 Immunities disease, poison Weaknesses cold iron 10 Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 25 Purity Vulnerability Unpolluted fresh water burns a nuckelavee like acid, dealing 1d6 damage to it and causing it to be sickened 2. A nuckelavee can't heal from damage when it's in an area that isn't polluted (subject to GM discretion). Reactive Strike Reaction --- Speed 40 feet, swim 40 feet Melee Single Action bastard sword +21 (Magical, reach 10 feet, two-hand d12), Damage 2d8+12 slashing plus 1d6 poison and mortasheen Melee Single Action jaws +20 (Agile), Damage 2d8+12 piercing plus 1d6 poison and mortasheen Melee Single Action hoof +20, Damage 2d6+12 bludgeoning plus mortasheen Primal Innate Spells DC 28 - 3rd Aqueous Orb - 5th Control Water Rituals DC 28 - 4th Blight Blight Breath Two Actions (Disease, Poison, Primal) The nuckelavee breathes a 30-foot cone of foulness, dealing 8d6 void damage to living creatures in the area with a DC 28 basic Fortitude save. A creature that fails also takes 2d6 persistent bleed damage. The nuckelavee can't use Blight Breath again for 1d4 rounds. Mortasheen (Disease) The target can't recover from the fatigued condition caused by mortasheen until the disease is cured. Mortasheen gains the virulent trait against animals and plants; Saving Throw DC 28 Fortitude; Stage 1 Carrier with no ill effect (1 day); Stage 2 drained 1 and fatigued (1 day); Stage 3 drained 2 and fatigued (1 day); Stage 4 dead Trample Three Actions Medium or smaller, hoof, DC 28 Unfortunate Victims Nuckelavees are equally delighted to murder and feed upon both hapless peasants and altruistic naturalists engaged in the process of cleaning up pollution. Indeed, those who would seek to purify such sites are often regarded as the greater threat by a nuckelavee, as without a befouled land to dwell in, the foul fey would wither away. ","skill_mod":{"nature":16,"survival":16,"stealth":18,"athletics":19,"intimidation":19},"image":["/Images/Monsters/Nuckelavee.webp"],"primary_source":"Monster Core","spell":["Control Water","Aqueous Orb"],"ac":28,"item":["+1 striking bastard sword"],"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":16,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":19,"size":["Large"],"name":"Nuckelavee","pfs":"Standard","rarity":"common","strike_damage_average":[19,24,24],"attack_bonus":[20,20,21],"constitution":4,"immunity":["disease","poison"],"will_save":20,"speed":{"max":40,"land":40,"swim":40},"wisdom":3,"weakness":{"cold_iron":10},"creature_ability":["Frightful Presence","Purity Vulnerability","Reactive Strike","Blight Breath","Mortasheen","Trample"],"skill":["Athletics","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-743"],"tradition":["Primal"],"summary":"When pollution despoils a natural waterway, it draws the dreaded nuckelavee to it from the First World . This spirit of wrath is a grisly sight to …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3110","dexterity":3,"category":"creature","slug":"creature-3110"},{"primary_source_category":"Rulebooks","strength":0,"hp":20,"language":["Common","Elven","Fey","Thalassic"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":6,"stealth":"6","trait":["Amphibious","Fey","Nymph","Water","Medium"],"id":"creature-3111","text":" Naiad Naiads protect streams, ponds, springs, and other natural bodies of fresh water. While most naiads lead solitary lives close to their chosen home, sometimes they congregate in coven-like groups where river tributaries meet, performing great magic and blessing the waters of the land. Because naiads' bonds to their bodies of water permit more flexibility, they are the nymphs most likely to interact with humanoids—and even visit their settlements on occasion. Unlike other nymphs, naiads occasionally become adventurers, especially when dark forces seek to despoil nature or otherwise threaten the land, joining forces with others to prevent the corruption of the natural world. Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Naiad Source Monster Core pg. 244 Perception +6; low-light vision Languages Common, Elven, Fey, Thalassic Skills Acrobatics +6, Athletics +3, Diplomacy +7, Nature +6, Stealth +6, Survival +4 Str +0 Dex +3 Con +0 Int +1 Wis +1 Cha +4 Animal Empathy The naiad can ask questions of, receive answers from, and use the Diplomacy skill with animals. --- AC 14 Fort +3 Ref +6 Will +8 HP 20 Resistances fire 3 Weaknesses cold iron 3 Water Dependent A naiad is bonded to a spring, pond, or similar-sized water feature. If she is more than 300 feet away from it for 24 hours or more, she gains the weak adjustments until she returns. She can perform a 24-hour ritual to bond herself to a new body of water. Water Healing (healing, primal, vitality) For every 10 minutes a naiad spends soaking in her bonded body of water, she regains 7 Hit Points. --- Speed 25 feet, swim 25 feet Melee Single Action aqueous fist +8 (Agile, Finesse, Magical, Water), Damage 1d8 bludgeoning Ranged Single Action water orb +8 (Magical, range 60 feet, Water), Damage 1d6 bludgeoning Primal Innate Spells DC 17 - 1st Charm, Create Water, Hydraulic Push, Tidal Surge (at will)\n","element":["Water"],"skill_mod":{"diplomacy":7,"nature":6,"survival":4,"stealth":6,"athletics":3,"acrobatics":6},"image":["/Images/Monsters/Naiad.webp"],"primary_source":"Monster Core","spell":["Charm","Create Water","Hydraulic Push","Tidal Surge"],"ac":14,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{"fire":3},"intelligence":1,"reflex_save":6,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":3,"size":["Medium"],"name":"Naiad","pfs":"Standard","rarity":"common","strike_damage_average":[3,4],"attack_bonus":[8,8],"constitution":0,"creature_family":"Nymph","will_save":8,"speed":{"max":25,"land":25,"swim":25},"wisdom":1,"weakness":{"cold_iron":3},"creature_ability":["Animal Empathy","Water Dependent","Water Healing"],"skill":["Acrobatics","Athletics","Diplomacy","Nature","Stealth","Survival"],"legacy_id":["creature-311"],"tradition":["Primal"],"summary":"Naiads protect streams, ponds, springs, and other natural bodies of fresh water. While most naiads lead solitary lives close to their chosen home, …","trait_group":["Monster","Creature Type","Elemental","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3111","dexterity":3,"category":"creature","slug":"creature-3111"},{"primary_source_category":"Rulebooks","strength":0,"hp":55,"language":["Common","Elven","Fey","Muan"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":10,"stealth":"9","trait":["Fey","Nymph","Plant","Wood","Medium"],"id":"creature-3112","text":" Dryad Dryads are fey guardians of the trees and creatures who dwell in wooded areas. They prefer using indirect methods to dissuade those who would harm their sacred groves and beloved forests, but they're not above using magic to enlist the aid of allies when evil threats cannot be dissuaded with words alone. In times of peace, dryads happily live secluded lives inside their trees, and a community at harmony with nature might not even realize a dryad lives nearby. Though they watch over all the woods around them, dryads are inextricably tied to a specific tree, usually an oak. Dryads who are bonded to another type of tree are fundamentally the same, but they may differ in temperament and appearance to match their chosen ward. For instance, kraneiai, or cherry-tree dryads, have beautiful pink coloration and concern themselves with the fragile beauty of life. Recall Knowledge - Fey (Nature): DC 18 Recall Knowledge - Plant (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Dryad Source Monster Core pg. 244 Perception +10; low-light vision Languages Common, Elven, Fey, Muan Skills Acrobatics +9, Athletics +5, Crafting +7, Diplomacy +9, Nature +13, Stealth +9, Survival +12 Str +0 Dex +4 Con +1 Int +2 Wis +3 Cha +4 Nature Empathy The dryad can ask questions of, receive answers from, and use the Diplomacy skill with animals and plants. --- AC 17 Fort +6 Ref +11 Will +10 HP 55 Weaknesses cold iron 5, fire 5 Tree Dependent A dryad is bonded to a single great tree. If she is more than 300 feet away from it for 24 hours or more, she gains the weak adjustments until she returns. She can perform a 24-hour ritual to bond herself to a new tree. --- Speed 25 feet Melee Single Action branch +12 (Finesse, Magical), Damage 1d12+2 bludgeoning Primal Innate Spells DC 20, attack +12 - Cantrips (2nd) Tangle Vine - 2nd Entangling Flora (at will), One with Plants (at will) - 4th Charm (×3), Suggestion - 5th Nature's Pathway (×2) Tree Meld Two Actions A one with plants spell cast by a dryad has an unlimited duration. In addition, if the dryad merges with her bonded tree, she can choose to instead enter an extradimensional living space within the tree, and can bring up to two adjacent, willing creatures with her; the spell gains the extradimensional trait. The dryad can still be expelled from this space. ","element":["Wood"],"skill_mod":{"diplomacy":9,"nature":13,"crafting":7,"survival":12,"stealth":9,"athletics":5,"acrobatics":9},"image":["/Images/Monsters/Dryad.webp"],"primary_source":"Monster Core","spell":["Nature's Pathway","Charm","Suggestion","Entangling Flora","One with Plants","Tangle Vine"],"ac":17,"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":2,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Dryad","pfs":"Standard","rarity":"common","strike_damage_average":[8],"attack_bonus":[12],"constitution":1,"creature_family":"Nymph","spell_attack_bonus":[12],"will_save":10,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"cold_iron":5,"fire":5},"creature_ability":["Nature Empathy","Tree Dependent","Tree Meld"],"skill":["Acrobatics","Athletics","Crafting","Diplomacy","Nature","Stealth","Survival"],"legacy_id":["creature-312"],"tradition":["Primal"],"summary":"Dryads are fey guardians of the trees and creatures who dwell in wooded areas. They prefer using indirect methods to dissuade those who would harm …","trait_group":["Creature Type","Monster","Elemental"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3112","dexterity":4,"category":"creature","slug":"creature-3112"},{"primary_source_category":"Rulebooks","strength":0,"hp":100,"language":["Common","Elven","Fey","Thalassic"],"source":["Monster Core"],"type":"Creature","charisma":7,"perception":18,"stealth":"14","trait":["Amphibious","Fey","Nymph","Uncommon","Water","Medium"],"id":"creature-3113","text":" Naiad Queen Naiad queens rule over pristine wildernesses centered around untouched lakes, massive rivers, or other collective bodies of fresh water. Bards' songs and artists' paintings of these powerful nymphs tend to depict naiad queens in their slightly more humanoid forms, which they don when they make the rare journey into civilized lands to garner allies, gather news, or gauge threats. Most naiad queens treat those who respect their domains with kindness, but they're fierce—and quick to eliminate foes. Their blinding beauty and breadth of offensive spells make naiad queens fierce opponents if forced into a fight. Recall Knowledge - Fey (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Naiad Queen Source Monster Core pg. 246 Perception +18; low-light vision Languages Common, Elven, Fey, Thalassic Skills Acrobatics +16, Athletics +9, Diplomacy +20, Medicine +15, Nature +15, Performance +20, Stealth +14, Survival +15 Str +0 Dex +5 Con +4 Int +3 Wis +4 Cha +7 Animal Empathy The naiad queen can ask questions of, receive answers from, and use the Diplomacy skill with animals. Tied to the Land The queen is tied to a body of water or area with a great deal of water features. --- AC 26 Fort +15 Ref +18 Will +17 HP 100 Resistances fire 10 Weaknesses cold iron 10 Nymph's Beauty (aura, emotion, mental, primal, visual) 30 feet. DC 23. A creature that fails its save is stunned 1 and becomes stunned 1 each time it starts its turn within the aura for the next 24 hours, even if it can't see the naiad queen. Water Healing (healing, primal, vitality) Water Healing (healing, primal, vitality) For every 10 minutes a naiad queen spends soaking in any body of water in her domain, she regains 30 Hit Points. --- Speed 25 feet, swim 25 feet Melee Single Action aqueous fist +18 (Agile, Finesse, Magical, Water), Damage 2d8+6 bludgeoning Ranged Single Action water orb +18 (Magical, range 60 feet, Water), Damage 4d6 bludgeoning Primal Prepared Spells DC 28, attack +18 - Cantrips (4th) Detect Magic, Frostbite, Guidance, Light, Stabilize - 1st Air Bubble, Fleet Step, Gust of Wind - 2nd Animal Messenger, One with Plants, Revealing Light - 3rd Aqueous Orb, Earthbind, Heal - 4th Heal, Summon Animal Primal Innate Spells DC 28 - 4th Charm, Create Water, Hydraulic Push, Tidal Surge (at will) Change Shape Single Action (Polymorph, Primal) Focus Beauty Single Action (Emotion, Incapacitation, Mental, Primal, Visual) If a target already affected by nymph's beauty fails its save, the image of the queen sears into the creature's mind, effectively blinding the creature until its vision is restored with sound body or a similar effect. The naiad queen can Dismiss the effect. Inspiration Three Actions (Emotion, Mental, Primal) ","element":["Water"],"skill_mod":{"diplomacy":20,"performance":20,"nature":15,"survival":15,"stealth":14,"medicine":15,"athletics":9,"acrobatics":16},"image":["/Images/Monsters/Naiad_Queen.webp"],"primary_source":"Monster Core","spell":["Heal","Summon Animal","Aqueous Orb","Earthbind","Animal Messenger","One with Plants","Revealing Light","Air Bubble","Fleet Step","Gust of Wind","Detect Magic","Frostbite","Guidance","Light","Stabilize","Charm","Create Water","Hydraulic Push","Tidal Surge"],"ac":26,"level":7,"spell_dc":[28,28],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{"fire":10},"intelligence":3,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":15,"size":["Medium"],"name":"Naiad Queen","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14,15],"attack_bonus":[18,18],"constitution":4,"creature_family":"Nymph","spell_attack_bonus":[18],"will_save":17,"speed":{"max":25,"land":25,"swim":25},"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Animal Empathy","Tied to the Land","Nymph's Beauty","Water Healing","Change Shape","Focus Beauty","Inspiration"],"skill":["Acrobatics","Athletics","Diplomacy","Medicine","Nature","Performance","Stealth","Survival"],"legacy_id":["creature-313"],"tradition":["Primal"],"summary":"Naiad queens rule over pristine wildernesses centered around untouched lakes, massive rivers, or other collective bodies of fresh water. Bards' songs …","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3113","dexterity":5,"category":"creature","slug":"creature-3113"},{"primary_source_category":"Rulebooks","strength":2,"hp":220,"language":["Common","Elven","Fey","Muan"],"source":["Monster Core"],"type":"Creature","charisma":8,"perception":25,"stealth":"25","trait":["Fey","Nymph","Plant","Uncommon","Wood","Medium"],"id":"creature-3114","text":" Dryad Queen Also called a hamadryad, a dryad queen rules over an entire forest, or a portion of an incredibly large forest, leading and protecting all dryads within. Dryad queens often have strange relationships with powerful and deadly fey, working together in a dualistic way despite their differences, with the queen representing nature's wonders and the other fey representing nature's wrath. Recall Knowledge - Fey (Nature): DC 33 Recall Knowledge - Plant (Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Dryad Queen Source Monster Core pg. 247 Perception +25; low-light vision Languages Common, Elven, Fey, Muan Skills Acrobatics +25, Athletics +19, Crafting +23, Deception +30, Diplomacy +30, Intimidation +27, Nature +24, Performance +28, Stealth +25, Survival +24 Str +2 Dex +6 Con +6 Int +4 Wis +4 Cha +8 Nature Empathy The dryad queen can ask questions of, receive answers from, and use the Diplomacy skill with animals and plants. Tied to the Land The dryad queen is tied to a forest or other woodland. --- AC 35 Fort +24 Ref +26 Will +24 HP 220 Weaknesses cold iron 10, fire 10 Nymph's Beauty (aura, emotion, incapacitation, mental, primal, visual) DC 30. On a failed save, the target is immobilized in awe for 1 minute. --- Speed 30 feet Melee Single Action branch +27 (Finesse, Magical), Damage 3d12+8 bludgeoning Ranged Single Action leaves +27 (Plant, Primal, range increment 60 feet), Damage 3d8+6 slashing Primal Prepared Spells DC 35, attack +25 - Cantrips (7th) Detect Magic, Frostbite, Guidance, Light, Stabilize - 1st Fleet Step, Gust of Wind, Pest Form - 2nd Animal Messenger, Clear Mind, Revealing Light - 3rd Earthbind, Haste, Wall of Thorns - 4th Fly, Mountain Resilience, Resist Energy - 5th Banishment, Heal, Howling Blizzard - 6th Chain Lightning, Cursed Metamorphosis, Tangling Creepers - 7th Regenerate, Summon Plant or Fungus Primal Innate Spells DC 35, attack +25 - Cantrips (5th) Tangle Vine - 4th Charm (at will), Entangling Flora (at will), Shape Wood (at will), Suggestion (at will) - 5th Nature's Pathway (×3), One with Plants (at will) - 8th Impaling Briars Change Shape Single Action (Primal) Focus Beauty Single Action (Emotion, Incapacitation, Mental, Primal, Visual) On a failed save, if the target was already affected by the dryad queen's beauty, the target can't use hostile actions against the dryad queen for 1 hour. Inspiration Three Actions (Emotion, Mental, Primal) Tree Meld Two Actions (Primal) A one with plants spell cast by a dryad queen has an unlimited duration. In addition, if the dryad merges with a tree in her domain, she can choose to instead enter an extradimensional living space within the tree, and can bring up to eight adjacent, willing creatures with her; the spell gains the extradimensional trait. The dryad queen can still be expelled from this space. ","element":["Wood"],"skill_mod":{"diplomacy":30,"performance":28,"deception":30,"nature":24,"crafting":23,"survival":24,"stealth":25,"athletics":19,"intimidation":27,"acrobatics":25},"image":["/Images/Monsters/Dryad_Queen.webp"],"primary_source":"Monster Core","spell":["Regenerate","Summon Plant or Fungus","Chain Lightning","Cursed Metamorphosis","Tangling Creepers","Banishment","Heal","Howling Blizzard","Fly","Mountain Resilience","Resist Energy","Earthbind","Haste","Wall of Thorns","Animal Messenger","Clear Mind","Revealing Light","Fleet Step","Gust of Wind","Pest Form","Detect Magic","Frostbite","Guidance","Light","Stabilize","Impaling Briars","Nature's Pathway","One with Plants","Charm","Entangling Flora","Shape Wood","Suggestion","Tangle Vine"],"ac":35,"level":13,"spell_dc":[35,35],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":4,"reflex_save":26,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":24,"size":["Medium"],"name":"Dryad Queen","pfs":"Standard","rarity":"uncommon","strike_damage_average":[19,27],"attack_bonus":[27,27],"constitution":6,"creature_family":"Nymph","spell_attack_bonus":[25,25],"will_save":24,"speed":{"max":30,"land":30},"wisdom":4,"weakness":{"cold_iron":10,"fire":10},"creature_ability":["Nature Empathy","Tied to the Land","Nymph's Beauty","Change Shape","Focus Beauty","Inspiration","Tree Meld"],"skill":["Acrobatics","Athletics","Crafting","Deception","Diplomacy","Intimidation","Nature","Performance","Stealth","Survival"],"legacy_id":["creature-314"],"tradition":["Primal"],"summary":"Also called a hamadryad, a dryad queen rules over an entire forest, or a portion of an incredibly large forest, leading and protecting all dryads …","trait_group":["Creature Type","Monster","Rarity","Elemental"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=3114","dexterity":6,"category":"creature","slug":"creature-3114"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":135,"source":["Monster Core"],"type":"Creature","creature_family":"Octopus","will_save":15,"charisma":-2,"speed":{"max":40,"land":15,"swim":40},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Compression","Constrict","Giant Octopus Venom","Ink Cloud","Jet","Writhing Arms"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"17","legacy_id":["creature-315"],"trait":["Animal","Aquatic","Huge"],"id":"creature-3115","text":" Octopus Giant octopuses are found in the heart of deep, dark oceans. Clever and adaptable, they hunt and devour all manner of animals. Despite growing up to 16 feet long, a giant octopus can compress its body to squeeze through small gaps as long as there's room for its beak. Giant octopuses favor shipwrecks, coral reefs, or underwater caverns as lairs, where they can take advantage of narrow confines for protection. Like their smaller kin, they're fond of adorning and decorating their lairs with found objects—many of which, in the giant octopus's case, are also magical weapons, shields, or works of art salvaged from sunken ships or fallen adventurers. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Giant Octopus Source Monster Core pg. 248 Perception +15; low-light vision Languages Skills Acrobatics +17, Athletics +20, Stealth +17 Str +6 Dex +3 Con +4 Int -4 Wis +3 Cha -2 --- AC 27 Fort +16 Ref +17 Will +15 HP 135 Resistances cold 10 --- Speed 15 feet, swim 40 feet; compression Melee Single Action arm +20 (Agile, reach 15 feet), Damage 2d8+9 bludgeoning plus Grab Melee Single Action beak +20, Damage 2d8+9 piercing plus giant octopus venom Compression A giant octopus can move through a gap at least 2 feet wide without Squeezingand can Squeeze through a gap at least 1 foot wide. Constrict Single Action 1d8+9 bludgeoning, DC 26 Giant Octopus Venom (Poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and off-guard (1 round); Stage 2 2d6 poison damage, clumsy 1, and off-guard (1 round); Stage 3 2d6 poison damage, clumsy 2, and off-guard (1 round) Ink Cloud Single Action The octopus emits a cloud of black ink in a 30-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are undetected and can't use their sense of smell. The cloud dissipates after 1 minute. The octopus can't use Ink Cloud again for 2d6 rounds. Jet Two Actions (Move) The octopus moves up to 200 feet in a straight line through the water without triggering reactions. Writhing Arms Two Actions The giant octopus makes up to four Strikes with different arms, each against a different target. Each attack counts separately for the octopus's multiple attack penalty, but the penalty doesn't increase the until the octopus has made all the attacks. If the octopus subsequently uses the Grab action, it can Grab any number of creatures it hit with Writhing Arms. ","skill_mod":{"stealth":17,"athletics":20,"acrobatics":17},"summary":"Giant octopuses are found in the heart of deep, dark oceans. Clever and adaptable, they hunt and devour all manner of animals. Despite growing up to …","image":["/Images/Monsters/Giant_Octopus.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"cold":10},"url":"/Monsters.aspx?ID=3115","intelligence":-4,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":16,"size":["Huge"],"name":"Giant Octopus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,18],"slug":"creature-3115"},{"attack_bonus":[11,13],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":60,"language":["Common"],"immunity":["disease","poison"],"source":["Monster Core"],"type":"Creature","creature_family":"Ofalth","will_save":9,"charisma":-2,"speed":{"max":25,"land":25},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Hide in Filth","Stench","Shield Block","Wretched Weeps"],"skill":["Athletics","Stealth"],"stealth":"9","trait":["Aberration","Medium"],"id":"creature-3116","text":" Larval Ofalth Ofalths reproduce asexually. When they first hatch from their leathery eggs, larval ofalths resemble a tendril of flesh supported by spindly legs, but they soon cocoon themselves in trash, to serve as both armor and camouflage. Recall Knowledge - Aberration (Occultism): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Larval Ofalth Source Monster Core pg. 249 Perception +9; darkvision Languages Common Skills Athletics +13, Stealth +9 Str +5 Dex +1 Con +3 Int -2 Wis +1 Cha -2 Hide in Filth A larval ofalth can hide in any pile of filth or trash that is its size or larger, allowing it to use Stealth for initiative. If it rolls Stealth for initiative, on the first round of combat, creatures that haven't acted yet are off-guard to it. --- AC 20 (22 with trash shield raised) Fort +11 Ref +9 Will +9 HP 60 Immunities disease, poison Stench (aura, olfactory) 30 feet, DC 19 Shield Block Reaction The larval ofalth's trash shield has a hardness of 5 and 20 Hit Points. --- Speed 25 feet Melee Single Action claw +13, Damage 2d8+5 slashing plus wretched weeps Ranged Single Action leachate +11 (range 20 feet), Damage 3d8 acid plus wretched weeps Wretched Weeps (Disease) Saving Throw DC 19 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d4 persistent bleed every hour and enfeebled 1 (1 day); Stage 3 2d6 persistent bleed every hour and enfeebled 2 (1 day) ","skill_mod":{"stealth":9,"athletics":13},"summary":"Ofalths reproduce asexually. When they first hatch from their leathery eggs, larval ofalths resemble a tendril of flesh supported by spindly legs, …","image":["/Images/Monsters/Larval_Ofalth.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3116","intelligence":-2,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Larval Ofalth","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,14],"slug":"creature-3116"},{"attack_bonus":[19,23],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":170,"language":["Common"],"immunity":["disease","poison"],"source":["Monster Core"],"type":"Creature","creature_family":"Ofalth","will_save":18,"charisma":-2,"speed":{"max":30,"land":30},"perception":18,"wisdom":2,"weakness":{},"creature_ability":["Refuse Pile","Filth Wallow","Stench","Wretched Weeps"],"skill":["Athletics","Stealth"],"stealth":"19","legacy_id":["creature-316"],"trait":["Aberration","Large"],"id":"creature-3117","text":" Ofalth Fully grown ofalths capture victims and slowly eat them alive. Recall Knowledge - Aberration (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Ofalth Source Monster Core pg. 249 Perception +18; darkvision Languages Common Skills Athletics +23, Stealth +19 Str +7 Dex +3 Con +6 Int -2 Wis +2 Cha -2 Refuse Pile When they're not in danger, an ofalth can spend 1 minute settling into a 10-foot pile that looks like a heap of garbage. Until the next time it takes an action, the ofalth gains a +2 circumstance bonus to AC. A creature that enters the area of the garbage heap or interacts with it must attempt a save against the ofalth's stench. --- AC 31 Fort +22 Ref +17 Will +18 HP 170 (filth wallow) Immunities disease, poison Filth Wallow An ofalth gains fast healing 2 when in an area with a high concentration of debris or excrement, such as a refuse heap or sewer. Stench (aura, olfactory) 30 feet, DC 28 --- Speed 30 feet Melee Single Action fist +23 (reach 10 feet), Damage 2d12+13 bludgeoning plus wretched weeps Ranged Single Action offal +19 (range increment 30 feet), Damage 2d10+9 bludgeoning plus wretched weeps Wretched Weeps (Disease) Saving Throw DC 26 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d4 persistent bleed every hour and enfeebled 1 (1 day); Stage 3 2d6 persistent bleed every hour and enfeebled 2 (1 day) ","skill_mod":{"stealth":19,"athletics":23},"summary":"Fully grown ofalths capture victims and slowly eat them alive.","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":31,"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3117","intelligence":-2,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Ofalth","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,26],"slug":"creature-3117"},{"attack_bonus":[6,12],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":50,"language":["Jotun"],"source":["Monster Core"],"type":"Creature","creature_family":"Ogre","will_save":5,"charisma":-2,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"skill":["Athletics","Intimidation"],"legacy_id":["creature-317"],"trait":["Giant","Humanoid","Large"],"id":"creature-3118","text":" Ogre Warrior The simplest of ogres are slabs of muscle with hateful eyes, misshapen visages, and malformed bodies. Always eager for mayhem and murder, ogre warriors are quick to turn on their kin when there's a shortage of smaller folk to torment, so those who lead ogres do their best to keep them constantly distracted with new opportunities for raids and ruin. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Ogre Warrior Source Monster Core pg. 250 Perception +5; darkvision Languages Jotun Skills Athletics +12, Intimidation +9 Str +5 Dex -1 Con +4 Int -2 Wis +0 Cha -2 Items Hide Armor, javelins (6), Ogre Hook --- AC 17 Fort +11 Ref +6 Will +5 HP 50 --- Speed 25 feet Melee Single Action ogre hook +12 (deadly d10, reach 10 feet, Trip), Damage 1d10+7 piercing Ranged Single Action javelin +6 (thrown 30 feet), Damage 1d6+7 piercing\n","skill_mod":{"athletics":12,"intimidation":9},"summary":"The simplest of ogres are slabs of muscle with hateful eyes, misshapen visages, and malformed bodies. Always eager for mayhem and murder, ogre …","image":["/Images/Monsters/Ogre_Warrior.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":17,"item":["Hide Armor","javelins (6)","Ogre Hook"],"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3118","intelligence":-2,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":11,"size":["Large"],"name":"Ogre Warrior","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12],"slug":"creature-3118"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":70,"language":["Jotun"],"source":["Monster Core"],"type":"Creature","creature_family":"Ogre","will_save":6,"charisma":-2,"speed":{"max":30,"land":30},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Glutton's Feast","Glutton's Rush","Swallow Whole"],"skill":["Athletics","Intimidation","Survival"],"legacy_id":["creature-318"],"trait":["Giant","Humanoid","Large"],"id":"creature-3119","text":" Ogre Glutton Ogre gluttons take the act of feeding to a horrific extreme, capable of extending their already cavernous mouths wide enough to gulp down a halfling. Stories of ogre gluttons being tricked into eating razor-edged shields or barrels filled with poisoned meat are common, but such tales are of little consolation to those who have been gobbled whole by these ravenous giants. In addition to their sadistic table manners, ogre gluttons have a disturbing knack for coming up with violent “games” that are little more than drawn-out torments, yet those who somehow manage to beat a glutton at the rules of their own game can often enrage the ogre enough that the resulting tantrum provides an opportunity for the captives to escape. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Ogre Glutton Source Monster Core pg. 250 Perception +6; darkvision Languages Jotun Skills Athletics +12, Intimidation +10, Survival +6 Str +6 Dex -1 Con +4 Int -2 Wis +0 Cha -2 Items Leather Armor, Greataxe --- AC 18 Fort +14 Ref +7 Will +6 HP 70 --- Speed 30 feet Melee Single Action greataxe +14 (reach 10 feet, Sweep), Damage 1d12+8 slashing Melee Single Action jaws +14, Damage 1d8+8 piercing plus Grab and glutton's feast Glutton's Feast If the ogre glutton damages a living creature with their jaws Strike, they gain 1d4 temporary Hit Points for 1 minute. Glutton's Rush Two Actions The ogre glutton Strides twice and makes a jaws Strike. If they damage a living creature with this Strike, the temporary Hit Points they receive from glutton's feast is increased to 2d4. Swallow Whole Single Action (Attack) Small, 2d4+4 bludgeoning, Rupture 14 ","skill_mod":{"survival":6,"athletics":12,"intimidation":10},"summary":"Ogre gluttons take the act of feeding to a horrific extreme, capable of extending their already cavernous mouths wide enough to gulp down a halfling. …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":18,"item":["Leather Armor","Greataxe"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3119","intelligence":-2,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Ogre Glutton","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"slug":"creature-3119"},{"attack_bonus":[12,19],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":130,"language":["Common","Jotun"],"source":["Monster Core"],"type":"Creature","creature_family":"Ogre","will_save":15,"charisma":1,"speed":{"max":25,"land":25},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Reactive Strike","Bellowing Command","Sweeping Hook"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"11","legacy_id":["creature-319"],"trait":["Giant","Humanoid","Large"],"id":"creature-3120","text":" Ogre Boss In ogre society, might makes more than right—it makes the rules. The strongest or most violent ogre in a family (in most cases, this is the same ogre) is invariably that family's boss. Quick to hook fallen foes on their weapons, even other ogres fear the repercussions of displeasing an ogre boss. When an ogre boss barks out commands, the other members of the family move quickly to obey. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Ogre Boss Source Monster Core pg. 251 Perception +12; darkvision Languages Common, Jotun Skills Athletics +16, Intimidation +16, Stealth +11 Str +7 Dex +0 Con +4 Int +0 Wis +1 Cha +1 Items Breastplate, Javelin (6), +1 ogre hook --- AC 25 Fort +17 Ref +12 Will +15 HP 130 Reactive Strike Reaction --- Speed 25 feet Melee Single Action ogre hook +19 (deadly d10, reach 10 feet, Trip), Damage 1d10+11 piercing Ranged Single Action javelin +12 (thrown 30 feet), Damage 1d6+11 piercing Bellowing Command Single Action (Auditory, Emotion, Fear, Linguistic, Mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Step or Stride. Sweeping Hook Reaction Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped. ","skill_mod":{"stealth":11,"athletics":16,"intimidation":16},"summary":"In ogre society, might makes more than right—it makes the rules. The strongest or most violent ogre in a family (in most cases, this is the same …","image":["/Images/Monsters/Ogre_Boss.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":25,"item":["Breastplate","Javelin (6)","+1 ogre hook"],"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3120","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Ogre Boss","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,16],"slug":"creature-3120"},{"attack_bonus":[20,21],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":165,"language":["Common"],"source":["Monster Core"],"type":"Creature","creature_family":"Oni","will_save":14,"charisma":4,"speed":{"max":30,"land":30},"perception":17,"wisdom":3,"weakness":{"spirit":10},"creature_ability":["Bean Panic","Reactive Strike","Change Shape","Thundering Iron"],"skill":["Athletics","Deception","Intimidation","Survival"],"trait":["Giant","Humanoid","Oni","Large"],"id":"creature-3121","text":" Mountain Oni Mountain oni are the most common oni and often considered the least sophisticated. While other oni might have a stronger connection to the spiritual world, mountain oni have little interest in anything beyond satisfying their relentless appetites. Sloth and gluttony are common vices among mountain oni, which can allow them to coexist with nearby villages so long as they're well fed, but more ambitious mountain oni can often be found leading ogre war parties or orchestrating violent bandit raids. It's rare for mountain oni to live solitary existences, but those who do prefer to maraud the countryside or exploit villages and hoard the spoils for themselves. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Mountain Oni Source Monster Core pg. 252 Perception +17; darkvision Languages Common Skills Athletics +16, Deception +18, Intimidation +18, Survival +17 Str +6 Dex +3 Con +4 Int +0 Wis +3 Cha +4 Items +1 striking tetsubo --- AC 26 Fort +18 Ref +15 Will +14 HP 165 Weaknesses bean panic, spirit 10 Bean Panic Oni are curiously afraid of beans, especially as the seasons begin to change. If a creature Interacts to throw a handful of beans at the oni, the oni becomes frightened 2. While frightened this way, their weakness to spirit damage is increased by 5. The oni then becomes immune to bean panic for 24 hours. Reactive Strike Reaction --- Speed 30 feet Melee Single Action tetsubo +21 (Magical, Razing, reach 10 feet, Shove, Sweep), Damage 2d10+9 bludgeoning Melee Single Action jaws +20 (Magical, reach 10 feet), Damage 2d6+9 piercing plus 1d6 persistent bleed Primal Innate Spells DC 25 - 2nd Invisibility (at will; self only) Change Shape Single Action (Concentrate, Polymorph, Primal) The mountain oni can take on the appearance of any Medium or Large humanoid creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Thundering Iron Two Actions The oni lifts their tetsubo and brings it down in a deafening peal. They make a tetsubo Strike. On a success, the target takes an additional 1d10 sonic damage. Each creature in a 10-foot emanation around the target, other than the oni, take this damage as well and is pushed 5 feet away from the target. Tetsubo A mountain oni wields a tetsubo, which appears in Lost Omens Tian Xia Character Guide . This uncommon martial weapon costs 3 gp, deals 1d10 bludgeoning damage, has 3 Bulk, and require two hands to use. Tetsubo are in the club weapon group and have the razing, shove, and sweep traits. The razing trait means that whenever the weapon damages an object, the object takes an amount of additional damage equal to double the number of weapon damage dice. ","tradition":["Primal"],"skill_mod":{"deception":18,"survival":17,"athletics":16,"intimidation":18},"summary":"Mountain oni are the most common oni and often considered the least sophisticated. While other oni might have a stronger connection to the spiritual …","image":["/Images/Monsters/Mountain_Oni.webp"],"primary_source":"Monster Core","spell":["Invisibility"],"trait_group":["Creature Type","Monster"],"ac":26,"item":["+1 striking tetsubo"],"level":8,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3121","intelligence":0,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Mountain Oni","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,20],"slug":"creature-3121"},{"legacy_name":["Ice Yai"],"primary_source_category":"Rulebooks","strength":8,"hp":290,"language":["Common"],"source":["Monster Core"],"type":"Creature","charisma":8,"perception":26,"trait":["Cold","Giant","Humanoid","Oni","Large"],"id":"creature-3122","text":" Snow Oni Snow oni maintain their seething temperaments even in their icy homes. The isolation of their environment gives them trappings of asceticism, and many snow oni pursue physical perfection, reveling in the process of turning their bodies into powerful fighting machines. They are just as hedonistic and brutal as any of their brethren, however, and eager to indulge in warm baths, strong drink, and humanoid flesh. Like many oni, snow oni possess a third eye in the center of their forehead. This eye gives snow oni a mystical sense that allows them to peer through even the thickest flurries of snow. Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Snow Oni Source Monster Core pg. 253 Perception +26; greater darkvision, snow vision Languages Common Skills Acrobatics +24, Athletics +25, Deception +27 Str +8 Dex +5 Con +5 Int +0 Wis +5 Cha +8 Snow Vision Snow doesn't impair the snow oni's vision; they ignore concealment from snowfall. --- AC 33 Fort +23 Ref +25 Will +21 HP 290 Immunities cold Weaknesses bean panic, spirit 15 Bean Panic Oni are curiously afraid of beans, especially as the seasons begin to change. If a creature Interacts to throw a handful of beans at the oni, the oni becomes frightened 2. While frightened this way, their weakness to spirit damage is increased by 5. The oni then becomes immune to bean panic for 24 hours. Icy Deflection Reaction Trigger The snow oni is targeted by a ranged Strike or spell attack roll that doesn't have the fire trait; Effect The snow oni creates a reflective blockade of ice, gaining a +4 circumstance bonus to AC against the triggering attack roll. If the attack misses, the snow oni redirects the attack to another creature within 20 feet of the snow oni. The attacker rerolls the attack roll against the new target. Reactive Strike Reaction --- Speed 40 feet, fly 40 feet Melee Single Action fist +27 (Agile, Magical, reach 10 feet), Damage 2d8+16 bludgeoning plus 2d6 cold Melee Single Action jaws +27 (Magical, reach 10 feet), Damage 2d6+16 piercing plus 1d6 persistent bleed Ranged Single Action ice dart +25 (Cold, Magical, range increment 60 feet), Damage 3d10+4 cold plus 1d6 spirit Primal Innate Spells DC 31 - 2nd Invisibility (at will; self only) Change Shape Single Action (Concentrate, Polymorph, Primal) The snow oni can take on the appearance of any Medium or Large humanoid creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal Chilling Combo Single Action (Cold) The snow oni makes two fist Strikes targeting the same creature. If they both hit, the target becomes slowed 1 for 1 round. Falling Frozen Lightning Two Actions (Cold, Primal) The snow oni calls down a bolt of icy lightning, white as fallen snow. The bolt strikes a location within 60 feet, freezing the air into a cloud of snow that fills a 20-foot burst and lasts for 1 minute. All creatures within the snow become concealed, and all creatures outside the snow become concealed to creatures within it. A creature that enters the snow or begins its turn there takes 15 cold damage, with a DC 33 basic Fortitude save. ","skill_mod":{"deception":27,"athletics":25,"acrobatics":24},"image":["/Images/Monsters/Snow_Oni.webp"],"primary_source":"Monster Core","spell":["Invisibility"],"ac":33,"level":13,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" greater darkvision , snow vision","resistance":{},"intelligence":0,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":23,"size":["Large"],"name":"Snow Oni","pfs":"Standard","rarity":"common","strike_damage_average":[24,26,32],"attack_bonus":[25,27,27],"constitution":5,"immunity":["cold"],"creature_family":"Oni","will_save":21,"speed":{"fly":40,"max":40,"land":40},"wisdom":5,"weakness":{"spirit":15},"creature_ability":["Snow Vision","Bean Panic","Icy Deflection","Reactive Strike","Change Shape","Chilling Combo","Falling Frozen Lightning"],"skill":["Acrobatics","Athletics","Deception"],"legacy_id":["creature-747"],"tradition":["Primal"],"summary":"Snow oni maintain their seething temperaments even in their icy homes. The isolation of their environment gives them trappings of asceticism, and …","trait_group":["Energy","Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3122","dexterity":5,"category":"creature","slug":"creature-3122"},{"legacy_name":["Fire Yai"],"primary_source_category":"Rulebooks","strength":8,"hp":315,"language":["Common"],"source":["Monster Core"],"type":"Creature","charisma":8,"perception":26,"trait":["Fire","Giant","Humanoid","Oni","Large"],"id":"creature-3123","text":" Caldera Oni As hot-blooded as the lava that floods their homes, caldera oni have an incredible appetite for the thrill of war. While they engage in battle to conquer and control others, fire oni also love the thrill of combat, fighting for the sheer joy of it. Presenting a caldera oni with a true challenge can potentially earn their mercy and an offer to serve at their side. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Caldera Oni Source Monster Core pg. 254 Perception +26; greater darkvision Languages Common Skills Acrobatics +23, Athletics +27, Crafting +25, Deception +27, Intimidation +27 Str +8 Dex +6 Con +6 Int +0 Wis +6 Cha +8 Items +2 striking katana , +1 resilient breastplate --- AC 35 Fort +28 Ref +25 Will +23 HP 315 Immunities fire Weaknesses bean panic, spirit 15 Bean Panic Oni are curiously afraid of beans, especially as the seasons begin to change. If a creature Interacts to throw a handful of beans at the oni, the oni becomes frightened 2. While frightened this way, their weakness to spirit damage is increased by 5. The oni then becomes immune to bean panic for 24 hours. Reactive Strike Reaction Stoke the Volcano When the caldera oni is critically hit, the flames of anger grow within them. They recharge their choice of Ash Form or Dance of Burning War. --- Speed 40 feet, fly 40 feet Melee Single Action katana +30 (deadly d8, Magical, two-hand d10, versatile P), Damage 2d6+14 slashing plus 2d6 fire Melee Single Action jaws +28 (Magical, reach 10 feet), Damage 2d6+14 piercing plus 1d8 persistent bleed Primal Innate Spells DC 34 - 2nd Invisibility (at will; self only) Change Shape Single Action (Concentrate, Polymorph, Primal) The caldera oni can take on the appearance of any Medium or Large humanoid creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Ash Form Two Actions (Polymorph, Primal) Frequency once per minute; Effect The caldera oni transforms into a cloud of sparking volcanic ash and then Flies. This movement doesn't trigger reactions, and the caldera oni can move through small gaps and spaces occupied by other creatures. The caldera oni then returns to its physical form, affected by a 4th-rank enlarge spell with a duration of 1d4 rounds. Dance of Burning War Three Actions Frequency once per minute; Effect The oni's heat becomes overwhelming, causing them to breathe out superheated ash and dance across the battlefield. The caldera oni Strides, then makes a melee Strike. If the Strike hits, the oni can Stride again and Strike again, repeating this until they have either missed with a Strike or made three Strikes total. The oni then finishes the dance by calling down volcanic lightning through the cloud of ash. Each creature hit by a Strike during the dance takes 3d6 fire damage and 3d6 electricity damage with a DC 34 basic Reflex save. ","element":["Fire"],"skill_mod":{"deception":27,"crafting":25,"athletics":27,"intimidation":27,"acrobatics":23},"image":["/Images/Monsters/Caldera_Oni.webp"],"primary_source":"Monster Core","spell":["Invisibility"],"ac":35,"item":["+2 striking katana","+1 resilient breastplate"],"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":0,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":28,"size":["Large"],"name":"Caldera Oni","pfs":"Standard","rarity":"common","strike_damage_average":[25,28],"attack_bonus":[28,30],"constitution":6,"immunity":["fire"],"creature_family":"Oni","will_save":23,"speed":{"fly":40,"max":40,"land":40},"wisdom":6,"weakness":{"spirit":15},"creature_ability":["Bean Panic","Reactive Strike","Stoke the Volcano","Change Shape","Ash Form","Dance of Burning War"],"skill":["Acrobatics","Athletics","Crafting","Deception","Intimidation"],"legacy_id":["creature-748"],"tradition":["Primal"],"summary":"As hot-blooded as the lava that floods their homes, caldera oni have an incredible appetite for the thrill of war. While they engage in battle to …","trait_group":["Energy","Elemental","Planar","Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3123","dexterity":6,"category":"creature","slug":"creature-3123"},{"legacy_name":["Water Yai"],"primary_source_category":"Rulebooks","strength":9,"hp":390,"language":["Common"],"source":["Monster Core"],"type":"Creature","charisma":6,"perception":32,"trait":["Giant","Humanoid","Oni","Water","Huge"],"id":"creature-3124","text":" Island Oni Island oni are those powerful enough to claim small coastal islands, often creating makeshift armies of lesser oni who pillage surrounding lands and waters. Island oni hoard this material wealth, garbing themselves in luxurious clothing and adorning their monstrous faces with all manner of jewelry. Island oni typically scavenge sunken shipwrecks for weapons, armor, and treasure. This can also bring them into contact with undead sailors, which island oni have been known to press into service. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Island Oni Source Monster Core pg. 254 Perception +32; greater darkvision, mist vision Languages Common Skills Acrobatics +30, Athletics +33, Deception +32, Intimidation +32, Nature +29 Str +9 Dex +6 Con +6 Int +2 Wis +9 Cha +6 Mist Vision The island oni ignores the concealed condition from fog and mist. Items +2 greater striking longspear --- AC 38 Fort +26 Ref +28 Will +34 +1 status on all saves vs. water HP 390 Immunities electricity Weaknesses bean panic, spirit 20 Bean Panic Oni are curiously afraid of beans, especially as the seasons begin to change. If a creature Interacts to throw a handful of beans at the oni, the oni becomes frightened 2. While frightened this way, their weakness to spirit damage is increased by 5. The oni then becomes immune to bean panic for 24 hours. Lost Oni Island (aura, primal) An island oni can claim an island of up to 1-mile radius in a process that takes 1 week, during which the oni must defeat any who come to challenge its claim. If successful, the oni can freely control the weather on its island and in a 1-mile radius from the shore, with the effect of a successful control weather ritual. This altered weather surrounds the island in thick fog, seaborne mirages, or other phenomena that increase the DC of checks to locate and navigate to the island (Such as Sailing Lore or Survival) to 40, though the oni can allow allies to pass freely. If the oni dies or leaves the island, the weather returns to normal immediately. Reactive Strike Reaction --- Speed 40 feet, fly 40 feet, swim 50 feet; water walk Melee Single Action longspear +35 (Magical, reach 20 feet), Damage 3d8+10 piercing plus 2d6 electricity Melee Single Action jaws +33 (Magical, reach 15 feet), Damage 3d6+10 piercing plus 2d6 persistent electricity and Improved Grab Ranged Single Action thunderbolt +30 (Electricity, Magical, range increment 60 feet), Damage 3d12+12 electricity plus off-guard for 1 round Primal Innate Spells DC 37 2nd invisibility (at will, self only) - Constant (9th) Water Walk Change Shape Single Action (Concentrate, Polymorph, Primal) The island oni can take on the appearance of any Medium or Large humanoid creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Conductive Downpour Two Actions (Electricity, Primal, Water) The island oni fires a bolt of lightning into the air, which immediately roils with dark clouds. Rain falls in a 60-foot radius emanation, centered on the oni, for 1 minute, filling the air and pooling on the ground. Creatures in the aura gain weakness 10 to electricity, and the entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing, unless they also have a swim Speed. Electrifying Pierce Single Action (Electricity, Primal) Requirements The island oni's last action was a successful longspear Strike against a Medium or smaller target; Effect The island oni drives the spear through the target and calls lightning to strike the spear. The target takes 6d6 electricity damage with a DC 37 basic Fortitude save. On a failure, the creature is also impaled on the spear. It's grabbed, and if the oni moves, they bring the grabbed creature along with them. The island oni doesn't need to use additional actions to keep the creature grabbed; the creature remains grabbed as long as it's impaled. The grabbed creature can attempt to Escape as normal. The island oni can only have one creature impaled this way at a time. Swallow Whole Single Action medium, 3d8+10 bludgeoning, Rupture 30 Tripping Tide Two Actions (Water) The island oni sweeps their spear in a full circle, releasing waves of seawater. All creatures in a 20-foot emanation must succeed a DC 37 Reflex Saving throw or fall prone. ","element":["Water"],"skill_mod":{"deception":32,"nature":29,"athletics":33,"intimidation":32,"acrobatics":30},"image":["/Images/Monsters/Island_Oni.webp"],"primary_source":"Monster Core","spell":["Water Walk"],"ac":38,"item":["+2 greater striking longspear"],"level":17,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" greater darkvision , mist vision","resistance":{},"intelligence":2,"reflex_save":28,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":26,"size":["Huge"],"name":"Island Oni","pfs":"Standard","rarity":"common","strike_damage_average":[27,30,31],"attack_bonus":[30,33,35],"constitution":6,"immunity":["electricity"],"creature_family":"Oni","will_save":34,"speed":{"fly":40,"max":50,"land":40,"swim":50},"wisdom":9,"weakness":{"spirit":20},"creature_ability":["Mist Vision","Bean Panic","Lost Oni Island","Reactive Strike","Change Shape","Conductive Downpour","Electrifying Pierce","Swallow Whole","Tripping Tide"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature"],"legacy_id":["creature-749"],"tradition":["Primal"],"summary":"Island oni are those powerful enough to claim small coastal islands, often creating makeshift armies of lesser oni who pillage surrounding lands and …","trait_group":["Creature Type","Monster","Elemental","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3124","dexterity":6,"category":"creature","slug":"creature-3124"},{"attack_bonus":[9],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":40,"immunity":["acid","bleed","critical hits","mental","precision","unconscious","visual"],"source":["Monster Core"],"type":"Creature","creature_family":"Ooze","will_save":3,"charisma":-5,"speed":{"max":10,"land":10},"perception":3,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Filth Wave"],"skill":["Stealth"],"stealth":"1","legacy_id":["creature-320"],"trait":["Mindless","Ooze","Medium"],"id":"creature-3125","text":" Sewer Ooze These amorphous masses of sewage and other detritus make their way through filthy culverts beneath cities large and small. Recall Knowledge - Ooze (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Sewer Ooze Source Monster Core pg. 256 Perception +3; motion sense (precise) 60 feet, no vision Languages Skills Stealth +1 Str +2 Dex -5 Con +4 Int -5 Wis +0 Cha -5 Motion Sense A sewer ooze can feel nearby motion through vibration and air movement. --- AC 8 Fort +9 Ref +1 Will +3 HP 40 Immunities acid, bleed, critical hits, mental, precision, unconscious, visual --- Speed 10 feet Melee Single Action pseudopod +9, Damage 1d6+1 bludgeoning plus 1d4 acid Filth Wave Single Action Frequency once per minute; Effect The sewer ooze unleashes a wave of filth, covering all creatures in a 20-foot emanation. Each creature in the area must succeed at a DC 17 Reflex save or take 1d4 acid damage and take a –10-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls prone). A creature can spend an Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action. ","skill_mod":{"stealth":1},"summary":"These amorphous masses of sewage and other detritus make their way through filthy culverts beneath cities large and small.","primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":8,"level":1,"source_category":["Rulebooks"],"sense":"motion sense ( precise ) 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3125","intelligence":-5,"reflex_save":1,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":9,"size":["Medium"],"name":"Sewer Ooze","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-3125"},{"legacy_name":["Gelatinous Cube"],"attack_bonus":[11],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":90,"immunity":["acid","bleed","critical hits","mental","precision","slashing","unconscious","visual"],"source":["Monster Core"],"type":"Creature","creature_family":"Ooze","will_save":5,"charisma":-5,"speed":{"max":20,"land":20},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Split","Tag Team","Weak Acid"],"skill":["Athletics"],"legacy_id":["creature-321"],"trait":["Mindless","Ooze","Large"],"id":"creature-3126","text":" String Slime Found underground or in dungeons, these quivering, slug-like ropes of slime continuously scour their domain for food. In addition to their shape, they are named for their ability to shoot out expanding ribbons of slime that resemble tangled strings. Recall Knowledge - Ooze (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 String Slime Source Monster Core pg. 256 Perception +5; motion sense (precise) 60 feet, no vision Languages Skills Athletics +11 Str +4 Dex -5 Con +5 Int -5 Wis +0 Cha -5 Motion Sense A string slime can feel nearby motion through vibration and air movement. --- AC 10 Fort +12 Ref +0 Will +5 HP 90 Immunities acid, bleed, critical hits, mental, precision, slashing, unconscious, visual Split Whenever a string slime would take slashing damage (if it weren't immune) and has at least 10 HP, it splits into two identical slimes with half the original's HP. One string slime is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, move smaller creatures and objects out of the way to make a space or the split is canceled at the GM's discretion. --- Speed 20 feet Melee Single Action pseudopod +11, Damage 1d8+4 bludgeoning plus 1d6 acid Tag Team Two Actions Requirements another string slime is within 30 feet; Effect The slime arcs protoplasm to the other string slime. Creatures in that line take 3d6 acid damage with a DC 16 basic Reflex save. A creature that fails its save is also knocked prone. Weak Acid A string slime's acid damages only organic material—not metal, stone, or other inorganic substances. ","skill_mod":{"athletics":11},"summary":"Found underground or in dungeons, these quivering, slug-like ropes of slime continuously scour their domain for food. In addition to their shape, …","image":["/Images/Monsters/String_Slime.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":10,"level":3,"source_category":["Rulebooks"],"sense":"motion sense ( precise ) 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3126","intelligence":-5,"reflex_save":0,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":12,"size":["Large"],"name":"String Slime","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12],"slug":"creature-3126"},{"legacy_name":["Ochre Jelly"],"attack_bonus":[15],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":150,"immunity":["acid","bleed","critical hits","mental","precision","slashing","unconscious","visual","void"],"source":["Monster Core"],"type":"Creature","creature_family":"Ooze","will_save":7,"charisma":-5,"speed":{"climb":10,"max":15,"land":15},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Bound in Death","Flesh-dissolving Acid","Tomb Curse"],"skill":["Athletics"],"legacy_id":["creature-322"],"trait":["Mindless","Ooze","Large"],"id":"creature-3127","text":" Tomb Jelly Tomb jellies are animate masses of protoplasm with a sickly combination of yellow, gray, and black hues. Their acidic bodies dissolve flesh but leave other materials, including a victim's gear and bones, intact. Some ancient cultures entombed bodies in stone sarcophagi with tomb jellies to allow the ooze to break down the flesh and clean and polish the bones. Recall Knowledge - Ooze (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Tomb Jelly Source Monster Core pg. 257 Perception +7; motion sense (precise) 60 feet, no vision Languages Skills Athletics +13 Str +6 Dex -5 Con +6 Int -5 Wis +0 Cha -5 Motion Sense A tomb jelly can feel nearby motion through vibration and air movement. --- AC 12 Fort +15 Ref +4 Will +7 HP 150 Immunities acid, bleed, critical hits, mental, precision, slashing, unconscious, visual, void --- Speed 15 feet, climb 10 feet Melee Single Action pseudopod +15, Damage 1d8+6 bludgeoning plus 1d6 acid and tomb curse Bound in Death Single Action (Healing, Void) The tomb jelly splatters some of its substance on a willing undead creature within its reach. The target regains 5 HP and its melee Strikes get the benefits of tomb curse until the end of its next turn. Flesh-dissolving Acid A tomb jelly's acid damages only flesh. Tomb Curse (Curse, Divine, Void) A creature hit by a tomb jelly's pseudopod takes 1d6 persistent void damage. If the creature dies while it has this persistent damage, its corpse is affected by peaceful rest , except the tomb jelly can still dissolve its flesh. ","skill_mod":{"athletics":13},"summary":"Tomb jellies are animate masses of protoplasm with a sickly combination of yellow, gray, and black hues. Their acidic bodies dissolve flesh but leave …","primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":12,"level":5,"source_category":["Rulebooks"],"sense":"motion sense ( precise ) 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3127","intelligence":-5,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":15,"size":["Large"],"name":"Tomb Jelly","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-3127"},{"legacy_name":["Black Pudding"],"attack_bonus":[18],"constitution":7,"primary_source_category":"Rulebooks","strength":7,"hp":165,"immunity":["acid","bleed","bludgeoning","critical hits","mental","precision","unconscious","visual"],"source":["Monster Core"],"type":"Creature","creature_family":"Ooze","will_save":11,"charisma":-5,"speed":{"climb":20,"max":20,"land":20},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Adhesive Mass","Constrict","Engulf"],"skill":["Athletics"],"legacy_id":["creature-323"],"trait":["Mindless","Ooze","Huge"],"id":"creature-3128","text":" Living Tar Most often found below ground, these oozes scour caves for objects to dissolve with their corrosive secretions. These sticky masses are often filled with bones, fossils, and discarded weaponry from adventurers. Recall Knowledge - Ooze (Occultism): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Living Tar Source Monster Core pg. 257 Perception +9; motion sense (precise) 60 feet, no vision Languages Skills Athletics +18 Str +7 Dex -5 Con +7 Int -5 Wis +0 Cha -5 Motion Sense A living tar can feel nearby motion through vibration and air movement. --- AC 14 Fort +18 Ref +6 Will +11 HP 165 Immunities acid, bleed, bludgeoning, critical hits, mental, precision, unconscious, visual Adhesive Mass A weapon that hits the living tar is stuck to the ooze. Removing it requires a successful DC 23 Athletics check to Break Open. The living tar can have any number of objects or creatures stuck to it at a time. It can release a stuck object with an Interact action, and the adhesive dissolves 1 minute after the ooze dies, releasing all stuck objects and creatures. --- Speed 20 feet, climb 20 feet Melee Single Action pseudopod +18 (reach 10 feet), Damage 2d8+7 bludgeoning plus 2d6 acid and Grab Constrict Single Action 1d8+7 bludgeoning plus 1d6 acid, DC 26 Engulf Three Actions DC 22, 4d6 acid, Escape DC 22, Rupture 15 ","skill_mod":{"athletics":18},"summary":"Most often found below ground, these oozes scour caves for objects to dissolve with their corrosive secretions. These sticky masses are often filled …","image":["/Images/Monsters/Living_Tar.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":14,"level":7,"source_category":["Rulebooks"],"sense":"motion sense ( precise ) 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3128","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":18,"size":["Huge"],"name":"Living Tar","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23],"slug":"creature-3128"},{"legacy_name":["Orc Brute"],"attack_bonus":[4,7,7],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":18,"language":["Common","Orcish"],"source":["Monster Core"],"type":"Creature","creature_family":"Orc","will_save":2,"charisma":0,"speed":{"max":25,"land":25},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Ferocity"],"skill":["Athletics","Intimidation"],"legacy_id":["creature-324"],"trait":["Humanoid","Orc","Medium"],"id":"creature-3129","text":" Orc Scrapper Acting as the most common orc combat unit, orc scrappers are ferocious fighters who rely on unrelenting strength, rather than combat experience, to prove their mettle and attempt to rise in the hold's standing. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Orc Scrapper Source Monster Core pg. 258 Perception +5; darkvision Languages Common, Orcish Skills Athletics +5, Intimidation +2 Str +3 Dex +2 Con +2 Int +0 Wis +1 Cha +0 Items shoddy breastplate, Javelin (3), Orc Knuckle Dagger (2) --- AC 14 Fort +5 Ref +4 Will +2 HP 18 Ferocity Reaction --- Speed 25 feet Melee Single Action orc knuckle dagger +7 (Agile, Disarm), Damage 1d6+3 piercing Melee Single Action fist +7 (Agile, Nonlethal), Damage 1d4+3 bludgeoning Ranged Single Action javelin +4 (thrown 30 feet), Damage 1d6+3 piercing\n","skill_mod":{"athletics":5,"intimidation":2},"summary":"Acting as the most common orc combat unit, orc scrappers are ferocious fighters who rely on unrelenting strength, rather than combat experience, to …","primary_source":"Monster Core","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":14,"item":["shoddy breastplate","Javelin (3)","Orc Knuckle Dagger (2)"],"level":0,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3129","intelligence":0,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":5,"size":["Medium"],"name":"Orc Scrapper","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,6,6],"slug":"creature-3129"},{"legacy_name":["Orc Warrior"],"attack_bonus":[5,7,7,7],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":23,"language":["Common","Orcish"],"source":["Monster Core"],"type":"Creature","creature_family":"Orc","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Ferocity","Reactive Strike"],"skill":["Athletics","Intimidation","Survival"],"legacy_id":["creature-325"],"trait":["Humanoid","Orc","Medium"],"id":"creature-3130","text":" Orc Veteran Orc veterans have survived several bloody and chaotic conflicts, coming out the other side with scars and experience that make them even more dangerous opponents. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Orc Veteran Source Monster Core pg. 258 Perception +6; darkvision Languages Common, Orcish Skills Athletics +7, Intimidation +4, Survival +4 Str +4 Dex +2 Con +3 Int -1 Wis +1 Cha +0 Items Breastplate, Javelin (4), Orc Necksplitter, Shortsword (2) --- AC 18 Fort +8 Ref +7 Will +4 HP 23 Ferocity Reaction Reactive Strike Reaction --- Speed 25 feet Melee Single Action orc necksplitter +7 (Forceful, Sweep), Damage 1d8+4 slashing Melee Single Action shortsword +7 (Agile, versatile P), Damage 1d6+4 slashing Melee Single Action fist +7 (Agile, Nonlethal), Damage 1d4+4 bludgeoning Ranged Single Action javelin +5 (thrown 30 feet), Damage 1d6+4 piercing\n","skill_mod":{"survival":4,"athletics":7,"intimidation":4},"summary":"Orc veterans have survived several bloody and chaotic conflicts, coming out the other side with scars and experience that make them even more …","image":["/Images/Monsters/Orc_Scrapper.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":18,"item":["Breastplate","Javelin (4)","Orc Necksplitter","Shortsword (2)"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3130","intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Orc Veteran","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7,7,8],"slug":"creature-3130"},{"attack_bonus":[9,9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":28,"language":["Common","Orcish"],"source":["Monster Core"],"type":"Creature","creature_family":"Orc","will_save":8,"charisma":0,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Ferocity","Tangle Prey"],"skill":["Athletics","Acrobatics","Survival"],"trait":["Dromaar","Human","Humanoid","Orc","Medium","Half-Orc"],"id":"creature-3131","text":" Dromaar Mountaineer Dromaar mountaineers are hardened half-orc scouts who often lead raiding or scouting parties on dangerous expeditions. Dromaar scouts who lead many successful expeditions can rise to positions of prominence within their holds, and those who command enough loyalty may even claim a hold of their own. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Dromaar Mountaineer Source Monster Core pg. 259 Perception +11; darkvision Languages Common, Orcish Skills Athletics +7, Acrobatics +7, Survival +8 Str +3 Dex +3 Con +1 Int +0 Wis +2 Cha +0 Items Pick, Hide Armor, Rope (50 feet), Bola (6) --- AC 19 Fort +7 Ref +9 Will +8 HP 28 Ferocity Reaction --- Speed 25 feet Melee Single Action pick +9 (fatal d10), Damage 1d6+3 piercing Melee Single Action fist +9 (Agile, Shove), Damage 1d4+3 bludgeoning Ranged Single Action bola +9 (Nonlethal, Ranged Trip, thrown 20 feet), Damage 1d6+3 bludgeoning Tangle Prey Single Action The dromaar draws a bola and Strikes a target within 20 feet. On a success, the dromaar immediately rolls an Athletics check against the target's Fortitude DC to Trip them. ","skill_mod":{"survival":8,"athletics":7,"acrobatics":7},"summary":"Dromaar mountaineers are hardened half-orc scouts who often lead raiding or scouting parties on dangerous expeditions. Dromaar scouts who lead many …","image":["/Images/Monsters/Dromaar_Mountaineer.webp"],"primary_source":"Monster Core","trait_group":["Ancestry","Half-Orc","Half-Elf","Creature Type","Monster","Weapon"],"ac":19,"item":["Pick","Hide Armor","Rope (50 feet)","Bola (6)"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3131","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Dromaar Mountaineer","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,6,6],"slug":"creature-3131"},{"legacy_name":["Orc Warchief"],"attack_bonus":[8,10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":32,"language":["Common","Orcish"],"source":["Monster Core"],"type":"Creature","creature_family":"Orc","will_save":7,"charisma":2,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Ferocity","Reactive Strike","Battle Cry"],"skill":["Athletics","Intimidation","Survival"],"legacy_id":["creature-326"],"trait":["Humanoid","Orc","Medium"],"id":"creature-3132","text":" Orc Commander When orcs raid, the strongest is chosen as the leader, backed up by their siblings and other immediate family. If leadership is contested, candidates vie for control with displays of physical prowess or stirring speeches. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Orc Commander Source Monster Core pg. 259 Perception +8; darkvision Languages Common, Orcish Skills Athletics +8, Intimidation +6, Survival +5 Str +4 Dex +2 Con +1 Int -1 Wis +1 Cha +2 Items Greatclub, Hide Armor, Javelin (6) --- AC 19 Fort +7 Ref +6 Will +7 HP 32 Ferocity Reaction Reactive Strike Reaction --- Speed 25 feet Melee Single Action greatclub +10 (Backswing, Shove), Damage 1d10+4 bludgeoning Melee Single Action fist +10 (Agile, Shove), Damage 1d4+4 bludgeoning Ranged Single Action javelin +8 (thrown 30 feet), Damage 1d6+4 piercing Battle Cry Single Action (Auditory, Concentrate, Emotion, Mental) Bellowing mightily, the orc commander gives themself and all orc allies within 60 feet a +1 status bonus to attack and damage rolls until the start of the orc commander's next turn. ","skill_mod":{"survival":5,"athletics":8,"intimidation":6},"summary":"When orcs raid, the strongest is chosen as the leader, backed up by their siblings and other immediate family. If leadership is contested, candidates …","primary_source":"Monster Core","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":19,"item":["Greatclub","Hide Armor","Javelin (6)"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3132","intelligence":-1,"reflex_save":6,"strongest_save":["fort","fortitude","will"],"dexterity":2,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Orc Commander","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7,9],"slug":"creature-3132"},{"legacy_name":["Fossil Golem"],"attack_bonus":[26],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":195,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core"],"type":"Creature","will_save":18,"charisma":-5,"speed":{"max":25,"land":25},"perception":20,"wisdom":0,"weakness":{"cold":10},"creature_ability":["Fossilization","Reassemble"],"skill":["Athletics"],"legacy_id":["creature-1174"],"trait":["Construct","Mindless","Rare","Huge"],"id":"creature-3133","text":" Paleohemoth Paleohemoths are typically made from the fossilized bones of dinosaurs and other ancient megafauna, though some crafters stretch the definition and instead use magically petrified bones of dragons or even giants. Not bound to any specific model, paleohemoths are crafted to be as terrifying as possible instead of models of anatomic accuracy. As such, most paleohemoths are nightmarish saurian amalgams whose massive arms end with the complete skulls of apex predators like tyrannosauruses, their bite enhanced to petrify flesh. Intact fossilized bones are difficult components to scrounge, much less whole skeletons. An alternate way to obtain them is to hire expert hunters or adventurers to seek out live dinosaurs, bring back the bones, and use magic to turn them to stone. Of course, some purists prefer genuine fossilized bones and are willing to pay the price for their acquisition. Either way, opportunities await enterprising souls with the proper tools and several spacious pouches. The magic that animates paleohemoths grants them a form of modular flexibility, letting them trade mobility for extended reach through the rapid rearrangement of their limbs. This often involves bones moving from the legs in order to extend the arms. While this does lead to a somewhat silly anatomy, it is nonetheless effective. This ability also lets them appear like a jumbled mass of bones at rest, making them likely to be mistaken for decor rather than guardians. The reasons for creating such constructs vary. While they're often associated with guarding evil geniuses in deep, dark dungeons, they have great uses elsewhere. More elegant versions may be used to protect the private collections of upper-class collectors. Thuvia makes great use of paleohemoths in their construct arenas. While they weren't initially permitted to fight, an exploited loophole has made them a popular addition to the arenas ever since. Recall Knowledge - Construct (Arcana, Crafting): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Paleohemoth Source Monster Core pg. 260 Perception +20; darkvision Languages Skills Athletics +20 Str +7 Dex +2 Con +6 Int -5 Wis +0 Cha -5 --- AC 33 Fort +26 Ref +20 Will +18 HP 195 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Resistances physical 10 (except adamantine or bludgeoning), spells 10 (except cold, earth, or water) Weaknesses cold 10, earth 10, water 10 --- Speed 25 feet Melee Single Action jaws +26 (deadly 2d10, Magical, reach 15 feet), Damage 3d10+13 piercing plus fossilization Fossilization (Arcane, Incapacitation) The first time each round a creature takes damage from the paleohemoth's jaws, the target must attempt a DC 32 Fortitude save. If it fails and has not already been slowed by this ability, it becomes slowed 1 for 1 minute. If the creature was already slowed by this ability, a failed save causes it to be petrified permanently. Reassemble Single Action The paleohemoth reorganizes its bones, increasing its reach to 25 feet and reducing its Speed to 15 feet. It can revert to its original form by taking this action again. Dragon Bones Many crafters attempt to infuse elemental magic into paleohemoths. The greatest successes have occurred when most of the bones originated from dragons. Specially created paleohemoths gain the following ability, with a damage type determined by the source of the bones. Energy Blast Two Actions (arcane) The paleohemoth blasts magical energy from one of the skulls that make up its body. Each creature in a 30-foot cone takes 10d6 damage with a DC 32 basic Reflex save. The paleohemoth can't use Energy Blast again for 1d4 rounds. ","skill_mod":{"athletics":20},"summary":"Paleohemoths are typically made from the fossilized bones of dinosaurs and other ancient megafauna, though some crafters stretch the definition and …","image":["/Images/Monsters/Paleohemoth.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Rarity"],"ac":33,"level":12,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=3133","intelligence":-5,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Paleohemoth","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[29],"slug":"creature-3133"},{"attack_bonus":[10,10],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":55,"language":["Common","(can't speak any language)"],"source":["Monster Core"],"type":"Creature","will_save":7,"charisma":3,"speed":{"fly":80,"max":80,"land":40},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Buck","Assisted Mount","Gallop"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-329"],"trait":["Beast","Large"],"id":"creature-3134","text":" Pegasus The pegasus is a winged horse prized for its capacity to serve as an aerial mount. Unfortunately for those who desire a saddle-trained pegasus, pegasi are wild creatures and do not readily accept even well-intentioned riders. Pegasi actively resist being mounted or controlled by evil creatures, attempting to buck an unwanted rider at every opportunity. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Pegasi are highly intelligent beasts and have a strong sense of pride and honor. The best way to entreat a pegasus is by speaking to it with grace and offering gifts appropriate to a creature of such majesty. Prospective riders who seek the mount for a worthy cause or virtuous quest have a much easier time coaxing a pegasus into granting its favor. Regardless, a pegasus never accepts a bit or saddle, for reasons both practical (a standard horse saddle interferes with its wings) and purely out of its pride as a free and untamed creature. In the wild, pegasi live in small herds and establish territories on remote mountains where they are relatively safe from hunters and foal thieves. They occasionally move to lower ground during foal fledging season. They mature at the same rate as horses and can even breed with other equines, though the outcome of such unions is typically a foal with the traits of its least magical parent. On rare occasions, the interbreeding of a pegasus and a unicorn may result in a winged unicorn with characteristics of both parents and an unrivaled sense of righteousness. Some pegasi carry in them the blood of a mighty and heroic ancestor. These champions of pegasus-kind dedicate their long lives to the pursuit of justice. They possess powerful supernatural abilities to aid them in this fight, such as resistance to fire and poison, immunity to petrification, and holy hoof attacks. Recall Knowledge - Beast (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Pegasus Source Monster Core pg. 261 Perception +12; darkvision, scent (imprecise) 30 feet Languages Common; (can't speak any language) Skills Acrobatics +11, Athletics +10 Str +3 Dex +4 Con +2 Int +0 Wis +2 Cha +3 --- AC 18 Fort +9 Ref +11 Will +7 HP 55 Buck Reaction DC 19 --- Speed 40 feet, fly 80 feet Melee Single Action hoof +10, Damage 1d8+5 bludgeoning Melee Single Action wing +10 (Agile), Damage 1d6+5 bludgeoning Assisted Mount Single Action Requirements The pegasus is Flyingwithout a rider; Effect The pegasus Flies. At any point during the movement, it can allow a willing adjacent creature to Mount it. That creature must use a reaction to do so. Gallop Two Actions The pegasus uses 2 move actions, each of which can be either Stride or Fly. It gains a +20-foot circumstance bonus to its Speeds during a Gallop. Corrupted Pegasi When sinister influences like a necromantic blight or a foul wind from the fiendish planes spread through a wilderness, pegasi can become corrupted. These wicked pegasi have the same statistics as those presented here but are much more violent. ","skill_mod":{"athletics":10,"acrobatics":11},"summary":"The pegasus is a winged horse prized for its capacity to serve as an aerial mount. Unfortunately for those who desire a saddle-trained pegasus, …","image":["/Images/Monsters/Pegasus.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3134","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Large"],"name":"Pegasus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,9],"slug":"creature-3134"},{"attack_bonus":[14,14],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":45,"language":["Common"],"immunity":["bleed","disease","paralyzed","poison","precision"],"source":["Monster Core"],"type":"Creature","creature_family":"Phantom","will_save":13,"charisma":4,"speed":{"fly":25,"max":25},"perception":13,"wisdom":5,"weakness":{},"creature_ability":["Walk the Ethereal Line","Susceptible to Death","Phantom Touch"],"skill":["Intimidation"],"legacy_id":["creature-1263"],"trait":["Ethereal","Incorporeal","Phantom","Spirit","Uncommon","Medium"],"id":"creature-3135","text":" Phantom Knight Cavaliers and knights who died for their cause make for particularly strong-willed phantoms. Though their motives vary, these phantoms often seek to continue their lifelong missions even in their purgatorial states, and their strong forces of will make them formidable fighters in spite of their incorporeality. A phantom knight might strive to find living followers of their church or order, or seek out other mortals they knew in life as a way of staying grounded and avoiding the corruption of undeath. Recall Knowledge - Ethereal (Occultism): DC 21 Recall Knowledge - Spirit (Occultism): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Phantom Knight Source Monster Core pg. 262 Perception +13; darkvision Languages Common Skills Intimidation +12 Str -5 Dex +4 Con +0 Int +0 Wis +5 Cha +4 Walk the Ethereal Line Two Actions The phantom walks the thin line between the Ethereal Plane and the Universe in order to exist on both planes simultaneously. They can shift back to solely the Ethereal Plane by using this ability again. --- AC 21 Fort +8 Ref +12 Will +13 –1 status penalty to all saves vs. death effects HP 45 Immunities bleed, disease, paralyzed, poison, precision Resistances all damage 3 (except force, ghost touch , or spirit; double resistance vs. non-magical) Susceptible to Death Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like execute ) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife. --- Speed fly 25 feet Melee Single Action phantom sword +14 (Finesse, Magical, versatile P), Damage 1d8+7 slashing Ranged Single Action phantom bow +14 (deadly d10, Magical, range increment 120 feet, volley 30 feet), Damage 1d8+5 piercing Phantom Touch (Spirit) Each time they make a Strike, a phantom can choose to deal spirit damage instead of the normal physical damage type. ","skill_mod":{"intimidation":12},"summary":"Cavaliers and knights who died for their cause make for particularly strong-willed phantoms. Though their motives vary, these phantoms often seek to …","image":["/Images/Monsters/Phantom_Knight.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Rarity"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":3,"bludgeoning":3,"piercing":3,"precision":3,"cold_iron":3,"cold":3,"mental":3,"unholy":3,"good":3,"acid":3,"slashing":3,"vitality":3,"chaotic":3,"fire":3,"physical":3,"all":3,"area":3,"void":3,"holy":3,"poison":3,"sonic":3,"electricity":3,"bleed":3,"orichalcum":3,"silver":3,"evil":3,"splash":3},"url":"/Monsters.aspx?ID=3135","intelligence":0,"reflex_save":12,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Phantom Knight","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[9,11],"slug":"creature-3135"},{"primary_source_category":"Rulebooks","strength":-5,"hp":120,"language":["<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":6,"perception":18,"trait":["Ethereal","Incorporeal","Phantom","Spirit","Uncommon","Medium"],"id":"creature-3136","text":" Phantom Beast The River of Souls, alongside the souls of dead sapient humanoids, also carries the spirits of monsters, animals, and other creatures. Likewise, it draws souls from across reality, and thus human and elf souls mingle with those of far stranger creatures from untold worlds. Like any others, these far-flung spirits of strange creatures sometimes wash up on the shores of the Ethereal Plane, becoming phantoms far removed from the humanoid forms typically associated with ghosts and other undead. The phantom below is one such entity: a strange beast from a distant world, echoing their behaviors from life as they search for their postmortem fate. Their unfamiliar appearance might lead observers to assume they're a monstrous being and attack, finding the phantom beast entirely willing to fight back. More compassionate adventurers might instead seek to help the phantom find their way back to the River of Souls to complete their spiritual journey. Recall Knowledge - Ethereal (Occultism): DC 26 Recall Knowledge - Spirit (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Phantom Beast Source Monster Core pg. 263 Perception +18; darkvision Languages telepathy 100 feet Skills Diplomacy +16, Intimidation +18, Occultism +14, Thievery +18 Str -5 Dex +6 Con +1 Int +0 Wis +4 Cha +6 Walk the Ethereal Line Two Actions The phantom walks the thin line between the Ethereal Plane and the Universe in order to exist on both planes simultaneously. They can shift back to solely the Ethereal Plane by using this ability again. --- AC 26 Fort +13 Ref +18 Will +16 –1 status penalty to all saves vs. death effects HP 120 Immunities bleed, disease, paralyzed, poison, precision Resistances all damage 8 (except force, ghost touch , or spirit; double resistance vs. non-magical) Susceptible to Death Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like execute ) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife. --- Speed fly 35 feet Melee Single Action phantom horn +18 (Agile, Finesse, Magical), Damage 2d8+8 piercing Occult Innate Spells DC 28, attack +20 - Cantrips (4th) Daze, Telekinetic Projectile - 4th Phantom Pain, Sleep, Spiritual Armament Grab Item Single Action The phantom beast attempts to Steal one item of up to 1 Bulk from a creature, even if the creature is in combat, though the object still must not be one that is actively in use. If they succeed, they carry the object along with them telekinetically. Phantom Touch (Spirit) Each time they make a Strike, a phantom can choose to deal spirit damage instead of the normal physical damage type. ","skill_mod":{"diplomacy":16,"thievery":18,"intimidation":18,"occultism":14},"image":["/Images/Monsters/Phantom_Beast.webp"],"primary_source":"Monster Core","spell":["Phantom Pain","Sleep","Spiritual Armament","Daze","Telekinetic Projectile"],"ac":26,"level":8,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":8,"bludgeoning":8,"piercing":8,"precision":8,"cold_iron":8,"cold":8,"mental":8,"unholy":8,"good":8,"acid":8,"slashing":8,"vitality":8,"chaotic":8,"fire":8,"physical":8,"all":8,"area":8,"void":8,"holy":8,"poison":8,"sonic":8,"electricity":8,"bleed":8,"orichalcum":8,"silver":8,"evil":8,"splash":8},"intelligence":0,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Phantom Beast","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17],"attack_bonus":[18],"constitution":1,"immunity":["bleed","disease","paralyzed","poison","precision"],"creature_family":"Phantom","spell_attack_bonus":[20],"will_save":16,"speed":{"fly":35,"max":35},"wisdom":4,"weakness":{},"creature_ability":["Walk the Ethereal Line","Susceptible to Death","Grab Item","Phantom Touch"],"skill":["Diplomacy","Intimidation","Occultism","Thievery"],"legacy_id":["creature-1264"],"tradition":["Occult"],"summary":"The River of Souls, alongside the souls of dead sapient humanoids, also carries the spirits of monsters, animals, and other creatures. Likewise, it …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3136","dexterity":6,"category":"creature","slug":"creature-3136"},{"primary_source_category":"Rulebooks","strength":6,"hp":300,"language":["Common","Empyrean","Pyric","Sussuran"],"source":["Monster Core"],"type":"Creature","charisma":6,"perception":27,"trait":["Beast","Fire","Holy","Rare","Gargantuan"],"id":"creature-3137","text":" Phoenix The phoenix is a primordial bird made of heat and flame that dwells in the most inhospitable regions of the desert. Though highly intelligent and usually brimming with compassion, phoenixes are best known for their iconic ability to resurrect themselves when slain, emerging reborn from the ashes of their own corpses. Phoenixes are often sought out for their knowledge of healing abilities, as they cannot abide the sight of suffering and deny their succor only to the most foul and irredeemable of creatures. Phoenixes enjoy the company of peaceful dragons, and the two can forge lifelong friendships, keeping each other updated on regional news. While most phoenixes are benevolent, they are not infallible. When a phoenix loses their way, they still retain their strong appetite for knowledge. Malevolent phoenixes are known to assault universities and libraries in their pursuit for power—not only to gain new information, but also to set fire to the texts and thus hoard that knowledge for themselves. Recall Knowledge - Beast (Arcana, Nature): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Phoenix Source Monster Core pg. 264 Perception +27; darkvision, detect magic , see the unseen Languages Common, Empyrean, Pyric, Sussuran Skills Acrobatics +30, Athletics +27, Diplomacy +31, Intimidation +27, Nature +25 Str +6 Dex +7 Con +5 Int +7 Wis +6 Cha +6 --- AC 36 Fort +27 Ref +31 Will +28 +1 status to all saves vs. magic HP 300 , regeneration 20 (deactivated by cold or unholy) Immunities fire Weaknesses cold 10, unholy 10 Shroud of Flame (aura, fire, primal) 20 feet. 4d6 fire, DC 37 basic Reflex save. While this aura is active, any adjacent creature that hits the phoenix with a melee attack or otherwise touches them takes 2d6 fire damage. The phoenix can activate or deactivate the aura with a single action, which has the concentrate trait. Self-Resurrection (healing, primal) When a phoenix dies, they collapse into a pile of smoldering ashes before returning to life fully healed 1d4 rounds later, as if subject to a 7th-rank resurrect ritual. Self-resurrection happens only if there are some remains to resurrect; for instance, a phoenix killed by a disintegrate spell can't use this ability. A phoenix whose remains rest within an area devoted to an unholy deity by consecrate can't self-resurrect until their remains are no longer in that area. A phoenix can self-resurrect only once per year. --- Speed 25 feet, fly 70 feet Melee Single Action beak +30 (Finesse, Fire, Magical, reach 20 feet), Damage 1d12+9 piercing plus 3d8 fire and 2d10 persistent fire Melee Single Action talon +30 (Agile, Finesse, Fire, Magical, reach 20 feet), Damage 1d6+6 piercing plus 3d8 fire and 2d10 persistent fire Ranged Single Action flame jet +30 (Fire, range increment 40 feet), Damage 6d6 fire plus 2d10 persistent fire Primal Inante Spells DC 39 - Cantrips (8th) Light - 6th Cleanse Affliction (x3) - 7th Dispel Magic (at will) - 8th Cleanse Affliction, Dispel Magic (x3), Divine Immolation, Everlight (at will), Heal (x3), Wall of Fire (x3) - Constant (6th) See the Unseen - Constant (8th) Detect Magic Flaming Strafe Single Action (Fire, Primal) The phoenix blazes with superheated flame and Flies up to their Speed. They deal 6d6 fire damage to each creature within 20 feet of each square they move through (DC 37 basic Reflex save). Servants of Sarenrae While phoenixes are not denizens of the Outer Planes, they have long been associated with the goddess Sarenrae. Indeed, many phoenixes view the Dawnflower as their patron and subscribe to her mission of redeeming those who have fallen to evil. ","element":["Fire"],"skill_mod":{"diplomacy":31,"nature":25,"athletics":27,"intimidation":27,"acrobatics":30},"image":["/Images/Monsters/Pheonix.webp"],"primary_source":"Monster Core","spell":["Cleanse Affliction","Dispel Magic","Divine Immolation","Everlight","Heal","Wall of Fire","Light","Detect Magic","See the Unseen"],"ac":36,"level":15,"spell_dc":[39],"source_category":["Rulebooks"],"sense":" darkvision , detect magic , see the unseen ","resistance":{},"intelligence":7,"reflex_save":31,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":27,"size":["Gargantuan"],"name":"Phoenix","pfs":"Standard","rarity":"rare","strike_damage_average":[32,34,40],"attack_bonus":[30,30,30],"constitution":5,"immunity":["fire"],"will_save":28,"speed":{"fly":70,"max":70,"land":25},"wisdom":6,"weakness":{"cold":10,"unholy":10},"creature_ability":["Shroud of Flame","Self-Resurrection","Flaming Strafe"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature"],"legacy_id":["creature-330"],"tradition":["Primal"],"summary":"The phoenix is a primordial bird made of heat and flame that dwells in the most inhospitable regions of the desert. Though highly intelligent and …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Mechanics","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3137","dexterity":7,"category":"creature","slug":"creature-3137"},{"attack_bonus":[12],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":30,"language":["Common","Draconic","<%SPELLS%1723%%>translate<%END>"],"source":["Monster Core"],"type":"Creature","spell_attack_bonus":[8],"will_save":7,"charisma":3,"speed":{"climb":20,"max":25,"land":25},"perception":11,"wisdom":1,"weakness":{},"creature_ability":["Master of Tongues","Rapid Erudition"],"skill":["Acrobatics","Arcana","Athletics","Occultism","Society","Stealth"],"stealth":"8","trait":["Beast","Tiny"],"id":"creature-3138","text":" Pipefox Pipefoxes are small, fluffy snakes with the head of a fox. They spend their days lurking in dark corners, hanging from trees, coiled around pipes, or otherwise lounging anywhere they can observe something interesting in peace and quiet. Pipefoxes are neither pests nor pets; they simply skulk around, acquiring knowledge and searching for a worthy scholar to disseminate their observations to. Pipefoxes are as intense as they are capricious with their fixations. One might study blacksmithing for six months before suddenly switching their entire attention to studying the slang used by a group of local thieves, or the gossip of servants behind their employer's back. Regardless of the topic, they always study from a distance lest the object of their observation alter their behaviors. If a pipefox is discovered, they usually attempt to flee, only fighting as a last resort. Pipefoxes view their knowledge as a form of currency that they protect at all costs. Because of this, they are secretive by nature. If they choose to reveal themselves to someone, it will be after much study and consideration. A pipefox will only approach someone they believe to be as invested in the pursuit of knowledge as they are. They are most attracted to spellcasters, alchemists, and inventors for this reason. However, while a pipefox may choose to approach and share what they know, they never do so freely. Like all currencies, knowledge must be equally exchanged. Many scholars believe pipefoxes to be spirits and keepers of knowledge; in the event of a massive cataclysm, pipefoxes will be able to return lost knowledge to the world, preventing great dark ages. For this reason, many institutions of knowledge are aware of the spying of pipefoxes but pretend not to notice and prevent others from discovering them. This encourages pipefoxes to stay while also providing a backup cache of important knowledge in the form of a small, fluffy snake. Recall Knowledge - Beast (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Pipefox Source Monster Core pg. 265 Perception +11; darkvision Languages Common, Draconic; translate Skills Acrobatics +8, Arcana +9, Athletics +7, Occultism +9, Society +9, Stealth +8 Str +3 Dex +4 Con +3 Int +4 Wis +1 Cha +3 --- AC 19 Fort +8 Ref +11 Will +7 HP 30 --- Speed 25 feet, climb 20 feet Melee Single Action jaws +12 (Finesse, reach 0 feet), Damage 1d6+4 piercing Arcane Innate Spells DC 18, attack +8 - 2nd Invisibility (at will; self only Cantrips) - Constant (2nd) Translate Master of Tongues Even if the pipefox does not speak a creature's language, it can rapidly pick up on inflection, root words, and body language. If the pipefox interacts or observes a creature for at least 10 minutes and that creature can speak a language, it can communicate basic concepts to that creature. Rapid Erudition Single Action (Concentrate) Requirements The pipefox saw a cantrip cast within the last minute; Effect The pipefox can cast the cantrip it saw as an innate arcane spell for 1 minute. Hoarders of Knowledge Nothing is as valuable to a pipefox as knowledge. They often fill their space with the books and tools they've secretly collected over the years. While these books are often on seemingly mundane topics, it is not uncommon to find a magic scroll or two hidden away in a pipefox's home. ","tradition":["Arcane"],"skill_mod":{"society":9,"stealth":8,"arcana":9,"athletics":7,"occultism":9,"acrobatics":8},"summary":"Pipefoxes are small, fluffy snakes with the head of a fox. They spend their days lurking in dark corners, hanging from trees, coiled around pipes, or …","image":["/Images/Monsters/Pipefox.webp"],"primary_source":"Monster Core","spell":["Invisibility","Translate"],"trait_group":["Creature Type"],"ac":19,"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3138","intelligence":4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Tiny"],"name":"Pipefox","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-3138"},{"attack_bonus":[12,14,14],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":56,"language":["Common","Necril"],"immunity":["effects that would transform their body or soul to an undead"],"source":["Monster Core"],"type":"Creature","creature_family":"Planar Scion","will_save":10,"charisma":0,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Ghost Dodge","Ghost Hunter","Spirit Hunter","Spirit Shot"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"stealth":"12","legacy_id":["creature-332"],"trait":["Duskwalker","Human","Humanoid","Uncommon","Medium"],"id":"creature-3139","text":" Duskwalker Duskwalkers are infused with the same energies as psychopomp. These ashen scions are reborn in the mortal Universe to guard the cycle of life and death. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Duskwalker Ghost Hunter Source Monster Core pg. 266 Perception +10; darkvision Languages Common, Necril Skills Acrobatics +10, Athletics +8, Deception +6, Intimidation +6, Nature +8, Stealth +12, Survival +8 Str +2 Dex +4 Con +1 Int +0 Wis +2 Cha +0 Items Composite Longbow (20 arrows), Hatchet (2), Leather Armor --- AC 21 (22 against prey) Fort +9 Ref +12 Will +10 +1 status to all saves vs. death effects HP 56 Immunities effects that would transform their body or soul to an undead Resistances void 2 Ghost Dodge Reaction Trigger The duskwalker is targeted by a Strike or spell; Effect The duskwalker gains a +2 circumstance bonus to AC, resistance 5 to spirit damage, and increases their resistance to void damage to 5, all against the triggering attack. --- Speed 25 feet Melee Single Action hatchet +12 (Agile, Sweep), Damage 1d6+5 slashing Ranged Single Action composite longbow +14 (deadly d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+4 piercing Ranged Single Action hatchet +14 (Agile, Sweep, thrown 10 feet), Damage 1d6+5 slashing Ghost Hunter The duskwalker's weapons have the benefits of the ghost touch property rune on attacks against incorporeal undead. Spirit Hunter Single Action The duskwalker designates a single creature they can observe as their prey. The duskwalker gains a +2 circumstance bonus to Deception checks, Intimidation checks, and Stealth checks against their prey and to any check to Recall Knowledge about it, and deal an additional 2 spirit damage with all weapon Strikes against their prey. These effects last until the duskwalker uses Spirit Hunter again. Spirit Shot Single Action Frequency once per round; Requirements The duskwalker has designated a creature as their prey using Spirit Hunter; Effect The duskwalker makes two ranged Strikes against their prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses. ","skill_mod":{"deception":6,"nature":8,"survival":8,"stealth":12,"athletics":8,"intimidation":6,"acrobatics":10},"summary":"Duskwalkers are infused with the same energies as psychopomp . These ashen scions are reborn in the mortal Universe to guard the cycle of life and …","image":["/Images/Monsters/Duskwalker_Ghost_Hunter.webp"],"primary_source":"Monster Core","trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":21,"item":["Composite Longbow (20 arrows)","Hatchet (2)","Leather Armor"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"void":2},"url":"/NPCs.aspx?ID=3139","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Duskwalker Ghost Hunter","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[8,8,8],"slug":"creature-3139"},{"legacy_name":["Tiefling Adept"],"primary_source_category":"Rulebooks","strength":0,"hp":29,"language":["Chthonian","Common"],"source":["Monster Core"],"type":"Creature","charisma":2,"perception":6,"stealth":"7","trait":["Human","Humanoid","Nephilim","Uncommon","Medium"],"id":"creature-3140","text":" Pitborn Adept One of the most common types of nephilim is the pitborn, who bear a demonic corruption infesting their mortal bloodline. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Pitborn Adept Source Monster Core pg. 266 Perception +6; darkvision Languages Chthonian, Common Skills Acrobatics +7, Arcana +9, Deception +9, Intimidation +7, Occultism +9, Outer Rifts Lore +9, Religion +6, Society +9, Stealth +7 Str +0 Dex +2 Con +0 Int +4 Wis +1 Cha +2 Items Explorer's Clothing, spellbook, Staff --- AC 17 Fort +5 Ref +7 Will +8 HP 29 --- Speed 25 feet Melee Single Action staff +6 (two-handed 1d8), Damage 1d6 bludgeoning Arcane Prepared Spells DC 21, attack +11 - Cantrips (2nd) Detect Magic, Shield, Tangle Vine, Telekinetic Hand, Void Warp - 1st Charm, Enfeeble, Force Barrage - 2nd Floating Flame, Invisibility Divine Innate Spells DC 17 - 2nd Darkness Drain Bonded Item Free Action Frequency once per day; Requirements The adept hasn't acted yet on this turn; Effect The adept expends the power stored in its staff. This gives the adept the ability to cast one prepared spell it had already previously cast today (choosing a different spell rank each time), without spending a spell slot. The adept must still Cast the Spell and meet the spell's other requirements. ","skill_mod":{"society":9,"deception":9,"stealth":7,"arcana":9,"intimidation":7,"occultism":9,"acrobatics":7,"religion":6},"image":["/Images/Monsters/Pitborn_Adept.webp"],"primary_source":"Monster Core","spell":["Floating Flame","Invisibility","Charm","Enfeeble","Force Barrage","Detect Magic","Shield","Tangle Vine","Telekinetic Hand","Void Warp","Darkness"],"ac":17,"item":["Explorer's Clothing","spellbook","Staff"],"level":3,"spell_dc":[17,21],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":7,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":5,"size":["Medium"],"name":"Pitborn Adept","pfs":"Standard","rarity":"uncommon","strike_damage_average":[3],"attack_bonus":[6],"constitution":0,"creature_family":"Nephilim","spell_attack_bonus":[11],"will_save":8,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Drain Bonded Item"],"skill":["Acrobatics","Arcana","Deception","Intimidation","Occultism","Outer Rifts Lore","Religion","Society","Stealth"],"legacy_id":["creature-331"],"tradition":["Arcane","Divine"],"summary":"One of the most common types of nephilim is the pitborn, who bear a demonic corruption infesting their mortal bloodline.","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=3140","dexterity":2,"category":"creature","slug":"creature-3140"},{"attack_bonus":[11,13],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":64,"language":["Common","Empyrean"],"source":["Monster Core"],"type":"Creature","creature_family":"Nephilim","spell_attack_bonus":[12],"will_save":12,"charisma":2,"speed":{"max":20,"land":20},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Responsive Recovery","Channel Smite"],"skill":["Athletics","Diplomacy","Medicine","Religion","Society"],"trait":["Human","Humanoid","Nephilim","Uncommon","Medium"],"id":"creature-3141","text":" Lawbringer Warpriest Mortals whose ancestry has been influenced by archons are called lawbringers. They may have mortal ancestors who fought alongside archons against the forces of evil and entropy, or they may have been born from a union between an archon and a mortal. Many lawbringers seek adventure to bringing order to the world. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Lawbringer Warpriest Source Monster Core pg. 267 Perception +11; darkvision Languages Common, Empyrean Skills Athletics +11, Diplomacy +11, Medicine +10, Religion +12, Society +7 Str +4 Dex +1 Con +3 Int +0 Wis +3 Cha +2 Items Crossbow (10 bolts), Greatsword, Half Plate --- AC 23 Fort +12 Ref +8 Will +12 HP 64 Responsive Recovery Reaction Trigger One of the lawbringer's allies is reduced to 0 Hit Points; Requirements The lawbringer has a heal spell prepared; Effect Before the ally falls unconscious or dies, the lawbringer Strides toward them and casts a 2-action heal spell targeting the ally. The ally remains standing. --- Speed 20 feet Melee Single Action greatsword +13 (versatile P), Damage 1d12+7 slashing Ranged Single Action crossbow +11 (range increment 120 feet, reload 1), Damage 1d8+3 piercing Divine Prepared Spells DC 20, attack +12 - Cantrips (3rd) Daze, Divine Lance, Forbidding Ward, Guidance, Light - 1st Harm, Heal, Sure Strike - 2nd Enlarge, Harm, Heal - 3rd Blindness, Haste Domain Spells 1 Focus Point, DC 20 - 3rd Athletic Rush Channel Smite Two Actions Requirements The lawbringer has a heal or harm spell prepared; Effect The lawbringer makes a melee Strike and expends a harm or heal spell. On a hit, they cast the 1-action version of the spell to damage the target. The target automatically gets a failure on its save (or a critical failure if the lawbringer's Strike was a critical hit). The spell doesn't have the manipulate trait when cast this way. ","tradition":["Divine"],"skill_mod":{"society":7,"diplomacy":11,"medicine":10,"athletics":11,"religion":12},"summary":"Mortals whose ancestry has been influenced by archons are called lawbringers. They may have mortal ancestors who fought alongside archons against …","primary_source":"Monster Core","spell":["Blindness","Haste","Enlarge","Harm","Heal","Sure Strike","Daze","Divine Lance","Forbidding Ward","Guidance","Light","Athletic Rush"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":23,"item":["Crossbow (10 bolts)","Greatsword","Half Plate"],"level":5,"spell_dc":[20,20],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3141","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude","will"],"dexterity":1,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Lawbringer Warpriest","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[7,13],"slug":"creature-3141"},{"primary_source_category":"Rulebooks","strength":-5,"hp":55,"language":["Common"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":11,"stealth":"14","trait":["Incorporeal","Spirit","Undead","Unholy","Medium"],"id":"creature-3142","text":" Poltergeist When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a poltergeist: a restless, invisible spirit that is still able to manipulate physical objects. Many poltergeists perished in a way that resulted from or led to extreme emotional trauma. Recall Knowledge - Spirit (Occultism): DC 20 Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Poltergeist Source Monster Core pg. 268 Perception +11; darkvision Languages Common Skills Acrobatics +14, Intimidation +15, Stealth +14 Str -5 Dex +5 Con +0 Int -1 Wis +2 Cha +4 Site Bound A poltergeist is tied to a location and can't travel more than 120 feet from the place where it was created or formed. Some poltergeists are instead bound to a specific room, building, or similar area. --- AC 22 Fort +9 Ref +14 Will +13 HP 55 (void healing, rejuvenation) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Natural Invisibility A poltergeist is naturally invisible. It becomes visible only when it uses Frighten. Rejuvenation (occult) When a poltergeist is destroyed, it reforms, fully healed, where it was destroyed after 2d4 days. A poltergeist can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting. Telekinetic Defense Reaction Trigger A creature approaches within 10 feet of the poltergeist; Effect The poltergeist makes a telekinetic object Strike against the triggering creature. --- Speed fly 20 feet Ranged Single Action telekinetic object +13 (Magical, Occult, range increment 60 feet), Damage 2d12 bludgeoning, piercing, or slashing (depending on object) Occult Innate Spells DC 23, attack +13 - Cantrips (3rd) Telekinetic Hand - 3rd Telekinetic Maneuver (at will) Frighten Single Action (Concentrate, Emotion, Fear, Incapacitation, Mental) Requirements The poltergeist must be invisible; Effect The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each creature within 30 feet must attempt a DC 21 Will save, becoming frightened 2 on a failure. On a critical failure, it's also fleeing for as long as it's frightened. On a success, the creature is temporarily immune for 1 minute. At the start of its next turn, the poltergeist becomes invisible again. Telekinetic Storm Two Actions (Concentrate, Occult) The poltergeist telekinetically throws numerous small objects, such as dozens of pieces of silverware or books, either spreading them out among multiple foes or directing them at one target. When this effect is spread out among multiple foes, the poltergeist makes a telekinetic object Strike at a –2 penalty against each creature within 30 feet. These count as one attack for the poltergeist's multiple attack penalty, and the penalty doesn't increase until after all the attacks. When this effect has only one target, the poltergeist makes a telekinetic object Strike against the target, and the damage increases to 3d12. It deals 1d12 damage on a failure, and no damage on a critical failure. Disturbed Rest One of the most common ways for a poltergeist to form is when its burial site is desecrated by the construction of a dwelling. This is usually an accident, but some creatures intentionally create poltergeists to serve as guardians. Poltergeist Treasure A poltergeist needs items to hurl as weapons, and over the centuries of use, only durable objects survive its rampages. Silver dinnerware, hatchets, and books might all be found in a poltergeist's collection. ","skill_mod":{"stealth":14,"intimidation":15,"acrobatics":14},"image":["/Images/Monsters/Poltergeist.webp"],"primary_source":"Monster Core","spell":["Telekinetic Maneuver","Telekinetic Hand"],"ac":22,"level":5,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":-1,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Poltergeist","pfs":"Standard","rarity":"common","strike_damage_average":[13],"attack_bonus":[13],"constitution":0,"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[13],"will_save":13,"speed":{"fly":20,"max":20},"wisdom":2,"weakness":{},"creature_ability":["Site Bound","Natural Invisibility","Rejuvenation","Telekinetic Defense","Frighten","Telekinetic Storm"],"skill":["Acrobatics","Intimidation","Stealth"],"legacy_id":["creature-334"],"tradition":["Occult"],"summary":"When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3142","dexterity":5,"category":"creature","slug":"creature-3142"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":50,"language":["Common","Fey"],"source":["Monster Core"],"type":"Creature","will_save":10,"charisma":3,"speed":{"max":40,"land":40},"perception":10,"wisdom":2,"weakness":{"sonic":5},"creature_ability":["Jaunt","Object Meld"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Stealth","Survival"],"stealth":"13","legacy_id":["creature-335"],"trait":["Beast","Uncommon","Medium"],"id":"creature-3143","text":" Poracha Porachas are feline beasts native to the mystical Forest of Spirits in Tian Xia. In their natural form, these graceful eight-legged creatures sport a gray tabby coat of fur streaked with lines of olive green, but they are rarely seen this way. Even the youngest porachas are capable of hiding within objects, making them incredibly elusive and rarely seen except on their own terms. Because porachas can so effortlessly blend in with the forest and emerge from its dark corners in an instant, superstitious locals believe these beasts are related to kami—nature spirits who embody individual trees, stones, or other elements of nature in the Forest of Spirits. The truth is, while porachas frequently associate with kami, they are their own breed of monster. The poracha's most iconic feature is its ability to bend reality to teleport, or jaunt, short distances. But a poracha can also rest within objects, allowing it to safely sleep inside. Given that a poracha experiences time very slowly while hiding within objects, it can sleep inside one for an extended period. Once it wakes, a poracha departs to play in the living world. Porachas especially enjoy resting inside roadside milestones, to maximize their chances of coming across travelers. Porachas rarely tread humanoid-occupied lands, preferring the company of the kami and their natural habitat in the Forest of Spirits. Though they enjoy occasional conversation, they're extremely sensitive to sound; they speak softly and request the same from those they speak with. Their territories span vast swaths of the wood, making them ideal allies for hunters or treasure seekers who would otherwise become lost in the dense trees. But porachas are nothing if not fickle, and typically demand inscrutable favors in return for their aid, such as the planting of a rare sapling or the clearing of an invasive monster species. Any attempt to coerce or trick a poracha into service is ill advised, for these sacred beasts have many friends among the kami as well as others of their kind. Though they generally don't travel in groups, porachas know where to find more of their kind in times of need, and an organized pack of porachas is a disorienting threat. Recall Knowledge - Beast (Arcana, Nature): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Poracha Source Monster Core pg. 269 Perception +10; tremorsense (imprecise) 10 feet, darkvision Languages Common, Fey Skills Acrobatics +13, Athletics +9, Deception +11, Diplomacy +11, Stealth +13, Survival +10 Str +3 Dex +5 Con +3 Int +0 Wis +2 Cha +3 --- AC 23 Fort +9 Ref +13 Will +10 HP 50 Weaknesses sonic 5 --- Speed 40 feet Melee Single Action jaws +13 (Finesse, Magical), Damage 2d6+7 piercing Melee Single Action claw +13 (Agile, Finesse, Magical), Damage 2d4+7 slashing Jaunt Single Action (Move, Primal, Teleportation) The poracha teleports up to 40 feet to a location it can see. It can't use Jaunt again for 1d4 rounds. Object Meld Two Actions (Primal) The poracha touches an adjacent object of enough volume to contain it. It merges into the object indefinitely, and while it's inside, time moves exceptionally slowly for it and it has only limited perception of the outside world. The poracha can sense what's going on outside the object only using tremorsense. The poracha can use only mental actions or Jaunt; if it Jaunts, it leaves the object and appears where it chooses. If a creature Strikes the object, the poracha is expelled unharmed. What is a Kami? The spirit creatures known collectively as kami were originally protectors of the natural world, especially those things unable to protect themselves. Over time, though, their remit has grown, and now kami protectors extend their services to include artificial structures and items. In theory, any animal, plant, object, or location could be served by its own kami, but not everything has yet been blessed with such protection. The classification of which objects warrant kami protection—and which don't—is confusing and complicated to all save kami themselves, who find the organizational system perfectly logical. ","skill_mod":{"diplomacy":11,"deception":11,"survival":10,"stealth":13,"athletics":9,"acrobatics":13},"summary":"Porachas are feline beasts native to the mystical Forest of Spirits in Tian Xia. In their natural form, these graceful eight-legged creatures sport a …","image":["/Images/Monsters/Poracha.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Rarity"],"ac":23,"level":4,"source_category":["Rulebooks"],"sense":" tremorsense ( imprecise ) 10 feet, darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3143","intelligence":0,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Poracha","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12,14],"slug":"creature-3143"},{"primary_source_category":"Rulebooks","strength":-1,"hp":16,"language":["Chthonian","Protean"],"source":["Monster Core"],"type":"Creature","charisma":1,"perception":4,"stealth":"7","trait":["Monitor","Protean","Tiny"],"id":"creature-3144","text":" Voidworm Other proteans don't consider the flying, iridescent beings known as voidworms to be part of a protean caste at all, but instead merely a shameful side effect of the Maelstrom'sconstantly churning energy. To call a voidworm a protean in the presence of a more powerful protean is a sure a way to instigate combat. Voidworms themselves have little interest in whether anyone sees them as proteans. They maintain a thriving ecology in the Maelstrom, frolicking in schools of up to 20 and playing in the chaos of constantly shifting realities. Elsewhere (such as in the Universe), voidworms are mesmerized by the principle of object permanence; many latch onto specific features of a region (such as a hillside or pond) and flit through the air around it for months or even years as they wait for the object of their curiosity to change. Minor changes—such as a tree's change of color in the fall, a corpse's slow decay, or periodic venting of steam from a geyser—all fascinate voidworms. A voidworm is about 2 feet long and weighs 2 pounds. Recall Knowledge - Monitor (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Voidworm Source Monster Core pg. 270 Perception +4; entropy sense (imprecise) 30 feet, darkvision Languages Chthonian, Protean Skills Acrobatics +7, Deception +6, Religion +4, Stealth +7 Str -1 Dex +4 Con +0 Int -1 Wis -1 Cha +1 Entropy Sense (divine, prediction) A voidworm can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants them the ability to sense creatures within the listed range. Veil of privacy prevents a creature from being detected via entropy sense automatically (without a counteract check). --- AC 17 Fort +5 Ref +9 Will +6 HP 16 (fast healing 1) Resistances precision 3, protean anatomy 5 Protean Anatomy (divine) A voidworm's vital organs shift and change shape and position constantly. Immediately after the voidworm takes acid, electricity, or sonic damage, they gain the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case their resistance changes to match that type), whichever comes first. The voidworm is immune to polymorph effects unless they're a willing target. If blinded or deafened, the voidworm automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones. --- Speed 20 feet, fly 40 feet; unfettered movement Melee Single Action jaws +9 (Finesse, Magical, reach 0 feet), Damage 1d8+1 piercing Melee Single Action tail +9 (Finesse, Magical, reach 0 feet), Damage 1d4+1 slashing plus confounding lash Divine Innate Spells DC 16 - Cantrips (4th) Figment, Light, Prestidigitation - 2nd Blur (self only), Mist - 4th Read Omens - Constant (4th) Unfettered Movement Change Shape Single Action (Divine, Polymorph) The voidworm takes on the appearance of a Tiny animal. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal. Confounding Lash (Divine, Emotion, Mental) A creature hit by the voidworm's tail Strike is stupefied 1 for 1 round (stupefied 2 on a critical hit). A successful DC 16 Will save negates this effect and grants temporary immunity to confounding lash for 1 minute. ","skill_mod":{"deception":6,"stealth":7,"acrobatics":7,"religion":4},"image":["/Images/Monsters/Voidworm.webp"],"primary_source":"Monster Core","spell":["Read Omens","Blur","Mist","Figment","Light","Prestidigitation","Unfettered Movement"],"ac":17,"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":"entropy sense ( imprecise ) 30 feet, darkvision ","resistance":{"precision":3},"intelligence":-1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Voidworm","pfs":"Standard","rarity":"common","strike_damage_average":[3,5],"attack_bonus":[9,9],"constitution":0,"creature_family":"Protean","will_save":6,"speed":{"fly":40,"max":40,"land":20},"wisdom":-1,"weakness":{},"creature_ability":["Entropy Sense","Protean Anatomy","Change Shape","Confounding Lash"],"skill":["Acrobatics","Deception","Religion","Stealth"],"legacy_id":["creature-336"],"tradition":["Divine"],"summary":"Other proteans don't consider the flying, iridescent beings known as voidworms to be part of a protean caste at all, but instead merely a shameful …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3144","dexterity":4,"category":"creature","slug":"creature-3144"},{"primary_source_category":"Rulebooks","strength":2,"hp":65,"language":["Chthonian","Empyrean","Protean"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":11,"stealth":"13","trait":["Monitor","Protean","Small"],"id":"creature-3145","text":" Azuretzi Azuretzis are sinuous, serpentine creatures with dagger-sharp teeth covered in brilliant blue scales and mottled purple and pink highlights that shimmer in a pareidolic approximation of leering, laughing faces. The Maelstrom's chaotic forces spawn these small proteans from a variety of sources: physical mating between older azuretzis, the paradoxical promotion of bestial naunets, and possibly from mortal petitioners, though these azuretzis may just be confusing putative mortal memories with experiences gained from games of mimicry. Never expect azuretzis to operate by any rational, self-consistent rules. Azuretzis represent the humor of chaos, particularly in the form of mockery and parody via exaggerated mimicry, twisting a target's features into a laughingstock. Recall Knowledge - Monitor (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Azuretzi Source Monster Core pg. 271 Perception +11; darkvision, entropy sense (imprecise) 30 feet Languages Chthonian, Empyrean, Protean Skills Acrobatics +11, Arcana +11, Athletics +13, Deception +13, Performance +13, Stealth +13, Survival +11, Thievery +13 Str +2 Dex +4 Con +4 Int +4 Wis +2 Cha +4 Entropy Sense (divine, prediction) A protean can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants them the ability to sense creatures within the listed range. Veil of privacy prevents a creature from being detected via entropy sense automatically (without a counteract check). --- AC 22 Fort +11 Ref +15 Will +11 +1 status to all saves vs. magic HP 65 (fast healing 2) Resistances precision 5, protean anatomy 8 Protean Anatomy (divine) A protean's vital organs shift and change shape and position constantly. Immediately after the protean takes acid, electricity, or sonic damage, they gain the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case their resistance changes to match that type), whichever comes first. The protean is immune to polymorph effects unless they're a willing target. If blinded or deafened, the protean automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones. Spell Pilfer Reaction Trigger A creature with an active spell effect within 30 feet of the azuretzi fails to resist another azuretzi's Mocking Touch; Effect The azuretzi attempts a Thievery check to counteract one spell affecting the target creature. On a success, the azuretzi transfers the spell effect to themself, keeping the same remaining duration. The target then becomes temporarily immune to Spell Pilfer for 24 hours. --- Speed 25 feet, fly 25 feet, swim 25 feet; unfettered movement Melee Single Action jaws +15 (Finesse, Magical), Damage 2d10+5 piercing Melee Single Action claw +15 (Agile, Finesse, Magical), Damage 2d8+5 slashing Melee Single Action tail +13 (Magical, reach 15 feet), Damage 2d12+5 bludgeoning plus Grab Divine Innate Spells DC 22 - 2nd Laughing Fit - 3rd Crisis of Faith, Dispel Magic, Shatter - 4th Translocate - Constant (4th) Unfettered Movement Constrict Single Action 1d12+5 bludgeoning, DC 21 Mimic Form Two Actions (Concentrate, Divine, Polymorph) As Change Shape, but an azuretzi can assume the form of a Medium or smaller creature. They can mimic a specific creature they can see, but they must succeed at a DC 25 Perception check or the attempt is disrupted. The azuretzi can transform into the same creature again without a check but can retain the details of only one specific appearance at a time. The azuretzi can Dismiss the effect as a free action to return to their natural form. Mocking Touch Two Actions (Divine) Requirements The azuretzi is not currently using Mocking Touch on a spell; Effect The azuretzi mocks a creature's magical ability with a touch. The azuretzi attempts a Thievery check against the target's Will DC. Critical Success The azuretzi learns all spells of 3rd rank or lower the target has available to cast and chooses one. The azuretzi gains that spell as a mock divine innate spell and can cast it once as an innate divine spell using their own DC and spell attack modifier. The spell is lost if unused after 24 hours. The creature can't cast the mock spell until the azuretzi casts it first or the 24 hour period passes, whichever comes first. Success As critical success, but the mock spell is lost after 1 hour, and the creature touched can cast the spell normally. Failure As critical success, but the mock spell is lost at the end of the azuretzi's next turn, and the creature touched can cast the spell normally. Critical Failure Mocking Touch has no effect. ","skill_mod":{"performance":13,"deception":13,"thievery":13,"survival":11,"stealth":13,"arcana":11,"athletics":13,"acrobatics":11},"image":["/Images/Monsters/Azuretzi.webp"],"primary_source":"Monster Core","spell":["Translocate","Crisis of Faith","Dispel Magic","Shatter","Laughing Fit","Unfettered Movement"],"ac":22,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision , entropy sense (imprecise) 30 feet","resistance":{"precision":5},"intelligence":4,"reflex_save":15,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":11,"size":["Small"],"name":"Azuretzi","pfs":"Standard","rarity":"common","strike_damage_average":[14,16,18],"attack_bonus":[13,15,15],"constitution":4,"creature_family":"Protean","will_save":11,"speed":{"fly":25,"max":25,"land":25,"swim":25},"wisdom":2,"weakness":{},"creature_ability":["Entropy Sense","Protean Anatomy","Spell Pilfer","Constrict","Mimic Form","Mocking Touch"],"skill":["Acrobatics","Arcana","Athletics","Deception","Performance","Stealth","Survival","Thievery"],"legacy_id":["creature-765"],"tradition":["Divine"],"summary":"Azuretzis are sinuous, serpentine creatures with dagger-sharp teeth covered in brilliant blue scales and mottled purple and pink highlights that …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=3145","dexterity":4,"category":"creature","slug":"creature-3145"},{"primary_source_category":"Rulebooks","strength":8,"hp":260,"language":["Chthonian","Empyrean","Protean","<%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":7,"perception":30,"stealth":"30","trait":["Monitor","Protean","Large"],"id":"creature-3146","text":" Keketar The ruling caste of the proteans, keketars orchestrate attacks against the bastions of law and adjudicate protean disputes confidently and capriciously. A keketar resembles a shimmering, serpentine creature with spines, claws, and a dragon-like head. A keketar's actual appearance is in constant flux, but they generally stay about 18 feet long with a weight of around 1,500 pounds. While their physical forms can vary, two things remain constant: first, a keketar's eyes are always a piercing shade of amber or violet. Second, the keketar's mark of office—a crown of shifting symbols that hovers above their head—never changes. A keketar cannot remove their crown but can suppress it, although most are loath to do so and consider such an act one of cowardice or shame. Keketars fill a role in protean society of a sort of priesthood, operating as intermediaries between the other proteans and the Speakers of the Depths. All other proteans defer to keketars, treating them in a way similar to how citizens of a mortal city would treat respected nobles; even more powerful proteans defer to the will of the keketars. As with many religions, dogma and theology are prone to interpretation and change, and among the proteans, the situation is even more pronounced. Whatever the nature and desires of the Speakers of the Depths may be, individual keketars often come to dramatically different conclusions as to their will and intent. To the proteans, however, this inherent dissonance is a strength rather than a weakness. Recall Knowledge - Monitor (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Keketar Source Monster Core pg. 272 Perception +30; entropy sense (imprecise) 60 feet, darkvision Languages Chthonian, Empyrean, Protean; telepathy 100 feet, truespeech Skills Acrobatics +26, Athletics +33, Deception +32, Diplomacy +34, Intimidation +34, Religion +30, Stealth +30 Str +8 Dex +5 Con +7 Int +5 Wis +7 Cha +7 Entropy Sense (divine, prediction) A protean can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants them the ability to sense creatures within the listed range. Veil of privacy prevents a creature from being detected via entropy sense automatically (without a counteract check). --- AC 40 Fort +30 Ref +28 Will +34 +1 status to all saves vs. magic HP 260 (fast healing 10) Resistances precision 10, protean anatomy 25 Protean Anatomy (divine) A protean's vital organs shift and change shape and position constantly. Immediately after the protean takes acid, electricity, or sonic damage, they gain the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case their resistance changes to match that type), whichever comes first. The protean is immune to polymorph effects unless they're a willing target. If blinded or deafened, the protean automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones. Spatial Riptide (aura, divine) 30 feet. A creature using a teleportation ability within the aura or arriving in it via teleportation must succeed at a DC 38 Fortitude save or wink out of existence for 1d4 rounds before completing the teleport. The creature can't act, sense anything, or be targeted. On a successful save, the creature completes the teleport normally but is stunned 1. Keketars are immune to this effect. Reactive Strike Reaction --- Speed 40 feet, fly 50 feet, swim 40 feet; unfettered movement Melee Single Action jaws +33 (Magical, reach 10 feet), Damage 3d12+16 piercing plus warpwave strike Melee Single Action claw +33 (Agile, Magical, reach 10 feet), Damage 2d12+16 slashing plus warpwave strike Melee Single Action tail +33 (reach 15 feet), Damage 2d12+16 bludgeoning plus Grab Divine Innate Spells DC 42, attack +32 - 4th Confusion (at will), Translocate (at will), Unfettered Movement - 5th Creation (at will), Mirage (×2; see reshape reality), Translocate - 6th Teleport (at will; self only) - 7th Disintegrate, Dispel Magic (at will), Shatter (at will), Warp Mind (×3) - 8th Confusion, Cursed Metamorphosis - 9th Divine Wrath, Unfathomable Song - Constant (5th) Truespeech Change Shape Single Action (Concentrate, Divine, Polymorph) The keketar can take the appearance of any Huge or smaller creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal. Constrict Single Action 1d10+15 bludgeoning, DC 42 Reshape Reality (Concentrate, Divine, Polymorph) When the keketar casts mirage , they infuse the illusion with quasi-real substance. Creatures that do not disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. Warpwave Strike (Divine, Polymorph) A creature struck by a keketar's jaws or claw Strike must succeed at a DC 36 Fortitude save or be subject to a warpwave. ","skill_mod":{"diplomacy":34,"deception":32,"stealth":30,"athletics":33,"intimidation":34,"acrobatics":26,"religion":30},"image":["/Images/Monsters/Keketar.webp"],"primary_source":"Monster Core","spell":["Divine Wrath","Unfathomable Song","Confusion","Cursed Metamorphosis","Disintegrate","Dispel Magic","Shatter","Warp Mind","Teleport","Creation","Mirage","Translocate","Truespeech","Unfettered Movement"],"ac":40,"level":17,"spell_dc":[42],"source_category":["Rulebooks"],"sense":"entropy sense ( imprecise ) 60 feet, darkvision ","resistance":{"precision":10},"intelligence":5,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":30,"size":["Large"],"name":"Keketar","pfs":"Standard","rarity":"common","strike_damage_average":[29,29,35],"attack_bonus":[33,33,33],"constitution":7,"creature_family":"Protean","spell_attack_bonus":[32],"will_save":34,"speed":{"fly":50,"max":50,"land":40,"swim":40},"wisdom":7,"weakness":{},"creature_ability":["Entropy Sense","Protean Anatomy","Spatial Riptide","Reactive Strike","Change Shape","Constrict","Reshape Reality","Warpwave Strike"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Religion","Stealth"],"legacy_id":["creature-338"],"tradition":["Divine"],"summary":"The ruling caste of the proteans, keketars orchestrate attacks against the bastions of law and adjudicate protean disputes confidently and …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3146","dexterity":5,"category":"creature","slug":"creature-3146"},{"primary_source_category":"Rulebooks","strength":-1,"hp":18,"language":["Chthonian","Diabolic","Empyrean","Requian"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":6,"stealth":"6","trait":["Monitor","Psychopomp","Tiny"],"id":"creature-3147","text":" Nosoi A nosoi resembles a whippoorwill, sparrow, or other small bird wearing a heavy leather plague doctor's mask. They are the clerks, messengers, and scribes of the Boneyard, witnessing judgments, directing souls, and generally performing the administrative grunt work that keeps the Boneyard functioning. Most nosois are particularly chatty and eager to discuss how important they consider their individual assignments to be. Recall Knowledge - Monitor (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Nosoi Source Monster Core pg. 274 Perception +6; darkvision, lifesense 60 feet Languages Chthonian, Diabolic, Empyrean, Requian Skills Acrobatics +6, Boneyard Lore +8, Library Lore +8, Performance +6, Religion +6, Society +2, Stealth +6 Str -1 Dex +3 Con +1 Int +1 Wis +1 Cha +3 --- AC 16 Fort +4 Ref +8 Will +6 HP 18 Immunities death effects, disease Resistances poison 3, void 3 --- Speed 15 feet, fly 40 feet Melee Single Action beak +6 (Finesse, Magical, reach 0 feet), Damage 1d4–1 piercing plus 1d6 shepherd's touch Divine Innate Spells DC 16 - 2nd Invisibility (at will; self only), Noise Blast - 4th Read Omens, Talking Corpse Change Shape Single Action (Concentrate, Divine, Polymorph) The nosoi takes the appearance of a raven or songbird. This doesn't change its Speed or its attack and damage modifiers with its Strikes. Haunting Melody Single Action (Auditory, Concentrate, Divine, Incapacitation, Mental) The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a DC 18 Will save. The effect lasts until the end of the nosoi's next turn, but the nosoi can Sustain it. A creature that succeeds at its save is temporarily immune for 24 hours. Despite being a mental effect, this ability affects mindless undead. Psychopomps are immune to this ability. Failure The creature is fascinated with the nosoi. Critical Failure The creature is fascinated with the nosoi and must spend each of its actions on its turn to move closer to the nosoi as expediently as possible while avoiding obvious dangers. If a fascinated creature is adjacent to the nosoi, it stays still and doesn't act. If the creature is attacked, the fascination ends. Shepherd's Touch A nosoi's Strikes have the benefit of a ghost touch property rune and deal an additional 1d6 void damage to living creatures or 1d6 vitality damage to undead. ","skill_mod":{"society":2,"performance":6,"stealth":6,"acrobatics":6,"religion":6},"image":["/Images/Monsters/Nosoi.webp"],"primary_source":"Monster Core","spell":["Read Omens","Talking Corpse","Invisibility","Noise Blast"],"ac":16,"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet","resistance":{"void":3,"poison":3},"intelligence":1,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Nosoi","pfs":"Standard","rarity":"common","strike_damage_average":[6],"attack_bonus":[6],"constitution":1,"immunity":["death effects","disease"],"creature_family":"Psychopomp","will_save":6,"speed":{"fly":40,"max":40,"land":15},"wisdom":1,"weakness":{},"creature_ability":["Change Shape","Haunting Melody","Shepherd's Touch"],"skill":["Acrobatics","Boneyard Lore","Library Lore","Performance","Religion","Society","Stealth"],"legacy_id":["creature-339"],"tradition":["Divine"],"summary":"A nosoi resembles a whippoorwill, sparrow, or other small bird wearing a heavy leather plague doctor's mask. They are the clerks, messengers, and …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3147","dexterity":3,"category":"creature","slug":"creature-3147"},{"primary_source_category":"Rulebooks","strength":6,"hp":105,"language":["Chthonian","Diabolic","Empyrean","Requian"],"source":["Monster Core"],"type":"Creature","charisma":2,"perception":15,"stealth":"17","trait":["Monitor","Psychopomp","Medium"],"id":"creature-3148","text":" Vanth Protectors of the Boneyard, the stern and resolute guardians of the dead, vanths are psychopomps who resemble skeletons with raven-like wings and a mask resembling a vulture's skull. Vanths carry black scythes to fight against those who would disturb the natural progression of souls, and they consider any visitor to the Boneyard a potential troublemaker. They rarely speak and even more rarely show any emotion other than a grim adherence to duty. When the psychopomp armies go to war, vanths serve as front-line soldiers. In particular, daemons continually stage raids on the River of Souls, requiring constant patrol. Implacable warriors, vanths fly in perfect formation. This can backfire, as they often suppress any adaptability they possess as they wage war. Recall Knowledge - Monitor (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Vanth Source Monster Core pg. 275 Perception +15; darkvision, lifesense 60 feet Languages Chthonian, Diabolic, Empyrean, Requian Skills Acrobatics +17, Athletics +17, Boneyard Lore +15, Intimidation +15, Occultism +13, Religion +13, Stealth +17 Str +6 Dex +4 Con +2 Int +2 Wis +4 Cha +2 Items +1 scythe --- AC 27 Fort +15 Ref +13 Will +17 +1 status to all saves vs. magic HP 105 Immunities death effects, disease Resistances poison 10, void 10 Frightful Presence (aura, emotion, fear, mental) 20 feet, DC 22 Reactive Strike Reaction --- Speed 25 feet, fly 40 feet Melee Single Action scythe +18 (deadly d10, Magical, Trip), Damage 1d10+8 slashing plus 2d6 shepherd's touch Melee Single Action jaws +17 (Agile), Damage 1d6+8 slashing plus 2d6 shepherd's touch Divine Innate Spells DC 22 - 2nd Invisibility (at will; self only) - 3rd Holy Light (×3), Locate (×3) - 4th Translocate (at will) - 5th Translocate Infuse Weapon (Divine) A vanth's scythe is its symbol of office and gains a measure of its personal power. This scythe becomes a +1 scythe and is treated as if it were adamantine while the vanth wields it. A vanth whose scythe is taken or destroyed can infuse a new one with an hour of work. Shepherd's Touch A vanth's Strikes have the benefit of a ghost touch property rune and deal an additional 2d6 void damage to living creatures or 2d6 vitality damage to undead. Vanth's Curse Two Actions (Curse, Divine, Misfortune) Frequency three times per day; Effect The vanth bestows a curse on a creature by touching it with its scythe. The creature must attempt a DC 25 Will save. Critical Success The target is unaffected and is temporarily immune to Vanth's Curse for 24 hours. Success The target feels a momentary shudder of doom and is stupefied 1 for 1 minute by the distracting sensation. Failure The target becomes morose and glum as it accepts its own inevitable fate. For 1 hour, the target is stupefied 2. Each time the target gains the dying condition, the stupefied condition value increases by 1, to a maximum value of stupefied 4. Critical Failure As failure, but the effect is permanent. Vanth Scythes Vanths' favored weapon is the scythe, a choice that further adds to their fearsome appearance and can lead to unfortunate associations with the Grim Reaper or Urgathoa among more superstitious mortals. Vanths find such comparisons to be ignorant at best or insulting at worst. Some vanths infuse their scythes with different qualities, such as cold iron or silver, depending on the nature of their most common enemies. ","skill_mod":{"stealth":17,"athletics":17,"intimidation":15,"occultism":13,"acrobatics":17,"religion":13},"image":["/Images/Monsters/Vanth.webp"],"primary_source":"Monster Core","spell":["Translocate","Holy Light","Locate","Invisibility"],"ac":27,"item":["+1 scythe"],"level":7,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet","resistance":{"void":10,"poison":10},"intelligence":2,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Vanth","pfs":"Standard","rarity":"common","strike_damage_average":[18,20],"attack_bonus":[17,18],"constitution":2,"immunity":["death effects","disease"],"creature_family":"Psychopomp","will_save":17,"speed":{"fly":40,"max":40,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Frightful Presence","Reactive Strike","Infuse Weapon","Shepherd's Touch","Vanth's Curse"],"skill":["Acrobatics","Athletics","Boneyard Lore","Intimidation","Occultism","Religion","Stealth"],"legacy_id":["creature-769"],"tradition":["Divine"],"summary":"Protectors of the Boneyard , the stern and resolute guardians of the dead, vanths are psychopomps who resemble skeletons with raven-like wings and a …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3148","dexterity":4,"category":"creature","slug":"creature-3148"},{"primary_source_category":"Rulebooks","strength":8,"hp":240,"language":["Chthonian","Diabolic","Empyrean","Necril","Requian","<%SPELLS%1680%%>speak with animals<%END>, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":28,"stealth":"27","trait":["Monitor","Psychopomp","Medium"],"id":"creature-3149","text":" Morrigna Bounty hunters and investigators, morrignas seek out creatures who thwart death or interfere with the natural flow of souls. Morrignas dress in flowing spider silk and wear masks reminiscent of webs, as they consider patient and watchful spiders to be their spiritual kin. Recall Knowledge - Monitor (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Morrigna Source Monster Core pg. 276 Perception +28; darkvision, lifesense 60 feet Languages Chthonian, Diabolic, Empyrean, Necril, Requian; speak with animals , truespeech Skills Athletics +27, Boneyard Lore +28, Diplomacy +27, Intimidation +29, Religion +29, Society +24, Stealth +27 Str +8 Dex +4 Con +4 Int +3 Wis +6 Cha +4 Items +2 striking bo staff --- AC 38 Fort +25 Ref +27 Will +29 +1 status to all saves vs. magic HP 240 , regeneration 20 (deactivated by acid or fire) Immunities death effects, disease Resistances poison 15, void 15 Wrappings Lash Reaction Trigger A creature within reach of the morrigna's web wrappings uses an action to Strike or attempt a skill check; Effect The morrigna makes a web wrappings Strike against the triggering creature. If the strike is a critical hit, the triggering action is disrupted. --- Speed 30 feet, climb 30 feet Melee Single Action bo staff +31 (Magical, Parry, reach 10 feet, Trip), Damage 2d8+14 bludgeoning plus 4d6 shepherd's touch Melee Single Action web wrappings +29 (Magical, reach 10 feet), Damage 3d12+14 bludgeoning plus Grab and 4d6 shepherd's touch Divine Spontaneous Spells DC 35, attack +30 - Cantrips (8th) Detect Magic, Read Aura, Stabilize, Vitality Lash, Void Warp - 1st Bane, Bless, Enfeeble (4 slots) - 2nd Calm, See the Unseen, Silence (4 slots) - 3rd Blindness, Crisis of Faith, Dream Message (4 slots) - 4th Dispelling Globe, Read Omens, Unfettered Movement (4 slots) - 5th Dispel Magic, Scouting Eye, Sending (4 slots) - 6th Field of Life, Heal, Spirit Blast (4 slots) Divine Innate Spells DC 37 - 4th Talking Corpse - Constant (5th) Truespeech, Speak with Animals Rituals DC 37 - 5th Call Spirit Change Shape Single Action (Concentrate, Divine, Polymorph) A morrigna can take the appearance of any Small or Medium animal or humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal. Unless they choose to manifest their web wrappings in their new form, they cannot make web wrappings Strikes. Shepherd's Touch A morrigna's Strikes have the benefit of a ghost touch property rune and deal an additional 4d6 void damage to living creatures or 4d6 vitality damage to undead. Spider Minions Three Actions (Divine, Summon) The morrigna summons a giant tarantula (page 321) or spider swarm. These spiders have the summoned trait and remain for 10 minutes or until reduced to 0 Hit Points, whichever comes first. The morrigna does not need to Sustain the Spell to direct these summoned creatures, and the morrigna can have any number of summoned spiders in existence at once. The morrigna can see through the eyes of any of their summoned spiders at any time. ","skill_mod":{"society":24,"diplomacy":27,"stealth":27,"athletics":27,"intimidation":29,"religion":29},"image":["/Images/Monsters/Morrigna.webp"],"primary_source":"Monster Core","spell":["Field of Life","Heal","Spirit Blast","Dispel Magic","Scouting Eye","Sending","Dispelling Globe","Read Omens","Unfettered Movement","Blindness","Crisis of Faith","Dream Message","Calm","See the Unseen","Silence","Bane","Bless","Enfeeble","Detect Magic","Read Aura","Stabilize","Vitality Lash","Void Warp","Talking Corpse","Truespeech","Speak with Animals"],"ac":38,"item":["+2 striking bo staff"],"level":15,"spell_dc":[35,37],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet","resistance":{"void":15,"poison":15},"intelligence":3,"reflex_save":27,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"size":["Medium"],"name":"Morrigna","pfs":"Standard","rarity":"common","strike_damage_average":[37,47],"attack_bonus":[29,31],"constitution":4,"immunity":["death effects","disease"],"creature_family":"Psychopomp","spell_attack_bonus":[30],"will_save":29,"speed":{"climb":30,"max":30,"land":30},"wisdom":6,"weakness":{},"creature_ability":["Wrappings Lash","Change Shape","Shepherd's Touch","Spider Minions"],"skill":["Athletics","Boneyard Lore","Diplomacy","Intimidation","Religion","Society","Stealth"],"legacy_id":["creature-340"],"tradition":["Divine"],"summary":"Bounty hunters and investigators, morrignas seek out creatures who thwart death or interfere with the natural flow of souls. Morrignas dress in …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3149","dexterity":4,"category":"creature","slug":"creature-3149"},{"primary_source_category":"Rulebooks","strength":10,"hp":375,"language":["Chthonian","Diabolic","Empyrean","Requian","<%UMR%79%%>telepathy<%END> 120 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":6,"perception":37,"trait":["Monitor","Psychopomp","Uncommon","Huge"],"id":"creature-3150","text":" Yamaraj The greatest judges among the psychopomps are yamarajes, whose wisdom is legendary and whose edicts are unappealable except to ushers or Pharasma herself. A yamaraj resembles an immense dragon with dark, feathery scales and an emotionless, dispassionate gaze behind a feathered mask. When not serving as the senior magistrates, lords, and generals of the Boneyard, yamarajes pursue highly individualistic hobbies, such as gardening or literature. Recall Knowledge - Monitor (Religion): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Yamaraj Source Monster Core pg. 277 Perception +37; darkvision, lifesense 240 feet, truesight Languages Chthonian, Diabolic, Empyrean, Requian; telepathy 120 feet, truespeech Skills Acrobatics +33, Athletics +38, Boneyard Lore +40, Deception +34, Diplomacy +34, Intimidation +36, Legal Lore +40, Occultism +38, Religion +38, Society +38 Str +10 Dex +7 Con +7 Int +10 Wis +7 Cha +6 --- AC 45 Fort +33 Ref +31 Will +35 +1 status to all saves vs. magic HP 375 (fast healing 20, lightning drinker) Immunities death effects, disease, electricity (see lightning drinker) Resistances poison 20, void 20 Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 39 Lightning Drinker Whenever a yamaraj would take electricity damage if not for its immunity, its fast healing increases to 40 on its next turn. During that turn, if it uses Beetle Breath, the beetles deal 2d12 additional electricity damage. --- Speed 35 feet, fly 50 feet, swim 30 feet Melee Single Action jaws +38 (Magical, reach 15 feet), Damage 4d8+18 piercing plus Improved Grab and yamaraj venom and 3d6 shepherd's touch Melee Single Action claw +38 (Agile, Magical, reach 15 feet), Damage 4d4+18 slashing plus 3d6 shepherd's touch Melee Single Action tail +38 (Magical, reach 20 feet), Damage 4d10+18 bludgeoning plus 3d6 shepherd's touch Divine Innate Spells DC 44 - 5th Translocate (at will), Mind Probe (at will) - 8th Chain Lightning (×3), Dispel Magic (×3), Wall of Force - 9th Harm, Heal, Seize Soul, Spirit Blast, Wails of the Damned - 10th Manifestation (see final judgment), Revival - Constant (10th) Truesight Rituals DC 44 - 5th Call Spirit, Resurrect Beetle Breath Two Actions (Divine) The yamaraj breathes a blast of beetles in a 50-foot cone that deals 14d8 slashing damage and 4d8 persistent slashing damage to creatures in the area with a DC 42 Reflex save. It can't use Beetle Breath again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage and is sickened 1. Failure The creature takes full damage and is sickened 2. Critical Failure The creature takes double damage and is sickened 3. Final Judgment A yamaraj's manifestation spells are used only to pronounce judgment, typically either to restore a dead or destroyed creature to life, bind a creature to the Boneyard, or banish a creature from the Boneyard. Shepherd's Touch A yamaraj's Strikes have the benefit of a ghost touch property rune and deal an additional 3d6 void damage to living creatures or 3d6 vitality damage to undead. Yamaraj Venom (Poison) While a creature is clumsy from this poison, it is doomed with the same value; Saving Throw DC 42 Fortitude; Maximum Duration 10 rounds; Stage 1 3d8 poison damage and clumsy 1 (1 round); Stage 2 5d8 poison damage and clumsy 2 (1 round); Stage 3 7d8 poison damage and clumsy 3 (1 round). ","skill_mod":{"society":38,"diplomacy":34,"deception":34,"athletics":38,"intimidation":36,"occultism":38,"acrobatics":33,"religion":38},"image":["/Images/Monsters/Yamaraj.webp"],"primary_source":"Monster Core","spell":["Manifestation","Revival","Harm","Heal","Seize Soul","Spirit Blast","Wails of the Damned","Chain Lightning","Dispel Magic","Wall of Force","Translocate","Mind Probe","Truesight"],"ac":45,"level":20,"spell_dc":[44],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 240 feet, truesight ","resistance":{"void":20,"poison":20},"intelligence":10,"reflex_save":31,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":33,"size":["Huge"],"name":"Yamaraj","pfs":"Standard","rarity":"uncommon","strike_damage_average":[38,46,50],"attack_bonus":[38,38,38],"constitution":7,"immunity":["death effects","disease","electricity (see lightning drinker)"],"creature_family":"Psychopomp","will_save":35,"speed":{"fly":50,"max":50,"land":35,"swim":30},"wisdom":7,"weakness":{},"creature_ability":["Frightful Presence","Lightning Drinker","Beetle Breath","Final Judgment","Shepherd's Touch","Yamaraj Venom"],"skill":["Acrobatics","Athletics","Boneyard Lore","Deception","Diplomacy","Intimidation","Legal Lore","Occultism","Religion","Society"],"legacy_id":["creature-770"],"tradition":["Divine"],"summary":"The greatest judges among the psychopomps are yamarajes, whose wisdom is legendary and whose edicts are unappealable except to ushers or Pharasma …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3150","dexterity":7,"category":"creature","slug":"creature-3150"},{"attack_bonus":[10],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":25,"source":["Monster Core"],"type":"Creature","creature_family":"Pterosaur","will_save":6,"charisma":-1,"speed":{"fly":40,"max":40,"land":10},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Swoop"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-341"],"trait":["Animal","Large"],"id":"creature-3151","text":" Pteranodon Pteranodons are quick and agile reptiles with 20-foot wingspans that enable them to hover on wind currents for hours. These creatures have long beaks and equally long crests that protrude from the backs of their heads. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Pteranodon Source Monster Core pg. 278 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +10, Athletics +7 Str +3 Dex +4 Con +1 Int -4 Wis +2 Cha -1 --- AC 16 Fort +7 Ref +10 Will +6 HP 25 --- Speed 10 feet, fly 40 feet Melee Single Action beak +10, Damage 1d10+3 piercing Swoop Two Actions The pteranodon Flies up to its Speed and makes one beak Strike at any point during that movement. ","skill_mod":{"athletics":7,"acrobatics":10},"summary":"Pteranodons are quick and agile reptiles with 20-foot wingspans that enable them to hover on wind currents for hours. These creatures have long beaks …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":16,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3151","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":7,"size":["Large"],"name":"Pteranodon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-3151"},{"attack_bonus":[17,17],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":110,"source":["Monster Core"],"type":"Creature","creature_family":"Pterosaur","will_save":12,"charisma":-1,"speed":{"fly":50,"max":50,"land":15},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Carry","Swoop"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-342"],"trait":["Animal","Huge"],"id":"creature-3152","text":" Quetzalcoatlus Quetzalcoatlus are the largest flying members of the pterosaur family and are often mistaken for dragons due to their immense size and 40-foot wingspans. Using the joints of their massive wings as forelimbs, they are also quite capable of moving on land, snatching smaller prey from the ground or out of streams. Quetzalcoatlus are carnivorous, feeding on a variety of reptiles, mammals, large fish, amphibians, and other vertebrates. They are not inherently aggressive creatures and are happy to scavenge for food, but when presented with live prey they readily attack almost any creature smaller than themselves. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Quetzalcoatlus Source Monster Core pg. 278 Perception +15; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +14, Athletics +17 Str +6 Dex +4 Con +3 Int -4 Wis +2 Cha -1 --- AC 25 Fort +16 Ref +17 Will +12 HP 110 --- Speed 15 feet, fly 50 feet Melee Single Action beak +17 (deadly d10, reach 10 feet), Damage 2d10+10 piercing plus 1d8 persistent bleed Melee Single Action talon +17, Damage 2d8+10 piercing plus Grab Carry A quetzalcoatlus can Fly at half Speed while it has a single creature grabbed or restrained. Both its talons are occupied while it does this. Swoop Two Actions The quetzalcoatlus Flies up to its Speed and makes one beak or talon Strike at any point during that movement. ","skill_mod":{"athletics":17,"acrobatics":14},"summary":"Quetzalcoatlus are the largest flying members of the pterosaur family and are often mistaken for dragons due to their immense size and 40-foot …","image":["/Images/Monsters/Quetzalcoatlus.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3152","intelligence":-4,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":16,"size":["Huge"],"name":"Quetzalcoatlus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,25],"slug":"creature-3152"},{"primary_source_category":"Rulebooks","strength":4,"hp":100,"language":["Common","Elven","Fey","Gnomish"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":17,"stealth":"17","trait":["Fey","Small"],"id":"creature-3153","text":" Pukwudgie Pukwudgies go by many names in many regions, but those who know of them agree that defying their mischievous nature provokes their wrath. In ancient times, pukwudgies traveled to the Universe from the First World, perhaps in the wake of the gnome emigration. These proud fey are obsessed with displays of respect, and while they first attempted to befriend mortals, each attempt ended in tragedy as the pukwudgies perceived any potential slight as a grave insult. Mortals, fearing these reactions, began to view pukwudgies as dangerous nuisances. Pukwudgies, in turn, began to resent mortals and the gods that favored them. At their best, pukwudgies play cruel jokes on mortals they encounter. At their worst, they've been known to kidnap and even kill those who don't treat them with proper respect. Violent fey like twigjacks and redcaps often gather under pukwudgie leadership, much to the pukwudgies' glee. Pukwudgies make their villages in the oldest forests, concealed under mirage spells. They travel freely between the Universe and the First World through tiny portals beneath hills, trees, or stones. No strangers to violence, pukwudgies rarely travel alone and often anoint their quills or weapons with a custom-brewed poison before entering hostile situations. Standing about 2 feet tall, a pukwudgie sports sharp quills growing from their head that extends down their back. Their skin tone varies by the region in which they live, ranging from pale gray to brown. Recall Knowledge - Fey (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Pukwudgie Source Monster Core pg. 279 Perception +17; low-light vision Languages Common, Elven, Fey, Gnomish Skills Crafting +15, Deception +14, Medicine +15, Nature +17, Stealth +17, Thievery +15 Str +4 Dex +6 Con +3 Int +4 Wis +6 Cha +3 Items +1 hatchet , Shortbow --- AC 25 Fort +12 Ref +15 Will +17 HP 100 Resistances poison 5 Weaknesses cold iron 10 Defensive Quills A creature that hits a pukwudgie with an unarmed Strike or a non-reach melee Strike takes 3d8 piercing damage (basic Reflex save). On a critical failure, the creature also takes 1d6 persistent poison damage from the poisoned quills. --- Speed 25 feet Melee Single Action hatchet +17 (Agile, Magical, Sweep), Damage 1d6+10 slashing plus pukwudgie poison Ranged Single Action hatchet +19 (Magical, thrown 10 feet), Damage 1d6+10 slashing plus pukwudgie poison Ranged Single Action shortbow +18 (deadly d10, range increment 60 feet), Damage 1d6+6 piercing plus pukwudgie poison Primal Innate Spells DC 25, attack +17 - 2nd Invisibility (at will; self only) - 3rd Wall of Thorns - 4th Mirage, Unfettered Movement Change Shape Single Action (Concentrate, Polymorph, Primal) The pukwudgie takes on the physical form of a giant porcupine or resumes their natural form. In porcupine form, their size changes to Medium, they lose their weapon Strikes, and they gain a quill Strike (+18 for 2d8+6 piercing plus 1d8 persistent poison). Pukwudgie Poison (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and stupefied 1 (1 round); Stage 2 1d6 poison damage and stupefied 2 (1 round); Stage 3 1d6 poison damage, confused, and stupefied 2 (1 round). Trepidatious Trade Pukwudgies rely heavily on their knowledge of local plants, which they use for food, medicine, magical weapons, and their signature poison. If shown proper respect, pukwudgies trade their crafts for items they deem valuable. They have little use for coin but accept unique foods, items of beauty, and even interesting stories as payment. The slightest transgression, however, can quickly turn pukwudgie encounters hostile. ","skill_mod":{"deception":14,"nature":17,"thievery":15,"crafting":15,"stealth":17,"medicine":15},"image":["/Images/Monsters/Pukwudgie.webp"],"primary_source":"Monster Core","spell":["Mirage","Unfettered Movement","Wall of Thorns","Invisibility"],"ac":25,"item":["+1 hatchet","Shortbow"],"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{"poison":5},"intelligence":4,"reflex_save":15,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":12,"size":["Small"],"name":"Pukwudgie","pfs":"Standard","rarity":"common","strike_damage_average":[9,13,13],"attack_bonus":[17,18,19],"constitution":3,"spell_attack_bonus":[17],"will_save":17,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{"cold_iron":10},"creature_ability":["Defensive Quills","Change Shape","Pukwudgie Poison"],"skill":["Crafting","Deception","Medicine","Nature","Stealth","Thievery"],"legacy_id":["creature-1269"],"tradition":["Primal"],"summary":"Pukwudgies go by many names in many regions, but those who know of them agree that defying their mischievous nature provokes their wrath. In ancient …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3153","dexterity":6,"category":"creature","slug":"creature-3153"},{"primary_source_category":"Rulebooks","strength":1,"hp":14,"language":["Chthonian","<%UMR%79%%>telepathy<%END> (touch only)"],"source":["Monster Core"],"type":"Creature","charisma":1,"perception":5,"stealth":"6","trait":["Fiend","Qlippoth","Uncommon","Unholy","Tiny"],"id":"creature-3154","text":" Cythnigot (Spore Qlippoth) The cythnigot is a foul fungal parasite that grows and thrives in the corpses of small creatures. It wears these bodies like a suit, but also adjusts and tailors the fleshy covering to fit its needs, and the body ends up looking as alien as anything else spawned from the Chthonian depths. The cythnigot's most identifying feature is the long stalk of fungal material that extends from creature's body, ending in a surprisingly strong set of fanged jaws. Recall Knowledge - Fiend (Religion): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Cythnigot Source Monster Core pg. 280 Perception +5; darkvision Languages Chthonian; telepathy (touch only) Skills Acrobatics +6, Occultism +7, Stealth +6 Str +1 Dex +3 Con +4 Int +2 Wis +2 Cha +1 --- AC 16 Fort +9 Ref +6 Will +5 HP 14 Immunities controlled, fear Resistances mental 3, physical 3 (except cold iron) --- Speed 30 feet, fly 40 feet Melee Single Action bite +8 (Agile, Finesse, Magical, reach 0 feet, Unholy), Damage 1d10+1 piercing plus and tangle spores Occult Innate Spells DC 17 - Cantrips (1st) Daze, Detect Magic - 1st Phantom Pain - 2nd Paranoia - 4th Read Omens Sickening Display Single Action (Concentrate, Emotion, Fear, Mental, Occult, Visual) The cythnigot presents its awful appearance fully, and creatures in a 10-foot emanation must attempt a DC 17 Will save. Once a creature attempts this save, it's temporarily immune to further Sickening Displays for 1 minute. Critical Success The creature is unaffected. Success The creature is off-guard until its next turn. Failure The creature is sickened 1 and is off-guard for as long as it's sickened. Critical Failure As failure but sickened 2. Tangle Spores (Disease) A creature bitten by a cythnigot becomes afflicted by fast-growing spores that swiftly grow into twitching spikes and hideous pallid growths of hairlike fibers. These growths erupt from the bite wound and writhe and wrap around the creature's limbs. Plant creatures take a –2 circumstance penalty to save against tangle spores; Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 clumsy 1 (1 round); Stage 2 clumsy 1 and off-guard (1 round); Stage 3 clumsy 2, off-guard, and if you attempt a manipulate action, you must succeed at a DC 5 flat check or it's lost; roll the check after spending the action, but before any effects are applied (1 round). ","skill_mod":{"stealth":6,"occultism":7,"acrobatics":6},"image":["/Images/Monsters/Cythnigot.webp"],"primary_source":"Monster Core","spell":["Read Omens","Paranoia","Phantom Pain","Daze","Detect Magic"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":3,"piercing":3,"slashing":3,"mental":3,"physical":3},"intelligence":2,"reflex_save":6,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":9,"size":["Tiny"],"name":"Cythnigot","pfs":"Standard","rarity":"uncommon","strike_damage_average":[6],"attack_bonus":[8],"constitution":4,"immunity":["controlled","fear"],"creature_family":"Qlippoth","will_save":5,"speed":{"fly":40,"max":40,"land":30},"wisdom":2,"weakness":{},"creature_ability":["Sickening Display","Tangle Spores"],"skill":["Acrobatics","Occultism","Stealth"],"legacy_id":["creature-772"],"tradition":["Occult"],"summary":"The cythnigot is a foul fungal parasite that grows and thrives in the corpses of small creatures. It wears these bodies like a suit, but also adjusts …","trait_group":["Creature Type","Monster","Rarity","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3154","dexterity":3,"category":"creature","slug":"creature-3154"},{"primary_source_category":"Rulebooks","strength":6,"hp":205,"language":["Chthonian","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":20,"stealth":"21","trait":["Fiend","Qlippoth","Uncommon","Unholy","Medium"],"id":"creature-3155","text":" Gongorinan (Brood Qlippoth) While most qlippoths focus on wiping mortals from existence, gongorinans follow the divergent plan of trapping mortals in forms incapable of understanding their actions and performing any sin meriting condemnation to the Outer Rifts. What may seem as a mercy to some is a matter of dire necessity to the gongorinans, who see killing sinful mortals as tantamount to helping their foes. Recall Knowledge - Fiend (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Gongorinan Source Monster Core pg. 281 Perception +20; darkvision Languages Chthonian; telepathy 100 feet Skills Acrobatics +23, Athletics +23, Intimidation +21, Stealth +21 Str +6 Dex +6 Con +7 Int +1 Wis +3 Cha +4 Items +1 striking club --- AC 31 Fort +24 Ref +21 Will +20 HP 205 Immunities controlled, fear Resistances mental 10, physical 10 (except cold iron) --- Speed 40 feet, climb 40 feet, fly 40 feet; unfettered movement Melee Single Action club +24, Damage 2d6+9 bludgeoning plus reject tools Melee Single Action pincer +23 (Magical, Unholy), Damage 2d10+9 slashing plus 2d6 mental and Grab Melee Single Action tentacle +23 (Agile, Magical, reach 10 feet, Unholy), Damage 2d6+9 bludgeoning plus 2d6 mental Melee Single Action stinger +23 (Magical, Unholy), Damage 2d6+9 piercing plus gongorinan venom Occult Innate Spells DC 30 - 3rd One with Stone (at will) - 6th Cursed Metamorphosis, Petrify - Constant (4th) Unfettered Movement Disquieting Display Two Actions (Concentrate, Mental, Occult, Visual) The gongorinan opens its maw to reveal the forms hidden there, making observers question their own bodies. Creatures in a 30-foot emanation must attempt a DC 30 Will save, after which they are temporarily immune to further Disquieting Displays for 1 minute. Critical Success The creature is unaffected. Success The creature is clumsy 1 for 1 round. Failure The creature is clumsy 2 and slowed 1 for 1 round. Critical Failure As failure, but for 1 minute. Gongorinan Venom (Poison, Polymorph) Saving Throw Fortitude DC 30; Stage 1 stupefied 1 and cosmetic signs appear of turning into an animal, fungus, or plant (1 round); Stage 2 stupefied 2 and clumsy 2 (1 round); Stage 3 stupefied 4 and clumsy 4 (1 round); Stage 4 paralyzed as changes completely overtake the body (1 round); Stage 5 the victim permanently transforms into an animal, fungus, or plant in mind and body as a permanent curse, and the affliction ends Painful Limbs Two Actions The gongorinan makes up to four Strikes against different targets, each using a different limb. All four Strikes count toward its multiple attack penalty, but the penalty doesn't increase until after the gongorinan has made all the attacks. Reject Tools (Mental, Occult) A creature hit by the gongorinan's club must succeed at a DC 30 Will save or Release any manufactured items it's holding. ","skill_mod":{"stealth":21,"athletics":23,"intimidation":21,"acrobatics":23},"image":["/Images/Monsters/Gongorinan.webp"],"primary_source":"Monster Core","spell":["Cursed Metamorphosis","Petrify","One with Stone","Unfettered Movement"],"ac":31,"item":["+1 striking club"],"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"mental":10,"physical":10},"intelligence":1,"reflex_save":21,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":24,"size":["Medium"],"name":"Gongorinan","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16,16,23,27],"attack_bonus":[23,23,23,24],"constitution":7,"immunity":["controlled","fear"],"creature_family":"Qlippoth","will_save":20,"speed":{"climb":40,"fly":40,"max":40,"land":40},"wisdom":3,"weakness":{},"creature_ability":["Disquieting Display","Gongorinan Venom","Painful Limbs","Reject Tools"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"tradition":["Occult"],"summary":"While most qlippoths focus on wiping mortals from existence, gongorinans follow the divergent plan of trapping mortals in forms incapable of …","trait_group":["Creature Type","Monster","Rarity","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3155","dexterity":6,"category":"creature","slug":"creature-3155"},{"primary_source_category":"Rulebooks","strength":8,"hp":225,"language":["Chthonian","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":27,"trait":["Fiend","Qlippoth","Uncommon","Unholy","Huge"],"id":"creature-3156","text":" Augnagar (Hunger Qlippoth) The brutish and gluttonous augnagar live to feast—preferably on rotten flesh and, when possible, demon flesh. But to them, the greatest delicacy is the flesh of other augnagars. Augnagars have swollen, spiderlike legs with leathery membranes like a bat's wings, and three tails ending in hooked stings perfect for slicing flesh. An augnagar that gorges sufficiently, especially on other augnagars, can grow so massive it can't even move, thrashing and festering where it lies. It eventually flies into a frenzy of self-cannibalism as it rips apart its own flesh to feast on. From the ruinous remains emerges a thulgant—a smaller but more powerful qlippoth. Recall Knowledge - Fiend (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Augnagar Source Monster Core pg. 281 Perception +27; darkvision, scent (imprecise) 30 feet, truesight Languages Chthonian; telepathy 100 feet Skills Acrobatics +27, Athletics +28, Intimidation +26 Str +8 Dex +5 Con +8 Int -2 Wis +5 Cha +4 --- AC 36 Fort +28 Ref +23 Will +25 HP 225 Immunities controlled, fear Resistances mental 15, physical 15 (except cold iron) --- Speed 40 feet, climb 40 feet, fly 40 feet Melee Single Action jaws +28 (Magical, reach 10 feet, Unholy), Damage 3d12+14 piercing plus 3d6 persistent bleed and rotting curse Melee Single Action sting +28 (Agile, Magical, Finesse, reach 15 feet, Unholy), Damage 3d8+14 slashing plus 3d6 persistent bleed Occult Innate Spells DC 31 - 5th Translocate (×3) - Constant (7th) Truesight Confusing Display Two Actions (Concentrate, Emotion, Fear, Incapacitation, Mental, Occult, Visual) The augnagar's writhing limbs and flesh seethe and squirm in a disorienting and unsettling manner. Creatures in a 30-foot emanation must attempt a DC 34 Will save, after which they are temporarily immune to further Confusing Displays for 1 minute. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1 and confused for 1 minute. Critical Failure As failure, but the creature can't attempt a flat check to recover from confusion whenever it takes damage from an attack or spell. Inhale Vitality Two Actions (Occult, Void) Frequency once per day; Effect The augnagar inhales sharply, drawing life force out of creatures in a 50-foot cone. Creatures in the area take 14d6 void damage with a DC 34 basic Fortitude save. A creature that fails its save is also fatigued. If any creatures take damage from this activity, the augnagar becomes quickened for 1 round, and it can use the extra action only to Stride or Strike. Rotting Curse (Curse, Disease, Occult) Saving Throw DC 32 Fortitude; Stage 1 drained 1 (1 day); Stage 2 drained 2 and the creature displays hideous, festering wounds exuding a horrific stench. When the victim takes piercing or slashing damage, creatures within 30 feet must succeed at a DC 32 Fortitude save or become sickened 1. The victim automatically fails this save (1 day). ","skill_mod":{"athletics":28,"intimidation":26,"acrobatics":27},"image":["/Images/Monsters/Augnagar.webp"],"primary_source":"Monster Core","spell":["Translocate","Truesight"],"ac":36,"level":14,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet, truesight ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"mental":15,"physical":15},"intelligence":-2,"reflex_save":23,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":28,"size":["Huge"],"name":"Augnagar","pfs":"Standard","rarity":"uncommon","strike_damage_average":[38,44],"attack_bonus":[28,28],"constitution":8,"immunity":["controlled","fear"],"creature_family":"Qlippoth","will_save":25,"speed":{"climb":40,"fly":40,"max":40,"land":40},"wisdom":5,"weakness":{},"creature_ability":["Confusing Display","Inhale Vitality","Rotting Curse"],"skill":["Acrobatics","Athletics","Intimidation"],"legacy_id":["creature-776"],"tradition":["Occult"],"summary":"The brutish and gluttonous augnagar live to feast—preferably on rotten flesh and, when possible, demon flesh. But to them, the greatest delicacy is …","trait_group":["Creature Type","Monster","Rarity","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3156","dexterity":5,"category":"creature","slug":"creature-3156"},{"primary_source_category":"Rulebooks","strength":9,"hp":305,"language":["Chthonian","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":9,"perception":30,"stealth":"32","trait":["Fiend","Qlippoth","Uncommon","Unholy","Large"],"id":"creature-3157","text":" Thulgant (Scour Qlippoth) Thulgants are powerful and intelligent qlippoths created from the cannibalistic feeding frenzies of augnagars. Although they spend most of their time hunting and battling demons for control of the Outer Rifts, thulgants amuse themselves with a variety of diversions, such as maintaining galleries of petrified mortals or building massive, hive-like lairs filled with enslaved minions. Each thulgant is a horrific tangle of limbs, with spiderlike legs, writhing tentacles emerging from the top of its head, and three scorpion-like stingers. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Thulgant Source Monster Core pg. 283 Perception +30; darkvision, truesight Languages Chthonian; telepathy 100 feet Skills Acrobatics +32, Athletics +35, Occultism +33, Stealth +32 Str +9 Dex +6 Con +6 Int +5 Wis +6 Cha +9 --- AC 42 Fort +30 Ref +28 Will +32 HP 305 (fast healing 10) Immunities controlled, fear Resistances mental 15, physical 15 (except cold iron) --- Speed 30 feet, climb 30 feet, fly 50 feet; unfettered movement Melee Single Action stinger +35 (Magical, reach 10 feet, Unholy), Damage 3d12+17 piercing plus 4d6 mental and thulgant venom Melee Single Action tentacle +35 (Agile, Magical, reach 10 feet, Unholy), Damage 3d8+17 bludgeoning plus 3d6 acid and Grab Occult Innate Spells DC 40 - Cantrips (9th) Daze, Detect Magic - 4th Unfettered Movement - 7th Interplanar Teleport - 8th Dispel Magic, Divine Decree, Phantom Pain (×3), Quandary - 9th Petrify (×3), Phantasmal Calamity - Constant (6th) Truesight Rituals DC 40 - 8th Imprisonment Demon Hunter Single Action (Occult) The thulgant causes a demon within 30 feet to suffer the effect of its sinful vulnerability. Greater Constrict Single Action 2d6+17 bludgeoning and 1d6 acid, DC 40 Mind-Rending Sting Single Action Requirement The thulgant hits the same enemy with two consecutive sting Strikes in the same round; Effect The thulgant deals 3d12+17 mental damage to the enemy. If the enemy is affected by thulgant venom, that poison gains the virulent trait. Stunning Display Two Actions (Concentrate, Emotion, Fear, Incapacitation, Mental, Occult, Visual) The thulgant rises up on its twitching limbs and presents its numerous tentacles and stingers in a horrifying display of awfulness. Creatures in a 30-foot emanation must attempt a DC 40 Will save, after which they are temporarily immune to further Stunning Displays for 1 minute. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 4. Critical Failure The creature is stunned 8. Thulgant Venom (Poison) Saving Throw Fortitude DC 40; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and the victim gains one of the following at random: clumsy 1, enfeebled 1, or stupefied 1 (1 round); Stage 2 6d6 poison damage and the victim gains two of the following at random: clumsy 2, enfeebled 2, or stupefied 2 (1 round); Stage 3 9d6 poison damage and the victim gains all three of the following: clumsy 3, enfeebled 3, and stupefied 3 (1 round). ","skill_mod":{"stealth":32,"athletics":35,"occultism":33,"acrobatics":32},"image":["/Images/Monsters/Thulgant.webp"],"primary_source":"Monster Core","spell":["Petrify","Phantasmal Calamity","Dispel Magic","Divine Decree","Phantom Pain","Quandary","Interplanar Teleport","Daze","Detect Magic","Truesight","Unfettered Movement"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"mental":15,"physical":15},"intelligence":5,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":30,"size":["Large"],"name":"Thulgant","pfs":"Standard","rarity":"uncommon","strike_damage_average":[41,50],"attack_bonus":[35,35],"constitution":6,"immunity":["controlled","fear"],"creature_family":"Qlippoth","will_save":32,"speed":{"climb":30,"fly":50,"max":50,"land":30},"wisdom":6,"weakness":{},"creature_ability":["Demon Hunter","Greater Constrict","Mind-Rending Sting","Stunning Display","Thulgant Venom"],"skill":["Acrobatics","Athletics","Occultism","Stealth"],"legacy_id":["creature-777"],"tradition":["Occult"],"summary":"Thulgants are powerful and intelligent qlippoths created from the cannibalistic feeding frenzies of augnagars. Although they spend most of their time …","trait_group":["Creature Type","Monster","Rarity","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3157","dexterity":6,"category":"creature","slug":"creature-3157"},{"attack_bonus":[27,27,27],"constitution":8,"primary_source_category":"Rulebooks","strength":8,"hp":300,"immunity":["blinded","dazzled"],"source":["Monster Core"],"type":"Creature","will_save":21,"charisma":-1,"speed":{"max":40,"land":40,"swim":30},"perception":25,"wisdom":5,"weakness":{"sonic":15},"creature_ability":["Mist Vision","Frightful Sight","Reflective Scales","Drain Water","Inflate","Mist Breath","Spout Water"],"skill":["Athletics","Stealth","Survival"],"stealth":"25","trait":["Beast","Huge"],"id":"creature-3158","text":" Quai Dau To This big-headed beast is covered in glittering scales; its eyes are like large copper pots, and its mouth is full of sharp teeth. Despite its fish-like appearance, a quai dau to spends most of its time on land hunting along riversides or lakes. It uses its trunk to drain the nearby water before using it with deadly skill. A quai dau to can expel the water with a force strong enough to knock a knight off a horse, or gently enough to surround themself in a veil of mist. A quai dau to is extremely sensitive to sound. If they hear too much ruckus near their hunting grounds, they violently attack. Their silent movement allows them to sneak up on such distracted prey despite their massive size. Researchers have discovered, after much study, that quai dau tos don't have ears in the traditional sense. They have an organ in the upper part of their skulls that inflates to hold the water they use in their attacks. This organ is extremely sensitive to vibrations in the air and is used as a pseudo ear. Recall Knowledge - Beast (Arcana, Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Quai Dau To Source Monster Core pg. 284 Perception +25; darkvision, mist vision, scent (imprecise) 120 feet Languages Skills Athletics +27, Stealth +25, Survival +24 Str +8 Dex +4 Con +8 Int -3 Wis +5 Cha -1 Mist Vision The quai dau to ignores the concealed condition from mist and fog. --- AC 32 Fort +26 Ref +19 Will +21 HP 300 Immunities blinded, dazzled Weaknesses sonic 15 Frightful Sight (aura, emotion, fear, mental, visual) 60 feet. This aura functions as a DC 32 frightful presence aura, but a creature doesn't attempt its save until it sees the quai dau to. Reflective Scales Reaction Trigger A creature within 30 feet casts a spell with the light trait or uses an ability with the light trait; Effect The quai dau to adjusts its position to reflect the light off their scales in a blinding display. All creatures in a 30-foot emanation must succeed at a DC 33 Fortitude saving throw or become blinded for 1 round. --- Speed 40 feet, swim 30 feet; Inflate Melee Single Action jaws +27 (reach 10 feet), Damage 3d12+14 piercing Melee Single Action tail +27 (reach 20 feet), Damage 3d8+14 bludgeoning Melee Single Action foot +27 (Agile), Damage 3d8+14 bludgeoning Drain Water Single Action (Manipulate) Requirements The quai dau to is within 10 feet of a body of water that's at least 10 feet deep and their water sac is empty; Effect The quai dau to sucks water through their trunk to fill their water sac, lowering the level in the body of water by 10 feet. All creatures in the water within a 30-foot emanation are off-guard until the start of the quai dau to's next turn. Inflate Single Action The quai dau to inflates their body. They become Gargantuan, gain a fly Speed of 30 feet until the end of their next turn, and then Fly. They deflate if they fall unconscious or Dismiss this effect. Mist Breath Single Action (Primal, Water) Requirements The quai dau to's water sac is full; Effect The quai dau to empties their water sac to breathe out mist in a 10-foot emanation. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. The mist dissipates after 1 round. Spout Water Two Actions (Primal, Water) Requirements The quai dau to's water sac is full; Effect The quai dau to empties its water sac to blast water from its trunk, dealing 9d10 bludgeoning damage to all creatures in a 90-foot line, with a DC 33 basic Reflex save. A creature that fails is pushed 10 feet (or 20 feet on a critical failure). Impossible Flight Despite the laws of the natural world, this large headed creature can fly. The quai dau to achieves this incredible feat by inflating itself, allowing it to seemingly swim through the air like water. While inflated in this way, the quai dau to somewhat resembles a pufferfish. ","skill_mod":{"survival":24,"stealth":25,"athletics":27},"summary":"This big-headed beast is covered in glittering scales; its eyes are like large copper pots, and its mouth is full of sharp teeth. Despite its …","image":["/Images/Monsters/Quai_Dau_To.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":32,"level":13,"source_category":["Rulebooks"],"sense":" darkvision , mist vision, scent ( imprecise ) 120 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3158","intelligence":-3,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Quai Dau To","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[27,27,33],"slug":"creature-3158"},{"attack_bonus":[30],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":305,"language":["Aklo","(can't speak any language); <%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","will_save":31,"charisma":8,"speed":{"max":40,"land":40},"perception":29,"wisdom":6,"weakness":{},"creature_ability":["Emotional Focus","Emotional Frenzy","Feed on Emotion","Rapid Strikes","Spiral of Despair"],"skill":["Deception","Intimidation","Occultism"],"legacy_id":["creature-343"],"trait":["Aberration","Large"],"id":"creature-3159","text":" Quelaunt This three-armed, three-legged monster has no discernible eyes, nose, ears, or mouth, and no visible means of ingesting food. Its limbs are distributed so evenly across its body that it's all but impossible to tell which way the creature is oriented at any given time. Few who witness a quelaunt linger on its alien looks for long though, as the invasion of their minds becomes a more pressing concern, sowing doubt, sorrow, and rage. This monstrosity not only delights in the negative emotions of its prey, but feeds on them, gaining strength and sustenance from their dismay. For the quelaunt, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts. Quelaunts are known to associate with other aberrant horrors, including jah-tohls and other creatures associated with the Dominion of the Black. However, the more prevalent theory paints them as more alien—perhaps invasive beings from another dimension of pure thought and feeling—and claims that in their natural state they have no physical bodies at all. Few dare speculate further; the only known autopsy of a quelaunt resulted in the researcher's suicide just days afterward and all the notes were mysteriously destroyed. Whatever secrets there are to be unlocked in the anatomy of these bizarre monsters are apparently important enough to warrant great protection from quelaunts, even after death. Recall Knowledge - Aberration (Occultism): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Quelaunt Source Monster Core pg. 285 Perception +29; tremorsense (imprecise) 60 feet Languages Aklo; (can't speak any language); telepathy 100 feet Skills Deception +30, Intimidation +30, Occultism +27 Str +6 Dex +5 Con +4 Int +5 Wis +6 Cha +8 --- AC 36 Fort +27 Ref +26 Will +31 (+33 vs. emotion) HP 305 Resistances mental 15 --- Speed 40 feet; fly Melee Single Action claw +30 (Agile, Magical, reach 10 feet), Damage 3d8+12 slashing Occult Innate Spells DC 39 - 2nd Laughing Fit - 3rd Fear (at will) - 7th Wave of Despair (×3) - Constant (4th) Fly Emotional Focus The quelaunt can cast the following cleric domain spells as 8th-rank occult innate spells at will without spending Focus Points: captivating adoration , delusional pride , and ignite ambition . Emotional Frenzy Three Actions The quelaunt casts up to three spells chosen from its at-will innate spells and its emotional focus spells. Feed on Emotion Single Action (Emotion, Incapacitation, Mental) Frequency once per round; Effect The quelaunt feeds on the emotional unrest of a single creature within 30 feet that's under a harmful emotion effect. The target must succeed at a DC 37 Will save or take 4d10 mental damage and be stunned for 1 round. If the target fails its saving throw, the quelaunt regains the same number of Hit Points and regains the action it spent to Feed on Emotion. It can't use the regained action to Feed on Emotion again. Rapid Strikes Two Actions (Attack) The quelaunt makes three melee Strikes, each against a different target within reach. The multiple attack penalty applies to each attack but increases only after all the attacks have been made. Spiral of Despair Free Action (Emotion, Mental) Trigger A creature fails a saving throw to resist one of the quelaunt's innate spells or emotional focus spells; Effect As the quelaunt invades the triggering creature's mind and plants the seeds of negative emotions, it also strips away the target's feelings of hope or positivity. The quelaunt can immediately end a single emotion effect from which the triggering creature is benefiting. Other Quelaunts Perhaps the most frightening tales of quelaunts attribute them with abilities beyond those detailed here, suggesting that quelaunts might be an entire category of alien menace that has only recently turned its awful attention to humanity. ","tradition":["Occult"],"skill_mod":{"deception":30,"intimidation":30,"occultism":27},"summary":"This three-armed, three-legged monster has no discernible eyes, nose, ears, or mouth, and no visible means of ingesting food. Its limbs are …","image":["/Images/Monsters/Quelaunt.webp"],"primary_source":"Monster Core","spell":["Wave of Despair","Fear","Laughing Fit","Fly"],"trait_group":["Creature Type"],"ac":36,"level":15,"spell_dc":[39],"source_category":["Rulebooks"],"sense":" tremorsense ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{"mental":15},"url":"/Monsters.aspx?ID=3159","intelligence":5,"reflex_save":26,"strongest_save":["will"],"dexterity":5,"fortitude_save":27,"size":["Large"],"name":"Quelaunt","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25],"slug":"creature-3159"},{"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Chthonian","Common","Diabolic","Empyrean","Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":2,"perception":6,"stealth":"7","trait":["Rakshasa","Spirit","Unholy","Tiny"],"id":"creature-3160","text":" Raktavarna Raktavarnas are simple rakshasa incarnations of betrayal and assassination, often existing to test the mettle of those who were treacherous or poisonous in a previous life. They typically appear as a snake with blood-red eyes and oversized fangs, though they just as often appear in the guise of a sword or a piece of jewelry. Recall Knowledge - Spirit (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Raktavarna Source Monster Core pg. 286 Perception +6; darkvision Languages Chthonian, Common, Diabolic, Empyrean, Sakvroth Skills Athletics +6, Diplomacy +7, Deception +7, Stealth +7 Str +1 Dex +4 Con +2 Int +1 Wis +1 Cha +2 --- AC 16 Fort +5 Ref +9 Will +6 +2 status to all saves vs. divine magic HP 20 Weaknesses holy 3 Knowledge of Delusion (divine) A creature that fails a Recall Knowledge check or a Perception check to Sense Motive on a rakshasa is off-guard until the end of its next turn. --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action fangs +9 (Agile, Finesse, reach 0 feet), Damage 1d6+1 piercing plus raktavarna venom Divine Innate Spells DC 16 - Cantrips (1st) Detect Magic - 1st Charm, Command - 4th Read Omens Betraying Bite A raktavarna gains a +2 bonus to Strikes against any creature that is holding it. Change Shape Single Action (Concentrate, Occult, Polymorph) The raktavarna takes on the appearance of a Tiny inanimate object. If, while transformed, the raktavarna takes any action other than the purely mental (such as Recall Knowledge), they immediately revert to their original form. Until then, they can use Deception to Impersonate the object. Designate Master (Divine, Exploration) The raktavarna spends 10 minutes on an invocation alongside another creature. That creature becomes the raktavarna's master until the raktavarna dies or Dismisses the effect. The master gains the Master's Eyes activity as long as the bond lasts. Master's Eyes Three Actions (Concentrate, Divine, Scrying) The master observes the world through the raktavarna's eyes instead of their own, using the raktavarna's Perception and darkvision. This lasts until the end of the master's next turn, but the master can Sustain the activity. This ability functions at any range, even on different planes of existence. If the raktavarna dies while their master is using this ability, the master is stunned 5. Raktavarna Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and stupefied 1 (1 round); Stage 2 1d4 poison damage and stupefied 2 (1 round). ","skill_mod":{"diplomacy":7,"deception":7,"stealth":7,"athletics":6},"image":["/Images/Monsters/Raktavarna.webp"],"primary_source":"Monster Core","spell":["Read Omens","Charm","Command","Detect Magic"],"ac":16,"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Raktavarna","pfs":"Standard","rarity":"common","strike_damage_average":[4],"attack_bonus":[9],"constitution":2,"creature_family":"Rakshasa","will_save":6,"speed":{"climb":20,"max":20,"land":20,"swim":20},"wisdom":1,"weakness":{"holy":3},"creature_ability":["Knowledge of Delusion","Betraying Bite","Change Shape","Designate Master","Master's Eyes","Raktavarna Venom"],"skill":["Athletics","Diplomacy","Deception","Stealth"],"legacy_id":["creature-1271"],"tradition":["Divine"],"summary":"Raktavarnas are simple rakshasa incarnations of betrayal and assassination, often existing to test the mettle of those who were treacherous or …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3160","dexterity":4,"category":"creature","slug":"creature-3160"},{"legacy_name":["Raja Rakshasa"],"primary_source_category":"Rulebooks","strength":6,"hp":180,"language":["Chthonian","Common","Diabolic","Empyrean","Sakvroth"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":18,"stealth":"23","trait":["Rakshasa","Spirit","Unholy","Medium"],"id":"creature-3161","text":" Raja-Krodha The most iconic rakshasas, raja-krodhas are tiger-headed hunters of mortalkind. They are incarnations of all the malice people try to deny within themselves and instead wrongly ascribe to deadly predators of the wild. Their power and skill inspire fear, but also awe, and it is not unknown for some peoples to treat such a rakshasa as a guardian, if one to be treated with extreme caution. Despite their nature as brutal flesh-eaters, rajas are extremely eloquent and philosophical when they choose to be. This is simply another form of camouflage, one that allows them to blend into cities, much as their stripes allow them to fade into jungles, and it often lulls scholars and intellectuals into a false sense of security. While it is not in the nature of a raja-krodha to be a social schemer or a mastermind, it pleases them when others delude themselves into thinking they are. Recall Knowledge - Spirit (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Raja-Krodha Source Monster Core pg. 287 Perception +18; darkvision Languages Chthonian, Common, Diabolic, Empyrean, Sakvroth Skills Athletics +19, Deception +21, Diplomacy +21, Intimidation +21, Performance +19, Religion +18, Stealth +23 Str +6 Dex +6 Con +4 Int +2 Wis +2 Cha +5 Items +1 striking taravari (functions as a scimitar) --- AC 30 Fort +18 Ref +20 Will +18 +2 status to all saves vs. magic HP 180 Weaknesses holy 10, Immunities fear, fortune, misfortune Knowledge of Delusion (divine) A creature that fails a Recall Knowledge check or a Perception check to Sense Motive on a rakshasa is off-guard until the end of its next turn. Reassert Fate Reaction (divine) Trigger A creature within 30 feet uses a fortune or misfortune effect; Effect The raja-krodha reasserts the ebb and flow of fate, instilling a deep dread in those who would attempt to cheat their written role. They disrupt the triggering effect, and the triggering creature becomes frightened 2 and is off-guard to the raja-krodha until the end of its next turn. --- Speed 35 feet Melee Single Action taravari +23 (Forceful, Magical, Sweep, Unholy), Damage 2d6+12 slashing Melee Single Action fangs +20 (Agile, Magical, Unholy), Damage 2d6+12 piercing plus Grab Melee Single Action claw +22 (Agile, Finesse, Magical, Unholy), Damage 2d4+12 slashing Divine Innate Spells DC 29 - Cantrips (5th) Detect Magic, Divine Lance - 2nd Invisibility - 3rd Clairaudience, Haste - 4th Clairvoyance, Unfettered Movement, Vampiric Feast - 5th Crisis of Faith, Hallucination, Invoke Spirits Cleric Domain Spells (2 Focus Points), DC 29 - 5th Ignite Ambition, Savor the Sting Change Shape Single Action (Concentrate, Divine, Polymorph) The raja-krodha takes on the appearance of any Medium humanoid. This doesn't change the raja-krodha's Speed or their attack and damage modifiers with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). They lose their fangs Strike unless the humanoid form has fangs or a similar unarmed attack. Cruel Majesty Single Action (Emotion, Mental, Visual) Requirements The rakshasa is not in its true form; Effect The rakshasa Changes Shape into its true form in a display that is equal parts terrifying and majestic. Creatures within 30 feet of the rakshasa must succeed at a DC 29 Will save or be off-guard to the rakshasa until the beginning of the rakshasa's next turn as they are awestruck. Sneak Attack The raja-krodha deals 2d6 extra precision damage to off-guard creatures. Swallow Whole Single Action (Attack) Medium, 2d12+6 bludgeoning, Rupture 15 ","skill_mod":{"diplomacy":21,"performance":19,"deception":21,"stealth":23,"athletics":19,"intimidation":21,"religion":18},"image":["/Images/Monsters/Raja-Krodha.webp"],"primary_source":"Monster Core","spell":["Crisis of Faith","Hallucination","Invoke Spirits","Clairvoyance","Unfettered Movement","Vampiric Feast","Clairaudience","Haste","Invisibility","Detect Magic","Divine Lance","Ignite Ambition","Savor the Sting"],"ac":30,"item":["+1 striking taravari (functions as a scimitar )"],"level":10,"spell_dc":[29,29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":20,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"size":["Medium"],"name":"Raja-Krodha","pfs":"Standard","rarity":"common","strike_damage_average":[17,19,19],"attack_bonus":[20,22,23],"constitution":4,"creature_family":"Rakshasa","will_save":18,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{"holy":10},"creature_ability":["Knowledge of Delusion","Reassert Fate","Change Shape","Cruel Majesty","Sneak Attack","Swallow Whole"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Performance","Religion","Stealth"],"legacy_id":["creature-345"],"tradition":["Divine"],"summary":"The most iconic rakshasas, raja-krodhas are tiger-headed hunters of mortalkind. They are incarnations of all the malice people try to deny within …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=3161","dexterity":6,"category":"creature","slug":"creature-3161"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":8,"source":["Monster Core"],"type":"Creature","creature_family":"Rat","will_save":3,"charisma":-3,"speed":{"climb":10,"max":30,"land":30},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Putrid Plague"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"5","legacy_id":["creature-346"],"trait":["Animal","Small"],"id":"creature-3162","text":" Giant Rat Giant rats are enormous versions of the common vermin. They are typically found in abundant numbers, but since they cannot fit in the nooks where mundane rats typically hide, they are much easier to locate and exterminate. They mostly live in sewers where they can scavenge from the streets above, but some families of giant rats live in more remote locations, such as dank caves, forests or hills. Rats are incredibly adept survivors and can be found nearly anywhere in the world, though they tend to favor temperate or warm climates as opposed to cold regions. Although its bite alone is not lethal except to the very young or very old, the giant rat carries the putrid plague common to rodents around the world—a pestilence more than capable of ravaging rural communities. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Giant Rat Source Monster Core pg. 288 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +5, Athletics +2, Stealth +5 Str +1 Dex +3 Con +2 Int -4 Wis +1 Cha -3 --- AC 15 Fort +6 Ref +7 Will +3 HP 8 --- Speed 30 feet, climb 10 feet Melee Single Action jaws +7 (Agile, Finesse), Damage 1d6+1 piercing plus putrid plague Putrid Plague (Disease) The sickened and unconscious conditions from putrid plague can't end or be reduced until the disease is cured; Saving Throw DC 14 Fortitude; Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sickened 1 (1 day), Stage 3 sickened 1 and slowed 1 (1 day), Stage 4 unconscious (1 day), Stage 5 dead ","skill_mod":{"stealth":5,"athletics":2,"acrobatics":5},"summary":"Giant rats are enormous versions of the common vermin. They are typically found in abundant numbers, but since they cannot fit in the nooks where …","image":["/Images/Monsters/Giant_Rat.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3162","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":6,"size":["Small"],"name":"Giant Rat","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-3162"},{"constitution":1,"primary_source_category":"Rulebooks","strength":-2,"hp":14,"immunity":["grabbed","precision","prone","restrained","swarm mind"],"source":["Monster Core"],"type":"Creature","creature_family":"Rat","will_save":4,"charisma":-3,"speed":{"climb":10,"max":30,"land":30},"perception":5,"wisdom":1,"weakness":{"area":3},"creature_ability":["Putrid Plague","Swarming Bites"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","legacy_id":["creature-347"],"trait":["Animal","Swarm","Large"],"id":"creature-3163","text":" Rat Swarm A swarm of rats can cause total chaos within a household or business. Contracting putrid plague is all the easier when dozens of these agitated or hungry vermin gather to bite victims en masse, making rat-hunting a viable career in many parts of the world as desperate townspeople seek relief from the disease's spread. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Rat Swarm Source Monster Core pg. 288 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +4, Stealth +6 Str -2 Dex +3 Con +1 Int -4 Wis +1 Cha -3 --- AC 14 Fort +2 Ref +7 Will +4 HP 14 Immunities grabbed, precision, prone, restrained, swarm mind Resistances physical 6 (except bludgeoning) Weaknesses area damage 3, splash damage 3 --- Speed 30 feet, climb 10 feet Putrid Plague (Disease) The sickened and unconscious conditions from putrid plague can't end or be reduced until the disease is cured; Saving Throw DC 14 Fortitude; Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sickened 1 (1 day), Stage 3 sickened 1 and slowed 1 (1 day), Stage 4 unconscious (1 day), Stage 5 dead Swarming Bites Single Action Each enemy in the swarm's space takes 1d6 piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to putrid plague. Rats and Disease Rats have a reputation of being vicious, aggressive animals that attack food stores in great numbers and spread disease. While rats are immune to the most severe effects of their own putrid plague, the disease makes them unpredictable and aggressive. Some populations of rats carry even more deadly diseases, such as bubonic plague. ","skill_mod":{"stealth":6,"athletics":4,"acrobatics":8},"summary":"A swarm of rats can cause total chaos within a household or business. Contracting putrid plague is all the easier when dozens of these agitated or …","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":14,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["fort","fortitude"],"resistance":{"piercing":6,"slashing":6,"physical":6},"url":"/Monsters.aspx?ID=3163","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":2,"size":["Large"],"name":"Rat Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-3163"},{"attack_bonus":[12,12,13],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":60,"language":["Common","Ysoki"],"source":["Monster Core"],"type":"Creature","creature_family":"Ratfolk","will_save":9,"charisma":1,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Alchemical Grenades","Cheek Pouches","Quick Grenadier","Quick Stow","Swarming"],"skill":["Acrobatics","Crafting","Deception","Society","Stealth","Thievery"],"stealth":"12","legacy_id":["creature-348"],"trait":["Humanoid","Ratfolk","Medium"],"id":"creature-3164","text":" Ratfolk Grenadier Grenadiers use alchemical techniques and stealth to defend their communities. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Ratfolk Grenadier Source Monster Core pg. 289 Perception +10; darkvision Languages Common, Ysoki Skills Acrobatics +9, Crafting +12, Deception +7, Society +10, Stealth +12, Thievery +9 Str +0 Dex +4 Con +2 Int +4 Wis +2 Cha +1 Alchemical Grenades The grenadier carries 6 alchemical grenades that deal either acid, cold, or fire damage plus 2 persistent damage and 2 splash damage of the same type (typically two of each). The grenadier replenishes these each day using scavenged materials. Items Alchemist's Toolkit, Hand Crossbow (20 bolts), Studded Leather Armor --- AC 21 Fort +11 Ref +13 Will +9 HP 60 --- Speed 25 feet Melee Single Action fangs +12 (Agile, Finesse), Damage 1d4 piercing Ranged Single Action hand crossbow +12 (range increment 60 feet, reload 1), Damage 1d6 piercing Ranged Single Action alchemical grenade +13 (range increment 20 feet, Splash), Damage 2d6 acid, cold, or fire plus 2 persistent damage and 2 splash damage of the same type Cheek Pouches A ratfolk grenadier has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than 4 light items). The ratfolk can remove or store an item using the Interact action. As long as the ratfolk has at least one object in their cheek pouches, their speech is noticeably difficult to understand. Quick Grenadier Single Action The ratfolk grenadier draws an alchemical grenade with an Interact action and throws it as a ranged Strike. Quick Stow Free Action Frequency once per round; Effect The ratfolk grenadier stores one held item of light or negligible Bulk in their cheek pouches. Swarming A ratfolk grenadier can end their movement in the same square as an ally that also has this ability. Only two such creatures can share the same space. ","skill_mod":{"society":10,"deception":7,"thievery":9,"crafting":12,"stealth":12,"acrobatics":9},"summary":"Grenadiers use alchemical techniques and stealth to defend their communities.","image":["/Images/Monsters/Ratfolk_Grenadier.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Ancestry"],"ac":21,"item":["Alchemist's Toolkit","Hand Crossbow (20 bolts)","Studded Leather Armor"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3164","intelligence":4,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Ratfolk Grenadier","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2,3,7],"slug":"creature-3164"},{"attack_bonus":[13,15],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common","Fey"],"source":["Monster Core"],"type":"Creature","creature_family":"Redcap","will_save":10,"charisma":2,"speed":{"max":50,"land":50},"perception":12,"wisdom":1,"weakness":{"cold_iron":5},"creature_ability":["Red Cap","Divine Revulsion","Blood Soak","Deadly Cleave","Stomp"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth"],"stealth":"13","legacy_id":["creature-349"],"trait":["Fey","Small"],"id":"creature-3165","text":" Redcap Redcaps are sadistic and capricious fey who thrill in bloodletting and murder. While they are most famous for appearing as wizened, bearded men, redcaps of other genders are no less fearsome or cruel. However, redcaps are ultimately craven bullies, cowed by anything more powerful than themselves, a trait that leads them to fear and despise the symbols of deities. Many fairy tales explain how the redcaps draw power from dipping the hats for which they are named in fresh blood. Just as iconic to these cruel little fey are their iron-clad boots, and the clanging sound of their metal soles clanking on stone floors is both discordant and disconcerting—especially to those who recognize the sound for what it is. Redcaps typically stand only 3 feet tall, with hunched frames, pointed ears, crooked teeth, and long, white, tangled hair. Though unlikely to share true affection, redcaps find camaraderie in murder. Small troupes of redcaps travel together, sharing bloody kills and reminiscing on their brutal exploits. They loathe the company of most other creatures, with the notable exception of the feline fey called elananxes. Recall Knowledge - Fey (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Redcap Source Monster Core pg. 290 Perception +12; low-light vision Languages Common, Fey Skills Acrobatics +13, Athletics +15, Deception +11, Intimidation +13, Nature +10, Stealth +13 Str +4 Dex +4 Con +2 Int +1 Wis +1 Cha +2 Red Cap (primal) A redcap's woolen hat is dyed with the blood of their victims. If the redcap loses their cap, they no longer benefit from fast healing and take a –4 status penalty to their damage rolls. They can create a new cap in 10 minutes, but that cap doesn't grant them powers until the redcap has turned it red with Blood Soak. A cap has no benefit for creatures other than the redcap who made it. Items Halberd, iron boots, red cap --- AC 21 Fort +11 Ref +15 Will +10 HP 60 (fast healing 10) Weaknesses cold iron 5, divine revulsion Divine Revulsion (emotion, fear, mental) If a redcap sees a creature brandish a religious symbol of a deity (which requires an Interact action by that creature) or cast a divine spell while wearing a religious symbol, the redcap must attempt a DC 19 Will save. They then become temporarily immune to all brandished religious symbols for 10 minutes. Critical Success The redcap is unaffected. Success The redcap is frightened 2. Failure The redcap gains the fleeing condition for 1 round and is frightened 4. --- Speed 50 feet Melee Single Action halberd +15 (reach 10 feet, versatile S), Damage 1d10+10 slashing Melee Single Action iron boot +13 (Agile, versatile B), Damage 1d6+8 piercing Blood Soak Single Action (Manipulate) The redcap dips their cap in the blood of a slain foe. The foe must have died in the last minute, and the redcap must have helped kill it. The redcap gains a +4 status bonus to damage rolls for 1 minute. Deadly Cleave Reaction Trigger The redcap reduces a creature to 0 Hit Points with a halberd Strike; Effect The redcap makes another halberd Strike against a different creature, using the same multiple attack penalty as the halberd Strike that triggered this reaction. This counts toward their multiple attack penalty as normal. Stomp Single Action The redcap Strides up to half their Speed and makes a boot Strike at any point during that movement. If the boot Strike hits a prone creature, it deals an extra 2d6 persistent bleed damage. Stomping Ground Unlike some fey, redcaps don't embody a particular natural feature or environment, so they can be found almost anywhere. They tend to prefer areas that allow them to hide or at least get behind cover with their quick movement, such as forests, mountains, and underground tunnels and caverns. Sometimes they take up residence in abandoned buildings, especially barns and sheds. ","skill_mod":{"deception":11,"nature":10,"stealth":13,"athletics":15,"intimidation":13,"acrobatics":13},"summary":"Redcaps are sadistic and capricious fey who thrill in bloodletting and murder. While they are most famous for appearing as wizened, bearded men, …","image":["/Images/Monsters/Redcap.png"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":21,"item":["Halberd","iron boots","red cap"],"level":5,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3165","intelligence":1,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":11,"size":["Small"],"name":"Redcap","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,15],"slug":"creature-3165"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":17,"language":["Common","(can't speak any language)"],"source":["Monster Core"],"type":"Creature","will_save":4,"charisma":1,"speed":{"max":30,"land":5,"swim":30},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Death Frenzy","Constrict","Reefclaw Venom"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-350"],"trait":["Aberration","Aquatic","Small"],"id":"creature-3166","text":" Reefclaw Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. As one might expect from its name, a reefclaw's oversized claws are powerful weapons with a viselike grip and the ability to inject potent venom into unfortunate prey. Though reefclaws can't speak, they are intelligent enough to understand the local language of humanoids near their hunting grounds. The creatures sometimes listen to conversations, either to gain intelligence on the best place to ambush aquatic or land-dwelling prey, or merely for entertainment value—reefclaws are particularly fond of listening to people with high-pitched voices. Reefclaws are usually solitary hunters, but small swarms of female reefclaws have been known to gather around a single male for mating purposes or together for the communal raising of their broods. In the latter case, the females will perform widespread hunts in order to bring back a large enough bounty to feed their young. Such hunting parties are extremely dangerous—they've been known to tip over small fishing boats and attack those who fall overboard. Once a reefclaw has decided upon a course of action, it follows through even if doing so spells its own end. More than one reefclaw survivor has said that the creature released its bone-crushing grasp only after the brains were leaking from its broken skull, and even then, the reefclaw was able to perform a terrible last slash as part of its dying breath. During mating season, female reefclaws are often a little more pragmatic and release their prey before endangering themselves and their offspring. Despite their intelligence and the accompanying moral quandaries, reefclaws frequently find their way onto the dinner plates of land-dwelling hunters such as humans and hobgoblins. According to those who have a taste for reefclaw flesh, the meat is either delectably sweet (for reefclaws raised in colder waters) or slightly tangy (in the case of warm-water reefclaws). Most people who know of reefclaws' intellect find the act of eating them distasteful, but this does not dissuade unscrupulous nobles in coastal regions, for whom reefclaw meat is a delicacy well worth the expense. Likewise, fishers whose focus is on the bottom line of their ledgers are more than willing to hunt the dangerous creatures—or, even better, hire out the task to naive adventurers. Recall Knowledge - Aberration (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Reefclaw Source Monster Core pg. 291 Perception +8; darkvision Languages Common; (can't speak any language) Skills Acrobatics +7, Athletics +4 Str +1 Dex +4 Con +2 Int -3 Wis +1 Cha +1 --- AC 20 Fort +7 Ref +9 Will +4 HP 17 Death Frenzy Reaction Trigger The reefclaw is reduced to 0 Hit Points; Effect The reefclaw makes a claw Strike before dying. --- Speed 5 feet, swim 30 feet Melee Single Action claw +9 (Finesse), Damage 1d6+1 slashing plus reefclaw venom and Grab Constrict Single Action 1d6 bludgeoning, DC 17 Reefclaw Venom (Poison) Saving Throw DC 17 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round), Stage 2 1d6 poison damage and enfeebled 2 (1 round). Eating Reefclaws Reefclaws amass no treasure, but their meat—if kept fresh—can be sold in the right markets. However, in an increasing number of places, the practice of eating reefclaws has fallen out of favor—which means, of course, that the reefclaw market has simply shifted to black-market butchers, where all manner of meat gathered from dubious sources is available for purchase, and the value has increased accordingly. ","skill_mod":{"athletics":4,"acrobatics":7},"summary":"Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. As one might expect from its name, a reefclaw's oversized claws are powerful …","image":["/Images/Monsters/Reefclaw.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":20,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3166","intelligence":-3,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Reefclaw","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-3166"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":115,"language":["Common","any one spoken in life by their murderer (typically <%LANGUAGES%155%%>Common<%END>)"],"immunity":["bleed","death effects","disease","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","will_save":17,"charisma":2,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Sense Murderer","Self-Loathing","Undying Vendetta","Baleful Shriek","Constrict"],"skill":["Athletics","Intimidation"],"legacy_id":["creature-787"],"trait":["Undead","Medium"],"id":"creature-3167","text":" Revenant Revenants are obsessed, undead stalkers who arise from their own murders and are driven by only one thing: revenge against their killers. The common wisdom is that revenants arise only from individuals who have been utterly betrayed or abandoned to die a grueling death, but even then, such victims might not rise from their graves. In other cases, revenants might even rise from what might legitimately be considered an accident if the revenant doesn't understand the full circumstances of their demise. In such cases, it doesn't matter that the “murderer” may not have intended to kill, for revenants understands no pity and can never forgive. Revenants have little memory of their lives other than anything they might need to recall in order to achieve their goal of vengeance. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Revenant Source Monster Core pg. 292 Perception +14; darkvision, sense murderer Languages Common; any one spoken in life by their murderer (typically Common) Skills Athletics +15, Intimidation +14 Str +5 Dex +3 Con +4 Int +0 Wis +3 Cha +2 Sense Murderer (occult, scrying) A revenant knows the direction of their murderer (as long as both are on the same plane), but not the distance. --- AC 23 Fort +14 Ref +13 Will +17 HP 115 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, sleep Resistances physical 5 (except slashing) Self-Loathing (emotion, mental, visual) If a revenant sees their own reflection or any object that was important to them in life, they must attempt a DC 25 Will save. Critical Success The revenant is unaffected and can no longer be affected by that reflection or object in this way. Success The revenant is distracted by self-loathing and becomes slowed 1 for 1 round. Failure The revenant becomes fascinated by the source that triggered their self-loathing and does everything they can to destroy it until the end of the revenant's next turn. Critical Failure The revenant becomes immobilized as long as the source of their self-loathing is apparent, until they're attacked, or until they see their murderer. Undying Vendetta (emotion, occult) If the revenant's murderer dies, the revenant is immediately destroyed. A revenant that can't sense their murderer must attempt a DC 11 flat check once every 24 hours to avoid becoming immobilized and prone; they immediately rise again once they can sense their murderer. A murderer who becomes undead does not trigger the revenant's destruction until the murderer is finally destroyed. The revenant gains a +2 status bonus to checks and DCs against their murderer. --- Speed 25 feet Melee Single Action claw +17 (Agile), Damage 2d8+5 slashing plus Grab Baleful Shriek Two Actions (Auditory, Emotion, Fear, Incapacitation, Mental) The revenant wails horribly. Each creature within a 60-foot burst must attempt a DC 23 Will save. Regardless of the outcome of their saving throw affected creatures are then immune to Baleful Shriek for 1 hour. The revenant's murderer never improves their degree of success due to this ability's incapacitation trait. The revenant can't use Baleful Shriek again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is frightened 2. Failure The creature is frightened 2 and paralyzed for 1 round. Critical Failure The creature is frightened 3 and paralyzed for 1d4 rounds. Constrict Single Action 2d6+5 bludgeoning, DC 24 Exceptions To Evil While most undead are indiscriminately malevolent, revenants are not—these unusual stalkers rise not out of a sense of cruelty or hatred of the living, but spontaneously from the need for vengeance following a deep betrayal. One can avoid a revenant's wrath by simply getting out of its way—unless you happen to be its reason for unlife! ","skill_mod":{"athletics":15,"intimidation":14},"summary":"Revenants are obsessed, undead stalkers who arise from their own murders and are driven by only one thing: revenge against their killers. The common …","image":["/Images/Monsters/Revenant.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , sense murderer","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5,"physical":5},"url":"/Monsters.aspx?ID=3167","intelligence":0,"reflex_save":13,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Revenant","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-3167"},{"attack_bonus":[12,14],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":70,"source":["Monster Core"],"type":"Creature","creature_family":"Rhinoceros","will_save":11,"charisma":-1,"speed":{"max":35,"land":35},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Rhinoceros Charge","Trample"],"skill":["Athletics","Survival"],"legacy_id":["creature-788"],"trait":["Animal","Large"],"id":"creature-3168","text":" Rhinoceros Rhinoceroses are short-tempered, territorial, and easily startled, and these traits combined with their innate ferocity means their natural instinct when disturbed is to attack. When intruders disturb or surprise rhinoceroses, they respond by charging directly at the interlopers and then lashing out with their mighty horns. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Rhinoceros Source Monster Core pg. 293 Perception +9; scent (imprecise) 30 feet Languages Skills Athletics +12, Survival +10 Str +6 Dex +0 Con +4 Int -4 Wis +3 Cha -1 --- AC 22 Fort +14 Ref +8 Will +11 HP 70 --- Speed 35 feet Melee Single Action horn +14, Damage 2d8+6 piercing Melee Single Action foot +12, Damage 2d6+6 bludgeoning Rhinoceros Charge Two Actions The rhinoceros Strides twice, then makes a horn Strike. As long as the rhinoceros moved at least 20 feet, the Strike's damage increases to 3d8+6. A Medium or smaller creature struck by this attack must succeed at a DC 21 Reflex save or be automatically Shoved back 5 feet and knocked prone by the force of the blow. Trample Two Actions Medium or smaller, foot, DC 18 ","skill_mod":{"survival":10,"athletics":12},"summary":"Rhinoceroses are short-tempered, territorial, and easily startled, and these traits combined with their innate ferocity means their natural instinct …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":22,"level":4,"source_category":["Rulebooks"],"sense":" scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3168","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":14,"size":["Large"],"name":"Rhinoceros","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-3168"},{"attack_bonus":[16,16],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":100,"source":["Monster Core"],"type":"Creature","creature_family":"Rhinoceros","will_save":15,"charisma":-1,"speed":{"max":35,"land":35},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Cold Adaptation","Ferocity","Rhinoceros Charge","Trample"],"skill":["Athletics","Survival"],"legacy_id":["creature-789"],"trait":["Animal","Large"],"id":"creature-3169","text":" Woolly Rhinoceros Even bulkier than their non-woolly cousins, these rhinoceroses have a shaggy pelt of long, thick fur and a huge, crescent-shaped horn. Woolly rhinos inhabit areas of arid tundra and cold steppes, spending much of their day grazing for sustenance. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Woolly Rhinoceros Source Monster Core pg. 293 Perception +11; scent (imprecise) 30 feet Languages Skills Athletics +16, Survival +13 Str +6 Dex +1 Con +5 Int -4 Wis +3 Cha -1 --- AC 25 Fort +17 Ref +11 Will +15 +2 status to all saves vs. cold HP 100 Cold Adaptation The woolly rhinoceros treats environmental cold effects as if they were one step less severe. Ferocity Reaction --- Speed 35 feet Melee Single Action horn +16 (reach 10 feet), Damage 2d12+6 piercing Melee Single Action foot +16, Damage 2d8+6 bludgeoning Rhinoceros Charge Two Actions The rhinoceros Strides twice, then makes a horn Strike. As long as the rhinoceros moved at least 20 feet, the Strike's damage increases to 3d12+6. A Medium or smaller creature struck by this attack must succeed at a DC 24 Reflex save or be automatically Shovedback 5 feet and knocked prone by the force of the blow. Trample Three Actions Medium or smaller, foot, DC 21 ","skill_mod":{"survival":13,"athletics":16},"summary":"Even bulkier than their non-woolly cousins, these rhinoceroses have a shaggy pelt of long, thick fur and a huge, crescent-shaped horn. Woolly rhinos …","image":["/Images/Monsters/Woolly_Rhinoceros.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":25,"level":6,"source_category":["Rulebooks"],"sense":" scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3169","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":17,"size":["Large"],"name":"Woolly Rhinoceros","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,19],"slug":"creature-3169"},{"attack_bonus":[21,21,21],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":180,"source":["Monster Core"],"type":"Creature","will_save":16,"charisma":0,"speed":{"fly":60,"max":60,"land":20},"perception":18,"wisdom":1,"weakness":{},"creature_ability":["Wing Rebuff","Carry","Flying Strafe","Snack"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-352"],"trait":["Animal","Gargantuan"],"id":"creature-3170","text":" Roc These legendary, massive raptors, capable of carrying off elephants as prey, are typically about 30 feet long from beak to tail and have a wingspan of 80 feet or more. While their beaks are hooked to rip flesh from bone, their hunting strategy involves grabbing their prey in their powerful talons and then dropping it from great heights before feeding. This method creates a massive amount of carrion, which guarantees that rocs are followed by flocks of opportunistic scavengers, such as ravens and buzzards, who find it easy to steal bits of the larger birds' meals. Rocs, for the most part, don't mind these creatures, which sometimes get gobbled up along with the rest of the roc's food. Rocs usually nest among mountaintops and cliffs inaccessible to all but the bravest of terrestrial dwellers. They are long-range predators that hunt both land and sea in search for massive prey to sustain them and their young. Rocs are antisocial and lone hunters who compete with each other in fierce aerial battles to protect territory. But about once a decade, a mating couple pairs up to raise their chicks. Once the chicks are old enough to hunt on their own, the parents separate to once again engage in lone hunting. Particularly skilled druids or rangers might capture and train a roc to serve as a flying mount or hunting companion, though examples of such an incredible feat of domestication are few and far between. The easiest way to rear a roc is to do so from the moment it hatches, since the chick imprints on the first creature it sees. Acquiring a roc egg is by no means an easy feat, though, and is often a death sentence for the would-be egg-snatcher. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Roc Source Monster Core pg. 294 Perception +18; low-light vision Languages Skills Acrobatics +15, Athletics +21 Str +8 Dex +2 Con +5 Int -4 Wis +1 Cha +0 --- AC 27 Fort +20 Ref +17 Will +16 HP 180 Wing Rebuff Reaction Trigger A creature moves from beyond the reach of the roc's wing to within the reach of the roc's wing; Effect The roc makes a wing Strike against the triggering creature. If the roc Pushes the creature, it disrupts the triggering move action. --- Speed 20 feet, fly 60 feet Melee Single Action beak +21 (reach 15 feet), Damage 2d10+12 piercing Melee Single Action talon +21 (Agile, reach 15 feet), Damage 2d8+12 slashing plus Improved Grab Melee Single Action wing +21 (Agile, reach 30 feet), Damage 2d6+10 bludgeoning plus Improved Push 10 feet Carry A roc can Fly at half Speed while it has a creature grabbed or restrained in either or both of its talons, carrying that creature along with it. Flying Strafe Two Actions The roc Flies up to its Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. Each attack takes the normal multiple attack penalty. Snack A roc gains a +2 circumstance bonus to hit with its beak Strike if the target is grabbed or restrained in its talon. Roc's Riches While most treasure a roc may possess is incidental—the remains of prey haphazardly scattered in or around the nest—roc feathers, especially white or gold ones, are highly prized in certain markets. Even more valuable are roc eggs, especially to some giants who enjoy their unique flavor. ","skill_mod":{"athletics":21,"acrobatics":15},"summary":"These legendary, massive raptors, capable of carrying off elephants as prey, are typically about 30 feet long from beak to tail and have a wingspan …","image":["/Images/Monsters/Roc.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3170","intelligence":-4,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":20,"size":["Gargantuan"],"name":"Roc","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,21,23],"slug":"creature-3170"},{"attack_bonus":[17],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":180,"immunity":["critical hits","precision","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Sargassum Heap","will_save":10,"charisma":0,"speed":{"climb":10,"max":25,"land":10,"swim":25},"perception":10,"wisdom":2,"weakness":{"slashing":5},"creature_ability":["Mirage Spores","Constrict"],"skill":["Athletics","Stealth"],"stealth":"14","trait":["Amphibious","Plant","Large"],"id":"creature-3171","text":" Sargassum Heap A sargassum heap is a mass of semi-intelligent seaweed that floats through the ocean, luring in its victims with hallucinogenic spores. Those affected by the spores are drawn towards the heap, envisioning their heart's desire. This might be a lost loved one, a child in need of help, an enchanting mermaid, the promise of dry land, and so on. Once their prey is close enough, the sargassum heap lashes out with its seaweed tendrils and crushes it to death. Recall Knowledge - Plant (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Sargassum Heap Source Monster Core pg. 295 Perception +10; wavesense (precise) 60 feet Languages Skills Athletics +17, Stealth +14 Str +5 Dex +4 Con +5 Int -4 Wis +2 Cha +0 --- AC 14 Fort +17 Ref +14 Will +10 HP 180 Immunities critical hits, precision, unconscious Resistances cold 5 Weaknesses slashing 5 Mirage Spores (aura, incapacitation, mental) 120 feet. The sargassum heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 22 Will save or become fascinated with the sargassum heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also off-guard. If the sargassum heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours. --- Speed 10 feet, climb 10 feet, swim 25 feet Melee Single Action tendril +17 (reach 10 feet), Damage 2d8+8 bludgeoning plus Grab Constrict Single Action 2d8+3 bludgeoning, DC 23 ","skill_mod":{"stealth":14,"athletics":17},"summary":"A sargassum heap is a mass of semi-intelligent seaweed that floats through the ocean, luring in its victims with hallucinogenic spores. Those …","image":["/Images/Monsters/Sargassum_Heap.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":14,"level":6,"source_category":["Rulebooks"],"sense":" wavesense ( precise ) 60 feet","weakest_save":["will"],"resistance":{"cold":5},"url":"/Monsters.aspx?ID=3171","intelligence":-4,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":17,"size":["Large"],"name":"Sargassum Heap","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-3171"},{"attack_bonus":[21],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":300,"immunity":["critical hits","mental","precision","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Sargassum Heap","will_save":15,"charisma":0,"speed":{"climb":20,"max":40,"land":20,"swim":40},"perception":15,"wisdom":2,"weakness":{"slashing":10},"creature_ability":["Mirage Spores","Constrict","Draw In"],"skill":["Athletics","Stealth"],"stealth":"18","trait":["Amphibious","Plant","Huge"],"id":"creature-3172","text":" Doldrums Heap Though most sargassum heaps divide once they grow too large, occasionally a heap will continue to grow indefinitely. These “doldrum heaps” can tangle and immobilize ships, tearing them apart or feasting on the hapless passengers. Recall Knowledge - Plant (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Doldrums Heap Source Monster Core pg. 295 Perception +15; wavesense (precise) 120 feet Languages Skills Athletics +21, Stealth +18 Str +6 Dex +4 Con +5 Int -4 Wis +2 Cha +0 --- AC 16 Fort +21 Ref +18 Will +15 HP 300 Immunities critical hits, mental, precision, unconscious Resistances cold 10 Weaknesses slashing 10 Mirage Spores (aura, incapacitation, mental) 300 feet. The doldrums heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 27 Will save or become fascinated with the doldrums heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also off-guard. If the doldrums heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours. --- Speed 20 feet, climb 20 feet, swim 40 feet Melee Single Action tendril +21 (reach 15 feet), Damage 2d12+10 bludgeoning plus Grab Constrict Single Action 1d12+10 bludgeoning, DC 28 Draw In Two Actions The doldrums heap attempts to Reposition up to three creatures it has grabbed or restrained. These attempts neither apply nor count toward the heap's multiple attack penalty. It can move them into its own space, dealing 1d12+10 bludgeoning damage. ","skill_mod":{"stealth":18,"athletics":21},"summary":"Though most sargassum heaps divide once they grow too large, occasionally a heap will continue to grow indefinitely. These “doldrum heaps” can tangle …","primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":16,"level":9,"source_category":["Rulebooks"],"sense":" wavesense ( precise ) 120 feet","weakest_save":["will"],"resistance":{"cold":10},"url":"/Monsters.aspx?ID=3172","intelligence":-4,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":21,"size":["Huge"],"name":"Doldrums Heap","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23],"slug":"creature-3172"},{"primary_source_category":"Rulebooks","strength":3,"hp":80,"language":["Common","Fey"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":10,"stealth":"11","trait":["Fey","Medium"],"id":"creature-3173","text":" Satyr To a satyr, life is a party and everyone is invited. Notorious for their hedonism, these fey believe there's no greater beauty than can be found in song, drink, indulgent meals, and carnal pleasures. Satyrs use their enchanting songs and natural charm to encourage all manner of people to follow their true desires and free themselves from society's rules. This usually involves enticing mortals to join raucous parties or engage in trysts in moonlit glades. If a potential companion rejects a satyr's advances, however, the satyr has little interest in continuing a conversation and goes off to find more amenable revelers. The lifestyle of a satyr leaves no room for ongoing affairs or long-term friends. Once his party is over or his lust is satiated, the satyr disappears back into the forest. The offspring satyrs leave behind are satyrs themselves, and they usually end up being taken from their cradles by other fey rather than left in mortals' care. Satyrs are always male. The untouched beauty of the forest is sacred and precious to a satyr. Brutish intruders who clear-cut trees or massacre animals without eating them risk drawing a satyr's ire. A satyr so provoked uses his spells to undermine foes and attempts to dispatch them either with brutal ambushes or by leading a rush of forest animals to attack. Other fey, particularly more benevolent fey, look upon satyrs as loutish, embarrassing cousins. They're rarely hostile toward satyrs, but most find them insufferable and advise any mortals they like to steer clear of satyrs' glades. Recall Knowledge - Fey (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Satyr Source Monster Core pg. 296 Perception +10; low-light vision Languages Common, Fey Skills Athletics +8, Deception +13, Diplomacy +13, Intimidation +11, Nature +9, Performance +13, Stealth +11, Survival +8 Str +3 Dex +4 Con +1 Int +1 Wis +2 Cha +5 Sylvan Wine (emotion, mental, primal) A satyr's wineskin magically enchants any alcohol inside. With an Interact action, a living creature can imbibe the alcohol and gain a +1 item bonus to Will saves and a +3 item bonus to Will saves against fear effects for the following hour. When the wineskin is removed from a satyr's person, the magic remains only until the wine spoils. The wineskin holds up to eight drafts of wine. Items Dagger, panpipes, Shortbow (20 arrows), wineskin --- AC 19 Fort +9 Ref +11 Will +12 HP 80 Weaknesses cold iron 5 --- Speed 35 feet Melee Single Action dagger +14 (Agile, Finesse, versatile S), Damage 1d4+6 piercing Ranged Single Action shortbow +14 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 +3 piercing Ranged Single Action dagger +14 (Agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing Primal Innate Spells DC 21 - Cantrips (2nd) Courageous Anthem, Figment, Light, Triple Time, Uplifting Overture - 4th Charm, Fear, Sleep, Suggestion Fleet Performer When the satyr Plays the Pipes to cast a spell, he can Step or Stride as part of the activity. Play the Pipes Three Actions (Auditory, Primal) Requirements The satyr is holding a musical instrument; Effect The satyr plays a melody on his instrument to cast charm, fear , sleep , or suggestion without expending the spell slot. The spell gains the auditory trait and targets all creatures in a 60-foot emanation instead of its usual targets. A creature that succeeds at its Will save against any spell is then temporarily immune from spells played from that satyr's pipes for 1 minute. Satyrs are immune to this music. Satyr Pipes A satyr's gear is valuable, particularly his fine panpipes. Depending on the type of music they prefer to play, satyrs may be able to cast different 4th-rank spells, such as laughing fit or paranoia . Satyrs also stow caches of alcohol, rich food, and pieces of fine art (especially erotic art) in hollows and glades they frequent. ","skill_mod":{"diplomacy":13,"performance":13,"deception":13,"nature":9,"survival":8,"stealth":11,"athletics":8,"intimidation":11},"image":["/Images/Monsters/Satyr.webp"],"primary_source":"Monster Core","spell":["Charm","Fear","Sleep","Suggestion","Courageous Anthem","Figment","Light","Triple Time","Uplifting Overture"],"ac":19,"item":["Dagger","panpipes","Shortbow (20 arrows)","wineskin"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":11,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":9,"size":["Medium"],"name":"Satyr","pfs":"Standard","rarity":"common","strike_damage_average":[3,8,8],"attack_bonus":[14,14,14],"constitution":1,"will_save":12,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Sylvan Wine","Fleet Performer","Play the Pipes"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Nature","Performance","Stealth","Survival"],"legacy_id":["creature-355"],"tradition":["Primal"],"summary":"To a satyr, life is a party and everyone is invited. Notorious for their hedonism, these fey believe there's no greater beauty than can be found in …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3173","dexterity":4,"category":"creature","slug":"creature-3173"},{"attack_bonus":[13],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":60,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","fear","healing","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core"],"type":"Creature","will_save":11,"charisma":-2,"speed":{"max":20,"land":20},"perception":11,"wisdom":3,"weakness":{"fire":5},"creature_ability":["Scarecrow's Leer","Baleful Glow","Clawing Fear","Mundane Appearance"],"skill":["Athletics"],"legacy_id":["creature-793"],"trait":["Construct","Medium"],"id":"creature-3174","text":" Scarecrow A ramshackle collection of materials in a human shape, the scarecrow construct is indistinguishable from a normal scarecrow until it slowly creaks to life. As it animates, its carved pumpkin or sackcloth face bursts into eldritch flame, sending fear creeping into the air around it. Each scarecrow is handcrafted and unique in its appearance, though most are 5 to 6 feet tall and constructed of a combination of wood, cloth, rope, straw, sawdust, discarded husks and cobs, and similar materials, all dressed in ragged pastoral garments. This rudimentary construction makes a scarecrow somewhat fragile, prone to snapping limbs in the crush of battle. Yet its structure is adaptable, allowing it to reshape another piece of itself into a clawed limb or grip a severed portion of itself to swat at its foes. When a scarecrow is created, it must be anointed with a drop of its creator's blood into each of its eyes. This blood soaks into the material and siphons a tiny sliver of the creator's soul away—not enough to harm the creator, but more than enough to imbue the scarecrow with an instinctive intellect that allows it to follow commands as eagerly as a well-trained (if ill-tempered) guard dog. When a scarecrow is destroyed, the blood leaks back out from its eyes, but the portion of the creator's soul never returns. Recall Knowledge - Construct (Arcana, Crafting): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Scarecrow Source Monster Core pg. 297 Perception +11; darkvision Languages Skills Athletics +12 Str +5 Dex +2 Con +3 Int -4 Wis +3 Cha -2 --- AC 19 Fort +13 Ref +8 Will +11 HP 60 Immunities bleed, death effects, disease, doomed, drained, fatigued, fear, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Resistances physical 5 (except slashing) Weaknesses fire 5 Scarecrow's Leer (aura, emotion, fear, mental, occult, visual) 40 feet. The scarecrow's eyes flicker with an unnerving glow. A creature can't reduce its frightened condition below 1 as long as it's in the aura. When a creature enters or starts its turn in the aura, it must attempt a DC 18 Will save. Birds and other avian creatures take a –2 circumstance penalty to this save. Critical Success The creature is unaffected and is then temporarily immune for 24 hours. Success The creature is frightened 1. Failure The creature is frightened 2 and is fascinated by the scarecrow until the end of its next turn. Critical Failure As failure, but frightened 3. --- Speed 20 feet Melee Single Action claw +13 (versatile S), Damage 2d6+7 bludgeoning plus clawing fear Baleful Glow Free Action (Concentrate, Mental, Light, Occult) The scarecrow's head bursts into ghostly, heatless flame that sheds bright light in a 20-foot emanation (and dim light to the next 20 feet). If the scarecrow uses this ability on the first round of combat, any creature that has not acted yet is startled, becoming off-guard against the scarecrow for 1 round. The scarecrow can suppress the light by using this action again. Clawing Fear The scarecrow's strikes deal an additional 1d6 mental damage to frightened creatures. Mundane Appearance Single Action (Concentrate) Until it acts, the scarecrow resembles an ordinary scarecrow. It has an automatic result of 32 on Deception checks and DCs to pass as an ordinary scarecrow. Odds and Ends Scarecrows hold a certain liminal space that is inhabitable by spirit creatures. Ghosts in particular can use their malevolent possession on a scarecrow as if it were a living creature, using them as vehicles to escape their site-bound nature and so further spread their murder and mayhem. ","skill_mod":{"athletics":12},"summary":"A ramshackle collection of materials in a human shape, the scarecrow construct is indistinguishable from a normal scarecrow until it slowly creaks to …","image":["/Images/Monsters/Scarecrow.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":19,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5,"physical":5},"url":"/Monsters.aspx?ID=3174","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Scarecrow","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-3174"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":45,"source":["Monster Core"],"type":"Creature","creature_family":"Scorpion","will_save":7,"charisma":-4,"speed":{"max":40,"land":40},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Reactive Strike","Constrict","Giant Scorpion Venom"],"skill":["Athletics","Stealth"],"stealth":"7","legacy_id":["creature-356"],"trait":["Animal","Large"],"id":"creature-3175","text":" Giant Scorpion These massive, terrifying arachnids are typically 8 feet long from head to the base of the tail. Giant scorpions are the favored pack animals and war beasts of various desert-dwelling creatures, particularly kholos. They are most commonly encountered in the wild, however. There they lair in mountainside caves or burrow beneath shallow layers of sand where they lie in wait for prey to wander near. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Scorpion Source Monster Core pg. 298 Perception +9; darkvision, tremorsense (imprecise) 60 feet Languages Skills Athletics +11, Stealth +7 Str +4 Dex +2 Con +3 Int -5 Wis +2 Cha -4 --- AC 18 Fort +12 Ref +9 Will +7 HP 45 Reactive Strike Reaction Stinger only. --- Speed 40 feet Melee Single Action pincer +11 (Agile, reach 10 feet), Damage 1d8+6 slashing plus Grab Melee Single Action stinger +11 (reach 10 feet), Damage 1d6+6 piercing plus giant scorpion venom Constrict Single Action 1d6+4 bludgeoning, DC 20 Giant Scorpion Venom (Poison) Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and enfeebled 1 (1 round); Stage 2 2d10 poison damage and enfeebled 1 (1 round); Stage 3 2d10 poison damage and enfeebled 2 (1 round) ","skill_mod":{"stealth":7,"athletics":11},"summary":"These massive, terrifying arachnids are typically 8 feet long from head to the base of the tail. Giant scorpions are the favored pack animals and war …","image":["/Images/Monsters/Giant_Scorpion.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3175","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Giant Scorpion","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,10],"slug":"creature-3175"},{"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":55,"immunity":["grapple","precision","prone","restrained","swarm mind"],"source":["Monster Core"],"type":"Creature","creature_family":"Scorpion","will_save":8,"charisma":-4,"speed":{"max":25,"land":25},"perception":11,"wisdom":0,"weakness":{"area":5},"creature_ability":["Scorpion Venom","Swarming Stings"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"11","legacy_id":["creature-357"],"trait":["Animal","Swarm","Large"],"id":"creature-3176","text":" Scorpion Swarm While a single scorpion is itself a menace, swarms of these vermin can be outright devastating. These skittering droves of death swiftly bring down their prey before devouring everything short of the victim's bones. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Scorpion Swarm Source Monster Core pg. 298 Perception +11; darkvision Languages Skills Acrobatics +11, Athletics +6, Stealth +11 Str +0 Dex +5 Con +2 Int -5 Wis +0 Cha -4 --- AC 21 Fort +10 Ref +13 Will +8 HP 55 Immunities grapple, precision, prone, restrained, swarm mind Resistances bludgeoning 3, piercing 7, slashing 7 Weaknesses area damage 5, splash damage 5 --- Speed 25 feet Scorpion Venom (Poison) Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage and enfeebled 1 (1 round) Swarming Stings Single Action Each enemy in the swarm's space takes 2d8 piercing damage (DC 21 basic Reflex save) and is exposed to scorpion venom. ","skill_mod":{"stealth":11,"athletics":6,"acrobatics":11},"summary":"While a single scorpion is itself a menace, swarms of these vermin can be outright devastating. These skittering droves of death swiftly bring down …","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":3,"piercing":7,"slashing":7},"url":"/Monsters.aspx?ID=3176","intelligence":-5,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":10,"size":["Large"],"name":"Scorpion Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-3176"},{"attack_bonus":[25,27,27],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":210,"source":["Monster Core"],"type":"Creature","will_save":21,"charisma":0,"speed":{"max":60,"land":20,"swim":60},"perception":22,"wisdom":2,"weakness":{},"creature_ability":["Undetectable","Capsize","Constrict","Sea Serpent Algae","Spine Rake","Swallow Whole"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"28","legacy_id":["creature-361"],"trait":["Animal","Aquatic","Gargantuan"],"id":"creature-3177","text":" Sea Serpent These fabled beasts resemble massive snakes with long rows of finned spines down their back. Temperamental and territorial, sea serpents can capsize a boat with ease, and most won't hesitate to do so when hungry or threatened. Stories abound of aggrieved captains who spend their entire lives hunting down the elusive monster that sunk their ships and took their livelihoods. These hunts rely on rumors and glimpses of the beasts, as few survive the catastrophes wrought by sea serpents. While many fishermen's tales paint sea serpents as divinely appointed guardians of the ocean or as evil and demonic agents, the truth is that most sea serpents are simply very large beasts with a knack for avoiding magical detection. Recall Knowledge - Animal (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Sea Serpent Source Monster Core pg. 299 Perception +22; darkvision Languages Skills Acrobatics +18, Athletics +26, Stealth +28 Str +8 Dex +4 Con +6 Int -4 Wis +2 Cha +0 Undetectable (primal) A sea serpent automatically tries to counteract any detection, revelation, or scrying effect attempted against it, using its Stealth modifier for its counteract modifier. --- AC 35 Fort +25 Ref +21 Will +21 HP 210 --- Speed 20 feet, swim 60 feet Melee Single Action jaws +27 (reach 20 feet), Damage 3d10+14 piercing plus Grab Melee Single Action tail +27 (Agile, reach 30 feet), Damage 2d10+14 bludgeoning plus Grab Ranged Single Action water spout +25 (Brutal, range increment 100 feet, Water), Damage 2d6+12 bludgeoning plus sea serpent algae Capsize Single Action (Attack) The sea serpent attempts to capsize an aquatic vessel of its size or smaller that it's adjacent to. It must succeed at an Athletics check with a DC of 35 (reduced by 5 for each size smaller than the sea serpent) or the pilot's Sailing LoreDC, whichever is higher. Constrict Single Action 1d10+14 bludgeoning, DC 32 Sea Serpent Algae (Incapacitation, Poison) The water in the ballast organs around the sea serpent's neck is full of psychotropic algae. Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; Stage 1 confused and, if flying, spends its first action each turn to descend 20 feet (1 round); Stage 2 confused and, if flying, descends until reaching the ground or water below (1 round) Spine Rake Two Actions (Attack) The sea serpent extends the spines along its back and Swims or Strides. Each creature the serpent is adjacent to at any point during its movement takes 4d6+8 slashing damage with a DC 32 basic Reflex save. Swallow Whole Single Action (Attack) Huge, 2d10+6 bludgeoning, Rupture 20 Shipwreck Lairs While an underwater cave will do, sea serpents prefer to “build” lairs by sinking ships. A sea serpent might even create a massive underwater graveyard by crashing several ships in the same location and letting the debris stack up on the ocean floor. ","skill_mod":{"stealth":28,"athletics":26,"acrobatics":18},"summary":"These fabled beasts resemble massive snakes with long rows of finned spines down their back. Temperamental and territorial, sea serpents can capsize …","image":["/Images/Monsters/Sea_Serpent.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":35,"level":12,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3177","intelligence":-4,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":25,"size":["Gargantuan"],"name":"Sea Serpent","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,25,30],"slug":"creature-3177"},{"legacy_name":["Sea Devil Scout"],"attack_bonus":[10,10,10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":30,"language":["Thalassic","sea speech"],"source":["Monster Core"],"type":"Creature","creature_family":"Sedacthy","will_save":7,"charisma":3,"speed":{"max":40,"land":20,"swim":40},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Sea Speech","Shared Feast","Wriggling Rush"],"skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"8","legacy_id":["creature-358"],"trait":["Amphibious","Humanoid","Sedacthy","Medium"],"id":"creature-3178","text":" Sedacthy Scout Scouts, usually young sedacthies, ply the ocean in search of animal servants or tread ashore to hunt. Scouts hunting on the surface press crocodiles and snakes into service, while those underwater prefer electric eels and hippocampi. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Sedacthy Scout Source Monster Core pg. 300 Perception +9; darkvision, wavesense 30 feet Languages Thalassic; sea speech Skills Athletics +8, Intimidation +9, Stealth +8, Survival +7 Str +4 Dex +4 Con +1 Int +0 Wis +1 Cha +3 Sea Speech A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful. Items Spear --- AC 17 Fort +7 Ref +10 Will +7 HP 30 --- Speed 20 feet, swim 40 feet Melee Single Action spear +10, Damage 1d6+6 piercing Melee Single Action jaws +10, Damage 1d4+4 piercing plus 1d4 persistent bleed Melee Single Action claw +10 (Agile), Damage 1d6+4 slashing Ranged Single Action spear +10 (thrown 20 feet), Damage 1d6+4 piercing Shared Feast Two Actions The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws. Wriggling Rush Single Action Frequency once per round; Effect The scout takes a Stride action and a Swim action, in either order. They ignore difficult terrain from mud, quicksand, and similar terrain during this movement. ","skill_mod":{"survival":7,"stealth":8,"athletics":8,"intimidation":9},"summary":"Scouts, usually young sedacthies, ply the ocean in search of animal servants or tread ashore to hunt. Scouts hunting on the surface press crocodiles …","image":["/Images/Monsters/Sedacthy_Scout.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":17,"item":["Spear"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision , wavesense 30 feet","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=3178","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Sedacthy Scout","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,7,9,9],"slug":"creature-3178"},{"legacy_name":["Sea Devil Brute"],"attack_bonus":[11,14,14,14],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":75,"language":["Thalassic","sea speech"],"source":["Monster Core"],"type":"Creature","creature_family":"Sedacthy","will_save":9,"charisma":3,"speed":{"max":40,"land":20,"swim":40},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Sea Speech","Vengeful Throw","Challenging Shriek","Shared Feast"],"skill":["Athletics","Intimidation","Survival"],"legacy_id":["creature-359"],"trait":["Amphibious","Humanoid","Sedacthy","Medium"],"id":"creature-3179","text":" Sedacthy Marauder Physically imposing sedacthies prove their status by controlling dangerous aquatic creatures like great white sharks and giant moray eels. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Sedacthy Marauder Source Monster Core pg. 300 Perception +9; darkvision, wavesense 30 feet Languages Thalassic; sea speech Skills Athletics +14, Intimidation +13, Survival +9 Str +6 Dex +3 Con +4 Int +0 Wis +1 Cha +3 Sea Speech A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful. Items Breastplate, Spear (2) --- AC 19 Fort +14 Ref +9 Will +9 HP 75 Vengeful Throw Reaction Trigger The marauder takes damage from a creature 20 feet or further away; Effect The marauder makes a ranged spear Strike against the triggering creature. This attack doesn't take a range increment penalty if the target is within the second range increment. --- Speed 20 feet, swim 40 feet Melee Single Action spear +14, Damage 1d6+10 piercing Melee Single Action jaws +14, Damage 1d4+8 piercing plus 1d4 persistent bleed Melee Single Action claw +14 (Agile), Damage 2d4+8 slashing Ranged Single Action spear +11 (thrown 20 feet), Damage 1d6+10 piercing Challenging Shriek Single Action (Auditory, Emotion, Fear, Mental) The marauder unleashes a terrifying battle cry. Each enemy in a 30-foot emanation must attempt a DC 21 Will save. Regardless of the results, creatures are temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is immobilized for 1 round and frightened 3. Shared Feast Two Actions The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws. ","skill_mod":{"survival":9,"athletics":14,"intimidation":13},"summary":"Physically imposing sedacthies prove their status by controlling dangerous aquatic creatures like great white sharks and giant moray eels .","image":["/Images/Monsters/Sedacthy_Marauder.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":19,"item":["Breastplate","Spear (2)"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision , wavesense 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3179","intelligence":0,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Sedacthy Marauder","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,13,13,13],"slug":"creature-3179"},{"legacy_name":["Sea Devil Baron"],"attack_bonus":[14,16,16,17],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":95,"language":["Thalassic","sea speech"],"source":["Monster Core"],"type":"Creature","creature_family":"Sedacthy","will_save":15,"charisma":5,"speed":{"max":40,"land":20,"swim":40},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Sea Speech","Speaker's Privilege","Animal Shield","Exploit Weakness","Painful Cry","Shared Feast","Swim Together"],"skill":["Athletics","Crafting","Diplomacy","Intimidation","Nature"],"legacy_id":["creature-360"],"trait":["Amphibious","Humanoid","Sedacthy","Medium"],"id":"creature-3180","text":" Sedacthy Speaker High-ranking sedacthies are expected to both plan campaigns and wade into battle. These speakers achieve their rank by accumulating several large servants or a single massive creature like a megalodon. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Sedacthy Speaker Source Monster Core pg. 301 Perception +15; darkvision, wavesense 30 feet Languages Thalassic; sea speech Skills Athletics +16, Crafting +14, Diplomacy +13, Intimidation +15, Nature +15 Str +6 Dex +3 Con +4 Int +2 Wis +3 Cha +5 Sea Speech A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful. Items +1 trident --- AC 23 Fort +14 Ref +13 Will +15 HP 95 Speaker's Privilege Reaction Trigger The sedacthy speaker takes damage; Requirements The sedacthy speaker has cover from an animal ally; Effect The animal takes the damage instead. --- Speed 20 feet, swim 40 feet Melee Single Action trident +17 (Magical), Damage 1d8+10 piercing Melee Single Action jaws +16, Damage 1d6+8 piercing plus 1d4 persistent bleed Melee Single Action claw +16 (Agile), Damage 1d6+8 slashing Ranged Single Action trident +14 (Magical, thrown 20 feet), Damage 1d8+8 piercing Animal Shield Single Action Requirements The sedacthy speaker is adjacent to a Large or larger animal ally; Effect The speaker gains cover until the start of their next turn or when they're no longer adjacent to the animal, whichever comes first. Exploit Weakness The speaker's Strikes deal 1d6 additional damage to creatures that are frightened or sickened. Painful Cry Two Actions (Mental, Sonic) The sedacthy shrieks across a range of painfully high tones, dealing 3d6 sonic damage and 1d6 mental damage to all creatures in a 30-foot cone, with a DC 23 basic Fortitude save. A creature that fails its save is sickened 1. Shared Feast Two Actions The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws. Swim Together Two Actions Requirements The speaker is adjacent to an animal ally; Effect The speaker and the animal both Swim, ending their movement adjacent to one another. ","skill_mod":{"diplomacy":13,"nature":15,"crafting":14,"athletics":16,"intimidation":15},"summary":"High-ranking sedacthies are expected to both plan campaigns and wade into battle. These speakers achieve their rank by accumulating several large …","primary_source":"Monster Core","trait_group":["Monster","Creature Type"],"ac":23,"item":["+1 trident"],"level":6,"source_category":["Rulebooks"],"sense":" darkvision , wavesense 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3180","intelligence":2,"reflex_save":13,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Sedacthy Speaker","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,12,14,14],"slug":"creature-3180"},{"primary_source_category":"Rulebooks","strength":-1,"hp":25,"language":["Aklo","Common","Sakvroth","<%UMR%79%%>telepathy<%END> 00 feet"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":8,"trait":["Humanoid","Serpentfolk","Uncommon","Medium"],"id":"creature-3181","text":" Zyss Serpentfolk Even the least among zyss serpentfolk consider themselves greater than any mammal. Their magical abilities, most notably their telepathy, are all the reason they need to hold this view. And it's true enough that the instinctual skill and magic of any zyss is enough to best the average human. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Zyss Serpentfolk Source Monster Core pg. 302 Perception +8; darkvision, scent (imprecise) 30 feet Languages Aklo, Common, Sakvroth; telepathy 00 feet Skills Acrobatics +8, Arcana +8, Deception +9, Occultism +8, Society +8 Str -1 Dex +4 Con -2 Int +4 Wis +2 Cha +3 Items Dagger, Shortbow (30 arrows) --- AC 18 Fort +4 Ref +8 Will +8 (+4 status vs. mental) +1 status to all saves vs. magic HP 25 Resistances poison 5 Thin of Blood Zyss serpentfolk recover slowly from injuries. When they take physical damage from a critical hit, they gain 1d4 persistent bleed damage. They take a –2 circumstance penalty to flat checks to recover from persistent damage and saving throws against afflictions. --- Speed 25 feet Melee Single Action fangs +10 (Finesse), Damage 1d6+1 piercing plus serpentfolk venom Melee Single Action dagger +10 (Agile, Finesse, versatile S), Damage 1d4+1 piercing plus serpentfolk venom Ranged Single Action shortbow +10 (deadly d10, range increment 60 feet), Damage 1d6+2 piercing plus serpentfolk venom Occult Innate Spells DC 18 - 1st Illusory Disguise (at will), Ventriloquism (at will) - 2nd Blur (self only; at will) - 4th Suggestion Serpentfolk Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 2d4 poison damage and enfeebled 1 (1 round) ","skill_mod":{"society":8,"deception":9,"arcana":8,"occultism":8,"acrobatics":8},"image":["/Images/Monsters/Zyss_Serpentfolk.webp"],"primary_source":"Monster Core","spell":["Suggestion","Blur","Illusory Disguise","Ventriloquism"],"ac":18,"item":["Dagger","Shortbow (30 arrows)"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","resistance":{"poison":5},"intelligence":4,"reflex_save":8,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":4,"size":["Medium"],"name":"Zyss Serpentfolk","pfs":"Standard","rarity":"uncommon","strike_damage_average":[3,4,5],"attack_bonus":[10,10,10],"constitution":-2,"creature_family":"Serpentfolk","will_save":8,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Thin of Blood","Serpentfolk Venom"],"skill":["Acrobatics","Arcana","Deception","Occultism","Society"],"legacy_id":["creature-798"],"tradition":["Occult"],"summary":"Even the least among zyss serpentfolk consider themselves greater than any mammal. Their magical abilities, most notably their telepathy, are all the …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3181","dexterity":4,"category":"creature","slug":"creature-3181"},{"attack_bonus":[11,11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Aklo","Sakvroth","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","creature_family":"Serpentfolk","will_save":6,"charisma":-1,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Reactive Strike","Serpentfolk Venom","Slithering Attack"],"skill":["Acrobatics","Athletics","Intimidation"],"legacy_id":["creature-799"],"trait":["Humanoid","Mutant","Serpentfolk","Medium"],"id":"creature-3182","text":" Aapoph Serpentfolk Aapophs possess greater strength and stronger venom than their zyss kin, but they lack zyss's innate magic. Unlike their selfish superiors, aapophs are communal and group together to hunt, wrestle, and sleep curled together in pits. Aapophs often have physical mutations—horns, vestigial tails, or spines protruding from their scales—yet these have little impact on their overall combat prowess—and combat prowess is the measure by which zyss judge them. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Aapoph Serpentfolk Source Monster Core pg. 303 Perception +8; darkvision, scent (imprecise) 30 feet Languages Aklo, Sakvroth; telepathy 100 feet Skills Acrobatics +7, Athletics +11, Intimidation +6 Str +4 Dex +2 Con +3 Int -1 Wis +1 Cha -1 Items Scimitar --- AC 18 Fort +10 Ref +7 Will +6 (+2 status vs. mental) HP 60 Resistances poison 5 Reactive Strike Reaction --- Speed 25 feet Melee Single Action scimitar +11 (Forceful, Sweep), Damage 1d6+6 slashing Melee Single Action fangs +11, Damage 1d8+6 piercing plus serpentfolk venom Melee Single Action tail +11 (Agile), Damage 1d6+6 bludgeoning plus Knockdown Serpentfolk Venom (Poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 2d4 poison damage and enfeebled 1 (1 round) Slithering Attack Single Action The aapoph serpentfolk makes one scimitar or fangs Strike and one tail Strike, each targeting a different creature. These attacks both count toward the aapoph's multiple attack penalty, but the penalty doesn't increase until after the aapoph makes both attacks. Aapoph Mutations Aapophs are prone to mutations, which you can choose or roll using a d%. 1–45 No mutation 46–56 Dual tail 57–66 Additional fangs 67–84 Hooded neck 85–91 Horns 92–96 Additional, vestigial head 97–100 Spiny scales ","skill_mod":{"athletics":11,"intimidation":6,"acrobatics":7},"summary":"Aapophs possess greater strength and stronger venom than their zyss kin, but they lack zyss's innate magic. Unlike their selfish superiors, aapophs …","image":["/Images/Monsters/Aapoph_Serpentfolk.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":18,"item":["Scimitar"],"level":3,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{"poison":5},"url":"/Monsters.aspx?ID=3182","intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Aapoph Serpentfolk","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,9,10],"slug":"creature-3182"},{"primary_source_category":"Rulebooks","strength":2,"hp":48,"language":["Aklo","Common","Dwarven","Gnomish","Sakvroth","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":10,"stealth":"12","trait":["Humanoid","Serpentfolk","Medium"],"id":"creature-3183","text":" Coil Spy Some serpentfolk undergo intense ritual training and practice to improve their innate ability to disguise themselves. These serpentfolk often identify as members of a sinister society known as the Coils of Ydersius, and the most devoted of their number seek out methods of reincarnating into new forms to infiltrate enemy societies even more efficiently. Coil spies train in methods of infiltrating other societies to such an extent that they might be capable of infiltrating a mammalian civilization for years. Though they're expected to work entirely toward the eventual triumph of their people, most Coil spies also find personal pursuits. When Coil spies get caught, it's rarely due to a lack of skill, but rather to their arrogance or recklessness as they pursue their hedonistic desires. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Coil Spy Source Monster Core pg. 304 Perception +10; darkvision, scent (imprecise) 30 feet Languages Aklo, Common, Dwarven, Gnomish, Sakvroth; telepathy 100 feet Skills Acrobatics +10, Deception +13, Diplomacy +11, Intimidation +11, Occultism +10, Society +10, Stealth +12, Thievery +12 Str +2 Dex +4 Con +1 Int +4 Wis +2 Cha +5 Items Hand Crossbow (20 bolts), Spider Venom (2), Shortsword, Thieves' Toolkit --- AC 22 Fort +9 Ref +12 Will +10 (+4 status vs. mental) +1 status to all saves vs. magic HP 48 Resistances poison 5 Thin of Blood Zyss serpentfolk recover slowly from injuries. When they take physical damage from a critical hit, they gain 1d4 persistent bleed damage. They take a –2 circumstance penalty to flat checks to recover from persistent damage and saving throws against afflictions. --- Speed 25 feet Melee Single Action shortsword +14 (Agile, Finesse, versatile S), Damage 1d6+5 piercing plus serpentfolk venom Melee Single Action fangs +14 (Finesse), Damage 1d6+5 piercing plus serpentfolk venom Ranged Single Action hand crossbow +10 (range increment 60 feet, reload 1), Damage 1d6+3 piercing plus serpentfolk venom or spider venom Occult Innate Spells DC 21 - 1st Ventriloquism (at will) - 2nd Blur (self only; at will) - 3rd Illusory Disguise (at will) - 4th Suggestion Deceptive Reposition Single Action The Coil spy Strides up to half their Speed and attempts a Feint, in either order. Maintain Disguise A Coil spy can maintain an ongoing illusory disguise as long as they are conscious without having to re-cast the spell; they need only Cast the Spell again to reassume their illusory disguise if they wish to change their appearance or if the active spell is dispelled. Coil spies typically seek privacy when they need to sleep, as an ongoing illusory disguise ends an hour after they fall unconscious. Serpentfolk Venom (Poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 2d4 poison damage and enfeebled 1 (1 round) Sneak Attack The Coil spy's Strikes deal an extra 2d6 precision damage to off-guard creatures. ","skill_mod":{"society":10,"diplomacy":11,"deception":13,"thievery":12,"stealth":12,"intimidation":11,"occultism":10,"acrobatics":10},"image":["/Images/Monsters/Coil_Spy.webp"],"primary_source":"Monster Core","spell":["Suggestion","Illusory Disguise","Blur","Ventriloquism"],"ac":22,"item":["Hand Crossbow (20 bolts)","Spider Venom (2)","Shortsword","Thieves' Toolkit"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","resistance":{"poison":5},"intelligence":4,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Coil Spy","pfs":"Standard","rarity":"common","strike_damage_average":[6,8,8],"attack_bonus":[10,14,14],"constitution":1,"creature_family":"Serpentfolk","will_save":10,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Thin of Blood","Deceptive Reposition","Maintain Disguise","Serpentfolk Venom","Sneak Attack"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth","Thievery"],"legacy_id":["creature-800"],"tradition":["Occult"],"summary":"Some serpentfolk undergo intense ritual training and practice to improve their innate ability to disguise themselves. These serpentfolk often …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3183","dexterity":4,"category":"creature","slug":"creature-3183"},{"legacy_name":["Serpentfolk Granitescale"],"attack_bonus":[16,17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":120,"language":["Aklo","Common","Sakvroth","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","creature_family":"Serpentfolk","will_save":11,"charisma":1,"speed":{"max":25,"land":25},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Chipping Scales","Reactive Strike","Rattling Spear","Serpentfolk Venom"],"skill":["Acrobatics","Athletics","Intimidation"],"legacy_id":["creature-1627"],"trait":["Humanoid","Mutant","Serpentfolk","Medium"],"id":"creature-3184","text":" Aapoph Granitescale The mutated aapophs dubbed granitescales have bulky frames covered in hard gray plates. These scales offer protection but shed when struck with too much force. Granitescales like to carve their shed scales into small chips and attach them as rattles to their spears. Many an unsuspecting victim has heard the hiss of a granitescale's rattle too late. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Aapoph Granitescale Source Monster Core pg. 304 Perception +13; darkvision, scent (imprecise) 30 feet Languages Aklo, Common, Sakvroth; telepathy 100 feet Skills Acrobatics +14, Athletics +15, Intimidation +15 Str +5 Dex +4 Con +4 Int -1 Wis +1 Cha +1 Items Javelin (5), Longspear --- AC 24 (22 with shed scales) Fort +16 Ref +14 Will +11 (+2 status vs. mental) HP 120 Resistances poison 5 Chipping Scales Reaction Frequency once per day; Trigger The granitescale is about to take piercing or slashing damage; Effect The granitescale twists to take the blow on their hardest scales, which they shed to reduce the incoming force. The granitescale gains resistance 15 to the damage, but their AC is reduced by 2 for 1 day, when the shed scales regrow. Reactive Strike Reaction --- Speed 25 feet Melee Single Action longspear +17 (reach 10 feet), Damage 1d8+11 piercing Melee Single Action fangs +17, Damage 1d8+11 piercing plus serpentfolk venom Ranged Single Action javelin +16 (range increment 30 feet), Damage 1d6+11 piercing Rattling Spear Single Action (Auditory, Emotion, Mental) Requirements The granitescale's last action was a successful longspear Strike; Effect The granitescale rattles the base of their spear, attempting an Intimidation check to Demoralize all enemies within 30 feet (compare the check result to the targets' Will DCs individually). Serpentfolk Venom (Poison) Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 2d4 poison damage and enfeebled 1 (1 round) ","skill_mod":{"athletics":15,"intimidation":15,"acrobatics":14},"summary":"The mutated aapophs dubbed granitescales have bulky frames covered in hard gray plates. These scales offer protection but shed when struck with too …","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":24,"item":["Javelin (5)","Longspear"],"level":6,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{"poison":5},"url":"/Monsters.aspx?ID=3184","intelligence":-1,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Aapoph Granitescale","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,15,15],"slug":"creature-3184"},{"primary_source_category":"Rulebooks","strength":3,"hp":115,"language":["Aklo","Common","Necril","Sakvroth","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core"],"type":"Creature","charisma":6,"perception":15,"stealth":"13","trait":["Humanoid","Serpentfolk","Medium"],"id":"creature-3185","text":" Bone Prophet The speakers for the dead known as bone prophets hold an esteemed place as voices for their decapitated god. Burial rites, necromantic rituals, and the delivery of cryptic utterances supposedly whispered to them by Ydersius all fall under the dominion of these priests. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Bone Prophet Source Monster Core pg. 305 Perception +15; darkvision, scent (imprecise) 30 feet Languages Aklo, Common, Necril, Sakvroth; telepathy 100 feet Skills Arcana +15, Deception +18, Intimidation +16, Occultism +17, Religion +19, Society +15, Stealth +13 Str +3 Dex +3 Con +2 Int +5 Wis +5 Cha +6 Items invisibility potion, religious symbol of Ydersius, +1 striking staff --- AC 27 Fort +14 Ref +15 Will +19 (+4 status vs. mental) +1 status to all saves vs. magic HP 115 Resistances poison 10 Thin of Blood Zyss serpentfolk recover slowly from injuries. When they take physical damage from a critical hit, they gain 2d4 persistent bleed damage. They take a –2 circumstance penalty to flat checks to recover from persistent damage and saving throws against afflictions. --- Speed 25 feet Melee Single Action staff +18 (Magical, two-hand d8), Damage 2d4+9 bludgeoning Melee Single Action fangs +17 (Finesse), Damage 2d6+9 piercing plus serpentfolk venom Divine Spontaneous Spells DC 28, attack +20 - Cantrips (4th) Detect Magic, Guidance, Light, Read Aura, Void Warp - 1st Bane, Command, Fear, Ventriloquism (4 slots) - 2nd Blood Vendetta, Darkness, Resist Energy, See the Unseen (4 slots) - 3rd Bind Undead, Blindness, Chilling Darkness, Vampiric Feast (4 slots) - 4th Fly, Harm, Read Omens, Talking Corpse (3 slots) Occult Innate Spells DC 28 - 1st Ventriloquism (at will) - 2nd Blur (self only; at will) - 3rd Illusory Disguise (at will) - 5th Illusory Scene, Suggestion - 6th Dominate Rituals DC 28 - 2nd Create Undead Raise Serpent Three Actions (Divine) Frequency once per day; Effect The bone prophet animates corpses of snakes, serpentfolk, or similar serpentine creatures within a 30-foot emanation. Any flesh on the bodies sloughs off, and they rise as skeletons. The bone prophet can raise one Large creature as a skeletal giant or up to three Medium creatures as skeletal champion; the equipment and attacks might be different depending on the corpses' possessions. These skeletons have the minion trait and are under the bone prophet's control; the bone prophet can give all these minions the same command with a single action that has the concentrate trait. Any skeletal minions that still remain after 10 minutes crumble to dust. Serpentfolk Venom (Poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 2d4 poison damage and enfeebled 1 (1 round) ","skill_mod":{"society":15,"deception":18,"stealth":13,"arcana":15,"intimidation":16,"occultism":17,"religion":19},"image":["/Images/Monsters/Bone_Prophet.webp"],"primary_source":"Monster Core","spell":["Fly","Harm","Read Omens","Talking Corpse","Bind Undead","Blindness","Chilling Darkness","Vampiric Feast","Blood Vendetta","Darkness","Resist Energy","See the Unseen","Bane","Command","Fear","Ventriloquism","Detect Magic","Guidance","Light","Read Aura","Void Warp","Dominate","Illusory Scene","Suggestion","Illusory Disguise","Blur"],"ac":27,"item":["invisibility potion","religious symbol of Ydersius","+1 striking staff"],"level":8,"spell_dc":[28,28],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","resistance":{"poison":10},"intelligence":5,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Bone Prophet","pfs":"Standard","rarity":"common","strike_damage_average":[14,16],"attack_bonus":[17,18],"constitution":2,"creature_family":"Serpentfolk","spell_attack_bonus":[20],"will_save":19,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Thin of Blood","Raise Serpent","Serpentfolk Venom"],"skill":["Arcana","Deception","Intimidation","Occultism","Religion","Society","Stealth"],"legacy_id":["creature-801"],"tradition":["Divine","Occult"],"summary":"The speakers for the dead known as bone prophets hold an esteemed place as voices for their decapitated god. Burial rites, necromantic rituals, and …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3185","dexterity":3,"category":"creature","slug":"creature-3185"},{"attack_bonus":[15],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":40,"language":["Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Shadow","will_save":12,"charisma":3,"speed":{"fly":30,"max":30},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Light Vulnerability","Shadow Spawn","Slink in Shadows","Steal Shadow"],"skill":["Acrobatics","Stealth"],"stealth":"14","legacy_id":["creature-362"],"trait":["Incorporeal","Undead","Unholy","Medium"],"id":"creature-3186","text":" Shadow The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Recall Knowledge - Undead (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Shadow Source Monster Core pg. 306 Perception +10; darkvision Languages Necril Skills Acrobatics +10, Stealth +14 Str -5 Dex +4 Con +0 Int -2 Wis +2 Cha +3 --- AC 20 Fort +8 Ref +14 Will +12 HP 40 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all 5 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Weaknesses light vulnerability Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell). --- Speed fly 30 feet Melee Single Action shadow hand +15 (Finesse, Magical), Damage 2d6+3 void Shadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished. Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow. Steal Shadow Single Action (Divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour. ","skill_mod":{"stealth":14,"acrobatics":10},"summary":"The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light.","image":["/Images/Monsters/Shadow.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type","Mechanics"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=3186","intelligence":-2,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Shadow","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-3186"},{"primary_source_category":"Rulebooks","strength":-5,"hp":75,"language":["Necril"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":14,"stealth":"20","trait":["Incorporeal","Undead","Unholy","Medium"],"id":"creature-3187","text":" Greater Shadow Shadows that spend long amounts of time on the Netherworld and absorb its magic become greater shadows. Recall Knowledge - Undead (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Greater Shadow Source Monster Core pg. 306 Perception +14; darkvision Languages Necril Skills Acrobatics +16, Stealth +20 Str -5 Dex +5 Con +0 Int +0 Wis +2 Cha +4 --- AC 24 Fort +11 Ref +18 Will +15 HP 75 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all 10 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Weaknesses light vulnerability Light Vulnerability Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the light spell). --- Speed fly 30 feet Melee Single Action shadow hand +18 (Finesse, Magical), Damage 2d10+6 void Divine Innate Spells DC 25 - 2nd Darkness (at will) Shadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished. Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow. Steal Shadow Single Action (Divine) Requirements The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 2 (or enfeebled 3 on a critical hit). This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour. ","skill_mod":{"stealth":20,"acrobatics":16},"primary_source":"Monster Core","spell":["Darkness"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":0,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Greater Shadow","pfs":"Standard","rarity":"common","strike_damage_average":[17],"attack_bonus":[18],"constitution":0,"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Shadow","will_save":15,"speed":{"fly":30,"max":30},"wisdom":2,"weakness":{},"creature_ability":["Light Vulnerability","Shadow Spawn","Slink in Shadows","Steal Shadow"],"skill":["Acrobatics","Stealth"],"legacy_id":["creature-363"],"tradition":["Divine"],"summary":"Shadows that spend long amounts of time on the Netherworld and absorb its magic become greater shadows.","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3187","dexterity":5,"category":"creature","slug":"creature-3187"},{"attack_bonus":[14],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":60,"source":["Monster Core"],"type":"Creature","creature_family":"Shark","will_save":9,"charisma":-4,"speed":{"max":40,"swim":40},"perception":11,"wisdom":1,"weakness":{},"creature_ability":["Blood Scent","Breach","Savage","Strafing Chomp"],"skill":["Athletics","Stealth","Survival"],"stealth":"12","legacy_id":["creature-365"],"trait":["Animal","Aquatic","Large"],"id":"creature-3188","text":" Great White Shark An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers glide gracefully through the ocean, always in search of their next meal. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Great White Shark Source Monster Core pg. 307 Perception +11; blood scent, scent (imprecise) 100 feet Languages Skills Athletics +14, Stealth +12, Survival +9 Str +6 Dex +2 Con +4 Int -4 Wis +1 Cha -4 Blood Scent The shark can smell blood in the water from up to 1 mile away. --- AC 21 Fort +12 Ref +10 Will +9 HP 60 --- Speed swim 40 feet Melee Single Action jaws +14, Damage 1d12+8 piercing Breach Two Actions The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the shark splashes back down into the water. Savage Single Action Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 1d12 slashing damage. Strafing Chomp Single Action The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage. ","skill_mod":{"survival":9,"stealth":12,"athletics":14},"summary":"An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers …","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":"blood scent, scent ( imprecise ) 100 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3188","intelligence":-4,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":12,"size":["Large"],"name":"Great White Shark","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-3188"},{"attack_bonus":[22,22],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":180,"source":["Monster Core"],"type":"Creature","creature_family":"Shark","will_save":17,"charisma":-2,"speed":{"max":80,"swim":80},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["Blood Scent","Breach","Savage","Swallow Whole"],"skill":["Athletics","Stealth","Survival"],"stealth":"19","legacy_id":["creature-366"],"trait":["Animal","Aquatic","Gargantuan"],"id":"creature-3189","text":" Megalodon Prehistoric sharks of incredible size, strength, and ferocity, megalodons scour waters deep and shallow to sate their considerable hunger. The presence of a megalodon undeniably affects the local aquatic ecosystem. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Megalodon Source Monster Core pg. 307 Perception +20; blood scent, scent (imprecise) 100 feet Languages Skills Athletics +21, Stealth +19, Survival +16 Str +8 Dex +2 Con +5 Int -4 Wis +3 Cha -2 Blood Scent The shark can smell blood in the water from up to 1 mile away --- AC 27 Fort +21 Ref +16 Will +17 HP 180 --- Speed swim 80 feet Melee Single Action jaws +22 (reach 10 feet), Damage 2d12+10 piercing plus Improved Grab Melee Single Action tail +22 (Agile, reach 15 feet), Damage 2d8+10 piercing plus Push 15 feet Breach Two Actions The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 35 feet of the water's surface, or 40 feet with its tail). After the Strike, the shark splashes back down into the water. Savage Single Action Requirements The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 2d12 slashing damage. Swallow Whole Single Action (Attack) Huge, 2d8+5 bludgeoning, Rupture 20 ","skill_mod":{"survival":16,"stealth":19,"athletics":21},"summary":"Prehistoric sharks of incredible size, strength, and ferocity, megalodons scour waters deep and shallow to sate their considerable hunger. The …","image":["/Images/Monsters/Megalodon.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":"blood scent, scent ( imprecise ) 100 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3189","intelligence":-4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":21,"size":["Gargantuan"],"name":"Megalodon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,23],"slug":"creature-3189"},{"attack_bonus":[25,25],"constitution":6,"primary_source_category":"Rulebooks","strength":2,"hp":215,"language":["Aklo","<%UMR%79%%>telepathy<%END> 120 feet"],"immunity":["blinded","dazzled","fire"],"source":["Monster Core"],"type":"Creature","will_save":19,"charisma":7,"speed":{"fly":50,"max":50,"land":30},"perception":23,"wisdom":5,"weakness":{},"creature_ability":["Radiance Dependence","Blinding Aura","Overwhelming Light"],"skill":["Arcana","Deception","Diplomacy","Intimidation","Occultism"],"legacy_id":["creature-367"],"trait":["Astral","Medium"],"id":"creature-3190","text":" Shining Child Shining children are wicked, enigmatic monsters that roam remote planes and untraveled corners of the universe in search of esoteric lore. With their abnormally gaunt frames, long white hair, and unnerving, four-fingered hands, shining children are both strangely familiar and otherworldly in appearance, though they are barely visible within the shroud of blinding light they continually emit. Their faces are truly horrible, however, as their overlarge eyes and distended, gaping mouths reveal their heads to be voids filled with unnatural light. Shining children use this light as a weapon, weaving illusions and focusing beams of fiery brilliance. Because of their reputation as scholars of the alien and the eldritch, shining children are sometimes summoned by powerful wizards or occultists in search of rare knowledge. The creatures never give away their lore without some price, though, and typically demand in return the performance of contemptible deeds that further their inscrutable, far-ranging plans. These mysterious beings are natives of the Astral Plane. In that vast plane, accretions of metaphysical matter gradually accumulate and eventually coalesce into demiplanes. During this tumultuous process, sparks of living light sometimes shear off the newly formed planes, and these sparks of raw planar energy somehow transform into shining children. Every newly formed demiplane leaves a different mental imprint on its shining “offspring,” making it easy for shining children to telepathically recognize their brothers and sisters. Forever trapped in apparently adolescent bodies, shining children dedicate themselves to scholarship and violence with equal measure in a futile effort to understand their roles in the multiverse and the burning injustice of their births. Shining children confuse most other creatures with their refusal to use individual names in favor of alternating between referring to each other singularly and collectively. Recall Knowledge - Astral (Occultism): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Shining Child Source Monster Core pg. 308 Perception +23; darkvision Languages Aklo; telepathy 120 feet Skills Arcana +18, Deception +23, Diplomacy +21, Intimidation +21, Occultism +18 Str +2 Dex +5 Con +6 Int +2 Wis +5 Cha +7 Radiance Dependence The shining child is off-guard while in areas of darkness. --- AC 33 Fort +22 Ref +19 Will +19 HP 215 Immunities blinded, dazzled, fire Blinding Aura (arcane, aura, incapacitation, light) 60 feet. The shining child sheds bright light. Any creature that starts its turn in the aura must succeed at a DC 29 Fortitude save. If it fails, it is blinded for 1 minute, and if it critically fails, it's permanently blinded. A creature that succeeds at its save is temporarily immune to this effect for 24 hours. Overwhelming Light Reaction (light) Trigger The shining child enters an area of magical darkness or begins its turn in an area of magical darkness; Effect The shining child attempts to counteract the magical darkness (counteract rank 7, counteract modifier +23). --- Speed 30 feet, fly 50 feet Melee Single Action fist +25 (Agile, Finesse, Magical), Damage 3d4+5 bludgeoning plus 4d6 fire and 2d4 persistent fire Melee Single Action fire ray +25 (Arcane, Magical, range 100 feet), Damage 3d10+3 fire, plus 2d10 vitality damage if the target is undead Occult Innate Spells DC 33 - Cantrips (6th) Light - 2nd Illusory Object (at will) - 4th Translocate (at will) - 5th False Vision, Mirage, Translocate - 6th Dispel Magic, Vibrant Pattern, Wall of Force - 7th Sunburst (x2) Ancient Guardians The practice of conjuring and binding shining children to serve as guardians of important locations was a popular one in Thassilon. Even today, thousands of years after this empire's fall, adventurers can still encounter shining children in ancient ruins, guarding treasures and forgotten lore from the distant past. ","tradition":["Occult"],"skill_mod":{"diplomacy":21,"deception":23,"arcana":18,"intimidation":21,"occultism":18},"summary":"Shining children are wicked, enigmatic monsters that roam remote planes and untraveled corners of the universe in search of esoteric lore. With their …","image":["/Images/Monsters/Shining_Child.webp"],"primary_source":"Monster Core","spell":["Sunburst","Dispel Magic","Vibrant Pattern","Wall of Force","False Vision","Mirage","Translocate","Illusory Object","Light"],"trait_group":["Creature Type"],"ac":33,"level":12,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3190","intelligence":2,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Shining Child","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[30,31],"slug":"creature-3190"},{"attack_bonus":[25,25],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":195,"source":["Monster Core"],"type":"Creature","will_save":21,"charisma":1,"speed":{"max":40,"land":40,"burrow":20},"perception":20,"wisdom":4,"weakness":{},"creature_ability":["Armor-Rending Strikes","Shuln Saliva","Unstoppable Burrow"],"skill":["Athletics","Survival"],"legacy_id":["creature-369"],"trait":["Beast","Uncommon","Huge"],"id":"creature-3191","text":" Shuln Scourges of the upper Darklands, these enormous, mole-like monstrosities slice and burrow through solid stone with massive forearms and adamantine-strong claws. Shulns grow to about 20 feet long and have four tiny, nearly imperceptible eyes; a long, pale snout; four thick-muscled legs that end in long, serrated claws; and a stubby pink tail. As a young shuln matures, its unique metabolism produces adamantine that becomes infused throughout its skeletal system. In addition to making their claws and fangs nearly unbreakable, this unique physiological trait makes shulns unparalleled burrowers and highly sought by monster hunters who hope to harvest the precious material from their corpses. Shulns have a ravenous appetite and eat nearly anything they can catch, but their preferred diet consists almost entirely of large invertebrates, especially cave worms (page 54). They rely on tiny sensory whiskers that cover their snouts and allow them to detect subtle movements in the air and ground without the use of vision. When they detect suitable prey, shulns bite their target at the first opportunity, injecting it with a potent paralytic toxin present in their saliva. So strong is this poison that it's capable of subduing even the near-unstoppable cave worm, making shulns a valuable (if dangerous) companion to anyone making excursions into worm-infested regions of the Darklands. Shulns' notoriously ill-tempered dispositions and their knack for digging into areas of an underground settlement where digging ought not to occur make them frustrating creatures to keep around, but when the alternative is an unpredictable but deadly visit from an enormous, hungry cave worm, the annoyances are well worth the trouble. Encounters with much larger shuln-like entities on the Plane of Earth suggest that these creatures may have originated from there. The larger shulns still retain their elemental qualities, are quite a bit smarter, and have their own suite of earth-themed innate primal spells—but for all that, they still love the taste of cave worm. Recall Knowledge - Beast (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Shuln Source Monster Core pg. 309 Perception +20; scent 30 feet, tremorsense (imprecise) 60 feet Languages Skills Athletics +25, Survival +22 Str +7 Dex +4 Con +6 Int -3 Wis +4 Cha +1 --- AC 33 Fort +25 Ref +19 Will +21 HP 195 Resistances physical 10 (except adamantine or bludgeoning), poison 15 --- Speed 40 feet, burrow 20 feet; unstoppable burrow Melee Single Action adamantine claw +25 (Agile, reach 15 feet), Damage 3d8+10 slashing Melee Single Action adamantine fangs +25 (reach 15 feet), Damage 3d10+10 piercing plus shuln saliva Armor-Rending Strikes Any time the shuln scores a critical hit with a melee Strike, it also deals the same amount of damage to the target's armor, bypassing any Hardness lower than 10, as if adamantine. Shuln Saliva (Incapacitation, Poison) Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and slowed 1 (1 round); Stage 2 3d6 poison damage and slowed 1 (1 round); Stage 3 4d6 poison damage and paralyzed for 2d6 hours. Shuln saliva overcomes the inexorable ability. Unstoppable Burrow Shulns can burrow into solid rock and any metal with a hardness less than that of adamantine as though it were soil or loose rubble, leaving a tunnel 10 feet in diameter. Stubbornness and Spit Adventurers who fear encounters with cave worms might seek out a shuln and attempt to lure it along or magically compel it to aid in the fight to come, but the shuln's stubborn personality makes such efforts difficult and unreliable. More often, acquiring the shuln's saliva is an easier tactic, although the poison must be alchemically preserved if it is to be used as an injury poison, for this foul-smelling liquid breaks down quickly once it drools from the shuln's toothy maw. ","skill_mod":{"survival":22,"athletics":25},"summary":"Scourges of the upper Darklands, these enormous, mole-like monstrosities slice and burrow through solid stone with massive forearms and …","image":["/Images/Monsters/Shuln.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Rarity"],"ac":33,"level":12,"source_category":["Rulebooks"],"sense":" scent 30 feet, tremorsense ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{"poison":15,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=3191","intelligence":-3,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":25,"size":["Huge"],"name":"Shuln","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[23,26],"slug":"creature-3191"},{"attack_bonus":[10,10],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":30,"language":["Aklo"],"immunity":["controlled"],"source":["Monster Core"],"type":"Creature","creature_family":"Sinspawn","will_save":6,"charisma":1,"speed":{"max":30,"land":30},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Sin","Sin Scent","Reactive Strike","Sinful Bite"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"9","legacy_id":["creature-371"],"trait":["Aberration","Medium"],"id":"creature-3192","text":" Sinspawn Recall Knowledge - Aberration (Occultism): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Sinspawn Source Monster Core pg. 311 Perception +10; darkvision, sin scent (imprecise) 30 feet Languages Aklo Skills Acrobatics +9, Athletics +8, Stealth +9, Survival +6 Str +4 Dex +3 Con +4 Int +0 Wis +2 Cha +1 Sin A sinspawn gains an additional skill based on their sin, as well as a weapon that reflects the preferences of the ancient creators of sinspawn. The seven sins and the benefits they confer upon a sinspawn are noted in the Sinspawn Sins section. Sin Scent A sinspawn can smell creatures that reflect its sin as the scent ability. The GM determines which creatures are appropriately sinful. Items one weapon determined by its sin --- AC 16 Fort +10 Ref +9 Will +6 +1 status to saves vs. magic, +4 status to saves vs. mental HP 30 Immunities controlled Resistances mental 5 Reactive Strike Reaction --- Speed 30 feet Melee Single Action jaws +10 (Agile), Damage 1d8+4 piercing plus sinful bite Melee Single Action claw +10, Damage 1d6+4 slashing Sinful Bite (Arcane, Emotion, Mental) A creature hit by the jaws of a sinspawn must attempt a DC 18 Will save as it is assailed by sinful thoughts. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 2 and takes an additional effect determined by the sinspawn's sin. ","skill_mod":{"survival":6,"stealth":9,"athletics":8,"acrobatics":9},"summary":"","image":["/Images/Monsters/Sinspawn.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":16,"item":["one weapon determined by its sin"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision , sin scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{"mental":5},"url":"/Monsters.aspx?ID=3192","intelligence":0,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Sinspawn","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-3192"},{"attack_bonus":[6,6,6],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":4,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Skeleton","will_save":2,"charisma":0,"speed":{"max":25,"land":25},"perception":2,"wisdom":0,"weakness":{},"skill":["Acrobatics","Athletics"],"legacy_id":["creature-372"],"trait":["Mindless","Skeleton","Undead","Unholy","Medium"],"id":"creature-3193","text":" Skeleton Guard The most common skeletal minions are mere guardians. Recall Knowledge - Undead (Religion): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Skeleton Guard Source Monster Core pg. 312 Perception +2; darkvision Languages Skills Acrobatics +6, Athletics +3 Str +2 Dex +4 Con +0 Int -5 Wis +0 Cha +0 Items Scimitar, Shortbow (20 arrows) --- AC 16 Fort +2 Ref +8 Will +2 HP 4 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 25 feet Melee Single Action scimitar +6 (Forceful, Sweep), Damage 1d6+2 slashing Melee Single Action claw +6 (Agile, Finesse), Damage 1d4+2 slashing Ranged Single Action shortbow +6 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 piercing\n","skill_mod":{"athletics":3,"acrobatics":6},"summary":"The most common skeletal minions are mere guardians.","primary_source":"Monster Core","trait_group":["Monster","Ancestry","Creature Type","Mechanics"],"ac":16,"item":["Scimitar","Shortbow (20 arrows)"],"level":-1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=3193","intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":2,"size":["Medium"],"name":"Skeleton Guard","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,4,5],"slug":"creature-3193"},{"attack_bonus":[10,10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":25,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Skeleton","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Reactive Strike","Shield Block"],"skill":["Acrobatics","Athletics","Intimidation"],"legacy_id":["creature-373"],"trait":["Skeleton","Undead","Unholy","Medium"],"id":"creature-3194","text":" Skeletal Champion These skeletons retain the cunning they possessed in life. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Skeletal Champion Source Monster Core pg. 312 Perception +8; darkvision Languages Common, Necril Skills Acrobatics +8, Athletics +8, Intimidation +7 Str +4 Dex +4 Con +1 Int -1 Wis +2 Cha +1 Items Chain Mail, Lance, Longsword, Steel Shield (Hardness 5, HP 20, BT 10) --- AC 19 (21 with shield raised) Fort +5 Ref +10 Will +6 HP 25 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 Reactive Strike Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action longsword +10 (versatile P), Damage 1d8+4 slashing Melee Single Action claw +10 (Agile), Damage 1d6+4 slashing Melee Single Action lance +10 (deadly d8, jousting d6, reach 10 feet), Damage 1d8+4 piercing\n","skill_mod":{"athletics":8,"intimidation":7,"acrobatics":8},"summary":"These skeletons retain the cunning they possessed in life.","image":["/Images/Monsters/Skeleton_Champion.webp"],"primary_source":"Monster Core","trait_group":["Monster","Ancestry","Creature Type","Mechanics"],"ac":19,"item":["Chain Mail","Lance","Longsword","Steel Shield (Hardness 5, HP 20, BT 10)"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=3194","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":5,"size":["Medium"],"name":"Skeletal Champion","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8,8],"slug":"creature-3194"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":33,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Skeleton","will_save":8,"charisma":0,"speed":{"max":40,"land":40},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Gallop","Undead Steed"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-374"],"trait":["Mindless","Skeleton","Undead","Unholy","Large"],"id":"creature-3195","text":" Skeletal Horse Skeletal horses are sometimes used as mounts by monsters or other undead. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Skeletal Horse Source Monster Core pg. 313 Perception +8; darkvision Languages Skills Acrobatics +7, Athletics +9 Str +5 Dex +3 Con +2 Int -5 Wis +2 Cha +0 --- AC 16 Fort +6 Ref +9 Will +8 HP 33 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 40 feet Melee Single Action hoof +9, Damage 1d8+5 bludgeoning Gallop Two Actions The horse Strides twice, with its Speed increased by 10 feet. Undead Steed Undead and creatures allied with them can Commanda skeletal horse without needing to attempt a skill check. ","skill_mod":{"athletics":9,"acrobatics":7},"summary":"Skeletal horses are sometimes used as mounts by monsters or other undead.","image":["/Images/Monsters/Skeletal_Horse.webp"],"primary_source":"Monster Core","trait_group":["Monster","Ancestry","Creature Type","Mechanics"],"ac":16,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=3195","intelligence":-5,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Large"],"name":"Skeletal Horse","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9],"slug":"creature-3195"},{"attack_bonus":[12,12],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":50,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Skeleton","will_save":7,"charisma":2,"speed":{"max":30,"land":30},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["Broad Swipe","Terrifying Charge"],"skill":["Athletics","Intimidation"],"legacy_id":["creature-375"],"trait":["Mindless","Skeleton","Undead","Unholy","Large"],"id":"creature-3196","text":" Skeletal Giant The reanimated bones of giants make excellent necromantic thralls. Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Skeletal Giant Source Monster Core pg. 313 Perception +7; darkvision Languages Skills Athletics +12, Intimidation +9 Str +5 Dex +1 Con +3 Int -5 Wis +0 Cha +2 Items Glaive, Half Plate --- AC 17 Fort +8 Ref +8 Will +7 HP 50 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 30 feet Melee Single Action glaive +12 (deadly d8, Forceful, reach 15 feet), Damage 1d8+7 slashing Melee Single Action horns +12 (Agile), Damage 1d10+5 piercing Broad Swipe Two Actions The giant makes two Strikes with its glaive against two adjacent foes, both of whom are within its reach. Both attacks count toward the giant's multiple attack penalty, but the penalty doesn't increase until after both attacks. Terrifying Charge Two Actions The giant Strides and makes a horns Strike with a +4 circumstance bonus to damage. If the strike hits, the giant attempts to Demoralize the target. ","skill_mod":{"athletics":12,"intimidation":9},"summary":"The reanimated bones of giants make excellent necromantic thralls.","image":["/Images/Monsters/Skeletal_Giant.webp"],"primary_source":"Monster Core","trait_group":["Monster","Ancestry","Creature Type","Mechanics"],"ac":17,"item":["Glaive","Half Plate"],"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=3196","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":1,"vision":"Darkvision","fortitude_save":8,"size":["Large"],"name":"Skeletal Giant","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,11],"slug":"creature-3196"},{"attack_bonus":[18],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":105,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Skeleton","will_save":13,"charisma":2,"speed":{"max":30,"land":30},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Broad Swipe","Massive Rush"],"skill":["Athletics","Intimidation"],"legacy_id":["creature-376"],"trait":["Mindless","Skeleton","Undead","Unholy","Huge"],"id":"creature-3197","text":" Skeletal Hulk Huge giants and other enormous creatures make powerful skeletons. Recall Knowledge - Undead (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Skeletal Hulk Source Monster Core pg. 313 Perception +16; darkvision Languages Skills Athletics +20, Intimidation +15 Str +7 Dex +2 Con +4 Int -5 Wis +2 Cha +2 --- AC 25 Fort +15 Ref +15 Will +13 HP 105 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 30 feet Melee Single Action claw +18 (Agile, reach 10 feet), Damage 2d6+11 slashing Broad Swipe Two Actions As skeletal giant, but with its claw Strike. Massive Rush Two Actions The hulk Strides and makes a claw Strike with a +4 circumstance bonus to damage. If the Strike hits, the hulk automatically pushes the target 10 feet. ","skill_mod":{"athletics":20,"intimidation":15},"summary":"Huge giants and other enormous creatures make powerful skeletons.","primary_source":"Monster Core","trait_group":["Monster","Ancestry","Creature Type","Mechanics"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=3197","intelligence":-5,"reflex_save":15,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"size":["Huge"],"name":"Skeletal Hulk","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18],"slug":"creature-3197"},{"primary_source_category":"Rulebooks","strength":8,"hp":300,"language":["Necril","Skeletal Lore languages"],"source":["Monster Core"],"type":"Creature","charisma":7,"perception":33,"stealth":"32","trait":["Uncommon","Undead","Unholy","Huge"],"id":"creature-3198","text":" Skulltaker Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation of the delirium and agony experienced by doomed climbers and lost trailblazers just before they met their end. In some places, a skulltaker is also known as a saxra. Recall Knowledge - Undead (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Skulltaker Source Monster Core pg. 314 Perception +33; darkvision, truesight Languages Necril; Skeletal Lore languages Skills Acrobatics +34, Intimidation +35, Religion +30, Skeletal Lore +30, Stealth +32 Str +8 Dex +6 Con +6 Int +2 Wis +8 Cha +7 Skeletal Lore (divine) A skulltaker taps into the memories of the creatures whose bones make up its body. This gives it the Skeletal Lore skill, which it can use to Recall Knowledge of any kind. In addition, it can speak and understand all the languages known by the creatures whose bones make up its body (typically including Common and the regional language of the skulltaker's home region). The skulltaker can use Skeletal Lore as the primary skill check for the collective memories ritual, and it can cast collective memories without secondary casters. --- AC 42 Fort +31 Ref +33 Will +35 +1 status to all saves vs. vitality HP 300 (void healing) Immunities bleed, cold, death effects, disease, paralyzed, poison, unconscious Resistances piercing 15, slashing 15 Shard Storm (air, aura, divine) 10 feet. A cloud of bone shards surrounds the skulltaker. When a creature moves into the emanation or begins its turn there, shard storm deals 4d6 slashing damage and 4d6 void damage to the creature, with a DC 40 basic Reflex save. If the creature has resistance or immunity to void damage, or an effect that protects it against death effects, or an effect that protects it against the doomed or drained condition, the creature must first succeed at a DC 40 Will save or have all such benefits suppressed for 1 minute. --- Speed 30 feet, fly 60 feet Melee Single Action jaws +35 (deadly 2d12, Magical, reach 10 feet), Damage 3d10+14 piercing plus 3d6 void and vitality drain Melee Single Action claw +35 (Agile, deadly 2d12, Magical, reach 15 feet), Damage 3d6+14 slashing plus 3d6 void and vitality drain Ranged Single Action bone javelin +33 (Magical, thrown 100 feet), Damage 3d8+6 piercing plus 3d6 void Divine Innate Spells DC 40 - 8th Desiccate (×2), Execute (×2), Punishing Winds (×2) - Constant (6th) Truesight Rituals DC 40 - 7th Collective Memories (see Skeletal Lore) Bonetaker (Divine) Whenever a creature dies within 60 feet of a skulltaker, the skulltaker draws a portion of the creature's bones into its shard storm. The creature must succeed at a DC 40 Will save or rise as a skeletal champion in 1d4 rounds. These skeletal champions are controlled by the skulltaker. Splintered Ground Single Action (Concentrate) The skulltaker causes splintered bones to erupt from all solid surfaces in a 100-foot emanation, except for surfaces of worked stone. A creature moving through the bones takes 10 piercing damage and 10 void damage for every 5 feet of movement. The first time each round a creature takes piercing damage from these splintered bones, it must succeed at a DC 40 Reflex save or take a –10-foot circumstance penalty to all Speeds for 10 minutes, or a –15-foot circumstance penalty for 24 hours on a critical failure. The bones remain in place until the skulltaker uses this action again or the bones are manually removed, which takes 10 minutes for each 5-foot square. Vitality Drain (Divine) When a skulltaker hits with a melee Strike, the target must succeed at a DC 40 Fortitude save or become drained 2 and doomed 1. Skulltaker Insight The cooperation of a skulltaker is a powerful asset, for this whirling mass of death retains the collective memories of the creatures whose bones form its body. Because mountain travelers come from far and wide, a skulltaker's knowledge is often vast, spanning a range of topics. ","skill_mod":{"stealth":32,"intimidation":35,"acrobatics":34,"religion":30},"image":["/Images/Monsters/Skulltaker.webp"],"primary_source":"Monster Core","spell":["Desiccate","Execute","Punishing Winds","Truesight"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","resistance":{"piercing":15,"slashing":15},"intelligence":2,"reflex_save":33,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":31,"size":["Huge"],"name":"Skulltaker","pfs":"Standard","rarity":"uncommon","strike_damage_average":[30,35,41],"attack_bonus":[33,35,35],"constitution":6,"immunity":["bleed","cold","death effects","disease","paralyzed","poison","unconscious"],"will_save":35,"speed":{"fly":60,"max":60,"land":30},"wisdom":8,"weakness":{},"creature_ability":["Skeletal Lore","Shard Storm","Bonetaker","Splintered Ground","Vitality Drain"],"skill":["Acrobatics","Intimidation","Religion","Skeletal Lore","Stealth"],"legacy_id":["creature-377"],"tradition":["Divine"],"summary":"Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible …","trait_group":["Rarity","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3198","dexterity":6,"category":"creature","slug":"creature-3198"},{"attack_bonus":[9,11],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":35,"source":["Monster Core"],"type":"Creature","will_save":4,"charisma":0,"speed":{"climb":30,"max":30,"land":30},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Belly Grease","Entangling Slime"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"5","legacy_id":["creature-378"],"trait":["Animal","Medium"],"id":"creature-3199","text":" Slurk The slurk is a sticky, tusked frog-beast found in underground lairs and caves. It has two massive tusks that it uses to gore prey and tangle with rival slurks. With the slurk's natural ability to climb walls and cling effortlessly to ceilings, it can be easy for unwary cave explorers to end up on the wrong end of these formidable ivory tusks. Slurks exude two very different types of foul-smelling secretions from their pale white skin. Large pustules on the slurk's back drip a sticky resin-like slime that quickly hardens upon exposure to air. By flexing its skin, the slurk can burst these pustules in the direction of intruders, covering its foes in sticky goo and severely limiting their ability to withstand the monster's other attacks, including the effects of its other secretion. Glands along the slurk's ventral side excrete an incredibly slippery and fetid grease, which protects the slurk from the immobilizing effects of its own back slime but also has the added benefit of making it extremely difficult to grapple and capture. The best way to discover if a slurk is in the vicinity is to look for hard clumps of such grease, which accumulate and dry in cave corners and amid rock piles where slurks rest between meals. Slurks are thought to be descendants of a failed dwarven attempt to domesticate and breed large subterranean frogs as food and labor animals. Despite this apparent failure, others who live underground often befriend slurks. The sticky frog-beasts have proven extremely desirable to kobolds, who now domesticate and train slurks as powerful mounts and guardians. While other creatures, particularly boggards, sometimes train slurks to serve as guardians, kobolds remain those who use these creatures the most. A kobold mounted on a slurk will often hide in the upper ledges of a cave, using the advantages of height and surprise to harry foes with ranged attacks. Kobold riders also take advantage of the slurk's ability to climb, and charge at their enemies from the walls of a cavern. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Slurk Source Monster Core pg. 315 Perception +6; darkvision Languages Skills Acrobatics +6, Athletics +8, Stealth +5 Str +4 Dex +2 Con +4 Int -4 Wis +0 Cha +0 --- AC 17 Fort +10 (+12 vs. Grapple) Ref +6 Will +4 HP 35 --- Speed 30 feet, climb 30 feet Melee Single Action tusks +11 (deadly d10), Damage 1d8+4 piercing Ranged Single Action slime squirt +9 (range increment 30 feet), Damage entangling slime Belly Grease Three Actions The slurk extrudes a slippery grease from its ventral glands to coat the floor under it and in a 5-foot emanation, turning the affected area into uneven ground for 10 minutes, after which it dries to a putrid crust. The DC to Balance across the slime is 18. Entangling Slime A creature struck by a slurk's slime squirt becomes clumsy 1 and takes a –5-foot penalty to Speed for 1 hour or until the slime is removed. The slime can be removed with a total of three Interact actions by the entangled creature or creatures adjacent to the creature. These actions don't need to be consecutive or made by the same creature. Slurk Riding As long as a slurk is willing or broken, a creature at least one size smaller than the slurk can use it as a mount. A slurk's back slime grants its rider a +2 circumstance bonus against any attempts to physically dismount the rider. ","skill_mod":{"stealth":5,"athletics":8,"acrobatics":6},"summary":"The slurk is a sticky, tusked frog-beast found in underground lairs and caves. It has two massive tusks that it uses to gore prey and tangle with …","image":["/Images/Monsters/Slurk.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3199","intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Slurk","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-3199"},{"attack_bonus":[6],"constitution":0,"primary_source_category":"Rulebooks","strength":-3,"hp":8,"source":["Monster Core"],"type":"Creature","creature_family":"Snake","will_save":5,"charisma":-2,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Slink","Viper Venom"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"5","legacy_id":["creature-379"],"trait":["Animal","Tiny"],"id":"creature-3200","text":" Viper Each member of this family of venomous snakes has long, hinged fangs that inject potent venom into their prey. Different vipers inject different types of venom, which might result in paralysis, extreme pain and swelling, blood clotting, or even the sudden stopping of the victim's heart. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Viper Source Monster Core pg. 316 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +5, Athletics +1, Stealth +5, Survival +3 Str -3 Dex +4 Con +0 Int -4 Wis +1 Cha -2 --- AC 14 Fort +2 Ref +7 Will +5 HP 8 Slink Reaction Trigger A creature ends its movement adjacent to the viper or within the viper's space; Effect The viper Strides, Climbs, or Swims up to 10 feet (or up to the relevant Speed, if that Speed is less than 10 feet). It must end its movement in a location that isn't within 5 feet of a foe. This movement doesn't trigger reactions. --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action fangs +6 (Agile, Finesse, reach 0 feet), Damage 1d8–3 piercing plus viper venom Viper Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison damage (1 round) ","skill_mod":{"survival":3,"stealth":5,"athletics":1,"acrobatics":5},"summary":"Each member of this family of venomous snakes has long, hinged fangs that inject potent venom into their prey. Different vipers inject different …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":14,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3200","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":2,"size":["Tiny"],"name":"Viper","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-3200"},{"legacy_name":["Ball Python"],"attack_bonus":[8],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":20,"source":["Monster Core"],"type":"Creature","creature_family":"Snake","will_save":4,"charisma":-2,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Tighten Coils","Constrict","Wrap in Coils"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"6","legacy_id":["creature-380"],"trait":["Animal","Medium"],"id":"creature-3201","text":" Python This nonvenomous family of snakes is rarely a threat to anything but small mammals and birds, hunting by coiling around prey and crushing victims with their powerful muscles. Nonetheless, larger pythons can be dangerous due to their strength. Herpetologists sometimes keep pythons as pets. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Python Source Monster Core pg. 316 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +6, Stealth +6, Survival +4 Str +3 Dex +3 Con +3 Int -4 Wis +1 Cha -2 --- AC 15 Fort +8 Ref +10 Will +4 HP 20 Tighten Coils Reaction Trigger A creature grabbed or restrained by the python attempts to Escape; Effect The DC of the Escape check is increased by 2. --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action jaws +8, Damage 1d8+3 piercing plus Grab Constrict Single Action 1d8 bludgeoning, DC 17 Wrap in Coils Single Action Requirements A Medium or smaller creature is grabbed or restrained in the python's jaws; Effect The python moves the creature into its coils, freeing its jaws to make attacks, then uses Constrict against the creature. The python's coils can hold one creature. ","skill_mod":{"survival":4,"stealth":6,"athletics":6,"acrobatics":6},"summary":"This nonvenomous family of snakes is rarely a threat to anything but small mammals and birds, hunting by coiling around prey and crushing victims …","image":["/Images/Monsters/Python.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3201","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"Python","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-3201"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":26,"source":["Monster Core"],"type":"Creature","creature_family":"Snake","will_save":6,"charisma":-2,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Coiled Strike","Coil","Giant Viper Venom"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"8","legacy_id":["creature-381"],"trait":["Animal","Medium"],"id":"creature-3202","text":" Giant Viper The giant viper's fangs are a frightening sight, with injection tubes as long as daggers. The sheer amount of venom injected by a giant viper can cause severe blood clotting and leave a victim utterly drained of vitality. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Viper Source Monster Core pg. 317 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +9, Athletics +8, Stealth +8, Survival +6 Str +3 Dex +4 Con +3 Int -4 Wis +1 Cha -2 --- AC 17 Fort +8 Ref +11 Will +6 HP 26 Coiled Strike Reaction As Reactive Strike, but the snake can use this reaction only if it's Coiled. --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action fangs +11 (Finesse), Damage 1d8+3 piercing plus giant viper venom Coil Single Action The giant viper uses an action to coil itself. While Coiled, the reach of its fangs is 10 feet and it has the Reactive Strike reaction. After the giant viper Strikes with its fangs, it becomes uncoiled. Giant Viper Venom (Poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage and drained 1 ","skill_mod":{"survival":6,"stealth":8,"athletics":8,"acrobatics":9},"summary":"The giant viper's fangs are a frightening sight, with injection tubes as long as daggers. The sheer amount of venom injected by a giant viper can …","image":["/Images/Monsters/Giant_Viper.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3202","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"Giant Viper","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-3202"},{"attack_bonus":[19,19],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":175,"source":["Monster Core"],"type":"Creature","creature_family":"Snake","will_save":15,"charisma":-2,"speed":{"climb":30,"max":30,"land":30,"swim":30},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Tighten Coils","Greater Constrict","Slither","Swallow Whole","Wrap in Coils"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"15","legacy_id":["creature-382"],"trait":["Animal","Huge"],"id":"creature-3203","text":" Giant Anaconda The monstrous giant anaconda is a constrictor snake capable of swallowing whole creatures as big as horses—to say nothing of their riders. Although novice bushwhackers watch out for snakes that might drop on them from the jungle canopy above, giant anacondas are most commonly encountered in ponds and rivers, where they feed on prey including manatees and capybaras. This hunting tactic allows anacondas to drown their prey while constricting it, reducing the chance of injuries while hunting. Despite lurid and sensational stories spread by adventurers, these snakes rarely attack humanoids. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Giant Anaconda Source Monster Core pg. 317 Perception +17; low-light vision, scent (imprecise) 60 feet Languages Skills Acrobatics +15, Athletics +21, Stealth +15, Survival +15 Str +7 Dex +3 Con +6 Int -4 Wis +3 Cha -2 --- AC 25 Fort +20 Ref +17 Will +15 HP 175 Tighten Coils Reaction Trigger A creature grabbed or restrained by the python attempts to Escape; Effect The DC of the Escape check is increased by 2. --- Speed 30 feet, climb 30 feet, swim 30 feet Melee Single Action jaws +19 (reach 10 feet), Damage 2d10+7 piercing plus Grab Melee Single Action tail +19 (Agile, reach 15 feet), Damage 2d8+7 bludgeoning plus Push 10 feet Greater Constrict Single Action 1d10+7 bludgeoning, DC 26 Slither Single Action The giant anaconda Strides, Climbs, or Swims up to half its Speed, pulling any creatures it has grabbed with it. Swallow Whole Single Action (Attack) Large, 1d10+7 bludgeoning, Rupture 21 Wrap in Coils Single Action Requirements A Large or smaller creature is grabbed or restrained in the giant anaconda's jaws; Effect The giant anaconda moves the creature into its coils, freeing its jaws to make attacks, then uses Greater Constrict against the creature. The giant anaconda's coils can hold as many creatures as will fit in its space. ","skill_mod":{"survival":15,"stealth":15,"athletics":21,"acrobatics":15},"summary":"The monstrous giant anaconda is a constrictor snake capable of swallowing whole creatures as big as horses—to say nothing of their riders. Although …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":25,"level":8,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3203","intelligence":-4,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":20,"size":["Huge"],"name":"Giant Anaconda","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,18],"slug":"creature-3203"},{"primary_source_category":"Rulebooks","strength":-2,"hp":23,"language":["Common","one spoken by its creator (typically <%LANGUAGES%155%%>Common<%END>)"],"source":["Monster Core"],"type":"Creature","charisma":0,"perception":8,"stealth":"8","trait":["Construct","Soulbound","Tiny"],"id":"creature-3204","text":" Soulbound Doll Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons—such as to serve as companions or servants— but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's behavior, as an important service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound constructs, including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is cruel, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A doll can also be crafted from the soul of a person who has given consent to such use before their death. Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power, given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is typically lethal to otherwise living prospective soul donors. The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll. Recall Knowledge - Construct (Arcana, Crafting): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Soulbound Doll Source Monster Core pg. 318 Perception +8; darkvision Languages Common; one spoken by its creator (typically Common) Skills Acrobatics +8, Occultism +4, Stealth +8 Str -2 Dex +4 Con +3 Int +0 Wis +2 Cha +0 Personality Fragments A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul (see sidebar). Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are. --- AC 17 Fort +7 Ref +10 Will +6 HP 23 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void Resistances bludgeoning 3, piercing 5, slashing 3 --- Speed 20 feet Melee Single Action fist +10 (Agile, Finesse, Magical, reach 0 feet), Damage 1d6+2 bludgeoning Occult Innate Spells DC 18, attack +10 - Cantrips (1st) Light, Prestidigitation, Telekinetic Hand - 2nd one spell based on donor soul's personality trait (see sidebar) - 3rd Levitate Soulbound Personalities A soulbound doll's additional 2nd-rank innate spell depends on a strong personality trait it had in life, as listed below. Brave : enlarge Calm : calm Careful : augury Cruel : harm Gentle : peaceful rest Impish : disguise magic Jolly : laughing fit Kind : heal Rash : breathe fire Sassy : dispel magic Timid : invisibility ","skill_mod":{"stealth":8,"occultism":4,"acrobatics":8},"image":["/Images/Monsters/Soulbound_Doll.webp"],"primary_source":"Monster Core","spell":["Levitate","Light","Prestidigitation","Telekinetic Hand","Abyssal Plague"],"ac":17,"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":3,"piercing":5,"slashing":3},"intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Soulbound Doll","pfs":"Standard","rarity":"common","strike_damage_average":[5],"attack_bonus":[10],"constitution":3,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","unconscious","vitality","void"],"spell_attack_bonus":[10],"will_save":6,"speed":{"max":20,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Personality Fragments"],"skill":["Acrobatics","Occultism","Stealth"],"legacy_id":["creature-383"],"tradition":["Occult"],"summary":"Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3204","dexterity":4,"category":"creature","slug":"creature-3204"},{"attack_bonus":[20],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Common","Draconic","Sphinx","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","will_save":19,"charisma":4,"speed":{"fly":40,"max":40,"land":35},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Bardic Lore","Claw Rake","Pounce","Riddler's Rune"],"skill":["Arcana","Athletics","Bardic Lore","Deception","Diplomacy","Intimidation","Occultism"],"legacy_id":["creature-384"],"trait":["Beast","Humanoid","Large"],"id":"creature-3205","text":" Sphinx Sphinxes are mystical beings with the body of a lion, the wings of a great bird, and the upper torso and head of a human. They are often maligned in legends as nothing more than monsters, and though they are quick to anger and are capable of exacting deadly retribution for perceived slights, they are also highly intelligent. Sphinxes are often associated with desert regions, but they can dwell in more moderate climates. They form small groups consisting of a single, extended family that hunts and works together to protect and teach their young. As they mature, sphinxes develop a drive to gather hidden lore and solve the world's greatest riddles—the trait that is perhaps most often identified with their kind. While sometimes bound into service as guardians for powerful spellcasters, lone sphinxes may also be encountered on journeys of discovery and as purveyors of esoteric lore. If treated with the proper respect—and fed well—a sphinx can demonstrate a willingness to exchange information. Their favorite currency is, of course, riddles and secrets. One who can trade knowledge for knowledge has a much better chance of succeeding while bargaining with a sphinx. However, a sphinx's insatiable thirst for new riddles, as well as their extensive collection of secrets accumulated over hundreds of years of life, makes it difficult to offer them something they don't already know. Those who attempt to trade petty insight and stale riddles may invoke a sphinx's ire and will not live long enough to regret it. Recall Knowledge - Beast (Arcana, Nature): DC 24 Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Sphinx Source Monster Core pg. 319 Perception +18; darkvision Languages Common, Draconic, Sphinx; truespeech Skills Arcana +17, Athletics +18, Bardic Lore +19, Deception +16, Diplomacy +16, Intimidation +18, Occultism +17 Str +6 Dex +1 Con +3 Int +5 Wis +4 Cha +4 Bardic Lore Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. --- AC 27 Fort +16 Ref +14 Will +19 HP 135 --- Speed 35 feet, fly 40 feet Melee Single Action claw +20 (Agile), Damage 2d6+9 slashing Occult Innate Spells DC 27 - Cantrips (4th) Detect Magic - 2nd See the Unseen - 3rd Dispel Magic, Locate - 4th Clairaudience (at will), Clairvoyance (at will), Cleanse Affliction, Read Omens - Constant (5th) Truespeech Claw Rake Three Actions The sphinx rears back on their hind legs and makes two claw Strikes at the same target, using the same attack bonus as their highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike. Pounce Single Action The sphinx Strides and makes a Strike at the end of that movement. If the sphinx began this action hidden, they remain hidden until after the attack. Riddler's Rune Once per week, a Sphinx can create a magical symbol as the rune trap ritual. The sphinx usually shapes it to take the form of a written riddle and sets the password to the answer. A creature that gives the wrong answer or tries to pass without answering must succeed at a DC 26 Will save or be affected by one of the following spells, chosen by the sphinx when creating the symbol: synaptic pulse (5th), charm (4th), fear (4th), phantom pain (4th), sleep (4th). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them if they answered correctly. Sphinx Riddles Sphinxes are well known for their love of riddles, a love that often moves into the realm of obsession. A would-be foe who can answer a sphinx's favorite riddles—or better yet, can stump the sphinx with a crafty and creative riddle of their own—can often avoid combat with the creature and even secure their aid. ","tradition":["Occult"],"skill_mod":{"diplomacy":16,"deception":16,"arcana":17,"athletics":18,"intimidation":18,"occultism":17},"summary":"Sphinxes are mystical beings with the body of a lion, the wings of a great bird, and the upper torso and head of a human. They are often maligned in …","image":["/Images/Monsters/Sphinx.webp"],"primary_source":"Monster Core","spell":["Clairaudience","Clairvoyance","Cleanse Affliction","Read Omens","Dispel Magic","Locate","Detect Magic","Truespeech","See the Unseen"],"trait_group":["Creature Type"],"ac":27,"level":8,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3205","intelligence":5,"reflex_save":14,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Sphinx","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16],"slug":"creature-3205"},{"constitution":0,"primary_source_category":"Rulebooks","strength":-2,"hp":12,"immunity":["grabbed","precision","prone","restrained","swarm mind"],"source":["Monster Core"],"type":"Creature","creature_family":"Spider","will_save":2,"charisma":-4,"speed":{"climb":20,"max":20,"land":20},"perception":4,"wisdom":0,"weakness":{"area":5},"creature_ability":["Web Sense","Swarming Bites","Spider Swarm Venom"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"5","legacy_id":["creature-385"],"trait":["Animal","Swarm","Large"],"id":"creature-3206","text":" Spider Swarm An abundance of food, the sudden hatching of a clutch of eggs, or magical influence can cause smaller spiders to gather in terrifying, deadly masses. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Spider Swarm Source Monster Core pg. 320 Perception +4; darkvision, web sense Languages Skills Acrobatics +5, Athletics +2, Stealth +5 Str -2 Dex +3 Con +0 Int -5 Wis +0 Cha -4 Web Sense The spider swarm has imprecise tremorsense to detect the vibrations of creatures touching its web. --- AC 15 Fort +4 Ref +7 Will +2 HP 12 Immunities grabbed, precision, prone, restrained, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed 20 feet, climb 20 feet Swarming Bites Single Action Each enemy in the spider swarm's space takes 1d4 piercing damage with a DC 14 basic Reflex save. A creature that fails its save is exposed to spider swarm venom. Spider Swarm Venom (Poison) Saving Throw DC 14 Fortitude; Maximum Duration 4 rounds; Stage 1 1 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage and enfeebled 1 (1 round) ","skill_mod":{"stealth":5,"athletics":2,"acrobatics":5},"summary":"An abundance of food, the sudden hatching of a clutch of eggs, or magical influence can cause smaller spiders to gather in terrifying, deadly masses.","image":["/Images/Monsters/Spider_Swarm.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":15,"level":0,"source_category":["Rulebooks"],"sense":" darkvision , web sense","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=3206","intelligence":-5,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":4,"size":["Large"],"name":"Spider Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-3206"},{"attack_bonus":[7,9],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":16,"source":["Monster Core"],"type":"Creature","creature_family":"Spider","will_save":5,"charisma":-4,"speed":{"climb":25,"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Web Sense","Spring Upon Prey","Descend on a Web","Hunting Spider Venom","Web Trap"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","legacy_id":["creature-386"],"trait":["Animal","Medium"],"id":"creature-3207","text":" Hunting Spider Hunting spiders are the most common type of giant spider, though not the largest. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Hunting Spider Source Monster Core pg. 320 Perception +7; darkvision, web sense Languages Skills Acrobatics +7, Athletics +5, Stealth +7 Str +2 Dex +4 Con +1 Int -5 Wis +2 Cha -4 Web Sense The spider has imprecise tremorsense to detect the vibrations of creatures touching its web. --- AC 17 Fort +6 Ref +9 Will +5 HP 16 Spring Upon Prey Reaction Requirements Initiative has not yet been rolled; Trigger A creature touches the hunting spider's web while the spider is on it; Effect The hunting spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative. --- Speed 25 feet, climb 25 feet Melee Single Action fangs +9 (Finesse), Damage 1d6+2 piercing plus hunting spider venom Ranged Single Action web +7 (range increment 30 feet), Damage web trap Descend on a Web Single Action (Move) The hunting spider moves straight down up to 40 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn't count for falling damage. A creature that successfully Strikes the web (AC 20, Hardness 3, 5 HP) severs it, causing the spider to fall. Hunting Spider Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and off-guard (1 round); Stage 2 1d6 poison damage, clumsy 1, and off-guard (1 round); Stage 3 1d6 poison damage, clumsy 2, and off-guard (1 round) Web Trap A creature hit by the hunting spider's web Strike is immobilized and stuck to the nearest surface until it Escapes (DC 17). ","skill_mod":{"stealth":7,"athletics":5,"acrobatics":7},"summary":"Hunting spiders are the most common type of giant spider, though not the largest.","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":17,"level":1,"source_category":["Rulebooks"],"sense":" darkvision , web sense","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3207","intelligence":-5,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Hunting Spider","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-3207"},{"attack_bonus":[17,17],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":135,"source":["Monster Core"],"type":"Creature","creature_family":"Spider","will_save":10,"charisma":-4,"speed":{"climb":30,"max":30,"land":30},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Giant Tarantula Venom","Hair Barrage"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"11","legacy_id":["creature-387"],"trait":["Animal","Large"],"id":"creature-3208","text":" Giant Tarantula Tarantulas are ambush predators but will attack prey in the open. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Giant Tarantula Source Monster Core pg. 321 Perception +14; darkvision Languages Skills Acrobatics +9, Athletics +16, Stealth +11 Str +6 Dex +1 Con +5 Int -5 Wis +2 Cha -4 --- AC 21 Fort +15 Ref +13 Will +10 HP 135 --- Speed 30 feet, climb 30 feet Melee Single Action fangs +17, Damage 2d8+8 piercing plus giant tarantula venom Melee Single Action leg +17 (reach 10 feet), Damage 1d12+8 bludgeoning plus Knockdown Giant Tarantula Venom (Poison) Saving Throw DC 23 Fortitude; Maximum Duration 8 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d12 poison damage, clumsy 1, and off-guard (1 round); Stage 3 2d6 poison damage, clumsy 2, and off-guard (1 round); Stage 4 2d6 poison damage and paralyzed (1 round) Hair Barrage Two Actions The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a DC 25 basic Reflex save. ","skill_mod":{"stealth":11,"athletics":16,"acrobatics":9},"summary":"Tarantulas are ambush predators but will attack prey in the open.","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":21,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3208","intelligence":-5,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Giant Tarantula","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,17],"slug":"creature-3208"},{"attack_bonus":[22,24],"constitution":7,"primary_source_category":"Rulebooks","strength":8,"hp":220,"source":["Monster Core"],"type":"Creature","creature_family":"Spider","will_save":17,"charisma":-4,"speed":{"climb":30,"max":45,"land":45},"perception":22,"wisdom":3,"weakness":{},"creature_ability":["Web Sense","Spring Upon Prey","Descend on a Web","Goliath Spider Venom","Web Tether"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"22","legacy_id":["creature-388"],"trait":["Animal","Gargantuan"],"id":"creature-3209","text":" Goliath Spider Goliath spiders dwell in the deepest jungles, where they build webs as big as temples and feast on prey as large as hippopotamuses. Recall Knowledge - Animal (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Goliath Spider Source Monster Core pg. 321 Perception +22; darkvision, web sense Languages Skills Acrobatics +18, Athletics +23, Stealth +22 Str +8 Dex +5 Con +7 Int -5 Wis +3 Cha -4 Web Sense The spider has imprecise tremorsense to detect the vibrations of creatures touching its web. --- AC 30 Fort +25 Ref +21 Will +17 HP 220 Spring Upon Prey Reaction Requirements Initiative has not yet been rolled; Trigger A creature touches the goliath spider's web while the spider is on it; Effect The goliath spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative. --- Speed 45 feet, climb 30 feet Melee Single Action fangs +24 (reach 10 feet), Damage 2d12+12 piercing plus goliath spider venom Ranged Single Action web +22 (range increment 60 feet), Damage web tether Descend on a Web Single Action (Move) The goliath spider moves straight down up to 120 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn't count for falling damage. A creature that successfully Strikes the web (AC 20, Hardness 5, 20 HP) severs it, causing the spider to fall. Goliath Spider Venom (Incapacitation, Poison) Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and slowed 1 (1 round); Stage 2 3d8 poison damage and slowed 2 (1 round); Stage 3 3d10 poison damage and paralyzed for 2d4 hours Web Tether A creature hit by the spider's web Strike is restrained and tethered to the spider, preventing it from being moved farther away from the spider. The spider can have one creature tethered at a time. The DC to Escape or Force Open the web is 30. The tether can be severed with a Strike (AC 20, Hardness 5, HP 20), but this doesn't free the restrained creature. ","skill_mod":{"stealth":22,"athletics":23,"acrobatics":18},"summary":"Goliath spiders dwell in the deepest jungles, where they build webs as big as temples and feast on prey as large as hippopotamuses.","image":["/Images/Monsters/Goliath_Spider.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":" darkvision , web sense","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3209","intelligence":-5,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":25,"size":["Gargantuan"],"name":"Goliath Spider","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25],"slug":"creature-3209"},{"primary_source_category":"Rulebooks","strength":-3,"hp":7,"language":["Common","Fey"],"source":["Monster Core"],"type":"Creature","charisma":2,"perception":4,"stealth":"6","trait":["Fey","Sprite","Tiny"],"id":"creature-3210","text":" Sprite Common sprites, sometimes called firefly sprites, are primeval guardians that latch onto a person, place, or object and defend it for their own inscrutable reasons. Their dispositions vary from kind to spiteful, but all sprites have a capricious streak. Being only about 9 inches tall, they are wary of animals that might hunt them, particularly house cats, and prefer flight to a fight. On the other hand, sprites are incredibly curious about all forms of magic and heedlessly gather around ley line nexuses or other places of power. Recall Knowledge - Fey (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Sprite Source Monster Core pg. 322 Perception +4; low-light vision Languages Common, Fey Skills Acrobatics +6, Stealth +6 Str -3 Dex +4 Con +0 Int -2 Wis +0 Cha +2 Luminous Fire (light, primal) A sprite naturally sheds light like a torch. The sprite can extinguish, rekindle, or change the color of this light by using an action with the concentrate trait. While this light is extinguished, the sprite's Strikes don't deal fire damage, and they can't use their luminous spark Strike. Items Rapier --- AC 15 Fort +2 Ref +8 Will +4 HP 7 Weaknesses cold iron 3 --- Speed 10 feet, fly 40 feet Melee Single Action rapier +8 (deadly d8, Disarm, Finesse, Fire, Magical, reach 0 feet), Damage 1d6–3 piercing plus 1 fire Ranged Single Action luminous spark +8 (Fire, Light, range 20 feet), Damage 1d4 fire Primal Innate Spells DC 16 - Cantrips (1st) Daze, Detect Magic, Light - 1st Dizzying Colors\n","skill_mod":{"stealth":6,"acrobatics":6},"image":["/Images/Monsters/Sprite.webp"],"primary_source":"Monster Core","spell":["Dizzying Colors","Daze","Detect Magic","Light"],"ac":15,"item":["Rapier"],"level":-1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":-2,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":2,"size":["Tiny"],"name":"Sprite","pfs":"Standard","rarity":"common","strike_damage_average":[2,3],"attack_bonus":[8,8],"constitution":0,"creature_family":"Sprite","will_save":4,"speed":{"fly":40,"max":40,"land":10},"wisdom":0,"weakness":{"cold_iron":3},"creature_ability":["Luminous Fire"],"skill":["Acrobatics","Stealth"],"legacy_id":["creature-389"],"tradition":["Primal"],"summary":"Common sprites, sometimes called firefly sprites, are primeval guardians that latch onto a person, place, or object and defend it for their own …","trait_group":["Creature Type","Monster","Ancestry"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3210","dexterity":4,"category":"creature","slug":"creature-3210"},{"primary_source_category":"Rulebooks","strength":-1,"hp":45,"language":["Common","Fey","<%UMR%79%%>telepathy<%END> (touch)"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":8,"stealth":"11","trait":["Fey","Sprite","Tiny"],"id":"creature-3211","text":" Draxie The mischievous dragon sprites called draxies have dueled their pixie cousins for the title of ultimate prankster for centuries. They exercise patience and planning to create the perfect pranks, spending months, or even years, on their efforts. One exception to their flighty nature is the elucrea, a lifelong bond between a draxie and a creature they're particularly fond of, typically one with a good sense of humor. According to draxie legend, a little piece of a draxie's spirit remembers being united as the ancient fey dragonet Elucredassa, and that causes draxies to yearn for such connections with others. Recall Knowledge - Fey (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Draxie Source Monster Core pg. 322 Perception +8; low-light vision Languages Common, Fey; telepathy (touch) Skills Acrobatics +9, Deception +10, Diplomacy +8, Nature +6, Stealth +11 Str -1 Dex +4 Con +1 Int +3 Wis +1 Cha +3 --- AC 19 Fort +6 Ref +11 Will +8 HP 45 Weaknesses cold iron 5 --- Speed 15 feet, fly 40 feet Melee Single Action jaws +11 (Agile, Finesse, Magical, reach 0 feet), Damage 1d8+3 piercing Ranged Single Action euphoric spark +7 (Magical, range 20 feet), Damage 2d4+3 mental Primal Innate Spells DC 20 - Cantrips (1st) Light, Figment, Prestidigitation - 1st Illusory Disguise (×3) - 2nd Invisibility, Revealing Light Draxie Dust (Emotion, Incapacitation, Mental, Primal) The draxie breathes magical dust in a 15-foot cone. Roll 1d4 to determine the effect. Each creature in the area must succeed at a DC 17 Will save or be affected. The draxie can't use Draxie Dust again for 1d4 rounds. The target takes the effects of the charm spell. The target loses its last 5 minutes of memory. The target takes the effects of a sleep spell. For 1 minute, the target is in a state of euphoria that makes it stupefied 2 and slowed 1. ","skill_mod":{"diplomacy":8,"deception":10,"nature":6,"stealth":11,"acrobatics":9},"image":["/Images/Monsters/Draxie.webp"],"primary_source":"Monster Core","spell":["Invisibility","Revealing Light","Illusory Disguise","Light","Figment","Prestidigitation"],"ac":19,"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":3,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":6,"size":["Tiny"],"name":"Draxie","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"attack_bonus":[7,11],"constitution":1,"creature_family":"Sprite","will_save":8,"speed":{"fly":40,"max":40,"land":15},"wisdom":1,"weakness":{"cold_iron":5},"creature_ability":["Draxie Dust"],"skill":["Acrobatics","Deception","Diplomacy","Nature","Stealth"],"legacy_id":["creature-1323"],"tradition":["Primal"],"summary":"The mischievous dragon sprites called draxies have dueled their pixie cousins for the title of ultimate prankster for centuries. They exercise …","trait_group":["Creature Type","Monster","Ancestry"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3211","dexterity":4,"category":"creature","slug":"creature-3211"},{"primary_source_category":"Rulebooks","strength":-1,"hp":40,"language":["Common","Fey"],"source":["Monster Core"],"type":"Creature","charisma":3,"perception":12,"stealth":"11","trait":["Fey","Sprite","Small"],"id":"creature-3212","text":" Pixie Insatiably curious, overly excitable, and just a bit puckish, pixies are wanderers and tricksters who use their pixie dust to create all sorts of whimsical situations, as well as to defend themselves. They take great pride in their skill at archery, even when not using their arrows to deliver magical ailments. They often practice by shooting drops of dew or severing vines and hairs. Other creatures often have trouble understanding a pixie's rapid, rambling way of speaking. Recall Knowledge - Fey (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Pixie Source Monster Core pg. 323 Perception +12; low-light vision Languages Common, Fey Skills Acrobatics +13, Deception +11, Nature +10, Stealth +11 Str -1 Dex +5 Con +1 Int +3 Wis +2 Cha +3 Items Longbow (60 arrows), Shortsword --- AC 23 Fort +8 Ref +14 Will +12 +1 status to all saves vs. magic HP 40 Weaknesses cold iron 5 --- Speed 15 feet, fly 45 feet Melee Single Action shortsword +13 (Agile, Finesse, versatile S), Damage 1d6+4 piercing Ranged Single Action longbow +13 (deadly d10, range increment 100 feet, reload 0, volley 20 feet), Damage 1d8+4 piercing Primal Innate Spells DC 21 - Cantrips (2nd) Detect Magic, Figment, Light, Shield - 1st Illusory Disguise - 2nd Entangling Flora, Revealing Light - 3rd Dispel Magic - 4th Invisibility (at will; self only) Sprinkle Pixie Dust Single Action (Manipulate, Primal) The pixie sprinkles pixie dust onto one of their arrows. If the pixie hits a creature with that arrow before the pixie's next turn, the arrow inflicts one of the following special effects of the pixie's choice instead of dealing damage. Each effect depends on the target's DC 21 Will save. On a critical hit, the target gets a result one degree worse than it rolled. Charm (emotion, incapacitation, mental) The arrow has the effect of a charm spell, except the target doesn't gain a bonus to its save if the only hostile act was the pixie firing its bow, and the pixie can choose to direct the target's adoration toward another creature rather than itself. Memory Loss (mental) On a failed Will save, the target loses the last 5 minutes of its memory. Sleep (incapacitation, mental, sleep) The target suffers the effects of a 3rd- rank sleep spell. Subdual (mental, nonlethal) The target takes 4d6 mental damage, depending on its basic Will save. Variant Pixie Arrows Pixies can enchant their arrows with a wide variety of effects, though nearly all such enchantments are designed to charm or bewilder, never maim. Some arrows may emulate the effects of spells such as confusion , fear , laughing fit , and even suggestion . ","skill_mod":{"deception":11,"nature":10,"stealth":11,"acrobatics":13},"primary_source":"Monster Core","spell":["Invisibility","Dispel Magic","Entangling Flora","Revealing Light","Illusory Disguise","Detect Magic","Figment","Light","Shield"],"ac":23,"item":["Longbow (60 arrows)","Shortsword"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":3,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":8,"size":["Small"],"name":"Pixie","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"attack_bonus":[13,13],"constitution":1,"creature_family":"Sprite","will_save":12,"speed":{"fly":45,"max":45,"land":15},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Sprinkle Pixie Dust"],"skill":["Acrobatics","Deception","Nature","Stealth"],"legacy_id":["creature-391"],"tradition":["Primal"],"summary":"Insatiably curious, overly excitable, and just a bit puckish, pixies are wanderers and tricksters who use their pixie dust to create all sorts of …","trait_group":["Creature Type","Monster","Ancestry"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3212","dexterity":5,"category":"creature","slug":"creature-3212"},{"legacy_name":["Stone Golem"],"attack_bonus":[22,24],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":175,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core"],"type":"Creature","will_save":19,"charisma":-5,"speed":{"max":20,"land":20},"perception":17,"wisdom":0,"weakness":{},"creature_ability":["Statuary Aura","Binding Stone","Inexorable March","Throw Rock"],"skill":["Athletics"],"legacy_id":["creature-241"],"trait":["Construct","Mindless","Uncommon","Large"],"id":"creature-3213","text":" Stone Bulwark Stone bulwarks are slow and steady constructs typically carved from marble or granite. They're often made to serve as works of art when at rest, so some magical crafters employ master sculptors to ensure their constructs make beautiful statues. Older stone bulwarks might be weathered, with scuffed or cracked surfaces or missing noses and digits, but this weathering is largely cosmetic and doesn't adversely impact the bulwark's functionality. Bulwark Variants Immense stone bulwarks reside in some ancient ruins, survivors from time-lost civilizations bent on carrying out orders from long-gone masters. These bulwarks are level 15 or higher, and most are Gargantuan. Because their size is so great and the structures they dwell in so dilapidated, the awakening of such stone bulwarks can cause surrounding structures to collapse, ancient foundations to buckle, and ceilings to come crashing down. They can attack with wide, sweeping strikes capable of knocking down multiple targets at once. Serpentstone bulwarks are snake- or hydra-shaped variants first created by serpentfolk artisans. They have Serpentstone Breath, but lack binding stone and Inexorable March. Serpentstone Breath Two Actions (earth, incapacitation, primal) The bulwark breathes a 60- foot cone of green gas. Each creature in the area must attempt a DC 34 Fortitude save. The bulwark can't use Serpentstone Breath again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature's body hardens, causing it to become slowed 1 for 1 round. Failure The creature becomes petrified for 1 minute. It can attempt a new save at the end of each of its turns. Critical Failure The creature becomes petrified permanently. Recall Knowledge - Construct (Arcana, Crafting): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Stone Bulwark Source Monster Core pg. 324 Perception +17; darkvision Languages Skills Athletics +26 Str +7 Dex -1 Con +4 Int -5 Wis +0 Cha -5 --- AC 30 Fort +24 Ref +18 Will +19 HP 175 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Resistances physical 10 (except adamantine), spells 10 (except cold, earth, or water) Statuary Aura (arcane, aura, earth) 20 feet. Rocks of marble magically arise from the ground in the aura. They protect the bulwark's allies, giving each of them standard cover. These stones can be used for Throw Rock. This aura automatically activates at the start of the stone bulwark's first turn in combat and deactivates at the end of combat. --- Speed 20 feet Melee Single Action fist +24 (Magical, reach 10 feet), Damage 2d10+13 bludgeoning and binding stone Ranged Single Action rock +22 (Brutal, Magical, range increment 120 feet), Damage 2d6+11 bludgeoning and binding stone Binding Stone (Arcane, Earth) Any creature hit by the stone bulwark's fist or rock Strike is affected by a DC 30 earthbind spell. Inexorable March Single Action The stone bulwark Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 34 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by the construct's fist. Throw Rock Single Action Stone Slabs Depending on the material from which it is made and the care that went into crafting it, a destroyed stone bulwark may be worth as much as an immaculately sculpted marble pillar or as little as a pile of rubble. ","skill_mod":{"athletics":26},"summary":"Stone bulwarks are slow and steady constructs typically carved from marble or granite. They're often made to serve as works of art when at rest, so …","image":["/Images/Monsters/Stone_Bulwark.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Rarity"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=3213","intelligence":-5,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":24,"size":["Large"],"name":"Stone Bulwark","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18,24],"slug":"creature-3213"},{"attack_bonus":[10,10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":27,"language":["Common","Tengu","plus two others"],"source":["Monster Core"],"type":"Creature","creature_family":"Tengu","will_save":4,"charisma":1,"speed":{"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Eat Fortune","Sneak Attack","Surprise Attacker","Feather Fan Dustup"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Society","Stealth","Thievery"],"stealth":"8","legacy_id":["creature-392"],"trait":["Humanoid","Tengu","Medium"],"id":"creature-3214","text":" Tengu Sneak Tengu are an adaptable people originally from the continent of Tian Xia, but whose travels have taken them across all of Golarion. As a people in diaspora, tengu are almost always found within larger kingdoms and communities of other peoples, with the exception of their home nation of Kwanlai. As a result, tengu tend to gather in close-knit social groups both with other tengu as well as with other peoples of non-majority ancestries, collecting words and customs from other cultures the way a bird collects trinkets for its nest. Although humanoid, tengu have very distinct, birdlike features, and many would say that they resemble crows more than they do humans. They have strong, thick beaks, as well as sharp talons at the ends of their arms and legs. Most of a tengu's body is covered in small feathers that range in color from dark brown and midnight blue to glossy black, with lighter colors being rare but not unheard of. Like many avian creatures, tengu have hollow bones, making them much lighter than other humanoids of their size, and some tengu even possess wings that allow them to fly. Tengu have a strong cultural focus on the sky, considering tall mountaintops sacred places and worshipping gods associated with nature and storms, like Gozreh or Hei Feng. They have a long and proud tradition of both martial arts and smithing, and many aspiring Tian heroes have sought out a tengu mentor or swordsmith. Tengu magic revolves around using tengu feathers, bound into a fan, as a medium to command wind and lightning, and some tengu even have the power to “eat” misfortune—skills that only help tengu as they continue expanding across Golarion to new lands. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Tengu Sneak Source Monster Core pg. 325 Perception +6; low-light vision Languages Common, Tengu; plus two others Skills Acrobatics +8, Athletics +6, Deception +7, Diplomacy +5, Society +5, Stealth +8, Thievery +8 Str +2 Dex +4 Con +1 Int +1 Wis +0 Cha +1 Items Shortbow (30 arrows), tengu feather fan, Wakizashi --- AC 19 Fort +7 Ref +10 Will +4 HP 27 Eat Fortune Reaction (divine, tengu, concentrate) Frequency once per day; Trigger A creature within 60 feet uses a fortune or misfortune effect; Effect The tengu negates the attempt to manipulate fate and fortune. Eat Fortune gains the opposing trait, and the triggering effect is disrupted. --- Speed 25 feet Melee Single Action wakizashi +10 (deadly d8, Disarm, Finesse, versatile P), Damage 1d4+2 slashing Melee Single Action beak +10 (Finesse), Damage 1d6+2 piercing Ranged Single Action shortbow +10 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 piercing Sneak Attack The tengu deals an additional 1d6 precision damage to off-guard creatures. Surprise Attacker On the first round of combat, creatures that haven't acted yet are off-guard to the tengu. Feather Fan Dustup Two Actions (Air, Divine) Frequency once per 10 minutes; Effect The tengu waves their feather fan, summoning a small magical breeze that kicks up dust in a 5-foot burst centered on a corner of their space, which lasts for 1d4 rounds. All creatures within that area are concealed, and all other creatures are concealed to them. ","skill_mod":{"society":5,"diplomacy":5,"deception":7,"thievery":8,"stealth":8,"athletics":6,"acrobatics":8},"summary":"Tengu are an adaptable people originally from the continent of Tian Xia, but whose travels have taken them across all of Golarion. As a people in …","image":["/Images/Monsters/Tengu_Sneak.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"ac":19,"item":["Shortbow (30 arrows)","tengu feather fan","Wakizashi"],"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3214","intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Tengu Sneak","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,4,5],"slug":"creature-3214"},{"attack_bonus":[37,37],"constitution":9,"primary_source_category":"Rulebooks","strength":10,"hp":370,"language":["Chthonian","Elven","Fey"],"immunity":["controlled","disease","paralyzed","sleep"],"source":["Monster Core"],"type":"Creature","will_save":33,"charisma":5,"speed":{"climb":25,"max":35,"land":35,"burrow":25,"swim":35},"perception":31,"wisdom":6,"weakness":{"holy":15,"slashing":10,"cold_iron":15,"cold":15},"creature_ability":["Spore Cloud","Infest Environs","Spore Blight","Sticky Spores"],"skill":["Athletics","Deception","Intimidation","Nature","Survival"],"legacy_id":["creature-393"],"trait":["Fungus","Rare","Unholy","Gargantuan"],"id":"creature-3215","text":" Terotricus The legendary terotricus is a massive slime mold that hails from the Outer Rifts. Its collective consciousness encapsulates entire regions, spreading as far as its ever-growing cloud of spores will take it. Once it has seeped into the Universe from the Rifts, a terotricus's agenda is to feed on all living creatures, infecting them with its spores, and its presence can spell doom for any in its way. Terotricuses move by rapidly expanding and contracting their slimy “bodies,” which are capable of burrowing through soil, gliding across water, and scrabbling up steep slopes. These behemoths of rot don't need to travel to see their plans come to fruition, though; their spores easily latch onto demons and other denizens of the Outer Rifts, who in turn bring this blight to the Universe when the fiends are summoned. When a terotricus infects a creature with its spores, web-like fungal growths start appearing on the victim's skin until they cover the entire body, at which point the victim's mind is also subdued and bent to the terotricus's will. The terotricus's favored victims include animals, elves, and fey, though it is happy to infect any creature it can catch. Cults of Treerazer occasionally attempt to make contact with a terotricus, but such acts almost always simply result in a new sect of spore-blighted servants. Recall Knowledge - Fungus (Nature): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Terotricus Source Monster Core pg. 326 Perception +31; darkvision, tremorsense (imprecise) 120 feet Languages Chthonian, Elven, Fey Skills Athletics +37, Deception +32, Intimidation +35, Nature +31, Survival +31 Str +10 Dex +5 Con +9 Int -1 Wis +6 Cha +5 --- AC 42 Fort +34 Ref +28 Will +33 +1 status to all saves vs. magic HP 370 , regeneration 25 (deactivated by cold) Immunities controlled, disease, paralyzed, sleep Resistances fire 15 Weaknesses cold 15, cold iron 15, holy 15, slashing 10 Spore Cloud (aura, disease) 30 feet. A creature entering the aura or starting its turn there is exposed to spore blight. --- Speed 35 feet; burrow 25 feet, climb 25 feet, swim 35 feet Melee Single Action tentacle +37 (Magical, reach 20 feet, Unholy), Damage 4d10+18 bludgeoning plus 2d6 spirit and Improved Grab or Improved Push 20 feet Ranged Single Action spores +37 (Brutal, Magical, range increment 80 feet, Unholy), Damage 4d8+8 poison plus 2d6 spirit, spore blight, and sticky spores Infest Environs Two Actions (Primal) Frequency once per day; Requirements The terotricus is in a swamp or forested area; Effect The terotricus drains nutrients from nearby trees and undergrowth while simultaneously infesting them with fungal growth. All non-magical plant life (though not plant creatures) within a 60-foot emanation withers and sprouts foul mold and slimy mushrooms, removing any cover and concealment provided by trees and undergrowth. In addition, the terotricus regains 200 Hit Points (this is a healing vitality effect). Spore Blight (Disease) Plants and fungi are immune; Saving Throw DC 40 Fortitude; Stage 1 enfeebled 2 (1 day); Stage 2 enfeebled 4 and slowed 1 (1 day); Stage 3 controlled by the terotricus (as dominate ; 5d8 days); Stage 4 dead Sticky Spores A creature hit by a terotricus's spores takes a –10-foot status penalty to all its Speeds for 1 minute. If the Strike was a critical hit, the creature is also immobilized until it Escapes (DC 40). Terotricus Myths The Kellids of Sarkoris dealt with their fair share of terotricuses during the era of the Worldwound, and these people developed unique rituals to purify tainted grounds with the help of ancestral spirits and feathers acquired from celestials. Far south of there, in what is now known as the Sodden Lands, wastelanders who learn of the presence of a terotricus—or “swampblight,” as they're called there— carry lanterns blessed by angels in the hopes that these lights will keep the terotricus at bay. ","skill_mod":{"deception":32,"nature":31,"survival":31,"athletics":37,"intimidation":35},"summary":"The legendary terotricus is a massive slime mold that hails from the Outer Rifts . Its collective consciousness encapsulates entire regions, …","image":["/Images/Monsters/Terotricus.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Rarity","Mechanics"],"ac":42,"level":19,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 120 feet","weakest_save":["ref","reflex"],"resistance":{"fire":15},"url":"/Monsters.aspx?ID=3215","intelligence":-1,"reflex_save":28,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":34,"size":["Gargantuan"],"name":"Terotricus","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[33,47],"slug":"creature-3215"},{"primary_source_category":"Rulebooks","strength":-2,"hp":8,"language":["Fey"],"source":["Monster Core"],"type":"Creature","charisma":1,"perception":6,"stealth":"5","trait":["Fey","Tiny"],"id":"creature-3216","text":" Tooth Fairy Lone fairies usually need several minutes of elbow grease and a sleeping or restrained subject to extract a tooth. Recall Knowledge - Fey (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Tooth Fairy Source Monster Core pg. 327 Perception +6; darkvision Languages Fey Skills Acrobatics +5, Stealth +5, Thievery +6 Str -2 Dex +3 Con +0 Int -1 Wis +2 Cha +1 Items pliers --- AC 15 Fort +2 Ref +7 Will +4 HP 8 Weaknesses cold iron 2 Plaque Burst When killed, a tooth fairy bursts into sticky, foul-smelling white dust. Each creature in a 5-foot emanation must succeed at a DC 16 Fortitude save or become sickened 1 (sickened 2 on a critical failure). --- Speed 10 feet, fly 25 feet Melee Single Action pliers +7 (Disarm, Finesse, reach 0 feet), Damage 1d6 bludgeoning plus Tooth Tug Primal Innate Spells DC 13 - Cantrips (1st) Telekinetic Hand - 1st Sleep Tooth Tug Single Action (Manipulate) Requirements The tooth fairy's last action was a successful pliers Strike against a creature with teeth; Effect The tooth fairy attempts a Thievery check against the creature's Fortitude DC, dealing 2 persistent bleed damage on any result but a critical failure. On a critical success, it also pulls out one of the target's teeth. If the creature loses a tooth, it takes a –1 status penalty to Charisma-based skill checks and must succeed at a DC 5 flat check to Cast a Spell unless that spell has the subtle trait. These effects last for 1 day, or until the stolen tooth is returned and the target regains at least 1 Hit Point. ","skill_mod":{"thievery":6,"stealth":5,"acrobatics":5},"image":["/Images/Monsters/Tooth_Fairy.webp"],"primary_source":"Monster Core","spell":["Sleep","Telekinetic Hand"],"ac":15,"item":["pliers"],"level":-1,"spell_dc":[13],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":-1,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":2,"size":["Tiny"],"name":"Tooth Fairy","pfs":"Standard","rarity":"common","strike_damage_average":[3],"attack_bonus":[7],"constitution":0,"creature_family":"Tooth Fairy","will_save":4,"speed":{"fly":25,"max":25,"land":10},"wisdom":2,"weakness":{"cold_iron":2},"creature_ability":["Plaque Burst","Tooth Tug"],"skill":["Acrobatics","Stealth","Thievery"],"legacy_id":["creature-1344"],"tradition":["Primal"],"summary":"Lone fairies usually need several minutes of elbow grease and a sleeping or restrained subject to extract a tooth.","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3216","dexterity":3,"category":"creature","slug":"creature-3216"},{"constitution":0,"primary_source_category":"Rulebooks","strength":-2,"hp":28,"immunity":["grabbed","precision","prone","restrained","swarm mind"],"source":["Monster Core"],"type":"Creature","creature_family":"Tooth Fairy","will_save":7,"charisma":2,"speed":{"fly":40,"max":40,"land":10},"perception":8,"wisdom":2,"weakness":{"area":5,"cold_iron":5},"creature_ability":["Plaque Burst","Pinch","Pry"],"skill":["Acrobatics","Stealth","Thievery"],"stealth":"10","legacy_id":["creature-1345"],"trait":["Fey","Swarm","Large"],"id":"creature-3217","text":" Tooth Fairy Swarm A mob of tooth fairies working together can conduct forced dentistry in seconds. Recall Knowledge - Fey (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Tooth Fairy Swarm Source Monster Core pg. 327 Perception +8; darkvision Languages Skills Acrobatics +10, Stealth +10, Thievery +12 Str -2 Dex +3 Con +0 Int -1 Wis +2 Cha +2 --- AC 18 Fort +5 Ref +10 Will +7 HP 28 Immunities grabbed, precision, prone, restrained, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, cold iron 5, splash damage 5 Plaque Burst When killed, a tooth fairy bursts into sticky, foul-smelling white dust. Each creature in a 15-foot emanation must succeed at a DC 20 Fortitude save or become sickened 1 (sickened 2 on a critical failure). --- Speed 10 feet, fly 40 feet Pinch Single Action Tooth fairies pinch their victims' fingers, noses, ears, or similar protruding body parts. Each enemy in the swarm's space takes 2d6 bludgeoning damage (DC 20 basic Reflex save). Creatures that critically fail this save are sickened 1 from the pain. Pry Three Actions The tooth fairies try to pry out one of their target's teeth. One enemy in the swarm's space takes 4d6 bludgeoning damage with a DC 20 basic Reflex save. On a failed save, the target takes 2 persistent bleed damage and loses a tooth. If the creature loses a tooth, it takes a –1 status penalty to Charisma-based skill checks and must succeed at a DC 5 flat check to Cast a Spell unless that spell has the subtle trait. These effects last for 1 day, or until the stolen tooth is returned and the target regains at least 1 Hit Point. ","skill_mod":{"thievery":12,"stealth":10,"acrobatics":10},"summary":"A mob of tooth fairies working together can conduct forced dentistry in seconds.","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=3217","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Large"],"name":"Tooth Fairy Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-3217"},{"primary_source_category":"Rulebooks","strength":12,"hp":550,"language":["Chthonian","Common","Elven","Fey","<%UMR%79%%>telepathy<%END> 300 feet"],"source":["Monster Core"],"type":"Creature","charisma":8,"perception":46,"stealth":"40","trait":["Amphibious","Demon","Fiend","Unholy","Unique","Huge"],"id":"creature-3218","text":" Treerazer Treerazer, the self-styled Lord of the Blasted Tarn, is a powerful demon on the cusp of ascending to the true power of one of the rulers of the Outer Rifts itself—a demon lord. For now, even as a nascent demon lord, Treerazer is a dangerous foe. Treerazer rarely leaves his swampy realm of Tanglebriar—a large thicket of tainted foliage and rotting detritus just south of Kyonin's Fierani Forest— but can be encountered anywhere within that toxic mire, often accompanied by a small legion of demons, corrupted fey, and other deadly allies. Certain occult rituals have the power to call him forth from Tanglebriar, granting him the opportunity to directly work his evils beyond the realm to which he has been exiled. Some believe that no eldritch force contains Treerazer and that, were he willing, he could travel Golarion with impunity, spreading the twisted blessings of his touch and the corruption of his presence, yet the Lord of the Blasted Tarn is as cunning and canny as he is deadly, and prefers to work his evils on the world from the safety of his nightmare realm. Recall Knowledge - Fiend (Religion): DC 60 Unspecific Lore : DC 58 Specific Lore : DC 55 Treerazer Source Monster Core pg. 328 Perception +46; darkvision, truesight Languages Chthonian, Common, Elven, Fey; telepathy 300 feet Skills Acrobatics +40, Arcana +38, Athletics +45, Intimidation +46, Nature +49, Occultism +38, Religion +45, Stealth +40 Str +12 Dex +9 Con +11 Int +7 Wis +8 Cha +8 Items Blackaxe --- AC 54 Fort +42 Ref +40 Will +43 HP 550 , regeneration 50 (deactivated by holy) Immunities death effects, disease, mental, poison Resistances acid 20, cold 15, fire 15, physical 20 (except cold iron) Weaknesses holy 20 Aura of Corruption (aura, plant, primal) 120 feet. Plants near Treerazer twist, deform, and transform into thorny or fungoid parodies of their natural shapes. A living creature in this area must succeed at a DC 47 Fortitude save each round or become partially transformed into plantlike matter. Those who fail this saving throw are treated as if they were plants for the purposes of any effect that particularly harms or inconveniences plant creatures more than other creatures, but do not gain any benefits of being plant creatures. This effect lasts as long as the creature remains within the area of corruption and for 1 minute thereafter. Reactive Strike Reaction --- Speed 60 feet, fly 60 feet, swim 40 feet; unfettered movement Melee Single Action Blackaxe +47 (Acid, Magical, reach 15 feet, Sweep, Unholy), Damage 5d12+18 slashing plus 1d6 acid (plus an additional 2d6 slashing to plants) Melee Single Action jaws +45 (Agile, Magical, reach 15 feet, Unholy), Damage 5d10+20 slashing Primal Innate Spells DC 49, attack +43 - Cantrips (9th) Telekinetic Projectile - 2nd Telekinetic Maneuver (at will) - 3rd Earthbind (at will) - 4th Unfettered Movement - 6th Tangling Creepers (at will) - 9th Dispel Magic (at will) - 10th Desiccate, Freeze Time, Wall of Thorns - Constant (8th) Truesight Rituals DC 49 - 1st Demonic Pact - 5th Planar Servitor Defoliation Two Actions (Plant, Primal, Unholy) Treerazer exudes a pulse of sickly green light in a 30-foot-radius emanation. All plants in the area (including creatures under the effect of his aura of corruption) blacken and wither. Non-creature plants immediately wither and die. Plant and fungus creatures take 20d8 void damage with a DC 49 basic Fortitude save. A creature that fails its save is doomed 1 for 1 minute and sickened 3. Treerazer can choose to exclude any number of plants or fungi in the area from this effect, and generally does so to preserve twisted and corrupted plants or fungi, or plant and fungus creatures that are allied to his cause. Treerazer can't use Defoliation for 1d4 rounds. Dispelling Strike Free Action (Primal) Frequency once per round; Trigger Treerazer hits a creature, object, or spell effect with a weapon Strike or subjects one to Defoliation; Effect Treerazer casts his innate dispel magic , targeting the creature he hit with his Strike or one spell affecting that creature. Staggering Strike When Treerazer scores a critical hit with a melee attack, the target is stunned 2. Spawn Of Cyth-V'sug Treerazer was once the favored minion and lieutenant (some even say child) of the demon lord Cyth-V'sug, Lord of Fungus and Parasites. After a failed attempt to wrest that role in the Outer Rifts away from Cyth-V'sug, Treerazer fled to the mortal Universe. Cyth-V'sug was unable (or perhaps only unwilling) to pursue but took steps to ensure that Treerazer would remain there by exiling him, severing Treerazer's bond to the Outer Rifts—if the Lord of the Blasted Tarn is slain, his animus will not return to the Outer Rifts and reform. Death, to Treerazer, is a permanent thing. Treerazer's Cultists Treerazer is worshipped by cultists throughout the Inner Sea region. The majority of these can be found within or near the expanse of the Tanglebriar, consisting of fungus-corrupted fey, debased elves, or other sinister demon worshippers. Beyond Tanglebriar, his cultists are rarer and tend to be loners or leaders of very small groups. Treerazer's religious symbol is a bleeding dead tree that's been split in half. Areas of Concern corruption of nature, pollution, and slaughter of elves Edicts corrupt plant life with evil or fungal influences, slay elves, feast on rotten flesh or fungus Anathema grant mercy to elves, plant trees, encourage natural plant growth Divine Attribute Strength or Wisdom Devotee Benefits Cleric Spells 1st: grim tendrils , 3rd: wall of thorns , 6th: tangling creepers Divine Font harm or heal Divine Sanctification must choose unholy Divine Skill Nature Domains destruction, nature, nightmares, tyranny Favored Weapon greataxe ","skill_mod":{"nature":49,"stealth":40,"arcana":38,"athletics":45,"intimidation":46,"occultism":38,"acrobatics":40,"religion":45},"image":["/Images/Monsters/Treerazer.webp"],"primary_source":"Monster Core","spell":["Desiccate","Freeze Time","Wall of Thorns","Dispel Magic","Tangling Creepers","Earthbind","Telekinetic Maneuver","Telekinetic Projectile","Truesight","Unfettered Movement"],"ac":54,"item":["Blackaxe"],"level":25,"spell_dc":[49],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","resistance":{"acid":20,"bludgeoning":20,"piercing":20,"slashing":20,"fire":15,"cold":15,"physical":20},"intelligence":7,"reflex_save":40,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":42,"size":["Huge"],"name":"Treerazer","pfs":"Standard","rarity":"unique","strike_damage_average":[47,61],"attack_bonus":[45,47],"constitution":11,"immunity":["death effects","disease","mental","poison"],"spell_attack_bonus":[43],"will_save":43,"speed":{"fly":60,"max":60,"land":60,"swim":40},"wisdom":8,"weakness":{"holy":20},"creature_ability":["Aura of Corruption","Reactive Strike","Defoliation","Dispelling Strike","Staggering Strike"],"skill":["Acrobatics","Arcana","Athletics","Intimidation","Nature","Occultism","Religion","Stealth"],"legacy_id":["creature-394"],"tradition":["Primal"],"summary":"Treerazer, the self-styled Lord of the Blasted Tarn, is a powerful demon on the cusp of ascending to the true power of one of the rulers of the Outer …","trait_group":["Monster","Creature Type","Mechanics","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3218","dexterity":9,"category":"creature","slug":"creature-3218"},{"legacy_name":["Troll"],"attack_bonus":[14,14],"constitution":6,"primary_source_category":"Rulebooks","strength":5,"hp":125,"language":["Jotun"],"source":["Monster Core"],"type":"Creature","creature_family":"Troll","will_save":7,"charisma":-2,"speed":{"max":30,"land":30},"perception":11,"wisdom":0,"weakness":{"fire":10,"electricity":10},"creature_ability":["Easily Misled","Furious Flailing","Chase Prey","Rend"],"skill":["Athletics","Intimidation"],"legacy_id":["creature-395"],"trait":["Giant","Humanoid","Troll","Wood","Large"],"id":"creature-3219","text":" Forest Troll Forest trolls are gangly giants who stalk the fringes of civilization. They rely on their incredible strength to overpower foes with their vicious claws and toothy maws. These trolls stand anywhere from 12 to 16 feet tall, though they prefer to hunch for comfort and to lull foes into a false sense of security. Trolls are truly creatures of the forest, deeply linked in flesh and blood to the verdant habitats they consider their territory. In fact, when a forest troll is killed, their flesh turns into blackened lumps of charcoal, often still glowing with coals. Despite that, these creatures roam farther and wider than most of their kin, to the extent that they're the first creatures a common person thinks of when they hear the word “troll.” Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Forest Troll Source Monster Core pg. 330 Perception +11; darkvision Languages Jotun Skills Athletics +12, Intimidation +12 Str +5 Dex +2 Con +6 Int -2 Wis +0 Cha -2 Easily Misled The forest troll gets a –4 circumstance penalty to their Perception DC against Deception checks. --- AC 20 Fort +17 Ref +11 Will +7 HP 125 , regeneration 20 (deactivated by electricity or fire) Weaknesses electricity 10, fire 10 Furious Flailing Reaction Trigger The forest troll takes electricity or fire damage; Effect The troll makes a claw Strike against a random creature within its reach. If the troll has persistent fire damage, they attempt a DC 15 flat check to remove it. --- Speed 30 feet Melee Single Action jaws +14 (reach 10 feet), Damage 2d10+5 piercing Melee Single Action claw +14 (Agile, reach 10 feet), Damage 2d8+5 slashing Chase Prey Two Actions The forest troll rushes forward on all fours, Striding and then making two claw Strikes. Rend Single Action claw ","element":["Wood"],"skill_mod":{"athletics":12,"intimidation":12},"summary":"Forest trolls are gangly giants who stalk the fringes of civilization. They rely on their incredible strength to overpower foes with their vicious …","image":["/Images/Monsters/Forest_Troll.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Elemental"],"ac":20,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3219","intelligence":-2,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Forest Troll","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,16],"slug":"creature-3219"},{"legacy_name":["Troll King"],"attack_bonus":[23,23,24],"constitution":7,"primary_source_category":"Rulebooks","strength":7,"hp":240,"language":["Jotun"],"source":["Monster Core"],"type":"Creature","creature_family":"Troll","will_save":15,"charisma":4,"speed":{"max":30,"land":30},"perception":19,"wisdom":1,"weakness":{"fire":10,"electricity":10},"creature_ability":["Easily Misled","Furious Roar","Reactive Strike","Primordial Roar","Shed Armor","Sweeping Axes"],"skill":["Athletics","Crafting","Intimidation","Nature","Survival"],"legacy_id":["creature-396"],"trait":["Giant","Humanoid","Troll","Wood","Large"],"id":"creature-3220","text":" Troll Warleader Long-lived trolls sometimes force their way through the twin distractions of hunger and pain to learn more about the world around them. To manage their regeneration, they learn to cover themselves in crude armor that slowly becomes integrated with the top layer of their flesh. Marked by this armor and aided by their superior wits, these warleaders gather a variety of trolls to serve them in raiding parties. The warleader presented here is a forest troll, but warleaders can be other types of trolls as well. Many of them are adapted to battle tactics that are best suited to their home environments. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Troll Warleader Source Monster Core pg. 331 Perception +19; darkvision Languages Jotun Skills Athletics +21, Crafting +15, Intimidation +22, Nature +17, Survival +17 Str +7 Dex +3 Con +7 Int -1 Wis +1 Cha +4 Easily Misled The troll warleader gets a –4 circumstance penalty to their Perception DC against Deception checks. Items +1 striking battle axe (2), Half Plate --- AC 29 (26 plus all-around vision after Shed Armor) Fort +23 Ref +17 Will +15 HP 240 , regeneration 20 (deactivated by electricity or fire) Weaknesses electricity 10, fire 10 Furious Roar Reaction Trigger The troll warleader takes electricity or fire damage; Effect The warleader uses their Primordial Roar and, if they're aware of the damage's source, can Stride toward it. If the warleader has persistent fire damage, they attempt a DC 15 flat check to remove it. Reactive Strike Reaction --- Speed 30 feet Melee Single Action jaws +23 (reach 10 feet), Damage 2d12+13 piercing Melee Single Action battle axe +24 (Magical, reach 10 feet, Sweep), Damage 2d8+13 slashing Melee Single Action claw +23 (Agile, reach 10 feet), Damage 2d8+13 slashing Primordial Roar Single Action (Auditory, Emotion, Fear, Mental) The troll warleader unleashes a bestial roar. Each non-troll creature in a 100-foot emanation must attempt a DC 29 Will save. The creature is then temporarily immune for 10 minutes. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3. Shed Armor Single Action (Manipulate) The warleader cuts their armor loose from their flesh. They immediately heal 60 Hit Points in a surge of regeneration as they grow twisted limbs and malformed faces. Without their armor, the warleader's AC drops to 26 but they gain all-around vision from the new faces. Putting the armor back on takes 10 minutes, and this ability can't be used again until 1 hour has passed. Sweeping Axes Three Actions Requirements The troll warleader is wielding two battle axes; Effect The warleader makes a battle axe Strike against each creature in their reach and the bonus from sweep applies to each attack. These attacks count against their multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. ","element":["Wood"],"skill_mod":{"nature":17,"crafting":15,"survival":17,"athletics":21,"intimidation":22},"summary":"Long-lived trolls sometimes force their way through the twin distractions of hunger and pain to learn more about the world around them. To manage …","image":["/Images/Monsters/Troll_Warleader.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Elemental"],"ac":29,"item":["+1 striking battle axe (2)","Half Plate"],"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3220","intelligence":-1,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Troll Warleader","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,22,26],"slug":"creature-3220"},{"attack_bonus":[7,7],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":10,"language":["Common","Fey"],"source":["Monster Core"],"type":"Creature","creature_family":"Twigjack","will_save":3,"charisma":1,"speed":{"max":25,"land":25},"perception":5,"wisdom":1,"weakness":{"fire":2},"creature_ability":["Bramble Jump"],"skill":["Acrobatics","Nature","Stealth"],"stealth":"5","trait":["Fey","Plant","Wood","Tiny"],"id":"creature-3221","text":" Sprigjack Weaker twigjacks are often found in cultivated forests and even gardens. They seek to drive away interlopers, growing as their environment runs wild. Recall Knowledge - Fey (Nature): DC 13 Recall Knowledge - Plant (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Sprigjack Source Monster Core pg. 332 Perception +5; darkvision Languages Common, Fey Skills Acrobatics +5, Nature +3, Stealth +5 Str +1 Dex +3 Con +2 Int -1 Wis +1 Cha +1 --- AC 15 Fort +5 Ref +7 Will +3 HP 10 Weaknesses axes 2, fire 2 --- Speed 25 feet Melee Single Action claw +7 (Agile, Finesse, reach 0 feet), Damage 1d4+1 slashing Ranged Single Action splinter +7 (range increment 30 feet), Damage 1d4 piercing Bramble Jump Three Actions (Plant, Primal, Teleportation, Wood) Requirements The twigjack is in undergrowth; Effect The twigjack scrambles into the undergrowth and instantly teleports to a square of undergrowth within 60 feet. This movement doesn't trigger reactions. ","element":["Wood"],"skill_mod":{"nature":3,"stealth":5,"acrobatics":5},"summary":"Weaker twigjacks are often found in cultivated forests and even gardens. They seek to drive away interlopers, growing as their environment runs wild.","primary_source":"Monster Core","trait_group":["Creature Type","Elemental"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3221","intelligence":-1,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Sprigjack","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2,3],"slug":"creature-3221"},{"attack_bonus":[11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":50,"language":["Common","Fey"],"source":["Monster Core"],"type":"Creature","creature_family":"Twigjack","will_save":7,"charisma":1,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{"fire":5},"creature_ability":["Bramble Jump","Splinter Spray"],"skill":["Acrobatics","Athletics","Nature","Stealth"],"stealth":"11","legacy_id":["creature-838"],"trait":["Fey","Plant","Wood","Tiny"],"id":"creature-3222","text":" Twigjack “True” twigjacks, as they consider themselves, are found in wild forests alongside the fey they idolize. Recall Knowledge - Fey (Nature): DC 18 Recall Knowledge - Plant (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Twigjack Source Monster Core pg. 332 Perception +9; darkvision Languages Common, Fey Skills Acrobatics +11, Athletics +9, Nature +7, Stealth +11 Str +2 Dex +4 Con +2 Int +0 Wis +2 Cha +1 --- AC 19 Fort +9 Ref +11 Will +7 HP 50 Weaknesses axes 5, fire 5 --- Speed 25 feet Melee Single Action claw +11 (Agile, Finesse, reach 0 feet), Damage 1d10+4 slashing Ranged Single Action splinter +11 (deadly 1d6, range increment 30 feet), Damage 1d6+4 piercing Bramble Jump Three Actions (Plant, Primal, Teleportation, Wood) Requirements The twigjack is in undergrowth; Effect The twigjack scrambles into the undergrowth and instantly teleports to a square of undergrowth within 60 feet. This movement doesn't trigger reactions. Splinter Spray Two Actions The twigjack sprays a barrage of splinters and brambles from its body in a 15-foot cone, dealing 4d6 piercing damage (DC 20 basic Reflex save). It can't use Splinter Spray again for 1d4 rounds. ","element":["Wood"],"skill_mod":{"nature":7,"stealth":11,"athletics":9,"acrobatics":11},"summary":"“True” twigjacks, as they consider themselves, are found in wild forests alongside the fey they idolize.","image":["/Images/Monsters/Twigjack.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Elemental"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3222","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Tiny"],"name":"Twigjack","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,9],"slug":"creature-3222"},{"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Common","Fey"],"source":["Monster Core"],"type":"Creature","charisma":4,"perception":13,"stealth":"8","trait":["Beast","Fey","Holy","Large"],"id":"creature-3223","text":" Unicorn Symbols of grace and purity, unicorns resemble proud and noble horses. They typically have pure white coats, but they are best known for the single, delicate horn that extends from the center of their forehead. While unicorns often serve as protectors of unspoiled wilderness and sacred places, they are themselves highly sought after for their horns, which are said to possess potent magical properties. To many, the mere idea of hunting such a magnificent creature in the hopes of severing its horn is utterly reprehensible. Indeed, a dehorned unicorn is a sorry sight, and few such unicorns survive much longer in the wild. Unicorns are found almost exclusively in remote, unsullied areas of wilderness. Sometimes associated with good-aligned deities, other times associated with nature and the fey, unicorns are always known for their righteousness and nobility. They are wary, at best, of most humanoid creatures, due in large part to poachers' tendency to hunt them for their horns, but unicorns are often rumored to have a weakness for those who are pure of both heart and spirit. Despite some tales, unicorns are equally likely to recognize purity in people of all genders. Recall Knowledge - Beast (Arcana, Nature): DC 18 Recall Knowledge - Fey (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Unicorn Source Monster Core pg. 333 Perception +13; darkvision, scent (imprecise) 30 feet Languages Common, Fey Skills Acrobatics +10, Diplomacy +11, Stealth +8, Survival +9 Str +4 Dex +3 Con +3 Int +0 Wis +4 Cha +4 Animal Empathy The unicorn has a connection to the creatures of the natural world that allows them to communicate with animals. They can ask questions of, receive answers from, and use the Diplomacy skill with animals. --- AC 20 Fort +10 Ref +8 Will +11 (+2 vs. mental) HP 45 Immunities poison --- Speed 45 feet Melee Single Action horn +12 (Holy, Magical), Damage 1d10+4 piercing plus 1d4 spirit and ghost touch Melee Single Action hoof +12 (Agile, Magical), Damage 1d8+4 bludgeoning and ghost touch Primal Innate Spells DC 21 - Cantrips (2nd) Light - 3rd Cleanse Affliction, Heal (×2) - 5th Nature's Pathway Ghost Touch A unicorn's Strikes have the effects of a ghost touch property rune. Powerful Charge Two Actions The unicorn Strides up to double its Speed in a straight line and then makes a horn Strike. If the unicorn moved at least 20 feet, it deals an additional 2d6 damage on a hit. Alicorn In alchemical and occult circles, “alicorn” is the word for the material that makes up a unicorn's horn, also used to describe any object made from that horn. Note that in many markets, alicorn sales are illegal, and those who attempt to sell alicorn are viewed with repugnance—or worse. ","skill_mod":{"diplomacy":11,"survival":9,"stealth":8,"acrobatics":10},"image":["/Images/Monsters/Unicorn.webp"],"primary_source":"Monster Core","spell":["Nature's Pathway","Cleanse Affliction","Heal","Light"],"ac":20,"level":3,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":10,"size":["Large"],"name":"Unicorn","pfs":"Standard","rarity":"common","strike_damage_average":[8,12],"attack_bonus":[12,12],"constitution":3,"immunity":["poison"],"creature_family":"Unicorn","will_save":11,"speed":{"max":45,"land":45},"wisdom":4,"weakness":{},"creature_ability":["Animal Empathy","Ghost Touch","Powerful Charge"],"skill":["Acrobatics","Diplomacy","Stealth","Survival"],"legacy_id":["creature-397"],"tradition":["Primal"],"summary":"Symbols of grace and purity, unicorns resemble proud and noble horses. They typically have pure white coats, but they are best known for the single, …","trait_group":["Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3223","dexterity":3,"category":"creature","slug":"creature-3223"},{"legacy_name":["Vampire Spawn"],"attack_bonus":[14],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":40,"language":["Common","plus one regional language"],"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Vampire","will_save":11,"charisma":2,"speed":{"climb":25,"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Vampire Vulnerabilities","Drink Blood","Sneak Attack"],"skill":["Acrobatics","Athletics","Intimidation","Society","Stealth"],"stealth":"12","legacy_id":["creature-399"],"trait":["Undead","Unholy","Vampire","Medium"],"id":"creature-3224","text":" Vampire Servitor Vampires use their servitor pawns for infiltration and reconnaissance. Recall Knowledge - Undead (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Vampire Servitor Source Monster Core pg. 336 Perception +12; darkvision Languages Common; plus one regional language Skills Acrobatics +11, Athletics +9, Intimidation +8, Society +5, Stealth +12 Str +3 Dex +5 Con +1 Int -1 Wis +3 Cha +2 --- AC 22 Fort +9 Ref +13 Will +11 HP 40 (coffin restoration, fast healing 5, void healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 5 (except silver) Vampire Vulnerabilities --- Speed 25 feet, climb 25 feet Melee Single Action claw +14 (Agile), Damage 1d8+6 slashing plus Grab Drink Blood Single Action (Divine) When Drinking Blood, the servitor regains 5 HP. Sneak Attack The servitor deals 1d6 extra precision damage to off-guard creatures. ","skill_mod":{"society":5,"stealth":12,"athletics":9,"intimidation":8,"acrobatics":11},"summary":"Vampires use their servitor pawns for infiltration and reconnaissance.","image":["/Images/Monsters/Vampire_Servitor.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Mechanics","Monster"],"ac":22,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=3224","intelligence":-1,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Vampire Servitor","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-3224"},{"attack_bonus":[17,17],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":65,"language":["Common","Necril","plus one regional language"],"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Monster Core"],"type":"Creature","creature_family":"Vampire","will_save":17,"charisma":4,"speed":{"climb":25,"max":25,"land":25},"perception":17,"wisdom":4,"weakness":{},"creature_ability":["Children of the Night","Vampire Vulnerabilities","Mist Escape","Change Shape","Create Servitor","Dominate","Drink Blood","Turn to Mist"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Society","Stealth"],"stealth":"13","legacy_id":["creature-400"],"trait":["Undead","Unholy","Vampire","Medium"],"id":"creature-3225","text":" Vampire Count Vampire counts rule their demesnes and subjects through a mix of fear and cruelty. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Vampire Count Source Monster Core pg. 336 Perception +17; darkvision Languages Common, Necril; plus one regional language Skills Acrobatics +13, Athletics +13, Deception +14, Diplomacy +14, Intimidation +16, Society +14, Stealth +13 Str +5 Dex +3 Con +2 Int +2 Wis +4 Cha +4 Children of the Night (divine, mental) Items Leather Armor, +1 rapier --- AC 24 Fort +11 Ref +14 Will +17 HP 65 (coffin restoration, fast healing 7, void healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 7 (except magical silver) Vampire Vulnerabilities Mist Escape Free Action --- Speed 25 feet, climb 25 feet Melee Single Action rapier +17 (deadly d8, disarm +1), Damage 1d6+11 piercing Melee Single Action claw +17 (Agile), Damage 1d8+8 slashing plus Grab Change Shape Single Action (Concentrate, Divine, Polymorph) Giant bat with fangs +15 for 1d8+9 piercing (page 358). Create Servitor (Divine, Downtime) Dominate Two Actions (Divine, Incapacitation, Mental, Visual) DC 22 Drink Blood Single Action (Divine) When Drinking Blood, the vampire count regains 10 HP. Turn to Mist Single Action (Air, Concentrate, Divine, Polymorph) ","skill_mod":{"society":14,"diplomacy":14,"deception":14,"stealth":13,"athletics":13,"intimidation":16,"acrobatics":13},"summary":"Vampire counts rule their demesnes and subjects through a mix of fear and cruelty.","primary_source":"Monster Core","trait_group":["Creature Type","Mechanics","Monster"],"ac":24,"item":["Leather Armor","+1 rapier"],"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":7,"piercing":7,"slashing":7,"physical":7},"url":"/Monsters.aspx?ID=3225","intelligence":2,"reflex_save":14,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Vampire Count","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"slug":"creature-3225"},{"primary_source_category":"Rulebooks","strength":3,"hp":115,"language":["Common","Necril","plus one regional language"],"source":["Monster Core"],"type":"Creature","charisma":5,"perception":20,"stealth":"19","trait":["Undead","Unholy","Vampire","Medium"],"id":"creature-3226","text":" Vampire Mastermind Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Vampire Mastermind Source Monster Core pg. 337 Perception +20; darkvision Languages Common, Necril; plus one regional language Skills Acrobatics +17, Arcana +21, Athletics +18, Deception +20, Diplomacy +20, Intimidation +22, Society +19, Stealth +19 Str +3 Dex +4 Con +1 Int +6 Wis +4 Cha +5 Children of the Night (divine, mental) Items signet ring --- AC 27 Fort +15 Ref +18 Will +20 HP 115 (coffin restoration, fast healing 10, void healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 10 (except magical silver) Vampire Vulnerabilities Mist Escape Free Action --- Speed 25 feet, climb 25 feet Melee Single Action claw +18 (Agile), Damage 2d8+9 slashing plus Grab Arcane Prepared Spells DC 29, attack +19 - Cantrips (4th) Detect Magic, Frostbite, Message, Telekinetic Hand, Sigil - 1st Dizzying Colors (×2), Enfeeble, Fleet Step - 2nd Blur, Floating Flame, Invisibility, Stupefy - 3rd Dispel Magic, Fireball, Haste, Lightning Bolt - 4th Fire Shield, Illusory Disguise, Vision of Death, Wall of Fire Change Shape Single Action (Concentrate, Divine, Polymorph) Giant bat with fangs +19 for 2d8+9 piercing. Create Servitor (Divine, Downtime) Dominate Two Actions (Divine, Incapacitation, Mental, Visual) DC 26 Drain Bonded Item Free Action (Arcane) Frequency once per day; Requirements The vampire mastermind hasn't acted yet on this turn; Effect The vampire expends the power stored in their signet ring. This gives the vampire the ability to cast one prepared spell they had already previously cast today without spending a spell slot. The vampire must still Cast the Spell and meet the spell's other requirements. Drink Blood Single Action (Divine) When Drinking Blood, the vampire mastermind regains 10 HP. Steady Spellcasting If another creature's reaction would disrupt the vampire mastermind's spellcasting action, the vampire attempts a DC 15 flat check. If the vampire succeeds, their action isn't disrupted. Turn to Mist Single Action (Air, Concentrate, Divine, Polymorph) ","skill_mod":{"society":19,"diplomacy":20,"deception":20,"stealth":19,"arcana":21,"athletics":18,"intimidation":22,"acrobatics":17},"image":["/Images/Monsters/Vampire_Mastermind.webp"],"primary_source":"Monster Core","spell":["Fire Shield","Illusory Disguise","Vision of Death","Wall of Fire","Dispel Magic","Fireball","Haste","Lightning Bolt","Blur","Floating Flame","Invisibility","Stupefy","Dizzying Colors","Enfeeble","Fleet Step","Detect Magic","Frostbite","Message","Telekinetic Hand","Sigil"],"ac":27,"item":["signet ring"],"level":9,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":6,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Vampire Mastermind","pfs":"Standard","rarity":"common","strike_damage_average":[18],"attack_bonus":[18],"constitution":1,"immunity":["death effects","disease","paralyzed","poison","sleep"],"creature_family":"Vampire","spell_attack_bonus":[19],"will_save":20,"speed":{"climb":25,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Children of the Night","Vampire Vulnerabilities","Mist Escape","Change Shape","Create Servitor","Dominate","Drain Bonded Item","Drink Blood","Steady Spellcasting","Turn to Mist"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Society","Stealth"],"legacy_id":["creature-401"],"tradition":["Arcane"],"summary":"Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide.","trait_group":["Creature Type","Mechanics","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3226","dexterity":4,"category":"creature","slug":"creature-3226"},{"constitution":4,"primary_source_category":"Rulebooks","strength":-2,"hp":60,"language":["Chthonian"],"immunity":["grabbed","precision","prone","restrained","swarm mind"],"source":["Monster Core"],"type":"Creature","creature_family":"Vescavor","will_save":9,"charisma":1,"speed":{"fly":40,"max":40,"land":20},"perception":11,"wisdom":1,"weakness":{"area":5,"holy":5,"cold_iron":5},"creature_ability":["Devour All","Maddening Gibbers","Ravenous Bites"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"13","trait":["Fiend","Swarm","Unholy","Large"],"id":"creature-3227","text":" Vescavor Swarm The most common and numerous vescavors are the raving swarms. If left alone and unchecked, many believe they would eventually consume themselves once everything else in the immediate vicinity was consumed. What is even more vexing than their hunger is their song. While it sounds like gibberish at first, once bitten, the song will drive people into chaos. Recall Knowledge - Fiend (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Vescavor Swarm Source Monster Core pg. 338 Perception +11; darkvision Languages Chthonian Skills Acrobatics +13, Athletics +10, Stealth +13 Str -2 Dex +5 Con +4 Int -3 Wis +1 Cha +1 --- AC 21 Fort +11 Ref +15 Will +9 HP 60 Immunities grabbed, precision, prone, restrained, swarm mind Resistances bludgeoning 5, piercing 5, slashing 2 Weaknesses area damage 5, cold iron 5, holy 5, splash damage 5 --- Speed 20 feet, fly 40 feet Devour All Two Actions The swarm eat away the very earth beneath their feet. The swarms Strides. All squares they occupy during their movement becomes difficult terrain. Any creatures they move through must succeed a DC 21 Reflex save or fall prone. Maddening Gibbers Single Action (Auditory, Mental) Each stupefied creature in the swarm's space must attempt a DC 21 Will saving throw as the swarm yammers the endless chorus of the Outer Rifts. Critical Success The target is unaffected and is temporarily immune to Maddening Gibbers for 1 minute. Success The target is unaffected and is immune to Maddening Gibbers for 1 round. Failure The target becomes confused for 1 round. Critical Failure The target becomes confused for 1 round and can't target fiends while confused in this way. Ravenous Bites Single Action Each enemy in the swarm's space takes 3d6 piercing damage (DC 20 basic Fortitude save). A creature that fails its save is also stupefied 1 for 1 round. ","skill_mod":{"stealth":13,"athletics":10,"acrobatics":13},"summary":"The most common and numerous vescavors are the raving swarms. If left alone and unchecked, many believe they would eventually consume themselves once …","image":["/Images/Monsters/Vescavor_Swarm.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster","Mechanics"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":2},"url":"/Monsters.aspx?ID=3227","intelligence":-3,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":11,"size":["Large"],"name":"Vescavor Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-3227"},{"attack_bonus":[19,20,20,20],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":150,"language":["Chthonian"],"source":["Monster Core"],"type":"Creature","creature_family":"Vescavor","will_save":15,"charisma":2,"speed":{"fly":50,"max":50,"land":20},"perception":11,"wisdom":3,"weakness":{"holy":10,"cold_iron":10},"creature_ability":["Chaotic Spawning","Feeding Time","Opportune Snack","Rage Pheromones"],"skill":["Acrobatics","Athletics","Religion","Stealth","Survival"],"stealth":"20","trait":["Fiend","Unholy","Large"],"id":"creature-3228","text":" Vescavor Queen A vescavor queen is a horrifying sight. Much like their swarms, they resemble an acrid green wasp, but their abdomens are abnormally bloated and covered in acid-leaking spikes; their mouths make up the majority of their face and are filled with large, gnarled teeth, each the size of a human finger. They only possess one pair of arms, each the length of their entire body but abnormally folded and kept close, and their five pairs of wings are unnaturally stacked upon each other in a way that would make flight impossible for any natural creature. These queens ensure that the swarms never end their dreadful march towards wherever food can be found. Not only will they gradually create vescavor swarms, but they can also cause existing swarms to double in number at a moment's notice. These strengthened swarms are also blessed with increased vigor and speed. Moreover, a queen's acidic spit is laced with pheromones that drive her swarms into a rage, which she uses to direct the swarms towards priority targets. Occasionally, a powerful fiend will capture a vescavor queen and use her to create swarms in a controlled environment. However, the practice was quickly abandoned. For all the damage these swarms might cause to a fiendish master's enemies, it is rarely worth the cost of keeping the queen and her endless swarms of children fed and under control. Even keeping the queen in one location can be costly and difficult, as it is almost impossible to find a cage that a queen cannot eat her way out of, given sufficient time. Recall Knowledge - Fiend (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Vescavor Queen Source Monster Core pg. 339 Perception +11; darkvision Languages Chthonian Skills Acrobatics +20, Athletics +18, Religion +16, Stealth +20, Survival +16 Str +6 Dex +5 Con +5 Int +1 Wis +3 Cha +2 --- AC 28 Fort +17 Ref +19 Will +15 HP 150 Resistances acid 10 Weaknesses cold iron 10, holy 10 --- Speed 20 feet, fly 50 feet Melee Single Action jaws +20 (Magical, Unholy), Damage 1d10+13 piercing plus 1d10 acid Melee Single Action claw +20 (Agile, Magical, reach 10 feet, Unholy), Damage 2d10+8 slashing plus Grab Melee Single Action stinger +20 (Magical, reach 15 feet, Unholy), Damage 2d4 piercing plus 2d10 acid Ranged Single Action spit +19 (Acid, Magical, range increment 30 feet), Damage 2d8 acid plus rage pheromones Chaotic Spawning Three Actions The vescavor queen strengthens her swarms. All vescavor swarms within 100 feet become Huge and quickened for 1 minute. Vescavor swarms can only use the extra action each round for the Ravenous Bites action. Feeding Time Single Action The vescavor queen causes any number of vescavor swarms within 100 feet to immediately use their reaction to perform the Ravenous Bites action. Opportune Snack Single Action The vescavor queen pulls a creature it has grabbed or restrained into a space adjacent to it and makes a jaws Strike with a +2 circumstance bonus. Rage Pheromones If the vescavor queen's spit Strike damages a creature, it takes a –2 status penalty to all saving throws imposed by vescavor swarms for 1 minute. ","skill_mod":{"survival":16,"stealth":20,"athletics":18,"acrobatics":20,"religion":16},"summary":"A vescavor queen is a horrifying sight. Much like their swarms, they resemble an acrid green wasp, but their abdomens are abnormally bloated and …","image":["/Images/Monsters/Vescavor_Queen.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Mechanics"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"acid":10},"url":"/Monsters.aspx?ID=3228","intelligence":1,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Vescavor Queen","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,16,19,24],"slug":"creature-3228"},{"primary_source_category":"Rulebooks","strength":8,"hp":300,"language":["Aklo","Common","Diabolic","Fey","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core"],"type":"Creature","charisma":7,"perception":28,"stealth":"32","trait":["Fey","Rare","Medium"],"id":"creature-3229","text":" Vilderavn In their true form, a vilderavn is a great raven with a wingspan of 6–8 feet. Adaptable shapeshifters, they can change to the fighting forms of a snarling wolf, a hybrid of both wolf and raven, and a tall humanoid in black armor with a massive greatsword. More sinister is their ability to assume a humanoid guise suited to insinuating themselves into the retinues of boastful mortal rulers. With historical knowledge and clever rumormongering, they goad the proud into squabbles, feuds, and ultimately wars. The vilderavn stays at the ruler's side until victory is within grasp, the war almost won, then exacts the cruel stroke of betrayal. Their magic turns the mortals against each other, and the vilderavn's sword falls swiftly. Recall Knowledge - Fey (Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Vilderavn Source Monster Core pg. 340 Perception +28; greater darkvision, truesight Languages Aklo, Common, Diabolic, Fey; truespeech Skills Acrobatics +30, Athletics +32, Deception +29, Heraldry Lore +26, Society +24, Stealth +32, Warfare Lore +26 Str +8 Dex +6 Con +5 Int +4 Wis +4 Cha +7 --- AC 40 Fort +25 Ref +30 Will +28 HP 300 Immunities curse, death effects, drained, fear Weaknesses cold iron 10 Aura of Disquietude (aura, emotion, fear, mental) 30 feet, DC 35. As frightful presence, plus a creature frightened by the aura becomes suspicious; it doesn't count any other creature as its ally and can't Aid or flank. On a critical failure, the creature also can't be a willing target for harmless or helpful magic. Reactive Strike Reaction --- Speed 40 feet, fly 120 feet Melee Single Action greatsword +34 (Magical, versatile P), Damage 3d12+16 slashing plus bloodbird Melee Single Action jaws +32 (Magical), Damage 3d8+16 piercing plus bloodbird Melee Single Action talon +32 (Agile, Magical), Damage 3d8+16 slashing plus bloodbird Occult Innate Spells DC 37 - 5th Outcast's Curse (at will), Suggestion (at will), Translocate, Wave of Despair (at will), Rewrite Memory - 8th Suggestion - Constant (6th) Truesight, Truespeech Bloodbird (Curse, Occult) A creature hit by a vilderavn's melee attack becomes cursed. It takes 2d6 persistent bleed damage that's difficult to stanch. The DC to stop the bleeding using Administer First Aid is 35, and healing the creature to full HP doesn't automatically end the bleeding. Removing the curse ends the bleeding. Change Shape Single Action (Concentrate, Occult, Polymorph) The vilderavn takes on the appearance of a Small or Medium humanoid, wolf, dire wolf, or hybrid with both raven and wolf parts. The vilderavn can only use their jaws attack when in a form with a wolf's head, and their talon attack in a form with raven qualities. They can instead assume their raven knight form: a Medium humanoid in black full plate carrying a greatsword. They can use their jaws or talon Strikes only in a form that has that body part, and their greatsword only in knight form. Souleater (Occult) If the vilderavn kills a humanoid with a critical hit using their jaws Strike, they rip out and devour the target's heart and soul as part of the attack. While the target is dead, the vilderavn can Change Shape into the target's form, gaining a +4 status bonus to Deception checks to impersonate the target. If magic would resurrect the creature, the caster must succeed at a DC 34 counteract check to extract the target's soul from the vilderavn; otherwise, the spell fails. The Creation of Vilderavns Legends say a fey lord created the vilderavns as a weapon against those who ruined the land with their iron armaments. Vilderavns would exploit the hubris of mortals and devour their souls after death. With this goal, vilderavns hid in various forms to watch and learn human ways, and they executed their calling with great subtlety but no mercy. No mortal knows if this legend is true or spread by vilderavns to imply a purpose for their heartless cruelty. ","skill_mod":{"society":24,"deception":29,"stealth":32,"athletics":32,"acrobatics":30},"image":["/Images/Monsters/Vilderavn.webp"],"primary_source":"Monster Core","spell":["Suggestion","Outcast's Curse","Translocate","Wave of Despair","Truesight","Truespeech","Rewrite Memory"],"ac":40,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" greater darkvision , truesight ","resistance":{},"intelligence":4,"reflex_save":30,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":25,"size":["Medium"],"name":"Vilderavn","pfs":"Standard","rarity":"rare","strike_damage_average":[29,29,35],"attack_bonus":[32,32,34],"constitution":5,"immunity":["curse","death effects","drained","fear"],"will_save":28,"speed":{"fly":120,"max":120,"land":40},"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Aura of Disquietude","Reactive Strike","Bloodbird","Change Shape","Souleater"],"skill":["Acrobatics","Athletics","Deception","Heraldry Lore","Society","Stealth","Warfare Lore"],"legacy_id":["creature-1360"],"tradition":["Occult"],"summary":"In their true form, a vilderavn is a great raven with a wingspan of 6–8 feet. Adaptable shapeshifters, they can change to the fighting forms of a …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3229","dexterity":6,"category":"creature","slug":"creature-3229"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":36,"language":["Common","Goblin","Orcish"],"source":["Monster Core"],"type":"Creature","creature_family":"Warg","will_save":6,"charisma":2,"speed":{"max":40,"land":40},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Avenging Bite","Pack Attack","Swallow Whole"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Survival"],"stealth":"7","legacy_id":["creature-402"],"trait":["Beast","Medium"],"id":"creature-3230","text":" Warg Wargs hunt in packs like wolves, but their penchant for taunting victims makes them easy to distinguish from their cousins. Orcs and hobgoblins frequently recruit wargs. Most wargs are amenable to this arrangement, but if food should run out, wargs are more than willing to integrate goblinoid flesh into their diet. Recall Knowledge - Beast (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Warg Source Monster Core pg. 341 Perception +8; darkvision, scent (imprecise) 30 feet Languages Common, Goblin, Orcish Skills Acrobatics +7, Athletics +8, Deception +6, Intimidation +6, Stealth +7, Survival +8 Str +4 Dex +3 Con +3 Int -1 Wis +2 Cha +2 --- AC 17 Fort +11 Ref +9 Will +6 HP 36 Avenging Bite Reaction Trigger A creature within reach of the warg's jaws attacks one of the warg's allies; Effect The warg makes a jaws Strike against the triggering creature. --- Speed 40 feet Melee Single Action jaws +11, Damage 1d8+4 piercing plus Grab Pack Attack The warg's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the warg's allies. Swallow Whole Single Action (Attack) Small, 1d6+2 bludgeoning, Rupture 9 ","skill_mod":{"deception":6,"survival":8,"stealth":7,"athletics":8,"intimidation":6,"acrobatics":7},"summary":"Wargs hunt in packs like wolves , but their penchant for taunting victims makes them easy to distinguish from their cousins. Orcs and hobgoblins …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3230","intelligence":-1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Warg","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-3230"},{"legacy_name":["Winter Wolf"],"attack_bonus":[15],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":70,"language":["Common","Jotun"],"immunity":["cold"],"source":["Monster Core"],"type":"Creature","creature_family":"Warg","will_save":10,"charisma":2,"speed":{"max":40,"land":40},"perception":14,"wisdom":3,"weakness":{"fire":5},"creature_ability":["Buck","Avenging Bite","Winter Breath","Pack Attack"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Survival"],"stealth":"13","legacy_id":["creature-403"],"trait":["Beast","Cold","Large"],"id":"creature-3231","text":" Witchwarg Witchwargs are related to wargs, but are larger, smarter, and far more dangerous. They are capable of exhaling plumes of freezing breath. When they deign to serve others, they usually reserve this privilege for more dangerous creatures, such as the winter witches of Irrisen. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Witchwarg Source Monster Core pg. 341 Perception +14; darkvision, scent (imprecise) 30 feet Languages Common, Jotun Skills Acrobatics +13, Athletics +13, Deception +11, Intimidation +11, Stealth +13, Survival +12 Str +6 Dex +4 Con +4 Int +2 Wis +3 Cha +2 --- AC 23 Fort +13 Ref +15 Will +10 HP 70 Immunities cold Weaknesses fire 5 Buck Reaction DC 21 Avenging Bite Reaction Trigger A creature within reach of the warg's jaws attacks one of the warg's allies; Effect The warg makes a jaws Strike against the triggering creature. --- Speed 40 feet Melee Single Action jaws +15 (Cold), Damage 1d10+6 piercing plus 1d6 cold and Knockdown Winter Breath Two Actions (Cold, Primal) The witchwarg breathes a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 basic Reflex save). The witchwarg can't use Winter Breath again for 1d4 rounds. Pack Attack The witchwarg's Strikes deal 1d6 extra damage to creatures within the reach of at least two of the witchwarg's allies. ","skill_mod":{"deception":11,"survival":12,"stealth":13,"athletics":13,"intimidation":11,"acrobatics":13},"summary":"Witchwargs are related to wargs, but are larger, smarter, and far more dangerous. They are capable of exhaling plumes of freezing breath. When they …","image":["/Images/Monsters/Winterwarg.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Energy","Monster"],"ac":23,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3231","intelligence":2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Witchwarg","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-3231"},{"attack_bonus":[28,30,32],"constitution":7,"primary_source_category":"Rulebooks","strength":9,"hp":350,"language":["Common","(can't speak any language)"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","will_save":27,"charisma":5,"speed":{"max":30,"land":30},"perception":27,"wisdom":5,"weakness":{},"creature_ability":["Animated Weapons","Frightful Presence","Reactive Strike","Absorb","Energy Drain","Plummet","Trample"],"skill":["Athletics"],"legacy_id":["creature-404"],"trait":["Uncommon","Undead","Unholy","Gargantuan"],"id":"creature-3232","text":" Warsworn A warsworn is an animate mass of corpses composed of dozens, sometimes even hundreds, of victims of battle. They are formed by deities of undeath or war or, rarely, spontaneously manifest from the devastation of an especially horrendous battle. Recall Knowledge - Undead (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Warsworn Source Monster Core pg. 342 Perception +27; darkvision Languages Common; (can't speak any language) Skills Athletics +33 Str +9 Dex +5 Con +7 Int -1 Wis +5 Cha +5 --- AC 37 Fort +29 Ref +25 Will +27 +1 status to all saves vs. vitality HP 350 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Animated Weapons (aura, divine) 100 feet. The warsworn automatically controls unattended weapons in the aura, which levitate around the warsworn. The warsworn can telekinetically wield these weapons to make melee Strikes with a reach of 100 feet. These strikes deal four of the weapon's damage dice +9 and use the weapon's damage type. Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 35 Reactive Strike Reaction --- Speed 30 feet Melee Single Action corpse wave +32 (Magical), Damage 4d12+9 bludgeoning plus energy drain Melee Single Action animated weapon +30 (Agile, Magical, reach 100 feet), Damage see animated weapons Ranged Single Action scrap ball +28 (Magical, range increment 100 feet), Damage 4d12+9 bludgeoning plus plummet Absorb Free Action (Death, Divine, Void) Trigger The warsworn moves into a dying creature's space; Effect The warsworn absorbs the dying creature into itself, instantly killing the creature and healing the warsworn for a number of Hit Points equal to the creature's level. As long as the warsworn still exists, absorbed creatures can't be resurrected except by wish or a similarly powerful effect. Energy Drain (Divine, Void) When a warsworn hits with a corpse wave Strike or damages a creature with Trample, the target must succeed at a DC 35 Fortitude save or become drained 2 and doomed 1. On a critical success, the target becomes temporarily immune to the warsworn's energy drain for 24 hours. Plummet A creature hit by a warsworn's scrap ball Strike must attempt a DC 37 Reflex save. On a failure, the target falls prone; if the target was airborne, it falls up to 120 feet, taking damage from the fall and landing prone if the descent brings it to the ground. On a critical failure, the target is also held under a pile of scrap (Escape DC 37). Trample Three Actions Huge or smaller, corpse wave, DC 37 Alternate Warsworns While uniquely terrible, war is not the only tragedy that can lead to mass deaths. Other forms of mass undead, similar to warsworn, can sometimes arise from causes such as famine or disaster. Flamesworn rise from large crowds killed by fire, while plagueborn rise when entire townships or even cities perish to disease. ","skill_mod":{"athletics":33},"summary":"A warsworn is an animate mass of corpses composed of dozens, sometimes even hundreds, of victims of battle. They are formed by deities of undeath or …","image":["/Images/Monsters/Warsworn.webp"],"primary_source":"Monster Core","trait_group":["Rarity","Creature Type","Mechanics"],"ac":37,"level":16,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3232","intelligence":-1,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Warsworn","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[35,35],"slug":"creature-3232"},{"attack_bonus":[12],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":45,"source":["Monster Core"],"type":"Creature","creature_family":"Wasp","will_save":6,"charisma":1,"speed":{"fly":40,"max":40,"land":20},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Implant Eggs","Giant Wasp Venom","Wasp Larva"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-405"],"trait":["Animal","Large"],"id":"creature-3233","text":" Giant Wasp Giant wasps are much more dangerous but less common than their smaller kin, and—to the relief of those who encounter them—they tend to be solitary. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Wasp Source Monster Core pg. 343 Perception +8; darkvision Languages Skills Acrobatics +11, Athletics +9 Str +4 Dex +4 Con +4 Int -5 Wis +1 Cha +1 --- AC 17 Fort +9 Ref +11 Will +6 HP 45 --- Speed 20 feet, fly 40 feet Melee Single Action stinger +12 (Poison), Damage 1d12+4 piercing plus giant wasp venom Implant Eggs Single Action The giant wasp lays eggs in an adjacent creature that is paralyzed or unconscious, exposing it to wasp larva disease. Giant Wasp Venom (Incapacitation, Poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 no effect (1 round); Stage 2 clumsy 2 (1 round); Stage 3 paralyzed (1 round) Wasp Larva (Disease) Saving Throw DC 21 Fortitude; Stage 1 carrier with no ill effect (1d6 days); Stage 2 drained 1 (1d4 days); Stage 3 5d6 damage, larva emerges (disease ends) ","skill_mod":{"athletics":9,"acrobatics":11},"summary":"Giant wasps are much more dangerous but less common than their smaller kin, and—to the relief of those who encounter them—they tend to be solitary.","image":["/Images/Monsters/Giant_Wasp.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":17,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3233","intelligence":-5,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Large"],"name":"Giant Wasp","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-3233"},{"constitution":2,"primary_source_category":"Rulebooks","strength":-4,"hp":45,"immunity":["grabbed","precision","prone","restrained","swarm mind"],"source":["Monster Core"],"type":"Creature","creature_family":"Wasp","will_save":8,"charisma":-1,"speed":{"fly":40,"max":40,"land":20},"perception":10,"wisdom":2,"weakness":{"area":5},"creature_ability":["Swarming Stings","Wasp Venom"],"skill":["Acrobatics"],"legacy_id":["creature-406"],"trait":["Animal","Swarm","Large"],"id":"creature-3234","text":" Wasp Swarm Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp nest can house thousands of individuals that emerge as a massive swarm. Most swarms attack only to protect their nest or if otherwise agitated, though druids and other primal enchanters can bend these venomous vermin to their will—to deadly effect. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Wasp Swarm Source Monster Core pg. 343 Perception +10; darkvision Languages Skills Acrobatics +12 Str -4 Dex +4 Con +2 Int -5 Wis +2 Cha -1 --- AC 18 Fort +10 Ref +12 Will +8 HP 45 Immunities grabbed, precision, prone, restrained, swarm mind Resistances bludgeoning 7, piercing 7, slashing 3 Weaknesses area damage 5, splash damage 5 --- Speed 20 feet, fly 40 feet Swarming Stings Single Action Each enemy in the swarm's space takes 2d8 piercing damage (DC 21 basic Reflex save). A creature that fails its save is also exposed to wasp venom. Wasp Venom (Poison) Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 2d6 poison and clumsy 2 (2 rounds) ","skill_mod":{"acrobatics":12},"summary":"Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp …","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":18,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":7,"piercing":7,"slashing":3},"url":"/Monsters.aspx?ID=3234","intelligence":-5,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Large"],"name":"Wasp Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-3234"},{"attack_bonus":[10,10,10,10],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Common","rat empathy"],"source":["Monster Core"],"type":"Creature","will_save":8,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{"silver":5},"creature_ability":["Rat Empathy","Nimble Dodge","Change Shape","Curse of the Wererat","Moon Frenzy","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Society","Stealth"],"stealth":"8","legacy_id":["creature-410"],"trait":["Beast","Human","Humanoid","Werecreature","Medium"],"id":"creature-3235","text":" Wererat Wererats tend to be selfishly opportunistic, avaricious, and paranoid as a result of their curse. Because wererats typically dwell in metropolitan areas where they can hide in plain sight, practically any city goer could be a wererat in disguise—from the quiet shopkeep to the city's criminal mastermind. The bustle of crowds and countless rat holes make ghettos and shantytowns favored homes for wererats, especially since in these poorer districts the wererat can kill out of greed or fear with little chance of the authorities noticing. In some cities, wererats operate entire thieves' guilds or organized crime rings, and membership requires willfully submitting to the wererat's cursed bite. Wererats look very similar to ratfolk when in hybrid form, apart from potential differences in size, but ratfolk have no love for wererats. Recall Knowledge - Beast (Arcana, Nature): DC 16 Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Wererat Source Monster Core pg. 345 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Common; rat empathy Skills Acrobatics +8, Athletics +6, Deception +5, Society +4, Stealth +8 Str +2 Dex +4 Con +2 Int +0 Wis +2 Cha +1 Rat Empathy The wererat can communicate with rodents. Items Hand Crossbow (20 bolts), Leather Armor, Shortsword --- AC 19 Fort +6 Ref +10 Will +8 HP 45 Weaknesses silver 5 Nimble Dodge Reaction Trigger A creature targets the wererat with an attack and the wererat can see the attacker; Effect The wererat gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 25 feet Melee Single Action shortsword +10 (Agile, Finesse, versatile S), Damage 1d6+4 piercing Melee Single Action claw +10 (Agile, Finesse), Damage 1d6+2 slashing Melee Single Action jaws +10 (Finesse), Damage 1d8+2 piercing plus curse of the wererat Ranged Single Action hand crossbow +10 (range increment 60 feet, reload 1), Damage 1d6 piercing Change Shape Single Action (Concentrate, Polymorph, Primal) Human with fist +10 for 1d4+2 bludgeoning, or Small rat with Speed 30 feet, climb 10 feet Curse of the Wererat (Curse, Primal) Saving Throw DC 15 Fortitude Moon Frenzy (Polymorph, Primal) Sneak Attack The wererat deals 1d6 extra precision damage to off-guard creatures ","skill_mod":{"society":4,"deception":5,"stealth":8,"athletics":6,"acrobatics":8},"summary":"Wererats tend to be selfishly opportunistic, avaricious, and paranoid as a result of their curse. Because wererats typically dwell in metropolitan …","image":["/Images/Monsters/Wererat.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster"],"ac":19,"item":["Hand Crossbow (20 bolts)","Leather Armor","Shortsword"],"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3235","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Wererat","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,5,6,7],"slug":"creature-3235"},{"attack_bonus":[9,11,11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":63,"language":["Common","wolf empathy"],"source":["Monster Core"],"type":"Creature","creature_family":"Werecreature","will_save":7,"charisma":1,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{"silver":5},"creature_ability":["Wolf Empathy","Reactive Strike","Change Shape","Curse of the Werewolf","Moon Frenzy","Pack Attack"],"skill":["Acrobatics","Athletics","Survival"],"legacy_id":["creature-411"],"trait":["Beast","Human","Humanoid","Werecreature","Medium"],"id":"creature-3236","text":" Werewolf The curse of the werewolf—known as lycanthropy to many—instills in its carriers the hungry bloodlust and predatory instincts of the wolf. Werewolves tend to dwell on the fringes of society or in small settlements where, in their humanoid forms, they work as laborers, hunters, farmers, or trappers. At night, however, these same villagers transform into violent killers and sadistic stalkers who prey on their neighbors. Werewolves are the quintessential werecreature, and the first that comes to mind when most people speak of such beings. Although most werewolves hide their curse by adopting solitary lifestyles, some retain the pack mentality of true wolves. A small group of such werewolves typically forms a family-like pack, with the eldest or most powerful werewolf serving as the leader. New pack mates are hand-chosen and inculcated into the family as its influence grows. Recall Knowledge - Beast (Arcana, Nature): DC 18 Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Werewolf Source Monster Core pg. 346 Perception +9; low-light vision, scent (imprecise) 30 feet Languages Common; wolf empathy Skills Acrobatics +7, Athletics +9, Survival +10 Str +4 Dex +2 Con +2 Int -1 Wis +2 Cha +1 Wolf Empathy The werewolf can communicate with canine creatures. Items battle axe, Composite Shortbow (20 arrows), Studded Leather Armor --- AC 17 Fort +11 Ref +9 Will +7 HP 63 Weaknesses silver 5 Reactive Strike Reaction --- Speed 25 feet Melee Single Action battle axe +11 (Sweep), Damage 1d8+8 slashing Melee Single Action claw +11 (Agile), Damage 1d6+8 slashing Melee Single Action jaws +11, Damage 1d8+8 piercing plus curse of the werewolf Ranged Single Action composite shortbow +9 (deadly d10, range increment 60 feet, reload 0), Damage 1d6+4 piercing Change Shape Single Action (Concentrate, Polymorph, Primal) Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40 feet and jaws with Knockdown. Curse of the Werewolf (Curse, Primal) Saving Throw DC 17 Fortitude Moon Frenzy (Polymorph, Primal) Pack Attack The werewolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the werewolf's allies. ","skill_mod":{"survival":10,"athletics":9,"acrobatics":7},"summary":"The curse of the werewolf—known as lycanthropy to many—instills in its carriers the hungry bloodlust and predatory instincts of the wolf. Werewolves …","image":["/Images/Monsters/Werewolf.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster"],"ac":17,"item":["battle axe","Composite Shortbow (20 arrows)","Studded Leather Armor"],"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3236","intelligence":-1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":11,"size":["Medium"],"name":"Werewolf","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,11,12,12],"slug":"creature-3236"},{"attack_bonus":[10,13,13,13,13],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":75,"language":["Common","bear empathy"],"source":["Monster Core"],"type":"Creature","creature_family":"Werecreature","will_save":10,"charisma":-1,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{"silver":5},"creature_ability":["Bear Empathy","Change Shape","Curse of the Werebear","Hunt Prey","Mauler","Moon Frenzy"],"skill":["Athletics","Medicine","Nature","Stealth","Survival"],"stealth":"11","legacy_id":["creature-412"],"trait":["Beast","Human","Humanoid","Uncommon","Werecreature","Large"],"id":"creature-3237","text":" Werebear Unwavering conviction fills a werebear during their transformations. This can drive them zealously into noble causes, but it can also make them ruthless, violent, and single-minded. Alliances can fall from a werebear's mind as their bestial temper overcomes them and their goal overwhelms all. As a result, werebears are loners, rarely even living together as families longer than necessary. As long as there is nothing around to threaten it or the natural area it protects (typically a forest), a werebear in its animal form is generally content to forage and sleep away the night. Recall Knowledge - Beast (Arcana, Nature): DC 21 Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Werebear Source Monster Core pg. 346 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Common; bear empathy Skills Athletics +12, Medicine +9, Nature +11, Stealth +11, Survival +11 Str +5 Dex +2 Con +4 Int +1 Wis +3 Cha -1 Bear Empathy The werebear can communicate with ursine creatures. Items Chain Shirt, Greataxe, Hatchet (8) --- AC 23 Fort +12 Ref +10 Will +10 HP 75 Weaknesses silver 5 --- Speed 25 feet Melee Single Action claw +13 (Agile, reach 10 feet), Damage 1d10+7 slashing plus Grab Melee Single Action greataxe +13 (reach 10 feet, Sweep), Damage 1d12+7 slashing Melee Single Action hatchet +13 (Agile, Sweep), Damage 1d6+7 slashing Melee Single Action jaws +13 (reach 10 feet), Damage 1d12+7 piercing plus curse of the werebear Ranged Single Action hatchet +10 (Agile, Sweep, thrown 10 feet), Damage 1d6+7 slashing Change Shape Single Action (Concentrate, Polymorph, Primal) Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear with Speed 35 feet. Curse of the Werebear (Curse, Primal) Saving Throw DC 18 Fortitude Hunt Prey Single Action (Concentrate) The werebear designates a single creature they can see and hear, or one they're Tracking, as their prey. The werebear gains a +2 circumstance bonus to Perception checks when they Seek their prey and to Survival checks when they Track their prey. The first time the werebear hits the designated prey in a round, they deal an additional 1d8 precision damage. These effects last until the werebear uses Hunt Prey again. Mauler The werebear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed. Moon Frenzy (Polymorph, Primal) ","skill_mod":{"nature":11,"survival":11,"stealth":11,"medicine":9,"athletics":12},"summary":"Unwavering conviction fills a werebear during their transformations. This can drive them zealously into noble causes, but it can also make them …","image":["/Images/Monsters/Werebear.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity","Monster"],"ac":23,"item":["Chain Shirt","Greataxe","Hatchet (8)"],"level":4,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3237","intelligence":1,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":12,"size":["Large"],"name":"Werebear","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[10,10,12,13,13],"slug":"creature-3237"},{"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":75,"language":["Common","tiger empathy"],"source":["Monster Core"],"type":"Creature","creature_family":"Werecreature","will_save":9,"charisma":-1,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{"silver":5},"creature_ability":["Tiger Empathy","Reactive Strike","Change Shape","Curse of the Weretiger","Moon Frenzy","Pounce","Rend"],"skill":["Acrobatics","Athletics","Deception","Society","Stealth"],"stealth":"11","legacy_id":["creature-858"],"trait":["Beast","Human","Humanoid","Werecreature","Medium"],"id":"creature-3238","text":" Weretiger These ferocious werecreatures stalk prey with the cunning and skill of a true apex predator. Weretigers typically view all life as a potential meal. Powerful nocturnal hunters with excellent senses that help them ambush prey, weretigers are adaptable to an extreme range of environments. However, weretigers living in densely populated cities (potentially as courtesans, assassins, or guild leaders) often struggle to suppress their killer instincts, becoming overwhelmed by the urge to hunt. Recall Knowledge - Beast (Arcana, Nature): DC 19 Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Weretiger Source Monster Core pg. 347 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Common; tiger empathy Skills Acrobatics +11, Athletics +12, Deception +7, Society +10, Stealth +11 Str +4 Dex +3 Con +3 Int +0 Wis +3 Cha -1 Tiger Empathy The weretiger can communicate with felines. --- AC 21 Fort +11 Ref +13 Will +9 HP 75 Weaknesses silver 5 Reactive Strike Reaction --- Speed 25 feet Melee Single Action jaws +14, Damage 2d6+7 piercing plus curse of the weretiger and Grab Melee Single Action claw +14 (Agile), Damage 2d4+7 slashing Change Shape Single Action (Concentrate, Polymorph, Primal) Human with fist +14 for 1d4+7 bludgeoning, or tiger with Speed 30 feet and Wrestle (Wrestle Single Action The tiger makes a claw Strike against a creature it is grabbing. If the attack hits, that creature is knocked prone). Curse of the Weretiger (Curse, Primal) Saving Throw DC 21 Fortitude Moon Frenzy (Polymorph, Primal) Pounce Single Action The weretiger Strides and makes a Strike at the end of that movement. If the weretiger began this action hidden, they remain hidden until after this ability's Strike. Rend Single Action claw ","skill_mod":{"society":10,"deception":7,"stealth":11,"athletics":12,"acrobatics":11},"summary":"These ferocious werecreatures stalk prey with the cunning and skill of a true apex predator. Weretigers typically view all life as a potential meal. …","image":["/Images/Monsters/Weretiger.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3238","intelligence":0,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":11,"size":["Medium"],"name":"Weretiger","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"slug":"creature-3238"},{"attack_bonus":[10,12,12],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":40,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Wight","will_save":10,"charisma":2,"speed":{"max":25,"land":25},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Grave Weapon","Final Spite","Fueled by Spite","Corrupting Spite"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"8","legacy_id":["creature-413"],"trait":["Undead","Unholy","Wight","Medium"],"id":"creature-3239","text":" Wight Wights are intelligent undead spawned through inescapable cycles of spite. This spite might come from their own malevolent will in life, or can be instilled by necromantic rituals, typically involving the desecration of burial sites. Wights usually haunt burial grounds, catacombs, or other places of the dead. Their hunger is targeted toward the living—those whose pumping hearts and ruddy warmth inspire visceral hatred. As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. The environment, too, plays a part in determining a wight's special abilities and defenses. Frost wights, for instance, can be found in parts of the world where exposure is a common end and the resentment of being left alone in the wild is a common source of spite. Durable and sustained by void energy, wights can last in harsh environments without decaying the way some lesser undead do. A single wight can wreak significant havoc if it is compelled to rise from its tomb. Because creatures slain under a wight's curse can become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own. Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Wight Source Monster Core pg. 348 Perception +10; darkvision Languages Common, Necril Skills Athletics +10, Intimidation +9, Stealth +8 Str +4 Dex +1 Con +4 Int +0 Wis +3 Cha +2 Grave Weapon (divine) The wight is bound to a dagger it was buried with. Other wights can be bound to different weapons. Items Dagger --- AC 18 Fort +11 Ref +6 Will +10 HP 40 (fueled by spite, void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Final Spite Reaction Trigger The wight is reduced to 0 Hit Points; Effect The wight makes a Strike before being destroyed. This Strike can inflict corrupting spite, but fueled by spite doesn't apply. Fueled by Spite Each time a creature loses Hit Points due to a corrupting spite curse the wight inflicted, the wight gains 3 temporary Hit Points. --- Speed 25 feet Melee Single Action dagger +12 (Agile, versatile S), Damage 1d4+6 piercing plus corrupting spite Melee Single Action claw +12 (Agile), Damage 1d4+6 slashing plus corrupting spite Ranged Single Action dagger +10 (Agile, thrown 10 feet, versatile S), Damage 1d4+6 slashing plus corrupting spite Corrupting Spite (Curse, Divine, Void) The wight's unarmed attacks and bound weapons inflict a curse that makes a creature grow weak and spiteful. If a wight inflicts corrupting spite on a creature already afflicted by it, the victim attempts a new save, ignoring the result if it's better than a failure. A living humanoid that dies while under the curse rises as a wight after 1d4 rounds, controlled by the wight that killed it. The wight spawn can't inflict corrupting spite and is clumsy 2. If its creator dies or after roughly a month of existence, the new wight becomes autonomous and turns into a normal wight; Saving Throw DC 17 Fortitude; Stage 1 drained 1 (1 round); Stage 2 drained 2 and doesn't treat any creatures as allies (1 round); Stage 3 As stage 2, except drained 3 (1 round); Stage 4 As stage 2, except drained 4 (1 round). ","skill_mod":{"stealth":8,"athletics":10,"intimidation":9},"summary":"Wights are intelligent undead spawned through inescapable cycles of spite. This spite might come from their own malevolent will in life, or can be …","image":["/Images/Monsters/Wight.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Mechanics","Monster"],"ac":18,"item":["Dagger"],"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3239","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Wight","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,8,8],"slug":"creature-3239"},{"legacy_name":["Will-o’-Wisp"],"attack_bonus":[17],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":50,"language":["Aklo","Common"],"immunity":["magic"],"source":["Monster Core"],"type":"Creature","will_save":14,"charisma":2,"speed":{"fly":50,"max":50},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Glow","Magic Immunity","Feed on Fear","Go Dark"],"skill":["Acrobatics","Deception","Intimidation","Stealth"],"stealth":"16","legacy_id":["creature-414"],"trait":["Aberration","Air","Small"],"id":"creature-3240","text":" Will-O'-Wisp Malevolent balls of colored light, will-o'-wisps haunt lonely marshes and forests, where they lure unsuspecting travelers into danger. Will-o'-wisps can vary the color and illumination they shed, and delight in mimicking bobbing lanterns or distant fires to draw lost or disoriented travelers off of safe trails. They can extinguish their illumination entirely to become invisible, and they enjoy doing so once their victims are wholly lost and have realized that the bobbing light in the distance isn't, in fact, leading them to safety. Even invisible, however, a will-o'-wisp rarely ventures far from its target, as it feasts upon the panic and dread felt by its victims. Beneath its glow, a will-o'-wisp's body is a spongy ball approximately 1 foot in diameter and weighing less than 5 pounds. Although most will-o'-wisps are merely translucent, featureless orbs, gaining definition only in the shifting illumination they create, a few have dark mottling that makes them resemble a skull when viewed closely. Will-o'-wisps have no need for mundane nourishment, and in fact, lack the ability to consume matter of any kind; they find all the sustenance they need in the terror of nearby creatures. For this reason, they like to work alongside undead that produce terror in their victims. Will-o'-wisps are long-lived, if not effectively immortal, and they have good memories. A cowed or defeated will-o'-wisp can be a good source of lore and information, though acquiring such cooperation from such a sinister monster is no easy feat. Will-o'-wisps inhabit desolate swamps and forests and are generally active at twilight and after dark. They are therefore reluctant to lead victims into immediately fatal areas such as deadfalls, but instead prefer hazards where their victims suffer over a long time, such as pockets of stale or poisonous air, patches of quicksand, and dens of bigger monsters. According to will-o'-wisps, different types of fear have subtle differences in flavor. The lurking dread in the pit of the stomach that gnaws at those who slowly become aware of the fact that they're lost produces a much different taste than the sudden, stark terror of imminent death in the face of a towering monster. Because of this, will-o'- wisps try to vary the ways in which they induce terror in their prey, to ensure they don't tire of certain flavors of fear. Recall Knowledge - Aberration (Occultism): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Will-O'-Wisp Source Monster Core pg. 349 Perception +16; darkvision Languages Aklo, Common Skills Acrobatics +18, Deception +12, Intimidation +12, Stealth +16 Str -5 Dex +6 Con +0 Int +2 Wis +4 Cha +2 --- AC 27 Fort +10 Ref +16 Will +14 HP 50 Immunities magic Glow (aura, light) 20 feet. A will-o'-wisp is itself naturally invisible, but glows with a colored light, casting bright light in the aura and making it visible. Magic Immunity A will-o'-wisp is immune to all spells except force barrage , quandary , and revealing light . --- Speed fly 50 feet Melee Single Action shock +17 (Electricity, Magical), Damage 2d8+4 electricity Feed on Fear Single Action (Concentrate) Frequency once per round; Requirements An enemy within 15 feet is under a fear effect or dying; Effect The will-o'-wisp feeds on the creature's terror. It regains 2d4 Hit Points, and if it has Gone Dark, its glow reignites. Go Dark Single Action (Concentrate) The will-o'-wisp extinguishes its glow, becoming invisible. It can end this effect with another use of this action. If it uses its shock attack while invisible, the arc of electricity lets any observer determine its location, making the will-o'-wisp only hidden to all observers until it moves. Eyes of the Dead The elder goddess Nhimbaloth, the so-called “Empty Death,” is said by many to be the source of all will-o'-wisps. Cultists of Nhimbaloth claim she has no true form but is merely a presence that can be felt by all in danger of a pointless and futile death. These same cultists maintain that all will-o'-wisps are Nhimbaloth's eyes, and it's through these fear-devouring creatures that she looks upon all worlds from an eldritch realm beyond even the very concept of death. ","element":["Air"],"skill_mod":{"deception":12,"stealth":16,"intimidation":12,"acrobatics":18},"summary":"Malevolent balls of colored light, will-o'-wisps haunt lonely marshes and forests, where they lure unsuspecting travelers into danger. Will-o'-wisps …","image":["/Images/Monsters/WillOWisp.png"],"primary_source":"Monster Core","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":27,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3240","intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Will-O'-Wisp","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-3240"},{"attack_bonus":[9],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":24,"source":["Monster Core"],"type":"Creature","creature_family":"Wolf","will_save":5,"charisma":-2,"speed":{"max":35,"land":35},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Pack Attack"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"7","legacy_id":["creature-415"],"trait":["Animal","Medium"],"id":"creature-3241","text":" Wolf Wolves live and hunt in packs, which, contrary to popular belief, are not led by the strongest in the group, but typically consist of a mated pair, their pups, and juvenile offspring from previous mating seasons. Offspring generally leave their parents' pack upon reaching maturity, at which point they seek out mates of their own to form their own packs elsewhere. Humanoids are not traditionally viewed as prey animals by wolves, but extraordinary circumstances can lead these animals to attack people, especially in winter months and other situations where traditional prey (deer and elk mainly) is scarce. Some beings, such as powerful vampires, can call upon wolves to aid them in combat. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Wolf Source Monster Core pg. 350 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +6, Stealth +7, Survival +7 Str +2 Dex +4 Con +1 Int -4 Wis +2 Cha -2 --- AC 15 Fort +6 Ref +9 Will +5 HP 24 --- Speed 35 feet Melee Single Action jaws +9, Damage 1d6+2 piercing plus Knockdown Pack Attack The wolf's Strikes deal 1d4 extra damage to creatures within reach of at least two of the wolf's allies. ","skill_mod":{"survival":7,"stealth":7,"athletics":6,"acrobatics":7},"summary":"Wolves live and hunt in packs, which, contrary to popular belief, are not led by the strongest in the group, but typically consist of a mated pair, …","image":["/Images/Monsters/Wolf.webp"],"primary_source":"Monster Core","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3241","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Wolf","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-3241"},{"attack_bonus":[12],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":50,"source":["Monster Core"],"type":"Creature","creature_family":"Wolf","will_save":8,"charisma":-2,"speed":{"max":35,"land":35},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Buck","Pack Attack","Worry"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"8","legacy_id":["creature-416"],"trait":["Animal","Large"],"id":"creature-3242","text":" Dire Wolf Much larger and more foul-tempered than their common cousins, dire wolves haunt primeval lands that accommodate their massive size and proportionately large hunting grounds and appetites. Orcs are fond of using dire wolves as mounts, finding their vicious tempers perfect for hunting and warfare. Dire wolves are far more likely to prey on humanoids than ordinary wolves, considering them nothing but another kind of smaller, nutritious animal. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Dire Wolf Source Monster Core pg. 350 Perception +10; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +10, Stealth +8, Survival +10 Str +5 Dex +3 Con +4 Int -4 Wis +3 Cha -2 --- AC 18 Fort +11 Ref +8 Will +8 HP 50 Buck Reaction DC 20 --- Speed 35 feet Melee Single Action jaws +12 (reach 10 feet), Damage 1d10+5 piercing plus Grab or Knockdown Pack Attack The dire wolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the wolf's allies. Worry Single Action (Attack) Requirements The dire wolf has a creature grabbed or restrained in its jaws; Effect The dire wolf fiercely shakes the creature with its teeth, dealing 1d10+2 damage with a DC 20 basic Fortitude save. ","skill_mod":{"survival":10,"stealth":8,"athletics":10,"acrobatics":8},"summary":"Much larger and more foul-tempered than their common cousins, dire wolves haunt primeval lands that accommodate their massive size and …","primary_source":"Monster Core","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3242","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Dire Wolf","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-3242"},{"attack_bonus":[17],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":80,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Wraith","will_save":14,"charisma":5,"speed":{"fly":40,"max":40},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Sunlight Powerlessness","Grip of Fear","Robes of Welcome","Void's Embrace"],"skill":["Acrobatics","Diplomacy","Intimidation","Stealth"],"stealth":"16","legacy_id":["creature-417"],"trait":["Incorporeal","Undead","Unholy","Wraith","Medium"],"id":"creature-3243","text":" Wraith Wraiths are malevolent undead who drain life and shun light. Their shadowy forms are covered by insubstantial robes that they wear like a badge of office and marked with peering eyes that reflect their judgment of the living. A wraith can be created by foul magic or direct exposure to the Void, but more often they are the result of death on a tragic scale. When a tragedy is too great for even reality to witness, a temporary manifestation of the Void can leave behind countless wraiths in a horde of darkness. A wraith's existence is one of emptiness and need, with a desire to call others to the same emptiness exemplified by the Void. Wraiths can haunt any location where they can safely interact with the living, looking for those worthy to become new wraiths and disposing of the rest, though their vulnerability to sunlight confines them to the shadowy places of the world—places where they can blend in seamlessly with their dark surroundings before silently engulfing their prey. Wraiths' opinions on who is worthy vary, but they typically choose those closest to the Void already, whether from a metaphysical connection or exposure to countless deaths. A new wraith created this way carries these aspects, with the rest of their personality warped or scoured away by exposure to the Void. Wraiths gather with others of their kind in places where death and mayhem are commonplace—countrysides ravaged by war, metropolitan underworlds run by criminal overlords, or sites of fiendish rituals. In these places, the living do well to keep to the light. Wraiths are smart enough to take advantage of their incorporeality in combat, so they keep to tortuous caverns or structures with hallways, and avoid open areas. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Wraith Source Monster Core pg. 351 Perception +14; darkvision, lifesense 60 feet Languages Common, Necril Skills Acrobatics +12, Diplomacy +13, Intimidation +15, Stealth +16 Str -5 Dex +4 Con +0 Int +2 Wis +2 Cha +5 --- AC 24 Fort +8 Ref +14 Will +14 HP 80 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) Sunlight Powerlessness While in sunlight, a wraith is blinded and slowed 2. --- Speed fly 40 feet Melee Single Action wraith touch +17 (Agile, Divine, Finesse, Void), Damage 3d8 void Grip of Fear Two Actions (Emotion, Fear, Mental, Nonlethal) The wraith reaches into an adjacent creature's chest, gripping their heart. The target takes 6d6 mental damage with a DC 24 basic Will save. On a critical failure, the creature is also paralyzed until the start of the wraith's next turn. Robes of Welcome Single Action (Divine, Void) Frequency once per round; Effect The wraith wraps its robes around an adjacent living creature, exposing it to void's embrace. If any creature is cursed by the wraith's void's embrace, the wraith can't impose void's embrace on another creature. Void's Embrace (Curse, Death, Divine, Void) If the victim succeeds at a saving throw against this curse while in sunlight, the curse ends. While you have this curse, you bypass the resistance of the wraith that cursed you; Saving Throw DC 24 Will; Stage 1 the victim is dazzled in any light (1 hour); Stage 2 the victim gains lifesense 30 feet but is blinded in any light (1 hour); Stage 3 as stage 2, but the creature also has void healing (1 hour); Stage 4 the victim becomes unconscious and can't awaken (1 day); Stage 5 the creature dies and becomes a wraith, its body crumbling to ash ","skill_mod":{"diplomacy":13,"stealth":16,"intimidation":15,"acrobatics":12},"summary":"Wraiths are malevolent undead who drain life and shun light. Their shadowy forms are covered by insubstantial robes that they wear like a badge of …","image":["/Images/Monsters/Wraith.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type","Mechanics"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=3243","intelligence":2,"reflex_save":14,"strongest_save":["ref","reflex","will"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Wraith","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-3243"},{"attack_bonus":[7,7,9,9,9],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":21,"language":["Draconic","Sakvroth"],"source":["Monster Core"],"type":"Creature","creature_family":"Xulgath","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Stench"],"skill":["Athletics","Stealth"],"stealth":"5","legacy_id":["creature-418"],"trait":["Humanoid","Xulgath","Medium"],"id":"creature-3244","text":" Xulgath Warrior Xulgath warriors strike with fury and eager cruelty, always ready for the next fight. The taking of prizes from battle—including weapons and items stolen from defeated foes along with grislier trophies harvested from fallen victims' flesh—is a popular pursuit among these vicious reptiles, and those whose armor and scales are most adorned are awarded the greatest respect (and perhaps fear) from their kin. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Xulgath Warrior Source Monster Core pg. 352 Perception +6; darkvision Languages Draconic, Sakvroth Skills Athletics +7, Stealth +5 Str +4 Dex +2 Con +3 Int -1 Wis +1 Cha +0 Items Club, Javelin (3) --- AC 14 Fort +8 Ref +7 Will +4 HP 21 Stench (aura, olfactory) 30 feet, DC 16 --- Speed 25 feet Melee Single Action club +9, Damage 1d6+4 bludgeoning Melee Single Action jaws +9, Damage 1d6+4 piercing Melee Single Action claw +9 (Agile), Damage 1d4+4 slashing Ranged Single Action club +7 (thrown 10 feet), Damage 1d6+4 bludgeoning Ranged Single Action javelin +7 (thrown 30 feet), Damage 1d6+4 piercing\n","skill_mod":{"stealth":5,"athletics":7},"summary":"Xulgath warriors strike with fury and eager cruelty, always ready for the next fight. The taking of prizes from battle—including weapons and items …","image":["/Images/Monsters/Xulgath_Warrior.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":14,"item":["Club","Javelin (3)"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3244","intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Xulgath Warrior","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7,7,7,7],"slug":"creature-3244"},{"attack_bonus":[9,10,10,10],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":28,"language":["Draconic","Sakvroth"],"source":["Monster Core"],"type":"Creature","creature_family":"Xulgath","will_save":5,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Stench","Hidden Movement","Mask Stench","Sneak Attack"],"skill":["Acrobatics","Stealth","Thievery"],"stealth":"8","legacy_id":["creature-419"],"trait":["Humanoid","Xulgath","Medium"],"id":"creature-3245","text":" Xulgath Skulker Xulgath warrens are patrolled—some might say “haunted”—by the community's skulkers. These xulgaths specialize in stealth, striking swiftly from the shadows and otherwise ambushing foes. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Xulgath Skulker Source Monster Core pg. 353 Perception +7; darkvision Languages Draconic, Sakvroth Skills Acrobatics +8, Stealth +8, Thievery +8 Str +3 Dex +4 Con +2 Int -1 Wis +1 Cha +0 Items Dagger (4) --- AC 17 Fort +8 Ref +10 Will +5 HP 28 Stench (aura, olfactory) 30 feet, DC 16 --- Speed 25 feet Melee Single Action dagger +10 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Melee Single Action jaws +9, Damage 1d6+3 piercing Melee Single Action claw +10 (Agile, Finesse), Damage 1d4+3 slashing Ranged Single Action dagger +10 (Agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing Hidden Movement If a xulgath skulker starts their turn undetected by a creature or merely hidden from it, that creature is off-guard against the skulker's attacks until the end of the skulker's turn. Mask Stench Free Action The stalker masks their stench with curated herbs, suppressing their stench aura. The skulker can resume their stench aura as a free action. Sneak Attack A xulgath skulker deals an additional 1d6 precision damage to off-guard creatures. ","skill_mod":{"thievery":8,"stealth":8,"acrobatics":8},"summary":"Xulgath warrens are patrolled—some might say “haunted”—by the community's skulkers. These xulgaths specialize in stealth, striking swiftly from the …","image":["/Images/Monsters/Xulgath_Skulker.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":17,"item":["Dagger (4)"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3245","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Xulgath Skulker","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,5,5,6],"slug":"creature-3245"},{"attack_bonus":[8,11,11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":44,"language":["Draconic","Sakvroth"],"source":["Monster Core"],"type":"Creature","creature_family":"Xulgath","will_save":9,"charisma":1,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Stench","Weakening Strike"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"6","legacy_id":["creature-420"],"trait":["Humanoid","Xulgath","Medium"],"id":"creature-3246","text":" Xulgath Leader Xulgath leaders are usually the strongest, most violent members of a community—although in some cases, particularly in larger groups, xulgath clutches are led by powerful demon cultists or other monsters who seek to use the xulgaths as servants or sacrifices. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Xulgath Leader Source Monster Core pg. 353 Perception +9; darkvision Languages Draconic, Sakvroth Skills Athletics +11, Intimidation +6, Stealth +6 Str +4 Dex +1 Con +2 Int -1 Wis +2 Cha +1 Items Breastplate, Greataxe, Javelin (4) --- AC 18 Fort +9 Ref +6 Will +9 HP 44 Stench (aura, olfactory) 30 feet, DC 19 --- Speed 25 feet Melee Single Action greataxe +11 (Sweep), Damage 1d10+6 slashing Melee Single Action jaws +11, Damage 1d6+6 piercing plus weakening strike Melee Single Action claw +11 (Agile), Damage 1d4+6 slashing plus weakening strike Ranged Single Action javelin +8 (thrown 30 feet), Damage 1d6+4 piercing Weakening Strike A creature hit by a xulgath leader's jaws or claw Strike is enfeebled 1 (or enfeebled 2 on a critical hit) for 1 round. ","skill_mod":{"stealth":6,"athletics":11,"intimidation":6},"summary":"Xulgath leaders are usually the strongest, most violent members of a community—although in some cases, particularly in larger groups, xulgath …","primary_source":"Monster Core","trait_group":["Creature Type","Monster"],"ac":18,"item":["Breastplate","Greataxe","Javelin (4)"],"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3246","intelligence":-1,"reflex_save":6,"strongest_save":["fort","fortitude","will"],"dexterity":1,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Xulgath Leader","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8,9,11],"slug":"creature-3246"},{"attack_bonus":[15],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":115,"language":["Aklo"],"immunity":["cold"],"source":["Monster Core"],"type":"Creature","will_save":13,"charisma":-1,"speed":{"climb":20,"max":35,"land":35},"perception":15,"wisdom":4,"weakness":{"fire":10},"creature_ability":["Snowblind","Nightmare Guardian","Vanish","Arctic Passage","Grisly Arrival","Rend"],"skill":["Athletics","Stealth","Survival"],"stealth":"12","legacy_id":["creature-421"],"trait":["Humanoid","Uncommon","Large"],"id":"creature-3247","text":" Yeti Nearly a myth, a yeti is rarely seen—and even when it is, it is often too late. Yetis dwell amid the highest, most remote peaks of the world, coming down from their snowy mountain holds to raid, steal livestock, and sometimes feed their insatiable urges for slaughter and destruction. Those folks who live at the foot of a yeti-ruled mountain warn of the “abominable snowmen”: monstrous, fur-covered humanoids who leave strange and bloody tracks in the snow. In actuality, most yetis protect the world rather than hunt its other denizens, guarding eldritch portals that link the mortal Universe and other, much stranger dimensions of reality. From within these snow-covered arches and ancient stone doorways, aliens, living nightmares, fiends, and worse can emerge into the world. Yetis who guard these portals sometimes succumb to the horrors within, taking on the bloodthirsty urges and horrific behaviors of the very monsters they strive to guard against. Driven out of their clans and forced to wander alone, they give rise to the myth of the abominable snowman. These exiled yetis often fully embrace the corrupting elements that caused their exile in the first place, growing more powerful and more deadly. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Yeti Source Monster Core pg. 354 Perception +15; darkvision, scent (imprecise) 30 feet Languages Aklo Skills Athletics +14, Stealth +12, Survival +11 Str +5 Dex +2 Con +4 Int -1 Wis +4 Cha -1 Snowblind When Hiding, the yeti is concealed by any snowfall, even if it's not thick enough to make other creatures concealed. --- AC 21 Fort +15 Ref +11 Will +13 +4 status to all saves vs. fear and dreams HP 115 Immunities cold Weaknesses fire 10 Nightmare Guardian Yetis gain a +4 status bonus to saves against fear and against spells and abilities that affect dreams. A yeti who falls prey to a supernatural nightmare loses this ability and becomes permanently enraged, gaining a +1 status bonus to attack and damage rolls and a –1 status penalty to AC. Vanish Reaction Trigger The yeti is hidden or undetected while not in combat, and a creature would observe it; Effect The yeti Strides or Climbs up to half its Speed to a location where it can Hide, then Hides. If its new Stealth check result meets or exceeds the triggering creature's Perception DC, the yeti remains hidden. --- Speed 35 feet, climb 20 feet; arctic passage Melee Single Action claw +15, Damage 2d10+5 slashing Arctic Passage The yeti ignores difficult terrain caused by ice or snow. Grisly Arrival Free Action (Emotion, Fear, Mental) Trigger The yeti hits a creature in the first round of combat and the yeti was hidden from that creature at the start of combat; Effect Each enemy within 30 feet that witnesses the attack (including the target of the attack) must attempt a DC 23 Will save. On a failure, the creature is frightened 2; on a critical failure, it's frightened 4. Rend Single Action claw Yeti Crafts Lone exiles of yeti clans have little use for treasure and leave the gear of their slain victims behind, where it is quickly covered by snowfall. Clan-based yetis, on the other hand, create beautifully carved stonework, some of which they shape into protective talismans of rare beauty ","skill_mod":{"survival":11,"stealth":12,"athletics":14},"summary":"Nearly a myth, a yeti is rarely seen—and even when it is, it is often too late. Yetis dwell amid the highest, most remote peaks of the world, coming …","image":["/Images/Monsters/Yeti.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Rarity"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3247","intelligence":-1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Yeti","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16],"slug":"creature-3247"},{"legacy_name":["Xill"],"attack_bonus":[15,17,17,17],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":110,"language":["Aklo"],"source":["Monster Core"],"type":"Creature","will_save":12,"charisma":0,"speed":{"climb":20,"max":30,"land":30,"burrow":20},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Preserve Prey","Dual Stab","Harden Chitin","Spit Mucus","Zecui Larvae"],"skill":["Acrobatics","Athletics","Crafting","Medicine","Stealth"],"stealth":"17","legacy_id":["creature-866"],"trait":["Aberration","Uncommon","Medium"],"id":"creature-3248","text":" Zecui These chitinous entities can only grow to adulthood within a host creature, usually a humanoid or larger animal. When such hosts are particularly plentiful, zecuis can multiply at a horrifying rate, sealing hosts in subterranean chambers until their larvae grow to adulthood. However, during lean times, zecui adults will sate their hunger by eating those hosts along with any unlucky larvae gestating within, unable to be infested by their own young. Between periods of wakefulness, zecuis hibernate for decades in burrows or buried within the soil. Sometimes an unincubated larva will be buried this way, waiting for a living host to come in contact with it. Once a zecui larva has gestated long enough to take control of its host, it may seek out larger and more powerful entities to devour the host, transferring themselves to a more plentiful source of food. Recall Knowledge - Aberration (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Zecui Source Monster Core pg. 355 Perception +14; darkvision Languages Aklo Skills Acrobatics +17, Athletics +15, Crafting +12, Medicine +14, Stealth +17 Str +3 Dex +5 Con +2 Int +0 Wis +2 Cha +0 Items Shortsword (2) --- AC 23 Fort +14 Ref +17 Will +12 HP 110 Preserve Prey Reaction (healing, manipulate, occult, vitality) Trigger A living creature within 30 feet is reduced to 0 Hit Points; Effect The zecui channels corrupt vitality into the triggering creature, which still goes unconscious but does not gain the dying condition. While that creature is unconscious, the residual energy attempts to counteract any vitality spell healing that creature with a +15 counteract modifier. --- Speed 30 feet, burrow 20 feet, climb 20 feet Melee Single Action mandibles +15, Damage 2d8+7 piercing Melee Single Action shortsword +17 (Agile, Finesse, versatile S), Damage 2d6+7 piercing Melee Single Action claws +17 (Agile, Finesse), Damage 2d4+7 slashing plus Grab Ranged Single Action spit +17 (range 30 feet), Damage spit mucus Dual Stab Single Action Frequency once per round; Effect The zecui makes two shortsword Strikes against an immobilized or off-guard target. These strikes count towards the zecui's multiple attack penalty, but it doesn't increase until after the second attack. Harden Chitin Single Action The zecui fuses much of their chitin into a black metallic shell. They gain resistance 5 to all damage (except mental and spirit) until they next take a move action. Spit Mucus A creature hit by the zecui's spit attack is immobilized by the larva-infested mucus and stuck to the nearest surface until it Escapes (DC 25). While that creature is immobilized, it is exposed to zecui larvae at the end of each of its turns. Zecui Larvae (Disease) Saving Throw DC 25 Fortitude; Stage 1 visible lumps as the larvae move but no ill effect (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day); Stage 4 drained 3 and controlled by the zecui larva (1 day); Stage 5 the creature dies and the adult zecui can emerge from the corpse as an Interact action The Dark Brood Although zecuis generally operate in personal nests, a coalition of zecui thrives in the Valashmai Jungle of Tian Xia, nesting in the ruins of the ancient empire that attempted to control their ancestors. Recently, the brood has turned its gaze outwards, building up numbers to begin a great expansion. ","skill_mod":{"crafting":12,"stealth":17,"medicine":14,"athletics":15,"acrobatics":17},"summary":"These chitinous entities can only grow to adulthood within a host creature, usually a humanoid or larger animal. When such hosts are particularly …","image":["/Images/Monsters/Zecui.webp"],"primary_source":"Monster Core","trait_group":["Creature Type","Rarity"],"ac":23,"item":["Shortsword (2)"],"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3248","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Zecui","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12,14,16],"slug":"creature-3248"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":20,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Zombie","will_save":2,"charisma":-2,"speed":{"max":25,"land":25},"perception":0,"wisdom":0,"weakness":{"slashing":5,"vitality":5},"creature_ability":["Slow","Zombie Bite"],"skill":["Athletics"],"legacy_id":["creature-423"],"trait":["Mindless","Undead","Unholy","Zombie","Medium"],"id":"creature-3249","text":" Zombie Shambler A zombie shambler is a slow-moving horror dangerous in larger groups. Recall Knowledge - Undead (Religion): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Zombie Shambler Source Monster Core pg. 356 Perception +0; darkvision Languages Skills Athletics +7 Str +3 Dex -2 Con +2 Int -5 Wis +0 Cha -2 Slow A zombie is permanently slowed 1 and can't use reactions. --- AC 12 Fort +6 Ref +0 Will +2 HP 20 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Weaknesses slashing 5, vitality 5 --- Speed 25 feet Melee Single Action fist +7, Damage 1d6+3 bludgeoning plus Grab Zombie Bite Single Action Requirements The zombie has a creature grabbed or restrained; Effect The zombie makes a jaws unarmed melee Strike against that creature with an attack modifier of +7 that deals 1d8+3 piercing damage. ","skill_mod":{"athletics":7},"summary":"A zombie shambler is a slow-moving horror dangerous in larger groups.","image":["/Images/Monsters/Zombie_Shambler.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type","Mechanics"],"ac":12,"level":-1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3249","intelligence":-5,"reflex_save":0,"strongest_save":["fort","fortitude"],"dexterity":-2,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Zombie Shambler","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-3249"},{"attack_bonus":[9],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":50,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Zombie","will_save":4,"charisma":-2,"speed":{"max":25,"land":25},"perception":3,"wisdom":0,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Slow","Zombie Bite","Zombie Rot"],"skill":["Athletics"],"legacy_id":["creature-424"],"trait":["Mindless","Undead","Unholy","Zombie","Medium"],"id":"creature-3250","text":" Plague Zombie Plague zombies are infested with horrible contagions. Recall Knowledge - Undead (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Plague Zombie Source Monster Core pg. 356 Perception +3; darkvision Languages Skills Athletics +9 Str +4 Dex -2 Con +3 Int -5 Wis +0 Cha -2 Slow A zombie is permanently slowed 1 and can't use reactions. --- AC 13 Fort +6 Ref +3 Will +4 HP 50 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Weaknesses slashing 10, vitality 10 --- Speed 25 feet Melee Single Action fist +9, Damage 1d8+4 bludgeoning plus Grab and zombie rot Zombie Bite Single Action Requirements The zombie has a creature grabbed or restrained; Effect The zombie makes a jaws unarmed melee Strike against that creature with an attack modifier of +9 that deals 1d12+4 piercing damage and exposes the creature to zombie rot. Zombie Rot (Disease, Divine, Void) An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease; Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 void damage (1 day); Stage 3 1d6 void damage (1 day); Stage 4 1d6 void damage (1 day); Stage 5 dead, rising as a plague zombie immediately ","skill_mod":{"athletics":9},"summary":"Plague zombies are infested with horrible contagions.","primary_source":"Monster Core","trait_group":["Monster","Creature Type","Mechanics"],"ac":13,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3250","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-2,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Plague Zombie","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-3250"},{"attack_bonus":[11],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":70,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Zombie","will_save":6,"charisma":-2,"speed":{"max":25,"land":25},"perception":4,"wisdom":0,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Slow"],"skill":["Athletics"],"legacy_id":["creature-425"],"trait":["Mindless","Undead","Unholy","Zombie","Large"],"id":"creature-3251","text":" Zombie Brute Necromantic augmentations grant this zombie giant increased power. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Zombie Brute Source Monster Core pg. 357 Perception +4; darkvision Languages Skills Athletics +11 Str +5 Dex -3 Con +4 Int -5 Wis +0 Cha -2 Slow A zombie is permanently slowed 1 and can't use reactions. --- AC 15 Fort +10 Ref +3 Will +6 HP 70 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Weaknesses slashing 10, vitality 10 --- Speed 25 feet Melee Single Action fist +11 (reach 10 feet), Damage 1d12+5 bludgeoning plus Improved Push 5 feet\n","skill_mod":{"athletics":11},"summary":"Necromantic augmentations grant this zombie giant increased power.","primary_source":"Monster Core","trait_group":["Monster","Creature Type","Mechanics"],"ac":15,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3251","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-3,"vision":"Darkvision","fortitude_save":10,"size":["Large"],"name":"Zombie Brute","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-3251"},{"attack_bonus":[17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":160,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core"],"type":"Creature","creature_family":"Zombie","will_save":12,"charisma":-2,"speed":{"max":25,"land":25},"perception":8,"wisdom":0,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Slow","Corpse Throwing","Wide Swing"],"skill":["Athletics"],"legacy_id":["creature-426"],"trait":["Mindless","Undead","Unholy","Zombie","Huge"],"id":"creature-3252","text":" Zombie Hulk These towering horrors rise from monstrous, gigantic corpses. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Zombie Hulk Source Monster Core pg. 357 Perception +8; darkvision Languages Skills Athletics +18 Str +7 Dex -1 Con +4 Int -5 Wis +0 Cha -2 Slow A zombie is permanently slowed 1 and can't use reactions. --- AC 21 Fort +16 Ref +9 Will +12 HP 160 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Weaknesses slashing 10, vitality 10 --- Speed 25 feet Melee Single Action hunk of meat +17 (reach 15 feet), Damage 2d10+9 bludgeoning Ranged Single Action corpse +17 (Brutal, range increment 30 feet), Damage 2d6+9 bludgeoning Corpse Throwing A zombie hulk can throw Medium or smaller corpses at foes. They can also throw Medium or smaller zombies for this purpose, who take just as much damage as the target they hit. A zombie that survives being thrown falls prone. Wide Swing Single Action The zombie hulk makes two hunk of meat Strikes against different targets within its reach. ","skill_mod":{"athletics":18},"summary":"These towering horrors rise from monstrous, gigantic corpses.","image":["/Images/Monsters/Zombie_Hulk.webp"],"primary_source":"Monster Core","trait_group":["Monster","Creature Type","Mechanics"],"ac":21,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3252","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":16,"size":["Huge"],"name":"Zombie Hulk","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,20],"slug":"creature-3252"},{"attack_bonus":[13,13,13],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":63,"source":["Howl of the Wild"],"type":"Creature","will_save":8,"charisma":3,"speed":{"max":35,"land":35,"burrow":25},"perception":14,"wisdom":0,"weakness":{},"creature_ability":["Frightful Presence","Reactive Strike","Final Shake","Goring Charge","Into the Earth"],"skill":["Athletics","Stealth","Survival"],"legacy_id":["creature-2473"],"trait":["Animal","Uncommon","Small"],"id":"creature-3253","text":" Almiraj An almiraj closely resembles a yellow hare in almost all ways... except for the 2-foot-long black horn jutting from its forehead. Though it shares this trait with the docile unicorn, that's where their similarities end. Almirajes are vicious creatures, known to slaughter much larger cattle and, in times of desperation, people. Its stare is said to send even the bravest warrior running for their life. Unlike common hares, almirajes are solitary and intensely territorial. They're adaptable ambush hunters with the stamina and speed to chase down any prey. They attack with their jaws and claws but are primarily known for trying to gut their prey with a vicious stab from their horn. Many scholars believe that the terrifying magical aura the creatures exude originates from their horns. This line of thinking has led to an increase in almiraj attacks as local citizens try to capture the creature alive and remove the horn, hoping this will turn it into a more docile hare. These hopes have not proven fruitful, as an almiraj is just as aggressive, if not more so, after their horn has been removed. Adventurers often think themselves lucky if they manage to avoid the terrifying horn of this ferocious predator, but it's a much better alternative than being caught in its jaws. Almirajes have a nasty habit of grabbing their prey and vigorously shaking them until they go limp. If this fails, they'll drag their prey underground until they suffocate deep in the earth. Few have ever escaped the burrow of an almiraj. Recall Knowledge - Animal (Nature): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Almiraj Source Howl of the Wild pg. 124 Perception +14; tremorsense (imprecise) 40 feet Languages Skills Athletics +13, Stealth +10, Survival +8 Str +5 Dex +3 Con +4 Int -4 Wis +0 Cha +3 --- AC 20 Fort +14 Ref +11 Will +8 HP 63 Frightful Presence (aura, emotion, fear, mental) 5 feet, DC 22. Creatures that critically fail are also fleeing for 1 round. Reactive Strike Reaction Horn only. Fleeing creatures take an additional 1d6 persistent bleed damage. On a critical hit, the target is knocked prone. --- Speed 35 feet, burrow 25 feet Melee Single Action horn +13, Damage 2d8+7 slashing Melee Single Action jaws +13, Damage 2d6+7 piercing plus Grab Melee Single Action claw +13 (Agile), Damage 2d4+7 slashing Final Shake Single Action Requirements The almiraj has a creature grabbed; Effect The almiraj clamps its jaws down on the creature and shakes it vigorously, attempting to finish it off. The creature takes 2d6 bludgeoning damage and must succeed at a DC 20 Fortitude save or become enfeebled 1. Small or smaller creatures take a –2 circumstance penalty to their save. Goring Charge Two Actions The almiraj lowers its head and moves with ferocity toward its selected prey. The almiraj Strides twice. If it ends its movement within melee reach of at least one enemy, it makes a horn Strike against that enemy. This Strike deals an additional 1d6 persistent bleed damage. Into the Earth Single Action Requirements The almiraj has a Medium or smaller creature grabbed; Effect The almiraj attempts to flee with its meal, burrowing into the ground. The grabbed creature must succeed at a DC 20 Reflex save or be dragged beneath the ground as the almiraj Burrows up to its Speed. If the target succeeds at its save, it Escapes and the almiraj continues burrowing as normal; if it fails, the grabbed creature must hold its breath or begin suffocating under the dirt. ","skill_mod":{"survival":8,"stealth":10,"athletics":13},"summary":"An almiraj closely resembles a yellow hare in almost all ways... except for the 2-foot-long black horn jutting from its forehead. Though it shares …","image":["/Images/Monsters/Almiraj.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Rarity"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" tremorsense ( imprecise ) 40 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3253","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":14,"size":["Small"],"name":"Almiraj","category":"creature","rarity":"uncommon","strike_damage_average":[12,14,16],"slug":"creature-3253"},{"attack_bonus":[19],"constitution":3,"primary_source_category":"Rulebooks","strength":1,"hp":115,"source":["Howl of the Wild"],"type":"Creature","will_save":13,"charisma":2,"speed":{"climb":10,"fly":50,"max":50,"land":10},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Internal Cauldron","Potionsight","Smoke Susceptibility","Drain Potion","Ingest Potion","Inject Potion"],"skill":["Acrobatics","Stealth","Thievery"],"trait":["Animal","Tiny"],"id":"creature-3254","text":" Apothecary Bee These giant bees feed on the nectar of medicinal herbs and magical flowers, naturally processing the liquid into syrupy-sweet potions. Depending on the precise diet of the apothecary bees, they can produce a wide variety of potions, storing any excess in the waxy cells lining their nest. Apothecary bee workers are about a foot long, with yellow and black stripes. While carrying a potion, the bee's abdomen visibly swells and often changes color to match the potion within. The value of the apothecary bees' potions has led to numerous attempts at domestication, a dangerous, expensive dream with both high risks and high rewards. Once a magical garden has been established, apothecary beehives tend to become self-sustaining. Beekeepers can potentially guide their cultivation, but they're no longer necessary for the hive's survival. Some ancient, long-abandoned gardens still grow along the Sphinx River in Osirion, where many apothecary bees prowl for flowers that meet their standards. Upon their most recent dig to the surface, surki communities quickly began the process of “trading” with the bees, establishing habitats and using their natural magic sense to better tend the massive fields a large hive needs. Miflits, on the other hand, often end up absorbed into the bees' social structure. The potions a hive produces vary from season to season, depending on what flowers are available. Beekeepers have made strides in creating gardens that yield specific potions and have even developed harvesting techniques that increase potion effectiveness. These techniques are valuable, closely guarded secrets, but even defective potions with cursed results have found use among the followers of Calistria and Norgorber. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Apothecary Bee Source Howl of the Wild pg. 125 Perception +15; darkvision, potionsight (precise) 60 feet Languages Skills Acrobatics +17, Stealth +17, Thievery +15 Str +1 Dex +6 Con +3 Int -4 Wis +2 Cha +2 Internal Cauldron With an appropriate diet, an apothecary bee will create a potion of 6th level or lower every two weeks. Most often, this is a moderate healing potion . Each apothecary bee can store only one completed potion at a time. Unused potions can generally be harvested from an apothecary bee with a successful DC 23 Nature or Survival check. Potionsight Apothecary bees' complex eyes let them see the auras of magical potions and instinctively identify potions of their level or lower. These auras are visible through mundane containers, though their eyes have no special ability to perceive or identify non-magical solutions, such as alchemical elixirs. Items moderate healing potion --- AC 25 Fort +14 Ref +19 Will +13 HP 115 Weaknesses smoke susceptibility Smoke Susceptibility An apothecary bee is slowed 1 if it starts its turn in heavy smoke. --- Speed 10 feet, climb 10 feet, fly 50 feet Melee Single Action stinger +19 (Magical, Poison), Damage 1d4+4 piercing plus 3d6 poison Drain Potion Two Actions (Manipulate) Requirements The apothecary bee has no stored potions; Effect The apothecary bee slurps up a potion within its reach, storing it internally. A creature can attempt a DC 25 Reflex save to protect a potion in its possession. Ingest Potion Single Action The apothecary bee consumes the potion it has stored in its body. If the potion has the healing trait, the apothecary bee heals for the maximum amount. Inject Potion Single Action (Manipulate) The apothecary bee injects its stored potion into a willing creature within its reach. This deals 1 piercing damage and grants the recipient the normal effects of drinking the potion. ","skill_mod":{"thievery":15,"stealth":17,"acrobatics":17},"summary":"These giant bees feed on the nectar of medicinal herbs and magical flowers, naturally processing the liquid into syrupy-sweet potions. Depending on …","image":["/Images/Monsters/Apothecary_Bee.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":25,"item":["moderate healing potion"],"level":7,"source_category":["Rulebooks"],"sense":" darkvision , potionsight ( precise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3254","intelligence":-4,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":14,"size":["Tiny"],"name":"Apothecary Bee","category":"creature","rarity":"common","strike_damage_average":[17],"slug":"creature-3254"},{"attack_bonus":[24,27,27],"constitution":7,"primary_source_category":"Rulebooks","strength":8,"hp":290,"immunity":["poison"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Basilisk","will_save":23,"charisma":2,"speed":{"climb":30,"max":30,"land":30,"swim":30},"perception":27,"wisdom":6,"weakness":{},"creature_ability":["Crowned Royalty","Miasmatic Shroud","Greater Constrict","Royal Basilisk Venom","Stone-Hewing Spit","Swallow Whole","Wrap in Coils"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"trait":["Beast","Rare","Huge"],"id":"creature-3255","text":" Royal Basilisk The royal basilisk is aptly named, not for only the metal crown upon its head but also for the unique potency of its poison. The creature's poison manifests as a sort of cloying vapor that sticks onto and eats away at anything it touches. Their mastery of poison does appear to come at a cost, as the royal basilisk has no ability to petrify its prey. Although the royal basilisk can painstakingly shape a crown, some made of simple iron and others of rare skymetals, they much prefer to collect crowns crafted by other creatures. Recall Knowledge - Beast (Arcana, Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Royal Basilisk Source Howl of the Wild pg. 127 Perception +27; darkvision, scent (imprecise) 120 feet, tremorsense (precise) 60 feet Languages Skills Acrobatics +24, Athletics +27, Stealth +24, Survival +25 Str +8 Dex +5 Con +7 Int -3 Wis +6 Cha +2 Items iron crown --- AC 33 Fort +26 Ref +22 Will +23 HP 290 Immunities poison Resistances acid 15 Crowned Royalty The royal basilisk's crown is firmly attached to its head but can be Disarmed as though it were a held item. Without a crown, the royal basilisk's mastery over poison is weakened enough that it loses its miasmatic shroud. The royal basilisk can equip a crown within its tail's reach as an Interact action. A royal basilisk's crown is normally made of iron and enables the basilisk to use miasmatic shroud, but crowns made of other, more exotic materials might confer different abilities. Miasmatic Shroud (aura, poison) 15 feet. The poison in the breath of the royal basilisk makes the air around it a haze, concealing it from all creatures outside the aura, but it cannot use this concealment to Hide or Sneak. When a creature ends its turn within the aura, it is exposed to royal basilisk venom. --- Speed 30 feet, climb 30 feet, swim 30 feet Melee Single Action jaws +27 (reach 10 feet), Damage 4d10+11 piercing plus Improved Grab and royal basilisk venom Melee Single Action tail +27 (Agile, reach 15 feet), Damage 4d8+11 bludgeoning Ranged Single Action spit +24 (Poison, range 120 feet), Damage 5d10 poison plus royal basilisk venom Greater Constrict Single Action 4d8+3 bludgeoning, DC 32 Royal Basilisk Venom (Poison) Saving Throw DC 36; Maximum Duration 6 rounds; Stage 1 2d10 poison and clumsy 2 (1 round); Stage 2 3d10 poison and clumsy 3 (1 round); Stage 3 4d10 poison, clumsy 3, and slowed 1 (1 round) Stone-Hewing Spit Two Actions (Acid) The royal basilisk spits its poison with immense force, dealing 5d10 acid and 5d8 piercing damage (DC 32 basic Reflex save) to creatures in a 240-foot line and exposing each creature that took damage to royal basilisk venom. The line penetrates barriers with Hardness of less than 20, ignoring any bonuses they'd provide from cover. The royal basilisk can't use Stone-Hewing Spit again for 1d4 rounds. Swallow Whole Single Action Large, 5d10 acid damage, Rupture 30 Wrap in Coils Single Action Requirements A Large or smaller creature is grabbed or restrained in the royal basilisk's jaws; Effect The royal basilisk moves the creature into its coils, freeing its jaws to make attacks, then uses Greater Constrict against the creature. The royal basilisk's coils can hold as many creatures as will fit in its space. ","skill_mod":{"survival":25,"stealth":24,"athletics":27,"acrobatics":24},"summary":"The royal basilisk is aptly named, not for only the metal crown upon its head but also for the unique potency of its poison. The creature's poison …","image":["/Images/Monsters/Basilisk_Royal_Basilisk.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Rarity"],"ac":33,"item":["iron crown"],"level":13,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 120 feet, tremorsense ( precise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{"acid":15},"url":"/Monsters.aspx?ID=3255","intelligence":-3,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Royal Basilisk","category":"creature","rarity":"rare","strike_damage_average":[27,29,33],"slug":"creature-3255"},{"attack_bonus":[26,28],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":360,"language":["Fey","<%SPELLS%1680%%>speak with animals<%END>, <%SPELLS%1681%%>speak with plants<%END>"],"source":["Howl of the Wild"],"type":"Creature","will_save":25,"charisma":1,"speed":{"max":50,"land":50},"perception":29,"wisdom":3,"weakness":{"fire":15},"creature_ability":["Petal Form","Buck","Budding Siphon","Full Bloom","Goring Charge","Wail of the Forest"],"skill":["Athletics","Intimidation","Nature","Survival"],"trait":["Beast","Large"],"id":"creature-3256","text":" Blooming Guardian The pestilent blossoms adorning the antlers of a blooming guardian are most beautiful in moonlight, when they achieve full bloom and reveal their celestial glow. When blooming guardians near the end of their life cycle, they walk one final patrol of their forest as their ancient body decomposes into the understory. Recall Knowledge - Beast (Arcana, Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Blooming Guardian Source Howl of the Wild pg. 128 Perception +29; low-light vision, scent (imprecise) 40 feet Languages Fey; speak with animals , speak with plants Skills Athletics +30, Intimidation +21, Nature +29, Survival +27 Str +5 Dex +3 Con +5 Int +1 Wis +3 Cha +1 Petal Form The blooming guardian can dissipate momentarily into a swirling cloud of petals and pollen to pass over brambles and slip through cracks. When Striding in woodland terrain, the blooming guardian ignores difficult terrain and can pass through obstacles so long as there is a small passageway. --- AC 36 Fort +32 Ref +23 Will +25 HP 360 Resistances void 15 Weaknesses fire 15 Buck Reaction DC 36 --- Speed 50 feet Melee Single Action antlers +28, Damage 4d12+5 piercing Melee Single Action hooves +26, Damage 4d10+5 bludgeoning plus Improved Knockdown Primal Innate Spells DC 33 - 3rd Animal Vision - Constant (4th) Speak with Animals, Speak with Plants Budding Siphon Single Action (Aura, Primal, Stance, Void) 20 feet. A blooming guardian is in a constant state of decomposition; to keep this entropy at bay, the flowers that cover their antlers continually siphon life from the surrounding area. All living creatures that enter or start their turn in the emanation take 6d4 void damage (DC 36 basic Fortitude save). At the start of their turn in any round that the blooming guardian deals damage with siphoning buds, they gain 10 temporary Hit Points, plus 2 temporary Hit Points for each creature damaged beyond the first since the blooming guardian's last turn, to a maximum of 20 temporary Hit Points. Full Bloom Single Action (Poison, Primal, Stance) The flowers on the blooming guardian's antlers bloom, unveiling their brilliance as they eat away at their host. While in this stance, the blooming guardian's Strikes deal an additional 2d4 poison damage plus 5 persistent poison damage; on a hit, a target must succeed at a DC 36 Fortitude save or become enfeebled 2. The blooming guardian takes 5 persistent poison damage as long as it's in Full Bloom. Goring Charge Two Actions The blooming guardian Strides twice and makes an antlers Strike after either Stride. If the Strike hits, the blooming guardian deals an extra 2d12 bludgeoning damage, and the target takes a –2 circumstance penalty to its next Fortitude save against blossom siphon. Wail of the Forest Two Actions (Primal, Void) Requirements The blooming guardian is in Full Bloom; Effect The blooming guardian confronts their mortality, causing their flowers to burst and spray their pollen. All creatures in a 40-foot cone take 10d10 void damage with a DC 36 Fortitude save. The blooming guardian then exits Full Bloom and can't enter it again for 1d4 rounds. Critical Success No effect. Success The creature takes half damage. Failure The creature takes full damage and becomes drained 1. Creatures that are enfeebled lose that condition and increase the drained condition by the same value. Critical Failure As failure, but double damage. ","tradition":["Primal"],"skill_mod":{"nature":29,"survival":27,"athletics":30,"intimidation":21},"summary":"The pestilent blossoms adorning the antlers of a blooming guardian are most beautiful in moonlight, when they achieve full bloom and reveal their …","image":["/Images/Monsters/Blooming_Guardian.webp"],"primary_source":"Howl of the Wild","spell":["Animal Vision","Speak with Animals","Speak with Plants"],"trait_group":["Creature Type"],"ac":36,"level":15,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 40 feet","weakest_save":["ref","reflex"],"resistance":{"void":15},"url":"/Monsters.aspx?ID=3256","intelligence":1,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":32,"size":["Large"],"name":"Blooming Guardian","category":"creature","rarity":"common","strike_damage_average":[27,31],"slug":"creature-3256"},{"attack_bonus":[25],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":235,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Chimera","will_save":20,"charisma":1,"speed":{"fly":40,"max":40,"land":25},"perception":23,"wisdom":3,"weakness":{},"creature_ability":["Multiple Reactions","Three-Headed","Reactive Strike","Three-Headed Strike"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Beast","Rare","Huge"],"id":"creature-3257","text":" Greater Chimera A greater chimera can have any combination of three heads chosen from the options below, each granting additional abilities inherent in the original creature. Recall Knowledge - Beast (Arcana, Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Greater Chimera Source Howl of the Wild pg. 133 Perception +23; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +22, Athletics +27, Stealth +27 Str +8 Dex +4 Con +5 Int -2 Wis +3 Cha +1 --- AC 33 Fort +26 Ref +23 Will +20 HP 235 Multiple Reactions A greater chimera gains 2 extra reactions each round that it can use only to make Reactive Strikes. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions. Three-Headed Any ability that would sever a greater chimera's head (such as a critical hit with a vorpal weapon) severs one head at random. Losing a head doesn't kill a chimera (as long as it has at least one head left), but it does prevent it from making Strikes with the lost head or using any abilities granted by the head. Reactive Strike Reaction --- Speed 25 feet, fly 40 feet Melee Single Action claw +25 (Agile), Damage 3d8+8 slashing Three-Headed Strike Two Actions The greater chimera makes a Strike with each of its heads, each at a –2 penalty and targeting a different creature. These Strikes count as only one attack for the greater chimera's multiple attack penalty, and the penalty doesn't increase until after it has made all three attacks. ","skill_mod":{"stealth":27,"athletics":27,"acrobatics":22},"summary":"A greater chimera can have any combination of three heads chosen from the options below, each granting additional abilities inherent in the original …","image":["/Images/Monsters/Greater_Chimera.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Rarity"],"ac":33,"level":13,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3257","intelligence":-2,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Greater Chimera","category":"creature","rarity":"rare","strike_damage_average":[21],"slug":"creature-3257"},{"attack_bonus":[9,9],"constitution":5,"primary_source_category":"Rulebooks","strength":2,"hp":48,"immunity":["poison"],"source":["Howl of the Wild"],"type":"Creature","will_save":7,"charisma":3,"speed":{"fly":30,"max":30,"land":15},"perception":11,"wisdom":1,"weakness":{},"creature_ability":["Wings Flat","Crying Cicada Poison","Sob","Steal Voice","Wing Flurry"],"skill":["Deception","Stealth","Survival"],"trait":["Animal","Small"],"id":"creature-3258","text":" Crying Cicada These small insects are a nuisance and danger to small villages within Brevoy, taking over entire forests and blending in with the foliage. Also known as calling beetles, due to their ability to mimic and repeat the voices of their previous victims, crying cicadas wait for passersby to lure into the trees, fascinating their victims with their cries before fluttering their wings to release toxic dust. Once a target is near death, crying cicadas will take flight from the trees and land on the body to feed. The scale dust of crying cicadas can be turned into an effective ingested poison, but obtaining a cicada and harvesting these scales is so dangerous that most would-be poisoners simply die in the process. Even finding the insects is dangerous enough; crying cicadas' natural stealth and dark coloration make them difficult to locate among the trees of a forest, and following their cries often leads one to fall victim to the very creatures they're hunting. The longer a colony of crying cicadas stays in a forest, the wider their collection of cries grows. Often, a young colony will be able to replicate only the sounds of small, dying creatures, but larger, more established colonies will have the ability to mimic the sounds of children and dragons. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Crying Cicada Source Howl of the Wild pg. 134 Perception +11; darkvision Languages Skills Deception +12, Stealth +10, Survival +8 Str +2 Dex +4 Con +5 Int -5 Wis +1 Cha +3 Wings Flat When the crying cicada is still and perched on a tree, it blends seamlessly into the environment. It has an automatic result of 30 on Deception checks and DCs to pass as part of the tree. --- AC 19 Fort +10 Ref +12 Will +7 HP 48 Immunities poison --- Speed 15 feet, fly 30 feet Melee Single Action proboscis +9, Damage 1d8+5 piercing plus 1d4 poison Melee Single Action slam +9, Damage 1d6+4 bludgeoning plus crying cicada poison Crying Cicada Poison (Inhaled, Poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage plus slowed 1 (1 round); Stage 2 1d6 poison damage plus slowed 2 (1 round); Stage 3 2d6 poison damage plus slowed 2 and stupefied 1 (1 round). Sob Single Action (Auditory, Emotion, Mental) The crying cicada mimics the noise of a wounded animal or crying child. Non-cicada creatures within a 150-foot emanation must attempt a DC 19 Will save or be distressed by the pleas for help. The effect lasts for 1 round, but if the cicada uses this ability again on subsequent rounds, it extends the duration by 1 round for all affected creatures. Once a creature succeeds at any save against Sob, that creature is temporarily immune to Sob for 24 hours. Success The creature is unaffected. Failure The creature believes an animal or child needs help somewhere nearby. The creature is fascinated, and it must spend each of its actions to Seek or move closer to the cicada as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the cicada, it stays still and doesn't act. Steal Voice Two Actions (Auditory) Requirements An enemy creature has spoken since the crying cicada's last turn; Effect The crying cicada learns and mimics the sound of its opponent's voice. It can't make new sentences, but it can choose to repeat select parts of the phrases it has heard. All non-cicada creatures within 30 feet, other than the owner of the stolen voice, must succeed at a DC 19 Will save to disbelieve the mimicry. Wing Flurry Single Action The crying cicada beats its wings together, exposing all creatures within a 10-foot burst to crying cicada poison. ","skill_mod":{"deception":12,"survival":8,"stealth":10},"summary":"These small insects are a nuisance and danger to small villages within Brevoy, taking over entire forests and blending in with the foliage. Also …","image":["/Images/Monsters/Crying_Cicada.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3258","intelligence":-5,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Crying Cicada","category":"creature","rarity":"common","strike_damage_average":[7,12],"slug":"creature-3258"},{"attack_bonus":[19,19],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":145,"language":["Thalassic","(can't speak any language)"],"immunity":["poison"],"source":["Howl of the Wild"],"type":"Creature","will_save":15,"charisma":0,"speed":{"climb":25,"max":30,"land":30,"swim":25},"perception":16,"wisdom":3,"weakness":{"bludgeoning":5},"creature_ability":["All Aboard","Protect Passenger","Anemone Transport","Inflate Anemones","Stinging Anemones"],"skill":["Acrobatics","Athletics","Nature","Stealth"],"trait":["Amphibious","Beast","Gargantuan"],"id":"creature-3259","text":" Decapod Dinghy Decapod dinghies are massive crabs indigenous to the Okaiyo Ocean that often assist the local humanoids with transportation. They can understand Thalassic and are instantly recognizable by the colorful anemones they carry on their backs and in their front claws. Athamarus and merfolk are common sights atop decapod dinghies, lounging comfortably amidst the anemones and sharing food with their hosts. This peaceful cooperation is indirectly caused by the legendary crustacean Tehialai-Thief-Of-Ships. Since Tehialai's rampages are a constant threat in the Okaiyo, the ancestors of the decapod dinghies bonded with other marine life to survive. Decapod dinghies' relationship with anemones is particularly tight, using the small creatures as poisonous extensions of their own bodies and using their response to movements in the water to compensate for the decapod dinghy's otherwise poor vision. In a region wracked by Tehialai's storms, everyone needs to band together, after all. Recall Knowledge - Beast (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Decapod Dinghy Source Howl of the Wild pg. 135 Perception +16; tremorsense (imprecise) 30 feet, wavesense (imprecise) 30 feet Languages Thalassic; (can't speak any language) Skills Acrobatics +15, Athletics +18, Nature +17, Stealth +15 Str +7 Dex +3 Con +4 Int -2 Wis +3 Cha +0 All Aboard A decapod dinghy can carry up to 30 Bulk of creatures or unattended items on their back, such as five Medium creatures. The anemones' gentle hold on the passengers is sufficient in most situations, but while in combat, those passengers are slowed 1 if they want to take other actions while remaining on the decapod dinghy's back. --- AC 28 Fort +18 Ref +15 Will +15 HP 145 Immunities poison Weaknesses bludgeoning 5 Protect Passenger Reaction Trigger An enemy within 20 feet damages one of the decapod dinghy's passengers; Effect The decapod dinghy's anemones lash out for a tentacle Strike against the triggering creature. --- Speed 30 feet, climb 25 feet, swim 25 feet Melee Single Action claw +19 (reach 10 feet), Damage 2d8+7 slashing plus 2d6 poison Melee Single Action tentacle +19 (Poison, reach 20 feet), Damage 5d6 poison plus Grab Anemone Transport Three Actions (Primal, Teleportation) The decapod dinghy and all their willing passengers teleport to a patch of anemones within 10 miles large enough for the decapod dinghy to stand among them. Although the decapod dinghy doesn't need to see the location, they must have been there before. All creatures transported are temporarily immune to this ability for 24 hours. Inflate Anemones Single Action The anemones on the decapod dinghy's back inflate, enveloping all passengers and giving each passenger a +2 circumstance bonus to AC until the beginning of the decapod dinghy's next turn. Stinging Anemones Single Action (Poison) The decapod dinghy's anemones sting any number of creatures they choose among passengers and those the decapod dinghy has grabbed or restrained. The stings deal 5d6 poison damage (DC 26 basic Fortitude save). On a failed save, that creature is also enfeebled 2 for 1 hour. ","skill_mod":{"nature":17,"stealth":15,"athletics":18,"acrobatics":15},"summary":"Decapod dinghies are massive crabs indigenous to the Okaiyo Ocean that often assist the local humanoids with transportation. They can understand …","image":["/Images/Monsters/Decapod_Dinghy.webp"],"primary_source":"Howl of the Wild","trait_group":["Monster","Creature Type"],"ac":28,"level":8,"source_category":["Rulebooks"],"sense":" tremorsense ( imprecise ) 30 feet, wavesense ( imprecise ) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3259","intelligence":-2,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":18,"size":["Gargantuan"],"name":"Decapod Dinghy","category":"creature","rarity":"common","strike_damage_average":[17,23],"slug":"creature-3259"},{"attack_bonus":[8,8],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":20,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Dinosaur","will_save":5,"charisma":3,"speed":{"max":30,"land":30},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Mimicry","Running Attack"],"skill":["Acrobatics","Athletics","Deception","Stealth","Survival"],"trait":["Animal","Dinosaur","Medium"],"id":"creature-3260","text":" Troodon Troodons stand roughly 3 feet tall and twice as long, with slender necks and large, inquisitive eyes. Although they don't fully understand language, troodons have a remarkable talent for speech mimicry. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Troodon Source Howl of the Wild pg. 136 Perception +9; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +5, Deception +8, Stealth +8, Survival +7 Str +1 Dex +3 Con +1 Int -4 Wis +2 Cha +3 --- AC 16 Fort +4 Ref +8 Will +5 HP 20 --- Speed 30 feet Melee Single Action jaws +8 (Finesse), Damage 1d8+1 piercing Melee Single Action claw +8 (Agile, Finesse), Damage 1d6+1 slashing Mimicry Single Action The troodon repeats up to twelve words it heard in the last week. If it succeeds at a Deception check against the listeners' Perception DC, the sound is indistinguishable from the original. The troodon can't duplicate voice-based abilities or spells, although it can mimic the verbal sounds of spellcasting. Running Attack Two Actions The troodon Strides and makes a claw Strike at any point during that movement. ","skill_mod":{"deception":8,"survival":7,"stealth":8,"athletics":5,"acrobatics":6},"summary":"Troodons stand roughly 3 feet tall and twice as long, with slender necks and large, inquisitive eyes. Although they don't fully understand language, …","primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3260","intelligence":-4,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":4,"size":["Medium"],"name":"Troodon","category":"creature","rarity":"common","strike_damage_average":[4,5],"slug":"creature-3260"},{"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":30,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Dinosaur","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Frill Block","Defensive Posture"],"skill":["Athletics"],"trait":["Animal","Dinosaur","Medium"],"id":"creature-3261","text":" Protoceratops Though it lacks the distinctive horns of its larger relative the triceratops, the protoceratops is more than capable of holding its own in combat, using its tail to knock enemies to the ground and its sturdy frill to turn away blows. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Protoceratops Source Howl of the Wild pg. 136 Perception +9; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +8 Str +4 Dex +2 Con +3 Int -4 Wis +2 Cha +1 --- AC 17 Fort +11 Ref +8 Will +6 HP 30 Frill Block Reaction Requirements The protoceratops is in its Defensive Posture; Trigger An adjacent ally would take damage from a physical attack; Effect The protoceratops partially blocks the blow with its frill, reducing the damage by 5. --- Speed 25 feet Melee Single Action head +10, Damage 1d8+4 bludgeoning Melee Single Action tail +10 (Agile), Damage 1d6+4 bludgeoning plus Knockdown Defensive Posture Single Action The protoceratops tucks in its head and presents its sturdy frill, granting a +1 circumstance bonus to AC adjacent allies. The protoceratops remains in its Defensive Posture until the start of its next turn, but only grants the bonus while allies remain adjacent. ","skill_mod":{"athletics":8},"summary":"Though it lacks the distinctive horns of its larger relative the triceratops , the protoceratops is more than capable of holding its own in combat, …","image":["/Images/Monsters/Dinosaur_Protoceratops.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3261","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":11,"size":["Medium"],"name":"Protoceratops","category":"creature","rarity":"common","strike_damage_average":[7,8],"slug":"creature-3261"},{"attack_bonus":[16,16],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":120,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Dinosaur","will_save":12,"charisma":4,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Startling Roar","Crack Bones","Frightened Prey"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"trait":["Animal","Dinosaur","Huge"],"id":"creature-3262","text":" Majungasaurus The majungasaurus prowls in a crouched posture, carrying its bulk so low to the ground it is eye-to-eye with its prey. Unlike most carnivorous dinosaurs, the majungasaurus is primarily an ambush predator, patiently lying in wait for quarry to come within reach before bursting from cover with a signature cry to attack. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Majungasaurus Source Howl of the Wild pg. 137 Perception +12; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +15, Athletics +16, Intimidation +14, Stealth +16 Str +6 Dex +5 Con +4 Int -4 Wis +2 Cha +4 Startling Roar When the majungasaurus rolls initiative using Stealth, it can attempt to Demoralize each creature within 30 feet as a free action. Regardless of the effect, each creature is then temporarily immune for 1 hour. --- AC 23 Fort +14 Ref +17 Will +12 HP 120 --- Speed 25 feet Melee Single Action jaws +16 (reach 15 feet), Damage 2d8+6 piercing plus Grab Melee Single Action foot +16 (Agile), Damage 2d6+6 bludgeoning Crack Bones Single Action Requirements The majungasaurus has a creature grabbed in its jaws; Effect The majungasaurus deals that creature 3d8 bludgeoning damage (DC 24 basic Fortitude save). A creature that fails this save is clumsy 1 until it recovers to full Hit Points. Frightened Prey Frightened creatures are off-guard to a majungasaurus. ","skill_mod":{"stealth":16,"athletics":16,"intimidation":14,"acrobatics":15},"summary":"The majungasaurus prowls in a crouched posture, carrying its bulk so low to the ground it is eye-to-eye with its prey. Unlike most carnivorous …","primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3262","intelligence":-4,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":14,"size":["Huge"],"name":"Majungasaurus","category":"creature","rarity":"common","strike_damage_average":[13,15],"slug":"creature-3262"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":145,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Dinosaur","will_save":13,"charisma":0,"speed":{"max":30,"land":30},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Headbutt","Powerful Charge","Vicious Mauling"],"skill":["Athletics","Survival"],"trait":["Animal","Dinosaur","Huge"],"id":"creature-3263","text":" Carnotaurus This 2,000-pound predator lives up to its name by ramming its prey with its distinctive horns lowered, knocking them prone, and viciously tearing into fallen victims before they can regain their footing. Do not let its size fool you; this massive dinosaur is deceptively quick when charging a potential meal. Aggressive and highly territorial, a carnotaurus will not hesitate to hunt down and slay any creature unlucky enough to cross its path. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Carnotaurus Source Howl of the Wild pg. 137 Perception +15; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +18, Survival +14 Str +7 Dex +2 Con +4 Int -4 Wis +2 Cha +0 --- AC 24 Fort +17 Ref +15 Will +13 HP 145 Headbutt Reaction Trigger A creature ends a move action within reach of the carnotaurus's horn Strike; Effect The carnotaurus makes a horn Strike against the triggering creature. --- Speed 30 feet Melee Single Action jaws +18 (reach 15 feet), Damage 2d10+9 piercing plus vicious mauling Melee Single Action horn +18 (reach 15 feet), Damage 1d12+9 piercing Powerful Charge Two Actions The carnotaurus lowers its horns and surges toward a foe. It Strides twice, then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 2d12+9 and knocks the target prone if successful. Vicious Mauling The carnotaurus's jaws Strike deals an additional 1d8 persistent bleed damage to prone targets. ","skill_mod":{"survival":14,"athletics":18},"summary":"This 2,000-pound predator lives up to its name by ramming its prey with its distinctive horns lowered, knocking them prone, and viciously tearing …","image":["/Images/Monsters/Dinosaur_Carnotarus.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster"],"ac":24,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3263","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":17,"size":["Huge"],"name":"Carnotaurus","category":"creature","rarity":"common","strike_damage_average":[15,20],"slug":"creature-3263"},{"attack_bonus":[21],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":210,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Dinosaur","will_save":16,"charisma":0,"speed":{"max":35,"land":35},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Stomp Pests","Swiping Claws","Winnowing Claws"],"skill":["Athletics","Survival"],"trait":["Animal","Dinosaur","Gargantuan"],"id":"creature-3264","text":" Therizinosaurus At first glance, the therizinosaurus, with its rotund, feathered body and bird-like beak, strikes many observers as almost comical. This impression tends to quickly fade at the sight of the creature's claws, six wicked, scythe-like blades capable of disemboweling a foe with a single well-placed slash. Despite their intimidating appearance, these enormous claws are used primarily to separate tasty leaves and branches from the tops of the tall trees upon which the therizinosaurus feeds. Nonetheless, travelers through a therizinosaurus's territory are wisely advised to give the creature a wide berth, less they wind up on the wrong end of its notoriously foul temper. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Therizinosaurus Source Howl of the Wild pg. 138 Perception +18; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +20, Survival +17 Str +7 Dex +1 Con +6 Int -4 Wis +3 Cha +0 --- AC 27 Fort +21 Ref +16 Will +16 HP 210 --- Speed 35 feet Melee Single Action claw +21 (reach 20 feet), Damage 2d12+7 slashing plus winnowing claws Stomp Pests Two Actions The therizinosaurus stomps about, dealing 5d8 bludgeoning damage (DC 28 basic Reflex save) to each adjacent creature. Large or smaller creatures who fail their save are also knocked prone. Swiping Claws Two Actions The therizinosaurus makes two claw Strikes against different targets. Both attacks count toward its multiple attack penalty, but do not increase the penalty until it has made both attacks. Winnowing Claws Whenever the therizinosaurus successfully Strikes a Large or smaller creature with its claw, it pulls that creature 5 feet toward it (10 feet on a critical hit). ","skill_mod":{"survival":17,"athletics":20},"summary":"At first glance, the therizinosaurus, with its rotund, feathered body and bird-like beak, strikes many observers as almost comical. This impression …","image":["/Images/Monsters/Dinosaur_Therizinosaurus.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3264","intelligence":-4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":21,"size":["Gargantuan"],"name":"Therizinosaurus","category":"creature","rarity":"common","strike_damage_average":[20],"slug":"creature-3264"},{"attack_bonus":[32,32],"constitution":9,"primary_source_category":"Rulebooks","strength":10,"hp":370,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Dinosaur","will_save":29,"charisma":6,"speed":{"max":30,"land":30},"perception":27,"wisdom":5,"weakness":{},"creature_ability":["Majestic Presence","Seismic Slam","Sweeping Tail","Trample"],"skill":["Athletics"],"trait":["Animal","Dinosaur","Gargantuan"],"id":"creature-3265","text":" Titanosaur Titanosaurs are some of the largest land animals ever to walk the surface of Golarion, massive sauropods that can reach over 100 feet in length and weigh more than 80 tons. While typically content to focus on consuming vast quantities of vegetation and ignore the presence of smaller creatures, titanosaurs that feel threatened can unleash destruction rivaling natural disasters. Recall Knowledge - Animal (Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Titanosaur Source Howl of the Wild pg. 138 Perception +27; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +34 Str +10 Dex +4 Con +9 Int -4 Wis +5 Cha +6 --- AC 38 Fort +33 Ref +28 Will +29 HP 370 Majestic Presence (aura, emotion, visual) 90 feet, DC 38. Creatures of Huge size or smaller that enter the aura must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to the titanosaur's Majestic Presence for 1 hour. Critical Success The creature is unaffected. Success The creature is fascinated by the titanosaur for 1 round. Failure The creature is fascinated for 2 rounds. Critical Failure The creature is fascinated for 1 minute. --- Speed 30 feet Melee Single Action tail +32 (reach 30 feet), Damage 3d8+16 bludgeoning plus Improved Knockdown Melee Single Action foot +32 (reach 15 feet), Damage 3d12+16 bludgeoning Seismic Slam Two Actions Frequency once per minute; Effect The titanosaur rears up on its hind legs before slamming its forelegs back on the ground with a thunderous crash, creating a localized tremor with the effects of an earthquake spell centered on itself, though the effect is non-magical. Fissures do not form under the titanosaur. Sweeping Tail Two Actions The titanosaur lashes its tail in a 30-foot cone. Creatures in the area take 8d10 bludgeoning damage (DC 38 basic Reflex save). The momentum of the titanosaur's swing then makes it off-guard until the beginning of its next turn. Trample Three Actions Huge or smaller, foot, DC 38 ","skill_mod":{"athletics":34},"summary":"Titanosaurs are some of the largest land animals ever to walk the surface of Golarion, massive sauropods that can reach over 100 feet in length and …","primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster"],"ac":38,"level":16,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3265","intelligence":-4,"reflex_save":28,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":33,"size":["Gargantuan"],"name":"Titanosaur","category":"creature","rarity":"common","strike_damage_average":[29,35],"slug":"creature-3265"},{"attack_bonus":[33,33],"constitution":6,"primary_source_category":"Rulebooks","strength":10,"hp":290,"language":["Common","Diabolic","(can't speak any language)"],"immunity":["fire"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Dinosaur","will_save":29,"charisma":5,"speed":{"max":40,"land":40},"perception":29,"wisdom":6,"weakness":{"holy":15},"creature_ability":["Frightful Presence","Instinctive Teleportation","Hellfire Blast","Swallow Whole","Trample"],"skill":["Acrobatics","Athletics","Intimidation"],"trait":["Beast","Devil","Dinosaur","Rare","Unholy","Gargantuan"],"id":"creature-3266","text":" Thruneosaurus Rex The unholy terror known as the thruneosaurus rex is not a natural beast. They were created by Chelaxian diabolists who sought to combine the ferocity of dinosaurs with the power of Hell, infusing a clutch of tyrannosaurus rex eggs from Mediogalti Island with devil ichor and naming the monstrous hatchlings after their patrons. Although few records and fewer survivors tell exactly how the experiment went awry, the experimental subjects escaped, and their descendants are now most often sighted in the Whisperwood in eastern Cheliax. Recall Knowledge - Beast (Arcana, Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Thruneosaurus Rex Source Howl of the Wild pg. 139 Perception +29; greater darkvision, scent (imprecise) 30 feet Languages Common, Diabolic; (can't speak any language) Skills Acrobatics +30, Athletics +35, Intimidation +30 Str +10 Dex +3 Con +6 Int -2 Wis +6 Cha +5 --- AC 39 Fort +31 Ref +25 Will +29 HP 290 Immunities fire Resistances physical 15 (except silver) Weaknesses holy 15 Frightful Presence (aura, divine, emotion, fear, mental) 90 feet, DC 38 Instinctive Teleportation Reaction (divine, teleportation) Trigger The thruneosaurus takes damage from a holy effect; Effect The thruneosaurus teleports to an open space within 60 feet it can see, along with any creatures it has swallowed whole. --- Speed 40 feet Melee Single Action jaws +33 (Magical, reach 20 feet), Damage 3d12+16 piercing plus Grab Melee Single Action foot +33 (Magical, reach 15 feet), Damage 3d10+16 bludgeoning Hellfire Blast Two Actions The thruneosaurus channels sulfurous hellfire in one of three ways. The thruneosaurus chooses the effect, but it can't make the same choice in two consecutive rounds. Blistering Sun (divine, fire, unholy); The thruneosaurus ignites an orb of hellfire between its horns that radiates heat in a 30-foot emanation, dealing 2d8 persistent fire damage. Choking Fumes (divine, poison, unholy); The thruneosaurus exhales a 60-foot cone of sulfurous smoke that deals 6d8 poison damage (DC 38 basic Fortitude save). Creatures that fail their saves are sickened 2. Fiery Beam (divine, fire, unholy); A 120-foot line of hellish flame erupts from the thruneosaurus's eyes, dealing 6d10 fire damage (DC 38 basic Reflex save). Swallow Whole Single Action (Attack) Huge, 3d12+10 bludgeoning, Rupture 40 Trample Three Actions Huge or smaller, foot, DC 38 ","skill_mod":{"athletics":35,"intimidation":30,"acrobatics":30},"summary":"The unholy terror known as the thruneosaurus rex is not a natural beast. They were created by Chelaxian diabolists who sought to combine the ferocity …","image":["/Images/Monsters/Dinosaur_Thrunosaurus_Rex.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster","Rarity","Mechanics"],"ac":39,"level":17,"source_category":["Rulebooks"],"sense":" greater darkvision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=3266","intelligence":-2,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Greater darkvision","fortitude_save":31,"size":["Gargantuan"],"name":"Thruneosaurus Rex","category":"creature","rarity":"rare","strike_damage_average":[32,35],"slug":"creature-3266"},{"attack_bonus":[10,13,13],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":70,"immunity":["visual"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Dischoran","will_save":10,"charisma":1,"speed":{"max":30,"land":20,"burrow":30},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Sensitive Echolocation","Auditory Swipe","action","Shattering Scrape"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Beast","Medium"],"id":"creature-3267","text":" Morthak Morthaks, being low, squat, and flat, resemble a crocodile rebuilt to dig like a mole. At home beneath vast meadows and plains, the only sign of their passing are the earthen mounds they leave behind when they emerge to hunt. Those who encounter them in the wild speak of the sub-aural rumble they produce as they disintegrate the earth with sonic blasts, a sound that's felt rather than heard. Recall Knowledge - Beast (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Morthak Source Howl of the Wild pg. 140 Perception +12; no vision, sensitive echolocation (precise) 90 feet Languages Skills Acrobatics +10, Athletics +13, Stealth +12 Str +5 Dex +2 Con +4 Int -3 Wis +2 Cha +1 Sensitive Echolocation The morthak can use its hearing as a precise sense with the listed range. If the morthak takes sonic damage beyond its resistance, its senses are overloaded and all creatures are concealed from it for 1 round. --- AC 20 Fort +14 Ref +10 Will +10 HP 70 Immunities visual Resistances sonic 5 Auditory Swipe Reaction Trigger A creature within the morthak's reach uses an auditory action Effect The morthak makes a claw Strike against the triggering creature. --- Speed 20 feet, burrow 30 feet Melee Single Action jaws +13, Damage 2d8+5 piercing Melee Single Action claw +13 (Agile), Damage 1d6+5 slashing plus 1d6 sonic Ranged Single Action screech +10 (range 60 feet, Sonic), Damage 4d6 sonic Shattering Scrape Two Actions (Sonic) The morthak makes a claw Strike against a creature wearing stone or metal armor. If the Strike hits and the armor's Hardness is 12 or lower, that armor is broken. ","skill_mod":{"stealth":12,"athletics":13,"acrobatics":10},"summary":"Morthaks, being low, squat, and flat, resemble a crocodile rebuilt to dig like a mole. At home beneath vast meadows and plains, the only sign of …","image":["/Images/Monsters/Dischoran_Morthak.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":"no vision, sensitive echolocation ( precise ) 90 feet","weakest_save":["ref","reflex","will"],"resistance":{"sonic":5},"url":"/Monsters.aspx?ID=3267","intelligence":-3,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":14,"size":["Medium"],"name":"Morthak","category":"creature","rarity":"common","strike_damage_average":[12,14,14],"slug":"creature-3267"},{"attack_bonus":[16,17],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":110,"immunity":["visual"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Dischoran","will_save":11,"charisma":-1,"speed":{"max":40,"land":20,"swim":40},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Deep Breath","Sensitive Echolocation","Auditory Hunter","Bubble Burst","Pull Under","Resonant Jaws"],"skill":["Athletics","Stealth","Survival"],"trait":["Beast","Large"],"id":"creature-3268","text":" Drthak Drthaks are aquatic predators with long trailing fins that are rarely seen, clinging to coasts and estuaries where the high silt content makes them practically invisible to predators and prey alike. Some have been known to come inland, tracking their prey miles upriver before striking. The underwater environment alters the typical dischoran hunting behavior, with drthaks creating bubbles that implode to stun prey. Recall Knowledge - Beast (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Drthak Source Howl of the Wild pg. 140 Perception +15; no vision, sensitive echolocation (precise) 120 feet Languages Skills Athletics +16, Stealth +17, Survival +13 Str +4 Dex +5 Con +4 Int -3 Wis +3 Cha -1 Deep Breath The drthak can hold its breath for about 2 hours. Sensitive Echolocation The drthak can use its hearing as a precise sense with the listed range. If the drthak takes sonic damage beyond its resistance, its senses are overloaded and all creatures are concealed from it for 1 round. --- AC 23 Fort +14 Ref +17 Will +11 HP 110 Immunities visual Auditory Hunter Reaction Trigger A creature within 15 feet uses an auditory action; Effect The drthak Strides or Swims towards the creature. --- Speed 20 feet, swim 40 feet Melee Single Action jaws +16, Damage 2d8+4 piercing plus Grab Ranged Single Action screech +17 (range 60 feet, Sonic), Damage 4d6 sonic plus resonant jaws Bubble Burst Two Actions (Sonic, Water) Requirement The drthak is underwater; Effect The drthak uses sonic power to push aside water in a 30-foot emanation, which then collapses in a crushing torrent. All creatures in the area, other than the drthak, take 3d10 bludgeoning damage (DC 24 basic Fortitude save). Pull Under The drthak can Swim at half Speed while it has a creature grabbed or restrained in its jaws, carrying the creature along with it. Resonant Jaws When the drthak misses a screech Strike against a creature grabbed or restrained in its jaws, it deals that creature 2d6 sonic damage. ","skill_mod":{"survival":13,"stealth":17,"athletics":16},"summary":"Drthaks are aquatic predators with long trailing fins that are rarely seen, clinging to coasts and estuaries where the high silt content makes them …","primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":"no vision, sensitive echolocation ( precise ) 120 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3268","intelligence":-3,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":14,"size":["Large"],"name":"Drthak","category":"creature","rarity":"common","strike_damage_average":[13,14],"slug":"creature-3268"},{"attack_bonus":[19,19,19],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":180,"language":["Draconic"],"immunity":["visual"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Dischoran","will_save":15,"charisma":1,"speed":{"fly":50,"max":50,"land":20},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Disruptive Screech","Aftershock","Shattering Scream","Snatch"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Beast","Huge"],"id":"creature-3269","text":" Soniphak Often mistaken for drakes, soniphaks glide above rocky or barren ground, picking out prey with their hearing. A hunting soniphak disables its targets with concentrated bursts of sound before snatching them up and feasting on the move. Despite being able to speak, soniphaks are no more social than other dischorans, generally responding to even the quietest attempts at communication with destructive shouting. Recall Knowledge - Beast (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Soniphak Source Howl of the Wild pg. 141 Perception +21; no vision, sensitive echolocation (precise) 120 feet Languages Draconic Skills Acrobatics +19, Athletics +20, Survival +17 Str +7 Dex +6 Con +4 Int -2 Wis +4 Cha +1 Sensitive Echolocation The soniphak can use its hearing as a precise sense with the listed range. If the soniphak takes sonic damage beyond its resistance, its senses are overloaded and all creatures are concealed from it for 1 round. --- AC 27 Fort +21 Ref +21 Will +15 HP 180 Immunities visual Resistances sonic 10 Disruptive Screech Reaction Trigger A creature within 30 feet of the soniphak uses an auditory action; Effect The soniphak makes a screech Strike against the triggering creature. This disrupts a triggering concentrate action if the Strike is a critical hit. --- Speed 20 feet, fly 50 feet Melee Single Action jaws +19 (reach 15 feet), Damage 3d8+9 piercing Melee Single Action claw +19 (Agile), Damage 3d6+9 slashing plus Grab Ranged Single Action screech +19 (range 60 feet, Sonic), Damage 6d6 sonic plus aftershock Aftershock Whenever a soniphak hits with a screech Strike, feedback deals each creature the soniphak has grabbed or restrained 1d6 sonic damage. Shattering Scream Two Actions (Sonic) The soniphak can focus its screech at a stone or rock surface within 60 feet to create an explosion in a 15-foot burst from the point of impact. Creatures in the area take 5d6 piercing damage (DC 28 basic Reflex save), and the area becomes difficult terrain due to fragments of loose stone. Snatch The soniphak can Fly at half Speed with a creature grabbed or restrained in its claws, carrying that creature along with it. ","skill_mod":{"survival":17,"athletics":20,"acrobatics":19},"summary":"Often mistaken for drakes, soniphaks glide above rocky or barren ground, picking out prey with their hearing. A hunting soniphak disables its targets …","image":["/Images/Monsters/Dischoran_Soniphak.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":"no vision, sensitive echolocation ( precise ) 120 feet","weakest_save":["will"],"resistance":{"sonic":10},"url":"/Monsters.aspx?ID=3269","intelligence":-2,"reflex_save":21,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":6,"fortitude_save":21,"size":["Huge"],"name":"Soniphak","category":"creature","rarity":"common","strike_damage_average":[19,21,22],"slug":"creature-3269"},{"attack_bonus":[21,21,23],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":180,"language":["Common","Sussuran"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Elemental Bird","will_save":16,"charisma":3,"speed":{"fly":50,"max":50,"land":25},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Stormsight","Storm Nexus","Dive-bomb","Flash Storm","Storm Bolt"],"skill":["Acrobatics","Athletics","Nature","Stealth"],"trait":["Air","Beast","Electricity","Fire","Rare","Water","Huge"],"id":"creature-3270","text":" Chaos Falcon The extreme weather that gives birth to chaos falcons grants them a mix of abilities not found in other elemental birds. To them, lightning is as natural as fire and heat as comfortable as cold. The variability of their attacks makes them dangerous, even for the well prepared. Like their elemental cousins, chaos falcons are often the harbingers of storms. They're also seen as omens of volcanic activity, as they will travel across great distances to play and dance in the resulting eruption. Between this association and their tendency to rain both fire and ice, their presence is considered dangerous by nearby settlements. Fortunately, chaos falcons are solitary birds that prefer to stay away from the noise of civilization. They nest in volcanic vents or areas with geothermal activity, relying on the heat of the earth to incubate their eggs while hunting in the wilderness nearby. Unless their peace is disrupted or their safety threatened, they're unlikely to attack creatures that move through their habitat. Recall Knowledge - Beast (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Chaos Falcon Source Howl of the Wild pg. 143 Perception +18; darkvision, stormsight Languages Common, Sussuran Skills Acrobatics +22, Athletics +19, Nature +19, Stealth +19 Str +5 Dex +7 Con +3 Int +4 Wis +4 Cha +3 Stormsight Wind, precipitation, and clouds don't impair a chaos falcon's vision; they ignore the concealed condition from storms, mist, precipitation, and the like. --- AC 29 Fort +19 Ref +22 Will +16 HP 180 Resistances fire 10, electricity 10, cold 10 Storm Nexus (aura, primal) 15 feet, 3d6 fire, DC 26 basic Reflex save. The chaos falcon is surrounded by a cloud of volcanic ash, lightning arcing within the cloud as it glows hot in some areas and collects ice in others. A chaos falcon can change the damage type of this aura to cold, electricity, or fire as an action, which has the concentrate trait. --- Speed 25 feet, fly 50 feet Melee Single Action beak +21 (reach 10 feet), Damage 3d10+10 piercing Melee Single Action talon +21 (Agile), Damage 3d6+10 slashing Ranged Single Action bolt +23 (range 120 feet), Damage 6d6 fire plus storm bolt Dive-bomb Two Actions (Earth, Fire, Primal) Requirements The chaos falcon is Flying; Effect The chaos falcon Flies twice straight down. If they reach the ground or a similarly solid object at the end of this movement, their landing shatters that surface into sharp shards and droplets of molten stone deal 4d6 fire and 3d8 piercing damage (DC 26 basic Reflex save) to all other creatures within 20 feet. Flash Storm Single Action (Air, Water, Primal) Water condenses around the ash particles in the chaos falcon's 15-foot aura, pelting everything beneath it with driving rain. Creatures in that area must succeed at a DC 26 Reflex save or be pushed 20 feet down, falling prone if they start or end this movement on the ground. Storm Bolt The chaos falcon's bolt Strike always deals the damage type of their storm nexus aura. ","element":["Air","Fire","Water"],"skill_mod":{"nature":19,"stealth":19,"athletics":19,"acrobatics":22},"summary":"The extreme weather that gives birth to chaos falcons grants them a mix of abilities not found in other elemental birds. To them, lightning is as …","image":["/Images/Monsters/Chaos_Falcon.webp"],"primary_source":"Howl of the Wild","trait_group":["Elemental","Planar","Monster","Creature Type","Energy","Rarity"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":" darkvision , stormsight","weakest_save":["will"],"resistance":{"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=3270","intelligence":4,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":19,"size":["Huge"],"name":"Chaos Falcon","category":"creature","rarity":"rare","strike_damage_average":[20,21,26],"slug":"creature-3270"},{"attack_bonus":[11,11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Aklo","can't speak any language"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Ethereal Wildlife","will_save":8,"charisma":3,"speed":{"climb":20,"max":25,"land":25},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Ethereal Camouflage","Extradimensional Gullet","Flickering Dash","Swallow Whole","Tongue Pull"],"skill":["Athletics","Stealth","Survival"],"trait":["Air","Beast","Ethereal","Uncommon","Small"],"id":"creature-3271","text":" Rift Chameleon Rift chameleons are best known for their unsettling ability to swallow creatures significantly larger than themselves, thanks to a digestive tract that connects to its own pocket of the Ethereal Plane. When two or more rift chameleons remain in proximity for extended periods of time, their partially extradimensional nature begins to subtly warp the surrounding terrain. Direction and distance become confused to all but the lizards, making it easy for locals to get lost in places they once thought familiar. Recall Knowledge - Beast (Arcana, Nature): DC 20 Recall Knowledge - Ethereal (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Rift Chameleon Source Howl of the Wild pg. 146 Perception +9; darkvision, scent (imprecise) 30 feet Languages Aklo; can't speak any language Skills Athletics +9, Stealth +10, Survival +8 Str +4 Dex +2 Con +3 Int -2 Wis +1 Cha +3 Ethereal Camouflage A rift chameleon can Hide, even if it doesn't have cover, but it cannot be concealed from creatures on the Ethereal Plane. --- AC 19 all-around vision Fort +10 Ref +9 Will +8 HP 45 --- Speed 25 feet, climb 20 feet Melee Single Action jaws +11, Damage 1d10+4 piercing plus Grab Melee Single Action tail +11 (Agile), Damage 1d8+4 bludgeoning Melee Single Action tongue +11 (reach 10 feet), Damage tongue pull Extradimensional Gullet (Extradimensional) The rift chameleon's innards exist partially on the Ethereal Plane, allowing it to swallow any number of creatures, even ones larger than itself. Creatures that Escape or cut themselves free from the chameleon's stomach reappear in the Universe adjacent to the rift chameleon's position. Creatures cannot escape from the rift chameleon's gullet using teleportation effects unless those effects can also cross planar boundaries. Flickering Dash Single Action (Occult, Teleportation) Frequency once per round; Effect The rift chameleon Strides twice. During this movement, it flits quickly between the Universe and the Ethereal Plane, gaining resistance 5 to physical damage. Swallow Whole Single Action (Attack) Large, 1d12+2 bludgeoning, Rupture 10 Tongue Pull Any creature hit by the rift chameleon's tongue is pulled adjacent to the chameleon. The creature is off-guard to the next Strike the rift chameleon makes against it this round. ","element":["Air"],"skill_mod":{"survival":8,"stealth":10,"athletics":9},"summary":"Rift chameleons are best known for their unsettling ability to swallow creatures significantly larger than themselves, thanks to a digestive tract …","image":["/Images/Monsters/Rift_Chameleon.webp"],"primary_source":"Howl of the Wild","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3271","intelligence":-2,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Rift Chameleon","category":"creature","rarity":"uncommon","strike_damage_average":[8,9],"slug":"creature-3271"},{"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":65,"language":["Aklo"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Ethereal Wildlife","will_save":12,"charisma":2,"speed":{"climb":30,"max":30,"land":30},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Ghost Stance","Phantom Step","Terrifying Display"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"trait":["Beast","Ethereal","Uncommon","Large"],"id":"creature-3272","text":" Ghost Ape Ghost apes are reclusive and territorial creatures that usually reveal themselves only when their homes are threatened. Most ghost apes will first attempt to use their imposing presence and natural teleportation to frighten and confuse their foes into fleeing. Ghost apes can speak but aren't particularly talkative, though they will, on rare occasions, treat with those who approach them with respect. Ghost apes can be powerful allies when motivated by a common cause, although they tend to be suspicious of outsiders, and their trust isn't easily earned. Recall Knowledge - Beast (Arcana, Nature): DC 21 Recall Knowledge - Ethereal (Occultism): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Ghost Ape Source Howl of the Wild pg. 146 Perception +14; darkvision, scent (imprecise) 30 feet Languages Aklo Skills Acrobatics +10, Athletics +14, Intimidation +10, Stealth +12, Survival +12 Str +5 Dex +2 Con +3 Int -1 Wis +4 Cha +2 --- AC 20 Fort +14 Ref +10 Will +12 HP 65 --- Speed 30 feet, climb 30 feet Melee Single Action jaws +14, Damage 2d8+5 piercing Melee Single Action fist +14 (Agile, reach 10 feet), Damage 1d10+5 bludgeoning Ghost Stance Single Action (Concentrate, Illusion, Occult, Stance, Visual) The ghost ape phases partially out of existence, its form blurring and becoming difficult to pinpoint. While in this stance, they are concealed to any creature that isn't adjacent to them. They can't use this concealment to Hide or Sneak. They also gain resistance 5 to physical damage. If the ghost ape takes force damage, this stance ends and they can't reenter it for 1d3 rounds. Phantom Step Single Action (Concentrate, Teleportation) Frequency once per round; Effect The ghost ape moves quickly, passing through the Ethereal Plane. They teleport up to a distance equal to twice their Speed within their line of sight. Terrifying Display Two Actions (Auditory, Emotion, Fear, Mental) The ghost ape beats their chest in a terrifying display. Creatures within 30 feet must succeed a DC 20 Will save or become frightened 1 (or frightened 2 on a critical failure). While a creature is frightened by this ability, it's off-guard to the ape. On a success, the creature is temporarily immune for 1 minute. ","skill_mod":{"survival":12,"stealth":12,"athletics":14,"intimidation":10,"acrobatics":10},"summary":"Ghost apes are reclusive and territorial creatures that usually reveal themselves only when their homes are threatened. Most ghost apes will first …","image":["/Images/Monsters/Ghost_Ape.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Rarity"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3272","intelligence":-1,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Ghost Ape","category":"creature","rarity":"uncommon","strike_damage_average":[10,14],"slug":"creature-3272"},{"attack_bonus":[17,17],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":140,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Ethereal Wildlife","will_save":15,"charisma":2,"speed":{"max":35,"land":35},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Mist Form","Clouded Charge","Misty Mauling"],"skill":["Athletics","Survival"],"trait":["Beast","Ethereal","Uncommon","Large"],"id":"creature-3273","text":" Mist Bear Like the mundane bears they resemble, a mist bear is motivated by simple pursuits, such as food. Unlike other ursines, the mist bear can dissipate into a cloud of ethereal vapor, greatly complicating the efforts of neighboring humanoids to keep their provisions safe from the creature's depredations. Fortunately, the mist bear follows a predictable pattern of behavior, usually foraging within the Universe for only a few months every year to gorge itself. Once sated, it then enters a state similar to hibernation where it drifts through the Ethereal Plane as a cloud of intangible vapor. Recall Knowledge - Beast (Arcana, Nature): DC 25 Recall Knowledge - Ethereal (Occultism): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Mist Bear Source Howl of the Wild pg. 147 Perception +18; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +17, Survival +15 Str +6 Dex +2 Con +5 Int -3 Wis +4 Cha +2 Mist Form (concentrate, exploration, occult, polymorph) Over the course of a minute, a mist bear can transmute its form into a cloud of ethereal vapor. In this state it has resistance 10 to physical damage, is immune to precision damage, and can't use any actions with the attack or manipulate trait. It has a fly Speed of 10 feet and can slip through tiny cracks. The mist bear can return to solid form as a single action. --- AC 24 Fort +16 Ref +13 Will +15 HP 140 --- Speed 35 feet Melee Single Action jaws +17, Damage 2d10+8 piercing Melee Single Action claw +17 (Agile), Damage 2d8+8 slashing plus Grab Clouded Charge Two Actions (Concentrate, Occult, Visual) The mist bear Strides twice. During this movement, wisps of ethereal smoke trail from its body, making it concealed. The mist bear then Strikes. The target is off-guard to this attack if the bear moved at least 20 feet. Misty Mauling Single Action (Concentrate, Occult, Polymorph) Requirements The mist bear has a creature grabbed; Effect The mist bear digs its claws into the grabbed creature as it dissipates into mist. The grabbed creature takes 3d8 slashing damage (DC 25 basic Fortitude save). The mist bear gains the benefits of its Mist Form, Fliesup to 10 feet, and then returns to its solid form. ","skill_mod":{"survival":15,"athletics":17},"summary":"Like the mundane bears they resemble, a mist bear is motivated by simple pursuits, such as food. Unlike other ursines, the mist bear can dissipate …","primary_source":"Howl of the Wild","trait_group":["Creature Type","Rarity"],"ac":24,"level":7,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3273","intelligence":-3,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Mist Bear","category":"creature","rarity":"uncommon","strike_damage_average":[17,19],"slug":"creature-3273"},{"attack_bonus":[6,7],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":15,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Fish","will_save":3,"charisma":-1,"speed":{"max":25,"swim":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Camouflage","Defensive Spines","Stonefish Venom"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Aquatic","Tiny"],"id":"creature-3274","text":" Stonefish Stonefish use their superior camouflage to lie in wait and devour small prey, becoming indistinguishable from the reefs they call home. Larger creatures are also at risk, although mostly through accidental contact with the stonefish's spines and their agonizing venom. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Stonefish Source Howl of the Wild pg. 148 Perception +7; low-light vision Languages Skills Acrobatics +7, Athletics +4, Stealth +9 Str +2 Dex +3 Con +2 Int -5 Wis +1 Cha -1 Camouflage The stonefish can Hide in its natural environment even if it doesn't have cover. --- AC 16 Fort +9 Ref +6 Will +3 HP 15 Defensive Spines When a creature moves into a space with one or more stonefish, that creature takes 1d4 piercing damage and is exposed to stonefish venom. --- Speed swim 25 feet Melee Single Action bite +7 (Finesse), Damage 1d6+2 piercing Melee Single Action spines +6, Damage 1d4+2 piercing plus stonefish venom Stonefish Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 3 hours; Stage 1 clumsy 1 (1 round); Stage 2 clumsy 2 (10 minutes); Stage 3 3d6 poison and clumsy 2 (1 hour) ","skill_mod":{"stealth":9,"athletics":4,"acrobatics":7},"summary":"Stonefish use their superior camouflage to lie in wait and devour small prey, becoming indistinguishable from the reefs they call home. Larger …","image":["/Images/Monsters/Stonefish.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3274","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":9,"size":["Tiny"],"name":"Stonefish","category":"creature","rarity":"common","strike_damage_average":[4,5],"slug":"creature-3274"},{"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":25,"immunity":["precision","swarm mind"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Fish","will_save":5,"charisma":-1,"speed":{"max":25,"swim":25},"perception":11,"wisdom":1,"weakness":{"area":3},"creature_ability":["Defensive Spines","Inject Poison","Reef Camouflage","Stonefish Swarm Venom"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Aquatic","Swarm","Large"],"id":"creature-3275","text":" Stonefish Swarm Stonefish occasionally band together where food is abundant, filling all nooks and crannies of a coral reef. In large numbers, stonefish can take on prey much larger than themselves. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Stonefish Swarm Source Howl of the Wild pg. 148 Perception +11; low-light vision Languages Skills Acrobatics +9, Athletics +6, Stealth +11 Str +2 Dex +3 Con +2 Int -5 Wis +1 Cha -1 --- AC 16 Fort +11 Ref +8 Will +5 HP 25 Immunities precision, swarm mind Resistances bludgeoning 3, slashing 3 Weaknesses area damage 3, splash damage 3 Defensive Spines When a creature enters the stonefish swarm's space, that creature takes 1d4 piercing damage and is exposed to stonefish swarm venom. --- Speed swim 25 feet Inject Poison Single Action Each enemy in the swarm's space takes 2d4 piercing damage (DC 18 basic Reflex save). Creatures that fail the save are exposed to stonefish swarm venom. Reef Camouflage Single Action (Concentrate) Until the next time it acts, the stonefish swarm appears to be a colorful coral reef. It has an automatic result of 26 on Deception checks and DCs to pass as a reef. Stonefish Swarm Venom (Poison) Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and clumsy 1 (1 round); Stage 2 1d6 poison and clumsy 2 (1 round); Stage 3 2d6 poison damage and clumsy 2 (1 round) ","skill_mod":{"stealth":11,"athletics":6,"acrobatics":9},"summary":"Stonefish occasionally band together where food is abundant, filling all nooks and crannies of a coral reef. In large numbers, stonefish can take on …","primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster"],"ac":16,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"bludgeoning":3,"slashing":3},"url":"/Monsters.aspx?ID=3275","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Stonefish Swarm","category":"creature","rarity":"common","slug":"creature-3275"},{"constitution":2,"primary_source_category":"Rulebooks","strength":-2,"hp":40,"immunity":["precision","swarm mind"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Fish","will_save":9,"charisma":-3,"speed":{"max":30,"swim":30},"perception":11,"wisdom":2,"weakness":{"area":5},"creature_ability":["Sunless Sight","Bite and Gnaw"],"skill":["Acrobatics","Athletics"],"trait":["Animal","Aquatic","Swarm","Large"],"id":"creature-3276","text":" Fangtooth School The fearsome teeth of this fish are so massive that it's difficult for the creature to close its mouth. These fish must consider even much larger creatures as possible food, rising towards the surface during the darkness of night. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Fangtooth School Source Howl of the Wild pg. 149 Perception +11; low-light vision, scent (imprecise) 120 feet, wavesense (precise) 15 feet Languages Skills Acrobatics +9, Athletics +5 Str -2 Dex +3 Con +2 Int -5 Wis +2 Cha -3 Sunless Sight While in bright light, the fangtooth fish school is blinded and slowed 1. --- AC 18 Fort +11 Ref +10 Will +9 HP 40 Immunities precision, swarm mind Resistances bludgeoning 5, piercing 2, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed swim 30 feet Bite and Gnaw Single Action Each enemy in the school's space takes 2d8 piercing damage (DC 19 basic Reflex save). ","skill_mod":{"athletics":5,"acrobatics":9},"summary":"The fearsome teeth of this fish are so massive that it's difficult for the creature to close its mouth. These fish must consider even much larger …","primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 120 feet, wavesense ( precise ) 15 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":2,"slashing":5},"url":"/Monsters.aspx?ID=3276","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Fangtooth School","category":"creature","rarity":"common","slug":"creature-3276"},{"attack_bonus":[12],"constitution":1,"primary_source_category":"Rulebooks","strength":5,"hp":50,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Fish","will_save":7,"charisma":0,"speed":{"max":60,"swim":60},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Warm Brain","Requirement","Fast Sweep"],"skill":["Acrobatics","Athletics"],"trait":["Animal","Aquatic","Large"],"id":"creature-3277","text":" Swordfish Contrary to popular belief, the bill of the swordfish is not used for impaling its prey, but to stun or slash. Specialized organs help keep it warm in the coldest waters, increasing its already considerable speed and reflexes. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Swordfish Source Howl of the Wild pg. 149 Perception +11; low-light vision Languages Skills Acrobatics +10, Athletics +12 Str +5 Dex +3 Con +1 Int -4 Wis +2 Cha +0 --- AC 18 Fort +10 Ref +12 Will +7 HP 50 Warm Brain Reaction Requirement The swordfish is in cold water; Trigger The swordfish rolls initiative; Effect The swordfish Seeks or Swims. --- Speed swim 60 feet Melee Single Action bill +12 (Sweep), Damage 1d10+5 slashing Fast Sweep Single Action Frequency once per turn; Effect The swordfish makes two bill Strikes against two adjacent targets, with a +1 circumstance bonus to its attack rolls. ","skill_mod":{"athletics":12,"acrobatics":10},"summary":"Contrary to popular belief, the bill of the swordfish is not used for impaling its prey, but to stun or slash. Specialized organs help keep it warm …","image":["/Images/Monsters/Swordfish.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3277","intelligence":-4,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":10,"size":["Large"],"name":"Swordfish","category":"creature","rarity":"common","strike_damage_average":[10],"slug":"creature-3277"},{"attack_bonus":[15],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":75,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Fish","will_save":8,"charisma":-1,"speed":{"max":35,"swim":35},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Sunless Sight","Deep Puncture","Constrict"],"skill":["Acrobatics","Athletics"],"trait":["Animal","Aquatic","Medium"],"id":"creature-3278","text":" Giant Fangtooth A single bite from this creature's signature fangs can cause death by blood loss within minutes; what's worse, the giant fangtooth is willing to attack creatures far larger than itself. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Giant Fangtooth Source Howl of the Wild pg. 149 Perception +14; low-light vision, scent (imprecise) 120 feet, wavesense (precise) 30 feet Languages Skills Acrobatics +11, Athletics +14 Str +5 Dex +2 Con +3 Int -5 Wis +2 Cha -1 Sunless Sight In an area of bright light, the giant fangtooth is blinded and slowed 1. --- AC 20 Fort +14 Ref +11 Will +8 HP 75 --- Speed swim 35 feet Melee Single Action bite +15, Damage 2d8+5 piercing plus deep puncture and Grab Deep Puncture Creatures critically hit by the fangtooth's bite take an additional 1d8 persistent bleed damage. Constrict Single Action 2d8 piercing, DC 21 ","skill_mod":{"athletics":14,"acrobatics":11},"summary":"A single bite from this creature's signature fangs can cause death by blood loss within minutes; what's worse, the giant fangtooth is willing to …","primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 120 feet, wavesense ( precise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3278","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":14,"size":["Medium"],"name":"Giant Fangtooth","category":"creature","rarity":"common","strike_damage_average":[14],"slug":"creature-3278"},{"attack_bonus":[9,11],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":60,"source":["Howl of the Wild"],"type":"Creature","will_save":7,"charisma":0,"speed":{"climb":15,"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Spill","Glide","Kettle Up"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Small"],"id":"creature-3279","text":" Flynkett The piercing whistle of the flynkett can often be heard over the harsh jungle rains, shrieking dissonantly when its cries combine with others of its pack. Although generally effective as a warning to nearby predators, these sharp cries also serve as a lure for reckless alchemists eager to study the creature's potent enzymes. Flynketts' name, most theorize, is a corruption of “flinging kettle” or “flying kettle.” They can't truly fly, instead using their skin flaps to glide in a manner similar to flying squirrels. However, the primary use of their skin flaps isn't for movement, but digestion. When it rains, flynketts roll up their loose skin, creating a crude sort of kettle in which to catch precipitation. The remarkable creatures' acid combines with the falling water to break down wood, soil, or even rocks into a nutritional stew. Therefore, the flynkett can flourish when introduced to any environment with frequent rain, something solid to stand on, and a lack of natural predators. Although their acid can be harvested without harming a flynkett, the creatures rarely cooperate. If disturbed, particularly in the middle of feeding, they release clouds of acidic steam. They're also capable of spitting the fluid with deadly accuracy. Thankfully for those who run afoul of them, flynketts have no use for corpses and will generally break off pursuit when the interloper leaves their territory. Several organizations and individual scholars have desperately sought to domesticate flynketts for use in alchemical production. To date, none of these efforts have been successful, though several abandoned labs still contain aggressive packs of flynketts who protect their new territory with ferocious tenacity. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Flynkett Source Howl of the Wild pg. 150 Perception +9; low-light vision Languages Skills Acrobatics +11, Athletics +9, Stealth +11 Str +2 Dex +4 Con +3 Int -4 Wis +2 Cha +0 --- AC 19 Fort +10 Ref +11 Will +7 HP 60 Resistances acid 6 Spill Reaction (acid) Requirements The flynkett is Kettled Up Trigger The flynkett takes physical damage or is knocked prone; Effect The flynkett spills the contents of its full skin flaps, releasing its digestive juices in a cloud of acidic vapor that deals 2d8 acid damage to all non-flynkett creatures within 20 feet (DC 18 basic Fortitude save). If the flynkett was boiling, the damage is increased to 4d8. --- Speed 25 feet, climb 15 feet Melee Single Action claw +9 (Agile), Damage 2d4+4 slashing Ranged Single Action acid spit +11 (Acid, range 40 feet), Damage 1d8 persistent acid Glide Single Action (Move) The flynkett stretches its flaps to glide through the air. It moves 5 feet down and up to 25 feet forward through the air. The flynkett can remain in the air long as it spends at least 1 action Gliding each round and does not Kettle Up. Kettle Up Two Actions The flynkett uses its skin flaps to form a crude kettle. While Kettled Up, the flynkett can't use its claw Strike or take move actions. If the flynkett has been Kettled Up for 1 minute or longer, and its kettle is full of water (usually due to the flynkett being in the rain), the flynkett's kettle begins to boil, emitting a piercing whistle that causes all creatures within 30 feet to take a –2 penalty to Perception checks to hear sources other than the flynkett; this is an auditory effect. The flynkett can stop Kettling Up as a free action. ","skill_mod":{"stealth":11,"athletics":9,"acrobatics":11},"summary":"The piercing whistle of the flynkett can often be heard over the harsh jungle rains, shrieking dissonantly when its cries combine with others of its …","image":["/Images/Monsters/Flynkett.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"acid":6},"url":"/Monsters.aspx?ID=3279","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":10,"size":["Small"],"name":"Flynkett","category":"creature","rarity":"common","strike_damage_average":[4,9],"slug":"creature-3279"},{"attack_bonus":[13,15],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":94,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Frog","will_save":9,"charisma":1,"speed":{"max":25,"land":25,"burrow":20},"perception":12,"wisdom":2,"weakness":{"fire":4},"creature_ability":["Seed Spores","Soporific Spores"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Large"],"id":"creature-3280","text":" Sporeback Frog This burrowing frog digs itself into moist earth so poisonous moss and toxic mushrooms can grow on its body. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Sporeback Frog Source Howl of the Wild pg. 151 Perception +12; low-light vision Languages Skills Acrobatics +10, Athletics +12, Stealth +13 Str +4 Dex +3 Con +5 Int -4 Wis +2 Cha +1 --- AC 21 Fort +15 Ref +12 Will +9 HP 94 Resistances poison 8 Weaknesses fire 4 --- Speed 25 feet, burrow 20 feet Melee Single Action jaws +13, Damage 2d8+6 piercing plus Grab Melee Single Action tongue +15 (reach 15 feet), Damage seed spores Seed Spores A creature hit by the sporeback frog's tongue Strike takes 1d6 persistent poison damage as fungal spores begin to grow. Soporific Spores Two Actions (Mental, Poison) The sporeback frog shakes the plants and fungi on its back until they emit a cloud of spores in a 20-foot emanation. All creatures in the area must succeed a DC 22 Fortitude save or become clumsy 2 and stupefied 2 for 1 minute (clumsy 3 and stupefied 3 on a critical failure). This ability can't be used again for 1d4 rounds. ","skill_mod":{"stealth":13,"athletics":12,"acrobatics":10},"summary":"This burrowing frog digs itself into moist earth so poisonous moss and toxic mushrooms can grow on its body.","primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"poison":8},"url":"/Monsters.aspx?ID=3280","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":15,"size":["Large"],"name":"Sporeback Frog","category":"creature","rarity":"common","strike_damage_average":[15],"slug":"creature-3280"},{"attack_bonus":[17,18],"constitution":6,"primary_source_category":"Rulebooks","strength":5,"hp":150,"immunity":["area damage (froglets)"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Frog","will_save":16,"charisma":4,"speed":{"max":25,"land":25,"swim":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Three-Frog Orchestra","Conduct"],"skill":["Acrobatics","Athletics","Performance","Stealth"],"trait":["Animal","Huge"],"id":"creature-3281","text":" Concert Frog These massive frogs store their eggs inside their stomach. When an egg hatches, the froglet crawls its way up into its parent's mouth to add its celebratory chirps and croaks to the family's song. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Concert Frog Source Howl of the Wild pg. 151 Perception +16; darkvision Languages Skills Acrobatics +16, Athletics +16, Performance +19, Stealth +12 Str +5 Dex +3 Con +6 Int -4 Wis +2 Cha +4 --- AC 27 Fort +19 Ref +13 Will +16 HP 150 (frog, 25 (froglets)) Immunities area damage (froglets) Three-Frog Orchestra The concert frog has three froglets perched behind its lips, each of a different color. A creature can specifically target a froglet. If any froglets have died, the concert frog attempts a DC 11 flat check at the end of its turn; on a success, new froglets hatch in its stomach and emerge at the concert frog's lips. --- Speed 25 feet, swim 25 feet Melee Single Action jaws +18, Damage 2d11+11 piercing Ranged Single Action croak +17 (Sonic, range 30 feet), Damage 2d8+9 sonic Conduct Single Action (Auditory, Mental, Primal) One of the froglets begins to sing, granting one of three effects to the concert frog and all allies within 60 feet until the beginning of the concert frog's next turn. Red Grants a +10-foot status bonus to their Speeds. Blue Grants a +1 status bonus to AC and Fortitude saving throws. Yellow Allies gain a +1 status bonus to attack rolls and deal an additional 1d4 sonic damage on successful melee Strikes as their attacks resonate. ","skill_mod":{"performance":19,"stealth":12,"athletics":16,"acrobatics":16},"summary":"These massive frogs store their eggs inside their stomach. When an egg hatches, the froglet crawls its way up into its parent's mouth to add its …","image":["/Images/Monsters/Concert_Frog.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3281","intelligence":-4,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":19,"size":["Huge"],"name":"Concert Frog","category":"creature","rarity":"common","strike_damage_average":[18,22],"slug":"creature-3281"},{"attack_bonus":[7,7],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":20,"immunity":["electricity"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Galvanoscale","will_save":4,"charisma":-1,"speed":{"climb":30,"max":30,"land":30},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Greater Electrolocation","Uncanny Climber","Launch Metal","Repel","Static Cling"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Small"],"id":"creature-3282","text":" Magnetic Gecko Metal objects seem to gravitate to this otherwise innocuous gecko. Its fondness for refined metals often leads the reptile to settle close to large settlements. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Magnetic Gecko Source Howl of the Wild pg. 152 Perception +10; low-light vision, greater electrolocation 20 feet Languages Skills Acrobatics +6, Athletics +6, Stealth +6 Str +2 Dex +3 Con +4 Int -4 Wis +2 Cha -1 Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute. Uncanny Climber A magnetic gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a gecko attempts an Athletics check to Climb and critically fails, it gets a failure instead. --- AC 15 Fort +10 Ref +7 Will +4 HP 20 Immunities electricity --- Speed 30 feet, climb 30 feet Melee Single Action jaws +7, Damage 1d6+2 piercing Melee Single Action tongue +7 (Electricity, Finesse, reach 10 feet), Damage 2d4 electricity plus static cling Launch Metal Two Actions The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 17 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4 rounds. Repel Single Action The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn. Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 17 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athletics check against the target's Fortitude DC to pull the creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally. ","skill_mod":{"stealth":6,"athletics":6,"acrobatics":6},"summary":"Metal objects seem to gravitate to this otherwise innocuous gecko. Its fondness for refined metals often leads the reptile to settle close to large …","image":["/Images/Monsters/Magnetic_Gecko.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , greater electrolocation 20 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3282","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":10,"size":["Small"],"name":"Magnetic Gecko","category":"creature","rarity":"common","strike_damage_average":[5,5],"slug":"creature-3282"},{"attack_bonus":[18],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":115,"immunity":["electricity"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Galvanoscale","will_save":12,"charisma":-2,"speed":{"climb":20,"max":30,"land":30,"swim":20},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Deep Breath","Greater Electrolocation","Coppermouth Venom","Quickening Jolt","Venomous Spit"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"trait":["Animal","Medium"],"id":"creature-3283","text":" Giant Coppermouth Coppermouths are fierce and aggressive, even when alone, relying on their venom and ability to manipulate bioelectric impulses. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Giant Coppermouth Source Howl of the Wild pg. 152 Perception +18; low-light vision, greater electrolocation 20 feet, scent (imprecise) 30 feet Languages Skills Acrobatics +17, Athletics +14, Stealth +17, Survival +15 Str +3 Dex +6 Con +4 Int -4 Wis +4 Cha -2 Deep Breath The giant coppermouth can hold its breath for 1 hour. Greater Electrolocation A giant coppermouth can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute. --- AC 25 Fort +15 Ref +18 Will +12 HP 115 Immunities electricity --- Speed 30 feet, climb 20 feet, swim 20 feet Melee Single Action fangs +18 (Electricity, Finesse), Damage 2d8+6 piercing plus 1d4 electricity and coppermouth venom Coppermouth Venom (Electricity, Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and 1d6 electricity (1 round); Stage 2 2d6 poison and 1d6 electricity and clumsy 1 (1 round); Stage 3 2d6 poison and 2d6 electricity and clumsy 2 Quickening Jolt Two Actions (Electricity) The coppermouth manipulates its own nervous system by increasing its reaction time, Striding and making two Strikes against different targets during the movement. Both attacks count toward its multiple attack penalty, but the penalty doesn't increase until after it has made both attacks. Venomous Spit Two Actions (Electricity, Poison) The coppermouth unleashes a stream of electrified venom in a 30-foot line. The venom deals 8d6 electricity damage (DC 22 basic Reflex save) and creatures that take damage from the venom are immediately exposed to coppermouth venom. The copper mouth can't use Venomous Spit again for 1d4 rounds. ","skill_mod":{"survival":15,"stealth":17,"athletics":14,"acrobatics":17},"summary":"Coppermouths are fierce and aggressive, even when alone, relying on their venom and ability to manipulate bioelectric impulses.","image":["/Images/Monsters/Giant_Coppermouth.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision , greater electrolocation 20 feet, scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3283","intelligence":-4,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":15,"size":["Medium"],"name":"Giant Coppermouth","category":"creature","rarity":"common","strike_damage_average":[17],"slug":"creature-3283"},{"attack_bonus":[22,24],"constitution":7,"primary_source_category":"Rulebooks","strength":5,"hp":190,"immunity":["electricity"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Galvanoscale","will_save":22,"charisma":1,"speed":{"max":30,"land":15,"swim":30},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Deep Breath","Greater Electrolocation","Shell Shock","Healing Pulse","Sparking Shell"],"skill":["Athletics"],"trait":["Animal","Large"],"id":"creature-3284","text":" Lightning Turtle Lightning turtles have a reputation as kind protectors of those lost or injured at sea. Their unique ability to promote healing by stimulating the body's natural bioelectricity has led to many attempts over the year to domesticate the creatures, but none have been successful. Recall Knowledge - Animal (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Lightning Turtle Source Howl of the Wild pg. 153 Perception +22; low-light vision, greater electrolocation 20 feet Languages Skills Athletics +25 Str +5 Dex +1 Con +7 Int -4 Wis +4 Cha +1 Deep Breath The lightning turtle can hold its breath for 30 minutes. Greater Electrolocation A lightning turtle can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute. --- AC 34 Fort +25 Ref +19 Will +22 HP 190 Immunities electricity Shell Shock Reaction (electricity, nonlethal) Trigger A lightning turtle is hit by a melee or an unarmed attack; Effect The lightning turtle releases some of its stored electrical power, inflicting 7d6 electricity damage to the creature attacking it. --- Speed 15 feet, swim 30 feet Melee Single Action jaws +24 (Electricity), Damage 2d12+5 piercing plus 2d6 electricity Ranged Single Action electrical burst +22 (Electricity, range 60 feet), Damage 4d10 electricity Healing Pulse Three Actions (Electricity, Healing, Primal) The lightning turtle releases a pulse of low-intensity electricity from its body to promote healing. This restores 5d8 Hit Points to the turtle and each living ally within 10 feet, including creatures normally immune to electricity. The turtle can't use Healing Pulse again for 1 minute and is temporarily immune to the Healing Pulse of any lightning turtle for 1 minute. Sparking Shell Single Action The lightning turtle withdraws into its shell. This increases its AC to 36, but it can't act except to use Shell Shock or reemerge as a single action. While in its shell, the turtle's Shell Shock deals another 4d6 damage and loses the nonlethal trait. ","skill_mod":{"athletics":25},"summary":"Lightning turtles have a reputation as kind protectors of those lost or injured at sea. Their unique ability to promote healing by stimulating the …","primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":34,"level":12,"source_category":["Rulebooks"],"sense":" low-light vision , greater electrolocation 20 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3284","intelligence":-4,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":25,"size":["Large"],"name":"Lightning Turtle","category":"creature","rarity":"common","strike_damage_average":[22,25],"slug":"creature-3284"},{"attack_bonus":[11],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":48,"immunity":["petrification"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Gorgon","will_save":7,"charisma":1,"speed":{"fly":30,"max":30,"land":15},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Echolocation","Petrify Vapor","Petrify Body Part","Stone Feast"],"skill":["Acrobatics","Stealth"],"trait":["Beast","Uncommon","Small"],"id":"creature-3285","text":" Stony Bat These creatures resemble chubby bats covered in small overlapping metal plates. They can't exhale enough petrifying gas to paralyze a normal-sized humanoid, but it's effective on their usual prey of insects and other small animals, which they petrify before consuming. However, stony bats have learned how to use their petrification gas to defend themselves against larger creatures, freezing a limb or raining down pebbles of petrified water vapor. Further, they can work together to bring down larger creatures, petrifying and consuming them limb by limb. Stony bats generally live in caves in large groups, though they frequently fly out in small numbers for hunting. They typically aren't aggressive against non-prey they encounter outside, though they're very protective of their caves. Oread and others who don't fear petrification sometimes keep stony bats as pets. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Stony Bat Source Howl of the Wild pg. 154 Perception +11; echolocation (precise) 30 ft Languages Skills Acrobatics +11, Stealth +11 Str +2 Dex +4 Con +2 Int -3 Wis +2 Cha +1 Echolocation The stony bat can use hearing as a precise sense with the listed range. --- AC 18 Fort +9 Ref +11 Will +7 HP 48 Immunities petrification --- Speed 15 feet, fly 30 feet Melee Single Action jaws +11 (Finesse), Damage 2d8+2 piercing plus stone feast Petrify Vapor Two Actions (Earth, Primal) The stony bat breathes petrifying gas in a 15-foot cone, too thin to harm creatures in the area. However, it petrifies ambient moisture, raining down a cascade of tiny stones onto any creatures in the space directly below the cone. The falling rocks deal 4d6 bludgeoning damage (DC 20 basic Reflex save). The stony bat can't use Petrify Vapor again for 1d4 rounds. Petrify Body Part Two Actions (Earth, Primal) The stony bat breathes a puff of petrifying gas onto an adjacent creature, targeting a specific body part. The target must succeed at a DC 20 Fortitude save or be partially petrified for 1 minute, with an effect varying with the body part targeted. Face The creature's face stiffens and a film of stone partially blocks its vision. It is dazzled. Hand One of the creature's hands is petrified. It cannot Release items from that hand or use the hand for fine manipulation. Attack rolls with weapons held in that hand take a –2 status penalty. Leg A patch of the creature's leg becomes inflexible and heavy. It takes a –10 status penalty to its Speed. If all of the creature's legs become petrified in this way, the creature's Speed is reduced down to 5 feet. At the GM's discretion, a creature with movement that doesn't rely on legs, such as creatures that Fly with wings, don't take a penalty to these other Speeds. Stone Feast The stony bat specifically targets petrified body parts, which it can consume, unlike flesh. The stony bat's jaws deal an extra 1d6 damage against a creature that has been petrified, either partially or completely, and ignore the Hardness of petrified creatures. ","skill_mod":{"stealth":11,"acrobatics":11},"summary":"These creatures resemble chubby bats covered in small overlapping metal plates. They can't exhale enough petrifying gas to paralyze a normal-sized …","image":["/Images/Monsters/Stony_Bat.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Rarity"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":"echolocation ( precise ) 30 ft","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3285","intelligence":-3,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":9,"size":["Small"],"name":"Stony Bat","category":"creature","rarity":"uncommon","strike_damage_average":[11],"slug":"creature-3285"},{"attack_bonus":[24],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":215,"immunity":["petrification"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Gorgon","will_save":22,"charisma":3,"speed":{"climb":30,"max":40,"land":40,"burrow":30},"perception":24,"wisdom":6,"weakness":{},"creature_ability":["Constrict","Crumbling Earth","Petrify Prey","Stone Tunnel","Swallow Whole","Towering Bite"],"skill":["Athletics"],"trait":["Beast","Uncommon","Huge"],"id":"creature-3286","text":" Plated Python One of the most fearsome gorgons is the gigantic plated python, covered from nose to tail in large metallic scales. Rather than the venom used by many other snakes, its breath turns both creatures and objects into stone. While this poses the most danger to the prey caught in its jaws, it can also transform large areas to brittle and lifeless stone that the snakes can easily tunnel through. Plated pythons typically live in pairs or trios and are extremely territorial. The fights between plated pythons over territory are vicious and tend to leave long-lasting effects on the landscape. They defend their territory aggressively against other creatures they see as a threat, including people and large animals. Their habitats can be identified by the stone tunnels left behind by their burrowing, and wary travelers use these as a sign to change course. Particularly bold adventurers might try to use the tunnels for passage, protected as they are from elements and other wildlife, but they do risk coming face to face with a plated python. Recall Knowledge - Beast (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Plated Python Source Howl of the Wild pg. 155 Perception +24; darkvision Languages Skills Athletics +25 Str +7 Dex +4 Con +6 Int -3 Wis +6 Cha +3 --- AC 33 Fort +24 Ref +20 Will +22 HP 215 Immunities petrification --- Speed 40 feet, burrow 30 feet, climb 30 feet; stone tunnel Melee Single Action jaws +24 (reach 15 feet), Damage 3d10+10 piercing plus GrabMelee [one-action] tail +24 (reach 15 feet) Constrict Single Action 2d10+10 bludgeoning, DC 32 Crumbling Earth Two Actions (Earth, Primal) The plated python lets its breath sink into the ground, transforming it to brittle stone within a 30-foot emanation. The stone is difficult terrain to all other creatures. Other creatures on the ground in this area when it transforms must succeed at a DC 29 Reflex save or be immobilized as the stone beneath them crumbles to rubble. A creature immobilized in this way can Escape normally or use three total Interact actions to dig themself free. Petrify Prey Free Action (Earth, Incapacitation, Primal) Requirements The plated python has a creature grabbed; Trigger The plated python begins its turn; Effect The python's breath seeps into the grabbed creature. That creature must attempt a DC 32 Fortitude save. Critical Success The creature is unaffected. Success The creature's body hardens and stiffens, causing it to become slowed 1 for 1 round. Failure The creature is petrified for 1 round and Swallowed Whole. Critical Failure The creature is petrified permanently and Swallowed Whole. Stone Tunnel When a plated python burrows through ground, it petrifies and destroys the material in front of it, leaving a 5-foot diameter tunnel in its wake. A plated python doesn't need to Squeeze to pass through any space at least that wide. Swallow Whole Single Action (Attack) Large, 3d10+5 acid, Rupture 20; this damage ignores the hardness of petrified creatures. Towering Bite Two Actions The plated python lunges to its full length, making a jaws Strike with a reach of 60 feet. If the Strike hits, its target is grabbed and pulled to an empty space adjacent to the plated python. The python can attack through any material it can burrow through, leaving a stone tunnel as normal. ","skill_mod":{"athletics":25},"summary":"One of the most fearsome gorgons is the gigantic plated python, covered from nose to tail in large metallic scales. Rather than the venom used by …","image":["/Images/Monsters/Plated_Python.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Rarity"],"ac":33,"level":12,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3286","intelligence":-3,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":24,"size":["Huge"],"name":"Plated Python","category":"creature","rarity":"uncommon","strike_damage_average":[26],"slug":"creature-3286"},{"attack_bonus":[24,24,24,25],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":210,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Griffon","will_save":18,"charisma":7,"speed":{"fly":40,"max":40,"land":25},"perception":25,"wisdom":3,"weakness":{},"creature_ability":["Dread Gaze","Carry Off","Disembowel","Terrifying Screech","Razor-Edged Flight"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"trait":["Animal","Rare","Huge"],"id":"creature-3287","text":" Ascendant Griffon This griffon is aptly named for both its majestic appearance in flight and its increased ferocity over the common griffon. Despite its size, the sheer muscle mass present in this creature makes flight seem effortless, if preposterous. It makes its home among the canopies of the most ancient forests and atop the peaks of the greatest mountains, hunting its prey from above with silent and deadly accuracy. The ascendant griffon prefers to hunt other large creatures within its territory, such as bears, but they will not hesitate to attack smaller prey they perceive as a threat to their territory. Whether an ascendant griffon is a new evolutionary development or a throwback to a more primeval version of the creature is difficult to determine. Further research into these exceptional creatures may provide insight into their origins and perhaps the origins of all griffons. Recall Knowledge - Animal (Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Ascendant Griffon Source Howl of the Wild pg. 157 Perception +25; darkvision, scent (imprecise) 120 feet Languages Skills Acrobatics +23, Athletics +23, Intimidation +25, Stealth +21, Survival +22 Str +7 Dex +6 Con +5 Int -4 Wis +3 Cha +7 --- AC 30 Fort +21 Ref +24 Will +18 HP 210 Dread Gaze Reaction Trigger A creature ends a move action within 30 feet of the ascendant griffon; Effect The ascendant griffon turns its head to stare down the triggering creature, and attempts to Demoralize it. This use of Demoralize has the visual trait rather than the auditory trait, and the griffon does not take a penalty on its check for not sharing a language. --- Speed 25 feet, fly 40 feet Melee Single Action beak +24, Damage 4d8+10 piercing Melee Single Action talon +24, Damage 4d6+10 piercing plus Improved Grab Melee Single Action wing +24 (Agile), Damage 4d6+10 slashing Ranged Single Action feather +25 (range 60 feet), Damage 2d8+10 piercing Carry Off An ascendant griffon can Fly at full speed with a creature grabbed in its talons, moving that creature along with it. Disembowel Single Action Requirements The ascendant griffon has a creature grabbed in its talons; Effect The griffon makes a beak Strike to rip at the flesh of its prey. If the Strike hits, that creature becomes drained 1 (or increases its drained value by 1, to a maximum of 4). Terrifying Screech Single Action (Auditory, Emotion, Fear, Mental) The ascendant griffon unleashes a fearsome cry that strikes terror into its prey. Each creature within 100 feet must attempt a DC 30 Will save. Regardless of the result, creatures are temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and fleeing for 1 round. Razor-Edged Flight Two Actions The ascendant griffon glides violently forward, Flying twice. It makes a wing Strike at any point during the movement against up to two different targets; if either of these attacks is a critical hit, the target also takes 2d6 persistent bleed damage. ","skill_mod":{"survival":22,"stealth":21,"athletics":23,"intimidation":25,"acrobatics":23},"summary":"This griffon is aptly named for both its majestic appearance in flight and its increased ferocity over the common griffon. Despite its size, the …","image":["/Images/Monsters/Ascendant_Griffon.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Rarity"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 120 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3287","intelligence":-4,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Ascendant Griffon","category":"creature","rarity":"rare","strike_damage_average":[19,24,24,28],"slug":"creature-3287"},{"attack_bonus":[4],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":20,"source":["Howl of the Wild"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":20,"land":20,"burrow":20},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Burrowing Retreat","Shovel Earth","Unbalancing Burrow"],"skill":["Athletics","Stealth","Survival"],"trait":["Animal","Small"],"id":"creature-3288","text":" Hardhead Mole Mischievous, burrowing hardhead moles reside mainly in the grasslands and plains. One can often spot their burrowing by following the upended ground they leave behind, which can span for hundreds of feet. Their signature physiological feature is a shiny, gem-like cranium that's thick enough to endure repeated hits and emits a flash of colorful light with each impact. Agrarian gnome communities have a close relationship with hardhead moles. Gnome children especially hold a great fondness for the creatures, and indeed, gave them their name. When they wander into the fields to play with these moles—typically by hitting them with small sticks, mallets, or any semi-blunt object—the moles are more than happy to oblige, darting from burrow to burrow with every sparkling blow in friendly games of hide-and-seek or tag. Perhaps the most famous hardhead mole is the gnome goddess Nivi Rhombodazzle's planar servitor Rummbrrlar, a hardhead mole imbued by Nivi with the powers of an earth elemental. Long ago, the mighty mole was slain while rescuing children from a Nivian orphanage. As a reward for his selfless actions, Rummbrrlar was transformed into a planar servitor with diamond skin and the ability to grow as large as a mighty dragon. When communities shared by gnomes and hardhead moles are threatened, Rummbrrlar often appears to whisk bystanders to safety in the face of natural hazards or stand guard against monstrous threats. For this reason, hardhead moles are seen as a good omen and a symbol of protection in gnome communities. The average hardhead mole grows up to about 3 feet in length, but some become shorter as they age, their hard skulls flattening slightly after years of entertaining young gnomes. As they play, their heads (and the flashes of light they emit) darken in color, spanning shades of pink, red, crimson, and mauve; at seeing these darker hues, gnomes often give the moles some time to recover, as this indicates that a mole's cranium isn't getting enough blood flow. Though mischievous, hardhead moles are otherwise docile and friendly creatures. If placed in a fight-or-flight situation, they escape by creating deep networks of tunnels, which can span up to hundreds of feet in any direction. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Hardhead Mole Source Howl of the Wild pg. 158 Perception +6; low-light vision, tremorsense (imprecise) 30 feet Languages Skills Athletics +5, Stealth +5, Survival +6 Str +2 Dex +3 Con +3 Int -4 Wis +2 Cha +0 --- AC 15 Fort +5 Ref +8 Will +4 HP 20 Resistances bludgeoning 3 Burrowing Retreat Reaction (move) Trigger The hardhead mole is hit by a Strike; Effect The hardhead mole immediately Burrows to a burrow hole if there is one within 20 feet. This movement doesn't trigger reactions. --- Speed 20 feet, burrow 20 feet Melee Single Action jaws +4, Damage 1d6+2 piercing Shovel Earth Single Action (Manipulate) The hardhead mole leaves a burrow hole in its square or an adjacent square. The square becomes difficult terrain but can be flattened back into normal terrain with an Interact action. Unbalancing Burrow Two Actions (Move) The hardhead mole Burrows up to 20 feet in a straight line, displacing the earth on the surface. Any creature it passes through takes 1d6 bludgeoning damage (DC 14 basic Reflex save). On a failed save, a creature is knocked prone. This creates a burrow hole at the beginning and end of the line. ","skill_mod":{"survival":6,"stealth":5,"athletics":5},"summary":"Mischievous, burrowing hardhead moles reside mainly in the grasslands and plains. One can often spot their burrowing by following the upended ground …","image":["/Images/Monsters/Hardhead_Mole.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":15,"level":0,"source_category":["Rulebooks"],"sense":" low-light vision , tremorsense ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":3},"url":"/Monsters.aspx?ID=3288","intelligence":-4,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Hardhead Mole","category":"creature","rarity":"common","strike_damage_average":[5],"slug":"creature-3288"},{"attack_bonus":[8],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":45,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Hexmoth","will_save":6,"charisma":0,"speed":{"max":20,"land":20},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Arcanosense","Arcanovore","Arcane Consumption","Arcanotaxis"],"skill":["Acrobatics","Arcana","Stealth"],"trait":["Animal","Tiny"],"id":"creature-3289","text":" Hexworm These gray larvae inch across the ground with an instinct to feed on magic. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Hexworm Source Howl of the Wild pg. 159 Perception +10; arcanosense (precise) 60 feet Languages Skills Acrobatics +10, Arcana +12, Stealth +9 Str +2 Dex +4 Con +3 Int -5 Wis +1 Cha +0 Arcanosense A hexworm can sense sources of magic at the listed range as though it has a 4th-rank detect magic constant innate spell. --- AC 20 Fort +11 Ref +14 Will +6 HP 45 Resistances arcanovore Arcanovore A hexworm has resistance 5 against all damage caused by spells. --- Speed 20 feet Melee Single Action mandibles +8, Damage 2d6+2 piercing plus Arcane Consumption Arcane Consumption Single Action The hexworm attempts to consume the magic of an adjacent magical effect or unattended magic item. It attempts a counteract check against the target with a +11 modifier. On a success, the magical effect ends. A magic item instead becomes a mundane item for 1 round. The hexworm gains 2d8 Hit Points. Arcanotaxis Free Action Requirements The hexworm has detected a source of magic with its arcanosense; Trigger The hexworm's turn begins; Effect The hexworm Strides up to its Speed toward the nearest source of magic it can detect. ","skill_mod":{"stealth":9,"arcana":12,"acrobatics":10},"summary":"These gray larvae inch across the ground with an instinct to feed on magic.","primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":"arcanosense ( precise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3289","intelligence":-5,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":11,"size":["Tiny"],"name":"Hexworm","category":"creature","rarity":"common","strike_damage_average":[9],"slug":"creature-3289"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":105,"immunity":["advanced arcanovore"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Hexmoth","will_save":11,"charisma":2,"speed":{"fly":40,"max":40,"land":20},"perception":19,"wisdom":1,"weakness":{},"creature_ability":["Arcanosense","Advanced Arcanovore","Arcane Consumption","Arcanotaxis","Hexdust Wind"],"skill":["Acrobatics","Arcana","Stealth"],"trait":["Animal","Small"],"id":"creature-3290","text":" Hexmoth A hexworm, upon consuming a sufficient quantity of magic, will spin a cocoon of magically infused silk, metamorphosing into its imago form. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Hexmoth Source Howl of the Wild pg. 159 Perception +19; arcanosense (precise) 120 feet Languages Skills Acrobatics +16, Arcana +18, Stealth +14 Str +3 Dex +6 Con +3 Int -4 Wis +1 Cha +2 Arcanosense A hexmoth can sense sources of magic at the listed range as though it has a 4th-rank detect magic constant innate spell. --- AC 27 Fort +19 Ref +16 Will +11 HP 105 Immunities advanced arcanovore Advanced Arcanovore A hexmoth has resistance 10 against all damage caused by spells. It's immune to one type of energy it consumed most as a hexworm, typically acid, cold, electricity, fire, or sonic. --- Speed 20 feet, fly 40 feet Melee Single Action proboscis +13, Damage 2d10+9 piercing plus Arcane Consumption Ranged Single Action hexbolt +13 (range 30 feet), Damage 2d8+6 of the energy damage the hexmoth is immune to Arcane Consumption Single Action The hexmoth attempts to consume the magic of an adjacent magical effect or unattended magic item. It attempts a counteract check against the target with a +17 modifier. On a success, the magical effect ends. A magic item instead becomes a mundane item for 1 round. The hexmoth gains 2d8 Hit Points. Arcanotaxis Free Action Requirements The hexmoth has detected a source of magic with its arcanosense; Trigger The hexmoth's turn begins; Effect The hexmoth Strides or Flies up to its Speed toward the nearest source of magic it can detect. Hexdust Wind Two Actions With a few fierce wingbeats, the hexmoth expels magical scale dust in a 30-foot cone. This deals 10d6 damage of the type to which the hexmoth is immune (DC 23 basic Fortitude save). It can't use Hexdust Wind again for 1d4 rounds. ","skill_mod":{"stealth":14,"arcana":18,"acrobatics":16},"summary":"A hexworm, upon consuming a sufficient quantity of magic, will spin a cocoon of magically infused silk, metamorphosing into its imago form.","image":["/Images/Monsters/Hexmoth.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":"arcanosense ( precise ) 120 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3290","intelligence":-4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":6,"fortitude_save":19,"size":["Small"],"name":"Hexmoth","category":"creature","rarity":"common","strike_damage_average":[15,20],"slug":"creature-3290"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":55,"source":["Howl of the Wild"],"type":"Creature","will_save":8,"charisma":0,"speed":{"max":30,"land":30,"burrow":20},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Lithe","Hold Tight","Burst from Below","Constrict","Crush Throat"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Small"],"id":"creature-3291","text":" Holdfast A sleek body, large talons, and keen senses make the holdfast an expert hunter, far deadlier than its small size might indicate. It typically approaches prey from below, then pounces in a flurry of teeth and talons, trying to crush the target's windpipe with its powerful jaws. This ambush strategy is further aided by its dappled gray fur, camouflaging it against the rocky terrain of its native habitat. Today, holdfasts have spread far, often because of orc holds adopting them as hunting companions. This has led to tension with other peoples, who often find holdfasts too difficult to work with and consider them an invasive species—even gnomes and druids who can speak with holdfasts find them distractable and murderously energetic. Although holdfasts watch over their litters very carefully, adults avoid each other outside of their short mating season. Despite this antipathy for others of their kind, holdfasts often trail other species of predators, acting as opportunistic scavengers. This typically ends with the holdfast bullying the other creature and stealing the greater share of any kill, but it can develop into a mutualistic arrangement. Many holdfasts have been observed hunting alongside eagles and other birds of prey, driving underground creatures to the surface for the birds to pick off. Holdfasts are difficult to contain, sliding through tiny openings and digging under fences, meaning proper enclosures must be made of stone or metal on all sides. Some orc communities instead lay out humane traps when their hunting parties are needed, using favorite treats as bait. In the orc-run nation of Belkzen, overlord Ardax the White-Hair's chief animal handler claims to have a unique and confidential training process that curbs the holdfasts' impulse to escape, but other handlers have yet to uncover or replicate it. In the Gravelands, the major orc communities face the unwelcome intrusion of undead headed by the Whispering Tyrant. While they maintain the original bond with holdfasts as hunting partners, the goal has changed from providing subsistence to eradicating undead. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Holdfast Source Howl of the Wild pg. 160 Perception +14; low-light vision, scent (imprecise) 30 feet, tremorsense (imprecise) 30 feet Languages Skills Acrobatics +10, Athletics +11, Stealth +12 Str +5 Dex +4 Con +3 Int -4 Wis +2 Cha +0 --- AC 20 Fort +13 Ref +12 Will +8 HP 55 Lithe A holdfast treats any tight space it can barely fit its head in or wider as difficult terrain and doesn't need to Squeeze to move through it. Hold Tight Reaction Trigger A creature grabbed by the holdfast's jaws takes damage from another creature's Strike; Effect The holdfast Constricts the creature in its jaws. --- Speed 30 feet, burrow 20 feet Melee Single Action jaws +13, Damage 2d6+5 piercing plus Grab Melee Single Action talon +13 (Agile), Damage 2d4+5 slashing Burst from Below Single Action The holdfast Burrows and then Strikes. If the holdfast began this movement hidden, it remains hidden until after this ability's Strike. Constrict Single Action 2d6+2 piercing plus crush throat, DC 21 Crush Throat When a creature fails a save against the holdfast's Constrict, the creature's throat is held tight, stopping them from speaking as long as they're grabbed. This prevents the creature from casting spells with vocal incantations, as well as from using many sonic or auditory abilities. ","skill_mod":{"stealth":12,"athletics":11,"acrobatics":10},"summary":"A sleek body, large talons, and keen senses make the holdfast an expert hunter, far deadlier than its small size might indicate. It typically …","image":["/Images/Monsters/Holdfast.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet, tremorsense ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3291","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":13,"size":["Small"],"name":"Holdfast","category":"creature","rarity":"common","strike_damage_average":[10,12],"slug":"creature-3291"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":78,"source":["Howl of the Wild"],"type":"Creature","will_save":9,"charisma":2,"speed":{"max":40,"land":40},"perception":12,"wisdom":0,"weakness":{},"creature_ability":["Flexible Dodge","Wheels Up","Rollout Trample","Unfurl"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Beast","Large"],"id":"creature-3292","text":" Hooplamander Many a traveler has heard a loud rumble from behind and turned to see a strange wheel bearing down upon them. Even if they can dodge it, they still might not be safe, for once the wheel stops, it unfurls into a hooplamander. Though whispered of in the remote expanses of Arcadia and feared along the grassy plains of the Mwangi Expanse, many in urban areas believe the seemingly ridiculous hooplamanders to be nothing more than tall tales. As the flattened remains of many caravans can attest, however, these apex predators are very real. Hooplamanders resemble large salamanders. They're born with retractable rear legs and an incredibly strong, flexible spine. Their sharp foreclaws feature sharp hooks that can rend flesh or stabilize it when it enters its wheel-shaped form. As they develop, hooplamanders learn how to leap and roll, hooking their tails beneath their mouths and stabilizing them with their foreclaws to form a crude wheel that they use their tail muscles to propel forward. Their backs are ridged with a tread-like pattern that gives significant traction and maneuvering power. Hooplamanders are particularly deadly when they use their hooked claws to inflict bleeding wounds before entering their “wheels up” form to dash around the battlefield, trampling foes and waiting for their prey to bleed out. Hooplamanders can be found wherever the ground is flat and open. Their coloring matches where they hunt, with those in grassy plains sporting brown-green skin and those in snowy regions bearing a white hide. Some naturalists believe the creatures started out as salamanders that hatched within the acidic trail of the fabled ouroboros. Others believe that nature, in its infinite variety, doesn't need magic to create such creatures—only an environment flat enough to reward their cunning adaptation. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Hooplamander Source Howl of the Wild pg. 161 Perception +12; scent (imprecise) 30 feet Languages Skills Acrobatics +13, Athletics +12, Stealth +10 Str +5 Dex +5 Con +3 Int -2 Wis +0 Cha +2 --- AC 21 Fort +12 Ref +15 Will +9 HP 78 Flexible Dodge Reaction Requirements The hooplamander is Unfurled; Trigger The hooplamander is targeted by a Strike; Effect The hooplamander gains a +2 circumstance bonus to AC against the triggering attack and enters its Wheels Up stance. --- Speed 25 feet (40 feet in Wheels Up) Melee Single Action hookclaw +13 (Agile, versatile P), Damage 1d4+5 slashing plus 3d6 persistent bleed Melee Single Action ridged tail +13 (Sweep), Damage 2d6+5 bludgeoning Wheels Up Single Action (Stance) Requirements The hooplamander is Unfurled; Effect The hooplamander Leaps and then rolls into its wheeled form. Any creature within 5 feet must succeed at a DC 22 Reflex save or be off-guard for one round. While it's Wheels Up, the hooplamander can't make Strikes and its Speed increases to 40 feet. Rollout Trample Three Actions Requirements The hooplamander is Wheels Up; Effect As Trample (Large or smaller, ridged tail, DC 22), except targets that critically fail their Reflex save are stunned 1, and the hooplamander Unfurls at the end of its movement. Unfurl Single Action Requirements The hooplamander is Wheels Up; Effect The hooplamander releases its tail, Leaping up to 20 feet as it exists its wheeled shape and unfurls to land on its four legs. ","skill_mod":{"stealth":10,"athletics":12,"acrobatics":13},"summary":"Many a traveler has heard a loud rumble from behind and turned to see a strange wheel bearing down upon them. Even if they can dodge it, they still …","image":["/Images/Monsters/Hooplamander.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3292","intelligence":-2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":12,"size":["Large"],"name":"Hooplamander","category":"creature","rarity":"common","strike_damage_average":[12,18],"slug":"creature-3292"},{"attack_bonus":[21],"constitution":6,"primary_source_category":"Rulebooks","strength":5,"hp":150,"immunity":["area damage"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Hydra","will_save":14,"charisma":-1,"speed":{"max":25,"land":25,"burrow":25},"perception":19,"wisdom":3,"weakness":{"slashing":10},"creature_ability":["Skymetal Metamorphosis","Head Regrowth","Hydra Regeneration","Reactive Heads","Reactive Strike","Vomit Meteorites"],"skill":["Athletics","Stealth","Survival"],"trait":["Beast","Large"],"id":"creature-3293","text":" Stargut Hydra While naturally carnivorous, the adaptable nature of hydras has led to an interesting divergence in the species and its preferred diet. The hydra population of Numeria, where organic prey is scarce, has developed the ability to digest stones and metal alloys. Those that strike upon a vein of skymetal for a meal can be forever changed by its properties, leading to a wide range of potential variations. As skymetal is a cornerstone of Numerian society, stargut hydras are treated in much the same way farmers view a swarm of corn weevils. The Black Sovereign Kevoth Kul offers a substantial standing bounty for the deaths of these creatures, in addition to purchasing whatever ore can be retrieved from their stomachs before it is digested. Recall Knowledge - Beast (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Stargut Hydra Source Howl of the Wild pg. 164 Perception +19; scent (imprecise) 60 feet Languages Skills Athletics +20, Stealth +18, Survival +18 Str +5 Dex +3 Con +6 Int -3 Wis +3 Cha -1 Skymetal Metamorphosis (see sidebar) --- AC 27 all-around vision Fort +21 Ref +18 Will +14 HP 150 ((body), hydra regeneration HP 22 (head), head regrowth) Immunities area damage Weaknesses slashing 10 Head Regrowth A stargut hydra ordinarily has five heads. A creature can attempt to sever one of the hydra's heads by specifically targeting it and dealing damage equal to the head's Hit Points. A head that is not completely severed returns to full Hit Points at the end of any creature's turn. A hydra can regrow a severed head using hydra regeneration. A creature can prevent this regrowth by dealing acid or fire damage to the stump, cauterizing it. Single-target acid or fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra's whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly. If all five heads are cauterized, the hydra dies. Hydra Regeneration The stargut hydra has regeneration equal to 3 × the number of heads it has. If a hydra's body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a DC 29 Fortitude save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra's regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies. Reactive Heads A stargut hydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Reactive Strikes. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the hydra must use a different head for each Reactive Strike it makes. Whenever one of the hydra's heads is severed, the hydra loses 1 of its extra reactions per round. Reactive Strike Reaction --- Speed 25 feet, burrow 25 feet Melee Single Action jaw +21 (reach 15 feet), Damage 2d8+8 piercing Vomit Meteorites Two Actions The stargut hydra lurches its entire body, spewing forth chunks of meteorite in a 30-foot cone that deal 5d6 bludgeoning damage to all creatures in the area (basic Reflex DC 25). The area becomes difficult terrain for 1 minute, though a creature can use an Interact action to clear one square of the rubble. The stargut hydra can't Vomit Meteorites for 1d4 rounds. Skymetal Metamorphosis Each stargut hydra has at least one metamorphosis resulting from consuming a specific skymetal and internalizing its properties. If you give a stargut hydra more than one metamorphosis, you should consider increasing its level and changing its statistics. Adamantine The stargut hydra's Strikes bypass Hardness and are treated as adamantine. The stargut hydra gains resistance 10 to physical damage (except adamantine). Abysium (aura, poison) The stargut hydra emits an aura of nauseating radiation from the abysium in its body. Any creature that begins its turn within 30 feet of the stargut hydra is sickened 1. Djezet (magical) The stargut hydra gains a +2 status bonus to saves against magic. Inubrix The stargut hydra's Strikes ignore resistance to damage from metal armor's armor specialization effects and do not trigger the Shield Block reaction or reactions from armor property runes. Noqual The stargut hydra's Strikes and abilities gain a +2 status bonus to damage against creatures with the ability to Cast a Spell. Orichalcum When the stargut hydra has only two heads remaining, it is quickened. It can use the extra action only to Stride or Strike. Siccatite After the stargut hydra takes fire damage, it becomes superheated, gaining immunity to fire and weakness 10 to cold. While superheated, cold damage can be used to cauterize a stump. After the stargut hydra takes cold damage, it becomes chilled, gaining immunity to cold and weakness 10 to fire. ","skill_mod":{"survival":18,"stealth":18,"athletics":20},"summary":"While naturally carnivorous, the adaptable nature of hydras has led to an interesting divergence in the species and its preferred diet. The hydra …","image":["/Images/Monsters/Stargut_Hydra.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":" scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3293","intelligence":-3,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":21,"size":["Large"],"name":"Stargut Hydra","category":"creature","rarity":"common","strike_damage_average":[17],"slug":"creature-3293"},{"attack_bonus":[24,24],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":190,"immunity":["mental"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Hydra","will_save":18,"charisma":-1,"speed":{"max":25,"land":25},"perception":21,"wisdom":3,"weakness":{"slashing":10,"cold_iron":10},"creature_ability":["Deceptive Heads","Deceptive Regrowth","Hydra Regeneration","Reactive Heads","Reactive Strike","Noxious Exhalation"],"skill":["Athletics","Deception","Survival"],"trait":["Beast","Fey","Uncommon","Huge"],"id":"creature-3294","text":" Tyrafdir The process of sapient species finding kinship with those who are less self-aware can be observed easily throughout the natural world. Humanoids keep dogs, kobolds care for reptiles, and so on. More terrifying, as it is on a grander scale, linnorms with a strong attachment to the First World sometimes keep mutated hydras as pets and guards. Known to Ulfens as tyrafdirs, these beasts have the unique ability to create illusory doubles from the ruined stumps of their necks. These serpentine guardians serve as strong protectors in the Land of the Linnorm Kings, where their fey-warped physiology deters many a would-be monarch from claiming their master's head. The domestication of tyrafdirs by especially powerful spellcasters to serve as guardians has been known to take place, often combined with magical traps that attack the intruder's mind. Recall Knowledge - Beast (Arcana, Nature): DC 30 Recall Knowledge - Fey (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Tyrafdir Source Howl of the Wild pg. 165 Perception +21; scent (imprecise) 60 feet Languages Skills Athletics +23, Deception +21, Survival +22 Str +6 Dex +4 Con +6 Int -3 Wis +3 Cha -1 --- AC 30 all-around vision Fort +24 Ref +21 Will +18 HP 190 ((body), hydra regeneration) Immunities mental Weaknesses cold iron 10; HP 30 (head), deceptive regrowth; Immunities area damage; Weakness cold iron 10, slashing 10 Deceptive Heads (illusion) A tyrafdir is cunning, if unintelligent, using illusions of regrown heads to confuse and harry opponents. When a tyrafdir fails, but does not critically fail, its Fortitude save to regrow a head, a phantasm materializes to mimic the regrowth. This creates two deceptive heads that function differently than real heads. The tyrafdir gains a deceptive jaws Strike as long as it has at least one deceptive head. Any creature that attacks a deceptive head or uses the Seek action to examine it can attempt to disbelieve the illusion (DC 27 Will save). Deceptive Regrowth A tyrafdir ordinarily has six heads. A creature can attempt to sever one of the tyrafdir's heads by specifically targeting it and dealing damage equal to the head's Hit Points. A head that is not completely severed returns to full Hit Points at the end of any creature's turn. A tyrafdir can regrow a severed head using Hydra Regeneration. A creature can prevent this regrowth by dealing fire damage to the stump, cauterizing it. Single-target fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra's whole space cauterize all stumps if they deal fire damage. If the attack that severs a head deals any fire damage or is dealt by a cold-iron weapon, the stump is cauterized instantly. If all six heads are cauterized, the hydra dies. Hydra Regeneration The tyrafdir has regeneration equal to 3 × the number of heads it has. If a hydra's body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a DC 31 Fortitude save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows two heads; on a critical success, two uncauterized stumps regrow into two heads each. On a failure the tyrafdir grows two illusory heads (see Deceptive Heads). The hydra can never grow more than double the number of heads it ordinarily has. The hydra's regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies. Reactive Heads A tyrafdir gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Reactive Strikes. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the hydra must use a different head for each Reactive Strike it makes. Whenever one of the hydra's heads is severed, the hydra loses 1 of its extra reactions per round. Reactive Strike Reaction --- Speed 25 feet Melee Single Action jaws +24 (reach 15 feet), Damage 2d10+9 piercing Melee Single Action deceptive jaws +24 (Illusion, Mental, Nonlethal, reach 15 feet), Damage 2d10+9 mental Noxious Exhalation Two Actions (Curse, Primal) The tyrafdir breathes out a noxious mist from all of its mouths, spreading in a 20-foot emanation that deals 4d10 poison damage to creatures within the area (DC 24 basic Reflex save). Any creature that fails its save must attempt a DC 24 Will save or gain weakness to mental 10 and a –1 status penalty to Will saves for 24 hours. The tyrafdir can't use Noxious Exhalation again for 1d4 rounds. ","skill_mod":{"deception":21,"survival":22,"athletics":23},"summary":"The process of sapient species finding kinship with those who are less self-aware can be observed easily throughout the natural world. Humanoids keep …","image":["/Images/Monsters/Tyrafdir.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Rarity"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":" scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3294","intelligence":-3,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":24,"size":["Huge"],"name":"Tyrafdir","category":"creature","rarity":"uncommon","strike_damage_average":[20,20],"slug":"creature-3294"},{"attack_bonus":[28,31],"constitution":8,"primary_source_category":"Rulebooks","strength":9,"hp":290,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Hydra","will_save":24,"charisma":-1,"speed":{"max":35,"land":35,"swim":35},"perception":28,"wisdom":2,"weakness":{},"creature_ability":["Hydra Regeneration","Prismatic Head Regrowth","Prismatic Backlash","Reactive Heads","Reactive Strike","Chromatic Explosion"],"skill":["Athletics","Stealth","Survival"],"trait":["Beast","Rare","Huge"],"id":"creature-3295","text":" Prismhydra Prismhydras, yet another inexplicable byproduct of the Mana Wastes' tumultuous magical properties, wander the land between Nex and Geb feasting on megafauna, mutants, and whatever else happens to cross their path. Their scales cascade in various colors, shifting in beautiful patterns that belie the threat of their powerful jaws. Only the most prepared adventurers can slay a prismhydra, for the means of stopping its regeneration is like a single card in an explosive deck Recall Knowledge - Beast (Arcana, Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Prismhydra Source Howl of the Wild pg. 166 Perception +28; scent (imprecise) 60 feet Languages Skills Athletics +33, Stealth +27, Survival +29 Str +9 Dex +6 Con +8 Int -3 Wis +2 Cha -1 --- AC 30 all-around vision Fort +28 Ref +26 Will +24 HP 290 ((body), hydra regeneration HP 36 (head), prismatic head regrowth; Immunities area damage; Weaknesses slashing 15) Hydra Regeneration The prismhydra has regeneration equal to 3 × the number of heads it has. If a hydra's body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a DC 39 Fortitude save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra's regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies. Prismatic Head Regrowth A prismhydra ordinarily has eight heads. A creature can attempt to sever one of the hydra's heads by specifically targeting it and dealing damage equal to the head's Hit Points. A head that is not completely severed returns to full Hit Points at the end of any creature's turn. A hydra can regrow a severed head using hydra regeneration. A creature can prevent this regrowth by dealing certain types of damage to the stump, cauterizing it. Single-target effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra's whole space cauterize all stumps if they deal the appropriate type of damage. If the attack that severs a head deals the appropriate type of damage, the stump is cauterized instantly. If all eight heads are cauterized, the hydra dies. Typically, two heads each are vulnerable to acid, cold, electricity, and fire damage, but other combinations or more exotic vulnerabilities are possible. When a prismhydra successfully regrows heads, all the heads regrown have the same vulnerability, which must be the same as the vulnerability of one of the prismhydra's unsevered heads. Prismatic Backlash Reaction Trigger A creature successfully cauterizes one of the prismhydra's stumps; Effect The unstable prismatic energies in the prismhydra's body surge forth. Each creature adjacent to the prismhydra is exposed to its chromatic explosion (see below). Reactive Heads A prismhydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Reactive Strikes. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the hydra must use a different head for each Reactive Strike it makes. Whenever one of the hydra's heads is severed, the hydra loses 1 of its extra reactions per round. Reactive Strike Reaction --- Speed 35 feet, swim 35 feet Melee Single Action fangs +31 (reach 15 feet), Damage 3d12+14 piercing plus chromatic explosion Ranged Single Action spittle +28 (Acid, range increment 60 feet), Damage 1d12 acid plus chromatic explosion Chromatic Explosion A prismhydra's heads are replete with arcane energy. Whenever the prismhydra successfully Strikes an opponent with its spittle, or when an opponent cauterizes one of the prismhydra's heads, the opponent takes 6d6 damage of the type matching the head's vulnerability (typically acid, cold, fire, or electricity), with a DC 37 basic Reflex save. ","skill_mod":{"survival":29,"stealth":27,"athletics":33},"summary":"Prismhydras, yet another inexplicable byproduct of the Mana Wastes' tumultuous magical properties, wander the land between Nex and Geb feasting on …","image":["/Images/Monsters/Prismhydra.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Rarity"],"ac":30,"level":16,"source_category":["Rulebooks"],"sense":" scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3295","intelligence":-3,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":6,"fortitude_save":28,"size":["Huge"],"name":"Prismhydra","category":"creature","rarity":"rare","strike_damage_average":[6,33],"slug":"creature-3295"},{"attack_bonus":[35,37],"constitution":6,"primary_source_category":"Rulebooks","strength":9,"hp":340,"language":["all (see uncanny mimicry)"],"immunity":["auditory","sonic HP 35 (head)","head regrowth; Immunities area damage; Weakness slashing 10"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Hydra","will_save":30,"charisma":4,"speed":{"max":35,"land":35,"swim":35},"perception":30,"wisdom":2,"weakness":{},"creature_ability":["Uncanny Mimicry","Head Regrowth","Hydra Regeneration","Reactive Heads","Reactive Strike","Petty Whispers"],"skill":["Athletics","Deception","Performance"],"trait":["Beast","Large"],"id":"creature-3296","text":" Mocking Chorus Among the many unique creatures of the Inner Sea, the hydras known as mocking choruses that stalk the River Kingdoms may be one of the most reviled. While as ferocious in direct combat as others of their kind, chorusus are a singular type of challenge for warriors that hunt them due not to their sharp teeth, but instead a sharp and subtle tongue. Their strangely cunning tactics and power to turn longtime friends into bitter enemies brings doubt to even the closest of allies. Mocking choruses exhibit behavior that seem to indicate a more elevated intelligence than other hydras. They do not appear to eat in large quantities, leaving little sign they have passed by and spurring rumors that they prey on settlements more for sport than sustenance. Every few years sees a new story of a whole village turning on itself. Neighbor against neighbor, the village tears itself apart; some go missing, and only the sounds of hissing laughter precede the event. Recall Knowledge - Beast (Arcana, Nature): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Mocking Chorus Source Howl of the Wild pg. 167 Perception +30; scent (imprecise) 60 feet Languages all (see uncanny mimicry) Skills Athletics +35, Deception +36, Performance +35 Str +9 Dex +4 Con +6 Int -2 Wis +2 Cha +4 Uncanny Mimicry While unable to communicate for prolonged periods, a mocking chorus can precisely imitate a humanoid voice. If a creature speaks within audible range of the mocking chorus, the mocking chorus can speak using the creature's voice, even if it says different words than what were spoken. Creatures that hear the mocking chorus speak this way can attempt a DC 40 Will save to recognize the source. On a success, creatures gain a +1 circumstance bonus to all saving throws against the mocking chorus' abilities for 1 minute. --- AC 41 all-around vision Fort +33 Ref +30 Will +30 HP 340 ((body), hydra regeneration) Immunities auditory, sonic HP 35 (head), head regrowth; Immunities area damage; Weakness slashing 10 Head Regrowth A mocking chorus ordinarily has 10 heads. A creature can attempt to sever one of the hydra's heads by specifically targeting it and dealing damage equal to the head's Hit Points. A head that is not completely severed returns to full Hit Points at the end of any creature's turn. A hydra can regrow a severed head using hydra regeneration. A creature can prevent this regrowth by dealing acid or fire damage to the stump, cauterizing it. Single-target acid or fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra's whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly. If all five heads are cauterized, the hydra dies. Hydra Regeneration The mocking chorus has regeneration equal to 3 × the number of heads it has. If a hydra's body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a DC 43 Fortitude save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra's regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies. Reactive Heads A mocking chorus gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Reactive Strikes. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the hydra must use a different head for each Reactive Strike it makes. Whenever one of the hydra's heads is severed, the hydra loses 1 of its extra reactions per round. Reactive Strike Reaction --- Speed 35 feet, swim 35 feet Melee Single Action jaws +37 (reach 15 feet), Damage 4d12+14 piercing Ranged Single Action harsh laugh +35 (Auditory, range increment 90 feet), Damage 4d10+14 sonic Petty Whispers Two Actions (Auditory, Mental) The mocking chorus adopts the voices of its enemies, spreading lies and jeers among would-be allies and tearing apart trusted friends. Creatures in a 60-foot emanation of the mocking chorus must attempt a DC 37 Will save. The mocking chorus can't use petty whispers again for 1 minute. Critical Success The creature is unaffected and is temporarily immune for 1 day. Success As failure, but the creature takes half damage and is not confused. Failure The creature takes 12d10 mental damage and is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion. Critical Failure The creature takes 15d10 damage and is confused for 1 minute, with no save to end early ","skill_mod":{"performance":35,"deception":36,"athletics":35},"summary":"Among the many unique creatures of the Inner Sea, the hydras known as mocking choruses that stalk the River Kingdoms may be one of the most reviled. …","primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":41,"level":18,"source_category":["Rulebooks"],"sense":" scent ( imprecise ) 60 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3296","intelligence":-2,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":33,"size":["Large"],"name":"Mocking Chorus","category":"creature","rarity":"common","strike_damage_average":[36,40],"slug":"creature-3296"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":100,"source":["Howl of the Wild"],"type":"Creature","will_save":14,"charisma":-2,"speed":{"max":40,"land":40},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Metal Allergy","Excavating Spines","Magnetized Coat","Wallow"],"skill":["Athletics","Intimidation","Survival"],"trait":["Animal","Huge"],"id":"creature-3297","text":" Magnegor Magnegors roam the mountains of Golarion, grazing on wild berries, edible roots, and other plants that favor iron-rich soil and high elevations. These hulking, woolly bovines have four curved horns—two extending from behind their ears, and two from below their jaws—that frame their skulls in an X shape. Their bodies are covered in thick, stringy hair with a texture akin to copper wire, parted only by massive neural spines of dense, nearly indestructible keratin. Magnegors display a unique ability to manipulate magnetic fields through their coats and spines and have a strange predilection for crushing metals and precious ores by wallowing over them back and forth. As a result, unwary adventurers who accidentally wander into the middle of a magnegor herd rarely, if ever, make it out alive. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Magnegor Source Howl of the Wild pg. 168 Perception +14; low-light vision Languages Skills Athletics +15, Intimidation +13, Survival +15 Str +5 Dex +2 Con +4 Int -4 Wis +2 Cha -2 --- AC 21 Fort +17 Ref +11 Will +14 HP 100 Metal Allergy When a magnegor takes damage from a metal weapon or an effect with the metal trait, it takes 5 additional damage and must succeed at a DC 5 flat check or become sickened 1. The value of the sickened condition increases each time the magnegor fails such a check, to a maximum of 3. --- Speed 40 feet Melee Single Action horn +17 (reach 10 feet), Damage 2d8+5 piercing Excavating Spines (Earth) The magnegor inadvertently digs a 10-foot-deep continuous trench in any square it Wallows through, as long as the ground in that space isn't made of stone, rock, or some other surface too hard to excavate. The trench is greater difficult terrain. At the GM's discretion, any excavated square can reveal a deposit of sedimentary rock filled with metal ore that has Hardness 7 and 28 Hit Points. Magnetized Coat When a magnegor comes within 30 feet of a metal object or a deposit of metal ore, its thousands of wiry hairs stand on end, pointing towards the metal and creating a magnetic field. Metal items of light or negligible Bulk that touch the magnegor's coat adhere to it magnetically, requiring an Interact action to be pried free. Creatures wearing or primarily composed of metal treat all squares in a 10-foot radius around the magnegor as difficult terrain, unless they are moving directly towards it. Wallow Three Actions (Move) Requirements The magnegor is prone; Effect The magnegor rolls on its spine-covered back, up to its Speed, furrowing the earth and crushing any Large or smaller creatures in its path. This deals 4d10 piercing damage with a DC 24 basic Reflex save; on a failed save, a creature wearing metal armor or made of metal is restrained by the magnegor's magnetized coat (Escape DC 24). For each metal object or piece of equipment a restrained creature chooses to leave stuck to the magnegor, it gains a +1 circumstance bonus to its attempts to Escape. A creature that relinquishes all its metal Escapes automatically. The magnegor can move at its full Speed while it has a creature restrained in this way, bringing the creature along. ","skill_mod":{"survival":15,"athletics":15,"intimidation":13},"summary":"Magnegors roam the mountains of Golarion, grazing on wild berries, edible roots, and other plants that favor iron-rich soil and high elevations. …","image":["/Images/Monsters/Magnegor.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":21,"level":6,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3297","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":17,"size":["Huge"],"name":"Magnegor","category":"creature","rarity":"common","strike_damage_average":[14],"slug":"creature-3297"},{"attack_bonus":[20,20],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":100,"immunity":["mental HP 25 (limb)","regrowth"],"source":["Howl of the Wild"],"type":"Creature","will_save":15,"charisma":-2,"speed":{"max":25,"land":25},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Limb Regrowth","Regrowth","Detach","Digest","Glide","Pry","Spiny Venom"],"skill":["Athletics","Stealth","Survival"],"trait":["Animal","Mindless","Huge"],"id":"creature-3298","text":" Mammoth Land Star Mammoth land stars are unrelenting predators that move silently towards their potential meals on hundreds of tubular feet. There are several variations, but the most common have a diameter ranging from 8 to 12 feet and five total limbs. These mindless creatures weather any and all challenges in their hunt to devour their prey, using their superior sense of smell and keen observation of nearby movement to stalk prey from afar. Their paralytic venom and rapid digestive process spell a quick end for unsuspecting creatures caught in their grasp. Travelers who survive a mammoth land star's assault must take care to destroy the remains, as its regenerative ability will eventually revive it to continue its mission: feed. It is not uncommon for mammoth land star attacks to happen in succession one week after another, with greater numbers each time. This is often caused by leaving limbs to regrow and resume their initial attack. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Mammoth Land Star Source Howl of the Wild pg. 169 Perception +19; scent (precise) 100 feet, tremorsense (imprecise) 60 feet Languages Skills Athletics +16, Stealth +15, Survival +18 Str +6 Dex +3 Con +6 Int -5 Wis +4 Cha -2 --- AC 26 Fort +19 Ref +13 Will +15 HP 100 (limb regrowth) Immunities mental HP 25 (limb), regrowth Limb Regrowth A healthy mammoth land star typically has five limbs. A creature can sever a limb by targeting it and dealing damage equal to the limb's Hit Points. The mammoth land star can regrow a missing limb over the course of 24 hours. Regrowth Whenever a limb is severed, it must attempt a DC 5 flat check. On a success, the limb will slowly begin to grow into a new mammoth land star over the course of a week, unless it is doused in acid or fire. --- Speed 25 feet Melee Single Action feet +20 (Agile, reach 10 feet), Damage 1d4+6 bludgeoning plus Grab Melee Single Action limb spines +20 (reach 10 feet), Damage 2d8+6 piercing plus spiny venom Detach Two Actions (Move) Requirements The mammoth land star falls below half its total Hit Points; Effect The mammoth land star severs one of its own limbs as a distraction, then Strides three times. This movement doesn't trigger reactions. Digest Single Action Requirements The mammoth land star has a target grabbed; Effect The mammoth land star extrudes its stomach onto its prey and digests it alive. The target takes 2d12+6 acid damage and is drained 1. Glide Two Actions (Move) The land star blows air through its feet to hover 1 foot in the air and Strides twice with a +5-foot circumstance bonus to Speed, ignoring uneven ground and difficult terrain below it. Pry Single Action Requirements The mammoth land star has a target grabbed that is wearing armor; Effect The mammoth land star makes a feet Strike against a creature it has grabbed. If that Strike hits and the creature is wearing armor with Hardness 12 or lower, the armor is broken. This Strike doesn't further damage armor that's already broken. Spiny Venom (Incapacitation, Poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and slowed 1; Stage 2 2d6 poison and slowed 2; Stage 3 2d8 poison and paralyzed ","skill_mod":{"survival":18,"stealth":15,"athletics":16},"summary":"Mammoth land stars are unrelenting predators that move silently towards their potential meals on hundreds of tubular feet. There are several …","image":["/Images/Monsters/Mammoth_Land_Star.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":" scent ( precise ) 100 feet, tremorsense ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3298","intelligence":-5,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":19,"size":["Huge"],"name":"Mammoth Land Star","category":"creature","rarity":"common","strike_damage_average":[8,15],"slug":"creature-3298"},{"attack_bonus":[25,25,25],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":270,"language":["Common","Kelish","Osiriani"],"immunity":["poison"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Manticore","will_save":22,"charisma":4,"speed":{"fly":40,"max":40,"land":30},"perception":22,"wisdom":2,"weakness":{},"creature_ability":["Indomitable Beast","Manticore Venom","Scorpion Sting","Venomous Flight"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth"],"trait":["Beast","Uncommon","Large"],"id":"creature-3299","text":" Desert Manticore Desert manticores are far more dangerous than their common cousins and only marginally cleverer. Instead of the usually spiked tail reminiscent of a porcupine, desert manticores have large scorpion tails, requiring them to adopt closer approaches and cunning ambushes. Desert manticores are known for their egos and constant attempts to outmatch sphinxes within their chosen territories. No accounts of such attempts have ever proved fruitful for the desert manticore. Recall Knowledge - Beast (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Desert Manticore Source Howl of the Wild pg. 172 Perception +22; darkvision, scent (imprecise) 60 feet Languages Common, Kelish, Osiriani Skills Acrobatics +22, Athletics +25, Deception +22, Intimidation +26, Stealth +22 Str +7 Dex +2 Con +5 Int -2 Wis +2 Cha +4 --- AC 33 Fort +25 Ref +22 Will +22 HP 270 Immunities poison Indomitable Beast Reaction Frequency once per day; Trigger The desert manticore is reduced to 0 HP; Effect The desert manticore avoids being knocked out and remains at 1 HP, then can make a stinger Strike against a creature in its reach. --- Speed 30 feet, fly 40 feet Melee Single Action jaws +25, Damage 4d8+10 piercing plus Grab Melee Single Action claw +25 (Agile), Damage 4d6+10 slashing Melee Single Action stinger +25 (reach 10 feet), Damage 3d6+10 piercing plus manticore venom Manticore Venom (Poison) Saving Throw Fortitude DC 32; Maximum Duration 6 rounds; Stage 1 3d8 poison damage and drained 1 (1 round); Stage 2 4d8 poison damage and drained 2 (1 round); Stage 3 5d8 poison damage and drained 3 (1 round) Scorpion Sting Two Actions The desert manticore Strikes an off-guard creature with its stinger. The attack injects venom deeply, dealing an additional 4d8 poison damage and giving the target a –2 circumstance penalty to their initial save against the poison. Venomous Flight Two Actions The desert manticore Flies twice, dripping venom from its stinger. It chooses a creature it flew directly above during the flight, which is exposed to manticore venom. The desert manticore cannot fly further than 60 feet above the target or the venom becomes too dispersed in fall to take effect. ","skill_mod":{"deception":22,"stealth":22,"athletics":25,"intimidation":26,"acrobatics":22},"summary":"Desert manticores are far more dangerous than their common cousins and only marginally cleverer. Instead of the usually spiked tail reminiscent of a …","image":["/Images/Monsters/Desert_Manticore.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Rarity"],"ac":33,"level":12,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3299","intelligence":-2,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":25,"size":["Large"],"name":"Desert Manticore","category":"creature","rarity":"uncommon","strike_damage_average":[20,24,28],"slug":"creature-3299"},{"attack_bonus":[31,33,33],"constitution":6,"primary_source_category":"Rulebooks","strength":9,"hp":440,"language":["Common","Mwangi"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Manticore","spell_attack_bonus":[35],"will_save":29,"charisma":6,"speed":{"fly":45,"max":45,"land":40},"perception":33,"wisdom":5,"weakness":{"electricity":15},"creature_ability":["Spell Reflection","Arrange Scales","Metallic Coating","Paired Spikes"],"skill":["Acrobatics","Athletics","Crafting","Deception","Intimidation","Nature"],"trait":["Beast","Rare","Large"],"id":"creature-3300","text":" Barded Manticore Barded manticores are treacherous and dangerous beasts, and the only known member of the manticore species with the innate ability to cast spells. Luckily, these creatures are incredibly rare, mostly found near battlefields and other sources of worked metal, though stories tell of a particularly clever barded manticore attempting to make herself a home deep under the Magaambya. Unlike the other members of the species, a barded manticore has a face that resembles a human's and a torso coated in scales of varying metals, the exact composition depending on their diet. Thanks to these materials, most barded manticores are able to fend off just about any being attempting to encroach upon their territories, especially fiends and other creatures with weaknesses to specific metals. Barded manticores sift through metals obtained from their victims, whether that be local villagers coerced into giving them tribute or unlucky travelers, and seek the rarest, most valuable types to make part of their next meals. This also includes armor and weapons inscribed with runes that grant a barded manticore the ability to cast spells, though these spells vary depending on the region the beast inhabits and what type of runes they consume. In rare areas where magic is suppressed, a barded manticore will be unable to grow their runed scales, rendering them less powerful than others of their kind. Pointing this out to such a barded manticore often ends in one's untimely demise at the manticore's claws and spines, no less sharp for the lack of enchantments. Recall Knowledge - Beast (Arcana, Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Barded Manticore Source Howl of the Wild pg. 173 Perception +33; darkvision, scent (imprecise) 60 feet Languages Common, Mwangi Skills Acrobatics +31, Athletics +35, Crafting +29, Deception +32, Intimidation +32, Nature +31 Str +9 Dex +5 Con +6 Int +1 Wis +5 Cha +6 --- AC 42 Fort +32 Ref +30 Will +29 HP 440 Weaknesses electricity 15 Spell Reflection Reaction Trigger An opponent casts a spell that targets the manticore and requires a saving throw; Effect The manticore gains a +4 circumstance bonus to the saving throw. If they critically succeed at the save, they can choose a creature within 30 feet that was not originally targeted by the spell. That creature becomes a new target of the spell, who must attempt its own save against the same DC. --- Speed 40 feet, fly 45 feet Melee Single Action tail +33 (Magical, reach 10 feet), Damage 3d10+15 piercing plus 1d12 electricity Melee Single Action claw +33 (Agile, Magical), Damage 3d8+15 slashing plus 1d12 electricity Ranged Single Action spike +31 (Magical, range increment 40 feet), Damage 3d8+15 piercing Primal Innate Spells DC 40, attack +35 - Cantrips (9th) Detect Metal, Needle Darts, Tangle Vine - 3rd One with Stone (at will) - 5th Impaling Spike (at will), Lightning Bolt (at will) - 6th Field of Razors, Tangling Creepers - 8th Chain Lightning - 9th Wrathful Storm Arrange Scales Single Action The barded manticore flexes the muscles under their scales to temporarily gain better protection. The manticore gains a +2 circumstance bonus to AC and resistance 15 to their choice of bludgeoning, piercing, or slashing damage. These benefits last until the beginning of the manticore's next turn or they use Arrange Scales again. Metallic Coating A barded manticore's unarmed attacks (including spikes) count as adamantine, cold iron, dawnsilver, and silver. Paired Spikes Single Action The barded manticore flings two spikes from their tail, targeting up to two creatures within 20 feet of each other. They make a separate ranged Strike against each creature, which counts as a single Strike for the barded manticore's multiple attack penalty, and the penalty doesn't increase until they've made both Strikes. If the manticore targeted only one creature and hits, that creature takes normal damage for a single spike, but also gains weakness 15 to electricity damage until the spikes are removed with an Interact action. Ingot Salvage The scales of a deceased barded manticore can be salvaged, granting several metal ingots (typically 1 adamantine ingot, 5 cold iron ingots, 1 dawnsilver ingot, and 5 silver ingots). Its innate spells are etched onto the metal covering its tail, usually dawnsilver, which can be used as magical writing to Learn a Spell for those spells. ","tradition":["Primal"],"skill_mod":{"deception":32,"nature":31,"crafting":29,"athletics":35,"intimidation":32,"acrobatics":31},"summary":"Barded manticores are treacherous and dangerous beasts, and the only known member of the manticore species with the innate ability to cast spells. …","image":["/Images/Monsters/Barded_Manticore.webp"],"primary_source":"Howl of the Wild","spell":["Wrathful Storm","Chain Lightning","Field of Razors","Tangling Creepers","Impaling Spike","Lightning Bolt","One with Stone","Detect Metal","Needle Darts","Tangle Vine"],"trait_group":["Creature Type","Rarity"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3300","intelligence":1,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":32,"size":["Large"],"name":"Barded Manticore","category":"creature","rarity":"rare","strike_damage_average":[28,35,38],"slug":"creature-3300"},{"attack_bonus":[12],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":48,"language":["Common","Fey"],"source":["Howl of the Wild"],"type":"Creature","will_save":10,"charisma":5,"speed":{"climb":15,"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Goldsense","Panicked Withdrawal","Gold?","Scampering Theft"],"skill":["Acrobatics","Athletics","Deception","Thievery"],"trait":["Beast","Small"],"id":"creature-3301","text":" Marp While many creatures hunger after gold, the blue-furred marp literally eats this precious metal as a vital part of their diet. Although a few marp families live near natural gold deposits, most sources of gold are already under some other creature's control. Therefore, marps generally survive by ingratiating themselves to those creatures. Once they have inured themselves with such a group, they will gather all the gold they can get. Even hungry marps ask first, a display that varies by region but is rarely more complex than gripping their hands in the air and asking “gold?” in a plaintive voice. Marp cultures consider this process of asking first to be virtuous, but they fundamentally think of gold as a food, not a trade good. As such, they will steal gold if refused, considering it justified the same way one might steal bread if starving. That being said, marps generally attempt to earn their keep by assisting in roles like prospectors or counterfeit detectors, for which their acute sense for gold makes them well suited. Marps rarely engage in direct combat, preferring to run away if attacked. On the rare occasions they meet other creatures that also eat minerals, they're generally willing to reach an equitable trade agreement. The scent and feel of lead disgust marps. If a marp is given lead, they no longer approach that creature and leave them alone. Even a single lead coin in a bag of gold is enough to protect the bag from theft, making such coins an effective deterrent in regions frequented by marps. Recall Knowledge - Beast (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Marp Source Howl of the Wild pg. 174 Perception +12; darkvision, goldsense (imprecise) 60 feet Languages Common, Fey Skills Acrobatics +12, Athletics +10, Deception +13, Thievery +12 Str +4 Dex +4 Con +2 Int -2 Wis +2 Cha +5 Goldsense Marps can sense any accumulation of gold within range. They also can precisely measure the purity of gold by touch. --- AC 20 Fort +10 Ref +14 Will +10 HP 48 Panicked Withdrawal Reaction Trigger The marp takes damage from a melee Strike; Effect The marp drops any items held in their hands, then ClimbS or Strides up to 15 feet. --- Speed 25 feet, climb 15 feet Melee Single Action jaws +12, Damage 2d6+6 piercing Gold? Single Action (Auditory, Emotion, Linguistic, Mental) The marp asks for gold from all creatures in a 30-foot emanation. Each target must attempt a DC 22 Will save or retrieve and drop gold valuables as a free action. Critical Success The target can refuse the request, though they can also choose to willingly hand over any amount of gold. If they do so, they gain a +1 status bonus to the next saving throw they attempt within 1 minute, and they're temporarily immune to Scampering Theft for 1 minute. Success The target can refuse the request. Failure The target must drop coins, gold jewelry, or other objects worth 20 gp. Critical Failure As failure, but 40 gp Scampering Theft Two Actions (Manipulate, Move) The marp runs and attempts to snatch a purse, pendant, or other such object. The marp Strides up to their Speed, and they can move through enemy spaces during this movement. They then attempt to steal valuables from the target, who must attempt a DC 22 Reflex save. Success The marp fails to steal anything from the target. Failure The marp steals one object from the target's possession that is made of or contains gold. They can't steal objects held by or permanently attached to the creature. If the object contains lead, the marp drops it at the target's feet. After stealing the object (or dropping it), the marp then Strides up to their Speed. ","skill_mod":{"deception":13,"thievery":12,"athletics":10,"acrobatics":12},"summary":"While many creatures hunger after gold, the blue-furred marp literally eats this precious metal as a vital part of their diet. Although a few marp …","image":["/Images/Monsters/Marp.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , goldsense ( imprecise ) 60 feet","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=3301","intelligence":-2,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Marp","category":"creature","rarity":"common","strike_damage_average":[13],"slug":"creature-3301"},{"attack_bonus":[10,12],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":60,"source":["Howl of the Wild"],"type":"Creature","will_save":8,"charisma":-2,"speed":{"max":20,"land":20},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Orescent","Head On","Hammerhead","Punch-Drunk","Rockbreaker","Shrieking Slam"],"skill":["Athletics","Intimidation","Survival"],"trait":["Animal","Small"],"id":"creature-3302","text":" Mjolgat Over the millennium that they mined the rich mineral deposits of the Shattered Range, the dwarves of Dongun Hold discovered the stalwart mjolgat, a beast that exhibits the uncanny ability to sniff out ore deposits with its incredible sense of smell. To this day, dwarves across Golarion rear mjolgats as companions and draft animals, training them to locate precious metals hidden deep beneath the surface. Some dauntless dwarves even turn mjolgats into mounts, though those brave enough to do so often require ample ear protection, as the creatures release horrifying shrieks when threatened. Exhibiting a temperament that rivals even a dwarf's surliness, mjolgats have large, cranial crests of bone as broad and heavy as the head of a giant's warhammer. While the rest of their face resembles a cross between an elephant and a yak—with elongated snouts, rodentlike muzzles, and a two sets of horns—their bodies resemble those of squat boars. A straggly mane of thick brown fur covers their massive necks, which develop and strengthen over their life spans to support the massive columns of bone atop their heads. Adolescent mjolgats often lack such athleticism, walking backward and dragging their heads behind them until they can hold their necks upright. A dwarf down on their luck is often compared to a young mjolgat unable to lift their head off the ground. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Mjolgat Source Howl of the Wild pg. 175 Perception +15; darkvision, orescent (precise) 60 feet Languages Skills Athletics +10, Intimidation +12, Survival +10 Str +5 Dex +2 Con +4 Int -3 Wis +2 Cha -2 Orescent A mjolgat can detect the ores of unrefined precious metals with its powerful nose. Common earth and stone do not impede the mjolgat from smelling ores deep within the ground. --- AC 21 Fort +14 Ref +8 Will +8 HP 60 Head On Reaction Trigger A creature the mjolgat can see targets the mjolgat with an attack; Effect The mjolgat swings its crest in the direction of the danger, gaining a +2 circumstance bonus to AC against the triggering attack. --- Speed 20 feet Melee Single Action bone crest +10, Damage 2d10+7 bludgeoning Melee Single Action hoof +12, Damage 2d6+4 bludgeoning Hammerhead Two Actions (Attack) The mjolgat rears upon its hind leg to crush an enemy with its jagged crest of bone. The mjolgat makes a bone crest Strike; on a hit, the mjolgat deals an extra die of damage. This counts as two attacks when calculating the mjolgat's multiple attack penalty. Punch-Drunk If the mjolgat critically fails a bone crest Strike, it becomes stunned 1 and stupefied 1 for 1 round. Rockbreaker When the mjolgat deals damage to an object (such as a shield or an ore deposit), it deals double damage. Shrieking Slam Two Actions (Auditory, Emotion, Fear, Mental) The mjolgat lets out a terrifying screech before bashing its head into the ground. Creatures within 30 feet of the mjolgat must attempt a DC 21 Will save. Regardless of the result of the save, they are then immune to Shrieking Slam. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. ","skill_mod":{"survival":10,"athletics":10,"intimidation":12},"summary":"Over the millennium that they mined the rich mineral deposits of the Shattered Range, the dwarves of Dongun Hold discovered the stalwart mjolgat, a …","image":["/Images/Monsters/Mjolgat.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , orescent ( precise ) 60 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3302","intelligence":-3,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":14,"size":["Small"],"name":"Mjolgat","category":"creature","rarity":"common","strike_damage_average":[11,18],"slug":"creature-3302"},{"attack_bonus":[30,30,30],"constitution":7,"primary_source_category":"Rulebooks","strength":9,"hp":295,"source":["Howl of the Wild"],"type":"Creature","will_save":23,"charisma":-1,"speed":{"max":60,"land":20,"burrow":60},"perception":28,"wisdom":5,"weakness":{"cold":10},"creature_ability":["Motion Sense","Dreadful Resonance","Enthralling Call","Entropic Cry","Fast Swallow","Inexorable","Swallow Whole","Thrash","Trample"],"skill":["Athletics","Deception","Survival"],"trait":["Beast","Rare","Gargantuan"],"id":"creature-3303","text":" Rumindrol The elusive rumindrol, an apex predator of the Darklands, lives deep below the surface of Golarion. Capable of emitting siren-like calls that reverberate far and wide through the tunnel systems surrounding its lair, a rumindrol feasts on the giant subterranean worms drawn to its call—as well as shulns and other creatures that feed in the worms' wake—by building up sickening subsonic vibrations within its targets until they are unable to move. Recall Knowledge - Beast (Arcana, Nature): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Rumindrol Source Howl of the Wild pg. 176 Perception +28; motion sense 120 feet, no vision Languages Skills Athletics +30, Deception +27, Survival +25 Str +9 Dex +6 Con +7 Int -1 Wis +5 Cha -1 Motion Sense A rumindrol can sense nearby motion through vibration and air movement. --- AC 37 Fort +30 Ref +26 Will +23 HP 295 Resistances poison 15, sonic 15 Weaknesses cold 10 Dreadful Resonance (auditory, aura, incapacitation) 60 feet. Each creature that enters or starts its turn in the emanation must succeed at a DC 36 Fortitude save or become enfeebled 1 (enfeebled 2 on a critical failure) and take 3d8 sonic damage. Enthralling Call (auditory, aura, emotion, mental) 1 mile. Each non-rumindrol creature that enters or starts its turn within the emanation must succeed at a DC 26 Will save or become fascinated. The creature then becomes temporarily immune to this effect for 1 day (1 hour on a critical failure). Any creature fascinated in this way will attempt to find the source of the rumindrol's cry, mindlessly wandering towards it. --- Speed 20 feet, burrow 60 feet Melee Single Action jaws +30 (reach 15 feet), Damage 3d12+15 piercing plus Improved Grab Melee Single Action leg +30 (Agile, reach 15 feet), Damage 3d8+15 slashing Ranged Single Action focused resonance +30 (range increment 120 feet), Damage 3d10+15 sonic Entropic Cry Single Action (Auditory, Incapacitation) The rumindrol focuses its sonic emanations on a creature it's aware of within the area of its enthralling call aura. The target must attempt a DC 31 Fortitude save. Critical Success The creature becomes temporarily immune to Entropic Cry for 1 hour. Success The target is sickened 1. Failure The target is sickened 2. Critical Failure The target is sickened 2, enfeebled 1, and stupefied 1. Fast Swallow Reaction Trigger The rumindrol Grabs a creature; Effect The rumindrol uses Swallow Whole. Inexorable The rumindrol recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain. Swallow Whole Single Action (Attack) Huge, 3d10+9 bludgeoning, Rupture 30 Thrash Two Actions (Attack) The rumindrol attempts individual Strikes against each creature in its reach. It can attempt up to one jaws Strike and any number of leg Strikes. Each attack counts toward the rumindrol's multiple attack penalty, but the penalty doesn't increase until after it makes all the attacks. Trample Three Actions Huge or smaller, leg, DC 36 ","skill_mod":{"deception":27,"survival":25,"athletics":30},"summary":"The elusive rumindrol, an apex predator of the Darklands, lives deep below the surface of Golarion. Capable of emitting siren-like calls that …","image":["/Images/Monsters/Rumindrol.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Rarity"],"ac":37,"level":15,"source_category":["Rulebooks"],"sense":"motion sense 120 feet, no vision","weakest_save":["will"],"resistance":{"poison":15,"sonic":15},"url":"/Monsters.aspx?ID=3303","intelligence":-1,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":6,"fortitude_save":30,"size":["Gargantuan"],"name":"Rumindrol","category":"creature","rarity":"rare","strike_damage_average":[28,31,34],"slug":"creature-3303"},{"attack_bonus":[12,12],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":76,"source":["Howl of the Wild"],"type":"Creature","will_save":8,"charisma":2,"speed":{"fly":40,"max":40,"land":20},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Grab Debris","Junk Nest","Tossed Scraps"],"skill":["Acrobatics","Stealth","Thievery"],"trait":["Animal","Small"],"id":"creature-3304","text":" Scroungefeather The large scavenger birds known as scroungefeathers make their homes near the sites of large battles. These birds feast on blood and carrion and have quickly learned that battlefields provide both in abundance. In spite of this grisly diet, they're best known for another strange adaptation: they build their nests from pieces of armor, weapons, and magic items scavenged on the battlefields. This leaves young scroungefeathers remarkably well protected, allowing both parents to leave the nest to search for food. Alarmingly, scroungefeathers have learned how to use the items they scavenge for their nests to fend off attackers, flinging arrowheads, thrashing about with knives, and even activating the occasional wand. A scroungefeather nest makes a tempting target for adventurers and thieves, as the treasures tucked within can be quite valuable, but the birds defend their nests fiercely, particularly when there are eggs or chicks inside. While the feathers of scroungefeathers don't have any magical properties, they're popular among thieves. Insignia for thieves' guilds often include the image of a black feather with two crimson stripes, and such organizations often send new recruits to raid a scroungefeather nest as part of their training. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Scroungefeather Source Howl of the Wild pg. 177 Perception +13; low-light vision Languages Skills Acrobatics +12, Stealth +12, Thievery +14 Str +3 Dex +5 Con +2 Int -4 Wis +1 Cha +2 --- AC 21 Fort +14 Ref +16 Will +8 HP 76 --- Speed 20 feet; fly 40 feet Melee Single Action beak +12 (Finesse), Damage 2d8+3 piercing Melee Single Action talon +12 (Agile, Finesse), Damage 2d6+3 slashing Grab Debris Single Action Requirements The scroungefeather is in its nest or another environment rich with debris; Effect The scroungefeather uses an Interact action to grab an item with its beak, selected randomly; roll 1d4 to determine the type of debris. The scroungefeather gains access to the listed abilities until it uses Tossed Scraps to discard the debris or until it Releases the debris. The scroungefeather can't use its beak attack while it is using its beak to Grab Debris. d4 Item Effect 1 Armor scrap The scroungefeather gains a +2 circumstance bonus to its AC. 2 Shattered blade The scroungefeather gains a broken blade melee Strike with a +12 attack modifier that deals 2d10+6 slashing damage. 3 Unexploded bomb When the scroungefeather throws this with Tossed Scraps, all the damage is fire damage, and the bomb also deals 3 fire splash damage. 4 Faulty wand The scroungefeather gains a magic bolt ranged Strike with a +14 attack modifier that deals 2d6+6 force damage. Junk Nest The scroungefeather's nest of sharp metallic junk covers a 15-foot-by-15-foot area. The area is difficult terrain and hazardous terrain to any non-scroungefeather creatures. A creature that moves on the ground through the nest takes 3 piercing damage for each square of the area it moves into. Scroungefeathers can Take Cover at any point in the nest. Tossed Scraps Single Action Requirements The scroungefeather has Grabbed Debris; Effect The scroungefeather flings the debris at a target within 20 feet, making an attack roll with a +12 modifier. On a success, the target takes 2d10+5 bludgeoning damage. ","skill_mod":{"thievery":14,"stealth":12,"acrobatics":12},"summary":"The large scavenger birds known as scroungefeathers make their homes near the sites of large battles. These birds feast on blood and carrion and have …","image":["/Images/Monsters/Scroungefeather.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3304","intelligence":-4,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":14,"size":["Small"],"name":"Scroungefeather","category":"creature","rarity":"common","strike_damage_average":[10,12],"slug":"creature-3304"},{"attack_bonus":[9],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":30,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Seal","will_save":5,"charisma":3,"speed":{"max":30,"land":15,"swim":30},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Deep Breath","Whisker Sense","Aquatic Ambush","Aquatic Feast"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Medium"],"id":"creature-3305","text":" Harbor Seal Harbor seals are the most common seals found in Golarion and famous for their soft, furry bodies. They're vicious hunters underwater, but typically shy of humanoids on the surface, preferring to hide among the waves rather than face down what seems to be a terrifying land predator. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Harbor Seal Source Howl of the Wild pg. 178 Perception +9; darkvision, scent (imprecise) 20 feet, whisker sense 30 feet Languages Skills Acrobatics +6, Athletics +10, Stealth +8 Str +4 Dex +3 Con +3 Int -4 Wis +1 Cha +3 Deep Breath A harbor seal can hold its breath for 30 minutes. Whisker Sense A harbor seal can use its whiskers to sense vibrations as a precise sense at the listed range, but only underwater. --- AC 17 Fort +9 Ref +11 Will +5 HP 30 --- Speed 15 feet, swim 30 feet Melee Single Action jaws +9, Damage 1d8+4 piercing plus Grab Aquatic Ambush Single Action 40 feet Aquatic Feast Single Action Requirements The harbor seal has a Medium or smaller creature grabbed in its jaws; Effect The harbor seal Swims up to 10 feet, carrying its grabbed creature along with it dealing 1d8 slashing damage (DC 18 basic Fortitude save). ","skill_mod":{"stealth":8,"athletics":10,"acrobatics":6},"summary":"Harbor seals are the most common seals found in Golarion and famous for their soft, furry bodies. They're vicious hunters underwater, but typically …","primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 20 feet, whisker sense 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3305","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Harbor Seal","category":"creature","rarity":"common","strike_damage_average":[8],"slug":"creature-3305"},{"attack_bonus":[12,12],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":65,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Seal","will_save":8,"charisma":2,"speed":{"max":40,"land":15,"swim":40},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Deep Breath","Protective Blubber","Aquatic Ambush","Predatory Slam"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Large"],"id":"creature-3306","text":" Leopard Seal Leopard seals are a large species of seals, often growing up to ten feet long. They're the only species of seal known to pursue humanoids. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Leopard Seal Source Howl of the Wild pg. 178 Perception +13; darkvision, scent (imprecise) 40 feet, whisker sense 60 feet Languages Skills Acrobatics +8, Athletics +14, Stealth +10 Str +6 Dex +4 Con +3 Int -4 Wis +1 Cha +2 Deep Breath A leopard seal can hold its breath for 30 minutes. Protective Blubber A leopard seal treats environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on). Whisker Sense A leopard seal can use its whiskers to sense vibrations as a precise sense at the listed range, but only underwater. --- AC 20 Fort +12 Ref +14 Will +8 HP 65 --- Speed 15 feet, swim 40 feet Melee Single Action jaws +12, Damage 2d8+6 piercing plus Grab Melee Single Action tail +12 (Agile), Damage 2d6+6 bludgeoning Aquatic Ambush Single Action 50 feet. Predatory Slam Two Actions Requirements The leopard seal is in water; Effect The leopard seal travels up to 40 feet, ending its movement on land. Enemies adjacent to the leopard seal when it ends its movement take 2d10 bludgeoning damage (DC 21 basic Reflex save) and are knocked prone on a failure. ","skill_mod":{"stealth":10,"athletics":14,"acrobatics":8},"summary":"Leopard seals are a large species of seals, often growing up to ten feet long. They're the only species of seal known to pursue humanoids.","image":["/Images/Monsters/Leopard_Seal.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 40 feet, whisker sense 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3306","intelligence":-4,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Leopard Seal","category":"creature","rarity":"common","strike_damage_average":[13,15],"slug":"creature-3306"},{"attack_bonus":[13],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":85,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Shark","will_save":10,"charisma":-3,"speed":{"max":20,"swim":20},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Blood Scent","Camouflage","Electrolocation","Grasping Jaws","Lunging Bite"],"skill":["Athletics","Stealth","Survival"],"trait":["Animal","Aquatic","Large"],"id":"creature-3307","text":" Goblin Shark Goblin sharks are deep-sea hunters, dwelling near the ocean floor. They make up for their slow swimming speed with stealthy ambushes, allowing prey to get within reach before lashing out with their extending jaws. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Goblin Shark Source Howl of the Wild pg. 179 Perception +15; blood scent, electrolocation 20 feet, scent (imprecise) 100 feet Languages Skills Athletics +13, Stealth +15, Survival +10 Str +6 Dex +4 Con +5 Int -4 Wis +3 Cha -3 Blood Scent The shark can smell blood in the water from up to 1 mile away. Camouflage The goblin shark's coloration blends in with the water. It doesn't need cover to attempt to Hide with a Stealth check while underwater. Electrolocation A goblin shark can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. --- AC 21 Fort +16 Ref +11 Will +10 HP 85 Grasping Jaws Creatures that successfully Escape from the goblin shark's jaws take 1d6 persistent bleed as the shark's hold tears flesh away. --- Speed swim 20 feet Melee Single Action jaws +13, Damage 2d8+6 piercing plus Grab Lunging Bite Two Actions The goblin shark dashes forward and extends its jaws bite a creature. It swims up to 10 feet in a straight line and makes a jaws Strike with a reach of 10 feet. ","skill_mod":{"survival":10,"stealth":15,"athletics":13},"summary":"Goblin sharks are deep-sea hunters, dwelling near the ocean floor. They make up for their slow swimming speed with stealthy ambushes, allowing prey …","primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":"blood scent, electrolocation 20 feet, scent ( imprecise ) 100 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3307","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":16,"size":["Large"],"name":"Goblin Shark","category":"creature","rarity":"common","strike_damage_average":[15],"slug":"creature-3307"},{"attack_bonus":[22],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":230,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Shark","will_save":16,"charisma":-1,"speed":{"max":60,"swim":60},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Blood Scent","Deshell","Swallow Whole"],"skill":["Athletics","Stealth","Survival"],"trait":["Animal","Aquatic","Uncommon","Gargantuan"],"id":"creature-3308","text":" Heliocoprion Though not a true shark, the helicoprion belongs to a similar lineage of cartilaginous fishes. The predator's most striking feature is its tooth whorls, which spiral outward in its lower jaw. Recall Knowledge - Animal (Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Heliocoprion Source Howl of the Wild pg. 179 Perception +21; blood scent, scent (imprecise) 100 feet Languages Skills Athletics +24, Stealth +17, Survival +15 Str +8 Dex +3 Con +6 Int -4 Wis +3 Cha -1 Blood Scent The shark can smell blood in the water from up to 1 mile away. --- AC 28 Fort +22 Ref +19 Will +16 HP 230 --- Speed swim 60 feet Melee Single Action jaws +22 (reach 10 feet), Damage 2d10+12 slashing plus 1d8 persistent bleed and Improved Grab Deshell Single Action (Attack) Requirement A creature is grabbed or restrained in the helicoprion's jaws; Effect The shark rips into the creature dealing 3d10 slashing damage (DC 26 basic Reflex save). Swallow Whole Single Action Huge, 2d10+10 bludgeoning, Rupture 22 ","skill_mod":{"survival":15,"stealth":17,"athletics":24},"summary":"Though not a true shark, the helicoprion belongs to a similar lineage of cartilaginous fishes. The predator's most striking feature is its tooth …","image":["/Images/Monsters/Helicorpion.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster","Rarity"],"ac":28,"level":10,"source_category":["Rulebooks"],"sense":"blood scent, scent ( imprecise ) 100 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3308","intelligence":-4,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":22,"size":["Gargantuan"],"name":"Heliocoprion","category":"creature","rarity":"uncommon","strike_damage_average":[27],"slug":"creature-3308"},{"attack_bonus":[10],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":35,"language":["Elven","Lashunta","(can't speak any language); empathic communication"],"source":["Howl of the Wild"],"type":"Creature","will_save":11,"charisma":2,"speed":{"max":40,"land":40},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Empathic Communication","Telepathic Link","Jungle Stride","Telepathic Pounce"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"trait":["Beast","Uncommon","Large"],"id":"creature-3309","text":" Shotalashu These reptilian beasts of burden are primarily known for their telepathic nature and close bond with their riders. Shotalashus are native to the planet Castrovel, where they are the traditional mounts of lashunta warriors, though some have appeared on Golarion thanks to travel between the two worlds. Both elves and lashuntas have brought shotalashus to Golarion, though elves are somewhat more likely to sell or give them away. Mounted combatants covet these alien creatures, though taming one is not as simple as buying a horse or camel. A shotalashu must form a telepathic bond with their rider before any riding is permitted, and once the creature forms such a bond, they will not permit any other rider. While telepaths have the easiest time forming this bond, others have found ways to prove their worth. Any shotalashus encountered in the wilds of Golarion most likely escaped from captivity—a notable wild pack exists on the Isle of Kortos, descended from such runaways. Would-be riders are most likely to find available shotalashus in Absalom, Kyonin, and southern Garund. Shotalashus are extravagantly expensive to raise on Golarion, resulting in corresponding prices when they appear on the market. However, the friends of riders who've passed will often help the surviving shotalashus find a new rider once they're ready. Recall Knowledge - Beast (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Shotalashu Source Howl of the Wild pg. 180 Perception +9; darkvision Languages Elven, Lashunta; (can't speak any language); empathic communication Skills Acrobatics +8, Athletics +8, Stealth +8, Survival +7 Str +2 Dex +4 Con +2 Int -3 Wis +3 Cha +2 Empathic Communication While a shotalashu can't speak, even telepathically, it understands simple commands in the languages it knows. It returns telepathic sensations of emotion to creatures touching it or the partner of its telepathic link at any distance. Telepathic Link (mental, occult) A rider who would tame a shotalashu for a mount must first form a telepathic link with it. Establishing this link require spending a week with the desired mount and succeeding at a DC 21 Occultism check. Any creature with telepathic capabilities, such as telepathy, touch telepathy, empathic sense, or the ability to cast spells such as telepathy , gains a +4 circumstance bonus to this check. This link remains and neither can form a new link until one member dies. The shock of a partner dying leaves the survivor stupefied 2 for 24 hours and prevents forming a new link for at least a month. --- AC 18 Fort +8 Ref +10 Will +11 HP 35 --- Speed 40 feet, jungle stride Melee Single Action claws +10 (Agile, Finesse), Damage 1d6+2 slashing plus 1d4 mental Jungle Stride The shotalashu ignores difficult terrain due to vegetation. Telepathic Pounce Two Actions (Mental, Occult) The shotalashu hunts by pinning its foes with its mind. One creature within 30 feet must attempt a DC 18 Will save. Critical Success The creature is unaffected. Success The creature takes a –5 foot status penalty to its Speeds for one round. Failure The creature takes a –10 foot status penalty to its Speeds for one round. The shotalashu can then Leap. Critical Failure The creature is off-guard and immobilized for one round. The shotalashu can Leap. ","skill_mod":{"survival":7,"stealth":8,"athletics":8,"acrobatics":8},"summary":"These reptilian beasts of burden are primarily known for their telepathic nature and close bond with their riders. Shotalashus are native to the …","image":["/Images/Monsters/Shotalashu.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Rarity"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3309","intelligence":-3,"reflex_save":10,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Large"],"name":"Shotalashu","category":"creature","rarity":"uncommon","strike_damage_average":[8],"slug":"creature-3309"},{"attack_bonus":[24],"constitution":7,"primary_source_category":"Rulebooks","strength":5,"hp":200,"immunity":["precision"],"source":["Howl of the Wild"],"type":"Creature","will_save":15,"charisma":-3,"speed":{"fly":20,"max":20},"perception":18,"wisdom":0,"weakness":{"piercing":7,"slashing":7},"creature_ability":["Transparency","Abduct","Enzymic Vent","Jet","Sky Fisher Venom"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Huge"],"id":"creature-3310","text":" Sky Fisher The sky fisher is an unusual aerial predator, mostly found in tropical jungle regions but occasionally seen as far north as Varisia. Naturalists believe it's a distant relative of the jellyfish that has evolved into a new ecological niche through prolonged exposure to elemental energies from the Plane of Air. That the biggest, most aggressive sky fishers are found (and thought to have originated) near powerful loci of elemental air, such as in Garund's Terwa Uplands or around the Eye of Abendego, lends further credence to this theory. In appearance, a sky fisher resembles an enormous jellyfish, its many dangling tendrils hanging beneath a clear bulbous body. Although its appearance is quite difficult to accurately determine, as its natural transparent form is almost completely invisible, its inside contain a complex chemical factory that produces lighter-than-air gases, paralyzing toxins, and flesh-eating enzymes. These enzymes are highly potent and often desired by toxicologists due to their unique properties. The creature hunts by hovering just above the forest canopy, using eye-like clusters on the ends of its tentacles as a kind of inverted periscope. When it spots prey, it floats close and waits for an opportune moment to sting. Then, as paralysis takes hold, the sky fisher hoists its meal into the sky to slowly consume it. Inside, enzymes break down the dead or paralyzed victims into a bloody slurry. A recently fed sky fisher can always be quickly identified by the looping coils of blood that circulate through its body—a beautiful, if terrible, sight. Recall Knowledge - Animal (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Sky Fisher Source Howl of the Wild pg. 181 Perception +18; darkvision Languages Skills Acrobatics +21, Athletics +21, Stealth +23 Str +5 Dex +7 Con +7 Int -4 Wis +0 Cha -3 --- AC 30 Fort +22 Ref +22 Will +15 HP 200 Immunities precision Resistances bludgeoning 14, poison 14 Weaknesses piercing 7, slashing 7 Transparency Unless it has fed recently, the sky fisher is naturally invisible. Using non-hostile actions does not cause the sky fisher to become hidden. When it takes a hostile action of any kind, the sky fisher is hidden instead of undetected until the start of its next turn, as the vague outline of its many tendrils temporarily becomes faintly visible. --- Speed fly 20 feet Melee Single Action stinging tentacle +24 (Agile, reach 30 feet), Damage 2d8+8 bludgeoning plus sky fisher venom and Grab Abduct Single Action (Attack) The sky fisher reels in a target grabbed by its tentacles, pulling them into an adjacent space, and then attempts to Swallow them Whole (Large, 3d8+12 acid, Rupture 25). The sky fisher can only use Swallow Whole when using Abduct. Enzymic Vent Two Actions (Poison) The sky fisher vents flesh-eating enzymes into the air, dealing 3d6 persistent acid damage and 3d6 persistent bleed damage in a 20-foot emanation (DC 25 basic Reflex save). It can't use Enzymic Vent again for 1d4 rounds. Jet Two Actions (Move) The sky fisher quickly expels some of its gases to move swiftly through the air, Flying up to 100 feet in a straight line; this movement doesn't trigger reactions. Sky Fisher Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage, clumsy 1, and can't speak above a whisper (1 round); Stage 2 3d8 poison damage, clumsy 2, and can't speak (1 round); Stage 3 3d10 poison damage and paralyzed (1 round) ","skill_mod":{"stealth":23,"athletics":21,"acrobatics":21},"summary":"The sky fisher is an unusual aerial predator, mostly found in tropical jungle regions but occasionally seen as far north as Varisia. Naturalists …","image":["/Images/Monsters/Sky_Fisher.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":14,"poison":14},"url":"/Monsters.aspx?ID=3310","intelligence":-4,"reflex_save":22,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":22,"size":["Huge"],"name":"Sky Fisher","category":"creature","rarity":"common","strike_damage_average":[17],"slug":"creature-3310"},{"attack_bonus":[28,28],"constitution":3,"primary_source_category":"Rulebooks","strength":8,"hp":251,"language":["Common","Draconic","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["disease","paralyzed","poison","precision"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Spirit Guide","will_save":28,"charisma":-1,"speed":{"fly":40,"max":40,"land":40},"perception":25,"wisdom":6,"weakness":{},"creature_ability":["Reactive Strike","Bond with Mortal","Bonded Strike","Sun's Heat","Sun's Touch","Swallow Whole","Unleash the Sun"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"trait":["Animal","Beast","Incorporeal","Spirit","Uncommon","Huge"],"id":"creature-3311","text":" Guardian Guide Guardian guides take any size or shape, from quiet mouse spirits that protect families from pestilence and locusts to mighty sunscale serpents who embody the watchful wrath of the sun itself. Recall Knowledge - Animal (Nature): DC 34 Recall Knowledge - Beast (Arcana, Nature): DC 34 Recall Knowledge - Spirit (Occultism): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Sunscale Serpent Source Howl of the Wild pg. 182 Perception +25; low-light vision, tremorsense (imprecise) 100 feet Languages Common, Draconic; truespeech Skills Acrobatics +25, Athletics +25, Stealth +33, Survival +28 Str +8 Dex +4 Con +3 Int +1 Wis +6 Cha -1 --- AC 36 Fort +25 Ref +26 Will +28 HP 251 Immunities disease, paralyzed, poison, precision Resistances all damage 14 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Reactive Strike Reaction tail only --- Speed 40 feet, fly 40 feet Melee Single Action jaws +28 (Magical, reach 10 feet), Damage 3d8+11 force plus Improved Grab Melee Single Action tail +28 (Agile, Magical, reach 15 feet), Damage 3d6+11 force plus Push Primal Innate Spells DC 31 - Constant (5th) Truespeech Bond with Mortal (Mental, Primal) Frequency once per day; Effect The spirit guide spends 10 minutes to form a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 28, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies. This bond strengthens the spirit guide's connection to the Universe. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunity to disease, paralysis, and poison, along with their resistance to all damage, and changes their Strikes to deal the appropriate amount of physical damage (typically piercing or slashing) instead of force damage. Bonded Strike Two Actions Requirements The sunscale serpent is currently Bonded with a Mortal; Effect The sunscale serpent makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target. Sun's Heat Two Actions The sunscale serpent Flies up to its fly Speed. All creatures directly below the spaces it moves through must succeed at a DC 31 Fortitude save or be exposed to sun's touch poison. The serpent cannot fly further than 60 feet above the target or the poison becomes too dispersed in the fall to take effect. Sun's Touch (Poison) Saving Throw Fortitude DC 34; Maximum Duration 6 rounds; Stage 1 6d8 poison damage and clumsy 1 (1 round); Stage 2 8d6 poison damage and clumsy 2 (1 round); Stage 3 6d10 poison damage and fatigued (1 round) Swallow Whole Single Action Large, 2d10+9 force and 2d10 fire, Rupture 32 Unleash the Sun Three Actions Requirement The sunscale serpent is flying; Effect The sunscale serpent Flies up to its fly Speed, then crashes to the ground, releasing a wave of heat dealing 5d10 fire damage to all creatures within a 60-foot burst and searing their eyes with the erupting glory of its scales. Each creature in the area must attempt a DC 31 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is dazzled for 1 round. Critical Failure The creature takes full damage, is blinded for 1 round, and dazzled for 1 minute. ","tradition":["Primal"],"skill_mod":{"survival":28,"stealth":33,"athletics":25,"acrobatics":25},"summary":"Guardian guides take any size or shape, from quiet mouse spirits that protect families from pestilence and locusts to mighty sunscale serpents who …","image":["/Images/Monsters/Sunscale_Serpent.webp"],"primary_source":"Howl of the Wild","spell":["Truespeech"],"trait_group":["Creature Type","Monster","Rarity"],"ac":36,"level":14,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" low-light vision , tremorsense ( imprecise ) 100 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":14,"bludgeoning":14,"piercing":14,"precision":14,"cold_iron":14,"cold":14,"mental":14,"unholy":14,"good":14,"acid":14,"slashing":14,"chaotic":14,"fire":14,"physical":14,"all":14,"area":14,"void":14,"holy":14,"poison":14,"sonic":14,"electricity":14,"bleed":14,"orichalcum":14,"silver":14,"evil":14,"splash":14},"url":"/Monsters.aspx?ID=3311","intelligence":1,"reflex_save":26,"strongest_save":["will"],"dexterity":4,"vision":"Low-light vision","fortitude_save":25,"size":["Huge"],"name":"Sunscale Serpent","category":"creature","rarity":"uncommon","strike_damage_average":[21,24],"slug":"creature-3311"},{"attack_bonus":[17],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":117,"language":["Common","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["disease","paralyzed","poison","precision"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Spirit Guide","will_save":15,"charisma":-2,"speed":{"max":35,"land":35},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Visage Strike","Bond with Mortal","Strafing Strike","Bonded Strike","Lingering Assailant","Pack Attack"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"trait":["Beast","Incorporeal","Spirit","Medium"],"id":"creature-3312","text":" Swift Guide Swift guides are often among the first spirit guides to respond to threats, and they're said to move with such incredible speed that it's impossible to tell whether they're one or many until the battle is resolved. Recall Knowledge - Beast (Arcana, Nature): DC 23 Recall Knowledge - Spirit (Occultism): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Mirror Wolf Source Howl of the Wild pg. 183 Perception +18; low-light vision, scent (imprecise) 30 feet Languages Common; truespeech Skills Acrobatics +15, Athletics +12, Intimidation +11, Stealth +19, Survival +17 Str +3 Dex +6 Con +2 Int +1 Wis +3 Cha -2 --- AC 24 Fort +14 Ref +19 Will +15 HP 117 Immunities disease, paralyzed, poison, precision Resistances all damage 7 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Visage Strike Reaction Trigger A creature adjacent to the mirror wolf's visages damages mirror wolf's ally; Effect The mirror wolf teleports to the visage's spot, destroying the visage, and makes a jaws Strike. --- Speed 35 feet Melee Single Action jaws +17 (Magical), Damage 2d8+8 force plus Knockdown Primal Innate Spells DC 22 - 3rd Revealing Light - Constant (5th) Truespeech Bond with Mortal (Mental, Primal) Frequency once per day; Effect The spirit guide spends 10 minutes to form a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 14, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies. This bond strengthens the spirit guide's connection to the Universe. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunity to disease, paralysis, and poison, along with their resistance to all damage, and changes their Strikes to deal the appropriate amount of physical damage (typically piercing or slashing) instead of force damage. Strafing Strike Two Actions The mirror wolf makes a jaws Strike against a creature within range. The mirror wolf can then Stride and make a second jaws Strike against the same creature. Bonded Strike Two Actions Requirements The mirror wolf is currently Bonded with a Mortal; Effect The mirror wolf makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target. Lingering Assailant (Illusion, Visual) The mirror wolf attacks with such speed it leaves a visage of itself behind. When the mirror wolf Strikes, they leave behind a visage in an adjacent square. The visage is treated as an ally for effects such as flanking and pack attack. A visage has AC 10 and 1 HP and lasts for 1 round. Pack Attack The mirror wolf's Strikes deal 1d8 extra damage to creatures within reach of at least two of the mirror wolf's allies. ","tradition":["Primal"],"skill_mod":{"survival":17,"stealth":19,"athletics":12,"intimidation":11,"acrobatics":15},"summary":"Swift guides are often among the first spirit guides to respond to threats, and they're said to move with such incredible speed that it's impossible …","image":["/Images/Monsters/Mirror_Wolf.webp"],"primary_source":"Howl of the Wild","spell":["Revealing Light","Truespeech"],"trait_group":["Creature Type","Monster"],"ac":24,"level":7,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":7,"bludgeoning":7,"piercing":7,"precision":7,"cold_iron":7,"cold":7,"mental":7,"unholy":7,"good":7,"acid":7,"slashing":7,"chaotic":7,"fire":7,"physical":7,"all":7,"area":7,"void":7,"holy":7,"poison":7,"sonic":7,"electricity":7,"bleed":7,"orichalcum":7,"silver":7,"evil":7,"splash":7},"url":"/Monsters.aspx?ID=3312","intelligence":1,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":14,"size":["Medium"],"name":"Mirror Wolf","category":"creature","rarity":"common","strike_damage_average":[17],"slug":"creature-3312"},{"attack_bonus":[8],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":28,"source":["Howl of the Wild"],"type":"Creature","will_save":5,"charisma":1,"speed":{"max":40,"land":40},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Self-Petrify",")","Overhead Leap","Shove and Run","Stone Bolt"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","Rare","Small"],"id":"creature-3313","text":" Stony Goat Stony goats diverge from their common cousins via their rock-like horns and unique appetites. These meek creatures love to eat mineral ores, using teeth tougher than diamonds to grind down rocks and metals. The indigestible components, such as refined chunks of metal and precious stones, coagulate into a cud the goat regurgitates to further ruminate on. In emergency situations, stony goats can even drain nutrition from their cud. These properties might make stony goats excellent companions for miners and metalworkers; however, the beasts are quite rare and famously difficult to train. Stony goats are jumpy creatures with a prey animal's wide field of view and a strong survival instinct. They also have a unique defense mechanism: when startled, stony goats temporarily petrify into solid stone, dissuading predators through inedibility. This combination of weak nerves and tremendous climbing ability often leads to travelers discovering what appears to be a lone statue of a goat in an otherwise unoccupied mountainous area. Keen observers can discern a stony goat's recent diet via the mineral flakes that form in the goat's horns, such as light silver streaks indicating a meal of dawnsilver ore. Collectors often hunt stony goats and display horns with rare properties. If a stony goat destroys its cud for emergency nutrition, its horns appear as solid chunks of the minerals it consumed for about an hour before reverting to their rock-like norm. Recall Knowledge - Animal (Nature): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Stony Goat Source Howl of the Wild pg. 184 Perception +11; all-around vision Languages Skills Acrobatics +8, Athletics +8, Survival +6 Str +3 Dex +4 Con +3 Int -4 Wis +2 Cha +1 Items cud worth 28 gp --- AC 17 Fort +8 Ref +11 Will +5 HP 28 Self-Petrify Reaction (polymorph ) Trigger The stony goat gains the frightened condition or takes more than 8 damage in a single hit; Effect The stony goat turns to stone in self-defense. It gains the petrified condition for 1d4 rounds. If the goat is damaged while it's petrified, it immediately heals by that amount by absorbing minerals from its cud, causing its cud to lose value equal to the amount of Hit Points restored (for instance, losing 5 gp worth of value to restore 5 Hit Points); if the goat's cud is reduced to 0 gp, it has the minerals fully drained from it, and the goat won't form more cud until it has eaten a sufficient quantity of rock and slept. --- Speed 40 feet Melee Single Action head +8, Damage 1d8+3 bludgeoning Overhead Leap Single Action (Move) The stony goat Leaps up to 12 feet vertically and 20 feet horizontally; this movement doesn't trigger reactions. Shove and Run Single Action The stony goat attempts to Shove the nearest creature and then Strides with a +20-foot circumstance bonus to Speed. Stone Bolt Reaction Trigger The stony goat loses the petrified condition; Effect The stony goat's first instinct is to escape. It Strides with a +20 circumstance bonus to its Speed. ","skill_mod":{"survival":6,"athletics":8,"acrobatics":8},"summary":"Stony goats diverge from their common cousins via their rock-like horns and unique appetites. These meek creatures love to eat mineral ores, using …","image":["/Images/Monsters/Stony_Goat.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Rarity"],"ac":17,"item":["cud worth 28 gp"],"level":2,"source_category":["Rulebooks"],"sense":" all-around vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3313","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":8,"size":["Small"],"name":"Stony Goat","category":"creature","rarity":"rare","strike_damage_average":[7],"slug":"creature-3313"},{"attack_bonus":[12],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":70,"source":["Howl of the Wild"],"type":"Creature","will_save":9,"charisma":0,"speed":{"fly":30,"max":30,"land":30},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Static Shock","Lightning Strike","Static Field"],"skill":["Acrobatics","Stealth"],"trait":["Beast","Dragon","Electricity","Large"],"id":"creature-3314","text":" Storm Snake Storm snakes are reclusive creatures only seen in the wild during intense storms. The metallic scales that cover their bodies attract and absorb nearby lightning strikes, suffusing the creatures with a halo of blue or white light. Because storm snakes are most often sighted in solitude and disappear without a trace as soon as a storm recedes, a lot of folklore across Golarion considers them to be the emissaries of storm deities and harbingers of disaster. Before live clutches of storm snake young were first discovered, it was hypothesized that the creatures were made of mist and vapor; many assumed them to be illusory shapes within the clouds themselves or fleeting dragon sightings. New zoological research has found, however, that storm snakes are actually a distant cousin of dragons. Raised on mountaintops in small broods, storm snakes have underdeveloped limbs and lack any form of wing. Instead, they expand and contract their metallic scales to capture the static electricity in wind currents, which keeps them aloft during high winds and storms. Research has also shed light on the diet of these naturally shy creatures. Rather than consuming electricity, as many who'd observed them in storms believed, storm snakes are herbivorous, enjoying most varieties of grasses, plants, or tree leaves. This diet, considered alongside their flight patterns during thunderstorms, has been theorized to be a form of symbiosis; after all, any lightning strikes absorbed by a storm snake during a storm can't damage the plant growth below. Additionally, safely discharged electricity from a storm snake has been observed to stimulate growth in a wide variety of flora, all while having no adverse affects on the plants' palatability or nutritional benefits. Many farmers have tried in vain to capture, tame, or otherwise attract storm snakes to their fields to invigorate their crops during tough times, though few have succeeded. Recall Knowledge - Beast (Arcana, Nature): DC 20 Recall Knowledge - Dragon (Arcana): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Storm Snake Source Howl of the Wild pg. 185 Perception +12; low-light vision Languages Skills Acrobatics +11, Stealth +10 Str +3 Dex +5 Con +2 Int -1 Wis +3 Cha +0 --- AC 21 Fort +12 Ref +15 Will +9 HP 70 Resistances electricity 8 Static Shock Reaction Trigger A creature touches the storm snake or damages it with an unarmed melee attack or non-reach melee weapon; Effect The triggering enemy is shocked for 2d8 electricity damage (DC 19 basic Fortitude save). On a failed save, the target is stunned 1. --- Speed 30 feet, fly 30 feet Melee Single Action tail +12, Damage 2d4+5 slashing plus 1d4 electricity Lightning Strike Single Action The storm snake redirects the lightning it has absorbed from storms, dealing 2d10 electricity damage to a single target within 20 feet (DC 19 basic Reflex save). On a failure, the target is dazzled until the end of its next turn. Static Field Two Actions The storm snake gathers all static electricity in the area before releasing it in a 30-foot emanation that deals 3d12 electricity damage to all non-plant creatures (DC 19 Reflex save) and grants plant creatures 5 temporary Hit Points that last for 1 minute. Plant life in the area begins to grow significantly faster than the average for plants of their genus; in forests, fields, or otherwise floral locations, this immediately transforms the area into nonmagical difficult terrain. The storm snake can't use Static field again for 1d4 rounds. ","skill_mod":{"stealth":10,"acrobatics":11},"summary":"Storm snakes are reclusive creatures only seen in the wild during intense storms. The metallic scales that cover their bodies attract and absorb …","image":["/Images/Monsters/Storm_Snake.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Energy","Monster"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"electricity":8},"url":"/Monsters.aspx?ID=3314","intelligence":-1,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":12,"size":["Large"],"name":"Storm Snake","category":"creature","rarity":"common","strike_damage_average":[12],"slug":"creature-3314"},{"attack_bonus":[13,15,15],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":95,"source":["Howl of the Wild"],"type":"Creature","will_save":9,"charisma":2,"speed":{"max":40,"land":30,"burrow":40},"perception":15,"wisdom":1,"weakness":{},"creature_ability":["Studded Cheeks","Defensive Scream","Concussive Gem","Forage for Gems","Natural Speed","Screaming Force"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","Medium"],"id":"creature-3315","text":" Taldan Cave Squirrel Taldan cave squirrels, also known as tauhotis, are a curious cousin of the much smaller common ground squirrel, found anywhere with large, grassy flatlands. The creatures burrow underground, forming cave systems tall enough for giants in astonishingly little time. Once the caves are excavated, the squirrels turn their attention toward the largest quantities of gems or metals they can find—including those in the ground floors and vaults of nearby buildings. Nothing is off-limits, and no effort is too large when these squirrels go gem hunting. Cave squirrels' desire for these precious stones and ores arises not from greed, but rather productivity. After returning to the cave system, cheek pouches full of treasure, the males deposit the stolen goods before the females, who lick and spit on the piles of gems and metals to form them into structural pillars. Given the cave squirrels' tireless work habits, these pillars can solidify in a matter of hours, easily displacing existing stone and soil. Many an Opparan groundskeeper has stepped outside after a lovely teatime to find months of work undone in a scene of utter, glittering chaos. Architects throughout history have attempted to recreate or imitate these gleaming pillars; however, they rarely succeeded, for they often lacked a certain unpredictable pragmatism the cave squirrels seem to effortlessly achieve. When threatened, cave squirrels will let out a high-pitched scream to warn their colony. They can spit out any food or building materials in their cheek pouches with deadly speeds at attackers. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Taldan Cave Squirrel Source Howl of the Wild pg. 186 Perception +15; low-light vision, scent (imprecise) 60 feet, tremorsense (imprecise) Languages Skills Acrobatics +11, Athletics +12, Survival +13 Str +4 Dex +4 Con +5 Int -4 Wis +1 Cha +2 Studded Cheeks The cave squirrel can store up to six gems in its cheeks. It typically begins combat with all six, and it loses a gem each time it uses gem spit. --- AC 21 Fort +13 Ref +15 Will +9 HP 95 Defensive Scream Reaction (auditory) Trigger The cave squirrel rolls initiative or has taken damage before initiative; Effect The cave squirrel lets out an earpiercing shriek, alerting any other cave squirrels in the area to its plight. It uses Screaming Force. --- Speed 30 feet, burrow 40 feet Melee Single Action jaws +15 (Agile), Damage 2d6+4 piercing plus Grab Melee Single Action claw +13 (Agile), Damage 2d8+4 slashing Ranged Single Action gem spit +15 (range 20 feet), Damage 2d8+6 bludgeoning plus concussive gem Concussive Gem On a critical hit on a gem spit Strike, the target must succeed at a DC 22 Fortitude save or become stunned 1. Forage for Gems Two Actions The cave squirrel dives underground in search of gems. The cave squirrel Burrows up to its Speed. It must end its movement back on the surface. During its burrow, it happens upon 1d4 cheap gems (such as salt or quartz), which it stuffs in its cheeks, up to its maximum of 6. Natural Speed A cave squirrel isn't affected by difficult terrain from earth or stone. Screaming Force Single Action (Auditory, Sonic) The cave squirrel lets out a terrible scream. Non–cave squirrel creatures within 30 feet must succeed at a DC 22 Fortitude save or take 2d10 sonic damage. On a critical failure, a creature is deafened for 1 minute. The cave squirrel can't use Screaming Force again for 1d4 rounds. ","skill_mod":{"survival":13,"athletics":12,"acrobatics":11},"summary":"Taldan cave squirrels, also known as tauhotis, are a curious cousin of the much smaller common ground squirrel, found anywhere with large, grassy …","image":["/Images/Monsters/Taldan_Cave_Squirrel.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 60 feet, tremorsense ( imprecise )","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3315","intelligence":-4,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":13,"size":["Medium"],"name":"Taldan Cave Squirrel","category":"creature","rarity":"common","strike_damage_average":[11,13,15],"slug":"creature-3315"},{"attack_bonus":[19,19],"constitution":6,"primary_source_category":"Rulebooks","strength":4,"hp":120,"source":["Howl of the Wild"],"type":"Creature","creature_family":"Tardigrade","will_save":16,"charisma":1,"speed":{"climb":25,"max":25,"land":25},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Eyespots","Tun State","Vacuum Mouth"],"skill":["Athletics","Stealth","Survival"],"trait":["Amphibious","Animal","Huge"],"id":"creature-3316","text":" Giant Tardigrade Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Giant Tardigrade Source Howl of the Wild pg. 187 Perception +16; tremorsense (imprecise) 30 ft Languages Skills Athletics +19, Stealth +14, Survival +18 Str +4 Dex +3 Con +6 Int -5 Wis +3 Cha +1 Eyespots A giant tardigrade can't see anything beyond 30 feet. --- AC 23 Fort +23 Ref +16 Will +16 HP 120 Resistances all damage 10 Tun State Free Action Trigger The tardigrade would be reduced to 0 Hit Points or would die due to starvation, suffocation, or similar environmental causes; Frequency once per week; Requirements The tardigrade isn't already in tun state; Effect The giant tardigrade doesn't die but instead remains at 1 Hit Point and curls into a dry ball, called a tun. While in this tun state, the giant tardigrade is unconscious, doesn't need to eat, drink, or breathe, and doubles its resistance to 20. It remains in tun state indefinitely until covered in significant amounts of water, at which point it begins to rehydrate, gaining regeneration 5. The regeneration persists until it reaches maximum Hit Points. The giant tardigrade then exits its tun state. --- Speed 25 feet, climb 25 feet Melee Single Action stylet +19, Damage 3d8+6 piercing plus 1d8 persistent bleed Melee Single Action claws +19 (Agile, reach 10 feet), Damage 3d6+6 slashing plus Grab Vacuum Mouth Two Actions Requirements The giant tardigrade doesn't have a target grabbed; Effect The giant tardigrade draws in air with its mouth. All creatures in a 20-foot cone must succeed at a DC 25 Reflex save or be pulled adjacent to the giant tardigrade. The tardigrade chooses one creature that failed its save, Grabbing the target in its claws and making a stylet Strike. ","skill_mod":{"survival":18,"stealth":14,"athletics":19},"summary":"","image":["/Images/Monsters/Giant_Tardigrade.webp"],"primary_source":"Howl of the Wild","trait_group":["Monster","Creature Type"],"ac":23,"level":9,"source_category":["Rulebooks"],"sense":" tremorsense ( imprecise ) 30 ft","weakest_save":["ref","reflex","will"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"vitality":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"force":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=3316","intelligence":-5,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":23,"size":["Huge"],"name":"Giant Tardigrade","category":"creature","rarity":"common","strike_damage_average":[16,24],"slug":"creature-3316"},{"constitution":6,"primary_source_category":"Rulebooks","strength":2,"hp":140,"immunity":["precision","swarm mind"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Tardigrade","will_save":19,"charisma":1,"speed":{"climb":25,"max":25,"land":25},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Eyespots","Tun Marbles","Stylets"],"skill":["Athletics","Survival"],"trait":["Amphibious","Animal","Large"],"id":"creature-3317","text":" Tardigrade Swarm Recall Knowledge - Animal (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Tardigrade Swarm Source Howl of the Wild pg. 187 Perception +21; tremorsense (imprecise) 30 ft Languages Skills Athletics +19, Survival +21 Str +2 Dex +4 Con +6 Int -5 Wis +3 Cha +1 Eyespots A tardigrade swarm can't see anything beyond 30 feet. --- AC 28 Fort +26 Ref +21 Will +19 HP 140 Immunities precision, swarm mind Resistances all damage 10 (except area and splash) Tun Marbles As the tardigrade swarm is damaged, the bodies of those that enter a tun state make the ground treacherous. When the tardigrade swarm drops below 70 Hit Points, the space they occupy is considered difficult terrain. --- Speed 25 feet, climb 25 feet Stylets Single Action Each enemy in the swarm's space takes 4d8 piercing damage (DC 32 basic Reflex save). Creatures that fail their save become drained 1 or increase their drained condition by one, to a maximum of drained 4. ","skill_mod":{"survival":21,"athletics":19},"summary":"","primary_source":"Howl of the Wild","trait_group":["Monster","Creature Type"],"ac":28,"level":12,"source_category":["Rulebooks"],"sense":" tremorsense ( imprecise ) 30 ft","weakest_save":["will"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"vitality":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"force":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=3317","intelligence":-5,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":26,"size":["Large"],"name":"Tardigrade Swarm","category":"creature","rarity":"common","slug":"creature-3317"},{"attack_bonus":[17,17],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":120,"language":["Common","Fey"],"immunity":["poison"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Unicorn","will_save":14,"charisma":4,"speed":{"max":45,"land":45},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Fearless Rush","Ghost Touch","Impaling Charge","Trample"],"skill":["Athletics","Diplomacy","Intimidation","Medicine","Survival"],"trait":["Beast","Fey","Holy","Large"],"id":"creature-3318","text":" Karkadann Karkadanns are a distant relation to unicorns, favoring more open terrain than their woodland kin. With the build of a buffalo, karkadanns have gray, scaly bodies, thicker hooves, and no mane. Despite their territoriality and harsh temperament, many karkadanns can be befriended by those who truly hold respect for nature in their hearts. Recall Knowledge - Beast (Arcana, Nature): DC 23 Recall Knowledge - Fey (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Karkadann Source Howl of the Wild pg. 190 Perception +16; darkvision, scent (imprecise) 30 feet Languages Common, Fey Skills Athletics +17, Diplomacy +13, Intimidation +15, Medicine +14, Survival +14 Str +6 Dex +3 Con +6 Int +0 Wis +3 Cha +4 --- AC 25 Fort +17 Ref +14 Will +14 HP 120 Immunities poison Fearless Rush Reaction Trigger The karkadann becomes frightened; Effect The karkadann reduces their frightened value by 1 (to a minimum of 0). The karkadann then Strides toward an enemy. --- Speed 45 feet Melee Single Action horn +17 (Holy, Magical), Damage 2d10+8 piercing and ghost touch Melee Single Action hoof +17 (Holy, Magical), Damage 2d6+8 bludgeoning and ghost touch Primal Innate Spells DC 25 - Cantrips (4th) Light - 1st Cleanse Cuisine (×3) - 3rd Cleanse Affliction (×2) Ghost Touch A karkadann's Strikes have the effects of a ghost touch property rune. Impaling Charge Two Actions The karkadann Strides twice, then Strikes with their horn. If the Strike hits, it also deals 1d10 persistent bleed damage. Trample Three Actions Medium or smaller, hoof, DC 25 ","tradition":["Primal"],"skill_mod":{"diplomacy":13,"survival":14,"medicine":14,"athletics":17,"intimidation":15},"summary":"Karkadanns are a distant relation to unicorns, favoring more open terrain than their woodland kin. With the build of a buffalo, karkadanns have gray, …","image":["/Images/Monsters/Karkadann.webp"],"primary_source":"Howl of the Wild","spell":["Cleanse Affliction","Cleanse Cuisine","Light"],"trait_group":["Creature Type","Mechanics"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3318","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Karkadann","category":"creature","rarity":"common","strike_damage_average":[15,19],"slug":"creature-3318"},{"attack_bonus":[24,24],"constitution":3,"primary_source_category":"Rulebooks","strength":-5,"hp":180,"language":["Common","Fey","Necril","can't speak any language"],"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Unicorn","will_save":21,"charisma":3,"speed":{"fly":45,"max":45},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Aura of Despair","Spectral Charge"],"skill":["Acrobatics","Intimidation","Stealth"],"trait":["Incorporeal","Uncommon","Undead","Unholy","Large"],"id":"creature-3319","text":" Pale Horse The death of a unicorn in a particularly cruel manner leads to the creation of a pale horse—a symbol of hope and purity transformed into one of hopelessness and despair. Recall Knowledge - Undead (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Pale Horse Source Howl of the Wild pg. 190 Perception +21; darkvision, lifesense 90 feet Languages Common, Fey, Necril; can't speak any language Skills Acrobatics +26, Intimidation +20, Stealth +23 Str -5 Dex +8 Con +3 Int -2 Wis +4 Cha +3 --- AC 30 Fort +20 Ref +24 Will +21 HP 180 (void healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances all damage 10 (except force, ghost touch , or vitality; double resistance vs. non-magical) Aura of Despair (aura, emotion, mental) 30 feet. A living creature that begins its turn in the aura must succeed at a DC 27 Will save or become slowed 1. A creature is temporarily immune to the aura for 1 hour if it critically succeeds. --- Speed fly 45 feet Melee Single Action spectral horn +24 (Finesse, Magical), Damage 3d10+10 void Melee Single Action hoof +24 (Agile, Finesse, Magical), Damage 3d8+10 void Occult Innate Spells DC 27 - 2nd Darkness (at will) - 4th Harm (×3) - 5th Toxic Cloud, Translocate Spectral Charge Two Actions The pale horse Flies twice and then makes a horn Strike. The pale horse can move through creatures. ","tradition":["Occult"],"skill_mod":{"stealth":23,"intimidation":20,"acrobatics":26},"summary":"The death of a unicorn in a particularly cruel manner leads to the creation of a pale horse—a symbol of hope and purity transformed into one of …","primary_source":"Howl of the Wild","spell":["Toxic Cloud","Translocate","Harm","Darkness"],"trait_group":["Monster","Rarity","Creature Type","Mechanics"],"ac":30,"level":11,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 90 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=3319","intelligence":-2,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Pale Horse","category":"creature","rarity":"uncommon","strike_damage_average":[23,26],"slug":"creature-3319"},{"attack_bonus":[29,29,29],"constitution":4,"primary_source_category":"Rulebooks","strength":8,"hp":320,"language":["Common","Empyrean","Fey"],"immunity":["poison"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Unicorn","will_save":29,"charisma":6,"speed":{"fly":80,"max":80,"land":40},"perception":27,"wisdom":4,"weakness":{},"creature_ability":["Wild Empathy","Draw in Magic","Aerial Attack","Beam of Light","Ghost Touch"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Stealth"],"trait":["Beast","Fey","Holy","Rare","Huge"],"id":"creature-3320","text":" Alicorn Alicorns are a creation of arcane intervention, a rare transformation that occurs when a unicorn is exposed to large sources of magic. Massive in size, their strong bodies are matched with two large wings on their back, a long spiraling horn, and a mane that continually ripples in an unseen wind. Recall Knowledge - Beast (Arcana, Nature): DC 39 Recall Knowledge - Fey (Nature): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Alicorn Source Howl of the Wild pg. 191 Perception +27; darkvision, scent (imprecise) 30 feet Languages Common, Empyrean, Fey Skills Acrobatics +27, Arcana +27, Athletics +27, Diplomacy +30, Stealth +25 Str +8 Dex +7 Con +4 Int +6 Wis +4 Cha +6 Wild Empathy The alicorn has an empathic connection to the creatures of the natural world that. The alicorn can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. --- AC 36 Fort +26 Ref +26 Will +29 HP 320 Immunities poison Draw in Magic Reaction (arcane, concentrate) Trigger A creature within 30 feet of the alicorn Casts a Spell; Effect The alicorn attempts to counteract the triggering spell (counteract modifier +28, counteract rank 8th). If successful, the alicorn can choose to gain the effects of the triggering spell as its sole target. --- Speed 40 feet, fly 80 feet Melee Single Action horn +29 (Holy, Magical), Damage 4d10+10 piercing plus 2d6 spirit and ghost touch Melee Single Action hoof +29 (Holy, Magical, reach 10 feet), Damage 4d6+10 piercing plus 2d6 spirit and ghost touch Melee Single Action wing +29 (Agile, Magical, reach 10 feet), Damage 4d8+10 bludgeoning and ghost touch Arcane Innate Spells DC 36 - Cantrips (8th) Light - 1st Gentle Landing (at will) - 5th Banishment - 6th Telepathy - 8th Wall of Force Aerial Attack Two Actions The alicorn Flies and Strikes twice with their wings at any points during their movement. Each attack counts toward the alicorn's multiple attack penalty, but the penalty doesn't increase until after they make all the attacks. Beam of Light Two Actions (Arcane, Concentrate, Fire, Holy, Light) The alicorn harnesses a powerful burning ray of light from their horn. Creatures in a 120-foot line take 16d6 fire damage (DC 36 basic Fortitude save). An unholy creature in the area takes an additional 8d6 spirit damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, the beam attempts to counteract the darkness (counteract modifier +28, counteract rank 8th). The alicorn can't use its Beam of Light again for 1d4 rounds. Ghost Touch An alicorn's Strikes have the effects of a ghost touch property rune. ","tradition":["Arcane"],"skill_mod":{"diplomacy":30,"stealth":25,"arcana":27,"athletics":27,"acrobatics":27},"summary":"Alicorns are a creation of arcane intervention, a rare transformation that occurs when a unicorn is exposed to large sources of magic. Massive in …","image":["/Images/Monsters/Alicorn.webp"],"primary_source":"Howl of the Wild","spell":["Wall of Force","Telepathy","Banishment","Gentle Landing","Light"],"trait_group":["Creature Type","Mechanics","Rarity"],"ac":36,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3320","intelligence":6,"reflex_save":26,"strongest_save":["will"],"dexterity":7,"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Alicorn","category":"creature","rarity":"rare","strike_damage_average":[28,31,39],"slug":"creature-3320"},{"constitution":5,"primary_source_category":"Rulebooks","strength":-2,"hp":140,"immunity":["precision","swarm mind"],"source":["Howl of the Wild"],"type":"Creature","will_save":18,"charisma":-4,"speed":{"max":30,"land":30,"burrow":30},"perception":22,"wisdom":5,"weakness":{"area":5},"creature_ability":["Reflective Skin","Feel No Pain","Swarming Bites","Focused Reflection"],"skill":["Athletics"],"trait":["Animal","Swarm","Huge"],"id":"creature-3321","text":" Vibrant Pup Swarm These tenacious little rodents travel in massive swarms across the desert, using the sun both as shield and sword during their long marches. Unlike other rodents, vibrant pups are eusocial, causing them to behave more like insects than other rodents. Only the queen can reproduce, and is fiercely protected for that reason. This social structure enables them to viciously attack and act as a single unit. Each of the pups also have specific roles within the family and the swarm. The worker pups gather and dig while in a den, but will act as a shield to protect the more valuable fighter pups while swarming. Vibrant pups spend most of their lives underground, digging out elaborate tunnels in search for food. However, in the harsh deserts of Thuvia, food can be scarce. A family of vibrant pups will abandon their dens and set out on harsh multiday journeys in search of land that can sustain the queen long enough to have another litter of pups. These journeys can happen up to three times a year, following seasonal changes in resources. Outside of these local migrations, swarms will leave their dens only to repel a massive threat to the queen. Vibrant pups have unusual and beautiful anatomical features. Their skin, while soft, is extremely reflective, which serves a dual purpose for the rodents since it can both reflect the harsh sun away to better thermoregulate as well as focus those rays toward threats, especially when multiple pups work in unison. The glinting of a pup swarm in migration can be seen from afar—rather than inviting challenges, this obvious display signals would-be predators to steer clear. As of late, their reflective, soft skin has become quite fashionable in wealthy circles. While hunting such small creatures for their pelts is extremely impractical and dangerous, the high price tag has led to more frequent hunts. While these rodents do serve a unique ecological niche, many farmers are more than happy to rid their fields of these voracious eaters and will often point out nearby hives to local hunters. Recall Knowledge - Animal (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Vibrant Pup Swarm Source Howl of the Wild pg. 192 Perception +22; tremorsense (precise) 60 feet Languages Skills Athletics +16 Str -2 Dex +7 Con +5 Int -5 Wis +5 Cha -4 --- AC 29 Fort +24 Ref +21 Will +18 HP 140 Immunities precision, swarm mind Resistances bludgeoning 5, piercing 10, slashing 10 Weaknesses area damage 5, splash damage 5 Reflective Skin (aura, light, visual) 10 feet. Other creatures in the aura are dazzled. The aura automatically activates when the swarm is in bright light and deactivates in dim light or darkness. Feel No Pain Reaction Trigger The vibrant pup swarm is critically hit by a Strike; Effect The worker pups become insensitive to pain and leap to the front. The swarm gains 10 temporary Hit Points that last for 1 round. --- Speed 30 feet, burrow 30 Swarming Bites Single Action Each enemy in the swarm's space takes 2d6 piercing damage (DC 30 basic Reflex save). Focused Reflection Two Actions (Fire, Light) Requirements The vibrant pup swarm is in bright light; Effect The swarm simultaneously turns to focus the light in an arcing beam, dealing 6d12 fire damage to all creatures in a 30-foot cone (DC 30 basic Reflex save). A creature that fails its save is also blinded for 1 round (or 1 minute on a critical failure). The swarm can't use Focused Reflection again for 1d4 rounds. ","skill_mod":{"athletics":16},"summary":"These tenacious little rodents travel in massive swarms across the desert, using the sun both as shield and sword during their long marches. Unlike …","image":["/Images/Monsters/Vibrant_Pup_Swarm.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Monster"],"ac":29,"level":11,"source_category":["Rulebooks"],"sense":" tremorsense ( precise ) 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":10,"slashing":10},"url":"/Monsters.aspx?ID=3321","intelligence":-5,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":7,"fortitude_save":24,"size":["Huge"],"name":"Vibrant Pup Swarm","category":"creature","rarity":"common","slug":"creature-3321"},{"attack_bonus":[12,12],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":65,"source":["Howl of the Wild"],"type":"Creature","spell_attack_bonus":[16],"will_save":14,"charisma":4,"speed":{"fly":60,"max":60,"land":15},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Counter-Melody","Arcane Harmony","Spell Mimicry","Spellsong Casting"],"skill":["Acrobatics","Arcana","Performance","Stealth"],"trait":["Beast","Tiny"],"id":"creature-3322","text":" Virtuosic Lyrebird Virtuosic lyrebirds present an excellent case study in how specialty-bred animals can escape captivity and become pests. A small team of apprentice mages established the original virtuosic lyrebirds as part of their graduation thesis, in an attempt to create a familiar that could better aid in spellcasting. The vocal mimicry of these birds did indeed allow them to harmonize with their bonded spellcaster; however, initial progress was slow, and the impatient students chose to hastily elevate the birds' abilities before their thesis deadline using experimental magic. Unfortunately, the specimens' newfound vocal mimicry was so supreme that they could mimic spell incantations as easily as any other sound they heard. The virtuosic lyrebirds soon vaporized, teleported out of, or befuddled their keepers into opening their cages, escaping into the wild and flourishing. Virtuosic lyrebirds use their spellcasting abilities mostly to play pranks and alleviate boredom. They tend to travel in pairs, but when these pairs congregate into larger flocks, their mischief and fun can quickly turn dangerous. Recall Knowledge - Beast (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Virtuosic Lyrebird Source Howl of the Wild pg. 193 Perception +14 Languages Skills Acrobatics +15, Arcana +14, Performance +16, Stealth +12 Str +4 Dex +5 Con +2 Int +3 Wis +2 Cha +4 --- AC 24 Fort +9 Ref +17 Will +14 HP 65 Counter-Melody Reaction (auditory, magic) Trigger An opponent within 60 feet Casts a Spell; Effect The virtuosic lyrebird makes a counteract check against the triggering spell (+14 counteract modifier). --- Speed 15 feet, fly 60 feet Melee Single Action beak +12 (Finesse), Damage 2d8+4 piercing Melee Single Action talon +12 (Agile, Finesse), Damage 2d6+4 piercing Arcane Spontaneous Spells DC 24, attack +16 - Cantrips (3rd) Bullhorn, Daze, Figment, Ignition, Telekinetic Projectile - 1st Command, Fear, Gust of Wind - 2nd Breathe Fire, Shatter - 3rd Force Barrage, Hypnotize Arcane Harmony Single Action (Arcane, Auditory) Effect The virtuosic lyrebird sings a subtle trill that others can use to embellish their magic. The next virtuosic lyrebird to Cast a Spell within 60 feet of the first lyrebird that used Arcane Harmony chooses one of the following two benefits, after which the Arcane Harmony ends. The spell gains a +2 status bonus to damage per spell rank. One target of the spell takes a –2 status penalty to saves against the spell. Spell Mimicry Free Action Frequency once per day; Requirements A creature Casts a Spell of 3rd rank or lower since the end of the virtuosic lyrebird' s last turn, and the virtuosic lyrebird heard the incantation for the spell; Effect The virtuosic lyrebird learns the spell enough to mimic and cast it this turn, using as many actions as the original spell took. Spellsong Casting The virtuosic lyrebird's exquisite vocal control lets it cast spells purely through its song. While it must be able to vocalize to Cast a Spell, it doesn't need to gesture, removing the manipulate trait from any spell that it casts. If it Casts a Spell with the linguistic trait (usually with its Spell Mimicry), it can Cast that Spell in Common, even though the bird doesn't truly understand the language. ","tradition":["Arcane"],"skill_mod":{"performance":16,"stealth":12,"arcana":14,"acrobatics":15},"summary":"Virtuosic lyrebirds present an excellent case study in how specialty-bred animals can escape captivity and become pests. A small team of apprentice …","image":["/Images/Monsters/Virtuosic_Lyrebird.webp"],"primary_source":"Howl of the Wild","spell":["Force Barrage","Hypnotize","Breathe Fire","Shatter","Command","Fear","Gust of Wind","Bullhorn","Daze","Figment","Ignition","Telekinetic Projectile"],"trait_group":["Creature Type"],"ac":24,"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3322","intelligence":3,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":9,"size":["Tiny"],"name":"Virtuosic Lyrebird","category":"creature","rarity":"common","strike_damage_average":[11,13],"slug":"creature-3322"},{"attack_bonus":[8,11,11,11],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common","deer empathy"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Werecreature","will_save":6,"charisma":1,"speed":{"max":30,"land":30},"perception":6,"wisdom":1,"weakness":{"silver":5},"creature_ability":["Deer Empathy","Change Shape","Curse of the Weremoose","Moon Frenzy","Thundering Charge"],"skill":["Athletics","Intimidation"],"trait":["Beast","Human","Humanoid","Werecreature","Large"],"id":"creature-3323","text":" Weremoose A weremoose's tendencies toward stubbornness and a grumpy attitude make it difficult for them to get along with others. Most often, they live as hunters or hermits, taking in the peace of their natural surroundings. If their territory is invaded, they don't hide or retreat but are unlikely to attack. If someone else starts the fight, though, a weremoose retaliates without mercy. Recall Knowledge - Beast (Arcana, Nature): DC 18 Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Weremoose Source Howl of the Wild pg. 196 Perception +6; low-light vision, scent (imprecise) 60 feet Languages Common; deer empathy Skills Athletics +9, Intimidation +8 Str +4 Dex +1 Con +4 Int -1 Wis +1 Cha +1 Deer Empathy (primal) A weremoose can communicate with deer, including moose. Items Greataxe, Hatchet (2), Scale Mail --- AC 19 Fort +11 Ref +8 Will +6 HP 60 Weaknesses silver 5 Cold Adaptation The weremoose treats environmental cold effects as if they were one step less extreme. --- Speed 30 feet Melee Single Action greataxe +11 (Sweep), Damage 1d12+6 slashing Melee Single Action antler +11, Damage 1d8+6 piercing plus curse of the weremoose Melee Single Action hatchet +11 (Agile, Sweep), Damage 1d6+6 slashing Ranged Single Action hatchet +8 (Agile, thrown 10 feet), Damage 1d6+6 slashing Change Shape Single Action (Concentrate, Polymorph, Primal) Medium human with fist +11 for 1d4+6 bludgeoning, or Large moose with antler and hoof +11 for 1d8+6 bludgeoning. Curse of the Weremoose (Curse, Primal) Saving Throw DC 17 Fortitude Moon Frenzy (Polymorph, Primal) Increases antler damage instead of jaws. Thundering Charge Two Actions The weremoose Strides twice and then makes an antler Strike. A Medium or smaller creature damaged by this attack must succeed at a DC 17 Fortitude save or be stunned 1. ","skill_mod":{"athletics":9,"intimidation":8},"summary":"A weremoose's tendencies toward stubbornness and a grumpy attitude make it difficult for them to get along with others. Most often, they live as …","image":["/Images/Monsters/Weremoose.webp"],"primary_source":"Howl of the Wild","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster"],"ac":19,"item":["Greataxe","Hatchet (2)","Scale Mail"],"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3323","intelligence":-1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Weremoose","category":"creature","rarity":"common","strike_damage_average":[9,9,10,12],"slug":"creature-3323"},{"attack_bonus":[13,14,14],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":75,"language":["Common","shark empathy"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Werecreature","will_save":8,"charisma":-1,"speed":{"max":25,"land":25,"swim":25},"perception":10,"wisdom":2,"weakness":{"silver":5},"creature_ability":["Blood Scent","Shark Empathy","Reactive Strike","Change Shape","Curse of the Wereshark","Fish Fork","Moon Frenzy"],"skill":["Athletics","Stealth","Survival"],"trait":["Amphibious","Beast","Human","Humanoid","Werecreature","Large"],"id":"creature-3324","text":" Wereshark The curse of the wereshark in stills a crude and bloodthirsty attitude, along with an urge to travel the sea. They often become pirates or military sailors who quickly gain a reputation for capricious violence. The shark within makes weresharks born survivors. They will swiftly retreat if they're truly in danger and consider obeying a sense of honor utterly ridiculous. Recall Knowledge - Beast (Arcana, Nature): DC 19 Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Wereshark Source Howl of the Wild pg. 197 Perception +10; blood scent, scent (imprecise) 100 feet Languages Common; shark empathy Skills Athletics +12, Stealth +9, Survival +8 Str +4 Dex +3 Con +4 Int -1 Wis +2 Cha -1 Blood Scent The wereshark can smell blood in the water from up to 1 mile away. Shark Empathy (primal) A wereshark can communicate with sharks. Items studded leather, Trident --- AC 21 Fort +12 Ref +11 Will +8 HP 75 Weaknesses silver 5 Reactive Strike Reaction --- Speed 25 feet, swim 25 feet Melee Single Action jaws +14, Damage 1d12+7 piercing plus curse of the wereshark Melee Single Action trident +14, Damage 1d8+7 piercing plus fish fork Ranged Single Action trident +13 (thrown 20 feet), Damage 1d8+7 piercing Change Shape Single Action (Concentrate, Polymorph, Primal) Medium human with fist +14 for 1d4+7 bludgeoning, or Large shark with jaws +14 for 1d12+7 piercing, no land Speed, and swim Speed 40 feet. The wereshark doesn't have the amphibious trait in human or shark form and has the aquatic trait in shark form. Curse of the Wereshark (Curse, Primal) Saving Throw DC 18 Fortitude Fish Fork Single Action Requirements The wereshark critically hit with a trident Strike on their most recent action this turn; Effect The wereshark digs their trident deep within their target, skewering it before taking a massive bite. The target of the Strike becomes grabbed (Escape DC 18) and takes 1d4 persistent bleed damage, and the wereshark attempts a jaws Strike against it. The wereshark can't use their trident while they have a creature grabbed with it, but they can pull the trident free with a single action that has the manipulate trait. Moon Frenzy (Polymorph, Primal) ","skill_mod":{"survival":8,"stealth":9,"athletics":12},"summary":"The curse of the wereshark in stills a crude and bloodthirsty attitude, along with an urge to travel the sea. They often become pirates or military …","image":["/Images/Monsters/Wereshark.webp"],"primary_source":"Howl of the Wild","trait_group":["Monster","Creature Type","Ancestry","Half-Elf","Half-Orc"],"ac":21,"item":["studded leather","Trident"],"level":4,"source_category":["Rulebooks"],"sense":"blood scent, scent ( imprecise ) 100 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3324","intelligence":-1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":12,"size":["Large"],"name":"Wereshark","category":"creature","rarity":"common","strike_damage_average":[11,11,13],"slug":"creature-3324"},{"attack_bonus":[33,33,41,41],"constitution":10,"primary_source_category":"Rulebooks","strength":12,"hp":500,"language":["voice of nature"],"immunity":["fire"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Wardens of the Wild","will_save":33,"charisma":9,"speed":{"max":40,"land":40,"burrow":40},"perception":36,"wisdom":8,"weakness":{"cold":20},"creature_ability":["Voice of Nature","Warden's Crown","Magmatic Reflex","Bury Beneath Stone","Called to Depths","Erupting Jump","Obsidian Cage","Vibratory Excavation","Wall Cling"],"skill":["Athletics","Intimidation","Stealth","Subterranean Lore"],"trait":["Beast","Earth","Unique","Gargantuan"],"id":"creature-3325","text":" Warden of Caverns and Burrows Recall Knowledge - Beast (Arcana, Nature): DC 54 Unspecific Lore : DC 52 Specific Lore : DC 49 Warden of Caverns and Burrows Source Howl of the Wild pg. 203 Perception +36; darkvision, tremorsense (imprecise) 60 feet Languages voice of nature Skills Athletics +42, Intimidation +37, Stealth +37, Subterranean Lore +35 Str +12 Dex +8 Con +10 Int +6 Wis +8 Cha +9 Voice of Nature Warden's Crown --- AC 45 Fort +39 Ref +36 Will +33 +1 to all saves vs. primal HP 500 Immunities fire Resistances physical 10 (except adamantine), sonic 20 Weaknesses cold 20 Magmatic Reflex Reaction Trigger The warden is targeted with an attack; Effect The warden issues a spray of magma as they jump away from danger. This spray deals 6d12 fire damage to all adjacent creatures (DC 42 basic Reflex save). They then Leap or Step away, gaining a +2 circumstance bonus to their AC against the triggering attack. --- Speed 40 feet, burrow 40 feet Melee Single Action horned crown +41 (Magical, reach 10 feet), Damage 4d12+22 piercing Melee Single Action mandible +41 (Agile, Magical, reach 15 feet), Damage 4d10+22 bludgeoning plus Improved Grab Ranged Single Action chirp +33 (Magical, range 60 feet), Damage 4d10+18 sonic Ranged Single Action magma jet +33 (Magical, range increment 60 feet), Damage 4d8+13 fire plus 2d6 persistent fire plus Obsidian Cage Bury Beneath Stone Single Action (Attack, Primal) Requirements The warden has a creature grabbed; Effect The warden attempts to wedge a creature they have grabbed in their mandibles within a crack in the earth that opens beneath them. The warden attempts an Athletics check against the grabbed creature's Reflex DC. If they succeed, they bury the creature in the ground. The creature takes 10d10 bludgeoning damage. It is also restrained, slowed 1, and has to hold its breath or start suffocating until it Escapes (DC 42). If the creature is still buried at the end of its turn, it takes 5d10 bludgeoning damage. Called to Depths The depths call to the warden, especially as they move through the air. When they Long Jump, they can use any unused movement from the Long Jump to Burrow. Additionally, the warden can Burrow through any earthen matter, including rock. When they do so, they move at their full burrow Speed. Erupting Jump Two Actions (Primal) The warden draws out a stream of lava, then jumps off the solidifying mass as it cools. The warden Leaps up to twice their Speed. When they land, the force of the impact deals 6d12 bludgeoning damage to all creatures within a 15-foot emanation with a DC 42 basic Fortitude save. On a critical failure, the creature is also pushed 10 feet away from the warden. Obsidian Cage Rapidly cooling obsidian clings to the target's body and stiffens around their limbs. The target must attempt a DC 42 Reflex save. On a failure, the target is immobilized until they Escape (DC 42). On a critical failure, the target is off-guard for as long as they remain immobilized. Vibratory Excavation Two Actions (Manipulate, Primal) The warden screeches with a resonant call that tears apart earth and stone. They create a 10-foot-square, 50-foot-deep pit in earthen material or stone within 60 feet. Wall Cling The Warden of Caverns and Burrows clings to surfaces with their segmented feet. They do not need to use a hand to hold on to walls or ceilings. ","element":["Earth"],"skill_mod":{"stealth":37,"athletics":42,"intimidation":37},"summary":"","primary_source":"Howl of the Wild","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"ac":45,"level":22,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":10,"sonic":20,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=3325","intelligence":6,"reflex_save":36,"strongest_save":["fort","fortitude"],"dexterity":8,"vision":"Darkvision","fortitude_save":39,"size":["Gargantuan"],"name":"Warden of Caverns and Burrows","category":"creature","rarity":"unique","strike_damage_average":[38,40,44,48],"slug":"creature-3325"},{"attack_bonus":[38,40,40,40],"constitution":8,"primary_source_category":"Rulebooks","strength":7,"hp":435,"language":["voice of nature"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Wardens of the Wild","spell_attack_bonus":[41],"will_save":36,"charisma":12,"speed":{"climb":30,"max":60,"land":60},"perception":36,"wisdom":8,"weakness":{},"creature_ability":["Voice of Nature","Warden's Crown","Wild Trickery","Change Shape","Forest Passage","Fox's Wager","Idyllic Panorama","Magical Pounce","Sneak Attack"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Nature","Society","Stealth","Survival","Thievery"],"trait":["Beast","Unique","Wood","Gargantuan"],"id":"creature-3326","text":" Warden of Forests and Meadows Recall Knowledge - Beast (Arcana, Nature): DC 54 Unspecific Lore : DC 52 Specific Lore : DC 49 Warden of Forests and Meadows Source Howl of the Wild pg. 205 Perception +36; greater darkvision, scent (imprecise) 1 mile Languages voice of nature Skills Acrobatics +40, Deception +44, Diplomacy +40, Intimidation +42, Nature +36, Society +39, Stealth +42, Survival +36, Thievery +40 Str +7 Dex +10 Con +8 Int +11 Wis +8 Cha +12 Voice of Nature Warden's Crown --- AC 48 Fort +34 Ref +42 Will +36 +1 to all saves vs. primal HP 435 Wild Trickery Reaction (mental, primal) Trigger An enemy within 60 feet targets the warden with an attack, spell, or other ability; Effect The triggering creature must attempt a DC 45 Will save. If it fails, the warden redirects the ability to target a different creature in range with a burst of mental laughter; this has no effect if there are no other eligible targets. The triggering creature is then temporarily immune for 24 hours unless it critically failed. --- Speed 60 feet, climb 30 feet; forest passage Melee Single Action jaws +38 (Finesse, Magical, reach 15 feet), Damage 4d10+15 piercing Melee Single Action horned crown +40 (Finesse, Magical, reach 10 feet), Damage 4d8+15 piercing plus 2d6 persistent poison Melee Single Action claw +40 (Agile, Finesse, Magical, reach 15 feet), Damage 4d6+15 slashing Ranged Single Action fox's laughter +40 (Magical, range 120 feet), Damage 4d10 sonic plus 3d6 mental Primal Innate Spells DC 45, attack +41 - Cantrips (10th) Figment, Light - 4th Translocate (at will) - 10th Manifestation, Petal Storm - Constant (7th) Truespeech, Veil of Privacy Change Shape Single Action (Concentrate, Polymorph, Primal) The warden transforms his size to Tiny, Small, Medium, or Huge (changing his reach to 0 feet for Tiny, 5 feet for Medium or Large, and 10 feet for Huge). The warden retains his shape but can change his color to any seasonal array. Forest Passage The Warden of Forests and Meadows ignores difficult terrain and greater difficult terrain from non-magical foliage. Fox's Wager Single Action (Concentrate, Mental, Primal) The warden grants a boon to a willing creature he can see other than himself, requesting that the creature promise to use the granted power to destroy or undermine the creations of civilization. The target gains a +1 status bonus to attack rolls and a +5 status bonus to damage against constructs, objects, and structures constructed by humanoids. It also gains a +2 status bonus to Stealth checks against humanoids. The warden can have only one wager granted at a time. The wager ends if the target is captured or dies. Idyllic Panorama Single Action (Concentrate, Primal) Frequency once per hour; Effect The warden creates an area of peaceful calm. This is identical to a 5th-rank mirage depicting a peaceful meadow or forest, except the area is a 200-foot burst. While within the area of an Idyllic Panorama, the warden has significant control over the senses of creatures within the area and can cast mislead and 2nd-rank silence at will. Magical Pounce Single Action The warden Strides up to his Speed, Leaps up to his Speed, or casts translocate ; at the end of that movement, the warden Strikes. If the warden began this action hidden, he remains hidden until after this ability's Strike. Sneak Attack The warden deals an add itional 3d6 precision damage to off-guard creatures. ","tradition":["Primal"],"element":["Wood"],"skill_mod":{"society":39,"diplomacy":40,"deception":44,"nature":36,"thievery":40,"survival":36,"stealth":42,"intimidation":42,"acrobatics":40},"summary":"","primary_source":"Howl of the Wild","spell":["Manifestation","Petal Storm","Translocate","Figment","Light","Truespeech","Veil of Privacy"],"trait_group":["Creature Type","Rarity","Elemental"],"ac":48,"level":22,"spell_dc":[45],"source_category":["Rulebooks"],"sense":" greater darkvision , scent ( imprecise ) 1 mile","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3326","intelligence":11,"reflex_save":42,"strongest_save":["ref","reflex"],"dexterity":10,"vision":"Greater darkvision","fortitude_save":34,"size":["Gargantuan"],"name":"Warden of Forests and Meadows","category":"creature","rarity":"unique","strike_damage_average":[29,32,37,40],"slug":"creature-3326"},{"attack_bonus":[41,43],"constitution":12,"primary_source_category":"Rulebooks","strength":10,"hp":540,"language":["voice of nature"],"immunity":["controlled","emotion","mental","poison","precision"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Wardens of the Wild","will_save":33,"charisma":6,"speed":{"max":100,"swim":100},"perception":39,"wisdom":8,"weakness":{"electricity":15},"creature_ability":["Voice of Nature","Warden's Crown","Bioluminescent Maelstrom","All Are One","Arctic Embrace","Grasp of the Deep","I Am The Tide","What Lurks Beneath"],"skill":["Acrobatics","Athletics","Intimidation","Nature","Stealth","Survival"],"trait":["Aquatic","Beast","Unique","Water","Gargantuan"],"id":"creature-3327","text":" Warden of Ocean and Rivers Recall Knowledge - Beast (Arcana, Nature): DC 54 Unspecific Lore : DC 52 Specific Lore : DC 49 Warden of Ocean and Rivers Source Howl of the Wild pg. 207 Perception +39; darkvision, scent (imprecise) 200 feet Languages voice of nature Skills Acrobatics +37, Athletics +40, Intimidation +36, Nature +39, Stealth +42, Survival +42 Str +10 Dex +9 Con +12 Int +6 Wis +8 Cha +6 Voice of Nature Warden's Crown --- AC 47 Fort +39 Ref +36 Will +33 +1 to all saves vs. primal HP 540 Immunities controlled, emotion, mental, poison, precision Resistances bludgeoning 20, cold 20 Weaknesses electricity 15 Bioluminescent Maelstrom (aura, primal, visual, water) 30 feet. The warden's wrath conjures a dazzling storm around them that makes the area difficult terrain. Creatures that enter the storm must attempt a DC 45 Will save. A creature that succeeds at this save is temporarily immune to the luring visuals for 24 hours. Success The creature is unaffected. Failure The creature is dazzled for 1 round, and for the first action on its next turn, the creature must use a single action to move as close to the warden as possible. Critical Failure The creature is dazzled for as long as it remains in the aura. Whenever the creature begins its turn within the aura, the creature must use the first action of its turn to move as close to the warden as possible. It can attempt a new save at the end of its turn, ending this effect on a success. --- Speed swim 100 feet Melee Single Action horned crown +41 (Magical, reach 10 feet), Damage 2d8+15 cold plus 2d8+15 poison Melee Single Action tentacle +43 (Agile, reach 30 feet, Magical), Damage 4d10+16 bludgeoning plus Grasp of the Deep All Are One Single Action Frequency once per turn; Effect The warden attracts organisms that extend their influence. The area of bioluminescent maelstrom and the reach of their tentacle Strike increase by 10 feet for 1 minute, to a maximum of an additional 30 feet. Arctic Embrace Two Actions (Cold) All creatures in the warden's bioluminescent maelstrom take 10d6 cold damage (DC 45 basic Fortitude save). On a failure, the creature is also slowed 1 for 1 round. Grasp of the Deep Creatures struck by one of the warden's tentacles gain cold weakness 10 and take a –2 status penalty to Fortitude saves for 1 round. I Am The Tide Two Actions (Primal, Water) The warden creates three lines of rushing water, each 10 feet wide and 120 feet long. Creatures in the area take 18d8 bludgeoning damage (DC 45 basic Fortitude save). The warden can either push or pull, and all creatures that fail this save move up to 40 feet in the direction chosen. The warden can't use I Am The Tide again for 1d4 rounds. What Lurks Beneath Three Actions The warden attacks with their tentacles six times. ","element":["Water"],"skill_mod":{"nature":39,"survival":42,"stealth":42,"athletics":40,"intimidation":36,"acrobatics":37},"summary":"","primary_source":"Howl of the Wild","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"ac":47,"level":22,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 200 feet","weakest_save":["will"],"resistance":{"bludgeoning":20,"cold":20},"url":"/Monsters.aspx?ID=3327","intelligence":6,"reflex_save":36,"strongest_save":["fort","fortitude"],"dexterity":9,"vision":"Darkvision","fortitude_save":39,"size":["Gargantuan"],"name":"Warden of Ocean and Rivers","category":"creature","rarity":"unique","strike_damage_average":[38,48],"slug":"creature-3327"},{"attack_bonus":[39,41,41],"constitution":9,"primary_source_category":"Rulebooks","strength":8,"hp":445,"language":["voice of nature"],"immunity":["electricity"],"source":["Howl of the Wild"],"type":"Creature","creature_family":"Wardens of the Wild","will_save":38,"charisma":8,"speed":{"fly":240,"max":240,"land":60},"perception":40,"wisdom":10,"weakness":{},"creature_ability":["Stormsight","Voice of Nature","Warden's Crown","Crystal Exhalation","Orogenesis Dive","Song of the Skies","Tempest Downdrafts"],"skill":["Acrobatics","Bird Lore","Diplomacy","Medicine","Mountain Lore","Nature","Survival"],"trait":["Air","Beast","Unique","Gargantuan"],"id":"creature-3328","text":" Warden of Peaks and Skies Recall Knowledge - Beast (Arcana, Nature): DC 54 Unspecific Lore : DC 52 Specific Lore : DC 49 Warden of Peaks and Skies Source Howl of the Wild pg. 209 Perception +40; darkvision, scent (imprecise) 60 feet, stormsight Languages voice of nature Skills Acrobatics +42, Bird Lore +38, Diplomacy +34, Medicine +38, Mountain Lore +38, Nature +40, Survival +38 Str +8 Dex +12 Con +9 Int +6 Wis +10 Cha +8 Stormsight Wind, precipitation, and clouds don't impair the warden's vision; she ignores the concealed condition from storms, mist, precipitation, and the like. Voice of Nature Warden's Crown --- AC 48 Fort +36 Ref +40 Will +38 +1 to all saves vs primal HP 445 Immunities electricity Resistances fire 15, cold 15 --- Speed 60 feet, fly 240 feet; unfettered movement Melee Single Action beak +41 (Finesse, Magical, reach 10 feet), Damage 4d12+16 piercing Melee Single Action horned crown +41 (Agile, Finesse, Magical, reach 15 feet), Damage 4d8+16 piercing Ranged Single Action gale blast +39 (Air, Magical, range increment 90 feet), Damage 2d8+16 bludgeoning plus 2d8 electricity Primal Innate Spells DC 45 - 9th Soothing Spring - 10th Revival, Wrathful Storm - Constant (4th) Unfettered Movement Crystal Exhalation Two Actions (Cold, Primal) The warden breathes, creating a storm of ice crystals. All creatures in a 60-foot cone take 4d8 cold damage and 4d8 slashing damage (DC 44 basic Reflex save). On a critical failure, a creature is immobilized by ice. The warden then can't use Crystal Exhalation for 1d4 rounds. Orogenesis Dive Three Actions (Air, Earth, Move, Primal) The warden flies 240 feet upward in a straight line. As she does so, the ground in a 30-foot burst from her starting point rises into a 120-foot-high rocky pillar topped with a mountainous peak that becomes greater difficult terrain. All other creatures in that burst must succeed at a DC 44 Fortitude save or be fatigued by the sudden altitude shift. The warden then flies straight downward to the center of the pillar's peak, driving her horns into the stone. As she lands, the newly formed mountains tremble. All other creatures in the area must succeed at a DC 42 Reflex save or plummet off the peaks, falling 120 feet and landing in the nearest square outside the area. The pillar is permanent. Song of the Skies Single Action (Air, Auditory, Primal) The warden trills a cheerful birdsong, granting a boon to all allies within 60 feet and evoking the freedom of flight. For the next minute, affected allies gain unfettered movement , a fly speed of 60 feet, and treat creatures on the ground as off-guard when they are airborne. Tempest Downdrafts Free Action (Air, Primal) Trigger The warden Flies; Effects The warden's flapping wings generate powerful gusts that blow smaller creatures off course. A 60-foot emanation, centered on the warden, fills with lightning-pierced winds until the beginning of the warden's next turn. Creatures must succeed at a DC 42 Reflex save to take any move action within the winds; flying creatures use the outcome one degree of success worse than what they roll. Creatures who critically fail are blown 30 feet away from the warden, knocked prone, and take 4d6 electricity damage. Warden's Blessing Legend says that the Warden of Peaks and Sky invites those who particularly earn their favor into their home, a nest within a hollow peak deep in the Kodar Mountains. There, the guest is treated to a grand feast, after which the warden offers to turn them into a thunderbird so they might enjoy the sky for the rest of their days, though they are not offended if anyone demurs. ","tradition":["Primal"],"element":["Air"],"skill_mod":{"diplomacy":34,"nature":40,"survival":38,"medicine":38,"acrobatics":42},"summary":"","primary_source":"Howl of the Wild","spell":["Revival","Wrathful Storm","Soothing Spring","Unfettered Movement"],"trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"ac":48,"level":22,"spell_dc":[45],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet, stormsight","weakest_save":["fort","fortitude"],"resistance":{"fire":15,"cold":15},"url":"/Monsters.aspx?ID=3328","intelligence":6,"reflex_save":40,"strongest_save":["ref","reflex"],"dexterity":12,"vision":"Darkvision","fortitude_save":36,"size":["Gargantuan"],"name":"Warden of Peaks and Skies","category":"creature","rarity":"unique","strike_damage_average":[34,34,42],"slug":"creature-3328"},{"attack_bonus":[12,12],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":115,"language":["Common","Varisian"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","spell_attack_bonus":[13],"will_save":15,"charisma":3,"speed":{"max":25,"land":25},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Communal Healing Hands"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Arcana","Diplomacy","Medicine","Religion","Sandpoint Lore"],"trait":["Human","Humanoid","Unique","CG","Medium"],"id":"creature-3329","text":" Abstalar Zantus Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Abstalar Zantus Source Pathfinder #200: Seven Dooms for Sandpoint pg. 11 Perception +15 Languages Common, Varisian Skills Arcana +10, Diplomacy +14, Medicine +15, Religion +17, Sandpoint Lore +10 Str +1 Dex +2 Con +2 Int +1 Wis +4 Cha +3 Items expanded healer's toolkit, +1 studded leather , +1 striking starknife , scrolls of heal (2), scrolls of remove disease (2), silver religious symbol, 21 gp --- AC 22 Fort +13 Ref +11 Will +15 HP 115 --- Speed 25 feet Melee Single Action starknife +12 (Agile, deadly d6, Finesse, Magical, versatile S), Damage 2d4+1 piercing Ranged Single Action starknife +12 (Agile, deadly d6, Finesse, Magical, thrown 20 feet, versatile S), Damage 2d4+1 piercing Divine Spells Prepared DC 23, attack +13 - Cantrips (4th) Detect Magic, Divine Lance, Light, Shield, Stabilize - 1st Command, Mending, Protection, Sanctuary - 2nd Remove Paralysis, Restoration, Restore Senses, Spiritual Weapon - 3rd Dream Message, Heal, Remove Disease, Searing Light - 4th Heal (×4), Remove Curse, Restoration Cleric Domain Spells 1 Focus Point, DC 21 - 4th Bit of Luck Communal Healing Hands When Abstalar casts heal, he rolls d10s instead of d8s. When he casts heal to heal a single creature other than himself, he regains Hit Points equal to the spell level of the heal spell. ","tradition":["Divine"],"skill_mod":{"diplomacy":14,"arcana":10,"medicine":15,"religion":17},"summary":"","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Heal","Remove Curse","Restoration","Dream Message","Remove Disease","Searing Light","Remove Paralysis","Restore Senses","Spiritual Weapon","Command","Mending","Protection","Sanctuary","Detect Magic","Divine Lance","Light","Shield","Stabilize","Bit of Luck"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":22,"item":["expanded healer's toolkit","+1 studded leather","+1 striking starknife","scrolls of heal (2)","scrolls of remove disease (2)","silver religious symbol","21 gp"],"level":7,"spell_dc":[21,23],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3329","intelligence":1,"reflex_save":11,"strongest_save":["will"],"dexterity":2,"fortitude_save":13,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"Abstalar Zantus","alignment":"CG","category":"creature","rarity":"unique","strike_damage_average":[6,6],"slug":"creature-3329"},{"primary_source_category":"Adventure Paths","strength":2,"hp":59,"language":["Common","Goblin","Necril"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":3,"perception":12,"trait":["Ghoul","Undead","Unique","CE","Small"],"id":"creature-3330","text":" Glorkus Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Glorkus Source Pathfinder #200: Seven Dooms for Sandpoint pg. 15 Perception +12; darkvision Languages Common, Goblin, Necril Skills Occultism +9, Religion +10, Society +7, Stealth +10, Survival +10 Str +2 Dex +4 Con +2 Int +1 Wis +4 Cha +3 Items bone religious symbol, Leather Armor, wand of fear --- AC 21 Fort +10 Ref +10 Will +12 HP 59 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 30 feet, burrow 5 feet Melee Single Action jaws +12 (Finesse), Damage 1d6+2 piercing plus ghoul fever and paralysis Melee Single Action claw +12 (Agile, Finesse), Damage 1d4+2 slashing plus paralysis Divine Spells Prepared DC 21, attack +13 - Cantrips (2nd) Chill Touch, Divine Lance, Guidance, Prestidigitation, Shield - 1st Command, Ray of Enfeeblement, Sanctuary - 2nd Dispel Magic, Harm (×4), Sound Burst, Spiritual Weapon Cleric Domain Spells 1 Focus Point, DC 21 - 2nd Touch of Undeath Consume Flesh Single Action (Manipulate) Requirements The ghoul is adjacent to the corpse of a creature that died within the last hour. Effect The ghoul devours a chunk of the corpse and regains 3d6 Hit Points. It can regain Hit Points from any given corpse only once. Ghoul Fever (Disease) Saving Throw Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight. Paralysis (Incapacitation, Occult, Necromancy) Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Swift Leap Single Action (Move) The ghoul jumps up to half its Speed. This movement doesn't trigger reactions. ","skill_mod":{"society":7,"survival":10,"stealth":10,"occultism":9,"religion":10},"image":["/Images/Monsters/Glorkus.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Dispel Magic","Harm","Sound Burst","Spiritual Weapon","Command","Ray of Enfeeblement","Sanctuary","Chill Touch","Divine Lance","Guidance","Prestidigitation","Shield","Touch of Undeath"],"ac":21,"item":["bone religious symbol","Leather Armor","wand of fear"],"level":4,"spell_dc":[21,21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":10,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":10,"source_group":["Seven Dooms for Sandpoint"],"size":["Small"],"spoilers":"Seven Dooms for Sandpoint","name":"Glorkus","alignment":"CE","rarity":"unique","strike_damage_average":[4,5],"attack_bonus":[12,12],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[13],"will_save":12,"speed":{"max":30,"land":30,"burrow":5},"wisdom":4,"weakness":{},"creature_ability":["Consume Flesh","Ghoul Fever","Paralysis","Swift Leap"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Occultism","Religion","Society","Stealth","Survival"],"tradition":["Divine"],"summary":"","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=3330","dexterity":4,"category":"creature","slug":"creature-3330"},{"attack_bonus":[13],"constitution":5,"primary_source_category":"Adventure Paths","strength":4,"hp":54,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious."],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","will_save":7,"charisma":-5,"speed":{"max":20,"land":20},"perception":11,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Athletics"],"trait":["Construct","Earth","Mindless","N","Medium"],"id":"creature-3331","text":" Statue Of Alaznist Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Statue Of Alaznist Source Pathfinder #200: Seven Dooms for Sandpoint pg. 19 Perception +11; darkvisiondarkvision Languages Skills Athletics +13 Str +4 Dex +4 Con +5 Int -5 Wis +0 Cha -5 Items +1 striking ranseur --- AC 23 (19 when broken) Fort +14 Ref +11 Will +7 construct armor HP 54 Hardness 7 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious. Construct Armor Like normal objects, animated armor has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated broom is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 19. --- Speed 20 feet Melee Single Action ranseur +13 (Disarm, Magical, Reach), Damage 2d10+4 piercing\n","element":["Earth"],"skill_mod":{"athletics":13},"summary":"","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":23,"item":["+1 striking ranseur"],"level":5,"source_category":["Adventure Paths"],"sense":" darkvision darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3331","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":4,"hardness":7,"vision":"Darkvision","fortitude_save":14,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"name":"Statue Of Alaznist","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[15],"slug":"creature-3331"},{"primary_source_category":"Adventure Paths","strength":3,"hp":45,"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":-5,"perception":9,"trait":["Construct","Mindless","Uncommon","N","Medium"],"id":"creature-3332","text":" Divine Warden Of Haagenti Recall Knowledge - Construct (Arcana, Crafting): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Divine Warden Of Haagenti Source Pathfinder #200: Seven Dooms for Sandpoint pg. 20 Perception +9; darkvisiondarkvision Languages Skills Athletics +12 Str +3 Dex -2 Con +2 Int -5 Wis +0 Cha -5 --- AC 20 Fort +13 Ref +7 Will +9 HP 45 Divine Destruction (divine, necromancy) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 4d6 positive damage. Each creature in the area must attempt a DC 17 Will save with the following outcomes. Faith Bound (abjuration, divine) The divine warden can't attack a creature that openly wears or displays Brigh's religious symbol unless that creature uses a hostile action against the divine warden first. --- Speed 30 feet Melee Single Action battle axe +12 (Magical, Sweep), Damage 2d8+5 slashing Melee Single Action horns +12 (Magical), Damage 2d8+5 piercing plus Knockdown Divine Innate Spells DC 17 - Cantrips (2nd) Divine Lance Divine Domain Spells 1 Focus Point, DC 17 - 2nd Athletic Rush, Splash of Art Faithful Weapon battle axe, striking rune Instrument of Faith The divine warden is a beacon for its deity's faith. A cleric of the divine warden's patron deity can channel a heal spell through a divine warden they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden's space. ","skill_mod":{"athletics":12},"image":["/Images/Monsters/Divine_Warden_of_Haagenti.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Divine Lance","Athletic Rush","Splash of Art"],"ac":20,"level":4,"spell_dc":[17,17],"source_category":["Adventure Paths"],"sense":" darkvision darkvision","resistance":{},"intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":13,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"Divine Warden Of Haagenti","alignment":"N","rarity":"uncommon","strike_damage_average":[14,14],"attack_bonus":[12,12],"constitution":2,"creature_family":"Divine Warden","will_save":9,"speed":{"max":30,"land":30},"wisdom":0,"weakness":{},"creature_ability":["Divine Destruction","Faith Bound","Faithful Weapon","Instrument of Faith"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Athletics"],"tradition":["Divine"],"summary":"","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3332","dexterity":-2,"category":"creature","slug":"creature-3332"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":75,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","will_save":10,"charisma":4,"speed":{"max":30,"land":30,"burrow":5},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Stench","Consume Flesh","Ghast Fever","Paralysis","Swift Leap"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Athletics","Occultism","Society","Stealth","Survival"],"trait":["Ghoul","Undead","Unique","CE","Medium"],"id":"creature-3333","text":" Wolgur Wrabs Recall Knowledge - Undead (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Wolgur Wrabs Source Pathfinder #200: Seven Dooms for Sandpoint pg. 32 Perception +12; darkvision Languages Common, Necril Skills Acrobatics +13, Athletics +12, Occultism +9, Society +11, Stealth +13, Survival +12 Str +5 Dex +4 Con +4 Int +2 Wis +3 Cha +4 Items Channel Protection Amulet --- AC 21 Fort +13 Ref +11 Will +10 HP 75 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 19 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 30 feet, burrow 5 feet Melee Single Action jaws +14 (Finesse), Damage 2d8+6 piercing plus ghast fever and paralysis Melee Single Action claw +14 (Agile, Finesse), Damage 2d6+6 slashing plus paralysis Consume Flesh Single Action (Manipulate) Requirements The ghast is adjacent to the corpse of a creature that died within the last hour. Effect The ghast devours a chunk of the corpse and regains 4d6 Hit Points. It can regain Hit Points from any given corpse only once. Ghast Fever (Disease) Saving Throw Fortitude DC 22; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnight Paralysis (Incapacitation, Occult, Necromancy) Any living creature (including elves) hit by a ghast's attack must succeed at a DC 22 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Swift Leap Single Action (Move) The ghast jumps up to half its Speed. This movement doesn't trigger reactions. ","skill_mod":{"society":11,"survival":12,"stealth":13,"athletics":12,"occultism":9,"acrobatics":13},"summary":"","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Monster","Creature Type","Rarity"],"ac":21,"item":["Channel Protection Amulet"],"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3333","intelligence":2,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":13,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"Wolgur Wrabs","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[13,15],"slug":"creature-3333"},{"attack_bonus":[13,14],"constitution":2,"primary_source_category":"Adventure Paths","strength":0,"hp":75,"language":["Common","Goblin"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Infused Items","Goblin Scuttle","Calculated Splash","Distracting Whistle","Quick Bomber"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Crafting","Deception","Nature","Religion","Stealth","Thievery"],"trait":["Goblin","Humanoid","Unique","CE","Small"],"id":"creature-3334","text":" Tunch Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Tunch Source Pathfinder #200: Seven Dooms for Sandpoint pg. 53 Perception +10; darkvision Languages Common, Goblin Skills Crafting +12, Deception +11, Nature +8, Religion +8, Stealth +11, Thievery +11 Str +0 Dex +4 Con +2 Int +3 Wis +1 Cha +2 Infused Items Tunch carries the following infused items, which last for 24 hours or until the next time he makes his daily preparations: moderate alchemist's fire (8), lesser antidotes (2), lesser elixir of life (4), moderate tanglefoot bag (2) Items dogslicer, emerald grasshopper talisman, Studded Leather Armor --- AC 21 Fort +11 Ref +13 Will +8 +1 status vs. poison HP 75 Resistances poison 2 Goblin Scuttle Reaction Trigger A goblin ally ends a move action adjacent to the warrior Effect Tunch Steps. --- Speed 25 feet Melee Single Action dogslicer +13 (Agile, Backstabber, Finesse), Damage 1d6+2 slashing Ranged Single Action alchemist's fire +14 (range increment 20 feet), Damage 2d8 fire plus 2 persistent fire and 3 fire splash Calculated Splash When Tunch throws a bomb with the splash trait, it deals splash damage equal to his Intelligence modifier. Distracting Whistle Single Action (Arcane, Auditory, Evocation) Frequency once per round; Effect Tunch whistles in a way that causes the sound to manifest elsewhere, potentially distracting a foe. One target of Tunch's choice that he can see within 30 feet must attempt a DC 22 Will save or become flat-footed until the start of Tunch's next turn by the distracting whistling sound that seems to come from behind them. The target is then temporarily immune to Distracting Whistle for 1 hour. Quick Bomber Single Action Tunch Interacts to draw a bomb, then Strikes with it. ","skill_mod":{"deception":11,"nature":8,"thievery":11,"crafting":12,"stealth":11,"religion":8},"summary":"","image":["/Images/Monsters/Tunch.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":21,"item":["dogslicer","emerald grasshopper talisman","Studded Leather Armor"],"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"poison":2},"url":"/Monsters.aspx?ID=3334","intelligence":3,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"source_group":["Seven Dooms for Sandpoint"],"size":["Small"],"spoilers":"Seven Dooms for Sandpoint","name":"Tunch","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[5,9],"slug":"creature-3334"},{"attack_bonus":[12,13],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":60,"language":["Common","Goblin"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","will_save":11,"charisma":0,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Goblin Scuttle","Disorienting Shot","Hunt Prey","Hunter's Edge","Whistling Threat"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Athletics","Intimidation","Nature","Stealth","Survival"],"trait":["Goblin","Humanoid","Unique","CE","Small"],"id":"creature-3335","text":" Gurlunk Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Gurlunk Source Pathfinder #200: Seven Dooms for Sandpoint pg. 56 Perception +11; darkvision Languages Common, Goblin Skills Acrobatics +10, Athletics +8, Intimidation +8, Nature +9, Stealth +10, Survival +9 Str +2 Dex +4 Con +2 Int +0 Wis +3 Cha +0 Items dogslicer, +1 composite shortbow (20 arrows), Studded Leather Armor --- AC 21 Fort +10 Ref +12 Will +11 HP 60 Goblin Scuttle Reaction Trigger A goblin ally ends a move action adjacent to the warrior Effect Gurlunk Steps. --- Speed 25 feet Melee Single Action dogslicer +12 (Agile, Backstabber, Finesse, Goblin), Damage 1d6+2 slashing Ranged Single Action shortbow + 13 (deadly d10, Magical, Propulsive, range increment 60 feet), Damage 1d6+2 piercing Disorienting Shot Single Action Frequency once per round; Effect Gurlunk makes two Strikes against his hunted prey (see below) with his shortbow. If both hit the same creature, the creature succeed at a DC 21 Will save or become flat- footed until the start of their next turn (or the start of Gurlunk's next turn on a critical failure). Hunt Prey Single Action (Concentrate) Gurlunk designates a single creature he can see or hear, and gains a +2 circumstance bonus to Perception checks to Seek and Track that prey. He can only have one creature so designated at a time, and if he selects a new hunted prey, the previous designation ends. Hunter's Edge Gurlunk deals an additional 1d8 precision damage the first time he hits his hunted prey in a round. Whistling Threat Two Actions (Enchantment, Emotion, fear mental, Primal) Frequency once per day; Effect Gurlunk whistles sharply at a Medium or larger animal or beast he can see within 30 feet, using his voice to dull the creature's wits and cause it to lower its defenses. The target must attempt a DC 21 Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and slowed 1 for 1 round as it shakes in fear. ","skill_mod":{"nature":9,"survival":9,"stealth":10,"athletics":8,"intimidation":8,"acrobatics":10},"summary":"","image":["/Images/Monsters/Gurlunk.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":21,"item":["dogslicer","+1 composite shortbow (20 arrows)","Studded Leather Armor"],"level":4,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3335","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"source_group":["Seven Dooms for Sandpoint"],"size":["Small"],"spoilers":"Seven Dooms for Sandpoint","name":"Gurlunk","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[5,5],"slug":"creature-3335"},{"primary_source_category":"Adventure Paths","strength":0,"hp":92,"language":["Abyssal","Aklo","Goblin","Varisian"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":2,"perception":11,"trait":["Goblin","Humanoid","Unique","CE","Small"],"id":"creature-3336","text":" Minargul Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Minargul Source Pathfinder #200: Seven Dooms for Sandpoint pg. 59 Perception +11; darkvision Languages Abyssal, Aklo, Goblin, Varisian Skills Deception +10, Intimidation +12, Medicine +11, Occultism +12, Religion +13, Society +12, Stealth +10, Survival +11 Str +0 Dex +2 Con +1 Int +4 Wis +3 Cha +2 Items +1 sickle, clockwork songbird key --- AC 22 Fort +11 Ref +10 Will +13 HP 92 Goblin Scuttle Reaction Trigger A goblin ally ends a move action adjacent to the warrior Effect Minargul Steps. --- Speed 25 feet Melee Single Action sickle +13 (Agile, Finesse, Magical, Trip), Damage 1d4+2 slashing Divine Prepared Spells DC 24, attack +14 - Cantrips (3rd) Daze, Divine Lance, Read Aura, Shield, Stabilize - 1st Command, Ray of Enfeeblement, Sanctuary - 2nd Augury, Harm, Sound Burst - 3rd Blindness, Fear, Heal Hexes 2 Focus Points, DC 24 - Cantrips (3rd) Stoke the Heart - 3rd Needle of Vengeance Patron fervor; Familiar Whistlewing (bat) Whistle Up Cursed Flames Two Actions (curse, divine, evocation, fire) Minargul whistles a high-pitched shrill note, breathing out a blast of fire and foul-smelling smoke as she does so. All creatures in a 15-foot-cone must attempt a DC 24 Reflex save. Critical Success The creature is unaffected. Success The creature takes 3d6 fire damage. Failure The creature takes 6d6 fire damage and is sickened 1 by the agonizing pain of the burns. Critical Failure The creature takes 6d6 fire damage and is cursed. The burns caused by the fire linger, and the charred flesh remains blistered. The cursed creature takes a –1 status penalty to all checks from the constant pain. Healing doesn't alter the appearance of the burns or lessen the penalty, but removing the curse does. ","skill_mod":{"society":12,"deception":10,"survival":11,"stealth":10,"medicine":11,"intimidation":12,"occultism":12,"religion":13},"image":["/Images/Monsters/Minargul.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Blindness","Fear","Heal","Augury","Harm","Sound Burst","Command","Ray of Enfeeblement","Sanctuary","Daze","Divine Lance","Read Aura","Shield","Stabilize","Needle of Vengeance","Stoke the Heart"],"ac":22,"item":["+1 sickle","clockwork songbird key"],"level":6,"spell_dc":[24,24],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":10,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":11,"source_group":["Seven Dooms for Sandpoint"],"size":["Small"],"spoilers":"Seven Dooms for Sandpoint","name":"Minargul","alignment":"CE","rarity":"unique","strike_damage_average":[4],"attack_bonus":[13],"constitution":1,"spell_attack_bonus":[14],"will_save":13,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Goblin Scuttle","Patron","Whistle Up Cursed Flames"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Deception","Intimidation","Medicine","Occultism","Religion","Society","Stealth","Survival"],"tradition":["Divine"],"summary":"","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3336","dexterity":2,"category":"creature","slug":"creature-3336"},{"attack_bonus":[15],"constitution":5,"primary_source_category":"Adventure Paths","strength":4,"hp":110,"language":["Abyssal","Aklo","Common","Goblin","Varisian"],"immunity":["death effects","disease","fire","paralyzed","poison","unconscious"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","will_save":11,"charisma":3,"speed":{"max":25,"land":25},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Sacrilegious Aura","Attack of Opportunity","Devastating Blast","Dogslicer Cruelty","Graveknight's Curse","Phantom Mount","Weapon Master"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Athletics","Intimidation","Medicine","Nature","Stealth"],"trait":["Undead","Unique","NE","Small"],"id":"creature-3337","text":" Ripnugget Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Ripnugget Source Pathfinder #200: Seven Dooms for Sandpoint pg. 63 Perception +12; darkvision Languages Abyssal, Aklo, Common, Goblin, Varisian Skills Athletics +14, Intimidation +14, Medicine +12, Nature +12, Stealth +12 Str +4 Dex +2 Con +5 Int +2 Wis +1 Cha +3 Items Breastplate, +1 striking wounding dogslicer --- AC 23 Fort +15 Ref +12 Will +11 HP 110 (negative healing, rejuvenation) Immunities death effects, disease, fire, paralyzed, poison, unconscious Sacrilegious Aura 30 feet (aura, divine, void) 30 feet. When a creature in the aura uses a vitality spell or ability, the graveknight automatically attempts to counteract it, with the listed counteract modifier, with a +13 counteract modifier. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action dogslicer +15 (Agile, Finesse, Backstabber, Goblin), Damage 2d6+4 slashing plus 1d6 fire and 1d6 bleed Devastating Blast Two Actions (Arcane, Evocation, Fire) The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 4d12 fire damage (DC 24 basic Reflex save). The graveknight can use this ability once every 1d4 rounds. Dogslicer Cruelty On a critical hit with a dogslicer, Ripnugget yanks bits of flesh from his victim as he rips the blade free. The target becomes sickened 1 from the pain, and is flat-footed as long as they remain sickened. Graveknight's Curse This curse affects anyone who wears a graveknight's armor for at least 1 hour. Saving Throw DC 24 Will save; Onset 1 hour; Stage 1 doomed 1 and cannot remove the armor (1 day); Stage 2 doomed 2, hampered 10, and cannot remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight. Phantom Mount Three Actions (Arcane, Conjuration) he graveknight summons a supernatural mount as per phantom steed , heightened to a level equal to half the graveknight's level. Unlike phantom steed, the steed's AC and saving throw bonuses are all 4 lower than the graveknight's, and the steed has one-third the graveknight's Hit Points (rounded down). If the steed is destroyed, the graveknight must wait 1 hour before using this ability again. Ripnugget's mount is a giant gecko (HP 37; AC 19, Fort +11, Ref +8, Will +7) named Stickfoot. Weapon Master The graveknight has access to the critical specialization effects of any weapons it wields. ","skill_mod":{"nature":12,"stealth":12,"medicine":12,"athletics":14,"intimidation":14},"summary":"","image":["/Images/Monsters/Ripnugget.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Creature Type","Rarity"],"ac":23,"item":["Breastplate","+1 striking wounding dogslicer"],"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3337","intelligence":2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"source_group":["Seven Dooms for Sandpoint"],"size":["Small"],"spoilers":"Seven Dooms for Sandpoint","name":"Ripnugget","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[18],"slug":"creature-3337"},{"attack_bonus":[8,10],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":30,"language":["Common","Varisian"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","will_save":7,"charisma":3,"speed":{"max":25,"land":25},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Devil's Breath"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Intimidation","Sandpoint Devil Lore","Religion","Society","Stealth"],"trait":["Human","Humanoid","Uncommon","NE","Medium"],"id":"creature-3338","text":" Devil's Disciple Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Devil's Disciple Source Pathfinder #200: Seven Dooms for Sandpoint pg. 69 Perception +5 Languages Common, Varisian Skills Intimidation +6, Sandpoint Devil Lore +4, Religion +5, Society +4, Stealth +6 Str +3 Dex +2 Con +3 Int +1 Wis +1 Cha +3 Items daggers (4), Machete, studded leather --- AC 18 Fort +9 Ref +6 Will +7 HP 30 --- Speed 25 feet Melee Single Action machete +10 (deadly d8, Sweep), Damage 1d6+4 slashing Ranged Single Action dagger +8 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+4 piercing Devil's Breath Two Actions (Divine, Evocation, Fire) Frequency once per day; Effect The Devil's Disciple cuts their tongue with a slashing weapon held in a hand (taking 1 slashing damage), then exhales a 15-foot cone of burning smoke. Each creature in the area must attempt a DC 18 Reflex save. Critical Success The creature is unaffected. Success The creature takes 1d8 fire damage. Failure The creature takes 2d8 fire damage and is sickened 1 by the agonizing pain of the burns. Critical Failure The creature takes 4d8 fire damage, is sickened 1 by the agonizing pain of the burns, and is enfeebled 1 by the smoke for 1 minute. ","skill_mod":{"society":4,"stealth":6,"intimidation":6,"religion":5},"summary":"","image":["/Images/Monsters/Devils_Disciple.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["daggers (4)","Machete","studded leather"],"level":2,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3338","intelligence":1,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":9,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"Devil's Disciple","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[6,7],"slug":"creature-3338"},{"attack_bonus":[18],"constitution":4,"primary_source_category":"Adventure Paths","strength":7,"hp":130,"language":["Common","Goblin","Jotun"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Embed Hook","Fling Foe"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Athletics","Intimidation"],"trait":["Giant","Humanoid","CE","Large"],"id":"creature-3339","text":" Gorlak Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Gorlak Source Pathfinder #200: Seven Dooms for Sandpoint pg. 71 Perception +14; darkvision Languages Common, Goblin, Jotun Skills Athletics +18, Intimidation +13 Str +7 Dex +0 Con +4 Int +0 Wis +3 Cha +0 Items Hide Armor, +1 ogre hook --- AC 23 Fort +17 Ref +11 Will +14 HP 130 --- Speed 25 feet Melee Single Action ogre hook +18 (deadly d10, Magical, reach 10 feet, Trip), Damage 2d10+9 piercing Embed Hook Single Action Trigger Gorlak's previous action was a successful Strike on a creature with his ogre hook; Effect Gorlak twists his hook to embed it in the creature by attempting an Athletics check against the target's Fortitude DC. On a success, that creature takes 1d10+9 piercing damage (DC 25 basic Fortitude save) and becomes immobilized until Gorlak attempts another Strike with his Ogre Hook or attempts to Fling Foe the creature. Fling Foe Single Action Requirements Gorlak's last action was to Embed Hook in a Medium or smaller creature; Effect Gorlak attempts to fling the creature embedded on his hook through the air by attempting an Athletics check against the embedded creature's Fortitude DC. Critical Success The creature takes 2d10+9 piercing damage (DC 25 basic Fortitude save) as the hook rips free and is hurled 15 feet away, becoming prone in a space of Gorlak's choosing. Success The creature takes 1d10+9 piercing damage (DC 25 basic Fortitude save) as the hook rips free and is hurled 5 feet away, becoming prone. Failure The creature takes 1d10 piercing damage (DC 25 basic Fortitude save) as the hook rips free and is left standing in a space adjacent to Gorlak. Critical Failure The creature takes no damage as the hook rips free. It is left standing in a space adjacent to Gorlak, and Gorlak becomes so frustrated by his failure that he must use his first action on his next turn to curse and scream and shake his fists in the air. ","skill_mod":{"athletics":18,"intimidation":13},"summary":"","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Creature Type"],"ac":23,"item":["Hide Armor","+1 ogre hook"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3339","intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":17,"source_group":["Seven Dooms for Sandpoint"],"size":["Large"],"name":"Gorlak","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[20],"slug":"creature-3339"},{"attack_bonus":[10,16],"constitution":2,"primary_source_category":"Adventure Paths","strength":0,"hp":92,"language":["Aklo","Common","Halfling","Jotun"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","spell_attack_bonus":[16],"will_save":15,"charisma":4,"speed":{"max":25,"land":25},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Bloodline","Devil's Cursed Breath","Reach Spell"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Deception","Intimidation","Religion","Sandpoint Devil Lore","Stealth","Thievery"],"trait":["Halfling","Humanoid","NE","Small"],"id":"creature-3340","text":" Asmerelli Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Asmerelli Source Pathfinder #200: Seven Dooms for Sandpoint pg. 73 Perception +13 Languages Aklo, Common, Halfling, Jotun Skills Deception +14, Intimidation +14, Religion +15, Sandpoint Devil Lore +12, Stealth +13, Thievery +13 Str +0 Dex +3 Con +2 Int +0 Wis +3 Cha +4 Items Leather Armor, Machete, religious symbol, +1 flaming shortbow (20 arrows) --- AC 23 Fort +12 Ref +15 Will +15 HP 92 --- Speed 25 feet Melee Single Action machete +10 (deadly d8, Sweep), Damage 1d6+2 slashing Ranged Single Action flaming shortbow +16 (deadly d10, Magical, range 60 feet), Damage 1d6+2 piercing plus 1d6 fire Divine Spontaneous Spells DC 24, attack +16 - Cantrips (3rd) Daze, Divine Lance, Light, Produce Flame, Read Aura, Shield - 1st Charm, Command, Heal, Ray of Enfeeblement (4 slots) - 2nd Dispel Magic, Flaming Sphere, Harm, Sound Burst (4 slots) - 3rd Blindness, Enthrall, Searing Light, Vampiric Touch (4 slots) Sorcerer Bloodline Spells 1 Focus Point, DC 24 - 3rd Diabolic Edict, Embrace the Pit Bloodline diabolic Devil's Cursed Breath Two Actions (Curse, Divine, Evocation, Fire) Frequency once per day; Effect Asmerelli bites down on her tongue (taking 1 slashing damage), then exhales a 15-foot cone of burning smoke. Each creature in the area must attempt a DC 24 Reflex save. Critical Success The creature is unaffected. Success The creature takes 3d8 fire damage. Failure The creature takes 6d8 fire damage and is sickened 1 by the agonizing pain of the burns. Critical Failure The creature takes 6d8 fire damage, is sickened 1 by the agonizing pain of the burns, and becomes cursed. The victim's burns never fully vanish, and the cursed creature takes a –2 status penalty to all attacks from the constant pain. Healing doesn't alter the appearance of the burns or lessen the penalty, but removing the curse does. Reach Spell Single Action (Manipulate, Metamagic) If the next action Asmerelli takes is to Cast a Spell that has a range, increase that spell's range by 30 feet. ","tradition":["Divine"],"skill_mod":{"deception":14,"thievery":13,"stealth":13,"intimidation":14,"religion":15},"summary":"","image":["/Images/Monsters/Asmerelli.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Blindness","Enthrall","Searing Light","Vampiric Touch","Dispel Magic","Flaming Sphere","Harm","Sound Burst","Charm","Command","Heal","Ray of Enfeeblement","Daze","Divine Lance","Light","Produce Flame","Read Aura","Shield","Diabolic Edict","Embrace the Pit"],"trait_group":["Ancestry","Weapon","Creature Type"],"ac":23,"item":["Leather Armor","Machete","religious symbol","+1 flaming shortbow (20 arrows)"],"level":6,"spell_dc":[24,24],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3340","intelligence":0,"reflex_save":15,"strongest_save":["ref","reflex","will"],"dexterity":3,"fortitude_save":12,"source_group":["Seven Dooms for Sandpoint"],"size":["Small"],"name":"Asmerelli","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[5,9],"slug":"creature-3340"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":145,"language":["Aklo","(can't speak any language)1"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","will_save":15,"charisma":0,"speed":{"fly":50,"max":50,"land":25},"perception":17,"wisdom":5,"weakness":{},"creature_ability":["Chupar","Pounce","Wing Flurry"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Stealth"],"trait":["Beast","Unique","N","Medium"],"id":"creature-3341","text":" False Devil Recall Knowledge - Beast (Arcana, Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 False Devil Source Pathfinder #200: Seven Dooms for Sandpoint pg. 83 Perception +17; darkvision Languages Aklo; (can't speak any language)1 Skills Acrobatics +18, Stealth +18 Str +5 Dex +6 Con +4 Int -3 Wis +5 Cha +0 --- AC 26 Fort +16 Ref +18 Will +15 HP 145 --- Speed 25 feet, fly 50 feet Melee Single Action jaws +20 (Finesse), Damage 2d10+11 piercing plus Grab Melee Single Action claw +20 (Agile, Finesse), Damage 2d6+11 slashing Chupar Single Action Requirements The chupacabra has a creature grabbed; Effect The chupacabra sucks blood from the grabbed creature. The chupacabra gains the quickened condition for 1 minute and can use the extra action only for Strike and Stride actions. A chupacabra can't use Chupar again while it is quickened in this way. A creature that has its blood drained by a chupacabra is drained 1 until it receives healing (of any kind or amount). Pounce Single Action The chupacabra Strides and makes a Strike at the end of that movement. If the chupacabra began this action hidden, it remains hidden until after this ability's Strike. Wing Flurry Two Actions (Move) The false devil's spiny wings don't afford it a typical melee option, but it can use them to scrape and slash at foes it flies by. The winged chupacabra attempts to Tumble Through an enemy's space. As it does so, it flaps its wings furiously, gaining a +2 circumstance bonus to its Acrobatics check. If it succeeds, it inflicts 4d6 slashing damage to the creature it Tumbled Through (or 8d6 slashing damage on a critical success). ","skill_mod":{"stealth":18,"acrobatics":18},"summary":"","image":["/Images/Monsters/False_Devil.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Creature Type","Rarity"],"ac":26,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3341","intelligence":-3,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":16,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"False Devil","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[18,22],"slug":"creature-3341"},{"primary_source_category":"Adventure Paths","strength":4,"hp":145,"language":["Aklo","Grioth","<%UMR%79%%>telepathy<%END> 30 feet"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":4,"perception":16,"trait":["Grioth","Humanoid","NE","Medium"],"id":"creature-3342","text":" Iazmilor Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Iazmilor Source Pathfinder #200: Seven Dooms for Sandpoint pg. 89 Perception +16; greater darkvision, echolocation (precise) 30 feet Languages Aklo, Grioth; telepathy 30 feet Skills Acrobatics +16, Occultism +17, Religion +18, Stealth +18 Str +4 Dex +6 Con +4 Int +3 Wis +4 Cha +4 Echolocation A grioth can use its hearing as a precise sense at the listed range. Items +1 striking voidglass warhammer , wand of blindness --- AC 26 Fort +14 Ref +16 Will +18 HP 145 Immunities cold Weaknesses fire 10 Light Blindness No Breath A grioth doesn't breathe except to speak and is immune to effects that require breathing (such as an inhaled poison). --- Speed 25 feet, fly 30 feet Melee Single Action warhammer +17 (Shove), Damage 2d8+6 bludgeoning Melee Single Action jaws +16 (Agile, Finesse), Damage 2d8+6 piercing plus grioth venom Divine Prepared Spells DC 26, attack +18 - Cantrips (4th) Divine Lance, Message, Prestidigitation, Shield, Stabilize - 1st Bane, Fear, Ray of Enfeeblement - 2nd Create Food, Silence, Spiritual Weapon - 3rd Dispel Magic, Heal, Vampiric Touch - 4th Divine Wrath, Heal, Outcast's Curse Occult Innate Spells DC 23, attack +15 - Cantrips (4th) Daze, Detect Magic, Mage Hand, Telekinetic Projectile - 4th Phantom Pain Grim Curse of Azathoth Two Actions (Curse, Divine, Emotion, Enchantment, mental Frequency once per day) Effect Ziradini invokes Azathoth's name in Aklo as he stares at a creature he can see within 30 feet. His eyes glow orange, and the target endures a brief vision of the seething chaos that churns at the center of the Material Plane and, for that instant, beholds their own insignificance in the cosmos. The target must attempt a DC 26 Will save. Critical Success The creature is unaffected. Success The creature becomes stupefied 1 for 1 hour. Failure The creature becomes stupefied 1, and the first time each night they gaze upon the night sky, they must make a DC 26 Will save or they increase the value of their stupefied condition by 1 (to a maximum of stupefied 4, or they become stupefied 1 if they do not have this condition). Even if the stupefied condition is removed, the target must continue to save upon gazing upon the night sky once per night until the curse is removed. Critical Failure As failure, but the target feels the weight of the cosmos when the sun sets on their homeland, wherever they may be in the Material Plane or the Great Beyond—they need not gaze upon the night sky. Grioth Venom (Emotion, Fear, Mental, Poison) Saving Throw Fortitude DC 17; Maximum Duration 6 rounds; Stage 1 frightened 1 (1 round); Stage 2 frightened 2 (1 round); Stage 3 frightened 3 (1 round) Shock Mind Two Actions (Enchantment, Mental, Occult) The grioth scout makes a Strike with a voidglass weapon. If the Strike hits, it deals an additional 4d6 mental damage, and the target must succeed at a DC 26 Will save (this has the incapacitation trait) or become confused for 1 round. ","skill_mod":{"stealth":18,"occultism":17,"acrobatics":16,"religion":18},"image":["/Images/Monsters/Iazmilor.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Divine Wrath","Heal","Outcast's Curse","Dispel Magic","Vampiric Touch","Create Food","Silence","Spiritual Weapon","Bane","Fear","Ray of Enfeeblement","Divine Lance","Message","Prestidigitation","Shield","Stabilize","Phantom Pain","Daze","Detect Magic","Mage Hand","Telekinetic Projectile"],"ac":26,"item":["+1 striking voidglass warhammer","wand of blindness"],"level":8,"spell_dc":[23,26],"source_category":["Adventure Paths"],"sense":" greater darkvision , echolocation (precise) 30 feet","resistance":{},"intelligence":3,"reflex_save":16,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":14,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"name":"Iazmilor","alignment":"NE","rarity":"common","strike_damage_average":[15,15],"attack_bonus":[16,17],"constitution":4,"immunity":["cold"],"spell_attack_bonus":[15,18],"will_save":18,"speed":{"fly":30,"max":30,"land":25},"wisdom":4,"weakness":{"fire":10},"creature_ability":["Echolocation","Light Blindness","Grim Curse of Azathoth","Grioth Venom","Shock Mind"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Occultism","Religion","Stealth"],"tradition":["Divine","Occult"],"summary":"","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3342","dexterity":6,"category":"creature","slug":"creature-3342"},{"primary_source_category":"Adventure Paths","strength":6,"hp":137,"language":["Aklo","Common","Undercommon"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":4,"perception":18,"trait":["Dero","Humanoid","CE","Small"],"id":"creature-3343","text":" Ziradini Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Ziradini Source Pathfinder #200: Seven Dooms for Sandpoint pg. 93 Perception +18; darkvision Languages Aklo, Common, Undercommon Skills Athletics +16, Arcana +16, Crafting +16, Intimidation +16, Medicine +18, Occultism +16, Religion +18 Str +6 Dex +3 Con +4 Int +2 Wis +6 Cha +4 Items Leather Armor, +1 striking frost warhammer --- AC 27 Fort +16 Ref +13 Will +20 HP 137 Immunities confused Weaknesses vulnerable to sunlight Vulnerable to Sunlight A dero stalker takes 16 damage for every hour they're exposed to sunlight. --- Speed 20 feet Melee Single Action warhammer +18 (Magical, Shove), Damage 2d8+9 plus 1d6 cold Occult Innate Spells DC 26 - Cantrips (4th) Daze, Ghost Sound - 2nd Darkness (at will) - 3rd Sound Burst - 4th Modify Memory Divine Prepared Spells DC 26, attack +18 - Cantrips (4th) Chill Touch, Divine Lance, Message, Read Aura, Shield - 1st Bane, Command, Ray of Enfeeblement, Sanctuary - 2nd Heal (×2), Silence, Spiritual Weapon - 3rd Chilling Darkness, Crisis of Faith, Heal, Vampiric Touch - 4th Divine Wrath, Harm (×5), Heal, Outcast's Curse Cleric Domain Spells 1 Focus Point, DC 26 - 4th Cry of Destruction Grim Curse of Azathoth Two Actions (Curse, Divine, Emotion, Enchantment, Mental) Frequency once per day; Effect Ziradini invokes Azathoth's name in Aklo as he stares at a creature he can see within 30 feet. His eyes glow orange, and the target endures a brief vision of the seething chaos that churns at the center of the Material Plane and, for that instant, beholds their own insignificance in the cosmos. The target must attempt a DC 26 Will save. Critical Success The creature is unaffected. Success The creature becomes stupefied 1 for 1 hour. Failure The creature becomes stupefied 1, and the first time each night they gaze upon the night sky, they must make a DC 26 Will save or they increase the value of their stupefied condition by 1 (to a maximum of stupefied 4, or they become stupefied 1 if they do not have this condition). Even if the stupefied condition is removed, the target must continue to save upon gazing upon the night sky once per night until the curse is removed. Critical Failure As failure, but the target feels the weight of the cosmos when the sun sets on their homeland, wherever they may be in the Material Plane or the Great Beyond—they need not gaze upon the night sky. ","skill_mod":{"crafting":16,"arcana":16,"medicine":18,"athletics":16,"intimidation":16,"occultism":16,"religion":18},"image":["/Images/Monsters/Ziradini.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Modify Memory","Sound Burst","Darkness","Daze","Ghost Sound","Divine Wrath","Harm","Heal","Outcast's Curse","Chilling Darkness","Crisis of Faith","Vampiric Touch","Silence","Spiritual Weapon","Bane","Command","Ray of Enfeeblement","Sanctuary","Chill Touch","Divine Lance","Message","Read Aura","Shield","Cry of Destruction"],"ac":27,"item":["Leather Armor","+1 striking frost warhammer"],"level":8,"spell_dc":[26,26,26],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":16,"source_group":["Seven Dooms for Sandpoint"],"size":["Small"],"name":"Ziradini","alignment":"CE","rarity":"common","strike_damage_average":[21],"attack_bonus":[18],"constitution":4,"immunity":["confused"],"spell_attack_bonus":[18],"will_save":20,"speed":{"max":20,"land":20},"wisdom":6,"weakness":{},"creature_ability":["Vulnerable to Sunlight","Grim Curse of Azathoth"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Athletics","Arcana","Crafting","Intimidation","Medicine","Occultism","Religion"],"tradition":["Occult","Divine"],"summary":"","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3343","dexterity":3,"category":"creature","slug":"creature-3343"},{"attack_bonus":[14,14,14],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":125,"language":["Aklo","Common","Goblin","Necril","Thassilonian","Undercommon","Varisian"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","will_save":16,"charisma":1,"speed":{"max":25,"land":25},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Infused Items","Foul Concoction","Precise Poisoning","Quick Bomber"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Arcana","Crafting","Deception","Medicine","Nature","Occultism","Society","Survival","Thievery"],"trait":["Human","Humanoid","LE","Medium"],"id":"creature-3344","text":" Aliver \"Pillbug\" Podiker Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Aliver \"Pillbug\" Podiker Source Pathfinder #200: Seven Dooms for Sandpoint pg. 98 Perception +16 Languages Aklo, Common, Goblin, Necril, Thassilonian, Undercommon, Varisian Skills Arcana +17, Crafting +17, Deception +15, Medicine +16, Nature +14, Occultism +17, Society +15, Survival +14, Thievery +14 Str +2 Dex +0 Con +3 Int +4 Wis +3 Cha +1 Infused Items moderate darkvision elixir, lesser bomber's eye elixirs (2), lesser elixir of life (4), moderate frost vials (8), giant wasp venom (7) Items Chain Shirt, Dagger, +1 striking hand crossbow (10 bolts) --- AC 21 Fort +16 Ref +13 Will +16 HP 125 --- Speed 25 feet Melee Single Action dagger +14 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+5 piercing Ranged Single Action hand crossbow +14 (range increment 60 feet), Damage 2d6 piercing Ranged Single Action moderate frost vial +14 (range increment 30 feet), Damage 2d6 cold plus 2 cold splash Foul Concoction Two Actions (Manipulate, Poison) Frequency once per day; Effect Aliver quickly mixes alchemical catalysts and materials together, creating a burst of foul-smelling smoke that fills a 10-foot emanation. The cloud functions as stinking cloud (DC 25) except that Aliver is immune to the putrid stench created by the concoction. Precise Poisoning Two Actions Aliver applies a dose of poison (typically a dose of giant wasp venom) to a bolt on his crossbow, then takes careful aim with the poisoned bolt and attempts a ranged Strike with his hand crossbow. If he hits, he inflicts an additional 1d6 piercing damage with the bolt as well as the poison effect. Quick Bomber Single Action Aliver Interacts to draw a bomb, then Strikes with it. ","skill_mod":{"society":15,"deception":15,"nature":14,"thievery":14,"crafting":17,"survival":14,"arcana":17,"medicine":16,"occultism":17},"summary":"","image":["/Images/Monsters/Aliver_Pillbug_Podiker.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Chain Shirt","Dagger","+1 striking hand crossbow (10 bolts)"],"level":7,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3344","intelligence":4,"reflex_save":13,"strongest_save":["fort","fortitude","will"],"dexterity":0,"fortitude_save":16,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"name":"Aliver \"Pillbug\" Podiker","alignment":"LE","category":"creature","rarity":"common","strike_damage_average":[7,7,7],"slug":"creature-3344"},{"attack_bonus":[10,13],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":90,"language":["Abyssal","Common","Varisian"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","will_save":13,"charisma":2,"speed":{"max":25,"land":25},"perception":13,"wisdom":4,"weakness":{},"creature_ability":["Devil's Breath","Sneak Attack"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Athletics","Deception","Intimidation","Occultism","Religion","Sandpoint Devil Lore"],"trait":["Human","Humanoid","CE","Medium"],"id":"creature-3345","text":" Ascended Disciple Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Ascended Disciple Source Pathfinder #200: Seven Dooms for Sandpoint pg. 101 Perception +13 Languages Abyssal, Common, Varisian Skills Athletics +12, Deception +11, Intimidation +11, Occultism +9, Religion +13, Sandpoint Devil Lore +9 Str +3 Dex +1 Con +2 Int +0 Wis +4 Cha +2 Items Composite Shortbow (20 arrows), moderate healing potion, Studded Leather Armor, +1 machete , religious symbol --- AC 20 Fort +11 Ref +10 Will +13 HP 90 --- Speed 25 feet Melee Single Action machete +13 (deadly d8, Magical, Sweep), Damage 1d6+2 slashing Ranged Single Action composite shortbow +10 (deadly d10, range increment 60 feet, Propulsive), Damage 1d8+5 piercing Devil's Breath Two Actions (Divine, Evocation, Fire) Frequency once per day; Effect The ascended disciple cuts their tongue with a slashing weapon held in a hand (taking 1 slashing damage), then exhales a 15-foot cone of burning smoke. Each creature in the area must attempt a DC 22 Reflex save. Critical Success The creature is unaffected. Success The creature takes 2d8 fire damage. Failure The creature takes 4d8 fire damage and is sickened 1 by the agonizing pain of the burns. Critical Failure The creature takes 6d8 fire damage, is sickened 1 by the agonizing pain of the burns, and is enfeebled 1 by the smoke for 1 minute. Sneak Attack The ascended disciple deals an extra 1d6 precision damage to flat-footed creatures. ","skill_mod":{"deception":11,"athletics":12,"intimidation":11,"occultism":9,"religion":13},"summary":"","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Composite Shortbow (20 arrows)","moderate healing potion","Studded Leather Armor","+1 machete","religious symbol"],"level":5,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3345","intelligence":0,"reflex_save":10,"strongest_save":["will"],"dexterity":1,"fortitude_save":11,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"name":"Ascended Disciple","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[5,9],"slug":"creature-3345"},{"attack_bonus":[16],"constitution":0,"primary_source_category":"Adventure Paths","strength":1,"hp":130,"language":["Abyssal","Common","Goblin","Varisian"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","spell_attack_bonus":[16],"will_save":15,"charisma":4,"speed":{"max":25,"land":25},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Devil's Cursed Breath"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Deception","Intimidation","Occultism","Performance","Religion","Society"],"trait":["Human","Humanoid","CE","Medium"],"id":"creature-3346","text":" Jordus Munt Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Jordus Munt Source Pathfinder #200: Seven Dooms for Sandpoint pg. 105 Perception +15 Languages Abyssal, Common, Goblin, Varisian Skills Deception +18, Intimidation +14, Occultism +12, Performance +14, Religion +15, Society +12 Str +1 Dex +4 Con +0 Int +2 Wis +3 Cha +4 Items Leather Armor, +2 striking shortsword --- AC 25 Fort +10 Ref +16 Will +15 HP 130 --- Speed 25 feet Melee Single Action shortsword +16 (Agile, Finesse, versatile S), Damage 2d6+3 piercing Occult Spontaneous Spells DC 26, attack +16 - Cantrips (4th) Dancing Lights, Daze, Message, Read Aura, Telekinetic Projectile - 1st Charm, Phantom Pain, Sanctuary (3 slots) - 2nd Mirror Image, Lock, Undetectable Alignment (3 slots) - 3rd Magic Missile, Paralyze, Soothe (3 slots) - 4th Confusion, Dispel Magic, Vampiric Touch (3 slots) Bard Composition Spells 2 Focus Points, DC 26 - Cantrips (4th) Inspire Courage - 4th Inspire Heroics, Lingering Composition Devil's Cursed Breath Two Actions (Curse, Divine, Evocation, Fire) Frequency once per day; Effect Jordus bites down on his tongue (taking 1 slashing damage), then exhales a 15-foot cone of burning smoke. Each creature in the area must attempt a DC 26 Reflex save. Critical Success The creature is unaffected. Success The creature takes 3d8 fire damage. Failure The creature takes 7d8 fire damage and is sickened 1 by the agonizing pain of the burns. Critical Failure he creature takes 10d8 fire damage, is sickened 1 by the agonizing pain of the burns, and becomes cursed. The victim's burns never fully vanish, and the cursed creature takes a –2 status penalty to all attacks from the constant pain. Healing doesn't alter the appearance of the burns or lessen the penalty, but removing the curse does. ","tradition":["Occult"],"skill_mod":{"society":12,"performance":14,"deception":18,"intimidation":14,"occultism":12,"religion":15},"summary":"","image":["/Images/Monsters/Jordus_Munt.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Confusion","Dispel Magic","Vampiric Touch","Magic Missile","Paralyze","Soothe","Mirror Image","Lock","Undetectable Alignment","Charm","Phantom Pain","Sanctuary","Dancing Lights","Daze","Message","Read Aura","Telekinetic Projectile","Inspire Heroics","Lingering Composition","Inspire Courage"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":25,"item":["Leather Armor","+2 striking shortsword"],"level":8,"spell_dc":[26,26],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3346","intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":10,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"name":"Jordus Munt","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[10],"slug":"creature-3346"},{"primary_source_category":"Adventure Paths","strength":4,"hp":154,"language":["Elven","Undercommon"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":5,"perception":19,"trait":["Aberration","Unique","CN","Large"],"id":"creature-3347","text":" Ziondriel Recall Knowledge - Aberration (Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Ziondriel Source Pathfinder #200: Seven Dooms for Sandpoint pg. 109 Perception +19; darkvision Languages Elven, Undercommon Skills Arcana +20, Athletics +17, Deception +20, Intimidation +18, Occultism +18, Religion +17, Stealth +20 Str +4 Dex +5 Con +4 Int +3 Wis +4 Cha +5 Items bracelets and necklaces worth a total of 50 gp, +1 chain shirt , +1 striking <%WEAPONS%435%%> composite shortbow <%END> (20 arrows), gold religious symbol of Calistria worth 30 gp, ring of fire resistance --- AC 28 Fort +15 Ref +20 Will +18 +1 status to all saves HP 154 Immunities sleep --- Speed 30 feet, climb 20 feet Melee Single Action fangs +19, Damage 2d6+7 piercing plus drider venom Ranged Single Action composite shortbow +21 (deadly d10, Magical, Propulsive, range increment 60 feet), Damage 2d8+7 piercing Ranged Single Action web +20 (range increment 30 feet), Damage web trap Arcane Innate Spells DC 28 - Cantrips (5th) Dancing Lights, Detect Magic - 2nd Darkness (at will), Faerie Fire (at will) - 3rd Clairaudience, Levitate - 4th Clairvoyance, Suggestion - 5th Dispel Magic Arcane Prepared Spells DC 28, attack +20 - Cantrips (5th) Electric Arc, Mage Hand, Ray of Frost - 1st Fear, Ray of Enfeeblement - 2nd Mirror Image, Telekinetic Maneuver - 3rd Paralyze, Vampiric Touch - 4th Fireball, Lightning Bolt - 5th Magic Missile Drider Venom (Poison) Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and enfeebled 1 (1 round) Web Trap A creature hit by a drider's web attack is immobilized and stuck to the nearest surface (Escape DC 28). ","skill_mod":{"deception":20,"stealth":20,"arcana":20,"athletics":17,"intimidation":18,"occultism":18,"religion":17},"image":["/Images/Monsters/Ziondriel.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Dispel Magic","Clairvoyance","Suggestion","Clairaudience","Levitate","Darkness","Faerie Fire","Dancing Lights","Detect Magic","Magic Missile","Fireball","Lightning Bolt","Paralyze","Vampiric Touch","Mirror Image","Telekinetic Maneuver","Fear","Ray of Enfeeblement","Electric Arc","Mage Hand","Ray of Frost"],"ac":28,"item":["bracelets and necklaces worth a total of 50 gp","+1 chain shirt","+1 striking composite shortbow (20 arrows)","gold religious symbol of Calistria worth 30 gp","ring of fire resistance"],"level":9,"spell_dc":[28,28],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":20,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":15,"source_group":["Seven Dooms for Sandpoint"],"size":["Large"],"spoilers":"Seven Dooms for Sandpoint","name":"Ziondriel","alignment":"CN","rarity":"unique","strike_damage_average":[14,16],"attack_bonus":[19,20,21],"constitution":4,"immunity":["sleep"],"spell_attack_bonus":[20],"will_save":18,"speed":{"climb":20,"max":30,"land":30},"wisdom":4,"weakness":{},"creature_ability":["Drider Venom","Web Trap"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Arcana","Athletics","Deception","Intimidation","Occultism","Religion","Stealth"],"tradition":["Arcane"],"summary":"","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3347","dexterity":5,"category":"creature","slug":"creature-3347"},{"primary_source_category":"Adventure Paths","strength":5,"hp":130,"language":["Aklo","Undercommon","<%UMR%79%%>telepathy<%END> 30 feet"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":5,"perception":18,"trait":["Aberration","Unique","CE","Large"],"id":"creature-3348","text":" Mnoghoth Recall Knowledge - Aberration (Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Mnoghoth Source Pathfinder #200: Seven Dooms for Sandpoint pg. 111 Perception +18; darkvision, tremorsense 30 feet Languages Aklo, Undercommon; telepathy 30 feet Skills Acrobatics +18, Crafting +17, Deception +20, Intimidation +18, Occultism +19, Stealth +20 Str +5 Dex +6 Con +4 Int +4 Wis +3 Cha +5 Items +2 striking corrosive longsword , wand of telekinetic maneuver --- AC 28 Fort +17 Ref +20 Will +14 +1 status to all saves vs. magic HP 130 Immunities mental, poison Resistances bludgeoning 10 Mindfog Aura ( <%TRAITS%61%%> enchantment <%END>, <%TRAITS%647%%> mental 20 feet. A creature that starts its turn in the aura must succeed at a DC 25 Will save or become confused for 1 round <%END>) on a success, that creature is temporarily immune for 1 minute. Mnoghoth can suppress or activate this aura as a single action with the concentrate trait. Command Confusion Reaction Trigger A creature fails its save against Mnoghoth's mindfog aura Effect Mnoghoth determines who the confused creature attacks for that round, instead of the target being randomly determined by the GM. If the chosen target is the confused creature's ally, the creature can immediately attempt a DC 25 Will save; on a success, its target is determined randomly as normal for confusion, and on a critical success the target is no longer confused. --- Speed 25 feet Melee Single Action bite +19 (Agile, Finesse), Damage 2d8+11 piercing plus seugathi venom Melee Single Action longsword +20 (Magical, reach 10 feet, versatile P), Damage 2d8+11 slashing plus 1d6 acid Occult Innate Spells DC 28, attack +20 - Cantrips (5th) Daze, Detect Magic, Mage Hand, Telekinetic Projectile - 3rd Hypercognition, Levitate, Mind Reading (×3) - 4th Dispel Magic, Grim Tendrils - 5th Black Tentacles, Synesthesia Envenom Weapon Single Action (Manipulate) Mnoghoth applies their seugathi venom to their longsword. Magic Item Mastery Mnoghoth can Cast a Spell from a magic item even if the spell isn't on their spell list. All such spells are occult spells and use Mnoghoth's innate spell DC and attack modifier. Seugathi Venom (Poison) Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and stupefied 1 (1 round); Stage 2 2d6 poison damage and deafened and stupefied 2 (1 round) ","skill_mod":{"deception":20,"crafting":17,"stealth":20,"intimidation":18,"occultism":19,"acrobatics":18},"image":["/Images/Monsters/Mnoghoth.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Black Tentacles","Synesthesia","Dispel Magic","Grim Tendrils","Hypercognition","Levitate","Mind Reading","Daze","Detect Magic","Mage Hand","Telekinetic Projectile"],"ac":28,"item":["+2 striking corrosive longsword","wand of telekinetic maneuver"],"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense 30 feet","resistance":{"bludgeoning":10},"intelligence":4,"reflex_save":20,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":17,"source_group":["Seven Dooms for Sandpoint"],"size":["Large"],"spoilers":"Seven Dooms for Sandpoint","name":"Mnoghoth","alignment":"CE","rarity":"unique","strike_damage_average":[20,23],"attack_bonus":[19,20],"constitution":4,"immunity":["mental","poison"],"spell_attack_bonus":[20],"will_save":14,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Mindfog Aura","Command Confusion","Envenom Weapon","Magic Item Mastery","Seugathi Venom"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Crafting","Deception","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3348","dexterity":6,"category":"creature","slug":"creature-3348"},{"primary_source_category":"Adventure Paths","strength":3,"hp":148,"language":["Aklo","Jotun","Terran","Thassilonian","Varisian"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":7,"perception":19,"trait":["Aberration","Swarm","Unique","NE","Medium"],"id":"creature-3349","text":" Zalavexus Recall Knowledge - Aberration (Occultism): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Zalavexus Source Pathfinder #200: Seven Dooms for Sandpoint pg. 113 Perception +19; darkvision, tremorsense (imprecise) 30 feet Languages Aklo, Jotun, Terran, Thassilonian, Varisian Skills Arcana +17, Deception +23, Diplomacy +21, Genie Lore +19, Intimidation +21, Medicine +19, Nature +21, Occultism +17, Stealth +21 Str +3 Dex +7 Con +5 Int +3 Wis +5 Cha +7 --- AC 30 all-around vision Fort +17 Ref +21 Will +19 HP 148 (fast healing 10) Immunities disease, paralyzed, poison, precision, swarm mind, unconscious Resistances physical 10 Weaknesses area damage 10, splash damage 10 Discorporate When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days. While the exact circumstances and surroundings determine how long the worm that walks's foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round. Typically, this requires the application of an area effect or splash weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 flat check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently. At the GM's discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks. --- Speed 25 feet Melee Single Action tendril +21 (reach 10 feet), Damage 4d8+6 persistent piercing damage Primal Spells Known DC 29, attack +21 - Cantrips (5th) Acid Splash, Detect Magic, Prestidigitation, Read Aura, Tanglefoot - 1st Feather Fall, Grease, Longstrider - 2nd Glitterdust, Spider Climb, Web - 3rd Earthbind, Meld into Stone, Wall of Thorns - 4th Acid Arrow, Fly, Shape Stone - 5th Dispel Magic, Lightning Bolt, Wall of Stone Sorcerer Bloodline Spells 1 Focus Point, DC 29, attack +21 - 5th Elemental Toss Quickened Casting Free Action (Concentrate) Frequency once per day; Effect If Zalavexus's next action is to cast a 3rd- or lower-level spell or cantrip, reduce the number of actions to cast it by 1 (minimum 1 action). Squirming Embrace Single Action The worm that walks Strides, ending its movement sharing a space with a creature, and deals 4d8 piercing damage to the creature. The creature can attempt a DC 27 basic Reflex save. Steady Spellcasting If a reaction would disrupt Zalavexus's spellcasting action, he attempts a DC 15 flat check. On a success, the action isn't disrupted. Swarm Shape Single Action (Concentrate) The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can't use attack actions and can't cast spells, but it can move through areas small enough for its individual worms to fit without having to Squeeze. It can use the same action to coalesce back into its normal form. ","skill_mod":{"diplomacy":21,"deception":23,"nature":21,"stealth":21,"arcana":17,"medicine":19,"intimidation":21,"occultism":17},"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Dispel Magic","Lightning Bolt","Wall of Stone","Acid Arrow","Fly","Shape Stone","Earthbind","Meld into Stone","Wall of Thorns","Glitterdust","Spider Climb","Web","Feather Fall","Grease","Longstrider","Acid Splash","Detect Magic","Prestidigitation","Read Aura","Tanglefoot","Elemental Toss"],"ac":30,"level":10,"spell_dc":[29,29],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":17,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"Zalavexus","alignment":"NE","rarity":"unique","strike_damage_average":[24],"attack_bonus":[21],"constitution":5,"immunity":["disease","paralyzed","poison","precision","swarm mind","unconscious"],"spell_attack_bonus":[21,21],"will_save":19,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{"area":10,"splash":10},"creature_ability":["Discorporate","Quickened Casting","Squirming Embrace","Steady Spellcasting","Swarm Shape"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Arcana","Deception","Diplomacy","Genie Lore","Intimidation","Medicine","Nature","Occultism","Stealth"],"tradition":["Primal"],"summary":"","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3349","dexterity":7,"category":"creature","slug":"creature-3349"},{"attack_bonus":[11,12],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":78,"language":["Common","Elven","Goblin","Halfling","Thassilonian","Varisian"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","spell_attack_bonus":[12],"will_save":10,"charisma":4,"speed":{"max":25,"land":25},"perception":10,"wisdom":0,"weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Deception","Diplomacy","Occultism","Performance","Society","Stealth"],"trait":["Human","Humanoid","Unique","N","Medium"],"id":"creature-3350","text":" Arika Avertin Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Arika Avertin Source Pathfinder #200: Seven Dooms for Sandpoint pg. 119 Perception +10 Languages Common, Elven, Goblin, Halfling, Thassilonian, Varisian Skills Acrobatics +13, Deception +14, Diplomacy +12, Occultism +12, Performance +14, Society +10, Stealth +11 Str +1 Dex +3 Con +2 Int +2 Wis +0 Cha +4 Items Chain Shirt, Composite Shortbow (20 arrows), lesser maestro's lute, +1 striking shifting shortsword --- AC 21 Fort +10 Ref +13 Will +10 HP 78 --- Speed 25 feet Melee Single Action shortsword +12 (Agile, Finesse, Magical, versatile S), Damage 2d6+1 piercing Ranged Single Action composite shortbow +11 (deadly d10, Propulsive, range increment 60 feet), Damage 1d6+1 piercing Occult Spontaneous Spells DC 22, attack +12 - Cantrips (3rd) Daze, Detect Magic, Know Direction, Shield, Telekinetic Projectile - 1st Charm, Ray of Enfeeblement, Sanctuary, Soothe (3 slots) - 2nd Dispel Magic, Mirror Image, Soothe, Sound Burst (3 slots) - 3rd Haste, Levitate, Paralyze, Soothe, Sound Burst (3 slots) Bard Composition Spells DC 22, 2 Focus Points - Cantrips (3rd) Inspire Competence, Inspire Courage, Inspire Defense - 3rd Counter Performance, Lingering Composition\n","tradition":["Occult"],"skill_mod":{"society":10,"diplomacy":12,"performance":14,"deception":14,"stealth":11,"occultism":12,"acrobatics":13},"summary":"","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Haste","Levitate","Paralyze","Soothe","Sound Burst","Dispel Magic","Mirror Image","Charm","Ray of Enfeeblement","Sanctuary","Daze","Detect Magic","Know Direction","Shield","Telekinetic Projectile","Counter Performance","Lingering Composition","Inspire Competence","Inspire Courage","Inspire Defense"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":21,"item":["Chain Shirt","Composite Shortbow (20 arrows)","lesser maestro's lute","+1 striking shifting shortsword"],"level":6,"spell_dc":[22,22],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=3350","intelligence":2,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":10,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"Arika Avertin","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[4,8],"slug":"creature-3350"},{"attack_bonus":[18],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":130,"language":["Common","Varisian"],"immunity":["death effects","disease","paralyzed","poison"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":30,"land":30},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Brutal Brawler","Exacting Strike","Lunge","Pummeling Flurry","Snatch Weapon"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Athletics","Deception","Intimidation","Thievery"],"trait":["Fungus","Human","Humanoid","Unique","CE","Medium"],"id":"creature-3351","text":" Chertus Jheed Recall Knowledge - Fungus (Nature): DC 33 Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Chertus Jheed Source Pathfinder #200: Seven Dooms for Sandpoint pg. 121 Perception +14 Languages Common, Varisian Skills Acrobatics +14, Athletics +17, Deception +9, Intimidation +11, Thievery +14 Str +4 Dex +3 Con +3 Int +0 Wis +3 Cha +0 Items Boots of Bounding, clockwork songbird component (legs & tail), +1 striking handwraps of mighty blows , Studded Leather Armor --- AC 24 Fort +14 Ref +14 Will +14 HP 130 Immunities death effects, disease, paralyzed, poison Attack of Opportunity Reaction --- Speed 30 feet Melee Single Action fist +18 (Agile, Finesse, Magical, Unarmed), Damage 2d6+4 bludgeoning Brutal Brawler Chertus can choose to inflict lethal damage with his fists, and increases the size of his damage die with fist attacks to 1d6. If he does so, on a critical hit, the target struck must succeed at a DC 25 Fortitude save or become stunned 1 by the staggering blow. Exacting Strike Single Action (press) Chertus makes a Strike. If he rolls a failure on this Strike, the attack doesn't count toward his multiple attack penalty. Lunge Single Action Chertus makes a Strike with his fist and increases his reach by 5 feet for this Strike. Pummeling Flurry Two Actions Chertus swings his fist in a pummeling arc, then makes a fist Strike and compares the attack roll result to the AC of up to two adjacent foes. He then rolls damage and applies it to each creature he hits. This counts as two attacks for his multiple attack penalty. Snatch Weapon Two Actions Chertus attempts to Disarm a creature. If he knocks a weapon out of the opponent's grasp, Chertus wields the weapon and attempts a Strike against the opponent with the weapon. This counts as two attacks for his multiple attack penalty. ","skill_mod":{"deception":9,"thievery":14,"athletics":17,"intimidation":11,"acrobatics":14},"summary":"","image":["/Images/Monsters/Chertus_Jheed.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity"],"ac":24,"item":["Boots of Bounding","clockwork songbird component (legs & tail)","+1 striking handwraps of mighty blows","Studded Leather Armor"],"level":7,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3351","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude","ref","reflex","will"],"dexterity":3,"fortitude_save":14,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"Chertus Jheed","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[11],"slug":"creature-3351"},{"primary_source_category":"Adventure Paths","strength":3,"hp":130,"language":["Aklo","Common","Thassilonian","Undercommon","<%UMR%79%%>telepathy<%END> 30 feet"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":5,"perception":20,"trait":["Human","Humanoid","Serpentfolk","CE","Medium"],"id":"creature-3352","text":" Vizmivool Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Vizmivool Source Pathfinder #200: Seven Dooms for Sandpoint pg. 128 Perception +20; darkvision, scent (imprecise) 30 feet Languages Aklo, Common, Thassilonian, Undercommon; telepathy 30 feet Skills Arcana +18, Crafting +20, Deception +19, Intimidation +19, Occultism +18, Religion +22 Str +3 Dex +6 Con +3 Int +4 Wis +6 Cha +5 Items +2 striking dagger of venom , religious symbol of Ydersius, wand of vampiric touch --- AC 29 Fort +15 Ref +22 Will +20 (+4 status vs. mental) +1 status to all saves vs. magic HP 130 Resistances poison 10 --- Speed 25 feet Melee Single Action dagger +22 (Agile, Finesse, Magical, thrown 10 feet, versatile S), Damage 2d4+9 piercing plus 1 evil Melee Single Action fangs +20 (Finesse), Damage 2d8+9 piercing plus 1 evil and serpentfolk venom Divine Prepared Spells DC 28, attack +21 - Cantrips (5th) Daze, Divine Lance, Message, Shield, Stabilize - 1st Command, Heal, Ray of Enfeeblement - 2nd Darkness, Resist Energy, Silence - 3rd Crisis of Faith, Fear, Heal - 4th Divine Wrath, Heal, Spiritual Weapon - 5th Dispel Magic, Flame Strike, Harm (×6) Occult Innate Spells DC 28 - 1st Ventriloquism (at will) - 2nd Mirror Image (at will) - 3rd Illusory Disguise (at will) - 5th Illusory Scene, Suggestion Cleric Domain Spells 2 Focus Points, DC 28 - 1st Overstuff - 4th Take its Course Rituals - 2nd Consecrate, Inveigle - 5th Heroes' Feast Serpentfolk Venom (Poison) Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and enfeebled (1 round); Stage 2 2d4 poison damage and enfeebled 1 (1 round) ","skill_mod":{"deception":19,"crafting":20,"arcana":18,"intimidation":19,"occultism":18,"religion":22},"image":["/Images/Monsters/Vizmivool.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Dispel Magic","Flame Strike","Harm","Divine Wrath","Heal","Spiritual Weapon","Crisis of Faith","Fear","Darkness","Resist Energy","Silence","Command","Ray of Enfeeblement","Daze","Divine Lance","Message","Shield","Stabilize","Illusory Scene","Suggestion","Illusory Disguise","Mirror Image","Ventriloquism","Take its Course","Overstuff"],"ac":29,"item":["+2 striking dagger of venom","religious symbol of Ydersius","wand of vampiric touch"],"level":9,"spell_dc":[28,28,28],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{"poison":10},"intelligence":4,"reflex_save":22,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":15,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"name":"Vizmivool","alignment":"CE","rarity":"common","strike_damage_average":[14,18],"attack_bonus":[20,22],"constitution":3,"spell_attack_bonus":[21],"will_save":20,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Serpentfolk Venom"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Arcana","Crafting","Deception","Intimidation","Occultism","Religion"],"tradition":["Divine","Occult"],"summary":"","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3352","dexterity":6,"category":"creature","slug":"creature-3352"},{"attack_bonus":[18,18,18,19],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":130,"language":["Common","Varisian","rat empathy"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","will_save":15,"charisma":2,"speed":{"max":25,"land":25},"perception":15,"wisdom":3,"weakness":{"silver":10},"creature_ability":["Change Shape","Curse of the Wererat","Moon Frenzy","Sneak Attack","Unexpected Transformation"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Athletics","Deception","Intimidation","Society","Stealth","Thievery"],"trait":["Beast","Human","Humanoid","Unique","Werecreature","LE","Medium"],"id":"creature-3353","text":" Adimar Scarnetti Recall Knowledge - Beast (Arcana, Nature): DC 34 Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Adimar Scarnetti Source Pathfinder #200: Seven Dooms for Sandpoint pg. 128 Perception +15; low-light vision, scent (imprecise) 30 feet Languages Common, Varisian; rat empathy Skills Acrobatics +18, Athletics +14, Deception +16, Intimidation +16, Society +15, Stealth +18, Thievery +16 Str +2 Dex +4 Con +2 Int +1 Wis +3 Cha +2 Rat Empathy (divination, primal) The wererat can communicate with rodents. Items composite shortbow (20 arrows), +1 striking rapier , +1 studded leather --- AC 27 Fort +14 Ref +18 Will +15 HP 130 Weaknesses silver 10 --- Speed 25 feet Melee Single Action rapier +19 (deadly d8, Disarm, Finesse, Magical), Damage 2d6+5 piercing Melee Single Action jaws +18 (Finesse), Damage 2d8+5 piercing plus curse of the wererat Melee Single Action claw +18 (Agile, Finesse), Damage 2d6+5 slashing Ranged Single Action shortbow +18 (deadly d10, Propulsive, range increment 60 feet), Damage 1d6+5 piercing Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) Human with fist +18 for 1d4+5 bludgeoning, or Small rat with Speed 30 feet, climb Speed 10 feet Curse of the Wererat (Curse, Necromancy, Primal) This curse affects only humanoids. Saving Throw Fortitude DC 26. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. Moon Frenzy (polymorph, primal, transmutation); When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws Strike (or a similar Strike) by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours. Sneak Attack Adimar's Strikes deal an additional 2d6 precision damage to flat-footed creatures. Unexpected Transformation Single Action Requirement Adimar is in human or rat form; Effect Adimar uses Change Shape to transform into his hybrid form and attempts to Demoralize one target within 30 feet, gaining a +2 circumstance bonus to his Intimidation check to do so. All creatures who witness Adimar use Unexpected Transformation can't be Demoralized by future Unexpected Transformations for 24 hours. ","skill_mod":{"society":15,"deception":16,"thievery":16,"stealth":18,"athletics":14,"intimidation":16,"acrobatics":18},"summary":"","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity","Monster"],"ac":27,"item":["composite shortbow (20 arrows)","+1 striking rapier","+1 studded leather"],"level":8,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3353","intelligence":1,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":14,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"Adimar Scarnetti","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[8,12,12,14],"slug":"creature-3353"},{"attack_bonus":[22],"constitution":3,"primary_source_category":"Adventure Paths","strength":-5,"hp":150,"language":["Abyssal","Common"],"immunity":["blindness","death effects","disease","paralyzed","poison","precision","unconscious","visual effects"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","will_save":21,"charisma":6,"speed":{"fly":25,"max":25},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Trinket Bound","Rejuvenation","Ghostly Murder","Malevolent Possession","Tears of Blood"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Crafting","Deception","Intimidation","Religion","Sandpoint Lore","Stealth"],"trait":["Ghost","Incorporeal","Spirit","Undead","Unique","CE","Medium"],"id":"creature-3354","text":" Jervis Stoot Recall Knowledge - Spirit (Occultism): DC 38 Recall Knowledge - Undead (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Jervis Stoot Source Pathfinder #200: Seven Dooms for Sandpoint pg. 131 Perception +21; darkvision Languages Abyssal, Common Skills Crafting +19, Deception +23, Intimidation +23, Religion +21, Sandpoint Lore +19, Stealth +22 Str -5 Dex +5 Con +3 Int +2 Wis +4 Cha +6 Trinket Bound Jervis Stoot can normally stray only a short distance from the underground chambers atop Chopper's Isle just north of Sandpoint, but when the head of the clockwork songbird is brought out of that area, Stoot can follow. As long as a creature he possesses carries the head, he can travel as he wishes, but no further than 5 miles from the town of Sandpoint. --- AC 28 Fort +18 Ref +22 Will +21 HP 150 (negative healing, rejuvenation) Immunities blindness, death effects, disease, paralyzed, poison, precision, unconscious, visual effects Resistances all damage 10 (except force, ghost touch, positive, or Strikes from birds or avian creatures [including creatures who fly with wings, but not creatures who fly through magic alone]; double resistance vs. non-magical) Rejuvenation (divine, necromancy) If Jervis is destroyed, he rejuvenates back in the underground chambers below Chopper's Isle and seeks out the carrier of the clockwork songbird's head as long as they remain within 5 miles of Sandpoint. If the architect of his whole doom, the Red Bishop, is slain, Stoot can move on to the afterlife. --- Speed fly 25 feet Melee Single Action ghostly hatchet +22 (Agile, Finesse, Magical), Damage 2d6+11 negative plus 1d6 persistent bleedpersistent bleed Ghostly Murder Two Actions (Divine, Necromancy) Jervis Stoot raises a hand high, and a murder of ghostly crows manifests in a vortex above his hand. He then lowers his hand to point in a direction, and the murder of ghostly crows swarms out in a 20-foot cone. All creatures caught in the area must attempt a DC 30 Reflex save. Jervis can't use Ghostly Murder again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes 6d6 slashing damage. Failure The creature takes 10d6 slashing damage and 2d6 persistent bleed damage. Critical Failure The creature takes 15d6 slashing damage, 5d6 persistent bleed damage, and is blinded. The blindness persists until it's healed via an effect like restore senses . Malevolent Possession Two Actions he ghost attempts to possess an adjacent corporeal creature, but only against a creature that carries the head of the clockwork songbird somewhere on their person. This has the same effect as the possession spell, except since the ghost doesn't have a physical body, it is unaffected by that restriction of the spell. Tears of Blood Two Actions (Divine, Necromancy) Frequency once per day; Effect Jervis Stoot makes a plucking motion with his fingers. One creature he can sense within 30 feet experiences the agony of their eyes being plucked out and takes 12d6 mental damage from the pain (DC 30 basic Fortitude save, plus blinded for 1 minute on a critical failure). ","skill_mod":{"deception":23,"crafting":19,"stealth":22,"intimidation":23,"religion":21},"summary":"","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Monster","Creature Type","Rarity"],"ac":28,"level":11,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=3354","intelligence":2,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":18,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"Jervis Stoot","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[21],"slug":"creature-3354"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":140,"language":["Abyssal","Varisian"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":3,"perception":19,"trait":["Fiend","Incorporeal","Spirit","Undead","Unique","NE","Large"],"id":"creature-3355","text":" Spectral Devil Recall Knowledge - Fiend (Religion): DC 37 Recall Knowledge - Spirit (Occultism): DC 37 Recall Knowledge - Undead (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Spectral Devil Source Pathfinder #200: Seven Dooms for Sandpoint pg. 135 Perception +19; greater darkvision, scent (imprecise) 30 feet Languages Abyssal, Varisian Skills Acrobatics +22, Intimidation +23, Stealth +22, Survival +19 Str -5 Dex +7 Con +5 Int +0 Wis +4 Cha +3 --- AC 28 Fort +22 Ref +19 Will +16 +1 status to all HP 140 (negative healing) Immunities death effects, disease, fear, paralyzed, poison, precision, unconscious Resistances all damage 10 (except cold iron, force, ghost touch, or positive; double resistance vs. non-magical) Rejuvenation (divine, necromancy) Destroying the spectral devil releases its pure, evil essence into the world, where it can find a new body and re-form. When the spectral devil is destroyed, its essence finds the remains of a dead horse and rebuilds its physical body over the course of 1d10 days. Only completing a consecrate ritual heightened to at least 6th level in the place where the spectral devil was defeated, which consecrates the site of the spectral devil's destruction to a good deity, can prevent the spectral devil from returning and haunting the world once more. Attack of Opportunity Reaction ghostly hoof only --- Speed fly 50 feet Melee Single Action ghostly jaws +23 (Finesse, versatile P), Damage 2d12+13 negative Melee Single Action ghostly hoof +23 (Agile, Finesse, versatile B), Damage 2d8+13 negative Occult Innate Spells DC 26, attack +18 - Cantrips (4th) Produce Flame - 1st Gust of Wind (at will) - 2nd Obscuring Mist - 3rd Fireball - 4th Dimension Door, Phantasmal Killer Accursed Shriek Two Actions (Curse, Evocation, Occult, Sonic) The spectral devil unleashes a terrifying howl in a 30-foot cone that deals 5d10 sonic damage. Each creature in the area must attempt a DC 29 Reflex save. The spectral devil can't use Accursed Shriek for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is frightened 2 by the eerie noise. Critical Failure The creature takes full damage, is frightened 2, and becomes cursed. The victim's mind echoes with the sound of the shriek, impairing concentration. The cursed creature is stupefied 2 until the curse is removed. Trample Three Actions Medium or smaller, ghostly hoof, DC 26 ","skill_mod":{"survival":19,"stealth":22,"intimidation":23,"acrobatics":22},"image":["/Images/Monsters/Spectral_Devil.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Dimension Door","Phantasmal Killer","Fireball","Obscuring Mist","Gust of Wind","Produce Flame"],"ac":28,"level":10,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" greater darkvision , scent (imprecise) 30 feet","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":0,"reflex_save":19,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":22,"source_group":["Seven Dooms for Sandpoint"],"size":["Large"],"spoilers":"Seven Dooms for Sandpoint","name":"Spectral Devil","alignment":"NE","rarity":"unique","strike_damage_average":[22,26],"attack_bonus":[23,23],"constitution":5,"immunity":["death effects","disease","fear","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[18],"will_save":16,"speed":{"fly":50,"max":50},"wisdom":4,"weakness":{},"creature_ability":["Rejuvenation","Accursed Shriek","Trample"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Intimidation","Stealth","Survival"],"legacy_id":["creature-1736"],"tradition":["Occult"],"summary":"","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3355","dexterity":7,"category":"creature","slug":"creature-3355"},{"primary_source_category":"Adventure Paths","strength":4,"hp":115,"language":["Abyssal","Common","Necril"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":4,"perception":18,"trait":["Ghoul","Rare","Undead","CE","Medium"],"id":"creature-3356","text":" Ghast Cultists Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Ghast Cultists Source Pathfinder #200: Seven Dooms for Sandpoint pg. 137 Perception +18; darkvision Languages Abyssal, Common, Necril Skills Acrobatics +15, Athletics +15, Intimidation +17, Religion +18 Str +4 Dex +4 Con +2 Int +2 Wis +5 Cha +4 Items +1 striking flail , religious symbol of Kabriri --- AC 25 Fort +11 Ref +15 Will +18 HP 115 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Stench ( <%TRAITS%542%%> aura <%END>, <%TRAITS%664%%> olfactory 10 feet <%END>) A creature entering the aura or starting its turn in the aura must succeed at a DC 22 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 30 feet, burrow 5 feet Melee Single Action flail +18 (Disarm, Magical, Sweep, Trip), Damage 2d6+10 bludgeoning Melee Single Action jaws +17 (Finesse), Damage 2d8+10 piercing plus ghast fever and paralysis Melee Single Action claw +17 (Agile, Finesse), Damage 2d6+10 slashing plus paralysis Divine Prepared Spells DC 25, attack +17 - Cantrips (4th) Daze, Divine Lance, Message, Read Aura, Shield - 1st Command, Fear, Ray of Enfeeblement - 2nd Harm, Silence, Spiritual Weapon - 3rd Blindness, Crisis of Faith, Harm - 4th Divine Wrath, Harm Consume Flesh Single Action Requirements The ghast is adjacent to the corpse of a creature that died within the last hour. Effect The ghast devours a chunk of the corpse and regains 5d6 Hit Points. It can regain Hit Points from any given corpse only once. A ghast cultist can also scoop up a handful of maggots to feed upon if they're adjacent to the large bowl in the middle of area J1 . Ghast Fever (Disease) Saving Throw Fortitude DC 25; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnight Paralysis (Incapacitation, Occult, Necromancy) Any living creature (including elves) hit by a ghast's attack must succeed at a DC 25 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Swift Leap Single Action (Move) The ghast jumps up to half its Speed. This movement doesn't trigger reactions. ","skill_mod":{"athletics":15,"intimidation":17,"acrobatics":15,"religion":18},"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Divine Wrath","Harm","Blindness","Crisis of Faith","Silence","Spiritual Weapon","Command","Fear","Ray of Enfeeblement","Daze","Divine Lance","Message","Read Aura","Shield"],"ac":25,"item":["+1 striking flail","religious symbol of Kabriri"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":11,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"Ghast Cultists","alignment":"CE","rarity":"rare","strike_damage_average":[17,17,19],"attack_bonus":[17,17,18],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[17],"will_save":18,"speed":{"max":30,"land":30,"burrow":5},"wisdom":5,"weakness":{},"creature_ability":["Stench","Consume Flesh","Ghast Fever","Paralysis","Swift Leap"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Athletics","Intimidation","Religion"],"tradition":["Divine"],"summary":"","trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3356","dexterity":4,"category":"creature","slug":"creature-3356"},{"primary_source_category":"Adventure Paths","strength":3,"hp":221,"language":["Aklo","Common","Undercommon","<%UMR%79%%>telepathy<%END> 30 feet"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":6,"perception":19,"trait":["Aberration","Unique","CE","Small"],"id":"creature-3357","text":" Tiluatchek Recall Knowledge - Aberration (Occultism): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Tiluatchek Source Pathfinder #200: Seven Dooms for Sandpoint pg. 144 Perception +19; darkvision, lifesense 60 feet Languages Aklo, Common, Undercommon; telepathy 30 feet Skills Athletics +17, Crafting +21, Deception +22, Diplomacy +20, Occultism +21, Society +21, Stealth +20 Str +3 Dex +6 Con +5 Int +7 Wis +5 Cha +6 --- AC 32 Fort +21 Ref +24 Will +23 HP 221 --- Speed 35 feet Melee Single Action talon +24 (Agile, Finesse), Damage 3d10+6 slashing Occult Innate Spells DC 29 - Cantrips (6th) Daze, Detect Magic, Read Aura - 2nd Gentle Repose, Invisibility (at will; self only), Paranoia (at will) - 3rd Soothe (×3) - 4th Confusion, Globe of Invulnerability Arcane Prepared Spells DC 29, attack +21 - Cantrips (6th) Daze, Mage Hand, Message, Shield, Telekinetic Projectile - 1st Charm, Fear, Unseen Servant - 2nd Hideous Laughter, Humanoid Form, Misdirection - 3rd Haste, Locate, Slow - 4th Dimension Door, Phantasmal Killer, Suggestion - 5th Dimension Door, Sending, Wall of Stone - 6th Baleful Polymorph, Dispel Magic, Flesh to Stone Body Thief Three Actions (Manipulate, Necromancy, Occult, Possession) The intellect devourer reduces in size and burrows into the brain of a creature dead for no longer than 1 day. At the start of the intellect devourer's next turn, the body revives at its maximum Hit Points, controlled by the devourer. The intellect devourer is conscious and can sense everything the possessed body could. Any effect that ends the possession kills the host body with the same effects as Exit Body. The intellect devourer can't use any of the host creature's spells with Body Thief but can use its own spells. The host body slowly decays while inhabited by the intellect devourer, becoming uninhabitable after 7 days unless preserved with gentle repose or a similar effect. Exit Body Single Action (Move) Requirements The intellect devourer is controlling a body with Body Thief; Effect The intellect devourer leaves its host body, which dies instantly and is no longer a suitable host for any Body Thief ability. The intellect devourer appears at full size in an adjacent space. Nightmare Curse Two Actions (Curse, Illusion, Incapacitation, Mental, Occult) Frequency once per day; Effect Tiluatchek reaches out with his mind to infect the dreams of a single creature within 60 feet that he can see. The target suddenly experiences a brief but overwhelming memory of a harrowing nightmare it had at some point in the past and must attempt a DC 32 Will save. The effects of this curse are permanent until the target is cured (although any frightened condition values imparted by the curse pass and end normally). Critical Success The target is unaffected, and the nightmare vision passes as swiftly as it appears. Success The vision causes the target to become frightened 1. The target also becomes cursed. Every time it attempts to sleep, it's plagued by nightmares of being stalked through an endless maze of caverns by something that wants to steal its body and eat its brain. The cursed creature now requires 10 hours of rest (rather than 8) in order to be able to make its daily preparations and can't take the Long-Term Rest activity at all. Failure As success, but frightened 2, and each time the target sleeps, it suffers the effects of a nightmare spell (DC 32 Will save). Critical Failure As failure, but frightened 3 and fleeing for as long as it remains frightened. If the cursed target ever rolls a critical failure against a nightmare spell while it remains cursed (including those caused by the curse itself), it dies in its sleep. If at the time of this death Tiluatchek is also dead (but for no more than 1 year), the intellect devourer is restored to life inside of the target creature's body as if he'd used Body Thief to take the body over. Ravage Three Actions The intellect devourer makes two talon Strikes against a paralyzed, restrained, or unconscious creature, using the same attack modifier as its highest attack modifier. These Strikes gain the death trait. If Ravage kills the target, the intellect devourer may use Body Thief against it as a free action. Stolen Identity While an intellect devourer uses Body Thief, it gains the ability to understand and speak all languages known by the host, as well as knowledge of the host body's abilities, identity, role in society, and personality. However, it does not gain the specific memories or knowledge of the host body. ","skill_mod":{"society":21,"diplomacy":20,"deception":22,"crafting":21,"stealth":20,"athletics":17,"occultism":21},"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Confusion","Globe of Invulnerability","Soothe","Gentle Repose","Invisibility","Paranoia","Daze","Detect Magic","Read Aura","Baleful Polymorph","Dispel Magic","Flesh to Stone","Dimension Door","Sending","Wall of Stone","Phantasmal Killer","Suggestion","Haste","Locate","Slow","Hideous Laughter","Humanoid Form","Misdirection","Charm","Fear","Unseen Servant","Mage Hand","Message","Shield","Telekinetic Projectile"],"ac":32,"level":12,"spell_dc":[29,29],"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 60 feet","resistance":{},"intelligence":7,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":21,"source_group":["Seven Dooms for Sandpoint"],"size":["Small"],"spoilers":"Seven Dooms for Sandpoint","name":"Tiluatchek","alignment":"CE","rarity":"unique","strike_damage_average":[22],"attack_bonus":[24],"constitution":5,"spell_attack_bonus":[21],"will_save":23,"speed":{"max":35,"land":35},"wisdom":5,"weakness":{},"creature_ability":["Body Thief","Exit Body","Nightmare Curse","Ravage","Stolen Identity"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Athletics","Crafting","Deception","Diplomacy","Occultism","Society","Stealth"],"tradition":["Occult","Arcane"],"summary":"","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3357","dexterity":6,"category":"creature","slug":"creature-3357"},{"primary_source_category":"Adventure Paths","strength":4,"hp":112,"language":["Aklo","Common","Elven","Undercommon","Varisian","<%UMR%79%%>telepathy<%END> 30 feet"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":6,"perception":9,"trait":["Aberration","Human","Humanoid","Unique","CE","Medium"],"id":"creature-3358","text":" Kaleb Valdemar's Body Recall Knowledge - Aberration (Occultism): DC 40 Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Kaleb Valdemar's Body Source Pathfinder #200: Seven Dooms for Sandpoint pg. 145 Perception +9; lifesense 60 feet Languages Aklo, Common, Elven, Undercommon, Varisian; telepathy 30 feet Skills Crafting +21, Deception +22, Diplomacy +20, Occultism +21, Society +21 Str +4 Dex +1 Con +2 Int +7 Wis +5 Cha +6 Items +1 striking dagger , Liar's Lexicon (this this item contains all of Tiluatchek's arcane prepared spells, plus any additional spells you wish to introduce into the Adventure Path) --- AC 20 Fort +15 Ref +12 Will +23 HP 112 --- Speed 25 feet Melee Single Action dagger +11 (Agile, Finesse, thrown 10 feet, versatile S), Damage 2d4+5 piercing Occult Innate Spells DC 29 - Cantrips (6th) Daze, Detect Magic, Read Aura - 2nd Gentle Repose, Invisibility (at will; self only), Paranoia (at will) - 3rd Soothe (×3) - 4th Confusion, Globe of Invulnerability Arcane Prepared Spells DC 29, attack +21 - Cantrips (6th) Daze, Mage Hand, Message, Shield, Telekinetic Projectile - 1st Charm, Fear, Unseen Servant - 2nd Hideous Laughter, Humanoid Form, Misdirection - 3rd Haste, Locate, Slow - 4th Dimension Door, Phantasmal Killer, Suggestion - 5th Dimension Door, Sending, Wall of Stone - 6th Baleful Polymorph, Dispel Magic, Flesh to Stone\n","skill_mod":{"society":21,"diplomacy":20,"deception":22,"crafting":21,"occultism":21},"image":["/Images/Monsters/Kaleb_Valdemar.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Confusion","Globe of Invulnerability","Soothe","Gentle Repose","Invisibility","Paranoia","Daze","Detect Magic","Read Aura","Baleful Polymorph","Dispel Magic","Flesh to Stone","Dimension Door","Sending","Wall of Stone","Phantasmal Killer","Suggestion","Haste","Locate","Slow","Hideous Laughter","Humanoid Form","Misdirection","Charm","Fear","Unseen Servant","Mage Hand","Message","Shield","Telekinetic Projectile"],"ac":20,"item":["+1 striking dagger","Liar's Lexicon (this this item contains all of Tiluatchek's arcane prepared spells, plus any additional spells you wish to introduce into the Adventure Path)"],"level":12,"spell_dc":[29,29],"source_category":["Adventure Paths"],"sense":" lifesense 60 feet","resistance":{},"intelligence":7,"reflex_save":12,"strongest_save":["will"],"fortitude_save":15,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"Kaleb Valdemar's Body","alignment":"CE","rarity":"unique","strike_damage_average":[10],"attack_bonus":[11],"constitution":2,"spell_attack_bonus":[21],"will_save":23,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"primary_source_group":"Seven Dooms for Sandpoint","skill":["Crafting","Deception","Diplomacy","Occultism","Society"],"tradition":["Occult","Arcane"],"summary":"","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3358","dexterity":1,"category":"creature","slug":"creature-3358"},{"primary_source_category":"Adventure Paths","strength":7,"hp":275,"language":["Aklo","Aquan","Common","Draconic","Jotun","Thassilonian","Varisian"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":4,"perception":24,"trait":["Acid","Amphibious","Dragon","Unique","CE","Large"],"id":"creature-3359","text":" Scarhorn Recall Knowledge - Dragon (Arcana): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Scarhorn Source Pathfinder #200: Seven Dooms for Sandpoint pg. 152 Perception +24; darkvision, scent (imprecise) 60 feet Languages Aklo, Aquan, Common, Draconic, Jotun, Thassilonian, Varisian Skills Acrobatics +22, Arcana +27, Athletics +27, Deception +26, Intimidation +26, Stealth +24, Thassilon Lore +27 Str +7 Dex +4 Con +6 Int +5 Wis +4 Cha +4 --- AC 36 Fort +28 Ref +22 Will +24 HP 275 Immunities acid, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 31 Tail Lash Reaction Trigger A creature within reach of the dragon's tail takes an action to Strike or attempt a skill check Efiect The dragon Strikes with its tail at the triggering creature at a –2 penalty. If it hits, the creature takes a –2 circumstance penalty to the triggering roll. --- Speed 50 feet, fly 120 feet, swim 50 feet Melee Single Action jaws +29 (Acid, Magical, reach 10 feet), Damage 3d10+13 piercing plus 2d6 acid Melee Single Action claw +29 (Agile, Magical), Damage 3d8+13 slashing Melee Single Action tail +27 (Magical, reach 15 feet), Damage 3d10+11 bludgeoning Melee Single Action horns +27 (Magical, reach 10 feet), Damage 2d6+11 piercing Arcane Prepared Spells DC 34, attack +26 - Cantrips (6th) Dancing Lights, Ghost Sound, Mage Hand, Read Aura, Shield - 1st Alarm, Charm, True Strike - 2nd Comprehend Language, Humanoid Form, Telekinetic Maneuver - 3rd Bind Undead, Locate, Shrink Item - 4th Dimension Door, Hallucinatory Terrain, Suggestion - 5th Control Water, Mariner's Curse, Tongues - 6th Dispel Magic, Dominate, Scrying Arcane Innate Spells DC 34 - 2nd Darkness (at will) Breath Weapon Two Actions (Acid, Arcane, Evocation) Scarhorn breathes a spray of acid that deals 15d6 acid damage in an 80-foot line (DC 34 basic Reflex save). She can't use Breath Weapon again for 1d4 rounds. Corrupt Water Single Action (Arcane, Concentrate, Necromancy) Frequency once per day; Effect The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 31 Will save to protect liquids in its possession). This doesn't affect liquids in a creature's body. ","skill_mod":{"deception":26,"stealth":24,"arcana":27,"athletics":27,"intimidation":26,"acrobatics":22},"image":["/Images/Monsters/Scarhorn.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Dispel Magic","Dominate","Scrying","Control Water","Mariner's Curse","Tongues","Dimension Door","Hallucinatory Terrain","Suggestion","Bind Undead","Locate","Shrink Item","Comprehend Language","Humanoid Form","Telekinetic Maneuver","Alarm","Charm","True Strike","Dancing Lights","Ghost Sound","Mage Hand","Read Aura","Shield","Darkness"],"ac":36,"level":14,"spell_dc":[34,34],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":5,"reflex_save":22,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":28,"source_group":["Seven Dooms for Sandpoint"],"size":["Large"],"spoilers":"Seven Dooms for Sandpoint","name":"Scarhorn","alignment":"CE","rarity":"unique","strike_damage_average":[18,26,27,36],"attack_bonus":[27,27,29,29],"constitution":6,"immunity":["acid","paralyzed","sleep"],"spell_attack_bonus":[26],"will_save":24,"speed":{"fly":120,"max":120,"land":50,"swim":50},"wisdom":4,"weakness":{},"creature_ability":["Tail Lash","Efiect","Breath Weapon","Corrupt Water"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Stealth","Thassilon Lore"],"tradition":["Arcane"],"summary":"","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3359","dexterity":4,"category":"creature","slug":"creature-3359"},{"primary_source_category":"Adventure Paths","strength":4,"hp":136,"language":["Abyssal","Common","Necril"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":6,"perception":16,"trait":["Undead","Unique","CE","Medium"],"id":"creature-3360","text":" Narlo Nyrell Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Narlo Nyrell Source Pathfinder #200: Seven Dooms for Sandpoint pg. 160 Perception +16; darkvision Languages Abyssal, Common, Necril Skills Athletics +16, Intimidation +18, Nature +16, Religion +16 Str +4 Dex +4 Con +4 Int +3 Wis +4 Cha +6 Items +1 lightning-resistant leather armor , greater staff of air --- AC 26 Fort +16 Ref +18 Will +14 HP 136 (negative healing) Immunities death effects, disease, paralyzed, poisoned, unconscious Resistances electricity 5 Weaknesses fire 5 Final Blasphemy (divine, necromancy, negative) When the herexen is destroyed, it explodes in a wave of void energy with the effects of a 3-action 4th level harm spell (DC 26). The herexen is destroyed, so it doesn't gain any Hit Points from this use of harm, and it doesn't need to have any harm spells remaining to use this ability. --- Speed 25 feet Melee Single Action staff +16 (two-hand d8), Damage 1d4+6 bludgeoning Divine Spontaneous Spells DC 26, attack +18 - Cantrips (4th) Chill Touch, Daze, Divine Lance, Message, Shield - 1st Command, Fear, Ray of Enfeeblement (3 slots) - 2nd Darkness, Resist Energy, Silence (3 slots) - 3rd Chilling Darkness, Crisis of Faith, Dispel Magic (3 slots) - 4th Air Walk, Harm, Sound Burst (3 slots) Revelation Spells DC 26, 2 Focus Points - 4th Tempest Touch, Thunderburst Swarming Curse Hundreds of biting flies crawl over Narlo's bones, filling out his armor almost like his flesh once did. When these flies burn, they harm Narlo as well, imparting weakness to fire 5. Whenever Narlo casts a spell, these flies burst from his body to fill a 10- foot emanation around him in a buzzing, biting cloud until the start of his next turn. During this time, he loses his weakness to fire, and any creature that ends their turn within the emanation takes 4d6 piercing damage (DC 23 basic Reflex save) from the biting flies. ","skill_mod":{"nature":16,"athletics":16,"intimidation":18,"religion":16},"image":["/Images/Monsters/Narlo_Nyrell.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Air Walk","Harm","Sound Burst","Chilling Darkness","Crisis of Faith","Dispel Magic","Darkness","Resist Energy","Silence","Command","Fear","Ray of Enfeeblement","Chill Touch","Daze","Divine Lance","Message","Shield","Tempest Touch","Thunderburst"],"ac":26,"item":["+1 lightning-resistant leather armor","greater staff of air"],"level":8,"spell_dc":[26,26],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"electricity":5},"intelligence":3,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":16,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"Narlo Nyrell","alignment":"CE","rarity":"unique","strike_damage_average":[8],"attack_bonus":[16],"constitution":4,"immunity":["death effects","disease","paralyzed","poisoned","unconscious"],"spell_attack_bonus":[18],"will_save":14,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"fire":5},"creature_ability":["Final Blasphemy","Swarming Curse"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Athletics","Intimidation","Nature","Religion"],"tradition":["Divine"],"summary":"","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3360","dexterity":4,"category":"creature","slug":"creature-3360"},{"constitution":0,"primary_source_category":"Adventure Paths","strength":0,"hp":88,"language":["Abyssal","(can't speak any language)"],"immunity":["precision","swarm mind"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","will_save":14,"charisma":0,"speed":{"fly":40,"max":40,"land":10},"perception":16,"wisdom":5,"weakness":{"area":10,"splash":10},"creature_ability":["Beaks and Talons"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics"],"trait":["Animal","Rare","Swarm","CE","Large"],"id":"creature-3361","text":" Fiendish Flock Recall Knowledge - Animal (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Fiendish Flock Source Pathfinder #200: Seven Dooms for Sandpoint pg. 161 Perception +16; darkvision Languages Abyssal; (can't speak any language) Skills Acrobatics +17 Str +0 Dex +5 Con +0 Int -3 Wis +5 Cha +0 --- AC 26 Fort +10 Ref +18 Will +14 HP 88 Immunities precision, swarm mind Resistances bludgeoning 5, piercing 10, slashing 10 Weaknesses area damage 10, splash damage 10 --- Speed 10 feet, fly 40 feet Beaks and Talons Single Action The fiendish flock's angry pecking and clawing deals 2d6 piercing and 2d6 slashing damage to each enemy in the swarm's space (DC 25 basic Reflex save). A creature that critically fails its save is blinded for 1d4 rounds as the birds focus their attacks on the target's face. ","skill_mod":{"acrobatics":17},"summary":"","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Creature Type","Rarity","Monster"],"ac":26,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":5,"piercing":10,"slashing":10},"url":"/Monsters.aspx?ID=3361","intelligence":-3,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":10,"source_group":["Seven Dooms for Sandpoint"],"size":["Large"],"spoilers":"Seven Dooms for Sandpoint","name":"Fiendish Flock","alignment":"CE","category":"creature","rarity":"rare","slug":"creature-3361"},{"attack_bonus":[20,20],"constitution":3,"primary_source_category":"Adventure Paths","strength":6,"hp":110,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","creature_family":"Clockworks","will_save":16,"charisma":-5,"speed":{"max":30,"land":30},"perception":18,"wisdom":4,"weakness":{"orichalcum":10,"electricity":10},"creature_ability":["Wind-Up","Critical Deactivation","Activate Serpent Mode","1–2 Cobra Mode","3–4 Constrictor Mode","5–6 Rattlesnake Mode","Clockwork Serpent Venom","Constrict","Intimidating Hood","Shattering Rattle"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Athletics"],"trait":["Clockwork","Construct","Mindless","Rare","N","Large"],"id":"creature-3362","text":" Clockwork Serpent Clockwork serpents are often found serving as guardians in serpentfolk laboratories or temples. Recall Knowledge - Construct (Arcana, Crafting): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Clockwork Serpent Source Pathfinder #200: Seven Dooms for Sandpoint pg. 188 Perception +18; darkvision Languages Skills Athletics +18 Str +6 Dex +3 Con +3 Int -5 Wis +4 Cha -5 Wind-Up 24 hours, DC 26, standby --- AC 27 Fort +15 Ref +17 Will +16 HP 110 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 10 (except adamantine or orichalcum) Weaknesses electricity 10, orichalcum 10 Critical Deactivation If a clockwork serpent takes any precision damage or takes a critical hit and it has a serpent mode active (see below), it must attempt a DC 16 flat check. On a failure, it takes the damage from the critical hit as normal, is stunned 1, and its serpent mode deactivates. Activate Serpent Mode Reaction Trigger The clockwork serpent begins its turn Effect The clockwork serpent transforms into a different mode. Roll 1d6 and consult the options below. If it rolls a mode it can't currently activate, the clockwork serpent becomes clumsy 1 until the start of its next turn. At the end of its turn, it automatically deactivates its serpent mode. 1–2 Cobra Mode The clockwork serpent can use Intimidating Hood. 3–4 Constrictor Mode The clockwork serpent can use its coils Strike and can Constrict. 5–6 Rattlesnake Mode The clockwork serpent can use Shattering Rattle. --- Speed 30 feet Melee Single Action jaws +20 (Magical, reach 10 feet), Damage 2d10+9 piercing plus clockwork serpent venom Melee Single Action coils +20 (Magical), Damage 2d12+9 bludgeoning plus Grab; Requirements The clockwork serpent is in constrictor mode Clockwork Serpent Venom (Arcane, Magical, Poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and flat-footed (1 round); Stage 2 2d6 poison damage, enfeebled 1, and flat-footed (1 round) Constrict Single Action 2d10+6 bludgeoning; DC 26; Requirements The clockwork serpent is in constrictor mode Intimidating Hood Two Actions (Arcane, Emotion, Enchantment, Fear, Mental) Requirements The clockwork serpent is in cobra mode; Effect The clockwork serpent flares out a cobra hood. All creatures within a 15-foot emanation must succeed at a DC 26 Will save or become frightened 1 (frightened 2 on a critical failure). Shattering Rattle Two Actions (Arcane, Evocation, Sonic) Requirements The clockwork serpent is in rattlesnake mode; Effect The clockwork serpent rattles its tail, then snaps it like a whip to create a devastating blast of sonic energy in a 30-foot cone. Creatures in the area take 9d6 sonic damage (DC 26 basic Fort save). Experimental Serpents Even stranger clockwork serpents are rumored to exist in the heart of serpentfolk enclaves. These constructs supposedly can repair damage to themselves when they change serpent modes, activate additional forms that allow swimming or flight, or even break apart into a seething swarm of smaller clockwork serpents. ","skill_mod":{"athletics":18},"summary":"Clockwork serpents are often found serving as guardians in serpentfolk laboratories or temples.","image":["/Images/Monsters/Clockwork_Serpent.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":27,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=3362","intelligence":-5,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":15,"source_group":["Seven Dooms for Sandpoint"],"size":["Large"],"spoilers":"Seven Dooms for Sandpoint","name":"Clockwork Serpent","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[20,22],"slug":"creature-3362"},{"primary_source_category":"Adventure Paths","strength":5,"hp":270,"language":["Abyssal","Celestial","Common","Infernal","<%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":5,"perception":22,"trait":["Demon","Fiend","CE","Medium"],"id":"creature-3363","text":" Coloxus (Fly Demon) Although the coloxus has the hideous head of a monstrous fly, these demons are fastidious and clean, always dressing in stylish clothing without a blemish on them. Coloxuses are manipulators and schemers born from destructively vain souls. Evil mortals are fond of conjuring them to serve as emissaries or spies, but they also make excellent assassins. Even in the role of murderer, the demon remains cloyingly polite and formal, reveling in the irony of perpetuating such a horrible crime under the guise of good etiquette, as if it were a delicate bit of diplomacy. Recall Knowledge - Fiend (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Coloxus Source Pathfinder #200: Seven Dooms for Sandpoint pg. 189 Perception +22; darkvision, scent (imprecise) 30 feet Languages Abyssal, Celestial, Common, Infernal; telepathy 100 feet, tongues Skills Acrobatics +21, Arcana +21, Deception +23, Diplomacy +23, Religion +22, Stealth +25, Thievery +23 Str +5 Dex +7 Con +4 Int +3 Wis +4 Cha +5 --- AC 33 Fort +22 Ref +25 Will +18 +1 status to all saves vs. magic HP 270 Immunities disease Resistances poison 10 Weaknesses cold iron 10, good 10 Filth Vulnerability A coloxus despises contact with filth and dirt. A small amount of filth held in the hand can be used against a coloxus as a Strike that has the thrown 5 feet trait, and that inflicts 2d6 mental damage on a hit. Forcing a coloxus to fall into or become immersed in filth deals 6d6 mental damage per round. Vanishing Words Reaction Trigger The coloxus rolls initiative with Deception or Diplomacy and can cast invisibility Effect The coloxus casts 4th-level invisibility on itself. --- Speed 25 feet, fly 30 feet Melee Single Action jaws +25 (Finesse, Magical), Damage 3d8+8 piercing plus 1d6 evil and siphon Divine Innate Spells DC 32, attack +24 - Cantrips (6th) Message, Prestidigitation, Telekinetic Projectile - 4th Confusion, Invisibility, Suggestion - 5th Abyssal Plague, Dimension Door - 6th Shadow Blast, Summon Animal (giant arthropods only) - Constant (6th) Tongues Droning Wings Two Actions (Divine, Evocation, Mental, Visual) Frequency once per day; Effect The coloxus flutters its shimmering, gauzy wings and creates a mesmerizing display of color along with a sound-dampening buzzing drone. If the coloxus is invisible, that effect ends and it becomes visible. All creatures within a 30-foot emanation must succeed at a DC 29 Will save or become slowed 1 (slowed 2 on a critical failure) until the start of the coloxus's next turn. As long as Droning Wings continues, the coloxus gains immunity to sonic damage. The coloxus can Sustain Droning Wings for up to 1 minute. Siphon When a coloxus damages a creature with its jaws Strike, it siphons away the target's physical vitality and drinks from their sense of self-worth and confidence. The coloxus gains 10 temporary Hit Points, and the creature must succeed at a DC 32 Will save or become stupefied 1. Further damage dealt by the coloxus increases the stupefied condition by 1 on a failed save to a maximum of stupefied 4. Sneak Attack A coloxus deals 2d6 extra precision damage to flat-footed creatures. Enemies Of Filth Filth is often inescapable in the Abyss, and as a result, coloxus demons are particularly eager to be conjured away from that plane to work their evils in cleaner realities. When one uses planar ally or planar binding to conjure a coloxus, summoning it into a clean environment and promising you won't compel it to serve under filthy conditions may make the demon easier to bargain with. At the GM's discretion, the demon may agree to serve you for longer or at a lower cost than normal. ","skill_mod":{"diplomacy":23,"deception":23,"thievery":23,"stealth":25,"arcana":21,"acrobatics":21,"religion":22},"image":["/Images/Monsters/Coloxus_Demon.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Shadow Blast","Summon Animal","Abyssal Plague","Dimension Door","Confusion","Invisibility","Suggestion","Message","Prestidigitation","Telekinetic Projectile","Tongues"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{"poison":10},"intelligence":3,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":22,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"name":"Coloxus","alignment":"CE","rarity":"common","strike_damage_average":[25],"attack_bonus":[25],"constitution":4,"immunity":["disease"],"creature_family":"Demon","spell_attack_bonus":[24],"will_save":18,"speed":{"fly":30,"max":30,"land":25},"wisdom":4,"weakness":{"cold_iron":10,"good":10},"creature_ability":["Filth Vulnerability","Vanishing Words","Droning Wings","Siphon","Sneak Attack"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Arcana","Deception","Diplomacy","Religion","Stealth","Thievery"],"tradition":["Divine"],"summary":"Although the coloxus has the hideous head of a monstrous fly, these demons are fastidious and clean, always dressing in stylish clothing without a …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3363","dexterity":7,"category":"creature","slug":"creature-3363"},{"primary_source_category":"Adventure Paths","strength":4,"hp":180,"language":["Abyssal","Aklo","Common","Undercommon","fungaltongue, <%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":6,"perception":19,"trait":["Fiend","Fungus","Rare","CE","Medium"],"id":"creature-3364","text":" Fungus Tyrant Hundreds of years ago, a cadre of powerful succubus assassins invaded the Abyssal realm of the demon lord of disease and fungus, Cyth-V'sug. These succubi sought to slay a powerful witch who had befouled a profane temple the assassins served. The succubi failed at their mission, but from their corpses grew the first fungus tyrants. Pleased with this development, the witch then seeded numerous worlds on the Material Plane with fungus tyrant spores, who have since grown and thrived in their new environments as rot thrives in a corpse. Today, hundreds of fungus tyrants inhabit the fouler locales of the Material Plane. They're particularly fond of large cave systems and ruined cities, but also can be found in corrupted woodlands where blighted fey rule or in the sewers of active cities that spew vast amounts of magical waste. An encounter with a normally unintelligent plant monster acting with methodical intent can be evidence of a fungus tyrant's manipulations, but fungus tyrants are equally fond of keeping other types of creatures as pets and thralls—particularly attractive humanoids. Especially favored minions are given the gift of the fungus tyrant's embrace and are transformed into fungoid minions forever loyal to their pallid ruler. Yet most fungus tyrants realize that a diverse array of guardians is best, and they often choose to keep some non-fungus minions on hand to protect their lair. Fungus tyrants are violently jealous. Any who attempt to lure away their dominated pets or cure those who have been infected by them earns their eternal ire. Yet it's succubi who enrage fungus tyrants the most. In these demons, the fungus tyrant sees a former glamour and power they no longer have access to, and only the brutal destruction of these mocking memories can salve a fungus tyrant's anger. A fungus tyrant faced with someone whom they suspect might be a succubus is terrible indeed, for in such battles, the fiendish fungal beings abandon their normal approach of subtle mental trickery and bring all of their power to bear in an attempt to rip the offending creature apart. Fungus tyrants also take great delight in transforming succubi into fungoid creatures under their control. While their jealousy doesn't compel them to do battle with other fungus tyrants, they're always careful to maintain their own territories apart from any nearby kin, and they take great pains not to “poach” other tyrant's charmed and infested pets. A fungus tyrant is 6 feet tall and weighs 150 pounds. Recall Knowledge - Fiend (Religion): DC 31 Recall Knowledge - Fungus (Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Fungus Tyrant Source Pathfinder #200: Seven Dooms for Sandpoint pg. 190 Perception +19; darkvision Languages Abyssal, Aklo, Common, Undercommon; fungaltongue, telepathy 100 feet, tongues Skills Athletics +19, Deception +21, Diplomacy +19, Intimidation +19, Religion +19, Society +18, Stealth +19 Str +4 Dex +4 Con +4 Int +3 Wis +4 Cha +6 Fungaltongue A fungus tyrant can speak with all forms of fungus, be they fungal creatures or otherwise. Most normal fungi don't recognize details about creatures or know anything about the world beyond their immediate vicinity. A fungus tyrant gains a +3 circumstance bonus on all Deception, Diplomacy, or Intimidation checks made against fungus creatures. --- AC 27 Fort +21 Ref +17 Will +19 +1 status to all saves vs. magic HP 180 Resistances electricity 10 Weaknesses cold iron 10, good 10 --- Speed 20 feet Melee Single Action tentacle +19 (Magical, reach 10 feet), Damage 2d10+7 bludgeoning plus Grab Melee Single Action claw +19 (Agile, Magical), Damage 2d12+7 slashing Divine Innate Spells DC 28, attack +20 - Cantrips (5th) Daze, Detect Magic - 3rd Mind Reading, Slow - 4th Charm, Hallucinatory Terrain, Suggestion - 5th Hallucination, Mind Probe, Veil - Constant (5th) Tongues Create Spawn (Divine, Necromancy) If a creature dies after being reduced to 0 HP by a fungus tyrant's Mind-Draining Kiss, the fungus tyrant can turn this victim into a spore thrall by donating some of their own fungal matter to the victim and leaving them to “ripen” within a patch of fungus for 24 hours. After this time, the creature is restored to life but gains the fungus trait and becomes a spore thrall. This prevents the creature's soul from continuing on to the afterlife in a similar manner to how undead are taken out of that cycle—as such, those who hold that cycle sacred (particularly worshipers of Pharasma) regard spore thralls as bad as the undead, despite them being living creatures. If the new spore thrall is a lower level than its creator, then it's under the creator's control. If a fungus tyrant controls too many spore thralls at once (as determined by the GM), strong-willed spore thralls can free themselves by succeeding at a DC 28 Will save. Typically, a fungus tyrant avoids creating spore thralls out of fallen foes who are too powerful to control, for they're only too aware of the compulsion for revenge such victims might harbor for those who wrenched them from the afterlife. Grow Sporepod Two Actions (Conjuration, Divine) The fungus tyrant causes a human-sized pod of fungal material to burst out of the ground at any point they can see within 60 feet. Once created, a sporepod lasts for 1 minute, until the fungus tyrant moves more than 120 feet away from it, or until it's destroyed (AC 28, Hardness 10, 20 HP). The fungus tyrant cannot Grow a Sporepod again for 1d4 rounds, but apart from this and a sporepod's 1 minute life, there is no hard limit to the number of sporepods a single fungus tyrant can have active at any one time. Mind-Draining Kiss Single Action (Divine, Emotion, Enchantment, Mental) Frequency once per round; Effect The fungus tyrant engages a creature they have grabbed in an act of passion in an attempt to drain its will and personality. The kiss makes the creature stupefied 1 or increases its stupefied condition by 1, to a maximum of 4. The creature takes 4d6 poison damage and must then succeed at a DC 28 Will save or be affected by a suggestion to remain immobile rather than trying to Escape. Sporestride Single Action (Conjuration, Move, Teleportation) The fungus tyrant Steps into an adjacent sporepod and instantly teleports to any other active sporepod they've created, bursting out of the target sporepod and destroying it in the process. Sporewarp Single Action (Attack) The fungus tyrant attempts a tentacle Strike but treats a sporepod of their choice within 120 feet that they can see as the point of origin of that tentacle Strike. Spore Trall When a creature becomes a spore thrall, it rises from death with the same statistics it had in life, but gains the fungus trait, as well as immunity to death effects, disease, paralyzed, and poison, and its alignment switches to match that of the fungus tyrant who created them. When a spore thrall is slain, its soul finally travels to the Boneyard for judgment, but the fungus-encrusted physical remains often spawn new fungal creatures, such as myceloids, violet fungi, or drakauthixes. These fungal spawn are not controlled by the fungus tyrant but generally regard them as an ally or, more often, a divinity. Tanglebriar's Tyrants The festering reaches of Tanglebriar in southern Kyonin represent the region on Golarion where fungus tyrants are both the most common and most powerful. Many of Tanglebriar's fungus tyrants have potent druidic or sorcerous powers in addition to their innate divine spellcasting abilities and have developed unusual and violent variants of sporepods that give them even greater tactical options in battle. ","skill_mod":{"society":18,"diplomacy":19,"deception":21,"stealth":19,"athletics":19,"intimidation":19,"religion":19},"image":["/Images/Monsters/Fungus_Tyrant.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Hallucination","Mind Probe","Veil","Charm","Hallucinatory Terrain","Suggestion","Mind Reading","Slow","Daze","Detect Magic","Tongues"],"ac":27,"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"electricity":10},"intelligence":3,"reflex_save":17,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":21,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"Fungus Tyrant","alignment":"CE","rarity":"rare","strike_damage_average":[18,20],"attack_bonus":[19,19],"constitution":4,"spell_attack_bonus":[20],"will_save":19,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{"cold_iron":10,"good":10},"creature_ability":["Fungaltongue","Create Spawn","Grow Sporepod","Mind-Draining Kiss","Sporestride","Sporewarp"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Athletics","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"Hundreds of years ago, a cadre of powerful succubus assassins invaded the Abyssal realm of the demon lord of disease and fungus, Cyth-V'sug. These …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3364","dexterity":4,"category":"creature","slug":"creature-3364"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":50,"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","creature_family":"Longlegs","will_save":6,"charisma":-4,"speed":{"climb":30,"max":30,"land":30},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Cluster","Bob","Noxious Spray"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Uncommon","N","Small"],"id":"creature-3365","text":" Giant Longlegs The most widespread of the longlegs is the giant longlegs, a creature with a body the size of a dog whose long, spindly legs give it a much more intimidating appearance. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Giant Longlegs Source Pathfinder #200: Seven Dooms for Sandpoint pg. 192 Perception +8; darkvision Languages Skills Acrobatics +10, Athletics +9, Stealth +10 Str +4 Dex +3 Con +3 Int -5 Wis +3 Cha -4 --- AC 18 Fort +10 Ref +10 Will +6 HP 50 Cluster A giant longlegs can share the same space as another giant longlegs, but no more than three giant longlegs can occupy the same space. --- Speed 30 feet, climb 30 feet Melee Single Action jaws +11, Damage 1d10+6 piercing Bob Single Action The giant longlegs begins to bob up and down, using its legs almost like springs to cause its body to bounce and sway in an unsettling manner. Until the start of the giant longlegs's next turn, it gains a +2 status bonus to its Armor Class. Noxious Spray Two Actions (Olfactory, Poison) The giant longlegs sprays a noxious chemical onto a single adjacent target, who must attempt a DC 20 Fortitude save. The giant longlegs can't use Noxious Spray for 1 minute. Critical Success The creature is unaffected and temporarily immune to Noxious Spray for 1 minute. Success The creature is unaffected. Failure The creature is sickened 1. Critical Failure The creature is sickened 2 and enfeebled 1 for as long as they remain sickened. ","skill_mod":{"stealth":10,"athletics":9,"acrobatics":10},"summary":"The most widespread of the longlegs is the giant longlegs, a creature with a body the size of a dog whose long, spindly legs give it a much more …","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Creature Type","Rarity"],"ac":18,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3365","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":10,"source_group":["Seven Dooms for Sandpoint"],"size":["Small"],"spoilers":"Seven Dooms for Sandpoint","name":"Giant Longlegs","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[11],"slug":"creature-3365"},{"attack_bonus":[15],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":90,"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","creature_family":"Longlegs","will_save":12,"charisma":-4,"speed":{"climb":25,"max":25,"land":25},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Bob","Noxious Spray"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Uncommon","N","Medium"],"id":"creature-3366","text":" Sicklefang Longlegs Somewhat larger than the giant longlegs, the sicklefang is named for their unusually large, curved mandibles, which they use to bleed prey with deadly efficiency. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Sicklefang Longlegs Source Pathfinder #200: Seven Dooms for Sandpoint pg. 192 Perception +14; darkvision, tremorsense (imprecise) 30 feet Languages Skills Acrobatics +14, Athletics +15, Stealth +14 Str +5 Dex +4 Con +5 Int -5 Wis +4 Cha -4 --- AC 24 Fort +15 Ref +14 Will +12 HP 90 --- Speed 25 feet, climb 25 feet Melee Single Action jaws +15 (deadly d10), Damage 2d10+5 piercing plus 1d6 persistent bleed Bob Single Action The giant longlegs begins to bob up and down, using its legs almost like springs to cause its body to bounce and sway in an unsettling manner. Until the start of the giant longlegs's next turn, it gains a +2 status bonus to its Armor Class. Noxious Spray Two Actions (Olfactory, Poison) The giant longlegs sprays a noxious chemical onto a single adjacent target, who must attempt a DC 24 Fortitude save. The giant longlegs can't use Noxious Spray for 1 minute. Critical Success The creature is unaffected and temporarily immune to Noxious Spray for 1 minute. Success The creature is unaffected. Failure The creature is sickened 1. Critical Failure The creature is sickened 2 and enfeebled 1 for as long as they remain sickened. ","skill_mod":{"stealth":14,"athletics":15,"acrobatics":14},"summary":"Somewhat larger than the giant longlegs, the sicklefang is named for their unusually large, curved mandibles, which they use to bleed prey with …","image":["/Images/Monsters/Sicklefang_Longlegs.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Creature Type","Rarity"],"ac":24,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3366","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"Sicklefang Longlegs","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[19],"slug":"creature-3366"},{"primary_source_category":"Adventure Paths","strength":-1,"hp":20,"language":["Aklo","Common"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":0,"perception":7,"trait":["Beast","Dream","Rare","CN","Tiny"],"id":"creature-3367","text":" Zoog Recall Knowledge - Beast (Arcana, Nature): DC 20 Recall Knowledge - Dream (Occultism, Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Zoog Source Pathfinder #200: Seven Dooms for Sandpoint pg. 193 Perception +7; darkvision, scent (imprecise) 60 feet, spell sight Languages Aklo, Common Skills Acrobatics +6, Occultism +5 Str -1 Dex +3 Con +3 Int +0 Wis +2 Cha +0 Spell Sight A zoog's eyes shed bright light in a 15-foot cone (and dim light in the next 15 feet). Any magic effect in this area glows faintly. A zoog can quell or renew this light as a free action on its turn. --- AC 16 Fort +6 Ref +6 Will +5 HP 20 --- Speed 25 feet, climb 25 feet Melee Single Action jaws +8 (Finesse), Damage 1d8+1 piercing plus 1d4 persistent bleed Melee Single Action claw +8 (Agile, Finesse, Magical), Damage 1d6+1 slashing Primal Innate Spells DC 17 - Cantrips (2nd) Detect Magic - 2nd Speak with Animals (at will) Otherworldly Touch A zoog's claw Strike can damage incorporeal creatures, as if they were enhanced by a ghost touch property rune. ","skill_mod":{"occultism":5,"acrobatics":6},"image":["/Images/Monsters/Zoog.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Speak with Animals","Detect Magic"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet, spell sight","resistance":{},"intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude","ref","reflex"],"vision":"Darkvision","fortitude_save":6,"source_group":["Seven Dooms for Sandpoint"],"size":["Tiny"],"spoilers":"Seven Dooms for Sandpoint","name":"Zoog","alignment":"CN","rarity":"rare","strike_damage_average":[4,8],"attack_bonus":[8,8],"constitution":3,"creature_family":"Zoog","will_save":5,"speed":{"climb":25,"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Spell Sight","Otherworldly Touch A zoog's claw Strike can damage incorporeal creatures, as if they were enhanced by a ghost touch property rune."],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Occultism"],"tradition":["Primal"],"summary":"","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3367","dexterity":3,"category":"creature","slug":"creature-3367"},{"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":100,"language":["Aklo","Common"],"immunity":["precision","swarm mind"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","creature_family":"Zoog","will_save":14,"charisma":0,"speed":{"climb":25,"max":25,"land":25},"perception":16,"wisdom":4,"weakness":{"area":10,"splash":10},"creature_ability":["Gnash and Slash","Overwhelming Clutches"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Athletics","Occultism"],"trait":["Beast","Dream","Rare","Swarm","CN","Large"],"id":"creature-3368","text":" Zoog Swarm If a family of zoogs avoids infighting and locates a reliable enough food source, their numbers can swell into truly massive swarms. Recall Knowledge - Beast (Arcana, Nature): DC 29 Recall Knowledge - Dream (Occultism, Occultism): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Zoog Swarm Source Pathfinder #200: Seven Dooms for Sandpoint pg. 193 Perception +16; darkvision, scent (imprecise) 60 feet, spell sight Languages Aklo, Common Skills Acrobatics +18, Athletics +16, Occultism +12 Str +2 Dex +4 Con +3 Int +0 Wis +4 Cha +0 Spell Sight A zoog's eyes shed bright light in a 15-foot emanation (and dim light in the next 15 feet). Any magic effect in this area glows faintly. A zoog can quell or renew this light as a free action on its turn. --- AC 24 Fort +15 Ref +18 Will +14 HP 100 Immunities precision, swarm mind Resistances bludgeoning 10, slashing 5, piercing 10 Weaknesses area damage 10, splash damage 10 --- Speed 25 feet, climb 25 feet Gnash and Slash Single Action Each enemy in the swarm's space takes 2d6 piercing damage, 2d6 slashing damage, and 1d6 persistent bleed damage (DC 26 basic Reflex save). A successful save negates the bleed damage. The slashing damage can damage incorporeal creatures, as if it were enhanced by a ghost touch property rune. Overwhelming Clutches Three Actions (Attack, Move) The zoog swarm attempts to Grapple a Medium or smaller creature in its space. If the swarm Grabs or Restrains the creature, the zoog swarm can then Stride twice, dragging the grabbed or restrained creature along with them as they move. ","skill_mod":{"athletics":16,"occultism":12,"acrobatics":18},"summary":"If a family of zoogs avoids infighting and locates a reliable enough food source, their numbers can swell into truly massive swarms.","primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Creature Type","Rarity","Monster"],"ac":24,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet, spell sight","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":5},"url":"/Monsters.aspx?ID=3368","intelligence":0,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"source_group":["Seven Dooms for Sandpoint"],"size":["Large"],"spoilers":"Seven Dooms for Sandpoint","name":"Zoog Swarm","alignment":"CN","category":"creature","rarity":"rare","slug":"creature-3368"},{"primary_source_category":"Adventure Paths","strength":5,"hp":260,"language":["Aklo","Common","Sylvan","Undercommon","(can't speak any language); <%UMR%79%%>telepathy<%END> 100 feet"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","charisma":6,"perception":26,"trait":["Aberration","Unique","CE","Medium"],"id":"creature-3369","text":" The Red Bishop This mothman priest of Pazuzu does not share his actual name with anyone, in part because the name itself cannot be spoken aloud—only conveyed via an unsettling telepathic sending. To those he manipulates and torments, he is known only as the Red Bishop. The Red Bishop first came to the Lost Coast at the turn of the century in 4700 ar. Originally drawn from distant lands by the lure of his demonic patron's influence over the region, the Red Bishop was delighted to find not only an ancient shrine devoted to Pazuzu hidden within the rock of Chopper's Isle on Sandpoint's outskirts, but a much more ancient and powerful legacy in the depths of the Pit itself. Here, he knew a thin spot existed between the Material Plane and the Abyssal realm of High M'vania, where Pazuzu ruled. Yet an ancient ward kept the potential rupture in reality in check. Unable to directly undo this ward, and indeed, preferring long, slow corruption and cruelty to swift pain and immediate ruin, the Red Bishop settled into the region to begin a plan that would take over two decades to come to fruition. Sandpoint's fortunes grew darker the day the Red Bishop arrived. Life there was already hard, but once the Red Bishop began to manipulate events, things grew undeniably worse. It was the Red Bishop who ensured that local eccentric Jervis Stoot would find and become corrupted by the statuette of Pazuzu that would give rise to Chopper's murder spree. It was the Red Bishop whose nightmare sendings and whispered poison caused so many in Sandpoint to act awfully toward Nualia, eventually resulting in the devastating fire that nearly burned the Sandpoint Cathedral to the ground. And while the Red Bishop himself was not directly responsible for the rise of Runelord Karzoug, his subtle manipulations certainly helped to spread the influence of the minor runewell of wrath hidden below Sandpoint so that certain powerful locals became more prone to cruelty. For the next 20 years, Sandpoint has endured one tragedy after another. And while the grief caused by the Red Bishop's influence amused him, it was but a side effect of his primary goal. For such events were the best way to cultivate the very tools he needed to see to the destruction of Sazzleru's ward in the Pit. Adventurers were the Red Bishop's goal, adventurers who weren't direct agents of the Abyss but, as with so many mortals, could be manipulated into doing the Red Bishop's bidding. Campaign Use The Red Bishop prefers to manipulate the world around him rather than directly engage his foes in combat. If he can orchestrate a great calamity or deadly disaster to take out his enemies, he'll do that instead of confronting them in battle. Yet at the end of this adventure, when he makes contact with his latest “project” (the PCs), he's likely to be forced into a fight. When combat is unavoidable, the Red Bishop fights with as many allies as possible, so that he can remain at range and cast spells against foes. Phantasmal killer is one of his favorites—those who are targeted by this spell endure realistic visions of horrific, world-ending disasters that seem to focus the brunt of their devastation on the victim. When fighting with allies in this way, he deactivates his Portentous Gaze, but he'll activate it at once if he's surrounded or reduced to fewer than 150 Hit Points, regardless of any minions or allies he might frighten. In melee, the Red Bishop uses his longsword with frightening effectiveness. Those who try to engage him up close might expect a weak spellcaster, and they might not live to regret that mistake. Typically, the Red Bishop makes two Strikes with his sword, then either moves to a better position or Focuses his Gaze on a foe. While “Seven Dooms for Sandpoint” assumes the Red Bishop does not survive, if the mothman cleric does escape, he can become a dangerous recurring enemy—especially since once defeated and forced to flee, he relies more and more on working from afar, manipulating events to make life horrible for his enemies rather than seeking another rematch in battle. Recall Knowledge - Aberration (Occultism): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 The Red Bishop Source Pathfinder #200: Seven Dooms for Sandpoint pg. 196 Perception +26; darkvision Languages Aklo, Common, Sylvan, Undercommon; (can't speak any language); telepathy 100 feet Skills Acrobatics +24, Deception +28, Intimidation +26, Engineering Lore +26, Occultism +26, Religion +28, Society +26, Stealth +28 Str +5 Dex +8 Con +5 Int +4 Wis +8 Cha +6 Items +2 greater striking unholy longsword --- AC 36 Fort +23 Ref +26 Will +28 HP 260 Portentous Gaze (aura, emotion, enchantment, fear , mental, occult, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 31 Will save. A creature that fails is frightened 1 (or frightened 2 on a critical failure) The mothman can deactivate or activate this aura with a single action, which has the concentrate trait. True Temptation Reaction ( <%TRAITS%579%%> divine <%END>, <%TRAITS%61%%> enchantment <%END>, <%TRAITS%712%%> mental Frequency three times a day <%END>) Trigger A creature within 30 feet of the Red Bishop speaks Pazuzu's name aloud three times with a single breath; Effect The Red Bishop casts charm on the creature. A creature with a fly speed takes a –4 circumstance penalty to the saving throw against this charm. --- Speed 25 feet, fly 50 feet Melee Single Action longsword +27 (versatile P), Damage 3d8+11 slashing Melee Single Action claw +26 (Agile, Finesse), Damage 3d8+11 slashing Divine Prepared Spells DC 34, attack +26 - Cantrips (7th) Daze, Divine Lance, Message, Shield, Stabilize - 1st Heal (×2), Sanctuary - 2nd Heal (×2), Restoration - 3rd Heal (×2), Remove Disease - 4th Heal (×2), Remove Curse - 5th Dream Message, Sending, Silence - 6th Dispel Magic, Spirit Blast, Spiritual Weapon - 7th Divine Decree, Divine Wrath, Heal Occult Innate Spells DC 34, attack +26 - Cantrips (7th) Daze, Ghost Sound, Read Aura - 4th Invisibility, Nightmare - 5th Illusory Object, Mind Reading, Misdirection - 6th Illusory Creature, Modify Memory - 7th Phantasmal Killer, Suggestion Rituals - 2nd Consecrate, Inveigle - 3rd Geas - 5th Call Spirit, Planar Ally - 6th Planar Binding Agent of Fate Three Actions (Primal) Frequency once per day; Effect The mothman casts any spell of 7th level or lower that normally takes 2 or fewer actions to cast, whether they have those spells in their innate spells or not. They can use this ability only if doing so steers the flow of fate in its proper course toward a disaster or otherwise significantly memorable event. What the proper flow of fate entails is determined by the GM, but some examples include casting illusory scene to coax someone to a portentous location, casting sending to deliver an important message to someone the exact moment they need to hear it, or casting rusting grasp to weaken a structure and cause some necessary calamity. Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The Red Bishop takes on the appearance of a Tiny red sea gull or red hawk. This doesn't change his speed, but he can't make Strikes in this form. Command the Hateful Skies The Red Bishop's telepathic words carry an unsettling weight and promise of punishment when spoken to any evil creature capable of flight. Against such creatures, the Red Bishop gains a +3 circumstance bonus to attempts to Make an Impression, Request, Coerce, and Demoralize, and he increases the DC of any mental effect he uses against such creatures by 3 as well. Even without these bonuses, evil flying creatures tend to treat the Red Bishop with a mix of respect, if not outright fear. Extract Fear Two Actions (Divine, Mental, Necromancy) The Red Bishop reaches out with one hand toward a frightened creature he can see that's within 30 feet and makes a clutching motion to pull out the creature's fear and feed upon it. The Red Bishop restores 7d8+8 Hit Points to himself, and the target creature loses the frightened condition but must also attempt a DC 34 Will save as other emotions are drawn out of their mind as well to fade uselessly away, resulting in mental trauma and a strange numbness in the mind itself. Critical Success The target is unaffected. Success The target takes 3d6 mental damage. Failure The target takes 6d6 mental damage and is stupefied 1 until the end of its next turn. Critical Failure The target takes 12d6 mental damage and is stupefied 1 until the condition is removed via an effect like restoration . Focus Gaze Single Action (Concentrate, Emotion, Enchantment, Fear, Mental, Occult, Visual) The mothman fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Will save against the mothman's portentous gaze. If the creature is already frightened when it attempts this save, on a failure it becomes stupefied 1 for 24 hours in addition to the frightened effect. After attempting its save, the creature is then temporarily immune for 1 minute. ","skill_mod":{"society":26,"deception":28,"stealth":28,"intimidation":26,"occultism":26,"acrobatics":24,"religion":28},"image":["/Images/Monsters/The_Red_Bishop.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","spell":["Divine Decree","Divine Wrath","Heal","Dispel Magic","Spirit Blast","Spiritual Weapon","Dream Message","Sending","Silence","Remove Curse","Remove Disease","Restoration","Sanctuary","Daze","Divine Lance","Message","Shield","Stabilize","Phantasmal Killer","Suggestion","Illusory Creature","Modify Memory","Illusory Object","Mind Reading","Misdirection","Invisibility","Nightmare","Ghost Sound","Read Aura"],"ac":36,"item":["+2 greater striking unholy longsword"],"level":14,"spell_dc":[34,34],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":26,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":23,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"The Red Bishop","alignment":"CE","rarity":"unique","strike_damage_average":[24,24],"attack_bonus":[26,27],"constitution":5,"spell_attack_bonus":[26,26],"will_save":28,"speed":{"fly":50,"max":50,"land":25},"wisdom":8,"weakness":{},"creature_ability":["Portentous Gaze","True Temptation","Agent of Fate","Change Shape","Extract Fear","Focus Gaze"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Deception","Intimidation","Engineering Lore","Occultism","Religion","Society","Stealth"],"tradition":["Divine","Occult"],"summary":"This mothman priest of Pazuzu does not share his actual name with anyone, in part because the name itself cannot be spoken aloud—only conveyed via an …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=3369","dexterity":8,"category":"creature","slug":"creature-3369"},{"attack_bonus":[15,17],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Common","Goblin"],"source":["Bestiary"],"type":"Creature","creature_family":"Hobgoblin","will_save":13,"charisma":2,"speed":{"max":25,"land":25},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["General’s Cry","Formation","Polearm Critical Specialization"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"12","trait":["Goblin","Humanoid","LE","Medium"],"id":"creature-263","text":" Hobgoblin General Hobgoblin generals serve as leaders of entire armies and rulers of hobgoblin settlements. A general does not permit the luxuries of rule to soften them. They lead their forces on the field of battle and view this opportunity to excel in a fight at the head of an army as the true reward for a life spent honing one’s skills in battle. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Hobgoblin General Source Bestiary pg. 207 Perception +13; darkvision Languages Common, Goblin Skills Acrobatics +12, Athletics +15, Intimidation +14, Stealth +12 Str +4 Dex +3 Con +2 Int +0 Wis +1 Cha +2 General’s Cry When a hobgoblin general rolls initiative, as long as they can perceive at least one foe, they can yell a mighty battle cry. The hobgoblin general attempts an Intimidate check to Demoralize a single foe within 60 feet as a free action. If successful, any ally with the goblin trait can, as its first action on its first turn of the combat, Stride up to double its speed as a single action. Items Half Plate, Composite Shortbow (20 arrows), +1 glaive --- AC 25 Fort +12 Ref +15 Will +13 HP 90 Formation When it’s adjacent to at least two other allies, the hobgoblin general gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects. --- Speed 25 feet Melee Single Action glaive +17 (deadly 1d8, Forceful, Reach), Damage 1d8+10 slashing Ranged Single Action composite shortbow +15 (Brutal, deadly 1d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+8 piercing Polearm Critical Specialization On a critical hit, the target of the critical hit is moved 5 feet in a direction of the hobgoblin general’s choice. ","skill_mod":{"stealth":12,"athletics":15,"intimidation":14,"acrobatics":12},"summary":"Hobgoblin generals serve as leaders of entire armies and rulers of hobgoblin settlements. A general does not permit the luxuries of rule to soften …","image":["/Images/Monsters/Hobgoblin_HobgoblinGeneral.png"],"primary_source":"Bestiary","trait_group":["Ancestry","Weapon","Creature Type"],"ac":25,"item":["Half Plate","Composite Shortbow (20 arrows)","+1 glaive"],"level":6,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=263","intelligence":0,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Hobgoblin General","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,14],"slug":"creature-263"},{"attack_bonus":[7],"constitution":0,"primary_source_category":"Rulebooks","strength":-1,"hp":17,"language":["Common","(can’t speak any language); master link"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary"],"type":"Creature","will_save":3,"charisma":-2,"speed":{"fly":40,"max":40,"land":15},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Master Link","Homunculus Poison"],"skill":["Acrobatics","Stealth"],"stealth":"5","trait":["Construct","N","Tiny"],"id":"creature-264","text":" Homunculus A homunculus is a tiny servitor construct created by a crafter to serve as a spy, scout, messenger, or assistant. When a crafter first begins to study the art of creating constructs, she often crafts a homunculus first, since the creation process is simple and inexpensive due to a magical shortcut: the use of the creator’s own blood. This forges a link between the homunculus and its master, causing the homunculus to gain a spark of the creator’s intellect, as well as the same moral values and some of the creator’s basic personality traits. Homunculi left to their own devices never stray far from their masters. In most cases, a homunculus doesn’t survive the death of its master for long. Deprived of its creator, a homunculus loses focus and grows increasingly self-destructive, and some even end up battering themselves to destruction. Rarely, a homunculus with a slain master survives the trauma with its mind intact, often seeing itself as its deceased creator’s child or successor and attempting to further its creator’s legacy as best it can. In such cases, and if the homunculus was in close proximity to its master upon that creature’s death, a portion of the dead master’s soul “infects” the surviving homunculus as it passes on to the afterlife. This doesn’t result in a truly soulbound homunculus (see sidebar), since only a fragment of the soul is left behind, but this is still enough to grant the homunculus a greater personality, free will of its own, and perhaps most importantly, the ability to speak. Over time, a few of these “awakened” homunculi even go so far as to become convinced that they are the reincarnation of their prior masters, although their actual personalities never quite reach the depth and complexity of a truly living creature. They are, at best, caricatures of the master, and at worst they become awful, bitter-minded parodies of life itself. Still, a free-willed homunculus might pursue studies in its creator’s class, becoming a unique creature with the abilities of that class if time and fortune permit. Homunculi are created from a mixture of clay, ash, mandrake root, spring water, and a pint of the creator’s own blood. It is possible for a separate donor to provide the blood, but the process is more difficult. Recall Knowledge - Construct (Arcana, Crafting): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Homunculus Source Bestiary pg. 208 Perception +3; darkvision Languages Common; (can’t speak any language); master link Skills Acrobatics +5, Stealth +5 Str -1 Dex +3 Con +0 Int +0 Wis +1 Cha -2 Master Link (arcane, divination, mental) A homunculus can’t speak, but it is telepathically linked to its creator. It can share information back and forth, including its master’s knowledge and everything the homunculus hears. The range of this link is 1,500 feet. The homunculus adopts the same alignment as its creator and is utterly faithful. If the homunculus is destroyed, the master takes 2d10 mental damage. If the master is slain, the homunculus becomes mindless, claims its current location as its lair, and instinctively attacks anyone who comes near. --- AC 17 Fort +2 Ref +7 Will +3 HP 17 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious --- Speed 15 feet, fly 40 feet Melee Single Action jaws +7 (Finesse, Magical), Damage 1d4 piercing plus homunculus poison Homunculus Poison (Poison) A homunculus has one dose of poison in a reservoir in its head. It can refill this poison from its reserves with an Interact action. Saving Throw DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round) Soulbound Homunculi Most homunculi use a dose of their creator’s blood as their spark of life, but it’s possible to use a technique similar to that used in the crafting of a soulbound doll to give a homunculus a personality and the semblance of life. These homunculi gain the soulbound trait, can speak, and do not have a special link to a creator, yet the process tends to warp the soul used so that, more often than not, what rises in the new homunculus body is a parody of its prior life. As such, soulbound homunculi are generally created by cruel spellcasters as a method of humiliating and tormenting vanquished enemies. ","skill_mod":{"stealth":5,"acrobatics":5},"summary":"A homunculus is a tiny servitor construct created by a crafter to serve as a spy, scout, messenger, or assistant. When a crafter first begins to …","image":["/Images/Monsters/Homunculus.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":17,"level":0,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=264","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":2,"size":["Tiny"],"name":"Homunculus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-264"},{"attack_bonus":[5],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":16,"source":["Bestiary"],"type":"Creature","creature_family":"Horse","will_save":4,"charisma":0,"speed":{"max":35,"land":35},"perception":4,"wisdom":2,"weakness":{},"creature_ability":["Buck","Gallop"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Medium"],"id":"creature-265","text":" Riding Pony This entry did not have a separate description for the creature. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Riding Pony Source Bestiary pg. 209 Perception +4; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +4, Athletics +7 Str +3 Dex +2 Con +3 Int -4 Wis +2 Cha +0 --- AC 14 Fort +7 Ref +4 Will +4 HP 16 Buck Reaction DC 15 --- Speed 35 feet Melee Single Action hoof +5, Damage 1d4+3 bludgeoning Gallop Two Actions The riding pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. ","skill_mod":{"athletics":7,"acrobatics":4},"summary":"This entry did not have a separate description for the creature.","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":14,"level":0,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=265","intelligence":-4,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Riding Pony","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-265"},{"attack_bonus":[7],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":22,"source":["Bestiary"],"type":"Creature","creature_family":"Horse","will_save":5,"charisma":-1,"speed":{"max":40,"land":40},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Buck","Gallop"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Large"],"id":"creature-266","text":" Riding Horse This entry did not have a separate description for the creature. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Riding Horse Source Bestiary pg. 209 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +7 Str +4 Dex +3 Con +4 Int -4 Wis +2 Cha -1 --- AC 16 Fort +9 Ref +6 Will +5 HP 22 Buck Reaction DC 16 --- Speed 40 feet Melee Single Action hoof +7, Damage 1d6+4 bludgeoning Gallop Two Actions The riding horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. ","skill_mod":{"athletics":7,"acrobatics":6},"summary":"This entry did not have a separate description for the creature.","image":["/Images/Monsters/Horse_RidingHorse.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=266","intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":9,"size":["Large"],"name":"Riding Horse","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-266"},{"attack_bonus":[7],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":20,"source":["Bestiary"],"type":"Creature","creature_family":"Horse","will_save":5,"charisma":0,"speed":{"max":35,"land":35},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Buck","Gallop"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Medium"],"id":"creature-267","text":" War Pony This entry did not have a separate description for the creature. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 War Pony Source Bestiary pg. 209 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +7 Str +4 Dex +4 Con +3 Int -4 Wis +2 Cha +0 --- AC 16 Fort +8 Ref +7 Will +5 HP 20 Buck Reaction DC 16 --- Speed 35 feet Melee Single Action hoof +7, Damage 1d4+4 bludgeoning Gallop Two Actions The war pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. ","skill_mod":{"athletics":7,"acrobatics":7},"summary":"This entry did not have a separate description for the creature.","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=267","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"War Pony","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-267"},{"attack_bonus":[9],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":36,"source":["Bestiary"],"type":"Creature","creature_family":"Horse","will_save":6,"charisma":-2,"speed":{"max":40,"land":40},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Buck","Gallop"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Large"],"id":"creature-268","text":" War Horse This entry did not have a separate description for the creature. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 War Horse Source Bestiary pg. 209 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +11 Str +5 Dex +3 Con +4 Int -4 Wis +2 Cha -2 --- AC 17 Fort +8 Ref +7 Will +6 HP 36 Buck Reaction DC 17 --- Speed 40 feet Melee Single Action hoof +9, Damage 1d6+5 bludgeoning Gallop Two Actions The war horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. ","skill_mod":{"athletics":11,"acrobatics":7},"summary":"This entry did not have a separate description for the creature.","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=268","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":8,"size":["Large"],"name":"War Horse","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-268"},{"attack_bonus":[16],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":90,"immunity":["area damage"],"source":["Bestiary"],"type":"Creature","will_save":10,"charisma":-1,"speed":{"max":25,"land":25,"swim":25},"perception":17,"wisdom":2,"weakness":{"slashing":5},"creature_ability":["Attack of Opportunity","Head Regrowth","Hydra Regeneration","Multiple Opportunities","Focused Assault","Storm of Jaws"],"skill":["Athletics","Stealth"],"stealth":"12","trait":["Beast","N","Huge"],"id":"creature-269","text":" Hydra Hydras are multiheaded, foul-tempered serpentine beasts with voracious appetites, widely feared for their regeneration abilities. Recall Knowledge - Beast (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Hydra Source Bestiary pg. 210 Perception +17; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +17, Stealth +12 Str +7 Dex +4 Con +5 Int -3 Wis +2 Cha -1 --- AC 23 all-around vision Fort +15 Ref +12 Will +10 HP 90 ((body), hydra regeneration) HP 15 ((head), head regrowth) Immunities area damage Weaknesses slashing 5 Attack of Opportunity Reaction Head Regrowth A hydra ordinarily has five heads. A creature can attempt to sever one of the hydra’s heads by specifically targeting it and dealing damage equal to the head’s Hit Points. A head that is not completely severed returns to full Hit Points at the end of any creature’s turn. A hydra can regrow a severed head using Hydra Regeneration. A creature can prevent this regrowth by dealing acid or fire damage to the stump, cauterizing it. Single-target acid or fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra’s whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly. If all five heads are cauterized, the hydra dies. Hydra Regeneration The hydra has regeneration equal to 3 x the number of heads it has. If a hydra’s body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a DC 25 Fortitude save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra’s regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies. Multiple Opportunities A hydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Attacks of Opportunity. It can’t use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the hydra must use a different head for each Attack of Opportunity it makes. Whenever one of the hydra’s heads is severed, the hydra loses 1 of its extra reactions per round. --- Speed 25 feet, swim 25 feet Melee Single Action fangs +16 (reach 10 feet), Damage 2d6+7 piercing Focused Assault Two Actions The hydra attacks a single target with its heads, overwhelming its foe with multiple attacks and leaving almost nowhere to dodge. The hydra Strikes with its fangs. On a successful attack, the hydra deals damage from its fangs Strike to the target, plus an additional 1d6 damage for every head it has beyond the first. Even on a failed attack, the hydra deals the damage from one fangs Strike to the target creature, though it still misses completely on a critical failure. This counts toward the hydra’s multiple attack penalty as a number of attacks equal to the number of heads the hydra has. Storm of Jaws Two Actions The hydra makes a number of Strikes up to its number of heads, each against a different target. These attacks count toward the hydra’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after the hydra makes all its attacks. Variant Hydras Scholars of bestial lore can describe several hydra variations. Though rare, hydras with more than five heads live in very isolated areas, sometimes guarding incredibly powerful artifacts. Explorers who have visited colder swamps and frozen glaciers tell tales of hydras with blue-tinged scales that are immune to the cold and can exhale clouds of icy death. Similar stories describe fiery hydras that breathe gouts of flame and swim in the molten lava of active volcanoes. ","skill_mod":{"stealth":12,"athletics":17},"summary":"Hydras are multiheaded, foul-tempered serpentine beasts with voracious appetites, widely feared for their regeneration abilities.","image":["/Images/Monsters/Hydra.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=269","intelligence":-3,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":15,"size":["Huge"],"name":"Hydra","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-269"},{"attack_bonus":[8],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":20,"source":["Bestiary"],"type":"Creature","creature_family":"Hyena","will_save":4,"charisma":-2,"speed":{"max":40,"land":40},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Drag","Pack Attack"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","trait":["Animal","N","Medium"],"id":"creature-270","text":" Hyena Hyenas are cunning, powerfully built carnivores that bear a heavy resemblance to dogs and other canines, though they are not themselves canines. Though all hyenas are often maligned as cowardly carrion eaters, their tactics depend on their specific breed: spotted hyenas are active pack hunters that kill most of their prey themselves, while striped and brown hyenas are more likely to be scavengers. Their jaws are exceptionally powerful, allowing hyenas to seize a victim and pull it to the rest of the pack. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Hyena Source Bestiary pg. 211 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +7, Stealth +6 Str +3 Dex +3 Con +2 Int -4 Wis +1 Cha -2 --- AC 16 Fort +7 Ref +8 Will +4 HP 20 --- Speed 40 feet Melee Single Action jaws +8, Damage 1d8+3 piercing plus Knockdown Drag Single Action The hyena makes a jaws Strike against a prone enemy. If it hits, in addition to dealing damage, the hyena Strides up to 10 feet, dragging the enemy along. Pack Attack The hyena deals an extra 1d4 damage to any creature that’s within reach of at least two of the hyena’s allies. ","skill_mod":{"stealth":6,"athletics":7,"acrobatics":6},"summary":"Hyenas are cunning, powerfully built carnivores that bear a heavy resemblance to dogs and other canines, though they are not themselves canines. …","image":["/Images/Monsters/Hyena_Hyena.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=270","intelligence":-4,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Hyena","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-270"},{"attack_bonus":[12],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":45,"source":["Bestiary"],"type":"Creature","creature_family":"Hyena","will_save":7,"charisma":-2,"speed":{"max":40,"land":40},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Bonecrunching Bite","Drag","Pack Attack"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"8","trait":["Animal","N","Large"],"id":"creature-271","text":" Hyaenodon Hyaenodons are the ferocious primeval cousins of the smaller hyena. Looming, shaggy-furred creatures nearly the size of a horse, hyaenodons are truly formidable predators to be reckoned with, due both to their size and to their bone-crushing jaws. Gnoll clans find these creatures particularly useful as mounts and guardians. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Hyaenodon Source Bestiary pg. 211 Perception +9; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +12, Stealth +8 Str +5 Dex +3 Con +3 Int -4 Wis +2 Cha -2 --- AC 19 Fort +10 Ref +8 Will +7 HP 45 --- Speed 40 feet Melee Single Action jaws +12, Damage 1d10+5 piercing plus Knockdown and bonecrunching bite Bonecrunching Bite A creature that is critically hit by a hyaenodon must succeed at a DC 20 Fortitude save or become wounded 1 as the creature’s bones or cartilage are crushed by the beast’s jaws. Drag Single Action The hyaenodon makes a jaws Strike against a prone enemy. If it hits, in addition to dealing damage, the hyaenodon Strides up to 10 feet, dragging the enemy along. Pack Attack The hyaenodon deals an extra 1d6 damage to any creature within reach of at least two of the hyaenodon’s allies. ","skill_mod":{"stealth":8,"athletics":12,"acrobatics":8},"summary":"Hyaenodons are the ferocious primeval cousins of the smaller hyena. Looming, shaggy-furred creatures nearly the size of a horse, hyaenodons are truly …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=271","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":10,"size":["Large"],"name":"Hyaenodon","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-271"},{"attack_bonus":[3,5,5],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":8,"language":["Draconic"],"source":["Bestiary"],"type":"Creature","creature_family":"Kobold","will_save":3,"charisma":-1,"speed":{"max":25,"land":25},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Hurried Retreat","Sneak Attack"],"skill":["Acrobatics","Crafting","Stealth"],"stealth":"5","trait":["Humanoid","Kobold","LE","Small"],"id":"creature-272","text":" Kobold Warrior The typical kobold trains with agile weaponry, favoring the light pick for its use in crafting new tunnels to expand their domains through underground reaches. Kobolds are capable of landing sneaky strikes against unsuspecting foes but are just as quick to scamper off to safety when they don’t, as a group, outnumber their enemies at least two to one. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Kobold Warrior Source Bestiary pg. 212 Perception +3; darkvision Languages Draconic Skills Acrobatics +5, Crafting +2, Stealth +5 Str +1 Dex +3 Con +0 Int +0 Wis +1 Cha -1 Items Leather Armor, Sling (20 bullets) --- AC 16 Fort +4 Ref +7 Will +3 HP 8 --- Speed 25 feet Melee Single Action spear +3, Damage 1d6+1 piercing Ranged Single Action sling +5 (Propulsive, range increment 50 feet, reload 1), Damage 1d4 bludgeoning Ranged Single Action spear +5 (thrown 20 feet), Damage 1d6+1 piercing Hurried Retreat Single Action Requirements The kobold warrior is adjacent to at least one enemy. Effect The kobold warrior Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy. Sneak Attack The kobold warrior deals an extra 1d4 precision damage to flat-footed creatures. ","skill_mod":{"crafting":2,"stealth":5,"acrobatics":5},"summary":"The typical kobold trains with agile weaponry, favoring the light pick for its use in crafting new tunnels to expand their domains through …","image":["/Images/Monsters/Kobold_KoboldWarrior.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"ac":16,"item":["Leather Armor","Sling (20 bullets)"],"level":-1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=272","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":4,"size":["Small"],"name":"Kobold Warrior","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2,4,4],"slug":"creature-272"},{"attack_bonus":[9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":16,"language":["Common","Draconic"],"source":["Bestiary"],"type":"Creature","creature_family":"Kobold","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Hurried Retreat","Sneak Attack"],"skill":["Acrobatics","Crafting","Nature","Stealth","Survival"],"stealth":"7","trait":["Humanoid","Kobold","LE","Small"],"id":"creature-273","text":" Kobold Scout Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Kobold Scout Source Bestiary pg. 213 Perception +8; darkvision Languages Common, Draconic Skills Acrobatics +7, Crafting +3, Nature +6, Stealth +7, Survival +6 Str +0 Dex +4 Con +1 Int +0 Wis +3 Cha +1 Items Leather Armor, Crossbow (20 bolts) --- AC 18 Fort +5 Ref +9 Will +6 HP 16 --- Speed 25 feet Melee Single Action shortsword +9 (Agile, Finesse, versatile S), Damage 1d6 piercing Ranged Single Action crossbow +9 (range increment 120 feet, reload 1), Damage 1d8 piercing Hurried Retreat Single Action Requirements The kobold scout is adjacent to at least one enemy. Effect The kobold scout Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy. Sneak Attack The kobold scout deals an extra 1d6 precision damage to flat-footed creatures. ","skill_mod":{"nature":6,"crafting":3,"survival":6,"stealth":7,"acrobatics":7},"summary":"Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt.","image":["/Images/Monsters/Kobold_KoboldScout.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"ac":18,"item":["Leather Armor","Crossbow (20 bolts)"],"level":1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=273","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":5,"size":["Small"],"name":"Kobold Scout","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,4],"slug":"creature-273"},{"remaster_name":["Kobold Cavern Mage"],"primary_source_category":"Rulebooks","strength":-1,"hp":25,"language":["Common","Draconic"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":5,"stealth":"7","trait":["Humanoid","Kobold","LE","Small"],"id":"creature-274","text":" Kobold Dragon Mage Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds’ claim to draconic heritage. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Kobold Dragon Mage Source Bestiary pg. 213 Perception +5; darkvision Languages Common, Draconic Skills Arcana +6, Dragon Lore +10, Deception +8, Diplomacy +8, Intimidation +8, Stealth +7 Str -1 Dex +3 Con +0 Int +2 Wis +1 Cha +4 Items Staff --- AC 17 Fort +4 Ref +7 Will +7 HP 25 Resistances poison 5 (see dragonscaled) Dragonscaled A kobold dragon mage’s resistance depends on the color of its scales: Black acid 5, Blue electricity 5, Green poison 5, Red fire 5, White cold 5. --- Speed 25 feet Melee Single Action claw +7 (Agile, Finesse), Damage 1d6-1 slashing Melee Single Action staff +3 (two-hand d8), Damage 1d4-1 bludgeoning Arcane Spontaneous Spells DC 20 - Cantrips (1st) Detect Magic, Electric Arc, Ghost Sound, Mage Hand, Tanglefoot - 1st Fear, Illusory Object, Magic Missile (4 slots) Illusory Retreat Three Actions (Arcane, Illusion, Manipulate, Move) Frequency once per hour; Requirements The kobold dragon mage is adjacent to at least one enemy. Effect The dragon mage creates an illusion of itself in its square and then becomes invisible (with the effects of a 2nd-level invisibility spell) for 1d4 rounds. The dragon mage can move up to half its Speed, but it must end its movement in a space that's not adjacent to any enemeies. This is a 1st-level spell that requires a somatic component. Sneak Attack The dragon mage deals an extra 1d6 precision damage to flat-footed creatures. ","skill_mod":{"diplomacy":8,"deception":8,"stealth":7,"arcana":6,"intimidation":8},"primary_source":"Bestiary","spell":["Fear","Illusory Object","Magic Missile","Detect Magic","Electric Arc","Ghost Sound","Mage Hand","Tanglefoot"],"ac":17,"item":["Staff"],"level":2,"spell_dc":[20],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"poison":5},"intelligence":2,"reflex_save":7,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":4,"size":["Small"],"name":"Kobold Dragon Mage","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[1,2],"attack_bonus":[3,7],"constitution":0,"creature_family":"Kobold","will_save":7,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Dragonscaled","Black","Blue","Green","Red","White","Illusory Retreat","Sneak Attack"],"skill":["Arcana","Dragon Lore","Deception","Diplomacy","Intimidation","Stealth"],"tradition":["Arcane"],"summary":"Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments …","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=274","dexterity":3,"category":"creature","slug":"creature-274"},{"primary_source_category":"Rulebooks","strength":9,"hp":360,"language":["Aquan","Common"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":34,"stealth":"33","trait":["Aquatic","Beast","Uncommon","NE","Gargantuan"],"id":"creature-275","text":" Kraken A kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. The hatred and envy krakens hold for their rivals, the alghollthus, has led many krakens to make their lairs in sunken cities, where they can sift through ancient lore for long-lost arcane secrets. Recall Knowledge - Beast (Arcana, Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Kraken Source Bestiary pg. 214 Perception +34; darkvision Languages Aquan, Common Skills Athletics +38, Intimidation +32, Nature +35, Stealth +33 Str +9 Dex +4 Con +9 Int +5 Wis +6 Cha +5 --- AC 42 Fort +35 Ref +28 Will +32 HP 360 Immunities controlled, emotion Resistances cold 10, poison 20 Altered Weather (aura, evocation, primal) A kraken reshapes the weather within 2 miles of it, with the effect of the control weather ritual centered on the kraken and based on its emotional state, at the GM’s discretion. If the kraken dies, the weather returns to normal immediately. --- Speed 10 feet, swim 40 feet Melee Single Action arm +37 (reach 40 feet, Magical), Damage 4d10+17 bludgeoning plus Grab Melee Single Action tentacle +37 (reach 60 feet, Agile, Magical), Damage 3d10+17 bludgeoning plus Grab Melee Single Action beak +37 (reach 20 feet, Magical), Damage 3d10+17 piercing Primal Innate Spells DC 40 - 7th Resist Energy - 8th Punishing Winds - 10th Dominate (animals only) Constrict Single Action 2d10+17 bludgeoning, DC 40. On a failed save, a creature that is holding its breath loses 1d4 rounds worth of air. Double Attack Single Action The kraken makes two Strikes with two different arms or tentacles, each limb targeting a different creature. Double Attack counts as two attacks toward the kraken’s multiple attack penalty for further actions, but the penalty doesn’t increase until after both attacks are made. If the kraken subsequently uses the Grab action, it Grabs any number of creatures it hit with Double Attack. Ink Cloud Single Action The kraken emits a cloud of black, venomous ink in an 80-foot emanation. This cloud has no effect outside water. Creatures inside the ink cloud are exposed to kraken ink poison and are undetected while inside the cloud. The kraken can’t use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute. Jet Single Action (Move) The kraken moves through the water up to 280 feet in a straight line without triggering reactions. Kraken Ink (Poison) Krakens are immune to this poison. Saving Throw DC 39 Fortitude; Maximum Duration 10 rounds; Stage 1 3d6 poison damage and sickened 1 (1 round); Stage 2 4d6 poison damage and sickened 2 (1 round). Kraken Locations A kraken dwells in deep ocean trenches, sunken cities, or caves and reefs near hydrothermal vents. It seeks food near the surface, however, where it can prey on seagoing vessels. Kraken Treasure A kraken’s hoard includes the plunder of ships lost at sea and the wealth of sunken cities. Virtually anything could be found in a kraken lair, but they especially covet scrolls, spell books, and other tomes of ancient lore, as well as gemstones and rarefied raw materials found only in the ocean depths. ","skill_mod":{"nature":35,"stealth":33,"athletics":38,"intimidation":32},"image":["/Images/Monsters/Kraken.png"],"primary_source":"Bestiary","spell":["Dominate","Punishing Winds","Resist Energy"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"poison":20,"cold":10},"intelligence":5,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Kraken","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[33,33,39],"attack_bonus":[37,37,37],"constitution":9,"immunity":["controlled","emotion"],"will_save":32,"speed":{"max":40,"land":10,"swim":40},"wisdom":6,"weakness":{},"creature_ability":["Altered Weather","Constrict","Double Attack","Ink Cloud","Jet","Kraken Ink"],"skill":["Athletics","Intimidation","Nature","Stealth"],"tradition":["Primal"],"summary":"A kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. The hatred and envy krakens hold …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=275","dexterity":4,"category":"creature","slug":"creature-275"},{"attack_bonus":[20,20,20],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":150,"source":["Bestiary"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":40,"land":40,"swim":30},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Pain Frenzy","Aquatic Ambush","Poison Tooth"],"skill":["Athletics","Stealth","Survival"],"stealth":"18","trait":["Amphibious","Animal","N","Large"],"id":"creature-276","text":" Krooth Krooths, sometimes called crocodile eaters, are fast and vicious hunters of bogs and wetlands. While they are known to hunt and eat crocodiles, alligators, and virtually any creature with flesh, their favorite prey are lizardfolk, boggards, and dinosaurs. Krooths are found alone or in packs. Male krooths are solitary and territorial creatures—fierce, bold, and bloodthirsty. Female krooths, on the other hand, are likely to shy away from potential predators but swiftly turn violent when their brood is threatened. Because their offspring are so vulnerable, female krooths gather in packs to raise their young, sending smaller groups to hunt for food while the rest of the pack watches the brood. Krooths mate only once every 4 or 5 years, and the mating process is a curiously gruesome spectacle. An entire pack of females will hunt as a group for a lone male krooth, claiming their prize in an orgiastic frenzy that can last for an entire day and night. After the mating has finished, the females slay their mate and devour his nutrient-rich flesh, and his organs in particular. These organs contain a unique chemical compound vital to gestation. Many naturalists will pay handsomely for the fresh remains of a male krooth so they can study the strange properties of the creature’s blood and organs. In addition, krooths have poisonous, hollow teeth. When these creatures bite their prey, a tooth breaks off and causes the victim to bleed profusely as their blood pours through the hollow tooth. Whether male or female, krooths seem to be repelled by goblinoid flesh, especially that of bugbears. This doesn’t mean krooths won’t kill goblinoids, especially those threatening their young, but they typically do so using only their claws and tails, and they take great care to clean themselves thoroughly after such a killing. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Krooth Source Bestiary pg. 215 Perception +16; low-light vision, scent (imprecise) 60 feet Languages Skills Athletics +18, Stealth +18, Survival +17 Str +6 Dex +3 Con +6 Int -4 Wis +2 Cha +0 --- AC 26 Fort +20 Ref +17 Will +14 +4 status to all saves vs. fear HP 150 Attack of Opportunity Reaction Tail only. Pain Frenzy Whenever the krooth is damaged by a critical hit, it gains a +2 status bonus to attack and damage rolls until the end of its next turn. It can’t use reactions while this frenzy lasts. --- Speed 40 feet, swim 30 feet Melee Single Action jaws +20 (deadly 1d10, Poison, reach 10 feet), Damage 2d12+9 piercing plus Poison Tooth Melee Single Action claw +20 (Agile), Damage 2d8+9 slashing Melee Single Action tail +20 (reach 15 feet), Damage 2d8+9 piercing Aquatic Ambush Single Action Poison Tooth Single Action (Poison) Requirements The krooth damaged a creature with its jaws on its most recent action this turn. Effect The krooth snaps off one of its teeth in the creature it hit. The creature takes 1d6 persistent bleed damage and is drained 1. Neither can be healed while the tooth remains. Removing the tooth safely requires a successful DC 26 check to Administer First Aid. Instead of ending bleeding or stabilizing, this removes the drained condition, but it doesn’t automatically end the bleed damage. Krooth Guts While krooth lairs can contain valuables in the form of gear and magic items found on dead adventurers, the strange enzymes and other chemicals found in the internal organs of male krooths, particularly the liver, pancreas, and kidneys, are of great value to alchemists who seek to concoct elixirs and potions with transmutation effects. A single male krooth’s organs, properly harvested and preserved, can be sold to an interested alchemist. ","skill_mod":{"survival":17,"stealth":18,"athletics":18},"summary":"Krooths, sometimes called crocodile eaters, are fast and vicious hunters of bogs and wetlands. While they are known to hunt and eat crocodiles, …","image":["/Images/Monsters/Krooth.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=276","intelligence":-4,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":20,"size":["Large"],"name":"Krooth","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,18,22],"slug":"creature-276"},{"primary_source_category":"Rulebooks","strength":5,"hp":95,"language":["Abyssal","Common"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":13,"stealth":"15","trait":["Beast","CE","Large"],"id":"creature-277","text":" Lamia Just as they were cursed long ago, lamias can curse those they touch, clouding the mind and regressing conscious thought to purely animalistic instincts. Creatures affected by this curse grow reckless, becoming unaware of the consequences of their own actions and unable to think clearly. This makes the hapless victim all the more susceptible to the lamia's cunning illusions and insidious charms. The lamia's animalistic nature and the effect of their cursed touch has led some scholars to theorize that the original lamias must have, millennia ago, turned away from their own reason and intellect and embraced the life of simple beasts. Whether this change was rewarded as a monstrous gift from Lamashtu or inflicted as a curse for abandoning their responsibilities by Pharasma remains the subject of debate to this day. Whatever the source of this ancient transformation, lamias themselves have grown to enjoy the strengths it has granted them. Regardless, they continue to cling to a hatred of the gods, seeing them as the cause of their monstrous forms and, thus, their eternal exile from the societies they watch with jealous eyes from their lairs amid the ruins of lost civilizations. Because lamias blame divine powers for their curse, they take special delight in the downfall of temples, the suffering and death of champions and clerics, and the spread of dissension within organized religions. While they can briefly assume humanoid form with magic, lamias are usually forced to hide from civilization, making their homes in the barren wilderness. There, they attract cults of their own, gathering up chaotic and evil humanoids. With the help of these cultists, lamias strive to bring down popular faiths, introduce schisms into flourishing churches, and humiliate or defame high-profile religious leaders. Most lamias themselves have no true religious faith in anything, hearing instead a mystical calling that manifests as sighs on the desert wind or murmurs from the dark places between the stars. Lamias are traditionally matriarchal, revering the eldest female among them as leader, mother, and shaman. Recall Knowledge - Beast (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Lamia Source Bestiary pg. 216 Perception +13; darkvision Languages Abyssal, Common Skills Cult Lore +11, Deception +15, Diplomacy +11, Intimidation +13, Stealth +15, Survival +11 Str +5 Dex +3 Con +2 Int +1 Wis +3 Cha +3 Items +1 spear , Javelin (2) --- AC 24 Fort +12 Ref +15 Will +15 HP 95 --- Speed 40 feet Melee Single Action spear +17, Damage 1d6+8 piercing Melee Single Action claw +17 (Agile), Damage 1d6+8 slashing plus Grab Ranged Single Action spear +14 (thrown 20 feet, versatile S), Damage 1d4+8 piercing Ranged Single Action javelin +15 (thrown 30 feet), Damage 1d6+8 piercing Occult Innate Spells DC 25 - 1st Illusory Disguise (at will), Illusory Object (at will), Ventriloquism (at will) - 2nd Humanoid Form (at will), Mirror Image - 3rd Sleep - 4th Charm (x3), Suggestion Lamia's Caress Two Actions (Curse, Enchantment, Mental, Occult) The lamia touches a creature, who must succeed at a DC 23 Will save or become stupefied 1. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours. ","skill_mod":{"diplomacy":11,"deception":15,"survival":11,"stealth":15,"intimidation":13},"image":["/Images/Monsters/Lamia_Lamia.png"],"primary_source":"Bestiary","spell":["Charm","Suggestion","Sleep","Humanoid Form","Mirror Image","Illusory Disguise","Illusory Object","Ventriloquism"],"ac":24,"item":["+1 spear","Javelin (2)"],"level":6,"spell_dc":[25],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":1,"reflex_save":15,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Lamia","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[10,11,11,11],"attack_bonus":[14,15,17,17],"constitution":2,"creature_family":"Lamia","will_save":15,"speed":{"max":40,"land":40},"wisdom":3,"weakness":{},"creature_ability":["Lamia's Caress"],"skill":["Cult Lore","Deception","Diplomacy","Intimidation","Stealth","Survival"],"tradition":["Occult"],"summary":"Just as they were cursed long ago, lamias can curse those they touch, clouding the mind and regressing conscious thought to purely animalistic …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=277","dexterity":3,"category":"creature","slug":"creature-277"},{"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Abyssal","Common","Draconic"],"source":["Bestiary"],"type":"Creature","charisma":6,"perception":15,"stealth":"16","trait":["Beast","CE","Large"],"id":"creature-278","text":" Lamia Matriarch The brilliant and powerful lamia matriarchs possess boundless ambition, always seeking to bring more people and territory into the clutches of their kind. Consequently, the become rulers of other lamia. For all their cruelty toward other creatures, they’re fierce protectors of other lamia, and consequently they quickly come to rule cults or warbands. Regardless of the lamia’s gender, these ascended lamias are always known as matriarchs. Rather than leonine limbs, a lamia matriarch’s lower body is formed in the winding coils of a giant snake. They’re also set apart by the occult power they pursue, and some have even have grand designs to break the animalistic curse that transformed them. However, every attempt so far has led to the matriarch’s fall. Recall Knowledge - Beast (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Lamia Matriarch Source Bestiary pg. 217 Perception +15; darkvision Languages Abyssal, Common, Draconic Skills Athletics +18, Cult Lore +15, Deception +20, Diplomacy +20, Intimidation +18, Occultism +17, Stealth +16, Survival +13 Str +6 Dex +4 Con +3 Int +3 Wis +3 Cha +6 Items +1 striking scimitar --- AC 27 Fort +13 Ref +18 Will +17 +1 status to all saves vs. magic HP 135 Immunities controlled Resistances mental 10 --- Speed 30 feet, climb 30 feet, swim 30 feet Melee Single Action scimitar +19 (forceful +2, Sweep), Damage 2d6+10 slashing Occult Spontaneous Spells DC 28 - Cantrips (3rd) Daze, Detect Magic, Mage Hand, Prestidigitation, Read Aura - 1st Bless, Magic Missile, Phantom Pain, Soothe (4 slots) - 2nd Blur, Death Knell, Illusory Creature, Invisibility (4 slots) - 3rd Dispel Magic, Enthrall, Haste, Mind Reading (4 slots) Occult Innate Spells DC 28 - 1st Ventriloquism (at will) - 2nd Illusory Disguise (at will), Illusory Object (at will), Mirror Image - 3rd Sleep - 4th Charm (x3), Suggestion (x3) Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The lamia matriarch can take on the appearance of a Medium humanoid. This doesn’t change their Speed or their attack and damage modifiers with their Strikes, but it does prevent them from using their cursed touch. Each lamia matriarch has a fixed humanoid form—they cannot adopt a different appearance each time they use this ability, and the appearance resembles that of their upper torso when in their true form. Dervish Strike Three Actions The lamia matriarch makes a scimitar attack against each enemy within reach. Each attack counts toward their multiple attack penalty, but the penalty does not increase until after all the attacks. The first enemy she damages is subject to matriarch’s caress. Matriarch's Caress Two Actions (Curse, Enchantment, Mental, Occult) The lamia touches a creature, who must succeed at a DC 28 Will save or become stupefied 1 (stupefied 2 if critically failed). If the target fails additional saves against this ability, the condition value increases by 1 if failed or 2 if critically failed (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours. ","skill_mod":{"diplomacy":20,"deception":20,"survival":13,"stealth":16,"athletics":18,"intimidation":18,"occultism":17},"image":["/Images/Monsters/Lamia_LamiaMatriarch.png"],"primary_source":"Bestiary","spell":["Dispel Magic","Enthrall","Haste","Mind Reading","Blur","Death Knell","Illusory Creature","Invisibility","Bless","Magic Missile","Phantom Pain","Soothe","Daze","Detect Magic","Mage Hand","Prestidigitation","Read Aura","Charm","Suggestion","Sleep","Illusory Disguise","Illusory Object","Mirror Image","Ventriloquism"],"ac":27,"item":["+1 striking scimitar"],"level":8,"spell_dc":[28,28],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"mental":10},"intelligence":3,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Lamia Matriarch","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[17],"attack_bonus":[19],"constitution":3,"immunity":["controlled"],"creature_family":"Lamia","will_save":17,"speed":{"climb":30,"max":30,"land":30,"swim":30},"wisdom":3,"weakness":{},"creature_ability":["Change Shape","Dervish Strike","Matriarch's Caress"],"skill":["Athletics","Cult Lore","Deception","Diplomacy","Intimidation","Occultism","Stealth","Survival"],"tradition":["Occult"],"summary":"The brilliant and powerful lamia matriarchs possess boundless ambition, always seeking to bring more people and territory into the clutches of their …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=278","dexterity":4,"category":"creature","slug":"creature-278"},{"primary_source_category":"Rulebooks","strength":-1,"hp":15,"language":["Common","Druidic","Sylvan","<%SPELLS%294%%>speak with plants<%END> (trees only)"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":4,"stealth":"4","trait":["Leshy","Plant","N","Small"],"id":"creature-279","text":" Leaf Leshy Leaf leshys are diminutive protectors of forests clad in pine cone armor and hats of fruit, flowers, or leaves. They enjoy mock battles but act cautiously in real ones. Recall Knowledge - Plant (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Leaf Leshy Source Bestiary pg. 218 Perception +4; low-light vision Languages Common, Druidic, Sylvan; speak with plants (trees only) Skills Acrobatics +4, Nature +4, Stealth +4 Str -1 Dex +2 Con +2 Int -2 Wis +2 Cha +1 Items Longspear --- AC 18 Fort +6 Ref +6 Will +4 HP 15 Weaknesses fire 2 Verdant Burst (healing) When a leaf leshy dies, a burst of primal energy explodes from its body, restoring 1d4 Hit Points to each plant creature in a 30-foot emanation. This area is filled with tree saplings, becoming difficult terrain. If the terrain is not a viable environment for these trees, they wither after 24 hours. --- Speed 25 feet; glide Melee Single Action longspear +3 (reach 10 feet), Damage 1d8–1 piercing Ranged Single Action seedpod +6 (range increment 30 feet), Damage 1d6 bludgeoning plus deafening blow Primal Innate Spells DC 14 - 4th Speak with Plants Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The leaf leshy transforms into a Small tree. This ability otherwise uses the effects of tree shape . Deafening Blow When a leaf leshy hits with its seedpod Strike, the target must attempt a DC 16 Fortitude save. Critical Success The target is unaffected and temporarily immune for 24 hours. Success The target is unaffected. Failure The target is deafened for 1 round. Critical Failure The target is deafened for 1 minute. Glide Single Action (Move) The leshy glides gently through the air, moving 5 feet toward the ground and up to 25 feet forward. As long as the leshy spends at least 1 action gliding each round, it remains in the air at the end of each turn. For the purpose of determining damage from falls, a leaf leshy always treats falls as if they were 20 feet shorter. ","skill_mod":{"nature":4,"stealth":4,"acrobatics":4},"image":["/Images/Monsters/Leshy_LeafLeshy.png"],"primary_source":"Bestiary","spell":["Speak with Plants"],"ac":18,"item":["Longspear"],"level":0,"spell_dc":[14],"source_category":["Rulebooks"],"sense":"low-light vision","resistance":{},"intelligence":-2,"reflex_save":6,"strongest_save":["fort","fortitude","ref","reflex"],"vision":"Low-light vision","fortitude_save":6,"size":["Small"],"name":"Leaf Leshy","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[3,4],"attack_bonus":[3,6],"constitution":2,"creature_family":"Leshy","will_save":4,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"fire":2},"creature_ability":["Verdant Burst","Change Shape","Deafening Blow","Glide"],"skill":["Acrobatics","Nature","Stealth"],"tradition":["Primal"],"summary":"Leaf leshys are diminutive protectors of forests clad in pine cone armor and hats of fruit, flowers, or leaves. They enjoy mock battles but act …","trait_group":["Monster","Ancestry","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=279","dexterity":2,"category":"creature","slug":"creature-279"},{"primary_source_category":"Rulebooks","strength":2,"hp":20,"language":["Common","Druidic","Sylvan","<%SPELLS%294%%>speak with plants<%END> (gourds only)"],"source":["Bestiary"],"type":"Creature","charisma":0,"perception":5,"stealth":"7","trait":["Leshy","Plant","N","Small"],"id":"creature-280","text":" Gourd Leshy Gourd leshys are guardians of fields, gardens, and farms. Many villages benefit from the protection of a gourd leshy, even if they are unaware of it. Recall Knowledge - Plant (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Gourd Leshy Source Bestiary pg. 218 Perception +5; low-light vision Languages Common, Druidic, Sylvan; speak with plants (gourds only) Skills Nature +5, Stealth +7 Str +2 Dex +4 Con +2 Int -1 Wis +2 Cha +0 Keepsake (abjuration, primal) The leshy can store an item of light Bulk or less in its head, concealing it as nondetection . If stored for 24 hours, the item benefits from mending . --- AC 17 Fort +5 Ref +9 Will +7 HP 20 Verdant Burst (healing) When a gourd leshy dies, a burst of primal energy explodes from its body, restoring 1d8 Hit Points to each plant creature in a 30-foot emanation. This area is filled with gourds, becoming difficult terrain. If the terrain is not a viable environment for these gourds, they wither after 24 hours. --- Speed 25 feet Melee Single Action fist +7 (Agile, Finesse), Damage 1d4+2 bludgeoning plus ensnare Ranged Single Action seed +9 (range increment 30 feet), Damage 1d6+2 bludgeoning plus ensnare Primal Innate Spells DC 15 - 4th Speak with Plants Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The gourd leshy transforms into a Small gourd-bearing plant. This ability otherwise uses the effects of tree shape . Ensnare When the gourd leshy damages a creature with a fist or seed Strike, vines lash out from the leshy (or seed) and wrap around the target’s limbs. The target must attempt a DC 17 Reflex save. On a failure, the target takes a –10-foot status penalty to its Speed for 1 round; on a critical failure, the target is immobilized for 1 round and the penalty to Speed lasts for 1 minute. ","skill_mod":{"nature":5,"stealth":7},"image":["/Images/Monsters/Leshy_GourdLeshy.png"],"primary_source":"Bestiary","spell":["Speak with Plants"],"ac":17,"level":1,"spell_dc":[15],"source_category":["Rulebooks"],"sense":"low-light vision","resistance":{},"intelligence":-1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Gourd Leshy","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[4,5],"attack_bonus":[7,9],"constitution":2,"creature_family":"Leshy","will_save":7,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Keepsake","Verdant Burst","Change Shape","Ensnare"],"skill":["Nature","Stealth"],"tradition":["Primal"],"summary":"Gourd leshys are guardians of fields, gardens, and farms. Many villages benefit from the protection of a gourd leshy, even if they are unaware of it.","trait_group":["Monster","Ancestry","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=280","dexterity":4,"category":"creature","slug":"creature-280"},{"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Common","Druidic","Sylvan","<%SPELLS%294%%>speak with plants<%END> (fungi only)"],"source":["Bestiary"],"type":"Creature","charisma":0,"perception":6,"stealth":"8","trait":["Fungus","Leshy","N","Small"],"id":"creature-281","text":" Fungus Leshy Fungus leshys guard caves, bogs, and damp, dark places. Their fungus gardens are bizarre by most standards, but fungus leshys are extremely proud of their works. Recall Knowledge - Fungus (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Fungus Leshy Source Bestiary pg. 219 Perception +6; darkvision Languages Common, Druidic, Sylvan; speak with plants (fungi only) Skills Athletics +6, Nature +6, Stealth +8 Str +2 Dex +4 Con +2 Int -1 Wis +2 Cha +0 --- AC 19 Fort +8 Ref +10 Will +6 HP 30 Verdant Burst (healing) When a fungus leshy dies, a burst of primal energy explodes from its body, restoring 2d8 Hit Points to each fungi creature in a 30-foot emanation. This area is filled with fungi, becoming difficult terrain. If the terrain is not a viable environment for this fungi, they wither after 24 hours. --- Speed 25 feet Melee Single Action fist +10 (Agile, Finesse), Damage 1d6+2 bludgeoning Ranged Single Action spore pod +10 (range increment 30 feet), Damage 1d6+2 bludgeoning plus spores Primal Innate Spells DC 16 - 4th Speak with Plants Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The fungus leshy transforms into a Small giant mushroom or patch of fungi. This ability otherwise uses the effects of tree shape . Spore Cloud Two Actions (Poison) A fungus leshy can unleash a cloud of spores that irritates the eyes and throats of non-fungi creatures in a 15-foot emanation. Each creature must succeed at a DC 16 Fortitude save or take 1 persistent poison damage. A creature has its vision reduced as long as the persistent damage continues and can see only within 20 feet (or 10 feet, on a critical failure). Spores A creature that takes damage from a fungus leshy’s spore pod Strike must attempt a saving throw with the same DC and effect as its Spore Cloud ability ","skill_mod":{"nature":6,"stealth":8,"athletics":6},"image":["/Images/Monsters/Leshy_FungusLeshy.png"],"primary_source":"Bestiary","spell":["Speak with Plants"],"ac":19,"level":2,"spell_dc":[16],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Fungus Leshy","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[5,5],"attack_bonus":[10,10],"constitution":2,"creature_family":"Leshy","will_save":6,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Verdant Burst","Change Shape","Spore Cloud","Spores"],"skill":["Athletics","Nature","Stealth"],"tradition":["Primal"],"summary":"Fungus leshys guard caves, bogs, and damp, dark places. Their fungus gardens are bizarre by most standards, but fungus leshys are extremely proud of …","trait_group":["Creature Type","Monster","Ancestry"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=281","dexterity":4,"category":"creature","slug":"creature-281"},{"primary_source_category":"Rulebooks","strength":0,"hp":190,"language":["Abyssal","Aklo","Common","Draconic","Elven","Infernal","Necril","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":20,"stealth":"20","trait":["Rare","Undead","NE","Medium"],"id":"creature-282","text":" Lich A wizard whose insatiable desire for arcane power eclipsed their mortal life, the lich is a truly devious and versatile spellcaster. Recall Knowledge - Undead (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Lich Source Bestiary pg. 221 Perception +20; darkvision Languages Abyssal, Aklo, Common, Draconic, Elven, Infernal, Necril, Undercommon Skills Arcana +28, Crafting +24, Deception +17, Diplomacy +19, Religion +22, Stealth +20 Str +0 Dex +4 Con +0 Int +6 Wis +4 Cha +3 Items potion of invisibility , scroll of teleport , Staff of Fire --- AC 31 Fort +17 Ref +21 Will +23 +1 status to all saves vs. positive HP 190 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 10, physical 10 (except magic bludgeoning) Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 29 Counterspell Reaction Trigger A creature casts a spell the lich has prepared. Effect The lich expends a prepared spell to counter the triggering creature’s casting of that same spell. The lich loses its spell slot as if it had cast the triggering spell. The lich then attempts to counteract the triggering spell. --- Speed 25 feet Melee Single Action hand +24 (Finesse, Magical), Damage 4d8 negative plus paralyzing touch Arcane Prepared Spells DC 36, attack +26 - Cantrips (6th) Detect Magic, Mage Hand, Message, Ray of Frost, Shield - 1st Fleet Step, Ray of Enfeeblement (x2), True Strike - 2nd False Life, Mirror Image, Resist Energy, See Invisibility - 3rd Blindness, Locate, Magic Missile, Vampiric Touch - 4th Dimension Door, Dispel Magic, Fire Shield, Fly - 5th Cloudkill, Cone of Cold (x2), Wall of Ice - 6th Chain Lightning, Dominate, Vampiric Exsanguination Drain Soul Cage Free Action Frequency once per day; Effect The lich taps into its soul cage's power to cast any arcane spell up to the highest level the lich can cast, even if the spell being cast is not one of the lich's prepared spells. The lich's soul cage doesn't need to be present for the lich to use this ability. Paralyzing Touch (Arcane, Curse, Incapacitation, Necromancy) A creature damaged by the lich's hand Strike must succeed at a DC 32 Fortitude save. The creature becomes paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls prone, and seems dead. A DC 25 Medicine check reveals the victim is alive. Steady Spellcasting If a reaction would disrupt the lich’s spellcasting action, the lich attempts a DC 15 flat check. On a success, the action isn’t disrupted. Lich Crafting Liches spend a good deal of their downtime crafting magic items. In particular, a lich will create items that help it defeat and overcome known problems. This fact can prove especially dangerous if the PCs encounter a lich but fail to destroy its soul cage, for the next time they encounter the lich, it will likely have just the right tools to overcome their defenses. Lich Treasure The lair of a lich is usually filled with several magical treasures, particularly items that the undead can use based on its spellcasting abilities. Scrolls, wands, and staves are quite common, as are books of lore and tomes containing entirely new spells. Unique Lichdom The exact ritual, ingredients for deadly concoctions, and magical conditions required to become a lich are unique and different for every living creature. Understanding a spellcaster’s path to lichdom can help, but is no guarantee of success for others. ","skill_mod":{"diplomacy":19,"deception":17,"crafting":24,"stealth":20,"arcana":28,"religion":22},"image":["/Images/Monsters/Lich_Lich.png"],"primary_source":"Bestiary","spell":["Chain Lightning","Dominate","Vampiric Exsanguination","Cloudkill","Cone of Cold","Wall of Ice","Dimension Door","Dispel Magic","Fire Shield","Fly","Blindness","Locate","Magic Missile","Vampiric Touch","False Life","Mirror Image","Resist Energy","See Invisibility","Fleet Step","Ray of Enfeeblement","True Strike","Detect Magic","Mage Hand","Message","Ray of Frost","Shield"],"ac":31,"item":["potion of invisibility","scroll of teleport","Staff of Fire"],"level":12,"spell_dc":[36],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"cold":10,"physical":10},"intelligence":6,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Lich","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[18],"attack_bonus":[24],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Lich","spell_attack_bonus":[26],"will_save":23,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Frightful Presence","Counterspell","Drain Soul Cage","Paralyzing Touch","Steady Spellcasting"],"skill":["Arcana","Crafting","Deception","Diplomacy","Religion","Stealth"],"tradition":["Arcane"],"summary":"A wizard whose insatiable desire for arcane power eclipsed their mortal life, the lich is a truly devious and versatile spellcaster.","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=282","dexterity":4,"category":"creature","slug":"creature-282"},{"primary_source_category":"Rulebooks","strength":-3,"hp":220,"language":["Abyssal","Aklo","Common","Draconic","Elven","Infernal","Necril","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":19,"stealth":"25","trait":["Rare","Undead","NE","Tiny"],"id":"creature-283","text":" Demilich Demiliches are formed when a lich, through carelessness or by accident, loses its soul cage. As years pass, the lich's body crumbles to dust, leaving only the skull as the seat of its necromantic power. The lich enters a sort of torpor, its mind left wandering the planes in search of ever greater mysteries. The lich gradually loses the ability to cast spells and its magic items slowly subsume into its new form. Negative energy concentrates around the skull, causing some of its bones and teeth to petrify with power and turn into blight crystals. The resulting lich skull, embedded with arcane gemstones and suffused with palpably powerful magic, forms a creature called a demilich. Despite its near-constant state of inactivity, a demilich grows restless from time to time, especially when living creatures draw near. Only then does the demilich's hunger for life stir once more, causing it to lash out with terrifying bursts of power in attempts to consume vital energy. Unlike an ordinary lich, should the demilich's skull be destroyed, its bond to the world is permanently severed, although some theorize that even then it is not truly slain. Rather, some think that once the demilich is destroyed, its foul and tormented mind is finally free to wander the planes and find new ways to enact its will. For the short-lived common folk of the Material Plane, this is good enough, though eons later a demilich may reappear in the region it once inhabited with a new—and even more insidious—agenda. Recall Knowledge - Undead (Religion): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Demilich Source Bestiary pg. 222 Perception +19; darkvision, true seeing Languages Abyssal, Aklo, Common, Draconic, Elven, Infernal, Necril, Undercommon Skills Acrobatics +25, Arcana +32, Deception +26, Occultism +30, Religion +21, Stealth +25 Str -3 Dex +4 Con +0 Int +7 Wis -2 Cha +5 Torpor Typically, a demilich is inert when encountered and doesn’t take actions until its contingency reaction has been triggered (see below). Items Demilich Eye Gem (2) --- AC 38 Fort +23 Ref +27 Will +23 +1 status to all saves vs. positive HP 220 (negative healing) Immunities disease, paralyzed, poison, polymorph, unconscious Resistances cold 5, electricity 5, fire 5, physical 5 (except bludgeoning) Telekinetic Whirlwind (arcane, aura, evocation) 20 feet. Telekinetic whirlwind activates when the demilich ends torpor. Loose debris in the area whip up into a whirling storm. This obscures vision, making any creature in the area concealed, and causes creatures in its area (except the demilich) to treat all creatures as concealed. Any creature other than the demilich that enters or begins its turn in the aura takes 2d12 bludgeoning damage. Contingency Reaction A demilich has one permanent 8th-level contingency spell in effect with one of its arcane innate spells of 5th level or lower as the companion spell— typically dimension door . Trigger While the lich is in torpor, a creature disturbs the demilich’s remains, touches its treasure, or casts a spell that would affect the demilich. Effect The demilich ends torpor, rolls initiative, and gains the effect of its contingency’s companion spell. The contingency resets after 24 hours. Countermeasures Free Action Trigger The demilich’s turn begins. Effect The demilich casts blink , fly , spell turning , or true seeing on itself. It usually chooses spell turning unless it already has that spell in effect. --- Speed fly 30 feet Melee Single Action jaws +27 (reach 0 feet, Finesse, Magical), Damage 1d4-3 piercing plus 6d6 negative Arcane Innate Spells DC 40, attack +30 - Cantrips (8th) Mage Hand, Telekinetic Projectile - 4th Blink (at will), Dimension Door (at will), Telekinetic Maneuver (at will) - 7th Spell Turning (at will) - 9th Wail of the Banshee - Constant (6th) True Seeing Demilich Eye Gems (Arcane) A demilich has gemstone eyes that glow when the demilich is active. Each eye contains an 8th-level spell that targets one creature (usually one eye has maze and the other polar ray ). The demilich can Activate an eye. This uses the number of spellcasting actions the spell requires, and also requires command and envision components. When the demilich casts a spell from a gemstone eye, that eye stops glowing for 1d4 rounds, during which time that eye’s spell can’t be used. Occasionally, one or both of the two demilich eye gems can be harvested from a destroyed demilich as magic items. Devour Soul Single Action (Arcane, Necromancy, Negative) Requirements A soul has been trapped in one of the demilich’s blight quartz gems (see Trap Soul) for 24 hours. Effect The demilich consumes the soul. The soul is utterly destroyed, and the demilich regains HP equal to double the creature’s level. Mental Magic A demilich can replace all material and somatic components for casting spells with verbal components, and can replace all Interact components for activating magic items with envision components. Staff Gems A demilich long ago absorbed the spells from a staff into gemstone nodules embedded in its skull, with larger nodules representing higher-level spells. It can cast any of the spells as though it were Activating the staff, and regains 1 charge per 4 hours spent in torpor, to a maximum of 8 charges. A typical demilich has the spells from a greater staff of necromancy , but it could have spells from another staff of 8th level or lower instead. Trap Soul Single Action command Frequency once per day per gem; Effect Ten blight quartz gemstones on the demilich’s skull can trap the souls of the living. The Activated gem casts bind soul . This bind soul can target and affect a dying creature instead of a corpse. The dying creature can attempt a DC 38 Fortitude save; if it succeeds, it doesn’t die and its soul is not trapped but it’s enervated 2 (or is unaffected entirely on a critical success). When the soul of a creature gets trapped, the creature’s body swiftly turns to dust. The gemstones work like the black sapphires used in bind soul , except that they can hold creatures of up to 17th level and have a value of 200 gp apiece. The demilich can Devour a Soul it has trapped. ","skill_mod":{"deception":26,"stealth":25,"arcana":32,"occultism":30,"acrobatics":25,"religion":21},"image":["/Images/Monsters/Lich_Demilich.png"],"primary_source":"Bestiary","spell":["Wail of the Banshee","Spell Turning","Blink","Dimension Door","Telekinetic Maneuver","Mage Hand","Telekinetic Projectile","True Seeing"],"ac":38,"item":["Demilich Eye Gem (2)"],"level":15,"spell_dc":[40],"source_category":["Rulebooks"],"sense":"darkvision, true seeing ","resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5,"physical":5},"intelligence":7,"reflex_save":27,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":23,"size":["Tiny"],"name":"Demilich","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[20],"attack_bonus":[27],"constitution":0,"immunity":["disease","paralyzed","poison","polymorph","unconscious"],"creature_family":"Lich","spell_attack_bonus":[30],"will_save":23,"speed":{"fly":30,"max":30},"wisdom":-2,"weakness":{},"creature_ability":["Torpor","Telekinetic Whirlwind","Contingency","Countermeasures","Demilich Eye Gems","Devour Soul","Mental Magic","Staff Gems","Trap Soul"],"skill":["Acrobatics","Arcana","Deception","Occultism","Religion","Stealth"],"tradition":["Arcane"],"summary":"Demiliches are formed when a lich, through carelessness or by accident, loses its soul cage. As years pass, the lich's body crumbles to dust, leaving …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=283","dexterity":4,"category":"creature","slug":"creature-283"},{"primary_source_category":"Rulebooks","strength":8,"hp":270,"language":["Aklo","Draconic","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":26,"trait":["Dragon","Fire","Uncommon","CE","Gargantuan"],"id":"creature-284","text":" Crag Linnorm Despite being among the weakest linnorms, the crag linnorm is a devastating predator, capable of quickly cooking its foes with its magma breath. Recall Knowledge - Dragon (Arcana): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Crag Linnorm Source Bestiary pg. 224 Perception +26; darkvision, scent (imprecise) 60 feet, true seeing Languages Aklo, Draconic, Sylvan Skills Acrobatics +22, Athletics +28 Str +8 Dex +4 Con +6 Int -3 Wis +4 Cha +5 --- AC 37 Fort +28 Ref +24 Will +22 +1 status to all saves vs. magic HP 270 , regeneration 10 (deactivated by cold iron) Immunities curse, fire, paralyzed, sleep Weaknesses cold iron 10 Curse of Fire (curse, fire, primal) When a creature slays a crag linnorm, it must succeed at a DC 35 Will save or permanently gain weakness to fire 15. Attack of Opportunity Reaction Tail only. --- Speed 35 feet, fly 100 feet, swim 60 feet; freedom of movement Melee Single Action jaws +30 (reach 20 feet, Magical), Damage 3d12+14 piercing plus crag linnorm venom Melee Single Action claw +30 (reach 20 feet, Magical), Damage 3d8+14 slashing Melee Single Action tail +30 (reach 20 feet, Magical), Damage 3d6+14 bludgeoning plus Improved Grab Primal Innate Spells DC 33 - Constant (5th) True Seeing - Constant (6th) Freedom of Movement Breath Weapon Two Actions (Evocation, Fire, Primal) The crag linnorm breathes out a stream of magma in a 120-foot line that deals 12d6 fire damage to creatures within the area (DC 34 basic Reflex save). Any creature that fails its save also takes 4d6 persistent fire damage. The crag linnorm can’t use Breath Weapon again for 1d4 rounds. The magma remains until the start of the linnorm’s next turn. If the linnorm was on the ground, the magma remains as a burning line on the ground directly under the line of the Breath Weapon, and if the linnorm was airborne, the magma rains downward in a sheet 60 feet high. Any creature that moves across or through the magma takes 6d6 fire damage (DC 34 basic Reflex save). At the start of the linnorm’s next turn, the magma cools to a thin layer of brittle stone on the ground, or the magma rain finishes falling and turns to harmless pebbles. The cooled magma quickly degrades to powder and sand over the course of several hours. Constrict Single Action 2d6+14 bludgeoning, DC 34 Crag Linnorm Venom (Fire, Injury, Poison) Saving Throw DC 34 Fortitude; Maximum Duration 10 rounds; Stage 1 4d6 fire damage and drained 1; Stage 2 6d6 fire damage and drained 2. ","element":["Fire"],"skill_mod":{"athletics":28,"acrobatics":22},"image":["/Images/Monsters/Linnorm_CragLinnorm.png"],"primary_source":"Bestiary","spell":["Freedom of Movement","True Seeing"],"ac":37,"level":14,"spell_dc":[33],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet, true seeing ","resistance":{},"intelligence":-3,"reflex_save":24,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":28,"size":["Gargantuan"],"name":"Crag Linnorm","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[24,27,33],"attack_bonus":[30,30,30],"constitution":6,"immunity":["curse","fire","paralyzed","sleep"],"creature_family":"Linnorm","will_save":22,"speed":{"fly":100,"max":100,"land":35,"swim":60},"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Curse of Fire","Attack of Opportunity","Breath Weapon","Constrict","Crag Linnorm Venom"],"skill":["Acrobatics","Athletics"],"tradition":["Primal"],"summary":"Despite being among the weakest linnorms, the crag linnorm is a devastating predator, capable of quickly cooking its foes with its magma breath.","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=284","dexterity":4,"category":"creature","slug":"creature-284"},{"primary_source_category":"Rulebooks","strength":9,"hp":330,"language":["Aklo","Draconic","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":7,"perception":29,"trait":["Cold","Dragon","Uncommon","CE","Gargantuan"],"id":"creature-285","text":" Ice Linnorm The ice linnorm dwells amid glacial crevasses, atop wind-blasted mountain peaks, or within glittering caverns carved from the hearts of the mightiest of icebergs. Recall Knowledge - Dragon (Arcana): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ice Linnorm Source Bestiary pg. 225 Perception +29; darkvision, scent (imprecise) 60 feet, true seeing Languages Aklo, Draconic, Sylvan Skills Acrobatics +28, Athletics +32 Str +9 Dex +5 Con +7 Int -3 Wis +6 Cha +7 --- AC 41 Fort +32 Ref +28 Will +27 +1 status to all saves vs. magic HP 330 , regeneration 10 (deactivated by cold iron) Immunities cold, curse, paralyzed, sleep Weaknesses cold iron 15, fire 10 Curse of Frost (cold, curse, primal) When a creature slays an ice linnorm, it must succeed at a DC 40 Will save or permanently gain weakness to cold 15. Attack of Opportunity Reaction Tail only. --- Speed 35 feet, fly 100 feet, swim 40 feet; freedom of movement Melee Single Action jaws +34 (reach 25 feet, Magical), Damage 3d12+17 piercing plus ice linnorm venom Melee Single Action claw +34 (reach 20 feet, Agile, Magical), Damage 3d8+17 slashing Melee Single Action tail +34 (reach 25 feet, Agile, Magical), Damage 3d6+17 bludgeoning plus Improved Grab Primal Innate Spells DC 38 - Constant (7th) True Seeing - Constant (8th) Freedom of Movement Breath Weapon Two Actions (Cold, Evocation, Primal) The ice linnorm spews out a blast of freezing, viscous ooze in a 60-foot cone that deals 15d6 cold damage to creatures within the area (DC 38 basic Reflex save). The freezing ooze clings to those struck and hardens into thick sheets of ice. A creature that fails the saving throw is immobilized by the ice until it succeeds at a check to Escape or it or an ally Forces Open the ice (DC 34 for either case). At the start of its turn, a creature still immobilized by the ice takes 4d6 cold damage. Another creature can free a frozen target by dealing a total of 20 fire damage to the frozen target. Left unattended, the ice crumbles away in 1 minute on its own. Creatures with the fire trait can’t be frozen in place by this breath weapon. Flying creatures fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round. An ice linnorm can’t use Breath Weapon again for 1d4 rounds. Constrict Single Action 2d6+18 bludgeoning, DC 38 Ice Linnorm Venom (Cold, Injury, Poison) Saving Throw DC 38 Fortitude; Maximum Duration 10 rounds; Stage 1 5d6 cold damage and drained 1; Stage 2 7d6 cold damage and drained 2. ","skill_mod":{"athletics":32,"acrobatics":28},"image":["/Images/Monsters/Linnorm_IceLinnorm.png"],"primary_source":"Bestiary","spell":["Freedom of Movement","True Seeing"],"ac":41,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet, true seeing ","resistance":{},"intelligence":-3,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Ice Linnorm","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[27,30,36],"attack_bonus":[34,34,34],"constitution":7,"immunity":["cold","curse","paralyzed","sleep"],"creature_family":"Linnorm","will_save":27,"speed":{"fly":100,"max":100,"land":35,"swim":40},"wisdom":6,"weakness":{"cold_iron":15,"fire":10},"creature_ability":["Curse of Frost","Attack of Opportunity","Breath Weapon","Constrict","Ice Linnorm Venom"],"skill":["Acrobatics","Athletics"],"tradition":["Primal"],"summary":"The ice linnorm dwells amid glacial crevasses, atop wind-blasted mountain peaks, or within glittering caverns carved from the hearts of the mightiest …","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=285","dexterity":5,"category":"creature","slug":"creature-285"},{"primary_source_category":"Rulebooks","strength":10,"hp":400,"language":["Aklo","Draconic","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":8,"perception":35,"stealth":"34","trait":["Acid","Amphibious","Dragon","Uncommon","CE","Gargantuan"],"id":"creature-286","text":" Tarn Linnorm Although more powerful linnorms exist, the multi-headed tarn linnorm can wreak an awe-inspiring amount of devastation. Recall Knowledge - Dragon (Arcana): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Tarn Linnorm Source Bestiary pg. 226 Perception +35; darkvision, scent (imprecise) 60 feet, true seeing Languages Aklo, Draconic, Sylvan Skills Acrobatics +32, Athletics +38, Stealth +34 Str +10 Dex +6 Con +8 Int -1 Wis +7 Cha +8 --- AC 46 all-around vision Fort +36 Ref +32 Will +31 +1 status to all saves vs. magic HP 400 , regeneration 15 (deactivated by cold iron) Immunities acid, curse, paralyzed, sleep Weaknesses cold iron 15 Curse of Death (curse, death, primal) When a creature slays a tarn linnorm, it must succeed at a DC 46 Will save or it can no longer recover Hit Points via any means, such as healing spells, the Medicine skill, or natural healing from rest. Attack of Opportunity Reaction Tail only. --- Speed 35 feet, fly 100 feet, swim 80 feet; freedom of movement Melee Single Action jaws +38 (reach 30 feet, Magical), Damage 4d12+18 piercing plus tarn linnorm venom Melee Single Action claw +38 (reach 30 feet, Agile, Magical), Damage 4d8+18 slashing Melee Single Action tail +38 (reach 30 feet, Agile, Magical), Damage 4d6+18 bludgeoning plus Improved Grab Primal Innate Spells DC 42 - Constant (8th) True Seeing - Constant (9th) Freedom of Movement Breath Weapon Two Actions (Acid, Evocation, Poison, Primal) The tarn linnorm can expel either a 120-foot line or a 60-foot cone of acid dealing 20d6 acid damage to creatures within the area (DC 44 basic Reflex save). The acid creates toxic fumes. At the beginning of the linnorm’s next turn, those who failed the breath weapon’s Reflex save must succeed at a DC 42 Fortitude save or gain sickened 4 from the poisonous fumes. A tarn linnorm can’t use Breath Weapon or Overwhelming Breath again for 1d4 rounds. Constrict Single Action 3d6+18 bludgeoning, DC 44 Double Bite Single Action The tarn linnorm Strides and then makes a jaws Strike with each of its heads, each against a different target. These attacks count toward the tarn linnorm’s multiple attack penalty, and the multiple attack penalty doesn’t increase until after the tarn linnorm makes all of these attacks. Overwhelming Breath Three Actions A tarn linnorm uses its Breath Weapon twice. A creature attempts only one save and can take damage only once. The tarn linnorm can’t use Breath Weapon or Overwhelming Breath again for 2d4 rounds. Tarn Linnorm Venom (Acid, Injury, Poison) Saving Throw DC 44 Fortitude; Maximum Duration 10 rounds; Stage 1 7d6 acid damage and drained 1; Stage 2 11d6 acid damage and drained 2. ","skill_mod":{"stealth":34,"athletics":38,"acrobatics":32},"image":["/Images/Monsters/Linnorm_TarnLinnorm.png"],"primary_source":"Bestiary","spell":["Freedom of Movement","True Seeing"],"ac":46,"level":20,"spell_dc":[42],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet, true seeing ","resistance":{},"intelligence":-1,"reflex_save":32,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":36,"size":["Gargantuan"],"name":"Tarn Linnorm","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[32,36,44],"attack_bonus":[38,38,38],"constitution":8,"immunity":["acid","curse","paralyzed","sleep"],"creature_family":"Linnorm","will_save":31,"speed":{"fly":100,"max":100,"land":35,"swim":80},"wisdom":7,"weakness":{"cold_iron":15},"creature_ability":["Curse of Death","Attack of Opportunity","Breath Weapon","Constrict","Double Bite","Overwhelming Breath","Tarn Linnorm Venom"],"skill":["Acrobatics","Athletics","Stealth"],"tradition":["Primal"],"summary":"Although more powerful linnorms exist, the multi-headed tarn linnorm can wreak an awe-inspiring amount of devastation.","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=286","dexterity":6,"category":"creature","slug":"creature-286"},{"primary_source_category":"Rulebooks","strength":11,"hp":440,"language":["Aklo","Draconic","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":9,"perception":37,"stealth":"37","trait":["Dragon","Fire","Uncommon","CE","Gargantuan"],"id":"creature-287","text":" Tor Linnorm Tor linnorms dwell in the tallest volcanic mountains, either within natural formed caverns or within molten craters. A tor linnorm’s temper can be as hot and destructive as the magma the creature resembles. Recall Knowledge - Dragon (Arcana): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Tor Linnorm Source Bestiary pg. 227 Perception +37; darkvision, scent (imprecise) 60 feet, true seeing Languages Aklo, Draconic, Sylvan Skills Acrobatics +35, Athletics +40, Stealth +37 Str +11 Dex +8 Con +9 Int -1 Wis +8 Cha +9 --- AC 47 Fort +38 Ref +35 Will +33 +1 status to all saves vs. magic HP 440 , regeneration 20 (deactivated by cold iron) Immunities curse, fire, paralyzed, sleep Weaknesses cold iron 15 Curse of Boiling Blood (curse, fire, primal) When a creature slays a tor linnorm, it must succeed at a DC 48 Will save or permanently gain weakness to fire 20 and slowed 1 from the agonizing pain it now endures at all times. As long as a character continues to suffer this curse, its slowed condition can never be reduced below slowed 1. Lava Affinity A tor linnorm can breathe and swim freely while submerged in lava and magma. Attack of Opportunity Reaction Tail only. --- Speed 35 feet, climb 35 feet, fly 100 feet, swim 60 feet; freedom of movement Melee Single Action jaws +40 (reach 30 feet, Magical), Damage 4d12+19 piercing plus tor linnorm venom Melee Single Action claw +40 (reach 30 feet, Agile, Magical), Damage 4d8+19 slashing Melee Single Action tail +40 (reach 30 feet, Agile, Magical), Damage 4d6+19 bludgeoning plus Improved Grab Primal Innate Spells DC 44 - Constant (8th) True Seeing - Constant (9th) Freedom of Movement Breath Weapon Two Actions (Evocation, Fire, Primal) The tor linnorm expels a 60-foot cone of flame and ash dealing 20d6 fire damage to creatures within the area (DC 46 basic Reflex save). At the start of the tor linnorm’s next turn, the area affected by the breath weapon is covered in thick, scorching smoke that burns both the lungs and eyes, dealing an additional 10d6 fire damage to all creatures in the area (DC 46 basic Reflex save). A creature that spends an entire round in the smoke with open eyes must succeed at a DC 44 Fortitude save or is blinded for 1 minute. The smoke dissipates after 1 minute; in strong winds, the smoke dissipates in 5 rounds, and in more powerful winds, it may clear even more quickly. The tor linnorm can’t use Breath Weapon again for 1d4 rounds. Constrict Single Action 3d6+21 bludgeoning, DC 46 Slashing Claws Single Action A tor linnorm makes four Strikes with its claws, each against a different target. These attacks count toward the tor linnorm’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after the tor linnorm makes all its attacks. Tor Linnorm Venom (Fire, Injury, Poison) Saving Throw DC 44 Fortitude; Maximum Duration 10 rounds; Stage 1 8d6 fire damage and drained 1; Stage 2 12d6 fire damage and drained 2. ","element":["Fire"],"skill_mod":{"stealth":37,"athletics":40,"acrobatics":35},"image":["/Images/Monsters/Linnorm_TorLinnorm.png"],"primary_source":"Bestiary","spell":["Freedom of Movement","True Seeing"],"ac":47,"level":21,"spell_dc":[44],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet, true seeing ","resistance":{},"intelligence":-1,"reflex_save":35,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":38,"size":["Gargantuan"],"name":"Tor Linnorm","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[33,37,45],"attack_bonus":[40,40,40],"constitution":9,"immunity":["curse","fire","paralyzed","sleep"],"creature_family":"Linnorm","will_save":33,"speed":{"climb":35,"fly":100,"max":100,"land":35,"swim":60},"wisdom":8,"weakness":{"cold_iron":15},"creature_ability":["Curse of Boiling Blood","Lava Affinity","Attack of Opportunity","Breath Weapon","Constrict","Slashing Claws","Tor Linnorm Venom"],"skill":["Acrobatics","Athletics","Stealth"],"tradition":["Primal"],"summary":"Tor linnorms dwell in the tallest volcanic mountains, either within natural formed caverns or within molten craters. A tor linnorm’s temper can be as …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=287","dexterity":8,"category":"creature","slug":"creature-287"},{"attack_bonus":[8],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":20,"source":["Bestiary"],"type":"Creature","creature_family":"Lizard","will_save":5,"charisma":-2,"speed":{"climb":30,"max":30,"land":30},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Uncanny Climber"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","trait":["Animal","N","Medium"],"id":"creature-288","text":" Giant Gecko These roughly human-sized reptiles have amazing feet capable of clinging tenaciously to any surface. Giant geckos are typically docile and shy but can be aggressive when cornered or defending their territory. These large-eyed lizards are found in a wide variety of habitats, from rainforests and deserts to mountain slopes or even underground caverns. They spend most of their time climbing around in large trees or on rocky cliffs, whether hunting for small animals or hiding from predators. A giant gecko’s scales are often quite brightly colored or decorated in intricate patterns. Giant geckos span nearly 8 feet in length from head to tail, and they weigh about 120 pounds. Giant geckos are sometimes used by smaller humanoids as guardians or mounts, as their docile nature makes them relatively easy to tame and train. Their superior climbing skills make giant geckos particularly popular within societies that dwell underground or near cliffs, such as goblins and kobolds. Their bright coloration also makes them favorite exotic pets in high society. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Gecko Source Bestiary pg. 228 Perception +7; low-light vision Languages Skills Acrobatics +8, Athletics +5, Stealth +6 Str +2 Dex +3 Con +1 Int -4 Wis +2 Cha -2 Uncanny Climber A giant gecko’s feet allow it to climb virtually any surface, no matter how slick or sheer. If a giant gecko attempts an Athletics check to climb and critically fails, it gets a failure instead. --- AC 16 Fort +6 Ref +10 Will +5 HP 20 --- Speed 30 feet, climb 30 feet Melee Single Action jaws +8, Damage 1d8+2 piercing\n","skill_mod":{"stealth":6,"athletics":5,"acrobatics":8},"summary":"These roughly human-sized reptiles have amazing feet capable of clinging tenaciously to any surface. Giant geckos are typically docile and shy but …","image":["/Images/Monsters/Lizard_GiantGecko.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=288","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Giant Gecko","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-288"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":30,"source":["Bestiary"],"type":"Creature","creature_family":"Lizard","will_save":5,"charisma":-2,"speed":{"max":30,"land":30,"swim":30},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Gnashing Grip","Eflect","Lurching Charge","Monitor Lizard Venom"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","trait":["Animal","N","Medium"],"id":"creature-289","text":" Giant Monitor Lizard Large and seemingly ponderous, a monitor lizard is a deceptively swift and ruthless predator. It ambushes its prey by rushing out from cover and biting the target with its powerful jaws. A giant monitor lizard’s saliva is venomous, allowing it to bring down prey larger than it can easily haul away in its jaws. Giant monitor lizards grow up to 14 feet long, including their long tails, and they weigh about 350 pounds. Their bodies are normally dark brown with patches of yellow or green. When nesting, a giant monitor lizard digs a deep burrow to hide in. The burrow serves as both a safe haven and a location from which the lizard can ambush larger prey such as deer, boars, or even humanoids. A giant monitor lizard can consume nearly its own body weight in a single meal, and its loosely articulated jaws allow it to swallow surprisingly large prey. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Monitor Lizard Source Bestiary pg. 229 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +9, Stealth +6 Str +3 Dex +2 Con +3 Int -4 Wis +1 Cha -2 --- AC 18 Fort +9 Ref +8 Will +5 HP 30 Gnashing Grip Reaction Trigger A creature grabbed by the giant monitor lizard’s jaws fails a check to Escape. Eflect The giant monitor lizard’s jaws deal 1d6 piercing damage and the triggering creature is exposed to monitor lizard venom. --- Speed 30 feet, swim 30 feet Melee Single Action jaws +11, Damage 1d10+3 piercing plus Grab and monitor lizard venom Lurching Charge Two Actions The giant monitor lizard Strides twice and then makes a jaws Strike. If the lizard moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll. Monitor Lizard Venom (Poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 enfeebled 1 (1 round); Stage 2 1d6 poison damage and enfeebled 2 (1 round) ","skill_mod":{"stealth":6,"athletics":9,"acrobatics":6},"summary":"Large and seemingly ponderous, a monitor lizard is a deceptively swift and ruthless predator. It ambushes its prey by rushing out from cover and …","image":["/Images/Monsters/Lizard_GiantMonitorLizard.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=289","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":9,"size":["Medium"],"name":"Giant Monitor Lizard","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-289"},{"attack_bonus":[16,16],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":75,"source":["Bestiary"],"type":"Creature","creature_family":"Lizard","will_save":9,"charisma":0,"speed":{"climb":30,"max":30,"land":30},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Intimidating Display"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"10","trait":["Animal","N","Large"],"id":"creature-290","text":" Giant Frilled Lizard Found in warm and tropical forests and savannas, these immense lizards are a deadly threat to the unsuspecting traveler. When they aren’t sleeping or stalking prey, giant frilled lizards bask in the sunlight for hours at a time. Explorers sometimes mistakenly think them related to dragons due to their large size, elaborate neck frills (which, when displayed in a show of aggression and dominance, can be mistaken for wings), and ferocious hissing vocalizations used to frighten away creatures too large to eat. A giant frilled lizard’s primary food sources are oversized arthropods and other invertebrates, but it won’t hesitate to augment its diet with vertebrates, including other lizards, monkeys, and just about anything it can flt into its mouth—even humanoids. Although capable of short bursts of speed, a giant frilled lizard normally lies perfectly still while hunting, hoping to ambush its prey. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Giant Frilled Lizard Source Bestiary pg. 229 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +10, Athletics +14, Stealth +10 Str +5 Dex +1 Con +4 Int -4 Wis +2 Cha +0 --- AC 22 Fort +13 Ref +12 Will +9 HP 75 --- Speed 30 feet, climb 30 feet Melee Single Action jaws +16 (reach 10 feet), Damage 2d8+7 piercing Melee Single Action tail +16 (Agile, reach 10 feet), Damage 2d6+7 bludgeoning Intimidating Display Two Actions (Auditory, Emotion, Fear, Mental, Visual) The giant frilled lizard Strides. If it ends that Stride adjacent to at least one other creature, it suddenly displays its colorful neck frills and issues a frightening hiss. Each adjacent creature must succeed at a DC 21 Will save or become frightened 2 (or frightened 3 on a critical failure). The creature is then temporarily immune to Intimidating Display for 1 minute. ","skill_mod":{"stealth":10,"athletics":14,"acrobatics":10},"summary":"Found in warm and tropical forests and savannas, these immense lizards are a deadly threat to the unsuspecting traveler. When they aren’t sleeping or …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=290","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Giant Frilled Lizard","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,16],"slug":"creature-290"},{"attack_bonus":[7,8,8,8],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":21,"language":["Draconic","Iruxi"],"source":["Bestiary"],"type":"Creature","creature_family":"Lizardfolk","will_save":5,"charisma":0,"speed":{"max":25,"land":25,"swim":15},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block","Deep Breath","Terrain Advantage"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Humanoid","Lizardfolk","N","Medium"],"id":"creature-291","text":" Lizardfolk Defender The lizardfolk defender serves as a protector of the young, guardian of the settlement, and when no other options are available, soldier in time of war. They eagerly rise to the defense of their kin but do not revel in battle. An iruxi defender would rather turn back intruders and allow them to flee with the knowledge they were beaten, in hopes that such word prevents further invasions, but they are not naive. The iruxi understand the need for revenge, and when they allow a foe to escape, they do not forget. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Lizardfolk Defender Source Bestiary pg. 230 Perception +7 Languages Draconic, Iruxi Skills Acrobatics +5, Athletics +6, Survival +5 Str +3 Dex +2 Con +3 Int -1 Wis +2 Cha +0 Items Flail, wooden shield (Hardness 3, HP 12, BT 6), Javelin (3) --- AC 16 (18 with shield raised) Fort +8 Ref +7 Will +5 HP 21 Attack of Opportunity Reaction Shield Block Reaction --- Speed 25 feet, swim 15 feet Melee Single Action flail +8 (Disarm, Sweep, Trip), Damage 1d6+3 bludgeoning Melee Single Action jaws +8, Damage 1d6+3 piercing Melee Single Action tail +8 (Agile), Damage 1d4+3 bludgeoning Ranged Single Action javelin +7 (thrown 30 feet), Damage 1d6+3 piercing Deep Breath A lizardfolk defender can hold their breath for 175 rounds (17-1/2 minutes). Terrain Advantage Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are flat-footed to the lizardfolk defender. ","skill_mod":{"survival":5,"athletics":6,"acrobatics":5},"summary":"The lizardfolk defender serves as a protector of the young, guardian of the settlement, and when no other options are available, soldier in time of …","image":["/Images/Monsters/Lizardfolk_LizardfolkDefender.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster","Ancestry"],"ac":16,"item":["Flail","wooden shield (Hardness 3, HP 12, BT 6)","Javelin (3)"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=291","intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":8,"size":["Medium"],"name":"Lizardfolk Defender","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,6,6,6],"slug":"creature-291"},{"attack_bonus":[7,8,8],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":17,"language":["Common","Draconic","Iruxi"],"source":["Bestiary"],"type":"Creature","creature_family":"Lizardfolk","will_save":6,"charisma":1,"speed":{"max":25,"land":25,"swim":20},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Deep Breath","Hidden Movement","Giant Centipede Venom","Sneak Attack","Terrain Advantage"],"skill":["Acrobatics","Athletics","Diplomacy","Nature","Stealth","Survival"],"stealth":"6","trait":["Humanoid","Lizardfolk","N","Medium"],"id":"creature-292","text":" Lizardfolk Scout Iruxi scouts are the lizardfolk most often encountered by adventurers, for these explorers and hunters spend most of their lives on the move, constantly patrolling the territories held by their enclave. If intruders are driven off, it is the responsibility of the iruxi scouts to track them, observe them, and learn their ways and weaknesses so as to report back to the community and aid in the defense against potential reprisals. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Lizardfolk Scout Source Bestiary pg. 231 Perception +8 Languages Common, Draconic, Iruxi Skills Acrobatics +6, Athletics +5, Diplomacy +4, Nature +6, Stealth +6, Survival +8 Str +2 Dex +3 Con +1 Int -1 Wis +3 Cha +1 Items blowgun (10 darts, 1 of which is coated with giant centipede venom) --- AC 17 Fort +6 Ref +8 Will +6 HP 17 --- Speed 25 feet, swim 20 feet Melee Single Action jaws +7, Damage 1d6+2 piercing Melee Single Action tail +8 (Agile, Finesse), Damage 1d4+2 bludgeoning Ranged Single Action blowgun +8 (Agile, Nonlethal, range increment 20 feet, reload 1), Damage 1 piercing plus giant centipede venom Deep Breath A lizardfolk scout can hold their breath for 150 rounds (15 minutes). Hidden Movement If the lizardfolk scout starts its turn undetected by a creature or hidden from it, that creature is flat-footed against the scout’s attacks until the end of the scout's turn. Giant Centipede Venom (Poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round); Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round) Sneak Attack The lizardfolk scout deals an extra 1d6 precision damage to flat-footed creatures. Terrain Advantage Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are flat-footed to the lizardfolk scout. ","skill_mod":{"diplomacy":4,"nature":6,"survival":8,"stealth":6,"athletics":5,"acrobatics":6},"summary":"Iruxi scouts are the lizardfolk most often encountered by adventurers, for these explorers and hunters spend most of their lives on the move, …","image":["/Images/Monsters/Lizardfolk_LizardfolkScout.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster","Ancestry"],"ac":17,"item":["blowgun (10 darts, 1 of which is coated with giant centipede venom )"],"level":1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=292","intelligence":-1,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Lizardfolk Scout","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,5],"slug":"creature-292"},{"attack_bonus":[8,8,8],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Draconic","Iruxi"],"source":["Bestiary"],"type":"Creature","creature_family":"Lizardfolk","spell_attack_bonus":[10],"will_save":10,"charisma":0,"speed":{"max":25,"land":25,"swim":20},"perception":8,"wisdom":4,"weakness":{},"creature_ability":["Deep Breath"],"skill":["Diplomacy","Iruxi Lore","Nature","Stealth","Survival"],"stealth":"6","trait":["Humanoid","Lizardfolk","N","Medium"],"id":"creature-293","text":" Lizardfolk Stargazer The tradition of astrology and looking to the stars for both navigation and prognostication is well-established in iruxi society, and their wise and observant stargazers are among the people’s most respected members. Even the lowliest stargazer, as presented here, has a number of useful primal spells to aid their kin; in larger iruxi settlements, stargazers wield even greater powers. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Lizardfolk Stargazer Source Bestiary pg. 231 Perception +8 Languages Draconic, Iruxi Skills Diplomacy +4, Iruxi Lore +6, Nature +8, Stealth +6, Survival +8 Str +2 Dex +2 Con +1 Int +0 Wis +4 Cha +0 Items Staff --- AC 17 Fort +7 Ref +6 Will +10 HP 30 --- Speed 25 feet, swim 20 feet Melee Single Action staff +8 (two-hand d8), Damage 1d6+2 bludgeoning Melee Single Action jaws +8, Damage 1d6+2 piercing Melee Single Action tail +8 (Agile, Finesse), Damage 1d4+2 bludgeoning Primal Prepared Spells DC 20, attack +10 - Cantrips (1st) Guidance, Know Direction, Produce Flame, Stabilize - 1st Charm, Heal, Magic Fang, Shillelagh, Summon Animal Deep Breath A lizardfolk stargazer can hold their breath for 200 rounds (20 minutes). ","tradition":["Primal"],"skill_mod":{"diplomacy":4,"nature":8,"survival":8,"stealth":6},"summary":"The tradition of astrology and looking to the stars for both navigation and prognostication is well-established in iruxi society, and their wise and …","primary_source":"Bestiary","spell":["Charm","Heal","Magic Fang","Shillelagh","Summon Animal","Guidance","Know Direction","Produce Flame","Stabilize"],"trait_group":["Creature Type","Monster","Ancestry"],"ac":17,"item":["Staff"],"level":2,"spell_dc":[20],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=293","intelligence":0,"reflex_save":6,"strongest_save":["will"],"dexterity":2,"fortitude_save":7,"size":["Medium"],"name":"Lizardfolk Stargazer","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,5,5],"slug":"creature-293"},{"attack_bonus":[14,17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Common"],"source":["Bestiary"],"type":"Creature","will_save":12,"charisma":-1,"speed":{"fly":40,"max":40,"land":25},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Spike Volley"],"skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Beast","LE","Large"],"id":"creature-294","text":" Manticore The manticore is a monstrous amalgamation of lion, dragon, and human with a penchant for feasting on human flesh. Its distinctive tail is festooned with large quills like those of a porcupine, which the manticore flings at prey by whipping its tail like a sling. These deadly spikes give the manticore the power to slaughter even well-armed warriors from the safety of the sky. Although the anthropomorphic face of the manticore suggests a keen intellect, most creatures of its kind are simple-minded killers. They can be clever liars, however, and their voices have a strangely musical sound that has lured many unwitting travelers into an ambush. A manticore discovered by uneducated humanoids (especially those who are both lawful and evil) can sometimes become the center of adoration and even worship; a manticore in this situation swiftly gives in to its laziness and allows its acolytes to bring it tribute in the form of food and treasure, feasting upon its own followers when offerings become scarce. Stronger humanoids who encounter a manticore can cow it through intimidation and violence, sometimes even forcing it into service as a mount. As long as the manticore is well fed with human flesh and its master leads it to victory, a manticore mount can prove surprisingly loyal. Recall Knowledge - Beast (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Manticore Source Bestiary pg. 232 Perception +14; darkvision, scent (imprecise) 30 feet Languages Common Skills Acrobatics +10, Athletics +15, Intimidation +11, Survival +12 Str +5 Dex +2 Con +4 Int -2 Wis +2 Cha -1 --- AC 23 Fort +16 Ref +12 Will +12 HP 90 --- Speed 25 feet, fly 40 feet Melee Single Action jaws +17, Damage 2d8+8 piercing Melee Single Action claw +17 (Agile), Damage 2d6+8 slashing Ranged Single Action spike +14 (range increment 40 feet), Damage 1d10+5 piercing Spike Volley Single Action The manticore flings up to two spikes from its tail, targeting either two different creatures or a single creature. If the manticore targets two different creatures, these creatures must be within 20 feet of one another, and the manticore makes a separate Strike against each; this counts as only one Strike for the manticore’s multiple attack penalty, and the penalty doesn’t increase until after both attacks. If the manticore fires both spikes at the same creature, it makes a single Strike. If the attack hits, it deals the damage of a single spike, but the target is pinned in place, Rendering it immobilized. A creature that succeeds at a DC 23 Athletics check (attempted as a single action) can pull the spike free. A manticore can hurl no more than 12 spikes in 24 hours. Manticore Locations Manticores prefer lonely places in the wilderness far from humanoids, but they adapt easily to nearly any terrain. Manticores have been spotted in jungles, forests, deserts, and mountains. Manticore Treasure A manticore enjoys taking plunder from the corpses of its prey as trophies that flatter its vanity and testify to its strength. It has little interest in money, but sometimes accepts gold and jewels as tribute. ","skill_mod":{"survival":12,"athletics":15,"intimidation":11,"acrobatics":10},"summary":"The manticore is a monstrous amalgamation of lion, dragon, and human with a penchant for feasting on human flesh. Its distinctive tail is festooned …","image":["/Images/Monsters/Manticore.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=294","intelligence":-2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Manticore","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,15,17],"slug":"creature-294"},{"attack_bonus":[12,12],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":40,"source":["Bestiary"],"type":"Creature","creature_family":"Mantis, Giant","will_save":7,"charisma":0,"speed":{"climb":25,"fly":20,"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Deadly Mandibles","Lunging Strike","Sudden Strike"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"12","trait":["Animal","N","Large"],"id":"creature-295","text":" Giant Mantis These massive cousins of normal praying mantises stand taller than an average human. They stalk through dense forests, striking at meals from the trees. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Mantis Source Bestiary pg. 233 Perception +9; darkvision Languages Skills Acrobatics +8, Athletics +12, Stealth +12 Str +5 Dex +3 Con +3 Int -5 Wis +2 Cha +0 --- AC 20 Fort +10 Ref +12 Will +7 HP 40 --- Speed 25 feet, climb 25 feet, fly 20 feet Melee Single Action leg +12 (Agile, reach 10 feet), Damage 1d10+5 piercing plus Grab Melee Single Action mandibles +12, Damage 1d12+5 piercing Deadly Mandibles Reaction Trigger The giant mantis Grabs a creature with its leg. Effect The mantis pulls the creature adjacent to it, then makes a mandibles Strike against the creature. Lunging Strike Two Actions The giant mantis lunges forward, making a leg Strike with an extended reach of 20 feet. Sudden Strike On the first round of combat, creatures that haven’t acted are flat-footed to the giant mantis. ","skill_mod":{"stealth":12,"athletics":12,"acrobatics":8},"summary":"These massive cousins of normal praying mantises stand taller than an average human. They stalk through dense forests, striking at meals from the …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":20,"level":3,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=295","intelligence":-5,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":10,"size":["Large"],"name":"Giant Mantis","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,11],"slug":"creature-295"},{"attack_bonus":[24,25],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":220,"source":["Bestiary"],"type":"Creature","creature_family":"Mantis, Giant","will_save":18,"charisma":-2,"speed":{"climb":50,"max":50,"land":50},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["Fling","Leaping Grab","Rending Mandibles","Sudden Strike"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"22","trait":["Animal","N","Gargantuan"],"id":"creature-296","text":" Deadly Mantis These gigantic mantids make their homes within deep jungles and prehistoric forests where they hunt and devour equally massive prey. Recall Knowledge - Animal (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Deadly Mantis Source Bestiary pg. 233 Perception +20; darkvision Languages Skills Acrobatics +18, Athletics +25, Stealth +22 Str +8 Dex +3 Con +5 Int -5 Wis +3 Cha -2 --- AC 31 Fort +24 Ref +20 Will +18 HP 220 --- Speed 50 feet, climb 50 feet Melee Single Action mandibles +25 (reach 10 feet), Damage 2d12+14 piercing Melee Single Action leg +24 (Agile, reach 20 feet), Damage 2d10+14 piercing plus Grab Fling Single Action The deadly mantis flings a grabbed creature into the air, up to 30 feet overhead and up to 30 feet away from the mantis (the creature takes damage from the fall as normal). If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 31 basic Reflex save. Leaping Grab Two Actions The mantis Leaps up to 40 feet vertically and 20 feet horizontally. At any point during the jump, it can make a leg Strike. If it hits, it automatically Grabs the target, bringing the creature along until the end of the jump. Rending Mandibles Single Action The mantis makes a mandibles Strike against a creature it has grabbed. If that Strike hits and the creature is wearing armor with Hardness 12 or lower, the armor is broken. This Strike doesn’t further damage armor that’s already broken. Sudden Strike On the first round of combat, creatures that haven’t acted are flat-footed to the deadly mantis. ","skill_mod":{"stealth":22,"athletics":25,"acrobatics":18},"summary":"These gigantic mantids make their homes within deep jungles and prehistoric forests where they hunt and devour equally massive prey.","image":["/Images/Monsters/MantisGiant_DeadlyMantis.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":31,"level":11,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=296","intelligence":-5,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":24,"size":["Gargantuan"],"name":"Deadly Mantis","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25,27],"slug":"creature-296"},{"attack_bonus":[16,18,19],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":105,"language":["Common"],"source":["Bestiary"],"type":"Creature","will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":16,"wisdom":1,"weakness":{},"creature_ability":["Petrifying Gaze","Biting Snakes","Focus Gaze","Serpent Venom"],"skill":["Deception","Diplomacy","Stealth"],"stealth":"16","trait":["Humanoid","LE","Medium"],"id":"creature-297","text":" Medusa Monstrous humanoids that resemble humans with snakes instead of hair, medusas are best known for their petrifying gazes that—if lingered upon—can permanently transform mortals to stone. Medusas are shrewd and manipulative adversaries who collect and covet secrets, and who use threats and guile to exploit the fears of weaker creatures. A medusa may seek out powerful magic items, use divination magic to discover secret knowledge and unlock forbidden power, or infiltrate a society to beguile influential politicians. Their ability to worm their way into powerful organizations makes them natural leaders of criminal outfits and thieves’ guilds, and their interest in magical phenomena leads some to pursue careers as oracles who offer to help adventurers find what they seek—for a price. Of course, if wit and deception proves insufficient, a medusa can always simply turn rivals into ornate stone decorations with little more than a glare. Exceptionally agile and surprisingly hardy, a medusa rarely backs down from a conflict even when cornered. Many adventurers who thought themselves readied to resist the effects of a medusa’s gaze have nevertheless fallen to a medusa, as these creatures are also often deadly archers able to riddle their foes with venom-coated arrows from a distance. Still, a medusa may barter for their life if no alternatives remain, and the secrets carried by these powerful villains often make it more than worth sparing the monster’s life. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Medusa Source Bestiary pg. 234 Perception +16; darkvision Languages Common Skills Deception +16, Diplomacy +14, Stealth +16 Str +2 Dex +5 Con +4 Int +2 Wis +1 Cha +2 Items Shortsword, +1 composite shortbow (60 arrows) --- AC 25 all-around vision Fort +15 Ref +16 Will +14 HP 105 Petrifying Gaze (arcane, aura, transmutation, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 25 Fortitude save. If the creature fails, it becomes slowed 1 for 1 minute. The medusa can deactivate or activate this aura by using a single action, which has the concentrate trait. Biting Snakes Reaction Trigger A creature ends its turn adjacent to the medusa. Effect The medusa makes a snake fangs Strike against the creature. --- Speed 25 feet Melee Single Action shortsword +18 (Agile, Finesse, versatile S), Damage 1d6+8 piercing plus serpent venom Melee Single Action snake fangs +16 (Agile, Finesse), Damage 1d4+8 piercing plus serpent venom Ranged Single Action composite shortbow +19 (deadly 1d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 1d6+7 piercing plus serpent venom Focus Gaze Single Action (Arcane, Concentrate, Incapacitation, Transmutation, Visual) The medusa fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Fortitude save against the medusa's petrifying gaze. If the creature was already slowed by petrifying gaze before attempting its save, a failed save causes it to be petrified permanently. After attempting its save, the creature is then temporarily immune until the start of the medusa's next turn. Serpent Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 2d6 poison damage and enfeebled 2 (1 round) Medusa Infiltrators Rumors persist of disguised medusas acting as prominent members of criminal organizations such as the Sczarni in Riddleport and the Aspis Consortium in Port Peril, and their kind is known to thrive in metropolises including Absalom and Katapesh. Because they are so widespread, medusas resembling humans of every major ethnicity can be found in Avistan and Garund. ","skill_mod":{"diplomacy":14,"deception":16,"stealth":16},"summary":"Monstrous humanoids that resemble humans with snakes instead of hair, medusas are best known for their petrifying gazes that—if lingered upon—can …","image":["/Images/Monsters/Medusa.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":25,"item":["Shortsword","+1 composite shortbow (60 arrows)"],"level":7,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=297","intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Medusa","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,10,11],"slug":"creature-297"},{"attack_bonus":[7,9],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":19,"language":["Aquan","Common"],"source":["Bestiary"],"type":"Creature","creature_family":"Merfolk","will_save":4,"charisma":1,"speed":{"max":30,"land":5,"swim":30},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Aquatic Dash"],"skill":["Athletics","Medicine"],"trait":["Aquatic","Humanoid","Merfolk","N","Medium"],"id":"creature-298","text":" Merfolk Warrior Merfolk warriors form the bulk of the militias of their vast underwater realms and meet potential aggressors head-on with uncompromising force. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Merfolk Warrior Source Bestiary pg. 235 Perception +6; low-light vision Languages Aquan, Common Skills Athletics +5, Medicine +4 Str +2 Dex +4 Con +1 Int +0 Wis +1 Cha +1 Items Trident (2) --- AC 18 Fort +6 Ref +9 Will +4 HP 19 --- Speed 5 feet, swim 30 feet Melee Single Action trident +7 , Damage 1d8+2 piercing Ranged Single Action trident +9 (thrown 20 feet), Damage 1d8+2 piercing Aquatic Dash Two Actions The merfolk warrior swims and attacks in one of two patterns. They either Swim twice and Strike one opponent at the end of their movement, or Swim once and Strike at any point during their movement. ","skill_mod":{"medicine":4,"athletics":5},"summary":"Merfolk warriors form the bulk of the militias of their vast underwater realms and meet potential aggressors head-on with uncompromising force.","primary_source":"Bestiary","trait_group":["Monster","Creature Type","Ancestry"],"ac":18,"item":["Trident (2)"],"level":1,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=298","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Merfolk Warrior","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,6],"slug":"creature-298"},{"primary_source_category":"Rulebooks","strength":3,"hp":30,"language":["Aquan","Common"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":8,"trait":["Aquatic","Humanoid","Merfolk","N","Medium"],"id":"creature-299","text":" Merfolk Wavecaller Merfolk wavecallers use their primal power to call forth allies and defend their people with deadly magic. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Merfolk Wavecaller Source Bestiary pg. 235 Perception +8; low-light vision Languages Aquan, Common Skills Athletics +7, Deception +6, Nature +8, Religion +8 Str +3 Dex +2 Con +1 Int +0 Wis +4 Cha +2 Items Dagger --- AC 17 Fort +7 Ref +6 Will +10 HP 30 --- Speed 5 feet, swim 30 feet Melee Single Action dagger +9 (Agile, versatile S), Damage 1d4+3 piercing Ranged Single Action dagger +9 (Agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing Primal Prepared Spells DC 18, attack +10 - Cantrips (1st) Dancing Lights, Detect Magic, Electric Arc, Ray of Frost, Stabilize - 1st Charm, Heal, Hydraulic Push Hydraulic Asphyxiation Single Action (Divine, Evocation, Water) Requirement The target is fully submerged in water, within 30 feet of the merfolk wavecaller, and holding its breath. Effect The merfolk wavecaller commands the tides to crush their foe's throat, rooting the target in place and forcing it to choke up precious air. The target must succeed at a DC 18 Fortitude save or become immobilized for 1 round and immediately lose 1d4 actions' worth of air (or twice that on a critical failure). ","skill_mod":{"deception":6,"nature":8,"athletics":7,"religion":8},"image":["/Images/Monsters/Merfolk_MerfolkWavecaller.png"],"primary_source":"Bestiary","spell":["Charm","Heal","Hydraulic Push","Dancing Lights","Detect Magic","Electric Arc","Ray of Frost","Stabilize"],"ac":17,"item":["Dagger"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":"low-light vision","resistance":{},"intelligence":0,"reflex_save":6,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Merfolk Wavecaller","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[5,5],"attack_bonus":[9,9],"constitution":1,"creature_family":"Merfolk","spell_attack_bonus":[10],"will_save":10,"speed":{"max":30,"land":5,"swim":30},"wisdom":4,"weakness":{},"creature_ability":["Hydraulic Asphyxiation"],"skill":["Athletics","Deception","Nature","Religion"],"tradition":["Primal"],"summary":"Merfolk wavecallers use their primal power to call forth allies and defend their people with deadly magic.","trait_group":["Monster","Creature Type","Ancestry"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=299","dexterity":2,"category":"creature","slug":"creature-299"},{"attack_bonus":[14],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":75,"language":["Common"],"source":["Bestiary"],"type":"Creature","will_save":9,"charisma":0,"speed":{"max":10,"land":10},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Adhesive","Object Lesson","Mimic Object"],"skill":["Athletics","Deception","Dwelling Lore"],"trait":["Aberration","N","Medium"],"id":"creature-300","text":" Mimic Thought to be the result of a failed experiment meant to animate objects or a sinister alghollthu creation, mimics are clever monsters that can take the form of common manufactured objects. Mimics are ambush predators and voracious eaters, surprising their prey through their uncanny ability to mimic the form of common furniture and miscellany. They remain disguised until unsuspecting adventurers happen by, then they lash out in ambush. Mimics possess complex alien minds, and while often cruel and self-serving, they also enjoy conversation with their prey from time to time. For unknown reasons, they are especially interested in humanoids. Mimics have a strong dislike for others of their kind and tend to live alone. A mimic can remain in its alternate form for an extremely long period of time, sometimes remaining disguised in a dungeon chamber for decades. Regardless of how long it waits, the mimic remains vigilant and alert, ready to strike at any moment. Recall Knowledge - Aberration (Occultism): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Mimic Source Bestiary pg. 236 Perception +9; darkvision Languages Common Skills Athletics +12, Deception +8, Dwelling Lore +10 Str +4 Dex +1 Con +3 Int +0 Wis +1 Cha +0 --- AC 20 Fort +11 Ref +9 Will +9 HP 75 Adhesive The mimic is coated in an adhesive slime. Any creature that hits the mimic, is hit by the mimic, or otherwise touches the mimic must succeed at a DC 23 Reflex save or become grabbed (Escape DC 23). A weapon that hits the mimic is stuck to the mimic and can be removed with a successful DC 23 Athletics check (made as a single action). A mimic can have any number of objects or creatures stuck to it at a time. The mimic can release a stuck creature or object by using a single action, and the adhesive dissolves 1 minute after the mimic dies, releasing all stuck objects and creatures. Object Lesson Reaction Trigger A creature touches or physically interacts with the mimic while the mimic is transformed using Mimic Object. Effect The triggering creature is automatically stuck by the mimic’s adhesive (it receives no save). The mimic then makes a pseudopod Strike against any creature adjacent to the mimic. Object Lesson can’t be used again until the mimic escapes and takes on a new disguise. --- Speed 10 feet Melee Single Action pseudopod + 14, Damage 2d8+4 bludgeoning plus adhesive Mimic Object Single Action (Concentrate, Polymorph) The mimic assumes the shape of any Medium object. This doesn't change the mimic's texture or overall size but can alter its coloration and visual appearance. It has an automatic result of 28 on Deception checks and DCs to pass as the object that it's mimicking. Creative Mimics The older the mimic, the more creative its guise, but within practical limits. For example, a mimic can appear as a neatly organized bookshelf with a single book out of place, a dried-up cistern with something glittering at its center, or an inconspicuous wooden door with a conveniently placed peephole. ","skill_mod":{"deception":8,"athletics":12},"summary":"Thought to be the result of a failed experiment meant to animate objects or a sinister alghollthu creation, mimics are clever monsters that can take …","image":["/Images/Monsters/Mimic.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=300","intelligence":0,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Mimic","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-300"},{"remaster_name":["Minotaur Hunter"],"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":70,"language":["Jotun"],"source":["Bestiary"],"type":"Creature","will_save":10,"charisma":-1,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Natural Cunning","Axe Swipe","Hunted Fear","Powerful Charge"],"skill":["Athletics","Intimidation","Survival"],"trait":["Humanoid","CE","Large"],"id":"creature-301","text":" Minotaur Minotaurs are master hunters that dwell in cunning labyrinths or tangles of underground caverns meant to disorient and demoralize prey. These monstrous tormentors delight in the hunt, in the terror caused by closing in on prey, and in the very moment when the hunted realizes that they have lost the game. Only then will the minotaur charge in for the kill, cutting foes down with powerful strikes or impaling them on its sharp horns. Minotaurs are known to dwell in mazes, but they can also be found hiding in old ruins and other forgotten corners of the world. In any case, they are solitary creatures, only rarely sharing territory with others of their kind or even more powerful beings that have cowed them into service. Everyone else is little more than prey to be hunted. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Minotaur Source Bestiary pg. 237 Perception +12; darkvision Languages Jotun Skills Athletics +14, Intimidation +9, Survival +12 Str +6 Dex +0 Con +3 Int -2 Wis +2 Cha -1 Natural Cunning A minotaur automatically critically succeeds at Survival checks to avoid becoming lost or to find its way, including those from the maze spell. Items Greataxe --- AC 20 Fort +13 Ref +8 Will +10 HP 70 --- Speed 25 feet Melee Single Action greataxe +14 (reach 10 feet, Sweep), Damage 1d12+8 slashing Melee Single Action horn +14, Damage 1d8+8 piercing Axe Swipe Two Actions The minotaur swings its axe in a wide arc, making greataxe Strikes against any two foes who are adjacent to each other and within the minotaur's reach. The multiple attack penalty does not increase until after both attacks are resolved. Hunted Fear Single Action The minotaur snorts and clomps as it hunts its prey, inspiring terror. The minotaur makes an Intimidation check to Demoralize all living creatures within 60 feet that can hear the minotaur but not see it. Roll once and apply the result to all creatures. If the targets are in a maze or similarly difficult-to-navigate structure, the minotaur gains a +4 circumstance bonus to this check. Creatures that become frightened as a result also take a -2 circumstance penalty to Survival checks to avoid getting lost for 1 minute. This use of Demoralize doesn't have the visual trait. Each target is temporarily immune for 1 minute. Powerful Charge Two Actions The minotaur Strides twice, then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 2d8+10. Variant Minotaurs Most minotaurs are a simple blend of muscular humanoid and raging bull, but unusual variants and unique minotaurs may have different physical features and abilities. Great-horned minotaurs can impale foes if they critically succeed on a charge, but they do not have the Hunted Fear ability. Shaggy minotaurs are covered in thick hair form head to toe, allowing them to live in freezing environments with ease and giving them resistance to cold damage, but their hooves are broad and heavy, making it impossible for them to charge. ","skill_mod":{"survival":12,"athletics":14,"intimidation":9},"summary":"Minotaurs are master hunters that dwell in cunning labyrinths or tangles of underground caverns meant to disorient and demoralize prey. These …","image":["/Images/Monsters/Minotaur.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":20,"item":["Greataxe"],"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=301","intelligence":-2,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Minotaur","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"slug":"creature-301"},{"attack_bonus":[40,40],"constitution":9,"primary_source_category":"Rulebooks","strength":10,"hp":350,"language":["Aklo","Common","Terran","Undercommon"],"source":["Bestiary"],"type":"Creature","will_save":38,"charisma":9,"speed":{"fly":50,"max":50,"land":40},"perception":36,"wisdom":9,"weakness":{},"creature_ability":["Windsense","Enormous","Spores","Grasping Tendrils","Cough Spores","Enormous Inhalation","Fast Swallow","Greater Constrict","Overpowering Jaws","Swallow Whole"],"skill":["Acrobatics","Athletics","Nature","Occultism"],"trait":["Fungus","CN","Gargantuan"],"id":"creature-302","text":" Mu Spore A mu spore is a thankfully rare fungoid monstrosity of vast power and strange intellect. Even the smallest mu spores are never less than a hundred feet long from tentacle tip to tentacle tip, yet despite this vast bulk, they are capable of flying with an uncommon grace, venting jets of foul-smelling spores to guide their flight. Many societies tell tales of vast mu spores appearing over cities at the dawn of apocalyptic events, but they’re more than just ravenous eaters of nations. Mu spores often possess rare or esoteric knowledge, and if peaceful contact can be made, this lore can be quite valuable. Their spores can also be used to craft certain foul drugs or deadly alchemical poisons, but harvesting these ingredients is dangerous, as the spores are not viable for long once they’ve been shed, forcing alchemists seeking to harvest them to operate in perilously close proximity to the abominations. Recall Knowledge - Fungus (Nature): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Mu Spore Source Bestiary pg. 238 Perception +36; low-light vision, windsense 240 feet Languages Aklo, Common, Terran, Undercommon Skills Acrobatics +26, Athletics +41, Nature +38, Occultism +36 Str +10 Dex +3 Con +9 Int +4 Wis +9 Cha +9 Windsense The mu spore senses vibrations in the air through its aerial spores. --- AC 45 Fort +38 Ref +32 Will +38 HP 350 , regeneration 50 (deactivated by sonic) Resistances acid 20, all (except sonic) 10 Enormous A mu spore is a massive creature and takes up a space of 10 squares by 10 squares (50 feet by 50 feet). Spores (aura) 60 feet. A living creature that enters the area or ends its turn within it is corrupted by spores. It must succeed at a DC 42 Fortitude save or be clumsy 1, enfeebled 1, and slowed 1 for 1 round. Fungi and plants are immune. Grasping Tendrils Free Action Trigger A creature within 10 feet of the mu spore moves or attacks the mu spore. Effect The spore uses Grab on the triggering creature. There is no limit to how many creatures it can grab with the sticky tendrils that cover its body. --- Speed 40 feet, fly 50 feet Melee Single Action jaws +40 (deadly 3d12, reach 30 feet), Damage 4d12+18 piercing plus Improved Grab Melee Single Action tentacle +40 (reach 100 feet, Agile), Damage 4d10+18 bludgeoning plus Improved Grab Cough Spores Two Actions The mu spore releases a cloud of burrowing spores in a 400-foot cone. The spores deal 22d6 piercing damage to all creatures, objects, and wooden structures in the area, but not to plants or fungi (DC 46 basic Reflex save). The mu spore can't use this ability again for 1d4 rounds. Enormous Inhalation Two Actions The mu spore pulls all creatures and objects in a 400-foot cone 400 feet towards it's mouth. A successful DC 43 Fortitude save halves the distance, or avoids the pull on a critical success. The mu spore automatically attempts to Swallow Whole each creature adjacent to it at the end of the inhalation. Fast Swallow Reaction Trigger The mu spore Grabs a creature with its jaws. Effect The spore uses Swallow Whole. Greater Constrict Single Action 15 bludgeoning, DC 45. Overpowering Jaws The mu spore still deals 18 piercing damage if its jaws Strike is a failure (but not on critical failure) Swallow Whole Single Action (Attack) Gargantuan, 20d6+9 acid, Rupture 37. Underground Moons Mu spores dwell in vast caverns, their pallid underbellies glowing softly to give the eerie impression of a strangely shaped “moon” adrift near the darkened ceiling so far above. Caverns can be faintly lit by this illumination—an unnerving sight for any traveler not expecting light in such a lightless realm. ","skill_mod":{"nature":38,"athletics":41,"occultism":36,"acrobatics":26},"summary":"A mu spore is a thankfully rare fungoid monstrosity of vast power and strange intellect. Even the smallest mu spores are never less than a hundred …","image":["/Images/Monsters/MuSpore.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":45,"level":21,"source_category":["Rulebooks"],"sense":"low-light vision, windsense 240 feet","weakest_save":["ref","reflex"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"vitality":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"force":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=302","intelligence":4,"reflex_save":32,"strongest_save":["fort","fortitude","will"],"dexterity":3,"vision":"Low-light vision","fortitude_save":38,"size":["Gargantuan"],"name":"Mu Spore","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[40,44],"slug":"creature-302"},{"attack_bonus":[32,32,32,32,32],"constitution":7,"primary_source_category":"Rulebooks","strength":9,"hp":300,"source":["Bestiary"],"type":"Creature","will_save":26,"charisma":0,"speed":{"climb":60,"max":60,"land":60,"burrow":60},"perception":24,"wisdom":3,"weakness":{},"creature_ability":["Partitioned Anatomy","Spitting Rage","Breath Weapon","Pull Apart","Thrash","Trample"],"skill":["Athletics"],"trait":["Beast","N","Gargantuan"],"id":"creature-303","text":" Mukradi Fearsome centipede-like creatures, mukradis are three-headed predators with a devastating array of breath weapons. A Darklands version of the mukradi is rumored to exist. It’s said these variant mukradis have black scales, and all of their heads spew a black, acidic goo that animates before being reabsorbed by the mukradis. Recall Knowledge - Beast (Arcana, Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Mukradi Source Bestiary pg. 239 Perception +24; darkvision, tremorsense (imprecise) 60 feet Languages Skills Athletics +32 Str +9 Dex +0 Con +7 Int -3 Wis +3 Cha +0 --- AC 37 all-around vision Fort +32 Ref +23 Will +26 HP 300 Resistances acid 20, electricity 20, fire 20 Partitioned Anatomy Free Action Trigger The mukradi would be confused, paralyzed, slowed, or stunned. Effect The mukradi confines the debilitating effect to a certain portion of its nervous system, ignoring the effect but causing a maw of its choice to go dormant for the effect’s duration. That maw can’t be used for a Strike or Breath Weapon during that time. This ability can’t be used if all the mukradi’s heads are dormant. Spitting Rage Reaction Trigger A creature scores a critical hit on the mukradi. Effect The mukradi’s Breath Weapon recharges. It can use its Breath Weapon immediately as part of this reaction. It can't use this reaction again until it recharges its Breath Weapon naturally. --- Speed 60 feet, burrow 60 feet, climb 60 feet Melee Single Action acid maw +32 (Magical, reach 20 feet), Damage 2d12+17 piercing plus 3d6 acid Melee Single Action flame maw +32 (Magical, reach 20 feet), Damage 2d12+17 piercing plus 3d6 fire Melee Single Action shock maw +32 (Magical, reach 20 feet), Damage 2d12+17 piercing plus 3d6 electricity Melee Single Action leg +32 (Agile, Magical, reach 15 feet), Damage 2d10+17 piercing Melee Single Action tail lash +32 (Magical, reach 30 feet), Damage 3d10+17 slashing plus Knockdown Breath Weapon Two Actions (Evocation, Primal) The mukradi breathes a blast of energy from one of its three heads; each creature in the area must attempt a DC 36 basic Reflex save. The mukradi can’t use Breath Weapon again for 1d4 rounds. Acid Maw (acid) 10-foot-wide, 60-foot line of acid dealing 16d6 acid damage. Flame Maw (fire) 60-foot cone of fire dealing 16d6 fire damage. Shock Maw (electricity) 120-foot line of electricity dealing 16d6 electricity damage. Pull Apart Two Actions The mukradi makes two Strikes with different maws against the same target. If both hit, the target takes an extra 2d12+13 slashing damage, with a DC 36 basic Fortitude save. On a critical failure, the creature is torn to pieces and dies. The mukradi's multiple attack penalty increases only after all the attacks are made. Thrash Two Actions The mukradi Strikes once against each creature in its reach. It can Strike up to once with each maw, once with its tail lash, and any number of times with its legs. Each attack takes a –2 circumstance penalty and counts toward the mukradi's multiple attack penalty, but the multiple attack penalty doesn’t increase until after all the attacks are made. Trample Three Actions Huge or smaller, leg, DC 36 From a God's Nightmares The first mukradis are rumored to have spawned in the fevered nightmares of a sleeping demigod from a dimension beyond dreams, who perished as the first mukradis hollowed out its unconscious mind and used its flesh to transition into the mortal realm. This legend is likely nothing more than fancy, but it certainly speaks to the deadly nature of these immense monsters. ","skill_mod":{"athletics":32},"summary":"Fearsome centipede-like creatures, mukradis are three-headed predators with a devastating array of breath weapons. A Darklands version of the mukradi …","image":["/Images/Monsters/Mukradi.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":37,"level":15,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"acid":20,"fire":20,"electricity":20},"url":"/Monsters.aspx?ID=303","intelligence":-3,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Mukradi","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[28,33,40,40,40],"slug":"creature-303"},{"attack_bonus":[16],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":110,"language":["Necril","plus any one ancient language"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Mummy","will_save":16,"charisma":2,"speed":{"max":20,"land":20},"perception":16,"wisdom":4,"weakness":{"fire":5},"creature_ability":["Despair","Mummy Rot"],"skill":["Athletics","Stealth"],"stealth":"11","trait":["Mummy","Undead","LE","Medium"],"id":"creature-304","text":" Mummy Guardian The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead, during which the victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, where its now-useless entrails are extracted before it’s shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await intrusions in the potentially distant future. While it’s certainly possible to use other methods to create a mummy guardian from an already-deceased body, those who seek to create these foul undead as their guardians in the afterlife often feel that such methods result in inferior undead—the pain and agony of death by mummification being an essential step in the process. Regardless of the method of their creation, mummy guardians are more than just physical shells of flesh and bone—they retain fragmented, distorted versions of their minds, with only enough memories of their living personality remaining to fuel their undead anger and jealousy of those who yet live. This burning rage only intensifies over the centuries of waiting within a crypt for the chance to actually act, and thus when most mummy guardians are awoken by tomb robbers or adventurers, they stop at nothing in pursuit of glorious slaughter. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Mummy Guardian Source Bestiary pg. 240 Perception +16; darkvision Languages Necril; plus any one ancient language Skills Athletics +15, Stealth +11 Str +4 Dex +0 Con +2 Int -2 Wis +4 Cha +2 --- AC 23 Fort +14 Ref +10 Will +16 HP 110 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses fire 5 Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 1 while in a mummy guardian’s despair aura. They can’t naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 22 Will save (after taking the penalty from being frightened) or be paralyzed for 1 round. The creature is then temporarily immune for 24 hours. --- Speed 20 feet Melee Single Action fist +16, Damage 2d6+7 bludgeoning plus mummy rot Mummy Rot (Curse, Disease, Divine, Necromancy, Negative) This disease and any damage from it can’t be healed until this curse is removed. A creature killed by mummy rot turns to dust and can’t be resurrected except by a 7th-level resurrect ritual or similar magic. Saving Throw DC 22 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 4d6 negative damage and stupefied 1 (1 day) Associated Monsters A mummy guardian might serve alongside a mummy pharaoh or with zombies, skeletons, animated objects, or any other undead or constructs that might be found in their tomb lairs. ","skill_mod":{"stealth":11,"athletics":15},"summary":"The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method …","image":["/Images/Monsters/Mummy_MummyGuardian.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=304","intelligence":-2,"reflex_save":10,"strongest_save":["will"],"dexterity":0,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Mummy Guardian","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-304"},{"attack_bonus":[20,21],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":165,"language":["Necril","plus any two ancient languages"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Mummy","will_save":20,"charisma":5,"speed":{"max":20,"land":20},"perception":20,"wisdom":5,"weakness":{"fire":10},"creature_ability":["Great Despair","Rejuvenation","Undead Mastery","Attack of Opportunity","Channel Rot","Insidious Mummy Rot","Sandstorm Wrath"],"skill":["Deception","Intimidation","Occultism","Religion","Stealth"],"stealth":"13","trait":["Mummy","Rare","Undead","LE","Medium"],"id":"creature-305","text":" Mummy Pharaoh While mummy guardians are undead crafted from the corpses of sacrificed—usually unwilling victims—and retain only fragments of their memories, a mummy pharaoh is the result of a deliberate embrace of undeath by a sadistic and cruel ruler. The transformation from life to undeath is no less awful and painful, but as the transition is an intentional bid to escape death by a powerful personality who fully embraces the blasphemous repercussions of the choice, the mummy pharaoh retains its memories and personality intact. Although in most cases a mummy pharaoh is formed from a particularly depraved ruler instructing their priests to perform complex rituals that grant the ruler eternal unlife, a ruler who was filled with incredible anger in life might spontaneously arise from death as a mummy pharaoh without undergoing this ritual. Depending on the nature of the ruler, a mummy pharaoh might have spellcasting or other class features instead of its Attack of Opportunity and disruptive abilities—the exact nature of the abilities the ruler had in life can significantly change or strengthen the mummy pharaoh presented here (which represents the least powerful variety of this deadly undead foe). Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Mummy Pharaoh Source Bestiary pg. 241 Perception +20; darkvision Languages Necril; plus any two ancient languages Skills Deception +18, Intimidation +20, Occultism +15, Religion +20, Stealth +13 Str +5 Dex +2 Con +4 Int +0 Wis +5 Cha +5 Items +1 striking longspear --- AC 27 Fort +19 Ref +15 Will +20 +1 status to all saves vs. positive HP 165 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses fire 10 Great Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 1 while in a mummy guardian’s despair aura. They can’t naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 26 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours. Rejuvenation (divine, necromancy) When a mummy pharaoh is destroyed, necromantic energies rebuild its body in its tomb over 1d10 days. If the re-forming body is destroyed during that time, the process starts anew. A slain mummy pharaoh can be destroyed for good with a consecrate ritual. Undead Mastery (aura, divine, necromancy) 100 feet. Commanded or allied undead in the aura that have a lower level than the mummy pharaoh gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks. Attack of Opportunity Reaction The mummy pharaoh can use Attack of Opportunity when a creature within its reach uses a concentrate action, in addition to its normal trigger. It can disrupt triggering concentrate actions, and it disrupts actions on any hit, not just a critical hit. --- Speed 20 feet Melee Single Action fist +20 (Agile), Damage 1d10+11 bludgeoning plus insidious mummy rot Melee Single Action longspear +21 (Magical, reach 10 feet), Damage 2d8+11 piercing plus insidious mummy rot Channel Rot (Divine, Necromancy) The mummy pharaoh can deliver insidious mummy rot through melee weapons it wields. Insidious Mummy Rot (Curse, Disease, Divine, Necromancy) This disease and any damage from it can’t be healed until this curse is removed. A creature killed by insidious mummy rot turns to sand and can’t be resurrected except by a 7th-level resurrect ritual or similar magic. Saving Throw DC 26 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 8d6 negative damage and stupefied 2 (1 day) Sandstorm Wrath Two Actions (Concentrate, Divine, Evocation, Fire) The mummy pharaoh exhales a 60-foot cone of superheated sand that deals 5d6 fire and 5d6 slashing damage (DC 28 basic Reflex save). The mummy pharaoh can’t use Sandstorm Wrath again for 1d4 rounds. Associated Monsters A mummy pharaoh often commands lesser undead, typically mummy guardians and whatever other nearby creatures of its old kingdom it can bully into subservience. ","skill_mod":{"deception":18,"stealth":13,"intimidation":20,"occultism":15,"religion":20},"summary":"While mummy guardians are undead crafted from the corpses of sacrificed—usually unwilling victims—and retain only fragments of their memories, a …","image":["/Images/Monsters/Mummy_MummyPharaoh.png"],"primary_source":"Bestiary","trait_group":["Monster","Rarity","Creature Type"],"ac":27,"item":["+1 striking longspear"],"level":9,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=305","intelligence":0,"reflex_save":15,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Mummy Pharaoh","alignment":"LE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[16,20],"slug":"creature-305"},{"primary_source_category":"Rulebooks","strength":2,"hp":115,"language":["Aklo","Common"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":15,"stealth":"19","trait":["Aberration","Uncommon","LE","Large"],"id":"creature-306","text":" Dark Naga Dark nagas are wicked, jealous creatures that crave power and wealth. Indeed, the dark naga sees such ideals as spiritual expressions of an essential truth: if one can take something, that something is theirs to have. The dark naga sees other creatures as lessers worthy only of subjugation or as rivals who must be eliminated. Dark nagas dwell in remote places other creatures have forsaken, searching abandoned ruins for wealth and potent magic items. Those unlucky trespassers into a dark naga’s lair typically find themselves as the naga’s slaves or playthings, put to sleep with the monster’s poison or incinerated by its deadly magic. Some dark nagas are more disposed toward socializing than others; in these cases, they may become wicked despots who rule over enclaves of captive or unsuspecting subjects. Subtler dark nagas, especially those who crave finer luxuries, dwell in or under the wealthy settlements and use their wiles to garner a decadent following, forming something akin to a cult with the naga as the jewelry-bedecked object of worship. Recall Knowledge - Aberration (Occultism): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Dark Naga Source Bestiary pg. 242 Perception +15; mind reading 30 feet, darkvision Languages Aklo, Common Skills Acrobatics +17, Arcana +16, Athletics +13, Deception +16, Intimidation +16, Stealth +19 Str +2 Dex +6 Con +4 Int +3 Wis +2 Cha +3 --- AC 27 Fort +15 Ref +17 Will +15 guarded thoughts HP 115 Guarded Thoughts (abjuration, occult) Dark nagas are immune to any form of mind reading. --- Speed 30 feet Melee Single Action fangs +19 (Agile, Finesse), Damage 2d8+5 piercing plus dark naga venom Arcane Spontaneous Spells DC 26, attack +18 - Cantrips (4th) Daze, Detect Magic, Mage Hand, Read Aura, Shield - 1st Feather Fall, Illusory Object, Longstrider (4 slots) - 2nd Illusory Creature, Invisibility, Magic Missile (4 slots) - 3rd Dispel Magic, Haste, Lightning Bolt (4 slots) - 4th Blink, Wall of Fire (3 slots) Occult Innate Spells DC 25 - Constant (3rd) Mind Reading Dark Naga Venom (Incapacitation, Poison) Saving Throw DC 25 Fortitude; Maximum Duration 5 minutes; Stage 1 slowed 1 (1 round); Stage 2 slowed 2 (1 round); Stage 3 unconscious with no Perception check to wake up (1d4+1 minutes) ","skill_mod":{"deception":16,"stealth":19,"arcana":16,"athletics":13,"intimidation":16,"acrobatics":17},"image":["/Images/Monsters/Naga_DarkNaga.png"],"primary_source":"Bestiary","spell":["Blink","Wall of Fire","Dispel Magic","Haste","Lightning Bolt","Illusory Creature","Invisibility","Magic Missile","Feather Fall","Illusory Object","Longstrider","Daze","Detect Magic","Mage Hand","Read Aura","Shield","Mind Reading"],"ac":27,"level":7,"spell_dc":[25,26],"source_category":["Rulebooks"],"sense":" mind reading 30 feet, darkvision","resistance":{},"intelligence":3,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Dark Naga","alignment":"LE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14],"attack_bonus":[19],"constitution":4,"creature_family":"Naga","spell_attack_bonus":[18],"will_save":15,"speed":{"max":30,"land":30},"wisdom":2,"weakness":{},"creature_ability":["Guarded Thoughts","Dark Naga Venom"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Stealth"],"tradition":["Arcane","Occult"],"summary":"Dark nagas are wicked, jealous creatures that crave power and wealth. Indeed, the dark naga sees such ideals as spiritual expressions of an essential …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=306","dexterity":6,"category":"creature","slug":"creature-306"},{"remaster_name":["Vicharamuni"],"primary_source_category":"Rulebooks","strength":5,"hp":175,"language":["Celestial","Common"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":22,"stealth":"20","trait":["Aberration","Uncommon","LG","Large"],"id":"creature-307","text":" Guardian Naga The opposite of dark nagas in many ways, guardian nagas are benevolent and wise protectors of places of great natural or supernatural significance: ancient oak groves, forgotten holy temples, and vaults of sacred power are just a few examples of locations that these nagas protect. Guardian nagas believe that the beautiful elements of the cosmos are worthy of protection and that devotion to such a grand effort is its own reward. A guardian naga may join a group with similar values, such as a sect of priests or monks, to aid it in its holy endeavors and to exchange knowledge of the heavens. Guardian nagas usually encourage their young, upon reaching adulthood, to depart the nest and seek out their own natural wonders or ancient ruins to protect. Sometimes generations of guardian nagas might guard the same place, passing the honor of such care from parent to child. In such cases, the parent nagas aim to have at least one of their children elect to stay behind and become the guardian of their ancestral ward, giving the parents the peace of mind that the site they protect will continue to be guarded by their descendants. It is difficult for many societies that vilify serpents or see them as symbols of evil to accept the fact that guardian nagas are benevolent and kindly. Fortunately for these people, guardian nagas are also patient and understanding, and see encounters with such societies as opportunities to educate and expand worldviews. Recall Knowledge - Aberration (Occultism): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Guardian Naga Source Bestiary pg. 243 Perception +22; darkvision Languages Celestial, Common Skills Acrobatics +22, Deception +18, Diplomacy +21, Heaven Lore +21, Stealth +20 Str +5 Dex +6 Con +5 Int +3 Wis +5 Cha +4 --- AC 31 Fort +20 Ref +21 Will +22 HP 175 --- Speed 25 feet Melee Single Action fangs +22 (Agile, Finesse), Damage 2d8+8 piercing plus guardian naga venom Ranged Single Action spit +22 (Agile, Poison, range increment 30 feet), Damage guardian naga venom Divine Spontaneous Spells DC 29, attack +21 - Cantrips (5th) Daze, Detect Magic, Light, Mage Hand, Ray of Frost, Read Aura, Stabilize - 1st Bless, Heal, Protection, Spirit Link (4 slots) - 2nd Calm Emotions, Restoration, See Invisibility, Sound Burst (4 slots) - 3rd Dispel Magic, Neutralize Poison, Remove Disease, Searing Light (4 slots) - 4th Air Walk, Freedom of Movement, Remove Curse, Restoration (4 slots) - 5th Breath of Life, Death Ward, Flame Strike, Heal (4 slots) Guardian Naga Venom (Poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison (1 round); Stage 2 3d6 poison and drained 1 (1 round) ","skill_mod":{"diplomacy":21,"deception":18,"stealth":20,"acrobatics":22},"image":["/Images/Monsters/Naga_GuardianNaga.png"],"primary_source":"Bestiary","spell":["Breath of Life","Death Ward","Flame Strike","Heal","Air Walk","Freedom of Movement","Remove Curse","Restoration","Dispel Magic","Neutralize Poison","Remove Disease","Searing Light","Calm Emotions","See Invisibility","Sound Burst","Bless","Protection","Spirit Link","Daze","Detect Magic","Light","Mage Hand","Ray of Frost","Read Aura","Stabilize"],"ac":31,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":3,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Guardian Naga","alignment":"LG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17],"attack_bonus":[22,22],"constitution":5,"creature_family":"Naga","spell_attack_bonus":[21],"will_save":22,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Guardian Naga Venom"],"skill":["Acrobatics","Deception","Diplomacy","Heaven Lore","Stealth"],"tradition":["Divine"],"summary":"The opposite of dark nagas in many ways, guardian nagas are benevolent and wise protectors of places of great natural or supernatural significance: …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=307","dexterity":6,"category":"creature","slug":"creature-307"},{"attack_bonus":[16,16],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":100,"language":["Abyssal","Daemonic","Infernal"],"source":["Bestiary"],"type":"Creature","creature_family":"Nightmare","will_save":12,"charisma":2,"speed":{"fly":90,"max":90,"land":40},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Smoke","Flaming Gallop"],"skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Beast","Fiend","NE","Large"],"id":"creature-308","text":" Nightmare Nightmares are flaming equine harbingers of death. Recall Knowledge - Beast (Arcana, Nature): DC 22 Recall Knowledge - Fiend (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Nightmare Source Bestiary pg. 244 Perception +14; darkvision Languages Abyssal, Daemonic, Infernal Skills Acrobatics +13, Athletics +16, Intimidation +14, Survival +12 Str +6 Dex +3 Con +3 Int +1 Wis +4 Cha +2 Smoke (aura) 15 feet. The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 23 Fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura’s sickened effect but not the concealment. --- AC 24 Fort +15 Ref +15 Will +12 HP 100 Resistances fire 10 --- Speed 40 feet, fly 90 feet Melee Single Action jaws +16 (Evil, Magical), Damage 2d10+6 piercing plus 1d6 evil Melee Single Action hoof +16 (Agile, Evil, Fire, Magical), Damage 1d8+6 bludgeoning plus 1d6 evil and 1d8 fire Divine Innate Spells DC 24 - 7th Plane Shift (self and rider only) Flaming Gallop Two Actions (Fire) The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 3d6 fire damage (DC 24 basic Reflex save) once to each creature other than the nightmare’s rider that the nightmare moves adjacent to during its gallop. ","tradition":["Divine"],"skill_mod":{"survival":12,"athletics":16,"intimidation":14,"acrobatics":13},"summary":"Nightmares are flaming equine harbingers of death.","image":["/Images/Monsters/Nightmare_Nightmare.png"],"primary_source":"Bestiary","spell":["Plane Shift"],"trait_group":["Creature Type"],"ac":24,"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"fire":10},"url":"/Monsters.aspx?ID=308","intelligence":1,"reflex_save":15,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Nightmare","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,20],"slug":"creature-308"},{"attack_bonus":[24,24],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":200,"language":["Abyssal","Daemonic","Infernal"],"source":["Bestiary"],"type":"Creature","creature_family":"Nightmare","will_save":21,"charisma":3,"speed":{"fly":120,"max":120,"land":60},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Smoke","Flaming Gallop","Trample"],"skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Beast","Fiend","NE","Huge"],"id":"creature-309","text":" Greater Nightmare The enormous greater nightmare is a more dangerous variety of nightmare, particularly valued for its ability to invade other realities with its rider. Recall Knowledge - Beast (Arcana, Nature): DC 28 Recall Knowledge - Fiend (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Greater Nightmare Source Bestiary pg. 244 Perception +22; darkvision Languages Abyssal, Daemonic, Infernal Skills Acrobatics +23, Athletics +24, Intimidation +22, Survival +20 Str +7 Dex +4 Con +5 Int +2 Wis +5 Cha +3 Smoke (aura) 20 feet. The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 28 Fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura’s sickened effect but not the concealment. --- AC 31 Fort +25 Ref +24 Will +21 HP 200 Resistances fire 15 --- Speed 60 feet, fly 120 feet Melee Single Action jaws +24 (Evil, Magical), Damage 2d10+11 piercing plus 1d6 evil Melee Single Action hoof +24 (Agile, Evil, Fire, Magical), Damage 1d8+11 bludgeoning plus 1d6 evil and 2d8 fire Divine Innate Spells DC 30 - 7th Ethereal Jaunt (self and rider only), Plane Shift (self and rider only) Flaming Gallop Two Actions (Fire) The greater nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 6d6 fire damage (DC 30 basic Reflex save) once to each creature other than the greater nightmare’s rider that the greater nightmare moves adjacent to during its gallop. Trample Three Actions Large or smaller, hoof, DC 30 ","tradition":["Divine"],"skill_mod":{"survival":20,"athletics":24,"intimidation":22,"acrobatics":23},"summary":"The enormous greater nightmare is a more dangerous variety of nightmare, particularly valued for its ability to invade other realities with its rider.","primary_source":"Bestiary","spell":["Ethereal Jaunt","Plane Shift"],"trait_group":["Creature Type"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"fire":15},"url":"/Monsters.aspx?ID=309","intelligence":2,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":25,"size":["Huge"],"name":"Greater Nightmare","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25,28],"slug":"creature-309"},{"attack_bonus":[23,23],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":150,"language":["Aklo","Common","telepathy 30 feet"],"source":["Bestiary"],"type":"Creature","will_save":20,"charisma":5,"speed":{"climb":30,"max":30,"land":25},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Mind Crush"],"skill":["Acrobatics","Athletics","Intimidation","Occultism","Stealth","Survival"],"stealth":"21","trait":["Aberration","NE","Medium"],"id":"creature-310","text":" Nilith The sleek, dark niliths resemble hairless, emaciated tree sloths. These creatures are intensely dangerous and fearsome, with red glowing eyes, wicked claws, and mouths full of needlelike teeth. Niliths feed off the emotions, fears, and flesh of the living, and folktales posit that those who have nightmares of these creatures are fated to one day be eaten by them. Niliths draw intense joy from tormenting sapient creatures, often focusing their predations on the pious and the just, from whom they draw forth their most basic fears and worst thoughts and revel in their victims’ subsequent terror. More often than not, these despicable manipulators wish to drive their victims into madness and even to suicide. Most niliths lack the patience to spend too much time fully tearing down an individual, and when a nilith tires of its current plaything and becomes bored with its particular thoughts and fears, it murders the quarry before feeding on its flesh and moving onto the next victim. Niliths are actually extensions of much deadlier creatures that dwell in a distant dimension beyond dreams—in a way, niliths are little more than remote feeding machines for the unknown alien entities to which they are connected. Scholars and dimensional travelers have attempted to uncover the exact mechanisms of this mysterious connection, but they have yet to decipher the truth. Indeed, many who investigate the nature of the nilith’s bond are driven to madness before getting anywhere close. The odd connection to otherworldly beings might help explain the longevity of these creatures, as it is believed that niliths can live for thousands of years. Thankfully for others, niliths are solitary creatures that hate the company of their own kind, likely because these harbingers of nightmares have no wish to taste the horrors they bring to others. Recall Knowledge - Aberration (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Nilith Source Bestiary pg. 245 Perception +19; darkvision Languages Aklo, Common; telepathy 30 feet Skills Acrobatics +21, Athletics +17, Intimidation +23, Occultism +19, Stealth +21, Survival +17 Str +3 Dex +5 Con +4 Int +3 Wis +3 Cha +5 --- AC 32 Fort +17 Ref +20 Will +20 HP 150 Resistances mental 10, physical 5 (except silver) --- Speed 25 feet, climb 30 feet Melee Single Action claw +23 (Agile, Finesse, Magical), Damage 2d10+9 slashing plus Grab Melee Single Action fangs +23 (Finesse, Magical), Damage 2d12+9 piercing Occult Innate Spells DC 29 - Cantrips (5th) Mage Hand, Message, Read Aura, Shield - 3rd Mind Reading (at will) - 4th Blink, Confusion, Crushing Despair, Dream Message, Invisibility (at will, self only), Nightmare - 5th Hallucination, Mind Probe Mind Crush Single Action (Enchantment, Mental, Occult) Requirements The nilith has a creature grabbed. Effect The nilith reaches into the mind of the grabbed creature and implants disjointed images of the victim’s worst fears and nightmares. The grabbed creature takes 6d6 mental damage (DC 31 basic Will save). On a critical failure, the target is also affected as though by feeblemind , and it must attempt a second Will save against that effect. From the Dreamlands The nilith’s association with the remote and little-understood Dreamlands, also known as the Dimension of Dreams, is unusual. They draw power from a latent dreaming connection to that realm, but they are native to the Material Plane. ","tradition":["Occult"],"skill_mod":{"survival":17,"stealth":21,"athletics":17,"intimidation":23,"occultism":19,"acrobatics":21},"summary":"The sleek, dark niliths resemble hairless, emaciated tree sloths. These creatures are intensely dangerous and fearsome, with red glowing eyes, wicked …","image":["/Images/Monsters/Nilith.png"],"primary_source":"Bestiary","spell":["Hallucination","Mind Probe","Blink","Confusion","Crushing Despair","Dream Message","Invisibility","Nightmare","Mind Reading","Mage Hand","Message","Read Aura","Shield"],"trait_group":["Creature Type"],"ac":32,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"mental":10,"physical":5},"url":"/Monsters.aspx?ID=310","intelligence":3,"reflex_save":20,"strongest_save":["ref","reflex","will"],"dexterity":5,"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Nilith","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,22],"slug":"creature-310"},{"primary_source_category":"Rulebooks","strength":0,"hp":20,"language":["Common","Elven","Sylvan","<%SPELLS%293%%>speak with animals<%END>"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":6,"stealth":"6","trait":["Amphibious","Fey","Nymph","Water","CG","Medium"],"id":"creature-311","text":" Naiad Naiads protect streams, ponds, springs, and other natural bodies of fresh water. While most naiads lead solitary lives close to their chosen ward, sometimes these nymphs congregate in coven-like groups where river tributaries meet, performing great magic and blessing the waters of the land. Because naiads’ bonds to their bodies of water permit more flexibility, they are the nymphs most likely to interact with humanoids and even visit their settlements on occasion. Unlike other nymphs, naiads occasionally become adventurers, especially when dark forces seek to despoil nature or otherwise threaten the land, joining forces with others to prevent the corruption of nature. Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Naiad Source Bestiary pg. 246 Perception +6; low-light vision Languages Common, Elven, Sylvan; speak with animals Skills Acrobatics +6, Athletics +3, Diplomacy +7, Nature +6, Stealth +6, Survival +4 Str +0 Dex +3 Con +0 Int +1 Wis +1 Cha +4 Wild Empathy The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals. --- AC 16 Fort +3 Ref +6 Will +8 HP 20 Resistances fire 3 Weaknesses cold iron 3 Water Dependent A naiad bonds to a spring, pool, pond, or similar-sized water feature. While within 300 feet of her bonded body of water, she can use her innate tidal surge at will. She doesn’t recover Hit Points or reduce the drained condition when resting beyond that range. Unlike most other nymphs, she doesn’t suffer penalties from being apart from her bonded body of water. A naiad can perform a 24-hour ritual to bond herself to a new body of water. --- Speed 25 feet, swim 25 feet Melee Single Action aqueous fist +8 (Agile, Finesse, Magical, Water), Damage 1d6 bludgeoning Primal Innate Spells DC 17 - 1st Charm, Create Water, Tidal Surge - Constant (2nd) Speak with Animals Water Healing Two Actions (Concentrate, Healing, Necromancy, Primal) While within her bonded body of water (see water dependent above), the naiad heals 1 Hit Point every 10 minutes. ","element":["Water"],"skill_mod":{"diplomacy":7,"nature":6,"survival":4,"stealth":6,"athletics":3,"acrobatics":6},"image":["/Images/Monsters/Nymph_Naiad.png"],"primary_source":"Bestiary","spell":["Charm","Create Water","Tidal Surge","Speak with Animals"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"low-light vision","resistance":{"fire":3},"intelligence":1,"reflex_save":6,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":3,"size":["Medium"],"name":"Naiad","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[3],"attack_bonus":[8],"constitution":0,"creature_family":"Nymph","will_save":8,"speed":{"max":25,"land":25,"swim":25},"wisdom":1,"weakness":{"cold_iron":3},"creature_ability":["Wild Empathy","Water Dependent","Water Healing"],"skill":["Acrobatics","Athletics","Diplomacy","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Naiads protect streams, ponds, springs, and other natural bodies of fresh water. While most naiads lead solitary lives close to their chosen ward, …","trait_group":["Monster","Creature Type","Elemental","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=311","dexterity":3,"category":"creature","slug":"creature-311"},{"primary_source_category":"Rulebooks","strength":0,"hp":55,"language":["Common","Elven","Sylvan","<%SPELLS%294%%>speak with plants<%END>"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":10,"stealth":"9","trait":["Fey","Nymph","Plant","CG","Medium"],"id":"creature-312","text":" Dryad Dryads are fey guardians of the trees and creatures who dwell in wooded areas. They prefer using indirect methods to dissuade those who would harm their sacred groves and beloved forests, but they are not above using enchantments to enlist the aid of allies when evil threats cannot be dissuaded with words alone. In times of peace, dryads happily live secluded lives inside their trees, and a community at harmony with nature might not even realize a dryad lives nearby. Though they watch over all the woods around them, dryads are inextricably tied to a specific tree, usually an oak. Dryads who are bonded to another type of tree are fundamentally the same, but they may differ in temperament and appearance to match their ward. For instance, kraneiai, or cherry-tree dryads, have beautiful pink coloration and concern themselves with the fragile beauty of life. Recall Knowledge - Fey (Nature): DC 18 Recall Knowledge - Plant (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Dryad Source Bestiary pg. 246 Perception +10; low-light vision Languages Common, Elven, Sylvan; speak with plants Skills Acrobatics +9, Athletics +5, Crafting +7, Diplomacy +9, Nature +13, Stealth +9, Survival +12 Str +0 Dex +4 Con +1 Int +2 Wis +3 Cha +4 Nature Empathy The dryad can use Diplomacy to Make an Impression on and make very simple Requests of animals and plants. --- AC 19 Fort +6 Ref +11 Will +10 HP 55 Weaknesses cold iron 5, fire 5 Tree Dependent A dryad is mystically bonded to a single great tree and must remain within 300 feet of it. If she moves beyond that range, she becomes sickened 1 and is unable to recover. She must attempt a DC 18 Fortitude save every hour or increase the sickened value by 1 (to a maximum of sickened 4). After 24 hours, she becomes drained 1, with this value increasing by 1 every additional 24 hours. A dryad can perform a 24-hour ritual to bond herself to a new tree. --- Speed 25 feet Melee Single Action branch +12 (Finesse, Magical), Damage 1d12+2 bludgeoning Primal Innate Spells DC 21, attack +11 - Cantrips (2nd) Tanglefoot - 2nd Entangle (at will), Tree Shape (at will) - 3rd Sleep - 4th Charm (x3), Suggestion - 5th Tree Stride (x2) - Constant (4th) Speak with Plants Tree Meld Two Actions (Primal, Transmutation) The dryad touches a tree of enough volume to contain her and merges into it for as long as she wishes. She can Cast a Spell while inside as long as the spell doesn’t require a line of effect outside the tree. She can hear, but not see, what’s going on outside the tree. She can Dismiss this effect. Significant physical damage dealt to the tree expels the dryad from the tree and deals 3d6 damage to her. Passwall expels the dryad without dealing damage. If a dryad uses this ability on her bonded tree, she instead enters an extradimensional living space within the tree; Tree Meld gains the extradimensional trait. A dryad can bring up to two other creatures with her when entering her home within her bonded tree. The dryad can still be expelled from this space as above. ","skill_mod":{"diplomacy":9,"nature":13,"crafting":7,"survival":12,"stealth":9,"athletics":5,"acrobatics":9},"image":["/Images/Monsters/Nymph_Dryad.png"],"primary_source":"Bestiary","spell":["Tree Stride","Charm","Suggestion","Sleep","Entangle","Tree Shape","Tanglefoot","Speak with Plants"],"ac":19,"level":3,"spell_dc":[21],"source_category":["Rulebooks"],"sense":"low-light vision","resistance":{},"intelligence":2,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Dryad","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[8],"attack_bonus":[12],"constitution":1,"creature_family":"Nymph","spell_attack_bonus":[11],"will_save":10,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"cold_iron":5,"fire":5},"creature_ability":["Nature Empathy","Tree Dependent","Tree Meld"],"skill":["Acrobatics","Athletics","Crafting","Diplomacy","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Dryads are fey guardians of the trees and creatures who dwell in wooded areas. They prefer using indirect methods to dissuade those who would harm …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=312","dexterity":4,"category":"creature","slug":"creature-312"},{"primary_source_category":"Rulebooks","strength":0,"hp":100,"language":["Common","Elven","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":7,"perception":18,"stealth":"14","trait":["Amphibious","Fey","Nymph","Uncommon","Water","CG","Medium"],"id":"creature-313","text":" Naiad Queen Naiad queens rule over pristine wildernesses centered on untouched lakes or other bodies of fresh water. Bards’ songs and artists’ paintings of nymphs tend to depict naiad queens in their slightly more humanoid forms, which they don when they make the rare journey into civilized lands to garner allies or gauge threats. Most naiad queens treat those who respect their domains with kindness, but they are fierce and quick in eliminating foes. Their blinding beauty and breadth of offensive spells make naiad queens fierce opponents if forced into a fight. Recall Knowledge - Fey (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Naiad Queen Source Bestiary pg. 248 Perception +18; low-light vision, speak with animals Languages Common, Elven, Sylvan Skills Acrobatics +16, Athletics +9, Diplomacy +20, Medicine +15, Nature +15, Performance +20, Stealth +14, Survival +15 Str +0 Dex +5 Con +4 Int +3 Wis +4 Cha +7 Tied to the Land Wild Empathy The naiad can use Diplomacy to Make an Impression on and make very simple Requests of animals. --- AC 26 Fort +15 Ref +18 Will +17 HP 100 Resistances fire 10 Weaknesses cold iron 10 Nymph’s Beauty (aura, emotion, enchantment, mental, primal, visual) 30 feet. DC 23. On a failed save, the target is stunned 1 for this turn and whenever it begins its turn within 30 feet of the naiad queen for the next 24 hours, even if it can’t see her on subsequent turns. --- Speed 25 feet, swim 25 feet Melee Single Action aqueous fist +17 (Agile, Finesse, Magical, Water), Damage 2d6+6 bludgeoning Primal Prepared Spells DC 28, attack +18 - Cantrips (4th) Detect Magic, Guidance, Light, Ray of Frost, Stabilize - 1st Fleet Step, Gust of Wind, Negate Aroma - 2nd Animal Messenger, Faerie Fire, Tree Shape - 3rd Earthbind, Haste, Heal - 4th Heal, Summon Animal Primal Innate Spells DC 28 - 1st Charm, Create Water - 4th Tidal Surge (at will) Change Shape Single Action (Polymorph, Primal, Transmutation) Focus Beauty Single Action (Emotion, Enchantment, Incapacitation, Mental, Primal, Visual) On a failed save, if the target was already affected by the naiad queen’s beauty, the image of the queen sears into the creature’s mind, allowing no further sight and effectively blinding the creature until restored via restore senses or a similar effect, or until the naiad queen chooses to remove the effect using a single action, which has the concentrate trait. Inspiration Three Actions (Emotion, Enchantment, Mental, Primal) Water Healing Two Actions (Concentrate, Healing, Necromancy, Primal) While within any body of water in her domain, the naiad queen heals 28 Hit Points every 10 minutes. ","element":["Water"],"skill_mod":{"diplomacy":20,"performance":20,"nature":15,"survival":15,"stealth":14,"medicine":15,"athletics":9,"acrobatics":16},"primary_source":"Bestiary","spell":["Heal","Summon Animal","Earthbind","Haste","Animal Messenger","Faerie Fire","Tree Shape","Fleet Step","Gust of Wind","Negate Aroma","Detect Magic","Guidance","Light","Ray of Frost","Stabilize","Tidal Surge","Charm","Create Water"],"ac":26,"level":7,"spell_dc":[28,28],"source_category":["Rulebooks"],"sense":"low-light vision, speak with animals ","resistance":{"fire":10},"intelligence":3,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":15,"size":["Medium"],"name":"Naiad Queen","alignment":"CG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13],"attack_bonus":[17],"constitution":4,"creature_family":"Nymph","spell_attack_bonus":[18],"will_save":17,"speed":{"max":25,"land":25,"swim":25},"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Tied to the Land","Wild Empathy","Nymph’s Beauty","Change Shape","Focus Beauty","Inspiration","Water Healing"],"skill":["Acrobatics","Athletics","Diplomacy","Medicine","Nature","Performance","Stealth","Survival"],"tradition":["Primal"],"summary":"Naiad queens rule over pristine wildernesses centered on untouched lakes or other bodies of fresh water. Bards’ songs and artists’ paintings of …","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=313","dexterity":5,"category":"creature","slug":"creature-313"},{"primary_source_category":"Rulebooks","strength":2,"hp":220,"language":["Common","Elven","Sylvan","<%SPELLS%294%%>speak with plants<%END>"],"source":["Bestiary"],"type":"Creature","charisma":8,"perception":25,"stealth":"25","trait":["Fey","Nymph","Plant","Uncommon","CG","Medium"],"id":"creature-314","text":" Dryad Queen (Hamadryad) Hamadryads rule over an entire forest, or a portion of an incredibly large forest, leading and protecting all dryads within. Hamadryads often have strange relationships with powerful and deadly fey, working together in a dualistic way despite their differences, with the hamadryad representing nature’s wonders and the other fey representing nature’s wrath. Recall Knowledge - Fey (Nature): DC 33 Recall Knowledge - Plant (Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Dryad Queen Source Bestiary pg. 249 Perception +25; low-light vision Languages Common, Elven, Sylvan; speak with plants Skills Acrobatics +25, Athletics +19, Crafting +23, Deception +30, Diplomacy +30, Intimidation +27, Nature +24, Performance +28, Stealth +25, Survival +24 Str +2 Dex +6 Con +6 Int +4 Wis +4 Cha +8 Nature Empathy The dryad can use Diplomacy to Make an Impression on and make very simple Requests of animals and plants. Tied to the Land --- AC 35 Fort +24 Ref +26 Will +24 HP 220 Weaknesses cold iron 10, fire 10 Nymph’s Beauty (aura, emotion, enchantment, incapacitation, mental, primal, visual) DC 30. On a failed save, the target is immobilized in awe for 1 minute. --- Speed 30 feet Melee Single Action branch +27 (Finesse, Magical), Damage 3d12+8 bludgeoning Ranged Single Action leaves +27 (Conjuration, Plant, Primal, range increment 60 feet), Damage 3d8+6 slashing Primal Prepared Spells DC 35, attack +25 - Cantrips (7th) Detect Magic, Guidance, Light, Ray of Frost, Stabilize - 1st Fleet Step, Gust of Wind, Negate Aroma - 2nd Animal Messenger, Faerie Fire, Remove Fear - 3rd Earthbind, Haste, Wall of Thorns - 4th Fly, Resist Energy, Stoneskin - 5th Cone of Cold, Death Ward, Heal - 6th Baleful Polymorph, Chain Lightning, Tangling Creepers - 7th Regenerate, Summon Plant or Fungus Primal Innate Spells DC 35, attack +25 - Cantrips (5th) Tanglefoot - 2nd Shape Wood (at will), Tree Shape (at will) - 3rd Entangle (at will), Sleep (at will) - 4th Charm (at will), Suggestion (at will) - 5th Tree Stride (x3) - 8th Impaling Briars - Constant (4th) Speak with Plants Change Shape Single Action (Polymorph, Primal, Transmutation) Focus Beauty Single Action (Emotion, Enchantment, Incapacitation, Mental, Primal, Visual) On a failed save, if the target was already affected by the dryad queen’s beauty, the target suffers the effects of a failed save against charm . Inspiration Three Actions (Emotion, Enchantment, Mental, Primal) Tree Meld Two Actions (Primal, Transmutation) The hamadryad touches a tree within her domain of enough volume to contain her and merges into it for as long as she wishes. She can Cast a Spell while inside as long as the spell doesn’t require a line of effect outside the tree. She can hear, but not see, what’s going on outside the tree. She can enter or exit her extradimensional domain from any tree in her domain. She can Dismiss this effect. Significant physical damage dealt to the tree expels the hamadryad from the tree and deals 3d6 damage to her. Passwall expels the hamadryad without dealing damage. If a dryad uses this ability on her bonded tree, she instead enters an extradimensional living space within the tree; Tree Meld gains the extradimensional trait. A hamadryad can bring up to eight other creatures with her when entering her home within her bonded tree. The hamadryad can still be expelled from this space as above. ","skill_mod":{"diplomacy":30,"performance":28,"deception":30,"nature":24,"crafting":23,"survival":24,"stealth":25,"athletics":19,"intimidation":27,"acrobatics":25},"primary_source":"Bestiary","spell":["Regenerate","Summon Plant or Fungus","Baleful Polymorph","Chain Lightning","Tangling Creepers","Cone of Cold","Death Ward","Heal","Fly","Resist Energy","Stoneskin","Earthbind","Haste","Wall of Thorns","Animal Messenger","Faerie Fire","Remove Fear","Fleet Step","Gust of Wind","Negate Aroma","Detect Magic","Guidance","Light","Ray of Frost","Stabilize","Impaling Briars","Tree Stride","Charm","Suggestion","Entangle","Sleep","Shape Wood","Tree Shape","Tanglefoot","Speak with Plants"],"ac":35,"level":13,"spell_dc":[35,35],"source_category":["Rulebooks"],"sense":"low-light vision","resistance":{},"intelligence":4,"reflex_save":26,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":24,"size":["Medium"],"name":"Dryad Queen","alignment":"CG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[19,27],"attack_bonus":[27,27],"constitution":6,"creature_family":"Nymph","spell_attack_bonus":[25,25],"will_save":24,"speed":{"max":30,"land":30},"wisdom":4,"weakness":{"cold_iron":10,"fire":10},"creature_ability":["Nature Empathy","Tied to the Land","Nymph’s Beauty","Change Shape","Focus Beauty","Inspiration","Tree Meld"],"skill":["Acrobatics","Athletics","Crafting","Deception","Diplomacy","Intimidation","Nature","Performance","Stealth","Survival"],"tradition":["Primal"],"summary":"Hamadryads rule over an entire forest, or a portion of an incredibly large forest, leading and protecting all dryads within. Hamadryads often have …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=314","dexterity":6,"category":"creature","slug":"creature-314"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":135,"source":["Bestiary"],"type":"Creature","creature_family":"Octopus","will_save":15,"charisma":-2,"speed":{"max":40,"land":15,"swim":40},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Compression","Constrict","Giant Octopus Venom","Ink Cloud","Jet","Writhing Arms"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"17","trait":["Animal","Aquatic","N","Huge"],"id":"creature-315","text":" Giant Octopus Giant octopuses are found in the heart of deep, dark oceans. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Giant Octopus Source Bestiary pg. 250 Perception +15; low-light vision Languages Skills Acrobatics +17, Athletics +20, Stealth +17 Str +6 Dex +3 Con +4 Int -3 Wis +3 Cha -2 --- AC 27 Fort +16 Ref +17 Will +15 HP 135 Resistances cold 10 --- Speed 15 feet, swim 40 feet; compression Melee Single Action arm +20 (Agile, reach 15 feet), Damage 2d8+9 bludgeoning plus Grab Melee Single Action beak +20, Damage 2d8+9 piercing plus giant octopus venom Compression A giant octopus can move through a gap at least 2 feet wide without Squeezing, and can Squeeze through a gap at least 1 foot wide. Constrict Single Action 1d8+9 bludgeoning Giant Octopus Venom (Poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and flat-footed (1 round); Stage 2 2d6 poison damage, clumsy 1, and flat-footed (1 round); Stage 3 2d6 poison damage, clumsy 2, and flat-footed (1 round) Ink Cloud Single Action The octopus emits a cloud of black ink in a 30-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are undetected and can’t use their sense of smell. The cloud dissipates after 1 minute. The octopus can’t use Ink Cloud again for 2d6 rounds. Jet Two Actions (Move) The octopus moves up to 200 feet in a straight line through the water without triggering reactions. Writhing Arms Two Actions The giant octopus makes up to four Strikes with different arms, each against a different target. Each attack counts separately for the octopus’s multiple attack penalty, but the penalty doesn't increase the penalty until the octopus has made all the attacks. If the octopus subsequently uses the Grab action, it can Grab any number of creatures it hit with Writhing Arms. Giant Octopus Lairs Giant octopuses favor shipwrecks, coral reefs, or underwater caverns as lairs, where they can take advantage of narrow confines for protection. Giant octopuses, like their smaller kin, are fond of adorning and decorating their lairs with found objects—many of which, in the giant octopus’s case, are also magical weapons, shields, or works of art salvaged from sunken ships or fallen adventurers. ","skill_mod":{"stealth":17,"athletics":20,"acrobatics":17},"summary":"Giant octopuses are found in the heart of deep, dark oceans.","image":["/Images/Monsters/OctopusGiant.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{"cold":10},"url":"/Monsters.aspx?ID=315","intelligence":-3,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":16,"size":["Huge"],"name":"Giant Octopus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,18],"slug":"creature-315"},{"attack_bonus":[19,23],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":170,"language":["Common","(can’t speak any language)"],"immunity":["disease","poison"],"source":["Bestiary"],"type":"Creature","will_save":18,"charisma":-2,"speed":{"max":30,"land":30},"perception":18,"wisdom":2,"weakness":{},"creature_ability":["Refuse Pile","Putrid Stench","Filth Wallow","Wretched Weeps"],"skill":["Athletics","Stealth"],"stealth":"19","trait":["Aberration","CE","Large"],"id":"creature-316","text":" Ofalth Found in castle dung heaps, city dumps, and sewers, ofalths are thought to be cousins of shamblers. But whereas shamblers are living heaps of soggy vegetation, ofalths are living heaps of matter from an altogether more unpleasant source: these monsters look like 9-foot-tall amalgamations of wet detritus, sewage, and rubbish with long tentacular arms and stout legs. It can be difficult to tell where an ofalth’s body ends and the foul contents of the cesspit they wallow within begins. They move through refuse heaps in search of organic material in their endless quest to sate their hunger. Though ofalths have a limited intellect, they still exhibit a vile curiosity. They are no strangers to dissecting their prey after it has succumbed to their wasting disease—a terrible and aptly named affliction that causes the victim’s blood to seep from its pores. When an ofalth manages to secure a victim alive, it may even torture its food by consuming it bit by bit while it shrieks for mercy. Ofalths’ domains typically overlap with those of otyughs, who fear ofalths, though otyughs have also been known to band together in order to take down an ofalth for its rubbery flesh, which the otyughs consider an intoxicating delicacy. On the other hand, ofalths seem to particularly enjoy taking otyughs apart one piece at a time. They have been known to keep a captured otyugh alive for days or even weeks, forcing the otyugh to endure the cloying scent of its own body decaying before the ofalth feeds. Recall Knowledge - Aberration (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Ofalth Source Bestiary pg. 251 Perception +18; darkvision Languages Common; (can’t speak any language) Skills Athletics +23, Stealth +19 Str +7 Dex +3 Con +6 Int -2 Wis +2 Cha -2 Refuse Pile When it’s not in danger, an ofalth can spend 1 minute settling into a 10-foot pile that looks like a heap of garbage. While doing so, the ofalth gains a +2 circumstance bonus to AC but can’t use attack, manipulate, or move actions. A creature that enters the area of the garbage heap or interacts with it must attempt a save against the ofalth’s putrid stench and wretched weeps disease. An ofalth can leave this form using a single action. --- AC 31 Fort +22 Ref +17 Will +18 HP 170 (filth wallow) Immunities disease, poison Putrid Stench (aura) 30 feet. A creature entering the aura must succeed at a DC 28 Fortitude save or become sickened 1 until the end of its turn (plus slowed 1 for as long as it is sickened on a critical failure). While within the aura, an affected creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. Filth Wallow A ofalth gains fast healing 2 when in an area with a high concentration of debris, junk, or excrement, such as a refuse heap or sewer. --- Speed 30 feet Melee Single Action fist +23 (reach 10 feet), Damage 2d12+13 bludgeoning plus wretched weeps Ranged Single Action fling offal +19 (range increment 30 feet), Damage 2d10+7 bludgeoning plus wretched weeps Wretched Weeps (Disease) Saving Throw DC 26 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d8 persistent bleed damage every hour and enfeebled 1 (1 day); Stage 3 2d8 persistent bleed damage every hour and enfeebled 2 (1 day) Filth Flingers Ofalths prefer to remain in their middens and sewers, for in such environs they have a constantly renewing source of not only food, but refuse to fling at foes. An ofalth encountered outside of such wretched environs cannot fling rubbish as a ranged attack unless it rips filth from its own body. Each time it does so, it takes 2d6 damage. ","skill_mod":{"stealth":19,"athletics":23},"summary":"Found in castle dung heaps, city dumps, and sewers, ofalths are thought to be cousins of shamblers. But whereas shamblers are living heaps of soggy …","image":["/Images/Monsters/Ofalth.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":31,"level":10,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=316","intelligence":-2,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Ofalth","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,26],"slug":"creature-316"},{"attack_bonus":[6,12],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":50,"language":["Jotun"],"source":["Bestiary"],"type":"Creature","creature_family":"Ogre","will_save":5,"charisma":-2,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"skill":["Athletics","Intimidation"],"trait":["Giant","Humanoid","CE","Large"],"id":"creature-317","text":" Ogre Warrior The simplest of ogres are slabs of muscle with hatefully beady eyes, misshapen visages, and malformed bodies. Always eager for mayhem and murder, ogre warriors are quick to turn on their kin when there’s a shortage of smaller folk to torment, so those who lead ogres do their best to keep them constantly distracted with new opportunities for raids and ruin. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Ogre Warrior Source Bestiary pg. 252 Perception +5; darkvision Languages Jotun Skills Athletics +12, Intimidation +9 Str +5 Dex -1 Con +4 Int -2 Wis +0 Cha -2 Items Hide Armor, Javelin (6) --- AC 17 Fort +11 Ref +6 Will +5 HP 50 --- Speed 25 feet Melee Single Action ogre hook +12 (deadly 1d10, reach 10 feet, Trip), Damage 1d10+7 piercing Ranged Single Action javelin +6 (thrown 30 feet), Damage 1d6+7 piercing\n","skill_mod":{"athletics":12,"intimidation":9},"summary":"The simplest of ogres are slabs of muscle with hatefully beady eyes, misshapen visages, and malformed bodies. Always eager for mayhem and murder, …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":17,"item":["Hide Armor","Javelin (6)"],"level":3,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=317","intelligence":-2,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":11,"size":["Large"],"name":"Ogre Warrior","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12],"slug":"creature-317"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":70,"language":["Jotun"],"source":["Bestiary"],"type":"Creature","creature_family":"Ogre","will_save":6,"charisma":-2,"speed":{"max":30,"land":30},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Glutton's Feast","Glutton's Rush","Swallow Whole"],"skill":["Athletics","Intimidation","Survival"],"trait":["Giant","Humanoid","CE","Large"],"id":"creature-318","text":" Ogre Glutton Ogre gluttons take the act of feeding to a horrific extreme, capable of extending their already cavernous mouths wide enough to gulp down a halfling. Stories of ogre gluttons being tricked into eating razor-edged shields or barrels filled with poisoned meat are common, but such tales are of little consolation to those who have been gobbled down whole by these ravenous giants. In addition to their sadistic table manners, ogre gluttons have a disturbing knack for coming up with violent “games” that are little more than drawn-out torments, yet those who somehow manage to beat a glutton at the rules of its own game can often enrage and frustrate the ogre enough that the resulting tantrum is more than enough distraction to afford a last-ditch escape from doom. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Ogre Glutton Source Bestiary pg. 253 Perception +6; darkvision Languages Jotun Skills Athletics +12, Intimidation +10, Survival +6 Str +6 Dex -1 Con +4 Int -2 Wis +0 Cha -2 Items Leather Armor --- AC 18 Fort +14 Ref +7 Will +6 HP 70 --- Speed 30 feet Melee Single Action greataxe +14 (reach 10 feet, Sweep), Damage 1d12+8 slashing Melee Single Action jaws +14, Damage 1d8+8 piercing plus Grab and Glutton's Feast Glutton's Feast If the ogre glutton damages a living creature with their jaws Strike, they gain 1d4 temporary Hit Points for 1 minute. Glutton's Rush Two Actions The ogre glutton Strides twice and makes a jaws Strike. If they damage a living creature with this Strike, the temporary Hit Points they receive from Glutton's Feast is increased to 2d4. Swallow Whole Single Action (Attack) Small, 2d4+4 bludgeoning, Rupture 14 ","skill_mod":{"survival":6,"athletics":12,"intimidation":10},"summary":"Ogre gluttons take the act of feeding to a horrific extreme, capable of extending their already cavernous mouths wide enough to gulp down a halfling. …","image":["/Images/Monsters/Ogre_OgreGlutton.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":18,"item":["Leather Armor"],"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=318","intelligence":-2,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Ogre Glutton","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"slug":"creature-318"},{"attack_bonus":[12,19],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":130,"language":["Common","Jotun"],"source":["Bestiary"],"type":"Creature","creature_family":"Ogre","will_save":15,"charisma":1,"speed":{"max":25,"land":25},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Bellowing Command","Sweeping Hook"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"11","trait":["Giant","Humanoid","CE","Large"],"id":"creature-319","text":" Ogre Boss In ogre society, might makes more than right—it makes the rules. The strongest or most violent ogre in a family (in most cases, this is the same ogre) is invariably that family’s boss. Quick to hook fallen foes on their weapons, even other ogres fear the repercussions of displeasing an ogre boss. When an ogre boss barks out commands, the other members of the family move quickly to obey. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Ogre Boss Source Bestiary pg. 253 Perception +12; darkvision Languages Common, Jotun Skills Athletics +16, Intimidation +16, Stealth +11 Str +7 Dex +0 Con +4 Int +0 Wis +1 Cha +1 Items Breastplate, +1 ogre hook , Javelin (6) --- AC 25 Fort +17 Ref +12 Will +15 HP 130 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action ogre hook +19 (deadly 1d10, reach 10 feet, Trip), Damage 1d10+11 piercing Ranged Single Action javelin +12 (thrown 30 feet), Damage 1d6+11 piercing Bellowing Command Single Action (Auditory, Fear, Linguistic) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn, but can use the extra action only to Step or Stride. Sweeping Hook Reaction Trigger The ogre boss successfully Trips a creature using an ogre hook. Effect The ogre boss makes an ogre hook Strike against the creature they tripped. ","skill_mod":{"stealth":11,"athletics":16,"intimidation":16},"summary":"In ogre society, might makes more than right—it makes the rules. The strongest or most violent ogre in a family (in most cases, this is the same …","image":["/Images/Monsters/Ogre_OgreBoss.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":25,"item":["Breastplate","+1 ogre hook","Javelin (6)"],"level":7,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=319","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Ogre Boss","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,16],"slug":"creature-319"},{"attack_bonus":[9],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":40,"immunity":["acid","critical hits","mental","precision","unconscious","visual"],"source":["Bestiary"],"type":"Creature","creature_family":"Ooze","will_save":3,"charisma":-5,"speed":{"max":10,"land":10},"perception":3,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Filth Wave"],"skill":["Stealth"],"stealth":"1","trait":["Mindless","Ooze","N","Medium"],"id":"creature-320","text":" Sewer Ooze These amorphous masses of sewage and other detritus make their way through filthy culverts beneath cities large and small. Recall Knowledge - Ooze (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Sewer Ooze Source Bestiary pg. 254 Perception +3; motion sense 60 feet, no vision Languages Skills Stealth +1 Str +2 Dex -5 Con +4 Int -5 Wis +0 Cha -5 Motion Sense A sewer ooze can sense nearby motion through vibration and air movement. --- AC 8 Fort +9 Ref +1 Will +3 HP 40 Immunities acid, critical hits, mental, precision, unconscious, visual --- Speed 10 feet Melee Single Action pseudopod +9, Damage 1d6+1 bludgeoning plus 1d4 acid Filth Wave Single Action Frequency once per minute; Effect The sewer ooze unleashes a wave of filth, covering all creatures within a 20-foot emanation. Each creature in the area must succeed at a DC 17 Reflex save or take 1d4 acid damage and take a -10-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls prone). A creature can spend and Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action. ","skill_mod":{"stealth":1},"summary":"These amorphous masses of sewage and other detritus make their way through filthy culverts beneath cities large and small.","primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":8,"level":1,"source_category":["Rulebooks"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=320","intelligence":-5,"reflex_save":1,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":9,"size":["Medium"],"name":"Sewer Ooze","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-320"},{"remaster_name":["String Slime"],"attack_bonus":[11],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":90,"immunity":["acid","critical hits","mental","precision","unconscious","visual"],"source":["Bestiary"],"type":"Creature","creature_family":"Ooze","will_save":5,"charisma":-5,"speed":{"max":15,"land":15},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Transparent","Engulf","Paralysis","Weak Acid"],"skill":["Athletics"],"trait":["Mindless","Ooze","N","Large"],"id":"creature-321","text":" Gelatinous Cube Found underground or in dungeons, these quivering cubes of slime continuously scour their domain for food. The acid in their bodies is weak enough that many gelatinous cubes still contain the gear of their victims, as they’re unable to break them down. Recall Knowledge - Ooze (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Gelatinous Cube Source Bestiary pg. 254 Perception +5; motion sense 60 feet, no vision Languages Skills Athletics +11 Str +4 Dex -5 Con +5 Int -5 Wis +0 Cha -5 Motion Sense A gelatinous cube can sense nearby motion through vibration and air movement. Transparent A gelatinous cube is so clear that it’s difficult to spot. A successful DC 23 Perception check is required to notice a stationary cube, and a creature must be Searching to attempt this check. A creature that walks into the cube is automatically Engulfed (this usually causes the GM to call for initiative). --- AC 10 Fort +12 Ref +0 Will +5 HP 90 Immunities acid, critical hits, mental, precision, unconscious, visual Resistances electricity 5 --- Speed 15 feet Melee Single Action cube face +11, Damage 1d6 acid plus paralysis Engulf Two Actions DC 19, 2d6 acid, Escape DC 19, Rupture 7. A creature Engulfed by the gelatinous cube must also attempt a saving throw against paralysis. Paralysis (Incapacitation) A creature Engulfed by the cube or hit by its attack is paralyzed unless it succeeds at a DC 20 Fortitude save. A victim can attempt a new save to recover at the end of each of its turns. Weak Acid A gelatinous cube's acid damages only organic material—not metal, stone, or other inorganic substances. ","skill_mod":{"athletics":11},"summary":"Found underground or in dungeons, these quivering cubes of slime continuously scour their domain for food. The acid in their bodies is weak enough …","primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":10,"level":3,"source_category":["Rulebooks"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{"electricity":5},"url":"/Monsters.aspx?ID=321","intelligence":-5,"reflex_save":0,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":12,"size":["Large"],"name":"Gelatinous Cube","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-321"},{"remaster_name":["Tomb Jelly"],"attack_bonus":[15],"constitution":6,"primary_source_category":"Rulebooks","strength":4,"hp":150,"immunity":["acid","critical hits","electricity","mental","piercing","precision","slashing","unconscious","visual"],"source":["Bestiary"],"type":"Creature","creature_family":"Ooze","will_save":7,"charisma":-5,"speed":{"climb":10,"max":15,"land":15},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Split","Constrict","Ochre Acid"],"skill":["Athletics"],"trait":["Mindless","Ooze","N","Large"],"id":"creature-322","text":" Ochre Jelly Ochre jellies are animate masses of protoplasm with a sickly combination of yellow, orange, and brown hues. Their acidic bodies dissolve flesh but leave other materials, including a victim’s gear and bones, intact. Some ancient cultures would entomb bodies in stone sarcophaguses with ochre jellies to allow the ooze to break down the flesh and clean and polish the bones. Recall Knowledge - Ooze (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Ochre Jelly Source Bestiary pg. 255 Perception +7; motion sense 60 feet, no vision Languages Skills Athletics +13 Str +4 Dex -5 Con +6 Int -5 Wis +0 Cha -5 Motion Sense A ochre jelly can sense nearby motion through vibration and air movement. --- AC 12 Fort +15 Ref +4 Will +7 HP 150 Immunities acid, critical hits, electricity, mental, piercing, precision, slashing, unconscious, visual Split Whenever an ochre jelly is hit by an attack or effect that would deal slashing, piercing, or electricity damage and the ochre jelly has at least 10 HP, the jelly splits into two identical jellies with half the original’s HP. One jelly is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push). --- Speed 15 feet, climb 10 feet Melee Single Action pseudopod +15, Damage 1d8+7 bludgeoning plus 2d4 acid and Grab Constrict Single Action 1d8+3 bludgeoning plus 1d4 acid, DC 23 Ochre Acid An ochre jelly's acid damages only flesh—not bone, stone, wood, or other materials. ","skill_mod":{"athletics":13},"summary":"Ochre jellies are animate masses of protoplasm with a sickly combination of yellow, orange, and brown hues. Their acidic bodies dissolve flesh but …","image":["/Images/Monsters/Ooze_OchreJelly.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":12,"level":5,"source_category":["Rulebooks"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=322","intelligence":-5,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":15,"size":["Large"],"name":"Ochre Jelly","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16],"slug":"creature-322"},{"remaster_name":["Living Tar"],"attack_bonus":[18],"constitution":7,"primary_source_category":"Rulebooks","strength":7,"hp":165,"immunity":["acid","critical hits","mental","piercing","precision","slashing","unconscious","visual"],"source":["Bestiary"],"type":"Creature","creature_family":"Ooze","will_save":11,"charisma":-5,"speed":{"climb":20,"max":20,"land":20},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Corrosive Mass","Split","Constrict","Corrosive Touch","Suction"],"skill":["Athletics"],"trait":["Mindless","Ooze","N","Huge"],"id":"creature-323","text":" Black Pudding Most often found below ground, these oozes scour caves for objects to dissolve with their corrosive secretions. This caustic acid is particularly dangerous to creatures that attack a pudding, as it can quickly damage and destroy gear. Recall Knowledge - Ooze (Occultism): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Black Pudding Source Bestiary pg. 255 Perception +9; motion sense 60 feet, no vision Languages Skills Athletics +18 Str +7 Dex -5 Con +7 Int -5 Wis +0 Cha -5 Motion Sense A black pudding can sense nearby motion through vibration and air movement. --- AC 14 Fort +18 Ref +6 Will +11 HP 165 Immunities acid, critical hits, mental, piercing, precision, slashing, unconscious, visual Corrosive Mass A creature that hits the pudding with a metal or wooden weapon must succeed at a DC 22 Reflex save or the weapon takes 2d6 acid damage (after dealing damage to the black pudding as normal). Thrown weapons and ammunition take this damage automatically with no save. Split When the black pudding is hit by an attack that would deal slashing or piercing damage and has 10 or more HP, it splits into two identical puddings, each with half the original’s HP. One pudding is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push). --- Speed 20 feet, climb 20 feet; suction Melee Single Action pseudopod +18 (reach 10 feet), Damage 2d8+7 bludgeoning plus 2d6 acid, corrosive touch, and Grab Constrict Single Action 1d8+7 bludgeoning plus 1d6 acid, DC 26 Corrosive Touch When the pudding hits a creature with its pseudopod, any acid damage is dealt to the creature's armor or clothing as well as the creature. Suction The pudding can climb on ceilings and other inverted surfaces, though such surfaces are difficult terrain for it. ","skill_mod":{"athletics":18},"summary":"Most often found below ground, these oozes scour caves for objects to dissolve with their corrosive secretions. This caustic acid is particularly …","image":["/Images/Monsters/Ooze_BlackPudding.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":14,"level":7,"source_category":["Rulebooks"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=323","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":18,"size":["Huge"],"name":"Black Pudding","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23],"slug":"creature-323"},{"remaster_name":["Orc Scrapper"],"attack_bonus":[4,7,7],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":15,"language":["Orcish"],"source":["Bestiary"],"type":"Creature","creature_family":"Orc","will_save":2,"charisma":0,"speed":{"max":25,"land":25},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Ferocity"],"skill":["Athletics","Intimidation"],"trait":["Humanoid","Orc","CE","Medium"],"id":"creature-324","text":" Orc Brute If orc armies are rarely well organized, this shortcoming can likely be traced to the furious and undisciplined rank-and-file brutes who make up the bulk of an orc warband. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Orc Brute Source Bestiary pg. 256 Perception +5; darkvision Languages Orcish Skills Athletics +5, Intimidation +2 Str +3 Dex +2 Con +3 Int -1 Wis +1 Cha +0 Items shoddy breastplate, Javelin (3), Orc Knuckle Dagger (2) --- AC 15 Fort +6 Ref +4 Will +2 HP 15 Ferocity Reaction --- Speed 25 feet Melee Single Action orc knuckle dagger +7 (Agile, Disarm), Damage 1d6+3 piercing Melee Single Action fist +7 (Agile, Nonlethal), Damage 1d4+3 bludgeoning Ranged Single Action javelin +4 (thrown 30 feet), Damage 1d6+3 piercing\n","skill_mod":{"athletics":5,"intimidation":2},"summary":"If orc armies are rarely well organized, this shortcoming can likely be traced to the furious and undisciplined rank-and-file brutes who make up the …","image":["/Images/Monsters/Orc_OrcBrute.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":15,"item":["shoddy breastplate","Javelin (3)","Orc Knuckle Dagger (2)"],"level":0,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=324","intelligence":-1,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Orc Brute","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,6,6],"slug":"creature-324"},{"remaster_name":["Orc Veteran"],"attack_bonus":[5,7,7,7],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":23,"language":["Orcish"],"source":["Bestiary"],"type":"Creature","creature_family":"Orc","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Ferocity"],"skill":["Athletics","Intimidation","Survival"],"trait":["Humanoid","Orc","CE","Medium"],"id":"creature-325","text":" Orc Warrior The typical orc warrior is a violent combatant familiar to many adventurers. Orc warriors fight for their clan, for riches, and— perhaps most of all—for personal glory. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Orc Warrior Source Bestiary pg. 257 Perception +6; darkvision Languages Orcish Skills Athletics +7, Intimidation +4, Survival +4 Str +4 Dex +2 Con +3 Int -1 Wis +1 Cha +0 Items Breastplate, Javelin (4), Shortsword (2) --- AC 18 Fort +8 Ref +7 Will +4 HP 23 Attack of Opportunity Reaction Ferocity Reaction --- Speed 25 feet Melee Single Action orc necksplitter +7 (Forceful, Sweep), Damage 1d8+4 slashing Melee Single Action shortsword +7 (Agile, versatile P), Damage 1d6+4 slashing Melee Single Action fist +7 (Agile, Nonlethal), Damage 1d4+4 bludgeoning Ranged Single Action javelin +5 (thrown 30 feet), Damage 1d6+4 piercing\n","skill_mod":{"survival":4,"athletics":7,"intimidation":4},"summary":"The typical orc warrior is a violent combatant familiar to many adventurers. Orc warriors fight for their clan, for riches, and— perhaps most of …","primary_source":"Bestiary","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":18,"item":["Breastplate","Javelin (4)","Shortsword (2)"],"level":1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=325","intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Orc Warrior","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7,7,8],"slug":"creature-325"},{"remaster_name":["Orc Commander"],"attack_bonus":[8,10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":32,"language":["Common","Orcish"],"source":["Bestiary"],"type":"Creature","creature_family":"Orc","will_save":7,"charisma":2,"speed":{"max":25,"land":25},"perception":11,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Ferocity","Battle Cry"],"skill":["Athletics","Intimidation","Survival"],"trait":["Humanoid","Orc","CE","Medium"],"id":"creature-326","text":" Orc Warchief When orcs raid, the strongest is chosen as the leader, backed up by brothers, sisters, and other immediate family. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Orc Warchief Source Bestiary pg. 257 Perception +11; darkvision Languages Common, Orcish Skills Athletics +8, Intimidation +6, Survival +5 Str +4 Dex +2 Con +1 Int -1 Wis +1 Cha +2 Items Hide Armor, Javelin (6) --- AC 19 Fort +7 Ref +6 Will +7 HP 32 Attack of Opportunity Reaction Ferocity Reaction --- Speed 25 feet Melee Single Action greatclub +10 (Backswing, Shove), Damage 1d10+4 bludgeoning Melee Single Action fist +10 (Agile, Nonlethal), Damage 1d4+4 bludgeoning Ranged Single Action javelin +8 (thrown 30 feet), Damage 1d6+4 piercing Battle Cry Single Action (Auditory, Concentrate, Emotion, Mental) Bellowing mightily, the warchief gives themself and all orc allies within 60 feet a +1 status bonus to attack and damage rolls until the start of the orc warchief’s next turn. ","skill_mod":{"survival":5,"athletics":8,"intimidation":6},"summary":"When orcs raid, the strongest is chosen as the leader, backed up by brothers, sisters, and other immediate family.","image":["/Images/Monsters/Orc_OrcWarchief.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":19,"item":["Hide Armor","Javelin (6)"],"level":2,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=326","intelligence":-1,"reflex_save":6,"strongest_save":["fort","fortitude","will"],"dexterity":2,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Orc Warchief","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7,9],"slug":"creature-326"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":70,"language":["Common"],"immunity":["disease"],"source":["Bestiary"],"type":"Creature","will_save":10,"charisma":-2,"speed":{"max":20,"land":20},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Stench","Constrict","Reposition","Filth Fever"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"8","trait":["Aberration","N","Large"],"id":"creature-327","text":" Otyugh Lords of sewers, ditches, and landfllls, otyughs are filthy monstrosities that stomp about on three massive legs in search of tasty garbage and refuse. Using two barbed tentacles to grasp and tear, guided by a third with a proliferation of eyes at the end, the otyugh has perfectly adapted to life in its cramped, disgusting environment, where it uses its appendages to see into tight spaces and grasp hidden prey. Most assume that otyughs originally evolved in swamps and moved into sewers as civilization encroached on their natural habitats. True or not, they are now one of the larger predators in those dank environs. Otyughs are territorial, but they have been known to form loose collectives, even giving each other important-sounding titles like “king of offal” and “duchess of slime” to indicate their rank and station in their sludgy underworld beneath the streets. Those who run across an otyugh might be surprised to hear it speak, shouting at intruders to leave its putrid home or demanding tribute in the form of trash or other prizes of dubious nature. Recall Knowledge - Aberration (Occultism): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Otyugh Source Bestiary pg. 258 Perception +10; darkvision, scent (imprecise) 30 feet Languages Common Skills Acrobatics +8, Athletics +14, Stealth +8 Str +6 Dex +2 Con +4 Int -2 Wis +2 Cha -2 --- AC 20 Fort +12 Ref +8 Will +10 HP 70 Immunities disease Stench (aura, olfactory) 40 feet. A creature entering the aura must succeed at a DC 20 Fortitude save or be sickened 1 (plus slowed 1 for the same duration on a critical failure). On a success, the creature is temporarily immune to the sickened and slowed effects of this stench for 1 hour. Regardless of the save, while within the aura, creatures take a –2 circumstance penalty to saves against diseases. An otyugh’s stench is due to the offal and refuse that it wallows in, so cleaning the creature thoroughly (with create water and sufficient scrubbing, for example) deactivates the aura, while a sufficiently plugged nose allows an individual to avoid exposure to the stench. --- Speed 20 feet Melee Single Action jaws +14, Damage 2d6+6 piercing plus filth fever Melee Single Action tentacle +14 (Agile, reach 10 feet), Damage 1d6+6 bludgeoning plus Grab Constrict Single Action 1d6+6 bludgeoning, DC 22 Reposition Single Action The otyugh attempts to move all creatures that it has grabbed into other spaces within the reach of its tentacles, rolling a single Athletics check and comparing the result against each creature’s Fortitude DC. On a failure, the creature remains in place, and on a critical failure, the creature is no longer grabbed. Filth Fever (Disease) The sickened and unconscious conditions from filth fever don’t improve on their own until the disease is cured. Saving Throw DC 20 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened 1 (1 day); Stage 3 sickened 1 and slowed 1 as long as it remains sickened (1 day); Stage 4 unconscious (1 day); Stage 5 dead Otyugh \"Pets\" Otyughs happily wallow in and consume the garbage of other creatures, making them an efficient (and ecological) disposal system for those bold enough to try such a tack. The problem, though, as such otyugh keepers soon realize, is supplying enough refuse to keep the nigh-insatiable otyugh from wandering off from its miasmic kennel. ","skill_mod":{"stealth":8,"athletics":14,"acrobatics":8},"summary":"Lords of sewers, ditches, and landfllls, otyughs are filthy monstrosities that stomp about on three massive legs in search of tasty garbage and …","image":["/Images/Monsters/Otyugh.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=327","intelligence":-2,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Otyugh","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,13],"slug":"creature-327"},{"attack_bonus":[14,14],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":70,"source":["Bestiary"],"type":"Creature","creature_family":"Owlbear","will_save":11,"charisma":0,"speed":{"max":25,"land":25},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Bloodcurdling Screech","Gnaw","Screeching Advance"],"skill":["Acrobatics","Athletics","Intimidation"],"trait":["Animal","N","Large"],"id":"creature-328","text":" Owlbear With the body of a powerful brown bear and the keen senses of an owl, the owlbear is a dangerous territorial predator, fearlessly attacking any creature that strays into its domain. Those who run afoul of an owlbear hear its terrifying screech only seconds before the massive creature is upon them, ripping them apart with deadly talons and a powerful beak. Although their origin is lost to time, owlbears are assumed to be the result of a magical experiment to make a more cunning predator. According to the legend, the wizard was too successful and ended up being the flrst victim of the beast. Today, owlbears can be found around the world, with a variety of features. While the most common subspecies looks like a brown bear with the features of a great horned owl, owlbears from the frozen north might resemble polar bears mixed with snowy owls, and in temperate rain forests they might resemble black bears with the heads of barn owls. Most owlbears live solitary lives, gathering only to mate and raise cubs, which are hatched from eggs. An owlbear’s territory usually extends to around 5 miles from its lair, with clear signs of its habitat appearing with 1 mile (clawed up trees, gigantic feathers, and shredded carcasses). The lair of an owlbear rarely holds anything of value, but some adventurers have found trinkets, coins, and even jewelry in the massive pellets of undigested bones these monsters leave behind. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Owlbear Source Bestiary pg. 259 Perception +13; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +14, Intimidation +10 Str +6 Dex +1 Con +5 Int -4 Wis +3 Cha +0 --- AC 21 Fort +13 Ref +7 Will +11 HP 70 --- Speed 25 feet Melee Single Action talon +14 (Agile), Damage 1d10+6 piercing plus Grab Melee Single Action beak +14, Damage 1d12+6 piercing Bloodcurdling Screech Single Action (Auditory, Emotion, Fear, Mental) The owlbear unleashes a loud screech that terrifies its prey. Each creature in an 80-foot emanation must attempt a DC 20 Will save. Regardless of the result, creatures are temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is fleeing for 1 round and frightened 3. Gnaw Single Action Requirements The owlbear has a creature grabbed with its talons. Effect The owlbear attempts to disembowel the creature with a beak Strike. If the Strike hits, the target must attempt a DC 22 Will save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 1 and slowed 1 as long as it remains sickened. Screeching Advance Two Actions (Auditory, Emotion, Fear, Mental) The owlbear makes a Bloodcurdling Screech and Strides twice. All creatures within 80 feet of the owlbear at any point during this movement are subjected to the effects of Bloodcurdling Screech. Variant Owlbears Snowy owlbears trade their terrifying screech for amazing stealth and the learned ability to erupt from the snow to take prey by surprise. Although incredibly rare, some owlbears have retained a limited form of flight, allowing them to glide almost 20 feet for every foot of height descended. Terrifyingly, these gliding owlbears are entirely silent while descending on their prey. ","skill_mod":{"athletics":14,"intimidation":10,"acrobatics":7},"summary":"With the body of a powerful brown bear and the keen senses of an owl, the owlbear is a dangerous territorial predator, fearlessly attacking any …","image":["/Images/Monsters/Owlbear.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=328","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Owlbear","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,12],"slug":"creature-328"},{"attack_bonus":[10,10],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":55,"language":["Common","(can’t speak any language)"],"source":["Bestiary"],"type":"Creature","will_save":7,"charisma":3,"speed":{"fly":80,"max":80,"land":40},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Buck","Assisted Mount","Gallop"],"skill":["Acrobatics","Athletics"],"trait":["Beast","NG","Large"],"id":"creature-329","text":" Pegasus The pegasus is a winged horse prized for its capacity to serve as an aerial mount. Unfortunately for those who desire a saddle-trained pegasus, pegasi are wild creatures and do not readily accept even well-intentioned riders. Pegasi actively resist being mounted or controlled by evil creatures, attempting to buck an unwanted rider at every opportunity. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Pegasi are highly intelligent beasts and have a strong sense of pride and honor. The best way to entreat a pegasus is by speaking to it with grace and offering gifts appropriate to a creature of such majesty. Prospective riders who seek the mount for a worthy cause or virtuous quest have a much easier time coaxing a pegasus into granting its favor. Regardless, a pegasus never accepts a bit or saddle, for reasons both practical (a standard horse saddle interferes with its wings) and purely egotistical. In the wild, pegasi live in small herds and establish territories on remote mountains where they are relatively safe from hunters and slavers. They mature at the same rate as horses and can even breed with other equines, though the outcome of such unions is typically a foal with the traits of its least magical parent. On rare occasions, the interbreeding of a pegasus and a unicorn may result in a winged unicorn with characteristics of both parents and an unrivaled sense of righteousness. Some pegasi carry in them the blood of a mighty and heroic ancestor. These champions of pegasus-kind dedicate their long lives to the pursuit of justice. They possess powerful supernatural abilities to aid them in this fight, such as resistance to fire and poison, immunity to petrification, and holy hoof attacks. Recall Knowledge - Beast (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Pegasus Source Bestiary pg. 260 Perception +12; darkvision, scent (imprecise) 30 feet Languages Common; (can’t speak any language) Skills Acrobatics +11, Athletics +10 Str +3 Dex +4 Con +2 Int +0 Wis +2 Cha +3 --- AC 19 Fort +9 Ref +11 Will +7 HP 55 Buck Reaction DC 19 --- Speed 40 feet, fly 80 feet Melee Single Action hoof +10, Damage 1d8+5 bludgeoning Melee Single Action wing +10 (Agile), Damage 1d6+5 bludgeoning Assisted Mount Single Action Requirement The pegasus is Flying without a rider. Effect The pegasus Flies. At any point during the movement, it can allow a willing adjacent creature to Mount it. That creature must use a reaction to do so. Gallop Two Actions The pegasus uses 2 move actions, each of which can be either Stride or Fly. It gains a +20-foot circumstance bonus to its Speeds during a Gallop. Corrupted Pegasi When a foul influence from the fiendish planes, a necromantic blight, or any other sinister influence spreads through a wilderness, pegasi can become corrupted. These neutral evil pegasi have the same statistics as those presented here, but are much more violent. ","skill_mod":{"athletics":10,"acrobatics":11},"summary":"The pegasus is a winged horse prized for its capacity to serve as an aerial mount. Unfortunately for those who desire a saddle-trained pegasus, …","image":["/Images/Monsters/Pegasus.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=329","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Large"],"name":"Pegasus","alignment":"NG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,9],"slug":"creature-329"},{"primary_source_category":"Rulebooks","strength":6,"hp":300,"language":["Auran","Celestial","Common","Ignan"],"source":["Bestiary"],"type":"Creature","charisma":6,"perception":27,"trait":["Beast","Fire","Rare","NG","Gargantuan"],"id":"creature-330","text":" Phoenix The phoenix is a primordial bird made of heat and flame that dwells in the most inhospitable regions of the desert. Though highly intelligent and brimming with compassion, the phoenix is best-known for its iconic ability to resurrect itself when slain, emerging reborn from the ashes of its own corpse. Phoenixes are often sought out for their knowledge or healing abilities, as they cannot abide the sight of suffering and deny their succor only to the most foul and irredeemable of creatures. Phoenixes enjoy the company of metallic dragons, and when the two dwell in close proximity, they can forge lifelong friendships, sharing their resources and words of wisdom while keeping each other updated on regional news. While most phoenixes are benevolent, they are not infallible. When a phoenix loses its way or falls under the influence of evil, it still retains its strong appetite for knowledge. Evil phoenixes are known to assault universities and libraries in their pursuit for power—not only to gain new information, but also to set fire to the texts and thus hoard that knowledge for themselves. Recall Knowledge - Beast (Arcana, Nature): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Phoenix Source Bestiary pg. 261 Perception +27; darkvision, detect magic , see invisibility Languages Auran, Celestial, Common, Ignan Skills Acrobatics +30, Athletics +27, Diplomacy +31, Intimidation +27, Nature +25 Str +6 Dex +7 Con +5 Int +7 Wis +6 Cha +6 --- AC 36 Fort +27 Ref +31 Will +28 +1 status to all saves vs. magic HP 300 (self-resurrection) , regeneration 20 (deactivated by cold or evil) Immunities fire Weaknesses cold 10, evil 10 Self-Resurrection (healing, necromancy, primal) When a phoenix dies, it collapses into a pile of smoldering ashes before returning to life fully healed 1d4 rounds later, as if subject to a 7th-level resurrect ritual. Self-resurrection happens only if there are some remains to resurrect; for instance, a phoenix killed by a disintegrate spell can’t use this ability. A phoenix whose remains rest within an area devoted to an evil deity by consecrate can’t self-resurrect until its remains are no longer in that area. A phoenix can self-resurrect only once per year. Shroud of Flame (aura, evocation, fire, primal) 20 feet. 4d6 fire, DC 37 basic Reflex save. While this aura is active, any adjacent creature that hits the phoenix with a melee attack or otherwise touches it takes 2d6 fire damage. The phoenix can activate or deactivate the aura with a single action, which has the concentrate trait. --- Speed 25 feet, fly 70 feet Melee Single Action beak +30 (Finesse, Fire, Magical, reach 20 feet), Damage 1d12+9 piercing plus 3d8 fire and 2d10 persistent fire Melee Single Action talon +30 (Agile, Finesse, Fire, Magical, reach 20 feet), Damage 1d6+6 piercing plus 3d8 fire and 2d10 persistent fire Ranged Single Action flame jet +30 (Fire, range increment 40 feet), Damage 6d6 fire plus 2d10 persistent fire Primal Innate Spells DC 39 - Cantrips (8th) Light - 6th Restoration (x3) - 7th Dispel Magic (at will) - 8th Continual Flame (at will), Dispel Magic (x3), Flame Strike, Heal (x3), Remove Curse, Wall of Fire (x3) - Constant (6th) See Invisibility - Constant (8th) Detect Magic Flaming Strafe Single Action (Evocation, Fire, Primal) The phoenix blazes with superheated flame and Flies up to its Speed. It deals 6d6 fire damage to each creature within 20 feet of each square it moves through (DC 37 basic Reflex save). Servants of Sarenrae While phoenixes are not denizens of the Outer Planes, they have long been associated with the goddess Sarenrae. Indeed, many phoenixes view the Dawnflower as their patron and subscribe to her mission of redeeming those who have fallen to evil. ","element":["Fire"],"skill_mod":{"diplomacy":31,"nature":25,"athletics":27,"intimidation":27,"acrobatics":30},"image":["/Images/Monsters/Phoenix.png"],"primary_source":"Bestiary","spell":["Continual Flame","Dispel Magic","Flame Strike","Heal","Remove Curse","Wall of Fire","Restoration","Light","Detect Magic","See Invisibility"],"ac":36,"level":15,"spell_dc":[39],"source_category":["Rulebooks"],"sense":"darkvision, detect magic , see invisibility ","resistance":{},"intelligence":7,"reflex_save":31,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":27,"size":["Gargantuan"],"name":"Phoenix","alignment":"NG","pfs":"Standard","rarity":"rare","strike_damage_average":[32,34,40],"attack_bonus":[30,30,30],"constitution":5,"immunity":["fire"],"will_save":28,"speed":{"fly":70,"max":70,"land":25},"wisdom":6,"weakness":{"cold":10,"evil":10},"creature_ability":["Self-Resurrection","Shroud of Flame","Flaming Strafe"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature"],"tradition":["Primal"],"summary":"The phoenix is a primordial bird made of heat and flame that dwells in the most inhospitable regions of the desert. Though highly intelligent and …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=330","dexterity":7,"category":"creature","slug":"creature-330"},{"remaster_name":["Pitborn Adept"],"primary_source_category":"Rulebooks","strength":0,"hp":29,"language":["Abyssal","Common"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":6,"stealth":"7","trait":["Human","Humanoid","Tiefling","CE","Medium"],"id":"creature-331","text":" Tiefling Tieflings are planar scions with fiendish blood. One of the most common types is pitborn, who bear a demonic corruption infesting their mortal bloodline. Some strive to live above their forebear’s fiendish reputation, but many, such as this tiefling adept, simply accept their label and delve fully into evil. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Tiefling Adept Source Bestiary pg. 262 Perception +6; darkvision Languages Abyssal, Common Skills Abyss Lore +9, Acrobatics +7, Arcana +9, Deception +9, Intimidation +7, Occultism +9, Religion +6, Society +9, Stealth +7 Str +0 Dex +2 Con +0 Int +4 Wis +1 Cha +2 Items Explorer's Clothing, spellbook, Staff --- AC 17 Fort +5 Ref +7 Will +8 HP 29 --- Speed 25 feet Melee Single Action staff +6 (two-handed 1d8), Damage 1d6 bludgeoning Melee Single Action dagger +7 (Agile, Finesse, versatile S), Damage 1d4 piercing Ranged Single Action dagger +7 (Agile, thrown 10 feet, versatile S), Damage 1d4+1 piercing Arcane Prepared Spells DC 21, attack +11 - Cantrips (2nd) Chill Touch, Detect Magic, Mage Hand, Shield, Tanglefoot - 1st Charm, Magic Missile, Ray of Enfeeblement - 2nd Flaming Sphere, Invisibility Divine Innate Spells DC 17 - 2nd Darkness Drain Bonded Item Free Action Frequency Once per day; Requirements The adept hasn’t acted yet on this turn. Effect The adept expends the power stored in its staff. This gives the adept the ability to cast one prepared spell it had already previously cast today (choosing a different spell level each time), without spending a spell slot. The adept must still Cast the Spell and meet the spell’s other requirements. ","skill_mod":{"society":9,"deception":9,"stealth":7,"arcana":9,"intimidation":7,"occultism":9,"acrobatics":7,"religion":6},"image":["/Images/Monsters/PlanarScion_TieflingAdept.png"],"primary_source":"Bestiary","spell":["Flaming Sphere","Invisibility","Charm","Magic Missile","Ray of Enfeeblement","Chill Touch","Detect Magic","Mage Hand","Shield","Tanglefoot","Darkness"],"ac":17,"item":["Explorer's Clothing","spellbook","Staff"],"level":3,"spell_dc":[17,21],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":4,"reflex_save":7,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":5,"size":["Medium"],"name":"Tiefling Adept","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[2,3,3],"attack_bonus":[6,7,7],"constitution":0,"creature_family":"Planar Scion","spell_attack_bonus":[11],"will_save":8,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Drain Bonded Item"],"skill":["Abyss Lore","Acrobatics","Arcana","Deception","Intimidation","Occultism","Religion","Society","Stealth"],"tradition":["Arcane","Divine"],"summary":"Tieflings are planar scions with fiendish blood. One of the most common types is pitborn, who bear a demonic corruption infesting their mortal …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=331","dexterity":2,"category":"creature","slug":"creature-331"},{"attack_bonus":[12,14,14],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":56,"language":["Common","Necril"],"immunity":["effects that would transform their body or soul to an undead"],"source":["Bestiary"],"type":"Creature","creature_family":"Planar Scion","will_save":10,"charisma":0,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Ghost Hunter","Hunt Prey","Hunted Shot"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"stealth":"12","trait":["Duskwalker","Human","Humanoid","N","Medium"],"id":"creature-332","text":" Duskwalker Duskwalkers are infused with the same energies as psychopomps. These ashen scions are reborn on the Material Plane to serve as guardians of the cycle of life and death. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Duskwalker Ghost Hunter Source Bestiary pg. 262 Perception +10; darkvision Languages Common, Necril Skills Acrobatics +10, Athletics +8, Deception +6, Intimidation +6, Nature +8, Stealth +12, Survival +8 Str +2 Dex +4 Con +1 Int +0 Wis +2 Cha +0 Items Leather Armor, Hatchet (2), Composite Longbow (20 arrows) --- AC 21 (22 against prey; see Hunt Prey) Fort +9 Ref +12 Will +10 +1 status to all saves vs. death effects HP 56 Immunities effects that would transform their body or soul to an undead Resistances negative energy 2 --- Speed 25 feet Melee Single Action hatchet +12 (Agile, Sweep), Damage 1d6+5 slashing Ranged Single Action composite longbow +14 (deadly 1d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+4 piercing Ranged Single Action hatchet +14 (Agile, Sweep, thrown 10 feet), Damage 1d6+5 slashing Ghost Hunter The duskwalker’s weapons have the benefits of the ghost touch property rune on attacks against incorporeal undead. Hunt Prey Single Action The duskwalker designates as its prey a single creature that it can see and hear or that it is Tracking. It gains a +2 circumstance bonus to Perception checks when it Seeks its prey and a +2 circumstance bonus to Survival checks when it Tracks its prey. It also ignores the penalty for making ranged attacks within its second range increment against its prey. Lastly, it gains a +2 circumstance bonus to Deception checks, Intimidation checks, and Stealth checks against its prey and to any check to Recall Knowledge about its prey, as well as a +1 circumstance bonus to AC against its prey’s attacks. The duskwalker can have only one prey designated at a time. Hunted Shot Single Action Frequency Once per round; Effect The duskwalker makes two longbow Strikes against its hunted prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses. ","skill_mod":{"deception":6,"nature":8,"survival":8,"stealth":12,"athletics":8,"intimidation":6,"acrobatics":10},"summary":"Duskwalkers are infused with the same energies as psychopomps. These ashen scions are reborn on the Material Plane to serve as guardians of the cycle …","image":["/Images/Monsters/PlanarScion_DuskwalkerGhostHunter.png"],"primary_source":"Bestiary","trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Leather Armor","Hatchet (2)","Composite Longbow (20 arrows)"],"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{"void":2},"url":"/Monsters.aspx?ID=332","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Duskwalker Ghost Hunter","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,8,8],"slug":"creature-332"},{"attack_bonus":[12,15],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":73,"language":["Celestial","Common"],"source":["Bestiary"],"type":"Creature","creature_family":"Planar Scion","will_save":11,"charisma":3,"speed":{"max":20,"land":20},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Divine Grace","Glimpse of Redemption","Shield Block"],"skill":["Athletics","Diplomacy","Medicine","Religion","Society"],"trait":["Aasimar","Human","Humanoid","NG","Medium"],"id":"creature-333","text":" Aasimar Mortals whose ancestry has been influenced by celestials are known as aasimars, and angelkin, who have blood of angels coursing through their veins, are among the most common type of them. Many angelkin seek adventure as a means of doing good in the world. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Aasimar Redeemer Source Bestiary pg. 263 Perception +11; darkvision Languages Celestial, Common Skills Athletics +11, Diplomacy +12, Medicine +9, Religion +11, Society +7 Str +4 Dex +1 Con +3 Int +0 Wis +2 Cha +3 Items Half Plate, Crossbow (10 bolts), steel shield (Hardness 5, HP 20, BT 10) --- AC 23 (25 with shield raised) Fort +12 Ref +8 Will +11 +1 status to all saves vs. disease (against diseases, critical failures become failures) HP 73 Divine Grace Reaction Trigger The angelkin is targeted by a spell that allows a saving throw. Effect The scion gains a +2 circumstance bonus to the saving throw. Glimpse of Redemption Reaction Trigger An enemy damages one of the angelkin’s allies. Both the enemy and ally must be within 15 feet of the angelkin. Effect The angelkin causes its foe to hesitate under the weight of its sins as visions of possible redemption play out in its mind’s eye. The foe chooses one of two options: The ally is completely unharmed by the triggering damage. The ally gains resistance 7 to all damage against the triggering damage. After the damaging effect resolves, the enemy becomes enfeebled 2 until the end of its next turn. Shield Block Reaction --- Speed 20 feet Melee Single Action longsword +15 (versatile P), Damage 1d8+7 slashing Ranged Single Action crossbow +12 (range increment 120 feet, reload 1), Damage 1d8+3 piercing plus Knockdown Divine Innate Spells DC 20 - Cantrips (3rd) Light Champion Devotion Spells DC 20, 1 Focus Point - 3rd Lay on Hands\n","tradition":["Divine"],"skill_mod":{"society":7,"diplomacy":12,"medicine":9,"athletics":11,"religion":11},"summary":"Mortals whose ancestry has been influenced by celestials are known as aasimars, and angelkin, who have blood of angels coursing through their veins, …","primary_source":"Bestiary","spell":["Light","Lay on Hands"],"trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["Half Plate","Crossbow (10 bolts)","steel shield (Hardness 5, HP 20, BT 10)"],"level":5,"spell_dc":[20,20],"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=333","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Aasimar Redeemer","alignment":"NG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,11],"slug":"creature-333"},{"primary_source_category":"Rulebooks","strength":-5,"hp":55,"language":["Common"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":11,"stealth":"14","trait":["Incorporeal","Spirit","Undead","LE","Medium"],"id":"creature-334","text":" Poltergeist When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a poltergeist: a restless invisible spirit that is still able to manipulate physical objects. Many poltergeists perished in a way that resulted from or has led to extreme emotional trauma. Recall Knowledge - Spirit (Occultism): DC 20 Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Poltergeist Source Bestiary pg. 264 Perception +11; darkvision Languages Common Skills Acrobatics +14, Intimidation +15, Stealth +14 Str -5 Dex +5 Con +0 Int -1 Wis +2 Cha +4 Site Bound A poltergeist is tied to a location and can’t travel more than 120 feet from the place where it was created or formed. Some poltergeists are instead bound to a specific room, building, or similar area --- AC 22 Fort +9 Ref +14 Will +13 HP 55 (rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch , or positive; double resistance against non-magical) Natural Invisibility A poltergeist is naturally invisible. It becomes visible only when it uses Frighten. Rejuvenation (necromancy, occult) When a poltergeist is destroyed, it re-forms, fully healed, where it was destroyed after 2d4 days. A poltergeist can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting. Telekinetic Defense Reaction Trigger A creature approaches within 10 feet of the poltergeist. Effect The poltergeist makes a telekinetic object Strike against the triggering creature. --- Speed fly 20 feet Ranged Single Action telekinetic object +13 (Evocation, Magical, Occult, range increment 60 feet), Damage 2d12 bludgeoning, piercing, or slashing (depending on object) Occult Innate Spells DC 23, attack +13 - Cantrips (3rd) Mage Hand - 3rd Telekinetic Maneuver (at will) Frighten Single Action (Concentrate, Emotion, Fear, Incapacitation, Mental) Requirement The poltergeist must be invisible. Effect The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each creature within 30 feet must attempt a DC 21 Will save, becoming frightened 2 on a failure. On a critical failure, it’s also fleeing for as long as it’s frightened. On a success, the creature is temporarily immune for 1 minute. At the start of its next turn, the poltergeist becomes invisible again. Telekinetic Storm Two Actions (Concentrate, Evocation, Occult) The poltergeist telekinetically throws numerous small objects, such as dozens of pieces of silverware or books, either spreading them out among multiple foes or directing them at one target. When this effect is spread out among multiple foes, the poltergeist makes a telekinetic object Strike at a –2 penalty against each creature within 30 feet. These count as one attack for the poltergeist’s multiple attack penalty, and the penalty doesn’t increase until after all the attacks. When this effect has only one target, the poltergeist makes a telekinetic object Strike against the target, and the damage increases to 3d12. It deals 1d12 damage on a failure, and no damage on a critical failure. Disturbed Rest One of the most common ways for a poltergeist to form is when its burial site is desecrated by the construction of a dwelling. This is usually an accident, but some evil creatures seek out such burial sites, intentionally creating poltergeists to serve as guardians. Poltergeist Treasure A poltergeist needs items to hurl as weapons, and over the centuries of use, only durable objects survive its rampages. Silver dinnerware, hatchets, and books might all be found in a poltergeist’s collection. ","skill_mod":{"stealth":14,"intimidation":15,"acrobatics":14},"image":["/Images/Monsters/Poltergeist.png"],"primary_source":"Bestiary","spell":["Telekinetic Maneuver","Mage Hand"],"ac":22,"level":5,"spell_dc":[23],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":-1,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Poltergeist","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[13],"attack_bonus":[13],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[13],"will_save":13,"speed":{"fly":20,"max":20},"wisdom":2,"weakness":{},"creature_ability":["Site Bound","Natural Invisibility","Rejuvenation","Telekinetic Defense","Frighten","Telekinetic Storm"],"skill":["Acrobatics","Intimidation","Stealth"],"tradition":["Occult"],"summary":"When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=334","dexterity":5,"category":"creature","slug":"creature-334"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":50,"language":["Common","Sylvan"],"source":["Bestiary"],"type":"Creature","will_save":10,"charisma":3,"speed":{"max":40,"land":40},"perception":10,"wisdom":2,"weakness":{"sonic":5},"creature_ability":["Jaunt","Object Meld"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Stealth","Survival"],"stealth":"13","trait":["Beast","Uncommon","N","Medium"],"id":"creature-335","text":" Poracha Porachas are feline beasts native to the mystical Forest of Spirits in Tian Xia. In their natural form, these graceful eight-legged creatures sport a gray tabby coat of fur streaked with lines of olive green, but they are rarely seen this way. Even the youngest porachas are capable of hiding within objects, making them incredibly elusive and rarely seen except on their own terms. Because porachas can so effortlessly blend in with the forest and emerge from its dark corners in an instant, superstitious locals believe these beasts are related to kami—nature spirits who embody individual trees, stones, or other elements of nature in the Forest of Spirits. The truth is that while porachas frequently associate with kami, they are their own breed of mysterious monster with powers over time and space that set them apart from nature spirits. The poracha's most iconic feature is its ability to bend reality to teleport, or jaunt, short distances. But a poracha can also rest within objects, allowing it to safely sleep inside. Given that a poracha experiences time very slowly while hiding within objects, it can sleep inside of one for an extended period. Once it wakes, a poracha departs to play in the living world. Porachas especially enjoy resting inside roadside milestones, to maximize their chances of coming across travelers. Porachas rarely tread humanoid-occupied lands, preferring the company of the kami and their natural habitat in the Forest of Spirits. Though they enjoy occasional conversation, they're extremely sensitive to sound; they speak softly and request the same from those they speak with. Their territories span vast swaths of the wood, making them ideal allies for hunters or treasure seekers who would otherwise become lost in the dense trees. But porachas are nothing if not flckle, and typically demand inscrutable favors in return for their aid, such as the planting of a rare sapling in a particular grotto or the clearing of an invasive monster species around a treasured spring. Any attempt to coerce or trick a poracha into service is ill advised, for these sacred beasts have many friends among the kami as well as others of their kind. Though they generally don't travel in groups, porachas know where to find more of their kind in times of need, and an organized pack of porachas is a disorienting threat. Recall Knowledge - Beast (Arcana, Nature): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Poracha Source Bestiary pg. 265 Perception +10; tremorsense (imprecise) 10 feet, darkvision Languages Common, Sylvan Skills Acrobatics +13, Athletics +9, Deception +11, Diplomacy +11, Stealth +13, Survival +10 Str +3 Dex +5 Con +3 Int +0 Wis +2 Cha +3 --- AC 23 Fort +9 Ref +13 Will +10 HP 50 Weaknesses sonic 5 --- Speed 40 feet Melee Single Action jaws +13 (Finesse, Magical), Damage 2d6+7 piercing Melee Single Action claw +13 (Agile, Finesse, Magical), Damage 2d4+7 slashing Jaunt Single Action (Conjuration, Move, Primal, Teleportation) The poracha teleports up to 40 feet. It must have line of sight to the space it teleports to. It can’t use Jaunt again for 1d4 rounds. Object Meld Two Actions (Primal, Transmutation) The poracha touches an adjacent object of enough volume to contain it. It merges into the object indefinitely, and while it’s inside, time moves exceptionally slowly for it and it has only limited perception of the outside world. The poracha can sense what’s going on outside the object only using tremorsense. The poracha can use only mental actions or Jaunt; if it Jaunts, it leaves the object and appears where it chooses. If a creature Strikes the object, the poracha is expelled unharmed. What is a Kami? The spirit creatures known collectively as kami were originally protectors of the natural world, especially those things unable to protect themselves. Over time, though, their remit has grown, and now kami protectors extend their services to include artificial structures and items. In theory, any animal, plant, object, or location could be served by its own kami, but not everything has yet been blessed with such protection. The classification of which objects warrant kami protection—and those that don't—is confusing and complicated to all save the kami, who find the organizational system perfectly logical. ","skill_mod":{"diplomacy":11,"deception":11,"survival":10,"stealth":13,"athletics":9,"acrobatics":13},"summary":"Porachas are feline beasts native to the mystical Forest of Spirits in Tian Xia. In their natural form, these graceful eight-legged creatures sport a …","image":["/Images/Monsters/Poracha.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Rarity"],"ac":23,"level":4,"source_category":["Rulebooks"],"sense":"tremorsense (imprecise) 10 feet, darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=335","intelligence":0,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Poracha","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12,14],"slug":"creature-335"},{"primary_source_category":"Rulebooks","strength":-1,"hp":16,"language":["Abyssal","Protean"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":4,"stealth":"7","trait":["Monitor","Protean","CN","Tiny"],"id":"creature-336","text":" Voidworm Other proteans don’t consider the flying, iridescent beings known as voidworms to be part of a protean caste at all, but instead merely a shameful side effect of the Maelstrom’s constantly churning energy. To call a voidworm a protean in the presence of a more powerful protean is as sure a way to instigate combat as any. Voidworms themselves have little interest in whether anyone sees them as proteans. They maintain a thriving ecology in the Maelstrom, frolicking in schools of up to 20 and playing in the chaos of constantly shifting realities. Elsewhere (such as on the Material Plane), voidworms are mesmerized by the principle of object permanence; many latch onto specific features of a region (such as a hillside or pond) and flit through the air around it for months or even years as they wait for the object of their curiosity to change. Minor changes— such as a tree’s change of color in the fall, a corpse’s slow decay, or periodic venting of steam from a geyser—all fascinate voidworms. A voidworm is about 2 feet long and weighs 2 pounds. Recall Knowledge - Monitor (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Voidworm Source Bestiary pg. 266 Perception +4; entropy sense (imprecise) 30 feet, darkvision Languages Abyssal, Protean Skills Acrobatics +7, Deception +6, Religion +4, Stealth +7 Str -1 Dex +4 Con +0 Int -1 Wis -1 Cha +1 Entropy Sense (divination, divine, prediction) A voidworm can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense. --- AC 17 Fort +5 Ref +9 Will +6 HP 16 (fast healing 1) Resistances precision 3, protean anatomy 5 Protean Anatomy (divine, transmutation) A voidworm’s vital organs shift and change shape and position constantly. Immediately after the voidworm takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The voidworm is immune to polymorph effects unless it is a willing target. If blinded or deafened, the voidworm automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones. --- Speed 20 feet, fly 40 feet; freedom of movement Melee Single Action jaws +9 (Chaotic, Finesse, Magical), Damage 1d8–1 piercing plus 1d4 chaotic Melee Single Action tail +9 (Chaotic, Finesse, Magical), Damage 1d4–1 slashing plus 1d4 chaotic and confounding lash Divine Innate Spells DC 16 - Cantrips (4th) Dancing Lights, Ghost Sound, Prestidigitation - 1st Detect Alignment (at will; lawful only) - 2nd Blur (self only), Obscuring Mist - 4th Read Omens - Constant (4th) Freedom of Movement Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The voidworm takes on the appearance of a Tiny animal. This doesn’t change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal. Confounding Lash (Divine, Emotion, Enchantment, Mental) A creature hit by the voidworm’s tail Strike is stupefied 1 for 1 round (stupefied 2 on a critical hit). A successful DC 16 Will save negates this effect and grants temporary immunity to confounding lash for 1 minute. ","skill_mod":{"deception":6,"stealth":7,"acrobatics":7,"religion":4},"image":["/Images/Monsters/Protean_Voidworm.png"],"primary_source":"Bestiary","spell":["Read Omens","Blur","Obscuring Mist","Detect Alignment","Dancing Lights","Ghost Sound","Prestidigitation","Freedom of Movement"],"ac":17,"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":"entropy sense (imprecise) 30 feet, darkvision","resistance":{"precision":3},"intelligence":-1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Voidworm","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[5,7],"attack_bonus":[9,9],"constitution":0,"creature_family":"Protean","will_save":6,"speed":{"fly":40,"max":40,"land":20},"wisdom":-1,"weakness":{},"creature_ability":["Entropy Sense","Protean Anatomy","Change Shape","Confounding Lash"],"skill":["Acrobatics","Deception","Religion","Stealth"],"tradition":["Divine"],"summary":"Other proteans don’t consider the flying, iridescent beings known as voidworms to be part of a protean caste at all, but instead merely a shameful …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=336","dexterity":4,"category":"creature","slug":"creature-336"},{"primary_source_category":"Rulebooks","strength":5,"hp":120,"language":["Abyssal","Celestial","Protean"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":14,"stealth":"14","trait":["Monitor","Protean","CN","Large"],"id":"creature-337","text":" Naunet Pugnacious and powerfully muscled, naunets serve as scouts and rank-and-file troops of protean armies. Resembling a thick salamander with a wide head, a powerful tail, and tentacles tipped with snapping jaws in place of rear legs, naunets are the most bestial of the proteans and occupy one of their lowest castes. Naunets are 12 feet long and weigh 900 pounds. All proteans are prone to unpredictable fits and unexpected action, but compared to most others, naunets are much more bestial. Always ready for a fight, naunets pride themselves in acting swiftly and striking before unpleasant distractions like diplomacy can blunt a combat’s beginning. Recall Knowledge - Monitor (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Naunet Source Bestiary pg. 267 Perception +14; entropy sense (imprecise) 30 feet, darkvision Languages Abyssal, Celestial, Protean Skills Acrobatics +14, Athletics +16, Intimidation +16, Stealth +14, Survival +12 Str +5 Dex +3 Con +5 Int +0 Wis +3 Cha +3 Entropy Sense (divination, divine, prediction) A naunet can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense. --- AC 24 Fort +18 Ref +14 Will +12 +1 status to all saves vs. magic HP 120 (fast healing 2) Resistances precision 5, protean anatomy 10 Weaknesses lawful 5 Protean Anatomy (divine, transmutation) A naunet’s vital organs shift and change shape and position constantly. Immediately after the naunet takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The naunet is immune to polymorph effects unless it is a willing target. If blinded or deafened, the naunet automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones. --- Speed 25 feet, fly 30 feet, swim 25 feet; freedom of movement Melee Single Action jaws +18 (Chaotic, Magical, reach 10 feet), Damage 2d10+8 piercing plus 1d6 chaotic Melee Single Action tail +18 (Chaotic, Magical, reach 15 feet), Damage 2d8+8 bludgeoning plus 1d6 chaotic and Grab Melee Single Action tentacle +18 (Agile, Chaotic, Magical, reach 10 feet), Damage 2d8+6 piercing plus 1d6 chaotic and confounding slam Divine Innate Spells DC 26, attack +16 - 1st Detect Alignment (at will; lawful only) - 2nd Obscuring Mist (at will) - 3rd Shatter (at will) - 4th Acid Arrow, Solid Fog - 5th Dimension Door - Constant (4th) Freedom of Movement Adaptive Strike Free Action (Divine, Polymorph, Transmutation) The naunet chooses adamantine, cold iron, or silver; its melee Strikes count as that type for 1 minute or until it uses Adaptive Strike again. Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The naunet can take the appearance of any Small, Medium, or Large animal, beast, or humanoid. This doesn’t change its Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal. Confounding Slam (Divine, Emotion, Enchantment, Mental) A creature hit by the naunet’s tentacle Strike is stupefied 2 for 1d4 rounds (DC 24 Will negates). If the creature was already stupefied in this way, the duration extends by 1 round instead. A chaotic creature is only stupefied 1 instead. Constrict Single Action 1d8+8 bludgeoning, DC 26 ","skill_mod":{"survival":12,"stealth":14,"athletics":16,"intimidation":16,"acrobatics":14},"image":["/Images/Monsters/Protean_Naunet.png"],"primary_source":"Bestiary","spell":["Dimension Door","Acid Arrow","Solid Fog","Shatter","Obscuring Mist","Detect Alignment","Freedom of Movement"],"ac":24,"level":7,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"entropy sense (imprecise) 30 feet, darkvision","resistance":{"precision":5},"intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Naunet","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[18,20,22],"attack_bonus":[18,18,18],"constitution":5,"creature_family":"Protean","spell_attack_bonus":[16],"will_save":12,"speed":{"fly":30,"max":30,"land":25,"swim":25},"wisdom":3,"weakness":{"lawful":5},"creature_ability":["Entropy Sense","Protean Anatomy","Adaptive Strike","Change Shape","Confounding Slam","Constrict"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"tradition":["Divine"],"summary":"Pugnacious and powerfully muscled, naunets serve as scouts and rank-and-file troops of protean armies. Resembling a thick salamander with a wide …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=337","dexterity":3,"category":"creature","slug":"creature-337"},{"primary_source_category":"Rulebooks","strength":9,"hp":290,"language":["Abyssal","Celestial","Protean","telepathy 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":7,"perception":30,"stealth":"28","trait":["Monitor","Protean","CN","Large"],"id":"creature-338","text":" Keketar The ruling caste of the proteans, keketars orchestrate attacks against the bastions of law and adjudicate protean disputes confidently and capriciously. A keketar resembles a shimmering, serpentine creature with spines, claws, and a dragon-like head. A keketar’s actual appearance is in constant flux, but they generally stay about 18 feet long with a weight of around 1,500 pounds. While their physical forms can vary, two things remain constant: First, a keketar’s eyes are always a piercing shade of amber or violet. Second, the keketar’s mark of office—a crown of shifting symbols that hovers above its head—never changes. A keketar cannot remove its crown but can suppress it, although most are loath to do so and consider such an act one of cowardice or shame. Keketars fill a role in protean society of a sort of priesthood, operating as intermediaries between the other proteans and the Speakers of the Depths. All other proteans defer to keketars, treating them in a way similar to how citizens of a mortal city would treat respected nobles; even more powerful proteans defer to the will of the keketars. As with many religions, dogma and theology are prone to interpretation and change, and among the proteans the situation is perhaps even more pronounced. Whatever the nature of and desires held by the mysterious Speakers of the Depths, individual keketars may come to dramatically different conclusions as to their will and intent. To the proteans, though, this inherent dissonance is a strength rather than a weakness. Recall Knowledge - Monitor (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Keketar Source Bestiary pg. 269 Perception +30; entropy sense (imprecise) 60 feet, darkvision Languages Abyssal, Celestial, Protean; telepathy 100 feet, tongues Skills Acrobatics +26, Athletics +30, Deception +33, Diplomacy +35, Intimidation +35, Religion +30, Stealth +28 Str +9 Dex +5 Con +7 Int +5 Wis +7 Cha +7 Entropy Sense (divination, divine, prediction) A keketar can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense. --- AC 40 Fort +30 Ref +28 Will +34 +1 status to all saves vs. magic HP 290 (fast healing 10) Resistances precision 10, protean anatomy 25 Weaknesses lawful 15 Protean Anatomy (divine, transmutation) A keketar’s vital organs shift and change shape and position constantly. Immediately after the keketar takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The keketar is immune to polymorph effects unless it is a willing target. If blinded or deafened, the keketar automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones. Spatial Riptide (aura, divine, transmutation) 30 feet. A creature using a teleportation ability within the aura or arriving in it via teleportation must succeed at a DC 38 Fortitude save or wink out of existence for 1d4 rounds before completing the teleport. The creature can’t act, sense anything, or be targeted. On a successful save, the creature completes the teleport normally but is stunned 1. Keketars are immune to this effect. Attack of Opportunity Reaction --- Speed 40 feet, fly 50 feet, swim 40 feet; freedom of movement Melee Single Action jaws +33 (Chaotic, Magical, reach 10 feet), Damage 3d10+15 piercing plus 1d6 chaotic and warpwave strike Melee Single Action claw +33 (Agile, Chaotic, Magical, reach 10 feet), Damage 2d10+15 slashing plus 1d6 chaotic and warpwave strike Melee Single Action tail +33 (reach 15 feet), Damage 2d10+15 bludgeoning plus Grab Divine Innate Spells DC 42, attack +32 - 2nd Detect Alignment (at will; lawful only) - 4th Confusion (at will), Dimension Door (at will) - 5th Creation (at will), Dimension Door, Hallucinatory Terrain (x2; see reshape reality) - 6th Teleport (at will; self only) - 7th Disintegrate, Dispel Magic (at will), Shatter (at will), Warp Mind (x3) - 8th Baleful Polymorph, Confusion - 9th Divine Wrath (chaotic only), Prismatic Sphere - Constant (4th) Freedom of Movement - Constant (5th) Tongues Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The keketar can take the appearance of any Huge or smaller creature. This doesn’t change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal. Constrict Single Action 1d10+15 bludgeoning, DC 42 Reshape Reality (Concentrate, Divine, Polymorph, Transmutation) When the keketar casts hallucinatory terrain , it infuses the illusion with quasi-real substance. Creatures that do not disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. Warpwave Strike (Divine, Polymorph, Transmutation) A creature struck by a keketar's jaws or claw Strike must succeed at a DC 36 Fortitude save or be subject to a warpwave (see Warpwave below). ","skill_mod":{"diplomacy":35,"deception":33,"stealth":28,"athletics":30,"intimidation":35,"acrobatics":26,"religion":30},"image":["/Images/Monsters/Protean_Keketar.png"],"primary_source":"Bestiary","spell":["Divine Wrath","Prismatic Sphere","Baleful Polymorph","Confusion","Disintegrate","Dispel Magic","Shatter","Warp Mind","Teleport","Creation","Dimension Door","Hallucinatory Terrain","Detect Alignment","Tongues","Freedom of Movement"],"ac":40,"level":17,"spell_dc":[42],"source_category":["Rulebooks"],"sense":"entropy sense (imprecise) 60 feet, darkvision","resistance":{"precision":10},"intelligence":5,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":30,"size":["Large"],"name":"Keketar","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[26,29,35],"attack_bonus":[33,33,33],"constitution":7,"creature_family":"Protean","spell_attack_bonus":[32],"will_save":34,"speed":{"fly":50,"max":50,"land":40,"swim":40},"wisdom":7,"weakness":{"lawful":15},"creature_ability":["Entropy Sense","Protean Anatomy","Spatial Riptide","Attack of Opportunity","Change Shape","Constrict","Reshape Reality","Warpwave Strike"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"The ruling caste of the proteans, keketars orchestrate attacks against the bastions of law and adjudicate protean disputes confidently and …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=338","dexterity":5,"category":"creature","slug":"creature-338"},{"primary_source_category":"Rulebooks","strength":-1,"hp":18,"language":["Abyssal","Celestial","Infernal","Requian"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":6,"stealth":"6","trait":["Monitor","Psychopomp","N","Tiny"],"id":"creature-339","text":" Nosoi A nosoi resembles a whippoorwill, sparrow, or other small bird wearing a heavy leather plague doctor’s mask. They are the clerks, messengers, and scribes of the Boneyard, witnessing judgments, directing souls, and generally performing the administrative grunt work that keeps the Boneyard functioning. Most nosois are particularly chatty and eager to discuss how important they consider their individual assignments to be. Recall Knowledge - Monitor (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Nosoi Source Bestiary pg. 270 Perception +6; darkvision, lifesense 60 feet Languages Abyssal, Celestial, Infernal, Requian Skills Acrobatics +6, Boneyard Lore +8, Library Lore +8, Performance +6, Religion +6, Society +2, Stealth +6 Str -1 Dex +3 Con +1 Int +1 Wis +1 Cha +3 Lifesense (divination, divine) A psychopomp senses the vital essence of living and undead creatures within the listed range. --- AC 16 Fort +4 Ref +8 Will +6 HP 18 Immunities death effects, disease Resistances negative 3, poison 3 --- Speed 15 feet, fly 40 feet Melee Single Action beak +6 (Finesse, Magical), Damage 1d4-1 piercing plus spirit touch Divine Innate Spells DC 16 - 2nd Invisibility (at will; self only), Sound Burst - 4th Read Omens, Talking Corpse Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The nosoi takes the appearance of a raven or songbird. This doesn’t change its Speed or its attack and damage modifiers with its Strikes. Haunting Melody Single Action (Auditory, Concentrate, Divine, Enchantment, Incapacitation, Mental) The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a DC 18 Will save. The effect lasts for 1 round, but a nosoi can use this ability again on subsequent rounds to extend the duration by 1 round for all affected creatures. A creature that succeeds at any save is temporarily immune for 24 hours. Despite being a mental effect, this ability affects mindless undead. Psychopomps are immune to this ability. Failure The creature is fascinated. Critical Failure As failure, and the creature must spend each of its actions on its turn to move closer to the nosoi as expediently as possible while avoiding obvious dangers. If a fascinated creature is adjacent to the nosoi, it stays still and doesn’t act. If the creature is attacked, the fascination ends. Spirit Touch A nosoi’s Strikes affect incorporeal creatures as though etched with a ghost touch property rune and deal 1d6 negative damage to living creatures or 1d6 positive damage to undead. ","skill_mod":{"society":2,"performance":6,"stealth":6,"acrobatics":6,"religion":6},"image":["/Images/Monsters/Psychopomp_Nosoi.png"],"primary_source":"Bestiary","spell":["Read Omens","Talking Corpse","Invisibility","Sound Burst"],"ac":16,"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":"darkvision, lifesense 60 feet","resistance":{"void":3,"poison":3},"intelligence":1,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Nosoi","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[1],"attack_bonus":[6],"constitution":1,"immunity":["death effects","disease"],"creature_family":"Psychopomp","will_save":6,"speed":{"fly":40,"max":40,"land":15},"wisdom":1,"weakness":{},"creature_ability":["Lifesense","Change Shape","Haunting Melody","Spirit Touch"],"skill":["Acrobatics","Boneyard Lore","Library Lore","Performance","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"A nosoi resembles a whippoorwill, sparrow, or other small bird wearing a heavy leather plague doctor’s mask. They are the clerks, messengers, and …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=339","dexterity":3,"category":"creature","slug":"creature-339"},{"primary_source_category":"Rulebooks","strength":8,"hp":240,"language":["Abyssal","Celestial","Infernal","Necril","Requian","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":28,"stealth":"27","trait":["Monitor","Psychopomp","N","Medium"],"id":"creature-340","text":" Morrigna Bounty hunters and investigators, morrignas seek out creatures that thwart death or interfere with the natural flow of souls. Morrignas dress in flowing spider silk and wear masks reminiscent of webs, as they consider patient and watchful spiders to be their spiritual kin. Recall Knowledge - Monitor (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Morrigna Source Bestiary pg. 271 Perception +28; darkvision, lifesense 60 feet Languages Abyssal, Celestial, Infernal, Necril, Requian; speak with animals , tongues Skills Athletics +27, Boneyard Lore +28, Diplomacy +27, Intimidation +29, Religion +29, Society +24, Stealth +27 Str +8 Dex +4 Con +4 Int +3 Wis +6 Cha +4 Lifesense (divination, divine) A psychopomp senses the vital essence of living and undead creatures within the listed range. Items +2 striking bo staff --- AC 38 Fort +25 Ref +27 Will +29 +1 status to all saves vs. magic HP 240 , regeneration 20 (deactivated by acid or fire) Immunities death effects, disease Resistances negative 15, poison 15 Wrappings Lash Reaction Trigger A creature within reach of the morrigna’s web wrappings uses an action to Strike or attempt a skill check. Effect The morrigna makes a web wrappings Strike against the triggering creature. If the strike is a critical hit, the triggering action is disrupted. --- Speed 30 feet, climb 30 feet ( spider climb ) Melee Single Action bo staff +31 (Magical, Parry, reach 10 feet, Trip), Damage 2d8+14 bludgeoning plus spirit touch Melee Single Action web wrappings +29 (Magical, reach 10 feet), Damage 3d12+14 bludgeoning plus Grab and spirit touch Divine Spontaneous Spells DC 35, attack +30 - Cantrips (8th) Chill Touch, Detect Magic, Disrupt Undead, Read Aura, Stabilize - 1st Bane, Bless, Ray of Enfeeblement (4 slots) - 2nd Calm Emotions, See Invisibility, Silence (4 slots) - 3rd Blindness, Crisis of Faith, Dream Message (4 slots) - 4th Freedom of Movement, Read Omens, Spell Immunity (4 slots) - 5th Death Ward, Dispel Magic, Sending (4 slots) - 6th Field of Life, Heal, Spirit Blast (4 slots) Divine Innate Spells DC 37 - 4th Talking Corpse - Constant (2nd) Speak with Animals, Spider Climb - Constant (5th) Tongues Divine Rituals DC 37 - 5th Call Spirit Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) A morrigna can take the appearance of any Small or Medium animal or humanoid. This doesn’t change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal. Unless they choose to manifest their web wrappings in their new form, they cannot make web wrappings Strikes. Spider Minions Three Actions (Conjuration, Divine) The morrigna summons a giant tarantula or spider swarm. These spiders have the summoned trait and remain for 10 minutes or until reduced to 0 Hit Points, whichever comes first. The morrigna does not need to Sustain the Spell to direct these summoned creatures, and the morrigna can have any number of summoned spiders in existence at once. The morrigna can see through the eyes of any of their summoned spiders at any time. Spirit Touch A morrigna's Strikes affect incorporeal creatures as though etched with a ghost touch property rune and deal 4d6 negative damage to living creatures or 4d6 positive damage to undead. ","skill_mod":{"society":24,"diplomacy":27,"stealth":27,"athletics":27,"intimidation":29,"religion":29},"image":["/Images/Monsters/Psychopomp_Morrigna.png"],"primary_source":"Bestiary","spell":["Field of Life","Heal","Spirit Blast","Death Ward","Dispel Magic","Sending","Freedom of Movement","Read Omens","Spell Immunity","Blindness","Crisis of Faith","Dream Message","Calm Emotions","See Invisibility","Silence","Bane","Bless","Ray of Enfeeblement","Chill Touch","Detect Magic","Disrupt Undead","Read Aura","Stabilize","Talking Corpse","Tongues","Speak with Animals","Spider Climb"],"ac":38,"item":["+2 striking bo staff"],"level":15,"spell_dc":[35,37],"source_category":["Rulebooks"],"sense":"darkvision, lifesense 60 feet","resistance":{"void":15,"poison":15},"intelligence":3,"reflex_save":27,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"size":["Medium"],"name":"Morrigna","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[23,33],"attack_bonus":[29,31],"constitution":4,"immunity":["death effects","disease"],"creature_family":"Psychopomp","spell_attack_bonus":[30],"will_save":29,"speed":{"climb":30,"max":30,"land":30},"wisdom":6,"weakness":{},"creature_ability":["Lifesense","Wrappings Lash","Change Shape","Spider Minions","Spirit Touch"],"skill":["Athletics","Boneyard Lore","Diplomacy","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"Bounty hunters and investigators, morrignas seek out creatures that thwart death or interfere with the natural flow of souls. Morrignas dress in …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=340","dexterity":4,"category":"creature","slug":"creature-340"},{"attack_bonus":[10],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":35,"source":["Bestiary"],"type":"Creature","creature_family":"Pterosaur","will_save":6,"charisma":-1,"speed":{"fly":40,"max":40,"land":10},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Swoop"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Large"],"id":"creature-341","text":" Pteranodon Pteranodons are quick and agile reptiles with 20-foot wingspans that enable them to hover on wind currents for hours. These creatures have long beaks and equally long crests that protrude from the backs of their heads. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Pteranodon Source Bestiary pg. 272 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +10, Athletics +7 Str +3 Dex +4 Con +1 Int -4 Wis +2 Cha -1 --- AC 18 Fort +7 Ref +10 Will +6 HP 35 --- Speed 10 feet, fly 40 feet Melee Single Action beak +10, Damage 1d10+3 piercing Swoop Two Actions The pteranodon Flies up to its Speed and makes one beak Strike at any point during that movement. ","skill_mod":{"athletics":7,"acrobatics":10},"summary":"Pteranodons are quick and agile reptiles with 20-foot wingspans that enable them to hover on wind currents for hours. These creatures have long beaks …","image":["/Images/Monsters/Pterosaur_Pteranodon.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=341","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":7,"size":["Large"],"name":"Pteranodon","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-341"},{"attack_bonus":[17,17],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":110,"source":["Bestiary"],"type":"Creature","creature_family":"Pterosaur","will_save":12,"charisma":-1,"speed":{"fly":50,"max":50,"land":15},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Snatch","Swoop"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Huge"],"id":"creature-342","text":" Quetzalcoatlus Quetzalcoatlus are the largest flying members of the pterosaur family and are often mistaken for dragons due to their immense size and 40-foot wingspans. Quetzalcoatlus are carnivorous, feeding on a variety of reptiles, mammals, large fish, amphibians, and other invertebrates. They are not inherently aggressive creatures and are happy to scavenge for food, but when presented with live prey they readily attack almost any creature smaller than themselves. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Quetzalcoatlus Source Bestiary pg. 272 Perception +15; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +14, Athletics +17 Str +6 Dex +4 Con +3 Int -4 Wis +2 Cha -1 --- AC 25 Fort +16 Ref +17 Will +12 HP 110 --- Speed 15 feet, fly 50 feet Melee Single Action beak +17 (deadly 1d10, reach 10 feet), Damage 2d10+10 piercing plus 1d8 persistent bleed Melee Single Action talon +17, Damage 2d8+10 piercing plus Grab Snatch A quetzalcoatlus can move at half Speed while it has a single creature grabbed or restrained. Both its talons are occupied while it does this. Swoop Two Actions The quetzacoaltus Flies up to its Speed and makes one beak or talon Strike at any point during that movement. ","skill_mod":{"athletics":17,"acrobatics":14},"summary":"Quetzalcoatlus are the largest flying members of the pterosaur family and are often mistaken for dragons due to their immense size and 40-foot …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=342","intelligence":-4,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":16,"size":["Huge"],"name":"Quetzalcoatlus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,25],"slug":"creature-342"},{"attack_bonus":[30],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":305,"language":["Aklo","(can't speak any language); telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","will_save":31,"charisma":8,"speed":{"max":40,"land":40},"perception":29,"wisdom":6,"weakness":{},"creature_ability":["Emotional Focus","Emotional Frenzy","Feed on Emotion","Rapid Strikes","Spiral of Despair"],"skill":["Deception","Intimidation","Occultism"],"trait":["Aberration","CE","Large"],"id":"creature-343","text":" Quelaunt This three-armed, three-legged monster has no discernible eyes, nose, ears, or mouth or no visible means of ingesting food. Its limbs are distributed so evenly across its body that it is all but impossible to tell which way the creature is oriented at any given time. Few who witness the quelaunt linger on its alien looks for long though, as the most pressing concern quickly becomes the invasion of their minds, as the quelaunt sows doubt, sorrow, and rage. This monstrosity not only delights in the negative emotions of its prey, but feeds on them, gaining strength and sustenance from their dismay. For the quelaunt, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts. Quelaunts are known to associate with other aberrant horrors, including brain collectors and other creatures associated with the Dominion of the Black. However, the more prevalent theory paints them as more alien—perhaps invasive beings from another dimension of pure thought and feeling—and claims that in their natural state they have no physical bodies at all. Few dare speculate further; the only known autopsy of a quelaunt resulted in the researcher’s suicide just days afterward and all the notes were mysteriously destroyed. Whatever secrets there are to be unlocked in the anatomy of these bizarre monsters are apparently important enough to warrant great protection from quelaunts, even after death. Recall Knowledge - Aberration (Occultism): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Quelaunt Source Bestiary pg. 273 Perception +29; tremorsense (imprecise) 60 feet Languages Aklo; (can't speak any language); telepathy 100 feet Skills Deception +30, Intimidation +30, Occultism +27 Str +6 Dex +5 Con +4 Int +5 Wis +6 Cha +8 --- AC 36 Fort +27 Ref +26 Will +31 (+33 vs. emotion) HP 305 Resistances mental 15 --- Speed 40 feet; air walk Melee Single Action claw +30 (Agile, Magical, reach 10 feet), Damage 3d8+12 slashing Occult Innate Spells DC 39 - 2nd Hideous Laughter - 3rd Fear (at will) - 7th Crushing Despair (x3) - Constant (4th) Air Walk Emotional Focus The quelaunt can cast the following cleric domain spells as 8th-level occult innate spells at will without spending Focus Points: blind ambition , captivating adoration , and delusional pride . Emotional Frenzy Three Actions The quelaunt casts up to three spells chosen from its at-will innate spells and its emotional focus spells. Feed on Emotion Single Action (Attack, Emotion, Incapacitation, Mental) Frequency once per round; Effect The quelaunt feeds on the emotional unrest of a single creature within 30 feet that’s under a harmful emotion effect. The target must succeed at a DC 37 Will save or take 4d10 mental damage and be stunned for 1 round. If the target fails its saving throw, the quelaunt regains the same number of Hit Points and Feed on Emotion does not cost the quelaunt an action, allowing it to use another action this turn. Rapid Strikes Two Actions (Attack) The quelaunt makes three melee Strikes, each against a different target within reach. The multiple attack penalty applies to each attack, but increases only after all the attacks have been made. Spiral of Despair Free Action (Emotion, Mental) Trigger A creature fails a saving throw to resist one of the quelaunt’s innate spells or emotional focus spells. Effect As the quelaunt invades the triggering creature’s mind and plants the seeds of negative emotions, it also strips away the target’s feelings of hope or positivity. The quelaunt can immediately end a single emotion effect from which the triggering creature is benefiting. Other Quelaunts Perhaps the most frightening tales of quelaunts attribute them with abilities beyond those detailed here, suggesting that quelaunts might be an entire category of alien menace that has only recently turned its awful attention to humanity. ","tradition":["Occult"],"skill_mod":{"deception":30,"intimidation":30,"occultism":27},"summary":"This three-armed, three-legged monster has no discernible eyes, nose, ears, or mouth or no visible means of ingesting food. Its limbs are distributed …","image":["/Images/Monsters/Quelaunt.png"],"primary_source":"Bestiary","spell":["Crushing Despair","Fear","Hideous Laughter","Air Walk"],"trait_group":["Creature Type"],"ac":36,"level":15,"spell_dc":[39],"source_category":["Rulebooks"],"sense":"tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"mental":15},"url":"/Monsters.aspx?ID=343","intelligence":5,"reflex_save":26,"strongest_save":["will"],"dexterity":5,"fortitude_save":27,"size":["Large"],"name":"Quelaunt","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25],"slug":"creature-343"},{"primary_source_category":"Rulebooks","strength":1,"hp":60,"language":["Common","Infernal","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":12,"stealth":"13","trait":["Fiend","Rakshasa","LE","Small"],"id":"creature-344","text":" Dandasuka Known as “biters” among the more powerful rakshasa castes, dandasukas serve as spies and assassins for rakshasa clans or powerful spellcasters who have found methods to bind one of these fiends to their will. Born to manipulate and murder, these half-sized terrors revel in their work and delight in the sight of blood. They often dress in extravagant clothes dyed with ostentatious colors and wear numerous elaborate accessories, whether in their true form or in disguise as human children, halfling merchants, or anything else that helps them blend into their targeted society. A dandasuka rakshasa is constantly haunted by a monstrous hunger that gnaws at its hyperactive body, forcing it to feed often. In combat, a dandasuka might pause to lick a bloody blade or lap at a pool of spilled blood on the floor. These creatures settle for other meat when they must, but much prefer the taste of mortal humanoid flesh. Regular offers of such victuals can keep a dandasuka loyal to anyone willing to provide frequent meals, but care must be taken in keeping a dandasuka, for many stories tell of them being overly eager to serve an adored benefactor, taking off-hand remarks too literally, and performing services of violence that were never intended. Recall Knowledge - Fiend (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Dandasuka Source Bestiary pg. 274 Perception +12; darkvision Languages Common, Infernal, Undercommon Skills Acrobatics +13, Deception +14, Stealth +13, Thievery +13 Str +1 Dex +4 Con +3 Int +1 Wis +1 Cha +3 --- AC 23 Fort +12 Ref +13 Will +10 +2 status to all saves vs. magic, +3 status to all saves vs. divine magic HP 60 Resistances physical 5 (except piercing) Weaknesses good 5 --- Speed 25 feet, climb 20 feet Melee Single Action fangs +15 (Finesse, Magical), Damage 2d6+4 piercing plus 1d6 persistent bleed Melee Single Action claw +15 (Agile, Finesse, Magical), Damage 2d4+4 slashing Occult Spontaneous Spells DC 22, attack +15 - Cantrips (1st) Daze, Detect Magic, Ghost Sound, Mage Hand, Sigil - 1st Charm, Ventriloquism (4 slots) Occult Innate Spells DC 19 - 3rd Clairaudience, Mind Reading (at will) - 4th Clairvoyance Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The dandasuka takes on the appearance of any Small humanoid. This doesn’t change the dandasuka’s Speed or its attack and damage modifiers with its Strikes, but it might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack. Sneak Attack The dandasuka deals an extra 1d6 precision damage to flat-footed creatures. ","skill_mod":{"deception":14,"thievery":13,"stealth":13,"acrobatics":13},"image":["/Images/Monsters/Rakshasa_Dandasuka.png"],"primary_source":"Bestiary","spell":["Charm","Ventriloquism","Daze","Detect Magic","Ghost Sound","Mage Hand","Sigil","Clairvoyance","Clairaudience","Mind Reading"],"ac":23,"level":5,"spell_dc":[19,22],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"bludgeoning":5,"slashing":5,"physical":5},"intelligence":1,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":12,"size":["Small"],"name":"Dandasuka","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[9,14],"attack_bonus":[15,15],"constitution":3,"creature_family":"Rakshasa","spell_attack_bonus":[15],"will_save":10,"speed":{"climb":20,"max":25,"land":25},"wisdom":1,"weakness":{"good":5},"creature_ability":["Change Shape","Sneak Attack"],"skill":["Acrobatics","Deception","Stealth","Thievery"],"tradition":["Occult"],"summary":"Known as “biters” among the more powerful rakshasa castes, dandasukas serve as spies and assassins for rakshasa clans or powerful spellcasters who …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=344","dexterity":4,"category":"creature","slug":"creature-344"},{"remaster_name":["Raja-Krodha"],"primary_source_category":"Rulebooks","strength":4,"hp":155,"language":["Common","Infernal","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":19,"stealth":"20","trait":["Fiend","Rakshasa","LE","Medium"],"id":"creature-345","text":" Raja Rakshasa When not disguised as a humanoid, the raja rakshasa has the head of an animal. The hands of a raja rakshasa are more subtly unsettling, for the fingers of these fiends bend outward, away from the palms. More than any other types of rakshasa, rajas scoff at religion. They understand the power of the divine, yet they view themselves as the only things worthy of worship from mortal creatures; not even their own immortals are deemed deserving of such glorification. Raja rakshasas often form close-knit families that work together to bring down mortal cities or to rule them from the shadows within. Such families of rakshasas often incorporate other breeds of the fiend, often using dandasukas as favored servants or stealthy spies. Even though a raja family works together to achieve a shared goal, infighting and treachery among their own is a constant threat. Recall Knowledge - Fiend (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Raja Rakshasa Source Bestiary pg. 275 Perception +19; darkvision Languages Common, Infernal, Undercommon Skills Deception +23, Diplomacy +21, Intimidation +21, Performance +19, Occultism +18, Stealth +20 Str +4 Dex +6 Con +4 Int +2 Wis +1 Cha +5 Items +1 striking kukri --- AC 30 Fort +19 Ref +21 Will +18 +2 status to all saves vs. magic, +3 status to all saves vs. divine magic HP 155 Resistances physical 10 (except piercing) Weaknesses good 10 Scoff at the Divine Reaction Trigger A creature within 30 feet casts a divine spell or uses a divine ability. Requirements The raja rakshasa has an unexpended spell slot that can be used to cast dispel magic . Effect The raja rakshasa expends a spell slot that could be used to cast dispel magic and attempts to counteract the triggering spell or ability. The raja rakshasa can’t Scoff at the Divine for 1d4 rounds. --- Speed 35 feet Melee Single Action kukri +23 (Agile, Finesse, Magical, Trip), Damage 2d6+10 slashing Melee Single Action fangs +20 (Agile, Magical), Damage 2d12+10 piercing Melee Single Action claw +22 (Agile, Finesse, Magical), Damage 2d8+10 slashing Occult Spontaneous Spells DC 31 - Cantrips (5th) Detect Magic, Ghost Sound, Mage Hand, Read Aura, Sigil - 1st Charm, Illusory Object, Item Facade (4 slots) - 2nd Blur, Hideous Laughter, Invisibility (4 slots) - 3rd Clairaudience, Dispel Magic, Nondetection, Vampiric Touch (4 slots) - 4th Clairvoyance, Dispel Magic, Fly, Suggestion (4 slots) - 5th Dispel Magic, Hallucination, Shadow Blast (3 slots) Occult Innate Spells DC 31 - 3rd Mind Reading (at will) Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The raja rakshasa takes on the appearance of any Medium humanoid. This doesn’t change the raja rakshasa’s Speed or its attack and damage modifiers with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack. Disturbing Vision Single Action (Concentrate, Enchantment, Mental, Occult) The raja rakshasa’s eyes flash green as it projects a telepathic wave in a 30-foot emanation. All creatures in the area are assailed by a vision of evil decadence from one of the rakshasa’s past lives. Each non-evil creature in the area must succeed at a DC 29 Will save or become sickened 1 (and stunned 1 on a critical failure). The visions last 1d4 rounds, and while they do, the raja rakshasa and all evil creatures in the area gain a +1 status bonus to all checks. The raja rakshasa can use this ability again only once the previous visions end. Raja Heads Raja's heads often resemble those of cats or snakes, but they can also be similar to apes, jackals, vultures, elephants, mantises, lizards, rhinos, boars, and more are possible. In most cases, the type of head a raja rakshasa possesses symbolizes its personality—a tiger-headed one is stealthy and ravenous, while a boar-headed one might be gluttonous and crude. ","skill_mod":{"diplomacy":21,"performance":19,"deception":23,"stealth":20,"intimidation":21,"occultism":18},"image":["/Images/Monsters/Rakshasa_RajaRakshasa.png"],"primary_source":"Bestiary","spell":["Dispel Magic","Hallucination","Shadow Blast","Clairvoyance","Fly","Suggestion","Clairaudience","Nondetection","Vampiric Touch","Blur","Hideous Laughter","Invisibility","Charm","Illusory Object","Item Facade","Detect Magic","Ghost Sound","Mage Hand","Read Aura","Sigil","Mind Reading"],"ac":30,"item":["+1 striking kukri"],"level":10,"spell_dc":[31,31],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"bludgeoning":10,"slashing":10,"physical":10},"intelligence":2,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Raja Rakshasa","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[17,19,23],"attack_bonus":[20,22,23],"constitution":4,"creature_family":"Rakshasa","will_save":18,"speed":{"max":35,"land":35},"wisdom":1,"weakness":{"good":10},"creature_ability":["Scoff at the Divine","Change Shape","Disturbing Vision"],"skill":["Deception","Diplomacy","Intimidation","Performance","Occultism","Stealth"],"tradition":["Occult"],"summary":"When not disguised as a humanoid, the raja rakshasa has the head of an animal. The hands of a raja rakshasa are more subtly unsettling, for the …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=345","dexterity":6,"category":"creature","slug":"creature-345"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":8,"source":["Bestiary"],"type":"Creature","creature_family":"Rat","will_save":3,"charisma":-3,"speed":{"climb":10,"max":30,"land":30},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Filth Fever"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"5","trait":["Animal","N","Small"],"id":"creature-346","text":" Giant Rat Giant rats are enormous versions of the common vermin. They are typically found in abundant numbers, but since they cannot flt in the nooks where mundane rats typically hide, they are much easier to locate and exterminate. They mostly live in sewers where they can scavenge from the streets above, but some families of giant rats live in more remote locations, such as dank caves or forests and hills. Rats are incredibly adept survivors and can be found nearly anywhere in the world, though they tend to favor temperate or warm climates as opposed to cold regions. Although its bite alone is not lethal except to the very young or very old, the giant rat carries the filth fever common to rodents around the world—a pestilence more than capable of ravaging rural communities. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Giant Rat Source Bestiary pg. 276 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +5, Athletics +2, Stealth +5 Str +1 Dex +3 Con +2 Int -4 Wis +1 Cha -3 --- AC 15 Fort +6 Ref +7 Will +3 HP 8 --- Speed 30 feet, climb 10 feet Melee Single Action jaws +7 (Agile, Finesse), Damage 1d6+1 piercing plus filth fever Filth Fever (Disease) The sickened and unconscious conditions from filth fever don’t improve on their own until the disease is cured. Saving Throw DC 14 Fortitude; Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sickened 1 (1 day), Stage 3 sickened 1 and slowed 1 (1 day), Stage 4 unconscious (1 day), Stage 5 dead ","skill_mod":{"stealth":5,"athletics":2,"acrobatics":5},"summary":"Giant rats are enormous versions of the common vermin. They are typically found in abundant numbers, but since they cannot flt in the nooks where …","image":["/Images/Monsters/Rat_GiantRat.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=346","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":6,"size":["Small"],"name":"Giant Rat","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-346"},{"constitution":1,"primary_source_category":"Rulebooks","strength":-2,"hp":14,"immunity":["precision","swarm mind"],"source":["Bestiary"],"type":"Creature","creature_family":"Rat","will_save":4,"charisma":-3,"speed":{"climb":10,"max":30,"land":30},"perception":5,"wisdom":1,"weakness":{"area":3,"splash":3},"creature_ability":["Swarming Bites","Filth Fever"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","trait":["Animal","Swarm","N","Large"],"id":"creature-347","text":" Rat Swarm A swarm of rats can cause total chaos within a household or business. Contracting filth fever is all the easier when dozens of these agitated or hungry vermin gather to bite victims en masse, making rat-hunting a viable career in many parts of the world as desperate townspeople seek relief from the disease’s spread. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Rat Swarm Source Bestiary pg. 276 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +4, Stealth +6 Str -2 Dex +3 Con +1 Int -4 Wis +1 Cha -3 --- AC 14 Fort +2 Ref +7 Will +4 HP 14 Immunities precision, swarm mind Resistances physical 6 (except bludgeoning) Weaknesses area damage 3, splash damage 3 --- Speed 30 feet, climb 10 feet Swarming Bites Single Action Each enemy in the swarm’s space takes 1d6 piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever. Filth Fever (Disease) The sickened and unconscious conditions from filth fever don’t improve on their own until the disease is cured. Saving Throw DC 14 Fortitude; Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sickened 1 (1 day), Stage 3 sickened 1 and slowed 1 (1 day), Stage 4 unconscious (1 day), Stage 5 dead ","skill_mod":{"stealth":6,"athletics":4,"acrobatics":8},"summary":"A swarm of rats can cause total chaos within a household or business. Contracting filth fever is all the easier when dozens of these agitated or …","primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":14,"level":1,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{"piercing":6,"slashing":6,"physical":6},"url":"/Monsters.aspx?ID=347","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":2,"size":["Large"],"name":"Rat Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-347"},{"attack_bonus":[12,12,13],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":60,"language":["Common"],"source":["Bestiary"],"type":"Creature","creature_family":"Ratfolk","will_save":9,"charisma":1,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Infused Items","Cheek Pouches","Quick Bomber","Quick Stow","Swarming"],"skill":["Acrobatics","Crafting","Deception","Society","Stealth","Thievery"],"stealth":"12","trait":["Humanoid","Ratfolk","LN","Small"],"id":"creature-348","text":" Ratfolk Grenadier Ratfolk grenadiers use alchemy and stealth to defend their communities. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Ratfolk Grenadier Source Bestiary pg. 277 Perception +10; darkvision Languages Common Skills Acrobatics +9, Crafting +12, Deception +7, Society +10, Stealth +12, Thievery +9 Str +0 Dex +4 Con +2 Int +4 Wis +2 Cha +1 Infused Items A ratfolk grenadier carries 2 infused moderate acid flasks, 2 infused moderate alchemist’s fires, and 2 infused moderate frost vials. These items last for 24 hours, or until the next time they make their daily preparations. Items Studded Leather Armor, Hand Crossbow (20 bolts) --- AC 21 Fort +11 Ref +13 Will +9 HP 60 --- Speed 25 feet Melee Single Action fangs +12 (Agile, Finesse), Damage 1d4 piercing Ranged Single Action hand crossbow +12 (range increment 60 feet, reload 1), Damage 1d6 piercing Ranged Single Action alchemical bomb +13 (range increment 20 feet, Splash), Damage varies by bomb Cheek Pouches A ratfolk grenadier has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than 4 light items). The ratfolk can remove or store an item using the Interact action. As long as the ratfolk has at least one object in its cheek pouches, its speech is noticeably difficult to understand. Quick Bomber Single Action The ratfolk grenadier draws an alchemical bomb with an Interact action and throws it as a ranged Strike. Quick Stow Free Action Frequency once per round. Effect The ratfolk grenadier stores one held item of light or negligible Bulk in its cheek pouches. Swarming A ratfolk grenadier can end its movement in the same square as an ally that also has this ability. Only two such creatures can share the same space. ","skill_mod":{"society":10,"deception":7,"thievery":9,"crafting":12,"stealth":12,"acrobatics":9},"summary":"Ratfolk grenadiers use alchemy and stealth to defend their communities.","image":["/Images/Monsters/Ratfolk_RatfolkGrenadier.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster","Ancestry"],"ac":21,"item":["Studded Leather Armor","Hand Crossbow (20 bolts)"],"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=348","intelligence":4,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"size":["Small"],"name":"Ratfolk Grenadier","alignment":"LN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2,3],"slug":"creature-348"},{"attack_bonus":[13,15],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common","Sylvan"],"source":["Bestiary"],"type":"Creature","will_save":10,"charisma":2,"speed":{"max":50,"land":50},"perception":12,"wisdom":1,"weakness":{"cold_iron":5},"creature_ability":["Red Cap","Divine Revulsion","Blood Soak","Deadly Cleave","Stomp"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth"],"stealth":"13","trait":["Fey","CE","Small"],"id":"creature-349","text":" Redcap Redcaps are sadistic and capricious fey who thrill in bloodletting and murder. While they are most famous for appearing as wizened, bearded men, redcap women are no less fearsome or cruel. Redcaps are ultimately craven bullies, cowed by anything more powerful than themselves, a trait that leads them to fear and despise the symbols of good deities. Many fairy tales explain how the redcaps draw power from dipping the hats for which they are named in fresh blood. Just as iconic to these cruel little fey are their iron-clad boots, and the clanging sound of their metal soles clanking on stone floors is both discordant and disconcerting— especially to those who recognize the sound for what it is. Redcaps typically stand only 3 feet tall, with hunched frames, pointed ears, crooked teeth, and long, white, tangled hair. Recall Knowledge - Fey (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Redcap Source Bestiary pg. 278 Perception +12; low-light vision Languages Common, Sylvan Skills Acrobatics +13, Athletics +15, Deception +11, Intimidation +13, Nature +10, Stealth +13 Str +4 Dex +4 Con +2 Int +1 Wis +1 Cha +2 Red Cap (necromancy, primal) A redcap’s woolen hat is dyed with the blood of its victims. If the redcap loses its cap, it no longer benefits from fast healing and takes a –4 status penalty to its damage rolls. It can create a new cap in 10 minutes, but that cap doesn’t grant its powers until the redcap has turned it red with Blood Soak. A cap has no benefit for creatures other than the redcap who made it. Items iron boots, red cap, Scythe --- AC 21 Fort +11 Ref +15 Will +10 HP 60 (fast healing 10) Weaknesses cold iron 5, divine revulsion Divine Revulsion (emotion, fear, mental) If a redcap sees a creature brandish a religious symbol of a good deity (which requires an interact action by that creature) or use one to cast a divine spell, the redcap must attempt a DC 19 Will save. It then becomes temporarily immune to all brandished religious symbols for 10 minutes. Critical Success The redcap is unaffected. Success The redcap is frightened 2. Failure The redcap gains the fleeing condition for 1 round and is frightened 4. --- Speed 50 feet Melee Single Action scythe +15 (deadly 1d10, Trip), Damage 1d10+10 slashing Melee Single Action boot +13 (Agile, versatile B), Damage 1d6+8 piercing Blood Soak Single Action (Manipulate) The redcap dips its cap in the blood of a slain foe. The foe must have died in the last minute, and the redcap must have helped kill it. The redcap gains a +4 status bonus to damage rolls for 1 minute. Deadly Cleave Reaction Trigger The redcap reduces a creature to 0 Hit Points with a scythe Strike. Effect The redcap makes another scythe Strike against a different creature, using the same multiple attack penalty as the scythe Strike that triggered this reaction. This counts toward its multiple attack penalty. Stomp Single Action The redcap Strides up to half its Speed and makes a boot Strike at any point during that movement. If the boot Strike hits a prone creature, it deals an extra 2d6 persistent bleed damage. Redcap Locations Unlike some fey, redcaps don't embody a particular natural feature or environment, so they can be found almost anywhere. They tend to prefer areas that allow them to hide or at least get behind cover with their quick movement, such as forests, mountains, and underground tunnels and caverns. Redcap Treasure A redcap's boots and cap are of little value to other creatures, but it carries a scythe and various valuable trophies from its kills. ","skill_mod":{"deception":11,"nature":10,"stealth":13,"athletics":15,"intimidation":13,"acrobatics":13},"summary":"Redcaps are sadistic and capricious fey who thrill in bloodletting and murder. While they are most famous for appearing as wizened, bearded men, …","image":["/Images/Monsters/Redcap.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":21,"item":["iron boots","red cap","Scythe"],"level":5,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=349","intelligence":1,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":11,"size":["Small"],"name":"Redcap","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,15],"slug":"creature-349"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":17,"language":["Common","(can’t speak any language)"],"source":["Bestiary"],"type":"Creature","will_save":4,"charisma":1,"speed":{"max":30,"land":5,"swim":30},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Death Frenzy","Constrict","Reefclaw Venom"],"skill":["Acrobatics","Athletics"],"trait":["Aberration","Aquatic","CN","Small"],"id":"creature-350","text":" Reefclaw Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. As one might expect from its name, a reefclaw’s oversized claws are powerful weapons with their vicelike grip and the ability to inject potent venom into unfortunate prey. While reefclaws can’t speak, they are intelligent enough to understand the local language of humanoids near their hunting grounds. The creatures sometimes listen to conversations, either to gain intelligence on the best place to ambush aquatic or land-dwelling prey, or merely for entertainment value—reefclaws are particularly fond of listening to people with high-pitched voices. Reefclaws are usually solitary hunters, but small swarms of female reefclaws have been known to gather around a single male for mating purposes or together for the communal raising of their broods. In the latter case, the females will perform widespread hunts in order to bring back a large enough bounty to feed their young. Such hunting parties are extremely dangerous—they’ve been known to tip over small flshing boats and attack those who fall overboard. Once a reefclaw has decided upon a course of action, it follows through even if doing so spells its own end. More than one reefclaw survivor has said that the creature released its bone-crushing grasp only after its brains were leaking from its broken skull, and even then the reefclaw was able to perform a terrible last slash as part of its dying breath. During mating season, female reefclaws are often a little more pragmatic and release their prey before endangering themselves and their offspring. Despite their intelligence and the accompanying moral quandaries, reefclaws frequently find their way onto the dinner plates of land-dwelling hunters such as humans and hobgoblins. According to those who have a taste for reefclaw flesh, the meat is either delectably sweet (for reefclaws raised in colder waters) or slightly tangy (in the case of warm-water reefclaws). Most civilized people who know of reefclaws’ intellect find the act of eating them distasteful, but this does not dissuade unscrupulous nobles in coastal regions, for whom reefclaw meat is a delicacy well worth the expense. Likewise, fisherfolk whose focus is on the bottom line of their ledgers are more than willing to hunt the dangerous creatures—or, even better, hire out the task to naive adventurers. Recall Knowledge - Aberration (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Reefclaw Source Bestiary pg. 279 Perception +8; darkvision Languages Common; (can’t speak any language) Skills Acrobatics +7, Athletics +4 Str +1 Dex +4 Con +2 Int -3 Wis +1 Cha +1 --- AC 20 Fort +7 Ref +9 Will +4 HP 17 Death Frenzy Reaction Trigger The reefclaw is reduced to 0 Hit Points. Effect The reefclaw makes a claw Strike before dying. --- Speed 5 feet, swim 30 feet Melee Single Action claw +9 (Finesse), Damage 1d6+1 slashing plus reefclaw venom and Grab Constrict Single Action 1d6 bludgeoning, DC 17 Reefclaw Venom (Poison) Saving Throw DC 17 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round), Stage 2 1d6 poison damage and enfeebled 2 (1 round). Eating Reefclaws Reefclaws amass no treasure, but their meat—if kept fresh—can be sold in the right markets. However, in an increasing number of places, the practice of eating reefclaws has fallen out of favor— which means, of course, that the reefclaw market has simply shifted to black-market butchers, where all manner of meat gathered from dubious sources is available for purchase, and the value has increased accordingly. ","skill_mod":{"athletics":4,"acrobatics":7},"summary":"Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. As one might expect from its name, a reefclaw’s oversized claws are powerful …","image":["/Images/Monsters/Reefclaw.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":20,"level":1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=350","intelligence":-3,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Reefclaw","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-350"},{"attack_bonus":[18,18],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":120,"language":["Jotun","(can’t speak any language)"],"immunity":["cold","fire"],"source":["Bestiary"],"type":"Creature","will_save":10,"charisma":-2,"speed":{"max":35,"land":35,"burrow":30},"perception":14,"wisdom":1,"weakness":{},"creature_ability":["Heat","Breath Weapon","Ice Tunneler","Swallow Whole","Thrash"],"skill":["Athletics","Stealth"],"stealth":"13","trait":["Beast","Uncommon","N","Huge"],"id":"creature-351","text":" Remorhaz A remorhaz is an enormous arctic predator that resembles a multilegged insect with draconic features. This monster has chitinous plates and more than a score segmented legs, a multipartite maw, and winglike growths fianking its head. The most unusual aspect of the creature, however, is its internal heat, which burns with such intensity that it causes the armored plates on the creature’s back to become superheated whenever the beast is agitated. Remorhazes are carnivores. Their diet includes arctic animals such as elk, but a hungry remorhaz readily devours anything it can catch and kill. It commonly lurks beneath ice or snow and ambushes prey with a sudden upward strike. Many victims die before even knowing what attacked them. Those who survive the worm’s initial onslaught must face not only its deadly jaws, but also its hideously hot body. This heat can melt weapons, scorch armor, and burn flesh—all tactics the remorhaz uses to disable and defeat its foes. A remorhaz’s internal fire allows it to burrow through ice and snow with ease. It leaves smooth tunnels in its wake as melted ice refreezes to leave the telltale signs of its passage. Most people underestimate a remorhaz’s intelligence, assuming it to be a mere animal. However, remorhazes are capable of learning languages. Frost giants in particular use this trait to form alliances with them. The giants provide food, protection, and shelter for the worm, and in return the remorhaz acts as a guard beast and helps the giants build fortresses and forge metal weapons. The giants also employ the worms as war beasts, using them to undermine enemy positions. Recall Knowledge - Beast (Arcana, Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Remorhaz Source Bestiary pg. 280 Perception +14; darkvision, tremorsense (imprecise) 60 feet Languages Jotun; (can’t speak any language) Skills Athletics +18, Stealth +13 Str +7 Dex +2 Con +5 Int -3 Wis +1 Cha -2 --- AC 25 Fort +18 Ref +15 Will +10 HP 120 Immunities cold, fire Heat (aura, evocation, fire, primal) 5 feet. A creature that starts its turn in the aura takes 1d6 fire damage. Whenever the remorhaz takes damage from an enemy, this damage increases to 2d6 until the start of its next turn. Any creature that hits a remorhaz with an unarmed Strike takes 2d6 fire damage, and a weapon that hits a remorhaz takes 2d6 fire damage. --- Speed 35 feet, burrow 30 feet Melee Single Action jaws +18 (reach 15 feet), Damage 2d10+9 piercing plus Grab Melee Single Action tail +18 (Fire, reach 15 feet), Damage 1d10+3 bludgeoning plus 2d6 fire Breath Weapon Two Actions (Evocation, Fire, Primal) The remorhaz unleashes a gout of flame that deals 8d6 fire damage in a 30-foot cone (DC 26 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds. Ice Tunneler A remorhaz can leave a tunnel when it burrows through ice or snow, and it usually does. Swallow Whole Single Action Large, 2d8+5 bludgeoning plus 2d6 fire, Rupture 12 Thrash Two Actions The remorhaz Strikes once with its jaws and once with its tail, each targeting a different creature. Each attack counts toward the remorhaz’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after all the attacks have been made. Ancient Remorhazes A remorhaz has an unusual life cycle. A remorhaz that survives long enough (typically a century) without succumbing to violence melts a deep hole in the ice and hibernates for several hundred years, growing slowly as its internal heat sources transform it into something new—a creature known as a frost worm. ","skill_mod":{"stealth":13,"athletics":18},"summary":"A remorhaz is an enormous arctic predator that resembles a multilegged insect with draconic features. This monster has chitinous plates and more than …","image":["/Images/Monsters/Remorhaz.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Rarity"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=351","intelligence":-3,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"size":["Huge"],"name":"Remorhaz","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15,20],"slug":"creature-351"},{"attack_bonus":[21,21,21],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":180,"source":["Bestiary"],"type":"Creature","will_save":16,"charisma":0,"speed":{"fly":60,"max":60,"land":20},"perception":18,"wisdom":1,"weakness":{},"creature_ability":["Wing Rebuff","Flying Strafe","Snack","Snatch"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Gargantuan"],"id":"creature-352","text":" Roc Legendarily massive raptors capable of carrying off elephants as prey, rocs are typically about 30 feet long from beak to tail and have a wingspan of 80 feet or more. While their beaks are hooked to rip flesh from bone, their hunting strategy involves grabbing their prey in their powerful talons and then dropping it from great heights before feeding. This method creates a massive amount of carrion, which guarantees that rocs are followed by flocks of opportunistic scavengers, such as ravens and buzzards, who find it easy to steal bits of the larger birds’ meals. Rocs, for the most part, don’t mind these creatures, which sometimes get gobbled up along with the rest of the roc’s food. Rocs usually nest among mountaintops and cliffs inaccessible to all but the bravest of terrestrial dwellers. They are long-range predators that hunt both land and sea in search for massive prey to sustain them and their young. Rocs are antisocial and lone hunters who compete with each other in fierce aerial battles to protect territory. But about once a decade, a mating couple pairs up to raise their chicks. Once the chicks are old enough to hunt on their own, the parents separate to once again engage in lone hunting. Particularly skilled druids or rangers might capture and train a roc to serve as a flying mount or hunting companion, though examples of such an incredible feat of domestication are few and far between. The easiest way to rear a roc is to do so from the moment it hatches, since the chick imprints on the first creature it sees. Acquiring a roc egg is by no means an easy feat, though, and is often a death sentence for the would-be egg-snatcher. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Roc Source Bestiary pg. 281 Perception +18; low-light vision Languages Skills Acrobatics +15, Athletics +21 Str +8 Dex +2 Con +5 Int -4 Wis +1 Cha +0 --- AC 27 Fort +20 Ref +17 Will +16 HP 180 Wing Rebuff Reaction Trigger A creature moves from beyond the reach of the roc’s wing to within the reach of the roc’s wing. Effect The roc makes a wing Strike against the triggering creature. If the roc Pushes the creature, it disrupts the triggering move action. --- Speed 20 feet, fly 60 feet Melee Single Action beak +21 (reach 15 feet), Damage 2d10+12 piercing Melee Single Action talon +21 (Agile, reach 15 feet), Damage 2d8+12 slashing plus Improved Grab Melee Single Action wing +21 (Agile, reach 30 feet), Damage 2d6+10 bludgeoning plus Improved Push 10 feet Flying Strafe Two Actions The roc Flies up to its Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. Each attack takes the normal multiple attack penalty. Snack A roc gains a +2 circumstance bonus to hit with its beak Strike if the target is grabbed or restrained in its talon. Snatch A roc can Fly at half Speed while it has a creature grabbed or restrained in either or both of its talons, carrying that creature along with it. Roc Resources While most treasure a roc may possess is incidental—the remains of prey haphazardly scattered in or around the nest—roc feathers, especially white or gold ones, are highly prized in certain markets. Even more valuable are roc eggs, especially to some giants who enjoy their unique flavor. ","skill_mod":{"athletics":21,"acrobatics":15},"summary":"Legendarily massive raptors capable of carrying off elephants as prey, rocs are typically about 30 feet long from beak to tail and have a wingspan of …","image":["/Images/Monsters/Roc.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=352","intelligence":-4,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":20,"size":["Gargantuan"],"name":"Roc","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,21,23],"slug":"creature-352"},{"attack_bonus":[21,23],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":215,"language":["Aklo","Undercommon"],"source":["Bestiary"],"type":"Creature","will_save":21,"charisma":1,"speed":{"climb":10,"max":10,"land":10},"perception":21,"wisdom":3,"weakness":{"fire":10},"creature_ability":["Reactive Lash","Extend Strands","Flurry of Strands","Pull the Strands","Sticky Strand"],"skill":["Athletics","Nature","Religion","Stealth"],"stealth":"17","trait":["Aberration","Uncommon","CE","Large"],"id":"creature-353","text":" Roper To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice. Cunning and patient ambush predators, ropers use this to their advantage. Ropers do not form large societies (although they can often be found living alongside other deep-dwelling denizens), but they often congregate in small clusters and sometimes hunt in groups. Particularly interested in the philosophy of life and death and the flner points of the more cruel and sinister religions of the world, a roper can talk or argue for hours with those it initially sought merely to eat. Quick-thinking spelunkers can sometimes stave off a roper’s appetite by entertaining it with stories or discussions of philosophy, but ropers do not willingly allow such intriguing prey to escape alive. Stories speak of particularly skilled debaters and philosophers who have been kept for days or even years as pets or conversational companions by roper clusters, but in the end, if such pets don’t eventually escape, the ropers’ appetites win out over their intellectual curiosity—especially in cases where the pets constantly outmaneuver their keepers’ wits and patience. A roper is 9 feet tall and weighs 2,200 pounds. Recall Knowledge - Aberration (Occultism): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Roper Source Bestiary pg. 282 Perception +21; darkvision Languages Aklo, Undercommon Skills Athletics +22, Nature +17, Religion +19, Stealth +17 Str +6 Dex +1 Con +6 Int +1 Wis +3 Cha +1 --- AC 29 Fort +20 Ref +15 Will +21 +2 status to all saves vs. magic HP 215 Resistances electricity 10 Weaknesses fire 10 Reactive Lash Reaction Trigger A creature within reach of the roper’s strand leaves a square during a move action it’s using. Effect The roper makes a strand Strike against the triggering creature. --- Speed 10 feet, climb 10 feet Melee Single Action jaws +21, Damage 2d12+12 piercing Melee Single Action strand +23 (reach 50 feet), Damage sticky strand Extend Strands Single Action The roper extends or retracts six thin, sticky tendrils from its body. While the strands are extended, the roper takes a –4 circumstance penalty to Stealth checks, and while they’re retracted, it can’t use its strand Strikes. Flurry of Strands Single Action The roper makes a strand Strike with each of its strands (except those that are immobilizing creatures). Each attack must be against a different target. These attacks count toward the roper’s multiple attack penalty, but its multiple attack penalty doesn’t increase until after all the attacks. Pull the Strands Two Actions The roper pulls every creature grabbed by its strands toward itself. The roper rolls a single Athletics check and compares the result to each immobilized creature’s Fortitude DC. The roper pulls each creature it succeeds against up to 25 feet closer and each creature it critically succeeds against up to 50 feet closer. Sticky Strand Any creature hit by a roper’s strand is enfeebled 1 and grabbed. Each additional hit from a strand increases the enfeebled condition value by 1 (to a maximum of enfeebled 4). This enfeebled value decreases by 1 every 8 hours. The roper can move while it has a creature grabbed with a strand, but it automatically releases the creature if it moves beyond the strand’s reach. The roper can release an grabbed creature as a free action. A creature can sever a strand with a target attack that hits AC 27 and deals at least 18 slashing damage. This doesn’t deal any damage to the roper itself, though it can no longer attack with a severed strand. Roper Treasure A roper keeps treasure from its past victims, often enjoying the items as mementos of prior conversations or delicious flavors. In addition, roper gizzards often collect small trinkets and gems from those who have been gobbled whole. Experienced Darklands adventurers have all sorts of tall tales of the strange and unexpected findings discovered in a roper gizzard. ","skill_mod":{"nature":17,"stealth":17,"athletics":22,"religion":19},"summary":"To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice. …","image":["/Images/Monsters/Roper.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Rarity"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"electricity":10},"url":"/Monsters.aspx?ID=353","intelligence":1,"reflex_save":15,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Roper","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[25],"slug":"creature-353"},{"attack_bonus":[8,8,10],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":40,"source":["Bestiary"],"type":"Creature","will_save":6,"charisma":0,"speed":{"climb":10,"max":35,"land":35},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Metal Scent","Tail Trip","Antenna Disarm","Rust"],"skill":["Athletics"],"trait":["Aberration","N","Medium"],"id":"creature-354","text":" Rust Monster Found in lost dungeons, deep caves, and abandoned mines, rust monsters are a bane to any adventurers who rely on armor, weapons, or other metal items. These strange-looking creatures grow to about 5 feet long, with four insectile legs and a long tail ending in a four-pronged appendage resembling a tiny windmill. However, it is the rust monster’s feathery antennae that strike fear in the hearts of battle-hardened warriors, for a single touch from even just one antenna can reduce an adventurer’s most valuable tools to a useless pile of rust. Rust monsters aren’t inherently aggressive creatures, but they’re voracious oxidivores, meaning they consume the rust created by their antennae. The creatures savagely attack anything that gets between them and a possible meal, and they relentlessly pursue any source of metal. A rust monster can be distracted by a single metal-rich item, but they are often encountered in groups of three or more, sharply raising the cost of escape. Rust monsters are a terrible scourge in mining communities. If a group of rust monsters discovers rich veins of ore, they can multiply quickly. By weakening tunnels, attacking workers, and consuming the source of the miners’ livelihood, these aberrations have created many mountainside ghost towns. Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Rust Monster Source Bestiary pg. 283 Perception +8; darkvision, metal scent 30 feet Languages Skills Athletics +7 Str +0 Dex +3 Con +1 Int -4 Wis +1 Cha +0 Metal Scent A rust monster can smell metal as a precise sense. --- AC 19 Fort +8 Ref +10 Will +6 HP 40 Tail Trip Reaction Trigger A creature carrying a metal item attempts to move out of a square within reach of the rust monster's tail. Effect The rust monster makes a tail Strike against the triggering creature. --- Speed 35 feet, climb 10 feet Melee Single Action antenna +10 (Finesse), Damage rust Melee Single Action mandibles +8 (Finesse), Damage 1d10+4 piercing Melee Single Action tail +8 (Finesse), Damage 1d4+2 bludgeoning plus Improved Knockdown Antenna Disarm Single Action The rust monster attempts to Disarm a metal item a creature is holding using its antenna (with the same modifier as an antenna Strike). On a success, the item is subject to the rust monster’s rust ability (see below) in addition to the effects of the Disarm, and if the check to Disarm is a critical success, the rust monster drops the item on the ground in its own space. Rust A rust monster’s antenna causes metal to rapidly rust and corrode. If it succeeds at an antenna Strike or Disarm attempt with its antenna, the rust monster deals 2d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If the rust monster hits an unattended metal item, the item takes this damage automatically. If a creature uses the Shield Block reaction with a metal shield against an antenna attack, the shield is automatically broken, but no other item is rusted on that attack. Feared and Loathed Very few monsters are as hated by seasoned adventurers as rust monsters, for these creatures are not content to merely kill those who intrude upon their lairs—they eat their hard-won weapons and armor! Many innovative dungeon-dwelling creatures have seized upon this fact, and those that can't arrange for a rust monster guardian to scare adventurers away leave rusted bits of armor with curious markings strewn about, hoping that the mere sight of potential rust monster activity is enough to turn back would-be troublemakers. ","skill_mod":{"athletics":7},"summary":"Found in lost dungeons, deep caves, and abandoned mines, rust monsters are a bane to any adventurers who rely on armor, weapons, or other metal …","image":["/Images/Monsters/RustMonster.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"darkvision, metal scent 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=354","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Rust Monster","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,9],"slug":"creature-354"},{"primary_source_category":"Rulebooks","strength":3,"hp":80,"language":["Common","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":10,"stealth":"11","trait":["Fey","CN","Medium"],"id":"creature-355","text":" Satyr To a satyr, life is a party and everyone is invited. Notorious for their hedonism, these fey believe there’s no greater beauty than can be found in song, drink, indulgent meals, and carnal pleasures. Satyrs use their enchanting songs and natural charm to encourage all manner of people to follow their true desires and free themselves from society’s rules. This usually involves enticing mortals to join raucous parties or engage in trysts in moonlit glades. If a potential companion rejects a satyr’s advances, however, the satyr has little interest in continuing a conversation and goes off to find more amenable revelers. The lifestyle of a satyr leaves no room for ongoing affairs or long-term friends. Once his party is over or his lust is satiated, the satyr disappears back into the forest. The offspring satyrs leave behind are satyrs themselves, and usually end up being taken from their cradles by other fey rather than being left in mortals’ care. Satyrs are always male. The untouched beauty of the forest is sacred and precious to a satyr. Brutish intruders who clear-cut trees or massacre animals without eating them risk drawing a satyr’s ire. A satyr so provoked uses his spells to undermine foes and attempts to dispatch them either with brutal ambushes or by leading a rush of forest animals to attack. Other fey, particularly good fey, look upon satyrs as loutish, embarrassing cousins. They’re rarely hostile toward satyrs, but most find them insufferable and advise any mortals they like to steer clear of satyrs’ glades. Recall Knowledge - Fey (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Satyr Source Bestiary pg. 284 Perception +10; low-light vision Languages Common, Sylvan Skills Athletics +8, Deception +13, Diplomacy +13, Intimidation +11, Nature +9, Performance +13, Stealth +11, Survival +8 Str +3 Dex +4 Con +1 Int +1 Wis +2 Cha +5 Sylvan Wine (enchantment, mental, primal) A satyr’s wineskin magically enchants any alcohol inside. With an Interact action, a living creature can imbibe the alcohol and gain a +1 item bonus to Will saves and a +3 item bonus to Will saves against fear effects for the following hour. When the wineskin is removed from a satyr’s person, the magic remains only until the wine spoils. The wineskin holds up to eight drafts of wine. Items Dagger, Shortbow (20 arrows), panpipes, wineskin --- AC 19 Fort +9 Ref +11 Will +12 HP 80 Weaknesses cold iron 5 --- Speed 35 feet Melee Single Action dagger +14 (Agile, Finesse, versatile S), Damage 1d4+6 piercing Ranged Single Action shortbow +14 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6+3 piercing Ranged Single Action dagger +14 (Agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing Primal Innate Spells DC 21 - Cantrips (2nd) Dancing Lights, Ghost Sound, Inspire Competence, Inspire Courage, Triple Time - 4th Charm, Fear, Sleep, Suggestion Fleet Performer When the satyr Plays the Pipes to cast a spell, he can Step or Stride as part of the activity. Play the Pipes Three Actions (Auditory, Primal) Requirements The satyr is holding a musical instrument. Effect The satyr plays a melody on his instrument to cast charm , fear , sleep , or suggestion without expending the spell slot and using his music in place of providing the spell’s component actions. The spell gains the auditory trait and targets all creatures in a 60-foot emanation instead of its usual targets. A creature that succeeds at its Will save against any spell is then temporarily immune from spells played from that satyr’s pipes for 1 minute. Satyrs are immune to this music. Satyr Music A satyr’s gear is valuable, particularly his fine panpipes. Satyrs often stow caches of alcohol, rich food, and pieces of fine art (especially erotic art) in hollows and glades they frequent. Depending on the type of music they prefer to play, satyrs may be able to cast different 4th-level enchantment spells, such as paranoia or hideous laughter . ","skill_mod":{"diplomacy":13,"performance":13,"deception":13,"nature":9,"survival":8,"stealth":11,"athletics":8,"intimidation":11},"image":["/Images/Monsters/Satyr.png"],"primary_source":"Bestiary","spell":["Charm","Fear","Sleep","Suggestion","Dancing Lights","Ghost Sound","Inspire Competence","Inspire Courage","Triple Time"],"ac":19,"item":["Dagger","Shortbow (20 arrows)","panpipes","wineskin"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":"low-light vision","resistance":{},"intelligence":1,"reflex_save":11,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":9,"size":["Medium"],"name":"Satyr","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[6,8,8],"attack_bonus":[14,14,14],"constitution":1,"will_save":12,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Sylvan Wine","Fleet Performer","Play the Pipes"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Nature","Performance","Stealth","Survival"],"tradition":["Primal"],"summary":"To a satyr, life is a party and everyone is invited. Notorious for their hedonism, these fey believe there’s no greater beauty than can be found in …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=355","dexterity":4,"category":"creature","slug":"creature-355"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":45,"source":["Bestiary"],"type":"Creature","creature_family":"Scorpion","will_save":7,"charisma":-4,"speed":{"max":40,"land":40},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Constrict","Giant Scorpion Venom"],"skill":["Athletics","Stealth"],"stealth":"7","trait":["Animal","N","Large"],"id":"creature-356","text":" Giant Scorpion These massive, terrifying arachnids are typically 8 feet long from head to the base of the tail. Giant scorpions are the favored pack animals and war beasts of various desert-dwelling monsters, particularly gnolls. They are most commonly encountered in the wild, however. There they lair in mountainside caves or burrow beneath shallow layers of sand where they lie in wait for prey to wander near. Sleek, pallid subterranean scorpions also exist, as do still larger species. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Scorpion Source Bestiary pg. 285 Perception +9; darkvision, tremorsense (imprecise) 60 feet Languages Skills Athletics +11, Stealth +7 Str +4 Dex +2 Con +3 Int -5 Wis +2 Cha -4 --- AC 19 Fort +12 Ref +9 Will +7 HP 45 Attack of Opportunity Reaction Stinger only. --- Speed 40 feet Melee Single Action pincer +11 (Agile, reach 10 feet), Damage 1d8+6 slashing plus Grab Melee Single Action stinger +11 (reach 10 feet), Damage 1d6+6 piercing plus giant scorpion venom Constrict Single Action 1d6+4 bludgeoning, DC 20 Giant Scorpion Venom (Poison) Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and enfeebled 1 (1 round); Stage 2 2d10 poison damage and enfeebled 1 (1 round); Stage 3 2d10 poison damage and enfeebled 2 (1 round) ","skill_mod":{"stealth":7,"athletics":11},"summary":"These massive, terrifying arachnids are typically 8 feet long from head to the base of the tail. Giant scorpions are the favored pack animals and war …","image":["/Images/Monsters/Scorpion_GiantScorpion.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=356","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Giant Scorpion","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,10],"slug":"creature-356"},{"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":55,"immunity":["precision","swarm mind"],"source":["Bestiary"],"type":"Creature","creature_family":"Scorpion","will_save":8,"charisma":-4,"speed":{"max":25,"land":25},"perception":11,"wisdom":0,"weakness":{"area":5,"splash":5},"creature_ability":["Scorpion Venom","Swarming Stings"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"11","trait":["Animal","Swarm","N","Large"],"id":"creature-357","text":" Scorpion Swarm While a single scorpion is itself a menace, swarms of these vermin can be outright devastating. These skittering droves of death swiftly bring down their prey before devouring everything short of the victim’s bones. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Scorpion Swarm Source Bestiary pg. 285 Perception +11; darkvision Languages Skills Acrobatics +11, Athletics +6, Stealth +11 Str +0 Dex +5 Con +2 Int -5 Wis +0 Cha -4 --- AC 21 Fort +10 Ref +13 Will +8 HP 55 Immunities precision, swarm mind Resistances bludgeoning 3, piercing 7, slashing 7 Weaknesses area damage 5, splash damage 5 --- Speed 25 feet Scorpion Venom (Poison) Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage and enfeebled 1 (1 round) Swarming Stings Single Action Each enemy in the swarm’s space takes 2d8 piercing damage (DC 21 basic Reflex save) and is exposed to scorpion venom. ","skill_mod":{"stealth":11,"athletics":6,"acrobatics":11},"summary":"While a single scorpion is itself a menace, swarms of these vermin can be outright devastating. These skittering droves of death swiftly bring down …","primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"bludgeoning":3,"piercing":7,"slashing":7},"url":"/Monsters.aspx?ID=357","intelligence":-5,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":10,"size":["Large"],"name":"Scorpion Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-357"},{"remaster_name":["Sedacthy Scout"],"attack_bonus":[11,11,11,12],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":30,"language":["Aquan","shark commune 150 feet"],"source":["Bestiary"],"type":"Creature","creature_family":"Sea Devil","will_save":7,"charisma":-1,"speed":{"max":35,"land":25,"swim":35},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Shark Commune","Blood Frenzy","Bloodletting"],"skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"8","trait":["Amphibious","Humanoid","Sea Devil","LE","Medium"],"id":"creature-358","text":" Sea Devil Scout Scouts, among the lowliest (and most disposable) of sea devils, ply the inky waters of the ocean in search of aquatic prey, tread ashore to gauge landborne threats, or charge into battle with the advance forces of a greater sea devil war party. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Sea Devil Scout Source Bestiary pg. 286 Perception +9; darkvision, wavesense 30 feet Languages Aquan; shark commune 150 feet Skills Athletics +9, Intimidation +5, Stealth +8, Survival +7 Str +3 Dex +4 Con +1 Int +0 Wis +3 Cha -1 Shark Commune (mental, telepathy) The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like “come,” “guard,” or “attack.” Items Spear, Longspear --- AC 18 Fort +7 Ref +10 Will +7 HP 30 --- Speed 25 feet, swim 35 feet Melee Single Action longspear +11 (reach 10 feet), Damage 1d8+3 piercing Melee Single Action claw +11 (Agile), Damage 1d6+3 slashing Melee Single Action jaws +11, Damage 1d8+3 piercing Ranged Single Action spear +12 (thrown 20 feet), Damage 1d6+3 piercing Blood Frenzy Free Action (Rage) Requirements The sea devil is not fatigued or already in a frenzy. Trigger The sea devil deals bleed damage to a living creature. Effect The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 7 temporary HP until the end of the frenzy, and takes a –2 status penalty to AC. The sea devil can’t voluntarily stop its frenzy. After its frenzy, the sea devil is fatigued. Bloodletting When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was flat-footed or if the attack was a critical hit. ","skill_mod":{"survival":7,"stealth":8,"athletics":9,"intimidation":5},"summary":"Scouts, among the lowliest (and most disposable) of sea devils, ply the inky waters of the ocean in search of aquatic prey, tread ashore to gauge …","image":["/Images/Monsters/SeaDevil_SeaDevilScout.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":18,"item":["Spear","Longspear"],"level":2,"source_category":["Rulebooks"],"sense":"darkvision, wavesense 30 feet","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=358","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Sea Devil Scout","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,6,7,7],"slug":"creature-358"},{"remaster_name":["Sedacthy Marauder"],"attack_bonus":[11,14,14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Aquan","shark commune 150 feet"],"source":["Bestiary"],"type":"Creature","creature_family":"Sea Devil","will_save":9,"charisma":0,"speed":{"max":35,"land":25,"swim":35},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Shark Commune","Blood Frenzy","Bloodletting","Unimpeded Throw"],"skill":["Athletics","Intimidation","Survival"],"trait":["Amphibious","Humanoid","Sea Devil","LE","Medium"],"id":"creature-359","text":" Sea Devil Brute Physically imposing sea devils are equipped with some of the best weaponry the community can find, though most are happy to rend their foes using tooth and nail. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Sea Devil Brute Source Bestiary pg. 287 Perception +7; darkvision, wavesense 30 feet Languages Aquan; shark commune 150 feet Skills Athletics +12, Intimidation +9, Survival +9 Str +4 Dex +1 Con +3 Int +0 Wis +1 Cha +0 Shark Commune (mental, telepathy) The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like “come,” “guard,” or “attack.” Items Trident --- AC 21 Fort +13 Ref +11 Will +9 HP 60 --- Speed 25 feet, swim 35 feet Melee Single Action trident +14, Damage 1d8+8 piercing Melee Single Action claw +14 (Agile), Damage 1d6+6 slashing Melee Single Action jaws +14, Damage 1d8+6 piercing Ranged Single Action trident +11 (thrown 20 feet), Damage 1d8+8 piercing Blood Frenzy Free Action (Rage) Requirements The sea devil is not fatigued or already in a frenzy. Trigger The sea devil deals bleed damage to a living creature. Effect The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 11 temporary HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea devil can’t voluntarily stop its frenzy. After its frenzy, the sea devil is fatigued. Bloodletting When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was flat-footed or if the attack was a critical hit. Unimpeded Throw A sea devil brute can use thrown ranged weapons underwater with no penalty due to range increment. ","skill_mod":{"survival":9,"athletics":12,"intimidation":9},"summary":"Physically imposing sea devils are equipped with some of the best weaponry the community can find, though most are happy to rend their foes using …","primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":21,"item":["Trident"],"level":4,"source_category":["Rulebooks"],"sense":"darkvision, wavesense 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=359","intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Sea Devil Brute","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,10,12,12],"slug":"creature-359"},{"remaster_name":["Sedacthy Speaker"],"attack_bonus":[17,17,17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":95,"language":["Aquan","shark commune 150 feet"],"source":["Bestiary"],"type":"Creature","creature_family":"Sea Devil","will_save":13,"charisma":2,"speed":{"max":35,"land":25,"swim":35},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Shark Commune","Blood Frenzy","Bloodletting","Hateful Tide"],"skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"12","trait":["Amphibious","Humanoid","Mutant","Sea Devil","LE","Medium"],"id":"creature-360","text":" Sea Devil Baron Unlike in many cultures, the highest-ranking sea devils are expected not just to wade into battle alongside their brethren, but to actively lead the campaign. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Sea Devil Baron Source Bestiary pg. 287 Perception +13; darkvision, wavesense 30 feet Languages Aquan; shark commune 150 feet Skills Athletics +15, Intimidation +12, Stealth +12, Survival +11 Str +5 Dex +2 Con +4 Int +0 Wis +3 Cha +2 Shark Commune (mental, telepathy) The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like “come,” “guard,” or “attack.” Items Spear (2), Longspear --- AC 24 Fort +16 Ref +14 Will +13 HP 95 --- Speed 25 feet, swim 35 feet Melee Single Action longspear +17 (reach 10 feet), Damage 1d8+11 piercing Melee Single Action claw +17 (Agile), Damage 1d6+8 slashing Melee Single Action jaws +17, Damage 1d6+8 piercing Ranged Single Action spear +17 (thrown 20 feet), Damage 1d8+11 piercing Blood Frenzy Free Action (Rage) Requirements The sea devil is not fatigued or already in a frenzy. Trigger The sea devil deals bleed damage to a living creature. Effect The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 15 temporary HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea devil can’t voluntarily stop its frenzy. After its frenzy, the sea devil is fatigued. Bloodletting When the sea devil deals piercing or slashing damage, it also deals 1d4 persistent bleed damage if the target was flat-footed or if the attack was a critical hit. Hateful Tide Two Actions (Rage) Requirement The sea devil baron is in a blood frenzy. Effect The sea devil baron unleashes a whirlwind of attacks against its foes, making a single melee Strike with its claws or jaws against each opponent within reach. ","skill_mod":{"survival":11,"stealth":12,"athletics":15,"intimidation":12},"summary":"Unlike in many cultures, the highest-ranking sea devils are expected not just to wade into battle alongside their brethren, but to actively lead the …","image":["/Images/Monsters/SeaDevil_SeaDevilBaron.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":24,"item":["Spear (2)","Longspear"],"level":6,"source_category":["Rulebooks"],"sense":"darkvision, wavesense 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=360","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Sea Devil Baron","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,11,15,15],"slug":"creature-360"},{"attack_bonus":[25,27,27],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":210,"source":["Bestiary"],"type":"Creature","will_save":21,"charisma":0,"speed":{"max":60,"land":20,"swim":60},"perception":22,"wisdom":2,"weakness":{},"creature_ability":["Undetectable","Capsize","Constrict","Sea Serpent Algae","Spine Rake","Swallow Whole"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"28","trait":["Animal","Uncommon","N","Gargantuan"],"id":"creature-361","text":" Sea Serpent These fabled beasts resemble massive snakes with long rows of finned spines down their back. Temperamental and territorial, sea serpents can capsize a boat with ease, and most won’t hesitate to do so when hungry or threatened. Stories abound of aggrieved captains who spend their entire lives hunting down the elusive monster that sunk their ships and took their livelihoods. These hunts rely on rumors and glimpses of the beasts, as few survive the catastrophes wrought by sea serpents. While many fishermen’s tales paint sea serpents as divinely appointed guardians of the ocean or, alternately, as evil and demonic agents, the truth is that most sea serpents are simply very large beasts with a knack for avoiding magical detection. Recall Knowledge - Animal (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Sea Serpent Source Bestiary pg. 288 Perception +22; darkvision Languages Skills Acrobatics +18, Athletics +26, Stealth +28 Str +8 Dex +4 Con +6 Int -4 Wis +2 Cha +0 Undetectable (abjuration, primal) A sea serpent automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifier for its counteract modifier. --- AC 35 Fort +25 Ref +21 Will +21 HP 210 --- Speed 20 feet, swim 60 feet Melee Single Action jaws +27 (reach 20 feet), Damage 3d10+14 piercing plus Grab Melee Single Action tail +27 (Agile, reach 30 feet), Damage 2d10+14 bludgeoning plus Grab Ranged Single Action water spout +25 (Brutal, range increment 100 feet, Water), Damage 2d6+12 bludgeoning plus sea serpent algae Capsize Single Action (Attack) The sea serpent attempts to capsize an aquatic vessel of its size or smaller that it’s adjacent to. It must succeed at an Athletics check with a DC of 35 or the pilot’s Sailing Lore DC, whichever is higher. Constrict Single Action 1d10+14 bludgeoning Sea Serpent Algae (Incapacitation, Poison) The water in the ballast organs around the sea serpent’s neck is full of psychotropic algae. Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; Stage 1 confused and, if flying, spends its first action each turn to descend 20 feet (1 round); Stage 2 confused and, if flying, descends until reaching the ground or water below (1 round). Spine Rake Two Actions (Attack, Move) The sea serpent extends the spines along its back and Swims or Strides. Each creature the serpent is adjacent to at any point during its movement takes 4d6+8 slashing damage (DC 32 basic Reflex save). Swallow Whole Single Action (Attack) Huge, 2d10+6 bludgeoning, Rupture 20 Sea Serpent Lairs While an underwater cave will do, sea serpents prefer to “build” lairs by sinking ships. A sea serpent might even create a massive underwater graveyard by crashing several ships in the same location and letting the debris stack up on the ocean floor. ","skill_mod":{"stealth":28,"athletics":26,"acrobatics":18},"summary":"These fabled beasts resemble massive snakes with long rows of finned spines down their back. Temperamental and territorial, sea serpents can capsize …","image":["/Images/Monsters/SeaSerpent.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Rarity"],"ac":35,"level":12,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=361","intelligence":-4,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":25,"size":["Gargantuan"],"name":"Sea Serpent","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[19,25,30],"slug":"creature-361"},{"attack_bonus":[15],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":40,"language":["Necril"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Shadow","will_save":12,"charisma":3,"speed":{"fly":30,"max":30},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Light Vulnerability","Shadow Spawn","Slink in Shadows","Steal Shadow"],"skill":["Acrobatics","Stealth"],"stealth":"14","trait":["Incorporeal","Undead","CE","Medium"],"id":"creature-362","text":" Shadow The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Those who parley with shadows, typically by keeping them at bay with a glowing weapon, may learn great secrets, for they are ideal spies. Recall Knowledge - Undead (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Shadow Source Bestiary pg. 289 Perception +10; darkvision Languages Necril Skills Acrobatics +10, Stealth +14 Str -5 Dex +4 Con +0 Int -2 Wis +2 Cha +3 --- AC 20 Fort +8 Ref +14 Will +12 HP 40 Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 5 (except force, ghost touch , or positive; double resistance against non-magical) Weaknesses light vulnerability Light Vulnerability An object shedding magical light (such as from the light spell) is treated as magical when used to attack the shadow. --- Speed fly 30 feet Melee Single Action shadow hand +15 (Finesse, Magical), Damage 2d6+3 negative Shadow Spawn When a creature’s shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn’t have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished. Slink in Shadows The shadow can Hide or end its Sneak in a creature’s or object’s shadow. Steal Shadow Single Action (Divine, Necromancy) Requirement The shadow hit a living creature with a shadow hand Strike on its previous action. Effect The shadow pulls at the target’s shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature’s enfeebled value to 3 or more, the target’s shadow is separated from its body (see shadow spawn). Enfeebled from Steal Shadow decreases by 1 every hour. ","skill_mod":{"stealth":14,"acrobatics":10},"summary":"The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Those who parley with shadows, …","image":["/Images/Monsters/Shadow_Shadow.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=362","intelligence":-2,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Shadow","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-362"},{"primary_source_category":"Rulebooks","strength":-5,"hp":75,"language":["Necril"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":14,"stealth":"20","trait":["Incorporeal","Undead","CE","Medium"],"id":"creature-363","text":" Greater Shadow Shadows that spend long amounts of time on the Shadow Plane and absorb its magic become greater shadows. Recall Knowledge - Undead (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Greater Shadow Source Bestiary pg. 289 Perception +14; darkvision Languages Necril Skills Acrobatics +16, Stealth +20 Str -5 Dex +5 Con +0 Int +0 Wis +2 Cha +4 --- AC 24 Fort +11 Ref +18 Will +15 HP 75 Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 10 (except force, ghost touch , or positive; double resistance against non-magical) Weaknesses light vulnerability Light Vulnerability An object shedding magical light (such as from the light spell) is treated as magical when used to attack the shadow. --- Speed fly 30 feet Melee Single Action shadow hand +18 (Finesse, Magical), Damage 2d10+6 negative Divine Innate Spells DC 25 - 2nd Darkness (at will) Shadow Spawn When a creature’s shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the greater shadow that created it. This shadow spawn doesn’t have Steal Shadow. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished. Slink in Shadows The greater shadow can Hide or end its Sneak in a creature’s or object’s shadow. Steal Shadow Single Action (Divine, Necromancy) Requirement The greater shadow hit a living creature with a shadow hand Strike on its previous action. Effect The greater shadow pulls at the target’s shadow, making the creature enfeebled 2 (or enfeebled 3 on a critical hit). This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature’s enfeebled value to 3 or more, the target’s shadow is separated from its body (see shadow spawn). Enfeebled from Steal Shadow decreases by 1 every hour. ","skill_mod":{"stealth":20,"acrobatics":16},"primary_source":"Bestiary","spell":["Darkness"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":0,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Greater Shadow","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[17],"attack_bonus":[18],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Shadow","will_save":15,"speed":{"fly":30,"max":30},"wisdom":2,"weakness":{},"creature_ability":["Light Vulnerability","Shadow Spawn","Slink in Shadows","Steal Shadow"],"skill":["Acrobatics","Stealth"],"tradition":["Divine"],"summary":"Shadows that spend long amounts of time on the Shadow Plane and absorb its magic become greater shadows.","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=363","dexterity":5,"category":"creature","slug":"creature-363"},{"attack_bonus":[17],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":120,"language":["Common","Elven","Sylvan","(can’t speak any language)"],"immunity":["electricity"],"source":["Bestiary"],"type":"Creature","will_save":14,"charisma":-1,"speed":{"max":20,"land":20,"swim":20},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Mound","Electric Surge","Shamble","Vine Lash"],"skill":["Athletics","Stealth"],"stealth":"12","trait":["Plant","N","Large"],"id":"creature-364","text":" Shambler Shamblers are cunning carnivorous plants that resemble heaps of wet, rotting vegetation. Even when standing erect on their stumpy legs, shamblers don’t have much in the way of identifiable anatomy; they are tangles of parasitic vines that lash out at prey with their longest creepers, entwined together to deliver powerful blows. Sometimes called “shambling mounds,” these ambush predators have a particular fondness for flesh, and are most well known for their ability to hunker down and hide in plain sight. A shambler can draw nutrients from plant matter or soil, but won’t do so if it suspects meat might soon wander near, and indeed may lie in wait for days in anticipation of such a meal. Shamblers are usually solitary creatures. Fierce thunderstorms are among the few events that bring numerous shamblers together. During such gatherings, the plants gather around strange but seemingly sacred earthen mounds in remote jungles and swamps and cavort and caper excitedly, stretching their tendrils toward the sky to hope for—or perhaps to summon—intense lightning strikes. Not only are these strange plants unharmed by even the most powerful electrical strikes, but they seem to become supernaturally empowered by such bursts of raw energy. Shamblers consider being struck by lightning a sign of divine favor, and those shamblers frequently blasted by bolts of electricity become respected (and powerful) elders among their kind. Shambler elders are few and far between and may possess a wide array of abilities; some can cast primal spells, others can empathically call upon the aid of other shamblers in the area, and still others wield awesome powers over electricity. Other types of shamblers exist, including those composed not of plant matter but fungal growth. These creatures, known as “spore mounds,” discharge clouds of toxic spores from their bodies when struck in combat. In semiarid deserts, shambler-like plants called tanglethorns dwell amid sagebrush and rock formations; they resemble bunches of tumbleweeds and cacti and in ict deep, bloody lacerations with their attacks. Recall Knowledge - Plant (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Shambler Source Bestiary pg. 290 Perception +12; darkvision Languages Common, Elven, Sylvan; (can’t speak any language) Skills Athletics +16, Stealth +12 Str +6 Dex +1 Con +5 Int -2 Wis +2 Cha -1 Mound When it’s not in danger, the shambler spends 1 minute settling into a pile that looks like a lump of loose vegetation. While it is in this form, creatures must actively Seek and succeed at a DC 22 Perception check (DC 28 in forests or swamps) to detect the shambler’s true nature. --- AC 22 Fort +17 Ref +11 Will +14 HP 120 Immunities electricity Resistances fire 5 Electric Surge Whenever the shambler would take electricity damage or is targeted with an electricity effect, it gains 12 temporary HP and is quickened until the end of its next turn. It can use its extra action to Stride, Strike, or Swim. Shamble Reaction Requirements The shambler is in mound form. Trigger A creature unaware of the shambler’s true nature comes within 10 feet. Effect The shambler makes a vine Strike against the creature. Then roll initiative. --- Speed 20 feet, swim 20 feet Melee Single Action vine +17 (reach 10 feet), Damage 2d8+8 bludgeoning plus Grab Vine Lash Two Actions The shambler makes a vine Strike against each creature within reach. Its multiple attack penalty increases only after all the attacks. Shambler Treasure Shamblers collect trinkets from their previous victims and store them in small hollows within their bodies. They particularly prize gems, but also like alchemical or magical items that produce electrical effects such as bottled lightning and shock runes. ","skill_mod":{"stealth":12,"athletics":16},"summary":"Shamblers are cunning carnivorous plants that resemble heaps of wet, rotting vegetation. Even when standing erect on their stumpy legs, shamblers …","image":["/Images/Monsters/Shambler.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":22,"level":6,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=364","intelligence":-2,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Shambler","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-364"},{"attack_bonus":[14],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":60,"source":["Bestiary"],"type":"Creature","creature_family":"Shark","will_save":9,"charisma":-4,"speed":{"max":40,"swim":40},"perception":11,"wisdom":1,"weakness":{},"creature_ability":["Blood Scent","Breach","Savage","Strafing Chomp"],"skill":["Athletics","Stealth","Survival"],"stealth":"12","trait":["Animal","Aquatic","N","Huge"],"id":"creature-365","text":" Great White Shark An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers glide gracefully through the ocean, always in search of their next meal. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Great White Shark Source Bestiary pg. 291 Perception +11; blood scent, scent (imprecise) 100 feet Languages Skills Athletics +14, Stealth +12, Survival +9 Str +6 Dex +2 Con +4 Int -4 Wis +1 Cha -4 Blood Scent The shark can smell blood in the water from up to 1 mile away. --- AC 21 Fort +12 Ref +10 Will +9 HP 60 --- Speed swim 40 feet Melee Single Action jaws +14, Damage 1d12+8 piercing Breach Two Actions The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water’s surface). After the Strike, the shark splashes back down into the water. Savage Single Action Requirement The shark hit with a jaws Strike on its most recent action this turn. Effect The creature the shark hit takes 1d12 slashing damage. Strafing Chomp Single Action The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage. Archon Evolutions When a spirit becomes an archon, they usually start as a zoaem, the lowliest of archonkind. As they perform noble deeds and bolster their pureness of heart, an archon evolves into greater forms, possibly skipping stages or remaining in others for long spans of time, depending on their particular strengths and personality ","skill_mod":{"survival":9,"stealth":12,"athletics":14},"summary":"An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers …","primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":"blood scent, scent (imprecise) 100 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=365","intelligence":-4,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":12,"size":["Huge"],"name":"Great White Shark","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-365"},{"attack_bonus":[22,22],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":180,"source":["Bestiary"],"type":"Creature","creature_family":"Shark","will_save":17,"charisma":-2,"speed":{"max":80,"swim":80},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["Blood Scent","Breach","Savage","Swallow Whole"],"skill":["Athletics","Stealth","Survival"],"stealth":"19","trait":["Animal","Aquatic","Uncommon","N","Gargantuan"],"id":"creature-366","text":" Megalodon Prehistoric sharks of incredible size, strength, and ferocity, megalodons scour waters deep and shallow to sate their considerable hunger. The presence of a megalodon undeniably affects the local aquatic ecosystem. Recall Knowledge - Animal (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Megalodon Source Bestiary pg. 291 Perception +20; blood scent, scent (imprecise) 100 feet Languages Skills Athletics +21, Stealth +19, Survival +16 Str +8 Dex +2 Con +5 Int -4 Wis +3 Cha -2 Blood Scent The shark can smell blood in the water from up to 1 mile away. --- AC 27 Fort +21 Ref +16 Will +17 HP 180 --- Speed swim 80 feet Melee Single Action jaws +22 (reach 10 feet), Damage 2d12+10 piercing plus Improved Grab Melee Single Action tail +22 (Agile, reach 15 feet), Damage 2d8+10 piercing plus Push 15 feet Breach Single Action (Attack, Move) The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 35 feet of the water’s surface or 40 feet with its tail). After the Strike, the shark splashes back down into the water. Savage Single Action Requirement The shark hit with a jaws Strike on its most recent action this turn. Effect The creature the shark hit takes 2d12 slashing damage. Swallow Whole Single Action (Attack) Huge, 2d8+5 bludgeoning, Rupture 20 ","skill_mod":{"survival":16,"stealth":19,"athletics":21},"summary":"Prehistoric sharks of incredible size, strength, and ferocity, megalodons scour waters deep and shallow to sate their considerable hunger. The …","image":["/Images/Monsters/Shark_Megalodon.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster","Rarity"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":"blood scent, scent (imprecise) 100 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=366","intelligence":-4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":21,"size":["Gargantuan"],"name":"Megalodon","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[19,23],"slug":"creature-366"},{"attack_bonus":[25,25],"constitution":6,"primary_source_category":"Rulebooks","strength":2,"hp":215,"language":["Aklo","telepathy 120 feet"],"immunity":["blinded","dazzled","fire"],"source":["Bestiary"],"type":"Creature","will_save":19,"charisma":7,"speed":{"fly":50,"max":50,"land":30},"perception":23,"wisdom":5,"weakness":{},"creature_ability":["Radiance Dependence","Blinding Aura","Overwhelming Light"],"skill":["Arcana","Deception","Diplomacy","Intimidation","Occultism"],"trait":["Astral","CE","Medium"],"id":"creature-367","text":" Shining Child Shining children are wicked, enigmatic monsters that roam remote planes and untraveled corners of the universe in search of esoteric lore. With their abnormally gaunt frames, long white hair, and unnerving, four-fingered hands, shining children are both strangely familiar and otherworldly in appearance, though they are barely visible within the shroud of blinding light they continually emit. Their faces are truly horrible, however, as their overlarge eyes and distended, gaping mouths reveal their heads to be voids filled with unnatural light. Shining children use this light as a weapon, weaving illusions and focusing beams of fiery brilliance. Because of their reputation as scholars of the alien and the eldritch, shining children are sometimes summoned by powerful wizards or occultists in search of rare knowledge. The creatures never give away their lore without some price, though, and typically demand in return the performance of contemptible deeds that further their inscrutable, far-ranging plans. These mysterious beings are natives of the Astral Plane. In that vast plane, accretions of metaphysical matter gradually accumulate and eventually coalesce into demiplanes. During this tumultuous process, sparks of living light sometimes shear off the newly formed planes, and these sparks of raw planar energy somehow transform into shining children. Every newly formed demiplane leaves a different mental imprint on its shining “offspring,” making it easy for shining children to telepathically recognize their brothers and sisters. Forever trapped in apparently adolescent bodies, shining children dedicate themselves to scholarship and violence with equal measure in a futile effort to understand their roles in the multiverse and the burning injustice of their births. Shining children confuse most other creatures with their refusal to use individual names in favor of alternating between referring to each other singularly and collectively. Recall Knowledge - Astral (Occultism): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Shining Child Source Bestiary pg. 292 Perception +23; darkvision Languages Aklo; telepathy 120 feet Skills Arcana +18, Deception +23, Diplomacy +21, Intimidation +21, Occultism +18 Str +2 Dex +5 Con +6 Int +2 Wis +5 Cha +7 Radiance Dependence The shining child is flat-footed while in areas of darkness. --- AC 33 Fort +22 Ref +19 Will +19 HP 215 Immunities blinded, dazzled, fire Blinding Aura (arcane, aura, incapacitation, light) 60 feet. The shining child sheds bright light. Any creature that starts its turn in the aura must succeed at a Fortitude DC 29 save. If it fails, it is blinded for 1 minute, and if it critically fails, it’s permanently blinded. A creature that succeeds at its save is temporarily immune to this effect for 24 hours. Overwhelming Light Reaction (light) Trigger The shining child enters an area of magical darkness or begins its turn in an area of magical darkness. Effect The shining child attempts to counteract the magical darkness (as a 7th-level spell). --- Speed 30 feet, fly 50 feet Melee Single Action fist +25 (Agile, Finesse, Magical), Damage 3d4+5 bludgeoning plus 4d6 fire and 2d4 persistent fire Melee Single Action fire ray +25 (Arcane, Evocation, Magical, range 100 feet), Damage 3d10+3 fire, plus 2d10 positive damage if the target is undead Occult Innate Spells DC 33 - Cantrips (6th) Light - 2nd Illusory Object (at will) - 4th Dimension Door (at will; self only) - 5th Dimension Door, False Vision, Hallucinatory Terrain - 6th Dispel Magic, Vibrant Pattern, Wall of Force - 7th Spell Turning, Sunburst Ancient Guardians The practice of conjuring and binding shining children to serve as guardians of important locations was a popular one in Thassilon. Even today, thousands of years after this empire’s fall, adventurers can still encounter shining children in ancient ruins, guarding treasures and forgotten lore from the distant past. ","tradition":["Occult"],"skill_mod":{"diplomacy":21,"deception":23,"arcana":18,"intimidation":21,"occultism":18},"summary":"Shining children are wicked, enigmatic monsters that roam remote planes and untraveled corners of the universe in search of esoteric lore. With their …","image":["/Images/Monsters/ShiningChild.png"],"primary_source":"Bestiary","spell":["Spell Turning","Sunburst","Dispel Magic","Vibrant Pattern","Wall of Force","Dimension Door","False Vision","Hallucinatory Terrain","Illusory Object","Light"],"trait_group":["Creature Type"],"ac":33,"level":12,"spell_dc":[33],"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=367","intelligence":2,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Shining Child","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[30,31],"slug":"creature-367"},{"attack_bonus":[35],"constitution":9,"primary_source_category":"Rulebooks","strength":10,"hp":275,"language":["Aklo"],"immunity":["blinded","controlled","critical hits","deafened","precision","sleep"],"source":["Bestiary"],"type":"Creature","will_save":30,"charisma":1,"speed":{"climb":25,"max":50,"land":40,"swim":50},"perception":34,"wisdom":6,"weakness":{},"creature_ability":["Maddening Cacophony","Constrict","Eat Away","Engulf"],"skill":["Athletics","Intimidation"],"trait":["Aberration","Amphibious","Rare","CN","Huge"],"id":"creature-368","text":" Shoggoth Although even raving fanatics and doom-saying prophets desperately claim the monstrous shoggoth is nothing more than a drug-induced vision or a thankfully unreal nightmare, the truth is altogether more dire. Shoggoths exist, yet they tend keep to the deepest of ocean trenches or the most remote of caverns and ruins, emerging to spread chaos and destruction in their slimy wakes. The first shoggoths were created by an alien species to serve as mindless beasts of burden. Their vast bulk, incredible strength, and amorphous nature made them useful slave labor, and their ability to spontaneously form whatever new eyes, mouths, limbs, and other organs they might need made them incredibly versatile. Eventually, the shoggoths developed enough intelligence to rebel against their masters, and now they lurk, patient but potent, in the lightless deeps. A shoggoth has goals and methods unknowable to humanoid beings. They remember their eons of servitude and, compared to their mysterious masters, humans, elves, dwarves and other intelligent beings are mere specks which crawl upon the surface of the world, indistinguishable from animals. When a shoggoth rolls its immense, hideous body over a band of explorers, engulfing them in a gelatinous press of flesh and gnawing teeth, it is not so much evil as uncaring. Shoggoths can become the object of worship for humanoid cults dedicated to chaos and entropy. The shoggoth does not respond to this worship, but it can be counted on to consume any hapless victim the cult can capture and sacrifice to it. Rumors of shoggoths that have developed even greater intellects are, one would hope, just that, for the damage a shoggoth capable of reasoning could wreak upon a world is unsettling to say the least. Recall Knowledge - Aberration (Occultism): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Shoggoth Source Bestiary pg. 293 Perception +34; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet Languages Aklo Skills Athletics +36, Intimidation +29 Str +10 Dex +6 Con +9 Int -3 Wis +6 Cha +1 --- AC 39 , all-around vision Fort +33 Ref +30 Will +30 +1 status to all saves vs. magic HP 275 (fast healing 20) Immunities blinded, controlled, critical hits, deafened, precision, sleep Resistances acid 20, cold 20, sonic 20 Maddening Cacophony (auditory, aura, incapacitation, mental) 60 feet. A shoggoth constantly voices syllables and mutterings that mortals were not meant to hear. A creature entering the aura or starting its turn in the aura must succeed at a DC 38 Will save or become confused for 1 round (2d4 rounds on a critical failure). A creature that successfully saves is temporarily immune for 24 hours. --- Speed 40 feet, climb 25 feet, swim 50 feet Melee Single Action pseudopod +35 (Magical, reach 30 feet), Damage 4d10+18 bludgeoning plus Grab Constrict Single Action 2d10+15 bludgeoning Eat Away A creature that begins its turn inside the shoggoth takes 9d6 acid damage. Engulf Two Actions DC 40, 6d6 acid, Escape DC 40, Rupture 40 Tekeli-li While a shoggoth’s cacophony is a bewildering and eldritch mix of sound and dangerous secrets, the phrase “tekeli-li” is the most oft repeated cry, and these mysterious words are always discernible among their wild vocalizations. Sometimes, wild birds that dwell in places haunted by shoggoths seem to cry out this strange phrase, while at others it can be heard on blasts of frozen winds. Attempts to translate the phrase, even via magic, have only ever met with failure, as if the words themselves actively resist revealing their secrets to the world. ","skill_mod":{"athletics":36,"intimidation":29},"summary":"Although even raving fanatics and doom-saying prophets desperately claim the monstrous shoggoth is nothing more than a drug-induced vision or a …","image":["/Images/Monsters/Shoggoth.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster","Rarity"],"ac":39,"level":18,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex","will"],"resistance":{"acid":20,"sonic":20,"cold":20},"url":"/Monsters.aspx?ID=368","intelligence":-3,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":33,"size":["Huge"],"name":"Shoggoth","alignment":"CN","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[40],"slug":"creature-368"},{"attack_bonus":[25,25],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":195,"source":["Bestiary"],"type":"Creature","will_save":21,"charisma":1,"speed":{"max":40,"land":40,"burrow":20},"perception":20,"wisdom":4,"weakness":{},"creature_ability":["Armor-Rending","Shuln Saliva","Unstoppable Burrow"],"skill":["Athletics","Survival"],"trait":["Beast","Rare","N","Huge"],"id":"creature-369","text":" Shuln Scourges of the upper Darklands, these enormous, mole-like monstrosities slice and burrow through solid stone with massive forearms and adamantine-strong claws. Shulns grow to about 20 feet long and have four tiny, nearly imperceptible eyes; a long, pale snout; four thick-muscled legs that end in long, serrated claws; and a stubby pink tail. As a young shuln matures, its unique metabolism produces adamantine that becomes infused throughout its skeletal system. In addition to making their claws and fangs nearly unbreakable, this unique physiological trait makes shulns unparalleled burrowers and highly sought by monster hunters who hope to harvest the precious material from their corpses. Shulns have a ravenous appetite and eat nearly anything they can catch, but their preferred diet consists almost entirely of large invertebrates, especially cave worms. They rely on tiny sensory whiskers that cover their snoutfland allow them to detect subtle movements in the air and ground without the use of vision. When it detects suitable prey, a shuln bites the target at the first opportunity, injecting it with a potent paralytic toxin present in its saliva. So strong is this poison that it is capable of subduing even the near-unstoppable purple worm, making the shuln a valuable (if dangerous) companion to have for anyone making excursions into worm-infested regions of the Darklands. Shulns’ notoriously ill-tempered dispositions and their knack for digging into areas of an underground settlement where digging ought not occur makes them frustrating creatures to keep around, but when the alternative is an unpredictable but deadly visit from an enormous, hungry cave worm, the annoyances are well worth the trouble. Encounters with much larger shuln-like entities on the Plane of Earth suggest that these creatures may have originated from that place. The larger shulns still retain their elemental qualities, are quite a bit smarter, and have their own suite of earth-themed innate primal spells—but for all that, they still love the taste of cave worm. Recall Knowledge - Beast (Arcana, Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Shuln Source Bestiary pg. 294 Perception +20; scent 30 feet, tremorsense (imprecise) 60 feet Languages Skills Athletics +25, Survival +22 Str +7 Dex +4 Con +6 Int -3 Wis +4 Cha +1 --- AC 33 Fort +25 Ref +19 Will +21 HP 195 Resistances physical 10 (except adamantine or bludgeoning), poison 15 --- Speed 40 feet, burrow 20 feet; unstoppable burrow Melee Single Action adamantine claw +25 (Agile, reach 15 feet), Damage 3d8+10 slashing Melee Single Action adamantine fangs +25 (reach 15 feet), Damage 3d10+10 piercing plus shuln saliva Armor-Rending Any time the shuln scores a critical hit with a melee Strike, it also deals the same amount of damage to the target’s armor, bypassing any Hardness lower than 10, like adamantine. Shuln Saliva (Incapacitation, Poison) Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and slowed 1 (1 round); Stage 2 3d6 poison damage, and slowed 1 (1 round); Stage 3 4d6 poison damage and paralyzed for 2d6 hours. Shuln saliva overcomes the inexorable ability. Unstoppable Burrow Shulns can burrow into solid rock and any metal with a hardness less than that of adamantine like it is soil or loose rubble, leaving a tunnel 10 feet in diameter. Shuln Resources Adventurers who fear encounters with cave worms might seek out a shuln and attempt to lure it along or magically compel it to aid in the fight to come, but the shulnʼs stubborn personality makes such efforts difficult and unreliable. More often, acquiring the shulnʼs saliva is an easier tactic, although the poison must be alchemically preserved if it is to be used as an injury poison, for this foul-smelling liquid breaks down quickly once it drools from the shuln’s toothy maw. ","skill_mod":{"survival":22,"athletics":25},"summary":"Scourges of the upper Darklands, these enormous, mole-like monstrosities slice and burrow through solid stone with massive forearms and …","image":["/Images/Monsters/Shuln.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Rarity"],"ac":33,"level":12,"source_category":["Rulebooks"],"sense":"scent 30 feet, tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"poison":15,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=369","intelligence":-3,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":25,"size":["Huge"],"name":"Shuln","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[23,26],"slug":"creature-369"},{"attack_bonus":[34,34,34,34],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":350,"language":["Celestial","Common","Draconic","<%SPELLS%340%%>tongues<%END>"],"immunity":["disease","fire","negative energy","sleep"],"source":["Bestiary"],"type":"Creature","will_save":32,"charisma":5,"speed":{"fly":90,"max":90,"land":40},"perception":32,"wisdom":6,"weakness":{},"creature_ability":["Aura of Peace","Attack of Opportunity","Banishing Swipe","Radiant Feathers"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Medicine","Performance","Religion","Survival"],"trait":["Beast","Rare","NG","Gargantuan"],"id":"creature-370","text":" Simurgh Desert-dwelling people consider the sight of a simurgh a herald to a lifetime’s worth of luck, and those who are unfamiliar with the majestic beast might mistake it for the avatar of a deity. Beautiful, graceful, and truly gargantuan, the simurgh resembles nothing so much as a massive multicolored bird with the head of an equally enormous and regal lupine. Simurghs act as intermediaries in world-threatening conflicts, serving as agents of good deities or vigilantes who spread their own brand of justice, typically by obliterating or banishing evil extraplanar beings. Simurghs can live for thousands of years, and because these ancient beings are so rare many doubt their existence. But they are very real, as those who have been aided by a simurgh can enthusiastically attest. A simurgh does not show itself often, but when it does, it is typically in response to a truly grave threat, such as the incursion of an undead army or the rampage of some truly epic monster. Simurghs are nothing if not paragons of righteousness, and goodly heroes can hardly find a better ally in their quest to vanquish evil than a simurgh. Recall Knowledge - Beast (Arcana, Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Simurgh Source Bestiary pg. 295 Perception +32; darkvision Languages Celestial, Common, Draconic; tongues Skills Acrobatics +27, Arcana +28, Athletics +32, Diplomacy +34, Medicine +35, Performance +28, Religion +35, Survival +32 Str +8 Dex +3 Con +6 Int +3 Wis +6 Cha +5 --- AC 41 Fort +30 Ref +29 Will +32 +1 status bonus to all saves vs. magic HP 350 Immunities disease, fire, negative energy, sleep Aura of Peace (divine, emotion, enchantment, incapacitation, mental) 50 feet. A creature that starts its turn in the aura must attempt a DC 37 Will save or be affected by calm emotions. Creatures that successfully save are unaffected, but must attempt another save each turn they start in the aura. Attack of Opportunity Reaction --- Speed 40 feet, fly 90 feet Melee Single Action jaws +34 (Magical, reach 20 feet), Damage 4d12+12 piercing Melee Single Action claw +34 (Agile, Magical, reach 15 feet), Damage 4d8+12 slashing Melee Single Action tail +34 (Magical, reach 20 feet), Damage 4d8+10 slashing plus banishing swipe Ranged Single Action glaring ray +34 (Magical, range 100 feet), Damage 10d6 fire Divine Innate Spells DC 42 - Cantrips (9th) Detect Magic, Light - 1st Dazzling Flash - 2nd Detect Alignment (evil only; at will) - 3rd Zone of Truth (at will) - 9th Flame Strike, Heal - Constant (5th) Tongues Banishing Swipe If a creature hit by the simurgh’s tail Strike is not currently on its home plane, it must succeed at a DC 42 Will save or be affected by banishment , except that if the creature critically succeeds its save the simurgh is not stunned. Radiant Feathers Two Actions (Attack) Frequency Once per day. Effect The simurgh fans out its glimmering tail feathers and blasts its foes with a 100-foot cone of radiant light. Aside from the size of the cone, this effect is identical to prismatic spray (DC 42). Simurgh While simurghs can be found in the service of most good-aligned faiths, it is the teachings of Shelyn, goddess of art, to which these creatures are most often drawn. A temple of Shelyn that has managed to attract the attention and friendship of a simurgh typically honors the creature’s privacy and does not boast of the alliance, yet won’t hesitate to call for its aid in times of need. ","tradition":["Divine"],"skill_mod":{"diplomacy":34,"performance":28,"survival":32,"arcana":28,"medicine":35,"athletics":32,"acrobatics":27,"religion":35},"summary":"Desert-dwelling people consider the sight of a simurgh a herald to a lifetime’s worth of luck, and those who are unfamiliar with the majestic beast …","image":["/Images/Monsters/Simurgh.png"],"primary_source":"Bestiary","spell":["Flame Strike","Heal","Zone of Truth","Detect Alignment","Dazzling Flash","Detect Magic","Light","Tongues"],"trait_group":["Creature Type","Rarity"],"ac":41,"level":18,"spell_dc":[42],"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=370","intelligence":3,"reflex_save":29,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":30,"size":["Gargantuan"],"name":"Simurgh","alignment":"NG","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[28,30,35,38],"slug":"creature-370"},{"attack_bonus":[10,10],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":30,"language":["Aklo"],"immunity":["controlled"],"source":["Bestiary"],"type":"Creature","will_save":6,"charisma":1,"speed":{"max":30,"land":30},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Sin Scent","Attack of Opportunity","Sinful Bite","Sin"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"9","trait":["Aberration","NE","Medium"],"id":"creature-371","text":" Sinspawn Sinspawn were created by one of seven ancient wizards known collectively as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn was created by the Runelord of Wrath, utilizing techniques that have since gone on to influence fleshwarping practices. It wasn’t long before the technique used to create sinspawn fell into the hands of the other runelords, and while each tried their own hand at crafting variants of their own design, today sinspawn of wrath remain the most numerous and notorious of their kind. Bearing only a vague resemblance to the humanoids from whose flesh they were formed, sinspawn generally appear horrifically emaciated and have unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn’s bodies in sanguine patterns that suspiciously resemble twisted runes, and their flesh is pale and hairless. Their heads are elongated, bearing only slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue. Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human of their size. They behave in a manner consistent with their associated sin and have physical characteristics that hint at these qualities. For example, greedspawn’s veins appear to run with gold while envyspawn appear even more wasted than the rest of their kin. Sinspawn Sins When a sinspawn is created, it becomes associated with one of the seven sins: envy, gluttony, greed, lust, pride, sloth, or wrath. A sinspawn’s sin is determined by the runewell that spawned it or by its creator’s preferred sin, and cannot be changed. Each sin grants sinspawn associated with it additional benefits and abilities beyond those described by the sinspawn stat block, as detailed below. Envyspawn An envyspawn has Deception +7 and typically carries a halberd. They tend to be shorter and thinner than other sinspawn. Melee Single Action halberd +10 (reach 10 feet, versatile S), Damage 1d10+4 piercing Sinful Bite Creatures that critically fail their saves against an envyspawn’s sinful bite are enfeebled 2 for 1 minute. Gluttonyspawn A gluttonyspawn has Survival +10 and usually carries a scythe. They are obese, but hardy and strong. Melee Single Action scythe +10 (deadly d10, trip), Damage 1d10+4 slashing Sinful Bite Creatures that critically fail their saves against a gluttonyspawn’s sinful bite are drained 1. Greedspawn A greedspawn has Thievery +9 and typically wields a glaive. They are the tallest of sinspawn, often 7 feet in height, and with gold-tinged veins. Melee Single Action glaive +10 (deadly d8, forceful, reach 10 feet), Damage 1d8+4 slashing Sinful Bite Creatures that critically fail their saves against a greedspawn’s sinful bite are clumsy 2 for 1 minute. Lustspawn A lustspawn has Diplomacy +7 and usually carries a guisarme. They have attractive bodies, but hideous faces. Melee Single Action guisarme +10 (reach 10 feet, trip), Damage 1d10+4 slashing Sinful Bite Creatures that critically fail their saves against a lustspawn’s sinful bite are stupefied 2 for 1 minute. Pridespawn A pridespawn has Intimidation +7 and often wields a maul. They are nearly skeletal in their gauntness, and often seek out fine clothes or jewelry to wear, taking strange pleasure in appearing elegant and regal. Melee Single Action maul +10 (shove), Damage 1d12+4 bludgeoning Sinful Bite Creatures that critically fail their saves against a pridespawn’s sinful bite are clumsy 1 and enfeebled 1 for 1 minute. Slothspawn A slothspawn has Society +6 and usually carries a longspear. Thick rolls of excess skin drape the slothspawn’s hunched frame. Melee Single Action longspear +10 (reach 10 feet), Damage 1d8+4 piercing Sinful Bite Creatures that critically fail their saves against a slothspawn’s sinful bite take a –10-foot status penalty to their Speeds for 1 minute. Wrathspawn The most commonly encountered of the sinspawn, a wrathspawn has Athletics +12 and typically wields a ranseur. These sinspawn are the bulkiest looking of their kind. Melee Single Action ranseur + 10 (disarm, reach 10 feet), Damage 1d10+4 piercing Sinful Bite Creatures that critically fail their saves against a wrathspawn’s sinful bite are drained 1 as well as enfeebled 1 for 1 minute. Recall Knowledge - Aberration (Occultism): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Sinspawn Source Bestiary pg. 297 Perception +10; darkvision, sin scent (imprecise) 30 feet Languages Aklo Skills Acrobatics +9, Athletics +8, Stealth +9, Survival +6 Str +4 Dex +3 Con +4 Int +0 Wis +2 Cha +1 Sin Scent A sinspawn can smell creatures that reflect its sin, as the scent ability. The GM determines which creatures are appropriately sinful. Items one weapon determined by its sin --- AC 18 Fort +10 Ref +9 Will +6 +1 status to saves vs. magic, +4 status to saves vs. mental HP 30 Immunities controlled Resistances mental 5 Attack of Opportunity Reaction --- Speed 30 feet Melee Single Action jaws +10 (Agile), Damage 1d8+4 piercing plus sinful bite Melee Single Action claw +10, Damage 1d6+4 slashing Sinful Bite (Arcane, Emotion, Mental) A creature hit by the jaws of a sinspawn must attempt a DC 18 Will save as it is assailed by sinful thoughts. Critical Success Unaffected. Success Sickened 1. Failure Sickened 2. Critical Failure Sickened 2 plus an additional penalty, determined by the sinspawn’s sin, while it remains sickened. Sin A sinspawn gains an additional skill based on its sin, as well as a weapon that reflects the preferences of its kinds’ ancient creators. The seven sins and the benefits they confer upon a sinspawn are noted in the Sinspawn Sins section. Born of Sin Unable to procreate themselves, sinspawn retreated from the world for many centuries following the collapse of the runelords’ empire, but in recent years they have emerged from ancient dungeons, strange magical pools, and other forgotten ruins. In certain cases, incredibly powerful artifacts crafted by the runelords known as runewells can siphon off fragments of sinful memories and emotions related to the runewells’ associated sins from the souls of people dying nearby, fueling the spontaneous creation of new sinspawn. When enough sinful energies have been gathered within a runewell, it vomits forth a fully grown sinspawn with no prior loyalty to a long-lost runelord. All sinspawn inherently understand the runewells’ role in the propagation of their kind, and they often establish small villages near awakened runewells, hunting down sentient beings they can use to propagate their communities. Sinspawn Locations Sinspawn are found in regions where sources for their creation remain buried in ancient ruins—in Golarion, this currently limits them to the frontier lands of Varisia. But as they spread, so to does the potential knowledge of crafting more of them, and fleshwarpers around the world are hoping to someday soon craft new sinspawn of their own. ","skill_mod":{"survival":6,"stealth":9,"athletics":8,"acrobatics":9},"summary":"Sinspawn were created by one of seven ancient wizards known collectively as runelords—each of whom embraced and embodied one of seven sins. The first …","image":["/Images/Monsters/Sinspawn.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":18,"item":["one weapon determined by its sin"],"level":2,"source_category":["Rulebooks"],"sense":"darkvision, sin scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"mental":5},"url":"/Monsters.aspx?ID=371","intelligence":0,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Sinspawn","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-371"},{"attack_bonus":[6,6,6],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":4,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Skeleton","will_save":2,"charisma":0,"speed":{"max":25,"land":25},"perception":2,"wisdom":0,"weakness":{},"skill":["Acrobatics","Athletics"],"trait":["Mindless","Skeleton","Undead","NE","Medium"],"id":"creature-372","text":" Skeleton Guard The most common skeletal minions are mere guardians. Recall Knowledge - Undead (Religion): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Skeleton Guard Source Bestiary pg. 298 Perception +2; darkvision Languages Skills Acrobatics +6, Athletics +3 Str +2 Dex +4 Con +0 Int -5 Wis +0 Cha +0 Items Scimitar, Shortbow (20 arrows) --- AC 16 Fort +2 Ref +8 Will +2 HP 4 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 25 feet Melee Single Action scimitar +6 (Forceful, Sweep), Damage 1d6+2 slashing Melee Single Action claw +6 (Agile, Finesse), Damage 1d4+2 slashing Ranged Single Action shortbow +6 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing\n","skill_mod":{"athletics":3,"acrobatics":6},"summary":"The most common skeletal minions are mere guardians.","primary_source":"Bestiary","trait_group":["Monster","Ancestry","Creature Type"],"ac":16,"item":["Scimitar","Shortbow (20 arrows)"],"level":-1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude","will"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=372","intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":2,"size":["Medium"],"name":"Skeleton Guard","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,4,5],"slug":"creature-372"},{"attack_bonus":[10,10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":25,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Skeleton","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block"],"skill":["Acrobatics","Athletics","Intimidation"],"trait":["Skeleton","Undead","NE","Medium"],"id":"creature-373","text":" Skeletal Champion These skeletons retain the cunning they possessed in life. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Skeletal Champion Source Bestiary pg. 298 Perception +8; darkvision Languages Common, Necril Skills Acrobatics +8, Athletics +8, Intimidation +7 Str +4 Dex +4 Con +1 Int -1 Wis +2 Cha +1 Items Chain Mail, Longsword, steel shield (Hardness 5, HP 20, BT 10) --- AC 19 (21 with shield raised) Fort +7 Ref +10 Will +6 HP 25 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 Attack of Opportunity Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action longsword +10 (versatile P), Damage 1d8+4 slashing Melee Single Action claw +10 (Agile), Damage 1d6+4 slashing Melee Single Action lance +10 (deadly d8, jousting d6, reach 10 feet), Damage 1d8+4 piercing\n","skill_mod":{"athletics":8,"intimidation":7,"acrobatics":8},"summary":"These skeletons retain the cunning they possessed in life.","image":["/Images/Monsters/Skeleton_SkeletalChampion.png"],"primary_source":"Bestiary","trait_group":["Monster","Ancestry","Creature Type"],"ac":19,"item":["Chain Mail","Longsword","steel shield (Hardness 5, HP 20, BT 10)"],"level":2,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=373","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Skeletal Champion","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8,8],"slug":"creature-373"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":33,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Skeleton","will_save":8,"charisma":0,"speed":{"max":40,"land":40},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Gallop","Undead Steed"],"skill":["Acrobatics","Athletics"],"trait":["Mindless","Skeleton","Undead","NE","Large"],"id":"creature-374","text":" Skeletal Horse Skeletal horses are sometimes used as mounts by other undead or monsters. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Skeletal Horse Source Bestiary pg. 299 Perception +8; darkvision Languages Skills Acrobatics +7, Athletics +9 Str +5 Dex +3 Con +2 Int -5 Wis +2 Cha +0 --- AC 16 Fort +6 Ref +9 Will +8 HP 33 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 40 feet Melee Single Action hoof +9, Damage 1d8+5 bludgeoning Gallop Two Actions The horse Strides twice, with its Speed increased by 10 feet. Undead Steed Undead and creatures allied with them can Command a skeletal steed without needing to attempt a skill check. ","skill_mod":{"athletics":9,"acrobatics":7},"summary":"Skeletal horses are sometimes used as mounts by other undead or monsters.","image":["/Images/Monsters/Skeleton_SkeletalHorse.png"],"primary_source":"Bestiary","trait_group":["Monster","Ancestry","Creature Type"],"ac":16,"level":2,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=374","intelligence":-5,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Large"],"name":"Skeletal Horse","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9],"slug":"creature-374"},{"attack_bonus":[12,12],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":50,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Skeleton","will_save":7,"charisma":2,"speed":{"max":30,"land":30},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["Broad Swipe","Terrifying Charge"],"skill":["Athletics","Intimidation"],"trait":["Mindless","Skeleton","Undead","NE","Large"],"id":"creature-375","text":" Skeletal Giant The reanimated bones of giants make excellent necromantic thralls. Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Skeletal Giant Source Bestiary pg. 299 Perception +7; darkvision Languages Skills Athletics +12, Intimidation +9 Str +5 Dex +1 Con +3 Int -5 Wis +0 Cha +2 Items Half Plate --- AC 17 Fort +10 Ref +8 Will +7 HP 50 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 30 feet Melee Single Action glaive +12 (deadly d8, Forceful, reach 15 feet), Damage 1d8+7 slashing Melee Single Action horns +12 (Agile), Damage 1d10+5 piercing Broad Swipe Two Actions The giant makes two Strikes with its glaive against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved. Terrifying Charge Two Actions The giant Strides and makes a horns Strike with a +4 circumstance bonus to damage. If the strike hits, the giant attempts to Demoralize the target. ","skill_mod":{"athletics":12,"intimidation":9},"summary":"The reanimated bones of giants make excellent necromantic thralls.","primary_source":"Bestiary","trait_group":["Monster","Ancestry","Creature Type"],"ac":17,"item":["Half Plate"],"level":3,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=375","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":10,"size":["Large"],"name":"Skeletal Giant","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,11],"slug":"creature-375"},{"attack_bonus":[18],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":105,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Skeleton","will_save":13,"charisma":2,"speed":{"max":30,"land":30},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Broad Swipe","Massive Rush"],"skill":["Athletics","Intimidation"],"trait":["Mindless","Skeleton","Undead","NE","Huge"],"id":"creature-376","text":" Skeletal Hulk Huge giants and other enormous creatures make powerful skeletons. Recall Knowledge - Undead (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Skeletal Hulk Source Bestiary pg. 299 Perception +16; darkvision Languages Skills Athletics +20, Intimidation +15 Str +7 Dex +2 Con +4 Int -5 Wis +2 Cha +2 --- AC 25 Fort +15 Ref +15 Will +13 HP 105 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 30 feet Melee Single Action claw +18 (Agile, reach 10 feet), Damage 2d6+11 slashing Broad Swipe Two Actions The hulk makes two Strikes with its claw against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved. Massive Rush Two Actions The hulk Strides and makes a claw Strike with a +4 circumstance bonus to damage. If the strike hits, the hulk automatically Shoves the target 10 feet. ","skill_mod":{"athletics":20,"intimidation":15},"summary":"Huge giants and other enormous creatures make powerful skeletons.","primary_source":"Bestiary","trait_group":["Monster","Ancestry","Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=376","intelligence":-5,"reflex_save":15,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"size":["Huge"],"name":"Skeletal Hulk","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18],"slug":"creature-376"},{"primary_source_category":"Rulebooks","strength":8,"hp":300,"language":["Necril","Skeletal Lore languages"],"source":["Bestiary"],"type":"Creature","charisma":7,"perception":33,"stealth":"32","trait":["Uncommon","Undead","NE","Huge"],"id":"creature-377","text":" Skulltaker Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation of the delirium and agony experienced by doomed climbers and lost trailblazers just before they met their end. In some places, a skulltaker is also known as a saxra. Recall Knowledge - Undead (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Skulltaker Source Bestiary pg. 300 Perception +33; darkvision, true seeing Languages Necril; Skeletal Lore languages Skills Acrobatics +34, Intimidation +35, Religion +30, Skeletal Lore +30, Stealth +32 Str +8 Dex +6 Con +6 Int +2 Wis +8 Cha +7 Skeletal Lore (divination, divine) A skulltaker taps into the memories of the creatures whose bones make up its body. This gives it the Skeletal Lore skill, which it can use to Recall Knowledge of any kind. In addition, it can speak and understand all the languages known by the creatures whose bones make up its body (typically including Common and the regional language of the skulltaker's home region). The skulltaker can use Skeletal Lore as the primary skill check for the legend lore ritual, and it can cast legend lore without secondary casters. --- AC 42 Fort +31 Ref +33 Will +35 +1 status to all saves vs. positive HP 300 Immunities cold, death effects, disease, paralyzed, poison, unconscious Resistances piercing 15, slashing 15 Shard Storm (air, aura, divine, necromancy) 10 feet. A cloud of bone shards surrounds the skulltaker. When a creature moves into the emanation or begins its turn there, shard storm attempts to counteract any death ward effect on the creature (+30 counteract modifier) and then deals 4d6 slashing damage and 4d6 negative damage to the creature, with a DC 40 basic Reflex save. --- Speed 30 feet, fly 60 feet Melee Single Action jaws +35 (deadly 2d12, Magical, reach 10 feet), Damage 3d10+14 piercing plus 3d6 negative and energy drain Melee Single Action claw +35 (Agile, deadly 2d12, Magical, reach 15 feet), Damage 3d6+14 slashing plus 3d6 negative and energy drain Ranged Single Action bone javelin +33 (Magical, thrown 100 feet), Damage 3d8+6 piercing plus 3d6 negative Divine Innate Spells DC 40 - 8th Finger of Death (x2), Horrid Wilting (x2), Punishing Winds (x2) - Constant (6th) True Seeing Divine Rituals DC 40 - 7th Legend Lore Bonetaker (Divine, Necromancy) Whenever a creature dies within 60 feet of a skulltaker, the skulltaker draws a portion of the creature’s bones into its shard storm. The creature must succeed at a DC 40 Will save or rise as a skeletal champion in 1d4 rounds. These skeletal champions are controlled by the skulltaker. Energy Drain (Divine, Necromancy) When a skulltaker hits with a melee Strike, the target must succeed at a DC 40 Fortitude save or become drained 2 and doomed 1. Splintered Ground Single Action The skulltaker causes splintered bones to erupt from all solid surfaces in a 100-foot emanation, except for surfaces of worked stone. A creature moving through the bones takes 10 piercing damage and 10 negative damage for every 5 feet of movement. The first time each round a creature takes piercing damage from these splintered bones, it must succeed at a Reflex save or take a –10-foot circumstance penalty to all Speeds for 10 minutes, or a –15-foot circumstance penalty for 24 hours on a critical failure. The bones remain in place until the skulltaker uses this action again or the bones are manually removed, which takes 10 minutes for each 5-foot square. Skulltaker Insight The cooperation of a skulltaker is a powerful asset, for this whirling mass of death knows the collective memories of the creatures whose bones form its body. Because mountain travelers come from far and wide, the breadth of a skulltaker’s knowledge is often vast, spanning a range of topics. ","skill_mod":{"stealth":32,"intimidation":35,"acrobatics":34,"religion":30},"image":["/Images/Monsters/Skulltaker.png"],"primary_source":"Bestiary","spell":["Finger of Death","Horrid Wilting","Punishing Winds","True Seeing"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":"darkvision, true seeing ","resistance":{"piercing":15,"slashing":15},"intelligence":2,"reflex_save":33,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":31,"size":["Huge"],"name":"Skulltaker","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[30,35,41],"attack_bonus":[33,35,35],"constitution":6,"immunity":["cold","death effects","disease","paralyzed","poison","unconscious"],"will_save":35,"speed":{"fly":60,"max":60,"land":30},"wisdom":8,"weakness":{},"creature_ability":["Skeletal Lore","Shard Storm","Bonetaker","Energy Drain","Splintered Ground"],"skill":["Acrobatics","Intimidation","Religion","Skeletal Lore","Stealth"],"tradition":["Divine"],"summary":"Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=377","dexterity":6,"category":"creature","slug":"creature-377"},{"attack_bonus":[9,11],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":35,"language":["Draconic","(can’t speak any language)"],"source":["Bestiary"],"type":"Creature","will_save":4,"charisma":0,"speed":{"climb":30,"max":30,"land":30},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Belly Grease","Entangling Slime"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"5","trait":["Animal","N","Medium"],"id":"creature-378","text":" Slurk The slurk is a sticky, tusked frog-beast found in underground lairs and caves. It has two massive tusks, which it uses to gore prey and tangle with rival slurks. With the slurk’s natural ability to climb walls and cling effortlessly to ceilings, it can be easy for unwary cave explorers to end up on the wrong end of the beast’s formidable ivory tusks. Slurks exude two very different types of foul-smelling secretions from their pale white skin. Large pustules on the slurk’s back drip a sticky resin-like slime that quickly hardens upon exposure to air. By flexing its skin, the slurk can burst these pustules in the direction of intruders, covering its foes in sticky goo and severely limiting their ability to withstand the monster’s other attacks, including the effects of its other secretion. Glands along the slurk’s ventral side excrete an incredibly slippery and fetid grease, which protects the slurk from the immobilizing effects of its own back slime but also has the added benefit of making it extremely difficult to grapple and capture. The best way to discover if a slurk is in the vicinity is to look for hard clumps of such grease, which accumulate and dry in cave corners and amid rock piles where the slurk rests between meals. Slurks are thought to be descendants of a failed dwarven attempt to domesticate and breed large subterranean frogs as food and labor animals. Despite this apparent failure, slurks are often befriended by others who live underground. The sticky frog-beasts have proven extremely desirable to kobolds, who now domesticate and train slurks as powerful mounts and guardians. While other creatures, particularly boggards, sometimes train slurks to serve as guardians, kobolds remain those who use these creatures the most. A kobold mounted on a slurk will often hide in the upper ledges of a cave, using the advantages of height and surprise to harry foes with ranged attacks. Kobold riders also take advantage of the slurk’s ability to climb, and charge at their enemies from the walls of a cavern. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Slurk Source Bestiary pg. 301 Perception +6; darkvision Languages Draconic; (can’t speak any language) Skills Acrobatics +6, Athletics +8, Stealth +5 Str +4 Dex +2 Con +4 Int -4 Wis +0 Cha +0 --- AC 17 Fort +10 (+12 vs. Grapple or Shove) Ref +6 Will +4 HP 35 --- Speed 30 feet, climb 30 feet Melee Single Action tusks +11 (deadly 1d10), Damage 1d8+4 piercing Ranged Single Action slime squirt +9 (range increment 30 feet), Damage entangling slime Belly Grease Three Actions The slurk extrudes a slippery grease from its ventral glands to coat the floor under it and in a 5-foot emanation, turning the affected area into uneven ground for 10 minutes, after which it dries to a putrid crust. The DC to Balance across the slime is 18. Entangling Slime A creature struck by a slurk’s slime squirt becomes clumsy 1 and takes a –5-foot penalty to Speed for 1 hour or until the slime is removed. The slime can be removed with a total of three Interact actions by the entangled creature or creatures adjacent to the creature. These actions don’t need to be consecutive or made by the same creature. Slurk Riding A willing or broken slurk can be used as a mount by a creature at least one size smaller than the slurk. A slurk’s back slime grants its rider a +2 circumstance bonus against any attempts to physically dismount the rider. ","skill_mod":{"stealth":5,"athletics":8,"acrobatics":6},"summary":"The slurk is a sticky, tusked frog-beast found in underground lairs and caves. It has two massive tusks, which it uses to gore prey and tangle with …","image":["/Images/Monsters/Slurk.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=378","intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Slurk","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-378"},{"attack_bonus":[8],"constitution":0,"primary_source_category":"Rulebooks","strength":-3,"hp":8,"source":["Bestiary"],"type":"Creature","creature_family":"Snake","will_save":5,"charisma":-2,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Slink","Viper Venom"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"5","trait":["Animal","N","Tiny"],"id":"creature-379","text":" Viper Each member of this family of venomous snakes has long, hinged fangs that inject potent venom in their prey. Different vipers inject different types of venom, which might result in paralysis, extreme pain and swelling, blood clotting, or even the sudden stopping of the victim’s heart. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Viper Source Bestiary pg. 302 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +5, Athletics +1, Stealth +5, Survival +3 Str -3 Dex +4 Con +0 Int -4 Wis +1 Cha -2 --- AC 15 Fort +2 Ref +7 Will +5 HP 8 Slink Reaction Trigger A creature ends its movement adjacent to the viper or within the viper’s space. Effect The viper Strides, Climbs, or Swims up to 10 feet (or up to the relevant Speed, if that Speed is less than 10 feet). It must end its movement in a location that isn’t within 5 feet of a foe. This movement doesn’t trigger reactions. --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action fangs +8 (Agile, Finesse), Damage 1d8–3 piercing plus viper venom Viper Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison (1 round). ","skill_mod":{"survival":3,"stealth":5,"athletics":1,"acrobatics":5},"summary":"Each member of this family of venomous snakes has long, hinged fangs that inject potent venom in their prey. Different vipers inject different types …","image":["/Images/Monsters/Snake_Viper.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=379","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":2,"size":["Tiny"],"name":"Viper","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-379"},{"remaster_name":["Python"],"attack_bonus":[8],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":20,"source":["Bestiary"],"type":"Creature","creature_family":"Snake","will_save":4,"charisma":-2,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Tighten Coils","Constrict","Wrap in Coils"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"6","trait":["Animal","N","Medium"],"id":"creature-380","text":" Ball Python This nonvenomous snake’s name comes from its tendency to curl into a ball when frightened, though most people know it for its hunting tactic of coiling around prey and crushing victims with its powerful muscles. Nonetheless, brave herpetologists sometimes keep ball pythons as pets. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Ball Python Source Bestiary pg. 302 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +6, Stealth +6, Survival +4 Str +3 Dex +3 Con +3 Int -4 Wis +1 Cha -2 --- AC 16 Fort +8 Ref +10 Will +4 HP 20 Tighten Coils Reaction Trigger A creature grabbed or restrained by the ball python attempts to Escape. Effect The DC of the Escape check is increased by 2. --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action jaws +8, Damage 1d8+3 piercing plus Grab Constrict Single Action 1d8 bludgeoning, DC 17 Wrap in Coils Single Action Requirement A Medium or smaller creature is grabbed or restrained in the ball python’s jaws. Effect The ball python moves the creature into its coils, freeing its jaws to make attacks, then uses Constrict against the creature. The ball python’s coils can hold one creature. ","skill_mod":{"survival":4,"stealth":6,"athletics":6,"acrobatics":6},"summary":"This nonvenomous snake’s name comes from its tendency to curl into a ball when frightened, though most people know it for its hunting tactic of …","image":["/Images/Monsters/Snake_BallPython.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=380","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"Ball Python","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-380"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":26,"source":["Bestiary"],"type":"Creature","creature_family":"Snake","will_save":6,"charisma":-2,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Coiled Opportunity","Coil","Giant Viper Venom"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"8","trait":["Animal","N","Medium"],"id":"creature-381","text":" Giant Viper The giant viper’s fangs are a frightening sight, with injection tubes as long as daggers. The sheer amount of venom injected by a giant viper can cause severe blood clotting and leave a victim utterly drained of vitality. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Viper Source Bestiary pg. 303 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +9, Athletics +8, Stealth +8, Survival +6 Str +3 Dex +4 Con +3 Int -4 Wis +1 Cha -2 --- AC 19 Fort +8 Ref +11 Will +6 HP 26 Coiled Opportunity Reaction As Attack of Opportunity, but the snake can use this reaction only if it’s Coiled. --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action fangs +11 (Finesse), Damage 1d8+3 piercing plus giant viper venom Coil Single Action The giant viper uses an action to coil itself, increasing its reach with its fangs from 5 to 10 feet. After the giant viper Strikes with its fangs, it becomes uncoiled. Giant Viper Venom (Poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 1d6 poison and drained 1. ","skill_mod":{"survival":6,"stealth":8,"athletics":8,"acrobatics":9},"summary":"The giant viper’s fangs are a frightening sight, with injection tubes as long as daggers. The sheer amount of venom injected by a giant viper can …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":19,"level":2,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=381","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"Giant Viper","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-381"},{"attack_bonus":[21,21],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":175,"source":["Bestiary"],"type":"Creature","creature_family":"Snake","will_save":15,"charisma":-2,"speed":{"climb":30,"max":30,"land":30,"swim":30},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Tighten Coils","Greater Constrict","Slither","Swallow Whole","Wrap in Coils"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"15","trait":["Animal","N","Huge"],"id":"creature-382","text":" Giant Anaconda The monstrous giant anaconda is capable of swallowing whole creatures as big as horses—to say nothing of their riders. Although novice bushwhackers watch out for snakes that might drop on them from the jungle canopy above, giant anacondas are most commonly encountered in ponds and rivers, where they feed on prey including manatees and capybaras. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Giant Anaconda Source Bestiary pg. 303 Perception +17; low-light vision, scent (imprecise) 60 feet Languages Skills Acrobatics +15, Athletics +21, Stealth +15, Survival +15 Str +7 Dex +3 Con +6 Int -4 Wis +3 Cha -2 --- AC 25 Fort +20 Ref +17 Will +15 HP 175 Tighten Coils Reaction Trigger A creature grabbed or restrained by the giant anaconda attempts to Escape. Effect The DC of the Escape check is increased by 2. --- Speed 30 feet, climb 30 feet, swim 30 feet Melee Single Action jaws +21 (reach 10 feet), Damage 2d10+7 piercing plus Grab Melee Single Action tail +21 (Agile, reach 15 feet), Damage 2d8+7 bludgeoning plus Push 10 feet Greater Constrict Single Action 1d10+7 bludgeoning, DC 26 Slither Single Action The giant anaconda Strides, Climbs, or Swims up to half its Speed, pulling any creatures it has grabbed with it. Swallow Whole Single Action (Attack) Large, 1d10+7 bludgeoning, Rupture 21 Wrap in Coils Single Action (Attack) Requirement A Large or smaller creature is grabbed or restrained in the giant anaconda’s jaws. Effect The giant anaconda moves the creature into its coils, freeing its jaws to make attacks, then uses Greater Constrict against the creature. The giant anaconda’s coils can hold as many creatures as will fit in its space. ","skill_mod":{"survival":15,"stealth":15,"athletics":21,"acrobatics":15},"summary":"The monstrous giant anaconda is capable of swallowing whole creatures as big as horses—to say nothing of their riders. Although novice bushwhackers …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":25,"level":8,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=382","intelligence":-4,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":20,"size":["Huge"],"name":"Giant Anaconda","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,18],"slug":"creature-382"},{"primary_source_category":"Rulebooks","strength":-2,"hp":23,"language":["one spoken by its creator (typically Common)"],"source":["Bestiary"],"type":"Creature","charisma":0,"perception":8,"stealth":"8","trait":["Construct","Soulbound","Any","Tiny"],"id":"creature-383","text":" Soulbound Doll Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal’s soul. These little constructs are created for a variety of reasons—such as to serve as companions or servants—but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct’s alignment, as an important service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound constructs including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is evil, and an unwilling donor can resist the process with a successful Will save against the creator’s Craft DC, ruining the doll if not preventing the donor’s death. A non-evil doll can only be crafted from the soul of a person who has given consent to such use before their death occurred Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment’s power makes the doll’s flst more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs such as golems, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person’s death, this doesn’t affect the deceased’s resurrection or progress to the afterlife. This extraction process is lethal to otherwise-living prospective soul donors, though there are rumors of more expensive processes that allows someone to donate a fragment of a living soul without repercussions. The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll’s neck or chest. The soul fragment isn’t static, and the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor’s or moving farther a eld on its own individual path. The soulbound doll’s focus gem retains the doll’s memories even after the doll’s destruction. The the intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll. Recall Knowledge - Construct (Arcana, Crafting): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Soulbound Doll Source Bestiary pg. 304 Perception +8; darkvision Languages one spoken by its creator (typically Common) Skills Acrobatics +8, Occultism +4, Stealth +8 Str -2 Dex +4 Con +3 Int +0 Wis +2 Cha +0 Personality Fragments A soulbound doll shares fragments of its donor soul’s personality, though none of that creature’s memories. This causes a soulbound doll to match the donor soul’s alignment and gain the corresponding alignment traits. --- AC 20 Fort +7 Ref +10 Will +6 HP 23 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious --- Speed 20 feet Melee Single Action fist +10 (Agile, Finesse, Magical), Damage 1d6+2 bludgeoning Occult Innate Spells DC 18, attack +8 - Cantrips (1st) Light, Mage Hand, Prestidigitation - 3rd Levitate, one additional spell depending on the donor soul's alignment (see sidebar) Innate Spells A soulbound doll's additional 3rd-level innate spell depends on its alignment, as listed below. Lawful Good : zone of truth ; Neutral Good : heroism ; Chaotic Good : heal ; Lawful Neutral : nondetection ; Neutral : wall of thorns ; Chaotic Neutral : grease ; Lawful Evil : chilling darkness ; Neutral Evil : harm ; Chaotic Evil : vampiric touch ","skill_mod":{"stealth":8,"occultism":4,"acrobatics":8},"image":["/Images/Monsters/SoulboundDoll.png"],"primary_source":"Bestiary","spell":["Levitate","Light","Mage Hand","Prestidigitation","Zone of Truth"],"ac":20,"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Soulbound Doll","alignment":"Any","pfs":"Standard","rarity":"common","strike_damage_average":[5],"attack_bonus":[10],"constitution":3,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"spell_attack_bonus":[8],"will_save":6,"speed":{"max":20,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Personality Fragments"],"skill":["Acrobatics","Occultism","Stealth"],"tradition":["Occult"],"summary":"Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal’s soul. These little constructs are …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=383","dexterity":4,"category":"creature","slug":"creature-383"},{"attack_bonus":[20],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Common","Draconic","Sphinx","<%SPELLS%46%%>comprehend language<%END>"],"source":["Bestiary"],"type":"Creature","creature_family":"Sphinx","will_save":19,"charisma":4,"speed":{"fly":40,"max":40,"land":35},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Bardic Lore","Claw Rake","Pounce","Warding Glyph"],"skill":["Arcana","Bardic Lore","Deception","Diplomacy","Intimidation","Occultism","Athletics"],"trait":["Beast","N","Large"],"id":"creature-384","text":" Sphinx Sphinxes are mystical beings with the body of a lion, the wings of a great bird, and the upper torso and head of a human. They are often maligned in legends as nothing more than monsters, and though they are quick to anger and are capable of exacting deadly retribution for perceived slights, they are also very intelligent. Sphinxes are often associated with desert regions, but they can dwell in more moderate climates as well. They form small groups consisting of a single, extended family that hunts and works together to protect and teach their young. As they mature, sphinxes develop a wanderlust, a drive to gather hidden lore and solve the world’s greatest riddles—the trait that is perhaps most often identified with their kind. While sometimes bound into service as guardians for powerful spellcasters, lone sphinxes may also be encountered on journeys of discovery and as purveyors of esoteric lore. If treated with the proper respect—and fed well—a sphinx can demonstrate a willingness to exchange information. Their favorite currency is, of course, riddles and secrets. One who can trade knowledge for knowledge has a much better chance of succeeding while bargaining with a sphinx. However, a sphinx’s insatiable thirst for new riddles as well their extensive collection of secrets accumulated over hundreds of years of life—makes it difficult to offer them something they don’t already know. Those who attempt to trade petty insight and stale riddles may invoke a sphinx’s ire and will not live long enough to regret it. Recall Knowledge - Beast (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Sphinx Source Bestiary pg. 305 Perception +18; darkvision; detect magic , see invisibility Languages Common, Draconic, Sphinx; comprehend language Skills Arcana +17, Bardic Lore +19, Deception +16, Diplomacy +16, Intimidation +18, Occultism +17, Athletics +18 Str +6 Dex +1 Con +3 Int +5 Wis +4 Cha +4 Bardic Lore Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have the Bardic Lore bard feat, allowing them to Recall Knowledge on any topic. --- AC 27 Fort +16 Ref +14 Will +19 HP 135 --- Speed 35 feet, fly 40 feet Melee Single Action claw +20 (Agile), Damage 2d6+9 slashing Occult Innate Spells DC 27 - Cantrips (4th) Detect Magic - 3rd Dispel Magic, Locate - 4th Clairaudience (at will), Clairvoyance (at will), Read Omens, Remove Curse - Constant (2nd) See Invisibility - Constant (5th) Tongues Claw Rake Three Actions The sphinx rears back on their hind legs and makes two claw Strikes at the same target, using the same attack bonus as their highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike. Pounce Single Action The sphinx Strides and makes a Strike at the end of that movement. If the sphinx began this action hidden, they remain hidden until after the attack. Warding Glyph Once per week, a Sphinx can create a magical symbol as though casting a heightened glyph of warding spell. The sphinx usually shapes the glyph to take the form of a written riddle, and sets the password to the answer. A creature that gives the wrong answer or tries to pass without answering must succeed at a DC 26 Will save or suffer one of the following spell effects, chosen by the sphinx when creating the symbol: synaptic pulse (5th), charm (4th), fear (3rd), phantom pain (3rd), sleep (3rd). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them. Sphinx Riddles Sphinxes are well-known for their love of riddles, a love that often moves beyond into the realm of obsession. A would-be foe who can answer a sphinx’s favorite riddles, or better yet, can stump the sphinx with a crafty and creative riddle of their own, can often avoid combat with the monster as well as secure its aid. ","tradition":["Occult"],"skill_mod":{"diplomacy":16,"deception":16,"arcana":17,"athletics":18,"intimidation":18,"occultism":17},"summary":"Sphinxes are mystical beings with the body of a lion, the wings of a great bird, and the upper torso and head of a human. They are often maligned in …","image":["/Images/Monsters/Sphinx.png"],"primary_source":"Bestiary","spell":["Clairaudience","Clairvoyance","Read Omens","Remove Curse","Dispel Magic","Locate","Detect Magic","Tongues","See Invisibility"],"trait_group":["Creature Type"],"ac":27,"level":8,"spell_dc":[27],"source_category":["Rulebooks"],"sense":"darkvision; detect magic , see invisibility ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=384","intelligence":5,"reflex_save":14,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Sphinx","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16],"slug":"creature-384"},{"constitution":0,"primary_source_category":"Rulebooks","strength":-2,"hp":12,"immunity":["precision","swarm mind"],"source":["Bestiary"],"type":"Creature","creature_family":"Spider","will_save":2,"charisma":-4,"speed":{"climb":20,"max":20,"land":20},"perception":4,"wisdom":0,"weakness":{"area":5,"splash":5},"creature_ability":["Web Sense","Swarming Bites","Spider Swarm Venom"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"5","trait":["Animal","Swarm","N","Large"],"id":"creature-385","text":" Spider Swarm An abundance of food, the sudden hatching of a clutch of eggs, or magical influence can cause smaller spiders to gather in terrifying, deadly masses. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Spider Swarm Source Bestiary pg. 306 Perception +4; darkvision, web sense Languages Skills Acrobatics +5, Athletics +2, Stealth +5 Str -2 Dex +3 Con +0 Int -5 Wis +0 Cha -4 Web Sense The spider swarm has imprecise tremorsense to detect the vibrations of creatures touching its web. --- AC 15 Fort +4 Ref +7 Will +2 HP 12 Immunities precision, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed 20 feet, climb 20 feet Swarming Bites Single Action Each enemy in the spider swarm’s space takes 1d4 piercing damage with a DC 14 basic Reflex save. A creature that fails its save is exposed to spider swarm venom. Spider Swarm Venom (Poison) Saving Throw Fortitude DC 14; Maximum Duration 4 rounds; Stage 1 1 poison and enfeebled 1 (1 round); Stage 2 1d4 poison and enfeebled 1 (1 round). ","skill_mod":{"stealth":5,"athletics":2,"acrobatics":5},"summary":"An abundance of food, the sudden hatching of a clutch of eggs, or magical influence can cause smaller spiders to gather in terrifying, deadly masses.","primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":15,"level":0,"source_category":["Rulebooks"],"sense":"darkvision, web sense","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=385","intelligence":-5,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":4,"size":["Large"],"name":"Spider Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-385"},{"attack_bonus":[7,9],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":16,"source":["Bestiary"],"type":"Creature","creature_family":"Spider","will_save":5,"charisma":-4,"speed":{"climb":25,"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Web Sense","Spring Upon Prey","Requirement","Descend on a Web","Hunting Spider Venom","Web Trap"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","trait":["Animal","N","Medium"],"id":"creature-386","text":" Hunting Spider Hunting spiders are the most common type of giant spider, though not the largest. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Hunting Spider Source Bestiary pg. 306 Perception +7; darkvision, web sense Languages Skills Acrobatics +7, Athletics +5, Stealth +7 Str +2 Dex +4 Con +1 Int -5 Wis +2 Cha -4 Web Sense The hunting spider has imprecise tremorsense to detect the vibrations of creatures touching its web. --- AC 17 Fort +6 Ref +9 Will +5 HP 16 Spring Upon Prey Reaction (attack); Requirement Initiative has not yet been rolled. Trigger A creature touches the hunting spider’s web while the spider is on it. Effect The hunting spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative. --- Speed 25 feet, climb 25 feet Melee Single Action fangs +9 (Finesse), Damage 1d6+2 piercing plus hunting spider venom Ranged Single Action web +7 (range increment 30 feet), Damage web trap Descend on a Web Single Action (Move) The hunting spider moves straight down up to 40 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn’t count for falling damage. A creature that successfully Strikes the web (AC 20, Hardness 3, 5 HP) severs it, causing the spider to fall. Hunting Spider Venom (Poison) Saving Throw Fortitude DC 16; Maximum Duration 6 rounds; Stage 1 1d10 poison and flat-footed (1 round); Stage 2 1d12 poison, clumsy 1, and flat-footed (1 round); Stage 3 2d6 poison, clumsy 2, and flat-footed (1 round). Web Trap A creature hit by the hunting spider’s web attack is immobilized and stuck to the nearest surface until it Escapes (DC 17). ","skill_mod":{"stealth":7,"athletics":5,"acrobatics":7},"summary":"Hunting spiders are the most common type of giant spider, though not the largest.","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":17,"level":1,"source_category":["Rulebooks"],"sense":"darkvision, web sense","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=386","intelligence":-5,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Hunting Spider","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-386"},{"attack_bonus":[17,17],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":135,"source":["Bestiary"],"type":"Creature","creature_family":"Spider","will_save":10,"charisma":-4,"speed":{"climb":30,"max":30,"land":30},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Hair Barrage","Giant Tarantula Venom"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"11","trait":["Animal","N","Large"],"id":"creature-387","text":" Giant Tarantula Tarantulas are ambush predators, but will attack prey in the open. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Giant Tarantula Source Bestiary pg. 307 Perception +14; darkvision Languages Skills Acrobatics +9, Athletics +16, Stealth +11 Str +6 Dex +1 Con +5 Int -5 Wis +2 Cha -4 --- AC 21 Fort +15 Ref +13 Will +10 HP 135 --- Speed 30 feet, climb 30 feet Melee Single Action fangs +17, Damage 2d8+8 piercing plus giant tarantula venom Melee Single Action leg +17 (reach 10 feet), Damage 1d12+8 bludgeoning plus Knockdown Hair Barrage Two Actions The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a DC 25 basic Reflex save. Giant Tarantula Venom (Poison) Saving Throw Fortitude DC 23; Maximum Duration 8 rounds; Stage 1 1d6 poison (1 round); Stage 2 1d6 poison, flat-footed, and clumsy 1 (1 round); Stage 3 1d6 poison, flat-footed, and clumsy 2; Stage 4 1d6 poison and paralyzed (1 round). ","skill_mod":{"stealth":11,"athletics":16,"acrobatics":9},"summary":"Tarantulas are ambush predators, but will attack prey in the open.","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":21,"level":6,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=387","intelligence":-5,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Giant Tarantula","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,17],"slug":"creature-387"},{"attack_bonus":[22,24],"constitution":7,"primary_source_category":"Rulebooks","strength":8,"hp":220,"source":["Bestiary"],"type":"Creature","creature_family":"Spider","will_save":17,"charisma":-4,"speed":{"climb":30,"max":45,"land":45},"perception":22,"wisdom":3,"weakness":{},"creature_ability":["Web Sense","Spring Upon Prey","Requirement","Descend on a Web","Goliath Spider Venom","Web Tether"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"22","trait":["Animal","N","Gargantuan"],"id":"creature-388","text":" Goliath Spider Goliath spiders dwell in the deepest jungles, where they build webs as big as temples and feast on prey as large as hippopotami. Recall Knowledge - Animal (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Goliath Spider Source Bestiary pg. 307 Perception +22; darkvision, web sense Languages Skills Acrobatics +18, Athletics +23, Stealth +22 Str +8 Dex +5 Con +7 Int -5 Wis +3 Cha -4 Web Sense The goliath spider has imprecise tremorsense to detect the vibrations of creatures touching its web. --- AC 30 Fort +25 Ref +21 Will +17 HP 220 Spring Upon Prey Reaction (attack); Requirement Initiative has not yet been rolled. Trigger A creature touches the goliath spider’s web while the spider is on it. Effect The goliath spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative. --- Speed 45 feet, climb 30 feet Melee Single Action fangs +24 (reach 10 feet), Damage 2d12+12 piercing plus goliath spider venom Ranged Single Action web +22 (range increment 60 feet), Damage web tether Descend on a Web Single Action (Move) The goliath spider moves straight down up to 120 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn’t count for falling damage. A creature that successfully Strikes the web (AC 20, Hardness 5, 20 HP) severs it, causing the spider to fall. Goliath Spider Venom (Incapacitation, Poison) Saving Throw Fortitude DC 30; Maximum Duration 6 rounds; Stage 1 2d6 poison and slowed 1 (1 round); Stage 2 2d6 poison and slowed 2 (1 round); Stage 3 paralyzed for 2d4 hours. Web Tether A creature hit by the spider’s web Strike is restrained and tethered to the spider, preventing it from moving farther away from the spider. The spider can have one creature tethered at a time. The DC to Escape or Force Open the web is 30. The tether can be severed with a Strike (AC 20, Hardness 5, HP 20), but this doesn’t free the restrained creature. ","skill_mod":{"stealth":22,"athletics":23,"acrobatics":18},"summary":"Goliath spiders dwell in the deepest jungles, where they build webs as big as temples and feast on prey as large as hippopotami.","image":["/Images/Monsters/Spider_GoliathSpider.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":"darkvision, web sense","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=388","intelligence":-5,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":25,"size":["Gargantuan"],"name":"Goliath Spider","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25],"slug":"creature-388"},{"primary_source_category":"Rulebooks","strength":-3,"hp":11,"language":["Common","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":4,"stealth":"6","trait":["Fey","Sprite","CN","Tiny"],"id":"creature-389","text":" Sprite Common sprites are primeval guardians that latch onto a person, place, or object and defend it for their own inscrutable reasons. Their dispositions vary from kind to spiteful, but all sprites have a capricious streak. Being only about 9 inches tall, they are wary of animals that might hunt them, particularly house cats, and prefer flight to a fight. On the other hand, sprites are incredibly curious about all forms of magic and heedlessly gather around ley line nexuses or other places of power. Recall Knowledge - Fey (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Sprite Source Bestiary pg. 308 Perception +4; low-light vision Languages Common, Sylvan Skills Acrobatics +6, Stealth +6 Str -3 Dex +4 Con +0 Int -2 Wis +0 Cha +2 Luminous Fire (evocation, light, primal) A sprite naturally sheds light like a torch. The sprite can extinguish, rekindle, or change the color of this light using a single action, which has the concentrate trait. While this light is extinguished, the sprite’s Strikes don’t deal fire damage and they can’t use their luminous spark Strike. Items Rapier --- AC 15 Fort +2 Ref +8 Will +4 HP 11 Weaknesses cold iron 3 --- Speed 10 feet, fly 40 feet Melee Single Action rapier +8 (deadly 1d8, Disarm, Finesse, Fire, Magical), Damage 1d6–3 piercing plus 1 fire Ranged Single Action luminous spark +8 (Fire, Light, range 20 feet), Damage 1d4 fire Primal Innate Spells DC 16 - Cantrips (1st) Dancing Lights, Daze, Detect Magic - 1st Color Spray\n","skill_mod":{"stealth":6,"acrobatics":6},"primary_source":"Bestiary","spell":["Color Spray","Dancing Lights","Daze","Detect Magic"],"ac":15,"item":["Rapier"],"level":-1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":"low-light vision","resistance":{},"intelligence":-2,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":2,"size":["Tiny"],"name":"Sprite","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[2,3],"attack_bonus":[8,8],"constitution":0,"creature_family":"Sprite","will_save":4,"speed":{"fly":40,"max":40,"land":10},"wisdom":0,"weakness":{"cold_iron":3},"creature_ability":["Luminous Fire"],"skill":["Acrobatics","Stealth"],"tradition":["Primal"],"summary":"Common sprites are primeval guardians that latch onto a person, place, or object and defend it for their own inscrutable reasons. Their dispositions …","trait_group":["Creature Type","Monster","Ancestry"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=389","dexterity":4,"category":"creature","slug":"creature-389"},{"primary_source_category":"Rulebooks","strength":-2,"hp":20,"language":["Common","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":7,"stealth":"7","trait":["Fey","Sprite","CN","Tiny"],"id":"creature-390","text":" Grig Grigs are kindly musicians of the fey, often getting themselves into trouble due to their penchant for confronting evil well beyond their ability to vanquish. Even so, they fight bravely and with great cunning, using their magic and ranged sonic attacks while flying and leaping using their wings and powerful cricket-like lower torsos to stay out of reach. Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Grig Source Bestiary pg. 308 Perception +7; low-light vision Languages Common, Sylvan Skills Acrobatics +7, Athletics +2, Performance +7, Stealth +7 Str -2 Dex +4 Con +1 Int +0 Wis +2 Cha +4 --- AC 17 Fort +6 Ref +9 Will +9 HP 20 Weaknesses cold iron 5 --- Speed 25 feet, fly 30 feet Melee Single Action fist +9 (Agile, Finesse, Magical), Damage 1d4–2 bludgeoning Ranged Single Action dissonant note +9 (Evocation, Magical, range 30 feet, Sonic), Damage 1d8 sonic Primal Innate Spells DC 18 - Cantrips (2nd) Ghost Sound - 1st Illusory Disguise - 2nd Glitterdust, Invisibility (self only) Fiddle Single Action (Auditory, Emotion, Enchantment, Mental, Primal) A grig can rub its legs together to create a catchy fiddling tune that compels others within 30 feet to dance about, with varying effects depending on a DC 18 Will save. A listener is temporarily immune for 10 minutes on a success, but otherwise, if the grig continues to Fiddle each round, the creature receives no additional saves. Success No effect. Failure Flat-footed and –10-foot status penalty to Speeds. Critical Failure As failure, and also slowed 1. ","skill_mod":{"performance":7,"stealth":7,"athletics":2,"acrobatics":7},"image":["/Images/Monsters/Sprite_Grig.png"],"primary_source":"Bestiary","spell":["Glitterdust","Invisibility","Illusory Disguise","Ghost Sound"],"ac":17,"level":1,"spell_dc":[18],"source_category":["Rulebooks"],"sense":"low-light vision","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex","will"],"vision":"Low-light vision","fortitude_save":6,"size":["Tiny"],"name":"Grig","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[2,4],"attack_bonus":[9,9],"constitution":1,"creature_family":"Sprite","will_save":9,"speed":{"fly":30,"max":30,"land":25},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Fiddle"],"skill":["Acrobatics","Athletics","Performance","Stealth"],"tradition":["Primal"],"summary":"Grigs are kindly musicians of the fey, often getting themselves into trouble due to their penchant for confronting evil well beyond their ability to …","trait_group":["Creature Type","Monster","Ancestry"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=390","dexterity":4,"category":"creature","slug":"creature-390"},{"primary_source_category":"Rulebooks","strength":-1,"hp":40,"language":["Common","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":12,"stealth":"11","trait":["Fey","Sprite","CN","Small"],"id":"creature-391","text":" Pixie Insatiably curious, overly excitable, and just a bit puckish, pixies are wanderers and tricksters who use their pixie dust to create all sorts of whimsical situations, as well as to defend themselves. Other creatures often have trouble understanding a pixie’s rapid, rambling way of speaking. Recall Knowledge - Fey (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Pixie Source Bestiary pg. 309 Perception +12; low-light vision Languages Common, Sylvan Skills Acrobatics +13, Deception +11, Nature +10, Stealth +11 Str -1 Dex +5 Con +1 Int +3 Wis +2 Cha +3 Items Shortsword, Longbow (60 arrows) --- AC 23 Fort +8 Ref +14 Will +12 +1 status to all saves vs. magic HP 40 Weaknesses cold iron 5 --- Speed 15 feet, fly 45 feet Melee Single Action shortsword +13 (Agile, Finesse, Magical, versatile S), Damage 1d6+4 piercing Ranged Single Action longbow +13 (deadly 1d10, Magical, range increment 100 feet, reload 0, volley 20 feet), Damage 1d8+4 piercing Primal Innate Spells DC 21 - Cantrips (2nd) Dancing Lights, Detect Magic, Ghost Sound, Shield - 1st Illusory Disguise - 2nd Entangle, Faerie Fire - 3rd Dispel Magic - 4th Invisibility (at will; self only) Sprinkle Pixie Dust Single Action (Manipulate) The pixie sprinkles pixie dust onto one of its arrows. If the pixie hits a creature with that arrow before the pixie’s next turn, the arrow inflicts one of the following special effects instead of dealing damage. Each effect depends on the target’s DC 21 Will save. On a critical hit, the target treats its save result as one degree worse. Charm (emotion, enchantment, incapacitation, mental) The target suffers the effects of a charm spell, except it doesn’t gain a bonus to its save if the only hostile act was the pixie firing its bow, and the pixie can choose to direct the target’s adoration toward another creature rather than itself. Memory Loss (divination, mental) On a failed Will save, the target loses the last 5 minutes of its memory. Sleep (enchantment, incapacitation, mental, sleep) The target suffers the effects of a 3rd-level sleep spell. Subdual (enchantment, mental, nonlethal) The target takes 4d6 mental damage, depending on its basic Will save. Variant Pixie Arrows Pixies can enchant their arrows with a wide variety of effects, though nearly all such enchantments are designed to charm or bewilder, never maim. Some arrows may emulate the effects of spells such as confusion, fear, hideous laughter, and even suggestion. ","skill_mod":{"deception":11,"nature":10,"stealth":11,"acrobatics":13},"image":["/Images/Monsters/Sprite_Pixie.png"],"primary_source":"Bestiary","spell":["Invisibility","Dispel Magic","Entangle","Faerie Fire","Illusory Disguise","Dancing Lights","Detect Magic","Ghost Sound","Shield"],"ac":23,"item":["Shortsword","Longbow (60 arrows)"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":"low-light vision","resistance":{},"intelligence":3,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":8,"size":["Small"],"name":"Pixie","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"attack_bonus":[13,13],"constitution":1,"creature_family":"Sprite","will_save":12,"speed":{"fly":45,"max":45,"land":15},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Sprinkle Pixie Dust"],"skill":["Acrobatics","Deception","Nature","Stealth"],"tradition":["Primal"],"summary":"Insatiably curious, overly excitable, and just a bit puckish, pixies are wanderers and tricksters who use their pixie dust to create all sorts of …","trait_group":["Creature Type","Monster","Ancestry"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=391","dexterity":5,"category":"creature","slug":"creature-391"},{"attack_bonus":[10,10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":27,"language":["Common","Tengu","plus two others"],"source":["Bestiary"],"type":"Creature","will_save":4,"charisma":1,"speed":{"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Go for the Eyes","Sneak Attack","Surprise Attacker"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Society","Stealth","Thievery"],"stealth":"8","trait":["Humanoid","Tengu","CN","Medium"],"id":"creature-392","text":" Tengu Crow-like humanoids, tengus are a canny and clever people who can be found across all of Golarion. Tengus are used to being minorities and facing suspicion wherever they travel, so by necessity many possess a knack for languages as well as for blades. They live on the fringes of society and tend to flock toward less-than-legal occupations, earning them their reputation for being streetwise and unscrupulous—a label that, in turn, perpetuates the tengus’ oppressive cycle of discrimination and illegitimate work. Although humanoid, tengus have very distinct, birdlike features, and many would say that they resemble crows more than they do humans. They have strong, thick beaks, as well as sharp talons at the ends of their arms and legs. Most of a tengu’s body is covered in small feathers that range in color from dark brown and midnight blue to glossy black, with lighter colors being rare but not unheard of. Like many avian creatures, tengus have hollow bones, making them much lighter than other humanoids of their size, although few tengus possess the wings necessary to fly naturally. A tengu’s speech might be punctuated by quick clucks or throaty cawing, and many tengus practice conversation diligently to rid themselves of these involuntary ticks. Ruf ing of the feathers and compulsive, jerky movements of the neck are other trademark habits. Tengus reproduce by laying eggs: the average tengu egg is about 11 inches in diameter and 16 inches tall and takes 4 months to hatch. Tengus are a people in diaspora and are almost always found within larger kingdoms and communities of other races. Perhaps because they are more visually distinctive than most other humanoid races, tengus tend to be distrusted and persecuted more often than, for example, elves or dwarves. As a result, tengus tend to gather in close-knit social groups composed of other outcasts and people of uncommon ancestry. Few true tengu communities exist, and those that do are often exiled to ghettos and other forgotten city quarters. From an early age, tengus learn that the world is not a friendly place and that they must look out for themselves. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Tengu Sneak Source Bestiary pg. 310 Perception +6; low-light vision Languages Common, Tengu; plus two others Skills Acrobatics +8, Athletics +6, Deception +7, Diplomacy +5, Society +5, Stealth +8, Thievery +8 Str +2 Dex +4 Con +1 Int +1 Wis +0 Cha +1 Items Studded Leather Armor, Shortbow --- AC 19 Fort +7 Ref +10 Will +4 HP 27 --- Speed 25 feet Melee Single Action rapier +10 (deadly 1d8, Disarm, Finesse), Damage 1d6+2 piercing Melee Single Action beak +10 (Finesse), Damage 1d4+2 piercing Ranged Single Action shortbow +10 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing Go for the Eyes Reaction (Incapacitation) Trigger The tengu critically hits with a beak Strike. Effect The tengu attempts to peck out its victim’s eyes. The target must attempt a DC 17 Fortitude save. Success Unaffected. Failure Blinded for 1 round. Critical Failure Blinded until healed to maximum HP. Sneak Attack The tengu deals 1d6 extra precision damage to flat-footed creatures. Surprise Attacker On the first round of combat, creatures that haven’t acted yet are flat-footed to the tengu. Jinx Eaters In the pirate-controlled archipelago of the Shackles, tengus occupy a unique social niche, since many pirates believe that a tengu’s presence on board a ship wards off bad luck. Known as “jinx eaters,” these tengu are treated as mascots by their pirate crews. Jinx eaters don’t mind this treatment, however, since it allows them to escape much of the drudgery associated with working on a ship. When a tengu is sailing with pirates afraid of ill fortune, the claim that “hunger leads to bad luck” secures comfort and respect for the jinx eater more effectively than any bribe. ","skill_mod":{"society":5,"diplomacy":5,"deception":7,"thievery":8,"stealth":8,"athletics":6,"acrobatics":8},"summary":"Crow-like humanoids, tengus are a canny and clever people who can be found across all of Golarion. Tengus are used to being minorities and facing …","image":["/Images/Monsters/Tengu_TenguSneak.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"ac":19,"item":["Studded Leather Armor","Shortbow"],"level":2,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=392","intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Tengu Sneak","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,4,5],"slug":"creature-392"},{"attack_bonus":[37,37],"constitution":9,"primary_source_category":"Rulebooks","strength":10,"hp":370,"language":["Abyssal","Elven","Sylvan"],"immunity":["controlled","disease","paralyzed","sleep"],"source":["Bestiary"],"type":"Creature","will_save":33,"charisma":5,"speed":{"climb":25,"max":35,"land":35,"burrow":25,"swim":35},"perception":31,"wisdom":6,"weakness":{"slashing":10,"cold_iron":15,"cold":15,"good":15},"creature_ability":["Spore Cloud","Infest Environs","Spore Blight","Sticky Spores"],"skill":["Athletics","Deception","Intimidation","Nature","Survival"],"trait":["Fungus","Rare","CE","Gargantuan"],"id":"creature-393","text":" Terotricus The legendary terotricus is a massive slime-mold that hails from the Abyss. Its collective consciousness encapsulates entire regions, spreading as far as its ever-growing cloud of spores will take it. Once it has seeped onto the Material Plane from the Abyssal realm, a terotricus’s agenda is to feed on all living creatures, infecting them with its spores, and its presence can spell doom for any in its way. Terotricuses move by rapidly expanding and contracting their slimy “bodies,” which are capable of burrowing through soil, gliding across water, and scrabbling up steep slopes. These behemoths of rot don’t need to travel to see their plans come to fruition, though; their spores easily latch onto demons and other denizens of the Abyss, who in turn bring this blight to the Material Plane when the fiends are summoned. When a terotricus infects a creature with its spores, web-like fungal growths start appearing on the victim’s skin until they cover the entire body, at which point the victim’s mind is also subdued and bent to the terotricus’s will. The terotricus’s favored victims include animals, elves, and fey, though it is happy to infect any creature it can catch. Cults of Treerazer occasionally attempt to make contact with a terotricus, but such acts almost always simply result in a new sect of spore-blighted slaves. Recall Knowledge - Fungus (Nature): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Terotricus Source Bestiary pg. 311 Perception +31; darkvision, tremorsense (imprecise) 120 feet Languages Abyssal, Elven, Sylvan Skills Athletics +37, Deception +32, Intimidation +35, Nature +31, Survival +31 Str +10 Dex +5 Con +9 Int -1 Wis +6 Cha +5 --- AC 42 Fort +34 Ref +28 Will +33 +1 status to all saves vs. magic HP 370 , regeneration 25 (deactivated by cold) Immunities controlled, disease, paralyzed, sleep Resistances fire 15 Weaknesses cold 15, cold iron 15, good 15, slashing 10 Spore Cloud (aura, disease); 30 feet. A creature entering the aura or starting its turn there is exposed to spore blight. --- Speed 35 feet; burrow 25 feet, climb 25 feet, swim 35 feet Melee Single Action tentacle +37 (Chaotic, Evil, Magical, reach 20 feet), Damage 4d10+16 bludgeoning plus 2d6 chaotic, 2d6 evil, and Improved Grab or Improved Push 20 feet (40 feet on a critical hit) Ranged Single Action spores +37 (Chaotic, Evil, Magical, range increment 80 feet), Damage 4d8+6 poison plus 2d6 chaotic, 2d6 evil, spore blight, and sticky spores Infest Environs Two Actions (Healing, Necromancy, Primal) Frequency once per day. Requirement The terotricus is in a swamp or forested area. Effect The terotricus drains nutrients from nearby trees and undergrowth while simultaneously infesting them with fungal growth. All non-magical plant life (though not plant creatures) within a 60-foot emanation withers and sprouts foul mold and slimy mushrooms, removing any cover and concealment provided by trees and undergrowth. The terotricus is healed 200 Hit Points. Spore Blight (Disease) Plants and fungi are immune. Saving Throw Fortitude DC 40; Stage 1 enfeebled 2 (1 day); Stage 2 enfeebled 4 and slowed 1 (1 day); Stage 3 controlled by the terotricus (as dominate; 5d8 days); Stage 4 dead. Sticky Spores A creature hit by a terotricus’s spores must succeed at a DC 40 Reflex save or take a –10-foot status penalty to all its Speeds for 1 minute. On a critical failure, the creature is immobilized until it Escapes (DC 40). Terotricus Myths The Kellids of Sarkoris dealt with their fair share of terotricuses during the era of the Worldwound, and these people developed unique rituals to purify tainted grounds with the help of ancestral spirits and feathers acquired from celestials. Far south of there, in what is now known as the Sodden Lands, wastelanders who learn of the presence of a terotricus—or “swampblight,” as they’re called there—carry lanterns blessed by angels in the hopes that these lights will keep the terotricus at bay. ","skill_mod":{"deception":32,"nature":31,"survival":31,"athletics":37,"intimidation":35},"summary":"The legendary terotricus is a massive slime-mold that hails from the Abyss. Its collective consciousness encapsulates entire regions, spreading as …","image":["/Images/Monsters/Terotricus.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Rarity"],"ac":42,"level":19,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 120 feet","weakest_save":["ref","reflex"],"resistance":{"fire":15},"url":"/Monsters.aspx?ID=393","intelligence":-1,"reflex_save":28,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":34,"size":["Gargantuan"],"name":"Terotricus","alignment":"CE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[38,52],"slug":"creature-393"},{"primary_source_category":"Rulebooks","strength":12,"hp":550,"language":["Abyssal","Common","Elven","Sylvan","telepathy 300 ft."],"source":["Bestiary"],"type":"Creature","charisma":8,"perception":46,"stealth":"40","trait":["Amphibious","Demon","Fiend","Unique","CE","Huge"],"id":"creature-394","text":" Treerazer Treerazer, the self-styled Lord of the Blasted Tarn, is a powerful demon on the cusp of ascending to the true power of one of the rulers of the Abyss itself—a demon lord. For now, even as a nascent demon lord, Treerazer is a dangerous foe. Treerazer rarely leaves his swampy realm of Tanglebriar—a large thicket of tainted foliage and rotting detritus just south of Kyonin’s Fierani Forest—but can be encountered anywhere within that toxic mire, often accompanied by a small legion of demons, corrupted fey, and other deadly allies. Certain occult rituals have the power to call him forth from Tanglebriar, granting him the opportunity to directly work his evils beyond the realm to which he has been exiled. Some believe that no eldritch force contains Treerazer and that, were he willing, he could travel Golarion with impunity, spreading the twisted blessings of his touch and the corruption of his presence, yet the Lord of the Blasted Tarn is as cunning and canny as he is deadly, and prefers to work his evils on the world from the safety of his nightmare realm. Recall Knowledge - Fiend (Religion): DC 60 Unspecific Lore : DC 58 Specific Lore : DC 55 Treerazer Source Bestiary pg. 312 Perception +46; darkvision, true seeing Languages Abyssal, Common, Elven, Sylvan; telepathy 300 ft. Skills Acrobatics +40, Arcana +38, Athletics +45, Intimidation +46, Nature +49, Occultism +38, Religion +45, Stealth +40 Str +12 Dex +9 Con +11 Int +7 Wis +8 Cha +8 Items Blackaxe --- AC 54 Fort +42 Ref +40 Will +43 +2 status to all saves vs. magic HP 550 , regeneration 50 (deactivated by good) Immunities death effects, disease, mental, poison Resistances acid 20, cold 15, fire 15, physical 20 (except cold iron) Weaknesses good 20 Aura of Corruption (aura, plant, primal, transmutation) 120 feet. Plants near Treerazer twist, deform, and transform into thorny or fungoid parodies of their natural shapes. A living creature in this area must succeed at a DC 47 Fortitude save each round or become partially transformed into plantlike matter. Those who fail this saving throw are treated as if they were plants for the purposes of any effect that particularly harms or inconveniences plant creatures more than other creatures, but do not gain any benefits of being plant creatures. This effect lasts as long as the creature remains within the area of corruption and for 1 minute thereafter. Attack of Opportunity Reaction --- Speed 60 feet, fly 60 feet, swim 40 feet; freedom of movement Melee Single Action Blackaxe +47 (Acid, Chaotic, Evil, Magical, reach 15 feet, Sweep), Damage 4d12+15 slashing plus 1d6 acid, 1d6 chaotic, and 1d6 evil, and 2d6 slashing vs. plants Melee Single Action jaws +45 (Agile, Chaotic, Evil, Magical, reach 15 feet), Damage 4d10+18 slashing plus 2d6 chaotic and 2d6 evil Primal Innate Spells DC 49, attack +43 - Cantrips (9th) Telekinetic Projectile - 2nd Telekinetic Maneuver (at will) - 3rd Earthbind (at will) - 5th Abyssal Plague (at will) - 6th Tangling Creepers (at will) - 9th Abyssal Wrath (at will), Dispel Magic (at will) - 10th Horrid Wilting, Time Stop, Wall of Thorns - Constant (4th) Freedom of Movement - Constant (8th) True Seeing Primal Rituals DC 49 - 1st Abyssal Pact - 5th Planar Ally Defoliation Two Actions (Primal, Necromancy, Plant) Treerazer exudes a pulse of sickly green light in a 30-foot-radius emanation. All plants in the area (including creatures under the effect of his aura of corruption) blacken and wither. Non-creature plants immediately wither and die. Plant creatures take 20d8 negative damage with a DC 49 basic Fortitude save. A creature that fails its save is doomed 1 for 1 minute and sickened 3. Treerazer can choose to exclude any number of plants in the area from this effect, and generally does so to preserve twisted and corrupted plants or fungi, or plant creatures that are allied to his cause. Treerazer can’t use Defoliation for 1d4 rounds. Dispelling Strike Free Action (Abjuration, Primal) Frequency once per round; Trigger Treerazer hits a creature, object, or spell effect with a weapon Strike or a defoliation attack. Effect Treerazer casts his innate dispel magic, targeting the creature he hit with his Strike or one spell affecting that creature. Staggering Strike When Treerazer scores a critical hit with a melee attack, the target is stunned 2. Spawn of Cyth-V'sug Treerazer was once the favored minion and lieutenant (some even say child) of the demon lord Cyth-V’sug, Lord of Fungus and Parasites. After a failed attempt to wrest that role in the Abyss away from Cyth-V’sug, Treerazer fled to the Material Plane. Cyth-V’sug was unable (or perhaps only unwilling) to pursue but took steps to ensure that Treerazer would remain there by exiling him, severing Treerazer’s bond to the Abyss—if the Lord of the Blasted Tarn is slain, his animus will not return to the Abyss and reform. Death, to Treerazer, is a permanent thing. Treerazer's Cultists Treerazer is worshipped by cultists throughout the Inner Sea region. The majority of these deranged maniacs can be found within or near the expanse of the Tanglebriar, consisting of fungus-corrupted fey, debased elves, or other sinister demon worshippers. Beyond Tanglebriar, his cultists are rarer and tend to be loners or leaders of very small groups. Treerazer’s religious symbol is a bleeding dead tree that’s been split in half. ","skill_mod":{"nature":49,"stealth":40,"arcana":38,"athletics":45,"intimidation":46,"occultism":38,"acrobatics":40,"religion":45},"image":["/Images/Monsters/Treerazor.png"],"primary_source":"Bestiary","spell":["Horrid Wilting","Time Stop","Wall of Thorns","Abyssal Wrath","Dispel Magic","Tangling Creepers","Abyssal Plague","Earthbind","Telekinetic Maneuver","True Seeing","Freedom of Movement","Telekinetic Projectile"],"ac":54,"item":["Blackaxe"],"level":25,"spell_dc":[49],"source_category":["Rulebooks"],"sense":"darkvision, true seeing ","resistance":{"acid":20,"bludgeoning":20,"piercing":20,"slashing":20,"fire":15,"cold":15,"physical":20},"intelligence":7,"reflex_save":40,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":42,"size":["Huge"],"name":"Treerazer","alignment":"CE","pfs":"Standard","rarity":"unique","strike_damage_average":[54,58],"attack_bonus":[45,47],"constitution":11,"immunity":["death effects","disease","mental","poison"],"spell_attack_bonus":[43],"will_save":43,"speed":{"fly":60,"max":60,"land":60,"swim":40},"wisdom":8,"weakness":{"good":20},"creature_ability":["Aura of Corruption","Attack of Opportunity","Defoliation","Dispelling Strike","Staggering Strike"],"skill":["Acrobatics","Arcana","Athletics","Intimidation","Nature","Occultism","Religion","Stealth"],"tradition":["Primal"],"summary":"Treerazer, the self-styled Lord of the Blasted Tarn, is a powerful demon on the cusp of ascending to the true power of one of the rulers of the Abyss …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=394","dexterity":9,"category":"creature","slug":"creature-394"},{"remaster_name":["Forest Troll"],"attack_bonus":[14,14],"constitution":6,"primary_source_category":"Rulebooks","strength":5,"hp":115,"language":["Jotun"],"source":["Bestiary"],"type":"Creature","creature_family":"Troll","will_save":7,"charisma":-2,"speed":{"max":30,"land":30},"perception":11,"wisdom":0,"weakness":{"fire":10},"creature_ability":["Attack of Opportunity","Rend"],"skill":["Athletics","Intimidation"],"trait":["Giant","Troll","CE","Large"],"id":"creature-395","text":" Troll Common trolls are dim-witted, gangly giants who stalk the fringes of civilization. They rely on their incredible strength to overpower foes with their vicious claws and toothy maws. A troll’s endless hunger drives it to consume all variety of living creatures, and it is their ravenous eating habits that fuel trolls’ legendary regenerative abilities. Trolls stand anywhere from 12 to 16 feet tall, though they prefer to hunch for comfort and to lull foes into a false sense of security. Unspecific Lore : DC 18 Specific Lore : DC 15 Troll Source Bestiary pg. 314 Perception +11; darkvision Languages Jotun Skills Athletics +12, Intimidation +12 Str +5 Dex +2 Con +6 Int -2 Wis +0 Cha -2 --- AC 20 Fort +17 Ref +11 Will +7 HP 115 , regeneration 20 (deactivated by acid or fire) Weaknesses fire 10 Attack of Opportunity Reaction --- Speed 30 feet Melee Single Action jaws +14 (reach 10 feet), Damage 2d10+5 piercing Melee Single Action claw +14 (Agile, reach 10 feet), Damage 2d8+5 slashing Rend Single Action claw ","skill_mod":{"athletics":12,"intimidation":12},"summary":"Common trolls are dim-witted, gangly giants who stalk the fringes of civilization. They rely on their incredible strength to overpower foes with …","image":["/Images/Monsters/Troll_Troll.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":20,"level":5,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=395","intelligence":-2,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Troll","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,16],"slug":"creature-395"},{"remaster_name":["Troll Warleader"],"attack_bonus":[23,23],"constitution":7,"primary_source_category":"Rulebooks","strength":7,"hp":220,"language":["Jotun"],"source":["Bestiary"],"type":"Creature","creature_family":"Troll","will_save":15,"charisma":4,"speed":{"max":30,"land":30},"perception":19,"wisdom":1,"weakness":{"fire":10},"creature_ability":["Attack of Opportunity","Vigorous Shake","Rend","Forced Regeneration","Primordial Roar","Unstoppable Charge"],"skill":["Athletics","Intimidation","Survival"],"trait":["Giant","Troll","CE","Large"],"id":"creature-396","text":" Troll King Some trolls have learned the skills necessary to survive well beyond the typical life expectancy for their kind and rally others to follow their lead. These champions develop a number of talents that make them worthy leaders and potent hunters—namely their abilities to willingly boost the rate of their regeneration and to shake off the acid and fire that would hinder it, not to mention a bestial roar that can send would-be predators scurrying off. Troll kings possess a cunning far beyond their younger kin— they know to keep their allies close, and their enemies even closer. If a troll king so much as suspects that one of its followers is plotting to usurp it, retribution is swift and fatal. Unspecific Lore : DC 25 Specific Lore : DC 22 Troll King Source Bestiary pg. 315 Perception +19; darkvision Languages Jotun Skills Athletics +21, Intimidation +22, Survival +17 Str +7 Dex +3 Con +7 Int -1 Wis +1 Cha +4 --- AC 28 Fort +23 Ref +17 Will +15 HP 220 , regeneration 30 (deactivated by acid or fire) Weaknesses fire 10 Attack of Opportunity Reaction Vigorous Shake Reaction Trigger The troll king takes persistent acid or fire damage. Effect The troll king shakes itself to remove persistent acid or fire effects. The troll king immediately attempts a DC 15 flat check to end the persistent damage that triggered this reaction. If the troll king succeeds at this check, it can immediately use Primordial Roar as part of this reaction. --- Speed 30 feet Melee Single Action jaws +23 (reach 10 feet), Damage 2d12+13 piercing Melee Single Action claw +23 (Agile, reach 10 feet), Damage 2d8+13 slashing Rend Single Action claw Forced Regeneration Single Action (Concentrate) Requirements The troll king’s regeneration is not currently deactivated. Effect The troll king regains 15 HP. Primordial Roar Single Action (Auditory, Emotion, Fear, Mental) The troll king unleashes a bestial roar. Each non-troll creature within 100 feet must attempt a DC 29 Will save. The creature is then temporarily immune for 10 minutes. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3. Unstoppable Charge Three Actions The troll king Strides twice in a straight line. It can make up to two claw Strikes during this movement and one jaws Strike at the end of its movement. It can’t Strike the same creature more than once. ","skill_mod":{"survival":17,"athletics":21,"intimidation":22},"summary":"Some trolls have learned the skills necessary to survive well beyond the typical life expectancy for their kind and rally others to follow their …","image":["/Images/Monsters/Troll_TrollKing.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":28,"level":10,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=396","intelligence":-1,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Troll King","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,26],"slug":"creature-396"},{"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Common","Sylvan"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":13,"stealth":"8","trait":["Beast","Fey","CG","Large"],"id":"creature-397","text":" Unicorn Symbols of grace and purity, unicorns resemble proud and noble horses. They are typically pure white of coat, but they are best known for the single, delicate horn that extends from the center of their forehead. While unicorns often serve as protectors of unspoiled wilderness and sacred places, they are themselves highly sought after for their horns, which are said to possess potent magical properties. To many, the mere idea of hunting such a magnificent creature in the hopes of severing its horn is utterly reprehensible. Indeed, a de-horned unicorn is a sorry sight, and few such unicorns survive much longer in the wild. Unicorns are found almost exclusively in remote, unsullied areas of wilderness. Sometimes associated with good-aligned deities, other times associated with nature and the fey, unicorns are always known for their righteousness and nobility. They are wary, at best, of most humanoid creatures, due in large part for poachers’ tendency to hunt them for their horns, but unicorns are often rumored to have a weakness for those who are pure of both heart and spirit. Despite some tales, unicorns are equally likely to recognize purity in young men as in young women. Recall Knowledge - Beast (Arcana, Nature): DC 18 Recall Knowledge - Fey (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Unicorn Source Bestiary pg. 316 Perception +13; darkvision, scent (imprecise) 30 feet Languages Common, Sylvan Skills Acrobatics +10, Diplomacy +11, Stealth +8, Survival +9 Str +4 Dex +3 Con +3 Int +0 Wis +4 Cha +4 Wild Empathy The unicorn has a connection to the creatures of the natural world that allows it to communicate with them. The unicorn can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. --- AC 20 Fort +10 Ref +8 Will +11 (+2 vs. mental) HP 45 Immunities poison --- Speed 45 feet Melee Single Action horn +12 (Good, Magical), Damage 1d10+4 piercing plus 1d6 good and ghost touch Melee Single Action hoof +12 (Agile, Magical), Damage 1d8+4 bludgeoning and ghost touch Primal Innate Spells DC 21 - Cantrips (2nd) Light - 1st Detect Alignment (at will, good only) - 3rd Heal (x2), Neutralize Poison - 5th Tree Stride Ghost Touch A unicorn’s Strikes have the effects of a ghost touch property rune. Powerful Charge Two Actions The unicorn Strides up to double its Speed in a straight line and then makes a horn Strike. If the unicorn moved at least 20 feet, it deals an additional 2d6 damage on a hit. Alicorn In alchemical and occult circles, “alicorn” is the word for the material that makes up a unicorn’s horn, also used to describe any object made from that horn. Note that in many markets, alicorn sales are illegal, and those who attempt to sell alicorn are viewed with repugnance—or worse. ","skill_mod":{"diplomacy":11,"survival":9,"stealth":8,"acrobatics":10},"image":["/Images/Monsters/Unicorn.png"],"primary_source":"Bestiary","spell":["Tree Stride","Heal","Neutralize Poison","Detect Alignment","Light"],"ac":20,"level":3,"spell_dc":[21],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":10,"size":["Large"],"name":"Unicorn","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[8,13],"attack_bonus":[12,12],"constitution":3,"immunity":["poison"],"will_save":11,"speed":{"max":45,"land":45},"wisdom":4,"weakness":{},"creature_ability":["Wild Empathy","Ghost Touch","Powerful Charge"],"skill":["Acrobatics","Diplomacy","Stealth","Survival"],"tradition":["Primal"],"summary":"Symbols of grace and purity, unicorns resemble proud and noble horses. They are typically pure white of coat, but they are best known for the single, …","trait_group":["Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=397","dexterity":3,"category":"creature","slug":"creature-397"},{"attack_bonus":[29,29],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":250,"language":["Auran"],"immunity":["electricity","paralyze","poison","sleep"],"source":["Bestiary"],"type":"Creature","will_save":22,"charisma":3,"speed":{"fly":100,"max":100},"perception":20,"wisdom":-2,"weakness":{},"creature_ability":["High Winds","Lightning Crash","Swiftness","Whirlwind Form"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"25","trait":["Air","Elemental","CE","Huge"],"id":"creature-398","text":" Uthul An uthul most often appears to be a dark, swirling cloud filled with flying debris and streaked with sudden flashes of lightning. Although they are clearly elemental in nature, uthuls are nearly always found on the Material Plane, where they hide among natural cloud formations, especially thunderstorms. Recall Knowledge - Elemental (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Uthul Source Bestiary pg. 317 Perception +20; darkvision Languages Auran Skills Acrobatics +29, Athletics +27, Intimidation +23, Stealth +25 Str +7 Dex +7 Con +4 Int -1 Wis -2 Cha +3 --- AC 36 Fort +28 Ref +29 Will +22 HP 250 Immunities electricity, paralyze, poison, sleep High Winds (air, aura) 40 feet. Air in the aura is difficult terrain for Flying creatures without the air trait. --- Speed fly 100 feet; swiftness Melee Single Action claw +29 (Agile), Damage 3d12+11 slashing Ranged Single Action debris +29 (range increment 60 feet), Damage 5d8+15 bludgeoning Lightning Crash Single Action (Electricity, Incapacitation, Sonic) The uthul unleashes a powerful bolt of lightning and a stunning thunderclap. The bolt deals 6d12 electricity damage to all creatures in a 30-foot line, with a DC 34 basic Reflex save, and every creature in a 20-foot emanation must attempt a DC 34 Fortitude save. The uthul can’t use Lightning Crash again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned for 1 round. Critical Failure The creature is stunned for 1d4 rounds. Swiftness An uthul’s movement doesn’t trigger reactions. Whirlwind Form Two Actions (Concentrate) The uthul transforms itself into a swirling vortex of storm and fury 10 feet wide and up to 40 feet tall. It stays in this form for 3 rounds or until it Dismisses the effect. While in this form, the uthul gains resistance 10 to physical damage and can move through other creatures. Its aura remains active, but it can’t make debris Strikes nor use Lightning Crash. Instead, any creature the uthul moves through takes 4d6 bludgeoning damage and 2d12 electricity damage. A creature can take this damage only once per round. A Large or smaller creature must also succeed at a DC 32 Reflex save or be picked up and held suspended within the vortex. Suspended creatures move with the uthul. A creature can attempt to escape by spending an action to attempt a DC 32 Reflex save (or a DC 32 Acrobatics check to maneuver in flight if it has a fly Speed). Upon escaping, or when the uthul transforms back into its storm cloud form, a suspended creature is hurled 1d4 × 10 feet in a random direction, then falls unless it can fly or otherwise remain aloft. After returning to its normal form, the uthul must wait 1 minute before it can use Whirlwind Form again. Outcasts of Air Uthuls are thought to be an outcast group of beings that once dwelled on the Plane of Air. It is unclear whether their fury was the reason for their expulsion from that plane or if they grew implacable after being banished. Uthuls do not speak of their history to anyone and simply redouble their unending rage on any who dare to ask. ","element":["Air"],"skill_mod":{"stealth":25,"athletics":27,"intimidation":23,"acrobatics":29},"summary":"An uthul most often appears to be a dark, swirling cloud filled with flying debris and streaked with sudden flashes of lightning. Although they are …","image":["/Images/Monsters/Uthul.png"],"primary_source":"Bestiary","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":36,"level":14,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=398","intelligence":-1,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":28,"size":["Huge"],"name":"Uthul","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[30,37],"slug":"creature-398"},{"remaster_name":["Vampire Servitor"],"attack_bonus":[14],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":40,"language":["Common","plus one regional language"],"immunity":["death effects","disease","paralyze","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Vampire","will_save":11,"charisma":2,"speed":{"climb":25,"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Drink Blood","Sneak Attack"],"skill":["Acrobatics","Athletics","Intimidation","Society","Stealth"],"stealth":"12","trait":["Undead","Vampire","CE","Medium"],"id":"creature-399","text":" Vampire Spawn Rogue Vampires use their spawn for infiltration and reconnaissance. Recall Knowledge - Undead (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Vampire Spawn Source Bestiary pg. 320 Perception +12; darkvision Languages Common; plus one regional language Skills Acrobatics +11, Athletics +9, Intimidation +8, Society +5, Stealth +12 Str +3 Dex +5 Con +1 Int -1 Wis +3 Cha +2 --- AC 22 Fort +9 Ref +13 Will +11 HP 40 (coffin restoration, fast healing 5, negative healing) Immunities death effects, disease, paralyze, poison, sleep Resistances physical 5 (except silver) Weaknesses vampire weaknesses --- Speed 25 feet, climb 25 feet Melee Single Action claw +14 (Agile), Damage 1d8+6 slashing plus Grab Drink Blood Single Action (Divine, Necromancy) Requirement A grabbed, paralyzed, restrained, unconscious, or willing creature is within the vampire's reach. Effect The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and the vampire regains 5 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes. Sneak Attack The vampire spawn deals 1d6 extra precision damage to flat-footed creatures. Spawn Locations Vampire spawn live wherever their masters demand. When free of any master, they tend to roam in packs through slums or other urban areas that wouldn’t notice a few people going missing. ","skill_mod":{"society":5,"stealth":12,"athletics":9,"intimidation":8,"acrobatics":11},"summary":"Vampires use their spawn for infiltration and reconnaissance.","image":["/Images/Monsters/Vampire_VampireSpawnRogue.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":22,"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=399","intelligence":-1,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Vampire Spawn","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-399"},{"attack_bonus":[17,17],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":65,"language":["Common","Necril","plus one regional language"],"immunity":["death effects","disease","paralyze","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Vampire","will_save":17,"charisma":4,"speed":{"climb":25,"max":25,"land":25},"perception":17,"wisdom":4,"weakness":{},"creature_ability":["Children of the Night","Mist Escape","Change Shape","Create Spawn","Dominate","Drink Blood","Turn to Mist"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Society","Stealth"],"stealth":"13","trait":["Undead","Vampire","CE","Medium"],"id":"creature-400","text":" Vampire Count Vampire counts rule their demesnes through a mix of fear and cruelty. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Vampire Count Source Bestiary pg. 320 Perception +17; darkvision Languages Common, Necril; plus one regional language Skills Acrobatics +13, Athletics +15, Deception +14, Diplomacy +14, Intimidation +16, Society +14, Stealth +13 Str +5 Dex +3 Con +2 Int +2 Wis +4 Cha +4 Children of the Night (divine, enchantment, mental) The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include rat swarms, bat swarms, and wolves, but can include other creatures. The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back. Items Leather Armor, +1 rapier --- AC 24 Fort +11 Ref +14 Will +17 HP 65 (coffin restoration, fast healing 7, negative healing) Immunities death effects, disease, paralyze, poison, sleep Resistances physical 7 (except magical silver) Weaknesses vampire weaknesses Mist Escape Free Action Trigger The vampire is reduced to 0 HP. Effect The vampire uses Turn to Mist. It can take move actions to move toward its coffin even though it’s at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage. It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first. --- Speed 25 feet, climb 25 feet Melee Single Action rapier +17 (deadly 1d8, disarm +1), Damage 1d6+11 piercing Melee Single Action claw+17 (Agile), Damage 1d8+8 slashing plus Grab Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) Giant bat with fangs +15 for 1d8+9 piercing. Create Spawn (Divine, Downtime, Necromancy) If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights. If the new vampire is lower level than its creator, it is under the creator’s control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire’s Will DC. Dominate Two Actions (Divine, Enchantment, Incapacitation, Mental, Visual) The vampire can cast dominate (DC 22) at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait. A creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell. Drink Blood Single Action (Divine, Necromancy) Requirement A grabbed, paralyzed, restrained, unconscious, or willing creature is within the vampire's reach. Effect The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 2 and the vampire regains 10 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes. Turn to Mist Single Action (Concentrate, Divine, Transmutation) The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely. ","skill_mod":{"society":14,"diplomacy":14,"deception":14,"stealth":13,"athletics":15,"intimidation":16,"acrobatics":13},"summary":"Vampire counts rule their demesnes through a mix of fear and cruelty.","primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":24,"item":["Leather Armor","+1 rapier"],"level":6,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":7,"piercing":7,"slashing":7,"physical":7},"url":"/Monsters.aspx?ID=400","intelligence":2,"reflex_save":14,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Vampire Count","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"slug":"creature-400"},{"primary_source_category":"Rulebooks","strength":3,"hp":115,"language":["Common","Necril","plus one regional language"],"source":["Bestiary"],"type":"Creature","charisma":5,"perception":20,"stealth":"19","trait":["Uncommon","Undead","Vampire","CE","Medium"],"id":"creature-401","text":" Vampire Mastermind Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Vampire Mastermind Source Bestiary pg. 321 Perception +20; darkvision Languages Common, Necril; plus one regional language Skills Acrobatics +17, Arcana +21, Athletics +16, Deception +20, Diplomacy +20, Intimidation +22, Society +19, Stealth +19 Str +3 Dex +4 Con +1 Int +6 Wis +4 Cha +5 Children of the Night (divine, enchantment, mental) The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include rat swarms, bat swarms, and wolves, but can include other creatures. The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back. Items signet ring --- AC 27 Fort +15 Ref +18 Will +20 HP 115 (coffin restoration, fast healing 10, negative healing) Immunities death effects, disease, paralyze, poison, sleep Resistances physical 10 (except magical silver) Weaknesses vampire weaknesses Mist Escape Free Action Trigger The vampire is reduced to 0 HP. Effect The vampire uses Turn to Mist. It can take move actions to move toward its coffin even though it’s at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage. It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first. --- Speed 25 feet, climb 25 feet Melee Single Action claw +18 (Agile), Damage 2d8+9 slashing plus Grab Arcane Prepared Spells DC 29, attack +19 - Cantrips (4th) Detect Magic, Mage Hand, Message, Ray of Frost, Sigil - 1st Color Spray (x2), Fleet Step, Ray of Enfeeblement - 2nd Flaming Sphere, Invisibility, Mirror Image, Touch of Idiocy - 3rd Dispel Magic, Fireball, Haste, Lightning Bolt - 4th Fire Shield, Phantasmal Killer, Veil, Wall of Fire Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) Giant bat with fangs +19 for 2d8+9 piercing. Create Spawn (Divine, Downtime, Necromancy) If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights. If the new vampire is lower level than its creator, it is under the creator’s control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire’s Will DC. Dominate Two Actions (Divine, Enchantment, Incapacitation, Mental, Visual) The vampire can cast dominate (DC 26) at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait. A creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell. Drain Bonded Item Free Action (Arcane, Wizard) Frequency Once per day. Requirements The vampire hasn’t acted yet on this turn. Effect The vampire expends the power stored in its signet ring. This gives the vampire the ability to cast one prepared spell it had already previously cast today, without spending a spell slot. The vampire must still Cast the Spell and meet the spell’s other requirements. Drink Blood Single Action (Divine, Necromancy) Requirement A grabbed, paralyzed, restrained, unconscious, or willing creature is within the vampire's reach. Effect The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 2 and the vampire regains 10 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes. Steady Spellcasting If another creature’s reaction would disrupt the vampire mastermind’s spellcasting action, the vampire attempts a DC 15 flat check. If the vampire succeeds, its action isn’t disrupted. Turn to Mist Single Action (Concentrate, Divine, Transmutation) The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely. ","skill_mod":{"society":19,"diplomacy":20,"deception":20,"stealth":19,"arcana":21,"athletics":16,"intimidation":22,"acrobatics":17},"image":["/Images/Monsters/Vampire_VampireMastermind.png"],"primary_source":"Bestiary","spell":["Fire Shield","Phantasmal Killer","Veil","Wall of Fire","Dispel Magic","Fireball","Haste","Lightning Bolt","Flaming Sphere","Invisibility","Mirror Image","Touch of Idiocy","Color Spray","Fleet Step","Ray of Enfeeblement","Detect Magic","Mage Hand","Message","Ray of Frost","Sigil"],"ac":27,"item":["signet ring"],"level":9,"spell_dc":[29],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":6,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Vampire Mastermind","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18],"attack_bonus":[18],"constitution":1,"immunity":["death effects","disease","paralyze","poison","sleep"],"creature_family":"Vampire","spell_attack_bonus":[19],"will_save":20,"speed":{"climb":25,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Children of the Night","Mist Escape","Change Shape","Create Spawn","Dominate","Drain Bonded Item","Drink Blood","Steady Spellcasting","Turn to Mist"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Society","Stealth"],"tradition":["Arcane"],"summary":"Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide.","trait_group":["Rarity","Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=401","dexterity":4,"category":"creature","slug":"creature-401"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":36,"language":["Common","Goblin","Orcish"],"source":["Bestiary"],"type":"Creature","creature_family":"Warg","will_save":6,"charisma":2,"speed":{"max":40,"land":40},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Avenging Bite","Pack Attack","Swallow Whole"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Survival"],"stealth":"7","trait":["Beast","NE","Medium"],"id":"creature-402","text":" Warg Wargs hunt in packs and surround their prey like common wolves, but their cunning and penchant for taunting victims makes them easy to distinguish from their less-intelligent cousins. But despite their intelligence, wargs have simple desires for food and shelter, making them easy for evil humanoids such as orcs and hobgoblins to recruit to protect their camps or join them in battle. Most wargs are amenable to this arrangement, but if food should run out, wargs are more than willing to integrate goblinoid flesh into their diet. Recall Knowledge - Beast (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Warg Source Bestiary pg. 322 Perception +8; darkvision, scent (imprecise) 30 feet Languages Common, Goblin, Orcish Skills Acrobatics +7, Athletics +8, Deception +6, Intimidation +6, Stealth +7, Survival +8 Str +4 Dex +3 Con +3 Int -1 Wis +2 Cha +2 --- AC 17 Fort +11 Ref +9 Will +6 HP 36 Avenging Bite Reaction Trigger A creature within reach of the warg’s jaws attacks one of the warg’s allies. Effect The warg makes a jaws Strike against the triggering creature. --- Speed 40 feet Melee Single Action jaws +11, Damage 1d8+4 piercing plus Grab Pack Attack The warg’s Strikes deal 1d4 extra damage to creatures within the reach of at least two of the warg’s allies. Swallow Whole Single Action (Attack) Small, 1d6+2 bludgeoning, Rupture 9 ","skill_mod":{"deception":6,"survival":8,"stealth":7,"athletics":8,"intimidation":6,"acrobatics":7},"summary":"Wargs hunt in packs and surround their prey like common wolves, but their cunning and penchant for taunting victims makes them easy to distinguish …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=402","intelligence":-1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Warg","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-402"},{"remaster_name":["Witchwarg"],"attack_bonus":[15],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":70,"language":["Common","Jotun"],"immunity":["cold"],"source":["Bestiary"],"type":"Creature","creature_family":"Warg","will_save":10,"charisma":2,"speed":{"max":40,"land":40},"perception":14,"wisdom":3,"weakness":{"fire":5},"creature_ability":["Buck","Avenging Bite","Breath Weapon","Pack Attack"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Survival"],"stealth":"13","trait":["Beast","NE","Large"],"id":"creature-403","text":" Winter Wolf Winter wolves are related to wargs, but are larger, smarter, and far more dangerous. They are capable of exhaling plumes of freezing breath and are big enough to easily serve as mounts for orcs and hobgoblins—provided the winter wolf is willing, of course. Like wargs, winter wolves hunt in packs, but unlike their smaller cousins, they have a notable proud streak. When they deign to serve others, they reserve this privilege for larger and more dangerous creatures such as frost giants, renegade yetis, or even white dragons. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Winter Wolf Source Bestiary pg. 322 Perception +14; darkvision, scent (imprecise) 30 feet Languages Common, Jotun Skills Acrobatics +13, Athletics +13, Deception +11, Intimidation +11, Stealth +13, Survival +12 Str +6 Dex +4 Con +4 Int +2 Wis +3 Cha +2 --- AC 23 Fort +13 Ref +15 Will +10 HP 70 Immunities cold Weaknesses fire 5 Buck Reaction DC 21 Avenging Bite Reaction Trigger A creature within reach of the winter wolf’s jaws attacks one of the winter wolf’s allies. Effect The winter wolf makes a jaws Strike against the triggering creature. --- Speed 40 feet Melee Single Action jaws +15 (Cold), Damage 1d10+6 piercing plus 1d6 cold and Knockdown Breath Weapon Two Actions (Cold, Evocation, Primal) The winter wolf breathes a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 basic Reflex save). The winter wolf can’t use Breath Weapon again for 1d4 rounds. Pack Attack The winter wolf’s Strikes deal 1d6 extra damage to creatures within the reach of at least two of the winter wolf’s allies. ","skill_mod":{"deception":11,"survival":12,"stealth":13,"athletics":13,"intimidation":11,"acrobatics":13},"summary":"Winter wolves are related to wargs, but are larger, smarter, and far more dangerous. They are capable of exhaling plumes of freezing breath and are …","image":["/Images/Monsters/Warg_WinterWolf.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":23,"level":5,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=403","intelligence":2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Winter Wolf","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-403"},{"attack_bonus":[28,30,32],"constitution":7,"primary_source_category":"Rulebooks","strength":9,"hp":350,"language":["Common","(can’t speak any language)"],"immunity":["death effects","disease","paralyze","poison","unconscious"],"source":["Bestiary"],"type":"Creature","will_save":27,"charisma":5,"speed":{"max":30,"land":30},"perception":27,"wisdom":5,"weakness":{},"creature_ability":["Attack of Opportunity","Frightful Presence","Absorb","Animated Weapons","Energy Drain","Plummet","Trample"],"skill":["Athletics"],"trait":["Uncommon","Undead","NE","Gargantuan"],"id":"creature-404","text":" Warsworn A warsworn is an animate mass of corpses composed of dozens, sometimes even hundreds, of victims of battle. They are formed by deities of undeath or war or, rarely, spontaneously manifest from the devastation of an especially horrendous battle. Recall Knowledge - Undead (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Warsworn Source Bestiary pg. 323 Perception +27; darkvision Languages Common; (can’t speak any language) Skills Athletics +33 Str +9 Dex +5 Con +7 Int -1 Wis +5 Cha +5 --- AC 37 Fort +29 Ref +25 Will +27 +1 status to all saves vs. positive HP 350 (negative healing) Immunities death effects, disease, paralyze, poison, unconscious Attack of Opportunity Reaction Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 35 --- Speed 30 feet Melee Single Action corpse wave +32 (Magical), Damage 4d12+9 bludgeoning plus energy drain Melee Single Action animated weapon +30 (Agile, Magical, reach 100 feet, versatile B, versatile P), Damage four of the weapon’s damage dice +9 of the weapon’s damage type Ranged Single Action scrap ball +28 (Magical, range increment 100 feet), Damage 4d12+9 bludgeoning plus plummet Absorb Free Action (Death, Divine, Necromancy) Trigger The warsworn moves into a dying creature’s space. Effect The warsworn absorbs the dying creature into itself, instantly killing the creature and healing the warsworn for a number of Hit Points equal to the creature’s level. As long as the warsworn still exists, absorbed creatures can’t be resurrected except by wish or a similarly powerful effect. Animated Weapons (Divine, Evocation) The warsworn assumes control of unattended weapons within 100 feet, forcing them to levitate around it. The warsworn can telekinetically wield these weapons to make melee Strikes with a reach of 100 feet. Energy Drain (Divine, Necromancy) When a warsworn hits with a corpse wave Strike or damages a creature with Trample, the target must succeed at a DC 35 Fortitude save or become drained 2 and doomed 1. On a critical success, the target becomes temporarily immune to the warsworn’s energy drain for 24 hours. Plummet A creature hit by a warsworn’s scrap ball Strike must attempt a DC 37 Reflex save. On a failure, the target falls prone; if the target was airborne, it falls up to 120 feet, taking damage from the fall and landing prone if the descent brings it to the ground. On a critical failure, the target is also held under a pile of scrap (DC 37 to Escape). Trample Three Actions Huge or smaller, corpse wave, DC 37 Warsworn While uniquely terrible, war is not the only tragedy that can lead to mass deaths. Other forms of mass undead, similar to warsworn, can sometimes arise from causes such as famine or disaster. Flamesworn rise from large crowds killed by fire, while plagueborn rise when entire townships or even cities perish to disease. ","skill_mod":{"athletics":33},"summary":"A warsworn is an animate mass of corpses composed of dozens, sometimes even hundreds, of victims of battle. They are formed by deities of undeath or …","image":["/Images/Monsters/Warsworn.png"],"primary_source":"Bestiary","trait_group":["Rarity","Creature Type"],"ac":37,"level":16,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=404","intelligence":-1,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Warsworn","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[35,35],"slug":"creature-404"},{"attack_bonus":[12],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":45,"source":["Bestiary"],"type":"Creature","creature_family":"Wasp","will_save":6,"charisma":1,"speed":{"fly":40,"max":40,"land":20},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Implant Eggs","Giant Wasp Venom","Wasp Larva"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Large"],"id":"creature-405","text":" Giant Wasp Giant wasps are much more dangerous but less common than their smaller kin, and—to the relief of those who encounter them—they tend to be solitary. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Wasp Source Bestiary pg. 324 Perception +8; darkvision Languages Skills Acrobatics +11, Athletics +9 Str +4 Dex +4 Con +4 Int -5 Wis +1 Cha +1 --- AC 19 Fort +9 Ref +11 Will +6 HP 45 --- Speed 20 feet, fly 40 feet Melee Single Action stinger +12 (Poison), Damage 1d12+4 piercing plus giant wasp venom Implant Eggs Single Action The giant wasp lays eggs in an adjacent creature that is paralyzed or unconscious, exposing it to the wasp larva disease. Giant Wasp Venom (Incapacitation, Poison) Saving Throw Fortitude DC 19; Maximum Duration 6 rounds; Stage 1 no effect (1 round); Stage 2 clumsy 2 (1 round); Stage 3 paralyzed (1 round) Wasp Larva (Disease) Saving Throw Fortitude DC 21; Stage 1 carrier with no ill effect (1d6 days); Stage 2 drained 1 (1d3 days); Stage 3 5d6 damage, larva emerges (disease ends) ","skill_mod":{"athletics":9,"acrobatics":11},"summary":"Giant wasps are much more dangerous but less common than their smaller kin, and—to the relief of those who encounter them—they tend to be solitary.","image":["/Images/Monsters/Wasp_GiantWasp.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=405","intelligence":-5,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Large"],"name":"Giant Wasp","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-405"},{"constitution":2,"primary_source_category":"Rulebooks","strength":-4,"hp":45,"immunity":["precision","swarm mind"],"source":["Bestiary"],"type":"Creature","creature_family":"Wasp","will_save":8,"charisma":-1,"speed":{"fly":40,"max":40,"land":20},"perception":10,"wisdom":2,"weakness":{"area":5,"splash":5},"creature_ability":["Swarming Stings","Wasp Venom"],"skill":["Acrobatics"],"trait":["Animal","Swarm","N","Large"],"id":"creature-406","text":" Wasp Swarm Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp nest can house thousands of individuals that emerge as a massive swarm. Most swarms attack only to protect their nest or if otherwise agitated, though druids and other primal enchanters can bend these venomous vermin to their will—to deadly effect. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Wasp Swarm Source Bestiary pg. 324 Perception +10; darkvision Languages Skills Acrobatics +12 Str -4 Dex +4 Con +2 Int -5 Wis +2 Cha -1 --- AC 18 Fort +10 Ref +12 Will +8 HP 45 Immunities precision, swarm mind Resistances bludgeoning 7, piercing 7, slashing 3 Weaknesses area damage 5, splash damage 5 --- Speed 20 feet, fly 40 feet Swarming Stings Single Action Each enemy in the swarm’s space takes 2d8 piercing damage (DC 21 basic Reflex save) and is exposed to wasp venom. A successful save negates the poison exposure. Wasp Venom (Poison) Saving Throw Fortitude DC 21; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 2d6 poison and clumsy 2 (2 rounds) ","skill_mod":{"acrobatics":12},"summary":"Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp …","primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":18,"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"bludgeoning":7,"piercing":7,"slashing":3},"url":"/Monsters.aspx?ID=406","intelligence":-5,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Large"],"name":"Wasp Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-406"},{"attack_bonus":[11,11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Aklo","spider speak"],"source":["Bestiary"],"type":"Creature","will_save":8,"charisma":-1,"speed":{"climb":25,"max":25,"land":25},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Spider Speak","Spring upon Prey","Requirement","Web Lurker Venom","Web Trap"],"skill":["Acrobatics","Athletics","Crafting","Stealth"],"stealth":"11","trait":["Aberration","NE","Medium"],"id":"creature-407","text":" Web Lurker Web lurkers, known also as ettercaps, are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin. Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Web Lurker Source Bestiary pg. 325 Perception +10; darkvision, tremorsense (imprecise) 30 feet (creatures touching its web) Languages Aklo; spider speak Skills Acrobatics +9, Athletics +9, Crafting +8, Stealth +11 Str +4 Dex +4 Con +3 Int +1 Wis +3 Cha -1 Spider Speak The web lurker can speak with spiders, with the same effects and limitations as speak with animals . --- AC 19 Fort +10 Ref +11 Will +8 HP 45 Spring upon Prey Reaction Trigger A creature touches the web lurker’s web while the web lurker is on it. Requirement Initiative has not yet been rolled. Effect The web lurker automatically notices the creature and Strides or Climbs before rolling initiative. --- Speed 25 feet, climb 25 feet Melee Single Action fangs +11 (Poison), Damage 1d8+6 piercing plus web lurker venom Melee Single Action claw +11 (Agile), Damage 1d8+6 slashing Melee Single Action web +11, Damage web trap Web Lurker Venom (Poison) Saving Throw Fortitude DC 19; Maximum Duration 10 rounds; Stage 1 1d6 poison and flat-footed (1 round); Stage 2 1d6 poison, flat-footed, and slowed 1 (1 round) Web Trap A creature hit by the web lurker’s web attack is immobilized and stuck to the nearest surface until it succeeds at DC 20 Acrobatics check to Escape. Web Lurker Lair Whether alone or in a group, web lurkers hunt in forests, swamps, or scrubby hill lands, constructing structures from their webs high up in trees or within craggy, high canyons, and they surround their territory with traps and snares constructed of the same webbing and natural material. ","skill_mod":{"crafting":8,"stealth":11,"athletics":9,"acrobatics":9},"summary":"Web lurkers, known also as ettercaps, are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and …","image":["/Images/Monsters/WebLurker.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 30 feet (creatures touching its web)","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=407","intelligence":1,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Web Lurker","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,10],"slug":"creature-407"},{"attack_bonus":[27,29],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":335,"language":["Aklo","Sylvan","(can’t speak any language)"],"source":["Bestiary"],"type":"Creature","will_save":24,"charisma":2,"speed":{"climb":25,"max":25,"land":25,"burrow":25},"perception":25,"wisdom":4,"weakness":{"slashing":15,"cold":20},"creature_ability":["Blood Leech","Constrict","Engulf","Thorny Mass"],"skill":["Athletics","Deception","Stealth","Survival"],"stealth":"30","trait":["Plant","NE","Huge"],"id":"creature-408","text":" Wemmuth Fertilized by large quantities of spilled blood, such as that found on bloodstained battlefields or in the war-torn regions surrounding besieged cities, wemmuths are vile swaths of vines that draw sustenance from mortal suffering, lapping up blood like water. Possessing a rudimentary intelligence and an unquenchable thirst for blood, wemmuths lie in wait for most of their lives, growing to incredible size in the bloody soil of their grisly homes. Though the vines that comprise a wemmuth’s body are scarcely thicker than rope, a single adult wemmuth system consists of 6 tons of vines, enough to stretch for 6,000 feet if stretched from end to end in a single straight line. Wemmuths never orient themselves this way, however, instead preferring to wrap themselves into massive mounds approximately 15 feet across and equally thick. Although wemmuths are often spotted lazing about, the scent of blood is enough to whip one into a violent frenzy. The creature condenses its entire mass into a sphere of sharp thorns and lashing vines, resembling a hateful tumbleweed the size of an elephant. Wemmuths commonly dig up massive boulders or entire trees from the ground and incorporate them into their rolling mass, using these objects to bolster their defense against many forms of attack or hurling them at faraway foes with terrifying precision. Some speculate that wemmuths are a form of diabolical corruption let loose upon Golarion by House Thrune of Cheliax, perhaps as a scorched earth tactic against their rivals. Influential nobles from Nirmathas and Molthune both point fingers at one another for the wemmuth’s creation, Nirmathas citing Molthune’s close ties to Infernal Cheliax and Molthune blaming the primal magic commonly employed by Nirmathas’s many druids and rangers. Several Varisian tales describe creatures closely matching the wemmuth’s description attempting to apprehend a famous folk trickster, while crusaders from Mendev adhere to the belief that the wemmuths were a blight unleashed upon Golarion by Deskari, former demon lord of locusts, before his defeat at the hands of mortal heroes. Recall Knowledge - Plant (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Wemmuth Source Bestiary pg. 326 Perception +25; darkvision, tremorsense (imprecise) 60 feet Languages Aklo, Sylvan; (can’t speak any language) Skills Athletics +30, Deception +28, Stealth +30, Survival +27 Str +8 Dex +6 Con +6 Int -2 Wis +4 Cha +2 --- AC 37 Fort +27 Ref +27 Will +24 HP 335 (blood leech) Weaknesses cold 20, slashing 15 --- Speed 25 feet, burrow 25 feet, climb 25 feet Melee Single Action pummel +29 (fatal d12, reach 15 feet, Sweep), Damage 4d12+10 bludgeoning plus Improved Grab Ranged Single Action boulder +27 (fatal d12, range increment 60 feet), Damage 4d10+10 bludgeoning Blood Leech Reaction Trigger The wemmuth deals damage to a creature with Constrict. Effect The wemmuth heals a number of Hit Points equal to half the total damage dealt by Constrict. Constrict Single Action 2d12+10, DC 37 Engulf Two Actions DC 37, 4d8 bludgeoning, Escape DC 35, Rupture 36 Thorny Mass Whenever a creature within 10 feet attempts a melee attack against a wemmuth or uses Acrobatics to Tumble Through its space, that creature takes 1d12+10 piercing damage. Wemmuth Treasure Wemmuths have little interest in using magical items or accumulating treasure out of a sense of greed, but are smart enough to understand that a few well-placed trinkets and baubles work amazingly well as lures. ","skill_mod":{"deception":28,"survival":27,"stealth":30,"athletics":30},"summary":"Fertilized by large quantities of spilled blood, such as that found on bloodstained battlefields or in the war-torn regions surrounding besieged …","image":["/Images/Monsters/Wemmuth.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":37,"level":15,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=408","intelligence":-2,"reflex_save":27,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":27,"size":["Huge"],"name":"Wemmuth","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[32,36],"slug":"creature-408"},{"primary_source_category":"Rulebooks","strength":8,"hp":315,"language":["Aklo","Common","Jotun","telepathy 1 mile"],"source":["Bestiary"],"type":"Creature","charisma":6,"perception":32,"stealth":"30","trait":["Beast","Cold","Uncommon","CE","Large"],"id":"creature-409","text":" Wendigo Wendigos are incarnations of the fears of starvation, loneliness, and fatal exposure to cold weather. They haunt the frozen expanses of the world. Recall Knowledge - Beast (Arcana, Nature): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Wendigo Source Bestiary pg. 327 Perception +32; darkvision, heatsight 60 feet Languages Aklo, Common, Jotun; telepathy 1 mile Skills Acrobatics +32, Athletics +33, Deception +29, Intimidation +33, Nature +28, Occultism +29, Religion +28, Stealth +30, Survival +30 Str +8 Dex +7 Con +9 Int +6 Wis +5 Cha +6 Heatsight (divination, primal); Heatsight is a precise sense that sees heat signatures. --- AC 40 Fort +32 Ref +30 Will +26 +1 status to all saves vs. magic HP 315 , regeneration 30 (deactivated by cold iron) Immunities cold, fear Weaknesses cold iron 10, fire 15 --- Speed fly 100 feet Melee Single Action jaws +33 (Cold, Magical, reach 10 feet), Damage 3d10+12 piercing plus 2d6 cold Melee Single Action claw +33 (Cold, Magical, Agile, reach 10 feet), Damage 3d8+12 slashing plus 2d6 cold and Grab Primal Innate Spells DC 38 - 4th Nightmare (see dream haunting) - 8th Wind Walk (at will) Primal Rituals DC 38 - 8th Control Weather Dream Haunting A target that fails its save against the wendigo’s nightmare is exposed to wendigo torment. Howl Three Actions (Auditory, Concentrate, Enchantment, Fear, Incapacitation, Mental, Primal) Frequency Three times per day; Effect The wendigo unleashes a forlorn howl that can be heard up to 1 mile away. Any creature that hears the howl must succeed at a DC 38 Will save or be frightened 1. Any creature that critically fails and is within 120 feet of the wendigo is instead frightened 3, and is also fleeing for 1d4 rounds (or until it’s no longer frightened, whichever comes first). A creature frightened by a wendigo’s howl still naturally recovers from its fright but can’t reduce it below frightened 1 in this way until 1 hour has passed or magic is used. Whether it succeeds or fails its save, a creature is then temporarily immune to that wendigo’s Howl for 24 hours. Ride the Wind Reaction (Air, Concentrate, Primal, Transmutation) Trigger The wendigo casts wind walk while it has Grabbed a foe. Effect The wendigo attempts to turn the grabbed creature into wind and carry it along as part of the action. If the target succeeds at a DC 38 Will save, it prevents itself from being transformed; in this case, the wendigo still transforms, automatically releasing the victim. A creature forced to Ride the Wind along with the wendigo is exposed to wendigo torment. The target can attempt a new Will save each round to return to normal, though it immediately becomes corporeal and begins falling if it succeeds. Wendigo Torment (Curse, Enchantment, Mental, Primal) A creature affected by wendigo torment can’t recover beyond stage 1 until it has been restored to full HP. Saving Throw Will DC 38; Stage 1 Stupefied 4 (1 day); Stage 2 As stage 1 (1 day); Stage 3 The creature searches for an individual of its own ancestry to kill and devour. It then becomes affected by wind walk and sprints into the sky so fast that its feet burn away into jagged stumps. As the creature wind walks into the sky, it is replaced by a new wendigo over 2d6 minutes. Wish, similar magic, or a 9th-level resurrect ritual can return the victim to life. The new wendigo remains even if the victim is resurrected. Wendigo Worship Some humanoids who dwell in arctic regions offer tribute to wendigos that hunt near their villages, treating them as gods or spirits of nature that must be appeased. They occasionally perform rites of cannibalism and place fetishes throughout the wilderness to mark the wendigo’s domain. ","skill_mod":{"deception":29,"nature":28,"survival":30,"stealth":30,"athletics":33,"intimidation":33,"occultism":29,"acrobatics":32,"religion":28},"image":["/Images/Monsters/Wendigo.png"],"primary_source":"Bestiary","spell":["Wind Walk","Nightmare"],"ac":40,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":"darkvision, heatsight 60 feet","resistance":{},"intelligence":6,"reflex_save":30,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":32,"size":["Large"],"name":"Wendigo","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[32,35],"attack_bonus":[33,33],"constitution":9,"immunity":["cold","fear"],"will_save":26,"speed":{"fly":100,"max":100},"wisdom":5,"weakness":{"cold_iron":10,"fire":15},"creature_ability":["Heatsight","Dream Haunting","Howl","Ride the Wind","Wendigo Torment"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Occultism","Religion","Stealth","Survival"],"tradition":["Primal"],"summary":"Wendigos are incarnations of the fears of starvation, loneliness, and fatal exposure to cold weather. They haunt the frozen expanses of the world.","trait_group":["Creature Type","Energy","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=409","dexterity":7,"category":"creature","slug":"creature-409"},{"attack_bonus":[10,10,10,10],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Common","rat empathy"],"source":["Bestiary"],"type":"Creature","creature_family":"Werecreature","will_save":8,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{"silver":5},"creature_ability":["Rat Empathy","Nimble Dodge","Change Shape","Curse of the Wererat","Moon Frenzy","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Society","Stealth"],"stealth":"8","trait":["Beast","Human","Humanoid","Werecreature","LE","Medium"],"id":"creature-410","text":" Wererat Wererats tend to be selfishly opportunistic, avaricious, and paranoid as a result of their curse. Because wererats typically dwell in metropolitan areas where they can hide in plain sight, practically any city-goer could be a wererat in disguise—from the quiet shopkeep to the city’s criminal mastermind. The bustle of crowds and countless rat-holes make ghettos and shantytowns favored homes for wererats, especially since in these poorer districts the wererat can kill out of greed or fear with little chance of the authorities noticing. In some cities, wererats operate entire thieves’ guilds or organized crime rings, and membership requires willfully submitting to the wererat’s cursed bite. Wererats look very similar to ratfolk when in hybrid form, apart from potential differences in size, but ratfolk have no love for these monsters. Recall Knowledge - Beast (Arcana, Nature): DC 16 Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Wererat Source Bestiary pg. 329 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Common; rat empathy Skills Acrobatics +8, Athletics +6, Deception +5, Society +4, Stealth +8 Str +2 Dex +4 Con +2 Int +0 Wis +2 Cha +1 Rat Empathy (divination, primal) The wererat can communicate with rodents. Items Leather Armor, Hand Crossbow (20 bolts) --- AC 19 Fort +6 Ref +10 Will +8 HP 45 Weaknesses silver 5 Nimble Dodge Reaction Trigger The wererat is targeted with a melee or ranged attack by an attacker it can see. Effect The wererat gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 25 feet Melee Single Action shortsword +10 (Agile, Finesse, versatile S), Damage 1d6+4 piercing Melee Single Action claw +10 (Agile, Finesse), Damage 1d6+2 slashing Melee Single Action jaws +10 (Finesse), Damage 1d8+2 piercing plus curse of the wererat Ranged Single Action hand crossbow +10 (range increment 60 feet, reload 1), Damage 1d6 piercing Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) Human with fist +10 for 1d4+2 bludgeoning, or Small rat with Speed 30 feet, climb 10 feet. Curse of the Wererat (Curse, Necromancy, Primal) This curse affects only humanoids. Saving Throw DC 18 Fortitude save. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wererat until dawn. The creature is under the GM’s control and goes on a rampage for half the night before falling unconscious until dawn. Moon Frenzy (Polymorph, Primal, Transmutation) When a full moon appears in the night sky, the wererat must enter hybrid form, can’t Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the wererat returns to humanoid form and is fatigued for 2d4 hours. Sneak Attack The wererat deals 1d6 extra precision damage to flat-footed creatures. ","skill_mod":{"society":4,"deception":5,"stealth":8,"athletics":6,"acrobatics":8},"summary":"Wererats tend to be selfishly opportunistic, avaricious, and paranoid as a result of their curse. Because wererats typically dwell in metropolitan …","image":["/Images/Monsters/Werecreature_Wererat.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster"],"ac":19,"item":["Leather Armor","Hand Crossbow (20 bolts)"],"level":2,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=410","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Wererat","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,5,6,7],"slug":"creature-410"},{"attack_bonus":[9,11,11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":63,"language":["Common","wolf empathy"],"source":["Bestiary"],"type":"Creature","creature_family":"Werecreature","will_save":7,"charisma":1,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{"silver":5},"creature_ability":["Wolf Empathy","Attack of Opportunity","Change Shape","Curse of the Werewolf","Moon Frenzy","Pack Attack"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Beast","Human","Humanoid","Werecreature","CE","Medium"],"id":"creature-411","text":" Werewolf The curse of the werewolf—known as lycanthropy to many—instills in its carriers the hungry bloodlust and predatory instincts of the wolf. Werewolves tend to dwell on the fringes of society or in small settlements where, in their humanoid forms, they work as laborers, hunters, farmers, or trappers. At night, however, these same villagers transform into violent killers and sadistic stalkers who prey on their neighbors. Werewolves are the quintessential werecreature, and the first that comes to mind when most people speak of such beings. Although most werewolves hide their curse by adopting solitary lifestyles, some retain the pack mentality of true wolves. A small group of such werewolves typically forms a family-like pack, with the eldest or most powerful serving as the leader; new pack mates are hand-chosen and inculcated into the family as its influence grows. Recall Knowledge - Beast (Arcana, Nature): DC 18 Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Werewolf Source Bestiary pg. 330 Perception +9; low-light vision, scent (imprecise) 30 feet Languages Common; wolf empathy Skills Acrobatics +7, Athletics +9, Survival +10 Str +4 Dex +2 Con +2 Int -1 Wis +2 Cha +1 Wolf Empathy (divination, primal) The werewolf can communicate with lupines. Items Studded Leather Armor, Composite Shortbow (20 arrows) --- AC 19 Fort +11 Ref +9 Will +7 HP 63 Weaknesses silver 5 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action battle axe +11 (Sweep), Damage 1d8+8 slashing Melee Single Action claw +11 (Agile), Damage 1d6+8 slashing Melee Single Action jaws +11, Damage 1d8+8 piercing plus curse of the werewolf Ranged Single Action composite shortbow +9 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6+4 piercing Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) Human with fist +11 for 1d4+8 bludgeoning, or wolf with Speed 40 feet and jaws with Knockdown. Curse of the Werewolf (Curse, Necromancy, Primal) This curse affects only humanoids. Saving Throw DC 19 Fortitude save. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werewolf until dawn. The creature is under the GM’s control and goes on a rampage for half the night before falling unconscious until dawn. Moon Frenzy (Polymorph, Primal, Transmutation) When a full moon appears in the night sky, the werewolf must enter hybrid form, can’t Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werewolf returns to humanoid form and is fatigued for 2d4 hours. Pack Attack The werewolf’s Strikes deal 1d6 extra damage to creatures within reach of at least two of the werewolf’s allies. ","skill_mod":{"survival":10,"athletics":9,"acrobatics":7},"summary":"The curse of the werewolf—known as lycanthropy to many—instills in its carriers the hungry bloodlust and predatory instincts of the wolf. Werewolves …","image":["/Images/Monsters/Werecreature_Werewolf.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster"],"ac":19,"item":["Studded Leather Armor","Composite Shortbow (20 arrows)"],"level":3,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=411","intelligence":-1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":11,"size":["Medium"],"name":"Werewolf","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,11,12,12],"slug":"creature-411"},{"attack_bonus":[10,13,13,13,13],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":75,"language":["Common","bear empathy"],"source":["Bestiary"],"type":"Creature","creature_family":"Werecreature","will_save":10,"charisma":-1,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{"silver":5},"creature_ability":["Bear Empathy","Change Shape","Curse of the Werebear","Hunt Prey","Mauler","Moon Frenzy","Precision Edge"],"skill":["Athletics","Medicine","Nature","Stealth","Survival"],"stealth":"11","trait":["Beast","Human","Humanoid","Uncommon","Werecreature","LG","Large"],"id":"creature-412","text":" Werebear Unlike many other types of werecreature, a werebear does not become malevolent during its involuntary transformations, but is instead filled with righteous conviction. This indignation can still manifest in violent ways, though, as a transformed werebear becomes temporarily blind to its alliances and has little control over its bestial temper. As a result, werebears are loners, rarely even living together as families longer than necessary. Werebears know that as long as they live solitary lives, they can serve as protectors and guardians in wilderness regions without the overwhelming fear that, when the moon is full and the curse takes hold, they will rage against an innocent bystander or loved one. As long as there is nothing around to threaten it or the natural area it protects (typically a forest), a werebear in its animal form is generally content to forage and sleep away the night. Recall Knowledge - Beast (Arcana, Nature): DC 21 Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Werebear Source Bestiary pg. 331 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Common; bear empathy Skills Athletics +12, Medicine +9, Nature +11, Stealth +11, Survival +11 Str +5 Dex +2 Con +4 Int +1 Wis +3 Cha -1 Bear Empathy (divination, primal) The werebear can communicate with ursines. Items Chain Shirt, Hatchet (8) --- AC 23 Fort +12 Ref +10 Will +10 HP 75 Weaknesses silver 5 --- Speed 25 feet Melee Single Action claw +13 (Agile, reach 10 feet), Damage 1d10+7 slashing plus Grab Melee Single Action greataxe +13 (reach 10 feet, Sweep), Damage 1d12+7 slashing Melee Single Action hatchet +13 (Agile, Sweep), Damage 1d6+7 slashing Melee Single Action jaws +13 (reach 10 feet), Damage 1d12+7 piercing plus curse of the werebear Ranged Single Action hatchet +10 (Agile, Sweep, thrown 10 feet), Damage 1d6+7 slashing Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear with Speed 35 feet. Curse of the Werebear (Curse, Necromancy, Primal) This curse affects only humanoids. Saving Throw DC 22 Fortitude save. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werebear until dawn. The creature is under the GM’s control and goes on a rampage for half the night before falling unconscious until dawn. Hunt Prey Single Action (Concentrate) Requirements The werebear can see or hear the target or is Tracking it in exploration mode. Effect The werebear gains a +2 circumstance bonus to Perception checks when it Seeks its prey and a +2 circumstance bonus to Survival checks when it Tracks its prey. The werebear also ignores the penalty for making ranged attacks within its second range increment against the prey it’s hunting. The werebear can designate only one creature as its hunted prey at a time. If it uses Hunt Prey against a different creature, the prior creature loses the designation and the new prey gains the designation. In any case, this designation lasts until the werebear’s next daily preparation. Mauler The werebear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed. Moon Frenzy (Polymorph, Primal, Transmutation) When a full moon appears in the night sky, the werebear must enter hybrid form, can’t Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werebear returns to humanoid form and is fatigued for 2d4 hours. Precision Edge The werebear deals 1d8 additional precision damage on its first successful Strike against its hunted target on each of its turns. ","skill_mod":{"nature":11,"survival":11,"stealth":11,"medicine":9,"athletics":12},"summary":"Unlike many other types of werecreature, a werebear does not become malevolent during its involuntary transformations, but is instead filled with …","image":["/Images/Monsters/Werecreature_Werebear.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity","Monster"],"ac":23,"item":["Chain Shirt","Hatchet (8)"],"level":4,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=412","intelligence":1,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":12,"size":["Large"],"name":"Werebear","alignment":"LG","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[10,10,12,13,13],"slug":"creature-412"},{"attack_bonus":[12],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":50,"language":["Common","Necril"],"immunity":["death effects","disease","paralyze","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Wight","will_save":10,"charisma":2,"speed":{"max":25,"land":25},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Final Spite","Drain Life","Wight Spawn"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"6","trait":["Undead","Wight","LE","Medium"],"id":"creature-413","text":" Wight Wights are undead humanoids that, much like wraiths, can drain the life from living creatures with but a touch. They arise as a result of necromantic rituals, especially violent deaths, or the sheer malevolent will of the deceased. As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. Environment, too, plays a part in determining a wight’s special abilities and defenses. Frost wights, for instances, can be found in the parts of the world where exposure is a common end. Regardless, wights typically haunt burial grounds, catacombs, or other places of the dead. But their hunger is targeted toward the living—those individuals who remind them of the shackles of mortality and whom they feel compelled to “free” to the state of undeath. A single wight can wreak a lot of havoc if it is compelled to rise from its tomb. Because creatures slain by wights become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own. Durable and sustained as they are by negative energy, wights can last in harsh environments without decaying the way some lesser undead do. They might dwell in high mountain passes, sealed passageways, or submerged in bogs or lakes for decades or even centuries before the passage of an unsuspecting traveler rouses them from their rest. Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Wight Source Bestiary pg. 332 Perception +10; darkvision Languages Common, Necril Skills Athletics +11, Intimidation +9, Stealth +6 Str +4 Dex +1 Con +4 Int +0 Wis +3 Cha +2 --- AC 18 Fort +11 Ref +6 Will +10 HP 50 (negative healing) Immunities death effects, disease, paralyze, poison, unconscious Final Spite Reaction Trigger The wight is reduced to 0 Hit Points. Effect The wight makes a Strike before being destroyed. It doesn’t gain any temporary HP from drain life on this Strike. --- Speed 25 feet Melee Single Action claw +12, Damage 1d6+4 slashing plus drain life Drain Life (Divine, Necromancy) When the wight damages a living creature with its claw Strike, the wight gains 3 temporary Hit Points and the creature must succeed at a DC 17 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4 Wight Spawn (Divine, Necromancy) A living humanoid slain by a wight’s claw Strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the wight that killed it. It doesn’t have Drain Life or Wight Spawn and becomes clumsy 2 for as long as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains Drain Life and Wight Spawn, and is no longer clumsy. Other Wights In addition to the wight presented here, many other varieties exist. For example, the covetous cairn wight—ritually created to eternally guard its own wealth or that of its master—haunts barrows, ossuaries, and mausoleums. Unlike other wights, cairn wights can channel their life-draining touch through their melee weapons. ","skill_mod":{"stealth":6,"athletics":11,"intimidation":9},"summary":"Wights are undead humanoids that, much like wraiths, can drain the life from living creatures with but a touch. They arise as a result of necromantic …","image":["/Images/Monsters/Wight.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=413","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Wight","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-413"},{"remaster_name":["Will-O'-Wisp"],"primary_source_category":"Rulebooks","strength":-5,"hp":50,"language":["Aklo","Common"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":16,"stealth":"16","trait":["Aberration","Air","CE","Small"],"id":"creature-414","text":" Will-o’-Wisp Malevolent balls of colored light, will-o’-wisps haunt lonely marshes and forests where they lure unsuspecting travelers into danger. Will-o’-wisps can vary the color and illumination they shed, and delight in mimicking bobbing lanterns or distant fires to draw lost or disoriented travelers off of safe trails. They can extinguish their illumination entirely to become invisible, and they enjoy doing so once their victims are wholly lost and have realized that the bobbing light in the distance isn’t, in fact, leading them to safety. Even invisible, however, a will-o’-wisp rarely ventures far from its target, as it feasts upon the panic and dread felt by its victims. Beneath its glow, a will-o’-wisp’s body is a spongy ball approximately 1 foot in diameter and weighing less than 5 pounds. Although most will-o’-wisps are merely translucent, featureless orbs, gaining definition only in the shifting illumination they create, a few have dark mottling that makes them resemble a skull when viewed closely. Will-o’-wisps have no need for mundane nourishment, and in fact lack the ability to consume matter of any kind; they find all the sustenance they need in the terror of nearby creatures. For this reason, they like to work alongside undead that produce terror in their victims. Will-o’-wisps are long-lived, if not effectively immortal, and they have good memories. A cowed or defeated will-o’-wisp can be a good source of lore and information, though acquiring such cooperation from such a sinister monster is no easy feat. Will-o’-wisps inhabit desolate swamps and forests and are generally active at twilight and after dark. They are therefore reluctant to lead victims into immediately fatal areas such as deadfalls, but instead prefer hazards where their victims suffer over a long time, such as pockets of stale or poisonous air, patches of quicksand, and dens of bigger monsters. According to will-o’-wisps, different types of fear have subtle differences in flavor. The lurking dread in the pit of the stomach that gnaws at those who slowly become aware of the fact that they’re lost produces a much different taste than the sudden stark terror of imminent death in the face of a towering monster. Because of this, will-o’-wisps try to vary the ways in which they induce terror in their prey, to ensure they don’t tire of certain flavors of fear. Recall Knowledge - Aberration (Occultism): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Will-o’-Wisp Source Bestiary pg. 333 Perception +16; darkvision Languages Aklo, Common Skills Acrobatics +18, Deception +12, Intimidation +12, Stealth +16 Str -5 Dex +6 Con +0 Int +2 Wis +4 Cha +2 --- AC 27 Fort +10 Ref +16 Will +14 HP 50 Immunities magic Glow (aura, light) 20 feet. A will-o’-wisp is itself naturally invisible, but glows with a colored light, casting bright light in the aura and making it visible. Magic Immunity A will-o’-wisp is immune to all spells except faerie fire , glitterdust , magic missile , and maze . --- Speed fly 50 feet Melee Single Action shock +17 (Electricity, Magical), Damage 2d8+4 electricity Feed on Fear Single Action (Concentrate) Requirement An enemy is under a fear effect or dying within 15 feet of the will-o’-wisp. Effect The will-o’wisp feeds on the creature’s terror. It regains 2d4 Hit Points, and if it has Gone Dark, its glow reignites. A will-o’-wisp can take this action only once per round. Go Dark Single Action (Concentrate) The will-o’-wisp extinguishes its glow, becoming invisible. It can end this effect with another use of this action. If it uses its shock attack while invisible, the arc of electricity lets any observer determine its location, making the will-o’-wisp only hidden to all observers until it moves. Eyes of the Dead The elder goddess Nhimbaloth, the so-called \"Empty Death,\" is said by many to be the source of all will‑o’‑wisps. Cultists of Nhimbaloth claim she has no true form, but is merely a presence that can be felt by all in danger of a pointless and futile death. These same cultists maintain that all will‑o’‑wisps are Nhimbaloth’s eyes, and it is through these fear‑devouring creatures that she looks upon all worlds from an eldritch realm beyond even the very concept of death. ","element":["Air"],"skill_mod":{"deception":12,"stealth":16,"intimidation":12,"acrobatics":18},"image":["/Images/Monsters/WillOWisp.png"],"primary_source":"Bestiary","ac":27,"level":6,"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Will-o’-Wisp","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[13],"attack_bonus":[17],"constitution":0,"immunity":["magic"],"creature_family":"Will-o'-Wisp","will_save":14,"speed":{"fly":50,"max":50},"wisdom":4,"weakness":{},"creature_ability":["Glow","Magic Immunity","Feed on Fear","Go Dark"],"skill":["Acrobatics","Deception","Intimidation","Stealth"],"summary":"Malevolent balls of colored light, will-o’-wisps haunt lonely marshes and forests where they lure unsuspecting travelers into danger. Will-o’-wisps …","trait_group":["Creature Type","Elemental","Planar","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=414","dexterity":6,"category":"creature","slug":"creature-414"},{"attack_bonus":[9],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":24,"source":["Bestiary"],"type":"Creature","creature_family":"Wolf","will_save":5,"charisma":-2,"speed":{"max":35,"land":35},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Pack Attack"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"7","trait":["Animal","N","Medium"],"id":"creature-415","text":" Wolf Wolves live and hunt in packs, which, contrary to popular belief, are not led by the strongest in the group, but typically consist of a mated pair, their pups, and juvenile offspring from previous mating seasons. Offspring generally leave their parents’ pack upon reaching maturity, at which point they seek out mates of their own to go form their own packs elsewhere. Humanoids are not traditionally viewed as prey animals by wolves, but extraordinary circumstances can lead these animals to attack people, especially in winter months and other situations where traditional prey (deer and elk, mainly) is scarce. Some beings, such as powerful vampires, can call upon wolves to aid them in combat. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Wolf Source Bestiary pg. 334 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +5, Stealth +7, Survival +7 Str +2 Dex +4 Con +1 Int -4 Wis +2 Cha -2 --- AC 15 Fort +6 Ref +9 Will +5 HP 24 --- Speed 35 feet Melee Single Action jaws +9, Damage 1d6+2 piercing plus Knockdown Pack Attack The wolf's Strikes deal 1d4 extra damage to creatures within reach of at least two of the wolf's allies. ","skill_mod":{"survival":7,"stealth":7,"athletics":5,"acrobatics":7},"summary":"Wolves live and hunt in packs, which, contrary to popular belief, are not led by the strongest in the group, but typically consist of a mated pair, …","image":["/Images/Monsters/Wolf_Wolf.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=415","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Wolf","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-415"},{"attack_bonus":[12],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":50,"source":["Bestiary"],"type":"Creature","creature_family":"Wolf","will_save":8,"charisma":-2,"speed":{"max":35,"land":35},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Buck","Pack Attack","Worry"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"8","trait":["Animal","N","Large"],"id":"creature-416","text":" Dire Wolf Much larger and more foul-tempered than their common cousins, dire wolves haunt primeval lands that accommodate their massive size and proportionately large hunting grounds and appetites. Orcs are fond of using dire wolves as mounts, finding their vicious tempers perfect for hunting and warfare. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Dire Wolf Source Bestiary pg. 334 Perception +10; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +12, Stealth +8, Survival +10 Str +5 Dex +3 Con +4 Int -4 Wis +3 Cha -2 --- AC 18 Fort +11 Ref +8 Will +8 HP 50 Buck Reaction DC 20 --- Speed 35 feet Melee Single Action jaws +12 (reach 10 feet), Damage 1d10+5 piercing plus Knockdown or Grab Pack Attack The dire wolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the wolf's allies. Worry Single Action (Attack) Requirements The dire wolf has a creature grabbed with its jaws. Effect The dire wolf fiercely shakes the grabbed creature with its teeth, dealing 1d10+2 damage (DC 20 basic Fortitude save). ","skill_mod":{"survival":10,"stealth":8,"athletics":12,"acrobatics":8},"summary":"Much larger and more foul-tempered than their common cousins, dire wolves haunt primeval lands that accommodate their massive size and …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=416","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Dire Wolf","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-416"},{"attack_bonus":[17],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":80,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Wraith","will_save":14,"charisma":5,"speed":{"fly":40,"max":40},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Lifesense","Sunlight Powerlessness","Attack of Opportunity","Drain Life","Wraith Spawn"],"skill":["Acrobatics","Intimidation","Stealth"],"stealth":"14","trait":["Incorporeal","Undead","Wraith","LE","Medium"],"id":"creature-417","text":" Wraith Wraiths are malevolent undead who drain life and shun light. Their shadowy, incorporeal forms are dotted with burning eyes that reffect their hatred for the living, and shadowy claws are weapon enough to steal the vitality from their enemies. A wraith may be created by foul necromancy, but more often they are the result of a hermitic murderer or mutilator who even in death could not give up their wicked ways. Further complicating the matter is the fact that wraiths multiply by consuming and transforming the living into more of their foul kind—meaning a handful of wraiths left unchecked can easily turn into a horde of darkness. Wraiths weigh nothing and are unharmed by most physical attacks. They haunt any place where they can feed on the living, though their vulnerability to sunlight confines them to the shadowy places of the world—places where they can blend in seamlessly with their dark surroundings before silently engulfing their prey. Wraiths may form packs with others of their kind in places where death and mayhem are commonplace—countrysides ravaged by war, metropolitan underworlds run by criminal overlords, or sites of fiendish cultic rituals. In these places, the living do well to tread with sunrods and powerful clerics in tow. Ruins, sewers, and abandoned buildings provide sanctuary for wraiths during the day, as the creatures hunt exclusively at night or in dark places. Wraiths are smart enough to take advantage of their incorporeality in combat, so they keep to tortuous caverns or structures with hallways and avoid open areas. As they’re formed purely of anti-life from the Negative Energy Plane, wraiths pervade that unholy realm. Within nations and civilizations ruled by the undead, wraiths have places of power as assassins and spies. They’re among the ruling class in Geb, but have greater numbers in Ustalav, where packs of wraiths roam graveyards and misty trails, consuming the populations of entire villages. In other parts of the world, wraiths tend not to wander and limit their activity to smaller environs, typically just the site of their chosen haunting and its immediate surroundings. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Wraith Source Bestiary pg. 335 Perception +14; darkvision, lifesense 60 feet Languages Common, Necril Skills Acrobatics +14, Intimidation +15, Stealth +14 Str -5 Dex +4 Con +0 Int +2 Wis +2 Cha +5 Lifesense (divination, divine) Wraiths sense the vital essence of living and undead creatures within the listed range. --- AC 24 Fort +8 Ref +14 Will +14 +1 status to all saves vs. positive HP 80 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 5 (except force, ghost touch , or positive; double resistance vs. non-magical) Sunlight Powerlessness A wraith caught in sunlight is stunned 2 and clumsy 2. Attack of Opportunity Reaction --- Speed fly 40 feet Melee Single Action spectral hand +17 (Finesse), Damage 2d8+5 negative plus drain life Drain Life (Divine, Necromancy) When the wraith damages a living creature with its spectral hand Strike, the wraith gains 5 temporary Hit Points and the creature must succeed at a DC 23 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4. Wraith Spawn (Divine, Necromancy) A living humanoid slain by a wraith’s spectral hand Strike rises as a wraith spawn after 1d4 rounds. This wraith spawn is under the command of the wraith that killed it. It doesn’t have drain life or wraith spawn and becomes clumsy 2 for as long as it is a wraith spawn. If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will, gains Wraith Spawn, and is no longer clumsy. Dread Wraiths Dread wraiths are much more powerful variants of the standard wraith. A dread wraith is a 9th‑level creature that can drain the life from creatures via its mere presence. Often, a dread wraith commands a small group of normal wraiths, and in life may have been a bloodthirsty warlord or brutal general. ","skill_mod":{"stealth":14,"intimidation":15,"acrobatics":14},"summary":"Wraiths are malevolent undead who drain life and shun light. Their shadowy, incorporeal forms are dotted with burning eyes that reffect their hatred …","image":["/Images/Monsters/Wraith.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":"darkvision, lifesense 60 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=417","intelligence":2,"reflex_save":14,"strongest_save":["ref","reflex","will"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Wraith","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-417"},{"attack_bonus":[7,7,9,9,9],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":21,"language":["Draconic","Undercommon"],"source":["Bestiary"],"type":"Creature","creature_family":"Xulgath","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Stench"],"skill":["Athletics","Stealth"],"stealth":"5","trait":["Humanoid","Xulgath","CE","Medium"],"id":"creature-418","text":" Xulgath Warrior Xulgath warriors strike with fury and eager cruelty, always ready for the next fight. The taking of prizes from battle—including weapons and items stolen from defeated foes along with grislier trophies harvested from fallen victims’ flesh—is a popular pursuit among these vicious reptiles, and those whose armor and scales are most adorned are awarded the greatest respect (and perhaps fear) from their kin. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Xulgath Warrior Source Bestiary pg. 336 Perception +6; darkvision Languages Draconic, Undercommon Skills Athletics +7, Stealth +5 Str +4 Dex +2 Con +3 Int -1 Wis +1 Cha +0 Items Javelin (3), Club --- AC 16 Fort +8 Ref +7 Will +4 HP 21 Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths’ stenches for 1 minute. --- Speed 25 feet Melee Single Action club +9, Damage 1d6+4 bludgeoning Melee Single Action jaws +9, Damage 1d6+4 piercing Melee Single Action claw +9 (Agile), Damage 1d4+4 slashing Ranged Single Action club +7 (thrown 10 feet), Damage 1d6+4 bludgeoning Ranged Single Action javelin +7 (thrown 30 feet), Damage 1d6+4 piercing\n","skill_mod":{"stealth":5,"athletics":7},"summary":"Xulgath warriors strike with fury and eager cruelty, always ready for the next fight. The taking of prizes from battle—including weapons and items …","image":["/Images/Monsters/Xulgath_XulgathWarrior.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":16,"item":["Javelin (3)","Club"],"level":1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=418","intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Xulgath Warrior","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7,7,7,7],"slug":"creature-418"},{"attack_bonus":[9,10,10,10],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":28,"language":["Draconic","Undercommon"],"source":["Bestiary"],"type":"Creature","creature_family":"Xulgath","will_save":5,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Stench","Stench Suppression","Hidden Movement","Sneak Attack"],"skill":["Acrobatics","Stealth","Thievery"],"stealth":"8","trait":["Humanoid","Xulgath","CE","Medium"],"id":"creature-419","text":" Xulgath Skulker Xulgath warrens are patrolled—some might say “haunted”—by the community’s skulkers. These xulgaths specialize in stealth, striking swiftly from the shadows and otherwise ambushing foes. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Xulgath Skulker Source Bestiary pg. 337 Perception +7; darkvision Languages Draconic, Undercommon Skills Acrobatics +8, Stealth +8, Thievery +8 Str +3 Dex +4 Con +2 Int -1 Wis +1 Cha +0 Items Dagger (4) --- AC 19 Fort +8 Ref +10 Will +5 HP 28 Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths’ stenches for 1 minute. Stench Suppression Free Action A xulgath skulker can suppress its stench aura as a free action to better hide its presence. The skulker can resume its stench aura as a free action. --- Speed 25 feet Melee Single Action dagger +10 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Melee Single Action jaws +9, Damage 1d6+3 piercing Melee Single Action claw +10 (Agile, Finesse), Damage 1d4+3 slashing Ranged Single Action dagger +10 (Agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing Hidden Movement If a xulgath skulker starts its turn undetected by a creature or merely hidden from it, that creature is flat-footed against the skulker’s attacks until the end of the skulker’s turn. Sneak Attack A xulgath skulker deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"thievery":8,"stealth":8,"acrobatics":8},"summary":"Xulgath warrens are patrolled—some might say “haunted”—by the community’s skulkers. These xulgaths specialize in stealth, striking swiftly from the …","image":["/Images/Monsters/Xulgath_XulgathSkulker.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":19,"item":["Dagger (4)"],"level":2,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=419","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Xulgath Skulker","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,5,5,6],"slug":"creature-419"},{"attack_bonus":[8,11,11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":44,"language":["Draconic","Undercommon"],"source":["Bestiary"],"type":"Creature","creature_family":"Xulgath","will_save":9,"charisma":1,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Stench","Weakening Strike"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"6","trait":["Humanoid","Xulgath","CE","Medium"],"id":"creature-420","text":" Xulgath Leader Xulgath leaders are usually the strongest, most violent members of a community—although in some cases, particularly in larger groups, xulgath tribes are led by powerful demon cultists or other monsters who seek to use the xulgaths as servants or slaves. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Xulgath Leader Source Bestiary pg. 337 Perception +9; darkvision Languages Draconic, Undercommon Skills Athletics +11, Intimidation +6, Stealth +6 Str +4 Dex +1 Con +2 Int -1 Wis +2 Cha +1 Items Breastplate, Javelin (4) --- AC 20 Fort +9 Ref +6 Will +9 HP 44 Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 19 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths’ stenches for 1 minute. --- Speed 25 feet Melee Single Action greataxe +11 (Sweep), Damage 1d10+6 slashing plus Weakening Strike Melee Single Action jaws +11, Damage 1d6+6 piercing plus Weakening Strike Melee Single Action claw +11 (Agile), Damage 1d4+6 slashing Ranged Single Action javelin +8 (thrown 30 feet), Damage 1d6+4 piercing Weakening Strike Single Action The target must succeed at a DC 20 Fortitude save or become enfeebled 1 (or enfeebled 2 on a critical hit) for 1 round. ","skill_mod":{"stealth":6,"athletics":11,"intimidation":6},"summary":"Xulgath leaders are usually the strongest, most violent members of a community—although in some cases, particularly in larger groups, xulgath tribes …","primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":20,"item":["Breastplate","Javelin (4)"],"level":3,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=420","intelligence":-1,"reflex_save":6,"strongest_save":["fort","fortitude","will"],"dexterity":1,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Xulgath Leader","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8,9,11],"slug":"creature-420"},{"attack_bonus":[15],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":115,"language":["Aklo"],"immunity":["cold"],"source":["Bestiary"],"type":"Creature","will_save":13,"charisma":-1,"speed":{"climb":20,"max":35,"land":35},"perception":15,"wisdom":4,"weakness":{"fire":10},"creature_ability":["Snowblind","Nightmare Guardian","Vanish","Grisly Arrival","Rend"],"skill":["Athletics","Stealth","Survival"],"stealth":"12","trait":["Humanoid","Uncommon","N","Large"],"id":"creature-421","text":" Yeti Nearly a myth, the yeti is rarely seen—and even when it is, it is often too late. Yetis dwell amid the highest, most remote peaks of the world, coming down from their snowy mountain holds to raid, steal livestock, and sometimes feed their insatiable urges for slaughter and destruction. Those folks who live at the foot of a yeti-ruled mountain warn of the “abominable snowmen”: monstrous, fur-covered humanoids who leave strange and bloody tracks in the snow. Normally yetis seek to protect the world rather than hunt its other civilized denizens. They do so by lairing near eldritch portals that form links between the Material Plane and other, much stranger dimensions of reality. From within these snow-covered arches and ancient stone doorways, aliens, living nightmares, fiends, and worse can emerge through dimensional networks into the world. Yetis who guard these portals sometimes succumb to these horrors and are corrupted, taking on the bloodthirsty urges and horrific behaviors of the very monsters they strive to protect the world against. Yetis who manifest such violent tendencies are driven out of their clan and forced to wander the mountaintops alone, thus giving rise to the myth of the legendary abominable snowman. Forced to fend for themselves, these exiled yetis often fully embrace the corrupting elements that caused their exile in the first place, growing more powerful and more deadly as a result. The most vile of these yetis turn to cannibalism, not out of need, but out of a sheer joy at the terror they inflict upon their kin. Invariably such cannibalistic yetis attract the attention of wendigos, which makes a bad situation all the worse. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Yeti Source Bestiary pg. 338 Perception +15; darkvision, scent (imprecise) 30 feet Languages Aklo Skills Athletics +14, Stealth +12, Survival +11 Str +5 Dex +2 Con +4 Int -1 Wis +4 Cha -1 Snowblind When Hiding, the yeti is concealed by any snowfall, even if it’s not thick enough to make other creatures concealed. --- AC 21 Fort +15 Ref +11 Will +13 +4 status to all saves vs. fear and dreams HP 115 Immunities cold Weaknesses fire 10 Nightmare Guardian Yetis gain a +4 status bonus to saves against fear and against spells and abilities that affect dreams. A yeti that falls prey to a supernatural nightmare loses this ability and becomes permanently enraged, gaining a +1 status bonus to attack and damage rolls and a –1 status penalty to AC. Vanish Reaction Trigger The yeti is hidden or undetected while not in combat, and a creature would observe it. Effect The yeti Strides or Climbs up to half its Speed to a location where it can Hide, then Hides. If its new Stealth check result meets or exceeds the triggering creature’s Perception DC, the yeti remains hidden. --- Speed 35 feet, climb 20 feet Melee Single Action claw +15, Damage 2d10+5 slashing Grisly Arrival Free Action (Emotion, Fear, Mental) Trigger The yeti hits a creature in the first round of combat and the yeti was hidden from that creature at the start of combat. Effect Each enemy within 30 feet that witnesses the attack (including the target of the attack) must attempt a DC 23 Will save. On a failure, the creature is frightened 2; on a critical failure, it’s frightened 4. Rend Single Action claw Yeti Treasure Lone exiles of yeti clans have little use for treasure and leave the gear of their slain victims behind where it is quickly covered by snowfall. Clan-based yetis, on the other hand, create beautifully carved stonework, some of which they shape into protective talismans of rare beauty. ","skill_mod":{"survival":11,"stealth":12,"athletics":14},"summary":"Nearly a myth, the yeti is rarely seen—and even when it is, it is often too late. Yetis dwell amid the highest, most remote peaks of the world, …","image":["/Images/Monsters/Yeti.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Rarity"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=421","intelligence":-1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Yeti","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16],"slug":"creature-421"},{"primary_source_category":"Rulebooks","strength":9,"hp":291,"language":["Abyssal","Terran"],"source":["Bestiary"],"type":"Creature","charisma":-1,"perception":30,"stealth":"27","trait":["Earth","Elemental","CE","Large"],"id":"creature-422","text":" Zaramuun Zaramuuns are beings of elemental sand that hide in deserts and wastelands. They disguise themselves as massive dunes before rising up to attack living creatures. The most infamous zaramuuns kill any living creatures they find, but others simply rob their victims of all metal and stone possessions before fleeing. Although zaramuuns insist they are only reclaiming what was taken from their ancestral earth, this is simple self-delusion; most zaramuuns use their stolen goods as payment and material components to conjure fiends, for Zaramuuns were exiled from the Plane of Earth after worshipping fiends who promised to give them power over other elementals. This worship gradually transformed into servitude, and now many zaramuuns believe that if they send enough souls to their masters, they will be set free. Recall Knowledge - Elemental (Arcana, Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Zaramuun Source Bestiary pg. 339 Perception +30; darkvision, tremorsense 60 feet Languages Abyssal, Terran Skills Athletics +31, Religion +26, Stealth +27 Str +9 Dex +5 Con +6 Int +0 Wis +5 Cha -1 --- AC 39 Fort +34 Ref +30 Will +25 HP 291 Immunities paralyzed, poison, sleep Attack of Opportunity Reaction --- Speed 35 feet, burrow 35 feet; sand glide Melee Single Action fist +33, Damage 4d12+13 bludgeoning Ranged Single Action rock or metal debris +29 (range increment 120 feet), Damage 4d8+13 bludgeoning Divine Innate Spells DC 37, attack +31 - 4th Suggestion (at will) - 6th Disintegrate, Spirit Blast - 8th Dimensional Anchor (at will) - Constant (8th) Dimensional Anchor Divine Rituals DC 37 - 5th Planar Ally Dune Single Action (Concentrate) Until the next time it acts, the zaramuun appears to be a sand dune. It has an automatic result of 47 (50 in sandy terrain) on Deception and Stealth checks and DCs to pass as a sand dune. Any creature that walks onto the zaramuun moves into its body and is Engulfed. Engulf Two Actions DC 35, 4d12 bludgeoning damage and dimensional anchor , Escape DC 32, Rupture 28 Raking Sand Single Action Requirements The zaramuun hit with a melee Strike with its last action, or it has a creature Engulfed. Effect The zaramuun attempts to Disarm one primarily metal or stone object from the Struck or Engulfed creature and casts its innate dimensional anchor on the target creature. Sand Glide The zaramuun can Burrow through sand and dirt (but not stone) at its full burrow Speed, leaving no tunnel or sign of its passing. Any Engulfed creatures are left behind when it Burrows. Loose sand and scree are not difficult terrain for a zaramuun. Sandblast Two Actions (Earth) The zaramuun sprays a blast of sand that deals 11d10 slashing damage to all creatures in a 60-foot line (Reflex DC 38). It can’t Sandblast again for 1d4 rounds. Critical Success No effect. Success Half damage. Failure Full damage. Critical Failure Full damage and blinded for 1 round. Zaramuun Treasure Zaramuuns collect treasure from mortals they have robbed or sacrificed. They are attracted to gems, rare metals, and potent pieces of crafted earth, particularly powerful magic items associated with the Plane of Earth. ","element":["Earth"],"skill_mod":{"stealth":27,"athletics":31,"religion":26},"image":["/Images/Monsters/Zaramuun.png"],"primary_source":"Bestiary","spell":["Dimensional Anchor","Disintegrate","Spirit Blast","Suggestion"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":"darkvision, tremorsense 60 feet","resistance":{},"intelligence":0,"reflex_save":30,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":34,"size":["Large"],"name":"Zaramuun","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[31,39],"attack_bonus":[29,33],"constitution":6,"immunity":["paralyzed","poison","sleep"],"spell_attack_bonus":[31],"will_save":25,"speed":{"max":35,"land":35,"burrow":35},"wisdom":5,"weakness":{},"creature_ability":["Attack of Opportunity","Dune","Engulf","Raking Sand","Sand Glide","Sandblast"],"skill":["Athletics","Religion","Stealth"],"tradition":["Divine"],"summary":"Zaramuuns are beings of elemental sand that hide in deserts and wastelands. They disguise themselves as massive dunes before rising up to attack …","trait_group":["Elemental","Planar","Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=422","dexterity":5,"category":"creature","slug":"creature-422"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":20,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Zombie","will_save":2,"charisma":-2,"speed":{"max":25,"land":25},"perception":0,"wisdom":0,"weakness":{"slashing":5,"vitality":5},"creature_ability":["Slow","Jaws"],"skill":["Athletics"],"trait":["Mindless","Undead","Zombie","NE","Medium"],"id":"creature-423","text":" Zombie Shambler A zombie shambler is a slow-moving horror dangerous in larger groups. Recall Knowledge - Undead (Religion): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Zombie Shambler Source Bestiary pg. 340 Perception +0; darkvision Languages Skills Athletics +5 Str +3 Dex -2 Con +2 Int -5 Wis +0 Cha -2 Slow A zombie is permanently slowed 1 and can’t use reactions. --- AC 12 Fort +6 Ref +0 Will +2 HP 20 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 5, slashing 5 --- Speed 25 feet Melee Single Action fist +7, Damage 1d6+3 bludgeoning plus Grab Jaws Single Action (Attack) Requirement The zombie has a creature grabbed or restrained. Effect The zombie makes a jaws unarmed melee Strike against the grabbed or restrained creature with an attack modifier of +7 that deals 1d8+3 piercing damage. ","skill_mod":{"athletics":5},"summary":"A zombie shambler is a slow-moving horror dangerous in larger groups.","primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":12,"level":-1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=423","intelligence":-5,"reflex_save":0,"strongest_save":["fort","fortitude"],"dexterity":-2,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Zombie Shambler","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-423"},{"attack_bonus":[9],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":50,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Zombie","will_save":4,"charisma":-2,"speed":{"max":25,"land":25},"perception":3,"wisdom":0,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Slow","Jaws","Zombie Rot"],"skill":["Athletics"],"trait":["Mindless","Undead","Zombie","NE","Medium"],"id":"creature-424","text":" Plague Zombie Plague zombies are infested with hideous contagions. Recall Knowledge - Undead (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Plague Zombie Source Bestiary pg. 340 Perception +3; darkvision Languages Skills Athletics +7 Str +4 Dex -2 Con +3 Int -5 Wis +0 Cha -2 Slow A zombie is permanently slowed 1 and can’t use reactions. --- AC 13 Fort +6 Ref +3 Will +4 HP 50 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 10, slashing 10 --- Speed 25 feet Melee Single Action fist +9, Damage 1d8+4 bludgeoning plus Grab and zombie rot Jaws Single Action (Attack) Requirement The plague zombie has a creature grabbed or restrained. Effect The plague zombie makes a jaws unarmed melee Strike against the grabbed or restrained creature with an attack modifier of +9 that deals 1d12+4 piercing damage. A creature damaged by the jaws is exposed to zombie rot. Zombie Rot (Disease, Necromancy) An infected creature can’t heal damage it takes from zombie rot until it has been cured of the disease. Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 negative damage (1 day); Stage 3 1d6 negative damage (1 day); Stage 4 1d6 negative damage (1 day); Stage 5 dead, rising as a plague zombie immediately ","skill_mod":{"athletics":7},"summary":"Plague zombies are infested with hideous contagions.","primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":13,"level":1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=424","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-2,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Plague Zombie","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-424"},{"attack_bonus":[11],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":70,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Zombie","will_save":6,"charisma":-2,"speed":{"max":25,"land":25},"perception":4,"wisdom":0,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Slow"],"skill":["Athletics"],"trait":["Mindless","Undead","Zombie","NE","Large"],"id":"creature-425","text":" Zombie Brute Necromantic augmentations have granted this zombie increased size and power. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Zombie Brute Source Bestiary pg. 341 Perception +4; darkvision Languages Skills Athletics +9 Str +5 Dex -3 Con +4 Int -5 Wis +0 Cha -2 Slow A zombie is permanently slowed 1 and can’t use reactions. --- AC 15 Fort +10 Ref +3 Will +6 HP 70 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 10, slashing 10 --- Speed 25 feet Melee Single Action fist +11 (reach 10 feet), Damage 1d12+5 bludgeoning plus Improved Push 5 feet ","skill_mod":{"athletics":9},"summary":"Necromantic augmentations have granted this zombie increased size and power.","image":["/Images/Monsters/Zombie_ZombieBrute.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":15,"level":2,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=425","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-3,"vision":"Darkvision","fortitude_save":10,"size":["Large"],"name":"Zombie Brute","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-425"},{"attack_bonus":[9,17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":160,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Zombie","will_save":12,"charisma":-2,"speed":{"max":25,"land":25},"perception":8,"wisdom":0,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Slow","Corpse Throwing","Wide Swing"],"skill":["Athletics"],"trait":["Mindless","Undead","Zombie","NE","Huge"],"id":"creature-426","text":" Zombie Hulk These towering horrors are animated from the corpses of monstrosities. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Zombie Hulk Source Bestiary pg. 341 Perception +8; darkvision Languages Skills Athletics +18 Str +7 Dex -1 Con +4 Int -5 Wis +0 Cha -2 Slow A zombie is permanently slowed 1 and can’t use reactions. --- AC 21 Fort +16 Ref +9 Will +12 HP 160 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 10, slashing 10 --- Speed 25 feet Melee Single Action hunk of meat +17 (reach 15 feet), Damage 2d10+9 bludgeoning Ranged Single Action hunk of meat +9 (thrown 10 feet), Damage 2d10+9 bludgeoning Ranged Single Action corpse +17 (Brutal, range increment 30 feet), Damage 2d6+9 bludgeoning Corpse Throwing A zombie hulk can throw corpses at foes. While any Medium dead body will do, they sometimes throw zombie shamblers, who take just as much damage from being thrown as the target they hit. A thrown shambler lands prone, but if it’s not destroyed, it can rise and use other actions normally. Wide Swing Single Action The zombie hulk makes a hunk of meat Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within the Strike’s reach. This attack counts as two attacks for the zombie hulk’s multiple attack penalty. ","skill_mod":{"athletics":18},"summary":"These towering horrors are animated from the corpses of monstrosities.","image":["/Images/Monsters/Zombie_ZombieHulk.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":21,"level":6,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=426","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":16,"size":["Huge"],"name":"Zombie Hulk","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,20,20],"slug":"creature-426"},{"attack_bonus":[11],"constitution":4,"primary_source_category":"Adventures","strength":4,"hp":35,"source":["The Fall of Plaguestone"],"type":"Creature","creature_family":"Deadly Flora","will_save":6,"charisma":0,"speed":{"max":20,"land":20},"perception":6,"wisdom":0,"weakness":{"fire":5},"creature_ability":["Blood Siphon","Spinning Strike","Weeping Wounds"],"primary_source_group":"The Fall of Plaguestone","skill":["Athletics","Stealth"],"stealth":"6","trait":["Plant","N","Small"],"id":"creature-427","text":" Bloodlash Bush What first appears to be a simple shrub suddenly stirs to life. The bloodlash bush attempts to lacerate its foes, using its weeping wounds to irrigate the ground around itself. The seeds of a bloodlash bush can take root only in soil that has been soaked in blood. Recall Knowledge - Plant (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Bloodlash Bush Source The Fall of Plaguestone pg. 62 Perception +6; tremorsense (imprecise) 30 feet Languages Skills Athletics +8, Stealth +6 Str +4 Dex +2 Con +4 Int -4 Wis +0 Cha +0 --- AC 16 Fort +10 Ref +8 Will +6 HP 35 Resistances bludgeoning 5, piercing 5 Weaknesses fire 5 --- Speed 20 feet Melee Single Action vine +11 (Agile, reach 10 feet), Damage 1d8+4 slashing plus weeping wounds Blood Siphon Two Actions The tendrils of the bush reach out to siphon the blood from a victim up to 20 feet away with persistent bleed damage, causing the victim to immediately take that amount of bleed damage (basic Reflex DC 17). The bush regains an amount of Hit Points equal to double the damage dealt. Spinning Strike Three Actions The bush spins in a circle, lashing out in all directions at once. It makes one attack roll and compares the result to the AC of each creature within its melee reach, rolling damage only once and applying it to each creature hit. Weeping Wounds A bloodlash bush’s vines cause terrible lacerations that continue to bleed. A creature hit with a vine attack takes 1 persistent bleed damage (2 on a critical hit). Unlike other forms of persistent damage, this damage is cumulative, to a maximum of 5 persistent bleed damage but it can be stopped like any other persistent bleed damage. ","skill_mod":{"stealth":6,"athletics":8},"summary":"What first appears to be a simple shrub suddenly stirs to life. The bloodlash bush attempts to lacerate its foes, using its weeping wounds to …","primary_source":"The Fall of Plaguestone","trait_group":["Creature Type"],"ac":16,"level":2,"source_category":["Adventures"],"sense":"tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5},"url":"/Monsters.aspx?ID=427","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":10,"source_group":["The Fall of Plaguestone"],"size":["Small"],"name":"Bloodlash Bush","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[8],"slug":"creature-427"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Adventures","strength":2,"hp":15,"source":["The Fall of Plaguestone"],"type":"Creature","creature_family":"Deadly Flora","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":4,"wisdom":0,"weakness":{},"creature_ability":["Light Hold"],"primary_source_group":"The Fall of Plaguestone","skill":["Athletics","Stealth"],"stealth":"5","trait":["Plant","N","Small"],"id":"creature-428","text":" Vine Lasher What first appears to be a simple shrub suddenly stirs to life. The vine lasher attacks in groups, attempting to immobilize prey and slowly tear a creature to pieces. Recall Knowledge - Plant (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Vine Lasher Source The Fall of Plaguestone pg. 62 Perception +4; tremorsense (imprecise) 30 feet Languages Skills Athletics +6, Stealth +5 Str +2 Dex +3 Con +2 Int -4 Wis +0 Cha +0 --- AC 16 Fort +6 Ref +7 Will +4 HP 15 --- Speed 25 feet Melee Single Action vine +7 (Agile, Finesse, reach 10 feet), Damage 1d8+2 plus Grab Light Hold A creature grabbed by a vine lasher is not immobilized, but the grabbed creature’s space and every adjacent square use the rules for difficult terrain. If the creature moves, the vine lasher moves with it, always keeping the grabbed creature within 10 feet of itself. If two or more vine lashers have a creature grabbed in this way, then the target’s space and adjacent square instead use the rules for greater difficult terrain. ","skill_mod":{"stealth":5,"athletics":6},"summary":"What first appears to be a simple shrub suddenly stirs to life. The vine lasher attacks in groups, attempting to immobilize prey and slowly tear a …","image":["/Images/Monsters/VineLasher.png"],"primary_source":"The Fall of Plaguestone","trait_group":["Creature Type"],"ac":16,"level":0,"source_category":["Adventures"],"sense":"tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=428","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"source_group":["The Fall of Plaguestone"],"size":["Small"],"name":"Vine Lasher","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[6],"slug":"creature-428"},{"attack_bonus":[15],"constitution":5,"primary_source_category":"Adventures","strength":5,"hp":90,"immunity":["critical hits","mental","precision","unconscious","visual"],"source":["The Fall of Plaguestone"],"type":"Creature","creature_family":"Ooze","will_save":6,"charisma":-5,"speed":{"climb":10,"max":10,"land":10},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Infuse Corpse","Clot","Blood Pool","Siphon Vitality"],"primary_source_group":"The Fall of Plaguestone","skill":["Athletics","Stealth"],"stealth":"4","trait":["Mindless","Ooze","N","Large"],"id":"creature-429","text":" Blood Ooze Swelling like a bubble about to burst, this oozing thing looks like it is made entirely from blood. Its slick, crimson skin is marred only by spots that look like clots formed on the surface. Created through the foulest of alchemical rituals, the blood ooze seeks only one thing: to increase its mass by consuming blood from the living. The blood ooze hides within the body of its victims, only bursting out to attack when another meal draws near, leaving the body a husk of its former self. The process by which such an ooze is created involves draining the blood of at least four Medium creatures and feeding all of the collected blood to a fifth creature, along with deadly reagents designed to prevent the blood from coagulating. During this time, the host slowly dies while the blood ooze takes form, emerging 2 to 6 hours later. Blood oozes have no loyalty toward those who created them, but some creators have noted that newly formed blood oozes seem to avoid harming other members of the host creature’s family. It is not widely known that an existing blood ooze can reproduce by splitting itself in half. It undergoes this division only if it has grown so large that splitting in half would create a pair of normal-sized blood oozes, such as the one listed below. Recall Knowledge - Ooze (Occultism): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Blood Ooze Source The Fall of Plaguestone pg. 63 Perception +8; motion sense 60 feet, no vision Languages Skills Athletics +13, Stealth +4 Str +5 Dex -4 Con +5 Int -5 Wis +0 Cha -5 Infuse Corpse Single Action A blood ooze can seep into a corpse's wounds, displacing its natural blood. It can burst out of the corpse as a free action. --- AC 12 Fort +15 Ref +6 Will +6 HP 90 Immunities critical hits, mental, precision, unconscious, visual Clot Reaction Trigger The blood ooze is damaged by a piercing or slashing attack. Effect The blood ooze forms a clot around the wound, reducing the damage taken by 5 (to a minimum of 0). Blood Pool Whenever a creature adjacent to a blood ooze takes bleed damage, the blood ooze regains an amount of Hit Points equal to the damage dealt. --- Speed 10 feet, climb 10 feet Melee Single Action pseudopod +15 (reach 10 feet), Damage 1d12+8 bludgeoning plus 1d6 persistent bleed Siphon Vitality Two Actions The blood ooze draws forth blood from nearby creatures, causing their flesh to break open and blood to spill out which replenishes the blood ooze. Each living creature within 15 feet takes 3d6 slashing damage (DC 21 basic Fortitude save). The blood ooze regains an amount of Hit Points equal to half the damage Siphon Vitality dealt to the single creature that took the most damage. Variants Blood oozes are sometimes made from creatures with very different types of blood that can occasional impart other powers and abilities to the resulting blood ooze. Blood oozes made from dragon blood often gain some small amount of energy resistance based on the dragon's type (fire resistance 5 for an ooze crafted from a red dragon, for example). Those made from trolls gain a limited form of regeneration. Finally, a blood ooze made from the blood of fiends might gain a cruel and vindictive intelligence drawn from the thoughts and minds of its parent creatures. Such an ooze might even work with others, tricking lesser creatures into thinking it is some sort of deity or engaging in whatever ruse it can contrive to secure a constant source of fresh blood. ","skill_mod":{"stealth":4,"athletics":13},"summary":"Swelling like a bubble about to burst, this oozing thing looks like it is made entirely from blood. Its slick, crimson skin is marred only by spots …","image":["/Images/Monsters/BloodOoze.png"],"primary_source":"The Fall of Plaguestone","trait_group":["Monster","Creature Type"],"ac":12,"level":4,"source_category":["Adventures"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=429","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":-4,"fortitude_save":15,"source_group":["The Fall of Plaguestone"],"size":["Large"],"name":"Blood Ooze","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[18],"slug":"creature-429"},{"attack_bonus":[10,10,10],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":27,"language":["Anadi","Common"],"source":["Pathfinder #145: Hellknight Hill","The Mwangi Expanse"],"type":"Creature","creature_family":"Anadi","will_save":7,"charisma":0,"speed":{"climb":25,"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Anadi Venom","Change Shape","Spin Silk"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Crafting","Nature","Stealth"],"stealth":"8","trait":["Anadi","Humanoid","Uncommon","CG","Medium"],"id":"creature-430","text":" Anadi Hunter Anadi hunters act as the eyes and ears of their clans, scouting the surrounding area for potential invaders. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Anadi Hunter Source Pathfinder #145: Hellknight Hill pg. 84, The Mwangi Expanse pg. 209 Perception +7 Languages Anadi, Common Skills Acrobatics +8, Athletics +6, Crafting +6, Nature +5, Stealth +8 Str +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Items composite shortbow (20 arrows), Leather Armor --- AC 19 Fort +6 Ref +10 Will +7 HP 27 --- Speed 25 feet, climb 25 feet Melee Single Action shortsword +10 (Agile, Finesse, versatile S), Damage 1d6+2 piercing Melee Single Action fangs +10 (Finesse), Damage 1d8+2 piercing plus anadi venom Ranged Single Action composite shortbow +10 (deadly 1d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+1 piercing Anadi Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and flat-footed (1 round); Stage 2 1d6 poison damage, flat-footed, and clumsy 1 (1 round) Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) The anadi changes into their true form, spider form, or human form. The above statistics assume the anadi is in their true form. While in their human form, the anadi hunter can’t use their fangs attack and loses their climb Speed. When in spider form, they can’t use weapons. Spin Silk (Concentrate, Exploration, Manipulate) By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment. ","skill_mod":{"nature":5,"crafting":6,"stealth":8,"athletics":6,"acrobatics":8},"summary":"Anadi hunters act as the eyes and ears of their clans, scouting the surrounding area for potential invaders.","primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["Monster","Ancestry","Creature Type","Rarity"],"ac":19,"item":["composite shortbow (20 arrows)","Leather Armor"],"level":2,"source_category":["Adventure Paths","Lost Omens"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=430","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":6,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Anadi Hunter","alignment":"CG","category":"creature","rarity":"uncommon","strike_damage_average":[4,5,6],"slug":"creature-430"},{"attack_bonus":[12,12],"constitution":0,"primary_source_category":"Adventure Paths","strength":0,"hp":58,"language":["Anadi","Common"],"source":["Pathfinder #145: Hellknight Hill","The Mwangi Expanse"],"type":"Creature","creature_family":"Anadi","will_save":12,"charisma":2,"speed":{"climb":25,"max":25,"land":25},"perception":12,"wisdom":4,"weakness":{},"creature_ability":["Anadi Venom","Change Shape","Spin Silk"],"primary_source_group":"Age of Ashes","skill":["Athletics","Crafting","Deception","Diplomacy","Nature","Survival"],"trait":["Anadi","Humanoid","Uncommon","CG","Medium"],"id":"creature-431","text":" Anadi Sage Anadi sages commune with nature and hone their magic through practice. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Anadi Sage Source Pathfinder #145: Hellknight Hill pg. 85, The Mwangi Expanse pg. 290 Perception +12 Languages Anadi, Common Skills Athletics +6, Crafting +9, Deception +8, Diplomacy +10, Nature +12, Survival +10 Str +0 Dex +2 Con +0 Int +1 Wis +4 Cha +2 Items Hide Armor --- AC 21 Fort +8 Ref +10 Will +12 HP 58 --- Speed 25 feet, climb 25 feet Melee Single Action shortsword +12 (Agile, Finesse, versatile S), Damage 1d6+3 piercing Melee Single Action fangs +12 (Finesse), Damage 2d6+3 piercing plus anadi venom Arcane Innate Spells DC 22 - Cantrips (2nd) Detect Magic, Ghost Sound, Mage Hand, Message - 1st Illusory Disguise, Illusory Object, Color Spray - 2nd Blur, Illusory Creature Anadi Venom (Poison) Saving Throw DC 20 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and flat-footed (1 round); Stage 2 1d6 poison damage, flat-footed, and clumsy 1 (1 round) Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) The anadi changes into their true form, spider form, or human form. The above statistics assume the anadi is in their true form. While in their human form, the anadi sage can’t use their fangs attack and loses their climb Speed. When in spider form, they can’t use weapons. Spin Silk (Concentrate, Exploration, Manipulate) By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment. ","tradition":["Arcane"],"skill_mod":{"diplomacy":10,"deception":8,"nature":12,"crafting":9,"survival":10,"athletics":6},"summary":"Anadi sages commune with nature and hone their magic through practice.","primary_source":"Pathfinder #145: Hellknight Hill","spell":["Blur","Illusory Creature","Illusory Disguise","Illusory Object","Color Spray","Detect Magic","Ghost Sound","Mage Hand","Message"],"trait_group":["Monster","Ancestry","Creature Type","Rarity"],"ac":21,"item":["Hide Armor"],"level":4,"spell_dc":[22],"source_category":["Adventure Paths","Lost Omens"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=431","intelligence":1,"reflex_save":10,"strongest_save":["will"],"dexterity":2,"fortitude_save":8,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Anadi Sage","alignment":"CG","category":"creature","rarity":"uncommon","strike_damage_average":[6,10],"slug":"creature-431"},{"primary_source_category":"Adventure Paths","strength":2,"hp":95,"language":["Anadi","Common"],"source":["Pathfinder #145: Hellknight Hill","The Mwangi Expanse"],"type":"Creature","charisma":2,"perception":15,"trait":["Anadi","Humanoid","Uncommon","CG","Medium"],"id":"creature-432","text":" Anadi Elder Anadi elders must make the difficult decision of whether to continue negotiations or to escalate a disagreement to outright conflict. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Anadi Elder Source Pathfinder #145: Hellknight Hill pg. 85, The Mwangi Expanse pg. 291 Perception +15 Languages Anadi, Common Skills Athletics +12, Crafting +13, Deception +12, Diplomacy +10, Nature +14, Society +9, Survival +12 Str +2 Dex +4 Con +0 Int +1 Wis +4 Cha +2 Items composite longbow (20 arrows), Hide Armor --- AC 23 Fort +10 Ref +14 Will +16 HP 95 --- Speed 25 feet, climb 25 feet Melee Single Action shortsword +16 (Agile, Finesse, versatile S), Damage 1d6+5 piercing Melee Single Action fangs +16 (Finesse), Damage 2d6+5 piercing plus anadi venom Ranged Single Action composite longbow +16 (deadly 1d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+1 piercing Arcane Innate Spells DC 25, attack +17 - Cantrips (3rd) Detect Magic, Electric Arc, Ghost Sound, Mage Hand, Message - 1st Color Spray, Illusory Disguise, Illusory Object - 2nd Blur, Invisibility, Mirror Image - 3rd Hypnotic Pattern, Invisibility Sphere Anadi Venom (Poison) Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and flat-footed (1 round); Stage 2 2d6 poison damage, flat-footed, and clumsy 1 (1 round) Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) The anadi changes into their true form, spider form, or human form. The above statistics assume the anadi is in their true form. While in their human form, the anadi elder can’t use their fangs attack and loses their climb Speed. When in spider form, they can’t use weapons. Spin Silk (Concentrate, Exploration, Manipulate) By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment. ","skill_mod":{"society":9,"diplomacy":10,"deception":12,"nature":14,"crafting":13,"survival":12,"athletics":12},"primary_source":"Pathfinder #145: Hellknight Hill","spell":["Hypnotic Pattern","Invisibility Sphere","Blur","Invisibility","Mirror Image","Color Spray","Illusory Disguise","Illusory Object","Detect Magic","Electric Arc","Ghost Sound","Mage Hand","Message"],"ac":23,"item":["composite longbow (20 arrows)","Hide Armor"],"level":6,"spell_dc":[25],"source_category":["Adventure Paths","Lost Omens"],"resistance":{},"intelligence":1,"reflex_save":14,"strongest_save":["will"],"fortitude_save":10,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Anadi Elder","alignment":"CG","rarity":"uncommon","strike_damage_average":[5,8,12],"attack_bonus":[16,16,16],"constitution":0,"creature_family":"Anadi","spell_attack_bonus":[17],"will_save":16,"speed":{"climb":25,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Anadi Venom","Change Shape","Spin Silk"],"primary_source_group":"Age of Ashes","skill":["Athletics","Crafting","Deception","Diplomacy","Nature","Society","Survival"],"tradition":["Arcane"],"summary":"Anadi elders must make the difficult decision of whether to continue negotiations or to escalate a disagreement to outright conflict.","trait_group":["Monster","Ancestry","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=432","dexterity":4,"category":"creature","slug":"creature-432"},{"primary_source_category":"Adventure Paths","strength":6,"hp":60,"language":["Common"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","charisma":2,"perception":13,"trait":["Construct","Uncommon","LN","Large"],"id":"creature-433","text":" Doorwarden Doorwardens are constructs originally invented by elves. Upon first glance, these guardians resemble ornate doors made entirely of steel or even mithral, but when trespassers try to force their way past, the doorwarden transforms into a skilled and sturdy soldier bearing its “door” like a towering shield. Perceptive travelers can sometimes spot a door warden before its magic becomes obvious. The door often bears a round disk or similar embossment that resembles a shield boss designed for bashing, and the bar that can be lowered to block entry resembles an arm clasping a longsword by the hilt. The original doorwardens crafted by the elves included a motif of elven armor and a metal mask in the style of Alseta’s own, though other cultures embellish their own doorwardens with their own themes and sometimes even their own ancestral weapons, such as axes for dwarven doorwardens. Doorwardens sometimes know about the chambers they guard, and they have been known to speak to trespassers, especially elves. But a doorwarden cannot be persuaded to stand aside; it is bound to the portal where it has been placed and will defend it until destroyed. Recall Knowledge - Construct (Arcana, Crafting): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Doorwarden Source Pathfinder #145: Hellknight Hill pg. 86 Perception +13; low-light vision; see invisibility Languages Common Skills Athletics +13, Intimidation +11 Str +6 Dex +0 Con +3 Int -1 Wis +1 Cha +2 Items Longsword, steel shield (Hardness 5, HP 20, BT 10) with shield boss --- AC 22 (24 with shield raised) Fort +12 Ref +7 Will +10 HP 60 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 5 (except bludgeoning) Attack of Opportunity Reaction Reactive Shield Reaction Trigger An enemy hits the doorwarden with a melee Strike. Effect The doorwarden can Raise its Shield and gain its shield’s benefit to AC against the triggering attack. Shield Block Reaction When the doorwarden uses Shield Block against a melee attack from a creature within 5 feet, it can also push the creature 5 feet. --- Speed 20 feet Melee Single Action longsword +15 (reach 10 feet, versatile P), Damage 1d8+9 slashing Melee Single Action shield boss +15, Damage 1d6+9 bludgeoning Melee Single Action door +13, Damage 1d4+8 bludgeoning Arcane Innate Spells DC 19 - 2nd See Invisibility Imitate Door Single Action (Concentrate) Until the next time it acts, the doorwarden appears to be a door. It has an automatic result of 31 on Deception checks and DCs to pass as a door. Slam Doors Two Actions (Concentrate) The door opens and slams its doors, making two door Strikes against one creature. If both hit, the creature is grabbed—stuck between the doors. The doorwarden’s multiple attack penalty doesn’t increase until it has finished both attacks. The First Doorwardens Elves crafted the original doorwardens in honor of their goddess of portals, Alseta. Such doorwardens (such as the one in this volume's adventure) are similar to the one presented here, but they speak Elven instead of Common, wield specially crafted elven curve blades rather than longswords, and may have great knowledge of elven culture and religion. ","skill_mod":{"athletics":13,"intimidation":11},"image":["/Images/Monsters/Doorwarden.png"],"primary_source":"Pathfinder #145: Hellknight Hill","spell":["See Invisibility"],"ac":22,"item":["Longsword","steel shield (Hardness 5, HP 20, BT 10) with shield boss"],"level":5,"spell_dc":[19],"source_category":["Adventure Paths"],"sense":"low-light vision; see invisibility ","resistance":{"piercing":5,"slashing":5,"physical":5},"intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":12,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Doorwarden","alignment":"LN","rarity":"uncommon","strike_damage_average":[10,12,13],"attack_bonus":[13,15,15],"constitution":3,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"will_save":10,"speed":{"max":20,"land":20},"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Reactive Shield","Shield Block","Imitate Door","Slam Doors"],"primary_source_group":"Age of Ashes","skill":["Athletics","Intimidation"],"tradition":["Arcane"],"summary":"Doorwardens are constructs originally invented by elves. Upon first glance, these guardians resemble ornate doors made entirely of steel or even …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=433","dexterity":0,"category":"creature","slug":"creature-433"},{"attack_bonus":[11,11],"constitution":0,"primary_source_category":"Adventure Paths","strength":2,"hp":27,"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","will_save":7,"charisma":3,"speed":{"fly":20,"max":20,"land":15},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Dazzling Display","Tail Lash"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Intimidation","Survival"],"trait":["Animal","Uncommon","N","Medium"],"id":"creature-434","text":" Emperor Bird The emperor bird is native to the jungles of the Mwangi Expanse and known for its brilliant plumage and innate magic. While it usually feeds on lizards, big insects, and other small creatures, the emperor bird is highly territorial and not afraid to attack larger prey. Its beak, resembling that of the much smaller peafowl, is exceptionally sharp, but its deadliest weapon is its tail—the long, whiplike blades of bone hidden among its tail feathers are a nasty surprise for any predator trying to sneak up on the bird. The emperor bird was given its current name 2,000 years ago when Taldor’s Sixth Army of Exploration ventured into the Mwangi Expanse. When the legion spotted this 6-foot-long bird with its spectacular multicolored feathers trailing from its tail, wings, and crest, the soldiers thought the bird regal enough to suit their emperor, disregarding the name the Mwangi had given to the bird generations before, bebaki. Keeping an emperor bird was, for many years, a sign of prestige among the nobility of Taldor. That was long ago, however, and emperor birds eventually fell out of fashion. Inevitably their former owners forgot about their colorful pets, and hundreds of neglected emperor birds were released back into the wild by weary servants. While many such freed birds perished quickly in the unfamiliar woodlands of Avistan, some managed to hold out, and emperor birds can still be encountered in the Verduran Forest. The emperor bird uses its brilliant, iridescent plumage for mating displays as well as for intimidating rival suitors and potential predators. Not only are the feathers beautiful, but they are actually magical—a fact that has piqued the interest of alchemists and wizards alike, many of whom have spent decades capturing and breeding emperor birds in the hope of unlocking their arcane secrets. Mages stationed in the Mwangi Expanse will pay a pretty penny for intact feathers from these majestic creatures—or better yet, live specimens. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Emperor Bird Source Pathfinder #145: Hellknight Hill pg. 87 Perception +8 Languages Skills Acrobatics +9, Intimidation +7, Survival +7 Str +2 Dex +3 Con +0 Int -4 Wis +1 Cha +3 --- AC 18 Fort +6 Ref +9 Will +7 HP 27 --- Speed 15 feet, fly 20 feet Melee Single Action beak +11, Damage 1d10+2 piercing Melee Single Action tail +11 (Agile, reach 10 feet), Damage 1d8+3 slashing Dazzling Display Two Actions (Enchantment, Mental, Primal, Visual) The emperor bird flaps its mesmerizing wings. Each creature within 15 feet that can see the emperor bird must attempt a DC 19 Will save. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is dazzled for 1d4 rounds. Critical Failure The creature is confused for 1d4 rounds. Tail Lash Two Actions The emperor bird makes tail Strikes against two different creatures within reach. The emperor bird’s multiple attack penalty does not increase until it has finished both attacks. Other Emperor Birds Other varieties of bebaki flit amid the jungle canopies of the Mwangi Expanse, their relationship to one another identifiable by the constant feature of their massive and deadly tail feathers. A subspecies called long-beaked emperor birds is remarkable for its bright yellow plumage and its namesake beak, which is long and sharp enough to dig through ironwood tree trunks, allowing it to feast on the golden sting ants native to certain corners of the Mwangi Expanse. ","skill_mod":{"survival":7,"intimidation":7,"acrobatics":9},"summary":"The emperor bird is native to the jungles of the Mwangi Expanse and known for its brilliant plumage and innate magic. While it usually feeds on …","image":["/Images/Monsters/EmperorBird.png"],"primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["Creature Type","Rarity"],"ac":18,"level":2,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=434","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Emperor Bird","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[7,7],"slug":"creature-434"},{"attack_bonus":[10,10],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":35,"language":["Draconic","can't speak any language"],"immunity":["paralyzed","sleep"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","will_save":7,"charisma":-2,"speed":{"max":30,"land":20,"swim":30},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Reactive Breath","Body Slam","Deep Breath","Noxious Breath"],"primary_source_group":"Age of Ashes","skill":["Athletics","Stealth","Survival"],"stealth":"6","trait":["Dragon","Uncommon","N","Large"],"id":"creature-435","text":" Grauladon Grauladons are vicious predators that appear crocodilian in form, but are in fact distant offshoots of dragonkind. They make their dens in the shallows of fetid ponds or isolated corners of larger bodies of water, usually in rural swamps or woodlands. Driven almost entirely by their base desire to feed, grauladons spend most of their time swimming leisurely underwater looking for prey such as fish or waterfowl. Possessed of a greed befitting their more majestic dragon cousins, grauladons often take down prey larger than they need, jealously guarding the corpses to keep scavengers away even as the meat rots. A typical grauladon is 16 feet long from its snout to the tip of its tail and weighs 1,500 pounds. A grauladon’s stench may seem supernaturally disgusting, but it is simply the result of the creature’s fetid habitat and diet of rotting, waterlogged meat. As grauladons’ exhalations bear a passing resemblance to dragons’ breath, they have earned the nickname “mud drakes” from rural folk. Grauladons can be found in both fresh and brackish water in most temperate climates. They prefer to lair in shallow waters, particularly where reeds or other foliage conceal their bulk from unsuspecting prey. Grauladons are highly territorial and won’t tolerate other predators living or hunting near their homes. Recall Knowledge - Dragon (Arcana): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Grauladon Source Pathfinder #145: Hellknight Hill pg. 88 Perception +7; darkvision, scent (imprecise) 30 feet Languages Draconic; can't speak any language Skills Athletics +10, Stealth +6, Survival +5 Str +4 Dex +0 Con +4 Int -3 Wis +1 Cha -2 --- AC 17 Fort +12 Ref +6 Will +7 HP 35 Immunities paralyzed, sleep Reactive Breath Reaction Trigger The grauladon takes damage from an adjacent creature. Effect The grauladon uses Noxious Breath, including the triggering creature in the area. --- Speed 20 feet, swim 30 feet Melee Single Action jaws +10, Damage 1d12+4 piercing Melee Single Action tail +10 (Agile), Damage 1d8+4 bludgeoning Body Slam Single Action Requirements More than one enemy is adjacent to the grauladon. Effect The grauladon swings its tail at each adjacent enemy and attempts to Trip each creature adjacent to it. It rolls only a single Athletics check and compares the result to the Fortitude DC of each target. Deep Breath A grauladon can hold its breath for 225 rounds (22-1/2 minutes). Noxious Breath Single Action The grauladon hisses and unleashes a nauseating cloud of halitosis in a 15-foot cone. Each creature in the area must succeed at a DC 18 Fortitude saving throw or be sickened 1 (sickened 2 on a critical failure). The grauladon can’t use Noxious Breath or Reactive Breath again for 1d4 rounds. Saltwater Grauladons Although the vast majority of grauladons live in fresh or brackish waters, a rare grauladon species lives in and along saltwater coasts. These giant grauladons are even bigger than their common brethren, with stronger jaws and even danker breath. Rumors hint at the existence of truly massive saltwater grauladons capable of sinking ships. Most folk regard these stories as nothing more than tall tales, but plenty of eccentric old sailors and lighthouse operators readily attest otherwise, pointing to mysterious descriptions of shipwrecks in ancient logbooks and sometimes even showing their own scars as proof of the legends. ","skill_mod":{"survival":5,"stealth":6,"athletics":10},"summary":"Grauladons are vicious predators that appear crocodilian in form, but are in fact distant offshoots of dragonkind. They make their dens in the …","image":["/Images/Monsters/Grauladon.png"],"primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["Creature Type","Rarity"],"ac":17,"level":2,"source_category":["Adventure Paths"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=435","intelligence":-3,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":12,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Grauladon","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[8,10],"slug":"creature-435"},{"attack_bonus":[8,8,8],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":20,"language":["Common","Undercommon"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":20,"land":20,"swim":20},"perception":4,"wisdom":1,"weakness":{},"creature_ability":["Corpse Disguise","Shell Block","Deep Breath","Shell Game"],"primary_source_group":"Age of Ashes","skill":["Athletics","Stealth"],"stealth":"4","trait":["Beast","Uncommon","N","Large"],"id":"creature-436","text":" Graveshell The graveshell is a dangerous predator that draws scavengers and explorers into its grasp using a morbid lure: the corpse of a former victim impaled upon the spikes that protrude from its large, turtle-like shell. Aside from its shell, the monster resembles no known animal. Small but bright yellow eyes watch from the sagging flesh of its head, the most prominent feature of which is a curiously shaped, toothy maw twisted into a perpetual grin. Its stubby arms and legs are impractical for both walking and swimming, though the algae-caked claws tipping each limb are deadly weapons. Graveshells are intelligent—a fact that surprises many who encounter them—and surrender rather than fight to the death. These monsters have little to offer in exchange for their lives, though the waterlogged treasures on their collection of corpses may entice opportunists. Recall Knowledge - Beast (Arcana, Nature): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Graveshell Source Pathfinder #145: Hellknight Hill pg. 89 Perception +4; darkvision, wavesense (imprecise) 30 feet Languages Common, Undercommon Skills Athletics +6, Stealth +4 Str +3 Dex -1 Con +3 Int -3 Wis +1 Cha +0 Corpse Disguise (exploration) The graveshell conceals its true nature over the course of a few minutes by impaling a corpse (typically humanoid) on its spiky shell before partially submerging itself in water. It has an automatic result of 22 on Deception checks and DCs to pass as a corpse floating in the water. --- AC 17 (19 while withdrawn into its shell) Fort +8 Ref +2 Will +4 HP 20 Shell Block Reaction Trigger The graveshell takes damage from a physical attack while withdrawn into its shell (see Shell Game below). Effect The graveshell reduces the damage from the attack by an amount equal to its shell’s Hardness. A graveshell’s shell has a Hardness of 6, 10 Hit Points, and a Broken Threshold of 5. If its shell is broken, the graveshell can’t attack with shell spikes, nor can it use Shell Game. If the shell is destroyed, the graveshell’s AC is reduced to 16. As long as a graveshell is alive, its shell naturally repairs itself after a week. --- Speed 20 feet, swim 20 feet Melee Single Action jaws +8, Damage 1d6+3 piercing Melee Single Action claw +8 (Agile), Damage 1d4+3 slashing Melee Single Action shell spikes +8, Damage 1d4+3 piercing Deep Breath The graveshell can hold its breath for 200 rounds (20 minutes). Shell Game Single Action The graveshell withdraws into its shell, gaining a +2 circumstance bonus to AC and allowing it to use Shell Block. This lasts until the graveshell moves or attacks with any attack other than its shell spikes. The graveshell can’t take this action or get any benefit from it if its shell is broken. Ambush Hunters Due to its size and ungainliness, a graveshell must employ an unusual hunting strategy if it hopes to catch a meal. A young graveshell usually scavenges its first lure from among the animals slain by swifter and more ferocious members of its kind. The graveshell carefully positions its chosen corpse atop its shell to cover the spikes that keep it in place. Then, the creature sinks down into a pool of water, leaving only the corpse visible above the surface. When an ignorant passerby wades into the water to inspect the seemingly floating cadaver, the graveshell fully extends its spikes to impale its latest victim before using tooth and claw to rend its fresh catch. ","skill_mod":{"stealth":4,"athletics":6},"summary":"The graveshell is a dangerous predator that draws scavengers and explorers into its grasp using a morbid lure: the corpse of a former victim impaled …","image":["/Images/Monsters/Graveshell.png"],"primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["Creature Type","Rarity"],"ac":17,"level":1,"source_category":["Adventure Paths"],"sense":"darkvision, wavesense (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=436","intelligence":-3,"reflex_save":2,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":8,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Graveshell","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[5,5,6],"slug":"creature-436"},{"attack_bonus":[9],"constitution":3,"primary_source_category":"Adventure Paths","strength":-2,"hp":20,"language":["Common"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","will_save":10,"charisma":1,"speed":{"fly":25,"max":25},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Bleeding Nail","Terrifying Stare"],"primary_source_group":"Age of Ashes","skill":["Intimidation","Stealth"],"stealth":"7","trait":["Uncommon","Undead","LE","Tiny"],"id":"creature-437","text":" Hellcrown The life of a Hellknight is bloody, brutal, and often short. Many who perish in service to a Hellknight order are glad to rest after having served their masters so faithfully, but others seek to continue their work even in death. When a Hellknight is decapitated, the ghostly undead known as a hellcrown is an occasional result. Consumed by the desire to bring about order by inflicting cruelty, hellcrowns haunt battlefields and abandoned castles, slaying all they encounter. A strange fusion of spirit and steel, a hellcrown has no corporeal form by itself, but instead inhabits the helmet it so proudly wore in life. Dangling from the helmet like a shroud is a shadow of the former Hellknight’s spine, adding to the creature’s terrifyingly gruesome appearance. Hellknights regard hellcrowns with a mixture of disgust and respect, considering the individuals who transform into these floating undead to have been resolute in purpose but weak in body. A hellcrown usually manifests hours or longer after its body’s death, and only when its body is unattended; this might even take days if the Hellknight perished in a major battle. Typically, no recognizable fragment of the Hellknight’s former personality survives the grisly transformation into a hellcrown, but in rare and particularly tragic cases a hellcrown might remember its life and hold grudges against those it views as the cause of its death. Regardless of whether they retain memories of their lives or have lost all former sense of self, hellcrowns linger around the site of their death, reminding all they encounter of the merciless principles of their order. Recall Knowledge - Undead (Religion): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Hellcrown Source Pathfinder #145: Hellknight Hill pg. 90 Perception +10; darkvision Languages Common Skills Intimidation +8, Stealth +7 Str -2 Dex +4 Con +3 Int -1 Wis +1 Cha +1 --- AC 16 Fort +4 Ref +6 Will +10 HP 20 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed fly 25 feet Ranged Single Action nail +9 (range increment 20 feet), Damage 1d4+2 piercing plus bleeding nail Bleeding Nail If the hellcrown hits with a nail Strike, the target must attempt a DC 16 Fortitude save. On a failure, the nail is embedded in the creature, making it enfeebled 1 for 1 minute and giving it 1 persistent bleed damage (enfeebled 2 and 1d4 persistent bleed damage on a critical failure). Each additional embedded nail increases the enfeebled value by 1 (to a maximum of enfeebled 4) and the bleed damage by 1. A creature can remove a nail with an Interact action to reduce the enfeeblement and amount of bleed damage. Pulling out the last nail removes both conditions. Terrifying Stare Single Action (Fear, Mental, Visual) All creatures that can see the hellcrown and are suffering from its bleeding nail must attempt a DC 16 Will saving throw. A creature that fails is frightened 1, and on a critical failure becomes fleeing for as long as it’s frightened. Any creature that attempts a save is then temporarily immune for 10 minutes. Other Hellcrowns The stats below reflect a hellcrown that arose from a knight of the Order of the Nail. These hellcrowns are identified by the prominent horns of their helmet. Hellcrowns risen from other Hellknight orders have different abilities reflecting their orders' principles and methods of discipline. ","skill_mod":{"stealth":7,"intimidation":8},"summary":"The life of a Hellknight is bloody, brutal, and often short. Many who perish in service to a Hellknight order are glad to rest after having served …","image":["/Images/Monsters/Hellcrown.png"],"primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["Rarity","Creature Type"],"ac":16,"level":1,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=437","intelligence":-1,"reflex_save":6,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":4,"source_group":["Age of Ashes"],"size":["Tiny"],"spoilers":"Age of Ashes","name":"Hellcrown","alignment":"LE","category":"creature","rarity":"uncommon","strike_damage_average":[4],"slug":"creature-437"},{"attack_bonus":[10,10,12],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":40,"language":["Aklo","Common"],"immunity":["poison"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","will_save":7,"charisma":-1,"speed":{"climb":25,"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Web Sense","Swallow Whole","Tongue Pull"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Occultism","Spider Lore","Stealth"],"stealth":"10","trait":["Aberration","Uncommon","NE","Medium"],"id":"creature-438","text":" Tixitog Tixitogs are a species of bizarre aberrations that make their homes in the dens of giant spiders. Immune to poison and able to traverse sticky webs thanks to the thick slime that covers their bodies, tixitogs steal food cocooned in spider lairs and prey on spiders themselves, but they are careful never to kill so many that their food supply runs out. Their favorite meal, however, is the odd adventurer or spelunker who stumbles into their nest. These strange creatures have oblong bodies coated in a viscous and transparent slime, three large black eyes, and eight thick, multi-jointed limbs, four of which are inverted and point upward, allowing the monster to easily crawl on either the ceiling or floor of narrow caverns and squeeze through narrow spaces. Their jaws appear small and tubular when closed but peel apart and stretch to terrifying proportions when opened, as their dozens of pointed teeth part to reveal a freakishly long tongue. A tixitog usually hides from the spiders in the lair it has claimed, not out of fear but to keep the spiders from abandoning the lair and moving elsewhere. When a tixitog emerges from the shadows, most spiders flee from it rather than attack, and the tixitog uses this behavior to direct entire swarms of spiders where it pleases. This is typically bad news for bands of adventurers who find themselves within a tixitog’s lair; in the mass hysteria caused by a skittering swarm of spiders headed straight toward them, spelunkers typically fail to notice the more dangerous threat that follows closely behind. Recall Knowledge - Aberration (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Tixitog Source Pathfinder #145: Hellknight Hill pg. 91 Perception +9; darkvision, web sense (imprecise) 60 feet Languages Aklo, Common Skills Acrobatics +8, Athletics +10, Occultism +7, Spider Lore +9, Stealth +10 Str +3 Dex +3 Con +2 Int +0 Wis +2 Cha -1 Web Sense The tixitog can detect the vibrations of creatures touching a web that the tixitog is also touching. --- AC 19 Fort +9 Ref +10 Will +7 HP 40 Immunities poison --- Speed 25 feet, climb 25 feet Melee Single Action jaws +10, Damage 1d12+5 piercing Melee Single Action tongue +12 (reach 20 feet), Damage tongue pull Melee Single Action leg +10 (Agile), Damage 1d10+5 bludgeoning Swallow Whole Single Action Small, 1d12+3 bludgeoning, Rupture 10 Tongue Pull When a tixitog hits a Small or smaller creature with its tongue Strike, the target is pulled into the tixitog’s mouth. The tixitog can then attempt to Swallow it Whole. Talking with Tixitogs Tixitogs live long lives, and they have cultivated knowledge over the years that may prove useful for adventurers who can coax it from them. A tixitog who has been bested in combat will not mindlessly fight to the death, but will instead try to strike a deal with its attackers, speaking in simple Common to offer information, treasure, or even the aid of its spider-herding abilities under the right circumstances. ","skill_mod":{"stealth":10,"athletics":10,"occultism":7,"acrobatics":8},"summary":"Tixitogs are a species of bizarre aberrations that make their homes in the dens of giant spiders. Immune to poison and able to traverse sticky webs …","image":["/Images/Monsters/Tixitog.png"],"primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["Creature Type","Rarity"],"ac":19,"level":3,"source_category":["Adventure Paths"],"sense":"darkvision, web sense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=438","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Tixitog","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[10,11],"slug":"creature-438"},{"attack_bonus":[17,17],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":95,"language":["Mwangi"],"source":["Pathfinder #146: Cult of Cinders","The Mwangi Expanse"],"type":"Creature","will_save":10,"charisma":-2,"speed":{"climb":20,"max":35,"land":35},"perception":17,"wisdom":1,"weakness":{},"creature_ability":["Attack from Above","Drink Blood"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"16","trait":["Humanoid","CE","Large"],"id":"creature-439","text":" Asanbosam Asanbosams are monstrous, hairy humanoids with cold iron fangs and muscular limbs that end in powerful, hooked claws. They hide in treetops and grab prey from above, latching onto their unfortunate victims’ necks to drain their blood. Locals in nearby communities tell horror stories of these “bloodsucking tree-folk,” and experienced jungle explorers keep a close watch on the treetops in asanbosam territory. An asanbosam’s diet calls for a large amount of iron (typically in the form of blood) to maintain the integrity of its oversized cold iron teeth. When not hunting or mating, an asanbosam spends its waking hours chewing on certain types of rocks to sharpen its teeth. Some folk tales claim that asanbosams are as old as time and are the original source of cold iron, and that veins of the metal found in the ground are the buried graveyards of ancient asanbosams. Brave (or foolish) poachers often infiltrate asanbosam territory to hunt these monsters in the hope of collecting sacks of their valuable teeth. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Asanbosam Source Pathfinder #146: Cult of Cinders pg. 80, The Mwangi Expanse pg. 293 Perception +17; darkvision Languages Mwangi Skills Acrobatics +14, Athletics +16, Intimidation +15, Stealth +16, Survival +14 Str +5 Dex +4 Con +2 Int -3 Wis +1 Cha -2 --- AC 24 Fort +15 Ref +17 Will +10 HP 95 --- Speed 35 feet, climb 20 feet Melee Single Action cold iron jaws +17 (deadly 1d8), Damage 2d8+7 piercing Melee Single Action claw +17 (Agile, reach 10 feet), Damage 2d6+7 slashing plus Grab Attack from Above Two Actions If an asanbosam is positioned above a target (usually by using its Climb speed), it can make a claw Strike with its reach increased to 15 feet. This Strike deals an additional 1d6 slashing damage, and if it hits, the asanbosam Grabs the target and pulls it to a space adjacent to the asanbosam. This counts as two attacks when calculating the asanbosam’s multiple attack penalty. Drink Blood Single Action Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within reach of the asanbosam’s jaws. Effect The asanbosam sinks its teeth into the creature to drink its blood. If the victim is grabbed, this is automatic; otherwise, the asanbosam must succeed at an Athletics check against the victim’s Fortitude DC. The victim becomes drained 1 and the asanbosam regains 10 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that’s already drained increases the victim’s drained value by 1, but doesn’t restore any HP to the asanbosam. A victim’s drained condition decreases by 1 each week. A blood transfusion, which requires a successful DC 20 Medicine check and a blood donor or sufficient blood, reduces the drained value by 1 after 10 minutes. ","skill_mod":{"survival":14,"stealth":16,"athletics":16,"intimidation":15,"acrobatics":14},"summary":"Asanbosams are monstrous, hairy humanoids with cold iron fangs and muscular limbs that end in powerful, hooked claws. They hide in treetops and grab …","image":["/Images/Monsters/Asanbosam.png"],"primary_source":"Pathfinder #146: Cult of Cinders","trait_group":["Creature Type"],"ac":24,"level":6,"source_category":["Adventure Paths","Lost Omens"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=439","intelligence":-3,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"source_group":["Age of Ashes"],"size":["Large"],"name":"Asanbosam","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[14,16],"slug":"creature-439"},{"primary_source_category":"Adventure Paths","strength":6,"hp":135,"language":["Common","Draconic","Mwangi"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Creature","charisma":6,"perception":15,"stealth":"16","trait":["Dragon","Uncommon","LE","Huge"],"id":"creature-440","text":" Bida Bidas are black-scaled dragons with long, serpentine bodies and bat-like wings. Their legs and claws are smaller than those of most dragons, but their powerful undulating coils, like those of a boa constrictor, are potent weapons capable of squeezing the life from several unfortunate victims at a time. A bida uses its impressive intellect and powerful magic to pose as a humanoid and infiltrate a settlement. Over the course of weeks or months, it establishes itself as a key member of the village, and only after it has become invaluable to the community does it reveal the terrible price of its assistance: regular offerings of flesh and gold. From this point on, the bida dwells almost exclusively within its smoggy lair, growing fat off the blood of its sacrificial offerings. To hide its presence from the outside world, a bida conceals its enslaved settlement in a large-scale illusion, leaving only a stand of jungle trees where once a thriving village may have been and ordering the townsfolk to destroy any roads in and out of town. Bidas begrudgingly tolerate others of their kind, instead preferring the company of their small, tasty thralls. In rare cases, a pair of bidas may join forces to conquer a particularly large settlement, extracting that much more wealth (and blood) from the populace as a result of their partnership. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Bida Source Pathfinder #146: Cult of Cinders pg. 81 Perception +15; darkvision, scent (imprecise) 30 feet Languages Common, Draconic, Mwangi Skills Deception +20, Diplomacy +18, Intimidation +18, Society +16, Stealth +16 Str +6 Dex +2 Con +3 Int +4 Wis +3 Cha +6 --- AC 27 Fort +18 Ref +15 Will +18 +2 circumstance to all saves to disbelieve illusions HP 135 Immunities paralyzed, sleep Resistances acid 10, poison 10 --- Speed 40 feet, climb 20 feet, fly 60 feet Melee Single Action jaws +20 (reach 15 feet), Damage 2d12+9 piercing Melee Single Action tail +20 (reach 15 feet), Damage 2d6+9 bludgeoning plus Improved Grab Occult Innate Spells DC 26 - 2nd Humanoid Form - 3rd Nondetection Constrict Single Action 1d6+6 bludgeoning, DC 26 Eight Coils A bida can Strike with its tail even while Grabbing creatures with it. The bida can have up to eight Medium or smaller creatures grabbed with its tail at a time; it can also grab Large creatures, but they count as four Medium creatures for this purpose. Mask Settlement (Arcane, Illusion) By concentrating for 4 hours, the bida hides a small settlement. This is a 5th-level hallucinatory terrain spell, except the area is a 500-foot burst and creatures are invisible while inside structures in the area. The bida can conceal only one settlement at a time, and must concentrate on the effect for 10 minutes at the beginning of each day to maintain the illusion. Bida Locations Bidas claim thorps, hamlets, and villages as their territories, preferring semi-industrialized settlements that control nearby coal or gold mines they can use as lairs. Bida Treasure Bidas, like most dragons, are fond of treasure, particularly gold, and their hordes are spectacular to behold. Although the wealth in a bida’s cave belongs to the unfortunate villagers the bida has intimidated into servitude, many victims would willingly relinquish their claims to items to convince a party of dragon slayers to eliminate the tyrannical monster. ","skill_mod":{"society":16,"diplomacy":18,"deception":20,"stealth":16,"intimidation":18},"image":["/Images/Monsters/Bida.png"],"primary_source":"Pathfinder #146: Cult of Cinders","spell":["Nondetection","Humanoid Form"],"ac":27,"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":"darkvision, scent (imprecise) 30 feet","resistance":{"acid":10,"poison":10},"intelligence":4,"reflex_save":15,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":18,"source_group":["Age of Ashes"],"size":["Huge"],"spoilers":"Age of Ashes","name":"Bida","alignment":"LE","rarity":"uncommon","strike_damage_average":[16,22],"attack_bonus":[20,20],"constitution":3,"immunity":["paralyzed","sleep"],"will_save":18,"speed":{"climb":20,"fly":60,"max":60,"land":40},"wisdom":3,"weakness":{},"creature_ability":["Constrict","Eight Coils","Mask Settlement"],"primary_source_group":"Age of Ashes","skill":["Deception","Diplomacy","Intimidation","Society","Stealth"],"tradition":["Occult"],"summary":"Bidas are black-scaled dragons with long, serpentine bodies and bat-like wings. Their legs and claws are smaller than those of most dragons, but …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=440","dexterity":2,"category":"creature","slug":"creature-440"},{"primary_source_category":"Adventure Paths","strength":3,"hp":19,"language":["Mwangi","Sylvan"],"source":["Pathfinder #146: Cult of Cinders","The Mwangi Expanse"],"type":"Creature","charisma":1,"perception":7,"stealth":"6","trait":["Fey","NE","Small"],"id":"creature-441","text":" Biloko Warrior Rank-and-file bilokos stalk the jungles in small hunting bands. Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Biloko Warrior Source Pathfinder #146: Cult of Cinders pg. 82, The Mwangi Expanse pg. 294 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Mwangi, Sylvan Skills Athletics +7, Crafting +7, Nature +5, Stealth +6, Survival +6 Str +3 Dex +2 Con -1 Int +0 Wis +2 Cha +1 Items Spear, wooden shield (Hardness 3, 12 HP, BT 6) --- AC 16 (18 with shield raised) Fort +4 Ref +7 Will +7 HP 19 Shield Block Reaction --- Speed 20 feet Melee Single Action jaws +8, Damage 1d8+3 piercing Melee Single Action spear +8, Damage 1d6+3 piercing Ranged Single Action spear +7 (thrown 20 feet), Damage 1d6+3 piercing Primal Innate Spells DC 17 - 1st Charm Inspired Feast (Emotion, Mental) If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour. ","skill_mod":{"nature":5,"crafting":7,"survival":6,"stealth":6,"athletics":7},"primary_source":"Pathfinder #146: Cult of Cinders","spell":["Charm"],"ac":16,"item":["Spear","wooden shield (Hardness 3, 12 HP, BT 6)"],"level":1,"spell_dc":[17],"source_category":["Adventure Paths","Lost Omens"],"sense":"low-light vision, scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex","will"],"vision":"Low-light vision","fortitude_save":4,"source_group":["Age of Ashes"],"size":["Small"],"name":"Biloko Warrior","alignment":"NE","rarity":"common","strike_damage_average":[6,6,7],"attack_bonus":[7,8,8],"constitution":-1,"creature_family":"Biloko","will_save":7,"speed":{"max":20,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Shield Block","Inspired Feast"],"primary_source_group":"Age of Ashes","skill":["Athletics","Crafting","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Rank-and-file bilokos stalk the jungles in small hunting bands.","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=441","dexterity":2,"category":"creature","slug":"creature-441"},{"primary_source_category":"Adventure Paths","strength":4,"hp":58,"language":["Mwangi","Sylvan"],"source":["Pathfinder #146: Cult of Cinders","The Mwangi Expanse"],"type":"Creature","charisma":2,"perception":11,"stealth":"13","trait":["Fey","NE","Small"],"id":"creature-442","text":" Biloko Veteran A biloko who has led a sufficient number of successful hunts garners the respect (and fear) of their companions. Recall Knowledge - Fey (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Biloko Veteran Source Pathfinder #146: Cult of Cinders pg. 82, The Mwangi Expanse pg. 294 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Mwangi, Sylvan Skills Athletics +10, Crafting +10, Intimidation +12, Nature +9, Stealth +13, Survival +11 Str +4 Dex +4 Con +0 Int +0 Wis +3 Cha +2 Items Longspear, Shortbow (20 arrows) --- AC 21 Fort +8 Ref +13 Will +11 HP 58 Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action jaws +14, Damage 2d8+5 piercing Melee Single Action longspear +14 (reach 10 feet), Damage 1d8+5 piercing Ranged Single Action shortbow +14 (deadly d10, range increment 60 feet, reload 0), Damage 1d6+3 piercing Primal Innate Spells DC 21 - 1st Charm Inspired Feast (Emotion, Mental) If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour. Swipe Two Actions The veteran makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within their melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for the veteran’s multiple attack penalty. ","skill_mod":{"nature":9,"crafting":10,"survival":11,"stealth":13,"athletics":10,"intimidation":12},"primary_source":"Pathfinder #146: Cult of Cinders","spell":["Charm"],"ac":21,"item":["Longspear","Shortbow (20 arrows)"],"level":4,"spell_dc":[21],"source_category":["Adventure Paths","Lost Omens"],"sense":"low-light vision, scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":8,"source_group":["Age of Ashes"],"size":["Small"],"name":"Biloko Veteran","alignment":"NE","rarity":"common","strike_damage_average":[6,9,14],"attack_bonus":[14,14,14],"constitution":0,"creature_family":"Biloko","will_save":11,"speed":{"max":20,"land":20},"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Inspired Feast","Swipe"],"primary_source_group":"Age of Ashes","skill":["Athletics","Crafting","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"A biloko who has led a sufficient number of successful hunts garners the respect (and fear) of their companions.","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=442","dexterity":4,"category":"creature","slug":"creature-442"},{"primary_source_category":"Adventure Paths","strength":6,"hp":115,"language":["Aklo","Mwangi","Sylvan"],"source":["Pathfinder #146: Cult of Cinders","The Mwangi Expanse"],"type":"Creature","charisma":1,"perception":15,"stealth":"16","trait":["Fey","NE","Small"],"id":"creature-443","text":" Eloko If a biloko is lucky enough to consume several spellcasters or other creatures with innate magical abilities, it undergoes a subtle transformation over the course of 1 week. Such a fey is known as an eloko, and in addition to their incredible appetite (even by biloko standards), they have the supernatural ability to grow to immense size. Recall Knowledge - Fey (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Eloko Source Pathfinder #146: Cult of Cinders pg. 83, The Mwangi Expanse pg. 295 Perception +15; low-light vision, scent (imprecise) 30 feet Languages Aklo, Mwangi, Sylvan Skills Athletics +18, Crafting +13, Deception +15, Nature +13, Stealth +16, Survival +13 Str +6 Dex +5 Con +1 Int +0 Wis +4 Cha +1 Items Blowgun (10 poisoned darts), +1 dagger --- AC 25 Fort +12 Ref +18 Will +15 HP 115 --- Speed 20 feet Melee Single Action jaws +17, Damage 2d8+8 piercing Melee Single Action dagger +18 (Agile, Magical, versatile S), Damage 1d4+8 piercing Ranged Single Action blowgun +17 (Agile, Nonlethal, range increment 20 feet, reload 1), Damage 1 piercing plus 2d4 persistent poison Ranged Single Action dagger +18 (Agile, Magical, thrown 10 feet, versatile S), Damage 1d4+8 piercing Primal Innate Spells DC 22 - 1st Charm Inspired Feast (Emotion, Mental) If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour. Size Alteration Two Actions (Polymorph, Primal, Transmutation) The eloko is affected by a 4th-level enlarge spell. This lasts for 1 minute, and the eloko can Dismiss the Spell. Sneak Attack The eloko deals 2d6 extra precision damage to flat-footed creatures. ","skill_mod":{"deception":15,"nature":13,"crafting":13,"survival":13,"stealth":16,"athletics":18},"image":["/Images/Monsters/BilokoEloko.png"],"primary_source":"Pathfinder #146: Cult of Cinders","spell":["Charm"],"ac":25,"item":["Blowgun (10 poisoned darts)","+1 dagger"],"level":7,"spell_dc":[22],"source_category":["Adventure Paths","Lost Omens"],"sense":"low-light vision, scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":12,"source_group":["Age of Ashes"],"size":["Small"],"name":"Eloko","alignment":"NE","rarity":"common","strike_damage_average":[5,10,10,17],"attack_bonus":[17,17,18,18],"constitution":1,"creature_family":"Biloko","will_save":15,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{},"creature_ability":["Inspired Feast","Size Alteration","Sneak Attack"],"primary_source_group":"Age of Ashes","skill":["Athletics","Crafting","Deception","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"If a biloko is lucky enough to consume several spellcasters or other creatures with innate magical abilities, it undergoes a subtle transformation …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=443","dexterity":5,"category":"creature","slug":"creature-443"},{"attack_bonus":[8,8,8,8,8,8],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":18,"language":["Draconic","Mwangi"],"source":["Pathfinder #146: Cult of Cinders","The Mwangi Expanse"],"type":"Creature","creature_family":"Charau-ka","will_save":4,"charisma":0,"speed":{"climb":25,"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Shrieking Frenzy","Thrown Weapon Mastery"],"primary_source_group":"Age of Ashes","skill":["Athletics","Religion","Stealth"],"stealth":"6","trait":["Charau-ka","Humanoid","CE","Small"],"id":"creature-444","text":" Charau-ka Warrior A charau-ka warrior carries hatchets, daggers, and similar weaponry on their person and usually doesn’t worry about running out of thrown weapons when rocks plucked from the ground are just as deadly in their hands. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Charau-ka Warrior Source Pathfinder #146: Cult of Cinders pg. 84, The Mwangi Expanse pg. 296 Perception +6; darkvision, scent (imprecise) 30 feet Languages Draconic, Mwangi Skills Athletics +6, Religion +4, Stealth +6 Str +3 Dex +3 Con +2 Int -1 Wis +1 Cha +0 Items Hide Armor, Hatchet --- AC 18 Fort +7 Ref +8 Will +4 HP 18 --- Speed 25 feet, climb 25 feet Melee Single Action hatchet +8 (Agile, Sweep), Damage 1d6+3 slashing Melee Single Action dagger +8 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Melee Single Action fist +8 (Agile, Nonlethal), Damage 1d4+3 bludgeoning Ranged Single Action hatchet +8 (Agile, deadly d6, Sweep, thrown 10 feet), Damage 1d6+3 slashing Ranged Single Action dagger +8 (Agile, deadly d6, thrown 10 feet, versatile S), Damage 1d4+3 piercing Ranged Single Action thrown debris +8 (deadly d6, thrown 20 feet), Damage 1d6+3 bludgeoning Shrieking Frenzy Free Action (Primal, Transmutation) Trigger The charau-ka’s turn begins. Frequency once per hour; Effect The charau-ka is quickened until the end of its turn, and can use the extra action to Stride or Strike. While in the frenzy, the charau-ka can’t speak and automatically critically fails Stealth checks, due to its loud wailing. Thrown Weapon Mastery Any weapon a charau-ka throws gains the deadly d6 weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the –2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the nonlethal trait to make a lethal attack. ","skill_mod":{"stealth":6,"athletics":6,"religion":4},"summary":"A charau-ka warrior carries hatchets, daggers, and similar weaponry on their person and usually doesn’t worry about running out of thrown weapons …","primary_source":"Pathfinder #146: Cult of Cinders","trait_group":["Monster","Creature Type"],"ac":18,"item":["Hide Armor","Hatchet"],"level":1,"source_category":["Adventure Paths","Lost Omens"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=444","intelligence":-1,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"source_group":["Age of Ashes"],"size":["Small"],"name":"Charau-ka Warrior","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[5,5,5,6,6,6],"slug":"creature-444"},{"primary_source_category":"Adventure Paths","strength":2,"hp":45,"language":["Abyssal","Draconic","Mwangi"],"source":["Pathfinder #146: Cult of Cinders","The Mwangi Expanse"],"type":"Creature","charisma":2,"perception":9,"stealth":"7","trait":["Charau-ka","Humanoid","CE","Small"],"id":"creature-445","text":" Charau-ka Acolyte of Angazhan Even with the Gorilla King’s fall, some charau-kas still worship Angazhan. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Charau-ka Acolyte of Angazhan Source Pathfinder #146: Cult of Cinders pg. 85, The Mwangi Expanse pg. 297 Perception +9; darkvision, scent (imprecise) 30 feet Languages Abyssal, Draconic, Mwangi Skills Athletics +7, Intimidation +7, Nature +9, Religion +11, Stealth +7 Str +2 Dex +2 Con +1 Int +0 Wis +4 Cha +2 Items Hide Armor --- AC 19 Fort +8 Ref +7 Will +11 HP 45 --- Speed 25 feet, climb 25 feet Melee Single Action spear +11 (thrown 20 feet), Damage 1d6+5 piercing Melee Single Action fist +11 (Agile, Nonlethal), Damage 1d4+5 bludgeoning Ranged Single Action spear +11 (deadly d6, thrown 20 feet), Damage 1d6+5 piercing Ranged Single Action thrown debris +11 (deadly d6, thrown 20 feet), Damage 1d6+5 bludgeoning Divine Prepared Spells DC 21, attack +11 - Cantrips (2nd) Daze, Detect Magic, Divine Lance, Guidance, Message - 1st Fear, Heal, Ray of Enfeeblement - 2nd Entangle, Sound Burst Shrieking Frenzy Free Action (Primal, Transmutation) Trigger The charau-ka’s turn begins. Frequency once per hour; Effect The charau-ka is quickened until the end of its turn, and can use the extra action to Stride or Strike. While in the frenzy, the charau-ka can’t speak and automatically critically fails Stealth checks, due to its loud wailing. Thrown Weapon Mastery Any weapon a charau-ka throws gains the deadly d6 weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the –2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the nonlethal trait to make a lethal attack. ","skill_mod":{"nature":9,"stealth":7,"athletics":7,"intimidation":7,"religion":11},"primary_source":"Pathfinder #146: Cult of Cinders","spell":["Entangle","Sound Burst","Fear","Heal","Ray of Enfeeblement","Daze","Detect Magic","Divine Lance","Guidance","Message"],"ac":19,"item":["Hide Armor"],"level":3,"spell_dc":[21],"source_category":["Adventure Paths","Lost Omens"],"sense":"darkvision, scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":7,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":8,"source_group":["Age of Ashes"],"size":["Small"],"name":"Charau-ka Acolyte of Angazhan","alignment":"CE","rarity":"common","strike_damage_average":[7,8,8,8],"attack_bonus":[11,11,11,11],"constitution":1,"creature_family":"Charau-ka","spell_attack_bonus":[11],"will_save":11,"speed":{"climb":25,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Shrieking Frenzy","Thrown Weapon Mastery"],"primary_source_group":"Age of Ashes","skill":["Athletics","Intimidation","Nature","Religion","Stealth"],"tradition":["Divine"],"summary":"Even with the Gorilla King’s fall, some charau-kas still worship Angazhan.","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=445","dexterity":2,"category":"creature","slug":"creature-445"},{"attack_bonus":[17,18,19,20],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":95,"language":["Draconic","Mwangi"],"source":["Pathfinder #146: Cult of Cinders","The Mwangi Expanse"],"type":"Creature","creature_family":"Charau-ka","will_save":13,"charisma":2,"speed":{"climb":25,"max":25,"land":25},"perception":11,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Blood Fury","Mauler","Rage","Shrieking Frenzy","Thrown Weapon Mastery"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth"],"stealth":"13","trait":["Charau-ka","Humanoid","CE","Small"],"id":"creature-446","text":" Charau-ka Butcher While charau-kas are well known for their brutality, some frighten even others of their kind with their obsession with violence. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Charau-ka Butcher Source Pathfinder #146: Cult of Cinders pg. 85, The Mwangi Expanse pg. 297 Perception +11; darkvision, scent (imprecise) 30 feet Languages Draconic, Mwangi Skills Acrobatics +11, Athletics +15, Intimidation +14, Religion +9, Stealth +13 Str +5 Dex +3 Con +3 Int +0 Wis +1 Cha +2 Items Hide Armor, +1 striking trident --- AC 23 Fort +17 Ref +11 Will +13 HP 95 Attack of Opportunity Reaction --- Speed 25 feet, climb 25 feet Melee Single Action trident +20 (Magical), Damage 2d8+8 slashing Melee Single Action fist +19 (Agile, Nonlethal), Damage 1d4+8 bludgeoning Ranged Single Action trident +18 (deadly d6, Magical, thrown 20 feet), Damage 2d8+8 piercing Ranged Single Action thrown debris +17 (deadly d6, thrown 20 feet), Damage 2d6+8 bludgeoning Blood Fury Reaction (Manipulate) Trigger The charau-ka butcher deals bleed damage to a creature. Effect The charau-ka licks blood from its weapon, becoming furious. It regains 5 HP and gains a +1 status bonus to attack rolls until the end of its turn. Mauler While the charau-ka butcher is raging, its melee Strikes deal 1d4 persistent bleed damage. Rage Single Action As the barbarian class ability; AC 22, +9 HP, +2 melee damage. Shrieking Frenzy Free Action (Primal, Transmutation) Trigger The charau-ka’s turn begins. Frequency once per hour; Effect The charau-ka is quickened until the end of its turn, and can use the extra action to Stride or Strike. While in the frenzy, the charau-ka can’t speak and automatically critically fails Stealth checks, due to its loud wailing. Thrown Weapon Mastery Any weapon a charau-ka throws gains the deadly d6 weapon trait. Furthermore, when a charau-ka throws an improvised weapon, it does not take the –2 penalty for doing so, nor does it take a penalty for using a thrown improvised weapon with the nonlethal trait to make a lethal attack. ","skill_mod":{"stealth":13,"athletics":15,"intimidation":14,"acrobatics":11,"religion":9},"summary":"While charau-kas are well known for their brutality, some frighten even others of their kind with their obsession with violence.","primary_source":"Pathfinder #146: Cult of Cinders","trait_group":["Monster","Creature Type"],"ac":23,"item":["Hide Armor","+1 striking trident"],"level":6,"source_category":["Adventure Paths","Lost Omens"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=446","intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"source_group":["Age of Ashes"],"size":["Small"],"name":"Charau-ka Butcher","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[10,15,17,17],"slug":"creature-446"},{"attack_bonus":[9,9],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":20,"language":["Common","Grippli"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Creature","creature_family":"Grippli","will_save":6,"charisma":-1,"speed":{"climb":20,"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Hurl Net","Jungle Stride"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"stealth":"7","trait":["Grippli","Humanoid","N","Small"],"id":"creature-447","text":" Grippli Scout The best grippli hunters are chosen for the honorable role of scouts. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Grippli Scout Source Pathfinder #146: Cult of Cinders pg. 86 Perception +8; darkvision Languages Common, Grippli Skills Acrobatics +7, Athletics +4, Nature +6, Stealth +7, Survival +6 Str +1 Dex +4 Con +2 Int +0 Wis +3 Cha -1 Items Leather Armor, Dart (5), net --- AC 18 Fort +7 Ref +9 Will +6 HP 20 --- Speed 25 feet, climb 20 feet Melee Single Action sickle +9 (Agile, Finesse, Trip), Damage 1d4+1 slashing Ranged Single Action dart +9 (Agile, thrown 20 feet), Damage 1d4+1 piercing Hurl Net Single Action Requirement The grippli is wielding a net in two hands. Effect The grippli makes a ranged Strike (with a +9 modifier) against a Medium or smaller creature within 20 feet. On a hit, the target is flat-footed and takes a –10-foot circumstance penalty to its Speeds. On a critical hit, the creature is restrained instead. The DC to Escape the net is 16. A creature adjacent to the target can Interact with the net to remove it. Jungle Stride A grippli ignores difficult terrain in forests and jungles. ","skill_mod":{"nature":6,"survival":6,"stealth":7,"athletics":4,"acrobatics":7},"summary":"The best grippli hunters are chosen for the honorable role of scouts.","primary_source":"Pathfinder #146: Cult of Cinders","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":18,"item":["Leather Armor","Dart (5)","net"],"level":1,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=447","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"source_group":["Age of Ashes"],"size":["Small"],"name":"Grippli Scout","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[3,3],"slug":"creature-447"},{"attack_bonus":[11,11],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":44,"language":["Common","Grippli"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Creature","creature_family":"Grippli","will_save":10,"charisma":-1,"speed":{"climb":20,"max":25,"land":25},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Hail of Arrows","Jungle Stride"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"stealth":"11","trait":["Grippli","Humanoid","N","Small"],"id":"creature-448","text":" Grippli Archer These sharpshooters are renowned for their patience and their accuracy. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Grippli Archer Source Pathfinder #146: Cult of Cinders pg. 87 Perception +10; darkvision Languages Common, Grippli Skills Acrobatics +9, Athletics +6, Nature +8, Stealth +11, Survival +8 Str +1 Dex +4 Con +2 Int +0 Wis +3 Cha -1 Items Leather Armor, Shortbow (30 arrows) --- AC 20 Fort +9 Ref +11 Will +10 HP 44 --- Speed 25 feet, climb 20 feet Melee Single Action shortsword +11 (Agile, Finesse, versatile S), Damage 1d6+3 piercing Ranged Single Action shortbow +11 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6+2 piercing Hail of Arrows Two Actions The grippli archer makes three ranged Strikes with their shortbow, all against a single target. Combine the damage of any Strikes that hit for the purpose of resistances and weaknesses. Jungle Stride A grippli ignores difficult terrain in forests and jungles. ","skill_mod":{"nature":8,"survival":8,"stealth":11,"athletics":6,"acrobatics":9},"summary":"These sharpshooters are renowned for their patience and their accuracy.","primary_source":"Pathfinder #146: Cult of Cinders","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":20,"item":["Leather Armor","Shortbow (30 arrows)"],"level":3,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=448","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"source_group":["Age of Ashes"],"size":["Small"],"name":"Grippli Archer","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[5,6],"slug":"creature-448"},{"primary_source_category":"Adventure Paths","strength":2,"hp":71,"language":["Common","Grippli"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Creature","charisma":0,"perception":13,"stealth":"11","trait":["Grippli","Humanoid","N","Small"],"id":"creature-449","text":" Grippli Greenspeaker The unofficial healers of gripplikind are known as greenspeakers. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Grippli Greenspeaker Source Pathfinder #146: Cult of Cinders pg. 87 Perception +13; darkvision Languages Common, Grippli Skills Acrobatics +11, Athletics +9, Diplomacy +10, Medicine +11, Nature +14, Religion +11, Stealth +11, Survival +11 Str +2 Dex +4 Con +1 Int +1 Wis +4 Cha +0 Green Empathy The greenspeaker can use Diplomacy to Make an Impression on and make very simple Requests of plants and fungi. Items Dart (4), Staff --- AC 21 Fort +10 Ref +13 Will +13 HP 71 --- Speed 25 feet, climb 20 feet Melee Single Action staff +11 (two-hand d8), Damage 1d4+4 bludgeoning Ranged Single Action dart +13 (Agile, thrown 20 feet), Damage 1d4+4 piercing Primal Prepared Spells DC 23, attack +13 - Cantrips (3rd) Acid Splash, Guidance, Know Direction, Produce Flame, Tanglefoot - 1st Jump, Pass Without Trace, Shillelagh - 2nd Barkskin, Entangle, Speak with Animals - 3rd Animal Form, Summon Plant or Fungus Jungle Stride A grippli ignores difficult terrain in forests and jungles. ","skill_mod":{"diplomacy":10,"nature":14,"survival":11,"stealth":11,"medicine":11,"athletics":9,"acrobatics":11,"religion":11},"primary_source":"Pathfinder #146: Cult of Cinders","spell":["Animal Form","Summon Plant or Fungus","Barkskin","Entangle","Speak with Animals","Jump","Pass Without Trace","Shillelagh","Acid Splash","Guidance","Know Direction","Produce Flame","Tanglefoot"],"ac":21,"item":["Dart (4)","Staff"],"level":5,"spell_dc":[23],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":1,"reflex_save":13,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":10,"source_group":["Age of Ashes"],"size":["Small"],"name":"Grippli Greenspeaker","alignment":"N","rarity":"common","strike_damage_average":[6,6],"attack_bonus":[11,13],"constitution":1,"creature_family":"Grippli","spell_attack_bonus":[13],"will_save":13,"speed":{"climb":20,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Green Empathy","Jungle Stride"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Diplomacy","Medicine","Nature","Religion","Stealth","Survival"],"tradition":["Primal"],"summary":"The unofficial healers of gripplikind are known as greenspeakers.","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=449","dexterity":4,"category":"creature","slug":"creature-449"},{"primary_source_category":"Adventure Paths","strength":6,"hp":138,"language":["Common","Sylvan"],"source":["Pathfinder #146: Cult of Cinders","Bestiary 3"],"type":"Creature","charisma":5,"perception":14,"stealth":"18","trait":["Fey","NE","Medium"],"id":"creature-450","text":" Kishi Kishi are duplicitous and murderous fey who dwell on the edges of Golarion’s darkest jungles. At first glance, kishi appear to be attractive humans, usually of a local ethnicity, but their full heads of thick hair conceal a second face, that of a snarling hyena. When a kishi lures their prey into a vulnerable situation, their head swivels around, revealing this fearsome visage. In this form, a kishi’s powerful jaws are almost impossible to pry loose and can crush a victim’s bones in a matter of moments. Kishi are highly varied in their physical features, and their height and weight are as variable as the people whose communities they infiltrate. Like most fey, a kishi’s motives are inscrutable, though to its victims, the kishi’s goal seems simple—to revel in the expression of shock, betrayal, and terror on a victim’s face. Although kishi can cast charm to make unwitting companions complacent, most of these sinister creatures prefer to trick their prey using guile, gifts, and their dashing good looks. Kishi are the ultimate sociopaths, deriving pleasure from the thrill of the hunt as well as the delicious reward at the end. The more uptight, prudish, or haughty a target, the better, for nothing satisfies kishi as much as earning (and destroying) the trust of someone who rarely grants it. When kishi get their new friends or lovers alone, they choose the most dramatic moments to reveal their true, monstrous forms and clamp their jaws down on their victim. Kishi have no desire to share their true nature with the entire village, so they typically aim for the throats of their victims, who, cut off from air, are unable to cry out for help. Kishi consume every part of their victims’ bodies, leaving no trace of the crime—even lapping up any spilled blood and cleaning the murder scene as much as they are able. Recall Knowledge - Fey (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Kishi Source Pathfinder #146: Cult of Cinders pg. 88, Bestiary 3 pg. 149 Perception +14; low-light vision Languages Common, Sylvan Skills Athletics +20, Deception +20, Diplomacy +19, Society +15, Stealth +18 Str +6 Dex +4 Con +1 Int +1 Wis +2 Cha +5 --- AC 25 Fort +13 Ref +18 Will +17 HP 138 Resistances piercing 10 Weaknesses cold iron 10 --- Speed 25 feet Melee Single Action jaws +20, Damage 2d10+9 piercing plus Grab Melee Single Action claw +20 (Agile), Damage 2d8+9 slashing Arcane Innate Spells DC 27 - 1st Charm (at will) Constrict Single Action 1d10+9 piercing, DC 26 (grabbed by jaws only) Head Spin Free Action The kishi switches between showing its attractive human face and its snarling hyena face. A kishi can use its innate spell and its Deception and Diplomacy skills only when its human face is showing, and it can use its jaws Strike only when its hyena face is showing. Sudden Charge Two Actions The kishi Strides twice. If it ends its movement within melee reach of at least one enemy, it can make a melee Strike against that enemy. Vice-Like Jaws A creature grabbed in the kishi’s jaws can’t speak, including providing verbal components for spells. In addition, the creature takes a –2 circumstance penalty to Escape. ","skill_mod":{"society":15,"diplomacy":19,"deception":20,"stealth":18,"athletics":20},"image":["/Images/Monsters/Kishi.png"],"primary_source":"Pathfinder #146: Cult of Cinders","spell":["Charm"],"ac":25,"level":8,"spell_dc":[27],"source_category":["Adventure Paths","Rulebooks"],"sense":"low-light vision","resistance":{"piercing":10},"intelligence":1,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":13,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Kishi","alignment":"NE","rarity":"common","strike_damage_average":[18,20],"attack_bonus":[20,20],"constitution":1,"will_save":17,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"cold_iron":10},"creature_ability":["Constrict","Head Spin","Sudden Charge","Vice-Like Jaws"],"primary_source_group":"Age of Ashes","skill":["Athletics","Deception","Diplomacy","Society","Stealth"],"tradition":["Arcane"],"summary":"Kishi are duplicitous and murderous fey who dwell on the edges of Golarion’s darkest jungles. At first glance, kishi appear to be attractive humans, …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=450","dexterity":4,"category":"creature","slug":"creature-450"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":175,"immunity":["critical hits","mental","piercing","precision","slashing","unconscious","visual"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Creature","will_save":5,"charisma":-5,"speed":{"climb":10,"max":10,"land":10},"perception":7,"wisdom":-5,"weakness":{"cold":10},"creature_ability":["Motion Sense","Adhesive Body","Engulf","Entangling Residue"],"primary_source_group":"Age of Ashes","skill":["Athletics","Stealth"],"stealth":"10","trait":["Mindless","Ooze","Uncommon","N","Medium"],"id":"creature-451","text":" Living Sap The tall sharinga trees of the Mwangi Expanse leak golden sap from their swollen, bulbous trunks, which coagulates when exposed to air. The toxic resin, which has a bitter taste, protects the tree from herbivorous insects and other animals, but in rare cases—usually in areas awash in positive energy or the influence of the First World—the sap gains a life of its own. Such “living sap” is a mindless ooze that attempts to smother and engulf just about anything that moves, from the bugs and small beasts that feed on its sharinga tree to larger creatures unlucky enough to stumble upon it. Due to its immunities to most forms of physical damage and its protectiveness of its mother tree, a living ooze is a nuisance to communities that rely on the sap of sharinga trees to make resin, rubber, and glue. Jungle-dwelling alchemists such as gripplis cherish the sap of the sharinga tree for its unique adhesive properties. The sap has been used for centuries to create tanglefoot bags, glue, and hard resin. Residue collected from a living sap is even more fascinating from an alchemical standpoint. Though harvesting a living sap is very dangerous, some alchemists will risk death (if not their own, then that of hearty adventurers for hire) in order to procure these easily worked ingredients. To increase the odds of a successful harvest, such employers are often willing to supply offensive aids such as lesser frost vials; living sap hunters learned long ago that cold energy is effective against these creatures and luckily doesn’t harm the harvestable reagents. Recall Knowledge - Ooze (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Living Sap Source Pathfinder #146: Cult of Cinders pg. 89 Perception +7; motion sense 60 feet, no vision Languages Skills Athletics +17, Stealth +10 Str +5 Dex -3 Con +4 Int -5 Wis -5 Cha -5 Motion Sense Living sap can sense nearby motion through vibration and air movement. --- AC 13 Fort +18 Ref +7 Will +5 HP 175 Immunities critical hits, mental, piercing, precision, slashing, unconscious, visual Weaknesses cold 10 Adhesive Body A creature that Strikes a living sap with a melee weapon must succeed at a DC 24 Reflex save or be disarmed of that weapon. If the creature critically fails, the weapon ends up in the living sap’s space. A creature that hits a living sap with an unarmed attack must succeed at a DC 24 Reflex save or become grabbed by the living sap until the end of its next turn. --- Speed 10 feet, climb 10 feet Melee Single Action pseudopod +17, Damage 2d8+8 bludgeoning plus entangling residue Engulf Two Actions DC 22, 2d6 acid, Escape DC 24, Rupture 10 Entangling Residue A creature hit by a living sap’s pseudopod Strike must succeed at a DC 24 Reflex save or become grabbed until the end of the living sap’s next turn. Living Sap Treasures The stockpile of weapons, armor, and magic items that accumulate around a living sap’s mother sharinga tree can be a tempting treasure trove for daring adventurers. Beyond this, the remains of a defeated living sap are treasure in themselves; a character who succeeds at a DC 20 Crafting check can create four tanglefoot bags from the remains of a single living sap; this takes 1 day of downtime. ","skill_mod":{"stealth":10,"athletics":17},"summary":"The tall sharinga trees of the Mwangi Expanse leak golden sap from their swollen, bulbous trunks, which coagulates when exposed to air. The toxic …","image":["/Images/Monsters/LivingSap.png"],"primary_source":"Pathfinder #146: Cult of Cinders","trait_group":["Monster","Creature Type","Rarity"],"ac":13,"level":6,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=451","intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":-3,"fortitude_save":18,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Living Sap","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[17],"slug":"creature-451"},{"attack_bonus":[22,22,22],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":172,"source":["Pathfinder #146: Cult of Cinders","Bestiary 3"],"type":"Creature","will_save":17,"charisma":0,"speed":{"max":30,"land":30,"swim":30},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Trample","Whip Tail"],"primary_source_group":"Age of Ashes","skill":["Athletics","Stealth","Survival"],"stealth":"19","trait":["Animal","Uncommon","N","Huge"],"id":"creature-452","text":" Mokele-Mbembe Mokele-mbembes are large, reptilian predators found deep within Golarion’s jungles. Mwangi view mokele-mbembes as embodiments of nature’s strength and majesty, and they consider the sighting of this rare being a sign of favor from the gods and an omen of powerful natural forces. Recall Knowledge - Animal (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Mokele-Mbembe Source Pathfinder #146: Cult of Cinders pg. 90, Bestiary 3 pg. 171 Perception +15; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +20, Stealth +19, Survival +17 Str +7 Dex +4 Con +6 Int -4 Wis +2 Cha +0 --- AC 27 Fort +21 Ref +15 Will +17 HP 172 --- Speed 30 feet, swim 30 feet Melee Single Action jaws +22 (reach 15 feet), Damage 2d12+10 piercing Melee Single Action tail +22 (reach 20 feet), Damage 2d6+10 bludgeoning Melee Single Action foot +22 (reach 10 feet), Damage 2d8+10 bludgeoning Trample Three Actions Large or smaller, foot, DC 28 Whip Tail Two Actions (Sonic) The mokele-mbembe cracks its tail, creating a sonic boom in a 5-foot burst centered on a corner within reach of its tail Strike. Each creature in the burst’s area must attempt a DC 28 Fortitude save. Mokele-mbembes are immune. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned 3. ","skill_mod":{"survival":17,"stealth":19,"athletics":20},"summary":"Mokele-mbembes are large, reptilian predators found deep within Golarion’s jungles. Mwangi view mokele-mbembes as embodiments of nature’s strength …","image":["/Images/Monsters/MokeleMbembe.png"],"primary_source":"Pathfinder #146: Cult of Cinders","trait_group":["Creature Type","Rarity"],"ac":27,"level":9,"source_category":["Adventure Paths","Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=452","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":21,"source_group":["Age of Ashes"],"size":["Huge"],"spoilers":"Age of Ashes","name":"Mokele-Mbembe","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[17,19,23],"slug":"creature-452"},{"attack_bonus":[13,14,14,15],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":78,"language":["Abyssal","Mwangi"],"source":["Pathfinder #146: Cult of Cinders","Monster Core 2"],"type":"Creature","will_save":10,"charisma":0,"speed":{"fly":25,"max":25,"land":25},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Drain Blood","Fell Shriek","Powerful Charge"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Stealth"],"stealth":"16","trait":["Humanoid","NE","Medium"],"id":"creature-453","text":" Sabosan Sabosans are evil, intelligent, bat-like humanoids who live in warm forests and drink the blood of other creatures, particularly people. They have thin, emaciated torsos and broad, leathery wings that can reach a span of almost 20 feet. Sabosans’ heads, necks, shoulders, and upper chests are covered with red or dark-brown fur that barely obscures their stretched.thin flesh. Their ears are large and pointed like a batfs, and indeed they can echolocate to locate prey much like bats can, though their eyes are also capable of seeing in low light. Some believe that sabosans are distant descendants of humans who were afflicted with vampirism but managed to avoid succumbing to undeath. Others posit they were once a tribe of demon worshippers whose dark rites transformed them into their current forms. No matter their true origins, sabosans have infamous reputations among residents of towns and cities south of the equator. Even mere rumors of sabosans in an area are enough to set off city-wide hunts, and the truly superstitious arenft above setting fires near every grotto, nook, and foxhole they come across in order to smoke out the nocturnal creatures. Sabosans hunt during the twilight hours or just after dark, when their echolocation gives them a predatory edge over their sleeping prey. They are capable hunters but indiscriminating when it comes to food sources; their rapid metabolisms means sabosans must eat nearly 20 pounds of meat and fruit per day (supplemented, naturally, with copious amounts of blood). Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Sabosan Source Pathfinder #146: Cult of Cinders pg. 91, Monster Core 2 pg. 273 Perception +10; echolocation 20 feet, low-light vision, scent (imprecise) 30 feet Languages Abyssal, Mwangi Skills Acrobatics +16, Athletics +11, Stealth +16 Str +4 Dex +5 Con +2 Int -1 Wis +1 Cha +0 Items Spear --- AC 22 Fort +11 Ref +14 Will +10 HP 78 --- Speed 25 feet, fly 25 feet Melee Single Action jaws +14, Damage 2d8+4 piercing plus 1 persistent bleed Melee Single Action claw +15 (Agile, Finesse), Damage 2d6+4 slashing plus Grab Melee Single Action spear +13, Damage 1d6+4 piercing Ranged Single Action spear +14 (thrown 20 feet), Damage 1d6+4 piercing Drain Blood Single Action Requirement The sabosan has a creature grabbed. Effect The sabosan drains blood from the creature. The creature must succeed at a DC 23 Fortitude save or become drained 1. The sabosan gains a number of temporary Hit Points equal to the number of Hit Points lost by the creature. Fell Shriek Two Actions (Auditory) The sabosan emits a deafening cry in a 30-foot cone. Non-sabosan creatures in this area must each succeed at a DC 23 Fortitude save or be deafened for 1 minute. Powerful Charge Two Actions The sabosan Strides up to double its Speed and then makes a claw Strike. If the sabosan moved at least 20 feet, it deals an additional 1d6 damage on a hit. ","skill_mod":{"stealth":16,"athletics":11,"acrobatics":16},"summary":"Sabosans are evil, intelligent, bat-like humanoids who live in warm forests and drink the blood of other creatures, particularly people. They have …","image":["/Images/Monsters/Sabosan.png"],"primary_source":"Pathfinder #146: Cult of Cinders","trait_group":["Creature Type"],"ac":22,"item":["Spear"],"level":5,"source_category":["Adventure Paths","Rulebooks"],"sense":"echolocation 20 feet, low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=453","intelligence":-1,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":11,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Sabosan","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[7,7,11,13],"slug":"creature-453"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":98,"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","will_save":10,"charisma":-2,"speed":{"max":40,"land":40},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Bloodsense","Blood Quarry","Ferocity","Chase Down","Terrifying Squeal"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","NE","Medium"],"id":"creature-454","text":" Blood Boar Blood boars are fearsome swine bred in Cheliax for the singular purpose of hunting down escaped slaves. The species originated from a type of large feral boar native to Nidal’s shadowy Uskwood, and blood boars retain their predecessors’ gray fur, red eyes, and exceptional senses. The intensive breeding process to produce blood boars—augmented by the selective application of magic—grants the creatures an unparalleled awareness of blood, including the ability to precisely detect a bloodied creature’s location and movements, allowing the boars to track their prey from up to a mile away. Blood boars’ keepers groom and mark the animals to enhance their already unsettling appearance. While from a distance, a blood boar might be mistaken for an ordinary pig, up close the differences are stark. Blood-red eyes, ashen fur, and unnaturally sharp tusks frame hundreds of pounds of raw muscle, the veins of which can be seen through the boar’s ghastly pale flesh. Chains, manacles, and spikes are typical blood boar accessories, ensuring the boars are as fearsome as possible. A blood boar’s ability to track its quarry using only the scent of the target’s blood has been the bane of many thieves, brigands, and the occasional illicit lover, but none have as much cause to fear the beasts as slaves in pursuit of freedom. Even washing off spilled blood does nothing to deter the blood boar’s pursuit if it already has the scent. As a result, many halflings in the Bellflower Network zealously practice disarming and nonlethal combat techniques specifically to avoid accidental bloodshed during an escape. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Blood Boar Source Pathfinder #147: Tomorrow Must Burn pg. 76 Perception +15; bloodsense 60 feet, low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +10, Athletics +15, Survival +15 Str +5 Dex +2 Con +4 Int -4 Wis +2 Cha -2 Bloodsense The blood boar can precisely sense bleeding creatures within 60 feet. Blood Quarry On smelling a creature’s blood, the blood boar can designate that creature as its quarry. The blood boar can smell its quarry from up to a mile away. A blood boar can have only one quarry at a time. --- AC 23 Fort +16 Ref +14 Will +10 HP 98 Ferocity Reaction --- Speed 40 feet Melee Single Action jaws +17, Damage 2d8+8 piercing Chase Down Single Action The blood boar Strides toward its quarry, ignoring difficult terrain and gaining a +10-foot circumstance bonus to its Speed during the movement. Terrifying Squeal Single Action (Auditory, Emotion, Fear, Mental) The blood boar lets forth a hair-raising squeal. Each creature within 30 feet must succeed at a DC 23 Will save or become frightened 1 (frightened 2 on a critical failure). If the blood boar uses Terrifying Squeal on the same turn after using Chase Down, the Will save DC is instead 25. Blood Boar Handlers Few slavers own their own blood boars. The majority are bred and kept by specialized animal handlers. These enterprises hold close the secrets of breeding blood boars and maintain relatively small populations of the creatures, which they rent out to make a sizable profit. Of course, even setting aside the occasional theft of stock, not all blood boars remain under the control of this small group—some have escaped into the wild and have gone feral. ","skill_mod":{"survival":15,"athletics":15,"acrobatics":10},"summary":"Blood boars are fearsome swine bred in Cheliax for the singular purpose of hunting down escaped slaves. The species originated from a type of large …","image":["/Images/Monsters/BloodBoar.png"],"primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Creature Type"],"ac":23,"level":6,"source_category":["Adventure Paths"],"sense":"bloodsense 60 feet, low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=454","intelligence":-4,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":16,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Blood Boar","alignment":"NE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[17],"slug":"creature-454"},{"primary_source_category":"Adventure Paths","strength":7,"hp":200,"language":["Abyssal","Celestial","Draconic","telepathy 100 feet"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","charisma":3,"perception":19,"stealth":"19","trait":["Demon","Fiend","CE","Medium"],"id":"creature-455","text":" Kalavakus (Slaver Demon) Kalavakuses work as slavers in the Abyss, earning them the alternate moniker of “slaver demons”; these fiends round up captured victims and sell them to other fiends or unscrupulous mortals. Pleas for freedom or clemency fall on deaf ears, as slaver demons consider anyone they can catch and hold to be their rightful property and theirs to sell. Kalavakuses know more than just physical means of restraining slaves; they also know how to fetter a victim’s soul. The most successful slaver demons have vast slave-pits in the Abyss where they keep stables of imprisoned souls. Recall Knowledge - Fiend (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Kalavakus Source Pathfinder #147: Tomorrow Must Burn pg. 77 Perception +19; darkvision Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Acrobatics +15, Athletics +23, Intimidation +22, Religion +17, Stealth +19 Str +7 Dex +1 Con +5 Int +2 Wis +3 Cha +3 --- AC 30 Fort +21 Ref +17 Will +19 +1 status to all saves vs. magic HP 200 Weaknesses cold iron 10, good 10, liberation vulnerability Liberation Vulnerability The first time each round that a creature escapes from the slaver demon’s Enslave Soul or the slaver demon witnesses a creature being freed from captivity or mental enslavement, the demon takes 3d6 mental damage. Attack of Opportunity Reaction Horn Snare Reaction Trigger A creature misses the slaver demon with a melee weapon Strike. Effect The slaver demon attempts to Disarm the weapon used in the triggering Strike with a –2 penalty. If it rolls a success, it gets a critical success instead. The demon doesn’t need a free hand to use this ability. --- Speed 25 feet Melee Single Action horns +23 (deadly 1d8), Damage 2d10+13 piercing Melee Single Action claw +23 (Agile), Damage 2d8+13 slashing Melee Single Action jaws +23, Damage 2d6+13 piercing Divine Innate Spells DC 27 - 1st Command (at will) - 3rd Haste - 4th Air Walk (x2), Dimension Door (at will) - 5th Dimension Door Divine Rituals DC 27 - 1st Abyssal Pact Enslave Soul Two Actions (Arcane, Enchantment, Mental) The demon enslaves the soul of a living creature within 60 feet. The target can attempt to resist this enslavement with a DC 29 Will save. A slaver demon can have only one living soul enslaved with this ability at a time, and no more than one slaver demon can enslave the same soul. If a slaver demon kills a creature whose soul it has enslaved, the demon regains 20 HP and the soul is consigned to an eternity of toil in the Abyss, adding to the slaver demon’s tally of souls and allowing the demon to enslave another. Success The target avoids being enslaved and is temporarily immune for 24 hours. Failure The target is enslaved and is enfeebled 2 for 24 hours or until the slaver demon is slain, whichever comes first. Critical Failure As failure, and the target also suffers the effects of a failed saving throw against dominate . Slaver's Sins Slaver demons arise from the souls of mortals who worked as slavers, tyrants who encouraged human trafficking in their domains, or bureaucrats who turned a blind eye to illegal slaving activities. ","skill_mod":{"stealth":19,"athletics":23,"intimidation":22,"acrobatics":15,"religion":17},"image":["/Images/Monsters/Demon_Kalavakus.png"],"primary_source":"Pathfinder #147: Tomorrow Must Burn","spell":["Dimension Door","Air Walk","Haste","Command"],"ac":30,"level":10,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":2,"reflex_save":17,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":21,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Kalavakus","alignment":"CE","pfs":"Limited","rarity":"common","strike_damage_average":[20,22,24],"attack_bonus":[23,23,23],"constitution":5,"creature_family":"Demon","will_save":19,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"cold_iron":10,"good":10},"creature_ability":["Liberation Vulnerability","Attack of Opportunity","Horn Snare","Enslave Soul"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Kalavakuses work as slavers in the Abyss, earning them the alternate moniker of “slaver demons”; these fiends round up captured victims and sell them …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=455","dexterity":1,"category":"creature","slug":"creature-455"},{"primary_source_category":"Adventure Paths","strength":5,"hp":146,"language":["Celestial","Draconic","Infernal","telepathy 100 feet"],"source":["Pathfinder #147: Tomorrow Must Burn","Bestiary 2"],"type":"Creature","charisma":4,"perception":17,"stealth":"20","trait":["Devil","Fiend","LE","Large"],"id":"creature-456","text":" Osyluth (Bone Devil) Perhaps more than any other devil, osyluths—also known as bone devils— embrace the torture and sadism for which Hell is so well known. They are exemplary inquisitors with an unwavering devotion to Hell’s laws and hierarchy, and they seek out heresies among mortals and devilkind with equal vigor. These devils arise from the Styx-fed swamps of Stygia, Hell’s fifth layer, from the stagnant energy of long-dead heresies. Left to their own devices, osyluths build massive, calcified hives in Stygia’s remote corners and hunt the infernal swampland for lesser devils and petitioners. Recall Knowledge - Fiend (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Osyluth Source Pathfinder #147: Tomorrow Must Burn pg. 78, Bestiary 2 pg. 73 Perception +17; greater darkvision Languages Celestial, Draconic, Infernal; telepathy 100 feet Skills Arcana +18, Deception +19, Intimidation +21, Religion +15, Stealth +20 Str +5 Dex +5 Con +4 Int +3 Wis +2 Cha +4 --- AC 28 Fort +21 Ref +18 Will +15 +1 status to all saves vs. magic HP 146 Immunities fire Resistances physical 10 (except silver), poison 10 Weaknesses good 10 --- Speed 35 feet, fly 30 feet Melee Single Action jaws +20, Damage 2d10+11 piercing Melee Single Action claw +20 (Agile, reach 10 feet), Damage 2d6+11 slashing Melee Single Action stinger +21 (reach 15 feet), Damage 1d10+11 piercing plus bone devil venom Ranged Single Action bone shard +20 (range increment 30 feet), Damage 2d6+8 piercing Divine Innate Spells DC 25 - 2nd Invisibility (at will; self only) - 4th Dimension Door (at will), Dimensional Anchor (x2), Discern Lies - 5th Dimension Door, Phantom Pain Divine Rituals DC 25 - 1st Infernal Pact Bone Devil Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage, enfeebled 1 (1 round); Stage 2 3d6 poison damage and enfeebled 1 (1 round); Stage 3 3d6 poison damage, enfeebled 2, and the creature takes a –4 status penalty to Will saves against attempts to Coerce it (1 hour) Quick Invisibility The bone devil can cast invisibility on itself using only 1 action. Sadistic Strike A bone devil deals an extra 2d6 damage whenever it hits an creature that has the enfeebled, frightened, or prone condition with any of its Strikes. Tail Sweep Single Action The bone devil sweeps its tail in a 15-foot cone. Each creature in the cone must succeed at a DC 26 Reflex save or be knocked prone. ","skill_mod":{"deception":19,"stealth":20,"arcana":18,"intimidation":21,"religion":15},"image":["/Images/Monsters/Devil_Osyluth.png"],"primary_source":"Pathfinder #147: Tomorrow Must Burn","spell":["Dimension Door","Phantom Pain","Dimensional Anchor","Discern Lies","Invisibility"],"ac":28,"level":9,"spell_dc":[25],"source_category":["Adventure Paths","Rulebooks"],"sense":"greater darkvision","resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"physical":10},"intelligence":3,"reflex_save":18,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":21,"source_group":["Age of Ashes"],"size":["Large"],"name":"Osyluth","alignment":"LE","pfs":"Limited","rarity":"common","strike_damage_average":[15,16,18,22],"attack_bonus":[20,20,20,21],"constitution":4,"immunity":["fire"],"creature_family":"Devil","will_save":15,"speed":{"fly":30,"max":35,"land":35},"wisdom":2,"weakness":{"good":10},"creature_ability":["Bone Devil Venom","Quick Invisibility","Sadistic Strike","Tail Sweep"],"primary_source_group":"Age of Ashes","skill":["Arcana","Deception","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Perhaps more than any other devil, osyluths—also known as bone devils— embrace the torture and sadism for which Hell is so well known. They are …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=456","dexterity":5,"category":"creature","slug":"creature-456"},{"attack_bonus":[27,27,27],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":275,"language":["Jotun","Shadowtongue"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","creature_family":"Giant","will_save":23,"charisma":3,"speed":{"max":35,"land":35},"perception":20,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Catch Rock","Pall of Shadow","Shadowcloak","Throw Rock"],"primary_source_group":"Age of Ashes","skill":["Athletics","Intimidation","Stealth"],"stealth":"21","trait":["Giant","Humanoid","LE","Large"],"id":"creature-457","text":" Shadow Giant Shadow giants are natives of the Plane of Shadow, where they have dwelled in perpetual twilight for millennia. Their cultures vary greatly depending on whether the giants reside in their land of origin or have relocated to the Material Plane. On the Plane of Shadow, they live in familial groups and uphold a nomadic way of life as they roam across vast ancestral lands between forests of shadow and misty chasms. These hunter-gatherers pass their lore down through oral histories, conduct pilgrimages to unholy ziggurats of black stone, and bathe in the blood of their long-standing foes, including rival shadow giant tribes and velstracs intent on enslaving their kind. On the Material Plane, conversely, they are typically secretive and isolationist, keeping apart from other peoples. Standing 15 feet tall, with gray skin and hair only a shade lighter, shadow giants are fearsome foes with a well-earned reputation as fierce warmongers and ruthless combatants. They rarely interact with outsiders, though they may treat with proven warriors who show the giants the respect and deference they feel they deserve. Only a small subset of shadow giants worship Zon-Kuthon, and most of these Kuthites are so firmly entrenched in the culture of Nidal that their Shadow Plane–dwelling brethren would hardly recognize them. Most shadow giants instead practice an ancient religion that, while unique to their people, many confuse with the faith of Zon-Kuthon, as it has its own bloody themes of sacrifice and self-mutilation. Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Shadow Giant Source Pathfinder #147: Tomorrow Must Burn pg. 79 Perception +20; darkvision Languages Jotun, Shadowtongue Skills Athletics +27, Intimidation +24, Stealth +21 Str +8 Dex +2 Con +5 Int +0 Wis +1 Cha +3 Items +1 breastplate , sack with 5 rocks, Spiked Chain --- AC 33 Fort +25 Ref +20 Will +23 HP 275 Attack of Opportunity Reaction Catch Rock Reaction --- Speed 35 feet Melee Single Action spiked chain +27 (Disarm, reach 10 feet, Trip), Damage 3d8+18 slashing plus pall of shadow Melee Single Action fist +27 (Agile, Nonlethal, reach 10 feet), Damage 3d8+18 bludgeoning plus pall of shadow Ranged Single Action rock +27 (Brutal, range increment 120 feet), Damage 2d8+18 bludgeoning Pall of Shadow (Divine, Necromancy) When a shadow giant hits with a melee attack, the target must succeed at a DC 30 Fortitude save or become drained 1 and take a –1 status penalty to Perception checks involving sight as long as they remain drained. On a critical failure, this condition doesn’t heal naturally and can be removed only with magic. Shadowcloak Single Action (Divine, Illusion) The shadow giant gains the effect of the blur spell for 1 minute or until it is exposed to direct sunlight, whichever comes first. Throw Rock Single Action ","skill_mod":{"stealth":21,"athletics":27,"intimidation":24},"summary":"Shadow giants are natives of the Plane of Shadow, where they have dwelled in perpetual twilight for millennia. Their cultures vary greatly depending …","image":["/Images/Monsters/ShadowGiant.png"],"primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Creature Type"],"ac":33,"item":["+1 breastplate","sack with 5 rocks","Spiked Chain"],"level":13,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=457","intelligence":0,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":25,"source_group":["Age of Ashes"],"size":["Large"],"name":"Shadow Giant","alignment":"LE","category":"creature","rarity":"common","strike_damage_average":[27,31,31],"slug":"creature-457"},{"attack_bonus":[22],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":135,"language":["Aklo","Azlanti","Common","Draconic","Elven","Gnomish","Halfling","Infernal","Jotun","Shadowtongue","Strix","Varisian"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","will_save":23,"charisma":5,"speed":{"fly":25,"max":25},"perception":22,"wisdom":7,"weakness":{},"creature_ability":["Haunted Form","Create Haunt"],"primary_source_group":"Age of Ashes","skill":["Arcana","Deception","Religion","Society","Torture Lore"],"trait":["Incorporeal","Rare","Undead","LE","Medium"],"id":"creature-458","text":" Remnant of Barzillai Though the Silver Ravens defeated the evil tyrant Barzillai Thrune before he could fully realize his goal of becoming a genius loci, remnants of his spirit remain throughout the Ravounel region. On occasion, these scraps of sentience form a vague, Barzillai-shaped body from bits of the nearby terrain, but when near haunted locations, the spectral force can coalesce into a more precise body using ectoplasm siphoned from these haunts. In either form, the remnant carries a form of Barzillai’s own burning mace, which dissolves into a thin mist 1 hour after the remnant is destroyed. Remnants of Barzillai can manifest anywhere throughout Ravounel, and even after one remnant is defeated, another might arise later on. The undead inquisitor can be put to rest permanently only by retrieving his mace before it disappears, then burying it in a location consecrated by good clerics, where it must remain for at least a year undisturbed. While a remnant of Barzillai can draw power from any haunt it is associated with, remnants tend to do so with specific haunts. The haunts presented on pages 27–28 are commonly associated with remnants of Barzillai. These are far from the only haunts Barzillai can create, however; the Silver Ravens’ records mention many phenomena associated with the undead being, some of which deal with themes of various birds, the scents of mint and tea, and ghostly figures in heavy armor. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Remnant of Barzillai Source Pathfinder #147: Tomorrow Must Burn pg. 80 Perception +22; darkvision Languages Aklo, Azlanti, Common, Draconic, Elven, Gnomish, Halfling, Infernal, Jotun, Shadowtongue, Strix, Varisian Skills Arcana +21, Deception +23, Religion +21, Society +19, Torture Lore +21 Str -5 Dex +3 Con +0 Int +3 Wis +7 Cha +5 --- AC 29 Fort +14 Ref +21 Will +23 HP 135 Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 8 (except force, ghost touch , or positive; double resistance vs. non-magical), haunted form Haunted Form (divine, necromancy) The remnant of Barzillai draws on the power of haunts, reinforcing his form when they are nearby. His resistance to all damage increases to 12 while he’s within 60 feet of a haunt. When a haunt within 60 feet of Barzillai is disabled, he takes 20 force damage from the backlash. --- Speed fly 25 feet Melee Single Action burning mace +22 (Magical, Fire, Shove), Damage 2d6+8 bludgeoning plus 2d6 fire Create Haunt Three Actions (Divine, Necromancy) Frequency three times per day; Requirements The remnant of Barzillai is within Ravounel. Effect The remnant of Barzillai stirs up and amplifies unsettled spirits in the area to create a single haunt of 6th level or lower at his present location. This haunt is permanent until it is disabled or the remnant of Barzillai is destroyed. Barzillai's Legacy The tyrranical inquisitor Barzillai Thrune recently held the city of Kintargo in his brutal grip. Full details of his reign and fall are detailed in the Hell’s Rebels Adventure Path. ","skill_mod":{"society":19,"deception":23,"arcana":21,"religion":21},"summary":"Though the Silver Ravens defeated the evil tyrant Barzillai Thrune before he could fully realize his goal of becoming a genius loci, remnants of his …","image":["/Images/Monsters/RemnantOfBarzillai.png"],"primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Monster","Rarity","Creature Type"],"ac":29,"level":10,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{"lawful":8,"bludgeoning":8,"piercing":8,"precision":8,"cold_iron":8,"cold":8,"mental":8,"unholy":8,"good":8,"acid":8,"slashing":8,"chaotic":8,"fire":8,"physical":8,"all":8,"area":8,"void":8,"holy":8,"poison":8,"sonic":8,"spirit":8,"electricity":8,"bleed":8,"orichalcum":8,"silver":8,"evil":8,"splash":8},"url":"/Monsters.aspx?ID=458","intelligence":3,"reflex_save":21,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":14,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Remnant of Barzillai","alignment":"LE","category":"creature","rarity":"rare","strike_damage_average":[22],"slug":"creature-458"},{"primary_source_category":"Adventure Paths","strength":4,"hp":180,"language":["Common","Sylvan"],"source":["Pathfinder #147: Tomorrow Must Burn","Monster Core 2"],"type":"Creature","charisma":7,"perception":22,"stealth":"25","trait":["Aquatic","Fey","NE","Medium"],"id":"creature-459","text":" Rusalka Rusalkas are androgynous, river-dwelling fey who delight in manipulating the emotions of those unfortunate enough to fall into their grasp. Recall Knowledge - Fey (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Rusalka Source Pathfinder #147: Tomorrow Must Burn pg. 81, Monster Core 2 pg. 272 Perception +22; low-light vision Languages Common, Sylvan Skills Acrobatics +21, Athletics +22, Deception +25, Diplomacy +21, Nature +21, Performance +23, Stealth +25 Str +4 Dex +5 Con +3 Int +1 Wis +3 Cha +7 --- AC 33 Fort +21 Ref +25 Will +21 HP 180 Resistances fire 10 Weaknesses cold iron 15 Blurred Form A rusalka is concealed while underwater. --- Speed 25 feet, swim 50 feet; water walk Melee Single Action tresses +24 (Agile, Finesse, reach 15 feet), Damage 3d8+10 bludgeoning plus Improved Grab Primal Innate Spells DC 35 - 2nd Invisibility (at will), Obscuring Mist (at will) - 3rd Charm (at will) - 5th Control Water (at will), Summon Elemental (living waterfall only) - Constant (6th) Water Walk Beckoning Call Single Action (Auditory, Concentrate, Enchantment, Incapacitation, Mental, Primal) The rusalka cries out a compelling invitation. Each non-fey creature within a 300-foot emanation must attempt a DC 27 Will save. The effect lasts for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Call, that creature is temporarily immune for 24 hours. Success The creature is unaffected. Failure The creature is fascinated and must spend each of its actions to move closer to the rusalka, while avoiding obvious dangers. If a beckoned creature is adjacent to the rusalka, it stays still and doesn’t act. If attacked by the rusalka, the creature is freed from captivation at the end of the rusalka’s turn. Critical Failure As failure, but if attacked by the rusalka, the creature can attempt a new save only at the start of its next turn, rather than being freed at the end of the rusalka’s turn. Constrict Single Action 2d8+10 bludgeoning, DC 32 Entangling Tresses A rusalka can have up to eight creatures grabbed within their tresses at a time. Flowing Hair Two Actions The rusalka attempts an Athletics check and compares the result to each grabbed creature’s Fortitude DC. The rusalka moves each creature they succeed against up to 10 feet and each creature they critically succeed against up to 20 feet. This movement must all be within reach of its tresses. Shameful Touch Single Action (Emotion, Enchantment, Mental, Primal) The rusalka touches a creature within 5 feet using their hand, stirring up memories of regret and shame. The target must attempt a DC 35 Will save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The creature is sickened 1 and stunned 1. Critical Failure The creature is sickened 1 and stunned 1, and it must use its first action on its next turn to Strike itself, automatically hitting. ","skill_mod":{"diplomacy":21,"performance":23,"deception":25,"nature":21,"stealth":25,"athletics":22,"acrobatics":21},"image":["/Images/Monsters/Rusalka.png"],"primary_source":"Pathfinder #147: Tomorrow Must Burn","spell":["Control Water","Summon Elemental","Charm","Invisibility","Obscuring Mist","Water Walk"],"ac":33,"level":12,"spell_dc":[35],"source_category":["Adventure Paths","Rulebooks"],"sense":"low-light vision","resistance":{"fire":10},"intelligence":1,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":21,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Rusalka","alignment":"NE","pfs":"Limited","rarity":"common","strike_damage_average":[23],"attack_bonus":[24],"constitution":3,"will_save":21,"speed":{"max":50,"land":25,"swim":50},"wisdom":3,"weakness":{"cold_iron":15},"creature_ability":["Blurred Form","Beckoning Call","Constrict","Entangling Tresses","Flowing Hair","Shameful Touch"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Deception","Diplomacy","Nature","Performance","Stealth"],"tradition":["Primal"],"summary":"Rusalkas are androgynous, river-dwelling fey who delight in manipulating the emotions of those unfortunate enough to fall into their grasp.","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=459","dexterity":5,"category":"creature","slug":"creature-459"},{"primary_source_category":"Adventure Paths","strength":-1,"hp":14,"language":["Common","Infernal","Shadowtongue","can't speak any language"],"source":["Pathfinder #147: Tomorrow Must Burn","Bestiary 2"],"type":"Creature","charisma":-1,"perception":8,"stealth":"8","trait":["Fiend","Uncommon","Velstrac","LE","Tiny"],"id":"creature-460","text":" Augur These spherical monsters made of sinewy muscle, serrated blades, and bloody metal are the most common velstracs on the Shadow Plane. Each augur has only a single eye, from which it can see the horrors inflicted upon it by other velstracs, who train the augur to expect and appreciate pain. Augurs are 1 foot in diameter and weigh 30 pounds. Recall Knowledge - Fiend (Religion): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Augur Source Pathfinder #147: Tomorrow Must Burn pg. 82, Bestiary 2 pg. 280 Perception +8; darkvision, painsight Languages Common, Infernal, Shadowtongue; can't speak any language Skills Acrobatics +8, Deception +6, Intimidation +7, Religion +4, Stealth +8, Torture Lore +7 Str -1 Dex +3 Con +1 Int +2 Wis +1 Cha -1 Painsight (divination, divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions. --- AC 17 Fort +4 Ref +10 Will +7 HP 14 , regeneration 2 (deactivated by good or silver) Immunities cold Weaknesses good 5, silver 5 Unnerving Gaze (aura, divine, enchantment, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it feels the sharp barbs of the augur’s blades on its skin. The creature must succeed at a DC 17 Will save or become frightened 1 (frightened 2 on a critical failure). --- Speed 20 feet, fly 40 feet Melee Single Action blade +8 (Agile, Finesse, versatile P), Damage 1d4-1 slashing plus 1d4 persistent bleed Divine Innate Spells DC 17 - Cantrips (1st) Mage Hand - 1st Harm (x3) - 2nd Augury (x2) - 4th Read Omens (once per week) Focus Gaze Single Action (Concentrate, Divine, Enchantment, Fear, Mental, Visual) The augur stares at a creature it can see within 30 feet. The target must immediately attempt a Will save against the augur’s unnerving gaze. After attempting this save, the creature is then temporarily immune until the start of the augur’s next turn. Whirling Slice Two Actions The augur Flies or Strides, whirling as it moves. The augur deals the damage of its blade Strike to each creature whose space it enters (DC 16 basic Reflex save). Each creature is affected only once, even if the augur moves through its space multiple times. ","skill_mod":{"deception":6,"stealth":8,"intimidation":7,"acrobatics":8,"religion":4},"image":["/Images/Monsters/Velstrac_Augur.png"],"primary_source":"Pathfinder #147: Tomorrow Must Burn","spell":["Read Omens","Augury","Harm","Mage Hand"],"ac":17,"level":1,"spell_dc":[17],"source_category":["Adventure Paths","Rulebooks"],"sense":"darkvision, painsight","resistance":{},"intelligence":2,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":4,"source_group":["Age of Ashes"],"size":["Tiny"],"spoilers":"Age of Ashes","name":"Augur","alignment":"LE","rarity":"uncommon","strike_damage_average":[4],"attack_bonus":[8],"constitution":1,"immunity":["cold"],"creature_family":"Velstrac","will_save":7,"speed":{"fly":40,"max":40,"land":20},"wisdom":1,"weakness":{"silver":5,"good":5},"creature_ability":["Painsight","Unnerving Gaze","Focus Gaze","Whirling Slice"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Deception","Intimidation","Religion","Stealth","Torture Lore"],"tradition":["Divine"],"summary":"These spherical monsters made of sinewy muscle, serrated blades, and bloody metal are the most common velstracs on the Shadow Plane. Each augur has …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=460","dexterity":3,"category":"creature","slug":"creature-460"},{"attack_bonus":[17],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":90,"language":["Common","Infernal","Shadowtongue"],"immunity":["cold"],"source":["Pathfinder #147: Tomorrow Must Burn","Bestiary 2"],"type":"Creature","creature_family":"Velstrac","will_save":11,"charisma":1,"speed":{"max":25,"land":25},"perception":13,"wisdom":1,"weakness":{"silver":10,"good":10},"creature_ability":["Painsight","Unnerving Gaze","Attack of Opportunity","Animate Chains","Focus Gaze","Impaling Chain"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Crafting","Intimidation","Religion","Torture Lore"],"trait":["Fiend","Uncommon","Velstrac","LE","Medium"],"id":"creature-461","text":" Evangelist The velstracs’ unofficial ambassadors, evangelists roam the farthest reaches of the planes to spread the word of their kind’s abhorrent belief in perfection through pain. They are therefore the most frequently encountered velstracs on the Material Plane, often leading covens of hedonistic mortal flesh-sculptors or serving as wardens of horrific dungeons. In regions ruled by infernal powers, evangelists may serve as lieutenants or advisors, whispering secret paths to power in exchange for mortals’ souls or choice mortal flesh. Evangelists are the same size as humans, although with their heavy chains, they often weigh 350 pounds or more. Recall Knowledge - Fiend (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Evangelist Source Pathfinder #147: Tomorrow Must Burn pg. 83, Bestiary 2 pg. 282 Perception +13; darkvision, painsight Languages Common, Infernal, Shadowtongue Skills Acrobatics +13, Athletics +15, Crafting +10, Intimidation +15, Religion +11, Torture Lore +12 Str +4 Dex +3 Con +2 Int +0 Wis +1 Cha +1 Painsight (divination, divine) An evangelist automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions. --- AC 24 Fort +15 Ref +14 Will +11 +1 status to all saves vs. magic HP 90 , regeneration 10 (deactivated by good or silver) Immunities cold Weaknesses good 10, silver 10 Unnerving Gaze (aura, divine, enchantment, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it sees the face of a departed loved one in place of the evangelist's face. The creature must succeed at a DC 21 Will save or become frightened 2 (frightened 3 on a critical failure). Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action chain +17 (Disarm, reach 10 feet, Trip), Damage 2d8+7 piercing plus 1d6 persistent bleed and impaling chain Animate Chains (Divine, Transmutation) Chains in the evangelist’s vicinity sprout barbs and writhe menacingly. The evangelist can make chain Strikes against any creature that is adjacent to an unattended chain within 20 feet, in addition to within the reach of its own chain Strike. Focus Gaze Single Action (Concentrate, Divine, Enchantment, Fear, Mental, Visual) The evangelist stares at a creature it can see within 30 feet. The target must immediately attempt a Will save against the evangelist’s unnerving gaze. In addition, if the creature was already frightened, on a failed save, the evangelist is concealed from the creature for as long as the creature remains frightened. After attempting this save, the creature is then temporarily immune until the start of the evangelist’s next turn. Impaling Chain When the evangelist critically hits with a chain Strike, the target is impaled and anchored in place, becoming grabbed by the chain. It’s unable to recover from persistent bleed damage until it gets free (Escape DC 25). ","skill_mod":{"crafting":10,"athletics":15,"intimidation":15,"acrobatics":13,"religion":11},"summary":"The velstracs’ unofficial ambassadors, evangelists roam the farthest reaches of the planes to spread the word of their kind’s abhorrent belief in …","image":["/Images/Monsters/Velstrac_Evangelist.png"],"primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Creature Type","Rarity","Monster"],"ac":24,"level":6,"source_category":["Adventure Paths","Rulebooks"],"sense":"darkvision, painsight","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=461","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":15,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Evangelist","alignment":"LE","category":"creature","rarity":"uncommon","strike_damage_average":[19],"slug":"creature-461"},{"primary_source_category":"Adventure Paths","strength":7,"hp":215,"language":["Common","Infernal","Shadowtongue"],"source":["Pathfinder #147: Tomorrow Must Burn","Bestiary 2"],"type":"Creature","charisma":5,"perception":24,"stealth":"19","trait":["Fiend","Uncommon","Velstrac","LE","Large"],"id":"creature-462","text":" Interlocutor Interlocutors are the most talented surgeon-sculptors of the velstracs, carving away flesh and replacing it with new body parts of muscle, sinew, and metal. Few interlocutors resemble one another, but all are towering, multi-limbed amalgamations of the strongest limbs, densest bone, and sharpest metal they can find. They continually search for new material to graft to their forms, and their slain foes are rarely found intact, as little is more valuable to interlocutors than a powerful opponent’s legs, eyes, or even brain. Interlocutors average 9 feet tall and weigh approximately 800 pounds. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Interlocutor Source Pathfinder #147: Tomorrow Must Burn pg. 84, Bestiary 2 pg. 285 Perception +24; darkvision, painsight Languages Common, Infernal, Shadowtongue Skills Athletics +25, Crafting +22, Intimidation +25, Medicine +26, Religion +22, Stealth +19, Torture Lore +20 Str +7 Dex +3 Con +5 Int +2 Wis +6 Cha +5 Painsight (divination, divine) An interlocutor automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions. --- AC 33 Fort +23 Ref +21 Will +26 +1 status to all saves vs. magic HP 215 , regeneration 20 (deactivated by good or silver) Immunities cold Weaknesses good 15, silver 15 Unnerving Gaze (aura, divine, enchantment, mental, visual) 30 feet. When a creature ends its turn in the aura, it sees pieces of its own body amid the interlocutor's form. The creature must succeed at a DC 29 Will save or become stunned 1. Attack of Opportunity Reaction --- Speed 40 feet Melee Single Action claw +25 (deadly 2d10, reach 10 feet), Damage 3d10+13 slashing plus 2d6 persistent bleed Divine Innate Spells DC 33 - Cantrips (6th) Stabilize - 4th Heal (x2), Restoration (x2) - 5th Breath of Life - 7th Plane Shift (self only, to the Material or Shadow Plane only) Focus Gaze Single Action (Concentrate, Divine, Enchantment, Mental, Visual) The interlocutor stares at a creature it can see within 30 feet. The target must immediately attempt a Will save against the interlocutor’s unnerving gaze. In addition, if the creature was already stunned, on a failed save, it feels its muscles and organs twitch and writhe, causing it to be clumsy 2 for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the interlocutor’s next turn. Surgical Rend Single Action This functions as the Rend ability, dealing claw damage. In addition, if the target is a living creature with organs and muscle, the interlocutor opens a precise wound. Until the creature is restored to its maximum Hit Points, closing the wound, Strikes against the creature deal 1d6 extra precision damage. ","skill_mod":{"crafting":22,"stealth":19,"medicine":26,"athletics":25,"intimidation":25,"religion":22},"image":["/Images/Monsters/Velstrac_Interlocutor.png"],"primary_source":"Pathfinder #147: Tomorrow Must Burn","spell":["Plane Shift","Breath of Life","Heal","Restoration","Stabilize"],"ac":33,"level":12,"spell_dc":[33],"source_category":["Adventure Paths","Rulebooks"],"sense":"darkvision, painsight","resistance":{},"intelligence":2,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":23,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Interlocutor","alignment":"LE","rarity":"uncommon","strike_damage_average":[36],"attack_bonus":[25],"constitution":5,"immunity":["cold"],"creature_family":"Velstrac","will_save":26,"speed":{"max":40,"land":40},"wisdom":6,"weakness":{"silver":15,"good":15},"creature_ability":["Painsight","Unnerving Gaze","Attack of Opportunity","Focus Gaze","Surgical Rend"],"primary_source_group":"Age of Ashes","skill":["Athletics","Crafting","Intimidation","Medicine","Religion","Stealth","Torture Lore"],"tradition":["Divine"],"summary":"Interlocutors are the most talented surgeon-sculptors of the velstracs, carving away flesh and replacing it with new body parts of muscle, sinew, and …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=462","dexterity":3,"category":"creature","slug":"creature-462"},{"primary_source_category":"Adventure Paths","strength":6,"hp":295,"language":["Common","Infernal","Shadowtongue"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","charisma":8,"perception":32,"stealth":"29","trait":["Fiend","Uncommon","Velstrac","LE","Medium"],"id":"creature-463","text":" Precentor Velstrac storytellers and historians are known as precentors. Trailed by horrific choirs, precentors perform in the courts of the velstrac demagogues. Recall Knowledge - Fiend (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Precentor Source Pathfinder #147: Tomorrow Must Burn pg. 85 Perception +32; darkvision, detect magic , painsight, true seeing Languages Common, Infernal, Shadowtongue Skills Acrobatics +27, Athletics +28, Deception +32, Diplomacy +34, Intimidation +32, Performance +34, Religion +30, Stealth +29, Torture Lore +26 Str +6 Dex +7 Con +3 Int +6 Wis +6 Cha +8 Painsight (divination, divine) A precentor automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions. --- AC 39 Fort +25 Ref +29 Will +30 +1 status to all saves vs. magic HP 295 , regeneration 25 (deactivated by good or silver) Immunities cold Weaknesses good 20, silver 20 Unnerving Gaze (aura, divine, enchantment, mental, visual) 30 feet. When a creature ends its turn in the aura, it must succeed at a DC 38 Will save or become doomed 1. --- Speed 30 feet, fly 30 feet (from fly ) Melee Single Action claw +31 (Agile, Finesse, reach 10 feet), Damage 4d10+6 slashing plus 1d6 persistent bleed Divine Innate Spells DC 38 - Cantrips (8th) Daze, Sigil - 5th Sound Burst (at will), Synesthesia (at will) - 8th Harm, Plane Shift (at will, self only, to the Material or Shadow Plane only) - 9th Wail of the Banshee - Constant (6th) Fly, True Seeing - Constant (8th) Detect Magic, Mind Blank Assemble Choir Two Actions The precentor adds a creature that is affected by its Tormenting Touch and is within 100 feet to its choir of screams. A precentor can have any number of creatures in its choir, although a creature no longer affected by Tormenting Touch leaves the choir immediately. Creatures in a precentor’s choir of screams are fascinated by each other and the precentor, and they can’t use hostile actions toward each other or the precentor. When the precentor casts an innate divine spell, it can cause the effect to originate from any member of its choir instead of itself, using the precentor’s saving throw DC and attack bonus. Focus Gaze Single Action (Concentrate, Divine, Enchantment, Mental, Visual) The precentor stares at a creature it can see within 30 feet. The target must immediately attempt a Will save against the precentor’s unnerving gaze. In addition, if the creature was already doomed, on a failed save, it sees the skin of its own body peel back, making it confused for as long as it remains doomed. After attempting this save, the creature is then temporarily immune until the start of the precentor’s next turn. Tormenting Touch Single Action (Divine, Emotion, Enchantment, Mental) The precentor touches a creature within 10 feet, causing it to constantly scream in agony. The target must attempt a DC 38 Will save. While the target is stupefied by this effect, its continual screams cause it to automatically fail Stealth checks. Critical Success The target is unaffected. Success The target is stupefied 1. Failure The target is stupefied 3. Critical Failure The target is stupefied 4. The target can attempt a new Will save at the start of each of its turns, reducing the stupefied condition by 1 on each successful save. If the target reduces its stupefied condition to 0 in this way, the target is no longer affected. ","skill_mod":{"diplomacy":34,"performance":34,"deception":32,"stealth":29,"athletics":28,"intimidation":32,"acrobatics":27,"religion":30},"image":["/Images/Monsters/Velstrac_Precentor.png"],"primary_source":"Pathfinder #147: Tomorrow Must Burn","spell":["Wail of the Banshee","Harm","Plane Shift","Sound Burst","Synesthesia","Daze","Sigil","Detect Magic","Mind Blank","Fly","True Seeing"],"ac":39,"level":16,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":"darkvision, detect magic , painsight, true seeing ","resistance":{},"intelligence":6,"reflex_save":29,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Precentor","alignment":"LE","rarity":"uncommon","strike_damage_average":[31],"attack_bonus":[31],"constitution":3,"immunity":["cold"],"creature_family":"Velstrac","will_save":30,"speed":{"fly":30,"max":30,"land":30},"wisdom":6,"weakness":{"silver":20,"good":20},"creature_ability":["Painsight","Unnerving Gaze","Assemble Choir","Focus Gaze","Tormenting Touch"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Performance","Religion","Stealth","Torture Lore"],"tradition":["Divine"],"summary":"Velstrac storytellers and historians are known as precentors. Trailed by horrific choirs, precentors perform in the courts of the velstrac demagogues.","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=463","dexterity":7,"category":"creature","slug":"creature-463"},{"attack_bonus":[24],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":300,"immunity":["acid","critical hits (except bludgeoning or sonic)","mental","precision","unconscious","visual"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","will_save":15,"charisma":-5,"speed":{"climb":10,"max":10,"land":10},"perception":15,"wisdom":0,"weakness":{"sonic":10},"creature_ability":["Motion Sense","Split","Subsonic Hum","Crystallize","Engulf","Freeze","Razor Sharp"],"primary_source_group":"Age of Ashes","skill":["Athletics"],"trait":["Earth","Mindless","Ooze","N","Medium"],"id":"creature-464","text":" Carnivorous Crystal Carnivorous crystals are strange ooze creatures native to the Plane of Earth. Unlike most oozes, their bodies are not homogeneously fluid; rather, interspersed within their glassy, viscous resin are thousands of sharp mineral formations that nevertheless possess some of the same flexibility and mobility as the rest of the creature’s gooey body. Recall Knowledge - Ooze (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Carnivorous Crystal Source Pathfinder #148: Fires of the Haunted City pg. 76 Perception +15; motion sense 60 feet, no vision Languages Skills Athletics +24 Str +7 Dex -5 Con +5 Int -5 Wis +0 Cha -5 Motion Sense A carnivorous crystal can sense nearby motion through vibration and air movement. --- AC 20 Fort +20 Ref +10 Will +15 HP 300 Immunities acid, critical hits (except bludgeoning or sonic), mental, precision, unconscious, visual Resistances piercing 10, slashing 10 Weaknesses sonic 10 Split Whenever the carnivorous crystal takes a critical hit from an attack that deals bludgeoning or sonic damage, or it critically fails its saving throw against an effect that deals bludgeoning or sonic damage, it might split. If the carnivorous crystal has at least 15 HP remaining after taking the damage, it splits into two identical crystals, each with half the original’s Hit Points. When the carnivorous crystal splits, one crystal remains in the same space and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, the crystal automatically pushes creatures out of the way to fill a space. Subsonic Hum (auditory, aura, mental) 60 feet. A creature that enters or starts its turn within the aura must succeed at a DC 28 Will save or become stunned 1. --- Speed 10 feet, climb 10 feet Melee Single Action pseudopod +24 (versatile S), Damage 4d8+7 piercing Crystallize Single Action (Attack) Requirement The crystal has a creature engulfed. Effect The engulfed creature must succeed at a DC 28 Fortitude save or become slowed 1 until it is no longer engulfed. If the creature is already slowed, it becomes petrified as it is turned into crystal and expelled by the carnivorous crystal onto the ground. In 1d4 hours, the petrified victim shatters and a new carnivorous crystal emerges from the remains. Engulf Two Actions DC 28, 2d6 slashing, Escape DC 28, Rupture 25 (bludgeoning only). Freeze Two Actions (Concentrate) Until the next time it acts, the carnivorous crystal appears to be a mundane crystal formation. It has an automatic result of 40 on Deception and Stealth checks and DCs to pass as a crystal formation. Razor Sharp If a carnivorous crystal hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure. Crystal Copies Carnivorous crystals reproduce in two ways. Their preferred method is by infecting their victims with magical enzymes that cause living flesh to rapidly petrify and transform into immobile crystal. At the end of this process, the crystallized victim shatters as a newly born carnivorous crystal emerges from its cocoon. Like other oozes, however, they are also capable of reproducing by splitting, though they typically do so only under extreme duress. ","element":["Earth"],"skill_mod":{"athletics":24},"summary":"Carnivorous crystals are strange ooze creatures native to the Plane of Earth. Unlike most oozes, their bodies are not homogeneously fluid; rather, …","image":["/Images/Monsters/CarnivorousCrystal.png"],"primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":20,"level":11,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{"piercing":10,"slashing":10},"url":"/Monsters.aspx?ID=464","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":20,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Carnivorous Crystal","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[25],"slug":"creature-464"},{"primary_source_category":"Adventure Paths","strength":8,"hp":240,"language":["Ignan","Sylvan","Terran"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","charisma":2,"perception":23,"trait":["Earth","Fey","Fire","Uncommon","CE","Huge"],"id":"creature-465","text":" Dalos Dalos are reclusive fey that dwell within or near remote volcanoes and volcanic vents and resemble the massive calderas they call home. They more often dwell within the superheated confines of these locales than in the “cold wastelands” beyond their warmth and are therefore rarely encountered outside such environments. Like most fey, dalos are capricious and vengeful. They hate being disturbed above all else and will often warn away intruders with only the throw of a red-hot boulder before attacking outright. A dalos stands 25 feet tall and weighs in excess of 20,000 pounds. Recall Knowledge - Fey (Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Dalos Source Pathfinder #148: Fires of the Haunted City pg. 77 Perception +23; low-light vision Languages Ignan, Sylvan, Terran Skills Athletics +29, Nature +23, Survival +23 Str +8 Dex +4 Con +6 Int +2 Wis +4 Cha +2 --- AC 34 Fort +27 Ref +19 Will +23 HP 240 Immunities fire Resistances physical 15 (except bludgeoning) Weaknesses cold 10, cold iron 10 Volcanic Heat (aura, fire) 10 feet, 3d6 fire damage (DC 29 basic Reflex save) Magma Splash (fire) Whenever the dalos takes damage from a melee Strike, magma splashes from its open wound and sticks to nearby creatures. Each creature in a 10-foot emanation must attempt a DC 31 Reflex save. On a failure, the creature takes 3d6 persistent fire damage as the superheated rock sticks to them and cools. The DC to end this persistent damage decreases by 5 each turn after the first as the magma cools. --- Speed 30 feet, burrow 20 feet, climb 20 feet Melee Single Action fist +27 (reach 15 feet), Damage 3d8+11 bludgeoning plus 2d6 fire Ranged Single Action rock +25 (range increment 150 feet), Damage 2d10+11 bludgeoning Primal Innate Spells DC 31 - 7th Earthbind (x3), Slow, Stinking Cloud Belch Smoke Three Actions The dalos blasts smoke from its head, creating a 20-foot-radius cloud of smoke that drifts to a location within 120 feet. This has the effects of obscuring mist . Heat Rock Single Action (Fire) The dalos uses an Interact action to pluck a rock from its body or the nearby environment, then uses its internal fires to heat a rock it’s holding until the rock is red hot. A heated rock that hits a target on a ranged Strike deals an additional 4d6 fire damage. Once the dalos heats a rock, that rock retains its heat for 2 rounds before cooling. Lava Bomb Two Actions (Earth, Fire) The dalos causes a volcanic explosion to erupt from its head, lobbing a mass of molten rock up to 100 feet. This lava bomb deals 6d8 fire damage and 6d8 bludgeoning damage to each creature in a 20-foot radius of its impact point, with a DC 33 basic Reflex save. The dalos can’t use Lava Bomb again for 1d4 rounds. Throw Rock Single Action Dalos Allies Because of their reclusiveness, dalos are unlikely to be encountered in the company of other creatures, though on occasion they may serve as begrudging guardians for powerful magma dragons or tribes of fire giants. ","element":["Earth","Fire"],"skill_mod":{"nature":23,"survival":23,"athletics":29},"image":["/Images/Monsters/Dalos.png"],"primary_source":"Pathfinder #148: Fires of the Haunted City","spell":["Earthbind","Slow","Stinking Cloud"],"ac":34,"level":13,"spell_dc":[31],"source_category":["Adventure Paths"],"sense":"low-light vision","resistance":{"piercing":15,"slashing":15,"physical":15},"intelligence":2,"reflex_save":19,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":27,"source_group":["Age of Ashes"],"size":["Huge"],"spoilers":"Age of Ashes","name":"Dalos","alignment":"CE","rarity":"uncommon","strike_damage_average":[22,31],"attack_bonus":[25,27],"constitution":6,"immunity":["fire"],"will_save":23,"speed":{"climb":20,"max":30,"land":30,"burrow":20},"wisdom":4,"weakness":{"cold_iron":10,"cold":10},"creature_ability":["Volcanic Heat","Magma Splash","Belch Smoke","Heat Rock","Lava Bomb","Throw Rock"],"primary_source_group":"Age of Ashes","skill":["Athletics","Nature","Survival"],"tradition":["Primal"],"summary":"Dalos are reclusive fey that dwell within or near remote volcanoes and volcanic vents and resemble the massive calderas they call home. They more …","trait_group":["Elemental","Planar","Monster","Creature Type","Energy","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=465","dexterity":4,"category":"creature","slug":"creature-465"},{"primary_source_category":"Adventure Paths","strength":5,"hp":215,"language":["Undercommon","can't speak any language"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","charisma":5,"perception":23,"stealth":"26","trait":["Beast","NE","Large"],"id":"creature-466","text":" Deculi These batlike monstrosities inhabit the nooks and crevices of the Darklands, where they hang from stalactites and swoop down on unsuspecting prey. Though they are completely sightless, deculis possess rudimentary nerves in their skulls that allow them to detect the presence of infrared light—information they use to locate potential food and threats. They are deadly hunters, thanks largely to their magical ability to manipulate the ebb and flow of shadows. Deculis prefer to feed upon the warm blood of freshly killed prey, but they can subsist on carrion if they have to. Recall Knowledge - Beast (Arcana, Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Deculi Source Pathfinder #148: Fires of the Haunted City pg. 78 Perception +23; infrared vision 60 feet, no vision Languages Undercommon; can't speak any language Skills Acrobatics +24, Athletics +24, Stealth +26 Str +5 Dex +7 Con +4 Int -3 Wis +1 Cha +5 Infrared Vision A deculi can detect infrared radiation as a precise sense. --- AC 33 Fort +21 Ref +26 Will +18 HP 215 Immunities visual --- Speed 30 feet, climb 30 feet, fly 50 feet; walk in shadow Melee Single Action fangs +24, Damage 3d12+11 piercing Melee Single Action wing +26 (Agile, Finesse), Damage 3d8+11 bludgeoning Primal Innate Spells DC 32 - 6th Darkness (at will) Create Shadow Sanctuary Two Actions (Conjuration, Darkness, Extradimensional, Occult) Frequency once per day; Effect The deculi creates an extradimensional space adjacent to itself in any 10-foot-by-10-foot area of darkness and enters it. To non-deculis, the extradimensional space looks like an ordinary area of darkness (though effects such as true seeing can see through this illusion). The deculi’s infrared vision functions normally between this extradimensional space and the area outside its confines, allowing the deculi to sense what is going on around it, and its innate darkness spell also extends to the area around the shadow sanctuary. Attacks cannot be made into or from the extradimensional space. The deculi can Dismiss this effect to emerge from its shadow sanctuary, but the space it emerges into must be in darkness and must be unobstructed. If the area is obstructed, the deculi is shunted to the nearest available space and takes 1d6 bludgeoning damage per 5 feet shunted. If the area overlaying the shadow sanctuary becomes illuminated by magical light, the extradimensional space can no longer be accessed and the deculi is trapped within until the area is once again in darkness. The deculi can try to extinguish a magical light effect obscuring its sanctuary once per day by attempting to counteract the light effect with its darkness innate spell. If a deculi dies (including from hunger, thirst, or asphyxiation) while within the extradimensional space, the shadow sanctuary immediately ends and the deculi’s corpse is expelled. If the area is illuminated, the corpse is not expelled until the sanctuary entrance is in darkness once again. Shadow Strike Two Actions Requirements The deculi is in its shadow sanctuary. Effect The deculi Dismisses its shadow sanctuary. It Strides, Climbs, or Flies up to its Speed, then makes a fangs Strike that deals an additional 4d6 precision damage. Walk in Shadow When the deculi is Hiding in darkness and Sneaks, it can move up to its full Speed instead of half its Speed. Alien Origins Monster scholars disagree on the origins of the deculi. The creature’s familiar batlike anatomy and predilection for caverns suggests an evolution in the Darklands, but its ability to dip in and out of its own personal extradimensional space is far from typical for purely subterranean creatures. Further complicating all of this is the deculi’s infrared vision, which anatomists agree is completely unheard of in mammalian species on Golarion. The most credible theories suggest that the deculi is not from Golarion at all, but arrived here long ago from some part of the Material Plane beyond the reckoning of most mortals. ","skill_mod":{"stealth":26,"athletics":24,"acrobatics":24},"image":["/Images/Monsters/Deculi.png"],"primary_source":"Pathfinder #148: Fires of the Haunted City","spell":["Darkness"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":"infrared vision 60 feet, no vision","resistance":{},"intelligence":-3,"reflex_save":26,"strongest_save":["ref","reflex"],"fortitude_save":21,"source_group":["Age of Ashes"],"size":["Large"],"name":"Deculi","alignment":"NE","pfs":"Limited","rarity":"common","strike_damage_average":[24,30],"attack_bonus":[24,26],"constitution":4,"immunity":["visual"],"will_save":18,"speed":{"climb":30,"fly":50,"max":50,"land":30},"wisdom":1,"weakness":{},"creature_ability":["Infrared Vision","Create Shadow Sanctuary","Shadow Strike","Walk in Shadow"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Stealth"],"tradition":["Primal"],"summary":"These batlike monstrosities inhabit the nooks and crevices of the Darklands, where they hang from stalactites and swoop down on unsuspecting prey. …","trait_group":["Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=466","dexterity":7,"category":"creature","slug":"creature-466"},{"primary_source_category":"Adventure Paths","strength":7,"hp":175,"language":["Abyssal","Celestial","Common","Infernal","Necril"],"source":["Pathfinder #148: Fires of the Haunted City","Bestiary 2"],"type":"Creature","charisma":5,"perception":22,"stealth":"20","trait":["Uncommon","Undead","NE","Large"],"id":"creature-467","text":" Devourer When fiends and powerful evil spellcasters are lost beyond the farthest reaches of the multiverse, they sometimes return as horrific undead called devourers that consume the souls of the living to fuel their arcane machinations. Recall Knowledge - Undead (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Devourer Source Pathfinder #148: Fires of the Haunted City pg. 79, Bestiary 2 pg. 78 Perception +22; darkvision Languages Abyssal, Celestial, Common, Infernal, Necril Skills Arcana +21, Deception +21, Intimidation +23, Occultism +23, Stealth +20 Str +7 Dex +3 Con +5 Int +5 Wis +4 Cha +5 --- AC 31 Fort +20 Ref +18 Will +24 +1 status to all saves vs. magic HP 175 (negative healing) Immunities death effects, disease, paralyzed, poison, spell deflection, unconscious Spell Deflection (abjuration, divine) A spellcaster can target a devourer with a mental spell, banishment , bind soul , divine decree , divine wrath , possession , spirit blast , or spirit song to attempt to counteract the devourer’s Devour Soul effect. If this counteract attempt succeeds, the trapped soul is released (though the creature remains dead), and the devourer can’t use any soul charges from the creature. Devourers are otherwise immune to these spells. --- Speed 30 feet, fly 30 feet Melee Single Action claw +24 (Agile, reach 10 feet), Damage 2d10+13 slashing plus drain life Occult Innate Spells DC 31, see the soul spells ability - 1st Harm - 2nd Death Knell - 3rd Bind Undead, Paralyze - 4th Confusion, Suggestion - 6th Feeblemind, True Seeing Occult Rituals DC 31 - 2nd Create Undead Devour Soul Two Actions (Death, Divine, Necromancy) The devourer touches a creature within reach, dealing 8d6 negative damage (DC 26 basic Fortitude save). If a creature is slain by this attack, its soul becomes trapped within the devourer. While trapped, a creature cannot be resurrected except by powerful magic such as a wish spell. Destroying the devourer or successfully counteracting Devour Soul (see spell deflection) releases the soul. The devourer can hold only one soul at a time. A soul has 5 soul charges per level. The devourer can expend charges to cast spells (see the soul spells ability below). If the soul is freed and the creature returns to life, the creature is drained 1 for every 5 soul charges expended. If reduced to 0 charges, the soul is consumed and can be restored to life only by powerful magic such as wish . Drain Life (Divine, Necromancy) When the devourer damages a living creature with its claw Strike, the devourer gains 10 temporary Hit Points and the creature must succeed at a DC 24 Fortitude save or become drained 1. Further damage dealt by the devourer increases the amount of drain by 1 on a failed save, to a maximum of drained 4. Soul Spells A devourer casts occult innate spells, but to do so must expend a number of soul charges equal to the spell’s level (similar to casting a spell using charges from a staff). It can heighten any spell to a maximum of 6th level by expending more charges as it Casts the Spell. When encountered, a devourer typically has one trapped soul with 10 soul charges. ","skill_mod":{"deception":21,"stealth":20,"arcana":21,"intimidation":23,"occultism":23},"image":["/Images/Monsters/Devourer.png"],"primary_source":"Pathfinder #148: Fires of the Haunted City","spell":["Feeblemind","True Seeing","Confusion","Suggestion","Bind Undead","Paralyze","Death Knell","Harm"],"ac":31,"level":11,"spell_dc":[31],"source_category":["Adventure Paths","Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":5,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Devourer","alignment":"NE","rarity":"uncommon","strike_damage_average":[24],"attack_bonus":[24],"constitution":5,"immunity":["death effects","disease","paralyzed","poison","spell deflection","unconscious"],"will_save":24,"speed":{"fly":30,"max":30,"land":30},"wisdom":4,"weakness":{},"creature_ability":["Spell Deflection","Devour Soul","Drain Life","Soul Spells"],"primary_source_group":"Age of Ashes","skill":["Arcana","Deception","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"When fiends and powerful evil spellcasters are lost beyond the farthest reaches of the multiverse, they sometimes return as horrific undead called …","trait_group":["Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=467","dexterity":3,"category":"creature","slug":"creature-467"},{"primary_source_category":"Adventure Paths","strength":6,"hp":175,"language":["Common","Draconic","Ignan"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","charisma":3,"perception":18,"stealth":"16","trait":["Dragon","Fire","Rare","CN","Large"],"id":"creature-469","text":" Young Magma Dragon This entry did not have a separate description for the creature. Recall Knowledge - Dragon (Arcana): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Young Magma Dragon Source Pathfinder #148: Fires of the Haunted City pg. 80 Perception +18; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Ignan Skills Acrobatics +16, Athletics +18, Deception +14, Intimidation +18, Nature +16, Stealth +16, Survival +16 Str +6 Dex +1 Con +4 Int +0 Wis +3 Cha +3 --- AC 28 Fort +19 Ref +16 Will +18 HP 175 Immunities fire, paralyzed, sleep Weaknesses cold 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 24 Wing Deflection Reaction Trigger The dragon is targeted with an attack. Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack. --- Speed 30 feet, fly 100 feet, swim 30 feet; magma swim Melee Single Action jaws +21 (Fire, reach 10 feet), Damage 2d10+8 piercing plus 2d6 fire Melee Single Action claw +21 (Agile), Damage 2d10+8 slashing Melee Single Action tail +19 (reach 15 feet), Damage 2d12+7 bludgeoning Melee Single Action horns +19 (reach 10 feet), Damage 1d12+7 piercing Primal Innate Spells DC 26, attack +18 - Cantrips (5th) Produce Flame - 4th Burning Hands (at will) Breath Weapon Two Actions (Evocation, Fire, Primal) The dragon breathes a blast of magma that deals 5d6 fire damage and 3d12 bludgeoning damage in a 30-foot cone (DC 28 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horns Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Magma Swim A magma dragon’s swim Speed functions only when the dragon is swimming through magma or molten lava. ","element":["Fire"],"skill_mod":{"deception":14,"nature":16,"survival":16,"stealth":16,"athletics":18,"intimidation":18,"acrobatics":16},"primary_source":"Pathfinder #148: Fires of the Haunted City","spell":["Burning Hands","Produce Flame"],"ac":28,"level":9,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":19,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Young Magma Dragon","alignment":"CN","rarity":"rare","strike_damage_average":[13,19,20,26],"attack_bonus":[19,19,21,21],"constitution":4,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Magma","spell_attack_bonus":[18],"will_save":18,"speed":{"fly":100,"max":100,"land":30,"swim":30},"wisdom":3,"weakness":{"cold":10},"creature_ability":["Frightful Presence","Wing Deflection","Breath Weapon","Draconic Frenzy","Draconic Momentum","Magma Swim"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"This entry did not have a separate description for the creature.","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=469","dexterity":1,"category":"creature","slug":"creature-469"},{"primary_source_category":"Adventure Paths","strength":8,"hp":270,"language":["Common","Draconic","Ignan","Terran"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","charisma":4,"perception":23,"stealth":"22","trait":["Dragon","Fire","Rare","CN","Huge"],"id":"creature-470","text":" Adult Magma Dragon This entry did not have a separate description for the creature. Recall Knowledge - Dragon (Arcana): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Adult Magma Dragon Source Pathfinder #148: Fires of the Haunted City pg. 80 Perception +23; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Ignan, Terran Skills Acrobatics +22, Athletics +28, Deception +19, Intimidation +25, Nature +21, Stealth +22, Survival +21 Str +8 Dex +2 Con +5 Int +2 Wis +4 Cha +4 --- AC 34 Fort +26 Ref +21 Will +23 +1 status to all saves vs. magic HP 270 Immunities fire, paralyzed, sleep Weaknesses cold 15 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 29 Wing Deflection Reaction Trigger The dragon is targeted with an attack. Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack. --- Speed 40 feet, fly 140 feet; magma swim 40 feet Melee Single Action jaws +27 (Fire, Magical, reach 15 feet), Damage 3d10+11 piercing plus 3d6 fire Melee Single Action claw +27 (Agile, Magical, reach 10 feet), Damage 3d10+11 slashing Melee Single Action tail +25 (Magical, reach 20 feet), Damage 2d12+10 bludgeoning Melee Single Action horns +25 (Magical, reach 15 feet), Damage 2d10+10 piercing Primal Innate Spells DC 31, attack +23 - Cantrips (7th) Produce Flame - 6th Burning Hands (at will), Wall of Fire (at will) Breath Weapon Two Actions (Evocation, Fire, Primal) The dragon breathes a blast of magma that deals 7d6 fire damage and 4d12 bludgeoning damage in a 40-foot cone (DC 33 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horns Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Magma Swim A magma dragon’s swim Speed functions only when the dragon is swimming through magma or molten lava. Volcanic Purge Single Action If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 3d6 persistent fire damage, and as long as it has this persistent fire damage, it also takes a –10-foot status penalty to its Speeds. ","element":["Fire"],"skill_mod":{"deception":19,"nature":21,"survival":21,"stealth":22,"athletics":28,"intimidation":25,"acrobatics":22},"primary_source":"Pathfinder #148: Fires of the Haunted City","spell":["Burning Hands","Wall of Fire","Produce Flame"],"ac":34,"level":13,"spell_dc":[31],"source_category":["Adventure Paths"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":2,"reflex_save":21,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":26,"source_group":["Age of Ashes"],"size":["Huge"],"spoilers":"Age of Ashes","name":"Adult Magma Dragon","alignment":"CN","rarity":"rare","strike_damage_average":[21,23,27,38],"attack_bonus":[25,25,27,27],"constitution":5,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Magma","spell_attack_bonus":[23],"will_save":23,"speed":{"fly":140,"max":140,"land":40,"swim":40},"wisdom":4,"weakness":{"cold":15},"creature_ability":["Frightful Presence","Wing Deflection","Breath Weapon","Draconic Frenzy","Draconic Momentum","Magma Swim","Volcanic Purge"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"This entry did not have a separate description for the creature.","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=470","dexterity":2,"category":"creature","slug":"creature-470"},{"primary_source_category":"Adventure Paths","strength":8,"hp":390,"language":["Abyssal","Common","Draconic","Ignan","Terran","Undercommon"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","charisma":6,"perception":33,"stealth":"28","trait":["Dragon","Fire","Rare","CN","Gargantuan"],"id":"creature-471","text":" Ancient Magma Dragon This entry did not have a separate description for the creature. Recall Knowledge - Dragon (Arcana): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Ancient Magma Dragon Source Pathfinder #148: Fires of the Haunted City pg. 81 Perception +33; darkvision, scent (imprecise) 60 feet Languages Abyssal, Common, Draconic, Ignan, Terran, Undercommon Skills Acrobatics +28, Athletics +35, Deception +28, Intimidation +32, Nature +29, Stealth +28, Survival +29 Str +8 Dex +4 Con +6 Int +4 Wis +5 Cha +6 --- AC 42 Fort +33 Ref +31 Will +30 +1 status to all saves vs. magic HP 390 Immunities fire, paralyzed, sleep Weaknesses cold 15 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 36 Wing Deflection Reaction Trigger The dragon is targeted with an attack. Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack. --- Speed 50 feet, fly 200 feet; magma swim 50 feet Melee Single Action jaws +36 (Magical, reach 20 feet), Damage 3d12+20 piercing plus 4d6 fire Melee Single Action claw +36 (Agile, Magical, reach 15 feet), Damage 3d10+20 slashing Melee Single Action tail +34 (Magical, reach 25 feet), Damage 3d12+18 bludgeoning Melee Single Action horns +34 (Magical, reach 20 feet), Damage 2d12+18 piercing Primal Innate Spells DC 40, attack +32 - Cantrips (9th) Produce Flame - 8th Burning Hands (at will), Wall of Fire (at will) - 9th Fireball - Constant (4th) Fire Shield Breath Weapon Two Actions (Evocation, Fire, Primal) The dragon breathes a blast of magma that deals 10d6 fire damage and 4d12 bludgeoning damage in a 60-foot cone (DC 42 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horns Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Magma Swim A magma dragon’s swim Speed functions only when the dragon is swimming through magma or molten lava. Magma Tomb Two Actions Once per day, the dragon can spit a molten boulder at a target within 120 feet. This deals 10d6 fire damage and 4d12 bludgeoning damage, with a DC 42 basic Reflex save. If the creature fails its save, it’s encased in magma that instantly cools and has Hardness 10, HP 40, and BT 20. The encased creature can’t breathe and is restrained. Volcanic Purge Single Action If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 4d6 persistent fire damage, and as long as it has this persistent fire damage, it also takes a –10-foot status penalty to its Speeds. ","element":["Fire"],"skill_mod":{"deception":28,"nature":29,"survival":29,"stealth":28,"athletics":35,"intimidation":32,"acrobatics":28},"primary_source":"Pathfinder #148: Fires of the Haunted City","spell":["Fireball","Burning Hands","Wall of Fire","Produce Flame","Fire Shield"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":"darkvision, scent (imprecise) 60 feet","resistance":{},"intelligence":4,"reflex_save":31,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":33,"source_group":["Age of Ashes"],"size":["Gargantuan"],"spoilers":"Age of Ashes","name":"Ancient Magma Dragon","alignment":"CN","rarity":"rare","strike_damage_average":[31,36,37,53],"attack_bonus":[34,34,36,36],"constitution":6,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Magma","spell_attack_bonus":[32],"will_save":30,"speed":{"fly":200,"max":200,"land":50,"swim":50},"wisdom":5,"weakness":{"cold":15},"creature_ability":["Frightful Presence","Wing Deflection","Breath Weapon","Draconic Frenzy","Draconic Momentum","Magma Swim","Magma Tomb","Volcanic Purge"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"This entry did not have a separate description for the creature.","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=471","dexterity":4,"category":"creature","slug":"creature-471"},{"primary_source_category":"Adventure Paths","strength":6,"hp":210,"language":["Common","Draconic","Necril"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","charisma":2,"perception":24,"trait":["Fire","Uncommon","Undead","NE","Medium"],"id":"creature-472","text":" Dragonscarred Dead Not all would-be dragonslayers who die a valiant death rest peacefully amid the annals of legend. Sometimes, a draconic necromancer is so impressed by its fallen foe that the dragon ritually raises the dead warrior to serve the dragon in undeath. These undead guardians are infused with a fraction of the power of the dragon who slew them, channeling the same energy as their draconic masters’ breath. Dragonscarred dead are similar to skeletal champions or graveknights in that they are not merely reanimated servants who mindlessly follow orders, but are instead powerful wardens who maintain the same agency they bore in life. While a dragonscarred dead is often magically compelled to follow its reanimator’s commands, some of these undead dragonslayers manage to escape their masters and pursue their own vile agendas—which may involve rallying allies to challenge their draconic creator once more and finish the dire mission they started in life. Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Dragonscarred Dead Source Pathfinder #148: Fires of the Haunted City pg. 82 Perception +24; darkvision, guardian sense Languages Common, Draconic, Necril Skills Athletics +25, Dragon Lore +22, Intimidation +21 Str +6 Dex +5 Con +4 Int +1 Wis +1 Cha +2 Guardian Sense (arcane, detection, divination) The dragonscarred dead is immediately aware of any intruder that enters the lair of its creator dragon. It does not know the exact location of the intruder but remains aware of the intruder’s presence until the intruder either leaves or is destroyed. Items broken greatsword --- AC 33 Fort +25 Ref +20 Will +22 +1 status to all saves vs. magic HP 210 , regeneration 20 (deactivated by cold) Immunities death effects, disease, fire, paralyzed, poison, unconscious Weaknesses cold 10, good 10 Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 29 --- Speed 25 feet Melee Single Action breath-seared greatsword +27 (Magical, versatile P), Damage 1d12+9 slashing plus 2d6 negative plus 3d6 fire Breath-Seared Sword The dragonscarred dead’s weapon is magically scorched by a dragon’s breath. When wielded by the dragonscarred dead who carried it in life, the sword deals an extra 2d6 negative damage and 3d6 fire damage. In the hands of any other creature, it is merely a broken greatsword. Glare of Rage Two Actions (Arcane, Enchantment, Mental, Visual) The dragonscarred dead focuses its boundless frustration in a gaze targeting one creature it can see within 30 feet. That creature must attempt a DC 30 Will save. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned for 1 round. Critical Failure The creature is stunned for 1d4 rounds and is fatigued. Other Types For dragonscarred dead created by non-fire dragons, replace fire in traits, immunities, and breath-seared sword damage with the type appropriate for the creator dragon’s breath weapon. The dragonscarred dead’s regeneration is deactivated as follows: acid (deactivated by electricity), cold (fire), electricity (acid), poison (fire or cold). ","element":["Fire"],"skill_mod":{"athletics":25,"intimidation":21},"image":["/Images/Monsters/DragonscarredDead.png"],"primary_source":"Pathfinder #148: Fires of the Haunted City","ac":33,"item":["broken greatsword"],"level":13,"source_category":["Adventure Paths"],"sense":"darkvision, guardian sense","resistance":{},"intelligence":1,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":25,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Dragonscarred Dead","alignment":"NE","rarity":"uncommon","strike_damage_average":[33],"attack_bonus":[27],"constitution":4,"immunity":["death effects","disease","fire","paralyzed","poison","unconscious"],"will_save":22,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{"cold":10,"good":10},"creature_ability":["Guardian Sense","Frightful Presence","Breath-Seared Sword","Glare of Rage"],"primary_source_group":"Age of Ashes","skill":["Athletics","Dragon Lore","Intimidation"],"summary":"Not all would-be dragonslayers who die a valiant death rest peacefully amid the annals of legend. Sometimes, a draconic necromancer is so impressed …","trait_group":["Energy","Elemental","Planar","Monster","Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=472","dexterity":5,"category":"creature","slug":"creature-472"},{"primary_source_category":"Adventure Paths","strength":5,"hp":75,"language":["Common","Dwarven","Undercommon"],"source":["Pathfinder #148: Fires of the Haunted City","Crown of the Kobold King"],"type":"Creature","charisma":0,"perception":11,"trait":["Fire","Uncommon","Undead","NE","Medium"],"id":"creature-473","text":" Forge-Spurned Evil dwarves who die having failed to live up to the exacting standards of the duergar god Droskar are sometimes forced to return to the material world as undead abominations known as forge-spurned. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Forge-Spurned Source Pathfinder #148: Fires of the Haunted City pg. 83, Crown of the Kobold King pg. 119 Perception +11; darkvision Languages Common, Dwarven, Undercommon Skills Athletics +14, Crafting +14, Droskar Lore +12 Str +5 Dex +2 Con +4 Int +1 Wis +2 Cha +0 Items Warhammer, soul chain --- AC 22 Fort +15 Ref +9 Will +11 HP 75 (eternal damnation, negative healing) Immunities death effects, disease, fire, paralyzed, poison, unconscious Weaknesses cold 5 Eternal Damnation (divine, necromancy) As long as its soul chain remains intact, a forge-spurned can't be truly destroyed. It rises again fully healed at the next sundown, even if its physical body was destroyed. Searing Heat (fire) A creature that touches a forge-spurned (including by Grappling it or hitting it with an unarmed attack) takes 2d6 fire damage with a DC 21 basic Reflex save. --- Speed 20 feet Melee Single Action soul chain +15 (Disarm, Trip), Damage 2d8+5 slashing plus 1d6 fire Melee Single Action warhammer +14 (Shove), Damage 1d8+7 bludgeoning Inflate Bellows Two Actions Requirement The forgespurned has used Forge Breath. Effect The forge-spurned draws a massive breath to refill its emptied lungs, enabling it to use Forge Breath again. Forge Breath Two Actions (Divine, Evocation, Fire) The forge-spurned breathes a cloud of stinging soot, ash, and glowing embers. This can affect either a 30-foot cone or a 20-foot burst centered on the forge-spurned and persists for 1d4 rounds. Each creature that moves into or starts their turn in the area takes 6d6 fire damage, with a DC 21 basic Reflex save. A creature that fails its save is also blinded for 1 minute. Creatures within the cloud are concealed, though not from the forge-spurned. The forge-spurned can’t use Forge Breath again until it has used Inflate Bellows. Soul Chain (Divine, Fire, Necromancy) If a creature is slain by an attack from the soul chain and the forge-spurned is able to retain the creature’s corpse, it can bind the creature’s soul into the soul chain (as bind soul ) with a day of work at a forge and a successful DC 20 Crafting check. An individual whose soul is bound in this way can’t be resurrected unless the soul chain is destroyed (Hardness 5, HP 20, BT 10). ","element":["Fire"],"skill_mod":{"crafting":14,"athletics":14},"image":["/Images/Monsters/ForgeSpurned.png"],"primary_source":"Pathfinder #148: Fires of the Haunted City","ac":22,"item":["Warhammer","soul chain"],"level":5,"source_category":["Adventure Paths","Adventures"],"sense":"darkvision","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":15,"source_group":["Age of Ashes","Crown of the Kobold King"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Forge-Spurned","alignment":"NE","rarity":"uncommon","strike_damage_average":[11,17],"attack_bonus":[14,15],"constitution":4,"immunity":["death effects","disease","fire","paralyzed","poison","unconscious"],"will_save":11,"speed":{"max":20,"land":20},"wisdom":2,"weakness":{"cold":5},"creature_ability":["Eternal Damnation","Searing Heat","Inflate Bellows","Forge Breath","Soul Chain"],"primary_source_group":"Age of Ashes","skill":["Athletics","Crafting","Droskar Lore"],"summary":"Evil dwarves who die having failed to live up to the exacting standards of the duergar god Droskar are sometimes forced to return to the material …","trait_group":["Energy","Elemental","Planar","Monster","Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=473","dexterity":2,"category":"creature","slug":"creature-473"},{"attack_bonus":[27,27],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":230,"language":["Common","can't speak any language"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #148: Fires of the Haunted City","Book of the Dead"],"type":"Creature","will_save":24,"charisma":3,"speed":{"max":25,"land":25},"perception":24,"wisdom":3,"weakness":{},"creature_ability":["Starvation Aura","Breath Weapon","Corpse Consumption","Swallow Whole"],"primary_source_group":"Age of Ashes","skill":["Athletics","Intimidation"],"trait":["Uncommon","Undead","NE","Huge"],"id":"creature-474","text":" Gashadokuro The dreaded gashadokuro is an undead haunter of the night, a giant skeleton that rises from the earth in the aftermath of a mass starvation event and seeks to inflict its unending hunger on the living. A gashadokuro that comes about due to a poor growing season is more prone to stalk remote village farmlands at night, while a gashadokuro that arose from the victims of a government-instigated food shortage has few compunctions about stomping straight into bustling cities in broad daylight. These latter gashadokuro even seem to target aristocrats and government authorities—whether or not they are the same politicians whose negligence resulted in the famine in the first place—leading many to believe that the gashadokuro seeks to slake its thirst for revenge even more than it seeks to sate its unending hunger. Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Gashadokuro Source Pathfinder #148: Fires of the Haunted City pg. 84, Book of the Dead pg. 95 Perception +24; darkvision Languages Common; can't speak any language Skills Athletics +27, Intimidation +24 Str +8 Dex +4 Con +5 Int -3 Wis +3 Cha +3 --- AC 33 Fort +26 Ref +21 Will +24 HP 230 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10 Starvation Aura (aura, divine, mental, necromancy) 60 feet. Any creature that ends its turn in the aura feels the intense pain of starvation and must attempt a DC 30 Fortitude save. On a failure, the creature becomes fatigued and takes 6d6 damage. Damage and fatigue a creature takes from this aura can’t be healed until the affected creature has eaten a full meal. --- Speed 25 feet Melee Single Action jaws +27 (reach 10 feet), Damage 3d12+14 piercing plus Grab Melee Single Action claw +27 (Agile, reach 15 feet), Damage 3d8+14 slashing Breath Weapon Two Actions (Divine, Necromancy) The gashadokuro breathes a spray of bone shards in a 30-foot cone. Each creature in the area takes 8d12 piercing damage (DC 34 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds. Corpse Consumption (Divine, Necromancy) If the gashadokuro kills a creature with Swallow Whole, it immediately regains Hit Points equal to the swallowed creature’s level. As long as the gashadokuro still exists, creatures consumed in this way can’t be resurrected except by wish or a similarly powerful effect. Swallow Whole Single Action (Attack) Large, 3d6+8 bludgeoning, Rupture 24 ","skill_mod":{"athletics":27,"intimidation":24},"summary":"The dreaded gashadokuro is an undead haunter of the night, a giant skeleton that rises from the earth in the aftermath of a mass starvation event and …","image":["/Images/Monsters/Gashadokuro.png"],"primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Rarity","Creature Type"],"ac":33,"level":13,"source_category":["Adventure Paths","Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=474","intelligence":-3,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":26,"source_group":["Age of Ashes"],"size":["Huge"],"spoilers":"Age of Ashes","name":"Gashadokuro","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[27,33],"slug":"creature-474"},{"attack_bonus":[30],"constitution":6,"primary_source_category":"Adventure Paths","strength":10,"hp":310,"language":["Common","and other languages typical to the region"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","necromancy","nonlethal","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","will_save":27,"charisma":3,"speed":{},"perception":25,"wisdom":4,"weakness":{"vitality":15},"creature_ability":["Vulnerability to Exorcism","Impede","Collapse Ceiling","Self-Repair","Pervasive Attacks"],"primary_source_group":"Age of Ashes","skill":["Athletics","Deception"],"trait":["Construct","Undead","NE","Gargantuan"],"id":"creature-475","text":" Soulbound Ruin Those who tread in ruined places sometimes speak of a sense that a supernatural presence is there alongside them, as if the spirits of the dead were watching intently. Such presences can be very real, often taking the form of ghosts or other shades of undead that cannot let go of their attachment to the Material Plane. But sometimes, instead of manifesting as distinct spirits, the souls of the dead infuse the very stone and mortar around them. When enough souls attach themselves to a single place—be it a home, crypt, or castle—it can take on a life of its own, becoming a soulbound ruin. Recall Knowledge - Construct (Arcana, Crafting): DC 34 Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Soulbound Ruin Source Pathfinder #148: Fires of the Haunted City pg. 85 Perception +25; darkvision Languages Common; and other languages typical to the region Skills Athletics +30, Deception +26 Str +10 Dex +0 Con +6 Int +4 Wis +4 Cha +3 --- AC 37 Fort +29 Ref +21 Will +27 HP 310 (negative healing) Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal, paralyzed, poison, sickened, unconscious Resistances physical 10 (except adamantine) Weaknesses positive 15 Vulnerability to Exorcism When a soulbound ruin fails a saving throw against a spell that would banish tormented spirits or manipulate souls, such as banishment or bind soul , instead of experiencing the listed effects, it takes 10 damage per spell level. Impede Reaction Frequency once per turn; Trigger A creature within the soulbound ruin uses an action with the move trait. Effect The soulbound ruin reacts violently to stop the creature’s movement, shooting spikes, throwing bricks, or otherwise impeding the target. The target must succeed at a DC 35 Reflex save or fall prone. --- Speed can't move Melee Single Action edifice +30, Damage 4d10+9 bludgeoning Collapse Ceiling Three Actions The ruin collapses up to three 10-footby- 10-foot sections of its ceiling. The ruin takes 10 damage per section it collapses, and it can’t collapse the same section until it has been repaired. Each creature in one of these areas takes 8d10 bludgeoning damage with a DC 35 basic Reflex save. On a failed save, the creature is also restrained under the rubble until it Escapes (DC 33). Self-Repair The ruin can spend 10 minutes repairing itself to regain up to 30 Hit Points. If the ruin is interrupted during this time, it loses its focus and the repair fails. This ability functions even if the ruin is reduced to 0 HP, unless a consecrate ritual has been performed to purify the building, in which case the soulbound ruin is destroyed. This ritual must be dedicated to a good deity or a deity with a strong opposition to undead, such as Pharasma. Pervasive Attacks A soulbound ruin’s edifice Strikes can target any creature inside the ruin. Soulbound Ruin Origins Most often, soulbound ruins arise from guardians who died protecting the place, such as soldiers, priests, or patriots who refused to back down from an imminent threat. After death, the tormented spirits no longer recognize friend from foe and attack anyone or anything that trespasses upon their warded ground. ","skill_mod":{"deception":26,"athletics":30},"summary":"Those who tread in ruined places sometimes speak of a sense that a supernatural presence is there alongside them, as if the spirits of the dead were …","image":["/Images/Monsters/SoulboundRuin.png"],"primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Creature Type"],"ac":37,"level":15,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=475","intelligence":4,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":29,"source_group":["Age of Ashes"],"size":["Gargantuan"],"name":"Soulbound Ruin","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[31],"slug":"creature-475"},{"attack_bonus":[23],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":145,"immunity":["bleed","disease","death effects","doomed","drained","fatigued","magic (see below)","mental","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","creature_family":"Aluum","will_save":15,"charisma":-5,"speed":{"max":25,"land":25},"perception":17,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Aluum Antimagic","Paralyzing Force","Soul Shriek"],"primary_source_group":"Age of Ashes","skill":["Athletics"],"trait":["Construct","Mindless","Uncommon","N","Large"],"id":"creature-476","text":" Aluum Enforcer The most common aluum is powered by the bound soul of a loyal city servant, but its creation is among the Pactmasters’ most guarded secrets. There are dozens of dormant aluums spread throughout Katapesh, and only someone wearing an aluum charm can activate and command one of these 14-foot-tall soldiers. The Pactmasters entrust few beyond the Zephyr Guard to carry these charms, and stealing such a charm is one of the most severe crimes in the city. Recall Knowledge - Construct (Arcana, Crafting): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Aluum Enforcer Source Pathfinder #149: Against the Scarlet Triad pg. 82 Perception +17; darkvision Languages Skills Athletics +23 Str +7 Dex +2 Con +5 Int -5 Wis +1 Cha -5 --- AC 30 Fort +21 Ref +18 Will +15 HP 145 Immunities bleed, disease, death effects, doomed, drained, fatigued, magic (see below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances 10 physical (except adamantine) Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action fist +23 (Magical), Damage 2d10+13 bludgeoning plus paralyzing force Aluum Antimagic Aluum enforcers are immune to spells and magical abilities, with two exceptions. A negative spell or magical ability grants an aluum enforcer the quickened condition until the end of its next turn instead of its normal effects. A positive spell or ability makes an aluum enforcer slowed 1 until the end of its next turn instead of its normal effects. Paralyzing Force (Arcane, Incapacitation, Necromancy) A creature damaged by the aluum enforcer’s fist Strike must succeed at a DC 27 Fortitude save or become paralyzed for 1 round. On a critical failure, the creature is paralyzed for 1d4 minutes and falls prone. Soul Shriek Two Actions (Arcane, Auditory, Evocation, Mental, Sonic) The aluum enforcer emits a keening wail in a 15-foot cone that deals 9d6 sonic damage (DC 27 basic Fortitude save). A creature that fails its save is stunned 1, or stunned 3 on a critical failure. The aluum can’t use Soul Shriek again for 1d4 rounds. ","skill_mod":{"athletics":23},"summary":"The most common aluum is powered by the bound soul of a loyal city servant, but its creation is among the Pactmasters’ most guarded secrets. There …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Creature Type","Monster","Rarity"],"ac":30,"level":10,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=476","intelligence":-5,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":21,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Aluum Enforcer","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[24],"slug":"creature-476"},{"primary_source_category":"Adventure Paths","strength":9,"hp":255,"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","charisma":-2,"perception":28,"trait":["Construct","Mindless","Rare","Soulbound","N","Large"],"id":"creature-477","text":" Spiritbound Aluum Whereas most aluums are animated by the souls of volunteers loyal to Katapesh, the Pactmasters created a handful of more capable (and deadly) aluums powered by the souls of a dozen or more dangerous criminals. These spiritbound aluums are rarely used as peacekeepers, instead serving as assassins, elite bodyguards, or riot control during times of martial law. A spiritbound aluum has a dull blue crystalline focus that stores constituent souls, surrounded by a host of smaller gems used for trapping souls the Pactmasters wish to deny from entering the Great Beyond. Spiritbound aluums rarely use this soul-binding ability except when instructed by their masters. However, the murderous or embittered souls within the aluum sometimes exert control and willfully consume a departing soul either out of malice or to incorporate it into the construct’s core. If not relieved of its trapped souls in a timely manner, a spiritbound aluum can develop enough will to overcome its masters’ orders and even awaken to full sentience. These rogue aluums typically lose the mindless trait, are evil, have an Intelligence modifier of –2 or higher, and gain several skills with bonuses ranging from +25 to +32. Recall Knowledge - Construct (Arcana, Crafting): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Spiritbound Aluum Source Pathfinder #149: Against the Scarlet Triad pg. 83 Perception +28; darkvision Languages Skills Athletics +33 Str +9 Dex +3 Con +6 Int -5 Wis +4 Cha -2 --- AC 39 Fort +30 Ref +25 Will +28 HP 255 Immunities bleed, disease, death effects, doomed, drained, fatigued, magic (see below), mental, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances 15 physical (except adamantine) Attack of Opportunity Reaction --- Speed 25 feet, fly 25 feet Melee Single Action fist +33 (Magical), Damage 3d10+17 bludgeoning plus paralyzing force Arcane Innate Spells DC 38 - 5th Locate - 9th Bind Soul (x3) Aluum Antimagic Spiritbound aluum are immune to spells and magical abilities, with two exceptions. A negative spell or magical ability grants a spiritbound aluum the quickened condition until the end of its next turn instead of its normal effects. A positive spell or ability makes a spiritbound aluum slowed 1 until the end of its next turn instead of its normal effects. Obliteration Beam Two Actions (Arcane, Evocation, Force) Requirements The spiritbound aluum has bound a soul using its bind soul innate spell; Effect The spiritbound aluum transforms the captured soul’s essence into raw magical energy, channeling the spirit into a beam that deals 20d6 force damage in a 30-foot line (DC 38 basic Reflex save). The remaining fragments of the captured soul are released to the Great Beyond. The spiritbound aluum can’t use Obliteration Beam again for 1d4 rounds. Paralyzing Force (Arcane, Incapacitation, Necromancy) A creature damaged by the spiritbound aluum's fist Strike must succeed at a DC 35 Fortitude save or become paralyzed for 1 round. On a critical failure, the creature is paralyzed for 1d4 minutes and falls prone. Soul Binder When a spiritbound aluum uses its bind soul innate spell, it binds the soul into its central crystal instead of the normal material component. The crystal can hold up to 60 souls. When encountered, a spiritbound aluum’s crystal typically contains 1d6 souls. Soul Shriek Two Actions (Arcane, Auditory, Evocation, Mental, Sonic) The spiritbound aluum emits a keening wail in a 15-foot cone that deals 16d6 sonic damage (DC 27 basic Fortitude save). A creature that fails its save is stunned 1, or stunned 3 on a critical failure. The aluum can’t use Soul Shriek again for 1d4 rounds. ","skill_mod":{"athletics":33},"primary_source":"Pathfinder #149: Against the Scarlet Triad","spell":["Bind Soul","Locate"],"ac":39,"level":16,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":-5,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":30,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Spiritbound Aluum","alignment":"N","rarity":"rare","strike_damage_average":[33],"attack_bonus":[33],"constitution":6,"immunity":["bleed","disease","death effects","doomed","drained","fatigued","magic (see below)","mental","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"creature_family":"Aluum","will_save":28,"speed":{"fly":25,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Aluum Antimagic","Obliteration Beam","Paralyzing Force","Soul Binder","Soul Shriek"],"primary_source_group":"Age of Ashes","skill":["Athletics"],"tradition":["Arcane"],"summary":"Whereas most aluums are animated by the souls of volunteers loyal to Katapesh, the Pactmasters created a handful of more capable (and deadly) aluums …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=477","dexterity":3,"category":"creature","slug":"creature-477"},{"primary_source_category":"Adventure Paths","strength":7,"hp":235,"language":["Common","Jotun"],"source":["Pathfinder #149: Against the Scarlet Triad","Monster Core 2"],"type":"Creature","charisma":4,"perception":20,"trait":["Humanoid","Uncommon","LN","Large"],"id":"creature-478","text":" Calikang The calikangs are giant blue-skinned, six-armed guardians of ancient tombs and treasuries. Their unique physiologies enable them to absorb and manipulate electrical magic, as well as other energies. A calikang can live for 200 years—though it may further extend its life via suspended animation. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Calikang Source Pathfinder #149: Against the Scarlet Triad pg. 84, Monster Core 2 pg. 66 Perception +20; darkvision, true seeing Languages Common, Jotun Skills Athletics +25, Intimidation +24 Str +7 Dex +4 Con +5 Int -2 Wis +2 Cha +4 Suspended Animation (concentrate) By spending 5 minutes concentrating, the calikang can enter a state of suspended animation, freezing in place and becoming motionless but remaining aware of its surroundings. While in this state, the calikang gains a +4 status bonus to all Fortitude saves, does not age, and is immune to disease, inhaled toxins, poison, starvation, and thirst. The calikang can exit suspended animation as a free action. If it exits this state to attack, the calikang gains a +4 circumstance bonus to its initiative roll. Items +1 striking longsword (2) --- AC 35 Fort +23 Ref +22 Will +20 +1 status to all saves vs. magic HP 235 Immunities electricity Defensive Stance A calikang gains a circumstance bonus to its AC equal to the number of its hands that aren’t wielding weapons, to a maximum of +4 (this bonus is already factored into this calikang’s stats). Energy Conversion (abjuration, arcane) Whenever the calikang is hit by an electricity spell or rolls a successful save against a spell that deals energy damage, it absorbs the energy. This heals the calikang for an amount of HP equal to quadruple the spell’s level, and recharges its Breath Weapon. A calikang can’t absorb its own spells this way. --- Speed 35 feet Melee Single Action longsword +28 (Magical, reach 10 feet, versatile P), Damage 2d8+15 slashing Melee Single Action fist +25 (Agile, reach 10 feet, Nonlethal), Damage 3d8+13 bludgeoning Arcane Innate Spells DC 28 - 1st Magic Weapon (at will) - 6th Chain Lightning - Constant (6th) True Seeing Breath Weapon Two Actions (Acid, Arcane, Cold, Electricity, Evocation, Fire, Sonic) Frequency once per day; Effect The calikang breathes a blast of energy that deals 13d6 energy damage to all creatures in a 60-foot line (DC 28 basic Reflex save). The calikang can choose the damage type each time: acid, cold, electricity, fire, or sonic. Increase the die size to d8 if the calikang chooses electricity. Sixfold Flurry Two Actions The calikang makes up to six fist Strikes. Each Strike can be against a different target. These attacks count toward its multiple attack penalty, which doesn’t increase until after all the attacks are complete. ","skill_mod":{"athletics":25,"intimidation":24},"image":["/Images/Monsters/Calikang.png"],"primary_source":"Pathfinder #149: Against the Scarlet Triad","spell":["Chain Lightning","Magic Weapon","True Seeing"],"ac":35,"item":["+1 striking longsword (2)"],"level":12,"spell_dc":[28],"source_category":["Adventure Paths","Rulebooks"],"sense":"darkvision, true seeing ","resistance":{},"intelligence":-2,"reflex_save":22,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":23,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Calikang","alignment":"LN","rarity":"uncommon","strike_damage_average":[24,26],"attack_bonus":[25,28],"constitution":5,"immunity":["electricity"],"will_save":20,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{},"creature_ability":["Suspended Animation","Defensive Stance","Energy Conversion","Breath Weapon","Sixfold Flurry"],"primary_source_group":"Age of Ashes","skill":["Athletics","Intimidation"],"tradition":["Arcane"],"summary":"The calikangs are giant blue-skinned, six-armed guardians of ancient tombs and treasuries. Their unique physiologies enable them to absorb and …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=478","dexterity":4,"category":"creature","slug":"creature-478"},{"primary_source_category":"Adventure Paths","strength":4,"hp":225,"language":["Abyssal","Draconic","Infernal","telepathy 100 feet"],"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","charisma":5,"perception":26,"stealth":"30","trait":["Daemon","Fiend","NE","Medium"],"id":"creature-479","text":" Crucidaemon (Torture Daemon) Of all the ways to die, crucidaemons represent perhaps one of the least desirable: death by torture. The fiend’s shapely body, which appears to be sculpted from iron or mithril, belies a sinister wrath and love of inflicting pain. Crucidaemons particularly enjoy inflicting pain with their curved, serrated daggers, which are attached to their bodies via a chain that pierces each wrist. A crucidaemon’s existence is dedicated to subjecting its prey to an eternity of pain and terror. Unlike other daemons, many of which are eager to feed on mortal souls as soon as they can, the crucidaemon takes much greater pleasure in prolonging the agony of its victims. Oftentimes, a crucidaemon will inflict such torment and pain upon its prey that when the end finally comes, the victim tearfully thanks the daemon for the mercy of oblivion. An encounter with a crucidaemon that does not end with its death is far from over—crucidaemons have unequaled patience for those who dare oppose them. Recall Knowledge - Fiend (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Crucidaemon Source Pathfinder #149: Against the Scarlet Triad pg. 85 Perception +26; darkvision, detect alignment (good only), lifesense 30 feet Languages Abyssal, Draconic, Infernal; telepathy 100 feet Skills Acrobatics +30, Arcana +26, Crafting +30, Deception +26, Intimidation +28, Stealth +30, Thievery +26 Str +4 Dex +7 Con +7 Int +3 Wis +7 Cha +5 --- AC 38 Fort +26 Ref +30 Will +26 +1 status to all saves vs. magic HP 225 Immunities death effects Resistances physical 10 (except adamantine) Weaknesses good 10 Trap Dodger Crucidaemons are all but impossible to fool with traps. Whenever a crucidaemon rolls a saving throw against a trap hazard, its degree of success is one better than it rolled. --- Speed 50 feet, air walk Melee Single Action chained dagger +30 (Agile, Finesse, Magical, reach 10 feet, versatile S), Damage 4d4+14 piercing plus 2d6 persistent bleed Divine Innate Spells DC 32, attack +28 - 4th Death Knell, Fear, Invisibility (at will), Phantom Pain (at will) - 7th Glyph of Warding (x3), Paralyze - Constant (2nd) Detect Alignment (good only) Daemonic Trap Making (Divine) When the crucidaemon casts its innate glyph of warding spell, it can store any arcane or divine spell of an appropriate level in the glyph, even if it can’t otherwise cast the spell. Flurry of Daggers Single Action The crucidaemon makes two chained dagger Strikes against a single target. These attacks count toward the crucidaemon’s multiple attack penalty and its multiple attack penalty doesn’t increase until after both attacks. Manifest Dagger Single Action The crucidaemon summons a new chained dagger to replace a destroyed one. A crucidaemon’s daggers can’t be disarmed, and they become non-magical when severed from the daemon or upon the daemon’s death. Daemonic Trapmakers Crucidaemons excel at trapmaking, and they line their lairs or the lairs of their masters with mazes of intricate and deadly traps and enchanted glyphs of warding through which they draw their victims. Perhaps even eerier than the crucidaemon’s methodical nature in trapmaking is its nearly medical interest in the mutilation and crippling of captured foes. ","skill_mod":{"deception":26,"thievery":26,"crafting":30,"stealth":30,"arcana":26,"intimidation":28,"acrobatics":30},"image":["/Images/Monsters/Daemon_Crucidaemon.png"],"primary_source":"Pathfinder #149: Against the Scarlet Triad","spell":["Glyph of Warding","Paralyze","Death Knell","Fear","Invisibility","Phantom Pain","Detect Alignment"],"ac":38,"level":15,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":"darkvision, detect alignment (good only), lifesense 30 feet","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":3,"reflex_save":30,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":26,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Crucidaemon","alignment":"NE","pfs":"Limited","rarity":"common","strike_damage_average":[31],"attack_bonus":[30],"constitution":7,"immunity":["death effects"],"creature_family":"Daemon","spell_attack_bonus":[28],"will_save":26,"speed":{"max":50,"land":50},"wisdom":7,"weakness":{"good":10},"creature_ability":["Trap Dodger","Daemonic Trap Making","Flurry of Daggers","Manifest Dagger"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Arcana","Crafting","Deception","Intimidation","Stealth","Thievery"],"tradition":["Divine"],"summary":"Of all the ways to die, crucidaemons represent perhaps one of the least desirable: death by torture. The fiend’s shapely body, which appears to be …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=479","dexterity":7,"category":"creature","slug":"creature-479"},{"primary_source_category":"Adventure Paths","strength":8,"hp":360,"language":["Abyssal","Celestial","Draconic","telepathy 100 feet"],"source":["Pathfinder #149: Against the Scarlet Triad","Bestiary 2"],"type":"Creature","charisma":4,"perception":25,"trait":["Demon","Fiend","CE","Huge"],"id":"creature-481","text":" Nalfeshnee (Boar Demon) Nalfeshnees are huge, corpulent, boar-headed demons that hoard treasures and knowledge alike and form from the souls of avaricious mortals. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Nalfeshnee Source Pathfinder #149: Against the Scarlet Triad pg. 86, Bestiary 2 pg. 68 Perception +25; darkvision, true seeing Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Abyss Lore +25, Arcana +25, Athletics +28, Deception +26, Diplomacy +24, Intimidation +28, Religion +25 Str +8 Dex +2 Con +8 Int +5 Wis +5 Cha +4 --- AC 34 Fort +26 Ref +22 Will +23 +1 status to all saves vs. spells HP 360 Weaknesses cold iron 15, good 15 Forfeiture Aversion A nalfeshnee’s greed is such that losing possessions causes it harm. If an item is stolen from a nalfeshnee, the demon takes 3d6 mental damage. Greedy Grab Reaction Trigger A creature critically fails a weapon Strike against the nalfeshnee; Effect The nalfeshnee attempts to Disarm the weapon used in the triggering Strike at a –2 circumstance penalty. On a success, the nalfeshnee steals the weapon. --- Speed 30 feet, fly 40 feet Melee Single Action jaws +28 (Magical, reach 15 feet), Damage 3d12+14 piercing Melee Single Action claw +28 (Agile, Magical, reach 15 feet), Damage 3d8+14 slashing Divine Innate Spells DC 34 - 4th Circle of Protection, Dimension Door (at will) - 5th Dimension Door, Illusory Object (at will) - 6th Dispel Magic (at will), Divine Wrath (at will) - Constant (6th) True Seeing Divine Rituals DC 34 - 1st Abyssal Pact Claim Wealth Single Action (Conjuration, Divine, Extradimensional) The nalfeshnee steals all unattended items glowing with its Light of Avarice into an extradimensional space. The demon can Interact to regurgitate any number of these items into its hand or onto the ground. If the demon dies, is affected by a teleportation effect, or consumes an extradimensional space (such as a bag of holding ), it vomits up all the items. Light of Avarice Two Actions (Divine, Enchantment, Light, Mental) Frequency once per hour; Effect Beams of unholy light shoot out from the nalfeshnee toward four items within 60 feet. If someone is holding or wearing a targeted item, they can keep it from being affected with a DC 34 Reflex save. For 1 minute, all affected items glow in nauseating colors. Any non-demon is sickened 2 and slowed 1 as long as it holds, wears, or touches a glowing item. Recovering from this sickness requires a DC 29 Will save instead of a Fortitude save. Ending the sickness in this way ends the slowed condition and makes the creature temporarily immune to the Light of Avarice for 24 hours. If the creature removes or drops the item, both the conditions end immediately, but the creature doesn’t become immune. ","skill_mod":{"diplomacy":24,"deception":26,"arcana":25,"athletics":28,"intimidation":28,"religion":25},"image":["/Images/Monsters/Demon_Nalfeshnee.png"],"primary_source":"Pathfinder #149: Against the Scarlet Triad","spell":["Dispel Magic","Divine Wrath","Dimension Door","Illusory Object","Circle of Protection","True Seeing"],"ac":34,"level":14,"spell_dc":[34],"source_category":["Adventure Paths","Rulebooks"],"sense":"darkvision, true seeing ","resistance":{},"intelligence":5,"reflex_save":22,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":26,"source_group":["Age of Ashes"],"size":["Huge"],"name":"Nalfeshnee","alignment":"CE","pfs":"Limited","rarity":"common","strike_damage_average":[27,33],"attack_bonus":[28,28],"constitution":8,"creature_family":"Demon","will_save":23,"speed":{"fly":40,"max":40,"land":30},"wisdom":5,"weakness":{"cold_iron":15,"good":15},"creature_ability":["Forfeiture Aversion","Greedy Grab","Claim Wealth","Light of Avarice"],"primary_source_group":"Age of Ashes","skill":["Abyss Lore","Arcana","Athletics","Deception","Diplomacy","Intimidation","Religion"],"tradition":["Divine"],"summary":"Nalfeshnees are huge, corpulent, boar-headed demons that hoard treasures and knowledge alike and form from the souls of avaricious mortals.","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=481","dexterity":2,"category":"creature","slug":"creature-481"},{"primary_source_category":"Adventure Paths","strength":8,"hp":300,"language":["Celestial","Common","Draconic","Infernal","telepathy 100 feet"],"source":["Pathfinder #149: Against the Scarlet Triad","Bestiary 2"],"type":"Creature","charisma":6,"perception":28,"stealth":"26","trait":["Devil","Fiend","LE","Large"],"id":"creature-482","text":" Cornugon (Horned Devil) The cornugon, or horned devil, is a hulking red fiend with a crown of deadly horns and a body bristling with spines. Cornugons serve as the commanders of Hell’s infernal armies. Recall Knowledge - Fiend (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Cornugon Source Pathfinder #149: Against the Scarlet Triad pg. 87, Bestiary 2 pg. 76 Perception +28; greater darkvision Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet Skills Acrobatics +28, Athletics +32, Intimidation +30, Religion +28, Stealth +26, Warfare Lore +30 Str +8 Dex +6 Con +7 Int +2 Wis +6 Cha +6 Items +2 greater striking unholy spiked chain --- AC 38 Fort +31 Ref +26 Will +26 +1 status to all saves vs. magic HP 300 Immunities fire Resistances physical 15 (except silver), poison 15 Weaknesses good 15 Circle of Protection (abjuration, aura, divine, evil) 10 feet. A constant circle of protection against good is centered on the horned devil. The horned devil can disable or activate this aura as a single action, which has the concentrate trait. Commander’s Aura (aura, divine, enchantment) 100 feet. Lower-level, allied evil creatures in the aura gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks. Frightful Presence (aura, divine, emotion, enchantment, fear, mental) 10 feet, DC 34 Attack of Opportunity Reaction --- Speed 25 feet, fly 50 feet Melee Single Action unholy spiked chain +34 (Disarm, Evil, Finesse, Magical, reach 10 feet, Trip), Damage 3d8+14 slashing plus 1d6 evil and stunning chain Melee Single Action claw +32 (Agile, Magical, reach 10 feet), Damage 3d10+14 slashing Melee Single Action tail +32 (Magical, reach 10 feet), Damage 2d10+14 slashing plus infernal wound Divine Innate Spells DC 36 - 4th Dimension Door (at will) - 5th Dimension Door - 7th Dispel Magic, Fireball (x2), Lightning Bolt (x2) Divine Rituals DC 36 - 1st Infernal Pact Chain of Malebolge Single Action Requirements The cornugon hit a creature with its spiked chain on its most recent action this turn; Effect The devil pulls the creature 5 feet closer and grabs it with the spiked chain (Escape attempts use the cornugon’s Athletics DC). The creature is automatically freed if the devil makes another spiked chain attack or moves away. Infernal Wound (Divine, Necromancy) A cornugon’s tail Strike deals 4d6 persistent bleed damage. The flat check DC to stop the bleeding starts at 20, and is reduced to 15 only if someone successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 10. A spellcaster or item using healing magic on an infernally wounded creature must succeed at a DC 34 counteract check or the magic fails to heal the creature. Stunning Chain If the cornugon critically hits with its spiked chain Strike, the target must succeed at a DC 34 Fortitude save or be stunned for 1 round (1d4 rounds on a critical failure). ","skill_mod":{"stealth":26,"athletics":32,"intimidation":30,"acrobatics":28,"religion":28},"image":["/Images/Monsters/Devil_Cornugon.png"],"primary_source":"Pathfinder #149: Against the Scarlet Triad","spell":["Dispel Magic","Fireball","Lightning Bolt","Dimension Door"],"ac":38,"item":["+2 greater striking unholy spiked chain"],"level":16,"spell_dc":[36],"source_category":["Adventure Paths","Rulebooks"],"sense":"greater darkvision","resistance":{"bludgeoning":15,"poison":15,"piercing":15,"slashing":15,"physical":15},"intelligence":2,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":31,"source_group":["Age of Ashes"],"size":["Large"],"name":"Cornugon","alignment":"LE","pfs":"Limited","rarity":"common","strike_damage_average":[25,30,31],"attack_bonus":[32,32,34],"constitution":7,"immunity":["fire"],"creature_family":"Devil","will_save":26,"speed":{"fly":50,"max":50,"land":25},"wisdom":6,"weakness":{"good":15},"creature_ability":["Circle of Protection","Commander’s Aura","Frightful Presence","Attack of Opportunity","Chain of Malebolge","Infernal Wound","Stunning Chain"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth","Warfare Lore"],"tradition":["Divine"],"summary":"The cornugon, or horned devil, is a hulking red fiend with a crown of deadly horns and a body bristling with spines. Cornugons serve as the …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=482","dexterity":6,"category":"creature","slug":"creature-482"},{"primary_source_category":"Adventure Paths","strength":6,"hp":350,"language":["Abyssal","Aklo","Infernal","Undercommon","telepathy 100 feet"],"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","charisma":6,"perception":20,"trait":["Ooze","Rare","NE","Medium"],"id":"creature-483","text":" Immortal Ichor An immortal ichor is an intelligent mass of blood from a dead evil deity. The cultists who perform the ritual to create immortal ichor typically seal up the sentient ooze in an underground or remote chamber that blocks its magical abilities, but over time these seals break or weaken, freeing the unholy monster. Recall Knowledge - Ooze (Occultism): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Immortal Ichor Source Pathfinder #149: Against the Scarlet Triad pg. 88 Perception +20; motion sense 60 feet, no vision Languages Abyssal, Aklo, Infernal, Undercommon; telepathy 100 feet Skills Ancient History Lore +30, Arcana +30, Religion +29 Str +6 Dex +3 Con +9 Int +7 Wis +6 Cha +6 --- AC 26 Fort +30 Ref +20 Will +29 HP 350 , regeneration 15 (deactivated by good) Immunities acid, critical hits, mental, precision, unconscious, visual Resistances physical 15 Immortality The immortal ichor doesn’t age, nor does it need to eat or breathe. It can die only as a result of violence. --- Speed 20 feet, fly 20 feet Melee Single Action pseudopod +27, Damage 3d8+12 bludgeoning plus mental erosion Divine Innate Spells DC 37, attack +31 - Cantrips (7th) Telekinetic Projectile - 1st Charm (at will), Command (at will) - 2nd Telekinetic Maneuver (at will) - 3rd Mind Reading (at will) - 6th Crisis of Faith, Telekinetic Haul (at will) - 7th Charm (x3), Feeblemind, Possession, Suggestion Cleric Domain Spells DC 37, attack +31, 3 Focus Points - 8th Cry of Destruction, Destructive Aura Corrupt Ally (Divine, Enchantment, Mental) A creature that fails to save against an immortal ichor’s charm spell becomes stupefied 1. The stupefied value reduces by 1 every 24 hours. The first time each day a creature stupefied by the ichor’s charm fails to save against another casting of the ichor’s charm , the value of the condition increases by 1d4. If the stupefied condition ever equals the creature’s Wisdom score, it becomes controlled by the ichor permanently; if it dies, it rises the next round as a zombie (of the GM’s choice) under the ichor’s control. If the ichor is killed, these zombies are destroyed. Dead Spells An immortal ichor can cast an initial and advanced domain spell of a domain that belonged to the dead deity from which the ichor arose (the domain spells presented here are from the destruction domain). Mental Erosion A creature hit by the ichor’s pseudopod is stupefied 2 for 1 day unless it succeeds at a DC 35 Will save. Resanguinate Three Actions (Divine, Healing, Necromancy) The immortal ichor draws blood from the pores of living creatures around it. Any living creature within 30 feet that has blood takes 4d6 damage (DC 33 basic Fortitude save). The immortal ichor regains HP equal to the total damage dealt. A creature that fails its save is also drained 1 (or drained 2 on a critical failure). Dead Deities Immortal ichors can arise from practically any evil, dead deity. Cults whose deities have fallen sometimes rededicate themselves to the search for the blood of their former master. ","skill_mod":{"arcana":30,"religion":29},"image":["/Images/Monsters/ImmortalIchor.png"],"primary_source":"Pathfinder #149: Against the Scarlet Triad","spell":["Charm","Feeblemind","Possession","Suggestion","Crisis of Faith","Telekinetic Haul","Mind Reading","Telekinetic Maneuver","Command","Telekinetic Projectile","Cry of Destruction","Destructive Aura"],"ac":26,"level":15,"spell_dc":[37,37],"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"intelligence":7,"reflex_save":20,"strongest_save":["fort","fortitude"],"fortitude_save":30,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Immortal Ichor","alignment":"NE","rarity":"rare","strike_damage_average":[25],"attack_bonus":[27],"constitution":9,"immunity":["acid","critical hits","mental","precision","unconscious","visual"],"spell_attack_bonus":[31,31],"will_save":29,"speed":{"fly":20,"max":20,"land":20},"wisdom":6,"weakness":{},"creature_ability":["Immortality","Corrupt Ally","Dead Spells","Mental Erosion","Resanguinate"],"primary_source_group":"Age of Ashes","skill":["Ancient History Lore","Arcana","Religion"],"tradition":["Divine"],"summary":"An immortal ichor is an intelligent mass of blood from a dead evil deity. The cultists who perform the ritual to create immortal ichor typically seal …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=483","dexterity":3,"category":"creature","slug":"creature-483"},{"attack_bonus":[8,8],"constitution":3,"primary_source_category":"Adventure Paths","strength":1,"hp":20,"source":["Pathfinder #149: Against the Scarlet Triad","Bestiary 2"],"type":"Creature","creature_family":"Solifugid","will_save":4,"charisma":-4,"speed":{"climb":25,"max":35,"land":35},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Pounce","Rend"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","trait":["Animal","N","Medium"],"id":"creature-484","text":" Giant Solifugid The smallest of giant solifugids are still large enough to harry desert traders and their mounts. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Solifugid Source Pathfinder #149: Against the Scarlet Triad pg. 89, Bestiary 2 pg. 246 Perception +6; darkvision Languages Skills Acrobatics +8, Athletics +6, Stealth +6 Str +1 Dex +3 Con +3 Int -5 Wis +1 Cha -4 --- AC 16 Fort +6 Ref +8 Will +4 HP 20 --- Speed 35 feet, climb 25 feet Melee Single Action jaws +8, Damage 1d10+1 piercing Melee Single Action claw +8 (Agile, reach 10 feet), Damage 1d8+1 slashing Pounce Single Action The giant solifugid Strides and makes a Strike at the end of that movement. If the giant solifugid began this action hidden, it remains hidden until after this ability’s Strike. Rend Single Action claw ","skill_mod":{"stealth":6,"athletics":6,"acrobatics":8},"summary":"The smallest of giant solifugids are still large enough to harry desert traders and their mounts.","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Adventure Paths","Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=484","intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Giant Solifugid","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[5,6],"slug":"creature-484"},{"attack_bonus":[35,35],"constitution":7,"primary_source_category":"Adventure Paths","strength":9,"hp":340,"source":["Pathfinder #149: Against the Scarlet Triad","Bestiary 2"],"type":"Creature","creature_family":"Solifugid","will_save":28,"charisma":-4,"speed":{"climb":25,"max":50,"land":50,"burrow":25},"perception":30,"wisdom":4,"weakness":{},"creature_ability":["Earth Shaker","Pounce","Rend","Venom Spray"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Stealth"],"stealth":"33","trait":["Animal","N","Gargantuan"],"id":"creature-485","text":" Duneshaker Solifugid The largest solifugids, duneshakers, literally make the terrain around them tremble. Recall Knowledge - Animal (Nature): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Duneshaker Solifugid Source Pathfinder #149: Against the Scarlet Triad pg. 89, Bestiary 2 pg. 246 Perception +30; darkvision, tremorsense (imprecise) 30 feet Languages Skills Acrobatics +33, Athletics +35, Stealth +33 Str +9 Dex +7 Con +7 Int -5 Wis +4 Cha -4 --- AC 42 Fort +31 Ref +33 Will +28 HP 340 --- Speed 50 feet, burrow 25 feet, climb 25 feet Melee Single Action jaws +35 (reach 10 feet), Damage 4d10+17 piercing Melee Single Action claw +35 (Agile, reach 20 feet), Damage 3d10+17 slashing Earth Shaker The first time per turn the duneshaker solifugid moves adjacent to a Large or smaller creature, that creature must succeed at a DC 39 Acrobatics check or fall prone. Pounce Single Action The duneshaker solifugid Strides and makes a Strike at the end of that movement. If the duneshaker solifugid began this action hidden, it remains hidden until after this ability’s Strike. Rend Single Action claw Venom Spray Two Actions (Poison) The duneshaker solifugid spews toxic barbs at all creatures in a 30-foot cone. Each creature within the cone takes 10d6 poison damage (DC 39 basic Fortitude save). A creature that fails is blinded for 1d6 rounds (or permanently on a critical failure). The duneshaker solifugid can’t use Venom Spray again for 1d4 rounds. ","skill_mod":{"stealth":33,"athletics":35,"acrobatics":33},"summary":"The largest solifugids, duneshakers, literally make the terrain around them tremble.","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Creature Type"],"ac":42,"level":18,"source_category":["Adventure Paths","Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=485","intelligence":-5,"reflex_save":33,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":31,"source_group":["Age of Ashes"],"size":["Gargantuan"],"name":"Duneshaker Solifugid","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[33,39],"slug":"creature-485"},{"primary_source_category":"Adventure Paths","strength":3,"hp":110,"language":["Common","Draconic","one or more planar languages; <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #149: Against the Scarlet Triad","Monster Core 2"],"type":"Creature","charisma":5,"perception":12,"trait":["Humanoid","Uncommon","LN","Medium"],"id":"creature-486","text":" Witchwyrd Witchwyrds are four-armed humanoid creatures with hairless blue-gray skin and glowing yellow eyes. They are typically 6-1/2 feet tall and weigh 300 pounds. Their hands possess three evenly sized and spaced digits in a tripod-like arrangement. Witchwyrds conceal most of their faces, leaving only their eyes unmasked. Their inscrutability is a boon to one of their most significant interests, mercantilism, and many haughty witchwyrds openly revel in the befuddlement inspired by their mysterious guises and mannerisms. Witchwyrds have a keen eye for new opportunities and markets, and a witchwyrd almost always knows when someone is trying to pull one over on them. When not trying to blend in with the local community, witchwyrds favor outlandish, loose-fitting clothes in bright reds or yellows and a signature conical hat. Witchwyrds tend to prefer the driest, warmest regions of the areas they visit—perhaps an indicator of their mysterious home world. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Witchwyrd Source Pathfinder #149: Against the Scarlet Triad pg. 90, Monster Core 2 pg. 355 Perception +12; darkvision, detect magic Languages Common, Draconic; one or more planar languages; tongues Skills Arcana +16, Deception +15, Desert Lore +14, Diplomacy +15, Intimidation +15 Str +3 Dex +3 Con +1 Int +4 Wis +3 Cha +5 Items +1 ranseur --- AC 22 Fort +13 Ref +13 Will +15 HP 110 Resistances force 5 Absorb Force Reaction (arcane, evocation, force) Frequency once per round; Effect The witchwyrd uses a free hand to “catch” a single magic missile fired at it, as long as it is aware of the incoming magic missile . This absorbs the missile and causes that hand to glow while it holds this energy. A hand that’s holding energy can’t be used for any other purpose except to use Force Bolt. The energy lasts for 6 rounds or until it is released. --- Speed 25 feet Melee Single Action ranseur +16 (Disarm, Magical, reach 10 feet), Damage 1d10+6 piercing Melee Single Action fist +15 (Agile, Nonlethal), Damage 1d6+6 bludgeoning plus Grab Arcane Innate Spells DC 23, attack +15 - Cantrips (3rd) Detect Magic - 1st Floating Disk (at will), Unseen Servant (at will) - 2nd Mirror Image - 3rd Dispel Magic - 4th Resist Energy (x2), Suggestion, Resilient Sphere - 5th Dimension Door - Constant (5th) Tongues Force Bolt Single Action to Three Actions (Arcane, Evocation, Force) The witchwyrd fires one magic missile per action spent (dealing 1d4+1 damage each). It can’t spend more actions on this ability than it has free hands. If it uses a hand that has Absorbed Force, that hand hurls two missiles instead of one, expending the held energy. ","skill_mod":{"diplomacy":15,"deception":15,"arcana":16,"intimidation":15},"image":["/Images/Monsters/Witchwyrd.png"],"primary_source":"Pathfinder #149: Against the Scarlet Triad","spell":["Dimension Door","Resist Energy","Suggestion","Resilient Sphere","Dispel Magic","Mirror Image","Floating Disk","Unseen Servant","Detect Magic","Tongues"],"ac":22,"item":["+1 ranseur"],"level":6,"spell_dc":[23],"source_category":["Adventure Paths","Rulebooks"],"sense":"darkvision, detect magic ","resistance":{"force":5},"intelligence":4,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Witchwyrd","alignment":"LN","rarity":"uncommon","strike_damage_average":[9,11],"attack_bonus":[15,16],"constitution":1,"spell_attack_bonus":[15],"will_save":15,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Absorb Force","Force Bolt"],"primary_source_group":"Age of Ashes","skill":["Arcana","Deception","Desert Lore","Diplomacy","Intimidation"],"tradition":["Arcane"],"summary":"Witchwyrds are four-armed humanoid creatures with hairless blue-gray skin and glowing yellow eyes. They are typically 6-1/2 feet tall and weigh 300 …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=486","dexterity":3,"category":"creature","slug":"creature-486"},{"attack_bonus":[30,30],"constitution":8,"primary_source_category":"Adventure Paths","strength":9,"hp":340,"immunity":["chaotic","evil","fire"],"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","will_save":23,"charisma":5,"speed":{"climb":40,"max":40,"land":40,"burrow":40},"perception":29,"wisdom":4,"weakness":{"cold":20},"creature_ability":["Frightful Presence","Explosion","Light Blindness","Internal Furnace","Breath Weapon","Heat Surge"],"primary_source_group":"Age of Ashes","skill":["Athletics","Stealth","Survival"],"stealth":"31","trait":["Animal","Fire","Rare","CE","Large"],"id":"creature-487","text":" Xotanispawn Xotanispawn are monstrous versions of scavenging beetle larvae that have been corrupted and mutated by feeding on the remains of Xotani the Firebleeder, a slain Spawn of Rovagug buried beneath Pale Mountain in Katapesh. These creatures look vaguely like the minute insects they once were, with a sclerotized head and chitinous body plates, six legs, and numerous dorsal spines lining the joints and edges of each segment. However, by feeding on the unholy remains of Xotani, the spawn have manifested many of the traits of the infamous Firebleeder, most notably a blisteringly hot internal temperature and powerful fire attacks—to say nothing of their monstrous size. Internal heat radiates from every surface of a Xotanispawn, even from its mouth. Any contact with a Xotanispawn results in burns and the risk of catching on fire. Thankfully, Xotanispawn have also inherited Xotani’s weaknesses to cold and sunlight. They are rarely encountered on the surface during the day, opting to emerge from their subterranean lairs only at night. Recall Knowledge - Animal (Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Xotanispawn Source Pathfinder #149: Against the Scarlet Triad pg. 91 Perception +29; darkvision, tremorsense (imprecise) 60 feet Languages Skills Athletics +34, Stealth +31, Survival +29 Str +9 Dex +6 Con +8 Int -5 Wis +4 Cha +5 Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 36 --- AC 40 Fort +31 Ref +29 Will +23 HP 340 Immunities chaotic, evil, fire Weaknesses cold 20 Explosion (fire) When a Xotanispawn dies, it explodes, dealing 15d8 fire damage to creatures in a 30-foot emanation (DC 39 basic Reflex save). Light Blindness Internal Furnace Reaction (fire) Trigger A creature adjacent to the Xotanispawn touches it or hits it with a physical attack; Effect The triggering creature takes 5d8 persistent fire damage (DC 37 Reflex save to negate). --- Speed 40 feet, burrow 40 feet, climb 40 feet Melee Single Action jaws +30 (reach 10 feet), Damage 4d8+9 piercing plus 2d8 persistent fire and Grab Melee Single Action claw +30 (Agile, reach 10 feet), Damage 4d6+9 slashing plus 2d8 persistent fire Breath Weapon Two Actions (Arcane, Evocation, Fire) The Xotanispawn sprays a 60-foot cone of magma that deals 10d10 fire damage and 2d6 persistent fire damage to all creatures in the area (DC 39 basic Reflex save). The Xotanispawn can’t use its Breath Weapon again for 1d4 rounds. Heat Surge When the Xotanispawn critically hits, its body surges with heat, increasing the damage of its Internal Furnace to 10d8 until the start of its next turn. The Firebleeder's Mark Terrible rumors speak of other monsters that have emerged from the Firebleeder’s corpse in the centuries since the Legion of Wands put the beast to rest. Reports of massive clouds of noxious black sand, gray-blooded gnoll zombies with spider-like limbs, and guttural, otherworldly howls during harvest moons have long fueled local rumors that more terrors lurk in the valleys of the Brazen Peaks than a single dead god-spawn. ","element":["Fire"],"skill_mod":{"survival":29,"stealth":31,"athletics":34},"summary":"Xotanispawn are monstrous versions of scavenging beetle larvae that have been corrupted and mutated by feeding on the remains of Xotani the …","image":["/Images/Monsters/Xotanispawn.png"],"primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"ac":40,"level":17,"source_category":["Adventure Paths"],"sense":"darkvision, tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=487","intelligence":-5,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":31,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Xotanispawn","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[32,36],"slug":"creature-487"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":300,"language":["Common","Elven","Necril"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","charisma":8,"perception":33,"stealth":"35","trait":["Astral","Incorporeal","Rare","Undead","Wraith","NE","Medium"],"id":"creature-488","text":" Aiudara Wraith Dahak’s influence in Alseta’s Landing created a soul-draining effect that slays unprotected creatures within, transforming them into ghostly creatures known as aiudara wraiths, but these rare undead can rise within modern aiudara portals as well. Each time an individual travels through an aiudara , there’s a chance their passage could leave a faint imprint of their subconscious in the network. Normally this imprint simply fades away, but when an aiudara is damaged or the individual is suffering from necromantic contagions, these imprints can accumulate and, in time, coalesce on the Astral Plane or within Alseta’s Landing as a full-fledged aiudara wraith. The wraith is forced to live with an incomplete sense of self, always seeking its own memories and swiftly growing violent and vengeful as its quest to reclaim these ephemeral notions constantly meets with failure. Recall Knowledge - Astral (Occultism): DC 43 Recall Knowledge - Undead (Religion): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Aiudara Wraith Source Pathfinder #150: Broken Promises pg. 78 Perception +33; darkvision, lifesense 60 feet Languages Common, Elven, Necril Skills Acrobatics +35, Arcana +31, Stealth +35 Str -5 Dex +9 Con +5 Int +0 Wis +7 Cha +8 --- AC 45 Fort +33 Ref +37 Will +33 HP 300 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 15 (except force, ghost touch , or positive; double resistance vs. non-magical) Teleportation Attachment Reaction (conjuration, teleportation) Trigger A creature within 60 feet uses a teleportation effect; Effect The aiudara wraith teleports with the creature, arriving in an empty space of its choice adjacent to the triggering creature’s destination. If the triggering effect targets multiple creatures, the aiudara wraith chooses which creature it arrives beside. --- Speed fly 60 feet; instantaneous movement Melee Single Action spectral hand +35 (Agile, Finesse, Magical), Damage 4d10+16 force plus dimensional shunt and drain life Dimensional Shunt (Arcane, Conjuration, Teleportation) The aiudara wraith’s touch displaces creatures and flings them through space. The creature must attempt a DC 40 Fortitude save. Critical Success The creature is unaffected and becomes temporarily immune to dimensional shunt for 1 minute. Success The creature is pushed 5 feet in a random direction. Failure The creature is teleported 20 feet in a direction of the aiudara wraith’s choice. Critical Failure As failure, but the creature is also stunned 2. Drain Life (Arcane, Necromancy) When an aiudara wraith damages a living creature with its spectral hand Strike, the aiudara wraith gains 18 temporary Hit Points and the target must succeed at a DC 40 Fortitude save or become drained 1 and stupefied 1 as long as it is drained. Further damage dealt by the aiudara wraith’s spectral hand Strikes increases the value of the drained and stupefied conditions by 1 each on a failed save, to a maximum of 10 for both. Instantaneous Movement (Arcane, Conjuration, Teleportation) An aiudara wraith moves by means of localized teleportation. An aiudara wraith’s Stride does not have the move trait. When an aiudara wraith Strides, it reaches its destination within the range of its Speed immediately. Draining Memories Aiudara wraiths hunger for memories that they feel they once owned but, in fact, never had at all. Their life-draining touch saps physical and mental energy alike, and those who suffer this effect and become stupefied report feelings of forgetfulness and unnerving incidents of temporary, highly localized amnesia. ","skill_mod":{"stealth":35,"arcana":31,"acrobatics":35},"image":["/Images/Monsters/AiudaraWraith.png"],"primary_source":"Pathfinder #150: Broken Promises","ac":45,"level":18,"source_category":["Adventure Paths"],"sense":"darkvision, lifesense 60 feet","resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"intelligence":0,"reflex_save":37,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":33,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Aiudara Wraith","alignment":"NE","rarity":"rare","strike_damage_average":[38],"attack_bonus":[35],"constitution":5,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Wraith","will_save":33,"speed":{"fly":60,"max":60},"wisdom":7,"weakness":{},"creature_ability":["Teleportation Attachment","Dimensional Shunt","Drain Life","Instantaneous Movement"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Arcana","Stealth"],"summary":"Dahak’s influence in Alseta’s Landing created a soul-draining effect that slays unprotected creatures within, transforming them into ghostly …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=488","dexterity":9,"category":"creature","slug":"creature-488"},{"attack_bonus":[41,41],"constitution":9,"primary_source_category":"Adventure Paths","strength":10,"hp":430,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","will_save":33,"charisma":-5,"speed":{"max":30,"land":30},"perception":39,"wisdom":7,"weakness":{"sonic":24},"creature_ability":["Frightful Presence","Reverberating Revenge","Breath Weapon"],"primary_source_group":"Age of Ashes","skill":["Arcana"],"trait":["Construct","Unique","N","Large"],"id":"creature-489","text":" Dragonshard Guardian Created by Mengkare and powered by a shard of the Orb of Gold Dragonkind , this construct is made of sculpted crystal draped in a beautiful gold filigree frame. Recall Knowledge - Construct (Arcana, Crafting): DC 54 Unspecific Lore : DC 52 Specific Lore : DC 49 Dragonshard Guardian Source Pathfinder #150: Broken Promises pg. 79 Perception +39; darkvision, true seeing Languages Skills Arcana +30 Str +10 Dex +8 Con +9 Int -5 Wis +7 Cha -5 --- AC 48 Fort +39 Ref +36 Will +33 HP 430 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances fire 24, physical 24 (except bludgeoning adamantine) Weaknesses sonic 24 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 42 Reverberating Revenge Reaction (arcane, fire) Trigger The dragonshard guardian takes cold, fire, electricity, or sonic damage from a non-dragonshard guardian source; Effect The dragonshard guardian’s body absorbs the energy entirely, preventing the damage from harming the construct. Its body reverberates and transforms the absorbed energy before projecting it outward in a 60-foot burst. Each creature within the burst takes an amount of fire damage equal to the amount of energy damage absorbed by the triggering attack, including any damage resisted by the guardian’s resistances and additional damage from its weakness (DC 45 basic Reflex save). This fire damage doesn’t harm objects or constructs. --- Speed 30 feet Melee Single Action jaws +41 (Magical, reach 15 feet), Damage 6d10+8 piercing plus 2d10 persistent bleed Melee Single Action claw +41 (Agile, Magical, reach 10 feet), Damage 9d6+8 slashing Breath Weapon Two Actions The construct breathes in one of two ways, then can’t use Breath Weapon again for 1d4 rounds. Flame (arcane, evocation, fire) A blast of flame deals 15d10 fire damage to all creatures in a 60-foot cone (DC 45 basic Reflex save). This fire damage does not harm objects or constructs. Weakening Gas (arcane, necromancy) A cloud of gold-flecked gas forces each creature in a 60-foot cone to attempt a DC 45 Fortitude save; the effect lasts 1 minute. Critical Success The creature is unaffected. Success The creature is enfeebled 2. Failure The creature is enfeebled 5. Critical Failure The creature is enfeebled 8. Other Guardians Similar guardians may exist, created from fragments of other destroyed artifacts. These guardians should be unique in appearance, each with their own special abilities and purposes, but you can use the guardian presented here as inspiration for creating more. ","skill_mod":{"arcana":30},"summary":"Created by Mengkare and powered by a shard of the Orb of Gold Dragonkind , this construct is made of sculpted crystal draped in a beautiful gold …","image":["/Images/Monsters/DragonshardGuardian.png"],"primary_source":"Pathfinder #150: Broken Promises","trait_group":["Creature Type","Rarity"],"ac":48,"level":22,"source_category":["Adventure Paths"],"sense":"darkvision, true seeing ","weakest_save":["will"],"resistance":{"bludgeoning":24,"piercing":24,"slashing":24,"fire":24,"physical":24},"url":"/Monsters.aspx?ID=489","intelligence":-5,"reflex_save":36,"strongest_save":["fort","fortitude"],"dexterity":8,"vision":"Darkvision","fortitude_save":39,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Dragonshard Guardian","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[39,52],"slug":"creature-489"},{"attack_bonus":[45,45,45,45,45],"constitution":12,"primary_source_category":"Adventure Paths","strength":12,"hp":540,"language":["Aklo","can't speak any language"],"immunity":["acid","clumsy","disease","drained","enfeebled","mental","paralyzed","persistent damage","petrified","poison","polymorph","stupefied"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","creature_family":"Spawn of Rovagug","will_save":39,"charisma":7,"speed":{"max":50,"land":50,"swim":50},"perception":48,"wisdom":9,"weakness":{},"creature_ability":["Carapace","Frightful Presence","Inexorable","Reactive","Attack of Opportunity","Reflect","Destructive Frenzy","Fast Swallow","Spine Volley","Swallow Whole","Trample"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics"],"trait":["Beast","Unique","CE","Gargantuan"],"id":"creature-490","text":" Tarrasque, The Armageddon Engine The most powerful spawn is Tarrasque, whose legend spread across countless worlds beyond Golarion. Its destruction of the nation of Ninshabur and its march across Avistan in –632 AR culminated in the destruction of the flying Shory city of Kho before this spawn was sealed away in a remote cavern. Recall Knowledge - Beast (Arcana, Nature): DC 60 Unspecific Lore : DC 58 Specific Lore : DC 55 Tarrasque Source Pathfinder #150: Broken Promises pg. 80 Perception +48; darkvision, scent (imprecise) 120 feet Languages Aklo; can't speak any language Skills Acrobatics +47, Athletics +50 Str +12 Dex +9 Con +12 Int -3 Wis +9 Cha +7 --- AC 54 Fort +47 Ref +37 Will +39 +2 status to all saves vs. magic HP 540 , regeneration 50 Immunities acid, clumsy, disease, drained, enfeebled, mental, paralyzed, persistent damage, petrified, poison, polymorph, stupefied Resistances fire 25, physical 25 Carapace Tarrasque is immune to cones, lines, rays, and magic missile spells. These effects bounce harmlessly off its scales. Frightful Presence (aura, emotion, fear, mental) 300 feet, DC 39 Inexorable Tarrasque recovers from the slowed and stunned conditions at the end of its turn. It’s also immune to penalties to its Speeds, and it ignores difficult terrain and greater difficult terrain. Reactive Tarrasque gains 3 reactions each round. It can still use only one reaction per trigger. Attack of Opportunity Reaction Reflect Reaction Trigger Tarrasque’s carapace deflects an effect. Effect The effect is redirected back at its source. --- Speed 50 feet, swim 50 feet Melee Single Action jaws +45 (Chaotic, Evil, Magical, reach 20 feet), Damage 5d12+20 piercing plus Improved Grab Melee Single Action claw +45 (Agile, Chaotic, Evil, Magical, reach 15 feet), Damage 5d10+20 slashing Melee Single Action tail +45 (Chaotic, Evil, Magical, reach 30 feet), Damage 4d12+20 bludgeoning Melee Single Action horn +45 (Chaotic, Evil, Magical, reach 15 feet), Damage 4d10+20 piercing Ranged Single Action spine +45 (Brutal, Chaotic, Evil, Magical, range increment 120 feet), Damage 3d10+20 piercing Destructive Frenzy Three Actions Tarrasque makes a jaws Strike, two claw Strikes, two horn Strikes, and one tail Strike in any order. Fast Swallow Reaction Trigger Tarrasque Grabs a creature with its jaws; Effect Tarrasque uses Swallow Whole. Spine Volley Two Actions Tarrasque flings spines in a 120-foot cone, dealing 3d10+20 piercing damage to each creature in the area (DC 53 basic Reflex save). Tarrasque can’t use Spine Volley again for 1d4 rounds. Swallow Whole Single Action (Attack) Huge, 10d6+12 bludgeoning plus 10d6 acid, Rupture 50 Trample Three Actions Huge or smaller, claw, DC 49. When Tarrasque Tramples, it can Stride up to triple its Speed. ","skill_mod":{"athletics":50,"acrobatics":47},"summary":"The most powerful spawn is Tarrasque, whose legend spread across countless worlds beyond Golarion. Its destruction of the nation of Ninshabur and its …","image":["/Images/Monsters/Tarrasque.png"],"primary_source":"Pathfinder #150: Broken Promises","trait_group":["Creature Type","Rarity"],"ac":54,"level":25,"source_category":["Adventure Paths"],"sense":"darkvision, scent (imprecise) 120 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":25,"piercing":25,"slashing":25,"fire":25,"physical":25},"url":"/Monsters.aspx?ID=490","intelligence":-3,"reflex_save":37,"strongest_save":["fort","fortitude"],"dexterity":9,"vision":"Darkvision","fortitude_save":47,"source_group":["Age of Ashes"],"size":["Gargantuan"],"spoilers":"Age of Ashes","name":"Tarrasque","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[36,42,46,47,52],"slug":"creature-490"},{"primary_source_category":"Adventure Paths","strength":10,"hp":385,"language":["Aklo","can't speak any language"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","charisma":6,"perception":39,"trait":["Beast","Fire","Unique","CE","Gargantuan"],"id":"creature-491","text":" Xotani, The Firebleeder A monstrosity of living flame and magma, Xotani may be the weakest of Rovagug’s spawn, but it remains a formidable threat. Xotani was slain in 2104 AR by an alliance of spellcasters, but recently its deathlike slumber was interrupted. Its corpse twitches, signaling that it might be close to returning. Recall Knowledge - Beast (Arcana, Nature): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Xotani Source Pathfinder #150: Broken Promises pg. 81 Perception +39; blindsight (precise) 120 feet, darkvision Languages Aklo; can't speak any language Skills Athletics +41 Str +10 Dex +8 Con +9 Int -4 Wis +7 Cha +6 --- AC 48 Fort +36 Ref +33 Will +30 HP 385 , regeneration 25 Immunities clumsy, disease, drained, enfeebled, fire, mental, paralyzed, petrified, poison, polymorph, stupefied Resistances electricity 22, physical 22, sonic 22 Weaknesses cold 22 Frightful Presence (aura, emotion, fear, mental) 300 feet, DC 39 Light Blindness Xotani’s light blindness is caused by only sunlight. Reactive Xotani gains 3 reactions each round. It can still use only one reaction per trigger. Attack of Opportunity Reaction Firebleed Reaction (fire) Trigger Xotani is damaged; Effect Xotani’s wound erupts with magma in a 30-foot cone, dealing 6d8 fire damage and 6d8 persistent fire damage (DC 42 basic Reflex save). --- Speed 60 feet, burrow 40 feet, climb 60 feet Melee Single Action jaws +38 (reach 20 feet), Damage 5d10+8 piercing plus 2d10 persistent fire Melee Single Action claw +38 (Agile, reach 20 feet), Damage 5d8+8 slashing plus 2d8 persistent fire Ranged Single Action lava bomb +38 (range increment 80 feet), Damage 2d10+8 bludgeoning plus 2d10 persistent fire Bomb Barrage Two Actions Xotani makes three lava bomb Strikes. These Strikes can be made against the same creature or different creatures, as long as all targets are within 40 feet of each other. Breath Weapon Two Actions (Arcane, Evocation, Fire) Xotani breathes a blast of flame that deals 18d6 fire damage plus 4d6 persistent fire damage to all creatures in a 70-foot cone (DC 42 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds. Swallow Whole Single Action (Attack) Huge, 8d6+8 bludgeoning plus 12d6 fire, Rupture 35 Trample Three Actions Huge or smaller, claw, DC 42. When Xotani Tramples, it can Stride up to triple its Speed. ","element":["Fire"],"skill_mod":{"athletics":41},"image":["/Images/Monsters/Xotani.png"],"primary_source":"Pathfinder #150: Broken Promises","ac":48,"level":20,"source_category":["Adventure Paths"],"sense":"blindsight (precise) 120 feet, darkvision","resistance":{"bludgeoning":22,"sonic":22,"piercing":22,"slashing":22,"electricity":22,"physical":22},"intelligence":-4,"reflex_save":33,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":36,"source_group":["Age of Ashes"],"size":["Gargantuan"],"spoilers":"Age of Ashes","name":"Xotani","alignment":"CE","rarity":"unique","strike_damage_average":[30,39,46],"attack_bonus":[38,38,38],"constitution":9,"immunity":["clumsy","disease","drained","enfeebled","fire","mental","paralyzed","petrified","poison","polymorph","stupefied"],"creature_family":"Spawn of Rovagug","will_save":30,"speed":{"climb":60,"max":60,"land":60,"burrow":40},"wisdom":7,"weakness":{"cold":22},"creature_ability":["Frightful Presence","Light Blindness","Reactive","Attack of Opportunity","Firebleed","Bomb Barrage","Breath Weapon","Swallow Whole","Trample"],"primary_source_group":"Age of Ashes","skill":["Athletics"],"summary":"A monstrosity of living flame and magma, Xotani may be the weakest of Rovagug’s spawn, but it remains a formidable threat. Xotani was slain in 2104 …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=491","dexterity":8,"category":"creature","slug":"creature-491"},{"primary_source_category":"Adventure Paths","strength":10,"hp":390,"language":["Abyssal","Aklo","Celestial","Common"],"source":["Pathfinder #150: Broken Promises","Monster Core 2"],"type":"Creature","charisma":8,"perception":32,"trait":["Electricity","Uncommon","Undead","NE","Gargantuan"],"id":"creature-492","text":" Tzitzimitl Due to their affinity for darkness and apocalyptic terror, tzitzimitls are widely feared as harbingers of death and destruction. Some sages consider them to be instruments of the gods, called down to destroy worlds whose times have come, while others believe that tzitzimitls are exiles from a far-off civilization of spacefaring giants. The truth of their nature is likely even more disturbing. Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Tzitzimitl Source Pathfinder #150: Broken Promises pg. 82, Monster Core 2 pg. 334 Perception +32; darkvision, true seeing Languages Abyssal, Aklo, Celestial, Common Skills Acrobatics +33, Arcana +37, Athletics +33, Nature +37, Occultism +37, Religion +40 Str +10 Dex +8 Con +6 Int +5 Wis +7 Cha +8 --- AC 43 Fort +29 Ref +32 Will +35 HP 390 (fast healing 15, negative healing) Immunities cold, death effects, disease, electricity, negative, paralyzed, poison, precision, unconscious Resistances cold 15, fire 15, physical 15 (except bludgeoning) Weaknesses good 15 Light to Dark Reaction (divine, negative) Trigger A creature uses an ability or spell with the positive trait within 120 feet of the tzitzimitl; Effect The tzitzimitl inverts the energy used in the triggering ability or spell, causing it to lose the positive trait and gain the negative trait, and changing all instances of positive energy or healing in the ability’s description to negative energy. --- Speed 50 feet, fly 60 feet Melee Single Action claw +34 (Agile, Magical, reach 20 feet), Damage 6d8+10 slashing plus 3d8 electricity and drain life Ranged Single Action eye beam +34 (range 100 feet), Damage 10d6 electricity plus 10d6 force Occult Innate Spells DC 38 - Cantrips (9th) Detect Magic - 3rd Haste (x3) - 4th Darkness (x3) - 5th Abyssal Plague - 7th Eclipse Burst, Teleport (x3) - 9th Teleport, Wail of the Banshee - Constant (6th) True Seeing Occult Rituals DC 38 - 9th Create Undead, Imprisonment Drain Life When a tzitzimitl’s claw Strike deals damages to a living creature, the tzitzimitl gains 20 temporary Hit Points, and the target must succeed at a DC 41 Fortitude save or become drained 2. Further damage dealt by a tzitzimitl’s claw Strike increases the value of the drained condition by 2 on a failed save, to a maximum of drained 10. Eclipse Single Action (Cold, Occult) Requirements The tzitzimitl is within 120 feet of an active darkness spell; Effect The tzitzimitl drains the heat and warmth from the darkness spell, and each creature within the spell’s area must attempt a DC 41 Fortitude save. Critical Success The creature takes 4d8 cold damage. Success The creature takes 8d8 cold damage and is slowed 1 for 1 round. Failure The creature takes 16d8 cold damage and is slowed 1 for 1 minute. Critical Failure The creature takes 16d8 cold damage, is slowed 2 for 1 minute, and is doomed 1. ","skill_mod":{"nature":37,"arcana":37,"athletics":33,"occultism":37,"acrobatics":33,"religion":40},"image":["/Images/Monsters/Tzitzimitl.png"],"primary_source":"Pathfinder #150: Broken Promises","spell":["Teleport","Wail of the Banshee","Eclipse Burst","Abyssal Plague","Darkness","Haste","Detect Magic","True Seeing"],"ac":43,"level":19,"spell_dc":[38],"source_category":["Adventure Paths","Rulebooks"],"sense":"darkvision, true seeing ","resistance":{"piercing":15,"slashing":15,"fire":15,"cold":15,"physical":15},"intelligence":5,"reflex_save":32,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":29,"source_group":["Age of Ashes"],"size":["Gargantuan"],"spoilers":"Age of Ashes","name":"Tzitzimitl","alignment":"NE","rarity":"uncommon","strike_damage_average":[50,70],"attack_bonus":[34,34],"constitution":6,"immunity":["cold","death effects","disease","electricity","negative","paralyzed","poison","precision","unconscious"],"will_save":35,"speed":{"fly":60,"max":60,"land":50},"wisdom":7,"weakness":{"good":15},"creature_ability":["Light to Dark","Drain Life","Eclipse"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Arcana","Athletics","Nature","Occultism","Religion"],"tradition":["Occult"],"summary":"Due to their affinity for darkness and apocalyptic terror, tzitzimitls are widely feared as harbingers of death and destruction. Some sages consider …","trait_group":["Energy","Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=492","dexterity":8,"category":"creature","slug":"creature-492"},{"primary_source_category":"Adventure Paths","strength":6,"hp":380,"language":["Abyssal","Aklo","Celestial","Daemonic","Infernal","Protean","Requian","Utopian"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","charisma":5,"perception":33,"stealth":"34","trait":["Aberration","Astral","Rare","NE","Large"],"id":"creature-493","text":" Vazgorlu The arthropod monstrosity known as a vazgorlu makes its home on the Astral Plane or inside of a stable portal, ambushing creatures that travel there using dimensional magic. Recall Knowledge - Aberration (Occultism): DC 45 Recall Knowledge - Astral (Occultism): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Vazgorlu Source Pathfinder #150: Broken Promises pg. 83 Perception +33; darkvision Languages Abyssal, Aklo, Celestial, Daemonic, Infernal, Protean, Requian, Utopian Skills Arcana +38, Deception +38, Portal Lore +41, Stealth +34, Thievery +32 Str +6 Dex +7 Con +6 Int +7 Wis +8 Cha +5 --- AC 45 Fort +30 Ref +33 Will +36 HP 380 Immunities acid, paralyzed, sleep Resistances cold 15, physical 10 (except cold iron) Hostile Juxtaposition Reaction (arcane, teleportation) Trigger A creature targets the vazgorlu with a Strike; Effect The vazgorlu chooses a different creature within 60 feet and attempts to swap places with that creature using dimension door in the instant before the Strike. The target must attempt a DC 39 Will save. Critical Success The target resists the teleportation, and the vazgorlu can’t use Hostile Juxtaposition for 1d4 rounds. Success The target resists the teleportation. Failure The target and the vazgorlu instantly swap places, and the triggering Strike is resolved against the target instead. Critical Failure As failure, but the target is transported to the vazgorlu’s demiplane after resolving the triggering Strike against it. --- Speed 30 feet, climb 30 feet Melee Single Action fangs +38 (reach 10 feet), Damage 4d10+8 piercing plus 3d10 acid Ranged Single Action web +38 (range increment 60 feet), Damage 6d6+8 acid plus dimensional tether Arcane Innate Spells DC 35 - 4th Dimension Door (at will) - 7th Plane Shift (to and from the vazgorlu's demiplane only), Teleport (x3) - Constant (4th) Air Walk Dimensional Tether A creature hit by a vazgorlu’s web Strike is immobilized and stuck to the nearest surface until it Escapes (DC 42). As long as it remains immobilized by the web, the web attempts to counteract any effect that would move the webbed creature to another plane, with a counteract level of 10 and using the vazgorlu’s Arcana skill to attempt the counteract check. Demiplane Lair A vazgorlu maintains a 30-foot-diameter demiplane in the Astral Plane. Gravity in this demiplane pulls out from the center, so that creatures can walk upon the inner surface. A vazgorlu’s demiplane lair lacks a built-in point of exit, and if the vazgorlu fails to visit the demiplane during a 24-hour period, the demiplane collapses— all objects and creatures within are then returned to their original locations in the multiverse before they entered the demiplane. A vazgorlu can create a replacement demiplane lair with 24 hours of concentration. Redirect Portal A vazgorlu can spend 10 minutes in contact with a magical portal to redirect it, causing the portal to instead lead to its demiplane lair. To do so, the vazgorlu must succeed at a Portal Lore check (the DC is either equal to the caster’s spell DC for a portal created by a spell, or set by the portal’s level, as listed here; if the portal in question has no level listed, assume it’s a 20th-level portal). Vazgorlu Digestion A vazgorlu gains nourishment from both the biological result of digesting a creature and the metaphysical consumption of that creature’s connection to the multiverse once it has been cut off from other dimensions. As such, a vazgorlu can only be truly sated while consuming prey in its own lair, where it can devour a creature in both ways. ","skill_mod":{"deception":38,"thievery":32,"stealth":34,"arcana":38},"image":["/Images/Monsters/Vazgorlu.png"],"primary_source":"Pathfinder #150: Broken Promises","spell":["Plane Shift","Teleport","Dimension Door","Air Walk"],"ac":45,"level":20,"spell_dc":[35],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"cold":15,"physical":10},"intelligence":7,"reflex_save":33,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":30,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Vazgorlu","alignment":"NE","rarity":"rare","strike_damage_average":[29,46],"attack_bonus":[38,38],"constitution":6,"immunity":["acid","paralyzed","sleep"],"will_save":36,"speed":{"climb":30,"max":30,"land":30},"wisdom":8,"weakness":{},"creature_ability":["Hostile Juxtaposition","Dimensional Tether","Demiplane Lair","Redirect Portal"],"primary_source_group":"Age of Ashes","skill":["Arcana","Deception","Portal Lore","Stealth","Thievery"],"tradition":["Arcane"],"summary":"The arthropod monstrosity known as a vazgorlu makes its home on the Astral Plane or inside of a stable portal, ambushing creatures that travel there …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=493","dexterity":7,"category":"creature","slug":"creature-493"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":280,"language":["Common","Draconic","Necril"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","charisma":9,"perception":29,"stealth":"33","trait":["Dragon","Incorporeal","Rare","Undead","Wraith","CE","Gargantuan"],"id":"creature-496","text":" Wyrmwraith Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife. Recall Knowledge - Dragon (Arcana): DC 41 Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Wyrmwraith Source Pathfinder #150: Broken Promises pg. 84 Perception +29; darkvision, lifesense 120 feet Languages Common, Draconic, Necril Skills Acrobatics +30, Arcana +30, Intimidation +33, Religion +33, Stealth +33 Str -5 Dex +9 Con +0 Int +7 Wis +7 Cha +9 --- AC 39 Fort +29 Ref +32 Will +32 HP 280 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 20 (except force, ghost touch , or positive; double resistance vs. non-magical) Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 33 Sunlight Powerlessness A wyrmwraith in sunlight is clumsy 2 and stunned 2. Positive Energy Transfer Reaction (divine, conjuration) Trigger The wyrmwraith succeeds at a saving throw to resist positive damage, but still takes damage from that effect; Effect The wyrmwraith transfers all positive damage from the effect to a single undead creature of its choice that it controls within 120 feet. --- Speed 50 feet, fly 80 feet Melee Single Action spectral jaws +33 (reach 20 feet), Damage 7d8+8 negative plus drain life Melee Single Action spectral claw +33 (Agile, reach 15 feet), Damage 7d6+8 negative plus divine dispelling and drain life Divine Innate Spells DC 35, attack +33 - 3rd Bind Undead (at will) - 4th Charm (x3; undead targets only), Darkness - 6th Vampiric Exsanguination - 7th Divine Wrath (x3), Finger of Death - 8th Charm (undead targets only) Divine Rituals DC 35 - 8th Create Undead Breath Weapon Two Actions (Divine, Necromancy, Negative) The wyrmwraith unleashes a burst of negative energy that deals 18d6 negative damage to all creatures in a 60-foot cone (DC 38 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds. Divine Dispelling (Abjuration, Divine) A wyrmwraith’s claws rend divine magic. Whenever a wyrmwraith hits a creature with one of its spectral claws, the wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect (of spell level 8th or lower) on the creature. Draconic Frenzy Two Actions The wyrmwraith makes two claw Strikes and one jaws Strike in any order. Drain Life (Divine, Necromancy) When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC 38 Fortitude save or become drained 2. Further damage dealt by the wyrmwraith’s spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of drained 8. Ectoplasmic Form Single Action (Divine, Necromancy) A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for 1d4 rounds, though it can return to its incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can’t use this ability again for 1d4 rounds. While in ectoplasmic form, the wyrmwraith’s AC increases to 43 and it gains 100 temporary Hit Points. It loses its immunity to non-magical attacks and precision damage, as well as its resistance to all damage. Its claw and jaws Strikes deal slashing and piercing damage, respectively, instead of negative damage. Phase Lurch Single Action (Divine, Move) Requirements The wyrmwraith is in ectoplasmic form; Effect As the Stride action, but the wyrmwraith can pass through walls or material obstacles as though it were incorporeal. It must begin and end its movement outside of any physical obstacles, and passing through solid material is difficult terrain. ","skill_mod":{"stealth":33,"arcana":30,"intimidation":33,"acrobatics":30,"religion":33},"primary_source":"Pathfinder #150: Broken Promises","spell":["Charm","Divine Wrath","Finger of Death","Vampiric Exsanguination","Darkness","Bind Undead"],"ac":39,"level":17,"spell_dc":[35],"source_category":["Adventure Paths"],"sense":"darkvision, lifesense 120 feet","resistance":{"lawful":20,"bludgeoning":20,"piercing":20,"precision":20,"cold_iron":20,"cold":20,"mental":20,"unholy":20,"good":20,"acid":20,"slashing":20,"chaotic":20,"fire":20,"physical":20,"all":20,"area":20,"void":20,"holy":20,"poison":20,"sonic":20,"spirit":20,"electricity":20,"bleed":20,"orichalcum":20,"silver":20,"evil":20,"splash":20},"intelligence":7,"reflex_save":32,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":29,"source_group":["Age of Ashes"],"size":["Gargantuan"],"spoilers":"Age of Ashes","name":"Wyrmwraith","alignment":"CE","rarity":"rare","strike_damage_average":[32,39],"attack_bonus":[33,33],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Wyrmwraith","spell_attack_bonus":[33],"will_save":32,"speed":{"fly":80,"max":80,"land":50},"wisdom":7,"weakness":{},"creature_ability":["Frightful Presence","Sunlight Powerlessness","Positive Energy Transfer","Breath Weapon","Divine Dispelling","Draconic Frenzy","Drain Life","Ectoplasmic Form","Phase Lurch"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Arcana","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=496","dexterity":9,"category":"creature","slug":"creature-496"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":450,"language":["Common","Draconic","Necril"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","charisma":11,"perception":40,"stealth":"43","trait":["Dragon","Incorporeal","Rare","Undead","Wraith","CE","Gargantuan"],"id":"creature-497","text":" Elder Wyrmwraith Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife. Recall Knowledge - Dragon (Arcana): DC 51 Recall Knowledge - Undead (Religion): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Elder Wyrmwraith Source Pathfinder #150: Broken Promises pg. 85 Perception +40; darkvision, lifesense 120 feet Languages Common, Draconic, Necril Skills Acrobatics +38, Arcana +38, Intimidation +43, Religion +43, Stealth +43 Str -5 Dex +11 Con +0 Int +9 Wis +9 Cha +11 --- AC 49 Fort +32 Ref +38 Will +42 HP 450 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 25 (except force, ghost touch , or positive; double resistance vs. non-magical) Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 46 Sunlight Powerlessness A wyrmwraith in sunlight is clumsy 2 and stunned 2. Positive Energy Transfer Reaction (divine, conjuration) Trigger The wyrmwraith succeeds at a saving throw to resist positive damage, but still takes damage from that effect; Effect The wyrmwraith transfers all positive damage from the effect to a single undead creature of its choice that it controls within 120 feet. --- Speed 50 feet, fly 100 feet Melee Single Action spectral jaws +42 (reach 20 feet), Damage 9d8+8 negative plus drain life Melee Single Action spectral claw +42 (Agile, reach 15 feet), Damage 9d6+8 negative plus divine dispelling and drain life Divine Innate Spells DC 46, attack +42 - 3rd Bind Undead (at will) - 4th Charm (x3; undead targets only), Darkness - 6th Vampiric Exsanguination - 7th Divine Wrath (x3), Finger of Death - 8th Charm (undead targets only) - 10th Miracle Divine Rituals DC 46 - 10th Create Undead, Imprisonment Breath Weapon Two Actions (Divine, Necromancy, Negative) The elder wyrmwraith unleashes a burst of negative energy that deals 24d6 negative damage to all creatures in a 90-foot cone (DC 46 basic Reflex save). It can’t use Breath Weapon again for 1d4 rounds. Consume Souls Two Actions (Divine, Death, Necromancy) The elder wyrmwraith inhales sharply, sucking in the souls of nearby creatures. Each creature in a 60-foot cone must attempt a DC 46 Will save. The elder wyrmwraith can’t Consume Souls again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature gains doomed 1. Failure The creature gains doomed 2 and takes 100 negative damage. Critical Failure The creature is slain. As long as the wyrmwraith still exists, the slain creature cannot be returned to life through any means. Divine Dispelling (Abjuration, Divine) An elder wyrmwraith’s claws rend divine magic. Whenever an elder wyrmwraith hits a creature with one of its spectral claws, the elder wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect (of spell level 8th or lower) on the creature. Drain Life (Divine, Necromancy) When an elder wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the elder wyrmwraith gains 24 temporary Hit Points, and the creature must succeed at a DC 46 Fortitude save or become drained 2. Further damage dealt by the elder wyrmwraith’s spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of drained 14. Draconic Frenzy Two Actions The elder wyrmwraith makes two claw Strikes and one jaws Strike in any order. Ectoplasmic Form Single Action (Divine, Necromancy) An elder wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The elder wyrmwraith loses the incorporeal trait for 1d4 rounds, though it can return to its incorporeal form as a free action before then. Once this ability ends, the elder wyrmwraith can’t use this ability again for 1d4 rounds. While in ectoplasmic form, the elder wyrmwraith’s AC increases to 52 and it gains 125 temporary Hit Points. It loses its immunity to non-magical attacks and precision damage, as well as its resistance to all damage. Its claw and jaws Strikes deal slashing and piercing damage, respectively, instead of negative damage. Phase Lurch Single Action (Divine, Move) Requirements The elder wyrmwraith is in ectoplasmic form; Effect As the Stride action, but the elder wyrmwraith can pass through walls or material obstacles as though it were incorporeal. It must begin and end its movement outside of any physical obstacles, and passing through solid material is difficult terrain. ","skill_mod":{"stealth":43,"arcana":38,"intimidation":43,"acrobatics":38,"religion":43},"primary_source":"Pathfinder #150: Broken Promises","spell":["Charm","Divine Wrath","Finger of Death","Vampiric Exsanguination","Darkness","Bind Undead","Miracle"],"ac":49,"level":23,"spell_dc":[46],"source_category":["Adventure Paths"],"sense":"darkvision, lifesense 120 feet","resistance":{"lawful":25,"bludgeoning":25,"piercing":25,"precision":25,"cold_iron":25,"cold":25,"mental":25,"unholy":25,"good":25,"acid":25,"slashing":25,"chaotic":25,"fire":25,"physical":25,"all":25,"area":25,"void":25,"holy":25,"poison":25,"sonic":25,"spirit":25,"electricity":25,"bleed":25,"orichalcum":25,"silver":25,"evil":25,"splash":25},"intelligence":9,"reflex_save":38,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":32,"source_group":["Age of Ashes"],"size":["Gargantuan"],"spoilers":"Age of Ashes","name":"Elder Wyrmwraith","alignment":"CE","rarity":"rare","strike_damage_average":[39,48],"attack_bonus":[42,42],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Wyrmwraith","spell_attack_bonus":[42],"will_save":42,"speed":{"fly":100,"max":100,"land":50},"wisdom":9,"weakness":{},"creature_ability":["Frightful Presence","Sunlight Powerlessness","Positive Energy Transfer","Breath Weapon","Consume Souls","Divine Dispelling","Drain Life","Draconic Frenzy","Ectoplasmic Form","Phase Lurch"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Arcana","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=497","dexterity":11,"category":"creature","slug":"creature-497"},{"primary_source_category":"Adventure Paths","strength":2,"hp":50,"language":["Common"],"source":["Pathfinder #151: The Show Must Go On","Book of the Dead"],"type":"Creature","charisma":5,"perception":11,"stealth":"14","trait":["Undead","NE","Medium"],"id":"creature-498","text":" Bone Croupier For many, gambling is just fun and games, but for some, it can become a bad habit or even a life-consuming addiction. Bone croupiers take the meaning of “life-consuming” to its literal extreme. Undead gamblers whose lust for cards and dice couldn’t be sated in life, they haunt the shadowy corners of gambling halls and continue their search for that next hit of adrenaline. In undeath, gaming takes on a different flavor; with nothing left to lose, bone croupiers turn their attentions toward others, cajoling and palavering normally casual gamers into committing themselves to ever higher stakes. Before they know it, these unsuspecting victims have called in decades-old favors and put liens on their homes in the hope of winning back just a fraction of the pot. But by then the bone croupier has already claimed its prize—for to this undead chiseler, any earnings are incidental, and the real prize is encouraging others to lose their own. Bone croupiers often enshroud themselves in thick layers of cigar smoke or voluminous robes to mask their undead nature, but they almost always wear wicked grins at the table. This smile is no ruse or part of its poker face, however—the truth is that bone croupiers truly delight in games, regardless of whether they are winning or losing, and despite their incredible skills of deception and trickery, most simply can’t disguise their unbridled mirth. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Bone Croupier Source Pathfinder #151: The Show Must Go On pg. 80, Book of the Dead pg. 77 Perception +11; darkvision Languages Common Skills Acrobatics +14, Deception +14, Diplomacy +14, Gambling Lore +12, Stealth +14, Thievery +14 Str +2 Dex +5 Con +2 Int +1 Wis +2 Cha +5 --- AC 22 Fort +9 Ref +14 Will +14 HP 50 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 5, piercing 5, slashing 5 --- Speed 25 feet Melee Single Action claw +14 (Agile, Finesse), Damage 2d8+5 slashing Occult Innate Spells DC 22 - Cantrips (4th) Prestidigitation - 1st Illusory Disguise - 3rd Mind Reading - 4th Discern Lies Change of Luck Free Action (Divination, Misfortune, Occult) Frequency once per day; Trigger A creature within 30 feet of the bone croupier attempts a check that uses a d20, but hasn’t rolled yet; Effect The bone croupier pulls on the threads of luck that bind all things. Instead of rolling its check, the target automatically gets a failure. Roll the Bones Two Actions (Death, Occult) The bone croupier targets an adjacent creature that is dying. That creature can either increase its dying value by 1 or roll a d4. On a 4, the creature is no longer dying and is unconscious at 0 HP. On a 1, 2, or 3, however, the creature increases its dying value by that amount. Regardless, the creature is temporarily immune for the next 24 hours. ","skill_mod":{"diplomacy":14,"deception":14,"thievery":14,"stealth":14,"acrobatics":14},"image":["/Images/Monsters/BoneCroupier.png"],"primary_source":"Pathfinder #151: The Show Must Go On","spell":["Discern Lies","Mind Reading","Illusory Disguise","Prestidigitation"],"ac":22,"level":5,"spell_dc":[22],"source_category":["Adventure Paths","Rulebooks"],"sense":"darkvision","resistance":{"piercing":5,"slashing":5,"cold":5},"intelligence":1,"reflex_save":14,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":9,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Bone Croupier","alignment":"NE","rarity":"common","strike_damage_average":[14],"attack_bonus":[14],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"will_save":14,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Change of Luck","Roll the Bones"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Deception","Diplomacy","Gambling Lore","Stealth","Thievery"],"tradition":["Occult"],"summary":"For many, gambling is just fun and games, but for some, it can become a bad habit or even a life-consuming addiction. Bone croupiers take the meaning …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=498","dexterity":5,"category":"creature","slug":"creature-498"},{"primary_source_category":"Adventure Paths","strength":4,"hp":70,"language":["Abyssal","Celestial","Draconic","telepathy 100 feet"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","charisma":0,"perception":10,"trait":["Demon","Fiend","CE","Medium"],"id":"creature-499","text":" Abrikandilu (Wrecker Demon) Wrecker demons, also known as abrikandilus, despise beautiful things and do everything in their power to destroy both people and objects that might be regarded as such. An abrikandilu forms from the soul of a mortal who in life was a vandal or defacer of artworks, particularly if those acts of destruction stemmed from feelings of powerful envy. The only thing an abrikandilu loathes more than beauty is its own visage. The mere sight of its own face—reflected in a mirror, a shield, or even a pool of water—is enough to send a wrecker demon into a rage. Many demon slayers use this tactic to their advantage, venturing into battle with polished steel shields and cold iron blades at the ready. Recall Knowledge - Fiend (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Abrikandilu Source Pathfinder #151: The Show Must Go On pg. 81 Perception +10; darkvision Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Athletics +12, Intimidation +8 Str +4 Dex +1 Con +3 Int -2 Wis +2 Cha +0 --- AC 19 Fort +15 Ref +9 Will +7 HP 70 Weaknesses cold iron 5, good 5 Hatred of Mirrors A wrecker demon loathes the sight of its own reflection. When a creature Interacts with a mirror within sight of the wrecker demon, the demon takes a –2 penalty to Will saves against Intimidation checks. A wrecker demon that ends its turn adjacent to a mirror or that is attacked by a creature holding a mirror takes 1d6 mental damage (this usually leads wrecker demons to focus their efforts on destroying nearby mirrors using Wreck). --- Speed 25 feet Melee Single Action claw +14 (Agile), Damage 2d6+4 slashing Melee Single Action jaws +14, Damage 3d6+4 piercing plus mutilating bite Ranged Single Action hurled debris +11 (range increment 20 feet), Damage 2d6+4 bludgeoning Divine Innate Spells DC 20 - 2nd Fear (x2) Divine Rituals - 1st Abyssal Pact Mutilating Bite (Curse, Divine, Necromancy) When the wrecker demon hits a creature with a jaws Strike, the creature must succeed at a DC 21 Fortitude save or become physically mutilated. The creature then takes a –1 status penalty to Charisma-based checks. This penalty is cumulative up to –3, and remains even if the wounds are healed. The penalty is reduced by 1 every 24 hours until it reaches 0. Wreck Single Action The wrecker demon makes two claw Strikes against an object (if the object is worn or held by a creature, this action gains the manipulate trait). If both Strikes hit, combine their damage for the purpose of overcoming its Hardness. These Strikes do not count toward the wrecker demon’s multiple attack penalty, nor does that penalty apply to these Strikes. ","skill_mod":{"athletics":12,"intimidation":8},"image":["/Images/Monsters/Abrikandilu.png"],"primary_source":"Pathfinder #151: The Show Must Go On","spell":["Fear"],"ac":19,"level":4,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":-2,"reflex_save":9,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":15,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Abrikandilu","alignment":"CE","rarity":"common","strike_damage_average":[11,11,14],"attack_bonus":[11,14,14],"constitution":3,"creature_family":"Demon","will_save":7,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"cold_iron":5,"good":5},"creature_ability":["Hatred of Mirrors","Mutilating Bite","Wreck"],"primary_source_group":"Extinction Curse","skill":["Athletics","Intimidation"],"tradition":["Divine"],"summary":"Wrecker demons, also known as abrikandilus, despise beautiful things and do everything in their power to destroy both people and objects that might …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=499","dexterity":1,"category":"creature","slug":"creature-499"},{"primary_source_category":"Adventure Paths","strength":3,"hp":55,"language":["Abyssal","Celestial","Draconic","telepathy 100 feet"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","charisma":2,"perception":8,"stealth":"8","trait":["Demon","Fiend","CE","Medium"],"id":"creature-500","text":" Vermlek (Worm Demon) Vermleks, also called worm demons, manifest from the souls of mortals who desecrated the dead, such as grave robbers or necromancers. These fiends take their violations to a new extreme, using their demonic powers to horrifically core their living victims and don the flesh-husk that remains. In its natural form, a vermlek resembles an oversized pinkish worm with four long tails that end in writhing fibrils. Its mouth splits into four segments like a profane tulip lined with rows of dozens of pointed teeth. More often than not, however, these fiends are encountered only after they have crawled into the body of a dead humanoid and made the hollowed-out flesh their temporary host. Vermleks use their powers of deception and disguise to infiltrate mortal settlements and influence unwitting acquaintances of the bodies they wear. Particularly intelligent or conniving vermleks might even reach stations of real power within the ranks of an army or government, at which point exposure of their true form can wreak havoc among the populace they have so thoroughly duped. Recall Knowledge - Fiend (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Vermlek Source Pathfinder #151: The Show Must Go On pg. 82 Perception +8; darkvision Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Acrobatics +8, Athletics +10, Deception +7, Stealth +8 Str +3 Dex +1 Con +4 Int +0 Wis +1 Cha +2 --- AC 16 (19 while Inhabiting a Body) Fort +11 Ref +8 Will +6 HP 55 Weaknesses cold iron 5, good 5, sonic 5 Recoil from Wasted Opportunities Worm demons can’t stand the sight of a good meal presented and then swiftly taken away. Whenever a dying creature within sight of the worm demon has its dying condition removed, the worm demon takes 1d6 mental damage. --- Speed 25 feet, burrow 15 feet Melee Single Action bite +12, Damage 2d8+3 piercing Melee Single Action fist +12 (Agile), Damage 2d6+3 bludgeoning Melee Single Action longsword +12 (versatile P), Damage 1d8+4 slashing Divine Innate Spells DC 19, attack +11 - 3rd Fear, Harm Abandon Body Two Actions (Manipulate) Requirement The worm demon is Inhabiting a Body; Effect The worm demon crawls out of the body it is inhabiting, devouring much of the body’s remaining flesh and regaining 10 Hit Points in the process. The corpse it leaves behind is little more than a husk. Inhabit Body Three Actions (Manipulate) The worm demon crawls into the body of an adjacent dead Medium humanoid, consuming the bulk of the victim’s skeleton and internal organs as it does so and cramming itself into the cavity. As long as it Inhabits a Body, the worm demon loses its bite attack, can wield weapons like a humanoid, gains a +3 circumstance bonus to AC, and gains a +3 circumstance bonus to Deception checks to Impersonate the creature it is inhabiting. It cannot use this ability if it is already Inhabiting a Body. Unsettling Movement (Emotion, Fear, Mental, Visual) Whenever the vermlek Abandons a Body or Inhabits a Body, all creatures within 30 feet who can see the vermlek must succeed at a DC 19 Will save or become frightened 1. On a critical failure, the creature is frightened 1 and sickened 1. Regardless of the result, creatures are immune to the same vermlek’s unsettling movement for 24 hours. Telltale Desecration Coroners and priests in demon-infested lands know immediately that they’re dealing with a vermlek when they’re brought a corpse that is little more than a sack of skin. ","skill_mod":{"deception":7,"stealth":8,"athletics":10,"acrobatics":8},"image":["/Images/Monsters/Vermlek.png"],"primary_source":"Pathfinder #151: The Show Must Go On","spell":["Fear","Harm"],"ac":16,"level":3,"spell_dc":[19],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":11,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Vermlek","alignment":"CE","rarity":"common","strike_damage_average":[8,10,12],"attack_bonus":[12,12,12],"constitution":4,"creature_family":"Demon","spell_attack_bonus":[11],"will_save":6,"speed":{"max":25,"land":25,"burrow":15},"wisdom":1,"weakness":{"sonic":5,"cold_iron":5,"good":5},"creature_ability":["Recoil from Wasted Opportunities","Abandon Body","Inhabit Body","Unsettling Movement"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Deception","Stealth"],"tradition":["Divine"],"summary":"Vermleks, also called worm demons, manifest from the souls of mortals who desecrated the dead, such as grave robbers or necromancers. These fiends …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=500","dexterity":1,"category":"creature","slug":"creature-500"},{"attack_bonus":[12],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":50,"immunity":["disease"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","creature_family":"Flea","will_save":4,"charisma":-4,"speed":{"max":30,"land":30},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Suck Blood","Flea Fever"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics"],"trait":["Animal","N","Large"],"id":"creature-501","text":" Giant Flea Giant fleas are commonly found in areas containing hardy megafauna, such as dinosaurs or mammoths. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Flea Source Pathfinder #151: The Show Must Go On pg. 83 Perception +10; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +10, Athletics +9 Str +2 Dex +3 Con +3 Int -5 Wis +1 Cha -4 --- AC 19 Fort +12 Ref +12 Will +4 HP 50 Immunities disease --- Speed 30 feet Melee Single Action proboscis +12, Damage 1d8+4 piercing plus Suck Blood and flea fever Suck Blood Single Action Requirements The giant flea’s last action was a successful proboscis Strike; Effect The giant flea drinks the creature’s blood. The victim becomes drained 1 and the flea regains 5 HP. Flea Fever (Disease) Drain from flea fever can’t be reduced or recovered from naturally until the disease is cured. Saving Throw DC 18 Fortitude; Stage 1 drained 1 (1d4 hours), Stage 2 drained 1 and sickened 1 (1 day), Stage 3 drained 2 and sickened 1 (1 day), Stage 4 drained 3 and sickened 1 (1 day), Stage 5 dead ","skill_mod":{"athletics":9,"acrobatics":10},"summary":"Giant fleas are commonly found in areas containing hardy megafauna, such as dinosaurs or mammoths.","image":["/Images/Monsters/GiantFlea.png"],"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Adventure Paths"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=501","intelligence":-5,"reflex_save":12,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":12,"source_group":["Extinction Curse"],"size":["Large"],"name":"Giant Flea","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[8],"slug":"creature-501"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":-2,"hp":55,"immunity":["disease","precision","swarm mind"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","creature_family":"Flea","will_save":6,"charisma":-4,"speed":{"max":30,"land":30},"perception":13,"wisdom":1,"weakness":{"area":4,"splash":4},"creature_ability":["Flea Fever","Suck Blood","Swarming Bites"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics"],"trait":["Animal","Swarm","N","Large"],"id":"creature-502","text":" Flea Swarm Flea swarms roil across city streets and rural hinterlands in a hissing, scraping scrabble, draining blood from any creatures unfortunate enough to cross their path. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Flea Swarm Source Pathfinder #151: The Show Must Go On pg. 83 Perception +13; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +14, Athletics +9 Str -2 Dex +5 Con +4 Int -5 Wis +1 Cha -4 --- AC 18 Fort +15 Ref +16 Will +6 HP 55 Immunities disease, precision, swarm mind Resistances physical 8 (except bludgeoning) Weaknesses area damage 4, splash damage 4 --- Speed 30 feet Flea Fever (Disease) Drain from flea fever can’t be reduced or recovered from naturally until the disease is cured. Saving Throw DC 19 Fortitude; Stage 1 drained 1 (1d4 hours), Stage 2 drained 1 and sickened 1 (1 day), Stage 3 drained 2 and sickened 1 (1 day), Stage 4 drained 3 and sickened 1 (1 day), Stage 5 dead Suck Blood Single Action Requirements The flea swarm’s last action was Swarming Bites, and it dealt damage to at least one enemy; Effect The flea swarm drinks the creatures’ blood. Each victim becomes drained 1 and the swarm regains 3 HP for each victim drained. Swarming Bites Single Action Each enemy in the swarm’s space takes 2d4+7 piercing damage and must attempt a DC 22 basic Reflex save. A creature that fails its save is exposed to flea fever. ","skill_mod":{"athletics":9,"acrobatics":14},"summary":"Flea swarms roil across city streets and rural hinterlands in a hissing, scraping scrabble, draining blood from any creatures unfortunate enough to …","primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Creature Type","Monster"],"ac":18,"level":5,"source_category":["Adventure Paths"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"piercing":8,"slashing":8,"physical":8},"url":"/Monsters.aspx?ID=502","intelligence":-5,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":15,"source_group":["Extinction Curse"],"size":["Large"],"name":"Flea Swarm","alignment":"N","category":"creature","rarity":"common","slug":"creature-502"},{"attack_bonus":[11,13],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":50,"language":["Common","(can't speak any language)"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","necromancy","nonlethal","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #151: The Show Must Go On","Bestiary 3"],"type":"Creature","creature_family":"Living Symbol","will_save":7,"charisma":1,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Backdrop","Surface-Bound"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Crafting","Deception","Stealth"],"stealth":"11","trait":["Construct","CN","Medium"],"id":"creature-503","text":" Living Graffiti A living graffiti is a painting or drawing that has come to life by way of strange magic. It typically looks like a cartoonish humanoid made of wet oil paint. These two-dimensional beings are unbound from the canvases on which they were originally drawn and can move along any flat surface they touch, including walls, floors, furniture, doors, and even bodies of still water. They cannot exist apart from the surfaces they traverse except in brief bursts, which they typically use to harass or attack nearby creatures. Although they are not incredibly intelligent, living graffiti exhibit a mischievous spitefulness and seeming desire to make the real world as much of a caricature as their own two-dimensional domain. Variant Living Graffiti The living graffiti below is but one type of this strange creature. Other living graffiti exist, made from media like chalk, pastels, ink, or tempera, or even more archaic materials like mud, beeswax, or blood. The following are a few examples of the kinds of abilities such a variant living graffiti might have. Blood : The living graffiti gains the following ability. Absorb Blood Anytime a creature within 5 feet of the living graffiti takes slashing, piercing, or persistent bleed damage, the graffiti gains a number of temporary HP equal to half the damage dealt to the adjacent creature. Chalk : The living graffiti gains the following ability. Cone of Chalk Two Actions The living graffiti expels a 15-foot cone of chalk. Creatures in the area must succeed at a DC 20 Reflex save or be blinded for 1 round. The living graffiti can’t use Cone of Chalk again for 1d4 rounds. Ink : The living graffiti’s HP increases to 60 and its splatter Strike deals 2d6 damage (in addition to blinding for 1 round), but it gains the following weakness. Water Weakness When the living graffiti is doused with water or starts its turn in water (either through a spell or some other effect, such as pouring a bucket of water over it), it takes 2d6 damage. Recall Knowledge - Construct (Arcana, Crafting): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Oil Living Graffiti Source Pathfinder #151: The Show Must Go On pg. 84, Bestiary 3 pg. 162 Perception +9; darkvision Languages Common; (can't speak any language) Skills Acrobatics +11, Crafting +5, Deception +10, Stealth +11 Str +2 Dex +4 Con +1 Int -2 Wis +2 Cha +1 --- AC 19 Fort +8 Ref +11 Will +7 HP 50 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal, paralyzed, poison, sickened, unconscious Backdrop When a creature attempts to Strike a living graffiti and critically misses, the attacker hits the surface (a wall, canvas, or so on) behind the living graffiti. This may damage or break the weapon or surface. Surface-Bound A living graffiti can move only along flat surfaces such as floors and walls. If the surface it’s on is destroyed (such as a portrait hit by a fireball spell or a puddle being splashed), the graffiti takes 2d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the living graffiti is destroyed. --- Speed 25 feet Melee Single Action fist +13 (Agile, Finesse), Damage 2d4+4 bludgeoning Ranged Single Action splatter +11 (Nonlethal, range increment 20 feet), Damage 1d4+4 plus blinded 1 round\n","skill_mod":{"deception":10,"crafting":5,"stealth":11,"acrobatics":11},"summary":"A living graffiti is a painting or drawing that has come to life by way of strange magic. It typically looks like a cartoonish humanoid made of wet …","image":["/Images/Monsters/LivingGraffiti.png"],"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Adventure Paths","Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=503","intelligence":-2,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Oil Living Graffiti","alignment":"CN","category":"creature","rarity":"common","strike_damage_average":[6,9],"slug":"creature-503"},{"attack_bonus":[13],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":80,"immunity":["critical hits","electricity","mental","precision","unconscious","visual"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":6,"charisma":1,"speed":{"climb":15,"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Bedazzling","Lightning Catcher","Light Up"],"primary_source_group":"Extinction Curse","skill":["Athletics"],"trait":["Mindless","Ooze","N","Small"],"id":"creature-504","text":" Luminous Ooze Luminous oozes are strange globular creatures that glow with brilliant multicolored light. Unlike many oozes, which rely on camouflage and stealth to attack their prey, luminous oozes attract victims with their impressive light displays before blinding them and launching into a frenzied attack. They are often found on the ceilings or walls of dark caverns, and more than a few curious spelunkers have met their end simply by investigating their strange yet beautiful light. The effects of electricity on luminous oozes are ill understood, though those who have studied these creatures liken their static-absorbing power to that of lightning rods. These creatures are highly sought after by status-hungry socialites, flamboyant barkeeps, and daring showrunners, for in addition to being dangerous monsters, luminous oozes are also incredible sources of beautiful prismatic light, comparable to a magical light show but available for a fraction of the price. The trick, of course, is capturing and penning such a specimen. The most reliable means of caging a luminous ooze is with a permanent wall of force shaped into a cube or sphere, but few have the means to create or commission such an enclosure. Instead, most people who find themselves in possession of a luminous ooze simply put it in a thick glass box. As long as they are well fed, luminous oozes accept this treatment, though woe be unto anyone in the vicinity if a hungry luminous ooze should escape from its display case. Recall Knowledge - Ooze (Occultism): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Luminous Ooze Source Pathfinder #151: The Show Must Go On pg. 85 Perception +6; motion sense 60 feet, no vision Languages Skills Athletics +11 Str +3 Dex -5 Con +3 Int -5 Wis +0 Cha +1 Motion Sense A luminous ooze can sense nearby motion through vibration and air movement. --- AC 11 Fort +11 Ref +3 Will +6 HP 80 Immunities critical hits, electricity, mental, precision, unconscious, visual Bedazzling (aura, light, visual) 5 feet. A luminous ooze constantly sheds distracting multicolored light. A creature that ends its turn within the aura must attempt a DC 21 Fortitude save or become dazzled until the end of its next turn. On a critical failure, it instead becomes blinded until the end of its next turn. Lightning Catcher Whenever the luminous ooze’s electricity immunity prevents it from taking damage, it gains 8 temporary HP. Until the end of its next turn, the luminous ooze’s pseudopod Strike deals an additional 1d6 points of electricity damage. --- Speed 25 feet, climb 15 feet Melee Single Action pseudopod +13, Damage 2d8+5 bludgeoning Light Up Two Actions (Light, Visual) The ooze glows with blinding brightness. All creatures within a 30-foot emanation must attempt a DC 21 Fortitude save. Critical Success The creature is unaffected Success The creature is dazzled until the end of its next turn. Failure The creature is blinded until the end of its next turn. Critical Failure The creature is blinded for 1 minute. Nuisance in Numbers Smaller and faster than most ooze creatures, luminous oozes rely on their speed and radiant light to wear down prey. In groups, they can be a terrible nuisance, as they take turns lighting up and blinding foes while other oozes wear down victims with surprisingly painful blows. Disturbingly, luminous oozes’ internal light dims to a soft, contented glow as they feed, and researchers claim they even emit a low, nigh-imperceptible hum while feasting. ","skill_mod":{"athletics":11},"summary":"Luminous oozes are strange globular creatures that glow with brilliant multicolored light. Unlike many oozes, which rely on camouflage and stealth to …","image":["/Images/Monsters/LuminousOoze.png"],"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Monster","Creature Type"],"ac":11,"level":4,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=504","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":11,"source_group":["Extinction Curse"],"size":["Small"],"name":"Luminous Ooze","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[14],"slug":"creature-504"},{"attack_bonus":[11,11],"constitution":0,"primary_source_category":"Adventure Paths","strength":3,"hp":33,"language":["Common","(can speak pre-recorded phrases only)"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":4,"charisma":2,"speed":{"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{"electricity":6},"creature_ability":["Haywire"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Performance"],"trait":["Construct","Mindless","N","Medium"],"id":"creature-505","text":" Mechanical Carny Mechanical carnies are constructs manufactured to serve as entertainers, cleaners, and guards at carnivals and circuses. The first of these constructs was created by a gnome inventor who yearned for a tireless companion who could make her laugh and smile. Her invention was so successful that it has spawned countless imitations and knockoffs throughout the Inner Sea, and mechanical carnies of some form or another are a staple throughout metropolitan lands in both Avistan and Garund. Other Mechanical Carnies The statistics here represent a relatively simple mechanical carny; the extravagance and range of a mechanical carny’s abilities are limited only by the skill and imagination of its creator. To represent other kinds of mechanical carnies, you can swap out the mechanical carny’s Berserk and Berserk Slam abilities with one of the following. Bounce Back Reaction Requirement The mechanical carny takes damage from a melee attack; Effect The mechanical carny wobbles violently to and fro, making two headbutt Strikes: the first against the creature (if any) on the opposite side of itself from the creature that triggered this reaction and the second against the creature that triggered this reaction. Spring-Loaded Jump Single Action (move) The mechanical carny leaps up to 25 feet into the air and lands within 25 feet (or a distance equal to the height of the carny’s jump, if fewer) of where it started, taking no falling damage. Water Cannon Two Actions (water) The mechanical carny sprays a 15-foot cone of water, dealing 2d6+4 nonlethal bludgeoning to creatures in the area (DC 18 basic Reflex save) and extinguishing any non-magical fires. Recall Knowledge - Construct (Arcana, Crafting): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Mechanical Carny Source Pathfinder #151: The Show Must Go On pg. 86 Perception +6; low-light vision Languages Common; (can speak pre-recorded phrases only) Skills Acrobatics +7, Athletics +9, Performance +6 Str +3 Dex +1 Con +0 Int -5 Wis +0 Cha +2 --- AC 17 Fort +8 Ref +11 Will +4 HP 33 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 3 (except adamantine) Weaknesses electricity 6 Haywire A severely damaged mechanical carny has a chance of malfunctioning. If a mechanical carny has 15 or fewer Hit Points at the start of its turn, it must succeed at a DC 5 flat check or go haywire. A haywire mechanical carny wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. It takes a –1 circumstance penalty to Strikes but deals an additional 1d6 bludgeoning damage plus Knockdown. This effect lasts 10 minutes or until the mechanical carny is destroyed. --- Speed 25 feet Melee Single Action spring-loaded fist +11 (Nonlethal, reach 10 feet), Damage 2d4+4 bludgeoning Melee Single Action headbutt +11, Damage 2d4+4 bludgeoning Creating Mechanical Carnies Constructing a mechanical carny is a difficult feat and requires the supervision of a specialized (and expensive) tinkerer. A thrifty ringmaster may employ a budget-level tinkerer and mechanical carny, though they get what they pay for; many a cheap troupe leader has found a malfunctioning mechanical carny wreaking havoc in their circus tent. ","skill_mod":{"performance":6,"athletics":9,"acrobatics":7},"summary":"Mechanical carnies are constructs manufactured to serve as entertainers, cleaners, and guards at carnivals and circuses. The first of these …","image":["/Images/Monsters/MechanicalCarny.png"],"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Creature Type","Monster"],"ac":17,"level":2,"source_category":["Adventure Paths"],"sense":"low-light vision","weakest_save":["will"],"resistance":{"bludgeoning":3,"piercing":3,"slashing":3,"physical":3},"url":"/Monsters.aspx?ID=505","intelligence":-5,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":1,"vision":"Low-light vision","fortitude_save":8,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Mechanical Carny","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[9,9],"slug":"creature-505"},{"attack_bonus":[10,10,12,12],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":30,"language":["Draconic","Undercommon"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","creature_family":"Xulgath","will_save":4,"charisma":-1,"speed":{"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Stench","Putrid Blast","Xulgath Bile"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Deception","Stealth","Thievery"],"stealth":"8","trait":["Humanoid","Xulgath","CE","Medium"],"id":"creature-506","text":" Xulgath Bilebearer While many xulgaths impose their will by strength or sheer numbers, some resort to more nefarious—and grotesque—means to take care of matters. The bilebearer takes its name from its eponymous bile, a putrid substance that oozes from gill-like folds in its colorful, bulging neck. Bilebearers coat their weapons with the viscous substance or secrete a concentrated dose that suffuses the air around them and disables foes. A bilebearer’s neck bulges with folds of scaled flesh that extend almost to the creature’s shoulders, containing its namesake bile productions glands inside. These folds expand and contract with each breath, and each fold has a vertical line of muscled pores that gradually exudes the thick substance, providing a perpetual supply for coating weapons. Bilebearers’ necks also contain inflatable bladders, which they can quickly pressurize to expel a blast of vaporized bile in a noxious, overwhelming cloud. Bilebearers serve their clutches by kidnapping or slaying specific enemies. They frequently accompany their kin, particularly xulgath skulkers, to raid rival clutches or intercept foes. A bilebearer’s mode of attack typically involves sneaking in, overwhelming any guards with a noxious blast of bile, and then turning their attention to the primary target. The xulgath either shreds the rapidly weakening victim on the spot or drags them away for future violence. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Xulgath Bilebearer Source Pathfinder #151: The Show Must Go On pg. 87 Perception +6; darkvision Languages Draconic, Undercommon Skills Acrobatics +8, Athletics +6, Deception +5, Stealth +8, Thievery +8 Str +2 Dex +4 Con +2 Int +1 Wis +0 Cha -1 Items Dagger (2) --- AC 18 Fort +8 Ref +10 Will +4 HP 30 Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 16 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths’ stenches for 1 minute. A xulgath bilebearer can activate or deactivate its stench aura as a free action. --- Speed 25 feet Melee Single Action dagger +12 (Agile, Finesse, versatile S), Damage 1d4+4 piercing plus xulgath bile Melee Single Action jaws +10, Damage 2d4+4 piercing plus xulgath bile Melee Single Action claw +10 (Agile), Damage 1d6+4 slashing plus Grab Ranged Single Action dagger +12 (Agile, Finesse, thrown 10 feet, versatile s), Damage 1d4+4 piercing plus xulgath bile Putrid Blast Two Actions (Olfactory, Poison) Frequency once per minute; Effect All adjacent creatures must attempt a DC 18 Fortitude save. On a failure, the creature is slowed 1 (slowed 2 on a critical failure) until the end of its next turn and takes a –2 circumstance penalty to Fortitude saves against xulgath bile for 1 minute. Xulgath Bile (Poison) Saving Throw Fortitude DC 16; Maximum Duration 1 hour; Stage 1 fatigued (1 minute); Stage 2 fatigued and unconscious (1 minute). Bilebearer Hunters While they are primarily assassins and kidnappers, bilebearers may also accompany their kin on hunts for more mundane prey. On such hunts, bilebearers surround a large prey animal and disable it with their secretions. Xulgaths’ preferred cooking method—charring to near inedibility—neutralizes any residual poison in prey’s flesh. ","skill_mod":{"deception":5,"thievery":8,"stealth":8,"athletics":6,"acrobatics":8},"summary":"While many xulgaths impose their will by strength or sheer numbers, some resort to more nefarious—and grotesque—means to take care of matters. The …","image":["/Images/Monsters/Xulgath_XulgathBilebearer.png"],"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Creature Type","Monster"],"ac":18,"item":["Dagger (2)"],"level":2,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=506","intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Xulgath Bilebearer","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[6,6,7,9],"slug":"creature-506"},{"primary_source_category":"Adventure Paths","strength":2,"hp":35,"language":["Aklo","Sylvan"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","charisma":3,"perception":9,"stealth":"10","trait":["Fey","Uncommon","NE","Small"],"id":"creature-507","text":" Bogey A bogey typically hunts a single creature at a time, usually a small child or elderly person, methodically stalking and tormenting their prey. Often hiding under a bed, amid a dark attic space, or in a closet left slightly ajar, the bogey delights in the slow, methodical cultivation of fear in its victims. Recall Knowledge - Fey (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Bogey Source Pathfinder #152: Legacy of the Lost God pg. 78 Perception +9; low-light vision Languages Aklo, Sylvan Skills Acrobatics +10, Deception +10, Intimidation +8, Stealth +10 Str +2 Dex +3 Con +2 Int -2 Wis +1 Cha +3 --- AC 20 Fort +7 Ref +12 Will +8 HP 35 Immunities fear Weaknesses cold iron 4 --- Speed 30 feet Melee Single Action claw +10 (Agile, Finesse, Magical), Damage 1d8+3 slashing Occult Innate Spells DC 18 - Cantrips (1st) Ghost Sound, Message - 1st Fear (x2) Devour Soul Three Actions (Necromancy, Occult) Requirements The bogey has killed a creature within the last round and is adjacent to the creature; Effect The bogey consumes the creature’s soul. The soul is utterly destroyed—nothing short of wish or a similar effect can restore it to life, and only after the bogey has been slain. The bogey regains Hit Points equal to double the level of the consumed creature. After devouring three souls within a year, the bogey transforms into a bugaboo. Surprise Attack On the first round of combat, creatures that haven’t acted yet are flat-footed to the bogey. ","skill_mod":{"deception":10,"stealth":10,"intimidation":8,"acrobatics":10},"image":["/Images/Monsters/Bogey.png"],"primary_source":"Pathfinder #152: Legacy of the Lost God","spell":["Fear","Ghost Sound","Message"],"ac":20,"level":3,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":"low-light vision","resistance":{},"intelligence":-2,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":7,"source_group":["Extinction Curse"],"size":["Small"],"spoilers":"Extinction Curse","name":"Bogey","alignment":"NE","rarity":"uncommon","strike_damage_average":[7],"attack_bonus":[10],"constitution":2,"immunity":["fear"],"creature_family":"Bogeyman","will_save":8,"speed":{"max":30,"land":30},"wisdom":1,"weakness":{"cold_iron":4},"creature_ability":["Devour Soul","Surprise Attack"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Deception","Intimidation","Stealth"],"tradition":["Occult"],"summary":"A bogey typically hunts a single creature at a time, usually a small child or elderly person, methodically stalking and tormenting their prey. Often …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=507","dexterity":3,"category":"creature","slug":"creature-507"},{"primary_source_category":"Adventure Paths","strength":4,"hp":95,"language":["Aklo","Common","Sylvan"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","charisma":4,"perception":14,"stealth":"15","trait":["Fey","Uncommon","NE","Medium"],"id":"creature-508","text":" Bugaboo After devouring enough souls, a bogey transforms into the more powerful and sophisticated bugaboo. Recall Knowledge - Fey (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Bugaboo Source Pathfinder #152: Legacy of the Lost God pg. 78 Perception +14; low-light vision Languages Aklo, Common, Sylvan Skills Acrobatics +15, Deception +14, Intimidation +14, Stealth +15, Thievery +13 Str +4 Dex +5 Con +3 Int -1 Wis +2 Cha +4 --- AC 24 Fort +11 Ref +17 Will +14 HP 95 Immunities fear Weaknesses cold iron 6 --- Speed 30 feet; mobility Melee Single Action claw +15 (Agile, Finesse, Magical), Damage 2d8+6 slashing plus striking fear Occult Innate Spells DC 22 - Cantrips (3rd) Ghost Sound, Message - 2nd Invisibility, Knock - 3rd Fear, Paralyze Devour Soul Three Actions (Necromancy, Occult) Requirements The bugaboo has killed a creature within the last round and is adjacent to the creature; Effect The bugaboo consumes the creature’s soul. The soul is utterly destroyed—nothing short of wish or a similar effect can restore it to life, and only after the bugaboo has been slain. The bugaboo regains Hit Points equal to double the level of the consumed creature. After devouring six souls within a year, a bugaboo transforms into a bogeyman. Mobility When the bugaboo uses a Stride action to move half their Speed or less, that movement does not trigger reactions. Sneak Attack The bugaboo deals 1d6 extra precision damage to flat-footed creatures. Striking Fear (Emotion, Fear, Mental) If a bugaboo scores a critical hit with a claw Strike, the target must attempt a DC 24 Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. Surprise Attack On the first round of combat, creatures that haven’t acted yet are flat-footed to the bugaboo. ","skill_mod":{"deception":14,"thievery":13,"stealth":15,"intimidation":14,"acrobatics":15},"primary_source":"Pathfinder #152: Legacy of the Lost God","spell":["Fear","Paralyze","Invisibility","Knock","Ghost Sound","Message"],"ac":24,"level":6,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":"low-light vision","resistance":{},"intelligence":-1,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":11,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Bugaboo","alignment":"NE","rarity":"uncommon","strike_damage_average":[15],"attack_bonus":[15],"constitution":3,"immunity":["fear"],"creature_family":"Bogeyman","will_save":14,"speed":{"max":30,"land":30},"wisdom":2,"weakness":{"cold_iron":6},"creature_ability":["Devour Soul","Mobility","Sneak Attack","Striking Fear","Surprise Attack"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Deception","Intimidation","Stealth","Thievery"],"tradition":["Occult"],"summary":"After devouring enough souls, a bogey transforms into the more powerful and sophisticated bugaboo.","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=508","dexterity":5,"category":"creature","slug":"creature-508"},{"primary_source_category":"Adventure Paths","strength":5,"hp":175,"language":["Aklo","Common","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","charisma":6,"perception":19,"stealth":"23","trait":["Fey","Uncommon","NE","Medium"],"id":"creature-509","text":" Bogeyman These nocturnal stalkers tail their chosen quarry for days, even weeks at a time, ominously showing up in back alleys, shadowy street corners, and even in victims’ own homes before going in for the kill. For unfathomable reasons, a bogeyman may spare a victim’s life and instead kidnap them, absconding to a far-off location before returning years later with a fresh bogey in tow. Recall Knowledge - Fey (Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Bogeyman Source Pathfinder #152: Legacy of the Lost God pg. 79 Perception +19; low-light vision Languages Aklo, Common, Sylvan; tongues Skills Acrobatics +23, Athletics +19, Deception +22, Intimidation +22, Society +16, Stealth +23, Thievery +21 Str +5 Dex +7 Con +4 Int +0 Wis +3 Cha +6 --- AC 30 Fort +16 Ref +23 Will +19 HP 175 (fast healing 10) Immunities fear Weaknesses cold iron 10 Deepest Fear (aura, emotion, fear, illusion, mental, visual) 60 feet. A bogeyman’s aura of terror manifests as a shifting haze of images that reflect the viewers’ deepest fears. Whenever a creature ends its turn within the aura, it must succeed at a DC 28 Will save or become frightened 1. A creature’s frightened condition (including from striking fear) does not reduce as long as the creature remains in the aura. If the creature succeeds at its saving throw, it becomes temporarily immune to the aura for 24 hours. --- Speed 30 feet; mobility Melee Single Action claw +21 (Agile, Finesse, Magical), Damage 2d12+9 slashing plus striking fear Occult Innate Spells DC 27 - Cantrips (4th) Ghost Sound, Message - 2nd Knock (at will) - 3rd Fear, Mind Reading - 4th Gaseous Form, Invisibility, Nightmare, Phantasmal Killer - Constant (4th) Tongues Devour Soul Three Actions (Necromancy, Occult) Requirements The bogeyman has killed a creature within the last round and is adjacent to the creature; Effect The bogeyman consumes the creature’s soul. The soul is utterly destroyed—nothing short of wish or a similar effect can restore it to life, and only after the bogeyman has been slain. The bogeyman regains Hit Points equal to double the level of the consumed creature. Each time the bogeyman consumes 10 souls, it increases its level by 1, and its statistics improve accordingly. Mobility When the bogeyman uses a Stride action to move half their Speed or less, that movement does not trigger reactions. Sneak Attack The bogeyman deals 1d6 extra precision damage to flat-footed creatures. Striking Fear (Emotion, Fear, Mental) If a bogeyman scores a critical hit with a claw Strike, the target must attempt a DC 29 Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round. Surprise Attack On the first round of combat, creatures that haven’t acted yet are flat-footed to the bogeyman. ","skill_mod":{"society":16,"deception":22,"thievery":21,"stealth":23,"athletics":19,"intimidation":22,"acrobatics":23},"image":["/Images/Monsters/Bogeyman.png"],"primary_source":"Pathfinder #152: Legacy of the Lost God","spell":["Gaseous Form","Invisibility","Nightmare","Phantasmal Killer","Fear","Mind Reading","Knock","Ghost Sound","Message","Tongues"],"ac":30,"level":10,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":"low-light vision","resistance":{},"intelligence":0,"reflex_save":23,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":16,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Bogeyman","alignment":"NE","rarity":"uncommon","strike_damage_average":[22],"attack_bonus":[21],"constitution":4,"immunity":["fear"],"creature_family":"Bogeyman","will_save":19,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{"cold_iron":10},"creature_ability":["Deepest Fear","Devour Soul","Mobility","Sneak Attack","Striking Fear","Surprise Attack"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Deception","Intimidation","Society","Stealth","Thievery"],"tradition":["Occult"],"summary":"These nocturnal stalkers tail their chosen quarry for days, even weeks at a time, ominously showing up in back alleys, shadowy street corners, and …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=509","dexterity":7,"category":"creature","slug":"creature-509"},{"attack_bonus":[14,14,16],"constitution":2,"primary_source_category":"Adventure Paths","strength":7,"hp":110,"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":40,"land":40},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Glowing Bones","Color Splash","Grabbing Trunk","Trample","Trunk Beam"],"primary_source_group":"Extinction Curse","skill":["Athletics","Survival"],"trait":["Animal","Uncommon","N","Huge"],"id":"creature-510","text":" Iridescent Animal An iridescent animal is a wild or domesticated animal that has undergone a magical transformation to become a luminescent beast that can glow in the dark and use dazzling light-based powers. Although the effect is glamorous, the life of an iridescent animal is a sad one. The change drastically weakens the animal, diminishing both its strength and its vitality. This effect is desirable for some—particularly the circuses, menageries, and royal courts that typically purchase these glowing beasts—but never for the animal itself. Because the effects of the transformation are so deleterious, the act of creating an iridescent animal is strongly frowned upon by druids and other naturalists, some of whom dedicate their lives to rescuing and fostering these maltreated creatures. The procedure cannot be reversed, and few iridescent animals are fit to live in the wild after the transformation, cementing their lot in life to serve as showy beasts of burden or objects of entertainment and ridicule. Recall Knowledge - Animal (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Iridescent Elephant Source Pathfinder #152: Legacy of the Lost God pg. 80 Perception +11; scent (imprecise) 30 feet Languages Skills Athletics +15, Survival +13 Str +7 Dex +0 Con +2 Int -4 Wis +2 Cha +0 --- AC 21 Fort +16 Ref +9 Will +14 HP 110 Glowing Bones An iridescent animal emits phosphorescent bright light in a 15-foot aura. The animal can suppress this display until the end of its next turn as a single action, which has the concentrate trait. The color of the light is determined by the iridescent animal’s creator. --- Speed 40 feet Melee Single Action tusk +14 (reach 10 feet), Damage 3d8+7 piercing Melee Single Action trunk +16 (reach 15 feet), Damage grabbing trunk Melee Single Action foot +14 (reach 10 feet), Damage 2d10+7 bludgeoning plus color splash Color Splash (Visual) When the iridescent elephant stomps its foot, a bright, disorienting burst of light pulses through its leg. Each creatures adjacent to the iridescent elephant when it makes a foot Strike (regardless of whether or not it hit) must succeed at a DC 24 Will save or be flat-footed until the beginning of the elephant’s next turn. Grabbing Trunk A Medium or smaller creature hit by the elephant’s trunk is grabbed. If the elephant moves, it can bring the grabbed creature along with it. Trample Three Actions Large or smaller, foot, DC 22 Trunk Beam (Visual, Light) Frequency once per day; Effect The iridescent elephant blasts a beam of light from its trunk in a 30-foot line. Each creature in the area must attempt a DC 22 Fortitude save. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 minute. Critical Failure The creature is blinded permanently. Iridescent Beasts Intelligent beasts can also become iridescent animals, though they are never willing to undergo such a change and typically do anything in their power to exact revenge on the magician who transformed them. ","skill_mod":{"survival":13,"athletics":15},"summary":"An iridescent animal is a wild or domesticated animal that has undergone a magical transformation to become a luminescent beast that can glow in the …","image":["/Images/Monsters/IridescentElephant.png"],"primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Creature Type","Rarity"],"ac":21,"level":7,"source_category":["Adventure Paths"],"sense":"scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=510","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":16,"source_group":["Extinction Curse"],"size":["Huge"],"spoilers":"Extinction Curse","name":"Iridescent Elephant","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[18,20],"slug":"creature-510"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":50,"language":["Common","Necril"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","charisma":5,"perception":10,"trait":["Incorporeal","Spirit","Uncommon","Undead","CE","Medium"],"id":"creature-511","text":" Muse Phantom For performers who die before their time and whose love of the theater is stronger than death’s grasp, the show does indeed go on. Such actors rise from the grave to become muse phantoms—undead spirits that haunt opera houses or auditoriums and possess the bodies of living actors to continue their art. A host is often utterly unaware of being possessed by a muse phantom. Like egotistical parasites, muse phantoms assume command of their unwitting thespian shells only during big shows with packed audiences, and even then the host might chalk up their sudden lack of control to the transcendence of performance, not the nefarious influence of some paranormal entity. In time, a performer’s mind can become utterly warped by the spirit’s domination, twisting artistic temperament and vanity into evil selfishness and tireless obsession. Recall Knowledge - Spirit (Occultism): DC 22 Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Muse Phantom Source Pathfinder #152: Legacy of the Lost God pg. 81 Perception +10; darkvision Languages Common, Necril Skills Deception +14, Diplomacy +14, Performance +16, Occultism +13, Theater Lore +11 Str -5 Dex +4 Con +2 Int +0 Wis +3 Cha +5 Thespian Aura (aura, emotion, mental, occult) 30 feet. The muse phantom inspires a supernatural emotional response—either comedy or drama. Each creature that begins its turn in the aura must attempt a DC 20 Will save; on a failure, the creature is affected as long as it remains within the aura. If the muse phantom is emitting a comedic aura, affected creatures become clumsy 1; if it is emitting a dramatic aura, affected creatures instead become stupefied 1. The muse phantom can change its aura from comedic to dramatic or vice-versa, or cease or activate this aura, by spending a single action, which has the concentrate trait. A creature possessed by a muse phantom is immune to this aura. --- AC 21 Fort +9 Ref +13 Will +14 HP 50 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch , or positive; double resistance vs. non-magical) --- Speed fly 25 feet Melee Single Action phantom hand +13 (Agile, Finesse, Magical), Damage 2d6+5 negative Ranged Single Action resonating note +15 (Magical, range 60 feet, Sonic), Damage 2d4+5 sonic Occult Spontaneous Spells DC 22, attack +14 - Cantrips (2nd) Ghost Sound, Telekinetic Projectile - 1st Charm, Fear, Mindlink - 2nd Hideous Laughter, Invisibility (at will; self only) Grand Finale Three Actions (Mental, Occult) Requirements The muse phantom’s thespian aura is active; Effect The muse ceases its thespian aura and deals 4d8 mental damage to creatures in a 30-foot burst, including the creature it is possessing, if any (DC 22 basic Will save). Creatures that fail their Will saves are fascinated by the muse phantom for 1 minute. The muse phantom can’t use Grand Finale again for 1d4 rounds. Muse Possession Two Actions The phantom muse attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell (DC 20), except the duration is 1d4 hours, and since the phantom muse doesn't have a physical body, it is unaffected by that restriction of the spell. If the target is at least trained in Performance, the DC of this ability is 24. Willing Hosts Some actors who have felt the touch of a muse phantom come to relish and even desire the feeling of giving oneself over to what they consider a divine theatrical spirit. Such willing hosts voluntarily and routinely let themselves become possessed by a muse phantom, or even allow the spirit to reside within their body permanently. This symbiotic relationship allows the actor to advance their acting career and the phantom to continue performing to admiring masses. ","skill_mod":{"diplomacy":14,"performance":16,"deception":14,"occultism":13},"image":["/Images/Monsters/MusePhantom.png"],"primary_source":"Pathfinder #152: Legacy of the Lost God","spell":["Hideous Laughter","Invisibility","Charm","Fear","Mindlink","Ghost Sound","Telekinetic Projectile"],"ac":21,"level":5,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":0,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":9,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Muse Phantom","alignment":"CE","rarity":"uncommon","strike_damage_average":[10,12],"attack_bonus":[13,15],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[14],"will_save":14,"speed":{"fly":25,"max":25},"wisdom":3,"weakness":{},"creature_ability":["Thespian Aura","Grand Finale","Muse Possession"],"primary_source_group":"Extinction Curse","skill":["Deception","Diplomacy","Performance","Occultism","Theater Lore"],"tradition":["Occult"],"summary":"For performers who die before their time and whose love of the theater is stronger than death’s grasp, the show does indeed go on. Such actors rise …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=511","dexterity":4,"category":"creature","slug":"creature-511"},{"attack_bonus":[12,13],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":55,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","creature_family":"Visitant","will_save":10,"charisma":-1,"speed":{"max":25,"land":25},"perception":9,"wisdom":1,"weakness":{"vitality":5},"creature_ability":["Vengeful Presence","Whip Vulnerability","Mauler","Rabies"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics"],"trait":["Animal","Undead","NE","Small"],"id":"creature-512","text":" Chimpanzee Visitant Common circus animals viewed as expendable by their caretakers are perhaps the most likely to rise as visitants. Animals that die en masse—such as in a tent fire or other disaster—can even form packs of roving undead. Recall Knowledge - Animal (Nature): DC 18 Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Chimpanzee Visitant Source Pathfinder #152: Legacy of the Lost God pg. 83 Perception +9; darkvision, lifesense (imprecise) 60 feet Languages Skills Acrobatics +11, Athletics +10 Str +3 Dex +4 Con +3 Int -4 Wis +1 Cha -1 --- AC 18 Fort +8 Ref +11 Will +10 HP 55 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses positive 5, whip vulnerability Vengeful Presence (aura, emotion, enchantment, mental) 20 feet. A creature that starts its turn within the visitant’s aura must succeed at a DC 16 Will save or be overcome with a thirst for vengeance. For 1d4 rounds (1 minute on a critical failure), if the affected creature was attacked within the last round (whether or not the attack hit), the creature must use at least 1 action per round to Strike or use a hostile action toward its last attacker as long as the attacker is still alive. Failure to do so deals the affected creature 1d6 mental damage, plus 1d6 for every 5 levels the visitant has. Whip Vulnerability A chimpanzee visitant takes 5 additional damage from whips. --- Speed 25 feet Melee Single Action jaws +12 (Agile), Damage 2d6+5 piercing plus rabies Melee Single Action claw +13 (Agile, Finesse), Damage 2d4+3 slashing plus Grab Mauler The visitant gains a +2 circumstance bonus to damage rolls against a creature it has grabbed. Rabies (Disease) Visitants can be carriers of diseases, even if they are immune to their effects. Saving Throw DC 16 Fortitude. Stage 1 sickened 1 (1 day); Stage 2 sickened 2 (1 day); Stage 3 confusion (1 day); Stage 4 dead ","skill_mod":{"athletics":10,"acrobatics":11},"summary":"Common circus animals viewed as expendable by their caretakers are perhaps the most likely to rise as visitants. Animals that die en masse—such as in …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Adventure Paths"],"sense":"darkvision, lifesense (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=512","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"source_group":["Extinction Curse"],"size":["Small"],"name":"Chimpanzee Visitant","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[8,12],"slug":"creature-512"},{"attack_bonus":[15,15],"constitution":2,"primary_source_category":"Adventure Paths","strength":6,"hp":95,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","creature_family":"Visitant","will_save":15,"charisma":0,"speed":{"max":30,"land":30},"perception":13,"wisdom":2,"weakness":{"vitality":7},"creature_ability":["Whip Vulnerability","Pack Attack","Pounce","Roar","Sneak Attack"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Stealth"],"stealth":"13","trait":["Animal","Undead","NE","Large"],"id":"creature-513","text":" Lion Visitant Scars and other marks of obvious mistreatment are the clearest indicators that an undead animal is no mere zombie. Recall Knowledge - Animal (Nature): DC 20 Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Lion Visitant Source Pathfinder #152: Legacy of the Lost God pg. 83 Perception +13; darkvision, lifesense (imprecise) 60 feet Languages Skills Acrobatics +13, Athletics +13, Stealth +13 Str +6 Dex +4 Con +2 Int -4 Wis +2 Cha +0 --- AC 22 Fort +9 Ref +11 Will +15 HP 95 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses positive 7, whip vulnerability Whip Vulnerability A lion visitant takes 7 additional damage from whips. --- Speed 30 feet Melee Single Action jaws +15, Damage 2d6+8 piercing plus Grab Melee Single Action claw +15 (Agile), Damage 2d4+8 slashing Pack Attack The visitant deals an extra 1d4 damage to any creature that’s within reach of at least two of the visitant’s allies. Pounce Single Action The visitant Strides and makes a Strike at the end of that movement. If the visitant began this action hidden, it remains hidden until after the ability’s Strike. Roar Single Action The visitant lets out a loud and horrifying roar. Each creature within 100 feet must attempt at a Will save. No matter the result, affected creatures are then temporarily immune to the effect for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3. Sneak Attack The visitant deals an extra 1d8 precision damage to flat-footed creatures. ","skill_mod":{"stealth":13,"athletics":13,"acrobatics":13},"summary":"Scars and other marks of obvious mistreatment are the clearest indicators that an undead animal is no mere zombie.","image":["/Images/Monsters/LionVisitant.png"],"primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Creature Type"],"ac":22,"level":5,"source_category":["Adventure Paths"],"sense":"darkvision, lifesense (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=513","intelligence":-4,"reflex_save":11,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"source_group":["Extinction Curse"],"size":["Large"],"name":"Lion Visitant","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[13,15],"slug":"creature-513"},{"attack_bonus":[15,15,15],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":95,"language":["Draconic","Undercommon"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","creature_family":"Xulgath","will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Stench","Brutal Blow","Choke Slam"],"primary_source_group":"Extinction Curse","skill":["Athletics","Intimidation"],"trait":["Humanoid","Xulgath","CE","Large"],"id":"creature-514","text":" Xulgath Spinesnapper Xulgath physiological diversity doesn’t always imply drastic change; some xulgaths are simply much larger and stronger than their clutchmates. Most xulgaths call such siblings spinesnappers, though terms like bonebreaker, marrowvent, or similarly violent epithets are equally common. A typical spinesnapper is 9 feet tall and weighs 350 pounds. In battle, spinesnappers have all the speed, grace, and strength of a sledgehammer. They are ideal shock troops and make a good first line of defense. When an inter-clutch conflict leads to a duel, spinesnappers are typically called upon to rise to the challenge. In this case, a spinesnapper representative from each clutch squares off for what is in theory a nonlethal wrestling match, after which the winner scrapes off some of the loser’s scales as a trophy. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Xulgath Spinesnapper Source Pathfinder #152: Legacy of the Lost God pg. 84 Perception +11; darkvision Languages Draconic, Undercommon Skills Athletics +15, Intimidation +11 Str +6 Dex +1 Con +4 Int +0 Wis +2 Cha +0 Items Maul --- AC 21 Fort +15 Ref +10 Will +9 HP 95 Stench (aura, olfactory) 30 feet. A creature that enters the aura must attempt a DC 21 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths’ stench for 1 minute. --- Speed 25 feet Melee Single Action maul +15 (Shove), Damage 1d12+10 bludgeoning Melee Single Action jaws +15, Damage 2d8+8 piercing Melee Single Action claw +15 (Agile), Damage 2d4+8 slashing plus Grab Brutal Blow Two Actions The spinesnapper makes a claw or weapon Strike. If it hits, in addition to dealing damage, the creature must attempt a DC 22 Fortitude saving throw, with the following effects. Critical Success The creature is unaffected and the spinesnapper is flat-footed until the start of its next turn. Success The creature is unaffected. Failure The creature is pushed 10 feet. Critical Failure The target is pushed 10 feet and knocked prone. Choke Slam Single Action Frequency once per round; Requirements The spinesnapper has a creature grabbed or restrained; Effect The spinesnapper slams the creature against a nearby surface. The target and the surface struck each take 4d6 bludgeoning damage, and the target must succeed at a DC 22 Fortitude save or become slowed 1 for 1 round, or stunned for 1 round on a critical failure. Unusual Origins Not all spinesnappers are the result of typical xulgath mutations. Some are created by botched stone-bindings—where the process merely increases their size and strength instead of granting them full earthen power—or even demonic rites. In the latter case, such fiend-touched spinesnappers might grow additional limbs, hyperextended jaws, or other fearsome signs of their brush with the Abyss. ","skill_mod":{"athletics":15,"intimidation":11},"summary":"Xulgath physiological diversity doesn’t always imply drastic change; some xulgaths are simply much larger and stronger than their clutchmates. Most …","image":["/Images/Monsters/Xulgath_XulgathSpinesnapper.png"],"primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Creature Type","Monster"],"ac":21,"item":["Maul"],"level":5,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=514","intelligence":0,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":15,"source_group":["Extinction Curse"],"size":["Large"],"name":"Xulgath Spinesnapper","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[13,16,17],"slug":"creature-514"},{"attack_bonus":[8],"constitution":3,"primary_source_category":"Adventure Paths","strength":1,"hp":35,"language":["Common","(can't speak any language)"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","will_save":7,"charisma":5,"speed":{"climb":10,"max":20,"land":20},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Alluring Aspect","Beguiling Gaze","Blinding Flare"],"primary_source_group":"Extinction Curse","skill":["Stealth"],"stealth":"11","trait":["Aberration","Rare","N","Small"],"id":"creature-515","text":" Zuipnyrn (Moon Mole) This spectacularly odd creature appears every now and again in various traveling circuses around the Inner Sea. Although carnival barkers make any number of claims about this strange being’s origins, the so-called “moon mole” is in fact an alien creature called a zuipnyrn, hailing from a distant planet beyond Golarion’s star system. In their infancy, zuipnyrns are spherical and furry, with few features other than a single eye stalk and a round, toothless feeding hole. A zuipnyrn’s body is particularly soft and malleable, allowing it to withstand falls and other hazards. Its eye stalk has the ability to produce a blinding burst of light as a defensive measure, which allows a zuipnyrn just enough time to escape in times of danger. Even more incredibly, a zuipnyrn can emit a hypnotic aura from its eye to entrance those around it—an ability it uses to avoid conflict and to persuade bystanders into helping it escape perilous situations. As they age and grow, zuipnyrns adapt to their environment by growing additional limbs, sprouting additional sensory organs, developing gills, or otherwise altering their anatomy to suit the area. Recall Knowledge - Aberration (Occultism): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Zuipnyrn Source Pathfinder #152: Legacy of the Lost God pg. 85 Perception +9; greater darkvision Languages Common; (can't speak any language) Skills Stealth +11 Str +1 Dex +3 Con +3 Int -2 Wis +2 Cha +5 --- AC 20 Fort +10 Ref +10 Will +7 HP 35 Resistances bludgeoning 3 Alluring Aspect (aura, occult, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 22 Will save. On a failure, it becomes fascinated with the zuipnyrn for 1 minute. Once the fascination ends, the creature is temporarily immune to this ability for 1 hour. The zuipnyrn can deactivate or activate this aura by using a single action, which has the concentrate trait. --- Speed 20 feet, climb 10 feet Melee Single Action eye stalk +8 (Agile), Damage 2d4+2 bludgeoning Beguiling Gaze Three Actions (Occult, Visual) The zuipnyrn attempts to charm a creature within 30 feet that is currently fascinated by the zuipnyrn. The target must attempt a DC 22 Will save. Whether it succeeds or fails the save, the target is temporarily immune for 1 hour. Critical Success The creature is unaffected and is no longer fascinated. Success The creature is unaffected. Failure The creature is helpful toward the zuipnyrn for 1 hour. Critical Failure The creature is helpful toward the zuipnyrn for 1 day and will actively attempt to defend the zuipnyrn and even risk its life for it. Blinding Flare Two Actions (Occult, Visual) The zuipnyrn’s eye produces a bright flash of light. Each creature in a 30-foot cone must attempt a DC 22 Fortitude save. The zuipnyrn can’t use Blinding Flare again for 1 minute. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round and dazzled for 1 minute. Critical Failure The creature is blinded for 1 minute. Charming Children Zuipnyrns do not raise their own young; instead, infant zuipnyrns entrance other creatures with their hypnotic gaze, which thereafter feel an almost instinctual obligation to raise the beguiling alien as its own offspring. Thus, a zuipnyrn can turn would-be predators into caretakers instead. ","skill_mod":{"stealth":11},"summary":"This spectacularly odd creature appears every now and again in various traveling circuses around the Inner Sea. Although carnival barkers make any …","image":["/Images/Monsters/Zuipnyrn.png"],"primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Creature Type","Rarity"],"ac":20,"level":3,"source_category":["Adventure Paths"],"sense":"greater darkvision","weakest_save":["will"],"resistance":{"bludgeoning":3},"url":"/Monsters.aspx?ID=515","intelligence":-2,"reflex_save":10,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"vision":"Greater darkvision","fortitude_save":10,"source_group":["Extinction Curse"],"size":["Small"],"spoilers":"Extinction Curse","name":"Zuipnyrn","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[7],"slug":"creature-515"},{"primary_source_category":"Adventure Paths","strength":3,"hp":200,"language":["Common","Sylvan"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","charisma":7,"perception":23,"trait":["Fey","Rare","CN","Medium"],"id":"creature-516","text":" Bugul Noz This gangly fey humanoid wanders the overgrown paths of dark, misty forests, voluntarily isolating themself in an attempt to protect others from their hideous form. A bugul noz’s appearance is not merely unsightly—to view the being’s form is said to tempt death, and backwoods villagers tell tales of wanderers found struck dead after merely glancing at the creature. As they jaunt through the forest, the bugul noz sings an eerie tune to alert others to their presence and deter these creatures from looking upon them. The bugul noz does not, after all, want to harm anyone; they are inherently kind, if unpredictable, and if they accidentally kill a creature out of panic or confusion, they grieve. A bugul noz who roams the same road long enough compiles a long list of such accidental victims, and they might carry the corpses off to a single mass grave deep in the forest. When not wandering, the bugul noz watches over this grave to ensure that the spirits of their victims are never lonely. Recall Knowledge - Fey (Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Bugul Noz Source Pathfinder #153: Life's Long Shadows pg. 76 Perception +23; darkvision Languages Common, Sylvan Skills Acrobatics +21, Athletics +19, Forest Lore +22, Nature +25, Survival +25 Str +3 Dex +5 Con +4 Int +4 Wis +5 Cha +7 --- AC 31 Fort +22 Ref +25 Will +23 HP 200 Immunities emotion Weaknesses cold iron 18 Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 29. Animals take a –2 circumstance penalty to the Will save. Horrid Visage (visual) Creatures that see the bugul noz must succeed at a DC 31 Fortitude saving throw. On a failure, creatures are doomed 1 (or doomed 2 on a critical failure). Mirror Vulnerability Upon seeing its own reflection in a mirror or other reflective surface, the bugul noz must succeed at a DC 34 Will save or become confused and immobilized for 1d4 – 1 rounds (minimum 1 round). While confused and immobilized, the bugul noz cries and wallows in misery, making it immune to visual and auditory effects for the duration. --- Speed 25 feet; forest jaunt Melee Single Action claw +23 (Magical), Damage 3d8+6 piercing Ranged Single Action rock +25 (range increment 30 feet), Damage 2d8+6 bludgeoning Primal Innate Spells DC 33 - Cantrips (3rd) Dancing Lights - 2nd Pass Without Trace - 3rd Blindness (x3), Wanderer's Guide Flail Single Action The bugul noz swings its limbs about wildly. It makes up to three claw Strikes, each against a different creature and each with a –2 circumstance penalty. Its multiple attack penalty doesn’t increase until after it makes all the attacks. Forest Jaunt The bugul noz ignores difficult terrain in forests. Haunting Wail Two Actions (Illusion, Vocal) The bugul noz lets out a hair-raising keen. Other creatures within 30 feet must attempt a DC 31 Fortitude save. The bugul noz can’t use this ability again for 1d4 rounds. Critical Success The target is unaffected. Success The target takes 2d10 sonic damage. Failure The target takes 4d10 sonic damage and gains sonic weakness 10 for 1 minute. Critical Failure As failure, and the target becomes fleeing for 1 round. Lonely Wanderer The bugul noz’s eternal sorrow renders it immune to all other emotions, including (and especially) happiness. The reason it wanders is to find others of its kind to ease its loneliness. Short of this, the bugul noz’s greatest wish is to find friends who can help it change its vile appearance. ","skill_mod":{"nature":25,"survival":25,"athletics":19,"acrobatics":21},"image":["/Images/Monsters/BugulNoz.png"],"primary_source":"Pathfinder #153: Life's Long Shadows","spell":["Blindness","Wanderer's Guide","Pass Without Trace","Dancing Lights"],"ac":31,"level":12,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":4,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":22,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Bugul Noz","alignment":"CN","rarity":"rare","strike_damage_average":[15,19],"attack_bonus":[23,25],"constitution":4,"immunity":["emotion"],"will_save":23,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{"cold_iron":18},"creature_ability":["Frightful Presence","Horrid Visage","Mirror Vulnerability","Flail","Forest Jaunt","Haunting Wail"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Forest Lore","Nature","Survival"],"tradition":["Primal"],"summary":"This gangly fey humanoid wanders the overgrown paths of dark, misty forests, voluntarily isolating themself in an attempt to protect others from …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=516","dexterity":5,"category":"creature","slug":"creature-516"},{"primary_source_category":"Adventure Paths","strength":0,"hp":110,"language":["Sylvan","<%SPELLS%293%%>speak with animals<%END>"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","charisma":5,"perception":14,"stealth":"15","trait":["Fey","Uncommon","CN","Tiny"],"id":"creature-517","text":" Cat Sith Cat siths can easily pass for common black house cats, noteworthy only for the white spots on their chests and their unusually bristly personalities. In actuality, they are cunning fey, fully capable of speech, trickery, and even walking upright on their hind legs and using their forepaws almost as skillfully as hands. Cat siths live around highland towns and cities, regularly venturing unnoticed into nearby communities by posing as domesticated felines or using magic to take humanoid form. While some cat siths gather information and undertake tasks for more powerful fey creatures, others serve only their own mysterious agendas. Cat siths are harbingers of misfortune and find amusement in the unluckiness that follows in their wake. Though they are rarely malicious, they are fascinated by death in all its forms, and may go so far as to steal the souls of the dying for some inscrutable purpose. Recall Knowledge - Fey (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Cat Sith Source Pathfinder #153: Life's Long Shadows pg. 77 Perception +14; low-light vision Languages Sylvan; speak with animals Skills Acrobatics +15, Deception +15, Stealth +15 Str +0 Dex +5 Con +2 Int +3 Wis +2 Cha +5 --- AC 23 Fort +14 Ref +17 Will +14 HP 110 Immunities misfortune effects Weaknesses cold iron 5 Ill Omen (aura, curse, misfortune, occult) 60 feet. Any creature within the area that can see the cat sith must succeed at a DC 21 Will save or become struck by an ill omen. On a failure, the creature becomes immune to fortune effects as long as it remains in the aura and for 1 minute thereafter. On a critical failure, the creature takes a –1 penalty to attack rolls, skill checks, and saving throws while within the ill omen aura and becomes immune to fortune effects for 1 day. --- Speed 35 feet Melee Single Action jaws +12, Damage 2d12+3 piercing Melee Single Action claw +15 (Agile, Finesse), Damage 2d6+5 slashing plus cat sith’s mark Occult Innate Spells DC 23 - 2nd Paranoia (x2) - 3rd Humanoid Form (at will) Cat Sith's Mark (Curse, Misfortune) A creature hit by a cat sith’s claw must succeed at a DC 23 Will save or be cursed with misfortune. Whenever the cursed creature rolls a critical success on a skill check or saving throw, it gets a success instead. Each day, a cursed creature can attempt a DC 10 flat check to break the curse. Steal Soul Two Actions (Necromancy, Occult) The cat sith touches a dying creature or a creature that died within the past 3 days. If the target is a dying creature, it must attempt a DC 25 Fortitude save; on a failure, its dying value increases by 1 (or 2 on a critical failure). If the target is dead, it receives no save and its soul is imprisoned in the cat sith’s body, becoming freed only if the cat sith is slain. While the soul is imprisoned, the creature can’t be brought back to life by any means short of a wish or miracle . The cat sith can hold only one soul at a time and can release a soul as a free action. Cat Siths on Golarion Many cat siths found on the Material Plane are agents of the Lantern King, one of the powerful rulers of the First World known collectively as the Eldest. ","skill_mod":{"deception":15,"stealth":15,"acrobatics":15},"image":["/Images/Monsters/CatSith.png"],"primary_source":"Pathfinder #153: Life's Long Shadows","spell":["Humanoid Form","Paranoia"],"ac":23,"level":6,"spell_dc":[23],"source_category":["Adventure Paths"],"sense":"low-light vision","resistance":{},"intelligence":3,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":14,"source_group":["Extinction Curse"],"size":["Tiny"],"spoilers":"Extinction Curse","name":"Cat Sith","alignment":"CN","rarity":"uncommon","strike_damage_average":[12,16],"attack_bonus":[12,15],"constitution":2,"immunity":["misfortune effects"],"will_save":14,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Ill Omen","Cat Sith's Mark","Steal Soul"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Deception","Stealth"],"tradition":["Occult"],"summary":"Cat siths can easily pass for common black house cats, noteworthy only for the white spots on their chests and their unusually bristly personalities. …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=517","dexterity":5,"category":"creature","slug":"creature-517"},{"attack_bonus":[21,23],"constitution":6,"primary_source_category":"Adventure Paths","strength":5,"hp":220,"immunity":["poison"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":25,"land":25},"perception":18,"wisdom":2,"weakness":{"fire":10,"cold":10},"creature_ability":["Frost Susceptibility","Tighten Bracts","Black Seed Cloud","Furious Swing"],"primary_source_group":"Extinction Curse","skill":["Athletics","Stealth"],"stealth":"20","trait":["Plant","N","Large"],"id":"creature-518","text":" Counteflora The counteflora resembles an oversized dandelion with black flowers and sinister patterns on its bracts, which it can contract for additional protection and to turn its flower head into a deadly bashing weapon. Unlike dandelions, countefloras do not have separate flowering and seeding stages, and can release their intoxicating seedpods as long as their bracts are open. Countefloras exhibit a strange intellect and communicate with one another by releasing invisible pheromones into the air. Alone, a desperate counteflora may ally with another creature if it is offered water or fertile soil. Contrary to popular belief, countefloras absorb sunlight for sustenance; they do not attack other creatures to feast upon them. Rather, the reason countefloras go to such lengths to kill their opponents is to fertilize the surrounding soil and create a nutrient-rich environment for their seedpods. Recall Knowledge - Plant (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Counteflora Source Pathfinder #153: Life's Long Shadows pg. 78 Perception +18; tremorsense (imprecise) 60 feet Languages Skills Athletics +23, Stealth +20 Str +5 Dex +6 Con +6 Int -4 Wis +2 Cha +0 --- AC 29 (31 with tightened bracts) Fort +22 Ref +20 Will +14 HP 220 Immunities poison Weaknesses cold 10, fire 10 Frost Susceptibility Whenever the counteflora takes cold damage, it takes a –10-foot circumstance penalty to Speed for 1 round. Tighten Bracts Two Actions The counteflora stiffens the specialized leaves around its flower head, protecting its sensitive seedpods. While its bracts are tightened, a counteflora gains a +2 circumstance bonus to AC and can use its head Strike and Furious Swing abilities, but it cannot use its Black Seed Cloud ability and it loses its sense of sight (so it must rely on its imprecise tremorsense when targeting other creatures). The counteflora can’t use its head Strike of Furious Swing ability unless its bracts are tightened. The counteflora can loosen its bracts as a free action (this action has the concentrate trait). --- Speed 25 feet Melee Single Action vines +21 (Agile), Damage 2d6+9 slashing Melee Single Action head +23 (reach 10 feet, Sweep), Damage 3d10+9 bludgeoning Black Seed Cloud Two Actions The counteflora releases a cloud of black seedpods in a 15-foot-radius emanation. Non-counteflora creatures in the area must succeed at a Fortitude save or breathe in the toxic seeds. (Against plants and fungi, the seeds burrow into the creatures’ flesh rather than infiltrate their lungs.) Counteflora Toxin (contact for plants and fungi] or [inhaled, poison) Saving Throw DC 30 Fortitude (DC 32 for plants and fungi); Maximum Duration 6 rounds; Stage 1 4d6 poison damage and enfeebled 1 (1 round); Stage 2 6d6 poison damage, enfeebled 1, and fascinated (1 round) Furious Swing Three Actions (Attack) Requirements The counteflora’s bracts are tightened; Effect The counteflora makes up to four headbutt Strikes (see Flower Headbutt), each against a different creature within reach. Counteflora Fields Countefloras are bountiful in regions where the soil is rich and predators are few, and in some remote parts of the world, entire fields of the plants can be found. These counteflora fields can be incredibly hazardous for travelers. However, in the winter, when countefloras shrivel slightly and become dormant, these fields can make for perfectly safe (if eerie) foot highways. ","skill_mod":{"stealth":20,"athletics":23},"summary":"The counteflora resembles an oversized dandelion with black flowers and sinister patterns on its bracts, which it can contract for additional …","image":["/Images/Monsters/Counteflora.png"],"primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Creature Type"],"ac":29,"level":10,"source_category":["Adventure Paths"],"sense":"tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=518","intelligence":-4,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":6,"fortitude_save":22,"source_group":["Extinction Curse"],"size":["Large"],"name":"Counteflora","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[16,25],"slug":"creature-518"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":140,"language":["Sylvan","can't speak any language"],"immunity":["fear"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","will_save":16,"charisma":5,"speed":{"max":40,"land":40},"perception":16,"wisdom":3,"weakness":{"cold_iron":5},"creature_ability":["Dooming Bark","Worry Prey"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"17","trait":["Fey","Uncommon","N","Large"],"id":"creature-519","text":" Cu Sith Cu siths are hound-like doorkeepers of remote portals to other planes, particularly portals to the untamed realm of the fey, the First World. They are highly territorial and roam the highland moors they call home, constantly on the hunt for any creatures that might intrude on their territory. Those that bargain for safe passage to or from a portal find cu siths to be vigilant escorts that keep travelers safe from extraplanar threats but also ensure their charges don’t veer from the most direct path to their destination. Cu siths are highly proficient hunters, and to mortals they offer a single warning in the form of their terrifying bark. Creatures that refuse to flee upon hearing a cu sith’s warning bark risk a quick and brutal death. Cu siths cut imposing figures; they are as large as bulls and covered in intertwining roots, plant matter, and shaggy green and white fur that terminates in a long, plaited tail. Their eyes glow with a fiery green light. Recall Knowledge - Fey (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Cu Sith Source Pathfinder #153: Life's Long Shadows pg. 79 Perception +16; low-light vision, scent (imprecise) 30 feet Languages Sylvan; can't speak any language Skills Acrobatics +15, Athletics +17, Stealth +17, Survival +16 Str +6 Dex +4 Con +4 Int -3 Wis +3 Cha +5 --- AC 24 Fort +15 Ref +17 Will +16 HP 140 Immunities fear Weaknesses cold iron 5 --- Speed 40 feet Melee Single Action jaws +17, Damage 2d10+9 piercing plus Grab Dooming Bark Two Actions (Auditory, Concentrate, Fear, Mental, Necromancy, Primal) Any creature within 200 feet of the cu sith that hears its Dooming Bark must attempt a DC 24 Will save. Critical Success The creature is unaffected and immune to Dooming Bark for 24 hours. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3 and fleeing. If a creature is already frightened when it fails a save against Dooming Bark, its frightened value increases by 1 and it becomes doomed 1. A creature in an area that the cu sith can’t easily reach—such as a hidden burrow or enclosed building—increases the degree of success of its saving throw against Dooming Bark by one step. Worry Prey Single Action (Attack) Requirements The cu sith has a Large or smaller creature grabbed in its jaws; Effect The cu sith viciously shakes its prey. The cu sith makes a jaws Strike against the grabbed creature with a +2 circumstance bonus to the attack roll. If the cu sith hits, it deals jaws damage, maintains its Grab, and attempts an Athletics check to Disarm its target of anything it is holding. On a miss, the cu sith releases the creature. Cu Siths on Golarion Cu siths can be found wherever the barrier between the Material Plane and the First World is weak, particularly in the marshy highlands of Ustalav, where stories of the fey stretch back as far as memory. Superstitious townsfolk believe cu siths drag their prey back to the First World, where their victims’ immortal souls fuse with the vital energy of that wild plane. ","skill_mod":{"survival":16,"stealth":17,"athletics":17,"acrobatics":15},"summary":"Cu siths are hound-like doorkeepers of remote portals to other planes, particularly portals to the untamed realm of the fey, the First World. They …","image":["/Images/Monsters/CuSith.png"],"primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Creature Type","Rarity"],"ac":24,"level":7,"source_category":["Adventure Paths"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=519","intelligence":-3,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":15,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Cu Sith","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[20],"slug":"creature-519"},{"primary_source_category":"Adventure Paths","strength":6,"hp":200,"language":["Common","Draconic","Infernal"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","charisma":7,"perception":20,"trait":["Uncommon","Undead","CE","Medium"],"id":"creature-520","text":" Herecite of Zevgavizeb Secreted away in the dark corners of unnamed libraries, necromancer’s dens, and heretical scriptoriums, obscure texts describe a horrifying ritual that combines sacrifice and suffering to create a powerful undead being known as a herecite. These monsters, stripped of personal will or desire, are born into the service of an evil god whom they worship unerringly and untiringly, often in spite of any opposing religious leanings they may have had in life. Every herecite harbors an unquenchable self-hatred because it was defiled by such a foul resurrection—a rage it turns outward in an attempt to rob others of their faith and lives. Herecites often outlast the cults that create them. Stranded herecites are drawn to others of their kind, even if they are dedicated to different evil deities, and when brought together they perform rites to magically bind themselves in a group known as a cabal. While cabal members share enhanced magic and defenses, induction into a cabal appears to hold even deeper significance for herecites. The presence of others of their kind with whom they can pray—in verses warped to venerate wicked gods—seems the only solace these tormented beings can find in undeath. Such a fellowship of sorrow is nigh unbreakable, as many an overzealous crusader has discovered far too late. Customarily found within heavily modified temples to the pantheon of gods they collectively worship, herecites act in service to their creators or as protectors of unholy ground. High priests of different evil gods may even trade herecites among themselves, allowing their minions to form cabals strengthened by their varied faiths. A lone herecite cut off from its creators—often because it is the sole remnant of a destroyed temple or its master has perished—may wander far and wide in search of a cabal to join. Other times, the herecite seeks out a place sacred to the deity it worshipped in life. Whether motivated by a desire for contrition or vengeance, the end result of this baleful pilgrimage is always the desecration of the holy site and the slaughter of its congregants, who may in turn rise as lesser forms of undead. Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Herecite of Zevgavizeb Source Pathfinder #153: Life's Long Shadows pg. 80 Perception +20; darkvision, detect alignment (good only) Languages Common, Draconic, Infernal Skills Athletics +20, Intimidation +23, Religion +22, Zevgavizeb Lore +19 Str +6 Dex +4 Con +5 Int +1 Wis +4 Cha +7 Cabal Multiple herecites can form a cabal to gain increased magical abilities and defenses. A cabal consists of two to five herecites. The ritual to form a cabal (or to welcome new herecites into an existing cabal) requires 24 hours of worship, prayer, and vile sacrifice, after which point the herecites become magically bound to one another. All herecites in a cabal gain the cleric domain spells granted by each individual herecite’s deity, and each herecite’s focus pool increases to 3 Focus Points. As long as the cabal exists, herecites in the cabal gain a +2 status bonus to Perception checks and fast healing 10. These benefits persist as long as the cabal consists of two or more herecites that remain within 1 mile of one another. Herecite Deity A herecite is associated with one evil god and is always of the same alignment as that god. Whenever it wields its deity’s favored weapon, that weapon gains the unholy rune. The herecite’s creators select two domains from their deity; the herecite can cast the domain spells and the advanced domain spells from those domains as cleric focus spells. The herecite can cast the deity’s other granted cleric spells as divine innate spells. Most herecites have 2 Focus Points in their focus pool. The herecite presented here is a herecite of Zevgavizeb. Items +1 striking spiked gauntlet --- AC 30 Fort +19 Ref +20 Will +22 HP 200 (negative healing) Weaknesses good 10 Perverse Prayer Reaction (auditory, divine, evil) Trigger A creature within 30 feet uses the Sustain a Spell action to sustain a divine spell or the Cast a Spell action to cast a divine spell with a verbal component; Effect The herecite warps the caster’s prayers into a sacrilegious echo praising the evils of its own deity. The triggering caster must succeed at a DC 29 Will saving throw or their spell is disrupted and their action wasted. --- Speed 30 feet Melee Single Action unholy spiked gauntlet +22 (Agile, Free-Hand), Damage 2d4+10 piercing plus 1d6 evil Divine Innate Spells DC 28 - 1st Ray of Enfeeblement - 2nd Darkness (x3) - 3rd Crisis of Faith, Harm (at will), Meld into Stone - 5th Ravening Maw - Constant (5th) Detect Alignment (good only) Cleric Focus Spells 2 Focus Points, DC 28 - 1st Athletic Rush, Vibrant Thorns - 4th Enduring Might, Nature's Bounty Rituals DC 28 - 2nd Consecrate Assault the Soul Three Actions (Concentrate, Divine, Evil, Necromancy) Requirements The herecite is in a cabal of three or more members, two of which are within 60 feet and have used Cabal Communion within the last round; Effect The herecite casts bind soul , spirit blast , or spiritual epidemic (DC 31). Once a herecite has used this ability (whether or not it was successful), the cabal must wait 24 hours before one of its members can use Assault the Soul again. Cabal Communion Two Actions (Auditory, Concentrate) With murmurs and chants, the herecite casts its consciousness toward the other members of its cabal. For 1 round, it senses what other members are sensing, knows their thoughts, and knows their exact location. Curse of Defiled Idols Two Actions (Curse, Divine, Evil) Recalling the cruelty of the foul ritual that birthed it, the herecite curses an enemy with a fragment of its blasphemy. The herecite targets one creature within 30 feet, which must attempt a DC 29 Will save. On a failure, the creature is cursed. As long as the creature is cursed, any art object, symbol, or implement of religious significance in the creature’s possession—such as a divine spellcasting focus, holy text, fetish, or rendering of a deity—becomes physically corrupted in a way that debases the deity’s tenets (a depiction of Shelyn’s songbird, for example, might lose its beautiful plumage to reveal a hideous skeletal form beneath). While these items continue to function normally, the cursed creature is stupefied 2 as long as it possesses an object corrupted in this fashion. The creature can cast off its corrupted objects to remove the stupefied condition, but any new religious objects it takes into its possession become similarly corrupted. The curse can be lifted by a remove curse spell or by an atone ritual. After a creature is targeted with this ability, regardless of whether it was affected, it becomes immune to herecites’ Curse of Defiled Idols for 1 day. ","skill_mod":{"athletics":20,"intimidation":23,"religion":22},"image":["/Images/Monsters/Herecite.png"],"primary_source":"Pathfinder #153: Life's Long Shadows","spell":["Ravening Maw","Crisis of Faith","Harm","Meld into Stone","Darkness","Ray of Enfeeblement","Detect Alignment","Enduring Might","Nature's Bounty","Athletic Rush","Vibrant Thorns"],"ac":30,"item":["+1 striking spiked gauntlet"],"level":10,"spell_dc":[28,28],"source_category":["Adventure Paths"],"sense":"darkvision, detect alignment (good only)","resistance":{},"intelligence":1,"reflex_save":20,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Herecite of Zevgavizeb","alignment":"CE","rarity":"uncommon","strike_damage_average":[18],"attack_bonus":[22],"constitution":5,"creature_family":"Herecite","will_save":22,"speed":{"max":30,"land":30},"wisdom":4,"weakness":{"good":10},"creature_ability":["Cabal","Herecite Deity","Perverse Prayer","Assault the Soul","Cabal Communion","Curse of Defiled Idols"],"primary_source_group":"Extinction Curse","skill":["Athletics","Intimidation","Religion","Zevgavizeb Lore"],"tradition":["Divine"],"summary":"Secreted away in the dark corners of unnamed libraries, necromancer’s dens, and heretical scriptoriums, obscure texts describe a horrifying ritual …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=520","dexterity":4,"category":"creature","slug":"creature-520"},{"attack_bonus":[4,6],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":16,"language":["Common","Shoony"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","creature_family":"Shoony","will_save":6,"charisma":2,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Dig Quickly"],"primary_source_group":"Extinction Curse","skill":["Athletics","Crafting","Deception","Farming Lore","Society","Survival"],"trait":["Humanoid","Rare","Shoony","NG","Small"],"id":"creature-521","text":" Shoony Tiller Nearly all shoonies in a given settlement are farmers, fishers, or foragers. Shoonies are not expected to fight to protect their settlements; most agree it is better to live in cowardice than to die with that foolish, intangible principle taller races call “honor.” Many shoonies hone their skill with tools rather than arms in the knowledge that whatever is lost to violence can be rebuilt. When cornered, a shoony may put up a fight with whatever they have on hand; the average shoony can wield a simple shovel or pick in melee as well as most humans can wield a sword. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Shoony Tiller Source Pathfinder #153: Life's Long Shadows pg. 82 Perception +6; low-light vision Languages Common, Shoony Skills Athletics +7, Crafting +1, Deception +4, Farming Lore +3, Society +1, Survival +4 Str +3 Dex +1 Con +1 Int -1 Wis +2 Cha +2 Items hoe --- AC 15 Fort +5 Ref +3 Will +6 A shoony's small, blunt snout and labyrinthine sinus system make them resistant to phenomena that assail the nose. When they rolls a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), they get the outcome one degree of success better than the result of their roll. HP 16 --- Speed 25 feet Melee Single Action hoe +6, Damage 1d4+3 bludgeoning Ranged Single Action dirt clod +4 (range increment 10 feet, Thrown), Damage 1 nonlethal Dig Quickly Two Actions (Manipulate) Requirements You are standing on dirt, sand, snow, or similar particulate material. Effect Your hands work as effectively as shovels when you need to dig a quick hole. You dig a shallow pit in the square you currently occupy, turning the square into difficult terrain (including for you). In addition, you also kick up a cloud of grit in a direction of your choice. The cloud extinguishes small, unattended, non-magical fires and helps smother the flames on burning creatures located within the cone; creatures in this cone that are taking persistent fire damage can immediately attempt an additional flat DC 15 check to end the persistent damage. ","skill_mod":{"society":1,"deception":4,"crafting":1,"survival":4,"athletics":7},"summary":"Nearly all shoonies in a given settlement are farmers, fishers, or foragers. Shoonies are not expected to fight to protect their settlements; most …","image":["/Images/Monsters/Shoony_ShoonyTiller.png"],"primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Creature Type","Rarity","Ancestry"],"ac":15,"item":["hoe"],"level":0,"source_category":["Adventure Paths"],"sense":"low-light vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=521","intelligence":-1,"reflex_save":3,"strongest_save":["will"],"dexterity":1,"vision":"Low-light vision","fortitude_save":5,"source_group":["Extinction Curse"],"size":["Small"],"spoilers":"Extinction Curse","name":"Shoony Tiller","alignment":"NG","category":"creature","rarity":"rare","strike_damage_average":[5],"slug":"creature-521"},{"attack_bonus":[10,10],"constitution":1,"primary_source_category":"Adventure Paths","strength":4,"hp":40,"language":["Common","Shoony"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","creature_family":"Shoony","will_save":8,"charisma":1,"speed":{"max":20,"land":20},"perception":8,"wisdom":2,"weakness":{},"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Crafting","Society","Survival"],"trait":["Humanoid","Rare","Shoony","LG","Small"],"id":"creature-522","text":" Shoony Militia Member If shoonies had their way, war would cease to exist altogether, but they know this isn’t likely. Shoonies’ relative wealth of resources and their frailty compared to other humanoids make them a common target of violence and subjugation. Because of this, basic combat training is typically mandatory for all shoony village members. Few individuals pursue lifelong careers in service to their settlement’s militia, however. The passing down of a sword from one shoony soldier to another is a time-honored tradition, owing to the rarity of weapons in shoony society. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Shoony Militia Member Source Pathfinder #153: Life's Long Shadows pg. 82 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Common, Shoony Skills Acrobatics +8, Athletics +10, Crafting +4, Society +6, Survival +6 Str +4 Dex +2 Con +1 Int +0 Wis +2 Cha +1 Items Hide Armor, Javelin (2) --- AC 17 Fort +9 Ref +6 Will +8 A shoony's small, blunt snout and labyrinthine sinus system make them resistant to phenomena that assail the nose. When they rolls a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), they get the outcome one degree of success better than the result of their roll. HP 40 --- Speed 20 feet Melee Single Action longsword +10 (versatile P), Damage 1d8+4 slashing Ranged Single Action javelin +10 (range increment 30 feet, Thrown), Damage 1d6+4 piercing\n","skill_mod":{"society":6,"crafting":4,"survival":6,"athletics":10,"acrobatics":8},"summary":"If shoonies had their way, war would cease to exist altogether, but they know this isn’t likely. Shoonies’ relative wealth of resources and their …","primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Creature Type","Rarity","Ancestry"],"ac":17,"item":["Hide Armor","Javelin (2)"],"level":2,"source_category":["Adventure Paths"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=522","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":9,"source_group":["Extinction Curse"],"size":["Small"],"spoilers":"Extinction Curse","name":"Shoony Militia Member","alignment":"LG","category":"creature","rarity":"rare","strike_damage_average":[7,8],"slug":"creature-522"},{"attack_bonus":[9,11],"constitution":-1,"primary_source_category":"Adventure Paths","strength":0,"hp":60,"language":["Common","Shoony"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","creature_family":"Shoony","will_save":13,"charisma":4,"speed":{"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Signal Arrow"],"primary_source_group":"Extinction Curse","skill":["Crafting","Diplomacy","Shoony Lore","Society","Survival"],"trait":["Humanoid","Rare","Shoony","NG","Small"],"id":"creature-523","text":" Shoony Hierarch For all their advancement in agriculture, horticulture, and animal husbandry, shoonies subscribe to a remarkably antiquated form of leadership; the role of hierarch is normally inherited, passed on to the oldest living child of the village’s previous hierarch. In the instance that the village’s hierarch does not produce an heir, the village holds a general election. Elected hierarchs hold the term for life and are just as highly regarded as hierarchs raised from birth. When the settlement comes under attack, it is up to the hierarch to decide when to fight and when to flee. In most cases, shoonies prefer to elect individuals with a preference toward the latter. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Shoony Hierarch Source Pathfinder #153: Life's Long Shadows pg. 83 Perception +12; low-light vision Languages Common, Shoony Skills Crafting +11, Diplomacy +12, Shoony Lore +13, Society +13, Survival +11 Str +0 Dex +2 Con -1 Int +3 Wis +3 Cha +4 Items Longbow (20 arrows and 5 signal arrows), Staff --- AC 19 Fort +9 Ref +10 Will +13 A shoony's small, blunt snout and labyrinthine sinus system make them resistant to phenomena that assail the nose. When they rolls a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), they get the outcome one degree of success better than the result of their roll. HP 60 --- Speed 25 feet, paddler Melee Single Action staff +9 (two-hand d8), Damage 1d4 bludgeoning Ranged Single Action longbow +11 (deadly 1d10, range 100 feet, volley 30 feet), Damage 1d8+2 piercing Signal Arrow Two Actions The shoony hierarch sparks and launches an alchemically treated arrow that creates a bright light high in the sky. A signal arrow cannot be used to deal damage. Hierarchs carry a number of different arrows that signal different things; a red signal arrow might mean retreat, whereas a green arrow might be a call to gather in the village commons. ","skill_mod":{"society":13,"diplomacy":12,"crafting":11,"survival":11},"summary":"For all their advancement in agriculture, horticulture, and animal husbandry, shoonies subscribe to a remarkably antiquated form of leadership; the …","image":["/Images/Monsters/Shoony_ShoonyHierarch.png"],"primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Creature Type","Rarity","Ancestry"],"ac":19,"item":["Longbow (20 arrows and 5 signal arrows)","Staff"],"level":4,"source_category":["Adventure Paths"],"sense":"low-light vision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=523","intelligence":3,"reflex_save":10,"strongest_save":["will"],"dexterity":2,"vision":"Low-light vision","fortitude_save":9,"source_group":["Extinction Curse"],"size":["Small"],"spoilers":"Extinction Curse","name":"Shoony Hierarch","alignment":"NG","category":"creature","rarity":"rare","strike_damage_average":[2,6],"slug":"creature-523"},{"primary_source_category":"Adventure Paths","strength":5,"hp":135,"language":["Draconic","Undercommon"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","charisma":2,"perception":14,"trait":["Humanoid","Uncommon","Xulgath","CE","Medium"],"id":"creature-524","text":" Xulgath Stoneliege Stonelieges are xulgaths magically infused with living earth—the very bones of the world. They are created through a process xulgaths call stone-binding, which can be performed with complex alchemy, powerful psychic magic, or Abyssal rituals. Their scales are like stone slabs, and their bones are as dense as bedrock, so they are among the hardiest and longest-lived xulgaths. To stonelieges, earth is as mutable as water, and their innate power to shape the soil and stone beneath their feet makes them integral members of xulgath society (as well as formidable combatants). Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Xulgath Stoneliege Source Pathfinder #153: Life's Long Shadows pg. 84 Perception +14; darkvision, tremorsense (imprecise) 30 feet Languages Draconic, Undercommon Skills Athletics +19, Cave Lore +15, Geology Lore +15, Intimidation +18, Survival +18 Str +5 Dex +2 Con +6 Int +1 Wis +2 Cha +2 --- AC 26 Fort +20 Ref +12 Will +14 HP 135 Resistances physical 8 Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 24 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths’ stenches for 1 minute. --- Speed 20 feet, burrow 10 feet Melee Single Action digging bar +18 (fatal d12, Forceful, versatile B), Damage 2d10+9 piercing Melee Single Action jaws +21, Damage 2d8+9 piercing Melee Single Action claw +19 (Agile), Damage 2d6+9 slashing plus Grab Primal Innate Spells DC 26 - 4th Shape Stone (x3) Earthen Blow Single Action (Earth, Transmutation) Frequency once per round; Effect The stoneliege commands nearby earth to attack a foe. The stoneliege makes a claw Strike against a creature that is within 60 feet of the stoneliege and 10 feet of an earthen surface, such as dirt, mud, stone, or sand. The Strike originates from the surface’s square and has a reach of 10 feet. On a critical hit, the target is also knocked prone. Earthen Torrent Two Actions (Earth, Transmutation) Frequency once per minute; Requirements The stoneliege is standing on or next to at least 10 cubic feet of dirt, stone, or other earthen material; Effect The stoneliege creates a violent wave of roiling earth. Creatures in a 15-foot cone take 7d8 bludgeoning damage (DC 26 basic Reflex save; on a critical failure, creatures are also knocked prone). Stone Throes Single Action (Earth, Transmutation) The stoneliege turns their own body into solid stone like a statue and immediately becomes petrified. Any creature grappled or restrained by the stoneliege becomes immobilized; to get free, the creature must damage the statue enough to break it or succeed at a DC 28 Acrobatics check to Escape. Role within the Clutch A stoneliege’s power reinforces common xulgath values of dominance and control. This makes stone-binding a mark of prestige, given to the strongest or most clever members of a clutch. The former relish in the destructive potential of their newfound power, while the latter use their abilities to build structures or shape their clutch’s home cavern. ","skill_mod":{"survival":18,"athletics":19,"intimidation":18},"image":["/Images/Monsters/Xulgath_XulgathStoneliege.png"],"primary_source":"Pathfinder #153: Life's Long Shadows","spell":["Shape Stone"],"ac":26,"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":"darkvision, tremorsense (imprecise) 30 feet","resistance":{"bludgeoning":8,"piercing":8,"slashing":8,"physical":8},"intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":20,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Xulgath Stoneliege","alignment":"CE","rarity":"uncommon","strike_damage_average":[16,18,20],"attack_bonus":[18,19,21],"constitution":6,"creature_family":"Xulgath","will_save":14,"speed":{"max":20,"land":20,"burrow":10},"wisdom":2,"weakness":{},"creature_ability":["Stench","Earthen Blow","Earthen Torrent","Stone Throes"],"primary_source_group":"Extinction Curse","skill":["Athletics","Cave Lore","Geology Lore","Intimidation","Survival"],"tradition":["Primal"],"summary":"Stonelieges are xulgaths magically infused with living earth—the very bones of the world. They are created through a process xulgaths call …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=524","dexterity":2,"category":"creature","slug":"creature-524"},{"primary_source_category":"Adventure Paths","strength":6,"hp":200,"language":["Common","Infernal","Sylvan"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","charisma":7,"perception":20,"stealth":"23","trait":["Fey","Uncommon","LN","Large"],"id":"creature-525","text":" Yaganty Yaganties are lean, hairy humanoids with lanky torsos, horned heads, and bulbous black eyes. The elongated fingers of one their hands are made of candlestick wax, and their fingertips, which have wicks instead of nails, burn endlessly. In the dead of night, the flickering light of a yaganty’s fingertips casts dramatic shadows across their face and highlights their trollish visage. Yaganty fables follow a common formula. A wayward pedestrian, traveling at night and usually in a forest, follows distant lights with the hope that the lights belong to a fellow wayfarer, only to come face-to-face with a gangly monster. The story ends in one of three ways: the traveler appeals to the yaganty with a gift of gold (the exact sum necessary varies wildly by the telling), the yaganty slays the traveler over some incomprehensible transgression, or, even more inexplicably, the yaganty offers the lost traveler five candles in simple charity so that the light might guide them home. Recall Knowledge - Fey (Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Yaganty Source Pathfinder #153: Life's Long Shadows pg. 85 Perception +20; greater darkvision Languages Common, Infernal, Sylvan Skills Deception +23, Nature +21, Occultism +18, Stealth +23 Str +6 Dex +5 Con +5 Int +2 Wis +5 Cha +7 --- AC 29 Fort +23 Ref +17 Will +21 HP 200 Resistances fire 10 Weaknesses cold iron 10 Light in the Darkness (aura, light, mental, primal, visual) 60 feet. The flames from a yaganty’s fingers shed bright light in a 10-foot radius and are visible even in areas affected by magical darkness, but they do not shed dim light beyond that radius. Any creature within 60 feet in an area of darkness or dim light that sees the yaganty’s candle fingers must succeed at a DC 27 Will save or become fascinated by the yaganty for 1 minute or until the yaganty uses a hostile action against the creature, whichever comes first. Vulnerability to Extinguishing A yaganty who is doused with water or otherwise has their candle fingers extinguished takes 3d6 persistent mental damage, becomes quickened 1, and screams in agony until they reignite their candles (typically by casting produce flame and lighting their fingers with an Interact action). Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action candle fingers +20 (Fire, Magical, reach 10 feet), Damage 3d10+5 fire Melee Single Action claw +22 (Agile, Magical, reach 10 feet), Damage 2d8+9 slashing plus Grab Occult Innate Spells DC 29, attack +23 - Cantrips (5th) Produce Flame - 3rd Burning Hands (x2) - 4th Darkness - 5th Dimension Door Fling Wax Two Actions (Fire) The yaganty whips a stream of scalding wax in a 30-foot line. Each glob deals 1d6 persistent fire damage. An affected creature or adjacent ally can remove one glob of wax by spending an Interact action to scrape it off. The yaganty can’t use Fling Wax again for 1d4 rounds. Creatures in the area must attempt a DC 27 Reflex save. Critical Success The creature is unaffected. Success The creature is splattered with 1d2+1 globs of wax. Failure The creature is splattered with 1d4+2 globs of wax. Critical Failure As failure, and the creature is blinded until it removes the globs of wax. Fiendish Origins Scholars believe that yaganties are closely linked to the infernal duke Yan-gant-y-tan, though yaganties are ominously silent on such matters. ","skill_mod":{"deception":23,"nature":21,"stealth":23,"occultism":18},"image":["/Images/Monsters/Yaganty.png"],"primary_source":"Pathfinder #153: Life's Long Shadows","spell":["Dimension Door","Darkness","Burning Hands","Produce Flame"],"ac":29,"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":"greater darkvision","resistance":{"fire":10},"intelligence":2,"reflex_save":17,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":23,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Yaganty","alignment":"LN","rarity":"uncommon","strike_damage_average":[18,21],"attack_bonus":[20,22],"constitution":5,"spell_attack_bonus":[23],"will_save":21,"speed":{"max":20,"land":20},"wisdom":5,"weakness":{"cold_iron":10},"creature_ability":["Light in the Darkness","Vulnerability to Extinguishing","Attack of Opportunity","Fling Wax"],"primary_source_group":"Extinction Curse","skill":["Deception","Nature","Occultism","Stealth"],"tradition":["Occult"],"summary":"Yaganties are lean, hairy humanoids with lanky torsos, horned heads, and bulbous black eyes. The elongated fingers of one their hands are made of …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=525","dexterity":5,"category":"creature","slug":"creature-525"},{"attack_bonus":[27,29],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":300,"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","creature_family":"Aukashungi","will_save":21,"charisma":-2,"speed":{"max":25,"land":25,"burrow":25},"perception":24,"wisdom":3,"weakness":{},"creature_ability":["Flippable","Acidic Effluence","Roll Up","Swallow Whole"],"primary_source_group":"Extinction Curse","skill":["Athletics"],"trait":["Aberration","Amphibious","Uncommon","CE","Huge"],"id":"creature-526","text":" Giant Aukashungi The strongest individual in an aukashungi swarm eventually grows to monstrous proportions. Recall Knowledge - Aberration (Occultism): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Giant Aukashungi Source Pathfinder #154: Siege of the Dinosaurs pg. 77 Perception +24; greater darkvision Languages Skills Athletics +29 Str +7 Dex +7 Con +6 Int -4 Wis +3 Cha -2 --- AC 36 Fort +28 Ref +25 Will +21 HP 300 Resistances bludgeoning 10, piercing 15, slashing 15 Flippable When flipped on its back, a giant aukashungi can’t move and its soft underbelly becomes exposed. Whenever a creature critically succeeds at a melee attack roll to Strike a giant aukashungi, the attacking creature can forgo the bonus damage to flip over the giant aukashungi (all other critical hit effects apply normally, such as critical specialization effects). While flipped over, the giant aukashungi can’t use reactions, can’t Stride or Strike, takes a –2 circumstance penalty to AC and saving throws, loses its resistances, and gains weakness 10 to physical damage. The aukashungi can right itself by using the Roll Up activity and then using an action to unroll. --- Speed 25 feet, burrow 25 feet Melee Single Action jaws +29 (reach 10 feet), Damage 3d12+13 piercing plus Improved Grab Melee Single Action horn +27 (deadly 2d8, reach 15 feet), Damage 3d8+13 piercing Acidic Effluence Two Actions (Acid) The giant aukashungi releases an acidic gas from its ventral glands in a 30-foot burst. Each creature that starts its turn in the area takes 10d8 acid damage plus 2d8 persistent acid damage (DC 32 basic Fortitude save). The gas moves 10 feet away from the giant aukashungi each round and lasts for 1 minute. The giant aukashungi can’t use Acidic Effluence again for 1 minute. Roll Up Two Actions The aukashungi protects its soft underbelly by rolling into a tight ball. The aukashungi gains a +2 circumstance bonus to AC while Rolled Up, but it cannot Stride or Strike, and it rolls downhill if on a slope. If the aukashungi is grappling a creature when it Rolls Up, that creature must succeed at a DC 35 Fortitude save or become Swallowed Whole. The aukashungi can unroll with a single action (this action has the <%TRAITS%114%%> move <%END trait). Swallow Whole Single Action (Attack) Large, 15d6+6 bludgeoning, Rupture 27 Carcass Full of Treasure Aukashungis can’t digest non-organic materials, which gradually accumulate in the first of their three stomachs. Giant aukashungis that have had long, successful lives hunting prey often bulge with the spoils of their victims, and those swallowed by the creatures can sometimes cut themselves free with a weapon discovered in the monster’s gut. ","skill_mod":{"athletics":29},"summary":"The strongest individual in an aukashungi swarm eventually grows to monstrous proportions.","image":["/Images/Monsters/GiantAukashungi.png"],"primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Creature Type","Monster","Rarity"],"ac":36,"level":14,"source_category":["Adventure Paths"],"sense":"greater darkvision","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":15,"slashing":15},"url":"/Monsters.aspx?ID=526","intelligence":-4,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":7,"vision":"Greater darkvision","fortitude_save":28,"source_group":["Extinction Curse"],"size":["Huge"],"spoilers":"Extinction Curse","name":"Giant Aukashungi","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[26,32],"slug":"creature-526"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":140,"language":["Sylvan","(can't speak any languages)"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","creature_family":"Brughadatch","will_save":14,"charisma":0,"speed":{"max":35,"land":10,"swim":35},"perception":13,"wisdom":1,"weakness":{"cold_iron":5},"creature_ability":["Churning Frenzy"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Survival"],"trait":["Amphibious","Fey","CE","Small"],"id":"creature-527","text":" Gahlepod (Juvenile Brughadatch) The youngest brughadatches resemble overlarge tadpoles about 2 feet long. Recall Knowledge - Fey (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Gahlepod Source Pathfinder #154: Siege of the Dinosaurs pg. 78 Perception +13; darkvision, scent (imprecise) 30 feet Languages Sylvan; (can't speak any languages) Skills Acrobatics +17, Survival +14 Str +4 Dex +6 Con +4 Int -4 Wis +1 Cha +0 --- AC 24 Fort +17 Ref +19 Will +14 HP 140 Weaknesses cold iron 5 Churning Frenzy Reaction Trigger The gahlepod becomes adjacent to at least one other gahlepod; Frequency once per round; Effect The gahlepod is spurred into a frenzy by the others. For the rest of the round, their jaws Strike deals 1d6 persistent bleed damage in addition to the listed damage. --- Speed 10 feet, swim 35 feet Melee Single Action jaws +17, Damage 2d8+7 piercing\n","skill_mod":{"survival":14,"acrobatics":17},"summary":"The youngest brughadatches resemble overlarge tadpoles about 2 feet long.","primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Monster","Creature Type"],"ac":24,"level":7,"source_category":["Adventure Paths"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=527","intelligence":-4,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":17,"source_group":["Extinction Curse"],"size":["Small"],"name":"Gahlepod","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[16],"slug":"creature-527"},{"primary_source_category":"Adventure Paths","strength":5,"hp":210,"language":["Common","Sylvan"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","charisma":6,"perception":19,"trait":["Amphibious","Fey","CE","Medium"],"id":"creature-528","text":" Brughadatch (Midlife Brughadatch) The biggest difference between a gahlepod and a grown brughadatch isn’t their humanoid appearance, but the powerful magic they gain as they mature. Recall Knowledge - Fey (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Brughadatch Source Pathfinder #154: Siege of the Dinosaurs pg. 78 Perception +19; darkvision Languages Common, Sylvan Skills Athletics +19, Deception +22, Intimidation +22, Nature +22, Survival +20 Str +5 Dex +3 Con +4 Int +0 Wis +4 Cha +6 --- AC 30 Fort +22 Ref +16 Will +20 HP 210 Weaknesses cold iron 10 --- Speed 25 feet, swim 25 feet Melee Single Action jaws +21, Damage 2d10+9 piercing plus Grab Melee Single Action claw +19 (Agile), Damage 2d8+5 slashing Primal Innate Spels DC 28, attack +22 - Cantrips (4th) Detect Magic, Produce Flame - 1st Fear (at will) - 2nd Faerie Fire, Hideous Laughter - 3rd Enthrall (x3) - 4th Charm (at will), Confusion Deceitful Feast (Illusion) The brughadatch conjures a decadent, enticing feast void of nutritional substance. This conjuration takes 1 minute and lasts for 24 hours. For each item of illusory food a creature eats, it must attempt a DC 29 Will save. Critical Success The creature sees through the illusion and becomes immune to the effects of Deceitful Feast for 24 hours. Success The creature doesn’t see through the illusion but is unaffected by the food. Failure The creature takes a –1 circumstance penalty to Will saves against any of the brughadatch’s spells or abilities. The penalty increases with each failed save, to a maximum of –5. Critical Failure As failure, plus for 1 hour, the creature’s attitude becomes helpful to the brughadatch, and the creature can’t use hostile actions against them. Psychic Sip Single Action Requirements Targets must have critically failed a save against a brughadatch’s Deceitful Feast or charm innate spell; Frequency once per round; Effect The brughadatch feasts on the souls of the creatures they’ve tricked. They target up to five creatures within 30 feet and feast on their ambient brainpower, dealing 4d10 mental damage (DC 26 basic Will save) to each creature. Unless a target succeeds at the Will save, this damage does not end the charm effect or the effect of Deceitful Feast as a hostile action normally would. Brughadatches on Golarion Brughadatches are commonly encountered in wetlands near interplanar portals to the First World, such as in the River Kingdoms, the Mushfens of Varisia, or the Swardlands on the Isle of Kortos. Since they prefer to feed on humans and other similar humanoids, brughadatches often congregate near remote bayou villages and boggy riverside towns, where they can lure in unsuspecting travelers with illusory food and drink. Many a unlucky traveler has fallen victim to the predations of a brughadatch clan after wandering into a spectacular (albeit illusory) banquet, only to realize the ploy too late. ","skill_mod":{"deception":22,"nature":22,"survival":20,"athletics":19,"intimidation":22},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","spell":["Charm","Confusion","Enthrall","Faerie Fire","Hideous Laughter","Fear","Detect Magic","Produce Flame"],"ac":30,"level":10,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":22,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Brughadatch","alignment":"CE","rarity":"common","strike_damage_average":[14,20],"attack_bonus":[19,21],"constitution":4,"creature_family":"Brughadatch","spell_attack_bonus":[22],"will_save":20,"speed":{"max":25,"land":25,"swim":25},"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Deceitful Feast","Psychic Sip"],"primary_source_group":"Extinction Curse","skill":["Athletics","Deception","Intimidation","Nature","Survival"],"tradition":["Primal"],"summary":"The biggest difference between a gahlepod and a grown brughadatch isn’t their humanoid appearance, but the powerful magic they gain as they mature.","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=528","dexterity":3,"category":"creature","slug":"creature-528"},{"primary_source_category":"Adventure Paths","strength":8,"hp":250,"language":["Common","Sylvan"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","charisma":7,"perception":26,"trait":["Amphibious","Fey","CE","Large"],"id":"creature-529","text":" Doblagub (Elder Brughadatch) Elder brughadatches command groups of fellow brughadatches, who placate the doblagub with fresh meals and trophies of the group’s grisly catches. Recall Knowledge - Fey (Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Doblagub Source Pathfinder #154: Siege of the Dinosaurs pg. 79 Perception +26; darkvision, true seeing Languages Common, Sylvan Skills Athletics +25, Deception +28, Intimidation +28, Nature +26, Survival +24 Str +8 Dex +3 Con +6 Int +2 Wis +5 Cha +7 --- AC 35 Fort +23 Ref +18 Will +26 HP 250 Weaknesses cold iron 15 Etheric Fibers (aura, enchantment, mental) 40 feet. Requirements A doblagub has bonded with their current location by being called there via a ritual or by remaining in one place for 10 years; Effect The doblagub grows etheric fibers that they can use to psychically keep prey close. Any time a creature tries to move within this aura, it must succeed at a DC 30 Will save or the movement fails and the action is wasted. --- Speed 10 feet, swim 10 feet Melee Single Action jaws +27 (reach 10 feet), Damage 4d8+14 bludgeoning plus Grab Melee Single Action tongue +27 (reach 15 feet), Damage Grab and Pull 10 feet Primal Innate Spells DC 33, attack +27 - Cantrips (6th) Detect Magic, Produce Flame - 3rd Faerie Fire (x2), Fear (at will), Hideous Laughter - 4th Charm (at will), Lightning Bolt (x2), Paralyze (x3) - 5th Confusion, Enthrall (x2), Illusory Scene (at will), Wall of Stone - 6th Crushing Despair, Dominate - Constant (6th) True Seeing Etheric Tug Single Action Requirements The doblagub’s etheric fibers aura is active; Frequency once per round; Effect All non-brughadatch creatures within the aura must succeed at a DC 30 Fortitude save or be pulled 10 feet toward the doblagub. Magical Tongue A doblagub can use their tongue to make spell attacks with spells that have a range of touch. Swallow Whole Single Action (Attack) Medium, 4d10+8 bludgeoning, Rupture 24 ","skill_mod":{"deception":28,"nature":26,"survival":24,"athletics":25,"intimidation":28},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","spell":["Crushing Despair","Dominate","Confusion","Enthrall","Illusory Scene","Wall of Stone","Charm","Lightning Bolt","Paralyze","Faerie Fire","Fear","Hideous Laughter","Detect Magic","Produce Flame","True Seeing"],"ac":35,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":"darkvision, true seeing ","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":23,"source_group":["Extinction Curse"],"size":["Large"],"name":"Doblagub","alignment":"CE","rarity":"common","strike_damage_average":[32],"attack_bonus":[27,27],"constitution":6,"creature_family":"Brughadatch","spell_attack_bonus":[27],"will_save":26,"speed":{"max":10,"land":10,"swim":10},"wisdom":5,"weakness":{"cold_iron":15},"creature_ability":["Etheric Fibers","Etheric Tug","Magical Tongue","Swallow Whole"],"primary_source_group":"Extinction Curse","skill":["Athletics","Deception","Intimidation","Nature","Survival"],"tradition":["Primal"],"summary":"Elder brughadatches command groups of fellow brughadatches, who placate the doblagub with fresh meals and trophies of the group’s grisly catches.","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=529","dexterity":3,"category":"creature","slug":"creature-529"},{"attack_bonus":[22,24,24],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":175,"language":["Common","one regional language (can't speak any language)"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","will_save":20,"charisma":5,"speed":{"max":25,"land":25},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Suppressed Alignment","Frightful Presence","Attack of Opportunity","Change Shape","Remove Face","Sudden Slices"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth"],"stealth":"24","trait":["Humanoid","Uncommon","NE","Medium"],"id":"creature-530","text":" Faceless Butcher The deformed flesh on this humanoid horror’s head bears grim holes where their eyes, nose, mouth, and ears should be, and little else. Stories of faceless butchers always center on the monstrous murderer’s preferred weapon: a wicked and bloodstained meat cleaver, which the butcher uses to carve flesh from skull to add to their collection of stolen faces. Once they’ve taken a victim’s face, the faceless butcher can wear it, transform into an exact replica of the deceased, and begin stalking their next victim. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Faceless Butcher Source Pathfinder #154: Siege of the Dinosaurs pg. 80 Perception +21; darkvision Languages Common; one regional language (can't speak any language) Skills Acrobatics +22, Athletics +24, Deception +24, Intimidation +22, Stealth +24 Str +7 Dex +5 Con +6 Int +1 Wis +3 Cha +5 Suppressed Alignment When using their Change Shape ability, the faceless butcher loses their alignment aura and thus cannot be detected by spells such as detect alignment . Items bag of faces, cleaver --- AC 31 Fort +23 Ref +22 Will +20 HP 175 Resistances bludgeoning 8 Frightful Presence (aura, emotion, fear, mental) 10 feet, DC 26. This aura is suppressed if the faceless butcher is using Change Shape. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action cleaver +24 (Forceful, Sweep), Damage 2d12+7 slashing Melee Single Action fist +24 (Agile, Nonlethal), Damage 2d10+7 bludgeoning Ranged Single Action cleaver +22 (thrown 10 feet), Damage 2d12+7 slashing Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The faceless butcher can take on the exact form of any Small, Medium, or Large humanoid whose face they carry in their bag of faces, changing their shape and physical features to precisely match that of the victim whose face they wear. This doesn’t change the butcher’s Speed or attack or damage bonuses with their Strikes. Remove Face Two Actions (Attack) Requirements The faceless butcher is within reach of a dying, immobilized, or unconscious creature; Effect The faceless butcher attempts a cleaver Strike or an Athletics check against the creature’s Fortitude DC. On a success, the faceless butcher deals damage as if they had made a successful cleaver Strike against the creature and removes the creature’s face. On a critical success, the damage doubles and the creature takes 4d6 persistent bleed damage. Once its face is removed, the creature takes a permanent –4 status penalty to Charisma checks and Charisma-based skill checks. This penalty can be removed only if the victim recovers its face from the faceless butcher and has a restoration spell cast on it. Sudden Slices Two Actions Requirements The faceless butcher is undetected by their target; Effect The faceless butcher Strides once and makes two cleaver Strikes against the target. During the Stride, they gain a +10-foot circumstance bonus to their Speed. Boondocks Killer Among small villages where locals whisper stories of the faceless butcher, one can never be sure if the local fisher or trapper who returns from an unexpectedly long trip upriver is who they have always been, or if something far more sinister has returned in their stead. ","skill_mod":{"deception":24,"stealth":24,"athletics":24,"intimidation":22,"acrobatics":22},"summary":"The deformed flesh on this humanoid horror’s head bears grim holes where their eyes, nose, mouth, and ears should be, and little else. Stories of …","image":["/Images/Monsters/FacelessButcher.png"],"primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Creature Type","Rarity"],"ac":31,"item":["bag of faces","cleaver"],"level":11,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["will"],"resistance":{"bludgeoning":8},"url":"/Monsters.aspx?ID=530","intelligence":1,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":23,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Faceless Butcher","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[18,20,20],"slug":"creature-530"},{"primary_source_category":"Adventure Paths","strength":3,"hp":120,"language":["Common"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","charisma":5,"perception":14,"trait":["Construct","Uncommon","N","Large"],"id":"creature-531","text":" Harrow Doll Harrow dolls are unique constructs that can make predictions about the future. The more elite circuses and traveling shows frequently feature a harrow doll, and many use the doll’s abilities to learn more about locals to better customize shows to their tastes—or to find easy marks for later cons. Upset patrons that try to harm a harrow doll or reclaim their payment quickly learn that the construct is more than capable of defending itself. Recall Knowledge - Construct (Arcana, Crafting): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Harrow Doll Source Pathfinder #154: Siege of the Dinosaurs pg. 81 Perception +14; darkvision Languages Common Skills Fortune-Telling Lore +16 Str +3 Dex +4 Con +2 Int +0 Wis +5 Cha +5 Uncanny Divination A harrow doll can cast augury as part of a harrow reading, which takes the usual 10 minutes. When casting locate , the harrow doll doesn’t need to have previously observed a specific object to learn its direction, but instead can detail the direction only vaguely, using such phrases as “beside a weeping mound” or “beneath the lost sky.” When the harrow doll casts mind reading , there is no effect if the target critically succeeds its save. Each time a harrow doll makes a harrow reading, it also changes which saving throw is affected by its fortune’s favor ability. Items metal harrow deck --- AC 26 Fort +16 Ref +16 Will +17 HP 120 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal, paralyzed, poison, sickened, unconscious Resistances physical 5 (except adamantine) Fortune’s Favor (fortune) Whenever the harrow doll attempts a specific type of saving throw, it rolls twice and takes the higher result. The type of saving throw is determined by the suit that featured most prominently in the doll’s most recent harrow reading: Fortitude (Hammers or Shields), Reflex (Keys or Books), or Will (Stars or Crowns). If the suit of its latest harrow reading is unknown, roll 1d6 at the beginning of combat to randomly determine it. --- Speed 25 feet Melee Single Action fist +17 (Agile, Magical), Damage 2d12+6 bludgeoning plus Grab Ranged Single Action harrow card +18 (Magical, range increment 60 feet), Damage 2d8+6 slashing plus harrowing misfortune Arcane Innate Spells DC 27 - 2nd Augury (at will) - 3rd Locate, Mind Reading Harrowing Misfortune (Curse, Misfortune) A creature struck by one of the harrow doll’s cards must attempt a DC 25 Will save or be cursed with misfortune, which forces the creature to roll twice and take the lower result on its next roll of a specific type, determined by the card’s suit (roll 1d6 to randomly determine the suit). A creature can be cursed with only one effect from harrowing misfortune at a time, with a new curse overriding any previous curse. The curse ends after 1 minute or after the specified roll is made, whichever comes first. The suits and their effects are: Hammers (melee attack roll), Keys (Reflex save), Shields (Fortitude save), Books (skill check), Stars (Will save), and Crowns (spell attack roll). Fortune Telling Prices A harrow doll’s box container usually has a coin slot for customers to pay for divinations. The price for a harrow doll to cast augury is typically 1 sp. Harrow dolls can also cast locate for a price of 5 gp. ","skill_mod":{},"image":["/Images/Monsters/HarrowDoll.png"],"primary_source":"Pathfinder #154: Siege of the Dinosaurs","spell":["Locate","Mind Reading","Augury"],"ac":26,"item":["metal harrow deck"],"level":8,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"intelligence":0,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":16,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Harrow Doll","alignment":"N","rarity":"uncommon","strike_damage_average":[15,19],"attack_bonus":[17,18],"constitution":2,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal","paralyzed","poison","sickened","unconscious"],"will_save":17,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Uncanny Divination","Fortune’s Favor","Harrowing Misfortune"],"primary_source_group":"Extinction Curse","skill":["Fortune-Telling Lore"],"tradition":["Arcane"],"summary":"Harrow dolls are unique constructs that can make predictions about the future. The more elite circuses and traveling shows frequently feature a …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=531","dexterity":4,"category":"creature","slug":"creature-531"},{"primary_source_category":"Adventure Paths","strength":9,"hp":340,"language":["Abyssal","telepathy 120 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","charisma":6,"perception":33,"stealth":"32","trait":["Aberration","Fiend","Rare","CE","Huge"],"id":"creature-532","text":" Qurashith Qurashith—or “gluttonwings” in the Common tongue—are fearsome, bat-like predators that haunt the upper reaches of Gluttondark’s cavern-worlds. These monstrosities are no mere beasts. A qurashith does not simply devour its victims; once it kills its prey, it physically subsumes the creature into its own body, metabolizing the prey’s spiritual essence. Close inspection of a qurashith reveals that its body is an amalgamation of the fiend and its extraplanar and mortal victims, bound together by webs of demonic scar tissue and sticky acidic pus. While the individual personalities of a qurashith’s victims gradually metabolize and diffuse into its very substance over time, a particularly charismatic or magically powerful victim might exert some influence over the qurashith’s mind for a short time. Recall Knowledge - Aberration (Occultism): DC 41 Recall Knowledge - Fiend (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Qurashith Source Pathfinder #154: Siege of the Dinosaurs pg. 82 Perception +33; greater darkvision, scent (imprecise) 60 feet, true seeing Languages Abyssal; telepathy 120 feet, tongues Skills Acrobatics +30, Athletics +32, Deception +29, Stealth +32, Survival +28 Str +9 Dex +7 Con +6 Int -1 Wis +5 Cha +6 --- AC 40 Fort +29 Ref +30 Will +28 HP 340 Resistances acid 15 Weaknesses good 15, lawful 15 Adhesive Body Any creature that Strikes the qurashith with a melee weapon must attempt a DC 37 Reflex save. On a failure, the creature is disarmed of its weapon, which becomes stuck to the qurashith’s body; if the Strike was an unarmed attack, the creature’s limb sticks to the qurashith’s body and the creature becomes immobilized. A creature must succeed at a DC 31 Athletics check to retrieve a stuck weapon. On a failure, the creature takes 2d6 acid damage and the weapon remains stuck, and on a critical failure, the creature also becomes stuck to the qurashith and becomes immobilized. A stuck creature takes 2d6 acid damage each round it remains stuck to the qurashith and can use an Escape action to try to free itself from the monster (DC 31). Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 33 --- Speed 20 feet, fly 60 feet Melee Single Action jaws +34 (Chaotic, Evil, Magical, reach 15 feet), Damage 3d12+17 piercing plus paralytic spittle Melee Single Action claw +32 (Agile, Chaotic, Evil, Magical, reach 15 feet), Damage 3d10+15 slashing Ranged Single Action spittle +30 (range 60 feet), Damage 6d6 acid and paralytic saliva Divine Innate Spells DC 35 - 6th Teleport (at will, self only) - Constant (6th) True Seeing Paralytic Spittle A creature that takes damage from a qurashith’s jaws or spittle must succeed at a DC 39 Fortitude save or be slowed 1 for 1d4 rounds (slowed 2 on a critical failure). If a creature is already slowed when it fails its save, it becomes paralyzed for 1 round. Psychic Howl Two Actions The qurashith unleashes a debilitating psionic scream. Creatures in a 60-foot cone must succeed at a DC 35 Will save or become stupefied 2 (stupefied 4 on a critical failure) for 1 minute. A creature that critically succeeds at its Will save is immune to the qurashith’s Psychic Howl for 24 hours. The qurashith can’t use Psychic Howl again for 1d4 rounds. Rend Single Action claw Many-Minded Beings Despite having no organized civilization, qurashith flock and lair together and occasionally even hunt in packs, communicating horrifically through the compelled, agonized voices of the victims grafted onto their bodies. ","skill_mod":{"deception":29,"survival":28,"stealth":32,"athletics":32,"acrobatics":30},"image":["/Images/Monsters/Qurashith.png"],"primary_source":"Pathfinder #154: Siege of the Dinosaurs","spell":["Teleport","True Seeing"],"ac":40,"level":17,"spell_dc":[35],"source_category":["Adventure Paths"],"sense":"greater darkvision, scent (imprecise) 60 feet, true seeing ","resistance":{"acid":15},"intelligence":-1,"reflex_save":30,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":29,"source_group":["Extinction Curse"],"size":["Huge"],"spoilers":"Extinction Curse","name":"Qurashith","alignment":"CE","rarity":"rare","strike_damage_average":[21,31,36],"attack_bonus":[30,32,34],"constitution":6,"will_save":28,"speed":{"fly":60,"max":60,"land":20},"wisdom":5,"weakness":{"lawful":15,"good":15},"creature_ability":["Adhesive Body","Frightful Presence","Paralytic Spittle","Psychic Howl","Rend"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Deception","Stealth","Survival"],"tradition":["Divine"],"summary":"Qurashith—or “gluttonwings” in the Common tongue—are fearsome, bat-like predators that haunt the upper reaches of Gluttondark’s cavern-worlds. These …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=532","dexterity":7,"category":"creature","slug":"creature-532"},{"attack_bonus":[23],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":270,"immunity":["acid","critical hits","mental","piercing","precision","slashing","unconscious","visual"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","creature_family":"Ooze","will_save":13,"charisma":-5,"speed":{"max":20,"land":20,"swim":20},"perception":14,"wisdom":0,"weakness":{"fire":10},"creature_ability":["Motion Sense","Congealed","Greasy Seepage","Engulf","Residual Grease"],"primary_source_group":"Extinction Curse","skill":["Athletics"],"trait":["Mindless","Ooze","N","Medium"],"id":"creature-533","text":" Tallow Ooze Pale yellow and smelling of meat, this unnatural, globular monster is composed entirely of rendered animal fat. A tallow ooze typically results from magical mishaps during the creation of enchanted candles or soaps, or while rendering the fat of a magical beast, though occasionally spellcasters create these beings intentionally. A tallow ooze hunts other creatures to subsume them into its own body and absorb their fat. Since tallow is solid at room temperature, tallow oozes must metabolize their own bodies to produce enough heat to remain gelatinous. A tallow ooze that cannot replenish itself with absorbed fat will either consume itself or solidify, though a tallow ooze exposed to too much heat might melt entirely. Recall Knowledge - Ooze (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Tallow Ooze Source Pathfinder #154: Siege of the Dinosaurs pg. 83 Perception +14; motion sense 60 feet, no vision Languages Skills Athletics +23 Str +6 Dex -5 Con +5 Int -5 Wis +0 Cha -5 Motion Sense A tallow ooze can sense nearby motion through vibration and air movement. --- AC 19 Fort +22 Ref +10 Will +13 HP 270 Immunities acid, critical hits, mental, piercing, precision, slashing, unconscious, visual Resistances cold 10 Weaknesses fire 10 Congealed Whenever the tallow ooze takes fire damage, it becomes quickened for 1 round (it can only Stride or Strike with the extra action). Whenever the tallow ooze is dealt cold damage (even if that damage is prevented by its resistance), it becomes slowed 1 for 1 round and can’t use its Engulf ability (but creatures already engulfed are still engulfed). Greasy Seepage (aura) 10 feet. Any creature that starts its turn in or enters a square in the area must attempt a DC 30 Acrobatics check to Balance. A creature that takes a Step doesn’t need to roll this check. --- Speed 20 feet, swim 20 feet Melee Single Action pseudopod +23, Damage 2d10+10 bludgeoning plus residual grease Engulf Two Actions DC 30, 4d10 bludgeoning, Escape DC 26, Rupture 25 Residual Grease When the tallow ooze critically succeeds at an attack against a creature or a creature escapes from being engulfed by the ooze, that creature’s hands and gear become slick with grease. For 1d4 rounds, the affected creature must attempt a DC 30 Reflex save whenever it uses any item (including weapons) that must be wielded or held. On a failure, the creature takes a –2 circumstance penalty to any attack roll or check to use the item; on a critical failure, the creature drops the item, which lands in a random adjacent square. The creature (or an adjacent ally) can use 1 Interact action to wipe off the grease from an item or from its hands. Saponaceous Tallow Ooze Exposure to a sufficient quantity of alkali (such as from ash) may cause a chemical reaction in a tallow ooze, turning it into a mass of living soap. Such saponaceous tallow oozes leave residual glycerol in their wake instead of grease (though the effects are the same) and gain the following ability. Soapy Effluence When a saponaceous tallow ooze is exposed to at least a gallon of water, takes damage from an ability with the water trait, or fails a saving throw against an effect with the water trait, it releases a cloud of bubbles that fills a 10-foot burst around the ooze’s current space for 1 minute. Creatures within the area are dazzled. ","skill_mod":{"athletics":23},"summary":"Pale yellow and smelling of meat, this unnatural, globular monster is composed entirely of rendered animal fat. A tallow ooze typically results from …","image":["/Images/Monsters/TallowOoze.png"],"primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Monster","Creature Type"],"ac":19,"level":11,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{"cold":10},"url":"/Monsters.aspx?ID=533","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":22,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Tallow Ooze","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[21],"slug":"creature-533"},{"primary_source_category":"Adventure Paths","strength":7,"hp":215,"language":["Abyssal"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","charisma":4,"perception":23,"stealth":"23","trait":["Fiend","Uncommon","CE","Large"],"id":"creature-534","text":" Xilvirek Xilvireks are the result of the strange evolution that takes place in Zevgavizeb’s Abyssal realm. These fiends resemble their dread demon lord and claim to be living embodiments of the Lord of Reptiles’s snapping jaws. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Xilvirek Source Pathfinder #154: Siege of the Dinosaurs pg. 84 Perception +23; darkvision, psionic scent (imprecise) 120 feet Languages Abyssal Skills Athletics +25, Intimidation +22, Stealth +23, Survival +25 Str +7 Dex +5 Con +6 Int +0 Wis +5 Cha +4 Psionic Scent A xilvirek can sense the presence of creatures with an Intelligence of at least –3. Creatures that have silenced their thoughts through magic or other means can potentially counteract this sense at the GM’s discretion. --- AC 34 Fort +26 Ref +21 Will +19 HP 215 Weaknesses good 10, lawful 10 Hypnotic Stench (aura, emotion, enchantment, incapacitation, mental) 30 feet. A creature that begins its turn in the area must succeed at a DC 32 Will save or become fascinated with the xilvirek. If the creature is already fascinated by the xilvirek and fails its save, the creature is compelled to approach the xilvirek and allow itself to be grabbed, which ends the fascination. Attack of Opportunity Reaction --- Speed 40 feet, swim 30 feet Melee Single Action jaws +25 (Chaotic, Evil, Magical), Damage 3d10+13 piercing Melee Single Action claw +27 (Agile, Chaotic, Evil, Magical, reach 10 feet), Damage 2d8+13 slashing plus Grab Melee Single Action tail +25 (Chaotic, Evil, Magical, reach 15 feet, versatile P), Damage 3d6+13 bludgeoning plus Knockdown Divine Innate Spells DC 28 - 2nd Darkness (at will) - 4th Dimension Door (at will) - 6th Teleport (self only) Disgorge Bile Two Actions (Acid, Inhaled) The xilvirek retches a small pool of debilitating, acrid bile onto itself. All creatures within 30 feet take 4d6 acid damage as they inhale the bile’s noxious fumes (DC 32 basic Fortitude save; on a failure, the creature is sickened 1, or sickened 2 on a critical failure). The xilvirek can’t Disgorge Bile again for 1d4 rounds. Feasting Tentacles The xilvirek has two tentacles on its back that it can use to suck the life from its prey. A creature that starts its turn grabbed by the xilvirek becomes drained 1, and the xilvirek regains 20 HP. The drained value increases by 1 on each subsequent round that the creature starts its turn grabbed, but the xilvirek doesn’t regain additional HP from draining the same creature more than once per day. Xilvereks on the Material Plane Despite their origins within Gluttondark, xilvireks have been encountered with increasing frequency in the deepest depths of the Darklands, perhaps as a result of botched summonings by xulgath clerics of Zevgavizeb. Whether by chance or through the intent of their creator, xilvireks have begun to stretch their reach beyond the evolutionary nightmare of the Abyss. ","skill_mod":{"survival":25,"stealth":23,"athletics":25,"intimidation":22},"image":["/Images/Monsters/Xilvirek.png"],"primary_source":"Pathfinder #154: Siege of the Dinosaurs","spell":["Teleport","Dimension Door","Darkness"],"ac":34,"level":12,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":"darkvision, psionic scent (imprecise) 120 feet","resistance":{},"intelligence":0,"reflex_save":21,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":26,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Xilvirek","alignment":"CE","rarity":"uncommon","strike_damage_average":[22,23,29],"attack_bonus":[25,25,27],"constitution":6,"will_save":19,"speed":{"max":40,"land":40,"swim":30},"wisdom":5,"weakness":{"lawful":10,"good":10},"creature_ability":["Psionic Scent","Hypnotic Stench","Attack of Opportunity","Disgorge Bile","Feasting Tentacles"],"primary_source_group":"Extinction Curse","skill":["Athletics","Intimidation","Stealth","Survival"],"tradition":["Divine"],"summary":"Xilvireks are the result of the strange evolution that takes place in Zevgavizeb’s Abyssal realm. These fiends resemble their dread demon lord and …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=534","dexterity":5,"category":"creature","slug":"creature-534"},{"attack_bonus":[21,23,23],"constitution":7,"primary_source_category":"Adventure Paths","strength":4,"hp":190,"language":["Draconic","Undercommon"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","creature_family":"Xulgath","will_save":17,"charisma":-1,"speed":{"max":40,"land":40},"perception":19,"wisdom":1,"weakness":{},"creature_ability":["Caustic Fog","Self-Detonate","Corrosive Kiss"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Stealth"],"stealth":"20","trait":["Humanoid","Xulgath","CE","Medium"],"id":"creature-535","text":" Xulgath Gutrager Xulgath gutragers exhibit more extreme developments along the same physiological path as their bilebearer cousins. They are stockier and faster, with necks and limbs corded with muscle. They are also denser, with multiple stomachs full of fluids even more caustic than those of the bilebearer. Like the bilebearer, gutragers lack the distinctive stench typical of most xulgaths. A gutrager’s torso conceals its most disturbing feature—a densely coiled esophagus. Pressurized bladders and a muscular throat allow the gutrager to propel its esophagus outward in an explosion of yellow flesh and acidic bile; caustic stomach acid coating the esophagus makes even brief physical contact with the organ dangerous. As a last resort, the gutrager can intentionally accelerate the corrosion in its esophagus, releasing vile acid in a burst that also ends its life. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Xulgath Gutrager Source Pathfinder #154: Siege of the Dinosaurs pg. 85 Perception +19; darkvision Languages Draconic, Undercommon Skills Acrobatics +22, Athletics +22, Stealth +20 Str +4 Dex +6 Con +7 Int -2 Wis +1 Cha -1 --- AC 28 Fort +23 Ref +22 Will +17 HP 190 Resistances acid 10 Caustic Fog (acid, aura) 10 feet. Whenever a gutrager is within another xulgath’s stench aura, a fog appears around the gutrager; creatures in the fog (including the gutrager) can see as normal, but they are concealed from creatures outside the fog. Non-xulgaths that begin their turn in the fog take 2d6 acid damage. Strong winds suppress this ability. Self-Detonate Two Actions (acid) Requirements The gutrager has 45 or fewer HP; Effect The gutrager compresses its gut and explodes in a burst of viscera, dying instantly and dealing 8d8 acid damage to creatures and unattended objects in a 20-foot emanation centered on the gutrager (DC 31 basic Reflex save). --- Speed 40 feet Melee Single Action jaws +21, Damage 2d6+8 piercing plus 2d6 acid Melee Single Action claw +23 (Agile, Finesse), Damage 2d8+8 slashing Ranged Two Actions bile jet +23 (Acid, range increment 60 feet), Damage 4d8+7 acid Corrosive Kiss Two Actions (Acid) Frequency once per round; Effect The gutrager propels its esophagus out of its body to deliver an acidic blow. It makes an unarmed Strike against a creature or unattended object within 30 feet with a +23 attack bonus. On a hit, the target takes 2d6+8 bludgeoning plus 4d6 acid damage. On a critical hit, the target also takes 2d6 persistent acid damage. The gutrager is clumsy 1 for 1 round as it re-coils its esophagus. Gutrager Origins Gutragers have been part of xulgath society for millennia. One xulgath legend suggests that xulgaths developed the material-strengthening art of inflection in order to safeguard clutch walls from gutragers’ powerful acid. Gutrager acid is also used to etch designs onto xulgath scales and, in difficult times, can be carefully used in place of fire to cook food. ","skill_mod":{"stealth":20,"athletics":22,"acrobatics":22},"summary":"Xulgath gutragers exhibit more extreme developments along the same physiological path as their bilebearer cousins. They are stockier and faster, …","image":["/Images/Monsters/Xulgath_XulgathGutrager.png"],"primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Creature Type","Monster"],"ac":28,"level":10,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["will"],"resistance":{"acid":10},"url":"/Monsters.aspx?ID=535","intelligence":-2,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":23,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Xulgath Gutrager","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[17,22,25],"slug":"creature-535"},{"primary_source_category":"Rulebooks","strength":4,"hp":125,"language":["envisioning"],"source":["Bestiary 2"],"type":"Creature","charisma":3,"perception":18,"stealth":"15","trait":["Aeon","Monitor","LN","Medium"],"id":"creature-536","text":" Theletos Theletoses maintain the balance between fate and free will. A theletos is a roughly spherical mass of crystals from which emerge four limbs, each split at the elbow and ending in three-fingered hands. A pair of crystalline tentacles also emerges from its body. Those who have been damaged by a theletos's tentacles describe a disorienting dilemma as they simultaneously feel forced to make a single choice while also being overwhelmed by the endless options available to choose from. Theletoses are more likely than most aeons to interfere in non-aeon societies, particularly in regions with draconian laws. Their involvement is twofold; a theletos concerns itself with both the freedom of individuals and the laws that restrict these individuals, even (or especially) when the two are in opposition. Recall Knowledge - Monitor (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Theletos Source Bestiary 2 pg. 8 Perception +18; darkvision Languages envisioning Skills Arcana +16, Intimidation +16, Religion +18, Stealth +15 Str +4 Dex +4 Con +3 Int +3 Wis +5 Cha +3 Envisioning When a theletos conveys information, it does so wordlessly through psychic projections. This acts as telepathy with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A theletos can use this ability to communicate flawlessly with any other aeon on the same plane. --- AC 25 Fort +16 Ref +13 Will +18 +1 status to all saves vs. magic HP 125 Weaknesses chaotic 5 --- Speed 25 feet, fly 25 feet Melee Single Action fist +17 (Lawful, Magical), Damage 2d10+4 bludgeoning plus 1d6 lawful Melee Single Action tentacle +17 (Agile, Lawful, Magical), Damage 2d8+4 slashing plus 1d6 lawful and fate drain Divine Innate Spells DC 25, attack +17 - 4th Augury (at will), Charm, Dispel Magic, Enthrall, Outcast's Curse, Remove Curse, Suggestion, Touch of Idiocy Rituals DC 25 - 3rd Geas Fate Drain (Curse, Divine, Mental) A creature damaged by the theletos's tentacle must succeed at a DC 22 Will save or become stupefied 1. As long as the creature is stupefied, it can no longer benefit from fortune effects. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours. Wrath of Fate Two Actions (Curse, Divine, Mental, Misfortune) The theletos releases a 60-foot cone of energy from its center. Creatures in the cone become overwhelmed with the knowledge of various fates that destiny has in store for them and lack of clear pathways to these potential futures. They must succeed at a DC 26 Will save or be slowed 1 indefinitely. An affected creature can choose to roll twice when it attempts an attack, saving throw, or skill check and take the lower result. Regardless of the outcome, that creature is no longer slowed after that roll. The theletos can't use Wrath of Fate again for 1d4 rounds. Maintaining the Balance Theletoses care little for the individuals and societies they manipulate, only that balance between freedom and fate is maintained. A theletos might help a creature who has lost their freedom escape, but it may also force those who swore to perform an unjust duty to stick to their word. If its plans are thwarted, a theletos doesn't seek revenge, but instead looks for other ways to redress the balance. ","skill_mod":{"stealth":15,"arcana":16,"intimidation":16,"religion":18},"image":["/Images/Monsters/Aeon_Theletos.png"],"primary_source":"Bestiary 2","spell":["Augury","Charm","Dispel Magic","Enthrall","Outcast's Curse","Remove Curse","Suggestion","Touch of Idiocy"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":3,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Theletos","alignment":"LN","pfs":"Standard","rarity":"common","strike_damage_average":[16,18],"attack_bonus":[17,17],"constitution":3,"creature_family":"Aeon","spell_attack_bonus":[17],"will_save":18,"speed":{"fly":25,"max":25,"land":25},"wisdom":5,"weakness":{"chaotic":5},"creature_ability":["Envisioning","Fate Drain","Wrath of Fate"],"skill":["Arcana","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Theletoses maintain the balance between fate and free will. A theletos is a roughly spherical mass of crystals from which emerge four limbs, each …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=536","dexterity":4,"category":"creature","slug":"creature-536"},{"primary_source_category":"Rulebooks","strength":6,"hp":160,"language":["Celestial","Infernal","Utopian","truespeech"],"source":["Bestiary 2"],"type":"Creature","charisma":3,"perception":21,"trait":["Aeon","Inevitable","Monitor","LN","Large"],"id":"creature-537","text":" Zelekhut A zelekhut is a bounty hunter and executioner. The zelekhut resembles a mechanical centaur crafted from silvery metal with golden clockwork wings adorning its back. Instead of hands, the zelekhut's arms end in long, barbed chains that crackle with electricity. Whether sent by the powers of Axis or summoned by mortal authorities, the zelekhut seeks out those who continually evade justice—either through active flight, or by abusing their power and station—so as to bring justice to the multiverse's most notorious fugitives and criminals. Indeed, many a zelekhut's quarry are as famous for their ability to evade capture as for the crimes they commit. Though the zelekhut is implacable and unrelenting in enforcing sentences, it does not pass judgments of its own or take the initiative in pursuing targets of opportunity. While hunting a condemned serial killer or notorious thief across half a dozen planes, the zelekhut wouldn't shift a single hoof to capture a corrupt ruler whose offenses are far greater. All zelekhuts understand that laws can and must differ from place to place, and it is not the zelekhut's job to moralize, merely to obey its rightful assignments and track down those who seek to flee their punishment. Recall Knowledge - Monitor (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Zelekhut Source Bestiary 2 pg. 9 Perception +21; darkvision, true seeing Languages Celestial, Infernal, Utopian; truespeech Skills Acrobatics +18, Athletics +21, Axis Lore +15, Diplomacy +16, Survival +21 Str +6 Dex +5 Con +4 Int +0 Wis +3 Cha +3 Truespeech A zelekhut can speak with and understand any creature with a language. --- AC 28 Fort +17 Ref +20 Will +18 +1 status to all saves vs. magic HP 160 Immunities death effects, disease, emotion, poison, unconscious Weaknesses chaotic 10 Attack of Opportunity Reaction --- Speed 40 feet, fly 40 feet Melee Single Action chain +21 (Lawful, Magical, reach 10 feet), Damage 2d10+6 slashing plus 2d6 electricity and 1d6 lawful plus Knockdown Divine Innate Spells DC 28 - 4th Clairaudience, Clairvoyance, Dimensional Anchor, Dispel Magic, Paralyze (×3) - 5th Locate - Constant (6th) True Seeing Rituals DC 32 - 3rd Geas Double Attack Two Actions The zelekhut makes two chain Strikes, each targeting a different creature. Each Strike counts toward the zelekhut's multiple attack penalty, but the penalty doesn't increase until after it has made both attacks. If the zelekhut subsequently uses the Knockdown action, it affects all creatures it hit with Double Attack. ","skill_mod":{"diplomacy":16,"survival":21,"athletics":21,"acrobatics":18},"image":["/Images/Monsters/Aeon_Zelekhut.png"],"primary_source":"Bestiary 2","spell":["Locate","Clairaudience","Clairvoyance","Dimensional Anchor","Dispel Magic","Paralyze","True Seeing"],"ac":28,"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":0,"reflex_save":20,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Zelekhut","alignment":"LN","pfs":"Standard","rarity":"common","strike_damage_average":[27],"attack_bonus":[21],"constitution":4,"immunity":["death effects","disease","emotion","poison","unconscious"],"creature_family":"Aeon","will_save":18,"speed":{"fly":40,"max":40,"land":40},"wisdom":3,"weakness":{"chaotic":10},"creature_ability":["Truespeech","Attack of Opportunity","Double Attack"],"skill":["Acrobatics","Athletics","Axis Lore","Diplomacy","Survival"],"tradition":["Divine"],"summary":"A zelekhut is a bounty hunter and executioner. The zelekhut resembles a mechanical centaur crafted from silvery metal with golden clockwork wings …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=537","dexterity":5,"category":"creature","slug":"creature-537"},{"primary_source_category":"Rulebooks","strength":8,"hp":230,"language":["Celestial","Infernal","Utopian","truespeech"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":26,"trait":["Aeon","Inevitable","Monitor","LN","Large"],"id":"creature-538","text":" Marut A marut is tasked with hunting mortals who cheat death by artificially extending their lifespans. This includes those who seek undeath, such as liches and vampires, but also includes those who use powerful magic to cling to their youth, use divination to discover and avoid an appointed death, or call too often on the power of resurrection. Once the marut has selected its target, the inevitable pursues its quarry without surcease or deviation until either it or the target is dead. Maruts seem to be carved from stone and clad in golden armor, yet they move with the deliberate grace of a creature made of flesh and bone. A marut never rushes, but its thunderous footfalls are relentless as it pursues its target. Though able to speak any language, the marut is taciturn even among inevitables. Recall Knowledge - Monitor (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Marut Source Bestiary 2 pg. 10 Perception +26; darkvision, true seeing Languages Celestial, Infernal, Utopian; truespeech Skills Athletics +31, Axis Lore +22, Diplomacy +27, Intimidation +29, Religion +26, Survival +28 Str +8 Dex +4 Con +6 Int +1 Wis +5 Cha +6 Truespeech A marut can speak with and understand any creature with a language. --- AC 37 Fort +27 Ref +25 Will +26 +2 status to all saves vs. magic HP 230 , regeneration 15 (deactivated by chaotic) Immunities death effects, disease, emotion, poison, unconscious Weaknesses chaotic 15 Attack of Opportunity Reaction --- Speed 25 feet; air walk Melee Single Action fist +30 (Lawful, Magical, reach 10 feet), Damage 3d8+11 bludgeoning plus 1d6 lawful and fists of thunder and lightning Divine Innate Spells DC 37 - 4th Dimension Door (at will) - 5th Command, Locate - 7th Fear, Plane Shift, Wall of Force - 8th Chain Lightning, Dispel Magic, Earthquake, Harm - Constant (8th) Air Walk, True Seeing Rituals DC 36 - 3rd Geas Final End The marut is anathema to beings that unnaturally extend their existence, including undead. Its fists bypass such creatures' resistances to damage and apply the creatures' highest weakness to damage. If a marut kills a creature that rejuvenates, like a lich or ghost, it always knows that the creature isn't fully defeated. Fists of Thunder and Lightning (Divine, Evocation, Incapacitation) Each time the marut makes a fist Strike, it chooses either lightning or thunder. If it chooses lightning, the attack deals an additional 2d12 electricity damage and the target must succeed at a DC 33 Fortitude save or be blinded for 1 minute. If it chooses thunder, the attack deals an additional 3d8 sonic damage and the target must succeed at a DC 36 Fortitude save or be deafened for 1 minute. Psychopomp Allies The mandate of marut inevitables is similar to that of psychopomps. Generally, the practical psychopomps are content to let an unyielding marut complete its mission and swoop in afterward to ensure the work has been done, but occasionally, they may work together. ","skill_mod":{"diplomacy":27,"survival":28,"athletics":31,"intimidation":29,"religion":26},"image":["/Images/Monsters/Aeon_Marut.png"],"primary_source":"Bestiary 2","spell":["Chain Lightning","Dispel Magic","Earthquake","Harm","Fear","Plane Shift","Wall of Force","Command","Locate","Dimension Door","Air Walk","True Seeing"],"ac":37,"level":15,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":1,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":27,"size":["Large"],"name":"Marut","alignment":"LN","pfs":"Standard","rarity":"common","strike_damage_average":[28],"attack_bonus":[30],"constitution":6,"immunity":["death effects","disease","emotion","poison","unconscious"],"creature_family":"Aeon","will_save":26,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{"chaotic":15},"creature_ability":["Truespeech","Attack of Opportunity","Final End","Fists of Thunder and Lightning"],"skill":["Athletics","Axis Lore","Diplomacy","Intimidation","Religion","Survival"],"tradition":["Divine"],"summary":"A marut is tasked with hunting mortals who cheat death by artificially extending their lifespans. This includes those who seek undeath, such as …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=538","dexterity":4,"category":"creature","slug":"creature-538"},{"primary_source_category":"Rulebooks","strength":8,"hp":245,"language":["envisioning"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":30,"stealth":"26","trait":["Aeon","Monitor","Uncommon","LN","Large"],"id":"creature-539","text":" Bythos The bythos is a guardian of space and time, and at all times seeks out those who misuse planar and temporal magic. A bythos is a roughly humanoid creature with four arms and a body made of swirling clouds and mist. Despite its appearance, its body feels like dry stone. A bythos seeks out paradoxes caused by irresponsible planar or dimensional travelers and repairs breaches where the barriers between planes have become thin or damaged. If the mortals responsible remain in the area and cannot be convinced to cease their activities, the bythos has no qualms about removing them. Using its ability to manipulate time, a bythos might cause an opponent to quickly die of old age as time speeds up around them, or cause a target to disappear from time and space. Recall Knowledge - Monitor (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Bythos Source Bestiary 2 pg. 10 Perception +30; darkvision Languages envisioning Skills Athletics +32, Arcana +29, Deception +25, Intimidation +25, Nature +30, Occultism +29, Religion +30, Stealth +26 Str +8 Dex +4 Con +5 Int +7 Wis +8 Cha +5 Envisioning When a bythos conveys information, it does so wordlessly through psychic projections. This acts as telepathy with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A bythos can use this ability to communicate flawlessly with any other aeon on the same plane. --- AC 39 Fort +25 Ref +26 Will +30 +1 status to all saves vs. magic HP 245 , regeneration 15 (deactivated by chaotic) Weaknesses chaotic 15 Confusing Gaze (aura, divine, enchantment, emotion, incapacitation, mental, visual) 30 feet. A creature that ends its turn in the aura must attempt a DC 34 Will save. If it fails, it's confused for 1 round (or 1d4 rounds on a critical failure). Temporal Reversion Free Action (fortune) Trigger The bythos fails or critically fails a check; Frequency once per day; Effect The bythos rerolls the triggering check and takes the better result. --- Speed fly 35 feet Melee Single Action fist +32 (Lawful, Magical, reach 10 feet), Damage 2d8+16 bludgeoning plus 2d8 cold and 2d8 lawful Divine Innate Spells DC 37 - 4th Dimensional Anchor (at will) - 6th Slow - 7th Dimensional Anchor, Dimensional Lock, Haste, Plane Shift - 8th Augury (at will), Teleport Rituals DC 37 - 8th Imprisonment (temporal stasis only) Aging Strikes Two Actions (Divine, Necromancy) The bythos make two fist Strikes against a single target. If both Strikes hit, the target attempts a DC 37 Fortitude save. Creatures that don't get weaker with age or don't age are immune (GM's discretion). If a creature becomes clumsy 4, drained 4, and enfeebled 4 due to Aging Strikes, it dies of old age. Success The creature is unaffected. Failure The creature becomes clumsy 1, drained 1, and enfeebled 1, or increases each of these conditions by 1. This effect is cumulative with other aging strikes from bythoses, to a maximum of clumsy 4, drained 4, and enfeebled 4. Critical Failure As failure, but the creature becomes clumsy 2, drained 2, and enfeebled 2, or increases these conditions by 2. Focused Gaze Single Action (Concentrate) The bythos focuses its gaze on a creature it can see within 30 feet. The target must attempt a save against the bythos's confusing gaze. A bythos can't use this ability against the same creature more than once per turn. Temporal Flurry Two Actions The bythos makes four fist Strikes. Its multiple attack penalty increases normally with each attack. Temporal Strike Two Actions (Divine, Conjuration, Incapacitation, Teleportation) The bythos touches a creature or object to displace it from time. The target attempts a DC 37 Fortitude save. Critical Success The target is unaffected. Success Time flows around the target; the target is slowed 1 for 1 round. Failure The target disappears from the present moment and reappears in the same location 1d4 rounds later as if no time had passed for it. If a creature or object occupies that space when the target returns, the target appears in the closest available space to its original location. Critical Failure As failure, but the target is slowed 1 for an extra 1d4 rounds after it returns. Guardians of Time Bythos aeons have no innate ability to directly enter the mysterious Dimension of Time, but many know of the hidden routes in the Great Beyond one can use to travel to this strange realm. A bythos prefers to destroy those who seek entrance to the Dimension of Time rather than risk the knowledge of how to reach it spreading too far. ","skill_mod":{"deception":25,"nature":30,"stealth":26,"arcana":29,"athletics":32,"intimidation":25,"occultism":29,"religion":30},"image":["/Images/Monsters/Aeon_Bythos.png"],"primary_source":"Bestiary 2","spell":["Augury","Teleport","Dimensional Anchor","Dimensional Lock","Haste","Plane Shift","Slow"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":7,"reflex_save":26,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"size":["Large"],"name":"Bythos","alignment":"LN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[43],"attack_bonus":[32],"constitution":5,"creature_family":"Aeon","will_save":30,"speed":{"fly":35,"max":35},"wisdom":8,"weakness":{"chaotic":15},"creature_ability":["Envisioning","Confusing Gaze","Temporal Reversion","Aging Strikes","Focused Gaze","Temporal Flurry","Temporal Strike"],"skill":["Athletics","Arcana","Deception","Intimidation","Nature","Occultism","Religion","Stealth"],"tradition":["Divine"],"summary":"The bythos is a guardian of space and time, and at all times seeks out those who misuse planar and temporal magic. A bythos is a roughly humanoid …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=539","dexterity":4,"category":"creature","slug":"creature-539"},{"attack_bonus":[17,17,17],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":105,"language":["Aklo","Common"],"source":["Bestiary 2"],"type":"Creature","will_save":13,"charisma":3,"speed":{"max":35,"land":25,"swim":35},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Voice Imitation","Tail Drag"],"skill":["Athletics","Deception","Stealth"],"stealth":"15","trait":["Amphibious","Beast","Uncommon","NE","Large"],"id":"creature-540","text":" Ahuizotl The ahuizotl is a vicious, semi-aquatic predator that resembles a hideous cross between a badger and an otter, with disturbingly web-fingered paws supplemented by a fifth hand at the end of a long, serpentine tail. A clever and stealthy hunter, the ahuizotl lures unwary prey to their doom by mimicking the cries of people in distress. The ahuizotl's macabre habit of feeding on a victim's eyes, fingernails, and teeth leaves the corpses of its kills uniquely mutilated. Some say the creatures consider these body parts delicacies, while others insist ahuizotls collect them as tribute to a powerful but unknown entity. The fact that an ahuizotl does not eat the actual flesh of its victims, instead depositing their savaged and waterlogged corpses in locations where the remains are sure to be found by friends or family, points to a third and perhaps more likely possibility—the ahuizotl simply enjoys using its violent dietary quirks to spread fear and despair. An ahuizotl walks on all fours, but its hands are capable of manipulating simple tools and other objects. Ahuizotls have roughly mustelid features and an extra membrane covering their eyes, giving their eyes a dull color suggestive of cataracts and somewhat blunting the creature's vision. Yet despite their bestial appearance, ahuizotls are nearly as intelligent as the average human, and wiser than most. Although they don't form societies of their own, they have been known to ally with violent cults or conclaves of monsters, and even to found small shrines and temples to sinister deities. The cult of Charon, the horseman of Death, is particularly popular among certain ahuizotls, who look forward to an afterlife spent wallowing in the waters of the River Styx. Recall Knowledge - Beast (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Ahuizotl Source Bestiary 2 pg. 12 Perception +13; darkvision Languages Aklo, Common Skills Athletics +15, Deception +15, Stealth +15 Str +5 Dex +3 Con +5 Int -1 Wis +3 Cha +3 Voice Imitation An ahuizotl can mimic the sounds of a person in distress by attempting a Deception check to Lie. The ahuizotl has a +4 circumstance bonus to this check. --- AC 23 Fort +17 Ref +13 Will +13 HP 105 --- Speed 25 feet, swim 35 feet Melee Single Action jaws +17, Damage 2d8+8 piercing Melee Single Action claw +17 (Agile), Damage 2d6+8 slashing Melee Single Action tail claw +17 (Agile, reach 10 feet), Damage 2d4+8 slashing plus Improved Grab Tail Drag Single Action Requirements The ahuizotl has a Medium or smaller creature grabbed with its tail claw; Effect The ahuizotl attempts an Athletics check against the creature's Fortitude DC. Critical Success If the creature is 10 feet away from the ahuizotl, it is dragged into a square adjacent to the ahuizotl. The ahuizotl can make a jaws Strike against the creature. Success If the creature is 10 feet away from the ahuizotl, it is dragged into a square adjacent to the ahuizotl. Failure The creature is not dragged. Critical Failure The creature is not dragged and the ahuizotl no longer has the creature grabbed. Ahuizotl Allies An ahuizotl is unexpectedly canny in how it handles potential competitors in its territory, and when presented with fellow predators capable of conversation, it sometimes brokers alliances. Will-o'- wisps are particular favorites as allies, as they can lure prey into the ahuizotl's clutches and feast on the anguish later when the mutilated corpse is discovered. ","skill_mod":{"deception":15,"stealth":15,"athletics":15},"summary":"The ahuizotl is a vicious, semi-aquatic predator that resembles a hideous cross between a badger and an otter, with disturbingly web-fingered paws …","image":["/Images/Monsters/Ahuizotl.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type","Rarity"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=540","intelligence":-1,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Ahuizotl","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13,15,17],"slug":"creature-540"},{"attack_bonus":[9],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":15,"immunity":["disease"],"source":["Bestiary 2"],"type":"Creature","will_save":6,"charisma":0,"speed":{"climb":15,"max":30,"land":30},"perception":6,"wisdom":3,"weakness":{},"creature_ability":["Hibernation","No Hearing","No Breath","Salt Water Vulnerability","Void Death"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","trait":["Aberration","Rare","N","Medium"],"id":"creature-541","text":" Akata An akata is a hairless, blue-skinned quadruped with fearsome jaws, glowing eyes, a pair of thin tails, and a mane of writhing tentacles. It is a strangely silent beast, as it lacks the lungs and vocal chords necessary to vocalize. It also lacks ears, but it has heightened visual and olfactory senses. When food is scarce, an akata secretes a resin from its pores that forms into a sturdy cocoon of pale green crystal—the skymetal noqual. An akata can hibernate in this cocoon without needing to eat or drink for centuries, though it retains a rudimentary sense of its surroundings and can break out in only a few minutes' time. These cocoons allow the creatures to travel through the void of space, seeking new worlds where they can infect suitable humanoid hosts with their larval young. Once a victim succumbs to this infection, the offspring fight among themselves until one proves the strongest. The surviving akata then animates the corpse—now a void zombie—which shambles about of its own accord. Recall Knowledge - Aberration (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Akata Source Bestiary 2 pg. 13 Perception +6; darkvision, no hearing, scent (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +7, Stealth +7 Str +4 Dex +2 Con +4 Int -4 Wis +3 Cha +0 Hibernation After 3 or more days without eating, an akata can secrete resin that encases it in a noqual cocoon. The cocoon has Hardness 9, 40 HP, and a Broken Threshold of 18. It has resistance 5 to damage from magical sources. As long as the cocoon remains intact, the akata can't be harmed, and it doesn't need to eat or drink. While inside the cocoon, the akata gains lifesense 30 feet. The akata remains in a state of hibernation until it is exposed to extreme heat or senses a living creature, at which point it can burst free of its cocoon in 1d4 minutes. No Hearing An akata has no auditory senses. It is immune to auditory effects, automatically critically fails Perception checks that require it to hear, and takes a –2 status penalty to Perception checks (but not initiative rolls) that involve sound but also rely on other senses. --- AC 16 Fort +9 Ref +5 Will +6 HP 15 Immunities disease Resistances fire 5, poison 5 Weaknesses salt water 5 No Breath An akata doesn't breathe and is immune to effects that require breathing (such as an inhaled poison). Salt Water Vulnerability Salt water acts as an extremely strong acid to an akata. Full immersion in salt water deals 4d6 acid damage per round. --- Speed 30 feet, climb 15 feet Melee Single Action jaws +9 (Agile), Damage 1d6+4 piercing plus void death Void Death (Disease) An akata implants its parasitic larval young into any creature it bites, but only Medium or Small humanoids make suitable hosts; all other creatures are immune to this disease; Saving Throw DC 17 Fortitude; Stage 1 carrier with no ill effect 1 (1 day); Stage 2 drained 1 (1 day); Stage 3 as stage 2 (1 day); Stage 4 drained 2 and fatigued (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead and corpse rises as a void zombie in 2d4 hours Noqual Cocoons An akata's noqual cocoon, despite its crystalline appearance, is in fact made of a rare skymetal with a glassy green sheen. Noqual is as easy to work as iron but much lighter, and it is valued for its magic-resistant qualities, but the noqual from an akata's cocoon is very low quality and can't be used as a crafting material. ","skill_mod":{"stealth":7,"athletics":7,"acrobatics":7},"summary":"An akata is a hairless, blue-skinned quadruped with fearsome jaws, glowing eyes, a pair of thin tails, and a mane of writhing tentacles. It is a …","image":["/Images/Monsters/Akata.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Rarity"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" darkvision , no hearing, scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{"poison":5,"fire":5},"url":"/Monsters.aspx?ID=541","intelligence":-4,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Akata","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[7],"slug":"creature-541"},{"primary_source_category":"Rulebooks","strength":6,"hp":195,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":22,"stealth":"17","trait":["Angel","Celestial","NG","Medium"],"id":"creature-542","text":" Movanic Deva (Guardian Angel) Movanic devas are stewards of the flow of good creatures' souls through the cycle of life and death, from the point a creature is born to the day it dies. These angels arise from the souls of stalwart nurturers and protectors, and share a specific connection with a creature's vital essence—its life force. Movanic devas are most concerned with guiding and protecting good creatures during their mortal lives, so once a soul has passed into the River of Souls, the movanic deva leaves its protection to the soul angels, or monadic devas. As part of their stewardship over good creatures, movanic devas can waken within animals a level of sapience to allow them to become kindly and benevolent as well, thus increasing the flow of goodness into the afterlife. They also spend time patrolling the Positive Energy Plane and Negative Energy Plane, seeking to contain significant threats to life. Recall Knowledge - Celestial (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Movanic Deva Source Bestiary 2 pg. 14 Perception +22; darkvision Languages Celestial, Draconic, Infernal; tongues Skills Athletics +20, Diplomacy +22, Intimidation +22, Nature +22, Religion +19, Stealth +17, Survival +17 Str +6 Dex +4 Con +4 Int +4 Wis +5 Cha +5 Items +1 striking bastard sword --- AC 30 Fort +21 Ref +17 Will +19 +1 to all saves vs. magic HP 195 Immunities negative Weaknesses evil 10 Aura of Vitality (abjuration, aura, divine) 20 feet. Allies in the movanic deva's aura gain a +1 status bonus to all saving throws, resistance 10 to positive and negative damage, and are unharmed by the effects of a plane's positive and negative traits. Animals in the aura of 12th level or lower don't attack the movanic deva or the deva's allies unless they are controlled or otherwise forced to attack. --- Speed 30 feet, fly 40 feet Melee Single Action flaming bastard sword +23 (Good, Magical, two-hand d12), Damage 2d8+9 slashing plus 1d6 fire and 1d6 good Divine Innate Spells DC 29 - 1st Detect Alignment (at will; evil only) - 2nd Invisibility (at will; self only) - 4th Create Food, Heal (×3) - 5th Divine Wrath, Remove Curse, Remove Disease, Remove Fear - Constant (5th) Tongues Rituals DC 29 - 1st Angelic Messenger - 6th Awaken Animal Dispelling Field Two Actions (Divine, Transmutation) Frequency once per day; Effect The movanic deva attempts to unravel unwelcome magic effects on allies within its aura of vitality to protect them from malevolent forces. The movanic deva attempts a counteract check against as many spell effects affecting allies in the area as it wishes with a +19 counteract modifier and a counteract level of 4, rolling once for the selected effects. Flaming Armaments (Divine, Transmutation) When a movanic deva wields a weapon, that weapon gains the effect of a flaming rune. The Gift of Sapience When a movanic deva awakens an animal, the animal becomes neutral good and is well-disposed toward the deva, but the deva understands that free will is an important part of life. While the deva provides enough support and guidance to the animal to help it adjust to its newly sapient world view, not all animals awakened in this way remain on the path of good. ","skill_mod":{"diplomacy":22,"nature":22,"survival":17,"stealth":17,"athletics":20,"intimidation":22,"religion":19},"image":["/Images/Monsters/Angel_MovanicDeva.png"],"primary_source":"Bestiary 2","spell":["Divine Wrath","Remove Curse","Remove Disease","Remove Fear","Create Food","Heal","Invisibility","Detect Alignment","Tongues"],"ac":30,"item":["+1 striking bastard sword"],"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":17,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":21,"size":["Medium"],"name":"Movanic Deva","alignment":"NG","pfs":"Standard","rarity":"common","strike_damage_average":[25],"attack_bonus":[23],"constitution":4,"immunity":["negative"],"creature_family":"Angel","will_save":19,"speed":{"fly":40,"max":40,"land":30},"wisdom":5,"weakness":{"evil":10},"creature_ability":["Aura of Vitality","Dispelling Field","Flaming Armaments"],"skill":["Athletics","Diplomacy","Intimidation","Nature","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Movanic devas are stewards of the flow of good creatures' souls through the cycle of life and death, from the point a creature is born to the day it …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=542","dexterity":4,"category":"creature","slug":"creature-542"},{"primary_source_category":"Rulebooks","strength":7,"hp":245,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":25,"trait":["Angel","Celestial","NG","Medium"],"id":"creature-543","text":" Monadic Deva (Soul Angel) Monadic devas stand vigil along the River of Souls as it passes from the mortal realm into the Ethereal Plane. Those who seek to fish souls out for their own use stalk this metaphysical river, and it is against these predators that monadic devas fight. At other times, monadic devas work to guide newcomers to the River of Souls who might be in danger of drifting from the current and lingering as ghosts. Monadic devas often find their tasks place them in alliances with psychopomps, and they work well with the monitors despite the philosophical divide between their views on a soul's inherent goodness. A monadic deva is 7 feet tall and weighs 220 pounds. Recall Knowledge - Celestial (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Monadic Deva Source Bestiary 2 pg. 15 Perception +25; darkvision Languages Celestial, Draconic, Infernal; tongues Skills Arcana +25, Diplomacy +24, Intimidation +22, Occultism +20, Religion +25, Survival +22 Str +7 Dex +4 Con +5 Int +4 Wis +4 Cha +5 Items +1 striking mace --- AC 33 Fort +24 Ref +21 Will +20 +1 to all saves vs. magic HP 245 Immunities death effects Weaknesses evil 10 Spiritual Warden (abjuration, aura, divine) 20 feet. Allies in the aura gain a +2 status bonus to saving throws against death effects and effects that target or manipulate their souls. --- Speed 30 feet, fly 60 feet Melee Single Action holy mace +28 (Good, Magical, Shove), Damage 2d6+15 bludgeoning plus 1d6 force and 1d6 good plus solid blow Divine Innate Spells DC 31 - 1st Detect Alignment (at will; evil only) - 2nd Invisibility (at will; self only) - 4th Charm - 5th Creation, Remove Fear - 6th Divine Wrath, Heal, Paralyze, Remove Curse, Remove Disease - Constant (5th) Tongues Rituals DC 32 - 1st Angelic Messenger Holy Armaments (Divine, Evocation) Any weapon gains the effect of a holy property rune while a monadic deva wields it. Rebuke Soul Single Action (Auditory, Divine, Enchantment, Good, Incapacitation) The monadic deva speaks a word to cause a creature's soul to recoil at its sins or an undead creature to recoil at its lack of a soul. One non-good living or undead target within 40 feet takes 5d10 good damage and must attempt a DC 32 Fortitude save. Regardless of the outcome, the target is then temporarily immune for 10 minutes. Critical Success The target is unaffected. Success The target takes half damage and is stunned 1. Failure The target takes full damage and is stunned 2. Critical Failure The target takes double damage and is stunned 4. Solid Blow (Divine, Evocation, Force) When a monadic deva hits a target for the second time during its turn with its mace, it deals an additional 2d12 force damage as its weapon shimmers with ripples of power. ","skill_mod":{"diplomacy":24,"survival":22,"arcana":25,"intimidation":22,"occultism":20,"religion":25},"image":["/Images/Monsters/Angel_MonadicDeva.png"],"primary_source":"Bestiary 2","spell":["Divine Wrath","Heal","Paralyze","Remove Curse","Remove Disease","Creation","Remove Fear","Charm","Invisibility","Detect Alignment","Tongues"],"ac":33,"item":["+1 striking mace"],"level":12,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":21,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":24,"size":["Medium"],"name":"Monadic Deva","alignment":"NG","pfs":"Standard","rarity":"common","strike_damage_average":[29],"attack_bonus":[28],"constitution":5,"immunity":["death effects"],"creature_family":"Angel","will_save":20,"speed":{"fly":60,"max":60,"land":30},"wisdom":4,"weakness":{"evil":10},"creature_ability":["Spiritual Warden","Holy Armaments","Rebuke Soul","Solid Blow"],"skill":["Arcana","Diplomacy","Intimidation","Occultism","Religion","Survival"],"tradition":["Divine"],"summary":"Monadic devas stand vigil along the River of Souls as it passes from the mortal realm into the Ethereal Plane . Those who seek to fish souls out for …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=543","dexterity":4,"category":"creature","slug":"creature-543"},{"primary_source_category":"Rulebooks","strength":8,"hp":300,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":28,"trait":["Angel","Celestial","Uncommon","NG","Large"],"id":"creature-544","text":" Planetar (Justice Angel) The beings of righteous fury known as planetars are known to be the least patient of angels. They exist to destroy evil that cannot be redeemed, and they often leave prolonged dialogue to other angels. Of course, no planetar ignores the importance of diplomacy, but they know that others among the angelic hosts are better suited to that task, while they focus on the larger picture. In angelic armies, planetars serve as commanders or generals. They stand at least 9 feet tall and weigh over 500 pounds. Recall Knowledge - Celestial (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Planetar Source Bestiary 2 pg. 15 Perception +28; (32 to detect illusions) darkvision, true seeing Languages Celestial, Draconic, Infernal; tongues Skills Athletics +32, Intimidation +32, Religion +32 Str +8 Dex +3 Con +6 Int +5 Wis +6 Cha +6 Items +2 greater striking greatsword --- AC 39 Fort +28 Ref +25 Will +28 +1 status to all saves vs. magic HP 300 , regeneration 15 (deactivated by evil) Weaknesses evil 15 Aura of Righteousness (aura, divine, evocation) 20 feet. Allies in the planetar's aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to damage rolls against evil creatures. The area in the aura is difficult terrain for evil creatures. --- Speed 25 feet, fly 60 feet Melee Single Action holy greatsword +32 (Good, Magical, versatile P), Damage 3d12+16 slashing plus 1d6 good Divine Innate Spells DC 37, attack +29 - 2nd Invisibility (at will; self only), Remove Paralysis - 5th Breath of Life, Death Ward, Freedom of Movement, Restoration (×3) - 6th Blade Barrier, Dispel Magic (at will) - 7th Charm, Plane Shift, Power Word Blind, Remove Fear (at will) - 8th Dispel Magic, Divine Wrath, Earthquake, Heal, Power Word Stun, Sunburst - Constant (5th) Detect Alignment (evil only), Tongues, True Seeing Rituals DC 37 - 1st Angelic Messenger - 5th Call Spirit, Resurrect Blade of Justice Two Actions The planetar makes a greatsword Strike against a target it detects as evil. If the target is evil, the Strike deals three extra weapon damage dice and deals 1d6 persistent good damage to the target. The planetar can convert all the physical damage from the attack into good damage. Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The planetar can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes. Holy Armaments (Divine, Evocation) Any weapon gains the effect of a holy property rune while a planetar wields it. Planetar Justice Planetars know pathways to travel between many planes of existence, and they use these frequently to deliver messages, warnings, and ultimatums to those whose actions have attracted angelic concern. If a situation can be resolved with swift on-the-spot justice, a planetar takes that route in hopes of staving off an escalation of violence. ","skill_mod":{"athletics":32,"intimidation":32,"religion":32},"image":["/Images/Monsters/Angel_Planetar.png"],"primary_source":"Bestiary 2","spell":["Dispel Magic","Divine Wrath","Earthquake","Heal","Power Word Stun","Sunburst","Charm","Plane Shift","Power Word Blind","Remove Fear","Blade Barrier","Breath of Life","Death Ward","Freedom of Movement","Restoration","Invisibility","Remove Paralysis","Detect Alignment","Tongues","True Seeing"],"ac":39,"item":["+2 greater striking greatsword"],"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":"(32 to detect illusions) darkvision , true seeing ","resistance":{},"intelligence":5,"reflex_save":25,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":28,"size":["Large"],"name":"Planetar","alignment":"NG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[39],"attack_bonus":[32],"constitution":6,"creature_family":"Angel","spell_attack_bonus":[29],"will_save":28,"speed":{"fly":60,"max":60,"land":25},"wisdom":6,"weakness":{"evil":15},"creature_ability":["Aura of Righteousness","Blade of Justice","Change Shape","Holy Armaments"],"skill":["Athletics","Intimidation","Religion"],"tradition":["Divine"],"summary":"The beings of righteous fury known as planetars are known to be the least patient of angels. They exist to destroy evil that cannot be redeemed, and …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=544","dexterity":3,"category":"creature","slug":"creature-544"},{"primary_source_category":"Rulebooks","strength":10,"hp":500,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":10,"perception":40,"stealth":"36","trait":["Angel","Celestial","Rare","NG","Large"],"id":"creature-545","text":" Solar (Archangel) Solars are among the greatest of all angels, ranking just below empyreal lords. Many solars serve at the right hand of a deity or champion a cause that benefits an entire world. Most archangels resemble humanoids, but not all—they can adopt more unusual forms as needed. A typical solar is about 9 feet tall and weighs about 500 pounds, with a commanding voice that is impossible to ignore. Most have silvery or golden skin. Solars are legendary trackers; the most masterful of them are said to be able to follow the centuries-old passage of a pit fiend flying through the Astral Plane. Recall Knowledge - Celestial (Religion): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Solar Source Bestiary 2 pg. 16 Perception +40; darkvision, true seeing Languages Celestial, Draconic, Infernal; tongues Skills Arcana +38, Athletics +43, Diplomacy +43, Religion +43, Stealth +36, Survival +46 Str +10 Dex +6 Con +8 Int +5 Wis +9 Cha +10 Items +3 major striking greatsword , +3 major striking longbow --- AC 49 Fort +40 Ref +34 Will +37 +1 status to all saves vs. magic HP 500 , regeneration 20 (deactivated by evil) Weaknesses evil 25 Aura of Protection (abjuration, aura, divine) 20 feet. Allies in the solar's aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to saves against effects from evil creatures. The bonus increases to +4 against control by evil creatures and attacks by evil summoned creatures. When the solar or an ally is hit by an attack from a creature in the aura, that foe must succeed at a DC 43 Will save or be blinded for 1 minute (this is an incapacitation effect). It's then temporarily immune for 1 minute. --- Speed 35 feet, fly 100 feet Melee Single Action holy greatsword +44 (Good, Magical, versatile P), Damage 4d12+22 slashing plus 2d6 good Ranged Single Action holy longbow +40 (deadly d10, Good, Magical, Propulsive, range increment 100 feet, volley 30 feet), Damage 4d8+17 piercing plus 2d6 good and arrow of mortality Divine Innate Spells DC 46, spell attack +38 - 2nd Invisibility (at will; self only) - 4th Dimensional Anchor (at will) - 5th Breath of Life, Death Ward - 6th Restoration (at will) - 7th Plane Shift, Remove Fear (at will) - 9th Dispel Magic (at will), Heal, Overwhelming Presence, Power Word Blind, Power Word Kill, Sunburst - 10th Charm, Power Word Stun, Remove Curse, Remove Disease, Revival - Constant (10th) Detect Alignment (evil only), Tongues, True Seeing Rituals DC 46 - 1st Angelic Messenger - 2nd Animate Object - 5th Call Spirit, Resurrect - 8th Freedom, Imprisonment Animate Weapon Reaction Trigger The solar hits with a melee weapon Strike while Animate Weapon is not already in effect; Effect The solar's weapon leaps into the air and moves with the solar as if held with both hands. The weapon gains the effects of the dancing weapon rune for 1 minute. Arrow of Mortality The solar doesn't need to provide ammunition for their bow. When they draw their bow, they create a magical arrow of light that sheds bright light in a 20-foot radius until the end of the solar's next turn. On a critical hit with the arrow, if the target has 75 or fewer Hit Points after taking the damage, it drops to 0 Hit Points and becomes dying 1 (or, if it was already dying, increases its dying value by 3). Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The solar can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes. Holy Armaments (Divine, Evocation) Any weapon gains the effect of a holy property rune while a solar wields it. Solar Genesis Unlike most angels, solars are created from divine energy, sometimes blended with good souls. They are joined in this distinction by the ancient empyrean angels. ","skill_mod":{"diplomacy":43,"survival":46,"stealth":36,"arcana":38,"athletics":43,"religion":43},"image":["/Images/Monsters/Angel_Solar.png"],"primary_source":"Bestiary 2","spell":["Charm","Power Word Stun","Remove Curse","Remove Disease","Revival","Dispel Magic","Heal","Overwhelming Presence","Power Word Blind","Power Word Kill","Sunburst","Plane Shift","Remove Fear","Restoration","Breath of Life","Death Ward","Dimensional Anchor","Invisibility","Detect Alignment","Tongues","True Seeing"],"ac":49,"item":["+3 major striking greatsword","+3 major striking longbow"],"level":23,"spell_dc":[46],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":5,"reflex_save":34,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":40,"size":["Large"],"name":"Solar","alignment":"NG","pfs":"Standard","rarity":"rare","strike_damage_average":[42,55],"attack_bonus":[40,44],"constitution":8,"creature_family":"Angel","spell_attack_bonus":[38],"will_save":37,"speed":{"fly":100,"max":100,"land":35},"wisdom":9,"weakness":{"evil":25},"creature_ability":["Aura of Protection","Animate Weapon","Arrow of Mortality","Change Shape","Holy Armaments"],"skill":["Arcana","Athletics","Diplomacy","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Solars are among the greatest of all angels, ranking just below empyreal lords. Many solars serve at the right hand of a deity or champion a cause …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=545","dexterity":6,"category":"creature","slug":"creature-545"},{"primary_source_category":"Rulebooks","strength":-5,"hp":110,"language":["<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":14,"stealth":"18","trait":["Dream","Incorporeal","Uncommon","NE","Medium"],"id":"creature-546","text":" Animate Dream An animate dream coalesces from centuries of stray fragments of reverie and dream left behind as slumbering minds drift through the Dimension of Dreams. In most cases, these fragments simply disperse on their own, but when dreamers flee from nightmares back to the waking world, these fragments can take on a supernatural life of their own. They have little reasoning and intent except to seek similar fragments, absorb them, and grow. When enough of them gather together, they merge into a horrific form as an animate dream. Individually, animate dreams can hold a wide range of appearances, but most take on rudimentary shapes akin to the living forms of the minds that spawned them. Animate dreams that rise from slumbering humanoids, the most commonly encountered, thus appear humanoid, but with distorted, nightmarish shapes that incorporate additional twisted limbs and frightening features. In these forms, animate dreams find their way out of the Dreamlands and into the waking world, only to discover they have no way of returning and suffer a relentless hunger that only new nightmares can sate. An animate dream thrives on the terror fueled by nightmares and fear and uses its supernatural abilities to invoke such feelings in the minds of its victims, cursing its prey by creating a permanent link to that individual's dreams. Thereafter, the victim is subjected to all manner of reoccurring nightmares. As the nightmares continue, the victim finds it more and more difficult to remain awake. In the end, the victim plunges into an accursed slumber from which it cannot return. These victims provide the animate dream with the purest form of fear and are its preferred sustenance. An animate dream can subsist on the ambient fear generated by regular nightmares, but these lesser fears aren't as satisfying, often driving the animate dream to seek out new victims. Left without a source of fear, an animate dream won't starve to death, but it will grow increasingly violent and desperate. Famished animate dreams are the ones most often encountered, as they have been forced to abandon subtlety to pursue more blatant methods of harvesting fear. Yet such animate dreams also tend to be the least powerful of their kind. Those who have grown metaphysically fat on fear have generally done so by adopting a specific nightmare theme, such as being buried alive, being swept away by ocean waves, or being consumed by wild beasts. Such animate dreams often have similarly themed innate spells to augment their powers. Recall Knowledge - Dream (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Animate Dream Source Bestiary 2 pg. 18 Perception +14; darkvision Languages telepathy 100 feet Skills Acrobatics +14, Deception +18, Intimidation +18, Occultism +12, Stealth +18 Str -5 Dex +4 Con +3 Int +0 Wis +2 Cha +6 --- AC 24 Fort +15 Ref +18 Will +14 +1 status to all saves vs. magic HP 110 Immunities disease, paralyzed, poison, precision, sleep Resistances all 5 (except force, ghost touch, or negative; double resistance vs. non-magical) --- Speed fly 40 feet Melee Single Action nightmare tendril +20 (Agile, Finesse), Damage 4d8 negative plus endless nightmare Occult Innate Spells DC 26 - 3rd Fear - 4th Confusion, Dimension Door (at will), Nightmare, Phantasmal Killer, Sleep Endless Nightmare (Curse, Emotion, Enchantment, Fear, Mental, Occult) An animate dream's touch fills the victim's mind with terrifying visions; Saving Throw DC 26 Fortitude; Stage 1 fatigued (1 day); Stage 2 fatigued and stupefied 1 (1 day); Stage 3 The victim falls asleep and can't be awakened as long as they remain at this stage (1 day). Enslaved Dreams Night hags have been known to enslave animate dreams, forcing them to feed upon themselves. These captives break down into a fearful essence used for the hag's rituals, such as the crafting of heartstones. ","skill_mod":{"deception":18,"stealth":18,"intimidation":18,"occultism":12,"acrobatics":14},"image":["/Images/Monsters/AnimateDream.png"],"primary_source":"Bestiary 2","spell":["Confusion","Dimension Door","Nightmare","Phantasmal Killer","Sleep","Fear"],"ac":24,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":0,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Animate Dream","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18],"attack_bonus":[20],"constitution":3,"immunity":["disease","paralyzed","poison","precision","sleep"],"will_save":14,"speed":{"fly":40,"max":40},"wisdom":2,"weakness":{},"creature_ability":["Endless Nightmare"],"skill":["Acrobatics","Deception","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"An animate dream coalesces from centuries of stray fragments of reverie and dream left behind as slumbering minds drift through the Dimension of …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=546","dexterity":4,"category":"creature","slug":"creature-546"},{"remaster_name":["Ozthoom"],"primary_source_category":"Rulebooks","strength":7,"hp":280,"language":["Aklo","Common","Sylvan","(can't speak any languages); <%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":25,"stealth":"28","trait":["Fey","LE","Large"],"id":"creature-547","text":" Ankou Ankous are shadowy killers who serve powerful fey creatures, or even the Eldest— the demigods of the First World. Amid the courts of the Eldest or of powerful fey rulers, these sinister assassins lurk overhead as they await the call to action—implied threats akin to deadly weapons hung as decor in a royal hall. Ankous never speak aloud; when they feel the need to communicate at all, they do so in a telepathic whisper directly into a victim's mind. While an ankou's body is made of strange, fleshy material, their claws and the cruel hooks on their wings are made of razor-sharp cold iron, a quality that makes them much feared among other fey. A typical ankou is 10 feet tall and has an 8-foot wingspan but weighs less than 80 pounds. While most ankous serve powerful masters, some of these murderous fey are left to their own devices and serve none but their own capricious, cruel whims. In some cases, their master may have been slain, while in others the ankou may have been released from service for any number of reasons. An ankou left to indulge their own whims unrestrained is often the most dangerous ankou of them all! Recall Knowledge - Fey (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Ankou Source Bestiary 2 pg. 19 Perception +25; lifesense 120 feet, low-light vision Languages Aklo, Common, Sylvan; (can't speak any languages); telepathy 100 feet Skills Acrobatics +28, Deception +25, Intimidation +27, Nature +22, Stealth +28 Str +7 Dex +8 Con +4 Int +2 Wis +2 Cha +5 --- AC 36 Fort +23 Ref +28 Will +24 HP 280 Weaknesses cold iron 10 --- Speed fly 75 feet Melee Single Action claw +29 (Agile, cold iron), Damage 3d6+15 slashing Melee Single Action wing +29 (cold iron, reach 10 feet), Damage 2d6+15 piercing plus 2d6 persistent bleed Primal Innate Spells DC 34, attack +26 - 1st Ray of Enfeeblement - 2nd Silence - 4th Darkness (at will), Dimensional Anchor - 6th True Seeing - 7th Prismatic Spray, Teleport - 8th Discern Location Shadow Doubles Single Action to Three Actions (Illusion, Occult, Shadow) Frequency once per day; Effect For each action spent to use this ability, the ankou creates one shadowy duplicate of themself anywhere within 60 feet of themself. Shadow doubles have the same statistics as an ankou, but they have the summoned trait, have 84 Hit Points, can't use Shadow Doubles or innate spells, and have an attack bonus of +25 for their Strikes. A shadow double that attempts a saving throw against a light effect can't get a result better than failure. Each double remains for 1 round, until it's reduced to 0 Hit Points, or until it moves further than 120 feet from the ankou, whichever comes first. Each round thereafter, the ankou can spend a single action that has the concentrate trait to extend the duration of surviving duplicates by 1 round, to a maximum duration of 1 minute. The ankou can see through the eyes of all of the shadow doubles at once. A character who Seeks can identify an ankou as real or a shadow double with a successful DC 39 Perception check. Sneak Attack An ankou's Strikes deal an additional 2d6 precision damage to flat-footed creatures. Ankou Guilds The most dangerous ankous are those who have rebelled against their masters. Ankous of this nature are more powerful, gathering others to form deadly “guilds” of assassins that pursue common goals in the most dangerous parts of the First World. ","skill_mod":{"deception":25,"nature":22,"stealth":28,"intimidation":27,"acrobatics":28},"image":["/Images/Monsters/Ankou.png"],"primary_source":"Bestiary 2","spell":["Discern Location","Prismatic Spray","Teleport","True Seeing","Darkness","Dimensional Anchor","Silence","Ray of Enfeeblement"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" lifesense 120 feet , low-light vision ","resistance":{},"intelligence":2,"reflex_save":28,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":23,"size":["Large"],"name":"Ankou","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[25,29],"attack_bonus":[29,29],"constitution":4,"spell_attack_bonus":[26],"will_save":24,"speed":{"fly":75,"max":75},"wisdom":2,"weakness":{"cold_iron":10},"creature_ability":["Shadow Doubles","Sneak Attack"],"skill":["Acrobatics","Deception","Intimidation","Nature","Stealth"],"tradition":["Primal"],"summary":"Ankous are shadowy killers who serve powerful fey creatures, or even the Eldest— the demigods of the First World. Amid the courts of the Eldest or of …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=547","dexterity":8,"category":"creature","slug":"creature-547"},{"attack_bonus":[11,11],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":30,"source":["Bestiary 2"],"type":"Creature","creature_family":"Ant","will_save":5,"charisma":-4,"speed":{"climb":20,"max":40,"land":40},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Giant Ant Venom","Haul Away"],"skill":["Athletics","Survival"],"trait":["Animal","N","Medium"],"id":"creature-548","text":" Giant Ant Giant ants are much like their smaller kin in their industrious habits, though growing to the size of ponies makes them much deadlier. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Ant Source Bestiary 2 pg. 20 Perception +7; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +8, Survival +7 Str +4 Dex +1 Con +4 Int -5 Wis +1 Cha -4 --- AC 18 Fort +10 Ref +7 Will +5 HP 30 --- Speed 40 feet, climb 20 feet Melee Single Action mandibles +11, Damage 1d8+4 slashing plus Grab Melee Single Action stinger +11 (Agile), Damage 1d6+4 piercing plus giant ant venom Giant Ant Venom (Poison) Saving Throw DC 18 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison and enfeebled 1 (1 round); Stage 2 1d10 poison and enfeebled 2 (1 round); Stage 3 1d12 poison and enfeebled 3 (1 round) Haul Away Single Action Requirements The giant ant has a Large or smaller creature grabbed; Effect The giant ant Strides up to its full Speed, carrying the grabbed creature with it. It is encumbered if the grabbed creature is Medium or larger. Ant Hives Giant ants form vast underground colonies, excavating deep burrows or infesting existing caverns. Ants are omnivorous and cultivate fungus farms, but they are happy to eat whatever presents itself. Humanoids and their domesticated animals are easy fuel for the insectile machinery of their hives. Worker ants lack the sting of their warrior cousins, while elite drones fly on gossamer wings (fly Speed of 30 feet) to seek new food sources for their queen. ","skill_mod":{"survival":7,"athletics":8},"summary":"Giant ants are much like their smaller kin in their industrious habits, though growing to the size of ponies makes them much deadlier.","image":["/Images/Monsters/Ant_GiantAnt.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=548","intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Giant Ant","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-548"},{"constitution":4,"primary_source_category":"Rulebooks","strength":-2,"hp":55,"immunity":["precision","swarm mind"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Ant","will_save":9,"charisma":-4,"speed":{"climb":30,"max":30,"land":30},"perception":11,"wisdom":2,"weakness":{"area":5,"splash":5},"creature_ability":["Cling","Swarming Bites"],"skill":["Athletics"],"trait":["Animal","Swarm","N","Large"],"id":"creature-549","text":" Army Ant Swarm An army ant swarm is a terrifying carpet of stinging insects that devours all in its path. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Army Ant Swarm Source Bestiary 2 pg. 20 Perception +11; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +7 Str -2 Dex +4 Con +4 Int -5 Wis +2 Cha -4 --- AC 21 Fort +13 Ref +11 Will +9 HP 55 Immunities precision, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 Cling Reaction Trigger A creature leaves the swarm's space; Effect The swarm takes 1d6 damage as ants cling to the creature and continue biting, dealing 3d6 persistent piercing damage. High winds or immersion in water reduces the DC of the flat check to end this persistent damage to 5. Any area damage dealt to the creature destroys these clinging ants. --- Speed 30 feet, climb 30 feet Swarming Bites Single Action Each enemy in the swarm's space takes 3d6 piercing damage (DC 21 basic Fortitude save). A creature that fails its save against Swarming Bites becomes clumsy 1 for 1 round. If the creature attempts a concentrate or manipulate action while affected, it must succeed at a DC 5 flat check or the action is lost; roll the check after spending the action, but before any effects are applied. ","skill_mod":{"athletics":7},"summary":"An army ant swarm is a terrifying carpet of stinging insects that devours all in its path.","primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=549","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Army Ant Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-549"},{"attack_bonus":[33,35],"constitution":8,"primary_source_category":"Rulebooks","strength":9,"hp":255,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","sonic","unconscious"],"source":["Bestiary 2"],"type":"Creature","will_save":31,"charisma":3,"speed":{"max":50,"land":50},"perception":33,"wisdom":6,"weakness":{},"creature_ability":["Flawless Hearing","Roll","Trample","Ultrasonic Blast"],"skill":["Athletics"],"trait":["Construct","Rare","N","Gargantuan"],"id":"creature-550","text":" Aolaz Aolazes are great beasts carved from stone and metal and magically imbued with the essence of life. The exact means of their creation is a long-lost secret, and they are so rare that scholars have little opportunity to study active specimens. The best-known aolazes are museum pieces or battlefield relics destroyed or deactivated centuries ago, though fragmented records suggest that many more were made and might remain, yet to be unearthed. Most aolazes are built in the shape of great land-bound beasts, such as elephants, rhinoceroses, or dinosaurs. Regardless of the specific creature an aolaz has been constructed to resemble, it is not bound to walk the earth like its inspirations are—it's imbued with the magical ability to pursue across water and even through the air. Few can escape an aolaz's wrath once it is earned. Recall Knowledge - Construct (Arcana, Crafting): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Aolaz Source Bestiary 2 pg. 21 Perception +33; low-light vision, flawless hearing Languages Skills Athletics +35 Str +9 Dex +4 Con +8 Int -4 Wis +6 Cha +3 Flawless Hearing An aolaz has an incredible sense of hearing. It can hear any sound made within 1,000 feet as though it were only 5 feet away from the source of the sound, and any sound within 1 mile as though it were only 30 feet away from the source of the sound. An aolaz's hearing is a precise sense. --- AC 42 Fort +35 Ref +27 Will +31 HP 255 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, sonic, unconscious Resistances physical 15 (except adamantine) --- Speed 50 feet, air walk , water walk Melee Single Action trunk +35 (Magical, reach 20 feet, Sweep, Trip), Damage 5d10+17 bludgeoning plus Grab Melee Single Action foot +33 (Magical, reach 10 feet), Damage 5d8+15 bludgeoning Arcane Innate Spells DC 40 - Constant (9th) Air Walk, Water Walk Roll Single Action The aolaz tucks its head down and rolls up into an armored sphere. While Rolling, an aolaz has AC 44, Fort +37, Ref +29, Will +33, and Speed 100 feet, but it can't use its trunk Strikes or its Ultrasonic Blast. It can make foot Strikes while rolling, but only as part of a Trample. The aolaz can use this action again to unroll and resume its standing form. Trample Two Actions Huge or smaller, foot, DC 40 Ultrasonic Blast Single Action (Arcane, Evocation, Sonic) The aolaz releases a tremendous blast of sonic energy from its trunk in a 150-foot line, dealing 12d10 sonic damage. The frequency of this sound is such that it is completely imperceptible to humanoids, but the damage it wreaks is all too evident. Each creature in the area must attempt a DC 40 Fortitude save. The aolaz can't use Ultrasonic Blast again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage and is stunned 1. Failure The creature takes full damage and is stunned 2. Critical Failure The creature takes double damage and is stunned 3. Jistkan Behemoths Thousands of years ago, the Jistka Imperium mastered the art of construct creation, and the aolaz represents the height of its craft. The Jistkans used primal magic to imbue their constructs with spirits of nature. However, when Jistkan creators turned to the outer planes, and to fiends in particular, as a source to power even greater constructs, they unknowingly orchestrated their own doom. ","tradition":["Arcane"],"skill_mod":{"athletics":35},"summary":"Aolazes are great beasts carved from stone and metal and magically imbued with the essence of life. The exact means of their creation is a long-lost …","image":["/Images/Monsters/Aolaz.png"],"primary_source":"Bestiary 2","spell":["Air Walk","Water Walk"],"trait_group":["Creature Type","Rarity"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" low-light vision , flawless hearing","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=550","intelligence":-4,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":35,"size":["Gargantuan"],"name":"Aolaz","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[37,44],"slug":"creature-550"},{"primary_source_category":"Rulebooks","strength":4,"hp":70,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":13,"stealth":"10","trait":["Archon","Celestial","LG","Medium"],"id":"creature-551","text":" Hound Archon Among the rank-and-file soldiers of Heaven's armies, few individuals are more dependable and truer to the cause than the noble hound archons, embodiments of the virtue of diligence. Unlike horned archons, who perform at a similar level along Heaven's grand hierarchy, hound archons do not scout ahead for evil or perform reconnaissance missions in hostile territory. A hound archon's role is as a soldier in the heart of battle or, occasionally, as a sentinel tasked with protecting a particular strategic location or holy site. Recall Knowledge - Celestial (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Hound Archon Source Bestiary 2 pg. 22 Perception +13; darkvision Languages Celestial, Draconic, Infernal; tongues Skills Athletics +12, Intimidation +10, Religion +9, Stealth +10 Str +4 Dex +2 Con +4 Int +0 Wis +3 Cha +2 Items Greatsword, Full Plate --- AC 22 Fort +14 Ref +8 Will +11 +1 status to all saves vs. magic HP 70 Weaknesses evil 5 Retributive Strike Reaction --- Speed 35 feet Melee Single Action greatsword +14 (Good, Magical, versatile P), Damage 1d12+6 slashing plus 1d6 good Melee Single Action jaws +14 (Agile, Good, Magical), Damage 1d6+6 piercing plus 1d6 good Divine Innate Spells DC 19 - Cantrips (2nd) Message - 4th Dimension Door - Constant (5th) Tongues Archon's Door Once per day, if an archon sees another creature cast dimension door , the archon can use dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's dimension door. If the archon's dimension door has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door. Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) A hound archon can take the appearance of any canid animal of Small to Large size. This doesn't change their Speed or the attack and damage bonuses for their Strikes, but if the canid's bite attack has the Knockdown ability, then the hound archon's bite attack gains that ability while they are in that form. Diligent Assault Two Actions The hound archon carefully makes one greatsword Strike and one jaws Strike in any order. These attacks count toward the hound archon's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. ","skill_mod":{"stealth":10,"athletics":12,"intimidation":10,"religion":9},"image":["/Images/Monsters/Archon_HoundArchon.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Message","Tongues"],"ac":22,"item":["Greatsword","Full Plate"],"level":4,"spell_dc":[19],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Hound Archon","alignment":"LG","pfs":"Standard","rarity":"common","strike_damage_average":[13,16],"attack_bonus":[14,14],"constitution":4,"creature_family":"Archon","will_save":11,"speed":{"max":35,"land":35},"wisdom":3,"weakness":{"evil":5},"creature_ability":["Retributive Strike","Archon's Door","Change Shape","Diligent Assault"],"skill":["Athletics","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Among the rank-and-file soldiers of Heaven's armies, few individuals are more dependable and truer to the cause than the noble hound archons, …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=551","dexterity":2,"category":"creature","slug":"creature-551"},{"primary_source_category":"Rulebooks","strength":7,"hp":285,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":8,"perception":26,"stealth":"25","trait":["Archon","Celestial","LG","Medium"],"id":"creature-552","text":" Trumpet Archon Trumpet archons are messengers, emissaries, and storytellers—embodiments of the virtue of kindness. They use stories and allegories to prevent bloodshed, and among all archons they are the most likely to work together with angels, perhaps leading to the similarities in their forms. When diplomacy is impossible, trumpet archons rally the righteous to battle—one reassuring glance from a trumpet archon is often all it takes to instill a shaken ally with resounding courage once again. Recall Knowledge - Celestial (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Trumpet Archon Source Bestiary 2 pg. 23 Perception +26; darkvision Languages Celestial, Draconic, Infernal; tongues Skills Acrobatics +25, Diplomacy +29, Intimidation +28, Nature +23, Religion +23, Performance +31, Stealth +25 Str +7 Dex +5 Con +5 Int +3 Wis +6 Cha +8 Items +2 striking bastard sword , +1 resilient full plate , virtuoso trumpet --- AC 36 Fort +24 Ref +24 Will +27 +1 status to all saves vs. magic HP 285 Resistances sonic 15 Weaknesses evil 15 Retributive Strike Reaction --- Speed 35 feet, fly 60 feet Melee Single Action bastard sword +29 (Good, Magical, versatile P), Damage 2d12+13 slashing plus 2d6 sonic and 1d6 good Divine Innate Spells DC 34 - Cantrips (6th) Message - 3rd Circle of Protection (against evil only; ×2) - 4th Dimension Door (at will) - 5th Banishment, Breath of Life - 6th Heroism, Zealous Conviction - 7th Heal (×2), Sound Burst - Constant (5th) Tongues Archon's Door Once per day, if an archon sees another creature cast dimension door , the archon can use dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's dimension door. If the archon's dimension door has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door. Kind Word Single Action (Auditory, Divine, Emotion, Enchantment, Linguistic, Mental) The trumpet archon offers an ally praise or encouragement. The archon attempts to counteract one emotion effect on the ally (with a counteract modifier of +24), and the archon and the ally both gain a +1 status bonus to attack rolls and saving throws for 1 round. Trumpet Blast Single Action (Auditory, Divine, Emotion, Enchantment, Mental) The trumpet archon blows mightily on their horn, creating a tone of such beauty and grandeur those who hear it are paralyzed in awe. Non-archons within 100 feet must attempt a DC 34 Fortitude save. They are temporarily immune for 10 minutes. Critical Success The creature is unaffected. Success The creature is flat-footed. Failure The creature is stunned 1 and flat-footed as long as it's stunned. Critical Failure The creature is paralyzed for 1 round. Instruments of War A trumpet archon's magical instrument is no mere piece of brass; each of these immaculately crafted horns is said to be crafted in Heaven's blessed forges and infused with the voices of a thousand angels. Only archons can truly play such trumpets—mortals lack the power necessary to create trumpet archons' iconic clarion calls, but can still play them as virtuoso instruments. ","skill_mod":{"diplomacy":29,"performance":31,"nature":23,"stealth":25,"intimidation":28,"acrobatics":25,"religion":23},"image":["/Images/Monsters/Archon_TrumpetArchon.png"],"primary_source":"Bestiary 2","spell":["Heal","Sound Burst","Heroism","Zealous Conviction","Banishment","Breath of Life","Dimension Door","Circle of Protection","Message","Tongues"],"ac":36,"item":["+2 striking bastard sword","+1 resilient full plate","virtuoso trumpet"],"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"sonic":15},"intelligence":3,"reflex_save":24,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":24,"size":["Medium"],"name":"Trumpet Archon","alignment":"LG","pfs":"Standard","rarity":"common","strike_damage_average":[36],"attack_bonus":[29],"constitution":5,"creature_family":"Archon","will_save":27,"speed":{"fly":60,"max":60,"land":35},"wisdom":6,"weakness":{"evil":15},"creature_ability":["Retributive Strike","Archon's Door","Kind Word","Trumpet Blast"],"skill":["Acrobatics","Diplomacy","Intimidation","Nature","Religion","Performance","Stealth"],"tradition":["Divine"],"summary":"Trumpet archons are messengers, emissaries, and storytellers—embodiments of the virtue of kindness. They use stories and allegories to prevent …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=552","dexterity":5,"category":"creature","slug":"creature-552"},{"primary_source_category":"Rulebooks","strength":8,"hp":400,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":35,"trait":["Archon","Celestial","LG","Medium"],"id":"creature-553","text":" Star Archon Embodiments of the virtue of prudence, star archons serve as philosophers and administrators, and in times of war as the tacticians, strategists, and generals of archon armies. Star archons burn with the glory and intensity of a sun, and their sense of duty and desire to defeat evil are as indefatigable as the light of the stars. While their dazzling intellects and unmatched strategic cunning make them most useful in war rooms rather than on battlefields, star archons are fierce opponents when motivated to enter the fray. Those who witness the self-sacrifice of a star archon and live to tell the tale describe the experience in terms that might befit the sight of a supernova at the instant the star collapses in on itself. Recall Knowledge - Celestial (Religion): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Star Archon Source Bestiary 2 pg. 23 Perception +35; darkvision, true seeing Languages Celestial, Draconic, Infernal; tongues Skills Arcana +33, Athletics +37, Acrobatics +31, Diplomacy +33, Intimidation +33, Occultism +33, Religion +37, Society +33, Warfare Lore +39 Str +8 Dex +9 Con +6 Int +9 Wis +9 Cha +6 Items +2 greater resilient full plate , +2 greater striking returning starknife --- AC 43 Fort +31 Ref +34 Will +34 +1 status to all saves vs. magic HP 400 Resistances fire 15 Weaknesses evil 15 Blinding Soul (divine, evocation, light, visual) Whenever the star archon takes slashing damage, bright light pours from their wounds. Non-archons within 10 feet must attempt a DC 38 Fortitude save. On a failure, a creature is dazzled for 1 round. On a critical failure, the creature is blinded for 1d4 rounds instead. The creature is then temporarily immune for 1 round. Explosive Rebirth (death, divine, evocation, fire, good) When killed, the star archon explodes in a blinding flash of holy energy that deals 12d6 fire damage and 12d6 good damage to anything in a 100-foot emanation, with a DC 40 basic Reflex save. A non-archon creature that sees the explosion and critically fails its save is permanently blinded as well. The slain star archon reincarnates 1d4 rounds later as a shield archon. Retributive Strike Reaction A star archon can also make a Retributive Strike by throwing its starknife, and the enemy and ally can be within 60 feet instead of 15 feet. --- Speed 35 feet, fly 75 feet Melee Single Action returning starknife +38 (Agile, deadly 1d8, Finesse, Good, Magical, reach 10 feet, versatile S), Damage 3d4+16 piercing plus 2d6 good and 3d6 fire Ranged Single Action starknife +38 (Agile, deadly 1d8, Good, Magical, thrown 60 feet, versatile S), Damage 3d4+16 piercing plus 2d6 good and 3d6 fire Divine Innate Spells DC 43 - 4th Dimension Door (at will) - 5th Sending - 7th Heal, Prismatic Spray - 9th Blindness, Implosion, Sunburst - Constant (5th) Tongues - Constant (6th) True Seeing Archon's Door Once per day, if an archon sees another creature cast dimension door, the archon can use dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's dimension door. If the archon's dimension door has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door. Prudent Asterism Two Actions The star archon calculates a celestial constellation and sends their starknife flying along that path from one foe to the next. It makes a starknife Strike against a target within 60 feet. If the Strike hits, it can make another Strike at a different target within 60 feet of the first target, and so on, until it misses with a Strike or runs out of targets it hasn't attacked within range of the most recent target. The star archon can attack a given target only once per use of this ability. These attacks don't apply any range increment penalty, and the star archon resolves all the attacks before increasing the multiple attack penalty. ","skill_mod":{"society":33,"diplomacy":33,"arcana":33,"athletics":37,"intimidation":33,"occultism":33,"acrobatics":31,"religion":37},"image":["/Images/Monsters/Archon_StarArchon.png"],"primary_source":"Bestiary 2","spell":["Blindness","Implosion","Sunburst","Heal","Prismatic Spray","Sending","Dimension Door","True Seeing","Tongues"],"ac":43,"item":["+2 greater resilient full plate","+2 greater striking returning starknife"],"level":19,"spell_dc":[43],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{"fire":15},"intelligence":9,"reflex_save":34,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":31,"size":["Medium"],"name":"Star Archon","alignment":"LG","pfs":"Standard","rarity":"common","strike_damage_average":[41,41],"attack_bonus":[38,38],"constitution":6,"creature_family":"Archon","will_save":34,"speed":{"fly":75,"max":75,"land":35},"wisdom":9,"weakness":{"evil":15},"creature_ability":["Blinding Soul","Explosive Rebirth","Retributive Strike","Archon's Door","Prudent Asterism"],"skill":["Arcana","Athletics","Acrobatics","Diplomacy","Intimidation","Occultism","Religion","Society","Warfare Lore"],"tradition":["Divine"],"summary":"Embodiments of the virtue of prudence, star archons serve as philosophers and administrators, and in times of war as the tacticians, strategists, and …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=553","dexterity":9,"category":"creature","slug":"creature-553"},{"primary_source_category":"Rulebooks","strength":10,"hp":280,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":37,"trait":["Archon","Celestial","Rare","LG","Huge"],"id":"creature-554","text":" Bastion Archon The mightiest of archon-kind form in the heat of battle from incredibly uncommon circumstances. When a gathering of lantern archons converges into a gestalt in order to defend allies in a fight that seems all but lost, a fellow archon of significant strength—such as a star archon—can commit a brave act of self-sacrifice by dimensionally transposing itself with the gestalt. If the circumstances are just right and luck is with the archons, the result is not a glorious sacrifice, but instead the earth-rocking emergence of a bastion archon. In this way, the lowliest of archons—the lanterns—can, in an instant, become their kind's greatest hope. Bastion archons are massive beings made of the very stone of Heaven's Holy Mountain, with their visages obscured by a blinding light surrounding the gestalt that originally formed the bastion. Tireless in their embodiment of the virtue of sacrifice, a bastion archon almost always protects the area where they manifested, and even when they are destroyed they leave an indelible mark of righteousness upon the surrounding region. Recall Knowledge - Celestial (Religion): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Bastion Archon Source Bestiary 2 pg. 24 Perception +37; darkvision, true seeing Languages Celestial, Draconic, Infernal; tongues Skills Athletics +38, Diplomacy +34, Intimidation +34, Religion +32 Str +10 Dex +7 Con +10 Int +6 Wis +8 Cha +6 --- AC 47 Fort +38 Ref +31 Will +34 +1 status to all saves vs. magic HP 280 (fast healing 30) Weaknesses evil 15 Bastion Aura (aura, divine, good, healing, necromancy) 50 feet. All good-aligned creatures in the aura have fast healing 30 for as long as they remain in range, and they gain a +2 status bonus to attack rolls and damage rolls. Ultimate Sacrifice (divine, good, healing, necromancy) If the bastion archon is slain by an evil creature, it explodes in a geyser of holy light, restoring 140 HP to all good-aligned creatures in a 40-foot emanation. The ground in the affected area is also subjected to a level 10 consecrate ritual, and the ground is consecrated for 10 years (or only 24 hours if the ultimate sacrifice took place in Hell, Abaddon, or the Abyss). Retributive Strike Reaction --- Speed 70 feet; air walk Melee Single Action fist +40 (Good, Lawful, Magical, reach 15 feet), Damage 4d8+20 bludgeoning plus 2d6 good Divine Innate Spells DC 42, attack +34 - 4th Dimension Door (at will) - 7th Prismatic Spray, True Target (x3), Vibrant Pattern - 10th Meteor Swarm, Polar Ray, Sunburst - Constant (10th) Air Walk, True Seeing, Tongues Archon's Door Once per day, if an archon sees another creature cast dimension door , the archon can use dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's dimension door. If the archon's dimension door has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door. Blinding Beams Free Action Trigger The bastion archon hits a creature with two fist Strikes this turn and can use its Holy Beam; Effect The bastion archon fires its Holy Beam at only the creature it hit twice. The creature's save result is one degree of success worse than the result it rolled. Entrench Single Action The bastion archon locks itself in place, becoming voluntarily immobilized. While Entrenched, the archon can't be forcibly moved or tripped, and it gains a +2 circumstance bonus to AC and Reflex saves. Entrench ends automatically as soon as the bastion archon uses another move action. Holy Beam Two Actions (Divine, Good, Incapacitation, Light) The bastion archon releases a blinding beam of holy light in a 500-foot line that deals 20d6 good damage to non-archons in the area, with a DC 38 Reflex save. The bastion archon can't use Holy Beam again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is blinded for 1d4 rounds. Critical Failure The creature takes double damage and is blinded permanently. ","skill_mod":{"diplomacy":34,"athletics":38,"intimidation":34,"religion":32},"image":["/Images/Monsters/Archon_BastionArchon.png"],"primary_source":"Bestiary 2","spell":["Meteor Swarm","Polar Ray","Sunburst","Prismatic Spray","True Target","Vibrant Pattern","Dimension Door","Air Walk","True Seeing","Tongues"],"ac":47,"level":20,"spell_dc":[42],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":6,"reflex_save":31,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":38,"size":["Huge"],"name":"Bastion Archon","alignment":"LG","pfs":"Standard","rarity":"rare","strike_damage_average":[45],"attack_bonus":[40],"constitution":10,"creature_family":"Archon","spell_attack_bonus":[34],"will_save":34,"speed":{"max":70,"land":70},"wisdom":8,"weakness":{"evil":15},"creature_ability":["Bastion Aura","Ultimate Sacrifice","Retributive Strike","Archon's Door","Blinding Beams","Entrench","Holy Beam"],"skill":["Athletics","Diplomacy","Intimidation","Religion"],"tradition":["Divine"],"summary":"The mightiest of archon-kind form in the heat of battle from incredibly uncommon circumstances. When a gathering of lantern archons converges into …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=554","dexterity":7,"category":"creature","slug":"creature-554"},{"attack_bonus":[12],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":68,"source":["Bestiary 2"],"type":"Creature","will_save":8,"charisma":0,"speed":{"max":5,"land":5},"perception":10,"wisdom":3,"weakness":{"slashing":5,"fire":5},"creature_ability":["Camouflage","Grasping Foliage","Constrict"],"skill":["Athletics","Stealth"],"stealth":"9","trait":["Mindless","Plant","N","Large"],"id":"creature-555","text":" Assassin Vine The assassin vine is a carnivorous plant with a voracious appetite. Rather than consuming creatures directly, it creates its own fertilizer by entangling prey and squeezing the life from it. Once the plant has killed a creature, it pulls the carcass over to its roots to feed from the decaying flesh. Although an assassin vine lacks eyes, it can detect and track prey through a combination of using its root systems to detect vibrations through topsoil and its leaves to detect heat changes in the vicinity. Although the assassin vine has no real intelligence, its learned behaviors mimic those of cunning ambush hunters. As it is slow moving, the assassin vine typically remains rooted in a single area for as long as it has sufficient prey. Though most often found along woodland trails or swamps, these plants can also be encountered in more rural settlements, poorly tended fields, and vineyards. While assassin vines can't be trained in the classical sense, they can be used as defenses, and woodland-dwelling creatures like goblins and fey have been known to cultivate assassin vines as guardians for less-used routes into their lairs. In such cases, the tenders often seek to make the path more obvious than its disuse would otherwise suggest, while simultaneously working to ensure the bones of the vines' victims are removed to keep their presence a secret, resulting in what appears to be an easy approach to the den but is actually an organic ambush. Mature assassin vines grow to 20 feet long and have smaller vines extending off the main trunk that reach from to 5 to 10 feet in length. The smallest of these vines sprout every 6 inches or so; they tend to grow clusters of full leaves and occasionally bear small berries. A recently fed assassin vine can have bunches of plump, blood-red berries that are juicy and tart but leave a slightly unpleasant iron aftertaste, as if from the faint taste of blood from a bitten lip. Recall Knowledge - Plant (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Assassin Vine Source Bestiary 2 pg. 26 Perception +10; tremorsense 30 feet, low-light vision Languages Skills Athletics +9, Stealth +9 Str +4 Dex +0 Con +3 Int -5 Wis +3 Cha +0 Camouflage The assassin vine can Hide in natural environments even if it doesn't have cover. --- AC 18 Fort +10 Ref +7 Will +8 HP 68 Weaknesses fire 5, slashing 5 Grasping Foliage Reaction (primal, transmutation) Trigger The assassin vine detects a creature within 20 feet via tremorsense; Effect The assassin vine causes vegetation within a 20-foot emanation to writhe for 1 round, turning this area into difficult terrain. When a creature starts its turn in this area, it must attempt a DC 20 Reflex save. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure it is also immobilized for 1 round. A creature can attempt to Escape to remove these effects. Assassin vines are immune to Grasping Foliage. --- Speed 5 feet Melee Single Action vine +12 (reach 10 feet), Damage 1d8+6 bludgeoning plus Grab Constrict Single Action 1d8+4 bludgeoning, DC 20 Assassin Wine The berries of an assassin vine are something of an acquired taste to most, but the process of aging the berries into wine can remove the unpleasant aftertaste—provided the berries are harvested from a living vine. After the vine's death, toxins in the plant quickly seep into its berries, making them unsuitable for harvest, and as a result, assassin vine wine is a dangerous delicacy to prepare. Those who master the art, though, find that the proceeds can more than cover the cost of having to periodically hire adventures to help curtail an unruly— and—hungry vineyard. Blight Bond Life Cycles Many blight bonds consist of animals and plants working together to propagate. Spitting sawflies feed on the bile-like sap of coiled conifers and implant their eggs into the tree's bark. In return for the conifer's hosting, the sawflies plague other creatures by spreading the conifer's spores in their victims, which emerge as tiny creeping cones if left untreated. Swaths of creeping cones spread across the land, threatening to devour anything in their path until they root in a suitable spot. ","skill_mod":{"stealth":9,"athletics":9},"summary":"The assassin vine is a carnivorous plant with a voracious appetite. Rather than consuming creatures directly, it creates its own fertilizer by …","image":["/Images/Monsters/AssassinVine.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" tremorsense 30 feet , low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=555","intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":10,"size":["Large"],"name":"Assassin Vine","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-555"},{"attack_bonus":[25,25,25,25],"constitution":7,"primary_source_category":"Rulebooks","strength":7,"hp":250,"language":["Jotun"],"source":["Bestiary 2"],"type":"Creature","will_save":21,"charisma":3,"speed":{"max":40,"land":40},"perception":22,"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Attack of Opportunity","Catch Rock","Athach Venom","Swift Claw","Throw Rock"],"skill":["Athletics","Intimidation"],"trait":["Giant","Humanoid","CE","Huge"],"id":"creature-556","text":" Athach The towering and brutish giants known as athaches are reviled for both their monstrosity and their cruelty. Beyond an athach's filthy habits, this giant is made stranger by the gangly third arm that protrudes from their torso and ends in a twitching, long-fingered claw. Huge, tusk-like fangs descend from an athach's upper jaw and prop their mouth open, leaking long strands of viscous drool that is itself is a toxic venom and coats the athach's fangs. Athachs despise civilization almost as much as they despise their own kind, and they delight in committing sadistic acts and terrorizing victims. An athach does not keep a traditional territory of their own, but rather wanders the hinterlands of settled territories until they find a suitably easy settlement of smaller humanoids to target. Once the athach has chosen their target, the giant establishes a hidden lair in a location like an abandoned farmhouse or cave, and from there they launch their reign of torment. After a few weeks of harassing, capturing, and torturing victims, the athach bores of their games. The giant then goes on a final rampage, destroying every dwelling and eating every creature they can find. Sometimes, the giant allows a survivor or two to escape, forcing these terrified victims to spend the rest of their lives spreading word of the athach's fearsomeness. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Athach Source Bestiary 2 pg. 27 Perception +22; darkvision Languages Jotun Skills Athletics +25, Intimidation +21 Str +7 Dex +3 Con +7 Int -1 Wis +4 Cha +3 --- AC 33 Fort +25 Ref +20 Will +21 HP 250 Weaknesses cold iron 10 Attack of Opportunity Reaction An athach gains an extra reaction at the start of each of its turns that it can use only to make an Attack of Opportunity with its claw. It can't use more than one Attack of Opportunity triggered by the same action. Catch Rock Reaction --- Speed 40 feet Melee Single Action fist +25 (reach 10 feet), Damage 3d12+13 bludgeoning Melee Single Action jaws +25, Damage 3d8+13 piercing plus athach venom Melee Single Action claw +25 (Agile), Damage 3d8+13 slashing Ranged Single Action rock +25 (Brutal, range increment 120 feet), Damage 3d8+13 bludgeoning Athach Venom (Poison) Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1; Stage 2 2d6 poison damage and enfeebled 2; Stage 3 2d6 poison damage and enfeebled 3 Swift Claw Reaction Trigger The athach hits a creature with two fist Strikes; Effect The athach makes a claw Strike with no multiple attack penalty against the creature it hit with its fist Strikes. This claw attack does not increase the athach's multiple attack penalty. Throw Rock Single Action Athach Treasure Athachs are infamously greedy, but the distrustful creatures have a unique way of hiding gems and shiny metal. When an athach finds items such as coins and jewelry, they crush the valuable metal into a lumpy ball about the size of an apple and then swallow it. When not tormenting humans, the athach regurgitates these lumps and plays with them. Any of these lumps found lying about an athach's lair are likely coated in the giant's toxic drool. ","skill_mod":{"athletics":25,"intimidation":21},"summary":"The towering and brutish giants known as athaches are reviled for both their monstrosity and their cruelty. Beyond an athach's filthy habits, this …","image":["/Images/Monsters/Athach.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":33,"level":12,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=556","intelligence":-1,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":25,"size":["Huge"],"name":"Athach","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[26,26,26,32],"slug":"creature-556"},{"attack_bonus":[13,15],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":60,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary 2"],"type":"Creature","will_save":12,"charisma":3,"speed":{"max":20,"land":20},"perception":10,"wisdom":4,"weakness":{},"creature_ability":["Aura of Sobs","Whispered Despair","Steal Breath","Steal Voice"],"skill":["Deception","Society","Stealth"],"stealth":"13","trait":["Undead","NE","Small"],"id":"creature-557","text":" Attic Whisperer Beware the haunting sobs of the attic whisperer, for they carry the pained wrath of an abandoned child who perished due to the neglect or absence of their caretakers. Animated by loneliness, the embittered spirit binds itself to the material world in a body made of bits and oddments of a lost childhood—wooden blocks, scraps of blankets, ratty dolls, buttons, carved trinkets, and glass marbles. To give themselves the semblance of a head, they top their patchwork bodies with a small animal's skull. Attic whisperers most frequently lurk in old infirmaries, orphanages, and other such institutions where children were forgotten, and they lay dormant for decades in hopes that they might one day find a playmate to ease their eternal loneliness. When they sense the living, attic whisperers attempt to lure them into their clutches by calling out to them using the voice of a small child. Though attic whisperers intend only to play with those they encounter, they drain the breath and voice from living creatures as their dark impulses take over. Recall Knowledge - Undead (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Attic Whisperer Source Bestiary 2 pg. 28 Perception +10; darkvision Languages Common, Necril Skills Deception +11, Society +10, Stealth +13 Str +0 Dex +5 Con +0 Int +2 Wis +4 Cha +3 --- AC 21 Fort +8 Ref +13 Will +12 HP 60 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Aura of Sobs (auditory, aura, emotion, enchantment, mental, occult) 10 feet. An attic whisperer enshrouds itself in a tapestry of stolen voices. Each living creature that enters or starts their turn in the aura must succeed at a DC 19 Will save or the unnerving, bitter sobs render them distraught and they become stupefied 1 for as long as they remain within the aura. A creature that succeeds is temporarily immune for 1 hour. The attic whisperer can activate or deactivate the aura with a single free action, which has the concentrate trait. Whispered Despair Reaction Trigger A creature with an active emotion effect enters an attic whisperer's aura of sobs Effect The attic whisperer attempts to counteract the emotion effect, with a counteract modifier of +13. --- Speed 20 feet Melee Single Action jaws +15 (Agile, Finesse), Damage 2d8 piercing plus steal breath Melee Single Action bony hand +13 (Agile), Damage 2d10 negative plus steal voice Steal Breath (Curse, Incapacitation, Necromancy, Occult) The attic whisperer siphons the breath from living creatures, sapping their strength. A living creature hit by a jaws Strike must attempt a DC 21 Fortitude save. Critical Success The target is unaffected. Success The target is enfeebled 1 for 1 round. Failure The target is enfeebled 1 for 24 hours and fatigued. Critical Failure The target is enfeebled 1 for 24 hours, is fatigued, and falls unconscious. Steal Voice (Curse, Necromancy, Occult) When an attic whisperer hits a living creature with a bony hand Strike, it tries to pull the victim's voice into its aura. The victim must attempt a DC 21 Will save. Critical Success The target is unaffected. Success The target's voice is weak for 1 minute. Anytime it attempts an action with the auditory trait, it must succeed at a DC 5 flat check or the action is lost. Failure The target loses the ability to speak for 1 hour, until the curse is removed, or until the attic whisperer is destroyed, whichever comes first. During this time, the attic whisperer can perfectly mimic the target's voice, and the target takes a –2 circumstance penalty to saving throws against that attic whisperer's aura of sobs. Critical Failure As failure, but the effects lasts until the attic whisperer is destroyed or the curse is removed. Varisian Nursery Rhyme Is the attic whispering? Are we safe below? Do you think he's listening? Is that his shadow? Do you hear him waking, Up above the stairs? Do you hear him weeping? Is he really there? Can you say “I'm speaking?” Are you saying naught? Is it you who's weeping? Is it you he's caught? ","skill_mod":{"society":10,"deception":11,"stealth":13},"summary":"Beware the haunting sobs of the attic whisperer, for they carry the pained wrath of an abandoned child who perished due to the neglect or absence of …","image":["/Images/Monsters/AtticWhisperer.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=557","intelligence":2,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Attic Whisperer","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,11],"slug":"creature-557"},{"attack_bonus":[21,21],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":170,"source":["Bestiary 2"],"type":"Creature","will_save":16,"charisma":0,"speed":{"max":35,"land":35,"burrow":10},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Tenacious Stance","Ferocity","Bleeding Critical","Gnaw Metal","Rapid Rake"],"skill":["Athletics","Stealth"],"stealth":"18","trait":["Animal","N","Small"],"id":"creature-558","text":" Aurumvorax Aurumvoraxes are highly aggressive and territorial predators that sprint on eight legs, using their terrific strength and iron-hard claws to dig through solid stone. A typical aurumvorax is only 3 feet long but weighs more than 200 pounds, for its thick, sturdy bones are densely packed with muscle, making the creature very strong but a notoriously poor swimmer. Its fur is golden, sometimes with a silvery or russet tone depending on the metals it has ingested, and its claws are always the shiny black of seasoned iron. Aurumvorax adults claim hunting territories spanning a mile or more, driving out other predators and leading solitary lives except when they mate. They are irascible creatures, impossible to train as adults, but daring trainers can rear aurumvorax pups as deadly guard beasts, which they sell for hundreds of gold pieces to discriminating buyers. Aurumvorax pups are usually single births, and their mothers are fiercely protective, making their acquisition a dangerous proposition. Even when trained, the creatures are prone to dangerous bursts of rage. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Aurumvorax Source Bestiary 2 pg. 29 Perception +18; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +20, Stealth +18 Str +6 Dex +2 Con +4 Int -4 Wis +3 Cha +0 --- AC 28 Fort +19 Ref +17 Will +16 HP 170 Tenacious Stance An aurumvorax gains a +4 circumstance bonus to its Fortitude or Reflex DC against Shove and Trip attempts, and to its Athletics DC against attempts to escape its Grab. Ferocity Reaction --- Speed 35 feet, burrow 10 feet Melee Single Action jaws +21, Damage 2d10+12 piercing plus Grab Melee Single Action claw +21 (Agile), Damage 2d8+12 slashing plus Grab Bleeding Critical When an aurumvorax scores a critical hit, the target takes 1d6 persistent bleed damage. Gnaw Metal Single Action The aurumvorax makes a jaws Strike against a creature it has grabbed. If the attack hits, the target is knocked prone if it is Medium or smaller. In addition, if the target is wearing armor with Hardness 10 or lower, the armor becomes broken. If this Strike breaks a creature's armor or damages a creature that is unarmored or wearing broken armor, the target also takes 1d6 persistent bleed damage. This Strike doesn't further damage armor that's already broken. Rapid Rake Two Actions The aurumvorax makes four claw Strikes against a creature it has grabbed. Each attack counts toward the aurumvorax's multiple attack penalty, and the multiple attack penalty increases with each attack. Golden Guardian While wholly carnivorous, aurumvoraxes are known for gnawing on metals (particularly gold and copper), though whether they do this to sharpen their teeth or because of some nutritional need is unknown. Aurumvorax warrens can stretch for thousands of feet dug into the rock, often following veins of ores and winding deep into the earth. Mining dwarves love the creatures' fondness for eating rust monsters. Those who keep aurumvoraxes for protection call them golden guardians. ","skill_mod":{"stealth":18,"athletics":20},"summary":"Aurumvoraxes are highly aggressive and territorial predators that sprint on eight legs, using their terrific strength and iron-hard claws to dig …","image":["/Images/Monsters/Aurumvorax.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=558","intelligence":-4,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":19,"size":["Small"],"name":"Aurumvorax","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[21,23],"slug":"creature-558"},{"primary_source_category":"Rulebooks","strength":5,"hp":120,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":14,"stealth":"15","trait":["Azata","Celestial","CG","Medium"],"id":"creature-559","text":" Bralani (Wind Azata) Bralanis embody the freedom of fair competition, embracing opportunities to test their skills against worthy foes and bring mortals together with the thrill of good-natured sports and contests. Their interest in constructive conflict also extends to higher stakes, such as diplomatic negotiations. In these cases, bralanis ensure that neither side's desires are crushed by the other's and work as mediators when needed. They believe in friendly contests to diffuse tension. When discussions are going well, bralanis step back, allowing the participants to shape their own futures. They delight in sailing through violent storms as wind, basking in the raw energy. Recall Knowledge - Celestial (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Bralani Source Bestiary 2 pg. 30 Perception +14; darkvision Languages Celestial, Draconic, Infernal; tongues Skills Acrobatics +13, Deception +15, Diplomacy +15, Games Lore +14, Stealth +15 Str +5 Dex +5 Con +3 Int +2 Wis +4 Cha +5 Items +1 composite longbow , Scimitar --- AC 24 Fort +13 Ref +17 Will +12 HP 120 Resistances electricity 10 Weaknesses cold iron 5, evil 5 --- Speed 30 feet, fly 80 feet Melee Single Action scimitar +16 (Forceful, Sweep), Damage 1d6+8 slashing plus 2d6 electricity and 1d6 good Ranged Single Action composite longbow +18 (deadly 1d10, reload 0, volley 30 feet), Damage 1d8+6 plus 1d6 electricity and 1d6 good Divine Innate Spells DC 24 - 1st Gust of Wind (at will) - 2nd Calm Emotions - 3rd Heal, Lightning Bolt, Wall of Wind - 4th Gaseous Form (at will) - Constant (5th) Tongues Fair Competition (Divine, Enchantment, Mental) Once per day, a bralani can spend 1 minute to bless willing creatures within 100 feet who are about to participate in a contest. This blessing lasts 24 hours. If a blessed creature cheats or uses the contest to harm another, the creature grows visibly ill, becoming sickened 1 and unable to remove this condition for the duration or until they withdraw from the competition. At the end of the contest, participants who competed fairly find it easier to negotiate and understand their opponent's perspective. For 1 hour, they gain a +2 status bonus to Diplomacy checks and Recall Knowledge checks that directly pertain to their opponents. Whirlwind Blast Two Actions (Air, Divine, Evocation) The bralani generates a 20-foot line of scouring wind that deals 7d6 bludgeoning damage (DC 24 basic Reflex save). It can't use this ability again for 1d4 rounds. Wind Form A bralani flies at full Speed in gaseous form . Bralani Contests Bralanis enjoy inventing games and contests and adding new twists to popular sports rather than following familiar rules. Speed often features somewhere in bralani games, whether it be physical speed or quickness of wit. It is not uncommon for bralanis to seek the input of young children, encouraging adults to draw inspiration from a child's creativity rather than allowing themselves to settle into comfortable and repetitive patterns. ","skill_mod":{"diplomacy":15,"deception":15,"stealth":15,"acrobatics":13},"image":["/Images/Monsters/Azata_Bralani.png"],"primary_source":"Bestiary 2","spell":["Gaseous Form","Heal","Lightning Bolt","Wall of Wind","Calm Emotions","Gust of Wind","Tongues"],"ac":24,"item":["+1 composite longbow","Scimitar"],"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"electricity":10},"intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Bralani","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[17,22],"attack_bonus":[16,18],"constitution":3,"creature_family":"Azata","will_save":12,"speed":{"fly":80,"max":80,"land":30},"wisdom":4,"weakness":{"cold_iron":5,"evil":5},"creature_ability":["Fair Competition","Whirlwind Blast","Wind Form"],"skill":["Acrobatics","Deception","Diplomacy","Games Lore","Stealth"],"tradition":["Divine"],"summary":"Bralanis embody the freedom of fair competition, embracing opportunities to test their skills against worthy foes and bring mortals together with the …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=559","dexterity":5,"category":"creature","slug":"creature-559"},{"primary_source_category":"Rulebooks","strength":8,"hp":475,"language":["Celestial","Draconic","Infernal","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%294%%>speak with plants<%END>, <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":8,"perception":38,"trait":["Azata","Celestial","CG","Medium"],"id":"creature-560","text":" Veranallia (Rebirth Azata) Veranallias represent the freedom of life to grow, change, and adapt. They rarely interact directly with non-azatas, as most other beings find their nature hard to comprehend, but those who secure their aid find them powerful allies. The lower half of a veranallia's body is made of vegetation that constantly repeats a dizzying cycle of sprouting, blooming, thriving, and wilting. The upper half of their body appears as that of a humanoid of any gender—it is rare for a veranallia to remain consistent in their gender for more than a few seasons at a time. Veranallias transform the landscape in their wake, bringing creation and destruction alike. The world around them overflows with an abundance of vegetation, with plenty of food for nearby animals, and when they bring destruction, they do so without cruelty, as it is sometimes necessary to make room for new life. They trigger forest fires in woodlands before dry brush piles up to dangerous levels, and bring bitter winters to areas plagued with parasites that thrive in hot weather. Recall Knowledge - Celestial (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Veranallia Source Bestiary 2 pg. 31 Perception +38; darkvision, tremorsense (imprecise) 120 feet Languages Celestial, Draconic, Infernal; speak with animals , speak with plants , tongues Skills Athletics +34, Deception +36, Diplomacy +38, Elysium Lore +36, Intimidation +36, Medicine +36, Nature +34, Survival +38 Str +8 Dex +6 Con +8 Int +6 Wis +10 Cha +8 Items +3 greater striking sickle --- AC 45 Fort +36 Ref +34 Will +38 HP 475 Resistances fire 20, cold 20 Weaknesses cold iron 20, evil 20 --- Speed 40 feet, fly 40 feet Melee Single Action sickle +39 (Agile, Finesse, Trip), Damage 3d4+16 slashing plus 4d6 cold and 1d6 good Melee Single Action vine +39 (reach 20 feet), Damage 4d12+16 bludgeoning plus 1d6 good and Improved Grab Divine Innate Spells DC 42, attack +32 - 6th Baleful Polymorph (at will), Tangling Creepers (at will) - 8th Polar Ray (at will), Sunburst (at will) - 9th Nature's Enmity, Regenerate (×3), Storm of Vengeance, Tree Stride (at will) - 10th Cataclysm, Primal Phenomenon (once per year), Revival - Constant (9th) Endure Elements, Speak with Animals, Speak with Plants, Tongues Rituals DC 42 - 2nd Consecrate - 3rd Reincarnate - 4th Blight, Plant Growth - 6th Awaken Animal, Commune with Nature, Primal Call Alter Weather Three Actions Frequency three times per day; Effect The veranallia dramatically alters weather patterns in the surrounding area, producing any of the results of a successful 9th-level control weather ritual. Rebirth (Divine, Necromancy) Frequency once per day; Effect The veranallia spends a minute to encase a creature that has been dead for no more than a year in a cocoon. After 24 hours, the creature is restored to life, and the cocoon explodes in a shower of colorful blossoms. If the veranallia chooses, Rebirth can change the creature's ancestry or heritage, typically into an aasimar. Primordial Veranallia In the deepest reaches of Elysium, the eldest of veranallias roam. These beings concern themselves with transformations that take place over the course of millennia, as well as changes in the climates of entire worlds. Primordial veranallias have an array of unique powers that can affect the area for many miles around them, from turning deserts into glass to triggering earthquakes. ","skill_mod":{"diplomacy":38,"deception":36,"nature":34,"survival":38,"medicine":36,"athletics":34,"intimidation":36},"image":["/Images/Monsters/Azata_Veranallia.png"],"primary_source":"Bestiary 2","spell":["Cataclysm","Primal Phenomenon","Revival","Nature's Enmity","Regenerate","Storm of Vengeance","Tree Stride","Polar Ray","Sunburst","Baleful Polymorph","Tangling Creepers","Endure Elements","Speak with Animals","Speak with Plants","Tongues"],"ac":45,"item":["+3 greater striking sickle"],"level":20,"spell_dc":[42],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 120 feet ","resistance":{"fire":20,"cold":20},"intelligence":6,"reflex_save":34,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":36,"size":["Medium"],"name":"Veranallia","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[41,45],"attack_bonus":[39,39],"constitution":8,"creature_family":"Azata","spell_attack_bonus":[32],"will_save":38,"speed":{"fly":40,"max":40,"land":40},"wisdom":10,"weakness":{"cold_iron":20,"evil":20},"creature_ability":["Alter Weather","Rebirth"],"skill":["Athletics","Deception","Diplomacy","Elysium Lore","Intimidation","Medicine","Nature","Survival"],"tradition":["Divine"],"summary":"Veranallias represent the freedom of life to grow, change, and adapt. They rarely interact directly with non-azatas, as most other beings find their …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=560","dexterity":6,"category":"creature","slug":"creature-560"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":15,"source":["Bestiary 2"],"type":"Creature","creature_family":"Badger","will_save":6,"charisma":-2,"speed":{"max":25,"land":25,"burrow":10},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Ferocity"],"skill":["Athletics","Stealth"],"stealth":"6","trait":["Animal","N","Small"],"id":"creature-561","text":" Badger The typical badger has dark, brownish-gray fur highlighted with white markings, particularly on the head, giving it a striped mask of fur around its eyes. A threatened badger can swiftly become a ferocious combatant that typically fights until slain. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Badger Source Bestiary 2 pg. 32 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +4, Stealth +6 Str +0 Dex +1 Con +2 Int -5 Wis +2 Cha -2 --- AC 16 Fort +8 Ref +5 Will +6 HP 15 Ferocity Reaction --- Speed 25 feet, burrow 10 feet Melee Single Action jaws +8, Damage 1d8 piercing Melee Single Action claw +8 (Agile), Damage 1d6 slashing\n","skill_mod":{"stealth":6,"athletics":4},"summary":"The typical badger has dark, brownish-gray fur highlighted with white markings, particularly on the head, giving it a striped mask of fur around its …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=561","intelligence":-5,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":8,"size":["Small"],"name":"Badger","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,4],"slug":"creature-561"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":30,"source":["Bestiary 2"],"type":"Creature","creature_family":"Badger","will_save":8,"charisma":-1,"speed":{"max":25,"land":25,"burrow":10},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Ferocity","Badger Rage"],"skill":["Athletics","Stealth"],"stealth":"7","trait":["Animal","N","Medium"],"id":"creature-562","text":" Giant Badger The violent, territorial giant badger is a relentless predator. An obligate carnivore, its prey ranges from rabbits to deer, livestock, and even the occasional traveler or adventurer. A giant badger's claws are sharp and strong enough to carve tunnels from solid rock. They typically stand 4 feet tall at the shoulder and weigh 500 pounds. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Badger Source Bestiary 2 pg. 32 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +8, Stealth +7 Str +4 Dex +1 Con +3 Int -4 Wis +3 Cha -1 --- AC 18 Fort +10 Ref +6 Will +8 HP 30 Ferocity Reaction --- Speed 25 feet, burrow 10 feet Melee Single Action jaws +11, Damage 1d8+4 piercing Melee Single Action claw +11 (Agile), Damage 1d6+4 slashing Badger Rage Single Action (Concentrate, Emotion, Mental) The giant badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. While raging, the giant badger has AC 17, its jaws Strike deals 1d8+8 damage, and its claw Strike deals 1d6+6 damage. While raging, the giant badger also can't use actions that have the concentrate trait except for Seek. After it has stopped raging, a giant badger can't use Badger Rage again for 1 minute. Trained Diggers Kobolds and others who dwell in underground warrens know the value of having a few trained giant badgers in their lair, since when their digging habits are supervised and directed, they can excavate new tunnels and chambers with ease. Of course, the fact that giant badgers find kobolds and others who dwell in underground warrens delicious means that relying on such trained diggers can be a risky endeavor. A giant badger trained for use as a digger or a guardian tends to only obey the commands of one master, and even then they can be prone to unpredictable outbursts for no reason other than pique ","skill_mod":{"stealth":7,"athletics":8},"summary":"The violent, territorial giant badger is a relentless predator. An obligate carnivore, its prey ranges from rabbits to deer, livestock, and even the …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=562","intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":10,"size":["Medium"],"name":"Giant Badger","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-562"},{"attack_bonus":[17],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":105,"language":["Aklo","Common","Sylvan"],"source":["Bestiary 2"],"type":"Creature","will_save":14,"charisma":5,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Captivating Dance","Change Shape","Drink Blood"],"skill":["Acrobatics","Deception","Nature","Performance","Stealth"],"stealth":"15","trait":["Fey","Uncommon","CE","Medium"],"id":"creature-563","text":" Baobhan Sith Undeath is rare in the fey realm of the First World, for that plane's infusion with the raw power of life makes undead uncomfortable at best. Yet a few fey have adopted the vile practices and habits of notorious undead while still being living themselves, as seen in the blood-drinking habits of the murderous baobhan sith. A baobhan sith avoids confrontations when outnumbered, and although territorial, they won't reveal their true nature to larger groups. They prefer to drink blood from victims they find attractive, and they avoid drinking blood from animals and beasts entirely, as they consider such activities to be uncultured. Recall Knowledge - Fey (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Baobhan Sith Source Bestiary 2 pg. 33 Perception +12; low-light vision Languages Aklo, Common, Sylvan Skills Acrobatics +15, Deception +15, Nature +12, Performance +15, Stealth +15 Str +3 Dex +5 Con +2 Int +2 Wis +2 Cha +5 --- AC 24 Fort +12 Ref +17 Will +14 HP 105 Weaknesses cold iron 5 --- Speed 25 feet Melee Single Action claw +17 (Agile, Finesse), Damage 2d6+6 slashing and 1d6 persistent bleed Primal Innate Spells DC 24 - 3rd Mind Reading (at will) Captivating Dance Two Actions (Enchantment, Incapacitation, Mental, Primal, Visual) The baobhan sith sways rhythmically and Strides up to their Speed. Each creature within 30 feet of the baobhan sith at the end of their movement must attempt a DC 25 Will save. Critical Success The creature is unaffected and is temporarily immune to Captivating Dance for 24 hours. Success The creature is slowed 1 for 1 round and is temporarily immune to Captivating Dance for 24 hours. Failure The creature is fascinated, and it must spend at least 1 of its actions on each of its turns to move closer to the baobhan sith as expediently as possible, while avoiding obvious dangers. If the creature ends its movement or turn adjacent to the fey, it is slowed 1 until the end of its next turn. Critical Failure As failure, but the creature must spend each of its actions moving closer to the baobhan sith, and if it ends its movement or turn adjacent to the fey, it is paralyzed until the end of its next turn. Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The baobhan sith can transform into a large raven, with the effects from the bird option in the aerial form spell. Drink Blood Single Action Requirements A bleeding creature is within the baobhan sith's reach; Effect The baobhan sith tries to Drink the Blood from the bleeding creature's wounds. The baobhan sith attempts an Athletics check against the victim's Fortitude DC. On a success, the victim becomes drained 1 and the baobhan sith regains 10 HP, gaining any Hit Points in excess of their maximum Hit Points as temporary Hit Points. Drinking Blood from a victim that's already drained doesn't restore any Hit Points to the baobhan sith but increases the victim's drained value by 1. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires 10 minutes, a successful DC 20 Medicine check, and sufficient blood or a blood donor, reduces the drained value by 1. Haunting Lairs A baobhan sith adores the aesthetics of abandoned homes, desolate burial grounds, and crumbling ruins. They strive to give their lairs a gothic beauty rather than allowing them to get run down and filthy. ","tradition":["Primal"],"skill_mod":{"performance":15,"deception":15,"nature":12,"stealth":15,"acrobatics":15},"summary":"Undeath is rare in the fey realm of the First World, for that plane's infusion with the raw power of life makes undead uncomfortable at best. Yet a …","image":["/Images/Monsters/BaobhanSith.png"],"primary_source":"Bestiary 2","spell":["Mind Reading"],"trait_group":["Creature Type","Rarity"],"ac":24,"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=563","intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":12,"size":["Medium"],"name":"Baobhan Sith","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16],"slug":"creature-563"},{"attack_bonus":[15],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":80,"immunity":["cold","mental"],"source":["Bestiary 2"],"type":"Creature","will_save":12,"charisma":-3,"speed":{"max":20,"land":20},"perception":8,"wisdom":1,"weakness":{"slashing":5},"creature_ability":["Cold Lethargy","Basidirond Spores","Hallucinogenic Cloud"],"skill":["Athletics","Stealth"],"stealth":"13","trait":["Fungus","Mindless","N","Medium"],"id":"creature-564","text":" Basidirond The basidirond, also called a mindfrond, is a fungal creature that crawls about on woody tendrils. The large, bowl-shaped pod atop its body collects mineral-rich moisture—-whether runoff from cave walls or fresh blood—-for sustenance. It uses hallucinogenic spores to incapacitate prey long enough for it to beat its prey to a bloody pulp, then deposits the deliciously tenderized remains into this pod for consumption. A basidirond is over 6 feet tall and 3 to 4 feet wide, and weighs nearly 300 pounds when saturated. Recall Knowledge - Fungus (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Basidirond Source Bestiary 2 pg. 34 Perception +8; low-light vision, tremorsense (imprecise) 30 feet Languages Skills Athletics +13, Stealth +13 Str +4 Dex +4 Con +4 Int -5 Wis +1 Cha -3 --- AC 22 Fort +13 Ref +11 Will +12 HP 80 Immunities cold, mental Weaknesses slashing 5 Cold Lethargy Although a basidirond is immune to cold damage, any effect that deals cold damage causes it to become slowed 1 for 1d4 rounds. During this time, it cannot use its Hallucinogenic Cloud or basidirond spores. --- Speed 20 feet Melee Single Action frond +15, Damage 2d8+6 bludgeoning plus basidirond spores Basidirond Spores (Disease) Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and enfeebled 1 (1 round); Stage 2 1d10 poison damage and enfeebled 1 (1 round); Stage 3 1d12 poison damage and enfeebled 2 (1 round) Hallucinogenic Cloud Two Actions (Incapacitation, Mental, Poison) The basidirond releases a cloud of invisible spores in a 20-foot emanation. Each creature in the area must succeed at a DC 22 Fortitude save or experience powerful hallucinations as long as it remains in the cloud, plus an additional 1d4 rounds after leaving the area. A creature must attempt a new save each round it remains within the area. The cloud persists for 5 rounds unless dispersed before then by a strong wind. Each hallucinating creature rolls 1d6 each round to determine what it hallucinates that round. 1 The target is sinking in quicksand. It falls prone and spends 1 action on its next turn flailing its limbs as if attempting to swim. 2 The target is attacked by a swarm of spiders. It spends 2 actions on its next turn attacking the floor with a melee weapon (drawing a weapon if needed). It is flat-footed against all attacks. 3 An item the target is holding turns into a viper. The target Releases the item and spends its next turn fleeing from it. 4 The target is suffocating. It holds its breath and is stunned 3. 5 The target shrinks to 1/10 its normal size. For 1 round it is slowed 2 and enfeebled 4, and takes a -10-foot status penalty to its Speed. 6 The target is melting. It drops everything it's holding and becomes slowed 2 and clumsy 4 for 1 round. Harvesting Spores The psychotropic spores of the basidirond can be harvested with a successful DC 20 Herbalism Lore or Nature check, yielding 1 dose of spores (1d4 doses on a critical success); on a critical failure, the basidirond creates a 10-foot-radius hallucinogenic cloud. Each dose is worth 10 gp for use in Crafting poisons, or 20 gp if the poison causes the confused or stupefied condition. ","skill_mod":{"stealth":13,"athletics":13},"summary":"The basidirond, also called a mindfrond, is a fungal creature that crawls about on woody tendrils. The large, bowl-shaped pod atop its body collects …","image":["/Images/Monsters/Basidirond.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision , tremorsense (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=564","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":13,"size":["Medium"],"name":"Basidirond","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-564"},{"attack_bonus":[21,21],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":155,"immunity":["paralyzed","petrified","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Basilisk","will_save":18,"charisma":1,"speed":{"fly":40,"max":40,"land":20},"perception":18,"wisdom":5,"weakness":{},"creature_ability":["Draconic Resistance","Petrifying Glance","Breath Weapon","Petrifying Gaze","Savage Jaws"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"17","trait":["Beast","Dragon","Uncommon","N","Large"],"id":"creature-565","text":" Dracolisk Dracolisks are rare magical crossbreeds of chromatic dragons and basilisks. None now know how they first came to be, but they have proven viable and can breed with one another as well as with basilisks. While a dracolisk appears much like a young true dragon of its parent type, its eight legs are an immediate indication that it is something more. Its coloration varies, depending on the nature of its draconic ancestry, though it's lighter on its underside and darker near its wing tips. A typical dracolisk is 15 feet long and weighs 3,000 pounds. Recall Knowledge - Beast (Arcana, Nature): DC 28 Recall Knowledge - Dragon (Arcana): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Dracolisk Source Bestiary 2 pg. 35 Perception +18; darkvision, tremorsense (imprecise) 30 feet Languages Skills Acrobatics +17, Athletics +21, Stealth +17, Survival +20 Str +6 Dex +2 Con +5 Int -3 Wis +5 Cha +1 --- AC 28 Fort +20 Ref +17 Will +18 HP 155 Immunities paralyzed, petrified, sleep Resistances draconic resistance 10 Draconic Resistance A dracolisk has resistance 10 to the type of damage it produces with its breath weapon (see below). Petrifying Glance Reaction (arcane, aura, transmutation, visual) Trigger A creature within 30 feet that the dracolisk can see starts its turn; Effect The target must attempt a DC 26 Fortitude save. If it fails, it becomes slowed 1 for 1 minute as its body stiffens. --- Speed 20 feet, fly 40 feet Melee Single Action jaws +21, Damage 2d12+8 piercing Melee Single Action claw +21 (Agile), Damage 2d10+8 slashing Breath Weapon Two Actions (Arcane, Evocation) The dracolisk breathes a gout of energy based on its draconic heritage, as noted below. This breath weapon deals 6d10 damage of the appropriate type, with a DC 28 basic save of a type indicated in parenthesis below. The dracolisk can't use Breath Weapon again for 1d4 rounds. Black (acid) 60-foot line of acid (Reflex) Blue (electricity) 60-foot line of electricity (Reflex) Green (poison) 30-foot cone of poison (Fortitude) Red (fire) 30-foot cone of fire (Reflex) White (cold) 30-foot cone of cold (Reflex) Petrifying Gaze Two Actions (Arcane, Concentrate, Incapacitation, Transmutation, Visual) The dracolisk stares at a creature it can see within 30 feet. That creature must attempt a DC 28 Fortitude save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes slowed 1. If the creature already was slowed by this ability or Petrifying Glance, a failed save causes the creature to be petrified permanently. A creature petrified in this manner can be instantly restored to flesh by being coated (not just splashed) with fresh dracolisk or basilisk blood no more than 1 hour old. A single dracolisk contains enough blood to coat 1d4+2 Medium creatures in this manner. Savage Jaws Two Actions The dracolisk makes a single Strike with its jaws. If the attack hits, it deals 4d12+16 piercing damage (versatile S). This counts as two attacks for its multiple attack penalty. Draconic Heritage A dracolisk's favored dwelling place most closely resembles that of its dragon parent: black dracolisks prefer marshlands, blue dracolisks favor deserts and warm hills, green dracolisks temperate or warm forests, red dracolisks warm mountains and deep caverns, and white dracolisks glaciers and frozen landscapes. ","skill_mod":{"survival":20,"stealth":17,"athletics":21,"acrobatics":17},"summary":"Dracolisks are rare magical crossbreeds of chromatic dragons and basilisks . None now know how they first came to be, but they have proven viable …","image":["/Images/Monsters/Basilisk_Drakolisk.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Rarity"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=565","intelligence":-3,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Dracolisk","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[19,21],"slug":"creature-565"},{"attack_bonus":[9,9],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":32,"source":["Bestiary 2"],"type":"Creature","creature_family":"Bear","will_save":5,"charisma":-2,"speed":{"max":35,"land":35},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Mauler"],"skill":["Athletics","Survival"],"trait":["Animal","N","Large"],"id":"creature-566","text":" Black Bear Contrary to the name, black bears can be cinnamon or even blond in coloration, depending on which hue is most beneficial for surviving in their local environment. Regardless of their coloration, they are opportunistic eaters who gain sustenance from berries and nuts just as often as from fish and smaller mammals. They steal food when they find it, including from humanoid camps. Although they are predators, black bears are more timid than other bears. Unless defending themselves or their young, black bears often avoid conflict or fight only until they can retreat. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Black Bear Source Bestiary 2 pg. 36 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +9, Survival +7 Str +3 Dex +2 Con +3 Int -4 Wis +1 Cha -2 --- AC 18 Fort +11 Ref +8 Will +5 HP 32 --- Speed 35 feet Melee Single Action jaws +9, Damage 1d8+5 piercing Melee Single Action claw +9 (Agile), Damage 1d6+5 slashing plus Grab Mauler The black bear gains +1 circumstance bonus to damage rolls against creatures it has grabbed. ","skill_mod":{"survival":7,"athletics":9},"summary":"Contrary to the name, black bears can be cinnamon or even blond in coloration, depending on which hue is most beneficial for surviving in their local …","image":["/Images/Monsters/Bear_BlackBear.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=566","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Black Bear","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,9],"slug":"creature-566"},{"attack_bonus":[15,15],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":73,"source":["Bestiary 2"],"type":"Creature","creature_family":"Bear","will_save":10,"charisma":-1,"speed":{"max":35,"land":35,"swim":15},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Sneak Attack","Mauler"],"skill":["Athletics","Stealth","Survival"],"stealth":"10","trait":["Animal","N","Large"],"id":"creature-567","text":" Polar Bear Polar bears are known for their pale fur, with black eyes, lips, and toe pads. They are aggressively predatory creatures, stalking prey for miles on land or across the icy waters of frozen oceans. They are also amazing ambush predators, leaping from the water to ambush seals resting on ice floes. If they are desperate, polar bears hunt not only other animals but also humanoids. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Polar Bear Source Bestiary 2 pg. 36 Perception +12; low-light vision, scent (imprecise) 60 feet Languages Skills Athletics +14, Stealth +10, Survival +10 Str +5 Dex +1 Con +5 Int -4 Wis +1 Cha -1 --- AC 22 Fort +14 Ref +10 Will +10 HP 73 --- Speed 35 feet, swim 15 feet Melee Single Action jaws +15, Damage 2d8+7 piercing Melee Single Action claw +15 (Agile), Damage 2d6+7 slashing plus Grab Sneak Attack The polar bear's Strikes deal an additional 1d6 precision damage to flat-footed creatures. Mauler The polar bear gains a +3 circumstance bonus to damage rolls against creatures it has grabbed. Vengeful Beasts Polar bears have been known to take special interest in those who have vexed or wounded them, sometimes following individual hunters back to their villages and stalking them exclusively for several days. This could happen because the hunter killed the bear's mate or one of its cubs, or took prey that the polar bear had been stalking. Polar bears engaged in such behavior have even ignored easier prey to focus intently on the chosen target. ","skill_mod":{"survival":10,"stealth":10,"athletics":14},"summary":"Polar bears are known for their pale fur, with black eyes, lips, and toe pads. They are aggressively predatory creatures, stalking prey for miles on …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 60 feet ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=567","intelligence":-4,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":14,"size":["Large"],"name":"Polar Bear","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,16],"slug":"creature-567"},{"attack_bonus":[23,23,23],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":200,"language":["Abyssal","(can't speak any languages); <%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","will_save":19,"charisma":5,"speed":{"climb":15,"max":35,"land":35},"perception":21,"wisdom":5,"weakness":{"good":10},"creature_ability":["Scent Demons","Attack of Opportunity","Abyssal Rot","Dimensional Tether","Penetrating Strike"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"19","trait":["Beast","Fiend","CE","Huge"],"id":"creature-568","text":" Bebilith While demons control much of the Abyss, even they are hunted in the wilder regions of this horrific plane. The most notorious of these predators—though not the deadliest—is the bebilith. These fiends resemble elephant-sized spiders with glowing eyes, barbed chitin, and a fanged maw dripping caustic fluid. Many demons and planar travelers have underestimated bebiliths' devious intellects, believing them to be little more than oversized vermin. Bebiliths take advantage of this, ambushing foes with unexpected tactics. While they lash out at any creatures they encounter, they take great pleasure in chewing on demonic flesh. Qlippoth are the only creatures bebiliths never consume. Recall Knowledge - Beast (Arcana, Nature): DC 27 Recall Knowledge - Fiend (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Bebilith Source Bestiary 2 pg. 37 Perception +21; darkvision, scent demons 60 feet, scent (imprecise) 30 feet Languages Abyssal; (can't speak any languages); telepathy 100 feet Skills Acrobatics +19, Athletics +23, Intimidation +21, Stealth +19 Str +7 Dex +3 Con +6 Int +3 Wis +5 Cha +5 Scent Demons A bebilith can smell demons as a precise sense. --- AC 30 Fort +22 Ref +19 Will +19 HP 200 Weaknesses good 10 Attack of Opportunity Reaction --- Speed 35 feet, climb 15 feet Melee Single Action jaws +23 (Magical, reach 10 feet), Damage 2d10+13 piercing plus Abyssal rot Melee Single Action claw +23 (Agile, Magical, reach 15 feet), Damage 2d8+13 slashing Ranged Single Action web +23 (range increment 60 feet), Damage dimensional tether Divine Innate Spells DC 29 - 7th Plane Shift (self only) Abyssal Rot (Disease, Necromancy) The drained condition from Abyssal rot is cumulative, to a maximum of drained 4; Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 negative damage (1 round); Stage 2 3d6 negative damage and drained 1 (1 round); Stage 3 3d6 negative damage and drained 2 (1 round) Dimensional Tether A creature hit by the bebilith's web Strike is restrained and tethered to the bebilith, preventing it from moving further away from the bebilith. The restrained creature is also under the effects of a dimensional anchor spell (DC 29) with a duration that lasts as long as the creature remains tethered. The bebilith can have only one creature tethered at a time. The DC to Escape or Force Open the tether is 29. The tether can be severed with a Strike (AC 20, Hardness 2, HP 20); this ends the dimensional anchor effect but does not free the restrained creature. Penetrating Strike Against demons, a bebilith's Strikes count as cold iron and good. Adaptive Hunters Though it doesn't happen often due to their ability to shift planes, some bebiliths find themselves trapped on other planes either through magical binding or subjugation to beings of great power. While trapped away from their favored prey, a bebilith's hungers can shift. In such cases, the creature's penetrating strikes can adapt—a bebilith trapped in Elysium, for example, might become a hunter of azatas, and its Penetrating Strike would count as cold iron and evil instead so that it could target traditional azata weaknesses. ","tradition":["Divine"],"skill_mod":{"stealth":19,"athletics":23,"intimidation":21,"acrobatics":19},"summary":"While demons control much of the Abyss , even they are hunted in the wilder regions of this horrific plane. The most notorious of these …","image":["/Images/Monsters/Bebilith.png"],"primary_source":"Bestiary 2","spell":["Plane Shift"],"trait_group":["Creature Type"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision , scent demons 60 feet , scent (imprecise) 30 feet ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=568","intelligence":3,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":22,"size":["Huge"],"name":"Bebilith","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,24],"slug":"creature-568"},{"attack_bonus":[18,18],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":140,"language":["Draconic"],"immunity":["electricity"],"source":["Bestiary 2"],"type":"Creature","will_save":15,"charisma":4,"speed":{"climb":15,"max":30,"land":30},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Breath Weapon","Claw Storm","Constrict","Swallow Whole","Wrap in Coils"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"18","trait":["Beast","Electricity","N","Huge"],"id":"creature-569","text":" Behir The behir is a massive, serpentine beast with never fewer than a dozen short legs, each ending in three hooked talons. A behir can live to 80 years, but most perish far younger to violence. Fully grown, a behir is 40 feet long and weighs 4,000 pounds. Recall Knowledge - Beast (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Behir Source Bestiary 2 pg. 38 Perception +17; darkvision Languages Draconic Skills Acrobatics +16, Athletics +19, Intimidation +18, Stealth +18, Survival +15 Str +7 Dex +4 Con +5 Int -2 Wis +3 Cha +4 --- AC 27 Fort +19 Ref +16 Will +15 HP 140 Immunities electricity --- Speed 30 feet, climb 15 feet Melee Single Action jaws +18 (reach 15 feet), Damage 2d12+10 piercing plus Grab Melee Single Action claw +18 (Agile), Damage 2d6+10 slashing Breath Weapon Two Actions (Electricity, Evocation, Primal) The behir breathes lightning that deals 9d6 electricity damage in an 60-foot line (DC 27 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Claw Storm Three Actions The behir Strides up to its Speed, during which it can walk on air as if it were solid ground, ascending or descending at up to a 45-degree angle. It can make up to four claw Strikes at any point during this movement, each against a different target within reach, and it deals an extra 1d6 electricity damage with each Strike. These attacks count toward the behir's multiple attack penalty, but the multiple attack penalty doesn't increase until after the behir makes all of its attacks. If the behir moves half its Speed or less during a Claw Storm, that movement doesn't trigger reactions. The behir can't use Claw Storm if it has a creature wrapped in its coils. At the end of Claw Storm, it drifts downward up to 60 feet to the ground, landing softly and taking no damage from the fall. If it descends further than 60 feet, it takes damage normally from the remaining fall. Constrict Single Action 2d6+7 bludgeoning, DC 27 Swallow Whole Single Action (Attack) Large, 2d12+7 bludgeoning, Rupture 21 Wrap in Coils Single Action Requirements The behir has a creature either restrained or grabbed in its jaws; Effect The behir moves the creature into its coils, freeing its jaws. The creature remains grabbed and takes 1d6+6 slashing damage. The behir's coils can hold as many creatures as will fit in its space. Hatred of Dragons Some scholars have speculated that behirs are somehow related to blue dragons, citing their reptilian features, lightning breath, and ability to speak the Draconic language, but such scholars would do well to keep such opinions from behirs they encounter in the field. Nothing infuriates a behir faster than likening it to a dragon! ","skill_mod":{"survival":15,"stealth":18,"athletics":19,"intimidation":18,"acrobatics":16},"summary":"The behir is a massive, serpentine beast with never fewer than a dozen short legs, each ending in three hooked talons. A behir can live to 80 years, …","image":["/Images/Monsters/Behir.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Energy","Monster"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=569","intelligence":-2,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":19,"size":["Huge"],"name":"Behir","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,23],"slug":"creature-569"},{"attack_bonus":[10,11],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":27,"immunity":["blinded","light"],"source":["Bestiary 2"],"type":"Creature","will_save":5,"charisma":-2,"speed":{"climb":15,"max":25,"land":25,"swim":15},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Spotlight"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","trait":["Animal","N","Small"],"id":"creature-570","text":" Blindheim Inhabitants of damp, subterranean caves, blindheims resemble stubby humanoids with oversized, frog-like heads and bulbous eyes. Their eyes emit a soft glow at all times, but a blindheim can draw back the heavy membrane that normally covers them to emit an intense light as bright as day. These simple creatures use their lights to draw in or disorient prey, mostly small animals like lizards, rodents, or fish. However, they might go after larger prey if trying to feed their young. When they encounter creatures their own size or larger they retreat, flashing their eyes to facilitate their escape if necessary. They often hunt in pairs or small packs. Using their lights to coordinate from a distance, they slowly close in on the creatures they hunt. One common hunting pattern involves one blindheim diving deep and using its light to chase fish to the surface, while another up above snatches them up and tosses them onto the land to eat later. Blindheims make their nests in damp caverns, especially grottoes next to underground lakes or bogs. An ideal nest rests in a cozy cavern with plenty of fungus to eat, a few fish swimming in a lake, and the comforting drip of water from the ceiling. Blindheims prefer to lead quiet and serene lives, and even when first born they emit only the meekest of vocalizations. A blindheim is born shining, and its parents cuddle over it to dim the light so as to avoid attracting predators. It's not just animals that endanger blindheims. Underground peoples find the creatures useful and attempt to capture them for specialized purposes. Duergars use them as “raid frogs,” placing heavy hoods over blindheims' heads and revealing them suddenly during raids to blind their foes. They sometimes send the creatures along with their slaves that lack darkvision into the mines as a source of light. Drow use them for some of these same purposes, and some nobles have been known to treat the creatures as mere lanterns, having them hoisted to the ceilings of their halls. Neither duergars nor drow take good care of the captive creatures, so blindheims rarely last long in captivity. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Blindheim Source Bestiary 2 pg. 39 Perception +9; darkvision Languages Skills Acrobatics +7, Athletics +6, Stealth +7 Str +2 Dex +3 Con +3 Int -4 Wis +1 Cha -2 --- AC 18 Fort +9 Ref +9 Will +5 HP 27 Immunities blinded, light --- Speed 25 feet, climb 15 feet, swim 15 feet Melee Single Action jaws +10, Damage 1d12+2 piercing Melee Single Action claw +11 (Agile, Finesse), Damage 1d8+2 slashing Spotlight Single Action (Concentrate, Light) Bright light shines from the blindheim's eyes in a 30-foot emanation (also creating dim light to 60 feet). Each creature in the bright light when the blindheim uses this action, or who enters it while the light continues, must attempt a DC 18 Fortitude save. It is then temporarily immune for 1 hour. This light remains until the blindheim dims its eyes by using this action again. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1d4 rounds. Critical Failure The creature is blinded for 1 hour. Signal Lights To communicate at a distance, blindheims flash their eye lights in specific patterns. This is instinctual, not truly a language, and blindheims are incapable of inventing new signals. Some underground explorers use lanterns to ape these signals. Two Quick Flashes : Danger! Long Pulse : All is safe. Two Long Pulses : Captured food. Very Long Pulse : Come here. Rapid Strobing : Let's mate! Intermittent Quick Flashes : Excited! One Long Flash, then Darkness : Sad. ","skill_mod":{"stealth":7,"athletics":6,"acrobatics":7},"summary":"Inhabitants of damp, subterranean caves, blindheims resemble stubby humanoids with oversized, frog-like heads and bulbous eyes. Their eyes emit a …","image":["/Images/Monsters/Blindheim.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=570","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"size":["Small"],"name":"Blindheim","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,8],"slug":"creature-570"},{"attack_bonus":[11],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":30,"language":["Sylvan"],"source":["Bestiary 2"],"type":"Creature","will_save":11,"charisma":2,"speed":{"max":35,"land":35},"perception":8,"wisdom":4,"weakness":{},"creature_ability":["Pack Attack"],"skill":["Acrobatics","Stealth","Survival"],"stealth":"8","trait":["Beast","Uncommon","LG","Medium"],"id":"creature-571","text":" Blink Dog At first glance, blink dogs seem to be little more than long-eared, bearded canines with tawny coats. Yet their intelligent eyes and the blue nimbus of energy that dances across their fur hint at not only the blink dog's inherent intelligence, but also of their connection to the occult energies and mysteries that hide beyond the sight of the untrained eye. These honorable creatures are as intelligent as most humanoids. They live and hunt in large packs, roaming forests, plains, and the hidden places of the world in hunt for evil creatures—particularly those that dwell in the depths of the Ethereal Plane. Unless acting in concert with specific allies who have proven that their goals are shared, blink dogs tend to avoid other creatures if at all possible. Their packs are constantly on the move and hidden from those that would seek them out. But in times of need, they have been known to come to the rescue of villages and lost travelers. While they have no innate ability to travel to the Ethereal Plane for extended periods of time, all blink dogs constantly shimmer and ripple between the Material Plane and the Ethereal. They do their best to use their ability to blink to snatch glimpses into the Ethereal Plane and keep track of potential threats that might be building there, but in practice this tactic yields more of a constant stream of hunches and estimations of Ethereal-based threats. Of course, to a blink dog, this constant state of flux is as natural as breathing. Pack leadership always falls to a pair—an elder blink dog (called an alpha) who relies upon the valued guidance of a trusted pack mate (the sage). Honor and tradition are keystones of blink dog society. They are fiercely loyal, defending the pack or creatures they befriend to the death and maintaining oaths handed down from litter to litter. Though different packs hold different traditions and oaths, their connection through the tales and stories told among their kind and the shared experience of the movement of stars above weave all blink dogs into an extended family, a great pack. Through their myths and folklore, blink dogs have names for celestial phenomena, note births under auspicious stars, and read omens from unusual stellar conjunctions. These celestial signs are woven into blink dogs' lifeways; their names contain a reference to the specific constellation under which they were born, and a pack's sage watches the heavens for signs to help them decide when a pup is old enough for their first hunt. Recall Knowledge - Beast (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Blink Dog Source Bestiary 2 pg. 40 Perception +8; darkvision, scent (imprecise) 30 feet Languages Sylvan Skills Acrobatics +8, Stealth +8, Survival +8 Str +1 Dex +3 Con +2 Int +1 Wis +4 Cha +2 --- AC 18 Fort +8 Ref +10 Will +11 HP 30 --- Speed 35 feet Melee Single Action jaws +11 (Agile, Finesse), Damage 1d6+3 piercing Occult Innate Spells DC 18 - 4th Dimension Door - Constant (4th) Blink Pack Attack The blink dog's Strikes deal an additional 1d4 damage to creatures within the reach of at least two of the blink dog's allies. Blink Dog Sages In every blink dog pack, the wisest and most intelligent member of the pack is chosen by the alpha to act as the pack's sage. The sage is charged with maintaining the long-running oral histories and tales of the pack, to bind all packs together in one story that spans centuries. The sage often has a closer bond to the mysteries and hidden paths of magic than the average blink dog, a result of their advanced years. They counsel the alpha on all matters pertaining to the stars, omens, tactics, and even diplomacy. ","tradition":["Occult"],"skill_mod":{"survival":8,"stealth":8,"acrobatics":8},"summary":"At first glance, blink dogs seem to be little more than long-eared, bearded canines with tawny coats. Yet their intelligent eyes and the blue nimbus …","image":["/Images/Monsters/BlinkDog.png"],"primary_source":"Bestiary 2","spell":["Blink","Dimension Door"],"trait_group":["Creature Type","Rarity"],"ac":18,"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=571","intelligence":1,"reflex_save":10,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Blink Dog","alignment":"LG","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[6],"slug":"creature-571"},{"primary_source_category":"Rulebooks","strength":4,"hp":105,"language":["Aklo","Common","Sylvan","<%SPELLS%294%%>speak with plants<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":14,"stealth":"13","trait":["Fey","Plant","Uncommon","CN","Medium"],"id":"creature-572","text":" Blodeuwedd The mysterious blodeuwedds dwell in those parts of the world where the boundaries between the Material Plane and the First World have worn thin, or around portals between the two planes. Their link with such regions of the natural world is so strong that it rivals the bond shared between nymphs and places of great natural beauty, yet none would look upon a blodeuwedd and mistake them for something as elegant as a nymph. Although blodeuwedds share certain traits with nymphs, their role as guardians of the pathways between this world and the First World prevents them from forming as powerful a magical bond with the natural world. Never truly a part of either reality yet forced to keep watch over both, blodeuwedds tend to grow cynical and sharp-tongued toward any who would seek travel from one realm to the other, regardless of their actual goals. Recall Knowledge - Fey (Nature): DC 24 Recall Knowledge - Plant (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Blodeuwedd Source Bestiary 2 pg. 41 Perception +14; low-light vision Languages Aklo, Common, Sylvan; speak with plants Skills Acrobatics +15, Diplomacy +15, Nature +13, Performance +15, Stealth +13, Survival +11 Str +4 Dex +5 Con +2 Int +3 Wis +2 Cha +5 Allergen Aura (aura, primal) A blodeuwedd exudes a 30-foot aura of pollen and irritating allergens. A non-plant living creature that begins its turn in the aura must succeed at a DC 22 Fortitude save or become sickened 2. A creature that succeeds at its save is then temporarily immune to the allergen aura for 24 hours. A blodeuwedd can suppress this aura or activate it again as a free action. Wild Empathy The blodeuwedd can use Diplomacy to Make an Impression on and make very simple Requests of animals. Items +1 sling --- AC 24 Fort +12 Ref +17 Will +14 HP 105 Weaknesses cold iron 5 --- Speed 25 feet Melee Single Action claw +14 (Agile), Damage 2d8+7 slashing Ranged Single Action sling +17 (Propulsive, range increment 50 feet), Damage 2d6+4 bludgeoning Primal Innate Spells DC 25 - Cantrips (4th) Dancing Lights, Tanglefoot - 2nd Entangle (×3) - 3rd Wall of Thorns - 4th Hallucinatory Terrain, Modify Memory, Sleep - Constant (4th) Speak with Plants Change Shape Two Actions (Concentrate, Polymorph, Primal, Transmutation) A blodeuwedd can take on the appearance of a single unique humanoid or the form of a prairie owl. When in humanoid form, the blodeuwedd loses its claw attack. In owl form, its statistics change as follows: Size Small; Speed fly 60 feet; Melee Single Action talons +15, Damage 1d3+1. A blodeuwedd can return to their normal form as a free action. Living Footsteps Every Stride action taken by a blodeuwedd causes small plants, grasses, and wildflowers to sprout from the ground, though they can suppress this effect if they desire. In a region or terrain that wouldn't normally support plant life, these plants thrive for 1 minute before withering away. Nature's Infusion Two Actions Frequency once per day; Effect While surrounded by any field or fertile plain, a blodeuwedd can infuse themself with borrowed life energy from nearby plants and nutrients in the ground. The blodeuwedd gains 15 temporary Hit Points that last for 1 hour. Blodeuwedds and Nymphs Nymphs often think of blodeuwedds as uncouth or too wild, while the reverse holds true for blodeuwedds, who consider nymphs to be spoiled and pampered “princesses” who take the beautiful parts of the world in which they dwell for granted. It speaks volumes to blodeuwedds' strength of personality that they don't let these bitter emotions control them. Very few of their kind drift into actual evil—yet likewise, very few of them display the kindness that nymphs do. ","skill_mod":{"diplomacy":15,"performance":15,"nature":13,"survival":11,"stealth":13,"acrobatics":15},"image":["/Images/Monsters/Blodeuwedd.png"],"primary_source":"Bestiary 2","spell":["Hallucinatory Terrain","Modify Memory","Sleep","Wall of Thorns","Entangle","Dancing Lights","Tanglefoot","Speak with Plants"],"ac":24,"item":["+1 sling"],"level":6,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":3,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":12,"size":["Medium"],"name":"Blodeuwedd","alignment":"CN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[11,16],"attack_bonus":[14,17],"constitution":2,"will_save":14,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Allergen Aura","Wild Empathy","Change Shape","Living Footsteps","Nature's Infusion"],"skill":["Acrobatics","Diplomacy","Nature","Performance","Stealth","Survival"],"tradition":["Primal"],"summary":"The mysterious blodeuwedds dwell in those parts of the world where the boundaries between the Material Plane and the First World have worn thin, …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=572","dexterity":5,"category":"creature","slug":"creature-572"},{"attack_bonus":[18],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":160,"language":["Abyssal","Common"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary 2"],"type":"Creature","will_save":19,"charisma":5,"speed":{"max":20,"land":20},"perception":17,"wisdom":5,"weakness":{"good":10},"creature_ability":["Sunlight Vulnerability","Draining Glance","Bodak Spawn","Death Gaze"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"18","trait":["Uncommon","Undead","CE","Medium"],"id":"creature-573","text":" Bodak When a living, sentient humanoid is exposed to an extreme expression of supernatural evil, the experience can irrevocably damn the victim, crushing their mind and ripping out their soul in an appalling, unholy transformation that results in a creature that's anathema to life—the bodak. The shreds of physicality that survive this absolute corruption serve only to enhance the humanoid's profoundly disturbing appearance. The bodak's body is horrifically twisted, as though it's locked in a convulsion of agony and terror. Its desiccated and hairless flesh bears an otherworldly, pearlescent sheen, strung taut across a malformed skeleton that reduces its gait to a slow shamble. But most disturbing of all are its eyes, set in a drooping, melted visage with scant remains of its former facial structure. These eyes, sunken deep into their sockets, nevertheless glow with an unholy light, stare with unremitting malevolence, and constantly weep noxious vapor. Fragmented memories of a prior existence filtered through a vengeful hatred of the living lead the bodak to try to return to those places it once knew. If successful, it assaults former friends, acquaintances, and loved ones with its murderous gaze and an incomprehensible torrent of gibberish laced with vile curses, accusations, and threats—an assault that often leads to the victims rising as newly formed bodaks themselves. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Bodak Source Bestiary 2 pg. 42 Perception +17; darkvision, lifesense 60 feet Languages Abyssal, Common Skills Acrobatics +18, Athletics +15, Intimidation +19, Stealth +18 Str +3 Dex +4 Con +1 Int -2 Wis +5 Cha +5 --- AC 27 Fort +13 Ref +16 Will +19 HP 160 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses good 10 Sunlight Vulnerability If exposed to direct sunlight, the bodak can't use actions with the death trait and it becomes slowed 1. The slowed value increases by 1 each time the bodak ends its turn in sunlight. If the bodak loses all its actions this way, it is destroyed. Draining Glance Reaction (aura, death, necromancy, occult, visual) Trigger A living creature within 30 feet that the bodak can perceive with its lifesense starts its turn; Effect The target must attempt a DC 23 Fortitude save. If it fails, the bodak regains 5 Hit Points and the target becomes drained 1. --- Speed 20 feet Melee Single Action fist +18 (Agile, Finesse), Damage 2d6+6 bludgeoning plus 1d6 negative Bodak Spawn (Necromancy, Occult) Any humanoid who dies while drained or doomed by a bodak rises as an autonomous bodak 24 hours after its death. Death Gaze Two Actions (Death, Necromancy, Occult, Visual) The bodak stares at a living creature within 30 feet that it can sense with its lifesense. That creature must attempt a DC 26 Fortitude save. If the target becomes drained, the bodak gains a number of temporary Hit Points equal to 5 times the value of the drained condition the target gained. Multiple exposures to this ability can increase a creature's drained condition to a maximum of 4. If the bodak is destroyed, any doomed condition a creature has gained from Death Gaze are removed. Critical Success The creature is unaffected. Success The creature is drained 1. Failure The creature is doomed 1 and drained 2. Critical Failure The creature is doomed 1 and drained 4. Bodak Creation The rarity of the events that create bodaks ensure that most of these abominations were humanoids slain by another bodak's gaze. Yet bodaks can also be brought into being by a rare version of the create undead ritual. This horrific ritual emulates an encounter of absolute, supernatural evil, and so the spell must begin when the subject is alive and located on one of the evil Outer Planes. ","skill_mod":{"stealth":18,"athletics":15,"intimidation":19,"acrobatics":18},"summary":"When a living, sentient humanoid is exposed to an extreme expression of supernatural evil, the experience can irrevocably damn the victim, crushing …","image":["/Images/Monsters/Bodak.png"],"primary_source":"Bestiary 2","trait_group":["Rarity","Creature Type"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=573","intelligence":-2,"reflex_save":16,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Bodak","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16],"slug":"creature-573"},{"attack_bonus":[8,8,10],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Aquan"],"source":["Bestiary 2"],"type":"Creature","will_save":8,"charisma":0,"speed":{"max":25,"land":25,"swim":20},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Deep Breath","Hurl Net","Water Sprint","Water Stride"],"skill":["Athletics","Stealth","Survival"],"stealth":"8","trait":["Aberration","Uncommon","N","Medium"],"id":"creature-574","text":" Bog Strider The insectile bog striders call themselves seshes, but they take no offense at those who use the more common vernacular to refer to them. They resemble upright water striders with four legs, two arms, and powerful mandibles. Bog striders can move about on water like solid ground, chasing down prey or fleeing from predators across the water. They rarely leave the swampy rivers and lakes they call home. Bog striders stand 5 feet tall and weigh approximately 150 pounds. A bog strider's diet consists almost entirely of meat, but they prefer to feed only on animals, as they consider the consumption of the flesh of any sapient creature a taboo. In sesh society, each individual is expected to serve equally in all efforts to ensure the society's survival against the more aggressive creatures often found in or near their swampland homes. In addition, each member of the community is expected to develop a skill that contributes to the community's prosperity, and by extension, the continued survival of the species. Traditionally, female bog striders are builders and artisans while males are hunters and gatherers, but often such roles aren't limited to a single gender, as every member of a small community pitches in to help as they can. Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Bog Strider Source Bestiary 2 pg. 43 Perception +8; darkvision, wavesense 120 feet Languages Aquan Skills Athletics +8, Stealth +8, Survival +8 Str +2 Dex +4 Con +2 Int +0 Wis +2 Cha +0 Deep Breath A bog strider can hold their breath for 2 hours. Items net, Spear --- AC 18 Fort +8 Ref +10 Will +8 HP 30 --- Speed 25 feet, swim 20 feet Melee Single Action spear +8, Damage 1d6+4 piercing Melee Single Action mandibles +8 (Agile), Damage 1d6+4 piercing Ranged Single Action spear +10 (thrown 20 feet), Damage 1d6+3 piercing Hurl Net Single Action Requirements The bog strider is holding a net in two hands; Effect The bog strider hurls their net to hamper a foe. They make a ranged Strike (with a +10 modifier) against a Medium or smaller creature within 20 feet. On a hit, the target is flat-footed and takes a -10-foot circumstance penalty to its Speeds. On a critical hit, the creature is instead restrained. The DC to Escape the net is 16. A creature adjacent to the target can Interact with the net to remove it from the target. Water Sprint Three Actions The bog strider Strides up to three times in a straight line across smooth water. They can make a single Strike against a creature at the end of this movement. Water Stride The bog strider can stand and move on the surface of water or other liquids without falling through. The bog strider can go underwater if they wish, but they must Swim to do so. Tremor Tapping Seshes can communicate with other bog striders via wavesense by tapping at a water surface they're standing upon. Other creatures with wavesense can detect these tappings, but understanding them is typically beyond non-seshes. A GM might allow a character who has wavesense, can speak Aquan, and spends a significant amount of time living among bog striders to understand tremor tapping or to communicate via this unusual method. ","skill_mod":{"survival":8,"stealth":8,"athletics":8},"summary":"The insectile bog striders call themselves seshes, but they take no offense at those who use the more common vernacular to refer to them. They …","image":["/Images/Monsters/BogStrider.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Rarity"],"ac":18,"item":["net","Spear"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision , wavesense 120 feet ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=574","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Bog Strider","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[6,7,7],"slug":"creature-574"},{"primary_source_category":"Rulebooks","strength":-2,"hp":25,"language":["Common","Elven","Gnomish","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":3,"perception":7,"stealth":"9","trait":["Fey","N","Tiny"],"id":"creature-575","text":" Brownie Brownies make their homes in the trunks of hollow trees, small earthy burrows, and even under porches or within the crawl spaces of farmhouses. Often attired in clothes that appear to be made of plants or leaves, brownies wear belts lined with pouches and tools. Whatever language they choose to speak is often is riddled with odd pronunciations and colloquialisms. Their manner of speaking might call upon turns of phrase that are decades or even centuries out of vogue, for example, or they might mix up their metaphors in strange ways. It almost seems as if brownies adopt these quirky ways of speaking intentionally—certainly they do not react favorably to corrections to their chatter. There's often no swifter way to annoy a brownie than to try to correct its grammar. Brownies stand barely 2 feet tall and weigh about 20 pounds. When facing danger, brownies rarely engage in combat, preferring instead to confound and confuse their attackers in order to buy enough time for escape. Content with honest toil and the love of their kin, brownies maintain a pacifist nature, harassing creatures only to run them off or punish them for an insult. Despite this nature, all brownies carry a blade. They refer to their swords with a hint of disgust, and jokingly call their blades their “final trick,” reserving their use for the direst of circumstances. Honest to a fault, brownies take freely but always repay their debt through work or leave something behind as an offering. They may eat an apple from a farmer's orchard but harvest the entire tree as repayment. A brownie might eat an entire pie left on a windowsill, only to straighten up the kitchen or wash the dishes. A brownie can share a home with a family for years and years while avoiding detection. A family that is aware of a brownie in their midst usually finds this a beneficial relationship and leaves dishes of milk, pieces of fruit, trinkets, and sometimes even wine as gifts. In exchange, the resident brownie keeps the home clean, mends clothes, repairs tools, and shoos away vermin and small predators. Bragging about having a brownie in the house is the best way to lose one. Brownies distrust foxes and fear wolves, and they avoid farms with dogs. Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Brownie Source Bestiary 2 pg. 44 Perception +7; low-light vision Languages Common, Elven, Gnomish, Sylvan Skills Acrobatics +7, Crafting +5, Deception +6, Stealth +9 Str -2 Dex +4 Con +1 Int +2 Wis +4 Cha +3 Items Shortsword --- AC 16 Fort +4 Ref +9 Will +9 HP 25 Weaknesses cold iron 3 --- Speed 20 feet Melee Single Action shortsword +7 (Agile, Finesse), Damage 1d6 Primal Innate Spells DC 17 - Cantrips (4th) Dancing Lights, Prestidigitation - 1st Ventriloquism - 3rd Mending - 4th Dimension Door (self only) Baffling Bluff Two Actions (Emotion, Enchantment, Mental, Primal) The brownie's antics can confuse and disorient a creature. When the brownie uses Baffling Bluff, it targets a single creature within 30 feet; that creature must attempt a DC 17 Will save. The target is temporarily immune to Baffling Bluff for 1 minute. Critical Success The target is unaffected. Success The target is fooled momentarily and is flat-footed against the next melee Strike the brownie makes against it before the end of the brownie's next turn. Failure The target is confused for 1 round. Critical Failure The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confused condition. Brownie Bargains As they are not a monolithic group of fey and often have their own proclivities, it's sometimes hard to predict what might attract a brownie or ensure their aid. One of the more commonly thought gifts is a saucer of milk or cream, though brownies seem to enjoy other edible treats. Some farmers have reported success in leaving shiny but inconsequential knickknacks like buttons, polished and painted stones, smoothed glass, thimbles, or silver flatware. The whims of some brownies shift, so someone who wants to retain the services of a brownie should vary the gifts they leave for these elusive fey creatures. ","skill_mod":{"deception":6,"crafting":5,"stealth":9,"acrobatics":7},"image":["/Images/Monsters/Brownie.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Mending","Ventriloquism","Dancing Lights","Prestidigitation"],"ac":16,"item":["Shortsword"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":2,"reflex_save":9,"strongest_save":["ref","reflex","will"],"vision":"Low-light vision","fortitude_save":4,"size":["Tiny"],"name":"Brownie","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[3],"attack_bonus":[7],"constitution":1,"will_save":9,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{"cold_iron":3},"creature_ability":["Baffling Bluff"],"skill":["Acrobatics","Crafting","Deception","Stealth"],"tradition":["Primal"],"summary":"Brownies make their homes in the trunks of hollow trees, small earthy burrows, and even under porches or within the crawl spaces of farmhouses. Often …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=575","dexterity":4,"category":"creature","slug":"creature-575"},{"attack_bonus":[13,13],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":75,"language":["Sylvan","can't speak"],"immunity":["cold"],"source":["Bestiary 2"],"type":"Creature","will_save":10,"charisma":2,"speed":{"climb":20,"max":20,"land":20},"perception":10,"wisdom":2,"weakness":{"slashing":5,"fire":5},"creature_ability":["Cold Healing","Mold Mulch","Seed Spray"],"skill":["Stealth","Survival"],"stealth":"13","trait":["Cold","Plant","N","Small"],"id":"creature-576","text":" Calathgar Calathgars are mysterious predatory plants that grow in the depths of the densest frozen forests, realms where icicles rarely melt from snow-cloaked trees. A calathgar's blue flowers grow from 3 to 5 feet across (with specimens as wide as 10 feet reported), while the plant itself stands just under 4 feet in height and weighs up to 50 pounds when heavy with seeds. Calathgars' psyches are alien to most sapient creatures. They have little interest in emotion, culture, or ambition, yet they have nearly flawless memories and can share experiences with other calathgars by scent (perceptible to other creatures as a vinegary odor that may reveal their presence) as easily as humanoids can pass on information by speech. While calathgars themselves can't speak, they can typically be reasoned with—though like most protective parents, an incensed calathgar defending its young is rarely in a mood to listen. Recall Knowledge - Plant (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Calathgar Source Bestiary 2 pg. 45 Perception +10; darkvision, scent 30 feet Languages Sylvan; can't speak Skills Stealth +13, Survival +10 Str +2 Dex +5 Con +2 Int -2 Wis +2 Cha +2 --- AC 21 Fort +10 Ref +13 Will +10 HP 75 Immunities cold Weaknesses fire 5, slashing 5 Cold Healing Calathgars are healed by cold. Anytime a calathgar would take cold damage, it instead regains 1d6 Hit Points (regardless of the amount of damage the cold effect would have caused). In severe cold or colder environments, calathgars gain fast healing 1. Mold Mulch When a calathgar is reduced to 0 Hit Points, it immediately decays and dies, transforming into a 5-foot patch of mold (or a 10-foot patch of mold if it was killed by fire damage). This patch of mold persists for 1 minute, during which time it deals 3d6 cold damage to any creature that begins its turn in this area, or 1d6 cold damage to any creature that begins its turn in an adjacent square. The mold patch decays away after an hour, but it can be destroyed before then (treat each 5-foot square as an object with Hardness 0, 10 Hit Points, BT 5, immunity to cold, piercing, and slashing damage; the mold deals half its regular cold damage once it's broken). --- Speed 20 feet, climb 20 feet Melee Single Action flower +13 (Finesse), Damage 2d6+4 bludgeoning plus 1d6 cold Melee Single Action tendril +13 (Agile, Finesse), Damage 2d4+4 slashing plus 1d4 cold Seed Spray Two Actions (Cold, Evocation, Primal) The calathgar expels thorny, frozen seeds in a 15-foot cone, dealing 1d6 piercing and 4d6 cold damage (DC 20 basic Reflex save). In mild cold or colder environments, these seeds cling to living creatures they strike, dealing 1d4 persistent cold damage. The calathgar can't use Seed Spray again for 1d4 rounds. Vengeful Flowers Calathgar cuttings are greatly desired in warmer lands, yet horticulturalists often fail to realize that calathgars are sapient, mobile, and vengeful against those who prune their leaves or take cuttings. These feral flowers understand the speech of forest denizens and often shift and move their groves when they sense danger approaching. They protect their immature and immobile offspring, and if they discover a garden of their young has been despoiled, they track down the perpetrators to unleash a flurry of vengeance upon them. ","skill_mod":{"survival":10,"stealth":13},"summary":"Calathgars are mysterious predatory plants that grow in the depths of the densest frozen forests, realms where icicles rarely melt from snow-cloaked …","image":["/Images/Monsters/Calathgar.png"],"primary_source":"Bestiary 2","trait_group":["Energy","Monster","Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , scent 30 feet ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=576","intelligence":-2,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Calathgar","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,14],"slug":"creature-576"},{"primary_source_category":"Rulebooks","strength":1,"hp":45,"language":["Caligni","Undercommon"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":8,"stealth":"10","trait":["Caligni","Humanoid","Uncommon","CE","Small"],"id":"creature-577","text":" Caligni Slayer Caligni slayers possess greater occult talents than others of their kind. In most other calignis, the power bartered from the long-lost demigods known as the Forsaken merely burns within. But in caligni slayers, this power is a deep and terrible hunger. Slayers embrace their evil impulses as a result, and they seek to feed on others with their soul harvest ability to keep this supernatural hunger sated. Slayers denied the opportunity to feed descend into paranoia and, eventually, murderous rage. Delayed feeding improves but never fully restores their composure and patience. Perhaps the greatest manifestation of a slayer's hunger appears at the moment of their death. Upon its last breath, a slayer collapses into itself in a violent, lightless implosion, rather than the blinding eruption of other calignis' deaths, consuming the body itself in a final attempt at satiation. Slayers view themselves as the cleverest and most gifted of the calignis. They seethe with ill-concealed envy at the position of power caligni stalkers occupy, ever scheming to displace them and claim that power for their own. For their part, stalkers tolerate these machinations as an acceptable price for the talents slayers contribute to an enclave. If necessary, any slayer who grows too ambitious can become a brave sacrifice in battle, for the good of the enclave. In physical stature, slayers fall between the willowy caligni dancers and the diminutive creepers. Stalkers tower above most slayers—yet another source of slayers' envy and resentment. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Caligni Slayer Source Bestiary 2 pg. 46 Perception +8; greater darkvision Languages Caligni, Undercommon Skills Acrobatics +9, Arcana +10, Athletics +7, Occultism +10, Stealth +10 Str +1 Dex +4 Con +1 Int +2 Wis +0 Cha +2 Light Blindness Items Black Smear Poison (2 doses; see below), Kukri --- AC 19 Fort +9 Ref +12 Will +6 HP 45 (death implosion) Death Implosion (sonic) When the caligni slayer dies, their body implodes violently into nothingness, dealing 3d10 sonic damage to creatures in a 10-foot burst. Each creature in the area must attempt a DC 20 Fortitude save. The slayer's gear and treasure are unaffected by the implosion and are left in a pile where they died. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is deafened for 1 minute. Critical Failure The creature takes double damage and is deafened for 24 hours. --- Speed 25 feet Melee Single Action kukri +11 (Agile, Finesse, Trip), Damage 1d6+3 slashing plus black smear poison Occult Innate Spells DC 20, attack +12 - Cantrips (2nd) Chill Touch, Daze, Detect Magic, Shield - 2nd Darkness (at will), Death Knell, Phantom Pain, Spectral Hand Black Smear Poison (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 As stage 1; Stage 3 1d6 poison damage and enfeebled 2 (1 round). See here for full details on this alchemical poison. Call to Blood Two Actions (Enchantment, Mental, Occult) Each caligni within 30 feet gains a +2 status bonus to attack rolls against flat-footed creatures. This bonus lasts for 1 minute. Soul Harvest (Necromancy) The caligni slayer deals an additional 2d6 negative damage to flat-footed creatures. Caligni Slayer Trinkets Slayers obsess over magical trinkets, coveting them above all else. They often have a consumable or permanent item of use in combat, such as a scroll, wand, or talisman. Unfortunately, their incessant tinkering and fiddling often leaves their treasures broken or depleted. ","skill_mod":{"stealth":10,"arcana":10,"athletics":7,"occultism":10,"acrobatics":9},"image":["/Images/Monsters/Caligni_CaligniSlayer.png"],"primary_source":"Bestiary 2","spell":["Darkness","Death Knell","Phantom Pain","Spectral Hand","Chill Touch","Daze","Detect Magic","Shield"],"ac":19,"item":["Black Smear Poison (2 doses; see below)","Kukri"],"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":2,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":9,"size":["Small"],"name":"Caligni Slayer","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[6],"attack_bonus":[11],"constitution":1,"creature_family":"Caligni","spell_attack_bonus":[12],"will_save":6,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Light Blindness","Death Implosion","Black Smear Poison","Call to Blood","Soul Harvest"],"skill":["Acrobatics","Arcana","Athletics","Occultism","Stealth"],"tradition":["Occult"],"summary":"Caligni slayers possess greater occult talents than others of their kind. In most other calignis, the power bartered from the long-lost demigods …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=577","dexterity":4,"category":"creature","slug":"creature-577"},{"attack_bonus":[5],"constitution":3,"primary_source_category":"Rulebooks","strength":-3,"hp":20,"language":["carbuncle empathy 30 feet"],"source":["Bestiary 2"],"type":"Creature","will_save":6,"charisma":0,"speed":{"max":15,"land":15},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Carbuncle Empathy","Easy to Influence","Fatal Faker","Specious Suggestion"],"skill":["Stealth","Survival"],"stealth":"3","trait":["Beast","Rare","N","Tiny"],"id":"creature-578","text":" Carbuncle Never have legend and misinformation met upon a more inauspicious brow than that of the lowly carbuncle. At first glance, carbuncles appear to be little more than ungainly reptiles. What sets them apart is their strange magical abilities and the gemstone-like horn protruding from between their goggling eyes. Although rumors suggest various uses for carbuncle horns, ranging from miracle cure-alls to potent magical components, the truth is much more mundane: a carbuncle's horn is merely a highly reflective growth, not unlike a fingernail. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Carbuncle Source Bestiary 2 pg. 47 Perception +7; darkvision Languages carbuncle empathy 30 feet Skills Stealth +3, Survival +6 Str -3 Dex +0 Con +3 Int -2 Wis +3 Cha +0 Carbuncle Empathy The carbuncle can telepathically send mild feelings and sensations to nearby creatures. It can't use this ability to communicate in language or hinder a target, but it might convey a feeling of dread or the scent of food cooking nearby. --- AC 16 Fort +8 Ref +3 Will +6 HP 20 Easy to Influence Any mental spell can affect a carbuncle, regardless of creature type limitations. Against a suggestion spell, a carbuncle always gets an outcome one degree of success worse than it rolled on its saving throw. Fatal Faker Reaction (arcane, conjuration, teleportation) Trigger The carbuncle takes damage; Effect The carbuncle feigns death by teleporting away and leaving a replica of its corpse behind, creating a colorful flash of light and a croaking sound. The real carbuncle transports to a clear space within 30 feet that it can see, and a hollow shell remains behind. The fake body appears solid until it is touched, at which point it crumbles to dust. --- Speed 15 feet Melee Single Action jaws +5 (Finesse), Damage 1d6 piercing Primal Innate Spells DC 18 - Cantrips (1st) Daze - 1st Jump (at will) - 3rd Levitate (at will; self only) Specious Suggestion Two Actions (Enchantment, Incapacitation, Mental) Frequency three times per day; Effect The carbuncle concentrates on a creature it can see and tries to manipulate that creature. The target must attempt a DC 18 Will save. The target then becomes temporarily immune for 24 hours. Critical Success The attempt backfires and bolsters the target's mind instead, granting it a +1 status bonus to Will saving throws for 1 hour. Success The target briefly experiences an unusual but harmless sensation like an unexpected flavor or scent, an urge to eat something strange, or an amusing half-forgotten memory. Failure The target is compelled to spend all of its actions on its next turn performing harmless, pointless, and usually embarrassing actions. Critical Failure As failure, but the compulsion persists for 1 minute. The target can attempt a new save at the end of its turn each round to end the effect. Carbuncle Chatter “A lizard with an apple-sized gem sticking out of its forehead? Wishful thinking!” “Carbuncles are real! I almost caught one, but even though it could barely walk, its magic allowed it to escape my clutches.” “Their mind control powers could make them useful familiars, but if you ever catch one, it dies of fright.” “My advice is to stay away from these pests. They drink your hopes and aspirations through their horns, leaving you empty except for bad luck and bellyaches.” “Planning a carbuncle hunt? You'd better leave your self-respect at home, and be ready to emerge with fewer friends than you had at the start!” ","tradition":["Primal"],"skill_mod":{"survival":6,"stealth":3},"summary":"Never have legend and misinformation met upon a more inauspicious brow than that of the lowly carbuncle. At first glance, carbuncles appear to be …","image":["/Images/Monsters/Carbuncle.png"],"primary_source":"Bestiary 2","spell":["Levitate","Jump","Daze"],"trait_group":["Creature Type","Rarity"],"ac":16,"level":1,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=578","intelligence":-2,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":8,"size":["Tiny"],"name":"Carbuncle","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[3],"slug":"creature-578"},{"attack_bonus":[23,25,25],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Aklo"],"immunity":["disease","poison","olfactory"],"source":["Bestiary 2"],"type":"Creature","will_save":22,"charisma":2,"speed":{"max":35,"land":35,"swim":20},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Stench","Ferocity","Breath Weapon","Trample"],"skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"22","trait":["Beast","CE","Large"],"id":"creature-579","text":" Catoblepas The catoblepas is an aggressive beast at the best of times. Though it prefers swamps, the catoblepas has been know to forage in plains and forests for short periods, leaving behind hunting grounds tainted by its foul breath and noxious waste that other predators and prey alike avoid for days or even weeks thereafter. The catoblepas bullies those creatures it believes are a match for it, and eats everything weaker. A catoblepas is 15 feet long and weighs 2,200 pounds. Recall Knowledge - Beast (Arcana, Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Catoblepas Source Bestiary 2 pg. 48 Perception +22; darkvision Languages Aklo Skills Athletics +25, Intimidation +20, Stealth +22, Survival +20 Str +7 Dex +4 Con +6 Int -2 Wis +4 Cha +2 Stench (aura, olfactory) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 30 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- AC 33 Fort +24 Ref +20 Will +22 HP 215 Immunities disease, poison, olfactory Ferocity Reaction --- Speed 35 feet, swim 20 feet Melee Single Action jaws +25 (Magical, reach 10 feet), Damage 3d10+13 piercing Melee Single Action antler +25 (Magical, reach 15 feet), Damage 3d12+13 piercing Melee Single Action hoof +23 (Magical), Damage 3d10+11 bludgeoning Breath Weapon Two Actions (Necromancy, Poison, Primal) The catoblepas breathes a 60-foot cone of horrid fumes, dealing 13d6 poison damage (DC 32 basic Fortitude save). The area of this cone is reduced to 30 feet underwater. Targets that fail their saving throw also become sickened 1 (sickened 2 on a critical failure). The catoblepas can't use its Breath Weapon again for 1d4 rounds. Trample Three Actions Medium or smaller, hoof, DC 32 Catoblepas Nests A catoblepas den is an awful place indeed - a filthy nest composed of piles of decaying vegetation, half-finished or half-digested meals of decaying animals, never-quite-dry banks of mud, and tangles of thorny branches. Worse, the catoblepas's stink infuses such a site, imposing the beast's ungodly stench upon those who would explore and search within for treasure. A catoblepas nest can retain its stink in this way for up to a week after it's been abandoned by its foul denizen. ","skill_mod":{"survival":20,"stealth":22,"athletics":25,"intimidation":20},"summary":"The catoblepas is an aggressive beast at the best of times. Though it prefers swamps, the catoblepas has been know to forage in plains and forests …","image":["/Images/Monsters/Catoblepas.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":33,"level":12,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=579","intelligence":-2,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":24,"size":["Large"],"name":"Catoblepas","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[27,29,32],"slug":"creature-579"},{"attack_bonus":[10,11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":30,"source":["Bestiary 2"],"type":"Creature","will_save":7,"charisma":-3,"speed":{"climb":15,"max":15,"land":15},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Pull Filament","Sticky Filament"],"skill":["Athletics","Stealth"],"stealth":"9","trait":["Animal","N","Medium"],"id":"creature-580","text":" Cave Fisher Cave fishers lurk in dark corners near the ceilings of caves and underground structures, lying in wait for prey to approach. When it does, the cave fisher excretes thin, tough, and very sticky filaments at its prey with lightning speed to capture it. A cave fisher eats just about any live prey smaller than itself, though anything smaller than a rat isn't much of a meal for it. When a cave fisher captures such a creature, it often leaves the hapless animal entangled, using it as bait to attract larger creatures. Because the adhesive on its filament doesn't last long, the fisher frequently needs to eat one filament and excrete a new one. The filaments are translucent and can be hard to see when they're still and in darkness. Cave fishers hatch with the ability to excrete filaments, but they molt many times before reaching their adult size of about 7 feet long and 400 pounds. They often leave shed shells in conspicuous locations as decoys. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Cave Fisher Source Bestiary 2 pg. 49 Perception +7; darkvision Languages Skills Athletics +10, Stealth +9 Str +4 Dex +3 Con +3 Int -5 Wis +1 Cha -3 --- AC 18 Fort +9 Ref +9 Will +7 HP 30 --- Speed 15 feet, climb 15 feet Melee Single Action claw +10, Damage 1d10+6 slashing Ranged Single Action filament +11 (range 60 feet), Damage sticky filament Pull Filament Single Action The cave fisher pulls a creature grabbed by its filament toward itself, even suspending the target vertically if necessary. The cave fisher attempts an Athletics check against the creature's Fortitude DC. On a success, the cave fisher pulls the creature 15 feet closer to it (30 feet closer on a critical success). Sticky Filament Any creature hit by the cave fisher's sticky filament is grabbed. The cave fisher can move while it has a creature grabbed with its filament, but it automatically releases the creature if the cave fisher moves beyond the filament's 60-foot length. The cave fisher can use only one filament at a time, and it can sever the filament and release any creature grabbed by it as a free action. The filament can be severed by a Strike that deals at least 10 slashing damage to it. This doesn't deal any damage to the cave fisher itself. The filament has AC 17, and its Escape DC is 19. Fisher Filaments A cave fisher can rapidly produce a cord from a gland at the back of its throat. This filament resembles a semi-transparent silk rope and is coated with an adhesive that traps prey that comes in contact with it. When reeling in its prey, the cave fisher consumes the filament as well, slurping it up like a noodle. A severed filament can be harvested for use as rope. The adhesive dries after about 10 minutes. A harvested filament gland can't produce new filaments, but it can be used as 25 gp worth of raw materials for creating potent adhesives, such as sovereign glue. ","skill_mod":{"stealth":9,"athletics":10},"summary":"Cave fishers lurk in dark corners near the ceilings of caves and underground structures, lying in wait for prey to approach. When it does, the cave …","image":["/Images/Monsters/CaveFisher.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=580","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Cave Fisher","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-580"},{"attack_bonus":[11,11],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":45,"source":["Bestiary 2"],"type":"Creature","creature_family":"Centipede","will_save":7,"charisma":-4,"speed":{"climb":30,"max":30,"land":30},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Undulate","Whiptail Centipede Venom"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"8","trait":["Animal","N","Huge"],"id":"creature-581","text":" Giant Whiptail Centipede Whiptail centipedes are sleek and swift tunnel predators. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Whiptail Centipede Source Bestiary 2 pg. 50 Perception +9; darkvision Languages Skills Acrobatics +8, Athletics +10, Stealth +8 Str +4 Dex +2 Con +4 Int -5 Wis +2 Cha -4 --- AC 19 Fort +11 Ref +9 Will +7 HP 45 Attack of Opportunity Reaction Tail only. --- Speed 30 feet, climb 30 feet Melee Single Action mandibles +11 (reach 10 feet), Damage 1d10+6 piercing plus whiptail centipede venom Melee Single Action tail +11 (Agile, reach 15 feet), Damage 1d6+6 bludgeoning plus Knockdown Undulate Single Action The giant whiptail centipede Strides or Steps. During this movement, it can pass through spaces as narrow as 5 feet without Squeezing. Whiptail Centipede Venom (Poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and clumsy 1 (1 round); Stage 2 2d10 poison damage and clumsy 1 (1 round); Stage 3 2d10 poison damage and clumsy 2 (1 round) ","skill_mod":{"stealth":8,"athletics":10,"acrobatics":8},"summary":"Whiptail centipedes are sleek and swift tunnel predators.","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=581","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":11,"size":["Huge"],"name":"Giant Whiptail Centipede","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,11],"slug":"creature-581"},{"attack_bonus":[19,21],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":155,"source":["Bestiary 2"],"type":"Creature","creature_family":"Centipede","will_save":18,"charisma":-4,"speed":{"climb":50,"max":50,"land":50},"perception":18,"wisdom":5,"weakness":{},"creature_ability":["Impaling Critical","Titan Centipede Venom","Trample","Undulate"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Gargantuan"],"id":"creature-582","text":" Titan Centipede These colossal, solitary centipedes claim vast hunting grounds. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Titan Centipede Source Bestiary 2 pg. 50 Perception +18; darkvision Languages Skills Acrobatics +16, Athletics +21 Str +8 Dex +1 Con +5 Int -5 Wis +5 Cha -4 --- AC 28 Fort +20 Ref +16 Will +18 HP 155 --- Speed 50 feet, climb 50 feet Melee Single Action mandibles +21 (reach 20 feet), Damage 2d10+12 piercing plus titan centipede venom Melee Single Action foot +19, Damage 2d8+10 bludgeoning Impaling Critical When a titan centipede scores a critical hit with its mandibles, the target is painfully pierced with barbed spines and bristles, taking 1d6 persistent bleed damage and becoming flat-footed as long as the bleed damage continues. Titan Centipede Venom (Poison) Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and clumsy 2 (1 round); Stage 2 2d8 poison damage, clumsy 2, and slowed 1 (1 round); Stage 3 2d10 poison damage, clumsy 2, and slowed 2 (1 round) Trample Three Actions Huge or smaller, foot, DC 28 Undulate Single Action The titan centipede Strides up to its Speed or Steps. During this movement, it can pass through spaces as narrow as 10 feet without Squeezing. ","skill_mod":{"athletics":21,"acrobatics":16},"summary":"These colossal, solitary centipedes claim vast hunting grounds.","image":["/Images/Monsters/Centipede_TitanCentipede.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=582","intelligence":-5,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":20,"size":["Gargantuan"],"name":"Titan Centipede","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,23],"slug":"creature-582"},{"attack_bonus":[11],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":28,"language":["Aklo","Undercommon"],"source":["Bestiary 2"],"type":"Creature","will_save":7,"charisma":-2,"speed":{"climb":15,"max":20,"land":20},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Yank","Constrict","Hidden Movement","Strangling Fingers"],"skill":["Athletics","Stealth"],"stealth":"9","trait":["Aberration","CE","Small"],"id":"creature-583","text":" Choker With long, cartilaginous limbs and gray skin, chokers easily hide in stony alcoves, rocky fissures, and darkened staircases to ambush their prey. The strange little aberrations prefer to pick off weak and solitary creatures, especially those that wander off from their packs or communities. A choker's long, spongy arms are flexible but deceptively strong. The fingers can tighten rapidly and are ridged with spiky, tooth-like structures that provide an incredible grip. A choker typically strangles its prey to death, then drags the body off or dismembers it using crude tools if the body is too big to carry. If confronted or outnumbered, a choker tries to escape, often compressing into a tight passage to get away. Chokers that encounter humanoids exhibit intense curiosity about their culture, society, and the products of art and industry. This interest isn't very deep—it just results in chokers that like killing people and collecting any of their items that seem sophisticated, such as jewelry, nice clothing, or written texts. Chokers sometimes gather in settlements, usually sticking to slums or abandoned structures. These chokers stalk at night, flopping across rooftops, tapping at windows, and scuttling through sewers, gutters, and chimneys to get at prey. An urban choker that finds prey early on its hunt—a wandering pet, a person who is out alone—might spend the rest of the night indulging its curiosity about the products of society. A curious choker might abscond with all sorts of odd items, from tavern signs to library books to roof tiles. A choker usually pilfers only one item at a time, but as its collection grows, it might need to find a larger nest to accommodate its collection, then move its pieces one by one to the new home. Recall Knowledge - Aberration (Occultism): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Choker Source Bestiary 2 pg. 51 Perception +7; darkvision Languages Aklo, Undercommon Skills Athletics +9, Stealth +9 Str +3 Dex +3 Con +1 Int -3 Wis +1 Cha -2 --- AC 18 Fort +7 Ref +10 Will +7 HP 28 Yank Reaction (manipulate) Trigger An enemy targets the choker with an attack; Effect The choker tries to pull a creature it has grabbed or restrained into the path of the attack. The choker attempts an Athletics check, including its bonus to Grapple. If it succeeds against the grabbed or restrained creature's Fortitude DC, the choker redirects the attack to that creature, and the attacker compares its attack roll result against the new target's AC. The choker must move the creature into a space adjacent to itself. The creature must also be moved within the attacker's reach against a melee attack or into a space between itself and the attacker against a ranged attack. The choker can't use this ability to make the attacker target itself, even if it's grabbing or restraining the attacker. --- Speed 20 feet, climb 15 feet Melee Single Action arm +11 (reach 10 feet), Damage 1d6+3 bludgeoning plus strangling fingers Constrict Single Action 1d6+3 bludgeoning, DC 19 Hidden Movement If the choker starts its turn hidden from or undetected by a creature, that creature is flat-footed against the choker's attacks until the end of the turn. Strangling Fingers Any creature hit by a choker's arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component. Choker Trinkets A choker's nest is small and confined, as the choker prefers. It doesn't tidy its nest, so everything from animal bones to valuable treasures might be within, compacted into one mass. A choker in the wilderness might have a few remnants of society taken from victims who wandered through. These remnants can include candles, maps, or animal traps. Chokers in cities have stolen goods appropriate to their location: books and scrolls if a library or wizard's college is nearby, steins and pillows near a tavern, or fishhooks and shipping manifests near a dock, for example. Chokers almost never have edible or drinkable items, as they prefer to consume these “delicacies” themselves—even magical potions and alchemical items. ","skill_mod":{"stealth":9,"athletics":9},"summary":"With long, cartilaginous limbs and gray skin, chokers easily hide in stony alcoves, rocky fissures, and darkened staircases to ambush their prey. The …","image":["/Images/Monsters/Choker.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=583","intelligence":-3,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Choker","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-583"},{"attack_bonus":[11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":45,"language":["Aklo","can't speak any language"],"source":["Bestiary 2"],"type":"Creature","will_save":7,"charisma":-2,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Chupar","Pounce"],"skill":["Acrobatics","Stealth"],"stealth":"9","trait":["Beast","N","Small"],"id":"creature-584","text":" Chupacabra These notorious predators have an undeniable thirst for blood. Chupacabras prefer to prey upon the weak and slow, often hiding in wait and watching potential prey for long periods before attacking. Spry and stealthy, they most often make their homes in areas of high grass and protective rock, their slightly reflective scales allowing them to blend in well with such surroundings. Chupacabras prefer to eat lone travelers and farm animals (particularly goats), and leave little evidence of their presence apart from the grisly, blood-drained husks of their meals. Their tendency to stay out of sight combined with their naturally nocturnal activity often leads superstitious locals to conclude the worst, imagining that a particularly reckless vampire lives in the area. A typical chupacabra measures nearly 5-1/2 feet from its muzzle to the tip of its spiny tail, and it stands just under 4 feet tall. With their slight build and lightweight bones, most weigh close to 100 pounds. They mate rarely and only during the hottest months, with the females each producing a single egg that hatches into a tiny, dehydrated creature. The mother typically leaves helpless prey in her cave so the hatchling can immediately feed. Although chupacabras are typically solitary creatures, they have been known to form small gangs in bountiful areas. Members of these groups work well together, growing bold enough to attack larger animals, small herds, and otherwise more dangerous prey. Stories of chupacabras attacking travelers or laying siege to farmhouses typically stem from the hunting practices of such gangs. Regions where chupacabra activity like this is more common often have complex and colorful myths and tall tales about chupacabra capabilities or motive —- and a few of the claims, such as that some chupacabras can fly, are all too true. Recall Knowledge - Beast (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Chupacabra Source Bestiary 2 pg. 52 Perception +9; darkvision Languages Aklo; can't speak any language Skills Acrobatics +9, Stealth +9 Str +3 Dex +4 Con +2 Int -3 Wis +2 Cha -2 --- AC 20 Fort +9 Ref +11 Will +7 HP 45 --- Speed 25 feet Melee Single Action jaws +11 (Finesse), Damage 1d10+5 piercing plus Grab Melee Single Action claw +11 (Agile, Finesse), Damage 1d6+5 slashing Chupar Single Action Requirements The chupacabra has a creature grabbed; Effect The chupacabra sucks blood from the grabbed creature. The chupacabra gains the quickened condition for 1 minute and can use the extra action only for Strike and Stride actions. A chupacabra can't use Chupar again while it is quickened in this way. A creature that has its blood drained by a chupacabra is drained 1 until it receives healing (of any kind or amount). Pounce Single Action The chupacabra Strides and makes a Strike at the end of that movement. If the chupacabra began this action hidden, it remains hidden until after this ability's Strike. Winged Chupacabras Some chupacabras are mutants with large reptilian wings and have been known to carry off goats or even children. A winged chupacabra has a fly Speed of 50 feet. Other chupacabras grow much larger, up to Medium sized, and can stand eye to eye with a full-grown human. These chupacabras have elite adjustments to their statistics and deal 2d6+5 damage with their jaws Strikes. ","skill_mod":{"stealth":9,"acrobatics":9},"summary":"These notorious predators have an undeniable thirst for blood. Chupacabras prefer to prey upon the weak and slow, often hiding in wait and watching …","image":["/Images/Monsters/Chupacabra.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":20,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=584","intelligence":-3,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Small"],"name":"Chupacabra","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,10],"slug":"creature-584"},{"attack_bonus":[8],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":20,"source":["Bestiary 2"],"type":"Creature","creature_family":"Cockroach","will_save":4,"charisma":-1,"speed":{"climb":25,"fly":15,"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Scurry"],"skill":["Acrobatics","Stealth"],"stealth":"8","trait":["Animal","N","Small"],"id":"creature-585","text":" Giant Cockroach Cockroaches are communal creatures, rarely setting out on their own unless they are searching for food. If an adventurer encounters a single giant cockroach while exploring, they had best take precautions against others, as there is likely an entire colony nearby. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Cockroach Source Bestiary 2 pg. 53 Perception +6; darkvision, scent (imprecise) 60 feet Languages Skills Acrobatics +6, Stealth +8 Str +1 Dex +3 Con +1 Int -5 Wis +1 Cha -1 --- AC 16 Fort +6 Ref +8 Will +4 HP 20 Scurry Reaction Trigger The giant cockroach is targeted by a melee attack; Effect The giant cockroach gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the cockroach Strides, Climbs, or Flies up to 10 feet. --- Speed 25 feet, climb 25 feet, fly 15 feet Melee Single Action mandibles +8 (Agile, Finesse), Damage 1d6+1 piercing\n","skill_mod":{"stealth":8,"acrobatics":6},"summary":"Cockroaches are communal creatures, rarely setting out on their own unless they are searching for food. If an adventurer encounters a single giant …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=585","intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Giant Cockroach","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-585"},{"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":20,"immunity":["precision","swarm mind"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Cockroach","will_save":6,"charisma":-4,"speed":{"climb":20,"fly":15,"max":20,"land":20},"perception":6,"wisdom":0,"weakness":{"area":5,"splash":5},"creature_ability":["Swarming Bites"],"skill":["Acrobatics","Stealth"],"stealth":"8","trait":["Animal","Swarm","N","Large"],"id":"creature-586","text":" Cockroach Swarm While cockroaches tend to gather in cramped spaces, a disturbed colony is sometimes prone to swarming, where hundreds or even thousands of the insects scurry out of their hiding places in a raft of shiny brown and black carapaces on thousands of skittering legs. Given how disgusting many find cockroaches to be, encountering such a swarm can be alarming to even the most seasoned adventurers. The creatures are relentless when disturbed; in contrast to the insects' normally skittish and harmless nature, as swarms they pursue the creature or creatures that provoked them and harry them with thousands of stinging bites. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Cockroach Swarm Source Bestiary 2 pg. 53 Perception +6; darkvision, scent (imprecise) 60 feet Languages Skills Acrobatics +8, Stealth +8 Str +2 Dex +4 Con +3 Int -5 Wis +0 Cha -4 --- AC 18 Fort +9 Ref +10 Will +6 HP 20 Immunities precision, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed 20 feet, climb 20 feet, fly 15 feet Swarming Bites Single Action Each enemy in the swarm's space takes 1d8 piercing damage (DC 18 basic Reflex save). ","skill_mod":{"stealth":8,"acrobatics":8},"summary":"While cockroaches tend to gather in cramped spaces, a disturbed colony is sometimes prone to swarming, where hundreds or even thousands of the …","image":["/Images/Monsters/Cockroach_CockroachSwarm.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet ","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=586","intelligence":-5,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Large"],"name":"Cockroach Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-586"},{"remaster_name":["Quetz Coatl"],"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Celestial","Common","Draconic","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":21,"trait":["Beast","Couatl","Uncommon","LG","Large","Coatl"],"id":"creature-587","text":" Quetz Couatl These sacred feathered serpents tirelessly serve the powers of law and good. Some operate directly as messengers and intermediaries of the deities, while others operate independently in aiding the cause of righteousness. Either way, they watch over mortals and try to influence and aid them from the shadows, shifting from plane to plane to spread wisdom and healing where they are needed. Some quetz couatls are worshipped as divinities in remote or isolated societies, and while they do not encourage such veneration, they use the trust placed in them to foster peace and cooperation with others. Quetz couatls are typically 10 to 20 feet long, with iridescent blue and green scales. Their glorious wings of rainbow-hued feathers span 15 feet and weigh nearly a ton. They are carnivorous, feeding on birds, mammals, and even the occasional evil humanoid. Recall Knowledge - Beast (Arcana, Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Quetz Couatl Source Bestiary 2 pg. 54 Perception +21; darkvision, detect alignment Languages Celestial, Common, Draconic; telepathy 100 feet Skills Acrobatics +16, Arcana +19, Diplomacy +22, Nature +22, Occultism +19, Religion +22, Survival +16 Str +7 Dex +3 Con +5 Int +6 Wis +5 Cha +5 --- AC 30 Fort +19 Ref +19 Will +21 HP 175 --- Speed 15 feet, fly 50 feet Melee Single Action jaws +23 (Magical), Damage 2d10+13 piercing plus quetz couatl venom and Grab Divine Innate Spells DC 29 - Cantrips (5th) Disrupt Undead, Light, Mage Hand - 2nd Invisibility (self only; at will) - 3rd Mind Reading (at will) - 4th Charm, Gaseous Form - 5th Breath of Life, Divine Wrath - 7th Ethereal Jaunt (at will), Plane Shift (self only) - Constant (5th) Detect Alignment (all alignments simultaneously) Greater Constrict Single Action 2d10+7 bludgeoning, DC 29 Quetz Couatl Venom (Poison) A quetz couatl's venom deals good damage rather than poison damage to fiends; Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 2d8 poison damage, enfeebled 1, and flat-footed (1 round); Stage 3 2d10 poison damage, enfeebled 2, and flat-footed (1 round) Radiant Wings Two Actions (Divine, Enchantment, Incapacitation, Mental, Visual) The quetz couatl spreads its multicolored wings and radiant plumage. Each enemy within 30 feet must attempt a DC 29 Will save. Critical Success The creature is unaffected and is temporarily immune to Radiant Wings for 24 hours. Success The creature is dazzled for 1 round. Failure The creature is dazzled for 1 minute. Critical Failure As failure, but if the creature is evil, it is also stunned 3. Wrap in Coils Single Action Requirements The quetz couatl has a Medium or smaller creature grabbed or restrained in its jaws; Effect The quetz couatl moves the creature into its coils, freeing its fangs to make attacks, then uses Greater Constrict against the creature. The quetz couatl can hold as many creatures in its coils as will fit in its space. ","skill_mod":{"diplomacy":22,"nature":22,"survival":16,"arcana":19,"occultism":19,"acrobatics":16,"religion":22},"image":["/Images/Monsters/Couatl_Quetzcouatl.png"],"primary_source":"Bestiary 2","spell":["Ethereal Jaunt","Plane Shift","Breath of Life","Divine Wrath","Charm","Gaseous Form","Mind Reading","Invisibility","Disrupt Undead","Light","Mage Hand","Detect Alignment"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision , detect alignment ","resistance":{},"intelligence":6,"reflex_save":19,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Quetz Couatl","alignment":"LG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[24],"attack_bonus":[23],"constitution":5,"creature_family":"Couatl","will_save":21,"speed":{"fly":50,"max":50,"land":15},"wisdom":5,"weakness":{},"creature_ability":["Greater Constrict","Quetz Couatl Venom","Radiant Wings","Wrap in Coils"],"skill":["Acrobatics","Arcana","Diplomacy","Nature","Occultism","Religion","Survival"],"tradition":["Divine"],"summary":"These sacred feathered serpents tirelessly serve the powers of law and good. Some operate directly as messengers and intermediaries of the deities, …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=587","dexterity":3,"category":"creature","slug":"creature-587"},{"attack_bonus":[10],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":24,"source":["Bestiary 2"],"type":"Creature","creature_family":"Crab","will_save":8,"charisma":-3,"speed":{"max":25,"land":25,"swim":15},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Vulnerable to Prone","Scuttle","Constrict"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","trait":["Animal","Aquatic","N","Medium"],"id":"creature-588","text":" Giant Crab Crabs are scavenging crustaceans known for their hard shells and iconic sideways gait. They use their claws to defend themselves, hunt, and fight other crabs for territory. When confronted with threats from outside their species, most crabs prefer to flee, but when retreat isn't possible, they clamp on to their foes as tightly as they can. The statistics presented here represent giant crabs that live close to the water's surface. Crabs that live deeper underwater often exhibit more extreme adaptations to their environment. Crabs who live in the depths where little light reaches gain darkvision and cold resistance, and those adapted to the most hostile reaches of the deep sea can detect nearby creatures through subtle shifts in ocean currents. These skittering creatures are prized for their delicious meat, but their size makes them dangerous targets for harvesting. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Crab Source Bestiary 2 pg. 55 Perception +8; darkvision Languages Skills Acrobatics +7, Athletics +8, Stealth +7 Str +4 Dex +3 Con +1 Int -4 Wis +2 Cha -3 --- AC 19 Fort +7 Ref +9 Will +8 HP 24 Resistances physical 3 (except bludgeoning) Vulnerable to Prone If a creature critically succeeds on a check to Trip the giant crab, the crab is flipped over onto its back in addition to the usual effects. A giant crab that is flipped onto its back has a particularly hard time defending itself; instead of taking the normal –2 circumstance penalty to AC for being flat-footed, it takes a –4 circumstance penalty to AC. Scuttle Reaction Trigger A creature that the giant crab can see targets the crab with an attack; Effect The giant crab scuttles to the side and gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the crab can Stride up to its speed in a straight line as part of the reaction. --- Speed 25 feet, swim 15 feet Melee Single Action claw +10, Damage 1d10+4 slashing plus Grab Constrict Single Action 1d6+4 bludgeoning, DC 18 ","skill_mod":{"stealth":7,"athletics":8,"acrobatics":7},"summary":"Crabs are scavenging crustaceans known for their hard shells and iconic sideways gait. They use their claws to defend themselves, hunt, and fight …","image":["/Images/Monsters/Crab_GiantCrab.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":19,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"piercing":3,"slashing":3,"physical":3},"url":"/Monsters.aspx?ID=588","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Giant Crab","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9],"slug":"creature-588"},{"attack_bonus":[7],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":8,"language":["Common","can't speak any language"],"immunity":["death effects","disease","paralyzed","poison","unconscious","visual"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Crawling Hand","will_save":2,"charisma":0,"speed":{"climb":30,"max":30,"land":30},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Grip Throat","Mark Quarry"],"skill":["Athletics","Stealth","Survival"],"stealth":"6","trait":["Undead","NE","Tiny"],"id":"creature-589","text":" Crawling Hand A crawling hand formed from the appendage of a Medium creature is quick and agile, skittering in the shadows until it can strike its prey. Recall Knowledge - Undead (Religion): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Crawling Hand Source Bestiary 2 pg. 56 Perception +5; lifesense 30 feet, tremorsense (imprecise) 30 feet Languages Common; can't speak any language Skills Athletics +5, Stealth +6, Survival +2 Str +1 Dex +3 Con +0 Int -4 Wis +0 Cha +0 --- AC 12 Fort +2 Ref +5 Will +2 HP 8 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious, visual --- Speed 30 feet, climb 30 feet Melee Single Action claw +7 (Agile, Finesse), Damage 1d4+1 slashing plus Grab Grip Throat A Medium or smaller creature that is grabbed by the crawling hand has difficulty speaking and must spend an extra action to perform any action with the verbal trait. Mark Quarry A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it Seeks its quarry, to Survival checks when it Tracks its quarry, and damage rolls when it Strikes its quarry. ","skill_mod":{"survival":2,"stealth":6,"athletics":5},"summary":"A crawling hand formed from the appendage of a Medium creature is quick and agile, skittering in the shadows until it can strike its prey.","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":12,"level":-1,"source_category":["Rulebooks"],"sense":" lifesense 30 feet , tremorsense (imprecise) 30 feet ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=589","intelligence":-4,"reflex_save":5,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":2,"size":["Tiny"],"name":"Crawling Hand","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-589"},{"attack_bonus":[15],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":75,"language":["Common","can't speak any language"],"immunity":["death effects","disease","paralyzed","poison","unconscious","visual"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Crawling Hand","will_save":10,"charisma":0,"speed":{"max":20,"land":20},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Pus Burst","Mark Quarry"],"skill":["Athletics","Stealth","Survival"],"stealth":"11","trait":["Undead","NE","Medium"],"id":"creature-590","text":" Giant Crawling Hand A giant crawling hand is the appendage of a very large creature, such as a giant. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Giant Crawling Hand Source Bestiary 2 pg. 56 Perception +12; lifesense 30 feet, tremorsense (imprecise) 30 feet Languages Common; can't speak any language Skills Athletics +13, Stealth +11, Survival +12 Str +4 Dex +2 Con +4 Int -4 Wis +3 Cha +0 --- AC 22 Fort +13 Ref +11 Will +10 HP 75 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious, visual Pus Burst Reaction Trigger The giant crawling hand takes piercing or slashing damage; Effect A random creature adjacent to the giant crawling hand is sprayed with vile pus that deals 4d6 negative damage. The affected creature must attempt a DC 21 Reflex save. Critical Success The creature takes no damage. Success The creature takes half damage and becomes sickened 1. Failure The creature takes full damage and becomes sickened 2. Critical Failure The creature takes double damage and becomes sickened 3. --- Speed 20 feet Melee Single Action claw +15, Damage 2d6+7 slashing plus Grab Mark Quarry A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it Seeks its quarry, to Survival checks when it Tracks its quarry, and damage rolls when it Strikes its quarry. ","skill_mod":{"survival":12,"stealth":11,"athletics":13},"summary":"A giant crawling hand is the appendage of a very large creature, such as a giant.","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" lifesense 30 feet , tremorsense (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=590","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":13,"size":["Medium"],"name":"Giant Crawling Hand","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-590"},{"attack_bonus":[17,17,18],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":105,"language":["Aquan","Common","Sylvan"],"source":["Bestiary 2"],"type":"Creature","will_save":13,"charisma":4,"speed":{"max":40,"land":40,"swim":40},"perception":15,"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Culdewen's Curse","Hooked","Land the Fish","Reel In","Swear"],"skill":["Athletics","Deception","Intimidation","Nature","Sailing Lore","Stealth","Survival"],"stealth":"15","trait":["Amphibious","Fey","Uncommon","CE","Small"],"id":"creature-591","text":" Culdewen Perpetually cursed to hunger and failure, a culdewen plies waterways in search of appealing fish to catch—the bigger the better. Of course, this diminutive, emaciated fey calls every living creature a “fish.” Only other fey are exempt, and they tend to consider culdewens lost causes. A culdewen can never find satisfaction. Each time they catch a fish, a magical curse forces them to hunt for an appealing spot to dine—an island, cove, or abandoned dock or shack where they can eat in peace. By the time they arrive, their catch will be gone. Every time. Forever. A foul mood hovers over a culdewen, causing them to swear colorfully, smack things with their oar, and shake their tiny fists at the sky. Conversation with a culdewen is fruitless, as they talk in circles, speaking only of fishing and the weather. Capturing a “fish” gives a culdewen a rare moment of happiness; the culdewen capers and ululates, pleased with their catch, and rushes off to their boat. Recall Knowledge - Fey (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Culdewen Source Bestiary 2 pg. 57 Perception +15; low-light vision Languages Aquan, Common, Sylvan Skills Athletics +16, Deception +16, Intimidation +14, Nature +12, Sailing Lore +14, Stealth +15, Survival +16 Str +4 Dex +5 Con +1 Int -1 Wis +2 Cha +4 Culdewen's Curse (curse, enchantment, primal) A culdewen that captures a creature is compelled to immediately retreat to a secluded place to eat, typically journeying by boat. The travel to the secluded place always takes at least 1 day. Their captive is cursed to vanish on the journey—typically being lost in the water or consumed by aquatic creatures—and can be recovered only by a wish spell or similarly powerful magic. Items fish hook, oar (functions as mace) --- AC 25 Fort +14 Ref +18 Will +13 –2 status to all saves vs. curses HP 105 Weaknesses cold iron 5 --- Speed 40 feet, swim 40 feet Melee Single Action fish hook +17 (Trip), Damage 2d10+7 piercing plus hooked Melee Single Action oar +17 (Shove), Damage 2d6+7 bludgeoning Ranged Single Action fish hook +18 (thrown 30 feet), Damage 2d10+7 piercing plus hooked Hooked A creature struck by the culdewen's fish hook is skewered, taking 1d4 persistent bleed damage as long as the hook remains stuck in it. The fish hook can be removed if a creature Escapes (DC 25), pulling it free. Land the Fish Single Action Requirements A creature is hooked by the culdewen's fish hook and adjacent to the culdewen; Effect The culdewen hoists the creature over their shoulder, as though it weighs no more than a fish. Unless the creature is unable to act, the culdewen must attempt an Athletics check against the creature's Fortitude DC. On a success, the creature is restrained by the culdewen. Escaping from the restrained condition (DC 25) also allows a creature to remove the hook. While hoisting a creature, the culdewen gains a +20-foot status bonus to their Speeds and is compelled to escape with it (see culdewen's curse above). Reel In Single Action (Manipulate) The culdewen pulls the rope attached to their hook. If they have no creature hooked, the fish hook returns to the culdewen's hand. If a creature is hooked, the culdewen attempts an Athletics check against the creature's Fortitude DC, pulling it up to 30 feet closer on a success (60 feet on a critical success). Swear Single Action (Auditory, Curse, Enchantment, Primal) The culdewen unleashes a string of invectives. Each creature that hears them must attempt a DC 25 Will save, with the effects of mariner's curse and is then temporarily immune for 24 hours. Even on a failed save, the curse ends automatically after 1 day. The Curse of Crawley Jack The damnable curse of the culdewen traces back to the First World, when a bitter old culdewen named Crawley Jack poached a fish from the pool of a powerful fey noble. Short of temper and feeling vindictive, the noble doomed Crawley Jack's people to never consume another fish again. Yet their desire to eat fish never diminished. The curse's punishment is exacted in endless creative ways. A culdewen's catch might be rescued by merfolk, stolen by skum, eaten by nipping sharks, or carried away on a piece of driftwood when the culdewen's boat is destroyed in a storm or shipwreck. ","skill_mod":{"deception":16,"nature":12,"survival":16,"stealth":15,"athletics":16,"intimidation":14},"summary":"Perpetually cursed to hunger and failure, a culdewen plies waterways in search of appealing fish to catch—the bigger the better. Of course, this …","image":["/Images/Monsters/Culdewen.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type","Rarity"],"ac":25,"item":["fish hook","oar (functions as mace )"],"level":7,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=591","intelligence":-1,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":14,"size":["Small"],"name":"Culdewen","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14,18,18],"slug":"creature-591"},{"primary_source_category":"Rulebooks","strength":6,"hp":200,"language":["Common","Daemonic","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":3,"perception":19,"stealth":"22","trait":["Amphibious","Daemon","Fiend","NE","Medium"],"id":"creature-592","text":" Piscodaemon (Venom Daemon) Scions of death by poisoning, piscodaemons are cruel even by daemonic standards, delighting in slow and painful suffering. To a piscodaemon, death is but the icing on a putrescent cake—its true pleasure comes from watching, hearing, smelling, and even tasting raw anguish. While poisons and venoms are piscodaemons' preferred tools, their cruel claws are more than capable of tearing enemies asunder if necessary. Piscodaemons dwell in fetid swamps and noxious waterways, including the River Styx, the Bile Sluice, and the Drowning Court of Charon, Horseman of Death. They are often accompanied by cadres of hydrodaemons—representations of death by drowning. While they are cunning commanders, piscodaemons are apt to forget their station in the heat of battle and slice their way to the center of the fray. Recall Knowledge - Fiend (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Piscodaemon Source Bestiary 2 pg. 58 Perception +19; darkvision, see invisibility Languages Common, Daemonic; telepathy 100 feet Skills Athletics +22, Intimidation +19, Medicine +17, Stealth +22, Survival +19 Str +6 Dex +4 Con +6 Int +2 Wis +3 Cha +3 --- AC 28 Fort +22 Ref +16 Will +19 +1 status to all saves vs. magic HP 200 Immunities death effects, poison Weaknesses good 10 Attack of Opportunity Reaction Enhance Venom Reaction (divine, misfortune, necromancy, poison) Trigger A creature within 30 feet attempts a saving throw against piscovenom; Effect The creature takes an additional 2d8 poison damage even if it succeeds at its save. --- Speed 25 feet, swim 40 feet Melee Single Action claw +23 (Evil, Magical), Damage 2d10+12 slashing plus 1d6 evil and Grab Melee Single Action tentacle +23 (Agile, Evil, Magical), Damage 2d6+12 bludgeoning plus 1d6 evil and piscovenom Divine Innate Spells DC 29 - 1st Detect Alignment (at will; good only), Detect Poison (at will) - 4th Dimension Door (at will), Stinking Cloud (×3) - 5th Dimension Door - Constant (2nd) See Invisibility Constrict Single Action 2d10+6 bludgeoning, DC 30 Gory Rend Two Actions The piscodaemon makes two claw Strikes against the same creature. If both hit, the creature takes 2d10 persistent bleed damage and is exposed to piscovenom. Piscovenom (Poison) Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison and enfeebled 1 (1 round); Stage 2 2d8 poison and enfeebled 1 (1 round); Stage 3 4d8 poison and enfeebled 2 (1 round) ","skill_mod":{"survival":19,"stealth":22,"medicine":17,"athletics":22,"intimidation":19},"image":["/Images/Monsters/Daemon_Piscodaemon.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Stinking Cloud","Detect Alignment","Detect Poison","See Invisibility"],"ac":28,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision , see invisibility ","resistance":{},"intelligence":2,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Piscodaemon","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[22,26],"attack_bonus":[23,23],"constitution":6,"immunity":["death effects","poison"],"creature_family":"Daemon","will_save":19,"speed":{"max":40,"land":25,"swim":40},"wisdom":3,"weakness":{"good":10},"creature_ability":["Attack of Opportunity","Enhance Venom","Constrict","Gory Rend","Piscovenom"],"skill":["Athletics","Intimidation","Medicine","Stealth","Survival"],"tradition":["Divine"],"summary":"Scions of death by poisoning, piscodaemons are cruel even by daemonic standards, delighting in slow and painful suffering. To a piscodaemon, death is …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=592","dexterity":4,"category":"creature","slug":"creature-592"},{"primary_source_category":"Rulebooks","strength":7,"hp":225,"language":["Common","Daemonic","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":21,"stealth":"23","trait":["Daemon","Fiend","NE","Large"],"id":"creature-593","text":" Meladaemon (Famine Daemon) Meladaemons personify death by starvation and thirst, and revel in spreading the same despair that brought about their mortal demise. When they aren't blighting fields, massacring livestock, or tainting water supplies, they experiment on prisoners to study how long creatures can go without sustenance and the deleterious effects that result from such deprivation. Fiercely loyal to Trelmarixian, Horseman of Famine, they serve no other beings. They work alongside other daemons if Trelmarixian wills it, but are notoriously traitorous. Recall Knowledge - Fiend (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Meladaemon Source Bestiary 2 pg. 58 Perception +21; darkvision, lifesense (imprecise) 30 feet Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +20, Deception +23, Intimidation +23, Religion +20, Stealth +23, Survival +19 Str +7 Dex +5 Con +6 Int +3 Wis +4 Cha +6 --- AC 31 Fort +23 Ref +20 Will +19 +1 status to all saves vs. magic HP 225 Immunities death effects Weaknesses good 10 Consumptive Aura (aura, divine) 20 feet. A meladaemon emanates an aura of intense hunger. Each round a creature begins its turn in the aura, it must attempt a DC 27 Fortitude save. On a failure, the creature takes 1d6 negative damage (2d6 on a critical failure) and becomes fatigued. This fatigue ends as soon as the creature eats any food. Withering Opportunity Reaction Trigger The meladaemon is attacked by an adjacent creature and the attack misses; Effect The meladaemon swipes at the triggering creature, which must immediately attempt a save against the meladaemon's withering touch. --- Speed 25 feet, fly 50 feet Melee Single Action bite +24 (Evil, Magical, reach 10 feet), Damage 2d12+13 plus 1d6 evil and daemonic famine Melee Single Action claw +24 (Agile, Evil, Magical, reach 10 feet), Damage 2d8+13 slashing plus 1d6 evil, Grab, and withering touch Divine Innate Spells DC 31 - 1st Detect Alignment (good only; at will) - 4th Dimension Door (at will) - 5th Dimension Door, Fear, Magic Missile (at will) - 6th Phantom Pain Rituals DC 31 - 4th Blight Daemonic Famine (Disease) Saving Throw DC 29 Fortitude; Stage 1 carrier (1 day); Stage 2 enfeebled 1 (1 day); Stage 3 enfeebled 2 (1 day); Stage 4 as stage 3; Stage 5 enfeebled 3 (1 week); Stage 6 dead Withering Touch (Divine, Evil, Necromancy) When the meladaemon hits with a claw Strike or a creature begins its turn grabbed by the meladaemon, the creature must attempt a DC 30 Fortitude save. On a failure, the creature takes 1d6 negative damage and becomes fatigued. This fatigue ends when the creature drinks. Formed in his Image Meladaemons have always been gaunt and bestial, but they didn't always resemble jackals. When Trelmarixian overthrew the previous Horseman of Famine, one of his first acts as a ruler of Abaddon was to forcibly twist the appearance of his deacon caste to resemble his own wicked form. He went on to imbue meladaemons with other jackal-like aspects as it suited him, further warping them and cementing their fealty. ","skill_mod":{"deception":23,"survival":19,"stealth":23,"intimidation":23,"acrobatics":20,"religion":20},"image":["/Images/Monsters/Daemon_Meladaemon.png"],"primary_source":"Bestiary 2","spell":["Phantom Pain","Dimension Door","Fear","Magic Missile","Detect Alignment"],"ac":31,"level":11,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" darkvision , lifesense (imprecise) 30 feet ","resistance":{},"intelligence":3,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Meladaemon","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[25,29],"attack_bonus":[24,24],"constitution":6,"immunity":["death effects"],"creature_family":"Daemon","will_save":19,"speed":{"fly":50,"max":50,"land":25},"wisdom":4,"weakness":{"good":10},"creature_ability":["Consumptive Aura","Withering Opportunity","Daemonic Famine","Withering Touch"],"skill":["Acrobatics","Deception","Intimidation","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Meladaemons personify death by starvation and thirst, and revel in spreading the same despair that brought about their mortal demise. When they …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=593","dexterity":5,"category":"creature","slug":"creature-593"},{"primary_source_category":"Rulebooks","strength":7,"hp":240,"language":["Common","Daemonic","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":24,"stealth":"24","trait":["Daemon","Fiend","NE","Large"],"id":"creature-594","text":" Derghodaemon (Ravager Daemon) Derghodaemons represent death through unfathomable violence and being eaten alive. Whether in life a ravenous murderer hacked them to bits for stew, a werewolf tore them limb from limb, or they simply succumbed to the elements and became worm meat, derghodaemons seek to inflict the same twisted and bloody ends upon any they come across. Unlike some daemons, derghodaemons derive little pleasure from prolonged deaths—to these fiends, the quicker they can enact a gory demise, the sooner they can turn their attentions to their next victim and repeat the violent cycle. Derghodaemons look like walking masses of razor-sharp insect claws connected to equally menacing chitinous limbs, but few linger on their appearance for long— the gaze of a derghodaemon is enough to cause others in the vicinity to experience severe visual warping. The derghodaemon's appearance becomes more and more twisted as those who stare at it experience vicious hallucinations and ravenous urges to inflict harm on and devour others. Perhaps the most horrific attack derghodaemons can unleash upon their victims, though, is their swarming infestation—the daemons cough up a crawling, buzzing cloud of ravenous insects that cling to those targeted and chew them to death, provided the mind-numbing, half-whispered threats made by the rasp of the insects' bodies don't drive them to violent fury first! Recall Knowledge - Fiend (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Derghodaemon Source Bestiary 2 pg. 59 Perception +24; darkvision, scent (imprecise) 60 feet Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +22, Athletics +25, Intimidation +24, Stealth +24 Str +7 Dex +6 Con +5 Int +1 Wis +6 Cha +6 --- AC 33 Fort +21 Ref +24 Will +22 +1 status to all saves vs. magic HP 240 Immunities confusion, death effects, swarm attacks Weaknesses good 10 --- Speed 35 feet Melee Single Action claw +25 (deadly 1d12, Evil, Magical, reach 10 feet), Damage 3d8+10 slashing plus 1d6 evil Ranged Single Action swarm spit +25 (Evil, Magical, range 60 feet), Damage 2d6+13 piercing plus 1d6 evil Divine Innate Spells DC 32 - 1st Detect Alignment (good only; at will) - 4th Dimension Door (at will) - 5th Dimension Door - 6th Blade Barrier, Feeblemind (×3) Derghodaemon's Stare Single Action (Divine, Emotion, Enchantment, Incapacitation, Mental, Visual) A non-evil target must succeed at a DC 32 Will save or become confused for 1 round, or 1 minute on a critical failure. It is temporarily immune for 10 minutes. Rend Single Action claw Savage Assault Two Actions The derghodaemon makes up to five claw Strikes, each against a different target. These attacks count toward the derghodaemon's multiple attack penalty, but the penalty doesn't increase until after all the attacks. Swarming Infestation Two Actions The derghodaemon spews a large swarm, making a swarm spit Strike against up to two adjacent targets within range. Whether or not the targets are hit, each must attempt a DC 31 Reflex save (at a –2 circumstance penalty if it was actually hit by the swarm spit). Persistent damage caused by the swarming infestation ends as soon as the creature takes any amount of damage from an area effect. The derghodaemon can't use this ability for 1d4 rounds. Critical Success The swarm disperses as soon as it deals its swarm spit Strike damage. Success The swarm clings to the target and infests it, dealing 1d6 persistent piercing damage. Failure The swarm clings to the target and infests it, dealing 2d6 persistent piercing damage. Critical Failure As failure, but the hissing sounds caused by the infestation also cause the target to become confused for 1 round; this additional effect has the auditory, emotion, and mental traits. ","skill_mod":{"stealth":24,"athletics":25,"intimidation":24,"acrobatics":22},"image":["/Images/Monsters/Daemon_Derghodaemon.png"],"primary_source":"Bestiary 2","spell":["Blade Barrier","Feeblemind","Dimension Door","Detect Alignment"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet ","resistance":{},"intelligence":1,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Derghodaemon","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[23,27],"attack_bonus":[25,25],"constitution":5,"immunity":["confusion","death effects","swarm attacks"],"creature_family":"Daemon","will_save":22,"speed":{"max":35,"land":35},"wisdom":6,"weakness":{"good":10},"creature_ability":["Derghodaemon's Stare","Rend","Savage Assault","Swarming Infestation"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"tradition":["Divine"],"summary":"Derghodaemons represent death through unfathomable violence and being eaten alive. Whether in life a ravenous murderer hacked them to bits for stew, …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=594","dexterity":6,"category":"creature","slug":"creature-594"},{"primary_source_category":"Rulebooks","strength":6,"hp":270,"language":["Common","Daemonic","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":7,"perception":26,"trait":["Daemon","Fiend","NE","Medium"],"id":"creature-595","text":" Thanadaemon (Death Daemon) Also known as the deacons of death, thanadaemons represent death via old age. They are among the most patient daemons, and prefer to bide their time to enact far-reaching, decades-long plans rather than fight (though they are still deadly foes). Like the Horseman of Death, they ply the waters of the River Styx in search of wayward souls. Rarely are thanadaemons seen without a trademark oar (which they wield as a bo staff), a tool they use to navigate the river's muck-ridden channels and turbulent rapids. Recall Knowledge - Fiend (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Thanadaemon Source Bestiary 2 pg. 60 Perception +26; darkvision, true seeing Languages Common, Daemonic; telepathy 100 feet Skills Arcana +22, Deception +26, Intimidation +26, Religion +22, Styx Lore +24 Str +6 Dex +6 Con +4 Int +3 Wis +5 Cha +7 Items +1 striking bo staff , soul gem (2) --- AC 34 Fort +21 Ref +23 Will +26 +1 status to all saves vs. magic HP 270 Immunities death effects Weaknesses good 10 Terrifying Gaze (aura, divine, emotion, enchantment, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 30 Will save. If the creature fails, it becomes frightened 2. The creature is then temporarily immune to terrifying gaze (but not Focus Gaze) for 24 hours. --- Speed 25 feet; air walk Melee Single Action bo staff +28 (Evil, Magical, Parry, reach 10 feet, Trip), Damage 3d8+14 bludgeoning plus 1d6 negative, 1d6 evil, and draining strike Melee Single Action claw +27 (Agile, Evil, Finesse, Magical), Damage 3d6+14 slashing plus 1d6 evil and draining strike Divine Innate Spells DC 34 - 1st Detect Alignment (good only; at will) - 4th Dimension Door (at will) - 5th Dimension Door - 6th Slow, Vampiric Exsanguination (×2) - 7th Finger of Death, Plane Shift (at will; self plus skiff and passengers only; Astral, Ethereal, and evil planes only), Teleport - Constant (7th) Air Walk, True Seeing Rituals DC 34 - 2nd Create Undead Draining Strike (Divine, Necromancy) When a thanadaemon damages a living creature with a melee Strike, the creature must succeed at a DC 33 Fortitude save or become drained 1. Further damage dealt by the thanadaemon increases the drained condition value by 1 on a failed save, to a maximum of drained 4. Focus Gaze Single Action (Concentrate, Divine, Fear, Visual) The thanadaemon glares at a single creature they can see within 30 feet. If the target wasn't already frightened, they must immediately attempt a DC 33 Will save against the thanadaemon's terrifying gaze. If the target was already frightened, they must attempt a DC 33 Will save or become fleeing for 1d4 rounds; this second effect has the incapacitation trait. After attempting its save, the creature is temporarily immune to this ability until the start of the thanadaemon's next turn. Soul Crush Two Actions (Manipulate) Requirements The thanadaemon has a soul gem; Effect The thanadaemon crushes the soul gem in one hand and gains fast healing 15 for 1 minute. Styx Passage Fees Gliding with eerie ease along the murky River Styx, thanadaemons are only too happy to offer mortals passage aboard their dilapidated skiffs—for a price. Gold is typically an acceptable payment for a thanadaemon's services, though these fiends are well-known for altering the details of arrangements after the fact, and may just as likely demand a favor or some esoteric good, such as a soul gem, instead of coin. ","skill_mod":{"deception":26,"arcana":22,"intimidation":26,"religion":22},"image":["/Images/Monsters/Daemon_Thanadaemon.png"],"primary_source":"Bestiary 2","spell":["Finger of Death","Plane Shift","Teleport","Slow","Vampiric Exsanguination","Dimension Door","Detect Alignment","Air Walk","True Seeing"],"ac":34,"item":["+1 striking bo staff","soul gem (2)"],"level":13,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":3,"reflex_save":23,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":21,"size":["Medium"],"name":"Thanadaemon","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[28,34],"attack_bonus":[27,28],"constitution":4,"immunity":["death effects"],"creature_family":"Daemon","will_save":26,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{"good":10},"creature_ability":["Terrifying Gaze","Draining Strike","Focus Gaze","Soul Crush"],"skill":["Arcana","Deception","Intimidation","Religion","Styx Lore"],"tradition":["Divine"],"summary":"Also known as the deacons of death, thanadaemons represent death via old age. They are among the most patient daemons, and prefer to bide their time …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=595","dexterity":6,"category":"creature","slug":"creature-595"},{"primary_source_category":"Rulebooks","strength":9,"hp":335,"language":["Common","Daemonic","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":7,"perception":33,"stealth":"34","trait":["Daemon","Fiend","NE","Large"],"id":"creature-596","text":" Purrodaemon (War Daemon) Few creatures embody war's sheer amount of bloodshed and loss of life as deeply as the purrodaemons, deacons of war. These giant humanoid daemons are bedecked in black, unholy armor, with weapons piercing their flesh at every opening. Far from wounds, however, these weapons are the purrodaemon's arsenal. A purrodaemon can, with frightening swiftness and nauseating ease, extract a weapon from its own flesh as though drawing a sword from a sheath, and their blood is so tainted with evil that weapons steeped in it become powerful tools of war. Recall Knowledge - Fiend (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Purrodaemon Source Bestiary 2 pg. 61 Perception +33; darkvision, true seeing Languages Common, Daemonic; telepathy 100 feet Skills Athletics +37, Intimidation +35, Religion +30, Stealth +34, Survival +33, Warfare Lore +32 Str +9 Dex +6 Con +7 Int +4 Wis +7 Cha +7 Items +2 greater striking glaive , soul gem (2), steeped weapon (7-10) --- AC 43 Fort +33 Ref +30 Will +29 +1 status to all saves vs. magic HP 335 Immunities bleed, death effects Resistances piercing 15 Weaknesses good 15 --- Speed 25 feet, fly 50 feet Melee Single Action glaive +37 (deadly d8, Evil, Forceful, Magical, reach 15 feet), Damage 3d8+17 slashing plus 2d6 evil and 4d6 persistent bleed Ranged Single Action hurled weapon +35 (deadly 1d10, Evil, Magical, Propulsive, range 120 feet), Damage 2d10+12 piercing plus 1d6 evil and 4d6 persistent bleed Divine Innate Spells DC 37 - 1st Detect Alignment (good only; at will) - 4th Dimension Door (at will) - 5th Dimension Door - 7th Flame Strike, Teleport - 9th Bind Soul, Blade Barrier, Chain Lightning - Constant (6th) True Seeing Hurl Weapon Single Action (Divine, Evocation) The purrodaemon causes a weapon that has steeped in their flesh (see Steep Weapon) to telekinetically launch from their flesh. The purrodaemon makes a hurled weapon Strike without using their hands. Recall Weapon Single Action (Evocation) Requirements A steeped weapon that's no longer sheathed in the purrodaemon's body is within 120 feet of the daemon; Effect The steeped weapon swiftly flies through the air to resheath itself in the purrodaemon's body. If a creature is along this flight path, the purrodaemon can make a hurled weapon Strike against the target; if it hits, the weapon drops to the ground in a square adjacent to the creature. Steep Weapon Single Action (Manipulate) The purrodaemon sheathes a weapon in their own flesh. This deals no damage to the purrodaemon, which can have up to 10 weapons sheathed in their body at a time. A steeped weapon must be one that deals piercing or slashing damage. If a purrodaemon Interacts to crush a soul gem, one weapon of their choice sheathed in their flesh becomes enchanted with the daemon's fiendish power and becomes a +2 greater striking weapon that can be used in place of their glaive or hurled at targets (with a +2 item bonus to the hurled weapon's attack modifier and an extra d10 of damage). This magical quality fades 24 hours after it ceases being sheathed in the daemon's living body. A steeped weapon can be Disarmed. Twist the Blade Reaction Requirements The purrodaemon has fewer than 10 weapons sheathed in their body; Trigger The purrodaemon is hit with a weapon that deals piercing damage; Effect The purrodaemon seizes the triggering weapon. The weapon's wielder must attempt a DC 40 Reflex save. On a failure, the weapon is disarmed and falls to an adjacent square. On a critical failure, the weapon is sheathed in the purrodaemon's body as though the daemon had used Steep Weapon. ","skill_mod":{"survival":33,"stealth":34,"athletics":37,"intimidation":35,"religion":30},"image":["/Images/Monsters/Daemon_Purrodaemon.png"],"primary_source":"Bestiary 2","spell":["Bind Soul","Blade Barrier","Chain Lightning","Flame Strike","Teleport","Dimension Door","Detect Alignment","True Seeing"],"ac":43,"item":["+2 greater striking glaive","soul gem (2)","steeped weapon (7-10)"],"level":18,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{"piercing":15},"intelligence":4,"reflex_save":30,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":33,"size":["Large"],"name":"Purrodaemon","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[40,51],"attack_bonus":[35,37],"constitution":7,"immunity":["bleed","death effects"],"creature_family":"Daemon","will_save":29,"speed":{"fly":50,"max":50,"land":25},"wisdom":7,"weakness":{"good":15},"creature_ability":["Hurl Weapon","Recall Weapon","Steep Weapon","Twist the Blade"],"skill":["Athletics","Intimidation","Religion","Stealth","Survival","Warfare Lore"],"tradition":["Divine"],"summary":"Few creatures embody war's sheer amount of bloodshed and loss of life as deeply as the purrodaemons, deacons of war. These giant humanoid daemons are …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=596","dexterity":6,"category":"creature","slug":"creature-596"},{"primary_source_category":"Rulebooks","strength":10,"hp":450,"language":["Common","Daemonic","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":8,"perception":33,"trait":["Daemon","Fiend","NE","Gargantuan"],"id":"creature-597","text":" Olethrodaemon (Apocalypse Daemon) Even daemons fear the most massive and terrifying of their kind, olethrodaemons. No single entity could embody the level of evil necessary to manifest one; instead, these living war machines are made from the souls of many—or so the story goes. Other theories suggest that the four Horsemen of the Apocalypse are responsible for creating the olethrodaemons, or that olethrodaemons are merely the seeping run-off of an even greater being: a mysterious fifth Horseman. Whatever the truth, olethrodaemons are real, and their existence is terrifying enough to instill paralyzing existential dread. With dozens of unblinking glowing eyes above a drooling maw, two sets of four muscled limbs, and countless horns, olethrodaemons resemble no other creature known to mortalkind. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Olethrodaemon Source Bestiary 2 pg. 63 Perception +33; darkvision, tremorsense (imprecise) 120 feet, true seeing Languages Common, Daemonic; telepathy 100 feet Skills Athletics +40, Intimidation +38, Religion +34 Str +10 Dex +6 Con +7 Int +2 Wis +6 Cha +8 Items soul gem (4) --- AC 44 Fort +35 Ref +32 Will +34 +1 status to all saves vs. magic HP 450 Immunities death effects Weaknesses good 20 Aura of Doom (aura, death, divine) 60 feet. Any creature that begins its turn in the aura is doomed 1 for as long as it remains in the aura and for 1 hour thereafter. --- Speed 35 feet, burrow 35 feet, fly 40 feet Melee Single Action jaws +38 (Evil, Magical, reach 10 feet), Damage 4d12+17 piercing plus 1d6 evil and Grab Melee Single Action claw +38 (Agile, Evil, Magical, reach 15 feet), Damage 4d8+17 slashing plus 1d6 evil and Grab Divine Innate Spells DC 42, attack +34 - 1st Detect Alignment (good only; at will) - 4th Dimension Door (at will) - 5th Dimension Door - 9th Disintegrate (×3), Disjunction, Wail of the Banshee - 10th Cataclysm, Massacre - Constant (10th) True Seeing Rituals DC 42 - 9th Control Weather Apocalypse Breath Two Actions or Three Actions (Divine, Negative) The daemon expels a shrieking black cloud of smoke from its mouth in a 120-foot line or a 60-foot cone (or both a line and a cone in the same direction if it spends 3 actions). Living creatures in the area take 24d6 negative damage (DC 45 basic Reflex save). The olethrodaemon can't use Apocalypse Breath again for 1d4 rounds. Soul Crush Two Actions (Manipulate) Requirement The olethrodaemon has a soul gem; Effect The olethrodaemon crushes the soul gem in one hand and regains the use of Apocalypse Breath or any one of its innate spells. Swallow Whole Single Action (Attack) Huge, 4d10+10 bludgeoning and drained 2, Rupture 43. An olethrodaemon has numerous stomachs connected by labyrinthine digestive organs. Swallowed creatures cannot Escape, but can attempt to cut their way out with a 1d6 roll. On a roll of 1–3, the creature cuts into yet another stomach. On a roll of 4–6, the creature manages to cut its way out of the olethrodaemon. ","skill_mod":{"athletics":40,"intimidation":38,"religion":34},"image":["/Images/Monsters/Daemon_Olethrodaemon.png"],"primary_source":"Bestiary 2","spell":["Cataclysm","Massacre","Disintegrate","Disjunction","Wail of the Banshee","Dimension Door","Detect Alignment","True Seeing"],"ac":44,"item":["soul gem (4)"],"level":20,"spell_dc":[42],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 120 feet , true seeing ","resistance":{},"intelligence":2,"reflex_save":32,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Olethrodaemon","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[38,46],"attack_bonus":[38,38],"constitution":7,"immunity":["death effects"],"creature_family":"Daemon","spell_attack_bonus":[34],"will_save":34,"speed":{"fly":40,"max":40,"land":35,"burrow":35},"wisdom":6,"weakness":{"good":20},"creature_ability":["Aura of Doom","Apocalypse Breath","Soul Crush","Swallow Whole"],"skill":["Athletics","Intimidation","Religion"],"tradition":["Divine"],"summary":"Even daemons fear the most massive and terrifying of their kind, olethrodaemons. No single entity could embody the level of evil necessary to …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=597","dexterity":6,"category":"creature","slug":"creature-597"},{"remaster_name":["Kalakaigh"],"primary_source_category":"Rulebooks","strength":4,"hp":130,"language":["Abyssal","Celestial","Draconic","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":13,"stealth":"16","trait":["Demon","Fiend","CE","Medium"],"id":"creature-598","text":" Babau (Blood Demon) The babau is an assassin, a murderer, and a sadist—certainly not unusual traits, yet their penchant for stealth and surprise sets them apart from their kin. Babaus form from mortal souls of lone killers—those who took pleasure in more personal murders, and particularly those with grisly patterns to their killings. Recall Knowledge - Fiend (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Babau Source Bestiary 2 pg. 64 Perception +13; darkvision, see invisibility Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Acrobatics +12, Athletics +13, Intimidation +14, Religion +10, Stealth +16, Thievery +14 Str +4 Dex +4 Con +4 Int +2 Wis +3 Cha +2 Items +1 longspear --- AC 24 Fort +14 Ref +16 Will +11 +1 to all saves vs. magic HP 130 Resistances acid 10 Weaknesses cold iron 5, good 5 Mercy Vulnerability Babaus revel in gore, and when wounds are healed, they recoil in pain. When a creature heals from damage that the babau dealt on their last turn with Grievous Strike, sneak attack, or a critical hit, the demon takes 4d6 mental damage. The babau can take this mental damage only once per round. Reactive Slime Reaction Trigger A creature within the babau's reach successfully hits the babau with a Strike; Effect The babau excretes a gout of acidic, bloodlike slime against the attacker and its weapon. The attacker must attempt a DC 24 Reflex save. Critical Success The attacker is unaffected. Success The attacker takes 1d6 acid damage. Failure The attacker takes 2d6 acid damage. Critical Failure As failure, except the weapon used to Strike the babau becomes broken, unless the weapon is made of a material that is immune to acid. --- Speed 25 feet Melee Single Action longspear +17 (Evil, Magical, reach 10 feet), Damage 1d8+7 piercing plus 1d6 evil Melee Single Action jaws +16 (Evil, Magical), Damage 1d10+7 piercing plus 1d6 evil Melee Single Action claw +16 (Agile, Evil, Magical), Damage 1d4+7 slashing plus 1d6 evil Divine Innate Spells DC 24 - 2nd Darkness - 4th Dimension Door (at will) - 5th Dimension Door - Constant (5th) See Invisibility Rituals DC 24 - 1st Abyssal Pact Grievous Strike Two Actions The babau attacks with the intent of creating a particularly horrific and gory wound. The babau makes a melee Strike. This counts as two attacks when calculating the daemon's multiple attack penalty. If this Strike hits, the babau deals an additional 2d6 damage of the same damage type, and the creature struck is frightened 2. Sneak Attack The babau's Strikes deal an extra 2d6 precision damage to flat-footed creatures. Signs of Murder Babaus revel in their art and often leave behind a grim token or marker as a signature. They may leave a distinctive mutilation upon the bodies of their victims, rather than harvesting keepsakes and trophies for a personal collection. Babaus want their legacy to grow among those they hunt and kill. ","skill_mod":{"thievery":14,"stealth":16,"athletics":13,"intimidation":14,"acrobatics":12,"religion":10},"image":["/Images/Monsters/Demon_Babau.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Darkness","See Invisibility"],"ac":24,"item":["+1 longspear"],"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" darkvision , see invisibility ","resistance":{"acid":10},"intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Babau","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[13,15,16],"attack_bonus":[16,16,17],"constitution":4,"creature_family":"Demon","will_save":11,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"cold_iron":5,"good":5},"creature_ability":["Mercy Vulnerability","Reactive Slime","Grievous Strike","Sneak Attack"],"skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth","Thievery"],"tradition":["Divine"],"summary":"The babau is an assassin, a murderer, and a sadist—certainly not unusual traits, yet their penchant for stealth and surprise sets them apart from …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=598","dexterity":4,"category":"creature","slug":"creature-598"},{"primary_source_category":"Rulebooks","strength":-5,"hp":90,"language":["Abyssal","Common","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":15,"stealth":"17","trait":["Demon","Fiend","Incorporeal","CE","Medium"],"id":"creature-599","text":" Invidiak (Shadow Demon) For most demons, possessing a creature requires a ritual, magic item, or condition, but for invidiaks, who lack a body, possession is akin to donning a suit of clothing. Known also as shadow demons, invidiaks are formed from envious mortal souls. Recall Knowledge - Fiend (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Invidiak Source Bestiary 2 pg. 65 Perception +15; darkvision Languages Abyssal, Common; telepathy 100 feet Skills Acrobatics +15, Deception +18, Religion +13, Society +15, Stealth +17 Str -5 Dex +4 Con +3 Int +2 Wis +2 Cha +5 --- AC 22 Fort +15 Ref +16 Will +13 +1 to all saves vs. magic HP 90 Immunities disease, poison, precision Resistances all 5 (except force, ghost touch, or positive; double resistance vs. non-magical) Weaknesses cold iron 5, good 5 Exorcism Vulnerability If an invidiak attempts to possess a creature and the creature rolls a critical success on its saving throw to resist possession , or if an invidiak's possession of a creature is ended prematurely, such as via a successful dispel magic, the invidiak takes 6d6 mental damage and cannot use possession for 24 hours. --- Speed fly 30 feet Melee Single Action claw +13 (Agile, Evil, Finesse, Magical), Damage 2d8 cold plus 2d6 evil Divine Innate Spells DC 26 - Cantrips (4th) Telekinetic Projectile - 3rd Fear - 4th Darkness, Dimension Door (at will) - 5th Dimension Door, Shadow Blast - 7th Possession (range touch) Rituals DC 26 - 1st Abyssal Pact Favored Host Each invidiak has a particular type of creature they prefer possessing, chosen from the following list: aberration, animal, beast, or any humanoid (such as dwarf)—in most cases, the favored type of target is human. When an invidiak uses possession against a favored host, the duration of possession increases to unlimited, and the effect lasts until dispelled or until the invidiak dismisses it. Shadow Blend Two Actions (Divine, Illusion) The invidiak Strides up to twice their speed. If the invidiak ends their movement in an area of dim light, they become hidden as long as they don't move and the lighting in the area they're in doesn't grow brighter than dim light. Unbodied Possession An invidiak leaves no body behind when using possession . ","skill_mod":{"society":15,"deception":18,"stealth":17,"acrobatics":15,"religion":13},"image":["/Images/Monsters/Demon_Invidiak.png"],"primary_source":"Bestiary 2","spell":["Possession","Dimension Door","Shadow Blast","Darkness","Fear","Telekinetic Projectile"],"ac":22,"level":7,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Invidiak","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[16],"attack_bonus":[13],"constitution":3,"immunity":["disease","poison","precision"],"creature_family":"Demon","will_save":13,"speed":{"fly":30,"max":30},"wisdom":2,"weakness":{"cold_iron":5,"good":5},"creature_ability":["Exorcism Vulnerability","Favored Host","Shadow Blend","Unbodied Possession"],"skill":["Acrobatics","Deception","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"For most demons, possessing a creature requires a ritual, magic item, or condition, but for invidiaks, who lack a body, possession is akin to donning …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=599","dexterity":4,"category":"creature","slug":"creature-599"},{"primary_source_category":"Rulebooks","strength":6,"hp":165,"language":["Abyssal","Celestial","Draconic","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":4,"perception":17,"stealth":"18","trait":["Demon","Fiend","CE","Medium"],"id":"creature-600","text":" Nabasu (Gluttony Demon) Nabasus are birthed directly into the Material Plane from the Abyss, an invasive infestation that releases the newly formed and ravenously hungry demons directly into the midst of their favored prey: mortal life. Nabasus feed on sapient creatures, but they never quite manage to sate their eternal hunger, even as they grow more and more powerful. Once they have sufficiently feasted, the demons become worthy to make the return trip to the Abyss, where they undergo a vile transformation, finally digesting their accumulated meals and deforming further into powerful vrolikais. Nabasus form from the souls of evil gluttons, particularly from cannibals, blood-drinkers, and those who prefer the tang of undead flesh. Recall Knowledge - Fiend (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Nabasu Source Bestiary 2 pg. 66 Perception +17; darkvision Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Acrobatics +18, Arcana +16, Religion +16, Stealth +18, Survival +17 Str +6 Dex +4 Con +6 Int +2 Wis +3 Cha +4 --- AC 27 Fort +19 Ref +16 Will +16 +1 to all saves vs. magic HP 165 Weaknesses cold iron 5, good 5 Death-Stealing Gaze (aura, divine, necromancy, visual) 30 feet. When a non-demon ends its turn in the aura, it must attempt a DC 23 Fortitude save. If it fails, it becomes drained 1. Starvation Vulnerability A nabasu denied food suffers painful backlash as their demonic nature feeds on their own corrupted spirituality. If a nabasu's Consume Death is disrupted (such as by a fighter using Disruptive Stance) or a creature resists the effect with a critical success, the nabasu takes 4d6 mental damage. --- Speed 25 feet, fly 50 feet Melee Single Action jaws +20 (Evil, Magical), Damage 2d12+9 piercing plus 1d6 evil Melee Single Action claw +20 (Agile, Evil, Magical), Damage 2d8+9 slashing plus 1d6 evil Divine Innate Spells DC 26 - 4th Dimension Door (at will), Grim Tendrils, Paralyze, Vampiric Touch - 5th Dimension Door Rituals DC 26 - 1st Abyssal Pact Consume Death Single Action (Concentrate, Divine, Necromancy, Visual) The nabasu focuses their death-stealing gaze upon a single target they can see within 30 feet. The target must immediately attempt a Fortitude save against death-stealing gaze. Critical Success The creature is unaffected and the nabasu suffers starvation vulnerability. Success The creature is unaffected. Failure The creature is affected by death-stealing gaze and becomes drained 1. If the creature was already drained 1 by the death-stealing gaze before attempting the save, a failed save increases the value of the drained condition by 1, to a maximum of drained 4. The nabasu gains 10 temporary Hit Points, and the drained creature is temporarily immune until the start of the nabasu's next turn. Critical Failure As failure, but the creature increases the amount of drain by 2. Stolen Death A creature that dies while suffering drain from a nabasu's death-stealing gaze rises as a ghoul the next midnight. Nabasu Growth A nabasu stores their stolen deaths until they finally become satiated. For most, this occurs after consuming death from at least 100 mortals, but the exact timing is left to the GM. The demon then travels to the Abyss and transforms into a vrolikai. ","skill_mod":{"survival":17,"stealth":18,"arcana":16,"acrobatics":18,"religion":16},"image":["/Images/Monsters/Demon_Nabasu.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Grim Tendrils","Paralyze","Vampiric Touch"],"ac":27,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Nabasu","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[21,25],"attack_bonus":[20,20],"constitution":6,"creature_family":"Demon","will_save":16,"speed":{"fly":50,"max":50,"land":25},"wisdom":3,"weakness":{"cold_iron":5,"good":5},"creature_ability":["Death-Stealing Gaze","Starvation Vulnerability","Consume Death","Stolen Death"],"skill":["Acrobatics","Arcana","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Nabasus are birthed directly into the Material Plane from the Abyss , an invasive infestation that releases the newly formed and ravenously hungry …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=600","dexterity":4,"category":"creature","slug":"creature-600"},{"remaster_name":["Miastrilek"],"primary_source_category":"Rulebooks","strength":7,"hp":245,"language":["Abyssal","Celestial","Draconic","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":4,"perception":21,"stealth":"20","trait":["Amphibious","Demon","Fiend","CE","Large"],"id":"creature-601","text":" Hezrou (Toad Demon) Hezrous dwell in the vast and endless Abyssal swamps, mires, and waterways and are equally at home on land and in the water. A hezrou's presence has an obvious effect on nearby flora and water, causing plant life to twist and knot and infusing water with a foul odor and brackish taste—signs much easier to spot on the Material Plane than in the Abyss. Long exposure to this corruption can cause vile transformations and hideous mutations, and entire miserable communities of corrupted creatures sometimes rise in swamplands where a hezrou dwells. Hezrous themselves prefer simple pleasures, and they often waste their considerable intellect in the pursuit of comfortable places to slumber, squealing meals to eat, or objects of beauty to deface. They do not seek out cults to fawn over them but will not turn away those who seek to worship on their own. Hezrous form from the souls of those who abused and polluted their environs or neighbors, either through the introduction of toxins to the region or the insidious spread of drugs and poisons through a society. Recall Knowledge - Fiend (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Hezrou Source Bestiary 2 pg. 67 Perception +21; darkvision Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Athletics +24, Arcana +21, Intimidation +23, Stealth +20 Str +7 Dex +3 Con +6 Int +4 Wis +5 Cha +4 --- AC 31 Fort +23 Ref +18 Will +22 +1 to all saves vs. magic HP 245 Weaknesses cold iron 10, good 10 Purity Vulnerability A hezrou revels in the foulness it exudes and becomes distraught when contaminations are purified. The first time in a round when a contamination is purified (such as via purify food and drink ) or a toxin is neutralized (such as via neutralize poison ) within 30 feet of a hezrou, the demon takes 6d6 mental damage. Stench (aura, olfactory) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 27 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 30 feet, swim 30 feet Melee Single Action jaws +24 (Evil, Magical, reach 10 feet), Damage 2d12+13 piercing plus 1d6 evil and Grab Melee Single Action claw +24 (Agile, Evil, Magical, reach 10 feet), Damage 2d8+13 slashing plus 1d6 evil Divine Innate Spells DC 27 - 4th Dimension Door (at will), Divine Wrath (at will), Gaseous Form - 5th Abyssal Plague, Dimension Door - 6th Divine Wrath, Paranoia Rituals DC 27 - 1st Abyssal Pact - 4th Blight Poisonous Pustules Single Action (Poison) Requirement The hezrou is grappling a creature; Effect Toxic fluids spurt from burst boils and weeping wens on the hezrou's body. A creature grabbed or restrained by the hezrou takes 2d12+6 poison damage (DC 30 basic Fortitude save). ","skill_mod":{"stealth":20,"arcana":21,"athletics":24,"intimidation":23},"image":["/Images/Monsters/Demon_Hezrou.png"],"primary_source":"Bestiary 2","spell":["Divine Wrath","Paranoia","Abyssal Plague","Dimension Door","Gaseous Form"],"ac":31,"level":11,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":18,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Hezrou","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[25,29],"attack_bonus":[24,24],"constitution":6,"creature_family":"Demon","will_save":22,"speed":{"max":30,"land":30,"swim":30},"wisdom":5,"weakness":{"cold_iron":10,"good":10},"creature_ability":["Purity Vulnerability","Stench","Poisonous Pustules"],"skill":["Athletics","Arcana","Intimidation","Stealth"],"tradition":["Divine"],"summary":"Hezrous dwell in the vast and endless Abyssal swamps, mires, and waterways and are equally at home on land and in the water. A hezrou's presence has …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=601","dexterity":3,"category":"creature","slug":"creature-601"},{"primary_source_category":"Rulebooks","strength":8,"hp":365,"language":["Abyssal","Celestial","Draconic","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2","Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","charisma":4,"perception":25,"trait":["Demon","Fiend","CE","Huge"],"id":"creature-602","text":" Nalfeshnee (Boar Demon) Nalfeshnees are huge, corpulent, boar-headed demons that hoard treasures and knowledge alike and form from the souls of avaricious mortals. Few demons understand the inner workings of the Abyss itself like nalfeshnees, and it's not unusual for a nalfeshnee to see itself as a servitor of the Abyss itself first rather than bow before a demon lord. Some claim stewardship over the fleshy realms that birth new demons, while others guard sites of particular significance deep in the plane's secret reaches. A nalfeshnee's realm in the Abyss can easily surpass the strength and size of the largest mortal kingdoms, for nalfeshnees display a singular gift for managing and manipulating the chaos of the Abyss. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Nalfeshnee Source Bestiary 2 pg. 68, Pathfinder #149: Against the Scarlet Triad pg. 86 Perception +25; darkvision, true seeing Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Abyss Lore +25, Arcana +25, Athletics +28, Deception +26, Diplomacy +24, Intimidation +28, Religion +25 Str +8 Dex +2 Con +8 Int +5 Wis +5 Cha +4 --- AC 34 Fort +28 Ref +22 Will +23 +1 status to all saves vs. magic HP 365 Weaknesses cold iron 15, good 15 Forfeiture Aversion A nalfeshnee's greed is such that losing possessions causes them harm. If an item is stolen from a nalfeshnee, the demon takes 3d6+10 mental damage. Greedy Grab Reaction Trigger A creature critically fails a weapon Strike against the nalfeshnee; Effect The nalfeshnee attempts to Disarm the weapon used in the triggering Strike at a –2 circumstance penalty. On a success, the nalfeshnee steals the weapon. --- Speed 30 feet, fly 40 feet Melee Single Action jaws +29 (Magical, reach 15 feet), Damage 3d12+14 piercing Melee Single Action claw +29 (Agile, Magical, reach 15 feet), Damage 3d8+14 slashing Divine Innate Spells DC 34 - 4th Dimension Door (at will) - 5th Dimension Door, Illusory Object (at will) - 6th Dispel Magic (at will), Divine Wrath (at will) - Constant (6th) True Seeing Rituals DC 34 - 1st Abyssal Pact Claim Wealth Single Action (Conjuration, Divine, Extradimensional) The nalfeshnee steals all unattended items glowing with its Light of Avarice into an extradimensional space. The demon can Interact to regurgitate any number of these items into their hand or onto the ground. If the demon dies, is affected by a teleportation effect, or consumes an extradimensional space (such as a bag of holding), they vomit up all the items. Light of Avarice Two Actions (Divine, Enchantment, Light, Mental) Frequency once per hour; Effect Beams of unholy light shoot from the nalfeshnee toward four items within 60 feet. If someone is holding or wearing a targeted item, they can keep it from being affected with a successful DC 34 Reflex save. For 1 minute, the affected items glow in nauseating colors. Any non-demon is sickened 2 and slowed 1 as long as it holds, wears, or touches a glowing item. Recovering from the sickness requires a successful DC 29 Will save instead of a Fortitude save. Ending the sickness this way ends the slowed condition and makes the creature temporarily immune to Light of Avarice for 24 hours. If the creature removes or drops the item, both conditions end immediately but the creature doesn't become immune to Light of Avarice. Secret Mongers Nalfeshnees covet knowledge as well as material goods, especially if such information can help satisfy the needs and desires of the Abyss. Each nalfeshnee has areas of interest in which they're highly knowledgeable, but before a nalfeshnee reveals a secret, they typically demand a secret of at least equal value in return. ","skill_mod":{"diplomacy":24,"deception":26,"arcana":25,"athletics":28,"intimidation":28,"religion":25},"image":["/Images/Monsters/Demon_Nalfeshnee.png"],"primary_source":"Bestiary 2","spell":["Dispel Magic","Divine Wrath","Dimension Door","Illusory Object","True Seeing"],"ac":34,"level":14,"spell_dc":[34],"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":5,"reflex_save":22,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":28,"source_group":["Age of Ashes"],"size":["Huge"],"name":"Nalfeshnee","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[27,33],"attack_bonus":[29,29],"constitution":8,"creature_family":"Demon","will_save":23,"speed":{"fly":40,"max":40,"land":30},"wisdom":5,"weakness":{"cold_iron":15,"good":15},"creature_ability":["Forfeiture Aversion","Greedy Grab","Claim Wealth","Light of Avarice"],"skill":["Abyss Lore","Arcana","Athletics","Deception","Diplomacy","Intimidation","Religion"],"tradition":["Divine"],"summary":"Nalfeshnees are huge, corpulent, boar-headed demons that hoard treasures and knowledge alike and form from the souls of avaricious mortals. Few …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=602","dexterity":2,"category":"creature","slug":"creature-602"},{"primary_source_category":"Rulebooks","strength":8,"hp":375,"language":["Abyssal","Celestial","Draconic","Necril","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":8,"perception":33,"stealth":"33","trait":["Demon","Fiend","Uncommon","CE","Large"],"id":"creature-603","text":" Vrolikai (Death Demon) Unlike other demons, the dread vrolikai doesn't form from a sinful soul—they instead manifest from a nabasu once the nabasu finally satisfies their hunger and returns to the Abyss, and as such vrolikais suffer from no vulnerability associated with a specific sin. A vrolikai who survives this process and the period of vulnerability that follows gains great power and in time can claim large regions of the Abyss as their own domain. Also known as death demons, these murderous monsters often serve demon lords as executioners or assassins. Recall Knowledge - Fiend (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Vrolikai Source Bestiary 2 pg. 68 Perception +33; darkvision, true seeing Languages Abyssal, Celestial, Draconic, Necril; telepathy 100 feet Skills Acrobatics +37, Arcana +33, Deception +35, Intimidation +37, Religion +33, Stealth +33, Survival +33 Str +8 Dex +6 Con +9 Int +6 Wis +6 Cha +8 --- AC 44 Fort +34 Ref +31 Will +31 +1 to all saves vs. magic HP 375 Immunities death effects Weaknesses cold iron 15, good 15 Death-Stealing Gaze (aura, divine, necromancy, visual) 30 feet. When a non-demon ends its turn in the aura, it must attempt a DC 38 Fortitude save. If it fails, it becomes drained 1. --- Speed 35 feet, fly 50 feet Melee Single Action jaws +38 (Evil, Magical, reach 10 feet), Damage 4d12+16 piercing plus 1d6 evil Melee Single Action black flame knife +38 (Agile, Chaotic, Evil, Magical), Damage 3d4+16 piercing plus 2d6 negative plus 1d6 evil Melee Single Action stinger +38 (Evil, Magical, reach 15 feet), Damage 4d8+16 piercing plus 1d6 evil plus mindwarping Divine Innate Spells DC 43 - 5th Dimension Door (at will) - 7th Paralyze, Regenerate - 9th Massacre, Power Word Kill, Vampiric Exsanguination - Constant (6th) True Seeing Rituals DC 43 - 1st Abyssal Pact Black Flame Knives A vrolikai can manifest a dagger-shaped blade of what looks like crystallized black flame in each of their four hands. These weapons function as +2 greater striking daggers , although they fade away into nothingness 1 minute after a vrolikai no longer carries them. Consume Death Single Action (Concentrate, Divine, Necromancy, Visual) The vrolikai focuses their death-stealing gaze upon a single target they can see within 30 feet. The target must immediately attempt a Fortitude save against death-stealing gaze. Success The creature is unaffected. Failure The creature is affected by death-stealing gaze and becomes drained 1. If the creature was already drained 1 by the death-stealing gaze before attempting the save, a failed save increases the value of the drained condition by 1, to a maximum of drained 4. The vrolikai gains 10 temporary Hit Points, and the drained creature is temporarily immune until the start of the vrolikai's next turn. Critical Failure As failure, but the creature increases the amount of drain by 2. Focused Flames Two Actions The vrolikai attacks a single target with all of its black flame knives. The demon makes a black flame knife Strike. On a successful attack, the vrolikai deals the damage from a black flame knife Strike to the target, plus an additional 2d6 negative damage for every black flame knife they wield beyond the first (typically 6d6 extra damage). Even on a failed attack, the vrolikai deals the damage from one black flame knife to the target, though they still miss completely on a critical failure. On a critical hit, the victim becomes drained 2 as the focused attack drains pure life essence as well as damage. This counts toward the vrolikai's multiple attack penalty as a number of attacks equal to the number of black flame knives the demon wields. Mindwarping (Emotion, Enchantment, Mental) The sting of a vrolikai is mind-warping. A creature struck must attempt a DC 44 Will save. Critical Success The creature is unaffected. Success The creature becomes stupefied 1 for 1 minute. Failure The creature becomes stupefied 1. Further failed saves against mindwarping increase the condition value by 1, to a maximum of stupefied 4. Critical Failure As failure, but the creature also becomes confused for 1 minute. Stolen Death A creature that dies while suffering drain from a vrolikai's death-stealing gaze rises as a ghoul the next midnight. Vrolikai Newcomers When vrolikais first manifest on the Abyss, they have no base of power and are, despite their abilities, relatively defenseless from denizens even more powerful than themselves. As a result, most rely upon stealth and patience for their first few centuries while they build up a network of minions and establish their own Abyssal fortifications before they turn their attentions back to the Material Plane. ","skill_mod":{"deception":35,"survival":33,"stealth":33,"arcana":33,"intimidation":37,"acrobatics":37,"religion":33},"image":["/Images/Monsters/Demon_Vrolikai.png"],"primary_source":"Bestiary 2","spell":["Massacre","Power Word Kill","Vampiric Exsanguination","Paralyze","Regenerate","Dimension Door","True Seeing"],"ac":44,"level":19,"spell_dc":[43],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":6,"reflex_save":31,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":34,"size":["Large"],"name":"Vrolikai","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[34,37,45],"attack_bonus":[38,38,38],"constitution":9,"immunity":["death effects"],"creature_family":"Demon","will_save":31,"speed":{"fly":50,"max":50,"land":35},"wisdom":6,"weakness":{"cold_iron":15,"good":15},"creature_ability":["Death-Stealing Gaze","Black Flame Knives","Consume Death","Focused Flames","Mindwarping","Stolen Death"],"skill":["Acrobatics","Arcana","Deception","Intimidation","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Unlike other demons, the dread vrolikai doesn't form from a sinful soul—they instead manifest from a nabasu once the nabasu finally satisfies their …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=603","dexterity":6,"category":"creature","slug":"creature-603"},{"remaster_name":["Denizen Of Leng"],"primary_source_category":"Rulebooks","strength":3,"hp":100,"language":["Aklo","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":17,"stealth":"17","trait":["Aberration","Dream","Uncommon","CE","Medium"],"id":"creature-604","text":" Denizen of Leng Slavers and raiders from the cold, windswept dimension of Leng, these malevolent humanoids range across reality in ominous black ships capable of sailing beyond the borders of dimensions and planes. Although most denizens of Leng seek slaves and plunder like any pirate, others operate as self-styled ambassadors and merchants, sowing discord with far-ranging plots. While the inscrutable denizens dress themselves in flowing robes, veils, and broad turbans to appear human, their aberrant physiology, when glimpsed, is evident from their crown of stubby horns and tentacled jaws to their furry, goat-like legs. Above the fierce captains who command the infamous black ships are an even higher caste of denizens of Leng. These cultists and musicians serve as high priests, laboring to appease the frightening gods who look down upon the Nightmare Realm with cold malice. Recall Knowledge - Aberration (Occultism): DC 26 Recall Knowledge - Dream (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Denizen of Leng Source Bestiary 2 pg. 70 Perception +17; darkvision Languages Aklo; tongues Skills Acrobatics +15, Athletics +15, Deception +19, Occultism +18, Sailing Lore +20, Stealth +17, Thievery +17 Str +3 Dex +3 Con +4 Int +6 Wis +3 Cha +5 Items +1 striking kukri , Leng ruby worth 30 gp (2) --- AC 27 Fort +16 Ref +19 Will +17 HP 100 (planar fast healing 5) Immunities cold Resistances critical hits 10, precision 10 No Breath Denizens of Leng don't need to breathe. Planar Fast Healing A denizen of Leng maintains a connection to Leng at all times, and when away from Leng, they have fast healing 5. They lose this ability on Leng or in areas where planar connections do not function. If killed, their body dissolves into nothingness in 1d4 rounds, leaving behind their equipment. A slain denizen reforms in Leng; they can be permanently killed only when their planar fast healing doesn't function. --- Speed 30 feet Melee Single Action kukri +18 (Agile, Finesse, Magical, Trip), Damage 2d6+6 slashing plus 1d6 persistent bleed Melee Single Action jaws +17 (Agile, Finesse), Damage 2d10+6 piercing plus debilitating bite Occult Innate Spells DC 27, attack +19 - Cantrips (4th) Chill Touch, Detect Magic, Mage Hand, Message, Read Aura - 2nd Mirror Image - 3rd Hypnotic Pattern, Levitate, Locate, Mind Reading - 4th Outcast's Curse, Phantom Pain, Suggestion - Constant (4th) Tongues Debilitating Bite (Curse, Occult) A creature that takes damage from a denizen's bite must succeed at a DC 27 Fortitude save or become clumsy 1. Each time a target fails an additional save against this ability, the condition value increases by 1 (to a maximum of clumsy 4). This condition value decreases by 1 every 24 hours. Leng Ruby (Enchantment, Occult) Many denizens of Leng carry strange rubies mined from quarries in Leng. As long as a creature holds a Leng ruby that it willingly accepted as a gift or payment from a denizen of Leng, any denizen of Leng can target that creature with outcast's curse , phantom pain , or mind reading at a range of 1 mile, and the bearer uses an outcome one degree of success worse than the result of its saving throw against outcast's curse . Leng Known variously as the Nightmare Realm or the Terror Beyond Dreams, the frozen Plateau of Leng looms physically and spiritually above the Dreamlands. Both a part of that dimension and a corruption of it, Leng is a realm inhabited by eldritch horrors and ruled by the horrors' ancient gods. ","skill_mod":{"deception":19,"thievery":17,"stealth":17,"athletics":15,"occultism":18,"acrobatics":15},"image":["/Images/Monsters/DenizenOfLeng.png"],"primary_source":"Bestiary 2","spell":["Outcast's Curse","Phantom Pain","Suggestion","Hypnotic Pattern","Levitate","Locate","Mind Reading","Mirror Image","Chill Touch","Detect Magic","Mage Hand","Message","Read Aura","Tongues"],"ac":27,"item":["+1 striking kukri","Leng ruby worth 30 gp (2)"],"level":8,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"precision":10},"intelligence":6,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Denizen of Leng","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16,17],"attack_bonus":[17,18],"constitution":4,"immunity":["cold"],"spell_attack_bonus":[19],"will_save":17,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["No Breath","Planar Fast Healing","Debilitating Bite","Leng Ruby"],"skill":["Acrobatics","Athletics","Deception","Occultism","Sailing Lore","Stealth","Thievery"],"tradition":["Occult"],"summary":"Slavers and raiders from the cold, windswept dimension of Leng, these malevolent humanoids range across reality in ominous black ships capable of …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=604","dexterity":3,"category":"creature","slug":"creature-604"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Destrachan","Undercommon","can speak only Destrachan"],"immunity":["blinded","visual"],"source":["Bestiary 2"],"type":"Creature","will_save":18,"charisma":3,"speed":{"max":25,"land":25},"perception":20,"wisdom":6,"weakness":{},"creature_ability":["Echolocation","Destructive Harmonics","Painful Harmonics","Shattering Harmonics"],"skill":["Athletics","Stealth","Survival"],"stealth":"15","trait":["Aberration","CE","Large"],"id":"creature-605","text":" Destrachan This underground reptilian horror walks on two powerful hind legs. Its forelimbs are armed with sharp curving claws, and its toothy, eyeless, tubular head has three hypersensitive frilled ears that turn toward any sound made in its vicinity. This cruel monster's true weapon, however, is an amplified version of the sonic cry that it uses to navigate, communicate, and hunt. It communicates with others of its kind through a complex series of clicks, shrieks, and whistles, but it is intelligent enough to understand other languages. Most destrachans understand at least one other language—usually Undercommon—and can often be reasoned with. An obligate carnivore, the destrachan relishes fresh meat but won't hesitate to make a meal of carrion it finds in its path. When traveling in packs, the creatures take great delight in stalking travelers through miles of tunnels before attacking and subduing them, then devouring them alive. Recall Knowledge - Aberration (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Destrachan Source Bestiary 2 pg. 71 Perception +20; echolocation 120 feet, no vision Languages Destrachan, Undercommon; can speak only Destrachan Skills Athletics +18, Stealth +15, Survival +18 Str +6 Dex +3 Con +4 Int +3 Wis +6 Cha +3 Echolocation A destrachan can use its hearing as a precise sense at the listed range. --- AC 27 Fort +16 Ref +13 Will +18 +4 status bonus to all saves vs. sonic HP 135 Immunities blinded, visual Resistances sonic 15 --- Speed 25 feet Melee Single Action jaws +20, Damage 2d8+10 piercing plus 1d8 sonic Melee Single Action claw +20 (Agile), Damage 2d8+10 slashing Destructive Harmonics Two Actions (Auditory, Evocation, Occult, Sonic) The destrachan emits a harsh sonic cry that deals 9d6 sonic damage (DC 26 basic Reflex save) in either a 60-foot cone or a 30-foot burst. It can't use Destructive Harmonics again for 1d4 rounds. Painful Harmonics Two Actions (Auditory, Evocation, Incapacitation, Occult) The destrachan emits a sonic cry in either a 60-foot cone or a 30-foot burst. This discordant ululation resonates along the nerves and bones of living creatures in the area, manifesting as waves of incapacitating pain washing over the victims. Each living creature in the area must attempt a DC 26 Fortitude save. The destrachan can't use Painful Harmonics again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is sickened 1 for 1 round. Failure The creature is deafened for 3 rounds and stunned 2. Critical Failure The creature is deafened for 1 minute and stunned 3. Shattering Harmonics Two Actions (Evocation, Occult, Sonic) The destrachan focuses its harmonics against a single item within 60 feet that is made of crystal, metal, stone, or wood. The target object takes 7d8 sonic damage. If the item is attended, its bearer can attempt a DC 26 basic Reflex save for the item. The destrachan can't use Shattering Harmonics again for 1d4 rounds. Destrachan Language The Destrachan language can be learned by other creatures, but without a destrachan's unique vocal organs, non-destrachans can convey only basic notions and concepts with it. In most cases, it's better to speak Undercommon to a destrachan than attempt to use its own language. ","skill_mod":{"survival":18,"stealth":15,"athletics":18},"summary":"This underground reptilian horror walks on two powerful hind legs. Its forelimbs are armed with sharp curving claws, and its toothy, eyeless, tubular …","image":["/Images/Monsters/Destrachan.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":"echolocation 120 feet, no vision","weakest_save":["ref","reflex"],"resistance":{"sonic":15},"url":"/Monsters.aspx?ID=605","intelligence":3,"reflex_save":13,"strongest_save":["will"],"dexterity":3,"fortitude_save":16,"size":["Large"],"name":"Destrachan","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,23],"slug":"creature-605"},{"primary_source_category":"Rulebooks","strength":1,"hp":30,"language":["Celestial","Draconic","Infernal","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":1,"perception":12,"stealth":"10","trait":["Devil","Fiend","LE","Small"],"id":"creature-606","text":" Zebub (Accuser Devil) Zebubs serve as Hell's messengers and spies. Their ability to share what they've seen with other creatures makes them especially useful—not only to other devils, but also to mortal conjurers. Some infernal lords unleash them in enormous, horrid swarms upon unsuspecting lands to debase flesh and land alike while collecting secrets the infernal host might later put to use. Zebubs use any opportunity to manipulate weak-willed or easily tempted mortals into serving the zebubs' whims. While arrogant and deceitful, zebubs lack the cunning and confidence of most devils, and thus their schemes often focus on satisfying self-serving or self-destructive ambitions. Zebubs form from the souls of childish and craven mortals, reshaped by the archdevil Baalzebul in the frozen, filthy wastes of Hell's seventh layer, Cocytus. Recall Knowledge - Fiend (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Zebub Source Bestiary 2 pg. 72 Perception +12; greater darkvision Languages Celestial, Draconic, Infernal; telepathy 100 feet Skills Acrobatics +10, Arcana +7, Deception +8, Religion +9, Stealth +10 Str +1 Dex +4 Con +1 Int +0 Wis +3 Cha +1 --- AC 20 Fort +8 Ref +10 Will +8 +1 status to all saves vs. magic HP 30 Immunities fire Resistances physical 5 (except silver), poison 5 Weaknesses good 5 --- Speed 15 feet, fly 50 feet Melee Single Action mandibles +12 (Evil, Finesse, Magical), Damage 1d10+3 piercing plus 1d6 evil and Cocytan filth Divine Innate Spells DC 17 - Cantrips (2nd) Message - 2nd Invisibility (at will; self only), Summon Animal (swarm creatures only) - 4th Dimension Door (at will) - 5th Dimension Door Rituals DC 17 - 1st Infernal Pact Cocytan Filth (Disease, Virulent) Saving Throw DC 18 Fortitude; Onset 1d4 days; Stage 1 enfeebled 1 (1 day); Stage 2 enfeebled 2 (1 day); Stage 3 enfeebled 3 (1 day) Infernal Eye Three Actions (Divine, Divination) The zebub records everything they see, and though they don't remember all observations, they can pass them along to another creature. The zebub replays 10 minutes of witnessed events to a touched willing creature, which receives the memories in a flash of information. By remaining in contact, the zebub can spend additional 3-action activities to replay more information. After relaying their visions to another, the zebub can't ever recall those events again. Sneak Attack The zebub's Strikes deal an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"deception":8,"stealth":10,"arcana":7,"acrobatics":10,"religion":9},"image":["/Images/Monsters/Devil_Zebub.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Invisibility","Summon Animal","Message"],"ac":20,"level":3,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{"bludgeoning":5,"poison":5,"piercing":5,"slashing":5,"physical":5},"intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":8,"size":["Small"],"name":"Zebub","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[12],"attack_bonus":[12],"constitution":1,"immunity":["fire"],"creature_family":"Devil","will_save":8,"speed":{"fly":50,"max":50,"land":15},"wisdom":3,"weakness":{"good":5},"creature_ability":["Cocytan Filth","Infernal Eye","Sneak Attack"],"skill":["Acrobatics","Arcana","Deception","Religion","Stealth"],"tradition":["Divine"],"summary":"Zebubs serve as Hell's messengers and spies. Their ability to share what they've seen with other creatures makes them especially useful—not only to …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=606","dexterity":4,"category":"creature","slug":"creature-606"},{"primary_source_category":"Rulebooks","strength":6,"hp":120,"language":["Celestial","Infernal","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":3,"perception":18,"stealth":"15","trait":["Amphibious","Devil","Fiend","LE","Large"],"id":"creature-607","text":" Sarglagon (Drowning Devil) Sarglagons dwell in Hell's myriad waterways, lakes, and oceans. They serve as guardians of the Academy of Lies—the repository of secrets in Stygia, the fifth layer of Hell. Sarglagons breathe water and air with equal ease, and can move through water, land, and even air with uncanny swiftness. Few fiends travel the waterways of the multiverse, but where a river crosses the planes, odds are sarglagons have traveled it to further their infernal machinations. The only body of water they avoid is the River Styx, as the fiends have yet to develop any defense against that waterway's memory-sapping qualities. Mortal spellcasters sometimes bind sarglagons as guardians of precious secrets or treasures, particularly in aquatic areas. Most strangely, sarglagons sometimes act as unnerving caretakers to mortals who have no idea what they did to earn their unwanted protectors' attention. The constant uninvited vigilance of these devils is often disturbing and stifling to their wards. Recall Knowledge - Fiend (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Sarglagon Source Bestiary 2 pg. 72 Perception +18; greater darkvision, see invisibility Languages Celestial, Infernal; telepathy 100 feet Skills Arcana +14, Athletics +18, Deception +15, Diplomacy +15, Intimidation +17, Stealth +15 Str +6 Dex +3 Con +4 Int +2 Wis +4 Cha +3 --- AC 27 Fort +18 Ref +13 Will +16 +1 status to all saves vs. magic HP 120 Immunities fire Resistances physical 5 (except silver), poison 10 Weaknesses good 5 Heavy Aura (aura, divine, incapacitation, transmutation) 10 feet. A creature that enters the heavy aura must attempt a DC 23 Will save. It is then temporarily immune for 10 minutes. Success The creature is unaffected. Failure The creature is encumbered while it remains in the area. If the creature is already encumbered, it is immobilized while it remains within the aura. Critical Failure As failure, but the effect persists for 3 rounds after leaving the aura. Stygian Guardian Reaction Trigger A creature or object within the sarglagon's reach is targeted by an attack; Effect The sarglagon interposes themself, giving the creature or object standard cover against the attack (+2 circumstance bonus to AC), or greater cover (+4 circumstance bonus to AC) if the sarglagon was already granting it lesser cover. --- Speed 25 feet, fly 25 feet, swim 30 feet Melee Single Action fangs +20 (Evil, Magical), Damage 2d12+9 piercing plus 1d6 evil Melee Single Action tentacle arm +20 (Agile, Evil, Magical), Damage 2d8+9 bludgeoning plus 1d6 evil and sarglagon venom Divine Innate Spells DC 23, attack +18 - 4th Dimension Door (at will), Freedom of Movement, Hydraulic Torrent - 5th Control Water, Dimension Door - Constant (2nd) See Invisibility Rituals DC 23 - 1st Infernal Pact Drown Two Actions (Conjuration, Divine, Incapacitation) The sarglagon conjures murky water to fill the lungs of a creature that can't breathe water within 30 feet. The target must attempt a DC 26 Fortitude save. Critical Success The target is unaffected. Success The target coughs up water and is sickened 1. Failure The target is holding its breath. The only action it can take is to attempt a Fortitude save against Drown to expel the water, which is a single action. Critical Failure The target falls unconscious and begins suffocating. If the target succeeds at its Fortitude save while suffocating, it coughs up the water and can breathe again. Sarglagon Venom (Poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and clumsy 1 (1 round); Stage 2 3d6 poison damage and clumsy 2 (1 round) ","skill_mod":{"diplomacy":15,"deception":15,"stealth":15,"arcana":14,"athletics":18,"intimidation":17},"image":["/Images/Monsters/Devil_Sarglagon.png"],"primary_source":"Bestiary 2","spell":["Control Water","Dimension Door","Freedom of Movement","Hydraulic Torrent","See Invisibility"],"ac":27,"level":8,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" greater darkvision , see invisibility ","resistance":{"bludgeoning":5,"poison":10,"piercing":5,"slashing":5,"physical":5},"intelligence":2,"reflex_save":13,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":18,"size":["Large"],"name":"Sarglagon","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[21,25],"attack_bonus":[20,20],"constitution":4,"immunity":["fire"],"creature_family":"Devil","spell_attack_bonus":[18],"will_save":16,"speed":{"fly":25,"max":30,"land":25,"swim":30},"wisdom":4,"weakness":{"good":5},"creature_ability":["Heavy Aura","Stygian Guardian","Drown","Sarglagon Venom"],"skill":["Arcana","Athletics","Deception","Diplomacy","Intimidation","Stealth"],"tradition":["Divine"],"summary":"Sarglagons dwell in Hell's myriad waterways, lakes, and oceans. They serve as guardians of the Academy of Lies—the repository of secrets in Stygia, …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=607","dexterity":3,"category":"creature","slug":"creature-607"},{"primary_source_category":"Rulebooks","strength":5,"hp":135,"language":["Celestial","Draconic","Infernal","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2","Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","charisma":4,"perception":21,"stealth":"20","trait":["Devil","Fiend","LE","Large"],"id":"creature-608","text":" Osyluth (Bone Devil) An osyluth is an unparalleled inquisitor that revels in the sadism and torture for which Hell is so well known. These devils' charge is to seek out heresies, both among mortals and among other fiends—a commandment they uphold with unwavering fervor. They spawn within the Styx-fed swamps of Hell's fifth layer, Stygia; where heresies and the souls of heretics stagnate, osyluths eventually rise. In the remote corners of that same layer of Hell, they build massive, calcified hives where they perform their vile interrogations and perfect their torturous arts upon lesser devils and petitioners alike. Recall Knowledge - Fiend (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Osyluth Source Bestiary 2 pg. 73, Pathfinder #147: Tomorrow Must Burn pg. 78 Perception +21; greater darkvision Languages Celestial, Draconic, Infernal; telepathy 100 feet Skills Arcana +18, Deception +19, Intimidation +21, Religion +17, Stealth +20 Str +5 Dex +5 Con +4 Int +3 Wis +4 Cha +4 --- AC 28 Fort +17 Ref +18 Will +17 +1 status to all saves vs. magic HP 135 Immunities fire Resistances physical 10 (except silver), poison 10 Weaknesses good 10 --- Speed 35 feet, fly 30 feet Melee Single Action jaws +21 (Evil, Magical), Damage 2d10+11 piercing plus 1d6 evil Melee Single Action claw +21 (Agile, Evil, Magical, reach 10 feet), Damage 2d6+11 slashing plus 1d6 evil Melee Single Action stinger +21 (Evil, Magical, reach 15 feet), Damage 1d10+11 piercing plus 1d6 evil and osyluth venom Ranged Single Action bone shard +21 (Evil, Magical, range increment 30 feet), Damage 2d6+8 piercing Divine Innate Spells DC 25 - 2nd Invisibility (at will; self only) - 4th Dimension Door (at will), Dimensional Anchor (×2), Discern Lies, Zone of Truth - 5th Dimension Door, Phantom Pain Rituals DC 25 - 1st Infernal Pact Osyluth Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage, enfeebled 1 (1 round); Stage 2 3d6 poison damage and enfeebled 1 (1 round); Stage 3 3d6 poison damage and enfeebled 2 (1 round). Once a creature reaches stage 3, it takes a –4 status penalty to Will saves against attempts to Coerce it for 1 hour (this is a mental effect). Quick Invisibility The osyluth can cast innate invisibility using only 1 action. Sadistic Strike An osyluth deals an extra 2d6 damage whenever they Strike an enfeebled, frightened, or prone creature. Stygian Inquisitor Single Action (Linguistic, Mental) The osyluth telepathically questions a creature affected by zone of truth. After 1 round, if the creature intentionally refuses to answer the question, it takes 2d6 mental damage. Tail Sweep Single Action The osyluth sweeps their tail in a 15-foot cone. Each creature in the cone must succeed at a DC 26 Reflex save or be knocked prone. Artists of Agony An osyluth practices the craft of torture with the passion of an artist. Their skill draws forth all manner of truths and secrets from their victims, which an osyluth can recall with immaculate precision even centuries later. Over time, osyluths amass sizable collections of information, making them particularly valuable resources to diabolists and other evil spellcasters who crave infernal knowledge. Of course, such conjurers also often employ osyluths for the devils’ cruel talents of interrogation, perpetuating the cycle of spilled blood and stolen secrets. ","skill_mod":{"deception":19,"stealth":20,"arcana":18,"intimidation":21,"religion":17},"image":["/Images/Monsters/Devil_Osyluth.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Phantom Pain","Dimensional Anchor","Discern Lies","Zone of Truth","Invisibility"],"ac":28,"level":9,"spell_dc":[25],"source_category":["Rulebooks","Adventure Paths"],"sense":" greater darkvision ","resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"physical":10},"intelligence":3,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":17,"source_group":["Age of Ashes"],"size":["Large"],"name":"Osyluth","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[15,20,21,25],"attack_bonus":[21,21,21,21],"constitution":4,"immunity":["fire"],"creature_family":"Devil","will_save":17,"speed":{"fly":30,"max":35,"land":35},"wisdom":4,"weakness":{"good":10},"creature_ability":["Osyluth Venom","Quick Invisibility","Sadistic Strike","Stygian Inquisitor","Tail Sweep"],"skill":["Arcana","Deception","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"An osyluth is an unparalleled inquisitor that revels in the sadism and torture for which Hell is so well known. These devils' charge is to seek out …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=608","dexterity":5,"category":"creature","slug":"creature-608"},{"primary_source_category":"Rulebooks","strength":7,"hp":165,"language":["Celestial","Draconic","Infernal","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":4,"perception":24,"stealth":"23","trait":["Devil","Fiend","LE","Medium"],"id":"creature-609","text":" Hamatula (Barbed Devil) Hamatulas are forged in Erebus to protect infernal vaults from those foolish enough to try to rob the archdevil Mammon. In case the vicious spines protruding from their bodies and ability to teleport weren't deadly enough, they are also clever wielders of warding glyphs. They are effective conjured guardians, though they resent being pulled away from their duties in Hell. Unlike most fiends, hamatulas are formed from several souls that lack any features distinctive enough to merit another role. Recall Knowledge - Fiend (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Hamatula Source Bestiary 2 pg. 74 Perception +24; greater darkvision Languages Celestial, Draconic, Infernal; telepathy 100 feet Skills Acrobatics +23, Arcana +18, Intimidation +21, Religion +20, Stealth +23, Survival +22 Str +7 Dex +6 Con +5 Int +1 Wis +5 Cha +4 --- AC 31 Fort +23 Ref +20 Will +20 +1 status to all saves vs. magic HP 165 Immunities fire Resistances physical 10 (except silver), poison 10 Weaknesses good 10 Attack of Opportunity Reaction Barb only. A hamatula gains an extra reaction at the start of each of its turns that it can use only to make an Attack of Opportunity. It can't use more than one Attack of Opportunity triggered by the same action. In addition to the normal trigger, a hamatula can make an Attack of Opportunity against a creature that touches it or an adjacent creature that attempts a melee Strike against it. --- Speed 25 feet, fly 30 feet Melee Single Action barb +24 (Evil, Magical), Damage 3d8+13 piercing plus 1d6 evil and bloodletting Ranged Single Action hurled barb +23 (Evil, Magical, range increment 60 feet), Damage 2d8+13 piercing plus 1d6 evil and bloodletting Divine Innate Spells DC 27, attack +21 - Cantrips (5th) Produce Flame - 3rd Harm, Paralyze (×2) - 4th Dimension Door (at will) - 5th Dimension Door, Glyph of Warding (at will) Rituals DC 27 - 1st Infernal Pact Bloodletting On a critical hit, the hamatula's barbs deal 3d6 persistent bleed damage. Frightful Strike Free Action (Divine, Emotion, Enchantment, Fear, Mental) Trigger The hamatula hits a creature with a barb Strike; Effect The creature struck must succeed at a DC 27 Will save or become frightened 2 (or frightened 3 on a critical failure). Regardless of the result of its saving throw, the creature is then temporarily immune to Frightful Strike for 24 hours. Impaling Barb Two Actions The hamatula makes a barb Strike, then Strides up to half its Speed without triggering reactions. If the Strike hits, the hamatula impales the target with one of its barbs and snaps the barb free as it moves away from the target. This deals an additional 2d8 piercing damage to the target and pins it to an adjacent surface, rendering it immobilized (Escape DC 29). Warden of Erebus A hamatula's glyph of warding innate spell can contain any common spell from the Core Rulebook that meets the criteria in glyph of warding; the hamatula doesn't need to provide the spell. Hamatula Treasures Perhaps because hamatulas exist to guard the riches of archdevils, infernal dukes, and queens of the night, they find themselves drawn to wealth. Though they despise summoners who pull them away from their assigned duties, hamatulas use their servitude as an opportunity to collect treasures and wealth that they can offer to their lords upon their return. Treasures that are painful or dangerous to handle are among their favorite prizes. ","skill_mod":{"survival":22,"stealth":23,"arcana":18,"intimidation":21,"acrobatics":23,"religion":20},"image":["/Images/Monsters/Devil_Hamatula.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Glyph of Warding","Harm","Paralyze","Produce Flame"],"ac":31,"level":11,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"physical":10},"intelligence":1,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":23,"size":["Medium"],"name":"Hamatula","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[25,30],"attack_bonus":[23,24],"constitution":5,"immunity":["fire"],"creature_family":"Devil","spell_attack_bonus":[21],"will_save":20,"speed":{"fly":30,"max":30,"land":25},"wisdom":5,"weakness":{"good":10},"creature_ability":["Attack of Opportunity","Bloodletting","Frightful Strike","Impaling Barb","Warden of Erebus"],"skill":["Acrobatics","Arcana","Intimidation","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Hamatulas are forged in Erebus to protect infernal vaults from those foolish enough to try to rob the archdevil Mammon . In case the vicious spines …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=609","dexterity":6,"category":"creature","slug":"creature-609"},{"primary_source_category":"Rulebooks","strength":4,"hp":240,"language":["Celestial","Common","Draconic","Infernal","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":8,"perception":28,"stealth":"27","trait":["Devil","Fiend","LE","Medium"],"id":"creature-610","text":" Gylou (Handmaiden Devil) Though gylous are deeply entrenched in the expansive and complex machinations of Hell, they are highly skilled agents capable of nuanced diplomacy, masterful deception, physical finesse, and nearly any other tasks they set their minds to. This versatility has led to gylous becoming widespread throughout all layers of Hell, enabling them to filter key information to their masters regarding other devils' plots and schemes. Their allegiance is no secret, but their skills are so great that powerful devils employ one or more gylous regardless. While most gylous have a feminine form (combined with their role, this is the source of their common moniker of “handmaiden”), some have other gender presentations, and nearly all gylous take on carefully cultivated illusions to best suit the roles they fill. More often than not, gylous arise when lesser devils who have demonstrated exceptional utility and invaluable skills are uplifted into a new form, though on rare occasions they are shaped from the souls of evil mortals who showed unparalleled savvy within bureaucratic enterprises. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Gylou Source Bestiary 2 pg. 75 Perception +28; greater darkvision, true seeing Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet Skills Acrobatics +27, Athletics +28, Arcana +25, Deception +30, Diplomacy +28, Religion +26, Stealth +27 Str +4 Dex +7 Con +4 Int +5 Wis +6 Cha +8 --- AC 36 Fort +22 Ref +25 Will +28 +1 status to all saves vs. magic HP 240 Immunities fire Resistances physical 10 (except silver) Weaknesses good 10 Reflexive Grab Reaction Trigger A creature leaves a square within the gylou's reach using a move action or attempts a melee Strike against the gylou; Effect The gylou lashes out with a tentacle, attempting to Grapple the triggering creature. If the triggering Strike was with a melee weapon, the attacking creature can Release the weapon to cause the gylou to automatically fail the Athletics check. --- Speed 35 feet, climb 35 feet Melee Single Action claw +30 (Agile, Evil, Finesse, Magical), Damage 3d8+12 slashing plus 1d6 evil Melee Single Action tentacle +30 (Evil, Magical, reach 10 feet), Damage 3d12+12 bludgeoning plus Grab Divine Innate Spells DC 36, attack +28 - 4th Charm (×3), Dimension Door (at will), Enthrall (at will) - 5th Black Tentacles, Dimension Door, Illusory Object (at will) - 7th Dispel Magic, Dominate - Constant (7th) True Seeing Rituals DC 36 - 1st Infernal Pact Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The gylou adopts the appearance of any Small or Medium humanoid. This doesn't change their Speed or the attack and damage modifiers of their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). Indispensable Savvy Reaction Frequency once per day; Trigger The gylou attempts a skill check but hasn't rolled yet; Effect The gylou demonstrates a preternatural ability for the task at hand. They use their Deception modifier for the triggering check and for all skill checks using the same skill thereafter until the next time the gylou uses this ability or until 24 hours have passed, whichever happens first. Tentacle Encage Single Action (Attack) Requirements The gylou has a Medium or smaller creature grabbed; Effect The gylou transfers the grabbed creature into their lower body's net of encaging tentacles, freeing their limbs and tentacles to make Strikes. This has the same effects as Swallow Whole (Medium, 2d12+12 bludgeoning, Rupture 30), except the encaged creature is not at risk of suffocation, and the gylou can bring the encaged creature with them when they cast dimension door . A gylou can have only one creature encaged at a time. ","skill_mod":{"diplomacy":28,"deception":30,"stealth":27,"arcana":25,"athletics":28,"acrobatics":27,"religion":26},"image":["/Images/Monsters/Devil_Gylou.png"],"primary_source":"Bestiary 2","spell":["Dispel Magic","Dominate","Black Tentacles","Dimension Door","Illusory Object","Charm","Enthrall","True Seeing"],"ac":36,"level":14,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" greater darkvision , true seeing ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":5,"reflex_save":25,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":22,"size":["Medium"],"name":"Gylou","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[29,31],"attack_bonus":[30,30],"constitution":4,"immunity":["fire"],"creature_family":"Devil","spell_attack_bonus":[28],"will_save":28,"speed":{"climb":35,"max":35,"land":35},"wisdom":6,"weakness":{"good":10},"creature_ability":["Reflexive Grab","Change Shape","Indispensable Savvy","Tentacle Encage"],"skill":["Acrobatics","Athletics","Arcana","Deception","Diplomacy","Religion","Stealth"],"tradition":["Divine"],"summary":"Though gylous are deeply entrenched in the expansive and complex machinations of Hell , they are highly skilled agents capable of nuanced diplomacy, …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=610","dexterity":7,"category":"creature","slug":"creature-610"},{"primary_source_category":"Rulebooks","strength":8,"hp":300,"language":["Celestial","Common","Draconic","Infernal","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2","Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","charisma":6,"perception":28,"stealth":"26","trait":["Devil","Fiend","LE","Large"],"id":"creature-611","text":" Cornugon (Horned Devil) Hell's armies contain legions upon legions of different devils all suited precisely to their roles. But such an army needs able commanders, and it is this role that cornugons fill. Their mere presence inspires those under their command to improved performance— often through fear of the horrible torments that a cornugon can unleash as punishment for failure. Forged in the fires of Malebolge from the most renowned warriors among lesser devilkind, even the least cornugon is among the fiercest warriors of the multiverse. The greatest among them on occasion ascend further still, becoming those rare and feared legends of Hell called malebranche. Recall Knowledge - Fiend (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Cornugon Source Bestiary 2 pg. 76, Pathfinder #149: Against the Scarlet Triad pg. 87 Perception +28; greater darkvision Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet Skills Acrobatics +28, Athletics +32, Intimidation +30, Religion +28, Stealth +26, Warfare Lore +30 Str +8 Dex +6 Con +7 Int +4 Wis +6 Cha +6 Items +2 greater striking unholy spiked chain --- AC 38 Fort +31 Ref +26 Will +26 +1 status to all saves vs. magic HP 300 Immunities fire Resistances physical 15 (except silver), poison 15 Weaknesses good 15 Circle of Protection (abjuration, aura, divine, evil) 10 feet. A constant circle of protection against good is centered on the cornugon. Commander's Aura (aura, divine, enchantment) 100 feet. Allied evil creatures in the aura of a level lower than the devil's gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks. Frightful Presence (aura, divine, emotion, enchantment, fear, mental) 10 feet, DC 34 Attack of Opportunity Reaction --- Speed 25 feet, fly 50 feet Melee Single Action spiked chain +34 (Disarm, Evil, Finesse, Magical, reach 10 feet, Trip), Damage 3d8+16 slashing plus 2d6 evil and stunning chain Melee Single Action claw +32 (Agile, Magical, reach 10 feet), Damage 3d10+14 slashing plus 1d6 evil Melee Single Action tail +32 (Magical, reach 10 feet), Damage 3d8+14 slashing plus 1d6 evil and infernal wound Divine Innate Spells DC 36 - 4th Dimension Door (at will) - 5th Dimension Door - 7th Dispel Magic, Fireball (×2), Lightning Bolt (×2) Rituals DC 36 - 1st Infernal Pact Chain of Malebolge Single Action Requirements The cornugon's last action was a success with a spiked chain Strike; Effect The devil pulls the creature 5 feet closer and grabs it with the spiked chain (Escape DC 42). The creature is automatically freed if the devil makes another spiked chain attack or moves away. Infernal Wound (Divine, Necromancy) A cornugon's tail Strike deals 4d6 persistent bleed damage. The DC of the flat check to stop the bleeding starts at 20 and is reduced to 15 only if someone successfully assists. The DC to Administer First Aid to a creature with an infernal wound increases by 10. A spellcaster or item using healing magic on an infernally wounded creature must succeed at a DC 34 counteract check or the magic fails to heal the creature. Stunning Chain (Incapacitation) If the cornugon critically hits with its spiked chain Strike, the target must succeed at a DC 34 Fortitude save or be stunned for 1 round (1d4 rounds on a critical failure). The Malebranche Every 5,000 years, the mightiest cornugon becomes a malebranche, a quasi-deity below infernal dukes. Scholars on Golarion currently know of 12 active malebranche, and while each is unique, all share the goal of conquering the Material Plane. ","skill_mod":{"stealth":26,"athletics":32,"intimidation":30,"acrobatics":28,"religion":28},"image":["/Images/Monsters/Devil_Cornugon.png"],"primary_source":"Bestiary 2","spell":["Dispel Magic","Fireball","Lightning Bolt","Dimension Door"],"ac":38,"item":["+2 greater striking unholy spiked chain"],"level":16,"spell_dc":[36],"source_category":["Rulebooks","Adventure Paths"],"sense":" greater darkvision ","resistance":{"bludgeoning":15,"poison":15,"piercing":15,"slashing":15,"physical":15},"intelligence":4,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":31,"source_group":["Age of Ashes"],"size":["Large"],"name":"Cornugon","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[31,34,36],"attack_bonus":[32,32,34],"constitution":7,"immunity":["fire"],"creature_family":"Devil","will_save":26,"speed":{"fly":50,"max":50,"land":25},"wisdom":6,"weakness":{"good":15},"creature_ability":["Circle of Protection","Commander's Aura","Frightful Presence","Attack of Opportunity","Chain of Malebolge","Infernal Wound","Stunning Chain"],"skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth","Warfare Lore"],"tradition":["Divine"],"summary":"Hell's armies contain legions upon legions of different devils all suited precisely to their roles. But such an army needs able commanders, and it …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=611","dexterity":6,"category":"creature","slug":"creature-611"},{"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Abyssal","Celestial","Common","Infernal","Necril"],"source":["Bestiary 2","Pathfinder #148: Fires of the Haunted City"],"type":"Creature","charisma":5,"perception":22,"stealth":"19","trait":["Uncommon","Undead","NE","Large"],"id":"creature-612","text":" Devourer When fiends and powerful evil spellcasters are lost beyond the farthest reaches of the multiverse, they sometimes return as horrific undead called devourers that consume the souls of the living to fuel their arcane machinations. Their bodies are ruined and rebuilt, hollow and twisted, even as their minds undergo a spiritual transformation. They gain the ability to bind other souls to their own and drain their essence for magical power, yet can never be sated in their pursuit of it. Seething masses of distorted ghostly shapes surge within their hollow rib cages—manifestations of the devourers' most recently consumed souls. Recall Knowledge - Undead (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Devourer Source Bestiary 2 pg. 78, Pathfinder #148: Fires of the Haunted City pg. 79 Perception +22; darkvision Languages Abyssal, Celestial, Common, Infernal, Necril Skills Arcana +21, Deception +21, Intimidation +23, Occultism +23, Stealth +19 Str +7 Dex +3 Con +5 Int +5 Wis +4 Cha +5 --- AC 31 Fort +20 Ref +18 Will +24 +1 status to all saves vs. magic HP 175 (negative healing) Immunities death effects, disease, paralyzed, poison, spell deflection, unconscious Spell Deflection (abjuration, divine) A spellcaster who targets a devourer with a mental spell, banishment , bind soul , divine decree , divine wrath , possession , spirit blast , or spirit song can attempt a counteract check to free a soul the devourer has trapped with Devour Soul. If this counteract attempt succeeds, the trapped soul is released (though the creature remains dead), and the devourer can't use any soul charges from that creature. Devourers are otherwise immune to these spells. --- Speed 30 feet, fly 30 feet Melee Single Action claw +24 (Agile, reach 10 feet), Damage 2d10+13 slashing plus drain life Occult Innate Spells DC 31, see soul spells below - 1st Harm - 2nd Death Knell - 3rd Bind Undead, Paralyze - 4th Confusion, Suggestion - 6th Feeblemind, True Seeing Rituals DC 31 - 2nd Create Undead Devour Soul Two Actions (Death, Divine, Necromancy) The devourer touches a creature within reach, dealing 8d6 negative damage (DC 31 basic Fortitude save). If a creature is slain by this attack, its soul becomes trapped within the devourer. While its soul is trapped, a creature can't be resurrected except by powerful magic such as a wish spell. Destroying the devourer or successfully counteracting Devour Soul (see Spell Deflection above) releases the soul. The devourer can hold only one soul at a time. A soul has 5 soul charges per level of the originating creature (see Soul Spells below). The devourer can expend these charges to cast spells. If the soul is freed and the creature returns to life, the creature is drained 1 for every 5 soul charges expended. If reduced to 0 soul charges, the soul is consumed and can be restored to life only by powerful magic such as wish . Drain Life (Divine, Necromancy) When the devourer damages a living creature with its claw Strike, the devourer gains 10 temporary Hit Points and the creature must succeed at a DC 24 Fortitude save or become drained 1. Further damage dealt by the devourer increases the condition value by 1 on a failed save, to a maximum of drained 4. Soul Spells A devourer casts occult innate spells, but to do so it must expend a number of soul charges equal to the spell's level (similar to casting a spell using charges from a staff). It can heighten any spell to a maximum of 6th level by expending more charges as it Casts the Spell. When encountered, a devourer typically has one trapped soul with 10 soul charges. Forms From Beyond Regardless of their original ancestry, devourers are always Large—fully 10 feet tall—as the remains of their mortal form strain to contain the evil within. However, their withered and hollowed-out bodies rarely weigh more than a mere 200 pounds. Soul Swallowers The fact that devourers consume souls makes them particularly hated by the church of Pharasma and psychopomps alike. ","skill_mod":{"deception":21,"stealth":19,"arcana":21,"intimidation":23,"occultism":23},"image":["/Images/Monsters/Devourer.png"],"primary_source":"Bestiary 2","spell":["Feeblemind","True Seeing","Confusion","Suggestion","Bind Undead","Paralyze","Death Knell","Harm"],"ac":31,"level":11,"spell_dc":[31],"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"source_group":["Age of Ashes"],"size":["Large"],"name":"Devourer","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[24],"attack_bonus":[24],"constitution":5,"immunity":["death effects","disease","paralyzed","poison","spell deflection","unconscious"],"will_save":24,"speed":{"fly":30,"max":30,"land":30},"wisdom":4,"weakness":{},"creature_ability":["Spell Deflection","Devour Soul","Drain Life","Soul Spells"],"skill":["Arcana","Deception","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"When fiends and powerful evil spellcasters are lost beyond the farthest reaches of the multiverse, they sometimes return as horrific undead called …","trait_group":["Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=612","dexterity":3,"category":"creature","slug":"creature-612"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":8,"source":["Bestiary 2"],"type":"Creature","creature_family":"Dinosaur","will_save":4,"charisma":-2,"speed":{"max":30,"land":30,"swim":15},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Compsognathus Venom"],"skill":["Acrobatics","Stealth"],"stealth":"6","trait":["Animal","Dinosaur","N","Tiny"],"id":"creature-613","text":" Compsognathus The compsognathus is a small bipedal dinosaur that moves in swift, darting motions. Its bite injects a venom that causes numbness and weakness, a trait that the animal uses to bring down larger prey, although it prefers to scavenge food or snatch up insects and other smaller creatures for its meals. The compsognathus is curious to a fault; most encounters that result in combat with these diminutive dinosaurs result not from the creatures' hunger but from frightened defensive reactions when the dinosaurs' inquisitive natures compel them to enter into situations (such as wagons or bedrolls) that inadvertently put them at odds with surprised adventurers. A compsognathus measures 3 feet long from its head to the tip of its tail and weighs 15 pounds. It is small enough to serve as a house pet or even as a familiar for a spellcaster. In cases where magical links aren't involved, however, those encountering or keeping the creatures would be well-advised to treat them with the same caution one might extend to a pet viper or other poisonous reptile, as they are at best partly tame. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Compsognathus Source Bestiary 2 pg. 80 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Stealth +6 Str +0 Dex +3 Con +2 Int -4 Wis +2 Cha -2 --- AC 15 Fort +4 Ref +7 Will +4 HP 8 --- Speed 30 feet, swim 15 feet Melee Single Action jaws +7 (Agile, Finesse), Damage 1d6 piercing plus compsognathus venom Compsognathus Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 1d8 poison damage and enfeebled 1 (1 round) Compsognathus Familiars Appropriate familiar abilities for a compsognathus familiar include climber, damage avoidance, fast movement, kinspeech, manual dexterity, scent, or speech. A compsognathus familiar who can talk tends to do so in a rapid voice, with plenty of questions as a result of its eager curiosity. Note that while dinosaurs aren't technically all the same species, you should consider allowing a compsognathus with kinspeech the ability to speak to any dinosaur rather than limiting it to only fellow compsognathuses. ","skill_mod":{"stealth":6,"acrobatics":6},"summary":"The compsognathus is a small bipedal dinosaur that moves in swift, darting motions. Its bite injects a venom that causes numbness and weakness, a …","primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=613","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":4,"size":["Tiny"],"name":"Compsognathus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-613"},{"attack_bonus":[11],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":65,"source":["Bestiary 2"],"type":"Creature","creature_family":"Dinosaur","will_save":7,"charisma":0,"speed":{"max":35,"land":35},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Clobbering Charge","Sudden Shove"],"skill":["Athletics","Intimidation"],"trait":["Animal","Dinosaur","N","Large"],"id":"creature-614","text":" Pachycephalosaurus Pachycephalosauruses are normally peaceful herbivorous dinosaurs, but they grow much more violent during their mating season, when they fight one another to win over mates and warn away interlopers. They also defend themselves vehemently when potential predators stray too close to their herd. The pachycephalosaurus's skull has a distinctive dome-shaped crown surrounded by numerous blunt, bony horns. This feature, combined with the dinosaur's powerful, compact neck, allows it to make battering-ram-like charges capable of inflicting great damage. Some humanoid groups have successfully trained pachycephalosauruses for use as mounts, but the creatures aren't particularly well suited to the task. Pachycephalosauruses grow to a length of 15 feet and weigh 1,400 pounds. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Pachycephalosaurus Source Bestiary 2 pg. 80 Perception +10; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +11, Intimidation +7 Str +4 Dex +3 Con +4 Int -4 Wis +3 Cha +0 --- AC 19 Fort +12 Ref +11 Will +7 HP 65 --- Speed 35 feet Melee Single Action skull +11 (Forceful, reach 10 feet), Damage 1d10+6 bludgeoning Clobbering Charge Two Actions The pachycephalosaurus Strides up to its Speed. If it ends its movement within melee reach of a target, it can make a skull Strike against that target. If the pachycephalosaurus critically hits with this Strike, the creature hit is stunned 1. Sudden Shove Reaction (Attack) Trigger The pachycephalosaurus damages a Medium or smaller foe with its skull Strike; Effect The pachycephalosaurus digs in and flings its head up, shoving its foe away. It attempts an Athletics check against the target's Fortitude DC. Critical Success The pachycephalosaurus pushes the opponent up to 10 feet away from itself and knocks the target prone. Success The pachycephalosaurus pushes the opponent back 5 feet. Failure The pachycephalosaurus fails to push the opponent. Critical Failure As failure, but the failed attempt leaves the pachycephalosaurus flat-footed for 1 round. ","skill_mod":{"athletics":11,"intimidation":7},"summary":"Pachycephalosauruses are normally peaceful herbivorous dinosaurs, but they grow much more violent during their mating season, when they fight one …","image":["/Images/Monsters/Dinosaur_Pachycephalosaurus.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=614","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":12,"size":["Large"],"name":"Pachycephalosaurus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-614"},{"attack_bonus":[12,14],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":60,"source":["Bestiary 2"],"type":"Creature","creature_family":"Dinosaur","will_save":11,"charisma":0,"speed":{"max":30,"land":30},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Sprint","Trample"],"skill":["Athletics","Stealth"],"stealth":"10","trait":["Animal","Dinosaur","N","Huge"],"id":"creature-615","text":" Hadrosaurid Hadrosaurids are a broad grouping of herbivorous dinosaurs that share characteristic flat snouts filled with rows of grinding teeth well suited for feeding on vegetation. Also known as “duck-billed dinosaurs” due to the unusual shape of their jaws, hadrosaurids are lumbering creatures that can rival an elephant for size, although they tend to be much less aggressive and are prone to flight when confronted with danger rather than stubbornly standing their ground. Many species of hadrosaurids have uniquely shaped crests on their heads that give each species its own unusual profile, making them easily recognizable even to an amateur dinosaur watcher. Giants and other oversized creatures have been known to domesticate hadrosaurids to serve as livestock. Despite their ability to sprint quickly, they don't make particularly viable mounts due to their timid natures, but in a large group, a panicked gathering of hadrosaurids can wreak great damage with their trampling. A hadrosaurid can walk for short distances on its hind legs but prefers to graze and travel on all fours. The typical hadrosaurid is 20 to 30 feet long and can weigh up to 10,000 pounds. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Hadrosaurid Source Bestiary 2 pg. 81 Perception +13; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +12, Stealth +10 Str +6 Dex +2 Con +3 Int -4 Wis +1 Cha +0 --- AC 21 Fort +12 Ref +10 Will +11 HP 60 --- Speed 30 feet Melee Single Action tail +14 (reach 15 feet), Damage 2d6+8 bludgeoning Melee Single Action foot +12 (reach 15 feet), Damage 2d4+8 bludgeoning Sprint Two Actions Frequency once per minute; Effect The hadrosaurid Strides twice. It has a +20-foot circumstance bonus to its Speed during these Strides. Trample Three Actions Large or smaller, foot, DC 21 Hadrosaurid Crests The different species of hadrosaurids all use the same statistics. While some species have no cranial crest at all, those who do, such as the distinctive backward-curling crest of the parasaurolophus, are capable of vocalizing sonorous and haunting calls when they seek the attention of a mate or warning their herd of a predator's approach. ","skill_mod":{"stealth":10,"athletics":12},"summary":"Hadrosaurids are a broad grouping of herbivorous dinosaurs that share characteristic flat snouts filled with rows of grinding teeth well suited for …","image":["/Images/Monsters/Dinosaur_Hadrosaur.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=615","intelligence":-4,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":12,"size":["Huge"],"name":"Hadrosaurid","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-615"},{"attack_bonus":[15,17],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":95,"source":["Bestiary 2"],"type":"Creature","creature_family":"Dinosaur","will_save":14,"charisma":0,"speed":{"max":25,"land":25},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Gouging Lunge"],"skill":["Athletics"],"trait":["Animal","Dinosaur","N","Huge"],"id":"creature-616","text":" Iguanodon Iguanodons are large, herbivorous dinosaurs that inhabit swamps and forests where they browse on the abundant vegetation. The iguanodon is capable of moving on two feet or on four, quickly switching from one stance to the other depending on whether it needs to move through dense foliage or to reach delectable morsels hanging up in the canopy. Although iguanodons are herbivores, they are notoriously quick to anger. Their thumb spikes make their claws particularly devastating weapons. A well-placed blow from one of these claws can turn a hungry predator into a cowering beast with one swift strike. Iguanodons are 30 feet long and weigh 6,000 pounds. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Iguanodon Source Bestiary 2 pg. 82 Perception +14; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +15 Str +7 Dex +4 Con +4 Int -4 Wis +4 Cha +0 --- AC 24 Fort +16 Ref +12 Will +14 HP 95 --- Speed 25 feet Melee Single Action thumb spike +17 (deadly d10, reach 10 feet), Damage 2d8+9 piercing Melee Single Action tail +15 (reach 15 feet), Damage 2d10+9 bludgeoning Gouging Lunge Two Actions The iguanodon makes a thumb spike Strike at an adjacent foe and then Strides up to 15 feet, dragging its thumb spike across the foe to gouge out a brutal wound. If this Strike hits, it deals an extra 1d8 points of slashing damage and the following Stride does not trigger reactions from the creature struck. This thumb spike Strike counts as two attacks when calculating the iguanodon's multiple attack penalty. ","skill_mod":{"athletics":15},"summary":"Iguanodons are large, herbivorous dinosaurs that inhabit swamps and forests where they browse on the abundant vegetation. The iguanodon is capable of …","image":["/Images/Monsters/Dinosaur_Iguanodon.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=616","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":16,"size":["Huge"],"name":"Iguanodon","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,20],"slug":"creature-616"},{"attack_bonus":[23,23],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":200,"source":["Bestiary 2"],"type":"Creature","creature_family":"Dinosaur","will_save":19,"charisma":1,"speed":{"max":40,"land":40,"swim":30},"perception":21,"wisdom":2,"weakness":{},"creature_ability":["Deep Breath","Rip and Tear","Staggering Sail","Swallow Whole"],"skill":["Acrobatics","Athletics"],"trait":["Animal","Dinosaur","N","Gargantuan"],"id":"creature-617","text":" Spinosaurus The spinosaurus is more than just one of the largest carnivorous dinosaurs—it's also one of the most unusual in appearance, with a large, sail-like fin running along its spine. Often quite colorful, this sail allows the spinosaurus to attract mates, aids in swimming, and makes it appear to be even larger than it actually is. A swimming spinosaurus can also use the sail as part of a unique means of staggering prey by slapping the water with it to make a crushing wave. The spinosaurus is equally at home in water as it is on land, and its long, toothy maw is well-adapted to catching swimming prey. Attempts by giants to capture spinosauruses to serve as guardians typically go poorly, for these headstrong dinosaurs do not domesticate well. Their surly attitudes and striking appearances make them better suited for bloodsports, and they are popular prizes for those who run arenas specializing in battles that pit gladiators against hungry animals or beasts. Of course, an angry dinosaur forced to fight for the amusement of others won't discriminate between potential meals on the battleground and ones seated in the surrounding stands. The spinosaurus's appearance and strength make it attractive to more than just giants and bloodsport organizers. Spellcasters who mutate and transform animals into magical guardians have long been intrigued by the spinosaurus's potential. More so than any other dinosaurs, spinosauruses have been subjected to fleshwarping procedures, crossbreeding with monsters, and other magical techniques to enhance the creatures' viability as effective guardians. A spinosaurus can measure up to 60 feet in length and weighs 25,000 pounds. Recall Knowledge - Animal (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Spinosaurus Source Bestiary 2 pg. 82 Perception +21; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +19, Athletics +23 Str +8 Dex +4 Con +6 Int -4 Wis +2 Cha +1 Deep Breath A spinosaurus can hold its breath for 2 hours. --- AC 30 Fort +23 Ref +21 Will +19 HP 200 --- Speed 40 feet, swim 30 feet Melee Single Action bite +23 (deadly d12, reach 20 feet), Damage 2d12+14 piercing plus Grab Melee Single Action claw +23 (Agile, reach 15 feet), Damage 2d8+14 slashing Rip and Tear Single Action Requirements The spinosaurus has a creature grabbed in its jaws; Effect The spinosaurus reaches up and slashes with its claws at the creature it has grabbed, dealing 4d8 slashing damage (DC 30 basic Reflex save) and 1d6 persistent bleed damage. Staggering Sail Two Actions (Incapacitation) Requirements The spinosaurus is swimming on the surface of water; Effect With a powerful lunge to the side, the spinosaurus uses its sail to slap the surface of the water, creating a crushing wave of water that deals 6d6 bludgeoning damage in a 30-foot cone. Each creature in the water in the area must attempt a DC 30 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is slowed 1 until the end of its next turn. Critical Failure The creature takes double damage and is stunned 3. Swallow Whole Single Action (Attack) Medium, 2d12+12 bludgeoning, Rupture 19 ","skill_mod":{"athletics":23,"acrobatics":19},"summary":"The spinosaurus is more than just one of the largest carnivorous dinosaurs—it's also one of the most unusual in appearance, with a large, sail-like …","image":["/Images/Monsters/Dinosaur_Spinosaurus.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=617","intelligence":-4,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":23,"size":["Gargantuan"],"name":"Spinosaurus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23,27],"slug":"creature-617"},{"attack_bonus":[6,6],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":16,"source":["Bestiary 2"],"type":"Creature","creature_family":"Dolphin","will_save":5,"charisma":0,"speed":{"max":60,"swim":60},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Aquatic Echolocation","Deep Breath","Ramming Speed"],"skill":["Athletics"],"trait":["Animal","N","Medium"],"id":"creature-618","text":" Bottlenose Dolphin The bottlenose dolphin is the most common and widespread species of dolphin. They are social predators who hunt shallow seas and rivers in large family groups called pods. Sailors are fond of bottlenose dolphins and frequently tell tales of how they save drowning fishers or kill sharks with blows from their powerful snouts. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Bottlenose Dolphin Source Bestiary 2 pg. 84 Perception +7; aquatic echolocation 120 feet, low-light vision Languages Skills Athletics +6 Str +2 Dex +3 Con +2 Int -4 Wis +3 Cha +0 Aquatic Echolocation A bottlenose dolphin can use its hearing as a precise sense at the listed range, but only underwater. Deep Breath A bottlenose dolphin can hold its breath for 2 hours. --- AC 15 Fort +6 Ref +7 Will +5 HP 16 --- Speed swim 60 feet Melee Single Action snout +6, Damage 1d6+2 bludgeoning Melee Single Action jaws +6, Damage 1d6+2 piercing Ramming Speed Two Actions The bottlenose dolphin Swims twice and then makes a snout Strike. As long as it moved at least 20 feet, it gains a +1 circumstance bonus to its attack roll. A Large or smaller creature hit by this attack must succeed at a DC 16 Fortitude save or be slowed 1 for 1 round. ","skill_mod":{"athletics":6},"summary":"The bottlenose dolphin is the most common and widespread species of dolphin. They are social predators who hunt shallow seas and rivers in large …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":15,"level":0,"source_category":["Rulebooks"],"sense":"aquatic echolocation 120 feet, low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=618","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Bottlenose Dolphin","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,5],"slug":"creature-618"},{"attack_bonus":[13],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":75,"source":["Bestiary 2"],"type":"Creature","creature_family":"Dolphin","will_save":12,"charisma":0,"speed":{"max":60,"swim":60},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Aquatic Echolocation","Deep Breath","Aquatic Ambush","Breach"],"skill":["Athletics","Stealth"],"stealth":"13","trait":["Animal","N","Huge"],"id":"creature-619","text":" Orca While many know orcas as “killer whales,” they are actually the largest species of dolphin. These powerful animals hunt together in pods to take down seals, sharks, and even true whales. Adult orcas are typically 15–25 feet long and weigh 8,000–12,000 pounds. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Orca Source Bestiary 2 pg. 84 Perception +12; aquatic echolocation 120 feet, low-light vision Languages Skills Athletics +14, Stealth +13 Str +7 Dex +2 Con +5 Int -4 Wis +3 Cha +0 Aquatic Echolocation An orca can use its hearing as a precise sense at the listed range, but only underwater. Deep Breath An orca can hold its breath for 2 hours. --- AC 21 Fort +14 Ref +11 Will +12 HP 75 --- Speed swim 60 feet Melee Single Action jaws +13, Damage 2d8+9 piercing plus Grab Aquatic Ambush Single Action 30 feet. An orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it is prone until it Crawls to return to the water. Breach Two Actions The orca Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water. ","skill_mod":{"stealth":13,"athletics":14},"summary":"While many know orcas as “killer whales,” they are actually the largest species of dolphin. These powerful animals hunt together in pods to take down …","image":["/Images/Monsters/Dolphin_Orca.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":"aquatic echolocation 120 feet, low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=619","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":14,"size":["Huge"],"name":"Orca","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18],"slug":"creature-619"},{"primary_source_category":"Rulebooks","strength":8,"hp":260,"language":["Aklo","Common","Undercommon"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":22,"stealth":"24","trait":["Aberration","NE","Medium"],"id":"creature-620","text":" Doprillu The aberrations known as doprillus are hulks with banded muscles who wear ornate masks at all times that fill their wearers with magical strength and fighting spirit. Doprillus love to battle, especially by grappling, and are eager to start brawls. On neutral ground, a doprillu offers to duel the strongest-looking opponent, but when a doprillu's home turf is invaded, no rules apply to the confrontation. As befits the superheated blood that fuels them, doprillus make their homes in warm locations: hot jungles, sunny deserts, and underground caverns near sulfur vents. Recall Knowledge - Aberration (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Doprillu Source Bestiary 2 pg. 85 Perception +22; darkvision, see invisibility Languages Aklo, Common, Undercommon Skills Acrobatics +26, Athletics +30, Intimidation +22, Stealth +24 Str +8 Dex +6 Con +7 Int +1 Wis +4 Cha +2 --- AC 36 Fort +27 Ref +28 Will +24 +2 status to all saves vs. fear HP 260 , regeneration 20 (deactivated by cold) Immunities enfeebled (while wearing its mask), slowed (while wearing its mask) Resistances fire 15 Mask of Power A doprillu's unique wooden mask is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity to enfeebled and slowed, and it immediately becomes enfeebled 1. The enfeebled value increases by 1 at the start of each of the doprillu's turns, to a maximum of enfeebled 4. If the mask is put back on, the doprillu immediately regains its abilities and loses the enfeebled condition. A creature can pull off the mask with a successful DC 34 Athletics check to Force Open. Volcanic Veins (fire) Fiery magma runs through the doprillu's veins. A creature that starts its turn grabbed by the doprillu takes 7d6 fire damage. Deflect Arrow Reaction Trigger The doprillu is the target of a physical ranged attack; Requirements The doprillu is aware of the attack, isn't flat-footed against it, and has a hand free; Effect The doprillu gains a +4 circumstance bonus to its AC against the triggering attack. --- Speed 40 feet, climb 40 feet Melee Single Action fist +30 (Agile, Magical), Damage 3d8+16 plus 2d6 fire and Improved Grab Occult Innate Spells DC 28 - Constant (6th) See Invisibility Body Strike Single Action Requirements The doprillu has a creature grabbed; Effect The doprillu swings the grabbed creature as a weapon. This Strike has a +30 attack modifier and deals 3d8+16 bludgeoning damage. The Strike is magical and has a reach of 10 feet. On a hit, the grabbed creature takes half the damage dealt to the target. Whirlwind Throw Two Actions Requirements The doprillu has a creature grabbed; Effect The doprillu whirls the grabbed creature about, making a Body Strike against each creature in reach. After that Strike, the doprillu can hurl the grabbed creature up to 50 feet as a ranged Strike. This Strike has the same attack modifier and damage as Body Strike, but has the thrown 20 feet weapon trait. Doprillu Masks A doprillu's stylized mask isn't a part of the creature itself, though doprillus inherently understand the mask's purpose and power. When born, doprillus start out weak and small. Once one matures and gains sufficient intelligence and manual dexterity, it carves its personal mask. The first time it dons the mask, the doprillu rushes out to seek a fight. This mask is never replaced, and it might be marred from hundreds of battles. ","skill_mod":{"stealth":24,"athletics":30,"intimidation":22,"acrobatics":26},"image":["/Images/Monsters/Doprillu.png"],"primary_source":"Bestiary 2","spell":["See Invisibility"],"ac":36,"level":14,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision , see invisibility ","resistance":{"fire":15},"intelligence":1,"reflex_save":28,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":27,"size":["Medium"],"name":"Doprillu","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[36],"attack_bonus":[30],"constitution":7,"immunity":["enfeebled (while wearing its mask)","slowed (while wearing its mask)"],"will_save":24,"speed":{"climb":40,"max":40,"land":40},"wisdom":4,"weakness":{},"creature_ability":["Mask of Power","Volcanic Veins","Deflect Arrow","Body Strike","Whirlwind Throw"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"tradition":["Occult"],"summary":"The aberrations known as doprillus are hulks with banded muscles who wear ornate masks at all times that fill their wearers with magical strength and …","trait_group":["Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=620","dexterity":6,"category":"creature","slug":"creature-620"},{"primary_source_category":"Rulebooks","strength":6,"hp":142,"language":["Aquan","Common","Draconic"],"source":["Bestiary 2"],"type":"Creature","charisma":4,"perception":16,"trait":["Amphibious","Dragon","Elemental","Uncommon","Water","LN","Large"],"id":"creature-621","text":" Young Brine Dragon Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin. Depending on the dragon's personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community. Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships. Recall Knowledge - Dragon (Arcana): DC 26 Recall Knowledge - Elemental (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Young Brine Dragon Source Bestiary 2 pg. 87 Perception +16; darkvision, scent (imprecise) 60 feet Languages Aquan, Common, Draconic Skills Acrobatics +14, Athletics +18, Deception +18, Intimidation +18, Nature +16, Society +16, Survival +14 Str +6 Dex +2 Con +4 Int +2 Wis +2 Cha +4 --- AC 27 Fort +18 Ref +16 Will +16 HP 142 Immunities acid, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 24 Brine Spit Reaction Trigger A creature the brine dragon observes within 30 feet uses a concentrate action; Effect The dragon spits a glob of caustic salt water at the creature. The creature takes 3d6 acid damage (DC 26 basic Reflex save). On a failure, the concentrate action is disrupted. --- Speed 30 feet, fly 100 feet, swim 50 feet Melee Single Action jaws +20 (Acid, reach 10 feet), Damage 2d10+8 piercing plus 2d4 acid Melee Single Action claw +20 (Agile), Damage 2d8+8 slashing Melee Single Action tail +18 (reach 15 feet), Damage 2d12+8 bludgeoning Melee Single Action wing +18 (Agile, reach 10 feet), Damage 1d12+8 piercing Primal Innate Spells DC 26, attack +18 - 1st Hydraulic Push (×2) - 2nd Obscuring Mist Breath Weapon Two Actions (Acid, Evocation, Primal) The dragon breathes a spray of acidic salt water that deals 9d6 acid damage in an 80-foot line (DC 26 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. ","element":["Water"],"skill_mod":{"society":16,"deception":18,"nature":16,"survival":14,"athletics":18,"intimidation":18,"acrobatics":14},"image":["/Images/Monsters/DragonBrine.png"],"primary_source":"Bestiary 2","spell":["Obscuring Mist","Hydraulic Push"],"ac":27,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet ","resistance":{},"intelligence":2,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Young Brine Dragon","alignment":"LN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14,17,21,24],"attack_bonus":[18,18,20,20],"constitution":4,"immunity":["acid","paralyzed","sleep"],"creature_family":"Dragon, Brine","spell_attack_bonus":[18],"will_save":16,"speed":{"fly":100,"max":100,"land":30,"swim":50},"wisdom":2,"weakness":{},"creature_ability":["Frightful Presence","Brine Spit","Breath Weapon","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Society","Survival"],"tradition":["Primal"],"summary":"Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care …","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=621","dexterity":2,"category":"creature","slug":"creature-621"},{"primary_source_category":"Rulebooks","strength":7,"hp":222,"language":["Aquan","Common","Draconic","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":23,"trait":["Amphibious","Dragon","Elemental","Uncommon","Water","LN","Huge"],"id":"creature-622","text":" Adult Brine Dragon Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin. Depending on the dragon's personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community. Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships. Recall Knowledge - Dragon (Arcana): DC 32 Recall Knowledge - Elemental (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Adult Brine Dragon Source Bestiary 2 pg. 87 Perception +23; darkvision, scent (imprecise) 60 feet Languages Aquan, Common, Draconic, Sylvan Skills Acrobatics +20, Athletics +25, Deception +24, Intimidation +24, Nature +21, Society +21, Survival +21 Str +7 Dex +2 Con +5 Int +3 Wis +5 Cha +6 --- AC 33 Fort +25 Ref +20 Will +21 +1 status to all saves vs. magic HP 222 Immunities acid, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 30 Brine Spit Reaction Trigger A creature the brine dragon observes within 30 feet uses a concentrate action; Effect The dragon spits a glob of caustic salt water at the creature. The creature takes 5d6 acid damage (DC 30 basic Reflex save). On a failure, the concentrate action is disrupted. --- Speed 40 feet, fly 120 feet, swim 60 feet Melee Single Action jaws +26 (Acid, Magical, reach 15 feet), Damage 3d10+12 piercing plus 3d4 acid Melee Single Action claw +26 (Agile, Magical, reach 10 feet), Damage 3d8+12 slashing Melee Single Action tail +24 (Magical, reach 20 feet), Damage 3d12+12 bludgeoning Melee Single Action wing +24 (Magical, reach 15 feet), Damage 1d12+12 piercing Primal Innate Spells DC 32, attack +24 - 2nd Obscuring Mist - 3rd Hydraulic Push (×3) - 4th Hydraulic Torrent Breath Weapon Two Actions (Acid, Evocation, Primal) The dragon breathes a spray of acidic salt water that deals 13d6 acid damage in a 100-foot line (DC 32 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Desiccating Bite Two Actions The dragon makes a jaws Strike. On a hit, the target takes 4d6 persistent acid damage, and is sickened 2 from the pain of salt and brine in its wounds. ","element":["Water"],"skill_mod":{"society":21,"deception":24,"nature":21,"survival":21,"athletics":25,"intimidation":24,"acrobatics":20},"image":["/Images/Monsters/DragonBrine.png"],"primary_source":"Bestiary 2","spell":["Hydraulic Torrent","Hydraulic Push","Obscuring Mist"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet ","resistance":{},"intelligence":3,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":25,"size":["Huge"],"name":"Adult Brine Dragon","alignment":"LN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18,25,31,36],"attack_bonus":[24,24,26,26],"constitution":5,"immunity":["acid","paralyzed","sleep"],"creature_family":"Dragon, Brine","spell_attack_bonus":[24],"will_save":21,"speed":{"fly":120,"max":120,"land":40,"swim":60},"wisdom":5,"weakness":{},"creature_ability":["Frightful Presence","Brine Spit","Breath Weapon","Draconic Frenzy","Draconic Momentum","Desiccating Bite"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Society","Survival"],"tradition":["Primal"],"summary":"Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care …","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=622","dexterity":2,"category":"creature","slug":"creature-622"},{"primary_source_category":"Rulebooks","strength":9,"hp":330,"language":["Aquan","Common","Draconic","Sylvan","Utopian"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":32,"trait":["Amphibious","Dragon","Elemental","Rare","Water","LN","Gargantuan"],"id":"creature-623","text":" Ancient Brine Dragon Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin. Depending on the dragon's personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community. Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships. Recall Knowledge - Dragon (Arcana): DC 41 Recall Knowledge - Elemental (Arcana, Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ancient Brine Dragon Source Bestiary 2 pg. 88 Perception +32; darkvision, scent (imprecise) 60 feet Languages Aquan, Common, Draconic, Sylvan, Utopian Skills Acrobatics +28, Athletics +32, Deception +32, Intimidation +34, Nature +30, Society +30, Survival +29 Str +9 Dex +5 Con +6 Int +5 Wis +5 Cha +6 --- AC 40 Fort +31 Ref +30 Will +30 +1 status to all saves vs. magic HP 330 Immunities acid, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 36 Brine Spit Reaction Trigger A creature the brine dragon observes within 30 feet uses a concentrate action; Effect The dragon spits a glob of caustic salt water at the creature. The creature takes 7d6 acid damage (DC 36 basic Reflex save). On a failure, the concentrate action is disrupted. --- Speed 50 feet, fly 140 feet, swim 70 feet Melee Single Action jaws +34 (Acid, Magical, reach 20 feet), Damage 3d10+17 piercing plus 5d4 acid Melee Single Action claw +34 (Agile, Magical, reach 15 feet), Damage 3d10+17 slashing Melee Single Action tail +32 (Magical, reach 25 feet), Damage 3d12+17 bludgeoning Melee Single Action wing +32 (Magical, reach 20 feet), Damage 2d12+17 piercing Primal Innate Spells DC 38, attack +30 - 4th Hydraulic Push (at will), Obscuring Mist (at will) - 5th Control Water (×3), Mariner's Curse - 6th Hydraulic Torrent Breath Weapon Two Actions (Acid, Evocation, Primal) The dragon breathes a spray of acidic salt water that deals 18d6 acid damage in a 120-foot line (DC 38 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Capsize Single Action (Attack) The dragon tries to capsize an adjacent aquatic vessel of their size or smaller. They must succeed at an Athletics check with a DC of 35 (reduced by 5 for each size smaller the vessel is than the dragon) or the pilot's Sailing Lore DC, whichever is higher. Desiccating Bite Two Actions The dragon makes a jaws Strike. On a hit, the target takes 6d6 persistent acid damage, and is sickened 3 from the pain of salt and brine in its wounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Painful Strikes (Acid) The brine dragon's body is encrusted with salty, acidic crystals. When a target takes damage from one of the dragon's melee Strikes, it must succeed at a DC 38 Fortitude Save or be stunned 1 (stunned 3 on a critical failure). The target then becomes temporarily immune for 1 minute. ","element":["Water"],"skill_mod":{"society":30,"deception":32,"nature":30,"survival":29,"athletics":32,"intimidation":34,"acrobatics":28},"image":["/Images/Monsters/DragonBrine.png"],"primary_source":"Bestiary 2","spell":["Hydraulic Torrent","Control Water","Mariner's Curse","Hydraulic Push","Obscuring Mist"],"ac":40,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet ","resistance":{},"intelligence":5,"reflex_save":30,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":31,"size":["Gargantuan"],"name":"Ancient Brine Dragon","alignment":"LN","pfs":"Standard","rarity":"rare","strike_damage_average":[30,33,36,46],"attack_bonus":[32,32,34,34],"constitution":6,"immunity":["acid","paralyzed","sleep"],"creature_family":"Dragon, Brine","spell_attack_bonus":[30],"will_save":30,"speed":{"fly":140,"max":140,"land":50,"swim":70},"wisdom":5,"weakness":{},"creature_ability":["Frightful Presence","Brine Spit","Breath Weapon","Capsize","Desiccating Bite","Draconic Frenzy","Draconic Momentum","Painful Strikes"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Society","Survival"],"tradition":["Primal"],"summary":"Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care …","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=623","dexterity":5,"category":"creature","slug":"creature-623"},{"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Auran","Common","Draconic"],"source":["Bestiary 2"],"type":"Creature","charisma":4,"perception":22,"stealth":"18","trait":["Air","Dragon","Elemental","Uncommon","N","Large"],"id":"creature-624","text":" Young Cloud Dragon At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they're at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly. A cloud dragon's ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon's penchant for living in the moment is not a personality flaw—they're more than capable of anticipating long-term results of their actions and won't make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow's problems as they are today's. Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items—they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard. Recall Knowledge - Dragon (Arcana): DC 29 Recall Knowledge - Elemental (Arcana, Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Young Cloud Dragon Source Bestiary 2 pg. 89 Perception +22; darkvision, mist vision, scent (imprecise) 60 feet Languages Auran, Common, Draconic Skills Acrobatics +20, Athletics +21, Deception +20, Diplomacy +18, Intimidation +22, Nature +18, Stealth +18, Survival +16 Str +7 Dex +2 Con +5 Int +2 Wis +4 Cha +4 Mist Vision Fog and mist don't impair a cloud dragon's vision; they ignore the concealed condition from fog and mist. --- AC 30 Fort +21 Ref +18 Will +20 HP 175 Immunities electricity, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 26 Deflecting Cloud Reaction Trigger The dragon is the target of a ranged attack; Requirements The dragon is aware of the attack and has a free wing; Effect The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were hidden for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack. --- Speed 40 feet, fly 140 feet; cloud walk Melee Single Action jaws +23 (Electricity, reach 10 feet), Damage 2d10+13 piercing plus 1d12 electricity Melee Single Action claw +23 (Agile), Damage 2d8+13 slashing Melee Single Action tail +21 (reach 15 feet), Damage 2d12+13 bludgeoning Melee Single Action horn +21 (deadly d8, reach 10 feet), Damage 1d12+11 piercing Primal Innate Spells DC 29 - 1st Gust of Wind (at will) - 2nd Obscuring Mist Breath Weapon Two Actions (Electricity, Evocation, Primal) The dragon breathes a thundercloud that deals 11d6 electricity damage in a 40-foot cone (DC 29 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Cloud Walk The cloud dragon can tread on clouds or fog as though on solid ground. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. ","element":["Air"],"skill_mod":{"diplomacy":18,"deception":20,"nature":18,"survival":16,"stealth":18,"athletics":21,"intimidation":22,"acrobatics":20},"image":["/Images/Monsters/DragonCloud.png"],"primary_source":"Bestiary 2","spell":["Obscuring Mist","Gust of Wind"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision , mist vision, scent (imprecise) 60 feet ","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Young Cloud Dragon","alignment":"N","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17,22,26,30],"attack_bonus":[21,21,23,23],"constitution":5,"immunity":["electricity","paralyzed","sleep"],"creature_family":"Dragon, Cloud","will_save":20,"speed":{"fly":140,"max":140,"land":40},"wisdom":4,"weakness":{},"creature_ability":["Mist Vision","Frightful Presence","Deflecting Cloud","Breath Weapon","Cloud Walk","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=624","dexterity":2,"category":"creature","slug":"creature-624"},{"primary_source_category":"Rulebooks","strength":7,"hp":254,"language":["Auran","Common","Draconic","Jotun"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":28,"stealth":"23","trait":["Air","Dragon","Elemental","Uncommon","N","Huge"],"id":"creature-625","text":" Adult Cloud Dragon At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they're at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly. A cloud dragon's ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon's penchant for living in the moment is not a personality flaw—they're more than capable of anticipating long-term results of their actions and won't make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow's problems as they are today's. Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items—they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard. Recall Knowledge - Dragon (Arcana): DC 34 Recall Knowledge - Elemental (Arcana, Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Adult Cloud Dragon Source Bestiary 2 pg. 90 Perception +28; darkvision, mist vision, scent (imprecise) 60 feet Languages Auran, Common, Draconic, Jotun Skills Acrobatics +23, Athletics +28, Deception +26, Diplomacy +26, Intimidation +28, Nature +24, Stealth +23, Survival +26 Str +7 Dex +3 Con +5 Int +4 Wis +6 Cha +6 Mist Vision Fog and mist don't impair a cloud dragon's vision; they ignore the concealed condition from fog and mist. --- AC 36 Fort +26 Ref +23 Will +26 +1 status to all saves vs. magic HP 254 Immunities electricity, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 32 Deflecting Cloud Reaction Trigger The dragon is the target of a ranged attack; Requirements The dragon is aware of the attack and has a free wing; Effect The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were hidden for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack. --- Speed 50 feet, fly 160 feet; cloud walk Melee Single Action jaws +29 (Electricity, Magical, reach 15 feet), Damage 3d10+15 piercing plus 2d12 electricity Melee Single Action claw +29 (Agile, Magical, reach 10 feet), Damage 3d10+15 slashing Melee Single Action tail +27 (Magical, reach 20 feet), Damage 3d12+15 bludgeoning Melee Single Action horn +27 (deadly d10, Magical, reach 15 feet), Damage 2d12+13 piercing Primal Innate Spells DC 36 - 2nd Gust of Wind (at will), Obscuring Mist - 3rd Wall of Wind Breath Weapon Two Actions (Electricity, Evocation, Primal) The dragon breathes a thundercloud that deals 15d6 electricity damage in a 50-foot cone (DC 35 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Cloud Form Single Action (Polymorph, Primal, Transmutation) The cloud dragon's body becomes vaporous and misty. They gain the effects of gaseous form , except their fly Speed remains unchanged. The cloud dragon can use this action again to return to physical form. Cloud Walk The cloud dragon can tread on clouds or fog as though on solid ground. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. ","element":["Air"],"skill_mod":{"diplomacy":26,"deception":26,"nature":24,"survival":26,"stealth":23,"athletics":28,"intimidation":28,"acrobatics":23},"image":["/Images/Monsters/DragonCloud.png"],"primary_source":"Bestiary 2","spell":["Wall of Wind","Gust of Wind","Obscuring Mist"],"ac":36,"level":14,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision , mist vision, scent (imprecise) 60 feet ","resistance":{},"intelligence":4,"reflex_save":23,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Adult Cloud Dragon","alignment":"N","pfs":"Standard","rarity":"uncommon","strike_damage_average":[26,31,34,44],"attack_bonus":[27,27,29,29],"constitution":5,"immunity":["electricity","paralyzed","sleep"],"creature_family":"Dragon, Cloud","will_save":26,"speed":{"fly":160,"max":160,"land":50},"wisdom":6,"weakness":{},"creature_ability":["Mist Vision","Frightful Presence","Deflecting Cloud","Breath Weapon","Cloud Form","Cloud Walk","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=625","dexterity":3,"category":"creature","slug":"creature-625"},{"primary_source_category":"Rulebooks","strength":9,"hp":355,"language":["Auran","Common","Draconic","Jotun","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":7,"perception":34,"stealth":"35","trait":["Air","Dragon","Elemental","Rare","N","Gargantuan"],"id":"creature-626","text":" Ancient Cloud Dragon At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they're at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly. A cloud dragon's ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon's penchant for living in the moment is not a personality flaw—they're more than capable of anticipating long-term results of their actions and won't make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow's problems as they are today's. Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items—they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard. Recall Knowledge - Dragon (Arcana): DC 44 Recall Knowledge - Elemental (Arcana, Nature): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Ancient Cloud Dragon Source Bestiary 2 pg. 90 Perception +34; darkvision, mist vision, scent (imprecise) 60 feet Languages Auran, Common, Draconic, Jotun, Sylvan Skills Acrobatics +35, Athletics +38, Deception +34, Diplomacy +34, Intimidation +36, Nature +32, Stealth +35, Survival +36 Str +9 Dex +5 Con +7 Int +5 Wis +7 Cha +7 Mist Vision Fog and mist don't impair a cloud dragon's vision; they ignore the concealed condition from fog and mist. --- AC 44 Fort +36 Ref +32 Will +34 +1 status to all saves vs. magic HP 355 Immunities electricity, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 40 Deflecting Cloud Reaction Trigger The dragon is the target of a ranged attack; Requirements The dragon is aware of the attack and has a free wing; Effect The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were hidden for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack. --- Speed 60 feet, fly 160 feet; cloud walk Melee Single Action jaws +36 (Electricity, Magical, reach 20 feet, Sonic), Damage 3d10+17 piercing plus 2d12 electricity, 4d6 sonic, and thundering bite Melee Single Action claw +36 (Agile, Magical, reach 15 feet), Damage 4d10+17 slashing Melee Single Action tail +34 (Magical, reach 25 feet), Damage 4d12+17 bludgeoning Melee Single Action horn +34 (deadly d12, Magical, reach 20 feet), Damage 3d12+17 piercing Primal Innate Spells DC 42 - 4th Gust of Wind (at will), Solid Fog, Wall of Wind (at will) - 5th Cloudkill - 8th Wind Walk Breath Weapon Two Actions (Electricity, Evocation, Primal) The dragon breathes a thundercloud that deals 20d6 electricity damage in a 60-foot cone (DC 41 basic Reflex save). This cloud remains in the area for 1d4 rounds, with the effects of obscuring mist . A creature that ends its turn inside of the cloud takes 10d6 electricity damage (DC 41 basic Reflex save). The cloud dragon can't use Breath Weapon again for 1d4 rounds. Cloud Form Single Action (Polymorph, Primal, Transmutation) The cloud dragon's body becomes vaporous and misty. They gain the effects of gaseous form , except their fly Speed remains unchanged. The cloud dragon can use this action again to return to physical form. Cloud Walk The cloud dragon can tread on clouds or fog as though on solid ground. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Thundering Bite An ancient cloud dragon's jaws Strike creates a deafening clap of thunder when it damages a foe. A creature that takes damage from the dragon's jaws Strike must succeed at a DC 41 Fortitude save or be deafened for 1 minute (or permanently on a critical failure). ","element":["Air"],"skill_mod":{"diplomacy":34,"deception":34,"nature":32,"survival":36,"stealth":35,"athletics":38,"intimidation":36,"acrobatics":35},"image":["/Images/Monsters/DragonCloud.png"],"primary_source":"Bestiary 2","spell":["Wind Walk","Cloudkill","Gust of Wind","Solid Fog","Wall of Wind"],"ac":44,"level":19,"spell_dc":[42],"source_category":["Rulebooks"],"sense":" darkvision , mist vision, scent (imprecise) 60 feet ","resistance":{},"intelligence":5,"reflex_save":32,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":36,"size":["Gargantuan"],"name":"Ancient Cloud Dragon","alignment":"N","pfs":"Standard","rarity":"rare","strike_damage_average":[36,39,43,60],"attack_bonus":[34,34,36,36],"constitution":7,"immunity":["electricity","paralyzed","sleep"],"creature_family":"Dragon, Cloud","will_save":34,"speed":{"fly":160,"max":160,"land":60},"wisdom":7,"weakness":{},"creature_ability":["Mist Vision","Frightful Presence","Deflecting Cloud","Breath Weapon","Cloud Form","Cloud Walk","Draconic Frenzy","Draconic Momentum","Thundering Bite"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=626","dexterity":5,"category":"creature","slug":"creature-626"},{"primary_source_category":"Rulebooks","strength":5,"hp":105,"language":["Common","Draconic","Terran"],"source":["Bestiary 2"],"type":"Creature","charisma":4,"perception":15,"stealth":"18","trait":["Dragon","Earth","Elemental","Uncommon","NG","Large"],"id":"creature-627","text":" Young Crystal Dragon Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions. Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon. Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for). Recall Knowledge - Dragon (Arcana): DC 25 Recall Knowledge - Elemental (Arcana, Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Young Crystal Dragon Source Bestiary 2 pg. 91 Perception +15; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 30 feet Languages Common, Draconic, Terran Skills Acrobatics +14, Athletics +16, Deception +15, Intimidation +15, Nature +15, Stealth +18, Survival +15 Str +5 Dex +1 Con +3 Int +1 Wis +2 Cha +4 --- AC 27 Fort +16 Ref +14 Will +15 HP 105 Immunities paralyzed, sleep Weaknesses sonic 5 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 25 Twisting Tail Reaction Trigger A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using; Effect The dragon makes a tail Strike at the creature with a –2 penalty. If it hits, the dragon disrupts the creature's action. --- Speed 40 feet, burrow 30 feet, fly 100 feet Melee Single Action jaws +18 (Sonic, reach 10 feet), Damage 2d8+8 slashing plus 2d6 piercing Melee Single Action claw +18 (Agile), Damage 2d6+8 slashing Melee Single Action tail +16 (reach 15 feet), Damage 1d10+8 slashing Primal Innate Spells DC 25 - Cantrips (3rd) Dancing Lights - 3rd Color Spray Breath Weapon Two Actions (Evocation, Primal) The dragon breathes a flurry of piercing crystals that deal 8d6 piercing damage in a 30-foot cone (DC 25 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they critically hit with a Strike. ","element":["Earth"],"skill_mod":{"deception":15,"nature":15,"survival":15,"stealth":18,"athletics":16,"intimidation":15,"acrobatics":14},"image":["/Images/Monsters/DragonCrystal.png"],"primary_source":"Bestiary 2","spell":["Color Spray","Dancing Lights"],"ac":27,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet , tremorsense (imprecise) 30 feet ","resistance":{},"intelligence":1,"reflex_save":14,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Young Crystal Dragon","alignment":"NG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13,15,24],"attack_bonus":[16,18,18],"constitution":3,"immunity":["paralyzed","sleep"],"creature_family":"Dragon, Crystal","will_save":15,"speed":{"fly":100,"max":100,"land":40,"burrow":30},"wisdom":2,"weakness":{"sonic":5},"creature_ability":["Frightful Presence","Twisting Tail","Breath Weapon","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a …","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=627","dexterity":1,"category":"creature","slug":"creature-627"},{"primary_source_category":"Rulebooks","strength":7,"hp":185,"language":["Common","Draconic","Terran","Undercommon"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":20,"stealth":"21","trait":["Dragon","Earth","Elemental","Uncommon","NG","Huge"],"id":"creature-628","text":" Adult Crystal Dragon Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions. Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon. Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for). Recall Knowledge - Dragon (Arcana): DC 30 Recall Knowledge - Elemental (Arcana, Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Adult Crystal Dragon Source Bestiary 2 pg. 92 Perception +20; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 30 feet Languages Common, Draconic, Terran, Undercommon Skills Acrobatics +19, Athletics +24, Deception +22, Intimidation +22, Nature +19, Stealth +21, Survival +20 Str +7 Dex +2 Con +5 Int +2 Wis +3 Cha +5 --- AC 33 Fort +24 Ref +19 Will +20 +1 status to all saves vs. magic HP 185 Immunities paralyzed, sleep Weaknesses sonic 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 30 Twisting Tail Reaction Trigger A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using; Effect The dragon makes a tail Strike at the creature with a –2 penalty. If it hits, the dragon disrupts the creature's action. --- Speed 50 feet, burrow 35 feet, fly 120 feet Melee Single Action jaws +24 (Sonic, reach 15 feet), Damage 2d8+13 slashing plus 3d6 piercing Melee Single Action claw +24 (Agile, Magical, reach 10 feet), Damage 2d8+13 slashing Melee Single Action tail +22 (Magical, reach 20 feet), Damage 1d10+13 slashing Primal Innate Spells DC 30 - Cantrips (5th) Dancing Lights - 3rd Color Spray (×3), Glitterdust, Hypnotic Pattern Breath Weapon Two Actions (Evocation, Primal) The dragon breathes a flurry of piercing crystals that deal 12d6 piercing damage in a 40-foot cone (DC 30 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Crystallize Flesh Free Action (Primal, Transmutation) Trigger The crystal dragon damages a creature made of flesh with a jaws Strike; Frequency once per day; Effect The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 30 Fortitude save. Critical Success The target is unaffected. Success The target is slowed 1 for 1 round as portions of its flesh turn crystalline. Failure The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1. A creature unable to act due to the slowed condition from Crystallize Flesh is petrified permanently, transforming into a crystalline statue. The effect ends if the creature is petrified or the slowed condition is removed. Critical Failure As failure, but the target is initially slowed 2. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they critically hit with a Strike. ","element":["Earth"],"skill_mod":{"deception":22,"nature":19,"survival":20,"stealth":21,"athletics":24,"intimidation":22,"acrobatics":19},"image":["/Images/Monsters/DragonCrystal.png"],"primary_source":"Bestiary 2","spell":["Color Spray","Glitterdust","Hypnotic Pattern","Dancing Lights"],"ac":33,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet , tremorsense (imprecise) 30 feet ","resistance":{},"intelligence":2,"reflex_save":19,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":24,"size":["Huge"],"name":"Adult Crystal Dragon","alignment":"NG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18,22,32],"attack_bonus":[22,24,24],"constitution":5,"immunity":["paralyzed","sleep"],"creature_family":"Dragon, Crystal","will_save":20,"speed":{"fly":120,"max":120,"land":50,"burrow":35},"wisdom":3,"weakness":{"sonic":10},"creature_ability":["Frightful Presence","Twisting Tail","Breath Weapon","Crystallize Flesh","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a …","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=628","dexterity":2,"category":"creature","slug":"creature-628"},{"primary_source_category":"Rulebooks","strength":9,"hp":275,"language":["Celestial","Common","Draconic","Terran","Undercommon"],"source":["Bestiary 2"],"type":"Creature","charisma":7,"perception":28,"stealth":"28","trait":["Dragon","Earth","Elemental","Rare","NG","Gargantuan"],"id":"creature-629","text":" Ancient Crystal Dragon Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions. Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon. Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for). Recall Knowledge - Dragon (Arcana): DC 40 Recall Knowledge - Elemental (Arcana, Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ancient Crystal Dragon Source Bestiary 2 pg. 92 Perception +28; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet Languages Celestial, Common, Draconic, Terran, Undercommon Skills Acrobatics +22, Athletics +33, Deception +29, Intimidation +29, Nature +27, Stealth +28, Survival +26 Str +9 Dex +5 Con +6 Int +5 Wis +5 Cha +7 --- AC 42 Fort +30 Ref +27 Will +29 +1 status to all saves vs. magic HP 275 Immunities paralyzed, sleep Weaknesses sonic 15 Extra Reaction The dragon gains 2 reactions at the start of each of their turns. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 37 Scintillating Aura (aura, evocation, incapacitation, primal, visual) 30 feet. A swirling vortex of reflected color and light shimmers around the crystal dragon. Creatures in this aura's emanation are dazzled. Each creature that ends its turn in the emanation must succeed at a DC 34 Will saving throw or be stunned 1 (or stunned 3 on a critical failure). Once a creature succeeds at this save, it is temporarily immune to the stunning effect for 1 minute. The crystal dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose not to affect allies. Reflect Spell Reaction Trigger The crystal dragon is targeted by a ranged spell attack roll; Effect The crystal dragon adjusts a wing to try to reflect the spell and gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the spell is reflected back at the caster, who must roll a second ranged spell attack roll against their own AC to determine if the spell hits them instead. Twisting Tail Reaction Trigger A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using; Effect The dragon makes a tail Strike at the creature with a –2 penalty. If it hits, the dragon disrupts the creature's action. --- Speed 60 feet, burrow 40 feet, fly 140 feet Melee Single Action jaws +33 (Magical, reach 20 feet), Damage 3d8+17 slashing plus 4d6 piercing Melee Single Action claw +33 (Agile, Magical, reach 15 feet), Damage 3d8+17 slashing Melee Single Action tail +31 (Magical, reach 25 feet), Damage 2d10+17 slashing Primal Innate Spells DC 37 - Cantrips (7th) Dancing Lights - 5th Color Spray (at will), Glitterdust (at will), Hypnotic Pattern (at will) - 7th Prismatic Spray Breath Weapon Two Actions (Sonic, Evocation, Primal) The dragon breathes a flurry of piercing crystals that deals 17d6 piercing damage in a 50-foot cone (DC 38 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Crystallize Flesh Free Action (Primal, Transmutation) Trigger The crystal dragon damages a creature made of flesh with a jaws Strike; Frequency three times per day; Effect The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 37 Fortitude save. Critical Success The target is unaffected. Success The target is slowed 1 for 1 round as portions of its flesh turn crystalline. Failure The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1. A creature unable to act due to the slowed condition from Crystallize Flesh is petrified permanently, transforming into a crystalline statue. The effect ends if the creature is petrified or the slowed condition is removed. Critical Failure As failure, but the target is initially slowed 2. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they critically hit with a Strike. ","element":["Earth"],"skill_mod":{"deception":29,"nature":27,"survival":26,"stealth":28,"athletics":33,"intimidation":29,"acrobatics":22},"image":["/Images/Monsters/DragonCrystal.png"],"primary_source":"Bestiary 2","spell":["Prismatic Spray","Color Spray","Glitterdust","Hypnotic Pattern","Dancing Lights"],"ac":42,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet , tremorsense (imprecise) 60 feet ","resistance":{},"intelligence":5,"reflex_save":27,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":30,"size":["Gargantuan"],"name":"Ancient Crystal Dragon","alignment":"NG","pfs":"Standard","rarity":"rare","strike_damage_average":[28,30,44],"attack_bonus":[31,33,33],"constitution":6,"immunity":["paralyzed","sleep"],"creature_family":"Dragon, Crystal","will_save":29,"speed":{"fly":140,"max":140,"land":60,"burrow":40},"wisdom":5,"weakness":{"sonic":15},"creature_ability":["Extra Reaction","Frightful Presence","Scintillating Aura","Reflect Spell","Twisting Tail","Breath Weapon","Crystallize Flesh","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a …","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=629","dexterity":5,"category":"creature","slug":"creature-629"},{"primary_source_category":"Rulebooks","strength":6,"hp":175,"language":["Common","Draconic","Ignan"],"source":["Bestiary 2"],"type":"Creature","charisma":3,"perception":18,"stealth":"16","trait":["Dragon","Elemental","Fire","Uncommon","CN","Large"],"id":"creature-631","text":" Young Magma Dragon Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so. Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano's core. Recall Knowledge - Dragon (Arcana): DC 28 Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Young Magma Dragon Source Bestiary 2 pg. 94 Perception +18; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Ignan Skills Acrobatics +16, Athletics +19, Deception +14, Intimidation +18, Nature +15, Stealth +16, Survival +18 Str +6 Dex +1 Con +4 Int +0 Wis +3 Cha +3 --- AC 28 Fort +19 Ref +16 Will +18 HP 175 Immunities fire, paralyzed, sleep Weaknesses cold 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 24 Wing Deflection Reaction Trigger The dragon is targeted with an attack; Effect The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack. --- Speed 30 feet, fly 100 feet, swim 30 feet; magma swim Melee Single Action jaws +21 (Fire, reach 10 feet), Damage 2d10+10 piercing plus 2d6 fire Melee Single Action claw +21 (Agile), Damage 2d10+10 slashing Melee Single Action tail +19 (reach 15 feet), Damage 2d12+10 bludgeoning Melee Single Action horns +19 (reach 10 feet), Damage 1d10+10 piercing Primal Innate Spells DC 26, attack +18 - Cantrips (4th) Produce Flame - 4th Burning Hands (at will) Breath Weapon Two Actions (Evocation, Fire, Primal) The dragon breathes a blast of magma that deals 5d6 fire damage and 3d12 bludgeoning damage in a 30-foot cone (DC 28 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Magma Swim A magma dragon's swim Speed functions only when the dragon is Swimming through magma or molten lava. Magma Dragon Spellcasters To make a magma dragon spellcaster, remove the dragon’s Draconic Frenzy and draconic momentum abilities and give it the following spells. You can swap out any number of these with other primal spells, provided you keep the same number of spells for each level. You might also want to increase the dragon’s Wisdom or Charisma modifier by 1 or 2 to reflect its mastery of magic. Young Magma Dragon Primal Prepared Spells DC 28, attack +20; 4th stoneskin , wall of fire ; 3rd fireball , haste , wall of wind ; 2nd glitterdust , obscuring mist , restore senses ; 1st air bubble , grease , pass without trace ; Cantrips (5th) detect magic , electric arc , light , produce flame , read aura Adult Magma Dragon Primal Prepared Spells DC 33, attack +25; As young magma dragon, plus 6th chain lightning , true seeing ; 5th cloudkill , prying eye ; 4th solid fog ; Cantrips (7th) Ancient Magma Dragon Primal Prepared Spells DC 42, attack +34; As adult magma dragon, plus 8th earthquake , horrid wilting , wind walk ; 7th energy aegis , plane shift , volcanic eruption ; 6th flesh to stone ; Cantrips (9th) ","element":["Fire"],"skill_mod":{"deception":14,"nature":15,"survival":18,"stealth":16,"athletics":19,"intimidation":18,"acrobatics":16},"image":["/Images/Monsters/DragonMagma.png"],"primary_source":"Bestiary 2","spell":["Burning Hands","Produce Flame"],"ac":28,"level":9,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet ","resistance":{},"intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Young Magma Dragon","alignment":"CN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15,21,23,28],"attack_bonus":[19,19,21,21],"constitution":4,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Magma","spell_attack_bonus":[18],"will_save":18,"speed":{"fly":100,"max":100,"land":30,"swim":30},"wisdom":3,"weakness":{"cold":10},"creature_ability":["Frightful Presence","Wing Deflection","Breath Weapon","Draconic Frenzy","Draconic Momentum","Magma Swim"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=631","dexterity":1,"category":"creature","slug":"creature-631"},{"primary_source_category":"Rulebooks","strength":8,"hp":270,"language":["Common","Draconic","Ignan","Terran"],"source":["Bestiary 2"],"type":"Creature","charisma":4,"perception":23,"stealth":"21","trait":["Dragon","Elemental","Fire","Uncommon","CN","Huge"],"id":"creature-632","text":" Adult Magma Dragon Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so. Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano's core. Recall Knowledge - Dragon (Arcana): DC 33 Recall Knowledge - Elemental (Arcana, Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Adult Magma Dragon Source Bestiary 2 pg. 94 Perception +23; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Ignan, Terran Skills Acrobatics +21, Athletics +27, Deception +19, Intimidation +25, Nature +21, Stealth +21, Survival +23 Str +8 Dex +2 Con +5 Int +2 Wis +4 Cha +4 --- AC 34 Fort +26 Ref +21 Will +23 +1 status to all saves vs. magic HP 270 Immunities fire, paralyzed, sleep Weaknesses cold 15 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 30 Wing Deflection Reaction Trigger The dragon is targeted with an attack; Effect The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack. --- Speed 40 feet, fly 140 feet; magma swim 40 feet Melee Single Action jaws +27 (Fire, Magical, reach 15 feet), Damage 3d10+12 piercing plus 3d6 fire Melee Single Action claw +27 (Agile, Magical, reach 10 feet), Damage 3d10+12 slashing Melee Single Action tail +25 (Magical, reach 20 feet), Damage 3d12+12 bludgeoning Melee Single Action horns +25 (Magical, reach 15 feet), Damage 2d10+12 piercing Primal Innate Spells DC 31, attack +23 - Cantrips (6th) Produce Flame - 6th Burning Hands (at will), Wall of Fire (at will) Breath Weapon Two Actions (Evocation, Fire, Primal) The dragon breathes a blast of magma that deals 9d6 fire damage and 4d12 bludgeoning damage in a 40-foot cone (DC 33 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Magma Swim A magma dragon's swim Speed functions only when the dragon is Swimming through magma or molten lava. Volcanic Purge Single Action If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 4d6 persistent fire damage, and as long as it has this persistent fire damage, it also takes a –10-foot status penalty to its Speeds. Magma Dragon Spellcasters To make a magma dragon spellcaster, remove the dragon’s Draconic Frenzy and draconic momentum abilities and give it the following spells. You can swap out any number of these with other primal spells, provided you keep the same number of spells for each level. You might also want to increase the dragon’s Wisdom or Charisma modifier by 1 or 2 to reflect its mastery of magic. Young Magma Dragon Primal Prepared Spells DC 28, attack +20; 4th stoneskin , wall of fire ; 3rd fireball , haste , wall of wind ; 2nd glitterdust , obscuring mist , restore senses ; 1st air bubble , grease , pass without trace ; Cantrips (5th) detect magic , electric arc , light , produce flame , read aura Adult Magma Dragon Primal Prepared Spells DC 33, attack +25; As young magma dragon, plus 6th chain lightning , true seeing ; 5th cloudkill , prying eye ; 4th solid fog ; Cantrips (7th) Ancient Magma Dragon Primal Prepared Spells DC 42, attack +34; As adult magma dragon, plus 8th earthquake , horrid wilting , wind walk ; 7th energy aegis , plane shift , volcanic eruption ; 6th flesh to stone ; Cantrips (9th) ","element":["Fire"],"skill_mod":{"deception":19,"nature":21,"survival":23,"stealth":21,"athletics":27,"intimidation":25,"acrobatics":21},"image":["/Images/Monsters/DragonMagma.png"],"primary_source":"Bestiary 2","spell":["Burning Hands","Wall of Fire","Produce Flame"],"ac":34,"level":13,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet ","resistance":{},"intelligence":2,"reflex_save":21,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Adult Magma Dragon","alignment":"CN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[23,28,31,39],"attack_bonus":[25,25,27,27],"constitution":5,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Magma","spell_attack_bonus":[23],"will_save":23,"speed":{"fly":140,"max":140,"land":40,"swim":40},"wisdom":4,"weakness":{"cold":15},"creature_ability":["Frightful Presence","Wing Deflection","Breath Weapon","Draconic Frenzy","Draconic Momentum","Magma Swim","Volcanic Purge"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=632","dexterity":2,"category":"creature","slug":"creature-632"},{"primary_source_category":"Rulebooks","strength":8,"hp":390,"language":["Common","Draconic","Ignan","Terran","Undercommon"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":33,"stealth":"28","trait":["Dragon","Elemental","Fire","Rare","CN","Gargantuan"],"id":"creature-633","text":" Ancient Magma Dragon Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so. Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano's core. Recall Knowledge - Dragon (Arcana): DC 43 Recall Knowledge - Elemental (Arcana, Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Ancient Magma Dragon Source Bestiary 2 pg. 95 Perception +33; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Ignan, Terran, Undercommon Skills Acrobatics +28, Athletics +36, Deception +28, Intimidation +34, Nature +28, Stealth +28, Survival +29 Str +8 Dex +4 Con +6 Int +4 Wis +5 Cha +6 --- AC 42 Fort +34 Ref +30 Will +31 +1 status to all saves vs. magic HP 390 Immunities fire, paralyzed, sleep Weaknesses cold 15 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 37 Wing Deflection Reaction Trigger The dragon is targeted with an attack; Effect The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack. --- Speed 50 feet, fly 200 feet; magma swim 50 feet Melee Single Action jaws +36 (Magical, reach 20 feet), Damage 3d10+16 piercing plus 4d6 fire Melee Single Action claw +36 (Agile, Magical, reach 15 feet), Damage 3d10+16 slashing Melee Single Action tail +34 (Magical, reach 25 feet), Damage 3d12+16 bludgeoning Melee Single Action horns +34 (Magical, reach 20 feet), Damage 3d10+16 piercing Primal Innate Spells DC 40, attack +32 - Cantrips (8th) Produce Flame - 8th Burning Hands (at will), Fireball, Wall of Fire (at will) - Constant (4th) Fire Shield Breath Weapon Two Actions (Evocation, Fire, Primal) The dragon breathes a blast of magma that deals 10d6 fire damage and 5d12 bludgeoning damage in a 60-foot cone (DC 40 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Magma Swim A magma dragon's swim Speed functions only when the dragon is Swimming through magma or molten lava. Magma Tomb Two Actions Once per day, the dragon can spit a molten boulder at a target within 120 feet. This deals 12d6 fire damage and 5d12 bludgeoning damage, with a DC 42 basic Reflex save. If the creature fails its save, it's encased in magma that instantly cools and has Hardness 10, HP 40, and BT 20. The encased creature can't breathe and is restrained (Escape DC 42). Volcanic Purge Single Action If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 5d6 persistent fire damage, and as long as it has this persistent fire damage, it also takes a –10-foot status penalty to its Speeds. Magma Dragon Spellcasters To make a magma dragon spellcaster, remove the dragon’s Draconic Frenzy and draconic momentum abilities and give it the following spells. You can swap out any number of these with other primal spells, provided you keep the same number of spells for each level. You might also want to increase the dragon’s Wisdom or Charisma modifier by 1 or 2 to reflect its mastery of magic. Young Magma Dragon Primal Prepared Spells DC 28, attack +20; 4th stoneskin , wall of fire ; 3rd fireball , haste , wall of wind ; 2nd glitterdust , obscuring mist , restore senses ; 1st air bubble , grease , pass without trace ; Cantrips (5th) detect magic , electric arc , light , produce flame , read aura Adult Magma Dragon Primal Prepared Spells DC 33, attack +25; As young magma dragon, plus 6th chain lightning , true seeing ; 5th cloudkill , prying eye ; 4th solid fog ; Cantrips (7th) Ancient Magma Dragon Primal Prepared Spells DC 42, attack +34; As adult magma dragon, plus 8th earthquake , horrid wilting , wind walk ; 7th energy aegis , plane shift , volcanic eruption ; 6th flesh to stone ; Cantrips (9th) ","element":["Fire"],"skill_mod":{"deception":28,"nature":28,"survival":29,"stealth":28,"athletics":36,"intimidation":34,"acrobatics":28},"image":["/Images/Monsters/DragonMagma.png"],"primary_source":"Bestiary 2","spell":["Burning Hands","Fireball","Wall of Fire","Produce Flame","Fire Shield"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet ","resistance":{},"intelligence":4,"reflex_save":30,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":34,"size":["Gargantuan"],"name":"Ancient Magma Dragon","alignment":"CN","pfs":"Standard","rarity":"rare","strike_damage_average":[32,32,35,46],"attack_bonus":[34,34,36,36],"constitution":6,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Magma","spell_attack_bonus":[32],"will_save":31,"speed":{"fly":200,"max":200,"land":50,"swim":50},"wisdom":5,"weakness":{"cold":15},"creature_ability":["Frightful Presence","Wing Deflection","Breath Weapon","Draconic Frenzy","Draconic Momentum","Magma Swim","Magma Tomb","Volcanic Purge"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=633","dexterity":4,"category":"creature","slug":"creature-633"},{"primary_source_category":"Rulebooks","strength":7,"hp":195,"language":["Common","Draconic","Shadowtongue"],"source":["Bestiary 2"],"type":"Creature","charisma":3,"perception":22,"stealth":"20","trait":["Dragon","Shadow","Uncommon","NE","Large"],"id":"creature-634","text":" Young Umbral Dragon While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon. For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they've fed upon. Recall Knowledge - Dragon (Arcana): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Young Umbral Dragon Source Bestiary 2 pg. 96 Perception +22; greater darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Shadowtongue Skills Acrobatics +18, Athletics +22, Deception +22, Intimidation +22, Nature +20, Stealth +20, Survival +22 Str +7 Dex +3 Con +5 Int +3 Wis +5 Cha +3 --- AC 31 Fort +22 Ref +20 Will +22 HP 195 Immunities negative, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 26 Attack of Opportunity Reaction Jaws only. --- Speed 40 feet, fly 140 feet Melee Single Action jaws +24 (Negative, reach 10 feet), Damage 2d10+13 piercing plus 2d6 negative Melee Single Action claw +24 (Agile), Damage 2d10+13 slashing Melee Single Action tail +22 (reach 15 feet), Damage 2d12+13 slashing Melee Single Action wing +22 (reach 10 feet), Damage 1d10+13 slashing Primal Innate Spells DC 30 - Cantrips (4th) Detect Magic - 4th Darkness (×3) Breath Weapon Two Actions (Necromancy, Negative, Primal) The dragon breathes a blast of darkness that deals 12d6 negative energy damage in a 30-foot cone (DC 30 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Undead creatures take 14d6 force damage instead of the negative damage. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Ghost Bane An umbral dragon's Strikes affect incorporeal creatures with the effects of a ghost touch property rune, and an umbral dragon's jaws deal an additional 4d6 force damage to undead. ","skill_mod":{"deception":22,"nature":20,"survival":22,"stealth":20,"athletics":22,"intimidation":22,"acrobatics":18},"image":["/Images/Monsters/DragonUmbral.png"],"primary_source":"Bestiary 2","spell":["Darkness","Detect Magic"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" greater darkvision , scent (imprecise) 60 feet ","resistance":{},"intelligence":3,"reflex_save":20,"strongest_save":["fort","fortitude","will"],"vision":"Greater darkvision","fortitude_save":22,"size":["Large"],"name":"Young Umbral Dragon","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18,24,26,31],"attack_bonus":[22,22,24,24],"constitution":5,"immunity":["negative","paralyzed","sleep"],"creature_family":"Dragon, Umbral","will_save":22,"speed":{"fly":140,"max":140,"land":40},"wisdom":5,"weakness":{},"creature_ability":["Frightful Presence","Attack of Opportunity","Breath Weapon","Draconic Frenzy","Draconic Momentum","Ghost Bane"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the …","trait_group":["Creature Type","Planar","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=634","dexterity":3,"category":"creature","slug":"creature-634"},{"primary_source_category":"Rulebooks","strength":8,"hp":275,"language":["Common","Draconic","Necril","Shadowtongue"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":29,"stealth":"27","trait":["Dragon","Shadow","Uncommon","NE","Huge"],"id":"creature-635","text":" Adult Umbral Dragon While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon. For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they've fed upon. Recall Knowledge - Dragon (Arcana): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Adult Umbral Dragon Source Bestiary 2 pg. 96 Perception +29; greater darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Necril, Shadowtongue Skills Acrobatics +25, Athletics +31, Deception +28, Intimidation +28, Nature +25, Stealth +27, Survival +28 Str +8 Dex +4 Con +6 Int +4 Wis +6 Cha +5 --- AC 37 Fort +27 Ref +25 Will +27 +1 status to all saves vs. magic HP 275 Immunities negative, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 34 Attack of Opportunity Reaction Jaws only. --- Speed 50 feet, fly 180 feet Melee Single Action jaws +30 (Negative, reach 15 feet), Damage 3d10+14 piercing plus 3d6 negative Melee Single Action claw +30 (Agile, Magical, reach 10 feet), Damage 3d10+14 slashing Melee Single Action tail +28 (Magical, reach 20 feet), Damage 3d12+14 slashing Melee Single Action wing +28 (Agile, Magical, reach 15 feet), Damage 2d10+14 slashing Primal Innate Spells DC 36 - Cantrips (7th) Detect Magic - 7th Darkness (at will), Shadow Walk, Vampiric Exsanguination Breath Weapon Two Actions The umbral dragon breathes in one of two ways. They can't use Breath Weapon again for 1d4 rounds. Negative (necromancy, negative, primal) The dragon breathes a blast of darkness in a 40-foot cone that deals 16d6 negative damage (DC 36 basic Reflex save). Undead creatures take 19d6 force damage instead of the negative damage. Shadows (necromancy, primal, shadow) The dragon breathes a blast of shadows in a 40-foot cone. Each creature within the cone must attempt a DC 36 Fortitude save. Critical Success The creature is unaffected. Success The creature is enfeebled 2 for 1 round. Failure The creature is enfeebled 2 for 1 minute. Critical Failure The creature is enfeebled 2 for 1 minute and blinded for 1 round. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Ghost Bane An umbral dragon's Strikes affect incorporeal creatures with the effects of a ghost touch property rune, and an umbral dragon's jaws deal an additional 6d6 force damage to undead. ","skill_mod":{"deception":28,"nature":25,"survival":28,"stealth":27,"athletics":31,"intimidation":28,"acrobatics":25},"image":["/Images/Monsters/DragonUmbral.png"],"primary_source":"Bestiary 2","spell":["Darkness","Shadow Walk","Vampiric Exsanguination","Detect Magic"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" greater darkvision , scent (imprecise) 60 feet ","resistance":{},"intelligence":4,"reflex_save":25,"strongest_save":["fort","fortitude","will"],"vision":"Greater darkvision","fortitude_save":27,"size":["Huge"],"name":"Adult Umbral Dragon","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[25,30,33,41],"attack_bonus":[28,28,30,30],"constitution":6,"immunity":["negative","paralyzed","sleep"],"creature_family":"Dragon, Umbral","will_save":27,"speed":{"fly":180,"max":180,"land":50},"wisdom":6,"weakness":{},"creature_ability":["Frightful Presence","Attack of Opportunity","Breath Weapon","Draconic Frenzy","Draconic Momentum","Ghost Bane"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the …","trait_group":["Creature Type","Planar","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=635","dexterity":4,"category":"creature","slug":"creature-635"},{"primary_source_category":"Rulebooks","strength":10,"hp":375,"language":["Common","Daemonic","Draconic","Necril","Shadowtongue"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":36,"stealth":"35","trait":["Dragon","Rare","Shadow","NE","Gargantuan"],"id":"creature-636","text":" Ancient Umbral Dragon While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon. For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they've fed upon. Recall Knowledge - Dragon (Arcana): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Ancient Umbral Dragon Source Bestiary 2 pg. 97 Perception +36; greater darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet Languages Common, Daemonic, Draconic, Necril, Shadowtongue Skills Acrobatics +33, Athletics +38, Deception +34, Intimidation +36, Nature +34, Stealth +35, Survival +34 Str +10 Dex +5 Con +7 Int +6 Wis +8 Cha +6 --- AC 45 Fort +35 Ref +33 Will +38 +1 status to all saves vs. magic HP 375 Immunities negative, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 40 Attack of Opportunity Reaction Jaws only. --- Speed 60 feet, fly 200 feet Melee Single Action jaws +38 (Negative, Magical, reach 20 feet), Damage 4d10+18 piercing plus 4d6 negative and drain vigor Melee Single Action claw +38 (Agile, Magical, reach 15 feet), Damage 4d10+18 slashing Melee Single Action tail +36 (Magical, reach 25 feet), Damage 4d12+18 slashing Melee Single Action wing +36 (Agile, Magical, reach 20 feet), Damage 3d10+18 slashing Primal Innate Spells DC 42 - Cantrips (10th) Detect Magic - 8th Vampiric Exsanguination (at will) - 9th Darkness (at will), Finger of Death - 10th Massacre Rituals DC 42 - 2nd Create Undead (shadows only) Breath Weapon Two Actions The umbral dragon breathes in one of two ways. They can't use Breath Weapon again for 1d4 rounds. Negative (necromancy, negative, primal) The dragon breathes a blast of darkness in a 50-foot cone that deals 21d6 negative damage (DC 42 basic Reflex save). Undead creatures take 25d6 force damage instead of the negative damage. Shadows (necromancy, primal, shadow) The dragon breathes a blast of shadows in a 50-foot cone. Each creature within the cone must attempt a DC 42 Fortitude save. Critical Success The creature is unaffected. Success The creature is enfeebled 3 for 1 round. Failure The creature is enfeebled 3 for 1 minute. Critical Failure The creature is enfeebled 3 for 1 minute and blinded for 1 round. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Drain Vigor (Primal, Necromancy) When the dragon deals negative damage to a living creature with its jaws Strike, the umbral dragon gains 20 temporary Hit Points and the creature must succeed at a DC 41 Fortitude save or become enfeebled 2. Further damage dealt by the dragon's jaws Strike increases the enfeebled condition value by 2 on a failed save, to a maximum of enfeebled 4. Ghost Bane An umbral dragon's Strikes affect incorporeal creatures with the effects of a ghost touch property rune, and an umbral dragon's jaws deal an additional 8d6 force damage to undead. ","skill_mod":{"deception":34,"nature":34,"survival":34,"stealth":35,"athletics":38,"intimidation":36,"acrobatics":33},"image":["/Images/Monsters/DragonUmbral.png"],"primary_source":"Bestiary 2","spell":["Massacre","Darkness","Finger of Death","Vampiric Exsanguination","Detect Magic"],"ac":45,"level":20,"spell_dc":[42],"source_category":["Rulebooks"],"sense":" greater darkvision , scent (imprecise) 60 feet , tremorsense (imprecise) 60 feet ","resistance":{},"intelligence":6,"reflex_save":33,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Ancient Umbral Dragon","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[34,40,44,54],"attack_bonus":[36,36,38,38],"constitution":7,"immunity":["negative","paralyzed","sleep"],"creature_family":"Dragon, Umbral","will_save":38,"speed":{"fly":200,"max":200,"land":60},"wisdom":8,"weakness":{},"creature_ability":["Frightful Presence","Attack of Opportunity","Breath Weapon","Draconic Frenzy","Draconic Momentum","Drain Vigor","Ghost Bane"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the …","trait_group":["Creature Type","Rarity","Planar"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=636","dexterity":5,"category":"creature","slug":"creature-636"},{"attack_bonus":[12],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":46,"source":["Bestiary 2"],"type":"Creature","creature_family":"Dragonfly","will_save":6,"charisma":-5,"speed":{"max":30,"land":10,"swim":30},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Extend Mandibles"],"skill":["Athletics","Stealth"],"stealth":"9","trait":["Animal","Aquatic","N","Small"],"id":"creature-637","text":" Giant Dragonfly Nymph The aquatic, wingless offspring of dragonflies are called dragonfly nymphs. Giant dragonfly nymphs can be several feet in length and mostly hunt in shallow waters, eating carrion and ambushing living creatures with their fully grown counterparts. They are not daunted by larger creatures, compelled by their instinct to eat as much as possible to sustain their growth. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Dragonfly Nymph Source Bestiary 2 pg. 98 Perception +8; low-light vision, wavesense (imprecise) 30 feet Languages Skills Athletics +10, Stealth +9 Str +3 Dex +2 Con +4 Int -5 Wis +1 Cha -5 --- AC 19 Fort +11 Ref +9 Will +6 HP 46 --- Speed 10 feet, swim 30 feet Melee Single Action mandibles +12 (Agile), Damage 1d10+6 piercing Extend Mandibles Single Action The giant dragonfly nymph extends its jaws to a surprising distance. The dragonfly nymph makes a mandibles Strike with a reach of 10 feet, but the mandibles lose the agile trait for this Strike. ","skill_mod":{"stealth":9,"athletics":10},"summary":"The aquatic, wingless offspring of dragonflies are called dragonfly nymphs. Giant dragonfly nymphs can be several feet in length and mostly hunt in …","primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , wavesense (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=637","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":11,"size":["Small"],"name":"Giant Dragonfly Nymph","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-637"},{"attack_bonus":[14],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":60,"source":["Bestiary 2"],"type":"Creature","creature_family":"Dragonfly","will_save":9,"charisma":0,"speed":{"fly":60,"max":60,"land":20},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Clutch","Snatch","Swoop"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"12","trait":["Animal","N","Medium"],"id":"creature-638","text":" Giant Dragonfly These buzzing insects are the size of a small horse. They are ambush predators known to hunt beasts and humanoids alike, capable of using impressive aerial acrobatics to swoop down from above and snatch away their prey. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Giant Dragonfly Source Bestiary 2 pg. 98 Perception +11; darkvision, wavesense (imprecise) 30 feet Languages Skills Acrobatics +10, Athletics +12, Stealth +12 Str +4 Dex +4 Con +2 Int -5 Wis +3 Cha +0 --- AC 21 Fort +12 Ref +14 Will +9 HP 60 --- Speed 20 feet, fly 60 feet Melee Single Action mandibles +14, Damage 1d12+7 piercing plus Grab Clutch Single Action Requirements The giant dragonfly has a Medium or smaller creature grabbed in its mandibles; Effect The dragonfly tries to transfer the grabbed creature to be clutched by its legs. The giant dragonfly attempts an Athletics check against the creature's Reflex DC. On a success, it transfers the creature (which remains grabbed) to its legs, freeing its mandibles to attack. The dragonfly can have only one creature clutched at a time. Snatch The giant dragonfly can Fly at half Speed while it has a creature grabbed or restrained by Clutch, carrying that creature along with it. Swoop Two Actions The giant dragonfly Flies up to its Speed and makes one mandible Strike at any point during that movement. ","skill_mod":{"stealth":12,"athletics":12,"acrobatics":10},"summary":"These buzzing insects are the size of a small horse. They are ambush predators known to hunt beasts and humanoids alike, capable of using impressive …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=638","intelligence":-5,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Giant Dragonfly","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-638"},{"attack_bonus":[17],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Aklo","Common","Sylvan","can't speak any language; <%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","will_save":13,"charisma":2,"speed":{"climb":20,"max":25,"land":25},"perception":16,"wisdom":4,"weakness":{"fire":5},"creature_ability":["Nature Empathy","Blood Berries","Consume Berries","Drain Blood","Storm of Vines"],"skill":["Acrobatics","Athletics","Diplomacy","Nature","Stealth"],"stealth":"11","trait":["Plant","Uncommon","N","Large"],"id":"creature-639","text":" Drainberry Bush Drainberry bushes are floating bushes that originate from the First World, with long, thorny vines and dense clusters of bright-red berries. Their hollow thorns quickly siphon blood, which is how these carnivorous plants feed, and they rapidly turn consumed blood into fresh batches of delicious berries. Drainberry bushes exude a faint white glow that is a result of stored positive energy. Drainberry bushes exhibit unusually high intelligence and have an astute sense of value. They typically become insulted when creatures attempt to harvest their berries. Creatures that attempt to converse with drainberry bushes finds the plants telepathically convey only short and simple phrases: most commonly, “Money please,” “Deal good,” “Deal no good,” “Want that,” (with a gesture toward an item it covets), “Thank you, customer,” and if necessary, “No refunds.” Though a drainberry bush considers the market value of its berries to be 25 gp, it greatly prefers interesting art objects as payment—even ones of significantly lower value. Recall Knowledge - Plant (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Drainberry Bush Source Bestiary 2 pg. 99 Perception +16; lifesense 120 feet Languages Aklo, Common, Sylvan; can't speak any language; telepathy 100 feet Skills Acrobatics +11, Athletics +17, Diplomacy +13, Nature +17, Stealth +11 Str +6 Dex +2 Con +6 Int -2 Wis +4 Cha +2 Nature Empathy The drainberry bush can use Diplomacy to Make an Impression on and make very simple Requests of animals and plant creatures. --- AC 23 Fort +17 Ref +13 Will +13 HP 135 Resistances negative 10 Weaknesses fire 5 --- Speed 25 feet, climb 20 feet Melee Single Action vine +17 (reach 20 feet), Damage 2d8+10 bludgeoning plus Improved Grab Blood Berries The drainberry bush must drain blood from living creatures for sustenance. This causes clusters of bright red berries to grow among its branches. Each cluster of berries lasts for 1 day, and a drainberry bush typically has 1d6+3 clusters when encountered. When consumed, a cluster restores 2d8+10 Hit Points. This effect has the healing, necromancy, and primal traits. A creature can pluck a cluster of berries with a successful unarmed Strike or Thievery check against the bush's AC. Consume Berries Single Action (Healing, Necromancy, Positive, Primal) The bush draws nourishment from one cluster of blood berries, regaining 2d8+10 HP. That berry cluster wrinkles and dies. Drain Blood Single Action Requirements The drainberry bush has at least one living creature grabbed with one of its vines; Effect The bush's hollow thorns siphon blood from creatures it has grabbed. Each creature must succeed at a DC 25 Fortitude save or take 2d8+10 damage and become drained 1 (double damage and drained 2 on a critical failure). For every creature damaged this way, a cluster of blood berries (see above) immediately grows along the bush's branches. Storm of Vines Two Actions The drainberry bush makes up to four vine Strikes, each against a different target. These attacks count toward the bush's multiple attack penalty, but the multiple attack penalty doesn't increase until after the bush makes all these attacks. Drainberry Collections As drainberry bushes sell their berries to others, they collect coins and small curios—such as a cameo depicting a fey noble, a lock of golden hair knotted in a complex pattern, or a ring inscribed “To my dearest Memdaria.” Not all of these baubles have monetary value, but those that don't certainly had emotional value to the original owner. Occasionally, drainberry bushes accept intangible trade goods, such as odes celebrating the bushes' grandeur. ","skill_mod":{"diplomacy":13,"nature":17,"stealth":11,"athletics":17,"acrobatics":11},"summary":"Drainberry bushes are floating bushes that originate from the First World , with long, thorny vines and dense clusters of bright-red berries. Their …","image":["/Images/Monsters/DrainberryBush.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Rarity"],"ac":23,"level":7,"source_category":["Rulebooks"],"sense":" lifesense 120 feet ","weakest_save":["ref","reflex","will"],"resistance":{"void":10},"url":"/Monsters.aspx?ID=639","intelligence":-2,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":17,"size":["Large"],"name":"Drainberry Bush","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[19],"slug":"creature-639"},{"attack_bonus":[11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":28,"language":["Draconic"],"immunity":["paralyzed","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Drake","will_save":6,"charisma":2,"speed":{"fly":60,"max":60,"land":15},"perception":6,"wisdom":0,"weakness":{"fire":5},"creature_ability":["Light Blindness","Shadow Blend","Shadow Evade","Draconic Frenzy","Shadow Breath","Speed Surge"],"skill":["Acrobatics","Stealth","Thievery"],"stealth":"8","trait":["Dragon","Shadow","CE","Tiny"],"id":"creature-640","text":" Shadow Drake Shadow drakes are typically among the smallest and least powerful of their species. Most stand as tall and long as house cats and have charcoal-colored scales and membranous wings just translucent enough to pass for shadows. Attracted to shiny materials, they employ deception, teamwork, and even rudimentary traps to create opportunities to make off with ill-gotten gains. Shadow drakes have a particular fascination and admiration for umbral dragons—a notable exception to the norm for drakes and dragons. Recall Knowledge - Dragon (Arcana): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Shadow Drake Source Bestiary 2 pg. 100 Perception +6; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +8, Stealth +8, Thievery +8 Str +1 Dex +4 Con +1 Int -1 Wis +0 Cha +2 Light Blindness Shadow Blend The shadow drake's form shifts and blends reflexively with surrounding shadows. A shadow drake gains an additional reaction each round, but it can use this reaction only for Shadow Evade. Shadow Evade Reaction Trigger A creature attacks the shadow drake while it is in an area of dim light; Effect The shadow drake further obscures its position. The attacker must succeed at a DC 11 flat check in order to affect the shadow drake, as if the drake were Hidden for the triggering attack. --- AC 17 Fort +7 Ref +10 Will +6 HP 28 Immunities paralyzed, sleep Weaknesses fire 5 --- Speed 15 feet, fly 60 feet Melee Single Action jaws +11 (Finesse), Damage 1d10+3 piercing Melee Single Action tail +11 (Agile, Finesse), Damage 1d8+3 bludgeoning Draconic Frenzy Two Actions The shadow drake makes one bite Strike and two tail Strikes in any order. Shadow Breath Two Actions (Arcane, Cold, Evocation, Shadow) A shadow drake spits a ball of black liquid that explodes into a cloud of frigid black shadow. This attack has a range of 40 feet and explodes in a 5-foot-radius burst. Creatures within the burst take 3d6 cold damage (DC 18 basic Reflex save). The explosion of shadow also snuffs out mundane light sources the size of a torch, lantern, or smaller, and attempts to counteract magical light with a +10 counteract modifier. The shadow drake can't use Shadow Breath again for 1d6 rounds. Speed Surge Single Action Frequency three times per day; Effect The shadow drake Strides or Flies twice. ","skill_mod":{"thievery":8,"stealth":8,"acrobatics":8},"summary":"Shadow drakes are typically among the smallest and least powerful of their species. Most stand as tall and long as house cats and have …","image":["/Images/Monsters/Drake_ShadowDrake.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Planar"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=640","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Shadow Drake","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-640"},{"attack_bonus":[17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":95,"language":["Draconic"],"immunity":["electricity","paralyzed","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Drake","will_save":12,"charisma":0,"speed":{"fly":40,"max":50,"land":15,"swim":50},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Electrified Blood","Ball Lightning Breath","Briny Wound","Capsize","Draconic Frenzy","Speed Surge"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"12","trait":["Amphibious","Dragon","Water","NE","Large"],"id":"creature-641","text":" Sea Drake Long and slender, sea drakes have fins down the length of their backs and webbing between their talons, making them just as adapted for gliding through ocean waves as the skies above. More solitary than most drakes, they hunt and live alone. Although most sea drakes make their roosts high on ocean-facing cliffs, it isn't unheard of for them to dwell in underwater caves, living entirely aquatic lives. Recall Knowledge - Dragon (Arcana): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Sea Drake Source Bestiary 2 pg. 101 Perception +14; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +14, Athletics +16, Stealth +12 Str +6 Dex +2 Con +4 Int -1 Wis +2 Cha +0 --- AC 24 Fort +16 Ref +14 Will +12 HP 95 Immunities electricity, paralyzed, sleep Electrified Blood Reaction (electricity) Trigger An adjacent creature deals piercing or slashing damage to the sea drake; Effect An arc of electricity courses through the sea drake's blood. The triggering creature takes 1d6 electricity damage. --- Speed 15 feet, fly 40 feet, swim 50 feet Melee Single Action jaws +17, Damage 2d8+9 piercing plus briny wound Melee Single Action tail +17 (Agile, reach 10 feet), Damage 2d6+9 bludgeoning Ball Lightning Breath Two Actions (Arcane, Electricity, Evocation) The sea drake spews a ball of electricity that strikes a primary target within 100 feet, dealing 7d6 electricity damage (DC 24 basic Reflex save). The lightning then arcs to up to three secondary targets within 30 feet of the primary target, striking the closest available targets first. The secondary bolts each strike one secondary target and deal the same rolled damage value as the primary bolt (DC 22 basic Reflex save). The sea drake can't use Ball Lightning Breath again for 1d6 rounds. Briny Wound A sea drake's saliva carries a large quantity of salt, making its bite wounds even more painful. When a creature takes damage from a sea drake's jaws Strike, the creature must attempt a DC 24 Fortitude save; the creature is then temporarily immune to briny wound for 1 minute. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 2 and slowed 1 as long as it's sickened. Capsize Single Action (Attack) The drake tries to capsize an adjacent aquatic vessel of its size or smaller. The drake must succeed at an Athletics check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the drake) or the pilot's Sailing Lore DC, whichever is higher. Draconic Frenzy Two Actions The sea drake makes one jaws Strike and two tail Strikes in any order. Speed Surge Single Action Frequency three times per day; Effect The sea drake Strides, Flies, or Swims twice. ","element":["Water"],"skill_mod":{"stealth":12,"athletics":16,"acrobatics":14},"summary":"Long and slender, sea drakes have fins down the length of their backs and webbing between their talons, making them just as adapted for gliding …","image":["/Images/Monsters/Drake_SeaDrake.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=641","intelligence":-1,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Sea Drake","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,18],"slug":"creature-641"},{"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":35,"language":["Common","can't speak any language"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary 2"],"type":"Creature","will_save":7,"charisma":1,"speed":{"max":25,"land":25,"swim":25},"perception":7,"wisdom":1,"weakness":{"vitality":5},"creature_ability":["The Sea's Revenge","Grotesque Gift","Swipe"],"skill":["Athletics","Stealth"],"stealth":"8","trait":["Undead","Water","CE","Medium"],"id":"creature-642","text":" Draugr Risen corpses of sailors who died at sea, draugr reek of the rot and decay of the briny deep. Their eyes glow with ghastly green light, and rotting seaweed, barnacles, and dead sea creatures cling to their bodies. Draugr can't speak, but expresses their malicious emotions with gurgles, as though they were eternally drowning with lungs full of water. They desire little more than to attack living creatures, especially those who sail the sea. Even when they go upon land, draugrs often drag the corpses of those they strike down back to the water, populating the depths with even more dead. Draugr rise in the haunted places of the sea, where restless spirits, swells of negative energy, or supernatural storms deliver death. A corpse might rest at the bottom of the sea for some time before awakening as a draugr. Collecting detritus and organisms, a corpse becomes increasingly disgusting before it finally rises. Proximity to intelligent life can expedite this process, and an underwater explorer who happens upon a shipwreck might cause a body to snap to unlife as a draugr suddenly. The creatures don't take intrusions lightly, especially upon their place of death. Though steeped in evil, draugr are susceptible to reminders of their lives as mariners. In particular, a well-performed sea shanty or call-and-response work song might cause a draugr to become lost in reverie for a moment. The creatures have even been witnessed moaning along, unable to sing the words but providing haunting accompaniment. The lull rarely lasts long, though, as the beauty of the song quickly becomes a reminder of the tragedy that befell the draugr, reaffirming their desire for blood and death. More powerful draugr with burning red eyes are called draugr captains. They're 3rd-level creatures with elite adjustments that can cast obscuring mist as an innate divine spell three times per day. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Draugr Source Bestiary 2 pg. 102 Perception +7; darkvision Languages Common; can't speak any language Skills Athletics +10, Stealth +8 Str +4 Dex +2 Con +3 Int -1 Wis +1 Cha +1 Items Greataxe, Leather Armor --- AC 17 Fort +11 Ref +6 Will +7 HP 35 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances fire 3 Weaknesses positive 5 The Sea's Revenge (curse, divine, necromancy) A creature that slays a draugr is subjected to a mariner's curse spell with a save DC of 17. The curse ends if the draugr is buried in a calm sea or after 1 week passes. --- Speed 25 feet, swim 25 feet Melee Single Action greataxe +10 (Sweep), Damage 1d12+4 slashing plus grotesque gift Melee Single Action fist +10 (Agile), Damage 1d4+4 slashing plus grotesque gift Grotesque Gift (Olfactory) A draugr's attacks spatter their targets with rancid flesh and rotting seaweed. A creature damaged by a draugr's Strike must succeed at a DC 15 Fortitude save or become sickened 1 (sickened 2 on a critical failure). Swipe Two Actions The draugr makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within its melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for the draugr's multiple attack penalty. Draugr Ships When an entire ship's crew dies in one calamity, they might rise simultaneously, bound together in death. Tirelessly plaguing the seas, these draugr crews slowly corrupt their vessels. The cursed ships often exhibit unsettling phenomena, such as being able to sail against the wind or leaving schools of dead fish in their wake. Sea shanties tell of draugr raiders approaching during the night, wreathed in fog pierced only by the green glow emanating from their eyes. ","element":["Water"],"skill_mod":{"stealth":8,"athletics":10},"summary":"Risen corpses of sailors who died at sea, draugr reek of the rot and decay of the briny deep. Their eyes glow with ghastly green light, and rotting …","image":["/Images/Monsters/Draugr.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":17,"item":["Greataxe","Leather Armor"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"fire":3},"url":"/Monsters.aspx?ID=642","intelligence":-1,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Draugr","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,10],"slug":"creature-642"},{"attack_bonus":[17,17],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":100,"language":["Common","Sylvan"],"source":["Bestiary 2"],"type":"Creature","will_save":17,"charisma":5,"speed":{"max":35,"land":35},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Alter Dweomer","Abjuration","Conjuration","Divination","Enchantment","Evocation","Illusion","Necromancy","Transmutation","Dweomer Leap","Pounce"],"skill":["Acrobatics","Arcana","Nature","Stealth","Survival"],"stealth":"17","trait":["Beast","Uncommon","CN","Medium"],"id":"creature-643","text":" Dweomercat Dweomercats are magically gifted felines from the First World, where they prey upon other creatures and feed upon their primal energy. They are sometimes encountered in areas of the Material Plane where the veil to the First World is thin, or in regions where magic has been irreparably warped. Dweomercats are famous for their ability to twist the metaphorical strings of spells cast on or near them, which they can transform into their own defensive magic or tap into to instantly teleport across the battlefield. Recall Knowledge - Beast (Arcana, Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Dweomercat Source Bestiary 2 pg. 103 Perception +15; darkvision, detect magic , scent (imprecise) 30 feet Languages Common, Sylvan Skills Acrobatics +17, Arcana +16, Nature +15, Stealth +17, Survival +15 Str +4 Dex +4 Con +3 Int +3 Wis +4 Cha +5 --- AC 25 Fort +12 Ref +17 Will +17 +1 status to all saves vs. magic HP 100 Alter Dweomer Reaction (abjuration, arcane) Trigger The dweomercat is targeted by a spell or is within the area of a spell as it is cast; Effect The dweomercat gains an effect related to the school of the triggering spell. This effect occurs before the dweomercat is affected by the triggering spell. The effect lasts for 1 minute, until the dweomercat uses this ability again, or until the dweomercat Dismisses the effect, whichever comes first. Abjuration The dweomercat gains a +1 status bonus to AC. Conjuration A cloud of fog appears in a 5-foot burst centered on a corner of the dweomercat's space. Anything in the cloud is concealed. Divination The dweomercat gains a +1 status bonus to all skill checks. Enchantment The dweomercat gains a +1 status bonus to all saves. Evocation Magical feedback deals 4d6 force damage to the triggering spellcaster (DC 22 basic Reflex save). Illusion The dweomercat becomes invisible. This effect ends if the dweomercat uses a hostile action, in addition to the normal end conditions. Necromancy The dweomercat gains 10 temporary HP. Transmutation The dweomercat gains a +1 status bonus to all attack rolls. --- Speed 35 feet Melee Single Action jaws +17 (Magical), Damage 2d10+7 piercing plus Grab Melee Single Action claw +17 (Agile, Magical), Damage 2d8+7 slashing Arcane Innate Spells DC 26 - 4th Dimension Door (×3), Dispel Magic (at will), Globe of Invulnerability - Constant (4th) Detect Magic Dweomer Leap Two Actions (Arcane, Conjuration, Teleportation) Prerequisites The dweomercat has at least one dimension door spell remaining; Effect The dweomercat casts dimension door , then can make a melee Strike against one creature adjacent to it at the end of its teleport. If the dweomercat ends its teleport adjacent to a creature under an ongoing spell effect or who cast a spell since the dweomercat's last turn, this does not expend a casting of dimension door . Pounce Single Action The dweomercat Strides and makes a Strike at the end of that movement. If the dweomercat began this action hidden, it remains hidden until after this ability's Strike. Dweomercat Familiars Particularly powerful spellcasters sometimes take young dweomercat cubs as familiars. Their independence and flightiness makes dweomercats somewhat unreliable allies, though, so one is never sure whether their bond with a dweomercat will be long-lasting or a temporary affair. ","tradition":["Arcane"],"skill_mod":{"nature":15,"survival":15,"stealth":17,"arcana":16,"acrobatics":17},"summary":"Dweomercats are magically gifted felines from the First World, where they prey upon other creatures and feed upon their primal energy. They are …","image":["/Images/Monsters/Dweomercat.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Dispel Magic","Globe of Invulnerability","Detect Magic"],"trait_group":["Creature Type","Rarity"],"ac":25,"level":7,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision , detect magic , scent (imprecise) 30 feet ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=643","intelligence":3,"reflex_save":17,"strongest_save":["ref","reflex","will"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Dweomercat","alignment":"CN","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16,18],"slug":"creature-643"},{"attack_bonus":[12],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":45,"language":["D'ziriak","Shadowtongue","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","will_save":10,"charisma":4,"speed":{"max":25,"land":25},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Glow","Dazzling Burst","Double Claw"],"skill":["Arcana","Athletics","Occultism","Stealth","Survival"],"stealth":"10","trait":["Aberration","Shadow","N","Medium"],"id":"creature-644","text":" D'ziriak These strange creatures are native to the Plane of Shadows, where their colorful nature is in opposition to that realm's overwhelmingly monochromatic palette. Averaging 7 feet in height, D'ziriaks have four arms, two legs, and a termite-like abdomen. The larger pair of arms, used for most tasks, have five-fingered hands with sharp, insectile claws. The smaller pair of arms are reserved for fine manipulations and are not effective in combat. D'ziriaks' otherwise dull brown carapaces are decorated with numerous runes glowing in bright colors. These tattoo-like runes indicate an individual's role in D'ziriak society, and set them apart from their home plane's other native inhabitants. The runes glow with natural bioluminescence, and D'ziriaks can make them flare brightly for an instant, at the expense of overstressing the biochemical glands that create and maintain the runes for an extended time. The color and shape of the runes are partially natural, but can be shaped and customized carefully over time to fit the individual's station. The D'ziriak language is a mix of buzzes and chitters, and is spoken by few other creatures. D'ziriaks prefer to communicate with other species using telepathy rather than endure the sound of their language being \"butchered by fleshy throats.\" D'ziriaks organize into hive cities led by a king and queen. These hive cities consist of impressive spires, yet these towers are only the foremost part of the settlement, with many more chambers reaching deep below for residences, workshops, and fungus farms. D'ziriak settlements are lit inside and out with alchemical and magical light sources, often in the shapes of runes. These dimly glowing towers provide travelers with landmarks, and perhaps promise safe havens, on the otherwise gloomy Shadow Plane. Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 D'ziriak Source Bestiary 2 pg. 104 Perception +10; darkvision Languages D'ziriak, Shadowtongue; telepathy 100 feet Skills Arcana +8, Athletics +6, Occultism +10, Stealth +10, Survival +8 Str +1 Dex +3 Con +1 Int +1 Wis +3 Cha +4 --- AC 19 Fort +6 Ref +12 Will +10 HP 45 Glow (aura, light) 20 feet. The colorful runes that decorate a d'ziriak's body create dim light. The natural bioluminescence is specially adapted to the Shadow Plane, able to overcome magical darkness as if it were magical light of the d'ziriak's level. --- Speed 25 feet Melee Single Action claw +12 (Agile, Finesse), Damage 1d10+4 piercing Occult Innate Spells DC 19 - 7th Plane Shift (self only; to Shadow Plane only) Dazzling Burst Two Actions (Light, Visual) The d'ziriak causes its body to flare with intense colorful light. Non-d'ziriaks in a 20-foot emanation must attempt a DC 20 Fortitude save. After using this ability, the d'ziriak loses its glow for 24 hours; during this time it can't use Dazzling Burst again. A creature that attempts this save is immune to all Dazzling Bursts for 1 minute. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is dazzled for 1 minute. Critical Failure The creature is blinded for 1 round and dazzled for 1 minute. Double Claw Single Action Frequency once per round; Effect The d'ziriak makes two claw Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. This counts as two attacks for the d'ziriak's multiple attack penalty, and the penalty doesn't increase until after both attacks. Light Weavers The masters of the d'ziriaks' light-weaving craft are occult practitioners, almost always sorcerers of the aberrant bloodline. Light weavers prefer spells that provide light or create magical writing. In their hive cities, light weavers create art, lighting, signage, and magic wards. They also use their light weaving for entertainment and education. ","tradition":["Occult"],"skill_mod":{"survival":8,"stealth":10,"arcana":8,"athletics":6,"occultism":10},"summary":"These strange creatures are native to the Plane of Shadows , where their colorful nature is in opposition to that realm's overwhelmingly …","image":["/Images/Monsters/Dziriak.png"],"primary_source":"Bestiary 2","spell":["Plane Shift"],"trait_group":["Creature Type","Planar"],"ac":19,"level":3,"spell_dc":[19],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=644","intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"D'ziriak","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9],"slug":"creature-644"},{"attack_bonus":[17,17],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":125,"source":["Bestiary 2"],"type":"Creature","will_save":16,"charisma":-1,"speed":{"max":35,"land":5,"swim":35},"perception":16,"wisdom":5,"weakness":{},"creature_ability":["Deep Breath","Long Neck","Attack of Opportunity","Drag Below","Thrashing Retreat"],"skill":["Athletics"],"trait":["Animal","N","Huge"],"id":"creature-645","text":" Elasmosaurus Elasmosauruses are long-necked, primeval reptiles that dwell in deep oceans and seas. Although not truly a dinosaur, elasmosauruses are often found in similar locations and are similarly titanic creatures. Keeping their massive bodies underwater, elasmosauruses use their long necks to catch prey and snorkel air to their massive lungs while remaining mostly hidden from the surface above. An elasmosaurus is 30 feet long and weighs 6,000 pounds. As rare and reclusive as they are, elasmosauruses are sometimes mistaken for even rarer creatures called water orms, legendary aquatic denizens of remote lakes known for their elusiveness and craftiness. Whereas elasmosauruses are mundane creatures of animalistic intelligence, water orms are magical beings with near-humanoid intelligence and a curious fascination with mortals, and they seem to delight in confounding onlookers. As a result, it's theorized that a typical water orm is more than happy to lead a group of spectators to a lost elasmosaurus, both to throw its pursuers off its tail and for the hilarity that will inevitably ensue. While elasmosauruses are often found in lost worlds and unsettled regions, those who dwell in the oceans of the world do not contain their hunting grounds to specific regions. As a result, it's not unheard of for a wandering specimen to find its way to coastal waters. Those that do often find the ports of small towns or even large cities to be wondrous banquets and are usually hunted down by coastal guards or adventurers. When a wayward elasmosaurus like this finds its way into a city's sewer system or reservoirs, though, it can become the stuff of urban legends. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Elasmosaurus Source Bestiary 2 pg. 105 Perception +16; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +17 Str +6 Dex +4 Con +6 Int -4 Wis +5 Cha -1 Deep Breath The elasmosaurus can hold its breath for 2 hours. --- AC 25 Fort +17 Ref +13 Will +16 HP 125 Long Neck An elasmosaurus's long neck allows it to interact with the surface while its body remains submerged underwater. While submerged no deeper than 15 feet underwater, an elasmosaurus can still stick its head up to breathe. An elasmosaurus gains cover against attacks made against creatures who are above the water's surface while it is underwater, even if its head is above the surface. Attack of Opportunity Reaction Jaws only. --- Speed 5 feet, swim 35 feet Melee Single Action jaws +17 (reach 15 feet), Damage 2d12+10 piercing plus Grab Melee Single Action paddle +17, Damage 2d6+10 bludgeoning Drag Below Single Action (Attack) The elasmosaurus attempts an Athletics check against a grabbed foe's Fortitude DC. If the elasmosaurus succeeds, the foe is forcibly moved 5 feet toward the elasmosaurus's body. If the elasmosaurus critically succeeds, the foe is moved 10 feet towards the elasmosaurus's body. Thrashing Retreat Two Actions A swimming elasmosaurus thrashes the area around it as it attempts to flee. It makes two paddle Strikes, each of which must be against separate targets, and each of which takes the normal multiple attack penalty. It then Swims up to its swim Speed. This Swim does not trigger reactions based on movement. Other Aquatic Reptiles The elasmosaurus is but one of many types of aquatic reptiles found in primeval oceans or lost worlds. Some, like the ichthyosaurus, are almost fishlike in appearance. Others, such as the mosasaurus, are truly massive beasts capable of killing and eating whales. ","skill_mod":{"athletics":17},"summary":"Elasmosauruses are long-necked, primeval reptiles that dwell in deep oceans and seas. Although not truly a dinosaur, elasmosauruses are often found …","image":["/Images/Monsters/Elasmosaurus.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=645","intelligence":-4,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":17,"size":["Huge"],"name":"Elasmosaurus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,23],"slug":"creature-645"},{"attack_bonus":[11],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":18,"immunity":["bleed","electricity","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Air","will_save":7,"charisma":0,"speed":{"fly":50,"max":50,"land":5},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Arc Lightning"],"skill":["Acrobatics","Stealth"],"stealth":"9","trait":["Air","Elemental","N","Tiny"],"id":"creature-646","text":" Spark Bat Spark bats congregate around volatile weather in the Plane of Air. Recall Knowledge - Elemental (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Spark Bat Source Bestiary 2 pg. 106 Perception +7; darkvision Languages Skills Acrobatics +9, Stealth +9 Str +0 Dex +3 Con +1 Int -4 Wis +1 Cha +0 --- AC 19 Fort +5 Ref +11 Will +7 HP 18 Immunities bleed, electricity, paralyzed, poison, sleep --- Speed 5 feet, fly 50 feet Melee Single Action jaws +11 (Agile, Finesse), Damage 1d4+5 electricity Arc Lightning (Move, Electricity, Primal, Transmutation) The spark bat transforms into lightning that arcs to a large piece of metal within 100 feet, such as a suit of metal armor or a metal weapon. The bat then returns to its normal form in a space adjacent to the metal. This movement doesn't trigger reactions. ","element":["Air"],"skill_mod":{"stealth":9,"acrobatics":9},"summary":"Spark bats congregate around volatile weather in the Plane of Air.","primary_source":"Bestiary 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":19,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=646","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Spark Bat","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-646"},{"attack_bonus":[14,14],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":50,"language":["Auran"],"immunity":["bleed","paralyzed","poison","sleep","sonic"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Air","will_save":9,"charisma":0,"speed":{"fly":50,"max":50},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Swiftness","Thunderbolt"],"skill":["Acrobatics","Stealth"],"stealth":"12","trait":["Air","Elemental","N","Medium"],"id":"creature-647","text":" Living Thunderclap A living thunderclap is a humanoid-shaped storm cloud that cracks and booms with thunder. Recall Knowledge - Elemental (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Living Thunderclap Source Bestiary 2 pg. 106 Perception +9; darkvision Languages Auran Skills Acrobatics +12, Stealth +12 Str +3 Dex +4 Con +2 Int -3 Wis +1 Cha +0 --- AC 22 Fort +10 Ref +12 Will +9 HP 50 Immunities bleed, paralyzed, poison, sleep, sonic --- Speed fly 50 feet; swiftness Melee Single Action gust +14 (Agile, Finesse), Damage 2d6+6 bludgeoning plus Push 5 feet Ranged Single Action lightning bolt +14 (Electricity, range increment 50 feet), Damage 2d12 electricity Swiftness The living thunderclap doesn't trigger reactions when it moves. Thunderbolt Two Actions (Electricity, Evocation, Primal, Sonic) The living thunderclap emits a bolt of lightning that crashes with deafening thunder. The living thunderclap makes a lightning bolt Strike that deals 1d12 electricity damage. If it hits, the target and any creatures within a 15-foot emanation around the target take 2d6 sonic damage and must attempt a DC 18 basic Fortitude save. Any creature that fails its save is also deafened for 1d4 rounds. ","element":["Air"],"skill_mod":{"stealth":12,"acrobatics":12},"summary":"A living thunderclap is a humanoid-shaped storm cloud that cracks and booms with thunder.","image":["/Images/Monsters/ElementalAir_LivingThunderclap.png"],"primary_source":"Bestiary 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":22,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=647","intelligence":-3,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Living Thunderclap","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,13],"slug":"creature-647"},{"attack_bonus":[17,17],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":78,"language":["Auran"],"immunity":["bleed","paralyzed","poison","precision","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Air","will_save":12,"charisma":0,"speed":{"fly":40,"max":40,"land":25},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Smoke Vision","Smoke Form","Noxious Fumes","Smoke Slash"],"skill":["Acrobatics","Stealth"],"stealth":"15","trait":["Air","Elemental","NE","Large"],"id":"creature-648","text":" Belker These reclusive elementals have glowing red eyes, leathery wings, and long, sharp claws. While they always retain their shape, belkers can control the solidity of their forms at will, transforming into clouds of smoke, ash, and dust. Recall Knowledge - Elemental (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Belker Source Bestiary 2 pg. 106 Perception +14; darkvision, smoke vision Languages Auran Skills Acrobatics +15, Stealth +15 Str +2 Dex +5 Con +3 Int -2 Wis +4 Cha +0 Smoke Vision The belker ignores the concealed condition from smoke. --- AC 25 Fort +13 Ref +17 Will +12 HP 78 Immunities bleed, paralyzed, poison, precision, sleep Smoke Form The belker can occupy the same space as other creatures. --- Speed 25 feet, fly 40 feet Melee Single Action claw +17 (Agile, Finesse), Damage 2d10+5 slashing Melee Single Action wing +17 (Agile, Finesse, reach 10 feet), Damage 2d8+5 bludgeoning Noxious Fumes Two Actions Requirement The belker occupies the same space as a Medium or smaller creature; Effect The belker attempts to flow into the creature's lungs; the creature must attempt a DC 23 Fortitude save. On a failure, the creature partially inhales the belker and is immobilized by the pain of the smoke rasping in its throat and lungs. The creature can attempt to exhale the belker by spending an action coughing and succeeding at a DC 23 Fortitude save. Most of the belker remains outside the creature, so the belker can still act normally. If the belker moves out of the creature's space or uses Noxious Fumes again, the creature automatically exhales it. Smoke Slash Single Action Requirement The belker is partially inhaled by a creature; Effect The belker automatically deals its claw damage to the inhaling creature by forming a claw to slash and scrape the creature from within. Belker Lore Fiercely territorial, belkers attack trespassers into their lands without mercy, slithering inside their lungs and raking their bodies from the inside. Many belkers are loyal to the Elemental Lord of Air, Hshura, but some hold secret allegiances to Ymeri, who holds domain over fire and smoke. ","element":["Air"],"skill_mod":{"stealth":15,"acrobatics":15},"summary":"These reclusive elementals have glowing red eyes, leathery wings, and long, sharp claws. While they always retain their shape, belkers can control …","primary_source":"Bestiary 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":25,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=648","intelligence":-2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Belker","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,16],"slug":"creature-648"},{"attack_bonus":[23,23],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":170,"language":["Auran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Air","will_save":19,"charisma":6,"speed":{"fly":100,"max":100},"perception":21,"wisdom":5,"weakness":{},"creature_ability":["Hostile Duet","Retune","Mesmerizing Melody","Swiftness"],"skill":["Acrobatics","Performance","Stealth"],"stealth":"22","trait":["Air","Elemental","N","Huge"],"id":"creature-649","text":" Melody On The Wind This cloud of song and sound has been caught by the wind and carried across the air. While the melody on the wind (known by some as a song elemental, despite the fact that no such place as a plane of song exists in the known multiverse) might enjoy the beauty of music, it is by nature a destructive elemental force. Recall Knowledge - Elemental (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Melody On The Wind Source Bestiary 2 pg. 107 Perception +21; darkvision Languages Auran Skills Acrobatics +22, Performance +22, Stealth +22 Str +4 Dex +6 Con +2 Int +2 Wis +5 Cha +6 --- AC 30 Fort +16 Ref +22 Will +19 HP 170 Immunities bleed, paralyzed, poison, sleep Hostile Duet Reaction Trigger A hostile creature within 30 feet creates an effect with the auditory trait that provides bonuses to itself or its allies; Effect The melody on the wind recreates the auditory effect, gaining the bonuses for itself and its allies as long as the original effect persists. Retune Reaction Trigger The melody on the wind is targeted by a spell with the auditory trait; Effect The melody on the wind attempts to counteract the spell. If it succeeds, the spell effect is caught in a blast of wind that sweeps it back to its origin, affecting the caster. Targets of the triggering effect other than the melody on the wind are still affected normally. --- Speed fly 100 feet; swiftness Melee Single Action wind gust +23 (Agile, Finesse), Damage 2d10+10 bludgeoning plus Push Ranged Single Action solid refrain +23 (range increment 70 feet), Damage 2d8+10 sonic Mesmerizing Melody Single Action (Auditory, Concentrate, Enchantment, Mental, Primal) The melody on the wind sings in a sonorous chorus. Any creature in a 30-foot emanation must attempt a DC 30 Will save to resist becoming fascinated by the melody on the wind. A creature that succeeds at its save is temporarily immune for 24 hours. Critical Success The creature is unaffected. Success The creature is fascinated for 1 round. Failure The creature is fascinated for 1d4 rounds. Swiftness The melody on the wind's movement doesn't trigger reactions. ","element":["Air"],"skill_mod":{"performance":22,"stealth":22,"acrobatics":22},"summary":"This cloud of song and sound has been caught by the wind and carried across the air. While the melody on the wind (known by some as a song elemental, …","image":["/Images/Monsters/ElementalAir_MelodyOnTheWind.png"],"primary_source":"Bestiary 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":30,"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=649","intelligence":2,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":16,"size":["Huge"],"name":"Melody On The Wind","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,21],"slug":"creature-649"},{"attack_bonus":[10],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":36,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Earth","will_save":8,"charisma":-1,"speed":{"max":20,"land":20,"burrow":20},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Earth Glide","Rolling Charge"],"skill":["Athletics","Stealth"],"stealth":"5","trait":["Earth","Elemental","N","Small"],"id":"creature-650","text":" Living Boulder Living boulders roll and glide through the Plane of Earth, gathering gemstones and metal shards until their surfaces resemble a ship's hull covered in barnacles. Barely more intelligent than many animals, living boulders fill much the same role on the Plane of Earth as the great herd animals found on Material Plane worlds. Recall Knowledge - Elemental (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Living Boulder Source Bestiary 2 pg. 108 Perception +6; darkvision, tremorsense 30 feet Languages Skills Athletics +8, Stealth +5 Str +4 Dex -1 Con +4 Int -4 Wis +2 Cha -1 --- AC 17 Fort +10 Ref +5 Will +8 HP 36 Immunities bleed, paralyzed, poison, sleep --- Speed 20 feet, burrow 20 feet; earth glide Melee Single Action jaws +10, Damage 1d8+6 piercing Earth Glide A living boulder can Burrow through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing. Rolling Charge Two Actions The living boulder Strides twice, and can then make a Strike with its jaws. This jaws Strike gains Knockdown. ","element":["Earth"],"skill_mod":{"stealth":5,"athletics":8},"summary":"Living boulders roll and glide through the Plane of Earth, gathering gemstones and metal shards until their surfaces resemble a ship's hull covered …","primary_source":"Bestiary 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=650","intelligence":-4,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Living Boulder","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-650"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":72,"language":["Terran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Earth","will_save":10,"charisma":0,"speed":{"max":50,"land":50,"burrow":30},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Earth Glide","Lancing Charge","Tilting Strike","Trample"],"skill":["Athletics"],"trait":["Earth","Elemental","N","Large"],"id":"creature-651","text":" Earthen Destrier This wave of dirt takes the crude likeness of the melded forequarters of a charging warhorse and a rocky knight wielding a rudimentary lance of gray stone. Recall Knowledge - Elemental (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Earthen Destrier Source Bestiary 2 pg. 108 Perception +10; darkvision, tremorsense (imprecise) 60 feet Languages Terran Skills Athletics +12 Str +4 Dex +1 Con +4 Int -1 Wis +3 Cha +0 --- AC 20 Fort +14 Ref +9 Will +10 HP 72 Immunities bleed, paralyzed, poison, sleep --- Speed 50 feet, burrow 30 feet; earth glide Melee Single Action lance arm +14 (deadly d8, reach 10 feet), Damage 2d8+6 piercing and lancing charge Melee Single Action hoof +14, Damage 2d6+6 bludgeoning Earth Glide An earthen destrier can Burrow through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing. Lancing Charge If the destrier moved at least 10 feet directly before its lance arm Strike, it gains a +2 circumstance bonus to its damage roll. Tilting Strike Reaction Trigger The earthen destrier tramples a creature; Effect The earthen destrier makes a lance arm Strike against the creature it's trampling at a –5 penalty. Trample Three Actions Medium or smaller, hoof, DC 20 ","element":["Earth"],"skill_mod":{"athletics":12},"summary":"This wave of dirt takes the crude likeness of the melded forequarters of a charging warhorse and a rocky knight wielding a rudimentary lance of gray …","image":["/Images/Monsters/ElementalEarth_EarthernDestrier.png"],"primary_source":"Bestiary 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=651","intelligence":-1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Earthen Destrier","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-651"},{"attack_bonus":[40,42,42,42,42],"constitution":10,"primary_source_category":"Rulebooks","strength":11,"hp":500,"language":["Aklo","Common","Draconic","Gnomish","Sylvan"],"immunity":["paralyzed","sleep"],"source":["Bestiary 2"],"type":"Creature","will_save":40,"charisma":8,"speed":{"fly":60,"max":60,"land":35},"perception":40,"wisdom":9,"weakness":{},"creature_ability":["Planar Acclimation","Frightful Presence","Vorpal Fear","Claws That Catch","Burble","Whiffling","Jaws That Bite"],"skill":["Acrobatics","Athletics","Intimidation","Nature","Survival"],"trait":["Dragon","Rare","Tane","CE","Huge"],"id":"creature-652","text":" Jabberwock Few beasts have inspired as many legends, poems, songs, and myths in as many cultures, as this bizarre draconic creature. The jabberwock hails from the fey realm of the First World and is part of a group of powerful First World creatures known collectively as the Tane. Like all members of the Tane, jabberwocks are living creatures that age, eat, drink, and sleep, but do not reproduce normally. Instead, they are created directly by the godlike Eldest who rule the First World, and they serve at the pleasure (or frustration) of these capricious and mysterious entities. Believed to be the most powerful of all the Tane, jabberwocks are typically only ever created with one purpose: to wreak destruction and havoc upon the Material Plane. One of the Eldest might send a jabberwock to devastate a country, continent, or even entire world in order to get revenge for some slight made against them by a single mortal. Sometimes, no specific insult or injury is required, as some of the Eldest resent the very existence of the Material Plane and periodically create jabberwocks simply to express the wrath of the First World against its younger and less chaotic sibling. Once a jabberwock arrives on the Material Plane, its first order of business is to seek out a lair. It prefers dwelling in remote forest locations about a day's flight from civilization—the more dangerous the woodland is to those who might eventually come hunting it, the better! The relationship between jabberwocks and vorpal weapons is the subject of much debate and speculation among scholars, and the various poems, songs, and legends about the jabberwock do little to clarify the issue, conflicting and diverging on this point. Some believe that vorpal weapons were first created specifically to combat jabberwocks, but others take the story one step further. They cite evidence in certain ancient myths that there may once have been only a single, unique jabberwock, so powerful that nothing could so much as scratch it—nothing, that is, except for the first vorpal sword, crafted for that very purpose. So epic was the resulting battle that it created strange echoes throughout reality, and as a result, these echoes, in the form of vorpal weapons, can now be found on many worlds. Those who subscribe to this belief claim that the jabberwocks seen today are but pale imitations of this proto-jabberwock, and they speculate that only the combined efforts of several Eldest would be sufficient to create such a creature again. Variant Jabberwocks The Eldest have sometimes altered certain aspects of the jabberwocks they create. Some of the more notorious or legendary variant jabberwocks include the following. Frumious Jabberwock : Frumious jabberwocks have two heads. They are level 24 and gain an extra action on each of their turns they can use only to make a jaws Strike. Mimsy Jabberwock : Typically hailing from wintry regions of the First World, mimsy jabberwocks have glowing blue-white scales, resist cold instead of fire, and have eyes that burn with blue flames that deal cold damage instead of fire damage. Slithy Jabberwock : Wreaking destruction beneath the waves, these sinuous and slimy jabberwocks are amphibious, have a swim Speed of 80 feet instead of the normal fly Speed, and do not have a wing Strike. A slithy jabberwock's whiffling aura is activated whenever it swims, makes a tail Strike, or Burbles. Recall Knowledge - Dragon (Arcana): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Jabberwock Source Bestiary 2 pg. 150 Perception +40; darkvision, scent 120 feet, true seeing Languages Aklo, Common, Draconic, Gnomish, Sylvan Skills Acrobatics +40, Athletics +44, Intimidation +41, Nature +38, Survival +40 Str +11 Dex +7 Con +10 Int +4 Wis +9 Cha +8 Planar Acclimation The jabberwock always treats the plane it is currently located on as its home plane. --- AC 49 Fort +39 Ref +37 Will +40 HP 500 , regeneration 25 (deactivated by vorpal weapons) Immunities paralyzed, sleep Resistances fire 20 Weaknesses vorpal weapons 20, vorpal fear Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 43 Vorpal Fear A jabberwock damaged by a vorpal weapon becomes frightened 2 (or frightened 4 on a critical hit). Claws That Catch Reaction Trigger A creature within the jabberwock's reach uses a manipulate action or a move action, leaves a square during a move action, makes a ranged attack, or uses a concentrate action; Effect The jabberwock makes a claw Strike against the triggering creature. If the Strike hits, the jabberwock disrupts the triggering action. --- Speed 35 feet, fly 60 feet Melee Single Action jaws +42 (deadly 2d12, Magical, reach 15 feet), Damage 4d12+19 piercing Melee Single Action claw +42 (Agile, Magical, reach 15 feet), Damage 4d8+19 slashing plus Improved Grab Melee Single Action tail +42 (Magical, reach 15 feet), Damage 4d10+19 bludgeoning plus Improved Knockdown Melee Single Action wing +40 (Magical, Agile, reach 15 feet), Damage 4d8+19 bludgeoning Ranged Single Action eyes of flame +42 (Fire, Magical, range increment 60 feet), Damage 10d6 fire plus 4d6 persistent fire Primal Innate Spells DC 43 - Constant (10th) True Seeing Burble Two Actions The jabberwock creates a blast of strange noises and shouted nonsense in the various languages it knows (and invariably some languages it doesn't know), creating one of two effects. The jabberwock can't Burble again for 1d4 rounds. Confusion (aura, emotion, enchantment, mental, primal) 60 feet. Each creature in the emanation must succeed at a DC 46 Will save or become confused for 1d4 rounds. Sonic Beam (evocation, primal, sonic) The jabberwock focuses its Burbling into a 60.foot line of sonic energy that deals 24d6 sonic damage to creatures in the area (DC 46 basic Reflex save). Whiffling Reaction (Aura) Trigger The jabberwock Flies or makes a wing Strike; Effect The jabberwock's wings whiffle, creating severe winds within a 30-foot emanation. These winds move outward from the jabberwock, and they persist until the start of the jabberwock's next turn. During this time, flight of any kind in the emanation requires a successful DC 43 Acrobatics check to Maneuver in Flight, and creatures flying toward the jabberwock are moving through greater difficult terrain. Creatures on the ground in the emanation must succeed at a DC 43 Athletics check to approach the jabberwock. Jaws That Bite If the jabberwock makes a jaws attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure. Jabberwock Treasure Jabberwocks have no interest in treasure for its own sake, but they gather objects of great value or power specifically to entice mortals into seeking it out. As a result, jabberwocks quickly amass impressive hoards of treasures taken from nearby areas. Jabberwocks and Dragons Although jabberwocks may fear <%RULES%371%%> vorpal <%END> weapons and are filled with rage against all mortal creatures, few things invite a jabberwock's wrath more than a Material Plane dragon. Some scholars believe that in the same way the First World is believed to have been a template or “first draft” of the Material Plane, dragons were created in the likeness of jabberwocks. A jabberwock that learns of a nearby dragon will attempt to kill it to the exclusion of all other priorities. ","tradition":["Primal"],"skill_mod":{"nature":38,"survival":40,"athletics":44,"intimidation":41,"acrobatics":40},"summary":"Few beasts have inspired as many legends, poems, songs, and myths in as many cultures, as this bizarre draconic creature. The jabberwock hails from …","image":["/Images/Monsters/Jabberwock.png"],"primary_source":"Bestiary 2","spell":["True Seeing"],"trait_group":["Creature Type","Rarity","Monster"],"ac":49,"level":23,"spell_dc":[43],"source_category":["Rulebooks"],"sense":" darkvision , scent 120 feet , true seeing ","weakest_save":["ref","reflex"],"resistance":{"fire":20},"url":"/Monsters.aspx?ID=652","intelligence":4,"reflex_save":37,"strongest_save":["will"],"dexterity":7,"vision":"Darkvision","fortitude_save":39,"size":["Huge"],"name":"Jabberwock","alignment":"CE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[37,37,41,45,49],"slug":"creature-652"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":94,"language":["Terran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Earth","will_save":14,"charisma":1,"speed":{"max":50,"land":25,"burrow":50},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Glass Armor","Earth Glide","Blinding Sand"],"skill":["Acrobatics","Stealth"],"stealth":"14","trait":["Earth","Elemental","N","Medium"],"id":"creature-653","text":" Sand Sentry Shifting back and forth between a detailed likeness of a human and a muted and featureless bipedal form, this creature of pure sand moves with an eerie grace. The sand sentry is often called upon by spellcasters to stand guard over an area of great importance—these elementals are patient participants in such roles, making them well suited for long-term service. Recall Knowledge - Elemental (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Sand Sentry Source Bestiary 2 pg. 109 Perception +14; darkvision, tremorsense (imprecise) 60 feet Languages Terran Skills Acrobatics +14, Stealth +14 Str +5 Dex +2 Con +4 Int +0 Wis +2 Cha +1 --- AC 24 Fort +16 Ref +12 Will +14 HP 94 Immunities bleed, paralyzed, poison, sleep Glass Armor When the sand sentry takes fire or lightning damage, its outer layer of sand fuses into sheets of hardened glass for 1 minute. This increases the sand sentry's AC to 26 and grants it resistance 5 to acid, cold, electricity, fire, force, piercing, and slashing damage. A sand sentry can't use earth glide while glass armor is active. --- Speed 25 feet, burrow 50 feet; earth glide Melee Single Action fist +17, Damage 2d8+8 bludgeoning plus blinding sand Earth Glide A sand sentry can Burrow through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing. Blinding Sand When the sand sentry critically hits with a fist Strike, the target is blinded for 1 round. Sand Mimics Sand sentries have no true culture or society of their own, but they are endlessly fascinated with the society and culture of humanoids they encounter. They can shape their appearance to mimic any similarly sized humanoids, and although they always remain obviously composed of sand, they do their best to mimic the day-to-day activities they observe other humanoids performing. Of course, structures and objects sand sentries build from sand never last, but this never seems to stifle their obsession. ","element":["Earth"],"skill_mod":{"stealth":14,"acrobatics":14},"summary":"Shifting back and forth between a detailed likeness of a human and a muted and featureless bipedal form, this creature of pure sand moves with an …","primary_source":"Bestiary 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=653","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Sand Sentry","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-653"},{"attack_bonus":[20],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":145,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Earth","will_save":17,"charisma":0,"speed":{"max":30,"land":30,"burrow":20},"perception":17,"wisdom":5,"weakness":{},"creature_ability":["Calcification","Earth Glide"],"skill":["Athletics"],"trait":["Earth","Elemental","N","Large"],"id":"creature-654","text":" Granite Glyptodont This squat and stony creature looks like an armadillo with a large raised back and a flail-like tail. The granite glyptodont has no true need to feed, as with all elementals, yet it does seem to linger after transforming the flesh of those it calcifies, as if the mere proximity of flesh fossilizing into stone pleases it somehow. Recall Knowledge - Elemental (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Granite Glyptodont Source Bestiary 2 pg. 109 Perception +17; darkvision, tremorsense (imprecise) 90 feet Languages Skills Athletics +18 Str +6 Dex +1 Con +6 Int +0 Wis +5 Cha +0 --- AC 28 Fort +18 Ref +13 Will +17 HP 145 Immunities bleed, paralyzed, poison, sleep --- Speed 30 feet, burrow 20 feet; earth glide Melee Single Action tail +20 (Forceful, reach 10 feet, versatile piercing), Damage 2d12+9 bludgeoning plus calcification Calcification (Incapacitation, Primal, Transmutation) A blow from a granite glyptodont's tail hardens the flesh of the creature struck. The target must succeed at a DC 26 Fortitude saving throw or become slowed 1 (or slowed 2 on a critical failure). Further failed saves against calcification increase the value of the slowed condition. Once a creature's actions are reduced to 0 by calcification, that creature becomes petrified. If the creature isn't petrified, the slowed conditions end once 1 minute passes without the creature failing a save against calcification. Every 24 hours after it was petrified, the creature can attempt a DC 26 Fortitude save to recover. On a success, it becomes flesh again, but is slowed 1 for the next 24 hours. On a critical success, the creature recovers and isn't slowed. On a failure, the creature remains petrified, but can try again in 24 hours. On a critical failure, the petrification is permanent, and the creature can't attempt any more saves. Earth Glide A granite glyptodont can Burrow through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing. ","element":["Earth"],"skill_mod":{"athletics":18},"summary":"This squat and stony creature looks like an armadillo with a large raised back and a flail-like tail. The granite glyptodont has no true need to …","image":["/Images/Monsters/ElementalEarth_GraniteGlyptodont.png"],"primary_source":"Bestiary 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":28,"level":8,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 90 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=654","intelligence":0,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Granite Glyptodont","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22],"slug":"creature-654"},{"attack_bonus":[10],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":35,"language":["Ignan","can't speak any language"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Fire","will_save":8,"charisma":1,"speed":{"max":30,"land":30},"perception":8,"wisdom":2,"weakness":{"cold":5},"creature_ability":["Cloak in Embers"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"8","trait":["Elemental","Fire","NG","Small"],"id":"creature-655","text":" Ember Fox Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow. Recall Knowledge - Elemental (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Ember Fox Source Bestiary 2 pg. 110 Perception +8; darkvision Languages Ignan; can't speak any language Skills Acrobatics +8, Athletics +5, Stealth +8 Str +1 Dex +4 Con +2 Int -2 Wis +2 Cha +1 --- AC 18 Fort +6 Ref +10 Will +8 HP 35 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 5 Cloak in Embers Reaction Trigger An adjacent ally is targeted by an effect that deals fire damage; Effect The ember fox drapes itself across its ally, granting the ally fire resistance 10 against the incoming attack. --- Speed 30 feet Melee Single Action jaws +10 (Agile, Finesse), Damage 1d4+3 piercing plus 1d4 persistent fire\n","element":["Fire"],"skill_mod":{"stealth":8,"athletics":5,"acrobatics":8},"summary":"Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow.","image":["/Images/Monsters/ElementalFire_EmberFox.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=655","intelligence":-2,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Ember Fox","alignment":"NG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-655"},{"attack_bonus":[13,13],"constitution":4,"primary_source_category":"Rulebooks","strength":1,"hp":70,"language":["Ignan","can't speak any language"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Fire","will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{"cold":5},"creature_ability":["Smoke Vision","Noxious Burst"],"skill":["Acrobatics","Athletics"],"trait":["Elemental","Fire","NE","Medium"],"id":"creature-656","text":" Filth Fire These creatures look like roiling clouds of black smoke churning above a mound of burning refuse. Leering faces form and fade in the smoke above, while the burning trash writhes in spasmodic lurches, obviously alive. Recall Knowledge - Elemental (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Filth Fire Source Bestiary 2 pg. 110 Perception +11; darkvision, smoke vision Languages Ignan; can't speak any language Skills Acrobatics +13, Athletics +9 Str +1 Dex +5 Con +4 Int -2 Wis +3 Cha +0 Smoke Vision The filth fire ignores the concealed condition from smoke. --- AC 21 Fort +12 Ref +13 Will +9 HP 70 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 5 --- Speed 25 feet Melee Single Action burning lash +13 (Finesse), Damage 2d6+3 bludgeoning plus 1d6 persistent fire Ranged Single Action ember ball +13 (Fire, range increment 20 feet), Damage 1d6+3 bludgeoning plus 1d6 persistent fire Noxious Burst Two Actions Toxic materials and churning rubbish within the filth fire's body explode in one of three ways. The filth fire chooses the effect, but it can't make the same choice twice in a row. Fiery Beam (evocation, fire, primal) The filth fire expels a 30-foot line of flame that deals 3d6 fire damage with a DC 21 basic Reflex save. Shrapnel Blast (evocation, primal) The filth fire shoots jagged rubbish out in a 5-foot emanation that deals 2d12 piercing damage with a DC 21 basic Reflex save. Toxic Fumes (evocation, poison, primal) The filth fire belches a 15-foot cone of toxic smoke that deals 2d6 poison damage (DC 21 basic Fortitude save). A creature that fails is also sickened 1 (or sickened 2 on a critical failure). ","element":["Fire"],"skill_mod":{"athletics":9,"acrobatics":13},"summary":"These creatures look like roiling clouds of black smoke churning above a mound of burning refuse. Leering faces form and fade in the smoke above, …","primary_source":"Bestiary 2","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=656","intelligence":-2,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Filth Fire","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,13],"slug":"creature-656"},{"attack_bonus":[17],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":115,"language":["Ignan"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Fire","will_save":14,"charisma":1,"speed":{"max":50,"land":50},"perception":14,"wisdom":4,"weakness":{"cold":10},"creature_ability":["Smoke Vision","Burning Rush"],"skill":["Acrobatics","Athletics"],"trait":["Elemental","Fire","CN","Medium"],"id":"creature-657","text":" Striding Fire An embodiment of the speed and chaos of a spreading blaze, a striding fire appears as a lithe and long-limbed humanoid composed of shifting-hued flames churning within a skeleton-like framework. Recall Knowledge - Elemental (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Striding Fire Source Bestiary 2 pg. 111 Perception +14; darkvision, smoke vision Languages Ignan Skills Acrobatics +15, Athletics +12 Str +2 Dex +5 Con +3 Int +0 Wis +4 Cha +1 Smoke Vision The striding fire ignores the concealed condition from smoke. --- AC 24 Fort +11 Ref +17 Will +14 HP 115 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 10 --- Speed 50 feet Melee Single Action fist +17 (Agile, Finesse), Damage 2d8+5 bludgeoning plus 1d6 persistent fire Burning Rush Two Actions (Evocation, Fire, Primal) The striding fire Strides up to double its Speed in a straight line. Its movement during this Stride doesn't trigger reactions. Any creature the striding fire was adjacent to at any point during this Stride must attempt a DC 24 basic Reflex save. If it critically fails, it is knocked prone by a wave of heated air. The striding fire can't use Burning Rush for 1d4 rounds. ","element":["Fire"],"skill_mod":{"athletics":12,"acrobatics":15},"summary":"An embodiment of the speed and chaos of a spreading blaze, a striding fire appears as a lithe and long-limbed humanoid composed of shifting-hued …","primary_source":"Bestiary 2","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=657","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Striding Fire","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-657"},{"attack_bonus":[17,20,20],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":155,"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Fire","will_save":16,"charisma":0,"speed":{"climb":30,"max":40,"land":40},"perception":18,"wisdom":4,"weakness":{"cold":10},"creature_ability":["Smoke Vision","Magma Scorpion Venom"],"skill":["Athletics"],"trait":["Elemental","Fire","N","Large"],"id":"creature-658","text":" Magma Scorpion Whether skittering through Abyssal wastelands or basking in the searing sand of the deepest deserts, magma scorpions have charred carapaces constantly emitting vision-warping waves of heat. Recall Knowledge - Elemental (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Magma Scorpion Source Bestiary 2 pg. 111 Perception +18; darkvision, smoke vision Languages Skills Athletics +18 Str +6 Dex +3 Con +5 Int -4 Wis +4 Cha +0 Smoke Vision The magma scorpion ignores the concealed condition from smoke. --- AC 28 Fort +19 Ref +14 Will +16 HP 155 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 10 --- Speed 40 feet, climb 30 feet Melee Single Action pincer +20 (Agile, reach 10 feet), Damage 2d6+9 bludgeoning plus 1d6 persistent fire and Grab Melee Single Action tail sting +20 (reach 10 feet), Damage 1d10+9 piercing plus 1d6 persistent fire and magma scorpion venom Ranged Single Action magma spit +17 (Fire, range increment 40 feet), Damage 1d6+9 fire plus 1d6 persistent fire Magma Scorpion Venom (Fire, Injury, Poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 fire damage (1 round) and enfeebled 1; Stage 2 3d6 fire damage and enfeebled 2 (1 round) ","element":["Fire"],"skill_mod":{"athletics":18},"summary":"Whether skittering through Abyssal wastelands or basking in the searing sand of the deepest deserts, magma scorpions have charred carapaces …","image":["/Images/Monsters/ElementalFire_MagmaScorpion.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":28,"level":8,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=658","intelligence":-4,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Magma Scorpion","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,18,19],"slug":"creature-658"},{"primary_source_category":"Rulebooks","strength":1,"hp":16,"language":["Auran","Terran"],"source":["Bestiary 2"],"type":"Creature","charisma":-1,"perception":3,"stealth":"7","trait":["Air","Earth","Elemental","Uncommon","N","Small"],"id":"creature-659","text":" Dust Mephit Whining and self-important creatures, dust mephits are known for their tendency to pronounce doom and gloom at every opportunity, lamenting every insignificant and minor difficulty as though it were an insurmountable obstacle and making themselves out to be heroes for struggling valiantly against their cruel fates. They tend to be thin and gaunt, with dusky brown and gray skin and wings. Recall Knowledge - Elemental (Arcana, Nature): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Dust Mephit Source Bestiary 2 pg. 112 Perception +3; darkvision Languages Auran, Terran Skills Acrobatics +7, Stealth +7 Str +1 Dex +4 Con +1 Int -2 Wis +0 Cha -1 --- AC 17 Fort +6 Ref +9 Will +5 HP 16 (fast healing 2 (in dust or sand)) Immunities bleed, paralyzed, poison, sleep --- Speed 20 feet, fly 35 feet Melee Single Action claw +9 (Agile, Finesse), Damage 1d6+1 slashing Arcane Innate Spells DC 17 - 2nd Glitterdust Breath Weapon Two Actions (Air, Arcane, Earth) The dust mephit breathes a cloud of dust in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 basic Reflex save). The dust mephit can't use Breath Weapon again for 1d4 rounds. ","element":["Air","Earth"],"skill_mod":{"stealth":7,"acrobatics":7},"image":["/Images/Monsters/ElementalMephit_DustMephit.png"],"primary_source":"Bestiary 2","spell":["Glitterdust"],"ac":17,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":-2,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Dust Mephit","alignment":"N","pfs":"Standard","rarity":"uncommon","strike_damage_average":[4],"attack_bonus":[9],"constitution":1,"immunity":["bleed","paralyzed","poison","sleep"],"creature_family":"Elemental, Mephit","will_save":5,"speed":{"fly":35,"max":35,"land":20},"wisdom":0,"weakness":{},"creature_ability":["Breath Weapon"],"skill":["Acrobatics","Stealth"],"tradition":["Arcane"],"summary":"Whining and self-important creatures, dust mephits are known for their tendency to pronounce doom and gloom at every opportunity, lamenting every …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=659","dexterity":4,"category":"creature","slug":"creature-659"},{"primary_source_category":"Rulebooks","strength":0,"hp":18,"language":["Aquan","Auran"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":3,"trait":["Air","Elemental","Uncommon","Water","N","Small"],"id":"creature-660","text":" Ice Mephit Though capable of the same depths of cruelty as their fire mephit kin, ice mephits carry theirs out in a more calculating way. Unlike most mephits, these pale blue mephits prefer solitude to company. Lacking in empathy, they are known for their callousness, and have a reputation for brutal honesty. They also have few moral qualms about acting selfishly and exploiting weakness for their own gain, should the chance arise. Recall Knowledge - Elemental (Arcana, Nature): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Ice Mephit Source Bestiary 2 pg. 112 Perception +3; darkvision Languages Aquan, Auran Skills Acrobatics +7, Intimidation +5 Str +0 Dex +4 Con +0 Int -2 Wis +0 Cha +2 --- AC 17 Fort +5 Ref +9 Will +3 HP 18 (fast healing 2 (when touching ice or snow)) Immunities bleed, cold, paralyzed, poison, sleep Weaknesses fire 3 --- Speed 20 feet, fly 25 feet Melee Single Action claw +9 (Agile, Finesse), Damage 1d4 slashing and 1d4 cold Arcane Innate Spells DC 17, attack +9 - Cantrips (1st) Chill Touch, Ray of Frost Breath Weapon Two Actions (Arcane, Cold) The ice mephit breathes shards of ice in a 15-foot cone that deals 1d6 cold damage and 1d6 piercing damage to each creature within the area (DC 17 basic Reflex save). The ice mephit can't use Breath Weapon again for 1d4 rounds. ","element":["Air","Water"],"skill_mod":{"intimidation":5,"acrobatics":7},"primary_source":"Bestiary 2","spell":["Chill Touch","Ray of Frost"],"ac":17,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":-2,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Small"],"name":"Ice Mephit","alignment":"N","pfs":"Standard","rarity":"uncommon","strike_damage_average":[5],"attack_bonus":[9],"constitution":0,"immunity":["bleed","cold","paralyzed","poison","sleep"],"creature_family":"Elemental, Mephit","spell_attack_bonus":[9],"will_save":3,"speed":{"fly":25,"max":25,"land":20},"wisdom":0,"weakness":{"fire":3},"creature_ability":["Breath Weapon"],"skill":["Acrobatics","Intimidation"],"tradition":["Arcane"],"summary":"Though capable of the same depths of cruelty as their fire mephit kin, ice mephits carry theirs out in a more calculating way. Unlike most mephits, …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=660","dexterity":4,"category":"creature","slug":"creature-660"},{"primary_source_category":"Rulebooks","strength":3,"hp":24,"language":["Aquan","Terran"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":3,"trait":["Earth","Elemental","Uncommon","Water","N","Small"],"id":"creature-661","text":" Ooze Mephit Slick in every sense of the word, ooze mephits are unapologetic sycophants, shamelessly flattering anyone they may be able to con a favor out of, although their lack of intelligence and subtlety means that only the most vain or trusting targets fail to see through their honeyed words. Lacking proper bones, these ocher-colored mephits have bodies consisting primarily of ooze and muck. They smell disgusting, and their touch leaves stains that are almost impossible to get out. Recall Knowledge - Elemental (Arcana, Nature): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Ooze Mephit Source Bestiary 2 pg. 113 Perception +3; darkvision Languages Aquan, Terran Skills Athletics +6, Diplomacy +7 Str +3 Dex +1 Con +2 Int -2 Wis +0 Cha +2 --- AC 14 Fort +7 Ref +4 Will +3 HP 24 (fast healing 2 (when touching mud or slime)) Immunities bleed, paralyzed, poison, sleep --- Speed 20 feet, fly 20 feet Melee Single Action fist +8, Damage 1d6+3 bludgeoning Arcane Innate Spells DC 17 - 1st Grease Breath Weapon Two Actions (Arcane, Poison) The ooze mephit spits toxic slime in a 15-foot cone that deals 2d6 poison damage to each creature within the area (DC 17 basic Reflex save). The ooze mephit can't use Breath Weapon again for 1d4 rounds. ","element":["Earth","Water"],"skill_mod":{"diplomacy":7,"athletics":6},"image":["/Images/Monsters/ElementalMephit_OozeMephit.png"],"primary_source":"Bestiary 2","spell":["Grease"],"ac":14,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":-2,"reflex_save":4,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Ooze Mephit","alignment":"N","pfs":"Standard","rarity":"uncommon","strike_damage_average":[6],"attack_bonus":[8],"constitution":2,"immunity":["bleed","paralyzed","poison","sleep"],"creature_family":"Elemental, Mephit","will_save":3,"speed":{"fly":20,"max":20,"land":20},"wisdom":0,"weakness":{},"creature_ability":["Breath Weapon"],"skill":["Athletics","Diplomacy"],"tradition":["Arcane"],"summary":"Slick in every sense of the word, ooze mephits are unapologetic sycophants, shamelessly flattering anyone they may be able to con a favor out of, …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=661","dexterity":1,"category":"creature","slug":"creature-661"},{"primary_source_category":"Rulebooks","strength":1,"hp":19,"language":["Aquan","Ignan"],"source":["Bestiary 2"],"type":"Creature","charisma":0,"perception":3,"trait":["Elemental","Fire","Uncommon","Water","N","Small"],"id":"creature-662","text":" Steam Mephit These brash and arrogant creatures are among the more energetic mephits. They are quick to nominate themselves the leaders of any group, barking out orders in shrill, high-pitched voices and insisting on having everything done their way. Even when they aren't bossing others around, the constant hiss of steam escaping from their pores ensures that there is never a quiet moment. Recall Knowledge - Elemental (Arcana, Nature): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Steam Mephit Source Bestiary 2 pg. 113 Perception +3; darkvision, steam vision Languages Aquan, Ignan Skills Acrobatics +7, Intimidation +6 Str +1 Dex +2 Con +4 Int -2 Wis +0 Cha +0 Steam Vision The steam mephit ignores the concealed condition from mist and steam. --- AC 16 Fort +9 Ref +7 Will +5 HP 19 (fast healing 2 (in boiling water or steam)) Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 3 --- Speed 20 feet, fly 25 feet, swim 25 feet Melee Single Action claw +7 (Agile, Finesse), Damage 1d6+1 slashing Arcane Innate Spells DC 17 - 2nd Obscuring Mist Boiling Rain Two Actions (Arcane, Conjuration, Fire, Water) Frequency once per day; Effect The steam mephit calls down a rain boiling water that surrounds them in a 10-foot emanation. Creatures in the area take 2d8 fire damage (DC 17 basic Reflex save), and small unattended flames (such as torches) are extinguished. Breath Weapon Two Actions (Arcane, Fire) The steam mephit spits a cloud of steam in a 15-foot cone that deals 2d6 fire damage to each creature within the area (DC 17 basic Reflex save). The steam mephit can't use Breath Weapon again for 1d4 rounds. ","element":["Fire","Water"],"skill_mod":{"intimidation":6,"acrobatics":7},"primary_source":"Bestiary 2","spell":["Obscuring Mist"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision , steam vision","resistance":{},"intelligence":-2,"reflex_save":7,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":9,"size":["Small"],"name":"Steam Mephit","alignment":"N","pfs":"Standard","rarity":"uncommon","strike_damage_average":[4],"attack_bonus":[7],"constitution":4,"immunity":["bleed","fire","paralyzed","poison","sleep"],"creature_family":"Elemental, Mephit","will_save":5,"speed":{"fly":25,"max":25,"land":20,"swim":25},"wisdom":0,"weakness":{"cold":3},"creature_ability":["Steam Vision","Boiling Rain","Breath Weapon"],"skill":["Acrobatics","Intimidation"],"tradition":["Arcane"],"summary":"These brash and arrogant creatures are among the more energetic mephits. They are quick to nominate themselves the leaders of any group, barking out …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=662","dexterity":2,"category":"creature","slug":"creature-662"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":35,"immunity":["bleed","cold","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Water","will_save":5,"charisma":0,"speed":{"climb":20,"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{"fire":5},"creature_ability":["Icicle"],"skill":["Athletics","Stealth"],"stealth":"7","trait":["Cold","Elemental","Water","N","Small"],"id":"creature-663","text":" Icicle Snake Translucent and capable of hanging suspended and near motionless, icicle snakes sense the heat of living creatures as a threat and attempt to use their camouflage and chilling bite against foes. Recall Knowledge - Elemental (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Icicle Snake Source Bestiary 2 pg. 114 Perception +7; darkvision Languages Skills Athletics +7, Stealth +7 Str +1 Dex +3 Con +2 Int -4 Wis +1 Cha +0 --- AC 18 Fort +8 Ref +9 Will +5 HP 35 Immunities bleed, cold, paralyzed, poison, sleep Weaknesses fire 5 --- Speed 25 feet, climb 20 feet Melee Single Action jaws +9 (Finesse), Damage 1d6+1 piercing plus 1d6 persistent cold Icicle Single Action (Concentrate) Until the next time it acts, the icicle snake appears to be an unassuming icicle. It has an automatic result of 27 on Deception checks and DCs to pass as an icicle. ","element":["Water"],"skill_mod":{"stealth":7,"athletics":7},"summary":"Translucent and capable of hanging suspended and near motionless, icicle snakes sense the heat of living creatures as a threat and attempt to use …","image":["/Images/Monsters/ElementalWater_IcicleSnake.png"],"primary_source":"Bestiary 2","trait_group":["Energy","Monster","Creature Type","Elemental","Planar"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=663","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Icicle Snake","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-663"},{"attack_bonus":[14],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":58,"language":["Aquan"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Water","will_save":11,"charisma":0,"speed":{"climb":20,"max":30,"land":20,"swim":30},"perception":13,"wisdom":5,"weakness":{},"creature_ability":["Mist Cloud","Mist Vision","Constrict","Solidify Mist"],"skill":["Athletics","Stealth"],"stealth":"12","trait":["Amphibious","Elemental","Water","N","Medium"],"id":"creature-664","text":" Mist Stalker The tentacled mist stalker shrouds itself in a cloak of mist through which its single, never-blinking eye can see with clarity, allowing it an advantage when stalking its prey. Recall Knowledge - Elemental (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Mist Stalker Source Bestiary 2 pg. 114 Perception +13; darkvision, mist vision Languages Aquan Skills Athletics +11, Stealth +12 Str +4 Dex +4 Con +2 Int +1 Wis +5 Cha +0 Mist Cloud (aura, conjuration, primal, water) 15 feet. The mist stalker is surrounded by mist. Creatures in the aura are concealed. If wind disperses the aura, it returns automatically at the start of the mist stalker's turn. This cloud is suppressed in water. Mist Vision The mist stalker ignores the concealed condition from mist and fog. --- AC 20 Fort +10 Ref +12 Will +11 HP 58 Immunities bleed, paralyzed, poison, sleep --- Speed 20 feet, climb 20 feet, swim 30 feet Melee Single Action tentacle +14 (Finesse, Sweep, reach 10 feet), Damage 2d8+4 bludgeoning plus Grab Constrict Single Action 1d8+4 bludgeoning, DC 21 Solidify Mist Single Action (Primal, Transmutation, Water) The mist stalker makes its mist cloud congeal, causing the aura to be difficult terrain until the start of the mist stalker's next turn. In addition, the mist stalker can make the mist even thicker around a single Medium or smaller creature within the cloud. The creature must succeed at a DC 20 Reflex save or become immobilized until it Escapes or it is no longer in the mist cloud's emanation. ","element":["Water"],"skill_mod":{"stealth":12,"athletics":11},"summary":"The tentacled mist stalker shrouds itself in a cloak of mist through which its single, never-blinking eye can see with clarity, allowing it an …","primary_source":"Bestiary 2","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , mist vision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=664","intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Mist Stalker","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-664"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":105,"language":["Aquan"],"immunity":["bleed","cold","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Water","will_save":14,"charisma":0,"speed":{"max":25,"land":25,"burrow":20},"perception":14,"wisdom":4,"weakness":{"fire":5},"creature_ability":["Snow Vision","Shattering Ice","Ice Burrow"],"skill":["Athletics","Stealth"],"stealth":"14","trait":["Cold","Elemental","Water","N","Medium"],"id":"creature-665","text":" Blizzardborn Freezing and thawing in a near-constant loop, blizzardborn resemble humanoid forms composed of a mixture of partially melted snow and sleet. These elementals move with crunching strides, their bodies constantly sloshing and sloughing off shards of ice. Because of their ability to refreeze, blizzardborn can travel into warmer environments safely, though they tend to look more like slush in these areas. Recall Knowledge - Elemental (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Blizzardborn Source Bestiary 2 pg. 115 Perception +14; darkvision, snow vision Languages Aquan Skills Athletics +15, Stealth +14 Str +5 Dex +2 Con +4 Int +0 Wis +4 Cha +0 Snow Vision The blizzardborn ignores the concealed condition from falling snow. --- AC 24 Fort +16 Ref +12 Will +14 HP 105 Immunities bleed, cold, paralyzed, poison, sleep Weaknesses fire 5 Shattering Ice Reaction Trigger An enemy hits the blizzardborn with an attack that deals physical damage; Effect A portion of the blizzardborn's body shatters into an explosion of razor sharp ice crystals and blinding snow that deals 2d6 piercing damage to opponents in a 5-foot emanation (DC 24 basic Reflex save). Anyone who fails is also blinded for 1 round (or 3 rounds on a critical failure). --- Speed 25 feet, ice burrow 20 feet Melee Single Action ice claw +17 (versatile bludgeoning), Damage 2d6+8 slashing plus 1d6 persistent cold Ice Burrow The blizzardborn can Burrow through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing. ","element":["Water"],"skill_mod":{"stealth":14,"athletics":15},"summary":"Freezing and thawing in a near-constant loop, blizzardborn resemble humanoid forms composed of a mixture of partially melted snow and sleet. These …","primary_source":"Bestiary 2","trait_group":["Energy","Monster","Creature Type","Elemental","Planar"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , snow vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=665","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Blizzardborn","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18],"slug":"creature-665"},{"attack_bonus":[23,23,23],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":185,"language":["Aquan"],"immunity":["bleed","cold","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Elemental, Water","will_save":17,"charisma":3,"speed":{"max":60,"land":25,"burrow":20,"swim":60},"perception":19,"wisdom":5,"weakness":{"fire":10},"creature_ability":["Explosion","Breath Weapon","Ice Burrow"],"skill":["Athletics"],"trait":["Amphibious","Cold","Elemental","Water","N","Huge"],"id":"creature-666","text":" Icewyrm Resembling wingless, serpentine dragons formed of jagged ice and shot through with veins of nearly frozen water, these elementals dwell within icebergs and enjoy striking out at passing ships or creatures. They're especially common in frigid stretches of ocean in the Plane of Water, where icebergs cluster together into enormous islands of ice. Recall Knowledge - Elemental (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Icewyrm Source Bestiary 2 pg. 115 Perception +19; darkvision Languages Aquan Skills Athletics +21 Str +7 Dex +7 Con +5 Int -1 Wis +5 Cha +3 --- AC 30 Fort +20 Ref +21 Will +17 HP 185 Immunities bleed, cold, paralyzed, poison, sleep Weaknesses fire 10 Explosion (cold) When the icewyrm dies, it explodes, dealing 8d6 cold damage to each creature in a 10-foot emanation (DC 27 basic Reflex save). --- Speed 25 feet, ice burrow 20 feet, swim 60 feet Melee Single Action jaws +23 (reach 15 feet), Damage 2d12+13 piercing Melee Single Action tail +23 (Agile, reach 15 feet), Damage 2d6+13 slashing plus 1d6 persistent cold Ranged Single Action ice shard +23 (range increment 60 feet), Damage 1d6+13 piercing plus 1d6 persistent cold Breath Weapon Two Actions (Cold, Evocation, Primal) The icewyrm breathes a 60-foot line of freezing shards of razor-sharp ice, dealing 3d12 cold damage and 3d12 piercing damage to every creature in the line (DC 29 basic Reflex save). The icewyrm can't use Breath Weapon again for 1d4 rounds. Ice Burrow The Icewyrm can Burrow through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing. Elemental Wyrms The icewyrm is the most widely encountered elemental wyrm, but others exist as well, including the blazing firewyrm, the sleek but somewhat smaller sparkwyrm, and the largest of them all, the immense and acidic sludgewyrm. ","element":["Water"],"skill_mod":{"athletics":21},"summary":"Resembling wingless, serpentine dragons formed of jagged ice and shot through with veins of nearly frozen water, these elementals dwell within …","image":["/Images/Monsters/ElementalWater_Icewyrm.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Energy","Creature Type","Elemental","Planar"],"ac":30,"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=666","intelligence":-1,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":20,"size":["Huge"],"name":"Icewyrm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,23,26],"slug":"creature-666"},{"attack_bonus":[17,19],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":170,"source":["Bestiary 2"],"type":"Creature","creature_family":"Elephant","will_save":16,"charisma":-2,"speed":{"max":40,"land":40},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Trample","Tusk Sweep"],"skill":["Athletics","Survival"],"trait":["Animal","N","Huge"],"id":"creature-667","text":" Anancus The anancus is an ancient species of elephant with unusually long tusks and a trunk shorter than its more modern cousins. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Anancus Source Bestiary 2 pg. 116 Perception +16; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +19, Survival +16 Str +7 Dex +0 Con +5 Int -4 Wis +2 Cha -2 --- AC 25 Fort +19 Ref +14 Will +16 HP 170 --- Speed 40 feet Melee Single Action tusk +19 (reach 15 feet), Damage 2d12+11 piercing Melee Single Action foot +17 (reach 10 feet), Damage 2d10+9 bludgeoning Trample Three Actions Large or smaller, foot, DC 25 Tusk Sweep Two Actions The anancus sweeps its long tusks back and forth, dealing 4d6 bludgeoning damage to all creatures in a 15-foot cone, who must make a DC 27 basic Reflex save. Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and is knocked prone. Critical Failure The target takes double damage, is knocked prone, and is pushed 5 feet away from the anancus. ","skill_mod":{"survival":16,"athletics":19},"summary":"The anancus is an ancient species of elephant with unusually long tusks and a trunk shorter than its more modern cousins.","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":25,"level":8,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=667","intelligence":-4,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":19,"size":["Huge"],"name":"Anancus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,24],"slug":"creature-667"},{"attack_bonus":[21,21,21],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":175,"source":["Bestiary 2"],"type":"Creature","creature_family":"Elephant","will_save":17,"charisma":-2,"speed":{"max":45,"land":45},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Dual Tusks","Grabbing Trunk","Trample"],"skill":["Athletics","Stealth"],"stealth":"17","trait":["Animal","N","Huge"],"id":"creature-668","text":" Mastodon Not to be confused with the larger mammoth, mastodons are primeval elephants who dwell predominantly in temperate forests. There, they travel in close-knit social groups and feed on the forest vegetation. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Mastodon Source Bestiary 2 pg. 116 Perception +17; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +21, Stealth +17 Str +8 Dex +0 Con +5 Int -4 Wis +2 Cha -2 --- AC 26 Fort +20 Ref +13 Will +17 HP 175 --- Speed 45 feet Melee Single Action tusk +21 (reach 15 feet), Damage 3d8+12 piercing Melee Single Action trunk +21 (reach 15 feet), Damage grabbing trunk Melee Single Action foot +21 (reach 10 feet), Damage 2d10+12 bludgeoning Dual Tusks Single Action The mastodon makes two tusk Strikes, each against a different creature. This counts as one attack for the mastodon's multiple attack penalty, and the penalty doesn't increase until after both attacks. Grabbing Trunk A Medium or smaller creature hit by the mastodon's trunk is grabbed. If the mastodon moves, it can bring the grabbed creature along with it. Trample Three Actions Large or smaller, foot, DC 27 ","skill_mod":{"stealth":17,"athletics":21},"summary":"Not to be confused with the larger mammoth, mastodons are primeval elephants who dwell predominantly in temperate forests. There, they travel in …","image":["/Images/Monsters/Elephant_Mastodon.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":26,"level":9,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=668","intelligence":-4,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":20,"size":["Huge"],"name":"Mastodon","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23,25],"slug":"creature-668"},{"primary_source_category":"Rulebooks","strength":1,"hp":18,"language":["Common","Shadowtongue"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":5,"stealth":"7","trait":["Fetchling","Humanoid","Shadow","N","Medium"],"id":"creature-669","text":" Fetchling Scout The people known today as fetchlings are a distinct ancestry descended from generations of humans who became trapped ages ago on the Shadow Plane. No longer human at all, these people, who call themselves kayals, have become monochromatic in coloration, with flesh tones and hair colors varying between white, black, and all shades of gray. Their limbs are lithe and willowy, and their eyes are generally solid yellow, yellow-green, or white, though a rare few have a purple or blue glow. Fetchlings have developed their own complex societies in the Shadow Plane, often under the tolerance of or in servitude to the strange, malignant creatures there, such as the sinister velstracs or the enigmatic d'ziriaks. While individual fetchlings can be any alignment, they are all survivors in a harsh environment, which leads to a tendency toward pragmatism. Fetchling clothing mimics the regions they dwell in, with drab colors tending toward darker shades. When they trade with humans or other societies on the Material Plane, they often wear masks or concealing clothing to hide their appearance. Typical fetchling communities are insular and swiftly close ranks in the event of an intruder. Though individual fetchlings don't mind traveling to and blending in with other societies to facilitate trade, they often hide or even react defensively if they have their own visitors. When one considers the nature of the other denizens of the Shadow Plane, however, this tendency to assume the worst of interlopers might make sense to some. Fetchlings are not as common on the Material Plane; most of those who dwell there are loners by choice who have left their home to seek out adventure elsewhere, exiles who were banished from their homelands, or planar castaways with no ability to return to the Shadow Plane. This last category, the lost and stranded, are the most likely to be found in larger groups. In cities of significant size, one can sometimes even find a small community of a few dozen or more fetchlings living among humans, although they often do so subtly by dyeing their hair, wearing brightly colored clothing, and utilizing layers of makeup to hide their pallid complexions. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Fetchling Scout Source Bestiary 2 pg. 117 Perception +5; darkvision Languages Common, Shadowtongue Skills Acrobatics +7, Athletics +4, Deception +5, Diplomacy +5, Society +3, Stealth +7, Thievery +7 Str +1 Dex +4 Con +2 Int +0 Wis +0 Cha +2 Items Chain Shirt, Dagger --- AC 18 Fort +5 Ref +9 Will +5 HP 18 Shadow Blending When the fetchling scout is concealed as a result of dim light, the flat check to target them has a DC of 7, not 5. --- Speed 25 feet Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4+1 piercing Ranged Single Action dagger +9 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+1 piercing Occult Innate Spells DC 15 - 1st Illusory Disguise Shadow Stride Single Action (Illusion, Occult, Shadow) Requirement The fetchling is in dim light; Effect The fetchling Strides. They have a +10-foot status bonus to their Speed during this Stride. The DC from shadow blending increases to 11 during this Stride, and the fetchling remains concealed by dim light until the end of the movement, even if they leave dim light during the Stride. Sneak Attack The fetchling scout's Strikes deal an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"society":3,"diplomacy":5,"deception":5,"thievery":7,"stealth":7,"athletics":4,"acrobatics":7},"image":["/Images/Monsters/Fetchling_FetchlingScout.png"],"primary_source":"Bestiary 2","spell":["Illusory Disguise"],"ac":18,"item":["Chain Shirt","Dagger"],"level":1,"spell_dc":[15],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Medium"],"name":"Fetchling Scout","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[3,3],"attack_bonus":[9,9],"constitution":2,"creature_family":"Fetchling","will_save":5,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Shadow Blending","Shadow Stride","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Society","Stealth","Thievery"],"tradition":["Occult"],"summary":"The people known today as fetchlings are a distinct ancestry descended from generations of humans who became trapped ages ago on the Shadow Plane . …","trait_group":["Monster","Ancestry","Creature Type","Planar"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=669","dexterity":4,"category":"creature","slug":"creature-669"},{"attack_bonus":[20,20],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":152,"language":["Abyssal","Elven","Undercommon","can't speak any language"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Fleshwarp","will_save":16,"charisma":4,"speed":{"max":15,"land":15},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Mind Lash","Rend","Soul Scream","Storm of Tentacles"],"skill":["Athletics","Acrobatics","Stealth"],"stealth":"20","trait":["Aberration","CE","Large"],"id":"creature-670","text":" Irnakurse Irnakurse are surface elves who drow have subjected to particularly cruel and humiliating fleshwarping practices, as drow take special delight in the torment of their surface-dwelling kin. The process of crafting an irnakurse involves twisting an unfortunate elf into a deformed mass of misplaced limbs, loose flesh, and bony protrusions—parts that should be internal are often left on full display to the world. Irnakurse are subject to mental conditioning that causes them to hate their prior forms, and these creatures prefer to attack surface elves over all other targets. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Irnakurse Source Bestiary 2 pg. 118 Perception +18; darkvision Languages Abyssal, Elven, Undercommon; can't speak any language Skills Athletics +20, Acrobatics +20, Stealth +20 Str +5 Dex +5 Con +3 Int -2 Wis +3 Cha +4 --- AC 28 Fort +20 Ref +18 Will +16 HP 152 Attack of Opportunity Reaction --- Speed 15 feet Melee Single Action jaws +20 (reach 10 feet), Damage 2d12+11 piercing Melee Single Action tentacle +20 (Agile, reach 20 feet), Damage 2d8+11 slashing plus mind lash Mind Lash (Emotion, Enchantment, Mental, Occult) A non-evil creature hit by an irnakurse's tentacle is overwhelmed with corrupted images of a ruined life and must succeed at a DC 28 Will save or be stunned 2 (or stunned 4 on a critical failure). After attempting this save, a creature is temporarily immune to Mind Lash for 24 hours. Rend Single Action tentacle Soul Scream Two Actions (Auditory, Concentrate, Emotion, Enchantment, Mental, Occult) Frequency once per day; Effect The irnakurse unleashes an alien shriek of nightmarish horror and pain. All non-evil creatures within a 10-foot emanation must attempt a DC 28 Will save. The irnakurse can Sustain Soul Scream for up to 6 rounds; each time it does, it repeats the effect. Critical Success The creature is unaffected, and is temporarily immune to Soul Scream for 24 hours. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1. Further failed saves against Soul Scream increase the condition value by 1, to a maximum of stupefied 4. Each time the character gets a full night's rest, the stupefied condition gained from Soul Scream decreases by 1. Critical Failure As failure, except the stupefied value increases by 2 instead of by 1. Storm of Tentacles Two Actions The irnakurse makes up to four tentacle Strikes, each against a different target. These attacks count toward the irnakurse's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all of its attacks. Irnakurse Mockeries When drow capture a particularly hated surface elf, or one with a large following, they inflict even greater pain upon them during the fleshwarping process than most other victims. The resulting irnakurse are known as “mockeries,” and always have elite adjustments. Rather than using them, drow keep them close at hand as living “art” akin to a pet or trophy. ","skill_mod":{"stealth":20,"athletics":20,"acrobatics":20},"summary":"Irnakurse are surface elves who drow have subjected to particularly cruel and humiliating fleshwarping practices, as drow take special delight in …","image":["/Images/Monsters/Fleshwarp_Irnakurse.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=670","intelligence":-2,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Irnakurse","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,24],"slug":"creature-670"},{"attack_bonus":[19,23,23],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Undercommon"],"immunity":["disease"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Fleshwarp","will_save":19,"charisma":3,"speed":{"max":35,"land":35},"perception":19,"wisdom":5,"weakness":{},"creature_ability":["Stench","Feed","Fleshgout"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"19","trait":["Aberration","CE","Large"],"id":"creature-671","text":" Ghonhatine In transforming xulgaths, drow fleshwarpers sought not to create a new type of creature but to recapture a form of xulgath predecessor believed entirely vanished from Golarion. Ghonhatines are the result—hulking reptilian beasts who prefer to crawl on all fours and tear at their foes with bestial fury. Recall Knowledge - Aberration (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Ghonhatine Source Bestiary 2 pg. 119 Perception +19; darkvision, scent (imprecise) 30 feet Languages Undercommon Skills Athletics +21, Intimidation +19, Stealth +19 Str +7 Dex +3 Con +6 Int -2 Wis +5 Cha +3 --- AC 30 Fort +22 Ref +17 Will +19 HP 175 Immunities disease Resistances acid 10 Stench (aura, olfactory) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 26 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 35 feet Melee Single Action jaws +23 (reach 10 feet), Damage 2d12+10 piercing plus 1d6 persistent acid Melee Single Action claw +23 (Agile, reach 10 feet), Damage 2d10+10 slashing Ranged Single Action vomit +19 (Acid, range increment 20 feet), Damage 5d6 acid plus fleshgout Feed Single Action (Manipulate) Requirement The ghonhatine is adjacent to the corpse of a creature that died within the last hour; Effect The ghonhatine devours a chunk of the corpse. For 1 minute, the ghonhatine gains fast healing 5 and a +2 status bonus to damage rolls. It can gain these benefits from any given corpse only once. Fleshgout (Disease) A ghonhatine's vomit carries an awful disease that, over time, can cause a suffering creature's flesh to develop painful boils that eventually slough away, leaving gaping wounds; Saving Throw DC 28 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 enfeebled 1 and drained 1 (1 day); Stage 3 enfeebled 2 and drained 2 (1 day); Stage 4 enfeebled 2 and drained 3 (1 day); Stage 5 drained 4, enfeebled 2, and unconscious (1 day); Stage 6 dead Zevgavizeb's Favored The demonic patron of many xulgaths, Zevgavizeb, spends most of his time slumbering in the Abyssal realm of Gluttondark. However, his vile priests actively pursue what they insist are their dormant god's goals. Some xulgath high priests practice fleshwarping upon their own acolytes, creating ghonhatine zealots to serve in their legions and guard their evil temples. ","skill_mod":{"stealth":19,"athletics":21,"intimidation":19},"summary":"In transforming xulgaths , drow fleshwarpers sought not to create a new type of creature but to recapture a form of xulgath predecessor believed …","image":["/Images/Monsters/Fleshwarp_Ghonhatine.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":30,"level":10,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{"acid":10},"url":"/Monsters.aspx?ID=671","intelligence":-2,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Ghonhatine","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,21,26],"slug":"creature-671"},{"attack_bonus":[6],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":18,"immunity":["visual"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Fly","will_save":3,"charisma":-5,"speed":{"max":10,"land":10},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Regurgitation","Gnaw Flesh"],"skill":["Athletics"],"trait":["Animal","N","Medium"],"id":"creature-672","text":" Giant Maggot Giant flies lay their eggs on the bodies of larger monsters or livestock. When they hatch, these eggs release squirming maggots the size of human children, ravenous young who voraciously consume any flesh in the immediate vicinity—typically starting with the body upon which they were born. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Giant Maggot Source Bestiary 2 pg. 120 Perception +3; no vision, tremorsense 30 feet Languages Skills Athletics +4 Str +2 Dex -1 Con +3 Int -5 Wis +1 Cha -5 --- AC 13 Fort +9 Ref +3 Will +3 HP 18 Immunities visual Regurgitation Reaction Trigger The giant maggot takes damage; Effect The giant maggot regurgitates its rancid, foul meal. All creatures in a 5-foot emanation must succeed at a DC 16 Fortitude save or become sickened 1 (or sickened 2 on a critical failure). The giant maggot can't use Regurgitation again until it spends at least an hour feeding on a corpse. --- Speed 10 feet Melee Single Action mandibles +6, Damage 1d8+2 piercing plus Grab Gnaw Flesh Single Action Requirement The giant maggot has Grabbed a creature; Effect The giant maggot deals 1d8+2 slashing damage to the grabbed creature as it chews the creature's flesh (DC 19 basic Reflex save). ","skill_mod":{"athletics":4},"summary":"Giant flies lay their eggs on the bodies of larger monsters or livestock. When they hatch, these eggs release squirming maggots the size of human …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":13,"level":0,"source_category":["Rulebooks"],"sense":"no vision, tremorsense 30 feet ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=672","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-1,"fortitude_save":9,"size":["Medium"],"name":"Giant Maggot","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-672"},{"remaster_name":["Giant Swamp Fly"],"attack_bonus":[8],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":20,"source":["Bestiary 2"],"type":"Creature","creature_family":"Fly","will_save":6,"charisma":-5,"speed":{"climb":20,"fly":40,"max":40,"land":20},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Avoid the Swat","Fly Pox"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Medium"],"id":"creature-673","text":" Giant Fly This pony-sized fly's twitching limbs seem to never stop moving as it constantly cleans itself and scoops anything edible into its mouthparts. While primarily carrion eaters, giant flies sometimes prey on livestock or other animals too slow to get away. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Fly Source Bestiary 2 pg. 120 Perception +8; darkvision, tremorsense (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +6 Str +3 Dex +4 Con +3 Int -5 Wis +3 Cha -5 --- AC 17 Fort +6 Ref +9 Will +6 HP 20 Avoid the Swat Reaction Trigger The giant fly is targeted with a melee or ranged attack by an attacker it can see; Effect The giant fly gains a +2 circumstance bonus against the triggering attack. If the attack misses, the giant insect can Fly up to its fly Speed. --- Speed 20 feet, climb 20 feet, fly 40 feet Melee Single Action mandibles +8, Damage 1d6+3 piercing plus fly pox Fly Pox (Disease, Virulent) A giant fly could carry any disease, but most transmit a virulent but not fatal infection called Fly Pox with their bite; Saving Throw DC 16 Fortitude; Onset 1 day; Stage 1 enfeebled 1 (1 day); Stage 2 as stage 1 (1 day); Stage 3 enfeebled 2 (1 day); Stage 4 as stage 3; Stage 5 enfeebled 2 and fatigued (1 day) Fly Species The giant fly presented here is but the most common of these unsettlingly oversized pests. Others can grow much larger, such as the blood-drinking glutton fly, the highly toxic and foul-smelling blight fly, and the immensely bloated plague fly—a nauseating creature ironically incapable of flight that fattens itself on undead flesh and carries a host of awful diseases. ","skill_mod":{"athletics":6,"acrobatics":7},"summary":"This pony-sized fly's twitching limbs seem to never stop moving as it constantly cleans itself and scoops anything edible into its mouthparts. While …","image":["/Images/Monsters/Fly_GiantFly.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":17,"level":1,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 30 feet ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=673","intelligence":-5,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Giant Fly","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-673"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Rulebooks","strength":-2,"hp":12,"source":["Bestiary 2"],"type":"Creature","creature_family":"Frog","will_save":6,"charisma":0,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Toxic Skin","Spear Frog Venom","Sticky Feet"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Tiny"],"id":"creature-674","text":" Spear Frog The spear frog is named for its toxin, which is traditionally used to envenom thrown projectiles like spears and daggers. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Spear Frog Source Bestiary 2 pg. 121 Perception +6; low-light vision Languages Skills Acrobatics +5, Athletics +0 Str -2 Dex +3 Con +1 Int -4 Wis +2 Cha +0 --- AC 14 Fort +5 Ref +7 Will +6 HP 12 Toxic Skin Anytime a creature touches the spear frog or an adjacent creature Strikes the spear frog with a melee attack, that creature is exposed to spear frog venom. --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action jaws +7 (Agile, Finesse), Damage 1d6 piercing plus spear frog venom Spear Frog Venom (Poison) Saving Throw DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and enfeebled 1 (1 round) Sticky Feet Spear frogs are not flat-footed when Balancing on a narrow surface, and they gain a +4 bonus to Reflex saves to avoid falling. ","skill_mod":{"athletics":0,"acrobatics":5},"summary":"The spear frog is named for its toxin, which is traditionally used to envenom thrown projectiles like spears and daggers.","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":14,"level":0,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=674","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"size":["Tiny"],"name":"Spear Frog","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-674"},{"attack_bonus":[8,8],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":30,"source":["Bestiary 2"],"type":"Creature","creature_family":"Frog","will_save":5,"charisma":-1,"speed":{"max":25,"land":25,"swim":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Sticky Feet","Tongue Grab"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","trait":["Animal","N","Medium"],"id":"creature-675","text":" Giant Frog Giant frogs can grow up to 6 feet long and weigh over 200 pounds, with rows of razor-sharp teeth lining their gaping mouths. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Frog Source Bestiary 2 pg. 121 Perception +7; low-light vision Languages Skills Acrobatics +5, Athletics +6, Stealth +7 Str +3 Dex +2 Con +3 Int -4 Wis +2 Cha -1 --- AC 15 Fort +8 Ref +7 Will +5 HP 30 --- Speed 25 feet, swim 25 feet Melee Single Action jaws +8, Damage 1d6+3 piercing plus Grab Melee Single Action tongue +8 (reach 15 feet), Damage tongue grab Sticky Feet Giant frogs are not flat-footed when Balancing on a narrow surface, and they gain a +4 bonus to Reflex saves to avoid falling. Tongue Grab A creature hit by the giant frog's tongue becomes grabbed by the giant frog. The creature isn't immobilized, but it can't move beyond the reach of the frog's tongue. A creature can sever the tongue with a Strike against AC 13 that deals at least 2 slashing damage. This deals no damage to the frog but prevents it from using its tongue Strike until it regrows its tongue, which takes a week. ","skill_mod":{"stealth":7,"athletics":6,"acrobatics":5},"summary":"Giant frogs can grow up to 6 feet long and weigh over 200 pounds, with rows of razor-sharp teeth lining their gaping mouths.","image":["/Images/Monsters/Frog_GiantFrog.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=675","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"Giant Frog","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-675"},{"attack_bonus":[27,27,27],"constitution":7,"primary_source_category":"Rulebooks","strength":8,"hp":285,"immunity":["electricity"],"source":["Bestiary 2"],"type":"Creature","will_save":23,"charisma":4,"speed":{"max":30,"land":20,"swim":30},"perception":25,"wisdom":6,"weakness":{},"creature_ability":["Otherworldly Vision","Electric Torpor","Aquatic Ambush","Barbed Tongue","Flailing Tentacles","Greater Constrict","Retract Tongue","Swallow Whole"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"27","trait":["Aberration","Amphibious","Uncommon","N","Huge"],"id":"creature-676","text":" Froghemoth A terrifying abomination of teeth, tentacles, and unbridled rage, the froghemoth is thankfully rarely encountered even in the deepest swamplands or most remote Darklands caverns. Capable of devouring dinosaurs and even dragons, it is a frighteningly effective ambush hunter, immersing itself in the mire with only its eyestalk protruding and watching in every direction at once with uncanny precision. Recall Knowledge - Aberration (Occultism): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Froghemoth Source Bestiary 2 pg. 122 Perception +25; darkvision, otherworldly vision 30 feet Languages Skills Acrobatics +23, Athletics +27, Stealth +27 Str +8 Dex +6 Con +7 Int -4 Wis +6 Cha +4 Otherworldly Vision A froghemoth's alien eyes allow it to perceive creatures within 30 feet, even if they are invisible or ethereal. It can still be fooled by successful Stealth checks to Hide, but it has Perception DC 38 in such cases. It also sees through and is unaffected by illusions with the visual trait if they are within 30 feet. --- AC 32 all-around vision Fort +26 Ref +21 Will +23 HP 285 Immunities electricity Electric Torpor Though a froghemoth is immune to electricity damage, it is slowed 1 for 1 round whenever it would have otherwise taken electricity damage. --- Speed 20 feet, swim 30 feet Melee Single Action jaws +27 (reach 10 feet), Damage 3d12+14 piercing plus Improved Grab Melee Single Action tentacle +27 (Agile, reach 15 feet), Damage 3d8+14 bludgeoning plus Improved Grab Melee Single Action tongue +27 (Agile, reach 30 feet), Damage 2d10+14 piercing plus barbed tongue Aquatic Ambush Single Action Barbed Tongue A creature hit by the froghemoth's tongue becomes grabbed by the froghemoth. The creature isn't immobilized, but it can't move beyond the reach of the froghemoth's tongue. A creature can sever the tongue with a successful Strike against AC 31 that deals at least 15 slashing damage. This deals no damage to the froghemoth but prevents it from using its tongue Strike until it regrows its tongue, which takes 1 minute. Flailing Tentacles Two Actions The froghemoth makes up to four tentacle Strikes, each against a different target. These count toward the froghemoth's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. Greater Constrict Single Action 3d6+12, DC 33 Retract Tongue Two Actions The froghemoth pulls a creature grabbed by its tongue toward itself. The froghemoth rolls an Athletics check against the creature's Fortitude DC. On a success, the froghemoth pulls the creature into an adjacent space, and if it critically succeeds it can also make a bite Strike against the creature after the pull. Swallow Whole Single Action (Attack) Large, 3d6+9 bludgeoning, Rupture 24 Alien Origins Froghemoths have been known to suddenly abandon an established lair to seek a new home, as if in response to some cosmic convergence or subspace signal imperceptible to other creatures. Some argue that the froghemoth is never fully comfortable in any environment because it isn't from this world at all, and that these wanderings are instinctual urges to seek out its true home—a home not represented by the strange world in which the beast finds itself trapped. ","skill_mod":{"stealth":27,"athletics":27,"acrobatics":23},"summary":"A terrifying abomination of teeth, tentacles, and unbridled rage, the froghemoth is thankfully rarely encountered even in the deepest swamplands or …","image":["/Images/Monsters/Froghemoth.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster","Rarity"],"ac":32,"level":13,"source_category":["Rulebooks"],"sense":" darkvision , otherworldly vision 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=676","intelligence":-4,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Froghemoth","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[25,27,33],"slug":"creature-676"},{"attack_bonus":[25],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":225,"immunity":["cold"],"source":["Bestiary 2"],"type":"Creature","will_save":20,"charisma":0,"speed":{"max":25,"land":25,"burrow":10},"perception":22,"wisdom":4,"weakness":{"fire":15},"creature_ability":["Death Throes","Worm Chill","Freezing Blood","Breath Weapon","Worm Trill"],"skill":["Athletics","Stealth"],"stealth":"20","trait":["Animal","Cold","N","Huge"],"id":"creature-677","text":" Frost Worm The frost worm's single round, red eye gleams prominently at the head of its monstrous mass, white as a winter snowfall. What appears to be a bifurcated lower jaw is actually two spiky parapodia that the worm uses to shovel food into its lamprey-like mouth. An adult frost worm measures 35 feet long and weighs 8,000 pounds. A frost worm is an apex predator that uses camouflage, burrowing, and deceit to ambush its prey. When it attacks, a frost worm produces a distinctive, high-pitched trill. Though some survivors of frost worm attacks have compared it to a wailing lament, the trill has a captivating effect on nearby creatures, causing them to stop and listen even as the monstrous creature approaches. The cold shed by a frost worm is as dangerous as its trill or its jaws, and while it is not fond of warmer climates, neither is it particularly hampered in such regions. A frost worm that somehow finds itself in temperate or even tropical environs causes the immediate area to chill and ice over with frost over time, creating seemingly impossible pockets of frozen terrain. Recall Knowledge - Animal (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Frost Worm Source Bestiary 2 pg. 123 Perception +22; darkvision Languages Skills Athletics +25, Stealth +20 Str +7 Dex +4 Con +6 Int -4 Wis +4 Cha +0 --- AC 33 Fort +24 Ref +22 Will +20 HP 225 Immunities cold Weaknesses fire 15 Death Throes (cold, evocation, primal) When a frost worm dies, it explodes in a 100-foot burst of searing cold blood. All creatures and objects in range take 10d8 cold damage (DC 29 basic Reflex save). Worm Chill (aura, cold, evocation, primal) 5 feet. A creature that enters or begins its turn in the emanation takes 3d6 cold damage (DC 29 basic Reflex save). Freezing Blood Reaction (cold) Trigger The frost worm takes piercing or slashing damage; Effect The frost worm's freezing blood sprays out on a random creature within 10 feet of the frost worm. That creature takes 7d6 cold damage (DC 29 basic Reflex save). --- Speed 25 feet, burrow 10 feet Melee Single Action jaws +25, Damage 3d8+10 piercing plus 2d6 persistent cold Breath Weapon Two Actions (Cold, Evocation, Primal) The frost worm exhales a blast of frost, dealing 13d6 cold damage to creatures in a 50-foot cone (DC 32 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Worm Trill Single Action (Auditory, Concentrate, Enchantment, Mental, Primal) The frost worm emits a hypnotic trill. Each non–frost worm creature within 100 feet must attempt a DC 32 Will save. The effects of Worm Trill last for 1 round, but if the frost worm uses this ability again on subsequent rounds, it extends this duration by 1 round for any creature already affected. Success The creature is unaffected and is immune to Worm Trill for 24 hours. Failure The creature is fascinated by the frost worm. Critical Failure As failure, but the fascinated condition doesn't end if the frost worm uses hostile actions against the creature. Unknown Origins Frost worms are clearly supernatural in origin, though the source of their magical abilities remains unclear. Research is hampered by the fact that neither the corpse nor its magic survive the creature's death, and live frost worms are notoriously difficult and dangerous to keep or transport. Evidence exists that the winter witches of Irrisen may have created the first frost worms, while other clues suggest they hail from the distant planet of Triaxus. ","skill_mod":{"stealth":20,"athletics":25},"summary":"The frost worm's single round, red eye gleams prominently at the head of its monstrous mass, white as a winter snowfall. What appears to be a …","image":["/Images/Monsters/Frostworm.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Energy","Monster"],"ac":33,"level":12,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=677","intelligence":-4,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":24,"size":["Huge"],"name":"Frost Worm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[30],"slug":"creature-677"},{"primary_source_category":"Rulebooks","strength":5,"hp":120,"language":["Common","Jotun","Sylvan","<%SPELLS%293%%>speak with animals<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":1,"perception":15,"stealth":"13","trait":["Giant","Humanoid","CG","Large"],"id":"creature-678","text":" Wood Giant Wood giants are the denizens and protectors of the deepest, most primeval forests in the world. They dedicate their entire lives to the preservation of nature—a role that they believe nature itself has selected them to carry out. Wood giants are patient and kind to those who show respect and care for wild places. Although most wood giants consider civilization as simply another part of the world, they value places untouched by permanent structures and dense humanoid settlements. Wood giants have long, drooping ears and more slender builds than most giants. Despite their size, they are graceful and agile, able to move through dense forests and brush with little sound. They have been known to work closely with druids and others who share their respect for the sanctity of wilderness regions. Wood giants spend their days patrolling vast swaths of territory, foraging, and keeping an eye out for any who would despoil their lands. While they respect the connection to nature they share with many fey creatures and remain on good terms with them, wood giants see most fey as far too flighty to take part in any long-term plans. An average wood giant stands 14 feet tall and weighs 1,200 pounds. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Wood Giant Source Bestiary 2 pg. 124 Perception +15; low-light vision Languages Common, Jotun, Sylvan; speak with animals Skills Acrobatics +13, Athletics +15, Forest Lore +14, Nature +14, Stealth +13, Survival +13 Str +5 Dex +5 Con +4 Int +2 Wis +3 Cha +1 Items Hide Armor, +1 composite longbow (20 arrows), Shortsword --- AC 24 Fort +17 Ref +14 Will +13 HP 120 Catch Rock Reaction --- Speed 35 feet Melee Single Action shortsword +17 (Agile, reach 10 feet, versatile S), Damage 1d8+11 piercing Melee Single Action fist +17 (Agile, reach 10 feet), Damage 1d6+11 bludgeoning Ranged Single Action composite longbow +18 (deadly d10, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+8 piercing Ranged Single Action rock +17 (Brutal, range increment 120 feet), Damage 2d6+11 bludgeoning Primal Innate Spells DC 23 - 2nd Entangle, Tree Shape - 3rd Earthbind - 4th Speak with Plants - Constant (2nd) Pass Without Trace, Speak with Animals Piercing Shot Single Action The wood giant shoots an arrow at a target so that it glances off the first target to strike another target behind the first one. The wood giant chooses two targets in a direct line, one of which must be giving lesser cover to the other, then makes a single ranged Strike with its longbow against both targets. This attack ignores the lesser cover the first target provides to the second. The wood giant rolls damage only once, and applies it to each creature it hits. Piercing Shot counts as two attacks for the wood giant's multiple attack penalty. Throw Rock Single Action Wood Giant Celebrations Despite the seriousness with which wood giants approach their duties, or perhaps because of it, wood giant gatherings are joyous occasions. Wood giants most often gather to sing, dance, seek life partners, and celebrate their hard work. ","skill_mod":{"nature":14,"survival":13,"stealth":13,"athletics":15,"acrobatics":13},"image":["/Images/Monsters/Giant_WoodGiant.png"],"primary_source":"Bestiary 2","spell":["Speak with Plants","Earthbind","Entangle","Tree Shape","Pass Without Trace","Speak with Animals"],"ac":24,"item":["Hide Armor","+1 composite longbow (20 arrows)","Shortsword"],"level":6,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":2,"reflex_save":14,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":17,"size":["Large"],"name":"Wood Giant","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[12,14,15,18],"attack_bonus":[17,17,17,18],"constitution":4,"creature_family":"Giant","will_save":13,"speed":{"max":35,"land":35},"wisdom":3,"weakness":{},"creature_ability":["Catch Rock","Piercing Shot","Throw Rock"],"skill":["Acrobatics","Athletics","Forest Lore","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Wood giants are the denizens and protectors of the deepest, most primeval forests in the world. They dedicate their entire lives to the preservation …","trait_group":["Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=678","dexterity":5,"category":"creature","slug":"creature-678"},{"primary_source_category":"Rulebooks","strength":6,"hp":150,"language":["Aklo","Common","Jotun"],"source":["Bestiary 2"],"type":"Creature","charisma":1,"perception":16,"trait":["Amphibious","Giant","Humanoid","CE","Large"],"id":"creature-679","text":" Marsh Giant Dwellers of brackish coastal salt marshes and fetid bogs and swamps, marsh giants are hideous in appearance indeed, with fishlike mouths, slimy gray-green skin, and dark, beady eyes. They prefer to eat the flesh of those they slay in battle, but many are also cannibals. It is perhaps this vicious behavior that keeps the creatures in check, for if a fellow marsh giant becomes too dangerous and powerful, it runs the risk of being ambushed and consumed by its clan. Marsh giants are insular and mysterious, dedicating much of their lives to zealous worship of sea-dwelling deities or stranger entities. While there is no central religion followed by all marsh giants, many are known to venerate the demon lord Dagon, while others worship even more powerful monstrosities from the Elder Mythos, such as distant, dreaming Cthulhu. Only rarely do more than a dozen marsh giants settle together in a location, but when they do it is often for a religious purpose. Whatever call from the deep draws them together also tugs at nearby creatures such as boggards or skum, who look upon marsh giants in fear and reverence. The grim, terrifying chants and screams coming from such an encampment are a sure sign of terror to come for any other residents of the area. Barely topping 11 feet tall and 1,000 pounds, marsh giants are small for giants but make up for their relatively diminutive stature with their zealotry. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Marsh Giant Source Bestiary 2 pg. 125 Perception +16; low-light vision Languages Aklo, Common, Jotun Skills Athletics +18, Intimidation +15, Religion +17 Str +6 Dex +3 Con +4 Int +0 Wis +3 Cha +1 Items +1 striking gaff , sack with 5 rocks --- AC 27 Fort +18 Ref +13 Will +17 HP 150 Catch Rock Reaction --- Speed 35 feet, swim 20 feet Melee Single Action gaff +20 (Magical, reach 10 feet, Trip, versatile P), Damage 2d6+14 bludgeoning Melee Single Action fist +20 (Agile, reach 10 feet), Damage 2d6+14 bludgeoning Ranged Single Action rock +20 (Brutal, range increment 120 feet), Damage 2d6+14 bludgeoning Occult Innate Spells DC 23 - 2nd Augury, Obscuring Mist - 5th Mariner's Curse Hook Shake Single Action Requirements A creature adjacent to the marsh giant is prone in water at least 1 foot deep; Effect The marsh giant uses its gaff to shake the creature back and forth and hold it underwater. The giant attempts an Athletics check against the target's Fortitude DC. Critical Success The target takes 6d6+14 piercing damage and loses 5 rounds' worth of air if they were holding their breath. Success The target takes 3d6+14 piercing damage and loses 3 rounds' worth of air if they were holding their breath. Failure The target is unaffected. Critical Failure As failure, but the giant drops its gaff as well. Throw Rock Single Action Twist the Hook Two Actions The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to create an awful wound, dealing 3d6 persistent bleed damage to the creature. Gaffs Many marsh giants fight with oversized gaffs—lengths of wood with a single metal spike affixed to the tip. Used often by fisherfolk to land fish, marsh giants use their gaffs as weapons. A gaff sized for a Medium creature is a common martial weapon in the club group. It deals 1d6 bludgeoning damage and has 1 Bulk. It requires one hand to use and has the trip and versatile P weapon traits. Gaffs are readily available in fishing or coastal settlements for 1 gp. ","skill_mod":{"athletics":18,"intimidation":15,"religion":17},"image":["/Images/Monsters/Giant_MarshGiant.png"],"primary_source":"Bestiary 2","spell":["Mariner's Curse","Augury","Obscuring Mist"],"ac":27,"item":["+1 striking gaff","sack with 5 rocks"],"level":8,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":0,"reflex_save":13,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":18,"size":["Large"],"name":"Marsh Giant","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[21,21,21],"attack_bonus":[20,20,20],"constitution":4,"creature_family":"Giant","will_save":17,"speed":{"max":35,"land":35,"swim":20},"wisdom":3,"weakness":{},"creature_ability":["Catch Rock","Hook Shake","Throw Rock","Twist the Hook"],"skill":["Athletics","Intimidation","Religion"],"tradition":["Occult"],"summary":"Dwellers of brackish coastal salt marshes and fetid bogs and swamps, marsh giants are hideous in appearance indeed, with fishlike mouths, slimy …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=679","dexterity":3,"category":"creature","slug":"creature-679"},{"attack_bonus":[25,25,26],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":230,"language":["Common","Jotun"],"immunity":["controlled"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Giant","will_save":22,"charisma":2,"speed":{"max":30,"land":30},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["See Invisibility","Catch Rock","Guardian Spirit","Ancestral Guardian","Protected by the Ancestors","Throw Rock"],"skill":["Athletics","Genealogy Lore","Religion","Stealth","Survival"],"stealth":"10","trait":["Giant","Humanoid","CN","Huge"],"id":"creature-680","text":" Taiga Giant Taiga giants prefer a nomadic lifestyle, both to keep from depleting any one area's resources while satiating their massive appetites and to satisfy a constant wanderlust. They are deeply spiritual and frequently commune with their ancestors' spirits for guidance and knowledge. Taiga giants are happiest when they are left alone to live out their traditional lives, and their impressive size and strength are enough to persuade all but the most dangerous foes to do so. Taiga giants subsist on migratory herds of aurochs, mammoths, and elk. They occasionally raid humanoid villages, but such cases are opportunistic rather than malicious, with a focus on stealing away livestock for food rather than people. Nevertheless, the arrival of a group of taiga giants is a potentially devastating event to any town or village, so many communities attempt to placate the giants by creating a yearly offering at those times when they know the giants are scheduled to come close. Most taiga giants venerate their ancestors and seek to honor their works in everything they do. This deep connection makes them ferociously proud of those legacies, and little can compel taiga giants to go to war more swiftly than insulting their ancestors. Merely mentioning the false rumors that ancient taiga giant spellcasters were responsible for the creation of the first rune giants is a surefire way to earn a taiga giant's unending wrath. A taiga giant stands 20 feet tall and weighs 10,000 pounds. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Taiga Giant Source Bestiary 2 pg. 126 Perception +23; low-light vision, see invisibility Languages Common, Jotun Skills Athletics +22, Genealogy Lore +16, Religion +20, Stealth +10, Survival +25 Str +7 Dex +1 Con +5 Int +1 Wis +4 Cha +2 See Invisibility A taiga giant can see invisible creatures and objects as translucent shapes, and they are concealed to the taiga giant. Items +1 striking longspear , sack with 5 rocks --- AC 32 Fort +25 Ref +20 Will +22 +2 status to all saves vs. enchantment and illusion effects HP 230 Immunities controlled Catch Rock Reaction Guardian Spirit Reaction Trigger The taiga giant has Ancestral Guardian active and would take energy or mental damage; Effect The taiga giant's ancestral spirits intervene and protect the giant from taking up to 20 energy damage or 30 mental damage. The giant takes any remaining damage; if it does, the spirits depart and the giant is no longer protected by the ancestors. --- Speed 30 feet Melee Single Action longspear +26 (Magical, reach 20 feet), Damage 2d8+15 piercing Melee Single Action fist +25 (Agile, reach 15 feet), Damage 3d6+15 bludgeoning Ranged Single Action rock +25 (Brutal, range increment 120 feet), Damage 2d10+15 bludgeoning Ancestral Guardian Single Action (Concentrate) Requirements The taiga giant must be protected by the ancestors; Effect The taiga giant calls upon their ancestors' spirits to rise up and protect them, causing a cloak of spectral faces to shimmer and swirl around them. The taiga giant's AC increases to 34 until the start of its next turn. Protected by the Ancestors (Divine) A taiga giant's prayers to their ancestors grant them spiritual protection. If a taiga giant loses this protection (such as by taking too much damage when using Guardian Spirit, or if the ancestors are counteracted by dispel magic ), it loses its immunity to the controlled condition and its status bonus to saving throws against enchantment and illusion effects. A taiga giant can once again be Protected by the Ancestors by performing a 10-minute prayer as an activity that has the concentrate trait. Throw Rock Single Action Taiga Giant Clans Each taiga giant clan links its identity to the deeds of their most famous ancestors and heroes. Names such as Cliffsmiter and Mountainripper hint at legendary accomplishments, though the stories are rarely shared with outsiders. ","skill_mod":{"survival":25,"stealth":10,"athletics":22,"religion":20},"summary":"Taiga giants prefer a nomadic lifestyle, both to keep from depleting any one area's resources while satiating their massive appetites and to satisfy …","image":["/Images/Monsters/Giant_TaigaGiant.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":32,"item":["+1 striking longspear","sack with 5 rocks"],"level":12,"source_category":["Rulebooks"],"sense":" low-light vision , see invisibility","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=680","intelligence":1,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":25,"size":["Huge"],"name":"Taiga Giant","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[24,25,26],"slug":"creature-680"},{"attack_bonus":[26,26,27],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":275,"language":["Common","Jotun","Shadowtongue"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Giant","will_save":23,"charisma":3,"speed":{"max":35,"land":35},"perception":20,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Catch Rock","Pall of Shadow","Shadowcloak","Throw Rock"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"21","trait":["Giant","Humanoid","Shadow","LE","Large"],"id":"creature-681","text":" Shadow Giant Shadow giants are fierce natives of the Shadow Plane, where they have dwelled in perpetual twilight for millennia. Their cultures vary greatly depending on whether the giants reside in their land of origin or have relocated to the Material Plane. On the Shadow Plane, they live in familiar groups and uphold a nomadic way of life as they roam across ancestral lands between shadowy forests and misty chasms. These hunter-gatherers pass down lore through oral histories, conduct pilgrimages to unholy ziggurats of black stone, and bathe in the blood of their long-standing foes, including rival shadow giant clans and velstracs intent on enslaving their kind. On the Material Plane, conversely, they are secretive and isolationist, keeping apart from other peoples in forbidding structures of black stone in high, isolated mountain valleys. Standing 15 feet tall, with gray skin and hair only a shade lighter, shadow giants are fearsome foes with a well-earned reputation as zealous warmongers and ruthless combatants. They rarely interact with outsiders, though they may treat with proven warriors who show the giants the respect and deference they feel they deserve. Only a small subset of shadow giants worship Zon-Kuthon, and most of these Kuthites are so firmly entrenched in the culture of Nidal that their Shadow Plane-dwelling kin would hardly recognize them. Most shadow giants instead practice an ancient religion, unique to their people, with its own bloody themes of sacrifice and self-mutilation. Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Shadow Giant Source Bestiary 2 pg. 127 Perception +20; darkvision Languages Common, Jotun, Shadowtongue Skills Athletics +27, Intimidation +22, Stealth +21 Str +8 Dex +2 Con +5 Int +0 Wis +1 Cha +3 Items +1 resilient breastplate , sack with 5 rocks, +1 striking spiked chain --- AC 33 Fort +25 Ref +20 Will +23 HP 275 Attack of Opportunity Reaction Catch Rock Reaction --- Speed 35 feet Melee Single Action spiked chain +27 (Disarm, reach 10 feet, Trip), Damage 3d8+18 slashing plus pall of shadow Melee Single Action fist +26 (Agile, reach 10 feet), Damage 3d8+18 bludgeoning plus pall of shadow Ranged Single Action rock +26 (Brutal, range increment 120 feet), Damage 2d8+18 bludgeoning Pall of Shadow (Divine, Necromancy, Shadow) When a shadow giant hits with a melee Strike, the target must succeed at a DC 30 Fortitude save or become drained 1 and take a –1 status penalty to Perception checks involving sight as long as they remain drained. On a critical failure, this condition doesn't heal naturally and can be removed only with magic. Shadowcloak Single Action (Divine, Illusion, Shadow) The shadow giant becomes shrouded in shadows and becomes concealed. As the nature of this effect leaves the giant's location obvious, it can't use this concealment to Hide or Sneak. This effect lasts for 1 minute or until it is exposed to direct sunlight, whichever comes first. Throw Rock Single Action Shadow Giant Locations Some shadow giants travel to the Material Plane to serve as agents in Nidal's Umbral Court. Rumors of these massive shock troops deployed by the court's mysterious members are common, and such rumors often place them in the mountains near Cheliax and Molthune. Umbral Court Agents Some shadow giants travel to the Material Plane specifically to serve as agents in Nidal’s Umbral Court. One needs not stalk the streets of Pangolais or Nisroch for long to hear rumors of the massive shock troops deployed by the court’s mysterious members. ","skill_mod":{"stealth":21,"athletics":27,"intimidation":22},"summary":"Shadow giants are fierce natives of the Shadow Plane , where they have dwelled in perpetual twilight for millennia. Their cultures vary greatly …","image":["/Images/Monsters/Giant_ShadowGiant.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Planar"],"ac":33,"item":["+1 resilient breastplate","sack with 5 rocks","+1 striking spiked chain"],"level":13,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=681","intelligence":0,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":25,"size":["Large"],"name":"Shadow Giant","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[27,31,31],"slug":"creature-681"},{"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":60,"immunity":["bleed","death effects","disease","doomed","drained","electricity","fatigued","healing","magic (see Golem Antimagic below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Golem","will_save":10,"charisma":-5,"speed":{"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Golem Antimagic","Stench","Vulnerable to Gentle Repose","Filth Fever"],"skill":["Athletics"],"trait":["Construct","Golem","Mindless","Uncommon","N","Medium"],"id":"creature-682","text":" Carrion Golem Carrion golems are foul-smelling and fly-swarmed amalgams of putrefied parts stitched together from many different creatures. Unlike most golems, carrion golems only rarely are given a humanoid form, instead appearing more twisted and bestial in frame. As a result, some students of golem crafting claim that the carrion golem isn't a “true golem,” but regardless of those claims these foul constructs certainly share other golem-like traits, including their significant immunities. What is true is that most who craft carrion golems don't do so out of true interest in the technique of golem crafting, but for the golem's ability to spread disease. The crafters of carrion golems send their mindless minions to cause immediate destruction and leave wakes of illness and death behind them. Recall Knowledge - Construct (Arcana, Crafting): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Carrion Golem Source Bestiary 2 pg. 128 Perception +6; darkvision Languages Skills Athletics +14 Str +4 Dex -2 Con +3 Int -5 Wis +0 Cha -5 --- AC 19 Fort +13 Ref +8 Will +10 HP 60 Immunities bleed, death effects, disease, doomed, drained, electricity, fatigued, healing, magic (see Golem Antimagic below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 5 (except adamantine or slashing) Golem Antimagic harmed by fire (4d6, 1d8 from areas or persistent damage); healed by electricity (area 1d6 HP); slowed by cold Stench (aura, olfactory) 40 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 19 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. Vulnerable to Gentle Repose Casting a gentle repose spell on a carrion golem causes it to grow stiff. The golem attempts a DC 19 Fortitude save. It's unaffected on a critical success, slowed 1 for 1d4 rounds on a success, and on a failure is immobilized and slowed for 1d4 rounds. --- Speed 25 feet Melee Single Action jaws +14 (Magical), Damage 2d10+4 piercing plus filth fever Melee Single Action claw +14 (Agile, Magical), Damage 2d6+4 slashing plus filth fever Filth Fever (Disease) The sickened and unconscious conditions from filth fever can't end or be reduced until the disease is cured.; Saving Throw DC 19 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened 1 (1 day); Stage 3 sickened 1 and slowed 1 as long as it remains sickened (1 day); Stage 4 unconscious (1 day); Stage 5 dead Carrion Golem Components The decaying body parts that make up a carrion golem are of little value in most cultures. However, the magic used to preserve them and infuse them with disease can still be harnessed by unscrupulous necromancers and other practitioners of foul arts. Such creatures may be willing to purchase a destroyed carrion golem, but the processes used to extract the power within the pieces are difficult and inefficient, so they won't pay much. ","skill_mod":{"athletics":14},"summary":"Carrion golems are foul-smelling and fly-swarmed amalgams of putrefied parts stitched together from many different creatures. Unlike most golems, …","image":["/Images/Monsters/Golem_CarrionGolem.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster","Rarity"],"ac":19,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5,"physical":5},"url":"/Monsters.aspx?ID=682","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":-2,"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Carrion Golem","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[11,15],"slug":"creature-682"},{"attack_bonus":[15],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":80,"immunity":["bleed","cold","death effects","disease","doomed","drained","electricity","fatigued","healing","magic (see Golem Antimagic below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Golem","will_save":9,"charisma":-5,"speed":{"max":25,"land":25},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Golem Antimagic","Icy Demise","Vulnerable to Endure Elements","Breath Weapon","Creeping Cold"],"skill":["Athletics"],"trait":["Cold","Construct","Golem","Mindless","Uncommon","N","Medium"],"id":"creature-683","text":" Ice Golem Ice golems are either carved from massive blocks of ice, or pieced together from individual components that are then fused together through heat and refreezing. In most cases, the resulting shape is little more than a crude approximation of a humanoid form, but given the right talent, an ice golem could be an exquisitely carved statue of a mythical creature, famous persona, or even a deity. While ice golems most frequently serve as guardians in freezing climates, the magic that holds an ice golem together keeps it from melting in warmer temperatures. This, combined with the fact that ice golems lie on the lower end of the scale as far as cost and difficulty to create, gives these constructs unusual features that puts them in great demand. The rich and powerful in hot, arid regions often commission ice golems not only as guardians for their estates and vaults, but for comfort—the presence of an ice golem standing quietly sentinel in the corner of a room can help to keep the chamber at a comfortable temperature. The truly decadent use ice golems as servants to keep drinks cold. Recall Knowledge - Construct (Arcana, Crafting): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Ice Golem Source Bestiary 2 pg. 129 Perception +9; darkvision Languages Skills Athletics +15 Str +5 Dex +0 Con +4 Int -5 Wis +0 Cha -5 --- AC 21 Fort +15 Ref +11 Will +9 HP 80 Immunities bleed, cold, death effects, disease, doomed, drained, electricity, fatigued, healing, magic (see Golem Antimagic below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 5 (except adamantine and bludgeoning) Golem Antimagic harmed by fire (4d6, 1d10 from areas or persistent damage); healed by cold (area 1d6 HP); slowed by water Icy Demise (arcane, cold, evocation) When an ice golem is destroyed, its body explodes in a blast of frigid air and razor-sharp ice, dealing 2d6 slashing damage and 2d6 cold damage to creatures in a 20-foot emanation, with a DC 19 basic Reflex save. Vulnerable to Endure Elements An ice golem can be targeted with endure elements even if it's not willing. If it is targeted, for 1 round it can't use Breath Weapon or benefit from creeping cold, and its fist attack doesn't deal cold damage. --- Speed 25 feet Melee Single Action fist +15 (Magical, versatile P), Damage 2d6+7 bludgeoning plus 1d6 cold Breath Weapon Two Actions (Arcane, Cold, Evocation) The ice golem exhales a blast of freezing mist that deals 6d6 cold damage in a 30-foot cone (DC 22 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Creeping Cold (Arcane, Cold, Evocation) When the ice golem gets a critical hit with a fist Strike, the target also takes 2d6 persistent cold damage and is slowed 1 for 1 round. Ice Golem Components When destroyed, the magic sustaining an ice golem's form quickly dissipates. Unless it is in a freezing environment, the golem's shattered remains soon melt completely away. Still, the animating magic can linger in shards of ice that resist melting; these may fetch a good price from wealthy folk to preserve foods or chill beverages. Pieces of ice that are captured and magically preserved or allowed to melt in sealed containers can also be sold to scholars who may be able to divine arcane secrets from the once magically animated materials. ","skill_mod":{"athletics":15},"summary":"Ice golems are either carved from massive blocks of ice, or pieced together from individual components that are then fused together through heat and …","image":["/Images/Monsters/Golem_IceGolem.png"],"primary_source":"Bestiary 2","trait_group":["Energy","Monster","Creature Type","Rarity"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=683","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Ice Golem","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17],"slug":"creature-683"},{"attack_bonus":[16,17],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":95,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","magic (see Golem Antimagic below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Golem","will_save":12,"charisma":-5,"speed":{"max":25,"land":25},"perception":12,"wisdom":0,"weakness":{},"creature_ability":["Golem Antimagic","Vulnerable to Shape Wood","Splinter","Splinter Volley"],"skill":["Athletics"],"trait":["Construct","Golem","Mindless","Uncommon","N","Medium"],"id":"creature-684","text":" Wood Golem Wood golems are often given vaguely humanoid shapes, almost as if cobbled together from scraps of firewood and discarded burls. It's less common for wood golems to have artistic embellishments such as engraved patterns, or to be carved in the shapes of different types of creatures to meet the tastes of their owners. While wealthy patrons have been known to commission wood golems to be painstakingly carved to resemble themselves or their ancestors, to serve dual purposes of protection and ego bolstering, most wood golem crafters don't bother. Druids and creatures who protect woodlands, such as arboreals, typically see wood golems as an affront or an abomination, akin to the horror humanoids often feel when facing a carrion or flesh golem. As a result, it is rare to see such creatures serving as guardians for fey or druidic holy sites, despite the thematic match between the wood golem's appearance and such locations. Recall Knowledge - Construct (Arcana, Crafting): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Wood Golem Source Bestiary 2 pg. 130 Perception +12; darkvision Languages Skills Athletics +17 Str +5 Dex +4 Con +3 Int -5 Wis +0 Cha -5 --- AC 23 Fort +15 Ref +16 Will +12 HP 95 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see Golem Antimagic below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 5 (except adamantine) Golem Antimagic harmed by fire (4d8, 2d6 from areas or persistent damage); healed by plant (area 2d6 HP); slowed by earth Vulnerable to Shape Wood A wood golem targeted by shape wood takes 2d8 damage per spell level, with a basic Fortitude save against the caster's spell DC. On a critical failure, the golem is also immobilized for 1d4 rounds. Splinter Reaction (arcane, transmutation) Trigger The wood golem takes physical damage; Effect A jagged, sizable splinter of wood lances out at the golem's attacker. The golem makes a splinter Strike against an adjacent creature without triggering reactions. --- Speed 25 feet Melee Single Action fist +17 (Magical), Damage 2d8+8 bludgeoning Ranged Single Action splinter +16 (Magical, range increment 30 feet), Damage 2d4+8 piercing Splinter Volley Two Actions (Arcane, Evocation) The wood golem makes up to four splinter Strikes, each against a different target. These attacks count toward the wood golem's multiple attack penalty, but the multiple attack penalty doesn't increase until after the wood golem makes all of its attacks. Wood Golem Components Unless they are badly damaged by magical fire, the rare woods and exquisitely carved blocks used to craft a wood golem retain much of their value after the golem's destruction. Carpenters, sculptors, and even some merchants will pay a fair price for the remains of a defeated wood golem. However, if the golem belonged to a rich and powerful person and its fragments are thus recognizable, it may be more difficult to find willing buyers ","skill_mod":{"athletics":17},"summary":"Wood golems are often given vaguely humanoid shapes, almost as if cobbled together from scraps of firewood and discarded burls. It's less common for …","image":["/Images/Monsters/Golem_WoodGolem.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster","Rarity"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=684","intelligence":-5,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Wood Golem","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13,17],"slug":"creature-684"},{"attack_bonus":[20],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":135,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","magic (see Golem Antimagic below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Golem","will_save":14,"charisma":-5,"speed":{"max":25,"land":25},"perception":14,"wisdom":0,"weakness":{},"creature_ability":["Golem Antimagic","Vulnerable to Shatter","Spell Reflection","Dazzling Brilliance"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"14","trait":["Construct","Golem","Mindless","Uncommon","N","Large"],"id":"creature-685","text":" Glass Golem Crafted of hardened glass and held together by magically treated lead, glass golems are both deadly guardians and works of exquisite art. Glass golems most often protect grand cathedrals or opulent palaces—testaments to the wealth and power of those they serve, or once served. Once spurred into action by the commands of their creators, glass golems are quicker and more agile than most other golems. Their sharp, blade-like limbs can easily sever veins and arteries, creating wounds that bleed profusely. Of all the various types of golems, the glass golem is the one most akin to a work of art. Just as powerful aristocrats might use an ice golem for temperature regulation or a wood golem as an ego-boosting statue, a glass golem's colorful glass construction can elevate the beauty of any chamber by its mere presence. Recall Knowledge - Construct (Arcana, Crafting): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Glass Golem Source Bestiary 2 pg. 131 Perception +14; darkvision Languages Skills Acrobatics +16, Athletics +19, Stealth +14 Str +5 Dex +4 Con +5 Int -5 Wis +0 Cha -5 --- AC 26 Fort +17 Ref +16 Will +14 HP 135 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see Golem Antimagic below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 10 (except adamantine or bludgeoning) Golem Antimagic harmed by sonic (6d6, 2d6 from areas or persistent damage); healed by fire (area 2d6 HP); slowed by cold Vulnerable to Shatter A glass golem is affected by the shatter spell as though the golem were an unattended object. Spell Reflection Reaction (abjuration, arcane) Trigger The glass golem is targeted by a spell; Effect The glass golem positions its magical, reflective surfaces to turn the spell back on the caster. It tries to counteract the spell by attempting an Acrobatics check for its counteract check. If it successfully counteracts the spell, the effect is turned back on the caster. --- Speed 25 feet Melee Single Action bladed limb +20 (Agile, Magical, versatile P), Damage 2d6+8 slashing plus 1d6 bleed Dazzling Brilliance Two Actions (Evocation, Light, Visual) The glass golem creates waves of scintillating luminosity that cast bright light in a 60-foot emanation (and dim light for the next 60 feet). The light lasts until the start of the glass golem's next turn, after which the glass golem can't use Dazzling Brilliance for 1d4 rounds. A creature within the bright light or that enters the bright light must attempt a DC 23 Will save. Success The creature is unaffected. Failure The creature is dazzled for 1 round. Critical Failure The creature is blinded for 1 round and then dazzled for an additional 4 rounds. Glass Golem Components The destruction of a glass golem often leaves nothing behind but a pile of tiny shards of crystal and lead. However, if larger pieces survive, the crystal can be sold to glass merchants or skilled crafters who can turn them into glittering works of art. ","skill_mod":{"stealth":14,"athletics":19,"acrobatics":16},"summary":"Crafted of hardened glass and held together by magically treated lead, glass golems are both deadly guardians and works of exquisite art. Glass …","image":["/Images/Monsters/Golem_GlassGolem.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster","Rarity"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=685","intelligence":-5,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Glass Golem","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18],"slug":"creature-685"},{"attack_bonus":[18,20],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":135,"immunity":["petrification"],"source":["Bestiary 2"],"type":"Creature","will_save":17,"charisma":3,"speed":{"max":25,"land":25},"perception":19,"wisdom":5,"weakness":{},"creature_ability":["Breath Weapon","Powerful Charge","Trample"],"skill":["Athletics"],"trait":["Beast","Uncommon","N","Large"],"id":"creature-686","text":" Gorgon Though they may resemble constructs to the untrained eye due to their metallic, interlocking armor plates that look and feel like polished stone, gorgons are a creature of flesh and bone. These ill-tempered beasts greet interlopers with a charge or trample accompanied with belches of petrifying breath. Gorgons are dangerous on their own, and when they band together in herds, they become especially deadly. Gorgons typically subsist on petrified flesh or fossils. These supernatural beasts can gain sustenance from natural stone if they must, though they find raw stone flavorless, so it's not a preferred food source. In battle, gorgons use their petrifying breath to turn their prey into stone. They break up the resulting statues with their hooves or horns and swallow the stony chunks with loud chewing bites. Gorgons cannot digest unpetrified organic material, and if they try, they experience sickness and great gastrointestinal peril. Such discomforts are not life threatening to gorgons, but they do make the creatures even more ill tempered than usual—much to the chagrin of anyone they subsequently encounter. Gorgon flesh tastes vaguely like beef, but with a gritty, earthy texture and aftertaste that most meat connoisseurs find off-putting. Creatures with a close association to earth and stone are more likely to find the flavor appetizing; stone giants in particular consider gorgon steaks to be delicacies. Some cultures, notably dwarven cultures, consider the preparation of gorgon for meals as both a physical and a culinary challenge. Chefs who work with gorgon flesh can find renown for their skill in creating palatable dishes from such naturally unpalatable meat. Recall Knowledge - Beast (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Gorgon Source Bestiary 2 pg. 132 Perception +19; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +19 Str +7 Dex +3 Con +6 Int -4 Wis +5 Cha +3 --- AC 28 Fort +18 Ref +13 Will +17 HP 135 Immunities petrification --- Speed 25 feet Melee Single Action horn +20, Damage 2d12+10 piercing Melee Single Action hoof +18, Damage 2d6+10 bludgeoning Breath Weapon Two Actions (Earth, Incapacitation, Primal, Transmutation) The gorgon breathes a 60-foot cone of green gas. Each creature in the area must attempt a DC 25 Fortitude save. The gorgon can't use Breath Weapon again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature's body hardens and stiffens, causing it to become slowed 1 for 1 round. Failure The creature becomes petrified for 1 minute. It can attempt a new save at the end of each of its turns. Critical Failure The creature becomes petrified permanently. Powerful Charge Two Actions The gorgon Strides twice, then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 3d12+12. Trample Three Actions Medium or smaller, hoof, DC 26 Ill-Advised Trainings While many have tried to train gorgons as mounts or beasts of war, the combination of their notoriously short tempers and the difficulty in containing the effects of their petrifying breath make this a difficult task. In most cases, those who attempt to domesticate gorgons end up creating untamed gorgon breeding grounds. ","skill_mod":{"athletics":19},"summary":"Though they may resemble constructs to the untrained eye due to their metallic, interlocking armor plates that look and feel like polished stone, …","image":["/Images/Monsters/Gorgon.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Rarity"],"ac":28,"level":8,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=686","intelligence":-4,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Gorgon","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17,23],"slug":"creature-686"},{"primary_source_category":"Rulebooks","strength":3,"hp":195,"language":["Aklo","Common","Undercommon","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":7,"perception":21,"stealth":"23","trait":["Aberration","Uncommon","CE","Medium"],"id":"creature-687","text":" Gosreg Gosregs are agents of the Dominion of the Black that insinuate themselves into humanoid societies to foster the goals of their sinister alien masters. They act as spies and special forces that can mingle with humanoid society while enacting plans for the rest of the Dominion in secret. In their natural forms, gosregs dart about in a jerky gallop due to their stumpy legs and gangly arms. They take on the appearances of humanoids to infiltrate societies, and they drop their disguises only when they feel they are ultimately compromised and must resort to physical violence to protect their agendas. Their brain-like heads and bestial legs suggest a potential link with a similar Dominion of the Black agent: the dreaded intellect devourer. Recall Knowledge - Aberration (Occultism): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Gosreg Source Bestiary 2 pg. 133 Perception +21; darkvision, thoughtsense 60 feet Languages Aklo, Common, Undercommon; telepathy 100 feet Skills Deception +24, Diplomacy +22, Occultism +23, Society +19, Stealth +23 Str +3 Dex +6 Con +3 Int +6 Wis +5 Cha +7 Thoughtsense (divination, mental, occult) The gosreg senses a creature's mental essence as a precise sense with the listed range; it cannot sense mindless creatures with thoughtsense. --- AC 31 Fort +18 Ref +23 Will +22 +1 status to all saves vs. magic HP 195 Immunities confused Resistances mental 10 Unsettled Aura (aura, mental, occult) 30 feet. Gosregs project a field of discordant energy that unsettles the minds of thinking creatures. Any non-mindless creature within 30 feet of a gosreg takes a –1 status penalty to Will saves. --- Speed 25 feet Melee Single Action jaws +21 (Finesse), Damage 2d10+7 piercing plus 1d10 mental Melee Single Action claw +21 (Agile, Finesse), Damage 2d8+7 slashing Occult Innate Spells DC 30, attack +22 - Cantrips (6th) Mage Hand, Telekinetic Projectile - 2nd Undetectable Alignment - 4th Nightmare, Suggestion (×3) - 5th Mind Probe, Sending, Subconscious Suggestion, Synaptic Pulse - 6th Phantasmal Calamity, Phantom Pain Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The gosreg takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or its attack and damage modifiers with its Strikes, but it might change the damage type its Strikes deal (typically to bludgeoning). Mind Bolt Two Actions (Illusion, Mental, Occult) A gosreg concentrates its field of discordant mental energy and projects it into the mind of an enemy within 60 feet. The target takes 6d6 mental damage (DC 30 basic Will save). On a critical failure, the creature is also confused for 1d4 rounds. Dominion Plots While Golarion largely survived the events of the Doomsday Dawn, the threat of the Dominion of the Black is far from over. This alien conglomerate recognizes that it needs to understand the vastness of humanoids in the universe to better enact their plans, and certain nihilistic scholars suggest that the Doomsday Dawn was never intended to end the world, but instead served its primary goal of setting the stage for an even more devastating invasion from the Dominion in the near future. ","skill_mod":{"society":19,"diplomacy":22,"deception":24,"stealth":23,"occultism":23},"image":["/Images/Monsters/Gosreg.png"],"primary_source":"Bestiary 2","spell":["Phantasmal Calamity","Phantom Pain","Mind Probe","Sending","Subconscious Suggestion","Synaptic Pulse","Nightmare","Suggestion","Undetectable Alignment","Mage Hand","Telekinetic Projectile"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":"darkvision, thoughtsense 60 feet","resistance":{"mental":10},"intelligence":6,"reflex_save":23,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"size":["Medium"],"name":"Gosreg","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16,23],"attack_bonus":[21,21],"constitution":3,"immunity":["confused"],"spell_attack_bonus":[22],"will_save":22,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Thoughtsense","Unsettled Aura","Change Shape","Mind Bolt"],"skill":["Deception","Diplomacy","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"Gosregs are agents of the Dominion of the Black that insinuate themselves into humanoid societies to foster the goals of their sinister alien …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=687","dexterity":6,"category":"creature","slug":"creature-687"},{"primary_source_category":"Rulebooks","strength":1,"hp":24,"language":["Undercommon"],"source":["Bestiary 2"],"type":"Creature","charisma":0,"perception":6,"stealth":"5","trait":["Fey","Gremlin","LE","Tiny"],"id":"creature-688","text":" Vexgit These gremlins are covered head-to-toe by a crustacean-like exoskeleton that clacks and rattles whenever a vexgit moves. They delight in sabotaging the works of other creatures, often turning these works into dangerous traps. An individual vexgit might jam a door lock, loosen the wheels on a carriage, or remove nails from a boat hull. Buildings infested by vexgits become filled with traps like portcullises descending suddenly, water pipes exploding violently, and clock towers disgorging an avalanches of gears. Aware of their own physical weakness, vexgits carry hammers and other tools to leverage pieces apart or smash whatever they're unable to disassemble. Indeed, a hammer sized for a human becomes a maul in the tiny hands of a vexgit. Vexgit infestations range from one to a score. Larger groups are often led by a more powerful vexgit with additional skill in thievery or primal magic. Trained giant rats, vipers, and rat swarms are common in vexgit lairs. Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Vexgit Source Bestiary 2 pg. 134 Perception +6; darkvision Languages Undercommon Skills Acrobatics +7, Athletics +6, Crafting +6, Nature +6, Stealth +5, Thievery +7 Str +1 Dex +4 Con +2 Int +1 Wis +1 Cha +0 Clacking Exoskeleton A creature that can hear gains a +2 circumstance bonus to its Perception DC against a vexgit's attempts to Sneak. Items Maul --- AC 16 Fort +5 Ref +9 Will +6 HP 24 Weaknesses cold iron 2 --- Speed 20 feet, climb 20 feet Melee Single Action maul +8 (Shove), Damage 1d12+1 bludgeoning plus Destructive Smash Melee Single Action bite +11 (Agile, Finesse), Damage 1d6+1 piercing Primal Innate Spells DC 17 - Cantrips (1st) Prestidigitation - 1st Alarm Destructive Smash A vexgit's maul Strike against an object deals ignores up to 5 of the object's Hardness. Gremlin Snare Three Actions (Conjuration, Primal) Frequency once per hour; Effect The vexgit creates a snare of their level or lower that normally takes 1 minute to craft at no cost. A single vexgit can maintain one gremlin snare at a time—if they create a new snare, the previously created one vanishes. Rusting Grasp Two Actions (Primal, Transmutation) Frequency once per hour; Effect The vexgit makes a +9 spell attack against a creature or unattended object. If they succeed, the vexgit deals 1d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If they hit an unattended metal item, the item takes this damage automatically. If a creature uses Shield Block with a metal shield against this attack, the shield is automatically broken, but no other item is rusted on that attack. Speedy Sabotage When a vexgit succeeds or critically succeeds at a check to Disable a Device, they gain an additional success toward disabling a complex device. ","skill_mod":{"nature":6,"thievery":7,"crafting":6,"stealth":5,"athletics":6,"acrobatics":7},"image":["/Images/Monsters/Gremlin_Vexgit.png"],"primary_source":"Bestiary 2","spell":["Alarm","Prestidigitation"],"ac":16,"item":["Maul"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Vexgit","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[4,7],"attack_bonus":[8,11],"constitution":2,"creature_family":"Gremlin","will_save":6,"speed":{"climb":20,"max":20,"land":20},"wisdom":1,"weakness":{"cold_iron":2},"creature_ability":["Clacking Exoskeleton","Destructive Smash","Gremlin Snare","Rusting Grasp","Speedy Sabotage"],"skill":["Acrobatics","Athletics","Crafting","Nature","Stealth","Thievery"],"tradition":["Primal"],"summary":"These gremlins are covered head-to-toe by a crustacean-like exoskeleton that clacks and rattles whenever a vexgit moves. They delight in sabotaging …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=688","dexterity":4,"category":"creature","slug":"creature-688"},{"primary_source_category":"Rulebooks","strength":1,"hp":34,"language":["Undercommon"],"source":["Bestiary 2"],"type":"Creature","charisma":1,"perception":5,"stealth":"8","trait":["Fey","Gremlin","CE","Small"],"id":"creature-689","text":" Nuglub The \"towering\" hunchbacked nuglubs are among the largest gremlins, though they're not quite three feet tall. Nuglubs have three glowing blue eyes and black, oily hair on their head and back that covers them like a cloak. Nuglubs enjoy killing with a glee that other gremlins reserve for sabotage. Indeed, they spend long hours preparing ambushes for unwary travelers or plotting the murders of sleeping villagers. Though less technically inclined than their kin, nuglubs do enjoy building traps. They delight in stealthily constructing traps in places their victims consider familiar, such as front doors and the floors around beds. If someone else gets blamed for the mayhem the nuglub creates, all the better. In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies. Nuglubs are particularly talented at causing those nearby to stumble over them and fall prone. Once an enemy falls to the ground, all the nuglubs descend upon the target, biting and scratching until nothing remains. Nuglubs rarely gather in groups larger than half a dozen, as quarrels often lead to violence and cannibalism. A lone nuglub who bullies a group of smaller gremlins is more likely to get their way, and thus less likely to attack their allies. Recall Knowledge - Fey (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Nuglub Source Bestiary 2 pg. 135 Perception +5; darkvision Languages Undercommon Skills Acrobatics +8, Crafting +5, Intimidation +7, Stealth +8 Str +1 Dex +4 Con +3 Int -1 Wis -1 Cha +1 --- AC 18 Fort +9 Ref +10 Will +5 HP 34 Weaknesses cold iron 2 Kneecapper Reaction Trigger A Medium creature within the nuglub's reach leaves a square during its move action; Effect The nuglub lashes out at the triggering creature's knees and tries to knock them prone. The nuglub makes an Acrobatics check against the creature's Reflex DC. On a success, the target falls and lands prone. --- Speed 30 feet, climb 20 feet Melee Single Action bite +11 (Finesse), Damage 1d8+1 piercing plus Grab Melee Single Action claw +11 (Agile, Finesse), Damage 1d6+1 slashing Primal Innate Spells DC 18, attack +8 - Cantrips (1st) Prestidigitation - 1st Grease, Shocking Grasp - 2nd Shatter Sneak Attack A nuglub's Strikes deal an additional 1d6 precision damage to flat-footed targets, or 1d10 if the target is prone. ","skill_mod":{"crafting":5,"stealth":8,"intimidation":7,"acrobatics":8},"image":["/Images/Monsters/Gremlin_Nuglub.png"],"primary_source":"Bestiary 2","spell":["Shatter","Grease","Shocking Grasp","Prestidigitation"],"ac":18,"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"size":["Small"],"name":"Nuglub","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[4,5],"attack_bonus":[11,11],"constitution":3,"creature_family":"Gremlin","spell_attack_bonus":[8],"will_save":5,"speed":{"climb":20,"max":30,"land":30},"wisdom":-1,"weakness":{"cold_iron":2},"creature_ability":["Kneecapper","Sneak Attack"],"skill":["Acrobatics","Crafting","Intimidation","Stealth"],"tradition":["Primal"],"summary":"The \"towering\" hunchbacked nuglubs are among the largest gremlins, though they're not quite three feet tall. Nuglubs have three glowing blue eyes and …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=689","dexterity":4,"category":"creature","slug":"creature-689"},{"attack_bonus":[37,37,37],"constitution":7,"primary_source_category":"Rulebooks","strength":10,"hp":360,"language":["Common"],"source":["Bestiary 2"],"type":"Creature","will_save":31,"charisma":5,"speed":{"max":40,"land":40},"perception":35,"wisdom":6,"weakness":{},"creature_ability":["Keen Hearing","Frightful Presence","Attack of Opportunity","Ferocity","Unstoppable","Hands of the Murderer","Tooth Grind","Throw Rock"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"34","trait":["Humanoid","Unique","CE","Large"],"id":"creature-690","text":" Grendel This reaver of the cold marsh is not just a monster; he is a force of nature. Where there is peace and prosperity in the world, Grendel strikes, eager to prove that tranquility is transitory and death is the only constant. He stalks the edge of his fens, seeking settlements where joy holds sway. He strikes under cover of night, primarily targeting celebrations or festivals. The more happiness or joy he can extinguish, the better. Although Grendel is a unique creature, killing him won't save the world from his ravages for long. Once Grendel's mother instinctively feels the pain of her violent son's death, she soon births a replacement. The new Grendel seems to avoid the sites his elder brothers terrorized, as if he instinctively knows that such a place hosts heroes powerful enough to defeat him. Recall Knowledge - Humanoid (Society): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Grendel Source Bestiary 2 pg. 136 Perception +35; darkvision, keen hearing 120 feet Languages Common Skills Acrobatics +34, Athletics +39, Intimidation +34, Stealth +34, Survival +33 Str +10 Dex +5 Con +7 Int +0 Wis +6 Cha +5 Keen Hearing Grendel's hearing is a precise sense to a range of 120 feet. --- AC 44 Fort +36 Ref +32 Will +31 HP 360 Resistances all 15 (except unarmed attacks) Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 38. Attack of Opportunity Reaction Grendel gains an extra reaction at the start of each of his turns that he can use only to make an Attack of Opportunity with his claw. He can't use more than one Attack of Opportunity triggered by the same action. Ferocity Reaction Unstoppable Reaction Trigger Grendel would take persistent damage or gain one of the following conditions: blinded, clumsy, confused, controlled, dazzled, deafened, doomed, drained, enfeebled, fascinated, fatigued, fleeing, frightened, paralyzed, petrified, sickened, slowed, stunned, or stupefied; Effect The persistent damage or condition from the triggering effect doesn't affect Grendel. --- Speed 40 feet Melee Single Action fist +37 (Agile, Magical, reach 10 feet), Damage 4d8+18 bludgeoning plus Improved Grab Melee Single Action jaws +37 (Magical, reach 10 feet, versatile B), Damage 4d10+18 piercing Ranged Single Action rock +37 (Brutal, range increment 150 feet), Damage 2d12+18 bludgeoning Hands of the Murderer Grendel's fist Strikes deal 18 bludgeoning damage on a failure (but no damage on a critical failure). Tooth Grind Single Action Requirements Grendel is grabbing a creature; Effect Grendel makes a bludgeoning jaws Strike against the creature he's grabbing. On a hit, the creature also takes 2d6 persistent bleed damage and becomes wounded 1, or increases its wounded value by 1 if already wounded. On a critical hit, the creature instead becomes wounded 2, or increases its wounded value by 2 if already wounded. If a creature dies from Tooth Grind, Grendel regains 40 HP; this is a healing effect. Throw Rock Single Action Grendel's Mother At the bottom of a remote mountain lake filled with sea serpents is a magical house—the lair of Grendel's mother. Among her many treasures is a sword so big and heavy that only a supernaturally strong individual can wield it. When Grendel is injured, he retreats here to heal. ","skill_mod":{"survival":33,"stealth":34,"athletics":39,"intimidation":34,"acrobatics":34},"summary":"This reaver of the cold marsh is not just a monster; he is a force of nature. Where there is peace and prosperity in the world, Grendel strikes, …","image":["/Images/Monsters/Grendel.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Rarity"],"ac":44,"level":19,"source_category":["Rulebooks"],"sense":" darkvision , keen hearing 120 feet","weakest_save":["will"],"resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"vitality":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"force":15,"silver":15,"evil":15,"splash":15},"url":"/Monsters.aspx?ID=690","intelligence":0,"reflex_save":32,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":36,"size":["Large"],"name":"Grendel","alignment":"CE","category":"creature","pfs":"Standard","rarity":"unique","strike_damage_average":[31,36,40],"slug":"creature-690"},{"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Aklo","Common"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":12,"stealth":"13","trait":["Fey","CE","Medium"],"id":"creature-691","text":" Grimstalker These violently murderous fey have one purpose: to stealthily hunt down and slay humanoids brazen enough to dare set foot in the wilderness. Though they prefer to hunt from the shadows, grimstalkers do not fear taking their grisly work to the very edges of civilization. This boldness serves as a reminder that nature can be cruel, capricious, and owes no debt to humanity. Grimstalkers are happy to perform nature's dirty work and particularly enjoy targeting loggers, hunters, and explorers, regardless of whether they respect the natural setting they work or travel within. Grimstalkers are gaunt and hairless, and their mottled, green and brown flesh gives them the appearance of moss-draped bark. When damaged, they bleed a thick, sap-like blood. They mark their territories by lopping off the heads of their victims and stringing them up in the surrounding trees, a practice that often lures dangerous scavengers into their lands. Carnivorous and thorny plants are often found in wilds where grimstalkers dwell, filling roles that pets might in human society, though grimstalkers tend to treat these “pets” poorly at best. There are few accounts of grimstalkers working with other fey—for the most part, grimstalkers see their kin from the First World as cowards or weaklings, or perhaps both. Even notoriously violent fey such as redcaps shy from them, as grimstalkers consider their own kind the only company worth keeping. Grimstalkers hunt in small bands, using stealth to approach their targets. They surround enemies first, then work to unnerve them by knocking on trees or howling out threats in Aklo to distract and panic their quarry. Of course, a band of grimstalkers won't stay together for long, quickly succumbing to bickering and infighting. These violent arguments are common pastimes among grimstalkers, often ending with each grimstalker going its own way. Not even the presence of more powerful fey or commanding creatures can keep grimstalkers from their predisposed bickering. Some scholars theorize that this quality speaks to an ancient curse that once afflicted fey who were judged too cantankerous, but in truth, it's just part of what makes a grimstalker what it is: ill-tempered, confrontational, and bitter. Recall Knowledge - Fey (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Grimstalker Source Bestiary 2 pg. 137 Perception +12; low-light vision Languages Aklo, Common Skills Acrobatics +13, Intimidation +13, Nature +11, Stealth +13, Survival +12 Str +4 Dex +4 Con +2 Int +2 Wis +3 Cha +2 Camouflage A grimstalker can Hide in natural environments, even if it doesn't have cover. --- AC 22 Fort +9 Ref +15 Will +12 HP 60 Weaknesses cold iron 5 --- Speed 40 feet, climb 20 feet; woodland stride Melee Single Action claw +15 (Agile), Damage 2d6+7 slashing plus grimstalker sap Primal Innate Spells DC 22, attack +14 - Cantrips (3rd) Tanglefoot - 2nd Entangle, Pass Without Trace, Tree Shape - 3rd Earthbind, Wall of Thorns Grimstalker Sap (Poison) Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round), Stage 3 2d6 poison damage and clumsy 2 (1 round) Woodland Stride A grimstalker can always find a path, almost as if foliage parts before it. A grimstalker ignores difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede its progress. Grimstalker Forestry Grimstalkers often harvest the seeds of carnivorous plants, particularly assassin vines, which they sow during their wanderings. Typically they seed their territory's borders with these dangerous plants as a defense tactic, but they also sow gardens and fields, weaponizing these plots of land against hapless gardeners and farmers. ","skill_mod":{"nature":11,"survival":12,"stealth":13,"intimidation":13,"acrobatics":13},"image":["/Images/Monsters/Grimstalker.png"],"primary_source":"Bestiary 2","spell":["Earthbind","Wall of Thorns","Entangle","Pass Without Trace","Tree Shape","Tanglefoot"],"ac":22,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":2,"reflex_save":15,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":9,"size":["Medium"],"name":"Grimstalker","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[14],"attack_bonus":[15],"constitution":2,"spell_attack_bonus":[14],"will_save":12,"speed":{"climb":20,"max":40,"land":40},"wisdom":3,"weakness":{"cold_iron":5},"creature_ability":["Camouflage","Grimstalker Sap","Woodland Stride"],"skill":["Acrobatics","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"These violently murderous fey have one purpose: to stealthily hunt down and slay humanoids brazen enough to dare set foot in the wilderness. Though …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=691","dexterity":4,"category":"creature","slug":"creature-691"},{"attack_bonus":[5,7,7,7],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":14,"language":["Aquan"],"source":["Bestiary 2"],"type":"Creature","will_save":5,"charisma":0,"speed":{"max":25,"land":10,"swim":25},"perception":5,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Clinging Suckers","Jet"],"skill":["Athletics","Stealth","Survival"],"stealth":"7","trait":["Aberration","Amphibious","CE","Small"],"id":"creature-692","text":" Grindylow The top half of a grindylow looks vaguely like that of a goblin, but from the waist down, their bodies split into a tangle of suckered, wriggling tentacles. They dwell mostly in shallow waters both fresh and briny, including lakes, rivers, coastal regions, and near coral reefs. Grindylows generally organize into schools ranging from a few individuals to a few hundred. Smaller schools can sometimes be brought under the leadership of a powerful aquatic creature, though such alliances last only until the school faces a major setback, at which point the surviving grindylows scatter and form smaller schools of their own. Grindylows aren't territorial, but they are pragmatic; while they rarely build permanent structures, they will adopt a good hunting ground for generations until driven away by predators. They often lair in mobile shelters, such as a sargasso of seaweed or the hull of an abandoned ship. They are skilled scavengers and hunters that eat anything they can sink their teeth into. Grindylows respect the power of bigger sea predators but have a special hatred for squids (or anything they believe looks like a squid). Sailors plying grindylow-infested waters often paint the images of squids on the bottoms of their hulls in hopes of warding the little terrors off. While this can keep smaller schools at bay, it can also backfire, potentially inciting larger groups to gather for a coordinated attack; this becomes especially more likely if the ship's route becomes predictable. This hatred of squids does not extend to other tentacled creatures; grindylows consider octopuses to be the epitome of grace and power. Recall Knowledge - Aberration (Occultism): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Grindylow Source Bestiary 2 pg. 138 Perception +5; darkvision Languages Aquan Skills Athletics +5, Stealth +7, Survival +5 Str +1 Dex +3 Con +2 Int -1 Wis +3 Cha +0 Items Spear --- AC 15 Fort +6 Ref +7 Will +5 HP 14 Attack of Opportunity Reaction A grindylow gains 1 extra reaction at the start of each of its turns that it can use only to make an Attack of Opportunity with a tentacle. It can't use more than one Attack of Opportunity triggered by the same choice. --- Speed 10 feet, swim 25 feet Melee Single Action bite +7 (Finesse), Damage 1d6+1 piercing Melee Single Action tentacle +7 (Agile, Finesse, Trip), Damage 1d4+1 bludgeoning plus Grab Melee Single Action spear +5, Damage 1d6+1 piercing Ranged Single Action spear +7 (thrown 20 feet), Damage 1d6+1 piercing Clinging Suckers When a grindylow Grabs a creature larger than itself, it attaches to that creature. The grabbed creature is not immobilized, but if it moves, the grindylow moves with it. If the creature is Medium or smaller, it takes a –5-foot status penalty to its Speeds while the grindylow is attached. The grindylow is flat-footed while it is attached to a creature. Jet Two Actions (Move) The grindylow moves up to 60 feet in a straight line through the water without triggering reactions. Giant Grindylows While most grindylows are Small, a minute percentage of these creatures keep growing throughout their lives. Those that become Large or larger gain the giant trait and often become champions of their schools. ","skill_mod":{"survival":5,"stealth":7,"athletics":5},"summary":"The top half of a grindylow looks vaguely like that of a goblin, but from the waist down, their bodies split into a tangle of suckered, wriggling …","image":["/Images/Monsters/Grindylow.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":15,"item":["Spear"],"level":0,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=692","intelligence":-1,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Grindylow","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,4,4,4],"slug":"creature-692"},{"remaster_name":["Tripkee Scout"],"attack_bonus":[9,9],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Common","Grippli"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Grippli","will_save":6,"charisma":-1,"speed":{"climb":20,"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Hurl Net","Jungle Stride"],"skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"stealth":"7","trait":["Grippli","Humanoid","N","Small"],"id":"creature-693","text":" Grippli Scout Grippli scouts typically keep watch on the outskirts of grippli settlements. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Grippli Scout Source Bestiary 2 pg. 139 Perception +8; darkvision Languages Common, Grippli Skills Acrobatics +7, Athletics +4, Nature +6, Stealth +7, Survival +6 Str +1 Dex +4 Con +2 Int +0 Wis +3 Cha -1 Items Dart (5), Leather Armor, net, Sickle --- AC 18 Fort +7 Ref +9 Will +6 HP 20 --- Speed 25 feet, climb 20 feet; jungle stride Melee Single Action sickle +9 (Agile, Finesse, Trip), Damage 1d4+1 slashing Ranged Single Action dart +9 (Agile, thrown 20 feet), Damage 1d4+1 piercing Hurl Net Single Action Requirements The grippli is wielding a net in two hands; Effect The grippli makes a ranged Strike (with a +9 modifier) against a Medium or smaller creature within 20 feet. On a hit, the target is flat-footed and takes a –10-foot circumstance penalty to its Speeds. On a critical hit, the creature is restrained instead. The DC to Escape the net is 16. A creature adjacent to the target can Interact with the net to remove it. Jungle Stride Gripplis ignore difficult terrain in forests and jungles. ","skill_mod":{"nature":6,"survival":6,"stealth":7,"athletics":4,"acrobatics":7},"summary":"Grippli scouts typically keep watch on the outskirts of grippli settlements.","image":["/Images/Monsters/Grippli_GrippliScout.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":18,"item":["Dart (5)","Leather Armor","net","Sickle"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=693","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Grippli Scout","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,3],"slug":"creature-693"},{"attack_bonus":[13,15,15],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":88,"language":["Aquan","Sylvan"],"source":["Bestiary 2"],"type":"Creature","will_save":11,"charisma":2,"speed":{"max":50,"land":25,"swim":50},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Death Flood","Muddy Field","Organ of Endless Water"],"skill":["Athletics","Nature","Survival"],"trait":["Amphibious","Beast","Fey","Water","CN","Medium"],"id":"creature-694","text":" Grodair Grodairs are bizarre fishlike creature native to the First World. Their supernatural physiology includes a strange organ with an extradimensional space capable of storing thousands of gallons of water. This grants grodairs the ability to create a suitable environment for themselves anywhere by releasing the water, quickly transforming any surrounding land into a shallow bog. When grodairs wish to leave for a new location, they simply suck up all the water back up. When necessary, grodairs can also travel on land by walking upon the tangle of long, fleshy tentacles that dangle from their bellies. Grodairs have two sets of eyes that function independently. While this makes the creatures difficult to surprise, it also makes them easy to distract. During conversations, they have a tendency to lose focus quickly and have difficulty remembering things. Still, they are avid conversationalists and enjoy hearing tales about the world. While this quality makes grodairs quite likable, they aren't reliable. They have difficulty following plans or schedules, and they can keep a secret only if they happen to forget it first. For these reasons, grodairs don't always make the best allies. Grodairs are voracious and curious omnivores who love trying new foods—in fact, the pursuit of new and interesting food is the most common reason that they venture out of First World. They can also capture and store within their throats any small animals and plants easily suspended in water, and eject them for consumption at a later time. Recall Knowledge - Beast (Arcana, Nature): DC 20 Recall Knowledge - Fey (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Grodair Source Bestiary 2 pg. 140 Perception +13; darkvision Languages Aquan, Sylvan Skills Athletics +13, Nature +13, Survival +11 Str +4 Dex +2 Con +4 Int +1 Wis +2 Cha +2 --- AC 20 Fort +15 Ref +9 Will +11 HP 88 Death Flood (conjuration, primal, water) When a grodair dies, its body explodes in a blast of pressurized water that deals 4d6 bludgeoning damage to creatures within a 15-foot emanation (DC 22 basic Reflex save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure). --- Speed 25 feet, swim 50 feet Melee Single Action jaws +15, Damage 2d8+7 piercing Melee Single Action tentacle +15, Damage 1d10+7 bludgeoning plus Knockdown Ranged Single Action water jet +13 (range increment 60 feet), Damage 3d6 bludgeoning plus Push 10 feet Primal Innate Spells DC 22 - 5th Control Water Muddy Field Single Action (Primal, Transmutation, Water) The grodair transforms all soil, sand, or similar sediment in a 10-foot emanation into mud for 1 round. This mud is difficult terrain for creatures other than grodairs. Organ of Endless Water Single Action (Conjuration, Manipulate, Primal, Water) The grodair causes water to pour from a magical sac on its spine, either a stream of water at a rate of 1 gallon per round, or a fountain in a 5-foot-long stream at a rate of 5 gallons per round. It can stop the flow of water as a single action. Grodair Treasure Amid the vile, rubbery entrails of an exploded grodair is a bizarre cluster of tubular organs about the size of a melon that serves as its extradimensional water storage. Harvesting the organ cluster takes 5 minutes and a successful DC 22 Survival check. For the next 2d6 hours, the cluster can then be used produce either the “stream” or the “fountain” effect of a decanter of endless water . On a critical failure to harvest the organ cluster, it bursts and deals 2d6 bludgeoning damage to the harvester. ","tradition":["Primal"],"element":["Water"],"skill_mod":{"nature":13,"survival":11,"athletics":13},"summary":"Grodairs are bizarre fishlike creature native to the First World. Their supernatural physiology includes a strange organ with an extradimensional …","image":["/Images/Monsters/Grodair.png"],"primary_source":"Bestiary 2","spell":["Control Water"],"trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":20,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=694","intelligence":1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Grodair","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12,16],"slug":"creature-694"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":110,"language":["Infernal","can't speak any language, telepathy 100 feet"],"source":["Bestiary 2"],"type":"Creature","will_save":12,"charisma":1,"speed":{"max":35,"land":35},"perception":16,"wisdom":3,"weakness":{"good":5},"creature_ability":["Fade into the Light","Fearful Attack","Infernal Mindlink","Menacing Growl","Pounce"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"17","trait":["Beast","Fiend","LE","Large"],"id":"creature-695","text":" Hellcat Hellcats are devious predators native to the fiery pits of Hell. While the fiendish creatures appears as skeletal smilodons, their bones smoking with heat and dripping with boiling blood, they are not undead. They are living hellspawn with transparent flesh that reveals their burning skeletons. A typical hellcat is 9 feet long and weighs 1,000 pounds. Left to their own devices, hellcats spend their time hunting—that is, seeking and stalking prey just for the thrill of the chase. As fiendish creatures, they do not require mortal sustenance, but they do devour their prey for the sheer pleasure of inflicting pain. They are also far more intelligent than most assume, and they resent being treated as unintelligent animals; those who treat a hellcat as a one may find themself made into a trophy for its pack, as a hellcat goes to great lengths to coordinate elaborate revenge upon those who fail to show proper respect. Though they can't speak, hellcats know Infernal and can communicate by telepathy with any creature capable of speech. They rarely say much except to make whispered threats and to acknowledge the orders of their diabolic masters. Hellcats are quick to retreat if they are clearly outmatched or up against foes they're unable to reach, but they never forget prey that escapes them. They often track potential victims and recruit allies, including other hellcats, to make coordinated attacks or ambushes against their foes. Recall Knowledge - Beast (Arcana, Nature): DC 23 Recall Knowledge - Fiend (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Hellcat Source Bestiary 2 pg. 141 Perception +16; darkvision, scent (imprecise) 30 feet Languages Infernal; can't speak any language, telepathy 100 feet Skills Acrobatics +17, Athletics +17, Intimidation +14, Stealth +17, Survival +14 Str +6 Dex +4 Con +4 Int +0 Wis +3 Cha +1 --- AC 25 Fort +15 Ref +17 Will +12 +1 status to all saves vs. magic HP 110 Resistances fire 10, physical 5 (except silver) Weaknesses good 5 Fade into the Light Reaction (divine, illusion) Trigger The hellcat begins its turn in bright light; Effect The hellcat becomes invisible until its no longer in bright light. If the hellcat uses a hostile action, the invisibility ends after that hostile action is completed. --- Speed 35 feet Melee Single Action jaws +18, Damage 2d12+7 piercing Melee Single Action claw +18 (Agile), Damage 2d8+7 slashing Fearful Attack The hellcat deals an additional 1d6 precision damage to frightened creatures. Infernal Mindlink Single Action (Concentrate, Divine, Divination) The hellcat telepathically link its senses to all other hellcats within 100 feet for 10 minutes. It loses this contact with any hellcat that moves out of a 100-foot radius. While linked to at least one ally, the hellcat can't be flanked and gains a +2 status bonus to Will saving throws. Menacing Growl Two Actions (Auditory, Emotion, Fear, Mental) The hellcat produces a low growl to disorient and frighten foes. The hellcat can cause this vocalization to originate from somewhere else within 30 feet. Non-fiends in a 15-foot burst must attempt a DC 25 Will save. The hellcat can't issue another Menacing Growl for 1d4 rounds. Critical Success The creature is unaffected and is temporarily immune for 24 hours. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 4. Pounce Single Action The hellcat Strides and makes a Strike at the end of that movement. If the hellcat began this action hidden, it remains hidden until after the ability's Strike. Cats and Dogs If there's one thing more certain to infuriate a hellcat other than to treat it as a mere animal, that is to compare it in any way to a hell hound. Hellcats consider hell hounds little more than vermin infesting the hellscapes they call home, and enjoy torturing them more than any other creature. ","skill_mod":{"survival":14,"stealth":17,"athletics":17,"intimidation":14,"acrobatics":17},"summary":"Hellcats are devious predators native to the fiery pits of Hell. While the fiendish creatures appears as skeletal smilodons, their bones smoking with …","image":["/Images/Monsters/Hellcat.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"fire":10,"physical":5},"url":"/Monsters.aspx?ID=695","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Hellcat","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,20],"slug":"creature-695"},{"attack_bonus":[7],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":24,"source":["Bestiary 2"],"type":"Creature","creature_family":"Hippocampus","will_save":6,"charisma":1,"speed":{"max":40,"land":5,"swim":40},"perception":6,"wisdom":3,"weakness":{},"creature_ability":["Buck","Sudden Retreat"],"skill":["Acrobatics","Athletics"],"trait":["Animal","Aquatic","N","Large"],"id":"creature-696","text":" Hippocampus Hippocampi serve as steeds for aquatic humanoids or roam wild in the sea. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Hippocampus Source Bestiary 2 pg. 142 Perception +6; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +4, Athletics +7 Str +4 Dex +1 Con +4 Int -4 Wis +3 Cha +1 --- AC 16 Fort +9 Ref +4 Will +6 HP 24 Buck Reaction DC 17 --- Speed 5 feet, swim 40 feet Melee Single Action tail +7 (reach 10 feet), Damage 1d6+4 bludgeoning Sudden Retreat Two Actions The hippocampus makes a tail Strike, then Swims with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement. ","skill_mod":{"athletics":7,"acrobatics":4},"summary":"Hippocampi serve as steeds for aquatic humanoids or roam wild in the sea.","image":["/Images/Monsters/Hippocampus.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=696","intelligence":-4,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":9,"size":["Large"],"name":"Hippocampus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-696"},{"attack_bonus":[18],"constitution":7,"primary_source_category":"Rulebooks","strength":6,"hp":170,"source":["Bestiary 2"],"type":"Creature","creature_family":"Hippocampus","will_save":14,"charisma":1,"speed":{"max":80,"land":10,"swim":80},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Buck","Sudden Retreat"],"skill":["Acrobatics","Athletics"],"trait":["Animal","Aquatic","Uncommon","N","Huge"],"id":"creature-697","text":" Giant Hippocampus Living in the deepest reaches of the ocean, giant hippocampi haven't been sighted near the shore and are often regarded as legends made up by sailors. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Giant Hippocampus Source Bestiary 2 pg. 142 Perception +16; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +14, Athletics +20 Str +6 Dex +4 Con +7 Int -4 Wis +4 Cha +1 --- AC 27 Fort +18 Ref +16 Will +14 HP 170 Buck Reaction DC 28 --- Speed 10 feet, swim 80 feet Melee Single Action tail +18 (reach 15 feet), Damage 2d6+10 bludgeoning Sudden Retreat Two Actions The giant hippocampus makes a tail Strike, then Swims with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement. ","skill_mod":{"athletics":20,"acrobatics":14},"summary":"Living in the deepest reaches of the ocean, giant hippocampi haven't been sighted near the shore and are often regarded as legends made up by sailors.","primary_source":"Bestiary 2","trait_group":["Creature Type","Monster","Rarity"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=697","intelligence":-4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"size":["Huge"],"name":"Giant Hippocampus","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17],"slug":"creature-697"},{"attack_bonus":[9,9,9],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":32,"source":["Bestiary 2"],"type":"Creature","will_save":6,"charisma":0,"speed":{"fly":65,"max":65,"land":30},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Buck","Flying Strafe"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","N","Large"],"id":"creature-698","text":" Hippogriff With the proud bearing of a great raptor and the magnificence of a powerful horse, hippogriffs are thought to be an accidental fusion of creatures or perhaps the creation of a flesh-warping wizard with a keen aesthetic sense. Regardless of their original source, these animals are now a common sight in the skies above their favored plains or hill country. Hippogriffs bear the wings, forelegs, and head of a bird of prey, with feather coloration similar to that of a hawk or eagle, though some breeders have managed to produce specimens with stark-white or coal-black feathers. Their torso, hindquarters, and tail resemble those of a horse and usually are colored bay, chestnut, or gray, with some coats bearing black, pinto, or even palomino coloration. Hippogriffs are similar in size to large horses. Much like their equine cousins, hippogriffs often have to keep wary eyes on the skies above them, as both are preferred meals for hungry griffons and wyverns. Only hippogriffs' superior speed helps protect them from these predators. Hippogriffs are exceptionally territorial and fiercely protect the lands under their domain. They typically favor sweeping grasslands, rolling hills, and prairies. Exceptionally hardy hippogriffs make their homes nestled into niches on canyon walls, from which they comb the rocky deserts for coyotes, deer, and the occasional humanoid. Hippogriffs prefer mammalian prey, but they graze after every meal to aid in digestion. Since hippogriff hunting habits can be dangerous to both ranchers and their livestock, such communities often set bounties on hippogriffs. As a result, preserved hippogriffs frequently decorate frontier taverns and remote outposts alongside the taxidermic remains of deer, elk, and bears. However, other communities train hippogriffs from hatching to be ridden by elite soldiers in combat— the most notable among these groups in the Inner Sea region is the Sable Company Mercenaries in the city-state of Korvosa. Attempts are sometimes made to train adult hippogriffs in the same manner, but this often proves far more difficult. Hippogriff riders must use special saddles and combat techniques that allow them to act in concert with their mount, fighting effectively while avoiding interfering with the movement of their companion's wings. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Hippogriff Source Bestiary 2 pg. 143 Perception +8; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +7, Survival +6 Str +3 Dex +3 Con +2 Int -4 Wis +2 Cha +0 --- AC 18 Fort +8 Ref +9 Will +6 HP 32 Buck Reaction DC 17 --- Speed 30 feet, fly 65 feet Melee Single Action beak +9, Damage 1d10+3 piercing Melee Single Action talon +9 (Agile), Damage 1d6+3 slashing Melee Single Action wing +9 (reach 10 feet), Damage 1d6+3 bludgeoning Flying Strafe Two Actions The hippogriff Flies up to its fly speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty. Hippogriff Eggs Rather than birthing live young, hippogriffs lay a clutch consisting of only a single egg. Hippogriff eggs are sought after by potential trainers and opportunists alike. ","skill_mod":{"survival":6,"athletics":7,"acrobatics":7},"summary":"With the proud bearing of a great raptor and the magnificence of a powerful horse, hippogriffs are thought to be an accidental fusion of creatures or …","image":["/Images/Monsters/Hippogriff.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=698","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"size":["Large"],"name":"Hippogriff","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,6,8],"slug":"creature-698"},{"attack_bonus":[13,15],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":85,"source":["Bestiary 2"],"type":"Creature","creature_family":"Hippopotamus","will_save":11,"charisma":-2,"speed":{"max":25,"land":25,"swim":20},"perception":11,"wisdom":4,"weakness":{},"creature_ability":["Deep Breath","Aquatic Ambush","Capsize","Trample"],"skill":["Athletics","Stealth","Survival"],"stealth":"11","trait":["Animal","N","Large"],"id":"creature-699","text":" Hippopotamus Typical adult hippos move quickly on land and attack stealthily in the water. Though herbivorous, hippos are notoriously aggressive and territorial. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Hippopotamus Source Bestiary 2 pg. 144 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +13, Stealth +11, Survival +11 Str +6 Dex +2 Con +6 Int -4 Wis +4 Cha -2 Deep Breath The hippopotamus can hold its breath for 5 minutes. --- AC 21 Fort +15 Ref +9 Will +11 HP 85 --- Speed 25 feet, swim 20 feet Melee Single Action jaws +15 (deadly d10), Damage 2d8+8 piercing Melee Single Action foot +13, Damage 1d10+8 bludgeoning Aquatic Ambush Single Action 30 feet Capsize Single Action (Attack) The hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The hippopotamus must succeed at an Athletics check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot's Sailing Lore DC, whichever is higher. Trample Three Actions Medium or smaller, foot, DC 23 ","skill_mod":{"survival":11,"stealth":11,"athletics":13},"summary":"Typical adult hippos move quickly on land and attack stealthily in the water. Though herbivorous, hippos are notoriously aggressive and territorial.","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=699","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":15,"size":["Large"],"name":"Hippopotamus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,17],"slug":"creature-699"},{"attack_bonus":[21,23],"constitution":7,"primary_source_category":"Rulebooks","strength":7,"hp":190,"source":["Bestiary 2"],"type":"Creature","creature_family":"Hippopotamus","will_save":19,"charisma":-2,"speed":{"max":35,"land":35,"swim":35},"perception":19,"wisdom":5,"weakness":{},"creature_ability":["Deep Breath","Aquatic Ambush","Capsize","Double Chomp","Swallow Whole","Trample"],"skill":["Athletics","Stealth","Survival"],"stealth":"18","trait":["Animal","N","Huge"],"id":"creature-700","text":" Behemoth Hippopotamus Behemoth hippopotamuses stand taller than elephants. They spend less time out of water than their smaller kin. Behemoth hippos are omnivorous, and many enjoy the taste of meat. Recall Knowledge - Animal (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Behemoth Hippopotamus Source Bestiary 2 pg. 144 Perception +19; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +23, Stealth +18, Survival +17 Str +7 Dex +4 Con +7 Int -4 Wis +5 Cha -2 Deep Breath The behemoth hippopotamus can hold its breath for 1 hour. --- AC 29 Fort +22 Ref +17 Will +19 HP 190 --- Speed 35 feet, swim 35 feet Melee Single Action jaws +23 (deadly d12, reach 10 feet), Damage 2d12+10 piercing plus Grab Melee Single Action foot +21, Damage 2d8+9 bludgeoning Aquatic Ambush Single Action 40 feet Capsize Single Action (Attack) The behemoth hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The behemoth hippopotamus must succeed at an Athletics check with a DC of 30 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot's Sailing Lore DC, whichever is higher. Double Chomp Single Action The behemoth hippo makes a jaws Strike targeting two creatures adjacent to each other. Roll the attack and damage once, and apply it to each creature separately. An Engulfing Chomp counts as two attacks for the multiple attack penalty. Swallow Whole Single Action Medium, 2d12+10 bludgeoning, Rupture 26. Trample Three Actions Large or smaller, foot, DC 29 ","skill_mod":{"survival":17,"stealth":18,"athletics":23},"summary":"Behemoth hippopotamuses stand taller than elephants. They spend less time out of water than their smaller kin. Behemoth hippos are omnivorous, and …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=700","intelligence":-4,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":22,"size":["Huge"],"name":"Behemoth Hippopotamus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,23],"slug":"creature-700"},{"attack_bonus":[17,17,17],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Common","can't speak any language"],"source":["Bestiary 2"],"type":"Creature","will_save":12,"charisma":0,"speed":{"max":25,"land":25,"burrow":15},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Trackless","Ferocity","Rip and Tear","Toss"],"skill":["Athletics","Stealth","Survival"],"stealth":"14","trait":["Beast","Uncommon","N","Large"],"id":"creature-701","text":" Hodag Because they are often described only in drunken retellings of loggers' or miners' tales, hodags are considered by many to exist only in the local folklore of remote areas. However, some individuals have actually encountered these dangerous beasts firsthand, and even fewer have lived to tell their tales. Hodags are reptilian creatures the size of bulls. These vicious predators' long claws can tear creatures apart in seconds. Their backs sport dozens of long spines that run from their snouts all the way down the length of their powerful tails. Their wide mouths are full of sharp and twisted rows of teeth not unlike those of a shark. The hodags' rough, scaly hides carry hues of green and brown, allowing them to blend into their forest surroundings where they ambush prey. Only their glowing red eyes reveal their presence, though hodags have learned to use this to their advantage by drawing attention to their eyes in one area, then closing their eyes and stealthily moving to another area to cause their prey to misconstrue their location. In the wintertime, when snow and ice blankets a region, hodags grow a foul-smelling coat of greasy, dark-brown fur that sprouts in tufts from between their scales. A typical hodag measures over 10 feet long from snout to tail and weighs upward of 700 pounds. Recall Knowledge - Beast (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Hodag Source Bestiary 2 pg. 145 Perception +14; darkvision, scent (imprecise) 30 feet Languages Common; can't speak any language Skills Athletics +15, Stealth +14, Survival +12 Str +5 Dex +4 Con +5 Int -2 Wis +4 Cha +0 Trackless A hodag sweeps the ground behind it with its tail as it moves, obscuring its tracks. The DCs of checks to Track a hodag are increased by 10. --- AC 24 Fort +17 Ref +14 Will +12 HP 90 Ferocity Reaction --- Speed 25 feet, burrow 15 feet Melee Single Action jaws +17, Damage 2d8+8 piercing Melee Single Action claw +17 (Agile), Damage 2d6+8 slashing Melee Single Action spiked tail +17 (reach 10 feet, versatile P), Damage 2d6+8 bludgeoning plus Knockdown Rip and Tear Two Actions The hodag makes two claw Strikes and one jaws Strike in any order. Toss Two Actions The hodag Strides, then makes a Strike against a target in reach. If it moves at least 20 feet and succeeds at its Strike, the hodag deals damage normally and then attempts an Athletics check against the creature's Fortitude DC to toss the enemy into the air. On a success, the tossed creature is thrown 10 feet in a straight line in the direction of the hodag's choice and then lands prone. If the creature is knocked into a solid object, it takes 1d6 bludgeoning damage as well before landing prone. The hodag can instead toss a creature straight up in the air. The creature lands in the same square where it started, takes 1d6 bludgeoning damage, and lands prone. Hodag Tales Those who've encountered hodags tend to create larger-than-life reports of the sighting. In the dense Verduran Forest, lumberjacks working for the Lumber Consortium regale each other with competing stories about Big Marna, a legendary hodag who the loggers claim has killed two dozen people. Inhabitants of Echo Wood in the River Kingdoms spin lore about Black Shiv, a hodag spotted haunting the outskirts of small settlements, and in recent months, hunters and miners in the southwestern reaches of Ravounel speak of a frightening undead hodag called Ghouliegut. ","skill_mod":{"survival":12,"stealth":14,"athletics":15},"summary":"Because they are often described only in drunken retellings of loggers' or miners' tales, hodags are considered by many to exist only in the local …","image":["/Images/Monsters/Hodag.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Rarity"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=701","intelligence":-2,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Hodag","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15,15,17],"slug":"creature-701"},{"remaster_name":["Hound Of Tindalos"],"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Aklo"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":17,"stealth":"17","trait":["Aberration","Rare","Time","NE","Medium"],"id":"creature-702","text":" Hound of Tindalos Lean and athirst, the hounds of Tindalos are drawn to those who tamper with the flow of time, travel through time, or use magic or rare alchemical drugs to send their thoughts or perception back or forward in time. Powerful spellcasters can draw them from the Dimension of Time via rare rituals, but doing so attracts the hounds' ire, so few who traffic in such rituals live long enough to spread their knowledge. While the hounds possess great cunning and cruel intellect, they rarely interact with other creatures—other than to hunt and destroy those who have attracted their unblinking attention. Once a hound catches scent of a mortal to hunt, it calls others of its ilk. The pack then pursues its victim through all space and time until it catches, slays and devours them. Those pursued can escape only by avoiding all angles, as hounds of Tindalos could step through them from nothingness at any time. Recall Knowledge - Aberration (Occultism): DC 28 Recall Knowledge - Time (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Hound of Tindalos Source Bestiary 2 pg. 146 Perception +17; greater darkvision Languages Aklo Skills Acrobatics +17, Athletics +15, Occultism +17, Stealth +17, Survival +13 Str +4 Dex +6 Con +2 Int +6 Wis +4 Cha +2 --- AC 25 Fort +13 Ref +17 Will +15 HP 90 Immunities controlled, emotion Resistances mental 10, poison 10, physical 10 Otherworldly Mind (mental) Whenever a creature targets the hound with a mental effect, that creature takes 4d6 mental damage (DC 25 basic Will save). On a critical failure, it also becomes confused for 1d4 rounds. Ripping Gaze (aura, evocation, occult, visual) 30 feet. The hound of Tindalos's eyes glow balefully, causing painful but bloodless wounds to rip open in the body of a creature that meets its awful gaze. When a creature ends its turn in the aura's emanation, it takes 4d6 slashing damage (DC 25 basic Fortitude save). A creature that critically succeeds at its save is temporarily immune for 24 hours. Vulnerable to Curved Space When a hound of Tindalos is not adjacent to a structural angle of 90º (or more acute), its resistance to physical damage is suppressed and it becomes sickened 1. It can't recover from this sickened condition, but the condition ends automatically once the hound is again adjacent to a suitable angle. --- Speed 30 feet, fly 30 feet Melee Single Action jaws +17, Damage 2d10+7 piercing Melee Single Action claw +17 (Agile), Damage 2d8+7 slashing Occult Innate Spells DC 21 - 2nd Invisibility (self only) - 3rd Haste, Slow - 4th Dimensional Anchor - 8th Discern Location Angled Entry Single Action The hound of Tindalos casts a 4th-level dimension door spell, but it must transport itself into a space adjacent to an angle of 90º (or more acute) in the structure or environment around it. For example, it could teleport to a space adjacent to a wall (using the angle between the wall and floor) or a corner in a room, or adjacent to a sizable tree growing straight up out of the ground, but not to a flat plain or a room with only curved corners and edges. Once per day, the hound can use this ability to plane shift to or from the Dimension of Time, with the same restrictions on what angles it can appear next to. Tindalos Ancient texts refer to these relentless temporal hunters as the hounds of Tindalos, yet they never seem to explore what Tindalos actually is. In some references, the implication is that Tindalos is one of the Great Old Ones or Outer Gods, but if this is the case, it is among the most obscure of these entities. Other tomes refer as Tindalos as a location, perhaps even a city or nation that once existed before time began and that can be reached only by methods impossible for any creature bound by the laws of time. In all likelihood, both and neither are right—what Tindalos is may simply be impossible for mortal minds to comprehend. ","skill_mod":{"survival":13,"stealth":17,"athletics":15,"occultism":17,"acrobatics":17},"image":["/Images/Monsters/HoundOfTindalos.png"],"primary_source":"Bestiary 2","spell":["Discern Location","Dimensional Anchor","Haste","Slow","Invisibility"],"ac":25,"level":7,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"mental":10,"physical":10},"intelligence":6,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":13,"size":["Medium"],"name":"Hound of Tindalos","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[16,18],"attack_bonus":[17,17],"constitution":2,"immunity":["controlled","emotion"],"will_save":15,"speed":{"fly":30,"max":30,"land":30},"wisdom":4,"weakness":{},"creature_ability":["Otherworldly Mind","Ripping Gaze","Vulnerable to Curved Space","Angled Entry"],"skill":["Acrobatics","Athletics","Occultism","Stealth","Survival"],"tradition":["Occult"],"summary":"Lean and athirst, the hounds of Tindalos are drawn to those who tamper with the flow of time, travel through time, or use magic or rare alchemical …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=702","dexterity":6,"category":"creature","slug":"creature-702"},{"remaster_name":["Xoarian"],"primary_source_category":"Rulebooks","strength":2,"hp":130,"language":["Aklo","Common","Undercommon","can't speak any languages; telepathy 100 feet"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":16,"stealth":"18","trait":["Aberration","Uncommon","CE","Small"],"id":"creature-703","text":" Intellect Devourer Intellect devourers serve as advance scouts and infiltrators for the powerful force of alien beings called the Dominion of the Black. These monsters roam the Darklands, from which they mount secret invasions of the world above. When an intellect devourer infiltrates a society, its first priority is to acquire a body. It might first seek out a graveyard for a fresh corpse, as this is easier than fighting and killing someone. When the aberration compresses itself into the host's brain cavity, its real body goes dull to sensation as it connects to the nervous system of its host. If found out, an intellect devourer might quickly inhabit a new body to make its escape, preferably something inconspicuous such as a domestic animal. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Intellect Devourer Source Bestiary 2 pg. 147 Perception +16; darkvision, lifesense 60 feet Languages Aklo, Common, Undercommon; can't speak any languages; telepathy 100 feet Skills Athletics +14, Deception +20, Diplomacy +16, Occultism +17, Society +17, Stealth +18 Str +2 Dex +4 Con +4 Int +5 Wis +4 Cha +6 --- AC 26 Fort +14 Ref +16 Will +18 HP 130 Immunities blinded, controlled, emotion, possession --- Speed 35 feet Melee Single Action talon +18 (Agile, Finesse), Damage 2d10+5 slashing Occult Innate Spells DC 27 - Cantrips (4th) Daze, Detect Magic, Read Aura - 2nd Gentle Repose, Invisibility (at will; self only), Paranoia (at will) - 3rd Soothe (×3) - 4th Confusion, Globe of Invulnerability Body Thief Three Actions (Manipulate, Necromancy, Occult, Possession) The intellect devourer reduces in size and burrows into the brain of a creature dead for no longer than 1 day. At the start of the intellect devourer's next turn, the body revives at its maximum Hit Points, controlled by the devourer. The intellect devourer is conscious and can sense everything the possessed body could. Any effect that ends the possession kills the host body with the same effects as Exit Body. The intellect devourer can't use any of the host creature's spells with Body Thief but can use its own spells. The host body slowly decays while inhabited by the intellect devourer, becoming uninhabitable after 7 days unless preserved with gentle repose or a similar effect. Exit Body Single Action (Move) Requirements The intellect devourer is controlling a body with Body Thief; Effect The intellect devourer leaves its host body, which dies instantly and is no longer a suitable host for any Body Thief ability. The intellect devourer appears at full size in an adjacent space. Ravage Three Actions The intellect devourer makes two talon Strikes against a paralyzed, restrained, or unconscious creature, using the same attack modifier as its highest attack modifier. These Strikes gain the death trait. If Ravage kills the target, the intellect devourer may use Body Thief against it as a free action. Stolen Identity While an intellect devourer uses Body Thief, it gains the ability to understand and speak all languages known by the host, as well as knowledge of the host body's abilities, identity, role in society, and personality. However, it does not gain the specific memories or knowledge of the host body. Sensation Seekers Intellect devourers steal bodies to experience the physical sensations denied their nearly invulnerable natural forms. Each new body brings the opportunity to explore new vistas of taste, touch, and pain. Intellect devourers occupying a body fear little but discovery, and even that simply puts a temporary end to their games. Harm to the host is just another sensation to experience, and replacement bodies are easy to find. ","skill_mod":{"society":17,"diplomacy":16,"deception":20,"stealth":18,"athletics":14,"occultism":17},"image":["/Images/Monsters/IntellectDevourer.png"],"primary_source":"Bestiary 2","spell":["Confusion","Globe of Invulnerability","Soothe","Gentle Repose","Invisibility","Paranoia","Daze","Detect Magic","Read Aura"],"ac":26,"level":8,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet ","resistance":{},"intelligence":5,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":14,"size":["Small"],"name":"Intellect Devourer","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16],"attack_bonus":[18],"constitution":4,"immunity":["blinded","controlled","emotion","possession"],"will_save":18,"speed":{"max":35,"land":35},"wisdom":4,"weakness":{},"creature_ability":["Body Thief","Exit Body","Ravage","Stolen Identity"],"skill":["Athletics","Deception","Diplomacy","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"Intellect devourers serve as advance scouts and infiltrators for the powerful force of alien beings called the Dominion of the Black. These monsters …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=703","dexterity":4,"category":"creature","slug":"creature-703"},{"primary_source_category":"Rulebooks","strength":7,"hp":265,"language":["Aklo","Common","Jotun","Terran"],"source":["Bestiary 2"],"type":"Creature","charisma":4,"perception":24,"stealth":"27","trait":["Aberration","Earth","NE","Large"],"id":"creature-704","text":" Irlgaunt Irlgaunts resemble titanic spiders or crabs, but with cephalopod-like tendrils erupting from the tips of their chitin-armored legs. Their jagged gray shells allow them to blend into the rocky walls of the high mountain passes and deep ravines that serve as their hunting grounds. Despite their size, they move with incredible alacrity, bounding across chasms and skittering up sheer mountain cliffs without pause. Though they are formidable in melee, irlgaunts have an even more powerful ranged attack. These creatures can pelt their opponents by forcefully regurgitating gastroliths—melon-sized clusters of rocks enveloped in coagulated digestive enzymes strong enough to break down flesh and bone. Gastroliths are fragile and explode on contact, spraying the area with shards of rock and caustic acid. While one might easily mistake an irlgaunt for a simple brutish beast, they have a keen intelligence and use devious hunting strategies. They set traps for travelers and are fond of using gems and magical items taken from previous victims as bait. They have been known to start rockslides or otherwise block passages to reroute explorers into their clutches. They also use their gastroliths to direct the movements of their prey, forcing victims into dead ends at the edge of chasms or cliffs. For the most part, irlgaunts live solitary lives, likely because finding enough food to sustain a community tends to be difficult. However, they still maintain a sense of extended, regional community, actively gathering when organizing for war or to discuss other issues that affect their species or shared territories. They have been known to occasionally ally with giants, but these truces are usually nebulous. Recall Knowledge - Aberration (Occultism): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Irlgaunt Source Bestiary 2 pg. 148 Perception +24; darkvision Languages Aklo, Common, Jotun, Terran Skills Acrobatics +25, Athletics +26, Deception +23, Stealth +27, Survival +22 Str +7 Dex +8 Con +5 Int +4 Wis +5 Cha +4 --- AC 34 Fort +22 Ref +25 Will +24 HP 265 Weaknesses bludgeoning 10 --- Speed 30 feet, climb 30 feet; stone step Melee Single Action jaws +26, Damage 3d8+13 piercing plus 2d6 acid Melee Single Action legs +26 (Agile), Damage 3d10+13 bludgeoning Primal Innate Spells DC 31 - 4th Meld into Stone (at will), Shape Stone (at will) - 6th Stone Tell Regurgitate Gastrolith Two Actions (Acid, Evocation, Primal) The irlgaunt violently regurgitates a melonsized clot of brittle stone supernaturally infused with digestive enzymes. The stone and acid explode on impact within a range of 30 feet, dealing 7d6 piercing damage and 7d6 acid damage to creatures in a 20-foot burst (DC 33 basic Reflex save). The irlgaunt can't Regurgitate Gastroliths for 1d4 rounds. Stone Step The irlgaunt ignores difficult terrain composed of rocks and stone. Irlgaunt Religion A small number of irlgaunts actively worship Rovagug, whom they believe to be the progenitor of their species. Instead of living solitary lives, these chaotic evil irlgaunts form cabals that inhabit deep fissures, transforming them into grisly temples by decorating them with the corpses of their sacrifices. They also decorate their own bodies by carving prayers into their chitin and painting themselves with crude and disturbing images. Some claim these runes grant them divine powers of protection and the ability to summon Rovagug's otherworldly kin. ","element":["Earth"],"skill_mod":{"deception":23,"survival":22,"stealth":27,"athletics":26,"acrobatics":25},"image":["/Images/Monsters/Irlgaunt.png"],"primary_source":"Bestiary 2","spell":["Stone Tell","Meld into Stone","Shape Stone"],"ac":34,"level":13,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Irlgaunt","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[29,33],"attack_bonus":[26,26],"constitution":5,"will_save":24,"speed":{"climb":30,"max":30,"land":30},"wisdom":5,"weakness":{"bludgeoning":10},"creature_ability":["Regurgitate Gastrolith","Stone Step"],"skill":["Acrobatics","Athletics","Deception","Stealth","Survival"],"tradition":["Primal"],"summary":"Irlgaunts resemble titanic spiders or crabs, but with cephalopod-like tendrils erupting from the tips of their chitin-armored legs. Their jagged gray …","trait_group":["Creature Type","Elemental","Planar","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=704","dexterity":8,"category":"creature","slug":"creature-704"},{"primary_source_category":"Rulebooks","strength":7,"hp":230,"language":["Aklo"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":24,"trait":["Aberration","Amphibious","Uncommon","NE","Medium"],"id":"creature-705","text":" Isqulug The isqulug's appearance, though unsettling, might be its least awful aspect. The creature resembles a bipedal amphibian with tentacles instead of arms and a head composed of an undulant mass of what appear to be shifting, slimy transparent eggs filled with writhing larvae. In truth, these larvae constitute the mind and consciousness of the isqulug—its “body” is little more than an organic suit manufactured from the flesh of those it has consumed, analogous to the complex web of a spider or the hive of a colony of bees, but fully capable of movement and violence. Recall Knowledge - Aberration (Occultism): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Isqulug Source Bestiary 2 pg. 149 Perception +24; greater darkvision, host scent 30 feet Languages Aklo Skills Acrobatics +22, Athletics +24, Nature +22, Survival +22 Str +7 Dex +5 Con +7 Int +3 Wis +7 Cha +5 Host Scent An isqulug can precisely sense any creature infected with isqulugia within 30 feet, and knows the current stage of the disease. --- AC 31 all-around vision Fort +24 Ref +20 Will +18 HP 230 , regeneration 10 (deactivated by cold) Immunities swarm mind Resistances fire 10 Weaknesses cold 10 --- Speed 25 feet, swim 25 feet; swamp stride Melee Single Action tentacle +22 (Agile, reach 10 feet), Damage 2d12+11 bludgeoning plus isqulugia Primal Innate Spells DC 30, attack +22 - Cantrips (5th) Dancing Lights - Cantrips (1st) Pass Without Trace - 4th Fly - 5th Control Water, Entangle (at will), Hallucinatory Terrain, Obscuring Mist (at will) - 6th Tangling Creepers Expel Infestation Two Actions The isqulug expels larvae from the hivemind in its head in a 30-foot cone. Creatures in this area take 6d10 piercing damage as the swarm feeds on their flesh (DC 30 basic Reflex save). Any creature that takes damage is exposed to isqulugia. The isqulug becomes stupefied 1 for 1d4 rounds, during which it can't Expel Infestation. Isqulugia (Disease, Incapacitation, Primal, Transmutation, Virulent) Isqulugia's sickened, slowed, and paralyzed conditions can't be removed until this affliction is removed; Saving Throw DC 30 Fortitude; Stage 1 sickened 1 (1 hour); Stage 2 fatigued and sickened 2 (1 day); Stage 3 fatigued and slowed 1 (1 day); Stage 4 paralyzed (1 day); Stage 5 the creature dies, and its body violently transforms into a new isqulug. Wish , similar magic, or a 9th-level resurrect ritual can return the victim to life. The new isqulug remains even if the victim is brought back to life. Malleability The isqulug can Squeeze through tight spaces as if it were a Small creature. While Squeezing, it can move at its full Speed. The isqulug can even Squeeze through spaces that typically fit only a Tiny creature, but does so at the standard speed for Squeezing. Swamp Stride An isqulug ignores difficult terrain that's caused by typical features of swamps. Exiles from Beyond These disgusting parasites originally manifested in the First World, but the fey denizens of that realm found them too awful to endure and exiled them to the Material Plane. Over time, the isqulugs sloughed off their fey features for new, more powerful bodies of their own. Reports of stranger variants flourishing in areas such as demon-defiled Tanglebriar and remote fungi-ridden vaults in Orv, however, suggest their foothold on Golarion has become more established than previously thought. ","skill_mod":{"nature":22,"survival":22,"athletics":24,"acrobatics":22},"image":["/Images/Monsters/Isqulug.png"],"primary_source":"Bestiary 2","spell":["Tangling Creepers","Control Water","Entangle","Hallucinatory Terrain","Obscuring Mist","Fly","Dancing Lights","Pass Without Trace"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" greater darkvision , host scent 30 feet","resistance":{"fire":10},"intelligence":3,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":24,"size":["Medium"],"name":"Isqulug","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[24],"attack_bonus":[22],"constitution":7,"immunity":["swarm mind"],"spell_attack_bonus":[22],"will_save":18,"speed":{"max":25,"land":25,"swim":25},"wisdom":7,"weakness":{"cold":10},"creature_ability":["Host Scent","Expel Infestation","Isqulugia","Malleability","Swamp Stride"],"skill":["Acrobatics","Athletics","Nature","Survival"],"tradition":["Primal"],"summary":"The isqulug's appearance, though unsettling, might be its least awful aspect. The creature resembles a bipedal amphibian with tentacles instead of …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=705","dexterity":5,"category":"creature","slug":"creature-705"},{"constitution":4,"primary_source_category":"Rulebooks","strength":-4,"hp":155,"immunity":["mental","precision","swarm mind"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Jellyfish","will_save":10,"charisma":-5,"speed":{"max":20,"swim":20},"perception":10,"wisdom":0,"weakness":{"area":7},"creature_ability":["Agile Swimmer","Burning Swarm","Fire Jelly Venom"],"skill":["Acrobatics"],"trait":["Animal","Aquatic","Mindless","Swarm","N","Large"],"id":"creature-706","text":" Fire Jellyfish Swarm While individually one of these fist-sized jellyfish is merely a nuisance, in great numbers, fire jellyfish can form into dangerous swarms. Bobbing in the water, they create a cloud of stinging tentacles. They were named in part for their bright coloration, but those who are stung by fire jellyfish learn the larger reason for their name—the pain of their stings is comparable to being burned alive. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Fire Jellyfish Swarm Source Bestiary 2 pg. 152 Perception +10; low-light vision Languages Skills Acrobatics +15 Str -4 Dex +5 Con +4 Int -5 Wis +0 Cha -5 --- AC 13 Fort +16 Ref +15 Will +10 HP 155 Immunities mental, precision, swarm mind Resistances bludgeoning 9, piercing 9, poison 10, slashing 5 Weaknesses area damage 7, splash damage 7 --- Speed swim 20 feet Agile Swimmer Fire jellyfish swarms use Acrobatics to Swim. Burning Swarm Single Action (Poison) Each enemy in the swarm's space takes 3d8 poison damage (DC 24 basic Reflex save) and is exposed to fire jelly venom. Fire Jelly Venom (Poison) Saving Throw DC 24 Fortitude; Maximum Duration 6 rounds; Stage 1 clumsy 1 (1 round); Stage 2 clumsy 2 (1 round); Stage 3 clumsy 3 (1 round) ","skill_mod":{"acrobatics":15},"summary":"While individually one of these fist-sized jellyfish is merely a nuisance, in great numbers, fire jellyfish can form into dangerous swarms. Bobbing …","primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":13,"level":6,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"bludgeoning":9,"poison":10,"piercing":9,"slashing":5},"url":"/Monsters.aspx?ID=706","intelligence":-5,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":16,"size":["Large"],"name":"Fire Jellyfish Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-706"},{"attack_bonus":[18],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":165,"immunity":["mental","precision"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Jellyfish","will_save":1,"charisma":-5,"speed":{"max":20,"swim":20},"perception":12,"wisdom":0,"weakness":{"piercing":5,"slashing":5},"creature_ability":["Jellyfish Venom","Squeeze"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"15","trait":["Animal","Aquatic","Mindless","N","Large"],"id":"creature-707","text":" Giant Jellyfish Unlike its smaller cousins, the giant jellyfish is an active predator that chases down its prey through reefs or open water. It can even squeeze its enormous bell-shaped body into the tight confines of shipwrecks to drape its mane of tentacles across the exposed flesh of its prey. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Giant Jellyfish Source Bestiary 2 pg. 152 Perception +12; darkvision Languages Skills Acrobatics +15, Athletics +17, Stealth +15 Str +6 Dex +4 Con +6 Int -5 Wis +0 Cha -5 --- AC 15 Fort +17 Ref +15 Will +1 HP 165 Immunities mental, precision Resistances bludgeoning 10, poison 10 Weaknesses piercing 5, slashing 5 --- Speed swim 20 feet Melee Single Action tentacle +18 (Agile, reach 20 feet), Damage 2d8+8 bludgeoning plus jellyfish venom Jellyfish Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d8 poison damage and clumsy 1 (1 round); Stage 2 3d6 poison damage and clumsy 2 (1 round); Stage 3 2d10 poison damage and paralyzed (1 round) Squeeze A giant jellyfish can fit into tight spaces as if it were a Medium creature. It can move at its full Speed while Squeezing. ","skill_mod":{"stealth":15,"athletics":17,"acrobatics":15},"summary":"Unlike its smaller cousins, the giant jellyfish is an active predator that chases down its prey through reefs or open water. It can even squeeze its …","image":["/Images/Monsters/Jellyfish_GiantJellyfish.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":15,"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":10,"poison":10},"url":"/Monsters.aspx?ID=707","intelligence":-5,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Giant Jellyfish","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-707"},{"primary_source_category":"Rulebooks","strength":3,"hp":155,"language":["Common","Jyoti"],"source":["Bestiary 2"],"type":"Creature","charisma":3,"perception":21,"trait":["Fire","Humanoid","Positive","N","Medium","Vitality"],"id":"creature-708","text":" Jyoti Jyotis are sometimes called “false phoenixes” (a term they find insulting) by the ignorant or willful. These avian humanoids are native to the Positive Energy Plane. They rarely leave this enigmatic realm and view visitors from other planes as stains on the purity of their home. Jyotis particularly distrust divine spellcasters and religious warriors, seeing them as inclined to take credit for manifesting a life force that, from the jyotis' perspective, is as plentiful and ubiquitous as water is to fish. Despite their distrust of intruders, jyotis rarely attack unprovoked when their homes are not threatened. They are intolerant, however, of those who intrude on the palaces of crystallized light and captured flame in which they dwell. They often chase even those who come bearing gifts away; few visitors have anything they desire, for what they desire most is to be left alone. The jyotis' full wrath is reserved for natives of the Shadow Plane and the Negative Energy Plane. Historically, the promise of battle with the gargoyle-like sceaduinars, whom they consider it their duty to oppose, has been the only thing to lure jyoti armies beyond the Positive Energy Plane. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Jyoti Source Bestiary 2 pg. 153 Perception +21; darkvision Languages Common, Jyoti Skills Acrobatics +20, Intimidation +18, Occultism +20, Society +18 Str +3 Dex +5 Con +4 Int +5 Wis +6 Cha +3 Items +1 striking longspear --- AC 28 Fort +15 Ref +18 Will +21 +1 status to all saves vs. magic (+2 vs. divine magic) HP 155 Immunities death effects, disease, poison Resistances fire 10, negative 10 Positive Energy Affinity Positive healing effects always heal the jyoti for the maximum amount. It doesn't gain the automatic Hit Points or temporary Hit Points from being on a plane with the positive planar essence. --- Speed 25 feet, fly 60 feet Melee Single Action flaming ghost touch longspear +20 (Magical, reach 10 feet), Damage 2d8+6 piercing plus 1d6 fire Melee Single Action beak +21 (Finesse), Damage 2d12+6 piercing plus 1d6 fire Melee Single Action talon +21 (Agile, Finesse), Damage 2d8+6 slashing plus 1d6 fire Occult Innate Spells DC 28, attack +20 - Cantrips (5th) Disrupt Undead, Light - 2nd Restoration (×3) - 3rd Heal (×3) - 4th Dimension Door, Heal, Searing Light - 5th Banishment, Breath of Life Breath Weapon (Evocation, Fire, Occult) The jyoti breathes a blast of searing flame infused with positive energy in a 40-foot cone that deals 8d6 fire damage plus 4d6 positive damage to creatures in the area (DC 28 basic Reflex save). The jyoti can't use Breath Weapon again for 1d4 rounds. Infuse Weapons (Occult, Evocation) Any weapon a jyoti wields becomes a flaming ghost touch weapon while the jyoti holds it. Crystal Vaults Jyoti make ideal guardians for artifacts too dangerous to be left where those hungry for power might seize them. Only they know what items of myth and legend, long thought lost or destroyed, lie within their crystal vaults. They are unreliable guardians of religious artifacts, however, which usually disgust them. ","element":["Fire"],"skill_mod":{"society":18,"intimidation":18,"occultism":20,"acrobatics":20},"image":["/Images/Monsters/Jyoti.png"],"primary_source":"Bestiary 2","spell":["Banishment","Breath of Life","Dimension Door","Heal","Searing Light","Restoration","Disrupt Undead","Light"],"ac":28,"item":["+1 striking longspear"],"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"void":10,"fire":10},"intelligence":5,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Jyoti","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[18,18,22],"attack_bonus":[20,21,21],"constitution":4,"immunity":["death effects","disease","poison"],"spell_attack_bonus":[20],"will_save":21,"speed":{"fly":60,"max":60,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Positive Energy Affinity","Breath Weapon","Infuse Weapons"],"skill":["Acrobatics","Intimidation","Occultism","Society"],"tradition":["Occult"],"summary":"Jyotis are sometimes called “false phoenixes” (a term they find insulting) by the ignorant or willful. These avian humanoids are native to the …","trait_group":["Energy","Elemental","Planar","Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=708","dexterity":5,"category":"creature","slug":"creature-708"},{"attack_bonus":[13],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":60,"language":["Aquan","Common","Sylvan"],"source":["Bestiary 2"],"type":"Creature","will_save":14,"charisma":4,"speed":{"max":35,"land":35,"swim":35},"perception":11,"wisdom":3,"weakness":{"cold_iron":5},"creature_ability":["Captivating Lure","Change Shape"],"skill":["Athletics","Deception","Stealth"],"stealth":"10","trait":["Amphibious","Fey","NE","Large"],"id":"creature-709","text":" Kelpie Kelpies are malevolent amphibious fey shapechangers intent on luring mortals to their doom. These cruel predators lurk in and around areas of water, slightly preferring freshwater over saltwater. Kelpies lure or drag their prey underwater then drown and devour them, leaving behind only the victim's heart and liver— the only parts of a meal kelpies find unpleasant. Kelpies are fond of magically disguising itself as fine steeds or attractive strangers to draw in victims, but its true appearance takes the form of a hideous equine with slimy, green flesh resembling aquatic plants. Recall Knowledge - Fey (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Kelpie Source Bestiary 2 pg. 154 Perception +11; low-light vision Languages Aquan, Common, Sylvan Skills Athletics +11, Deception +14, Stealth +10 Str +5 Dex +2 Con +3 Int -1 Wis +3 Cha +4 --- AC 21 Fort +11 Ref +12 Will +14 HP 60 Resistances fire 5 Weaknesses cold iron 5 --- Speed 35 feet, swim 35 feet Melee Single Action jaws +13, Damage 2d6+7 bludgeoning plus Grab Captivating Lure Two Actions (Concentrate, Emotion, Enchantment, Incapacitation, Mental, Primal) The kelpie instills an overwhelming attraction to itself within the mind of a single creature within 60 feet. The target perceives the kelpie as a desirable person (if the kelpie is in humanoid form) or a valuable steed (if the kelpie is in equine form) and must attempt a DC 23 Will saving throw. Critical Success The creature is unaffected and is temporarily immune to Captivating Lure for 24 hours. Success The creature is stupefied 1 for 1 round and is then temporarily immune to Captivating Lure for 24 hours. Failure The creature is fascinated, and it must spend each of its actions to move closer to the kelpie as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the kelpie, it either attempts to mount the kelpie (if the kelpie is in equine form) or stays still and doesn't act. If the creature is attacked by the kelpie, or if it can't breathe water and enters an area of water, the creature is freed from captivation at the end of the kelpie's turn. Critical Failure As failure, but the target doesn't consider water a danger and will enter an area of water even if it can't swim or breathe water. If it is attacked by the kelpie or starts to drown, it can attempt a new save at the start of its next turn, but it isn't freed automatically. Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The kelpie can take on the appearance of any Medium or Large animal of an equine nature (such as a horse, hippocampus, or pony), or any Small or Medium humanoid. This doesn't change its Speeds or its attack and damage modifiers with its Strikes. Kelpie Folktales Some fanciful stories about kelpies speak of them appearing in equine form wearing riding tack, complete with silver stirrups and bridle bit. These folktales claim that cutting the harness from the kelpie's body grants the bearer power over it, or causes the kelpie to sicken and die. In truth, doing so has no ill effect on a kelpie, suggesting these stories are spread by kelpies themselves to further trick prey into making foolish mistakes. ","skill_mod":{"deception":14,"stealth":10,"athletics":11},"summary":"Kelpies are malevolent amphibious fey shapechangers intent on luring mortals to their doom. These cruel predators lurk in and around areas of water, …","image":["/Images/Monsters/Kelpie.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=709","intelligence":-1,"reflex_save":12,"strongest_save":["will"],"dexterity":2,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Kelpie","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-709"},{"primary_source_category":"Rulebooks","strength":4,"hp":65,"language":["Common","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":12,"stealth":"11","trait":["Fey","Uncommon","CN","Small"],"id":"creature-710","text":" Korred Korreds are reclusive fey in the form of small, hirsute individuals with long, animated manes of hair. While korreds have a natural affinity and admiration for stones and boulders, they prefer to dwell aboveground in areas of rocky forest or wooded hills rather than in caves. Korreds are a private people who don't take kindly to intruders, and they invariably work to drive off or kill any non-fey who stumble into their territory. Staunchly proud of their hair, korreds choose their minimal attire so as to allow their body hair to flow freely, often wearing only a belt with a pouch for throwing rocks and trimming shears—though this belt and pouch are rarely visible under their wild manes. Recall Knowledge - Fey (Nature): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Korred Source Bestiary 2 pg. 155 Perception +12; low-light vision Languages Common, Sylvan Skills Acrobatics +11, Crafting +11, Deception +13, Performance +13, Stealth +11 Str +4 Dex +3 Con +2 Int +1 Wis +2 Cha +5 Items Club, pouch with 5 rocks --- AC 21 Fort +10 Ref +13 Will +10 +1 status to all saves vs. magic HP 65 Weaknesses cold iron 5 Animated Hair (aura, primal, transmutation) 5 feet. The korred's long, animated hair reaches out and interferes with creatures in the area. The korred can select which targets are affected by their animated hair. An affected creature that ends its turn in the emanation must succeed at a DC 18 Reflex save or become clumsy 1(clumsy 2 on a critical failure) as long as it remains in the aura. --- Speed 25 feet Melee Single Action club +14, Damage 2d6+7 bludgeoning Ranged Single Action rock +14 (Brutal, range increment 20 feet), Damage 1d6+7 bludgeoning Ranged Single Action club +14 (thrown 10 feet), Damage 2d6+7 bludgeoning Primal Innate Spells DC 21 - 4th Shape Stone (at will), Shatter (at will) - 6th Stone Tell Hair Snare Single Action (Incapacitation, Primal, Transmutation) The korred causes a long, tangled length of their hair to detach from their body and snake out to coil around an adjacent creature. The creature must attempt a DC 21 Reflex save. The korred cannot use Hair Snare again for 1d4 rounds. Success The creature is unaffected. Failure The hair wraps around the creature. The creature takes a –10-foot circumstance penalty to all of its Speeds until it Escapes (DC 21) or until the korred uses Hair Snare again (at which point the previous snare drops to the ground, no longer animated). Critical Failure The creature is immobilized until it Escapes (DC 21) or the korred uses Hair Snare again. Otherworldly Laugh Two Actions (Auditory, Evocation, Incapacitation, Primal, Sonic) Frequency three times per day; Effect The korred unleashes an otherworldly laugh. Each non-fey creature within a 30-foot burst must attempt a DC 21 Fortitude save. On a failure, the creature is slowed 1 for 1 round (or stunned 1 on a critical failure). Stone Stride Two Actions (Conjuration, Earth, Primal, Teleportation) The korred steps into a block of stone large enough for them to fit inside and instantly teleports to any other stone within 30 feet that has the same minimum size. Once the korred enters the stone, they instantly know the rough locations of other sufficiently large stones within 30 feet. They can exit from the original stone, if they prefer. They can't carry extradimensional spaces with them when they Stone Stride; if the korred attempts to do so, Stone Stride fails. Throw Rock Single Action Korred Dances Despite their insular nature, korreds love to dance. On certain auspicious dates, korreds hold great festivals of music and dance in ancient stone circles deep within forest glades. A few non-korred fey sometimes receive invitations to these dances, but any non-fey who interrupts the dance is berated at best or attacked at worst. ","skill_mod":{"performance":13,"deception":13,"crafting":11,"stealth":11,"acrobatics":11},"image":["/Images/Monsters/Korred.png"],"primary_source":"Bestiary 2","spell":["Stone Tell","Shape Stone","Shatter"],"ac":21,"item":["Club","pouch with 5 rocks"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":10,"size":["Small"],"name":"Korred","alignment":"CN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[10,14,14],"attack_bonus":[14,14,14],"constitution":2,"will_save":10,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Animated Hair","Hair Snare","Otherworldly Laugh","Stone Stride","Throw Rock"],"skill":["Acrobatics","Crafting","Deception","Performance","Stealth"],"tradition":["Primal"],"summary":"Korreds are reclusive fey in the form of small, hirsute individuals with long, animated manes of hair. While korreds have a natural affinity and …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=710","dexterity":3,"category":"creature","slug":"creature-710"},{"attack_bonus":[10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":32,"source":["Bestiary 2"],"type":"Creature","creature_family":"Leech","will_save":5,"charisma":-5,"speed":{"max":20,"land":5,"swim":20},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Blood Drain"],"skill":["Athletics","Stealth"],"stealth":"7","trait":["Amphibious","Animal","N","Medium"],"id":"creature-711","text":" Giant Leech Capable of growing to lengths of nearly 5 feet, giant leeches have circular maws filled with hook-like teeth. They prefer to dwell in stagnant or slow-moving shallow water or in damp, moist undergrowth. Horses and larger animals are their favorite prey, but they won't balk at a chance to latch onto a human- or halfling-sized meal. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Leech Source Bestiary 2 pg. 156 Perception +5; tremorsense 30 feet Languages Skills Athletics +8, Stealth +7 Str +4 Dex +1 Con +3 Int -5 Wis +1 Cha -5 --- AC 17 Fort +9 Ref +7 Will +5 HP 32 Weaknesses salt 5 --- Speed 5 feet, swim 20 feet Melee Single Action mouth +10, Damage 1d4+6 piercing plus Grab Blood Drain Single Action Requirements The giant leech has a creature grabbed or restrained; Effect The giant leech drains blood from the creature it has grabbed. This deals 2d4 damage. A creature that has its blood drained by a giant leech is drained 1 until it receives any kind or amount of healing. ","skill_mod":{"stealth":7,"athletics":8},"summary":"Capable of growing to lengths of nearly 5 feet, giant leeches have circular maws filled with hook-like teeth. They prefer to dwell in stagnant or …","image":["/Images/Monsters/Leech_GiantLeech.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" tremorsense 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=711","intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":9,"size":["Medium"],"name":"Giant Leech","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-711"},{"constitution":4,"primary_source_category":"Rulebooks","strength":0,"hp":40,"immunity":["precision","swarm mind"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Leech","will_save":9,"charisma":-5,"speed":{"max":20,"land":5,"swim":20},"perception":9,"wisdom":1,"weakness":{"area":5},"creature_ability":["Blood Draining Bites","Brood Leech Swarm Venom"],"skill":["Athletics","Stealth"],"stealth":"11","trait":["Amphibious","Animal","Swarm","N","Large"],"id":"creature-712","text":" Brood Leech Swarm Most smaller species of leeches do not tend to swarm, but brood leeches are prone to gathering in seething, undulant mats of squirming gluttony. When they gather in sufficient numbers to swarm, they eschew the stealth of a lone leech's feeding methods in favor of swift and merciless feeding. In these situations, their mild venom can affect much larger creatures than their usual prey. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Brood Leech Swarm Source Bestiary 2 pg. 156 Perception +9; tremorsense 30 feet Languages Skills Athletics +8, Stealth +11 Str +0 Dex +3 Con +4 Int -5 Wis +1 Cha -5 --- AC 19 Fort +12 Ref +11 Will +9 HP 40 Immunities precision, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, salt 5, splash damage 5 --- Speed 5 feet, swim 20 feet Blood Draining Bites Single Action Each enemy in the swarm's space takes 2d6 bleed damage and is exposed to brood leech swarm venom. Brood Leech Swarm Venom (Poison) Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 clumsy 1, sickened 1, and –5-foot status penalty to Speed (1 round); Stage 2 clumsy 1, sickened 1, and –10-foot status penalty to Speed (1 round) ","skill_mod":{"stealth":11,"athletics":8},"summary":"Most smaller species of leeches do not tend to swarm, but brood leeches are prone to gathering in seething, undulant mats of squirming gluttony. When …","primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":19,"level":4,"source_category":["Rulebooks"],"sense":" tremorsense 30 feet ","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=712","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":12,"size":["Large"],"name":"Brood Leech Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-712"},{"primary_source_category":"Rulebooks","strength":6,"hp":235,"language":["Aklo","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":24,"stealth":"26","trait":["Aberration","Dream","Uncommon","CE","Huge"],"id":"creature-713","text":" Leng Spider The monstrous, bloated spiders from the windswept realm of Leng build eerie, dangerous lairs with the aid of magically compelled slaves. Leng spiders have anywhere from five to 13 legs, but never an even number. Recall Knowledge - Aberration (Occultism): DC 33 Recall Knowledge - Dream (Occultism): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Leng Spider Source Bestiary 2 pg. 157 Perception +24; darkvision, detect magic , greater web sense Languages Aklo; tongues Skills Acrobatics +24, Athletics +27, Crafting +22, Deception +22, Religion +24, Occultism +26, Stealth +26 Str +6 Dex +7 Con +5 Int +7 Wis +5 Cha +5 Greater Web Sense While touching its webs, the Leng spider has precise tremorsense to detect the vibrations of creatures touching its web. --- AC 34 Fort +22 Ref +26 Will +24 +1 status to all saves vs. magic HP 235 (fast healing 10) Immunities cold, confused Resistances poison 15, sonic 15 --- Speed 40 feet, climb 40 feet; air walk Melee Single Action web war flail +27 (Disarm, Magical, reach 15 feet, Sweep, Trip), Damage 3d10+14 bludgeoning Melee Single Action fangs +27 (reach 10 feet), Damage 3d12+14 piercing plus Leng spider venom Melee Single Action leg +27 (Agile, reach 10 feet), Damage 3d8+14 slashing Ranged Single Action web bola +28 (Magical, Nonlethal, Ranged Trip, thrown 20 feet), Damage 2d6+14 bludgeoning Occult Innate Spells DC 33 - Cantrips (7th) Detect Magic - 4th Charm (×3), Freedom of Movement - 6th Illusory Scene, Mislead - 7th Dispel Magic, Veil, Warp Mind - Constant (7th) Air Walk, Tongues Create Web Weaponry Single Action (Manipulate) The Leng spider creates a weapon by applying a cord of webbing to heavy objects, such as rocks or chunks of metal, either attaching two heavy objects together to create a web bola or fastening one to its leg to create a web war flail. Descend on a Web Single Action (Move) The Leng spider moves straight down up to 120 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn't count when calculating falling damage. The web can be severed by a Strike that deals slashing damage (AC 30, Hardness 15, 25 HP), causing the Leng spider to fall. Lay Web Trap Single Action (Manipulate) Frequency three times per day; Effect The Leng spider spins a web within 20 feet of itself to create a grasping snare, stunning snare, or warning snare. The Leng spider's web provides all the raw materials it needs. All save and Escape DCs associated with web traps use the Leng spider's Crafting DC for traps (DC 36). A web trap decays after 24 hours. Leng Spider Venom (Poison) Saving Throw DC 33 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and drained 1 (1 round); Stage 2 2d6 poison damage, confused, and drained 2 (1 round); the confused effect has the emotion and mental traits. Ranged Trip A Leng spider can use a web bola to Trip a target with the Athletics skill. The skill check takes a –2 circumstance penalty. A web bola deals no damage when used to Trip. Web Temples Leng spiders build complex lairs out of their webs, many of which serve a dual purpose as temples to the eldritch gods they venerate. Most Leng spiders worship deities of the Elder Mythos, such as Hastur, Nyarlathotep, or Yog-Sothoth, among others. ","skill_mod":{"deception":22,"crafting":22,"stealth":26,"athletics":27,"occultism":26,"acrobatics":24,"religion":24},"image":["/Images/Monsters/LengSpider.png"],"primary_source":"Bestiary 2","spell":["Dispel Magic","Veil","Warp Mind","Illusory Scene","Mislead","Charm","Freedom of Movement","Detect Magic","Air Walk","Tongues"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision , detect magic , greater web sense","resistance":{"poison":15,"sonic":15},"intelligence":7,"reflex_save":26,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":22,"size":["Huge"],"name":"Leng Spider","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[21,27,30,33],"attack_bonus":[27,27,27,28],"constitution":5,"immunity":["cold","confused"],"will_save":24,"speed":{"climb":40,"max":40,"land":40},"wisdom":5,"weakness":{},"creature_ability":["Greater Web Sense","Create Web Weaponry","Descend on a Web","Lay Web Trap","Leng Spider Venom","Ranged Trip"],"skill":["Acrobatics","Athletics","Crafting","Deception","Religion","Occultism","Stealth"],"tradition":["Occult"],"summary":"The monstrous, bloated spiders from the windswept realm of Leng build eerie, dangerous lairs with the aid of magically compelled slaves. Leng spiders …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=713","dexterity":7,"category":"creature","slug":"creature-713"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":25,"language":["Common","Sylvan"],"source":["Bestiary 2"],"type":"Creature","spell_attack_bonus":[10],"will_save":10,"charisma":4,"speed":{"max":30,"land":30},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Create Object","Leprechaun Magic"],"skill":["Acrobatics","Deception","Gold Lore","Nature","Performance","Thievery"],"trait":["Fey","CN","Small"],"id":"creature-714","text":" Leprechaun Leprechauns are mostly jovial tricksters who prefer mischief over conflict. They fill their days with as much fun, wine, and food as possible. Mostly found in forested regions, leprechauns respect nature and those who protect it. Leprechauns do not attack on sight. Rather, they engage in conversation and try to charm, cajole, or trick those they meet into doing favors for them or freely giving over a treasured item, usually in return for illusory wealth or false promises of wealth and success. These small tricksters are masters at discerning the desires of those they meet—a knack that puts them in a powerful position when bargaining for goods or favors. They aren't above turning people against each other for their own benefit but generally not to an extent that causes harm. In most cases, a leprechaun doesn't keep a purloined possession for long. The leprechaun most often returns such stolen prizes just in time to defuse tensions, often as they point out the humor of the situation, hoping to share their amusement and mirth with the victim. In cases where a leprechaun's trick goes too far and results in an incensed victim, the leprechaun quickly flees the conflict rather than engage in combat. This willingness to return stolen goods or to flee from battles fades as leprechauns grow older. Ancient leprechauns who have lived for thousands of years often spiral into dark bitterness and increasingly use their powers and illusions to lure those who offend them or fail to appreciate a joke into danger... or even death. Recall Knowledge - Fey (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Leprechaun Source Bestiary 2 pg. 158 Perception +11; low-light vision Languages Common, Sylvan Skills Acrobatics +8, Deception +9, Gold Lore +7, Nature +7, Performance +9, Thievery +8 Str +1 Dex +4 Con +1 Int +3 Wis +3 Cha +4 --- AC 18 Fort +8 Ref +11 Will +10 HP 25 --- Speed 30 feet Melee Single Action club +7, Damage 1d6+3 bludgeoning Primal Innate Spells DC 18, attack +10 - Cantrips (2nd) Dancing Lights, Ghost Sound, Mage Hand, Prestidigitation, Telekinetic Projectile - 1st Color Spray, Shillelagh, Ventriloquism - 2nd Illusory Creature, Illusory Object, Invisibility (self only) Create Object Two Actions (Conjuration, Manipulate, Primal) Frequency three times per day; Effect The leprechaun produces an item out of their hat, from behind their jacket, from within a hole in a tree stump, or from any other unexpected location. This conjured item must be no more than 1 Bulk and must be made of relatively commonplace material (such as cloth, wood, stone, or even low-value metal like iron or lead). It can't rely on intricate artistry or complex moving parts, never fulfills a Cost or the like, and can't be made of precious materials or materials with a rarity of uncommon or higher. The created object is temporary and lasts for 1 hour or until the leprechaun creates a new item, whichever comes first. Leprechaun Magic When a leprechaun uses their innate spells to deceive, trick, or humiliate a creature, the spell DC increases to 20 and the attack modifier to +11. Pots of Gold While it's true that leprechauns typically return items they steal, they particularly love gold and often hoard gold coins and treasures in pots tucked away in hidden places. It's rumored that a person who finds a gold coin in the forest and returns it to the leprechaun who dropped it will be granted a wish as a reward. Unfortunately, this rumor is false—a deception perpetrated by leprechauns to trick others into bringing them even more gold for their pots. ","tradition":["Primal"],"skill_mod":{"performance":9,"deception":9,"nature":7,"thievery":8,"acrobatics":8},"summary":"Leprechauns are mostly jovial tricksters who prefer mischief over conflict. They fill their days with as much fun, wine, and food as possible. Mostly …","image":["/Images/Monsters/Leprechaun.png"],"primary_source":"Bestiary 2","spell":["Illusory Creature","Illusory Object","Invisibility","Color Spray","Shillelagh","Ventriloquism","Dancing Lights","Ghost Sound","Mage Hand","Prestidigitation","Telekinetic Projectile"],"trait_group":["Creature Type"],"ac":18,"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=714","intelligence":3,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Small"],"name":"Leprechaun","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-714"},{"primary_source_category":"Rulebooks","strength":10,"hp":490,"language":["Common","Ignan","Jotun","Terran"],"source":["Bestiary 2"],"type":"Creature","charisma":4,"perception":35,"trait":["Earth","Elemental","Fire","NE","Gargantuan"],"id":"creature-715","text":" Lerritan Lerritans are unstoppable giants with skin of volcanic glass and blood of roiling lava. These malicious arsonists would see the world burned to a cinder. They pay homage to Ymeri, the evil elemental demigod of fire, and they bully other fiery creatures. When the urge to immolate grows too great to ignore, lerritans burn forests, destroy villages, and boil rivers, but they avoid large bodies of water. Recall Knowledge - Elemental (Arcana, Nature): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Lerritan Source Bestiary 2 pg. 159 Perception +35; low-light vision Languages Common, Ignan, Jotun, Terran Skills Athletics +41, Crafting +33, Intimidation +35, Religion +36, Survival +38 Str +10 Dex +5 Con +7 Int +2 Wis +7 Cha +4 Items +3 greater striking warhammer --- AC 46 Fort +38 Ref +34 Will +36 HP 490 Immunities fire, paralyzed, poison, sleep Resistances piercing 20, slashing 20 Weaknesses cold 20 Tenacious Flames (aura, evocation, fire, primal) 100 feet. Creatures in the emanation cannot recover from persistent fire damage. Attack of Opportunity Reaction --- Speed 50 feet Melee Single Action warhammer +40 (Magical, reach 25 feet, Shove), Damage 4d12+18 bludgeoning plus 2d6 persistent fire damage Melee Single Action jaws +39 (Agile, reach 25 feet), Damage 4d10+18 piercing plus 2d6 persistent fire damage Ranged Single Action rock +39 (Brutal, range increment 120 feet), Damage 4d6+18 bludgeoning plus 2d6 persistent fire Primal Innate Spells DC 46 - Cantrips (10th) Produce Flame - 7th Plane Shift (to the Material Plane, Plane of Fire, or Plane of Earth only) - 8th Earthquake - 9th Meteor Swarm, Fireball - 10th Cataclysm Throw Rock Single Action A lerritan can break stony scales off its body to throw; these scales reform at the end of each round, so the lerritan is never without a supply of rocks to hurl. Volcanic Eruption Two Actions (Earth, Evocation, Fire, Primal) The volcano on the lerritan's back erupts and sends lava bombs raining down in a 30-foot emanation, dealing 12d12 fire damage. Each creature in the area must attempt a DC 46 Reflex saving throw. The lava globules quickly cool into heavy stones, transforming the area into greater difficult terrain for non-lerritans. The lerritan can't use Volcanic Eruption for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage and is encumbered for 1 round. Failure The creature takes full damage and is immobilized (Escape DC 46). Critical Failure The creature takes double damage and is encased in a rocky crust with lava on the inside. The creature is restrained (Escape DC 46), can't breathe, takes 3d12 persistent fire damage, and can't recover from this persistent fire damage until freed. Lerritan Cavalcades Every few decades, lerritans gather in large bands to travel from one volcanic region to another, razing every sign of civilization they find along the way. Lerritan cavalcades contain up to a dozen lerritans and their lackeys: crimson worms, powerful fire elementals, and fire giants ","element":["Earth","Fire"],"skill_mod":{"crafting":33,"survival":38,"athletics":41,"intimidation":35,"religion":36},"image":["/Images/Monsters/Lerritan.png"],"primary_source":"Bestiary 2","spell":["Cataclysm","Meteor Swarm","Fireball","Earthquake","Plane Shift","Produce Flame"],"ac":46,"item":["+3 greater striking warhammer"],"level":21,"spell_dc":[46],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{"piercing":20,"slashing":20},"intelligence":2,"reflex_save":34,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":38,"size":["Gargantuan"],"name":"Lerritan","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[39,47,51],"attack_bonus":[39,39,40],"constitution":7,"immunity":["fire","paralyzed","poison","sleep"],"will_save":36,"speed":{"max":50,"land":50},"wisdom":7,"weakness":{"cold":20},"creature_ability":["Tenacious Flames","Attack of Opportunity","Throw Rock","Volcanic Eruption"],"skill":["Athletics","Crafting","Intimidation","Religion","Survival"],"tradition":["Primal"],"summary":"Lerritans are unstoppable giants with skin of volcanic glass and blood of roiling lava. These malicious arsonists would see the world burned to a …","trait_group":["Elemental","Planar","Monster","Creature Type","Energy"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=715","dexterity":5,"category":"creature","slug":"creature-715"},{"primary_source_category":"Rulebooks","strength":0,"hp":20,"language":["Common","Druidic","Sylvan","<%SPELLS%294%%>speak with plants<%END> (sunflowers only)"],"source":["Bestiary 2"],"type":"Creature","charisma":3,"perception":7,"stealth":"7","trait":["Leshy","Plant","N","Small"],"id":"creature-716","text":" Sunflower Leshy Sunflower leshys are the ambassadors and social leaders of their kind. Their petals radiate from their heads in various hues with a serrated, leafy, beard-like ruff. When particularly excited, their eyes and petals glow with collected sunlight, and when they become depressed or saddened, their usually vibrant coloration grows correspondingly muted. These shifts in coloration are echoed in sunflower leshy art, which can lead to unexpected color palettes for artworks. For example, a human artist might illustrate Hell as a place of glowing lava and flickering flames, drawing upon many vibrant colors, but to a sunflower leshy, the only proper way to depict a place like Hell is in morose grays, blacks, and whites. The more adventurous sunflower leshys leave their communities to grow bonds with nearby settlements of humanoids. When interacting with humanoids, sunflower leshys are some of the most likely to act friendly and give strangers a chance to prove their good intentions, though they remain cautious. They're often accompanied by other, more powerful leshys. Recall Knowledge - Plant (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Sunflower Leshy Source Bestiary 2 pg. 160 Perception +7; darkvision Languages Common, Druidic, Sylvan; speak with plants (sunflowers only) Skills Acrobatics +6, Diplomacy +8, Nature +5, Stealth +7 Str +0 Dex +3 Con +1 Int +0 Wis +2 Cha +3 --- AC 16 Fort +4 Ref +10 Will +7 HP 20 Heliotrope Free Action (aura, evocation, light, primal) 20 feet; Requirements The sunflower leshy begins its turn in an area of bright light; Effect The sunflower leshy reflects the sun or another source of bright light from their face. Each creature that ends its turn in the emanation must attempt a DC 16 Will save. Success The creature is unaffected and is temporarily immune to heliotrope for 24 hours. Failure The creature is distracted by the light, becoming flat-footed for 1 round. Critical Failure As failure, but the creature is also dazzled for 1 round. Verdant Burst (healing) When a sunflower leshy dies, a burst of primal energy explodes from its body, restoring 1d8 Hit Points to each plant creature in a 30-foot emanation. This area immediately fills with sunflowers, becoming difficult terrain. If the terrain is not a viable environment for these sunflowers, they wither after 24 hours. --- Speed 25 feet Melee Single Action tendril +6 (Agile, Finesse), Damage 1d8 bludgeoning Ranged Single Action seed +6 (range increment 20 feet), Damage 1d6 bludgeoning Primal Innate Spells DC 17 - 4th Speak with Plants Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The sunflower leshy transforms into a Small flower. This ability otherwise uses the effects of tree shape . Seed Spray Two Actions (Conjuration, Primal) The sunflower leshy launches a deluge of seeds from their head in a 15-foot cone, dealing 2d6 bludgeoning damage to creatures within the area (DC 16 basic Reflex save). It gains a +2 status bonus to this damage against dazzled creatures. The sunflower leshy can't use Seed Spray again for 1d4 rounds. ","skill_mod":{"diplomacy":8,"nature":5,"stealth":7,"acrobatics":6},"image":["/Images/Monsters/Leshy_SunflowerLeshy.png"],"primary_source":"Bestiary 2","spell":["Speak with Plants"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":4,"size":["Small"],"name":"Sunflower Leshy","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[3,4],"attack_bonus":[6,6],"constitution":1,"creature_family":"Leshy","will_save":7,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Heliotrope","Verdant Burst","Change Shape","Seed Spray"],"skill":["Acrobatics","Diplomacy","Nature","Stealth"],"tradition":["Primal"],"summary":"Sunflower leshys are the ambassadors and social leaders of their kind. Their petals radiate from their heads in various hues with a serrated, leafy, …","trait_group":["Monster","Ancestry","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=716","dexterity":3,"category":"creature","slug":"creature-716"},{"primary_source_category":"Rulebooks","strength":4,"hp":72,"language":["Common","Druidic","Sylvan","<%SPELLS%294%%>speak with plants<%END> (carnivorous plants only)"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":11,"stealth":"12","trait":["Leshy","Plant","N","Small"],"id":"creature-717","text":" Flytrap Leshy While often seen as unfriendly by non-leshys, flytrap leshys get along well with other leshys. Nonetheless, they're among the most aggressive leshys, often guarding the most vulnerable places in the natural world with their flytrap mouths and hands. When a large threat emerges, pairs of flytrap leshys band together to create amalgams capable of driving back powerful foes. This unusual form of communal defense suffuses flytrap leshy society, and they often form relationships between multiple individuals that would confuse or even scandalize more uptight humanoids—to a flytrap leshy, though, there's nothing strange about sharing your innermost secrets with people you literally merged together with to defend your home from an enemy. Recall Knowledge - Plant (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Flytrap Leshy Source Bestiary 2 pg. 161 Perception +11; darkvision Languages Common, Druidic, Sylvan; speak with plants (carnivorous plants only) Skills Athletics +12, Nature +10, Stealth +12 Str +4 Dex +2 Con +1 Int +0 Wis +3 Cha +2 --- AC 20 Fort +9 Ref +12 Will +13 HP 72 Resistances acid 5 Attack of Opportunity Reaction Verdant Burst (healing) When a flytrap leshy dies, a burst of primal energy explodes from its body, restoring 3d6 Hit Points to each plant creature in a 30-foot emanation. This area immediately fills with flytraps, becoming difficult terrain. If the terrain is not a viable environment for these flytraps, they wither after 24 hours. --- Speed 25 feet Melee Single Action flytrap mouth +13 (versatile S), Damage 1d8+6 piercing plus 1d6 acid and flytrap toxin Melee Single Action flytrap hand +13 (Agile, versatile S), Damage 1d6+6 piercing plus 1d6 acid and flytrap toxin Ranged Single Action spittle +11 (Acid, range increment 10 feet), Damage 1d6+6 acid plus flytrap toxin Primal Innate Spells DC 21 - 2nd Pass Without Trace - 4th Speak with Plants Amalgam Single Action (Polymorph, Primal, Transmutation) A flytrap leshy can combine itself with an adjacent and willing flytrap leshy that is not currently affected by Amalgam. The leshy using Amalgam physically merges with the target, restoring 3d8 Hit Points to the target. The leshy can Sustain a Spell to continue Amalgam, but once they stop, the target leshy takes 3d8 damage. If the target leshy dies, Amalgam ends at once and the original leshy gains the dying condition or increases their dying condition value by 1 if they were already dying. As long as Amalgam is sustained, the target leshy gains a +1 status bonus to attack rolls and saving throws, its AC increases to 21, and it gains an additional reaction at the start of each turn. Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The flytrap leshy transforms into a Small flytrap. This ability otherwise uses the effects of tree shape . Flytrap Toxin (Poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 sickened 1 (1 round), Stage 2 sickened 2 (1 round) ","skill_mod":{"nature":10,"stealth":12,"athletics":12},"image":["/Images/Monsters/Leshy_FlytrapLeshy.png"],"primary_source":"Bestiary 2","spell":["Speak with Plants","Pass Without Trace"],"ac":20,"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"acid":5},"intelligence":0,"reflex_save":12,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":9,"size":["Small"],"name":"Flytrap Leshy","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[9,13,14],"attack_bonus":[11,13,13],"constitution":1,"creature_family":"Leshy","will_save":13,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Verdant Burst","Amalgam","Change Shape","Flytrap Toxin"],"skill":["Athletics","Nature","Stealth"],"tradition":["Primal"],"summary":"While often seen as unfriendly by non-leshys, flytrap leshys get along well with other leshys. Nonetheless, they're among the most aggressive leshys, …","trait_group":["Monster","Ancestry","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=717","dexterity":2,"category":"creature","slug":"creature-717"},{"attack_bonus":[13,15],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":85,"language":["Common","one additional language (usually Gnoll)"],"source":["Bestiary 2"],"type":"Creature","will_save":11,"charisma":4,"speed":{"climb":25,"max":50,"land":50},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Language Adaptation","Luring Cry","Sound Mimicry"],"skill":["Athletics","Deception","Stealth"],"stealth":"11","trait":["Beast","CE","Large"],"id":"creature-718","text":" Leucrotta The vile and vicious offspring of a demon lord and a monstrous species of hyenas, leucrottas are intelligent and cruel beasts. They use their astounding vocal mimicry to lure unsuspecting creatures near so that they can first torment and then devour them. Leucrottas measure 5 feet at the shoulder and weigh 800 pounds, and they are perpetually filthy. A leucrotta's oversized jaws are lined with rows of jagged, hardened bony ridges rather than teeth, and it can shear through flesh, bone, and even steel with ease. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Leucrotta Source Bestiary 2 pg. 162 Perception +11; darkvision, scent (imprecise) 30 feet Languages Common; one additional language (usually Gnoll) Skills Athletics +13, Deception +13, Stealth +11 Str +6 Dex +2 Con +4 Int +0 Wis +2 Cha +4 Language Adaptation A leucrotta can learn any language it hears spoken for at least 10 minutes, adding it to its languages known and replacing the language it previously learned using this ability. Typically, a leucrotta knows Gnoll as the language granted by this ability. --- AC 21 Fort +15 Ref +9 Will +11 HP 85 --- Speed 50 feet, climb 25 feet Melee Single Action jagged jaws +15 (fatal d10), Damage 2d8+8 slashing Melee Single Action hoof +13 (Agile), Damage 2d4+8 bludgeoning Luring Cry Two Actions (Aura, Enchantment, Incapacitation, Linguistic, Mental, Primal) 60 feet; Requirements The leucrotta's last action was Sound Mimicry; Effect The leucrotta utters a plaintive cry to draw its prey closer. Each creature within the emanation that was deceived by Sound Mimicry must succeed at a DC 19 Will save or become fascinated and compelled to move toward the sound of the leucrotta's voice on their turn. Fascinated creatures are also flat-footed . If the leucrotta attacks, the fascinated condition ends only for the creature that is attacked. If the leucrotta speaks a creature's name while using its Luring Cry, that creature takes a –2 circumstance penalty to their saving throw to resist the ability. On a successful save, a creature is temporarily immune to Luring Cry for 24 hours. Sound Mimicry Single Action The leucrotta perfectly imitates voices and speech and attempts a Deception check against listeners' Will DC to fool them. The leucrotta gains a +4 bonus to this Deception check if it has listened to the creature it's imitating for at least 10 minutes at any point in the last 24 hours. The leucrotta can't duplicate voice-based abilities or spells, though it can perfectly mimic the sound of verbal spellcasting and can attempt to deceive constructs or undead that respond to voice commands. The leucrotta can't imitate speech in languages it doesn't know. Gnoll Masters Leucrottas often associate with gnolls. They never submit to serve others as beasts of burden, but they sometimes permit gnoll leaders who impress them to ride them into battle as steeds. More often, a leucrotta considers itself to be the true leader of a gnoll clan, whispering and manipulating a gnoll warchief into doing its bidding or (if it tires of the game) goading them into challenging the leucrotta for leadership and then taking over the clan directly after eliminating its rival. ","skill_mod":{"deception":13,"stealth":11,"athletics":13},"summary":"The vile and vicious offspring of a demon lord and a monstrous species of hyenas, leucrottas are intelligent and cruel beasts. They use their …","image":["/Images/Monsters/Leucrotta.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=718","intelligence":0,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Leucrotta","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,17],"slug":"creature-718"},{"attack_bonus":[33,33,33],"constitution":9,"primary_source_category":"Rulebooks","strength":8,"hp":315,"language":["Aklo"],"source":["Bestiary 2"],"type":"Creature","will_save":28,"charisma":5,"speed":{"max":50,"land":50},"perception":30,"wisdom":5,"weakness":{},"creature_ability":["Magic Sense","Menace to Magic","Dispelling Roar","Dispelling Strike","Spell Feedback"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Survival"],"stealth":"32","trait":["Beast","Uncommon","NE","Large"],"id":"creature-719","text":" Leydroth In ancient times, a cabal of primalists imbued an amalgam of beasts with both supernatural might and a hatred of magic itself, hoping to achieve a potent weapon for use against arcane spellcasters. Effective beyond expectation, the first leydroths broke free and turned on their creators. Worse, the leydroths bred true, and these reclusive predators have long outlived their original creators. Leydroths look like distorted, apelike felines with many-branching horns growing from the backs of their heads. Their thickly muscled limbs end in glowing claws. Recall Knowledge - Beast (Arcana, Nature): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Leydroth Source Bestiary 2 pg. 163 Perception +30; darkvision, magic sense (imprecise) 60 feet Languages Aklo Skills Acrobatics +32, Athletics +33, Deception +28, Intimidation +28, Stealth +32, Survival +30 Str +8 Dex +7 Con +9 Int -3 Wis +5 Cha +5 Magic Sense (primal) The leydroth detects the source and school of each source of magic within 60 feet as an imprecise sense. --- AC 40 or 36 vs. non-magical Fort +32 Ref +30 Will +28 +2 status to all saves vs. magic HP 315 Resistances all 15 (except non-magical) Menace to Magic Reaction (abjuration, primal) Trigger A creature within 60 feet Casts a Spell; Effect The leydroth attempts an Intimidation check to counteract the triggering spell. --- Speed 50 feet Melee Single Action jaws +33 (Magical, reach 10 feet), Damage 3d10+16 piercing plus 1d10 persistent bleed Melee Single Action claw +33 (Agile, Magical, reach 10 feet), Damage 3d10+16 slashing Melee Single Action horn sweep +33 (Magical, reach 10 feet, Sweep, versatile P), Damage 3d12+16 bludgeoning Primal Innate Spells DC 38 - 7th Dispel Magic (at will) - 9th Disjunction (×2) Dispelling Roar Two Actions (Abjuration, Auditory, Emotion, Fear, Mental, Primal) The leydroth unleashes a bestial roar that reverberates within a 30-foot emanation. It rolls an Intimidation check and compares the result to the Will DC of each creature in the area, with the effects of Demoralize. It also uses this result to attempt to counteract each spell or magical effect in the area, plus one item or effect on each creature in the area, with the effects of dispel magic . The leydroth can't use Dispelling Roar again for 1d4 rounds. Dispelling Strike Free Action (Abjuration, Primal) Frequency once per round; Trigger The leydroth hits a creature, object, or spell effect with a Strike; Effect The leydroth casts its innate dispel magic , targeting one effect on the creature struck. Spell Feedback (Primal) Any time a leydroth counteracts a spell or item, the spell's caster or the creature holding the item takes 8d6 mental damage (DC 38 basic Will save). Leydroth Legacy On Golarion, the first leydroths were created by a secret society of Azlanti sorcerers who drew their powers from elemental bloodlines. These sorcerers clashed often against various wizardly guilds who held power throughout the various regions of Azlant, and intended for leydroths to serve as weapons of terror against their foes. Today, leydroths remain isolated on certain particularly dangerous islands among the remnants of the shattered continent of Azlant, but now and then foolish explorers seek to transport them back to the mainland. ","tradition":["Primal"],"skill_mod":{"deception":28,"survival":30,"stealth":32,"athletics":33,"intimidation":28,"acrobatics":32},"summary":"In ancient times, a cabal of primalists imbued an amalgam of beasts with both supernatural might and a hatred of magic itself, hoping to achieve a …","image":["/Images/Monsters/Leydroth.png"],"primary_source":"Bestiary 2","spell":["Disjunction","Dispel Magic"],"trait_group":["Creature Type","Rarity"],"ac":40,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision , magic sense (imprecise) 60 feet","weakest_save":["will"],"resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"vitality":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"force":15,"silver":15,"evil":15,"splash":15},"url":"/Monsters.aspx?ID=719","intelligence":-3,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":7,"vision":"Darkvision","fortitude_save":32,"size":["Large"],"name":"Leydroth","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[32,35,38],"slug":"creature-719"},{"primary_source_category":"Rulebooks","strength":8,"hp":295,"language":["Aklo","Draconic","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":7,"perception":27,"stealth":"28","trait":["Amphibious","Dragon","Uncommon","CE","Gargantuan"],"id":"creature-720","text":" Shoal Linnorm Shoal linnorms occupy rocky shoreline shallows and slither along lonely coastlines. While they do not intentionally seek out large settlements, these linnorms nonetheless beleaguer fishers headed out from small coastal towns, and they may even follow skiffs back to their home port to appraise the town's defenses and plan a raid. Shoal linnorms tend to hunt large prey, both underwater and on land. Their preferred quarries includes giant squid and grizzly bears—meals rich in fat, which the linnorms metabolize into the fiery steam that courses through their veins. Recall Knowledge - Dragon (Arcana): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Shoal Linnorm Source Bestiary 2 pg. 164 Perception +27; darkvision, scent (imprecise) 60 feet, true seeing Languages Aklo, Draconic, Sylvan Skills Acrobatics +28, Athletics +31, Stealth +28 Str +8 Dex +5 Con +7 Int -3 Wis +6 Cha +7 --- AC 38 Fort +29 Ref +25 Will +22 +1 status to all saves vs. magic HP 295 , regeneration 10 (deactivated by cold iron) Immunities curse, fire, paralyzed, sleep Weaknesses cold iron 10 Curse of Drowning (curse, primal, water) When a creature slays a shoal linnorm, it must succeed at a DC 38 Will save or become cursed. As long as the curse of drowning persists, the character must spend 3 actions when drinking any liquid. Attempting to drink liquid faster causes the victim to begin drowning, immediately running out of air and falling unconscious. Attack of Opportunity Reaction Tail only. --- Speed 35 feet, fly 100 feet, swim 100 feet; freedom of movement Melee Single Action jaws +31 (Magical, reach 20 feet), Damage 3d12+16 piercing plus shoal linnorm venom Melee Single Action claw +31 (Agile, Magical, reach 15 feet), Damage 3d8+16 slashing Melee Single Action tail +31 (Magical, reach 25 feet), Damage 4d6+16 bludgeoning plus Improved Grab Primal Innate Spells DC 36 - Constant (6th) True Seeing - Constant (7th) Freedom of Movement Breath Weapon Two Actions (Evocation, Fire, Primal, Water) The shoal linnorm exhales scalding steam that deals 12d8 fire damage in a 60-foot cone (DC 36 basic Reflex save). The steam lingers until the end of the linnorm's next turn; anyone who enters the area or begins their turn in the area takes 6d8 fire damage (DC 36 Reflex save negates). During this time, the steam is so thick that it impedes movement as well as sight, turning the area into difficult terrain. All creatures in the steam become concealed, and all creatures outside the steam become concealed to creatures within it. The shoal linnorm can't use Breath Weapon again for 1d4 rounds. Shoal Linnorm Venom (Fire, Poison) Saving Throw DC 36 Fortitude; Maximum Duration 10 rounds; Stage 1 4d6 fire damage and enfeebled 1 (1 round); Stage 2 6d6 fire damage and enfeebled 2 (1 round) ","skill_mod":{"stealth":28,"athletics":31,"acrobatics":28},"image":["/Images/Monsters/Linnorm_ShoalLinnorm.png"],"primary_source":"Bestiary 2","spell":["Freedom of Movement","True Seeing"],"ac":38,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet , true seeing ","resistance":{},"intelligence":-3,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Shoal Linnorm","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[29,30,35],"attack_bonus":[31,31,31],"constitution":7,"immunity":["curse","fire","paralyzed","sleep"],"creature_family":"Linnorm","will_save":22,"speed":{"fly":100,"max":100,"land":35,"swim":100},"wisdom":6,"weakness":{"cold_iron":10},"creature_ability":["Curse of Drowning","Attack of Opportunity","Breath Weapon","Shoal Linnorm Venom"],"skill":["Acrobatics","Athletics","Stealth"],"tradition":["Primal"],"summary":"Shoal linnorms occupy rocky shoreline shallows and slither along lonely coastlines. While they do not intentionally seek out large settlements, these …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=720","dexterity":5,"category":"creature","slug":"creature-720"},{"primary_source_category":"Rulebooks","strength":9,"hp":315,"language":["Aklo","Draconic","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":7,"perception":28,"stealth":"29","trait":["Amphibious","Dragon","Uncommon","CE","Gargantuan"],"id":"creature-721","text":" Fjord Linnorm Fjord linnorms make their homes in damp caves behind ice-cold waterfalls in the river-veined coastal reaches of the north. While they may appear graceful as they swim up the fjords for which they're named, they are as vile as any other of their species and take pleasures in capsizing river boats before gobbling up their terrified crews. Recall Knowledge - Dragon (Arcana): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Fjord Linnorm Source Bestiary 2 pg. 165 Perception +28; darkvision, scent (imprecise) 60 feet, true seeing Languages Aklo, Draconic, Sylvan Skills Acrobatics +27, Athletics +33, Stealth +29 Str +9 Dex +5 Con +8 Int -3 Wis +6 Cha +7 --- AC 40 Fort +30 Ref +28 Will +24 +1 status to all saves vs. magic HP 315 , regeneration 10 (deactivated by cold iron) Immunities cold, curse, paralyzed, sleep Weaknesses cold iron 15 Curse of Stolen Breath (curse, primal, water) When a creature slays a fjord linnorm, it must succeed at a DC 41 Will save or become unable to ever breathe underwater (either via a natural ability or a spell such as water breathing ). In addition, the victim can hold its breath only half as long as normal, and whenever it holds its breath it becomes sickened 2. Attack of Opportunity Reaction Tail only. --- Speed 35 feet, fly 75 feet, swim 50 feet; freedom of movement Melee Single Action jaws +33 (Magical, reach 20 feet), Damage 3d12+17 piercing plus fjord linnorm venom Melee Single Action claw +33 (Agile, Magical, reach 20 feet), Damage 3d10+17 slashing Melee Single Action tail +33 (Agile, Magical, reach 25 feet), Damage 3d6+15 bludgeoning plus Improved Grab Primal Innate Spells DC 37 - Constant (6th) True Seeing - Constant (7th) Freedom of Movement Breath Weapon Two Actions (Cold, Evocation, Primal) The fjord linnorm expels a 120-foot line of icy bile, dealing 17d6 cold damage to creatures within the area (DC 37 basic Reflex save). Any creature that fails its save is covered by the ice, which freezes and fuses with the creature's skin, giving it a –10-foot penalty to Speed. A creature can Escape or Force Open the ice (DC 34) to free itself; otherwise, the ice remains for 1 minute. The fjord linnorm can't use Breath Weapon again for 1d4 rounds. Fjord Linnorm Venom (Cold, Poison) Saving Throw DC 37 Fortitude; Maximum Duration 10 rounds; Stage 1 4d6 cold damage and clumsy 1 (1 round); Stage 2 6d6 cold damage and clumsy 2 (1 round) ","skill_mod":{"stealth":29,"athletics":33,"acrobatics":27},"image":["/Images/Monsters/Linnorm_FjordLinnorm.png"],"primary_source":"Bestiary 2","spell":["Freedom of Movement","True Seeing"],"ac":40,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet , true seeing ","resistance":{},"intelligence":-3,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":30,"size":["Gargantuan"],"name":"Fjord Linnorm","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[25,33,36],"attack_bonus":[33,33,33],"constitution":8,"immunity":["cold","curse","paralyzed","sleep"],"creature_family":"Linnorm","will_save":24,"speed":{"fly":75,"max":75,"land":35,"swim":50},"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Curse of Stolen Breath","Attack of Opportunity","Breath Weapon","Fjord Linnorm Venom"],"skill":["Acrobatics","Athletics","Stealth"],"tradition":["Primal"],"summary":"Fjord linnorms make their homes in damp caves behind ice-cold waterfalls in the river-veined coastal reaches of the north. While they may appear …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=721","dexterity":5,"category":"creature","slug":"creature-721"},{"primary_source_category":"Rulebooks","strength":9,"hp":360,"language":["Aklo","Draconic","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":7,"perception":30,"trait":["Dragon","Uncommon","CE","Gargantuan"],"id":"creature-722","text":" Cairn Linnorm Cairn linnorms are disturbing, even by linnorm standards. They make their homes in necropolises, burial grounds, and the sites of immense and gory battles. Some point out that cairn linnorms feast on shambling undead and thus provide a service to the living, but these beasts are not choosy and will happily consume any creature, whether or not it draws breath. Some tales state that cairn linnorms will not—or cannot—enter a tomb without the permission of a descendant of the deceased (or the permission of the deceased itself, in the instance that it has risen from the dead). Likewise, once a cairn linnorm has entered a tomb, it won't leave until it has secured permission to do so. Whether such legends are true or not is anyone's guess; nevertheless, reports of a cairn linnorm in the vicinity are harrowing enough to dissuade even the most foolhardy grave robber from peeking into too many crypts or mausoleums. Recall Knowledge - Dragon (Arcana): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Cairn Linnorm Source Bestiary 2 pg. 166 Perception +30; darkvision, scent (imprecise) 60 feet, true seeing Languages Aklo, Draconic, Sylvan Skills Acrobatics +32, Athletics +35 Str +9 Dex +6 Con +8 Int -2 Wis +6 Cha +7 --- AC 43 Fort +34 Ref +30 Will +26 +1 status to all saves vs. magic HP 360 , regeneration 15 (deactivated by cold iron) Immunities acid, curse, paralyzed, sleep Weaknesses cold iron 15 Curse of the Crooked Cane (curse, primal) When a creature slays a cairn linnorm, it must succeed at a DC 44 Will save or become permanently enfeebled 2. In addition, the victim ages at an accelerated rate, aging 1 year every day, eventually causing it to die of old age if the curse is left untended. Attack of Opportunity Reaction Tail only. --- Speed 35 feet, climb 40 feet, fly 100 feet, swim 40 feet; freedom of movement Melee Single Action jaws +35 (Magical, reach 25 feet), Damage 3d12+17 piercing plus cairn linnorm venom Melee Single Action claw +35 (Agile, Magical, reach 25 feet), Damage 3d8+17 slashing Melee Single Action tail +35 (Agile, Magical, reach 25 feet), Damage 3d10+17 bludgeoning plus Improved Grab Primal Innate Spells DC 40 - Constant (7th) True Seeing - Constant (8th) Freedom of Movement Breath Weapon Two Actions (Acid, Evocation, Primal) The cairn linnorm expels a 60-foot cone of negative energy–infused acid, dealing 19d6 acid damage to creatures in the area (DC 40 basic Reflex save). The acid also saps the life out of affected creatures. At the beginning of the linnorm's next turn, each creature that failed the Reflex save must succeed at a DC 40 Fortitude save or become drained 1 (drained 2 on a critical failure). The cairn linnorm can't use Breath Weapon again for 1d4 rounds. Cairn Linnorm Venom (Acid, Poison) Saving Throw DC 41 Fortitude; Maximum Duration 10 rounds; Stage 1 6d6 acid damage and drained 1 (1 round); Stage 2 8d6 acid damage and drained 2 (1 round) ","skill_mod":{"athletics":35,"acrobatics":32},"image":["/Images/Monsters/Linnorm_CairnLinnorm.png"],"primary_source":"Bestiary 2","spell":["Freedom of Movement","True Seeing"],"ac":43,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet , true seeing ","resistance":{},"intelligence":-2,"reflex_save":30,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":34,"size":["Gargantuan"],"name":"Cairn Linnorm","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[30,33,36],"attack_bonus":[35,35,35],"constitution":8,"immunity":["acid","curse","paralyzed","sleep"],"creature_family":"Linnorm","will_save":26,"speed":{"climb":40,"fly":100,"max":100,"land":35,"swim":40},"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Curse of the Crooked Cane","Attack of Opportunity","Breath Weapon","Cairn Linnorm Venom"],"skill":["Acrobatics","Athletics"],"tradition":["Primal"],"summary":"Cairn linnorms are disturbing, even by linnorm standards. They make their homes in necropolises, burial grounds, and the sites of immense and gory …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=722","dexterity":6,"category":"creature","slug":"creature-722"},{"primary_source_category":"Rulebooks","strength":10,"hp":385,"language":["Aklo","Draconic","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":7,"perception":33,"stealth":"35","trait":["Dragon","Uncommon","CE","Gargantuan"],"id":"creature-723","text":" Taiga Linnorm Taiga linnorms are covered in hundreds of quill-like black spines as sharp as spears. Wise hunters native to linnorm-infested lands know to watch for spines stuck in the bark of conifers—a sure sign that a taiga linnorm has recently passed through. Sometimes this means of tracking isn't enough to avoid an encounter, however; taiga linnorms, like their tarn and tor brethren, are skilled stalkers. They prefer to lurk in half-frozen bogs or swampy marshlands with their heads poking just above the water's surface, ever watchful for unwary prey. Recall Knowledge - Dragon (Arcana): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Taiga Linnorm Source Bestiary 2 pg. 167 Perception +33; darkvision, scent (imprecise) 60 feet, true seeing Languages Aklo, Draconic, Sylvan Skills Acrobatics +33, Athletics +37, Stealth +35 Str +10 Dex +6 Con +8 Int -2 Wis +6 Cha +7 --- AC 44 Fort +35 Ref +31 Will +29 +1 status to all saves vs. magic HP 385 , regeneration 15 (deactivated by cold iron) Immunities curse, electricity, paralyzed, sleep Weaknesses cold iron 15 Curse of Endless Storms (curse, electricity, primal) When a creature slays a taiga linnorm, it must succeed at a DC 46 Will save or permanently gain weakness 20 to electricity. Spines Any creature that makes a melee attack against a taiga linnorm is stabbed by the taiga linnorm's spines and takes 1d6 piercing damage per attack. A melee weapon with reach protects the user against these spines. Attack of Opportunity Reaction Tail only. --- Speed 40 feet, fly 100 feet, swim 50 feet; freedom of movement Melee Single Action jaws +37 (Magical, reach 25 feet), Damage 4d12+18 piercing plus taiga linnorm venom Melee Single Action claw +37 (Agile, Magical, reach 25 feet), Damage 4d8+18 slashing Melee Single Action tail +37 (Agile, Magical, reach 30 feet), Damage 5d6+18 bludgeoning plus Improved Grab Primal Innate Spells DC 41 - Constant (8th) True Seeing - Constant (9th) Freedom of Movement Breath Weapon Two Actions (Electricity, Evocation, Primal) The taiga linnorm breathes a 60.foot cone of electrified vapor, dealing 20d6 electricity damage to creatures in the area (DC 41 basic Reflex save). The electrified mist persists for 1d4 rounds, dealing 6d6 electricity damage (DC 41 basic Reflex save) to each creature that ends its turn in the mist. The taiga linnorm can't use Breath Weapon again for 1d4 rounds. Taiga Linnorm Venom (Electricity, Poison) Saving Throw DC 42 Fortitude; Maximum Duration 10 rounds; Stage 1 7d6 electricity damage and drained 1 (1 round); Stage 2 10d6 electricity damage and drained 2 (1 round) ","skill_mod":{"stealth":35,"athletics":37,"acrobatics":33},"image":["/Images/Monsters/Linnorm_TaigaLinnorm.png"],"primary_source":"Bestiary 2","spell":["Freedom of Movement","True Seeing"],"ac":44,"level":19,"spell_dc":[41],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet , true seeing ","resistance":{},"intelligence":-2,"reflex_save":31,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Taiga Linnorm","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[35,36,44],"attack_bonus":[37,37,37],"constitution":8,"immunity":["curse","electricity","paralyzed","sleep"],"creature_family":"Linnorm","will_save":29,"speed":{"fly":100,"max":100,"land":40,"swim":50},"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Curse of Endless Storms","Spines","Attack of Opportunity","Breath Weapon","Taiga Linnorm Venom"],"skill":["Acrobatics","Athletics","Stealth"],"tradition":["Primal"],"summary":"Taiga linnorms are covered in hundreds of quill-like black spines as sharp as spears. Wise hunters native to linnorm-infested lands know to watch for …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=723","dexterity":6,"category":"creature","slug":"creature-723"},{"attack_bonus":[12,12],"constitution":1,"primary_source_category":"Rulebooks","strength":5,"hp":60,"source":["Bestiary 2"],"type":"Creature","creature_family":"Lizard","will_save":8,"charisma":-2,"speed":{"climb":20,"max":30,"land":30},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Camouflage","Tongue Grab"],"skill":["Athletics","Stealth"],"stealth":"10","trait":["Animal","N","Large"],"id":"creature-724","text":" Giant Chameleon Giant chameleons are legendary for their ability to change their skin color in response to their surroundings. Their eyes are capable of peering in different directions independently, making them almost as difficult to sneak up on as they are to notice in the first place. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Chameleon Source Bestiary 2 pg. 168 Perception +10; low-light vision Languages Skills Athletics +10, Stealth +10 Str +5 Dex +3 Con +1 Int -4 Wis +3 Cha -2 Camouflage The giant chameleon can change its coloration to match its surroundings. It doesn't need cover to attempt to Hide with a Stealth check. --- AC 18 all-around vision Fort +8 Ref +12 Will +8 HP 60 --- Speed 30 feet, climb 20 feet Melee Single Action jaws +12 (reach 10 feet), Damage 1d10+7 piercing Melee Single Action tongue +12 (Agile, reach 15 feet), Damage tongue grab Tongue Grab If the giant chameleon hits a creature with a tongue Strike, that creature becomes grabbed by the giant chameleon. The target isn't immobilized, but it can't move beyond the reach of the giant chameleon's tongue. A creature can sever the tongue with an attack that hits AC 15 and deals at least 4 slashing damage. Though this doesn't deal any damage to the giant chameleon, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week. ","skill_mod":{"stealth":10,"athletics":10},"summary":"Giant chameleons are legendary for their ability to change their skin color in response to their surroundings. Their eyes are capable of peering in …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=724","intelligence":-4,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":8,"size":["Large"],"name":"Giant Chameleon","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12],"slug":"creature-724"},{"attack_bonus":[18],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":125,"source":["Bestiary 2"],"type":"Creature","creature_family":"Lizard","will_save":13,"charisma":-2,"speed":{"max":25,"land":25,"swim":25},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Megalania Venom","Swallow Whole"],"skill":["Athletics","Stealth"],"stealth":"15","trait":["Animal","N","Huge"],"id":"creature-725","text":" Megalania Megalanias, like their smaller cousins the giant monitor lizards, strike fast and use their powerful bite to grip their prey. They prefer to swallow their prey whole rather than risk others getting a bite of a hard-won meal. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Megalania Source Bestiary 2 pg. 168 Perception +15; low-light vision, scent (imprecise) 60 feet Languages Skills Athletics +18, Stealth +15 Str +7 Dex +2 Con +4 Int -4 Wis +2 Cha -2 --- AC 25 Fort +17 Ref +15 Will +13 HP 125 --- Speed 25 feet, swim 25 feet Melee Single Action jaws +18 (reach 10 feet), Damage 2d10+9 piercing plus Grab and megalania venom Megalania Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and clumsy 1 (1 round); Stage 2 2d6 poison damage, clumsy 2, and flat-footed (1 round); Stage 3 2d6 poison damage, clumsy 3, and flat-footed (1 round) Swallow Whole (Attack) Large, 2d10+7 bludgeoning, Rupture 16 ","skill_mod":{"stealth":15,"athletics":18},"summary":"Megalanias, like their smaller cousins the giant monitor lizards, strike fast and use their powerful bite to grip their prey. They prefer to swallow …","image":["/Images/Monsters/Lizard_Megalania.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 60 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=725","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":17,"size":["Huge"],"name":"Megalania","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20],"slug":"creature-725"},{"primary_source_category":"Rulebooks","strength":0,"hp":72,"language":["Aklo","Common","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":13,"stealth":"14","trait":["Fey","NE","Small"],"id":"creature-726","text":" Lurker In Light These malicious and strange fey appear as fairies about 2 feet tall, with insectile wings, large eyes, and bulbous heads. They slaughter and cause mischief in a pattern only their alien intellect understands, but they've been seen to take particular umbrage against dwarves, gnomes, and creatures who live in darkness. With their grudges and pursuit of their own wicked and sadistic whims, lurkers in light deftly overturn the conventional wisdom that creatures associated with light are benign and friendly. While lurkers in light are fey and have ties to the First World, these creatures are often found elsewhere in the Great Beyond. They are particularly fond of invading the Shadow Plane to bring light to those who dwell there-not to help, but to spread misery and pain among those to whom light is agonizing. Recall Knowledge - Fey (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Lurker In Light Source Bestiary 2 pg. 169 Perception +13; low-light vision Languages Aklo, Common, Sylvan Skills Acrobatics +14, Nature +11, Occultism +11, Stealth +14, Survival +13 Str +0 Dex +5 Con +2 Int +2 Wis +4 Cha +2 --- AC 22 Fort +9 Ref +14 Will +13 HP 72 Immunities blinded Weaknesses cold iron 5 --- Speed 25 feet, fly 25 feet Melee Single Action claw +14 (Agile, Finesse), Damage 2d6+2 slashing Ranged Single Action mote of light +14 (Agile, Magical, range increment 10 feet), Damage 2d4+2 force plus lurker's glow Primal Innate Spells DC 22, attack +14 - Cantrips (3rd) Dancing Lights, Ghost Sound, Light, Mage Hand - 3rd Blindness, Searing Light, Summon Fey - 4th Dimension Door (only when in bright light, and only to an area in bright light), Summon Fey Blend with Light Reaction Trigger The lurker in light uses a move action; Requirements The lurker in light is in an area of bright light; Effect The lurker in light becomes invisible until it enters an area of dim light or darkness, or until it uses a hostile action. Lurker's Glow (Evocation, Light, Primal) A creature that takes damage from a lurker in light's mote of light must attempt a DC 22 Will save. Success The creature is unaffected and is temporarily immune to lurker's glow for 24 hours. Failure The creature is lined in golden light for 1 minute and can't be concealed during this time. If the creature becomes invisible, it is concealed rather than being undetected. Critical Failure As failure, but the creature sheds bright light in a 20-foot emanation for the duration of the effect. In addition, the creature is dazzled on its first turn after failing this save. Ritual Gate Single Action (Conjuration, Primal) Requirements The lurker in light has reduced a living creature to 0 Hit Points on this turn or its previous turn and has a summon fey innate spell available; Effect The lurker in light casts summon fey with only a verbal component, using the act of slaughter to replace the normal material and somatic components for the spell. If the fey creature summoned has the same alignment as the lurker in light, the lurker in light can sustain the summon fey spell for up to 1 hour instead of 1 minute. Sneak Attack A lurker in light's Strikes deal an additional 2d6 precision damage to flat-footed creatures. Greater Ritual Gates Well-versed and knowledgeable lurkers in light can lead groups of their kind in a more advanced Ritual Gate to enable travel to other planes, rather than just summoning. Doing so requires the sacrifice of a creature of equal or greater size to the lurker in light who wishes to travel the planes. Multiple lurkers in light can travel in this way, but this requires multiple sacrifices. The creation of a greater Ritual Gate is a 1-hour activity, at the end of which all affected lurkers in light travel to the same plane, chosen from the Material Plane, one of the Elemental Planes, or the First World. ","skill_mod":{"nature":11,"survival":13,"stealth":14,"occultism":11,"acrobatics":14},"image":["/Images/Monsters/LurkerInLight.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Summon Fey","Blindness","Searing Light","Dancing Lights","Ghost Sound","Light","Mage Hand"],"ac":22,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":2,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":9,"size":["Small"],"name":"Lurker In Light","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[7,9],"attack_bonus":[14,14],"constitution":2,"immunity":["blinded"],"spell_attack_bonus":[14],"will_save":13,"speed":{"fly":25,"max":25,"land":25},"wisdom":4,"weakness":{"cold_iron":5},"creature_ability":["Blend with Light","Lurker's Glow","Ritual Gate","Sneak Attack"],"skill":["Acrobatics","Nature","Occultism","Stealth","Survival"],"tradition":["Primal"],"summary":"These malicious and strange fey appear as fairies about 2 feet tall, with insectile wings, large eyes, and bulbous heads. They slaughter and cause …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=726","dexterity":5,"category":"creature","slug":"creature-726"},{"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":60,"language":["Abyssal","Common"],"source":["Bestiary 2"],"type":"Creature","will_save":8,"charisma":0,"speed":{"climb":30,"max":30,"land":30,"burrow":10},"perception":11,"wisdom":2,"weakness":{"fire":5},"creature_ability":["Blood Scent","Vulnerability to Supernatural Darkness","Blood Drain","Mandragora Venom","Piercing Shriek"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"12","trait":["Plant","CE","Small"],"id":"creature-727","text":" Mandragora A mandragora looks like a freshly pulled tuber that has grown into the malformed shape of a child with a grotesque face and hideously bloated body. These insidious little plants typically form when a mandrake root is watered with a demon's blood. Upon absorbing the otherworldly properties of the demon's blood, the root animates and is forced to seek out blood to feast from, lest it die of thirst. Always famished and in search for sustenance, mandragoras live haunted, pained lives and perform vile and desperate acts to acquire the blood they crave. While they prefer magically infused blood such as that of unicorns, fey, or sorcerers, and they can also feed off of potions, alchemical bombs, and other magical elixirs, a mandragora can subsist on the blood of non-magical creatures. They find the flavor of mundane blood to be bland and bitter, and they do not blanch at voicing these complaints to the creatures from which they drink. While the typical mandragora is the size of a human child, some of these evil plants continue to grow and grow, reaching sizes more comparable to those of giants. Sometimes as they grow, they form additional limbs or rudimentary faces, eventually transforming into truly hideous mockeries of the human form. Recall Knowledge - Plant (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Mandragora Source Bestiary 2 pg. 170 Perception +11; blood scent, low-light vision Languages Abyssal, Common Skills Acrobatics +10, Athletics +10, Stealth +12 Str +2 Dex +5 Con +3 Int -1 Wis +2 Cha +0 Blood Scent A mandragora can smell creatures with blood as an imprecise sense at a range of 30 feet, and it can smell demons, fey, and sorcerers with blood as a precise sense at a range of 30 feet. --- AC 21 Fort +11 Ref +13 Will +8 HP 60 Resistances bludgeoning 5, electricity 5 Weaknesses fire 5 Vulnerability to Supernatural Darkness Whenever a mandragora begins its turn in an area of magical darkness, it is slowed 1 on that turn. --- Speed 30 feet, burrow 10 feet, climb 30 feet Melee Single Action jaws +14 (Finesse), Damage 2d8+4 piercing plus Grab Melee Single Action thorny vine +14 (Agile, Finesse, reach 10 feet), Damage 2d4+4 slashing plus mandragora venom Blood Drain Single Action Requirements The mandragora has a creature grabbed; Effect The mandragora drains blood from the creature it has grabbed, dealing 2d6 damage. If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a mandragora is drained 1 until it receives healing of any kind or amount. Mandragora Venom (Poison) Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and stupefied 1 (1 round); Stage 2 1d6 poison damage, confused, and stupefied 1 (1 round); Stage 3 2d6 poison damage, confused, and stupefied 1 (1 round) Piercing Shriek Single Action (Auditory, Evocation, Mental, Primal) Frequency once per day; Effect The mandragora emits an unsettling shriek. Each non-mandragora creature within 30 feet must attempt a DC 25 Will save. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 2 and slowed 1. As long as the creature remains sickened, this slowed condition value can't be reduced below 1. Mandragora Sucklings Sometimes a mandragora offers its services to a spellcaster in exchange for sustenance. Tales tell of sorcerers or other magical creatures who keep mandragora “familiars” whose loyalty is sustained by feeding the little beasts with their own blood. These tales generally have gruesome endings wherein the mandragora is overcome with bloodlust and, unable to control itself, devours its master. ","skill_mod":{"stealth":12,"athletics":10,"acrobatics":10},"summary":"A mandragora looks like a freshly pulled tuber that has grown into the malformed shape of a child with a grotesque face and hideously bloated body. …","image":["/Images/Monsters/Mandragora.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":"blood scent, low-light vision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"electricity":5},"url":"/Monsters.aspx?ID=727","intelligence":-1,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":11,"size":["Small"],"name":"Mandragora","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,13],"slug":"creature-727"},{"primary_source_category":"Rulebooks","strength":6,"hp":280,"language":["Common","Elven","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":8,"perception":27,"stealth":"27","trait":["Fey","Fire","NE","Medium"],"id":"creature-728","text":" Marrmora On the First World, marrmoras dwell in ruined wildlands perpetually scourged by fire and rarely, if ever, travel elsewhere. When a wildfire devastates a wilderness region on the Material Plane and results in the death of other fey, marrmoras can be drawn across the planar boundary to revel in the resulting destruction. They seek to reignite the fires that beckoned them, to gather up and feed upon the charred remains of those who perished within (particularly the bodies of dead fey), though they do grow homesick if they spend too much time away from the First World. They are burdened by a capricious but persistent rage and are unfailingly cruel. While they are capable of negotiation and intelligent interaction, they almost never bargain in good faith and typically interact with others only as a means to more efficiently spread their fiery devastation. A marmorra's twisted appearance evokes the look of an arboreal whose bark has been burnt down to charcoal. They have nearly featureless faces and hands ending in long, sharp claws. Their broken flesh looks like charcoal-burnt wood, riddled with cracks that still glow with an unwholesome heat. They trail ash wherever they walk, and wisps of smoke curl off of their bodies. Though marrmoras enjoy the sight of any woodland and its inhabitants roasting in the flames of their carefully curated fires, there is little that brings more pleasure to a marrmora than the sight of good-aligned plant creatures cooking to a crisp. Recall Knowledge - Fey (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Marrmora Source Bestiary 2 pg. 171 Perception +27; low-light vision Languages Common, Elven, Sylvan Skills Acrobatics +25, Athletics +25, Deception +30, Intimidation +30, Nature +30, Stealth +27, Survival +27 Str +6 Dex +4 Con +8 Int +4 Wis +6 Cha +8 --- AC 37 Fort +29 Ref +25 Will +27 HP 280 Immunities fire Resistances physical 10 (except slashing) Weaknesses cold iron 15 Fascination of Flame (aura, emotion, enchantment, mental, primal) 30 feet. A creature that enters or begins its turn in this aura's emanation must attempt a DC 33 Will save. Regardless of the result of the saving throw, the creature is temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature loses any resistance to fire for 1 round. Failure The creature loses any resistance to fire for 1 hour. Critical Failure The creature loses any resistance to fire for 1 hour and gains weakness 15 to fire for the same duration. Absorb Flame Reaction Trigger The marrmora is targeted by a fire spell or effect, or is in the area of a fire effect; Effect The marrmora is healed by the fire damage, regaining Hit Points equal to half the damage the fire effect would have dealt. --- Speed 30 feet, fly 30 feet Melee Single Action claw +29, Damage 3d6+14 slashing plus 3d6 fire and 1d6 persistent fire Ranged Single Action flame jet +29 (Fire, range increment 40 feet), Damage 6d6 fire plus 2d6 persistent fire Primal Innate Spells DC 36, attack +28 - Cantrips (8th) Produce Flame - 6th Fire Shield (x3), Fireball (x3), Tree Shape (at will; appears as a burnt, dead tree) - 7th Elemental Form (fire elemental only), Volcanic Eruption, Wall of Fire - 8th Fire Shield, Fireball Igniting Assault Single Action Requirement The marrmora is not under the effect of fire shield ; Effect The marrmora makes a claw Strike. If it hits, it can immediately cast one of its available fire shield innate spells as a free action. Fey Manipulators Marrmoras exert a strange and subtle dominance over other fey. The fey under their control are filled with both horror at the destruction wrought by marrmoras and fascination with their fiery power. ","element":["Fire"],"skill_mod":{"deception":30,"nature":30,"survival":27,"stealth":27,"athletics":25,"intimidation":30,"acrobatics":25},"image":["/Images/Monsters/Marrmora.png"],"primary_source":"Bestiary 2","spell":["Fire Shield","Fireball","Elemental Form","Volcanic Eruption","Wall of Fire","Tree Shape","Produce Flame"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{"bludgeoning":10,"piercing":10,"physical":10},"intelligence":4,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":29,"size":["Medium"],"name":"Marrmora","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[28,38],"attack_bonus":[29,29],"constitution":8,"immunity":["fire"],"spell_attack_bonus":[28],"will_save":27,"speed":{"fly":30,"max":30,"land":30},"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Fascination of Flame","Absorb Flame","Igniting Assault"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"On the First World , marrmoras dwell in ruined wildlands perpetually scourged by fire and rarely, if ever, travel elsewhere. When a wildfire …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=728","dexterity":4,"category":"creature","slug":"creature-728"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":120,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary 2"],"type":"Creature","will_save":13,"charisma":5,"speed":{"max":25,"land":25},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Mohrg Spawn","Paralysis"],"skill":["Acrobatics","Athletics","Intimidation","Society","Stealth"],"stealth":"18","trait":["Undead","CE","Medium"],"id":"creature-729","text":" Mohrg The weight of murder wears heavy on the soul. With souls marked by a lifetime of dealing death, these killers, whether mass murderers, bloodthirsty soldiers, or sadistic executioners, sometimes do not let judgment and lawful execution stanch their slaying sprees. When such individuals are brought to justice, they may rise after death as mohrgs to continue their ruinous work. Drawn to others of their kind, mohrgs prefer to hunt in small groups, occasionally in partnership with weaker free-willed undead such as shadows and wights. They seek out weak prey and revel in causing drawn-out suffering. Some mohrgs haunt locations they favored in life, reenacting old crimes on new victims. They may even skulk about in public, wearing rags, cloaks, or freshly harvested skins to hide their nature. The most dangerous mohrgs are those who grow powerful enough to no longer fear being struck down again and openly assault settlements in an attempt to turn living towns into mass graves. Since those slain by a mohrg rise soon thereafter as mohrg spawn, the murders of a mohrg rarely go unnoticed for long, even when they take extra care to prey only on a society's dregs. Since mohrg spawn remain under a mohrg's control, a canny mohrg might order its spawn to remain in hiding to keep its presence secret until a point where it feels confident unleashing its undead army upon a doomed settlement. Mohrgs retain a twisted sentimentality for the crimes of their mortal life, seeking out trinkets that remind them of favorite murders. When not out hunting, mohrgs arrange their mementos into disturbing shrines. Often, these trinkets are valuable objects, and might even provide important clues to ongoing mysteries. Mohrg Spawn When a creature returns after death as a mohrg spawn, its flesh decays away save for its entrails, and it grows a long, awful tongue. The creature gains the undead trait and becomes chaotic evil, and it loses any abilities that come from it being a living creature. It gains darkvision, negative healing, and the mohrg's immunities and resistances. If the creature had hands, it gains a claw Strike (an unarmed attack that deals slashing damage). The creature also gains a tongue Strike, an agile attack that causes paralysis, as the mohrg ability; the Fortitude save uses the DC for the mohrg spawn's level. Mohrg spawn cannot create mohrg spawn of their own. Recall Knowledge - Undead (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Mohrg Source Bestiary 2 pg. 172 Perception +17; darkvision Languages Common, Necril Skills Acrobatics +16, Athletics +18, Intimidation +19, Society +15, Stealth +18 Str +6 Dex +4 Con +4 Int +1 Wis +3 Cha +5 --- AC 28 Fort +18 Ref +16 Will +13 HP 120 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances piercing 10, slashing 5 Mohrg Spawn (occult, necromancy) A living creature slain by a mohrg that had a lower level than the mohrg rises as a mohrg spawn after 1d4 rounds, on its turn. This mohrg spawn is under the command of the mohrg that created it. If the creator of the mohrg spawn is destroyed, the mohrg spawn is destroyed as well, immediately collapsing into a pile of decayed flesh and bones. --- Speed 25 feet Melee Single Action claw +20, Damage 2d10+9 slashing plus Grab Melee Single Action tongue +20 (Agile), Damage paralysis Paralysis (Occult, Incapacitation, Necromancy) A living creature hit by a mohrg's tongue Strike must succeed at a DC 26 Fortitude save or become paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each attempt. Inhuman Murderers While it's true that most mohrgs seem to rise from the corpses of humanoid killers, the capacity to murder is not limited to humanoids. Mohrgs of other sorts could certainly exist—as long as they come from a society that has the capacity not only to judge and execute, but also to harbor murder within their hearts. ","skill_mod":{"society":15,"stealth":18,"athletics":18,"intimidation":19,"acrobatics":16},"summary":"The weight of murder wears heavy on the soul. With souls marked by a lifetime of dealing death, these killers, whether mass murderers, bloodthirsty …","image":["/Images/Monsters/Mohrg.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":28,"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":10,"slashing":5},"url":"/Monsters.aspx?ID=729","intelligence":1,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"size":["Medium"],"name":"Mohrg","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20],"slug":"creature-729"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":120,"language":["<%UMR%37%%>telepathy 1 mile<%END> (other moonflowers only)"],"immunity":["electricity"],"source":["Bestiary 2"],"type":"Creature","will_save":16,"charisma":3,"speed":{"max":20,"land":20},"perception":16,"wisdom":4,"weakness":{"fire":10},"creature_ability":["Light Pulse","Pod Prison","Pod Spawn","Swallow Whole"],"skill":["Athletics","Stealth"],"stealth":"14","trait":["Plant","Uncommon","N","Huge"],"id":"creature-730","text":" Moonflower These enormous plants have thick, knotted trunks festooned with fanged blossoms. A gaping mouth sits at the top of the trunk, capable of swallowing most creatures smaller than the moonflower whole. Moonflowers can move slowly on their powerful roots or use them to attack, but usually they dig them deeply into the surrounding ground and remain stationary to await prey. Though moonflowers can't speak in the conventional sense, they communicate telepathically with other moonflowers. Explorers who encounter a single moonflower can thus be assured that any other moonflowers in the vicinity will be prepared for them. Those who manage to intercept a moonflower's telepathic communications are assaulted by visions of dreadful, primeval jungles ruled over by titanic plant life. Whether this is some vision of the past or a dream of the future shared by all moonflowers is unknown. Moonflowers are alien life-forms from a long-dead planet, but their proliferation throughout the galaxy has been ensured through the machinations of the Dominion of the Black, a sinister, alien organization from the dark places between the stars. Recall Knowledge - Plant (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Moonflower Source Bestiary 2 pg. 173 Perception +16; darkvision Languages telepathy 1 mile (other moonflowers only) Skills Athletics +19, Stealth +14 Str +7 Dex +0 Con +4 Int -2 Wis +4 Cha +3 --- AC 24 Fort +18 Ref +10 Will +16 HP 120 (fast healing 10) Immunities electricity Resistances physical 10 (except slashing) Weaknesses fire 10 --- Speed 20 feet Melee Single Action bite +20 (reach 15 feet), Damage 2d10+10 piercing plus Grab Melee Single Action root +20 (Agile, reach 15 feet), Damage 2d8+10 bludgeoning Light Pulse Two Actions (Evocation, Light, Primal, Visual) 50 feet. The moonflower releases a pulse of bright light. Each non-moonflower creature in the emanation must attempt a DC 23 Fortitude save. The moonflower can't use Light Pulse again for 1d4 rounds. Success The creature is unaffected. Failure The creature is dazzled for 1d4 rounds. Critical Failure The creature is blinded for 1d4 rounds. Pod Prison Reaction Trigger The moonflower has swallowed a creature; Effect The swallowed creature is wrapped in a tight cocoon and extruded from the moonflower's body into an adjacent square. The creature continues to be Swallowed Whole. It can't use Acrobatics to Escape a pod, but other creatures can attempt to Rupture the pod. The cocooned creature takes half damage from any damage dealt to the cocoon. Once the cocoon is Ruptured, it deflates and decays. Pod Spawn Should a Small or larger creature die within a pod prison, the pod transforms into an adult moonflower with full Hit Points after 1d4 hours of growth. The newly formed moonflower has its own consciousness, but some aspect of its trunk or blossoms resembles the creature that died within. The dead creature's equipment remains inside the new moonflower and can be retrieved if the moonflower is slain. Swallow Whole Single Action (Attack) Large, 2d10+10 bludgeoning and 2d6 acid, Rupture 21 Dominion Seedlings Moonflower seeds are tough and fibrous, capable of surviving the fire of reentry into a planet's atmosphere. They are often dropped by agents of the Dominion of the Black in orbit above unsuspecting worlds. ","skill_mod":{"stealth":14,"athletics":19},"summary":"These enormous plants have thick, knotted trunks festooned with fanged blossoms. A gaping mouth sits at the top of the trunk, capable of swallowing …","image":["/Images/Monsters/Moonflower.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Rarity"],"ac":24,"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"physical":10},"url":"/Monsters.aspx?ID=730","intelligence":-2,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":18,"size":["Huge"],"name":"Moonflower","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[19,21],"slug":"creature-730"},{"attack_bonus":[8,9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":38,"language":["Undercommon"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Morlock","will_save":9,"charisma":1,"speed":{"climb":20,"max":30,"land":30},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Light Blindness","Instinctual Tinker","Leap Attack","Sneak Attack","Swarming Stance"],"skill":["Acrobatics","Athletics","Crafting","Stealth"],"stealth":"9","trait":["Humanoid","CE","Medium"],"id":"creature-731","text":" Morlock Originating from humans long lost from the world of light, morlocks are brutal monsters that dwell in the tangled tunnels of the upper reaches of the Darklands. Their wiry frames mask the strength of their limbs and their swift reactions, and their arms are long enough that they can drop into an uncanny, four-limbed shuffle for speed or stealth. They no longer remember the lives their ancestors led on the surface, although many morlocks still dwell in the shattered ruins of their ancient homes. Some morlocks worship the statues of humans from these bygone eras as gods, but others now worship Lamashtu, Rovagug, or other violent deities. Morlock young are insatiable and clamor for even the slightest morsel of food, even consuming their siblings if no other meal presents itself. Most morlocks encourage the practice to ensure their ancestral group as a whole grows stronger. A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Morlock Source Bestiary 2 pg. 174 Perception +7; darkvision Languages Undercommon Skills Acrobatics +7, Athletics +8, Crafting +8, Stealth +9 Str +4 Dex +3 Con +1 Int -2 Wis +3 Cha +1 Light Blindness Items Club --- AC 17 Fort +7 Ref +11 Will +9 +2 status to all saves vs. disease and poison HP 38 --- Speed 30 feet, climb 20 feet Melee Single Action club +9, Damage 1d6+4 bludgeoning Melee Single Action jaws +9 (Agile), Damage 1d4+4 piercing Ranged Single Action club +8 (range increment 10 feet), Damage 1d6+4 bludgeoning Instinctual Tinker Two Actions The morlock tinkers with an adjacent construct or mechanical hazard. They attempt a Crafting check against the construct's or hazard's Fortitude DC. The morlock can't succeed if the target's level is more than double the morlock's. Critical Success The target gains 4d6 HP and a +1 circumstance bonus to attack rolls for 1 minute. Success The target gains 2d6 HP. Critical Failure The morlock injures itself, taking 2d6 damage (typically bludgeoning, piercing, or slashing, but potentially a different type at the GM's discretion). Leap Attack Two Actions The morlock Strides up to twice its Speed, during which it attempts a High Jump or a Long Jump. At any point during its movement, the morlock can make a melee Strike against an enemy in its reach. The morlock then can't use Leap Attack for 1 round. Sneak Attack A morlock's Strikes deal an extra 1d6 precision damage to flat-footed creatures. Swarming Stance A morlock can share the same space as another morlock, but no more than two morlocks can occupy the same space. When morlocks share the same space, they gain a +1 circumstance bonus to attack rolls. Morlock Machinery Morlocks tend toward brutish actions and violent traditions and have little interest in bettering their societies or creating art. However, they have a strange obsession with ancient machinery and magical items, particularly clockwork constructions. Their knack for tinkering helps keep ancient guardians and traps functional, even if their work backfires now and then. ","skill_mod":{"crafting":8,"stealth":9,"athletics":8,"acrobatics":7},"summary":"Originating from humans long lost from the world of light, morlocks are brutal monsters that dwell in the tangled tunnels of the upper reaches of the …","image":["/Images/Monsters/Morlock.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":17,"item":["Club"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=731","intelligence":-2,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Morlock","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7,7],"slug":"creature-731"},{"constitution":3,"primary_source_category":"Rulebooks","strength":0,"hp":25,"immunity":["precision","swarm mind"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Mosquito","will_save":5,"charisma":-5,"speed":{"fly":25,"max":25,"land":5},"perception":8,"wisdom":0,"weakness":{"area":5},"creature_ability":["Pyrexic Malaria","Swarming Bites"],"skill":["Acrobatics","Stealth"],"stealth":"8","trait":["Animal","Swarm","N","Large"],"id":"creature-732","text":" Fen Mosquito Swarm When deadly fen mosquitoes gather in large numbers, they form into lethal swarms capable of draining blood at a truly alarming rate. Fen mosquito swarms are typically encountered only in tropical swamps or bogs, but during humid months in spring or summer they can drift into riverine areas or even through the waterfront reaches of settlements. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Fen Mosquito Swarm Source Bestiary 2 pg. 175 Perception +8; darkvision Languages Skills Acrobatics +6, Stealth +8 Str +0 Dex +4 Con +3 Int -5 Wis +0 Cha -5 --- AC 19 Fort +8 Ref +11 Will +5 HP 25 Immunities precision, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed 5 feet, fly 25 feet Pyrexic Malaria (Disease) The victim can't reduce its sickened condition while it's affected by pyrexic malaria; Saving Throw DC 20 Fortitude; Onset 4 days; Stage 1 sickened 1 (1 day); Stage 2 enfeebled 1 and sickened 1 (1 day); Stage 3 as stage 2 (1 day); Stage 4 unconscious (1 day); Stage 5 dead Swarming Bites Single Action Each enemy in the swarm's space takes 1d6 piercing damage (DC 20 basic Reflex save) and is exposed to pyrexic malaria. Creatures that fail the saving throw also take 1d4 persistent bleed damage. ","skill_mod":{"stealth":8,"acrobatics":6},"summary":"When deadly fen mosquitoes gather in large numbers, they form into lethal swarms capable of draining blood at a truly alarming rate. Fen mosquito …","image":["/Images/Monsters/Mosquito_MosquitoSwarm.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=732","intelligence":-5,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Large"],"name":"Fen Mosquito Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-732"},{"attack_bonus":[17],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":80,"source":["Bestiary 2"],"type":"Creature","creature_family":"Mosquito","will_save":12,"charisma":-5,"speed":{"fly":50,"max":50,"land":20},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Blood Drain","Septic Malaria"],"skill":["Acrobatics","Stealth"],"stealth":"13","trait":["Animal","N","Medium"],"id":"creature-733","text":" Giant Mosquito These horrifically enlarged versions of the common mosquito often prey upon megafauna like dinosaurs and other large creatures, but they won't turn down a chance to drink the blood of a smaller target—such as a humanoid. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Giant Mosquito Source Bestiary 2 pg. 175 Perception +17; darkvision, scent (imprecise) 60 feet Languages Skills Acrobatics +13, Stealth +13 Str +4 Dex +5 Con +2 Int -5 Wis +2 Cha -5 --- AC 24 Fort +14 Ref +17 Will +12 HP 80 --- Speed 20 feet, fly 50 feet Melee Single Action proboscis +17 (Finesse), Damage 2d10+7 piercing plus Grab and septic malaria Blood Drain Single Action Requirements The giant mosquito has a creature grabbed; Effect The giant mosquito uses its proboscis to drain blood from the grabbed creature. This deals 3d6 damage, and the giant mosquito gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a giant mosquito is drained 1 until it receives healing of any kind or amount. Septic Malaria (Disease) The victim can't reduce its sickened condition while it's affected by septic malaria; Saving Throw DC 24 Fortitude; Onset 1 day; Stage 1 sickened 1 (1 day); Stage 2 drained 1 and sickened 1 (1 day); Stage 3 as stage 2 (1 day); Stage 4 unconscious (1 day); Stage 5 dead ","skill_mod":{"stealth":13,"acrobatics":13},"summary":"These horrifically enlarged versions of the common mosquito often prey upon megafauna like dinosaurs and other large creatures, but they won't turn …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=733","intelligence":-5,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Giant Mosquito","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18],"slug":"creature-733"},{"attack_bonus":[10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":40,"language":["Terran"],"immunity":["bleed","critical hits","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","will_save":9,"charisma":0,"speed":{"max":20,"land":20,"swim":20},"perception":9,"wisdom":3,"weakness":{"fire":5},"creature_ability":["Muddy Field","Susceptible to Desiccation","Constrict","Gory Hydration","Mud Puddle","Spew Mud"],"skill":["Athletics","Stealth"],"stealth":"6","trait":["Earth","Elemental","Water","N","Medium"],"id":"creature-734","text":" Mudwretch In its resting form, a mudwretch looks like a large puddle of thick, dark mud, heaped at the center in a slightly drier patch of loam. When a living creature approaches, though, the mudwretch lurches upward, piling its muddy flesh upon itself to form a roughly humanoid shape, often in vague mockery of the approaching creature's general form in cases where the creature is a humanoid itself. Mudwretches possess a low level of intellect, and while they do not form societies or cultures of their own, they are attracted to ruins or abandoned settlements. They have little need to eat, but without a constant source of moisture, a mudwretch dries out, suffering from low throbbing aches until it can resaturate. Often, blood from living creatures has to do—a dried mudwretch is more dangerous to intruders than one that's comfortably wallowing on a river bank. Recall Knowledge - Elemental (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Mudwretch Source Bestiary 2 pg. 176 Perception +9; darkvision Languages Terran Skills Athletics +8, Stealth +6 Str +4 Dex +0 Con +3 Int -2 Wis +3 Cha +0 Muddy Field (aura) 10 feet. The ground in the area is difficult terrain for all non-mudwretch creatures. --- AC 16 Fort +11 Ref +4 Will +9 HP 40 Immunities bleed, critical hits, paralyzed, poison, sleep Resistances acid 3, physical 3 (except bludgeoning) Weaknesses fire 5 Susceptible to Desiccation If a mudwretch takes any damage from horrid wilting or a similar effect, takes 10 or more fire damage from a single effect, or spends more than 24 hours outside of a source of sufficient hydration (such as a swamp, river, well, or recent rainfall), it becomes dehydrated. While dehydrated, the mudwretch can't Spew Mud, is sickened 2, and is slowed 1 until it either fully immerses in water, spends 1 minute in the rain, or rehydrates in another way (such as via Gory Hydration). --- Speed 20 feet, swim 20 feet Melee Single Action fist +10 (Agile), Damage 1d8+4 bludgeoning plus Grab Constrict Single Action 1d8+2 bludgeoning, DC 18 Gory Hydration Reaction Requirements The mudwretch is dehydrated; Trigger The mudwretch deals Constrict damage to a living creature that has blood; Effect The mudwretch squeezes harder, dealing 1d6 persistent bleed damage to the target. The mudwretch absorbs this blood, removing any penalties it had as a result of being dehydrated. Mud Puddle Single Action (Concentrate) Until it next acts, the mudwretch appears to be an ordinary puddle of mud. It has an automatic result of 20 on Deception checks to pass as a mud puddle and can make a fist Strike against a creature that walks onto the mud puddle as a reaction. Spew Mud Two Actions (Conjuration, Primal) The mudwretch spews a 20-foot line of pressurized mud that deals 2d10 bludgeoning damage (DC 18 basic Reflex save). On a critical failure, a creature also takes a –10-foot status penalty to its Speeds for 1 round. The mudwretch can't Spew Mud again for 1d4 rounds. Mudwretch Lifestyles Mudwretches are rarely encountered alone. They inhabit swampy patches in small groups, often gathering near the ruins of sites that once held great significance. Mudwretches can remain dormant for centuries, always eager to lurch up to attack passersby. They're usually more interested in defending territory than killing intruders, and they won't pursue victims for long if they flee. ","element":["Earth","Water"],"skill_mod":{"stealth":6,"athletics":8},"summary":"In its resting form, a mudwretch looks like a large puddle of thick, dark mud, heaped at the center in a slightly drier patch of loam. When a living …","image":["/Images/Monsters/Mudwretch.png"],"primary_source":"Bestiary 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":16,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"acid":3,"piercing":3,"slashing":3,"physical":3},"url":"/Monsters.aspx?ID=734","intelligence":-2,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Mudwretch","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-734"},{"attack_bonus":[14],"constitution":0,"primary_source_category":"Rulebooks","strength":5,"hp":85,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Mummy","will_save":14,"charisma":0,"speed":{"max":20,"land":20,"burrow":15},"perception":12,"wisdom":1,"weakness":{"cold":5},"creature_ability":["Breath of the Bog","Rise Up","Bog Rot"],"skill":["Athletics","Stealth"],"stealth":"11","trait":["Mummy","Undead","LE","Medium"],"id":"creature-735","text":" Bog Mummy The cultural practice of mummifying the dead is not the only way a body can become preserved, nor is it the only route that gives rise to these disease-spreading undead monstrosities. Bog mummies (also called peat mummies or mire mummies) rarely, if ever, leave their marshy realms. Less powerful than their more notorious artificially preserved kin, bog mummies are preserved not by agents introduced during rituals but by the natural elements present in the airless, acidic morass of a peat bog or muddy swamp. While corpses preserved in this manner can certainly rise from the mire as bog mummies as the result of a curse by fell powers or the directed influence of a necromancer, the vast majority of them animate from a seething need for vengeance or to pursue some dire agenda left unfinished at the time of death—often because the creature was slain or otherwise betrayed. The nature of this emotional tie to life and the emotional power of the deceased compel unlife beyond death, while the preservative qualities of the bog within which the body was disposed of does the rest. Although most bog mummies are motivated by vengeance, many fulfill their dark yearnings with general violence. Filled with wrath and hatred for the living, they mercilessly attack any living creatures that dare to venture into their dismal domains. Their agonized moans echo over their putrid homes, driving away most natural life dwelling therein and often alerting travelers to the potential danger that lies beneath the surface. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Bog Mummy Source Bestiary 2 pg. 177 Perception +12; darkvision, tremorsense (imprecise) 30 feet Languages Common, Necril Skills Athletics +12, Stealth +11 Str +5 Dex +2 Con +0 Int +0 Wis +1 Cha +0 --- AC 21 Fort +13 Ref +9 Will +14 HP 85 (negative healing ) Immunities death effects, disease, paralyzed, poison, unconscious Resistances fire 5 Weaknesses cold 5 Breath of the Bog (aura, divine, enchantment, mental) 30 feet. A creature that begins its turn within the area feels as if its lungs were filling with water and must succeed at a DC 19 Fortitude save or be unable to speak or breathe. The creature can still hold its breath and can attempt a new saving throw at the end of its turn. A creature that succeeds is temporarily immune to breath of the bog for 24 hours. Rise Up Reaction Trigger A creature walks on top of a bog mummy that lies buried in the mud or peat below; Requirements Initiative has not yet been rolled; Effect The bog mummy automatically notices the creature and Burrows before rolling initiative. --- Speed 20 feet; burrow 15 feet Melee Single Action fist +14, Damage 2d6+5 plus bog rot Bog Rot (Curse, Disease, Divine, Necromancy, Negative) This affliction can't be reduced below stage 1, nor can the damage from it be healed, until it's successfully treated with remove curse or a similar effect; the affliction can then be removed as normal for a disease. A creature killed by bog rot melts into a noxious sludge and can't be resurrected except by a 7th-level resurrect ritual or similar magic; Saving Throw DC 21 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 3d6 negative damage and clumsy 1 (1 day) Natural Warnings Regions haunted by bog mummies lack small animals, insects, and other wildlife. A character who is Investigating, <%EXPLORATION.ACTIVITIES%9%%> Searching, or <%EXPLORATION.ACTIVITIES%8%%> Scouting during exploration mode can attempt a secret Nature check against the bog mummy's Stealth DC to notice something sinister. A critical success is enough to specifically suggest the presence of undead in the area. ","skill_mod":{"stealth":11,"athletics":12},"summary":"The cultural practice of mummifying the dead is not the only way a body can become preserved, nor is it the only route that gives rise to these …","image":["/Images/Monsters/Mummy_BogMummy.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=735","intelligence":0,"reflex_save":9,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Bog Mummy","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12],"slug":"creature-735"},{"primary_source_category":"Rulebooks","strength":2,"hp":100,"language":["Aklo","Celestial","Common"],"source":["Bestiary 2"],"type":"Creature","charisma":3,"perception":16,"trait":["Aberration","Uncommon","N","Large"],"id":"creature-736","text":" Lunar Naga Lunar nagas are skilled diviners and astrologers whose dark scales and white hair sparkle with motes of light that mimic the night skies to which they are forever drawn. While they are less physically imposing than other nagas, they possess a graceful beauty that many find entrancing, even without the help of the naga's inherent magical abilities. Earning a lunar naga's trust is difficult, but not impossible, especially for someone who shares the creature's interest in the celestial sphere. As they have no hands, lunar nagas use mage hand to manipulate delicate instruments and fine telescopes to observe the night sky. They track the positions of celestial bodies, recording their discoveries in esoteric journals. At their best, lunar nagas are wise and mysterious beings who seek to expand their knowledge of the cosmos. At their worst, after too much exposure to the unfathomable entities that dwell in the darkness between the stars, they become dark prophets who drive others to commit terrible deeds in the name of abominable masters. On Golarion, the lunar nagas of the nation of Nagajor use their abilities to serve many communities as soothsayers. A few have founded observatories in which they and their followers explore the night sky. Some nagas even use their knowledge of the stars as navigators on ships or overland caravans. In the broader world, where people do not give nagas deference as nearly divine rulers, lunar nagas try to avoid contact with outsiders or use their magical powers of disguise to hide their true forms from all but their most worthy allies. Recall Knowledge - Aberration (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Lunar Naga Source Bestiary 2 pg. 178 Perception +16; darkvision Languages Aklo, Celestial, Common Skills Acrobatics +14, Astronomy Lore +11, Deception +15, Diplomacy +15, Nature +13, Survival +14 Str +2 Dex +4 Con +4 Int +1 Wis +4 Cha +3 --- AC 24 Fort +15 Ref +16 Will +17 HP 100 --- Speed 25 feet Melee Single Action fangs +16 (Agile, Finesse), Damage 2d6+8 piercing plus lunar naga venom Primal Spontaneous Spells DC 24, attack +16 - Cantrips (3rd) Dancing Lights, Daze, Detect Magic, Mage Hand, Read Aura - 1st Charm, Fleet Step, Heal, Spider Sting (4 slots) - 2nd Humanoid Form, Glitterdust, Invisibility, Web (4 slots) - 3rd Heal, Lightning Bolt, Slow (4 slots) Hypnosis Two Actions (Concentrate, Enchantment, Incapacitation, Mental, Primal, Visual) Frequency once per day; Effect The lunar naga twists the coils of their serpentine body, causing the starlike motes on their scales to shift and move as they glow brighter, creating a mesmerizing swirl of light and darkness. All creatures within a 30.foot emanation must succeed at a DC 21 Will save or become fascinated until the end of the naga's next turn (on a critical failure, fascinated creatures drop whatever items they are carrying as well). The lunar naga can Sustain a Spell on Hypnosis. If the naga moves, affected creatures are compelled to remain within 30 feet of the naga and must spend each of its actions moving closer to the naga as expediently as possible on its next turn. If a creature is unable to end its turn within 30 feet of the naga, the effect ends for that creature. Lunar Naga Venom (Poison, Sleep) Saving Throw DC 24; Maximum Duration 6 rounds; Stage 1 stupefied 1 (1 round); Stage 2 as stage 1 (1 round); Stage 3 stupefied 2 (1 round); Stage 4 unconscious (1 round). Once a creature falls unconscious from lunar naga venom, they remain asleep for 1d8 hours unless woken. Lunar Naga Addiction Some people enjoy the effects of lunar naga venom and have developed ways to enhance the euphoric qualities through alchemical refinement. While some merchants pay nagas for their venom, most hire hunters to capture and enslave the creatures. As a result, nagas despise any humanoid who sells or buys their venom for any reason. Refined lunar naga venom is identical in price and effect to dreamtime tea. ","skill_mod":{"diplomacy":15,"deception":15,"nature":13,"survival":14,"acrobatics":14},"image":["/Images/Monsters/Naga_LunarNaga.png"],"primary_source":"Bestiary 2","spell":["Heal","Lightning Bolt","Slow","Humanoid Form","Glitterdust","Invisibility","Web","Charm","Fleet Step","Spider Sting","Dancing Lights","Daze","Detect Magic","Mage Hand","Read Aura"],"ac":24,"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Lunar Naga","alignment":"N","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15],"attack_bonus":[16],"constitution":4,"creature_family":"Naga","spell_attack_bonus":[16],"will_save":17,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Hypnosis","Lunar Naga Venom"],"skill":["Acrobatics","Astronomy Lore","Deception","Diplomacy","Nature","Survival"],"tradition":["Primal"],"summary":"Lunar nagas are skilled diviners and astrologers whose dark scales and white hair sparkle with motes of light that mimic the night skies to which …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=736","dexterity":4,"category":"creature","slug":"creature-736"},{"primary_source_category":"Rulebooks","strength":3,"hp":160,"language":["Aklo","Common"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":18,"stealth":"20","trait":["Aberration","Uncommon","NE","Large"],"id":"creature-737","text":" Spirit Naga In naga culture, the foul-tempered, unkempt spirit naga holds a contemptible place similar to that of hags in humanoid cultures. These decrepit creatures live out lives of solitude, sought out only by those who are foolish or brave enough to think they can benefit from the spirit naga's powers without paying a heavy price—for most who dare to show such hubris, the price is their own lives. Spirit nagas seek out desolate ruins and places long associated with death and corruption. These sinister, serpentine beings can be found in abandoned graveyards, crumbled fortresses, rotting swamps, and blighted woodlands. Though they may know little of the actual history of such places, the nagas are nonetheless attracted to the psychic remnants of evil deeds and tormented spirits that remain within the earth and stones there. Despite their hideous appearance and treatment as pariahs by other nagas, spirit nagas feel a profound pride in their abilities and even in their hermetic existences. They see themselves as connected to a greater force whose mysteries are revealed only to those who can cast off the trappings and morals of “civilized” society. Even so, spirit nagas gleefully accept the worship of other creatures willing to bow to their capricious whims. They often form cults around themselves, using their charm spells and rituals to ensnare the minds of a few key individuals who spread the nagas' foul influence throughout a community. Recall Knowledge - Aberration (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Spirit Naga Source Bestiary 2 pg. 179 Perception +18; darkvision Languages Aklo, Common Skills Acrobatics +18, Athletics +16, Deception +17, Intimidation +19, Occultism +20, Stealth +20 Str +3 Dex +4 Con +3 Int +1 Wis +3 Cha +5 Coven A spirit naga adds hallucination , mind probe , and suggestion to their coven's spells. --- AC 28 Fort +15 Ref +20 Will +18 HP 160 --- Speed 25 feet, swim 15 feet Melee Single Action fangs +19 (Agile, Finesse), Damage 2d8+9 piercing plus spirit naga venom Occult Spontaneous Spells DC 28, attack +20 - Cantrips (5th) Daze, Detect Magic, Mage Hand, Read Aura, Sigil - 1st Charm, Command, Grim Tendrils, Unseen Servant (4 slots) - 2nd Blur, Humanoid Form, Mirror Image, Telekinetic Maneuver (4 slots) - 3rd Dream Message, Mind Reading, Paralyze, Vampiric Touch (4 slots) - 4th Clairvoyance, Confusion, Fly, Modify Memory (4 slots) - 5th Black Tentacles, Sending, Subconscious Suggestion (3 slots) Rituals DC 28 - 2nd Inveigle Spirit Naga Venom (Poison) Saving Throw DC 28; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and stupefied 1 (1 round); Stage 2 2d6 poison damage and stupefied 2 (1 round) Spirit Naga Covens Like hags, spirit nagas occasionally form small groups of their own kind. They normally do this for mutual protection against a greater threat or to accomplish a goal that a single spirit naga cannot complete on their own. Sometimes, spirit nagas form a coven to bring groups of cultists together or take over a city or other large community, and in rare cases a spirit naga might even join a hag or witch coven. ","skill_mod":{"deception":17,"stealth":20,"athletics":16,"intimidation":19,"occultism":20,"acrobatics":18},"image":["/Images/Monsters/Naga_SpiritNaga.png"],"primary_source":"Bestiary 2","spell":["Black Tentacles","Sending","Subconscious Suggestion","Clairvoyance","Confusion","Fly","Modify Memory","Dream Message","Mind Reading","Paralyze","Vampiric Touch","Blur","Humanoid Form","Mirror Image","Telekinetic Maneuver","Charm","Command","Grim Tendrils","Unseen Servant","Daze","Detect Magic","Mage Hand","Read Aura","Sigil"],"ac":28,"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":20,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Spirit Naga","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18],"attack_bonus":[19],"constitution":3,"creature_family":"Naga","spell_attack_bonus":[20],"will_save":18,"speed":{"max":25,"land":25,"swim":15},"wisdom":3,"weakness":{},"creature_ability":["Coven","Spirit Naga Venom"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"In naga culture, the foul-tempered, unkempt spirit naga holds a contemptible place similar to that of hags in humanoid cultures. These decrepit …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=737","dexterity":4,"category":"creature","slug":"creature-737"},{"attack_bonus":[8],"constitution":0,"primary_source_category":"Rulebooks","strength":3,"hp":50,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 2"],"type":"Creature","will_save":9,"charisma":-5,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{"bludgeoning":5},"creature_ability":["Dance of Death","Necrophidic Paralysis"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"9","trait":["Construct","Mindless","N","Medium"],"id":"creature-738","text":" Necrophidius Although the necrophidius is a mindless construct with no particular ability to comprehend the complexities of good or evil, these sinister-looking constructs are often crafted by evil or macabre creators seeking to imbue their guardians with a frightening aesthetic. Constructed from bones harvested from serpents and humans, a necrophidius is animated by occult magic, not unlife. Each necrophidius is built from the skeleton of a large snake, but its skull has been replaced by that of a humanoid creature. Some death cults or particularly cruel crafters seek out the skulls of specific individuals against whom they bear grudges to provide the head for their necrophidius. The final step of the construction is the alteration of the teeth and jaws to give the creature a more serpentine visage, complete with fangs. If a necrophidius's creator dies, the construct follows the last series of commands it was given. If it cannot do so, the necrophidius aimlessly wanders the area near where it last served its creator and attacks any creatures it encounters. Some believe that those who know the secrets of a necrophidius's origins can command it, provided its original creator no longer exists and no one else currently commands it. There are also a number of reports concerning strangely aware and intelligent necrophidiuses that roam with a purpose and track down or hunt specific living creatures they interpret as the targets of former assassination missions. Recall Knowledge - Construct (Arcana, Crafting): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Necrophidius Source Bestiary 2 pg. 180 Perception +9; darkvision Languages Skills Acrobatics +9, Athletics +10, Stealth +9 Str +3 Dex +4 Con +0 Int -5 Wis +2 Cha -5 --- AC 19 Fort +7 Ref +11 Will +9 HP 50 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses bludgeoning 5 --- Speed 25 feet Melee Single Action jaws +8 (Agile, Finesse), Damage 1d10+3 piercing plus necrophidic paralysis Dance of Death Three Actions (Enchantment, Mental, Occult, Visual) The necrophidius sways, its serpentine form undulating and clattering in a hypnotic rhythm. Each creature that witnesses the dance must attempt a DC 18 Will save. Critical Success The creature is unaffected and is temporarily immune for 24 hours. Success The creature is unnerved by the swaying and becomes flat-footed until the end of the necrophidius's next turn. Failure The creature is distracted by the swaying, becoming stunned 1. After it recovers, it is flat-footed until the end of the necrophidius's next turn. Critical Failure As failure, but stunned 3. Necrophidic Paralysis (Incapacitation, Occult, Necromancy) A living creature bitten by a necrophidius must succeed at a DC 20 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 for each save attempted. A creature that succeeds at this save is temporarily immune to necrophidic paralysis for 24 hours. Other Necrophidiuses Ultimately, a necrophidius's abilities are the result of its creators' designs. Some have different immunities or have bites that deal poison, cold, or negative damage instead of inflicting paralysis. There are even rumors of soulbound necrophidiuses whose creators arranged for the soul of the skull's donor to empower the construct. These necrophidiuses are not only sentient but also have the facility to reason and even cast spells. ","skill_mod":{"stealth":9,"athletics":10,"acrobatics":9},"summary":"Although the necrophidius is a mindless construct with no particular ability to comprehend the complexities of good or evil, these sinister-looking …","image":["/Images/Monsters/Necrophidius.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=738","intelligence":-5,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Necrophidius","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-738"},{"primary_source_category":"Rulebooks","strength":9,"hp":345,"language":["Aklo","Alghollthu","Undercommon","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":8,"perception":29,"trait":["Aberration","Uncommon","CE","Gargantuan"],"id":"creature-739","text":" Neothelid This gigantic, mauve worm has a hooked mouth with multiple circular bands of teeth and four barbed tongues. A wielder of terrible occult powers and a vast alien intellect, the neothelid serves the ageless horrors that dwell in strange dimensions beyond known reality—the Outer Gods and Great Old Ones of the Elder Mythos. Neothelids pass down these mysteries to the eerie wormlike creatures they spawn and create in preparation for a future where the worms below shall rule—a time when all other life is nothing more than food. Recall Knowledge - Aberration (Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Neothelid Source Bestiary 2 pg. 181 Perception +29; greater darkvision, thoughtsense 100 feet Languages Aklo, Alghollthu, Undercommon; telepathy 100 feet Skills Acrobatics +25, Athletics +28, Deception +29, Diplomacy +27, Intimidation +29, Occultism +29 Str +9 Dex +4 Con +6 Int +8 Wis +6 Cha +8 Thoughtsense (divination, mental, occult) The neothelid uses its mind as a precise sense at the listed range to notice all non-mindless creatures. --- AC 37 Fort +27 Ref +23 Will +29 +1 status to all saves vs. magic HP 345 Immunities acid Resistances mental 15 Weaknesses cold iron 15 Dimensional Wormhole Reaction (conjuration, occult, teleportation) Trigger A creature the neothelid is aware of uses a teleportation effect; Effect The neothelid creates an extradimensional wormhole at the triggering creature's initial location that persists for up to 1 minute. If the neothelid moves into the wormhole's space, the neothelid teleports to the same destination as the triggering creature. --- Speed 30 feet, fly 50 feet Melee Single Action jaws +28 (reach 15 feet), Damage 3d12+13 piercing plus Improved Grab Melee Single Action rasping tongue +28 (Agile, fatal d10, reach 25 feet), Damage 3d8+13 slashing Occult Innate Spells DC 38, attack +30 - Cantrips (8th) Daze, Detect Magic, Mage Hand, Telekinetic Projectile - 5th Mind Probe (at will), Telekinetic Haul (at will) - 6th Scrying (×3), Suggestion (at will) - 7th Phantasmal Calamity, Teleport - 8th Charm, Suggestion, Summon Entity Rituals DC 38 - 2nd Inveigle - 3rd Geas Breath Weapon Two Actions (Acid, Evocation, Occult) The neothelid breathes a spray of acid that deals 16d6 acid damage in a 60-foot cone (DC 38 basic Reflex save). The neothelid can't use Breath Weapon again for 1d4 rounds. Instant Suggestion Reaction Trigger A creature fails a Will save against a spell or effect created by the neothelid; Effect The neothelid casts a suggestion spell it has available on the creature that failed its Will save. Lashing Tongues Two Actions The neothelid's four tongues lash out in a frenzy at several targets. It makes up to four rasping tongue Strikes, each against a different target. These attacks count toward the neothelid's multiple attack penalty, but the multiple attack penalty doesn't increase until after the neothelid makes all of its attacks. Swallow Whole Single Action Large, 2d12 bludgeoning plus 2d12 acid, Rupture 27 Denebrum Most neothelids on Golarion reside in the Vault of Denebrum, deep within the Darklands. Here, in a vast cavern of fetid pools of stinking swamps and surreal forests of poisonous fungi, neothelid hives nestle among twisted spires of hardened resin that look as horrific as the monstrous worms themselves. Tended by armies of worm-like minions who worship them as gods, they endlessly plot, scheme, and wage war. ","skill_mod":{"diplomacy":27,"deception":29,"athletics":28,"intimidation":29,"occultism":29,"acrobatics":25},"image":["/Images/Monsters/Neothelid.png"],"primary_source":"Bestiary 2","spell":["Charm","Suggestion","Summon Entity","Phantasmal Calamity","Teleport","Scrying","Mind Probe","Telekinetic Haul","Daze","Detect Magic","Mage Hand","Telekinetic Projectile"],"ac":37,"level":15,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" greater darkvision , thoughtsense 100 feet","resistance":{"mental":15},"intelligence":8,"reflex_save":23,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":27,"size":["Gargantuan"],"name":"Neothelid","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[26,32],"attack_bonus":[28,28],"constitution":6,"immunity":["acid"],"spell_attack_bonus":[30],"will_save":29,"speed":{"fly":50,"max":50,"land":30},"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Thoughtsense","Dimensional Wormhole","Breath Weapon","Instant Suggestion","Lashing Tongues","Swallow Whole"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism"],"tradition":["Occult"],"summary":"This gigantic, mauve worm has a hooked mouth with multiple circular bands of teeth and four barbed tongues. A wielder of terrible occult powers and a …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=739","dexterity":4,"category":"creature","slug":"creature-739"},{"primary_source_category":"Rulebooks","strength":0,"hp":175,"language":["Aquan","Common","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":7,"perception":20,"stealth":"22","trait":["Aquatic","Fey","Water","CN","Medium"],"id":"creature-740","text":" Nereid Nereids are aquatic fey with deep ties to water. They share some similarities with naiads, but they are not guardians and do not bind themselves to a specific body of water. Although they are primarily aquatic creatures, their unique ability to imbue their vitality into a supernatural shawl allows them to travel on land as well. A nereid must be careful when manifesting a shawl, however, as their life essence is bound to it, so it can be stolen or destroyed to threaten the nereid. Nereids prefer to exist in isolation. Left to their own devices, they avoid combat, but when forced to fight, their ability to transform the natural waters in their flesh into poison serves them as well as any weapon. Often, ignorant sailors lump all water-dwelling fey into a single category of “aquatic tempters,” regardless of the fey's type or gender, using these creatures' names interchangeably to represent the concept of a beautiful figure who exists to lure mortals to a drowning death. Whereas naiads have more patience and often seek to educate the ignorant regarding the harm that stereotypes can cause, nereids and rusalkas have little patience for such methods. Rusalkas are the primary source for the legends of fey preying upon sailors, and nereids loathe them for that, as they prefer to live apart from humanity and enjoy the beauty of the natural world in peace. When a nereid learns of a rusalka's increased activity, it often seeks out the rusalka to route them—not so much out of an urge to protect humanoids (in whom nereids traditionally have little interest), but to prevent the rusalka from inadvertently riling up violent responses from humanoids who can't be bothered to note the difference between a murderous fey and one who just wants to be left alone. Recall Knowledge - Fey (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Nereid Source Bestiary 2 pg. 182 Perception +20; low-light vision Languages Aquan, Common, Sylvan Skills Athletics +12, Deception +20, Diplomacy +22, Stealth +22 Str +0 Dex +7 Con +5 Int +3 Wis +5 Cha +7 --- AC 30 Fort +16 Ref +22 Will +18 HP 175 Immunities poison Weaknesses cold iron 10 Watery Transparency (primal, transmutation, water) When underwater, the nereid's body is invisible. The nereid can dismiss or resume this transparency as an action that has the concentrate trait. --- Speed 25 feet, swim 50 feet Melee Single Action poisonous touch +23 (Agile, Finesse, Magical), Damage 6d6 poison Primal Innate Spells DC 29 - 4th Suggestion - 5th Control Water, Elemental Form (×3; water only) - 6th Summon Elemental (water elementals only) Drowning Touch Two Actions (Conjuration, Incapacitation, Primal, Water) The nereid touches a creature and causes water from its own body to flow into the creature's lungs. If the creature cannot breathe water, it must attempt a DC 29 Fortitude save. Success The creature is unaffected and is temporarily immune to Drowning Touch for 24 hours. Failure The creature becomes sickened 3 as it chokes on the water. Critical Failure The creature chokes on the water and runs out of air. It falls unconscious and starts drowning. If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation. Manifest Shawl Three Actions (Conjuration, Primal) The nereid divests themself of part of their connection to the First World and imbues this essence into a flowing shawl that enables them to function on land. The nereid can Dismiss this effect as long as they are touching the shawl. As long as the shawl exists, the nereid gains the amphibious trait. A nonnereid who carries the shawl also gains the amphibious trait. If a nereid's shawl is destroyed rather than Dismissed, the nereid can't Manifest a Shawl for 24 hours. Nereid Shawls A nereid's shawl has Hardness 1 and 4 Hit Points (BT 2). If the shawl is broken, it no longer grants the amphibious trait. If it's destroyed, it melts away into water, and the nereid who created it becomes doomed 1 and drained 1. These conditions values increase by 1 every 2d6 hours thereafter until it creates a new shawl. ","element":["Water"],"skill_mod":{"diplomacy":22,"deception":20,"stealth":22,"athletics":12},"image":["/Images/Monsters/Nereid.png"],"primary_source":"Bestiary 2","spell":["Summon Elemental","Control Water","Elemental Form","Suggestion"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":3,"reflex_save":22,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":16,"size":["Medium"],"name":"Nereid","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[21],"attack_bonus":[23],"constitution":5,"immunity":["poison"],"will_save":18,"speed":{"max":50,"land":25,"swim":50},"wisdom":5,"weakness":{"cold_iron":10},"creature_ability":["Watery Transparency","Drowning Touch","Manifest Shawl"],"skill":["Athletics","Deception","Diplomacy","Stealth"],"tradition":["Primal"],"summary":"Nereids are aquatic fey with deep ties to water. They share some similarities with naiads, but they are not guardians and do not bind themselves to a …","trait_group":["Monster","Creature Type","Elemental","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=740","dexterity":7,"category":"creature","slug":"creature-740"},{"primary_source_category":"Rulebooks","strength":0,"hp":25,"language":["Aquan","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":4,"perception":6,"stealth":"8","trait":["Aquatic","Fey","N","Small"],"id":"creature-741","text":" Nixie These aquatic fey often guard ponds, rivers, lakes, and springs, protecting their bucolic homes from the advances of predators and careless humanoids alike. Nixies tend to be reclusive and try to keep their presence hidden from humanoids, hoping trespassers won't give them cause to act. Stories of minor miracles granted by nixies to those they befriend encourage humanoids to seek out these reclusive fey, and ironically make it even more unlikely for a nixie to grant such a boon. On the other hand, if someone approaches a nixie with respect, or even better, a positive attitude that displays just the right amount of humility and easygoing openness, a nixie is far more likely to respond positively to any requests for aid. Often a nixie will ask those who seek their assistance to perform a task for them first; such requests can be minor acts of entertainment (such as telling a rousing story or performing a requested song), but in other cases the nixie might need more significant aid, such as driving off an unwanted local predator or investigating the source of pollution near their home. Nixies resort to violence only if no other tactic works. They much prefer solutions that rely upon primal magic to defuse conflicts before they can escalate to bloodshed. In pursuit of such resolutions, nixies rely on their ability to charm individuals and, when they can establish magical influence, encourage intruders to leave peacefully. While some nixies try to confuse intruders and subtly guide them from the area, others use local animals and beasts to scare off trespassers. Occasionally, nixies recruit charmed humanoids to act as protectors or help with a task that is simply too big for them to deal with. If this task is underwater, nixies use their magic to temporarily grant the ability to breathe water to the charmed creature. Only those who manage to befriend a nixie are given invitations to return to swim or dine with the fey, and only the most trusted of allies are granted a minor wish. Nixies appear as aquatic humanoids the size of a child, with large eyes, catfish-like whiskers, and webbed fingers and toes. They have scaly skin, pointed ears, and long hair the color of seaweed. Nixies often form small communities, even building underwater societies if their numbers are great enough. In many cultures' folklore, there are stories of nixie nations hidden at the bottom of particularly large lakes. Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Nixie Source Bestiary 2 pg. 183 Perception +6; low-light vision Languages Aquan, Sylvan Skills Athletics +6, Nature +5, Stealth +8 Str +0 Dex +3 Con +1 Int +0 Wis +1 Cha +4 Wild Empathy The nixie can use Diplomacy to Make an Impression on and make very simple Requests of aquatic or amphibious animals. --- AC 16 Fort +6 Ref +10 Will +6 +1 status to all saves vs. magic HP 25 Weaknesses cold iron 3 --- Speed 20 feet, swim 30 feet Melee Single Action claw +7 (Agile, Finesse), Damage 1d6 slashing Primal Innate Spells DC 17, attack +9 - 1st Charm (×3), Hydraulic Push - 2nd Water Breathing Grant Desire Three Actions (Divination, Primal) Frequency once per day; Effect The nixie can duplicate any 1st-level spell or produce any effect with a power level in line with a 1st-level spell, but only in response to the request or desire of a non-fey creature. The creature whose desire is granted can never again benefit from that particular nixie's Grant Desire ability. Bog Nixies Nixies who dwell in swampy regions tend to have fouler attitudes and are more eager to turn to violence. Known as bog nixies, these evil fey prefer dwelling in festering swamps or blighted fens and delight in using their ability to grant desires to tempt visitors into acts of unplanned evil. ","skill_mod":{"nature":5,"stealth":8,"athletics":6},"image":["/Images/Monsters/Nixie.png"],"primary_source":"Bestiary 2","spell":["Water Breathing","Charm","Hydraulic Push"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":6,"size":["Small"],"name":"Nixie","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[3],"attack_bonus":[7],"constitution":1,"spell_attack_bonus":[9],"will_save":6,"speed":{"max":30,"land":20,"swim":30},"wisdom":1,"weakness":{"cold_iron":3},"creature_ability":["Wild Empathy","Grant Desire"],"skill":["Athletics","Nature","Stealth"],"tradition":["Primal"],"summary":"These aquatic fey often guard ponds, rivers, lakes, and springs, protecting their bucolic homes from the advances of predators and careless humanoids …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=741","dexterity":3,"category":"creature","slug":"creature-741"},{"attack_bonus":[38,38],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":375,"language":["Common","Jotun","Sylvan","<%SPELLS%340%%>tongues<%END>"],"immunity":["flat-footed","negative"],"source":["Bestiary 2"],"type":"Creature","will_save":38,"charisma":7,"speed":{"fly":35,"max":35,"land":35},"perception":41,"wisdom":10,"weakness":{"cold_iron":20},"creature_ability":["Sense Fate","Triumvirate","Fated","Sever Fate","Shift Fate","Snip Thread"],"skill":["Crafting","Deception","Intimidation","Lore (all)","Medicine","Occultism","Performance","Religion"],"trait":["Fey","Rare","LN","Large"],"id":"creature-742","text":" Norn Ancient beyond imagining, norns are powerful fey women who hold in their hands the physical manifestation of fate and destiny in the form of golden thread. They watch over all life, intervening with reluctance when called upon—or with a vengeance when the strands of fate are twisted and abused by lesser beings. Norns' relationship with the Eldest of the First World is complex. Many among norns serve Magdh the Three, the triune Eldest who some norns believe to be the first norn triumvirate bound together into one entity, as Magdh has three bodies: a Maiden, a Mother, and a Matriarch. Magdh claims to be watching the threads of fate for some ominous prophesied cataclysm, and in addition to assisting in her divinations, Magdh expects the norns who serve her to follow her cryptic commands to help nudge the future away from the brink. However, norns are powerful beings in their own right, themselves capable of granting divine power, and many balk at serving the enigmatic demigod. These norns find the other Eldest even more alien and challenging to interact with, for they believe that while the Eldest wield great power, even these powerful beings should not be granted leave to meddle with fate as much as they desire. While even the weakest of the Eldest could destroy an unaffiliated norn with ease, they tend to obey the proclamations and judgments of norns when they are spoken. These norns, for their part, use their perceived neutrality judiciously. They know better than to issue too many demands to the Eldest, lest the capricious demigods grow frustrated and tired of norns' interference. And so the balance of power remains tenuous between unaffiliated norns and the Eldest, as it has for eons. However, norns know that it's merely a matter of time before the Eldest lose their respect for this tradition and start acting entirely as they please, despite norns' best efforts to rein in their most disruptive actions. A norn stands 14 feet tall and weighs 800 pounds. Worshipping Norns On the Material Plane, some mortals worship norns as deities, while others, especially witches and bards, admire them as patrons or muses. Those who uphold norns as deities are known as Followers of Fate. Norns do little to discourage this veneration, but neither do they go out of their way to support such worship. Clerics who venerate norns might worship a specific norn or norn triumvirate, or all norns as a whole, but they gain the same benefits regardless of their choice. The religious symbol of Followers of Fate is a pair of shears cutting a golden thread, and their areas of concern are destiny, fate, and the aging process. Recall Knowledge - Fey (Nature): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Norn Source Bestiary 2 pg. 184 Perception +41; detect magic , greater darkvision, lifesense 120 feet, true seeing Languages Common, Jotun, Sylvan; tongues Skills Crafting +36, Deception +35, Intimidation +37, Lore (all) +28, Medicine +38, Occultism +34, Performance +31, Religion +34 Str +7 Dex +6 Con +6 Int +6 Wis +10 Cha +7 Sense Fate (fortune) A norn automatically rolls a 20 when she rolls initiative. Triumvirate This functions as the coven ability, except only norns can join a triumvirate, and it functions only as long as exactly three norns are part of the triumvirate. A triumvirate grants the following spells: alter reality (once per day), cataclysm , discern location , foresight , and revival . --- AC 46 Fort +34 Ref +30 Will +38 +1 status to all saves vs. magic HP 375 , regeneration 20 (deactivated by cold iron) Immunities flat-footed, negative Weaknesses cold iron 20 --- Speed 35 feet, fly 35 feet Melee Single Action norn shears +38 (deadly 2d12, Magical, reach 10 feet, versatile P), Damage 4d6+15 slashing plus 5d6 negative and sever fate Melee Single Action hand of fate +38 (Agile, Magical, reach 10 feet), Damage 4d10+15 negative plus sever fate Occult Innate Spells DC 42 - 7th Dispel Magic (at will), Read Omens (at will), Spellwrack (at will) - 8th Maze, Wind Walk - 9th Power Word Kill, Retrocognition, Weird - 10th Time Stop - Constant (10th) Detect Magic, Mind Blank, Tongues, True Seeing Rituals DC 42 - 3rd Geas - 7th Legend Lore Fated When a creature is subject to a fortune effect from a norn and a misfortune effect from any source other than a norn (or vice versa), the norn's effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the fortune and misfortune effect are from a norn, then the two cancel each other out as normal. At the GM's discretion, powerful entities related to fate or luck, like Desna, Magdh, or Pharasma, count as a norn for the purpose of this ability. Sever Fate (Necromancy, Occult) When a norn deals negative damage with a Strike, she regains 10 Hit Points. The target must succeed at a DC 39 Fortitude save or become drained 1 (drained 2 on a critical failure). Further negative damage dealt by the norn increases the drained condition value by 1 on a failed save (or by 2 on a critical failure), to a maximum of drained 4. Shift Fate Reaction (Divination, Occult) Trigger A creature within 120 feet attempts a saving throw; Effect The creature rolls the saving throw twice, and then the norn decides which result applies. If the norn chooses the lower roll, this is a misfortune effect; if she chooses the higher roll, it's a fortune effect; if they're the same, she decides which trait to apply. Snip Thread Two Actions (Death, Manipulate, Necromancy, Occult) Frequency three times per day; Effect The norn produces a golden thread linked to the fate of a creature within 100 feet of her, then snips it short with her shears. The target takes 100 negative damage (DC 42 basic Fortitude save). If the target is reduced to 0 Hit Points from this damage, the thread is completely severed and the creature dies immediately. A creature slain by Snip Thread can't be restored to life except by miracle , wish , or similarly powerful magic; or by divine intervention. Regardless of the outcome of their saving throw, a creature targeted by Snip Thread then becomes temporarily immune for 24 hours. The norn can't use Snip Thread again for 1d4 rounds. Lost Norns When separated from a triumvirate for too long, a norn on the Material Plane can grow confused and weak. Her powers remain strong, but her ability to interpret fate becomes skewed and warped. Lost norns begin to use their abilities for their own goals rather than serving fate. A lost norn's alignment slowly shifts from lawful neutral to either lawful evil or lawful good, depending on how she interprets her visions. Norn Triumvirates Norns who visit the Material Plane often do so in groups of three known as triumvirates. The norns of a triumvirate can communicate with each other telepathically over a planetary distance. Regardless of their appearance on the First World, when a norn becomes part of a triumvirate on the Material Plane, her apparent age shifts so that in each group, there always appears to be one young adult norn, one middleaged norn, and one elderly norn—a Maiden, a Mother, and a Matriarch. ","tradition":["Occult"],"skill_mod":{"performance":31,"deception":35,"crafting":36,"medicine":38,"intimidation":37,"occultism":34,"religion":34},"summary":"Ancient beyond imagining, norns are powerful fey women who hold in their hands the physical manifestation of fate and destiny in the form of golden …","image":["/Images/Monsters/Norn.png"],"primary_source":"Bestiary 2","spell":["Time Stop","Power Word Kill","Retrocognition","Weird","Maze","Wind Walk","Dispel Magic","Read Omens","Spellwrack","Detect Magic","Mind Blank","Tongues","True Seeing"],"trait_group":["Creature Type","Rarity"],"ac":46,"level":20,"spell_dc":[42],"source_category":["Rulebooks"],"sense":" detect magic , greater darkvision , lifesense 120 feet , true seeing ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=742","intelligence":6,"reflex_save":30,"strongest_save":["will"],"dexterity":6,"vision":"Greater darkvision","fortitude_save":34,"size":["Large"],"name":"Norn","alignment":"LN","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[37,46],"slug":"creature-742"},{"primary_source_category":"Rulebooks","strength":6,"hp":190,"language":["Aklo","Common","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":4,"perception":16,"stealth":"18","trait":["Amphibious","Fey","NE","Large"],"id":"creature-743","text":" Nuckelavee When pollution despoils a natural waterway, it draws the dreaded nuckelavee to it from the First World. This spirit of wrath is a grisly sight to behold: a horselike monstrosity with the gnarled upper body of a humanoid growing directly from its back. Further enhancing the awfulness, not a patch of skin exists on the misshapen hybrid form, as though it survived its own flaying. When a nuckelavee rides forth from its domain, it wreaks a trail of destruction across the lands surrounding its path. Nuckelavees are considered among the cruelest and most monstrous fey, seen by some as just desserts visited upon those who would befoul the waters of their homes. A nuckelavee, though, doesn't discriminate between those who pollute and those who merely have the misfortune to be in the wrong place at the wrong time. Recall Knowledge - Fey (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Nuckelavee Source Bestiary 2 pg. 186 Perception +16; low-light vision Languages Aklo, Common, Sylvan Skills Athletics +19, Intimidation +19, Nature +16, Stealth +18, Survival +16 Str +6 Dex +3 Con +4 Int +1 Wis +3 Cha +4 Items +1 striking bastard sword --- AC 28 Fort +19 Ref +16 Will +20 HP 190 Immunities disease, poison Weaknesses cold iron 10 Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 25 Purity Vulnerability Unpolluted fresh water burns a nuckelavee like acid, dealing 1d6 damage to it and causing it to be sickened 2. A nuckelavee can't heal from damage when it's in an area that isn't polluted (subject to GM discretion). Attack of Opportunity Reaction --- Speed 40 feet, swim 40 feet Melee Single Action bastard sword +21 (Magical, reach 10 feet, two-hand d12), Damage 2d8+12 slashing plus 1d6 poison and mortasheen Melee Single Action jaws +20 (Agile), Damage 2d8+12 piercing plus 1d6 poison and mortasheen Melee Single Action hoof +20, Damage 2d6+12 bludgeoning plus mortasheen Primal Innate Spells DC 28 - 3rd Stinking Cloud - 5th Control Water Rituals DC 28 - 4th Blight Breath Weapon Two Actions (Disease, Necromancy, Poison, Primal) The nuckelavee breathes a 30-foot cone of foulness, dealing 8d6 negative damage (DC 28 basic Fortitude save) to living creatures in the area. A creature that fails also takes 2d6 persistent bleed damage. The nuckelavee can't use Breath Weapon again for 1d4 rounds. Mortasheen (Disease) The target can't recover from the fatigued condition caused by mortasheen until the disease is cured. Mortasheen gains the virulent trait against animals and plants; Saving Throw DC 28 Fortitude; Stage 1 Carrier with no ill effect (1 day); Stage 2 drained 1 and fatigued (1 day); Stage 3 drained 2 and fatigued (1 day); Stage 4 dead Trample Three Actions Medium or smaller, hoof, DC 28 Unfortunate Victims Nuckelavees are equally delighted to murder and feed upon both hapless peasants and altruistic naturalists engaged in the process of cleaning up pollution. Indeed, those who would seek to purify such sites are often regarded as the greater threat by a nuckelavee, as without a befouled land to dwell in, the foul fey would wither away. ","skill_mod":{"nature":16,"survival":16,"stealth":18,"athletics":19,"intimidation":19},"image":["/Images/Monsters/Nuckelavee.png"],"primary_source":"Bestiary 2","spell":["Control Water","Stinking Cloud"],"ac":28,"item":["+1 striking bastard sword"],"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":16,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":19,"size":["Large"],"name":"Nuckelavee","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[19,24,24],"attack_bonus":[20,20,21],"constitution":4,"immunity":["disease","poison"],"will_save":20,"speed":{"max":40,"land":40,"swim":40},"wisdom":3,"weakness":{"cold_iron":10},"creature_ability":["Frightful Presence","Purity Vulnerability","Attack of Opportunity","Breath Weapon","Mortasheen","Trample"],"skill":["Athletics","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"When pollution despoils a natural waterway, it draws the dreaded nuckelavee to it from the First World . This spirit of wrath is a grisly sight to …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=743","dexterity":3,"category":"creature","slug":"creature-743"},{"attack_bonus":[6,7],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":15,"source":["Bestiary 2"],"type":"Creature","creature_family":"Octopus","will_save":6,"charisma":0,"speed":{"max":25,"swim":25},"perception":6,"wisdom":3,"weakness":{},"creature_ability":["Blue-Ringed Octopus Venom","Camouflage","Jet","Toxic Bite"],"skill":["Athletics","Stealth"],"stealth":"7","trait":["Animal","Aquatic","N","Tiny"],"id":"creature-744","text":" Blue-Ringed Octopus While relatively small, the blue-ringed octopus is particularly venomous for its size. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Blue-Ringed Octopus Source Bestiary 2 pg. 187 Perception +6; low-light vision Languages Skills Athletics +6, Stealth +7 Str +0 Dex +3 Con +1 Int -4 Wis +3 Cha +0 --- AC 16 Fort +3 Ref +9 Will +6 HP 15 Resistances cold 2 --- Speed swim 25 feet Melee Single Action beak +7 (Finesse), Damage 1d6 piercing plus blue-ringed octopus venom Melee Single Action arms +6, Damage Grab Blue-Ringed Octopus Venom (Poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage (1 round); Stage 3 1d6 poison damage and paralyzed (1 round) Camouflage The blue-ringed octopus can change the color of its skin to Hide even if it doesn't have cover. Jet Two Actions The blue-ringed octopus moves up to 60 feet in a straight line through the water without triggering reactions. Toxic Bite Single Action Requirements The blue-ringed octopus has a creature grabbed; Effect The blue-ringed octopus makes a beak Strike against the grabbed creature. If it hits, it injects additional poison, causing its venom to gain the virulent trait. ","skill_mod":{"stealth":7,"athletics":6},"summary":"While relatively small, the blue-ringed octopus is particularly venomous for its size.","image":["/Images/Monsters/Octopus_BlueringOctopus.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"cold":2},"url":"/Monsters.aspx?ID=744","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":3,"size":["Tiny"],"name":"Blue-Ringed Octopus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-744"},{"attack_bonus":[9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":20,"source":["Bestiary 2"],"type":"Creature","creature_family":"Octopus","will_save":7,"charisma":0,"speed":{"max":30,"land":10,"swim":30},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Camouflage","Ink Cloud","Jet","Reef Octopus Venom","Writhing Arms"],"skill":["Athletics","Stealth"],"stealth":"9","trait":["Animal","Aquatic","N","Small"],"id":"creature-745","text":" Reef Octopus The common reef octopus is a risky but valuable catch for coastal fishers. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Reef Octopus Source Bestiary 2 pg. 187 Perception +7; low-light vision Languages Skills Athletics +6, Stealth +9 Str +1 Dex +4 Con +1 Int -4 Wis +1 Cha +0 --- AC 17 Fort +6 Ref +9 Will +7 HP 20 Resistances cold 3 --- Speed 10 feet, swim 30 feet Melee Single Action beak +9 (Finesse), Damage 1d10+1 piercing plus reef octopus venom Melee Single Action arm +9 (Agile, Finesse), Damage 1d6+1 bludgeoning plus Grab Camouflage The reef octopus can change the color of its skin to Hide even if it doesn't have cover. Ink Cloud Single Action The reef octopus emits a cloud of dark-brown ink in a 10-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are hidden and can't use their sense of smell. The cloud dissipates after 1 minute. The octopus can't use Ink Cloud again for 2d6 rounds. Jet Two Actions The reef octopus moves up to 80 feet in a straight line through the water without triggering reactions. Reef Octopus Venom (Poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and flat-footed (1 round); Stage 2 1d6 poison damage and flat-footed (1 round); Stage 3 1d8 poison damage and flat-footed (1 round) Writhing Arms Two Actions The reef octopus makes up to four arm Strikes with different arms, each against a different target. These attacks count toward the octopus's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all of its attacks. ","skill_mod":{"stealth":9,"athletics":6},"summary":"The common reef octopus is a risky but valuable catch for coastal fishers.","primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":17,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"cold":3},"url":"/Monsters.aspx?ID=745","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Small"],"name":"Reef Octopus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,6],"slug":"creature-745"},{"primary_source_category":"Rulebooks","strength":6,"hp":125,"language":["Common","Jotun"],"source":["Bestiary 2"],"type":"Creature","charisma":4,"perception":17,"trait":["Fiend","Giant","Humanoid","Oni","LE","Large"],"id":"creature-746","text":" Onidoshi Onidoshi, or ogre mages, are oni with the material form of an ogre. Onidoshi's supernatural prowess and overwhelming intellect are enough to awe and cow entire families of rank-and-file ogres. Because of this, onidoshi are often found at the head of ogre war parties or orchestrating these violent campaigns from behind the scenes. It's rare for onidoshi to lead solitary existences, but those who do prefer to maraud the countryside or exploit villages and hoard the spoils for themselves. Recall Knowledge - Fiend (Religion): DC 24 Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Onidoshi Source Bestiary 2 pg. 188 Perception +17; darkvision Languages Common, Jotun Skills Acrobatics +15, Arcana +13, Athletics +16, Deception +18, Intimidation +18, Nature +17 Str +6 Dex +3 Con +4 Int +3 Wis +3 Cha +4 Items Breastplate, composite shortbow with 20 arrows, +1 striking falchion --- AC 27 Fort +18 Ref +15 Will +15 +1 status on all saves vs. magic HP 125 , regeneration 7 (deactivated by acid or fire) Attack of Opportunity Reaction --- Speed 30 feet, fly 30 feet Melee Single Action falchion +21 (Forceful, Magical, reach 10 feet, Sweep), Damage 2d10+9 slashing Melee Single Action fist +20 (Agile, Evil, Magical, reach 10 feet), Damage 2d8+9 bludgeoning Ranged Single Action composite shortbow +17 (deadly 1d10, range increment 100 feet, reload 0), Damage 2d6+9 piercing Primal Innate Spells DC 24 - 2nd Darkness, Invisibility (at will, self only) - 3rd Fear - 4th Charm, Gaseous Form, Sleep - 5th Cone of Cold Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The onidoshi takes on the appearance of an ogre. This doesn't change their Speed or Strike attack and damage. ","skill_mod":{"deception":18,"nature":17,"arcana":13,"athletics":16,"intimidation":18,"acrobatics":15},"image":["/Images/Monsters/Oni_OniDoshi.png"],"primary_source":"Bestiary 2","spell":["Cone of Cold","Charm","Gaseous Form","Sleep","Fear","Darkness","Invisibility"],"ac":27,"item":["Breastplate","composite shortbow with 20 arrows","+1 striking falchion"],"level":8,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":15,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Onidoshi","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[16,18,20],"attack_bonus":[17,20,21],"constitution":4,"creature_family":"Oni","will_save":15,"speed":{"fly":30,"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Change Shape"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Nature"],"tradition":["Primal"],"summary":"Onidoshi, or ogre mages, are oni with the material form of an ogre . Onidoshi's supernatural prowess and overwhelming intellect are enough to awe …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=746","dexterity":3,"category":"creature","slug":"creature-746"},{"remaster_name":["Snow Oni"],"primary_source_category":"Rulebooks","strength":8,"hp":230,"language":["Common","Jotun"],"source":["Bestiary 2"],"type":"Creature","charisma":8,"perception":26,"stealth":"26","trait":["Cold","Fiend","Giant","Humanoid","Oni","CE","Large"],"id":"creature-747","text":" Ice Yai Ice yai combine the brutality of frost giants with the grace of martial artists. More than any other oni, ice yai delight not in the pleasures of the flesh, but in flesh itself—rather than indulging in oft-destructive mortal vices like drink or lust, ice yai pursue physical perfection, reveling in the process of turning their bodies into powerful fighting machines. Recall Knowledge - Fiend (Religion): DC 31 Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Ice Yai Source Bestiary 2 pg. 189 Perception +26; greater darkvision Languages Common, Jotun Skills Acrobatics +24, Arcana +23, Athletics +25, Deception +27, Intimidation +27, Nature +24, Stealth +26 Str +8 Dex +5 Con +5 Int +4 Wis +5 Cha +8 --- AC 34 Fort +21 Ref +25 Will +23 +1 status on all saves vs. magic HP 230 , regeneration 15 (deactivated by acid or fire) Immunities cold Weaknesses fire 15 Attack of Opportunity Reaction Icy Deflection Reaction Trigger The ice yai is targeted by a ranged Strike or spell attack roll that doesn't have the fire trait; Effect The ice yai creates a reflective blockade of ice, gaining a +4 circumstance bonus to AC against the triggering attack roll. If the attack misses, the ice yai redirects the attack to another creature within 20 feet of the yai. The attacker rerolls the attack roll against the new target. --- Speed 40 feet, fly 40 feet Melee Single Action fist +27 (Agile, Evil, Magical, reach 10 feet), Damage 2d8+16 bludgeoning plus 2d6 cold and frozen strike Ranged Single Action ice missile +25 (Cold, Evil, Magical, range increment 60 feet), Damage 2d10+12 cold and frozen strike Primal Innate Spells DC 33 - 2nd Invisibility (at will, self only) - 4th Charm (×3), Darkness, Gaseous Form, Solid Fog - 6th Cone of Cold (×3) - 7th Cone of Cold, Wall of Ice Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The ice yai takes on the appearance of a frost giant. This doesn't change their Speed or Strike attack and damage. Double Punch Single Action Frequency once per round; Effect The ice yai makes two fist Strikes. Frozen Strike On a critical hit with a fist Strike or a hit with an ice missile Strike, the target creature must attempt a DC 33 Fortitude save. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature is slowed 2 for 1 round. Critical Failure The creature is slowed 3 for 1 round. ","skill_mod":{"deception":27,"nature":24,"stealth":26,"arcana":23,"athletics":25,"intimidation":27,"acrobatics":24},"image":["/Images/Monsters/Oni_FrostYai.png"],"primary_source":"Bestiary 2","spell":["Cone of Cold","Wall of Ice","Charm","Darkness","Gaseous Form","Solid Fog","Invisibility"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":4,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":21,"size":["Large"],"name":"Ice Yai","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[23,32],"attack_bonus":[25,27],"constitution":5,"immunity":["cold"],"creature_family":"Oni","will_save":23,"speed":{"fly":40,"max":40,"land":40},"wisdom":5,"weakness":{"fire":15},"creature_ability":["Attack of Opportunity","Icy Deflection","Change Shape","Double Punch","Frozen Strike"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Nature","Stealth"],"tradition":["Primal"],"summary":"Ice yai combine the brutality of frost giants with the grace of martial artists. More than any other oni, ice yai delight not in the pleasures of …","trait_group":["Energy","Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=747","dexterity":5,"category":"creature","slug":"creature-747"},{"remaster_name":["Caldera Oni"],"primary_source_category":"Rulebooks","strength":8,"hp":250,"language":["Common","Jotun"],"source":["Bestiary 2"],"type":"Creature","charisma":8,"perception":26,"trait":["Fiend","Fire","Giant","Humanoid","Oni","LE","Large"],"id":"creature-748","text":" Fire Yai Fire yai take the form of fire giants. Like fire giants, fire yai are shrewd and militaristic and have an incredible appetite for the thrill of war. While they engage in battle to conquer and control others, fire yai also love the thrill of war, fighting for the sheer joy of it. Presenting a fire yai with a true challenge in combat can potentially earn their mercy and an offer to join and serve at their side. Fire yai's third eyes shoot forth burning missiles of fire. Recall Knowledge - Fiend (Religion): DC 32 Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Fire Yai Source Bestiary 2 pg. 190 Perception +26; greater darkvision Languages Common, Jotun Skills Acrobatics +23, Arcana +23, Athletics +27, Crafting +25, Deception +27, Intimidation +27, Nature +25 Str +8 Dex +6 Con +6 Int +4 Wis +6 Cha +8 Items +1 resilient breastplate , +2 striking katana --- AC 36 Fort +28 Ref +26 Will +24 +1 status on all saves vs. magic HP 250 , regeneration 15 (deactivated by acid or cold) Immunities fire Weaknesses cold 15 Attack of Opportunity Reaction --- Speed 40 feet, fly 40 feet Melee Single Action katana +30 (deadly 1d8, Magical, reach 10 feet, two-hand d10, versatile P), Damage 2d6+16 slashing plus 2d6 fire Melee Single Action fist +28 (Agile, Evil, Magical, reach 10 feet), Damage 2d6+16 bludgeoning plus 2d6 fire and 2d6 persistent fire Ranged Single Action fire missile +26 (Evil, Fire, Magical, range increment 60 feet), Damage 2d10+16 fire plus 2d6 persistent fire Primal Innate Spells DC 34 - 2nd Invisibility (at will, self only) - 4th Charm (x3), Darkness, Gaseous Form - 6th Fireball (x3) - 7th Fireball, Fiery Body, Flame Strike, Wall of Fire Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The fire yai takes on the appearance of a fire giant. This doesn't change their Speed or Strike attack and damage. Impaling Push Two Actions The fire yai attempts a katana Strike. If it hits, the fire yai attempts an Athletics check against the target creature's Fortitude DC. Critical Success The fire yai Strides or Flies up to half its Speed in any direction. The struck creature takes 4d6 persistent bleed damage and is pushed along with the yai an equal distance. The creature is grabbed until the yai's next turn or until the yai makes a katana Strike. Success As critical success, but the creature takes 2d6 persistent bleed damage. Failure The struck creature is pushed back 5 feet. Critical Failure The struck creature is unaffected. Smoke Form Two Actions (Concentrate, Primal, Transmutation) The fire yai transforms into a cloud of smoke and then Flies up to its fly speed. This movement does not trigger reactions, and the fire yai can move through spaces occupied by other creatures. The fire yai returns to its physical form after this move, and must end the movement in a space in which it can fit. All creatures in spaces through which the fire yai moves with Smoke Form must succeed at a DC 34 Fortitude save or become sickened 3. The fire yai cannot use Smoke Form for 1d4 rounds. ","element":["Fire"],"skill_mod":{"deception":27,"nature":25,"crafting":25,"arcana":23,"athletics":27,"intimidation":27,"acrobatics":23},"image":["/Images/Monsters/Oni_FireYai.png"],"primary_source":"Bestiary 2","spell":["Fireball","Fiery Body","Flame Strike","Wall of Fire","Charm","Darkness","Gaseous Form","Invisibility"],"ac":36,"item":["+1 resilient breastplate","+2 striking katana"],"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":4,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":28,"size":["Large"],"name":"Fire Yai","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[30,34,37],"attack_bonus":[26,28,30],"constitution":6,"immunity":["fire"],"creature_family":"Oni","will_save":24,"speed":{"fly":40,"max":40,"land":40},"wisdom":6,"weakness":{"cold":15},"creature_ability":["Attack of Opportunity","Change Shape","Impaling Push","Smoke Form"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Intimidation","Nature"],"tradition":["Primal"],"summary":"Fire yai take the form of fire giants . Like fire giants, fire yai are shrewd and militaristic and have an incredible appetite for the thrill of …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=748","dexterity":6,"category":"creature","slug":"creature-748"},{"remaster_name":["Island Oni"],"primary_source_category":"Rulebooks","strength":9,"hp":295,"language":["Common","Jotun"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":32,"trait":["Fiend","Giant","Humanoid","Oni","Water","CE","Huge"],"id":"creature-749","text":" Water Yai Among the most powerful yai are those who emulate the form of storm giants. Rather than lord over their giant-kin like most oni, though, water yai prefer to lurk alone in the world's oceans (or, much more rarely, large and remote freshwater lakes). When a water yai must interact with mortals beneath the waves, they prefer to do so while disguised as a storm giant. Water yai pursue the acquisition of material wealth and riches above all other interests, garbing themselves in richly colored, magically waterproofed kimonos and adorning their monstrous faces with all manner of jewelry. These yai can infuse their kimonos with eerie magical properties, and in combat, they can also fire bolts of electricity from their third eye. Recall Knowledge - Fiend (Religion): DC 36 Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Water Yai Source Bestiary 2 pg. 191 Perception +32; greater darkvision Languages Common, Jotun Skills Acrobatics +30, Arcana +29, Athletics +33, Deception +32, Intimidation +32, Nature +29, Performance +33 Str +9 Dex +6 Con +6 Int +5 Wis +9 Cha +6 Items +2 greater striking longspear --- AC 40 Fort +27 Ref +29 Will +34 +1 status on all saves vs. magical HP 295 , regeneration 15 (deactivated by acid and fire) Immunities electricity Attack of Opportunity Reaction Shocking Douse Reaction Trigger A creature within 100 feet casts a fire spell; Effect The water yai flourishes their kimono and attempts a Performance check to counteract the spell before it comes into effect. If the yai counters the spell, the triggering creature takes 9d6 electricity damage from electrified water that sprays from the kimono (DC 35 basic Reflex save). --- Speed 40 feet, fly 40 feet, swim 50 feet; water walk Melee Single Action longspear +35 (Evil, Magical, reach 20 feet), Damage 3d8+15 piercing plus 2d6 electricity Melee Single Action kimono +33 (Electricity, Evil, Magical, reach 15 feet), Damage 3d12+12 electricity plus Enveloping Kimono Melee Single Action fist +33 (Agile, Evil, Magical, reach 15 feet), Damage 3d8+15 bludgeoning plus 2d6 electricity Ranged Single Action electric missile +30 (Electricity, Evil, Magical, range increment 60 feet), Damage 3d12+12 electricity plus flat-footed for 1 round Primal Innate Spells DC 38 - 2nd Invisibility (at will, self only) - 4th Charm (×3), Darkness - 5th Control Water (at will) - 8th Hydraulic Torrent - 9th Chain Lightning, Horrid Wilting - Constant (9th) Water Walk Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The water yai takes on the appearance of a storm giant. This doesn't change their Speed or Strike attack and damage. The yai can also turn into a puddle of water, with the effects of gaseous form except they retain their land Speed, double their swim Speed, and can't fly. Enveloping Kimono Single Action (Electricity, Manipulate, Primal, Transmutation, Water) Requirements The water yai's last action was a successful kimono Strike; Effect The water yai extends a portion of their kimono to attempt to envelop a creature within 15 feet. The water yai must attempt a Performance check against the creature's Reflex DC. Critical Success The creature takes 20d6 electricity damage and is grabbed until the end of its next turn. Success As critical success, but only 10d6 electricity damage. Failure The target takes 5d6 electricity damage but is not grabbed. Critical Failure The target is unaffected. ","element":["Water"],"skill_mod":{"performance":33,"deception":32,"nature":29,"arcana":29,"athletics":33,"intimidation":32,"acrobatics":30},"image":["/Images/Monsters/Oni_WaterYai.png"],"primary_source":"Bestiary 2","spell":["Chain Lightning","Horrid Wilting","Hydraulic Torrent","Control Water","Charm","Darkness","Invisibility","Water Walk"],"ac":40,"item":["+2 greater striking longspear"],"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":5,"reflex_save":29,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":27,"size":["Huge"],"name":"Water Yai","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[31,31,35,35],"attack_bonus":[30,33,33,35],"constitution":6,"immunity":["electricity"],"creature_family":"Oni","will_save":34,"speed":{"fly":40,"max":50,"land":40,"swim":50},"wisdom":9,"weakness":{},"creature_ability":["Attack of Opportunity","Shocking Douse","Change Shape","Enveloping Kimono"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Nature","Performance"],"tradition":["Primal"],"summary":"Among the most powerful yai are those who emulate the form of storm giants . Rather than lord over their giant-kin like most oni, though, water yai …","trait_group":["Creature Type","Monster","Elemental","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=749","dexterity":6,"category":"creature","slug":"creature-749"},{"constitution":3,"primary_source_category":"Rulebooks","strength":0,"hp":35,"immunity":["acid","critical hits","mental","precision","unconscious","visual"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Ooze","will_save":3,"charisma":-5,"speed":{"climb":5,"max":10,"land":5,"swim":10},"perception":3,"wisdom":0,"weakness":{"area":3,"fire":3},"creature_ability":["Motion Sense","Swarming Slither","Weak Acid"],"skill":["Stealth"],"stealth":"1","trait":["Amphibious","Mindless","Ooze","Swarm","N","Large"],"id":"creature-750","text":" Amoeba Swarm An amoeba swarm consists of thousands of individual single-celled organisms held together by acrid-smelling slime. As ravenous as they are mindless, amoeba swarms use no tactics. Recall Knowledge - Ooze (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Amoeba Swarm Source Bestiary 2 pg. 192 Perception +3; motion sense 60 feet, no vision Languages Skills Stealth +1 Str +0 Dex -2 Con +3 Int -5 Wis +0 Cha -5 Motion Sense An amoeba swarm can sense nearby creatures through vibration and air or water movement. --- AC 9 Fort +8 Ref +1 Will +3 HP 35 Immunities acid, critical hits, mental, precision, unconscious, visual Resistances slashing 4, piercing 4 Weaknesses area 3, fire 3, splash damage 3 --- Speed 5 feet, climb 5 feet, swim 10 feet Swarming Slither Single Action The amoeba swarm slithers over each creature in its space, dealing 1d6 acid damage (DC 14 basic Reflex save). A creature that critically fails is sickened 1. Weak Acid An amoeba's acid damages only organic material—not metal, stone, or other inorganic substances. ","skill_mod":{"stealth":1},"summary":"An amoeba swarm consists of thousands of individual single-celled organisms held together by acrid-smelling slime. As ravenous as they are mindless, …","primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":9,"level":1,"source_category":["Rulebooks"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{"piercing":4,"slashing":4},"url":"/Monsters.aspx?ID=750","intelligence":-5,"reflex_save":1,"strongest_save":["fort","fortitude"],"dexterity":-2,"fortitude_save":8,"size":["Large"],"name":"Amoeba Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-750"},{"attack_bonus":[8],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":45,"immunity":["acid","critical hits","mental","precision","unconscious","visual"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Ooze","will_save":5,"charisma":-5,"speed":{"climb":10,"max":10,"land":10,"swim":10},"perception":4,"wisdom":0,"weakness":{"slashing":5},"creature_ability":["Motion Sense","Constrict","Envelop","Weak Acid"],"skill":["Athletics","Stealth"],"stealth":"3","trait":["Amphibious","Mindless","Ooze","N","Small"],"id":"creature-751","text":" Giant Amoeba These blobs of nearly transparent protoplasm are identical in form and behavior to the microscopic creatures from which they have evolved, except their outlandish size makes them all the more dangerous. Unlike slimes, puddings, and other deadly oozes, giant amoebas have an outer membrane that contains their internal structures, making them more susceptible to slashing weapons than their amorphous kin. However, this membrane is also extremely flexible and permeable, allowing them to surround prey and absorb it, suffocating and slowly digesting it in the amoeba's acidic fluids. Recall Knowledge - Ooze (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Amoeba Source Bestiary 2 pg. 192 Perception +4; motion sense 60 feet, no vision Languages Skills Athletics +6, Stealth +3 Str +3 Dex -2 Con +2 Int -5 Wis +0 Cha -5 Motion Sense A giant amoeba can sense nearby creatures through vibration and air or water movement. --- AC 8 Fort +7 Ref +3 Will +5 HP 45 Immunities acid, critical hits, mental, precision, unconscious, visual Weaknesses slashing 5 --- Speed 10 feet, climb 10 feet, swim 10 feet Melee Single Action pseudopod +8, Damage 1d6 acid plus Grab Constrict Single Action 1d4 bludgeoning plus 1d4 acid, DC 17 Envelop Three Actions Requirements The giant amoeba begins its turn with a target its size or smaller grabbed; Effect The giant amoeba maintains the Grab and extends pseudopods to surround the creature and pull it inside the amoeba's body. This thereafter has the same effect as if the amoeba had Engulfed the creature (DC 17, 1d6 acid, Escape DC 17, Rupture 3). Weak Acid A giant amoeba's acid damages only organic material—not metal, stone, or other inorganic substances. ","skill_mod":{"stealth":3,"athletics":6},"summary":"These blobs of nearly transparent protoplasm are identical in form and behavior to the microscopic creatures from which they have evolved, except …","image":["/Images/Monsters/Ooze_GiantAmoeba.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":8,"level":1,"source_category":["Rulebooks"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=751","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-2,"fortitude_save":7,"size":["Small"],"name":"Giant Amoeba","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-751"},{"attack_bonus":[8],"constitution":5,"primary_source_category":"Rulebooks","strength":3,"hp":60,"immunity":["critical hits","mental","precision","unconscious","visual"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Ooze","will_save":4,"charisma":-5,"speed":{"climb":10,"max":10,"land":10},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Slime Rot"],"skill":["Athletics","Stealth"],"stealth":"6","trait":["Fungus","Mindless","Ooze","N","Large"],"id":"creature-752","text":" Slime Mold A slime mold appears as a mound of earth and detritus covered in a thick layer of fungus that exudes a faint stink of decay. The fungus actually shares a symbiotic relationship with the slime mold, serving as an external digestive system while gaining access to the nutrients it needs. The ooze remains perfectly still until living prey passes within reach, then it lashes out with disgusting pseudopods. With a touch, a slime mold can infect its prey with a foul contagion known as slime rot, a horrific disease that painfully breaks down a victim's flesh. At first, the disease manifests as painful rashes and agonized joints. In the later stages, though, the flesh of the affected creature actually begins to liquefy and run in rivulets as the creature's spores continue to work. Death, when it occurs, swiftly causes the resulting body to split open and release a brand new slime mold. Recall Knowledge - Fungus (Nature): DC 16 Recall Knowledge - Ooze (Occultism): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Slime Mold Source Bestiary 2 pg. 193 Perception +6; motion sense 60 feet, no vision Languages Skills Athletics +7, Stealth +6 Str +3 Dex +0 Con +5 Int -5 Wis +0 Cha -5 Motion Sense A slime mold can sense nearby creatures through vibration and air or water movement. --- AC 12 Fort +11 Ref +3 Will +4 HP 60 Immunities critical hits, mental, precision, unconscious, visual --- Speed 10 feet, climb 10 feet Melee Single Action pseudopod +8, Damage 1d8+3 bludgeoning plus slime rot Slime Rot (Disease) Saving Throw DC 18 Fortitude; Onset 1d4 days; Stage 1 enfeebled 1 and sickened 1 (1 day); Stage 2 as stage 1 (1 day); Stage 3 drained 1, enfeebled 2, and sickened 2 (1 day); Stage 4 as stage 3 (1 day); Stage 5 drained 2 plus unconscious (no Perception check to wake up) (1 day); Stage 6 dead, and the body erupts to release a new slime mold Slime Mold Fungi The particularly foul environments in which slime molds dwell are conducive to the growth of extremely potent and dangerous mushrooms and other fungi. A dead slime mold can be a source of enough materials to produce a few doses of deathcap powder or other types of poison. Some creatures, such as deros or those with inherent immunity to disease, cultivate slime molds in order to harvest these materials. ","skill_mod":{"stealth":6,"athletics":7},"summary":"A slime mold appears as a mound of earth and detritus covered in a thick layer of fungus that exudes a faint stink of decay. The fungus actually …","image":["/Images/Monsters/Ooze_SlimeMold.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":12,"level":2,"source_category":["Rulebooks"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=752","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":11,"size":["Large"],"name":"Slime Mold","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-752"},{"attack_bonus":[13],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":60,"immunity":["acid","critical hits","mental","precision","unconscious","visual"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Ooze","will_save":8,"charisma":-5,"speed":{"climb":10,"max":10,"land":10},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Puddled Ambush","Constrict","Gray Ooze Acid"],"skill":["Athletics","Stealth"],"stealth":"10","trait":["Mindless","Ooze","N","Medium"],"id":"creature-753","text":" Gray Ooze These dangerous oozes are the bane of any who travel through swamps, marshes, or damp caves. Easily masquerading as pools of clear water or patches of wet stone, gray oozes lie in wait for unwary victims to reach down for a drink or step into what appears to be a puddle, then lash out with whiplike pseudopods to ensnare and consume their hapless prey. Recall Knowledge - Ooze (Occultism): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Gray Ooze Source Bestiary 2 pg. 194 Perception +8; motion sense 60 feet, no vision Languages Skills Athletics +11, Stealth +10 Str +5 Dex +2 Con +4 Int -5 Wis +0 Cha -5 Motion Sense A gray ooze can sense nearby creatures through vibration and air or water movement. Puddled Ambush Reaction Trigger A creature enters a space occupied by a gray ooze; Requirements Initiative has not yet been rolled; Effect The gray ooze automatically notices the creature, then makes a pseudopod Strike against one creature adjacent to itself before rolling initiative. --- AC 14 Fort +12 Ref +10 Will +8 HP 60 Immunities acid, critical hits, mental, precision, unconscious, visual Resistances slashing 5, piercing 5 --- Speed 10 feet, climb 10 feet Melee Single Action pseudopod +13 (Agile), Damage 1d6+5 bludgeoning plus 1d6 acid and Grab Constrict Single Action 1d6 bludgeoning plus 1d6 acid, DC 21 Gray Ooze Acid A gray ooze's acid damages only metal and organic materials, not stone. Gray Ooze Adaptability Gray oozes have shown the astounding ability to overcome environmental challenges by changing their qualities. For example, some gray oozes have adapted to fully aquatic environments, replacing their movement with a swim speed and gaining a paralytic poison similar to that of gelatinous cubes. Other gray oozes have become charged with psychic energy, gaining the ability to cause nearby creatures to become confused, fascinated, or frightened for a short time. ","skill_mod":{"stealth":10,"athletics":11},"summary":"These dangerous oozes are the bane of any who travel through swamps, marshes, or damp caves. Easily masquerading as pools of clear water or patches …","primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":14,"level":4,"source_category":["Rulebooks"],"sense":"motion sense 60 feet, no vision","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=753","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":12,"size":["Medium"],"name":"Gray Ooze","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12],"slug":"creature-753"},{"attack_bonus":[15],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":157,"immunity":["acid","critical hits","mental","piercing","precision","slashing","unconscious","visual"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Ooze","will_save":10,"charisma":-5,"speed":{"max":15,"land":15},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Corrosive Surface","Enliven Foliage","Split","Constrict","Sleep Gas","Verdurous Ooze Acid"],"skill":["Athletics","Stealth"],"stealth":"4","trait":["Mindless","Ooze","N","Medium"],"id":"creature-754","text":" Verdurous Ooze Verdurous oozes are found in temperate forests, warm jungles, or other places where plant life grows in abundance. Unlike many types of oozes, verdurous oozes are not particularly good climbers and have been known to get trapped in natural or artificial chasms. Warlords and wizards sometimes make use of that fact and keep verdurous oozes as guardians in pits around the walls of their fortresses or towers. Recall Knowledge - Ooze (Occultism): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Verdurous Ooze Source Bestiary 2 pg. 194 Perception +8; motion sense 60 feet, no vision Languages Skills Athletics +15, Stealth +4 Str +5 Dex -4 Con +5 Int -5 Wis +0 Cha -5 Motion Sense A verdurous ooze can sense nearby creatures through vibration and air or water movement. --- AC 12 Fort +17 Ref +8 Will +10 HP 157 Immunities acid, critical hits, mental, piercing, precision, slashing, unconscious, visual Corrosive Surface A creature that hits a verdurous ooze with a metal weapon or unarmed attack must attempt a DC 21 Reflex save. On a failure, the weapon or creature takes 2d4 acid damage (after dealing damage to the ooze as normal). Thrown weapons take this damage automatically with no save. Enliven Foliage (aura, primal, transmutation) 20 feet. The verdurous ooze constantly emits supernatural vapors that cause nearby plants to grow rapidly and writhe and grasp at anything and everything within the emanation. This area becomes difficult terrain for non–verdurous ooze creatures. When a creature starts its turn in this aura, it must succeed at a DC 21 Reflex save or take a –10-foot circumstance penalty to its Speeds until it leaves the emanation. Split When a verdurous ooze that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push). --- Speed 15 feet Melee Single Action pseudopod +15, Damage 2d6+7 bludgeoning plus 1d6 acid and Grab Constrict Single Action 2d6 bludgeoning plus 1d6 acid, DC 24 Sleep Gas Two Actions (Incapacitation, Mental, Poison, Sleep) The verdurous ooze adjusts its aura of supernatural vapors to affect living creatures within a 20-foot emanation, forcing them to attempt a DC 24 Will save. Critical Success The creature is unaffected and becomes temporarily immune to Sleep Gas for 24 hours. Success The creature is stupefied 1 for 1 round. Failure The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically. Critical Failure The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically. Verdurous Ooze Acid A verdurous ooze's acid damages only metal and flesh—not bone, stone, or other materials. Verdurous Congregation When verdurous oozes gather in sufficient number, they can merge together into conjoined forms. These enlarged blobs develop red and white connecting vessels that pulse hideously as thick, green fluid moves within them. While conjoined, the oozes move as one creature. Their usual enliven foliage and sleep gas auras double in size, and they become even more aggressive, feeding voraciously on any metal or flesh they can find. ","skill_mod":{"stealth":4,"athletics":15},"summary":"Verdurous oozes are found in temperate forests, warm jungles, or other places where plant life grows in abundance. Unlike many types of oozes, …","image":["/Images/Monsters/Ooze_VerdurousOoze.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":12,"level":6,"source_category":["Rulebooks"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=754","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":-4,"fortitude_save":17,"size":["Medium"],"name":"Verdurous Ooze","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-754"},{"attack_bonus":[26],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":300,"immunity":["acid","critical hits","mental","piercing","precision","slashing","sonic","unconscious","visual"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Ooze","will_save":19,"charisma":-5,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":23,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Split","Reactive Strikes","Carnivorous Blob Acid","Constrict","Engulf"],"skill":["Athletics"],"trait":["Mindless","Ooze","N","Gargantuan"],"id":"creature-755","text":" Carnivorous Blob Carnivorous blobs are the ravenous spawn of shattered worlds far beyond the stars, born across the galaxy in inert form until they fall like meteorites onto unsuspecting worlds. These massive beings can lie dormant for years in desolate caverns or barren wastelands. When a carnivorous blob perceives living creatures nearby, it lurches to gelatinous life, seeking out and consuming every creature it can catch until it is destroyed or until it has been unable to locate food for 24 hours, at which point it returns to hibernation. Often, keeping food away from a carnivorous blob is the safest way to defeat it. The blob's ability to split into smaller oozes that might stay hidden after a fight means it can be hard to fully eradicate these mindless predators. Recall Knowledge - Ooze (Occultism): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Carnivorous Blob Source Bestiary 2 pg. 195 Perception +23; motion sense 240 feet, no vision Languages Skills Athletics +27 Str +8 Dex -3 Con +6 Int -5 Wis +0 Cha -5 Motion Sense A carnivorous blob can sense nearby creatures through vibration and air or water movement. --- AC 20 Fort +25 Ref +14 Will +19 HP 300 Immunities acid, critical hits, mental, piercing, precision, slashing, sonic, unconscious, visual Split When a carniverous blob that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push). Reactive Strikes Reaction Trigger The carnivorous blob takes damage from any source; Effect The blob makes a pseudopod Strike against an adjacent target. If an adjacent creature dealt the triggering damage, that creature is the target of this Reactive Strike. --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action pseudopod +26 (reach 30 feet), Damage 2d12+12 bludgeoning plus 2d6 acid and Grab Carnivorous Blob Acid A carnivorous blob's acid damages only flesh—not bone, stone, wood, or other materials— but is nonetheless devastating. Whenever a creature takes damage from this acid, it must succeed at a DC 33 Fortitude save or become drained 1 (drained 2 on a critical failure). On each subsequent failure, the drained condition value increases by 1 (or by 2 on a critical failure), to a maximum of drained 4. Constrict Single Action 2d12 bludgeoning plus 2d6 acid, DC 33 Engulf Two Actions DC 33, 4d10 acid, Escape DC 33, Rupture 20 ","skill_mod":{"athletics":27},"summary":"Carnivorous blobs are the ravenous spawn of shattered worlds far beyond the stars, born across the galaxy in inert form until they fall like …","image":["/Images/Monsters/Ooze_CarnivorousBlob.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":20,"level":13,"source_category":["Rulebooks"],"sense":"motion sense 240 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=755","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":-3,"fortitude_save":25,"size":["Gargantuan"],"name":"Carnivorous Blob","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[32],"slug":"creature-755"},{"attack_bonus":[23,23,23],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":170,"language":["Draconic"],"immunity":["fire","paralyzed","sleep"],"source":["Bestiary 2"],"type":"Creature","will_save":19,"charisma":3,"speed":{"max":30,"land":30,"swim":30},"perception":21,"wisdom":5,"weakness":{},"creature_ability":["Vulnerable Tail","Quill Thrust","Breath Weapon","Peluda Venom","Quill Barrage"],"skill":["Athletics","Intimidation"],"trait":["Dragon","Fire","LE","Large"],"id":"creature-756","text":" Peluda Peludas are wild and savage dragons that favor reedy marshlands, sparsely forested bogs, and river valleys for lairs. A single peluda typically claims a stretch of waterways a few miles in length, then systematically drives off any potential rivals so that the peluda can despoil the land as they please, leaving clawed footprints on muddy riverbanks, toppling trees, and impaling half-eaten corpses on their quills as trophies left to rot. They venture beyond their domains to hunt, roasting prey with their breath or pulverizing them with their tails, burning and killing for cruel sport before slithering, sated, back to their mucky lairs. Peludas despise weakness and loathe creatures smaller than themselves, especially humanoids, whom they see as fragile and soft, good only for eating or breaking. In contrast, peludas have a massive inferiority complex regarding more impressive creatures—especially larger and stronger dragons. Peludas will try anything to become stronger, including ingesting shiny coins, gems, and jewelry, which old folk tales claim will strengthen their quills and fire breath. Recall Knowledge - Dragon (Arcana): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Peluda Source Bestiary 2 pg. 196 Perception +21; darkvision Languages Draconic Skills Athletics +23, Intimidation +19 Str +7 Dex +3 Con +5 Int -2 Wis +5 Cha +3 --- AC 30 Fort +21 Ref +17 Will +19 +1 status to all saves vs. magic HP 170 Immunities fire, paralyzed, sleep Vulnerable Tail If the peluda takes 30 or more slashing damage from a critical hit, the attacker severs the peluda's tail. The peluda takes 2d6 persistent bleed damage and can't make tail attacks until their tail grows back (in about 1 week). Quill Thrust Reaction Trigger A creature within 10 feet attempts a melee Strike against the peluda; Effect The peluda shifts their position and makes a quill Strike against the attacking creature. This Strike doesn't count toward the peluda's multiple attack penalty, and the peluda's multiple attack penalty doesn't apply to this Strike. --- Speed 30 feet, swim 30 feet Melee Single Action jaws +23 (reach 10 feet), Damage 2d12+13 piercing Melee Single Action quill +23 (Agile, reach 10 feet), Damage 2d6 piercing plus peluda venom Melee Single Action tail +23 (reach 15 feet, versatile piercing), Damage 2d6+13 bludgeoning plus Improved Knockdown Breath Weapon Two Actions (Evocation, Fire, Primal) The peluda breathes a torrent of flames that deals 7d10 fire damage in a 60-foot line (DC 29 basic Reflex save). They can't use their Breath Weapon again for 1d4 rounds. Peluda Venom (Poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison and flat-footed (1 round); Stage 2 2d6 poison, enfeebled 1, and flat-footed (1 round); Stage 3 2d6 poison, enfeebled 2, and flat-footed (1 round) Quill Barrage Two Actions The peluda bristles their quills and shakes, sending dozens of spear-like barbs in every direction. All creatures within 30 feet take 11d6 piercing damage (DC 29 basic Reflex save) and are exposed to peluda venom if they take any damage. The peluda can't use Quill Barrage again for 1 minute. Peluda Patrons Occasionally a particularly cunning band of humanoids—typically lizardfolk or orcs—finds a way to assuage a local peluda's temper and then elevate the dragon to the status of a local liege, patron, or even object of worship. Although peludas rarely have any actual affection for such servants, they revel in the submission of these weaker creatures and the gifts of gold and food they bring. ","element":["Fire"],"skill_mod":{"athletics":23,"intimidation":19},"summary":"Peludas are wild and savage dragons that favor reedy marshlands, sparsely forested bogs, and river valleys for lairs. A single peluda typically …","image":["/Images/Monsters/Peluda.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":30,"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=756","intelligence":-2,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Peluda","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,20,26],"slug":"creature-756"},{"attack_bonus":[14,14],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common"],"source":["Bestiary 2"],"type":"Creature","will_save":13,"charisma":3,"speed":{"fly":50,"max":50,"land":25},"perception":13,"wisdom":5,"weakness":{},"creature_ability":["Heart Ripper","Mimic Shadow"],"skill":["Acrobatics","Intimidation","Stealth"],"stealth":"11","trait":["Beast","CE","Medium"],"id":"creature-757","text":" Peryton The peryton is an amalgam of horror, merging the features of a stag, wolf, and hawk. They love using shadows to stalk their victims before ripping out their still-beating hearts and relishing the dying pulse as they swallow them whole, so the doomed victims spends their last moments watching as their flesh is consumed. Despite perytons' animalistic appearance and brutal behavior, they are viciously cunning and as intelligent as humans. Their preferred tactic is to find a lone traveler and stalk it from on high. Most perytons are loners who loathe all other creatures. These feelings extend to other perytons as well, and adult males attack each other on sight as surely as they attack anything else. Once per year, perytons mate. The males offer up hearts they have collected from humanoids to attract females. Those that manage to secure a mate rarely survive long though, as their mating ritual is short and violent. Female perytons generally abandon their eggs after laying them, so newly hatched perytons must fend for themselves from the moment they emerge. A lone peryton typically builds a nest in a rocky overhang or an exceptionally tall and strong tree where they can observe nearby lands. Although they aren't particularly interested in wealth, perytons do like to collect small objects from their victims. During those times between hunts, they sometimes study these trophies in order to relive the memories of victims' last moments and the taste of victims' hearts. Recall Knowledge - Beast (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Peryton Source Bestiary 2 pg. 197 Perception +13; darkvision Languages Common Skills Acrobatics +11, Intimidation +11, Stealth +11 Str +4 Dex +3 Con +2 Int +0 Wis +5 Cha +3 --- AC 21 Fort +8 Ref +11 Will +13 HP 60 --- Speed 25 feet, fly 50 feet Melee Single Action antler +14 (deadly d8), Damage 1d12+7 piercing Melee Single Action fangs +14 (Agile), Damage 1d8+7 slashing Heart Ripper Single Action (Attack, Emotion, Fear, Visual) The peryton rips out the heart of an adjacent corpse with their jaws. The creature must have died in the last minute. As the peryton rips the heart free and swallows it whole, they regain 2d6 HP, and any non-peryton that witnesses this event must succeed at a DC 21 Will save or become frightened 1 (or frightened 2 on a critical failure). Mimic Shadow Single Action (Necromancy, Occult, Shadow) Requirements The target must be casting a shadow; Effect The peryton Flies, going no higher than 20 feet over the target creature. The target creature must succeed at a DC 21 Will save or the peryton's shadow changes to match that cast by the target creature. With their shadow so transformed, the peryton gains a +2 status bonus to attack and damage rolls against that creature. In addition, each time the peryton successfully Strikes that creature, the creature must succeed at a DC 21 Will save or become frightened 1, or increase its frightened condition by 1 if it's already frightened. This is an emotion and fear effect. The shadow remains transformed for 1 hour or until the peryton Mimics a Shadow again, whichever comes first. Peryton Flocks On rare occasions, a peryton flock forms at the lead of an alpha female. It lasts until the alpha makes a mistake that erodes her perceived power. Then the rest of the flock tears her apart. ","skill_mod":{"stealth":11,"intimidation":11,"acrobatics":11},"summary":"The peryton is an amalgam of horror, merging the features of a stag, wolf, and hawk. They love using shadows to stalk their victims before ripping …","image":["/Images/Monsters/Peryton.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=757","intelligence":0,"reflex_save":11,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Peryton","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,13],"slug":"creature-757"},{"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":22,"language":["see Planar Incarnation"],"source":["Bestiary 2"],"type":"Creature","will_save":7,"charisma":2,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Planar Incarnation"],"skill":["Athletics","Planar Lore"],"trait":["Petitioner","Any","Medium","Shade"],"id":"creature-758","text":" Petitioner When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife. Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls. Recall Knowledge - Petitioner (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Petitioner Source Bestiary 2 pg. 198 Perception +7; darkvision Languages see Planar Incarnation Skills Athletics +7, Planar Lore +7 Str +2 Dex +2 Con +2 Int +2 Wis +2 Cha +2 --- AC 15 Fort +7 Ref +7 Will +7 HP 22 --- Speed 25 feet Planar Incarnation All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane. Abaddon (the Hunted) The hunted appear as Medium sized versions of themselves from their prior lives, and they exist to be pursued and consumed by daemons; Alignment NE; Language Daemonic; Additional Ability fast healing 5; Melee fist +7, Damage 1d8+2 bludgeoning Abyss (the Larvae) The larvae appear as maggot-like grubs with the face the petitioners had in life; Alignment CE; Language Abyssal; Additional Ability immune to disease and poison; Melee jaws +7, Damage 1d8+2 piercing Astral Plane (the Untethered) The untethered appear as astrally projected versions of their mortal forms, yet they lack a silver cord; Alignment any; Language any one spoken in life (such as Common); Additional Ability fly Speed 20 feet; Melee fist +7, Damage 1d8+2 bludgeoning Axis (the Unmade) The unmade appear as parchment-skinned humanoids covered in lines of close black script; Alignment LN; Language Utopian; Additional Ability immune to emotion and fear; Melee fist +7, Damage 1d8+2 bludgeoning Boneyard (the Dead) The dead appear as animated skeletons of the type of creature they were when they were alive; Alignment N; Language Requian; Additional Ability resist piercing and slashing 3; Melee claw +7, Damage 1d8+2 slashing Dead Vault (the Caged) The caged are sent to Rovagug's prison plane, the Dead Vault; they appear as chained versions of their mortal bodies, save that their faces are hideous insectile visages; Alignment CE; Language Abyssal; Additional Ability Rend Single Action bite; Melee bite +7, Damage 1d8+2 piercing Dimension of Dreams (the Dreamers) The dreamers appear as their ideal appearance, age, and gender from their mortal bodies; Alignment any; Language Aklo; Additional Ability +1 circumstance bonus on all saving throws; Melee fist +7, Damage 1d8+2 bludgeoning Elysium (the Chosen) The chosen appear as idealized versions of their mortal selves with glowing eyes; Alignment CG; Language Celestial; Additional Ability immune to blindness and dazzled; Melee fist +7, Damage 1d8+2 bludgeoning Ethereal Plane (the Terrorized) The terrorized appear as sickly, haunted-looking versions of their mortal selves; Alignment any; Language any one spoken in life (such as Common); Additional Ability immune to bleed and death effects; Melee fist +7, Damage 1d8+2 bludgeoning Heaven (the Elect) The elect have golden halos and ghostly wings, but they otherwise appear as their mortal forms; Alignment LG; Language Celestial; Additional Ability fly Speed 20 feet; Melee wing +7, Damage 1d8+2 bludgeoning Hell (the Damned) The damned look like terribly scarred or mutilated versions of their mortal selves; Alignment LE; Language Infernal; Additional Ability immune to fire; Melee jaws +7, Damage 1d8+2 piercing Maelstrom (the Shapeless) The shapeless appear as half-melted reflections of their former mortal selves; Alignment CN; Language Protean; Additional Ability immune to critical hits and precision; Melee fist +7, Damage 1d8+2 bludgeoning Material Plane (the Remnants) The remnants are among the rarest of petitioners; they appear as plain, bland versions of the ancestry of their mortal lives; Alignment any; Language any one spoken in life (such as Common); Additional Ability ferocity; Melee fist +7, Damage 1d8+2 bludgeoning Nirvana (the Cleansed) The cleansed take on animal forms that match their personalities in life; Alignment NG; Language Celestial; Additional Ability speed 35 feet; Melee claw +7, Damage 1d8+2 slashing Plane of Air (the Air Pneuma) Air pneuma appear as versions of their mortal selves composed of air; Alignment any; Language Auran; Additional Ability fly Speed 20 feet; Melee gust +7 (air), Damage 1d8+2 bludgeoning Plane of Earth (the Earth Pneuma) Earth pneuma appear as versions of their mortal selves built of earth or stone; Alignment any; Language Terran; Additional Ability burrow Speed 20 feet; Melee fist +7 (earth), Damage 1d8+2 bludgeoning Plane of Fire (the Fire Pneuma) Fire pneuma appear as versions of their mortal selves shaped from flame; Alignment any; Language Ignan; Additional Ability immunity to fire; Melee cinder +7 (fire), Damage 1d8+2 fire Plane of Water (the Water Pneuma) Water pneuma appear as versions of their mortal selves formed of flowing water; Alignment any; Language Aquan; Additional Ability amphibious, swim Speed 20 feet; Melee current +7 (water), Damage 1d8+2 bludgeoning Positive Energy Plane (the Enlightened) The enlightened appear as diaphanous, radiant versions of their mortal selves; Alignment any good; Language Jyoti; Additional Ability fast healing 5; Melee glowing touch +7, Damage 1d8+2 positive Shadow Plane (the Mutilated) The mutilated appear as they did in their mortal lives, yet are covered in wounds or partially adorned or wrapped in chains; Alignment any evil; Language Shadowtongue; Additional Ability immune to bleed and fear; Melee chain +7, Damage 1d8+2 bludgeoning First World Petitioners A soul sent to the First World does not become a petitioner. Rather, they immediately reincarnate into a fey creature whose temperament and role match their mortal personalities. This process tends to leave souls who incarnate into the First World with slightly more fragments of memories than most petitioners, yet still not enough that they remember who they once were. Other Petitioners Each plane (save the Negative Energy Plane) has its own category of petitioner, but not every plane or demiplane present in the Pathfinder setting is listed here. Certainly, planes of your own design aren't represented! You can use the wide range of petitioner types and descriptions here as templates or inspiration for creating new types of petitioners: each needs a name, appearance, alignment, language, additional ability, and attack. For instance, Desna maintains a demiplane called Cynosure that straddles the Material Plane and Elysium. Petitioners on Cynosure are known as the chosen dreamers, and they appear as idealized and softly glowing versions of their mortal selves; they are chaotic good, speak Celestial, are immune to confusion and stupefied, and deal bludgeoning damage with their fists. ","skill_mod":{"athletics":7},"summary":"When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma , the goddess of the dead. Once they …","image":["/Images/Monsters/Petitioner.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=758","intelligence":2,"reflex_save":7,"strongest_save":["fort","fortitude","ref","reflex","will"],"dexterity":2,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Petitioner","alignment":"Any","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-758"},{"remaster_name":["Naari Pyrochemist"],"primary_source_category":"Rulebooks","strength":0,"hp":18,"language":["Common","Ignan"],"source":["Bestiary 2"],"type":"Creature","charisma":1,"perception":3,"trait":["Human","Humanoid","Ifrit","LE","Medium"],"id":"creature-759","text":" Ifrit Ifrits' blood blazes with elemental fire. Most ifrits are second-class citizens who serve under the iron heel of the efreeti and their Dominion of Flame, but those born outside the efreet hierarchy or who choose to flee it live lives of passion in search of fame, glory, and power. Ifrits are fond of fire, but this doesn't mean they all embrace fire's destructive nature. Those who seek more productive roles in a society find inspiration in the way flames flit and dance, and they pride themselves in their skills as acrobats or dancers. The church of Sarenrae particularly welcomes ifrit fire dancers, both in appreciation of their skill and to help ensure these ifrits have a safe place apart from their more violent kin. But by and large, ifrits are drawn to professions and callings that allow them to wallow in the glories of fire. Ifrit pyrochemists apply this calling to alchemical teachings, seeing purity in every single bomb thrown or conflagration lit. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Ifrit Pyrochemist Source Bestiary 2 pg. 200 Perception +3 Languages Common, Ignan Skills Acrobatics +6, Crafting +6, Intimidation +4, Nature +3, Survival +3, Thievery +6 Str +0 Dex +3 Con +2 Int +3 Wis +0 Cha +1 Infused Items An ifrit pyrochemist carries the following infused items, which last for 24 hours or until the next time the pyrochemist makes their daily preparations: lesser alchemist's fire (5), lesser elixir of life (2), lesser smokestick. Items Alchemist's Tools, Dagger, Flint and Steel, formula book, Studded Leather Armor --- AC 18 Fort +5 Ref +6 Will +3 HP 18 Resistances fire 1 --- Speed 25 feet Melee Single Action dagger +8 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4 piercing Ranged Single Action lesser alchemist's fire +8 (range increment 30 feet), Damage 1d8 fire plus 1 persistent fire damage and 1 fire splash damage Primal Innate Spells DC 16, attack +8 - Cantrips (1st) Produce Flame Quick Bomber Single Action The ifrit pyrochemist draws an alchemical bomb with an Interact action and throws it as a ranged Strike. ","skill_mod":{"nature":3,"thievery":6,"crafting":6,"survival":3,"intimidation":4,"acrobatics":6},"image":["/Images/Monsters/PlanarScion_Ifrit.png"],"primary_source":"Bestiary 2","spell":["Produce Flame"],"ac":18,"item":["Alchemist's Tools","Dagger","Flint and Steel","formula book","Studded Leather Armor"],"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"resistance":{"fire":1},"intelligence":3,"reflex_save":6,"strongest_save":["ref","reflex"],"fortitude_save":5,"size":["Medium"],"name":"Ifrit Pyrochemist","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[2,4],"attack_bonus":[8,8],"constitution":2,"creature_family":"Geniekin","spell_attack_bonus":[8],"will_save":3,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Infused Items","Quick Bomber"],"skill":["Acrobatics","Crafting","Intimidation","Nature","Survival","Thievery"],"tradition":["Primal"],"summary":"Ifrits' blood blazes with elemental fire. Most ifrits are second-class citizens who serve under the iron heel of the efreeti and their Dominion of …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=759","dexterity":3,"category":"creature","slug":"creature-759"},{"attack_bonus":[6,9],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":20,"language":["Common","Terran"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Geniekin","will_save":5,"charisma":0,"speed":{"max":20,"land":20},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block","Power Attack"],"skill":["Athletics","Crafting","Medicine","Society","Survival"],"trait":["Human","Humanoid","Oread","LN","Medium"],"id":"creature-760","text":" Oread Elemental earth laces through the bones of oreads, who appear similar to stone statues of their mortal ancestry, with delicate crystals in place of hair, fur, or scales. Oreads are stoic and slow to plan but are of steadfast resolve and unwavering in their convictions. The typical oread cherishes quiet seclusion. Yet as they age, many oreads find themselves inexplicably drawn to some far-flung location with a pull like that exerted on the needle of a compass—intangible, constant, and ultimately irresistible. The destination of this mysterious pilgrimage is unique to each oread, though it usually ends in some place of great mystical power, natural splendor, or esoteric learning. Most oreads are drawn to a place with which they are somewhat familiar, but a rare few feel drawn to travel in a seemingly random direction, departing with only their hope that they'll discover whatever mystery lies at the end of their invisible path. Many oreads find that the role of a guard suits their personality well, for in such a role they can feel as if they are helping to promote order but also find time to stand vigil as lone sentinels over a specific portion of a fortification or a remote location on a wilderness trail. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Oread Guard Source Bestiary 2 pg. 201 Perception +7 Languages Common, Terran Skills Athletics +7, Crafting +3, Medicine +5, Society +3, Survival +5 Str +4 Dex +1 Con +2 Int +0 Wis +2 Cha +0 Items Bastard Sword, Full Plate, light hammer, Steel Shield (Hardness 5, HP 20, BT 10) --- AC 19 (21 with shield raised) Fort +7 Ref +6 Will +5 HP 20 Attack of Opportunity Reaction Shield Block Reaction --- Speed 20 feet Melee Single Action bastard sword +9 (two-hand d12), Damage 1d8+4 slashing Ranged Single Action light hammer +6 (Agile, thrown 20 feet), Damage 1d6+4 bludgeoning Power Attack Two Actions Frequency once per round; Effect The guard makes a melee Strike. This counts as two attacks when calculating the guard's multiple attack penalty. If this Strike hits, the guard deals an extra die of weapon damage. ","skill_mod":{"society":3,"crafting":3,"survival":5,"medicine":5,"athletics":7},"summary":"Elemental earth laces through the bones of oreads, who appear similar to stone statues of their mortal ancestry, with delicate crystals in place of …","image":["/Images/Monsters/PlanarScion_Oread.png"],"primary_source":"Bestiary 2","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":19,"item":["Bastard Sword","Full Plate","light hammer","Steel Shield (Hardness 5, HP 20, BT 10)"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=760","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":7,"size":["Medium"],"name":"Oread Guard","alignment":"LN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-760"},{"attack_bonus":[7],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":16,"language":["Aquan","Auran","Common","Ignan","Terran"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Geniekin","spell_attack_bonus":[9],"will_save":5,"charisma":4,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Elemental Bulwark","Elemental Assault"],"skill":["Acrobatics","Deception","Diplomacy","Occultism","Performance","Society"],"trait":["Human","Humanoid","Suli","N","Medium"],"id":"creature-761","text":" Suli Because their genie forebears are native to the Material Plane, sulis (scions of mortals and jann) are by and large the most common geniekin on the Material Plane. They are often artisans and peace brokers, compelled to try and bring harmony and balance in a world wrought with discord. Sulis have a natural charm that often eludes other geniekin, but tend to layer on a level of boastful pride or even arrogance as a personal quirk or humorous facade. Few non-sulis realize that bragging is not simply the symptom of a puffed-up ego for sulis, but instead is a cultural institution easily comparable to human poetry. Sulis' boasts not only glorify themselves, but also secure their companions' and families' accomplishments in history, with the ultimate goal of spinning stories that will be retold for generations. This is especially true for sulis who have lived with other geniekin and have been seen as lesser for not having a strong connection to an Elemental Plane. Suli dune dancers are but one way these geniekin seek to integrate with other humanoid societies. They work to hone their skills at boasting to an extent that their claims help to bolster those they travel with. Suli from regions other than deserts adjust their names to match their terrains, but regardless of whether they prefer forests, hills, or arctic plains, their boasts remain as compelling. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Suli Dune Dancer Source Bestiary 2 pg. 202 Perception +5 Languages Aquan, Auran, Common, Ignan, Terran Skills Acrobatics +5, Deception +6, Diplomacy +7, Occultism +4, Performance +7, Society +4 Str +2 Dex +2 Con +0 Int +1 Wis +0 Cha +4 Items Scimitar, tambourine --- AC 15 Fort +3 Ref +5 Will +5 HP 16 Elemental Bulwark Reaction Trigger An enemy is about to damage the dune dancer with cold, electricity, or fire, or with a spell that has the air, earth, fire, or water trait; Effect The dune dancer gain resistance 2 against the triggering damage. --- Speed 25 feet Melee Single Action scimitar +7 (Forceful, Sweep), Damage 1d6+2 slashing Occult Spontaneous Spells DC 17, attack +9 - Cantrips (1st) Detect Magic, Guidance, Inspire Courage, Mage Hand, Shield, Telekinetic Projectile - 1st Color Spray, Soothe, True Strike (2 slots) Elemental Assault Two Actions Elemental magic fills the dune dancer's body or weapon. The dune dancer chooses one element and makes a melee Strike. The Strike deals an additional 1d4 damage of the indicated type and has the trait corresponding to the element: Air electricity, Earth bludgeoning, Fire fire, or Water cold. ","tradition":["Occult"],"skill_mod":{"society":4,"diplomacy":7,"performance":7,"deception":6,"occultism":4,"acrobatics":5},"summary":"Because their genie forebears are native to the Material Plane , sulis (scions of mortals and jann ) are by and large the most common geniekin on …","primary_source":"Bestiary 2","spell":["Color Spray","Soothe","True Strike","Detect Magic","Guidance","Inspire Courage","Mage Hand","Shield","Telekinetic Projectile"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":15,"item":["Scimitar","tambourine"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=761","intelligence":1,"reflex_save":5,"strongest_save":["ref","reflex","will"],"dexterity":2,"fortitude_save":3,"size":["Medium"],"name":"Suli Dune Dancer","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-761"},{"attack_bonus":[9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":17,"language":["Auran","Common"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Geniekin","will_save":8,"charisma":3,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Deflecting Gale","Sneak Attack","Surprise Attacker","Wind's Guidance"],"skill":["Acrobatics","Deception","Diplomacy","Society","Stealth","Thievery"],"stealth":"7","trait":["Human","Humanoid","Sylph","CG","Medium"],"id":"creature-762","text":" Sylph Born with elemental gales coursing through their breath, sylphs are wispy planar scions whose bodies seem caught in a perpetual, gentle breeze. Born of unions between mortals and djinn, sylphs are quick-witted and creative, but they are prone to flights of fancy and tend to be easily distracted. Sylphs are notorious for their practice of “listening to the wind,” which most others dismiss as a fancy name for eavesdropping. Yet this custom means much more to sylphs, who spend hours listening to the stories brought to them on the proverbial breeze. While some less scrupulous sylphs may use the information they learn to blackmail or abuse others, most of them see listening to the wind as their way of staying connected to the world around them while still keeping it comfortably at arm's length. Certainly the typical sylph sneak doesn't seek to use what they learn for ill, but instead tries to warn others of dangers yet unrealized or to prepare themself for a dangerous task. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Sylph Sneak Source Bestiary 2 pg. 202 Perception +5 Languages Auran, Common Skills Acrobatics +7, Deception +6, Diplomacy +6, Society +4, Stealth +7, Thievery +7 Str +0 Dex +4 Con +1 Int +1 Wis +0 Cha +3 Items Leather Armor, Starknife --- AC 18 Fort +4 Ref +9 Will +8 HP 17 Deflecting Gale Reaction (air, evocation, primal) Trigger The sylph sneak is the target of a physical ranged attack; Requirements The sylph sneak is aware of the attack; Effect A swift gale whips up between the sylph sneak and the source of the ranged attack, giving the sneak a +3 status bonus to AC against the triggering attack. If the attack misses, the wind deflected it. The wind can't deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts). --- Speed 25 feet Melee Single Action starknife +9 (Agile, deadly d6, Finesse, versatile S), Damage 1d4+4 Ranged Single Action starknife +9 (Agile, deadly d6, thrown 30 feet, versatile S), Damage 1d4+1 Sneak Attack The sylph sneak's Strikes deal 1d6 extra precision damage to flat-footed creatures. Surprise Attacker On the first round of combat, creatures that haven't acted yet are flat-footed to the sylph sneak. Wind's Guidance When the sylph sneak attacks with a thrown weapon, the range increment increases by 10 feet. ","skill_mod":{"society":4,"diplomacy":6,"deception":6,"thievery":7,"stealth":7,"acrobatics":7},"summary":"Born with elemental gales coursing through their breath, sylphs are wispy planar scions whose bodies seem caught in a perpetual, gentle breeze. Born …","image":["/Images/Monsters/PlanarScion_Sylph.png"],"primary_source":"Bestiary 2","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":18,"item":["Leather Armor","Starknife"],"level":1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=762","intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":4,"size":["Medium"],"name":"Sylph Sneak","alignment":"CG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,6],"slug":"creature-762"},{"attack_bonus":[7,7],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":15,"language":["Aquan","Common"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Geniekin","spell_attack_bonus":[9,9],"will_save":7,"charisma":4,"speed":{"max":25,"land":25,"swim":25},"perception":5,"wisdom":2,"weakness":{},"skill":["Arcana","Athletics","Diplomacy","Intimidation","Nature","Survival"],"trait":["Amphibious","Human","Humanoid","Undine","CG","Medium"],"id":"creature-763","text":" Undine Undines are infused with elemental water—the churning power of the briny deep flows through them. These planar scions are often athletic and lithe, but they are easily distracted by auditory sensations because of how much louder and clearer sound rings above the waves. Undines are perhaps the most settled of all geniekin, often forming communities along the coast or even on the water itself. In the latter case, they prefer to settle in ship-towns that sometimes number dozens of vessels in all shapes and sizes. The undines who fill these communities are similarly diverse, bringing aspects of multiple cultures together to form one whole. Ship-towns are permanent, but fluid—they grow, recede, and migrate constantly as undine families add their ships to or remove them from the flotilla. An undine town like this may remain at sea for years, its residents coming ashore only on rare occasions to collect wood for cookfires or to repair their homes. The paradoxically ever-shifting permanence of these communities reflects the undine virtues of adaptability and freedom, while also maintaining the prime importance of the community. Undine hydromancers are quite valued on these floating settlements, if only for their ability to create fresh drinking water while adrift on the sea. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Undine Hydromancer Source Bestiary 2 pg. 203 Perception +5 Languages Aquan, Common Skills Arcana +3, Athletics +3, Diplomacy +7, Intimidation +7, Nature +5, Survival +5 Str +0 Dex +2 Con +1 Int +0 Wis +2 Cha +4 Items Dagger --- AC 16 Fort +4 Ref +5 Will +7 HP 15 --- Speed 25 feet, swim 25 feet Melee Single Action dagger +7 (Agile, Finesse, versatile S), Damage 1d4 piercing Ranged Single Action dagger +7 (Agile, thrown 10 feet, versatile S), Damage 1d4 piercing Primal Spontaneous Spells DC 17, attack +9 - Cantrips (1st) Acid Splash, Detect Magic, Know Direction, Stabilize, Tanglefoot - 1st Create Water, Heal, Hydraulic Push Sorcerer Bloodline Spells DC 17, attack +9, (1 Focus Point) - 1st Elemental Toss\n","tradition":["Primal"],"skill_mod":{"diplomacy":7,"nature":5,"survival":5,"arcana":3,"athletics":3,"intimidation":7},"summary":"Undines are infused with elemental water—the churning power of the briny deep flows through them. These planar scions are often athletic and lithe, …","image":["/Images/Monsters/PlanarScion_Undine.png"],"primary_source":"Bestiary 2","spell":["Create Water","Heal","Hydraulic Push","Acid Splash","Detect Magic","Know Direction","Stabilize","Tanglefoot","Elemental Toss"],"trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":16,"item":["Dagger"],"level":1,"spell_dc":[17,17],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=763","intelligence":0,"reflex_save":5,"strongest_save":["will"],"dexterity":2,"fortitude_save":4,"size":["Medium"],"name":"Undine Hydromancer","alignment":"CG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2,2],"slug":"creature-763"},{"primary_source_category":"Rulebooks","strength":3,"hp":42,"language":["Abyssal","Celestial","Protean","<%UMR%37%%>telepathy (touch)<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":1,"perception":8,"stealth":"9","trait":["Monitor","Protean","CN","Small"],"id":"creature-764","text":" Akizendri Akizendris gnaw at sources of knowledge and lore, gleefully corrupting and altering them to vex scholars and sages across the planes with contradictions and untruths. These proteans appear as cackling, serpentine creatures with elongated crocodilian faces, luminous eyes, and arms that vanish at the elbows into swirling clouds of runes before reforming into solid talons. Akizendris amuse themselves by rearranging or deleting texts, placing insulting acrostics in poetic verses, and penning crude insults upon title pages. Libraries in such places as Heaven, Axis, and Hell are especially keen to avoid such contamination, knowing that their records are choice targets for every akizendri in existence. Recall Knowledge - Monitor (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Akizendri Source Bestiary 2 pg. 204 Perception +8; darkvision, entropy sense (imprecise) 30 feet Languages Abyssal, Celestial, Protean; telepathy (touch) Skills Acrobatics +9, Deception +10, Occultism +11, Society +10, Stealth +9, Thievery +9 Str +3 Dex +4 Con +1 Int +4 Wis +3 Cha +1 Entropy Sense (divination, divine, prediction) An akizendri can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the akizendri the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense. --- AC 19 Fort +6 Ref +11 Will +10 HP 42 (fast healing 1) Resistances precision 3, protean anatomy 6 Weaknesses lawful 3 Protean Anatomy (divine, transmutation) An akizendri's vital organs shift and change shape and position constantly. Immediately after the akizendri takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The akizendri is immune to polymorph effects unless it is a willing target. If blinded or deafened, the akizendri automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones. --- Speed 25 feet, fly 25 feet, swim 25 feet; freedom of movement Melee Single Action jaws +12 (Chaotic, Finesse, Magical), Damage 2d8+3 piercing plus 1d4 chaotic and garbled thoughts Melee Single Action tail +12 (Chaotic, Finesse, Magical), Damage 2d6+3 bludgeoning plus 1d4 chaotic and Grab Divine Innate Spells DC 20, attack +12 - Cantrips (2nd) Acid Splash, Daze, Ghost Sound, Mage Hand, Sigil - 1st Detect Alignment (at will, lawful only) - 3rd Glyph of Warding, Secret Page - Constant (4th) Freedom of Movement Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The akizendri takes on the appearance of any Small or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal. Constrict Single Action 1d8+3 bludgeoning, DC 20 Garbled Thoughts (Divine, Emotion, Enchantment, Mental) A creature hit by the akizendri's bite Strike must attempt a DC 20 Will save. Success The creature is unaffected. Failure The creature is stupefied 1 for 1d4 rounds. Critical Failure As failure, but the creature is also confused for 1 round. Text Immersion (Divine, Transmutation) When the akizendri casts secret page , it can physically immerse itself in the text, changing the message of the text in the process. It can exit the book at any point by Dismissing secret page , at which point it appears in a space adjacent to the text. If it does so to begin combat, it rolls a Deception check for initiative. As long as it remains immersed in the text, the akizendri has no body. It can communicate telepathically with a creature as long as the creature touches the book or scroll that contains the secret page. It can sense nearby creatures using its entropy sense, but not in any other way, nor can it use any attack, manipulate, or move actions or speak aloud. If the object it is immersed in is destroyed, the akizendri reappears in an adjacent square and is stunned 1. Vandals of Chaos Those who seek secret knowledge beyond their means to purchase can bargain with akizendris to provide them with rare tomes in exchange for delivering the immersed akizendri into a library via another book. From there, the akizendri can vandalize books to its heart's content without being detected. ","skill_mod":{"society":10,"deception":10,"thievery":9,"stealth":9,"occultism":11,"acrobatics":9},"image":["/Images/Monsters/Protean_Akizendri.png"],"primary_source":"Bestiary 2","spell":["Glyph of Warding","Secret Page","Detect Alignment","Acid Splash","Daze","Ghost Sound","Mage Hand","Sigil","Freedom of Movement"],"ac":19,"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" darkvision , entropy sense (imprecise) 30 feet","resistance":{"precision":3},"intelligence":4,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Akizendri","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"attack_bonus":[12,12],"constitution":1,"creature_family":"Protean","spell_attack_bonus":[12],"will_save":10,"speed":{"fly":25,"max":25,"land":25,"swim":25},"wisdom":3,"weakness":{"lawful":3},"creature_ability":["Entropy Sense","Protean Anatomy","Change Shape","Constrict","Garbled Thoughts","Text Immersion"],"skill":["Acrobatics","Deception","Occultism","Society","Stealth","Thievery"],"tradition":["Divine"],"summary":"Akizendris gnaw at sources of knowledge and lore, gleefully corrupting and altering them to vex scholars and sages across the planes with …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=764","dexterity":4,"category":"creature","slug":"creature-764"},{"primary_source_category":"Rulebooks","strength":2,"hp":75,"language":["Abyssal","Celestial","Protean"],"source":["Bestiary 2"],"type":"Creature","charisma":4,"perception":11,"stealth":"13","trait":["Monitor","Protean","CN","Small"],"id":"creature-765","text":" Azuretzi Azuretzis are sinuous, serpentine creatures with dagger-sharp teeth, covered in brilliant blue scales with mottled purple and pink highlights that shimmer in a pareidolic approximation of leering, laughing faces. The Maelstrom's chaotic forces spawn these small proteans from a variety of sources: physical mating between older azuretzis, the paradoxical promotion of bestial naunets, and possibly from mortal petitioners, though azuretzis may just be confusing putative mortal memories with experiences gained from games of mimicry. Never expect azuretzis to operate by any rational, self-consistent rules. Azuretzis represent the humor of chaos, particularly in the form of mockery and parody via exaggerated mimicry, twisting a target's features into a laughingstock. Recall Knowledge - Monitor (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Azuretzi Source Bestiary 2 pg. 205 Perception +11; darkvision, entropy sense (imprecise) 30 feet Languages Abyssal, Celestial, Protean Skills Acrobatics +11, Arcana +11, Athletics +9, Deception +13, Performance +13, Stealth +13, Survival +11, Thievery +13 Str +2 Dex +4 Con +4 Int +4 Wis +2 Cha +4 Entropy Sense (divination, divine, prediction) An azuretzi can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the azuretzi the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense. --- AC 22 Fort +11 Ref +15 Will +11 +1 status to all saves vs. magic HP 75 (fast healing 2) Resistances precision 5, protean anatomy 8 Weaknesses lawful 5 Protean Anatomy (divine, transmutation) An azuretzi's vital organs shift and change shape and position constantly. Immediately after the azuretzi takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The azuretzi is immune to polymorph effects unless it is a willing target. If blinded or deafened, the azuretzi automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones. Spell Pilfer Reaction Trigger A creature with an active spell effect within 30 feet of the azuretzi fails to resist another azuretzi's Mocking Touch; Effect The azuretzi attempts to counteract one ongoing spell effect on the target creature with a Thievery check. If it is successful, it transfers the ongoing spell effect to itself. The creature then becomes temporarily immune to Spell Pilfer for 24 hours. --- Speed 25 feet, fly 25 feet, swim 25 feet; freedom of movement Melee Single Action jaws +15 (Chaotic, Finesse, Magical), Damage 2d10+4 piercing plus 1d6 chaotic Melee Single Action claw +15 (Agile, Chaotic, Finesse, Magical), Damage 2d8+4 slashing plus 1d6 chaotic Melee Single Action tail +13 (Chaotic, Magical, reach 15 feet), Damage 2d12+4 bludgeoning plus 1d6 chaotic and Grab Divine Innate Spells DC 22 - 1st Detect Alignment (at will; lawful only) - 2nd Hideous Laughter - 3rd Crisis of Faith, Dispel Magic, Shatter - 4th Dimension Door - Constant (4th) Freedom of Movement Constrict Single Action 1d12+4 bludgeoning, DC 22 Mimic Form Two Actions (Concentrate, Divine, Polymorph, Transmutation) As Change Shape but an azuretzi can assume the specific form of a Medium or smaller creature it Seeks with a successful DC 25 Perception check. It can return to its true form as a free action. It can retain access to only one exact appearance at a time. Mocking Touch Two Actions (Abjuration, Divine) Requirement The azuretzi is not currently using Mocking Touch on a spell; Effect The azuretzi mocks a creature's magical ability with a touch. The azuretzi must attempt a Thievery check against the target's Will DC. Critical Success The azuretzi chooses one spell of up to 3rd level that the target creature has available to cast. The azuretzi gains that spell as a mock divine innate spell, and it can cast that spell once as an innate divine spell using its own DC and spell attack. It must do so before 24 hours pass or the mock spell is lost. The creature touched cannot cast the mock spell until the azuretzi casts it first or the 24 hour period passes, whichever comes first. Success As critical success, but the azuretzi has 1 hour to cast the mock spell before it is lost, and the creature touched can cast the spell normally. Failure As critical success, but the azuretzi must cast the mock spell before the end of its next turn or it is lost, and the creature touched can cast the spell normally. Critical Failure Mocking Touch has no effect. Mock Choruses Azuretzis form mock choruses in emulation of their more powerful kindred, aping the shifting philosophies of proper choruses. While mischievous or outright malevolent to hostile or lawful creatures, they interact amiably with chaotic creatures, who run the risk of being promptly followed–willingly or not–by a serpentine gaggle of self-appointed understudies. ","skill_mod":{"performance":13,"deception":13,"thievery":13,"survival":11,"stealth":13,"arcana":11,"athletics":9,"acrobatics":11},"image":["/Images/Monsters/Protean_Azuretzi.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Crisis of Faith","Dispel Magic","Shatter","Hideous Laughter","Detect Alignment","Freedom of Movement"],"ac":22,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision , entropy sense (imprecise) 30 feet","resistance":{"precision":5},"intelligence":4,"reflex_save":15,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":11,"size":["Small"],"name":"Azuretzi","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[16,18,20],"attack_bonus":[13,15,15],"constitution":4,"creature_family":"Protean","will_save":11,"speed":{"fly":25,"max":25,"land":25,"swim":25},"wisdom":2,"weakness":{"lawful":5},"creature_ability":["Entropy Sense","Protean Anatomy","Spell Pilfer","Constrict","Mimic Form","Mocking Touch"],"skill":["Acrobatics","Arcana","Athletics","Deception","Performance","Stealth","Survival","Thievery"],"tradition":["Divine"],"summary":"Azuretzis are sinuous, serpentine creatures with dagger-sharp teeth, covered in brilliant blue scales with mottled purple and pink highlights that …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=765","dexterity":4,"category":"creature","slug":"creature-765"},{"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Abyssal","Celestial","Protean","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":19,"stealth":"21","trait":["Monitor","Protean","CN","Large"],"id":"creature-766","text":" Imentesh The loquacious proteans known as imenteshes serve as missionaries, spies, and heralds of chaos to further the protean goal of reality's dissolution. Imenteshes are cunning, curiously diplomatic, and profoundly whimsical. They travel beyond the Maelstrom for their work, frequently adopting extravagant personal attire and decorations that often border upon the garish, all to curry favor with less chaotic beings. Recall Knowledge - Monitor (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Imentesh Source Bestiary 2 pg. 207 Perception +19; darkvision, entropy sense (imprecise) 60 feet Languages Abyssal, Celestial, Protean; tongues Skills Acrobatics +17, Athletics +19, Deception +21, Diplomacy +19, Performance +21, Stealth +21, Thievery +17 Str +7 Dex +5 Con +5 Int +7 Wis +3 Cha +5 Entropy Sense (divination, divine, prediction) An imentesh can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the imentesh the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense. --- AC 30 Fort +21 Ref +19 Will +17 +1 status to all saves vs. magic HP 175 (fast healing 5) Resistances precision 10, protean anatomy 15 Weaknesses lawful 10 Protean Anatomy (divine, transmutation) An imentesh's vital organs shift and change shape and position constantly. Immediately after the imentesh takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The imentesh is immune to polymorph effects unless it is a willing target. If blinded or deafened, the imentesh automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones. --- Speed 25 feet, fly 25 feet, swim 25 feet; freedom of movement Melee Single Action jaws +23 (Chaotic, Magical, reach 10 feet), Damage 2d10+11 piercing plus 1d6 chaotic and warpwave strike Melee Single Action claw +23 (Agile, Chaotic, Magical, reach 10 feet), Damage 2d6+11 slashing plus 1d6 chaotic Melee Single Action tail +23 (Chaotic, Magical, reach 15 feet), Damage 2d10+11 bludgeoning plus 1d6 chaotic and Grab Divine Innate Spells DC 29 - 1st Detect Alignment (at will; lawful only) - 3rd Haste, Mending, Shrink Item, Slow - 4th Creation, Dimension Door (at will), Shatter - 5th Dimension Door, Dispel Magic, Divine Wrath (chaotic), Sending - Constant (4th) Freedom of Movement - Constant (5th) Tongues Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The imentesh takes the appearance of any Large or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal. Constrict Single Action 1d10+11 bludgeoning, DC 29 Inflict Warpwave Single Action (Divine, Transmutation) An imentesh inflicts a warpwave on a creature within 100 feet (see Warpwave below; DC 29 Fortitude save to resist). Sneak Attack An imentesh's Strikes deal an additional 2d6 precision damage to flat-footed targets. Warpwave Strike (Divine, Transmutation) Any creature struck and damaged by an imentesh's jaws Strike must succeed at a DC 29 Fortitude save or be subject to a warpwave. Mouthpieces of Chaos While rarely found on the Material Plane, imenteshes frequent interplanar hubs of culture and commerce. Imenteshes act as diplomats on behalf of any chorus they claim allegiance to. They can offer safe travel through the Maelstrom or even act as guides through the Maelstrom's ever-shifting Borderlands. ","skill_mod":{"diplomacy":19,"performance":21,"deception":21,"thievery":17,"stealth":21,"athletics":19,"acrobatics":17},"image":["/Images/Monsters/Protean_Imentesh.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Dispel Magic","Divine Wrath","Sending","Creation","Shatter","Haste","Mending","Shrink Item","Slow","Detect Alignment","Tongues","Freedom of Movement"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision , entropy sense (imprecise) 60 feet","resistance":{"precision":10},"intelligence":7,"reflex_save":19,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Imentesh","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[21,25,25],"attack_bonus":[23,23,23],"constitution":5,"creature_family":"Protean","will_save":17,"speed":{"fly":25,"max":25,"land":25,"swim":25},"wisdom":3,"weakness":{"lawful":10},"creature_ability":["Entropy Sense","Protean Anatomy","Change Shape","Constrict","Inflict Warpwave","Sneak Attack","Warpwave Strike"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Performance","Stealth","Thievery"],"tradition":["Divine"],"summary":"The loquacious proteans known as imenteshes serve as missionaries, spies, and heralds of chaos to further the protean goal of reality's dissolution. …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=766","dexterity":5,"category":"creature","slug":"creature-766"},{"primary_source_category":"Rulebooks","strength":3,"hp":55,"language":["Abyssal","Celestial","Infernal","Requian"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":12,"stealth":"8","trait":["Monitor","Psychopomp","N","Medium"],"id":"creature-767","text":" Esobok Esoboks are brute hunters and pugnacious sentinels that serve as the guard dogs of the Boneyard. These squat, powerful quadrupeds have a frill of dark feathers around their distinctive heads which resemble a crocodile skull. Esoboks rarely bother with those who are truly dead, allowing the dead of the Boneyard to go about their business while remaining watchful for danger. Though cunning when sniffing out threats to the Boneyard or to their psychopomp handlers, they're among the least intelligent of the psychopomps and rarely speak except to utter growling threats. The wise listen when an esobok makes a threat, as it won't do so twice. Recall Knowledge - Monitor (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Esobok Source Bestiary 2 pg. 208 Perception +12; darkvision, lifesense 60 feet, scent (imprecise) 60 feet Languages Abyssal, Celestial, Infernal, Requian Skills Acrobatics +8, Athletics +10, Intimidation +9, Religion +4, Stealth +8, Survival +10 Str +3 Dex +3 Con +4 Int -3 Wis +3 Cha +2 --- AC 18 Fort +11 Ref +8 Will +8 HP 55 Immunities death effects, disease Resistances negative 5, poison 5 --- Speed 30 feet Melee Single Action jaws +12 (Magical), Damage 1d10+3 piercing plus Grab and spirit touch Melee Single Action claw +12 (Agile, Magical), Damage 1d6+3 slashing plus spirit touch Divine Innate Spells DC 17 - 2nd Invisibility (×3; self only) Pounce Single Action The esobok Strides and then makes a Strike. If it began this action hidden, it remains hidden until after the Strike. Spirit Touch An esobok's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead. Wrench Spirit Single Action (Attack, Divine, Incapacitation, Necromancy) Requirement A creature is grabbed by the esobok's jaws; Effect The esobok releases the target from the Grab but wrenches its spirit free as it does so. The creature must attempt a DC 20 Will save. Creatures without souls (such as most constructs) and creatures whose bodies and souls are one (such as most celestials, fiends, and monitors) that roll a failure or critical failure on the save get a success instead. Critical Success The creature is unaffected. Success The target is stunned 1. Failure The esobok wrenches the target's soul from its body into its jaws. Mindless undead creatures of level 2 or lower are destroyed, other undead creatures are stunned for 1 round, and all other creatures are paralyzed. At the end of each of its turns, a creature paralyzed by this effect can attempt a new save to end the effect. The paralysis ends automatically if the esobok attempts a jaws Strike or speaks. Critical Failure As failure, but as long as a creature is stunned or paralyzed, it is also stupefied 2. ","skill_mod":{"survival":10,"stealth":8,"athletics":10,"intimidation":9,"acrobatics":8,"religion":4},"image":["/Images/Monsters/Psychopomp_Esobok.png"],"primary_source":"Bestiary 2","spell":["Invisibility"],"ac":18,"level":3,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet , scent (imprecise) 60 feet ","resistance":{"void":5,"poison":5},"intelligence":-3,"reflex_save":8,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Esobok","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[6,8],"attack_bonus":[12,12],"constitution":4,"immunity":["death effects","disease"],"creature_family":"Psychopomp","will_save":8,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Pounce","Spirit Touch","Wrench Spirit"],"skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Esoboks are brute hunters and pugnacious sentinels that serve as the guard dogs of the Boneyard . These squat, powerful quadrupeds have a frill of …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=767","dexterity":3,"category":"creature","slug":"creature-767"},{"primary_source_category":"Rulebooks","strength":0,"hp":75,"language":["Abyssal","Celestial","Infernal","Requian","<%UMR%37%%>telepathy 120 feet<%END>, <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":13,"trait":["Monitor","Psychopomp","N","Medium"],"id":"creature-768","text":" Catrina Not all spirits who enter the Boneyard realize they have died. Catrinas meet these souls, helping to convince them of the finality of their fate to ease a spirit's passing. Catrinas are more likely to intervene when a mortal can't accept their death. They perform their task to keep the afterlife calm, rather than out of true compassion for a mortal's grief. Catrinas only rarely visit the Material Plane, typically to help an extremely important mortal pass on. Catrinas resemble skeletons dressed in bright flowers and colorful dresses, giving them a simultaneously festive and macabre appearance. Though most catrinas present as feminine, masculine catrinas still dress in bright colors and carry garlands of flowers. Recall Knowledge - Monitor (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Catrina Source Bestiary 2 pg. 209 Perception +13; darkvision, lifesense 60 feet Languages Abyssal, Celestial, Infernal, Requian; telepathy 120 feet, tongues Skills Acrobatics +14, Boneyard Lore +11, Diplomacy +14, Intimidation +14, Medicine +12, Occultism +11, Religion +12 Str +0 Dex +5 Con +4 Int +2 Wis +4 Cha +5 --- AC 22 Fort +11 Ref +12 Will +13 +1 status to all saves vs. magic HP 75 Immunities death effects, disease Resistances negative 5, poison 5 Calming Presence (aura, divine, emotion, enchantment, incapacitation) 30 feet. A creature that begins its turn within the area must attempt a DC 18 Will save. Critical Success The creature is unaffected and is temporarily immune to calming presence for 24 hours. Success The creature's attack rolls take a –1 status penalty for 1 round. Failure Any emotion effects that would affect the creature are suppressed and the creature can't use hostile actions. If the creature is subjected to hostility from any other creature, it ceases to be affected by calming presence and is temporarily immune to calming presence for 24 hours. Critical Failure As failure, but hostility doesn't end the effect. --- Speed 25 feet Melee Single Action fist +14 (Agile, Finesse), Damage 2d8+2 bludgeoning plus spirit touch Divine Innate Spells DC 22 - Cantrips (3rd) Dancing Lights - 2nd Invisibility (at will; self only) - 3rd Illusory Disguise - 4th Dimension Door, Talking Corpse (at will) - Constant (5th) Tongues Compel Condemned Single Action (Divine, Enchantment, Incapacitation, Mental) The catrina telepathically compels a creature within 30 feet to approach and allow the catrina to kiss them, in preparation for using Kiss of Death. The target must attempt a DC 22 Will save. Success The creature is unaffected and is temporarily immune to Compel Condemned for 24 hours. Failure The creature must spend each of its actions to move closer to the catrina as quickly as possible, while avoiding obvious dangers. If the compelled creature is adjacent to the catrina, it stays still and doesn't act. If the creature takes any damage, the effect ends and the creature is temporarily immune to Compel Condemned for 24 hours. This effect lasts for 1 round, but if the catrina uses this ability again on subsequent rounds, it extend the duration by 1 round for all affected creatures. Critical Failure As failure, but damage does not end the effect. Kiss of Death Two Actions (Death, Divine, Manipulate, Necromancy) The catrina gives a long, passionate kiss to an unconscious or willing creature, dealing 3d6 negative damage. Any creature damaged by the same catrina's Kiss of Death for 3 consecutive rounds becomes unconscious and is dying 1. Spirit Touch An catrina's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead. ","skill_mod":{"diplomacy":14,"medicine":12,"intimidation":14,"occultism":11,"acrobatics":14,"religion":12},"image":["/Images/Monsters/Psychopomp_Catrina.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Talking Corpse","Illusory Disguise","Invisibility","Dancing Lights","Tongues"],"ac":22,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet ","resistance":{"void":5,"poison":5},"intelligence":2,"reflex_save":12,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Catrina","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[11],"attack_bonus":[14],"constitution":4,"immunity":["death effects","disease"],"creature_family":"Psychopomp","will_save":13,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Calming Presence","Compel Condemned","Kiss of Death","Spirit Touch"],"skill":["Acrobatics","Boneyard Lore","Diplomacy","Intimidation","Medicine","Occultism","Religion"],"tradition":["Divine"],"summary":"Not all spirits who enter the Boneyard realize they have died. Catrinas meet these souls, helping to convince them of the finality of their fate to …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=768","dexterity":5,"category":"creature","slug":"creature-768"},{"primary_source_category":"Rulebooks","strength":6,"hp":105,"language":["Abyssal","Celestial","Infernal","Requian"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":15,"stealth":"17","trait":["Monitor","Psychopomp","N","Medium"],"id":"creature-769","text":" Vanth Protecting the Boneyard are the stern and resolute guardians of the dead known as vanths, psychopomps who resemble skeletons with raven-like wings and a mask resembling a vulture's skull. Vanths carry black scythes to fight against those who would disturb the natural progression of souls, and they consider any visitor to the Boneyard a potential troublemaker. When the psychopomp armies go to war, vanths serve as front-line soldiers. They rarely speak and even more rarely show any emotion other than a grim adherence to duty. Recall Knowledge - Monitor (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Vanth Source Bestiary 2 pg. 210 Perception +15; darkvision, lifesense 60 feet Languages Abyssal, Celestial, Infernal, Requian Skills Acrobatics +17, Athletics +17, Boneyard Lore +15, Intimidation +15, Occultism +13, Religion +13, Stealth +17 Str +6 Dex +4 Con +2 Int +2 Wis +4 Cha +2 Items +1 scythe --- AC 27 Fort +15 Ref +13 Will +17 +1 status to all saves vs. magic HP 105 Immunities death effects, disease Resistances negative 10, poison 10 Frightful Presence (aura, emotion, fear, mental) 20 feet, DC 22 Attack of Opportunity Reaction --- Speed 25 feet, fly 40 feet Melee Single Action scythe +18 (deadly d10, Magical, Trip), Damage 1d10+8 slashing plus spirit touch Melee Single Action jaws +17 (Agile), Damage 1d6+8 slashing plus spirit touch Divine Innate Spells DC 22 - 2nd Invisibility (at will; self only) - 3rd Locate (×3), Searing Light (×3) - 4th Dimension Door (at will) - 5th Dimension Door Infuse Weapon (Divine, Evocation) A vanth's scythe is its symbol of office and gains a measure of its personal power. This scythe becomes a +1 scythe and is treated as if it were adamantine while the vanth wields it. A vanth whose scythe is taken or destroyed can infuse a new one with an hour of work. Spirit Touch An vanth's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 2d6 negative damage to living creatures and 2d6 positive damage to undead. Vanth's Curse Two Actions (Curse, Divine, Enchantment, Misfortune) Frequency three times per day; Effect The vanth bestows a curse on a creature by touching it with its scythe. The creature must attempt a DC 25 Will save. Critical Success The target is unaffected and is temporarily immune to Vanth's Curse for 24 hours. Success The target feels a momentary shudder of doom and is stupefied 1 for 1 minute by the distracting sensation. Failure The target becomes morose and glum as it accepts its own inevitable fate. For 1 hour, the target is stupefied 2. Each time the target gains the dying condition, the stupefied condition value increases by 1, to a maximum value of stupefied 4. Critical Failure As failure, but the effect is permanent. Vanth Scythes Vanths' favored weapon is the scythe, a choice that even further adds to their fearsome appearance and can lead to unfortunate associations with the Grim Reaper or Urgathoa among more superstitious mortals. Vanths find such comparisons to be ignorant at best or insulting at worst. Some vanths infuse their scythes with different qualities, such as cold iron or silver, depending on the nature of their most common enemies. ","skill_mod":{"stealth":17,"athletics":17,"intimidation":15,"occultism":13,"acrobatics":17,"religion":13},"image":["/Images/Monsters/Psychopomp_Vanth.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Locate","Searing Light","Invisibility"],"ac":27,"item":["+1 scythe"],"level":7,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet ","resistance":{"void":10,"poison":10},"intelligence":2,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Vanth","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[11,13],"attack_bonus":[17,18],"constitution":2,"immunity":["death effects","disease"],"creature_family":"Psychopomp","will_save":17,"speed":{"fly":40,"max":40,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Frightful Presence","Attack of Opportunity","Infuse Weapon","Spirit Touch","Vanth's Curse"],"skill":["Acrobatics","Athletics","Boneyard Lore","Intimidation","Occultism","Religion","Stealth"],"tradition":["Divine"],"summary":"Protecting the Boneyard are the stern and resolute guardians of the dead known as vanths, psychopomps who resemble skeletons with raven-like wings …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=769","dexterity":4,"category":"creature","slug":"creature-769"},{"primary_source_category":"Rulebooks","strength":10,"hp":375,"language":["Abyssal","Celestial","Infernal","Requian","<%UMR%37%%>telepathy 120 feet<%END>, <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":37,"trait":["Monitor","Psychopomp","Uncommon","N","Huge"],"id":"creature-770","text":" Yamaraj The greatest judges among the psychopomps are the massive yamarajes, whose wisdom is legendary and whose edicts are unappealable except to ushers or Pharasma herself. A yamaraj resembles an immense dragon with dark, feathery scales and an emotionless, dispassionate gaze behind a feathered mask. When not serving as the senior magistrates, lords, and generals of the Boneyard, yamarajes pursue highly individualistic hobbies, such as gardening or literature. They are willing to halt in their duties to converse with mortals whose expertise matches their interests. Recall Knowledge - Monitor (Religion): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Yamaraj Source Bestiary 2 pg. 211 Perception +37; darkvision, lifesense 240 feet, true seeing Languages Abyssal, Celestial, Infernal, Requian; telepathy 120 feet, tongues Skills Acrobatics +33, Athletics +36, Boneyard Lore +40, Deception +34, Diplomacy +34, Intimidation +36, Legal Lore +40, Occultism +38, Religion +38, Society +38 Str +10 Dex +7 Con +7 Int +10 Wis +7 Cha +6 --- AC 45 Fort +33 Ref +31 Will +35 +1 status to all saves vs. magic HP 375 (fast healing 20, lightning drinker) Immunities death effects, disease, electricity (see lightning drinker) Resistances negative 20, poison 20 Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 39 Lightning Drinker Whenever a yamaraj would take electricity damage if not for its immunity, its fast healing increases to 40 on its next turn. During that turn, if it uses its breath weapon, the beetles crackle with electricity and deal 2d12 additional electricity damage. --- Speed 35 feet, fly 50 feet, swim 30 feet Melee Single Action jaws +38 (Magical, reach 15 feet), Damage 4d8+18 piercing plus Improved Grab and yamaraj venom and spirit touch Melee Single Action claw +38 (Agile, Magical, reach 15 feet), Damage 4d4+18 slashing plus spirit touch Melee Single Action tail +38 (Magical, reach 20 feet), Damage 4d10+18 bludgeoning plus spirit touch Divine Innate Spells DC 44 - 5th Dimension Door (at will), Mind Probe (at will) - 8th Chain Lightning (×3), Dispel Magic (×3), Spirit Song, Wall of Force - 9th Bind Soul, Harm, Heal, Wail of the Banshee - 10th Miracle, Revival - Constant (10th) True Seeing Rituals DC 44 - 5th Call Spirit, Resurrect Breath Weapon Two Actions (Divine, Evocation) The yamaraj breathes a blast of beetles in a 50-foot cone that deals 14d8 slashing damage and 4d8 persistent slashing damage to creatures in the area (DC 42 Reflex save). It can't use Breath Weapon again for 1d4 rounds. Critical Success The creature takes no damage. Success The creature takes half damage and is sickened 1. Failure The creature takes full damage and is sickened 2. Critical Failure The creature takes double damage and is sickened 3. Final Judgment A yamaraj's miracle spells are used only to pronounce judgment, typically either to restore a dead or destroyed creature to life, bind a creature to the Boneyard, or banish a creature from the Boneyard. Spirit Touch A yamaraj's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 3d6 negative damage to living creatures and 3d6 positive damage to undead. Yamaraj Venom (Poison) While a creature is clumsy from this poison, it is doomed with the same value; Saving Throw DC 42 Fortitude; Maximum Duration 10 rounds; Stage 1 3d8 poison damage and clumsy 1 (1 round); Stage 2 5d8 poison damage and clumsy 2 (1 round); Stage 3 7d8 poison damage and clumsy 3 (1 round) ","skill_mod":{"society":38,"diplomacy":34,"deception":34,"athletics":36,"intimidation":36,"occultism":38,"acrobatics":33,"religion":38},"image":["/Images/Monsters/Psychopomp_Yamaraj.png"],"primary_source":"Bestiary 2","spell":["Miracle","Revival","Bind Soul","Harm","Heal","Wail of the Banshee","Chain Lightning","Dispel Magic","Spirit Song","Wall of Force","Dimension Door","Mind Probe","True Seeing"],"ac":45,"level":20,"spell_dc":[44],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 240 feet , true seeing ","resistance":{"void":20,"poison":20},"intelligence":10,"reflex_save":31,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":33,"size":["Huge"],"name":"Yamaraj","alignment":"N","pfs":"Standard","rarity":"uncommon","strike_damage_average":[28,36,40],"attack_bonus":[38,38,38],"constitution":7,"immunity":["death effects","disease","electricity (see lightning drinker)"],"creature_family":"Psychopomp","will_save":35,"speed":{"fly":50,"max":50,"land":35,"swim":30},"wisdom":7,"weakness":{},"creature_ability":["Frightful Presence","Lightning Drinker","Breath Weapon","Final Judgment","Spirit Touch","Yamaraj Venom"],"skill":["Acrobatics","Athletics","Boneyard Lore","Deception","Diplomacy","Intimidation","Legal Lore","Occultism","Religion","Society"],"tradition":["Divine"],"summary":"The greatest judges among the psychopomps are the massive yamarajes, whose wisdom is legendary and whose edicts are unappealable except to ushers or …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=770","dexterity":7,"category":"creature","slug":"creature-770"},{"attack_bonus":[14,14],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":65,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 2"],"type":"Creature","will_save":7,"charisma":-5,"speed":{"max":30,"land":30,"burrow":15},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Infiltration Tools","Mechanical Vulnerability","Fastening Leap","Sneak Attack"],"skill":["Acrobatics","Athletics","Stealth","Thievery"],"stealth":"14","trait":["Construct","Mindless","N","Small"],"id":"creature-771","text":" Dig-Widget Thieves covet dig-widgets, specialized constructs built for infiltration. Each dig-widget contains numerous simple tools, including a set of mechanical devices that function as thieves' tools, two arms with drills, and two arms with corkscrews for attaching to and climbing surfaces. Once activated, these devices propel themselves forward. Though they have the full faculties typical of a construct, they usually follow a simple routine: avoid notice, pick any lock barring the path, dig past obstacles, and attack if caught. They're rarely left unattended, as a thief needs to be nearby to follow after-both to steal goods and to stop the dig-widget from engaging in further larceny once it's achieved its goal. The source of a dig-widget's power is as much mechanical as it is magical. The gears and springs that provide a dig-widget mobility are an improvement over more primitive true clockwork creations (whose functions require constant winding to remain mobile), but at the cost of security, for a dig-widget's moving parts can be dismantled quickly by thieves and others with the proper training. Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Dig-Widget Source Bestiary 2 pg. 79 Perception +9; darkvision, tremorsense (imprecise) 30 feet Languages Skills Acrobatics +12, Athletics +9, Stealth +14, Thievery +15 Str +2 Dex +5 Con +1 Int -5 Wis +0 Cha -5 Infiltration Tools A dig-widget's face consists of a set of infiltrator thieves' tools. They can be salvaged from a destroyed dig-widget with a successful DC 20 Crafting check. On a failed check, the tools are destroyed. --- AC 23 Fort +10 Ref +14 Will +7 HP 65 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Mechanical Vulnerability A creature with expert proficiency in Thievery can attempt a check to Disable a Device to damage a dig-widget. The DC is 22, and each success deals 20 damage. --- Speed 30 feet, burrow 15 feet Melee Single Action drill +14 (fatal d10, Finesse), Damage 2d6+4 piercing plus 1d6 persistent bleed Melee Single Action corkscrew +14 (Finesse), Damage 2d8+4 piercing Fastening Leap Single Action The dig-widget Leaps up 20 feet onto a creature or object and attempts a corkscrew Strike against it. If the Strike damages the target, the dig-widget attaches to the target (typically to the back of a creature). This is similar to Grabbing the creature, but the dig-widget moves with that creature rather than holding it in place. While attached, the dig-widget can't use its corkscrew. The dig-widget can be Shoved off, or it can detach itself with an Interact action. Sneak Attack A dig-widget's Strikes deal an additional 1d6 precision damage to flat-footed creatures. Widget Workshops The first dig-widget came from the workshops of a dwarven thieves' guild called Godak's Grifters, which used more advanced magical clockwork theories as a springboard for these simpler but no less effective contraptions. With their dig-widgets, the Grifters plagued the authorities of several dwarven settlements over the years. Their travels spread dig-widget technology, and numerous improvements have since led to faster and more reliable versions. Though upstanding dwarven mechanics have observed dig-widgets and recognized the complexity of the technology, they've steadfastly refused to adapt something with such an unscrupulous origin. ","skill_mod":{"thievery":15,"stealth":14,"athletics":9,"acrobatics":12},"summary":"Thieves covet dig-widgets, specialized constructs built for infiltration. Each dig-widget contains numerous simple tools, including a set of …","image":["/Images/Monsters/DigWidget.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":23,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=771","intelligence":-5,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Dig-Widget","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,14],"slug":"creature-771"},{"primary_source_category":"Rulebooks","strength":1,"hp":14,"language":["Abyssal","<%UMR%37%%>telepathy (touch only)<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":1,"perception":5,"stealth":"6","trait":["Fiend","Qlippoth","Uncommon","CE","Tiny"],"id":"creature-772","text":" Cythnigot The cythnigot is a foul fungal parasite that grows and thrives in the corpses of small creatures. It wears these bodies like a suit, but also adjusts and tailors the fleshy covering to suit its needs, and the body ends up looking as alien as anything else spawned from the Abyssal depths. The cythnigot's most identifying feature is the long stalk of fungal material that extends from creature's body, ending in a surprisingly strong set of fanged jaws. Recall Knowledge - Fiend (Religion): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Cythnigot Source Bestiary 2 pg. 212 Perception +5; darkvision Languages Abyssal; telepathy (touch only) Skills Acrobatics +6, Occultism +7, Stealth +6 Str +1 Dex +3 Con +4 Int +2 Wis +2 Cha +1 --- AC 16 Fort +9 Ref +6 Will +5 HP 14 Immunities controlled, fear Resistances mental 3, physical 3 (except cold iron) Weaknesses lawful 3 --- Speed 30 feet, fly 40 feet Melee Single Action bite +8 (Agile, Chaotic, Finesse, Magical), Damage 1d10+1 piercing plus 1d4 chaotic and tangle spores Occult Innate Spells DC 17 - Cantrips (1st) Daze, Detect Magic - 1st Phantom Pain - 2nd Detect Alignment (at will; lawful only), Paranoia - 4th Read Omens Sickening Display Single Action (Concentrate, Emotion, Enchantment, Fear, Mental, Occult, Visual) The cythnigot presents its awful appearance fully, and creatures in a 10-foot emanation must attempt a DC 17 Will save. Once a creature attempts this save, it's temporarily immune to further Sickening Displays for 1 minute. Critical Success The creature is unaffected. Success The creature is flat-footed until its next turn. Failure The creature is sickened 1, and is flat-footed for as long as it's sickened. Critical Failure The creature is sickened 2 and is flat-footed for as long as it's sickened. Tangle Spores (Disease) A creature bitten by a cythnigot becomes afflicted by fast-growing spores that swiftly grow into twitching spikes and hideous pallid growths of hairlike fibers. These growths erupt from the bite wound and writhe and wrap around the creature's limbs. Plant creatures take a –2 circumstance penalty to save against tangle spores; Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 clumsy 1 (1 round); Stage 2 clumsy 1 and flat-footed (1 round); Stage 3 clumsy 2, flat-footed, and if you attempt a manipulate action, you must succeed at a DC 5 flat check or it's lost; roll the check after spending the action, but before any effects are applied (1 round). ","skill_mod":{"stealth":6,"occultism":7,"acrobatics":6},"image":["/Images/Monsters/Qlippoth_Cythnigot.png"],"primary_source":"Bestiary 2","spell":["Read Omens","Detect Alignment","Paranoia","Phantom Pain","Daze","Detect Magic"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":3,"piercing":3,"slashing":3,"mental":3,"physical":3},"intelligence":2,"reflex_save":6,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":9,"size":["Tiny"],"name":"Cythnigot","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[9],"attack_bonus":[8],"constitution":4,"immunity":["controlled","fear"],"creature_family":"Qlippoth","will_save":5,"speed":{"fly":40,"max":40,"land":30},"wisdom":2,"weakness":{"lawful":3},"creature_ability":["Sickening Display","Tangle Spores"],"skill":["Acrobatics","Occultism","Stealth"],"tradition":["Occult"],"summary":"The cythnigot is a foul fungal parasite that grows and thrives in the corpses of small creatures. It wears these bodies like a suit, but also adjusts …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=772","dexterity":3,"category":"creature","slug":"creature-772"},{"primary_source_category":"Rulebooks","strength":6,"hp":105,"language":["Abyssal","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":13,"stealth":"15","trait":["Amphibious","Fiend","Qlippoth","Uncommon","CE","Large"],"id":"creature-773","text":" Shoggti Shoggti travel to other planes in roving bands to capture and charm victims, bringing them back to the Abyss where they are enslaved for unknown—but no doubt insidiously evil—purposes. These squid-like qlippoth have slick, blue skin and four suckered tentacles that end in dexterous pincers. In addition to a lamprey-like mouth at the base of its body, each has a secondary maw in the middle of its forehead that stretches from between its two bulging eyes to the back of its head. Recall Knowledge - Fiend (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Shoggti Source Bestiary 2 pg. 213 Perception +13; darkvision Languages Abyssal; telepathy 100 feet Skills Acrobatics +17, Intimidation +17, Occultism +15, Stealth +15 Str +6 Dex +4 Con +2 Int +4 Wis +2 Cha +6 --- AC 25 Fort +16 Ref +12 Will +14 HP 105 Immunities controlled, fear Resistances mental 5, physical 5 (except cold iron) Weaknesses lawful 5 --- Speed 25 feet, swim 25 feet Melee Single Action bite +18 (Chaotic, Magical, reach 10 feet), Damage 2d12+8 piercing plus 1d6 chaotic Melee Single Action pincer +18 (Agile, Chaotic, Magical, reach 10 feet, versatile B), Damage 2d8+8 slashing plus 1d6 chaotic and Grab Occult Innate Spells DC 23 - Cantrips (4th) Daze, Detect Magic - 1st Charm (×3) - 2nd Paranoia - 4th Charm, Dimension Door Braincloud Single Action (Attack, Enchantment, Mental, Occult, Open) The shoggti caresses a creature with a tentacle and supernaturally erodes the creature's capability for thought as it does so. The target must succeed at a DC 25 Will save or become stupefied 2, with an unlimited duration. The target can attempt the save to remove the stupefied condition again once per day when it makes its daily preparations. Constrict Single Action 1d10+8 bludgeoning, DC 25 Fascinating Display Two Actions (Concentrate, Emotion, Enchantment, Fear, Mental, Occult, Visual) The shoggti writhes its tentacles and shifts its coloration to put on an unnaturally fascinating hypnotic display. Creatures in a 30-foot emanation must attempt a DC 25 Will save, after which they are temporarily immune to further Fascinating Displays for 1 minute. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is fascinated for 1 minute. Once the fascination effect ends, the creature is sickened 1. Critical Failure The creature is fascinated for 1 minute, can't use reactions while fascinated, and is sickened 2 once the fascination ends. ","skill_mod":{"stealth":15,"intimidation":17,"occultism":15,"acrobatics":17},"image":["/Images/Monsters/Qlippoth_Shoggti.png"],"primary_source":"Bestiary 2","spell":["Charm","Dimension Door","Paranoia","Daze","Detect Magic"],"ac":25,"level":7,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"mental":5,"physical":5},"intelligence":4,"reflex_save":12,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Shoggti","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[20,24],"attack_bonus":[18,18],"constitution":2,"immunity":["controlled","fear"],"creature_family":"Qlippoth","will_save":14,"speed":{"max":25,"land":25,"swim":25},"wisdom":2,"weakness":{"lawful":5},"creature_ability":["Braincloud","Constrict","Fascinating Display"],"skill":["Acrobatics","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"Shoggti travel to other planes in roving bands to capture and charm victims, bringing them back to the Abyss where they are enslaved for …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=773","dexterity":4,"category":"creature","slug":"creature-773"},{"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Abyssal","<%UMR%37%%>telepathy 100 ft.<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":3,"perception":19,"stealth":"21","trait":["Fiend","Qlippoth","Uncommon","CE","Medium"],"id":"creature-774","text":" Nyogoth Little more than a coiled mass of intestines encircling a massive gaping maw, this qlippoth is an Abyssal scavenger, subsisting on the filth and leftovers of demons and qlippoth alike, although it relishes any opportunity to consume living prey. Despite this seeming lowly role in the Abyssal ecosystem, a nyogoth is far from a stupid beast and can orchestrate cunning ambushes to secure its next meal. Recall Knowledge - Fiend (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Nyogoth Source Bestiary 2 pg. 214 Perception +19; darkvision Languages Abyssal; telepathy 100 ft. Skills Acrobatics +21, Athletics +21, Intimidation +19, Occultism +16, Stealth +21 Str +7 Dex +5 Con +6 Int +0 Wis +5 Cha +3 --- AC 29 Fort +20 Ref +19 Will +16 HP 175 Immunities acid, controlled, fear Resistances mental 10; physical 10 (except cold iron) Weaknesses lawful 10 Caustic Blood Reaction Trigger The nyogoth takes piercing or slashing damage; Effect The nyogoth sprays its acidic blood on adjacent creatures, dealing 6d6 acid damage (DC 29 basic Reflex save). --- Speed 5 feet, fly 25 feet Melee Single Action jaws +23 (Chaotic, Magical), Damage 2d6+13 piercing plus 2d6 acid, 1d6 chaotic, and Grab Melee Single Action tentacle mouth +23 (Agile, Chaotic, Magical, reach 10 feet), Damage 2d6+13 piercing plus 1d6 acid, 1d6 chaotic, and Grab Occult Innate Spells DC 26, attack +20 - 3rd Fear (at will) - 4th Acid Arrow (at will), Dimension Door - 5th Cloudkill Feeding Frenzy Single Action Requirement The nyogoth has grabbed a creature; Effect The nyogoth slavers and chews at the grabbed creature, dealing 2d6+7 slashing and 1d6 acid damage (DC 29 basic Fortitude save). Nauseating Display Two Actions (Concentrate, Emotion, Enchantment, Fear, Incapacitation, Mental, Occult, Visual) The nyogoth untangles its tentacles and prolapses its many mouths, turning itself inside out in a truly nauseating display. Creatures in a 30-foot emanation must attempt a DC 29 Will save, after which they are temporarily immune to further Nauseating Displays for 1 minute. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is stunned 3 and sickened 1. Critical Failure The creature is stunned 5 and sickened 2. ","skill_mod":{"stealth":21,"athletics":21,"intimidation":19,"occultism":16,"acrobatics":21},"image":["/Images/Monsters/Qlippoth_Nyogoth.png"],"primary_source":"Bestiary 2","spell":["Cloudkill","Acid Arrow","Dimension Door","Fear"],"ac":29,"level":10,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"mental":10,"physical":10},"intelligence":0,"reflex_save":19,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":20,"size":["Medium"],"name":"Nyogoth","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[27,30],"attack_bonus":[23,23],"constitution":6,"immunity":["acid","controlled","fear"],"creature_family":"Qlippoth","spell_attack_bonus":[20],"will_save":16,"speed":{"fly":25,"max":25,"land":5},"wisdom":5,"weakness":{"lawful":10},"creature_ability":["Feeding Frenzy","Nauseating Display"],"skill":["Acrobatics","Athletics","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"Little more than a coiled mass of intestines encircling a massive gaping maw, this qlippoth is an Abyssal scavenger, subsisting on the filth and …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=774","dexterity":5,"category":"creature","slug":"creature-774"},{"primary_source_category":"Rulebooks","strength":7,"hp":220,"language":["Abyssal","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":25,"trait":["Fiend","Qlippoth","Uncommon","CE","Large"],"id":"creature-775","text":" Chernobue The chernobue infects all creatures it encounters with itself, spreading pain and calamity wherever it flops and writhes. It sheds ruin and sups on anguish, but a chernobue can sometimes be persuaded to pause for a few moments of conversation if its partner in discourse can keep its attention by providing enough atrocious details. Resembling a tumor-like growth of oily blackness, this vile monstrosity has numerous muscular tentacles, a single glaring baleful eye, and a drooling, toothy maw in the middle of its body. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Chernobue Source Bestiary 2 pg. 214 Perception +25; greater darkvision, scent (imprecise) 30 feet Languages Abyssal; telepathy 100 feet Skills Acrobatics +22, Athletics +25, Intimidation +25, Occultism +22 Str +7 Dex +4 Con +5 Int +4 Wis +7 Cha +5 --- AC 33 Fort +23 Ref +18 Will +25 HP 220 Immunities controlled, fear Resistances mental 10, physical 10 (except cold iron) Weaknesses lawful 10 Aura of Order's Ruin (aura, necromancy, occult) 30 feet. A lawful or good creature that begins its turn in this aura's emanation must attempt a DC 29 Will save or become sickened 1 (lawful good creatures instead become sickened 2). Boiled by Light A chernobue takes 2d10 points of fire damage each time it starts its turn in an area of bright light. Recall Venom Reaction Trigger A creature within 30 feet suffers the effects from stage 2 of rupturing venom; Effect The chernobue calls out telepathically to the semi-alive toxin, causing it to burst out of the target's body and slither through the air to drain back into one of the chernobue's mouths. The poisoned creature takes 7d6 bludgeoning damage (DC 32 basic Fortitude save) as the venom exits its body, but is thereafter cured of rupturing venom, and the chernobue regains an equal number of Hit Points. --- Speed 30 feet; air walk Melee Single Action jaws +26 (Chaotic, Magical), Damage 3d10+13 piercing plus 1d6 chaotic and rupturing venom Melee Single Action tentacle mouth +26 (Agile, Chaotic, Magical, reach 15 feet), Damage 3d6+13 piercing plus 1d6 chaotic Occult Innate Spells DC 32 - Cantrips (6th) Daze, Detect Magic - 4th Darkness (at will) - 5th Subconscious Suggestion - 6th Phantasmal Calamity, Phantom Pain - 7th Plane Shift (self only) - Constant (4th) Air Walk Paralyzing Display Two Actions (Concentrate, Emotion, Enchantment, Fear, Incapacitation, Mental, Occult, Visual) The chernobue's eye pulses and its lid peels back to reveal mind-bending awfulness. Creatures in a 30-foot emanation must attempt a DC 32 Will save, after which they are temporarily immune to further Paralyzing Displays for 1 minute. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature is paralyzed for 1d4 rounds. It can attempt a new save to end the effect at the end of each of its turns. Critical Failure As failure, but paralyzed for 1 minute. Rupturing Venom (Poison) The thick, orange venom injected by a chernobue is semi-alive, and as it seethes in a creature's body, it deals poison damage in addition to bludgeoning damage as it ruptures flesh; Saving Throw Fortitude DC 32; Maximum Duration 6 rounds; Stage 1 2d6 poison and 2d6 bludgeoning (1 round); Stage 2 2d6 poison, 2d6 bludgeoning, and enfeebled 2 (1 round) ","skill_mod":{"athletics":25,"intimidation":25,"occultism":22,"acrobatics":22},"image":["/Images/Monsters/Qlippoth_Chernobue.png"],"primary_source":"Bestiary 2","spell":["Plane Shift","Phantasmal Calamity","Phantom Pain","Subconscious Suggestion","Darkness","Daze","Detect Magic","Air Walk"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" greater darkvision , scent (imprecise) 30 feet ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"mental":10,"physical":10},"intelligence":4,"reflex_save":18,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":23,"size":["Large"],"name":"Chernobue","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[27,33],"attack_bonus":[26,26],"constitution":5,"immunity":["controlled","fear"],"creature_family":"Qlippoth","will_save":25,"speed":{"max":30,"land":30},"wisdom":7,"weakness":{"lawful":10},"creature_ability":["Aura of Order's Ruin","Boiled by Light","Recall Venom","Paralyzing Display","Rupturing Venom"],"skill":["Acrobatics","Athletics","Intimidation","Occultism"],"tradition":["Occult"],"summary":"The chernobue infects all creatures it encounters with itself, spreading pain and calamity wherever it flops and writhes. It sheds ruin and sups on …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=775","dexterity":4,"category":"creature","slug":"creature-775"},{"primary_source_category":"Rulebooks","strength":8,"hp":225,"language":["Abyssal","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":4,"perception":27,"trait":["Fiend","Qlippoth","Uncommon","CE","Huge"],"id":"creature-776","text":" Augnagar The brutish and gluttonous augnagar live to feast— preferably on rotten flesh, and when possible, demon flesh. But to them, the greatest delicacy is the flesh of other augnagars. Augnagars have spiderlike legs with leathery membranes like a bat's wings, and three tails ending in hooked claws perfect for slicing flesh. Recall Knowledge - Fiend (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Augnagar Source Bestiary 2 pg. 216 Perception +27; greater darkvision, scent (imprecise) 30 feet, true seeing Languages Abyssal; telepathy 100 feet Skills Acrobatics +27, Athletics +28, Intimidation +26 Str +8 Dex +5 Con +8 Int -2 Wis +5 Cha +4 --- AC 36 Fort +28 Ref +23 Will +25 HP 225 Immunities controlled, fear Resistances mental 15, physical 15 (except cold iron) Weaknesses lawful 15 --- Speed 40 feet, climb 40 feet, fly 40 feet Melee Single Action bite +28 (Chaotic, Magical, reach 10 feet), Damage 3d12+14 piercing plus 4d6 persistent bleed, 1d6 chaotic, and rotting curse Melee Single Action sting +28 (Agile, Chaotic, Magical, Finesse, reach 15 feet), Damage 3d8+14 slashing plus 4d6 persistent bleed and 1d6 chaotic Occult Innate Spells DC 31 - 5th Dimension Door (×3) - Constant (7th) True Seeing Confusing Display Two Actions (Concentrate, Emotion, Enchantment, Fear, Incapacitation, Mental, Occult, Visual) The augnagar's writhing limbs and flesh seethe and squirm in a disorienting and unsettling manner. Creatures in a 30-foot emanation must attempt a DC 34 Will save, after which they are temporarily immune to further Confusing Displays for 1 minute. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1 and confused for 1 minute. Critical Failure As failure, but the creature can't attempt a flat check to recover from confusion whenever it takes damage from an attack or spell. Inhale Vitality Two Actions (Necromancy, Occult) Frequency once per day; Effect The augnagar inhales sharply, drawing life force out of creatures in a 50-foot cone. Creatures in the area take 14d6 negative damage (DC 34 basic Fortitude save, and the creature is fatigued on a failure). The augnagar becomes quickened for 1 round on its next turn, and it can use the extra action only to Stride or Strike. Rotting Curse (Curse, Disease, Necromancy, Occult) Saving Throw DC 34 Fortitude; Stage 1 drained 1 (1 day); Stage 2 drained 2 and the creature displays hideous, festering wounds exuding a horrific stench. Any creature within 30 feet of the victim must succeed at a DC 34 Fortitude save or become sickened 1 (plus slowed 1 on a critical failure, for as long as it's sickened). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. The victim of the disease doesn't roll a save, but takes the failure effects automatically and can't reduce its sickened value below 1 (1 day). Augnagars and Thulgants An augnagar that gorges sufficiently, especially on other augnagars, can grow so massive it can't even move, thrashing and festering where it lies. It eventually flies into a frenzy of self-cannibalism as it rips apart its own flesh to feast on. From the ruinous remains emerges a thulgant—a smaller but more powerful qlippoth. Scholars are uncertain if other qlippoth are capable of transforming themselves in this fashion. So far, none have returned from the Abyss with proof. ","skill_mod":{"athletics":28,"intimidation":26,"acrobatics":27},"image":["/Images/Monsters/Qlippoth_Augnagar.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","True Seeing"],"ac":36,"level":14,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" greater darkvision , scent (imprecise) 30 feet , true seeing ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"mental":15,"physical":15},"intelligence":-2,"reflex_save":23,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":28,"size":["Huge"],"name":"Augnagar","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[45,51],"attack_bonus":[28,28],"constitution":8,"immunity":["controlled","fear"],"creature_family":"Qlippoth","will_save":25,"speed":{"climb":40,"fly":40,"max":40,"land":40},"wisdom":5,"weakness":{"lawful":15},"creature_ability":["Confusing Display","Inhale Vitality","Rotting Curse"],"skill":["Acrobatics","Athletics","Intimidation"],"tradition":["Occult"],"summary":"The brutish and gluttonous augnagar live to feast— preferably on rotten flesh, and when possible, demon flesh. But to them, the greatest delicacy is …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=776","dexterity":5,"category":"creature","slug":"creature-776"},{"primary_source_category":"Rulebooks","strength":9,"hp":305,"language":["Abyssal","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":9,"perception":30,"stealth":"32","trait":["Fiend","Qlippoth","Uncommon","CE","Large"],"id":"creature-777","text":" Thulgant Although they spend most of their time hunting and battling demons for control of the Abyss, thulgants amuse themselves with a variety of diversions, such as maintaining galleries of petrified mortals or building massive, hive-like lairs filled with enslaved minions. Each of these qlippoth is a horrific tangle of limbs, with spiderlike legs, writhing tentacles emerging from the top of its head, and three scorpion-like stingers. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Thulgant Source Bestiary 2 pg. 217 Perception +30; greater darkvision, true seeing Languages Abyssal; telepathy 100 feet Skills Acrobatics +32, Athletics +35, Occultism +33, Stealth +32 Str +9 Dex +6 Con +6 Int +5 Wis +6 Cha +9 --- AC 42 Fort +30 Ref +28 Will +32 HP 305 ( fast healing 10) Immunities controlled, fear Resistances mental 15, physical 15 (except cold iron) Weaknesses lawful 15 --- Speed 30 feet, climb 30 feet, fly 50 feet; freedom of movement Melee Single Action stinger +35 (reach 10 feet), Damage 3d12+17 piercing plus 3d6 mental, 1d6 chaotic, and thulgant venom Melee Single Action tentacle +35 (Agile, reach 10 feet), Damage 3d8+17 bludgeoning plus 2d6 acid, 1d6 chaotic, and Grab Occult Innate Spells DC 40 - Cantrips (9th) Daze, Detect Magic - 7th Plane Shift - 8th Dispel Magic, Divine Aura (chaotic only), Divine Decree (chaotic only), Phantom Pain (×3) - 9th Flesh to Stone (×3), Phantasmal Calamity - Constant (4th) Freedom of Movement - Constant (6th) True Seeing Rituals DC 40 - 9th Imprisonment Demon Hunter Single Action (Divination, Occult) The thulgant causes a demon within 30 feet to suffer the effect of its sinful vulnerability. Greater Constrict Single Action 2d6+17 bludgeoning and 1d6 acid, DC 40 Mind-Rending Sting Single Action Requirement The thulgant hits the same enemy with two consecutive sting Strikes in the same round; Effect The thulgant deals 3d12+17 mental damage to the enemy. If the enemy is affected by thulgant venom, that poison gains the virulent trait. Stunning Display Two Actions (Concentrate, Emotion, Enchantment, Fear, Incapacitation, Mental, Occult, Visual) The thulgant rises up on its twitching limbs and presents its numerous tentacles and stingers in a horrifying display of awfulness. Creatures in a 30-foot emanation must attempt a DC 40 Will save, after which they are temporarily immune to further Stunning Displays for 1 minute. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 4. Critical Failure The creature is stunned 8. Thulgant Venom (Poison) Saving Throw Fortitude DC 40; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and the victim gains one of the following at random: clumsy 1, enfeebled 1, or stupefied 1 (1 round); Stage 2 6d6 poison damage and the victim gains two of the following at random: clumsy 2, enfeebled 2, or stupefied 2 (1 round); Stage 3 9d6 poison damage and the victim gains all three of the following: clumsy 3, enfeebled 3, and stupefied 3 (1 round) ","skill_mod":{"stealth":32,"athletics":35,"occultism":33,"acrobatics":32},"image":["/Images/Monsters/Qlippoth_Thulgant.png"],"primary_source":"Bestiary 2","spell":["Flesh to Stone","Phantasmal Calamity","Dispel Magic","Divine Aura","Divine Decree","Phantom Pain","Plane Shift","Daze","Detect Magic","True Seeing","Freedom of Movement"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" greater darkvision , true seeing ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"mental":15,"physical":15},"intelligence":5,"reflex_save":28,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":30,"size":["Large"],"name":"Thulgant","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[41,50],"attack_bonus":[35,35],"constitution":6,"immunity":["controlled","fear"],"creature_family":"Qlippoth","will_save":32,"speed":{"climb":30,"fly":50,"max":50,"land":30},"wisdom":6,"weakness":{"lawful":15},"creature_ability":["Demon Hunter","Greater Constrict","Mind-Rending Sting","Stunning Display","Thulgant Venom"],"skill":["Acrobatics","Athletics","Occultism","Stealth"],"tradition":["Occult"],"summary":"Although they spend most of their time hunting and battling demons for control of the Abyss , thulgants amuse themselves with a variety of …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=777","dexterity":6,"category":"creature","slug":"creature-777"},{"primary_source_category":"Rulebooks","strength":0,"hp":25,"language":["Aklo","Common","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":3,"perception":9,"stealth":"11","trait":["Fey","Uncommon","CE","Small"],"id":"creature-778","text":" Quickling Few creatures can match a quickling's speed. These malicious fey creatures delight in striking with blinding speed and accuracy, racing in to stab and slash at foes before scampering away for cover with maddening— even frightening—swiftness. Stories of people simply doubling over, bleeding from what appear to be spontaneously opening wounds, are often eyewitness accounts of quickling attacks. Quicklings actively hate the “slow-paced dullards” they encounter every day, delighting in inflicting suffering and pain on creatures they deem too sluggish to matter. While they are related to kinder fey such as brownies and pixies, quicklings care only for their own merriment. They see their own cruel pranks as the height of humor and have full confidence that their speed and invisibility will keep them safe from harm. They occasionally form gangs of up to a dozen individuals, although the group usually devolves very quickly into mayhem, as they inevitably perform increasingly deadly pranks against each other. Recall Knowledge - Fey (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Quickling Source Bestiary 2 pg. 218 Perception +9; low-light vision Languages Aklo, Common, Sylvan Skills Acrobatics +13, Crafting +8, Deception +8, Nature +8, Stealth +11, Survival +6, Thievery +11 Str +0 Dex +4 Con +1 Int +3 Wis +1 Cha +3 Items Lethargy Poison (3 doses), Shortsword --- AC 22 Fort +6 Ref +13 Will +8 HP 25 Weaknesses cold iron 5 Slow Susceptibility The quickling takes a –2 status penalty to saving throws against effects that cause the slowed condition. If the quickling ever becomes slowed, they lose their supernatural speed, can't Fade from View, and become sickened 1 for the duration of the slow. They also can't reduce this sickened condition for the duration of the slowed effect. Can't Catch Me Reaction Trigger The quickling is targeted by a Strike; Effect The quickling darts aside, gaining a +2 circumstance bonus to AC, then Strides up to half their Speed after the Strike resolves. --- Speed 100 feet Melee Single Action shortsword +11 (Agile, Finesse, versatile S), Damage 1d6+2 piercing plus lethargy poison Primal Innate Spells DC 20 - Cantrips (2nd) Dancing Lights, Prestidigitation - 1st Ventriloquism - 2nd Shatter Fade from View Free Action Requirements The quickling used no attack, manipulate, or move actions in the previous round; Effect The quickling becomes invisible until it uses an attack, manipulate, or move action. The quickling can't use Fade from View again for 1d4 rounds. Sneak Attack The quickling's Strikes deal an extra 1d6 precision damage to flat-footed creatures. Supernatural Speed The quickling's speed, combined with nearly instantaneous acceleration and deceleration, enables them to move in astonishing ways. As long as they have a firm surface to travel across, they can Stride their full movement vertically or horizontally. They can even run across unstable surfaces, such as water, in the same way, although dangerous surfaces (acid, lava, etc.) harm them as normal. They must end their movement on a horizontal surface capable of bearing their weight or else they fall. Quickling Pranks Quicklings consider cruelty to be the pinnacle of pranking. As a relatively minor example, a quickling may spend an entire day constantly moving food out of reach of a starving man. More commonly, however, a quickling prefers to cause pain and injury directly, such as by suddenly replacing a dinner fork with a red-hot knife as it's picked up, or slashing the legs of a traveler moving through tall grass. ","skill_mod":{"deception":8,"nature":8,"thievery":11,"crafting":8,"survival":6,"stealth":11,"acrobatics":13},"image":["/Images/Monsters/Quickling.png"],"primary_source":"Bestiary 2","spell":["Shatter","Ventriloquism","Dancing Lights","Prestidigitation"],"ac":22,"item":["Lethargy Poison (3 doses)","Shortsword"],"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":3,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":6,"size":["Small"],"name":"Quickling","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[5],"attack_bonus":[11],"constitution":1,"will_save":8,"speed":{"max":100,"land":100},"wisdom":1,"weakness":{"cold_iron":5},"creature_ability":["Slow Susceptibility","Can't Catch Me","Fade from View","Sneak Attack","Supernatural Speed"],"skill":["Acrobatics","Crafting","Deception","Nature","Stealth","Survival","Thievery"],"tradition":["Primal"],"summary":"Few creatures can match a quickling's speed. These malicious fey creatures delight in striking with blinding speed and accuracy, racing in to stab …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=778","dexterity":4,"category":"creature","slug":"creature-778"},{"attack_bonus":[23,24,24,24],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":195,"language":["Aquan"],"source":["Bestiary 2"],"type":"Creature","will_save":18,"charisma":0,"speed":{"max":40,"land":30,"swim":40},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Attack of Opportunity","Flooding Thrust","Tentacle Stab","Water Glide"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"23","trait":["Aberration","Aquatic","NE","Large"],"id":"creature-779","text":" Quoppopak Quoppopaks combine the most terrifying aspects of water striders, octopuses, and vampire bats into one evil, water-dwelling monster. Their bodies consist of an oval abdomen, eight hollow tentacles, and a thick, tail-like limb ending in a ventral tube, which resembles a lamprey's mouth and is capable of intaking fluids at an astounding rate. While quoppopaks can clumsily maneuver on land, they prefer to move on water; quoppopaks glide along the surface of lakes or the ocean by thrusting their ventral tubes into the water, cycling liquid up through their bodies, then spraying the water back out in a high-pressure stream through their hollow, spear-like tentacles. Though the ventral tube can't expel fluids, it still poses a substantial threat to other creatures. Quoppopaks have gills, but they are located inside the creatures' abdomens, allowing them to draw their air from the water they siphon through their ventral tubes. Quoppopaks can hold some water in their abdomens for quick forays on land, but this is akin to humans holding their breath to go underwater, and the monsters' water reserves quickly deplete. Recall Knowledge - Aberration (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Quoppopak Source Bestiary 2 pg. 219 Perception +22; low-light vision Languages Aquan Skills Acrobatics +23, Athletics +22, Stealth +23 Str +7 Dex +6 Con +5 Int -2 Wis +5 Cha +0 --- AC 31 Fort +22 Ref +23 Will +18 HP 195 Attack of Opportunity Reaction Tentacle only. --- Speed 15 feet, swim 40 feet, water glide 30 feet Melee Single Action beak +24 (reach 10 feet), Damage 3d8+13 piercing Melee Single Action tentacle +24 (Agile, reach 15 feet), Damage 2d8+13 bludgeoning plus Grab Melee Single Action ventral tube +24 (reach 10 feet), Damage 2d6+13 slashing plus 1d6 persistent bleed Ranged Single Action water jet +23 (range 100 feet, Water), Damage 2d6+13 bludgeoning plus Push 5 feet Flooding Thrust Two Actions Requirements The quoppopak's ventral tube is in water; Effect The quoppopak uses Tentacle Stab against a creature within reach; if either of these Strikes hits, the creature must attempt a DC 30 Reflex save. On a failed save, the quoppopak shoots water through its tentacles into the creature, dealing 2d6+5 bludgeoning damage and making the creature sickened 1 as its internal organs fill with water (double damage and sickened 2 on a critical failure). Tentacle Stab Single Action Frequency once per round; Effect The quoppopak makes two tentacle Strikes against the same creature. These Strikes deal piercing damage instead of bludgeoning, and the quoppopak can't Grab with them. Its multiple attack penalty doesn't increase until after both attacks. Water Glide The quoppopak can stand and move on the surface of water or other liquids without falling through. It can go underwater if it wishes, but it must Swim to do so. Coastal Hunters Quoppopaks prefer to hunt at dawn and dusk, prowling seashores and estuaries for fresh meat. While they could easily live off of the minerals and tiny organisms they filter from the water sucked through their ventral tubes, they delight in killing living creatures. Despite their cruel natures, quoppopaks don't mind hunting alongside others of their kind if it means they'll be able to create even more carnage. ","skill_mod":{"stealth":23,"athletics":22,"acrobatics":23},"summary":"Quoppopaks combine the most terrifying aspects of water striders, octopuses, and vampire bats into one evil, water-dwelling monster. Their bodies …","image":["/Images/Monsters/Quappokap.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":31,"level":11,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=779","intelligence":-2,"reflex_save":23,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":22,"size":["Large"],"name":"Quoppopak","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,22,23,26],"slug":"creature-779"},{"attack_bonus":[32,32],"constitution":5,"primary_source_category":"Rulebooks","strength":9,"hp":300,"language":["any one ancient language (such as <%LANGUAGES%59%%>Jistkan<%END>)"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 2"],"type":"Creature","will_save":28,"charisma":0,"speed":{"fly":30,"max":30,"land":30},"perception":30,"wisdom":5,"weakness":{},"creature_ability":["Gatekeeper Aura","Orrery","Radiant Blast","Radiant Blow"],"skill":["Arcana","Astronomy Lore","Athletics","Occultism"],"trait":["Construct","Uncommon","N","Gargantuan"],"id":"creature-780","text":" Radiant Warden The enigmatic and strange radiant wardens were constructed thousands of years ago to protect observatories and scholars against the incursion of alien aggressors from the Dominion of the Black. Over time, their roles as guardians expanded to include watching over any region where the laws of time and space have worn thin, particularly near portals and permanent gates between planets, planes, or dimensions. Named for both the radial nature of the concentric rings that make up their bodies as well as the glowing radiance of their attacks, radiant wardens carry on their orders, defending sites from invasion with single-minded purpose. Recall Knowledge - Construct (Arcana, Crafting): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Radiant Warden Source Bestiary 2 pg. 220 Perception +30; darkvision Languages any one ancient language (such as Jistkan) Skills Arcana +32, Astronomy Lore +36, Athletics +33, Occultism +32 Str +9 Dex +6 Con +5 Int +6 Wis +5 Cha +0 --- AC 40 Fort +32 Ref +29 Will +28 HP 300 Immunities bleed, death effects, disease, doomed, drained, fatigued, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances mental 15, physical 15 (except adamantine) Gatekeeper Aura (abjuration, aura, occult) 60 feet. A creature that uses a teleportation ability within the aura's emanation or enters it via a teleportation ability must succeed a DC 38 Will save or become sickened 1 and have its destination changed to a point of the radiant warden's choosing within the emanation. On a successful save, the creature arrives as intended but is still sickened 1. --- Speed 30 feet, fly 30 feet Melee Single Action hammer +32 (Magical, reach 15 feet, Shove), Damage 3d12+15 bludgeoning plus radiant blow Ranged Single Action radiant beam +32 (Magical, reach 15 feet), Damage 4d10 force Occult Innate Spells DC 38 - 5th Dimension Door (at will) - 7th Dimensional Lock, Prismatic Spray - 8th Collective Transposition (×3), Scintillating Pattern - 9th Teleport Orrery Single Action (Concentrate) Until it acts, the radiant warden appears to be an orrery (or similar large mechanical contraption, such as a telescope). It has an automatic result of 53 on Deception checks and DCs to convincingly pass as such a machine. Radiant Blast Two Actions (Evocation, Force, Occult) The radiant warden releases a 50-foot cone of bright energy that deals 10d12 force damage (DC 38 basic Reflex save). The radiant warden can't use Radiant Blast for 1d4 rounds. Radiant Blow When a creature is hit by the radiant warden's hammer Strike, a flash of radiant energy attempts to anchor the creature in place. The creature must attempt a DC 38 Will save; on a failure, the creature can't use any teleportation effects for 1 minute. On a critical failure, the creature is also permanently blinded. Ancient Intellects Each radiant warden's animating force consists of raw positive energy fused to the soul of a willing sacrifice—usually an astronomer or scholar near the end of their natural life. Focused now on protecting a site from any intrusion— including by curious archaeologists or adventurers—a radiant warden might pause before an attack if approached peacefully. Unfortunately, these constructs are prone to speaking in vague riddles or complex mathematical diatribes that can be as confusing as they are intriguing; often, discussions break down as frustration mounts on either side (or both). ","tradition":["Occult"],"skill_mod":{"arcana":32,"athletics":33,"occultism":32},"summary":"The enigmatic and strange radiant wardens were constructed thousands of years ago to protect observatories and scholars against the incursion of …","image":["/Images/Monsters/RadiantWarden.png"],"primary_source":"Bestiary 2","spell":["Teleport","Collective Transposition","Scintillating Pattern","Dimensional Lock","Prismatic Spray","Dimension Door"],"trait_group":["Creature Type","Rarity"],"ac":40,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"mental":15,"physical":15},"url":"/Monsters.aspx?ID=780","intelligence":6,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Radiant Warden","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[22,34],"slug":"creature-780"},{"remaster_name":["Trained Raven"],"attack_bonus":[7],"constitution":0,"primary_source_category":"Rulebooks","strength":-3,"hp":7,"source":["Bestiary 2"],"type":"Creature","creature_family":"Raven","will_save":5,"charisma":0,"speed":{"fly":40,"max":40,"land":10},"perception":5,"wisdom":3,"weakness":{},"creature_ability":["Cunning"],"skill":["Acrobatics","Thievery"],"trait":["Animal","N","Tiny"],"id":"creature-781","text":" Raven These omnivorous birds are cunning and opportunistic scavengers. Capable of solving simple puzzles in order to retrieve desired items, ravens gather at the periphery of civilization, raiding it as needed when they are not hunting in the wilds. Whether singularly, in pairs, or as a flock, ravens live off scraps as often as they do carrion or prey. They are also unusually social among their own kind, even alerting other ravens to large carcasses with loud, croaking cries; it is rumored that this extends between flocks as well. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Raven Source Bestiary 2 pg. 221 Perception +5; low-light vision Languages Skills Acrobatics +5, Thievery +5 Str -3 Dex +3 Con +0 Int -4 Wis +3 Cha +0 Cunning A raven can use simple items as tools, such as poking a stick at an opening to tease out a piece of food. They are also quite adept at stealing objects. A raven can't use Thievery to Palm an Object, Disable a Device, or Pick a Lock, but it can use Thievery to Steal light objects that it can carry in its beak or talons or to accomplish other relatively simple tasks. --- AC 15 Fort +2 Ref +7 Will +5 HP 7 --- Speed 10 feet, fly 40 feet Melee Single Action beak +7 (Finesse), Damage 1d6 piercing\n","skill_mod":{"thievery":5,"acrobatics":5},"summary":"These omnivorous birds are cunning and opportunistic scavengers. Capable of solving simple puzzles in order to retrieve desired items, ravens gather …","image":["/Images/Monsters/Raven.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=781","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":2,"size":["Tiny"],"name":"Raven","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-781"},{"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":30,"immunity":["precision","swarm mind"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Raven","will_save":9,"charisma":0,"speed":{"fly":40,"max":40,"land":10},"perception":9,"wisdom":4,"weakness":{"area":5},"creature_ability":["Enraged Cunning","Swarming Beaks"],"skill":["Acrobatics","Thievery"],"trait":["Animal","Swarm","N","Large"],"id":"creature-782","text":" Raven Swarm A flock of ravens is known as an unkindness. Certainly the name lives up to its meaning when a swarm of ravens decides to work together. In most cases, a raven swarm like the one presented here won't attack larger foes, but when manipulated by supernatural forces or simple desperation born from hunger, an unkindness of ravens can be a surprisingly dangerous foe. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Raven Swarm Source Bestiary 2 pg. 221 Perception +9; low-light vision Languages Skills Acrobatics +10, Thievery +10 Str +0 Dex +3 Con +0 Int -4 Wis +4 Cha +0 --- AC 19 Fort +7 Ref +12 Will +9 HP 30 Immunities precision, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed 10 feet, fly 40 feet Enraged Cunning There are few things as dangerously persistent in the natural world as an angry unkindness of ravens. A raven swarm can hound its prey through most barriers. Simple latches, unsecured chimney flues, loosely shuttered windows, and similar obstacles rarely keep an unkindness away. A raven swarm attempts a Thievery check to bypass many of these simple obstructions, typically against DC 20. Swarming Beaks Single Action The ravens' angry pecking deals 1d8 piercing damage to each enemy in the swarm's space (DC 20 basic Reflex save). A creature that critically fails its save is blinded for 1d4 rounds as the ravens focus their attacks on the target's vulnerable face. ","skill_mod":{"thievery":10,"acrobatics":10},"summary":"A flock of ravens is known as an unkindness. Certainly the name lives up to its meaning when a swarm of ravens decides to work together. In most …","primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=782","intelligence":-4,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":7,"size":["Large"],"name":"Raven Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-782"},{"primary_source_category":"Rulebooks","strength":9,"hp":500,"language":["Abyssal","Common","Draconic","Dwarven","Jotun","Necril","Orcish"],"source":["Bestiary 2"],"type":"Creature","charisma":8,"perception":37,"stealth":"35","trait":["Dragon","Fire","Rare","Undead","CE","Gargantuan"],"id":"creature-783","text":" Ravener The ravener presented here was once an ancient red dragon. Recall Knowledge - Dragon (Arcana): DC 47 Recall Knowledge - Undead (Religion): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Ravener Source Bestiary 2 pg. 224 Perception +37; darkvision, scent (imprecise) 60 feet, smoke vision, soulsense 60 feet Languages Abyssal, Common, Draconic, Dwarven, Jotun, Necril, Orcish Skills Acrobatics +32, Arcana +37, Athletics +39, Deception +38, Diplomacy +38, Intimidation +40, Stealth +35 Str +9 Dex +5 Con +9 Int +5 Wis +6 Cha +8 Smoke Vision Smoke doesn't impair an ancient red ravener's vision; it ignores the concealed condition from smoke. --- AC 47 Fort +38 Ref +34 Will +37 +1 status to all saves vs. magic HP 500 Immunities death effects, disease, fire, paralyzed, poison, sleep Weaknesses cold 20, good 20 Cowering Fear (aura, emotion, fear, mental) 90 feet, DC 42. Dragon Heat (arcane, aura, evocation, fire) 10 feet, 4d6 fire damage (DC 41 basic Reflex save) Soul Ward 200 HP. An intangible field of necromantic energy protects a ravener from total destruction. A soul ward has 150 maximum Hit Points, or 200 if the ravener is level 21 or higher. Whenever a ravener would be reduced below 1 Hit Point, all damage in excess of what would reduce them to 1 Hit Point is instead dealt to their soul ward. If this damage reduces the soul ward to fewer than 0 Hit Points, the ravener is destroyed. A soul ward’s Hit Points can be restored only via specific ravener abilities such as Consume Soul, ravenous breath, or vicious criticals. A ravener who goes more than a week without successfully using Consume Soul to feed on a dying creature starves, and their soul ward loses 1d4 Hit Points each day until they feed. If the ravener’s soul ward loses all its Hit Points while the ravener still has more than 1 HP, they become a ravener husk. Attack of Opportunity Reaction Jaws only. Discorporate Free Action (divine, necromancy) Trigger The ravener takes excess damage to their soul ward but still has at least 51 Hit Points in their soul ward; Effect The ravener draws deeply into their soul ward, discorporating their body into soul energy in order to escape. They take 50 damage to their soul ward and their physical body vanishes, reappearing 1d4 hours later in a random location within 1 mile from the location where they used Discorporate. Redirect Fire Reaction (abjuration, arcane) Trigger A creature within 100 feet casts a fire spell, or a fire spell otherwise comes into effect from a source within 100 feet; Effect The ravener makes all the choices to determine the targets, destination, and other effects of the spell, as though they were the caster. --- Speed 60 feet, fly 180 feet Melee Single Action jaws +39 (Fire, Magical, reach 20 feet), Damage 4d10+17 piercing plus 3d6 fire and 2d6 negative Melee Single Action claw +39 (Agile, Magical, reach 15 feet), Damage 4d8+17 slashing plus 2d6 negative Melee Single Action tail +37 (Magical, reach 25 feet), Damage 4d10+15 slashing plus 2d6 negative Melee Single Action wing +37 (Agile, Magical, reach 20 feet), Damage 3d8+15 slashing plus 2d6 negative Arcane Innate Spells DC 44 - Cantrips (9th) Detect Magic, Read Aura - 4th Suggestion (at will) - 8th Wall of Fire (at will) Consume Soul Free Action (death, divine, necromancy) Trigger A living creature within 30 feet of the ravener dies; Effect The ravener tears the creature’s soul from its body with their maw and gulps it down. The dying creature must attempt a DC 44 Fortitude save. Critical Success The creature is unaffected. Success The ravener tears off a small chunk of the creature’s soul. If the victim is restored to life, they are drained 1 in addition to any other side effects of returning to life. The ravener adds a number of Hit Points to their soul ward equal to half the creature’s level. Failure As success, but the creature’s soul is ravaged. The creature is drained 3 and the ravener adds a number of Hit Points to their soul ward equal to the creature’s level. Critical Failure As failure, but the ravener devours the entire soul. The victim can’t be restored to life as long as the ravener exists except via a 10th-level effect such as miracle or wish , and the ravener adds a number of Hit Points to their soul ward equal to twice the creature’s level. Manipulate Flames Single Action (Arcane, Concentrate, Transmutation) The ravener attempts to take control of a magical fire or a fire spell within 100 feet. If it succeeds at a counteract check (counteract level 10, counteract modifier +34), the original caster loses control of the spell or magical fire, control is transferred to the ravener, and this action counts as the ravener having Sustained the Spell with the action (if applicable). The ravener can choose to end the spell instead of taking control, if they choose. Ravenous Breath Weapon Two Actions (Arcane, Evocation, Fire) The ravener breathes a blast of flame that deals 20d6 fire damage plus 4d6 persistent negative damage (DC 44 basic Reflex save). A creature that fails its save is also drained 1 (or drained 2 on a critical failure). If a creature is drained by the ravener's Ravenous Breath Weapon, the ravener's soul ward gains 5 HP. The ravener can't use Breath Weapon again for 1d4 rounds. Vicious Criticals The ravener treats an attack roll as a critical hit on a roll of 19 or 20, as long as the attack roll was a success. Additionally, whenever the ravener makes a critical hit with one of their Strikes, the target must succeed on a Fortitude save or gain the drained 1 condition. If the target already has a drained value of greater than 0, their drained value instead increases by 1, to a maximum of drained 4. Whenever the ravener applies drain to a creature in this way, their soul ward gains 5 Hit Points. ","element":["Fire"],"skill_mod":{"diplomacy":38,"deception":38,"stealth":35,"arcana":37,"athletics":39,"intimidation":40,"acrobatics":32},"primary_source":"Bestiary 2","spell":["Wall of Fire","Suggestion","Detect Magic","Read Aura"],"ac":47,"level":21,"spell_dc":[44],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet , smoke vision, soulsense 60 feet","resistance":{},"intelligence":5,"reflex_save":34,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":38,"size":["Gargantuan"],"name":"Ravener","alignment":"CE","pfs":"Standard","rarity":"rare","strike_damage_average":[35,42,44,56],"attack_bonus":[37,37,39,39],"constitution":9,"immunity":["death effects","disease","fire","paralyzed","poison","sleep"],"creature_family":"Ravener","will_save":37,"speed":{"fly":180,"max":180,"land":60},"wisdom":6,"weakness":{"cold":20,"good":20},"creature_ability":["Smoke Vision","Cowering Fear","Dragon Heat","Soul Ward","Attack of Opportunity","Discorporate","Redirect Fire","Consume Soul","Manipulate Flames","Ravenous Breath Weapon","Vicious Criticals"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Stealth"],"tradition":["Arcane"],"summary":"The ravener presented here was once an ancient red dragon .","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=783","dexterity":5,"category":"creature","slug":"creature-783"},{"attack_bonus":[30,30],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":325,"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Ravener","will_save":26,"charisma":4,"speed":{"fly":180,"max":180,"land":60},"perception":26,"wisdom":4,"weakness":{"good":10},"creature_ability":["Frightful Presence","Boneshatter","Breath Weapon","Ravenous Repast"],"skill":["Acrobatics","Athletics"],"trait":["Dragon","Rare","Undead","CE","Gargantuan"],"id":"creature-784","text":" Ravener Husk Raveners require a steady diet of souls, and a ravener that's unable to feed for too long eventually cannibalizes their own soul. Should a ravener's soul ward ever be reduced to 0 Hit Points by hunger while the ravener has more than 1 Hit Point (see Soul Ward), they lose all traces of their former identity and descend into a feral, nearly mindless state. Even if a ravener husk later consumes soul energy, the transformation can be reversed only via Ravenous Repast. Recall Knowledge - Dragon (Arcana): DC 37 Recall Knowledge - Undead (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Ravener Husk Source Bestiary 2 pg. 224 Perception +26; darkvision, soulsense 60 feet Languages Skills Acrobatics +22, Athletics +28 Str +8 Dex +0 Con +6 Int -5 Wis +4 Cha +4 --- AC 35 Fort +28 Ref +22 Will +26 HP 325 Immunities death effects, disease, paralyzed, poison, sleep Weaknesses good 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 31 Boneshatter Reaction Trigger The ravener husk takes any amount of bludgeoning damage; Effect The ravener's brittle bones shatter, spraying bone shards everywhere. Every creature within a 10-foot emanation of the ravener husk takes 7d6 piercing damage (DC 31 basic Reflex save). --- Speed 60 feet, fly 180 feet Melee Single Action jaws +30 (Magical, reach 15 feet), Damage 3d8+16 piercing plus 2d6 negative Melee Single Action claw +30 (Agile, Magical, reach 10 feet), Damage 3d4+16 slashing plus 2d6 negative Breath Weapon Two Actions (Divine, Evocation, Negative) The ravener husk breathes a torrent of negative energy that deals 16d6 negative damage in a 40-foot cone (DC 34 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Ravenous Repast Three Actions (Divine, Necromancy) Frequency once per day; Effect The ravener husk makes a jaws Strike against a deceased creature that has been dead no longer than 1 minute, was good aligned, and was at least level 15 in life. The ravener attempts a DC 5 flat check; if successful, they transform back into a ravener with 1 Hit Point in their soul ward. ","skill_mod":{"athletics":28,"acrobatics":22},"summary":"Raveners require a steady diet of souls, and a ravener that's unable to feed for too long eventually cannibalizes their own soul. Should a ravener's …","primary_source":"Bestiary 2","trait_group":["Creature Type","Rarity"],"ac":35,"level":14,"source_category":["Rulebooks"],"sense":" darkvision , soulsense 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=784","intelligence":-5,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":28,"size":["Gargantuan"],"name":"Ravener Husk","alignment":"CE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[30,36],"slug":"creature-784"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":15,"source":["Bestiary 2"],"type":"Creature","creature_family":"Ray","will_save":5,"charisma":-4,"speed":{"max":30,"swim":30},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Electrolocation","Stingray Venom"],"skill":["Athletics","Stealth"],"stealth":"7","trait":["Animal","Aquatic","N","Medium"],"id":"creature-785","text":" Stingray Found in salt or fresh water, stingrays are normally passive creatures, but when threatened or cornered, they lash out with their tails to lance foes with their toxic stingers. Stingrays often bury themselves in mud, sand, or sea grass, and unfortunately for those wading in shallow waters, stepping on an unseen stingray is a surefire way to receive a painful sting. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Stingray Source Bestiary 2 pg. 226 Perception +6; electrolocation (imprecise) 30 feet, low-light vision Languages Skills Athletics +5, Stealth +7 Str +1 Dex +3 Con +1 Int -4 Wis +1 Cha -4 Electrolocation A stingray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself. --- AC 16 Fort +5 Ref +7 Will +5 HP 15 --- Speed swim 30 feet Melee Single Action sting +7 (Agile, Finesse), Damage 1d6+1 piercing plus stingray venom Stingray Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round) ","skill_mod":{"stealth":7,"athletics":5},"summary":"Found in salt or fresh water, stingrays are normally passive creatures, but when threatened or cornered, they lash out with their tails to lance foes …","primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":"electrolocation (imprecise) 30 feet, low-light vision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=785","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"size":["Medium"],"name":"Stingray","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-785"},{"attack_bonus":[8],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":24,"source":["Bestiary 2"],"type":"Creature","creature_family":"Ray","will_save":6,"charisma":-1,"speed":{"max":40,"swim":40},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Electrolocation","Strafing Rush","Swift Swimmer"],"skill":["Athletics"],"trait":["Animal","Aquatic","N","Large"],"id":"creature-786","text":" Manta Ray While manta rays might appear daunting, they are generally docile. Manta rays are found in temperate or tropical oceans, and they generally stay in the upper reaches or at the surface of deeper waters. These rays are filter feeders that subsist on plankton. They can also eat larger fish or aquatic creatures as the need arises, but rarely attack anything Small or larger. Many underwater cultures, particularly aquatic elves, raise and farm manta rays to serve as messengers, beasts of burden, or even pets. Manta rays don't make particularly good mounts, but some aquatic civilizations use them to draw underwater carriages. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Manta Ray Source Bestiary 2 pg. 226 Perception +6; electrolocation (imprecise) 30 feet, low-light vision Languages Skills Athletics +8 Str +3 Dex +3 Con +4 Int -4 Wis +1 Cha -1 Electrolocation A manta ray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself. --- AC 16 Fort +6 Ref +9 Will +6 HP 24 --- Speed swim 40 feet Melee Single Action tail +8 (Agile), Damage 1d8+3 bludgeoning Strafing Rush Single Action The manta ray Swims, making one tail Strike at any point along the way. The Strike deals half damage. Swift Swimmer Two Actions The manta ray Swims twice. It has a +10-foot circumstance bonus to its Speed during these actions. ","skill_mod":{"athletics":8},"summary":"While manta rays might appear daunting, they are generally docile. Manta rays are found in temperate or tropical oceans, and they generally stay in …","image":["/Images/Monsters/Ray_MantaRay.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":"electrolocation (imprecise) 30 feet, low-light vision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=786","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":6,"size":["Large"],"name":"Manta Ray","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-786"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":115,"language":["any one spoken in life by their murderer (typically <%LANGUAGES%1%%>Common<%END>)"],"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Revenant","will_save":17,"charisma":2,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Sense Murderer","Self-Loathing","Undying Vendetta","Baleful Shriek","Constrict"],"skill":["Athletics","Intimidation"],"trait":["Undead","LN","Medium"],"id":"creature-787","text":" Revenant Revenants are obsessed, undead stalkers who arise from their own murders and are driven by only one thing: revenge against their killers. The common wisdom is that revenants arise only from individuals who have been utterly betrayed or abandoned to die a grueling death, but even then such victims might not rise from their graves. In other cases, revenants might even rise from what might legitimately be considered an accident if the revenant doesn't understand the full circumstances of their demise. In such cases, it doesn't matter that the “murderer” may not have intended to kill, for revenants understands no pity and can never forgive. Revenants have little memory of their lives other than anything they might need to recall in order to achieve their goal of vengeance. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Revenant Source Bestiary 2 pg. 227 Perception +14; darkvision, sense murderer Languages any one spoken in life by their murderer (typically Common) Skills Athletics +15, Intimidation +14 Str +5 Dex +3 Con +4 Int +0 Wis +3 Cha +2 Sense Murderer (divination, occult, scrying) A revenant knows the direction of their murderer (as long as both are on the same plane), but not the distance. --- AC 23 Fort +14 Ref +13 Will +17 HP 115 (negative healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 5 (except slashing) Self-Loathing (emotion, mental, visual) If a revenant sees their own reflection or any object that was important to them in life, they must attempt a DC 25 Will save. Critical Success The revenant is unaffected and can no longer be affected by that reflection or object in this way. Success The revenant is distracted by self-loathing and becomes slowed 1 for 1 round. Failure The revenant becomes fascinated by the source that triggered their self-loathing and does everything they can to destroy it until the end of the revenant's next turn. Critical Failure The revenant becomes immobilized as long as the source of their self-loathing is apparent, until they're attacked, or until they see their murderer. Undying Vendetta (emotion, necromancy, occult) If the revenant's murderer dies, the revenant is immediately destroyed. A revenant that can't sense their murderer must attempt a DC 11 flat check once every 24 hours to avoid becoming immobilized and prone; they immediately rise again once they can sense their murderer. A murderer who becomes undead does not trigger the revenant's destruction until the murderer is finally destroyed. The revenant gains a +2 status bonus to checks and DCs against their murderer. --- Speed 25 feet Melee Single Action claw +17 (Agile), Damage 2d8+5 slashing plus Grab Baleful Shriek Two Actions (Auditory, Emotion, Fear, Incapacitation, Mental) The revenant wails horribly. Each creature within a 60-foot burst must attempt a DC 23 Will save. Regardless of the outcome of their saving throw, affected creatures are then immune to Baleful Shriek for 1 hour. The revenant's murderer never improves their degree of success due to this ability's incapacitation trait. The revenant can't use Baleful Shriek again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is frightened 2. Failure The creature is frightened 2 and paralyzed for 1 round. Critical Failure The creature is frightened 3 and paralyzed for 1d4 rounds. Constrict Single Action 2d6+5 bludgeoning, DC 24 Exceptions to Evil While most undead are evil, revenants are not—these unusual stalkers rise not out of a sense of cruelty or hatred of the living, but spontaneously from the need for vengeance following a deep betrayal. One can avoid a revenant's wrath by simply getting out of its way—unless you happen to be its reason for unlife! ","skill_mod":{"athletics":15,"intimidation":14},"summary":"Revenants are obsessed, undead stalkers who arise from their own murders and are driven by only one thing: revenge against their killers. The common …","image":["/Images/Monsters/Revenant.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , sense murderer","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5,"physical":5},"url":"/Monsters.aspx?ID=787","intelligence":0,"reflex_save":13,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Revenant","alignment":"LN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-787"},{"attack_bonus":[12,14],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":70,"source":["Bestiary 2"],"type":"Creature","creature_family":"Rhinoceros","will_save":11,"charisma":-1,"speed":{"max":35,"land":35},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Rhinoceros Charge","Trample"],"skill":["Athletics","Survival"],"trait":["Animal","N","Large"],"id":"creature-788","text":" Rhinoceros Rhinoceroses are short-tempered, territorial, and easily startled, and these traits combined with their innate ferocity means their natural instinct when disturbed is to attack. When intruders disturb or surprise rhinoceroses, the animals respond by charging directly at the interlopers and then lashing out with their mighty horns. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Rhinoceros Source Bestiary 2 pg. 228 Perception +9; scent (imprecise) 30 feet Languages Skills Athletics +12, Survival +10 Str +6 Dex +0 Con +4 Int -4 Wis +3 Cha -1 --- AC 22 Fort +14 Ref +8 Will +11 HP 70 --- Speed 35 feet Melee Single Action horn +14, Damage 2d8+6 piercing Melee Single Action foot +12, Damage 2d6+6 bludgeoning Rhinoceros Charge Two Actions The rhinoceros Strides twice, then makes a horn Strike. As long as the rhinoceros moved at least 20 feet, the Strike's damage increases to 3d8+6. A Medium or smaller creature struck by this attack must succeed at a DC 21 Reflex save or be automatically Shoved back 5 feet and knocked prone by the force of the blow. Trample Three Actions Medium or smaller, foot, DC 18 ","skill_mod":{"survival":10,"athletics":12},"summary":"Rhinoceroses are short-tempered, territorial, and easily startled, and these traits combined with their innate ferocity means their natural instinct …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":22,"level":4,"source_category":["Rulebooks"],"sense":" scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=788","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":14,"size":["Large"],"name":"Rhinoceros","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-788"},{"attack_bonus":[16,16],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":100,"source":["Bestiary 2"],"type":"Creature","creature_family":"Rhinoceros","will_save":15,"charisma":-1,"speed":{"max":35,"land":35},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Cold Adaptation","Ferocity","Rhinoceros Charge","Trample"],"skill":["Athletics","Survival"],"trait":["Animal","N","Large"],"id":"creature-789","text":" Woolly Rhinoceros Even bulkier than their non-woolly cousins, these rhinoceroses have a shaggy pelt of long, thick fur and a huge crescent-shaped horn. Woolly rhinos inhabit areas of arid tundra and cold steppes, spending much of their day grazing for sustenance. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Woolly Rhinoceros Source Bestiary 2 pg. 228 Perception +11; scent (imprecise) 30 feet Languages Skills Athletics +16, Survival +13 Str +6 Dex +1 Con +5 Int -4 Wis +3 Cha -1 --- AC 25 Fort +17 Ref +11 Will +15 +2 status to all saves vs. cold HP 100 Cold Adaptation The woolly rhinoceros treats environmental cold effects as if they were one step less extreme. Ferocity Reaction --- Speed 35 feet Melee Single Action horn +16 (reach 10 feet), Damage 2d12+6 piercing Melee Single Action foot +16, Damage 2d8+6 bludgeoning Rhinoceros Charge Two Actions The woolly rhinoceros Strides twice, then makes a horn Strike. As long as the woolly rhinoceros moved at least 20 feet, the Strike's damage increases to 3d12+6. A Medium or smaller creature struck by this attack must succeed at a DC 24 Reflex save or be automatically Shoved back 5 feet and knocked prone by the force of the blow. Trample Three Actions Medium or smaller, foot, DC 21 ","skill_mod":{"survival":13,"athletics":16},"summary":"Even bulkier than their non-woolly cousins, these rhinoceroses have a shaggy pelt of long, thick fur and a huge crescent-shaped horn. Woolly rhinos …","image":["/Images/Monsters/Rhinoceros_WoolyRhinoceros.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":25,"level":6,"source_category":["Rulebooks"],"sense":" scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=789","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":17,"size":["Large"],"name":"Woolly Rhinoceros","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,19],"slug":"creature-789"},{"primary_source_category":"Rulebooks","strength":4,"hp":230,"language":["Common","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":7,"perception":22,"stealth":"25","trait":["Aquatic","Fey","Water","NE","Medium"],"id":"creature-790","text":" Rusalka These androgynous, river-dwelling fey delight in manipulating the emotions of those unfortunate enough to fall into their grasp, using humiliation to break their victims' wills. Rusalkas enjoy keeping their broken toys nearby, both for continuing entertainment and to aid in the rusalkas' defense, as the shame their captives feel often drives them to become obsessively loyal to these fey. Recall Knowledge - Fey (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Rusalka Source Bestiary 2 pg. 229 Perception +22; low-light vision Languages Common, Sylvan Skills Acrobatics +21, Athletics +22, Deception +25, Diplomacy +21, Nature +21, Performance +23, Stealth +25 Str +4 Dex +5 Con +3 Int +1 Wis +3 Cha +7 --- AC 33 Fort +21 Ref +25 Will +21 HP 230 Resistances fire 10 Weaknesses cold iron 15 Blurred Form A rusalka is concealed while underwater. --- Speed 25 feet, swim 50 feet; water walk Melee Single Action tresses +24 (Agile, Finesse, reach 15 feet), Damage 3d8+10 bludgeoning plus Improved Grab Primal Innate Spells DC 35 - 2nd Invisibility (at will), Obscuring Mist (at will) - 5th Charm (at will), Control Water (at will) - Constant (6th) Water Walk Beckoning Call Single Action (Auditory, Concentrate, Enchantment, Incapacitation, Mental, Primal) The rusalka cries out a compelling invitation. Each non-fey creature within a 300-foot emanation must attempt a DC 27 Will save. The effect lasts for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Call, that creature is temporarily immune for 24 hours. Success The creature is unaffected. Failure The creature is fascinated and must spend each of its actions to move closer to the rusalka, avoiding obvious dangers. If a beckoned creature is adjacent to the rusalka, it stays still and doesn't act. If attacked by the rusalka, the creature is freed from captivation at the end of the rusalka's turn. Critical Failure As failure, but if attacked by the rusalka, the creature can attempt a new save only at the start of its next turn, rather than being freed at the end of the rusalka's turn. Constrict Single Action 2d8+10 bludgeoning, DC 32 Entangling Tresses A rusalka can have up to eight creatures grabbed within their tresses at a time. Flowing Hair Single Action The rusalka attempts an Athletics check against each grabbed creature's Fortitude DC. The rusalka moves each creature they succeed against up to 10 feet and each creature they critically succeed against up to 20 feet. This movement must all be within reach of its tresses. Shameful Touch Single Action (Emotion, Enchantment, Mental, Primal) The rusalka touches a creature within 5 feet using their hand, stirring up memories of regret and shame. The target must attempt a DC 35 Will save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The creature is sickened 1 and stunned 1. Critical Failure The creature is sickened 1 and stunned 1, and it must use its first action on its next turn to Strike itself, automatically hitting. Blue Week Those living in areas where rusalkas dwell know well to avoid the water during the week-long period in early Sarenith when the fey become particularly active, a time known in many regions as Blue Week. Most villages prohibit swimming and fishing during this time, though the prohibition is difficult to enforce, as it takes place during the height of good weather. Particularly superstitious folk take care to lock their doors both from within and without. ","element":["Water"],"skill_mod":{"diplomacy":21,"performance":23,"deception":25,"nature":21,"stealth":25,"athletics":22,"acrobatics":21},"image":["/Images/Monsters/Rusalka.png"],"primary_source":"Bestiary 2","spell":["Charm","Control Water","Invisibility","Obscuring Mist","Water Walk"],"ac":33,"level":12,"spell_dc":[35],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{"fire":10},"intelligence":1,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":21,"size":["Medium"],"name":"Rusalka","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[23],"attack_bonus":[24],"constitution":3,"will_save":21,"speed":{"max":50,"land":25,"swim":50},"wisdom":3,"weakness":{"cold_iron":15},"creature_ability":["Blurred Form","Beckoning Call","Constrict","Entangling Tresses","Flowing Hair","Shameful Touch"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Nature","Performance","Stealth"],"tradition":["Primal"],"summary":"These androgynous, river-dwelling fey delight in manipulating the emotions of those unfortunate enough to fall into their grasp, using humiliation to …","trait_group":["Monster","Creature Type","Elemental","Planar"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=790","dexterity":5,"category":"creature","slug":"creature-790"},{"primary_source_category":"Rulebooks","strength":6,"hp":165,"language":["Abyssal","Varisian"],"source":["Bestiary 2"],"type":"Creature","charisma":3,"perception":16,"stealth":"18","trait":["Beast","Fiend","Unique","NE","Large"],"id":"creature-791","text":" Sandpoint Devil While some creatures have been fused to create a new entity that's graceful and beautiful, the Sandpoint Devil is the opposite. It has the hooves and body of a powerful horse, but it walks on its hind legs in a perverse parody of a humanoid gait. Its equine face has been distorted and elongated with skeletal, yellowed fangs and milky eyes. The pox-spotted hide along the creature's back bears a draconic tail with dark, spiny plates and two torn, bat-like wings. The legendary Sandpoint Devil appears only on moonless nights when mists gather around the coast. Most encounters end with missing livestock or children, with little left behind other than oddly placed hoofprints that reek of brimstone. Recall Knowledge - Beast (Arcana, Nature): DC 34 Recall Knowledge - Fiend (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Sandpoint Devil Source Bestiary 2 pg. 230 Perception +16; greater darkvision, scent (imprecise) 30 feet Languages Abyssal, Varisian Skills Acrobatics +16, Athletics +18, Intimidation +18, Stealth +18, Survival +16 Str +6 Dex +4 Con +5 Int +0 Wis +4 Cha +3 --- AC 27 Fort +19 Ref +14 Will +16 +1 status to all saves vs. magic HP 165 Immunities fire, fear Weaknesses cold iron 5 Attack of Opportunity Reaction Hoof only. --- Speed 35 feet, fly 50 feet Melee Single Action jaws +20, Damage 2d10+12 piercing Melee Single Action hoof +20 (Agile, versatile S), Damage 2d6+12 bludgeoning Occult Innate Spells DC 23, attack +15 - Cantrips (4th) Produce Flame - 1st Gust of Wind (at will) - 2nd Obscuring Mist - 3rd Stinking Cloud - 4th Dimension Door, Phantasmal Killer Accursed Breath Two Actions (Curse, Evocation, Fire, Occult) The Sandpoint Devil breathes a 30-foot cone of flame that deals 6d10 fire damage. Each creature in the area must attempt a DC 26 Reflex save. The Sandpoint Devil can't use Accursed Breath for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is sickened 2 by the agonizing pain of its burns. Critical Failure The creature takes full damage and is cursed. The victim's flesh appears charred and burned, and the pain of being burned alive never fully vanishes. The cursed creature takes a –2 status penalty to all checks from the constant pain. Healing doesn't alter the appearance of the burns or lessen the penalty, but removing the curse does. Devil's Howl Two Actions (Auditory, Emotion, Enchantment, Fear, Mental, Occult) The Sandpoint Devil unleashes a bloodcurdling howl that can be heard for miles. Each creature within a 100-foot emanation must succeed at a DC 26 Will save or become frightened 2 (frightened 3 and fleeing as long as it remains frightened on a critical failure). Creatures that attempt this Will save are then immune to Devil's Howl for 24 hours. Trample Three Actions Medium or smaller, hoof, DC 23 Other Devils For over a decade, the legend of the Sandpoint Devil has persisted in western Varisia. Most hold that it's the fantasy of simple folk and booze-filled bellies, but locals insist it exists. Other creatures akin to the Sandpoint Devil might exist elsewhere in the world, with slight variations on their innate spells and the nature of their Accursed Breath. ","skill_mod":{"survival":16,"stealth":18,"athletics":18,"intimidation":18,"acrobatics":16},"image":["/Images/Monsters/SandpointDevil.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Phantasmal Killer","Stinking Cloud","Obscuring Mist","Gust of Wind","Produce Flame"],"ac":27,"level":8,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" greater darkvision , scent (imprecise) 30 feet ","resistance":{},"intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":19,"size":["Large"],"name":"Sandpoint Devil","alignment":"NE","pfs":"Standard","rarity":"unique","strike_damage_average":[19,23],"attack_bonus":[20,20],"constitution":5,"immunity":["fire","fear"],"spell_attack_bonus":[15],"will_save":16,"speed":{"fly":50,"max":50,"land":35},"wisdom":4,"weakness":{"cold_iron":5},"creature_ability":["Attack of Opportunity","Accursed Breath","Devil's Howl","Trample"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"tradition":["Occult"],"summary":"While some creatures have been fused to create a new entity that's graceful and beautiful, the Sandpoint Devil is the opposite. It has the hooves and …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=791","dexterity":4,"category":"creature","slug":"creature-791"},{"attack_bonus":[35,37,37,37],"constitution":6,"primary_source_category":"Rulebooks","strength":10,"hp":400,"language":["Aklo","Arboreal","Common","Sylvan"],"immunity":["electricity"],"source":["Bestiary 2"],"type":"Creature","will_save":33,"charisma":6,"speed":{"climb":25,"max":40,"land":40},"perception":35,"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Planar Acclimation","Splintering Death","Lightning-Struck Curse","Sard Venom","Thorn Volley","Trample"],"skill":["Acrobatics","Athletics","Nature"],"trait":["Electricity","Plant","Rare","Tane","CE","Gargantuan"],"id":"creature-792","text":" Sard An immense, gnarled, tree awoken with raw, primal power by one of the fey Eldest of the First World, this monster—one of the legendary Tane—skitters on huge, spidery roots and thrashes its branches as fiery lightning courses within its blackened bark, a living manifestation of the violent clash between ancient forest and stormy sky. Recall Knowledge - Plant (Nature): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Sard Source Bestiary 2 pg. 231 Perception +35; low-light vision, tremorsense 120 feet Languages Aklo, Arboreal, Common, Sylvan Skills Acrobatics +33, Athletics +37, Nature +31 Str +10 Dex +6 Con +6 Int +2 Wis +6 Cha +6 Planar Acclimation The sard treats the plane it is located on as its home plane. --- AC 43 Fort +35 Ref +31 Will +33 +1 status to all saves vs. magic HP 400 Immunities electricity Resistances fire 15, physical 15 (except slashing) Weaknesses cold iron 15 Splintering Death (electricity, evocation, primal) When the sard dies, its body explodes in a 30-foot emanation. All creatures in the area take 10d6 electricity damage and 10d6 piercing damage (DC 43 basic Reflex save). Any creature that takes piercing damage is also exposed to sard venom. --- Speed 40 feet, climb 25 feet Melee Single Action trunk +37 (fatal d12, reach 20 feet), Damage 4d6+18 bludgeoning plus 3d6 persistent electricity Melee Single Action branch +37 (Agile, reach 20 feet), Damage 4d8+18 piercing plus sard venom Melee Single Action root +37 (reach 10 feet), Damage 4d6+18 bludgeoning plus 1d6 electricity Ranged Single Action thorn +35 (deadly d10, Primal, Propulsive, range 180 feet), Damage 4d4+16 piercing plus sard venom Primal Innate Spells DC 41 - 7th Chain Lightning (×3) - 8th Punishing Winds, Tree Stride - 9th Storm of Vengeance Rituals DC 39 - 8th Control Weather (doesn't require secondary casters) Lightning-Struck Curse Reaction (Curse, Necromancy, Primal) Trigger The sard is about to damage a creature that has electricity resistance; Effect An instant before the target takes the electricity damage from the triggering event, the sard's electrical sparks glow red. The target must succeed at a DC 41 Will save or lose any electricity resistance it has until this curse is lifted. Sard Venom (Poison, Primal, Virulent) Saving Throw DC 41 Fortitude; Maximum Duration 10 rounds; Stage 1 2d6 electricity damage, 2d6 poison damage, and clumsy 2 (1 round); Stage 2 3d6 electricity damage, 3d6 poison damage, clumsy 2, and slowed 1 (1 round); Stage 3 4d6 electricity damage, 4d6 poison damage, clumsy 2, and slowed 2 (1 round) Thorn Volley Two Actions The sard makes up to four thorn Strikes, each against a different target. The sard's multiple attack penalty doesn't increase until after all the attacks have been made. Trample Three Actions Huge or smaller, root, DC 39 The Witch-Tree The first sard was created when the Eldest known as the Green Mother beckoned the sky's rage to strike the eldest oak in her domain, transforming the tree into a living siege engine. This original sard still stands sentinel in the Hanging Bower of the First World. ","tradition":["Primal"],"skill_mod":{"nature":31,"athletics":37,"acrobatics":33},"summary":"An immense, gnarled, tree awoken with raw, primal power by one of the fey Eldest of the First World, this monster—one of the legendary Tane—skitters …","image":["/Images/Monsters/Sard.png"],"primary_source":"Bestiary 2","spell":["Storm of Vengeance","Punishing Winds","Tree Stride","Chain Lightning"],"trait_group":["Energy","Monster","Creature Type","Rarity"],"ac":43,"level":19,"spell_dc":[41],"source_category":["Rulebooks"],"sense":" low-light vision , tremorsense 120 feet ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15,"fire":15,"physical":15},"url":"/Monsters.aspx?ID=792","intelligence":2,"reflex_save":31,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Low-light vision","fortitude_save":35,"size":["Gargantuan"],"name":"Sard","alignment":"CE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[26,35,36,42],"slug":"creature-792"},{"attack_bonus":[13],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":60,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 2"],"type":"Creature","will_save":11,"charisma":-2,"speed":{"max":20,"land":20},"perception":11,"wisdom":3,"weakness":{"fire":5},"creature_ability":["Scarecrow's Leer","Baleful Glow","Clawing Fear","Mundane Appearance"],"skill":["Athletics"],"trait":["Construct","N","Medium"],"id":"creature-793","text":" Scarecrow A ramshackle collection of materials in a human shape, the scarecrow construct is indistinguishable from a normal scarecrow until it slowly creaks to life. As it animates, its carved pumpkin or sackcloth face bursts into eldritch flame, sending fear creeping into the air around it. Each scarecrow is handcrafted and unique in its appearance, though most are 5 to 6 feet tall and constructed of a combination of wood, cloth, rope, straw, sawdust, discarded husks and cobs, and similar materials, all dressed in ragged pastoral garments. This rudimentary construction makes a scarecrow somewhat fragile, prone to snapping limbs in the crush of battle. Yet its structure is adaptable, allowing it to reshape another piece of itself into a clawed limb or grip a severed portion of itself to swat at its foes. When a scarecrow is created, it must be anointed with a drop of its creator's blood into each of its eyes. This blood soaks into the material and siphons a tiny sliver of the creator's soul away—not enough to harm the creator, but more than enough to imbue the scarecrow with an instinctive intellect that allows it to follow commands as eagerly as a well-trained (if ill-tempered) guard dog. When a scarecrow is destroyed, the blood leaks back out from its eyes, but the portion of the creator's soul never returns. Recall Knowledge - Construct (Arcana, Crafting): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Scarecrow Source Bestiary 2 pg. 232 Perception +11; darkvision Languages Skills Athletics +12 Str +5 Dex +2 Con +3 Int -4 Wis +3 Cha -2 --- AC 19 Fort +13 Ref +8 Will +11 HP 60 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 5 (except slashing) Weaknesses fire 5 Scarecrow's Leer (aura, emotion, fear, mental, occult, visual) 40 feet. The scarecrow's eyes flicker with an unnerving glow. A creature can't reduce its frightened condition below 1 as long as it is in the aura's emanation. When a creature enters or starts its turn in the aura, it must attempt a DC 18 Will save. Birds and other avian creatures take a –2 circumstance penalty to this save. Critical Success The creature is unaffected and is then temporarily immune for 24 hours. Success The creature is frightened 1. Failure The creature is frightened 2 and is fascinated by the scarecrow until the end of its next turn. Critical Failure As failure, but frightened 3. --- Speed 20 feet Melee Single Action claw +13 (versatile S), Damage 2d6+7 bludgeoning plus clawing fear Baleful Glow Free Action (Concentrate, Mental, Occult) The scarecrow's head bursts into ghostly, heatless flame that sheds bright light in a 20-foot emanation (and dim light to the next 20 feet). If the scarecrow uses this ability on the first round of combat, any creature that has not acted yet is startled and becomes flat-footed against the scarecrow for 1 round. It can suppress the light by using this action again. Clawing Fear The scarecrow's strikes deal an additional 1d6 mental damage to frightened creatures. Mundane Appearance Single Action (Concentrate) Until it acts, the scarecrow resembles an ordinary scarecrow. It has an automatic result of 32 on Deception checks and DCs to pass as an ordinary scarecrow. Odds and Ends Scarecrows hold a certain liminal space that is inhabitable by spirit creatures. Ghosts in particular can use their malevolent possession on a scarecrow as if it were a living creature, using them as vehicles to escape their site-bound nature and so further spread their murder and mayhem. ","skill_mod":{"athletics":12},"summary":"A ramshackle collection of materials in a human shape, the scarecrow construct is indistinguishable from a normal scarecrow until it slowly creaks to …","image":["/Images/Monsters/Scarecrow.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":19,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5,"physical":5},"url":"/Monsters.aspx?ID=793","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Scarecrow","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-793"},{"primary_source_category":"Rulebooks","strength":2,"hp":100,"language":["Aklo"],"source":["Bestiary 2"],"type":"Creature","charisma":0,"perception":15,"stealth":"17","trait":["Aberration","Negative","Rare","NE","Medium","Void"],"id":"creature-794","text":" Sceaduinar Strange creatures born from jagged crystals in the heart of the Negative Energy Plane, sceaduinar are fueled by its negative energy and driven to extinguish all life. Resembling crystalline gargoyles with serrated limbs and sharp, bat-like faces, sceaduinar stand about 7 feet tall and weigh around 100 pounds. These malevolent beings sometimes gather in great packs of their own kind. Despite their intelligence, they act like cunning, feral beasts for the most part, though they occasionally build tools to aid them in extinguishing life. Sceaduinar sail through the great voids of their home plane, seeking to destroy any sparks of life that find their way into that deadly realm—even the twisted sparks found in undead creatures. When they discover portals to other planes, sceaduinar swarm through in great numbers, slaughtering all they come across. While dwelling outside the Negative Energy plane is uncomfortable for sceaduinar, they can exist for extended periods of time apart from their home. Of course, the feeling of a plane where negative energy isn't the rule doesn't improve these creatures' attitude, and as a result, they tend to be particularly cruel and violent when encountered in such realms. Recall Knowledge - Aberration (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Sceaduinar Source Bestiary 2 pg. 233 Perception +15; greater darkvision, lifesense 120 feet Languages Aklo Skills Acrobatics +17, Athletics +13, Intimidation +13, Occultism +15, Stealth +17 Str +2 Dex +6 Con +4 Int +2 Wis +4 Cha +0 --- AC 25 Fort +16 Ref +18 Will +14 +1 status to all saves vs. magic HP 100 (negative healing) Immunities death effects, drained Resistances physical 5 (except adamantine) Weaknesses good 10 Void Child Sceaduinars have neither souls nor the ability to create. A sceaduinar is immune to effects that target a soul (such as bind soul or resurrect) or that require knowledge of a creature's identity (such as scrying), and critically fails Crafting checks. Wing Flash Reaction Trigger A creature attempts a melee attack against a sceaduinar or an Acrobatics check to Tumble Through the sceaduinar's space; Effect The sceaduinar flexes its wings to emit a brief pulse of negative energy that deals 4d6 negative damage to the triggering creature (DC 22 basic Reflex save). --- Speed 30 feet, fly 60 feet Melee Single Action jaws +18 (Agile, Finesse, Magical), Damage 2d6+4 piercing plus 2d6 negative and drain life Melee Single Action wing +18 (Agile, Finesse, Magical, reach 10 feet), Damage 2d6+4 slashing plus 2d6 negative Occult Innate Spells DC 25 - Cantrips (4th) Chill Touch - 2nd Silence - 3rd Grim Tendrils, Harm (×3) - 4th Darkness, Dimension Door, Dispel Magic, Harm Drain Life (Necromancy, Occult) When the sceaduinar damages a living creature with its jaws Strike, the sceaduinar gains 5 temporary Hit Points and the creature must succeed at a DC 25 Fortitude save or become drained 1. Further damage dealt to the creature by the sceaduinar increases the drained value by 1 on a failed save, to a maximum of drained 4. Entropic Touch Negative damage dealt by a sceaduinar damages undead and creatures with negative healing as if it were positive damage. The sceaduinar's melee Strikes have the benefits of the ghost touch property rune on attacks against incorporeal undead. Sceaduinar Crystals Sceaduinar congregate on the great crystalline knots of negative energy that accrete in the Negative Energy Plane. Sceaduinar prod treelike crystal growths to produce dangerous items akin to spheres of annihilation or great structures that echo with eerie chimes. Sceaduinar also stimulate these aggregations of crystals to yield other sceaduinar and similar hateful creatures of unlife. ","skill_mod":{"stealth":17,"athletics":13,"intimidation":13,"occultism":15,"acrobatics":17},"image":["/Images/Monsters/Sceaduinar.png"],"primary_source":"Bestiary 2","spell":["Darkness","Dimension Door","Dispel Magic","Harm","Grim Tendrils","Silence","Chill Touch"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" greater darkvision , lifesense 120 feet","resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":16,"size":["Medium"],"name":"Sceaduinar","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[18,18],"attack_bonus":[18,18],"constitution":4,"immunity":["death effects","drained"],"will_save":14,"speed":{"fly":60,"max":60,"land":30},"wisdom":4,"weakness":{"good":10},"creature_ability":["Void Child","Wing Flash","Drain Life","Entropic Touch"],"skill":["Acrobatics","Athletics","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"Strange creatures born from jagged crystals in the heart of the Negative Energy Plane , sceaduinar are fueled by its negative energy and driven to …","trait_group":["Creature Type","Energy","Planar","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=794","dexterity":6,"category":"creature","slug":"creature-794"},{"attack_bonus":[9,9],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":20,"source":["Bestiary 2"],"type":"Creature","creature_family":"Scorpion","will_save":5,"charisma":-4,"speed":{"climb":15,"max":30,"land":30},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Cave Scorpion Venom"],"skill":["Athletics","Stealth"],"stealth":"7","trait":["Animal","N","Medium"],"id":"creature-795","text":" Cave Scorpion Cave scorpions prefer to reside in underground lairs. Most have lost nearly all of their pigmentation, making them appear ghostly when they lurk at the edge of the light. While they prefer to eat large insects, cave scorpions can and will attack humanoids. Some Darklands societies have developed techniques to herd or lure scorpions into pest-infested tunnels and warrens at the edge of their settlements, where the scorpions thrive in a dual role of exterminators and guardians. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Cave Scorpion Source Bestiary 2 pg. 234 Perception +7; darkvision, tremorsense (imprecise) 30 feet Languages Skills Athletics +7, Stealth +7 Str +2 Dex +4 Con +3 Int -5 Wis +2 Cha -4 --- AC 16 Fort +6 Ref +9 Will +5 HP 20 --- Speed 30 feet, climb 15 feet Melee Single Action pincer +9 (Agile, Finesse), Damage 1d8+2 slashing plus Grab Melee Single Action stinger +9 (Finesse), Damage 1d6+2 piercing plus cave scorpion venom Cave Scorpion Venom (Poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and enfeebled 1 (1 round); Stage 3 1d8 poison damage and enfeebled 2 (1 round) ","skill_mod":{"stealth":7,"athletics":7},"summary":"Cave scorpions prefer to reside in underground lairs. Most have lost nearly all of their pigmentation, making them appear ghostly when they lurk at …","image":["/Images/Monsters/Scorpion_CaveScorpion.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=795","intelligence":-5,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Cave Scorpion","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,6],"slug":"creature-795"},{"attack_bonus":[30,30],"constitution":6,"primary_source_category":"Rulebooks","strength":9,"hp":275,"source":["Bestiary 2"],"type":"Creature","creature_family":"Scorpion","will_save":25,"charisma":-4,"speed":{"max":50,"land":50},"perception":27,"wisdom":6,"weakness":{},"creature_ability":["Black Scorpion Venom","Greater Constrict","Rapid Stinging"],"skill":["Athletics"],"trait":["Animal","N","Gargantuan"],"id":"creature-796","text":" Black Scorpion With a carapace the color of polished obsidian and a penchant for attacking villages, this humongous scorpion is one of the desert's most frightening predators. A black scorpion measures 60 feet from tip to the base of its stinger. Recall Knowledge - Animal (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Black Scorpion Source Bestiary 2 pg. 234 Perception +27; darkvision, tremorsense (imprecise) 90 feet Languages Skills Athletics +30 Str +9 Dex +4 Con +6 Int -5 Wis +6 Cha -4 --- AC 38 Fort +29 Ref +25 Will +25 HP 275 --- Speed 50 feet Melee Single Action pincer +30 (Agile, reach 30 feet), Damage 3d12+15 slashing plus Grab Melee Single Action stinger +30 (reach 30 feet), Damage 3d8+15 piercing plus black scorpion venom Black Scorpion Venom (Poison) Saving Throw DC 36 Fortitude; Maximum Duration 6 rounds; Stage 1 2d12 poison damage and clumsy 2 (1 round); Stage 2 3d12 poison damage, clumsy 2, and slowed 1 (1 round); Stage 3 4d12 poison damage, clumsy 4, and slowed 2 (1 round) Greater Constrict Single Action 2d12+12 bludgeoning, DC 36 Rapid Stinging Two Actions The black scorpion makes three stinger Strikes, each against a different target. Its multiple attack penalty applies to each attack, but the penalty increases only after all the attacks have been made. ","skill_mod":{"athletics":30},"summary":"With a carapace the color of polished obsidian and a penchant for attacking villages, this humongous scorpion is one of the desert's most frightening …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":38,"level":15,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 90 feet ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=796","intelligence":-5,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Black Scorpion","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[28,34],"slug":"creature-796"},{"attack_bonus":[18],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":105,"language":["Aklo","Arboreal","Sylvan"],"source":["Bestiary 2"],"type":"Creature","will_save":9,"charisma":0,"speed":{"max":15,"land":15},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Axe Vulnerability","Ripping Disarm","Dead Tree","Woodland Ambush"],"skill":["Athletics","Stealth"],"stealth":"12","trait":["Plant","CE","Huge"],"id":"creature-797","text":" Scythe Tree Malevolent, vicious, and cruel, scythe trees pose as normal trees near deep forest paths, where they wait to slaughter passersby. Instead of drawing sustenance from light and soil, scythe trees gorge themselves on the flesh, blood, and bone of sapient creatures. Nothing is more delectable to scythe trees than a kind-hearted gnome or an altruistic dryad who believes that a scythe tree can be redeemed. The screams and whimpers of these victims are music to these cruel plants and add an extra dimension of flavor to the meal. Scythe trees are solitary creatures by nature, and their size and power mean that they don't need to compete for food with other carnivorous plants. Once food sources dwindle in an area, scythe trees move on to another location. When a scythe tree dwells in a location for many months or years, it leaves traces of its bark and roots in the soil. Over time, these blood-nourished fragments might grow into a new scythe tree, but the progenitor will most likely have already moved on to new hunting grounds long before the new scythe tree reaches maturity. Scythe trees appear as dead or dying deciduous trees with long, twisted branches that end in scythe-like blades. These carnivorous plants have dark-brown bark that is nearly black near the bottom of the trunk and rusty brown leaves that remain attached year-round. Scythe trees' disturbing mouths remain closed when not eating, appearing as a jagged gash on the trunk. When scythe trees deign to speak, their voices are rough, deep, and mocking, particularly when discussing arboreals, whom scythe trees universally find to be insufferable and worthy of little more than being hacked to pieces. Recall Knowledge - Plant (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Scythe Tree Source Bestiary 2 pg. 235 Perception +14; lifesense 30 feet, low-light vision Languages Aklo, Arboreal, Sylvan Skills Athletics +15, Stealth +12 Str +7 Dex +2 Con +4 Int +0 Wis +2 Cha +0 --- AC 24 Fort +17 Ref +8 Will +9 HP 105 Resistances bludgeoning 5, piercing 5 Axe Vulnerability A scythe tree takes 5 additional damage from axes. Ripping Disarm Reaction Trigger A creature rolls a critical failure on a melee weapon Strike against the scythe tree; Effect The scythe tree attempts to Disarm the creature. --- Speed 15 feet Melee Single Action scythe branch +18 (Backswing, deadly d10, reach 15 feet), Damage 2d10+9 slashing Dead Tree Single Action (Concentrate) Until the scythe tree acts, it appears to be a dead tree. It has an automatic result of 35 on Deception checks and DCs to pass as a dead tree. Woodland Ambush Single Action Requirements The scythe tree is using Dead Tree in forested terrain, and a creature that hasn't detected it is within 30 feet; Effect The scythe tree Strides up to 25 feet toward the triggering creature. Once the creature is in reach, the scythe tree makes a scythe branch Strike against it. The creature is flat-footed against this Strike. Scythewood Wood harvested from a dead scythe tree is knotted and twisted, and often contains pockets of teeth and bones from long-digested meals embedded in the growth rings. While difficult to obtain and challenging to work with, this wood is sought out by necromancers, as it is a vital component in creating particularly potent necromantic wands and staves. A single scythe tree typically yields about 150 gp worth of viable scythewood for such endeavors ","skill_mod":{"stealth":12,"athletics":15},"summary":"Malevolent, vicious, and cruel, scythe trees pose as normal trees near deep forest paths, where they wait to slaughter passersby. Instead of drawing …","image":["/Images/Monsters/ScytheTree.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" lifesense 30 feet , low-light vision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5},"url":"/Monsters.aspx?ID=797","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":17,"size":["Huge"],"name":"Scythe Tree","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20],"slug":"creature-797"},{"primary_source_category":"Rulebooks","strength":-1,"hp":25,"language":["Aklo","Common","Undercommon","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":3,"perception":8,"trait":["Humanoid","Serpentfolk","Uncommon","NE","Medium"],"id":"creature-798","text":" Zyss Serpentfolk Even the least among zyss serpentfolk consider themselves greater than any mammal. Their magical abilities, most notably their telepathy, are all the reason they need to hold this view. And it's true enough that the instinctual skill and magic of any zyss is enough to best the average human. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Zyss Serpentfolk Source Bestiary 2 pg. 237 Perception +8; darkvision, scent (imprecise) 30 feet Languages Aklo, Common, Undercommon; telepathy 100 feet Skills Acrobatics +8, Arcana +8, Deception +9, Occultism +8, Society +8 Str -1 Dex +4 Con +2 Int +4 Wis +2 Cha +3 Items Dagger, Shortbow (30 arrows) --- AC 18 Fort +6 Ref +8 Will +8 (+4 status vs. mental) +1 status to all saves vs. magic HP 25 Resistances poison 5 --- Speed 25 feet Melee Single Action fangs +10 (Finesse), Damage 1d6+1 piercing plus serpentfolk venom Melee Single Action dagger +10 (Agile, Finesse, versatile S), Damage 1d4+1 piercing plus serpentfolk venom Ranged Single Action shortbow +10 (deadly 1d10, range increment 60 feet), Damage 1d6+2 piercing plus serpentfolk venom Occult Innate Spells DC 18 - 1st Illusory Disguise (at will), Ventriloquism (at will) - 2nd Mirror Image (at will) - 4th Suggestion Serpentfolk Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 2d4 poison damage and enfeebled 1 (1 round) ","skill_mod":{"society":8,"deception":9,"arcana":8,"occultism":8,"acrobatics":8},"image":["/Images/Monsters/Serpentfolk_ZyssSerpentfolk.png"],"primary_source":"Bestiary 2","spell":["Suggestion","Mirror Image","Illusory Disguise","Ventriloquism"],"ac":18,"item":["Dagger","Shortbow (30 arrows)"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","resistance":{"poison":5},"intelligence":4,"reflex_save":8,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Zyss Serpentfolk","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[3,4,5],"attack_bonus":[10,10,10],"constitution":2,"creature_family":"Serpentfolk","will_save":8,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Serpentfolk Venom"],"skill":["Acrobatics","Arcana","Deception","Occultism","Society"],"tradition":["Occult"],"summary":"Even the least among zyss serpentfolk consider themselves greater than any mammal. Their magical abilities, most notably their telepathy, are all the …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=798","dexterity":4,"category":"creature","slug":"creature-798"},{"attack_bonus":[11,11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Aklo","Undercommon","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Serpentfolk","will_save":6,"charisma":-1,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Serpentfolk Venom","Slithering Attack"],"skill":["Acrobatics","Athletics","Intimidation"],"trait":["Humanoid","Mutant","Serpentfolk","Uncommon","CE","Medium"],"id":"creature-799","text":" Aapoph Serpentfolk Aapophs possess greater strength and stronger venom than their zyss kin, but they lack zyss' intelligence and innate magic. Unlike their selfish superiors, aapophs are communal and group together to hunt, wrestle, and sleep curled together in pits. Though they're looked down upon and insulted by zyss, most aapophs lack the higher brain functions to recognize when they're being insulted, much less plan or execute a rebellion. Aapophs often have unusual physical mutations—horns, vestigial tails, or spines protruding from their scales—yet these variations have little impact on their overall combat prowess— and combat prowess is the measure by which zyss judge them. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Aapoph Serpentfolk Source Bestiary 2 pg. 238 Perception +8; darkvision, scent (imprecise) 30 feet Languages Aklo, Undercommon; telepathy 100 feet Skills Acrobatics +7, Athletics +11, Intimidation +6 Str +4 Dex +2 Con +3 Int -3 Wis +1 Cha -1 Items Scimitar --- AC 18 Fort +10 Ref +7 Will +6 (+2 status vs. mental) HP 60 Resistances poison 5 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action scimitar +11 (Forceful, Sweep), Damage 1d6+6 slashing Melee Single Action fangs +11, Damage 1d8+6 piercing plus serpentfolk venom Melee Single Action tail +11 (Agile), Damage 1d6+6 bludgeoning plus Knockdown Serpentfolk Venom (Poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 2d4 poison damage and enfeebled 1 (1 round) Slithering Attack Single Action The aapoph serpentfolk makes one scimitar or fangs Strike and one tail Strike, each targeting a different creature. These attacks both count toward the aapoph's multiple attack penalty, but the penalty doesn't increase until after the aapoph makes both attacks. Aapoph Mutations Aapoph are prone to mutations, which you can choose or roll using a d%. 1-45 No mutation 46-56 Dual tail 57-66 Additional fangs 67-74 Additional, vestigial arm 75-84 Hooded neck 85-91 Horns 92-96 Additional, vestigial head 97-100 Spiny scales ","skill_mod":{"athletics":11,"intimidation":6,"acrobatics":7},"summary":"Aapophs possess greater strength and stronger venom than their zyss kin, but they lack zyss' intelligence and innate magic. Unlike their selfish …","image":["/Images/Monsters/Serpentfolk_AapophSerpentfolk.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster","Rarity"],"ac":18,"item":["Scimitar"],"level":3,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{"poison":5},"url":"/Monsters.aspx?ID=799","intelligence":-3,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Aapoph Serpentfolk","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[9,9,10],"slug":"creature-799"},{"primary_source_category":"Rulebooks","strength":2,"hp":48,"language":["Aklo","Common","Dwarven","Gnomish","Undercommon","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":10,"stealth":"12","trait":["Humanoid","Serpentfolk","Uncommon","NE","Medium"],"id":"creature-800","text":" Coil Spy Some serpentfolk undergo intense ritual training and practice to improve their innate ability to disguise themselves. These serpentfolk often identify as members of a sinister society known as the Coils of Ydersius, and the most devoted of their number seek out methods of reincarnating into new forms to even more efficiently infiltrate enemy societies. But before such agents take this extreme step, they must prove themselves as Coil spies. These serpentfolk train in methods of infiltrating other societies to such an extent that they might be capable of infiltrating a mammalian civilization for years. Though they're expected to work entirely toward the eventual triumph of their people, most Coil spies also find personal pursuits to keep them occupied in the shorter term. When Coil spies get caught, it's rarely due to a lack of pure skill, but rather to their arrogance or recklessness as they pursue their hedonistic desires. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Coil Spy Source Bestiary 2 pg. 238 Perception +10; darkvision, scent (imprecise) 30 feet Languages Aklo, Common, Dwarven, Gnomish, Undercommon; telepathy 100 feet Skills Acrobatics +10, Deception +13, Diplomacy +11, Intimidation +11, Occultism +10, Society +10, Stealth +12, Thievery +12 Str +2 Dex +4 Con +1 Int +4 Wis +2 Cha +5 Items Hand Crossbow (20 bolts), Hunting Spider Venom (2), Shortsword, Thieves' Tools --- AC 22 Fort +9 Ref +12 Will +10 (+4 status vs. mental) +1 status to all saves vs. magic HP 48 Resistances poison 5 --- Speed 25 feet Melee Single Action shortsword +14 (Agile, Finesse, versatile S), Damage 1d6+5 piercing plus serpentfolk venom Melee Single Action fangs +14 (Finesse), Damage 1d6+5 piercing plus serpentfolk venom Ranged Single Action hand crossbow +10 (range increment 60 feet, reload 1), Damage 1d6+3 piercing plus serpentfolk venom or hunting spider venom Occult Innate Spells DC 21 - 1st Ventriloquism (at will) - 2nd Mirror Image (at will) - 3rd Illusory Disguise (at will) - 4th Suggestion Deceptive Reposition Single Action The Coil spy Strides up to half their Speed and attempts a Feint, in either order. Maintain Disguise A Coil spy can maintain an ongoing illusory disguise as long as they are conscious without having to re-cast the spell; they need only Cast the Spell again to reassume their illusory disguise if they wish to change their appearance or if the active spell is dispelled. Coil spies typically seek privacy when they need to sleep, as an ongoing illusory disguise ends an hour after they fall unconscious. Serpentfolk Venom (Poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 2d4 poison damage and enfeebled 1 (1 round) Sneak Attack The Coil spy's Strikes deal an extra 2d6 precision damage to flat-footed creatures. ","skill_mod":{"society":10,"diplomacy":11,"deception":13,"thievery":12,"stealth":12,"intimidation":11,"occultism":10,"acrobatics":10},"image":["/Images/Monsters/Serpentfolk_CoilSpy.png"],"primary_source":"Bestiary 2","spell":["Suggestion","Illusory Disguise","Mirror Image","Ventriloquism"],"ac":22,"item":["Hand Crossbow (20 bolts)","Hunting Spider Venom (2)","Shortsword","Thieves' Tools"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","resistance":{"poison":5},"intelligence":4,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Coil Spy","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[6,8,8],"attack_bonus":[10,14,14],"constitution":1,"creature_family":"Serpentfolk","will_save":10,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Deceptive Reposition","Maintain Disguise","Serpentfolk Venom","Sneak Attack"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth","Thievery"],"tradition":["Occult"],"summary":"Some serpentfolk undergo intense ritual training and practice to improve their innate ability to disguise themselves. These serpentfolk often …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=800","dexterity":4,"category":"creature","slug":"creature-800"},{"primary_source_category":"Rulebooks","strength":3,"hp":115,"language":["Aklo","Common","Necril","Undercommon","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":15,"stealth":"13","trait":["Humanoid","Serpentfolk","Uncommon","NE","Medium"],"id":"creature-801","text":" Bone Prophet The speakers for the dead known as bone prophets hold an esteemed place as voices for their decapitated god. Burial rites, necromantic rituals, and the delivery of cryptic utterances supposedly whispered to them by Ydersius all fall under the dominion of these priests. Bone prophets often raise fallen aapophs as skeletons. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Bone Prophet Source Bestiary 2 pg. 239 Perception +15; darkvision, scent (imprecise) 30 feet Languages Aklo, Common, Necril, Undercommon; telepathy 100 feet Skills Arcana +15, Deception +18, Intimidation +16, Occultism +17, Religion +19, Society +15, Stealth +13 Str +3 Dex +3 Con +2 Int +5 Wis +5 Cha +6 Items Invisibility Potion, religious symbol of Ydersius, +1 striking staff --- AC 27 Fort +14 Ref +15 Will +19 (+4 status vs. mental) +1 status to all saves vs. magic HP 115 Resistances poison 10 --- Speed 25 feet Melee Single Action staff +18 (Magical, two-hand d8), Damage 2d4+9 bludgeoning Melee Single Action fangs +17 (Finesse), Damage 2d6+9 piercing plus serpentfolk venom Divine Spontaneous Spells DC 28, attack +20 - Cantrips (4th) Chill Touch, Detect Magic, Guidance, Light, Read Aura - 1st Bane, Command, Fear, Ventriloquism (4 slots) - 2nd Darkness, Death Knell, Resist Energy, See Invisibility (4 slots) - 3rd Bind Undead, Blindness, Chilling Darkness, Vampiric Touch (4 slots) - 4th Air Walk, Harm, Read Omens, Talking Corpse (3 slots) Occult Innate Spells DC 28 - 1st Ventriloquism (at will) - 2nd Mirror Image (at will) - 3rd Illusory Disguise (at will) - 5th Illusory Scene, Suggestion - 6th Dominate Rituals DC 28 - 2nd Create Undead Raise Serpent Three Actions (Divine, Necromancy) Frequency once per day; Effect The bone prophet animates corpses of snakes, serpentfolk, or similar serpentine creatures within a 30-foot emanation. Any flesh on the bodies sloughs off, and they rise as skeletons. The bone prophet can raise one Large creature as a skeletal giant or up to three Medium creatures as skeletal champions; the equipment and attacks might be different depending on the corpses' possessions. These skeletons have the minion trait and are under the bone prophet's control; the bone prophet can give all these minions the same command with a single action that has the concentrate trait. Any skeletal minions that still remain after 10 minutes crumble to dust. Serpentfolk Venom (Poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 2d4 poison damage and enfeebled 1 (1 round) ","skill_mod":{"society":15,"deception":18,"stealth":13,"arcana":15,"intimidation":16,"occultism":17,"religion":19},"image":["/Images/Monsters/Serpentfolk_BoneProphet.png"],"primary_source":"Bestiary 2","spell":["Air Walk","Harm","Read Omens","Talking Corpse","Bind Undead","Blindness","Chilling Darkness","Vampiric Touch","Darkness","Death Knell","Resist Energy","See Invisibility","Bane","Command","Fear","Ventriloquism","Chill Touch","Detect Magic","Guidance","Light","Read Aura","Dominate","Illusory Scene","Suggestion","Illusory Disguise","Mirror Image"],"ac":27,"item":["Invisibility Potion","religious symbol of Ydersius","+1 striking staff"],"level":8,"spell_dc":[28,28],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","resistance":{"poison":10},"intelligence":5,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Bone Prophet","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14,16],"attack_bonus":[17,18],"constitution":2,"creature_family":"Serpentfolk","spell_attack_bonus":[20],"will_save":19,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Raise Serpent","Serpentfolk Venom"],"skill":["Arcana","Deception","Intimidation","Occultism","Religion","Society","Stealth"],"tradition":["Divine","Occult"],"summary":"The speakers for the dead known as bone prophets hold an esteemed place as voices for their decapitated god. Burial rites, necromantic rituals, and …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=801","dexterity":3,"category":"creature","slug":"creature-801"},{"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":1,"hp":32,"immunity":["electricity"],"source":["Bestiary 2"],"type":"Creature","will_save":7,"charisma":0,"speed":{"climb":15,"max":35,"land":35,"swim":15},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Greater Electrolocation","Amplify Voltage","Discharge","Shocking Burst"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"8","trait":["Animal","N","Small"],"id":"creature-802","text":" Shocker Lizard These brightly colored reptiles share the rough size and pack mentality of guard dogs, roaming in small groups. Shocker lizards have specialized glands under their scales that accumulate static electricity, and they can unleash blasts of lightning strong enough to harm significantly larger foes. Though they're meek and docile when encountered alone, shocker lizards are significantly more aggressive in packs, when they can amplify each other's electrical attacks. Shocker lizards are notoriously difficult to domesticate because they're dangerously hostile as part of a pack, but will also swiftly wither and die if kept alone in captivity without constant attention. A shocker lizard is 3 feet long and weighs 25 pounds. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Shocker Lizard Source Bestiary 2 pg. 240 Perception +7; low-light vision, greater electrolocation 20 feet Languages Skills Acrobatics +8, Athletics +5, Stealth +8 Str +1 Dex +4 Con +3 Int -4 Wis +3 Cha +0 Greater Electrolocation A shocker lizard can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute. --- AC 18 Fort +7 Ref +10 Will +7 HP 32 Immunities electricity --- Speed 35 feet, climb 15 feet, swim 15 feet Melee Single Action jaws +10 (Agile, Finesse), Damage 1d8+3 piercing Ranged Single Action shock +10 (Nonlethal, range increment 5 feet), Damage 2d6 electricity Amplify Voltage Reaction Trigger A shocker lizard within 20 feet makes a shock Strike or uses Discharge; Effect The shocker lizard lends some of its electrical power to the nearby lizard. This either causes the other lizard's shock Strike to lose the nonlethal trait or increases the DC of its Discharge to 20. Discharge Two Actions (Electricity) The shocker lizard releases a blast of lightning from its body. Creatures within a 10-foot emanation take 3d6 electricity damage (DC 18 basic Reflex save). The shocker lizard can't use Discharge for 1d4 rounds. Shocking Burst Three Actions (Electricity, Evocation, Primal) The shocker lizard hunkers down and begins to spark with electricity, which it releases in a 10-foot emanation that deals 3d8 electricity damage (DC 18 basic Reflex save). The shocker lizard can't use Shocking Burst again for 1 minute. Up to four shocker lizards can combine their Shocking Bursts. In this case, the lizards can delay the release of their electricity until any other shocker lizard within 30 feet completes its Shocking Burst. The combined Shocking Bursts create an emanation with the combined area from all participating shocker lizards. For each additional shocker lizard that joins the burst, the damage increases by 3d8 and the save DC increases by 1 (to a maximum of four lizards dealing 12d8 damage with a DC 21 save). Shocker Lizard Traps Kobolds are particularly fond of using shocker lizards in their trap designs, although such traps rarely keep the shocker lizards' safety and comfort in mind, forcing these cruel but creative kobolds to constantly replace the permanently restrained lizards they've set up to defend their lairs. ","skill_mod":{"stealth":8,"athletics":5,"acrobatics":8},"summary":"These brightly colored reptiles share the rough size and pack mentality of guard dogs, roaming in small groups. Shocker lizards have specialized …","image":["/Images/Monsters/ShockerLizard.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , greater electrolocation 20 feet","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=802","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":7,"size":["Small"],"name":"Shocker Lizard","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,7],"slug":"creature-802"},{"attack_bonus":[15,15],"constitution":2,"primary_source_category":"Rulebooks","strength":6,"hp":80,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary 2"],"type":"Creature","will_save":15,"charisma":2,"speed":{"fly":30,"max":30,"land":15},"perception":15,"wisdom":6,"weakness":{},"creature_ability":["Echolocation","Bone-Chilling Screech","Ghoul Fever","Paralysis"],"skill":["Acrobatics","Athletics","Intimidation"],"trait":["Undead","CE","Large"],"id":"creature-803","text":" Skaveling Hideous necromantic rituals give rise to skavelings, or ghoul bats, monstrosities that are not true ghouls but instead are specifically crafted undead creatures. Their creators are the bloodsucking urdefhans of the Darklands, who create skavelings from giant bats specially raised on diets of toxic fungus and the flesh of ghouls—especially brains harvested from these undead. Upon reaching maturity, these giant bats are ritually slain via the use of cytillesh oil. While this poison simply rots away the flesh of most creatures, one of these specially prepared bats will immediately rise from death as a skaveling after succumbing to its effects. Despite its tattered wings and sagging skin, a skaveling is more than capable of flight, even when carrying a creature mounted on its back—urdefhans often use skavelings as mounts in this way. Their intelligence is more advanced than that of the typical giant bat, and in combat they function more as allies than as mere mounts, capable of making their own tactical decisions. Yet even though they can reason and think, skavelings remain loyal to the urdefhans who created them, and they never take actions in a fight that would knowingly put their masters in harm's way. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Skaveling Source Bestiary 2 pg. 241 Perception +15; darkvision, echolocation 40 feet Languages Skills Acrobatics +13, Athletics +13, Intimidation +11 Str +6 Dex +4 Con +2 Int +1 Wis +6 Cha +2 Echolocation A skaveling can use its hearing as a precise sense at the listed range --- AC 22 Fort +11 Ref +13 Will +15 HP 80 Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 15 feet, fly 30 feet Melee Single Action fangs +15, Damage 2d8+8 plus ghoul fever and paralysis Melee Single Action wing +15 (Agile), Damage 2d4+8 plus paralysis Bone-Chilling Screech Two Actions (Auditory, Emotion, Fear, Mental, Necromancy, Occult) The skaveling unleashes a horrifying screech that chills the very bones of those close enough to feel it. The screech can be heard for miles, but each creature in a 20-foot emanation must also attempt a DC 22 Will save. The skaveling can't use Bone-Chilling Screech again for 1d4 rounds. Critical Success The creature is unaffected and is temporarily immune to Bone- Chilling Screech for 24 hours. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and stunned 1 by fear. Ghoul Fever (Disease) Saving Throw DC 22 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight Paralysis (Incapacitation, Occult, Necromancy) Any creature hit by the skaveling's Strikes must attempt a DC 22 Fortitude save. Critical Success The creature is unaffected. Success The creature is slowed 1. Failure The creature is paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each save. Skaveling Intellect As a curious side effect of its creation, a skaveling absorbs many of the memories and thoughts of the ghoul brains it was fed. While it was merely an oversized animal in life, in undeath these memories coalesce into a strange form of intelligence that affords the skaveling the ability to speak and reason, all the better to serve its urdefhan masters. ","skill_mod":{"athletics":13,"intimidation":11,"acrobatics":13},"summary":"Hideous necromantic rituals give rise to skavelings, or ghoul bats, monstrosities that are not true ghouls but instead are specifically crafted …","image":["/Images/Monsters/Skaveling.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , echolocation 40 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=803","intelligence":1,"reflex_save":13,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"size":["Large"],"name":"Skaveling","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,17],"slug":"creature-803"},{"attack_bonus":[17],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":130,"source":["Bestiary 2"],"type":"Creature","will_save":14,"charisma":0,"speed":{"fly":25,"max":25,"land":10},"perception":16,"wisdom":4,"weakness":{"piercing":5,"slashing":5},"creature_ability":["Motionsense","Spill Venom","Negate Levitation","Skrik Nettle Venom"],"skill":["Acrobatics"],"trait":["Aberration","N","Large"],"id":"creature-804","text":" Skrik Nettle The expansive skies of the First World are home to skrik nettles—delicate, bizarre-looking creatures that resemble large jellyfishes. A fringe of brightly colored feathers circles their bodies, and long tendrils trail from their center, each ending in a snapping beak. Known for their eerie, chirping melodies, skrik nettles soar above the First World in flocks of a dozen or more, diligently scavenging for food in the fey realm's cutthroat ecosystem. When hunting or provoked, skrik nettles attack their foes by injecting them with a magical poison that causes the victim to float helplessly up into the sky. Skrik nettles continuously inject this poison into their helpless prey until it dies or is so high up that the skrik nettle needs only wait for the poison to end, its meal crashing helplessly to the ground below. Skrik nettles that find their way to the Material Plane (or any plane other than the First World, for that matter) tend to be much more aggressive, for the planar energies that they find comforting and soothing on the First World are conspicuously absent. The first few minutes after a skrik nettle arrives on any plane but the First World tend to be filled with violence and fear, as the panicking creature lashes out at any nearby creatures (including other skrik nettles) in the mistaken notion that these others are somehow responsible for the discomforting change. After 10 minutes or so, assuming the skrik nettle survives its bout of violence, the creature calms down somewhat and does its best to acclimate to its new home. Yet even skrik nettles who find themselves marooned beyond the First World for years never lose their longing for home, and they instinctively seek out portals to this plane for the rest of their lives. Recall Knowledge - Aberration (Occultism): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Skrik Nettle Source Bestiary 2 pg. 242 Perception +16; motionsense 30 feet Languages Skills Acrobatics +16 Str +4 Dex +5 Con +2 Int -4 Wis +4 Cha +0 Motionsense A flying skrik nettle can detect the movement of nearby creatures and objects from the tiny gusts of wind created by their movements. This is a precise sense at the listed range, but it works only against creatures and objects that moved through air in the previous round. --- AC 22 Fort +10 Ref +17 Will +14 HP 130 (fast healing 5) Weaknesses piercing 5, slashing 5 Spill Venom Reaction Trigger The skrik nettle takes piercing or slashing damage; Effect The skrik nettle ejects its venom onto an adjacent creature. That creature is exposed to skrik nettle venom. --- Speed 10 feet, fly 25 feet Melee Single Action beak +17 (Agile, Finesse, reach 10 feet), Damage 2d8+6 piercing plus skrik nettle venom Negate Levitation Single Action (Evocation, Primal) The skrik nettle attempts to counteract (with a modifier of +17) a single effect currently levitating a creature it can detect with its motionsense. Skrik Nettle Venom (Evocation, Poison, Primal) Saving Throw DC 27 Fortitude; Maximum Duration 6 rounds; Stage 1 clumsy 1 and levitate upward 5 feet (1 round); Stage 2 clumsy 2 and levitate upward 10 feet (1 round) A levitating creature takes a –2 circumstance penalty to attack rolls. It can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If it's adjacent to a fixed object or stable terrain, it can move across the surface by climbing (if the surface is vertical) or crawling (if the surface is horizontal, such as a ceiling). A flying creature can move normally but still increases its altitude as appropriate from the venom. A creature that can't fly falls as soon as it recovers from skrik nettle venom. Skrik Nettle Harvesting Skrik nettle venom is magical in nature and deteriorates swiftly. A character with alchemist's tools can harvest a single dose of skrik nettle venom from a skrik nettle that has been dead no longer than an hour with a successful DC 24 Crafting check, which transforms the fluid into a standard potion of flying . ","skill_mod":{"acrobatics":16},"summary":"The expansive skies of the First World are home to skrik nettles—delicate, bizarre-looking creatures that resemble large jellyfishes. A fringe of …","image":["/Images/Monsters/SkrikNettle.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":22,"level":6,"source_category":["Rulebooks"],"sense":"motionsense 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=804","intelligence":-4,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":10,"size":["Large"],"name":"Skrik Nettle","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-804"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":21,"language":["Common"],"source":["Bestiary 2"],"type":"Creature","will_save":5,"charisma":1,"speed":{"max":25,"land":25},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Camouflaged Step","Chameleon Skin","Sneak Attack"],"skill":["Acrobatics","Deception","Society","Stealth","Thievery"],"stealth":"8","trait":["Humanoid","Skulk","CE","Medium"],"id":"creature-805","text":" Skulk The cowardly and lazy skulks live on the fringes of organized societies and steal from others without a second thought. Even murder is merely another necessity, and they think nothing of creeping into a house, dispatching the residents, and taking what they want. Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently. They typically travel in small groups of no more than 16 individuals, since groups larger than that tend to break into violence directed at one other. While skulks see themselves as sharing a common history of being cast out and hated, this is not a strong enough bond to hold large groups of the creatures together with a shared purpose for very long. Entrances and exits from cities, especially less-guarded access ways around sewers and the like, are skulks' favorite stomping grounds. These sites allow them to closely observe who comes and goes from the city while also affording them swift escape options, should the authorities uncover their presence. On rare occasions, a well-disciplined skulk can rise to prominence within the local thieves' guild and become sought after for difficult jobs. Their repugnant personalities and overwhelming selfishness, however, usually means they are unable to secure long-lasting leadership roles. A typical skulk is 6 feet tall with similar body structure to a gangly human. Skulks mature quickly and can live up to 50 years, although most meet a violent end long before then. The rare skulk who manages to escape their society of violence and craven bitterness can be of any alignment, but those skulks who remain bound by their traditions always see these self-imposed exiles as the worst kind of traitors, and the exiles are often targeted for eradication to the exclusion of all other victims. More than one band of skulks has accidentally engineered its own doom after throwing caution to the wind and exposing its existence to the authorities in an ill-planned but violently passionate attempt to track down such an exile. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Skulk Source Bestiary 2 pg. 243 Perception +5; low-light vision Languages Common Skills Acrobatics +6, Deception +6, Society +4, Stealth +8, Thievery +6 Str +0 Dex +3 Con +2 Int +1 Wis +2 Cha +1 Camouflaged Step The skulk gains the benefit of the Cover Tracks action in forests and subterranean settings without moving at half Speed. Chameleon Skin The skulk's skin shifts and changes to match the surroundings. As long as most of their body is not covered by clothing or armor, the skulk gains a +2 circumstance bonus to Stealth checks to Hide. Items Dagger (2), Shortsword --- AC 16 Fort +7 Ref +8 Will +5 HP 21 --- Speed 25 feet Melee Single Action shortsword +8 (Agile, Finesse, versatile S), Damage 1d6+2 piercing Ranged Single Action dagger +8 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Sneak Attack A skulk's Strikes deal an extra 1d6 precision damage to flat-footed creatures. Skulk Treasure The greediness of skulks and their easy relationship with violence means the creatures often accumulate a fair amount of valuable coin and items. They prefer fine weapons above all else and jealously protect such finds. Since clothing inhibits their natural camouflage, skulks either store this treasure in a secure location or carry it in such a way that their bodies block what they are carrying from sight. ","skill_mod":{"society":4,"deception":6,"thievery":6,"stealth":8,"acrobatics":6},"summary":"The cowardly and lazy skulks live on the fringes of organized societies and steal from others without a second thought. Even murder is merely another …","image":["/Images/Monsters/Skulk.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":16,"item":["Dagger (2)","Shortsword"],"level":1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=805","intelligence":1,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Skulk","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,5],"slug":"creature-805"},{"attack_bonus":[17,21,21],"constitution":7,"primary_source_category":"Rulebooks","strength":7,"hp":165,"source":["Bestiary 2"],"type":"Creature","will_save":14,"charisma":-4,"speed":{"climb":15,"max":20,"land":20},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Malleable","Mucus","Mucus Trail","Trample"],"skill":["Athletics"],"trait":["Animal","N","Huge"],"id":"creature-806","text":" Slug These massive, primeval relatives of ordinary slugs squirm slowly through swamps and grasslands. Giant slugs are always voracious and prefer to eat flesh or plants high in water content. They frequently consume livestock or strip bare entire orchards or melon crops. For cattle, pigs, or other sizable meals, they first shred the creatures using their radula—tongue-like appendages covered in teeth— to make them easier to consume. The mucus secreted by a giant slug is powerfully acidic and viscous. Wherever it travels, the creature leaves a trailing brown strip that kills most vegetation. Farmers and ranchers, especially those living near swamps known to contain giant slugs, keep close tabs on these journeys. Many almanacs go into great detail on slug migration and mating seasons. Since each giant slug needs its own wide hunting ground, the creatures typically come into proximity to mate only once a year. Either or both slugs can become impregnated, and any that do typically lay a clutch of around 100 eggs. They usually lay these eggs in a shallow bog or a cool, humid cave. Giant slugs tend to travel at night, as the creatures dislike sunlight and dry weather. They have been known to seek out locations like barns, the undersides of bridges, or even fortifications like castles for shelter as dawn starts to break. Woe to the unprepared farmer who ambles out at sunrise to milk the cows but instead finds that a giant slug has made the barn its home! Subterranean giant slugs don't have to worry about sunlight, and crawl about on no schedule in particular. Narrow tunnels pose little obstacle for them, as the creatures can easily compress their bodies. These factors make their movements very unpredictable, so they pose quite a menace for underground peoples like kobolds or xulgaths. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Giant Slug Source Bestiary 2 pg. 244 Perception +14; no hearing, scent (imprecise) 60 feet Languages Skills Athletics +19 Str +7 Dex -1 Con +7 Int -5 Wis +2 Cha -4 --- AC 25 Fort +21 Ref +11 Will +14 HP 165 Resistances acid 10 Weaknesses salt 5 --- Speed 20 feet, climb 15 feet Melee Single Action radula +21 (reach 15 feet), Damage 2d10+10 slashing plus mucus Melee Single Action foot +21 (reach 10 feet), Damage 2d8+10 bludgeoning plus mucus Ranged Single Action disgorged mucus +17 (Brutal, range increment 50 feet, Splash), Damage 3d6 acid damage plus mucus and 1d6 acid splash damage Malleable The giant slug can fit through tight spaces as if it were a Large creature. While Squeezing, it can move at its full Speed. It can Squeeze through spaces that typically fit only a Medium creature, but it does so at the usual Speed for Squeezing. Mucus Any creature hit by the giant slug or that moves into its mucus trail is coated in sticky, caustic mucus. It takes 1d4 persistent acid damage and takes a –5-foot status penalty to its Speeds while the damage persists. Mucus Trail Any square the giant slug moves into is coated in mucus. These spaces are difficult terrain, and any creature that moves into one or ends its turn in one is subjected to the slug's mucus. After an hour, the mucus dries and the area is no longer difficult terrain. Trample Three Actions Large or smaller, foot, DC 27 Slugs of War Subterranean cultures like urdefhans and xulgaths sometimes turn giant slugs into war beasts. The creatures' primitive minds make them easy to control for anyone who knows a few simple tactics— mostly ways of keeping them well-fed until just before battle and methods of guiding them in the right direction as they rampage. ","skill_mod":{"athletics":19},"summary":"These massive, primeval relatives of ordinary slugs squirm slowly through swamps and grasslands. Giant slugs are always voracious and prefer to eat …","image":["/Images/Monsters/Slug_GiantSlug.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":25,"level":8,"source_category":["Rulebooks"],"sense":"no hearing, scent (imprecise) 60 feet ","weakest_save":["ref","reflex"],"resistance":{"acid":10},"url":"/Monsters.aspx?ID=806","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":-1,"fortitude_save":21,"size":["Huge"],"name":"Giant Slug","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,19,21],"slug":"creature-806"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":15,"source":["Bestiary 2"],"type":"Creature","creature_family":"Snake","will_save":3,"charisma":-2,"speed":{"max":25,"land":15,"swim":25},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Deep Breath","Lash Out","Sea Snake Venom"],"skill":["Athletics","Stealth","Survival"],"stealth":"5","trait":["Animal","N","Small"],"id":"creature-807","text":" Sea Snake These lithe snakes like to frequent the shallow waters of tropical seas. Their 4-foot-long, blue-green bodies easily blend into the water where they lurk to ambush prey. Tales speak of massive sea snakes that swim in deeper waters and follow ships, waiting for sailors to fall overboard or climbing the side to snatch them from the deck. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Sea Snake Source Bestiary 2 pg. 245 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +2, Stealth +5, Survival +5 Str +0 Dex +3 Con +1 Int -4 Wis +1 Cha -2 Deep Breath The sea snake can hold its breath for about an hour. --- AC 16 Fort +5 Ref +9 Will +3 HP 15 Lash Out Reaction Trigger A creature within the sea snake's reach uses a move action; Effect The sea snake makes a bite Strike against the attacker. --- Speed 15 feet, swim 25 feet Melee Single Action fangs +7 (Agile, Finesse), Damage 1d8 piercing plus sea snake venom Sea Snake Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage and enfeebled 1 (1 round) ","skill_mod":{"survival":5,"stealth":5,"athletics":2},"summary":"These lithe snakes like to frequent the shallow waters of tropical seas. Their 4-foot-long, blue-green bodies easily blend into the water where they …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=807","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Sea Snake","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-807"},{"attack_bonus":[15],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":80,"source":["Bestiary 2"],"type":"Creature","creature_family":"Snake","will_save":9,"charisma":-2,"speed":{"climb":25,"max":25,"land":25,"swim":25},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Emperor Cobra Venom","Flare Hood"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","N","Large"],"id":"creature-808","text":" Emperor Cobra These aggressive serpents infest bogs and lowlands. Despite a length of over 16 feet and weighing over 200 pounds, they can climb trees in seconds. An emperor cobra wards off predators by flaring its hood and hissing at its attacker. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Emperor Cobra Source Bestiary 2 pg. 245 Perception +13; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +11, Athletics +13, Survival +11 Str +6 Dex +4 Con +4 Int -4 Wis +2 Cha -2 --- AC 22 Fort +15 Ref +11 Will +9 HP 80 --- Speed 25 feet, climb 25 feet, swim 25 feet Melee Single Action fangs +15 (reach 10 feet), Damage 2d8+8 piercing plus emperor cobra venom Emperor Cobra Venom (Poison) Saving Throw DC 22 Fortitude, Maximum Duration 6 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d8 poison damage and drained 1 (1 round); Stage 3 2d6 poison damage and drained 2 (1 round) Flare Hood Single Action (Emotion, Fear, Mental, Visual) The emperor cobra flares its hood. Each non–emperor cobra creature within a 20-foot emanation must attempt a DC 22 Will save. The creature is then temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3. ","skill_mod":{"survival":11,"athletics":13,"acrobatics":11},"summary":"These aggressive serpents infest bogs and lowlands. Despite a length of over 16 feet and weighing over 200 pounds, they can climb trees in seconds. …","image":["/Images/Monsters/Snake_EmperorCobra.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=808","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":15,"size":["Large"],"name":"Emperor Cobra","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-808"},{"attack_bonus":[8,8],"constitution":3,"primary_source_category":"Rulebooks","strength":1,"hp":20,"source":["Bestiary 2","Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","creature_family":"Solifugid","will_save":4,"charisma":-4,"speed":{"climb":25,"max":35,"land":35},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Pounce","Rend"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","trait":["Animal","N","Medium"],"id":"creature-809","text":" Giant Solifugid The smallest of giant solifugids are still large enough to harry desert traders and their mounts. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Solifugid Source Bestiary 2 pg. 246, Pathfinder #149: Against the Scarlet Triad pg. 89 Perception +7; darkvision Languages Skills Acrobatics +8, Athletics +6, Stealth +6 Str +1 Dex +3 Con +3 Int -5 Wis +1 Cha -4 --- AC 16 Fort +6 Ref +8 Will +4 HP 20 --- Speed 35 feet, climb 25 feet Melee Single Action jaws +8, Damage 1d10+1 piercing Melee Single Action claw +8 (Agile, reach 10 feet), Damage 1d8+1 slashing Pounce Single Action The giant solifugid Strides and makes a Strike at the end of that movement. If the giant solifugid began this action hidden, it remains hidden until after this ability's Strike. Rend Single Action claw ","skill_mod":{"stealth":6,"athletics":6,"acrobatics":8},"summary":"The smallest of giant solifugids are still large enough to harry desert traders and their mounts.","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=809","intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Giant Solifugid","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,6],"slug":"creature-809"},{"attack_bonus":[35,35],"constitution":7,"primary_source_category":"Rulebooks","strength":9,"hp":340,"source":["Bestiary 2","Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","creature_family":"Solifugid","will_save":28,"charisma":-4,"speed":{"climb":25,"max":50,"land":50,"burrow":25},"perception":30,"wisdom":4,"weakness":{},"creature_ability":["Earth Shaker","Rend","Venom Spray","Pounce"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"33","trait":["Animal","N","Gargantuan"],"id":"creature-810","text":" Duneshaker Solifugid The largest solifugids, duneshakers, are so immense that their movements make the terrain around them tremble. They can prey on creatures the size of mammoths or even larger. Recall Knowledge - Animal (Nature): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Duneshaker Solifugid Source Bestiary 2 pg. 246, Pathfinder #149: Against the Scarlet Triad pg. 89 Perception +30; darkvision, tremorsense (imprecise) 30 feet Languages Skills Acrobatics +33, Athletics +35, Stealth +33 Str +9 Dex +7 Con +7 Int -5 Wis +4 Cha -4 --- AC 42 Fort +31 Ref +33 Will +28 HP 340 --- Speed 50 feet, burrow 25 feet, climb 25 feet Melee Single Action jaws +35 (reach 10 feet), Damage 4d10+17 piercing Melee Single Action claw +35 (Agile, reach 20 feet), Damage 3d10+17 slashing Earth Shaker Each turn, the first time the duneshaker solifugid is adjacent to a Large or smaller creature during a move action it's using, that creature must succeed at a DC 39 Reflex save or fall prone. Rend Single Action claw Venom Spray Two Actions (Poison) The duneshaker solifugid spews toxic barbs at all creatures in a 30-foot cone. Each creature within the area takes 10d6 poison damage (DC 39 basic Fortitude save). A creature that fails its saving throw is blinded for 1d6 rounds (or permanently on a critical failure). The duneshaker solifugid can't use Venom Spray again for 1d4 rounds. Pounce Single Action The duneshaker solifugid Strides and makes a Strike at the end of that movement. If the duneshaker solifugid began this action hidden, it remains hidden until after this ability's Strike. ","skill_mod":{"stealth":33,"athletics":35,"acrobatics":33},"summary":"The largest solifugids, duneshakers, are so immense that their movements make the terrain around them tremble. They can prey on creatures the size of …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":42,"level":18,"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=810","intelligence":-5,"reflex_save":33,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":31,"source_group":["Age of Ashes"],"size":["Gargantuan"],"name":"Duneshaker Solifugid","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[33,39],"slug":"creature-810"},{"attack_bonus":[19],"constitution":4,"primary_source_category":"Rulebooks","strength":0,"hp":80,"language":["Daemonic"],"immunity":["critical hits","disease","paralyzed","poison","precision","sleep"],"source":["Bestiary 2"],"type":"Creature","will_save":15,"charisma":4,"speed":{"fly":60,"max":60,"land":25},"perception":15,"wisdom":4,"weakness":{"good":10},"creature_ability":["Caster Link","Find Target","Drain Soul","Mind-Numbing Touch"],"skill":["Abaddon Lore","Acrobatics","Intimidation","Stealth"],"stealth":"17","trait":["Fiend","Uncommon","NE","Medium"],"id":"creature-811","text":" Soul Eater Only the most desperate or foolhardy conjurers call upon the aid of these strange fiends from the inky swamps of Abaddon. Recall Knowledge - Fiend (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Soul Eater Source Bestiary 2 pg. 247 Perception +15; greater darkvision Languages Daemonic Skills Abaddon Lore +12, Acrobatics +17, Intimidation +15, Stealth +17 Str +0 Dex +6 Con +4 Int -1 Wis +4 Cha +4 Caster Link (detection, divine, divination) A conjured soul eater forms a mental link with its conjurer. While both are on the same plane, the soul eater knows the location of its conjurer per its find target ability. If the soul eater's target dies before the soul eater can drain its soul, or if the soul eater is defeated (but not destroyed) by the target, the soul eater returns to its conjurer and tries to kill them. Find Target (detection, divine, divination) When a soul eater is conjured to the Material Plane to find a specific creature, it gains the benefits of a 5th-level locate spell that isn't blocked by lead or running water. The conjurer must have seen the target and must speak the target's name while conjuring the soul eater in order to grant this ability. --- AC 26 Fort +13 Ref +19 Will +15 HP 80 Immunities critical hits, disease, paralyzed, poison, precision, sleep Resistances physical 10 Weaknesses good 10 --- Speed 25 feet, fly 60 feet Melee Single Action claw +19 (Agile, Finesse), Damage 2d6+3 slashing plus 2d6 negative and mind-numbing touch Drain Soul Three Actions (Death, Divine, Manipulate, Necromancy) Requirements The soul eater is adjacent to a dying creature; Effect The soul eater attempts to devour the dying creature's soul. The creature must attempt a DC 25 Will save. A creature that dies as a result of Drain Soul can't be restored to life except by a spell or ritual of 8th level or higher. If the soul eater that used Drain Soul on a creature is slain within 100 feet of that creature's corpse and the creature has been dead no longer than 1 minute, the creature's soul returns to its body and is restored to life, leaving the creature unconscious and dying 1 but no longer doomed. Critical Success The creature is unaffected. Success The creature becomes doomed 1, or increases its doomed value by 1 if it was already doomed. Failure As success, but doomed 2. Critical Failure As success, but doomed 3. Mind-Numbing Touch (Curse, Divine, Necromancy) When a soul eater hits a creature with its claw Strike, the creature must succeed at a DC 23 Fortitude save or become stupefied 1 (stupefied 2 on a critical failure). Further damage dealt by the soul eater increases the stupefied value by 1 on a failed save, to a maximum of stupefied 4. This condition value decreases by 1 each time the creature gets a full night's rest. As long as the creature is stupefied by a soul eater, rest does not decrease any doomed value that creature might have. Soul Gluttons As if soul eaters weren't frightening enough, there exists on Abaddon much larger variants of these monsters, known as soul gluttons. Appearing as roiling, inky black clouds and possessing a half dozen arms, soul gluttons are much deadlier than their smaller kin and are also much more dangerous to conjure, as they have a disturbing knack for wriggling out of a conjurer's control. ","skill_mod":{"stealth":17,"intimidation":15,"acrobatics":17},"summary":"Only the most desperate or foolhardy conjurers call upon the aid of these strange fiends from the inky swamps of Abaddon .","image":["/Images/Monsters/SoulEater.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Rarity"],"ac":26,"level":7,"source_category":["Rulebooks"],"sense":" greater darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=811","intelligence":-1,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Greater darkvision","fortitude_save":13,"size":["Medium"],"name":"Soul Eater","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17],"slug":"creature-811"},{"attack_bonus":[16],"constitution":4,"primary_source_category":"Rulebooks","strength":-5,"hp":95,"language":["Common","Necril","<%UMR%37%%>telepathy 100 feet<%END> (with spectral thralls only)"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Bestiary 2"],"type":"Creature","will_save":15,"charisma":4,"speed":{"fly":40,"max":40},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Frightful Presence","Pain Starvation","Sunlight Powerlessness","Spectral Corruption"],"skill":["Acrobatics","Intimidation","Stealth"],"stealth":"17","trait":["Incorporeal","Undead","LE","Medium"],"id":"creature-812","text":" Specter When an evil mortal creature dies, it sometimes returns to haunt the area of its death as a specter, a hateful remnant, always seeking to slay others—particularly humanoids—in an attempt to distribute its pain among as many souls as it can. A specter maintains a strange semblance of its prior identity, but with a corrupted sense of purpose. It cannot be reasoned with. A specter denied the opportunity to harm living humanoids grows increasingly agonized and irrational, akin to the mindset of a starving person forever denied a release from agony through death. Recall Knowledge - Undead (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Specter Source Bestiary 2 pg. 248 Perception +15; darkvision Languages Common, Necril; telepathy 100 feet (with spectral thralls only) Skills Acrobatics +17, Intimidation +15, Stealth +17 Str -5 Dex +6 Con +4 Int +0 Wis +4 Cha +4 --- AC 25 Fort +13 Ref +17 Will +15 HP 95 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 5 (except force, ghost touch , or positive; double resistance vs. non-magical) Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 22 Pain Starvation A specter that goes for more than a month without dealing negative damage to a living humanoid becomes desperate and almost feral. It changes alignment from lawful evil to chaotic evil, loses control of any corrupted thralls it might have, and becomes quickened. It can use its additional action only to make vile touch Strikes against humanoid targets. At the end of any turn in which it deals any amount of negative damage to a living humanoid, it reverts to lawful evil and is no longer quickened, but any thralls it lost control of remain free. Sunlight Powerlessness A specter caught in sunlight is clumsy 2 and slowed 2 for as long as it remains in the sunlight. --- Speed fly 40 feet Melee Single Action vile touch +16 (Finesse), Damage 2d8+8 negative Spectral Corruption Two Actions (Curse, Divine, Enchantment, Incapacitation, Mental) The specter makes a vile touch Strike. If it damages a living creature, the specter gains 5 temporary Hit Points and the target creature must attempt a DC 24 Will save to avoid becoming corrupted. Critical Success The creature is unaffected and is temporarily immune to spectral corruption for 1 minute. Success The creature is stupefied 2 for 1 hour. Failure The creature succumbs to the corruption and becomes a spectral thrall temporarily. The creature is controlled by the specter, obeying the specter's telepathic or spoken orders, though a spectral thrall does not obey obviously self-destructive orders. This lasts until the end of the thrall's next turn, at which point it is no longer controlled but becomes stupefied 2 for 1 hour. Critical Failure As failure, but the duration is unlimited. The thrall can attempt a new Will save at the end of each of its turns; on a success, it is no longer controlled by the specter but becomes stupefied 2 for 1 hour. Spectral Thralls Specters often keep a few humanoid thralls to torment, preventing the agony of pain starvation, but since they can't minimize the negative damage they inflict with their vile touch, humanoid thralls who are too low level generally don't last long. ","skill_mod":{"stealth":17,"intimidation":15,"acrobatics":17},"summary":"When an evil mortal creature dies, it sometimes returns to haunt the area of its death as a specter, a hateful remnant, always seeking to slay …","image":["/Images/Monsters/Spectre.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=812","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Specter","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-812"},{"attack_bonus":[7,7],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":15,"source":["Bestiary 2"],"type":"Creature","creature_family":"Spider","will_save":4,"charisma":-4,"speed":{"climb":25,"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Web Sense","Dream Spider Venom","Web Trap"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","trait":["Animal","N","Small"],"id":"creature-813","text":" Dream Spider A dream spider's webs have an iridescent hue and are infused with the same hallucinogenic compound as the creature's toxin. Originally denizens of tropical jungles, dream spiders have adapted well to temperate environments, particularly thriving among the rooftops of cities where shady alchemists use their venom to produce the drug known as shiver. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Dream Spider Source Bestiary 2 pg. 249 Perception +6; darkvision, web sense Languages Skills Acrobatics +5, Athletics +2, Stealth +7 Str +0 Dex +3 Con +1 Int -5 Wis +0 Cha -4 Web Sense The dream spider has imprecise tremorsense to detect the vibrations of creatures touching its web. --- AC 16 Fort +5 Ref +7 Will +4 HP 15 --- Speed 25 feet, climb 25 feet Melee Single Action fang +7 (Finesse), Damage 1d6 piercing plus dream spider venom Ranged Single Action web +7 (range increment 10 feet), Damage web trap plus dream spider venom Dream Spider Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 stupefied 1 (1 round); Stage 2 1d6 poison damage plus stupefied 1 (1 round) Web Trap A creature hit by the dream spider's web attack is immobilized and stuck to the nearest surface until it Escapes (DC 16). Shiver Addicts Talented alchemists process dream spider venom into an addictive drug called shiver. Those who become addicted to shiver may be driven in desperation to seek out dream spiders and allow them to bite their flesh in order to get their fix—a tactic that often backfires awfully as the spiders feed. ","skill_mod":{"stealth":7,"athletics":2,"acrobatics":5},"summary":"A dream spider's webs have an iridescent hue and are infused with the same hallucinogenic compound as the creature's toxin. Originally denizens of …","image":["/Images/Monsters/Spider_DreamSpider.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" darkvision , web sense","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=813","intelligence":-5,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Small"],"name":"Dream Spider","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-813"},{"attack_bonus":[13,15],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":70,"source":["Bestiary 2"],"type":"Creature","creature_family":"Spider","will_save":9,"charisma":-4,"speed":{"climb":30,"max":30,"land":30},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Web Sense","Eerie Flexibility","Ogre Spider Venom","Web Trap"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Huge"],"id":"creature-814","text":" Ogre Spider These terrifying creatures grow as large as elephants. The placement of their eyes above their wide mandibles evokes the grimacing visage of an ogre's leer. Ogres themselves find the appearance of ogre spider faces simultaneously amusing and adorable, but in most cases, ogres' attempts to keep these spiders as pets result in dead ogres and well-fed spiders. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Ogre Spider Source Bestiary 2 pg. 249 Perception +13; darkvision, web sense Languages Skills Acrobatics +13, Athletics +13 Str +6 Dex +4 Con +4 Int -5 Wis +2 Cha -4 Web Sense The ogre spider has imprecise tremorsense to detect the vibrations of creatures touching its web. --- AC 23 Fort +15 Ref +13 Will +9 HP 70 --- Speed 30 feet, climb 30 feet Melee Single Action fang +15, Damage 2d8+8 piercing plus ogre spider venom Ranged Single Action web +13 (range increment 30 feet), Damage web trap Eerie Flexibility An ogre spider can fit through tight spaces as if it were a Large creature. While Squeezing, it can move at its full speed. Ogre Spider Venom (Poison) Saving Throw Fortitude DC 22; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage, clumsy 1, and enfeebled 1 (1 round); Stage 3 2d6 poison damage, clumsy 1, and enfeebled 1 (1 round); Stage 4 2d6 poison damage, clumsy 2, and enfeebled 2 (1 round) Web Trap A creature hit by the ogre spider's web attack is immobilized and stuck to the nearest surface until it Escapes (DC 22). ","skill_mod":{"athletics":13,"acrobatics":13},"summary":"These terrifying creatures grow as large as elephants. The placement of their eyes above their wide mandibles evokes the grimacing visage of an …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":23,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , web sense","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=814","intelligence":-5,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"size":["Huge"],"name":"Ogre Spider","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-814"},{"attack_bonus":[23],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":170,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 2"],"type":"Creature","will_save":16,"charisma":-5,"speed":{"max":40,"land":40},"perception":20,"wisdom":2,"weakness":{},"creature_ability":["Top-Heavy","Hurl Blade","Rev Up","Trample","Whirling Death"],"skill":["Acrobatics","Athletics"],"trait":["Construct","Mindless","N","Medium"],"id":"creature-815","text":" Spiral Centurion These mechanical constructs were created to serve as guardians in an ancient and bygone era, although exactly who made them and the secrets of their construction have long since been lost to history. From the waist up, they resemble humanoids made of metal, but from the waist down their bodies take the form of spinning metal tops ringed with blades, which excel at cutting down nearby foes. Most spiral centurions can be directed to stand down with a password, although often these command phrases have been lost to the mists of time. In rare cases, a spiral centurion may also wield manufactured weapons or a shield in addition to its built-in weapons, giving it access to additional actions besides those listed below. Most spiral centurions are hundreds or even thousands of years old, only staying functional because of the powerful magic used in their creation. Still, millennia of neglect have caused many spiral centurions to develop small glitches or malfunctions. Recall Knowledge - Construct (Arcana, Crafting): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Spiral Centurion Source Bestiary 2 pg. 250 Perception +20; darkvision Languages Skills Acrobatics +23, Athletics +23 Str +6 Dex +6 Con +5 Int -5 Wis +2 Cha -5 --- AC 31 Fort +22 Ref +25 Will +16 HP 170 Hardness 10 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Top-Heavy A spiral centurion's top-like design makes it susceptible to effects that would cause it to fall prone. The DC of any attempt to knock the spiral centurion prone is reduced by 5. If the spiral centurion attempts a check or saving throw to resist being knocked prone, it takes a -5 status penalty. A spiral centurion that has been knocked prone can't use any actions other than to attempt to Stand, but it must succeed at a DC 30 Acrobatics check to do so. --- Speed 40 feet Melee Single Action blade +23 (Agile, Sweep), Damage 2d12+12 slashing Hurl Blade Two Actions The spiral centurion hurls one of its blades with an angled spin to ensure a swooping flight path. The blade deals 6d6 slashing damage to each creature in a 40-foot line (DC 30 basic Reflex save). At the start of the spiral centurion's next turn, the blade swoops around and returns along the same flight path, again dealing 6d6 slashing damage (DC 30 basic Reflex save) to each creature along the same line. Rev Up Single Action Requirements The spiral centurion has not acted yet this turn; Effect The spiral centurion Strides up to its Speed. It then gains a +2 circumstance bonus to attack and damage rolls until the end of its turn. Trample Three Actions Medium or smaller, blade, DC 30 Whirling Death Three Actions The spiral centurion spins furiously in place, its blades extended to slice through nearby creatures. It makes up to five melee blade Strikes. No single creature can be targeted by more than one blade Strike during one use of this ability. These attacks count toward the spiral centurion's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks are made. Spiral Centurion Glitches A spiral centurion might have one of the following glitches. Dulled Blades : Its blade Strike deals only 2d10+5 bludgeoning damage. Misaligned Gears : It loses Rev Up, and if it Strides more than once per round, it takes 1d10 damage. Stuck in a Rut : It uses the same actions each round, regardless of the circumstances. ","skill_mod":{"athletics":23,"acrobatics":23},"summary":"These mechanical constructs were created to serve as guardians in an ancient and bygone era, although exactly who made them and the secrets of their …","image":["/Images/Monsters/SpiralCenturion.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":31,"level":11,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=815","intelligence":-5,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":6,"hardness":10,"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Spiral Centurion","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25],"slug":"creature-815"},{"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":85,"immunity":["precision","swarm mind"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Sportlebore","will_save":13,"charisma":4,"speed":{"fly":35,"max":35,"land":35},"perception":13,"wisdom":2,"weakness":{"area":7},"creature_ability":["Pour Down Throat","Swarming Bites"],"skill":["Acrobatics","Stealth"],"stealth":"17","trait":["Animal","Swarm","N","Large"],"id":"creature-816","text":" Sportlebore Swarm A swarm of sportlebores is a much more dangerous foe than a single insect. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Sportlebore Swarm Source Bestiary 2 pg. 251 Perception +13; low-light vision Languages Skills Acrobatics +17, Stealth +17 Str +2 Dex +6 Con +4 Int -4 Wis +2 Cha +4 --- AC 25 Fort +15 Ref +17 Will +13 HP 85 Immunities precision, swarm mind Resistances bludgeoning 3, piercing 7, slashing 7 Weaknesses area damage 7, splash damage 7 Pour Down Throat Reaction Trigger A creature in the sportlebore swarm's area speaks, uses a verbal component, or opens its mouth; Effect A portion of the sportlebore swarm attempts to surge down the throat of the triggering creature, which must attempt a DC 25 Fortitude save. Critical Success The creature is unaffected. Success The creature gets a mouthful of sportlebores. It spits the insects out and avoids further damage, but it can't speak for 1 round, and if it was performing a verbal spellcasting action, the spell fails and the caster wastes the action. Failure The creature takes 4d6 piercing damage from sportlebore bites, can't speak for 1 round, and loses a spell as noted under Success. Critical Failure As failure, but the creature is also exposed to sportlebore infestation. --- Speed 35 feet, fly 35 feet Swarming Bites Single Action Each creature in the sportlebore swarm's area takes 4d6 piercing damage (DC 25 basic Reflex save). ","skill_mod":{"stealth":17,"acrobatics":17},"summary":"A swarm of sportlebores is a much more dangerous foe than a single insect.","image":["/Images/Monsters/Sportlebore.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"bludgeoning":3,"piercing":7,"slashing":7},"url":"/Monsters.aspx?ID=816","intelligence":-4,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":15,"size":["Large"],"name":"Sportlebore Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-816"},{"primary_source_category":"Rulebooks","strength":3,"hp":48,"language":["Aklo","Common"],"source":["Bestiary 2"],"type":"Creature","charisma":1,"perception":10,"stealth":"11","trait":["Gnome","Humanoid","Spriggan","CE","Small"],"id":"creature-817","text":" Spriggan Bully The typical spriggan is a bully who prefers to take live prisoners in fights, but only to ensure that they have a large stock of living victims to torment, tease, and abuse. They train to use weapons in nonlethal ways that inflict the maximum amount of pain even as they guard against accidental death. When not bullying prisoners or hunting for new victims, spriggan bullies enjoy drinking, watching others fight, and fighting among themselves. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Spriggan Bully Source Bestiary 2 pg. 252 Perception +10; low-light vision Languages Aklo, Common Skills Acrobatics +9, Athletics +8, Intimidation +10, Society +8, Stealth +11, Survival +10, Thievery +9 Str +3 Dex +4 Con +2 Int +1 Wis +3 Cha +1 Items Crossbow (10 bolts), Morningstar --- AC 19 Fort +9 Ref +11 Will +8 HP 48 Enraged Growth Reaction (polymorph, primal, transmutation) Trigger The spriggan bully takes damage; Effect The spriggan bully grows to Large size, along with their equipment (which returns to natural size if removed). The spriggan bully's reach increases by 5 feet. They regain 5 Hit Points and gain a +2 status bonus to melee attacks and damage rolls. This effect continues until the end of the spriggan bully's next turn, but on any turn in which the spriggan bully deals damage to another creature and is not fatigued, the effect extends until the end of the following turn. When Enraged Growth ends, the spriggan bully is fatigued for 1 hour. --- Speed 20 feet Melee Single Action morningstar +10 (versatile P), Damage 1d6+6 bludgeoning Ranged Single Action crossbow +11 (range increment 120 feet, reload 1), Damage 1d8 piercing Primal Innate Spells DC 20 - Cantrips (2nd) Dancing Lights - 1st Fear - 2nd Shatter Bully's Bludgeon Single Action The spriggan bully makes a morningstar Strike with a +2 circumstance bonus to its attack roll. This attack is nonlethal. Sneak Attack The spriggan bully's Strikes deal an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"society":8,"thievery":9,"survival":10,"stealth":11,"athletics":8,"intimidation":10,"acrobatics":9},"primary_source":"Bestiary 2","spell":["Shatter","Fear","Dancing Lights"],"ac":19,"item":["Crossbow (10 bolts)","Morningstar"],"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":9,"size":["Small"],"name":"Spriggan Bully","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[4,9],"attack_bonus":[10,11],"constitution":2,"creature_family":"Spriggan","will_save":8,"speed":{"max":20,"land":20},"wisdom":3,"weakness":{},"creature_ability":["Enraged Growth","Bully's Bludgeon","Sneak Attack"],"skill":["Acrobatics","Athletics","Intimidation","Society","Stealth","Survival","Thievery"],"tradition":["Primal"],"summary":"The typical spriggan is a bully who prefers to take live prisoners in fights, but only to ensure that they have a large stock of living victims to …","trait_group":["Ancestry","Weapon","Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=817","dexterity":4,"category":"creature","slug":"creature-817"},{"primary_source_category":"Rulebooks","strength":6,"hp":120,"language":["Aklo","Common"],"source":["Bestiary 2"],"type":"Creature","charisma":4,"perception":14,"stealth":"17","trait":["Gnome","Humanoid","Spriggan","N","Small"],"id":"creature-818","text":" Spriggan Warlord While the leaders of larger spriggan enclaves tend to be uniquely trained warriors with highly specialized skills, spriggan warlords are fond of the traditional spriggan weaponry of morningstar and crossbow, valuing this traditional fighting style for its simplicity and for using both weapons to their full potential. Spriggan warlords often serve as sub-commanders in large groups, filling roles in spriggan society akin to captains of the guard or bodyguards to spriggan royalty. In smaller groups or remote outposts, a single spriggan warlord is typically in charge of a band of spriggan bullies. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Spriggan Warlord Source Bestiary 2 pg. 253 Perception +14; low-light vision Languages Aklo, Common Skills Acrobatics +15, Athletics +17, Intimidation +17, Society +12, Stealth +17, Survival +14, Thievery +15 Str +6 Dex +4 Con +4 Int +1 Wis +3 Cha +4 Items +1 crossbow (10 bolts), +1 morningstar --- AC 25 Fort +13 Ref +17 Will +14 HP 120 Enraged Growth Reaction (polymorph, primal, transmutation) Trigger The spriggan warlord takes damage; Effect The spriggan warlord grows to size Large, along with their equipment (which returns to natural size if removed). The spriggan warlord's reach increases by 5 feet. They regain 15 Hit Points and gain a +2 status bonus to melee attack and damage rolls. This effect continues until the end of the spriggan warlord's next turn, but on any turn in which the spriggan warlord deals damage to another creature and is not fatigued, the effect extends until the end of the following turn. When Enraged Growth ends, the spriggan warlord is fatigued for 1 hour. --- Speed 20 feet Melee Single Action morningstar +18 (Magical, versatile P), Damage 2d6+9 bludgeoning Ranged Single Action crossbow +18 (Magical, range increment 120 feet, reload 0), Damage 2d8 piercing Primal Innate Spells DC 25 - Cantrips (4th) Dancing Lights - 2nd Blur - 3rd Dispel Magic, Fear - 4th Fly, Shatter Bully's Bludgeon Single Action The spriggan warlord makes a morningstar Strike with a +2 circumstance bonus to its attack roll. This attack is nonlethal. Sneak Attack The spriggan warlord's Strikes deal an additional 2d6 precision damage to flat-footed creatures. Warlord's Training A spriggan warlord has access to the critical specialization effects for crossbows and morningstars, and the reload of any crossbow they wield is reduced by 1 (to a minimum of 0). ","skill_mod":{"society":12,"thievery":15,"survival":14,"stealth":17,"athletics":17,"intimidation":17,"acrobatics":15},"primary_source":"Bestiary 2","spell":["Fly","Shatter","Dispel Magic","Fear","Blur","Dancing Lights"],"ac":25,"item":["+1 crossbow (10 bolts)","+1 morningstar"],"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":13,"size":["Small"],"name":"Spriggan Warlord","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[9,16],"attack_bonus":[18,18],"constitution":4,"creature_family":"Spriggan","will_save":14,"speed":{"max":20,"land":20},"wisdom":3,"weakness":{},"creature_ability":["Enraged Growth","Bully's Bludgeon","Sneak Attack","Warlord's Training"],"skill":["Acrobatics","Athletics","Intimidation","Society","Stealth","Survival","Thievery"],"tradition":["Primal"],"summary":"While the leaders of larger spriggan enclaves tend to be uniquely trained warriors with highly specialized skills, spriggan warlords are fond of the …","trait_group":["Ancestry","Weapon","Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=818","dexterity":4,"category":"creature","slug":"creature-818"},{"attack_bonus":[7,7],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":15,"source":["Bestiary 2"],"type":"Creature","creature_family":"Squid","will_save":6,"charisma":-2,"speed":{"max":25,"swim":25},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Glowing Mucus"],"skill":["Athletics","Stealth"],"stealth":"7","trait":["Animal","Aquatic","N","Small"],"id":"creature-819","text":" Vampire Squid Vampire squid are neither undead nor blood drinkers. Their name is instead inspired by their red eyes and the dark, cloak-like webbing between their arms. Living in the lightless depths of the ocean, the vampire squid can eject a cloud of bioluminescent mucus that nauseates predators. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Vampire Squid Source Bestiary 2 pg. 254 Perception +7; darkvision Languages Skills Athletics +4, Stealth +7 Str +0 Dex +3 Con +0 Int -4 Wis +3 Cha -2 --- AC 16 Fort +4 Ref +8 Will +6 HP 15 Resistances cold 5 --- Speed swim 25 feet Melee Single Action beak +7 (Finesse), Damage 1d8 piercing Melee Single Action tentacles +7 (Agile, Finesse), Damage 1d6 bludgeoning Glowing Mucus Single Action Frequency once per day; Requirements The vampire squid is in water; Effect The vampire squid ejects a cloud of bioluminescent mucus in a 15-foot cone. Non-squid creatures within the cloud must attempt a DC 16 Fortitude save or become sickened 1. The glowing mucus remains in the area for 1 minute, and any creature that ends its turn in the area must succeed at a DC 13 Fortitude save or become sickened 1. ","skill_mod":{"stealth":7,"athletics":4},"summary":"Vampire squid are neither undead nor blood drinkers. Their name is instead inspired by their red eyes and the dark, cloak-like webbing between their …","primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"cold":5},"url":"/Monsters.aspx?ID=819","intelligence":-4,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":4,"size":["Small"],"name":"Vampire Squid","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,4],"slug":"creature-819"},{"attack_bonus":[21,21,21],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":155,"source":["Bestiary 2"],"type":"Creature","creature_family":"Squid","will_save":21,"charisma":-2,"speed":{"max":40,"swim":40},"perception":21,"wisdom":6,"weakness":{},"creature_ability":["Constrict","Jet","Ravenous Embrace"],"skill":["Athletics","Stealth"],"stealth":"18","trait":["Animal","Aquatic","N","Huge"],"id":"creature-820","text":" Giant Squid Dwelling deep within the oceans, this huge cephalopod grows up to 45 feet in length and can weigh up to 600 pounds. Its arms and tentacles are lined with hundreds of hooks and suckers, allowing it to seize its prey with ease. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Giant Squid Source Bestiary 2 pg. 254 Perception +21; darkvision Languages Skills Athletics +20, Stealth +18 Str +7 Dex +3 Con +4 Int -4 Wis +6 Cha -2 --- AC 28 Fort +15 Ref +18 Will +21 HP 155 Resistances cold 10 --- Speed swim 40 feet Melee Single Action beak +21, Damage 2d12+11 piercing Melee Single Action barbed tentacles +21 (Agile, reach 25 feet), Damage 2d10+11 slashing plus Grab Melee Single Action arm +21 (Agile, reach 10 feet), Damage 2d8+11 bludgeoning plus Improved Grab Constrict Single Action 1d10+10 bludgeoning, DC 25 Jet Two Actions (Move) The giant squid moves up to 200 feet in a straight line through the water without triggering any reactions. Ravenous Embrace Two Actions The giant squid makes up to four arm Strikes, each with a different arm and against a different target. The giant squid then makes a beak Strike against one creature that it grabbed during Ravenous Embrace. Each arm Strike counts separately for the squid's multiple attack penalty, but the penalty doesn't increase until the squid has made all of its arm Strikes; the beak Strike uses the multiple attack penalty as normal. Giant Squid Tactics The giant squid attacks by lashing out with its longest tentacles and then rapidly pulling the prey toward itself. While closing the distance between them, it attacks again, this time closing its smaller arms around the prey. Once it has the prey thoroughly trapped, the giant squid tears and cuts with its beak and the teeth-lined saw it has in the place of a tongue. ","skill_mod":{"stealth":18,"athletics":20},"summary":"Dwelling deep within the oceans, this huge cephalopod grows up to 45 feet in length and can weigh up to 600 pounds. Its arms and tentacles are lined …","image":["/Images/Monsters/Squid_GiantSquid.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"cold":10},"url":"/Monsters.aspx?ID=820","intelligence":-4,"reflex_save":18,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":15,"size":["Huge"],"name":"Giant Squid","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,22,24],"slug":"creature-820"},{"primary_source_category":"Rulebooks","strength":4,"hp":80,"language":["Aklo","Cyclops","Jotun","Terran"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":17,"trait":["Earth","Fey","Uncommon","LE","Medium"],"id":"creature-821","text":" Stygira Withered hermits wrapped in tattered rags, these scarred, eyeless creatures command strange secrets of the earth and interpret the fateful energies of the subterranean depths. In some regions, stygiras are worshipped as seers or even gods, although they lack the ability to grant spells to clerics and are often not aware of their worshippers at all. In other areas, they have strange ties to the ancient empires of the cyclopes, often dwelling in the oversized ruins those creatures left behind long ago. To many stygiras, gemstones harvested from ancient cyclopean mosaics have even greater magical properties than other crystals. Although technically blind, stygiras do have vestigial eyes hidden beneath the stony, scarred flesh of their faces. Capable of sensing bright lights even through their scars, stygiras are sickened and distracted by these flashing glimpses, so they keep to their caves during the day and wander into the world above only after nightfall. Far from benevolent, they seek out unwary travelers or explorers to capture and reduce them down to the base chemicals and supernatural humors the stygiras require to infuse gemstones with the capacity to give them sight and magical power. Recall Knowledge - Fey (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Stygira Source Bestiary 2 pg. 255 Perception +17; gemsight Languages Aklo, Cyclops, Jotun, Terran Skills Athletics +15, Deception +15, Gem Lore +17, Nature +17, Occultism +17 Str +4 Dex +4 Con +5 Int +4 Wis +6 Cha +2 Gemsight As long as the stygira holds a gemstone, they can see through the gem with darkvision and the effects of true seeing . The stygira is blind when they are not holding a gem in a hand. Items gemstone --- AC 26 Fort +15 Ref +13 Will +19 +1 status to all saves vs. magic HP 80 Immunities paralyzed, petrified, visual Resistances physical 10 (except adamantine) Weaknesses cold iron 5 Light Sickness A stygira in an area of bright light is sickened 1. --- Speed 25 feet Melee Single Action claw +17 (Agile), Damage 2d6+10 slashing plus stone curse Occult Innate Spells DC 25 - Cantrips (4th) Know Direction, Read Aura - 2nd Augury, Undetectable Alignment - 3rd Clairaudience, Earthbind - 4th Clairvoyance, Read Omens, Shape Stone Gem Gaze Single Action (Emotion, Fear, Mental, Primal) The stygira holds aloft a gem and gazes into the mind of a creature within 30 feet, infusing the creature's thoughts with visions of the creature's own dead body slowly petrifying. The creature must succeed at a DC 25 Will save or become frightened 1 (frightened 2 on a critical failure). Stone Curse (Curse, Primal, Transmutation) Wounds dealt by the stygira's claws leave the flesh bleached of color and turn the blood that runs from them dark gray. Each time a creature is damaged by the stygira's claw Strike, it must succeed at a DC 25 Fortitude save or become permanently slowed 1 (slowed 2 on a critical failure) as its flesh stiffens like stone. If a creature is reduced to 0 Hit Points from the stygira's claw Strike and fails the saving throw against stone curse, it is petrified. A creature that spends 8 hours in direct sunlight can attempt a new saving throw to remove the effects of stone curse, even if it has been petrified. Stygira Gems The gem a stygira carries does not need to be particularly valuable, but some stygiras prefer to use more expensive gems as an affectation. More powerful stygiras have developed methods of using particularly expensive gems to enhance their gem gaze ability, allowing some to charm those they gaze upon, light them on fire, or even afflict them with crippling poison. ","element":["Earth"],"skill_mod":{"deception":15,"nature":17,"athletics":15,"occultism":17},"image":["/Images/Monsters/Stygira.png"],"primary_source":"Bestiary 2","spell":["Clairvoyance","Read Omens","Shape Stone","Clairaudience","Earthbind","Augury","Undetectable Alignment","Know Direction","Read Aura"],"ac":26,"item":["gemstone"],"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":"gemsight","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":4,"reflex_save":13,"strongest_save":["will"],"fortitude_save":15,"size":["Medium"],"name":"Stygira","alignment":"LE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17],"attack_bonus":[17],"constitution":5,"immunity":["paralyzed","petrified","visual"],"will_save":19,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{"cold_iron":5},"creature_ability":["Gemsight","Light Sickness","Gem Gaze","Stone Curse"],"skill":["Athletics","Deception","Gem Lore","Nature","Occultism"],"tradition":["Occult"],"summary":"Withered hermits wrapped in tattered rags, these scarred, eyeless creatures command strange secrets of the earth and interpret the fateful energies …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=821","dexterity":4,"category":"creature","slug":"creature-821"},{"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":30,"language":["Draconic"],"immunity":["paralyzed","sleep"],"source":["Bestiary 2"],"type":"Creature","will_save":8,"charisma":0,"speed":{"climb":30,"max":30,"land":30},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Natural Camouflage","Poison Gasp"],"skill":["Acrobatics","Athletics","Crafting","Intimidation","Stealth"],"stealth":"7","trait":["Dragon","N","Medium"],"id":"creature-822","text":" Tatzlwyrm Tatzlwyrms resemble human-sized snakes with two arms and a dragon's head. Distant relatives of true dragons, tatzlwyrms possess only a meager level of intelligence. They can speak Draconic (with a thick, hissing accent), but their ability to reason is limited and they can't use magic. They do possess a level of cunning, however, and some have been known to build rudimentary traps and even lairs. They are not treasure-hoarders, though, so don't expect to find a tatzlwyrm sitting atop a bed of coins. Some tatzlwyrms have managed to forge working relationships with dragons, though it's a rare occurrence. From time to time, dragons have used them as messengers (because they can speak their language, however crudely), scouts (due to their smaller size), guides (when they're familiar with a particular mountain), and even muscle (harassing foes not worthy of a dragon's direct attention). Tatzlwyrms don't work with kobolds, though—tatzlwyrms eat kobolds. Tatzlwyrms hibernate in cold weather, and when they feel winter approaching they seek out underground lairs, mountain crevices, or even hay lofts. On one notable occasion, townsfolk reported being briefly overrun by tatzlwyrms after a conflict between spellcasters in the nearby hills caused a sudden blizzard. Local scholars still debate whether the cause of the influx was the sudden change in weather or if the creatures were drawn to one of the other magic users staying in town who were part of the same pilgrimage as those doing battle. When confronted, tatzlwyrms are more likely to attack than retreat. Indeed, they sometimes lie in wait on purpose, taking advantage of their scales' natural camouflage and awaiting the chance to unleash their signature move: belching poisonous vapor into an opponent's face. Since this breath attack doesn't have much range, the wyrms usually need to grab their foes first and bring them close to their mouth. Recall Knowledge - Dragon (Arcana): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Tatzlwyrm Source Bestiary 2 pg. 256 Perception +8; darkvision Languages Draconic Skills Acrobatics +7, Athletics +8, Crafting +4, Intimidation +6, Stealth +7 Str +4 Dex +1 Con +3 Int -3 Wis +2 Cha +0 Natural Camouflage A tatzlwyrm's green, gray, and brown scales provide it natural camouflage. In areas of dense undergrowth, a tatzlwyrm can move at its full Speed when Sneaking, and it gains a +4 circumstance bonus to Hide. --- AC 18 Fort +11 Ref +5 Will +8 HP 30 Immunities paralyzed, sleep --- Speed 30 feet, climb 30 feet Melee Single Action jaws +10 (Magical), Damage 1d8+6 piercing Melee Single Action claw +10 (Agile, Magical), Damage 1d6+6 slashing Poison Gasp Single Action The tatzlwyrm belches a puff of poisonous vapor into the face of an adjacent creature, which must attempt a DC 15 Fortitude save; the creature takes a –2 circumstance penalty to this save if it's grabbed or flat-footed. The tatzlwyrm can't use Poison Gasp again for 2 rounds. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target takes 2d6 poison damage and is enfeebled 1 for 1 round. Critical Failure The target takes 4d6 poison damage and is enfeebled 1 for 1 minute. Other Tatzlwyrms People in some regions claim to have seen creatures that are just like tatzlwyrms in most respects—a long body, two arms, and a head—except that they have traits that are not of reptilian origin. Travelers on a savanna should beware a furry, lion-headed tatzlwyrm protecting its cubs, while those in the mountains might be attacked by a feathered (but wingless) variant with the head of an eagle. ","skill_mod":{"crafting":4,"stealth":7,"athletics":8,"intimidation":6,"acrobatics":7},"summary":"Tatzlwyrms resemble human-sized snakes with two arms and a dragon's head. Distant relatives of true dragons, tatzlwyrms possess only a meager level …","image":["/Images/Monsters/Tatzlwyrm.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=822","intelligence":-3,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Tatzlwyrm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,10],"slug":"creature-822"},{"remaster_name":["Praskith"],"attack_bonus":[18,18],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":120,"language":["Sylvan","(can't speak any language)"],"immunity":["acid"],"source":["Bestiary 2"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":20,"land":20},"perception":15,"wisdom":3,"weakness":{"fire":5},"creature_ability":["Attack of Opportunity","Rampant Growth","Swallow Whole","Tendriculos Venom"],"skill":["Athletics","Stealth"],"stealth":"14","trait":["Fungus","Plant","N","Huge"],"id":"creature-823","text":" Tendriculos These strange amalgams of plant and fungus with animal tendencies form where the natural world is corrupted by foul magic or frayed planar boundaries. Tendriculoses are instinctive ambush predators who seek out lightly traveled forest paths and lie in wait in the undergrowth. A tendriculos swallows its prey as quickly as possible and lets its paralytic digestive juices finish the meal, while swiftly restoring itself with the nourishment provided by the trapped creature. When collected, neutralized, and refined, the digestive fluids of a tendriculos form a lacquer that retains some of the tendriculos's acid resistance. A tendriculos comes into being with a rudimentary understanding of the Sylvan language, but in some cases it might manifest knowing a different tongue, such as Aklo, Draconic, or even Necril. Regardless, tendriculoses have little patience for chattering from potential meals, though some determined fey and primal spellcasters have been known to form alliances or even closer bonds with tendriculoses. Befriending a tendriculos requires great patience and plentiful food—and these the gifts of food must be alive when handed over. When it has finished feeding and is out of combat, a tendriculos slips into a quiescent state for a full day, one of the few times it is safe to approach. Upon rousing, it seeks the deep forest to regurgitate the less digestible portions of its meal. These remains may contain valuables that survived digestion and indicate that a tendriculos's hunting grounds lie nearby. Tendriculoses dwell in deep woods and jungles. Those too near populated areas soon draw unwanted attention with their ravenous appetites. Well-fed tendriculoses develop fruiting bodies that cast forth millions of spores. Spores that happen to alight on carrion grow into new tendriculoses. Recall Knowledge - Fungus (Nature): DC 23 Recall Knowledge - Plant (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Tendriculos Source Bestiary 2 pg. 257 Perception +15; low-light vision Languages Sylvan; (can't speak any language) Skills Athletics +17, Stealth +14 Str +7 Dex +2 Con +5 Int -2 Wis +3 Cha +0 --- AC 25 Fort +17 Ref +12 Will +13 HP 120 Immunities acid Resistances piercing 5, slashing 5 Weaknesses fire 5 Attack of Opportunity Reaction Tentacle only. --- Speed 20 feet Melee Single Action bite +18 (reach 10 feet), Damage 2d10+11 piercing plus Grab Melee Single Action tentacle +18 (Agile, reach 15 feet), Damage 2d6+11 bludgeoning plus Grab Rampant Growth Single Action Requirements A creature the tendriculos has Swallowed Whole has taken damage since the end of the tendriculos's last turn, and the tendriculos hasn't used any other actions this turn; Effect The tendriculos regains 3d8 HP and recovers from the fatigued and slowed conditions. It reduces any enfeebled value it has by 2. Swallow Whole Single Action (Attack) Large, 2d10+7 acid plus tendriculos venom, Rupture 14 Tendriculos Venom (Incapacitation, Poison) Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 clumsy 2 (1 round); Stage 2 clumsy 2 and slowed 2 (1 round); Stage 3 paralyzed (1 round) Tendriculos Lacquer Objects coated with tendriculos lacquer gain resistance 5 to acid. Making and applying tendriculos lacquer requires a 5th-level formula, the Alchemical Crafting skill feat, and the fluid from the stomach of a tendriculos. A successful DC 20 Craft check and 4 days of work are enough to protect 1 Bulk of items with no other cost in materials, but the fluid is used up even on a failed check. ","skill_mod":{"stealth":14,"athletics":17},"summary":"These strange amalgams of plant and fungus with animal tendencies form where the natural world is corrupted by foul magic or frayed planar …","image":["/Images/Monsters/Tendriculos.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=823","intelligence":-2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":17,"size":["Huge"],"name":"Tendriculos","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,22],"slug":"creature-823"},{"primary_source_category":"Rulebooks","strength":9,"hp":350,"language":["Aklo","Sylvan"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":31,"trait":["Beast","Fire","Rare","Tane","CE","Huge"],"id":"creature-824","text":" Thrasfyr As bizarre in appearance as they are ferocious, thrasfyrs resemble six-limbed bears with bull-like horns, draconic scales, and a fire-breathing serpent for a tail. Every thrasfyr is wrapped in animated chains psychically linked to the creature's mind. Recall Knowledge - Beast (Arcana, Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Thrasfyr Source Bestiary 2 pg. 258 Perception +31; darkvision, see invisibility Languages Aklo, Sylvan Skills Athletics +34, Intimidation +31 Str +9 Dex +5 Con +9 Int -3 Wis +6 Cha +6 Planar Acclimation The thrasfyr always treats the plane it is located on as its home plane. --- AC 40 Fort +35 Ref +28 Will +27 +1 status to all saves vs. magic HP 350 , regeneration 25 (deactivated by acid or cold) Immunities fire Resistances physical 15 (except cold iron) Weaknesses cold 15, cold iron 15 --- Speed 40 feet, climb 40 feet; air walk Melee Single Action chain +34 (Magical, reach 15 feet), Damage 3d10+17 bludgeoning plus Improved Knockdown Melee Single Action jaws +32 (Magical, reach 10 feet), Damage 3d6+15 piercing plus 3d6 fire Melee Single Action claw +32 (Agile, Magical, reach 10 feet), Damage 3d8+15 slashing Melee Single Action horn +32 (fatal d12, Magical, reach 10 feet), Damage 3d12+15 piercing Primal Innate Spells DC 37 - 9th Teleport (self and rider only) - Constant (2nd) See Invisibility - Constant (4th) Air Walk Breath Weapon Two Actions The thrasfyr's serpent tail breathes a blast of flame in a 50-foot cone, dealing 10d12 fire damage (DC 40 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Rider's Bond Single Action (Divination, Mental, Primal) The thrasfyr designates one creature as its rider by touching the rider with its claw. The thrasfyr and rider can communicate with each other telepathically at any range on the same plane and are aware of each other's present state, direction from each other, distance from each other, and any conditions affecting either. Tangling Chains Two Actions (Incapacitation, Primal, Transmutation) The thrasfyr thrashes its chains in all directions. Each creature in a 15-foot emanation takes 18d6 bludgeoning damage (DC 38 basic Reflex save); creatures that fail are immobilized until the start of the thrasfyr's next turn. The thrasfyr can't use Tangling Chains or make chain Strikes for 1d4 rounds. Whirling Frenzy Two Actions The thrasfyr makes a jaws Strike, a horn Strike, and two claw Strikes, each against a different target. Each attack counts toward the thrasfyr's multiple attack penalty, but the penalty doesn't increase until after all the attacks. ","element":["Fire"],"skill_mod":{"athletics":34,"intimidation":31},"image":["/Images/Monsters/Thrasfyr.png"],"primary_source":"Bestiary 2","spell":["Teleport","Air Walk","See Invisibility"],"ac":40,"level":17,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision , see invisibility ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"intelligence":-3,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":35,"size":["Huge"],"name":"Thrasfyr","alignment":"CE","pfs":"Standard","rarity":"rare","strike_damage_average":[28,33,34,36],"attack_bonus":[32,32,32,34],"constitution":9,"immunity":["fire"],"will_save":27,"speed":{"climb":40,"max":40,"land":40},"wisdom":6,"weakness":{"cold_iron":15,"cold":15},"creature_ability":["Planar Acclimation","Breath Weapon","Rider's Bond","Tangling Chains","Whirling Frenzy"],"skill":["Athletics","Intimidation"],"tradition":["Primal"],"summary":"As bizarre in appearance as they are ferocious, thrasfyrs resemble six-limbed bears with bull-like horns, draconic scales, and a fire-breathing …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=824","dexterity":5,"category":"creature","slug":"creature-824"},{"attack_bonus":[23,24,24],"constitution":7,"primary_source_category":"Rulebooks","strength":8,"hp":200,"language":["Auran","Common"],"immunity":["electricity"],"source":["Bestiary 2"],"type":"Creature","will_save":22,"charisma":3,"speed":{"fly":80,"max":80,"land":25},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Stormsight","Storm Aura","Reactive Shock","Lightning Blast","Stormflight","Thunderstrike"],"skill":["Acrobatics","Athletics","Intimidation","Nature"],"trait":["Air","Beast","Electricity","Uncommon","N","Gargantuan"],"id":"creature-825","text":" Thunderbird Thunderbirds bring storms on their wings. In times of drought, they are welcomed. Other times, they are offered gifts in hopes they might leave before flooding begins. When angered, they call down hurricanes and lay waste to entire villages, so many settlements conduct extensive rites to appease and honor local thunderbirds. Thunderbird parents carry their newly hatched offspring to hidden mountaintop nests, where the young are struck by their first bolts of lightning and learn the mysteries of the storm. Recall Knowledge - Beast (Arcana, Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Thunderbird Source Bestiary 2 pg. 259 Perception +22; darkvision, stormsight Languages Auran, Common Skills Acrobatics +22, Athletics +23, Intimidation +20, Nature +20 Str +8 Dex +3 Con +7 Int +3 Wis +5 Cha +3 Stormsight Wind, precipitation, and clouds don't impair a thunderbird's vision; it ignores the concealed condition from storms, mist, precipitation, and the like. --- AC 31 Fort +24 Ref +20 Will +22 HP 200 Immunities electricity Resistances sonic 10 Storm Aura (air, aura, evocation, primal, water) 100 feet. The thunderbird is surrounded by a cyclone of wind and driving rain. This area is greater difficult terrain for flying creatures, who must successfully Maneuver in Flight (DC 27) or be blown 30 feet away from the thunderbird. Creatures on the ground must succeed at a DC 27 Reflex save to perform any move action and are knocked prone on a critical failure. The driving rain in the storm aura imposes a –2 circumstance penalty on Perception checks and extinguishes smaller flames. A thunderbird can deactivate or activate the storm aura as a free action with the concentrate trait. Reactive Shock Reaction Trigger A creature enters the thunderbird's reach or uses a move action within their reach; Effect A lightning bolt dancing on the thunderbird's body leaps onto the creature, dealing 8d6 electricity damage (DC 30 basic Reflex save). --- Speed 25 feet, fly 80 feet Melee Single Action beak +24, Damage 2d6+12 piercing plus 3d6 electricity Melee Single Action talon +24 (Agile), Damage 2d8+12 slashing Ranged Single Action thunderbolt +23 (range 200 feet), Damage 3d6 electricity and 3d6 sonic plus thunderstrike Rituals DC 30 - 8th Control Weather (does not require secondary casters) Lightning Blast Two Actions (Evocation, Primal) The thunderbird spreads their wings and blasts their foe with thunderous bolts of lightning. Each creature in a 30-foot emanation takes 6d6 electricity damage and 6d6 sonic damage (DC 30 basic Reflex save). The thunderbird can't use Lightning Blast for 1d4 rounds. Stormflight A thunderbird can move in wind with ease. They don't treat wind as difficult terrain or need to Maneuver in Flight in high winds. Thunderstrike A creature that takes damage from a thunderbird's thunderbolt Strike must succeed at a DC 28 Fortitude save or be knocked prone and deafened for 1 round. Thunder and Fire Thunderbirds have a complex relationship with phoenixes, whom they regard as too kindly and patient with human civilizations, even as they admire phoenixes' beauty and mastery over elements that thunderbirds cannot control. Often, encounters with phoenixes escalate into violent arguments, but it's rare for one of these meetings to end in a thunderbird's death, and even rarer for a phoenix to be significantly threatened by the upstart challenger. ","element":["Air"],"skill_mod":{"nature":20,"athletics":23,"intimidation":20,"acrobatics":22},"summary":"Thunderbirds bring storms on their wings. In times of drought, they are welcomed. Other times, they are offered gifts in hopes they might leave …","image":["/Images/Monsters/Thunderbird.png"],"primary_source":"Bestiary 2","trait_group":["Elemental","Planar","Monster","Creature Type","Energy","Rarity"],"ac":31,"level":11,"source_category":["Rulebooks"],"sense":" darkvision , stormsight","weakest_save":["ref","reflex"],"resistance":{"sonic":10},"url":"/Monsters.aspx?ID=825","intelligence":3,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":24,"size":["Gargantuan"],"name":"Thunderbird","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[21,21,29],"slug":"creature-825"},{"attack_bonus":[8],"constitution":4,"primary_source_category":"Rulebooks","strength":1,"hp":20,"source":["Bestiary 2"],"type":"Creature","creature_family":"Tick","will_save":4,"charisma":-5,"speed":{"climb":15,"max":15,"land":15},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Attach","Blood Drain","Tick Fever"],"skill":["Athletics","Stealth"],"stealth":"6","trait":["Animal","N","Small"],"id":"creature-826","text":" Giant Tick This grotesque tick is the size of a dog and scurries with surprising speed. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Tick Source Bestiary 2 pg. 260 Perception +6; darkvision Languages Skills Athletics +6, Stealth +6 Str +1 Dex +3 Con +4 Int -5 Wis +1 Cha -5 --- AC 16 Fort +9 Ref +6 Will +4 HP 20 --- Speed 15 feet, climb 15 feet Melee Single Action hypostome +8 (Finesse), Damage 1d6+1 plus attach and tick fever Attach When the giant tick Strikes a creature larger than itself, its barbed hypostome attaches it to that creature. This is similar to Grabbing the creature, but the giant tick moves with that creature rather than holding it in place. The giant tick is flat-footed while attached. If the giant tick is killed or pushed away while attached to a creature on which it has used Blood Drain, that creature takes 1 persistent bleed damage. Escaping the attachment or removing the giant tick in other ways doesn't cause bleed damage. Blood Drain Single Action Requirements The giant tick is attached to a creature; Effect The giant tick uses its hypostome to drain blood from the creature it's attached to. This deals 1d4 damage, and the giant tick gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a giant tick is drained 1 until it receives healing (of any kind or amount). Tick Fever (Disease) Saving Throw DC 17 Fortitude; Onset 1 day; Stage 1 enfeebled 1 (1 day); Stage 2 enfeebled 2 (1 day). ","skill_mod":{"stealth":6,"athletics":6},"summary":"This grotesque tick is the size of a dog and scurries with surprising speed.","image":["/Images/Monsters/Tick_GiantTick.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=826","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"size":["Small"],"name":"Giant Tick","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-826"},{"constitution":4,"primary_source_category":"Rulebooks","strength":1,"hp":130,"immunity":["precision","swarm mind"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Tick","will_save":14,"charisma":-5,"speed":{"climb":25,"max":25,"land":25},"perception":18,"wisdom":3,"weakness":{"area":10},"creature_ability":["Cling","Swarming Bites","Tick Fever"],"skill":["Athletics","Stealth"],"stealth":"19","trait":["Animal","Swarm","N","Large"],"id":"creature-827","text":" Tick Swarm This swarm of thousands of fist-sized ticks forms a moving carpet of bloated insects—a nauseating and intimidating sight. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Tick Swarm Source Bestiary 2 pg. 260 Perception +18; darkvision Languages Skills Athletics +16, Stealth +19 Str +1 Dex +6 Con +4 Int -5 Wis +3 Cha -5 --- AC 28 Fort +19 Ref +19 Will +14 HP 130 Immunities precision, swarm mind Resistances bludgeoning 5, piercing 10, slashing 10 Weaknesses area damage 10, splash damage 10 Cling Reaction Trigger A creature leaves the swarm's space; Effect The swarm takes 1d6 damage as ticks cling to the creature and continue biting, dealing 3d6 persistent piercing damage. Immersion in water reduces the DC of the flat check to end this persistent damage to 5, and any area damage dealt to the creature destroys these clinging ticks. --- Speed 25 feet, climb 25 feet Swarming Bites Single Action Each enemy in the swarm's space takes 3d6 piercing damage (DC 28 basic Reflex save) plus Cling and exposure to tick fever. Tick Fever (Disease) Saving Throw DC 27 Fortitude; Onset 1 day; Stage 1 enfeebled (1 day); Stage 2 enfeebled 2 (1 day). ","skill_mod":{"stealth":19,"athletics":16},"summary":"This swarm of thousands of fist-sized ticks forms a moving carpet of bloated insects—a nauseating and intimidating sight.","primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":10,"slashing":10},"url":"/Monsters.aspx?ID=827","intelligence":-5,"reflex_save":19,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Tick Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-827"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":36,"source":["Bestiary 2"],"type":"Creature","creature_family":"Toad","will_save":6,"charisma":-2,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Poisonous Warts","Giant Toad Poison","Swallow Whole","Tongue Grab"],"skill":["Athletics","Stealth"],"stealth":"6","trait":["Animal","N","Large"],"id":"creature-828","text":" Giant Toad Most giant toads live in dry environments, particularly deserts, and eagerly eat almost any creature smaller than themselves. They're known to eat giant rats, then take over the rats' burrows as homes. Giant toads have large poison glands behind their eyes that enable them to coat their skin with poison. This leads to them having very few natural predators, and populations can quickly explode if left unchecked. While most consider giant toads dangerous pests, some groups of ogres and hill giants cultivate them to collect their poison for recreational use. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Toad Source Bestiary 2 pg. 261 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +9, Stealth +6 Str +5 Dex +2 Con +3 Int -4 Wis +2 Cha -2 --- AC 17 Fort +9 Ref +8 Will +6 HP 36 Poisonous Warts Any creature that hits the giant toad with an unarmed Strike or otherwise touches the toad is exposed to giant toad poison. --- Speed 25 feet Melee Single Action bite +11, Damage 1d8+5 piercing plus Grab Melee Single Action tongue +11 (reach 10 feet), Damage tongue grab Giant Toad Poison (Poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 stupefied 1 (1 round); Stage 2 stupefied 1 and confused (1 round) Swallow Whole Single Action (Attack) Medium, 1d8+2 bludgeoning, Rupture 8 Tongue Grab A creature hit by the giant toad's tongue becomes grabbed by the giant toad. The creature isn't immobilized, but it can't move beyond the reach of the toad's tongue. A creature can sever the tongue with a successful Strike against AC 15 that deals at least 6 slashing damage. This deals no damage to the toad but prevents it from using its tongue Strike until it regrows its tongue, which takes a week. Frogs and Toads While they might look similar in appearance, toads and frogs are quite different creatures, particularly some of their oversized variants. Frogs tend to dwell in swampy or marshy areas, while toads are found in drier regions like forests, plains, grasslands, and deserts. Monstrous toads also skew to a larger size overall. ","skill_mod":{"stealth":6,"athletics":9},"summary":"Most giant toads live in dry environments, particularly deserts, and eagerly eat almost any creature smaller than themselves. They're known to eat …","image":["/Images/Monsters/Toad_GiantToad.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=828","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":9,"size":["Large"],"name":"Giant Toad","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9],"slug":"creature-828"},{"attack_bonus":[18,18],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":128,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary 2"],"type":"Creature","will_save":13,"charisma":3,"speed":{"max":40,"land":40},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Drink Flesh","Living Form","Shape Flesh"],"skill":["Acrobatics","Deception","Stealth","Thievery"],"stealth":"17","trait":["Undead","NE","Medium"],"id":"creature-829","text":" Totenmaske Spawned by the same unnatural and self-destructive obsessions that drove them when they were alive, totenmaskes are the undead remnants of the most self-indulgent and sinful among us. Though unable to sate their perverse desires, these foul undead can drain the very flesh from their victims so as to wrap themselves in a perverse mockery of life that allows them to pursue their base wants. Totenmaskes' specific longings vary—one might be obsessed with food or drink, while another might be vain and desirous of an attractive form to marvel at in a mirror, while yet another could simply long for the scent of blood. Whatever the sensation the totenmaske seeks, it is always a vice taken to extreme, for this sin is what helped condemn it to unlife in the first place. A totenmaske obsessed with food, for example, might find itself assaulting bakeries or breweries, while a vain totenmaske obsessed with glamor could quickly grow bored of each new look and switch its victims out daily, or even hourly. Recall Knowledge - Undead (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Totenmaske Source Bestiary 2 pg. 262 Perception +15; darkvision Languages Common, Necril Skills Acrobatics +15, Deception +17, Stealth +17, Thievery +15 Str +4 Dex +6 Con +2 Int +1 Wis +2 Cha +3 --- AC 25 Fort +15 Ref +17 Will +13 HP 128 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 40 feet Melee Single Action jaws +18 (Finesse), Damage 2d6+7 piercing plus 2d6 negative Melee Single Action claw +18 (Agile, Finesse), Damage 2d8+7 slashing Drink Flesh Single Action (Divine, Necromancy) Requirement The totenmaske hit the same enemy with two claw Strikes this turn and is still adjacent to it; Effect The totenmaske drains flesh from the creature's body. The creature becomes sickened 2 and drained 1 unless it succeeds at a DC 25 Fortitude save (sickened 2 and drained 2 on a critical failure). Living Form Single Action (Concentrate, Divine, Polymorph, Transmutation) The totenmaske takes the appearance of a Medium or smaller humanoid creature. This is either its form from before it became undead, or the form of the last creature it successfully hit with Drink Flesh. This doesn't change the totenmaske's Speed or the attack and damage bonuses for its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning). Shape Flesh (Curse, Divine, Necromancy) After spending 1 minute in contact with a paralyzed, unconscious, or willing creature, a totenmaske can reshape the target's face, causing flesh to cover vital features. The target can attempt a DC 25 Fortitude save to resist; a critical success grants temporary immunity to Shape Flesh for 24 hours. Each time the totenmaske Shapes Flesh, it chooses one feature: ears (target becomes deafened), eyes (target becomes blinded), mouth (target can't speak or eat), or nose (target can't smell). A creature with both its nose and mouth sealed can't breathe and begins to suffocate. Changes are permanent until reversed by removing this curse, or the sealed flesh can be surgically opened with a DC 25 Medicine check that takes 1d4 rounds and deals 1d6 slashing damage per round. Flesh Sculptors Some totenmaskes craft macabre “art” by shaping the flesh of their victims, spending hours, days, or even weeks molding a victim's skin, or even fusing multiple creatures together into one piece. The horrifying results of this process can take the form of furniture made from flesh that still lives and breathes, “sculptures” that in no way resemble the human form, and even more twisted and depraved things. ","skill_mod":{"deception":17,"thievery":15,"stealth":17,"acrobatics":15},"summary":"Spawned by the same unnatural and self-destructive obsessions that drove them when they were alive, totenmaskes are the undead remnants of the most …","image":["/Images/Monsters/Totenmaske.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=829","intelligence":1,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Totenmaske","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,21],"slug":"creature-829"},{"attack_bonus":[9,10],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":30,"language":["Aquan","Common"],"source":["Bestiary 2"],"type":"Creature","will_save":8,"charisma":0,"speed":{"max":35,"land":5,"swim":35},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Defender of the Seas","Summon Aquatic Ally"],"skill":["Athletics","Crafting","Diplomacy","Nature","Stealth"],"stealth":"9","trait":["Amphibious","Humanoid","NG","Medium"],"id":"creature-830","text":" Triton While sometimes understandably mistaken for merfolk—both species live underwater and have a blend of features from both humans and fish—tritons have two legs instead of a tail. This gives tritons the ability to operate on land, though they are neither as comfortable nor as skilled above water as below. The arms and legs of a triton feature fins that assist in swimming, and their entire body is covered in fine scales that range in color from silver to cerulean blue to seaweed green. Their amphibious nature shows in the webbing between the digits of their feet and hands, as well as the fact that they have both gills and a human-shaped nose and mouth. Triton hair grows in wide strands like seagrass, commonly green in shade but in some cases blue or white. Their eyes range in color from sea blue to golden. Many tritons see themselves as defenders of the deep, dedicating their lives to protecting the inhabitants of the seas from evil creatures and intruders—whether they come from underwater or the surface world. Primary among triton foes are sea devils and alghollthu, both of whom have amphibious forces that tritons have had to fight underwater and on land. In their quest to fight underwater evil, tritons sometimes ally with dolphins and sea turtles (both of which make excellent mounts), water elemental, and sometimes even sharks and sea serpents. Tritons can summon such allies using a conch shell as a trumpet. When it comes to other intelligent undersea species, however, tritons take pride in their self-sufficiency, rarely trading with other underwater peoples such as merfolk, and even more rarely forming established alliances. Tritons live in natural-grown villages on the sea floor, forging dwellings out of colorful coral reefs, in rift valleys heated by volcanic activity, and even in underwater canyons— though they avoid settling in extreme depths due to the risk of encountering krakens or worse. They like to decorate their homes with aquatic plants, bioluminescent fish, and attractive trinkets recovered from shipwrecks. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Triton Source Bestiary 2 pg. 263 Perception +8; darkvision Languages Aquan, Common Skills Athletics +8, Crafting +4, Diplomacy +6, Nature +6, Stealth +9 Str +4 Dex +3 Con +1 Int +0 Wis +2 Cha +0 Items conch shell, shell armor (hide armor), Trident --- AC 18 Fort +5 Ref +11 Will +8 HP 30 --- Speed 5 feet, swim 35 feet Melee Single Action trident +10, Damage 1d8+6 piercing Ranged Single Action trident +9 (thrown 20 feet), Damage 1d8+6 piercing Defender of the Seas Single Action The triton Interacts to raise their trident, gaining a +1 circumstance bonus to AC until the start of their next turn. During this time, any of their allies also gains the bonus while adjacent to the triton. Summon Aquatic Ally Three Actions (Conjuration, Primal) Frequency once per day; Effect The triton blows into a conch shell, casting a 2nd-level summon animal spell. The triton can summon only an aquatic creature, such as a dolphin, octopus, ray, sea snake, or electric eelThis creature remains until it is slain, the triton Dismisses it, or the triton summons another ally. Triton Conch Trumpets Tritons use a conch shell as a focus to summon aquatic allies. Some specialize in different uses of the conch, such as frightening foes (as the fear spell) or using water for attacks (as the spell hydraulic push ). Triton conch shells in the hands of non-tritons do not produce any magical effects, but have inspired other crafters to build magical triton's conches . ","skill_mod":{"diplomacy":6,"nature":6,"crafting":4,"stealth":9,"athletics":8},"summary":"While sometimes understandably mistaken for merfolk —both species live underwater and have a blend of features from both humans and fish—tritons …","image":["/Images/Monsters/Triton.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":18,"item":["conch shell","shell armor ( hide armor )","Trident"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=830","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Medium"],"name":"Triton","alignment":"NG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,10],"slug":"creature-830"},{"remaster_name":["Ice Troll"],"attack_bonus":[10,13,13,13],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Common","Jotun"],"immunity":["cold"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Troll","will_save":8,"charisma":2,"speed":{"max":30,"land":30},"perception":12,"wisdom":2,"weakness":{"fire":10},"creature_ability":["Attack of Opportunity","Ice Stride","Rend"],"skill":["Athletics","Intimidation","Survival"],"trait":["Cold","Giant","Troll","Uncommon","CE","Large"],"id":"creature-831","text":" Frost Troll Frost trolls are nightmarish frozen monsters of rime-stained claws and hoarfrost teeth. Possessing wits superior to those of common trolls, frost trolls often hunt in packs of three—one attacking their quarry openly while the remaining two pause to assess weaknesses before moving in for the kill. Frost trolls relish the taste of human flesh and adjust their hunting grounds seasonally to remain in close proximity to their favorite prey. Of slighter frame than common trolls, a typical frost troll stands 11 feet tall when not hunched and weighs 900 pounds. Their sickly, cracked flesh is of an icy, cerulean pallor. Frost trolls often adorn themselves with trophies of bone and hide flayed from their kills. Unspecific Lore : DC 19 Specific Lore : DC 16 Frost Troll Source Bestiary 2 pg. 264 Perception +12; darkvision Languages Common, Jotun Skills Athletics +13, Intimidation +10, Survival +10 Str +5 Dex +2 Con +5 Int +0 Wis +2 Cha +2 Items Hatchet --- AC 19 Fort +13 Ref +10 Will +8 HP 90 , regeneration 15 (deactivated by acid or fire) Immunities cold Weaknesses fire 10 Attack of Opportunity Reaction --- Speed 30 feet; ice stride Melee Single Action jaws +13 (reach 10 feet), Damage 2d8+7 piercing Melee Single Action hatchet +13 (Agile, reach 10 feet, Sweep), Damage 2d6+7 slashing Melee Single Action claw +13 (Agile, reach 10 feet), Damage 2d4+7 slashing Ranged Single Action hatchet +10 (Agile, Sweep, thrown 10 feet), Damage 2d6+7 slashing Ice Stride A frost troll isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice. Rend Single Action claw Deathless Frost Historically isolated in the remote frozen wilderness of the Saga Lands, frost trolls have increasingly been encountered in more temperate climates on Golarion. It's unclear what's driving these ice-hearted trolls southward, but some suspect the machinations of a wrathful demon lord are at play. ","skill_mod":{"survival":10,"athletics":13,"intimidation":10},"summary":"Frost trolls are nightmarish frozen monsters of rime-stained claws and hoarfrost teeth. Possessing wits superior to those of common trolls, frost …","image":["/Images/Monsters/Troll_FrostTroll.png"],"primary_source":"Bestiary 2","trait_group":["Energy","Monster","Creature Type","Rarity"],"ac":19,"item":["Hatchet"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=831","intelligence":0,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Frost Troll","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12,14,14,16],"slug":"creature-831"},{"attack_bonus":[16,16,16],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Jotun","Undercommon"],"immunity":["bleed"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Troll","will_save":8,"charisma":2,"speed":{"climb":20,"max":25,"land":25,"burrow":20},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Sunlight Petrification","Attack of Opportunity","Catch Rock","Rend","Rock Tunneler","Throw Rock"],"skill":["Athletics","Intimidation"],"trait":["Earth","Giant","Troll","Uncommon","CE","Large"],"id":"creature-832","text":" Cavern Troll Insatiable scavengers stalking the eternal gloom of the Darklands, cavern trolls consume all in their path—even rocks and minerals when more nourishing sustenance is scarce. These rocky goliaths can tunnel through stone with their iron-sharp claws. Cavern trolls rarely venture to the surface world, for they have a debilitating vulnerability to sunlight that petrifies them on sustained contact. Unlike common trolls, cavern trolls can regenerate wounds dealt by fire. The crystalline nature of their skin, however, permits sonic attacks to neutralize their signature regeneration. As cavern trolls age, their flinty skin becomes studded with small crystals and stones of various composition. Paragons of their kind have toothy maws replete with large, crystalline fangs. A typical cavern troll stands 14 feet in height and weighs about 2,000 pounds. Unspecific Lore : DC 22 Specific Lore : DC 19 Cavern Troll Source Bestiary 2 pg. 265 Perception +14; darkvision Languages Jotun, Undercommon Skills Athletics +16, Intimidation +14 Str +6 Dex +2 Con +6 Int -2 Wis +2 Cha +2 --- AC 22 Fort +18 Ref +13 Will +8 HP 135 , regeneration 20 (deactivated by acid or sonic) Immunities bleed Sunlight Petrification If exposed to direct sunlight, a cavern troll immediately becomes slowed 1 and can't use reactions or Trample. The slowed value increases by 1 each time the cavern troll ends its turn in sunlight. If the cavern troll's actions are reduced to 0 in this way, they become petrified until they spends at least 1 minute in darkness. Spells like sunburst that create magical sunlight cannot petrify a cavern troll, but the troll is slowed 1 for 1d4 rounds after being exposed to such an effect. Attack of Opportunity Reaction Catch Rock Reaction --- Speed 25 feet, burrow 20 feet, climb 20 feet Melee Single Action jaws +16 (reach 10 feet), Damage 2d10+8 piercing Melee Single Action claw +16 (Agile, reach 10 feet), Damage 2d6+8 slashing Ranged Single Action rock +16 (Brutal, range increment 120 feet), Damage 1d12+8 bludgeoning Rend Single Action claw Rock Tunneler A cavern troll can burrow through solid stone at a Speed of 10 feet. It can leave a tunnel if it desires. Throw Rock Single Action Nar-Voth Delicacies Both cavern trolls and xorns—squat, tripartite earth elementals—share a voracious appetite for deposits of precious minerals. When either group encounters the other, a frenzy of claws and ravenous gorging ensues until only one side remains. Powerful cavern trolls who consume a critical mass of xorns can gain tremorsense and rule as monarchs over their subterranean kin. ","element":["Earth"],"skill_mod":{"athletics":16,"intimidation":14},"summary":"Insatiable scavengers stalking the eternal gloom of the Darklands, cavern trolls consume all in their path—even rocks and minerals when more …","image":["/Images/Monsters/Troll_CavernTroll.png"],"primary_source":"Bestiary 2","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"ac":22,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=832","intelligence":-2,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Cavern Troll","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14,15,19],"slug":"creature-832"},{"attack_bonus":[13,18,18,18],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":190,"language":["Jotun"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Troll","will_save":14,"charisma":3,"speed":{"max":30,"land":30},"perception":18,"wisdom":4,"weakness":{"fire":10},"creature_ability":["Independent Brains","Head Regrowth","Attack of Opportunity","Reactive Chomp"],"skill":["Athletics","Intimidation"],"trait":["Giant","Troll","Uncommon","CE","Large"],"id":"creature-833","text":" Two-Headed Troll Two-headed trolls are savage, dual-minded monsters with an unquenchable thirst for bloodshed, and dread tales of their ravenous appetites are whispered of in homesteads throughout the lands of the Inner Sea. Indeed, it is a custom for parents to invoke the two-headed troll as a warning to misbehaving children. “Finish your chores,” a parent might say to a stubborn child, “or a two-headed troll will snatch you away at night and swallow you whole!” It's unclear why such a morbid tradition gained traction with parents, but it's an undeniable fact that two-headed trolls have an appetite for “nibbles”—creatures small enough to devour with one bite. Mature two-headed trolls stand 13 feet in height, weighing roughly 1,700 pounds. Unlike common trolls, two-headed trolls share the upright gait of their ettin ancestry and do not walk hunched over. Unspecific Lore : DC 24 Specific Lore : DC 21 Two-Headed Troll Source Bestiary 2 pg. 266 Perception +18; darkvision Languages Jotun Skills Athletics +18, Intimidation +17 Str +6 Dex +1 Con +6 Int -2 Wis +4 Cha +3 Independent Brains Each of a two-headed troll's heads rolls their own initiative and has their own turn. Neither head can Delay. At the start of a head's turn, that head gets 2 actions and 1 reaction. Each brain controls one of the troll's arms, but both can move the legs. Any ability that would sever a two-headed troll's head (such as the vorpal weapon property) doesn't cause the two-headed troll to die if they still have their other head, but does cause them to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of the troll's heads. Items Club --- AC 24 Fort +20 Ref +15 Will +14 HP 190 , regeneration 25 (deactivated by acid or fire) Weaknesses fire 10 Head Regrowth A two-headed troll's regeneration can regrow a severed head. After regaining Hit Points from regeneration, the two-headed troll attempts a DC 10 flat check. On a success, the missing head is fully restored. If a two-headed troll loses their last remaining head, they die immediately. Attack of Opportunity Reaction --- Speed 30 feet Melee Single Action jaws +18 (reach 10 feet), Damage 2d12+8 piercing Melee Single Action claw +18 (Agile, reach 10 feet), Damage 2d8+8 slashing Melee Single Action club +18 (reach 10 feet), Damage 2d6+8 bludgeoning Ranged Single Action club +13 (thrown 10 feet), Damage 2d6+8 bludgeoning Reactive Chomp Reaction Trigger On one head's initiative, the troll hits the same enemy with two consecutive claw Strikes in the same round; Effect While the prey is distracted with unrelenting claw attacks, the head that's not taking its turn makes a jaws Strike against the enemy. Mother of Trolls Trolls and ettins do not normally seek one another as mates, but this pairing is the source of the original two-headed trolls—such couplings were engineered and arranged by the cult of Lamashtu in ages past. Oblivious to their origin, two-headed trolls tend to give no deference to the Mother of Monsters. ","skill_mod":{"athletics":18,"intimidation":17},"summary":"Two-headed trolls are savage, dual-minded monsters with an unquenchable thirst for bloodshed, and dread tales of their ravenous appetites are …","image":["/Images/Monsters/Troll_TwoHeadedTroll.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster","Rarity"],"ac":24,"item":["Club"],"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=833","intelligence":-2,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Two-Headed Troll","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15,15,17,21],"slug":"creature-833"},{"attack_bonus":[29,29,30],"constitution":8,"primary_source_category":"Rulebooks","strength":8,"hp":360,"language":["Jotun"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Troll","will_save":23,"charisma":4,"speed":{"climb":20,"max":30,"land":30},"perception":29,"wisdom":6,"weakness":{"fire":10},"creature_ability":["Head Regrowth","Multiple Opportunities","Attack of Opportunity","Catch Rock","Cacophonous Roar","Fast Swallow","Ravenous Jaws","Rend","Swallow Whole","Throw Rock"],"skill":["Athletics","Intimidation"],"trait":["Giant","Mutant","Rare","Troll","CE","Huge"],"id":"creature-834","text":" Jotund Troll Jotund trolls are gigantic, nine-headed horrors who prowl frigid moors, marshes, and wastelands, always alone and always enraged. While each of the jotund troll's nine heads possess their own brains and senses, they work much more in tandem than the dual-minded nature of the two-headed troll. Despite this, the heads often argue and bicker, particularly over which head gets to eat. The fact that all nine maws lead to the same shared stomach makes little difference in such culinary disagreements. Prevailing wisdom holds that the jotund troll represents a primordial, if not original, shape and design for the first trolls to plague the world, arising from a mythical realm in the Great Beyond known as Jotungard. This sprawling domain, said to be nestled in a remote reach of Elysium, is the legendary home of the deities of giant-kind. Whether the jotund troll was created in Jotungard to plague the Material Plane as punishment or challenge, or if it's merely an evocative legend told by scholars, is unknown. In any case, the jotund trolls themselves likely care little. Unspecific Lore : DC 37 Specific Lore : DC 34 Jotund Troll Source Bestiary 2 pg. 267 Perception +29; darkvision Languages Jotun Skills Athletics +29, Intimidation +27 Str +8 Dex +4 Con +8 Int -1 Wis +6 Cha +4 --- AC 35 all-around vision Fort +31 Ref +23 Will +23 HP 360 , regeneration 40 (deactivated by acid or fire) Weaknesses fire 10 Head Regrowth A jotund troll ordinarily has nine heads, and they can use regeneration to regrow a head that is severed from an effect like a vorpal weapon. After regaining Hit Points from regeneration, the jotund troll attempts a DC 8 flat check. On a success, one missing head is fully restored; on a critical success, two missing heads are fully restored. If a jotund troll loses their last remaining head, they die immediately. Multiple Opportunities A jotund troll gains an extra reaction per round for each of their heads beyond the first, which they can use only to make Attacks of Opportunity with their jaws or to Fast Swallow. They can't use more than 1 reaction for the same triggering action, even if a creature leaves several squares within their reach, and the jotund troll must use a different head for each Attack of Opportunity they make. Whenever one of the jotund troll's heads is severed, the troll loses 1 of their extra reactions per round. Attack of Opportunity Reaction Catch Rock Reaction --- Speed 30 feet, climb 20 feet Melee Single Action jaws +29 (reach 15 feet), Damage 3d12+14 piercing plus Grab Melee Single Action claw +29 (Agile, reach 15 feet), Damage 3d10+14 slashing Ranged Single Action rock +30 (Brutal, range increment 120 feet), Damage 2d12+14 bludgeoning Cacophonous Roar Two Actions (Auditory, Emotion, Enchantment, Incapacitation, Mental, Primal) The jotund troll emits a cacophonous roar from all their heads with a mystical power that distorts the listener's mind. Each non-troll creature within 100 feet must attempt a DC 34 Will save. The jotund troll can't use Cacophonous Roar for 1d4 rounds. Critical Success The creature is unaffected and is temporarily immune to Cacophonous Roar for 24 hours. Success The creature is stupefied 1 for 1 round. Failure The creature is confused for 1 round. Critical Failure The creature is confused for 1d4 rounds. Fast Swallow Reaction Trigger The jotund troll Grabs a creature with their jaws; Effect The troll uses Swallow Whole. Ravenous Jaws Two Actions The jotund troll makes a number of jaws Strikes up to their number of heads, each against a different target. These attacks count toward the troll's multiple attack penalty, but the penalty doesn't increase until after the jotund troll makes all of these attacks. Rend Single Action claw Swallow Whole Single Action (Attack) Medium, 3d12+8 bludgeoning, Rupture 36 Throw Rock Single Action Ravenous Mutants Jotund trolls on the world of Golarion are found in two particular regions with greater frequency: the magicwarped reaches of the Mana Wastes, and the radiation-wracked badlands of Numeria. In both places, the presence of life-altering magic or science seems to have had the same effect in bolstering the presence of these lumbering monstrosities. ","skill_mod":{"athletics":29,"intimidation":27},"summary":"Jotund trolls are gigantic, nine-headed horrors who prowl frigid moors, marshes, and wastelands, always alone and always enraged. While each of the …","image":["/Images/Monsters/Troll_JotundTroll.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster","Rarity"],"ac":35,"level":15,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=834","intelligence":-1,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":31,"size":["Huge"],"name":"Jotund Troll","alignment":"CE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[27,30,33],"slug":"creature-834"},{"attack_bonus":[11],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":65,"source":["Bestiary 2"],"type":"Creature","will_save":6,"charisma":-2,"speed":{"max":35,"land":35},"perception":6,"wisdom":1,"weakness":{"fire":10},"creature_ability":["Bloodfire Fever","Pack Attack"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"8","trait":["Beast","Troll","N","Medium"],"id":"creature-835","text":" Trollhound Trollhounds are squat, slavering beasts akin to trolls in canine form. Requiring vast quantities of meat to fuel their regenerative metabolisms, packs of wild trollhounds prowl the foothills of regions where trolls dwell, their voracious hunger driving them to slaughter and consume any prey they encounter. In some regions, trolls breed trollhounds as pets, utilizing the trollhounds' keen sense of smell to aid in the hunt. Covered in fetid, weeping sores, trollhounds are carriers of a debilitating contagion known as bloodfire fever. Creatures that contract the disease through the bite of a trollhound experience deep internal pain, as if their blood were on fire. Additional symptoms include loss of muscle coordination, pus-filled blisters, and overall lethargy and fatigue. Other than suffering from skin irritation, both trolls and trollhounds are immune to the major effects of the disease. Trollhounds are fearless on the hunt and in combat, relying on their ability to regenerate to carry them through. Not even the threat of fire is enough to repel them, as the beasts don't recognize the danger it represents. Nevertheless, fire is one of the most effective tools in combating trollhounds; canny hunters know to burn every last remnant of a supposedly slain trollhound, for their regenerative powers are potent indeed. While trolls themselves have had great success in domesticating, training, and even befriending trollhounds, the same cannot be said for other would-be masters. Whether impeded by constant exposure to trollhounds' diseased slobber, their ravenous hunger that never seems to be fully sated, or simply their foul personality and quick-to-bite temperament, most attempts to use trollhounds in place of more reliable guardians end in pain, misery, and a pack of feral trollhounds escaping into the hinterlands. Left to their own devices, a pack of escaped trollhounds can breed relatively quickly, and it can take less than a year for a small pack to multiply into a significant threat to the countryside. Best to leave the trollhounds to the trolls, as they say! Recall Knowledge - Beast (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Trollhound Source Bestiary 2 pg. 268 Perception +6; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +11, Stealth +8, Survival +6 Str +4 Dex +1 Con +5 Int -4 Wis +1 Cha -2 --- AC 17 Fort +14 Ref +8 Will +6 HP 65 , regeneration 15 (deactivated by acid or fire) Weaknesses fire 10 --- Speed 35 feet Melee Single Action jaws +11, Damage 1d12+4 piercing plus Knockdown and bloodfire fever Bloodfire Fever (Disease) Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 enfeebled 1 (1 day); Stage 3 enfeebled 1 and clumsy 1 (1 day); Stage 4 enfeebled 2 and clumsy 2 (1 day); Stage 5 enfeebled 2, clumsy 2, and fatigued (1 day) Pack Attack The trollhound deals an extra 1d6 damage to any creature within reach of at least two of the trollhound's allies. Trollhound Genesis The first trollhounds were the unexpected result of occult experimentation on wargs with alchemically prepared troll blood in the hope of creating an ooze with limited regeneration. Most of the wargs died during the trials; the few survivors lost their cunning and intelligence in exchange for a troll's voracious appetite and ability to regenerate. Successive generations of trollhounds often hunt alongside trolls, understanding on an instinctual level the bonds they share with these lumbering giants. ","skill_mod":{"survival":6,"stealth":8,"athletics":11,"acrobatics":6},"summary":"Trollhounds are squat, slavering beasts akin to trolls in canine form. Requiring vast quantities of meat to fuel their regenerative metabolisms, …","image":["/Images/Monsters/Troll_Trollhound.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":17,"level":3,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=835","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Trollhound","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-835"},{"attack_bonus":[6],"constitution":4,"primary_source_category":"Rulebooks","strength":1,"hp":9,"source":["Bestiary 2"],"type":"Creature","creature_family":"Turtle","will_save":3,"charisma":-2,"speed":{"max":20,"land":10,"swim":20},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Deep Breath","Clench Jaws","Shell Defense"],"skill":["Athletics","Stealth"],"stealth":"3","trait":["Animal","N","Tiny"],"id":"creature-836","text":" Snapping Turtle Snapping turtles are freshwater reptiles with a long flexible neck, a sharp piercing beak, and a confrontational temperament that doesn't prevent some spellcasters from choosing these creatures as familiars. They weigh about 20 pounds and have shells around 18 inches in length. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Snapping Turtle Source Bestiary 2 pg. 269 Perception +3; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +5, Stealth +3 Str +1 Dex -1 Con +4 Int -4 Wis +1 Cha -2 Deep Breath The snapping turtle can hold its breath for 30 minutes. --- AC 16 Fort +8 Ref +1 Will +3 HP 9 --- Speed 10 feet, swim 20 feet Melee Single Action jaws +6, Damage 1d4+2 piercing Clench Jaws Single Action Requirements The snapping turtle damaged a creature with a jaws Strike in its previous action; Effect The snapping turtle clenches its jaws down and automatically deals an additional 1d4 bludgeoning damage to the creature it just bit. Shell Defense Single Action The snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 18, but it can't act except to reemerge, which it can do as a single action. ","skill_mod":{"stealth":3,"athletics":5},"summary":"Snapping turtles are freshwater reptiles with a long flexible neck, a sharp piercing beak, and a confrontational temperament that doesn't prevent …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":16,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=836","intelligence":-4,"reflex_save":1,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Low-light vision","fortitude_save":8,"size":["Tiny"],"name":"Snapping Turtle","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-836"},{"attack_bonus":[22],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":170,"source":["Bestiary 2"],"type":"Creature","creature_family":"Turtle","will_save":19,"charisma":-2,"speed":{"max":40,"land":20,"swim":40},"perception":17,"wisdom":4,"weakness":{},"creature_ability":["Deep Breath","Capsize","Shell Defense","Swallow Whole"],"skill":["Athletics"],"trait":["Animal","N","Gargantuan"],"id":"creature-837","text":" Giant Snapping Turtle If the regular-sized snapping turtle is foul-tempered, then the giant snapping turtle seems to be willfully violent toward anything that dares intrude upon its domain. Measuring over 20 feet long and weighing thousands of pounds, this creature is capable of swallowing a humanoid whole. Swamp-dwelling societies, particularly boggards and lizardfolk, have often tried to domesticate giant snapping turtles to serve as powerful guardians, but in most cases the casualties pile up quickly. Those unfortunate enough to be swallowed whole by a giant snapping turtle find that even the creature's stomach is somewhat armored, making it difficult to cut through. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Giant Snapping Turtle Source Bestiary 2 pg. 269 Perception +17; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +20 Str +7 Dex +0 Con +4 Int -4 Wis +4 Cha -2 Deep Breath The giant snapping turtle can hold its breath for 2 hours. --- AC 28 Fort +19 Ref +15 Will +19 HP 170 --- Speed 20 feet, swim 40 feet Melee Single Action jaws +22, Damage 2d12+10 piercing plus Improved Grab Capsize Single Action (Attack, Move) The turtle tries to capsize an adjacent aquatic vessel of its size or smaller. The turtle must succeed at a DC 35 Athletics check (reduced by 5 for each size smaller the vessel is than the turtle) or the pilot's Sailing Lore DC, whichever is higher. Shell Defense Single Action The giant snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 30, but it can't act except to reemerge, which it can do as a single action. Swallow Whole Single Action Large, 2d12+7 bludgeoning, Rupture 30 ","skill_mod":{"athletics":20},"summary":"If the regular-sized snapping turtle is foul-tempered, then the giant snapping turtle seems to be willfully violent toward anything that dares …","image":["/Images/Monsters/Turtle_SnappingTurtle.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=837","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude","will"],"dexterity":0,"vision":"Low-light vision","fortitude_save":19,"size":["Gargantuan"],"name":"Giant Snapping Turtle","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23],"slug":"creature-837"},{"attack_bonus":[11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":50,"language":["Common","Sylvan"],"source":["Bestiary 2"],"type":"Creature","will_save":7,"charisma":1,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{"fire":5},"creature_ability":["Bramble Jump","Splinter Spray"],"skill":["Acrobatics","Athletics","Nature","Stealth"],"stealth":"11","trait":["Fey","Plant","CE","Tiny"],"id":"creature-838","text":" Twigjack Maladjusted forest denizens, twigjacks form from the cruel and prankish combination of fey and the very woods in which they reside. A twigjack's body is made up of prickly brambles woven with vines. Shaggy, mossy growth, not unlike hair, tops a twigjack's head. Its mouth is just a canyon of splintered and broken sticks bisecting its face. Leaves and sprigs of new growth randomly sprout from the creature's body. Many dense forests on Golarion have at least a handful of twigjacks living in the undergrowth. While truculent and violent, twigjacks care deeply for what they consider to be their forests. These creatures harass outsiders who delve deep into their wooded domains, forcing back even the most determined explorers, foresters, and travelers, especially when those intruders cut roads through the forest. However, they are not terribly territorial when it comes to other forest creatures. When sylvan creatures, especially fey, rally against an outside threat, twigjacks in the area eagerly arrive to fight, even if they were not invited. Less seasoned travelers who encounter twigjacks in their canopied homes often mistake them for leshys, a tendency that frustrates twigjacks, as they have a low opinion of such creatures. More broadly, twigjacks resent being considered mere animated plants at all. Rather, they embrace their fey heritage—often to a foolish end. Twigjacks go out of their way to ingratiate themselves to the fey creatures they live among. Several popular comic songs weave the tale of a twigjack attempting to woo a powerful and graceful dryad, only to be comically disgraced after many loutish attempts. Many fey seem embarrassed by these strange cousins, but some spriggans, quicklings, and redcaps harness the twigjacks' violent urges and disruptive behavior for their own purposes. While twigjacks are fey, and as such are often found in the First World, it's somewhat curious that those twigjacks who find religion only rarely turn to the Eldest of the First World. Instead, twigjacks tend to worship false deities of their own design: figures spotted in tangles of tree branches, clots of undergrowth, or other hidden nooks in the natural world. These religions are always highly localized, and while these faiths do not support clerics, they often inspire zealous crusades against non-fey. Recall Knowledge - Fey (Nature): DC 18 Recall Knowledge - Plant (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Twigjack Source Bestiary 2 pg. 270 Perception +9; darkvision Languages Common, Sylvan Skills Acrobatics +11, Athletics +9, Nature +7, Stealth +11 Str +2 Dex +4 Con +2 Int +0 Wis +2 Cha +1 --- AC 19 Fort +9 Ref +11 Will +7 HP 50 Weaknesses fire 5 --- Speed 25 feet Melee Single Action claw +11 (Agile, Finesse), Damage 1d10+4 slashing Ranged Single Action splinter +11 (deadly 1d6, range increment 30 feet), Damage 1d6+4 piercing Bramble Jump Three Actions (Conjuration, Plant, Primal, Teleportation) Requirements The twigjack is in undergrowth; Effect The twigjack scrambles into the undergrowth and instantly teleports to a square of undergrowth within 60 feet. This movement doesn't trigger reactions. Splinter Spray Two Actions The twigjack sprays a barrage of splinters and brambles from its body in a 15-foot cone, dealing 4d6 piercing damage (DC 20 basic Reflex save). It can't use Splinter Spray again for 1d4 rounds. Twigjack Brambles Sometimes groups of twigjacks gather and form temporary communities called “brambles,” usually to aid in times of need for the forest or to enact some great vengeance. These groups can consist of anywhere from three to 30 twigjacks. Once their task is complete, the twigjacks go their separate ways. ","skill_mod":{"nature":7,"stealth":11,"athletics":9,"acrobatics":11},"summary":"Maladjusted forest denizens, twigjacks form from the cruel and prankish combination of fey and the very woods in which they reside. A twigjack's body …","image":["/Images/Monsters/Twigjack.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=838","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Tiny"],"name":"Twigjack","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,9],"slug":"creature-838"},{"attack_bonus":[31,31],"constitution":7,"primary_source_category":"Rulebooks","strength":8,"hp":320,"language":["Aklo"],"immunity":["cold"],"source":["Bestiary 2"],"type":"Creature","will_save":23,"charisma":3,"speed":{"max":50,"land":50,"burrow":25,"swim":40},"perception":25,"wisdom":2,"weakness":{"fire":15},"creature_ability":["Freezing Breath","Greater Constrict"],"skill":["Athletics","Stealth"],"stealth":"24","trait":["Amphibious","Beast","Cold","Uncommon","N","Huge"],"id":"creature-839","text":" Umonlee Those who dwell in the coldest climates of Golarion tell of a brutal beast that swims through the ice and snow and can devastate entire villages in minutes. Ancient Erutaki who made their homes in the frozen polar expanse called the Crown of the World named this monster the umonlee. Umonlees are bestial predators who constantly hunt, rarely resting in service of a hunger that is never fully sated. Despite this animalistic drive, umonlees are semi-intelligent creatures who often select and stalk their prey. However, they are not terribly bright and often keep their hunting grounds in sparsely-trafficked areas. It is rare for an umonlee to attack a village, but one might attack a sparse group, such as a hunting or scouting party. Many caravans traversing the Path of Aganhei—the trade route between the continents of Avistan and Tian Xia that crosses the Crown of the World—have had their expeditions abruptly ended by an encounter with one of these monstrosities. Those who study monsters posit that umonlees are related to chuuls, as the creatures exhibit some similarities. Both are semi-intelligent, crustacean predators that use ambush tactics to kill and eat their prey. Even though they can talk, umonlees typically only speak Aklo, which also gives credence to this theory. This would also lend to the theory that chuuls are products of alghollthu manipulation, meaning that umonlees are also the results of these alien designs. However, the fact that these creatures aren't evil argues well against such a theory. Recall Knowledge - Beast (Arcana, Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Umonlee Source Bestiary 2 pg. 271 Perception +25; darkvision, tremorsense (imprecise) 80 feet Languages Aklo Skills Athletics +31, Stealth +24 Str +8 Dex +3 Con +7 Int -3 Wis +2 Cha +3 --- AC 39 Fort +28 Ref +26 Will +23 +1 status vs. mental HP 320 Immunities cold Resistances mental 10 Weaknesses fire 15 --- Speed 50 feet, burrow 25 feet, swim 40 feet Melee Single Action jaws +31 (reach 10 feet), Damage 3d6+16 piercing plus 3d6 cold Melee Single Action pincers +31 (Agile, reach 15 feet), Damage 3d8+16 slashing plus Improved Grab Freezing Breath Two Actions (Cold, Evocation, Incapacitation, Primal) The umonlee breathes a cone of extremely cold air that damages its prey and can freeze them to the ground. Its breath deals 12d8 cold damage to creatures in the 50-foot cone (DC 38 Reflex save). The umonlee can't use Freezing Breath again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage and is slowed 1 for 1 round. Failure The creature takes full damage and is slowed 1 for 1 round. If the creature is standing on the ground, it's immobilized as thick ice forms around it, and it can't recover from being slowed. The creature remains immobilized and slowed 1 until it manages to Escape (DC 36) or deal 30 damage to the ice, which has weakness 10 to fire. Critical Failure As failure, except the creature takes double damage and the ice holding it in place requires 60 damage to break. Greater Constrict Single Action 2d10+8 bludgeoning, DC 36 Umonlee Fables While they're immense, violent, and frightening, umonlees aren't inherently evil creatures. As such, there are stories of youths, gnomes, or other small-statured creatures who encounter umonlees in the wild and manage to befriend them, so that at some later point in the tale when the pint-sized protagonists are in peril, their enormous ally can arrive, bursting from a nearby glacier to play the role of overwhelming savior. Whether or not these tales have any basis in truth is unknown. ","skill_mod":{"stealth":24,"athletics":31},"summary":"Those who dwell in the coldest climates of Golarion tell of a brutal beast that swims through the ice and snow and can devastate entire villages in …","image":["/Images/Monsters/Umonlee.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type","Energy","Rarity"],"ac":39,"level":15,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 80 feet ","weakest_save":["will"],"resistance":{"mental":10},"url":"/Monsters.aspx?ID=839","intelligence":-3,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":28,"size":["Huge"],"name":"Umonlee","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[29,37],"slug":"creature-839"},{"primary_source_category":"Rulebooks","strength":3,"hp":55,"language":["Aklo","Daemonic","Undercommon"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":9,"trait":["Humanoid","Urdefhan","NE","Medium"],"id":"creature-840","text":" Urdefhan Warrior From the moment they are born, urdefhans are prepared for war. Urdefhan warriors are among the least powerful urdefhans one might encounter outside of their eerie underground cities. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Urdefhan Warrior Source Bestiary 2 pg. 272 Perception +9; greater darkvision Languages Aklo, Daemonic, Undercommon Skills Athletics +10, Intimidation +9, Religion +7, Survival +7 Str +3 Dex +1 Con +2 Int +0 Wis +2 Cha +2 Items Composite Longbow (20 arrows), Rhoka Sword, Studded Leather Armor --- AC 18 Fort +9 Ref +8 Will +9 HP 55 (negative healing) Immunities death effects, disease, fear Weaknesses positive 5 Necrotic Decay (divine, necromancy, negative) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 3d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 17 basic Fortitude save). Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action rhoka sword +12 (deadly 1d8, two-hand 1d10), Damage 1d8+6 slashing Melee Single Action jaws +12, Damage 1d6+6 piercing plus Wicked Bite Ranged Single Action composite longbow +10 (deadly 1d10, Propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+4 piercing Divine Innate Spells DC 17, attack +9 - 1st Feather Fall (at will; self only), Ray of Enfeeblement - 2nd Death Knell Ravenous Attack Two Actions The urdefhan makes one rhoka sword Strike and one jaws Strike against a single creature. Its multiple attack penalty doesn't increase until after both attacks. Wicked Bite Single Action Requirements The urdefhan damaged a creature with a jaws Strike on its last action; Effect The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 20 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. Drain Blood The urdefhan drinks some of the creature's blood. On a failed save, the creature is drained 1 and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP). Drain Vitality (necromancy) The urdefhan draws out some of the creature's vital essence. The creature becomes enfeebled 1 for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). ","skill_mod":{"survival":7,"athletics":10,"intimidation":9,"religion":7},"image":["/Images/Monsters/Urdefhan_UrdefhanWarrior.png"],"primary_source":"Bestiary 2","spell":["Death Knell","Feather Fall","Ray of Enfeeblement"],"ac":18,"item":["Composite Longbow (20 arrows)","Rhoka Sword","Studded Leather Armor"],"level":3,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude","will"],"vision":"Greater darkvision","fortitude_save":9,"size":["Medium"],"name":"Urdefhan Warrior","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[8,9,10],"attack_bonus":[10,12,12],"constitution":2,"immunity":["death effects","disease","fear"],"creature_family":"Urdefhan","spell_attack_bonus":[9],"will_save":9,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"vitality":5},"creature_ability":["Necrotic Decay","Attack of Opportunity","Ravenous Attack","Wicked Bite"],"skill":["Athletics","Intimidation","Religion","Survival"],"tradition":["Divine"],"summary":"From the moment they are born, urdefhans are prepared for war. Urdefhan warriors are among the least powerful urdefhans one might encounter outside …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=840","dexterity":1,"category":"creature","slug":"creature-840"},{"primary_source_category":"Rulebooks","strength":3,"hp":77,"language":["Aklo","Daemonic","Undercommon"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":13,"trait":["Humanoid","Urdefhan","NE","Medium"],"id":"creature-841","text":" Urdefhan Tormentor Urdefhan spellcasters with a knack for the divine are invariably unholy worshippers of daemonkind, typically taking on one of Abaddon's Four Horsemen of the Apocalypse as their patron deity. With their unholy gifts, these urdefhan tormentors summon daemons into battle and bolster their allies with profane magic, preferring to stick to the sidelines rather than enter the fray directly. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Urdefhan Tormentor Source Bestiary 2 pg. 273 Perception +13; greater darkvision Languages Aklo, Daemonic, Undercommon Skills Acrobatics +8, Crafting +9, Intimidation +11, Occultism +11, Religion +13 Str +3 Dex +1 Con +3 Int +2 Wis +4 Cha +2 Items warhammer --- AC 21 Fort +11 Ref +10 Will +15 HP 77 (negative healing) Immunities death effects, disease, fear Weaknesses positive 5 Necrotic Decay (divine, necromancy, negative) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 5d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 21 basic Fortitude save). --- Speed 25 feet Melee Single Action warhammer +12 (Shove), Damage 1d8+5 bludgeoning Melee Single Action jaws +14, Damage 2d6+5 piercing plus Wicked Bite Divine Innate Spells DC 23, attack +15 - 1st Feather Fall (self only), Grim Tendrils, Harm, Ray of Enfeeblement - 2nd Darkness, Death Knell, False Life, Harm - 3rd Harm, Paralyze Rituals DC 23 - 1st Daemonic Pact Stoke the Fervent Two Actions (Auditory, Divine, Emotion, Enchantment, Mental) Frequency once per day; Effect The urdefhan lets out a battle cry, sending itself and its allies into a fanatical frenzy. Each ally that hears the call gains a +1 status bonus to attack rolls, damage rolls, and saving throws, and takes a –1 status penalty to AC. Affected allies must use at least one of their actions to Strike each round, if they are able (even if it means attacking an ally, object, or thin air). This lasts for 2d4 rounds. Wicked Bite Single Action Requirements The urdefhan damaged a creature with a jaws Strike on its last action; Effect The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 22 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. Drain Blood The urdefhan drinks some of the creature's blood. On a failed save, the creature is drained 1 and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP). Drain Vitality (necromancy) The urdefhan draws out some of the creature's vital essence. The creature becomes enfeebled 1 for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). ","skill_mod":{"crafting":9,"intimidation":11,"occultism":11,"acrobatics":8,"religion":13},"image":["/Images/Monsters/Urdefhan_UrdefhanTormentor.png"],"primary_source":"Bestiary 2","spell":["Harm","Paralyze","Darkness","Death Knell","False Life","Feather Fall","Grim Tendrils","Ray of Enfeeblement"],"ac":21,"item":["warhammer"],"level":5,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":2,"reflex_save":10,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":11,"size":["Medium"],"name":"Urdefhan Tormentor","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[9,12],"attack_bonus":[12,14],"constitution":3,"immunity":["death effects","disease","fear"],"creature_family":"Urdefhan","spell_attack_bonus":[15],"will_save":15,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"vitality":5},"creature_ability":["Necrotic Decay","Stoke the Fervent","Wicked Bite"],"skill":["Acrobatics","Crafting","Intimidation","Occultism","Religion"],"tradition":["Divine"],"summary":"Urdefhan spellcasters with a knack for the divine are invariably unholy worshippers of daemonkind, typically taking on one of Abaddon 's Four …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=841","dexterity":1,"category":"creature","slug":"creature-841"},{"attack_bonus":[17,17],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":99,"language":["Common"],"immunity":["death effects","disease","paralyze","poison","sleep"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Vampire, Vrykolakas","will_save":12,"charisma":2,"speed":{"climb":20,"max":40,"land":40},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Vrykolakas Vulnerabilities","Burial Site Bound","Vulnerable to Decapitation","Feral Possession","Drink Blood","Rend"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"14","trait":["Undead","Vampire","NE","Medium"],"id":"creature-842","text":" Vrykolakas Spawn Vrykolakas unleash their spawn upon the world to spread terror, plague, and suffering and to draw attention away from their masters. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Vrykolakas Spawn Source Bestiary 2 pg. 276 Perception +14; darkvision Languages Common Skills Acrobatics +14, Athletics +15, Stealth +14, Survival +11 Str +5 Dex +4 Con +2 Int -3 Wis +2 Cha +2 --- AC 24 Fort +14 Ref +16 Will +12 HP 99 (negative healing) Immunities death effects, disease, paralyze, poison, sleep Vrykolakas Vulnerabilities Vrykolakas all have the following vulnerabilities. Burial Site Bound A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is paralyzed and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal. Vulnerable to Decapitation A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas. Feral Possession Free Action (divine, incapacitation, mental, necromancy, possession) Trigger The vrykolakas is reduced to 0 Hit Points, and an animal is within 100 feet; Effect Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 24). On a failure, the animal is possessed. This has the effects of the possession spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though remove curse works against it normally). If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed. A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is paralyzed, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn't been destroyed, the animal dies and the vrykolakas rises in a new body that's identical to its previous one, formed from the animal's remains. --- Speed 40 feet, climb 20 feet Melee Single Action fangs +17, Damage 2d8+8 piercing plus Drink Blood Melee Single Action claw +17 (Agile), Damage 2d6+8 slashing Drink Blood Single Action (Divine, Necromancy) Requirements The vrykolakas' last action was a successful fangs Strike; Effect The vrykolakas sinks its fangs into that creature to drink its blood. This requires an Athletics check against the creature's Fortitude DC. On a success, the creature becomes drained 1, and the vrykolakas regains 10 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire, but it increases the creature's drained condition value by 1. A vrykolakas can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. The target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. Rend Single Action claw ","skill_mod":{"survival":11,"stealth":14,"athletics":15,"acrobatics":14},"summary":"Vrykolakas unleash their spawn upon the world to spread terror, plague, and suffering and to draw attention away from their masters.","image":["/Images/Monsters/Vampire_VrykolakasSpawn.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=842","intelligence":-3,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Vrykolakas Spawn","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,17],"slug":"creature-842"},{"primary_source_category":"Rulebooks","strength":7,"hp":190,"language":["Common"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":19,"stealth":"21","trait":["Undead","Vampire","NE","Medium"],"id":"creature-843","text":" Vrykolakas Master Vrykolakas masters are sinister shapechangers. They walk undetected among the living and prey upon them like a wolf among sheep, often leaving the corpses to rise as vrykolakas spawn. Recall Knowledge - Undead (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Vrykolakas Master Source Bestiary 2 pg. 276 Perception +19; darkvision Languages Common Skills Acrobatics +19, Athletics +23, Deception +19, Intimidation +21, Stealth +21, Survival +17 Str +7 Dex +5 Con +3 Int -2 Wis +3 Cha +5 Children of the Night (divine, enchantment, mental) The presence of a vrykolakas master inspires savage creatures to crawl forth to do its bidding, including rat swarms, wargs, werewolves, and similar creatures. The vrykolakas master can give telepathic orders to these creatures within 100 feet, but they can't communicate back. Swift Tracker The vrykolakas moves at full Speed while Tracking. --- AC 30 Fort +19 Ref +21 Will +17 HP 190 (negative healing) Immunities death effects, disease, paralyze, poison, sleep Pestilential Aura (aura, divine, necromancy) 5 feet, DC 29. Creatures beginning their turn in the area while the vrykolakas is in its true form are exposed to bubonic plague. Vrykolakas Vulnerabilities Vrykolakas all have the following vulnerabilities. Burial Site Bound A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is paralyzed and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal. Vulnerable to Decapitation A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas. Feral Possession Free Action (curse, divine, incapacitation, mental, necromancy, possession Trigger The vrykolakas is reduced to 0 Hit Points <%END>, and an animal is within 100 feet <%END>) Effect Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 29). On a failure, the animal is possessed. This has the effects of the possession spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though remove curse works against it normally). If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed. A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is paralyzed, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn't been destroyed, the animal dies and the vrykolakas rises in a new body that's identical to its previous one, formed from the animal's remains. --- Speed 40 feet, climb 20 feet Melee Single Action fangs +23, Damage 2d12+13 piercing plus Drink Blood Melee Single Action claw +23 (Agile), Damage 2d8+13 slashing Divine Innate Spells DC 29 - 3rd Fear (×3) - 5th Vampiric Touch (×3) Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) A vrykolakas master can transform into a form resembling the body it had in life, with the effects of humanoid form but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to Deception checks to Impersonate in this form. Create Spawn (Divine, Downtime, Necromancy) If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas master can turn this creature into a vrykolakas spawn by donating some of its own blood to the creature and burying it in earth for 3 nights. Such vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation. Dominate Animal Single Action (Divine, Enchantment, Incapacitation, Mental) DC 29, The vrykolakas can cast dominate at will as a divine innate spell that affects only animals. A creature that succeeds is immune to that vrykolakas's Dominate Animal for 24 hours. Destroying the vrykolakas ends the effect, but reducing it to 0 HP does not. A dominated animal takes a –4 circumstance penalty to saving throws against the vrykolakas's Feral Possession. Drink Blood Single Action (Divine, Necromancy) Requirements The vrykolakas' last action was a successful fangs Strike; Effect The vrykolakas sinks its fangs into that creature to drink its blood. This requires an Athletics check against the creature's Fortitude DC. On a success, the creature becomes drained 2, and the vrykolakas regains 19 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire, but it increases the creature's drained condition value by 1. A vrykolakas can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. The target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. Rend Single Action claw ","skill_mod":{"deception":19,"survival":17,"stealth":21,"athletics":23,"intimidation":21,"acrobatics":19},"image":["/Images/Monsters/Vampire_VrykolakasMaster.png"],"primary_source":"Bestiary 2","spell":["Vampiric Touch","Fear"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":-2,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Vrykolakas Master","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[22,26],"attack_bonus":[23,23],"constitution":3,"immunity":["death effects","disease","paralyze","poison","sleep"],"creature_family":"Vampire, Vrykolakas","will_save":17,"speed":{"climb":20,"max":40,"land":40},"wisdom":3,"weakness":{},"creature_ability":["Children of the Night","Swift Tracker","Pestilential Aura","Vrykolakas Vulnerabilities","Burial Site Bound","Vulnerable to Decapitation","Feral Possession","Change Shape","Create Spawn","Dominate Animal","Drink Blood","Rend"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Survival"],"tradition":["Divine"],"summary":"Vrykolakas masters are sinister shapechangers. They walk undetected among the living and prey upon them like a wolf among sheep, often leaving the …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=843","dexterity":5,"category":"creature","slug":"creature-843"},{"primary_source_category":"Rulebooks","strength":8,"hp":250,"language":["Common"],"source":["Bestiary 2"],"type":"Creature","charisma":8,"perception":23,"stealth":"26","trait":["Uncommon","Undead","Vampire","NE","Medium"],"id":"creature-844","text":" Vrykolakas Ancient Vrykolakas ancients are the sinister overlords of their kind, stealing blood, breath, and life to feed their immortal hunger. Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Vrykolakas Ancient Source Bestiary 2 pg. 277 Perception +23; darkvision Languages Common Skills Acrobatics +24, Athletics +29, Deception +27, Intimidation +27, Religion +19, Stealth +26, Survival +23 Str +8 Dex +5 Con +4 Int +0 Wis +4 Cha +8 Children of the Night (divine, enchantment, mental) The presence of a vrykolakas ancient inspires savage creatures to crawl forth to do its bidding, including rat swarms, wargs, werewolves, and similar creatures. The vrykolakas ancient can give telepathic orders to these creatures within 100 feet, but they can't communicate back. Swift Tracker The vrykolakas moves at full Speed while Tracking. --- AC 34 Fort +23 Ref +24 Will +21 HP 250 (negative healing) Immunities death effects, disease, paralyze, poison, sleep Pestilential Aura (aura, divine, necromancy) 5 feet, DC 33. Creatures beginning their turn in the area while the vrykolakas is in its true form are exposed to bubonic plague. Vrykolakas Vulnerabilities Vrykolakas all have the following vulnerabilities. Burial Site Bound A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is paralyzed and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal. Vulnerable to Decapitation A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas. Feral Possession Free Action (curse, divine, incapacitation, mental, necromancy, possession Trigger The vrykolakas is reduced to 0 Hit Points <%END>, and an animal is within 100 feet) Effect Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 33). On a failure, the animal is possessed. This has the effects of the possession spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though remove curse works against it normally). If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed. A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is paralyzed, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn't been destroyed, the animal dies and the vrykolakas rises in a new body that's identical to its previous one, formed from the animal's remains. --- Speed 40 feet, climb 20 feet Melee Single Action fangs +27, Damage 3d10+17 piercing plus Drink Blood Melee Single Action claw +27 (Agile), Damage 3d6+17 slashing Divine Innate Spells DC 33 - 3rd Fear (×3) - 7th Vampiric Touch (×3) Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) A vrykolakas ancient can transform into a form resembling the body it had in life, with the effects of humanoid form but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to Deception checks to Impersonate in this form. Create Spawn (Divine, Downtime, Necromancy) If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas ancient can turn this creature into a vrykolakas spawn by donating some of its own blood to the creature and burying it in earth for 3 nights. Such vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation. Dominate Animal Single Action (Divine, Enchantment, Incapacitation, Mental) DC 33, The vrykolakas can cast dominate at will as a divine innate spell that affects only animals. A creature that succeeds is immune to that vrykolakas's Dominate Animal for 24 hours. Destroying the vrykolakas ends the effect, but reducing it to 0 HP does not. A dominated animal takes a –4 circumstance penalty to saving throws against the vrykolakas's Feral Possession. Drink Blood Single Action (Divine, Necromancy) Requirements The vrykolakas' last action was a successful fangs Strike; Effect The vrykolakas sinks its fangs into that creature to drink its blood. This requires an Athletics check against the creature's Fortitude DC. On a success, the creature becomes drained 2, and the vrykolakas regains 25 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire, but it increases the creature's drained condition value by 1. A vrykolakas can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. The target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. Rend Single Action claw Sanguine Mauling Single Action Requirements The vrykolakas ancient's last action was to Drink Blood; Effect The vrykolakas ancient makes two claw Strikes. Both count toward its multiple attack penalty, but the penalty increases only after it makes both attacks. If it hits with both claws, the target takes 1d6 persistent bleed damage. Steal Breath Two Actions (Manipulate) Requirements The vrykolakas ancient is adjacent to an unconscious creature; Effect The vrykolakas ancient steals the creature's breath. The unconscious creature begins suffocating, can't be awakened for 1 round, and must attempt a DC 33 Fortitude save. If a creature is targeted with this ability in consecutive rounds, the save DC decreases by 2 each round after the first. Critical Success The target immediately awakens and is then temporarily immune to Steal Breath for 24 hours. Success The target is unaffected. Failure The target takes 1d10 damage. Critical Failure The target is reduced to 0 HP and becomes dying 1. ","skill_mod":{"deception":27,"survival":23,"stealth":26,"athletics":29,"intimidation":27,"acrobatics":24,"religion":19},"image":["/Images/Monsters/Vampire_VrykolakasAncient.png"],"primary_source":"Bestiary 2","spell":["Vampiric Touch","Fear"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":23,"size":["Medium"],"name":"Vrykolakas Ancient","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[27,33],"attack_bonus":[27,27],"constitution":4,"immunity":["death effects","disease","paralyze","poison","sleep"],"creature_family":"Vampire, Vrykolakas","will_save":21,"speed":{"climb":20,"max":40,"land":40},"wisdom":4,"weakness":{},"creature_ability":["Children of the Night","Swift Tracker","Pestilential Aura","Vrykolakas Vulnerabilities","Burial Site Bound","Vulnerable to Decapitation","Feral Possession","Change Shape","Create Spawn","Dominate Animal","Drink Blood","Rend","Sanguine Mauling","Steal Breath"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Vrykolakas ancients are the sinister overlords of their kind, stealing blood, breath, and life to feed their immortal hunger.","trait_group":["Rarity","Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=844","dexterity":5,"category":"creature","slug":"creature-844"},{"attack_bonus":[10],"constitution":3,"primary_source_category":"Rulebooks","strength":-5,"hp":35,"language":["Aklo"],"immunity":["precision"],"source":["Bestiary 2"],"type":"Creature","will_save":9,"charisma":0,"speed":{"fly":40,"max":40},"perception":9,"wisdom":2,"weakness":{"fire":5},"creature_ability":["Misty Form","Sense Blood","Blood Siphon"],"skill":["Acrobatics","Stealth"],"stealth":"10","trait":["Aberration","NE","Medium"],"id":"creature-845","text":" Vampiric Mist Though they're often mistaken for vampires in gaseous form or an unusual type of air elemental, vampiric mists are in fact strange aberrant life-forms. With an amorphous body that consists as much of fluid as it does of air, these creatures dwell in swamps or moist underground regions where their vulnerability to heat isn't as much of a concern. Still, they prefer to lair near the fringes of such areas, as a vampiric mist needs a constant supply of fresh blood for sustenance. While blood drawn from animals is just as nutritious as blood from anything else, these sadistic monsters vastly prefer the flavor of blood drawn from thinking creatures. Like will-o'-wisps, vampiric mists find that fear flavors the blood, though they gain no particular advantage by feeding on the frightened. Although somewhat intelligent, vampiric mists do not form societies. They sometimes group into small gangs, but even then they show little interest in working together. Vampiric mists spend most of their time seeking prey—a pursuit they approach with great creativity. The mists' propensity for taking on vague, skeletal forms of the creatures whose blood they drink further adds to their mystique and fuels rumors that they have connections to the undead. Indeed, many vampiric mists enjoy using this common misconception to their advantage, leading foes to apply foolish tactics—such as tricking spellcasters into attempting to use positive energy against them as if they were undead monsters. Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Vampiric Mist Source Bestiary 2 pg. 278 Perception +9; darkvision, sense blood (imprecise) 60 feet Languages Aklo Skills Acrobatics +10, Stealth +10 Str -5 Dex +5 Con +3 Int -1 Wis +2 Cha +0 Misty Form A vampiric mist's body is composed of a semisolid red mist similar in consistency to thick foam. This enables a vampiric mist to move through spaces as narrow as 1 inch in diameter with no reduction to its Speed. However, a vampiric mist can't wear or interact with objects. It also can't enter water or other fluids, and it's treated as Tiny for the purpose of how wind affects it. Sense Blood A vampiric mist can sense creatures that have blood within 60 feet. It can sense exposed blood within a mile. --- AC 18 Fort +8 Ref +12 Will +9 HP 35 Immunities precision Resistances physical 5 Weaknesses fire 5 --- Speed fly 40 feet Melee Single Action misty tendril +10 (Agile, Finesse), Damage 2d6 slashing damage plus 1d6 persistent bleed damage and blood siphon Blood Siphon When a vampiric mist damages a creature with a misty tendril Strike, the creature must attempt a DC 20 Fortitude save. If the Strike was a critical hit, the outcome of the creature's save is one degree worse than the result of the saving throw. Any temporary Hit Points the vampiric mist gains from Blood Siphon fade after 1 hour. Success The creature is unaffected. Failure The creature is drained 1, and the vampiric mist gains 5 temporary Hit Points. Critical Failure The creature is drained 2. The vampiric mist gains 10 temporary Hit Points and takes on an intense red until the end of its next turn. During this time, it gains a +2 status bonus to AC and saves and is quickened. It can use its extra action only to Strike. Agents of Empty Death Vampiric mists are linked to the will-o'-wisp, another notorious swamp-dwelling, vaporous predator, in that both of these entities are often encountered in areas where the Outer God Nhimbaloth has brushed close to the world. Often, the wounds on a corpse fed upon by a vampiric mist bear Nhimbaloth's mark: a cluster of seven perfectly spaced punctures through which the victim's blood has been drained. ","skill_mod":{"stealth":10,"acrobatics":10},"summary":"Though they're often mistaken for vampires in gaseous form or an unusual type of air elemental , vampiric mists are in fact strange aberrant …","image":["/Images/Monsters/VampiricMist.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" darkvision , sense blood (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=845","intelligence":-1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Vampiric Mist","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-845"},{"attack_bonus":[33,33],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":335,"language":["Aklo"],"source":["Bestiary 2"],"type":"Creature","will_save":32,"charisma":6,"speed":{"max":50,"land":20,"swim":50},"perception":30,"wisdom":5,"weakness":{"fire":15},"creature_ability":["Magic-Warping Aura","Hallucinatory Brine","Mindwarping Tide","Whipping Tentacles"],"skill":["Arcana","Athletics","Deception","Intimidation","Sea Lore"],"trait":["Aberration","Aquatic","CE","Huge"],"id":"creature-846","text":" Vaspercham The darkly intelligent vaspercham, an aquatic horror who delights in violence and destruction, lurks in the shallows near shorelines. Once a vaspercham settles on a new home, they stubbornly stay there, regardless of any communities dwelling nearby. A vaspercham's physical might and magic-warping abilities make them incredibly hard to dislodge once entrenched, and many seaside communities have relocated after a vaspercham came calling. The monster responds only to strength, so one must best a vaspercham in combat to gain their begrudging cooperation. But once the creature recovers their strength, they inevitably betray any temporary alliance. Recall Knowledge - Aberration (Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Vaspercham Source Bestiary 2 pg. 279 Perception +30; darkvision, see invisibility Languages Aklo Skills Arcana +33, Athletics +33, Deception +31, Intimidation +29, Sea Lore +33 Str +8 Dex +4 Con +6 Int +8 Wis +5 Cha +6 --- AC 41 Fort +31 Ref +25 Will +32 +1 status to all saves vs. magic HP 335 Resistances cold 10, electricity 10 Weaknesses fire 15 Magic-Warping Aura (arcane, aura, transmutation) 30 feet. A vaspercham's shell distorts nearby magic. Any creature in the aura who Casts a Spell must attempt a DC 37 Will save. Critical Success The spell is unaffected and the caster is temporarily immune to the magic-warping aura for 1 minute. Success The spell is unaffected, but if the spell allows a saving throw, the vaspercham gains a +1 circumstance bonus to save against it. Failure If the spell has a target and there are one or more viable targets within its range, the spell's target changes, determined randomly by the GM. If there is no other possible target within range or the spell has no target, the spell is disrupted. Critical Failure The caster instead Casts another Spell, choosing randomly from their spell repertoire, prepared spells, or available focus spells (as appropriate) and selecting any targets at random. --- Speed 20 feet, swim 50 feet Melee Single Action tentacle +33 (Agile, Magical, reach 20 feet), Damage 3d10+16 bludgeoning plus hallucinatory brine Ranged Single Action water blast +33 (Brutal, Magical, range increment 100 feet, Water), Damage 2d8+16 bludgeoning plus hallucinatory brine Arcane Innate Spells DC 41 - 5th Control Water (at will) - 6th Spellwrack (x3) - 7th Regenerate - 8th Lightning Bolt - 9th Cone of Cold, Spell Immunity - Constant (7th) See Invisibility Hallucinatory Brine (Arcane, Illusion, Mental) A creature hit by the vaspercham's Strikes or Mindwarping Tide must attempt a DC 38 Fortitude save. On a failure, the creature is overwhelmed with phantasmal visions, becoming confused for 1 round (1 minute on a critical failure). Mindwarping Tide Single Action (Concentrate) The vaspercham releases an effusion of noxious water from its shell. Creatures within a 15-foot emanation must save against the vaspercham's hallucinatory brine. Whipping Tentacles Two Actions The vaspercham makes four tentacle Strikes, each against a different target. These attacks count toward the vaspercham's multiple attack penalty, but the multiple attack penalty doesn't increase until after the vaspercham makes all of their attacks. Forbidden Armor After a devastating battle with a vaspercham, many legendary heroes have tried to forge armor or weapons from the magical shell of the sea beast, but all have failed because of the powerful curse that suffuses the opaline material. If one were able to dispel the curse of a vaspercham's shell - or somehow twist the curse to their own benefit - they would be able to craft an incredible suit of spell-reflecting plate mail. ","tradition":["Arcane"],"skill_mod":{"deception":31,"arcana":33,"athletics":33,"intimidation":29},"summary":"The darkly intelligent vaspercham, an aquatic horror who delights in violence and destruction, lurks in the shallows near shorelines. Once a …","image":["/Images/Monsters/Vaspercham.png"],"primary_source":"Bestiary 2","spell":["Cone of Cold","Spell Immunity","Lightning Bolt","Regenerate","Spellwrack","Control Water","See Invisibility"],"trait_group":["Creature Type","Monster"],"ac":41,"level":17,"spell_dc":[41],"source_category":["Rulebooks"],"sense":" darkvision , see invisibility ","weakest_save":["ref","reflex"],"resistance":{"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=846","intelligence":8,"reflex_save":25,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":31,"size":["Huge"],"name":"Vaspercham","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25,32],"slug":"creature-846"},{"primary_source_category":"Rulebooks","strength":-1,"hp":14,"language":["Common","Infernal","Shadowtongue","(can't speak any language)"],"source":["Bestiary 2","Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","charisma":-1,"perception":8,"stealth":"8","trait":["Fiend","Velstrac","LE","Tiny"],"id":"creature-847","text":" Augur These spherical knots of sinewy muscle, serrated blades, and bloody metal are the most common velstracs on the Shadow Plane. Each augur has only a single eye, from which they can see the horrors inflicted by other velstracs, who train the augur to expect and appreciate pain. Augurs are 1 foot in diameter and weigh 30 pounds. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Augur Source Bestiary 2 pg. 280, Pathfinder #147: Tomorrow Must Burn pg. 82 Perception +8; greater darkvision, painsight Languages Common, Infernal, Shadowtongue; (can't speak any language) Skills Acrobatics +8, Deception +6, Intimidation +7, Religion +4, Stealth +8, Torture Lore +7 Str -1 Dex +3 Con +1 Int +2 Wis +1 Cha -1 Painsight (divination, divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions. --- AC 17 Fort +4 Ref +10 Will +7 HP 14 , regeneration 2 (deactivated by good or silver) Immunities cold Weaknesses good 5, silver 5 Feel the Blades (aura, divine, enchantment, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it feels the sharp barbs of the augur's blades on its skin. The creature must succeed at a DC 17 Will save or become frightened 1 (frightened 2 on a critical failure). --- Speed 20 feet, fly 40 feet Melee Single Action blade +8 (Agile, Evil, Finesse, Magical, versatile P), Damage 1d4–1 slashing plus 1d4 persistent bleed Divine Innate Spells DC 17 - Cantrips (1st) Mage Hand - 1st Harm (×3) - 2nd Augury (×2) - 4th Read Omens (once per week) Focus Gaze Single Action (Concentrate, Divine, Enchantment, Fear, Mental, Visual) The augur stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against Feel the Blades. After attempting this save, the creature is then temporarily immune until the start of the augur's next turn. Whirling Slice Two Actions The augur Flies or Strides, whirling as they move. The augur deals the damage of their blade Strike to each creature whose space they enter (DC 16 basic Reflex save). Each creature is affected only once, even if the augur moves through its space multiple times. ","skill_mod":{"deception":6,"stealth":8,"intimidation":7,"acrobatics":8,"religion":4},"image":["/Images/Monsters/Velstrac_Augur.png"],"primary_source":"Bestiary 2","spell":["Read Omens","Augury","Harm","Mage Hand"],"ac":17,"level":1,"spell_dc":[17],"source_category":["Rulebooks","Adventure Paths"],"sense":" greater darkvision , painsight","resistance":{},"intelligence":2,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":4,"source_group":["Age of Ashes"],"size":["Tiny"],"name":"Augur","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[5],"attack_bonus":[8],"constitution":1,"immunity":["cold"],"creature_family":"Velstrac","will_save":7,"speed":{"fly":40,"max":40,"land":20},"wisdom":1,"weakness":{"silver":5,"good":5},"creature_ability":["Painsight","Feel the Blades","Focus Gaze","Whirling Slice"],"skill":["Acrobatics","Deception","Intimidation","Religion","Stealth","Torture Lore"],"legacy_id":["creature-460"],"tradition":["Divine"],"summary":"These spherical knots of sinewy muscle, serrated blades, and bloody metal are the most common velstracs on the Shadow Plane . Each augur has only a …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=847","dexterity":3,"category":"creature","slug":"creature-847"},{"primary_source_category":"Rulebooks","strength":0,"hp":67,"language":["Common","Infernal","Shadowtongue","telepathy 100 feet"],"source":["Bestiary 2"],"type":"Creature","charisma":5,"perception":15,"trait":["Fiend","Velstrac","LE","Medium"],"id":"creature-848","text":" Ostiarius Ostiariuses, as emissaries of the velstracs, tend to the portals between the Shadow Plane and the Material Plane. They not only escort other velstracs into the world of mortals, but also work to entice mortals into the realms of the velstracs— from which most mortals never leave. Among the most pleasant and persuasive of the velstracs, ostiariuses are prepared to converse for hours upon any topic, and they are skilled at returning, again and again, to the subject of the delights found in their perverse philosophies. Ostiariuses stand over 6 feet tall, and individuals range from skeletally thin to hugely corpulent. Recall Knowledge - Fiend (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Ostiarius Source Bestiary 2 pg. 281 Perception +15; greater darkvision, painsight, sense portal Languages Common, Infernal, Shadowtongue; telepathy 100 feet Skills Acrobatics +13, Deception +12, Diplomacy +12, Intimidation +16, Religion +11, Torture Lore +11 Str +0 Dex +4 Con +2 Int +2 Wis +4 Cha +5 Painsight (divination, divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions Sense Portal (divination, divine) The ostiarius always knows the direction and distance to the closest portal between the Shadow Plane and the Material Plane. This sense functions only on these two planes. --- AC 21 Fort +9 Ref +15 Will +13 +1 status to all saves vs. magic HP 67 , regeneration 5 (deactivated by good or silver) Immunities cold Weaknesses good 5, silver 5 Whispering Wounds (aura, divine, enchantment, mental, visual) 30 feet. When a creature ends its turn in the aura, it hears the wounds on the ostiarius's body whisper obscene truths. The creature must succeed at a DC 21 Will save or become sickened 1. --- Speed 25 feet Melee Single Action claw +13 (Agile, Evil, Finesse, Magical), Damage 2d6+2 slashing plus 2d6 persistent bleed Divine Innate Spells DC 24 - Cantrips (3rd) Shield - 2nd Calm Emotions (at will), Darkness, Silence - 3rd Enthrall, Wanderer's Guide Rituals DC 22 - 2nd Inveigle Compel Courage Single Action (Auditory, Divine, Emotion, Enchantment, Linguistic, Mental) The ostiarius inspires their willing allies and themself by whispering words of courage from their wounds. The ostiarius and their allies in a 50-foot emanation gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. The ostiarius can Sustain Compel Courage. Non-velstracs who accept this compelled courage find bleeding wounds opening on their own bodies to whisper in thanks. They take 1 persistent bleed damage and can't attempt a flat check to end this damage as long as they're compelled. Focus Gaze Single Action (Concentrate, Divine, Enchantment, Fear, Mental, Visual, Incapacitation) The ostiarius stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Whispering Wounds. In addition, if the creature was already sickened and fails its save, the creature is fascinated by the ostiarius and can't use hostile actions. This fascination lasts for 1 round or until the ostiarius takes any hostile action against the creature or the creature's allies. Whether the creature succeeds at or fails the save, it is temporarily immune for 1 hour. ","skill_mod":{"diplomacy":12,"deception":12,"intimidation":16,"acrobatics":13,"religion":11},"image":["/Images/Monsters/Velstrac_Ostiarius.png"],"primary_source":"Bestiary 2","spell":["Enthrall","Wanderer's Guide","Calm Emotions","Darkness","Silence","Shield"],"ac":21,"level":5,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" greater darkvision , painsight, sense portal","resistance":{},"intelligence":2,"reflex_save":15,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":9,"size":["Medium"],"name":"Ostiarius","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[16],"attack_bonus":[13],"constitution":2,"immunity":["cold"],"creature_family":"Velstrac","will_save":13,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"silver":5,"good":5},"creature_ability":["Painsight","Sense Portal","Whispering Wounds","Compel Courage","Focus Gaze"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Religion","Torture Lore"],"tradition":["Divine"],"summary":"Ostiariuses, as emissaries of the velstracs, tend to the portals between the Shadow Plane and the Material Plane. They not only escort other …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=848","dexterity":4,"category":"creature","slug":"creature-848"},{"attack_bonus":[17],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Common","Infernal","Shadowtongue"],"immunity":["cold"],"source":["Bestiary 2","Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","creature_family":"Velstrac","will_save":11,"charisma":1,"speed":{"max":25,"land":25},"perception":13,"wisdom":1,"weakness":{"silver":5,"good":5},"creature_ability":["Painsight","Unnerving Gaze","Attack of Opportunity","Animate Chains","Focus Gaze","Impaling Chain"],"skill":["Acrobatics","Athletics","Crafting","Intimidation","Religion","Torture Lore"],"legacy_id":["creature-461"],"trait":["Fiend","Velstrac","LE","Medium"],"id":"creature-849","text":" Evangelist Evangelists, the velstracs' unofficial ambassadors, roam the farthest reaches of the planes to spread the word of their kind's abhorrent belief in perfection through pain. They are therefore the most frequently encountered velstracs on the Material Plane, leading covens of hedonistic mortal flesh-sculptors or serving as wardens of horrific dungeons. In regions ruled by infernal powers, evangelists may serve as lieutenants or advisors, whispering secret paths to power in exchange for mortal's souls or choice mortal flesh. Evangelists are the same size as humans, although with the heavy chains that always drape their forms, they often weigh 350 pounds or more. Recall Knowledge - Fiend (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Evangelist Source Bestiary 2 pg. 282, Pathfinder #147: Tomorrow Must Burn pg. 83 Perception +13; greater darkvision, painsight Languages Common, Infernal, Shadowtongue Skills Acrobatics +13, Athletics +15, Crafting +10, Intimidation +15, Religion +11, Torture Lore +12 Str +4 Dex +3 Con +2 Int +0 Wis +1 Cha +1 Painsight (divination, divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions --- AC 24 Fort +15 Ref +14 Will +11 +1 status to all saves vs. magic HP 90 , regeneration 10 (deactivated by good or silver) Immunities cold Weaknesses good 5, silver 5 Unnerving Gaze (aura, divine, enchantment, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it sees the face of a departed loved one in place of the evangelist's face. The creature must succeed at a DC 21 Will save or become frightened 2 (frightened 3 on a critical failure). Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action chain +17 (Disarm, Evil, Magical, reach 10 feet, Trip), Damage 2d8+7 piercing plus 1d6 persistent bleed and impaling chain Animate Chains (Divine, Transmutation) Chains in the evangelist's vicinity sprout barbs and writhe menacingly. The evangelist can make chain Strikes against any creature that is adjacent to an unattended chain within 20 feet, in addition to those within the reach of the evangelist's chain Strike. Focus Gaze Single Action (Concentrate, Divine, Enchantment, Fear, Mental, Visual) The evangelist stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against Unnerving gaze. In addition, if the creature was already frightened, on a failed save, the evangelist is concealed from the creature for as long as the creature remains frightened. After attempting this save, the creature is then temporarily immune until the start of the evangelist's next turn. Impaling Chain When the evangelist critically hits with a chain Strike, the target is impaled and anchored in place, becoming grabbed by the chain. The creature is unable to recover from persistent bleed damage until it gets free (DC 25 Escape). ","skill_mod":{"crafting":10,"athletics":15,"intimidation":15,"acrobatics":13,"religion":11},"summary":"Evangelists, the velstracs' unofficial ambassadors, roam the farthest reaches of the planes to spread the word of their kind's abhorrent belief in …","image":["/Images/Monsters/Velstrac_Evangelist.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":24,"level":6,"source_category":["Rulebooks","Adventure Paths"],"sense":" greater darkvision , painsight","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=849","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Greater darkvision","fortitude_save":15,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Evangelist","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19],"slug":"creature-849"},{"primary_source_category":"Rulebooks","strength":6,"hp":175,"language":["Common","Infernal","Shadowtongue"],"source":["Bestiary 2"],"type":"Creature","charisma":2,"perception":19,"stealth":"21","trait":["Fiend","Velstrac","LE","Medium"],"id":"creature-850","text":" Sacristan Sacristans are failures among the velstracs, creatures whose bodies and minds have been utterly broken by the velstracs' torments. These unfortunates are assembled from scrap metal, nerveless flesh, and bits of darkness into loyal agents who take ecstatic pleasure in serving other velstracs. Sacristans are empowered by a miniature gateway to the Shadow Plane deep in their mouths. By distending their jaws, they can howl with the shrieks and windstorms of that plane. Sacristans vary in appearance but are the size of maimed humans. Their features are redundant or absent and they are wrapped in barbed and rusted chains. Recall Knowledge - Fiend (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Sacristan Source Bestiary 2 pg. 283 Perception +19; greater darkvision, painsight Languages Common, Infernal, Shadowtongue Skills Acrobatics +19, Athletics +22, Intimidation +18, Stealth +21, Torture Lore +16 Str +6 Dex +5 Con +6 Int +0 Wis +3 Cha +2 Painsight (divination, divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions --- AC 30 Fort +22 Ref +19 Will +17 +1 status to all saves vs. magic HP 175 , regeneration 10 (deactivated by good or silver) Immunities cold Weaknesses good 10, silver 10 Staggering Servitude (aura, divine, enchantment, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it sees a vision of the sacristan groveling in pitiable servitude. The creature must succeed at a DC 27 Will save or become stunned 1. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action barbed chain +22 (Evil, Magical, reach 10 feet, Trip, versatile S), Damage 2d8+9 piercing plus 1d6 evil and 2d6 persistent bleed Divine Innate Spells DC 29 - 3rd Fear - 5th Chilling Darkness Focus Gaze Single Action (Concentrate, Divine, Enchantment, Fear, Mental, Visual) The sacristan stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Staggering Servitude. In addition, if the creature was already stunned, on a failed save its revulsion toward the sacristan's presence causes it to be stupefied 2 for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the sacristan's next turn. Shadow Scream Three Actions (Aura, Concentrate, Darkness, Divine, Evocation, Mental, Sonic) Frequency once per hour; Effect The sacristan opens their mouth to unloose the wailing howls and mind-twisting darkness of the Shadow Plane. This creates a 30-foot emanation of darkness and wailing sounds around the sacristan. Creatures with darkvision can't see through this darkness. The sacristan can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those who enter or start their turn in the area, must attempt a DC 28 Will save. Critical Success The creature is unaffected and is then temporarily immune for 24 hours. Success The creature is deafened for 1 round. Failure The creature is confused and deafened for 1 round. Critical Failure The creature takes 20 mental damage, and is confused and deafened for 1 round. ","skill_mod":{"stealth":21,"athletics":22,"intimidation":18,"acrobatics":19},"image":["/Images/Monsters/Velstrac_Sacristan.png"],"primary_source":"Bestiary 2","spell":["Chilling Darkness","Fear"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" greater darkvision , painsight","resistance":{},"intelligence":0,"reflex_save":19,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":22,"size":["Medium"],"name":"Sacristan","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[28],"attack_bonus":[22],"constitution":6,"immunity":["cold"],"creature_family":"Velstrac","will_save":17,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"silver":10,"good":10},"creature_ability":["Painsight","Staggering Servitude","Attack of Opportunity","Focus Gaze","Shadow Scream"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Torture Lore"],"tradition":["Divine"],"summary":"Sacristans are failures among the velstracs, creatures whose bodies and minds have been utterly broken by the velstracs' torments. These unfortunates …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=850","dexterity":5,"category":"creature","slug":"creature-850"},{"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Common","Infernal","Shadowtongue"],"source":["Bestiary 2","Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","charisma":5,"perception":24,"stealth":"19","trait":["Fiend","Velstrac","LE","Large"],"id":"creature-851","text":" Interlocutor Interlocutors are the most talented surgeon-sculptors of the velstracs, carving away flesh and replacing it with new body parts of muscle, sinew, and metal. Each interlocutor structures their individual appearance carefully, but all are towering, multi-limbed amalgamations of the strongest limbs, densest bone, and sharpest metal they can find. They continually search for new material to graft to their forms, and their slain foes are rarely found intact, as little is more valuable to interlocutors than a powerful opponent's legs, eyes, or even brain. Interlocutors average 9 feet tall and weigh approximately 800 pounds. Recall Knowledge - Fiend (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Interlocutor Source Bestiary 2 pg. 285, Pathfinder #147: Tomorrow Must Burn pg. 84 Perception +24; greater darkvision, painsight Languages Common, Infernal, Shadowtongue Skills Athletics +25, Crafting +22, Intimidation +25, Medicine +26, Religion +22, Stealth +19, Torture Lore +20 Str +7 Dex +3 Con +5 Int +2 Wis +6 Cha +5 Painsight (divination, divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions. --- AC 33 Fort +23 Ref +21 Will +26 +1 status to all saves vs. magic HP 215 , regeneration 20 (deactivated by good or silver) Immunities cold Weaknesses good 15, silver 15 Glimpse of Stolen Flesh (aura, divine, enchantment, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it sees pieces of its own body amid the interlocutor's form. The creature must succeed at a DC 29 Will save or become stunned 1. Attack of Opportunity Reaction --- Speed 40 feet Melee Single Action claw +25 (deadly 2d10, Evil, Magical, reach 10 feet), Damage 3d10+13 slashing plus 2d6 persistent bleed Divine Innate Spells DC 33 - Cantrips (6th) Stabilize - 4th Heal (×2), Restoration (×2) - 5th Breath of Life - 7th Plane Shift (self only; to the Material Plane or Shadow Plane only) Focus Gaze Single Action (Concentrate, Divine, Enchantment, Fear, Mental, Visual) The interlocutor stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Glimpse of Stolen Flesh. In addition, if the creature was already stunned, on a failed save, it feels its internal organs twist and writhe, and is clumsy 2 for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the interlocutor's next turn. Surgical Rend Single Action This functions as the Rend ability, dealing claw damage. In addition, if the target is a living creature with organs and muscle, the interlocutor opens a precise wound. Until the creature is restored to its maximum Hit Points, thus closing the wound, Strikes against the creature deal 1d6 extra precision damage. ","skill_mod":{"crafting":22,"stealth":19,"medicine":26,"athletics":25,"intimidation":25,"religion":22},"image":["/Images/Monsters/Velstrac_Interlocutor.png"],"primary_source":"Bestiary 2","spell":["Plane Shift","Breath of Life","Heal","Restoration","Stabilize"],"ac":33,"level":12,"spell_dc":[33],"source_category":["Rulebooks","Adventure Paths"],"sense":" greater darkvision , painsight","resistance":{},"intelligence":2,"reflex_save":21,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":23,"source_group":["Age of Ashes"],"size":["Large"],"name":"Interlocutor","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[36],"attack_bonus":[25],"constitution":5,"immunity":["cold"],"creature_family":"Velstrac","will_save":26,"speed":{"max":40,"land":40},"wisdom":6,"weakness":{"silver":15,"good":15},"creature_ability":["Painsight","Glimpse of Stolen Flesh","Attack of Opportunity","Focus Gaze","Surgical Rend"],"skill":["Athletics","Crafting","Intimidation","Medicine","Religion","Stealth","Torture Lore"],"legacy_id":["creature-462"],"tradition":["Divine"],"summary":"Interlocutors are the most talented surgeon-sculptors of the velstracs, carving away flesh and replacing it with new body parts of muscle, sinew, and …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=851","dexterity":3,"category":"creature","slug":"creature-851"},{"primary_source_category":"Rulebooks","strength":9,"hp":375,"language":["Common","Infernal","Shadowtongue","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":10,"perception":34,"stealth":"36","trait":["Fiend","Velstrac","LE","Medium"],"id":"creature-852","text":" Eremite Eremites roam the planes to seek out ideal portions of other creatures, such as a hero's sword-arm or an angel's pinions. Eremites capture these specimens to clinically test their true limits, then harvest specimens and add them to their own bodies. An eremite might attach tongues to their hand as extra fingers or a fist to the back of their neck in a horrid “improvement.” Eremites average 7 feet tall and weigh approximately 200 pounds. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Eremite Source Bestiary 2 pg. 285 Perception +34; greater darkvision, painsight, true seeing Languages Common, Infernal, Shadowtongue; telepathy 100 feet Skills Athletics +35, Deception +38, Diplomacy +36, Intimidation +40, Medicine +36, Religion +34, Stealth +36, Torture Lore +36 Str +9 Dex +6 Con +7 Int +6 Wis +6 Cha +10 Painsight (divination, divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions. --- AC 45 Fort +37 Ref +32 Will +34 +1 status to all saves vs. magic HP 375 , regeneration 25 (deactivated by good or silver) Immunities cold, fear, nonlethal Weaknesses good 20, silver 20 Ignore Pain An eremite's actions can't be disrupted due to damage or Strikes (such as Attack of Opportunity). Paralytic Perfection (aura, divine, enchantment, fear, incapacitation, mental, visual) 30 feet. When a creature ends its turn in the aura, it feels compelled to offer pieces of its own flesh to the eremite. The creature must succeed at a DC 40 Will save or become paralyzed for 1 round. --- Speed 30 feet, fly 50 feet Melee Single Action jaws +39 (Evil, Magical), Damage 4d8+19 piercing plus 2d6 persistent bleed and exquisite pain Melee Single Action claw +39 (Agile, Evil, Magical), Damage 3d6+19 slashing plus 2d6 persistent bleed, exquisite pain, and Improved Grab Divine Innate Spells DC 42 - Cantrips (9th) Stabilize - 7th Dimension Door (at will), Dimensional Lock, Plane Shift (to Material Plane or Shadow Plane only), Shadow Siphon (at will), Warp Mind - 9th Bind Soul, Blade Barrier, Harm (×2), Heal (×2), Shadow Blast, Shadow Walk (at will) - Constant (9th) True Seeing Rituals DC 42 - 8th Imprisonment Evisceration Single Action (Attack) Requirements The eremite has a creature grabbed; Effect The eremite excises flesh or bone from a creature it has grabbed. The target takes 6d10 persistent bleed damage. Exquisite Pain An eremite's knowledge of pressure points and pain centers is unsurpassed. A creature hit by an eremite's melee Strikes must succeed at a DC 40 Fortitude save or be stunned 2 (stunned 4 on a critical failure). A creature that critically succeeds is temporarily immune for 24 hours. Focus Gaze Single Action (Concentrate, Divine, Enchantment, Fear, Mental, Visual) The eremite stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Paralytic Perfection. In addition, if the creature was already paralyzed, on a failed save, its unnatural longing causes it to become doomed 1. After attempting this save, the creature is then temporarily immune until the start of the eremite's next turn. Graft Flesh Single Action Requirement The eremite holds a piece of flesh they collected via Evisceration; Effect The eremite attaches the stolen flesh to themself. They either regain 100 Hit Points; reduce the value of their clumsy, drained, enfeebled, or stupefied condition by 3; or reduce the stage of any affliction affecting them by 3. Shadow Traveler (Divine, Divination) When an eremite uses plane shift or shadow walk , they arrive at exactly their intended destination. ","skill_mod":{"diplomacy":36,"deception":38,"stealth":36,"medicine":36,"athletics":35,"intimidation":40,"religion":34},"image":["/Images/Monsters/Velstrac_Eremite.png"],"primary_source":"Bestiary 2","spell":["Bind Soul","Blade Barrier","Harm","Heal","Shadow Blast","Shadow Walk","Dimension Door","Dimensional Lock","Plane Shift","Shadow Siphon","Warp Mind","Stabilize","True Seeing"],"ac":45,"level":20,"spell_dc":[42],"source_category":["Rulebooks"],"sense":" greater darkvision , painsight, true seeing ","resistance":{},"intelligence":6,"reflex_save":32,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":37,"size":["Medium"],"name":"Eremite","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[36,44],"attack_bonus":[39,39],"constitution":7,"immunity":["cold","fear","nonlethal"],"creature_family":"Velstrac","will_save":34,"speed":{"fly":50,"max":50,"land":30},"wisdom":6,"weakness":{"silver":20,"good":20},"creature_ability":["Painsight","Ignore Pain","Paralytic Perfection","Evisceration","Exquisite Pain","Focus Gaze","Graft Flesh","Shadow Traveler"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Medicine","Religion","Stealth","Torture Lore"],"tradition":["Divine"],"summary":"Eremites roam the planes to seek out ideal portions of other creatures, such as a hero's sword-arm or an angel's pinions. Eremites capture these …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=852","dexterity":6,"category":"creature","slug":"creature-852"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":60,"immunity":["bleed","fatigued","mental","poison","sleep","unconscious"],"source":["Bestiary 2"],"type":"Creature","will_save":6,"charisma":-2,"speed":{"max":10,"land":10},"perception":8,"wisdom":1,"weakness":{"fire":5},"creature_ability":["Violet Rot"],"skill":["Stealth"],"stealth":"9","trait":["Fungus","Mindless","N","Medium"],"id":"creature-853","text":" Violet Fungus At a glance, a violet fungus might seem to be little more than an unsightly and sickeningly purple mushroom of unusual size. Only once one draws closer— once whip-like tentacles dripping with flesh-rotting venom slither out from the fungus's cratered cap—does the terrifying truth of this carnivorous toadstool become apparent. Many amateur spelunkers have met untimely ends in the clutches of this monstrous fungus's tentacles, since violet fungi are practically synonymous with caverns on Golarion. Anyone who has ever braved the world's caves for an extended period of time know the dangers of the deadly violet fungus. Darklands dwellers such as drow and duergars often bear the long, whip-like scars of at least one brush with this vicious plant's cruel, poison-infused tentacles. Canny subterranean trappers and scouts sometimes make use of cultivated violent fungi to catch game in the enormous caverns below the surface world. Some Darklands peoples also cultivate violet fungi as a means to defend their territory. Xulgaths in particular place violet fungi around the perimeters of their settlements as a first line of defense. Recall Knowledge - Fungus (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Violet Fungus Source Bestiary 2 pg. 286 Perception +8; no vision, tremorsense 60 feet Languages Skills Stealth +9 Str +4 Dex +0 Con +3 Int -5 Wis +1 Cha -2 --- AC 17 Fort +10 Ref +7 Will +6 HP 60 Immunities bleed, fatigued, mental, poison, sleep, unconscious Weaknesses fire 5 --- Speed 10 feet Melee Single Action tentacle +11 (Agile, reach 10 feet), Damage 1d10+4 bludgeoning plus violet rot Violet Rot (Poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison plus enfeebled 1 (1 round); Stage 2 1d6 poison plus enfeebled 1 and drained 1 (1 round); Stage 3 2d6 poison plus enfeebled 1 and drained 1 (1 round) Deadly Whips Canny adventurers can harvest a defeated violet fungus's tentacles and use them as whips. The whips inflict violent rot (with the same effects and DC as in the violet fungus's stat block) on anything they touch, including the wielder, although metal gloves such as gauntlets can protect against the poison. Such whips can be used for 1 hour before they degrade and become useless. Violet Venom Alchemists and poisoners cherish violet fungi for the plants' potent rotting poison, and have perfected an effective method of preserving the toxin as violet venom. After slaying a violet fungus, a character can extract the fungus's toxin with a successful DC 20 Nature or Survival check. Afterward, the extracted venom can be Crafted into 1 dose of violet venom with a successful DC 18 Crafting check. ","skill_mod":{"stealth":9},"summary":"At a glance, a violet fungus might seem to be little more than an unsightly and sickeningly purple mushroom of unusual size. Only once one draws …","image":["/Images/Monsters/VioletFungus.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Monster"],"ac":17,"level":3,"source_category":["Rulebooks"],"sense":"no vision, tremorsense 60 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=853","intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":10,"size":["Medium"],"name":"Violet Fungus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9],"slug":"creature-853"},{"attack_bonus":[27,27],"constitution":7,"primary_source_category":"Rulebooks","strength":8,"hp":270,"source":["Bestiary 2"],"type":"Creature","will_save":22,"charisma":-3,"speed":{"max":20,"land":20},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Cold Vulnerability","Captivating Pollen","Constrict"],"skill":["Athletics","Stealth"],"stealth":"24","trait":["Plant","N","Large"],"id":"creature-854","text":" Viper Vine A voracious, flesh-eating carnivore, the viper vine has a single enormous blossom arising from a thick, leafy tangle of snake-like vines. When the plant senses the approach of suitable prey through its sensitive, shallowly buried root system, it rises up like an agitated snake and unfurls its brightly colored bloom, an act that releases a cloud of mind-numbing pollen. Persistent stories claim the viper vine can lure prey into its clutches by swaying with a hypnotic motion, but this effect is in fact created by this invisible, odorless pollen cloud. Since a viper vine gains nourishment by consuming creatures rather than through ingesting moisture and soil, it has developed rudimentary locomotion and can drag itself along the ground with its tentacle-like roots. It even has a form of rudimentary sentience, allowing it to not only discern differences in prey and make limited tactical decisions, but also to avoid creatures that are particularly large or dangerous-looking. The area around viper vine hunting grounds is often strewn with the partially devoured remains of victims. It's not unusual to find the rotting corpses of wild animals, ill-fated adventurers, and even giants in the plant's immediate vicinity, along with a scattering of incidental treasure left behind on the corpses. A viper vine rarely returns to the carcass of a creature it killed earlier, preferring to hunt fresh meat. Recall Knowledge - Plant (Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Viper Vine Source Bestiary 2 pg. 287 Perception +22; low-light vision, tremorsense (imprecise) 60 feet Languages Skills Athletics +27, Stealth +24 Str +8 Dex +5 Con +7 Int -4 Wis +5 Cha -3 --- AC 33 Fort +26 Ref +24 Will +22 HP 270 Resistances poison 15 Cold Vulnerability When exposed to a cold effect, the viper vine is overwhelmed by lethargy, becoming slowed 1 for 1d4 rounds. --- Speed 20 feet Melee Single Action jaws +27 (reach 10 feet), Damage 3d6+11 piercing plus 3d6 poison Melee Single Action vine +27 (Agile, reach 15 feet), Damage 3d10+11 bludgeoning plus Grab Captivating Pollen Single Action (Enchantment, Incapacitation, Mental, Poison) The viper vine releases a 60-foot emanation of invisible pollen that stays in the air for 5 rounds unless dispersed by a moderate or stronger wind. Each creature that enters or starts its turn in the area must attempt a DC 33 Will save or be captivated. The viper vine can't use Captivating Pollen for 1d4 rounds. Critical Success The creature is unaffected and is temporarily immune to Captivating Pollen for 24 hours. Success The creature is sickened 1. Failure The creature is fascinated, and it must spend each of its actions to move closer to the viper vine as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the viper vine, it stays still and doesn't act. It ceases to be fascinated if it's no longer in the pollen aura at the end of its turn. Critical Failure As failure, plus the creature is stupefied 2 for 24 hours. Constrict Single Action 3d8+8 bludgeoning, DC 33 Viper Vine Pollen While viper vine pollen degrades quickly after it is harvested carefully from the plant, a character who has a set of alchemical tools can gather and preserve 1d6 doses of pollen with a successful DC 33 Crafting or Nature check and 10 minutes of work. A single dose of viper vine pollen is worth 300 gp as raw materials for crafting any alchemical or magical item that creates an incapacitation effect. ","skill_mod":{"stealth":24,"athletics":27},"summary":"A voracious, flesh-eating carnivore, the viper vine has a single enormous blossom arising from a thick, leafy tangle of snake-like vines. When the …","image":["/Images/Monsters/ViperVine.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":33,"level":13,"source_category":["Rulebooks"],"sense":" low-light vision , tremorsense (imprecise) 60 feet ","weakest_save":["will"],"resistance":{"poison":15},"url":"/Monsters.aspx?ID=854","intelligence":-4,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":26,"size":["Large"],"name":"Viper Vine","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[27,32],"slug":"creature-854"},{"attack_bonus":[6,8],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":26,"immunity":["death effects","disease","paralyzed","poison"],"source":["Bestiary 2"],"type":"Creature","will_save":5,"charisma":-2,"speed":{"max":25,"land":25},"perception":3,"wisdom":0,"weakness":{"slashing":2},"creature_ability":["Salt Water Vulnerability","Feed on Blood"],"skill":["Athletics"],"trait":["Rare","Undead","N","Medium"],"id":"creature-855","text":" Void Zombie A void zombie arises when a humanoid dies from an akata's void death affliction. This walking corpse is animated by a larval akata attached to the deceased creature's brain, using a grotesque feeding tendril that emerges from the corpse's mouth to drink blood from its victims. A void zombie typically exists for only a few months before it collapses and the larval akata crawls free from the motionless shell. When it feels the natural end of its unlife approaching, a void zombie finds a secluded place to vomit forth the nearly mature akata larva, then withers away. The disgorged larva metamorphizes into a full-grown akata several hours later, usually eating the corpse as its first meal. The name “void zombie” is something of a misnomer; though still compelled by necromantic energies, a void zombie is a host in the life cycle of a parasitic alien, not a mindless, reanimated corpse (despite their similar appearances). The fact that a typical void zombie shares the neutral alignment of the larval akata within, rather than the intrinsically evil nature of other zombies, has caused some scholars to push to reclassify them under other names. Suggestions have included “void dead,” “akata spawn,” or “bloodwalker,” but the visceral and compelling commonplace name has proven difficult to shed. The driving force behind a void zombie's violence rises from the ravenous hunger of the alien parasite that serves as the channel for its animating negative energies. Necromancers have tried often to duplicate the void zombie, but without a larval akata hosted within, the result is simply a zombie with missing jaws or, at best, one that moves faster than normal. Others have compared a captive void zombie to a captive yellow musk thrall in an attempt to discover a potential link between the two— after all, both are animated bodies controlled by a parasitic outside force. Strangely, a void zombie becomes particularly violent when encountering a yellow musk thrall, making direct comparisons of the two creatures particularly difficult, or even dangerous. The fact that a void zombie, unlike a yellow musk thrall, is actually undead may hold some clues as to the source of this strange behavior. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Void Zombie Source Bestiary 2 pg. 288 Perception +3; darkvision Languages Skills Athletics +6 Str +3 Dex -2 Con +2 Int -5 Wis +0 Cha -2 --- AC 13 Fort +7 Ref +3 Will +5 HP 26 (negative healing) Immunities death effects, disease, paralyzed, poison Weaknesses salt water 5, slashing 2 Salt Water Vulnerability Salt water acts as an extremely strong acid on the larval akata inside the void zombie. Full immersion in salt water deals 4d6 acid damage per round. On any round in which the void zombie takes damage due to its salt water weakness, the larval akata retreats to the depths of the void zombie's body, causing the void zombie to become slowed 1 until the end of its next turn. --- Speed 25 feet Melee Single Action fist +8, Damage 1d6+3 bludgeoning Melee Single Action feeding tendril +6 (Agile), Damage 1d4+3 piercing plus Feed on Blood Feed on Blood Single Action Requirements The void zombie's previous action was a successful feeding tendril Strike against the target creature; Effect The void zombie uses its feeding tendril to drain blood from the creature struck. The void zombie regains 4 Hit Points, and the creature is drained 1 until it receives healing of any kind or amount. Non-Evil Undead Void zombies are unusual in that their animating negative force is provided by a living parasite that survives within their corpses, controlling their nervous systems for defense and to hunt food. As such, the soul of a person who succumbs to an akata's void death is not bound to its rotting corpse at all and travels on to judgment in the Boneyard unimpeded. Nevertheless, most worshippers of Pharasma and crusaders against undeath still consider void zombies to be anathema and fight to destroy them. ","skill_mod":{"athletics":6},"summary":"A void zombie arises when a humanoid dies from an akata's void death affliction. This walking corpse is animated by a larval akata attached to the …","image":["/Images/Monsters/VoidZombie.png"],"primary_source":"Bestiary 2","trait_group":["Rarity","Creature Type"],"ac":13,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=855","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-2,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Void Zombie","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[5,6],"slug":"creature-855"},{"attack_bonus":[24,24],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":170,"language":["Aquan","(can't speak any language)"],"source":["Bestiary 2"],"type":"Creature","will_save":17,"charisma":0,"speed":{"max":50,"land":20,"swim":50},"perception":21,"wisdom":5,"weakness":{},"creature_ability":["Slow Metabolism","Undetectable","Swallow Whole","Water Travel"],"skill":["Athletics","Stealth"],"stealth":"23","trait":["Aquatic","Beast","Rare","Water","N","Huge"],"id":"creature-856","text":" Water Orm Legendary creatures lurking in remote lakes, water orms always find their way into the tavern tales of lakeside communities. To some travelers, every lake of respectable size seems to be surrounded by towns full of fishers claiming to have spotted a water orm. These elusive creatures inhabit lakes mainly in cool and gloomy regions. Some claim that water orms are an offshoot of sea serpents and linnorms, but no credible link between these creatures has been found. Water orms have many features that sea serpents do not, such as the ability to understand the rudiments of language. Their natural inclination to avoid contact and remain hidden often remains at odds with their equally compelling curiosity about those they might spy upon the shores of their lakes. Water orm sightings usually occur when they can't help but to rise up to the surface to take a peek at someone (or something) particularly unusual on the beach or floating on the water's surface. These creatures are extremely long-lived and can go for decades, or even centuries, with very little to eat. This allows water orms to subsist in lakes without surfacing for many years, even in bodies of fresh water without ample food sources. Water orms might lie in a silty lake bed for years, their elusiveness only contributing to their mythical reputation. When a pet or child goes missing near a lake, rumors might hold that the local water orm is responsible, leading to folk tales that caution residents against venturing out alone near the water. While most water orms are described as serpentine or long-necked reptiles, others look similar to bizarrely elongated seals or whales, impossibly large sea horses, or long-necked creatures with paddles resembling those of elasmosauruses. Recall Knowledge - Beast (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Water Orm Source Bestiary 2 pg. 289 Perception +21; darkvision Languages Aquan; (can't speak any language) Skills Athletics +22, Stealth +23 Str +8 Dex +5 Con +5 Int -3 Wis +5 Cha +0 Slow Metabolism A water orm can go for 10 years without feeding. Beyond this limit, the water orm's hunger causes it to become slowed 1, but doesn't otherwise impact its lifespan. A water orm that's slowed as a result of starvation can remove this condition by using Swallow Whole to gulp down a meal. Undetectable (abjuration, primal) A water orm automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifier for the counteract check. --- AC 30 Fort +21 Ref +19 Will +17 HP 170 Resistances cold 10, fire 10 --- Speed 20 feet, swim 50 feet Melee Single Action jaws +24 (reach 15 feet), Damage 2d10+11 piercing plus Grab Melee Single Action tail +24 (Agile, reach 15 feet), Damage 2d6+11 bludgeoning Swallow Whole Single Action (Attack) Large, 2d8+8 bludgeoning, Rupture 22 Water Travel Three Actions (Primal, Transmutation, Water) A water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water. While in this form, a water orm's swim Speed increases to 600 feet, it automatically succeeds at Athletics checks to swim, and it gains a +4 circumstance bonus to Stealth checks in water. A water orm can remain in this form for 8 hours, but it can't enter salt water when using this ability. A water orm can return to its normal form using a single action which has the concentrate trait. Local Orms People who live by the lakes inhabited by legendary water orms have a tendency to give local lake monsters names that sound somewhat homey or even adorable. As a result, such creatures are often regarded as local mascots or goodluck charms—particularly in lakeside settlements that depend on fishing as a significant income source. ","element":["Water"],"skill_mod":{"stealth":23,"athletics":22},"summary":"Legendary creatures lurking in remote lakes, water orms always find their way into the tavern tales of lakeside communities. To some travelers, every …","image":["/Images/Monsters/WaterOrm.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"ac":30,"level":10,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"fire":10,"cold":10},"url":"/Monsters.aspx?ID=856","intelligence":-3,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Water Orm","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[18,22],"slug":"creature-856"},{"attack_bonus":[7,10,10,10],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Common","boar empathy"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Werecreature","will_save":8,"charisma":-1,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{"silver":5},"creature_ability":["Boar Empathy","Ferocity","Boar Charge","Change Shape","Curse of the Wereboar","Moon Frenzy"],"skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Beast","Human","Humanoid","Werecreature","CN","Medium"],"id":"creature-857","text":" Wereboar Wereboars tend to be aggressive and stubborn, and often live with their own kind in small, remote communities. Even when they're inclined to interact with others, wereboars' short tempers and hostile nature lead other creatures to avoid them. Lone wereboars who settle down—often on remote farms—are extremely territorial, though others are content to roam and explore lands far from home. Their other habits also vary widely from individual to individual, right down to diet: some wereboars might feast on human flesh, while others are mostly vegetarian. Recall Knowledge - Beast (Arcana, Nature): DC 16 Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Wereboar Source Bestiary 2 pg. 290 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Common; boar empathy Skills Acrobatics +7, Athletics +8, Intimidation +5, Survival +7 Str +4 Dex +1 Con +4 Int +0 Wis +2 Cha -1 Boar Empathy (divination, primal) The wereboar can communicate with boars and pigs. Items Dagger (2), Studded Leather Armor --- AC 18 Fort +10 Ref +5 Will +8 HP 45 Weaknesses silver 5 Ferocity Reaction --- Speed 25 feet Melee Single Action dagger +10 (Agile, versatile S), Damage 1d4+6 piercing Melee Single Action tusk +10, Damage 1d8+6 piercing plus curse of the wereboar Melee Single Action claw +10 (Agile), Damage 1d4+6 piercing Ranged Single Action dagger +7 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing Boar Charge Two Actions The wereboar Strides twice and then makes a melee Strike. As long as they moved at least 20 feet, they gain a +2 circumstance bonus to their attack roll. Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The werecreature changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is their hybrid shape. In humanoid shape, the werecreature uses their original humanoid size, loses their jaws and claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their claw. In animal shape, their Speed and size change to that of the animal, they gain any special Strike effects of the animal that they didn't already have (such as Grab), and they lose their weapon Strikes. Human with fist +10 for 1d4+2 bludgeoning, or boar with Speed 40 feet and tusk for 2d6+4 piercing. Curse of the Wereboar (Curse, Necromancy, Primal) This curse affects only humanoids; Saving Throw DC 15 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wearboar until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. Moon Frenzy (Polymorph, Primal, Transmutation) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and increases the damage of their jaws Strike by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours. ","skill_mod":{"survival":7,"athletics":8,"intimidation":5,"acrobatics":7},"summary":"Wereboars tend to be aggressive and stubborn, and often live with their own kind in small, remote communities. Even when they're inclined to interact …","image":["/Images/Monsters/Werecreature_Wereboar.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster"],"ac":18,"item":["Dagger (2)","Studded Leather Armor"],"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=857","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":10,"size":["Medium"],"name":"Wereboar","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,8,8,10],"slug":"creature-857"},{"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":75,"language":["Common","tiger empathy"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Werecreature","will_save":9,"charisma":-1,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{"silver":5},"creature_ability":["Tiger Empathy","Attack of Opportunity","Change Shape","Curse of the Weretiger","Moon Frenzy","Pounce","Rend"],"skill":["Acrobatics","Athletics","Deception","Society","Stealth"],"stealth":"11","trait":["Beast","Human","Humanoid","Werecreature","NE","Large"],"id":"creature-858","text":" Weretiger These ferocious werecreatures stalk prey with the cunning and skill of a true apex predator. Weretigers typically view all life as a potential meal. Powerful nocturnal hunters with excellent senses that help them ambush prey, weretigers are adaptable to an extreme range of environments. However, weretigers living in densely populated cities (potentially as courtesans, assassins, or guild leaders) often struggle to suppress their killer instincts, becoming overwhelmed by the urge to hunt. They prefer to wear loose-fitting clothing and rely on their claws and jaws in a fight. Recall Knowledge - Beast (Arcana, Nature): DC 19 Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Weretiger Source Bestiary 2 pg. 291 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Common; tiger empathy Skills Acrobatics +11, Athletics +12, Deception +7, Society +10, Stealth +11 Str +4 Dex +3 Con +3 Int +0 Wis +3 Cha -1 Tiger Empathy (divination, primal) The weretiger can communicate with felines. --- AC 21 Fort +11 Ref +13 Will +9 HP 75 Weaknesses silver 5 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action jaws +14, Damage 2d6+7 piercing plus curse of the weretiger and Grab Melee Single Action claw +14 (Agile), Damage 2d4+7 slashing Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The werecreature changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is their hybrid shape. In humanoid shape, the werecreature uses their original humanoid size, loses their jaws and claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their claw. In animal shape, their Speed and size change to that of the animal, they gain any special Strike effects of the animal that they didn't already have (such as Grab), and they lose their weapon Strikes. Human with fist +14 for 1d4+7 bludgeoning, or tiger with Speed 30 feet and Wrestle. Curse of the Weretiger (Curse, Necromancy, Primal) This curse affects only humanoids; Saving Throw DC 18 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. Moon Frenzy (Polymorph, Primal, Transmutation) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and increases the damage of their jaws Strike by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours. Pounce Single Action The weretiger Strides and makes a Strike at the end of that movement. If the weretiger began this action hidden, they remain hidden until after this ability's Strike. Rend Single Action claw ","skill_mod":{"society":10,"deception":7,"stealth":11,"athletics":12,"acrobatics":11},"summary":"These ferocious werecreatures stalk prey with the cunning and skill of a true apex predator. Weretigers typically view all life as a potential meal. …","image":["/Images/Monsters/Werecreature_Weretiger.png"],"primary_source":"Bestiary 2","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=858","intelligence":0,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Weretiger","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"slug":"creature-858"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":67,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Wight","will_save":11,"charisma":3,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Final Spite","Cairn Wight Spawn","Drain Life","Funereal Dirge"],"skill":["Athletics","Intimidation","Religion","Stealth"],"stealth":"12","trait":["Uncommon","Undead","Wight","LE","Medium"],"id":"creature-859","text":" Cairn Wight Jealous guardians of tombs, barrows, and sepulchers, cairn wights usually spawn from necromantic rituals. For those mortals who cannot abide the thought of separation from their earthly possessions, the undead existence offered by transformation into a cairn wight can be tempting. Perhaps as frequently, particularly avaricious and wealthy royalty or merchants seek out victims to transform into cairn wights to guard their precious wealth for all time. Only in the rarest instances is the greed of a mortal strong enough to spontaneously transform them into a cairn wight without a dark ritual or the intercession of a powerful divine being. On those occasions, however, the resultant wight exhibits unmatched viciousness and likely owns rare treasure indeed. As guardians of material possessions, cairn wights are supernaturally bound to the armaments they wore during the ritual used to create them. They can spread their necromantic powers into the weapons they wield. A slash from a cairn wight's sword channels life from the victim into the wight. Recall Knowledge - Undead (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Cairn Wight Source Bestiary 2 pg. 292 Perception +11; darkvision Languages Common, Necril Skills Athletics +12, Intimidation +11, Religion +9, Stealth +12 Str +4 Dex +2 Con +4 Int +1 Wis +3 Cha +3 Items Longsword, Studded Leather Armor --- AC 20 Fort +12 Ref +10 Will +11 HP 67 Immunities death effects, disease, paralyzed, poison, unconscious Final Spite Reaction Trigger The cairn wight is reduced to 0 Hit Points; Effect The cairn wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike. --- Speed 25 feet Melee Single Action longsword +14 (versatile P), Damage 1d8+7 slashing plus drain life Melee Single Action claw +14 (Agile), Damage 1d6+7 slashing plus drain life Cairn Wight Spawn (Divine, Necromancy) A living humanoid slain by a cairn wight's weapon or claw Strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the cairn wight that killed it. It doesn't have drain life or cairn wight spawn and is clumsy 2 for as long as it is a spawned wight. If its creator dies, the spawned wight becomes a full-fledged, autonomous cairn wight; it regains its free will, gains drain life and cairn wight spawn, and is no longer clumsy. Drain Life (Divine, Necromancy) When the cairn wight damages a living creature with a melee Strike, using an unarmed attack or its bound weapon, the cairn wight gains 5 temporary Hit Points and the creature must succeed at a DC 18 Fortitude save or become drained 1. Further damage dealt by the cairn wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4. Funereal Dirge Two Actions (Auditory, Divine, Emotion, Fear, Mental, Necromancy) The cairn wight chants a low, haunting melody. Living creatures within 50 feet must attempt a DC 21 Will save. The cairn wight can't chant a new Funereal Dirge for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and takes a –2 status penalty to saving throws against drain life. Cairn Wight Dirges Unlike a typical wight, cairn wights have an unusual affinity for music. The lyrics of their dirges often contain a valuable bit of knowledge or long-lost lore, possibly the greatest treasure a cairn wight guards. There are even brave souls who seek out the creatures to listen to their songs in hopes of finding profit from the dry, rasping words. ","skill_mod":{"stealth":12,"athletics":12,"intimidation":11,"religion":9},"summary":"Jealous guardians of tombs, barrows, and sepulchers, cairn wights usually spawn from necromantic rituals. For those mortals who cannot abide the …","image":["/Images/Monsters/Wight_CairnWight.png"],"primary_source":"Bestiary 2","trait_group":["Rarity","Creature Type","Monster"],"ac":20,"item":["Longsword","Studded Leather Armor"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=859","intelligence":1,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Cairn Wight","alignment":"LE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[10,11],"slug":"creature-859"},{"primary_source_category":"Rulebooks","strength":-5,"hp":125,"language":["Aklo","Common","Necril"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":18,"stealth":"19","trait":["Incorporeal","Spirit","Uncommon","Undead","CE","Medium"],"id":"creature-860","text":" Witchfire Manifesting as a sinuous form wreathed in sickly green flames, this incorporeal undead forms when a powerful hag or witch dies in agony or rage. The body at the center of the flames usually resembles the witch's idealized self-image, regardless of their age and appearance at the time of their death. A witchfire often resides in a bog or swamp, which slowly blackens and decays around them. These regions are often plagued by will-o'-wisps, which seem to have an uncanny relationship with the resident witchfire. A witchfire might visit villages on the edge of their home terrain to lure away villagers, but always attack victims within earshot to make sure that other villagers hear the screams. A witchfire might also ally with other hags or witches and even join their covens, but a witchfire is incapable of forming covens entirely on their own. Recall Knowledge - Spirit (Occultism): DC 28 Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Witchfire Source Bestiary 2 pg. 293 Perception +18; darkvision Languages Aklo, Common, Necril Skills Acrobatics +17, Deception +19, Intimidation +21, Occultism +18, Stealth +19 Str -5 Dex +6 Con +0 Int +3 Wis +3 Cha +6 Coven The witchfire adds nightmare , phantasmal killer , phantasmal calamity , and summon entity to their coven's spells. A coven can contain one or more witchfires, but it must also include at least one living creature capable of forming a coven; three witchfires cannot form a coven. --- AC 28 Fort +15 Ref +21 Will +18 HP 125 (negative healing) Immunities death effects, disease, fire, paralyzed, poison, precision, unconscious Resistances all 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Opportune Witchflame Reaction Trigger A creature makes a melee Strike against or touches the witchfire; Effect The witchfire makes a witchflame caress Strike against the triggering creature. --- Speed fly 40 feet Melee Single Action witchflame caress +21 (Agile, Evil, Finesse, Magical), Damage 3d6 fire plus 3d6 negative and witchflame Ranged Single Action witchflame bolt +21 (Evil, Magical, range 100 feet), Damage 2d6 fire plus 2d6 negative and witchflame Occult Innate Spells DC 28 - Cantrips (5th) Dancing Lights, Ghost Sound - 2nd Illusory Disguise (at will) - 3rd Phantom Pain - 4th Invisibility, Phantasmal Killer - 5th Crushing Despair - 6th Summon Entity (will-o'-wisp only) Witchflame (Curse, Fire, Necromancy, Occult) Any creature that takes negative damage from a witchfire's Strike must attempt a DC 26 Will save. Critical Success The creature is unaffected and is temporarily immune to witchflame for 1 hour. Success The creature appears to catch fire with sickly green flames. These flames deal no damage on their own, but as long as the flames burn, the creature can't be concealed (invisible creatures are concealed rather than being undetected) and gains weakness 5 to fire for 1 round. Failure As success, but the effect is permanent until removed. Critical Failure As failure, but the creature gains weakness 10 to fire. Witchflame Kindling Two Actions (Fire, Necromancy, Occult) Requirements A creature within 30 feet of the witchfire burns with witchflame; Effect The witchfire's eyes and mouth glow brightly, and the witchflame on the target creature momentarily burns much hotter, dealing 5d6 fire damage and 5d6 negative damage to that creature (DC 28 basic Fortitude save). The witchfire can't use Witchflame Kindling for 1d4 rounds. Wisps and Fire Witchfires have the ability to summon will-o'-wisps, but a number of these aberrations usually linger nearby of their own accord. The fear-inducing witchflame aura manifested by witchfires provides will-o'-wisps their favored sustenance. ","skill_mod":{"deception":19,"stealth":19,"intimidation":21,"occultism":18,"acrobatics":17},"image":["/Images/Monsters/Witchfire.png"],"primary_source":"Bestiary 2","spell":["Summon Entity","Crushing Despair","Invisibility","Phantasmal Killer","Phantom Pain","Illusory Disguise","Dancing Lights","Ghost Sound"],"ac":28,"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Witchfire","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14,21],"attack_bonus":[21,21],"constitution":0,"immunity":["death effects","disease","fire","paralyzed","poison","precision","unconscious"],"will_save":18,"speed":{"fly":40,"max":40},"wisdom":3,"weakness":{},"creature_ability":["Coven","Opportune Witchflame","Witchflame","Witchflame Kindling"],"skill":["Acrobatics","Deception","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"Manifesting as a sinuous form wreathed in sickly green flames, this incorporeal undead forms when a powerful hag or witch dies in agony or rage. …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=860","dexterity":6,"category":"creature","slug":"creature-860"},{"attack_bonus":[15,16],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":110,"language":["Common","Draconic","one or more planar languages; <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 2"],"type":"Creature","will_save":15,"charisma":5,"speed":{"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Absorb Force","Force Bolt"],"skill":["Arcana","Deception","Desert Lore","one or more Lore skills related to a specific plane","Diplomacy","Intimidation"],"trait":["Humanoid","Uncommon","LN","Medium"],"id":"creature-861","text":" Witchwyrd Witchwyrds conceal most of their faces, leaving only their eyes unmasked. Their inscrutability is a boon to one of their most significant interests—mercantilism— and many haughty witchwyrds openly revel in the befuddlement inspired by their mysterious guises and mannerisms. Witchwyrds have a keen eye for new opportunities and markets, and a witchwyrd almost always knows when someone is trying to pull one over on them. These four-armed humanoid creatures have hairless blue-gray skin, are typically 6-1/2 feet tall, and weigh 300 pounds. Their hands have three evenly sized and spaced digits in a tripod-like arrangement. When not trying to blend in with the local community, witchwyrds favor outlandish, loose-fitting clothes in bright reds or yellows and a signature conical hat. They tend to prefer the driest, warmest regions of the lands they visit—perhaps an indicator of their mysterious home world. This, however, is the only indicator; witchwyrds are notoriously close-mouthed about details of this distant world, and with good reason: most witchwyrds on Golarion have never visited their ancestral home. To these witchwyrds, the notion of a home planet is a constant thorn in their side, and when asked, many choose to ignore the question altogether. Others are so agitated by these queries that they respond with impatience or even violence. Some scholars have theorized a connection between witchwyrds and several other four-armed creatures, but like with questions of their place of origin, witchwyrds have little to say about the topic. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Witchwyrd Source Bestiary 2 pg. 294 Perception +12; darkvision Languages Common, Draconic; one or more planar languages; tongues Skills Arcana +16, Deception +15, Desert Lore +14, one or more Lore skills related to a specific plane +14, Diplomacy +15, Intimidation +15 Str +3 Dex +3 Con +1 Int +4 Wis +3 Cha +5 Items +1 ranseur --- AC 22 Fort +13 Ref +13 Will +15 HP 110 Resistances force 5 Absorb Force Reaction (arcane, evocation, force) Frequency once per round; Trigger A magic missile is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand; Effect The witchwyrd “catches” the missile, absorbing it and causing that hand to glow while it holds this energy. A hand that's holding energy can't be used for any other purpose except to use Force Bolt. The energy lasts for 6 rounds or until it is released. --- Speed 25 feet Melee Single Action ranseur +16 (Disarm, Magical, reach 10 feet), Damage 1d10+6 piercing Melee Single Action fist +15 (Agile, Nonlethal), Damage 1d6+6 bludgeoning plus Grab Arcane Innate Spells DC 23 - Cantrips (3rd) Detect Magic - 1st Floating Disk (at will), Unseen Servant (at will) - 2nd Mirror Image - 3rd Dispel Magic - 4th Resist Energy (×2), Suggestion, Resilient Sphere - 5th Dimension Door - Constant (5th) Tongues Force Bolt Single Action to Three Actions (Arcane, Evocation, Force) The witchwyrd fires one magic missile per action spent (dealing 1d4+1 force damage each). They can't spend more actions on this ability than they have free hands. If they use a hand that has Absorbed Force, that hand hurls two missiles instead of one, expending the held energy. Alien Allies While witchwyrds often appear to be solitary creatures, the most successful among them rarely wander the planes and planets alone. High-ranking or wealthy witchwyrds employ a variety of bodyguards to accompany them, and their entourage is usually composed of a variety of strange beings met during their travels. ","tradition":["Arcane"],"skill_mod":{"diplomacy":15,"deception":15,"arcana":16,"intimidation":15},"summary":"Witchwyrds conceal most of their faces, leaving only their eyes unmasked. Their inscrutability is a boon to one of their most significant …","image":["/Images/Monsters/Witchwyrd.png"],"primary_source":"Bestiary 2","spell":["Dimension Door","Resist Energy","Suggestion","Resilient Sphere","Dispel Magic","Mirror Image","Floating Disk","Unseen Servant","Detect Magic","Tongues"],"trait_group":["Creature Type","Rarity"],"ac":22,"item":["+1 ranseur"],"level":6,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{"force":5},"url":"/Monsters.aspx?ID=861","intelligence":4,"reflex_save":13,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Witchwyrd","alignment":"LN","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[9,11],"slug":"creature-861"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":34,"source":["Bestiary 2"],"type":"Creature","creature_family":"Wolverine","will_save":6,"charisma":-2,"speed":{"climb":10,"max":25,"land":25,"burrow":10},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Pounce","Rend","Wolverine Rage"],"skill":["Athletics","Stealth"],"stealth":"7","trait":["Animal","N","Medium"],"id":"creature-862","text":" Wolverine Wolverines resemble small bears, to which they are related. Stocky and muscular with long claws, wolverines are about 3 feet in length and weigh approximately 40 pounds. They have a thick fur coat that protects them from the cold temperatures of the forests and frozen tundras where they reside. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Wolverine Source Bestiary 2 pg. 295 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +7, Stealth +7 Str +3 Dex +3 Con +3 Int -4 Wis +0 Cha -2 --- AC 18 Fort +9 Ref +7 Will +6 HP 34 --- Speed 25 feet, burrow 10 feet, climb 10 feet Melee Single Action jaws +11, Damage 1d8+5 piercing Melee Single Action claw +11 (Agile), Damage 1d6+5 slashing Pounce Single Action The wolverine Strides and makes a Strike at the end of that movement. If the wolverine begins this action hidden, it remains hidden until after the attack. Rend Single Action claw Wolverine Rage Single Action (Concentrate, Emotion, Mental) The wolverine enters a state of pure rage that lasts either for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. While raging, the wolverine has AC 17, its jaws Strike deals 1d8+7 damage, and its claw Strike deals 1d6+7 damage. While raging, the wolverine can't use actions that have the concentrate trait, except for Seek. After it's stopped raging, a wolverine can't use Wolverine Rage again for 1 minute. ","skill_mod":{"stealth":7,"athletics":7},"summary":"Wolverines resemble small bears, to which they are related. Stocky and muscular with long claws, wolverines are about 3 feet in length and weigh …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=862","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":9,"size":["Medium"],"name":"Wolverine","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,9],"slug":"creature-862"},{"attack_bonus":[12,12],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":65,"source":["Bestiary 2"],"type":"Creature","creature_family":"Wolverine","will_save":9,"charisma":0,"speed":{"climb":10,"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Gnaw","Pounce","Rend","Wolverine Rage"],"skill":["Athletics","Stealth"],"stealth":"11","trait":["Animal","N","Large"],"id":"creature-863","text":" Giant Wolverine Giant wolverines grow to the approximate size of horses and claim even more expansive territories than their more diminutive wolverine cousins. While a smaller wolverine will defend its prey from armed humanoids, a giant wolverine is unafraid to stalk and kill such creatures. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Giant Wolverine Source Bestiary 2 pg. 295 Perception +9; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +12, Stealth +11 Str +6 Dex +3 Con +3 Int -4 Wis +3 Cha +0 --- AC 21 Fort +13 Ref +11 Will +9 HP 65 --- Speed 25 feet, climb 10 feet Melee Single Action jaws +12, Damage 2d6+8 piercing plus Grab Melee Single Action claw +12 (Agile), Damage 2d4+8 slashing Gnaw Single Action Requirements The wolverine has a creature grabbed from its jaws Strike; Effect The wolverine chews violently on the creature, dealing 2d6 piercing damage (DC 21 basic Fortitude save). A creature that fails its save also takes 2d6 persistent bleed damage. Pounce Single Action The giant wolverine Strides and makes a Strike at the end of that movement. If the giant wolverine begins this action hidden, it remains hidden until after the attack. Rend Single Action claw Wolverine Rage Single Action The giant wolverine enters a state of pure rage that lasts either for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. While raging, the giant wolverine has AC 20, its jaws Strike deals 2d6+11 damage, and its claw Strike deals 2d4+11 damage. While raging, the giant wolverine can't use actions that have the concentrate trait, except for Seek. After it's stopped raging, a giant wolverine can't use Wolverine Rage again for 1 minute. ","skill_mod":{"stealth":11,"athletics":12},"summary":"Giant wolverines grow to the approximate size of horses and claim even more expansive territories than their more diminutive wolverine cousins. While …","primary_source":"Bestiary 2","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=863","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Giant Wolverine","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-863"},{"primary_source_category":"Rulebooks","strength":5,"hp":200,"language":["Aklo","Common"],"source":["Bestiary 2"],"type":"Creature","charisma":8,"perception":25,"stealth":"28","trait":["Aberration","Swarm","Uncommon","CE","Medium"],"id":"creature-864","text":" Worm That Walks This worm that walks was a cultist of the Great Old One Hastur in its prior life. It continues its conspiracies and strives to further its evil plots in its new life. Recall Knowledge - Aberration (Occultism): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Worm That Walks Cultist Source Bestiary 2 pg. 297 Perception +25; darkvision, tremorsense (imprecise) 30 feet Languages Aklo, Common Skills Acrobatics +24, Deception +28, Intimidation +26, Occultism +27, Society +23, Stealth +28 Str +5 Dex +8 Con +5 Int +5 Wis +4 Cha +8 --- AC 36 all-around vision Fort +23 Ref +28 Will +26 HP 200 (fast healing 10) Immunities disease, paralyzed, poison, precision, swarm mind, unconscious Resistances physical 10 Weaknesses area damage 10, splash damage 10 Discorporate When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days. While the exact circumstances and surroundings determine how long the worm that walks's foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round. Typically, this requires the application of an area effect or splash weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 flat check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently. At the GM's discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks. --- Speed 30 feet Melee Single Action tendril +29 (reach 10 feet), Damage 4d8+14 persistent piercing damage Occult Spontaneous Spells DC 34, attack +26 - Cantrips (7th) Daze, Detect Magic, Light, Mage Hand, Shield - 1st Charm, Illusory Disguise, Mindlink, Ray of Enfeeblement (4 slots) - 2nd Comprehend Language, Illusory Creature, Mirror Image, Undetectable Alignment (4 slots) - 3rd Dream Message, Haste, Hypercognition, Slow (4 slots) - 4th Dimension Door, Modify Memory, Suggestion, Veil (4 slots) - 5th Black Tentacles, Mind Probe, Phantom Pain, Subconscious Suggestion (4 slots) - 6th Dispel Magic, Dominate, Paranoia, Summon Entity (4 slots) - 7th Phantasmal Killer, Visions of Danger, Warp Mind (3 slots) Squirming Embrace Single Action The worm that walks Strides, ending its movement sharing a space with a creature, and deals 5d8 piercing damage to the creature. The creature can attempt a DC 32 basic Reflex save. Swarm Shape Single Action (Concentrate) The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can't use attack actions and can't cast spells, but it can move through areas small enough for its individual worms to fit without having to Squeeze. It can use the same action to coalesce back into its normal form. ","skill_mod":{"society":23,"deception":28,"stealth":28,"intimidation":26,"occultism":27,"acrobatics":24},"primary_source":"Bestiary 2","spell":["Phantasmal Killer","Visions of Danger","Warp Mind","Dispel Magic","Dominate","Paranoia","Summon Entity","Black Tentacles","Mind Probe","Phantom Pain","Subconscious Suggestion","Dimension Door","Modify Memory","Suggestion","Veil","Dream Message","Haste","Hypercognition","Slow","Comprehend Language","Illusory Creature","Mirror Image","Undetectable Alignment","Charm","Illusory Disguise","Mindlink","Ray of Enfeeblement","Daze","Detect Magic","Light","Mage Hand","Shield"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 30 feet ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":5,"reflex_save":28,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":23,"size":["Medium"],"name":"Worm That Walks Cultist","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[32],"attack_bonus":[29],"constitution":5,"immunity":["disease","paralyzed","poison","precision","swarm mind","unconscious"],"creature_family":"Worm That Walks","spell_attack_bonus":[26],"will_save":26,"speed":{"max":30,"land":30},"wisdom":4,"weakness":{"area":10},"creature_ability":["Discorporate","Squirming Embrace","Swarm Shape"],"skill":["Acrobatics","Deception","Intimidation","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"This worm that walks was a cultist of the Great Old One Hastur in its prior life. It continues its conspiracies and strives to further its evil …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=864","dexterity":8,"category":"creature","slug":"creature-864"},{"remaster_name":["War Wraith"],"attack_bonus":[21],"constitution":3,"primary_source_category":"Rulebooks","strength":-5,"hp":130,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Wraith","will_save":21,"charisma":6,"speed":{"fly":60,"max":60},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Draining Presence","Sunlight Powerlessness","Attack of Opportunity","Absorb Wraith","Drain Life","Wraith Spawn"],"skill":["Acrobatics","Intimidation","Stealth"],"stealth":"19","trait":["Incorporeal","Undead","Wraith","LE","Large"],"id":"creature-865","text":" Dread Wraith These menacing spiritual remnants of wicked warlords or bloodthirsty generals are towering specters of shadow and death. Like other wraiths, dread wraiths haunt the shadowy places of the world, but dread wraiths are more likely to travel greater distances to sow terror or amass influence, often sticking to dark glades or sinister ruins when journeying across sun-dappled lands. Dread wraiths tends to be arrogant and rarely form a pack with others of their kind, preferring instead to dominate groups of ordinary wraiths. A particularly powerful necromancer might compel packs of dread wraiths into service, however, while a particularly malevolent goal—such as to eradicate a bastion of light and life—might draw several dread wraiths together in a common purpose. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Dread Wraith Source Bestiary 2 pg. 298 Perception +19; darkvision, lifesense 60 feet Languages Common, Necril Skills Acrobatics +19, Intimidation +21, Stealth +19 Str -5 Dex +6 Con +3 Int +3 Wis +4 Cha +6 --- AC 28 Fort +16 Ref +19 Will +21 +1 status to all saves vs. positive HP 130 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Draining Presence (aura, negative) 10 feet. A creature entering the aura must succeed at a DC 26 Fortitude save or become drained 1. It recovers after it has been out of the aura for 1 minute. This drained condition value is cumulative with the drained value caused by drain life, but not with multiple draining presence auras. A creature that succeeds at its save is temporarily immune to draining presence for 24 hours. Sunlight Powerlessness A dread wraith caught in sunlight is stunned 2 and clumsy 2. Attack of Opportunity Reaction --- Speed fly 60 feet Melee Single Action spectral hand +21 (Finesse, reach 10 feet), Damage 2d10+7 negative plus drain life Absorb Wraith Two Actions The dread wraith extends its hand toward another wraith creature within 100 feet. The target wraith dissolves and streaks toward the dread wraith in a straight line, dealing 6d10 negative damage to each creature along the line (DC 28 basic Fortitude save). The dread wraith absorbs the essence of the target wraith, becoming quickened and gaining a +10-foot status bonus to its fly Speed for a number of rounds equal to the level of the absorbed wraith. It can use its extra action only to Fly or Strike. An unwilling target can attempt a DC 28 Will save to resist being absorbed. Drain Life (Divine, Necromancy) When the dread wraith damages a living creature with its spectral hand Strike, the wraith gains 10 temporary Hit Points and the target must succeed at a DC 28 Fortitude save or become drained 1. Further damage dealt by the wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4. Wraith Spawn (Divine, Necromancy) A living humanoid slain by a wraith's spectral hand Strike rises as a wraith spawn after 1d4 rounds. This wraith spawn is under the command of the dread wraith that killed it. It doesn't have drain life or wraith spawn. If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will and gains drain life and wraith spawn. Dread Wraith Origins The most unusual dread wraiths are those that coalesce from an amalgamation of evil spirits, often in regions where such spirits are shredded from their consciousnesses and churned in foci of negative energy, such as the Negative Energy Plane or on the Isle of Terror. ","skill_mod":{"stealth":19,"intimidation":21,"acrobatics":19},"summary":"These menacing spiritual remnants of wicked warlords or bloodthirsty generals are towering specters of shadow and death. Like other wraiths, dread …","image":["/Images/Monsters/Wraith_DreadWraith.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet ","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=865","intelligence":3,"reflex_save":19,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Dread Wraith","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18],"slug":"creature-865"},{"remaster_name":["Zecui"],"primary_source_category":"Rulebooks","strength":4,"hp":100,"language":["Aklo"],"source":["Bestiary 2"],"type":"Creature","charisma":0,"perception":15,"stealth":"15","trait":["Aberration","Ethereal","Uncommon","LE","Medium"],"id":"creature-866","text":" Xill Xills visit the Material Plane, where they're often known as ethereal stalkers, primarily to maraud and to kidnap creatures back to their native Ethereal Plane. These four-armed, warmongering monsters paralyze their victims before implanting them with eggs using an ovipositor normally kept retracted behind their mandibles. Their single-minded drive to expand and conquer is so all-encompassing that while they work together dutifully and without dissent, there is little else in their lives. Recall Knowledge - Aberration (Occultism): DC 24 Recall Knowledge - Ethereal (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Xill Source Bestiary 2 pg. 299 Perception +15; darkvision Languages Aklo Skills Acrobatics +15, Athletics +14, Deception +12, Intimidation +14, Stealth +15, Warfare Lore +12 Str +4 Dex +5 Con +3 Int +0 Wis +3 Cha +0 Items Breastplate, +1 longbow (40 arrows), Scimitar (2), Steel Shield (Hardness 5, HP 20, BT 10) --- AC 24 (26 with shield raised) Fort +15 Ref +17 Will +11 HP 100 Attack of Opportunity Reaction Shield Block Reaction --- Speed 35 feet Melee Single Action scimitar +16 (Forceful, Sweep), Damage 2d6+7 slashing Melee Single Action bite +16, Damage 2d8+7 piercing plus xill paralysis Ranged Single Action longbow +17 (deadly 1d10, Magical, range 100 feet, reload 0, volley 30 feet), Damage 2d8 piercing Occult Innate Spells DC 24 - 7th Plane Shift (to Ethereal Plane or Material Plane only; self only) Double Slash Single Action (Flourish) The xill makes two scimitar Strikes against a single target. If both hit, combine their damage for the purpose of the target's resistances and weaknesses. The xill applies its multiple attack penalty to each strike normally. Implant Two Actions (Manipulate) Requirements The xill is adjacent to a unconscious, willing, or paralyzed creature; Effect The xill implants xill eggs in the creature's flesh. Xill Eggs (Disease) The sickened condition from xill eggs doesn't improve on its own until the disease is cured or runs its course. It can be cured with a 10-minute operation that requires a successful DC 26 Medicine check and deals 4d6 slashing damage to the host; Saving Throw DC 24 Fortitude; Maximum Duration 24 hours; Stage 1 infested with no ill effect (8 hours); Stage 2 sickened 1 (8 hours); Stage 3 sickened 2 (4 hours); Stage 4 sickened 2 and 2d6 persistent bleed damage as larval xills burrow out of the body and immediately fade away into the Ethereal Plane (1 hour) Xill Paralysis (Incapacitation, Occult) A creature hit by the xill's bite Strike must attempt a DC 24 Fortitude save. Critical Success The creature is unaffected and is immune to xill paralysis for 1 minute. Success The creature is slowed 1 for 1 round. Failure The creature is paralyzed for 1 round. Critical Failure The creature is paralyzed. It can attempt a new save at the end of each of its turns to recover, and the save DC decreases by 1 each round. The Ether War Xills see Material Plane creatures as little more than incubators, but the need for fresh hosts never abates, for on their home plane, xills are constantly at war. Only the relative emptiness of the Ethereal Plane keeps their conflict with creatures like ether spiders from becoming too overwhelming and outpacing the speed at which new ranks of soldiers can replace those who have fallen. ","skill_mod":{"deception":12,"stealth":15,"athletics":14,"intimidation":14,"acrobatics":15},"image":["/Images/Monsters/Xill.png"],"primary_source":"Bestiary 2","spell":["Plane Shift"],"ac":24,"item":["Breastplate","+1 longbow (40 arrows)","Scimitar (2)","Steel Shield (Hardness 5, HP 20, BT 10)"],"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Xill","alignment":"LE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[9,14,16],"attack_bonus":[16,16,17],"constitution":3,"will_save":11,"speed":{"max":35,"land":35},"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block","Double Slash","Implant","Xill Eggs","Xill Paralysis"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Warfare Lore"],"tradition":["Occult"],"summary":"Xills visit the Material Plane , where they're often known as ethereal stalkers, primarily to maraud and to kidnap creatures back to their native …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=866","dexterity":5,"category":"creature","slug":"creature-866"},{"attack_bonus":[9],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":34,"immunity":["mental"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Yellow Musk Creeper","will_save":4,"charisma":-1,"speed":{"max":5,"land":5},"perception":4,"wisdom":0,"weakness":{"fire":5},"creature_ability":["Bore into Brain","Spray Pollen"],"skill":["Stealth"],"stealth":"6","trait":["Mindless","Plant","N","Medium"],"id":"creature-867","text":" Yellow Musk Creeper Made up of thick, green vines with numerous yellow flowers, the yellow musk creeper grows at places where the ground is enriched with spilled blood and corpses, like battlefields and graveyards. An ideal environment for the yellow musk creeper isn't inhabited, but draws occasional humanoid visitors the plant can transform into thralls. The yellow musk creeper enraptures creatures with its bright yellow pollen to bring them close. It then physically alters their brains with its tendrils, implanting a seed in each to turn the creatures into mindless thralls. The yellow musk creeper might try to take over a sleeping creature, but it lacks the faculties to sneak up on anyone, and is likely to wake victims before it can drag itself close enough. The plant's pollen can spread far on the wind but quickly becomes too diffuse to cause harm. Wilderness scouts learn to sniff out the distinctive musky scent of the pollen, which stays potent even in harmless quantities. A sprouting creeper is also easy to detect, since it grows from the rotting, messy corpse of a thrall creature. Recall Knowledge - Plant (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Yellow Musk Creeper Source Bestiary 2 pg. 300 Perception +4; tremorsense (imprecise) 30 feet Languages Skills Stealth +6 Str +3 Dex +2 Con +4 Int -5 Wis +0 Cha -1 --- AC 18 Fort +10 Ref +6 Will +4 HP 34 Immunities mental Weaknesses fire 5 --- Speed 5 feet Melee Single Action tendril +9 (reach 10 feet), Damage 1d10+3 piercing Bore into Brain Three Actions (Manipulate, Mental) The creeper bores dozens of tendrils into the brain of a Small, Medium, or Large humanoid creature that's unconscious, willing, or fascinated by Spray Pollen, and within reach of the creeper's tendrils. The creature must succeed at a DC 18 Fortitude save or become stupefied 1 (stupefied 2 on a critical failure). Subsequent failed saves against Bore into Brain increase the stupefied value. If the creature reaches stupefied 5, it is turned into a yellow musk thrall. Boring into a creature's brain doesn't end fascination caused by Spray Pollen. Spray Pollen Two Actions (Mental, Poison, Incapacitation) The yellow musk creeper blasts yellow pollen in either a 30-foot line or a 15-foot cone. Each creature in the emanation must attempt a DC 20 Will save. Once a creature succeeds at any save against Spray Pollen, it becomes temporarily immune for 24 hours. Success The creature is unaffected. Failure The creature is fascinated. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act. If anyone takes a hostile action against the creature or its allies, the effect ends. Otherwise, the creature can attempt a new save at the end of each of its turns. On a success, the effects end. Critical Failure As failure, but the condition doesn't end automatically if anyone takes a hostile action against the creature or its allies. Massive Musk Creepers Ancient or specially cultivated musk creepers can grow to great size. Their pollen often changes color as they grow, and pollen of different colors can alter the creeper's thralls in different ways. Some creepers even become intelligent after they're awakened by primal magic. These few exert far more control over their thralls. ","skill_mod":{"stealth":6},"summary":"Made up of thick, green vines with numerous yellow flowers, the yellow musk creeper grows at places where the ground is enriched with spilled blood …","image":["/Images/Monsters/YellowMuskCreeper.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" tremorsense (imprecise) 30 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=867","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":10,"size":["Medium"],"name":"Yellow Musk Creeper","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-867"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":12,"immunity":["mental"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Yellow Musk Creeper","will_save":2,"charisma":-2,"speed":{"max":25,"land":25},"perception":0,"wisdom":0,"weakness":{"fire":5},"creature_ability":["Slow","Entangling Tendrils","Limb Extension","Pollen Touch"],"skill":["Athletics"],"trait":["Mindless","Plant","N","Medium"],"id":"creature-868","text":" Yellow Musk Thrall A creature transformed by a yellow musk creeper's tendrils boring into its brain becomes a yellow musk thrall if it's Small or Medium, or a yellow musk brute if Large (a Small creature becomes a Small thrall rather than a Medium one). The transformation takes 1 hour. A yellow musk thrall takes only the most rudimentary of actions: bringing the yellow musk creeper water and new creatures to infest. After a few days (or if the creeper dies), the thrall wanders off into the wilderness and falls dead within 24 hours. The body of a deceased thrall sprouts a new yellow musk creeper within hours of its death, becoming a fully grown plant within 24 hours. Recall Knowledge - Plant (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Yellow Musk Thrall Source Bestiary 2 pg. 301 Perception +0; low-light vision Languages Skills Athletics +5 Str +3 Dex -2 Con +2 Int -5 Wis +0 Cha -2 Slow A yellow musk thrall is permanently slowed 1 and can't use reactions. --- AC 14 Fort +6 Ref +0 Will +2 HP 12 Immunities mental Weaknesses fire 5 Entangling Tendrils (aura) 5 feet. Grasping tendrils extend out from the thrall. When the thrall ends its movement next to a creature, or a creature ends its turn next to the thrall, that creature must succeed at a DC 14 Reflex save or be grabbed by the tendrils. --- Speed 25 feet Melee Single Action fist +7, Damage 1d4+3 bludgeoning plus Grab and pollen touch Limb Extension Free Action Trigger The yellow musk thrall is reduced to 4 HP or fewer; Effect Creeper tendrils tear through the thrall's limbs, causing its forearms to tear loose. The thrall's melee reach increases by 5 feet. Pollen Touch When the thrall strikes a creature, that creature is exposed to yellow musk creeper pollen, as Spray Pollen (DC 14). The creature is fascinated by the yellow musk creeper that spawned the thrall, not by the thrall itself. ","skill_mod":{"athletics":5},"summary":"A creature transformed by a yellow musk creeper's tendrils boring into its brain becomes a yellow musk thrall if it's Small or Medium, or a yellow …","image":["/Images/Monsters/YellowMuskCreeper_Thrall.png"],"primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":14,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=868","intelligence":-5,"reflex_save":0,"strongest_save":["fort","fortitude"],"dexterity":-2,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Yellow Musk Thrall","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-868"},{"attack_bonus":[11],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":45,"immunity":["mental"],"source":["Bestiary 2"],"type":"Creature","creature_family":"Yellow Musk Creeper","will_save":6,"charisma":-2,"speed":{"max":25,"land":25},"perception":4,"wisdom":0,"weakness":{"fire":10},"creature_ability":["Slow","Entangling Tendrils","Limb Extension","Pollen Touch"],"skill":["Athletics"],"trait":["Mindless","Plant","N","Large"],"id":"creature-869","text":" Yellow Musk Brute A creature transformed by a yellow musk creeper's tendrils boring into its brain becomes a yellow musk thrall if it's Small or Medium, or a yellow musk brute if Large (a Small creature becomes a Small thrall rather than a Medium one). The transformation takes 1 hour. A yellow musk thrall takes only the most rudimentary of actions: bringing the yellow musk creeper water and new creatures to infest. After a few days (or if the creeper dies), the thrall wanders off into the wilderness and falls dead within 24 hours. The body of a deceased thrall sprouts a new yellow musk creeper within hours of its death, becoming a fully grown plant within 24 hours. Recall Knowledge - Plant (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Yellow Musk Brute Source Bestiary 2 pg. 301 Perception +4; low-light vision Languages Skills Athletics +9 Str +5 Dex -3 Con +4 Int -5 Wis +0 Cha -2 Slow A yellow musk brute is permanently slowed 1 and can't use reactions. --- AC 15 Fort +10 Ref +3 Will +6 HP 45 Immunities mental Weaknesses fire 10 Entangling Tendrils (aura Entangling Tendrils) 5 feet. Grasping tendrils extend out from the brute. When the brute ends its movement next to a creature, or a creature ends its turn next to the brute, that creature must succeed at a DC 15 Reflex save or be grabbed by the tendrils. --- Speed 25 feet Melee Single Action fist +11 (reach 10 feet), Damage 1d12+5 bludgeoning plus Improved Push 5 feet Limb Extension Free Action Trigger The yellow musk brute is reduced to 15 HP or fewer; Effect Creeper tendrils tear through the brute's limbs, causing its forearms to tear loose. The brute's melee reach increases by 5 feet. Pollen Touch When the brute strikes a creature, that creature is exposed to yellow musk creeper pollen, as Spray Pollen (DC 15). The creature is fascinated by the yellow musk creeper that spawned the brute, not by the brute itself. Recovery from Thralldom A creature that's transformed into a yellow musk thrall or brute doesn't die right away, although it no longer retains its personality, memories, or abilities as long as it exists as a thrall. Within the first few days after its transformation, a thrall or brute can be restored to its normal life with any magical effect that can remove disease or a 1-hour procedure that requires a successful DC 22 Medicine (expert) check and deals 2d6 slashing damage to the thrall or brute. ","skill_mod":{"athletics":9},"summary":"A creature transformed by a yellow musk creeper's tendrils boring into its brain becomes a yellow musk thrall if it's Small or Medium, or a yellow …","primary_source":"Bestiary 2","trait_group":["Monster","Creature Type"],"ac":15,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=869","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-3,"vision":"Low-light vision","fortitude_save":10,"size":["Large"],"name":"Yellow Musk Brute","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-869"},{"attack_bonus":[11],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":55,"language":["Abyssal","(can't speak any language)"],"source":["Bestiary 2"],"type":"Creature","will_save":12,"charisma":1,"speed":{"max":40,"land":40},"perception":9,"wisdom":3,"weakness":{"silver":5},"creature_ability":["Bay","Sinister Bite"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"10","trait":["Beast","Fiend","CE","Medium"],"id":"creature-870","text":" Yeth Hound Wicked canine creatures who live for the thrill of the hunt, yeth hounds often serve evil masters as guardians and trackers. Yeth hounds resemble lean, sleek dogs with overlarge ears and narrow paws that can tread on air as easily as the ground. Despite their canine appearance, yeth hounds are remarkably intelligent, although they rarely display this intelligence except when devising intricate tactics to ensnare their quarry. Their eerie bays echo across the countryside when they are engaged in a hunt, and they particularly enjoy baying to frighten and disorient intelligent creatures. Yeth hound packs can number as many as a dozen members, each working in uncanny communion with its packmates to corner and kill their prey. Yeth hounds like to drag their victims back to their lairs to eat at their leisure, so these lairs often contain discarded treasures from the hounds' previous meals. Yeth hounds despise two things: sunlight and other canines. They hunt only at night if they can, often breaking off their hunt at dawn to retreat to a subterranean lair or den, no matter how close they had come to catching their prey. Yeth hounds usually attack wargs, wolves, and similar creatures on sight, working to drive larger or more powerful canines from their hunting areas when then can't simply overpower and kill them. Evil rangers, bestial demons, and wicked cults are frequently gifted yeth hound servants by fiendish patrons. Such hounds often serve as spies and are quick to turn against those who fail to advance the patrons' wicked aims. The cult of Lamashtu, in particular, is fond of using yeth hounds as temple guardians. Recall Knowledge - Beast (Arcana, Nature): DC 18 Recall Knowledge - Fiend (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Yeth Hound Source Bestiary 2 pg. 302 Perception +9; darkvision, scent (imprecise) 30 feet Languages Abyssal; (can't speak any language) Skills Acrobatics +8, Athletics +9, Stealth +10, Survival +8 Str +4 Dex +3 Con +2 Int -2 Wis +3 Cha +1 --- AC 18 Fort +9 Ref +12 Will +12 HP 55 Weaknesses silver 5 --- Speed 40 feet; air walk Melee Single Action jaws +11, Damage 1d8+6 piercing plus 1d6 evil, Knockdown, and sinister bite Divine Innate Spells DC 20 - Constant (4th) Air Walk Bay Three Actions (Auditory, Concentrate, Divine, Enchantment, Fear, Mental) The yeth hound emits an unearthly howl audible up to 300 feet away. Any non-fiend creature that hears the howl must succeed at a DC 20 Will save or become frightened 1. Any creature that critically fails and is within 60 feet of the yeth hound is instead frightened 3 and fleeing for 1d4 rounds (or until it recovers from its frightened condition). Whether it succeeds or fails the saving throw, the creature is then temporarily immune to Bay for 24 hours. Sinister Bite A good creature bitten by a yeth hound must attempt a DC 20 Will save. On a critical success, the creature is temporarily immune to sinister bite for 1 minute. A creature that fails becomes frightened 1, or increases the value of its frightened condition by 1 if already frightened. Yeth Hound Allies When an evil cult engages the services of a yeth hound, the process is more like forging an alliance than animal training. Yeth hound allies can provide much more complex services than a typical animal, but they also present the risk of possible treachery. ","tradition":["Divine"],"skill_mod":{"survival":8,"stealth":10,"athletics":9,"acrobatics":8},"summary":"Wicked canine creatures who live for the thrill of the hunt, yeth hounds often serve evil masters as guardians and trackers. Yeth hounds resemble …","image":["/Images/Monsters/YethHound.png"],"primary_source":"Bestiary 2","spell":["Air Walk"],"trait_group":["Creature Type"],"ac":18,"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=870","intelligence":-2,"reflex_save":12,"strongest_save":["ref","reflex","will"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Yeth Hound","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-870"},{"primary_source_category":"Rulebooks","strength":9,"hp":310,"language":["Arboreal","Common","Sylvan","Terran","<%SPELLS%294%%>speak with plants<%END>"],"source":["Bestiary 2"],"type":"Creature","charisma":6,"perception":28,"stealth":"29","trait":["Dragon","Plant","N","Gargantuan"],"id":"creature-871","text":" Zomok Mighty plant-dragons, zomoks prowl the woodlands, defending their homes from destructive forces while healing and restoring the woods following natural disasters and ravaging intruders. Zomoks vary in appearance with the seasons, growing verdant green in the spring and summer, changing to autumnal colors in the fall, and decaying to brown in winter. While zomoks can and often do swallow their foes, they have no real need to eat. Any creature they gulp down is typically left behind as a mangled corpse the next time the zomok travels via their Forest Step ability. Zomoks reach 35 to 40 feet in length and weigh 30 tons. Recall Knowledge - Dragon (Arcana): DC 35 Recall Knowledge - Plant (Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Zomok Source Bestiary 2 pg. 303 Perception +28; darkvision, tremorsense (imprecise) 60 feet Languages Arboreal, Common, Sylvan, Terran; speak with plants Skills Acrobatics +27, Athletics +33, Nature +29, Stealth +29, Survival +30 Str +9 Dex +5 Con +9 Int +3 Wis +6 Cha +6 --- AC 39 Fort +31 Ref +25 Will +28 HP 310 Immunities paralyzed, poison, sleep, stunned Weaknesses fire 15 --- Speed 30 feet, fly 80 feet; pass without trace Melee Single Action jaws +33 (Magical, reach 15 feet), Damage 3d12+17 piercing plus Improved Grab Melee Single Action claw +33 (Agile, Magical, reach 15 feet), Damage 3d8+17 slashing Melee Single Action tail +33 (Magical, reach 20 feet), Damage 3d10+17 bludgeoning Primal Innate Spells DC 34, attack +26 - 1st Pass Without Trace - 6th Tangling Creepers - 7th Wall of Thorns - 8th Charm (plant creatures only) - Constant (4th) Speak with Plants Rituals DC 34 - 4th Blight, Plant Growth - 6th Primal Call (doesn't require secondary casters) Entombing Breath Two Actions (Conjuration, Earth, Primal) The zomok blasts forth a 60-foot cone of earth and gravel, dealing 17d6 bludgeoning damage (DC 34 basic Reflex save); prone creatures take a –2 circumstance penalty to this saving throw. Creatures touching the ground that fail their saves take a 10-foot circumstance penalty to their Speeds and are restrained (Escape DC 34) on a critical failure. The zomok can't use Entombing Breath again for 1d4 rounds. The bodies of creatures slain by Entombing Breath instantly decompose and are destroyed—they can be restored to life only by a 7th-level or higher spell or ritual that restores life. The creature's equipment is unharmed but buried under 5 feet of earth. Forest Step Single Action (Conjuration, Healing, Necromancy, Primal, Teleportation) Frequency three times per day; Effect The zomok teleports itself with the effects of a 5th-level dimension door spell, but the zomok must begin and end the teleportation effect in forest terrain. The zomok regains 10d10 Hit Points during this teleportation. Creatures swallowed by the zomok are left behind. The zomok can't use Forest Step again for 1d6+1 rounds. Swallow Whole Single Action (Attack) Huge, 3d12+9 bludgeoning, Rupture 35 Trample Three Actions Huge or smaller, tail, DC 32 Zomoks' Primal Call Zomoks can use primal call without needing any secondary casters. The zomok typically calls an awakened tree, arboreal, or shambler, and often tasks the called creature with guarding a sacred location, accompanying an ally on a mission for the good of the forest, or a similar assignment. ","skill_mod":{"nature":29,"survival":30,"stealth":29,"athletics":33,"acrobatics":27},"image":["/Images/Monsters/Zomok.png"],"primary_source":"Bestiary 2","spell":["Charm","Wall of Thorns","Tangling Creepers","Speak with Plants","Pass Without Trace"],"ac":39,"level":16,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet ","resistance":{},"intelligence":3,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":31,"size":["Gargantuan"],"name":"Zomok","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[30,33,36],"attack_bonus":[33,33,33],"constitution":9,"immunity":["paralyzed","poison","sleep","stunned"],"spell_attack_bonus":[26],"will_save":28,"speed":{"fly":80,"max":80,"land":30},"wisdom":6,"weakness":{"fire":15},"creature_ability":["Entombing Breath","Forest Step","Swallow Whole","Trample"],"skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Mighty plant-dragons, zomoks prowl the woodlands, defending their homes from destructive forces while healing and restoring the woods following …","trait_group":["Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=871","dexterity":5,"category":"creature","slug":"creature-871"},{"primary_source_category":"Adventure Paths","strength":8,"hp":350,"language":["Celestial","Infernal","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","charisma":7,"perception":33,"stealth":"35","trait":["Fiend","Rare","NE","Huge"],"id":"creature-872","text":" Ammut These chimeric, desert-dwelling fiends have massive bodies that are part hippopotamus, part large cat, and part crocodile. Though they devour souls for sustenance, ammuts are infamously picky eaters; most will only eat experienced adventurers or, for a special treat, particularly evil creatures, passing over common folk or those whose mettle has never been tested. Only a few ammuts are known to exist, and most dwell in Osirion. However, recent expeditions into Orv's Vault of the Black Desert have uncovered the existence of ammuts in this region, as well. Recall Knowledge - Fiend (Religion): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Ammut Source Pathfinder #155: Lord of the Black Sands pg. 77 Perception +33; darkvision, scent (imprecise) 30 feet, true seeing Languages Celestial, Infernal; telepathy 100 feet Skills Athletics +34, Intimidation +33, Occultism +29, Religion +32, Stealth +35 Str +8 Dex +7 Con +9 Int +3 Wis +6 Cha +7 --- AC 41 Fort +35 Ref +27 Will +28 HP 350 Immunities evil Resistances fire 20, poison 20 Weaknesses good 20 --- Speed 50 feet, burrow 30 feet Melee Single Action claw +32 (Agile, reach 10 feet), Damage 3d8+16 slashing plus wasting wound Melee Single Action foot +30 (deadly d10), Damage 4d8+12 plus stunned 1 (DC 38 Fortitude negates) Melee Single Action jaws +32 (reach 15 feet), Damage 3d12+16 piercing plus Improved Grab Divine Innate Spells DC 37 - 6th Dominate - Constant (6th) Detect Alignment (evil only), True Seeing Breath Weapon Two Actions (Curse, Divine, Evocation, Fire) The ammut exhales a blast of flame that deals 18d6 fire damage to all creatures in a 30- foot cone (DC 37 basic Reflex save). The ammut can't use their Breath Weapon again for 1d4 rounds. Devour Soul (Curse, Death, Divine, Necromancy) A creature whose HP drops to 0 while swallowed by an ammut has its soul consumed, as well as its body. The creature dies instantly and cannot be brought back to life except by miracle , wish , or similar magic. Fast Swallow Reaction Trigger The ammut Grabs a creature; Effect The ammut uses Swallow Whole. Swallow Whole Single Action Large, 3d12+8 bludgeoning, Rupture 32 Wasting Wound (Curse, Divine, Necromancy) A creature dealt damage by an ammut's claw Strike must succeed at a DC 37 Will save or become enfeebled 1 and drained 1 (or enfeebled 2 and drained 2 on a critical failed save). The conditions cannot be mitigated until the curse is removed, and the curse cannot be removed until all damage dealt by the claw Strike is healed. Each day, a creature afflicted with wasting wound must attempt another saving throw; on a failed save, the values of its enfeebled and drained conditions each increase by 1. If the victim dies while cursed, its soul is destroyed, as per the ammut's devour soul ability. Ammut Diet In an article published in volume 36 of the Pathfinder Chronicles , Tarana Geshepalamori recounts surviving an ammut attack after the beast dismissed her as “a bland soul.” She subsequently interviewed the fiend, who shared that an ammut “tastes” souls in much the same way a chef tastes the elements of a dish; the most delectable souls are those that have faced (or, especially, inflicted) great suffering and evil. ","skill_mod":{"stealth":35,"athletics":34,"intimidation":33,"occultism":29,"religion":32},"image":["/Images/Monsters/Ammut.png"],"primary_source":"Pathfinder #155: Lord of the Black Sands","spell":["Dominate","Detect Alignment","True Seeing"],"ac":41,"level":18,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet , true seeing ","resistance":{"poison":20,"fire":20},"intelligence":3,"reflex_save":27,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":35,"source_group":["Extinction Curse"],"size":["Huge"],"spoilers":"Extinction Curse","name":"Ammut","alignment":"NE","rarity":"rare","strike_damage_average":[29,30,35],"attack_bonus":[30,32,32],"constitution":9,"immunity":["evil"],"will_save":28,"speed":{"max":50,"land":50,"burrow":30},"wisdom":6,"weakness":{"good":20},"creature_ability":["Breath Weapon","Devour Soul","Fast Swallow","Swallow Whole","Wasting Wound"],"primary_source_group":"Extinction Curse","skill":["Athletics","Intimidation","Occultism","Religion","Stealth"],"tradition":["Divine"],"summary":"These chimeric, desert-dwelling fiends have massive bodies that are part hippopotamus, part large cat, and part crocodile. Though they devour souls …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=872","dexterity":7,"category":"creature","slug":"creature-872"},{"primary_source_category":"Adventure Paths","strength":7,"hp":300,"language":["Auran","Undercommon"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","charisma":6,"perception":30,"stealth":"31","trait":["Air","Elemental","Genie","Rare","CN","Large"],"id":"creature-873","text":" Muurfeli Whereas typical djinn can cleanse or clear areas with their arcane winds, the air magic of muurfeli is tainted by the Black Desert's noxious radiation and mixed with the realm's ambient fetid winds. Recall Knowledge - Elemental (Arcana, Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Muurfeli Source Pathfinder #155: Lord of the Black Sands pg. 78 Perception +30; darkvision, detect magic Languages Auran, Undercommon Skills Acrobatics +33, Arcana +27, Athletics +31, Deception +28, Stealth +31 Str +7 Dex +9 Con +5 Int +5 Wis +3 Cha +6 Items +2 greater striking scimitar --- AC 39 Fort +25 Ref +31 Will +27 HP 300 Resistances fire 15, poison 15 Weaknesses cold 10 Firedamp Winds (air, aura) 30 feet, DC 33. Swirling winds of noxious, flammable gas surround a muurfeli. An open flame, spark, or similar fire effect in the area causes an explosion that deals 20d6 fire damage to all creatures in the aura (including the muurfeli) and temporarily disables the aura for 1 minute. When the muurfeli takes damage from an ability with the water trait or fails a saving throw against a water effect, their firedamp winds aura is disabled for 1 minute. A creature that enters or begins its turn in the aura must attempt a Fortitude save. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 2 and fatigued. --- Speed 35 feet, fly 50 feet Melee Single Action fist +29 (Agile, Finesse, Magical, Nonlethal, reach 10 feet), Damage 3d10+15 bludgeoning plus 2d6 poison Melee Single Action scimitar +31 (Forceful, Magical, reach 10 feet, Sweep), Damage 3d6+17 slashing plus 2d6 poison Ranged Single Action fetid winds +31 (Air, Evocation, Magical, Poison, range increment 20 feet), Damage 2d8+7 bludgeoning plus 2d8+5 poison Arcane Innate Spells DC 36 - 2nd Enhance Victuals (at will) - 4th Burning Hands (at will), Gaseous Form, Invisibility (at will; self only) - 5th Illusory Creature - 7th Cloudkill - Constant (4th) Detect Magic Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) The muurfeli can take on the form of an owl. The owl form always looks the same, but the muurfeli can choose to become either Tiny or Small in this form. This transformation doesn't change their Speed or the attack and damage bonuses of their Strikes, but might change the damage type their Strikes deal (typically to slashing). ","element":["Air"],"skill_mod":{"deception":28,"stealth":31,"arcana":27,"athletics":31,"acrobatics":33},"image":["/Images/Monsters/Muurfeli.png"],"primary_source":"Pathfinder #155: Lord of the Black Sands","spell":["Cloudkill","Illusory Creature","Burning Hands","Gaseous Form","Invisibility","Enhance Victuals","Detect Magic"],"ac":39,"item":["+2 greater striking scimitar"],"level":16,"spell_dc":[36],"source_category":["Adventure Paths"],"sense":" darkvision , detect magic ","resistance":{"poison":15,"fire":15},"intelligence":5,"reflex_save":31,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":25,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Muurfeli","alignment":"CN","rarity":"rare","strike_damage_average":[30,34,38],"attack_bonus":[29,31,31],"constitution":5,"creature_family":"Blightburn Genies","will_save":27,"speed":{"fly":50,"max":50,"land":35},"wisdom":3,"weakness":{"cold":10},"creature_ability":["Firedamp Winds","Change Shape"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Arcana","Athletics","Deception","Stealth"],"tradition":["Arcane"],"summary":"Whereas typical djinn can cleanse or clear areas with their arcane winds, the air magic of muurfeli is tainted by the Black Desert's noxious …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=873","dexterity":9,"category":"creature","slug":"creature-873"},{"primary_source_category":"Adventure Paths","strength":9,"hp":280,"language":["Terran","Undercommon"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","charisma":6,"perception":31,"trait":["Earth","Elemental","Genie","Rare","LE","Large"],"id":"creature-874","text":" Ararda Shaitans corrupted by the Black Desert's blightburn become scorpion-like arardas. While other earth genies sparkle with the iridescence of gemstones and evoke the power of the earth itself, arardas use their connection to the ground to harness the might of electricity. Arardas are so infused with this radioactive crystal that their mere presence is toxic to most living creatures. Recall Knowledge - Elemental (Arcana, Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Ararda Source Pathfinder #155: Lord of the Black Sands pg. 79 Perception +31; darkvision, detect magic , tremorsense (imprecise) 60 feet Languages Terran, Undercommon Skills Athletics +35, Black Desert Lore +27, Deception +30, Intimidation +30, Nature +33, Survival +33 Str +9 Dex +6 Con +7 Int +3 Wis +7 Cha +6 Items +2 greater striking maul --- AC 43 Fort +33 Ref +30 Will +31 HP 280 Immunities disease Resistances electricity 20 Weaknesses sonic 20 Blightburn Radiation (abjuration, arcane, aura, disease) 60 feet. Blightburn crystals infused into an ararda's body attempt to counteract any teleportation spell moving into or out of the aura's emanation (counteract check +31; 7th level). In addition, any creature that starts its turn within the emanation is exposed to blightburn sickness. The aura is blocked by lead sheeting, 1 foot of stone, or large force effects (such as a wall of force , but not a shield spell). An ararda can suppress their aura with an action that has the concentrate trait. Charged Earth (electricity) Any creature that hits an ararda with an unarmed attack or touches the ararda takes 2d8 electricity damage. Weapons that hit an ararda also take 2d8 electricity damage. --- Speed 30 feet, burrow 45 feet, fly 20 feet; earth glide Melee Single Action maul +35 (Magical, reach 10 feet, Shove), Damage 3d12+17 bludgeoning Melee Single Action sand fist +35 (Agile, Earth, Electricity, Magical, Nonlethal, reach 10 feet), Damage 2d8+17 bludgeoning plus 2d8 electricity and blightburn sickness Ranged Single Action sand spear +32 (Earth, Electricity, Magical, range increment 30 feet), Damage 4d8 piercing plus 2d8 electricity and blightburn sickness Arcane Innate Spells DC 37 - 4th Gaseous Form (self only), Glitterdust (×3) - 5th Shape Stone (at will) - 6th Veil (self only), Wall of Stone - 7th Chain Lightning, Flesh to Stone - Constant (4th) Detect Magic Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) The ararda can take on the form of an scorpion. The scorpion form always looks the same, but the ararda can choose to become either Tiny or Small in this form. This transformation doesn't change their Speed or the attack and damage bonuses of their Strikes, but might change the damage type their Strikes deal (typically to piercing). Earth Glide The ararda can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing. ","element":["Earth"],"skill_mod":{"deception":30,"nature":33,"survival":33,"athletics":35,"intimidation":30},"image":["/Images/Monsters/Ararda.png"],"primary_source":"Pathfinder #155: Lord of the Black Sands","spell":["Chain Lightning","Flesh to Stone","Veil","Wall of Stone","Shape Stone","Gaseous Form","Glitterdust","Detect Magic"],"ac":43,"item":["+2 greater striking maul"],"level":18,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" darkvision , detect magic , tremorsense (imprecise) 60 feet ","resistance":{"electricity":20},"intelligence":3,"reflex_save":30,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":33,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Ararda","alignment":"LE","rarity":"rare","strike_damage_average":[27,35,36],"attack_bonus":[32,35,35],"constitution":7,"immunity":["disease"],"creature_family":"Blightburn Genies","will_save":31,"speed":{"fly":20,"max":45,"land":30,"burrow":45},"wisdom":7,"weakness":{"sonic":20},"creature_ability":["Blightburn Radiation","Charged Earth","Change Shape","Earth Glide"],"primary_source_group":"Extinction Curse","skill":["Athletics","Black Desert Lore","Deception","Intimidation","Nature","Survival"],"tradition":["Arcane"],"summary":"Shaitans corrupted by the Black Desert's blightburn become scorpion-like arardas. While other earth genies sparkle with the iridescence of …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=874","dexterity":6,"category":"creature","slug":"creature-874"},{"attack_bonus":[31,32,33],"constitution":5,"primary_source_category":"Adventure Paths","strength":9,"hp":230,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","fire (see below)","healing","magic (see below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","creature_family":"Golem","will_save":26,"charisma":-5,"speed":{"fly":25,"max":25,"land":25},"perception":28,"wisdom":0,"weakness":{},"creature_ability":["Assimilate Lava","Golem Antimagic","Vulnerable to Shatter","Fling Shards","Shred Armor"],"primary_source_group":"Extinction Curse","skill":["Athletics"],"trait":["Construct","Golem","Mindless","Uncommon","N","Large"],"id":"creature-875","text":" Obsidian Golem The art of golem animation is not limited to societies with access to expensive crafting materials or a long history of arcane mastery. Among the resource-poor xulgaths who dwell in the Darklands, especially those hardy clutches that call the Black Desert their home, obsidian is one of the most common crafting materials available. Combine this ingredient with a powerful spellcaster and the xulgath tradition of inflection—magically warping and working normally inflexible stone—and the end result is an obsidian golem. Recall Knowledge - Construct (Arcana, Crafting): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Obsidian Golem Source Pathfinder #155: Lord of the Black Sands pg. 80 Perception +28; darkvision Languages Skills Athletics +33 Str +9 Dex +6 Con +5 Int -5 Wis +0 Cha -5 --- AC 40 Fort +29 Ref +24 Will +26 HP 230 Immunities bleed, death effects, disease, doomed, drained, fatigued, fire (see below), healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 15 (except adamantine or bludgeoning) Assimilate Lava An obsidian golem that submerges itself in lava or magma takes no damage from it, and for as long as it remains submerged, it becomes slowed 2 and gains fast healing 15. Golem Antimagic harmed by sonic (8d10, 2d10 from area or persistent damage); healed by cold (area 2d10 HP); slowed by fire Vulnerable to Shatter Casting a shatter spell on an obsidian golem affects the golem normally, but also causes jagged chunks of obsidian to flake off its body. The squares on which the golem was standing (or the squares below it, if it was flying) become difficult terrain. --- Speed 25 feet, fly 25 feet Melee Single Action fist +33 (deadly d10, Magical, reach 10 feet, versatile S), Damage 4d10+15 piercing Melee Single Action wing +31 (Agile, deadly d10, Magical, reach 10 feet, versatile S), Damage 3d10+15 piercing Ranged Single Action obsidian sliver +32 (deadly d8, Magical, range increment 30 feet, versatile S), Damage 4d8+15 piercing Fling Shards Single Action The obsidian golem slings razor-sharp shards of itself in a 15-foot cone. Creatures in the area take 4d8+9 slashing damage (DC 37 basic Reflex save). Shred Armor An obsidian golem's body is so sharp that it tears through armor like a knife through butter. Whenever the golem scores a critical hit with a fist Strike against a creature wearing non-adamantine armor, the creature's armor becomes broken. Glass Avatars Demon worshippers in particular show a strong propensity toward creating obsidian golems, often designing these constructs in the image of their patron demon lord. ","skill_mod":{"athletics":33},"summary":"The art of golem animation is not limited to societies with access to expensive crafting materials or a long history of arcane mastery. Among the …","image":["/Images/Monsters/Golem_ObsidianGolem.png"],"primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["Creature Type","Monster","Rarity"],"ac":40,"level":16,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=875","intelligence":-5,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":29,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Obsidian Golem","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[31,33,37],"slug":"creature-875"},{"primary_source_category":"Adventure Paths","strength":11,"hp":380,"language":["Aklo","Necril"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","charisma":7,"perception":38,"trait":["Aberration","Undead","Unique","CE","Gargantuan"],"id":"creature-876","text":" Iffdahsil The slithering horror known as Iffdahsil is an undead shoggoth that has haunted the vault of the Black Desert for millennia. Drow legends in particular tend to feature Iffdahsil, terrifying the elves from a young age. Recall Knowledge - Aberration (Occultism): DC 52 Recall Knowledge - Undead (Religion): DC 52 Unspecific Lore : DC 50 Specific Lore : DC 47 Iffdahsil Source Pathfinder #155: Lord of the Black Sands pg. 81 Perception +38; darkvision, lifesense (imprecise) 60 feet, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet Languages Aklo, Necril Skills Athletics +40, Intimidation +36 Str +11 Dex +9 Con +10 Int +0 Wis +8 Cha +7 --- AC 43 all-around vision Fort +39 Ref +36 Will +35 +1 status to all saves vs. magical effects HP 380 (fast healing 30, negative healing) Immunities blinded, controlled, critical hits, deafened, death effects, disease, paralyze, poison, precision, sleep, unconscious Resistances acid 20, cold 20, physical 15 (except magical silver), sonic 20 Weaknesses good 20 Aura of Annihilation (aura, necromancy, occult) 60 feet, DC 45. A creature entering or starting its turn in the aura that fails at a Fortitude save becomes doomed 1 and drained 1. If the target was already doomed or drained, the values of these conditions increase by 1, to a maximum of doomed 3 and drained 3. A creature that dies while doomed 3 and drained 3 in this way disintegrates into black sand. Unkillable (necromancy, occult) Unlike most undead, Iffdahsil isn't destroyed at 0 HP. Iffdahsil's fast healing continues to function normally, though on any round it begins its turn at 0 HP, it is enfeebled 4 and slowed 1 until the start of its next turn. While Iffdahsil is at 0 HP, it can be killed permanently only by simultaneously exposing it to direct sunlight (or a 10th-level sunburst spell) and casting a miracle or wish spell (or similar magic) directed at destroying it. --- Speed 40 feet, burrow 40 feet, climb 25 feet Melee Single Action pseudopod +38 (Magical, reach 30 feet), Damage 5d10+21 piercing plus Grab Occult Innate Spells DC 42 - 7th Hallucinatory Terrain - 8th Disappearance (at will; self only), Hallucination - 9th Overwhelming Presence Constrict Single Action 3d10+17 piercing Eat Away A creature that begins its turn inside Iffdahsil takes 10d6 negative damage. Iffdahsil gains temporary HP for 1 minute equal to half the damage dealt. Engulf Two Actions DC 43, 10d6 negative, Escape DC 43, Rupture 45 Tentacular Burst Two Actions Iffdahsil deals 8d8 piercing damage to each creature in a 10-foot emanation (DC 43 basic Reflex save) and can also attempt to Grab any creatures who critically fail their save as a free action. Iffdahsil is then flat-footed until the start of its next turn. Mysterious Origins Iffdahsil's path to undeath is unknown. Many believe Iffdahsil can consume and incorporate the souls and minds of its victims, which might explain its spellcasting powers and relatively advanced intellect, though this also gives rise to more unanswerable questions about its horrific nature and unknowable goals. ","skill_mod":{"athletics":40,"intimidation":36},"image":["/Images/Monsters/Iffdahsil.png"],"primary_source":"Pathfinder #155: Lord of the Black Sands","spell":["Overwhelming Presence","Disappearance","Hallucination","Hallucinatory Terrain"],"ac":43,"level":21,"spell_dc":[42],"source_category":["Adventure Paths"],"sense":" darkvision , lifesense (imprecise) 60 feet , scent (imprecise) 60 feet , tremorsense (imprecise) 60 feet ","resistance":{"acid":20,"bludgeoning":15,"sonic":20,"piercing":15,"slashing":15,"cold":20,"physical":15},"intelligence":0,"reflex_save":36,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":39,"source_group":["Extinction Curse"],"size":["Gargantuan"],"spoilers":"Extinction Curse","name":"Iffdahsil","alignment":"CE","rarity":"unique","strike_damage_average":[48],"attack_bonus":[38],"constitution":10,"immunity":["blinded","controlled","critical hits","deafened","death effects","disease","paralyze","poison","precision","sleep","unconscious"],"will_save":35,"speed":{"climb":25,"max":40,"land":40,"burrow":40},"wisdom":8,"weakness":{"good":20},"creature_ability":["Aura of Annihilation","Unkillable","Constrict","Eat Away","Engulf","Tentacular Burst"],"primary_source_group":"Extinction Curse","skill":["Athletics","Intimidation"],"tradition":["Occult"],"summary":"The slithering horror known as Iffdahsil is an undead shoggoth that has haunted the vault of the Black Desert for millennia. Drow legends in …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=876","dexterity":9,"category":"creature","slug":"creature-876"},{"primary_source_category":"Adventure Paths","strength":5,"hp":195,"language":["Aklo","Daemonic","Undercommon"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","charisma":3,"perception":22,"trait":["Humanoid","Urdefhan","NE","Medium"],"id":"creature-877","text":" Urdefhan High Tormentor An urdefhan cult's best tormentors can advance to become truly formidable daemon summoners. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Urdefhan High Tormentor Source Pathfinder #155: Lord of the Black Sands pg. 82 Perception +22; greater darkvision Languages Aklo, Daemonic, Undercommon Skills Acrobatics +18, Crafting +19, Intimidation +21, Occultism +22, Religion +22 Str +5 Dex +2 Con +3 Int +1 Wis +6 Cha +3 Items +1 striking warhammer --- AC 30 Fort +19 Ref +16 Will +22 HP 195 (negative healing) Immunities death effects (except necrotic decay), disease, fear Weaknesses positive 10 Necrotic Decay (divine, necromancy, negative) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 10d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 29 basic Fortitude save). --- Speed 25 feet Melee Single Action warhammer +21 (Magical, Shove), Damage 2d8+11 bludgeoning Melee Single Action jaws +21 (Agile), Damage 3d6+11 piercing plus wicked bite Divine Innate Spells DC 30, attack +22 - 1st Feather Fall (self only), Grim Tendrils, Ray of Enfeeblement (×2) - 2nd Darkness, Death Knell, False Life, Silence - 3rd Harm (×2), Paralyze (×2) - 4th Acid Arrow, Phantasmal Killer, Spiritual Weapon - 5th Banishment, Summon Fiend (daemons only) Divine Rituals DC 30 - 1st Daemonic Pact Stoke the Fervent Two Actions (Auditory, Divine, Emotion, Mental) Frequency once per day; Effect The urdefhan lets out a battle cry, sending itself and its allies into a fanatical frenzy. Each ally that hears the call gains a +4 status bonus to attack rolls, damage rolls, and a +2 status bonus to saving throws, and takes a -2 status penalty to AC. Affected allies must use at least one of their actions to Strike each round, if they are able (even if it means attacking an ally, object, or thin air). This lasts for 2d4 rounds. Wicked Bite Single Action Requirements The urdefhan damaged a creature with a jaws Strike on its last action; Effect The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 29 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. Drain Blood The urdefhan drinks some of the creature's blood. On a failed save, the creature is drained 1 and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP). Drain Vitality (necromancy) The urdefhan draws out some of the creature's vital essence. The creature becomes enfeebled 1 for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). ","skill_mod":{"crafting":19,"intimidation":21,"occultism":22,"acrobatics":18,"religion":22},"image":["/Images/Monsters/Urdefhan_UrdefhanHighTormentor.png"],"primary_source":"Pathfinder #155: Lord of the Black Sands","spell":["Banishment","Summon Fiend","Acid Arrow","Phantasmal Killer","Spiritual Weapon","Harm","Paralyze","Darkness","Death Knell","False Life","Silence","Feather Fall","Grim Tendrils","Ray of Enfeeblement"],"ac":30,"item":["+1 striking warhammer"],"level":10,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":1,"reflex_save":16,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":19,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Urdefhan High Tormentor","alignment":"NE","rarity":"common","strike_damage_average":[20,21],"attack_bonus":[21,21],"constitution":3,"immunity":["death effects (except necrotic decay)","disease","fear"],"creature_family":"Urdefhan","spell_attack_bonus":[22],"will_save":22,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{"vitality":10},"creature_ability":["Necrotic Decay","Stoke the Fervent","Wicked Bite"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Crafting","Intimidation","Occultism","Religion"],"tradition":["Divine"],"summary":"An urdefhan cult's best tormentors can advance to become truly formidable daemon summoners.","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=877","dexterity":2,"category":"creature","slug":"creature-877"},{"primary_source_category":"Adventure Paths","strength":4,"hp":190,"language":["Aklo","Daemonic","Undercommon"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","charisma":1,"perception":26,"stealth":"26","trait":["Humanoid","Urdefhan","NE","Medium"],"id":"creature-878","text":" Urdefhan Hunter Urdefhan hunters serve as their cults' trappers, hunters, and poachers. Many urdefhan hunters use skavelings to traverse the massive caverns of the Darklands and scout for prey. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Urdefhan Hunter Source Pathfinder #155: Lord of the Black Sands pg. 82 Perception +26; greater darkvision Languages Aklo, Daemonic, Undercommon Skills Acrobatics +24, Nature +23, Religion +21, Stealth +26, Survival +25 Str +4 Dex +6 Con +4 Int +2 Wis +5 Cha +1 Items +1 striking composite longbow with 50 arrows, +1 striking rhoka sword --- AC 34 Fort +20 Ref +26 Will +23 HP 190 (negative healing) Immunities death effects (except necrotic decay), disease, fear Weaknesses positive 12 Necrotic Decay (divine, necromancy, negative) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 12d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 32 basic Fortitude save). --- Speed 30 feet Melee Single Action rhoka sword +24 (fatal d10, Magical, two-hand d12), Damage 2d8+10 slashing Melee Single Action jaws +22 (Agile), Damage 3d6+10 piercing plus wicked bite Ranged Single Action composite longbow +26 (deadly d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+4 piercing Divine Innate Spells DC 29, attack +23 - 3rd Feather Fall (at will; self only), Ray of Enfeeblement - 4th Death Knell Deadly Aim Single Action (Open) The urdefhan hunter makes a ranged Strike at a –2 penalty. The urdefhan deals 4 additional damage with this Strike. Double Shot Single Action Requirement The urdefhan hunter is wielding a ranged weapon with reload 0; Effect The urdefhan hunter makes two Strikes with the required weapon at a single target. These Strikes both count toward the urdefhan's multiple attack penalty, but the penalty doesn't increase until both attacks are resolved. Mounted Bow Expert Urdefhan hunters can make composite longbow Strikes while mounted. Wicked Bite Single Action Requirements The urdefhan damaged a creature with a jaws Strike on its last action; Effect The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 32 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. Drain Blood The urdefhan drinks some of the creature's blood. On a failed save, the creature is drained 1 and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP). Drain Vitality (necromancy) The urdefhan draws out some of the creature's vital essence. The creature becomes enfeebled 1 for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). ","skill_mod":{"nature":23,"survival":25,"stealth":26,"acrobatics":24,"religion":21},"primary_source":"Pathfinder #155: Lord of the Black Sands","spell":["Death Knell","Feather Fall","Ray of Enfeeblement"],"ac":34,"item":["+1 striking composite longbow with 50 arrows","+1 striking rhoka sword"],"level":12,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":2,"reflex_save":26,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":20,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Urdefhan Hunter","alignment":"NE","rarity":"common","strike_damage_average":[13,19,20],"attack_bonus":[22,24,26],"constitution":4,"immunity":["death effects (except necrotic decay)","disease","fear"],"creature_family":"Urdefhan","spell_attack_bonus":[23],"will_save":23,"speed":{"max":30,"land":30},"wisdom":5,"weakness":{"vitality":12},"creature_ability":["Necrotic Decay","Deadly Aim","Double Shot","Mounted Bow Expert","Wicked Bite"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Nature","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Urdefhan hunters serve as their cults' trappers, hunters, and poachers. Many urdefhan hunters use skavelings to traverse the massive caverns of the …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=878","dexterity":6,"category":"creature","slug":"creature-878"},{"primary_source_category":"Adventure Paths","strength":4,"hp":250,"language":["Aklo","Daemonic","Undercommon"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","charisma":6,"perception":26,"stealth":"25","trait":["Humanoid","Urdefhan","NE","Medium"],"id":"creature-879","text":" Urdefhan Dominator Urdefhan dominators control the minds of others to glean useful secrets and gain an advantage against their enemies. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Urdefhan Dominator Source Pathfinder #155: Lord of the Black Sands pg. 83 Perception +26; greater darkvision Languages Aklo, Daemonic, Undercommon Skills Crafting +24, Daemon Lore +24, Intimidation +26, Religion +29, Stealth +25, Survival +27 Str +4 Dex +5 Con +3 Int +4 Wis +7 Cha +6 Items +2 striking rhoka sword --- AC 35 Fort +25 Ref +25 Will +29 HP 250 (negative healing) Immunities death effects (except necrotic decay), disease, fear Weaknesses positive 15 Necrotic Decay (divine, necromancy, negative) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 15d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 34 basic Fortitude save). --- Speed 25 feet Melee Single Action rhoka sword +26 (fatal d10, Magical, two-hand d12), Damage 2d8+10 slashing Melee Single Action jaws +26 (Agile), Damage 4d6+10 piercing plus wicked bite Divine Innate Spells DC 35, attack +29 - Cantrips (7th) Chill Touch, Divine Lance, Forbidding Ward, Telekinetic Projectile - 1st Feather Fall (self only), Grim Tendrils, Ray of Enfeeblement - 2nd Darkness, Death Knell, False Life, Silence - 3rd Harm (×2), Paralyze (×2) - 4th Phantasmal Killer (×2), Read Omens, Spiritual Weapon - 5th Banishment, Command, Prying Eye - 6th Disintegrate, Dominate (×2) - 7th Dimensional Lock Eyes of the Enthralled Single Action Requirement The urdefhan dominator has a creature dominated with its dominate innate spell; Effect The urdefhan taps into the dominated creature's sight, hearing, and any other senses it has. The urdefhan can change back and forth from its own senses to the target's senses as a single action, which has the concentrate trait. Wicked Bite Single Action Requirements The urdefhan damaged a creature with a jaws Strike on its last action; Effect The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 33 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. Drain Blood The urdefhan drinks some of the creature's blood. On a failed save, the creature is drained 1 and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP). Drain Vitality (necromancy) The urdefhan draws out some of the creature's vital essence. The creature becomes enfeebled 1 for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). ","skill_mod":{"crafting":24,"survival":27,"stealth":25,"intimidation":26,"religion":29},"image":["/Images/Monsters/Urdefhan_UrdefhanDominator.png"],"primary_source":"Pathfinder #155: Lord of the Black Sands","spell":["Dimensional Lock","Disintegrate","Dominate","Banishment","Command","Prying Eye","Phantasmal Killer","Read Omens","Spiritual Weapon","Harm","Paralyze","Darkness","Death Knell","False Life","Silence","Feather Fall","Grim Tendrils","Ray of Enfeeblement","Chill Touch","Divine Lance","Forbidding Ward","Telekinetic Projectile"],"ac":35,"item":["+2 striking rhoka sword"],"level":14,"spell_dc":[35],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":4,"reflex_save":25,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":25,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Urdefhan Dominator","alignment":"NE","rarity":"common","strike_damage_average":[19,24],"attack_bonus":[26,26],"constitution":3,"immunity":["death effects (except necrotic decay)","disease","fear"],"creature_family":"Urdefhan","spell_attack_bonus":[29],"will_save":29,"speed":{"max":25,"land":25},"wisdom":7,"weakness":{"vitality":15},"creature_ability":["Necrotic Decay","Eyes of the Enthralled","Wicked Bite"],"primary_source_group":"Extinction Curse","skill":["Crafting","Daemon Lore","Intimidation","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Urdefhan dominators control the minds of others to glean useful secrets and gain an advantage against their enemies.","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=879","dexterity":5,"category":"creature","slug":"creature-879"},{"attack_bonus":[33,33],"constitution":9,"primary_source_category":"Adventure Paths","strength":7,"hp":425,"immunity":["bleed","mental","sleep","unconscious","visual"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","will_save":24,"charisma":0,"speed":{"max":30,"land":15,"swim":30},"perception":30,"wisdom":0,"weakness":{"piercing":15},"creature_ability":["Bloodsense","Blood Eruption","Constrict","Forced Transfusion","Sanguine Rain"],"primary_source_group":"Extinction Curse","skill":["Athletics"],"trait":["Aberration","Aquatic","Mindless","Rare","N","Large"],"id":"creature-880","text":" Vitalia Foul occult magic, rare alchemical reagents, and copious amounts of spilled blood are the keys to creating a vitalia—also known as a heart horror— though thankfully the exact means of their creation has been long forgotten. Now, most vitalias now come into being by sheer accident. This unusual life-form cannot live without regular contact with blood, much like how fish cannot live long outside of water. Because of this, vitalias are rarely found outside the lairs of mad alchemists or wizards, living in pools of the life-giving substance. Physically, a vitalia somewhat resembles a blood-red giant jellyfish, though it also bears some semblance to a giant human heart. Recall Knowledge - Aberration (Occultism): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Vitalia Source Pathfinder #155: Lord of the Black Sands pg. 84 Perception +30; bloodsense (precise) 30 feet, tremorsense (imprecise) 60 feet, no vision Languages Skills Athletics +33 Str +7 Dex +5 Con +9 Int -5 Wis +0 Cha +0 Bloodsense The vitalia can detect any creatures that have a heartbeat. --- AC 39 Fort +35 Ref +25 Will +24 HP 425 (fast healing 20) Immunities bleed, mental, sleep, unconscious, visual Weaknesses piercing 15 Blood Eruption Reaction Trigger A creature lands a critical hit with a melee Strike against the vitalia Effect The vitalia sprays blood at the triggering creature. The creature must succeed at a DC 39 Reflex save or become dazzled for 1 round (or blinded for 1 round on a critical failure). --- Speed 15 feet, swim 30 feet Melee Single Action vein +33 (Magical, reach 15 feet), Damage 4d8+15 bludgeoning plus Grab Ranged Single Action blood squirt +33 (Acid, Magical, range increment 40 feet), Damage 3d10 bludgeoning plus 3d10 acid Occult Innate Spells DC 36 - 6th Status (at will), Vampiric Touch - 8th Vampiric Exsanguination Constrict Single Action 4d8+10 bludgeoning, DC 37 Forced Transfusion Single Action Requirements The vitalia is grabbing a creature; Effect The vitalia inserts some of its veins into the grabbed creature and pumps violently, rapidly exchanging the victim's blood with its own. Any diseases or poisons affecting the vitalia can be transmitted to the target creature, which must make a saving throw as though it had just been targeted with the original affliction. The inverse is true as well; the vitalia must successfully save against any diseases or poisons affecting the target or contract the affliction. Sanguine Rain Two Actions (Necromancy, Occult) Frequency once per day; Effect The vitalia pumps copious amounts of blood into the air, creating a cascading rain of vital fluids in a 15-foot emanation. All creatures in the area are concealed from one another. A creature that benefits from consuming blood (such as bloodseekers or vampires) gains fast healing 10 while in the area. While in the area, a creature taking persistent bleed damage cannot end that condition, even if it spends actions to attempt a flat check to do so. The rain lasts for 1 minute. Living Livers A vitalia's ability to filter and purify even days-old blood makes them highly sought after by certain powerful individuals, especially frail leaders or moguls in pursuit of eternal youth, vampires, or other creatures with sanguinary predilections. ","tradition":["Occult"],"skill_mod":{"athletics":33},"summary":"Foul occult magic, rare alchemical reagents, and copious amounts of spilled blood are the keys to creating a vitalia—also known as a heart horror— …","image":["/Images/Monsters/Vitalia.png"],"primary_source":"Pathfinder #155: Lord of the Black Sands","spell":["Vampiric Exsanguination","Status","Vampiric Touch"],"trait_group":["Creature Type","Monster","Rarity"],"ac":39,"level":18,"spell_dc":[36],"source_category":["Adventure Paths"],"sense":"bloodsense (precise) 30 feet, tremorsense (imprecise) 60 feet , no vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=880","intelligence":-5,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":35,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Vitalia","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[33,33],"slug":"creature-880"},{"primary_source_category":"Adventure Paths","strength":2,"hp":215,"language":["Draconic","Undercommon"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","charisma":5,"perception":26,"trait":["Humanoid","Uncommon","Xulgath","CE","Medium"],"id":"creature-881","text":" Xulgath Deepmouth Xulgath deepmouths wield the powers of the Abyss against their clutch's enemies and invoke righteous fear in their followers. The vast majority of deepmouths worship demon lords, most commonly Zevgavizeb. Scalescribing—the warping of xulgath flesh into imitations of Abyssal script—is a widespread practice among deepmouths, enabling them to channel the power of the Abyss through their fanatical devotees' own bodies. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Xulgath Deepmouth Source Pathfinder #155: Lord of the Black Sands pg. 85 Perception +26; darkvision Languages Draconic, Undercommon Skills Acrobatics +22, Crafting +22, Diplomacy +25, Intimidation +25, Medicine +25, Religion +25, Society +22 Str +2 Dex +4 Con +2 Int +4 Wis +7 Cha +5 Items +1 striking spiked gauntlet , +1 hide armor , bone religious symbol of Zevgavizeb, Material Component Pouch --- AC 33 Fort +18 Ref +22 Will +25 HP 215 Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 28 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. --- Speed 25 feet Melee Single Action spiked gauntlet +21 (Agile, Free-Hand, Magical), Damage 2d4+6 piercing Melee Single Action jaws +20, Damage 2d6+6 piercing Melee Single Action claw +20 (Agile), Damage 2d4+6 slashing Divine Prepared Spells DC 33, attack +27 - Cantrips (6th) Chill Touch, Daze, Detect Magic, Shield - 1st Protection, Ray of Enfeeblement (×2) - 2nd Status (×3) - 3rd Heroism, Meld into Stone, Vampiric Touch - 4th Air Walk (×2) - 5th Heal (×2), Ravening Maw - 6th Divine Wrath, Harm (×6), Repulsion (×2), Enervation Cleric Domain Spells DC 33, 3 Focus Points - 6th Commanding Lash, Vibrant Thorns Divine Rituals - 2nd Consecrate - 6th Commune Devourer's Dictum Single Action (Concentrate) The deepmouth warps part of a scalescribed creature's flesh into a mouthed tentacle, then wills it to lash out. The deepmouth makes a jaws Strike that originates from any living scalescribed creature within 120 feet; this Strike also has reach 15 feet and deals an additional 2d8 negative damage. If the Strike originates from a creature other than the deepmouth, that creature triggers reactions as though it had made the Strike. Scalescribe (Manipulate) With 10 minutes of work, a deepmouth can carve a magical rune called a scalescript on the flesh of a living, willing xulgath (including the deepmouth itself). A creature cannot be inscribed with more than one scalescribe rune at a time, and a deepmouth can create and maintain no more than three scalescripts at a time. If the deepmouth Scalescribed itself, it can provide material and somatic components while Casting a Spell without a free hand. ","skill_mod":{"society":22,"diplomacy":25,"crafting":22,"medicine":25,"intimidation":25,"acrobatics":22,"religion":25},"image":["/Images/Monsters/Xulgath_XulgathDeepmouth.png"],"primary_source":"Pathfinder #155: Lord of the Black Sands","spell":["Divine Wrath","Harm","Repulsion","Heal","Ravening Maw","Air Walk","Heroism","Meld into Stone","Vampiric Touch","Status","Protection","Ray of Enfeeblement","Chill Touch","Daze","Detect Magic","Shield","Enervation","Commanding Lash","Vibrant Thorns"],"ac":33,"item":["+1 striking spiked gauntlet","+1 hide armor","bone religious symbol of Zevgavizeb","Material Component Pouch"],"level":12,"spell_dc":[33,33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":18,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Xulgath Deepmouth","alignment":"CE","rarity":"uncommon","strike_damage_average":[11,11,13],"attack_bonus":[20,20,21],"constitution":2,"creature_family":"Xulgath","spell_attack_bonus":[27],"will_save":25,"speed":{"max":25,"land":25},"wisdom":7,"weakness":{},"creature_ability":["Stench","Devourer's Dictum","Scalescribe"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Crafting","Diplomacy","Intimidation","Medicine","Religion","Society"],"tradition":["Divine"],"summary":"Xulgath deepmouths wield the powers of the Abyss against their clutch's enemies and invoke righteous fear in their followers. The vast majority of …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=881","dexterity":4,"category":"creature","slug":"creature-881"},{"attack_bonus":[12,12],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Courtiers","will_save":11,"charisma":4,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Lip Reader","Noble's Ruse","Sneak Attack"],"skill":["Deception","Diplomacy","Gambling Lore","Intimidation"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-882","text":" Noble Envied by many and detested by still others, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. Day-to-day life for a noble is often a mixture of business and leisure, and to an onlooker, such a lifestyle can appear to be nothing more than a string of meals, parties, and game halls. However, despite what some might believe, life as a noble is often quite dangerous and requires far more intellect than it would appear—along with a healthy dose of suspicion. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Noble Source Gamemastery Guide pg. 206 Perception +11 Languages Common Skills Deception +10, Diplomacy +10, Gambling Lore +8, Intimidation +9 Str +2 Dex +3 Con +1 Int +1 Wis +2 Cha +4 Lip Reader After years of sticking their nose where it doesn't belong, the noble has learned to read lips from afar, with the effects of the Read Lips feat. Items fashionable fine clothes, loaded dice, Rapier, silver flask, signet ring --- AC 18 Fort +6 Ref +10 Will +11 HP 45 --- Speed 25 feet Melee Single Action rapier +12 (deadly 1d8, Disarm, Finesse), Damage 1d6+5 piercing Melee Single Action fist +12 (Agile, Finesse, Nonlethal), Damage 1d4+5 bludgeoning Noble's Ruse Single Action Frequency once per round; Effect The noble Feints. On a success, the noble Strikes the target. Sneak Attack The noble deals an extra 1d6 precision damage to flat-footed creatures. ","skill_mod":{"diplomacy":10,"deception":10,"intimidation":9},"summary":"Envied by many and detested by still others, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["fashionable fine clothes","loaded dice","Rapier","silver flask","signet ring"],"level":3,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=882","intelligence":1,"reflex_save":10,"strongest_save":["will"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Noble","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[7,8],"slug":"creature-882"},{"attack_bonus":[12,14],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Courtiers","will_save":10,"charisma":2,"speed":{"max":25,"land":25},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Royal Defender"],"skill":["Athletics","Diplomacy","Intimidation"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-883","text":" Palace Guard Every palace has its gatekeepers. Often the younger offspring of minor nobility or those from long lines of trusted staff, the palace guards are in charge of defending the royal family and their inner stronghold. Their days consist of guarding doorways, escorting nobles to various locations, and keeping those in their charge as safe as possible. The statistics below are for the lowest rank-and-file member of a small nation's palace guards; they also work well for elite guards of a lesser noble. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Palace Guard Source Gamemastery Guide pg. 206 Perception +15 Languages Common Skills Athletics +12, Diplomacy +10, Intimidation +8 Str +4 Dex +2 Con +3 Int +0 Wis +4 Cha +2 Items chain mail with palace insignia, Halberd, simple manacles --- AC 22 Fort +13 Ref +8 Will +10 HP 60 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action halberd +14 (Reach, versatile S), Damage 1d10+7 piercing Melee Single Action fist +12 (Agile, Nonlethal), Damage 1d4+7 bludgeoning Royal Defender Ever loyal, the palace guard gains a +2 circumstance bonus to attack rolls when defending their liege. ","skill_mod":{"diplomacy":10,"athletics":12,"intimidation":8},"summary":"Every palace has its gatekeepers. Often the younger offspring of minor nobility or those from long lines of trusted staff, the palace guards are in …","image":["/Images/NPCs/Courtier_PalaceGuard.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":22,"item":["chain mail with palace insignia","Halberd","simple manacles"],"level":4,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=883","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":13,"size":["Medium"],"name":"Palace Guard","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[9,12],"slug":"creature-883"},{"attack_bonus":[11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":56,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Courtiers","spell_attack_bonus":[13],"will_save":15,"charisma":4,"speed":{"max":25,"land":25},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Placate"],"skill":["Deception","Diplomacy","Legal Lore","Occultism","Performance","Society"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-884","text":" Advisor Trusted counselors of the court, advisors whisper words of guidance in the ears of those in power. Many nobles lean so heavily on their counsel that they make few decisions without them and insist on their attendance at all meetings and public events. Advisors are often master manipulators, and their guidance can shape a barony or even a kingdom—for good or ill. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Advisor Source Gamemastery Guide pg. 207 Perception +14 Languages Common Skills Deception +15, Diplomacy +15, Legal Lore +11, Occultism +9, Performance +11, Society +11 Str +0 Dex +2 Con +2 Int +0 Wis +4 Cha +4 Placate An advisor is well versed in soothing agitated nobles. Their calming voice gives them a +2 circumstance bonus to Deception and Diplomacy checks when dealing with members of the nobility. Items Dagger (2), fine clothes, small harp, minor healing potion, Whip --- AC 21 Fort +9 Ref +11 Will +15 HP 56 --- Speed 25 feet Melee Single Action whip +11 (Disarm, Finesse, Nonlethal, Reach, Trip), Damage 1d4+2 slashing Ranged Single Action dagger +11 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Occult Spontaneous Spells DC 22, attack +13 - Cantrips (3rd) Chill Touch, Daze, Light, Prestidigitation, Shield (3 slots) - 1st Charm, Mage Armor, Magic Missile, Soothe - 2nd Augury, Restoration, Soothe, Touch of Idiocy (3 slots) - 3rd Mind Reading, Soothe, Zone of Truth (2 slots) Bard Composition Spells DC 22, 1 Focus Point - Cantrips (3rd) Inspire Competence, Inspire Courage, Inspire Defense - 3rd Counter Performance\n","tradition":["Occult"],"skill_mod":{"society":11,"diplomacy":15,"performance":11,"deception":15,"occultism":9},"summary":"Trusted counselors of the court, advisors whisper words of guidance in the ears of those in power. Many nobles lean so heavily on their counsel that …","primary_source":"Gamemastery Guide","spell":["Mind Reading","Soothe","Zone of Truth","Augury","Restoration","Touch of Idiocy","Charm","Mage Armor","Magic Missile","Chill Touch","Daze","Light","Prestidigitation","Shield","Counter Performance","Inspire Competence","Inspire Courage","Inspire Defense"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Dagger (2)","fine clothes","small harp","minor healing potion","Whip"],"level":5,"spell_dc":[22,22],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=884","intelligence":0,"reflex_save":11,"strongest_save":["will"],"dexterity":2,"fortitude_save":9,"size":["Medium"],"name":"Advisor","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[4,4],"slug":"creature-884"},{"attack_bonus":[14,16],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":90,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Courtiers","will_save":14,"charisma":4,"speed":{"max":25,"land":25},"perception":17,"wisdom":4,"weakness":{},"creature_ability":["Noble's Ally","Hidden Blade","Sneak Attack"],"skill":["Deception","Diplomacy","Intimidation","Local Court Lore","Society","Stealth","Thievery"],"stealth":"14","trait":["Human","Humanoid","N","Medium"],"id":"creature-885","text":" Spy No empire would be complete without its spies. The spy is a master of infiltrating the court and blending in: they might be one of a number of nobles, a beloved confidante of the queen, or even the court jester. Spies use their skills to subtly manipulate courtiers, turn enemies against one another, and collect valuable information either for blackmail or to auction to the highest bidder. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Spy Source Gamemastery Guide pg. 207 Perception +17 Languages Common Skills Deception +15, Diplomacy +13, Intimidation +15, Local Court Lore +16, Society +12, Stealth +14, Thievery +12 Str +0 Dex +4 Con +1 Int +2 Wis +4 Cha +4 Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court. Items Dagger (4), Disguise Kit, fine clothes, Leather Armor, +1 rapier , Thieves' Tools --- AC 23 Fort +11 Ref +17 Will +14 HP 90 --- Speed 25 feet Melee Single Action rapier +16 (deadly 1d8, Disarm, Finesse, Magical), Damage 1d6+7 piercing Melee Single Action dagger +14 (Agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing Hidden Blade Single Action Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is flat-footed against the attack. Sneak Attack The spy deals an extra 2d6 precision damage to flat-footed creatures. ","skill_mod":{"society":12,"diplomacy":13,"deception":15,"thievery":12,"stealth":14,"intimidation":15},"summary":"No empire would be complete without its spies. The spy is a master of infiltrating the court and blending in: they might be one of a number of …","image":["/Images/NPCs/Courtier_Spy.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["Dagger (4)","Disguise Kit","fine clothes","Leather Armor","+1 rapier","Thieves' Tools"],"level":6,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=885","intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":11,"size":["Medium"],"name":"Spy","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[8,10],"slug":"creature-885"},{"attack_bonus":[6,7],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":18,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Criminals","will_save":5,"charisma":-1,"speed":{"max":25,"land":25},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Infused Items"],"skill":["Crafting","Deception","Intimidation","Society","Stealth","Underworld Lore"],"stealth":"5","trait":["Human","Humanoid","NE","Medium"],"id":"creature-886","text":" Grave Robber Many cultures have a tradition of burying their dead with a selection of the deceased's most precious possessions, and some include gifts that are thought to provide a boon in the afterlife. Such valuables can be easy pickings for those with no respect for—or fear of—the dead. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Grave Robber Source Gamemastery Guide pg. 208 Perception +5 Languages Common Skills Crafting +6, Deception +2, Intimidation +2, Society +6, Stealth +5, Underworld Lore +6 Str +1 Dex +2 Con +2 Int +3 Wis +2 Cha -1 Infused Items A grave robber carries the following infused items: 2 lesser bottled lightnings, a lesser frost vial, and a lesser thunderstone. These items last for 24 hours, or until the next time the grave robber makes their daily preparations. Items Alchemist's Tools, Dagger, formula book, Holy Water, shovel, Studded Leather Armor --- AC 17 Fort +7 Ref +7 Will +5 HP 18 --- Speed 25 feet Melee Single Action shovel +6, Damage 1d6+1 bludgeoning Ranged Single Action alchemical bomb +7 (range increment 20 feet, Splash), Damage varies by bomb\n","skill_mod":{"society":6,"deception":2,"crafting":6,"stealth":5,"intimidation":2},"summary":"Many cultures have a tradition of burying their dead with a selection of the deceased's most precious possessions, and some include gifts that are …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Alchemist's Tools","Dagger","formula book","Holy Water","shovel","Studded Leather Armor"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=886","intelligence":3,"reflex_save":7,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"fortitude_save":7,"size":["Medium"],"name":"Grave Robber","alignment":"NE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[4],"slug":"creature-886"},{"attack_bonus":[9,9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":30,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Criminals","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Bandit's Ambush","Dread Striker","Favored Terrain"],"skill":["Athletics","Deception","Forest Lore","Intimidation","Stealth","Survival","Thievery"],"stealth":"8","trait":["Human","Humanoid","NE","Medium"],"id":"creature-887","text":" Bandit By setting ambushes and traps in concealing countryside, such as forests and mountains, bandits waylay travelers and plunder their valuables before disappearing back to their wilderness hideouts. Many bandits seek only to steal and release their victims alive, though a few prefer to leave no witnesses. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Bandit Source Gamemastery Guide pg. 208 Perception +6 Languages Common Skills Athletics +6, Deception +5, Forest Lore +4, Intimidation +6, Stealth +8, Survival +6, Thievery +8 Str +3 Dex +3 Con +1 Int +0 Wis +2 Cha +1 Items Hatchet, Sling (10 bullets), Studded Leather Armor --- AC 19 Fort +7 Ref +9 Will +6 HP 30 Bandit's Ambush When the bandit rolls initiative using Deception or Stealth, they can attempt to Demoralize one creature as a free action. --- Speed 25 feet Melee Single Action hatchet +9 (Agile, Sweep), Damage 1d6+5 slashing Ranged Single Action sling +9 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+3 bludgeoning Ranged Single Action hatchet +9 (Agile, Sweep, thrown 10 feet), Damage 1d6+5 slashing Dread Striker Frightened creatures are flat-footed to the bandit. Favored Terrain The bandit ignores the effects of non-magical difficult terrain in forests. ","skill_mod":{"deception":5,"thievery":8,"survival":6,"stealth":8,"athletics":6,"intimidation":6},"summary":"By setting ambushes and traps in concealing countryside, such as forests and mountains, bandits waylay travelers and plunder their valuables before …","image":["/Images/NPCs/Criminal_Bandit.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":19,"item":["Hatchet","Sling (10 bullets)","Studded Leather Armor"],"level":2,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=887","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":7,"size":["Medium"],"name":"Bandit","alignment":"NE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[6,8,8],"slug":"creature-887"},{"attack_bonus":[8,8,9],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":32,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Criminals","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Brutal Beating","Snagging Strike","Sneak Attack"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"6","trait":["Human","Humanoid","NE","Medium"],"id":"creature-888","text":" Ruffian Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Ruffian Source Gamemastery Guide pg. 209 Perception +8 Languages Common Skills Athletics +7, Intimidation +6, Stealth +6 Str +3 Dex +2 Con +3 Int -1 Wis +2 Cha +0 Items Club, Sling (10 bullets), Studded Leather Armor --- AC 18 Fort +9 Ref +8 Will +6 HP 32 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action club +9, Damage 1d6+5 bludgeoning Ranged Single Action sling +8 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+5 bludgeoning Ranged Single Action club +8 (thrown 10 feet), Damage 1d6+5 bludgeoning Brutal Beating The ruffian's brutality shakes foes' confidence. When the ruffian deals damage on a critical hit, the target is frightened 1, and the ruffian can knock the target up to 10 feet away (this is forced movement). Snagging Strike Single Action Trigger The ruffian has one hand free, and its target is within reach of that hand; Effect The ruffian makes a melee Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of the ruffian's next turn or until it leaves the ruffian's reach, whichever comes first. Sneak Attack The ruffian deals an extra 1d6 precision damage to flat-footed creatures. ","skill_mod":{"stealth":6,"athletics":7,"intimidation":6},"summary":"Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Club","Sling (10 bullets)","Studded Leather Armor"],"level":2,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=888","intelligence":-1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":9,"size":["Medium"],"name":"Ruffian","alignment":"NE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[8,8,8],"slug":"creature-888"},{"primary_source_category":"Rulebooks","strength":0,"hp":40,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","charisma":4,"perception":6,"stealth":"8","trait":["Human","Humanoid","NE","Medium"],"id":"creature-889","text":" Charlatan Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and confused. Selling snake oil (literally or figuratively), distracting marks to pick their pockets, or faking mediumship are classic grifts. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Charlatan Source Gamemastery Guide pg. 209 Perception +6 Languages Common Skills Acrobatics +8, Deception +11, Diplomacy +9, Occultism +7, Performance +11, Society +7, Stealth +8, Thievery +8, Underworld Lore +9 Str +0 Dex +3 Con +0 Int +2 Wis +1 Cha +4 Versatile Performance The charlatan can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. They can also use an acting Performance instead of Deception to Impersonate. Items Disguise Kit, lute, Sap, Shortsword, Thieves' Tools --- AC 18 Fort +5 Ref +8 Will +10 HP 40 --- Speed 25 feet Melee Single Action shortsword +10 (Agile, versatile S), Damage 1d6+2 piercing Melee Single Action sap +7 (Agile, Nonlethal), Damage 1d6+2 bludgeoning Occult Spontaneous Spells DC 20, attack +10 - Cantrips (2nd) Daze, Ghost Sound, Mage Hand, Message, Prestidigitation - 1st Illusory Disguise, Magic Aura, Unseen Servant, Ventriloquism (3 slots) - 2nd Charm, Illusory Disguise, Invisibility (2 slots) Bard Composition Spells DC 19, 1 Focus Point - Cantrips (1st) Inspire Courage - 1st Counter Performance Sneak Attack The charlatan deals an extra 1d6 precision damage to flat-footed creatures. ","skill_mod":{"society":7,"diplomacy":9,"performance":11,"deception":11,"thievery":8,"stealth":8,"occultism":7,"acrobatics":8},"image":["/Images/NPCs/Criminal_Charlatan.png"],"primary_source":"Gamemastery Guide","spell":["Charm","Illusory Disguise","Invisibility","Magic Aura","Unseen Servant","Ventriloquism","Daze","Ghost Sound","Mage Hand","Message","Prestidigitation","Counter Performance","Inspire Courage"],"ac":18,"item":["Disguise Kit","lute","Sap","Shortsword","Thieves' Tools"],"level":3,"spell_dc":[19,20],"source_category":["Rulebooks"],"resistance":{},"intelligence":2,"reflex_save":8,"strongest_save":["will"],"fortitude_save":5,"size":["Medium"],"name":"Charlatan","alignment":"NE","pfs":"Limited","rarity":"common","strike_damage_average":[5,5],"attack_bonus":[7,10],"constitution":0,"creature_family":"Criminals","spell_attack_bonus":[10],"will_save":10,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Versatile Performance","Sneak Attack"],"skill":["Acrobatics","Deception","Diplomacy","Occultism","Performance","Society","Stealth","Thievery","Underworld Lore"],"tradition":["Occult"],"summary":"Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and confused. Selling snake oil (literally or …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=889","dexterity":3,"category":"creature","slug":"creature-889"},{"attack_bonus":[12,14,14],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":60,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Criminals","will_save":10,"charisma":1,"speed":{"max":30,"land":30},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Deny Advantage","Nimble Dodge","Mobility","Sneak Attack","Surprise Attack"],"skill":["Acrobatics","Athletics","Deception","Society","Stealth","Thievery","Underworld Lore"],"stealth":"12","trait":["Human","Humanoid","NE","Medium"],"id":"creature-890","text":" Burglar Burglars specialize in breaking and entering to rob homes and businesses. These criminals focus on gaining access to secure buildings and bypassing traps and other security measures while remaining undetected all the while. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Burglar Source Gamemastery Guide pg. 210 Perception +10; (11 to find traps) Languages Common Skills Acrobatics +10, Athletics +8, Deception +7, Society +7, Stealth +12, Thievery +12, Underworld Lore +7 Str +2 Dex +4 Con +1 Int +1 Wis +2 Cha +1 Items Climbing Kit, Composite Shortbow (10 arrows), lesser darkvision elixir, Leather Armor, Sap, Thieves' Tools --- AC 21 (22 vs. traps) Fort +7 Ref +12 Will +10 +1 circumstance to all saves vs. traps HP 60 Deny Advantage The burglar isn't flat-footed to creatures of 4th level or lower that are hidden, undetected, flanking, or using surprise attack. Nimble Dodge Reaction Trigger The burglar is targeted with a melee or ranged attack by an attacker it can see; Effect The burglar gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet Melee Single Action shortsword +14 (Agile, Finesse, versatile S), Damage 1d6+6 piercing Melee Single Action sap +12 (Agile, Nonlethal), Damage 1d6+4 bludgeoning Ranged Single Action composite shortbow +14 (deadly 1d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+4 piercing Mobility When the burglar Strides half their Speed or less, that movement does not trigger reactions. Sneak Attack The burglar deals an extra 1d6 precision damage to flat-footed creatures. Surprise Attack On the first round of combat, if the burglar rolls Deception or Stealth for initiative, creatures that haven't acted are flat-footed to them. ","skill_mod":{"society":7,"deception":7,"thievery":12,"stealth":12,"athletics":8,"acrobatics":10},"summary":"Burglars specialize in breaking and entering to rob homes and businesses. These criminals focus on gaining access to secure buildings and bypassing …","image":["/Images/NPCs/Burglar_Burglar.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Climbing Kit","Composite Shortbow (10 arrows)","lesser darkvision elixir","Leather Armor","Sap","Thieves' Tools"],"level":4,"source_category":["Rulebooks"],"sense":"(11 to find traps) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=890","intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":7,"size":["Medium"],"name":"Burglar","alignment":"NE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[7,7,9],"slug":"creature-890"},{"attack_bonus":[12,12,12],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":70,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Criminals","will_save":15,"charisma":4,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Fence's Eye","Quick Rummage","Scoundrel's Feint","Sneak Attack"],"skill":["Accounting Lore","Acrobatics","Crafting","Deception","Diplomacy","Intimidation","Society","Stealth","Thievery","Underworld Lore"],"stealth":"10","trait":["Human","Humanoid","NE","Medium"],"id":"creature-891","text":" Fence The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by paying for stolen goods in order to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Fence Source Gamemastery Guide pg. 210 Perception +11 Languages Common Skills Accounting Lore +13, Acrobatics +10, Crafting +13, Deception +13, Diplomacy +11, Intimidation +11, Society +11, Stealth +10, Thievery +10, Underworld Lore +15 Str +0 Dex +3 Con +0 Int +4 Wis +2 Cha +4 Fence's Eye Fences live by their ability to recognize a viable trade. They can use Underworld Lore to identify an item's value and Identify Magic on an item. They gain a +2 circumstance bonus to Underworld Lore checks when doing so, and to Underworld Lore checks to determine whether an item was stolen, whether a stolen item would be too recognizable to easily move, and who would be interested in purchasing such an item. Items Dagger (10), lesser darkvision elixir, Disguise Kit, bird feather token , lesser smokestick (2), Shortsword, Thieves' Tools --- AC 20 Fort +9 Ref +12 Will +15 HP 70 --- Speed 25 feet Melee Single Action shortsword +12 (Agile, Finesse, versatile S), Damage 1d6+5 piercing Melee Single Action dagger +12 (Agile, Finesse, versatile S), Damage 1d4+5 piercing Ranged Single Action dagger +12 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Quick Rummage Single Action The fence always has a few items close at hand. The fence Interacts to draw a weapon or item that takes a single action to activate, and then Strikes with the weapon or Activates the Item. Scoundrel's Feint When the fence successfully Feints, their target is flat-footed against the fence's attacks until the end of the fence's next turn. On a critical success, the target is flat-footed against all attacks until the end of the fence's next turn. Sneak Attack The fence deals an extra 2d6 precision damage to flat-footed creatures. ","skill_mod":{"society":11,"diplomacy":11,"deception":13,"thievery":10,"crafting":13,"stealth":10,"intimidation":11,"acrobatics":10},"summary":"The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by …","image":["/Images/NPCs/Burglar_Fence.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Dagger (10)","lesser darkvision elixir","Disguise Kit","bird feather token","lesser smokestick (2)","Shortsword","Thieves' Tools"],"level":5,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=891","intelligence":4,"reflex_save":12,"strongest_save":["will"],"dexterity":3,"fortitude_save":9,"size":["Medium"],"name":"Fence","alignment":"NE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[4,7,8],"slug":"creature-891"},{"attack_bonus":[18,20],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":130,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Criminals","will_save":14,"charisma":0,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Swift Sneak","Deny Advantage","Nimble Dodge","Poison Weapon","Quick Draw","Sneak Attack","Surprise Attack"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Medicine","Society","Stealth","Survival","Thievery","Underworld Lore"],"stealth":"19","trait":["Human","Humanoid","NE","Medium"],"id":"creature-892","text":" Assassin Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Some assassins work alone and choose their own victims. Others are members of assassins' guilds, organizations that accept contracts to kill in return for money, favors, or both. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Assassin Source Gamemastery Guide pg. 211 Perception +16 Languages Common Skills Acrobatics +17, Athletics +13, Deception +12, Diplomacy +10, Intimidation +10, Medicine +14, Society +12, Stealth +19, Survival +12, Thievery +15, Underworld Lore +14 Str +3 Dex +5 Con +2 Int +2 Wis +2 Cha +0 Swift Sneak The assassin can move their full Speed when Sneaking. Items +1 striking composite shortbow (20 arrows), lesser darkvision elixir, Giant Centipede Venom (3), invisibility potion , Leather Armor, +1 rapier , simple injury poison (8 doses, 2d4 poison damage), sleep poison (2) --- AC 26 Fort +12 Ref +19 Will +14 HP 130 Deny Advantage The assassin isn't flat-footed to creatures of 8th level or lower that are hidden, undetected, flanking, or using surprise attack. Nimble Dodge Reaction Trigger The assassin is targeted with a melee or ranged attack by an attacker they can see; Effect The assassin gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 25 feet Melee Single Action rapier +18 (deadly 1d8, Disarm, Finesse, Magical), Damage 1d6+8 piercing Ranged Single Action composite shortbow +20 (deadly 2d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 2d6+4 piercing Poison Weapon Single Action (Manipulate) Requirements The assassin is wielding a piercing or slashing weapon and has a free hand; Effect The assassin applies a poison to the weapon. Quick Draw Single Action The assassin Interacts to draw a weapon, then Strikes with that weapon. Sneak Attack The assassin deals an extra 2d6 precision damage to flat-footed creatures. Surprise Attack On the first round of combat, creatures that haven't acted yet are flat-footed to the assassin. ","skill_mod":{"society":12,"diplomacy":10,"deception":12,"thievery":15,"survival":12,"stealth":19,"medicine":14,"athletics":13,"intimidation":10,"acrobatics":17},"summary":"Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Some assassins work alone and …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":26,"item":["+1 striking composite shortbow (20 arrows)","lesser darkvision elixir","Giant Centipede Venom (3)","invisibility potion","Leather Armor","+1 rapier","simple injury poison (8 doses, 2d4 poison damage)","sleep poison (2)"],"level":8,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=892","intelligence":2,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":12,"size":["Medium"],"name":"Assassin","alignment":"NE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[11,11],"slug":"creature-892"},{"attack_bonus":[4,5],"constitution":-1,"primary_source_category":"Rulebooks","strength":1,"hp":16,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Devotees","spell_attack_bonus":[9],"will_save":9,"charisma":1,"speed":{"max":25,"land":25},"perception":7,"wisdom":4,"weakness":{},"skill":["Arcana","Crafting","Diplomacy","Occultism","Religion"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-893","text":" Acolyte Underling clerics are still learning the tenets of their faith and answer to a superior priest. Their days are spent in devotion and learning, sequestered in temples. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Acolyte of Nethys Source Gamemastery Guide pg. 212 Perception +7 Languages Common Skills Arcana +5, Crafting +5, Diplomacy +4, Occultism +5, Religion +7 Str +1 Dex +2 Con -1 Int +2 Wis +4 Cha +1 Items Crossbow (10 bolts), religious symbol of Nethys, religious text of Nethys, Staff --- AC 15 Fort +2 Ref +5 Will +9 HP 16 --- Speed 25 feet Melee Single Action staff +4 (two-hand d8), Damage 1d4+1 bludgeoning Ranged Single Action crossbow +5 (range increment 120 feet, reload 1), Damage 1d8 piercing Divine Prepared Spells DC 17, attack +9 - Cantrips (1st) Chill Touch, Detect Magic, Light, Prestidigitation, Read Aura, Shield - 1st Harm, Heal (x2), Magic Missile Cleric Domain Spells DC 17, 1 Focus Point - 1st Cry of Destruction\n","tradition":["Divine"],"skill_mod":{"diplomacy":4,"crafting":5,"arcana":5,"occultism":5,"religion":7},"summary":"Underling clerics are still learning the tenets of their faith and answer to a superior priest. Their days are spent in devotion and learning, …","image":["/Images/NPCs/Devotee_Acolyte.png"],"primary_source":"Gamemastery Guide","spell":["Harm","Heal","Magic Missile","Chill Touch","Detect Magic","Light","Prestidigitation","Read Aura","Shield","Cry of Destruction"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["Crossbow (10 bolts)","religious symbol of Nethys","religious text of Nethys","Staff"],"level":1,"spell_dc":[17,17],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=893","intelligence":2,"reflex_save":5,"strongest_save":["will"],"dexterity":2,"fortitude_save":2,"size":["Medium"],"name":"Acolyte of Nethys","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[3,4],"slug":"creature-893"},{"attack_bonus":[7,8,8],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":24,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Devotees","spell_attack_bonus":[10],"will_save":11,"charisma":4,"speed":{"max":25,"land":25},"perception":10,"wisdom":3,"weakness":{},"skill":["Diplomacy","Performance","Religion","Survival"],"trait":["Human","Humanoid","CN","Medium"],"id":"creature-894","text":" Prophet The gods occasionally send messages in dreams to individuals who wander the lands, gaining followers with their oratorical abilities. Some prophets have not received true divine missives, but have misinterpreted normal dreams. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Prophet Source Gamemastery Guide pg. 212 Perception +10 Languages Common Skills Diplomacy +8, Performance +8, Religion +7, Survival +7 Str +2 Dex +1 Con +0 Int +1 Wis +3 Cha +4 Items Flail, manifesto (functions as religious text), pouch of rocks, robes --- AC 17 Fort +8 Ref +7 Will +11 HP 24 --- Speed 25 feet Melee Single Action flail +8 (Disarm, Sweep, Trip), Damage 1d6+2 bludgeoning Melee Single Action fist +8 (Agile, Nonlethal), Damage 1d4+2 bludgeoning Ranged Single Action rock +7 (thrown 10 feet), Damage 1d4+2 bludgeoning Divine Spontaneous Spells DC 18, attack +10 - Cantrips (1st) Daze, Detect Magic, Guidance, Know Direction, Light, Prestidigitation, Read Aura - 1st Bless, Heal, Ray of Enfeeblement, Sanctuary (4 slots) Cleric Domain Spells DC 18, 1 Focus Point - 1st Read Fate\n","tradition":["Divine"],"skill_mod":{"diplomacy":8,"performance":8,"survival":7,"religion":7},"summary":"The gods occasionally send messages in dreams to individuals who wander the lands, gaining followers with their oratorical abilities. Some prophets …","primary_source":"Gamemastery Guide","spell":["Bless","Heal","Ray of Enfeeblement","Sanctuary","Daze","Detect Magic","Guidance","Know Direction","Light","Prestidigitation","Read Aura","Read Fate"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Flail","manifesto (functions as religious text )","pouch of rocks","robes"],"level":2,"spell_dc":[18,18],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=894","intelligence":1,"reflex_save":7,"strongest_save":["will"],"dexterity":1,"fortitude_save":8,"size":["Medium"],"name":"Prophet","alignment":"CN","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[4,4,5],"slug":"creature-894"},{"attack_bonus":[9,12],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":58,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Devotees","spell_attack_bonus":[11],"will_save":11,"charisma":2,"speed":{"max":20,"land":20},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Shield Block","Swear Vengeance","Channel Smite","Deadly Simplicity"],"skill":["Athletics","Deception","Intimidation","Religion","Society"],"trait":["Human","Humanoid","NE","Medium"],"id":"creature-895","text":" Zealot Zealots ferret out plots against their religion and seek justice for their church's followers. This zealot serves Asmodeus, but others might serve Abadar, Calistria, Iomedae, Norgorber, Pharasma, Sarenrae, or Zon-Kuthon. They often ride a war horse wearing light barding. This horse is an additional monster in the fight. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Zealot of Asmodeus Source Gamemastery Guide pg. 213 Perception +9 Languages Common Skills Athletics +9, Deception +10, Intimidation +10, Religion +10, Society +7 Str +4 Dex +1 Con +1 Int +0 Wis +3 Cha +2 Items Composite Shortbow (20 arrows), Half Plate, Mace, Steel Shield (Hardness 5, HP 20, BT 10) --- AC 22 (24 with shield raised) Fort +9 Ref +7 Will +11 HP 58 Shield Block Reaction Swear Vengeance Reaction Trigger A creature the zealot can see damages a follower of Asmodeus other than the zealot; Effect The zealot gains the effect of a 1st-level true strike spell. If the zealot makes an attack roll against anyone other than the triggering creature, the true strike ends with no effect. --- Speed 20 feet Melee Single Action mace +12 (Shove), Damage 1d8+4 bludgeoning Ranged Single Action composite shortbow +9 (deadly 1d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+2 piercing Divine Prepared Spells DC 19, attack +11 - Cantrips (2nd) Detect Magic, Divine Lance, Forbidding Ward, Read Aura, Sigil - 1st Detect Alignment, Magic Weapon, Spirit Link - 2nd Harm (x3), Restoration, See Invisibility, Shield Other Channel Smite Two Actions (Divine, Necromancy, Negative) The zealot expends a prepared harm spell and makes a melee Strike. Instead of the normal effect of the spell, its negative damage is added to the Strike's damage. Deadly Simplicity The zealot's mace deals 1d8 damage instead of 1d6. ","tradition":["Divine"],"skill_mod":{"society":7,"deception":10,"athletics":9,"intimidation":10,"religion":10},"summary":"Zealots ferret out plots against their religion and seek justice for their church's followers. This zealot serves Asmodeus , but others might serve …","primary_source":"Gamemastery Guide","spell":["Harm","Restoration","See Invisibility","Shield Other","Detect Alignment","Magic Weapon","Spirit Link","Detect Magic","Divine Lance","Forbidding Ward","Read Aura","Sigil"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":22,"item":["Composite Shortbow (20 arrows)","Half Plate","Mace","Steel Shield (Hardness 5, HP 20, BT 10)"],"level":4,"spell_dc":[19],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=895","intelligence":0,"reflex_save":7,"strongest_save":["will"],"dexterity":1,"fortitude_save":9,"size":["Medium"],"name":"Zealot of Asmodeus","alignment":"NE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[5,8],"slug":"creature-895"},{"attack_bonus":[13,13],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":80,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Devotees","spell_attack_bonus":[16],"will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Healing Hands","Steady Spellcasting"],"skill":["Diplomacy","Medicine","Religion","Society","Survival"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-896","text":" Priest Cloistered priests safeguard their temples and communities. They are the stalwart keepers of their god's tenets, devoted to spreading the word. Their guidance or healing services come at the cost of a donation. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Priest of Pharasma Source Gamemastery Guide pg. 213 Perception +14 Languages Common Skills Diplomacy +12, Medicine +14, Religion +14, Society +11, Survival +12 Str +3 Dex +3 Con +1 Int +0 Wis +4 Cha +2 Items +1 dagger , religious symbol of Pharasma --- AC 21 Fort +11 Ref +11 Will +14 HP 80 --- Speed 25 feet Melee Single Action dagger +13 (Agile, Magical, versatile S), Damage 1d6+5 piercing Ranged Single Action dagger +13 (Agile, Magical, thrown 10 feet, versatile S), Damage 1d6+5 piercing Divine Prepared Spells DC 24, attack +16 - Cantrips (3rd) Detect Magic, Disrupt Undead, Light, Read Aura, Shield - 1st Disrupting Weapons, Mindlink, Spirit Link - 2nd Gentle Repose, Silence, Spiritual Weapon - 3rd Circle of Protection, Heal (x3), Searing Light (x2) Cleric Domain Spells DC 24, 1 Focus Point - 3rd Death's Call Divine Rituals DC 24 - 2nd Consecrate Healing Hands When the priest casts heal, they roll d10s instead of d8s. Steady Spellcasting If another creature's reaction would disrupt the priest's spellcasting action, the priest attempts a DC 15 flat check. If the priest succeeds, their action isn't disrupted. ","tradition":["Divine"],"skill_mod":{"society":11,"diplomacy":12,"survival":12,"medicine":14,"religion":14},"summary":"Cloistered priests safeguard their temples and communities. They are the stalwart keepers of their god's tenets, devoted to spreading the word. Their …","image":["/Images/NPCs/Devotee_Priest.png"],"primary_source":"Gamemastery Guide","spell":["Circle of Protection","Heal","Searing Light","Gentle Repose","Silence","Spiritual Weapon","Disrupting Weapons","Mindlink","Spirit Link","Detect Magic","Disrupt Undead","Light","Read Aura","Shield","Death's Call"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["+1 dagger","religious symbol of Pharasma"],"level":6,"spell_dc":[24,24],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=896","intelligence":0,"reflex_save":11,"strongest_save":["will"],"dexterity":3,"fortitude_save":11,"size":["Medium"],"name":"Priest of Pharasma","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[8,8],"slug":"creature-896"},{"attack_bonus":[5,5],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":10,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Downtrodden","will_save":3,"charisma":1,"speed":{"max":25,"land":25},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Beat a Retreat"],"skill":["Athletics","Deception","Diplomacy","Stealth","Underworld Lore"],"stealth":"5","trait":["Human","Humanoid","N","Medium"],"id":"creature-897","text":" Beggar Wherever there is poverty, there are beggars. Beggars are truly the downtrodden of society—folks who have been cast out into the streets due to a variety of setbacks or the weight of circumstance. Some beggars work for underworld organizations as lookouts, spies, or even hired muscle on the cheap—sometimes by choice, but often not. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Beggar Source Gamemastery Guide pg. 214 Perception +3 Languages Common Skills Athletics +3, Deception +3, Diplomacy +3, Stealth +5, Underworld Lore +2 Str +1 Dex +3 Con +2 Int +0 Wis +1 Cha +1 --- AC 15 Fort +4 Ref +7 Will +3 HP 10 --- Speed 25 feet Melee Single Action fist +5 (Agile, Nonlethal), Damage 1d4+1 bludgeoning Ranged Single Action rock +5 (thrown 10 feet), Damage 1d4+1 bludgeoning Beat a Retreat Two Actions The beggar Strides three times and gains a +2 circumstance bonus to AC during those actions. ","skill_mod":{"diplomacy":3,"deception":3,"stealth":5,"athletics":3},"summary":"Wherever there is poverty, there are beggars. Beggars are truly the downtrodden of society—folks who have been cast out into the streets due to a …","image":["/Images/NPCs/Downtrodden_Beggar.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"level":-1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=897","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":4,"size":["Medium"],"name":"Beggar","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[3,3],"slug":"creature-897"},{"attack_bonus":[3,5],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":10,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Downtrodden","will_save":3,"charisma":0,"speed":{"max":25,"land":25},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Power of the Mob"],"skill":["Athletics","Lore","Society"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-898","text":" Commoner Though not every commoner is downtrodden, many live hard lives of toil as they work to keep their families fed and housed in relative comfort. While many commoners are just simple folks who keep to themselves, sometimes commoners rebel, either rising up to face their oppressors or persuaded or even duped into joining nefarious plans and criminal conspiracies. Commoners benefit from power in numbers, and a crowd of commoners can accomplish a great deal more than their rulers often expect. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Commoner Source Gamemastery Guide pg. 214 Perception +3 Languages Common Skills Athletics +5, Lore +6, Society +2 Str +3 Dex +1 Con +2 Int +0 Wis +1 Cha +0 Items Sickle --- AC 13 Fort +6 Ref +3 Will +3 HP 10 --- Speed 25 feet Melee Single Action sickle +5 (Agile, Trip), Damage 1d4+2 slashing Ranged Single Action rock +3 (thrown 10 feet), Damage 1d4+2 bludgeoning Power of the Mob When three or more commoners are adjacent to each other, each commoner gets a +1 circumstance bonus to Athletic checks to Shove, attack rolls, and damage rolls. ","skill_mod":{"society":2,"athletics":5},"summary":"Though not every commoner is downtrodden, many live hard lives of toil as they work to keep their families fed and housed in relative comfort. While …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["Sickle"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=898","intelligence":0,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":6,"size":["Medium"],"name":"Commoner","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[4,4],"slug":"creature-898"},{"attack_bonus":[5,5,5],"constitution":0,"primary_source_category":"Rulebooks","strength":-1,"hp":8,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Downtrodden","will_save":3,"charisma":2,"speed":{"max":25,"land":25},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Collaborative Thievery","Pickpocket"],"skill":["Acrobatics","Deception","Society","Stealth","Survival","Thievery"],"stealth":"5","trait":["Human","Humanoid","N","Medium"],"id":"creature-899","text":" Urchin Although their escapades might be notorious, few urchins are thrill-seekers. For some urchins, when begging alone is not enough to fill their bellies, theft becomes a viable survival tactic. Many underworld powers also use urchins as spies and messengers, while training them to become future pickpockets, burglars, and foot soldiers. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Urchin Source Gamemastery Guide pg. 215 Perception +3 Languages Common Skills Acrobatics +5, Deception +4, Society +3, Stealth +5, Survival +3, Thievery +7 Str -1 Dex +3 Con +0 Int +1 Wis +1 Cha +2 Items shiv --- AC 15 Fort +2 Ref +7 Will +3 HP 8 --- Speed 25 feet Melee Single Action shiv +5 (Agile), Damage 1d4-1 piercing Melee Single Action fist +5 (Agile, Nonlethal), Damage 1d4-1 bludgeoning Ranged Single Action rock +5 (thrown 10 feet), Damage 1d4-1 bludgeoning Collaborative Thievery The urchin gains a +1 circumstance bonus to Steal or Palm an Object while within 10 feet of an ally who has the pickpocket ability. Pickpocket The urchin can Steal or Palm an Object that's closely guarded without taking the usual -5 penalty. They can Steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes, armor, or actively wielded objects). ","skill_mod":{"society":3,"deception":4,"thievery":7,"survival":3,"stealth":5,"acrobatics":5},"summary":"Although their escapades might be notorious, few urchins are thrill-seekers. For some urchins, when begging alone is not enough to fill their …","image":["/Images/NPCs/Downtrodden_Urchin.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["shiv"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=899","intelligence":1,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":2,"size":["Medium"],"name":"Urchin","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[1,1,1],"slug":"creature-899"},{"attack_bonus":[7,7],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":17,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Downtrodden","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Sneak Attack","Surprise Attack","You're Next"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Thievery"],"stealth":"7","trait":["Human","Humanoid","N","Medium"],"id":"creature-900","text":" Prisoner Most who end up in a jail, dungeon, or prison are just biding their time until their imprisonment ends, trying to find ways to make it through interminable days of boredom and deprivation. Some, however, may use their time on the inside to strengthen their criminal connections. Using force and intimidation to gain status among other prisoners, they create makeshift weapons to take down their enemies and give them an edge if escape becomes possible. Even for prisoners who don't become involved in the world of prison politics, learning to stand up for themselves and projecting an air of toughness can become essential for survival in a place where people have little left to lose. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Prisoner Source Gamemastery Guide pg. 215 Perception +6 Languages Common Skills Acrobatics +7, Athletics +6, Intimidation +3, Stealth +7, Thievery +7 Str +3 Dex +4 Con +1 Int +0 Wis +1 Cha +0 Items shiv --- AC 17 Fort +4 Ref +9 Will +6 HP 17 --- Speed 25 feet Melee Single Action shiv +7 (Agile), Damage 1d4+3 piercing Melee Single Action fist +7 (Agile, Nonlethal), Damage 1d4+3 piercing Sneak Attack The prisoner deals an extra 1d6 precision damage to flat-footed creatures. Surprise Attack On the first round of combat, creatures that haven't acted yet are flat-footed to the prisoner. You're Next Reaction (Emotion, Fear, Mental) Trigger The prisoner reduces a creature to 0 Hit Points; Effect The prisoner attempts an Intimidation check with a +2 circumstance bonus to Demoralize a single creature it can see and that can see them. ","skill_mod":{"thievery":7,"stealth":7,"athletics":6,"intimidation":3,"acrobatics":7},"summary":"Most who end up in a jail, dungeon, or prison are just biding their time until their imprisonment ends, trying to find ways to make it through …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["shiv"],"level":1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=900","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":4,"size":["Medium"],"name":"Prisoner","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[5,5],"slug":"creature-900"},{"attack_bonus":[5,5,7],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":15,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Explorers","will_save":5,"charisma":1,"speed":{"max":25,"land":25},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Torch Combatant"],"skill":["Acrobatics","Architecture Lore","Athletics","Stealth","Survival"],"stealth":"5","trait":["Human","Humanoid","N","Medium"],"id":"creature-901","text":" Torchbearer Torchbearers carry a light sources for seasoned explorers and serve as apprentices. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Torchbearer Source Gamemastery Guide pg. 216 Perception +5 Languages Common Skills Acrobatics +5, Architecture Lore +2, Athletics +4, Stealth +5, Survival +3 Str +2 Dex +3 Con +1 Int +0 Wis +1 Cha +1 Items Climbing Kit, Dagger, Hand Crossbow (20 bolts), Tindertwig (5), Torch (4) --- AC 15 Fort +5 Ref +7 Will +5 HP 15 --- Speed 25 feet Melee Single Action torch +7, Damage 1d6+2 bludgeoning plus 1 fire Melee Single Action dagger +5 (Agile, versatile S), Damage 1d4+2 piercing Ranged Single Action hand crossbow +5 (range increment 60 feet, reload 1), Damage 1d6 piercing Torch Combatant A torchbearer is adept at attacking with torches and deals 1 persistent fire damage when they critically hit with a torch. ","skill_mod":{"survival":3,"stealth":5,"athletics":4,"acrobatics":5},"summary":"Torchbearers carry a light sources for seasoned explorers and serve as apprentices.","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["Climbing Kit","Dagger","Hand Crossbow (20 bolts)","Tindertwig (5)","Torch (4)"],"level":0,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=901","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":5,"size":["Medium"],"name":"Torchbearer","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[3,4,5],"slug":"creature-901"},{"attack_bonus":[7,7,7],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Explorers","spell_attack_bonus":[12],"will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Live to Tell the Tale","Scroll Mastery"],"skill":["Map Lore","Nature","Scribing Lore","Society","Survival"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-902","text":" Chronicler Exploration means very little if no account of the details exist. Members of adventuring bands cherish chroniclers who record tales of their deeds. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Chronicler Source Gamemastery Guide pg. 216 Perception +14 Languages Common Skills Map Lore +17, Nature +14, Scribing Lore +17, Society +12, Survival +14 Str +2 Dex +2 Con +1 Int +4 Wis +4 Cha +0 Items Crossbow (20 bolts), Dagger, journal, Leather Armor, maps, scroll of acid arrow , scroll of heal , Staff --- AC 18 Fort +8 Ref +9 Will +9 HP 45 Live to Tell the Tale Reaction Frequency once per day; Trigger The chronicler is dying; Effect The chronicler reduces their dying condition by 1. If the chronicler is no longer dying, they remain unconscious for at least 1 hour or until they regain 1 Hit Point. --- Speed 25 feet Melee Single Action dagger +7 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Melee Single Action staff +7 (two-hand d8), Damage 1d4+2 bludgeoning Ranged Single Action crossbow +7 (range increment 120 feet, reload 1), Damage 1d8 piercing Primal Prepared Spells DC 20, attack +12 - Cantrips (2nd) Know Direction, Light, Ray of Frost, Sigil, Tanglefoot - 1st Fleet Step, Longstrider, Pass Without Trace - 2nd Entangle, Flaming Sphere Scroll Mastery The chronicler can activate any scroll of a 2nd-level spell or lower as if they had the spell on their spell list, regardless of its magical tradition. ","tradition":["Primal"],"skill_mod":{"society":12,"nature":14,"survival":14},"summary":"Exploration means very little if no account of the details exist. Members of adventuring bands cherish chroniclers who record tales of their deeds.","image":["/Images/NPCs/Explorer_Chronicler.png"],"primary_source":"Gamemastery Guide","spell":["Entangle","Flaming Sphere","Fleet Step","Longstrider","Pass Without Trace","Know Direction","Light","Ray of Frost","Sigil","Tanglefoot"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Crossbow (20 bolts)","Dagger","journal","Leather Armor","maps","scroll of acid arrow","scroll of heal","Staff"],"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=902","intelligence":4,"reflex_save":9,"strongest_save":["ref","reflex","will"],"dexterity":2,"fortitude_save":8,"size":["Medium"],"name":"Chronicler","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[4,4,4],"slug":"creature-902"},{"attack_bonus":[9,12],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Explorers","will_save":14,"charisma":0,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Guide's Warning","Guiding Words"],"skill":["Athletics","Scouting Lore","Survival","Stealth"],"stealth":"11","trait":["Human","Humanoid","N","Medium"],"id":"creature-903","text":" Guide Guides bring travelers, tourists, and adventurers into the wondrous natural world, using their expertise to avoid deadly monsters and gruesome hazards. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Guide Source Gamemastery Guide pg. 217 Perception +14 Languages Common Skills Athletics +14, Scouting Lore +12, Survival +12, Stealth +11 Str +4 Dex +1 Con +2 Int +1 Wis +3 Cha +0 Items Composite Shortbow (40 arrows), Greataxe, Scale Mail --- AC 21 Fort +12 Ref +11 Will +14 HP 60 Guide's Warning Reaction Trigger The guide is about to roll a Perception or Survival check to determine their initiative; Effect The guide visually or audibly warns allies, granting them a +1 circumstance bonus to their initiative rolls. Depending on how the guide warns allies, this action has the auditory or visual trait. --- Speed 25 feet Melee Single Action greataxe +12 (Sweep), Damage 1d12+6 slashing Ranged Single Action composite shortbow +9 (deadly 1d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+2 piercing Guiding Words Single Action The guide points out a weakness of a creature within 30 feet. The guide and all allies that can hear or see the guide gain a +1 status bonus to attack and damage rolls against that creature until the beginning of the guide's next turn. The guide adds an extra 1d6 precision damage to their weapon and unarmed attacks that hit that creature during the duration. Tips From The Guide You might allow PCs who Follow the Expert when led by a guide to continue to add their level to the skill check for some time afterward: 1 hour if the guide is an expert, 1 day for master, or 1 week for legendary. (The guide here has expert Athletics, Scouting Lore, and Survival.) A character can have this benefit for only one skill at a time. ","skill_mod":{"survival":12,"stealth":11,"athletics":14},"summary":"Guides bring travelers, tourists, and adventurers into the wondrous natural world, using their expertise to avoid deadly monsters and gruesome …","image":["/Images/NPCs/Explorer_Guide.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Composite Shortbow (40 arrows)","Greataxe","Scale Mail"],"level":4,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=903","intelligence":1,"reflex_save":11,"strongest_save":["will"],"dexterity":1,"fortitude_save":12,"size":["Medium"],"name":"Guide","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[5,12],"slug":"creature-903"},{"attack_bonus":[15,15],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":75,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Explorers","will_save":11,"charisma":0,"speed":{"climb":15,"max":25,"land":25},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Hazard Spotter","Trick Attack"],"skill":["Acrobatics","Architecture Lore","Athletics","Deception","Engineering Lore","Society","Stealth","Thievery"],"stealth":"11","trait":["Human","Humanoid","N","Medium"],"id":"creature-904","text":" Tomb Raider Great treasure awaits those willing to explore the hazardous depths of the world's ancient tombs and forgotten dungeons. Some tomb raiders seek riches of bygone eras; others recover pieces of history thought lost to the sands of time. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Tomb Raider Source Gamemastery Guide pg. 217 Perception +13 Languages Common Skills Acrobatics +13, Architecture Lore +11, Athletics +13, Deception +7, Engineering Lore +11, Society +9, Stealth +11, Thievery +13 Str +4 Dex +4 Con +1 Int +2 Wis +2 Cha +0 Hazard Spotter The tomb raider automatically attempts a secret Perception check to notice a hazard when they are within 10 feet of the hazard. Items Climbing Kit, Hand Crossbow (20 bolts), +1 kukri --- AC 21 Fort +10 Ref +15 Will +11 HP 75 --- Speed 25 feet, climb 15 feet Melee Single Action kukri +15 (Agile, Magical, Trip), Damage 1d6+7 slashing Ranged Single Action hand crossbow +15 (range increment 60 feet, reload 1), Damage 1d6+3 piercing Trick Attack Single Action The tomb raider musters their guile to attempt a clever attack that catches their foe unprepared. The tomb raider chooses one of their weapons. The next attack with that weapon deals an extra 2d6 precision damage. In addition, the tomb raider can Interact to draw the weapon (or to reload it if they choose the hand crossbow). ","skill_mod":{"society":9,"deception":7,"thievery":13,"stealth":11,"athletics":13,"acrobatics":13},"summary":"Great treasure awaits those willing to explore the hazardous depths of the world's ancient tombs and forgotten dungeons. Some tomb raiders seek …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Climbing Kit","Hand Crossbow (20 bolts)","+1 kukri"],"level":5,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=904","intelligence":2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":10,"size":["Medium"],"name":"Tomb Raider","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[6,10],"slug":"creature-904"},{"attack_bonus":[8,10],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Foresters","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Forager","Snare Crafting","Hunt Prey"],"skill":["Crafting","Deception","Nature","Stealth","Survival"],"stealth":"8","trait":["Human","Humanoid","NE","Medium"],"id":"creature-905","text":" Poacher Some forests are protected by kings, others only by wild things. Laws against hunting may protect the private reserves of nobles or guard the viability of animal populations of shared forests during specific seasons. Poachers violate those laws—sometimes out of greed, sometimes out of desperation, and sometimes for sport. Although penalties against poaching often include public shaming (see Penalties for Poaching), in lean times a successful poacher is a local hero. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Poacher Source Gamemastery Guide pg. 218 Perception +9 Languages Common Skills Crafting +4, Deception +4, Nature +7, Stealth +8, Survival +7 Str +2 Dex +4 Con +1 Int +0 Wis +3 Cha +0 Forager While using Survival to Subsist, if the hunter rolls a failure or a critical failure, they get a success instead. If the hunter rolls a success, they can provide food for 4 additional creatures that eat about as much as a human, or 8 creatures on a critical success. Snare Crafting The poacher can use the Crafting skill to create the following snares: alarm snare, hampering snare, marking snare, and signaling snare. The poacher can create four snares each day without paying for the materials, using 3 Interact actions to set up each snare. Items Club, Composite Shortbow (20 arrows), Padded Armor, Snare Kit --- AC 19 Fort +7 Ref +10 Will +7 HP 30 --- Speed 25 feet Melee Single Action club +8, Damage 1d6+5 bludgeoning Ranged Single Action composite shortbow +10 (deadly 1d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+3 piercing Hunt Prey Single Action (Concentrate) The poacher designates a single creature they can see and hear, or one they're Tracking, as their prey. The poacher gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the poacher hits the designated prey in a round, they deal an additional 1d8 precision damage. The poacher also ignores the penalty for making ranged attacks within their second range increment. These effects last until the poacher uses Hunt Prey again. Penalties For Poaching Punishment for poaching on noble land can be vicious. Maiming poachers by removing fingers is a common practice. Crueler punishments include snaring poachers in their own traps and leaving them helpless, or binding them in the bloody skins of their catch and setting dogs to chase them through the woods. ","skill_mod":{"deception":4,"nature":7,"crafting":4,"survival":7,"stealth":8},"summary":"Some forests are protected by kings, others only by wild things. Laws against hunting may protect the private reserves of nobles or guard the …","image":["/Images/NPCs/Forester_Poacher.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":19,"item":["Club","Composite Shortbow (20 arrows)","Padded Armor","Snare Kit"],"level":2,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=905","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":7,"size":["Medium"],"name":"Poacher","alignment":"NE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[6,8],"slug":"creature-905"},{"attack_bonus":[9,11],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Foresters","will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":13,"wisdom":4,"weakness":{},"creature_ability":["Forager","Master Tracker","Hunt Prey"],"skill":["Forest Lore","Nature","Stealth","Survival"],"stealth":"9","trait":["Human","Humanoid","N","Medium"],"id":"creature-906","text":" Tracker The forest offers dangerous creatures—whether they walk on four legs or two—a place to hide. Dim light, low brush, and fallen leaves conspire to hide their trails. Given these poor conditions, an unskilled eye might spot a sign or two of a creature's passing, but only a skilled tracker can identify several such signs and discern their relationship to each other, connecting one to the next until they form a trail of prints, scat, fur, feathers, and blood that leads to the quarry's lair. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Tracker Source Gamemastery Guide pg. 219 Perception +13 Languages Common Skills Forest Lore +5, Nature +11, Stealth +9, Survival +13 Str +2 Dex +4 Con +2 Int +0 Wis +4 Cha +0 Forager While using Survival to Subsist, if the hunter rolls a failure or a critical failure, they get a success instead. If the hunter rolls a success, they can provide food for 16 additional creatures that eat about as much as a human, or 32 creatures on a critical success. Master Tracker The tracker can Track while moving at full speed. Items Composite Longbow (60 arrows), Leather Armor, Staff --- AC 20 Fort +9 Ref +11 Will +9 HP 45 --- Speed 25 feet Melee Single Action staff +9 (two-hand d8), Damage 1d4+4 bludgeoning Ranged Single Action composite longbow +11 (deadly 1d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+3 piercing Hunt Prey Single Action (Concentrate) The tracker designates a single creature they can see and hear, or one they're Tracking, as their prey. The tracker gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the tracker hits the designated prey in a round, they deal an additional 1d8 precision damage. The tracker also ignores the penalty for making ranged attacks within their second range increment. These effects last until the tracker uses Hunt Prey again. ","skill_mod":{"nature":11,"survival":13,"stealth":9},"summary":"The forest offers dangerous creatures—whether they walk on four legs or two—a place to hide. Dim light, low brush, and fallen leaves conspire to hide …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Composite Longbow (60 arrows)","Leather Armor","Staff"],"level":3,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=906","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":9,"size":["Medium"],"name":"Tracker","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[6,7],"slug":"creature-906"},{"attack_bonus":[18,18,18],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":115,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Foresters","will_save":15,"charisma":0,"speed":{"max":25,"land":25},"perception":17,"wisdom":4,"weakness":{},"creature_ability":["Forager","Forest Walker","Hunt Prey"],"skill":["Forest Lore","Medicine","Nature","Stealth","Survival"],"stealth":"17","trait":["Human","Humanoid","N","Medium"],"id":"creature-907","text":" Hunter As is reflected in the many depictions of an elk-headed Erastil, god of the hunt, the hunter is very much a creature of the forest, known by the forest and familiar with every aspect of it. After all, the final determination of who is the hunter and who is prey often depends on who is able to make an ally of the terrain. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Hunter Source Gamemastery Guide pg. 219 Perception +17 Languages Common Skills Forest Lore +13, Medicine +15, Nature +17, Stealth +17, Survival +17 Str +4 Dex +4 Con +2 Int +1 Wis +4 Cha +0 Forager While using Survival to Subsist, if the hunter rolls a failure or a critical failure, they get a success instead. If the hunter rolls a success, they can provide food for 16 additional creatures that eat about as much as a human, or 32 creatures on a critical success. Forest Walker The hunter ignores the effects of difficult terrain from a forest environment. They can Sneak through underbrush without the need to attempt a Stealth check as long as the hunter moves no more than 5 feet at a time and is not within 10 feet of an enemy at any point during their movement. Items +1 composite longbow , Dagger, Leather Armor, Shortsword --- AC 25 Fort +15 Ref +17 Will +15 HP 115 --- Speed 25 feet Melee Single Action dagger +18 (Agile, Finesse, versatile S), Damage 1d4+9 piercing Melee Single Action shortsword +18 (Agile, Finesse, versatile S), Damage 1d6+9 piercing Ranged Single Action composite longbow +18 (deadly 1d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+8 piercing Hunt Prey Single Action (Concentrate) The hunter designates a single creature they can see and hear, or one they're Tracking, as their prey. The hunter gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the hunter hits the designated prey in a round, they deal an additional 1d8 precision damage. The hunter also ignores the penalty for making ranged attacks within their second range increment. These effects last until the hunter uses Hunt Prey again. ","skill_mod":{"nature":17,"survival":17,"stealth":17,"medicine":15},"summary":"As is reflected in the many depictions of an elk-headed Erastil , god of the hunt, the hunter is very much a creature of the forest, known by the …","image":["/Images/NPCs/Forester_Hunter.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":25,"item":["+1 composite longbow","Dagger","Leather Armor","Shortsword"],"level":7,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=907","intelligence":1,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":15,"size":["Medium"],"name":"Hunter","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[11,12,12],"slug":"creature-907"},{"attack_bonus":[4,5,5],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":9,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Healers","will_save":5,"charisma":1,"speed":{"max":25,"land":25},"perception":5,"wisdom":3,"weakness":{},"creature_ability":["Medical Wisdom"],"skill":["Crafting","Medicine","Nature"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-908","text":" Apothecary Surrounded by bottles and bins of crushed herbs, curative minerals, and potent extracts, the apothecary skillfully combines materials into unguents and medicines. For encounters involving making medicine or alchemical contests, the apothecary is a 3rd-level challenge. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Apothecary Source Gamemastery Guide pg. 220 Perception +5 Languages Common Skills Crafting +5, Medicine +10, Nature +8 Str +0 Dex +1 Con +1 Int +3 Wis +3 Cha +1 Medical Wisdom The apothecary can identify the effect of any alchemical composition or medical ingredient using only their senses. This typically takes 1 minute. Items lesser acid flask (2), Dagger, minor elixir of life (2), Healer's Tools, leather apron (functions as padded armor), mortar and pestle --- AC 14 Fort +8 Ref +3 Will +5 +1 circumstance to all saves vs. poisons HP 9 Resistances poison 2 --- Speed 25 feet Melee Single Action stone pestle +4, Damage 1d6 bludgeoning Melee Single Action fist +5 (Agile, Nonlethal), Damage 1d4 bludgeoning Ranged Single Action acid flask +5 (range increment 20 feet, Splash), Damage 1 acid plus 1d6 persistent acid and 1 splash acid\n","skill_mod":{"nature":8,"crafting":5,"medicine":10},"summary":"Surrounded by bottles and bins of crushed herbs, curative minerals, and potent extracts, the apothecary skillfully combines materials into unguents …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["lesser acid flask (2)","Dagger","minor elixir of life (2)","Healer's Tools","leather apron (functions as padded armor )","mortar and pestle"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{"poison":2},"url":"/NPCs.aspx?ID=908","intelligence":3,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":8,"size":["Medium"],"name":"Apothecary","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[2,3,3],"slug":"creature-908"},{"attack_bonus":[5,5],"constitution":1,"primary_source_category":"Rulebooks","strength":-1,"hp":9,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Healers","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Bedside Manner","Doctor's Hand"],"skill":["Diplomacy","Medicine","Society"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-909","text":" Physician The art of medicine is a blend of the intellectual and the practical, concerned with how diseases work and how to prevent them. The physician can be found consulting well-thumbed tomes while meticulously examining patients to better understand their condition, before determining the most effective treatment. For medical matters, the physician is a 4th-level challenge. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Physician Source Gamemastery Guide pg. 220 Perception +6; (8 to notice ailments) Languages Common Skills Diplomacy +8, Medicine +12, Society +10 Str -1 Dex +1 Con +1 Int +4 Wis +2 Cha +2 Bedside Manner A physician has a +2 circumstance bonus to Diplomacy checks to Make an Impression on or make a Request of a diseased, poisoned, or wounded creature. Doctor's Hand When the physician rolls a critical failure on a check to Treat Disease, Treat Poison, or Treat Wounds, they get a failure instead. Items minor elixir of life (2), Healer's Tools, medical textbook --- AC 13 Fort +9 Ref +3 Will +8 HP 9 --- Speed 25 feet Melee Single Action fist +5 (Agile, Nonlethal), Damage 1d4-1 bludgeoning Ranged Single Action medical textbook +5 (Nonlethal, thrown 10 feet), Damage 1d4-1 bludgeoning\n","skill_mod":{"society":10,"diplomacy":8,"medicine":12},"summary":"The art of medicine is a blend of the intellectual and the practical, concerned with how diseases work and how to prevent them. The physician can be …","image":["/Images/NPCs/Healer_Physician.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["minor elixir of life (2)","Healer's Tools","medical textbook"],"level":-1,"source_category":["Rulebooks"],"sense":"(8 to notice ailments) ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=909","intelligence":4,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":9,"size":["Medium"],"name":"Physician","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[1,1],"slug":"creature-909"},{"attack_bonus":[11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":30,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Healers","will_save":10,"charisma":0,"speed":{"max":25,"land":25},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Doctor's Hand","Medical Malpractice"],"skill":["Crafting","Diplomacy","Medicine"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-910","text":" Surgeon The surgeon specializes in the physical alteration of the body to prevent the spread of disease, removing necrotic and decaying flesh to help the whole to survive. Few healers know the science of anatomy and physiology better than the surgeon. While their expertise is of grave importance in the medical world, the downside is that when one is in need of their talents, it is likely the complaint is serious. In medical matters, a surgeon is a 6th-level challenge. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Surgeon Source Gamemastery Guide pg. 221 Perception +14 Languages Common Skills Crafting +10, Diplomacy +8, Medicine +16 Str +1 Dex +3 Con +1 Int +2 Wis +4 Cha +0 Doctor's Hand When the surgeon rolls a critical failure on a check to Treat Disease, Treat Poison, or Treat Wounds, they get a failure instead. Items Healer's Tools, scalpel --- AC 17 Fort +7 Ref +7 Will +10 HP 30 --- Speed 25 feet Melee Single Action scalpel +11 (Agile, versatile P), Damage 1d4+1 slashing Ranged Single Action scalpel +11 (Agile, thrown 10 feet, versatile P), Damage 1d4+1 slashing Medical Malpractice Single Action The surgeon attempts a Medicine check against the Fortitude DC of one living creature they can see within 60 feet. On a success, the surgeon's melee Strikes deal an extra 1d6 precision damage against that creature (2d6 on a critical success) until 1 minute passes or the surgeon critically hits that creature, whichever comes first. Using this action again designates a new target and ends the effect for any previous target. A surgeon can target an individual creature no more than once per day with this ability. ","skill_mod":{"diplomacy":8,"crafting":10,"medicine":16},"summary":"The surgeon specializes in the physical alteration of the body to prevent the spread of disease, removing necrotic and decaying flesh to help the …","image":["/Images/NPCs/Healer_Surgeon.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Healer's Tools","scalpel"],"level":2,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=910","intelligence":2,"reflex_save":7,"strongest_save":["will"],"dexterity":3,"fortitude_save":7,"size":["Medium"],"name":"Surgeon","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[3,3],"slug":"creature-910"},{"attack_bonus":[9,10],"constitution":4,"primary_source_category":"Rulebooks","strength":0,"hp":73,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Healers","will_save":13,"charisma":2,"speed":{"max":25,"land":25},"perception":13,"wisdom":4,"weakness":{},"creature_ability":["Healing Hands","Improved Communal Healing"],"skill":["Intimidation","Medicine","Plague Lore","Religion"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-911","text":" Plague Doctor These healers, often seen wearing distinctive masks and burning powders to defend against airborne plagues, are as much feared as they are respected. To see a plague doctor signals that disease has infested the land—and that it might have already taken hold. Despite their devoted work in curing the untouchable, they are sometimes treated with suspicion, as if they are somehow the cause of the plague. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Plague Doctor Source Gamemastery Guide pg. 221 Perception +13 Languages Common Skills Intimidation +9, Medicine +13, Plague Lore +13, Religion +13 Str +0 Dex +1 Con +4 Int +2 Wis +4 Cha +2 Items Crossbow (10 bolts), Healer's Tools, minor healing potion (4), Staff, Studded Leather Armor --- AC 20 Fort +13 Ref +8 Will +13 HP 73 --- Speed 25 feet Melee Single Action staff +9 (two-hand d8), Damage 1d4 bludgeoning Ranged Single Action crossbow +10 (range increment 120 feet, reload 1), Damage 1d8 piercing Divine Prepared Spells DC 23 - Cantrips (3rd) Guidance, Light, Message, Sigil, Stabilize - 1st Detect Poison, Purify Food and Drink (x2) - 2nd Death Knell, Remove Fear, Restoration - 3rd Heal (x3), Neutralize Poison, Remove Disease Cleric Domain Spells DC 23, 1 Focus Point - 3rd Healer's Blessing Healing Hands When the plague doctor casts heal , they roll d10s instead of d8s. Improved Communal Healing When the plague doctor casts heal targeting a single creature, the plague doctor also restores Hit Points equal to the spell's level to themself or any other creature within range of the spell. ","tradition":["Divine"],"skill_mod":{"medicine":13,"intimidation":9,"religion":13},"summary":"These healers, often seen wearing distinctive masks and burning powders to defend against airborne plagues, are as much feared as they are respected. …","primary_source":"Gamemastery Guide","spell":["Heal","Neutralize Poison","Remove Disease","Death Knell","Remove Fear","Restoration","Detect Poison","Purify Food and Drink","Guidance","Light","Message","Sigil","Stabilize","Healer's Blessing"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Crossbow (10 bolts)","Healer's Tools","minor healing potion (4)","Staff","Studded Leather Armor"],"level":5,"spell_dc":[23,23],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=911","intelligence":2,"reflex_save":8,"strongest_save":["fort","fortitude","will"],"dexterity":1,"fortitude_save":13,"size":["Medium"],"name":"Plague Doctor","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[2,4],"slug":"creature-911"},{"attack_bonus":[5,5],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":9,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Laborers","will_save":3,"charisma":2,"speed":{"max":25,"land":25},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Raise a Shield"],"skill":["Acrobatics","Diplomacy","Household Lore","Society"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-912","text":" Servant Maids, butlers, and majordomos alike, servants are skilled at keeping a home in working order and protecting the interests of their employers. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Servant Source Gamemastery Guide pg. 222 Perception +9 Languages Common Skills Acrobatics +5, Diplomacy +4, Household Lore +4, Society +2 Str +1 Dex +3 Con +1 Int +0 Wis +1 Cha +2 Items cutlery (10), servant's uniform, serving platter (Hardness 3, HP 6, BT 3) --- AC 15 (16 with platter raised) Fort +5 Ref +7 Will +3 HP 9 Raise a Shield Single Action The serving platter has the same statistics as a buckler, but requires a hand to hold. --- Speed 25 feet Melee Single Action cutlery +5 (Agile, versatile S), Damage 1d4+1 piercing Ranged Single Action cutlery +5 (Agile, thrown 15 feet, versatile S), Damage 1d4+1 piercing\n","skill_mod":{"society":2,"diplomacy":4,"acrobatics":5},"summary":"Maids, butlers, and majordomos alike, servants are skilled at keeping a home in working order and protecting the interests of their employers.","image":["/Images/NPCs/Laborer_Servant.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["cutlery (10)","servant's uniform","serving platter (Hardness 3, HP 6, BT 3)"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=912","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":5,"size":["Medium"],"name":"Servant","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[3,3],"slug":"creature-912"},{"attack_bonus":[5,7],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":20,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Laborers","will_save":3,"charisma":1,"speed":{"max":25,"land":25},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Heft Crate","Swig"],"skill":["Acrobatics","Athletics","Intimidation","Labor Lore"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-913","text":" Dockhand Working to load and unload cargo from ships, dockhands are considered unruly, but many stay focused and work hard until the job is done. Some do celebrate the end of their work day with rowdy drinking. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Dockhand Source Gamemastery Guide pg. 222 Perception +3 Languages Common Skills Acrobatics +3, Athletics +5, Intimidation +3, Labor Lore +4 Str +3 Dex +1 Con +3 Int +0 Wis +1 Cha +1 Items empty bottle (3), Leather Armor, whiskey (1 bottle) --- AC 14 Fort +7 Ref +5 Will +3 HP 20 --- Speed 25 feet Melee Single Action fist +7 (Agile, Nonlethal), Damage 1d4+3 bludgeoning Ranged Single Action bottle +5 (Agile, thrown 20 feet), Damage 1d6+3 bludgeoning Heft Crate Two Actions (Manipulate) Requirements The dockhand is adjacent to a crate; Effect The dockhand picks up a crate and heaves it up to 15 feet. Upon landing, the crate breaks open in a 5-foot burst. Each creature within the area takes 2d6 bludgeoning damage (DC 13 basic Reflex save), and the area becomes difficult terrain until cleared. Swig Two Actions (Manipulate) The dockhand Interacts to either draw a bottle of alcohol or pick up a nearby unattended bottle of alcohol and drink the whole thing. For 1 minute, the dockhand gains a +2 item bonus to melee damage rolls and saving throws against fear, but they become clumsy 1. ","skill_mod":{"athletics":5,"intimidation":3,"acrobatics":3},"summary":"Working to load and unload cargo from ships, dockhands are considered unruly, but many stay focused and work hard until the job is done. Some do …","image":["/Images/NPCs/Laborer_Dockhand.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["empty bottle (3)","Leather Armor","whiskey (1 bottle)"],"level":0,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=913","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":7,"size":["Medium"],"name":"Dockhand","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[5,6],"slug":"creature-913"},{"attack_bonus":[5,6],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":20,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Laborers","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Pitch Bale"],"skill":["Athletics","Farming Lore","Nature","Survival"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-914","text":" Farmer Workers of the fields, vineyards, and orchards of the world, farmers are known for their rugged endurance and their skill with both plants and animals. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Farmer Source Gamemastery Guide pg. 222 Perception +6 Languages Common Skills Athletics +5, Farming Lore +4, Nature +4, Survival +4 Str +3 Dex +1 Con +3 Int +0 Wis +2 Cha +0 Items apple (4), Leather Armor, pitchfork --- AC 14 Fort +7 Ref +5 Will +4 HP 20 --- Speed 25 feet Melee Single Action pitchfork +6 (reach 10 feet), Damage 1d6+3 piercing Ranged Single Action apple +5 (Agile, Nonlethal, thrown 20 feet), Damage 1d4+3 bludgeoning Pitch Bale Single Action Requirements The farmer's last action was a successful pitchfork Strike; Effect The farmer moves the creature they hit with their pitchfork up to 5 feet, and the target falls prone. The target can attempt a DC 13 Reflex save to avoid falling prone, and avoids being moved altogether on a critical success. ","skill_mod":{"nature":4,"survival":4,"athletics":5},"summary":"Workers of the fields, vineyards, and orchards of the world, farmers are known for their rugged endurance and their skill with both plants and …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["apple (4)","Leather Armor","pitchfork"],"level":0,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=914","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":7,"size":["Medium"],"name":"Farmer","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[5,6],"slug":"creature-914"},{"attack_bonus":[6],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":20,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Laborers","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Piton Pin"],"skill":["Acrobatics","Athletics","Mining Lore","Survival"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-915","text":" Miner Miners explore deep underground in search of minerals and rare materials, taking numerous precautions to keep themselves safe. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Miner Source Gamemastery Guide pg. 223 Perception +6 Languages Common Skills Acrobatics +3, Athletics +6, Mining Lore +4, Survival +4 Str +2 Dex +1 Con +3 Int +0 Wis +2 Cha +0 Items Hammer, Lantern, miner's harness (functions as leather armor), Pick, Piton (5) --- AC 14 Fort +7 Ref +5 Will +4 HP 20 --- Speed 25 feet Melee Single Action pick +6 (fatal 1d10), Damage 1d6+2 piercing Piton Pin Single Action (Attack) Requirements The miner has their hammer in hand; Effect The miner Interacts to draw a piton, then hammers it into a creature to pin them in place, attempting an Athletics check against the target's Reflex DC. On a hit, the target is immobilized until it removes the piton with a successful DC 10 Athletics check made as an Interact action. ","skill_mod":{"survival":4,"athletics":6,"acrobatics":3},"summary":"Miners explore deep underground in search of minerals and rare materials, taking numerous precautions to keep themselves safe.","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["Hammer","Lantern","miner's harness (functions as leather armor )","Pick","Piton (5)"],"level":0,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=915","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":7,"size":["Medium"],"name":"Miner","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[5],"slug":"creature-915"},{"attack_bonus":[9],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":22,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Laborers","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Light in the Dark"],"skill":["Athletics","Graveyard Lore","Religion","Stealth"],"stealth":"4","trait":["Human","Humanoid","N","Medium"],"id":"creature-916","text":" Gravedigger An often-overlooked group of laborers, gravediggers have a reputation for being as quiet and grim as their workplace. They are commonly strong and tough from their long hours of backbreaking labor, and they tend to have a unique perspective on life and death. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Gravedigger Source Gamemastery Guide pg. 223 Perception +6 Languages Common Skills Athletics +7, Graveyard Lore +4, Religion +4, Stealth +4 Str +4 Dex +1 Con +3 Int +0 Wis +2 Cha +0 Items bull's-eye lantern (2 oils), gravedigger's garb (functions as leather armor), religious symbol of Pharasma, shovel --- AC 15 Fort +8 Ref +4 Will +7 HP 22 Resistances negative 2 --- Speed 25 feet Melee Single Action shovel +9, Damage 1d4+4 bludgeoning Light in the Dark Two Actions (Concentrate, Divine, Manipulate) Requirements The gravedigger holds a bull's-eye lantern in one hand and their religious symbol in the other, and the lantern contains oil; Effect The gravedigger recites a brief chant to ignite their lantern with positive energy. Each undead creature in a 15-foot line takes 3d6 positive damage (DC 14 basic Fortitude save). This action uses all remaining oil in the bull's-eye lantern. ","skill_mod":{"stealth":4,"athletics":7,"religion":4},"summary":"An often-overlooked group of laborers, gravediggers have a reputation for being as quiet and grim as their workplace. They are commonly strong and …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["bull's-eye lantern (2 oils)","gravedigger's garb (functions as leather armor )","religious symbol of Pharasma","shovel"],"level":1,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{"void":2},"url":"/NPCs.aspx?ID=916","intelligence":0,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":8,"size":["Medium"],"name":"Gravedigger","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[6],"slug":"creature-916"},{"attack_bonus":[3,4,4],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":9,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Magistrates","will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":8,"wisdom":4,"weakness":{},"creature_ability":["Group Impression"],"skill":["Deception","Diplomacy","Intimidation","Legal Lore","Society"],"trait":["Human","Humanoid","LN","Medium"],"id":"creature-917","text":" Judge These magistrates have the final say on the intent and spirit of the law. Properly exercised, the duty of a judge is the strict adherence to the law regardless of station, with minimal sentimentality toward rationalization and justification of why the law was broken. Yet expectations and practice are not always the same thing. For every unbiased justice, there is one who is zealously confident in their own agenda. In a court case or other legal proceeding, the judge is a 6th-level challenge. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Judge Source Gamemastery Guide pg. 224 Perception +8; (15 to Sense Motive) Languages Common Skills Deception +8, Diplomacy +12, Intimidation +12, Legal Lore +16, Society +14 Str +0 Dex -1 Con +1 Int +4 Wis +4 Cha +2 Group Impression When the judge Makes an Impression, they can compare their Diplomacy check result to the Will DCs of up to four targets instead of one. Items books (laws and rhetoric; worth 3 gp), gavel, judge's robes --- AC 13 Fort +5 Ref +1 Will +14 HP 9 --- Speed 25 feet Melee Single Action gavel +4, Damage 1d4 bludgeoning Melee Single Action fist +4 (Agile, Nonlethal), Damage 1d4 bludgeoning Ranged Single Action gavel +3 (thrown 10 feet), Damage 1d4 bludgeoning\n","skill_mod":{"society":14,"diplomacy":12,"deception":8,"intimidation":12},"summary":"These magistrates have the final say on the intent and spirit of the law. Properly exercised, the duty of a judge is the strict adherence to the law …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["books (laws and rhetoric; worth 3 gp)","gavel","judge's robes"],"level":-1,"source_category":["Rulebooks"],"sense":"(15 to Sense Motive ) ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=917","intelligence":4,"reflex_save":1,"strongest_save":["will"],"dexterity":-1,"fortitude_save":5,"size":["Medium"],"name":"Judge","alignment":"LN","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[2,2,2],"slug":"creature-917"},{"attack_bonus":[5,5],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":8,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Magistrates","will_save":9,"charisma":3,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Glittering Distraction"],"skill":["Deception","Diplomacy","Intimidation","Legal Lore","Mercantile Lore","Society","Thievery"],"trait":["Human","Humanoid","LN","Medium"],"id":"creature-918","text":" Tax Collector Ledgers and marks, positive and negative flows, and levies and allotments are a tax collector's daily bread. Where coin is gained, from whom it is collected, and to whom is it disbursed are their main concerns; the collector is unconcerned with whether the taxed can afford it or take a loan to make up for any shortfall. However, tax collectors aren't immune to corruption: arrangements can be made, deals discussed, documents altered, or coin misappropriated. When dealing with matters of taxes and finance, the tax collector is a 3rd-level challenge. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Tax Collector Source Gamemastery Guide pg. 224 Perception +6; (DC 19 against Stealing) Languages Common Skills Deception +8, Diplomacy +8, Intimidation +8, Legal Lore +11, Mercantile Lore +13, Society +11, Thievery +6 Str +0 Dex +1 Con +0 Int +4 Wis +2 Cha +3 Items Crossbow (10 bolts), Dagger, collection of expired documents with intact seals, Merchant's Scale, Padded Armor, tax documents in scroll case --- AC 14 Fort +2 Ref +3 Will +9 HP 8 --- Speed 25 feet Melee Single Action dagger +5 (Agile, versatile S), Damage 1d4 piercing Ranged Single Action crossbow +5 (range increment 120 feet, reload 1), Damage 1d8 piercing Glittering Distraction Single Action (Emotion, Mental) The tax collector Strides. At any point during this movement, they can Interact to hurl coins. If there are commoners about, this typically causes a scene. Crowds are usually difficult terrain and have other effects. ","skill_mod":{"society":11,"diplomacy":8,"deception":8,"thievery":6,"intimidation":8},"summary":"Ledgers and marks, positive and negative flows, and levies and allotments are a tax collector's daily bread. Where coin is gained, from whom it is …","image":["/Images/NPCs/Magistrate_TaxCollector.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["Crossbow (10 bolts)","Dagger","collection of expired documents with intact seals","Merchant's Scale","Padded Armor","tax documents in scroll case"],"level":-1,"source_category":["Rulebooks"],"sense":"(DC 19 against Stealing ) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=918","intelligence":4,"reflex_save":3,"strongest_save":["will"],"dexterity":1,"fortitude_save":2,"size":["Medium"],"name":"Tax Collector","alignment":"LN","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[2,4],"slug":"creature-918"},{"attack_bonus":[11,13],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":46,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Magistrates","will_save":8,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Steady Balance","Experienced Hand"],"skill":["Acrobatics","Athletics","Diplomacy","Fishing Lore","Intimidation","Sailing Lore"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-919","text":" Harbormaster There are three flows important to any port: the seaward and coastal flows, marked by the rise and fall of the tides, and the flow of trade. A harbormaster is expected to know the former two reflexively and encourage the latter while knowing jurisdictional rules of law. Often old hands of the sea, harbormasters find themselves anchored to a port by commitment, conflict, or reputation. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Harbormaster Source Gamemastery Guide pg. 225 Perception +6 Languages Common Skills Acrobatics +9, Athletics +9, Diplomacy +5, Fishing Lore +8, Intimidation +5, Sailing Lore +10 Str +4 Dex +2 Con +2 Int +2 Wis +1 Cha +0 Steady Balance Whenever the harbormaster rolls a success on a check to Balance, they get a critical success instead. They're not flat-footed while Balancing on narrow surfaces and uneven ground. They can attempt an Acrobatics check instead of a Reflex save to Grab an Edge. Items Fishing Tackle, Hatchet (2), ledger, Manacles, Spyglass --- AC 17 Fort +8 Ref +9 Will +8 HP 46 --- Speed 25 feet Melee Single Action hatchet +13 (Agile, Sweep), Damage 1d6+7 slashing Ranged Single Action hatchet +11 (Agile, Sweep, thrown 10 feet), Damage 1d6+7 slashing Experienced Hand The harbormaster has endured their share of adverse conditions at sea. Any creature that's in adverse weather or aboard a vessel on rough water is flat-footed to the harbormaster. ","skill_mod":{"diplomacy":5,"athletics":9,"intimidation":5,"acrobatics":9},"summary":"There are three flows important to any port: the seaward and coastal flows, marked by the rise and fall of the tides, and the flow of trade. A …","image":["/Images/NPCs/Magistrate_Harbormaster.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Fishing Tackle","Hatchet (2)","ledger","Manacles","Spyglass"],"level":3,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=919","intelligence":2,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":2,"fortitude_save":8,"size":["Medium"],"name":"Harbormaster","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[10,10],"slug":"creature-919"},{"attack_bonus":[16,17],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":96,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Magistrates","will_save":12,"charisma":1,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Warding Strike Trigger","Warden's Protection"],"skill":["Athletics","Nature","Stealth","Survival"],"stealth":"12","trait":["Human","Humanoid","LN","Medium"],"id":"creature-920","text":" Warden Wardens are the chief guardians of borders and frontiers. Whether they stand watch over a single village or an entire region, wardens keep a vigilant eye out for outside threats to their charges. Wardens are stalwart folk, often called to duty by Erastil to protect those around them. Be it times of war or upon the frontier, wardens are often the balanced edge of a blade between a community and the wilds at its fringes. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Warden Source Gamemastery Guide pg. 225 Perception +12 Languages Common Skills Athletics +14, Nature +10, Stealth +12, Survival +12 Str +4 Dex +2 Con +3 Int +1 Wis +2 Cha +1 Items Bastard Sword, Backpack, Bedroll, Compass, +1 composite longbow (10 arrows), Flint and Steel, maps, pup tent, Scale Mail --- AC 25 Fort +12 Ref +12 Will +12 HP 96 Warding Strike Reaction Trigger One of the warden's enemies within 100 feet attacks one of the warden's allies or a person the warden is sworn to protect; Effect The warden Strikes the triggering enemy. If the Strike hits, the enemy's attack is deflected, reducing its damage by 8, or by 16 if the warden's Strike was a critical hit. --- Speed 25 feet Melee Single Action bastard sword +16 (two-hand d12), Damage 1d8+7 slashing Ranged Single Action composite longbow +17 (deadly 1d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+5 piercing Warden's Protection A warden deals an extra 1d8 damage to any creature trespassing on the territory the warden protects. ","skill_mod":{"nature":10,"survival":12,"stealth":12,"athletics":14},"summary":"Wardens are the chief guardians of borders and frontiers. Whether they stand watch over a single village or an entire region, wardens keep a vigilant …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":25,"item":["Bastard Sword","Backpack","Bedroll","Compass","+1 composite longbow (10 arrows)","Flint and Steel","maps","pup tent","Scale Mail"],"level":6,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=920","intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude","ref","reflex","will"],"dexterity":2,"fortitude_save":12,"size":["Medium"],"name":"Warden","alignment":"LN","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[9,11],"slug":"creature-920"},{"attack_bonus":[7,7],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":25,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Mercenaries","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Bodyguard's Defense"],"skill":["Athletics","Intimidation","Society"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-921","text":" Bodyguard Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's own guards, but with special directives to safeguard their patrons. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Bodyguard Source Gamemastery Guide pg. 226 Perception +8 Languages Common Skills Athletics +7, Intimidation +6, Society +2 Str +4 Dex +2 Con +3 Int -1 Wis +1 Cha +0 Items Greatclub, Sap, Studded Leather Armor --- AC 16 Fort +8 Ref +7 Will +4 HP 25 --- Speed 25 feet Melee Single Action greatclub +7 (Backswing, Shove), Damage 1d10+4 bludgeoning Melee Single Action sap +7 (Agile, Nonlethal), Damage 1d6+4 bludgeoning Bodyguard's Defense Two Actions The bodyguard selects one creature they can see and hear within 30 feet. That creature gains a +2 circumstance bonus to AC as long as the bodyguard is adjacent to the chosen creature and can act; this bonus lasts until the start of the bodyguard's next turn. ","skill_mod":{"society":2,"athletics":7,"intimidation":6},"summary":"Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":16,"item":["Greatclub","Sap","Studded Leather Armor"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=921","intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":8,"size":["Medium"],"name":"Bodyguard","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[7,9],"slug":"creature-921"},{"remaster_name":["Mage For Hire"],"primary_source_category":"Rulebooks","strength":0,"hp":31,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","charisma":1,"perception":7,"stealth":"7","trait":["Human","Humanoid","N","Medium"],"id":"creature-922","text":" Mage for Hire Not all mercenaries sell brawn and intimidating glares. Some sell their magical talents to earn a living. While there are many types of mages for hire, some of the sneakiest are specialized in divination, using their skills for infiltration and sabotage. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Mage for Hire Source Gamemastery Guide pg. 226 Perception +7 Languages Common Skills Arcana +11, Society +9, Stealth +7, Thievery +9 Str +0 Dex +2 Con +1 Int +4 Wis +1 Cha +1 Items invisibility potion , spellbook, Staff, Thieves' Tools --- AC 17 Fort +8 Ref +9 Will +10 HP 31 --- Speed 25 feet Melee Single Action staff +7 (two-hand d8), Damage 1d4 bludgeoning Arcane Prepared Spells DC 20, attack +12 - Cantrips (2nd) Dancing Lights, Daze, Detect Magic, Electric Arc, Mage Hand, Message, Shield - 1st Grease, Mage Armor, Magic Missile, True Strike - 2nd Flaming Sphere, Knock, See Invisibility Wizard School Spell DC 20, 1 Focus Point - 2nd Diviner's Sight\n","skill_mod":{"society":9,"thievery":9,"stealth":7,"arcana":11},"image":["/Images/NPCs/Mercenary_MageForHire.png"],"primary_source":"Gamemastery Guide","spell":["Flaming Sphere","Knock","See Invisibility","Grease","Mage Armor","Magic Missile","True Strike","Dancing Lights","Daze","Detect Magic","Electric Arc","Mage Hand","Message","Shield","Diviner's Sight"],"ac":17,"item":["invisibility potion","spellbook","Staff","Thieves' Tools"],"level":3,"spell_dc":[20,20],"source_category":["Rulebooks"],"resistance":{},"intelligence":4,"reflex_save":9,"strongest_save":["will"],"fortitude_save":8,"size":["Medium"],"name":"Mage for Hire","alignment":"N","pfs":"Limited","rarity":"common","strike_damage_average":[2],"attack_bonus":[7],"constitution":1,"creature_family":"Mercenaries","spell_attack_bonus":[12],"will_save":10,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"skill":["Arcana","Society","Stealth","Thievery"],"tradition":["Arcane"],"summary":"Not all mercenaries sell brawn and intimidating glares. Some sell their magical talents to earn a living. While there are many types of mages for …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=922","dexterity":2,"category":"creature","slug":"creature-922"},{"attack_bonus":[13,14],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":60,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Mercenaries","will_save":12,"charisma":1,"speed":{"max":25,"land":25},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Hunt Prey","Running Reload","Precision Edge"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Stealth","Survival"],"stealth":"12","trait":["Human","Humanoid","N","Medium"],"id":"creature-923","text":" Bounty Hunter Bounty hunters are constantly on the move, whether within city walls or the wilderness, trailing their fugitive quarries for capture… or disposal. Often relying on stealth or deception as much as martial skill, bounty hunters employ a vast array of talents to accomplish their goals, not to mention to collect the hefty payout that follows. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Bounty Hunter Source Gamemastery Guide pg. 227 Perception +14 Languages Common Skills Athletics +9, Deception +10, Diplomacy +8, Intimidation +8, Stealth +12, Survival +10 Str +3 Dex +4 Con +1 Int +0 Wis +4 Cha +1 Items Crossbow (10 bolts), Falchion, simple manacles, Studded Leather Armor --- AC 21 Fort +9 Ref +12 Will +12 HP 60 --- Speed 25 feet Melee Single Action falchion +13 (Forceful, Sweep), Damage 1d10+6 slashing Ranged Single Action crossbow +14 (range increment 120 feet, reload 1), Damage 1d10+5 piercing Hunt Prey Single Action (Concentrate) The bounty hunter designates a single creature they can see and hear, or one they're Tracking, as their prey. The bounty hunter gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. This effect lasts until the bounty hunter uses Hunt Prey again. Running Reload Single Action The bounty hunter Stride, Steps, or Sneaks, and then Interacts to reload. Precision Edge The first time the bounty hunter hits their hunted prey in a round, they deal an additional 1d8 precision damage. ","skill_mod":{"diplomacy":8,"deception":10,"survival":10,"stealth":12,"athletics":9,"intimidation":8},"summary":"Bounty hunters are constantly on the move, whether within city walls or the wilderness, trailing their fugitive quarries for capture… or disposal. …","image":["/Images/NPCs/Mercenary_BountyHunter.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Crossbow (10 bolts)","Falchion","simple manacles","Studded Leather Armor"],"level":4,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=923","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex","will"],"dexterity":4,"fortitude_save":9,"size":["Medium"],"name":"Bounty Hunter","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[10,11],"slug":"creature-923"},{"attack_bonus":[14,15],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":108,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Mercenaries","will_save":13,"charisma":1,"speed":{"max":20,"land":20},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Rage","Sudden Charge"],"skill":["Athletics","Monster Lore","Stealth","Survival"],"stealth":"13","trait":["Human","Humanoid","N","Medium"],"id":"creature-924","text":" Monster Hunter Some mercenaries eschew the complications of politics, oaths of service, and fealty and just get paid to hunt monsters. It's a straightforward form of mercenary service, often dangerous in the extreme, but one that can yield glory and fame. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Monster Hunter Source Gamemastery Guide pg. 227 Perception +13 Languages Common Skills Athletics +15, Monster Lore +13, Stealth +13, Survival +11 Str +4 Dex +3 Con +3 Int +1 Wis +1 Cha +1 Items Composite Longbow (20 arrows), +1 greataxe , Hide Armor --- AC 23 Fort +15 Ref +11 Will +13 HP 108 Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action greataxe +15 (Magical, Sweep), Damage 1d12+8 slashing Ranged Single Action composite longbow +14 (deadly d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+6 piercing Rage Single Action (Concentrate, Emotion, Mental) Requirements The monster hunter isn't fatigued or raging; Effect The monster hunter gains 9 temporary Hit Points that last until the rage ends. While raging, they deal 8 additional damage with melee attacks, gain a +10-foot status bonus to their Speed, and take a -1 penalty to AC. The monster hunter can't use concentrate actions except Seek and rage actions. The rage lasts for 1 minute, until there are no enemies the monster hunter can perceive, or until the monster hunter falls unconscious. Once the rage ends, the monster hunter can't Rage again for 1 minute. Sudden Charge Two Actions The monster hunter Strides twice and makes a melee Strike. ","skill_mod":{"survival":11,"stealth":13,"athletics":15},"summary":"Some mercenaries eschew the complications of politics, oaths of service, and fealty and just get paid to hunt monsters. It's a straightforward form …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["Composite Longbow (20 arrows)","+1 greataxe","Hide Armor"],"level":6,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=924","intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":15,"size":["Medium"],"name":"Monster Hunter","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[10,14],"slug":"creature-924"},{"attack_bonus":[6,6],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":8,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Mystics","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":4,"wisdom":2,"weakness":{},"creature_ability":["Focused Thinker"],"skill":["Arcana","Diplomacy","Occultism","Scribing Lore","Society"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-925","text":" Adept Adepts have unlocked only the most minor occult mysteries of the universe. A few are chosen by accomplished practitioners for further training. Others volunteer to join a cabal by passing an initiation ritual. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Adept Source Gamemastery Guide pg. 228 Perception +4 Languages Common Skills Arcana +5, Diplomacy +3, Occultism +7, Scribing Lore +5, Society +5 Str +0 Dex +2 Con +0 Int +3 Wis +2 Cha +1 Focused Thinker Single Action (concentrate) The adept focuses inward to muster knowledge and wisdom. While in this state of concentration, they gain a +2 status bonus to checks to Recall Knowledge, but take a -2 penalty to Perception. They can end their focused state with a single action, which has the concentrate trait. Items journal, robes, scroll case, Writing Set --- AC 14 Fort +2 Ref +4 Will +6 HP 8 --- Speed 25 feet Melee Single Action fist +6 (Agile, Nonlethal), Damage 1d4 bludgeoning Ranged Single Action journal +6 (Nonlethal, thrown 10 feet), Damage 1d6 bludgeoning Occult Spells Known DC 14 - Cantrips (1st) Daze, Detect Magic, Mage Hand\n","tradition":["Occult"],"skill_mod":{"society":5,"diplomacy":3,"arcana":5,"occultism":7},"summary":"Adepts have unlocked only the most minor occult mysteries of the universe. A few are chosen by accomplished practitioners for further training. …","image":["/Images/NPCs/Mystic_Adept.png"],"primary_source":"Gamemastery Guide","spell":["Daze","Detect Magic","Mage Hand"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["journal","robes","scroll case","Writing Set"],"level":-1,"spell_dc":[14],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=925","intelligence":3,"reflex_save":4,"strongest_save":["will"],"dexterity":2,"fortitude_save":2,"size":["Medium"],"name":"Adept","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[2,3],"slug":"creature-925"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":9,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Mystics","will_save":10,"charisma":3,"speed":{"max":25,"land":25},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Fated Doom"],"skill":["Diplomacy","Fortune-Telling Lore","Occultism","Performance","Society"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-926","text":" Harrow Reader A harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by those who know better than to tempt fate, harrow readers live and work in traveling communities, often moving from town to town as opportunities arise. For encounters involving social interaction, the harrow reader is a 3rd-level challenge. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Harrow Reader Source Gamemastery Guide pg. 228 Perception +7 Languages Common Skills Diplomacy +8, Fortune-Telling Lore +11, Occultism +7, Performance +10, Society +7 Str +1 Dex +2 Con +1 Int +2 Wis +3 Cha +3 Items harrow deck, Sickle --- AC 13 Fort +3 Ref +6 Will +10 HP 9 --- Speed 25 feet Melee Single Action sickle +7 (Agile, Finesse, Trip), Damage 1d4+1 slashing Fated Doom While harrow readers try to avoid combat, no throw of the cards can avoid fate, so a harrow reader learns how to best survive. In the harrow reader's first encounter each day, they gain a +1 status bonus to their initiative roll, their attack rolls, and their AC. ","skill_mod":{"society":7,"diplomacy":8,"performance":10,"occultism":7},"summary":"A harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["harrow deck","Sickle"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=926","intelligence":2,"reflex_save":6,"strongest_save":["will"],"dexterity":2,"fortitude_save":3,"size":["Medium"],"name":"Harrow Reader","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[3],"slug":"creature-926"},{"attack_bonus":[6,7],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":20,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Mystics","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":4,"wisdom":-1,"weakness":{},"creature_ability":["Fanatical Frenzy"],"skill":["Deception","Intimidation","Cult Lore","Occultism","Society","Stealth"],"stealth":"6","trait":["Human","Humanoid","N","Medium"],"id":"creature-927","text":" Cultist Excessively zealous, a cultist finds exalted purpose in their sect. Never questioning their leader, they devote themselves to achieving their most perfect spiritual form. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Cultist Source Gamemastery Guide pg. 229 Perception +4 Languages Common Skills Deception +3, Intimidation +3, Cult Lore +8, Occultism +3, Society +4, Stealth +6 Str +4 Dex +3 Con +2 Int +1 Wis -1 Cha +0 Items Dagger, cultist garb (functions as leather armor) --- AC 17 Fort +7 Ref +8 Will +4 (or +2 vs. higher-ranking members of the cult) HP 20 --- Speed 25 feet Melee Single Action dagger +7 (Agile, versatile S), Damage 1d4+4 piercing Ranged Single Action dagger +6 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing Fanatical Frenzy Single Action Requirements The cultist has taken damage and is neither fatigued nor already in a frenzy; Effect The cultist flies into a frenzy that lasts 1 minute. While frenzied, the cultist gains a +1 status bonus to attack rolls and a +2 status bonus to damage rolls, and they take a -2 status penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is fatigued. ","skill_mod":{"society":4,"deception":3,"stealth":6,"intimidation":3,"occultism":3},"summary":"Excessively zealous, a cultist finds exalted purpose in their sect. Never questioning their leader, they devote themselves to achieving their most …","image":["/Images/NPCs/Mystic_Cultist.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Dagger","cultist garb (functions as leather armor )"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=927","intelligence":1,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":7,"size":["Medium"],"name":"Cultist","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[6,6],"slug":"creature-927"},{"attack_bonus":[12,12],"constitution":3,"primary_source_category":"Rulebooks","strength":0,"hp":51,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Mystics","will_save":10,"charisma":4,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Deceiver's Surprise","Fickle Prophecy","Sneak Attack","The Jig Is Up"],"skill":["Acrobatics","Athletics","Deception","Performance","Religion","Society"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-928","text":" False Priest Belief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against someone, however, is the discipline of a false priest. Combining their gifts of deception, a silver tongue, and an impeccable sense of timing, the false priest can gain influence among the powerful, entice a mark to dispose of all their possessions, and make a believer out of a cynic. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 False Priest Source Gamemastery Guide pg. 229 Perception +10 Languages Common Skills Acrobatics +10, Athletics +8, Deception +12, Performance +12, Religion +8, Society +6 Str +0 Dex +4 Con +3 Int +0 Wis +2 Cha +4 Items alchemical tools (used as \"blessed items\" to fool marks), Backpack, cloak, Hand Crossbow (20 bolts), collection of fake relics, wooden religious symbol, Studded Leather Armor, Rapier --- AC 21 Fort +11 Ref +12 Will +10 HP 51 --- Speed 25 feet Melee Single Action rapier +12 (deadly 1d8, Disarm, Finesse), Damage 1d6+8 piercing Ranged Single Action hand crossbow +12 (range increment 60 feet, reload 1), Damage 1d6+4 piercing Deceiver's Surprise On the first round of combat, if the false priest rolls Deception or Performance for initiative, creatures that haven't acted yet are flat-footed to the false priest. Fickle Prophecy Single Action (Emotion, Mental) The false priest convinces someone of their omnipotence by attempting a Deception check compared to the creature's Will DC. If successful, the target gains 1d8+4 temporary Hit Points that last for 1 hour or until the false priest removes them by rebuking the target, whichever occurs first. Sneak Attack The false priest deals an extra 1d6 precision damage to flat-footed creatures. This increases to 2d6 against creatures flat-footed due to the false priest's Feint or deceiver's surprise. The Jig Is Up Reaction Frequency once per hour; Trigger The false priest critically fails a Deception or Performance check; Effect The false priest Strides. ","skill_mod":{"society":6,"performance":12,"deception":12,"athletics":8,"acrobatics":10,"religion":8},"summary":"Belief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["alchemical tools (used as \"blessed items\" to fool marks)","Backpack","cloak","Hand Crossbow (20 bolts)","collection of fake relics","wooden religious symbol","Studded Leather Armor","Rapier"],"level":4,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=928","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":11,"size":["Medium"],"name":"False Priest","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[7,11],"slug":"creature-928"},{"attack_bonus":[12],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":58,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Mystics","spell_attack_bonus":[13],"will_save":12,"charisma":-1,"speed":{"max":25,"land":25},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Stench of Decay","Drain Bonded Item"],"skill":["Arcana","Crafting","Intimidation","Religion"],"trait":["Human","Humanoid","NE","Medium"],"id":"creature-929","text":" Necromancer Defiling the natural order and spitting in the face of convention, the necromancer remains dutifully committed to understanding what forces await beyond the mortal boundaries of life and death. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Necromancer Source Gamemastery Guide pg. 230 Perception +10 Languages Common Skills Arcana +13, Crafting +11, Intimidation +8, Religion +10 Str +2 Dex +3 Con +2 Int +4 Wis +3 Cha -1 Stench of Decay (arcane, aura, conjuration, poison) The necromancer emits a scent of putrid rot in a 5-foot emanation. A creature that enters or begins its turn in the aura is sickened 1. Items Light Mace, hooded robe, scroll of spectral hand , spellbook --- AC 20 Fort +9 Ref +12 Will +12 HP 58 --- Speed 25 feet Melee Single Action light mace +12 (Agile, Finesse, Shove), Damage 1d4+4 bludgeoning Wizard Prepared Spells DC 21, attack +13 - Cantrips (3rd) Chill Touch, Detect Magic, Electric Arc, Ray of Frost, Read Aura, Shield - 1st Fear, Feather Fall, Ray of Enfeeblement, Spider Sting - 2nd False Life, Grim Tendrils, Mirror Image, Web - 3rd Bind Undead, Lightning Bolt, Vampiric Touch Wizard School Spells DC 21, 1 Focus Point - 3rd Call of the Grave Drain Bonded Item Free Action (Arcane) Frequency once per day; Requirements The necromancer hasn't acted yet on this turn; Effect The necromancer expends the power stored in their mace. This gives them the ability to cast one prepared spell they prepared today and already cast, without spending a spell slot. ","skill_mod":{"crafting":11,"arcana":13,"intimidation":8,"religion":10},"summary":"Defiling the natural order and spitting in the face of convention, the necromancer remains dutifully committed to understanding what forces await …","primary_source":"Gamemastery Guide","spell":["Bind Undead","Lightning Bolt","Vampiric Touch","False Life","Grim Tendrils","Mirror Image","Web","Fear","Feather Fall","Ray of Enfeeblement","Spider Sting","Chill Touch","Detect Magic","Electric Arc","Ray of Frost","Read Aura","Shield","Call of the Grave"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Light Mace","hooded robe","scroll of spectral hand","spellbook"],"level":5,"spell_dc":[21,21],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=929","intelligence":4,"reflex_save":12,"strongest_save":["ref","reflex","will"],"dexterity":3,"fortitude_save":9,"size":["Medium"],"name":"Necromancer","alignment":"NE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[6],"slug":"creature-929"},{"attack_bonus":[13],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":95,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Mystics","spell_attack_bonus":[18],"will_save":18,"charisma":5,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Protect the Master!","Gather Converts"],"skill":["Arcana","Deception","Diplomacy","Intimidation","Cult Lore","Occultism","Society"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-930","text":" Cult Leader A career of mystical accomplishments combined with a lifetime of subterfuge and intimidation has elevated this occultist to a powerful position. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Cult Leader Source Gamemastery Guide pg. 230 Perception +14 Languages Common Skills Arcana +13, Deception +16, Diplomacy +14, Intimidation +16, Cult Lore +19, Occultism +17, Society +13 Str +0 Dex +4 Con +1 Int +4 Wis +3 Cha +5 Items indecipherable book of sigils, ceremonial robes, +1 staff --- AC 23 Fort +12 Ref +15 Will +18 HP 95 Protect the Master! Reaction (auditory, concentrate, emotion, linguistic, mental, move) Trigger The cult leader is targeted with an attack, and a lower-ranking cultist is adjacent to them; Effect The cult leader orders their cultist to leap in front of the attack. The cultist and cult leader swap places, and the cultist becomes the target of the attack. If the cultist has Fanatical Frenzy or a similar ability, they can activate it as a reaction if they take damage from the triggering attack. --- Speed 25 feet Melee Single Action staff +13 (Magical, two-hand d8), Damage 1d4+6 bludgeoning Occult Spontaneous Spells DC 26, attack +18 - Cantrips (4th) Chill Touch, Daze, Detect Magic, Guidance, Shield - 1st Bless, Illusory Disguise, Lock, Unseen Servant (4 slots) - 2nd Augury, Calm Emotions, Hideous Laughter, Touch of Idiocy (4 slots) - 3rd Enthrall, Grim Tendrils, Haste, Mind Reading (4 slots) - 4th Dimension Door, Glibness, Outcast's Curse, Suggestion (3 slots) Gather Converts Three Actions (Auditory, Concentrate, Emotion, Linguistic, Mental) With a short emotional phrase, the cult leader tries to sway the public to do their bidding. The cult leader tries to convince up to four bystanders in a crowd to either cause a commotion, turn against a person or group, leave the area, protect the cult leader, or calm down. The cult leader attempts a single Deception check against the highest Perception DC among the targets. Critical Success The targets believe the lie and act as directed for 1 minute. Additionally, one bystander remains by the cult leader's side, influenced enough to join their sect. All other targets become wise to the cult leader after 1 minute, at which point their attitude toward the leader worsens by one step. Success As a critical success, but no bystander joins the sect permanently. Critical Failure The crowd is unmoved and unamused, and their attitude toward the cult leader worsens by one step. ","tradition":["Occult"],"skill_mod":{"society":13,"diplomacy":14,"deception":16,"arcana":13,"intimidation":16,"occultism":17},"summary":"A career of mystical accomplishments combined with a lifetime of subterfuge and intimidation has elevated this occultist to a powerful position.","image":["/Images/NPCs/Necromancer_CultLeader.png"],"primary_source":"Gamemastery Guide","spell":["Dimension Door","Glibness","Outcast's Curse","Suggestion","Enthrall","Grim Tendrils","Haste","Mind Reading","Augury","Calm Emotions","Hideous Laughter","Touch of Idiocy","Bless","Illusory Disguise","Lock","Unseen Servant","Chill Touch","Daze","Detect Magic","Guidance","Shield"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["indecipherable book of sigils","ceremonial robes","+1 staff"],"level":7,"spell_dc":[26],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=930","intelligence":4,"reflex_save":15,"strongest_save":["will"],"dexterity":4,"fortitude_save":12,"size":["Medium"],"name":"Cult Leader","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[8],"slug":"creature-930"},{"attack_bonus":[17],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":100,"language":["Abyssal","Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Mystics","spell_attack_bonus":[18],"will_save":15,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Abyssal Temptation","Breach the Abyss","Demon Summoning"],"skill":["Academia Lore","Arcana","Demon Lore","Diplomacy","Religion"],"trait":["Human","Humanoid","CE","Medium"],"id":"creature-931","text":" Demonologist Demonologists can pull a creature from the Abyss and bend it to their will... for a time. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Demonologist Source Gamemastery Guide pg. 231 Perception +15 Languages Abyssal, Common Skills Academia Lore +14, Arcana +16, Demon Lore +18, Diplomacy +11, Religion +15 Str +3 Dex +1 Con +2 Int +4 Wis +4 Cha +0 Abyssal Temptation (divine, enchantment, mental) Demonic study has garnered the attention of at least one demon that is actively trying to possess the demonologist. When the demonologist publicly espouses the benefits of demonic power (whether they believe it a good thing or not), they gain a +1 status bonus to skill checks, AC, and saves for 1 day. These bonuses don't apply against demons. At the end of the day, the demonologist must attempt a DC 20 Will save, becoming possessed for 1 day on a failure (permanently on a critical failure). Items +1 longspear , scholarly robes, Material Component Pouch, spell book ( Fiendish Hypotheses and Protections from Same ) --- AC 22 Fort +13 Ref +12 Will +15 HP 100 --- Speed 25 feet Melee Single Action longspear +17 (Magical, Reach), Damage 1d8+9 piercing Arcane Prepared Spells DC 26, attack +18 - Cantrips (4th) Acid Splash, Daze, Detect Magic, Light, Read Aura - 1st Fear (x2), Fleet Step, Mending - 2nd Acid Arrow, Blur, Hideous Laughter, See Invisibility - 3rd Fireball, Glyph of Warding, Slow, Stinking Cloud - 4th Clairvoyance, Lightning Bolt, Resilient Sphere Breach the Abyss Free Action Requirements The demonologist's last action was to cast a non-cantrip spell; Effect The demonologist siphons energy drawn from the Abyss into their weapon. Until the end of the turn, the weapon deals an extra 2d6 damage. Roll 1d20 to determine the type: 1-7 acid, 8-9 cold, 10-11 electricity, 12-18 fire, 19-20 negative. Demon Summoning The demonologist can cast a 5th-level summon fiend arcane spell to summon a demon. To do so, they must sacrifice two 4th-level prepared spells and voluntarily take 4d12 mental damage that can't be reduced or prevented. If the demonologist is unable to Sustain the Spell, including if they're knocked out or killed, the spell continues, but the GM rolls a DC 10 flat check each round, ending the spell on a failure. ","tradition":["Arcane"],"skill_mod":{"diplomacy":11,"arcana":16,"religion":15},"summary":"Demonologists can pull a creature from the Abyss and bend it to their will... for a time.","image":["/Images/NPCs/Necromancer_Demonologist.png"],"primary_source":"Gamemastery Guide","spell":["Clairvoyance","Lightning Bolt","Resilient Sphere","Fireball","Glyph of Warding","Slow","Stinking Cloud","Acid Arrow","Blur","Hideous Laughter","See Invisibility","Fear","Fleet Step","Mending","Acid Splash","Daze","Detect Magic","Light","Read Aura"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":22,"item":["+1 longspear","scholarly robes","Material Component Pouch","spell book ( Fiendish Hypotheses and Protections from Same )"],"level":7,"spell_dc":[26],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=931","intelligence":4,"reflex_save":12,"strongest_save":["will"],"dexterity":1,"fortitude_save":13,"size":["Medium"],"name":"Demonologist","alignment":"CE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[13],"slug":"creature-931"},{"attack_bonus":[4],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":8,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Officers","will_save":12,"charisma":4,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Sway the Judge and Jury","Cite Precedent"],"skill":["Deception","Diplomacy","Legal Lore","Performance","Society"],"trait":["Human","Humanoid","LN","Medium"],"id":"creature-932","text":" Barrister Barristers may serve as criminal prosecutors or as legal advocates, defending the rights of those accused of crimes or named as defendants in civil cases. In a court case or other legal proceeding, the barrister is a 4th-level challenge. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Barrister Source Gamemastery Guide pg. 232 Perception +6 Languages Common Skills Deception +10, Diplomacy +12, Legal Lore +13, Performance +10, Society +9 Str +0 Dex +1 Con +1 Int +3 Wis +2 Cha +4 Sway the Judge and Jury A barrister gains a +2 circumstance bonus to Diplomacy checks to Make an Impression or Request something of the deciding members within a courtroom. If the barrister successfully Performs against a DC of 20 during the 20 minutes prior to the check, they increase the circumstance bonus to +4. Items court garb (functions as fine clothing), law book (functions as scholarly journal), Writing Set --- AC 13 Fort +3 Ref +3 Will +12 HP 8 --- Speed 25 feet Melee Single Action fist +4 (Agile, Nonlethal), Damage 1d4 bludgeoning Cite Precedent Single Action (Auditory, Linguistic) The barrister uses existing case law to undermine their opposition. If they succeed at a DC 20 Legal Lore check, they impose a -2 circumstance penalty on the next Diplomacy check an opponent attempts in a legal argument. Any further attempts to Cite Precedent fail until a new topic with different precedents is being argued. ","skill_mod":{"society":9,"diplomacy":12,"performance":10,"deception":10},"summary":"Barristers may serve as criminal prosecutors or as legal advocates, defending the rights of those accused of crimes or named as defendants in civil …","image":["/Images/NPCs/Officer_Barrister.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["court garb (functions as fine clothing )","law book (functions as scholarly journal )","Writing Set"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=932","intelligence":3,"reflex_save":3,"strongest_save":["will"],"dexterity":1,"fortitude_save":3,"size":["Medium"],"name":"Barrister","alignment":"LN","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[2],"slug":"creature-932"},{"attack_bonus":[7,7,9,9],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":20,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Officers","will_save":5,"charisma":-1,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity"],"skill":["Athletics","Intimidation","Legal Lore"],"trait":["Human","Humanoid","LN","Medium"],"id":"creature-933","text":" Guard Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Guard Source Gamemastery Guide pg. 232 Perception +7; (8 to find concealed objects) Languages Common Skills Athletics +7, Intimidation +5, Legal Lore +3 Str +4 Dex +2 Con +2 Int +0 Wis +2 Cha -1 Items Crossbow (10 bolts), Club, Dagger, Sap, Scale Mail, Signal Whistle --- AC 18 Fort +7 Ref +5 Will +5 HP 20 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action club +9, Damage 1d6+4 bludgeoning Melee Single Action sap +9 (Agile, Nonlethal), Damage 1d6+4 bludgeoning Ranged Single Action crossbow +7 (range increment 120 feet, reload 1), Damage 1d8 piercing Ranged Single Action club +7 (thrown 10 feet), Damage 1d6+4 bludgeoning\n","skill_mod":{"athletics":7,"intimidation":5},"summary":"Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Crossbow (10 bolts)","Club","Dagger","Sap","Scale Mail","Signal Whistle"],"level":1,"source_category":["Rulebooks"],"sense":"(8 to find concealed objects) ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=933","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":7,"size":["Medium"],"name":"Guard","alignment":"LN","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[4,7,7,7],"slug":"creature-933"},{"attack_bonus":[10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Officers","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Sentry's Aim"],"skill":["Acrobatics","Athletics","Intimidation","Legal Lore"],"trait":["Human","Humanoid","LN","Medium"],"id":"creature-934","text":" Archer Sentry Archer sentries slightly outrank the rank-and-file guards, taking positions on walls, garrisons, and other important locations where they can stay out of the fray and pick off criminals or assailants. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Archer Sentry Source Gamemastery Guide pg. 233 Perception +11 Languages Common Skills Acrobatics +8, Athletics +6, Intimidation +4, Legal Lore +4 Str +2 Dex +4 Con +1 Int +0 Wis +3 Cha +0 Items Composite Longbow (100 arrows), Shortsword, Leather Armor, Signal Whistle --- AC 19 Fort +7 Ref +10 Will +7 HP 30 --- Speed 25 feet Melee Single Action shortsword +10 (Agile, Finesse, versatile P), Damage 1d6+3 slashing Ranged Single Action composite longbow +10 (deadly 1d10, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+2 piercing Sentry's Aim Two Actions (Concentrate) The archer sentry aims carefully and fires. They make a ranged weapon Strike with a +1 circumstance bonus. The Strike ignores the concealed condition, lesser cover, and standard cover, and reduces greater cover to standard cover. ","skill_mod":{"athletics":6,"intimidation":4,"acrobatics":8},"summary":"Archer sentries slightly outrank the rank-and-file guards, taking positions on walls, garrisons, and other important locations where they can stay …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":19,"item":["Composite Longbow (100 arrows)","Shortsword","Leather Armor","Signal Whistle"],"level":2,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=934","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":7,"size":["Medium"],"name":"Archer Sentry","alignment":"LN","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[6,6],"slug":"creature-934"},{"attack_bonus":[10,10,11],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Officers","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Efficient Capture","Intimidating Strike","Subdue Prisoners"],"skill":["Athletics","Diplomacy","Intimidation"],"trait":["Human","Humanoid","LN","Medium"],"id":"creature-935","text":" Jailer A jailer's primary responsibility is to keep prisoners from escaping. Jailers must often use force, or the threat of force, to keep their charges in line, as even the most carefully crafted cells, manacles, or chains can fail with time and persistence when the prisoners have the will to attempt an escape. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Jailer Source Gamemastery Guide pg. 233 Perception +9; (10 to find concealed objects) Languages Common Skills Athletics +11, Diplomacy +5, Intimidation +7 Str +4 Dex +3 Con +1 Int +0 Wis +2 Cha +0 Items Club, Crossbow (20 bolts), keyring, simple manacles, Signal Whistle, Studded Leather Armor --- AC 20 Fort +8 Ref +10 Will +7 HP 45 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action club +11, Damage 1d6+8 bludgeoning Ranged Single Action crossbow +10 (range increment 120 feet, reload 1), Damage 1d8+4 piercing Ranged Single Action club +10 (thrown 10 feet), Damage 1d6+6 bludgeoning Efficient Capture Three Actions (Attack, Manipulate) Requirements The jailer has manacles in hand and is adjacent to a creature; Effect The jailer attempts to bind the creature's wrists or ankles with the manacles. If the jailer succeeds at an attack roll with a +9 modifier against the target's AC, they apply the manacles. Intimidating Strike Two Actions (Emotion, Fear, Fighter, Mental) The jailer makes a melee Strike. If it hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit. Subdue Prisoners The jailer doesn't take the normal penalty for making a nonlethal attack when attacking with their club. ","skill_mod":{"diplomacy":5,"athletics":11,"intimidation":7},"summary":"A jailer's primary responsibility is to keep prisoners from escaping. Jailers must often use force, or the threat of force, to keep their charges in …","image":["/Images/NPCs/Officer_Jailer.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Club","Crossbow (20 bolts)","keyring","simple manacles","Signal Whistle","Studded Leather Armor"],"level":3,"source_category":["Rulebooks"],"sense":"(10 to find concealed objects) ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=935","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":8,"size":["Medium"],"name":"Jailer","alignment":"LN","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[8,9,11],"slug":"creature-935"},{"attack_bonus":[10,13],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Officers","will_save":8,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Air of Authority","Bravery","Attack of Opportunity","Shield Block","Sudden Charge"],"skill":["Athletics","Diplomacy","Intimidation","Legal Lore","Society"],"trait":["Human","Humanoid","LN","Medium"],"id":"creature-936","text":" Watch Officer Watch officers are assigned to a certain area within a city or community. Often leading a small team of lower-ranking guards, they patrol those areas to maintain order and enforce laws. Watch officers get the job done, though their methods are not always gentle or kind. Because the watch officer is responsible to their superiors for their area, they sometimes need to make tough decisions between justice and effectiveness. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Watch Officer Source Gamemastery Guide pg. 234 Perception +8; (9 to Sense Motive) Languages Common Skills Athletics +11, Diplomacy +6, Intimidation +9, Legal Lore +7, Society +5 Str +4 Dex +1 Con +3 Int +0 Wis +1 Cha +1 Items Breastplate, Crossbow (20 bolts), Dagger, Signal Whistle, Steel Shield (Hardness 5, 20 HP, BT 10), warhammer --- AC 20 (22 with shield raised) Fort +10 Ref +6 Will +8 HP 45 Air of Authority (aura, emotion, mental) 10 feet. Creatures in the aura who are the same or lower level than the watch officer take a -2 status penalty to their Will DC against the watch officer's attempts to Coerce or Demoralize them. Bravery When the watch officer rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1. Attack of Opportunity Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action warhammer +13 (Shove), Damage 1d8+7 bludgeoning Ranged Single Action crossbow +10 (range increment 120 feet, reload 1), Damage 1d8+3 piercing Sudden Charge Two Actions Frequency once per round; Effect The watch officer Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy. ","skill_mod":{"society":5,"diplomacy":6,"athletics":11,"intimidation":9},"summary":"Watch officers are assigned to a certain area within a city or community. Often leading a small team of lower-ranking guards, they patrol those areas …","image":["/Images/NPCs/WatchOfficer_WatchOfficer.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Breastplate","Crossbow (20 bolts)","Dagger","Signal Whistle","Steel Shield (Hardness 5, 20 HP, BT 10)","warhammer"],"level":3,"source_category":["Rulebooks"],"sense":"(9 to Sense Motive ) ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=936","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":10,"size":["Medium"],"name":"Watch Officer","alignment":"LN","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[7,11],"slug":"creature-936"},{"attack_bonus":[12,18],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":95,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Officers","will_save":15,"charisma":3,"speed":{"max":20,"land":20},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Aura of Command","Bravery","Shield Warden","Attack of Opportunity","Shield Block","Shielded Advance"],"skill":["Athletics","Diplomacy","Intimidation","Legal Lore","Society","Warfare Lore"],"trait":["Human","Humanoid","LN","Medium"],"id":"creature-937","text":" Captain of the Guard The captain of the guard leads a troop of soldiers who serve as security forces for a powerful individual, most often a high-ranking noble or very rich merchant, though this stat block could also represent a lower-ranking captain of the guard for the leader of a nation. A formidable opponent in their own right, the captain of the guard skillfully employs their troops to protect the life and health of their ward. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Captain of the Guard Source Gamemastery Guide pg. 234 Perception +15 Languages Common Skills Athletics +15, Diplomacy +11, Intimidation +13, Legal Lore +12, Society +10, Warfare Lore +8 Str +5 Dex +0 Con +2 Int +0 Wis +3 Cha +3 Items Crossbow (20 bolts), Dagger, Full Plate, +1 longsword , Steel Shield (Hardness 5, 20 HP, BT 10) --- AC 24 (26 with shield raised) Fort +14 Ref +12 Will +15 HP 95 Aura of Command (aura, emotion, mental) 30 feet. The captain of the guard bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves. Bravery When the captain of the guard rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1. Shield Warden When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain. Attack of Opportunity Reaction Shield Block Reaction --- Speed 20 feet Melee Single Action longsword +18 (Magical, versatile P), Damage 1d8+11 slashing Ranged Single Action crossbow +12 (range increment 120 feet, reload 1), Damage 1d8+6 piercing Shielded Advance Single Action Requirements The captain of the guard has their shield raised; Effect The captain of the guard presses forward, using their shield to push back foes. The captain Strides and Shoves, in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty. ","skill_mod":{"society":10,"diplomacy":11,"athletics":15,"intimidation":13},"summary":"The captain of the guard leads a troop of soldiers who serve as security forces for a powerful individual, most often a high-ranking noble or very …","image":["/Images/NPCs/WatchOfficer_CaptainOfTheGuard.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":24,"item":["Crossbow (20 bolts)","Dagger","Full Plate","+1 longsword","Steel Shield (Hardness 5, 20 HP, BT 10)"],"level":6,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=937","intelligence":0,"reflex_save":12,"strongest_save":["will"],"dexterity":0,"fortitude_save":14,"size":["Medium"],"name":"Captain of the Guard","alignment":"LN","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[10,15],"slug":"creature-937"},{"attack_bonus":[16],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":105,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Officers","will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Behead","Intimidating Strike","Mark for Death"],"skill":["Athletics","Intimidation","Medicine"],"trait":["Human","Humanoid","LN","Medium"],"id":"creature-938","text":" Executioner Executioners carry out sentences from cruel tyrants and legitimate rulers alike. Most remain numb to the necessity of their duty, but some evil executioners grow to love the power of having someone else's life in their hands. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Executioner Source Gamemastery Guide pg. 235 Perception +12 Languages Common Skills Athletics +15, Intimidation +13, Medicine +10 Str +5 Dex +2 Con +3 Int -1 Wis +2 Cha +2 Items +1 greataxe , hood, Leather Armor --- AC 23 Fort +15 Ref +12 Will +14 HP 105 --- Speed 25 feet Melee Single Action greataxe +16 (Magical, Sweep), Damage 1d12+9 slashing Behead Three Actions Requirements The executioner is adjacent to a dying creature or a creature specifically prepared for a killing blow; Effect The executioner Strikes the creature with their greataxe. On a hit, in addition to taking damage, the target must attempt a Fortitude save or be reduced to 0 HP and become dying 1. If the creature was already dying (including if it was reduced to 0 HP by the Strike's damage), the creature's dying value increases by 1, in addition to any increase from the Strike. On a critical failure, the creature dies instantly. If the executioner's Strike was a critical hit, the target uses the outcome for one degree of success worse than the result of their saving throw. Intimidating Strike Two Actions (Emotion, Fear, Fighter, Mental) The executioner makes a melee Strike. If it hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit. Mark for Death Single Action (Concentrate) The executioner marks a single creature they can see for death. The first time each round the executioner Strikes that creature, the Strike deals 1d12 additional precision damage. The creature remains marked for death until the executioner is knocked out, marks a different creature for death, or the encounter ends. ","skill_mod":{"medicine":10,"athletics":15,"intimidation":13},"summary":"Executioners carry out sentences from cruel tyrants and legitimate rulers alike. Most remain numb to the necessity of their duty, but some evil …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["+1 greataxe","hood","Leather Armor"],"level":6,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=938","intelligence":-1,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":15,"size":["Medium"],"name":"Executioner","alignment":"LN","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[15],"slug":"creature-938"},{"attack_bonus":[8,8,8],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Performers","will_save":3,"charisma":4,"speed":{"max":25,"land":25},"perception":3,"wisdom":0,"weakness":{},"creature_ability":["Fascinating Dance"],"skill":["Acrobatics","Athletics","Diplomacy","Performance","Stealth","Theater Lore"],"stealth":"6","trait":["Human","Humanoid","N","Medium"],"id":"creature-939","text":" Dancer Dance can be used to tell stories, share emotions, provide entertainment, and display a performer's athletic ability. The dancer is a 5th-level challenge for dance contests. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Dancer Source Gamemastery Guide pg. 236 Perception +3 Languages Common Skills Acrobatics +8, Athletics +8, Diplomacy +7, Performance +13, Stealth +6, Theater Lore +5 Str +1 Dex +3 Con +1 Int +0 Wis +0 Cha +4 Items Dagger (3), jewelry and clothes --- AC 16 Fort +6 Ref +8 Will +3 HP 20 --- Speed 25 feet Melee Single Action dagger +8 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Melee Single Action foot +8 (Agile, Finesse, Nonlethal), Damage 1d4+3 bludgeoning Melee Single Action dagger +8 (Agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing Fascinating Dance Single Action Frequency once per round; Effect The dancer Strides up to their Speed. Once during this movement, when the dancer is adjacent to a creature, the dancer can make that creature attempt a DC 17 Will save. On a failure, that creature is fascinated with the dancer until the end of its next turn. ","skill_mod":{"diplomacy":7,"performance":13,"stealth":6,"athletics":8,"acrobatics":8},"summary":"Dance can be used to tell stories, share emotions, provide entertainment, and display a performer's athletic ability. The dancer is a 5th-level …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":16,"item":["Dagger (3)","jewelry and clothes"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=939","intelligence":0,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Dancer","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[5,5,5],"slug":"creature-939"},{"attack_bonus":[10,10,11],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":28,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Performers","will_save":4,"charisma":1,"speed":{"max":30,"land":30},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Steady Balance","Cat Fall","Nimble Dodge","Sneak Attack","Swinging Strike"],"skill":["Acrobatics","Athletics","Circus Lore","Deception","Performance","Stealth"],"stealth":"8","trait":["Human","Humanoid","N","Medium"],"id":"creature-940","text":" Acrobat Acrobats perform feats of agility, balance, and strength. The acrobat is a 5th-level challenge for contests of acrobatics and the like. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Acrobat Source Gamemastery Guide pg. 236 Perception +6 Languages Common Skills Acrobatics +15, Athletics +8, Circus Lore +5, Deception +5, Performance +9, Stealth +8 Str +2 Dex +4 Con +2 Int +1 Wis +0 Cha +1 Steady Balance When the acrobat rolls a success on an Acrobatics check, they get a critical success instead. They aren't flat-footed when attempting to Balance and can attempt an Acrobatics check instead of a Reflex save to Grab an Edge. Items Climbing Kit, Dagger (5), Rope (50 feet) --- AC 18 Fort +8 Ref +12 Will +4 HP 28 Cat Fall The acrobat treats all falls as 50 feet shorter. Nimble Dodge Reaction Trigger The acrobat is targeted with a melee or ranged attack by an attacker they can see; Effect The acrobat gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet Melee Single Action dagger +10 (Agile, Finesse, versatile S), Damage 1d4+4 piercing Melee Single Action foot +10 (Agile, Finesse, Nonlethal), Damage 1d4+4 bludgeoning Ranged Single Action dagger +11 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing Sneak Attack The acrobat deals an extra 1d6 precision damage to flat-footed creatures. Swinging Strike Two Actions The acrobat swings on a rope or trapeze, moving up to double their Speed. At any point during the swing, they can make a melee Strike. ","skill_mod":{"performance":9,"deception":5,"stealth":8,"athletics":8,"acrobatics":15},"summary":"Acrobats perform feats of agility, balance, and strength. The acrobat is a 5th-level challenge for contests of acrobatics and the like.","image":["/Images/NPCs/Performer_Acrobat.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Climbing Kit","Dagger (5)","Rope (50 feet)"],"level":2,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=940","intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":8,"size":["Medium"],"name":"Acrobat","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[6,6,6],"slug":"creature-940"},{"attack_bonus":[12,12],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":38,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Performers","will_save":8,"charisma":4,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Bardic Lore"],"skill":["Acrobatics","Deception","Diplomacy","Performance","Occultism","Society","Stealth","Theater Lore"],"stealth":"8","trait":["Human","Humanoid","N","Medium"],"id":"creature-941","text":" Troubadour Troubadours keep alive the traditional songs of their cultural and write original works to commemorate major events. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Troubadour Source Gamemastery Guide pg. 237 Perception +8 Languages Common Skills Acrobatics +8, Deception +9, Diplomacy +9, Performance +13, Occultism +7, Society +7, Stealth +8, Theater Lore +9 Str +0 Dex +3 Con +0 Int +2 Wis +1 Cha +4 Bardic Lore The troubadour can Recall Knowledge on any subject with a +7 modifier. Items Crossbow (10 bolts), Leather Armor, lute, poetry book, Rapier --- AC 19 Fort +5 Ref +10 Will +8 HP 38 --- Speed 25 feet Melee Single Action rapier +12 (deadly 1d8, Disarm, Finesse), Damage 1d6+3 piercing Ranged Single Action crossbow +12 (range increment 120 feet, reload 1), Damage 1d8+3 piercing Occult Spontaneous Spells DC 21 - Cantrips (2nd) Detect Magic, Ghost Sound, Message, Prestidigitation, Read Aura - 1st Charm, Illusory Disguise, Soothe, Ventriloquism (3 slots) - 2nd Calm Emotions, Charm, Magic Mouth (2 slots) Bard Composition Spells DC 21, 2 Focus Points - Cantrips (2nd) Inspire Courage - 2nd Counter Performance, Lingering Composition\n","tradition":["Occult"],"skill_mod":{"society":7,"diplomacy":9,"performance":13,"deception":9,"stealth":8,"occultism":7,"acrobatics":8},"summary":"Troubadours keep alive the traditional songs of their cultural and write original works to commemorate major events.","image":["/Images/NPCs/Performer_Troubadour.png"],"primary_source":"Gamemastery Guide","spell":["Calm Emotions","Charm","Magic Mouth","Illusory Disguise","Soothe","Ventriloquism","Detect Magic","Ghost Sound","Message","Prestidigitation","Read Aura","Counter Performance","Lingering Composition","Inspire Courage"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":19,"item":["Crossbow (10 bolts)","Leather Armor","lute","poetry book","Rapier"],"level":3,"spell_dc":[21,21],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=941","intelligence":2,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":5,"size":["Medium"],"name":"Troubadour","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[6,7],"slug":"creature-941"},{"attack_bonus":[11],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":54,"language":["Common","Druidic"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Performers","spell_attack_bonus":[14],"will_save":12,"charisma":2,"speed":{"max":25,"land":25},"perception":12,"wisdom":4,"weakness":{},"creature_ability":["Wild Empathy","Trained Animal"],"skill":["Athletics","Circus Lore","Diplomacy","Intimidation","Nature","Performance","Survival"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-942","text":" Beast Tamer Beast tamers bring the wild to civilization, rearing and training creatures to follow their commands and perform flashy tricks that entertain audiences. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Beast Tamer Source Gamemastery Guide pg. 237 Perception +12 Languages Common, Druidic Skills Athletics +8, Circus Lore +6, Diplomacy +8, Intimidation +8, Nature +12, Performance +8, Survival +10 Str +2 Dex +1 Con +2 Int +0 Wis +4 Cha +2 Wild Empathy The beast tamer can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. Items Holly and Mistletoe, Leather Armor, Rope (50 feet), Whip --- AC 20 Fort +10 Ref +7 Will +12 HP 54 --- Speed 25 feet Melee Single Action whip +11 (Disarm, Nonlethal, Reach, Trip), Damage 1d4+5 slashing Primal Prepared Spells DC 22, attack +14 - Cantrips (2nd) Dancing Lights, Guidance, Produce Flame, Stabilize, Tanglefoot - 1st Grease, Jump, Magic Fang - 2nd Animal Form, Animal Messenger, Speak with Animals Druid Order Spells DC 22, 1 Focus Point - 1st Heal Animal Trained Animal The beast tamer fights alongside a trained animal ally of its level or lower, most likely a tiger. The animal has the standard number of actions, uses its normal stat block, and counts toward the encounter's XP budget normally. The beast tamer can spend 1 action to gain the support benefit appropriate to its trained animal. Unlike for an animal companion, this doesn't require the animal to use any of its actions. ","tradition":["Primal"],"skill_mod":{"diplomacy":8,"performance":8,"nature":12,"survival":10,"athletics":8,"intimidation":8},"summary":"Beast tamers bring the wild to civilization, rearing and training creatures to follow their commands and perform flashy tricks that entertain …","primary_source":"Gamemastery Guide","spell":["Animal Form","Animal Messenger","Speak with Animals","Grease","Jump","Magic Fang","Dancing Lights","Guidance","Produce Flame","Stabilize","Tanglefoot","Heal Animal"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Holly and Mistletoe","Leather Armor","Rope (50 feet)","Whip"],"level":4,"spell_dc":[22,22],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=942","intelligence":0,"reflex_save":7,"strongest_save":["will"],"dexterity":1,"fortitude_save":10,"size":["Medium"],"name":"Beast Tamer","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[7],"slug":"creature-942"},{"attack_bonus":[6,6],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":7,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Publicans","will_save":5,"charisma":2,"speed":{"max":25,"land":25},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Quick Catch"],"skill":["Acrobatics","Diplomacy","Thievery"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-943","text":" Server Always on the move from patron to patron, servers are the backbone of any tavern or eatery. Their work hones both their agility and their diplomacy. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Server Source Gamemastery Guide pg. 238 Perception +3 Languages Common Skills Acrobatics +6, Diplomacy +4, Thievery +5 Str +1 Dex +4 Con +0 Int +0 Wis +1 Cha +2 Items pewter mug, serving tray --- AC 16 Fort +2 Ref +7 Will +5 HP 7 Quick Catch Reaction Trigger An object that the server could hold in one hand is dropped within the server's reach; Requirements The server has at least one hand free; Effect The server catches the dropped object before it hits the floor or leaves their reach. --- Speed 25 feet Melee Single Action fist +6 (Agile, Nonlethal), Damage 1d4+1 bludgeoning Ranged Single Action pewter mug +6 (thrown 10 feet), Damage 1d4+1 bludgeoning\n","skill_mod":{"diplomacy":4,"thievery":5,"acrobatics":6},"summary":"Always on the move from patron to patron, servers are the backbone of any tavern or eatery. Their work hones both their agility and their diplomacy.","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":16,"item":["pewter mug","serving tray"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=943","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":2,"size":["Medium"],"name":"Server","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[3,3],"slug":"creature-943"},{"attack_bonus":[3,6,6],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":25,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Publicans","will_save":6,"charisma":3,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Bar Brawler","Barkeep's Advice"],"skill":["Alcohol Lore","Athletics","Deception","Diplomacy","Performance","Society","Thievery"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-944","text":" Barkeep Barkeeps are often friends and mentors within a community, lending an ear while supplying libations. The best barkeeps have some talent for storytelling and passing on valuable advice. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Barkeep Source Gamemastery Guide pg. 238 Perception +6 Languages Common Skills Alcohol Lore +9, Athletics +6, Deception +6, Diplomacy +8, Performance +6, Society +5, Thievery +3 Str +3 Dex +0 Con +2 Int +0 Wis +1 Cha +3 Items barkeep's apron (functions as padded armor), flask of whiskey, pewter mug, Sap --- AC 14 Fort +7 Ref +3 Will +6 HP 25 --- Speed 25 feet Melee Single Action sap +6 (Agile, Nonlethal), Damage 1d6+3 bludgeoning Melee Single Action fist +6 (Agile, Nonlethal), Damage 1d4+3 bludgeoning Ranged Single Action pewter mug +3 (thrown 10 feet), Damage 1d4+3 bludgeoning Bar Brawler The barkeep has been in enough bar fights to know how to throw a few punches. When fighting in their bar and making a nonlethal attack, the barkeep gains a +1 circumstance bonus to attack rolls and deals an additional 1d4 damage. Barkeep's Advice Three Actions (Auditory, Fortune, Linguistic, Mental) Frequency once per day; Effect The barkeep gives some pertinent advice to a single creature other than themself. For 24 hours, when that creature fails a skill check or saving throw, they can recall this advice and reroll the check, using the second result instead. Once that creature uses this ability, its effect ends. A creature that receives the Barkeep's Advice is temporarily immune to the ability for 1 month. ","skill_mod":{"society":5,"diplomacy":8,"performance":6,"deception":6,"thievery":3,"athletics":6},"summary":"Barkeeps are often friends and mentors within a community, lending an ear while supplying libations. The best barkeeps have some talent for …","image":["/Images/NPCs/Publican_Barkeep.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["barkeep's apron (functions as padded armor )","flask of whiskey","pewter mug","Sap"],"level":1,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=944","intelligence":0,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":7,"size":["Medium"],"name":"Barkeep","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[5,5,6],"slug":"creature-944"},{"attack_bonus":[5,7,7],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":20,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Publicans","will_save":9,"charisma":3,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Font of Gossip","Home Turf"],"skill":["Accounting Lore","Cooking Lore","Deception","Diplomacy","Society"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-945","text":" Innkeeper The sight of an inn is a welcome one to any weary traveler. Innkeepers can often be found cleaning the common room, overseeing the evening meal, or settling in new lodgers. Innkeepers keep an eye on their neighbors' doings and are often excellent sources of information. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Innkeeper Source Gamemastery Guide pg. 239 Perception +7 Languages Common Skills Accounting Lore +5, Cooking Lore +5, Deception +6, Diplomacy +8, Society +7 Str +2 Dex +0 Con +1 Int +2 Wis +2 Cha +3 Font of Gossip The inkeeper's business gives them insight into the neighborhood's happenings. When Gathering Information, a person can gain as much information chatting with the innkeeper for 30 minutes to an hour as they would gain from 2 hours spent canvassing the neighborhood. Each person can learn gossip from an innkeeper only once per day, and only if the innkeeper is friendly or helpful to that individual. Whatever information the innkeeper knows about a given topic doesn't change if someone else asks the innkeeper about that topic, unless the innkeeper has since learned more. Items broom (functions as staff), innkeeper's apron (functions as leather armor), ledger --- AC 14 Fort +6 Ref +3 Will +9 HP 20 --- Speed 25 feet Melee Single Action broom +7 (two-hand d8), Damage 1d4+2 bludgeoning Melee Single Action fist +7 (Agile, Nonlethal), Damage 1d4+2 bludgeoning Ranged Single Action ledger +5 (Nonlethal, thrown 10 feet), Damage 1d4+2 bludgeoning Home Turf An innkeeper gains a +2 circumstance bonus to attack rolls, damage rolls, and AC within their inn. ","skill_mod":{"society":7,"diplomacy":8,"deception":6},"summary":"The sight of an inn is a welcome one to any weary traveler. Innkeepers can often be found cleaning the common room, overseeing the evening meal, or …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["broom (functions as staff )","innkeeper's apron (functions as leather armor )","ledger"],"level":1,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=945","intelligence":2,"reflex_save":3,"strongest_save":["will"],"dexterity":0,"fortitude_save":6,"size":["Medium"],"name":"Innkeeper","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[4,4,4],"slug":"creature-945"},{"attack_bonus":[8,9],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":40,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Publicans","will_save":6,"charisma":2,"speed":{"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Drunken Rage"],"skill":["Alcohol Lore","Athletics","Intimidation"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-946","text":" Drunkard Every tavern has one—that person who drinks a little too much and starts a fight. While many drunkards are relatively harmless, a few have a hair trigger, and when they're set off come, no one—even the drunkard themself—can tell you what started the row. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Drunkard Source Gamemastery Guide pg. 239 Perception +6 Languages Common Skills Alcohol Lore +3, Athletics +7, Intimidation +8 Str +3 Dex +2 Con +4 Int -1 Wis +0 Cha +2 Items drunkard's outfit (functions as padded armor), pewter mug --- AC 17 Fort +10 Ref +8 Will +6 HP 40 --- Speed 25 feet Melee Single Action fist +9 (Agile, Nonlethal), Damage 1d6+3 bludgeoning Ranged Single Action pewter mug +8 (thrown 10 feet), Damage 1d4+3 bludgeoning Drunken Rage Single Action (Concentrate, Emotion, Mental) Requirements The drunkard is drunk, and isn't fatigued or raging; Effect Something sets the drunkard off, causing them to fly into a drunken rage. They gain 6 temporary Hit Points that last until the drunken rage ends. While raging, they deal 4 additional damage with melee attacks and take a -1 penalty to AC. The drunkard can't use concentrate actions except Seek and rage actions. The rage lasts for 1 minute or until the drunkard falls unconscious or sobers up. The drunkard can't voluntarily stop the Drunken Rage. Once the rage ends, the drunkard can't Rage again for 1 minute. ","skill_mod":{"athletics":7,"intimidation":8},"summary":"Every tavern has one—that person who drinks a little too much and starts a fight. While many drunkards are relatively harmless, a few have a hair …","image":["/Images/NPCs/Publican_Drunkard.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["drunkard's outfit (functions as padded armor )","pewter mug"],"level":2,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=946","intelligence":-1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":10,"size":["Medium"],"name":"Drunkard","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[5,6],"slug":"creature-946"},{"attack_bonus":[3,4,5],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":6,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Scholars","will_save":7,"charisma":1,"speed":{"max":25,"land":25},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Methodical Research"],"skill":["Academia Lore","Arcana","Library Lore","Nature","Religion"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-947","text":" Librarian Keepers of knowledge, librarians document discoveries, events, and laws. The best librarians record events twice; once for public record, and again to record how events truly unfolded. A librarian typically knows four to six additional languages, often including Elven and Draconic. A librarian is a 3rd-level challenge for encounters involving research. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Librarian Source Gamemastery Guide pg. 240 Perception +7 Languages Common Skills Academia Lore +11, Arcana +9, Library Lore +13, Nature +8, Religion +8 Str +0 Dex +1 Con +0 Int +4 Wis +3 Cha +1 Methodical Research (concentrate) When Searching through stacks of books, a librarian can find the answer to almost any question. This allows the librarian to use Library Lore in place of other lore skills, given enough time. The GM determines the DC of the check and the amount of time it takes (typically, a librarian can attempt three or four checks during 1 day of downtime). Items Dagger, Writing Set --- AC 13 Fort +2 Ref +3 Will +7 HP 6 --- Speed 25 feet Melee Single Action book +4 (Nonlethal), Damage 1d4 bludgeoning Melee Single Action fist +3 (Agile, Nonlethal), Damage 1d4 bludgeoning Ranged Single Action book +5 (Nonlethal, thrown 10 feet), Damage 1d4 bludgeoning\n","skill_mod":{"nature":8,"arcana":9,"religion":8},"summary":"Keepers of knowledge, librarians document discoveries, events, and laws. The best librarians record events twice; once for public record, and again …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["Dagger","Writing Set"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=947","intelligence":4,"reflex_save":3,"strongest_save":["will"],"dexterity":1,"fortitude_save":2,"size":["Medium"],"name":"Librarian","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[2,2,2],"slug":"creature-947"},{"attack_bonus":[4],"constitution":-1,"primary_source_category":"Rulebooks","strength":0,"hp":5,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Scholars","will_save":6,"charisma":3,"speed":{"max":25,"land":25},"perception":4,"wisdom":2,"weakness":{},"creature_ability":["Font of Knowledge","Inspirational Presence"],"skill":["Academia Lore","Diplomacy","Intimidation","one additional Lore"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-948","text":" Teacher The passing of knowledge and traditions from generation to generation is a time-honored occupation. Teachers exist to strengthen their populations with literacy, history, and advanced sciences, but most of all with inspiration. Most teachers provide general knowledge so their students are well rounded, but some are experts or even masters of a single discipline. A teacher typically knows three languages in addition to Common. For academic encounters, a teacher is a 4th-level challenge. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Teacher Source Gamemastery Guide pg. 240 Perception +4 Languages Common Skills Academia Lore +14, Diplomacy +7, Intimidation +5, one additional Lore +14 Str +0 Dex +0 Con -1 Int +4 Wis +2 Cha +3 Font of Knowledge The teacher can attempt to Recall Knowledge on any general subject with a +10 modifier. Inspirational Presence (aura, emotion, mental) 50 feet. Any of the teacher's students in the aura gains a +1 circumstance bonus to Recall Knowledge. Items cane (functions as staff), textbook, Writing Set --- AC 12 Fort +1 Ref +2 Will +6 HP 5 --- Speed 25 feet Melee Single Action cane +4 (two-hand d8), Damage 1d4 bludgeoning\n","skill_mod":{"diplomacy":7,"intimidation":5},"summary":"The passing of knowledge and traditions from generation to generation is a time-honored occupation. Teachers exist to strengthen their populations …","image":["/Images/NPCs/Scholar_Teacher.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":12,"item":["cane (functions as staff )","textbook","Writing Set"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=948","intelligence":4,"reflex_save":2,"strongest_save":["will"],"dexterity":0,"fortitude_save":1,"size":["Medium"],"name":"Teacher","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[2],"slug":"creature-948"},{"attack_bonus":[6],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":23,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Scholars","spell_attack_bonus":[9],"will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Living Sextant","Counterspell"],"skill":["Arcana","Astronomy Lore","Occultism"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-949","text":" Astronomer Different cultures have created stories of the hows and whys of the universe, if things exist beyond the stars, and if the gods manipulate the heavenly bodies. But astronomers aren't interested in folktales—they desire truth. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Astronomer Source Gamemastery Guide pg. 241 Perception +10 Languages Common Skills Arcana +8, Astronomy Lore +12, Occultism +8 Str +0 Dex +1 Con +2 Int +4 Wis +3 Cha +0 Living Sextant If the astronomer is able to see the night sky, they can Sense Direction using a +10 modifier. Items astrolabe, spellbook, Material Component Pouch, Staff --- AC 15 Fort +6 Ref +5 Will +9 HP 23 Counterspell Reaction Trigger A creature Casts a Spell the astronomer has prepared; Effect The astronomer expends a prepared spell to counter the triggering creature's casting of that same spell. The astronomer loses its spell slot as if it had cast the triggering spell. The astronomer then attempts to counteract the triggering spell. --- Speed 25 feet Melee Single Action staff +6 (two-hand d8), Damage 1d4 bludgeoning Arcane Prepared Spells DC 17, attack +9 - Cantrips (1st) Detect Magic, Mage Hand, Read Aura, Sigil, Telekinetic Projectile - 1st Feather Fall, Floating Disk, Sleep, Unseen Servant (4 slots)\n","tradition":["Arcane"],"skill_mod":{"arcana":8,"occultism":8},"summary":"Different cultures have created stories of the hows and whys of the universe, if things exist beyond the stars, and if the gods manipulate the …","image":["/Images/NPCs/Scholar_Astronomer.png"],"primary_source":"Gamemastery Guide","spell":["Feather Fall","Floating Disk","Sleep","Unseen Servant","Detect Magic","Mage Hand","Read Aura","Sigil","Telekinetic Projectile"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["astrolabe","spellbook","Material Component Pouch","Staff"],"level":2,"spell_dc":[17],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=949","intelligence":4,"reflex_save":5,"strongest_save":["will"],"dexterity":1,"fortitude_save":6,"size":["Medium"],"name":"Astronomer","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[2],"slug":"creature-949"},{"attack_bonus":[12],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":86,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Scholars","will_save":16,"charisma":0,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Timely Advice","Sage's Analysis"],"skill":["Arcana","Diplomacy","Medicine","Nature","Occultism","Religion","Society"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-950","text":" Sage The greatest knowledge comes from experience. Village elders, ancient seers, and advisors to royalty are examples of individuals who are valued for their experiences. Sages serve their people as much as their sovereigns. They educate and try to prevent their people from straying from their cultures' acceptable norms and traditions. Sages rarely take power for themselves, as they take their responsibility seriously to guide wisely and empower those they serve. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Sage Source Gamemastery Guide pg. 241 Perception +14 Languages Common Skills Arcana +12, Diplomacy +13, Medicine +12, Nature +14, Occultism +12, Religion +12, Society +14 Str +2 Dex +2 Con +1 Int +4 Wis +3 Cha +0 Items Religious Symbol, +1 staff --- AC 22 Fort +10 Ref +12 Will +16 HP 86 Timely Advice Reaction (auditory, concentrate, linguistic, mental) Trigger An ally is about to attempt an attack roll or skill check and has not yet rolled; Effect The sage gives the ally a savvy piece of advice, providing valuable insight. The ally gains a +2 circumstance bonus to the triggering roll. --- Speed 25 feet Melee Single Action staff +12 (Magical, two-hand d8), Damage 1d4+5 bludgeoning Sage's Analysis Single Action (Concentrate) The sage studies a creature, attempting an Arcana, Nature, Occultism, Religion, or Society check against the creature's Recall Knowledge DC. On a success, the sage gains a +2 circumstance bonus to attack rolls and AC against that creature and deals an additional 2d6 damage to the creature with weapon attacks. These benefits last for 1 minute or until the sage uses this ability again. ","skill_mod":{"society":14,"diplomacy":13,"nature":14,"arcana":12,"medicine":12,"occultism":12,"religion":12},"summary":"The greatest knowledge comes from experience. Village elders, ancient seers, and advisors to royalty are examples of individuals who are valued for …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":22,"item":["Religious Symbol","+1 staff"],"level":6,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=950","intelligence":4,"reflex_save":12,"strongest_save":["will"],"dexterity":2,"fortitude_save":10,"size":["Medium"],"name":"Sage","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[7],"slug":"creature-950"},{"attack_bonus":[8,8],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":28,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Seafarers","will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Chart a Course","Navigator's Edge"],"skill":["Acrobatics","Nature","Sailing Lore","Society","Survival"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-951","text":" Navigator A navigator uses celestial bodies and shipping lanes to determine routes. For noncombat tasks involving navigation or sailing, the navigator is a 4th-level challenge. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Navigator Source Gamemastery Guide pg. 242 Perception +9 Languages Common Skills Acrobatics +6, Nature +11, Sailing Lore +14, Society +8, Survival +9 Str +0 Dex +2 Con +1 Int +4 Wis +3 Cha +0 Chart a Course (concentrate) By spending 10 minutes of work and succeeding at a DC 22 Sailing Lore check, the navigator plots an optimal course. The severity of environmental conditions other than temperature are reduced by one step for 24 hours (two steps on a critical success). This changes moderate damage to minor damage, winds that create greater difficult terrain cause only difficult terrain, and so on. Items Dagger, scroll case with ship's charts, Writing Set --- AC 18 Fort +7 Ref +8 Will +9 HP 28 --- Speed 25 feet Melee Single Action dagger +8 (Agile, Finesse, versatile S), Damage 1d4+4 piercing plus navigator's edge Ranged Single Action dagger +8 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing plus navigator's edgee Navigator's Edge The navigator deals an additional 1d6 weapon damage when on a ship. ","skill_mod":{"society":8,"nature":11,"survival":9,"acrobatics":6},"summary":"A navigator uses celestial bodies and shipping lanes to determine routes. For noncombat tasks involving navigation or sailing, the navigator is a …","image":["/Images/NPCs/Seafarer_Navigator.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Dagger","scroll case with ship's charts","Writing Set"],"level":2,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=951","intelligence":4,"reflex_save":8,"strongest_save":["will"],"dexterity":2,"fortitude_save":7,"size":["Medium"],"name":"Navigator","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[6,6],"slug":"creature-951"},{"attack_bonus":[10,11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":32,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Seafarers","will_save":6,"charisma":2,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Bravery","Boarding Action"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Sailing Lore"],"trait":["Human","Humanoid","CN","Medium"],"id":"creature-952","text":" Pirate These scourges of the seas are a threat to anyone who spends time away from land. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Pirate Source Gamemastery Guide pg. 242 Perception +6 Languages Common Skills Acrobatics +7, Athletics +8, Deception +6, Intimidation +6, Sailing Lore +8 Str +2 Dex +3 Con +1 Int +0 Wis +2 Cha +2 Items cutlass (functions as a scimitar), Dagger, Padded Armor --- AC 18 Fort +7 Ref +8 Will +6 HP 32 Attack of Opportunity Reaction Bravery When the pirate rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, anytime they gain the frightened condition, reduce its value by 1. --- Speed 25 feet Melee Single Action cutlass +10 (Forceful, Sweep), Damage 1d6+5 slashing Melee Single Action dagger +11 (Agile, versatile S), Damage 1d4+5 piercing Ranged Single Action dagger +11 (Agile, thrown 10 feet, versatile S), Damage 1d4+5 piercing Boarding Action Two Actions The pirate swings on a rope or Strides, moving up to double their Speed. If the pirate boarded or disembarked a boat during this movement, they can make a melee Strike at the end of their movement that deals one extra damage die on a hit. ","skill_mod":{"deception":6,"athletics":8,"intimidation":6,"acrobatics":7},"summary":"These scourges of the seas are a threat to anyone who spends time away from land.","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["cutlass (functions as a scimitar )","Dagger","Padded Armor"],"level":2,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=952","intelligence":0,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":7,"size":["Medium"],"name":"Pirate","alignment":"CN","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[7,7,8],"slug":"creature-952"},{"attack_bonus":[11,13,13,13],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Seafarers","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Bosun's Command","Pike and Strike"],"skill":["Acrobatics","Athletics","Intimidation","Sailing Lore"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-953","text":" Bosun A ship's boatswain, or bosun, leads the deckhands who maintain the ship. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Bosun Source Gamemastery Guide pg. 243 Perception +8 Languages Common Skills Acrobatics +9, Athletics +9, Intimidation +9, Sailing Lore +11 Str +2 Dex +4 Con +1 Int +0 Wis +1 Cha +2 Items Dagger, naval pike (functions as spear) --- AC 19 Fort +6 Ref +11 Will +8 HP 45 --- Speed 25 feet Melee Single Action fist +13 (Agile, Nonlethal), Damage 1d6+5 bludgeoning Melee Single Action naval pike +11, Damage 1d6+5 piercing Melee Single Action dagger +13 (Agile, versatile S), Damage 1d4+5 piercing Ranged Single Action naval pike +13 (thrown 20 feet), Damage 1d6+5 piercing Bosun's Command Single Action (Auditory, Concentrate, Emotion, Linguistic, Mental) Frequency once per round; Effect The bosun orders an ally to attack or to get in position. Until the end of the ally's next turn, they gain the bosun's choice of a +2 status bonus to attack rolls or a +10-foot status bonus to their Speeds. Pike and Strike Two Actions The bosun Strikes with their naval pike. If this Strike hits, the bosun can either move the target 5 feet within the pike's reach or make a fist Strike against the target without increasing their multiple attack penalty until after the fist Strike. ","skill_mod":{"athletics":9,"intimidation":9,"acrobatics":9},"summary":"A ship's boatswain, or bosun, leads the deckhands who maintain the ship.","image":["/Images/NPCs/Seafarer_Bosun.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":19,"item":["Dagger","naval pike (functions as spear )"],"level":3,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=953","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":6,"size":["Medium"],"name":"Bosun","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[7,8,8,8],"slug":"creature-953"},{"attack_bonus":[14,16,17],"constitution":0,"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Seafarers","will_save":14,"charisma":3,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Bravery","Dual Disarm","No Quarter!"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Sailing Lore","Survival"],"trait":["Human","Humanoid","LN","Medium"],"id":"creature-954","text":" Ship Captain The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Ship Captain Source Gamemastery Guide pg. 243 Perception +12 Languages Common Skills Acrobatics +10, Athletics +12, Diplomacy +11, Intimidation +13, Sailing Lore +17, Survival +10 Str +4 Dex +2 Con +0 Int +1 Wis +2 Cha +3 Items Dagger, Hand Crossbow (10 bolts), Leather Armor, +1 rapier --- AC 23 Fort +12 Ref +12 Will +14 HP 90 Bravery When the ship captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, anytime they gain the frightened condition, reduce its value by 1. --- Speed 25 feet Melee Single Action rapier +17 (deadly 1d8, Disarm, Magical), Damage 1d6+10 piercing Melee Single Action main-gauche +16 (Agile, Disarm, Parry, versatile S), Damage 1d4+10 piercing Ranged Single Action hand crossbow +14 (range increment 60 feet, reload 1), Damage 1d6+6 piercing Dual Disarm Two Actions The captain makes two Strikes, one with their rapier and one with their main-gauche (in either order). If both Strikes hit, the ship captain can attempt to Disarm the target. Their multiple attack penalty increases only after all the attacks are made. No Quarter! Single Action (Auditory, Concentrate, Emotion, Linguistic, Mental) The captain orders their shipmates to fight without mercy. All allied creatures of equal or lower level within 20 feet of the ship captain gain a +1 status bonus to attack rolls and damage rolls until the end of the ship captain's next turn. ","skill_mod":{"diplomacy":11,"survival":10,"athletics":12,"intimidation":13,"acrobatics":10},"summary":"The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship.","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["Dagger","Hand Crossbow (10 bolts)","Leather Armor","+1 rapier"],"level":6,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=954","intelligence":1,"reflex_save":12,"strongest_save":["will"],"dexterity":2,"fortitude_save":12,"size":["Medium"],"name":"Ship Captain","alignment":"LN","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[9,12,13],"slug":"creature-954"},{"attack_bonus":[3,4],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":8,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Tradespeople","will_save":2,"charisma":0,"speed":{"max":25,"land":25},"perception":2,"wisdom":0,"weakness":{},"creature_ability":["Apprentice's Ambition"],"skill":["Athletics","Crafting","Geography Lore"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-955","text":" Apprentice Ambitious apprentices can be found in all cities. These individuals are generally younger and seek the approval of their masters as they learn their craft. Many yearn to exemplify the artistry behind their craft, one day becoming masters themselves. Depicted below is an apprentice cartographer. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Apprentice Source Gamemastery Guide pg. 244 Perception +2 Languages Common Skills Athletics +3, Crafting +5, Geography Lore +5 Str +1 Dex +2 Con +1 Int +3 Wis +0 Cha +0 Items Artisan's Tools, assorted maps, rugged clothes with tool belt (functions as padded armor) --- AC 15 Fort +5 Ref +6 Will +2 HP 8 --- Speed 25 feet Melee Single Action dagger +3 (Agile, versatile S), Damage 1d4+1 piercing Ranged Single Action dagger +4 (Agile, thrown 10 feet, versatile S), Damage 1d4+1 piercing Apprentice's Ambition Free Action Frequency once per day; Requirements A direct superior is supervising the apprentice; Effect The apprentice gains a +2 circumstance bonus to attack rolls, damage rolls, saving throws, and skill checks until the end of their next turn. ","skill_mod":{"crafting":5,"athletics":3},"summary":"Ambitious apprentices can be found in all cities. These individuals are generally younger and seek the approval of their masters as they learn their …","image":["/Images/NPCs/Tradesperson_Apprentice.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["Artisan's Tools","assorted maps","rugged clothes with tool belt (functions as padded armor )"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=955","intelligence":3,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":2,"fortitude_save":5,"size":["Medium"],"name":"Apprentice","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[3,3],"slug":"creature-955"},{"attack_bonus":[4,4],"constitution":-1,"primary_source_category":"Rulebooks","strength":2,"hp":7,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Tradespeople","will_save":10,"charisma":4,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Appraising Eye"],"skill":["Deception","Diplomacy","Mercantile Lore","Performance","Society"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-956","text":" Merchant Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists—experts in one type of product. Merchants can be found anywhere: vendors hustling in the public square, shopkeepers running small storefronts, traveling salespeople in carriages or caravans, or wealthy tycoons running entire organizations devoted to commerce. For encounters involving negotiation or mercantile skill, a merchant is a 4th-level challenge. A merchant might have an additional Lore skill about a specific category of item (such as jewelry or magic weapons), with a total skill bonus 2 higher than Mercantile Lore. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Merchant Source Gamemastery Guide pg. 244 Perception +6 Languages Common Skills Deception +10, Diplomacy +12, Mercantile Lore +10, Performance +8, Society +8 Str +2 Dex +0 Con -1 Int +2 Wis +2 Cha +4 Appraising Eye The merchant can use Mercantile Lore to Recall Knowledge about items, including determining their value. They can also attempt to Identify Magic using Mercantile Lore and can do so without first knowing whether the item is magical. Items Crossbow (10 bolts), Padded Armor --- AC 13 Fort +1 Ref +2 Will +10 HP 7 --- Speed 25 feet Melee Single Action fist +4 (Agile, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action crossbow +4 (range increment 120 feet, reload 1), Damage 1d8 piercing\n","skill_mod":{"society":8,"diplomacy":12,"performance":8,"deception":10},"summary":"Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists—experts in one type of product. …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["Crossbow (10 bolts)","Padded Armor"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=956","intelligence":2,"reflex_save":2,"strongest_save":["will"],"dexterity":0,"fortitude_save":1,"size":["Medium"],"name":"Merchant","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[4,4],"slug":"creature-956"},{"attack_bonus":[8,10],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":50,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Tradespeople","will_save":5,"charisma":0,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Smith's Fury"],"skill":["Athletics","Crafting","Diplomacy","Smithy Lore","Society"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-957","text":" Smith Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and cities often have a variety of smiths, many specializing in blacksmithing, weapon smithing, armor smithing, or even smelting coins in a mint. The smith is a 6th-level challenge when competing with smithing or other crafting tasks. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Smith Source Gamemastery Guide pg. 245 Perception +5 Languages Common Skills Athletics +8, Crafting +15, Diplomacy +5, Smithy Lore +15, Society +8 Str +3 Dex +1 Con +2 Int +3 Wis +0 Cha +0 Items Artisan's Tools, leather apron (functions as padded armor), light hammer --- AC 17 Fort +9 Ref +8 Will +5 HP 50 --- Speed 25 feet Melee Single Action light hammer +10 (Agile), Damage 1d6+3 bludgeoning plus smith's fury Ranged Single Action light hammer +8 (Agile, thrown 20 feet), Damage 1d6+3 bludgeoning plus smith's fury Smith's Fury The smith deals an additional 1d6 damage when they hit with a weapon they created. ","skill_mod":{"society":8,"diplomacy":5,"crafting":15,"athletics":8},"summary":"Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Artisan's Tools","leather apron (functions as padded armor )","light hammer"],"level":3,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=957","intelligence":3,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":9,"size":["Medium"],"name":"Smith","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[6,6],"slug":"creature-957"},{"attack_bonus":[14,16],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":135,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Tradespeople","will_save":17,"charisma":3,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Call to Action","Sworn Duty"],"skill":["Architecture Lore","Athletics","Bureaucracy Lore","Crafting","Diplomacy","Intimidation","Society"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-958","text":" Guildmaster In cities, artisans working in a common trade often form guilds to set standards of quality, establish common prices, engage in collective bargaining with business owners, and lobby local governments for favorable laws. The guildmaster—often a master artisan in their own right—also acts as an administrator and politician, advocating for artisans in their trade. The guildmaster is a 12th-level challenge when competing in crafting or their area of expertise (architecture in the example below). Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Guildmaster Source Gamemastery Guide pg. 245 Perception +16 Languages Common Skills Architecture Lore +25, Athletics +13, Bureaucracy Lore +19, Crafting +25, Diplomacy +24, Intimidation +22, Society +21 Str +3 Dex +1 Con +1 Int +4 Wis +2 Cha +3 Items Artisan's Tools, construction schematics, guildmaster's uniform (functions as hide armor), +1 striking light hammer , tax ledgers --- AC 26 Fort +14 Ref +14 Will +17 HP 135 --- Speed 25 feet Melee Single Action light hammer +16 (Agile), Damage 2d6+5 bludgeoning Ranged Single Action light hammer +14 (Agile, Magical, thrown 20 feet), Damage 2d6+5 bludgeoning Call to Action Single Action (Auditory, Concentrate, Emotion, Mental) The guildmaster gives a speech to inspire themself and all guild-member allies within 60 feet, granting them a +1 status bonus to attack and damage rolls until the start of the guildmaster's next turn. Sworn Duty While within the guild or presiding over guild business, the guildmaster gains a +2 circumstance bonus to weapon attack rolls and deals an additional 2d6 damage on a successful weapon attack. ","skill_mod":{"society":21,"diplomacy":24,"crafting":25,"athletics":13,"intimidation":22},"summary":"In cities, artisans working in a common trade often form guilds to set standards of quality, establish common prices, engage in collective bargaining …","image":["/Images/NPCs/Tradesperson_Guildmaster.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":26,"item":["Artisan's Tools","construction schematics","guildmaster's uniform (functions as hide armor )","+1 striking light hammer","tax ledgers"],"level":8,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=958","intelligence":4,"reflex_save":14,"strongest_save":["will"],"dexterity":1,"fortitude_save":14,"size":["Medium"],"name":"Guildmaster","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[12,12],"slug":"creature-958"},{"attack_bonus":[7,9],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":27,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Villains","will_save":8,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Snare Crafting","Sneak Attack"],"skill":["Acrobatics","Athletics","Crafting","Deception","Diplomacy","Engineering Lore","Intimidation","Society","Stealth","Survival","Thievery","Underworld Lore"],"stealth":"9","trait":["Human","Humanoid","NE","Medium"],"id":"creature-959","text":" Saboteur Saboteurs excel at infiltration, using it to perform destructive acts, whether they are the physical destruction of a valuable object or obstructing important political proceedings. Unlike those of spies, the motivations of saboteurs is not to steal information, but rather to sow chaos among their enemies. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Saboteur Source Gamemastery Guide pg. 246 Perception +8; (10 to find traps) Languages Common Skills Acrobatics +7, Athletics +5, Crafting +6, Deception +7, Diplomacy +5, Engineering Lore +8, Intimidation +5, Society +6, Stealth +9, Survival +6, Thievery +9, Underworld Lore +6 Str +1 Dex +3 Con +1 Int +2 Wis +2 Cha +1 Snare Crafting The saboteur can Craft snares and has the supplies to make up to two caltrop snares and up to two hampering snares. Items Crowbar, Disguise Kit, Hand Crossbow (10 bolts), Padded Armor, Sap, Snare Kit, Thieves' Tools --- AC 18 (20 vs. traps) Fort +5 Ref +9 (+11 vs. traps) Will +8 HP 27 --- Speed 25 feet Melee Single Action sap +7 (Agile, Nonlethal), Damage 1d6+3 bludgeoning Ranged Single Action hand crossbow +9 (range increment 60 feet, reload 1), Damage 1d6+2 piercing Sneak Attack The saboteur deals an extra 1d6 precision damage to flat-footed creatures. Sabotage! Though the saboteur included here is intended to be a villain, PCs might encounter saboteurs on the side of good. These are typically rebels against tyrannical forces. Those who take great care to avoid harming civilians are chaotic good; others are chaotic neutral. ","skill_mod":{"society":6,"diplomacy":5,"deception":7,"thievery":9,"crafting":6,"survival":6,"stealth":9,"athletics":5,"intimidation":5,"acrobatics":7},"summary":"Saboteurs excel at infiltration, using it to perform destructive acts, whether they are the physical destruction of a valuable object or obstructing …","primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Crowbar","Disguise Kit","Hand Crossbow (10 bolts)","Padded Armor","Sap","Snare Kit","Thieves' Tools"],"level":2,"source_category":["Rulebooks"],"sense":"(10 to find traps) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=959","intelligence":2,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":5,"size":["Medium"],"name":"Saboteur","alignment":"NE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[5,6],"slug":"creature-959"},{"primary_source_category":"Rulebooks","strength":0,"hp":54,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","charisma":4,"perception":10,"stealth":"9","trait":["Human","Humanoid","NE","Medium"],"id":"creature-960","text":" Mastermind Masterminds weave long-ranged plots to see their nefarious goals come to fruition, deftly manipulating those around them, and turning enemies into friends and then pitting them against one another. When competing in a social or intellectual arena, the mastermind is a 7th-level challenge. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Mastermind Source Gamemastery Guide pg. 246 Perception +10 Languages Common Skills Arcana +13, Deception +15, Diplomacy +15, Intimidation +15, Occultism +15, Performance +17, Religion +11, Society +17, Stealth +9, Thievery +9, Underworld Lore +17 Str +0 Dex +3 Con +0 Int +4 Wis +2 Cha +4 Versatile Performance The mastermind can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. The mastermind can also use an acting Performance instead of Deception to Impersonate. Items Chain Shirt, Disguise Kit, Hand Crossbow (10 bolts), Shortsword --- AC 21 Fort +6 Ref +11 Will +16 HP 54 --- Speed 25 feet Melee Single Action shortsword +13 (Agile, Finesse, versatile S), Damage 1d6+6 slashing Ranged Single Action hand crossbow +13 (range increment 60 feet, reload 1), Damage 1d6+3 piercing Occult Spontaneous Spells DC 22, attack +14 - Cantrips (2nd) Daze, Detect Magic, Message, Prestidigitation, Sigil - 1st Charm, Illusory Disguise, Illusory Object (3 slots) - 2nd Blur, Charm, Invisibility, Paranoia (3 slots) Bard Composition Spells DC 22 - Cantrips (2nd) Inspire Competence, Inspire Courage Scoundrel's Feint When the mastermind successfully Feints, the target is flat-footed against the mastermind's melee attacks until the end of the mastermind's next turn. On a critical success, the target is flat-footed against all melee attacks for that time, not just the mastermind's. Sneak Attack The mastermind deals an extra 1d6 precision damage to flat-footed creatures. ","skill_mod":{"society":17,"diplomacy":15,"performance":17,"deception":15,"thievery":9,"stealth":9,"arcana":13,"intimidation":15,"occultism":15,"religion":11},"image":["/Images/NPCs/Villain_Mastermind.png"],"primary_source":"Gamemastery Guide","spell":["Blur","Charm","Invisibility","Paranoia","Illusory Disguise","Illusory Object","Daze","Detect Magic","Message","Prestidigitation","Sigil","Inspire Competence","Inspire Courage"],"ac":21,"item":["Chain Shirt","Disguise Kit","Hand Crossbow (10 bolts)","Shortsword"],"level":4,"spell_dc":[22,22],"source_category":["Rulebooks"],"resistance":{},"intelligence":4,"reflex_save":11,"strongest_save":["will"],"fortitude_save":6,"size":["Medium"],"name":"Mastermind","alignment":"NE","pfs":"Limited","rarity":"common","strike_damage_average":[6,9],"attack_bonus":[13,13],"constitution":0,"creature_family":"Villains","spell_attack_bonus":[14],"will_save":16,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Versatile Performance","Scoundrel's Feint","Sneak Attack"],"skill":["Arcana","Deception","Diplomacy","Intimidation","Occultism","Performance","Religion","Society","Stealth","Thievery","Underworld Lore"],"tradition":["Occult"],"summary":"Masterminds weave long-ranged plots to see their nefarious goals come to fruition, deftly manipulating those around them, and turning enemies into …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=960","dexterity":3,"category":"creature","slug":"creature-960"},{"remaster_name":["Champion of Rovagug"],"attack_bonus":[12,15],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":75,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Villains","will_save":12,"charisma":3,"speed":{"max":20,"land":20},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Destructive Vengeance","Intimidating Strike"],"skill":["Athletics","Deception","Intimidation","Religion","Survival"],"trait":["Human","Humanoid","CE","Medium"],"id":"creature-961","text":" Antipaladin There is perhaps nothing more anathematic to peace than an antipaladin. Dedicated holy warriors to the darkest and foulest of deities, antipaladins work to fulfill the vile wishes of their evil masters. The zeal with which they implement the plans of dark gods makes them truly fearsome foes for anyone allied with the forces of good. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Antipaladin Source Gamemastery Guide pg. 247 Perception +10 Languages Common Skills Athletics +13, Deception +10, Intimidation +12, Religion +8, Survival +8 Str +4 Dex +1 Con +3 Int +0 Wis +1 Cha +3 Items lesser cheetah's elixir, Greataxe, Half Plate, Javelin (10) --- AC 25 Fort +14 Ref +10 Will +12 HP 75 Destructive Vengeance Reaction (divine, necromancy) Trigger An enemy within 15 feet damages the antipaladin; Effect The antipaladin increases the amount of damage they take by 2d6 and deals 2d6 damage to the triggering enemy, choosing evil or negative damage. In addition, the antipaladin deals 2 extra damage of the chosen type with their Strikes against the triggering creature until the end of the antipaladin's next turn. --- Speed 20 feet Melee Single Action greataxe +15 (Sweep), Damage 1d12+10 slashing Ranged Single Action javelin +12 (thrown 30 feet), Damage 1d6+10 piercing Champion Devotion Spells DC 20, 1 Focus Point - 3rd Touch of Corruption Intimidating Strike Two Actions The antipaladin makes a melee Strike. If they hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit. Servants Of Destruction Antipaladins are the polar opposite of paladins: chaotic evil warriors devoted to destruction. Much like champions of good, they must follow a code. Their code exhorts evil and prohibits selfless acts. Antipaladins usually serve Lamashtu, Rovagug, or demon lords. Many antipaladins used to be champions of good and seek to destroy their former faiths. ","skill_mod":{"deception":10,"survival":8,"athletics":13,"intimidation":12,"religion":8},"summary":"There is perhaps nothing more anathematic to peace than an antipaladin. Dedicated holy warriors to the darkest and foulest of deities, antipaladins …","image":["/Images/NPCs/Villain_Antipaladin.png"],"primary_source":"Gamemastery Guide","spell":["Touch of Corruption"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":25,"item":["lesser cheetah's elixir","Greataxe","Half Plate","Javelin (10)"],"level":5,"spell_dc":[20],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=961","intelligence":0,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":14,"size":["Medium"],"name":"Antipaladin","alignment":"CE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[13,16],"slug":"creature-961"},{"attack_bonus":[11],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":56,"language":["Common","Infernal"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Villains","spell_attack_bonus":[13],"will_save":13,"charisma":4,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Persistent Lies","Bloodline Magic","Dangerous Sorcery"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Performance","Society","Warfare Lore"],"trait":["Human","Humanoid","LE","Medium"],"id":"creature-962","text":" Despot Despots live to amass and exploit power over others. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Despot Source Gamemastery Guide pg. 248 Perception +11 Languages Common, Infernal Skills Athletics +10, Deception +13, Diplomacy +12, Intimidation +13, Performance +13, Society +12, Warfare Lore +10 Str +2 Dex +2 Con +0 Int +4 Wis +2 Cha +4 Persistent Lies Any creature deceived by the despot's Deception skill believes the deception more readily on the next day. Any attempts to later attempt a Perception check against the despot's Deception DC take a -2 circumstance penalty, as do other creatures' attempts to convince the creature otherwise, such as through Diplomacy or further Deception. Items lesser darkvision elixir, minor healing potion (2), Spiked Gauntlet --- AC 19 Fort +9 Ref +9 Will +13 HP 56 --- Speed 25 feet Melee Single Action spiked gauntlet +11 (Agile), Damage 1d4+4 piercing Divine Spontaneous Spells DC 23, attack +13 - Cantrips (3rd) Chill Touch, Daze, Message, Produce Flame, Shield - 1st Charm, Command, Fear, Sanctuary (4 slots) - 2nd Calm Emotions, Flaming Sphere, See Invisibility, Undetectable Alignment - 3rd Chilling Darkness, Enthrall, Harm (4 slots) Sorcerer Bloodline Spells DC 22, 1 Focus Point - 3rd Diabolic Edict Bloodline Magic When the despot casts a bloodline spell, enthrall , flaming sphere , or charm , either a target takes 1 fire damage per spell level, or the despot gains a +1 status bonus to Deception checks for 1 round. Dangerous Sorcery When the despot Casts a Spell from a spell slot, if the spell deals damage and doesn't have a duration, the despot gains a status bonus equal to the spell's level to that spell's damage. ","tradition":["Divine"],"skill_mod":{"society":12,"diplomacy":12,"performance":13,"deception":13,"athletics":10,"intimidation":13},"summary":"Despots live to amass and exploit power over others.","primary_source":"Gamemastery Guide","spell":["Chilling Darkness","Enthrall","Harm","Calm Emotions","Flaming Sphere","See Invisibility","Undetectable Alignment","Charm","Command","Fear","Sanctuary","Chill Touch","Daze","Message","Produce Flame","Shield","Diabolic Edict"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":19,"item":["lesser darkvision elixir","minor healing potion (2)","Spiked Gauntlet"],"level":5,"spell_dc":[22,23],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=962","intelligence":4,"reflex_save":9,"strongest_save":["will"],"dexterity":2,"fortitude_save":9,"size":["Medium"],"name":"Despot","alignment":"LE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[6],"slug":"creature-962"},{"attack_bonus":[16,17],"constitution":5,"primary_source_category":"Rulebooks","strength":1,"hp":92,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Villains","will_save":10,"charisma":-1,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Infused Items","Unstable Compounds","Quick Bomber","Reckless Alchemy"],"skill":["Acrobatics","Crafting","Deception","Engineering Lore","Medicine","Stealth","Underworld Lore"],"stealth":"12","trait":["Human","Humanoid","NE","Medium"],"id":"creature-963","text":" Reckless Scientist It's the reckless scientist's job to break the rules of reality, no matter the cost. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Reckless Scientist Source Gamemastery Guide pg. 248 Perception +10 Languages Common Skills Acrobatics +12, Crafting +17, Deception +9, Engineering Lore +15, Medicine +10, Stealth +12, Underworld Lore +13 Str +1 Dex +4 Con +5 Int +5 Wis +2 Cha -1 Infused Items A reckless scientist carries the following infused items: 2 moderate acid flasks, 2 moderate alchemist's fires, 1 lesser bomber's eye elixir, 2 moderate frost vials, and 3 lesser elixirs of life. These items last for 24 hours, or until the next time the scientist makes their daily preparations. Items Alchemist's Tools, moderate antidote, moderate antiplague, bandolier, +1 sickle , work coat (functions as padded armor) --- AC 23 Fort +17 Ref +14 Will +10 +1 status to all saves vs. poison HP 92 Resistances poison 5 Unstable Compounds When an attacker scores a critical hit against the reckless scientist, one of the scientist's poorly stowed alchemical items bursts. The GM determines the item randomly. If it was a bomb, the alchemist takes damage from the bomb, and any creature adjacent to the alchemist takes the splash damage. Any other item is simply wasted. --- Speed 25 feet Melee Single Action sickle +17 (Agile, Finesse, Magical, Trip), Damage 1d4+7 slashing Ranged Single Action alchemical bomb +16 (range increment 20 feet, Splash), Damage varies by bomb Quick Bomber Single Action The reckless scientist Interacts to draw a bomb, then Strikes with it. Reckless Alchemy Single Action (Concentrate, Manipulate) Requirements The reckless scientist is holding a bomb or elixir; Effect The reckless scientist combines the bomb with another bomb or the elixir with another elixir. They can Interact to draw a second bomb or elixir if necessary as part of this action. They attempt a DC 28 Crafting check, destroying both component items to create one new item. If a viable resulting item isn't used by the end of the scientist's next turn, it explodes as described under critical failure. Critical Success The new item has the full effect of both component items when used. Success The new item combines both items, but halves the effect of each. (This halves damage for bombs, the amount of healing of elixirs of life, or the duration for effects that can't have their value halved. Details are determined by the GM.) Failure The new item is inert. Critical Failure The new item immediately explodes, dealing 3d6 piercing damage to the reckless scientist. Alter Ego Mutagen A reckless scientist may have a special mutagen with a 1-round onset that transforms them into another specific NPC or monster of their level, with the same duration as other mutagens. All statistics change, though HP changes only if the new maximum HP is lower than the scientist's current HP. ","skill_mod":{"deception":9,"crafting":17,"stealth":12,"medicine":10,"acrobatics":12},"summary":"It's the reckless scientist's job to break the rules of reality, no matter the cost.","image":["/Images/NPCs/Villain_RecklessScientist.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["Alchemist's Tools","moderate antidote","moderate antiplague","bandolier","+1 sickle","work coat (functions as padded armor )"],"level":6,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{"poison":5},"url":"/NPCs.aspx?ID=963","intelligence":5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":17,"size":["Medium"],"name":"Reckless Scientist","alignment":"NE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[9],"slug":"creature-963"},{"attack_bonus":[18,18],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":104,"language":["Common"],"source":["Gamemastery Guide"],"type":"Creature","creature_family":"Villains","will_save":10,"charisma":4,"speed":{"max":30,"land":30},"perception":14,"wisdom":-1,"weakness":{},"creature_ability":["Deny Advantage","Evasion","Surprise Attack","Nimble Dodge","Brutal Rally","Gang Up","Quick Draw","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Society","Stealth","Thievery","Underworld Lore"],"stealth":"13","trait":["Human","Humanoid","CE","Medium"],"id":"creature-964","text":" Gang Leader Cutthroats, killers, thieves, and toughs prey upon the vulnerable of society. Directing their activities and keeping them in line are the duties of the gang leader. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Gang Leader Source Gamemastery Guide pg. 249 Perception +14 Languages Common Skills Acrobatics +13, Athletics +13, Deception +15, Intimidation +17, Society +11, Stealth +13, Thievery +15, Underworld Lore +15 Str +4 Dex +4 Con +2 Int +2 Wis -1 Cha +4 Items minor healing potion , +1 shortsword , Sling (10 bullets), Studded Leather Armor, Tanglefoot Bag --- AC 26 Fort +13 Ref +17 Will +10 HP 104 Deny Advantage The gang leader isn't flat-footed to creatures of 7th level or lower that are hidden, undetected, flanking, or using surprise attack. Evasion When the gang leader rolls a success on a Reflex save, they get a critical success instead. Surprise Attack On the first round of combat, if the gang leader rolls Deception or Stealth for initiative, creatures who haven't acted are flat-footed to the gang leader. Nimble Dodge Reaction Trigger The gang leader is targeted with an attack by an attacker they can see; Effect The gang leader gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet Melee Single Action shortsword +18 (Agile, Magical, versatile S), Damage 1d6+10 piercing Ranged Single Action sling +18 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+8 bludgeoning Brutal Rally Reaction (Auditory, Emotion, Linguistic, Mental) Trigger The gang leader rolls a critical hit against a creature; Effect All allies that can see the gang leader gain a +1 circumstance bonus to attack rolls until the start of the gang leader's next turn. Gang Up Any enemy is flat-footed against the gang leader's melee attacks due to flanking as long as the enemy is within melee reach of both the gang leader and one of the gang leader's allies. Quick Draw Single Action The gang leader Interacts to draw a weapon, then Strikes with that weapon. Sneak Attack The gang leader deals an extra 2d6 precision damage to flat-footed creatures. Gang Structure A gang leader might run a gang, but several other NPCs in this chapter make for good gang members. A gang of significant size typically has a pyramid structure so that only a few members report directly to the boss and it's harder to link crimes directly to those in charge if someone gets arrested. ","skill_mod":{"society":11,"deception":15,"thievery":15,"stealth":13,"athletics":13,"intimidation":17,"acrobatics":13},"summary":"Cutthroats, killers, thieves, and toughs prey upon the vulnerable of society. Directing their activities and keeping them in line are the duties of …","image":["/Images/NPCs/Villain_GangLeader.png"],"primary_source":"Gamemastery Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":26,"item":["minor healing potion","+1 shortsword","Sling (10 bullets)","Studded Leather Armor","Tanglefoot Bag"],"level":7,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=964","intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":13,"size":["Medium"],"name":"Gang Leader","alignment":"CE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[11,13],"slug":"creature-964"},{"attack_bonus":[9,12,12],"constitution":2,"primary_source_category":"Lost Omens","strength":1,"hp":54,"language":["Common","Sylvan"],"source":["Character Guide"],"type":"Creature","creature_family":"Firebrands","will_save":9,"charisma":3,"speed":{"max":25,"land":25},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Deny Advantage","Advancing Flourish","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Medicine","Performance","Society","Stealth","Theater Lore","Thievery"],"stealth":"10","trait":["Gnome","Humanoid","CG","Small"],"id":"creature-965","text":" Charming Scoundrel This handsome gnome sports an impressive coiffure and a flashy costume that catches the eye. While most Firebrands enjoy the attention their exploits bring, the charming scoundrel takes this to extremes, often boasting about their daring exploits and attempting to parlay stories of their notorious deeds into free drinks or lodging. The scoundrel sees little harm in taking credit for any activities attributed to the organization, provided that intervention from local law enforcement seems unlikely. They are likely to take on high-profile jobs for the Firebrands just for the thrill of later recounting the narrow scrapes of their adventure. The charming scoundrel is as dramatic in combat as outside of it, often darting from opponent to opponent and disorienting foes with flashy swordplay. If a battle is going well, the scoundrel will often shout taunts at slow-footed opponents or encouragement to allies. While prideful and competitive, the scoundrel is a pragmatist at heart and will opt to add a tale of a cunning escape to their repertoire if the odds seem stacked against them. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Charming Scoundrel Source Character Guide pg. 118 Perception +8; low-light vision Languages Common, Sylvan Skills Acrobatics +12, Athletics +7, Deception +11, Diplomacy +9, Intimidation +9, Medicine +9, Performance +9, Society +7, Stealth +10, Theater Lore +7, Thievery +10 Str +1 Dex +4 Con +2 Int +1 Wis +0 Cha +3 Items Hand Crossbow (20 bolts), Sap, Studded Leather Armor --- AC 21 Fort +9 Ref +13 Will +9 HP 54 Deny Advantage The charming scoundrel isn't flat-footed to flanking, hidden, or undetected creatures of 4th-level or lower, or creatures of 4th-level or lower using surprise attack. --- Speed 25 feet Melee Single Action shortsword +12 (Agile, versatile S), Damage 1d6+6 piercing Melee Single Action sap +9 (Agile, Nonlethal), Damage 1d6+2 bludgeoning Ranged Single Action hand crossbow +12 (range increment 60 feet, reload 1), Damage 1d6+2 piercing Advancing Flourish Two Actions The charming scoundrel Strides twice. If they end their movement within melee reach of an enemy, they can Feint. Sneak Attack 2d6 Vanton Finch Vanton is a bold and dashing rogue, but he also considers himself a romantic at heart. He can never resist a chance to show off for beautiful onlookers, even when his bravado gets him into trouble. Vanton makes sure to keep up with society, and has a cursory knowledge of all the most fashionable plays, songs, and most importantly, love sonnets. Though he may seem like nothing more than a shallow performer with an overstuffed ego, Vanton Finch can be truly brutal in a fight if his life is on the line—the same flippant tricks he uses to put on a show in front of bystanders can also be used as deadly feints and unfair combat tactics. ","skill_mod":{"society":7,"diplomacy":9,"performance":9,"deception":11,"thievery":10,"stealth":10,"medicine":9,"athletics":7,"intimidation":9,"acrobatics":12},"summary":"This handsome gnome sports an impressive coiffure and a flashy costume that catches the eye. While most Firebrands enjoy the attention their …","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Creature Type"],"ac":21,"item":["Hand Crossbow (20 bolts)","Sap","Studded Leather Armor"],"level":4,"source_category":["Lost Omens"],"sense":" low-light vision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=965","intelligence":1,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":9,"size":["Small"],"name":"Charming Scoundrel","alignment":"CG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,5,9],"slug":"creature-965"},{"attack_bonus":[21,21],"constitution":3,"primary_source_category":"Lost Omens","strength":1,"hp":175,"language":["Aquan","Common"],"source":["Character Guide"],"type":"Creature","creature_family":"Firebrands","will_save":23,"charisma":3,"speed":{"max":25,"land":25},"perception":21,"wisdom":5,"weakness":{},"creature_ability":["Reach Spell","Sink or Swim"],"skill":["Acrobatics","Athletics","Deception","Religion","Sailing Lore","Thievery"],"trait":["Human","Humanoid","CG","Medium"],"id":"creature-966","text":" Privateer Captain A faint crust of salt rimes the coattails of this mariner, and her steely eyes gaze from beneath the brim of her tricorne hat. Dismissively called a pirate or thief by some, the privateer captain commands a loyal crew that plies the waters of the Inner Sea and beyond. Privateers work for their own profit and reputation, of course, but they also commit themselves to keeping the sea-lanes free from navies that strive to enforce land law on the unbounded waves. Tyrants and slavers are their favorite targets, and many a greedy colonizer or trafficker in flesh has been sent to the bottom of the sea after the captain liberated their cargo. Generally, however, the privateer captain is willing to spare prisoners so that they might be ransomed and spread tales of Firebrands' actions across the region. The privateer captain is often at the vanguard of boarding parties. Many call on the power of the fickle goddess Besmara to strengthen their crew in battle and sanctify each shipboard raid. As at home in water as on deck, a privateer captain will gladly leap into the sea to pursue a foe or rescue a fallen crewmate. Though the privateer captain might run under a false flag or attempt to deceive a foe before battle, they generally honor agreements to surrender and make a point to keep their word, particularly when dealing with other Firebrands. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Privateer Captain Source Character Guide pg. 119 Perception +21; see invisibility Languages Aquan, Common Skills Acrobatics +20, Athletics +17, Deception +21, Religion +23, Sailing Lore +19, Thievery +22 Str +1 Dex +4 Con +3 Int +0 Wis +5 Cha +3 Items +1 chain shirt , +1 crossbow (100 bolts), moderate healing potion (2), +1 striking rapier , scroll of remove fear --- AC 30 Fort +19 Ref +20 Will +23 HP 175 --- Speed 25 feet Melee Single Action rapier +21 (deadly 1d8, Magical, Disarm), Damage 2d6+5 piercing Ranged Single Action crossbow +21 (Magical, range increment 120 feet, reload 1), Damage 1d8+5 piercing Divine Prepared Spells DC 30 - Cantrips (6th) Chill Touch, Detect Magic, Know Direction, Light, Shield - 1st Air Bubble, Bane, Gust of Wind - 2nd Faerie Fire, Resist Energy, Water Walk - 3rd Blindness, Dispel Magic - 4th Freedom of Movement, Silence, Water Breathing (already cast) - 5th Breath of Life, Control Water, See Invisibility (already cast) - 6th Blade Barrier, Harm (×4), Repulsion Cleric Domain Spells DC 30, 2 Focus Points - 6th Downpour, Tidal Surge Reach Spell Single Action (Concentrate, Metamagic) If the next action the privateer captain uses is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, extend its range to 30 feet. Sink or Swim Single Action (Divine, Evocation, Water) Frequency once per day; Effect The privateer captain exerts their influence on a surrounding body of water. For 1 minute, if an ally within 60 feet rolls a success on an Athletics check to Swim, they get a critical success instead, and if any enemy within 60 feet rolls a failure on an Athletics check to Swim, it gets a critical failure instead. For the ability's duration, enemies within 60 feet of the privateer captain treat the water as turbulent (if it was not already rougher), requiring an Athletics check DC of 20 to Swim, or the water's usual DC, whichever is higher. Stella Fane Captain Stella Fane was the victim of a greed-fueled mutiny when a Chelaxian slaving ring bought her crew and first mate out from under her. No one is certain how she survived—many whisper that she didn't, and the Stella who returned to the seas is actually a ghost. The rumors aren't true, but Stella doesn't correct them. Now armed with a new ship and crew, Stella is on a mission of vengeance against her former shipmates, the slavers of Cheliax, and anyone else who dares support either. ","tradition":["Divine"],"skill_mod":{"deception":21,"thievery":22,"athletics":17,"acrobatics":20,"religion":23},"summary":"A faint crust of salt rimes the coattails of this mariner, and her steely eyes gaze from beneath the brim of her tricorne hat. Dismissively …","primary_source":"Character Guide","spell":["Blade Barrier","Harm","Repulsion","Breath of Life","Control Water","See Invisibility","Freedom of Movement","Silence","Water Breathing","Blindness","Dispel Magic","Faerie Fire","Resist Energy","Water Walk","Air Bubble","Bane","Gust of Wind","Chill Touch","Detect Magic","Know Direction","Light","Shield","Downpour","Tidal Surge"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":30,"item":["+1 chain shirt","+1 crossbow (100 bolts)","moderate healing potion (2)","+1 striking rapier","scroll of remove fear"],"level":11,"spell_dc":[30,30],"source_category":["Lost Omens"],"sense":" see invisibility ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=966","intelligence":0,"reflex_save":20,"strongest_save":["will"],"dexterity":4,"fortitude_save":19,"size":["Medium"],"name":"Privateer Captain","alignment":"CG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,12],"slug":"creature-966"},{"attack_bonus":[10,13],"constitution":3,"primary_source_category":"Lost Omens","strength":4,"hp":75,"language":["Common"],"source":["Character Guide"],"type":"Creature","creature_family":"Hellknights","will_save":10,"charisma":0,"speed":{"max":5,"land":5},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Weapon Mastery"],"skill":["Athletics","Hell Lore","Intimidation","Religion","Society"],"trait":["Dwarf","Humanoid","LN","Medium"],"id":"creature-967","text":" Hellknight Armiger This menacing dwarf wears a suit of armor emblazoned with the symbol of her Hellknight order, and she wields a mighty flail. Armigers are the foot soldiers of the Hellknights and form the largest group of members for most orders. Whatever their specific reasons for joining the organization, armigers share the Hellknights' dedication to spreading the rule of law across Golarion. This commitment sees them serving in a variety of missions, whether it be rooting out bandits and crooks, imprisoning smugglers and black marketeers, or investigating rumors of sedition. While frontier villagers sometimes welcome the assurance of safety that the Hellknights bring, free thinkers and historians chafe at the restrictions on movement and expression that armigers enforce. Although armigers are not yet full knights, those who underestimate them have made a grievous error. Once ordered to take a position or eliminate a foe, an armiger is unerring in fulfilling their order. During battle, they wade eagerly into the fray, targeting servants of chaotic gods and those they observe using underhanded tactics. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Hellknight Armiger Source Character Guide pg. 120 Perception +11; darkvision Languages Common Skills Athletics +12, Hell Lore +8, Intimidation +10, Religion +10, Society +7 Str +4 Dex +1 Con +3 Int +0 Wis +3 Cha +0 Items Composite Longbow (20 arrows), Half Plate, War Flail --- AC 22 Fort +12 Ref +10 Will +10 +1 status to all saves vs. fear HP 75 Resistances mental 5 Attack of Opportunity Reaction --- Speed 20 feet; ignores 5 feet of reduction from being encumbered Melee Single Action war flail +13 (Disarm, Sweep, Trip), Damage 1d10+6 bludgeoning Ranged Single Action composite longbow +10 (deadly d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+4 piercing Weapon Mastery When the Hellknight armiger scores a critical hit with their war flail, their target is knocked prone. Myra Bloodforge Myra felt damned even before she heard of the Hellknights. Her clan was disgraced, stripped of its true name, and cast out from the Five King's Mountains before she was born, for reasons unknown. Many dwarves believe the Bloodforge clan to be cursed, and it's certainly true that many of her family have suffered terrible fates. Abandoned by her kin, Myra turned to the Order of the Gate instead, intending to call forth fiends and practice dark magic to enforce order in the world, and perhaps to break the ill fate that holds her family hostage. ","skill_mod":{"society":7,"athletics":12,"intimidation":10,"religion":10},"summary":"This menacing dwarf wears a suit of armor emblazoned with the symbol of her Hellknight order, and she wields a mighty flail. Armigers are the …","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Creature Type"],"ac":22,"item":["Composite Longbow (20 arrows)","Half Plate","War Flail"],"level":4,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{"mental":5},"url":"/NPCs.aspx?ID=967","intelligence":0,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Hellknight Armiger","alignment":"LN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,11],"slug":"creature-967"},{"attack_bonus":[19,21],"constitution":2,"primary_source_category":"Lost Omens","strength":4,"hp":145,"language":["Common","Infernal"],"source":["Character Guide"],"type":"Creature","creature_family":"Hellknights","spell_attack_bonus":[20],"will_save":24,"charisma":5,"speed":{"max":25,"land":25},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["Steady Spellcasting","Universal Obedience"],"skill":["Arcana","Deception","Intimidation","Religion","Society"],"trait":["Human","Humanoid","LN","Medium"],"id":"creature-968","text":" Hellknight Paravicar Face covered by a menacing helm and body clad in ornate plate, this figure projects an aura of immutable authority . Each order of Hellknights is led by a powerful paravicar, a general in charge of dictating the order's tactics and the administration of its resources. Within the order, the word of these figures is law, and members from the lowliest squire to the most senior knight follow commands from a paravicar with unswerving devotion. Paravicars see their personal dedication to the order's edicts as an example for all members and hold themselves to the same high standards as their underlings. Though they seldom need to call upon them, paravicars use their considerable infernal powers to reinforce their positions in the Hellknight's hierarchy. In combat, paravicars take direct command of their troops of knights and armigers. Paravicars are experienced campaigners who prefer calculated tactical gambits to hot-headed, risky maneuvers that could leave their forces exposed. If pressed into combat, paravicars use their abilities to demoralize their foes and compel enemies to become their allies or to flee the field. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Hellknight Paravicar Source Character Guide pg. 121 Perception +20 Languages Common, Infernal Skills Arcana +16, Deception +21, Intimidation +23, Religion +21, Society +16 Str +4 Dex +2 Con +2 Int +0 Wis +3 Cha +5 Items +1 striking crossbow (20 bolts), lesser healing potion, +1 Hellknight plate , +1 striking morningstar --- AC 30 Fort +19 Ref +19 Will +24 HP 145 --- Speed 25 feet Melee Single Action morningstar +21 (Magical, versatile P), Damage 2d6+8 bludgeoning Ranged Single Action crossbow +19 (Magical, range increment 120 feet, reload 1), Damage 2d8+4 piercing Divine Spontaneous Spells DC 30, attack +20 - Cantrips (6th) Detect Magic, Forbidding Ward, Light, Produce Flame, Shield, Sigil - 1st Bane, Charm, Command, Ray of Enfeeblement (4 slots) - 2nd Darkvision, Detect Alignment, Faerie Fire, Flaming Sphere (4 slots) - 3rd Blindness, Crisis of Faith, Enthrall, Fear (4 slots) - 4th Air Walk, Dimensional Anchor, Discern Lies, Suggestion (4 slots) - 5th Command, Crushing Despair, Banishment, Heal, Summon Fiend (4 slots) - 6th Crisis of Faith, Spellwrack, Spirit Blast, Summon Fiend, True Seeing (3 slots) Sorcerer Bloodline Spells DC 30, 3 Focus Points - 6th Diabolic Edict, Embrace the Pit, Hellfire Plume Steady Spellcasting If a reaction would disrupt the Hellknight paravicar's spellcasting, they can attempt a DC 15 flat check. On a success, the action isn't disrupted. Universal Obedience Single Action (Divine, Manipulate) If the next action the Hellknight paravicar uses is to Cast a sorcerer Spell with the linguistic trait, the spell affects its target as if the target and the Hellknight paravicar shared a common language. The target must have a language. Sergia Novellia The battle to enforce order is the driving force behind all Hellknights, but it's more personal for Sergia Novellia. In her early days as an armiger, she and her companions accidentally fell through a rift to the Plane of Shadow and fell prey to the cruel ministrations of the velstracs. Though eventually rescued by a pair of Nidalese shadowcallers, Sergia returned with scars on both mind and body. She now hides her features behind terrifying armor, though she actually delights in the gruesome appearance it gives her. Sergia serves the rigid Order of the Godclaw to enforce her iron control on both society and herself. ","tradition":["Divine"],"skill_mod":{"society":16,"deception":21,"arcana":16,"intimidation":23,"religion":21},"summary":"Face covered by a menacing helm and body clad in ornate plate, this figure projects an aura of immutable authority . Each order of Hellknights is …","primary_source":"Character Guide","spell":["Crisis of Faith","Spellwrack","Spirit Blast","Summon Fiend","True Seeing","Command","Crushing Despair","Banishment","Heal","Air Walk","Dimensional Anchor","Discern Lies","Suggestion","Blindness","Enthrall","Fear","Darkvision","Detect Alignment","Faerie Fire","Flaming Sphere","Bane","Charm","Ray of Enfeeblement","Detect Magic","Forbidding Ward","Light","Produce Flame","Shield","Sigil","Diabolic Edict","Embrace the Pit","Hellfire Plume"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":30,"item":["+1 striking crossbow (20 bolts)","lesser healing potion","+1 Hellknight plate","+1 striking morningstar"],"level":11,"spell_dc":[30,30],"source_category":["Lost Omens"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=968","intelligence":0,"reflex_save":19,"strongest_save":["will"],"dexterity":2,"fortitude_save":19,"size":["Medium"],"name":"Hellknight Paravicar","alignment":"LN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-968"},{"attack_bonus":[8,12],"constitution":3,"primary_source_category":"Lost Omens","strength":4,"hp":70,"language":["Common","Varisian"],"source":["Character Guide"],"type":"Creature","creature_family":"Knights of Lastwall","will_save":12,"charisma":3,"speed":{"max":20,"land":20},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Shield Ally","Retributive Strike","Shield Block"],"skill":["Diplomacy","Intimidation","Religion","Shining Crusade Lore","Survival"],"trait":["Human","Humanoid","LG","Medium"],"id":"creature-969","text":" Virtuous Defender With his well-worn plate armor and mighty shield, this tall figure appears ready to stand against any foe. Even with the fall of the nation of Lastwall, many people still dedicate their lives to opposing the forces and schemes of the Whispering Tyrant. Styling themselves the Shining Sentinels, they see themselves as a bulwark against the further spread of the Tyrant's influence. When not rallying troops to battle against their sworn foe or protecting villages from undead incursions, these knights travel the Inner Sea in hopes of recruiting other righteous souls to fight against the undead hordes. Many Shining Sentinels are servants of good deities, such as Iomedae; in battle, they turn their god-given powers against their foes. These virtuous warriors put the safety of their companions before their own and often hold defensive positions to protect their allies. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Virtuous Defender Source Character Guide pg. 122 Perception +10 Languages Common, Varisian Skills Diplomacy +12, Intimidation +11, Religion +9, Shining Crusade Lore +8, Survival +9 Str +4 Dex +0 Con +3 Int +0 Wis +1 Cha +3 Items Composite Longbow (20 arrows), Full Plate, Longsword, Steel Shield (Hardness 7, HP 30, BT 15) --- AC 22 (24 with shield raised) Fort +12 Ref +6 (+9 vs. damaging effects) Will +12 HP 70 Shield Ally The virtuous defender's shield is studier in their hands. The statistics for the shield above include this benefit; it's a normal steel shield for anyone else. Retributive Strike Reaction The virtuous defender can Step to put the foe in reach before making a melee Retributive Strike. Shield Block Reaction --- Speed 20 feet Melee Single Action longsword +12 (versatile P), Damage 1d8+6 slashing Ranged Single Action composite longbow +8 (deadly 1d10, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+4 piercing Champion Devotion Spells DC 19, 1 Focus Point - 2nd Lay on Hands, Veil of Confidence Avill Ransford When Avill's sister chose the path of the crusader, Avill was supportive, eagerly reading all of his sister's letters about her training and religious studies. The final missive Avill received was bursting with pride, as his sister reported that she had been assigned to Vigil. Only months later, Tar-Baphon destroyed the city. Avill now wields a sword in his sister's honor and in his sister's place. ","skill_mod":{"diplomacy":12,"survival":9,"intimidation":11,"religion":9},"summary":"With his well-worn plate armor and mighty shield, this tall figure appears ready to stand against any foe. Even with the fall of the nation of …","primary_source":"Character Guide","spell":["Lay on Hands","Veil of Confidence"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":22,"item":["Composite Longbow (20 arrows)","Full Plate","Longsword","Steel Shield (Hardness 7, HP 30, BT 15)"],"level":4,"spell_dc":[19],"source_category":["Lost Omens"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=969","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude","will"],"dexterity":0,"fortitude_save":12,"size":["Medium"],"name":"Virtuous Defender","alignment":"LG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,10],"slug":"creature-969"},{"attack_bonus":[21,21,21,22],"constitution":4,"primary_source_category":"Lost Omens","strength":4,"hp":195,"language":["Common","Orcish"],"source":["Character Guide"],"type":"Creature","creature_family":"Knights of Lastwall","will_save":19,"charisma":0,"speed":{"max":25,"land":25},"perception":24,"wisdom":3,"weakness":{},"creature_ability":["Crimson Vengeance","Nature's Edge","Vengeful Edge","Weapon Mastery"],"skill":["Acrobatics","Athletics","Intimidation","Medicine","Nature","Religion","Survival"],"trait":["Human","Humanoid","Orc","CG","Medium"],"id":"creature-970","text":" Veteran Reclaimer This grizzled half-orc wields a longbow with the familiarity of a woman who considers it more as an extension of her body than a weapon. When Lastwall fell, many of the former Knights of Ozem became disheartened and scattered, wandering aimlessly through the wilds of the Inner Sea. Though the horrific events that led to the fall of Lastwall shook their faith in the traditional hierarchy of the Knights, they hardened their resolve to hunt all undead from the face of Golarion. These Crimson Reclaimers still see the Whispering Tyrant as their primary foe, but they can be found in many of the most haunted regions of the world, living off the land and hunting the restless dead. While heroism and fervor for their cause still burns in their heart, veteran reclaimers have lived long enough to lose their taste for tales of courtly valor and valiant last stands. They have learned the value of caution and thus engage their enemies from range and use terrain to their advantage. They are quick to strike back at enemies that harm their allies, knowing staunch teammates are essential in the face of the world's many horrors. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Veteran Reclaimer Source Character Guide pg. 123 Perception +24; darkvision, low-light vision Languages Common, Orcish Skills Acrobatics +20, Athletics +19, Intimidation +15, Medicine +19, Nature +18, Religion +20, Survival +22 Str +4 Dex +5 Con +4 Int +0 Wis +3 Cha +0 Items +1 striking bastard sword , +1 breastplate , +1 striking composite longbow (100 arrows), Dagger, lesser healing potion --- AC 29 Fort +20 Ref +23 (successes are instead critical successes) Will +19 HP 195 --- Speed 25 feet; ignores the effects of non-magical difficult terrain Melee Single Action bastard sword +21 (Magical, two-hand d12), Damage 2d8+8 slashing Melee Single Action dagger +21 (Agile, versatile S), Damage 1d4+8 piercing Ranged Single Action composite longbow +22 (deadly 1d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+6 piercing Ranged Single Action dagger +21 (Agile, thrown 10 feet, versatile S), Damage 1d4+8 piercing Crimson Vengeance Single Action Frequency once per round; Requirements The veteran reclaimer is wielding a ranged weapon with reload 0. Effect The veteran reclaimer makes two Strikes with the required weapon against a target that has attacked the veteran reclaimer or one of their allies within the last round (the multiple attack penalty applies normally). If both hit the creature, combine their damage for the purpose of resistances and weaknesses. Nature's Edge Enemies are flat-footed to the veteran reclaimer in areas of natural difficult terrain or in areas of difficult terrain resulting from a snare. Vengeful Edge When attacking a creature that attacked the veteran reclaimer or one of their allies within the last round, the veteran reclaimer has a multiple attack penalty of –3, or –2 with their dagger. Weapon Mastery When the veteran reclaimer critically hits a creature who attacked the veteran reclaimer or one of their allies within the last round, the reclaimer applies the weapon's critical specialization effect. Ruthal Ironroar The constant battles between Belkzen and Lastwall resulted in prejudice on both sides, and Ruthal never found her life in either land pleasant. For many years, Ruthal lived alone in the wilderness, avoiding other people. Yet when Lastwall began to crumble, the half-orc found she couldn't turn her head the other way. Though her moods are capricious and her social skills out of practice, Ruthal is a true angel to those that she rescues. ","skill_mod":{"nature":18,"survival":22,"medicine":19,"athletics":19,"intimidation":15,"acrobatics":20,"religion":20},"summary":"This grizzled half-orc wields a longbow with the familiarity of a woman who considers it more as an extension of her body than a weapon. When …","primary_source":"Character Guide","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Weapon"],"ac":29,"item":["+1 striking bastard sword","+1 breastplate","+1 striking composite longbow (100 arrows)","Dagger","lesser healing potion"],"level":11,"source_category":["Lost Omens"],"sense":" darkvision , low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=970","intelligence":0,"reflex_save":23,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":20,"size":["Medium"],"name":"Veteran Reclaimer","alignment":"CG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,10,15,17],"slug":"creature-970"},{"primary_source_category":"Lost Omens","strength":2,"hp":54,"language":["Common","Druidic","Mwangi"],"source":["Character Guide"],"type":"Creature","charisma":0,"perception":13,"stealth":"11","trait":["Elf","Human","Humanoid","NG","Medium"],"id":"creature-971","text":" Rain-Scribe This sharp-eyed half-elf wears weather-beaten gear that would easily blend in with any natural terrain, and carries an elaborately carved walking staff. When a group of adepts leaves the Magaambya, whether to investigate a magical phenomenon, conduct a diplomatic mission, or visit scholars in a distant land, a Rain-Scribe often serves as their guide. An expert in travel through difficult environments, the Rain-Scribe provides for their companions while helping them avoid the many hazards of travel in the Inner Sea. Rain-Scribes are some of the most well-traveled members of the academy, and most have secured alliances or promises of safe passage through the lands where they walk. Should the Rain-Scribe or their companions be attacked on their journeys, the scribe is a capable combatant who strives to turn their communion with the natural world into their greatest advantage in battle. Whether by using primal magic against their foes or striking unseen from the underbrush, the Rain-Scribe assures that no opponent threatens their traveling companions for long. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Rain-Scribe Source Character Guide pg. 124 Perception +13; low-light vision Languages Common, Druidic, Mwangi Skills Acrobatics +9, Arcana +7, Athletics +8, Nature +12, Stealth +11, Survival +12 Str +2 Dex +3 Con +1 Int +1 Wis +4 Cha +0 Items Composite Longbow (20 arrows), Hide Armor, Scimitar, scroll of speak with animals --- AC 21 Fort +9 Ref +9 Will +12 +1 status to all saves vs. poison HP 54 Resistances poison 2 --- Speed 40 feet (from longstrider ) Melee Single Action scimitar +9 (Forceful, Sweep), Damage 1d6+2 slashing Ranged Single Action composite longbow +10 (deadly d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+1 piercing Primal Prepared Spells DC 21, attack +11 - Cantrips (2nd) Detect Magic, Electric Arc, Know Direction, Light, Tanglefoot - 1st Gust of Wind (×2), Longstrider (already cast) - 2nd Acid Arrow, Entangle, Spider Climb Druid Order Spells DC 21, 2 Focus Points - 2nd Tempest Surge Chameleon Step Two Actions (Illusion, Primal, Visual) Frequency once per day; Requirements The Rain-Scribe must be in natural terrain. Effect The Rain- Scribe shifts their coloration and the coloration of their gear to match the surroundings and then immediately Sneaks, even while being observed. The Rain-Scribe must end their movement concealed or behind cover to remain hidden or undetected. Kamou Odhiambo Kamou's merchant family has traveled to cities across the Mwangi Expanse, and Kamou has put his kin's secret routes and trading alliances to good use when escorting others through the wilderness. ","skill_mod":{"nature":12,"survival":12,"stealth":11,"arcana":7,"athletics":8,"acrobatics":9},"primary_source":"Character Guide","spell":["Acid Arrow","Entangle","Spider Climb","Gust of Wind","Longstrider","Detect Magic","Electric Arc","Know Direction","Light","Tanglefoot","Tempest Surge"],"ac":21,"item":["Composite Longbow (20 arrows)","Hide Armor","Scimitar","scroll of speak with animals"],"level":4,"spell_dc":[21,21],"source_category":["Lost Omens"],"sense":" low-light vision ","resistance":{"poison":2},"intelligence":1,"reflex_save":9,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":9,"size":["Medium"],"name":"Rain-Scribe","alignment":"NG","pfs":"Standard","rarity":"common","strike_damage_average":[5,5],"attack_bonus":[9,10],"constitution":1,"creature_family":"Magaambyan Adepts","spell_attack_bonus":[11],"will_save":12,"speed":{"max":40,"land":40},"wisdom":4,"weakness":{},"creature_ability":["Chameleon Step"],"skill":["Acrobatics","Arcana","Athletics","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"This sharp-eyed half-elf wears weather-beaten gear that would easily blend in with any natural terrain, and carries an elaborately carved walking …","trait_group":["Ancestry","Weapon","Half-Elf","Half-Orc","Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/NPCs.aspx?ID=971","dexterity":3,"category":"creature","slug":"creature-971"},{"attack_bonus":[16,20],"constitution":3,"primary_source_category":"Lost Omens","strength":0,"hp":145,"language":["Common","Mwangi"],"source":["Character Guide"],"type":"Creature","creature_family":"Magaambyan Adepts","spell_attack_bonus":[20],"will_save":21,"charisma":1,"speed":{"max":30,"land":30},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Mask Bond","Reach Spell"],"skill":["Acrobatics","Arcana","Diplomacy","Intimidation","Magaambya Lore","Medicine","Nature","Survival"],"trait":["Human","Humanoid","NG","Medium"],"id":"creature-972","text":" Tempest-Sun Mage A wooden mask carved with a stoic leopard's features covers the face of this scholar. Her long cloak is embroidered with the names of fellow tribe members. The Tempest-Sun Mages are the chosen protectors of the Magaambya academy and the lands that surround it, watching from the skies for any sign of incursion approaching from the surrounding jungle. They are known as much for the close bonds that they form with their companions as for their extensive knowledge of magical forces, and many mages inscribe the names of important allies on their clothing or gear as reminders of the reason for their vigilance and dedication. The diligence and power of the Tempest-Sun Mages has ensured that no invading force has ever come within 20 miles of the university they defend. When the Tempest-Sun Mages are not defending the academy itself or accompanying envoys or teachers to distant locales, they use their mastery of arcane and primal magic to keep watch in the surrounding city and beyond, keeping an eye on the balance of power throughout the whole of the Mwangi Expanse. This magical intelligence often allows them to foresee threats to the academy or any nearby towns before such threats can even organize and approach. While Tempest-Sun Mages generally prefer to disable or incapacitate enemies, and readily call upon on their companions from the Uzunjati to reason with foes when possible, they do not hesitate to unleash lethal force against dangerous or implacable enemies, often taking to the air and raining down elemental fury. In particular, these mages have little tolerance for demons, having previously suffered attacks from the worshippers of the demon lord Angazhan who inhabit the city of Usaro. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Tempest-Sun Mage Source Character Guide pg. 125 Perception +18 Languages Common, Mwangi Skills Acrobatics +18, Arcana +23, Diplomacy +16, Intimidation +16, Magaambya Lore +23, Medicine +19, Nature +21, Survival +21 Str +0 Dex +4 Con +3 Int +5 Wis +3 Cha +1 mask, staff of abjuration Items +1 crossbow (20 bolts), +1 explorer's clothing , lesser healing potion , Magaambya mask, staff of abjuration --- AC 28 Fort +19 Ref +20 Will +21 HP 145 --- Speed 30 feet Melee Single Action staff of abjuration +16 (two-hand d8), Damage 1d4+2 bludgeoning Ranged Single Action crossbow +20 (range increment 120 feet, reload 1), Damage 1d8+2 piercing Arcane Prepared Spells DC 30, attack +20 - Cantrips (6th) Detect Magic, Light, Mage Hand, Produce Flame, Tanglefoot - 1st Create Water, Fleet Step, Gust of Wind, Unseen Servant - 2nd Endure Elements, False Life, Obscuring Mist, See Invisibility - 3rd Haste, Mind Reading, Slow, Stinking Cloud - 4th Dimension Door, Fly, Freedom of Movement, Wall of Fire - 5th Cone of Cold, Fireball, Sending, Wall of Stone - 6th Chain Lightning, Tangling Creepers, Elemental Form Wizard School Spells DC 30, 2 Focus Points - 6th Elemental Tempest, Force Bolt Mask Bond Free Action (Arcane) Frequency once per day; Trigger The Tempest-Sun Mage has not acted yet on their turn; Effect The Tempest-Sun Mage expends the power stored in their bonded item, which is their mask. This gives them the ability to cast one spell they prepared today and already cast, without spending a spell slot. They must still Cast the Spell and meet the spell's other requirements. Reach Spell Single Action (Concentrate, Metamagic) If the next action the Tempest-Sun Mage uses is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, extend its range to 30 feet. Tahenkot Strong-headed and never satisfied, Tahenkot has always approached her studies and ambitions with the force of a bull smashing through a wall. She prides herself on her skill at magical flight and teaches others to fly according to her exacting standards. Though her attitude can be off-putting to some, Tahenkot knows what she's worth and refuses to accept any less. ","tradition":["Arcane"],"skill_mod":{"diplomacy":16,"nature":21,"survival":21,"arcana":23,"medicine":19,"intimidation":16,"acrobatics":18},"summary":"A wooden mask carved with a stoic leopard's features covers the face of this scholar. Her long cloak is embroidered with the names of fellow tribe …","primary_source":"Character Guide","spell":["Chain Lightning","Tangling Creepers","Elemental Form","Cone of Cold","Fireball","Sending","Wall of Stone","Dimension Door","Fly","Freedom of Movement","Wall of Fire","Haste","Mind Reading","Slow","Stinking Cloud","Endure Elements","False Life","Obscuring Mist","See Invisibility","Create Water","Fleet Step","Gust of Wind","Unseen Servant","Detect Magic","Light","Mage Hand","Produce Flame","Tanglefoot","Elemental Tempest","Force Bolt"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":28,"item":["+1 crossbow (20 bolts)","+1 explorer's clothing","lesser healing potion","Magaambya mask","staff of abjuration"],"level":11,"spell_dc":[30,30],"source_category":["Lost Omens"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=972","intelligence":5,"reflex_save":20,"strongest_save":["will"],"dexterity":4,"fortitude_save":19,"size":["Medium"],"name":"Tempest-Sun Mage","alignment":"NG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,6],"slug":"creature-972"},{"attack_bonus":[12,12],"constitution":3,"primary_source_category":"Lost Omens","strength":0,"hp":60,"language":["Common"],"source":["Character Guide"],"type":"Creature","creature_family":"Pathfinders","will_save":11,"charisma":0,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Scout's Warning","Deny Advantage","Mobility","Sneak Attack","Surprise Attack","Trap Finder"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Pathfinder Society Lore","Stealth","Survival","Thievery"],"stealth":"12","trait":["Elf","Human","Humanoid","N","Medium"],"id":"creature-973","text":" Pathfinder Field Agent This half-elf woman looks dressed to travel anywhere and prepared for any eventuality she might find along the way. No two field agents follow the same path to join the Pathfinder Society, nor the same path once they embark on their first expedition. The Society's treacherous missions require all types of adventurers, from seasoned combatants to ruin delvers and experts in the occult. Some field agents are highly specialized, filling a single role in a larger group of Pathfinders, while others branch out into a broad range of abilities. This field agent seeks the thrill of discovering lost treasures from the Inner Sea's many ancient ruins. She scouts ahead for her team, keeping an eye out for enemies, traps, and other dangers. In fights, she is cautious and practical, preferring to stay mobile and out of sight. She sneaks in for a finishing blow when victory is certain. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Pathfinder Field Agent Source Character Guide pg. 126 Perception +11; low-light vision, trap finder Languages Common Skills Acrobatics +12, Arcana +8, Athletics +6, Deception +6, Diplomacy +6, Pathfinder Society Lore +11, Stealth +12, Survival +8, Thievery +10 Str +0 Dex +4 Con +3 Int +2 Wis +2 Cha +0 Scout's Warning Reaction Trigger The field agent is about to roll a Perception check for initiative. Effect The field agent audibly or visually warns their allies of imminent danger. This ability gains the auditory trait if the warning is audible, and the visual trait if the warning is visual. Any ally who is able to hear the agent (if the warning is audible) or see the agent (if the warning is visual) gains a +1 circumstance bonus to their initiative roll. Items Comprehension Elixir, minor healing potion , Infiltrator's Elixir, Rapier, Shortbow (20 arrows), Studded Leather Armor, Thieves' Tools --- AC 21 (22 against traps) Fort +10 Ref +13 Will +11 +1 circumstance to all saves vs. traps HP 60 Deny Advantage The field agent isn't flat-footed to flanking, hidden, or undetected creatures of 4th level or lower, or to creatures of 4th-level or lower using surprise attack. --- Speed 25 feet Melee Single Action rapier +12 (deadly 1d8, Disarm), Damage 1d6+6 piercing Ranged Single Action shortbow +12 (deadly d10, range increment 60 feet, reload 0), Damage 1d6+2 piercing Mobility When the field agent takes a Stride action to move half their Speed or less, that movement does not trigger reactions. Sneak Attack 2d6 Surprise Attack On the first round of combat, any creatures that haven't acted yet are flat-footed to the field agent. Trap Finder The field agent has an intuitive sense that alerts them to the dangers and presence of traps. They gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if they aren't Searching, they still get a check to find traps. They can disable traps that require a proficiency rank of master in Thievery. Siora Qinndove An heir to two wealthy families, Siora grew up used to getting her own way. But Siora wound up becoming interested in archeology and the act of investigating every nook and cranny of an unknown artifact. Seeing that lost cities were hard to find and often contained things money couldn't buy, Siora joined the Pathfinder Society, loaded down with every piece of expensive gear that could prove useful. ","skill_mod":{"diplomacy":6,"deception":6,"thievery":10,"survival":8,"stealth":12,"arcana":8,"athletics":6,"acrobatics":12},"summary":"This half-elf woman looks dressed to travel anywhere and prepared for any eventuality she might find along the way. No two field agents follow …","primary_source":"Character Guide","trait_group":["Ancestry","Weapon","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Comprehension Elixir","minor healing potion","Infiltrator's Elixir","Rapier","Shortbow (20 arrows)","Studded Leather Armor","Thieves' Tools"],"level":4,"source_category":["Lost Omens"],"sense":" low-light vision , trap finder","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=973","intelligence":2,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":10,"size":["Medium"],"name":"Pathfinder Field Agent","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,9],"slug":"creature-973"},{"attack_bonus":[20,24],"constitution":3,"primary_source_category":"Lost Omens","strength":5,"hp":195,"language":["Common"],"source":["Character Guide"],"type":"Creature","creature_family":"Pathfinders","will_save":19,"charisma":4,"speed":{"max":20,"land":20},"perception":20,"wisdom":2,"weakness":{},"creature_ability":["Unshakable","Attack of Opportunity","Shield Block","Bardic Lore","Paragon's Guard","Weapon Mastery"],"skill":["Alcohol Lore","Bardic Lore","Diplomacy","Occultism","Performance"],"trait":["Human","Humanoid","NG","Medium"],"id":"creature-974","text":" Pathfinder Venture-Captain The barnacle-crusted armor of this dwarf hints at a thousand exciting tales. The venture-captains of the Pathfinder Society rose through the ranks of the organization by following a unique path. An individual venture-captain has overcome numerous challenges, and each has countless stories to tell—and the scars to go with them. Each venture-captain maintains a lodge somewhere in the Inner Sea, where Pathfinder agents can rest, share stories, and set out on new missions. The venture-captain assigns these missions themselves, and they can draw on the significant resources of the Pathfinder Society—as well as any local allies they have—to ensure the missions' success. This venture-captain operates a lodge that also serves as a tavern. His interest in epic tales led him to join the Society, and he gladly shares these stories with interested parties. Opportunistic field agents can gain the venture-captain's favor by recovering unique and valuable liquors. The venture-captain hopes to one day publish a Pathfinder Chronicle of his own. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Pathfinder Venture-Captain Source Character Guide pg. 127 Perception +20 Languages Common Skills Alcohol Lore +20, Bardic Lore +16, Diplomacy +21, Occultism +16, Performance +19 Str +5 Dex +1 Con +3 Int +1 Wis +2 Cha +4 Items +1 striking composite longbow , +1 half plate , minor sturdy shield (Hardness 8, HP 64, BT 32), +1 striking warhammer , wayfinder --- AC 32 (34 with shield raised) Fort +22 (successes are instead critical successes) Ref +18 Will +19 HP 195 Unshakable Anytime the venture-captain gains the frightened condition, reduce its value by 1. Attack of Opportunity Reaction Shield Block Reaction --- Speed 20 feet Melee Single Action warhammer +24 (Magical, Shove), Damage 2d8+11 bludgeoning Ranged Single Action composite longbow +20 (deadly 1d10, Magical, range increment 100 feet, volley 30 feet), Damage 2d8+8 piercing Occult Spontaneous Spells DC 27 - Cantrips (3rd) Detect Magic, Inspire Competence, Inspire Courage, Read Aura Bardic Lore The venture-captain can Recall Knowledge on any topic using their Bardic Lore skill. Paragon's Guard Single Action (Stance) While the venture-captain is in this stance and wielding a shield, their shield is always raised. Weapon Mastery The venture-captain has spent hours training with the hammer. They gain access to the critical specialization effect of all simple and martial hammers. Khoumrock Blackthane The epitome of a salty sea dog, Khoumrock has experienced a lot in his tenure as a Pathfinder. Sunk and trapped beneath the waves, kidnapped by alghollthus, rescued from alghollthus—if there's an adventure to be found underwater, Khoumrock has experienced it. These days, Khoumrock prefers to keep his feet on solid ground, though he's always eager to share his stories to wide-eyed new recruits. For all his hardships, nothing has ever matched the wonders and thrills of the mysterious world he traversed below the ocean, and Khoumrock is happy to help others explore that incredible place—and live to tell tales of their adventures. ","tradition":["Occult"],"skill_mod":{"diplomacy":21,"performance":19,"occultism":16},"summary":"The barnacle-crusted armor of this dwarf hints at a thousand exciting tales. The venture-captains of the Pathfinder Society rose through the …","primary_source":"Character Guide","spell":["Detect Magic","Inspire Competence","Inspire Courage","Read Aura"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":32,"item":["+1 striking composite longbow","+1 half plate","minor sturdy shield (Hardness 8, HP 64, BT 32)","+1 striking warhammer","wayfinder"],"level":11,"spell_dc":[27],"source_category":["Lost Omens"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=974","intelligence":1,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":22,"size":["Medium"],"name":"Pathfinder Venture-Captain","alignment":"NG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,20],"slug":"creature-974"},{"primary_source_category":"Adventure Paths","strength":9,"hp":420,"language":["Aklo","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","charisma":4,"perception":30,"trait":["Aberration","Uncommon","NE","Huge"],"id":"creature-975","text":" Deghuun (Children Of Mhar) Mhar, an ancient evil deity of caverns, mountains, and volcanoes, belongs to the pantheon of the Great Old Ones—monstrous beings of alien intellect and unfathomable power. The so-called children of Mhar (known as deghuuns in the chaotic tongues of Mhar's enraptured cultists) physically resemble blue-gray octopods made of stone, mud, and molten iron. Venthole-like craters dot the surface of a deghuun's body, through which the creature can gaze out with a single golden eye that it can move from crater to crater. Recall Knowledge - Aberration (Occultism): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Children Of Mhar Source Pathfinder #156: The Apocalypse Prophet pg. 78 Perception +30; greater darkvision, smoke vision Languages Aklo; telepathy 100 feet Skills Athletics +37 Str +9 Dex +6 Con +8 Int -1 Wis +0 Cha +4 Smoke Vision The deghuun ignores the concealed condition from smoke or smog, including from Sulfurous Plume. --- AC 42 Fort +34 Ref +30 Will +26 HP 420 Immunities fire, poison Resistances physical 10 (except adamantine) Weaknesses cold 10, good 10 Unfathomable Aspect Anytime a deghuun attempts a Will save against an enchantment spell, the spell's caster must attempt a DC 38 Will save or become confused for up to the spell's duration. --- Speed 40 feet, climb 40 feet Melee Single Action tentacle +35 (Agile, reach 20 feet), Damage 3d10+17 bludgeoning plus Grab Ranged Single Action lava ball +34 (Brutal, range increment 60 feet), Damage 4d6+17 bludgeoning plus 3d6 fire Divine Innate Spells DC 38 - 6th Earthbind (×3), Hallucination - 8th Earthquake Beak Crunch Single Action Requirements The deghuun has a creature grabbed with its tentacles; Effect The creature takes 4d8+17 piercing damage. Sulfurous Plume Two Actions (Fire, Poison) The deghuun vents caustic smog for 1d4 rounds. Any creature that ends its turn within 30 feet of the deghuun during this time takes 6d6 fire damage and is sickened 1 (DC 38 Fortitude save; the creature avoids the sickened condition on a critical success, or is sickened 2 on a critical failure). While sickened in this way, a creature takes a –2 status penalty to its saving throw against the deghuun's hallucination . Any creature that's in the smog is concealed and treats other creatures as concealed. Strong winds dissipate the smog. Tentacle Assault Single Action The deghuun makes three tentacle Strikes, each against a different creature within reach. These attacks count toward its multiple attack penalty as normal. Scions of the Elder Mythos Children of Mhar are not the only agents of the Great Old Ones and Outer Gods to emerge on Golarion. Gibbering mouthers supposedly have some connection to unholy Abhoth, and the ancestors of the Darklands-dwelling chardas were once potent clerics of Orgesh, the Faceless God. ","skill_mod":{"athletics":37},"image":["/Images/Monsters/Deghuun.png"],"primary_source":"Pathfinder #156: The Apocalypse Prophet","spell":["Earthquake","Earthbind","Hallucination"],"ac":42,"level":18,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" greater darkvision , smoke vision","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":-1,"reflex_save":30,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":34,"source_group":["Extinction Curse"],"size":["Huge"],"spoilers":"Extinction Curse","name":"Children Of Mhar","alignment":"NE","rarity":"uncommon","strike_damage_average":[33,41],"attack_bonus":[34,35],"constitution":8,"immunity":["fire","poison"],"will_save":26,"speed":{"climb":40,"max":40,"land":40},"wisdom":0,"weakness":{"cold":10,"good":10},"creature_ability":["Smoke Vision","Unfathomable Aspect","Beak Crunch","Sulfurous Plume","Tentacle Assault"],"primary_source_group":"Extinction Curse","skill":["Athletics"],"tradition":["Divine"],"summary":"Mhar, an ancient evil deity of caverns, mountains, and volcanoes, belongs to the pantheon of the Great Old Ones—monstrous beings of alien intellect …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=975","dexterity":6,"category":"creature","slug":"creature-975"},{"remaster_name":["Imvath"],"primary_source_category":"Adventure Paths","strength":9,"hp":350,"language":["Abyssal","Celestial","Draconic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","charisma":6,"perception":32,"stealth":"32","trait":["Demon","Fiend","Uncommon","CE","Huge"],"id":"creature-976","text":" Vavakia Juggernauts of destruction, vavakias are formed from the souls of mortals who extract, enslave, or consume the souls of others. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Vavakia Source Pathfinder #156: The Apocalypse Prophet pg. 79 Perception +32; darkvision, true seeing Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Athletics +35, Deception +32, Intimidation +34, Religion +30, Stealth +32 Str +9 Dex +4 Con +6 Int +4 Wis +6 Cha +6 Items Breastplate, +2 greater striking ranseur --- AC 42 Fort +32 Ref +28 Will +30 +1 status to all saves vs. magic HP 350 Weaknesses cold iron 15, good 15 Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 37 Restoration Vulnerability A vavakia is repulsed by the restoration of souls. The demon takes 3d10+10 mental damage the first time each round that a creature within 100 feet of it is restored to life or loses the doomed condition. --- Speed 40 feet, fly 40 feet Melee Single Action ranseur +36 (Disarm, Magical, reach 25 feet), Damage 3d10+17 piercing plus 1d10 acid and Grab Melee Single Action jaws +35 (Magical, reach 15 feet), Damage 3d8+17 piercing plus 2d8 persistent bleed and smoking wound Melee Single Action claw +35 (Agile, Magical, reach 15 feet), Damage 3d10+17 slashing Melee Single Action tail +35 (Backswing, Magical, reach 20 feet), Damage 3d12+17 bludgeoning plus stunning tail Divine Innate Spells DC 40 - 4th Dimension Door (at will) - 5th Dimension Door - 8th Divine Aura, Divine Wrath (at will), Earthquake - 9th Massacre, Power Word Stun - Constant (9th) True Seeing Rituals DC 40 - 1st Abyssal Pact Smoking Wound A creature damaged by the vavakia's jaws is sickened 1 from the rank smell of vapors from the wound. Soulfire Breath Two Actions (Death, Divine, Necromancy, Negative) The vavakia exhales ghostly green fire in a 60-foot cone. Living creatures in the area take 20d6 negative damage (DC 42 basic Reflex save). A good creature that fails this save is becomes stupefied 2 for 1 minute (stupefied 4 on a critical failure). A creature slain by Soulfire Breath can't be resurrected except by powerful magic such as a wish spell. The vavakia can't use Soulfire Breath again for 1d4 rounds. Soulfire Inhalation Single Action (Divine, Healing, Necromancy) Requirements The vavakia's last action was Soulfire Breath; Effect The vavakia inhales and regains 10 Hit Points for each creature damaged by its Soulfire Breath. Any excess healing is gained as temporary Hit Points, which remain for 1 minute. Stunning Tail (Incapacitation) If the vavakia critically hits with its tail Strike, the target must succeed at a DC 40 Fortitude save or be stunned for 1 round (1d4 rounds on a critical failure). Trample Three Actions Large or smaller, claw, DC 40 Saurian Tyrants Vavakias carve out tyrannical empires throughout the Abyss, particularly in steaming jungles and fetid swamps. Their minions are usually lesser demons, xulgaths, or saurians. They enjoy coming to the Material Plane to feed on souls and spread devastation. ","skill_mod":{"deception":32,"stealth":32,"athletics":35,"intimidation":34,"religion":30},"image":["/Images/Monsters/Vavakia.png"],"primary_source":"Pathfinder #156: The Apocalypse Prophet","spell":["Massacre","Power Word Stun","Divine Aura","Divine Wrath","Earthquake","Dimension Door","True Seeing"],"ac":42,"item":["Breastplate","+2 greater striking ranseur"],"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":4,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":32,"source_group":["Extinction Curse"],"size":["Huge"],"spoilers":"Extinction Curse","name":"Vavakia","alignment":"CE","rarity":"uncommon","strike_damage_average":[33,36,39,39],"attack_bonus":[35,35,35,36],"constitution":6,"creature_family":"Demon","will_save":30,"speed":{"fly":40,"max":40,"land":40},"wisdom":6,"weakness":{"cold_iron":15,"good":15},"creature_ability":["Frightful Presence","Restoration Vulnerability","Smoking Wound","Soulfire Breath","Soulfire Inhalation","Stunning Tail","Trample"],"primary_source_group":"Extinction Curse","skill":["Athletics","Deception","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Juggernauts of destruction, vavakias are formed from the souls of mortals who extract, enslave, or consume the souls of others.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=976","dexterity":4,"category":"creature","slug":"creature-976"},{"primary_source_category":"Adventure Paths","strength":8,"hp":340,"language":["Common","Ignan","Sylvan","<%SPELLS%293%%>speak with animals<%END>"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","charisma":4,"perception":31,"trait":["Dinosaur","Humanoid","Uncommon","NE","Huge"],"id":"creature-977","text":" Saurian Warmonger These saurians adopt warfare as their primary role and greatest calling. They particularly excel at taking slaves. Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Saurian Warmonger Source Pathfinder #156: The Apocalypse Prophet pg. 80 Perception +31; darkvision Languages Common, Ignan, Sylvan; speak with animals Skills Athletics +32, Crafting +28, Intimidation +28, Nature +30, Survival +30 Str +8 Dex +5 Con +6 Int +4 Wis +6 Cha +4 Items Leather Armor, +1 striking mancatcher , +2 greater striking spear --- AC 39 Fort +26 Ref +25 Will +28 HP 340 Resistances fire 10 --- Speed 40 feet Melee Single Action spear +32 (Magical, reach 15 feet), Damage 3d6+16 piercing Melee Single Action mancatcher +31 (Magical, reach 20 feet), Damage 2d6+16 slashing plus restrain Melee Single Action jaws +30 (deadly d12, reach 15 feet), Damage 3d10+16 piercing Melee Single Action tail +30 (Agile, Finesse, reach 10 feet, Trip), Damage 3d6+16 bludgeoning Ranged Single Action spear +32 (Magical, thrown 20 feet), Damage 3d6+16 piercing Primal Innate Spells DC 37 - 3rd Animal Vision (at will; dinosaurs only) - 4th Air Walk - Constant (2nd) Speak with Animals Boneshaking Roar Two Actions (Incapacitation, Sonic) The saurian warmonger bellows, evoking the power of the primordial world. Non-dinosaur creatures within 30 feet take 10d6 sonic damage (DC 34 basic Fortitude save). On a failed save, a creature is also slowed 2 for 1 round (stunned 1d4 on a critical failure). The saurian can't use Boneshaking Roar again for 1d4 rounds. Primordial Balance A warmonger wields their mancatcher in one hand. Restrain When the warmonger makes a successful mancatcher Strike, their target must succeed at a DC 34 Reflex save or become grabbed until the end of the warmonger's next turn. Each time the creature fails an attempt to Escape the warmonger, it takes 2d6 piercing damage. Three-Limbed Lunge Single Action The saurian warmonger makes three Strikes: one Strike each with the weapons in their hands and one Strike with their tail. They can perform these attacks in any order, though each counts toward their multiple attack penalty as normal. After making a Three-Limbed Lunge, the warmonger is flat-footed until the beginning of their next turn. ","skill_mod":{"nature":30,"crafting":28,"survival":30,"athletics":32,"intimidation":28},"image":["/Images/Monsters/Saurian_SaurianWarmonger.png"],"primary_source":"Pathfinder #156: The Apocalypse Prophet","spell":["Air Walk","Animal Vision","Speak with Animals"],"ac":39,"item":["Leather Armor","+1 striking mancatcher","+2 greater striking spear"],"level":16,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"fire":10},"intelligence":4,"reflex_save":25,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":26,"source_group":["Extinction Curse"],"size":["Huge"],"spoilers":"Extinction Curse","name":"Saurian Warmonger","alignment":"NE","rarity":"uncommon","strike_damage_average":[23,26,26,26,32],"attack_bonus":[30,30,31,32,32],"constitution":6,"creature_family":"Saurian","will_save":28,"speed":{"max":40,"land":40},"wisdom":6,"weakness":{},"creature_ability":["Boneshaking Roar","Primordial Balance","Restrain","Three-Limbed Lunge"],"primary_source_group":"Extinction Curse","skill":["Athletics","Crafting","Intimidation","Nature","Survival"],"tradition":["Primal"],"summary":"These saurians adopt warfare as their primary role and greatest calling. They particularly excel at taking slaves.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=977","dexterity":5,"category":"creature","slug":"creature-977"},{"primary_source_category":"Adventure Paths","strength":7,"hp":330,"language":["Common","Ignan","Sylvan","<%SPELLS%293%%>speak with animals<%END>"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","charisma":6,"perception":34,"stealth":"35","trait":["Dinosaur","Humanoid","Uncommon","NE","Huge"],"id":"creature-978","text":" Saurian Worldwatcher The longest-lived saurians favor introspection and take the long view of things—though this thoughtfulness should not be mistaken for weakness. Other saurians defer to worldwatchers' experience. Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Saurian Worldwatcher Source Pathfinder #156: The Apocalypse Prophet pg. 81 Perception +34; darkvision Languages Common, Ignan, Sylvan; speak with animals Skills Acrobatics +35, Athletics +33, Diplomacy +32, Intimidation +32, Nature +34, Stealth +35, Survival +34 Str +7 Dex +9 Con +6 Int +5 Wis +8 Cha +6 Items javelins (2), +2 greater striking naginata --- AC 43 Fort +30 Ref +33 Will +32 HP 330 Resistances fire 15 Raptor Jaw Disarm Reaction Frequency once per round; Trigger A creature makes a melee Strike against the worldwatcher but misses; Effect The worldwatcher breaks the triggering creature's limb or weapon. If the triggering Strike was an unarmed attack, the triggering creature takes 6d6 bludgeoning damage and becomes clumsy 1 until the limb is reset (an Interact action with the manipulate trait). If the triggering Strike was a weapon Strike, the weapon takes 6d6 bludgeoning damage. --- Speed 40 feet Melee Single Action naginata +35 (deadly d8, Magical, reach 20 feet, versatile P), Damage 3d8+19 slashing plus stunning blow Melee Single Action jaws +33 (deadly d12, Magical, reach 15 feet), Damage 3d10+17 piercing Melee Single Action fist +35 (Agile, Finesse, Magical, reach 10 feet), Damage 4d10+19 bludgeoning plus stunning blow Melee Single Action tail +35 (Agile, Finesse, Magical, reach 10 feet, Trip), Damage 3d6+19 bludgeoning Ranged Single Action javelin +35 (thrown 30 feet), Damage 1d6+19 piercing Primal Innate Spells DC 40 - 2nd Animal Messenger - 3rd Animal Vision (at will; dinosaurs only) - 4th Air Walk - 9th Fiery Body, Summon Animal (dinosaur only), Volcanic Eruption - Constant (2nd) Speak with Animals Boneshaking Roar Two Actions (Incapacitation, Sonic) The saurian worldwatcher bellows, evoking the power of the primordial world. Non-dinosaur creatures within 30 feet take 10d6 sonic damage (DC 38 basic Fortitude save). On a failed save, a creature is also slowed 2 for 1 round (stunned 1d4 on a critical failure). The saurian can't use Boneshaking Roar again for 1d4 rounds. Stunning Blow (Incapacitation) Whenever the worldwatcher hits a creature with their fist or naginata Strike, that creature must succeed at a DC 39 Fortitude save or be stunned 1 (stunned 3 on a critical hit). ","skill_mod":{"diplomacy":32,"nature":34,"survival":34,"stealth":35,"athletics":33,"intimidation":32,"acrobatics":35},"image":["/Images/Monsters/Saurian_SaurianWorldwatcher.png"],"primary_source":"Pathfinder #156: The Apocalypse Prophet","spell":["Fiery Body","Summon Animal","Volcanic Eruption","Air Walk","Animal Vision","Animal Messenger","Speak with Animals"],"ac":43,"item":["javelins (2)","+2 greater striking naginata"],"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"fire":15},"intelligence":5,"reflex_save":33,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":30,"source_group":["Extinction Curse"],"size":["Huge"],"spoilers":"Extinction Curse","name":"Saurian Worldwatcher","alignment":"NE","rarity":"uncommon","strike_damage_average":[22,29,32,33,41],"attack_bonus":[33,35,35,35,35],"constitution":6,"creature_family":"Saurian","will_save":32,"speed":{"max":40,"land":40},"wisdom":8,"weakness":{},"creature_ability":["Raptor Jaw Disarm","Boneshaking Roar","Stunning Blow"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"The longest-lived saurians favor introspection and take the long view of things—though this thoughtfulness should not be mistaken for weakness. Other …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=978","dexterity":9,"category":"creature","slug":"creature-978"},{"primary_source_category":"Adventure Paths","strength":10,"hp":400,"language":["Abyssal","Celestial","Common","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","charisma":6,"perception":36,"trait":["Humanoid","Rare","Titan","CG","Gargantuan"],"id":"creature-979","text":" Elysian Titan Those titans who remained true to their creators earned their freedom. Many train aspiring champions of freedom, sacrifice, and selflessness. Recall Knowledge - Humanoid (Society): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Elysian Titan Source Pathfinder #156: The Apocalypse Prophet pg. 82 Perception +36; darkvision, true seeing Languages Abyssal, Celestial, Common; telepathy 100 feet Skills Acrobatics +36, Athletics +43, Crafting +37, Diplomacy +37, Intimidation +35, Religion +37, Survival +37 Str +10 Dex +7 Con +8 Int +6 Wis +8 Cha +6 Items +2 greater resilient breastplate , +3 greater striking greatpick --- AC 46 Fort +37 Ref +34 Will +35 +4 status to all saves vs. mental HP 400 Immunities death effects, disease Impossible Stature (aura, divine, illusion, mental) 100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 44 Will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round. --- Speed 40 feet; air walk Melee Single Action greatpick +41 (fatal d12, Magical, reach 30 feet), Damage 4d10+20 piercing Melee Single Action fist +38 (Agile, reach 30 feet), Damage 4d8+20 bludgeoning Ranged Single Action rock +38 (Brutal, range increment 200 feet), Damage 3d12+20 bludgeoning Divine Innate Spells DC 44 - 5th Sending (×3) - 6th Scrying (×3) - 7th Plane Shift (at will) - 8th Dispel Magic (at will), Freedom of Movement (at will) - 10th Meteor Swarm, Revival - Constant (10th) Air Walk, True Seeing Divine Rituals DC 44 - 8th Freedom Throw Rock Single Action Titanic Grasp Single Action The titan makes a fist Strike against a creature affected by their Impossible Stature, even if it's outside of the titan's normal reach. On a hit, the titan automatically Grabs the creature and, if out of their reach, pulls it within reach. Wide Cleave Two Actions The titan makes a melee weapon Strike against each foe within their reach. This counts as three attacks for the titan's multiple attack penalty. ","skill_mod":{"diplomacy":37,"crafting":37,"survival":37,"athletics":43,"intimidation":35,"acrobatics":36,"religion":37},"image":["/Images/Monsters/Titan_ElysianTitan.png"],"primary_source":"Pathfinder #156: The Apocalypse Prophet","spell":["Meteor Swarm","Revival","Dispel Magic","Freedom of Movement","Plane Shift","Scrying","Sending","Air Walk","True Seeing"],"ac":46,"item":["+2 greater resilient breastplate","+3 greater striking greatpick"],"level":21,"spell_dc":[44],"source_category":["Adventure Paths"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":6,"reflex_save":34,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":37,"source_group":["Extinction Curse"],"size":["Gargantuan"],"spoilers":"Extinction Curse","name":"Elysian Titan","alignment":"CG","rarity":"rare","strike_damage_average":[38,39,42],"attack_bonus":[38,38,41],"constitution":8,"immunity":["death effects","disease"],"creature_family":"Titan","will_save":35,"speed":{"max":40,"land":40},"wisdom":8,"weakness":{},"creature_ability":["Impossible Stature","Throw Rock","Titanic Grasp","Wide Cleave"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Crafting","Diplomacy","Intimidation","Religion","Survival"],"tradition":["Divine"],"summary":"Those titans who remained true to their creators earned their freedom. Many train aspiring champions of freedom, sacrifice, and selflessness.","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=979","dexterity":7,"category":"creature","slug":"creature-979"},{"primary_source_category":"Adventure Paths","strength":10,"hp":540,"language":["Abyssal","Celestial","Common","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","charisma":8,"perception":36,"stealth":"36","trait":["Humanoid","Rare","Titan","CE","Gargantuan"],"id":"creature-980","text":" Thanatotic Titan Thanatotic titans served as assassins in the war against the deities. They learned to sever their targets' divine connections, murdering mortal priests and divine heralds alike. Thanatotic titans were locked away in the Abyss, but some sneak away from the Abyss to continue their sprees of murder and mayhem. Recall Knowledge - Humanoid (Society): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Thanatotic Titan Source Pathfinder #156: The Apocalypse Prophet pg. 83 Perception +36; darkvision, true seeing Languages Abyssal, Celestial, Common; telepathy 100 feet Skills Athletics +45, Crafting +41, Deception +36, Intimidation +38, Religion +38, Stealth +36 Str +10 Dex +4 Con +9 Int +8 Wis +6 Cha +8 Items +2 greater resilient full plate , +3 greater striking halberd --- AC 46 Fort +37 Ref +34 Will +35 +4 status to all saves vs. mental or divine HP 540 Immunities death effects, disease Impossible Stature (aura, divine, illusion, mental) 100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 45 Will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round. Attack of Opportunity Reaction The titan can use their Attack of Opportunity when a creature within their reach uses a concentrate action, in additional to its normal trigger. They disrupt actions on any hit, not just a critical hit—including triggering concentrate actions. --- Speed 40 feet; air walk Melee Single Action halberd +42 (Magical, reach 40 feet, versatile S), Damage 4d10+25 piercing Melee Single Action foot +39 (Agile, reach 30 feet), Damage 4d8+20 bludgeoning Ranged Single Action rock +39 (Brutal, range increment 200 feet), Damage 3d12+20 bludgeoning Divine Innate Spells DC 45 - 5th Sending - 6th Scrying (×3) - 7th Spell Turning - 8th Dispel Magic (at will), Spiritual Epidemic (at will), Suggestion (at will) - 10th Massacre, Meteor Swarm - Constant (10th) Air Walk, True Seeing Divine Rituals DC 45 - 5th Planar Ally, Resurrect Godslayer Free Action (Divine) Trigger The titan damages a creature capable of using divine spells or abilities; Effect The creature must attempt a DC 45 Will save. Critical Success The creature is unaffected. Success The creature can't use divine spells or abilities for 1 round and is frightened 2. Only powerful non-divine magic, such as wish , can undo this effect. Failure As success, but the duration is 1 minute. Critical Failure As success, but the duration is unlimited. Throw Rock Single Action (Divine, Transmutation) If a titan's rock Strike isn't a critical failure, the rock explodes, dealing 10d6 damage of a damage type of the titan's choice to all creatures in a 20- foot burst (DC 45 basic Reflex save). Titanic Charge Two Actions The titan Strides twice and makes a melee Strike. If the Strike hits, the titan can cast earthquake centered on the target as a free action. Trample Three Actions Huge or smaller, foot, DC 45 Wide Cleave Two Actions The titan makes a melee weapon Strike against each foe within their reach. This counts as three attacks for the titan's multiple attack penalty. ","skill_mod":{"deception":36,"crafting":41,"stealth":36,"athletics":45,"intimidation":38,"religion":38},"image":["/Images/Monsters/Titan_ThanatoticTitan.png"],"primary_source":"Pathfinder #156: The Apocalypse Prophet","spell":["Massacre","Meteor Swarm","Dispel Magic","Spiritual Epidemic","Suggestion","Spell Turning","Scrying","Sending","Air Walk","True Seeing"],"ac":46,"item":["+2 greater resilient full plate","+3 greater striking halberd"],"level":22,"spell_dc":[45],"source_category":["Adventure Paths"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":8,"reflex_save":34,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":37,"source_group":["Extinction Curse"],"size":["Gargantuan"],"spoilers":"Extinction Curse","name":"Thanatotic Titan","alignment":"CE","rarity":"rare","strike_damage_average":[38,39,47],"attack_bonus":[39,39,42],"constitution":9,"immunity":["death effects","disease"],"creature_family":"Titan","will_save":35,"speed":{"max":40,"land":40},"wisdom":6,"weakness":{},"creature_ability":["Impossible Stature","Attack of Opportunity","Godslayer","Throw Rock","Titanic Charge","Trample","Wide Cleave"],"primary_source_group":"Extinction Curse","skill":["Athletics","Crafting","Deception","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Thanatotic titans served as assassins in the war against the deities. They learned to sever their targets' divine connections, murdering mortal …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=980","dexterity":4,"category":"creature","slug":"creature-980"},{"attack_bonus":[30,30,30],"constitution":4,"primary_source_category":"Adventure Paths","strength":8,"hp":275,"language":["Abyssal","(can't speak any languages)"],"immunity":["sickened"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","will_save":23,"charisma":-1,"speed":{"max":40,"land":40,"swim":20},"perception":27,"wisdom":4,"weakness":{},"creature_ability":["Ravenous Tracker","Selective Scent","Predator's Leap","Swallow Whole"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Survival"],"trait":["Beast","Uncommon","NE","Huge"],"id":"creature-981","text":" Viskithrel One of the many horrid life-forms native to Zevgavizeb's Abyssal realm of Gluttondark, viskithrels—or “gluttonraptors”—are tireless hunters resembling tentacled theropods. They are social creatures by nature and prefer to hunt in large packs, chasing down prey and tearing them apart to share with their fellow hunters. A lone viskithrel forgoes hunting to frantically seek out others of its kind, starving to death if it cannot do so. Although viskithrels attack nearly any other creatures they encounter, they virtually never fight other viskithrels; even beasts in rival packs give each other space rather than fight over territory or prey. Other, smarter denizens of Gluttondark, such as xilvireks herd and train viskithrels, working to convince the viskithrels that the trainer is one of their pack. This not only protects the trainer from attacks by the viskithrels, but also enables the trainer to easily direct them. Recall Knowledge - Beast (Arcana, Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Viskithrel Source Pathfinder #156: The Apocalypse Prophet pg. 84 Perception +27; darkvision, scent (precise) 100 feet Languages Abyssal; (can't speak any languages) Skills Acrobatics +25, Athletics +31, Survival +27 Str +8 Dex +6 Con +4 Int -3 Wis +4 Cha -1 Ravenous Tracker A viskithrel can detect a creature's scent up to a week after the creature has passed through or left an area, and it gains a +4 circumstance bonus to Track a creature whose scent it has detected. --- AC 37 Fort +25 Ref +27 Will +23 selective scent HP 275 Immunities sickened Selective Scent A viskithrel's many-chambered snout allows it to partition and ignore scents. The creature can choose to critically succeed at any saving throw against an inhaled threat (such as inhaled poison) or olfactory effects, regardless of its roll. Predator's Leap Reaction Trigger A creature within 10 feet of the viskithrel makes a melee Strike against it; Effect The viskithrel Steps up to 15 feet, ignoring difficult terrain as it leaps over obstacles. If this movement takes the viskithrel out of range of the triggering Strike, the Strike is disrupted. It then makes a jaws Strike against a bleeding creature. --- Speed 40 feet, swim 20 feet Melee Single Action jaws +30 (reach 15 feet), Damage 3d10+14 piercing plus 1d10 acid and Grab Melee Single Action talon +30 (Agile, reach 10 feet), Damage 3d10+14 slashing Melee Single Action tentacle +30 (reach 20 feet), Damage 1d10+14 slashing plus 2d10 persistent bleed Swallow Whole Single Action (Attack) Large, 3d10 bludgeoning plus 2d10 acid, Rupture 25 Summoning Viskithrels Long ago, xulgath priests deep in the Darklands learned that summoning a single viskithrel doesn't do much good; the lone creature resists any commands, instead seeking out other viskithrels to form a new pack. Summoning multiple viskithrels at once requires more powerful magic, and is usually performed only by the most powerful xulgath priests or by Darklands denizens who live near stable gates to Gluttondark. ","skill_mod":{"survival":27,"athletics":31,"acrobatics":25},"summary":"One of the many horrid life-forms native to Zevgavizeb's Abyssal realm of Gluttondark, viskithrels—or “gluttonraptors”—are tireless hunters …","image":["/Images/Monsters/Viskithrel.png"],"primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Creature Type","Rarity"],"ac":37,"level":15,"source_category":["Adventure Paths"],"sense":" darkvision , scent (precise) 100 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=981","intelligence":-3,"reflex_save":27,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":25,"source_group":["Extinction Curse"],"size":["Huge"],"spoilers":"Extinction Curse","name":"Viskithrel","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[30,30,36],"slug":"creature-981"},{"primary_source_category":"Adventure Paths","strength":4,"hp":280,"language":["Draconic","Undercommon","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","charisma":6,"perception":30,"trait":["Amphibious","Humanoid","Rare","Xulgath","CE","Medium"],"id":"creature-982","text":" Xulgath Thoughtmaw Xulgath thoughtmaws are inheritors of the xulgaths' ancient psychic legacy. They eagerly and liberally use their ability to extract knowledge from their foes to quicken their own prodigious intellects. Recall Knowledge - Humanoid (Society): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Xulgath Thoughtmaw Source Pathfinder #156: The Apocalypse Prophet pg. 85 Perception +30; darkvision, thoughtsense (imprecise) 60 feet Languages Draconic, Undercommon; telepathy 100 feet Skills Acrobatics +25, Arcana +27, Deception +29, Diplomacy +27, Intimidation +29, Occultism +31, Society +27, Xulgath Lore +31 Str +4 Dex +6 Con +4 Int +8 Wis +5 Cha +6 Thoughtsense (divination, mental, occult) The thoughtmaw senses a creature's mental essence at the listed range. Items +2 resilient leather armor , +2 striking spear --- AC 36 Fort +23 Ref +26 Will +30 HP 280 Resistances mental 15 Psychogenic Secretions (aura, mental) 30 feet. A creature that enters the emanation must attempt a DC 36 Will save. On a failure, the creature is stupefied 1 for 1 minute (stupefied 2 and also paralyzed for 1 round on a critical failure). A creature that succeeds at its save is temporarily immune to psychogenic secretions for 1 minute. --- Speed 25 feet, fly 35 feet (from fly ) Melee Single Action spear +30 (Magical), Damage 2d6+10 piercing Melee Single Action jaws +28, Damage 3d8+10 piercing Melee Single Action claw +28 (Agile, Finesse), Damage 3d4+10 slashing Ranged Single Action spear +30 (Magical, thrown 20 feet), Damage 2d6+10 piercing Occult Spontaneous Spells DC 36 - Cantrips (7th) Daze, Forbidding Ward, Message, Shield - 4th Invisibility, Modify Memory, Suggestion (3 slots) - 5th Hallucination, Mind Probe, Synaptic Pulse (3 slots) - 6th Phantasmal Calamity, Scrying, Wall of Force (3 slots) - 7th Phantasmal Killer, Visions of Danger, Warp Mind (3 slots) Occult Innate Spells DC 36, attack +28 - Cantrips (8th) Telekinetic Projectile - 2nd Telekinetic Maneuver (at will) - 5th Telekinetic Haul (at will) - 8th Phantom Pain (×3) - Constant (8th) Fly Occult Rituals DC 36 - 2nd Inveigle Consume Knowledge Two Actions (Divination, Mental, Occult) The thoughtmaw invades the mind of a creature within 100 feet and attempts to swallow its capacity for higher thought. The creature must attempt a DC 36 Will save. Using Consume Knowledge immediately ends any of the ability's previous effects on a different creature. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature is slowed 1 and can take no actions other than basic actions for 1 minute. Critical Failure As failure, and the thoughtmaw is quickened 1 for 1 minute. It can use this extra action to Stride, Strike, or Cast a Spell if the target had prepared spells or a spell repertoire. Thoughtmaw Locations Few thoughtmaws travel beyond the deepest vaults of the Darklands. There, they dwell in crumbling ziggurats and plumb ruins for lost knowledge, directing xulgath clutches through mental finesse or outright domination. Some seek to transcend mortal existence, while others plan conquests of the surface world. ","skill_mod":{"society":27,"diplomacy":27,"deception":29,"arcana":27,"intimidation":29,"occultism":31,"acrobatics":25},"image":["/Images/Monsters/Xulgath_XulgathThoughtmaw.png"],"primary_source":"Pathfinder #156: The Apocalypse Prophet","spell":["Phantasmal Killer","Visions of Danger","Warp Mind","Phantasmal Calamity","Scrying","Wall of Force","Hallucination","Mind Probe","Synaptic Pulse","Invisibility","Modify Memory","Suggestion","Daze","Forbidding Ward","Message","Shield","Phantom Pain","Telekinetic Haul","Telekinetic Maneuver","Telekinetic Projectile","Fly"],"ac":36,"item":["+2 resilient leather armor","+2 striking spear"],"level":15,"spell_dc":[36,36],"source_category":["Adventure Paths"],"sense":" darkvision , thoughtsense (imprecise) 60 feet","resistance":{"mental":15},"intelligence":8,"reflex_save":26,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":23,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Xulgath Thoughtmaw","alignment":"CE","rarity":"rare","strike_damage_average":[17,17,17,23],"attack_bonus":[28,28,30,30],"constitution":4,"creature_family":"Xulgath","spell_attack_bonus":[28],"will_save":30,"speed":{"fly":35,"max":35,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Thoughtsense","Psychogenic Secretions","Consume Knowledge"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Arcana","Deception","Diplomacy","Intimidation","Occultism","Society","Xulgath Lore"],"tradition":["Occult"],"summary":"Xulgath thoughtmaws are inheritors of the xulgaths' ancient psychic legacy. They eagerly and liberally use their ability to extract knowledge from …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=982","dexterity":6,"category":"creature","slug":"creature-982"},{"primary_source_category":"Adventures","strength":6,"hp":160,"language":["Abyssal","Common","<%SPELLS%293%%>speak with animals<%END>"],"source":["The Slithering"],"type":"Creature","charisma":2,"perception":18,"trait":["Fiend","Uncommon","CE","Medium"],"id":"creature-983","text":" Ahvothian Ahvothians are feral and cunning fiends from an Abyssal realm of jungles, dinosaurs, and relentless brutality. They resemble humanoid dinosaurs with narrow, fanged heads similar to raptors and solid, heavy legs like sauropods. Relentless trackers and survivalists, ahvothians are skilled at navigating jungles and are most commonly encountered stalking prey or operating out of fortified ruins. Ahvothians have an uncanny affinity with reptiles, and they often use dinosaurs—particularly carnivores such as allosauruses or deinonychuses—as hunting companions or guard animals. Although dangerous in large groups, ahvothians have such a strong desire to assert dominance over others that ahvothian armies frequently fall to infighting and bloody battles for dominance within days, or even hours. The mightiest ahvothians might lead dozens of their kin and herds of carnivorous dinosaurs. Recall Knowledge - Fiend (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Ahvothian Source The Slithering pg. 62 Perception +18; darkvision Languages Abyssal, Common; speak with animals Skills Athletics +19, Crafting +11, Intimidation +15, Religion +11, Survival +17 Str +6 Dex +2 Con +4 Int +0 Wis +4 Cha +2 Items javelins (3), Longspear, trophies (beast and humanoid) --- AC 25 Fort +18 Ref +12 Will +15 HP 160 Resistances fire 10 Weaknesses cold 5, good 5 Attack of Opportunity Reaction --- Speed 30 feet; freedom of movement Melee Single Action jaws +18, Damage 2d10+8 piercing Melee Single Action longspear +18 (reach 10 feet), Damage 1d8+8 piercing plus wicked trophies Ranged Single Action javelin +14 (thrown 30 feet), Damage 1d6+8 piercing plus Wicked Trophies Divine Innate Spells DC 23 - 1st Charm (at will) - 2nd Death Knell (at will) - 3rd Earthbind (at will), Fear (at will) - 4th Creation - Constant (4th) Freedom of Movement, Speak with Animals Reptile Master When an ahvothian uses an innate spell against a reptile, the DC is 27 rather than 23. Wicked Trophies An ahvothian chooses a creature type (such as animal, celestial, or humanoid) from which they currently carry a trophy from a past kill. Their weapon Strikes against creatures of that type deal an additional 1d10 damage and they gain a +2 status bonus on Intimidation checks against creatures of that type. The ahvothian doesn't lose these bonuses if they lose the trophies. Once per day, an ahvothian can change the creature type of their wicked trophies in a ritual that takes 1 hour. Nearly all ahvothians encountered on the Material Plane have selected humanoids as the focus of their wicked trophies. Hunters of Ahvoth-Kur The realms of the Abyss are vast, and most have complex ecosystems that supplement, or even predate, the demons that lair within them. The Abyssal realm of Ahvoth-Kor is the jungle-covered domain of the demon lord of strength and tyranny, Angazhan. But Ahvoth-Kor had life before Angazhan came to rule it, and the smartest of these creatures were the cunning hunters called ahvothians. Today, the ahvothians are fully subjugated by the Ravenous King and serve him faithfully in Ahvoth-Kor and beyond. ","skill_mod":{"crafting":11,"survival":17,"athletics":19,"intimidation":15,"religion":11},"primary_source":"The Slithering","spell":["Creation","Earthbind","Fear","Death Knell","Charm","Freedom of Movement","Speak with Animals"],"ac":25,"item":["javelins (3)","Longspear","trophies (beast and humanoid)"],"level":7,"spell_dc":[23],"source_category":["Adventures"],"sense":" darkvision ","resistance":{"fire":10},"intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":18,"source_group":["The Slithering"],"size":["Medium"],"spoilers":"The Slithering","name":"Ahvothian","alignment":"CE","rarity":"uncommon","strike_damage_average":[11,12,19],"attack_bonus":[14,18,18],"constitution":4,"will_save":15,"speed":{"max":30,"land":30},"wisdom":4,"weakness":{"cold":5,"good":5},"creature_ability":["Attack of Opportunity","Reptile Master","Wicked Trophies"],"primary_source_group":"The Slithering","skill":["Athletics","Crafting","Intimidation","Religion","Survival"],"tradition":["Divine"],"summary":"Ahvothians are feral and cunning fiends from an Abyssal realm of jungles, dinosaurs, and relentless brutality. They resemble humanoid dinosaurs …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=983","dexterity":2,"category":"creature","slug":"creature-983"},{"attack_bonus":[17,17],"constitution":5,"primary_source_category":"Adventures","strength":6,"hp":160,"immunity":["critical hits","fire","mental","piercing","precision","slashing","unconscious","visual"],"source":["The Slithering"],"type":"Creature","will_save":11,"charisma":-5,"speed":{"climb":20,"max":20,"land":20},"perception":11,"wisdom":0,"weakness":{"cold":5},"creature_ability":["Chemical Sense","Smoldering Haze","Attack of Opportunity","Constrict","Cooling Glob"],"primary_source_group":"The Slithering","skill":["Athletics"],"trait":["Mindless","Ooze","Uncommon","N","Medium"],"id":"creature-984","text":" Fuming Sludge The slurry from alchemical experiments is often as flammable as it is toxic. In especially volatile cases, a fuming sludge can form from ignited pools of unstable alchemical runoff. It resembles a charcoal-colored slurry studded with tiny embers, and it continually emits a thin haze of accelerant that amplifies the fires it starts. A fuming sludge must consume the base chemicals of living creatures to survive and can instinctively identify the complex molecules found in most animate creatures. The first meal of many a fuming sludge is its accidental creator, but it soon moves on to hunt in lush forests or densely populated settlements. A fuming sludge can extrude a powerful pseudopod to strike its victims, but it can also eject portions of its body with peristaltic contractions. These rapidly-cooling globs of goo slow down fleeing prey, but the cold, crusty residue can also alert canny explorers to their presence. Recall Knowledge - Ooze (Occultism): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Fuming Sludge Source The Slithering pg. 63 Perception +11; chemical sense 60 feet, no vision Languages Skills Athletics +19 Str +6 Dex -3 Con +5 Int -5 Wis +0 Cha -5 Chemical Sense A fuming sludge detects nearby living and undead creatures by their complex chemical compositions, but it can't detect elementals or other creatures composed of a single element. Smoldering Haze (aura, fire) 15 feet. The fuming sludge constantly emits incendiary smoke that creates concealment around it. The smoke doesn't impair the fuming sludge's chemical sense. A creature that enters the aura or begins its turn in the aura becomes sickened 1 (DC 25 Fortitude negates) and cannot recover from persistent fire damage for 1 round. It is then temporarily immune to the sickening effect of the smoldering haze for 1 minute. A creature that is currently holding its breath, that doesn't need to breathe, or that's immune to poison is immune to the aura's sickened effect but not the concealment or inability to recover from persistent fire damage. --- AC 16 Fort +18 Ref +8 Will +11 HP 160 Immunities critical hits, fire, mental, piercing, precision, slashing, unconscious, visual Weaknesses cold 5 Attack of Opportunity Reaction --- Speed 20 feet, climb 20 feet Melee Single Action pseudopod +17, Damage 2d10+6 bludgeoning plus 1d8 persistent fire and Grab Ranged Single Action ejected glob +17 (Brutal, range increment 20 feet), Damage 3d6+6 bludgeoning plus 1d8 persistent fire and cooling glob Constrict Single Action 1d8+6 bludgeoning plus 1d8 persistent fire, DC 24 Cooling Glob A fuming sludge's ejected globs cling to targets. A creature hit by an ejected glob Strike is encumbered for 1 round. If the attack was a critical hit, the creature is instead restrained for 1 round (Escape DC 24). The Fires of Malice Some fuming sludges are not created alchemically but arise spontaneously when the exceptionally spiteful die and are buried in swampy ground. Residual bits of ire from the spiteful soul remain within the decomposing corpse, eventually igniting into a fuming sludge. A fuming sludge that originates this way loses the mindless trait and immunity to mental damage, but its Strikes deal an additional 1d6 mental damage to creatures that injured it within the last minute. ","skill_mod":{"athletics":19},"summary":"The slurry from alchemical experiments is often as flammable as it is toxic. In especially volatile cases, a fuming sludge can form from ignited …","primary_source":"The Slithering","trait_group":["Monster","Creature Type","Rarity"],"ac":16,"level":7,"source_category":["Adventures"],"sense":"chemical sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=984","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":-3,"fortitude_save":18,"source_group":["The Slithering"],"size":["Medium"],"spoilers":"The Slithering","name":"Fuming Sludge","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[21,21],"slug":"creature-984"},{"attack_bonus":[12],"constitution":3,"primary_source_category":"Adventure Paths","strength":-4,"hp":25,"language":["Common"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":8,"charisma":0,"speed":{"fly":25,"max":25},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Delay Condition","Agonizing Wail","Dual Assault"],"primary_source_group":"Agents of Edgewatch","skill":["Society"],"trait":["Incorporeal","Spirit","Undead","LE","Medium"],"id":"creature-985","text":" Binumir Whenever two individuals who share a strong emotional bond perish together, they might rise as a combined spirit known as a binumir. The two individuals' souls partially merge into a singular entity, though each one feels a constant longing for the other. This curse causes a binumir great distress and envy, leading the creature to lash out and attack others. Only the destruction of the binumir will liberate the two spirits and finally give them peace. Binumirs commonly appear in places where people die sharing their last moments together, such as in settlements hit by natural disasters. The two spirits of a binumir are distinct. Each half retains the visage of the respective individual that died to later form part of the creature. The spirits typically appear holding hands, but they constantly search for each other. They cry and weep for their lost loved one, unable to recognize the other's presence right beside them. Recall Knowledge - Spirit (Occultism): DC 18 Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Binumir Source Pathfinder #157: Devil at the Dreaming Palace pg. 82 Perception +10; darkvision Languages Common Skills Society +10 Str -4 Dex +4 Con +3 Int +0 Wis +1 Cha +0 --- AC 19 Fort +9 Ref +12 Will +8 HP 25 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 2 (except force, ghost touch , or positive; double resistance vs. non-magical) Delay Condition The binumir's dual spirit takes longer to be affected by detrimental effects. When the binumir is the target of an effect that imparts the confused, controlled, fascinated, frightened, sickened, slowed, or stunned condition, the condition is automatically suppressed until the end of the binumir's next turn. --- Speed fly 25 feet Melee Single Action ghostly hand +12 (Agile, Finesse, Magical), Damage 1d8+4 negative Agonizing Wail Two Actions (Auditory, Concentrate) The binumir unleashes a distressing cry that fills others with wrenching sadness. Creatures within 30 feet must attempt a DC 17 Will save. Critical Success The target is unaffected and is temporarily immune to Agonizing Wail for 1 minute. Success The target can't use reactions for 1 round. Failure The target is slowed 1 and can't use reactions for 1 minute as it sobs uncontrollably. It can attempt a new Will save to end the effect at the end of each of its turns. Critical Failure As failure, but the target can't make saves to end the effect. Dual Assault Three Actions The binumir makes four Strikes; no more than two can be against the same target. These attacks count toward the binumir's multiple attack penalty, but the penalty doesn't increase until after all the attacks have been made. Greater Binumirs In some cases, several creatures that perish together form a more powerful binumir. These binumirs are generally Large or Huge and have thematic abilities based on the group. For example, a binumir arising from an order of slain monks might have ki abilities or ghostly strikes. ","skill_mod":{"society":10},"summary":"Whenever two individuals who share a strong emotional bond perish together, they might rise as a combined spirit known as a binumir. The two …","image":["/Images/Monsters/Binumir.png"],"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Monster","Creature Type"],"ac":19,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"lawful":2,"bludgeoning":2,"piercing":2,"precision":2,"cold_iron":2,"cold":2,"mental":2,"unholy":2,"good":2,"acid":2,"slashing":2,"chaotic":2,"fire":2,"physical":2,"all":2,"area":2,"void":2,"holy":2,"poison":2,"sonic":2,"spirit":2,"electricity":2,"bleed":2,"orichalcum":2,"silver":2,"evil":2,"splash":2},"url":"/Monsters.aspx?ID=985","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"source_group":["Agents of Edgewatch"],"size":["Medium"],"name":"Binumir","alignment":"LE","category":"creature","rarity":"common","strike_damage_average":[8],"slug":"creature-985"},{"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":20,"immunity":["precision","swarm mind"],"source":["Pathfinder #157: Devil at the Dreaming Palace","Bestiary 3"],"type":"Creature","creature_family":"Cobble Mite","will_save":7,"charisma":0,"speed":{"max":20,"land":20,"burrow":10},"perception":9,"wisdom":3,"weakness":{"area":3},"creature_ability":["Clutching Cobbles","Precise Tremorsense","Grasping Bites","Pummeling Assault"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics","Stealth"],"stealth":"13","trait":["Aberration","Earth","Swarm","N","Large"],"id":"creature-986","text":" Cobbleswarm Cobble mites look like stones or rocks with small mouths that resemble the inside of geodes. Tiny, unassuming, and typically harmless, they reside in mountains and cavernous regions, subsisting on scraps of food and gravel. When dozens of cobble mites congregate, they use their collective might to overwhelm and consume small creatures, much like a school of hungry piranhas attacking and devouring unfortunate animals. Cobbleswarms, also known as stone flocks or rock hives, typically live simple existences. However, some cobble mites end up pulled from their native mountainsides or caverns. Humanoids tend to see cobble mites as endearing little creatures and sometimes take one as a pet. Because cobbleswarms have consistent, smooth shapes, they're sometimes inadvertently collected for use in road building and other construction. Other times, cobble mites simply get lost after wandering far from their home territory. Lone cobble mites have an uncanny knack for finding each other, especially when forming a cobbleswarm. Most cobbleswarms living in urban environments hide among cobbled city streets. They consume the rocks caught in the grooves of boots and food dropped by pedestrians. Cobble mites are tough creatures that can endure being trodden upon uninjured. Some streets bear several cobble mites that even locals don't suspect, as the creatures stay well-fed enough to refrain from moving much or causing trouble. Loud explosions frighten cobble mites, and many cobbleswarms lash out during firework displays, mostly due to fear. Recall Knowledge - Aberration (Occultism): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Cobbleswarm Source Pathfinder #157: Devil at the Dreaming Palace pg. 83, Bestiary 3 pg. 52 Perception +9; tremorsense (precise) 40 feet Languages Skills Athletics +10, Stealth +13 Str +1 Dex +4 Con +2 Int -3 Wis +3 Cha +0 Clutching Cobbles The cobbleswarm's space is difficult terrain. Precise Tremorsense The cobbleswarm's tremorsense is a precise sense out to 40 feet and an imprecise sense out to 80 feet. The cobbleswarm can't sense anything beyond the range of its tremorsense. --- AC 17 Fort +10 Ref +12 Will +7 HP 20 Immunities precision, swarm mind Resistances piercing 6, slashing 6 Weaknesses area damage 3, splash damage 3 --- Speed 20 feet, burrow 10 feet Grasping Bites Two Actions (Attack) The cobbleswarm attempts an Athletics check and compares the result to the Fortitude DC of all creatures in its space. Critical Success The creature falls prone and takes 1d6 bludgeoning damage, and is restrained by the cobbleswarm until the end of the cobbleswarm's next turn. Success The creature falls prone, and is grabbed by the cobbleswarm until the creature until the end of the cobbleswarm's next turn. Pummeling Assault Single Action Each enemy in the cobbleswarm's space takes 2d4 bludgeoning damage (DC 17 basic Reflex save). ","element":["Earth"],"skill_mod":{"stealth":13,"athletics":10},"summary":"Cobble mites look like stones or rocks with small mouths that resemble the inside of geodes. Tiny, unassuming, and typically harmless, they reside in …","image":["/Images/Monsters/Cobbleswarm.png"],"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":17,"level":2,"source_category":["Adventure Paths","Rulebooks"],"sense":" tremorsense (precise) 40 feet","weakest_save":["will"],"resistance":{"piercing":6,"slashing":6},"url":"/Monsters.aspx?ID=986","intelligence":-3,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":10,"source_group":["Agents of Edgewatch"],"size":["Large"],"name":"Cobbleswarm","alignment":"N","category":"creature","rarity":"common","slug":"creature-986"},{"primary_source_category":"Adventure Paths","strength":2,"hp":37,"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","charisma":-4,"perception":9,"stealth":"10","trait":["Construct","Uncommon","N","Tiny"],"id":"creature-987","text":" Siege Shard Sieges provoke lingering feelings of confinement and desperation. These emotions can coalesce as a psychic presence that animates broken battlements as quasi-intelligent constructs dubbed siege shards. The shard's surface depicts the conflicts that created it, which hold the key to dispersing its psychic presence. A successful DC 18 check to Recall Knowledge is sufficient to identify the conflict that engendered the construct. A creature aware of a shard's generative conflict can attempt the following activity. Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Siege Shard Source Pathfinder #157: Devil at the Dreaming Palace pg. 84 Perception +9; darkvision Languages Skills Athletics +9, Stealth +10 Str +2 Dex +3 Con +2 Int -4 Wis +2 Cha -4 --- AC 19 (15 when broken) Fort +12 Ref +6 Will +9 HP 37 Hardness 5 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Exorcism Mental damage ignores a siege shard's hardness. Additionally, proving the siege shard's generative conflict is over with the Prove Peace activity reverts the creature to ordinary stone. Surreptitious Siege While a siege shard is embedded within a structure while using meld into stone , the structure and all objects within it take twice as long to repair. --- Speed fly 25 feet Melee Single Action slam +11, Damage 1d8+4 bludgeoning Occult Innate Spells DC 20, attack +12 - Cantrips (2nd) Mage Hand, Telekinetic Projectile - 2nd Telekinetic Maneuver - 3rd Meld into Stone (at will) Overwhelming Anguish Two Actions (Emotion, Enchantment, Mental, Occult) Frequency once per minute; Effect The siege shard emits a disorienting psychic blast. All creatures within a 15 feet take 4d6 mental damage (DC 20 basic Will save). Rejuvenation (Abjuration, Occult) When a siege shard is destroyed within 100 feet of a structure, it reforms after 2d4 days within the nearest structure, fully healed. A siege shard within a structure can be permanently destroyed by the Prove Peace activity. Unique Siege Shards Especially charged events, such as the clash of two bitter rivals or the destruction of a neighborhood, can create a stronger psychic presence resulting in a more powerful siege shard with potent innate psychic abilities. This shard's surfaces still display images of conflict, but it might take significant research to determine such a shard's origins. ","skill_mod":{"stealth":10,"athletics":9},"image":["/Images/Monsters/SiegeShard.png"],"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","spell":["Meld into Stone","Telekinetic Maneuver","Mage Hand","Telekinetic Projectile"],"ac":19,"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"hardness":5,"vision":"Darkvision","fortitude_save":12,"source_group":["Agents of Edgewatch"],"size":["Tiny"],"spoilers":"Agents of Edgewatch","name":"Siege Shard","alignment":"N","rarity":"uncommon","strike_damage_average":[8],"attack_bonus":[11],"constitution":2,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"spell_attack_bonus":[12],"will_save":9,"speed":{"fly":25,"max":25},"wisdom":2,"weakness":{},"creature_ability":["Exorcism","Surreptitious Siege","Overwhelming Anguish","Rejuvenation"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics","Stealth"],"tradition":["Occult"],"summary":"Sieges provoke lingering feelings of confinement and desperation. These emotions can coalesce as a psychic presence that animates broken battlements …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=987","dexterity":3,"category":"creature","slug":"creature-987"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":30,"language":["Common","Sylvan"],"immunity":["sleep"],"source":["Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":5,"charisma":-1,"speed":{"climb":20,"fly":20,"max":20,"land":20},"perception":7,"wisdom":-1,"weakness":{},"creature_ability":["Dubious Shifting","Go for the Eyes"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Deception","Stealth"],"stealth":"10","trait":["Fey","CN","Small"],"id":"creature-988","text":" Zrukbat Zrukbats resemble long-limbed bats with gangly wings, which make them clumsy fliers. Instead, these reclusive fey prefer to crawl along surfaces using the hooked talons on the tips of their wings and feet. Their somewhat humanoid faces feature bulging black eyes, dark fur, and pointed fangs, shocking—if not terrifying—those who get a glimpse of them scuttling along a roof or peeping out from under an eave. Sensitive creatures, zrukbats quickly learn that their appearance triggers negative reactions, yet they prefer to live in urban settlements, observing busy streets and houses from inconspicuous locations. Zrukbats hide in plain sight using their shapeshifting abilities to mimic a broad repertoire of objects. Despite their intelligence, they fundamentally don't understand others' reasoning and often make foolish mistakes in their disguises. For example, one might shapeshift into a lit lantern in an otherwise abandoned house, misjudge the pattern of roof ornaments and become an out-of-place spire, or disguise themself as smoke in an unlit chimney. Due to their fearsome appearance and predisposition to conceal themselves, zrukbats are associated with ghosts and other supernatural phenomena. This affiliation isn't wholly earned; as long as zrukbats feel they've gone unnoticed, they remain generally peaceful. When their obsessive secrecy fails, they devolve into extremely volatile, dangerous creatures. Once spotted, zrukbats fly into a rage if anyone utters even a casual suspicion regarding their presence. In areas known to harbor zrukbats, superstition forbids speaking aloud of curious phenomena, lest they take offense and attack. Recall Knowledge - Fey (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Zrukbat Source Pathfinder #157: Devil at the Dreaming Palace pg. 85 Perception +7; darkvision Languages Common, Sylvan Skills Acrobatics +10, Athletics +9, Deception +5, Stealth +10 Str +3 Dex +4 Con +3 Int +1 Wis -1 Cha -1 --- AC 18 Fort +9 Ref +10 Will +5 HP 30 Immunities sleep --- Speed 20 feet, climb 20 feet, fly 20 feet Melee Single Action claw +11, Damage 1d8+3 slashing Melee Single Action fangs +11, Damage 1d6+3 piercing Dubious Shifting Single Action (Concentrate, Polymorph, Primal, Transmutation) The zrukbat assumes the shape of any Small object or ornamentation, although the zrukbat's mimicked objects usually have unrealistic or suspicious quirks. This doesn't change the zrukbat's size but can alter their coloration and visual appearance. They have an automatic result of 23 on Deception checks and DCs to pass as the mimicked object. Go for the Eyes Two Actions The zrukbat flies up to its Speed and makes a claw Strike at the end of its move. If the claw attack hits, the target must succeed on a DC 15 Fortitude saving throw or be blinded for 1 round (or blinded for 1 minute on a critical failure). If the Strike was a critical hit, the target's save result is one degree of success worse. Zrukbat Disguises Zrukbats are intelligent but lack intuition. They can mimic many items and constantly look for new forms, but their disguises always have an element of peculiarity. Zrukbats' disguises might include a blacked-out window, a mismatched light fixture, an off-center picture, or unreachable decor. Zrukbats in a colony might all select the same item to mimic, resulting in obvious clusters of similar items. ","skill_mod":{"deception":5,"stealth":10,"athletics":9,"acrobatics":10},"summary":"Zrukbats resemble long-limbed bats with gangly wings, which make them clumsy fliers. Instead, these reclusive fey prefer to crawl along surfaces …","image":["/Images/Monsters/Zrukbat.png"],"primary_source":"Pathfinder #157: Devil at the Dreaming Palace","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=988","intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"source_group":["Agents of Edgewatch"],"size":["Small"],"name":"Zrukbat","alignment":"CN","category":"creature","rarity":"common","strike_damage_average":[6,7],"slug":"creature-988"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":-4,"hp":120,"immunity":["precision","swarm mind"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","creature_family":"Bone Skipper","will_save":12,"charisma":-5,"speed":{"fly":40,"max":40,"land":25},"perception":17,"wisdom":2,"weakness":{"area":9},"creature_ability":["Bonesense","Swarming Bites","Marrow Rot"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics"],"trait":["Animal","Swarm","Uncommon","N","Large"],"id":"creature-989","text":" Bone Skipper Swarm A large swarm of bone skippers can reduce a human skeleton into dry, brittle fragments in a matter of hours. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Bone Skipper Swarm Source Pathfinder #158: Sixty Feet Under pg. 80 Perception +17; darkvision, bonesense (imprecise) 30 feet Languages Skills Acrobatics +17 Str -4 Dex +5 Con +4 Int -5 Wis +2 Cha -5 Bonesense A bone skipper swarm identifies bones and creatures with a skeletal system in the listed range. --- AC 24 Fort +14 Ref +17 Will +12 HP 120 Immunities precision, swarm mind Resistances bludgeoning 5, piercing 9, slashing 9 Weaknesses area damage 9, splash damage 9 --- Speed 25 feet, fly 40 feet Swarming Bites Single Action Each enemy in the swarm's space takes 3d6 piercing damage (DC 24 basic Reflex save) plus exposure to marrow rot. Marrow Rot (Disease) Marrow rot affects only creatures with a skeletal system; Saving Throw DC 24 Fortitude; Onset 1 day; Stage 1 enfeebled 1 (1 day); Stage 2 enfeebled 2 (1 day); Stage 3 enfeebled 2 and drained 1 (1 day) ","skill_mod":{"acrobatics":17},"summary":"A large swarm of bone skippers can reduce a human skeleton into dry, brittle fragments in a matter of hours.","primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Creature Type","Monster","Rarity"],"ac":24,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision , bonesense (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":9,"slashing":9},"url":"/Monsters.aspx?ID=989","intelligence":-5,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":14,"source_group":["Agents of Edgewatch"],"size":["Large"],"spoilers":"Agents of Edgewatch","name":"Bone Skipper Swarm","alignment":"N","category":"creature","rarity":"uncommon","slug":"creature-989"},{"attack_bonus":[18],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":115,"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","creature_family":"Bone Skipper","will_save":15,"charisma":-5,"speed":{"fly":40,"max":40,"land":25},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Bonesense","Leaping Charge","Marrow Rot"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Stealth"],"stealth":"15","trait":["Animal","Uncommon","N","Large"],"id":"creature-990","text":" Giant Bone Skipper While less common than the smaller variety, giant bone skippers are the stuff of nightmares for morticians and graveyard keepers. Recall Knowledge - Animal (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Giant Bone Skipper Source Pathfinder #158: Sixty Feet Under pg. 80 Perception +17; darkvision, bonesense (imprecise) 30 feet Languages Skills Acrobatics +19, Athletics +15, Stealth +15 Str +4 Dex +6 Con +4 Int -5 Wis +2 Cha -5 Bonesense A giant bone skipper identifies bones and creatures with a skeletal system in the listed range. --- AC 25 Fort +15 Ref +17 Will +15 HP 115 --- Speed 25 feet, fly 40 feet Melee Single Action mandibles +18, Damage 2d10+6 piercing plus marrow rot Leaping Charge Single Action The giant bone skipper Leaps up to 20 feet. It then makes a mandibles Strike, gaining a +1 circumstance bonus to its attack roll. Marrow Rot (Disease) Marrow rot affects only creatures with a skeletal system; Saving Throw DC 25 Fortitude; Onset 1 day; Stage 1 enfeebled 1 (1 day); Stage 2 enfeebled 2 (1 day); Stage 3 enfeebled 2 and drained 1 (1 day) ","skill_mod":{"stealth":15,"athletics":15,"acrobatics":19},"summary":"While less common than the smaller variety, giant bone skippers are the stuff of nightmares for morticians and graveyard keepers.","image":["/Images/Monsters/BoneSkipper.png"],"primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Creature Type","Rarity"],"ac":25,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision , bonesense (imprecise) 30 feet","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=990","intelligence":-5,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":15,"source_group":["Agents of Edgewatch"],"size":["Large"],"spoilers":"Agents of Edgewatch","name":"Giant Bone Skipper","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[17],"slug":"creature-990"},{"primary_source_category":"Adventure Paths","strength":4,"hp":160,"language":["Common","Infernal","(can't speak any language)"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","charisma":6,"perception":13,"stealth":"18","trait":["Fiend","Rare","LE","Medium"],"id":"creature-991","text":" Dreadsong Dancer Dreadsong dancers are shaped from the souls of bards, dancers, and musicians who pledged themselves to Hell in exchange for enhanced artistic ability. Fiendish flesh-sculptors twist these forfeited souls so they cannot perform the art that drove them in life—sewing their mouths shut, mutilating their limbs, and grafting serrated scythe-like appendages called songblades. Devils send these warped creatures to torment artists who seem likely to break their infernal contracts, both to mete out punishment and, perversely, to give mortals a glimpse of the fate that awaits their damned souls. Recall Knowledge - Fiend (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Dreadsong Dancer Source Pathfinder #158: Sixty Feet Under pg. 81 Perception +13; darkvision Languages Common, Infernal; (can't speak any language) Skills Acrobatics +18, Athletics +16, Deception +18, Occultism +14, Performance +18, Stealth +18 Str +4 Dex +6 Con +3 Int +4 Wis +3 Cha +6 --- AC 27 Fort +13 Ref +19 Will +16 +2 status to all saves vs. composition spells HP 160 Immunities disease, poison Weaknesses good 10 Performance Anxiety A dreadsong dancer is stunned 1 if they see or hear a creature critically succeed at a Performance check or at a saving throw against their Dreadsong. The dreadsong dancer is quickened 1 for 1 round if they see or hear a creature critically fail at a Performance check or a saving throw against their Dreadsong. They can use the extra action only to Stride or Strike. Jealous Musician Reaction Trigger A creature plays an instrument while Casting a Spell or casts a composition spell within 20 feet of the dreadsong dancer; Effect The dreadsong dancer Strides up to 20 feet and makes a songblade Strike against the triggering creature. If the Strike hits, the spell is disrupted. --- Speed 25 feet Melee Single Action claw +18 (Agile, Finesse), Damage 2d10+6 slashing Melee Single Action songblade +20 (Agile, deadly d10, Finesse, Magical, Trip), Damage 2d10+8 slashing Occult Innate Spells DC 23 - 1st True Strike (×3) - 2nd Invisibility, Silence - 4th Dimension Door Dreadsong Two Actions (Auditory, Concentrate, Fear, Illusion, Mental) The dreadsong dancer whirls their howling songblades and cloaks themself in illusion magic. Each non-fiend creature in a 30-foot emanation from the dreadsong dancer must attempt a DC 29 Will save. Critical Success No effect, and the creature is temporarily immune for 24 hours. The dreadsong dancer is affected by their performance anxiety. Success The creature is frightened 1. Failure The creature is frightened 2, and the dreadsong dancer is undetected by the creature for 1 minute. The creature can't use Seek to find the dreadsong dancer. Critical Failure As failure, but the creature can't reduce its frightened condition below 2 for 1 minute. In addition, the dreadsong dancer is affected by its performance anxiety. Rend Single Action songblade Listeners in the Dark While most dreadsong dancers are dispatched to torment, haunt, slay, or retrieve performers who forfeited the terms of their contracts to Hell, dreadsong dancers without an immediate mission lurk near taverns and music halls, fixating upon particularly skilled individuals. ","skill_mod":{"performance":18,"deception":18,"stealth":18,"athletics":16,"occultism":14,"acrobatics":18},"image":["/Images/Monsters/DreadsongDancer.png"],"primary_source":"Pathfinder #158: Sixty Feet Under","spell":["Dimension Door","Invisibility","Silence","True Strike"],"ac":27,"level":8,"spell_dc":[23],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":13,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Dreadsong Dancer","alignment":"LE","rarity":"rare","strike_damage_average":[17,19],"attack_bonus":[18,20],"constitution":3,"immunity":["disease","poison"],"will_save":16,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"good":10},"creature_ability":["Performance Anxiety","Jealous Musician","Dreadsong","Rend"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Deception","Occultism","Performance","Stealth"],"tradition":["Occult"],"summary":"Dreadsong dancers are shaped from the souls of bards, dancers, and musicians who pledged themselves to Hell in exchange for enhanced artistic …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=991","dexterity":6,"category":"creature","slug":"creature-991"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":160,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #158: Sixty Feet Under","Book of the Dead"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":35,"land":35},"perception":18,"wisdom":1,"weakness":{"slashing":5,"vitality":10},"creature_ability":["Vein Walker","Bloody Handprint","Vital Transfusion","Vomit Blood"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Stealth"],"stealth":"16","trait":["Uncommon","Undead","NE","Medium"],"id":"creature-992","text":" Excorion These hideous undead creatures result from an exquisitely painful necromantic process where flayed humanoids are animated through their exposed blood vessels. Cults of undeath typically punish apostates and renegades with this cruel method of reanimation, though sacrificial victims or unfortunate prisoners might suffer a similar fate. Excorions have supernaturally strong, pulsing veins that extend outward from their bodies like thousands of tiny, bloody cilia. Excorions move their bulks not with their dead muscles, but with heaving contractions of their blood vessels that pull them along in a swift but jerky manner. Excorions can shift their magical blood easily throughout their bodies, allowing them to squirt blood from their gaping, skinless mouths or to messily mark their foes. Recall Knowledge - Undead (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Excorion Source Pathfinder #158: Sixty Feet Under pg. 82, Book of the Dead pg. 91 Perception +18; darkvision Languages Skills Acrobatics +16, Athletics +17, Stealth +16 Str +4 Dex +5 Con +4 Int -3 Wis +1 Cha +0 --- AC 24 Fort +17 Ref +18 Will +14 HP 160 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 10, slashing 5 Vein Walker The excorion moves about by way of hundreds of pulsating blood vessels, which stretch from its body in dozens of tight, ropy bundles and anchor it to the ground. An excorion cannot be Tripped, Shoved, or otherwise forcibly moved except by magic, and the excorion ignores difficult terrain (but not greater difficult terrain). --- Speed 35 feet Melee Single Action fist +18 (Agile, Finesse), Damage 2d8+8 bludgeoning plus Grab Ranged Single Action bloody spew +18 (range 20 feet), Damage 3d6+4 bludgeoning and dazzled for 1 round Bloody Handprint Single Action The excorion plants a magical handprint on the target, marking them as chosen for death. The excorion makes a fist Strike against an adjacent creature; this does not count toward the excorion's multiple attack penalty. On a hit, the attack does no damage, but the creature becomes observed to every excorion within 60 feet, even if an excorion's line of sight would be blocked by a wall or other obstacle. This effect lasts until the handprint is washed off, which requires water and spending 3 actions to fully clean off. Vital Transfusion Two Actions Requirements The excorion has at least 70 Hit Points; Effect The excorion sacrifices itself and transfers its bloody, vital energy to a willing living creature within 30 feet. The excorion is immediately destroyed, and the targeted living creature heals a number of HP equal to half the excorion's remaining HP at the time that it used this ability. The living creature is slowed 1 during its next turn as its body adjusts to the newly transfused blood and vital energy; the living creature also counts as an excorion for 1 minute for the purpose of seeing other excorions' Bloody Handprint marks. Vomit Blood Single Action The excorion spews necrotic blood all over a foe it has grabbed. The grabbed creature must succeed at a DC 25 Fortitude save or become sickened 2. ","skill_mod":{"stealth":16,"athletics":17,"acrobatics":16},"summary":"These hideous undead creatures result from an exquisitely painful necromantic process where flayed humanoids are animated through their exposed blood …","image":["/Images/Monsters/Excorion.png"],"primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Rarity","Creature Type"],"ac":24,"level":7,"source_category":["Adventure Paths","Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=992","intelligence":-3,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":17,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Excorion","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[14,17],"slug":"creature-992"},{"attack_bonus":[14,14],"constitution":2,"primary_source_category":"Adventure Paths","strength":-1,"hp":60,"language":["Draconic"],"immunity":["paralyzed","sleep"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","will_save":11,"charisma":2,"speed":{"max":30,"land":30},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Shared Diversion","Najra Lizard Venom","Najra Swarm Attack"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Deception","Stealth","Survival"],"stealth":"12","trait":["Dragon","Uncommon","CN","Tiny"],"id":"creature-993","text":" Najra Lizard Among the smallest breeds of dragon on Golarion, these savage, cunning hunters dwell near the oases that dot the inhospitable Narhari Desert in Vudra. Land-bound, they scamper across the badlands on four short limbs, their speckled brown and yellow bodies blending into the terrain. Though najra lizards live and sleep alone or in mated pairs near their hunting grounds, groups of up to two dozen work in unison to hunt. The lowest-ranked members of a najra lizard swarm leave their hidden dens to target prey with their parching spit. Once the unquenchable thirst caused by their venom drives the creature to the nearby watering hole, the entire swarm attacks. Even when unable to overwhelm foes with sheer numbers, najra lizards have little interest in fighting fairly. They often use their tails to rustle nearby desert scrub, hurl small stones, or otherwise divert attention so they can sneak away or attack from hiding. Najra lizards dislike humanoids and humanoid civilization, and they are particularly rankled by being called mere “lizards.” They refer to themselves by a Draconic word that translates roughly to “swarm dragon.” Like almost all dragons, najra lizards covet shiny metals and glittering gems. They typically hide accumulated treasures in small holes near where they sleep, and arguments over such caches are one of the few things that engender violence among members of the same pack. Recall Knowledge - Dragon (Arcana): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Najra Lizard Source Pathfinder #158: Sixty Feet Under pg. 83 Perception +11; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +14, Deception +10, Stealth +12, Survival +12 Str -1 Dex +4 Con +2 Int -1 Wis +3 Cha +2 --- AC 21 Fort +10 Ref +12 Will +11 HP 60 Immunities paralyzed, sleep Shared Diversion Reaction Trigger Another creature in the najra lizard's square succeeds at a Deception check to Create a Diversion; Effect The najra lizard automatically successfully Creates a Diversion against the same targets. --- Speed 30 feet Melee Single Action jaws +14, Damage 2d6 piercing plus najra lizard venom Ranged Single Action venomous spit +14 (Agile, Poison, range increment 20 feet), Damage 1d4 poison plus najra lizard venom Najra Lizard Venom The creature is extremely thirsty and can't quench its thirst while poisoned; Saving Throw DC 21 Fortitude; Maximum Duration 4 hours; Stage 1 1d4 poison damage, fatigued, and 1d4 damage that can't be recovered until the creature quenches its thirst (1 round); Stage 2 as stage 1 (1 hour) Najra Swarm Attack The najra lizard's melee Strikes deal 1d6 precision damage to creatures sharing a square with more than one najra lizard. Najra Lizard Venom Though difficult to obtain, najra lizard venom has several uses across Vudran society. Apothecaries find it can be an effective part of medical treatments, while certain sects of monks believe its parching effects help them achieve spiritual revelations. The wealthy may seek to dose a rival with diluted najra lizard venom at important functions, hoping their thirst will make them drink too much alcohol and create an embarrassing spectacle. ","skill_mod":{"deception":10,"survival":12,"stealth":12,"acrobatics":14},"summary":"Among the smallest breeds of dragon on Golarion, these savage, cunning hunters dwell near the oases that dot the inhospitable Narhari Desert in …","image":["/Images/Monsters/NajraLizard.png"],"primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=993","intelligence":-1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"source_group":["Agents of Edgewatch"],"size":["Tiny"],"spoilers":"Agents of Edgewatch","name":"Najra Lizard","alignment":"CN","category":"creature","rarity":"uncommon","strike_damage_average":[2,7],"slug":"creature-993"},{"attack_bonus":[15,15],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":95,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #158: Sixty Feet Under","Bestiary 3"],"type":"Creature","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":12,"wisdom":0,"weakness":{"fire":5},"creature_ability":["Pest Haven","Flay","Stitch Skin"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics"],"trait":["Construct","Mindless","Uncommon","N","Large"],"id":"creature-994","text":" Skinstitch Skinstitches' hulking frames are made from flayed humanoid skin stuffed with straw and poisonous insects. The dark god Norgorber grants the secrets for creating these monstrosities in disturbing dreams to select followers, informally referred to as skinstitchers. While most skinstitches have vaguely humanoid shapes, they often appear monstrous due to various modifications their creators have made to their bodies. Some skinstitches' arms, for instance, may bear jagged metal blades or blunt iron rods. The most talented skinstitchers rarely bother with the humanoid form at all and instead opt to craft skinstitches that resemble other creatures sacred to Norgorber, such as scorpions, centipedes, or especially spiders. There are rumors of skinstitchers who can build skinstitches using exotic materials such as steel, daemon flesh, or even magical shadows. The rotting materials used to build skinstitches tend to attract vermin, which may in turn make a hive or nest within the skinstitches' bodies. Skinstitchers consider such occurrences as a sure sign of Norgorber's approval. Recall Knowledge - Construct (Arcana, Crafting): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Skinstitch Source Pathfinder #158: Sixty Feet Under pg. 84, Bestiary 3 pg. 242 Perception +12; darkvision Languages Skills Athletics +15 Str +6 Dex +3 Con +5 Int -5 Wis +0 Cha +0 --- AC 22 Fort +16 Ref +14 Will +7 HP 95 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses fire 5 Pest Haven The rotting hides and molding straw stuffing of skinstitches are ideal nesting grounds for vermin and insect swarms. Any animal swarm sharing a space with a skinstitch gains fast healing 3. Additionally, if a creature deals at least 10 piercing or slashing damage to the skinstitch, the swarm can use its swarming bites Strike (or similar attack) against the attacker as a reaction. --- Speed 25 feet Melee Single Action blade +15 (Agile, Sweep), Damage 2d4+8 slashing Melee Single Action cudgel +15 (Forceful, reach 10 feet), Damage 2d8+8 bludgeoning Flay Two Actions The skinstitch makes a blade Strike against an animal or humanoid. On a success, the skinstitch slices a long strip of flesh from the target; if the skinstitch dealt damage, it deals an additional 1d6 persistent bleed damage. Stitch Skin Single Action (Manipulate) Requirements The skinstitch hasn't used this ability since the last time it successfully used its Flay ability; Effect The skinstitch sews flayed flesh to its body to seal tears and rents. The skinstitch regains 8 Hit Points. ","skill_mod":{"athletics":15},"summary":"Skinstitches' hulking frames are made from flayed humanoid skin stuffed with straw and poisonous insects. The dark god Norgorber grants the secrets …","image":["/Images/Monsters/Skinstitch.png"],"primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Creature Type","Monster","Rarity"],"ac":22,"level":5,"source_category":["Adventure Paths","Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=994","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":16,"source_group":["Agents of Edgewatch"],"size":["Large"],"spoilers":"Agents of Edgewatch","name":"Skinstitch","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[13,17],"slug":"creature-994"},{"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":60,"language":["Common"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","will_save":12,"charisma":2,"speed":{"max":25,"land":25},"perception":14,"wisdom":0,"weakness":{},"creature_ability":["Obscuring Grab","Bone Drink","Burst of Speed","Terrifying Gaze"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Intimidation","Deception","Stealth","Survival"],"stealth":"12","trait":["Humanoid","NE","Medium"],"id":"creature-995","text":" Tenome A tenome resembles an eyeless humanoid with rumpled, pale skin and a single eye embedded in each palm of its cadaverous hands. When they opens their disturbingly wide mouth, this sly, frightful predator's fangs hum and pulse with an eerie drone. Tenomes prefer to stalk urban environments; they often wear hooded cloaks or flowing robes to obscure their monstrous features, posing as beggars or corpses to blend in with society. When they attack, tenomes approach their victim with their palms outstretched, attempting to trap prey with their terrifying gaze. Once they seize their prey, tenomes vibrate their strange teeth rapidly as they feasts, emulsifying the bones into a digestible ooze that they slurps from a wound. Tenomes can be put at a disadvantage while hunting, as their vision is obscured when they have prey grabbed. Because of this, tenomes either wait for lone victims or hunts in packs. Members of these groups work together to secure meals for the entire pack and protect each other from being ambushed while feeding. There are rumors that if tenomes pluck the eyes from their victim and places one in each of the corpse's palms, the slain creature will rise as a new tenome the next nightfall. Even tenomes aren't sure of the truth of this rumor, as none remember their own origins, but they might mutilate the corpses of their victims this way in the hopes of creating a pack mate or to instill terror in those who discover the body. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Tenome Source Pathfinder #158: Sixty Feet Under pg. 85 Perception +14; darkvision Languages Common Skills Acrobatics +12, Athletics +11, Intimidation +10, Deception +10, Stealth +12, Survival +8 Str +4 Dex +5 Con +3 Int +0 Wis +0 Cha +2 --- AC 21 Fort +13 Ref +15 Will +12 HP 60 Obscuring Grab While the tenome is Grabbing a creature, all other creatures are concealed to the tenome. --- Speed 25 feet Melee Single Action jaws +14, Damage 2d8+4 piercing Melee Single Action claw +14 (Agile), Damage 2d6+4 slashing plus Grab Bone Drink Two Actions (Healing, Necromancy, Occult) Requirement The tenome has a creature grabbed or restrained; Effect The tenome makes a jaws Strike against the grabbed or restrained creature. If the Strike hits, the creature must succeed at a DC 18 Fortitude save or become drained 1 (or the value of the creature's drained condition increases by 1 if it already has a drained value, to a maximum of drained 4). The tenome regains 1d8 Hit Points each time it uses Bone Drink. Burst of Speed Single Action The tenome Strides twice, Steps twice, or Steps and Strides (in either order). It cannot use Burst of Speed again for 1d4 rounds. Terrifying Gaze Single Action or Two Actions (Emotion, Enchantment, Fear, Incapacitation, Mental, Occult, Visual) A tenome can gaze at a creature within 30 feet by presenting one of its eyes. The target must succeed at a DC 21 Will save or become frightened 1. If the tenome uses 2 actions and presents both of its eyes, the target is also paralyzed if it fails the save. A creature that successfully saves is temporarily immune for 24 hours. Spawned from Violence Legend says the first tenome was a grieving widower who sleepwalked. When he unknowingly intruded upon a neighbor's pasture one night while she was rustling cattle, the neighbor assumed the widower saw her crime and killed him, gouging out his eyes. The widower, returning as a monster with eyes in his hands, stalked and murdered his neighbor and her family. ","skill_mod":{"deception":10,"survival":8,"stealth":12,"athletics":11,"intimidation":10,"acrobatics":12},"summary":"A tenome resembles an eyeless humanoid with rumpled, pale skin and a single eye embedded in each palm of its cadaverous hands. When they opens their …","image":["/Images/Monsters/Tenome.png"],"primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=995","intelligence":0,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":13,"source_group":["Agents of Edgewatch"],"size":["Medium"],"name":"Tenome","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[11,13],"slug":"creature-995"},{"attack_bonus":[20,20,20],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":175,"language":["Vudrani","(can't speak any language)"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","will_save":18,"charisma":3,"speed":{"max":45,"land":45},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Emotion Sense","Empathetic Response","Grabbing Trunk","Impale","Psychokinetic Trumpet","Trample"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics","Intimidation","Survival"],"trait":["Beast","Uncommon","N","Huge"],"id":"creature-996","text":" Teraphant Though teraphants may resemble an elephant from afar, teraphants lack the long incisors that mark other pachyderms. Instead, tusk-like horns grow from their forehead. Native to Vudra, teraphants are occasionally found in Jalmeray and Nex, brought as rare gifts for nobles. These placid herbivores' resonant psychic powers warn them against creatures approaching with ill intent. Faced with strong, sustained emotions, teraphants may find themselves responding in kind, which sometimes drive them into a fearsome rage against aggressive foes. Recall Knowledge - Beast (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Teraphant Source Pathfinder #158: Sixty Feet Under pg. 86 Perception +18; emotion sense 120 feet, low-light vision Languages Vudrani; (can't speak any language) Skills Athletics +20, Intimidation +18, Survival +18 Str +7 Dex +1 Con +5 Int -2 Wis +3 Cha +3 Emotion Sense (emotion, mental) A teraphant can sense the emotions of creatures within 120 feet as an imprecise sense. Emotion sense is a precise sense against creatures under an emotion effect. A creature under the effects of calm emotions can't be noticed via emotion sense. --- AC 27 Fort +20 Ref +14 Will +18 HP 175 Empathetic Response Reaction Trigger A creature within 60 feet of the teraphant is targeted by a spell or ability with the emotion trait; Effect The teraphant also benefits from the spell or effect, as though it were an additional target for 1 minute or until the triggering spell or ability ends. --- Speed 45 feet Melee Single Action horn +20 (reach 10 feet), Damage 3d6+9 piercing Melee Single Action trunk +20 (reach 15 feet), Damage grabbing trunk Melee Single Action foot +20 (reach 10 feet), Damage 3d10+9 bludgeoning Grabbing Trunk A Medium or smaller creature hit by the teraphant's trunk is grabbed. If the teraphant moves, it can bring the grabbed creature along with it. Impale Two Actions Requirement The teraphant has a creature grabbed; Effect The teraphant slams the creature onto one of its horns. The target must attempt a DC 27 Reflex save or suffer 3d6+9 piercing damage and 1d6 persistent bleed damage (6d6+18 piercing damage on a critical failure). Psychokinetic Trumpet Two Actions The teraphant lets out a loud trumpet that deals 8d8 mental damage (DC 27 basic Will save) in a 30-foot cone. A creature that fails its save is also pushed 15 feet (30 feet on a critical failure). If a pushed creatures strikes a solid barrier, it takes 3d6 bludgeoning damage and stops. The teraphant can't use Psychokinetic Trumpet again for 1d4 rounds. Trample Three Actions Large or smaller, foot, DC 27 Teraphant Hunters Few things threaten teraphants other than the Vudrani hunters known as apathets. Apathets rely on emotion-deadening alchemical elixirs and spells to get close to their prey. Some apathets sell teraphant horns to those who believe their horns are the source of these creatures' psychic powers; others serve rajahs who wish to enslave a teraphant. ","skill_mod":{"survival":18,"athletics":20,"intimidation":18},"summary":"Though teraphants may resemble an elephant from afar, teraphants lack the long incisors that mark other pachyderms. Instead, tusk-like horns grow …","image":["/Images/Monsters/Teraphant.png"],"primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Creature Type","Rarity"],"ac":27,"level":9,"source_category":["Adventure Paths"],"sense":"emotion sense 120 feet, low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=996","intelligence":-2,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":20,"source_group":["Agents of Edgewatch"],"size":["Huge"],"spoilers":"Agents of Edgewatch","name":"Teraphant","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[19,25],"slug":"creature-996"},{"attack_bonus":[17],"constitution":7,"primary_source_category":"Adventure Paths","strength":4,"hp":150,"immunity":["acid","critical hits","mental","precision","unconscious","visual"],"source":["Pathfinder #158: Sixty Feet Under"],"type":"Creature","creature_family":"Ooze","will_save":8,"charisma":-5,"speed":{"climb":10,"max":20,"land":20},"perception":10,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Treasure Sense","Metallify","Engulf","Form Tool"],"primary_source_group":"Agents of Edgewatch","skill":["Thievery"],"trait":["Mindless","Ooze","Uncommon","N","Large"],"id":"creature-997","text":" Vaultbreaker Ooze Though many oozes hunt among the dreary confines of underground caverns, dungeons, and abandoned ruins, others seek to quell their hunger in areas well-trafficked by civilized creatures. The aptly named vaultbreaker oozes exhibit a mindless compulsion to feed on and digest precious metals. When near precious metals, the ichor exuded from their metallic plasm tarnishes black and forms small, jagged crystals that dot the oozes' surface. Like a strange biological compass, these crystals point vaultbreaker oozes to their next meal. Though mindless, these strange oozes exhibit an innate instinct for picking and bypassing locks to reach their meals by inserting a gelatinous pseudopod into a keyhole and then hardening the appendage into solid metal, forming a tool similar to a skeleton key. Vaultbreaker oozes can often be found in cities where tectonic instability has created fissures and cracks, allowing them to infiltrate basements, vaults, and underground chambers that may contain treasure. When rumors of vaultbreaker ooze sightings surface, banker consortiums, Abadaran priests, and even local thieves guilds offer hefty sums to have the dangerous oozes destroyed—though some might instead offer a bounty for their capture. Recall Knowledge - Ooze (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Vaultbreaker Ooze Source Pathfinder #158: Sixty Feet Under pg. 87 Perception +10; motion sense 60 feet, treasure sense (imprecise) 30 feet Languages Skills Thievery +17 Str +4 Dex +2 Con +7 Int -5 Wis +0 Cha -5 Motion Sense A vaultbreaker ooze can sense nearby motion through vibration and air movement. Treasure Sense The vaultbreaker ooze's metallic plasm alerts it to the presence of metals with the precious trait (including gold and platinum) within 30 feet. --- AC 13 Fort +17 Ref +10 Will +8 HP 150 Immunities acid, critical hits, mental, precision, unconscious, visual Metallify Reaction (manipulate, polymorph, transmutation) Trigger A creature Strikes the vaultbreaker ooze; Effect The ooze's outer plasm hardens into a protective shell of precious metals. Until the start of its next turn, it gains resistance 5 to physical damage (except adamantine), it has a –5-foot penalty to its Speed, and its pseudopod Strikes gain the versatile S or P weapon trait. --- Speed 20 feet, climb 10 feet Melee Single Action pseudopod +17, Damage 1d8+8 bludgeoning plus 2d6 acid Engulf Two Actions DC 23, 2d8+9 acid, Escape DC 23, Rupture 14 (19 when using Metallify) Form Tool Two Actions (Manipulate, Polymorph, Transmutation) The vaultbreaker ooze instinctually shapes its pseudopod into a key, lockpick, or tool required to bypass a locking mechanism; it uses this pseudopod as thieves' tools to Pick a Lock or Disable a Device. Tracking a Vaultbreaker Ooze A vaultbreaker ooze that has recently fed on precious metals leaves behind a faint trail of smeared, molten leaf of what it ingested (often gold or silver). A character who succeeds at a DC 23 Perception check can detect the strange trail, though following the ooze using this residue requires a successful DC 26 Survival check to Track. A trail of metal leaf left by a vaultbreaker ooze flakes away after 1d4 days. ","skill_mod":{"thievery":17},"summary":"Though many oozes hunt among the dreary confines of underground caverns, dungeons, and abandoned ruins, others seek to quell their hunger in areas …","image":["/Images/Monsters/Ooze_VaultbreakerOoze.png"],"primary_source":"Pathfinder #158: Sixty Feet Under","trait_group":["Monster","Creature Type","Rarity"],"ac":13,"level":6,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, treasure sense (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=997","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":17,"source_group":["Agents of Edgewatch"],"size":["Large"],"spoilers":"Agents of Edgewatch","name":"Vaultbreaker Ooze","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[19],"slug":"creature-997"},{"primary_source_category":"Adventure Paths","strength":2,"hp":150,"language":["Aquan","Common","Undercommon","<%SPELLS%293%%>speak with animals<%END>"],"source":["Pathfinder #159: All or Nothing"],"type":"Creature","charisma":3,"perception":16,"stealth":"19","trait":["Amphibious","Fey","Uncommon","NE","Small"],"id":"creature-998","text":" Avarek Avareks delight in tormenting ship's crews and causing shipwrecks off the coasts of Garund and the Inner Sea. Bipedal, aquatic fey covered in long, urchin-like spines, avareks stand 2 feet tall—or 3 feet tall if measured to the tips of their spines—and weigh fewer than 30 pounds. Avareks rely on subtlety and subterfuge to indulge their destructive whims, using magic to sabotage ships and cloud the minds of crew members and passengers. Patient and cunning, avareks lurk beneath or within a targeted vessel for weeks, building conflict and mistrust. Soon, shipmates accuse one another of theft and treachery; superstitious crew members might believe their ship is haunted. Eventually, the crew becomes too frightened or mistrustful to save their ship from the avareks' sabotage. Avareks take pride in their sunken trophies, claiming the wrecks of ships they've destroyed as their homes and gorging on the bloated, water-logged corpses of the crew and passengers. Recall Knowledge - Fey (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Avarek Source Pathfinder #159: All or Nothing pg. 80 Perception +16; darkvision Languages Aquan, Common, Undercommon; speak with animals Skills Acrobatics +17, Athletics +14, Deception +17, Nature +16, Sailing Lore +15, Stealth +19, Survival +16, Thievery +19 Str +2 Dex +5 Con +4 Int +3 Wis +4 Cha +3 Items +1 striking dagger --- AC 26 Fort +16 Ref +19 Will +16 HP 150 Weaknesses cold iron 8 --- Speed 20 feet, climb 20 feet, swim 50 feet Melee Single Action dagger +20 (Agile, Finesse, Magical, versatile S), Damage 2d4+4 piercing Melee Single Action spine +16, Damage 2d6+4 piercing plus 1d6 persistent bleed Ranged Single Action dagger +20 (Agile, Finesse, Magical, thrown 10 feet, versatile S), Damage 2d4+4 piercing Primal Innate Spells DC 30, attack +22 - Cantrips (4th) Prestidigitation - 1st Grease (at will), Gust of Wind (at will) - 2nd Hydraulic Push (at will), Invisibility (self only), Shatter, Ventriloquism (at will) - 4th Confusion, Hydraulic Torrent, Suggestion - Constant (4th) Speak with Animals Prickly Defense Single Action The avarek withdraws beneath its spines, presenting a defensive, spiky exterior. It gains a +2 circumstance bonus to spine Strikes and AC. Any adjacent creature that attempts a melee attack against the avarek takes 1d6 piercing damage per attack, regardless of whether the attack hits. Prickly Defense lasts until the avarek uses a move action or makes a Strike with any weapon other than its spines. Rolling Assault Two Actions The avarek curls into a ball and rolls rapidly, impaling enemies with its spines. The avarek Strides twice and makes up to two spine Strikes at any point during its movement, each against a different target within reach. These attacks count toward the avarek's multiple attack penalty, but the penalty doesn't increase until after the avarek makes all the attacks. Sneak Attack The avarek's Strikes deal an additional 2d6 precision damage to flat-footed creatures. ","skill_mod":{"deception":17,"nature":16,"thievery":19,"survival":16,"stealth":19,"athletics":14,"acrobatics":17},"image":["/Images/Monsters/Avarek.png"],"primary_source":"Pathfinder #159: All or Nothing","spell":["Confusion","Hydraulic Torrent","Suggestion","Hydraulic Push","Invisibility","Shatter","Ventriloquism","Grease","Gust of Wind","Prestidigitation","Speak with Animals"],"ac":26,"item":["+1 striking dagger"],"level":8,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":16,"source_group":["Agents of Edgewatch"],"size":["Small"],"spoilers":"Agents of Edgewatch","name":"Avarek","alignment":"NE","rarity":"uncommon","strike_damage_average":[9,9,14],"attack_bonus":[16,20,20],"constitution":4,"spell_attack_bonus":[22],"will_save":16,"speed":{"climb":20,"max":50,"land":20,"swim":50},"wisdom":4,"weakness":{"cold_iron":8},"creature_ability":["Prickly Defense","Rolling Assault","Sneak Attack"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Deception","Nature","Sailing Lore","Stealth","Survival","Thievery"],"tradition":["Primal"],"summary":"Avareks delight in tormenting ship's crews and causing shipwrecks off the coasts of Garund and the Inner Sea. Bipedal, aquatic fey covered in long, …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=998","dexterity":5,"category":"creature","slug":"creature-998"},{"attack_bonus":[21,21],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":180,"source":["Pathfinder #159: All or Nothing"],"type":"Creature","will_save":17,"charisma":-3,"speed":{"max":40,"land":20,"swim":40},"perception":18,"wisdom":3,"weakness":{"fire":10},"creature_ability":["Partial Amphibian","Aquatic Ambush","Capsize","Swallow Whole","Tug"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"17","trait":["Animal","Aquatic","Uncommon","N","Large"],"id":"creature-999","text":" Bregdi Bregdis hunt warm-blooded prey, lurking in the waters of most major port cities before using their ray-like bodies and hooked claws to hitch onto the underside of boats pulling into port. From beneath the docks and in the channels of settlements, bregdis wait for the careless or unlucky to fall into the water, where they make quick work of their hapless victims. Although bregdis have little more intelligence than most animals, a particularly opportunistic bregdi might realize that a fishing line often leads to a tasty meal. A bregdi that spots a fishing lure might grab it gently with its claw to imitate a fish caught on the line. Once a fisherman is “hooked” and starts to reel in, the bregdi plays along, slowly approaching the shore while making sluggish struggling motions. Once near land, the bregdi violently tugs on the lure to yank its unsuspecting prey into the water. Bregdis can survive out of water for short periods of time, but only the most desperate bregdis hunt on land. Recall Knowledge - Animal (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Bregdi Source Pathfinder #159: All or Nothing pg. 81 Perception +18; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +17, Athletics +21, Stealth +17, Survival +18 Str +6 Dex +4 Con +4 Int -4 Wis +3 Cha -3 Partial Amphibian The bregdi can breathe air for up to 10 minutes, or up to an hour so long as its skin remains wet. --- AC 27 Fort +20 Ref +18 Will +17 HP 180 Weaknesses fire 10 --- Speed 20 feet, swim 40 feet Melee Single Action jaws +21 (reach 10 feet), Damage 2d12+8 piercing Melee Single Action hook claw +21 (Agile, reach 10 feet), Damage 2d8+8 piercing plus Grab Aquatic Ambush Single Action Capsize Single Action (Attack) The bregdi tries to capsize an adjacent aquatic vessel of its size or smaller. It must succeed at an Athletics check with a DC of 35 (reduced by 5 for each size smaller the vessel is than the bregdi) or the pilot's Sailing Lore DC, whichever is higher. Swallow Whole Single Action (Attack) Medium, 2d8+7 bludgeoning, Rupture 18 Tug Single Action The bregdi pulls a creature it can reach or a creature holding something it can reach (such as a fishing line in the water). The bregdi attempts an Athletics check against the creature's Fortitude DC. On a success, it pulls the creature into an adjacent space. On a critical success, the bregdi can also make a jaws Strike against the creature pulled into an adjacent space. ","skill_mod":{"survival":18,"stealth":17,"athletics":21,"acrobatics":17},"summary":"Bregdis hunt warm-blooded prey, lurking in the waters of most major port cities before using their ray-like bodies and hooked claws to hitch onto the …","image":["/Images/Monsters/Bregdi.png"],"primary_source":"Pathfinder #159: All or Nothing","trait_group":["Creature Type","Monster","Rarity"],"ac":27,"level":9,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=999","intelligence":-4,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":20,"source_group":["Agents of Edgewatch"],"size":["Large"],"spoilers":"Agents of Edgewatch","name":"Bregdi","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[17,21],"slug":"creature-999"},{"attack_bonus":[21,23,23],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":275,"language":["Common","Ignan"],"immunity":["fire"],"source":["Pathfinder #159: All or Nothing"],"type":"Creature","will_save":16,"charisma":3,"speed":{"max":40,"land":40},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Arrogant Taunts","Incendiary Spit","Trail of Flame"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"18","trait":["Beast","Fire","NE","Huge"],"id":"creature-1000","text":" Eberark The terrifying apex predators known as eberarks torment their prey, spewing oil from their mouths that they can then set alight. Commonly called flint beasts, eberarks drag their overlarge claws (four on each paw) along the ground as they move, creating showers of sparks with every grating step. Incredibly vain, eberarks relish displaying their dominance over other intelligent beings. Some eberarks conquer small settlements, demanding tribute from residents and travelers, or lead bands of violent brigands. Recall Knowledge - Beast (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Eberark Source Pathfinder #159: All or Nothing pg. 82 Perception +19; low-light vision, scent (imprecise) 30 feet Languages Common, Ignan Skills Acrobatics +18, Athletics +21, Intimidation +21, Stealth +18, Survival +19 Str +7 Dex +4 Con +5 Int +2 Wis +3 Cha +3 --- AC 30 Fort +22 Ref +19 Will +16 HP 275 Immunities fire --- Speed 40 feet Melee Single Action jaws +23 (Magical, reach 15 feet), Damage 2d10+11 piercing Melee Single Action claw +23 (Agile, Fire, Magical, reach 15 feet), Damage 2d6+11 slashing plus 1d4 fire Ranged Single Action spit +21 (Agile, range increment 30 feet), Damage incendiary spit Arrogant Taunts Single Action (Auditory, Emotion, Fear, Mental) The eberark utters crude insults and growls threateningly. Each creature within 30 feet must attempt a DC 27 Will save. The creature is then temporarily immune for 10 minutes. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2 and paralyzed for 1 round. Critical Failure The creature is frightened 4 and paralyzed for 1d4 rounds. Incendiary Spit A creature hit by the eberark's spit becomes coated in a slippery, flammable oil. The creature must succeed at a DC 27 Reflex save or become clumsy 2 for as long as they are coated in incendiary spit. Creatures affected by incendiary spit that take fire damage catch fire, taking 3d6 persistent fire damage. Once this persistent fire damage ends, the spit has burned away. The spit also wears off naturally after one hour or can be washed off with soap, water, and one minute of work. Trail of Flame Two Actions (Fire) The eberark Strides twice, leaving a trail of magical fire behind it as it moves. Squares the eberark moves through catch fire, creating a 5-foot-tall wall of flame that burns for 1 round. The wall of flame conceals creatures and objects on the other side of it. Any creature that enters or starts its turn in the wall of flame takes 6d6 fire damage (DC 27 basic Reflex save). ","element":["Fire"],"skill_mod":{"survival":19,"stealth":18,"athletics":21,"intimidation":21,"acrobatics":18},"summary":"The terrifying apex predators known as eberarks torment their prey, spewing oil from their mouths that they can then set alight. Commonly called …","image":["/Images/Monsters/Eberark.png"],"primary_source":"Pathfinder #159: All or Nothing","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":30,"level":10,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1000","intelligence":2,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":22,"source_group":["Agents of Edgewatch"],"size":["Huge"],"name":"Eberark","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[20,22],"slug":"creature-1000"},{"primary_source_category":"Adventure Paths","strength":6,"hp":155,"language":["Aquan","Common","Necril"],"source":["Pathfinder #159: All or Nothing"],"type":"Creature","charisma":4,"perception":17,"stealth":"19","trait":["Ghoul","Uncommon","Undead","NE","Medium"],"id":"creature-1001","text":" Barnacle Ghoul Far more powerful and dangerous than most ghouls, barnacle ghouls are the risen corpses of veteran sailors who fell overboard or of bloodthirsty pirates who died from keelhauling. Too rugged and hate-filled to stay dead, these seafarers return with bluish, water-bloated bodies. Barnacle ghouls have a supernatural command over barnacles; a simple touch from a ghoul causes the crustaceans to adhere, grow, or release. The ghouls cultivate clusters of barnacles on their hands and feet, using the lumpy shells to more easily climb and grab at prey. Barnacle ghouls keep their lungs filled with brackish seawater, which they exhale onto their victims. Breathing in even a few drops of this tainted seawater can be deadly, as it magically expands in a victim's lungs. A creature that can't expel the seawater eventually drowns and rises as a new barnacle ghoul. Barnacle ghouls have many abilities of standard ghouls. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Barnacle Ghoul Source Pathfinder #159: All or Nothing pg. 83 Perception +17; darkvision Languages Aquan, Common, Necril Skills Acrobatics +19, Athletics +19, Stealth +19, Survival +17 Str +6 Dex +6 Con +3 Int +1 Wis +4 Cha +4 --- AC 28 Fort +16 Ref +21 Will +17 HP 155 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Tear Flesh Reaction Trigger A creature grabbed by the barnacle ghoul critically fails a skill check to Escape; Effect The barnacle ghoul makes a claw Strike against the triggering creature. --- Speed 25 feet, climb 10 feet, swim 40 feet Melee Single Action jaws +21 (Finesse), Damage 2d10+10 piercing plus fill lungs and paralysis Melee Single Action claw +21 (Agile, Finesse), Damage 2d6+10 plus Grab and paralysis Ranged Two Actions water jet +21 (range increment 10 feet), Damage 2d6+10 plus fill lungs Consume Flesh Single Action (Manipulate) Requirements The ghoul is adjacent to the corpse of a creature that died within the last hour. Effect The ghoul devours a chunk of the corpse and regains 5d6 Hit Points. It can regain Hit Points from any given corpse only once. Fill Lungs (Curse, Necromancy) Saving Throw DC 26 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 2 (1 round); Stage 3 sickened 3 (1 round); Stage 4 drowning and cannot reduce below stage 4 until the water is purged; purging the water requires a successful DC 26 Medicine check to Administer First Aid (which stops the creature from drowning and returns the creature to stage 3; stage 2 on a critical success) or a magical effect that removes curses or the sickened condition (which stops the creature from drowning and ends the curse). If the creature dies from drowning, it rises as a barnacle ghoul the next midnight. Nimble Swim Single Action (Move) The barnacle ghoul Swims up to 20 feet. This movement doesn't trigger reactions. Paralysis (Incapacitation, Occult, Necromancy) Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 26 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. ","skill_mod":{"survival":17,"stealth":19,"athletics":19,"acrobatics":19},"image":["/Images/Monsters/Ghoul_BarnacleGhoul.png"],"primary_source":"Pathfinder #159: All or Nothing","ac":28,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":16,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Barnacle Ghoul","alignment":"NE","rarity":"uncommon","strike_damage_average":[17,17,21],"attack_bonus":[21,21,21],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Ghoul","will_save":17,"speed":{"climb":10,"max":40,"land":25,"swim":40},"wisdom":4,"weakness":{},"creature_ability":["Tear Flesh","Consume Flesh","Fill Lungs","Nimble Swim","Paralysis"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Stealth","Survival"],"summary":"Far more powerful and dangerous than most ghouls, barnacle ghouls are the risen corpses of veteran sailors who fell overboard or of bloodthirsty …","trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1001","dexterity":6,"category":"creature","slug":"creature-1001"},{"attack_bonus":[29,29],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":306,"language":["Common","Draconic","Iruxi"],"source":["Pathfinder #159: All or Nothing"],"type":"Creature","will_save":23,"charisma":0,"speed":{"max":20,"land":20,"swim":10},"perception":25,"wisdom":1,"weakness":{"fire":10},"creature_ability":["Deep Breath","Attack of Opportunity","Forced Regeneration","Furious Wallop","Rend"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Intimidation","Nature","Survival"],"trait":["Humanoid","Lizardfolk","Rare","NE","Large"],"id":"creature-1002","text":" Ravenile Raveniles are rare mutant lizardfolk who exhibit monstrous strength and regenerative capabilities. Almost twice as large as typical iruxis, raveniles have a more ferocious set of jaws and deadly claws. A ravenile's tail is much shorter than that of lizardfolk, however, lacking the heft to make it an effective natural weapon. Raveniles are as intelligent as their iruxi cousins, though many assume they are mindless brutes from their bestial appearance. Raveniles hatch from eggs fertilized not by other iruxis, but by predatory extraplanar scavengers. Many lizardfolk tell stories—some true, some merely myth—of these scavengers to reinforce cultural taboos against leaving eggs undefended. At birth, raveniles look like other iruxi children, though perhaps they exhibit small hints of what they will become: a stubbier tail, wider feet, or a single tusk-like tooth. As raveniles age, they develop an increased appetite and metabolism. During one painful week at the cusp of maturity, raveniles experience an agonizing growth spurt. They shed their skin at least twice a day, their muscle mass increases exponentially, and their bones crack and reset. During this transformation, raveniles experience immense pain and exhibit reflexive violence. When the transformation is complete, the ravenile regains their wits, but by then, they've usually caused irreparable harm. Few lizardfolk communities welcome raveniles after their transformation, and some settlements suffer so much damage that they must be abandoned entirely. Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Ravenile Source Pathfinder #159: All or Nothing pg. 84 Perception +25 Languages Common, Draconic, Iruxi Skills Acrobatics +25, Athletics +28, Intimidation +28, Nature +23, Survival +23 Str +8 Dex +4 Con +5 Int -1 Wis +1 Cha +0 Deep Breath A ravenile can hold their breath for 20 minutes. Items +1 resilient studded leather armor --- AC 24 Fort +29 Ref +26 Will +23 HP 306 , regeneration 20 (deactivated by fire or acid) Weaknesses fire 10 Attack of Opportunity Reaction --- Speed 20 feet, swim 10 feet Melee Single Action jaws +29 (reach 10 feet), Damage 3d10+12 piercing Melee Single Action claw +29 (Agile, reach 10 feet), Damage 3d8+8 slashing Forced Regeneration Single Action (Concentrate) Requirements The ravenile's regeneration is currently active; Effect The ravenile regains 20 HP. Furious Wallop Two Actions Requirements The ravenile's regeneration is currently deactivated; Effect The ravenile makes a melee Strike. This counts as two attacks for the ravenile's multiple attack penalty. If this Strike hits, the ravenile deals an extra die of weapon damage and the target falls prone. Rend Single Action claw ","skill_mod":{"nature":23,"survival":23,"athletics":28,"intimidation":28,"acrobatics":25},"summary":"Raveniles are rare mutant lizardfolk who exhibit monstrous strength and regenerative capabilities. Almost twice as large as typical iruxis, …","image":["/Images/Monsters/Ravenile.png"],"primary_source":"Pathfinder #159: All or Nothing","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":24,"item":["+1 resilient studded leather armor"],"level":14,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1002","intelligence":-1,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":29,"source_group":["Agents of Edgewatch"],"size":["Large"],"spoilers":"Agents of Edgewatch","name":"Ravenile","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[21,28],"slug":"creature-1002"},{"primary_source_category":"Adventure Paths","strength":1,"hp":135,"language":["Aklo","Common","Elven","Sylvan"],"source":["Pathfinder #159: All or Nothing"],"type":"Creature","charisma":3,"perception":16,"stealth":"18","trait":["Fey","Uncommon","LE","Medium"],"id":"creature-1003","text":" Svartalfar Long ago in the mists of history, the fey ancestors of the svartalfars were banished from the First World for crimes too heinous to name. These beings made a new home on the Shadow Plane, which warped their minds and essence and turned them into cold, ruthless killers. Their clans are places of safety but not kindness for svartalfars; they feel no amity toward others, and their actions almost exclusively focus on practicalities. Svartalfars resemble expressionless elves with pale eyes and gray skin. Many have smooth, bald heads, while others keep their hair short and practical. Svartalfars seem untouched by emotions, especially compassion or mercy. When given a contract, a svartalfar clan seeks its target with grim diligence. Money means next to nothing to them, and attempts to appeal for pity go unheard. A svartalfar clan knows that if they don't end the target's life, another clan will do so, which is a blow to the reputation and standing of the clan that failed. Svartalfar communities on the Shadow Plane are usually very small, featuring slender towers and extensive underground chambers. Built on or near thin spots between the Shadow Plane and the Material Plane, these communities allow svartalfars easy access to Golarion, where many of their targets reside. Recall Knowledge - Fey (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Svartalfar Killer Source Pathfinder #159: All or Nothing pg. 85 Perception +16; darkvision Languages Aklo, Common, Elven, Sylvan Skills Acrobatics +18, Arcana +16, Deception +18, Intimidation +18, Occultism +16, Stealth +18, Thievery +14 Str +1 Dex +6 Con +2 Int +4 Wis +2 Cha +3 Items crossbow with 20 bolts, +1 striking elven curve blade , Graveroot (2), Leather Armor --- AC 27 Fort +11 Ref +19 Will +16 HP 135 Weaknesses cold iron 10 --- Speed 25 feet Melee Single Action elven curve blade +21 (Finesse, Forceful), Damage 2d8+5 slashing Ranged Single Action crossbow +20 (range increment 120 feet, reload 1), Damage 1d8+4 piercing Arcane Innate Spells DC 26, attack +18 - Cantrips (4th) Acid Splash, Chill Touch, Electric Arc, Produce Flame - 1st Ray of Enfeeblement, True Strike - 2nd Invisibility (×2) - 3rd Shocking Grasp Shadow Step Two Actions The svartalfar killer fades into shadow, Strides up to twice its Speed, and reforms. This movement doesn't trigger reactions, but the svartalfar killer must begin and end in an area of dim light or darkness. Sneak Attack A svartalfar killer deals an extra 2d6 precision damage to flat-footed creatures. Spell-Imbued Blade Two Actions The svartalfar killer chooses acid splash , produce flame , ray of enfeeblement , or shocking grasp and makes a melee Strike. If the svartalfar killer hits, they cast the chosen spell through the weapon at the same target. The spell's attack roll is the same result as the Strike. ","skill_mod":{"deception":18,"thievery":14,"stealth":18,"arcana":16,"intimidation":18,"occultism":16,"acrobatics":18},"image":["/Images/Monsters/Svartalfar_SvartalfarKiller.png"],"primary_source":"Pathfinder #159: All or Nothing","spell":["Shocking Grasp","Invisibility","Ray of Enfeeblement","True Strike","Acid Splash","Chill Touch","Electric Arc","Produce Flame"],"ac":27,"item":["crossbow with 20 bolts","+1 striking elven curve blade","Graveroot (2)","Leather Armor"],"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":11,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Svartalfar Killer","alignment":"LE","rarity":"uncommon","strike_damage_average":[8,14],"attack_bonus":[20,21],"constitution":2,"spell_attack_bonus":[18],"will_save":16,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"cold_iron":10},"creature_ability":["Shadow Step","Sneak Attack","Spell-Imbued Blade"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Arcana","Deception","Intimidation","Occultism","Stealth","Thievery"],"tradition":["Arcane"],"summary":"Long ago in the mists of history, the fey ancestors of the svartalfars were banished from the First World for crimes too heinous to name. These …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1003","dexterity":6,"category":"creature","slug":"creature-1003"},{"attack_bonus":[27,27],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":230,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Creature","creature_family":"Clockworks","will_save":19,"charisma":-5,"speed":{"climb":20,"max":30,"land":30},"perception":23,"wisdom":0,"weakness":{"orichalcum":15,"electricity":15},"creature_ability":["Integrated Launcher","Smoke Vision","Wind-Up","Attack of Opportunity","Rapid Repair","Smoke Bomb Launcher","Sneak Attack","Unbalancing Blow"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Stealth"],"stealth":"27","trait":["Clockwork","Construct","Mindless","Uncommon","N","Medium"],"id":"creature-1004","text":" Clockwork Assassin Exceptionally efficient and utterly merciless, clockwork assassins carry out their murderous directives with mechanical precision. Though they can disguise themselves, upon close inspection, they're plainly artificial, with just a single eye and weapons integrated into their arms. Recall Knowledge - Construct (Arcana, Crafting): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Clockwork Assassin Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 82 Perception +23; darkvision, smoke vision Languages Skills Acrobatics +29, Athletics +25, Stealth +27 Str +6 Dex +8 Con +4 Int -5 Wis +0 Cha -5 Integrated Launcher A projectile launcher is integrated into a clockwork assassin's systems, containing 10 spinning blades and five smoke bombs. When the assassin is destroyed, the launcher and its ammunition are also destroyed. Smoke Vision The clockwork assassin ignores the concealed condition from smoke. Wind-Up For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate). A creature can attempt a DC 31 Thievery check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode. --- AC 34 Fort +23 Ref +29 Will +19 HP 230 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 10 (except adamantine or orichalcum) Weaknesses electricity 15, orichalcum 15 Attack of Opportunity Reaction --- Speed 30 feet, climb 20 feet Melee Single Action rapier hand +27 (deadly d8, Disarm, Finesse, Magical), Damage 3d6+12 piercing plus unbalancing blow Ranged Single Action spinning blade +27 (Agile, deadly d10, Magical, range increment 120 feet), Damage 2d10+9 slashing Rapid Repair (Manipulate) The clockwork assassin spends 1 hour of its operational time to repair itself, regaining 25 Hit Points and refilling its integrated projectile launcher with 4 spinning blades (to a maximum of 10) and 2 smoke bombs (to a maximum of 5). Smoke Bomb Launcher Single Action (Manipulate) The clockwork assassin launches a smoke bomb. A screen of thick, opaque smoke fills a 10-foot burst within 60 feet of the clockwork assassin. Creatures within the area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind. Sneak Attack The clockwork assassin's Strikes deal an additional 3d6 precision damage to flat-footed creatures. Unbalancing Blow Creatures hit by the clockwork assassin's rapier hand Strike are flat-footed until the start of the clockwork assassin's next turn. Assassin Augmentations Clockwork assassins can feature a variety of abilities and mechanisms to better complete their assigned tasks. Assassins expecting to face large groups of enemies have integrated weapons that target multiple foes at once. Other assassins have magical integration, allowing them to cast useful spells. ","skill_mod":{"stealth":27,"athletics":25,"acrobatics":29},"summary":"Exceptionally efficient and utterly merciless, clockwork assassins carry out their murderous directives with mechanical precision. Though they can …","image":["/Images/Monsters/ClockworkAssassin.png"],"primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":34,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision , smoke vision","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=1004","intelligence":-5,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":23,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Clockwork Assassin","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[20,22],"slug":"creature-1004"},{"primary_source_category":"Adventure Paths","strength":6,"hp":270,"language":["Aklo","Common","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #160: Assault on Hunting Lodge Seven","Monster Core 2"],"type":"Creature","charisma":7,"perception":26,"stealth":"23","trait":["Humanoid","Uncommon","NE","Medium"],"id":"creature-1005","text":" Jorogumo Appearing as beautiful, well-dressed humans, jorogumos lurk in high mountains and prey on travelers. These evil creatures often keep giant spiders as pets and can fully change into a giant spider or sprout spider legs from their backs. Jorogumos usually eat their prey, but some humanoids meet an even more gruesome fate as living incubators for jorogumo eggs. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Jorogumo Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 83, Monster Core 2 pg. 201 Perception +26; darkvision Languages Aklo, Common, Sylvan; tongues Skills Acrobatics +25, Athletics +23, Crafting +22, Deception +28, Diplomacy +26, Performance +24, Stealth +23, Survival +24 Str +6 Dex +4 Con +5 Int +3 Wis +5 Cha +7 --- AC 33 Fort +22 Ref +23 Will +26 HP 270 Resistances poison 15 Weaknesses cold iron 10 Darting Legs Reaction Requirement The jorogumo has their spider legs extended or has Changed Shape; Trigger The jorogumo is targeted with an attack; Effect The jorogumo raises a leg, gaining a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet, swim 30 feet Melee Single Action jaws +25, Damage 2d8+14 piercing plus jorogumo venom Melee Single Action claw +25 (Agile), Damage 2d6+14 slashing Ranged Single Action web +23 (range increment 60 feet), Damage Web Trap Occult Innate Spells DC 34 - 1st Charm (at will) - 3rd Mind Reading (at will) - 4th Outcast's Curse (×3), Suggestion (×3) - 7th Summon Animal (spiders only) - Constant (2nd) Speak with Animals (spiders only) - Constant (5th) Tongues Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The jorogumo takes on the appearance of any Small or Medium spider. This doesn't change their Speed or Strikes. Jorogumo Venom (Poison) Saving Throw Fortitude DC 32; Maximum Duration 10 rounds; Stage 1 3d6 poison damage and stupefied 1 (1 round); Stage 2 3d6 poison damage and stupefied 2 (1 round); Stage 3 paralyzed for 2d4 hours Spider Legs Single Action (Concentrate, Occult, Polymorph, Transmutation) Requirement The jorogumo is in humanoid form; Effect Eight large spider legs sprout from the jorogumo's back, granting them a 40-foot climb Speed and allowing them to use the Darting Legs reaction. Web Trap A creature hit by the jorogumo's web attack is immobilized and stuck to the nearest surface, preventing the creature from moving. The DC to Escape or Force Open the web trap is 32. ","skill_mod":{"diplomacy":26,"performance":24,"deception":28,"crafting":22,"survival":24,"stealth":23,"athletics":23,"acrobatics":25},"image":["/Images/Monsters/Jorogumo.png"],"primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","spell":["Summon Animal","Outcast's Curse","Suggestion","Mind Reading","Charm","Tongues","Speak with Animals"],"ac":33,"level":13,"spell_dc":[34],"source_category":["Adventure Paths","Rulebooks"],"sense":" darkvision ","resistance":{"poison":15},"intelligence":3,"reflex_save":23,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":22,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Jorogumo","alignment":"NE","rarity":"uncommon","strike_damage_average":[21,23],"attack_bonus":[23,25,25],"constitution":5,"will_save":26,"speed":{"max":30,"land":30,"swim":30},"wisdom":5,"weakness":{"cold_iron":10},"creature_ability":["Darting Legs","Requirement","Change Shape","Jorogumo Venom","Spider Legs","Web Trap"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Crafting","Deception","Diplomacy","Performance","Stealth","Survival"],"tradition":["Occult"],"summary":"Appearing as beautiful, well-dressed humans, jorogumos lurk in high mountains and prey on travelers. These evil creatures often keep giant spiders as …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1005","dexterity":4,"category":"creature","slug":"creature-1005"},{"attack_bonus":[27,27],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":305,"immunity":["bleed"],"source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Creature","will_save":26,"charisma":3,"speed":{"max":40,"land":40},"perception":26,"wisdom":4,"weakness":{"bludgeoning":15},"creature_ability":["Mirror Senses","Attack of Opportunity","Extra Reaction","Divert Strike","Blood-Fueled Titter","Mirror Jump","Vanish in Reflections","Wipe Away Cracks"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Intimidation","Society","Stealth","Thievery"],"stealth":"32","trait":["Fey","Uncommon","CE","Small"],"id":"creature-1006","text":" Shatterling Shatterlings have a fixation on mirrors that gives them a strange affinity for reflective surfaces. These creeping, wicked fey stand barely 3 feet high and look like hunched humanoids made of shifting panes of jagged mirror glass. Shatterlings usually inhabit areas with plenty of mirrors, like carnival fun houses, opulent manors, or playhouses. Capricious and malevolent, shatterlings quickly kill or scare away anyone else in such areas, as they desire to be the only ones to gaze into the mirrors they claim as their own. Recall Knowledge - Fey (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Shatterling Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 84 Perception +26; low-light vision, mirror senses Languages Skills Acrobatics +28, Athletics +25, Intimidation +25, Society +20, Stealth +32, Thievery +30 Str +5 Dex +8 Con +4 Int +0 Wis +4 Cha +3 Mirror Senses A shatterling can see and hear through any unbroken mirror within 100 feet. --- AC 36 Fort +24 Ref +30 Will +26 HP 305 Immunities bleed Weaknesses bludgeoning 15 Attack of Opportunity Reaction Extra Reaction A shatterling gains an additional reaction each turn, but can use this extra reaction only for Divert Strike. Divert Strike Reaction Trigger A shatterling takes non-bludgeoning damage and there's an unbroken mirror at least 1 foot wide within 100 feet of the shatterling; Effect The nearest mirror to the shatterling at least 1 foot wide breaks, and the damage to the shatterling is reduced to 0. --- Speed 40 feet Melee Single Action mirror hand +27 (Agile, Finesse, Magical), Damage 3d6+11 slashing plus 2d6 persistent bleed Ranged Single Action mirror dart +27 (Magical, range increment 30 feet), Damage 3d6+11 piercing Blood-Fueled Titter If the shatterling attempts an Intimidation check to Demoralize a target within 30 feet of a creature with persistent bleed damage, the shatterling has +4 circumstance bonus to the Intimidation check. In addition, the shatterling takes no penalty to the check for not speaking a language the target can hear, and the target isn't temporarily immune to the shatterling's attempts to Demoralize it unless the shatterling critically fails its Intimidation check. Mirror Jump Single Action (Move) During this Stride, the shatterling can move into any unbroken mirror at least 1 foot wide and out of another unbroken mirror at least 1 foot wide within 100 feet of the first mirror, treating the mirrors as connected. The shatterling can move through any number of pairs of foot-wide mirrors during its mirror jump, requiring each pair to be within 100 feet of each other while doing so. Vanish in Reflections The shatterling doesn't appear in reflective surfaces if it doesn't want to. When it's within 100 feet of an unbroken mirror at least 1 foot wide, a shatterling can Hide and Sneak even without cover or without being concealed. Wipe Away Cracks Three Actions (Manipulate) The shatterling touches a broken mirror, instantly repairing it. Drawn to Mirrors A half-dimension exists just behind mirrors in the Material Plane, although scholars disagree whether it's a plane of its own or simply a strange reflection of the Shadow Plane or Ethereal Plane. In any event, shatterlings sometimes see this realm when they leap through mirrors but can never reach it, an inaccessibility that fuels their hatred. Many shatterlings spend their days leaping between mirrors, hoping to catch elusive glimpses of the mirrorworld they will never touch. ","skill_mod":{"society":20,"thievery":30,"stealth":32,"athletics":25,"intimidation":25,"acrobatics":28},"summary":"Shatterlings have a fixation on mirrors that gives them a strange affinity for reflective surfaces. These creeping, wicked fey stand barely 3 feet …","image":["/Images/Monsters/Shatterling.png"],"primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","trait_group":["Creature Type","Rarity"],"ac":36,"level":14,"source_category":["Adventure Paths"],"sense":" low-light vision , mirror senses","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1006","intelligence":0,"reflex_save":30,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Low-light vision","fortitude_save":24,"source_group":["Agents of Edgewatch"],"size":["Small"],"spoilers":"Agents of Edgewatch","name":"Shatterling","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[21,28],"slug":"creature-1006"},{"primary_source_category":"Adventure Paths","strength":6,"hp":275,"language":["Abyssal","Celestial","Common","Infernal","Protean","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Creature","charisma":3,"perception":27,"stealth":"29","trait":["Fiend","Herald","Unique","NE","Huge"],"id":"creature-1007","text":" The Stabbing Beast The Stabbing Beast, the divine representative of Norgorber, resembles an immense scorpion with a soft and strangely captivating voice. They appear on Golarion to bury secrets, support the faithful, or aid audacious thefts. Recall Knowledge - Fiend (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 The Stabbing Beast Source Pathfinder #160: Assault on Hunting Lodge Seven pg. 85 Perception +27; greater darkvision, true seeing Languages Abyssal, Celestial, Common, Infernal, Protean; telepathy 100 feet Skills Acrobatics +27, Athletics +25, Crafting +24, Deception +26, Intimidation +26, Norgorber Lore +28, Religion +24, Society +26, Stealth +29 Str +6 Dex +8 Con +4 Int +3 Wis +4 Cha +3 True Appearance Reaction Trigger The Stabbing Beast is transformed with Change Shape and rolls for initiative; Effect The Stabbing Beast ends Change Shape. --- AC 38 Fort +27 Ref +29 Will +27 +2 status to all saves vs. mental HP 275 Immunities poison Resistances acid 15 Weaknesses good 15 Attack of Opportunity Reaction Stinger only. --- Speed 40 feet Melee Single Action pincer +29 (Agile, Finesse, Magical, reach 15 feet), Damage 2d8+10 slashing plus 2d8 persistent bleed and Improved Grab Melee Single Action stinger +29 (fatal d12, Finesse, Magical, reach 15 feet), Damage 4d8+14 piercing plus Stabbing Beast venom Melee Single Action shortsword +30 (Agile, Finesse, Magical, versatile S), Damage 3d6+10 piercing plus 2d8 persistent bleed Ranged Single Action venom stream +29 (range increment 60 feet), Damage 5d10 poison plus blinding stream Divine Innate Spells DC 36 - 4th Charm (at will), Invisibility (×3), Suggestion (at will) - 5th Dimension Door (×3), Summon Animal (×3; scorpions only) - 6th Modify Memory (×3) - Constant (7th) True Seeing Blinding Stream (Poison) A creature hit by the Stabbing Beast's venom stream must succeed at a DC 33 Fortitude save or become blinded for 1d4 rounds. Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The Stabbing Beast takes on the appearance of a Medium humanoid with a scorpion's tail and chitinous, full-body plate armor. This doesn't change their Speed or Strikes, except that their reach becomes 5 feet and they can't make pincer Strikes. Conjure Swords Single Action (Concentrate, Conjuration, Divine) Requirements The Stabbing Beast is using Change Shape; Effect The Stabbing Beast summons one or two +2 greater striking keen shortswords into their hands. These weapons disappear if they leave the Stabbing Beast's grasp or if the Stabbing Beast ends Change Shape. Stabbing Beast Venom (Poison) While a creature is enfeebled from this poison, it is doomed 1; Saving Throw DC 36; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and enfeebled 2 (1 round); Stage 2 4d6 poison damage and enfeebled 2 (1 round); Stage 3 6d6 poison damage and enfeebled 3 (1 round) Heralds Nearly all deities have a specific representative known as a herald; heralds are as diverse in their appearances and abilities as the gods themselves. A creature with the herald type is always unique. The Stabbing Beast has been slain before—Norgorber is always swift to replace it with a new Stabbing Beast, allowing the new version to retain memories of the prior version's defeats to spur the herald on to do better in its new incarnation. ","skill_mod":{"society":26,"deception":26,"crafting":24,"stealth":29,"athletics":25,"intimidation":26,"acrobatics":27,"religion":24},"image":["/Images/Monsters/StabbingBeast.png"],"primary_source":"Pathfinder #160: Assault on Hunting Lodge Seven","spell":["Modify Memory","Dimension Door","Summon Animal","Charm","Invisibility","Suggestion","True Seeing"],"ac":38,"level":15,"spell_dc":[36],"source_category":["Adventure Paths"],"sense":" greater darkvision , true seeing ","resistance":{"acid":15},"intelligence":3,"reflex_save":29,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":27,"source_group":["Agents of Edgewatch"],"size":["Huge"],"spoilers":"Agents of Edgewatch","name":"The Stabbing Beast","alignment":"NE","rarity":"unique","strike_damage_average":[27,28,29,32],"attack_bonus":[29,29,29,30],"constitution":4,"immunity":["poison"],"will_save":27,"speed":{"max":40,"land":40},"wisdom":4,"weakness":{"good":15},"creature_ability":["True Appearance","Attack of Opportunity","Blinding Stream","Change Shape","Conjure Swords","Stabbing Beast Venom"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Crafting","Deception","Intimidation","Norgorber Lore","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"The Stabbing Beast, the divine representative of Norgorber , resembles an immense scorpion with a soft and strangely captivating voice. They appear …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=1007","dexterity":8,"category":"creature","slug":"creature-1007"},{"attack_bonus":[35,38,38,38,38,38],"constitution":6,"primary_source_category":"Adventure Paths","strength":10,"hp":455,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Pathfinder #161: Belly of the Black Whale"],"type":"Creature","creature_family":"Clockworks","will_save":28,"charisma":-5,"speed":{"max":30,"land":30},"perception":36,"wisdom":0,"weakness":{"orichalcum":20,"electricity":20},"creature_ability":["Efficient Winding","Recalibrate","Whirring Doom"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics"],"trait":["Clockwork","Construct","Mindless","Rare","N","Large"],"id":"creature-1008","text":" Clockwork Amalgam A clockwork amalgam is a powerful construct created by applying magic to a collection of interchangeable internal mechanisms. Each clockwork amalgam has unique properties, although most stand roughly 12 feet tall and have five clockwork appendages tipped with integrated weapons. Recall Knowledge - Construct (Arcana, Crafting): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Clockwork Amalgam Source Pathfinder #161: Belly of the Black Whale pg. 81 Perception +36 Languages Skills Athletics +38 Str +10 Dex +7 Con +6 Int -5 Wis +0 Cha -5 --- AC 43 Fort +34 Ref +35 Will +28 HP 455 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 15 (except adamantine or orichalcum) Weaknesses electricity 20, orichalcum 20 Efficient Winding For the clockwork amalgam to act, it must be wound by another creature using a unique key. This takes 1 minute. Once wound, it remains operational for 72 days, after which time it becomes unaware of its surroundings and can't act until it's wound again. The amalgam can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can't act, with one exception: When it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate). A creature can attempt a DC 31 Thievery check to Disable a Device to wind the clockwork down. For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode. Recalibrate Two Actions The clockwork amalgam can recalibrate its internal structure to shed damaged components and replace them with new ones, restoring 125 HP to the construct. Each time it uses this ability, the clockwork amalgam permanently deactivates one of its five melee attacks as the components from that arm reassemble within the core of the machine. --- Speed 30 feet Melee Single Action blade +38 (Magical, reach 10 feet), Damage 4d12+18 slashing Melee Single Action blowtorch +38 (Magical, reach 10 feet), Damage 10d6 fire Melee Single Action claw +38 (Magical, reach 10 feet), Damage 4d8+18 slashing plus Push Melee Single Action hose +38 (Magical, reach 15 feet), Damage 4d8+18 bludgeoning plus Grab Melee Single Action stamper +38 (Magical, reach 10 feet), Damage 4d8+18 bludgeoning plus Knockdown Ranged Single Action spike +35 (Magical, range increment 40 feet), Damage 4d12+8 piercing Whirring Doom Three Actions Frequency once per round; Effect The clockwork amalgam becomes a blur of spinning weaponry. It makes up to five melee Strikes (one for each active melee attack it has available), taking a –4 penalty to the attack roll for each attack, but ignoring the multiple attack penalty until it has made all of its attacks. It can use each melee attack only once and it can target each creature in reach only once. If the clockwork amalgam used Whirring Doom in the previous round, it can use it again this round using only 1 action instead of 3. The amalgam's movement Speed is halved until the end of its next turn. Fell Amalgams Some clockwork amalgams become possessed by fell spirits or fiendish influences. Gifted with a spark of sentience, these “fell amalgams” purposely seek out other clockwork creations to destroy, collecting their parts and incorporating them into the fell amalgams' own ever-growing clockwork bodies. Unlike with typical clockworks, a fell amalgam's intricate clockwork brain can hatch cunning schemes and far-reaching plans. ","skill_mod":{"athletics":38},"summary":"A clockwork amalgam is a powerful construct created by applying magic to a collection of interchangeable internal mechanisms. Each clockwork amalgam …","image":["/Images/Monsters/ClockworkAmalgam.png"],"primary_source":"Pathfinder #161: Belly of the Black Whale","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":43,"level":20,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=1008","intelligence":-5,"reflex_save":35,"strongest_save":["ref","reflex"],"dexterity":7,"fortitude_save":34,"source_group":["Agents of Edgewatch"],"size":["Large"],"spoilers":"Agents of Edgewatch","name":"Clockwork Amalgam","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[34,35,36,36,36,44],"slug":"creature-1008"},{"primary_source_category":"Adventure Paths","strength":8,"hp":225,"language":["Aklo","Aquan","Common"],"source":["Pathfinder #161: Belly of the Black Whale"],"type":"Creature","charisma":0,"perception":28,"stealth":"32","trait":["Aquatic","Elemental","Uncommon","Water","N","Large"],"id":"creature-1009","text":" Elemental Vessel, Water Spellcasters create elemental vessels by harvesting raw elemental energy and then binding it within a specially enchanted magic circle to grant it life. Recall Knowledge - Elemental (Arcana, Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Elemental Vessel, Water Source Pathfinder #161: Belly of the Black Whale pg. 82 Perception +28 Languages Aklo, Aquan, Common Skills Athletics +32, Stealth +32 Str +8 Dex +8 Con +8 Int +0 Wis +0 Cha +0 Spell Circle (mental) By performing an hour-long ritual, an elemental vessel can form a spell circle with an arcane or primal spellcaster. After the spell circle is formed, other spellcasters can join the spell circle by performing the same hour-long ritual while assisted by at least one spellcaster already in the spell circle. Each member of the spell circle must contribute at least one spell to the elemental vessel. The spellcaster permanently loses access to a spell slot equal to the spell's level and the elemental vessel adds the contributed spell to its list of arcane innate spells (regardless of the spell's original type). An elemental vessel can be imbued with no more than three spells per spell level. If the elemental vessel is destroyed, all members of the spell circle regain the spell slots they contributed to the creature. The arcane innate spells shown below represent a typical spell list for an elemental vessel, but each elemental vessel is likely to have different spells depending on what its spell circle has contributed. --- AC 40 Fort +30 Ref +28 Will +22 HP 225 Immunities bleed, paralyzed, poison, sleep Resistances fire 15 Dispel Vulnerability Whenever a creature successfully counteracts one of its spells, the vessel permanently loses access to that spell and takes damage equal to 4 × the spell's level. The spell circle member who contributed that spell regains access to their contributed spell slot. Inhabit Vessel (mental) Any member of the elemental vessel's spell circle can spend 3 actions to mentally inhabit the vessel for 1 round. While they inhabit the vessel, the inhabiter controls the vessel's actions, and the vessel uses the inhabiter's Intelligence, Wisdom, and Charisma modifiers for all checks. Only one creature can inhabit an elemental vessel at a time. --- Speed 35 feet, swim 100 feet Melee Single Action wave +30 (reach 10 feet), Damage 3d12+12 bludgeoning plus Push 10 feet Arcane Innate Spells DC 38, attack +30 - 1st Hydraulic Push, Shocking Grasp, Spider Sting - 2nd Dispel Magic, Obscuring Mist, Touch of Idiocy - 3rd Earthbind, Paralyze, Vampiric Touch - 4th Dimension Door, Wall of Fire - 5th Mariner's Curse, Wall of Ice - 6th Fireball, Purple Worm Sting - 7th Prismatic Spray, Volcanic Eruption - 8th Polar Ray Engulf Two Actions DC 35, no damage, Escape DC 35, Rupture 28 Internal Spell Strike Single Action The elemental vessel targets an engulfed creature with one of its spells. The spell must have a range of touch. Versatile Creations Some spellcasters favor elemental vessels because of their versatility. Their power and intelligence make them excellent guardians when not inhabited. But they can also be imbued with useful spells and inhabited from any distance, allowing spellcasters to influence events far from their location. ","element":["Water"],"skill_mod":{"stealth":32,"athletics":32},"image":["/Images/Monsters/ElementalVessel_Water.png"],"primary_source":"Pathfinder #161: Belly of the Black Whale","spell":["Polar Ray","Prismatic Spray","Volcanic Eruption","Fireball","Purple Worm Sting","Mariner's Curse","Wall of Ice","Dimension Door","Wall of Fire","Earthbind","Paralyze","Vampiric Touch","Dispel Magic","Obscuring Mist","Touch of Idiocy","Hydraulic Push","Shocking Grasp","Spider Sting"],"ac":40,"level":16,"spell_dc":[38],"source_category":["Adventure Paths"],"resistance":{"fire":15},"intelligence":0,"reflex_save":28,"strongest_save":["fort","fortitude"],"fortitude_save":30,"source_group":["Agents of Edgewatch"],"size":["Large"],"spoilers":"Agents of Edgewatch","name":"Elemental Vessel, Water","alignment":"N","rarity":"uncommon","strike_damage_average":[31],"attack_bonus":[30],"constitution":8,"immunity":["bleed","paralyzed","poison","sleep"],"creature_family":"Elemental, Water","spell_attack_bonus":[30],"will_save":22,"speed":{"max":100,"land":35,"swim":100},"wisdom":0,"weakness":{},"creature_ability":["Spell Circle","Dispel Vulnerability","Inhabit Vessel","Engulf","Internal Spell Strike"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics","Stealth"],"tradition":["Arcane"],"summary":"Spellcasters create elemental vessels by harvesting raw elemental energy and then binding it within a specially enchanted magic circle to grant it …","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1009","dexterity":8,"category":"creature","slug":"creature-1009"},{"primary_source_category":"Adventure Paths","strength":9,"hp":320,"language":["Aquan","Common"],"source":["Pathfinder #161: Belly of the Black Whale"],"type":"Creature","charisma":5,"perception":31,"trait":["Aberration","Aquatic","Uncommon","CE","Gargantuan"],"id":"creature-1010","text":" Lusca A lusca is a predatory sea monster that resembles a three-headed shark with the body of an octopus. Ferocious electrical storms usually herald a lusca's arrival; such violent bursts of electricity result from the creature's superconductive flesh, which allows the lusca to store energy from lightning strikes that it can then discharge at foes. Recall Knowledge - Aberration (Occultism): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Lusca Source Pathfinder #161: Belly of the Black Whale pg. 83 Perception +31; blood scent, darkvision, scent (imprecise) 100 feet Languages Aquan, Common Skills Athletics +34, Intimidation +30, Survival +31 Str +9 Dex +5 Con +9 Int +0 Wis +6 Cha +5 Blood Scent The lusca can smell blood in the water up to 1 mile away. --- AC 40 Fort +32 Ref +26 Will +29 HP 320 Immunities electricity All-Around Vision Storm Bringer (aura, evocation, primal) When the lusca is near the surface for more than 1 hour, clouds appear and deliver a thunderstorm with a 2-mile radius centered on its location. The weather returns to normal 1 hour after the lusca departs. Attack of Opportunity Reaction The lusca gains 2 extra reactions at the start of each of its turns that it can use only to make an Attack of Opportunity with its jaws. It can't use more than one Attack of Opportunity triggered by the same action. --- Speed 10 feet, swim 50 feet Melee Single Action jaws +35 (Magical, reach 20 feet), Damage 3d12+17 piercing plus Grab Melee Single Action tentacle +35 (Magical, reach 40 feet), Damage 3d10+17 bludgeoning plus lusca venom Primal Innate Spells DC 38 - 8th Punishing Winds (×3) - 9th Chain Lightning (×3) Capsize Single Action (Attack) The lusca tries to capsize an adjacent aquatic vessel of its size or smaller. It must succeed at an Athletics check with a DC of 35 (reduced by 5 for each size smaller the vessel is than the lusca) or the pilot's Sailing Lore DC, whichever is higher. Lusca Venom (Poison) Saving Throw Fortitude DC 38; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and clumsy 1 (1 round); Stage 2 6d6 poison damage and clumsy 2 (1 round) Ravenous Jaws Two Actions The lusca makes three jaws Strikes, each against a different target. These attacks count toward the lusca's multiple attack penalty, but the penalty doesn't increase until after the lusca makes all of these attacks. If the lusca subsequently uses the Grab action, it Grabs any number of creatures it hit with Ravenous Jaws. Rend Single Action jaws Swallow Whole Single Action (Attack) Huge, 4d12+9 bludgeoning, Rupture 38 Blue Holes Luscas frequently lurk in blue holes— marine sinkholes that descend far below the surrounding sea bottom and connect to flooded subterranean passages or deeper into the Darklands. For all their might, however, luscas don't dominate these lightless realms. Rather, they are but one of many types of crafty and titanic sea monsters, from the more-familiar aboleths and krakens to bizarre hybrids of whales, eels, and cuttlefish. ","skill_mod":{"survival":31,"athletics":34,"intimidation":30},"image":["/Images/Monsters/Lusca.png"],"primary_source":"Pathfinder #161: Belly of the Black Whale","spell":["Chain Lightning","Punishing Winds"],"ac":40,"level":17,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":"blood scent, darkvision , scent (imprecise) 100 feet","resistance":{},"intelligence":0,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":32,"source_group":["Agents of Edgewatch"],"size":["Gargantuan"],"spoilers":"Agents of Edgewatch","name":"Lusca","alignment":"CE","rarity":"uncommon","strike_damage_average":[33,36],"attack_bonus":[35,35],"constitution":9,"immunity":["electricity"],"will_save":29,"speed":{"max":50,"land":10,"swim":50},"wisdom":6,"weakness":{},"creature_ability":["Blood Scent","All-Around Vision","Storm Bringer","Attack of Opportunity","Capsize","Lusca Venom","Ravenous Jaws","Rend","Swallow Whole"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics","Intimidation","Survival"],"tradition":["Primal"],"summary":"A lusca is a predatory sea monster that resembles a three-headed shark with the body of an octopus. Ferocious electrical storms usually herald a …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1010","dexterity":5,"category":"creature","slug":"creature-1010"},{"primary_source_category":"Adventure Paths","strength":8,"hp":440,"language":["Aklo","Aquan","Common","tongues (can speak only through simulacra)"],"source":["Pathfinder #161: Belly of the Black Whale"],"type":"Creature","charisma":8,"perception":30,"trait":["Aquatic","Fey","Rare","Water","NE","Huge"],"id":"creature-1011","text":" Minchgorm An oddity even among the strange creatures of the First World of the fey, the aquatic minchgorm is a monstrous alien maw ringed with writhing tendrils. It interacts with the world through grasping, speaking simulacra that it magically shapes from water. Recall Knowledge - Fey (Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Minchgorm Source Pathfinder #161: Belly of the Black Whale pg. 84 Perception +30; darkvision, wavesense (imprecise) 100 feet Languages Aklo, Aquan, Common; tongues (can speak only through simulacra) Skills Athletics +34, Intimidation +34, Performance +36 Str +8 Dex +0 Con +6 Int +5 Wis +2 Cha +8 --- AC 42 Fort +30 Ref +27 Will +33 HP 440 Resistances fire 15 Weaknesses cold iron 15 --- Speed 5 feet, swim 20 feet Melee Single Action jaws +37 (Magical, reach 10 feet), Damage 3d10+16 piercing plus Improved Grab Primal Innate Spells DC 40 - 5th Control Water (×3) - 9th Hydraulic Torrent - Constant (5th) Tongues Fast Swallow Reaction Trigger The minchgorm Grabs a creature in its jaws; Effect The minchgorm uses Swallow Whole. Riptide Two Actions (Conjuration, Primal, Water) Tentacles of water rise up and attempt to Grapple all enemies within 15 feet of the minchgorm. The minchgorm attempts an Athletics check against the Fortitude DC of each creature in the area. On a success, the creature is grabbed (Escape DC 40). On a critical success, or a success against a creature that is already grabbed, the target begins to drown. Swallow Whole Single Action Large, 3d10+16 bludgeoning, Rupture 36 Watery Simulacra Two Actions (Concentrate, Conjuration, Primal, Water) The minchgorm raises up to eight figures from nearby water, each appearing in an empty space within 60 feet of the minchgorm. A simulacrum can take any shape of size Medium or smaller that the minchgorm desires, including that of a specific individual or object, but is always plainly made of water. The minchgorm can speak, cast spells, and use its senses through its simulacra, spending actions for a simulacrum on a one-for-one basis. By using a single action with the concentrate trait, the minchgorm can cause any number of simulacra to Fly, Step, Stride, or Swim up to 60 feet. A simulacrum uses the minchgorm's AC and saving throws and has 30 Hit Points. A minchgorm can have up to eight simulacra in existence at once. Simulacra dissolve immediately when more than 60 feet from the minchgorm, or if the minchgorm dies or falls unconscious. The minchgorm can dismiss any number of its simulacra as a free action. Monstrous Esthetes Despite its aberrant appearance, a minchgorm considers itself a creature of refined tastes, exhibiting a love of poetry and other vocal performances. Solitary minchgorms often entertain themselves by staging elaborate recitals and productions cast entirely with their own simulacra. ","element":["Water"],"skill_mod":{"performance":36,"athletics":34,"intimidation":34},"image":["/Images/Monsters/Minchgorm.png"],"primary_source":"Pathfinder #161: Belly of the Black Whale","spell":["Hydraulic Torrent","Control Water","Tongues"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" darkvision , wavesense (imprecise) 100 feet","resistance":{"fire":15},"intelligence":5,"reflex_save":27,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":30,"source_group":["Agents of Edgewatch"],"size":["Huge"],"spoilers":"Agents of Edgewatch","name":"Minchgorm","alignment":"NE","rarity":"rare","strike_damage_average":[32],"attack_bonus":[37],"constitution":6,"will_save":33,"speed":{"max":20,"land":5,"swim":20},"wisdom":2,"weakness":{"cold_iron":15},"creature_ability":["Fast Swallow","Riptide","Swallow Whole","Watery Simulacra"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics","Intimidation","Performance"],"tradition":["Primal"],"summary":"An oddity even among the strange creatures of the First World of the fey, the aquatic minchgorm is a monstrous alien maw ringed with writhing …","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1011","dexterity":0,"category":"creature","slug":"creature-1011"},{"primary_source_category":"Adventure Paths","strength":9,"hp":340,"language":["Aklo","Common","Shadowtongue"],"source":["Pathfinder #161: Belly of the Black Whale"],"type":"Creature","charisma":6,"perception":33,"stealth":"34","trait":["Aberration","Rare","NE","Large"],"id":"creature-1012","text":" Myrucarx The slithering, shapeless beings known as myrucarxes occasionally slip into the Material Plane from their domains deep in the Shadow Plane, seeking to torment those who love light. Myrucarxes weave powerful illusions to draw unsuspecting victims into their squirming embrace, and they favor large cities as hunting grounds. Rather than devastate a community, a myrucarx instead prefers to snatch only a few victims to engender fear and paranoia, then retreat somewhere dark to hibernate for months or years before renewing its terrors. A myrucarx resembles a monstrous, oily slug with tentacles ending in gnashing jaws, but most victims only ever see the illusory personas it projects to lure and torment its prey. Recall Knowledge - Aberration (Occultism): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Myrucarx Source Pathfinder #161: Belly of the Black Whale pg. 85 Perception +33; darkvision, tremorsense (imprecise) 60 feet Languages Aklo, Common, Shadowtongue Skills Athletics +33, Deception +34, Occultism +31, Society +31, Stealth +34 Str +9 Dex +6 Con +6 Int +5 Wis +3 Cha +6 Odorless A myrucarx emits no smell and can't be detected by scent. --- AC 41 Fort +32 Ref +28 Will +30 HP 340 Resistances cold 20 Light Blindness Painful Light When attempting a save against a light effect, a myrucarx gets a result one degree of success lower than it rolled. A myrucarx caught in sunlight is stunned 2 and clumsy 2. --- Speed 30 feet, climb 30 feet; freedom of movement Melee Single Action jaws +34 (Magical, reach 15 feet), Damage 3d10+15 piercing plus Grab Occult Innate Spells DC 40, attack +32 - 2nd Invisibility (at will; self only) - 5th Hallucinatory Terrain - 7th Chilling Darkness (at will), Darkness (at will), Mask of Terror (self only), Plane Shift (to Material Plane or Shadow Plane only) - 9th Chilling Darkness, Eclipse Burst, Project Image (at will; see illusory persona) - Constant (8th) Freedom of Movement Illusory Persona The illusion created by the myrucarx's project image can resemble any Medium humanoid, including any specific individual it has seen, and has appropriate voice, scent, and mannerisms, allowing the myrucarx to use its Deception check to Impersonate that humanoid if it chooses. Twisting Reach Single Action Frequency once per round; Effect The fanged mouths at the ends of a myrucarx's tendrils twist around obstacles. The myrucarx makes two jaws Strikes against the same target, ignoring the target's cover. Both attacks count toward the myrucarx's multiple attack penalty, but the penalty doesn't increase until after both attacks are made. The myrucarx can't Grab as its next action after Twisting Reach. Myrucarx Cabals Myrucarxes rarely defer to any other creature, but they grudgingly acknowledge the authority of cabals of powerful myrucarxes dwelling in deep caverns on the Shadow Plane. These cabals don't bother with the mundane work of terrorizing Material Plane cities; instead, they engage in worlds-spanning schemes to extinguish suns and create entire planets of cold, benighted horror. ","skill_mod":{"society":31,"deception":34,"stealth":34,"athletics":33,"occultism":31},"image":["/Images/Monsters/Myrucarx.png"],"primary_source":"Pathfinder #161: Belly of the Black Whale","spell":["Chilling Darkness","Eclipse Burst","Project Image","Darkness","Mask of Terror","Plane Shift","Invisibility","Freedom of Movement","Hallucinatory Terrain"],"ac":41,"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 60 feet","resistance":{"cold":20},"intelligence":5,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":32,"source_group":["Agents of Edgewatch"],"size":["Large"],"spoilers":"Agents of Edgewatch","name":"Myrucarx","alignment":"NE","rarity":"rare","strike_damage_average":[31],"attack_bonus":[34],"constitution":6,"spell_attack_bonus":[32],"will_save":30,"speed":{"climb":30,"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Odorless","Light Blindness","Painful Light","Illusory Persona","Twisting Reach"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics","Deception","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"The slithering, shapeless beings known as myrucarxes occasionally slip into the Material Plane from their domains deep in the Shadow Plane , …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1012","dexterity":6,"category":"creature","slug":"creature-1012"},{"primary_source_category":"Adventure Paths","strength":6,"hp":250,"language":["Aquan","Common","Necril"],"source":["Pathfinder #161: Belly of the Black Whale","Book of the Dead"],"type":"Creature","charisma":7,"perception":26,"stealth":"26","trait":["Uncommon","Undead","NE","Medium"],"id":"creature-1013","text":" Obrousian Spawned from sorrow and hatred, obrousians are undead merfolk who lurk in shallow places to prey upon hated land dwellers. The genesis of an obrousian is a tragic one: some merfolk forsake their aquatic homes when they fall in love with a land dweller, only to be spurned or rejected. Having given up their world for another and then feeling that new world closed off to them as well, merfolk can become emotionally overwhelmed. When such merfolk die, often overcome with sorrow, they rise as obrousians. Obrousians think of little other than revenge upon the land dwellers who wronged them, and upon anyone else who crosses their path. They can contort their bodies to take the guise of other humanoids, but doing so is painful, so obrousians use this ability only when necessary to enact their schemes. Their underlying mental turmoil simmers beneath any careful preparation, and many obrousians foil their own plans with unexpected outbursts of emotion. Obrousians are recognizable as the merfolk they were in life, though their bodies show obvious decay and their hands have elongated into sharp claws. Their voices are melodic and entrancing, belying their rotting bodies and turbulent minds, so some obrousians hide in tall reeds or under docks before speaking to their victims, lulling them into false comfort with a pleasant voice. Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Obrousian Source Pathfinder #161: Belly of the Black Whale pg. 86, Book of the Dead pg. 134 Perception +26; darkvision Languages Aquan, Common, Necril Skills Athletics +26, Deception +27, Intimidation +25, Nature +24, Stealth +26 Str +6 Dex +4 Con +3 Int +0 Wis +4 Cha +7 --- AC 36 Fort +25 Ref +22 Will +28 HP 250 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Waves of Sorrow (aura, divine, enchantment, incapacitation, mental) 30 feet. When a creature ends its turn in the aura, it is overwhelmed by the sorrow that suffuses the obrousian's being. The creature must succeed at a DC 33 Will save or become paralyzed for 1 round. --- Speed 5 feet, swim 30 feet Melee Single Action claw +29 (Agile, Magical), Damage 3d8+12 slashing plus Grab Divine Innate Spells DC 34 - 3rd Enthrall (at will) - 7th Warp Mind (×3) Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The obrousian can take on the appearance of any Small or Medium humanoid. This increases their Speed to 25 feet. It doesn't change their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). Drowning Grasp When a creature is grabbed by the obrousian, its lungs magically fill with water. A creature that can't breathe water is suffocating while it is grabbed. ","skill_mod":{"deception":27,"nature":24,"stealth":26,"athletics":26,"intimidation":25},"image":["/Images/Monsters/Obrousian.png"],"primary_source":"Pathfinder #161: Belly of the Black Whale","spell":["Warp Mind","Enthrall"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Adventure Paths","Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Obrousian","alignment":"NE","rarity":"uncommon","strike_damage_average":[25],"attack_bonus":[29],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"will_save":28,"speed":{"max":30,"land":5,"swim":30},"wisdom":4,"weakness":{},"creature_ability":["Waves of Sorrow","Change Shape","Drowning Grasp"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics","Deception","Intimidation","Nature","Stealth"],"tradition":["Divine"],"summary":"Spawned from sorrow and hatred, obrousians are undead merfolk who lurk in shallow places to prey upon hated land dwellers. The genesis of an …","trait_group":["Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1013","dexterity":4,"category":"creature","slug":"creature-1013"},{"primary_source_category":"Adventure Paths","strength":5,"hp":210,"language":["Common","Necril"],"source":["Pathfinder #161: Belly of the Black Whale"],"type":"Creature","charisma":7,"perception":23,"stealth":"22","trait":["Uncommon","Undead","CE","Medium"],"id":"creature-1014","text":" Zealborn Zealborn arise from mortals who become consumed by a noble or idealistic vision and choose undeath as a means of pursuing that vision. Unlike liches, who use undeath as a path toward immortality and individual power, zealborn undergo their transformation with the total conviction that their cause is so just it should never die. They manipulate and control dozens of fanatical followers who sacrifice themselves—and rise again as powerful zeal-damned ghouls—for the zealborn's cause. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Zealborn Source Pathfinder #161: Belly of the Black Whale pg. 87 Perception +23; darkvision Languages Common, Necril Skills Athletics +25, Deception +25, Diplomacy +27, Society +19, Stealth +22 Str +5 Dex +4 Con +0 Int +1 Wis +5 Cha +7 Little Favors (mental, occult) Each time a creature willingly performs a service, quest, or task for the zealborn, the creature takes a cumulative –1 status penalty to saving throws against the zealborn's mental spells and abilities (maximum –4). Items Breastplate, +1 striking morningstar , sling with 20 bullets --- AC 33 Fort +18 Ref +22 Will +24 +1 status bonus to Will saves vs. mental effects HP 210 (rejuvenation) Immunities death effects, disease, negative, paralyzed, poison, unconscious Resistances chaotic 10 Rejuvenation (necromancy, occult) When a zealborn is destroyed, it re-forms, fully healed, near a follower of its choice in 1d10 days. For the purposes of rejuvenation, a follower is defined as an intelligent creature who's well acquainted with the zealborn and is a true believer in the zealborn's mission, not merely a lukewarm supporter. A zealborn can be permanently destroyed only if they have no current followers or can be convinced to end their own life. Zealous Restoration A zealborn can't regain Hit Points through resting or negative healing; they feed only on the idealism of their supporters, regaining 10 Hit Points per day for each creature under the effects of a geas cast by the zealborn. Creatures under a zealborn's geas have their maximum HP reduced by 10 each day until they are burned away to a husk and perish. After 24 hours, such creatures rise as zeal-damned ghouls under the zealborn's control. Zeal-damned ghouls eat only the flesh of evil or chaotic creatures and deal an additional 1d6 chaotic and 1d6 negative damage with their attacks. --- Speed 25 feet Melee Single Action morningstar +24 (Magical, versatile P), Damage 2d6+9 bludgeoning plus 2d6 chaotic and 2d6 negative Ranged Single Action sling +24 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+6 bludgeoning plus 2d6 chaotic and 2d6 negative Occult Innate Spells DC 33 - 2nd Illusory Creature (at will) - 3rd Enthrall - 4th Veil - 5th Hallucination, Subconscious Suggestion - 6th Dominate, Zealous Conviction Occult Rituals DC 38 - 3rd Geas Redemption Zealborns begin with a great desire to do good but can become twisted mockeries of their ideals. When confronted with the horrors wrought by their crusades, some can be shocked out of their obsession; they can release themselves from undeath if they truly realize how far they've strayed from their original cause. ","skill_mod":{"society":19,"diplomacy":27,"deception":25,"stealth":22,"athletics":25},"image":["/Images/Monsters/Zealborn.png"],"primary_source":"Pathfinder #161: Belly of the Black Whale","spell":["Dominate","Zealous Conviction","Hallucination","Subconscious Suggestion","Veil","Enthrall","Illusory Creature"],"ac":33,"item":["Breastplate","+1 striking morningstar","sling with 20 bullets"],"level":12,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"chaotic":10},"intelligence":1,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":18,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Zealborn","alignment":"CE","rarity":"uncommon","strike_damage_average":[23,30],"attack_bonus":[24,24],"constitution":0,"immunity":["death effects","disease","negative","paralyzed","poison","unconscious"],"will_save":24,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Little Favors","Rejuvenation","Zealous Restoration"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics","Deception","Diplomacy","Society","Stealth"],"tradition":["Occult"],"summary":"Zealborn arise from mortals who become consumed by a noble or idealistic vision and choose undeath as a means of pursuing that vision. Unlike liches …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1014","dexterity":4,"category":"creature","slug":"creature-1014"},{"primary_source_category":"Adventure Paths","strength":6,"hp":350,"language":["Abyssal","Celestial","Infernal","Protean","telepathy 100 feet"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Creature","charisma":6,"perception":39,"stealth":"38","trait":["Monitor","Rare","CN","Medium"],"id":"creature-1015","text":" Baatamidar Baatamidars are drawn to destroy planar communities on the fringes where the Outer Planes touch the chaos of the Maelstrom. They resemble floating blobs of undulating, prismatic ooze with four quivering tentacles and dribbles of oily slime that always drip upwards. Recall Knowledge - Monitor (Religion): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Baatamidar Source Pathfinder #162: Ruins of the Radiant Siege pg. 76 Perception +39; darkvision, true seeing Languages Abyssal, Celestial, Infernal, Protean; telepathy 100 feet Skills Acrobatics +38, Arcana +37, Athletics +35, Diplomacy +35, Intimidation +37, Occultism +37, Religion +37, Stealth +38 Str +6 Dex +9 Con +5 Int +6 Wis +10 Cha +6 --- AC 42 Fort +32 Ref +36 Will +39 HP 350 , regeneration 30 (deactivated by lawful) Immunities acid, paralyzed Resistances precision 20 Weaknesses lawful 20 Unrelativity Field (arcane, aura, enchantment, incapacitation, mental) 1 mile. Creatures who start their turn in the aura must succeed at a DC 48 Will save or become unable to understand any communication (including telepathy), distinguish social rank or authority, or differentiate the relative value of objects or services. This persists for as long as the creature is in the aura. Creatures who succeed at the save are temporarily immune for 1 hour (24 hours on a critical success). Proteans are immune to the unrelativity field. The baatamidar can suppress this aura or activate it again as a free action. --- Speed fly 70 feet, swim 50 feet Melee Single Action tentacle +36 (Chaotic, Finesse, Magical, reach 15 feet), Damage 4d8+14 bludgeoning plus 2d6 chaotic plus Improved Grab Arcane Innate Spells DC 44 - 8th Dispel Magic (at will), Mind Blank (at will) - 9th Prismatic Sphere - 10th Cataclysm - Constant (10th) Detect Alignment (lawful only), True Seeing Mind-Numbing Grasp (Arcane, Enchantment, Incapacitation, Mental) The baatamidar's tentacles leech away thought. A creature that starts its turn grabbed by the baatamidar must attempt a DC 41 Will save. Critical Success Unaffected. Success Stupefied 1 for 1 round. Failure Stupefied 3 for 1 minute. Critical Failure Stupefied 3 for an unlimited duration. Writhing Arms Two Actions The baatamidar makes up to four tentacle Strikes, each against a different target. Each attack counts separately for the baatamidar's multiple attack penalty, but the penalty doesn't increase until the baatamidar has made all the attacks. If the baatamidar subsequently uses the Improved Grab action, it can Grab any number of creatures it hit with Writhing Arms. Making Allies of Enemies Baatamidar represent a tangible and imminent crisis to planar communities. When a baatamidar drifts into a region, locating and defeating it becomes a top priority for leaders of any alignment. Thus, celestial and infernal commanders alike make defeating baatamidars a priority, sometimes even joining together to exterminate the common threat. ","skill_mod":{"diplomacy":35,"stealth":38,"arcana":37,"athletics":35,"intimidation":37,"occultism":37,"acrobatics":38,"religion":37},"image":["/Images/Monsters/Baatamidar.png"],"primary_source":"Pathfinder #162: Ruins of the Radiant Siege","spell":["Cataclysm","Prismatic Sphere","Dispel Magic","Mind Blank","Detect Alignment","True Seeing"],"ac":42,"level":21,"spell_dc":[44],"source_category":["Adventure Paths"],"sense":" darkvision , true seeing ","resistance":{"precision":20},"intelligence":6,"reflex_save":36,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":32,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Baatamidar","alignment":"CN","rarity":"rare","strike_damage_average":[39],"attack_bonus":[36],"constitution":5,"immunity":["acid","paralyzed"],"will_save":39,"speed":{"fly":70,"max":70,"swim":50},"wisdom":10,"weakness":{"lawful":20},"creature_ability":["Unrelativity Field","Mind-Numbing Grasp","Writhing Arms"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Arcana","Athletics","Diplomacy","Intimidation","Occultism","Religion","Stealth"],"tradition":["Arcane"],"summary":"Baatamidars are drawn to destroy planar communities on the fringes where the Outer Planes touch the chaos of the Maelstrom . They resemble floating …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1015","dexterity":9,"category":"creature","slug":"creature-1015"},{"primary_source_category":"Adventure Paths","strength":10,"hp":320,"language":["Abyssal","Celestial","Infernal","Protean","telepathy 100 feet, tongues"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Creature","charisma":9,"perception":27,"stealth":"28","trait":["Monitor","Uncommon","CN","Gargantuan"],"id":"creature-1016","text":" Camarach Planar travel is at best imprecise, yet still too predictable for the erratic nature of the Maelstrom. Camaraches are spontaneous manifestations of the Maelstrom resisting the imposed order required to erect planar gates. Camaraches rarely leave the Maelstrom, but the internal skin of their rocky bodies constantly splits into temporary extraplanar portals and collapses again. The planar travel a camarach produces is wholly random, and even the camarach has no inkling where it sends victims. Recall Knowledge - Monitor (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Camarach Source Pathfinder #162: Ruins of the Radiant Siege pg. 77 Perception +27; darkvision, thoughtsense (imprecise) 120 feet Languages Abyssal, Celestial, Infernal, Protean; telepathy 100 feet, tongues Skills Athletics +33, Deception +36, Intimidation +30, Religion +31, Stealth +28, Survival +31 Str +10 Dex +5 Con +6 Int +6 Wis +6 Cha +9 Thoughtsense (divination, mental, occult) The camarach senses the presence of non-mindless creatures within 120 feet as an imprecise sense. --- AC 40 Fort +31 Ref +26 Will +29 HP 320 Resistances physical 15 (except bludgeoning) Weaknesses lawful 15 --- Speed fly 60 feet, swim 60 feet Melee Single Action jaws +35 (Magical, reach 20 feet), Damage 3d10+18 piercing plus Improved Grab Occult Innate Spells DC 43 - 8th Hallucination (×3), Mind Probe (×3) - 9th Project Image (at will; see project false image) - Constant (7th) Tongues Disgorge Portal Two Actions (Evocation, Light, Occult) The camarach vomits a spray of coruscating light. This has the effect of a DC 42 prismatic spray , except that each creature is affected by one violet beam and one other beam (roll 1d6 instead of 1d8 to determine which other beam). The camarach can't Disgorge a Portal again for 1d4 rounds. Exile Single Action (Conjuration, Occult, Teleportation) The camarach shunts one creature within its body through an inner portal to send it away. The target must attempt a DC 38 Will save. Critical Success The creature is teleported to an open space it chooses within 30 feet of the camarach. Success The creature isn't teleported. Failure The creature is teleported to a random open space 1 mile from the camarach. Critical Failure The creature is teleported to a random other plane, as plane shift . Fast Swallow Reaction Trigger The camarach Grabs a creature; Effect The camarach uses Swallow Whole. Project False Image When the camarach casts project image , its illusory image can be another creature of its size or a structure of its size that features a large portal (such as a freestanding archway or a large hut with an open doorway). Swallow Whole Single Action Huge, 3d10+9 bludgeoning, Rupture 34 A Serendipitous Journey A camarach has no control over where it shunts creatures; such precise control is antithetical to its nature. Yet these living portals can, if they choose, send creatures to where the creatures are most needed, or to the place that best advances their immediate goals (although the camarach never knows where that is). Camaraches don't generally do so, of course, but might if made friendly to heroes in need of planar travel. ","skill_mod":{"deception":36,"survival":31,"stealth":28,"athletics":33,"intimidation":30,"religion":31},"image":["/Images/Monsters/Camarach.png"],"primary_source":"Pathfinder #162: Ruins of the Radiant Siege","spell":["Project Image","Hallucination","Mind Probe","Tongues"],"ac":40,"level":17,"spell_dc":[43],"source_category":["Adventure Paths"],"sense":" darkvision , thoughtsense (imprecise) 120 feet","resistance":{"piercing":15,"slashing":15,"physical":15},"intelligence":6,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":31,"source_group":["Agents of Edgewatch"],"size":["Gargantuan"],"spoilers":"Agents of Edgewatch","name":"Camarach","alignment":"CN","rarity":"uncommon","strike_damage_average":[34],"attack_bonus":[35],"constitution":6,"will_save":29,"speed":{"fly":60,"max":60,"swim":60},"wisdom":6,"weakness":{"lawful":15},"creature_ability":["Thoughtsense","Disgorge Portal","Exile","Fast Swallow","Project False Image","Swallow Whole"],"primary_source_group":"Agents of Edgewatch","skill":["Athletics","Deception","Intimidation","Religion","Stealth","Survival"],"tradition":["Occult"],"summary":"Planar travel is at best imprecise, yet still too predictable for the erratic nature of the Maelstrom . Camaraches are spontaneous manifestations of …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1016","dexterity":5,"category":"creature","slug":"creature-1016"},{"primary_source_category":"Adventure Paths","strength":8,"hp":300,"language":["Common","Daemonic","telepathy 100 feet"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Creature","charisma":5,"perception":26,"stealth":"24","trait":["Daemon","Fiend","Uncommon","NE","Large"],"id":"creature-1017","text":" Sordesdaemon (Pollution Daemon) Hulks of sewage and daemonic flesh, sordesdaemons embody death through pollution and are among the newest types of daemons to appear on Golarion. Sordesdaemons are fiendishly clever and often seek to inspire mortals with new ideas and inventions that despoil the environment. Recall Knowledge - Fiend (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Sordesdaemon Source Pathfinder #162: Ruins of the Radiant Siege pg. 78 Perception +26; darkvision Languages Common, Daemonic; telepathy 100 feet Skills Arcana +27, Crafting +29, Intimidation +28, Medicine +26, Religion +28, Stealth +24, Survival +28 Str +8 Dex +3 Con +9 Int +6 Wis +5 Cha +5 --- AC 37 Fort +30 Ref +24 Will +26 +1 status to all saves vs. magic HP 300 Immunities death effects, disease Weaknesses good 15 Miasma of Pollution (aura, disease) 30 feet. Creatures in the aura can't reduce the value of the sickened condition. A creature that enters the aura or begins its turn in it must succeed at a DC 34 Fortitude save or be sickened 2 (plus slowed 1 as long as it is sickened on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute. Creatures made of water (such as water elementals) and plant creatures use an outcome one degree of success worse than the result of their save. --- Speed 30 feet, climb 20 feet Melee Single Action fist +29 (Evil, Magical, reach 15 feet), Damage 3d8+14 bludgeoning plus 1d6 evil and pollution infusion Divine Innate Spells DC 38 - 1st Detect Alignment (at will; good only) - 4th Dimension Door (at will) - 5th Cloudkill (at will), Dimension Door - 8th Horrid Wilting, Spiritual Epidemic Pollution Infusion (Disease, Virulent) Non-fiend creatures adjacent to the afflicted creature take a –1 circumstance penalty to saving throws against disease; Saving Throw DC 36 Fortitude; Stage 1 drained 1 (1 day); Stage 2 doomed 1 and drained 1 (1 day); Stage 3 doomed 1 and drained 2 (1 day); Stage 4 doomed 2 and drained 2 (1 week); Stage 5 dead. Retch of Foulness Two Actions (Acid, Divine, Evocation) The sordesdaemon exhales a spray of sewage that deals 8d6 acid damage and 8d6 poison damage in a 30-foot cone (DC 40 basic Fortitude save). It can't use Retch of Foulness again for 1d4 rounds. Daemonic Pollution Sordesdaemons who aren't compelled to pursue a specific task often find their way into sewers beneath large cities, where they subjugate other creatures that wallow in filth, such as ofalths and otyughs. They think nothing of sacrificing these minions if it advances their own aims. ","skill_mod":{"crafting":29,"survival":28,"stealth":24,"arcana":27,"medicine":26,"intimidation":28,"religion":28},"image":["/Images/Monsters/Daemon_Sordesdaemon.png"],"primary_source":"Pathfinder #162: Ruins of the Radiant Siege","spell":["Horrid Wilting","Spiritual Epidemic","Cloudkill","Dimension Door","Detect Alignment"],"ac":37,"level":15,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":6,"reflex_save":24,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":30,"source_group":["Agents of Edgewatch"],"size":["Large"],"spoilers":"Agents of Edgewatch","name":"Sordesdaemon","alignment":"NE","rarity":"uncommon","strike_damage_average":[31],"attack_bonus":[29],"constitution":9,"immunity":["death effects","disease"],"creature_family":"Daemon","will_save":26,"speed":{"climb":20,"max":30,"land":30},"wisdom":5,"weakness":{"good":15},"creature_ability":["Miasma of Pollution","Pollution Infusion","Retch of Foulness"],"primary_source_group":"Agents of Edgewatch","skill":["Arcana","Crafting","Intimidation","Medicine","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Hulks of sewage and daemonic flesh, sordesdaemons embody death through pollution and are among the newest types of daemons to appear on Golarion. …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1017","dexterity":3,"category":"creature","slug":"creature-1017"},{"primary_source_category":"Adventure Paths","strength":6,"hp":400,"language":["Common","Daemonic","Ignan","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Creature","charisma":10,"perception":31,"trait":["Daemon","Fiend","Fire","Rare","NE","Gargantuan"],"id":"creature-1018","text":" Agradaemon (Conflagration Daemon) Equal parts lion, spider, and demagogue, agradaemons are born from the forge-flames of Szuriel, Horseman of War. Although they're unwilling to work alongside each other for long, agradaemons frequently establish themselves as leaders of cults whose goal is to burn civilization to the ground. To these scheming monsters of flame and fear, torching a city is a mere diversion; incinerating a nation's entire agricultural system to turn its citizens into starving marauders before setting their forests and plains ablaze is truly satisfying. Recall Knowledge - Fiend (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Agradaemon Source Pathfinder #162: Ruins of the Radiant Siege pg. 79 Perception +31; darkvision, smoke vision Languages Common, Daemonic, Ignan; telepathy 100 feet Skills Acrobatics +37, Deception +37, Diplomacy +37, Intimidation +39 Str +6 Dex +10 Con +5 Int +6 Wis +5 Cha +10 Smoke Vision Smoke doesn't impair an agradaemon's vision; it ignores the concealed condition from smoke. --- AC 45 Fort +31 Ref +36 Will +31 +1 status to all saves vs. magic HP 400 Immunities death effects, fire Weaknesses cold 20, good 20 Choking Smog (air, aura, fire) 100 feet. The agradaemon is surrounded by ashy smoke. Creatures within the aura are concealed, and creatures outside of it are concealed to creatures within it. Non-daemon creatures can't breathe in the aura and must hold their breath or suffocate. --- Speed 40 feet, climb 40 feet Melee Single Action claw +35 (Agile, Evil, Finesse, Magical, reach 15 feet), Damage 2d12+14 slashing plus 2d6 fire and 2d6 evil Ranged Single Action lava bomb +35 (range increment 100 feet, Splash), Damage 4d8 fire plus 2d6 persistent fire plus 8 fire splash Divine Innate Spells DC 41 - 1st Detect Alignment (at will; good only) - 4th Dimension Door (at will) - 5th Dimension Door - 8th Volcanic Eruption (×3) - 10th Massacre Daemonic Pledge Three Actions (Divine, Healing, Necromancy) Frequency once per day; Effect The agradaemon designates a single willing mortal as a pledged fanatic. That creature gains resistance to fire equal to its level, immunity to the agradaemon's choking smog aura, and smoke vision. The agradaemon can have up to 10 pledged fanatics at one time and can remove the status from any number of pledged fanatics as a free action with the concentrate trait. The status can also be removed with an atone ritual. Proven Devotion Single Action (Concentrate, Evil, Fire) The agradaemon regains 15 Hit Points, and a pledged fanatic of the agradaemon's choice that it can see loses 15 Hit Points (no effects apply that would decrease this Hit Point loss). A pledged creature that dies in this way explodes and deals 9d10 fire damage in a 20-foot emanation (DC 41 basic Reflex save). Rend Single Action claw Soul Fuel Whatever heat lay beneath the wastes of Abaddon bled away eons ago. Thereafter, the smiths forging weapons for Szuriel, Horseman of War, turned to mortal souls as fuel for their fires. The flames of these unholy forges can generate profane creatures, and agradaemons are among the worst of these. ","element":["Fire"],"skill_mod":{"diplomacy":37,"deception":37,"intimidation":39,"acrobatics":37},"image":["/Images/Monsters/Daemon_Agradaemon.png"],"primary_source":"Pathfinder #162: Ruins of the Radiant Siege","spell":["Massacre","Volcanic Eruption","Dimension Door","Detect Alignment"],"ac":45,"level":19,"spell_dc":[41],"source_category":["Adventure Paths"],"sense":" darkvision , smoke vision","resistance":{},"intelligence":6,"reflex_save":36,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":31,"source_group":["Agents of Edgewatch"],"size":["Gargantuan"],"spoilers":"Agents of Edgewatch","name":"Agradaemon","alignment":"NE","rarity":"rare","strike_damage_average":[25,41],"attack_bonus":[35,35],"constitution":5,"immunity":["death effects","fire"],"creature_family":"Daemon","will_save":31,"speed":{"climb":40,"max":40,"land":40},"wisdom":5,"weakness":{"cold":20,"good":20},"creature_ability":["Smoke Vision","Choking Smog","Daemonic Pledge","Proven Devotion","Rend"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Deception","Diplomacy","Intimidation"],"tradition":["Divine"],"summary":"Equal parts lion, spider, and demagogue, agradaemons are born from the forge-flames of Szuriel , Horseman of War. Although they're unwilling to work …","trait_group":["Monster","Creature Type","Energy","Elemental","Planar","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=1018","dexterity":10,"category":"creature","slug":"creature-1018"},{"primary_source_category":"Adventure Paths","strength":8,"hp":250,"language":["Abyssal","Celestial","Protean","<%UMR%37%%>telepathy<%END> 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Creature","charisma":6,"perception":29,"stealth":"27","trait":["Monitor","Protean","CN","Large"],"id":"creature-1019","text":" Hegessik Anchorites of the proteans, hegessiks live solitary lives roaming the dangerous wilds of the Maelstrom. There, they contemplate cosmic truths and dispense wisdom as itinerant mystics. Hegessiks proudly bear their ridges of golden feathers and gleaming gemstones, but it is within their third eye that their wisdom resides. Hegessiks normally have little interaction with the fluctuations of protean society and are more likely to be found liaising with non-protean monitors and followers of those deities—like Nethys and Besmara— who share the Maelstrom with proteans. Recall Knowledge - Monitor (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Hegessik Source Pathfinder #162: Ruins of the Radiant Siege pg. 80 Perception +29; darkvision, entropy sense (imprecise) 60 feet Languages Abyssal, Celestial, Protean; telepathy 100 feet, tongues Skills Acrobatics +25, Athletics +27, Deception +29, Diplomacy +29, Intimidation +27, Religion +29, Stealth +27, Survival +27 Str +8 Dex +6 Con +7 Int +4 Wis +6 Cha +6 Entropy Sense (divination, divine, prediction) A hegessik can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the hegessik the ability to sense creatures within the listed range. The hegessik's entropy sense doesn't detect creatures under the effects of nondetection or that are otherwise shielded from divinations and predictions. --- AC 37 Fort +26 Ref +23 Will +29 +1 status to all saves vs. divine magic HP 250 (fast healing 10) Resistances precision 10, protean anatomy 20 Weaknesses lawful 15 Maddening Whispers (aura, divine, enchantment, mental) 30 feet. A susurrus of distracting whispers and dilations in reality surround a hegessik. When a non-protean ends its turn in the aura, it must attempt a DC 33 Will save. If it fails, it becomes confused for 1 round. Protean Anatomy (divine, transmutation) A hegessik's vital organs shift and change shape and position constantly. Immediately after the hegessik takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. &emsp;The hegessik is immune to polymorph effects unless it is a willing target. If blinded or deafened, the hegessik automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones. --- Speed 30 feet, fly 30 feet, swim 30 feet; freedom of movement Melee Single Action jaws +30 (Chaotic, Magical, reach 10 feet), Damage 3d8+14 piercing plus 1d6 chaotic and warpwave strike Melee Single Action claw +30 (Agile, Chaotic, Magical, reach 10 feet), Damage 2d8+14 slashing plus 1d6 chaotic Melee Single Action tail +30 (Chaotic, Magical, reach 15 feet), Damage 2d8+14 bludgeoning plus 1d6 chaotic and Grab Divine Innate Spells DC 38 - 2nd Detect Alignment (at will; lawful only) - 4th Dimension Door (at will) - 5th Dimension Door - 6th Baleful Polymorph, Slow (at will), Teleport (at will; self only) - 7th Dispel Magic (at will), Plane Shift - 8th Confusion, Divine Aura (chaotic only), Divine Wrath (chaotic only) - Constant (4th) Freedom of Movement - Constant (5th) Tongues Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The hegessik takes the appearance of any Large or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal. Constrict Single Action 2d8+14 bludgeoning, DC 36 Leaching Glare Single Action (Divine, Enchantment) The hegessik briefly opens its third eye. Non-protean creatures in a 30-foot cone must succeed at a DC 38 Will save or become stupefied 2 for 1 round (stupefied 3 on a critical failure). Telekinetic Reach Two Actions (Divine, Evocation, Force) The hegessik manifests psychic versions of its natural attacks and makes a Strike with each of its jaws, claw, and tail, in any order. These Strikes have a reach of 60 feet. These attacks count toward the hegessik's multiple attack penalty, but the penalty doesn't increase until after it makes all the attacks. Warpwave Strike (Divine, Transmutation) Any creature struck and damaged by a hegessik's jaws Strike must succeed at a DC 36 Fortitude save or be subject to a warpwave (see Warpwave below). Choruses of One Heggesiks are nominally included in the protean caste system, but they almost never join the protean choruses formed around shared philosophies. The hegessiks consider themselves to be outside such cliques, seeking their own enlightenment in the archetypal wildernesses of the Maelstrom. ","skill_mod":{"diplomacy":29,"deception":29,"survival":27,"stealth":27,"athletics":27,"intimidation":27,"acrobatics":25,"religion":29},"image":["/Images/Monsters/Protean_Hegessik.png"],"primary_source":"Pathfinder #162: Ruins of the Radiant Siege","spell":["Confusion","Divine Aura","Divine Wrath","Dispel Magic","Plane Shift","Baleful Polymorph","Slow","Teleport","Dimension Door","Detect Alignment","Tongues","Freedom of Movement"],"ac":37,"level":15,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision , entropy sense (imprecise) 60 feet","resistance":{"precision":10},"intelligence":4,"reflex_save":23,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":26,"source_group":["Agents of Edgewatch"],"size":["Large"],"name":"Hegessik","alignment":"CN","rarity":"common","strike_damage_average":[26,26,31],"attack_bonus":[30,30,30],"constitution":7,"creature_family":"Protean","will_save":29,"speed":{"fly":30,"max":30,"land":30,"swim":30},"wisdom":6,"weakness":{"lawful":15},"creature_ability":["Entropy Sense","Maddening Whispers","Protean Anatomy","Change Shape","Constrict","Leaching Glare","Telekinetic Reach","Warpwave Strike"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Anchorites of the proteans, hegessiks live solitary lives roaming the dangerous wilds of the Maelstrom . There, they contemplate cosmic truths and …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1019","dexterity":6,"category":"creature","slug":"creature-1019"},{"primary_source_category":"Adventure Paths","strength":9,"hp":360,"language":["Abyssal","Celestial","Protean","<%UMR%37%%>telepathy<%END> 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Creature","charisma":9,"perception":36,"stealth":"38","trait":["Monitor","Protean","Uncommon","CN","Medium"],"id":"creature-1020","text":" Izfiitar Occupying the pinnacle of the loose protean caste system, izfiitars enact the ever-shifting plans of the vaunted protean lords and those of the divine Speakers of the Depths. Izfiitars appear to be elevated versions of the protean priests known as keketars, despite their smaller size, although protean hierarchies are never so straightforward. Recall Knowledge - Monitor (Religion): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Izfiitar Source Pathfinder #162: Ruins of the Radiant Siege pg. 81 Perception +36; darkvision, entropy sense (imprecise) 120 feet Languages Abyssal, Celestial, Protean; telepathy 100 feet, tongues Skills Acrobatics +38, Arcana +35, Athletics +35, Deception +37, Diplomacy +37, Maelstrom Lore +37, Occultism +36, Religion +38, Society +35, Stealth +38 Str +9 Dex +10 Con +9 Int +7 Wis +8 Cha +9 Entropy Sense (divination, divine, prediction) A izfiitar can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the izfiitar the ability to sense creatures within the listed range. The izfiitar's entropy sense doesn't detect creatures under the effects of nondetection or that are otherwise shielded from divinations and predictions. --- AC 44 Fort +33 Ref +36 Will +38 +1 status to all saves vs. magic HP 360 (fast healing 20) Resistances acid 20, precision 20, protean anatomy 25 Weaknesses lawful 20 Kiss of the Speakers (divine, transmutation) The izfiitar continuously tinkers with the myriad possibilities in which it can move or manipulate magic. The izfiitar is always quickened and can use the extra action only to Cast a Spell, Step, or Stride. Prescient Revision Reaction (divination, divine, fortune) Trigger The izfiitar fails a check; Effect The izfiitar rerolls the triggering check and takes the better result. For 1d4 rounds, it loses the effects of Kiss of the Speakers and can't use Reshape Reality. Protean Anatomy (divine, transmutation) A izfiitar's vital organs shift and change shape and position constantly. Immediately after the izfiitar takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The izfiitar is immune to polymorph effects unless it is a willing target. If blinded or deafened, the izfiitar automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones. --- Speed 40 feet, fly 50 feet, swim 40 feet; freedom of movement Melee Single Action jaws +38 (Chaotic, Finesse, Magical), Damage 4d8+17 piercing plus 2d6 chaotic and greater warpwave strike Melee Single Action claw +38 (Agile, Chaotic, Finesse, Magical), Damage 4d6+17 slashing plus 2d6 chaotic and greater warpwave strike Melee Single Action tail +38 (Chaotic, Magical, reach 10 feet), Damage 4d10+17 bludgeoning plus 2d6 chaotic and Improved Grab Divine Innate Spells DC 47 - 2nd Detect Alignment (at will; lawful only) - 4th Dimension Door (at will) - 5th Creation (at will), Dimension Door, Hallucinatory Terrain (at will; see Reshape Reality) - 6th Teleport (at will; self only) - 7th Warp Mind (at will) - 8th Baleful Polymorph, Confusion (at will), Disintegrate, Dispel Magic (at will), Prismatic Wall - 9th Divine Wrath (chaotic only), Massacre, Overwhelming Presence, Prismatic Sphere - 10th Miracle - Constant (4th) Freedom of Movement - Constant (5th) Tongues Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The izfiitar takes the appearance of any Huge or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal. Constrict Single Action 2d8+17 bludgeoning, DC 44 Greater Warpwave Strike (Divine, Transmutation) Any creature struck and damaged by an izfiitar's jaws or claw Strike must succeed at a DC 42 Fortitude save or be subject to a particularly powerful warpwave (see Warpwave below). Roll twice and apply both affects, rerolling any duplicates. Reshape Reality (Concentrate, Divine, Polymorph, Transmutation) When the izfiitar casts hallucinatory terrain , it infuses the illusion with quasi-real substance. Creatures that do not disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. Storm of Claws Two Actions The izfiitar makes up to six claw Strikes, each against a different target. Heralds of the Speakers Izfiitars with the greatest authority have even greater powers, such as the ability to cleave off portions of other planes into the Maelstrom or to flaunt the laws of reality to redirect spell effects at their whims. ","skill_mod":{"society":35,"diplomacy":37,"deception":37,"stealth":38,"arcana":35,"athletics":35,"occultism":36,"acrobatics":38,"religion":38},"image":["/Images/Monsters/Protean_Izfiitar.png"],"primary_source":"Pathfinder #162: Ruins of the Radiant Siege","spell":["Miracle","Divine Wrath","Massacre","Overwhelming Presence","Prismatic Sphere","Baleful Polymorph","Confusion","Disintegrate","Dispel Magic","Prismatic Wall","Warp Mind","Teleport","Creation","Dimension Door","Hallucinatory Terrain","Detect Alignment","Tongues","Freedom of Movement"],"ac":44,"level":20,"spell_dc":[47],"source_category":["Adventure Paths"],"sense":" darkvision , entropy sense (imprecise) 120 feet","resistance":{"acid":20,"precision":20},"intelligence":7,"reflex_save":36,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":33,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Izfiitar","alignment":"CN","rarity":"uncommon","strike_damage_average":[38,42,46],"attack_bonus":[38,38,38],"constitution":9,"creature_family":"Protean","will_save":38,"speed":{"fly":50,"max":50,"land":40,"swim":40},"wisdom":8,"weakness":{"lawful":20},"creature_ability":["Entropy Sense","Kiss of the Speakers","Prescient Revision","Protean Anatomy","Change Shape","Constrict","Greater Warpwave Strike","Reshape Reality","Storm of Claws"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Maelstrom Lore","Occultism","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"Occupying the pinnacle of the loose protean caste system, izfiitars enact the ever-shifting plans of the vaunted protean lords and those of the …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1020","dexterity":10,"category":"creature","slug":"creature-1020"},{"primary_source_category":"Adventure Paths","strength":10,"hp":400,"language":["Abyssal","Celestial","Infernal","Requian","<%UMR%37%%>telepathy<%END> 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Creature","charisma":11,"perception":42,"stealth":"36","trait":["Fiend","Rare","LE","Large"],"id":"creature-1021","text":" Rhevanna Rhevannas are hunters, binders, and devourers of celestials. They rage that virtue comes easy for the lucky and privileged, and their bitter hearts yearn to subjugate the holy. A rhevanna's shadow appears as a pitiful angelic silhouette that claws for release; often, this form is that of the latest celestial the rhevanna destroyed. Rhevannas can't see their own shadows, and remarking upon one is especially dangerous. Recall Knowledge - Fiend (Religion): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Rhevanna Source Pathfinder #162: Ruins of the Radiant Siege pg. 83 Perception +42; greater darkvision, true seeing Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet, tongues Skills Acrobatics +36, Arcana +38, Athletics +42, Deception +43, Intimidation +37, Religion +38, Stealth +36, Survival +40 Str +10 Dex +8 Con +6 Int +6 Wis +8 Cha +11 Items black sapphires (4, worth 2,000 gp each), +3 greater striking spiked chain --- AC 48 Fort +33 Ref +39 Will +36 +1 status to saves vs. magic HP 400 Immunities death effects Weaknesses good 20 Plunder Life (aura, divine, necromancy) 60 feet. When a healing effect restores Hit Points to a non-fiend creature in the aura, the amount of Hit Points restored is halved. The rhevanna gains temporary Hit Points equal to the amount of Hit Points restored. The rhevanna loses any remaining temporary Hit Points after 1 minute. Attack of Opportunity Reaction --- Speed 40 feet, fly 80 feet Melee Single Action spiked chain +43 (Disarm, Evil, Magical, reach 10 feet, Trip), Damage 3d8+18 slashing plus 3d6 evil Melee Single Action claw +40 (Evil, Magical), Damage 4d6+18 slashing plus 3d6 evil Divine Innate Spells DC 45 - 4th Dimension Door (at will) - 5th Dimension Door, Scrying - 7th Plane Shift (at will; self only) - 9th Bind Soul (at will), Dimensional Anchor (at will), Dispel Magic, Possession - 10th Dominate - Constant (5th) Detect Alignment (good only), Tongues, True Seeing Rituals DC 45 - 5th Call Spirit - 6th Planar Binding - 8th Imprisonment Detaining Strike Free Action Frequency once per round; Trigger The rhevanna hits a creature with a weapon Strike; Effect The rhevanna casts an innate dimensional anchor spell on the creature. Lifedrinker Reaction (Divine, Healing, Necromancy) Trigger The rhevanna kills a living creature of at least 16th level; Effect The rhevanna drinks the triggering creature's life force and regains 40 Hit Points. If the triggering creature is a celestial, the rhevanna instead regains 80 Hit Points. Malefic Binding The rhevanna can target celestials with their bind soul ability, and a gem containing a celestial bound by a rhevanna has Hardness 40. If the rhevanna destroys a gem in which they placed a celestial, the celestial is destroyed forever. Deep Wells of Spite The boundless hate rhevannas feel toward celestials, and angels in particular, has led more than one unwise scholar to opine that rhevannas are bitter, fallen angels. Yet rhevannas also hold special grudges against psychopomps, who oversee the progression of souls. ","skill_mod":{"deception":43,"survival":40,"stealth":36,"arcana":38,"athletics":42,"intimidation":37,"acrobatics":36,"religion":38},"image":["/Images/Monsters/Rhevanna.png"],"primary_source":"Pathfinder #162: Ruins of the Radiant Siege","spell":["Dominate","Bind Soul","Dimensional Anchor","Dispel Magic","Possession","Plane Shift","Dimension Door","Scrying","Detect Alignment","Tongues","True Seeing"],"ac":48,"item":["black sapphires (4, worth 2,000 gp each)","+3 greater striking spiked chain"],"level":22,"spell_dc":[45],"source_category":["Adventure Paths"],"sense":" greater darkvision , true seeing ","resistance":{},"intelligence":6,"reflex_save":39,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":33,"source_group":["Agents of Edgewatch"],"size":["Large"],"spoilers":"Agents of Edgewatch","name":"Rhevanna","alignment":"LE","rarity":"rare","strike_damage_average":[42,42],"attack_bonus":[40,43],"constitution":6,"immunity":["death effects"],"will_save":36,"speed":{"fly":80,"max":80,"land":40},"wisdom":8,"weakness":{"good":20},"creature_ability":["Plunder Life","Attack of Opportunity","Detaining Strike","Lifedrinker","Malefic Binding"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Rhevannas are hunters, binders, and devourers of celestials . They rage that virtue comes easy for the lucky and privileged, and their bitter hearts …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1021","dexterity":8,"category":"creature","slug":"creature-1021"},{"primary_source_category":"Adventure Paths","strength":5,"hp":205,"language":["Abyssal","Celestial","Infernal","Requian","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Creature","charisma":8,"perception":27,"trait":["Fiend","Sahkil","Swarm","Uncommon","NE","Huge"],"id":"creature-1022","text":" Penqual Although penquals are independent beings, each resembles a tight crowd of featureless humanoids pressed together in a mob. Penquals are most at home in large population centers, where they can don clothing to blend in. When large crowds, such as those found at festivals, are scarce, a penqual hunts at night, where a mass of revelers might draw attention but not suspicion. Recall Knowledge - Fiend (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Penqual Source Pathfinder #162: Ruins of the Radiant Siege pg. 84 Perception +27; darkvision Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet Skills Acrobatics +26, Athletics +26, Deception +31, Dream Lore +27, Intimidation +31, Performance +27, Society +27 Str +5 Dex +5 Con +8 Int +6 Wis +6 Cha +8 Easy to Call The sahkil is considered 2 levels lower for the purposes of being summoned by rituals (such as planar binding), but is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 37 Fort +29 Ref +24 Will +27 +1 status to all saves vs. magic HP 205 Immunities death effects, fear, swarm mind Resistances physical 10 Weaknesses area damage 10, splash damage 10 Crowded Mob The penqual is a swarm of Medium figures that can squeeze supernaturally close to other creatures. Though its component creatures are larger than those of a typical swarm, a penqual can nevertheless share the spaces of other creatures. --- Speed 40 feet Divine Innate Spells DC 36 - 4th Fear (at will), Nightmare (at will) - Constant (8th) Mask of Terror (see Crush of Hundreds) Crush of Hundreds A creature frightened by the sahkil's mask of terror feels the press of a suffocating crowd. The creature is slowed 1 and takes a –10-foot penalty to all Speeds for as long as it is frightened. Frantic Grasp Single Action (Evil, Magical) Each enemy in the penqual's space takes 4d12 slashing damage (DC 36 basic Reflex save). Mob Rush Two Actions The penqual Strides twice, ignoring difficult terrain, and then uses Frantic Grasp. If it moves at least 20 feet away from its starting position, the DC of Frantic Grasp increases by 2. Skip Between Single Action (Conjuration, Divine, Teleportation) The sahkil can move itself between the Ethereal Plane and the Material Plane, as ethereal jaunt , except that this ability has an unlimited duration and can be Dismissed. ","skill_mod":{"society":27,"performance":27,"deception":31,"athletics":26,"intimidation":31,"acrobatics":26},"image":["/Images/Monsters/Sahkil_Penqual.png"],"primary_source":"Pathfinder #162: Ruins of the Radiant Siege","spell":["Fear","Nightmare","Mask of Terror"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":6,"reflex_save":24,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":29,"source_group":["Agents of Edgewatch"],"size":["Huge"],"spoilers":"Agents of Edgewatch","name":"Penqual","alignment":"NE","rarity":"uncommon","constitution":8,"immunity":["death effects","fear","swarm mind"],"creature_family":"Sahkil","will_save":27,"speed":{"max":40,"land":40},"wisdom":6,"weakness":{"area":10},"creature_ability":["Easy to Call","Crowded Mob","Crush of Hundreds","Frantic Grasp","Mob Rush","Skip Between"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Athletics","Deception","Dream Lore","Intimidation","Performance","Society"],"tradition":["Divine"],"summary":"Although penquals are independent beings, each resembles a tight crowd of featureless humanoids pressed together in a mob. Penquals are most at home …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1022","dexterity":5,"category":"creature","slug":"creature-1022"},{"primary_source_category":"Adventure Paths","strength":5,"hp":355,"language":["Abyssal","Celestial","Infernal","Requian","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #162: Ruins of the Radiant Siege"],"type":"Creature","charisma":8,"perception":33,"stealth":"33","trait":["Fiend","Sahkil","Uncommon","NE","Medium"],"id":"creature-1023","text":" Nenchuuj Nenchuujes embody the fear of magic corrupted, gone wrong, or spiraling out of control with unintended consequences. A nenchuuj's eyes are like divination pools, showing visions of all the ways various spells can fail, backfire, or warp. The smell of burnt flesh and ozone hangs heavy around them. When they speak, corrupted magical energy pours from their mouths. Regions recovering from tremendous magical fallout, or where many novices in magical studies gather, may draw large numbers of nenchuujes. They like to lure spellcasters close by affecting a fear of magic, often feigning piteous distress or recoiling from simple spells, only to turn more powerful effects against a spellcaster's allies and relish the horror this produces. Nenchuujes denounce the spellcasters for being at fault in harming these allies, stoking feelings of regret. Recall Knowledge - Fiend (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Nenchuuj Source Pathfinder #162: Ruins of the Radiant Siege pg. 85 Perception +33; darkvision, detect magic Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet Skills Acrobatics +33, Arcana +39, Deception +33, Dream Lore +33, Intimidation +37, Occultism +37, Stealth +33 Str +5 Dex +8 Con +6 Int +10 Wis +6 Cha +8 --- AC 43 Fort +31 Ref +29 Will +37 +2 status to all saves vs. magic HP 355 Immunities death effects, fear Weaknesses good 15 Easy to Call The sahkil is considered 2 levels lower for the purposes of being summoned by rituals (such as planar binding), but is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. Distort Magic Reaction (abjuration, divine) Trigger A creature targets the nenchuuj with a spell; Effect The nenchuuj warps the creature's magic, attempting an Arcana check to counteract the spell. If successful, the nenchuuj can instead redirect the spell, as spell turning , onto the caster or onto a different target within range from the caster. --- Speed 50 feet; air walk Melee Single Action fist +35 (Agile, Finesse, Magical), Damage 4d8+13 bludgeoning plus 5d6 evil Ranged Single Action mindtwisting utterance +36 (Auditory, Magical, Mental, range 100 feet), Damage 4d12 mental plus 5d6 evil Divine Innate Spells DC 41 - 4th Fear (at will), Freedom of Movement, Nightmare (at will) - 8th Mind Blank - 9th Dispel Magic (at will), Weird - Constant (9th) Air Walk, Detect Magic, Mask of Terror (see tainted backlash) Tainted Backlash A creature frightened by the sahkil's mask of terror is gripped with fear of the ways magic can go wrong. The creature is stupefied 2 for as long as it is frightened. If the creature Casts a Spell during its turn, it can't reduce its frightened condition at the end of that turn. Skip Between Single Action (Conjuration, Divine, Teleportation) The sahkil can move itself between the Ethereal Plane and the Material Plane, as ethereal jaunt , except that this ability has an unlimited duration and can be Dismissed. ","skill_mod":{"deception":33,"stealth":33,"arcana":39,"intimidation":37,"occultism":37,"acrobatics":33},"image":["/Images/Monsters/Sahkil_Nenchuuj.png"],"primary_source":"Pathfinder #162: Ruins of the Radiant Siege","spell":["Dispel Magic","Weird","Mind Blank","Fear","Freedom of Movement","Nightmare","Air Walk","Detect Magic","Mask of Terror"],"ac":43,"level":19,"spell_dc":[41],"source_category":["Adventure Paths"],"sense":" darkvision , detect magic ","resistance":{},"intelligence":10,"reflex_save":29,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":31,"source_group":["Agents of Edgewatch"],"size":["Medium"],"spoilers":"Agents of Edgewatch","name":"Nenchuuj","alignment":"NE","rarity":"uncommon","strike_damage_average":[43,48],"attack_bonus":[35,36],"constitution":6,"immunity":["death effects","fear"],"creature_family":"Sahkil","will_save":37,"speed":{"max":50,"land":50},"wisdom":6,"weakness":{"good":15},"creature_ability":["Easy to Call","Distort Magic","Tainted Backlash","Skip Between"],"primary_source_group":"Agents of Edgewatch","skill":["Acrobatics","Arcana","Deception","Dream Lore","Intimidation","Occultism","Stealth"],"tradition":["Divine"],"summary":"Nenchuujes embody the fear of magic corrupted, gone wrong, or spiraling out of control with unintended consequences. A nenchuuj's eyes are like …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1023","dexterity":8,"category":"creature","slug":"creature-1023"},{"primary_source_category":"Adventures","strength":4,"hp":98,"language":["Abyssal","Common"],"source":["Troubles in Otari"],"type":"Creature","charisma":0,"perception":17,"stealth":"18","trait":["Beast","Uncommon","CE","Medium"],"id":"creature-1024","text":" Kurnugian Jackal Under specific planar conjunctions, Lamashtu bestows an unholy gift upon a jackal on the Material Plane. When that jackal bears a litter, one pup is born with a third eye in the center of its forehead. If the pup can survive to maturity, this jackal gains superior intelligence and psychic abilities, becoming a full-fledged Kurnugian jackal, so named after the Mother of Monsters' Abyssal realm. With increased cleverness comes an appetite to sow chaos in the name of Lamashtu. When a Kurnugian jackal reaches the pinnacle of their power, they appear twice as large as a regular jackal and far more cunning. A Kurnugian jackal enjoys stalking the outskirts of settlements, looking for lone individuals they can ambush. Once they spot their prey, they open their third eye to hypnotize and lure their target in. Often, a Kurnugian jackal leads victims into the wilderness and then releases their hold, leaving the victims lost with no memory of how they got there. Most succumb to exposure or the dangers of local wildlife as the jackal looks on gleefully. They seem to gain sustenance from their victims' predicament but also feast on the deceased victims' flesh. If their prey reaches safety, the Kurnugian jackal repeats the process on subsequent nights. Some Kurnugian jackals are adopted as objects of worship by Lamashtan cults, and others gather followers on their own. Their resemblance to Lamashtu's religious symbol affords them a great deal of reverence, and they sometimes claim to speak directly for the Mother of Monsters. A cult with a Kurnugian jackal often acts more boldly than one without. Recall Knowledge - Beast (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Kurnugian Jackal Source Troubles in Otari pg. 61 Perception +17; low-light vision, scent (imprecise) 60 feet Languages Abyssal, Common Skills Athletics +18, Diplomacy +11, Intimidation +13, Occultism +11, Religion +13, Stealth +18 Str +4 Dex +5 Con +4 Int +1 Wis +3 Cha +0 --- AC 23 Fort +14 Ref +17 Will +11 HP 98 Weaknesses cold iron 5 Inflict Pain Reaction (concentrate, divine, mental, visual) When a target affected by the Kurnugian jackal's Hypnotic Stare ability takes damage, the jackal can focus the power of their third eye to intensify the pain of this damage, increasing the damage dealt by 1d6. --- Speed 35 feet Melee Single Action jaws +15 (Agile), Damage 2d6+5 piercing plus Knockdown Divine Innate Spells DC 21 - 1st Charm, Grim Tendrils - 2nd Hideous Laughter, See Invisibility - 3rd Paralyze Hypnotic Stare Single Action (Concentrate, Divine, Mental, Visual) The Kurnugian jackal opens their third eye to look at a target within 30 feet that can see the jackal. That target takes a –2 penalty to Will saving throws until the end of the Kurnugian jackal's next turn. The Kurnugian jackal can maintain this stare against only one opponent at a time; if the jackal uses it on a second target, it ends for the first target. The jackal can dismiss it as a free action and use their Remove Memory ability if they so choose. Knockdown Single Action When the Kurnugian jackal succeeds at their jaws Strike, they can use this action immediately after to automatically knock over the target, giving the target the prone condition. Remove Memory Free Action (Concentrate, Divine, Mental) The Kurnugian ends their Hypnotic Stare ability early, and just before this happens, the target must succeed at a DC 24 Will saving throw or forget any hostile activities the Kurnugian jackal performed against it. ","skill_mod":{"diplomacy":11,"stealth":18,"athletics":18,"intimidation":13,"occultism":11,"religion":13},"primary_source":"Troubles in Otari","spell":["Paralyze","Hideous Laughter","See Invisibility","Charm","Grim Tendrils"],"ac":23,"level":6,"spell_dc":[21],"source_category":["Adventures"],"sense":" low-light vision , scent (imprecise) 60 feet","resistance":{},"intelligence":1,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":14,"source_group":["Troubles in Otari"],"size":["Medium"],"spoilers":"Troubles in Otari","name":"Kurnugian Jackal","alignment":"CE","rarity":"uncommon","strike_damage_average":[12],"attack_bonus":[15],"constitution":4,"will_save":11,"speed":{"max":35,"land":35},"wisdom":3,"weakness":{"cold_iron":5},"creature_ability":["Inflict Pain","Hypnotic Stare","Knockdown","Remove Memory"],"primary_source_group":"Troubles in Otari","skill":["Athletics","Diplomacy","Intimidation","Occultism","Religion","Stealth"],"tradition":["Divine"],"summary":"Under specific planar conjunctions, Lamashtu bestows an unholy gift upon a jackal on the Material Plane . When that jackal bears a litter, one pup …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1024","dexterity":5,"category":"creature","slug":"creature-1024"},{"primary_source_category":"Adventures","strength":1,"hp":45,"language":["Common"],"source":["Troubles in Otari"],"type":"Creature","charisma":3,"perception":12,"trait":["Beast","Couatl","Uncommon","CG","Tiny","Coatl"],"id":"creature-1025","text":" Scalliwing Couatls are large, brightly colored serpents with feathered wings. Good-natured, these creatures aid mortals and oppose evildoers, but sighting one presents a momentous occasion—these magnificent, albeit reclusive creatures rarely appear. The smallest members of the couatl family, Scalliwings resemble their larger kin but are roughly the size of a house cat, and a irascible mischievous streak tempers their kindly nature. While most couatls seek to right the world's wrongs or guide mortal civilization toward societal advancement, scalliwings work on a more individual level. They claim their role is to teach goodhearted spellcasters the ways of magic, and indeed they sometimes serve—or “assist,” as they're swift to correct—such spellcasters as familiars. With iridescent scales and bright feathers, scalliwings are remarkably pretty creatures. They seem well aware of this fact and use their appearance to ingratiate themselves with others. This beauty makes some of them slightly self-aggrandizing, but other scalliwings find that their small size and relatively weak defenses put them at the mercy of cruel, larger creatures who seek to imprison them as beautiful pets and trophies. While scalliwings might cheerfully reside in a single residence indefinitely of their own volition, captive scalliwings have orchestrated devious escapes, coordinating their efforts with other creatures to cause spectacular property damage in the process. Scalliwings measure about 2 feet long from nose to tail with wingspans of about the same length. They have life spans nearly as long as a human's. While a scalliwing appears slightly more common than their larger, reclusive kin, many mortals live entire lifetimes without ever encountering a scalliwing. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Scalliwing Source Troubles in Otari pg. 62 Perception +12; darkvision Languages Common Skills Acrobatics +10, Diplomacy +9, Nature +9, Religion +9 Str +1 Dex +4 Con +0 Int +0 Wis +3 Cha +3 --- AC 19 Fort +8 Ref +12 Will +11 HP 45 --- Speed 10 feet, fly 40 feet Melee Single Action fangs +10 (Agile, Finesse), Damage 1d4+1 piercing plus 1d4 persistent poison Divine Innate Spells DC 20 - Cantrips (2nd) Daze, Guidance, Mage Hand, Message, Shield - 1st Command, Heal, Sanctuary - 2nd Heal (×2), Invisibility (self only) Wing Flash Two Actions (Mental, Visual) The scalliwing spreads their iridescent wings and flutters them in a hypnotizing pattern. Each creature within 30 feet that can see the scalliwing must attempt a DC 20 Will save. Critical Success The creature is unaffected. Success The creature is flat-footed until the start of its next turn. Failure The creature is flat-footed until the start of its next turn, and it must spend its first action on its next turn admiring the scalliwing. Critical Failure The creature is flat-footed until the start of its next turn. For 1 minute, the creature must spend its first action each turn admiring the scalliwing. This effect ends if the scalliwing attacks or uses another hostile action against the affected creature. ","skill_mod":{"diplomacy":9,"nature":9,"acrobatics":10,"religion":9},"primary_source":"Troubles in Otari","spell":["Heal","Invisibility","Command","Sanctuary","Daze","Guidance","Mage Hand","Message","Shield"],"ac":19,"level":3,"spell_dc":[20],"source_category":["Adventures"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":8,"source_group":["Troubles in Otari"],"size":["Tiny"],"spoilers":"Troubles in Otari","name":"Scalliwing","alignment":"CG","rarity":"uncommon","strike_damage_average":[6],"attack_bonus":[10],"constitution":0,"creature_family":"Couatl","will_save":11,"speed":{"fly":40,"max":40,"land":10},"wisdom":3,"weakness":{},"creature_ability":["Wing Flash"],"primary_source_group":"Troubles in Otari","skill":["Acrobatics","Diplomacy","Nature","Religion"],"tradition":["Divine"],"summary":"Couatls are large, brightly colored serpents with feathered wings. Good-natured, these creatures aid mortals and oppose evildoers, but sighting one …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1025","dexterity":4,"category":"creature","slug":"creature-1025"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Adventures","strength":2,"hp":30,"language":["Sylvan","(can't speak any language)"],"source":["Troubles in Otari"],"type":"Creature","will_save":8,"charisma":0,"speed":{"climb":10,"max":20,"land":20},"perception":8,"wisdom":2,"weakness":{"fire":4},"creature_ability":["Stench","Stinky Leaves","Waving Weed","Woodland Stride"],"primary_source_group":"Troubles in Otari","skill":["Acrobatics","Intimidation","Stealth","Survival"],"stealth":"8","trait":["Plant","NE","Small"],"id":"creature-1026","text":" Stinkweed Shambler Stinkweed shamblers are animate masses of foul vegetation that grow from necrotic soil where ghasts, disease-ridden zombies, or other putrid undead creatures have fallen. At a site where numerous undead creatures have been destroyed, an infestation of up to a dozen stinkweed shamblers might arise. Such \"rot-mates\" work well together, sharing a preternatural coordination. Stinkweed shamblers grow quickly, initially appearing as fast-growing green shoots with light-green leaves but soon growing into a humanoid form that can pull itself free from the ground and slowly move about on its own. Stinkweed shambler's leaves are the source of their unpleasant smell, which is most pungent when the leaves are crushed or squeezed. Stinkweed shamblers are covered with several small, white flowers, each of which grows into the shape of a tiny skull. Stinkweed shamblers are nasty creatures, but their methods are uncomplicated. They like to capture and torment larger creatures such as livestock and humanoids. Aware that they aren't particularly strong and that their smell can give them away, stinkweed shamblers like to set simple traps such as deadfalls or pits. Their perverse fun ceases only when their prey has died from numerous injuries. Stinkweed shamblers don't consume their victims and in fact lack mouths; they gain all the sustenance they need from sunlight but also seem to derive some nutritional satisfaction from the pain that their torments engender. Most stinkweed shamblers grow to be about 3 feet tall and weigh only 30 pounds. Recall Knowledge - Plant (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Stinkweed Shambler Source Troubles in Otari pg. 63 Perception +8; low-light vision Languages Sylvan; (can't speak any language) Skills Acrobatics +8, Intimidation +6, Stealth +8, Survival +6 Str +2 Dex +4 Con +3 Int -2 Wis +2 Cha +0 --- AC 18 Fort +7 Ref +10 Will +8 HP 30 Weaknesses fire 4 Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 14 Fortitude save or become flat-footed for 1 round (and slowed 1 for 1 round on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute. Stinky Leaves The foul smell emitted by a stinkweed shambler becomes stronger when its leaves are crushed or burned. When a stinkweed shambler takes bludgeoning or fire damage, the DC for its Stench ability increases to 18 and its Stealth bonus decreases to +4. Both of these effects last for 1 minute. --- Speed 20 feet, climb 10 feet Melee Single Action vine +11 (Agile, Finesse), Damage 1d8+2 bludgeoning Ranged Single Action seedpod +11 (range increment 30 feet), Damage 2d4+2 bludgeoning Waving Weed Single Action The stinkweed shambler Strides up to half its Speed. This movement doesn't provoke reactions. Woodland Stride A stinkweed shambler ignores difficult terrain and greater difficult terrain from non-magical foliage. ","skill_mod":{"survival":6,"stealth":8,"intimidation":6,"acrobatics":8},"summary":"Stinkweed shamblers are animate masses of foul vegetation that grow from necrotic soil where ghasts , disease-ridden zombies , or other putrid …","primary_source":"Troubles in Otari","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Adventures"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1026","intelligence":-2,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":7,"source_group":["Troubles in Otari"],"size":["Small"],"name":"Stinkweed Shambler","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[6,7],"slug":"creature-1026"},{"attack_bonus":[24,24],"constitution":5,"primary_source_category":"Blog Posts","strength":7,"hp":190,"language":["Common","Sylvan"],"immunity":["persistent wassailing"],"source":["A Caroling Horse (Of Course. Of Course.)"],"type":"Creature","will_save":18,"charisma":6,"speed":{"max":50,"land":50,"swim":30},"perception":21,"wisdom":2,"weakness":{},"creature_ability":["Mostly Harmless","Persistent Wassailing","Pwnco","Festive Rampage"],"skill":["Athletics","Diplomacy","Intimidation","Performance","Thievery"],"trait":["Fey","Uncommon","CN","Large"],"id":"creature-1027","text":" Mari Lwyd Nethys Note: The Mari Lwyd is a creature from the 2021 New Years celebratory blog post. Recall Knowledge - Fey (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Mari Lwyd Source A Caroling Horse (Of Course. Of Course.) Perception +21; darkvision Languages Common, Sylvan Skills Athletics +23, Diplomacy +19, Intimidation +21, Performance +21, Thievery +20 Str +7 Dex +3 Con +5 Int +4 Wis +2 Cha +6 --- AC 30 Fort +24 Ref +21 Will +18 HP 190 Immunities persistent wassailing Mostly Harmless The Mari Lwyd is out simply to enjoy the season. The Mari Lwyd's attacks have the nonlethal trait when attacking creatures, unless those creatures attempt a hostile action on the Mari Lwyd first. Persistent Wassailing The Mari Lwyd cannot be disrupted by common means. It always knows if a building is truly unoccupied or if the occupants can speak and hear and are merely refusing to sing back, and it is immune to silence and similar effects of up to 5th level. --- Speed 50 feet, swim 30 feet Melee Single Action jaws +24 (Magical, reach 10 feet), Damage 3d10+10 piercing Melee Single Action hoof +24 (Agile, Magical, reach 10 feet), Damage 3d8+10 bludgeoning Pwnco Three Actions The Mari Lwyd begins a rhyming contest, requesting entrance to a closed home, tavern, or other building that has occupants who can respond in it. It rolls a Performance check. Before the Mari Lwyd's next turn, one occupant must respond to the Mari Lwyd's request by spending three actions to Perform a song of their own. The DC for the respondent's song is equal to the result of the Mari Lwyd's Performance check. If the building is occupied and no one responds, this has the effects of a critical failure. Critical Success The respondents win the Pwnco, causing the Mari Lwyd to depart. Success The response is good, and the Pwnco continues. The Mari Lwyd must use Pwnco again on its next turn. It takes a –2 circumstance penalty to its Performance check or increases its current circumstance penalty by 2, whichever is worse. Failure The respondents lose the Pwnco! The Mari Lwyd demands hospitality, causing the door to unlock and open and any barriers at the door to move out of the way. If the door is magically sealed, the Mari Lwyd attempts to counteract the effect (counteract level 11, counteract modifier +22). If no occupant of the building offers the Mari Lwyd alcohol or cheese before the start of its next turn and demands that it behave itself, the Mari Lwyd can use Festive Rampage at the start of its next turn. Critical Failure As failure, but due to the ineptitude of the response, the Mari Lwyd counteracts magical effects with a counteract level of 15 and modifier of +30, and it must be offered twice as much alcohol or cheese. Festive Rampage Free Action Requirements The Mari Lwyd enters a building after winning the Pwnco, and was not both told to behave itself and offered alcohol or cheese; Effect The Mari Lwyd flies into a destructive celebratory rampage. As long as the Mari Lwyd remains in the building, it gains resistance 10 to all damage and its strikes ignore 10 Hardness. The Mari Lwyd loses the benefits of this ability if it attacks a living creature, and typically smashes furniture instead. ","skill_mod":{"diplomacy":19,"performance":21,"thievery":20,"athletics":23,"intimidation":21},"summary":"Nethys Note: The Mari Lwyd is a creature from the 2021 New Years celebratory blog post.","primary_source":"A Caroling Horse (Of Course. Of Course.)","trait_group":["Creature Type","Rarity"],"ac":30,"level":11,"source_category":["Blog Posts"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1027","intelligence":4,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":24,"size":["Large"],"name":"Mari Lwyd","alignment":"CN","category":"creature","rarity":"uncommon","strike_damage_average":[23,26],"slug":"creature-1027"},{"attack_bonus":[12,13],"constitution":2,"primary_source_category":"Blog Posts","strength":2,"hp":66,"language":["Common","Draconic","Dwarven","Gnomish","Undercommon"],"source":["No-Prep Character: Duhgik"],"type":"Creature","will_save":14,"charisma":2,"speed":{"max":30,"land":30},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Cringe","Remote Trigger","Sneak Attack","Surprise Snare"],"skill":["Acrobatics","Crafting","Deception","Forest Lore","Medicine","Stealth","Survival"],"stealth":"14","trait":["Humanoid","Kobold","Unique","NG","Small"],"id":"creature-1028","text":" Duhgik, Kobold Trapsmith After her tribe exiled her for not adhering to some of their more ruthless traditions, Duhgik was forced to live on the surface in the too-too bright sunshine. She found solace in the deep shade of the forest's tree canopy among the verdant foliage of various plants and edible mosses. Duhgik that the environment matched her own green scales well, and has since become an expert at hiding among the big-big trees. When Duhgik found the cruelty of her old kobold tribe reflected in the cruelty of hunters and poachers in the forest, she set out on a personal mission to help the critters of the woods by disarming poachers' snares and setting up some of her own. She strives to rid her woods of the would-be hunters who only care about trophies and leave the rest of the animal to rot—what a waste. As long as visitors to her forest are kind to the land and animals, Duhgik leaves them alone. Plot Hooks Game Masters may consider the following plot hooks as a means of integrating Duhgik into any Pathfinder Second Edition game. A local noble or prominent merchant hires the heroes, describing a terrible attack they suffered in the woods by a terrifying creature the last time they were out hunting game—likely an ogre, troll, or some other vicious creature. In truth, these claims are an exaggeration, and the embarrassed noble fell victim to one of Duhgik's traps and simply embellishes the threat to save face. While traveling through the woods, the heroes come across a series of traps, each more dangerous than the last. A voice high in the trees tells them to flee or face the wrath of the “very-big-mean dragon” that protects the forest and its inhabitants. Duhgik meets the heroes while on a trip into town to buy supplies and sell some of her snares to hunters she trusts to use them honorably. She asks them to help her with a particularly aggressive magical beast that has been avoiding her snares and killing all the wildlife near her home. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Duhgik Source No-Prep Character: Duhgik Perception +14; darkvision Languages Common, Draconic, Dwarven, Gnomish, Undercommon Skills Acrobatics +12, Crafting +15, Deception +12, Forest Lore +13, Medicine +10, Stealth +14, Survival +12 Str +2 Dex +4 Con +2 Int +5 Wis +4 Cha +2 Items Alarm Snare, Biting Snare (2), Dagger, Flare Snare (2), lesser healing potion, Nauseating Snare, +1 sling, specialist snare kit --- AC 24 Fort +11 Ref +17 Will +14 HP 66 Cringe Reaction (emotion, kobold, mental, visual) Trigger A creature Duhgik is aware of critically succeeds on a Strike against her and would deal damage to her; Effect With pitiful posturing, she causes her foe to pull back a deadly attack. The attacking creature takes a –8 circumstance penalty to the damage of the triggering Strike. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to Duhgik's Cringe for 24 hours. --- Speed 30 Melee Single Action dagger +12 (Agile, Finesse, versatile S), Damage 1d4+4 piercing Ranged Single Action sling +13 (range 50 feet, reload 1), Damage 1d6+4 bludgeoning Remote Trigger Duhgik has learned how to trigger snares from afar, creating ranged hazards to assail her opponents and allowing her to disarm enemies' snares harmlessly. She can Strike a snare to trigger it prematurely. If she crafted the snare, she automatically hits. If someone else crafted it, she must attempt a ranged Strike against the Crafting DC, triggering the snare only if she hits. Sneak Attack Duhgik deals 1d6 extra precision damage to creatures that are flat-footed. Surprise Snare Two Actions Duhgik installs one of her snares prepared for quick deployment in a space that's occupied by an opponent. It must be a snare that normally takes 1 minute or less to Craft. The snare automatically triggers, but it takes a –2 circumstance penalty to any applicable save DC, as well as any attack rolls or other checks the snare attempts. ","skill_mod":{"deception":12,"crafting":15,"survival":12,"stealth":14,"medicine":10,"acrobatics":12},"summary":"After her tribe exiled her for not adhering to some of their more ruthless traditions, Duhgik was forced to live on the surface in the too-too bright …","primary_source":"No-Prep Character: Duhgik","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"ac":24,"item":["Alarm Snare","Biting Snare (2)","Dagger","Flare Snare (2)","lesser healing potion","Nauseating Snare","+1 sling","specialist snare kit"],"level":6,"source_category":["Blog Posts"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1028","intelligence":5,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"size":["Small"],"name":"Duhgik","alignment":"NG","category":"creature","rarity":"unique","strike_damage_average":[6,7],"slug":"creature-1028"},{"attack_bonus":[18,20,20],"constitution":3,"primary_source_category":"Blog Posts","strength":5,"hp":138,"language":["Amurrun","Common"],"source":["No-Prep Character: Pr’rall"],"type":"Creature","will_save":16,"charisma":2,"speed":{"max":30,"land":30},"perception":18,"wisdom":2,"weakness":{},"creature_ability":["Dual-Weapon Blitz","Double Slice","Flensing Slice","Light Paws"],"skill":["Acrobatics","Athletics","Medicine","Nature","Society","Stealth","Survival","Hunting Lore"],"stealth":"20","trait":["Catfolk","Humanoid","Unique","CN","Medium"],"id":"creature-1029","text":" Pr'rall, Catfolk Stalker A hunter at heart, Pr'rall takes bounties throughout Avistan and Garund on anything from cockatrices to bandits. Gold pays the bills, but the thrill of the hunt is the reason he always takes the next job. Lately, Pr'rall has found the most satisfaction from hunting sapient creatures; he relishes the moment before the final strike when he knows that he's won and his prey will fall under his blade. He's begun to look into more than just bounty hunting, and is considering joining a local assassin's guild, though he's not sure if he wants to fully embrace his growing bloodlust. Plot Hooks Game Masters may consider the following plot hooks as a means of integrating Pr'rall into any Pathfinder Second Edition game. The heroes need to take down a particularly difficult foe and hire Pr'rall to help them hunt the target down. Pr'rall's ancestral temple sword is stolen from him but he's run out of leads in tracking it down. He asks the heroes to help him find out who has it so he can hunt them down and ensure they never steal from him again. A rich and powerful noble has been thwarted by the PCs too many times. He's hired Pr'rall to hunt them down and bring them back: alive if possible, dead if necessary. Given the catfolk's growing proclivity for killing, it's likely he'll find a way to force the PCs' hands. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Pr'rall Source No-Prep Character: Pr’rall Perception +18; low-light vision Languages Amurrun, Common Skills Acrobatics +16, Athletics +17, Medicine +14, Nature +14, Society +12, Stealth +20, Survival +18, Hunting Lore +12 Str +5 Dex +4 Con +3 Int +0 Wis +2 Cha +2 Items +1 leather armor , +1 striking temple sword , +1 temple sword --- AC 28 Fort +19 Ref +20 Will +16 HP 138 --- Speed 30 Melee Single Action temple sword +20 (Trip), Damage 2d8+8 slashing Melee Single Action temple sword +20 (Trip), Damage 1d8+8 slashing Ranged Single Action bola +18 (Nonlethal, Ranged Trip, thrown 20-feet), Damage 1d6+7 bludgeoning Dual-Weapon Blitz Two Actions Requirements Pr'rall is wielding two one-handed melee weapons, each in a different hand; Effect Pr'rall attacks as he dashes among foes. He Strides up to his Speed. At any point during this movement, he can Strike once with each of the two required weapons. These Strikes can be against the same or different targets, as he sees fit. Double Slice Two Actions Flensing Slice Single Action Requirements Pr'rall's last action was a Double Slice, and both attacks hit the target; Effect When Pr'rall hits with both attacks with Double Slice, he flenses the target, making it bleed and creating a weak spot. The target takes 2d8 persistent bleed damage, becomes flat-footed, and its resistances to any physical damage types are reduced by 5; these two effects last until the beginning of Pr'rall's next turn. Light Paws Two Actions Pr'rall can balance on his toes to step carefully over obstructions. He Strides and then Steps, or Steps and then Strides, ignoring difficult terrain during this movement. ","skill_mod":{"society":12,"nature":14,"survival":18,"stealth":20,"medicine":14,"athletics":17,"acrobatics":16},"summary":"A hunter at heart, Pr'rall takes bounties throughout Avistan and Garund on anything from cockatrices to bandits. Gold pays the bills, but the thrill …","primary_source":"No-Prep Character: Pr’rall","trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"ac":28,"item":["+1 leather armor","+1 striking temple sword","+1 temple sword"],"level":9,"source_category":["Blog Posts"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1029","intelligence":0,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":19,"size":["Medium"],"name":"Pr'rall","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[10,12,17],"slug":"creature-1029"},{"attack_bonus":[9],"constitution":1,"primary_source_category":"Blog Posts","strength":0,"hp":60,"language":["Aklo","Common","Draconic","Elven","Sylvan","Undercommon"],"source":["No-Prep Character: Morlibint"],"type":"Creature","spell_attack_bonus":[13],"will_save":9,"charisma":2,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Call Bonded Item","Drain Bonded Item"],"skill":["Academia Lore","Arcana","Crafting","Diplomacy","Medicine","Nature","Occultism","Performance","Religion","Society"],"trait":["Human","Humanoid","Unique","LN","Medium"],"id":"creature-1030","text":" Morlibint, Small-Town Bookseller Odd Stories is one of Otari's most distinctive shops: a three-story stone tower looming over a one-story wooden bookstore. The shop is the home and business of the wizard Morlibint, a scholar who enjoys talking about magical theory only slightly less than thrilling fiction. Imagination, he insists, is the most wondrous magic of all. Morlibint is a middle-aged man with short, red hair and a perpetual scowl that quickly transforms into a smile when he identifies a fellow bibliophile. Odd Stories is an excellent place for anyone seeking gripping novels, clever anthologies, or useful textbooks, and Morlibint is a valuable contact for any party. He's happy to exchange spells with another wizard, sell arcane scrolls to adventurers, or buy rare tomes that heroes come across in their travels. He never accompanies adventurers on their quests, however, instead finding excitement in treasured books from the safety of his favorite fireside armchair. Plot Hooks Game Masters might consider the following plot hooks as a means of integrating the bookseller Morlibint into any Pathfinder Second Edition game. Morlibint's rarest almanac has been stolen and he hires the heroes to discover who took it and why. The heroes consult Morlibint to learn more about a creature's peculiar ability or resistance. Morlibint searches through fictional accounts of the creature to find the answer, which might not be entirely accurate. Morlibint has learned the location of a particularly valuable tome and offers the heroes both the opportunity to retrieve it (he only wants to copy a few pages from it) and hints about the curse the tome reputedly imparts on those who carry it. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Morlibint Source No-Prep Character: Morlibint Perception +7 Languages Aklo, Common, Draconic, Elven, Sylvan, Undercommon Skills Academia Lore +8, Arcana +12, Crafting +10, Diplomacy +8, Medicine +7, Nature +7, Occultism +10, Performance +8, Religion +7, Society +10 Str +0 Dex +1 Con +1 Int +4 Wis +1 Cha +2 Items minor healing potion, scholarly journal compendium (fictional literature), scroll of invisibility , scroll of knock , spellbook, +1 staff --- AC 21 Fort +11 Ref +9 Will +9 Will +9 HP 60 --- Speed 25 feet Melee Single Action staff +9 (two-hand d8), Damage 1d4 bludgeoning Arcane Prepared Spells DC 21, attack +13 - Cantrips (2nd) Dancing Lights, Daze, Detect Magic, Mage Hand, Telekinetic Projectile - 1st Color Spray, Magic Missile, Unseen Servant - 2nd Comprehend Language, Dispel Magic, Illusory Creature Focus Spells 1 Focus Point - 2nd Hand of the Apprentice Call Bonded Item Single Action (Conjuration, Teleportation) Morlibint teleports his scholarly journal into his hand from up to 1 mile away. Drain Bonded Item Free Action (Arcane) Frequency twice per day; Requirements Morlibint hasn't acted yet on his turn; Effect Morlibint draws some of the power in his scholarly journal. He gains the ability to cast one spell he prepared today and already cast, without spending a spell slot. He must still Cast the Spell and meet the spell's other requirements. ","tradition":["Arcane"],"skill_mod":{"society":10,"diplomacy":8,"performance":8,"nature":7,"crafting":10,"arcana":12,"medicine":7,"occultism":10,"religion":7},"summary":"Odd Stories is one of Otari's most distinctive shops: a three-story stone tower looming over a one-story wooden bookstore. The shop is the home and …","primary_source":"No-Prep Character: Morlibint","spell":["Comprehend Language","Dispel Magic","Illusory Creature","Color Spray","Magic Missile","Unseen Servant","Dancing Lights","Daze","Detect Magic","Mage Hand","Telekinetic Projectile","Hand of the Apprentice"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":21,"item":["minor healing potion","scholarly journal compendium (fictional literature)","scroll of invisibility","scroll of knock","spellbook","+1 staff"],"level":4,"spell_dc":[21],"source_category":["Blog Posts"],"weakest_save":["ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=1030","intelligence":4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":11,"size":["Medium"],"name":"Morlibint","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[2],"slug":"creature-1030"},{"attack_bonus":[9,14,14],"constitution":4,"primary_source_category":"Blog Posts","strength":6,"hp":65,"language":["Draconic","Jotun"],"source":["Pathfinder Encounter: Heaving Kobolds"],"type":"Creature","creature_family":"Ogre","will_save":8,"charisma":-1,"speed":{"max":25,"land":25},"perception":10,"wisdom":0,"weakness":{},"creature_ability":["Toss Kobold"],"skill":["Athletics","Intimidation"],"trait":["Giant","Humanoid","Uncommon","NE","Large"],"id":"creature-1031","text":" Ogre Hurler Ogres embody brutish, amoral violence and cruelty. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Ogre Hurler Source Pathfinder Encounter: Heaving Kobolds Perception +10; darkvision Languages Draconic, Jotun Skills Athletics +14, Intimidation +9 Str +6 Dex +1 Con +4 Int -2 Wis +0 Cha -1 Items Spear (3) --- AC 19 Fort +14 Ref +11 Will +8 HP 65 --- Speed 25 feet Melee Single Action fist +14 (reach 10 feet), Damage 2d6+8 bludgeoning plus Grab Melee Single Action spear +14 (reach 10 feet), Damage 1d6+8 piercing Ranged Single Action spear +9 (thrown 20 feet), Damage 1d6+8 piercing Toss Kobold Two Actions Requirements A kobold is within 10 feet of the ogre; Effect The ogre picks up the kobold and hurls it at another creature within 30 feet. This ranged Strike has a +14 attack modifier and deals 2d8+6 bludgeoning damage. The kobold takes half the damage dealt to the target and is prone. ","skill_mod":{"athletics":14,"intimidation":9},"summary":"Ogres embody brutish, amoral violence and cruelty.","primary_source":"Pathfinder Encounter: Heaving Kobolds","trait_group":["Creature Type","Rarity"],"ac":19,"item":["Spear (3)"],"level":4,"source_category":["Blog Posts"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1031","intelligence":-2,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Ogre Hurler","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[11,11,15],"slug":"creature-1031"},{"attack_bonus":[6],"constitution":2,"primary_source_category":"Blog Posts","strength":1,"hp":16,"language":["Draconic"],"source":["Pathfinder Encounter: Heaving Kobolds"],"type":"Creature","creature_family":"Kobold","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Sneak Attack"],"skill":["Acrobatics","Athletics","Crafting","Mining Lore","Stealth"],"stealth":"5","trait":["Humanoid","Kobold","Uncommon","LE","Small"],"id":"creature-1032","text":" Kobold Tunnelrunner Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Kobold Tunnelrunner Source Pathfinder Encounter: Heaving Kobolds Perception +6; darkvision Languages Draconic Skills Acrobatics +5, Athletics +5, Crafting +2, Mining Lore +4, Stealth +5 Str +1 Dex +3 Con +2 Int +0 Wis +2 Cha +0 Items Leather Armor, Light Pick --- AC 16 Fort +6 Ref +9 Will +4 HP 16 --- Speed 25 feet Melee Single Action light pick +6 (Agile, fatal d8), Damage 1d4+1 piercing Sneak Attack The kobold tunnelrunner deals an extra 1d4 precision damage to flat-footed creatures. ","skill_mod":{"crafting":2,"stealth":5,"athletics":5,"acrobatics":5},"summary":"Kobolds are small, reptilian humanoids who carry physical similarities to true dragons.","primary_source":"Pathfinder Encounter: Heaving Kobolds","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"ac":16,"item":["Leather Armor","Light Pick"],"level":0,"source_category":["Blog Posts"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1032","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Kobold Tunnelrunner","alignment":"LE","category":"creature","rarity":"uncommon","strike_damage_average":[3],"slug":"creature-1032"},{"primary_source_category":"Rulebooks","strength":-5,"hp":75,"language":["Common","Necril"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":14,"stealth":"16","trait":["Incorporeal","Spirit","Undead","CE","Medium"],"id":"creature-1033","text":" Abandoned Zealot Once devout followers whose faith proved false, abandoned zealots return from the doorstep of the afterlife after being denied the eternal reward they expected. Consumed by self-loathing for the lives they squandered to false faiths and empty creeds, these lost souls serve as terrifying and implacable—yet ultimately pathetic—foes. A shapeless mass of smoke and shadow coils behind their broken masks. As abandoned zealots move, they spit and shriek a hateful cacophony of bitter lamentations and anguished weeping. Abandoned zealots are most commonly associated with the church of Razmir, which upholds a mortal wizard as a god—a truth unknown to most worshippers. However, abandoned zealots might arise from a true religion if they've been misled about that faith's true tenets or aims. This situation could easily result from the cruel schemes and predations of sinister beings, such as shrine skelms and the blasphemous devils known as deimavigga. Recall Knowledge - Spirit (Occultism): DC 22 Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Abandoned Zealot Source Bestiary 3 pg. 8 Perception +14; darkvision, lifesense 60 feet, sense apostate Languages Common, Necril Skills Acrobatics +14, Boneyard Lore +12, Intimidation +14, Religion +12, Stealth +16 Str -5 Dex +4 Con +0 Int +2 Wis +2 Cha +4 Sense Apostate (detection, divination, divine) An abandoned zealot can sense the presence and direction of false priests within 500 feet of them. Lead or running water blocks this sense. --- AC 22 Fort +10 Ref +14 Will +16 +1 status to all saves vs. divine and positive HP 75 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch , or positive, double resistance against non-magical) Anathematic Aversion (emotion, fear, mental) If they encounter a priest of their former faith, an abandoned zealot must attempt a Will save against the highest spell DC among those priests, or the highest Will DC if none of them can cast spells. The zealot attempts this saving throw only once per minute, even if more priests arrive later. Critical Success The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith. For 1 minute, the abandoned zealot's hand of despair deals one additional damage die against priests of the creature's former faith. Success The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith. Failure The abandoned zealot becomes frightened 1 and gains the fleeing condition until the end of their next turn. Critical Failure As failure, but frightened 2. Elegy of the Faithless Reaction (abjuration, divine, mental) Trigger A divine spell is cast within 30 feet of the abandoned zealot; Effect The abandoned zealot howls an elegy of regret, forcing the spellcaster to attempt a DC 22 Will save, or DC 24 if the caster is a member of the zealot's former faith. On a failure, the elegy disrupts the spell. --- Speed fly 40 feet Melee Single Action hand of despair +16 (Finesse, Magical), Damage 2d10+4 negative plus rend faith Divine Innate Spells DC 24 - 4th Crisis of Faith - 6th Zealous Conviction (self only) Rend Faith When hit by an abandoned zealot's hand of despair, a creature capable of divine spellcasting or with divinely granted abilities must succeed at a DC 24 Will save or be unable to use those spells or abilities until the end of its next turn. Liturgies of the Lost A particular form of abandoned zealot appears near the Starstone Cathedral in the city of Absalom. Mortals who fail to reach divinity through the Test of the Starstone perish and arise as these wrathful undead, despising other aspirants. ","skill_mod":{"stealth":16,"intimidation":14,"acrobatics":14,"religion":12},"image":["/Images/Monsters/AbandonedZealot.png"],"primary_source":"Bestiary 3","spell":["Zealous Conviction","Crisis of Faith"],"ac":22,"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet, sense apostate","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":2,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Abandoned Zealot","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[15],"attack_bonus":[16],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"will_save":16,"speed":{"fly":40,"max":40},"wisdom":2,"weakness":{},"creature_ability":["Sense Apostate","Anathematic Aversion","Elegy of the Faithless","Rend Faith"],"skill":["Acrobatics","Boneyard Lore","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Once devout followers whose faith proved false, abandoned zealots return from the doorstep of the afterlife after being denied the eternal reward …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1033","dexterity":4,"category":"creature","slug":"creature-1033"},{"attack_bonus":[7,10,11],"constitution":3,"primary_source_category":"Blog Posts","strength":4,"hp":32,"language":["Common"],"source":["No-Prep Character: Eleukas"],"type":"Creature","will_save":6,"charisma":2,"speed":{"max":20,"land":20},"perception":10,"wisdom":0,"weakness":{},"creature_ability":["Attack of Opportunity","Lunge","Power Attack"],"skill":["Athletics","Diplomacy","Society","Survival"],"trait":["Human","Humanoid","Unique","LG","Medium"],"id":"creature-1034","text":" Eleukas, Courageous Guard Eleukas grew up in Otari, working hard in the logging camps and getting to know the townspeople. When he was old enough to join the Otari town guard, even the curmudgeonly Captain Longsaddle couldn't deny that the muscular lad had martial talent. What he didn't realize is that Eleukas also has heart. Though unsure of his own abilities, Eleukas joined with his friends to avert a serious threat to Otari, as described in The Shroud of Four Silences . Eleukas is an excellent example of a local folk hero. He's willing to raise his magical axe, Visperath , for coin, but he's more likely to raise it to protect the innocent. Plot Hooks Game Masters might consider the following plot hooks as a means of integrating Eleukas into any Pathfinder Second Edition game. Eleukas needs help recovering an escaped prisoner who has made threats on the lives of a local family The heroes must defeat a marauding creature that can only be permanently killed by acid damage. Eleukas falls victim to some charm or possession effect and the heroes must stop him without killing him. While the heroes are investigating strange happenings in Otari, Eleukas lends his aid as someone who can make introductions to helpful townspeople and perhaps even convince Captain Longsaddle to overlook well-intentioned misdemeanors. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Eleukas Source No-Prep Character: Eleukas Perception +10 Languages Common Skills Athletics +8, Diplomacy +8, Society +6, Survival +6 Str +4 Dex +1 Con +3 Int +0 Wis +0 Cha +2 Items Breastplate, minor healing potion, Dagger (3), Rope, Visperath ( +1 battle axe that deals an additional 1 acid damage, and an additional 1d4 persistent acid damage on a critical hit) --- AC 19 Fort +11 Ref +9 Will +6 HP 32 Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action Visperath +11 (Sweep), Damage 1d8+4 slashing plus 1 acid (plus 1d4 persistent acid on a critical hit) Melee Single Action dagger +10 (Agile, versatile S), Damage 1d4+4 piercing Ranged Single Action dagger +7 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing Lunge Single Action Eleukas makes a Strike with a melee weapon, increasing the reach of the Strike by 5 feet. Power Attack Two Actions Eleukas puts his power behind a melee Strike, which counts as two attacks when calculating his multiple attack penalty. If the Strike hits, he deals an extra die of weapon damage. ","skill_mod":{"society":6,"diplomacy":8,"survival":6,"athletics":8},"summary":"Eleukas grew up in Otari, working hard in the logging camps and getting to know the townspeople. When he was old enough to join the Otari town guard, …","primary_source":"No-Prep Character: Eleukas","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":19,"item":["Breastplate","minor healing potion","Dagger (3)","Rope","Visperath ( +1 battle axe that deals an additional 1 acid damage, and an additional 1d4 persistent acid damage on a critical hit)"],"level":2,"source_category":["Blog Posts"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1034","intelligence":0,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":11,"size":["Medium"],"name":"Eleukas","alignment":"LG","category":"creature","rarity":"unique","strike_damage_average":[6,6,11],"slug":"creature-1034"},{"primary_source_category":"Adventure Paths","strength":3,"hp":40,"language":["Common","Necril"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","charisma":2,"perception":7,"stealth":"8","trait":["Rare","Undead","CE","Medium"],"id":"creature-1035","text":" Corpselight A will-o'-wisp that starves to death might rise as a cold, blue, glowing sphere of spongy wetness—a corpselight. A corpselight instinctively seeks out a host corpse to dwell within, as its physical form quickly deteriorates if not hidden within a dead creature. Recall Knowledge - Undead (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Corpselight Source Pathfinder #163: Ruins of Gauntlight pg. 84 Perception +7; corpse sense (precise) 30 feet, darkvision Languages Common, Necril Skills Athletics +7, Intimidation +8, Stealth +8 Str +3 Dex +4 Con +1 Int +1 Wis +1 Cha +2 Corpse Sense A corpselight can sense dead bodies within range. This is a precise sense that functions through solid barriers less than 5 feet thick. --- AC 17 Fort +5 Ref +10 Will +7 HP 40 (negative healing) Immunities death effects, disease, fear, paralyzed, poison, precision, unconscious Weaknesses bludgeoning 5 (in skeletal corpses) or slashing 5 (in fleshy corpses) Sunlight Powerlessness A corpselight exposed to sunlight is stunned 2 and clumsy 2, and cannot Claim a Corpse. Wisp Form When a corpselight is reduced to 0 Hit Points while merged with a corpse, it is instead reduced to 1 Hit Point as the corpse collapses to the ground and the corpselight emerges in its wisp form. While in wisp form, a corpselight is Tiny and can take no actions other than Claim Corpse or Fly. A corpselight that starts its turn in wisp form must attempt a DC 16 flat check at the end of its turn; if it fails, it loses 1 Hit Point. A corpselight reduced to 0 Hit Points while in wisp form is destroyed. --- Speed 25 feet, fly 25 feet (wisp form only) Melee Single Action jaws +10, Damage 1d8+6 piercing Melee Single Action claw +10 (Agile), Damage 1d6+6 slashing Claim Corpse Single Action (Necromancy) Prerequisites The corpselight is in wisp form and is adjacent to a Medium or Small corpse that hasn't been claimed by a corpselight in the past 24 hours; Effect The corpselight merges with the corpse, causes the corpse to Stand, and regains 3d6 Hit Points. Death Light Three Actions (Emotion, Fear, Mental, Necromancy, Occult) Prerequisites The corpselight is in a corpse; Effect The corpselight emits a sickly blue beam of light from its mouth and eyes in a 20-foot cone. All living creatures in this area must attempt a DC 18 Fortitude saving throw. If at least 1 creature fails its save, the corpselight regains 2d6 Hit Points, gaining any that exceed its maximum as temporary Hit Points that last for 1 minute. The corpselight can't use Death Light again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes 1d6 negative damage. Failure The creature takes 2d6 negative damage and is frightened 1. Critical Failure The creature takes 4d6 negative damage and is frightened 3. Larger Corpselights A typical corpselight can animate only a Small or Medium corpse, but particularly powerful corpselights can inhabit larger bodies. Their basic abilities remain the same, but the damage they deal and the DC of their Death Light increase as appropriate for their increased level. ","skill_mod":{"stealth":8,"athletics":7,"intimidation":8},"image":["/Images/Monsters/Wisp_Corpselight.png"],"primary_source":"Pathfinder #163: Ruins of Gauntlight","ac":17,"level":2,"source_category":["Adventure Paths"],"sense":"corpse sense (precise) 30 feet, darkvision ","resistance":{},"intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Corpselight","alignment":"CE","rarity":"rare","strike_damage_average":[9,10],"attack_bonus":[10,10],"constitution":1,"immunity":["death effects","disease","fear","paralyzed","poison","precision","unconscious"],"creature_family":"Will-o'-Wisp","will_save":7,"speed":{"fly":25,"max":25,"land":25},"wisdom":1,"weakness":{"bludgeoning":5},"creature_ability":["Corpse Sense","Sunlight Powerlessness","Wisp Form","Claim Corpse","Death Light"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Intimidation","Stealth"],"summary":"A will-o'-wisp that starves to death might rise as a cold, blue, glowing sphere of spongy wetness—a corpselight. A corpselight instinctively seeks …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1035","dexterity":4,"category":"creature","slug":"creature-1035"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":18,"language":["Aklo","Common"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","charisma":1,"perception":9,"stealth":"8","trait":["Aberration","Air","Uncommon","CE","Small"],"id":"creature-1036","text":" Flickerwisp The dancing, twisting flickerwisp is a less powerful but no less malevolent type of will-o'-wisp. Like their more dangerous kin, flickerwisps prefer to haunt lonely swamps or stretches of lonely rivers or creeks, particularly near the shorelines where they can pass themselves off as nothing more than a small gathering of fireflies. A flickerwisp's body is a 3-foot-long length of hair-like fibers that flashes and pulses with ribbons and points of eerie yellow light as the creature flits through the air. While a flickerwisp can taste fear, and finds the flavor delectable, it does not feed on this emotion. Instead, flickerwisps subsist on confusion and doubt. The sense of unease a traveler exudes when they become lost in the woods is flickerwisps' favorite repast. They can sip from this sense of disorientation without betraying their presence or harming their prey. Eventually, the flickerwisps grow too hungry and are compelled to flit closer, confuse their prey, and glut on the raw emotions. Flickerwisps do their best to swoop away before death occurs, and the most skilled of these tormentors can keep a chosen meal alive for days, sipping from confusion in small doses. Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Flickerwisp Source Pathfinder #163: Ruins of Gauntlight pg. 83 Perception +9; darkvision Languages Aklo, Common Skills Acrobatics +8, Deception +7, Intimidation +5, Stealth +8 Str -5 Dex +4 Con +0 Int +0 Wis +3 Cha +1 --- AC 20 Fort +6 Ref +10 Will +7 HP 18 Immunities magic Glow (aura, light) 5 feet. A flickerwisp is itself naturally invisible, but glows with pale yellow light, casting bright light in the aura and making it visible. Innocuous A flickerwisp's appearance registers strangely in the minds of creatures who are confused. A creature with the confused condition never targets a flickerwisp with attacks unless the creature has been damaged by the flickerwisp's shock ability within the last 24 hours. Magic Immunity A flickerwisp is immune to all spells except faerie fire , gust of wind , magic missile , and maze . --- Speed fly 25 feet Melee Single Action shock +11 (Magical), Damage 1d8+2 electricity Consume Confusion Single Action (Concentrate) Frequency once per round; Requirement A creature within 15 feet of the flickerwisp is confused; Effect The flickerwisp feeds on the creature's confusion, even as its flashing body and disjointed gyrations cause existing confusion effects to persist. It regains 1d4 Hit Points, and if the creature's confused condition has a limited duration, it lasts 1 additional round. Flicker Two Actions (Emotion, Enchantment, Mental, Visual) The flickerwisp churns and flits in the air around an adjacent creature's head, and its length flashes and sparkles in a bewildering array of distracting pulsations. The creature must succeed at a DC 18 Will save or become confused for 1 round (2 rounds on a critical failure). On a critical success, the creature is temporarily immune to Flicker for 24 hours. Empty Caresses Just as the cult of Nhimbaloth regards will-o'-wisps as their goddess's eyes, their teachings hold that flickerwisps are the gentle caress of her touch. To them, the confusion imposed by a flickerwisp is akin to opening the mind to the goddess's presence, and many cultists of the faith keep flickerwisps around to use in much the same way other faiths use incense or intoxicants to achieve deeper religious ecstasies. ","element":["Air"],"skill_mod":{"deception":7,"stealth":8,"intimidation":5,"acrobatics":8},"image":["/Images/Monsters/Wisp_Flickerwisp.png"],"primary_source":"Pathfinder #163: Ruins of Gauntlight","ac":20,"level":2,"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"source_group":["Abomination Vaults"],"size":["Small"],"spoilers":"Abomination Vaults","name":"Flickerwisp","alignment":"CE","rarity":"uncommon","strike_damage_average":[6],"attack_bonus":[11],"constitution":0,"immunity":["magic"],"creature_family":"Will-o'-Wisp","will_save":7,"speed":{"fly":25,"max":25},"wisdom":3,"weakness":{},"creature_ability":["Glow","Innocuous","Magic Immunity","Consume Confusion","Flicker"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Deception","Intimidation","Stealth"],"summary":"The dancing, twisting flickerwisp is a less powerful but no less malevolent type of will-o'-wisp . Like their more dangerous kin, flickerwisps …","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1036","dexterity":4,"category":"creature","slug":"creature-1036"},{"attack_bonus":[7,9,9],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":20,"language":["Undercommon"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","creature_family":"Morlock","will_save":6,"charisma":1,"speed":{"climb":20,"max":30,"land":30},"perception":6,"wisdom":3,"weakness":{},"creature_ability":["Light Blindness","Scuttling Attack","Sneak Attack","Swarming Stance"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","trait":["Humanoid","Morlock","CE","Small"],"id":"creature-1037","text":" Morlock Scavenger The morlock scavenger is a lankier, smaller version of a typical morlock. Their stature allows them to wriggle into areas other morlocks can't access. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Morlock Scavenger Source Pathfinder #163: Ruins of Gauntlight pg. 84 Perception +6; darkvision Languages Undercommon Skills Acrobatics +7, Athletics +5, Stealth +7 Str +2 Dex +4 Con +1 Int -2 Wis +3 Cha +1 Light Blindness Items Dagger --- AC 16 Fort +4 Ref +9 Will +6 +2 status to all saves vs. disease and poison HP 20 --- Speed 30 feet, climb 20 feet Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4+2 piercing Melee Single Action jaws +7 (Agile), Damage 1d4+2 piercing Ranged Single Action dagger +9 (Agile, thrown 10 ft., versatile S), Damage 1d4+2 piercing Scuttling Attack Two Actions The morlock scavenger Strides twice, ignoring difficult terrain caused by natural cavern features like rubble or stalagmites. At any point during its movement, the morlock can make a melee Strike against an enemy in its reach. Sneak Attack The morlock deals an extra 1d6 precision damage to flat-footed creatures. Swarming Stance A morlock can share the same space as another morlock, but no more than two morlocks can occupy the same space. When morlocks share the same space, they gain a +1 circumstance bonus to attack rolls. Morlock Machines Morlock engineers are talented at figuring out ancient machinery or damaged constructs, but don't keep notes or record their techniques. As a result, a morlock enclave might well be defended by strange, ancient mechanical hazards or constructs that treat morlocks as allies, even though none of the morlocks can say who built the machines they use. ","skill_mod":{"stealth":7,"athletics":5,"acrobatics":7},"summary":"The morlock scavenger is a lankier, smaller version of a typical morlock. Their stature allows them to wriggle into areas other morlocks can't access.","image":["/Images/Monsters/Morlock_MorlockSvavenger.png"],"primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Creature Type","Monster"],"ac":16,"item":["Dagger"],"level":1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1037","intelligence":-2,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":4,"source_group":["Abomination Vaults"],"size":["Small"],"name":"Morlock Scavenger","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[4,4,4],"slug":"creature-1037"},{"primary_source_category":"Adventure Paths","strength":4,"hp":46,"language":["Undercommon"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","charisma":0,"perception":8,"stealth":"10","trait":["Humanoid","Morlock","Uncommon","CE","Medium"],"id":"creature-1038","text":" Morlock Engineer Most morlocks have little talent for crafting, but a rare few have an uncanny knack for tinkering. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Morlock Engineer Source Pathfinder #163: Ruins of Gauntlight pg. 84 Perception +8; darkvision Languages Undercommon Skills Acrobatics +8, Athletics +9, Crafting +10, Stealth +10 Str +4 Dex +3 Con +2 Int +1 Wis +3 Cha +0 Light Blindness Items projectile launcher, warhammer --- AC 18 Fort +7 Ref +12 Will +10 +2 status to all saves vs. disease and poison HP 46 --- Speed 30 feet, climb 20 feet Melee Single Action warhammer +11 (Shove), Damage 1d8+6 bludgeoning Melee Single Action jaws +11 (Agile), Damage 1d4+6 piercing Ranged Single Action projectile launcher +10 (deadly d8, range increment 50 feet, versatile P), Damage 1d6+6 bludgeoning Improvised Projectile Single Action The morlock engineer quickly crafts an improvised projectile from objects it carries or that are readily accessible in adjacent squares. Where unusual materials are available, an improvised projectile might deal damage other than bludgeoning or piercing—for example, a morlock engineer by a campfire could build a projectile that deals fire damage. Sneak Attack The morlock deals an extra 1d6 precision damage to flat-footed creatures. Swarming Stance A morlock can share the same space as another morlock, but no more than two morlocks can occupy the same space. When morlocks share the same space, they gain a +1 circumstance bonus to attack rolls. Uncanny Tinker Two Actions The morlock engineer tinkers with an adjacent construct or mechanical hazard. They attempt a Crafting check against the construct's or hazard's Fortitude DC. The morlock can't get an outcome better than failure if the target's level is more than double the morlock's. This ability reflects hasty battlefield repairs; once a construct or hazard regains Hit Points from this ability, it can't do so again until it's been Repaired. Critical Success The target regains 8d6 Hit Points and a +1 circumstance bonus to attack rolls for 1 minute. Alternately, the morlock can deal 8d6 damage (bludgeoning, piercing, or slashing, as chosen by the morlock engineer) to the construct or hazard. Success As critical success, but the target regains 4d6 Hit Points or the morlock deals 4d6 damage. Critical Failure The morlock injures themself, taking 3d6 damage (typically bludgeoning, piercing, or slashing, but potentially a different type at the GM's discretion). ","skill_mod":{"crafting":10,"stealth":10,"athletics":9,"acrobatics":8},"image":["/Images/Monsters/Morlock_MorlockEngineer.png"],"primary_source":"Pathfinder #163: Ruins of Gauntlight","ac":18,"item":["projectile launcher","warhammer"],"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Morlock Engineer","alignment":"CE","rarity":"uncommon","strike_damage_average":[8,9,10],"attack_bonus":[10,11,11],"constitution":2,"creature_family":"Morlock","will_save":10,"speed":{"climb":20,"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Light Blindness","Improvised Projectile","Sneak Attack","Swarming Stance","Uncanny Tinker"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Crafting","Stealth"],"summary":"Most morlocks have little talent for crafting, but a rare few have an uncanny knack for tinkering.","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1038","dexterity":3,"category":"creature","slug":"creature-1038"},{"primary_source_category":"Adventure Paths","strength":3,"hp":58,"language":["Aklo","Undercommon"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","charisma":0,"perception":11,"stealth":"11","trait":["Humanoid","Morlock","Uncommon","CE","Medium"],"id":"creature-1039","text":" Morlock Cultist Morlocks who serve as priests in their conclaves usually dabble in eerie occult magic. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Morlock Cultist Source Pathfinder #163: Ruins of Gauntlight pg. 85 Perception +11; darkvision Languages Aklo, Undercommon Skills Acrobatics +10, Athletics +11, Crafting +11, Occultism +13, Stealth +11 Str +3 Dex +3 Con +1 Int +5 Wis +3 Cha +0 Light Blindness Items Club --- AC 21 Fort +9 Ref +11 Will +11 +2 status to all saves vs. disease and poison HP 58 --- Speed 30 feet, climb 20 feet Melee Single Action club +11, Damage 1d6+5 bludgeoning Melee Single Action jaws +11 (Agile), Damage 1d4+5 piercing Ranged Single Action club +13 (range increment 10 feet), Damage 1d6+5 bludgeoning Occult Innate Spells DC 21, attack +13 - Cantrips (2nd) Daze, Ghost Sound, Shield, Telekinetic Projectile - 1st Bane, Grim Tendrils, Ray of Enfeeblement - 2nd Mirror Image, Phantom Pain, Telekinetic Maneuver Occult Attack Two Actions The morlock cultist Strides up to half its speed, ignoring difficult terrain caused by natural cavern features like rubble or stalagmites. At any point during its movement, the morlock cultist can Cast a Spell that normally takes two actions or fewer to cast. Sneak Attack The morlock deals an extra 1d6 precision damage to flat-footed creatures. Morlock Cults Morlocks led by cultists don't always follow an established religion, in part because their insular background limits contact with the rest of the world. In many cases, a morlock cult worships some figure from the group's past, be it a revered (or more often, feared) ancestor, or even the strange machines or statues left behind from a mysterious civilization that once ruled the place where the morlocks now live. ","skill_mod":{"crafting":11,"stealth":11,"athletics":11,"occultism":13,"acrobatics":10},"primary_source":"Pathfinder #163: Ruins of Gauntlight","spell":["Mirror Image","Phantom Pain","Telekinetic Maneuver","Bane","Grim Tendrils","Ray of Enfeeblement","Daze","Ghost Sound","Shield","Telekinetic Projectile"],"ac":21,"item":["Club"],"level":4,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":11,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":9,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Morlock Cultist","alignment":"CE","rarity":"uncommon","strike_damage_average":[7,8,8],"attack_bonus":[11,11,13],"constitution":1,"creature_family":"Morlock","spell_attack_bonus":[13],"will_save":11,"speed":{"climb":20,"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Light Blindness","Occult Attack","Sneak Attack"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Crafting","Occultism","Stealth"],"tradition":["Occult"],"summary":"Morlocks who serve as priests in their conclaves usually dabble in eerie occult magic.","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1039","dexterity":3,"category":"creature","slug":"creature-1039"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":60,"language":["Undercommon"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","will_save":9,"charisma":0,"speed":{"climb":25,"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{"fire":5},"creature_ability":["Oily Scales","Scalathrax Venom","Spray Toxic Oil"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Stealth"],"stealth":"13","trait":["Aberration","Uncommon","NE","Medium"],"id":"creature-1040","text":" Scalathrax These slippery, scaly horrors dwell in remote cave networks in the Darklands, preferring to nest in narrow fissures. When on the hunt, they flick barbs from their long legs, or spray down their foes with a clear, toxic oil. The same oil coats the scalathrax's body, all of which is quite flammable—whether it's coating a victim or the scalathrax itself. While a scalathrax appears feral, it's more intelligent than it seems and is capable of speaking in a wet, slithery voice. The vast majority of scalathraxes are foul-tempered and quick to anger, and most of them enjoy killing. It's possible to forge an alliance with a scalathrax, but doing so requires either constant bribes of new creatures to kill or a particularly intimidating personality—scalathraxes often respect bullies, seeing in them a mirror of their own cruel values. Recall Knowledge - Aberration (Occultism): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Scalathrax Source Pathfinder #163: Ruins of Gauntlight pg. 86 Perception +11; darkvision Languages Undercommon Skills Acrobatics +11, Athletics +11, Stealth +13 Str +3 Dex +5 Con +3 Int -2 Wis +3 Cha +0 --- AC 21 Fort +11 Ref +13 Will +9 HP 60 Resistances poison 5 Weaknesses fire 5 Oily Scales A scalathrax constantly sweats a glistening oil that makes it exceptionally slick. It treats the results of Acrobatics checks to Squeeze or of any skill check to Escape as one degree of success greater than the rolled result. A scalathrax loses this benefit for 1 minute after it takes any amount of fire damage. --- Speed 25 feet, climb 25 feet Melee Single Action jaws +13 (Finesse), Damage 2d8+5 piercing plus scalathrax venom Ranged Single Action leg quill +13 (range increment 20 feet), Damage 2d4+5 piercing Scalathrax Venom (Poison) Saving Throw Fortitude DC 21; Maximum Duration 6 rounds; Stage 1 clumsy 1 (1 round); Stage 2 clumsy 1 and slowed 1 (1 round); Stage 3 clumsy 1 and slowed 2 (1 round) Spray Toxic Oil Two Actions (Conjuration, Primal) The scalathrax disgorges a gout of toxic oil from its mouth in a 15-foot cone. Creatures in the area must attempt a DC 21 Reflex save. The scalathrax can't use Toxic Oil Spray again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes 1d8 poison damage. Failure The creature takes 2d8 poison damage. For 1 minute, the creature gains weakness to fire 5, and whenever the creature critically fails with an attack roll with a wielded weapon, it drops the weapon. Critical Failure As failure, but 4d8 poison damage. Scalathrax Oil Scalathrax oil is a valuable alchemical component, but it's difficult to harvest and preserve. By spending 10 minutes and succeeding at a DC 21 Crafting check, a character can extract 1 Bulk of scalathrax oil worth 20 gp from a recently killed scalathrax. If scalathrax oil is used to Craft an alchemical item that deals fire damage or would benefit from the slippery quality of the oil, the crafter gains a +1 item bonus to their Crafting check. Scalathrax oil can be used as lantern oil, though it's often considered too valuable for such a mundane use. ","skill_mod":{"stealth":13,"athletics":11,"acrobatics":11},"summary":"These slippery, scaly horrors dwell in remote cave networks in the Darklands, preferring to nest in narrow fissures. When on the hunt, they flick …","image":["/Images/Monsters/Scalathrax.png"],"primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"poison":5},"url":"/Monsters.aspx?ID=1040","intelligence":-2,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":11,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Scalathrax","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[10,14],"slug":"creature-1040"},{"primary_source_category":"Adventure Paths","strength":0,"hp":90,"language":["Aklo","Common"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","charisma":3,"perception":18,"stealth":"18","trait":["Aberration","Air","Rare","CE","Medium"],"id":"creature-1041","text":" Voidglutton A voidglutton is a powerful type of will-o'-wisp that haunts a site where misery dwells—such as a graveyard, prison camp, or recent battlefield. A voidglutton appears as a seething sphere of glowing eyes swirling around an empty black vortex 4 feet wide. From within this vortex extend long, semi-transparent tendrils that end in seven-fingered, needled hands. Recall Knowledge - Aberration (Occultism): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Voidglutton Source Pathfinder #163: Ruins of Gauntlight pg. 87 Perception +18; darkvision Languages Aklo, Common Skills Acrobatics +18, Deception +15, Intimidation +15, Occultism +18, Stealth +18 Str +0 Dex +6 Con +3 Int +6 Wis +4 Cha +3 --- AC 30 Fort +13 Ref +18 Will +16 HP 90 Immunities magic Glow (aura, light) 30 feet. The tips of a voidglutton's fingers and its seven eyes glow, casting bright light in the area and making it visible if it was invisible. Magic Immunity A voidglutton is immune to all spells except faerie fire , glitterdust , magic missile , maze , and spells with the light trait. --- Speed fly 40 feet Melee Single Action claw +20 (Agile, Finesse), Damage 1d6+2 piercing plus 4d6 force and fearful strike Ranged Single Action ectoplasmic web +20 (range increment 10 feet), Damage ectoplasmic web trap Occult Innate Spells DC 26 - 4th Darkness (at will) Consume Light Free Action (Darkness, Evocation, Occult) Trigger The voidglutton casts darkness ; Effect The voidglutton extinguishes its Glow as part of Casting the Spell. It becomes invisible as long as it remains in the area of darkness . If the voidglutton uses a hostile action, its invisibility ends as soon as the hostile action is completed. Ectoplasmic Web Trap (Conjuration, Occult) A creature hit by the voidglutton's ectoplasmic web trap is immobilized and stuck to the nearest surface until it succeeds at a DC 26 check to Escape. Ectoplasmic Web Trap can immobilize incorporeal creatures. Fearful Strike (Emotion, Fear, Mental, Occult) When the voidglutton damages a creature with its claw Strike, the creature must succeed at a DC 26 Will save or become frightened 1 (frightened 2 on a critical failure). Feed on Fear Single Action (Concentrate) Frequency once per round; Requirement An enemy is affected by a fear effect or has the frightened or dying condition, and is within 25 feet of the voidglutton; Effect The voidglutton feeds on the creature's terror. It regains 3d4 Hit Points and its Glow reignites if it had been extinguished. It cannot use Consume Light again for 1d4 rounds, as it is too glutted on fear to suppress its Glow. Agents of Empty Death As with will-o'-wisps and their less powerful kin, flickerwisp, voidgluttons are associated with the Outer Goddess Nhimbaloth. Her cultists see voidgluttons as roving incarnations of her hunger and have been known to offer themselves up to voidgluttons as prey in order to achieve religious insights. Most who attempt this get a closer look at death than they intended. ","element":["Air"],"skill_mod":{"deception":15,"stealth":18,"intimidation":15,"occultism":18,"acrobatics":18},"image":["/Images/Monsters/Wisp_Voidglutton.png"],"primary_source":"Pathfinder #163: Ruins of Gauntlight","spell":["Darkness"],"ac":30,"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":6,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":13,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Voidglutton","alignment":"CE","rarity":"rare","strike_damage_average":[19],"attack_bonus":[20,20],"constitution":3,"immunity":["magic"],"creature_family":"Will-o'-Wisp","will_save":16,"speed":{"fly":40,"max":40},"wisdom":4,"weakness":{},"creature_ability":["Glow","Magic Immunity","Consume Light","Ectoplasmic Web Trap","Fearful Strike","Feed on Fear"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Deception","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"A voidglutton is a powerful type of will-o'-wisp that haunts a site where misery dwells—such as a graveyard, prison camp, or recent battlefield. A …","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1041","dexterity":6,"category":"creature","slug":"creature-1041"},{"attack_bonus":[8],"constitution":0,"primary_source_category":"Blog Posts","strength":0,"hp":30,"language":["Common"],"source":["No-Prep Character: Lisavet"],"type":"Creature","spell_attack_bonus":[10],"will_save":11,"charisma":1,"speed":{"max":25,"land":25},"perception":10,"wisdom":4,"weakness":{},"creature_ability":["Healing Hands","Turn Undead"],"skill":["Diplomacy","Library Lore","Medicine","Religion","Society"],"trait":["Human","Humanoid","Unique","NG","Medium"],"id":"creature-1042","text":" Lisavet, Well-Read Acolyte Lisavet found two callings in the Dawnflower Library. She was not only drawn to the faith of Sarenrae, benevolent goddess of the sun and healing, but also adored the numerous and varied books within the library. Although trained as a healer, she spent most of her time reading adventure stories. When the opportunity came for adventure of her own, Lisavet put her self-doubt aside and embraced her faith, becoming a righteous hero. Lisavet's adventures are described in The Shroud of Four Silences . Lisavet is just the sort of person anyone would want to find at a local shrine or hospital: caring, intelligent, and eager to provide whatever assistance she can. Although she puts on a greater show of confidence than she sometimes feels, she knows that Sarenrae will never let her down. Plot Hooks Game Masters might consider the following plot hooks as a means of integrating Lisavet into any Pathfinder Second Edition game. Lisavet needs some special herbs to make a rare healing poultice she's read about. She knows she's ill-suited to handle an expedition to find the herbs on her own and wants the heroes to accompany her. Having suffered a strange wound that resists ordinary attempts to heal it, the heroes must come to a specialist like Lisavet. While perusing an ancient folio, Lisavet discovered a map to a forgotten shrine of Sarenrae in a forlorn section of wilderness. She needs aid to reach it and restore it to its former glory. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Lisavet Source No-Prep Character: Lisavet Perception +10 Languages Common Skills Diplomacy +7, Library Lore +7, Medicine +8, Religion +8, Society +7 Str +0 Dex +1 Con +0 Int +3 Wis +4 Cha +1 Items minor healing potion (3), religious symbol of Sarenrae, Staff, Studded Leather Armor --- AC 17 Fort +7 Ref +9 Will +11 HP 30 --- Speed 25 feet Melee Single Action staff +8 (two-hand d8), Damage 1d4 bludgeoning Divine Prepared Spells DC 18, attack +10 - Cantrips (1st) Detect Magic, Divine Lance, Light, Shield, Stabilize - 1st Bless, Burning Hands, Heal (x2), Sanctuary Cleric Domain Spells DC 18. 1 Focus Point - 1st Dazzling Flash Healing Hands When Lisavet casts heal , she rolls d10s instead of d8s. Turn Undead When Lisavet uses heal to damage undead, each level 2 or lower undead that critically fails its save gains the fleeing condition for 1 round. ","tradition":["Divine"],"skill_mod":{"society":7,"diplomacy":7,"medicine":8,"religion":8},"summary":"Lisavet found two callings in the Dawnflower Library. She was not only drawn to the faith of Sarenrae , benevolent goddess of the sun and healing, …","primary_source":"No-Prep Character: Lisavet","spell":["Bless","Burning Hands","Heal","Sanctuary","Detect Magic","Divine Lance","Light","Shield","Stabilize","Dazzling Flash"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":17,"item":["minor healing potion (3)","religious symbol of Sarenrae","Staff","Studded Leather Armor"],"level":2,"spell_dc":[18,18],"source_category":["Blog Posts"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1042","intelligence":3,"reflex_save":9,"strongest_save":["will"],"dexterity":1,"fortitude_save":7,"size":["Medium"],"name":"Lisavet","alignment":"NG","category":"creature","rarity":"unique","strike_damage_average":[2],"slug":"creature-1042"},{"primary_source_category":"Adventure Paths","strength":4,"hp":72,"language":["Undercommon"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","charisma":2,"perception":11,"stealth":"13","trait":["Aberration","Construct","Uncommon","N","Medium"],"id":"creature-1043","text":" Dreshkan Because morlocks are descended from distant human ancestors, clumsily or hastily fleshwarping a morlock simply produces a grothlut. Skilled fleshwarpers, however, can tease out a morlock's genetic differences to make an entirely different creature. Creating a dreshkan involves replacing the morlock's bones with a metal skeleton. This new skeleton is often heavily augmented, such as with spiderlike limbs protruding from the spine or magazines of tiny, deadly needles. Arcane electricity courses through the dreshkan thereafter, making it jumpy and irritable. Morlocks view dreshkans as impressive fusions of flesh and technology and gladly fight alongside these creatures, whom they view as paragons of morlock potential. Recall Knowledge - Aberration (Occultism): DC 21 Recall Knowledge - Construct (Arcana, Crafting): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Dreshkan Source Pathfinder #164: Hands of the Devil pg. 78 Perception +11; darkvision Languages Undercommon Skills Acrobatics +11, Athletics +12, Intimidation +10, Stealth +13 Str +4 Dex +5 Con +2 Int -2 Wis +3 Cha +2 Light Blindness --- AC 20 Fort +10 Ref +13 Will +11 +2 status to all saves vs. bleed, death effects, disease, doomed, fatigued, paralyzed, poison, and sickened HP 72 Immunities electricity Partially Technological A dreshkan is partially technological. Positive healing effects only heal a dreshkan half as much as normal. Defensive Needle Reaction Trigger A creature critically fails a melee Strike against the dreshkan; Effect The dreshkan makes a needle Strike against that creature. --- Speed 30 feet, climb 30 feet Melee Single Action claw +13 (Agile, Finesse), Damage 2d6+4 slashing Ranged Single Action needle +13 (range increment 30 feet), Damage 1d4 piercing plus 2d8 electricity Needle Spray Three Actions The dreshkan braces itself on all four limbs and sprays needles at as many creatures as it would like in a 30-foot cone, dealing 2d4 piercing plus 2d8 electricity damage. Each targeted creature in the area must attempt a basic Reflex save. Swarming Stance A dreshkan can share the same space as a morlock or another dreshkan, but no more than two such creatures can occupy the same space. When these creatures share the same space, they gain a +1 circumstance bonus to attack rolls. Dreshkan Variations Though most dreshkans fire electrified needles from the metal limbs on their backs, some are built with even stranger abilities. Seugathi masters looking to perfect their craft will sometimes “upgrade” dreshkans' artificial limbs to gout steam, hammer through stone, or launch hooks at the end of long cables. ","skill_mod":{"stealth":13,"athletics":12,"intimidation":10,"acrobatics":11},"image":["/Images/Monsters/Fleshwarp_Dreshkan.png"],"primary_source":"Pathfinder #164: Hands of the Devil","ac":20,"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":-2,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":10,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Dreshkan","alignment":"N","rarity":"uncommon","strike_damage_average":[11,11],"attack_bonus":[13,13],"constitution":2,"immunity":["electricity"],"creature_family":"Fleshwarp","will_save":11,"speed":{"climb":30,"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Light Blindness","Partially Technological","Defensive Needle","Needle Spray","Swarming Stance"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"summary":"Because morlocks are descended from distant human ancestors, clumsily or hastily fleshwarping a morlock simply produces a grothlut . Skilled …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1043","dexterity":5,"category":"creature","slug":"creature-1043"},{"primary_source_category":"Adventure Paths","strength":6,"hp":115,"language":["Aklo","Daemonic","Undercommon"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","charisma":6,"perception":15,"trait":["Aberration","Uncommon","N","Medium"],"id":"creature-1044","text":" Mulventok Sinister fleshwarpers reshape captive urdefhans into these juggernauts of war. Their clear skin is hardened into a thick, mirror-like carapace, creating an intimidating exoskeleton. Mulventoks don't live long; within weeks—or, at most, months—their hyperdeveloped muscles split open their toughened skin, and they erupt in a shower of gore. A mulventok's creator shapes its mind just as much as its body, directing its aggression toward a single purpose, such as to raze a fortress or murder a specific individual. Recall Knowledge - Aberration (Occultism): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Mulventok Source Pathfinder #164: Hands of the Devil pg. 79 Perception +15; darkvision Languages Aklo, Daemonic, Undercommon Skills Athletics +17, Intimidation +17, Purpose Lore +15, Survival +15 Str +6 Dex +0 Con +4 Int +2 Wis +4 Cha +6 Items +1 tamchal chakram , Steel Shield (Hardness 5, HP 20, BT 10) --- AC 24 (26 with shield raised) Fort +15 Ref +11 Will +17 HP 115 (negative healing) Immunities death effects, disease, fear Weaknesses positive 10 Explosive Decay (necromancy, negative, occult) When a mulventok dies, its mirrored flesh ruptures and explodes in a 20-foot radius. Creatures caught in the blast are covered with viscera and take 8d6 negative damage (DC 22 basic Reflex save). Stay in the Fight Reaction (healing, necromancy, occult) Trigger An allied creature within 30 feet reaches 0 HP; Effect The mulventok imparts some of its own energy to keep the ally fighting. The target creature gains 1 Hit Point, and the mulventok takes 2d6 mental damage. --- Speed 25 feet Melee Single Action tamchal chakram +18 (Agile, deadly 1d6, Finesse, Magical), Damage 1d6+8 slashing plus 1d6 mental Melee Single Action fist +17, Damage 2d8+8 bludgeoning Ranged Single Action tamchal chakram +13 (Agile, deadly 1d6, Magical, thrown 20 feet), Damage 1d6+8 slashing plus 1d6 mental Fervent Command Single Action (Auditory, Mental) The mulventok shouts an order to one of its allies within 30 feet. That ally immediately takes a Raise a Shield or Step action. A creature can benefit from Fervent Command only once per round. Psychokinetic Honing (Occult, Transmutation) A thrown weapon gains the effects of a returning rune when a mulventok throws it. Thrown weapons the mulventok uses deal an additional 1d6 mental damage, whether used in melee or thrown. Mulventok Leaders Some fleshwarpers forge small units of mulventoks to pursue a similar but important goal, thinking that if some of the creatures don't survive, the others can complete the objective. Mulventoks work together surprisingly well, creating hierarchies of command that shift as needed in the field. Although mulventoks are arguably just as effective when working with non-mulventoks, their singular focus—which even extends to what they eat and where and how they sleep—is off-putting at best. ","skill_mod":{"survival":15,"athletics":17,"intimidation":17},"image":["/Images/Monsters/Fleshwarp_Mulventok.png"],"primary_source":"Pathfinder #164: Hands of the Devil","ac":24,"item":["+1 tamchal chakram","Steel Shield (Hardness 5, HP 20, BT 10)"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":11,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Mulventok","alignment":"N","rarity":"uncommon","strike_damage_average":[15,15,17],"attack_bonus":[13,17,18],"constitution":4,"immunity":["death effects","disease","fear"],"creature_family":"Fleshwarp","will_save":17,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"vitality":10},"creature_ability":["Explosive Decay","Stay in the Fight","Fervent Command","Psychokinetic Honing"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Intimidation","Purpose Lore","Survival"],"summary":"Sinister fleshwarpers reshape captive urdefhans into these juggernauts of war. Their clear skin is hardened into a thick, mirror-like carapace, …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1044","dexterity":0,"category":"creature","slug":"creature-1044"},{"attack_bonus":[14,15],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":76,"language":["Aklo","(can't speak any language)"],"immunity":["acid"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","creature_family":"Gibtas","will_save":11,"charisma":2,"speed":{"max":30,"land":30},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Bouncing Slam","Pinning Chomp"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Aberration","Uncommon","CN","Small"],"id":"creature-1045","text":" Gibtas Bounder A full-grown gibtas uses its powerful legs and rubbery body to bound great distances. Most gibtases remain solitary, unless bonded with a creature. Recall Knowledge - Aberration (Occultism): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Gibtas Bounder Source Pathfinder #164: Hands of the Devil pg. 80 Perception +13; darkvision, scent (imprecise) 30 feet Languages Aklo; (can't speak any language) Skills Acrobatics +11, Athletics +12, Intimidation +11, Survival +11 Str +5 Dex +4 Con +2 Int -3 Wis +2 Cha +2 --- AC 22 Fort +13 Ref +13 Will +11 HP 76 Immunities acid Resistances bludgeoning 5 --- Speed 30 feet Melee Single Action jaws +15 (deadly 1d12), Damage 1d8+7 piercing plus 1d6 persistent acid Ranged Single Action spit +14 (range increment 30 feet, Splash), Damage 1d6 acid plus 1d6 persistent acid and 1d6 acid splash damage Bouncing Slam Single Action The gibtas Leaps toward a Medium or smaller creature, landing in the creature's space and Shoving the creature. If the Shove fails, the gibtas bounces out of the target's square to an adjacent square of the target's choosing. Pinning Chomp Single Action Requirements The gibtas's last action was a Bouncing Slam and the gibtas successfully Shoved the target; Effect The gibtas attempts to Trip the target of its Bouncing Slam, then makes a jaws Strike against the target. The Trip and Strike both count against the gibtas's multiple attack penalty, but the penalty doesn't increase until after both attacks. ","skill_mod":{"survival":11,"athletics":12,"intimidation":11,"acrobatics":11},"summary":"A full-grown gibtas uses its powerful legs and rubbery body to bound great distances. Most gibtases remain solitary, unless bonded with a creature.","image":["/Images/Monsters/Gibtas_GibtasBounder.png"],"primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Creature Type","Rarity"],"ac":22,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":5},"url":"/Monsters.aspx?ID=1045","intelligence":-3,"reflex_save":13,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":13,"source_group":["Abomination Vaults"],"size":["Small"],"spoilers":"Abomination Vaults","name":"Gibtas Bounder","alignment":"CN","category":"creature","rarity":"uncommon","strike_damage_average":[10,15],"slug":"creature-1045"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":-4,"hp":70,"immunity":["acid","precision","swarm mind"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","creature_family":"Gibtas","will_save":12,"charisma":2,"speed":{"max":20,"land":20},"perception":14,"wisdom":2,"weakness":{"area":5},"creature_ability":["Bounce","Bounding Swarm","Swarming Bites"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Survival"],"trait":["Aberration","Swarm","Uncommon","CN","Large"],"id":"creature-1046","text":" Gibtas Spawn Swarm When a gibtas gorges itself on an incredible amount of flesh, it vomits up a pool of acid filled with tiny pink egg sacs that burst immediately. The new babies hunt as a pack, growing in size until they go their separate ways or consume each other. Recall Knowledge - Aberration (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Gibtas Spawn Swarm Source Pathfinder #164: Hands of the Devil pg. 80 Perception +14; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +15, Survival +12 Str -4 Dex +5 Con +4 Int -4 Wis +2 Cha +2 --- AC 23 Fort +14 Ref +17 Will +12 HP 70 Immunities acid, precision, swarm mind Resistances bludgeoning 9, piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 Bounce Reaction Trigger A creature that the gibtas spawn swarm can see targets the swarm with an attack; Effect The swarm bounces to the side and gains a +2 circumstance bonus to AC against the triggering attack. After the attack, the swarm can Stride up to its Speed in a straight line as part of the reaction. --- Speed 20 feet Bounding Swarm The gibtas spawn swarm moves in loping bounces. The swarm ignores difficult terrain. Swarming Bites Single Action Each enemy in the swarm's space takes 2d8 piercing damage and 1d6 acid damage (DC 22 basic Reflex save). A creature that fails its save against Swarming Bites also takes 1d4 persistent acid damage. ","skill_mod":{"survival":12,"acrobatics":15},"summary":"When a gibtas gorges itself on an incredible amount of flesh, it vomits up a pool of acid filled with tiny pink egg sacs that burst immediately. The …","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Creature Type","Monster","Rarity"],"ac":23,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":9,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=1046","intelligence":-4,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":14,"source_group":["Abomination Vaults"],"size":["Large"],"spoilers":"Abomination Vaults","name":"Gibtas Spawn Swarm","alignment":"CN","category":"creature","rarity":"uncommon","slug":"creature-1046"},{"attack_bonus":[17,20],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":140,"language":["Aklo","(can't speak any language)"],"immunity":["acid"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","creature_family":"Gibtas","will_save":16,"charisma":3,"speed":{"max":30,"land":30},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Powerful Stench","Bouncing Crush","Breath Weapon"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Intimidation","Survival"],"trait":["Aberration","Uncommon","CN","Large"],"id":"creature-1047","text":" Gibtanius When a gibtas feeds regularly but never receives sufficient food to procreate, it grows into a mighty gibtanius. They become surly, uncontrolled predators, forsaking their bonded masters to satiate their unending hunger. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Gibtanius Source Pathfinder #164: Hands of the Devil pg. 81 Perception +16; darkvision, scent (imprecise) 30 feet Languages Aklo; (can't speak any language) Skills Athletics +18, Intimidation +15, Survival +16 Str +6 Dex +3 Con +6 Int -3 Wis +2 Cha +3 --- AC 28 Fort +20 Ref +15 Will +16 HP 140 Immunities acid Resistances bludgeoning 10 Powerful Stench (aura, olfactory) 20 feet. A creature that enters the aura must succeed at a DC 26 Fortitude save. On a failure, the creature is sickened 2; on a critical failure, the creature is also slowed 1 for as long as it is sickened. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 30 feet Melee Single Action jaws +20 (deadly 1d12, reach 10 feet), Damage 2d10+10 piercing plus 1d4 persistent acid Ranged Single Action spit +17 (range increment 30 feet, Splash), Damage 2d6 acid plus 1d6 persistent acid and 1d6 acid splash Bouncing Crush Two Actions The gibtanius Leaps and can end this Leap occupying the same space as other creatures. It deals 5d6 bludgeoning damage to each creature in the space it Leaps to (DC 26 basic Reflex save), then Shoves each of those creatures. If it fails to Shove any creature out of its space, it bounces to the closest available space of its choosing that does not contain any creatures. Bouncing Crush counts as one attack when determining the gibtanius's multiple attack penalty. Breath Weapon Two Actions (Acid, Evocation, Primal) The gibtanius vomits a stream of acid that deals 9d6 acid damage to all creatures in a 60-foot line (DC 26 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. ","skill_mod":{"survival":16,"athletics":18,"intimidation":15},"summary":"When a gibtas feeds regularly but never receives sufficient food to procreate, it grows into a mighty gibtanius. They become surly, uncontrolled …","image":["/Images/Monsters/Gibtas_Gibtanius.png"],"primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Creature Type","Rarity"],"ac":28,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10},"url":"/Monsters.aspx?ID=1047","intelligence":-3,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":20,"source_group":["Abomination Vaults"],"size":["Large"],"spoilers":"Abomination Vaults","name":"Gibtanius","alignment":"CN","category":"creature","rarity":"uncommon","strike_damage_average":[14,23],"slug":"creature-1047"},{"primary_source_category":"Adventure Paths","strength":2,"hp":75,"language":["Aklo","Undercommon","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","charisma":5,"perception":14,"stealth":"13","trait":["Aberration","Seugathi","Uncommon","CE","Large"],"id":"creature-1048","text":" Seugathi Servant The most common seugathis spawned by neothelids are seugathi servants. Their masters equip them with tools useful in their tasks (often a wand and a weapon), and they rarely value other material things beyond their usefulness in completing their imprinted mission. Recall Knowledge - Aberration (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Seugathi Servant Source Pathfinder #164: Hands of the Devil pg. 82 Perception +14; darkvision, tremorsense 30 feet Languages Aklo, Undercommon; telepathy 100 feet Skills Acrobatics +15, Crafting +12, Intimidation +15, Occultism +12, Stealth +13, Survival +10 Str +2 Dex +5 Con +2 Int +2 Wis +4 Cha +5 Items Longsword --- AC 23 Fort +14 Ref +17 Will +12 +1 status to all saves vs. magic HP 75 Immunities mental, poison Resistances bludgeoning 5 Mindfog Aura (enchantment, mental) 20 feet. A creature that starts its turn in the aura must succeed at a DC 21 Will save or become confused for 1 round; on a success, that creature is temporarily immune for 1 minute. A seugathi can suppress or activate this aura as a single action with the concentrate trait. Command Confusion Reaction Trigger A creature fails its save against the seugathi's mindfog aura; Effect The seugathi determines who the confused creature attacks for that round, instead of the target being randomly determined by the GM. If the chosen target is the confused creature's ally, the creature can immediately attempt a DC 21 Will save; on a success, its target is determined randomly as normal for confusion, and on a critical success the target is no longer confused. --- Speed 25 feet Melee Single Action bite +17 (Agile, Finesse), Damage 2d6+5 piercing plus seugathi venom Melee Single Action longsword +14 (reach 10 feet, versatile P), Damage 1d8+5 piercing Occult Innate Spells DC 24, attack +16 - Cantrips (3rd) Daze, Detect Magic, Mage Hand, Telekinetic Projectile - 3rd Hypercognition, Levitate, Mind Reading (×3) Envenom Weapon Single Action (Manipulate) The seugathi applies their seugathi venom to one weapon they wield. Magic Item Mastery A seugathi can Cast a Spell from a magic item even if the spell isn't on their spell list. All such spells are occult spells and use the seugathi's innate spell DC and attack modifier. Seugathi Venom (Poison) Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and stupefied 1 (1 round); Stage 2 2d6 poison damage and deafened and stupefied 2 (1 round) ","skill_mod":{"crafting":12,"survival":10,"stealth":13,"intimidation":15,"occultism":12,"acrobatics":15},"image":["/Images/Monsters/Seugathi_SeugathiServant.png"],"primary_source":"Pathfinder #164: Hands of the Devil","spell":["Hypercognition","Levitate","Mind Reading","Daze","Detect Magic","Mage Hand","Telekinetic Projectile"],"ac":23,"item":["Longsword"],"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense 30 feet","resistance":{"bludgeoning":5},"intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":14,"source_group":["Abomination Vaults"],"size":["Large"],"spoilers":"Abomination Vaults","name":"Seugathi Servant","alignment":"CE","rarity":"uncommon","strike_damage_average":[9,12],"attack_bonus":[14,17],"constitution":2,"immunity":["mental","poison"],"creature_family":"Seugathi","spell_attack_bonus":[16],"will_save":12,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Mindfog Aura","Command Confusion","Envenom Weapon","Magic Item Mastery","Seugathi Venom"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Crafting","Intimidation","Occultism","Stealth","Survival"],"tradition":["Occult"],"summary":"The most common seugathis spawned by neothelids are seugathi servants. Their masters equip them with tools useful in their tasks (often a wand and …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1048","dexterity":5,"category":"creature","slug":"creature-1048"},{"primary_source_category":"Adventure Paths","strength":4,"hp":120,"language":["Aklo","Undercommon","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","charisma":5,"perception":17,"stealth":"19","trait":["Aberration","Seugathi","Uncommon","CE","Large"],"id":"creature-1049","text":" Seugathi Reality Warper Seugathi reality warpers create and destroy inhospitable environments on a small scale by manipulating the forces of raw chaos. A neothelid might spawn such a seugathi to create habitats for unique slaves or guests, or to destroy the ecosystem of a troublesome species. Darklands scholars refer to reality warpers as veterans in the seugathi ranks, but they're more accurately compared to aggressive landscape architects. Recall Knowledge - Aberration (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Seugathi Reality Warper Source Pathfinder #164: Hands of the Devil pg. 83 Perception +17; darkvision, tremorsense 30 feet Languages Aklo, Undercommon; telepathy 100 feet Skills Acrobatics +19, Arcana +19, Crafting +19, Deception +20, Intimidation +18, Nature +17, Occultism +19, Stealth +19 Str +4 Dex +6 Con +3 Int +4 Wis +2 Cha +5 Items +1 battle axe --- AC 27 Fort +18 Ref +21 Will +15 +1 status to all saves vs. magic HP 120 Immunities mental, poison Resistances bludgeoning 10 Mindfog Aura (enchantment, mental) 20 feet. A creature that starts its turn in the aura must succeed at a DC 25 Will save or become confused for 1 round; on a success, that creature is temporarily immune for 1 minute. A seugathi can suppress or activate this aura as a single action with the concentrate trait. Command Confusion Reaction Trigger A creature fails its save against the seugathi's mindfog aura; Effect The seugathi determines who the confused creature attacks for that round, instead of the target being randomly determined by the GM. If the chosen target is the confused creature's ally, the creature can immediately attempt a DC 25 Will save; on a success, its target is determined randomly as normal for confusion, and on a critical success the target is no longer confused --- Speed 25 feet Melee Single Action bite +19 (Agile, Finesse), Damage 2d6+8 piercing plus 1d10 chaotic plus seugathi venom Melee Single Action battle axe +18 (Magical, Sweep, reach 10 feet), Damage 1d8+8 bludgeoning plus 1d10 chaotic Occult Innate Spells DC 28, attack +20 - Cantrips (5th) Daze, Detect Magic, Mage Hand, Telekinetic Projectile - 3rd Hypercognition (×3), Levitate (×3), Mind Reading (×3) - 4th Confusion (×3), Phantasmal Killer, Suggestion - 5th Black Tentacles, Crushing Despair, Hallucination, Synesthesia Envenom Weapon Single Action (Manipulate) The seugathi applies their seugathi venom to one weapon they wield. Magic Item Mastery A seugathi can Cast a Spell from a magic item even if the spell isn't on their spell list. All such spells are occult spells and use the seugathi's innate spell DC and attack modifier. Seugathi Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and stupefied 1 (1 round); Stage 2 2d6 poison damage and deafened and stupefied 2 (1 round) Warp Reality Three Actions (Concentrate, Occult, Transmutation) The seugathi bends reality in their choice of a 10-foot emanation or a 60-foot line, altering the terrain of the area. The terrain becomes a different type of terrain (such as aquatic, arctic, or desert) and becomes normal or difficult terrain, as the seugathi chooses. Structures, general geographic features, and creatures in the area aren't transformed, but creatures in the area take 5d6 chaotic damage (DC 28 basic Fortitude save) as reality tries to bend them along with the terrain. Though changes to the area are permanent, the natural environment might eventually revert the land back to its original state (aquatic areas drain, arctic areas thaw, and so on). ","skill_mod":{"deception":20,"nature":17,"crafting":19,"stealth":19,"arcana":19,"intimidation":18,"occultism":19,"acrobatics":19},"primary_source":"Pathfinder #164: Hands of the Devil","spell":["Black Tentacles","Crushing Despair","Hallucination","Synesthesia","Confusion","Phantasmal Killer","Suggestion","Hypercognition","Levitate","Mind Reading","Daze","Detect Magic","Mage Hand","Telekinetic Projectile"],"ac":27,"item":["+1 battle axe"],"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense 30 feet","resistance":{"bludgeoning":10},"intelligence":4,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"source_group":["Abomination Vaults"],"size":["Large"],"spoilers":"Abomination Vaults","name":"Seugathi Reality Warper","alignment":"CE","rarity":"uncommon","strike_damage_average":[18,20],"attack_bonus":[18,19],"constitution":3,"immunity":["mental","poison"],"creature_family":"Seugathi","spell_attack_bonus":[20],"will_save":15,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Mindfog Aura","Command Confusion","Envenom Weapon","Magic Item Mastery","Seugathi Venom","Warp Reality"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Arcana","Crafting","Deception","Intimidation","Nature","Occultism","Stealth"],"tradition":["Occult"],"summary":"Seugathi reality warpers create and destroy inhospitable environments on a small scale by manipulating the forces of raw chaos. A neothelid might …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1049","dexterity":6,"category":"creature","slug":"creature-1049"},{"attack_bonus":[11,14],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":55,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","creature_family":"Shanrigol","will_save":9,"charisma":-5,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":9,"wisdom":1,"weakness":{"vitality":5},"creature_ability":["Sapping Squeeze","Shred Flesh","Undulating Step"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Stealth"],"stealth":"10","trait":["Aberration","Uncommon","Undead","N","Medium"],"id":"creature-1050","text":" Shanrigol Heap The most basic and common type of shanrigol is called, based on its general shape, a shanrigol heap. These amalgamations of warped flesh and shattered bone establish hunting grounds by accident rather than design, remaining where prey has been plentiful in the past so they can grow larger and larger as they add to their jumbled forms. Only rare fleshwarpers create these abominations willingly, as they ignore all commands and containment to seek out prey. Recall Knowledge - Aberration (Occultism): DC 21 Recall Knowledge - Undead (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Shanrigol Heap Source Pathfinder #164: Hands of the Devil pg. 84 Perception +9; darkvision, tremorsense (imprecise) 30 feet Languages Skills Athletics +12, Stealth +10 Str +5 Dex +2 Con +3 Int -4 Wis +1 Cha -5 --- AC 20 all-around vision Fort +14 Ref +11 Will +9 HP 55 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances slashing 5, piercing 5 Weaknesses positive 5 --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action fleshy slap +14 (Forceful), Damage 2d6+8 bludgeoning plus Grab Ranged Single Action bone shard +11 (Agile, range increment 20 feet, versatile P), Damage 1d8+8 bludgeoning Sapping Squeeze Single Action Requirements The shanrigol has a creature grabbed; Effect The shanrigol squeezes the life essence from its target, dealing 1d6+5 bludgeoning and 1d4 persistent bleed damage (DC 18 basic Fortitude save). The shanrigol regains temporary Hit Points equal to half the amount of bludgeoning damage a single target takes; these temporary Hit Points last for 1 minute. Shred Flesh A shanrigol rips flesh away from targets in great chunks. Creatures critically hit by the shanrigol's fleshy slap Strike take an additional 1d6 persistent bleed damage and are enfeebled 1 for as long as they are bleeding. Undulating Step Two Actions The shanrigol separates its flesh from its bones to fit through small spaces. It Strides, ignoring difficult terrain and fitting through tight spaces as though it were a Tiny creature. It can't use any actions other than Undulating Step until it occupies an area large enough for its normal form. ","skill_mod":{"stealth":10,"athletics":12},"summary":"The most basic and common type of shanrigol is called, based on its general shape, a shanrigol heap. These amalgamations of warped flesh and …","image":["/Images/Monsters/Shanrigol_ShanrigolHeap.png"],"primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Creature Type","Rarity"],"ac":20,"level":4,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=1050","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":14,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Shanrigol Heap","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[12,15],"slug":"creature-1050"},{"attack_bonus":[18,18,21],"constitution":3,"primary_source_category":"Adventure Paths","strength":7,"hp":140,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","creature_family":"Shanrigol","will_save":16,"charisma":-5,"speed":{"climb":20,"max":30,"land":30,"swim":20},"perception":18,"wisdom":3,"weakness":{"vitality":10},"creature_ability":["Necrotic Decay","Sapping Squeeze","Shred Flesh","Undulating Step","Web Trap"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Stealth"],"stealth":"16","trait":["Aberration","Uncommon","Undead","N","Gargantuan"],"id":"creature-1051","text":" Shanrigol Behemoth Shanrigols that grow with the additions of many living victims can become truly enormous in size and pose a greater danger in their expanding hunting territories. Subterranean communities have collapsed entire tunnels to prevent the creatures from reaching their settlements. Many shanrigol behemoths absorb enough brain matter to form crude intelligences and take a serpentine or humanoid shape. They're more varied in their abilities than shanrigol heaps, as they often gain abilities from their constituent creatures. The shanrigol behemoth presented below contains flesh from driders and urdefhans, giving it a web attack and necrotic decay ability. Not all shanrigol behemoths have these two abilities, but should have other abilities to replace them. Recall Knowledge - Aberration (Occultism): DC 28 Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Shanrigol Behemoth Source Pathfinder #164: Hands of the Devil pg. 85 Perception +18; darkvision, tremorsense (imprecise) 30 feet Languages Skills Athletics +20, Stealth +16 Str +7 Dex +4 Con +3 Int -4 Wis +3 Cha -5 --- AC 27 all-around vision Fort +21 Ref +18 Will +16 HP 140 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances slashing 10, piercing 10 Weaknesses positive 10 Necrotic Decay (divine, necromancy, negative) When the shanrigol behemoth dies, its flesh rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 9d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 27 basic Fortitude save). --- Speed 30 feet, climb 20 feet, swim 20 feet Melee Single Action fleshy slap +21 (Forceful, reach 15 feet), Damage 2d10+11 bludgeoning plus Grab Ranged Single Action bone shard +18 (Agile, range increment 30 feet, versatile P), Damage 1d12+11 bludgeoning Ranged Single Action web +18 (range increment 30 feet), Damage web trap Sapping Squeeze Single Action Requirements The shanrigol has a creature grabbed; Effect The shanrigol squeezes the life essence from its target, dealing 1d10+11 bludgeoning and 1d6 persistent bleed damage (DC 25 basic Fortitude save). The shanrigol regains temporary Hit Points equal to half the amount of bludgeoning damage a single target takes; these temporary Hit Points last for 1 minute. Shred Flesh A shanrigol behemoth's attacks brutally rend its foes. Creatures critically hit by the shanrigol's fleshy slap Strike take an additional 2d6 persistent bleed damage and are enfeebled 1 for as long as they are bleeding. Undulating Step Two Actions The shanrigol separates its flesh from its bones to fit through small spaces. It Strides, ignoring difficult terrain and fitting through tight spaces as though it were a Tiny creature. It can't use any actions other than Undulating Step until it occupies an area large enough for its normal form. Web Trap A creature hit by the shanrigol behemoth's web attack is immobilized and stuck to the nearest surface until it can Escape ","skill_mod":{"stealth":16,"athletics":20},"summary":"Shanrigols that grow with the additions of many living victims can become truly enormous in size and pose a greater danger in their expanding hunting …","image":["/Images/Monsters/Shanrigol_ShanrigolBehemoth.png"],"primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Creature Type","Rarity"],"ac":27,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{"piercing":10,"slashing":10},"url":"/Monsters.aspx?ID=1051","intelligence":-4,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":21,"source_group":["Abomination Vaults"],"size":["Gargantuan"],"spoilers":"Abomination Vaults","name":"Shanrigol Behemoth","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[17,22],"slug":"creature-1051"},{"attack_bonus":[19,19],"constitution":0,"primary_source_category":"Blog Posts","strength":0,"hp":140,"language":["Aklo","Common","Draconic","Infernal","Undercommon","Utopian"],"source":["No-Prep Character: Urok"],"type":"Creature","will_save":18,"charisma":2,"speed":{"max":25,"land":25},"perception":18,"wisdom":2,"weakness":{},"creature_ability":["Preemptive Reconfiguration","Crystalline Dust","Draconic Exemplar","Kobold Breath","Mastermind","Skirmish Strike","Sneak Attack"],"skill":["Acrobatics","Arcana","Athletics","Deception","Devil Lore","Diplomacy","Nature","Intimidation","Occultism","Religion","Society","Stealth","Survival","Thievery","Yioxat Tribe Lore"],"stealth":"20","trait":["Aphorite","Humanoid","Kobold","Unique","LN","Small"],"id":"creature-1052","text":" Urok, Kobold Infiltrator When the Yioxat tribe of kobolds was subjugated by a local devil, its members feared that their children might be corrupted by their parents' unwilling agreements with Hell. Yet when Urok cracked open his shell, his caretakers were shocked to see the kobold hatchling had unique gold and silver scales, unlike even the scales of a metallic kobold. Though his soul was unclaimed by the forces of evil, Urok grew up arrogant and overbearing, enforcing the strict order that the devil imposed on his tribe. He was quick to realize that his fellows weren't carrying out their tasks as efficiently as they could be, and his efforts to organize his tribe more effectively always seemed to fail. It was only after investigating that he realized how much the Yioxats were deliberately undermining his efforts, as they despised their devil overlord, and despised Urok by association. Though he was heavily tempted to double down on his attempts to control, Urok instead fled, hiding in the wilderness as he tried to make sense of his life until this point. It was there that a Yioxat dragon sorcerer found him. The sorcerer explained that the Yioxat tribe had warded Urok's egg against evil influence before he was born, to protect him from the risk of Hell claiming his soul. Realizing that he had repaid his people's kindness with oppression, Urok decided to serve the law by returning sovereignty to his tribe. Though he doesn't want to approach his fellows just yet, he keeps watch over them, looking for an opportunity to kill the devil and free his family. However, this has also resulted in Urok clashing with well-meaning adventurers who seek to destroy the Yioxat tribe without realizing the kobolds are unwilling servants. Plot Hooks Game Masters may consider the following plot hooks as a means of integrating Urok into any Pathfinder Second Edition game. Urok arrives in the same town as the heroes. He is met with unwelcoming glances and even fear from the townsfolk. The pleading kobold asks anyone who will listen that he is in need of cold iron weapons to slay the devil that terrorizes his kin. A local noble tasks the heroes with clearing the Yioxat kobold tribe from the nearby wilderness. As they approach the tribe, Urok makes himself known and attempts to force the heroes away. A fleeing Urok runs into the heroes as they are travelling. He is holding a large egg and shoves it into the heroes' hands. He explains the egg has been warded and needs to be kept away from evil eyes before he runs away. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Urok Source No-Prep Character: Urok Perception +18; darkvision, low-light vision Languages Aklo, Common, Draconic, Infernal, Undercommon, Utopian Skills Acrobatics +20, Arcana +20, Athletics +13, Deception +16, Devil Lore +20, Diplomacy +16, Nature +16, Intimidation +16, Occultism +20, Religion +16, Society +20, Stealth +20, Survival +16, Thievery +20, Yioxat Tribe Lore +20 Str +0 Dex +4 Con +0 Int +4 Wis +2 Cha +2 Items +1 striking returning dagger --- AC 27 Fort +15 Ref +21 Will +18 HP 140 Preemptive Reconfiguration Reaction Frequency once per day; Trigger Urok would take bludgeoning piercing, or slashing damage; Effect Urok's body anticipates the blow and the impact area briefly reorganizes into a strengthened tissue lattice that blunts the attack. He gains resistance 9 against the triggering damage type, which applies against the triggering damage. Urok can expend his daily use of Crystalline Dust when using this reaction. If he does, his daily use of Preemptive Reconfiguration isn't expended and he can use it a second time. --- Speed 25 feet Melee Single Action dagger +19 (Agile, Finesse, versatile S), Damage 2d4+8 piercing Ranged Single Action dagger +19 (Agile, Finesse, thrown 10 feet, versatile S), Damage 2d4+8 piercing Crystalline Dust Two Actions Frequency once per day; Effect Urok disperses the crystalline motes coating his body as a haze. He becomes concealed, though he can't use this concealment to Hide or Sneak. The motes stay within an inch of his skin, move with you, and last for 4 rounds. Draconic Exemplar green dragon Kobold Breath Two Actions (Arcane, Evocation, Poison) Urok breathes a poisonous mist that deals 5d4 poison damage in a 15-foot cone (DC 25 basic Fortitude save). He can't use Kobold Breath again for 1d4 rounds. Mastermind If Urok successfully identifies a creature using Recall Knowledge, that creature is flat-footed against his attacks until the start of his next turn; if he critically succeeds, it's flat-footed against his attacks for 1 minute. Skirmish Strike Single Action Frequency once per round; Effect Urok either Steps and then Strike, or Strikes and then Steps. Sneak Attack Urok's Strikes deal an additional 2d6 precision damage to flat-footed creatures. ","skill_mod":{"nature":16,"thievery":20,"survival":16,"occultism":20,"acrobatics":20,"religion":16,"society":20,"diplomacy":16,"deception":16,"stealth":20,"arcana":20,"athletics":13,"intimidation":16},"summary":"When the Yioxat tribe of kobolds was subjugated by a local devil , its members feared that their children might be corrupted by their parents' …","primary_source":"No-Prep Character: Urok","trait_group":["Ancestry","Creature Type","Monster","Weapon","Rarity"],"ac":27,"item":["+1 striking returning dagger"],"level":9,"source_category":["Blog Posts"],"sense":" darkvision , low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1052","intelligence":4,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"size":["Small"],"name":"Urok","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[13,13],"slug":"creature-1052"},{"attack_bonus":[19,19,19],"constitution":3,"primary_source_category":"Blog Posts","strength":3,"hp":155,"language":["Common","Vudrani"],"source":["No-Prep Character: Chea"],"type":"Creature","spell_attack_bonus":[17],"will_save":15,"charisma":0,"speed":{"max":40,"land":40},"perception":18,"wisdom":2,"weakness":{},"creature_ability":["Animalistic Resistance","Quick Change","Change Shape","Flurry of Blows","Flying Kick","Pack Tactics","Powerful Fists"],"skill":["Acrobatics","Athletics","Occultism","Religion","Stealth","Warfare Lore"],"stealth":"18","trait":["Beast","Beastkin","Humanoid","Unique","N","Medium"],"id":"creature-1053","text":" Chea, Student Of Unfolding Wind Born to a large family of werecrocodiles in the nation of Jalmeray, Chea was envied by her fellows for her strange lack of the werecreature's curse. Chea's mother assured the girl that her blessing proved she was meant for great things, though her bitter cousins mocked her for her soft heart and lack of killer instinct. One night when she was a teenager, she went out for a swim, sick of the insults and teasing from her peers. The beastkin accidentally stumbled across an adventurer, who was stargazing by the riverside. The strange woman didn't attack, however, instead introducing herself as Nisha and inviting Chea to come look at the stars. Nisha pointed out a glowing comet in the sky and told Chea that the star was actually an elemental lord named Ranginori, and that Nisha's fellow adventurers, the Pathfinders, were working to set Ranginori free. When Nisha left that evening, she gave her telescope to Chea. From then on, Chea spent her nights gazing up to the glowing star, whispering secret prayers in hope they might comfort the trapped god. Chea saw the moment her bright star burst across the sky, freeing Ranginori from his uncounted years of imprisonment. Knowing the hard journey that Ranginori faced ahead of him, Chea was among one of the first to pledge her faith to the elemental lord. Encouraged by her mother, Chea approached the Monastery of Unfolding Wind in Jalmeray. Though she had to hide her true nature from her fellow acolytes, her determination saw her excel in her monk training. Yet when she returned to visit her family after her initial studies were complete, she found them decimated and scattered. The survivors gave confused, conflicted reports, but several of them claimed that Pathfinders had attacked them. Though Chea knew her family weren't always saints, she found she couldn't let this go. The monk now searches for answers to what truly happened, and vengeance for those who killed her kin. Plot Hooks Game Masters may consider the following plot hooks as a means of integrating Chea into any Pathfinder Second Edition game. Chea seeks out the heroes in hopes of learning a new fighting technique to give her a further edge in combat. She's willing to share an aspect of her training in return. As the heroes leave a dungeon, some ruins, or another adventuring site, Chea makes her presence known. She challenges the heroes to a fight, believing them to be Pathfinders. A whisper on the wind guides the heroes to Chea. The monk notes that she's received a message from her god about the whereabouts of a gem that holds another elemental lord. Chea believes it is her fate, and the heroes', to rescue the trapped god. Recall Knowledge - Beast (Arcana, Nature): DC 36 Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Chea Source No-Prep Character: Chea Perception +18 Languages Common, Vudrani Skills Acrobatics +20, Athletics +18, Occultism +13, Religion +16, Stealth +18, Warfare Lore +13 Str +3 Dex +4 Con +3 Int +0 Wis +2 Cha +0 Items +1 striking handwraps of mighty blows --- AC 27 Fort +18 Ref +21 Will +15 HP 155 Animalistic Resistance Chea gains a +2 circumstance bonus to saves to resist diseases and poisons. Quick Change Free Action Trigger Chea rolls initiative; Effect Chea's instincts kick in and she takes on an aggressive stance. Chea uses Change Shape to enter her hybrid form. --- Speed 40 feet Melee Single Action fist +19 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 2d6+11 bludgeoning Melee Single Action jaws +19 (Agile, Finesse, Magical, Unarmed), Damage 2d4+11 piercing Ranged Single Action wind crash +19 (Agile, Nonlethal, Propulsive, range 30 feet, Unarmed), Damage 2d6+11 bludgeoning Monk Focus Spells DC 25, attack +17. 3 Focus Points - 5th Ki Rush, Ki Strike, Unfolding Wind Rush, Wild Winds Stance Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) Chea changes between her humanoid shape or hybrid shape. She gains a jaws unarmed Strike while in her hybrid shape. Flurry of Blows Single Action (Flourish) Chea makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Flying Kick Two Actions Chea launches herself at a foe. She makes a Leap or attempts a High Jump or Long Jump. At the end of the jump, if she's adjacent to a foe, she can immediately Strike that foe with an unarmed attack, even if the foe is in midair. She falls to the ground after the Strike. If the distance she falls is no more than the height of her jump, Chea lands upright and takes no damage. Pack Tactics If an enemy is within reach of Chea and at least two of her allies, that enemy is flat-footed against Chea. Powerful Fists Chea's fist Strikes are treated as cold iron and silver and don't take penalties when making lethal attacks. ","skill_mod":{"stealth":18,"athletics":18,"occultism":13,"acrobatics":20,"religion":16},"summary":"Born to a large family of werecrocodiles in the nation of Jalmeray, Chea was envied by her fellows for her strange lack of the werecreature's curse. …","primary_source":"No-Prep Character: Chea","spell":["Ki Rush","Ki Strike","Unfolding Wind Rush","Wild Winds Stance"],"trait_group":["Creature Type","Ancestry","Rarity"],"ac":27,"item":["+1 striking handwraps of mighty blows"],"level":9,"spell_dc":[25],"source_category":["Blog Posts"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1053","intelligence":0,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":18,"size":["Medium"],"name":"Chea","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[16,18,18],"slug":"creature-1053"},{"attack_bonus":[19,20,21],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":180,"language":["Adlet","Common"],"immunity":["cold"],"source":["Bestiary 3"],"type":"Creature","will_save":16,"charisma":0,"speed":{"max":40,"land":40},"perception":18,"wisdom":4,"weakness":{"fire":10},"creature_ability":["Wolfstorm","Avenging Bite","Frozen Weapons","Pack Attack","Wolfrime"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"20","trait":["Cold","Humanoid","CN","Medium"],"id":"creature-1054","text":" Adlet Adlets dwell in the farthest, harshest reaches of the Crown of the World. At first glance, these isolated people look much like their Erutaki human cousins; they typically have terra-cotta skin, straight black hair, and compact, powerful builds. However, adlets tend to be taller and more sinewy than their human kin. Up close, adlets' strangeness reveals itself—each sports a maw full of wolflike teeth. Their legs and tail resemble that of a dog. Adlets' legends say that long ago, a mighty hunter lost his way far from home and came upon a house of whalebone and ice. A woman dressed in white fox furs greeted him, fed him, and tended to his frostbite. In time, they married and had 10 children, five of whom bore the legs and tails of foxes. These children stayed with their mother, while the other five—born with the legs and tails of wolves— traveled with their father back to the human lands and became the first adlets. Adlets aren't inherently evil, but their culture is warlike, xenophobic, and noticeably lacking in humility. They see themselves as the natural rulers of the arctic wastes and view everyone else as squatters at best and invaders at worst. A typical adlet is stronger and faster than any mundane human, with the ability to walk naked in a blizzard and call up ice-cold mists. Given that, it's little wonder that adlets have developed something of a superiority complex. Still, while adlet raids are a common problem for travelers in the Crown of the World, a handful of wily and intrepid merchants have forged peaceful relations with certain adlet communities along more common routes. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Adlet Source Bestiary 3 pg. 9 Perception +18; low-light vision, scent (imprecise) 30 feet Languages Adlet, Common Skills Acrobatics +20, Athletics +21, Stealth +20, Survival +18 Str +5 Dex +6 Con +4 Int +0 Wis +4 Cha +0 Items +1 striking spear (2) --- AC 30 Fort +20 Ref +22 Will +16 HP 180 Immunities cold Weaknesses fire 10 Wolfstorm (aura, cold, evocation, primal) 60 feet. A clammy, frigid mist billows forth ahead of the adlet. Creatures within the mist become concealed, and creatures outside the mist become concealed to creatures within it. An adlet can see through the aura without penalty. Avenging Bite Reaction Trigger A creature within reach of an adlet's jaws Strike attacks one of the adlet's allies; Effect The adlet makes a jaws Strike against the triggering creature. --- Speed 40 feet Melee Single Action spear +20 (Magical), Damage 2d6+9 piercing plus 1d6 cold Melee Single Action jaws +19, Damage 2d8+9 slashing plus 1d6 cold Ranged Single Action spear +21 (Magical, thrown 20 feet), Damage 2d6+9 piercing plus 1d6 cold Frozen Weapons (Evocation) Weapons wielded by an adlet gain the effect of the frost property rune. Pack Attack An adlet's Strikes deal an additional 2d6 damage to creatures that are within the reach of at least two of the adlet's allies. Wolfrime Single Action (Cold, Concentrate, Evocation, Primal) An adlet's mist turns biting cold and coalesces into a thick rime of frost that deals 6d6 cold damage to creatures inside the adlet's wolfstorm aura (DC 26 basic Fortitude), and the aura is deactivated until the start of the adlet's next turn. Lost Cousins Legends about adlets' origins suggest they might have fox-like kin. Some believe these kin are kitsune, while others point to the more powerful vulpinals as more likely progenitors. ","skill_mod":{"survival":18,"stealth":20,"athletics":21,"acrobatics":20},"summary":"Adlets dwell in the farthest, harshest reaches of the Crown of the World. At first glance, these isolated people look much like their Erutaki human …","image":["/Images/Monsters/Adlet.png"],"primary_source":"Bestiary 3","trait_group":["Energy","Monster","Creature Type"],"ac":30,"item":["+1 striking spear (2)"],"level":10,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1054","intelligence":0,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":20,"size":["Medium"],"name":"Adlet","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,19,21],"slug":"creature-1054"},{"primary_source_category":"Rulebooks","strength":-2,"hp":20,"language":["Celestial","Common","Draconic","Infernal","<%SPELLS%293%%>speak with animals<%END>"],"source":["Bestiary 3"],"type":"Creature","charisma":2,"perception":8,"stealth":"7","trait":["Agathion","Celestial","NG","Tiny"],"id":"creature-1055","text":" Silvanshee (Cat Agathion) Silvanshees are a stealthy and extremely inquisitive contingent of agathions who gather information about the mortal world for other agathions. While they love to explore the Material Plane and sate their curiosity, they're generally reclusive and skittish. These dual instincts war with each other whenever something exciting piques their interest. Because of their small sizes, they don't pose a combat threat to most creatures; instead, silvanshees act as Nirvana's eyes and ears in the mortal world, reporting back to superiors or calling for help should they run into danger. Silvanshees appear indistinguishable from domestic felines, save for their violet eyes and the telltale blaze of differently colored fur on their chests. Of course, flying gives them away outright, so if at all possible, they only do so while in trusted company to avoid detection. Their fur color runs the spectrum of normal feline colorations. They can also transform into mist when necessary to maintain discretion or make a hasty getaway. Recall Knowledge - Celestial (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Silvanshee Source Bestiary 3 pg. 10 Perception +8; darkvision Languages Celestial, Common, Draconic, Infernal; speak with animals Skills Acrobatics +7, Arcana +3, Medicine +6, Nirvana Lore +3, Stealth +7 Str -2 Dex +4 Con +2 Int +0 Wis +3 Cha +2 Cat's Curiosity A silvanshee's core value is curiosity. This enables them to seek out new experiences and information beyond their current understanding. A silvanshee can use trained skill actions for all skills, even if they're untrained. --- AC 17 Fort +5 Ref +9 Will +6 HP 20 Weaknesses evil 3 --- Speed 25 feet, fly 40 feet Melee Single Action jaws +9 (Finesse, Good, Magical), Damage 1d6–2 piercing plus 1d4 good Melee Single Action claw +9 (Agile, Finesse, Good, Magical), Damage 1d4–2 slashing plus 1d4 good Divine Innate Spells DC 16 - Cantrips (1st) Dancing Lights, Know Direction, Prestidigitation, Stabilize - 4th Gaseous Form (×3), Read Omens - Constant (2nd) Speak with Animals Champion Focus Spell DC 16, 1 Focus Point - 1st Lay on Hands Cat's Grace When a silvanshee uses their gaseous form spell, the mist form remains roughly the size and shape of a cat, and the silvanshee retains their fly speed in this form. Silvanshee Allies Silvanshees will work with heroes who remain patient with their curiosity and skittishness. They're inquisitive, alternating between affection and aloofness. They do what they can to aid and defend their companions, but their strong sense of self-preservation means they'll likely flee if they sense they can't win a fight. ","skill_mod":{"stealth":7,"arcana":3,"medicine":6,"acrobatics":7},"image":["/Images/Monsters/Agathion_Silvanshee.png"],"primary_source":"Bestiary 3","spell":["Gaseous Form","Read Omens","Dancing Lights","Know Direction","Prestidigitation","Stabilize","Speak with Animals","Lay on Hands"],"ac":17,"level":1,"spell_dc":[16,16],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Silvanshee","alignment":"NG","pfs":"Standard","rarity":"common","strike_damage_average":[5,6],"attack_bonus":[9,9],"constitution":2,"creature_family":"Agathion","will_save":6,"speed":{"fly":40,"max":40,"land":25},"wisdom":3,"weakness":{"evil":3},"creature_ability":["Cat's Curiosity","Cat's Grace"],"skill":["Acrobatics","Arcana","Medicine","Nirvana Lore","Stealth"],"tradition":["Divine"],"summary":"Silvanshees are a stealthy and extremely inquisitive contingent of agathions who gather information about the mortal world for other agathions. While …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1055","dexterity":4,"category":"creature","slug":"creature-1055"},{"primary_source_category":"Rulebooks","strength":2,"hp":105,"language":["Celestial","Common","Draconic","Infernal","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":15,"stealth":"12","trait":["Agathion","Celestial","NG","Small"],"id":"creature-1056","text":" Vulpinal (Fox Agathion) Vulpinals serve as the cunning and clever musicians and minstrels of the agathions. Incredibly far-ranging, these fox-like humanoids love traveling to learn and teach about all the unique songs, dances, myths, and traditions they can find. Though they prefer to travel alone, vulpinals are extremely gregarious toward those they meet on their journeys. They enjoy participating in the festivities of cultures they encounter, and they're known to form small traveling groups of like-minded individuals if they believe that their shared expertise can prove beneficial. Recall Knowledge - Celestial (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Vulpinal Source Bestiary 3 pg. 11 Perception +15; darkvision Languages Celestial, Common, Draconic, Infernal; speak with animals , tongues Skills Acrobatics +12, Arcana +15, Deception +14, Medicine +11, Nirvana Lore +15, Performance +16, Religion +13, Society +13, Stealth +12 Str +2 Dex +4 Con +4 Int +5 Wis +3 Cha +6 Items handheld instrument --- AC 24 Fort +12 Ref +14 Will +15 HP 105 Weaknesses evil 5 --- Speed 30 feet Melee Single Action jaws +15 (Finesse, Good, Magical), Damage 2d10+4 piercing plus 1d6 good Melee Single Action claw +15 (Agile, Finesse, Good, Magical), Damage 2d6+4 slashing plus 1d6 good Divine Innate Spells DC 24 - 2nd Detect Alignment (at will; evil only), Invisibility (at will; self only) - 3rd Calm Emotions, Remove Disease - 4th Dimension Door, Divine Wrath - Constant (5th) Speak with Animals, Tongues Champion Focus Spell DC 24, 1 Focus Point - 3rd Lay on Hands Fox's Cunning A vulpinal's core value is cunning. They can apply their knowledge and stories from their extensive travels to just about any situation in an instant. Before spending any other action on their turn, the vulpinal can Recall Knowledge as a free action. Vulpinal Flair Bipedal vulpinals stand around 3 feet tall, with humanoid clawed hands and fluffy tails almost as long as their bodies. They typically appear with red fur, though leaders feature either white or black pelts with gray sprinkled across their muzzles and backs. Fox agathions like to wear stylish but functional clothing from the places they visit, often embellishing themselves with small trinkets and souvenirs they picked up along the way. ","skill_mod":{"society":13,"performance":16,"deception":14,"stealth":12,"arcana":15,"medicine":11,"acrobatics":12,"religion":13},"image":["/Images/Monsters/Agathion_Vulpinal.png"],"primary_source":"Bestiary 3","spell":["Dimension Door","Divine Wrath","Calm Emotions","Remove Disease","Detect Alignment","Invisibility","Speak with Animals","Tongues","Lay on Hands"],"ac":24,"item":["handheld instrument"],"level":6,"spell_dc":[24,24],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":12,"size":["Small"],"name":"Vulpinal","alignment":"NG","pfs":"Standard","rarity":"common","strike_damage_average":[14,18],"attack_bonus":[15,15],"constitution":4,"creature_family":"Agathion","will_save":15,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{"evil":5},"creature_ability":["Fox's Cunning"],"skill":["Acrobatics","Arcana","Deception","Medicine","Nirvana Lore","Performance","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"Vulpinals serve as the cunning and clever musicians and minstrels of the agathions. Incredibly far-ranging, these fox-like humanoids love traveling …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1056","dexterity":4,"category":"creature","slug":"creature-1056"},{"primary_source_category":"Rulebooks","strength":4,"hp":170,"language":["Celestial","Common","Draconic","Halfling","Infernal","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":18,"stealth":"16","trait":["Agathion","Celestial","NG","Medium"],"id":"creature-1057","text":" Procyal (Raccoon Agathion) As the most whimsical and playful of the agathions, procyals are the most likely to be encountered on the Material Plane, teaching deep philosophical lessons and delivering wisdom through pranks and impersonations. Mischievous and playful, these raccoon-headed humanoids love to socialize with mortals and learn about their societies. Unlike their mortal counterparts, Procyals' fur starts off dark russet in color, giving way to gray and white flecks on their muzzles as they grow older. Only procyal leaders boast the stark gray and black coloration of a true raccoon. Those who recognize procyals' age and wisdom treat these creatures with great respect. Whatever their natural appearance, procyals make excellent shapeshifters and can assume the form of any humanoid that they've encountered. They use this ability only for the greater good of that humanoid or their community, often appearing as someone's trusted mentor to deliver an important message in a more laid-back fashion than talking to a magical celestial raccoon. They're not above playing the occasional harmless prank on the person whose form they've assumed, especially when they can use it to teach a valuable lesson. Raccoon agathions prefer to use a blade if forced into combat, but they're prepared to use their claws and fight dirty if necessary. Recall Knowledge - Celestial (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Procyal Source Bestiary 3 pg. 11 Perception +18; darkvision Languages Celestial, Common, Draconic, Halfling, Infernal; speak with animals , tongues Skills Acrobatics +14, Deception +18, Diplomacy +16, Medicine +16, Nature +16, Nirvana Lore +15, Religion +16, Society +17, Stealth +16, Survival +16, Thievery +14 Str +4 Dex +4 Con +6 Int +5 Wis +6 Cha +4 Items +1 striking shortsword --- AC 26 Fort +16 Ref +14 Will +18 HP 170 Weaknesses evil 10 --- Speed 25 feet Melee Single Action claw +18 (Agile, Good, Magical), Damage 2d8+10 plus 1d6 good Melee Single Action shortsword +19 (Agile, Finesse, Good, Magical, versatile S), Damage 2d6+10 plus 1d6 good Divine Innate Spells DC 26, attack +18 - 2nd Invisibility - 3rd Heroism - 4th Calm Emotions, Charm, Dimension Door, Dispel Magic, Illusory Creature, Magic Aura (at will), Suggestion (at will) - Constant (5th) Speak with Animals, Tongues Champion Focus Spell DC 26, 1 Focus Point - 4th Lay on Hands Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The procyal can transform only into a specific individual Small or Medium humanoid that they've met at least once. They can't transform into a generic member of a given ancestry. Raccoon's Whimsy Procyals' core value is whimsy, though unlike for chaotic tricksters, procyals' playful actions have a pattern and their pranks always come with a valuable lesson, even if it takes a long time to decipher the meaning. Receiving and growing from such a lesson requires at least 10 minutes of interaction with the Procyal but can take much longer. A character who learns from the procyal's lesson gains the benefits of the Aid reaction from the procyal once during the next month. Afterwards, they become immune to this effect from all procyals. Procyals and Societies While born from the souls of the enlightened like other agathions, procyals derive their core value of whimsy from truly understanding the delicate balance between society and the individual. These clever celestials prefer enabling communities under attack to extinguish the evil threats and thrive on their own. ","skill_mod":{"society":17,"diplomacy":16,"deception":18,"nature":16,"thievery":14,"survival":16,"stealth":16,"medicine":16,"acrobatics":14,"religion":16},"image":["/Images/Monsters/Agathion_Procyal.png"],"primary_source":"Bestiary 3","spell":["Calm Emotions","Charm","Dimension Door","Dispel Magic","Illusory Creature","Magic Aura","Suggestion","Heroism","Invisibility","Speak with Animals","Tongues","Lay on Hands"],"ac":26,"item":["+1 striking shortsword"],"level":8,"spell_dc":[26,26],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Procyal","alignment":"NG","pfs":"Standard","rarity":"common","strike_damage_average":[20,22],"attack_bonus":[18,19],"constitution":6,"creature_family":"Agathion","spell_attack_bonus":[18],"will_save":18,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{"evil":10},"creature_ability":["Change Shape","Raccoon's Whimsy"],"skill":["Acrobatics","Deception","Diplomacy","Medicine","Nature","Nirvana Lore","Religion","Society","Stealth","Survival","Thievery"],"tradition":["Divine"],"summary":"As the most whimsical and playful of the agathions, procyals are the most likely to be encountered on the Material Plane , teaching deep …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1057","dexterity":4,"category":"creature","slug":"creature-1057"},{"primary_source_category":"Rulebooks","strength":10,"hp":370,"language":["Celestial","Draconic","Infernal","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","charisma":9,"perception":36,"trait":["Agathion","Celestial","NG","Large"],"id":"creature-1058","text":" Draconal (Dragon Agathion) Dragon agathions, known as draconals, number among the most powerful of their kin, and also the wisest, embodying the wisdom of the benevolent philosopher-king. With their wisdom comes an elevation above material matters, making them the most removed from the troubles and lives of mortals. Draconals serve as the guardians of powerful magic, and they dispense their wisdom in service of the greater good of Nirvana and the celestial planes. Draconals appear more draconic than humanoid. They walk on their hind legs and balance on their long, serpent like tails. Sharp claws tip their scaled humanoid hands. Similar to true dragons, a draconal's coloration signifies different breath weapons, traits, and resistances. Draconals also choose spells from one of four domains. All have the options of the air and healing domains, but their color determines the other two. Black draconals breathe and are resistant to fire, and their additional domain options are fire and luck. Red draconals have the same fire breath and resistance, but their additional domain options are protection and sun. Green and white draconals breathe and are resistant to cold, but green draconals have the options of nature and water domains while white draconals have the options of freedom and repose. Yellow draconals breathe and are resistant to acid, and their additional domain options are earth and luck. Recall Knowledge - Celestial (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Draconal Source Bestiary 3 pg. 12 Perception +36; darkvision, true seeing Languages Celestial, Draconic, Infernal; speak with animals , tongues Skills Arcana +38, Crafting +30, Deception +35, Diplomacy +37, Intimidation +35, Medicine +34, Nature +34, Nirvana Lore +36, Religion +36, Society +32, Survival +32 Str +10 Dex +5 Con +8 Int +8 Wis +10 Cha +9 --- AC 45 Fort +34 Ref +31 Will +38 circle of protection HP 370 , regeneration 20 (deactivated by evil) Resistances fire 15 Weaknesses evil 15 Dragon's Salvation Reaction Trigger A creature within the draconal's reach would take damage; Effect Before applying the damage, the draconal casts lay on hands on the triggering creature. --- Speed 30 feet, fly 90 feet Melee Single Action jaws +38 (Good, Magical, reach 15 feet), Damage 3d12+18 piercing plus 1d6 good plus 4d6 fire Melee Single Action claw +38 (Agile, Good, Magical, reach 10 feet), Damage 3d8+18 slashing plus 1d6 good plus 4d6 fire Divine Innate Spells DC 46, attack +38 - 9th Breath of Life, Dispel Magic, Divine Decree, Earthquake, Heal (×3), Implosion, Storm of Vengeance - 10th Miracle - Constant (7th) Circle of Protection, Speak with Animals, Tongues, True Seeing Champion Focus Spell DC 46, 3 Focus Points - 10th Dazzling Flash, Lay on Hands, Protector's Sphere Breath Weapon Two Actions (Divine, Evocation) The draconal breathes a blast of energy that deals 21d6 fire damage to creatures they choose to damage in a 60-foot cone (DC 44 basic Reflex save). They can make this effect nonlethal for selected creatures in the area or choose not to damage certain creatures at all. They can't use Breath Weapon again for 1d4 rounds. Dragon's Wisdom Draconals embody the core value of wisdom, but every path to wisdom and enlightenment differs, so draconals' powers vary by temperament and coloration. A draconal's scale color determines their associated energy damage type. They gain resistance 15 to that damage type, deal 4d6 extra damage of that type with their Strikes, and deal 21d6 damage of that type with their breath weapon. They gain additional wisdom in the form of the basic and advanced domain spells from one domain, chosen from four domains available to draconals with their scale color. This red draconal has the protection and sun domains. ","skill_mod":{"society":32,"diplomacy":37,"deception":35,"nature":34,"crafting":30,"survival":32,"arcana":38,"medicine":34,"intimidation":35,"religion":36},"image":["/Images/Monsters/Agathion_Draconal.png"],"primary_source":"Bestiary 3","spell":["Miracle","Breath of Life","Dispel Magic","Divine Decree","Earthquake","Heal","Implosion","Storm of Vengeance","Circle of Protection","Speak with Animals","Tongues","True Seeing","Dazzling Flash","Lay on Hands","Protector's Sphere"],"ac":45,"level":20,"spell_dc":[46,46],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{"fire":15},"intelligence":8,"reflex_save":31,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":34,"size":["Large"],"name":"Draconal","alignment":"NG","pfs":"Standard","rarity":"common","strike_damage_average":[49,55],"attack_bonus":[38,38],"constitution":8,"creature_family":"Agathion","spell_attack_bonus":[38],"will_save":38,"speed":{"fly":90,"max":90,"land":30},"wisdom":10,"weakness":{"evil":15},"creature_ability":["Dragon's Salvation","Breath Weapon","Dragon's Wisdom"],"skill":["Arcana","Crafting","Deception","Diplomacy","Intimidation","Medicine","Nature","Nirvana Lore","Religion","Society","Survival"],"tradition":["Divine"],"summary":"Dragon agathions, known as draconals, number among the most powerful of their kin, and also the wisest, embodying the wisdom of the benevolent …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1058","dexterity":5,"category":"creature","slug":"creature-1058"},{"attack_bonus":[24,27],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":220,"language":["Aklo","Common","Draconic"],"immunity":["controlled","mental"],"source":["Bestiary 3"],"type":"Creature","will_save":26,"charisma":-1,"speed":{"max":25,"land":25},"perception":23,"wisdom":6,"weakness":{"piercing":10},"creature_ability":["Destabilizing Field","Displace","Reposition","Transpose"],"skill":["Arcana","Athletics","Lore","Occultism"],"trait":["Aberration","Rare","NE","Medium"],"id":"creature-1059","text":" Amalgamite Teleportation magic can prove a difficult undertaking, even for experienced spellcasters. It requires precise calculation and timing, knowledge of the intended destination, and meticulous control over surging conjuration magics. A mistake in even the most minute element of such a spell can lead to disastrous results for those involved. When a particularly powerful spellcaster makes an error of this kind, either through arrogance or simple misjudgment, they might transform into an amalgamite. A mass of flesh and misaligned limbs, an amalgamite is the warped body of a former spellcaster, sometimes joined with another version of itself to incorporate additional limbs or other irregularities. They're still alive, but they have become aberrants mentally and physically, with only the vaguest memories of their previous existence, which makes them a dangerous and bewildering foe. Their weird, warped anatomy constantly shifts and regrows, allowing the creatures to shrug off physical blows save those that pierce through its flesh and into its core being. The magical residue of an amalgamite's creation radiates from it, seeping into and destabilizing any living beings that get too close. Infected creatures then further spread the amalgamite's aura among larger groups of allies and foes alike. The amalgamite uses this power to manipulate and confuse their enemies, whom they can teleport into traps, force into confrontations with other enemies, or draw close into striking range with their own odd appendages. Recall Knowledge - Aberration (Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Amalgamite Source Bestiary 3 pg. 14 Perception +23; low-light vision Languages Aklo, Common, Draconic Skills Arcana +27, Athletics +22, Lore +27, Occultism +27 Str +5 Dex +6 Con +4 Int +8 Wis +6 Cha -1 --- AC 33 Fort +22 Ref +22 Will +26 HP 220 , regeneration 10 (deactivated by piercing) Immunities controlled, mental Resistances bludgeoning 10, slashing 10 Weaknesses piercing 10 Destabilizing Field (aura, conjuration) 40 feet. A creature that begins its turn within the area feels its body begin to stretch and must succeed at a DC 33 Fortitude save or become destabilized. A destabilized creature emits a 10-foot destabilizing field aura and becomes sickened 1. The destabilization ends when the creature is no longer sickened. A creature that succeeds at its saving throw against the aura is temporarily immune to all destabilizing fields for 1 minute. Displace Reaction Trigger The amalgamite is hit by a Strike; Effect The amalgamite Repositions itself or Transposes itself with another creature. If the amalgamite successfully changes its location, it and any Transposed creature take half damage from the triggering Strike. --- Speed 25 feet Melee Single Action limb +24, Damage 3d10+11 bludgeoning Ranged Single Action warping ray +27 (deadly 2d8, Magical, range 100 feet), Damage 3d8+8 force Occult Innate Spells DC 33 - 4th Blink (×2) - 7th Ethereal Jaunt, Warp Mind Reposition Two Actions (Concentrate, Conjuration, Occult, Teleportation) The amalgamite teleports into an unoccupied space it can see within 50 feet. Transpose Two Actions (Conjuration, Occult, Teleportation) The amalgamite chooses up to two destabilized creatures they can see within 50 feet and swaps their positions, or moves a single such creature to an unoccupied space they can see within range. If the amalgamite chooses two creatures, they can choose their self as one of these creatures, but both targets must be the same size. An unwilling creature can attempt a DC 33 Will save. If either target succeeds at this saving throw, both are unaffected. Former Friends Amalgamites are often found in the company of other creatures, such as lesser aberrations, cultists of the Dark Tapestry, or the undead corpses of their former companions. They use these allies to spread their destabilizing field to other foes and separate those enemies from their own allies. ","tradition":["Occult"],"skill_mod":{"arcana":27,"athletics":22,"occultism":27},"summary":"Teleportation magic can prove a difficult undertaking, even for experienced spellcasters. It requires precise calculation and timing, knowledge of …","image":["/Images/Monsters/Amalgamite.png"],"primary_source":"Bestiary 3","spell":["Ethereal Jaunt","Warp Mind","Blink"],"trait_group":["Creature Type","Rarity"],"ac":33,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{"bludgeoning":10,"slashing":10},"url":"/Monsters.aspx?ID=1059","intelligence":8,"reflex_save":22,"strongest_save":["will"],"dexterity":6,"vision":"Low-light vision","fortitude_save":22,"size":["Medium"],"name":"Amalgamite","alignment":"NE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[21,27],"slug":"creature-1059"},{"attack_bonus":[12,13],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":70,"immunity":["petrified"],"source":["Bestiary 3"],"type":"Creature","will_save":8,"charisma":-4,"speed":{"climb":25,"max":25,"land":25,"swim":25},"perception":10,"wisdom":0,"weakness":{},"creature_ability":["Amphisbaena Venom","Blinding Spittle","Twin Bites"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"12","trait":["Animal","N","Medium"],"id":"creature-1060","text":" Amphisbaena An amphisbaena is an exceedingly aggressive, venomous viper of remarkable size that bears two heads—one on each end of its body. It moves in a manner similar to that of the more common sidewinder snake, throwing its body forward in a loop and anchoring itself by keeping one head or the other on the ground at all times. Amphisbaenas' typical prey includes rabbits, foxes, various birds, small deer, and even humanoids if presented the opportunity. Fiercely territorial by nature, they attack just about anything that gets near their lairs, regardless of the intruder's size. Many a child has been warned about going too far into the woods alone, lest they wander too close to an amphisbaena den and become the creature's next meal. The venom of an amphisbaena is incredibly potent, able to take down a stout dwarf within minutes if left untreated. However, it also has uses in a variety of healing remedies, which makes it a valuable commodity if collected. For example, a pregnant person might be advised to drink the venom in small, dilute doses to help safeguard the pregnancy. Mixing small amounts of the venom with various herbs and oil creates a poultice which dulls aches and pains. As a result, the image of an amphisbaena appears in many contexts associated with healing and alchemical subjects, such as labels for tinctures, annotations in herbalists' records, and illustrations in textbooks of medicine. The first amphisbaena is said to have formed from the blood that fell as a medusa's head was severed. This story's origin most likely stems from the fact that amphisbaenas are oddly immune to petrification, which in turn leads to them sometimes being kept as pets by a medusa. A medusa who keeps an amphisbaena as a pet might regard the viper as their most treasured companion or perhaps even as their own child. Despite these fabled supernatural origins and the occasional special treatment they receive, however, amphisbaenas are entirely mundane animals with only rudimentary intelligence and no innate magical abilities whatsoever. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Amphisbaena Source Bestiary 3 pg. 15 Perception +10; tremorsense 60 feet Languages Skills Acrobatics +10, Athletics +13, Stealth +12 Str +5 Dex +4 Con +2 Int -4 Wis +0 Cha -4 --- AC 21 all-around vision Fort +10 Ref +14 Will +8 HP 70 Immunities petrified --- Speed 25 feet, climb 25 feet, swim 25 feet Melee Single Action fangs +13, Damage 2d6+5 piercing plus amphisbaena venom Ranged Single Action spit +12 (range increment 15 feet), Damage 1d6 poison plus amphisbaena venom and blinding spittle Amphisbaena Venom (Poison) Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 2d6 poison damage and enfeebled 2 and slowed 1 (1 round); Stage 3 3d6 poison damage and paralyzed (1 round) Blinding Spittle A creature critically hit by an amphisbaena's spit Strike is blinded for 1 round. Twin Bites Single Action An amphisbaena makes a fangs Strike with each of its heads, each against a different target. Both Strikes count toward its multiple attack penalty, but the penalty doesn't increase until after it has made both attacks. Amphisbaena Variants While the two-headed snake is by far the most common amphisbaenas, the term sometimes describes other creatures with heads on both ends of their bodies. Occasionally stories circulate of a monstrous amphisbaena with the body of a lizard, clawed feet, or even feathered wings. These stories are typically chalked up to an overactive imagination or an abundance of drink, but they persist regardless. ","skill_mod":{"stealth":12,"athletics":13,"acrobatics":10},"summary":"An amphisbaena is an exceedingly aggressive, venomous viper of remarkable size that bears two heads—one on each end of its body. It moves in a manner …","image":["/Images/Monsters/Amphisbaena.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" tremorsense 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1060","intelligence":-4,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":10,"size":["Medium"],"name":"Amphisbaena","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,12],"slug":"creature-1060"},{"attack_bonus":[10,10,10],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":28,"language":["Androffan","Common"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Android","will_save":4,"charisma":-1,"speed":{"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Emotionally Unaware","Nanite Surge","Sneak Attack"],"skill":["Acrobatics","Athletics","Crafting","Deception","Engineering Lore","Society","Stealth","Thievery"],"stealth":"10","trait":["Android","Humanoid","Rare","N","Medium"],"id":"creature-1061","text":" Android Infiltrator Androids possess synthetic bodies inhabited by living souls. These technological organisms first came to Golarion from another world when their starship crashed, scattering wreckage all across Numeria in an event known as the Rain of Stars. Feared by local Kellids and enslaved by the Technic League, androids on Golarion have spent eons being hated and hunted. Many androids survive by adopting human customs and hiding in plain sight, while others become criminals, hermits, or nomads. Designed to resemble humans, androids have several distinctive features. Their eyes have a metallic sheen, they rarely fall ill, and they have trouble displaying complex emotions. Circuit-like tattoos decorate their bodies and control internal nanites. When stimulated, these nanites kick their internal chemistry into overdrive, allowing them to function at peak performance that causes their circuitry to glow. Androids are created in sophisticated machines called foundries. They emerge as mature adults with newborn souls and no knowledge of their purpose or the world around them. Android bodies don't deteriorate, though their souls age like any other mortal's. When an android feels they've lived a full life, they willingly release their soul to the afterlife, causing their body to shut down and reboot. Once this process, known as Renewal, completes, a new soul inhabits the body. Foundry programming produces androids that mimic human anatomy. Numerous android models exist, each designed to excel at different tasks and purposes. Androids of all models display countless variations of coloration, body shapes, and gender identities. Theoretically, a foundry could be reprogrammed to create androids with new adaptations, colorations, and forms—perhaps even in the guise of other ancestries. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Android Infiltrator Source Bestiary 3 pg. 16 Perception +6; (+5 to Sense Motive) low-light vision Languages Androffan, Common Skills Acrobatics +8, Athletics +6, Crafting +7, Deception +3, Engineering Lore +7, Society +7, Stealth +10, Thievery +8 Str +2 Dex +4 Con +2 Int +3 Wis +0 Cha -1 Items Hand Crossbow (10 bolts), Shortsword --- AC 18 Fort +8 Ref +10 Will +4 +1 circumstance to all saves vs. disease, poison, and radiation HP 28 Emotionally Unaware The android takes a –1 circumstance penalty to Diplomacy and Performance checks, and to Perception checks to Sense Motive. Nanite Surge Reaction Trigger The android infiltrator attempts a skill check but hasn't rolled yet; Effect The android infiltrator stimulates their nanites, forcing their body to temporarily increase its efficiency. They gain a +2 status bonus to the triggering skill check. In addition, their circuitry glows, creating a 10-foot emanation with dim light for 1 round. --- Speed 25 feet Melee Single Action shortsword +10 (Agile, Finesse, versatile S), Damage 1d6+2 piercing Melee Single Action fist +10 (Agile, Finesse, Nonlethal), Damage 1d4+2 bludgeoning Ranged Single Action hand crossbow +10 (range increment 60 feet, reload 1), Damage 1d6 piercing Sneak Attack The android infiltrator deals an additional 1d6 precision damage to flat-footed creatures. Distant Words Some androids speak Androffan, the language of their distant home world. Ruins across Numeria bear Androffan script, but on Golarion, almost none beyond some androids and members of the Technic League read or speak this rare alien language. ","skill_mod":{"society":7,"deception":3,"thievery":8,"crafting":7,"stealth":10,"athletics":6,"acrobatics":8},"summary":"Androids possess synthetic bodies inhabited by living souls. These technological organisms first came to Golarion from another world when their …","image":["/Images/Monsters/Android_AndroidInfiltrator.png"],"primary_source":"Bestiary 3","trait_group":["Ancestry","Creature Type","Rarity"],"ac":18,"item":["Hand Crossbow (10 bolts)","Shortsword"],"level":2,"source_category":["Rulebooks"],"sense":"(+5 to Sense Motive ) low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1061","intelligence":3,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"Android Infiltrator","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[3,4,5],"slug":"creature-1061"},{"attack_bonus":[20,20],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":180,"language":["Abyssal","Common","Mwangi"],"source":["Bestiary 3"],"type":"Creature","will_save":14,"charisma":3,"speed":{"climb":25,"max":25,"land":25},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Defensive Disarm","Defensive Slam","Focused Slam","Rend","Pummeling Charge"],"skill":["Athletics","Intimidation","Religion","Survival"],"trait":["Beast","CE","Large"],"id":"creature-1062","text":" Angazhani Angazhanis lurk in the depths of the world's jungles, where these sapient, four-armed apes prey on any creatures they deem lesser than themselves. They're purportedly the divine minions of Angazhan, demon lord of apes. While many angazhanis do worship this foul god, scarce evidence exists to support their claim to fiendish heritage. Jungle-dwelling people know well to steer clear of suspected angazhani territories; angazhanis of such areas don't slaughter outright, often capturing trespassers to serve as slaves or as living sacrifices in heinous rituals. Recall Knowledge - Beast (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Angazhani Source Bestiary 3 pg. 17 Perception +18; darkvision Languages Abyssal, Common, Mwangi Skills Athletics +20, Intimidation +15, Religion +16, Survival +16 Str +6 Dex +4 Con +5 Int -1 Wis +4 Cha +3 --- AC 26 Fort +19 Ref +16 Will +14 HP 180 Defensive Disarm Reaction Trigger A creature makes a melee weapon Strike against the angazhani and misses; Requirements The angazhani is benefiting from their Defensive Slam; Effect The angazhani attempts to Disarm the attacker of the triggering weapon. --- Speed 25 feet, climb 25 feet Melee Single Action fist +20 (reach 10 feet), Damage 2d8+9 bludgeoning Melee Single Action jaws +20, Damage 2d12+9 piercing Divine Innate Spells DC 24 - 3rd Fear (×2) - 6th Dominate Defensive Slam Two Actions The angazhani uses their arms to defend themself while attacking. The angazhani Strikes once and gains a +2 circumstance bonus to AC until the start of their next turn. Focused Slam Two Actions The angazhani beats a single opponent with all four of their brawny arms, leaving their foe nowhere to dodge. The angazhani makes a fist Strike. On a successful attack, they deal fist damage to the target plus an additional 3d8 damage, and they meet the requirements to Rend the target this turn, even if they didn't hit on two consecutive Strikes. Even on a failed attack, the angazhani deals the damage from one fist Strike to the target, though they still miss completely on a critical failure. This ability counts as four attacks toward an angazhani's multiple attack penalty. After using this ability, the angazhani is flat-footed until the beginning of their next turn. Rend Single Action fist Pummeling Charge Three Actions Effect The angazhani rushes up to a foe at extreme speed and slams down with their fists. The angazhani Strides or Climbs up to three times, then makes two fist Strikes against one enemy within reach. Jungle Murderers On Golarion, angazhanis dwell almost exclusively in remote reaches of the vast Mwangi Jungle. Many of them served the hateful Gorilla King Ruthazek in Usaro, but after his downfall over a decade ago, these supplicants have fallen into infighting. The mysterious Mwangi warrior Shosenbe is attempting to reunite the angazhanis of Usaro, though not all of the fallen Gorilla King's former minions are eager to follow a human leader. ","tradition":["Divine"],"skill_mod":{"survival":16,"athletics":20,"intimidation":15,"religion":16},"summary":"Angazhanis lurk in the depths of the world's jungles, where these sapient, four-armed apes prey on any creatures they deem lesser than themselves. …","image":["/Images/Monsters/Angazhani.png"],"primary_source":"Bestiary 3","spell":["Dominate","Fear"],"trait_group":["Creature Type"],"ac":26,"level":8,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1062","intelligence":-1,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Angazhani","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,22],"slug":"creature-1062"},{"constitution":4,"primary_source_category":"Rulebooks","strength":1,"hp":14,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","precision","poison","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Animated Object","will_save":3,"charisma":-5,"speed":{"max":20,"land":20},"perception":5,"wisdom":0,"weakness":{"area":3},"creature_ability":["Construct Armor","Slice and Dice","Stick a Fork in It"],"skill":["Acrobatics"],"trait":["Construct","Mindless","Swarm","N","Large"],"id":"creature-1063","text":" Animated Silverware Swarm Nobles are known to pay great amounts to animate their silverware, both for ease in cleaning and to serve as novelties during dinner parties. Recall Knowledge - Construct (Arcana, Crafting): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Animated Silverware Swarm Source Bestiary 3 pg. 18 Perception +5; darkvision Languages Skills Acrobatics +8 Str +1 Dex +3 Con +4 Int -5 Wis +0 Cha -5 --- AC 16 (12 when broken); construct armor Fort +9 Ref +8 Will +3 HP 14 Hardness 3 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, precision, poison, sickened, unconscious Weaknesses area damage 3, splash damage 3 Construct Armor Like normal objects, an animated silverware swarm has Hardness. This Hardness reduces any damage the swarm takes by an amount equal to the Hardness. Once an animated silverware swarm is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 12. --- Speed 20 feet Slice and Dice Single Action (Magical) Each enemy in the animated silverware swarm's space takes 1d6 piercing or slashing damage (DC 17 basic Reflex save) Stick a Fork in It Single Action The animated silverware swarm attempts to pin a single creature. The target must attempt a DC 17 Reflex save. Critical Success The target is unaffected. Success Silverware pins portions of the target's clothing and gear. The target takes a –10-foot circumstance penalty to its Speeds as long as it remains in the swarm's space. Failure As success, and the target also can't Step until it leaves the swarm's space. Critical Failure The target is thoroughly pinned by the silverware, becoming immobilized until it Escapes (DC 17) or uses 2 Interact actions to remove all of the silverware pinning them down. ","skill_mod":{"acrobatics":8},"summary":"Nobles are known to pay great amounts to animate their silverware, both for ease in cleaning and to serve as novelties during dinner parties.","image":["/Images/Monsters/AnimatedObject_AnimatedSilverwareSwarm.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1063","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"hardness":3,"vision":"Darkvision","fortitude_save":9,"size":["Large"],"name":"Animated Silverware Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1063"},{"attack_bonus":[21],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":135,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Animated Object","will_save":13,"charisma":-5,"speed":{"max":15,"land":15},"perception":15,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Fan the Flames","Swallow Whole"],"skill":["Athletics"],"trait":["Construct","Mindless","N","Huge"],"id":"creature-1064","text":" Animated Furnace This huge forge or oven is animated to protect a workspace or kitchen, travel alongside its owner, or both. Recall Knowledge - Construct (Arcana, Crafting): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Animated Furnace Source Bestiary 3 pg. 18 Perception +15; darkvision Languages Skills Athletics +22 Str +7 Dex -2 Con +6 Int -5 Wis +0 Cha -5 --- AC 30 (26 when broken); construct armor Fort +21 Ref +11 Will +13 HP 135 Hardness 10 Immunities death effects, disease, doomed, drained,fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison,sickened, unconscious Construct Armor Like normal objects, an animated furnace has Hardness. This Hardness reduces any damage the furnace takes by an amount equal to the Hardness. Once an animated furnace is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 26 --- Speed 15 feet Melee Single Action door +21 (Magical), Damage 2d12+9 bludgeoning plus 1d8 fire and Improved Grab Fan the Flames Two Actions The animated furnace opens its door and fans its flames in a 30-foot cone that deals 5d6 fire damage (DC 28 basic Reflex save). Swallow Whole Single Action (Attack) Large, 2d8+9 fire, Rupture 15 ","skill_mod":{"athletics":22},"summary":"This huge forge or oven is animated to protect a workspace or kitchen, travel alongside its owner, or both.","primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":30,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1064","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":-2,"hardness":10,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Animated Furnace","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[26],"slug":"creature-1064"},{"attack_bonus":[28,28],"constitution":8,"primary_source_category":"Rulebooks","strength":9,"hp":200,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Animated Object","will_save":17,"charisma":-5,"speed":{"max":20,"land":20},"perception":21,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Launch","Trample"],"skill":["Athletics"],"trait":["Construct","Mindless","N","Gargantuan"],"id":"creature-1065","text":" Animated Trebuchet Large armies sometimes pay exorbitant fees to animate their siege weapons. Recall Knowledge - Construct (Arcana, Crafting): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Animated Trebuchet Source Bestiary 3 pg. 19 Perception +21; darkvision Languages Skills Athletics +30 Str +9 Dex +2 Con +8 Int -5 Wis +0 Cha -5 --- AC 36 (32 when broken); construct armor Fort +29 Ref +19 Will +17 HP 200 Hardness 14 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, an animated trebuchet has Hardness. This Hardness reduces any damage the trebuchet takes by an amount equal to the Hardness. Once an animated trebuchet is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 32. --- Speed 20 feet Melee Single Action arm +28 (Magical, reach 15 feet), Damage 3d12+11 bludgeoning plus Grab Ranged Single Action rock +28 (Brutal, Magical, range increment 120 feet), Damage 3d10+11 bludgeoning Launch Single Action Requirements The animated trebuchet has a creature grabbed in its arm; Effect The animated trebuchet attempts an Athletics check against the grabbed creature's Fortitude DC. On a success, it fires the creature up to 40 feet in height and up to 120 feet away. The creature takes 4d12 bludgeoning damage plus the appropriate falling damage. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage (DC 33 basic Reflex save). On a successful Launch, the animated trebuchet must Interact to reposition its arm into the proper position before it can Launch again. Trample Three Actions (Attack) Large or smaller, arm, DC 33 ","skill_mod":{"athletics":30},"summary":"Large armies sometimes pay exorbitant fees to animate their siege weapons.","image":["/Images/Monsters/AnimatedObject_AnimatedTrebuchet.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":36,"level":13,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1065","intelligence":-5,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":2,"hardness":14,"vision":"Darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Animated Trebuchet","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[27,30],"slug":"creature-1065"},{"attack_bonus":[32,32],"constitution":8,"primary_source_category":"Rulebooks","strength":9,"hp":245,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Animated Object","will_save":19,"charisma":-5,"speed":{"max":50,"land":50},"perception":23,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Enormous","Colossus's Grasp","Constrict","Trample"],"skill":["Athletics"],"trait":["Construct","Mindless","N","Gargantuan"],"id":"creature-1066","text":" Animated Colossus Animating a 100-foot-tall statue is worth the cost for spellcasters guarding immense dungeons. Recall Knowledge - Construct (Arcana, Crafting): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Animated Colossus Source Bestiary 3 pg. 19 Perception +23; darkvision Languages Skills Athletics +33 Str +9 Dex +2 Con +8 Int -5 Wis +0 Cha -5 --- AC 39 (35 when broken); construct armor Fort +31 Ref +21 Will +19 HP 245 Hardness 15 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, an animated colossus has Hardness. This Hardness reduces any damage the colossus takes by an amount equal to the Hardness. Once an animated colossus is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 35 when broken. Enormous An animated colossus takes up a space of 6 squares by 6 squares (30 feet by 30 feet) and is 100 feet tall. --- Speed 50 feet Melee Single Action fist +32 (Magical, reach 30 feet), Damage 3d12+17 bludgeoning plus Improved Grab Melee Single Action foot +32 (Agile, Magical, reach 20 feet), Damage 3d8+17 bludgeoning Colossus's Grasp The colossus can Grab a creature using only one hand. It can move normally with a creature grabbed or restrained in its fist, carrying the creature along. If it has two creatures grabbed in this way, it can't use its fist Strike. Constrict Single Action 3d12+11 bludgeoning, DC 36 Trample Three Actions (Attack) Huge or smaller, foot, DC 36 ","skill_mod":{"athletics":33},"summary":"Animating a 100-foot-tall statue is worth the cost for spellcasters guarding immense dungeons.","image":["/Images/Monsters/Animated_Colossus.webp"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":39,"level":15,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1066","intelligence":-5,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":2,"hardness":15,"vision":"Darkvision","fortitude_save":31,"size":["Gargantuan"],"name":"Animated Colossus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[30,36],"slug":"creature-1066"},{"primary_source_category":"Rulebooks","strength":6,"hp":130,"language":["Arboreal","Common","Sylvan"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":15,"stealth":"14","trait":["Plant","N","Large"],"id":"creature-1067","text":" Arboreal Reaper While some forests have an idyllic, peaceful quality to them, others feel distinctly unfriendly or even sinister—these forests are the favored haunts of arboreal reapers. Sometimes these woodlands are sought out by secretive practitioners of malicious arts who claim the unsettling ambiance aids their abilities; arboreal reapers see no reason to interfere with such practices as long as the balance of their forests isn't harmed. All arboreals vary in appearance based on their surroundings, but arboreal reapers always seem vaguely eerie, whether they watch over a grim weald or a tropical rain forest. Often slightly warped, twisted, and covered in spiky protrusions, arboreal reapers sometimes sprout around old ruins or other permanent structures, breaking down and incorporating the structures as they mature and become more mobile. Arboreal reapers focus on the essential decaying phase of a forest's life cycle, becoming especially active in autumn and winter seasons. Their influence can often be seen in the explosion of mushrooms on a rotting log or the enticing fronds of a flourishing carnivorous plant. Like arboreal wardens, these woodland guardians are quicker to react to perceived threats than the more deliberate regents or retiring archives—at least by arboreal standards. Recall Knowledge - Plant (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Arboreal Reaper Source Bestiary 3 pg. 20 Perception +15; low-light vision Languages Arboreal, Common, Sylvan Skills Athletics +17, Intimidation +17, Nature +15, Stealth +14 Str +6 Dex +2 Con +4 Int +2 Wis +2 Cha +4 --- AC 25 Fort +17 Ref +13 Will +15 HP 130 Resistances bludgeoning 5, piercing 5 Weaknesses axe vulnerability, fire 10 Axe Vulnerability An arboreal reaper takes 5 additional damage from axes. --- Speed 25 feet Melee Single Action branch +18 (reach 10 feet), Damage 2d10+8 bludgeoning Melee Single Action root +18 (Agile), Damage 2d6+8 bludgeoning plus Knockdown Ranged Single Action thorns +16, Damage 2d8+5 piercing plus 1d4 persistent bleed Primal Innate Spells DC 22 - 3rd Vampiric Touch - Constant (4th) Speak with Plants Leech Moisture Two Actions Effect The arboreal reaper grows still and focuses intently on a single foe within 50 feet, draining moisture from the target's body. This deals 10d6 negative damage (DC 25 basic Fortitude save). The arboreal reaper can't Leech Moisture again for 1d4 rounds. ","skill_mod":{"nature":15,"stealth":14,"athletics":17,"intimidation":17},"image":["/Images/Monsters/Arboreal_ArborealReaper.png"],"primary_source":"Bestiary 3","spell":["Vampiric Touch","Speak with Plants"],"ac":25,"level":7,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{"bludgeoning":5,"piercing":5},"intelligence":2,"reflex_save":13,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":17,"size":["Large"],"name":"Arboreal Reaper","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[15,16,19],"attack_bonus":[16,18,18],"constitution":4,"creature_family":"Arboreal","will_save":15,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"fire":10},"creature_ability":["Axe Vulnerability","Leech Moisture"],"skill":["Athletics","Intimidation","Nature","Stealth"],"tradition":["Primal"],"summary":"While some forests have an idyllic, peaceful quality to them, others feel distinctly unfriendly or even sinister—these forests are the favored haunts …","trait_group":["Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1067","dexterity":2,"category":"creature","slug":"creature-1067"},{"primary_source_category":"Rulebooks","strength":7,"hp":230,"language":["Arboreal","Common","Sylvan","<%SPELLS%294%%>speak with plants<%END>"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":25,"stealth":"19","trait":["Plant","NG","Huge"],"id":"creature-1068","text":" Arboreal Archive Arboreal archives are solitary beings typically found in the remote wilderness. These ancient monoliths hold the memories of their vast territories, keeping mental records of the passing seasons of the world around them. Their knowledge of humanoid affairs varies, as they find quickly shifting political situations difficult to comprehend, but through fungal networks, reports from arboreal wardens, and other woodland chatter, arboreal archives learn of each storm, drought, or logging threat encountered throughout their long years. They primarily observe and record rather than interfere, but they willingly offer wisdom to those who respectfully seek them out. Arboreal regents call upon archives for advice in times of strife, conferring on the best course of action to protect their realms. It is rare for there to be more than one arboreal archive in a given region. When an archive senses they're nearing the end of their lengthy lifespan, a grove of regents gathers to nominate the wisest among them to become the next archive. After four seasons' deliberation, all arboreals in the area congregate to witness the succession ritual, during which the elder arboreal archive transfers their collected wisdom to the elected replacement before retiring. Recall Knowledge - Plant (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Arboreal Archive Source Bestiary 3 pg. 21 Perception +25; low-light vision, tremorsense (imprecise) 60 feet Languages Arboreal, Common, Sylvan; speak with plants Skills Athletics +23, Diplomacy +22, Forest Lore +28, Nature +25, Stealth +19 Str +7 Dex -1 Con +5 Int +4 Wis +7 Cha +4 --- AC 33 Fort +23 Ref +17 Will +27 HP 230 Resistances bludgeoning 10, piercing 10 Weaknesses axe vulnerability, fire 15 Axe Vulnerability An arboreal archive takes 10 additional damage from axes. Abeyance Rift If an arboreal archive dies unexpectedly before passing on their knowledge in a succession ritual, the amassed lore within their roots and boughs explodes out in a shock wave that deals 8d10 mental damage to creatures within 30 feet (DC 32 basic Will save) before dissipating; those who fail also fall prone. --- Speed 25 feet Melee Single Action branch +25 (reach 15 feet), Damage 3d10+10 bludgeoning plus Improved Knockdown Primal Innate Spells DC 32, attack +24 - 2nd Entangle - 3rd Earthbind (at will) - 6th Tangling Creepers - Constant (4th) Speak with Plants Memory Maelstrom Three Actions (Concentrate, Incapacitation, Mental, Nonlethal, Primal) The arboreal archive tries to overwhelm foes with a surge of information it has absorbed over its long life. This surge deals 5d6 mental damage to each enemy within 40 feet, who must attempt a DC 32 Will save. Critical Success The creature maintains its composure, takes no damage, and is temporarily immune to Memory Maelstrom for 1 minute. Success The creature is stunned 1 and takes half damage. Failure The creature takes full damage and is stunned 3. Critical Failure The creature takes double damage, is confused for 2d4 rounds, and is stunned 3. Painting Memories As with all arboreals, no two arboreal archives are identical in appearance. The uniquely patterned bark of arboreal archives makes them even more distinct from one another, painting a mysterious and unique record of their knowledge of Verduran Lore. Practitioners of primal magic believe the earthy colors adorning each arboreal archive's body hold clues about the memories and myths the creature collects and preserves. ","skill_mod":{"diplomacy":22,"nature":25,"stealth":19,"athletics":23},"image":["/Images/Monsters/Arboreal_ArborealArchive.png"],"primary_source":"Bestiary 3","spell":["Tangling Creepers","Earthbind","Entangle","Speak with Plants"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" low-light vision , tremorsense (imprecise) 60 feet","resistance":{"bludgeoning":10,"piercing":10},"intelligence":4,"reflex_save":17,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":23,"size":["Huge"],"name":"Arboreal Archive","alignment":"NG","pfs":"Standard","rarity":"common","strike_damage_average":[26],"attack_bonus":[25],"constitution":5,"creature_family":"Arboreal","spell_attack_bonus":[24],"will_save":27,"speed":{"max":25,"land":25},"wisdom":7,"weakness":{"fire":15},"creature_ability":["Axe Vulnerability","Abeyance Rift","Memory Maelstrom"],"skill":["Athletics","Diplomacy","Forest Lore","Nature","Stealth"],"tradition":["Primal"],"summary":"Arboreal archives are solitary beings typically found in the remote wilderness. These ancient monoliths hold the memories of their vast territories, …","trait_group":["Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1068","dexterity":-1,"category":"creature","slug":"creature-1068"},{"primary_source_category":"Rulebooks","strength":0,"hp":22,"language":["Common","Infernal","<%UMR%37%%>telepathy<%END> (touch)"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":8,"stealth":"7","trait":["Asura","Fiend","LE","Tiny"],"id":"creature-1069","text":" Shaukeen Perhaps the most perverse asuras of them all, shaukeens particularly delight in causing the downfall of those who give them succor, shelter, and most of all, schooling. Many a teacher has come across a shaukeen disguised as a small child of exceptional talents or curiosity and taken them under their wing, only to be beguiled into ruin. This diminutive asura's cleverness is disproportionate to their size; they ask probing questions and coax their prey into decisions that lead to heresy, furthering the collapse of order and decency. When the world turns on the shaukeen's mentor, the asura is gone—but not very far, for they love hiding unseen and watching the torment and destruction of their mentors. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Shaukeen Source Bestiary 3 pg. 22 Perception +8; darkvision Languages Common, Infernal; telepathy (touch) Skills Acrobatics +7, Deception +9, Performance +7, Religion +7, Stealth +7 Str +0 Dex +4 Con +1 Int +0 Wis +3 Cha +4 --- AC 16 Fort +4 Ref +9 Will +7 HP 22 Immunities curses Weaknesses good 2 --- Speed 25 feet Melee Single Action jaws +9 (Finesse), Damage 1d8 piercing plus fire jackal saliva and 1 evil Melee Single Action thorn +9 (Agile, Finesse), Damage 1d8 piercing plus 1 evil Divine Innate Spells DC 17 - Cantrips (1st) Read Aura - 2nd Charm, Spider Climb, Touch of Idiocy - Constant (3rd) Magic Aura (shaukeen and its items only), Nondetection (self only) Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The shaukeen takes on the appearance of a Small humanoid. This doesn't change the shaukeen's Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). The asura typically loses their jaws and thorn Strikes unless the humanoid form has fangs or a similar unarmed attack. This alternate form has a specific, persistent appearance, which the shaukeen can change by performing a 1-hour ritual. Fire Jackal Saliva (Poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and clumsy 1 (1 round); Stage 2 1d6 poison damage and clumsy 2 (1 round) ","skill_mod":{"performance":7,"deception":9,"stealth":7,"acrobatics":7,"religion":7},"image":["/Images/Monsters/Asura_Shaukeen.png"],"primary_source":"Bestiary 3","spell":["Charm","Spider Climb","Touch of Idiocy","Read Aura","Magic Aura","Nondetection"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Shaukeen","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[4,4],"attack_bonus":[9,9],"constitution":1,"immunity":["curses"],"creature_family":"Asura","will_save":7,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"good":2},"creature_ability":["Change Shape","Fire Jackal Saliva"],"skill":["Acrobatics","Deception","Performance","Religion","Stealth"],"tradition":["Divine"],"summary":"Perhaps the most perverse asuras of them all, shaukeens particularly delight in causing the downfall of those who give them succor, shelter, and most …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1069","dexterity":4,"category":"creature","slug":"creature-1069"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":130,"language":["Common","Infernal","<%UMR%37%%>telepathy<%END> 30 feet"],"immunity":["curses"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Asura","will_save":13,"charisma":4,"speed":{"max":40,"land":40},"perception":15,"wisdom":2,"weakness":{"good":5},"creature_ability":["Attack of Opportunity","Dual Mind","Dual Opportunity","Dance of Destruction"],"skill":["Acrobatics","Athletics","Intimidation","Performance","Stealth"],"stealth":"15","trait":["Asura","Fiend","LE","Medium"],"id":"creature-1070","text":" Adhukait Twice as disciplined as a monk and twice as deadly as a warrior, an adhukait is the ultimate perversion of duality, two spiked asura warriors impaled together to form one ferocious, incredibly efficient killing machine. An adhukait's two heads, two hearts, and two minds rarely work as one—except to maim or kill. Even adhukaits' origin contains not one but two stories. Some believe they were created when two godlike brigands attempted to raid a celestial hall and had their bodies crushed together and thrown down from the heavens. Another legend states two asura twins once challenged a great warrior to duel them in turn. When they attacked him together, he was so enraged he slammed one into the other so hard that they were fused together from that day forth. Adhukaits are among the most elite asura warriors, making up for what they lack in spellcraft with sheer viciousness and single-minded pursuit of inflicting pain. Recall Knowledge - Fiend (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Adhukait Source Bestiary 3 pg. 22 Perception +15; darkvision Languages Common, Infernal; telepathy 30 feet Skills Acrobatics +15, Athletics +19, Intimidation +15, Performance +15, Stealth +15 Str +6 Dex +4 Con +4 Int +2 Wis +2 Cha +4 Items Kukri (4) --- AC 25 all-around vision Fort +15 Ref +17 Will +13 HP 130 Immunities curses Weaknesses good 5 Attack of Opportunity Reaction Dual Mind Reaction Trigger The adhukait fails a saving throw against a mental effect; Effect The adhukait shunts the effect into one of their minds, rendering them temporarily insensible. They change their result to a success, but one of their bodies hangs limply until the end of their next turn. During this time, the adhukait is clumsy 2; takes a –10- foot circumstance penalty to their Speed; and can't use Dual Mind, Dual Opportunity, or Dance of Destruction. Dual Opportunity The adhukait gains a second reaction each round they can use only to make an Attack of Opportunity. --- Speed 40 feet Melee Single Action kukri +18 (Agile, Trip), Damage 1d6+9 slashing plus 2d6 persistent bleed and 1d4 evil Melee Single Action claw +18 (Agile), Damage 1d6+9 slashing and 1d4 evil Dance of Destruction Single Action Requirements The adhukait's last action was a Strike that dealt damage; Effect The adhukait Strides up to 10 feet and Strikes. ","skill_mod":{"performance":15,"stealth":15,"athletics":19,"intimidation":15,"acrobatics":15},"summary":"Twice as disciplined as a monk and twice as deadly as a warrior, an adhukait is the ultimate perversion of duality, two spiked asura warriors impaled …","image":["/Images/Monsters/Asura_Adhukait.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Creature Type"],"ac":25,"item":["Kukri (4)"],"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1070","intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Adhukait","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,22],"slug":"creature-1070"},{"primary_source_category":"Rulebooks","strength":5,"hp":235,"language":["Common","Infernal","<%UMR%37%%>telepathy<%END> 80 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":5,"perception":22,"stealth":"21","trait":["Asura","Fiend","LE","Medium"],"id":"creature-1071","text":" Japalisura Japalisuras have a perverse propensity for extracting embarrassing truths from the universe, using a combination of artifice and prophecy to obscure the truth and corrupt traditional soothsaying. They have a special talent for manipulation—feeding listeners' worst impulses and prejudices, telling them what their prey most want to hear, and twisting their perceptions to suit the japalisuras' own ends. All this occurs from behind a veil, though, for japalisuras are grotesque fiends with six arms, infinite faces, and an obsession with the profane. The first japalisura rose from the remains of three demigod archers, sons of a goddess who feared their rise to power and slew them. Their merged form was so terrifying that they struck a deal with a powerful asura rana to alter their face into something more pleasing. The true cruelty of the enchantment became clear only later—the japalisura had a new face, but that face transformed into a different one every minute, each more hideous than the last. Recall Knowledge - Fiend (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Japalisura Source Bestiary 3 pg. 23 Perception +22; darkvision, see invisibility Languages Common, Infernal; telepathy 80 feet Skills Acrobatics +25, Athletics +23, Deception +25, Religion +22, Stealth +21 Str +5 Dex +7 Con +4 Int +2 Wis +4 Cha +5 Items Hatchet (2), +1 striking composite shortbow (2) --- AC 33 Fort +20 Ref +25 Will +20 +1 status to all saves vs. magic HP 235 Immunities curses Weaknesses good 10 Disorienting Faces (aura, mental, visual) 30 feet. The japalisura's faces constantly shift and morph, each visage more grotesque than the last. When a creature enters or starts its turn in the aura, it must attempt a DC 32 Will save. Critical Success The creature is unaffected and is temporarily immune to Disorienting Faces for 1 minute. Success The creature is unaffected. Failure The creature is disoriented by the horrible faces, taking a –2 circumstance penalty to checks and DCs against the japalisura while it remains in the aura. Critical Failure As failure, except the circumstance penalty is –3. Return Arrow Reaction Trigger The japalisura is targeted by a ranged attack from a bow; Requirements The japalisura has at least one hand free and is wielding a bow; Effect The japalisura attempts to snatch the oncoming arrow from the air, gaining a +4 circumstance bonus to AC against the attack. If the attack misses, the japalisura snatches the arrow and makes a ranged bow Strike to fire the arrow from their own bow. --- Speed 40 feet Melee Single Action hatchet +23 (Agile, Sweep), Damage 1d6+8 slashing plus 4d6 mental and 1d6 evil Ranged Single Action composite shortbow +26 (deadly d10, Magical, range 60 feet), Damage 2d6+5 plus 4d6 mental and 1d6 evil Innate Divine Spells DC 32 - 6th Illusory Disguise, Read Omens (at will), Augury (at will) - Constant (6th) Magic Aura (self only), Nondetection (self only), See Invisibility False Foe Single Action (Divine, Enchantment, Incapacitation, Mental) Frequency once per round; Effect The japalisura whispers misleading words and falsehoods to one adjacent creature, attempting a Deception check against the target's Perception DC. Critical Success For 1 minute, the target believes that one creature of the japalisura's choice is its mortal foe, spending all its actions to reach and attack that creature. At the end of each of its turns, the target can attempt a DC 32 Will save to end the effect early. Success As critical success except the effect ends at the end of the creature's first turn, without the need for a Will save. Failure The target sees through the japalisura's attempts at misdirection and is temporarily immune to False Foe for 1 day. Veil of Lies Japalisuras can produce infinite arrows, as if from an invisible quiver. Each arrow carries a veil of lies that tears at the target's psyche, dealing 4d6 mental damage while simultaneously imparting an almost addictively sweet sensation. A japalisura's hatchets are also soaked in the same veil of lies. This damage s already reflected in the Strikes above. ","skill_mod":{"deception":25,"stealth":21,"athletics":23,"acrobatics":25,"religion":22},"image":["/Images/Monsters/Asura_Japalisura.png"],"primary_source":"Bestiary 3","spell":["Illusory Disguise","Read Omens","Augury","Magic Aura","Nondetection","See Invisibility"],"ac":33,"item":["Hatchet (2)","+1 striking composite shortbow (2)"],"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision , see invisibility ","resistance":{},"intelligence":2,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":20,"size":["Medium"],"name":"Japalisura","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[29,29],"attack_bonus":[23,26],"constitution":4,"immunity":["curses"],"creature_family":"Asura","will_save":20,"speed":{"max":40,"land":40},"wisdom":4,"weakness":{"good":10},"creature_ability":["Disorienting Faces","Return Arrow","False Foe","Veil of Lies"],"skill":["Acrobatics","Athletics","Deception","Religion","Stealth"],"tradition":["Divine"],"summary":"Japalisuras have a perverse propensity for extracting embarrassing truths from the universe, using a combination of artifice and prophecy to obscure …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=1071","dexterity":7,"category":"creature","slug":"creature-1071"},{"primary_source_category":"Rulebooks","strength":8,"hp":315,"language":["Common","Infernal","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":8,"perception":25,"stealth":"25","trait":["Asura","Fiend","LE","Large"],"id":"creature-1072","text":" Nikaramsa Lies, knowledge, and deception are a nikaramsa's stock and trade. They are outstanding scholars, with deep and nuanced understanding of religion, philosophy, astrology, and similar subjects. They take particular delight in exploiting the greed and hubris of gullible worshippers, using them to desecrate and destroy their own faith. Even in their goal of undermining the holy, nikaramsas' twisted humor knows few bounds, and they prefer to take on the guise of divine messengers with boons to share. Once they find a likely victim or set of victims, they use their vast knowledge of religion to impart contradictory wisdom, leading to the eventual implosion of the faith from heresies of the clergy and congregation themselves. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Nikaramsa Source Bestiary 3 pg. 24 Perception +25; detect alignment , darkvision, see invisibility Languages Common, Infernal; telepathy 100 feet Skills Athletics +24, Deception +28, Religion +25, Stealth +25 Str +8 Dex +3 Con +2 Int +1 Wis +5 Cha +8 --- AC 35 Fort +22 Ref +25 Will +27 +1 status to all saves vs. magic HP 315 Immunities curses Weaknesses good 10 Towering Stance (divine, illusion) A nikaramsa is in fact a Medium creature, but appears as a Large creature due to the force of their personality. A creature interacting with the nikaramsa can attempt a DC 36 Will save to see the nikaramsa as they truly are. If the creature succeeds, the reach of nikaramsa's attacks against that foe decrease to 5 feet (10 feet for their tongue). If all creatures in the nikaramsa's vicinity successfully disbelieve this illusion, the nikaramsa becomes Medium and enfeebled 2 for as long as everyone sees their true form. Pervert Miracle Reaction (curse, divine) Trigger A foe within 60 feet casts bless or a beneficial spell that the nikaramsa could cast to remove an affliction or condition (such as neutralize poison ); Effect The nikaramsa attempts to counteract the enemy's spell (counteract modifier +24 and counteract level 7). If the nikaramsa succeeds, the triggering creature is subjected to the effects of a bane spell or the effect it was trying to remove. --- Speed 50 feet Melee Single Action jaws +29 (reach 10 feet), Damage 3d10+14 piercing plus 2d6 evil Melee Single Action claw +29 (Agile, reach 10 feet), Damage 3d6+14 slashing plus 2d6 evil Melee Single Action tongue +29 (reach 20 feet), Damage 3d6+14 bludgeoning plus 2d6 evil plus Improved Knockdown Divine Innate Spells DC 34, attack +26 - 4th Dimension Door (at will) - 7th Bane, Bless, Dimension Door, Divine Decree (evil only), Dream Message, Heal (×3), Illusory Disguise (at will), Invisibility (at will; self only), Mind Reading, Neutralize Poison, Remove Disease, Remove Curse, Restore Senses, Ventriloquism (at will) - Constant (7th) Detect Alignment, Magic Aura (self only), Nondetection (self only), See Invisibility Sap Mind Single Action (Divine, Enchantment, Mental) The nikaramsa focuses their gaze on one creature within 60 feet. That target must attempt a DC 34 Will save. Regardless of the outcome of the saving throw, the target then becomes temporarily immune for 1 day. Critical Success The nikaramsa is caught off guard by the strength of the target's resistance and becomes stupefied 2 until the end of their next turn. Success The target resists the nikaramsa's influence. Failure The target's focus and willpower drain away; it becomes stupefied 2 for 1 minute. Critical Failure As failure, but the target becomes stupefied 3 for 1 hour. Cousins in Corruption Many evil beings take interest in spreading heresies. While nikaramsas seek to unravel faiths from within, the devils known as deimaviggas strive to lure individuals away from the gods, and shrine skelms leverage religions for their own benefit. ","skill_mod":{"deception":28,"stealth":25,"athletics":24,"religion":25},"image":["/Images/Monsters/Asura_Nikaramsa.png"],"primary_source":"Bestiary 3","spell":["Bane","Bless","Dimension Door","Divine Decree","Dream Message","Heal","Illusory Disguise","Invisibility","Mind Reading","Neutralize Poison","Remove Disease","Remove Curse","Restore Senses","Ventriloquism","Detect Alignment","Magic Aura","Nondetection","See Invisibility"],"ac":35,"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" detect alignment , darkvision , see invisibility ","resistance":{},"intelligence":1,"reflex_save":25,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Nikaramsa","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[31,31,37],"attack_bonus":[29,29,29],"constitution":2,"immunity":["curses"],"creature_family":"Asura","spell_attack_bonus":[26],"will_save":27,"speed":{"max":50,"land":50},"wisdom":5,"weakness":{"good":10},"creature_ability":["Towering Stance","Pervert Miracle","Sap Mind"],"skill":["Athletics","Deception","Religion","Stealth"],"tradition":["Divine"],"summary":"Lies, knowledge, and deception are a nikaramsa's stock and trade. They are outstanding scholars, with deep and nuanced understanding of religion, …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1072","dexterity":3,"category":"creature","slug":"creature-1072"},{"attack_bonus":[7,10,10],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":30,"language":["Alghollthu","Azlanti","Common"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Azarketi","will_save":6,"charisma":3,"speed":{"max":30,"land":20,"swim":30},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Attack of Opportunity","Hydration","Hydraulic Deflection","Surface Skimmer"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Society"],"trait":["Amphibious","Azarketi","Humanoid","CN","Medium"],"id":"creature-1073","text":" Azarketi Explorer This rakish azarketi explores the wrecks and ruins of the Inner Sea's coasts. At home above and below the waves, they fight to protect their discoveries, their life, and their reputation. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Azarketi Explorer Source Bestiary 3 pg. 26 Perception +8; low-light vision Languages Alghollthu, Azlanti, Common Skills Acrobatics +5, Athletics +8, Deception +7, Diplomacy +7, Intimidation +7, Nature +4, Society +4 Str +4 Dex +1 Con +2 Int +0 Wis +0 Cha +3 Items Dagger, Trident --- AC 18 (19 with hydraulic deflection) Fort +10 Ref +7 Will +6 HP 30 Attack of Opportunity Reaction Hydration An azarketi must regularly submerge themself in water to rehydrate their water-acclimated skin. After the first 24 hours outside of water, they take a –1 status penalty to Fortitude saves as their skin cracks and their gills become painful. After 48 hours, they struggle to breathe air and begin to suffocate until returned to water. --- Speed 20 feet, swim 30 feet Melee Single Action trident +10, Damage 1d8+6 piercing Melee Single Action dagger +10 (Agile, versatile S), Damage 1d4+6 piercing Ranged Single Action trident +7 (thrown 20 feet), Damage 1d8+6 piercing Hydraulic Deflection Single Action (Abjuration, Water) Drawing moisture from the surrounding atmosphere, the azarketi explorer creates a disc of hovering water that deflects incoming attacks. They gain a +1 circumstance bonus to AC until the start of their next turn. Surface Skimmer While the azarketi explorer is submerged just below the water's surface, they have cover from attacks made by creatures out of the water. ","skill_mod":{"society":4,"diplomacy":7,"deception":7,"nature":4,"athletics":8,"intimidation":7,"acrobatics":5},"summary":"This rakish azarketi explores the wrecks and ruins of the Inner Sea's coasts. At home above and below the waves, they fight to protect their …","image":["/Images/Monsters/Azarketi_AzarketiExplorer.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":18,"item":["Dagger","Trident"],"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1073","intelligence":0,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":10,"size":["Medium"],"name":"Azarketi Explorer","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,10,10],"slug":"creature-1073"},{"attack_bonus":[7,9,9],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":45,"language":["Common","Ignan"],"immunity":["fire"],"source":["Bestiary 3"],"type":"Creature","will_save":8,"charisma":0,"speed":{"max":20,"land":20},"perception":8,"wisdom":2,"weakness":{"cold":5},"creature_ability":["Heat of the Forge","Burning Touch","Scorch"],"skill":["Athletics","Crafting","Intimidation","Plane of Fire Lore"],"trait":["Elemental","Fire","Humanoid","LN","Medium"],"id":"creature-1074","text":" Azer Azers are an elemental people living on the Plane of Fire, often crudely described by mortals as brassy dwarves. They have stout, wide bodies with broad shoulders, shining metallic skin, and heads wreathed in flame. Azer society is organized into traditional roles inherited along their familial lines, and an azer's role is indicated clearly by the metals they wear in their armored kilts. Their culture focuses on tradition and history, placing high value on obedience and conformity within one's community, and as a result it is slow to change. Many azers take pride in their ancestral roles and in fulfilling their inherited duties, providing needed services within their communities. Long ago, traditional azer values of self-sufficiency and close community led them to build mighty fortresses across the Plane of Fire, where they isolated themselves from other planar denizens and even other azer communities. These values, sadly, also led to their downfall. Without any connections to or regular communication with other settlements, these fortresses were easily conquered by the efreet of the City of Brass, the dominant power on the Plane of Fire. Now most azer fortresses lie abandoned and ruined, with free holds so few and far between that most think them all lost. Azers born within the efreeti Dominion of Flame belong to the populations that were conquered and assimilated into the empire ages ago. They live in perpetual service to the empire, disconnected from their history and culture, yet have formed their own close-knit society in the City of Brass under the fire genies' harsh rule. A handful of azer communities have escaped efreeti conquest, most often by fleeing far from the genies' realms. Some of these azers now reside in hot, volcanic areas of the Darklands on the Material Plane, while others have fled to the remote depths within the Plane of Fire or made strange bargains with conniving allies or unknowable entities to keep themselves hidden. Prying outsiders nevertheless perpetually seek out these settlements, longing for legendary azer-crafted goods. Recall Knowledge - Elemental (Arcana, Nature): DC 16 Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Azer Source Bestiary 3 pg. 27 Perception +8; darkvision Languages Common, Ignan Skills Athletics +7, Crafting +10, Intimidation +4, Plane of Fire Lore +6 Str +3 Dex +1 Con +4 Int +2 Wis +2 Cha +0 Items Light Hammer (5), Scale Mail, Warhammer --- AC 17 Fort +10 Ref +5 Will +8 HP 45 Immunities fire Weaknesses cold 5 Heat of the Forge (aura, fire) 10 feet. An azer's skin radiates heat like forge fire. A creature that starts their turn in the area must succeed at a DC 16 Fortitude save or become fatigued while they remain in the area. Creatures immune to environmental heat effects or with any fire resistance are immune. --- Speed 20 feet Melee Single Action warhammer +9 (Shove), Damage 1d8+3 bludgeoning plus 1d6 fire Melee Single Action light hammer +9 (Agile), Damage 1d6+3 bludgeoning plus 1d6 fire Ranged Single Action light hammer +7 (Agile, thrown 20 feet), Damage 1d6+3 bludgeoning plus 1d6 fire Burning Touch (Evocation, Fire, Primal) The azer's Strikes deal an extra 1d6 fire damage (included above). When the azer successfully performs a Grapple or Shove action, they also deal 1d6 fire damage to their target. Scorch Two Actions (Evocation, Fire, Primal) The azer shrouds their light hammer in flames and hurls it forward, dealing 2d6 fire damage to each creature in a 20-foot line (DC 16 basic Reflex save). Azers on Other Planes While the majority of azers live on the Plane of Fire, a few groups have emigrated to other planes. On Golarion, a number of large communities exist in the Flume Warrens, part of the Darklands beneath the Mindspin Mountains. Another group has taken up residence under the Five Kings Mountains after a harrowing escape from enslavement in the City of Brass. Legends speak of an ancient elemental nation led by an immortal azer who ruled a portion of the Valashmai Jungle on Tian-Xia, but the fate of this nation is unknown, and few of its ruins remain. ","element":["Fire"],"skill_mod":{"crafting":10,"athletics":7,"intimidation":4},"summary":"Azers are an elemental people living on the Plane of Fire , often crudely described by mortals as brassy dwarves. They have stout, wide bodies with …","image":["/Images/Monsters/Azer.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":17,"item":["Light Hammer (5)","Scale Mail","Warhammer"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1074","intelligence":2,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Azer","alignment":"LN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,10,11],"slug":"creature-1074"},{"attack_bonus":[16,16,16],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":100,"language":["Common","Dwarven","Terran","Undercommon"],"source":["Bestiary 3"],"type":"Creature","will_save":15,"charisma":4,"speed":{"climb":10,"max":30,"land":30},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Philanthropic Bile","Forge Jewelry"],"skill":["Athletics","Crafting","Deception","Diplomacy","Jewelry Lore","Society","Stealth","Thievery"],"stealth":"14","trait":["Beast","Earth","Uncommon","N","Large"],"id":"creature-1075","text":" Bauble Beast The reclusive and deceptive creatures called bauble beasts create false jewelry as a byproduct of their extremely bizarre magical digestive systems. Two natural skin conditions provide the raw materials for this process: scaly patches of thin layers of metal, and warts that resemble gemstones. By chewing loose these patches and swallowing them, a bauble beast magically constructs the jewelry in its guts. After passing the forgery, it polishes and reshapes the item to make it more convincing. The beast then sneaks into a settlement to place the jewelry somewhere it can be found. A creature who dons this false jewelry is compelled to fetch their real valuables and deliver them to the beast, which it happily collects. Some bauble beasts simply send the confused victim on their way, but other more evil bauble beasts slay them to avoid being found out. This imitation jewelry fools laypeople, but it's infamous among merchants. Merchant training usually includes a brief course on detecting bauble beast jewelry's subtle but distinctive sweet odor. Though largely solitary, bauble beasts occasionally socialize with others who share their limited interests, primarily merchants, jewelers, earth elementals, and other bauble beasts. Xorns have a particular fondness for bauble beasts—or at least their gems. Though these aren't as nourishing as real gems, xorns find the flavor decadent and eat them as a sort of junk food. Recall Knowledge - Beast (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Bauble Beast Source Bestiary 3 pg. 28 Perception +13; darkvision Languages Common, Dwarven, Terran, Undercommon Skills Athletics +14, Crafting +13, Deception +14, Diplomacy +12, Jewelry Lore +18, Society +11, Stealth +14, Thievery +14 Str +4 Dex +4 Con +3 Int +1 Wis +3 Cha +4 Items Artisan's Tools --- AC 23 Fort +15 Ref +12 Will +15 HP 100 --- Speed 30 feet, climb 10 feet Melee Single Action jaws +16, Damage 1d8+7 piercing plus 1d6 persistent acid and philanthropic bile Melee Single Action leg +16 (Agile), Damage 1d10+7 bludgeoning Ranged Single Action bile +16 (Acid, range increment 30 feet), Damage 2d8 acid plus 1d6 persistent acid and philanthropic bile Philanthropic Bile Exposure to the bauble beast's magical stomach fluids enchants the mind. A creature critically hit by the beast's jaws or bile Strike is subject to a charitable urge spell (DC 23). Forge Jewelry (Arcane, Enchantment, Exploration) The jeweler beast creates imitation jewelry within its own digestive system. This takes about 4 hours. Determining the jewelry is fake works like detecting a forgery, using either Perception or Crafting instead of Perception or Society, with a DC of 25. The process of creating fake jewelry also places an enchantment inside the item. Anyone who dons the imitation jewelry is targeted with a DC 24 suggestion spell with a duration of 1 hour on a failure or 24 hours on a critical failure. A creature that fails learns the location where the fake jewelry was created and is compelled to collect their valuable belongings and bring them to that location. Removing the imitation jewelry ends the spell immediately, but the wearer can't take it off voluntarily Swap Meets Bauble beasts come together in groups of up to a dozen to share techniques and show off real jewelry they've acquired. They even try to infect one another with their respective skin conditions, as one beast might have sapphire-like warts and another emerald blotches, while a third has gold patches and another silver. The hosts of these social events often show off their wealth by catering expensive meals or sending lavish invitations. ","element":["Earth"],"skill_mod":{"society":11,"diplomacy":12,"deception":14,"thievery":14,"crafting":13,"stealth":14,"athletics":14},"summary":"The reclusive and deceptive creatures called bauble beasts create false jewelry as a byproduct of their extremely bizarre magical digestive systems. …","image":["/Images/Monsters/BaubleBeast.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"ac":23,"item":["Artisan's Tools"],"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1075","intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude","will"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Bauble Beast","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12,12,15],"slug":"creature-1075"},{"attack_bonus":[21,21],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":200,"language":["Common"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary 3"],"type":"Creature","will_save":15,"charisma":1,"speed":{"fly":40,"max":40,"land":30},"perception":19,"wisdom":4,"weakness":{"bludgeoning":10},"creature_ability":["Banished from the Ground","Frightful Presence","Arrow of Despair","Devour Life","Wasting Curse"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"17","trait":["Undead","CE","Medium"],"id":"creature-1076","text":" Baykok A baykok is the restless remnant of a warrior or hunter, cast out for evil acts and cursed to forever soar through the sky far from its home, unable to ever set foot on the ground again. The creature's despairing, lonely cries at night are audible for miles across the wilderness it haunts. Jealous rage drives it to hunt isolated humanoids, especially warriors and hunters who remind it of the life it once had and squandered. A baykok's invisible arrows carry its soul-freezing loneliness, and its envious touch can steal a helpless victim's vitality. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Baykok Source Bestiary 3 pg. 29 Perception +19; darkvision Languages Common Skills Acrobatics +17, Athletics +19, Stealth +17 Str +6 Dex +4 Con +5 Int +0 Wis +4 Cha +1 Banished from the Ground A baykok can't willingly touch earth or rock surfaces. If forced into contact with such a surface, it becomes enfeebled 2 for as long as it remains in contact. Items +1 striking greatclub , +1 longbow --- AC 27 Fort +20 Ref +19 Will +15 HP 200 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses air 10, bludgeoning 10, earth 10 Frightful Presence (aura, emotion, fear, mental) 120 feet, DC 25 --- Speed 30 feet, fly 40 feet Melee Single Action greatclub +21 (Backswing, Magical, Shove), Damage 2d10+9 bludgeoning Ranged Single Action longbow +21 (deadly d10, Magical, volley 30 feet), Damage 1d8+6 piercing plus 1d8 mental and arrow of despair Arrow of Despair (Emotion, Enchantment, Fear, Incapacitation, Mental, Occult) A baykok creates an invisible arrow of bone as it draws its bow. A frightened creature hit by the arrow is stricken with loneliness and despair and must attempt a DC 26 Will save; if the Strike was a critical hit, the target uses the outcome one degree of success worse than the result of its save. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature's frightened value increases by 1 (to a maximum of 4), and it is slowed 1 until its frightened condition ends. Critical Failure As failure, but the creature is paralyzed until its frightened condition ends. At the start of each of its turns, it can end the paralyzed condition early with a successful DC 26 Will save. Devour Life Single Action (Curse, Necromancy, Occult) Requirements The baykok is adjacent to a paralyzed, restrained, or unconscious living humanoid; Effect The baykok touches the target and devours part of its life force. The target must succeed at a DC 26 Fortitude save or be afflicted with the baykok's wasting curse. If the target fails and wasn't already affected by the wasting curse, the baykok gains 20 temporary Hit Points that last for 1 hour. Wasting Curse (Curse, Necromancy, Occult) The baykok steals life from its victim and leaves listless dread in its place. If a target fails its save against Devour Life, it becomes drained 1. Each time the target gets a full night's rest, it must succeed at a DC 26 Fortitude save or its drained value increases rather than decreasing. The curse ends if the creature recovers from the drained condition, but if the creature would reach drained 5 from this effect, it dies. Endless Exile The wind that lets a baykok fly is also its prison, as it is cursed to be blown around forever without rest. The curse holds a baykok even after it's destroyed, as the wind tears away its bones except its skull, which falls to the ground. Its soul is trapped within until the skull is destroyed, the creature is restored to life, or the bones are reassembled to recreate the baykok. If trapped long enough, the soul can call out to sensitive individuals to beg for help. ","skill_mod":{"stealth":17,"athletics":19,"acrobatics":17},"summary":"A baykok is the restless remnant of a warrior or hunter, cast out for evil acts and cursed to forever soar through the sky far from its home, unable …","image":["/Images/Monsters/Baykok.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":27,"item":["+1 striking greatclub","+1 longbow"],"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1076","intelligence":0,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":20,"size":["Medium"],"name":"Baykok","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,20],"slug":"creature-1076"},{"attack_bonus":[6],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":7,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Beheaded","will_save":4,"charisma":0,"speed":{"fly":25,"max":25,"land":15},"perception":6,"wisdom":2,"weakness":{"vitality":1},"creature_ability":["Gnash"],"skill":["Acrobatics"],"trait":["Mindless","Undead","NE","Tiny"],"id":"creature-1077","text":" Severed Head The most common beheaded appears simply as a rotting head, barely preserved by the magic that created it. Recall Knowledge - Undead (Religion): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Severed Head Source Bestiary 3 pg. 30 Perception +6; darkvision Languages Skills Acrobatics +6 Str +1 Dex +2 Con +0 Int -5 Wis +2 Cha +0 --- AC 15 Fort +4 Ref +6 Will +4 HP 7 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 1 --- Speed 15 feet, fly 25 feet Melee Single Action jaws +6 (Agile, Finesse), Damage 1d4+1 piercing Gnash Single Action Requirements The beheaded's previous action was a jaws Strike that dealt damage to its target; Effect The severed head makes a second jaws Strike as it violently shakes itself, trying to rip away a mouthful of flesh. On a success, the target takes an additional 1d4 slashing damage and 1 persistent bleed damage. ","skill_mod":{"acrobatics":6},"summary":"The most common beheaded appears simply as a rotting head, barely preserved by the magic that created it.","primary_source":"Bestiary 3","trait_group":["Monster","Creature Type"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=1077","intelligence":-5,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Severed Head","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-1077"},{"attack_bonus":[10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":30,"language":["Common","Necril"],"immunity":["death effects","disease","fire","mental","paralyzed","poison","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Beheaded","will_save":7,"charisma":0,"speed":{"fly":30,"max":30,"land":15},"perception":9,"wisdom":3,"weakness":{"vitality":3},"creature_ability":["Fiery Explosion","Flaming Shroud"],"skill":["Acrobatics"],"trait":["Mindless","Undead","NE","Tiny"],"id":"creature-1078","text":" Flaming Skull More dangerous than simple severed heads, these skulls are wreathed in unearthly flames. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Flaming Skull Source Bestiary 3 pg. 30 Perception +9; darkvision Languages Common, Necril Skills Acrobatics +8 Str +1 Dex +4 Con +1 Int -5 Wis +3 Cha +0 --- AC 18 Fort +5 Ref +10 Will +7 HP 30 (negative healing) Immunities death effects, disease, fire, mental, paralyzed, poison, unconscious Weaknesses positive 3 Fiery Explosion When destroyed, a flaming skull explodes in a blast of fire and bone that deals 1d6 piercing damage plus 1d6 fire damage to each adjacent creature (DC 18 basic Reflex save). --- Speed 15 feet, fly 30 feet Melee Single Action forehead +10 (Finesse), Damage 1d6+3 bludgeoning plus 1d6 fire Ranged Single Action spitfire +10 (Agile, Fire), Damage 1d12+2 fire Flaming Shroud A flaming skull is shrouded in hideous flames. It deals 1d6 fire damage to any unattended item it touches and on a forehead Strike. On a critical hit with a Strike, the target catches fire, taking 1d4 persistent fire damage. ","skill_mod":{"acrobatics":8},"summary":"More dangerous than simple severed heads, these skulls are wreathed in unearthly flames.","primary_source":"Bestiary 3","trait_group":["Monster","Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1078","intelligence":-5,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Flaming Skull","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,10],"slug":"creature-1078"},{"attack_bonus":[25],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":170,"language":["Common","Shadowtongue"],"immunity":["disease","paralyzed","poison","precision"],"source":["Bestiary 3"],"type":"Creature","will_save":22,"charisma":5,"speed":{"max":40,"land":40},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Fearsense","Ominous Footsteps","Shadow Invisibility","Shadow Step","Stepping Decoy"],"skill":["Deception","Intimidation","Stealth"],"stealth":"27","trait":["Incorporeal","Shadow","Spirit","Uncommon","N","Medium"],"id":"creature-1079","text":" Betobeto-San A betobeto-san wanders the highways and byways of the Material Plane, searching for unwilling traveling companions to sustain the spirit's appetite for fear. Though this shadow spirit is invisible in darkness or shade, in light they appear as a formless, shadowy mass with two sandaled feet. These sandals are made of wood or bone that cause the creature's footsteps to make the distinct “beto beto” sound from which they receive their name. A wide, toothy mouth smiles in the middle of their otherwise featureless mass, and they can manifest long, clawed limbs. Betobeto-san trail behind nighttime travelers, compelled to follow until the creatures verbally offer to let the betobeto-san pass. This compulsion isn't usually malicious by nature and occurs more from a betobeto-san's misguided desire for company and courtesy; unfortunately, they lack of understanding how this behavior can frighten others. Betobeto-san don't attack those they follow, but they often end up in combat because their unwelcome behavior causes those they follow to attack first. Recall Knowledge - Spirit (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Betobeto-San Source Bestiary 3 pg. 31 Perception +22; greater darkvision, fearsense (precise) 60 feet Languages Common, Shadowtongue Skills Deception +23, Intimidation +23, Stealth +27 Str +4 Dex +7 Con +5 Int +4 Wis +4 Cha +5 Fearsense (divination, mental, occult) The betobeto-san is aware of all frightened creatures within the listed range. Items sandals --- AC 33 Fort +19 Ref +25 Will +22 HP 170 Immunities disease, paralyzed, poison, precision Resistances all damage 10 (except force, ghost touch , or positive, double resistance against non-magical) Ominous Footsteps (auditory, aura, emotion, fear, illusion, mental, occult) 60 feet. The betobeto-san's footsteps seem to draw ever closer, yet the source remains difficult to pinpoint. Each creature that starts its turn within 60 feet of the betobeto-san must attempt a DC 29 Will save. Critical Success The creature is unaffected and is temporarily immune for 1 minute. Success The creature becomes frightened 1. Failure The creature becomes frightened 2. Critical Failure The creature becomes frightened 4. Shadow Invisibility The betobeto-san is invisible unless within an area of bright light. Shadow Step Reaction (conjuration, occult, shadow, teleportation) Trigger A bright light source reveals the betobeto-san; Requirements The betobeto-san isn't already within an area of bright light; Effect The betobeto-san Steps briefly into the Shadow Plane and then back again, appearing up to 30 feet away from where they began. --- Speed 40 feet Melee Single Action claw +25 (Agile, Finesse, Magical), Damage 3d12+10 negative Stepping Decoy Single Action (Auditory, Illusion, Occult) Effect The betobeto-san Steps. They then create two illusory decoys of sound within 15 feet of them that mimic the sounds of their ominous footsteps. These decoys act independently on the betobeto-san's initiative with 2 actions apiece. They can only Sneak or Stride, and they have a Speed of 35 feet. Use the betobeto-san's Stealth DC (typically 37) against attempts to Seek or disbelieve a decoy. Each decoy lasts for 1 minute. Any existing decoys vanish if the betobeto-san uses this ability again. Shadowy Afterimages Betobeto-san are the afterimages of travelers that passed between the Shadow and Material Planes. While few such journeys create betobeto-san, sages posit that certain emotions or intents from those who travel between these planes can create these apparitions during the transit. ","skill_mod":{"deception":23,"stealth":27,"intimidation":23},"summary":"A betobeto-san wanders the highways and byways of the Material Plane , searching for unwilling traveling companions to sustain the spirit's appetite …","image":["/Images/Monsters/BetoBetoSan.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Planar","Creature Type","Rarity"],"ac":33,"item":["sandals"],"level":12,"source_category":["Rulebooks"],"sense":" greater darkvision , fearsense (precise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=1079","intelligence":4,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Greater darkvision","fortitude_save":19,"size":["Medium"],"name":"Betobeto-San","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[29],"slug":"creature-1079"},{"attack_bonus":[12,12],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":70,"source":["Bestiary 3"],"type":"Creature","will_save":8,"charisma":-1,"speed":{"max":30,"land":30},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Cold Adaptation","Pointed Charge","Rolling Thunder"],"skill":["Athletics","Survival"],"trait":["Animal","N","Large"],"id":"creature-1080","text":" Bison Bison are large bovines with short faces and two horns; they weigh an upwards of 2,000 pounds and stand up to 6 feet at the withers. Bison herds thunder across the grassy plains of Golarion, shaking the earth. They're a common sight along the Whistling Plains east of Taldor and the wide grasslands of the nation of Karazh in Casmaron; they also frequently appear in the cooler northeastern reaches of Avistan, the River Kingdoms through Numeria, and the Realm of the Mammoth Lords and western Sarkoris. Communal by nature, bison gather in large numbers for the summer mating season before the bulls split off to wander the prairie grasses. Bison have adapted well to harsh prairie winters, as their shaggy fur, which grows thicker in winter, insulates them; in the face of blizzards, they survive by facing steadfastly into the howling winds and hunkering down to reduce their exposure. The way that bison wallow in dirt or rub against large stones might make it easy to mistake their docile nature for passivity. However, this presumption has been the ruin of many hunting parties. Their plentiful meat and thick furs make bison an appealing bounty, but with the ground thundering beneath them, bison can quickly overpower inexperienced hunters unprepared for a stampeding herd. These hunting parties sometimes hire particularly daring adventures, who can add their spells, steel, and expertise to ensure a successful hunt. While the bison of the plains are the best known and most numerous, they have cousins both in thick boreal forests and along wide, open steppes. These bison variants stand taller but can't match the speed and aggression of their smaller plains relatives. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Bison Source Bestiary 3 pg. 32 Perception +8; scent (imprecise) 60 feet Languages Skills Athletics +14, Survival +10 Str +6 Dex +3 Con +5 Int -5 Wis +2 Cha -1 --- AC 20 Fort +13 Ref +11 Will +8 HP 70 Cold Adaptation The bison reduces the effects it suffers from cold environments by one step. --- Speed 30 feet Melee Single Action hoof +12, Damage 2d6+6 bludgeoning Melee Single Action horn +12, Damage 2d8+6 piercing plus Knockdown Pointed Charge Two Actions The bison surges forward at its foe, horns lowered. It Strides twice. If the bison ends its movement within melee range of an enemy, it makes a horn Strike against that enemy. This Strike gains the fatal d12 trait. Rolling Thunder Three Actions The bison kicks up dust and shakes the ground as it charges. The stampeding bison Strides up to twice its Speed in a straight line, dealing 4d6+6 bludgeoning damage (DC 21 basic Reflex save) to any Medium or smaller creature in its path. Multiple bison can participate in Rolling Thunder by spending this ability's actions and waiting to charge until the herd is ready. Before the beginning of their next turn, they can then charge as a reaction triggered by an adjacent bison beginning its Rolling Thunder charge. All bison in the combined charge must charge in parallel lines, so the areas can't overlap. The combined charge deals an additional 3d6 bludgeoning damage to creatures in the area, and a creature that fails the Reflex saving throw is also knocked prone. Bison Drives Hunting bison is a communal endeavor. Centaurs from the plains organize into hunting brigades and run alongside members of a stampeding herd, lancing and shooting at them from close range. Less mobile peoples use disguises to shepherd bison into position before scaring them to rush over sheer drops or into corrals where they can be slaughtered. A single bison herd can provide enough meat, hides, and furs for an entire community ","skill_mod":{"survival":10,"athletics":14},"summary":"Bison are large bovines with short faces and two horns; they weigh an upwards of 2,000 pounds and stand up to 6 feet at the withers. Bison herds …","image":["/Images/Monsters/Bison.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1080","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":13,"size":["Large"],"name":"Bison","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-1080"},{"attack_bonus":[20],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":155,"language":["Aklo","Common"],"source":["Bestiary 3"],"type":"Creature","will_save":17,"charisma":3,"speed":{"climb":15,"max":30,"land":30},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Bloodsense","Easily Fascinated","Dab","Paint"],"skill":["Art Lore","Athletics","Crafting","Medicine","Stealth"],"stealth":"17","trait":["Aberration","NE","Large"],"id":"creature-1081","text":" Blood Painter Simultaneously enamored with the natural world yet too alien to survive in it, blood painters are eight-limbed artists who stalk, kill, and dismember in search of pigment and sustenance alike. Blood painter physiology can't digest typical food, so the creatures feed by harvesting blood and using it to paint and animate something edible. When not on the hunt, blood painters seek out beautiful vistas, which they placidly admire via the eyes in the hands of their uppermost limbs and then reproduce on canvas. Exceptional art endlessly fascinates these creatures, and skilled dancers and painters alike occasionally escape the aberrations by creating a new work to trade for their lives. Blood painters jealously guard these works, and much of their treasure consists of art. Blood painters tend to mastermind the periodic theft of masterpieces. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Blood Painter Source Bestiary 3 pg. 33 Perception +19; bloodsense (imprecise) 60 feet, darkvision Languages Aklo, Common Skills Art Lore +21, Athletics +20, Crafting +17, Medicine +19, Stealth +17 Str +5 Dex +4 Con +3 Int +6 Wis +4 Cha +3 Bloodsense A blood painter can detect exposed blood as an imprecise sense at the listed range, including from creatures taking persistent bleed damage. --- AC 27 Fort +16 Ref +19 Will +17 HP 155 Easily Fascinated When subject to a visual illusion with the incapacitation trait, the blood painter doesn't adjust their degree of success due to the incapacitation trait. --- Speed 30 feet, climb 15 feet Melee Single Action claw +20 (Agile, reach 10 feet), Damage 3d8+8 slashing plus 1d8 persistent bleed Dab Single Action (Enchantment, Manipulate, Mental, Occult) Requirements The blood painter is within reach of an enemy taking persistent bleed damage; Effect The blood painter touches the creature and applies blood to one of their four claws; the blood remains fresh for 1 minute. The target must succeed at a DC 28 Will save or become fascinated with the blood painter. Paint Single Action (Concentrate, Illusion, Manipulate, Occult) Requirements The blood painter has fresh blood applied to a claw using Dab; Effect The blood painter expends the blood on one claw to paint a illusion with the effects of one of the following spells: illusory creature , illusory disguise , illusory object , or mirror image . The Paint action gains the traits of the spell it's reproducing, and the blood painter can Sustain a Spell on these effects. They use a spell attack modifier of +20 and DC 28 for these effects, which are heightened to 5th level. If they have fresh blood applied to two or more claws, the blood painter can expend the blood on all of them to instead produce the effects of cloak of colors or vibrant pattern . Any effects produced by this ability have a +2 status bonus to attack rolls, damage rolls, saving throws, skill checks, and AC against the creature whose blood was used to Paint and that creature takes a –2 status penalty to Perception checks and saves against it. Apocryphal Origins Despite blood painters' mysterious origins, the prevailing theory insists the first one arose from overzealous Shelynites so devoted to their art they ceased eating and sleeping, eventually transforming into aberrations that could feed on their own art only. Some believe it possible to “cure” a blood painter, restoring the accursed creature's original memories and form. ","skill_mod":{"crafting":17,"stealth":17,"medicine":19,"athletics":20},"summary":"Simultaneously enamored with the natural world yet too alien to survive in it, blood painters are eight-limbed artists who stalk, kill, and dismember …","image":["/Images/Monsters/BloodPainter.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":"bloodsense (imprecise) 60 feet, darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1081","intelligence":6,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Blood Painter","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[26],"slug":"creature-1081"},{"attack_bonus":[35,35,35],"constitution":9,"primary_source_category":"Rulebooks","strength":9,"hp":415,"language":["Common","Necril","(can't speak any language)"],"immunity":["death effects","disease","paralyzed","poison","skeleton crew","unconscious"],"source":["Bestiary 3"],"type":"Creature","will_save":30,"charisma":5,"speed":{"max":40,"swim":40},"perception":32,"wisdom":6,"weakness":{},"creature_ability":["Skeleton Crew","Trawl for Bones","Blood Wake","Cannonade","Chain Shot","Crew's Call","Keelhaul","Pressgang Soul"],"skill":["Athletics","Intimidation","Sailing Lore"],"trait":["Rare","Undead","CE","Gargantuan"],"id":"creature-1082","text":" Bone Ship Rarely does anything living remain after a bone ship's passing—only death, destruction, and waves red as blood that clash and foam in its wake. When a bone ship forms, necromantic magic dredges great bones from the seabed and slowly bends them into place with malicious intent. Whales' ribs typically form the timbers of the hull, and their great spinal columns twist into towering masts. Muscles and tendons lash the ship together, tightening and loosening to precisely turn the ship as it sails. When a bone ship encounters another vessel or finds some other opportunity to sow death, smaller corpses strewn throughout the ship animate to form a crew and boarding party. Each crew member resembles a humanoid skeleton, but they might be made of bones from multiple creatures. For battle, the ship also creates magical cannons formed of bone that propel bone shards and debris with blasts of magic. The small black gemstones stippled across the ship's structure hold the souls of a drowned crew, for a bone ship is the cursed legacy of dead sailors. When mass death happens at sea—often from an entire ship sinking far from shore—the anguish of the dying victims can spawn a bone ship. This event might occur when a sailor makes a final plea to a dark god or when a deity takes the opportunity to bind many dead sailors' souls together as a destructive show of divine power. When not created through divine intervention, a bone ship can grow slowly and organically from one of the ships piloted by the undead sailors known as draugr. As draugr ships plague the seas and sink other vessels, they can collect more souls and bones, eventually becoming bone ships. These vessels look different from many other bone ships with patchwork or asymmetrical appearances. A bone ship is almost gluttonous, possessing an unceasing appetite for death, destruction, and new souls to add to its number. These desires stem from an underlying cause, either placed within the ship by its creator or accreted from the scattered final wishes of its component dead souls. For example, a deity might send a bone ship on a special mission to carry a message or dispose of a particularly persistent adversary or annoyance. Though bone ships usually travel upon the waves, they have no need to breathe and can carry out underwater missions at the behest of their creator. Bone ships hold a legendary reputation among sailors. These undead can appear out of nowhere to wreak destruction, and if a crew's bodies are absent from a shipwreck, the calamity might be blamed on a bone ship. The sea can bring death suddenly in many ways, but eternal enslavement of the soul presents a more terrifying fate than death alone. Recall Knowledge - Undead (Religion): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Bone Ship Source Bestiary 3 pg. 34 Perception +32; darkvision Languages Common, Necril; (can't speak any language) Skills Athletics +33, Intimidation +31, Sailing Lore +37 Str +9 Dex +5 Con +9 Int +1 Wis +6 Cha +5 Skeleton Crew (divine, evil, necromancy) The bone ship is compelled not by a single mind, but by the collective consciousness of dead sailors' souls. The ship is immune to mental effects that target only a specific number of creatures. It's still subject to mental effects that affect all creatures in an area. Any creature that tries to communicate with the ship via telepathy or read its thoughts hears the dying screams and gasps of the crew, and is targeted with a 9th-level warp mind spell (DC 41). The ship animates skeletal crew members out of its own bones, arming them with rusty old cutlasses or other armaments so they can attack anyone who comes next to the ship. These entities have appearances matching those the bound souls had in life but aren't truly individuals; anything that targets them in fact targets the bone ship they're a part of. Hundreds of black soul gems decorate the ship's exterior, each holding one soul. These gems can hold souls of creatures whose level was 16th or lower, and they have no value. If the ship is destroyed, all these gems shatter, freeing the souls within. Trawl for Bones (downtime) The bone ship spends 1 day scavenging bones from the sea and restores itself to full Hit Points. --- AC 42 all-around vision Fort +33 Ref +27 Will +30 HP 415 Immunities death effects, disease, paralyzed, poison, skeleton crew, unconscious Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10 Blood Wake (aura, divine, enchantment, fear, mental) 30 feet. The churning water around the bone ship tinges red with seeping blood. A living creature that enters water in the aura sees visions of itself drowning in the blood and must attempt a DC 37 Will save. After attempting this saving throw, the creature is temporarily immune for 1 hour. On a failure, the creature becomes frightened 2 (frightened 4 on a critical failure) and stunned 1, and it takes a –4 status penalty to Athletics checks to Swim. --- Speed swim 40 feet Melee Single Action hull +35 (reach 20 feet), Damage 3d10+17 bludgeoning plus 2d10 negative Melee Single Action skeleton crew +35 (Agile), Damage 3d6+17 slashing plus 2d10 negative Ranged Single Action bone cannon +35 (Brutal, Divine, Negative, range increment 100 feet), Damage 2d12+12 bludgeoning damage plus 2d10 negative Cannonade Two Actions The bone ship makes four bone cannon Strikes, each targeting a different creature. Chain Shot Single Action The bone ship makes a special bone cannon Strike, firing a chain made of bones. A creature hit by this Strike is grabbed by the chain (Escape DC 41). The bone ship can use Interact actions to reel in a grabbed creature 50 feet per action spent, and when the ship moves, it pulls the grabbed creature along with it. Crew's Call Two Actions (Divine) The crew let out an anguished cry in unison. This is a wail of the banshee spell with 100-foot emanation (DC 39). In addition, any creature within 5 feet of the ship is grabbed by the crew. The ship can't use Crew's Call again for 1d4+1 rounds. Keelhaul Three Actions As Trample (Huge or smaller, hull, DC 43), but the bone ship Swims up to double its swim Speed instead of Striding, and each creature that fails its save is also dragged under the ship. The GM places each creature dragged along in an underwater space adjacent to the bone ship at the end of the ship's movement. Pressgang Soul Single Action (Divine) The bone ship casts bind soul . The target must have died due to the bone ship's assault or from drowning. The creature's soul becomes part of the ghostly crew. A new soul gem grows on the ship, and the bone ship is quickened for 1 minute. It can use the extra action only to Strike or Swim. Famed Bone Ships Bone ships don't choose names of their own, instead being christened by dread gods who create them or sailors fortunate enough to survive encounters with them. Some names still whispered in seaside taverns follow. Captain Aster's Eulogy Crimson Mirage Starved Whale Horseman's Herald Wail upon the Winds Piloting a Bone Ship When a bone ship is defeated without being destroyed, or is commandeered by a more powerful undead, it can be used as a vehicle, following the Vehicle rules. It uses its normal Speed and defenses, and adds the following statistics. Space 100 feet long, 20 feet wide, 25 feet high Crew 1 pilot, 12 crew; Passengers 12 Piloting Check Sailing Lore (DC 40), Religion (DC 38); the ship's propulsion is wind if Sailing Lore is used, or magical if Religion is used Collision 9d10 bludgeoning plus 5d6 negative (DC 38) Vessels of the Dark Gods Evil deities sometimes raise bone ships bound to them. These flagships herald destruction done at the creator's will. Urgathoa occasionally makes bone ships to carry her revered acolytes to distant lands or cultures at sea. One of the Four Horsemen of the Apocalypse, Charon the Boatman, counts many bone ships among his followers; some ply the River Styx in Abaddon; while others ferry his apostles to other planes. Charon's bone ships approach slowly rather than speeding toward their quarry, giving more time for the hearts of those who witness them to lose all hope. Kelizandri, elemental lord of water, holds power over the drowned. He gives them new purpose crewing bone ships, where they can live eternally in the moment of their death under the waves. His ships frequently plumb the depths of great seas, casting ghostly green light down in the blackness. ","skill_mod":{"athletics":33,"intimidation":31},"summary":"Rarely does anything living remain after a bone ship's passing—only death, destruction, and waves red as blood that clash and foam in its wake. When …","image":["/Images/Monsters/BoneShip.png"],"primary_source":"Bestiary 3","trait_group":["Rarity","Creature Type"],"ac":42,"level":18,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=1082","intelligence":1,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":33,"size":["Gargantuan"],"name":"Bone Ship","alignment":"CE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[36,38,44],"slug":"creature-1082"},{"constitution":4,"primary_source_category":"Rulebooks","strength":-1,"hp":60,"immunity":["acid","precision","swarm mind"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Bore Worm","will_save":8,"charisma":-4,"speed":{"max":30,"land":15,"burrow":30},"perception":12,"wisdom":1,"weakness":{"area":4},"creature_ability":["Swarming Bites"],"skill":["Acrobatics","Stealth"],"stealth":"12","trait":["Animal","Swarm","N","Large"],"id":"creature-1083","text":" Bore Worm Swarm A single finger-length bore worm is unpleasant but mostly innocuous. Ten thousand bore worms, on the other hand, pose a formidable threat to even seasoned adventurers. The countless worms form a roiling, rancid mass of acid and pain, capable of delivering a hideous death to any person or beast unable to escape them. Unfortunately for any creature other than a bore worm, most encounters involve swarms. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Bore Worm Swarm Source Bestiary 3 pg. 36 Perception +12; tremorsense (imprecise) 60 feet Languages Skills Acrobatics +10, Stealth +12 Str -1 Dex +3 Con +4 Int -5 Wis +1 Cha -4 --- AC 20 Fort +15 Ref +12 Will +8 HP 60 Immunities acid, precision, swarm mind Resistances bludgeoning 4, piercing 8, slashing 8 Weaknesses area damage 4, splash damage 4, water 8 --- Speed 15 feet, burrow 30 feet Swarming Bites Single Action Each enemy in the swarm's space takes 3d6 acid damage (DC 22 basic Reflex save). Creatures that fail this save become sickened 1 from the swarm's painful bites. ","skill_mod":{"stealth":12,"acrobatics":10},"summary":"A single finger-length bore worm is unpleasant but mostly innocuous. Ten thousand bore worms, on the other hand, pose a formidable threat to even …","image":["/Images/Monsters/BoreWorm_BoreWormSwarm.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":20,"level":5,"source_category":["Rulebooks"],"sense":" tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":4,"piercing":8,"slashing":8},"url":"/Monsters.aspx?ID=1083","intelligence":-5,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":15,"size":["Large"],"name":"Bore Worm Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1083"},{"attack_bonus":[17],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":140,"immunity":["acid"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Bore Worm","will_save":11,"charisma":-4,"speed":{"max":40,"land":25,"burrow":40},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Viviparous Birth","Borer","Corrosive Wake","Painful Bite"],"skill":["Athletics","Stealth"],"stealth":"14","trait":["Animal","N","Huge"],"id":"creature-1084","text":" Empress Bore Worm When an area lacks sufficient food, the bore worms in a swarm become increasingly agitated and desperate. Eventually, at some chemical signal, the worms begin to cannibalize each other, devouring one other in a frenzy too gruesome to behold. A single worm emerges from this melee victorious; it rapidly grows larger and more voracious until it reaches an absolutely elephantine size. This empress bore worm lives only briefly, as it sets out in search of a new feeding ground and eats everything in its path in an attempt to sustain itself. However, the empress bore worm's ravenous metabolism demands more from its body than what it can physically sustain, as it exists only as a vessel for the next generation. Most live only a few days, or weeks at best, traveling and eating nonstop before dying—and in so doing, giving birth to new swarms of bore worms. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Empress Bore Worm Source Bestiary 3 pg. 37 Perception +13; tremorsense (imprecise) 60 feet Languages Skills Athletics +17, Stealth +14 Str +6 Dex +3 Con +5 Int -5 Wis +2 Cha -4 --- AC 23 Fort +18 Ref +14 Will +11 HP 140 Immunities acid Weaknesses water 10 Viviparous Birth When killed, an empress bore worm violently expels the young it carries. These young erupt as a bore worm swarm in the empress bore worm's space. In addition, every creature within 20 feet takes 5d10 acid damage (DC 25 basic Reflex save) from the splatter of caustic viscera. --- Speed 25 feet, burrow 40 feet Melee Single Action bite +17 (reach 15 feet), Damage 2d6+9 piercing plus 1d6 acid and painful bite Borer An empress bore worm can leave a tunnel behind itself when it burrows, and it usually does. Corrosive Wake Single Action The empress bore worm Strides, leaving behind dribbles of acid in every square that it passes through. A creature that enters or begins its turn in such a square takes 3d6 acid damage (DC 22 basic Fortitude save). The acid becomes inert after 1 minute. Painful Bite The bite of an empress bore worm causes excruciating pain. The target must succeed at a DC 25 Fortitude save or become sickened 1 from the pain (sickened 2 on a critical failure). ","skill_mod":{"stealth":14,"athletics":17},"summary":"When an area lacks sufficient food, the bore worms in a swarm become increasingly agitated and desperate. Eventually, at some chemical signal, the …","image":["/Images/Monsters/BoreWorm_EmpressBoreWorm.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":23,"level":7,"source_category":["Rulebooks"],"sense":" tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1084","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":18,"size":["Huge"],"name":"Empress Bore Worm","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[19],"slug":"creature-1084"},{"primary_source_category":"Rulebooks","strength":4,"hp":200,"language":["<%UMR%37%%>telepathy<%END> 100 feet, universal language"],"source":["Bestiary 3"],"type":"Creature","charisma":7,"perception":18,"school":"illusion","stealth":"20","trait":["Illusion","Mental","Rare","CE","Large"],"id":"creature-1085","text":" Brainchild A rumor can become so vivid and so persistent that it comes to life, creating a brainchild—a living illusion that hatches from an intense belief in a remorseless and implacable killer. Often, these rumors swirl around the victims of a phantasmal killer spell. A brainchild's capabilities grow when they pursue a believer but deflate against skeptics, making them only as bad as one thinks they are. A simple drive to stalk, terrify, and kill propels a brainchild, but the creature might also exhibit other behaviors ascribed to them through gossip. Brainchild Source Bestiary 3 pg. 38 Perception +18; darkvision Languages telepathy 100 feet, universal language Skills Deception +22, Intimidation +24, Performance +22, Society +21, Stealth +20 Str +4 Dex +5 Con +4 Int +2 Wis +3 Cha +7 Universal Language Anything spoken by the brainchild is perceived by the listener in its native language. Urban Legend A brainchild is sustained only by the reputation that precedes them. Mindless creatures are immune to a brainchild and can't perceive them. The brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability. A creature can Seek or Sense Motive (against the brainchild's Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to divinations, the brainchild chooses one to have. Tremorsense (imprecise) 100 feet Immunity to one damage type, magic school, or condition Weakness 10 to one damage type other than mental Resistance 10 to physical damage, with an exception for either cold iron or silver Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 28 1d6 Extra Damage on Strikes, of a type one foe believes in Additional Spells phantom pain and shadow blast at 6th level --- AC 30 Fort +21 Ref +22 Will +18 HP 200 Immunities death effects, detection, diseased, doomed, necromancy, scrying Weaknesses mental 10 Persistence of Memory (illusion, mental, occult) When a brainchild is destroyed, it returns if anyone still fully believes it exists, re-forming within 100 feet of any believer after 2d4 days. --- Speed 30 feet, fly 30 feet Melee Single Action illusory weapon +24 (Illusion, Mental, Occult), Damage 4d6+10 mental plus urban legend Ranged Single Action illusory weapon +24 (Illusion, Mental, Occult, range 100 feet), Damage 4d6+6 mental plus urban legend Occult Innate Spells DC 30 - Cantrips (6th) Ghost Sound, Message - 4th Dimension Door (x2) - 5th Phantasmal Killer (x3, image resembles the brainchild) Spreading Rumors Brainchildren require setup. Create some rumors the PCs might hear around town, adding more if they Gather Information. Take note of what rumors they share and who believes which ones. Don't include too many—if the PCs believe them all, the brainchild will be too powerful! Examples include “I hear the Beast of Chimney Hill can walk through a fire unburnt” and “Woke with a pounding headache. Old Selby's Dog must be lurking about again.” ","skill_mod":{"society":21,"performance":22,"deception":22,"stealth":20,"intimidation":24},"image":["/Images/Monsters/Brainchild.png"],"primary_source":"Bestiary 3","spell":["Phantasmal Killer","Dimension Door","Ghost Sound","Message"],"ac":30,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":22,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Brainchild","alignment":"CE","pfs":"Standard","rarity":"rare","strike_damage_average":[20,24],"attack_bonus":[24,24],"constitution":4,"immunity":["death effects","detection","diseased","doomed","necromancy","scrying"],"will_save":18,"speed":{"fly":30,"max":30,"land":30},"wisdom":3,"weakness":{"mental":10},"creature_ability":["Universal Language","Urban Legend","Tremorsense","Immunity","Weakness","Resistance","Frightful Presence","1d6 Extra Damage","Additional Spells","Persistence of Memory"],"skill":["Deception","Intimidation","Performance","Society","Stealth"],"tradition":["Occult"],"summary":"A rumor can become so vivid and so persistent that it comes to life, creating a brainchild—a living illusion that hatches from an intense belief in a …","trait_group":["School","Monster","Mechanics","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1085","dexterity":5,"category":"creature","slug":"creature-1085"},{"attack_bonus":[8,11],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":48,"language":["Goblin","Sylvan"],"source":["Bestiary 3"],"type":"Creature","will_save":8,"charisma":-1,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Resize Plant"],"skill":["Arcana","Athletics","Cooking Lore","Farming Lore","Nature"],"trait":["Humanoid","NE","Medium"],"id":"creature-1086","text":" Buso Busos are tree-dwelling folk with a simmering desire to consume the flesh of others. They heavily supplement their food with leaves and root crops, possess significant knowledge of agriculture, and boast innate powers over plants and their growth. In regards to meat, however, busos reject the flesh of beasts; they instead consume other humanoids. Not only do they find the taste of other creatures repulsive, but their bodies reject non-humanoid meat since it provides them no nutritional value and consuming it leaves them sickened and weak. Busos' unusual dietary needs mean they're almost always at odds with neighboring cultures. They typically maintain decent relations only with goblins, who are as a people less prone to judging others based on diet. Other communities fear busos—with some justification—though aside from the occasional forays to harvest someone for their next meal, busos tend to keep to themselves. In some desperate locations, communities faced with famine or other natural disasters might even seek out busos' aid, offering victims in exchange for knowledge or magical assistance that might save their communities from slow and terrible deaths through starvation. A buso's single eye sometimes leads to them being compared to cyclopes. However, both types of creatures deny any common ancestry, and they first appeared independently in entirely different parts of the world with substantially divergent abilities. For their part, busos believe that their ancestors' deeds gave rise to their single eyes. When faced with a famine that threatened their existence, these ancestors each cut out one of their eyes as an offering to the malevolent spirits of the forest, imploring for their salvation. Busos say that these spirits, whom they call the busaw, gave them their knowledge of agriculture, power over plants, and craving for sentient flesh. Henceforth, they revered the busaw as gods and called themselves buso: those who worship the busaw. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Buso Source Bestiary 3 pg. 39 Perception +8; low-light vision Languages Goblin, Sylvan Skills Arcana +8, Athletics +9, Cooking Lore +10, Farming Lore +10, Nature +8 Str +4 Dex +1 Con +2 Int +3 Wis +1 Cha -1 Items Javelin (4), Kukri, studded leather --- AC 18 Fort +9 Ref +6 Will +8 HP 48 --- Speed 25 feet Melee Single Action kukri +11 (Agile, Trip), Damage 1d6+6 slashing Ranged Single Action javelin +8 (thrown 30 feet), Damage 1d6+6 piercing Resize Plant Two Actions (Arcane, Plant, Polymorph, Transmutation) Frequency twice per day; Requirements The buso touches a Small, Medium, or Large plant; Effect The plant grows or shrinks by one size, remaining that size for the next 5 minutes. If used on a plant creature, this effect has the effects of enlarge or shrink (buso's choice). Unwilling plant creatures can attempt a DC 18 Fortitude saving throw to resist this effect. Buso Datu Occasionally, a busaw spirit who seeks to live a mortal life will possess a buso baby. Such babies are born with the two eyes typical of most humanoid as well as an ivory horn that channels arcane fire. Seen as gods incarnate, they're revered as datu, who rule buso society. When a buso datu dies, their busaw spirit simply retakes their place haunting the forest. ","skill_mod":{"nature":8,"arcana":8,"athletics":9},"summary":"Busos are tree-dwelling folk with a simmering desire to consume the flesh of others. They heavily supplement their food with leaves and root crops, …","image":["/Images/Monsters/Buso.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":18,"item":["Javelin (4)","Kukri","studded leather"],"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1086","intelligence":3,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":9,"size":["Medium"],"name":"Buso","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,9],"slug":"creature-1086"},{"attack_bonus":[10,16],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":50,"language":["Caligni","Undercommon"],"immunity":["visual"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Caligni","will_save":11,"charisma":1,"speed":{"max":25,"land":25},"perception":13,"wisdom":4,"weakness":{"sonic":5},"creature_ability":["Echolocation","Attack of Opportunity","Death Blaze","Call to Arms","Shadowed Blade"],"skill":["Athletics","Stealth"],"stealth":"8","trait":["Caligni","Humanoid","Rare","LE","Medium"],"id":"creature-1087","text":" Caligni Vanguard Caligni children born without eyes—an extremely rare occurrence—are considered sacred to their communities. From a young age, they're set aside and groomed to become caligni vanguards, dedicated to rigorous martial training and mental strictures. Other calignis revere vanguards' discipline and combat skill, but wary caution always tinges such respect, as they often have inscrutable motives. Vanguards almost never rebel against their duties or their established role in the community; some claim that those who do are taken by the owbs. A vanguard's armor is fused to their body in pieces, and they rarely remove those elements that aren't. This armor plating and vanguards' keen sense of hearing render them particularly sensitive to sonic vibrations, which serves as both an asset and a vulnerability. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Caligni Vanguard Source Bestiary 3 pg. 40 Perception +13; echolocation 60 feet, no vision Languages Caligni, Undercommon Skills Athletics +14, Stealth +8 Str +5 Dex -1 Con +3 Int +1 Wis +4 Cha +1 Echolocation A caligni vanguard can use their hearing as a precise sense at the listed range. Items Composite Longbow (40 arrows), Full Plate (see death blaze), Greatsword --- AC 24 Fort +14 Ref +8 Will +11 HP 50 Immunities visual Resistances slashing 5 Weaknesses sonic 5 Attack of Opportunity Reaction Death Blaze When the vanguard dies, their body combusts in a blaze of fire and armor shrapnel. All creatures within a 10-foot emanation take 3d6 fire damage and 3d6 piercing damage (DC 19 basic Reflex save). The vanguard's armor is destroyed in the blaze, but their other gear is unaffected and left in a pile where they died. --- Speed 25 feet Melee Single Action greatsword +16 (versatile P), Damage 1d12+8 slashing Ranged Single Action composite longbow +10 (deadly d10, range increment 100 feet, Volley), Damage 1d8+5 piercing Call to Arms Single Action (Auditory, Mental) Each caligni within 30 feet of the vanguard gains the Attack of Opportunity reaction until the end of the vanguard's next turn. Once a caligni has used this Attack of Opportunity, that caligni is temporarily immune to the same vanguard's Call to Arms for 10 minutes. Shadowed Blade Two Actions (Darkness) The vanguard makes a melee Strike, channeling shadowy essence into their weapon or unarmed attack to envelop the target. If the Strike hits, the target must succeed at a DC 19 Fortitude save or become blinded until the end of its next turn. Vanguard Training As soon as a caligni vanguard is old enough to hold a weapon, they're immersed in an intensive training regimen that emphasizes austerity, asceticism, and heavy armor prowess. Though initially painful, the fusion of their armor to their bodies serves as a reminder of their responsibilities, and they eventually grow accustomed to the sensation. ","skill_mod":{"stealth":8,"athletics":14},"summary":"Caligni children born without eyes—an extremely rare occurrence—are considered sacred to their communities. From a young age, they're set aside and …","image":["/Images/Monsters/Caligni_CaligniVanguard.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Creature Type","Rarity"],"ac":24,"item":["Composite Longbow (40 arrows)","Full Plate (see death blaze)","Greatsword"],"level":5,"source_category":["Rulebooks"],"sense":"echolocation 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{"slashing":5},"url":"/Monsters.aspx?ID=1087","intelligence":1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":-1,"fortitude_save":14,"size":["Medium"],"name":"Caligni Vanguard","alignment":"LE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[9,14],"slug":"creature-1087"},{"primary_source_category":"Rulebooks","strength":2,"hp":70,"language":["Caligni","Undercommon"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":11,"stealth":"15","trait":["Caligni","Humanoid","Uncommon","CE","Medium"],"id":"creature-1088","text":" Caligni Caller Although the mysterious demigods known as the Forsaken disappeared eons ago, many calignis continue to follow their ancient traditions of worship. Owbs, once the Forsaken's servants, still respond to caligni prayers. Caligni callers serve as the priests of their communities, calling upon these shadowy owb patrons for guidance, favors, and power. Their most important ceremony, the blanching, determines the potential of most newborn calignis and shapes their eventual forms. Due to their close ties to the malevolent owbs, most callers exhibit cruel and inscrutable natures. They often lead caligni enclaves alongside caligni stalkers as spiritual advisors. Callers tend to be highly superstitious, seeing omens everywhere, and they avoid revealing details of their rituals even to other calignis. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Caligni Caller Source Bestiary 3 pg. 40 Perception +11; greater darkvision Languages Caligni, Undercommon Skills Arcana +9, Intimidation +14, Occultism +13, Stealth +15 Str +2 Dex +5 Con +1 Int +1 Wis +1 Cha +4 Items Dagger --- AC 24 Fort +9 Ref +15 Will +11 HP 70 Weaknesses light blindness Death Umbra (darkness) When the caller dies, an explosion of shadow devours their body. Each creature in a 10-foot emanation must attempt a DC 22 Fortitude save. Critical Success The creature is unaffected. Success The creature is enfeebled 1 for 1 minute. Failure The creature is enfeebled 2 and slowed 1 for 1 minute. --- Speed 25 feet Melee Single Action dagger +15 (Agile, Finesse, versatile S), Damage 1d4+4 piercing plus 1d6 negative Occult Innate Spells DC 24, attack +16 - Cantrips (3rd) Chill Touch, Detect Magic - 2nd Darkness (at will) - 3rd Chilling Darkness (×2), Grim Tendrils (×3) - 4th Darkness - 5th Shadow Walk Rituals DC 24 - 3rd Owb Pact Sneak Attack The caller deals an additional 2d6 precision damage to flat-footed creatures. ","skill_mod":{"stealth":15,"arcana":9,"intimidation":14,"occultism":13},"image":["/Images/Monsters/Caligni_CaligniCaller.png"],"primary_source":"Bestiary 3","spell":["Shadow Walk","Darkness","Chilling Darkness","Grim Tendrils","Chill Touch","Detect Magic"],"ac":24,"item":["Dagger"],"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":1,"reflex_save":15,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":9,"size":["Medium"],"name":"Caligni Caller","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[10],"attack_bonus":[15],"constitution":1,"creature_family":"Caligni","spell_attack_bonus":[16],"will_save":11,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Death Umbra","Sneak Attack"],"skill":["Arcana","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"Although the mysterious demigods known as the Forsaken disappeared eons ago, many calignis continue to follow their ancient traditions of worship. …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1088","dexterity":5,"category":"creature","slug":"creature-1088"},{"primary_source_category":"Rulebooks","strength":7,"hp":235,"language":["Common","Jotun"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":22,"trait":["Humanoid","Uncommon","LN","Large"],"id":"creature-1089","text":" Calikang Calikangs are giant, blue-skinned, six-armed guardians of ancient tombs and treasuries. They each feel a deep, inherent drive to protect and guard, making them highly sought after as wardens and bodyguards. Because most serve as solitary guardians, few calikang societies exist. Calikangs' unique physiologies enable them to absorb and manipulate electrical magic as well as other energies. They can live for 200 years—though they can further extend their lives via suspended animation. For this reason, many are chosen to guard tombs or other sealed sites where living guardians would perish and constructs would deteriorate. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Calikang Source Bestiary 3 pg. 42 Perception +22; darkvision, true seeing Languages Common, Jotun Skills Athletics +25, Intimidation +24 Str +7 Dex +4 Con +5 Int -2 Wis +2 Cha +4 Suspended Animation (concentrate) By concentrating for 5 minutes, the calikang can enter a state of suspended animation, freezing in place and becoming motionless but remaining aware of their surroundings. While in this state, the calikang gains a +4 status bonus to Fortitude saves; doesn't age; and is immune to disease, inhaled toxins, poison, starvation, and thirst. The calikang can exit suspended animation as a free action. If they exit this state to attack, the calikang gains a +2 circumstance bonus to their initiative roll. Items +1 striking longsword (2) --- AC 31 Fort +23 Ref +22 Will +20 +1 status to all saves vs. magic HP 235 Immunities electricity Energy Conversion (abjuration, arcane) Whenever the calikang is hit by an electricity spell's attack roll or rolls a successful save against a spell that deals electricity damage, they absorb the energy. This heals the calikang for an amount of HP equal to quadruple the spell's level and recharges their Breath Weapon. A calikang can't absorb their own spells this way. --- Speed 35 feet Melee Single Action longsword +28 (Magical, reach 10 feet, versatile P), Damage 2d8+15 slashing Melee Single Action fist +25 (Agile, Nonlethal, reach 10 feet), Damage 3d8+13 bludgeoning Arcane Innate Spells DC 28 - 1st Magic Weapon (at will) - 6th Chain Lightning - Constant (6th) True Seeing Breath Weapon Two Actions (Acid, Arcane, Cold, Electricity, Evocation, Fire, Sonic) Frequency once per day; Effect The calikang breathes a blast of energy that deals 13d6 energy damage to creatures in a 60-foot line (DC 28 basic Reflex save). The calikang can choose the damage type each time: acid, cold, electricity, fire, or sonic. Increase the die size to d8 if the calikang chooses electricity. Sixfold Flurry Two Actions The calikang makes up to two longsword Strikes and up to four fist Strikes. Each Strike must be against a different target. These attacks count toward the calikang's multiple attack penalty, which doesn't increase until after all the attacks are complete. For 1 round, the calikang gains a circumstance bonus to their AC equal to the number of Strikes they choose not to take, to a maximum of +4 for taking only two Strikes. Calikang Origins Legend holds that an ancient Vudrani god failed to protect an important treasury from a raid by asuras. In shame, he severed his fingers and cast them down upon the world. Calikangs arose from the fingers, and, as penance, they've sought to protect worldly holdings from robberies or invasions ever since. ","skill_mod":{"athletics":25,"intimidation":24},"image":["/Images/Monsters/Calikang.png"],"primary_source":"Bestiary 3","spell":["Chain Lightning","Magic Weapon","True Seeing"],"ac":31,"item":["+1 striking longsword (2)"],"level":12,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":-2,"reflex_save":22,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Calikang","alignment":"LN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[24,26],"attack_bonus":[25,28],"constitution":5,"immunity":["electricity"],"will_save":20,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{},"creature_ability":["Suspended Animation","Energy Conversion","Breath Weapon","Sixfold Flurry"],"skill":["Athletics","Intimidation"],"tradition":["Arcane"],"summary":"Calikangs are giant, blue-skinned, six-armed guardians of ancient tombs and treasuries. They each feel a deep, inherent drive to protect and guard, …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1089","dexterity":4,"category":"creature","slug":"creature-1089"},{"attack_bonus":[6,7],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":20,"source":["Bestiary 3"],"type":"Creature","will_save":4,"charisma":-1,"speed":{"max":35,"land":35},"perception":4,"wisdom":1,"weakness":{},"creature_ability":["Desert-Adapted","Camel Spit","Sand Stride"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","N","Large"],"id":"creature-1090","text":" Camel For generations untold, nomads and traders have relied on sure-footed camels to cross the harsh deserts and trackless wastes around the world. Thriving where other animals wither and perish, camels are well-adapted to their homes with tough skin and the ability to store nutrients within their bodies. Properly cared for, these “ships of the desert” can trek for weeks between oases without trouble. Camels have three eyelids to protect them from desert sands and other blowing debris. One lid is completely clear, which allows them to see and travel during high winds. When sandstorms strike, camels completely close their nostrils to protect their lungs. Their underbellies also sport a thick, specialized skin, allowing them to lay down safely on burning hot sands. Contrary to popular belief, fatty tissue comprises a camel's humps rather than water. This stored energy allows the animals to survive long distances between feedings. These herbivores can also readily digest hardy scrub brush inedible to other species, making them one of the hardiest desert survivors. Strong as a warhorse, camels can run fast and even sprint for short periods of time when they feel threatened, though they prefer a slow, plodding pace to conserve energy. One-humped camels, also called dromedaries, are more common in the deserts of northern Garund, while the two-humped variety are native to the dry steppes of Casmaron. Both species have tall and lanky builds, standing about 6 feet at the shoulder and weighing around 2,000 pounds. They can be ornery when mishandled, and they don't hesitate to bite, kick, or even spit a noxious substance on riders who don't treat them well. In addition to transporting people and goods, camels are a key source of fiber for clothing and tents as well as milk. Their meat is highly nutritious and surprisingly tasty, but given the creatures' utility, this use is reserved for special occasions or truly dire situations. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Camel Source Bestiary 3 pg. 43 Perception +4; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +7, Survival +6 Str +4 Dex +3 Con +4 Int -4 Wis +1 Cha -1 Desert-Adapted A camel is well-adapted to heat and deserts. If allowed to drink and eat its fill, (roughly 40 gallons), it can Subsist for 2 weeks without needing to attempt Survival checks, and it treats environmental heat as if it was one step less severe. --- AC 15 Fort +9 Ref +8 Will +4 HP 20 --- Speed 35 feet Melee Single Action jaws +7, Damage 1d6+4 piercing Ranged Single Action spit +6, Damage camel spit Camel Spit To drive away enemies, the camel spits the partially digested contents of its stomach at a creature within 10 feet. On a hit, the target is dazzled for 1 round and must succeed at a DC 17 Fortitude save or become sickened 1. The camel can't use its camel spit Strike again for 1d4 rounds. Sand Stride Two Actions The camel Strides twice. It has a +5-foot circumstance bonus to its Speed during these Strides, ignoring difficult terrain caused by rubble, sand, and uneven ground made of earth and stone. Camel Cousins Rumors in the high desert tell of an ancient species related to both camels and llamas that still lives in sheltered mountain valleys and hidden rivers: the camelops. Larger and stronger than domesticated camels, camelops remain wild creatures. No living examples exist in captivity, though fables of their luxurious coats and indomitable endurance lead some riders to seek them out regardless. ","skill_mod":{"survival":6,"athletics":7,"acrobatics":6},"summary":"For generations untold, nomads and traders have relied on sure-footed camels to cross the harsh deserts and trackless wastes around the world. …","image":["/Images/Monsters/Camel.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1090","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":9,"size":["Large"],"name":"Camel","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-1090"},{"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Common","Infernal"],"source":["Bestiary 3"],"type":"Creature","will_save":16,"charisma":3,"speed":{"max":40,"land":40},"perception":16,"wisdom":2,"weakness":{"area":10},"creature_ability":["Troop Defenses","Arrow Volley","Form Up","Lance Charge","Mounted Troop","Swing from the Saddle","Trailblazing Stride","Troop Movement"],"skill":["Acrobatics","Athletics","Hell Lore","Intimidation","Religion","Society"],"trait":["Animal","Human","Humanoid","Troop","LN","Gargantuan"],"id":"creature-1091","text":" Cavalry Brigade A cavalry brigade consists of several Hellknights and a single field-maralictor, in the distinctive armor of their order and bearing lances; the maralictor speaks for the brigade, questioning travelers the brigade encounters and barking orders. A Hellknight brigade is typically based at a keep or other fortification controlling an area measured by a day's ride in every direction—about 25 miles. Farther-ranging missions are possible but require substantial logistical support. Recall Knowledge - Animal (Nature): DC 24 Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Hellknight Cavalry Brigade Source Bestiary 3 pg. 44 Perception +16 Languages Common, Infernal Skills Acrobatics +13, Athletics +18, Hell Lore +12, Intimidation +17, Religion +12, Society +12 Str +6 Dex +1 Con +4 Int +2 Wis +2 Cha +3 --- AC 27 Fort +18 Ref +13 Will +16 HP 135 Resistances mental 5, slashing 5 Weaknesses area damage 10, splash damage 5 Troop Defenses --- Speed 40 feet; troop movement Arrow Volley Two Actions The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 4d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Form Up Single Action Lance Charge Three Actions The brigade Forms Up, then Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+13 piercing damage (DC 26 basic Reflex save) to each enemy within 10 feet of the brigade at the end of its movement. Mounted Troop Effects that target only animals or only humanoids may not work on the cavalry brigade, subject to the GM's discretion. Swing from the Saddle Single Action to Three Actions Frequency once per round; Effect The brigade engages in a coordinated melee attack against each enemy within 10 feet (DC 23 basic Reflex save). The damage depends on the number of actions. Single Action 2d6 slashing damage Two Actions 2d6+10 slashing damage Three Actions 3d6+13 slashing damage Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores the effects of non-magical difficult terrain. Troop Movement Whenever the cavalry brigade Strides, the brigade first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves. This works just like a Gargantuan creature moving; for instance, if any square of the brigade enters difficult terrain, the extra movement cost applies to the whole brigade. Troop Gear Since the component members of a troop are individually much less powerful than the troop as a whole, a troop's gear is typically of negligible utility or value. This troop's Hellknight plate is an exception, and a party might be able to salvage a suit or two from their defeated foes—if they're willing to risk the wrath of the Order of the Nail! ","skill_mod":{"society":12,"athletics":18,"intimidation":17,"acrobatics":13,"religion":12},"summary":"A cavalry brigade consists of several Hellknights and a single field-maralictor, in the distinctive armor of their order and bearing lances; the …","image":["/Images/Monsters/CavalryBrigade_Hellknights.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster"],"ac":27,"level":8,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{"slashing":5,"mental":5},"url":"/Monsters.aspx?ID=1091","intelligence":2,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":18,"size":["Gargantuan"],"name":"Hellknight Cavalry Brigade","alignment":"LN","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1091"},{"attack_bonus":[15,15],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":53,"language":["Aquan","Common"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Cecaelia","will_save":11,"charisma":0,"speed":{"max":35,"land":20,"swim":35},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Cecaelia Jet","Hurl Net","Ink Cloud"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"13","trait":["Amphibious","Humanoid","CN","Medium"],"id":"creature-1092","text":" Cecaelia Trapper Cecaelias resemble humans with octopus tentacles instead of legs. These oceanic hunters are agile and intelligent creatures, but proud. Their inquisitiveness often brings them into contact with strangers, where a poor turn of phrase or an unintended insult can quickly spark their legendary tempers. Cecaelias live nomadic lives, hunting and scavenging along coastlines for food and tradeable trinkets. They engage in frequent trade with terrestrial communities, offering anything from seafood to treasures retrieved from sunken vessels in exchange for goods not readily available underwater. Some take to piracy or hire themselves out as mercenaries, but their quarrelsome disposition invariably leads to them going their own way again before too long. The only non-cecaelia communities that maintain long-lasting relationships with cecaelias are those of the remarkably laid-back locathahs, who coexist with cecaelias in the city of Xidao. Cecaelias live in warm waters along verdant ocean reefs or coastlines, often near humanoid settlements. Able to adapt rapidly over a few generations, cecaelias adopt the physical features of their closest humanoid neighbors, which sages liken to an octopus's natural camouflage. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Cecaelia Trapper Source Bestiary 3 pg. 45 Perception +11; darkvision, wavesense (imprecise) 10 feet Languages Aquan, Common Skills Acrobatics +13, Athletics +11, Stealth +13, Survival +9 Str +4 Dex +4 Con +3 Int -1 Wis +2 Cha +0 Items Longspear, Net (2) --- AC 24 Fort +10 Ref +15 Will +11 HP 53 --- Speed 20 feet, swim 35 feet Melee Single Action longspear +15 (Magical, reach 10 feet), Damage 2d8+7 piercing Melee Single Action tentacle +15 (Agile, reach 10 feet), Damage 2d4+7 bludgeoning plus Grab Cecaelia Jet Two Actions (Move) The cecaelia moves up to 140 feet in a straight line through the water. Hurl Net Single Action Requirements The cecaelia is holding a net in two appendages; Effect The cecaelia hurls their net, attempting to hamper a foe. The cecaelia makes a ranged Strike (with a +15 modifier) against a Medium or smaller creature within 20 feet. On a hit, the target is flat-footed and takes a –10-foot circumstance penalty to its Speeds. On a critical hit, the creature is instead restrained. The DC to Escape the net is 16. A creature adjacent to the target can Interact with the net to remove it from the target. Ink Cloud Single Action The cecaelia emits a cloud of black ink in a 10-foot emanation. This ink cloud has no effect outside of water. Creatures inside the cloud are undetected by creatures using sight or smell, and they can't see or smell while inside the cloud. The cloud dissipates after 1 minute. The cecaelia can't use Ink Cloud again for 2d6 rounds. ","skill_mod":{"survival":9,"stealth":13,"athletics":11,"acrobatics":13},"summary":"Cecaelias resemble humans with octopus tentacles instead of legs. These oceanic hunters are agile and intelligent creatures, but proud. Their …","image":["/Images/Monsters/Cecaelia.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Creature Type"],"ac":24,"item":["Longspear","Net (2)"],"level":5,"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 10 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1092","intelligence":-1,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Cecaelia Trapper","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,16],"slug":"creature-1092"},{"attack_bonus":[21,21],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":135,"language":["Abyssal","Aklo","Common","Draconic","Protean","Undercommon","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","spell_attack_bonus":[21],"will_save":23,"charisma":3,"speed":{"climb":20,"max":25,"land":25,"burrow":20},"perception":21,"wisdom":7,"weakness":{},"creature_ability":["Alien Vestment","Ecstatic Hunger","Swallow Whole"],"skill":["Athletics","Diplomacy","Intimidation","Occultism","Religion","Survival"],"trait":["Aberration","Rare","CE","Gargantuan"],"id":"creature-1093","text":" Chyzaedu Chyzaedus' home world was consumed millennia ago by the Dominion of the Black via the manipulation of a black hole. Rather than accept destruction or fight back, the chyzaedus instead joined forces with their destroyers, seeing in them a greater purpose than mere world domination. Today, chyzaedus serve in a role akin to a priesthood for the Dominion and take a sinister interest in bringing their beliefs to new worlds, teaching ignorant dwellers the glory of pure entropic destruction. Much like the black holes they venerate, chyzaedus possess an eternal hunger for sustenance and knowledge alike—they can never be sated by either, yet they will never starve as long as there are mortals whose energy they can feed upon. Recall Knowledge - Aberration (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Chyzaedu Source Bestiary 3 pg. 46 Perception +21; darkvision, tremorsense (imprecise) 60 feet Languages Abyssal, Aklo, Common, Draconic, Protean, Undercommon; telepathy 100 feet Skills Athletics +21, Diplomacy +17, Intimidation +19, Occultism +22, Religion +21, Survival +19 Str +7 Dex +3 Con +4 Int +2 Wis +7 Cha +3 --- AC 30 (27 without alien vestment) Fort +18 Ref +15 Will +23 +1 status to all saves vs. magic HP 135 Resistances acid 10, mental 10, physical 10 Alien Vestment The chyzaedu wears an eerie, alien layer of shimmering violet mucus that slithers and crawls over its flesh, but is hard as iron to the touch. If a chyzaedu takes bludgeoning damage from a critical hit, its alien vestment is shattered—this reduces its AC to 27 and causes it to lose its resistance to mental and physical damage; it can grow a new alien vestment by concentrating for 1 hour. Ecstatic Hunger (aura, emotion, enchantment, incapacitation, mental, occult) 30 feet. A chyzaedu gains sustenance by feeding upon the metabolisms of organic victims. A living creature that ends its turn in the aura must attempt a Will save. Critical Success The creature is unaffected and is temporarily immune for 24 hours. Success The creature suffers a painful hunger pang, becoming flat-footed for 1 round. Failure If possible, the creature spends its first 2 actions on its next turn eating or drinking (or spending actions to procure food or drink from its possessions or the surroundings, if necessary). The creature won't consume anything dangerous, but will eat things it normally has no appetite for. Critical Failure As failure, but the creature will eat or drink dangerous consumables, such as poison or rotten food, if other food or drink are not immediately available. The creature must spend its first 2 actions each round consuming for as long as it remains in the chyzaedu's aura plus 1 minute thereafter, but the creature can attempt a new saving throw at the end of its turn each round to end the effect early. --- Speed 25 feet, burrow 20 feet, climb 20 feet Melee Single Action jaws +21, Damage 2d12+9 piercing plus Grab Melee Single Action claw +21 (Agile), Damage 2d8+9 slashing Divine Prepared Spells DC 29, attack +21 - Cantrips (5th) Daze, Divine Lance, Message, Read Aura, Sigil - 1st Command, Fear, Sanctuary - 2nd Enhance Victuals, Ghoulish Cravings, Silence - 3rd Blindness, Chilling Darkness, Heal - 4th Air Walk, Dimensional Anchor, Heal - 5th Command, Harm (×4), Sending Swallow Whole Single Action Medium, 3d8+7 bludgeoning, Rupture 26 Dominion Religion The Dominion of the Black has a complex relationship with religion; while it's a gross oversimplification, its religion can be described as the worship of black holes and other overwhelmingly destructive forces in the deepest reaches of the universe. ","tradition":["Divine"],"skill_mod":{"diplomacy":17,"survival":19,"athletics":21,"intimidation":19,"occultism":22,"religion":21},"summary":"Chyzaedus' home world was consumed millennia ago by the Dominion of the Black via the manipulation of a black hole. Rather than accept destruction or …","image":["/Images/Monsters/Chyzaedu.png"],"primary_source":"Bestiary 3","spell":["Command","Harm","Sending","Air Walk","Dimensional Anchor","Heal","Blindness","Chilling Darkness","Enhance Victuals","Ghoulish Cravings","Silence","Fear","Sanctuary","Daze","Divine Lance","Message","Read Aura","Sigil"],"trait_group":["Creature Type","Rarity"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"acid":10,"bludgeoning":10,"piercing":10,"slashing":10,"mental":10,"physical":10},"url":"/Monsters.aspx?ID=1093","intelligence":2,"reflex_save":15,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"size":["Gargantuan"],"name":"Chyzaedu","alignment":"CE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[18,22],"slug":"creature-1093"},{"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":75,"language":["Common"],"source":["Bestiary 3"],"type":"Creature","will_save":11,"charisma":2,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{"area":10},"creature_ability":["Seek Quarry","Troop Defenses","Fire Crossbows!","Form Up","Lower Halberds!","Troop Movement","Urban Chasers"],"skill":["Athletics","Intimidation","Settlement Lore"],"trait":["Human","Humanoid","Troop","LN","Gargantuan"],"id":"creature-1094","text":" City Guard Squadron Most towns and cities on Golarion have a garrison of professional guards whose duties include patrolling the streets, assisting citizenry in need, and acting as a quick military response in times of crisis. Guards usually operate in pairs or small groups, but when a serious emergency threatens, guards muster at the nearest keep, watch station, or other rallying point and then move out in search of their quarry. Alternatively, guard troops might be stationed at important locations in the city, such as the front gates, the main prison, or the entrance to the ruler's castle. Individual guards may not be particularly well trained or experienced, but in large numbers they can defeat bandits, wild creatures that have slipped past the city gates, or the occasional drunken ogre. A group of city guards is usually accompanied and commanded by a single captain, who does most of the talking and gives individual guards their orders. The members of this city guard squadron have trained together to perform simple tactics but not advanced maneuvers. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 City Guard Squadron Source Bestiary 3 pg. 47 Perception +12 Languages Common Skills Athletics +14, Intimidation +11, Settlement Lore +9 Str +5 Dex +0 Con +3 Int +0 Wis +2 Cha +2 Seek Quarry City guards can spend 1 minute to designate a single creature for whom they have a physical description as their quarry. They gain a +2 circumstance bonus to Perception against their quarry. --- AC 22 Fort +14 Ref +9 Will +11 HP 75 Weaknesses area damage 10, splash damage 5 Troop Defenses --- Speed 25 feet; troop movement Fire Crossbows! Two Actions The city guards draw or reload their crossbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 3d8 piercing damage (DC 19 basic Reflex save). When the city guards are reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Form Up Single Action Lower Halberds! Single Action to Three Actions Frequency once per round; Effect The city guards engage in a coordinated melee attack against each enemy within 10 feet, with a DC 19 basic Reflex save. The damage depends on the number of actions. Single Action 1d10 piercing or slashing damage Two Actions1d10+7 piercing or slashing damage Three Actions1d10+10 piercing or slashing damage Troop Movement Whenever the city guards Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the guards enters difficult terrain, the extra movement cost applies to all the guards. Urban Chasers City guards ignore difficult terrain (but not greater difficult terrain) caused by crowds or from movement through narrow spaces such as alleyways. Local Guards The guards depicted here are humans armed with halberds and crossbows. You can alter these details to match the settlements in your game, adding ancestry traits, regional languages, and other abilities as necessary, and swapping out their weaponry for ones appropriate to the local culture. ","skill_mod":{"athletics":14,"intimidation":11},"summary":"Most towns and cities on Golarion have a garrison of professional guards whose duties include patrolling the streets, assisting citizenry in need, …","image":["/Images/Monsters/CityGuard_Squadron.png"],"primary_source":"Bestiary 3","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":22,"level":5,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1094","intelligence":0,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":14,"size":["Gargantuan"],"name":"City Guard Squadron","alignment":"LN","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1094"},{"attack_bonus":[7],"constitution":0,"primary_source_category":"Rulebooks","strength":-1,"hp":8,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Clockworks","will_save":4,"charisma":0,"speed":{"fly":25,"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{"orichalcum":2,"electricity":2},"creature_ability":["Record Audio","Wind-Up","Self-Destruct"],"skill":["Acrobatics"],"trait":["Clockwork","Construct","Mindless","Uncommon","N","Tiny"],"id":"creature-1095","text":" Clockwork Spy Engineers, technologists, and mechanically gifted wizards employ clockwork spies—tiny, spiderlike constructs capable of recording and playing back audio— to surreptitiously surveil their enemies or steal secrets from competitors. Their spindly bodies and delicate components make them unsuitable for combat; in fact, most builders construct clockwork spies with a self-destruct mechanism to ensure the spies' meddling can't be traced back to them. Recall Knowledge - Construct (Arcana, Crafting): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Clockwork Spy Source Bestiary 3 pg. 48 Perception +8; low-light vision Languages Skills Acrobatics +5 Str -1 Dex +3 Con +0 Int -5 Wis +2 Cha +0 Record Audio Single Action The clockwork spy records all sounds within 25 feet onto a small gemstone worth 1 gp embedded in its body. The clockwork spy can record up to 1 hour of sound on a single gemstone. Once it begins recording, it can't cease recording early, nor can it record onto a gemstone that already contains a recording. Some clockwork spies contain multiple gemstones to allow for a series of recordings. Since clockwork spies are not intelligent, they must be given simple commands regarding when to start recording sounds. A clockwork spy can differentiate between different kinds of creatures but not between specific individuals. The spy can start or stop playback of recorded sound by spending a single action. Removing a gemstone from or installing a gemstone into a clockwork spy requires a successful DC 14 Thievery check to Disable a Device; on a failure, the gemstone is undamaged, but any recorded sounds are erased and the gemstone still can't be used to make another recording. Wind-Up 24 hours, DC 14, standby --- AC 17 Fort +2 Ref +7 Will +4 HP 8 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses electricity 2, orichalcum 2 Self-Destruct Reaction A clockwork spy must use this reaction unless specifically programmed otherwise by its creator; Trigger The clockwork spy is reduced to 0 Hit Points; Effect The spy thrashes around and emits a tinny scream followed by a steady ticking sound. At the beginning of what would have been its next turn, the clockwork spy explodes, dealing 1d10 piercing damage in a 5-foot radius (DC 16 basic Reflex save). Its gemstone is destroyed, along with any information contained inside it. An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 16 Thievery check to Disable a Device. --- Speed 25 feet, fly 25 feet Melee Single Action spherical body +7 (Finesse), Damage 1d6–1 bludgeoning\n","skill_mod":{"acrobatics":5},"summary":"Engineers, technologists, and mechanically gifted wizards employ clockwork spies—tiny, spiderlike constructs capable of recording and playing back …","image":["/Images/Monsters/Clockwork_ClockworkSpy.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":17,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1095","intelligence":-5,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":2,"size":["Tiny"],"name":"Clockwork Spy","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[3],"slug":"creature-1095"},{"attack_bonus":[16,18],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":80,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Clockworks","will_save":12,"charisma":-5,"speed":{"max":25,"land":25},"perception":16,"wisdom":4,"weakness":{"orichalcum":5,"electricity":5},"creature_ability":["Wind-Up","Attack of Opportunity","Activate Defenses"],"skill":["Athletics"],"trait":["Clockwork","Construct","Mindless","Uncommon","N","Medium"],"id":"creature-1096","text":" Clockwork Soldier These diligent machines guard their assigned posts tirelessly. A typical clockwork soldier stands 6 feet tall and consists of 500 pounds of metal and magic. Recall Knowledge - Construct (Arcana, Crafting): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Clockwork Soldier Source Bestiary 3 pg. 49 Perception +16; darkvision Languages Skills Athletics +15 Str +6 Dex +2 Con +4 Int -5 Wis +4 Cha -5 Wind-Up 24 hours, DC 22, standby Items +1 halberd --- AC 24 Fort +16 Ref +14 Will +12 HP 80 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 5 (except adamantine or orichalcum) Weaknesses electricity 5, orichalcum 5 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action halberd +18 (Magical, reach 10 feet, versatile S), Damage 1d10+9 piercing Melee Single Action fist +16 (Agile, Unarmed), Damage 1d8+9 bludgeoning plus Grab Activate Defenses Single Action One of the soldier's external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier's choice. The creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn, or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time. ","skill_mod":{"athletics":15},"summary":"These diligent machines guard their assigned posts tirelessly. A typical clockwork soldier stands 6 feet tall and consists of 500 pounds of metal and …","image":["/Images/Monsters/Clockwork_ClockworkSoldier.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":24,"item":["+1 halberd"],"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=1096","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Clockwork Soldier","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13,14],"slug":"creature-1096"},{"primary_source_category":"Rulebooks","strength":2,"hp":115,"source":["Bestiary 3"],"type":"Creature","charisma":-5,"perception":17,"trait":["Clockwork","Construct","Mindless","Uncommon","N","Medium"],"id":"creature-1097","text":" Clockwork Mage A clockwork mage is a lethal blend of magic and machinery. Each of these clockworks is imbued with an arcane stone at its core that powers spells through the wand embedded in its chest. Recall Knowledge - Construct (Arcana, Crafting): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Clockwork Mage Source Bestiary 3 pg. 50 Perception +17; darkvision Languages Skills Acrobatics +17 Str +2 Dex +6 Con +4 Int -5 Wis +2 Cha -5 Wind-Up 24 hours, DC 26, standby Items clockwork wand --- AC 27 Fort +17 Ref +19 Will +17 HP 115 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 5 (except adamantine or orichalcum) Weaknesses electricity 10, orichalcum 10 Clockwork Wand The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a DC 31 Thievery check to Disable a Device. The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed. When removed, the clockwork wand is a magic wand containing the last 2nd-level innate spell the clockwork mage cast (the GM determines the spell randomly if it has not cast any eligible spells). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate level. --- Speed 25 feet Melee Single Action fist +19 (Agile, Finesse), Damage 2d10+6 bludgeoning Arcane Innate Spells DC 28, attack +20 - Cantrips (5th) Daze, Detect Magic, Ray of Frost, Shield, Tanglefoot - 1st Feather Fall, Floating Disk, Grease - 2nd Glitterdust, Obscuring Mist, Web - 3rd Haste, Invisibility, Stinking Cloud - 4th Blink, Fly, Wall of Fire - 5th Black Tentacles, Cone of Cold Energize Clockwork Wand Single Action (Concentrate) Frequency once per 10 minutes; Effect The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd level or higher. ","skill_mod":{"acrobatics":17},"image":["/Images/Monsters/Clockwork_ClockworkMage.png"],"primary_source":"Bestiary 3","spell":["Black Tentacles","Cone of Cold","Blink","Fly","Wall of Fire","Haste","Invisibility","Stinking Cloud","Glitterdust","Obscuring Mist","Web","Feather Fall","Floating Disk","Grease","Daze","Detect Magic","Ray of Frost","Shield","Tanglefoot"],"ac":27,"item":["clockwork wand"],"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"intelligence":-5,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Clockwork Mage","alignment":"N","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17],"attack_bonus":[19],"constitution":4,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"creature_family":"Clockworks","spell_attack_bonus":[20],"will_save":17,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"orichalcum":10,"electricity":10},"creature_ability":["Wind-Up","Clockwork Wand","Energize Clockwork Wand"],"skill":["Acrobatics"],"tradition":["Arcane"],"summary":"A clockwork mage is a lethal blend of magic and machinery. Each of these clockworks is imbued with an arcane stone at its core that powers spells …","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=1097","dexterity":6,"category":"creature","slug":"creature-1097"},{"attack_bonus":[31,31,33,33],"constitution":5,"primary_source_category":"Rulebooks","strength":9,"hp":265,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Clockworks","will_save":25,"charisma":-5,"speed":{"fly":120,"max":120,"land":40},"perception":28,"wisdom":4,"weakness":{"orichalcum":15,"electricity":15},"creature_ability":["Wind-Up","Self-Destruct","Breath Weapon","Draconic Frenzy","Spearing Tail"],"skill":["Acrobatics","Athletics"],"trait":["Clockwork","Construct","Mindless","Rare","N","Huge"],"id":"creature-1098","text":" Clockwork Dragon Clockwork dragons are a marvel of clockwork design. These powerful masterpieces have the ability to fly, making them versatile and dangerous killers. A clockwork dragon's winding mechanism is more efficient than those of other clockworks, allowing it to partially reuse energy generated by flapping its wings. Creating a clockwork dragon requires not only an advanced understanding of clockwork design, but also a greater cache of rare resources, as its body requires solid reinforcement. As a result, most clockwork dragons have adamantine fortification. Creating a clockwork dragon without adamantine is entirely possible, though such dragons are typically smaller and more fragile. Recall Knowledge - Construct (Arcana, Crafting): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Clockwork Dragon Source Bestiary 3 pg. 51 Perception +28; darkvision Languages Skills Acrobatics +29, Athletics +33 Str +9 Dex +5 Con +5 Int -5 Wis +4 Cha -5 Wind-Up 1 week, DC 35, standby --- AC 39 Fort +30 Ref +28 Will +25 HP 265 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 15 (except adamantine or orichalcum) Weaknesses electricity 15, orichalcum 15 Self-Destruct Reaction A clockwork dragon must use this reaction unless specifically programmed otherwise by its creator; Trigger The clockwork dragon is reduced to 0 Hit Points; Effect The dragon screeches to a stop and emits a steady, loud ticking sound. At the beginning of what would have been its next turn, the dragon explodes, dealing 12d10 piercing damage in a 40-foot emanation (DC 37 basic Reflex save). An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 37 Thievery check to Disable a Device. --- Speed 40 feet, fly 120 feet Melee Single Action adamantine jaws +33 (reach 15 feet), Damage 3d12+17 piercing Melee Single Action adamantine claw +33 (Agile, reach 10 feet), Damage 3d8+17 slashing Melee Single Action tail +31 (reach 20 feet), Damage 3d12+15 bludgeoning Melee Single Action wing +31 (Agile, reach 15 feet), Damage 2d10+15 piercing Breath Weapon Two Actions (Arcane, Evocation, Fire) Effect The clockwork dragon breathes a spray of flaming oil that deals 16d6 fire damage in a 40-foot cone (DC 37 basic Reflex save). Creatures that fail their saves are covered in burning oil and take 2d6 persistent fire damage. The clockwork dragon can't use Breath Weapon again for 2 rounds. Draconic Frenzy Two Actions The clockwork dragon makes two claw Strikes and one wing Strike in any order. Spearing Tail Two Actions The clockwork dragon attacks with the sharp point of its tail. It makes a tail Strike against each creature in a 20-foot line, rolling the attack roll once and applying the result to each target. Any creature hit takes 4d6 persistent bleed damage (doubled on a critical hit). This counts as two attacks for the dragon's multiple attack penalty. ","skill_mod":{"athletics":33,"acrobatics":29},"summary":"Clockwork dragons are a marvel of clockwork design. These powerful masterpieces have the ability to fly, making them versatile and dangerous killers. …","image":["/Images/Monsters/Clockwork_ClockworkDragon.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":39,"level":16,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=1098","intelligence":-5,"reflex_save":28,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":30,"size":["Huge"],"name":"Clockwork Dragon","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[26,30,34,36],"slug":"creature-1098"},{"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":20,"immunity":["precision","swarm mind","visual"],"source":["Bestiary 3","Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","creature_family":"Cobble Mite","will_save":7,"charisma":0,"speed":{"max":20,"land":20,"burrow":10},"perception":9,"wisdom":3,"weakness":{"area":3},"creature_ability":["Clutching Cobbles","Tremorsense","Grasping Bites","Pummeling Assault"],"skill":["Athletics","Stealth"],"stealth":"10","trait":["Aberration","Earth","Swarm","N","Large"],"id":"creature-1099","text":" Cobbleswarm Busy road builders might unknowingly use cobble mites in construction. Recall Knowledge - Aberration (Occultism): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Cobbleswarm Source Bestiary 3 pg. 52, Pathfinder #157: Devil at the Dreaming Palace pg. 83 Perception +9; no vision, tremorsense (precise) 40 feet Languages Skills Athletics +8, Stealth +10 Str +2 Dex +4 Con +2 Int -3 Wis +3 Cha +0 Clutching Cobbles The cobbleswarm's space is difficult terrain. Tremorsense A cobbleswarm's tremorsense is a precise sense out to 40 feet and an imprecise sense out to 80 feet. A cobbleswarm can't sense anything beyond the range of its tremorsense. --- AC 16 Fort +8 Ref +10 Will +7 HP 20 Immunities precision, swarm mind, visual Resistances piercing 5, slashing 5 Weaknesses area damage 3, splash damage 3 --- Speed 20 feet, burrow 10 feet Grasping Bites Two Actions (Attack) The cobbleswarm attempts an Athletics check and compares the result to the Fortitude DC of each creature in its space. This counts as two attacks for the cobbleswarm's multiple attack penalty. Critical Success The creature falls prone, takes 1d6 bludgeoning damage, and is grabbed by the cobbleswarm until the end of the cobbleswarm's next turn. Success The creature falls prone. Pummeling Assault Single Action Each foe in the cobbleswarm's space takes 2d4 bludgeoning damage (DC 17 basic Reflex save). Cobble Mite Pets Characters looking to keep a cobble mite as a pet can usually buy one in a large city for 1 gp. Cobble mites are content as pets if they're pampered and well-fed. Searching for one in the wild takes careful hunting and risks finding cobble mites laired together in a cobbleswarm. A character with a familiar can choose a cobble mite, which must have the burrower familiar ability. ","element":["Earth"],"skill_mod":{"stealth":10,"athletics":8},"summary":"Busy road builders might unknowingly use cobble mites in construction.","image":["/Images/Monsters/Cobbleswarm.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":16,"level":2,"source_category":["Rulebooks","Adventure Paths"],"sense":"no vision, tremorsense (precise) 40 feet","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=1099","intelligence":-3,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":8,"source_group":["Agents of Edgewatch"],"size":["Large"],"name":"Cobbleswarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1099"},{"constitution":8,"primary_source_category":"Rulebooks","strength":8,"hp":280,"language":["Terran"],"immunity":["precision","swarm mind","visual"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Cobble Mite","will_save":29,"charisma":2,"speed":{"max":50,"land":50,"burrow":20},"perception":33,"wisdom":6,"weakness":{"area":12,"splash":12},"creature_ability":["Clutching Stones","Tremorsense","Grasping Bites","Landslide","Pummeling Assault"],"skill":["Athletics","Stealth"],"stealth":"35","trait":["Aberration","Earth","Swarm","Uncommon","N","Huge"],"id":"creature-1100","text":" Sturzstromer Cobble mites that remain a cohesive swarm for many years become dangerous living landslides. Recall Knowledge - Aberration (Occultism): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Sturzstromer Source Bestiary 3 pg. 52 Perception +33; no vision, tremorsense (precise) 120 feet Languages Terran Skills Athletics +37, Stealth +35 Str +8 Dex +10 Con +8 Int -1 Wis +6 Cha +2 Clutching Stones The sturzstromer's space is greater difficult terrain. Tremorsense A sturzstromer's tremorsense is a precise sense out to 120 feet and an imprecise sense out to 240 feet. A sturzstromer can't sense anything beyond the range of its tremorsense --- AC 41 Fort +33 Ref +35 Will +29 HP 280 Immunities precision, swarm mind, visual Resistances piercing 20, slashing 20 Weaknesses area damage 12, splash damage 12 --- Speed 50 feet, burrow 20 feet Primal Innate Spells DC 41 - 8th Earthbind (at will), Earthquake (×3), Stone Tell - 10th Earthquake Grasping Bites Two Actions (Attack) The sturzstromer attempts an Athletics check and compares the result to the Fortitude DC of each creature in its space. This counts as two attacks for the sturzstromer's multiple attack penalty. Critical Success The creature falls prone, takes 1d6 bludgeoning damage, and is restrained by the sturzstromer until the end of the sturzstromer's next turn. Success The creature falls prone and is grabbed by the sturzstromer until the end of the sturzstromer's next turn Landslide Free Action Requirements The sturzstromer's most recent action was to cast earthquake ; Effect The sturzstromer closes a fissure it made, choosing one creature that fell in. That creature must succeed at a DC 41 Reflex save or be buried as in an avalanche. Pummeling Assault Single Action Each foe in the sturzstromer's space takes 4d10 bludgeoning damage (DC 41 basic Reflex save). ","tradition":["Primal"],"element":["Earth"],"skill_mod":{"stealth":35,"athletics":37},"summary":"Cobble mites that remain a cohesive swarm for many years become dangerous living landslides.","image":["/Images/Monsters/CobbleMite_Sturzstome.png"],"primary_source":"Bestiary 3","spell":["Earthquake","Earthbind","Stone Tell"],"trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"ac":41,"level":19,"spell_dc":[41],"source_category":["Rulebooks"],"sense":"no vision, tremorsense (precise) 120 feet","weakest_save":["will"],"resistance":{"piercing":20,"slashing":20},"url":"/Monsters.aspx?ID=1100","intelligence":-1,"reflex_save":35,"strongest_save":["ref","reflex"],"dexterity":10,"fortitude_save":33,"size":["Huge"],"name":"Sturzstromer","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","slug":"creature-1100"},{"attack_bonus":[26],"constitution":8,"primary_source_category":"Rulebooks","strength":0,"hp":200,"language":["Terran"],"immunity":["precision","swarm mind"],"source":["Bestiary 3"],"type":"Creature","will_save":21,"charisma":6,"speed":{"fly":40,"max":40,"land":10},"perception":23,"wisdom":2,"weakness":{"area":8},"creature_ability":["Echolocation","Resonant Chimes","Swarming Chimes"],"skill":["Acrobatics","Performance"],"trait":["Earth","Elemental","Swarm","Uncommon","N","Gargantuan"],"id":"creature-1101","text":" Consonite Choir Floods of crystalline blades called consonite choirs surge through the caverns and tunnels of the Plane of Earth. Although their resonant chimes can be among the most beautiful music in the planes, those who intrude on their territory are instead confronted with a bone-shaking wall of sound and a barrage of razor-sharp crystals. The blades form naturally, just one of the many wondrous types of crystal on the Plane of Earth. Razor-edged consonite stalactites hum and chime along with the plane's grinding movement. As large collections of these crystals begin to communicate with each other through their shared song, they awaken into a sort of musical collective. Eventually, consonite choirs' songs grow loud and complex enough to shake these colonies loose of their stone moorings and free them to explore the Plane of Earth. Consonite choirs typically prefer to stay near their spawning grounds but might be coerced to perform in the homes of wealthy shaitans or serve other powerful creatures of earth. They willingly leave the comfort of their homes to hunt down the hated xorns, who enjoy the flavor of their immobile consonite brethren. Consonite choirs who leave the Plane of Earth, either through natural portals or by answering the calls of powerful rituals, often find the open spaces of other planes more to their liking. They enjoy the sensation of high winds moving through their chimes and search tirelessly for skilled performance partners. Crueler fates trap other choirs—more powerful beings might mystically bind them to service or bully them into becoming living trophies. Over years of movement, the individual crystal blades of a choir naturally chip and break down. In their native caverns, consonite choirs can easily find new members. Trapped elsewhere, they must rely on others for replacement blades or eventually fall into torpor. Recall Knowledge - Elemental (Arcana, Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Consonite Choir Source Bestiary 3 pg. 53 Perception +23; darkvision, echolocation (precise) 120 feet Languages Terran Skills Acrobatics +24, Performance +27 Str +0 Dex +5 Con +8 Int -2 Wis +2 Cha +6 Echolocation The consonite choir can use hearing as a precise sense at the listed range. --- AC 32 Fort +27 Ref +22 Will +21 HP 200 Immunities precision, swarm mind Resistances bludgeoning 8, piercing 15, slashing 15 Weaknesses area damage 8, splash damage 8 Resonant Chimes (aura, evocation, sonic) 30 feet. The consonite choir's tones resonate within physical objects. A creature that begins its turn in the aura deals an additional 2d6 sonic damage on any Strike using a weapon. --- Speed 10 feet, fly 40 feet Ranged Single Action launched blade +26 (Magical, range 120 feet, Sonic), Damage 6d6 piercing plus 2d6 sonic Swarming Chimes Single Action The swarm deals 4d6 slashing damage plus 2d6 sonic damage to each enemy in the swarm's space (DC 33 basic Reflex save). On a critical failure, the enemy is also deafened for 1 minute. Consonite Blades Consonite crystals form sharp, if fragile, blades. A weapon made from a single perfect crystal of consonite naturally forms a thundering weapon rune, but it can't have other non-fundamental runes etched into it. Damaged or incomplete crystals are still valuable for creating musical instruments or alchemical items like thunderstones. ","element":["Earth"],"skill_mod":{"performance":27,"acrobatics":24},"summary":"Floods of crystalline blades called consonite choirs surge through the caverns and tunnels of the Plane of Earth . Although their resonant chimes …","image":["/Images/Monsters/ConsoniteChoir.png"],"primary_source":"Bestiary 3","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"ac":32,"level":13,"source_category":["Rulebooks"],"sense":" darkvision , echolocation (precise) 120 feet","weakest_save":["will"],"resistance":{"bludgeoning":8,"piercing":15,"slashing":15},"url":"/Monsters.aspx?ID=1101","intelligence":-2,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":27,"size":["Gargantuan"],"name":"Consonite Choir","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[28],"slug":"creature-1101"},{"attack_bonus":[9],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":20,"language":["Common"],"source":["Bestiary 3"],"type":"Creature","will_save":8,"charisma":1,"speed":{"climb":15,"fly":15,"max":25,"land":25,"swim":15},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Moisture Dependency","Capuchin's Curse"],"skill":["Acrobatics","Athletics","Stealth","Thievery"],"stealth":"7","trait":["Amphibious","Beast","N","Tiny"],"id":"creature-1102","text":" Coral Capuchin A coral capuchin resembles a hairless pink monkey with large eyes and batlike wings. Something of a tropical nuisance, these amphibious creatures follow trade ships, hoping to filch small valuables they can take home or perhaps find a sailor they can befriend to secure a regular supply of food. Coral capuchins live in tropical climates, and while they can breathe water or air with equal ease, their membranous skin means they rely heavily on having a nearby source of water. Fresh- and saltwater serve equally well for this purpose, though the creatures generally congregate near oceans and seas for other reasons. Jungles, islands, and warm coastlines are their most common nesting sites, though they usually hide their nests high in trees or in other locations out of easy reach of predators, scavengers, or anything that might steal the trinkets they've collected. These little flyers are insatiably curious, and they love to follow humanoids around. Capuchins largely agree that humanoids have the best food and trinkets. Smarter than animals and capable of rudimentary speech, the creatures can be quite useful with the right training, learning how seek out sunken treasures or hunt down rats and other pests on a ship. Some spellcasters residing along tropical coastlines have taken coral capuchins as familiars, though many claim the critters as far more trouble than any benefits they provide are worth. A capuchin familiar might pilfer spellcasting components, gemstones, vials, crafting materials, and other trinkets from their master, though a clever magic user will intersperse more appealing (and less valuable) baubles to draw their familiar's attention away from actually important items. Capuchin clans live together under a single matriarch, a slightly larger female who can be identified by her unusually prismatic skin and colorful eyes. These females refuse to be tamed or kept as pets and violently resist all forms of capture. The most powerful among them even possess divine powers which they call upon to protect their homes and kin. In return, the remainder of the clan fights fiercely to protect their matriarch, defending her (and her trinkets) from threats far larger than themselves. Recall Knowledge - Beast (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Coral Capuchin Source Bestiary 3 pg. 54 Perception +8; darkvision Languages Common Skills Acrobatics +7, Athletics +3, Stealth +7, Thievery +7 Str +0 Dex +4 Con +1 Int -2 Wis +3 Cha +1 Moisture Dependency A coral capuchin must stay in or near water, or else it begins drying out. It can remain away from water for only 12 hours before its membranous skin starts to turn brittle and flake, taking 1d6 damage per hour until it is doused in water. --- AC 16 Fort +4 Ref +9 Will +8 HP 20 --- Speed 25 feet, climb 15 feet, fly 15 feet, swim 15 feet Melee Single Action jaws +9 (Agile, Finesse), Damage 1d8 piercing plus capuchin's curse Capuchin's Curse (Curse, Divine, Transmutation) If a capuchin damages a creature with its jaws Strike, the creature gains both a blessing and a curse that last for 1d6 hours. While the blessing doubles the amount of time that the affected creature can hold its breath, the curse imposes a quickened version of the capuchin's moisture dependency, taking 1d6 damage every 10 minutes they go without water. A cursed creature can fully immerse itself in water as a 3-action activity to attempt a DC 17 Fortitude save, ending both the blessing and the curse on a success. Coral Capuchin Nests The largest known coral capuchin nests are found around the Shackles and coastlines of the Mwangi Expanse. Preferring saltwater oceans over freshwater rivers or inlets for hunting, coral capuchins stake out territories within reach of shipping lanes and places frequented by humanoids. A nest's treasure hoard usually includes small valuables, such as gems, coins, and jewelry—anything waterproof they can easily abscond with. ","skill_mod":{"thievery":7,"stealth":7,"athletics":3,"acrobatics":7},"summary":"A coral capuchin resembles a hairless pink monkey with large eyes and batlike wings. Something of a tropical nuisance, these amphibious creatures …","image":["/Images/Monsters/CoralCapuchin.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1102","intelligence":-2,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Coral Capuchin","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-1102"},{"attack_bonus":[14,14],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":50,"language":["Common","Elven"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Bestiary 3"],"type":"Creature","will_save":11,"charisma":4,"speed":{"fly":30,"max":30},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Amulet Relic","Sudden Manifestation","Death Gaze","Manifest"],"skill":["Acrobatics","Intimidation","Stealth"],"stealth":"11","trait":["Incorporeal","Rare","Spirit","Undead","CE","Medium"],"id":"creature-1103","text":" Corrupted Relic Creatures that once held particular items dear can be bound to them after death, their souls inhabiting the item from within. These might be the faithful haunting symbols of their faith, warriors clinging to their old weapons, or the greedy inhabiting their precious wealth. These spirits' physical bodies have long since degraded, but they keep their corrupted relics pristine. The spirits manifest on the unsuspecting or curious, determined to destroy anyone who would dare show any interest in their one precious possession. Though rare, there are several kinds of corrupted relics. The bound spirit can manifest in different ways, from animating an ancient weapon to possessing anyone who dons the item. Destroying the relic often ends up being the simplest, most direct way to banish the haunt itself. Destroying or dispelling the spirit without destroying the relic, however, can sometimes leave priceless treasure behind. The amulet shown here has the air and death aspects. Its minor gifts, deadly spark and death gaze, power some of the spirit's abilities. Someone who claims the relic might gain different gifts from those aspects. Recall Knowledge - Spirit (Occultism): DC 24 Recall Knowledge - Undead (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Corrupted Relic Source Bestiary 3 pg. 55 Perception +9; darkvision, lifesense (imprecise) 60 feet Languages Common, Elven Skills Acrobatics +11, Intimidation +10, Stealth +11 Str -5 Dex +3 Con +0 Int +1 Wis +1 Cha +4 Items amulet --- AC 19 Fort +6 Ref +11 Will +11 HP 50 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 5 (except force, ghost touch , or positive; double resistance vs. non-magical) Amulet Relic (curse, divine, necromancy) The corrupted relic is an amulet cursed to contain a malevolent spirit. The statistics in this stat block are for the spirit when it's manifested (see Manifest). The amulet can't take any actions except Sudden Manifestation and Manifest. As long as the spirit is manifested, the amulet is immune to spells and magical abilities and uses the saves listed here. Regardless of whether the spirit is manifested, the amulet can be targeted by Strikes (AC 21, Hardness 5, BT 10). It is not incorporeal. If the amulet becomes broken, the spirit is bound within and can't Manifest, and if the amulet is destroyed, so is the spirit. Destroying the spirit frees the amulet from its curse. Sudden Manifestation Reaction Trigger The relic detects a creature using its lifesense; Effect The relic Manifests. If this causes an encounter to begin, the relic gains a +4 status bonus to its initiative roll. --- Speed fly 30 feet Melee Single Action spectral hand +14 (Agile, Finesse, Magical), Damage 2d6+3 negative Ranged Single Action deadly spark +14 (Air, Electricity, Divine, Evocation, range 20 feet), Damage 1d12 electricity Death Gaze Two Actions (Concentrate, Divine, Necromancy, Negative) The spirit targets a creature it can see within 30 feet, dealing to it 4d6 negative damage (DC 20 basic Fortitude save). A creature with negative healing instead regains 4d6 HP and is then temporarily immune for 10 minutes. Manifest Single Action (Divine, Necromancy) Requirements The relic detects at least one creature using its lifesense; Effect The spirit within the relic manifests in an open space within 10 feet of the amulet. When it does, the relic teleports around its neck. The spirit remains in its manifested state until it no longer senses any living creatures within range of its lifesense. Haunted Relics Relics are a special type of magic item that can grow in power as their wielders unlock additional abilities. The full rules for relics and their aspects can be found here. ","skill_mod":{"stealth":11,"intimidation":10,"acrobatics":11},"summary":"Creatures that once held particular items dear can be bound to them after death, their souls inhabiting the item from within. These might be the …","image":["/Images/Monsters/CorruptedRelic.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Rarity","Creature Type"],"ac":19,"item":["amulet"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision , lifesense (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=1103","intelligence":1,"reflex_save":11,"strongest_save":["ref","reflex","will"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Corrupted Relic","alignment":"CE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[6,10],"slug":"creature-1103"},{"remaster_name":["Mix Coatl"],"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Celestial","Common","Draconic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":19,"stealth":"17","trait":["Beast","Couatl","Uncommon","CG","Large","Coatl"],"id":"creature-1104","text":" Mix Couatl Mix couatls (pronounced “meesh”) are guides to fledgling societies, providing fundamental information such as farming techniques, medicinal expertise, or more esoteric knowledge like the arcane arts. Recall Knowledge - Beast (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Mix Couatl Source Bestiary 3 pg. 56 Perception +19; darkvision Languages Celestial, Common, Draconic; telepathy 100 feet Skills Acrobatics +15, Arcana +18, Diplomacy +20, Nature +21, Occultism +18, Society +16, Stealth +17, Survival +15 Str +6 Dex +3 Con +4 Int +4 Wis +5 Cha +4 Star Child The mix couatl is difficult to discern against starry skies. The mix couatl can Hide in the air at night without cover or being concealed. --- AC 27 Fort +14 Ref +15 Will +19 HP 135 --- Speed 15 feet, fly 50 feet Melee Single Action jaws +20 (Magical), Damage 2d10+9 piercing plus mix couatl venom and Grab Primal Innate Spells DC 26, attack +18 - Cantrips (4th) Guidance, Light, Produce Flame, Stabilize - 1st Create Water, Mending - 2nd Detect Alignment (at will), Invisibility (self only), Speak with Animals - 3rd Heal, Mind Reading (at will) - 4th Fireball, Speak with Plants - 7th Plane Shift (self only) Constrict Single Action 2d10+4 bludgeoning, DC 26 Gift of Knowledge When a mix couatl casts modify memory on a willing creature, the mix couatl can Sustain the Spell to modify memories for up to 60 continuous minutes. A mix couatl can grant knowledge of a particular skill to the target as part of the spell. The mix couatl chooses Engineering Lore, Farming Lore, Fishing Lore, Hunting Lore, or Mercantile Lore. The target becomes permanently trained in the chosen skill. A creature can benefit from Gift of Knowledge only once. Mix Couatl Venom (Poison) A mix couatl's venom deals good damage rather than poison damage to fiends; Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and stupefied 1 (1 round); Stage 2 2d6 poison damage, stunned 1, and stupefied 1 (1 round); Stage 3 2d8 poison damage, stunned 1, and stupefied 2 (1 round) Wrap in Coils Single Action Requirements The mix couatl has a Medium or smaller creature grabbed or restrained in their jaws; Effect The mix couatl moves the creature into their coils, freeing their jaws to make attacks, then uses Constrict against the creature. The mix couatl can hold as many creatures in their coils as will fit in their space. ","skill_mod":{"society":16,"diplomacy":20,"nature":21,"survival":15,"stealth":17,"arcana":18,"occultism":18,"acrobatics":15},"image":["/Images/Monsters/Couatl_MixCouatl.png"],"primary_source":"Bestiary 3","spell":["Plane Shift","Fireball","Speak with Plants","Heal","Mind Reading","Detect Alignment","Invisibility","Speak with Animals","Create Water","Mending","Guidance","Light","Produce Flame","Stabilize"],"ac":27,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Mix Couatl","alignment":"CG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[20],"attack_bonus":[20],"constitution":4,"creature_family":"Couatl","spell_attack_bonus":[18],"will_save":19,"speed":{"fly":50,"max":50,"land":15},"wisdom":5,"weakness":{},"creature_ability":["Star Child","Constrict","Gift of Knowledge","Mix Couatl Venom","Wrap in Coils"],"skill":["Acrobatics","Arcana","Diplomacy","Nature","Occultism","Society","Stealth","Survival"],"tradition":["Primal"],"summary":"Mix couatls (pronounced “meesh”) are guides to fledgling societies, providing fundamental information such as farming techniques, medicinal …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1104","dexterity":3,"category":"creature","slug":"creature-1104"},{"remaster_name":["Xiuh Coatl"],"primary_source_category":"Rulebooks","strength":7,"hp":220,"language":["Celestial","Common","Draconic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":23,"stealth":"21","trait":["Beast","Couatl","Rare","NG","Large","Coatl"],"id":"creature-1105","text":" Xiuh Couatl Fiercer than other couatls, xiuh couatls (pronounced “shoo”) are dedicated to seeking out malevolent creatures and offering a final opportunity at redemption. Recall Knowledge - Beast (Arcana, Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Xiuh Couatl Source Bestiary 3 pg. 57 Perception +23; darkvision, thoughtsense (imprecise) 60 feet Languages Celestial, Common, Draconic; telepathy 100 feet Skills Acrobatics +21, Arcana +23, Diplomacy +26, Intimidation +26, Nature +23, Occultism +23, Society +21, Stealth +21, Survival +21 Str +7 Dex +3 Con +4 Int +5 Wis +5 Cha +6 Thoughtsense (divination, mental, occult) The xiuh couatl senses all non-mindless creatures at the listed range. --- AC 33 Fort +20 Ref +19 Will +25 +1 status to all saves vs. magic HP 220 Immunities electricity, fire Weaknesses cold 8 --- Speed 20 feet, fly 60 feet Melee Single Action jaws +25 (Magical), Damage 2d10+10 piercing plus 2d8 fire, xiuh couatl venom, and Grab Occult Innate Spells DC 32, attack +24 - Cantrips (6th) Detect Magic, Ghost Sound, Read Aura, Telekinetic Projectile - 2nd Invisibility (self only; at will) - 6th Charm, Clairaudience, Clairvoyance, Crushing Despair, Detect Alignment (at will), Dispel Magic, Dream Message, Fear, Illusory Scene, Mind Reading (at will), Mindlink, Phantom Pain, See Invisibility, Sending, Zone of Truth - 7th Plane Shift (self only) Rituals DC 32 - 4th Atone Breath Weapon Two Actions (Arcane, Evocation, Fire) The xiuh couatl breaths a gout of flame and lightning in an 80-foot line that deals 5d8 electricity damage and 5d8 fire damage (DC 32 basic Reflex save). The xiuh couatl can't use Breath Weapon again for 1d4 rounds. Greater Constrict Single Action 1d10+10 bludgeoning plus 1d8 electricity, DC 32 Instrument of Retribution Three Actions (Occult, Polymorph, Transmutation) The xiuh couatl transforms into any simple or martial weapon. The weapon is always a +2 greater striking flaming shock weapon and can be of any size, chosen by the xiuh couatl when they transform. In weapon form, the xiuh couatl gains Hardness equal to that of the weapon into which they transform, and they retain their Hit Points, saving throws, senses, telepathy, and traits while in weapon form. The xiuh couatl can revert to their normal form by spending a single action, which has the concentrate trait. Wrap in Coils Single Action Requirements The xiuh couatl has a Medium or smaller creature grabbed or restrained in their jaws; Effect The xiuh couatl moves the creature into their coils, freeing their jaws to make attacks, then uses Constrict against the creature. The xiuh couatl can hold as many creatures in their coils as will fit in their space. Xiuh Couatl Venom (Poison) A xiuh couatl's poison deals good damage rather than poison damage to fiends; Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 2d8 poison damage and enfeebled 1 (1 round); Stage 2 2d10 poison damage, enfeebled 1, and –5-foot status penalty to all Speeds (1 round); Stage 3 3d8 poison damage, enfeebled 2, and –10-foot status penalty to all Speeds (1 round) ","skill_mod":{"society":21,"diplomacy":26,"nature":23,"survival":21,"stealth":21,"arcana":23,"intimidation":26,"occultism":23,"acrobatics":21},"image":["/Images/Monsters/Couatl_XiuhCouatl.png"],"primary_source":"Bestiary 3","spell":["Plane Shift","Charm","Clairaudience","Clairvoyance","Crushing Despair","Detect Alignment","Dispel Magic","Dream Message","Fear","Illusory Scene","Mind Reading","Mindlink","Phantom Pain","See Invisibility","Sending","Zone of Truth","Invisibility","Detect Magic","Ghost Sound","Read Aura","Telekinetic Projectile"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision , thoughtsense (imprecise) 60 feet","resistance":{},"intelligence":5,"reflex_save":19,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Xiuh Couatl","alignment":"NG","pfs":"Standard","rarity":"rare","strike_damage_average":[30],"attack_bonus":[25],"constitution":4,"immunity":["electricity","fire"],"creature_family":"Couatl","spell_attack_bonus":[24],"will_save":25,"speed":{"fly":60,"max":60,"land":20},"wisdom":5,"weakness":{"cold":8},"creature_ability":["Thoughtsense","Breath Weapon","Greater Constrict","Instrument of Retribution","Wrap in Coils","Xiuh Couatl Venom"],"skill":["Acrobatics","Arcana","Diplomacy","Intimidation","Nature","Occultism","Society","Stealth","Survival"],"tradition":["Occult"],"summary":"Fiercer than other couatls, xiuh couatls (pronounced “shoo”) are dedicated to seeking out malevolent creatures and offering a final opportunity at …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1105","dexterity":3,"category":"creature","slug":"creature-1105"},{"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":42,"immunity":["precision","swarm mind"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Crab","will_save":7,"charisma":-1,"speed":{"max":30,"land":30,"swim":15},"perception":11,"wisdom":1,"weakness":{"area":5},"creature_ability":["Swarming Snips"],"skill":["Athletics"],"trait":["Amphibious","Animal","Swarm","N","Large"],"id":"creature-1106","text":" Hermit Crab Swarm When hermit crabs find a shell that is too large, they lie in wait for others to arrive and move into the shell, abandoning a possible replacement. This can form a large chain of queuing crabs waiting to upgrade their shells. Interruptions can aggravate the crabs, resulting in attacks against the unfortunate source of disruption. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Hermit Crab Swarm Source Bestiary 3 pg. 58 Perception +11; darkvision, tremorsense (imprecise) 15 feet Languages Skills Athletics +12 Str +4 Dex +2 Con +3 Int -4 Wis +1 Cha -1 --- AC 19 Fort +13 Ref +10 Will +7 HP 42 Immunities precision, swarm mind Resistances piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed 30 feet, swim 15 feet Swarming Snips Single Action Each enemy in the swarm's space takes 2d8 piercing damage (DC 20 basic Reflex save). Creatures that fail this save also take 1d4 persistent bleed damage. ","skill_mod":{"athletics":12},"summary":"When hermit crabs find a shell that is too large, they lie in wait for others to arrive and move into the shell, abandoning a possible replacement. …","image":["/Images/Monsters/Hermit_Crab_Swarm.webp"],"primary_source":"Bestiary 3","trait_group":["Monster","Creature Type"],"ac":19,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 15 feet","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=1106","intelligence":-4,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Hermit Crab Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1106"},{"attack_bonus":[15,15],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":114,"source":["Bestiary 3"],"type":"Creature","creature_family":"Crab","will_save":9,"charisma":0,"speed":{"climb":10,"max":20,"land":20,"swim":15},"perception":13,"wisdom":2,"weakness":{"bludgeoning":5},"creature_ability":["Protective Pinch","Constrict","Retract"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"9","trait":["Amphibious","Animal","N","Large"],"id":"creature-1107","text":" Giant Hermit Crab Lucky hermit crabs with plentiful resources can live for decades and grow to tremendous sizes, often with magical help. Too large for most natural shells, giant hermit crabs use a variety of debris instead, including wagons, boats, treasure chests, and even abandoned pieces of giant armor. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Giant Hermit Crab Source Bestiary 3 pg. 57 Perception +13; darkvision, tremorsense (imprecise) 15 feet Languages Skills Acrobatics +9, Athletics +15, Stealth +9 Str +6 Dex +2 Con +4 Int -4 Wis +2 Cha +0 --- AC 21 Fort +15 Ref +9 Will +9 HP 114 Weaknesses bludgeoning 5 Protective Pinch Reaction Trigger A creature adjacent to the hermit crab attempts to Strike the hermit crab while it is Retracted; Effect The hermit crab makes a big claw Strike against the triggering creature. --- Speed 20 feet, climb 10 feet, swim 15 feet Melee Single Action big claw +15, Damage 2d8+8 piercing plus Grab Melee Single Action claw +15 (Agile), Damage 2d4+8 piercing Constrict Single Action 1d8+6 bludgeoning, DC 22 Retract Single Action The hermit crab curls fully into its shell to protect itself. This gives it a +4 circumstance bonus to AC, removes its weakness to bludgeoning damage, and grants it resistance 5 to piercing and slashing damage. The only actions the hermit crab can use while in this state are Protective Pinch and Interact to come out of its shell. ","skill_mod":{"stealth":9,"athletics":15,"acrobatics":9},"summary":"Lucky hermit crabs with plentiful resources can live for decades and grow to tremendous sizes, often with magical help. Too large for most natural …","image":["/Images/Monsters/Crab_GiantHermitCrab.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 15 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=1107","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Giant Hermit Crab","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,17],"slug":"creature-1107"},{"attack_bonus":[18],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":115,"language":["Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","will_save":19,"charisma":7,"speed":{"max":25,"land":25,"swim":25},"perception":19,"wisdom":6,"weakness":{},"creature_ability":["Bound","Recognize Hero","Primal Purpose"],"skill":["Arcana","Diplomacy","Medicine","Nature","Performance","Occultism","Lore","Religion","Society","Survival"],"trait":["Fey","Rare","N","Medium"],"id":"creature-1108","text":" Crossroads Guardian When a village is threatened by a horde of bandits but there's no one to help, when a monastery's divine relic must be guarded but the last monk is on their deathbed, when the world can be saved only through the use of an artifact no one alive remembers, nature responds by creating a crossroads guardian, a naturally occurring entity of primal magic. Every crossroads guardian exists to satisfy a particular need—usually a quest that must be carried out, helpless individuals who must be saved from harm, or an object or location which must be guarded. Although they often appear at actual crossroads, a crossroads guardian can materialize anywhere there is a community, from a giant metropolis to a lizardfolk village in a remote swamp. Some crossroads guardians are martial beings—defending a mystic fountain against all intruders, for example—but most are helpers and assistants, guiding heroes through the wilderness to where they're needed. A guardian is a skilled warrior and can defend a location, but when its purpose involves a quest, or the need is so great that the guardian isn't up to the task alone, the guardian must persuade others to voluntarily accept their quest. Once a crossroads guardian has fulfilled its purpose, it either shifts to satisfy a new need or quest—often changing its alignment and abilities as well—or else slowly vanishes, returning to the raw primal magic from which it was formed. Recall Knowledge - Fey (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Crossroads Guardian Source Bestiary 3 pg. 59 Perception +19; recognize hero Languages Sylvan; tongues Skills Arcana +16, Diplomacy +20, Medicine +17, Nature +19, Performance +16, Occultism +16, Lore +20, Religion +17, Society +16, Survival +19 Str +5 Dex +4 Con +3 Int +5 Wis +6 Cha +7 Bound A crossroads guardian is bound to the site of its creation, but it can leave so long as it remains within 100 feet of the object it is guarding or individuals under a geas to fulfill the guardian's need. If it strays farther than 100 feet, it vanishes and reappears within 1 day at the site of its creation. Recognize Hero A crossroads guardian knows the name, lineage, and significant history of everyone who speaks to it. If that individual has two or more identities, the crossroads guardian knows all those identities and which one is most true. Items Chain Mail, Greatsword --- AC 25 Fort +14 Ref +13 Will +19 HP 115 (primal purpose) Primal Purpose A crossroads guardian can't be permanently destroyed while its need remains unfulfilled. If killed, it reforms within 1 day near the object it guards, near someone under a geas to fulfill its need, or at the site of its original appearance. Once the guardian's need is fulfilled, the crossroads guardian dissipates naturally within a week unless it finds a new quest. --- Speed 25 feet, swim 25 feet Melee Single Action greatsword +18 (versatile P), Damage 1d12+11 slashing plus 1d6 mental Primal Innate Spells DC 25 - 4th Obscuring Mist (at will), Solid Fog - 7th Plane Shift - Constant (5th) Tongues Rituals DC 25 - 3rd Geas (doesn't require secondary casters and can target a willing creature of any level) Variant Guardians A crossroads guardian is always at least partially neutral, but can gain additional alignment traits from the community or task whose need prompted the guardian's creation. They can also have different innate spells and abilities uniquely suited to their specific need. ","tradition":["Primal"],"skill_mod":{"society":16,"diplomacy":20,"performance":16,"nature":19,"survival":19,"arcana":16,"medicine":17,"occultism":16,"religion":17},"summary":"When a village is threatened by a horde of bandits but there's no one to help, when a monastery's divine relic must be guarded but the last monk is …","image":["/Images/Monsters/CrossroadsGuardian.png"],"primary_source":"Bestiary 3","spell":["Plane Shift","Obscuring Mist","Solid Fog","Tongues"],"trait_group":["Creature Type","Rarity"],"ac":25,"item":["Chain Mail","Greatsword"],"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":"recognize hero","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1108","intelligence":5,"reflex_save":13,"strongest_save":["will"],"dexterity":4,"fortitude_save":14,"size":["Medium"],"name":"Crossroads Guardian","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[21],"slug":"creature-1108"},{"remaster_name":["Pusk"],"primary_source_category":"Rulebooks","strength":3,"hp":45,"language":["Abyssal","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":0,"perception":6,"stealth":"6","trait":["Demon","Fiend","CE","Small"],"id":"creature-1109","text":" Dretch (Sloth Demon) Among the lowest and least powerful of all demons, dretches are just as vicious and cruel as their more powerful brethren. They happily vent their frustrations on anything weaker than themselves. Born from the souls of the slothful, these demons appear vaguely humanoid in appearance with awkward limbs and slack lumps of skin hanging from their frames. Supposedly, a single slothful soul of sufficient depravity and strength can spawn an entire horde of these creatures. However, as weaker demons, their lot in life is to suffer at the hands of more powerful Abyssal predators, and only a tiny number of dretches ever manage to become something more. For this reason, dretches are quite accommodating when summoned by mortals. They're usually content to work under conditions few other outsiders would accept, although they'll still gladly turn on even the kindest of masters who show even the slightest hint of weakness. Recall Knowledge - Fiend (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Dretch Source Bestiary 3 pg. 60 Perception +6; darkvision Languages Abyssal; telepathy 100 feet Skills Acrobatics +6, Athletics +7, Deception +6, Stealth +6 Str +3 Dex +0 Con +4 Int -3 Wis +0 Cha +0 Sloth At the start of each of the dretch's turns, roll 1d4. The result is the number of actions the dretch regains that turn (maximum 3). Effects like the slowed condition can further reduce their number of actions. --- AC 17 Fort +10 Ref +4 Will +8 HP 45 Weaknesses cold iron 3, good 3 --- Speed 20 feet Melee Single Action jaws +9 (Evil, Magical), Damage 1d8+3 piercing plus 1d4 evil Melee Single Action claw +9 (Agile, Evil, Magical), Damage 1d6+3 slashing plus 1d4 evil Divine Innate Spells DC 16 - 1st Fear - 3rd Slow Rituals DC 16 - 1st Abyssal Pact Cower Single Action The dretch makes itself as small as possible, protecting its vital organs with its limbs. It gains a +4 circumstance bonus to AC but takes a –2 penalty to attack rolls. This lasts until the dretch moves from its current space, falls unconscious, or ends the effect as a free action. Frenzied Slashes Three Actions The dretch makes three claw Strikes, each at a –2 penalty, all targeting the same creature. The dretch's multiple attack penalty doesn't increase until after it has made all three attacks. The dretch gains the clumsy 2 condition until the beginning of its next turn. Vicious Criticals A dretch makes the most of any weakness it finds. Whenever a dretch scores a critical hit with its claw Strike, the target takes an additional 1d6 persistent bleed damage. ","skill_mod":{"deception":6,"stealth":6,"athletics":7,"acrobatics":6},"image":["/Images/Monsters/Demon_Dretch.png"],"primary_source":"Bestiary 3","spell":["Slow","Fear"],"ac":17,"level":2,"spell_dc":[16],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":-3,"reflex_save":4,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Dretch","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[9,10],"attack_bonus":[9,9],"constitution":4,"creature_family":"Demon","will_save":8,"speed":{"max":20,"land":20},"wisdom":0,"weakness":{"cold_iron":3,"good":3},"creature_ability":["Sloth","Cower","Frenzied Slashes","Vicious Criticals"],"skill":["Acrobatics","Athletics","Deception","Stealth"],"tradition":["Divine"],"summary":"Among the lowest and least powerful of all demons, dretches are just as vicious and cruel as their more powerful brethren. They happily vent their …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1109","dexterity":0,"category":"creature","slug":"creature-1109"},{"attack_bonus":[11,14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":70,"language":["Abyssal","Celestial","Draconic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Demon","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{"cold_iron":5,"good":5},"creature_ability":["Hatred of Mirrors","Mutilating Bite","Wreck"],"skill":["Athletics","Intimidation"],"trait":["Demon","Fiend","CE","Medium"],"id":"creature-1110","text":" Abrikandilu (Wrecker Demon) Wrecker demons, also known as abrikandilus, despise beautiful things and do everything in their power to destroy both people and objects regarded as such. An abrikandilu forms from the souls mortals who were vandals, misanthropes, or defacers of artwork, particularly if their destructive actions stemmed from feelings of powerful envy. An abrikandilu loathes only one thing more than beauty: their own visage. The mere sight of their face—reflected in a mirror, a shield, or even a pool of water— can send a wrecker demon into a rage. Many demon slayers leverage tactic to their advantage, venturing into battle with polished steel shields and cold iron blades at the ready. Recall Knowledge - Fiend (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Abrikandilu Source Bestiary 3 pg. 61 Perception +10; darkvision Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Athletics +12, Intimidation +8 Str +4 Dex +1 Con +3 Int -2 Wis +2 Cha +0 --- AC 19 Fort +15 Ref +9 Will +7 HP 70 Weaknesses cold iron 5, good 5 Hatred of Mirrors An abrikandilu loathes the sight of their reflection. When a creature Interacts with a mirror within sight of the wrecker demon, the demon takes a –2 penalty to Will saves against Intimidation checks. An abrikandilu that ends their turn adjacent to a mirror or that's attacked by a creature holding a mirror takes 1d6 mental damage (this usually leads abrikandilus to focus their efforts on destroying nearby mirrors using Wreck). --- Speed 25 feet Melee Single Action claw +14 (Agile), Damage 2d6+4 slashing Melee Single Action jaws +14, Damage 3d6+4 piercing plus mutilating bite Ranged Single Action hurled debris +11 (range increment 20 feet), Damage 2d6+4 bludgeoning Divine Innate Spells DC 20 - 2nd Fear (×2) Rituals DC 20 - 1st Abyssal Pact Mutilating Bite (Curse, Divine, Necromancy) When the abrikandilu hits a creature with a jaws Strike, the creature must succeed at a DC 21 Fortitude save or become physically mutilated. The creature then takes a –1 status penalty to Charisma-based checks. This penalty is cumulative up to –3 and remains even if the wounds are healed. The penalty is reduced by 1 every 24 hours until it reaches 0. Wreck Single Action The abrikandilu makes two claw Strikes against an unattended object or held mirror. Held mirrors use the holding character's AC. If both Strikes hit, combine their damage for the purpose of overcoming any Hardness or resistance. These Strikes don't count toward the abrikandilu's multiple attack penalty, nor does that penalty apply to these Strikes. Demons of Vandalism It is a strange irony that abrikandilus despise all works of artistry, yet without the objects of their jealousy they would have nothing to rage at but themselves. ","tradition":["Divine"],"skill_mod":{"athletics":12,"intimidation":8},"summary":"Wrecker demons, also known as abrikandilus, despise beautiful things and do everything in their power to destroy both people and objects regarded as …","image":["/Images/Monsters/Demon_Abrikandilu.png"],"primary_source":"Bestiary 3","spell":["Fear"],"trait_group":["Monster","Creature Type"],"ac":19,"level":4,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1110","intelligence":-2,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Abrikandilu","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,11,14],"slug":"creature-1110"},{"primary_source_category":"Rulebooks","strength":4,"hp":80,"language":["Abyssal","Celestial","Draconic","Ignan","<%UMR%37%%>telepathy<%END> 60 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":2,"perception":12,"stealth":"12","trait":["Demon","Fiend","CE","Small"],"id":"creature-1111","text":" Brimorak (Arson Demon) These goat-headed demons have glowing red eyes and flaming hooves but measure only about 3 feet in height. Born from the souls of arsonists, the fiery brimoraks continue the work they pursued in life, as everything they touch quickly burns. As a general rule, brimoraks are ill-tempered even for demons, although their spite turns to glee in the face of a growing fire. Those who have survived encounters with these fiends report that they remember the braying sound of the brimoraks' laughter as clearly as the heat of the flames or the choking scent of smoke. Recall Knowledge - Fiend (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Brimorak Source Bestiary 3 pg. 62 Perception +12; darkvision, smoke vision Languages Abyssal, Celestial, Draconic, Ignan; telepathy 60 feet Skills Acrobatics +12, Deception +11, Religion +10, Stealth +12 Str +4 Dex +3 Con +4 Int +1 Wis +1 Cha +2 Extinguishing Aversion Dousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round. Smoke Vision Smoke doesn't impair a brimorak's vision; they ignore the concealed condition from smoke. --- AC 22 Fort +15 Ref +12 Will +10 HP 80 Immunities fire Weaknesses cold iron 5, good 5 Boiling Blood Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 2d4 fire damage (DC 19 basic Reflex save). --- Speed 30 feet Melee Single Action flaming sword +15 (Magical), Damage 2d8+4 slashing plus 1d6 evil and 1d6 fire Melee Single Action hoof +15 (Agile), Damage 2d4+4 bludgeoning plus 1d6 evil and 1d6 fire Divine Innate Spells DC 21 - Cantrips (3rd) Produce Flame - 3rd Dispel Magic, Fireball - 4th Dimension Door Rituals DC 21 - 1st Abyssal Pact Breath Weapon Two Actions (Divine, Evocation, Fire) The brimorak spits their boiling blood in a 20-foot line that deals 6d6 fire damage (DC 21 basic Reflex save). The brimorak can't use their Breath Weapon again for 1d4 rounds. The ground within this area becomes slippery, with the effects of a grease spell targeting an area until it's cleaned up or the brimorak is able to use their Breath Weapon again, whichever comes first. Flaming Weapon (Divine, Evocation, Fire) A brimorak's hooves and any weapon they wield burst into flame, dealing an extra 1d6 fire damage with each hit. If they don't have a weapon, they can create a flaming sword of fire and steel (see flaming sword Strike in Melee entry above). Fume Two Actions (Divine, Evocation, Fire) The brimorak emits a cloud of thick black smoke in a 10-foot burst that remains in place for 1d4 rounds. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 21 Fortitude save or become sickened 1 (sickened 2 on a critical failure). The Smallest Sparks Many underestimate brimoraks due to their size, forgetting that tiny embers can blow into raging infernos in the blink of an eye. Brimoraks believe that they grow larger with each fire they set, though larger arson demons have yet to be seen. ","skill_mod":{"deception":11,"stealth":12,"acrobatics":12,"religion":10},"image":["/Images/Monsters/Demon_Brimorak.png"],"primary_source":"Bestiary 3","spell":["Dimension Door","Dispel Magic","Fireball","Produce Flame"],"ac":22,"level":5,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","resistance":{},"intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":15,"size":["Small"],"name":"Brimorak","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[16,20],"attack_bonus":[15,15],"constitution":4,"immunity":["fire"],"creature_family":"Demon","will_save":10,"speed":{"max":30,"land":30},"wisdom":1,"weakness":{"cold_iron":5,"good":5},"creature_ability":["Extinguishing Aversion","Smoke Vision","Boiling Blood","Breath Weapon","Flaming Weapon","Fume"],"skill":["Acrobatics","Deception","Religion","Stealth"],"tradition":["Divine"],"summary":"These goat-headed demons have glowing red eyes and flaming hooves but measure only about 3 feet in height. Born from the souls of arsonists, the …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1111","dexterity":3,"category":"creature","slug":"creature-1111"},{"primary_source_category":"Rulebooks","strength":7,"hp":395,"language":["Abyssal","Celestial","Draconic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":22,"stealth":"24","trait":["Demon","Fiend","Ooze","Uncommon","CE","Medium"],"id":"creature-1112","text":" Omox (Slime Demon) Seemingly made from living, animated filth, omoxes have no true anatomy, although they generally spend most of their time in roughly humanoid shapes, resembling some grim caricatures of half-melted humanoids. While scholars once believed these foul demons to be a pure, concentrated form of the corruption that suffuses the Abyss and its inhabitants, in truth these demons arise from the souls of those who routinely befouled and polluted their surroundings in life. Recall Knowledge - Fiend (Religion): DC 32 Recall Knowledge - Ooze (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Omox Source Bestiary 3 pg. 63 Perception +22; greater darkvision Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Acrobatics +24, Athletics +23, Religion +20, Stealth +24 Str +7 Dex +3 Con +7 Int +2 Wis +4 Cha +4 Cleanly Vulnerability An omox embodies filth, and they find the concept of cleanliness abhorrent. An omox subjected to an effect that cleans them, such as the tidy command of prestidigitation , takes 2d6 mental damage. They also take this damage the first time each round a creature hit by one of the omox's attacks spends actions cleaning off the filth. --- AC 25 Fort +25 Ref +21 Will +20 HP 395 Immunities acid, critical hits, disease, poison, precision Weaknesses cold iron 10, good 10 Grab Weapon Reaction (concentrate) Trigger A creature hits the omox with a melee weapon; Effect The omox attempts to Disarm the triggering creature. On a critical success, the weapon becomes subsumed within the omox's body rather than falling to the ground, from which it must be Disarmed before it can be retrieved. --- Speed 40 feet, climb 20 feet, swim 80 feet Melee Single Action sludge tendril +25, Damage 2d6+13 bludgeoning plus 2d6 acid and 1d6 evil and Grab Ranged Single Action slime ball +24 (range increment 30 feet), Damage 2d4+13 bludgeoning plus 2d6 acid and 1d6 evil and slime trap Divine Innate Spells DC 32 - 4th Dimension Door (at will) - 5th Control Water, Create Water (at will), Dimension Door, Stinking Cloud Rituals DC 32 - 1st Abyssal Pact Liquid Leap Two Actions (Concentrate, Conjuration, Teleportation) Requirements The omox is in a space of liquid; Effect The omox teleports from its current space to any unoccupied space of liquid within 120 feet. Slime Trap A creature hit by an omox's slime ball must attempt a DC 32 Reflex save. Success The creature is unaffected. Failure The creature takes a –10-foot circumstance penalty to its Speeds for 1 minute or until it Escapes (DC 35). Critical Failure As failure, but the target is also clumsy 1 for the same duration. Smother Single Action Requirements The omox has a creature grabbed; Effect The demon flows over the grabbed creature, covering it in oozing acidic slime. The creature must succeed at a DC 32 Fortitude save or else it becomes blinded and must hold its breath or begin suffocating. These effects lasts as long as the omox has the creature grabbed. ","skill_mod":{"stealth":24,"athletics":23,"acrobatics":24,"religion":20},"image":["/Images/Monsters/Demon_Omox.png"],"primary_source":"Bestiary 3","spell":["Control Water","Create Water","Dimension Door","Stinking Cloud"],"ac":25,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":2,"reflex_save":21,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":25,"size":["Medium"],"name":"Omox","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[28,30],"attack_bonus":[24,25],"constitution":7,"immunity":["acid","critical hits","disease","poison","precision"],"creature_family":"Demon","will_save":20,"speed":{"climb":20,"max":80,"land":40,"swim":80},"wisdom":4,"weakness":{"cold_iron":10,"good":10},"creature_ability":["Cleanly Vulnerability","Grab Weapon","Liquid Leap","Slime Trap","Smother"],"skill":["Acrobatics","Athletics","Religion","Stealth"],"tradition":["Divine"],"summary":"Seemingly made from living, animated filth, omoxes have no true anatomy, although they generally spend most of their time in roughly humanoid shapes, …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1112","dexterity":3,"category":"creature","slug":"creature-1112"},{"primary_source_category":"Rulebooks","strength":1,"hp":60,"language":["Common","Infernal"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":11,"trait":["Devil","Fiend","Human","Humanoid","Uncommon","LE","Medium"],"id":"creature-1113","text":" Hellbound Attorney The Hellbound attorney sought the assistance of a phistophilus—one of Hell's contract devils—to bolster her legalistic ability on the Material Plane. Recall Knowledge - Fiend (Religion): DC 21 Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Hellbound Attorney Source Bestiary 3 pg. 64 Perception +11; greater darkvision Languages Common, Infernal Skills Acrobatics +10, Deception +11, Diplomacy +11, Intimidation +11, Legal Lore +14, Society +12 Str +1 Dex +2 Con +0 Int +4 Wis +1 Cha +3 Items elegant cane (as mace), legal ledgers --- AC 20 Fort +9 Ref +12 Will +13 HP 60 Resistances fire 4 Weaknesses good 2 Abrogation of Consequences Reaction Trigger The Hellbound attorney rolls a success or critical failure on a saving throw against a linguistic effect; Effect The attorney finds a loophole in the wording of the effect, turning the success into a critical success or a critical failure into a normal failure. --- Speed 20 feet Melee Single Action elegant cane +12 (Agile, Finesse, Shove), Damage 1d4+3 bludgeoning Divine Innate Spells DC 21 - 1st Burning Hands Opening Statement Free Action (Auditory, Concentrate) Trigger The Hellbound attorney's turn begins; Effect The attorney enumerates the alleged crimes of a creature they can see and attempts a Legal Lore check against that creature's Will DC. On a success, the attorney's Strikes deal an additional 2d6 precision damage (4d6 precision damage on a critical success) to the creature until the end of the attorney's turn. ","skill_mod":{"society":12,"diplomacy":11,"deception":11,"intimidation":11,"acrobatics":10},"image":["/Images/Monsters/Devil_Hellbound.png"],"primary_source":"Bestiary 3","spell":["Burning Hands"],"ac":20,"item":["elegant cane (as mace )","legal ledgers"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{"fire":4},"intelligence":4,"reflex_save":12,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":9,"size":["Medium"],"name":"Hellbound Attorney","alignment":"LE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[5],"attack_bonus":[12],"constitution":0,"creature_family":"Devil","will_save":13,"speed":{"max":20,"land":20},"wisdom":1,"weakness":{"good":2},"creature_ability":["Abrogation of Consequences","Opening Statement"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Legal Lore","Society"],"tradition":["Divine"],"summary":"The Hellbound attorney sought the assistance of a phistophilus —one of Hell 's contract devils—to bolster her legalistic ability on the Material …","trait_group":["Monster","Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1113","dexterity":2,"category":"creature","slug":"creature-1113"},{"attack_bonus":[16,16,19],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":105,"language":["Celestial","Infernal","<%UMR%37%%>telepathy<%END> 100 feet"],"immunity":["death effects","disease","doomed","drained","fatigued","fire","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Devil","will_save":12,"charisma":1,"speed":{"climb":30,"max":30,"land":30},"perception":16,"wisdom":3,"weakness":{"good":5},"creature_ability":["Hellstrider","Phalanx Fighter","Stable Stance","Barbed Net","Forge Weapon","Merciless Thrust"],"skill":["Acrobatics","Athletics","Intimidation","Religion"],"trait":["Construct","Devil","Fiend","LE","Large"],"id":"creature-1114","text":" Levaloch (Warmonger Devil) Fearsome giants of jagged iron, levalochs serve in the armies of Hell as potent warriors and tenacious hunters—creatures of absolute discipline endlessly obedient to diabolical tyrants. Recall Knowledge - Construct (Arcana, Crafting): DC 23 Recall Knowledge - Fiend (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Levaloch Source Bestiary 3 pg. 65 Perception +16; greater darkvision Languages Celestial, Infernal; telepathy 100 feet Skills Acrobatics +14, Athletics +17, Intimidation +14, Religion +14 Str +6 Dex +3 Con +4 Int +2 Wis +3 Cha +1 Hellstrider A levaloch ignores the effects of non-magical difficult terrain. They take no damage from caltrops or from damaging terrain that deals physical, acid, or cold damage. A levaloch can move through liquids up to 5 feet deep at their full Speed. --- AC 25 Fort +17 Ref +14 Will +12 +1 status to all saves vs. magic HP 105 Immunities death effects, disease, doomed, drained, fatigued, fire, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 5 (except silver) Weaknesses good 5 Phalanx Fighter All devils of equal or lower level adjacent to a levaloch gain a +1 circumstance bonus to their AC as the levaloch shields them from harm. Stable Stance A levaloch gains a +2 circumstance bonus to their Fortitude DC against being Shoved and to other saving throws to resist being moved against their will. --- Speed 30 feet, climb 30 feet Melee Single Action trident +19 (Evil, Magical), Damage 2d8+9 piercing plus 1d6 evil and merciless thrust Ranged Single Action trident +16 (Evil, Magical, thrown 20 feet), Damage 2d8+9 piercing plus 1d6 evil Ranged Single Action barbed net +16 (Magical, range increment 20 feet), Damage barbed net Rituals DC 22 - 1st Infernal Pact Barbed Net When a levaloch hits a creature with their barbed net, the net wraps around the target, which becomes clumsy 1 and takes a –10-foot circumstance penalty to its Speeds. If the Strike was a critical success, the target is also immobilized. When a creature Escapes (DC 22), or if the Strike misses, the net crumbles into rust. Each time a creature attempts to Escape, it takes 1d6 slashing damage from the net's barbs, regardless of whether the attempt succeeds. Forge Weapon Single Action (Manipulate) A levaloch reforges part of their barbed iron substance into a new +1 striking trident or barbed net. Their previous trident crumbles to rust. When the levaloch is destroyed, any tridents or barbed nets they created crumble to rust. Merciless Thrust When a levaloch hits a creature that has the clumsy, enfeebled, immobilized, or restrained conditions with a melee trident Strike, the Strike deals an additional 2d6 damage. Hellforged Construct Levalochs are strange amalgamations of devil and automaton, never requiring food or rest. The engravings on their iron plates indicate their hellish allegiance to a certain archdevil, infernal duke, malebranche, or Queen of the Night. ","skill_mod":{"athletics":17,"intimidation":14,"acrobatics":14,"religion":14},"summary":"Fearsome giants of jagged iron, levalochs serve in the armies of Hell as potent warriors and tenacious hunters—creatures of absolute discipline …","image":["/Images/Monsters/Devil_Levaloch.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" greater darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=1114","intelligence":2,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Greater darkvision","fortitude_save":17,"size":["Large"],"name":"Levaloch","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[21,21],"slug":"creature-1114"},{"primary_source_category":"Rulebooks","strength":7,"hp":165,"language":["Celestial","Common","Draconic","Infernal","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":24,"stealth":"21","trait":["Devil","Fiend","LE","Medium"],"id":"creature-1115","text":" Munagola (Executioner Devil) Munagolas are some of the most feared demonic warriors in Hell, combining the aerial strength and craftiness of erinyes with sheer brute force rivaling that of the strongest devils. Recall Knowledge - Fiend (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Munagola Source Bestiary 3 pg. 66 Perception +24; greater darkvision Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet Skills Acrobatics +23, Athletics +22, Intimidation +21, Religion +18, Stealth +21 Str +7 Dex +6 Con +6 Int +3 Wis +5 Cha +6 Items +1 breastplate , +1 striking composite longbow , +1 striking greataxe --- AC 31 Fort +23 Ref +21 Will +20 +1 status to all saves vs. magic HP 165 Immunities fire Resistances physical 10 (except silver) Weaknesses good 10 No Escape Reaction Trigger A foe within reach moves away from the munagola; Effects The munagola Strides or Flies up to their Speed, following the retreating foe and keeping it in reach until the foe stops moving or the munagola has moved their full Speed. --- Speed 30 feet, fly 40 feet Melee Single Action flaming greataxe +24 (Evil, Fire, Magical, Sweep), Damage 2d12+13 slashing plus 1d6 evil and 1d6 fire Melee Single Action horn +23 (Agile, Evil, Magical), Damage 2d8+13 piercing plus 1d6 evil Ranged Single Action flaming composite longbow +23 (deadly d10, Evil, Fire, Magical, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+6 piercing plus 1d6 evil and 1d6 fire Divine Innate Spells DC 27 - 4th Dimension Door (at will) - 5th Dimension Door Rituals DC 27 - 1st Infernal Pact Felling Assault When a munagola hits with a melee Strike, they gain Improved Knockdown on all subsequent melee Strikes against that target until the end of the munagola's turn. Flames of Fury Any weapon a munagola holds gains the effects of a flaming rune while they hold it. Flight Commander of Dis Single Action The munagola directs aerial maneuvers, granting themself and evil allies with fly Speeds a +20-foot status bonus to their fly Speeds for 1 round. Sudden Dive Two Actions The munagola Flies twice. If they end their flight at a lower elevation than they started and within melee reach of at least one enemy, they can make a melee Strike against that enemy, gaining a +1 circumstance bonus to the Strike. Defying Limiation While Dis is a city of unyielding order and unforgiving law, the Queen of the Night Eiseth operates outside of the established diabolical hierarchy. Despite her stronghold being located within the Infernal City, her army of erinyes, commanded by the fierce and brutal munagolas, answer only to her. They strike her enemies without mercy or restraint, even in open defiance of Dispater if it suits their queen. ","skill_mod":{"stealth":21,"athletics":22,"intimidation":21,"acrobatics":23,"religion":18},"image":["/Images/Monsters/Devil_Munagola.png"],"primary_source":"Bestiary 3","spell":["Dimension Door"],"ac":31,"item":["+1 breastplate","+1 striking composite longbow","+1 striking greataxe"],"level":11,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":3,"reflex_save":21,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":23,"size":["Medium"],"name":"Munagola","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[22,25,33],"attack_bonus":[23,23,24],"constitution":6,"immunity":["fire"],"creature_family":"Devil","will_save":20,"speed":{"fly":40,"max":40,"land":30},"wisdom":5,"weakness":{"good":10},"creature_ability":["No Escape","Effects","Felling Assault","Flames of Fury","Flight Commander of Dis","Sudden Dive"],"skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Munagolas are some of the most feared demonic warriors in Hell, combining the aerial strength and craftiness of erinyes with sheer brute force …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1115","dexterity":6,"category":"creature","slug":"creature-1115"},{"primary_source_category":"Rulebooks","strength":7,"hp":285,"language":["Abyssal","Celestial","Common","Draconic","Infernal","indomitable oration, <%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":9,"perception":32,"stealth":"33","trait":["Devil","Fiend","LE","Medium"],"id":"creature-1116","text":" Deimavigga (Apostate Devil) As masters of cold, calculated logic and perfectly timed proselytization, the loathsome deimaviggas seek to set friend against friend and turn the faithful from their beliefs at every opportunity. Recall Knowledge - Fiend (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Deimavigga Source Bestiary 3 pg. 66 Perception +32; (+36 to Sense Motive) greater darkvision Languages Abyssal, Celestial, Common, Draconic, Infernal; indomitable oration, telepathy 100 feet Skills Acrobatics +29, Deception +34, Diplomacy +36, Intimidation +30, Religion +30, Society +27, Stealth +33 Str +7 Dex +8 Con +6 Int +4 Wis +7 Cha +9 Indomitable Oration Any creature capable of comprehending speech understands the deimavigga, as if they constantly spoke in all languages at once. Items +2 resilient glamered full plate --- AC 40 Fort +27 Ref +29 Will +32 +1 status to all saves vs. magic HP 285 Immunities fire Resistances physical 15 (except silver) Weaknesses good 15 Whispers of Discord Reaction Trigger A creature within 60 feet is targeted by a spell that would restore Hit Points or provide a status bonus (the deimavigga automatically recognizes such effects); Effect The deimavigga whispers disturbing lies, audible only to the target, to shake the target's faith in the spell's caster. The target must attempt a DC 43 Will save. Critical Success The target disbelieves the lies and receives the intended benefit of the spell; the target becomes temporarily immune to Whispers of Discord for 24 hours. Success As critical success, but the target isn't temporarily immune. Failure The spell fails to affect the target. The target refuses all aid from that caster for 1 round and doesn't count as the caster's ally. Critical Failure As failure, but the duration is 1 minute. --- Speed 30 feet, fly 40 feet Melee Single Action claw +33 (Agile, Evil, Finesse, Magical), Damage 3d8+15 slashing plus 1d6 evil Divine Innate Spells DC 42, attack +34 - 3rd Dream Message (at will) - 4th Dimension Door (at will) - 7th Dimension Door, Scrying, Touch of Idiocy (at will), Veil, Warp Mind - 9th Divine Decree, Dominate, Illusory Scene (at will) Rituals DC 43 - 1st Infernal Pact Boundless Reach (Conjuration, Divine, Teleportation) A deimavigga's razor-sharp claws can slice through reality, allowing them to make claw Strikes and use spells with a range of touch against any creature they can see directly or via divination magic. A creature targeted this way can retaliate until the start of the deimavigga's next turn; it can target the devil's claws as if the devil were physically present and adjacent to the target, though the claws are concealed. Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The deimavigga can take on the appearance of any humanoid. This doesn't change their Speed or attack and damage bonuses with Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Whisper Earworm Single Action (Divination, Divine, Emotion, Mental) The deimavigga whispers a terrifying multiversal truth to one adjacent creature, shaking its faith in reality and divinity. The target must attempt a DC 43 Will save. Celestials and fiends gain a +2 status bonus to this save. Critical Success The target is unaffected and temporarily immune to Whisper Earworm for 24 hours. Success The target is unaffected. Failure The next time the target rests, it ruminates on the deimavigga's words instead of sleeping or otherwise resting and awakens fatigued. The target also becomes drained 1 and stupefied 1 until it's no longer fatigued. Critical Failure As failure, but drained 2. After this rest, the target must attempt another DC 43 Will save. On a failure, the target becomes stupefied 2 and takes a –4 status penalty to Will saves against effects from evil creatures. These effects last until the target unlearns the truth spoken by the deimavigga, requiring a modify memory spell, other means of modifying their memory, or powerful magic such as wish . Lone Operators While most devils perform a specialized role within a complex infernal machine, deimaviggas work almost exclusively alone, as they find even the most obedient minions a hindrance to their stratagems. ","skill_mod":{"society":27,"diplomacy":36,"deception":34,"stealth":33,"intimidation":30,"acrobatics":29,"religion":30},"image":["/Images/Monsters/Devil_Deimavigga.png"],"primary_source":"Bestiary 3","spell":["Divine Decree","Dominate","Illusory Scene","Dimension Door","Scrying","Touch of Idiocy","Veil","Warp Mind","Dream Message"],"ac":40,"item":["+2 resilient glamered full plate"],"level":17,"spell_dc":[42],"source_category":["Rulebooks"],"sense":"(+36 to Sense Motive) greater darkvision","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"intelligence":4,"reflex_save":29,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":27,"size":["Medium"],"name":"Deimavigga","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[32],"attack_bonus":[33],"constitution":6,"immunity":["fire"],"creature_family":"Devil","spell_attack_bonus":[34],"will_save":32,"speed":{"fly":40,"max":40,"land":30},"wisdom":7,"weakness":{"good":15},"creature_ability":["Indomitable Oration","Whispers of Discord","Boundless Reach","Change Shape","Whisper Earworm"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"As masters of cold, calculated logic and perfectly timed proselytization, the loathsome deimaviggas seek to set friend against friend and turn the …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1116","dexterity":8,"category":"creature","slug":"creature-1116"},{"primary_source_category":"Rulebooks","strength":0,"hp":20,"language":["Common","Daemonic","<%UMR%37%%>telepathy<%END> (touch)"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":7,"stealth":"7","trait":["Div","Fiend","LE","Tiny"],"id":"creature-1117","text":" Doru These deceivers whisper fetid lies, sowing dark and dread inspiration into foolish mortal ears. Dorus serve as the spies and messengers of the divs. With silver tongues and dark motives, they often pledge themselves to vainglorious and deluded spellcasters, who they ply with wild conspiracies and rumors of deception among friends and foes alike; in the process, they push supposed masters to despotism and murderous revenge. All the while, dorus wean secrets, and weaknesses, from their marks. In the end, nearly every doru turns on their false liege, destroying the reputation and even causing the death of the person the doru pretended to serve. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Doru Source Bestiary 3 pg. 68 Perception +7; greater darkvision Languages Common, Daemonic; telepathy (touch) Skills Acrobatics +7, Arcana +8, Deception +6, Lore +10, Religion +5, Stealth +7 Str +0 Dex +4 Con +1 Int +3 Wis +2 Cha +3 --- AC 16 Fort +4 Ref +9 Will +7 HP 20 Weaknesses cold iron 3, good 3 Covetous of Secrets Dorus have a weakness for secrets, hoarding them like a miser hoards gold. A creature can tempt a doru with some bit of obscure knowledge the doru doesn't know or thinks they don't know. Presenting the hint of the secret is a single action, which has the concentrate and linguistic traits, and requires a skill check using Deception, Lore, or Performance (or some other appropriate skill determined by the GM) against the doru's Will DC. On a success, the doru is fascinated for as long as the presenter draws out the explanation of the secret (spending 1 action each round doing so, to a maximum of 1 minute). On a critical success, the doru is fascinated for that duration plus 1 minute more as it ponders the implications of the secret. Regardless of the outcome, the doru is temporarily immune to that creature's attempts to present it with secrets for 1 day. --- Speed 15 feet, fly 30 feet Melee Single Action bite +9 (Agile, Evil, Finesse, Poison, Magical), Damage 1d6 piercing plus 1 evil and doru venom Divine Innate Spells DC 17 - Cantrips (1st) Detect Magic - 1st Charm, Illusory Object - 2nd Invisibility (at will; self only) - 4th Read Omens Doru Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 1d6 poison and stupefied 1 (1 round); Stage 3 1d6 poison and stupefied 2 (1 round). Doru Secrets Despite dorus' obsession, not all secrets capture their focus—instead, each fixates on a unique topic. Many are interested in the history of a particular mortal ancestry, while others delve into riddles, mathematical puzzles, or even local gossip. ","skill_mod":{"deception":6,"stealth":7,"arcana":8,"acrobatics":7,"religion":5},"image":["/Images/Monsters/Div_Doru.png"],"primary_source":"Bestiary 3","spell":["Read Omens","Invisibility","Charm","Illusory Object","Detect Magic"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":3,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":4,"size":["Tiny"],"name":"Doru","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[3],"attack_bonus":[9],"constitution":1,"creature_family":"Div","will_save":7,"speed":{"fly":30,"max":30,"land":15},"wisdom":2,"weakness":{"cold_iron":3,"good":3},"creature_ability":["Covetous of Secrets","Doru Venom"],"skill":["Acrobatics","Arcana","Deception","Lore","Religion","Stealth"],"tradition":["Divine"],"summary":"These deceivers whisper fetid lies, sowing dark and dread inspiration into foolish mortal ears. Dorus serve as the spies and messengers of the divs. …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1117","dexterity":4,"category":"creature","slug":"creature-1117"},{"primary_source_category":"Rulebooks","strength":3,"hp":75,"language":["Common","Daemonic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":12,"stealth":"10","trait":["Div","Fiend","LE","Medium"],"id":"creature-1118","text":" Aghash Walking embodiments of curses, misfortune, and the evil eye, aghashes wander the deserts of the Material Plane, searching out the arrogant, charming, and persuasive to humiliate and undermine. Aghashes are often mistaken for some strange form of hag, and like those creatures, they're masters at curses. Recall Knowledge - Fiend (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Aghash Source Bestiary 3 pg. 69 Perception +12; greater darkvision Languages Common, Daemonic; telepathy 100 feet Skills Arcana +9, Athletics +8, Deception +12, Intimidation +12, Religion +10, Stealth +10 Str +3 Dex +4 Con +3 Int +1 Wis +2 Cha +4 --- AC 19 Fort +9 Ref +10 Will +12 +1 status to all saves vs. magic HP 75 Immunities curse Weaknesses cold iron 5, good 5 Hatred of Beauty While aghashes hate all mortals, they particularly despise beautiful objects and beautiful or charismatic mortals. When not in physical peril, an aghash is compelled to destroy art and other works of beauty. An aghash can't enter an area of pristine beauty without first marring it in some way. Given a choice, an aghash attacks a foe with the highest Charisma score first. If barred from doing so by force or some magical effect, they take 1d6 mental damage at the end of their turn. --- Speed 25 feet Melee Single Action claw +14 (Agile, Evil, Finesse, Magical), Damage 1d6+5 slashing plus 1d6 evil Divine Innate Spells DC 21 - Cantrips (2nd) Detect Magic - 1st Illusory Object (at will) - 2nd Touch of Idiocy (at will) - 4th Dimension Door, Outcast's Curse Rituals DC 21 - 1st Div Pact Cursed Gaze Two Actions (Divine, Concentrate, Curse, Fear, Emotion, Enchantment, Mental, Visual) The aghash fixes their gaze on one creature they can see within 20 feet. The creature must attempt a DC 21 Will save. Critical Success The creature is unaffected. Success The creature takes 2d6 mental damage and becomes frightened 1. Failure The creature takes 4d6 mental damage and becomes either frightened 2 or stunned 1 (the aghash's choice). Critical Failure The creature takes 8d6 mental damage and becomes frightened 2 and stunned 2. Sandstorm Three Actions (Conjuration, Divine, Earth) Frequency once per day; Effect The aghash creates a temporary sandstorm in a 30 foot emanation that lasts for 1 minute. Creatures within the emanation take a –4 circumstance penalty to Perception checks and must succeed at a DC 18 Fortitude save. On a failure, they're forced to hold their breath or else they start suffocating. A creature within the sandstorm at the end of its turn takes 1d6 slashing damage. Divs are immune to all effects of an aghash's sandstorm. ","skill_mod":{"deception":12,"stealth":10,"arcana":9,"athletics":8,"intimidation":12,"religion":10},"image":["/Images/Monsters/Div_Aghash.png"],"primary_source":"Bestiary 3","spell":["Dimension Door","Outcast's Curse","Touch of Idiocy","Illusory Object","Detect Magic"],"ac":19,"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":1,"reflex_save":10,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":9,"size":["Medium"],"name":"Aghash","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[12],"attack_bonus":[14],"constitution":3,"immunity":["curse"],"creature_family":"Div","will_save":12,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"cold_iron":5,"good":5},"creature_ability":["Hatred of Beauty","Cursed Gaze","Sandstorm"],"skill":["Arcana","Athletics","Deception","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Walking embodiments of curses, misfortune, and the evil eye, aghashes wander the deserts of the Material Plane , searching out the arrogant, …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1118","dexterity":4,"category":"creature","slug":"creature-1118"},{"primary_source_category":"Rulebooks","strength":3,"hp":105,"language":["Common","Daemonic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":7,"perception":15,"stealth":"16","trait":["Div","Fiend","LE","Medium"],"id":"creature-1119","text":" Pairaka Often charming, sometimes even seductive, pairakas worm their way into mortal relationships, subtly destroying the ties of friendship and love through emotional and physical corruption and plague. Pairakas appear as beautiful, blue-skinned humanoids spotted with large rashes and boils, but they rarely take on their true forms. Instead, they adopt shapes that attract just enough attention for them to worm their way into the confidences of those they wish to torment and corrupt. Recall Knowledge - Fiend (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Pairaka Source Bestiary 3 pg. 70 Perception +15; greater darkvision Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +14, Arcana +13, Deception +20, Diplomacy +20, Intimidation +16, Religion +13, Society +13, Stealth +16 Str +3 Dex +5 Con +3 Int +2 Wis +4 Cha +7 --- AC 24 Fort +12 Ref +16 Will +17 +1 status to all saves vs. magic HP 105 Immunities disease Weaknesses cold iron 5, good 5 Hatred of Red Pairakas hate the color red. They won't wear the color or willingly enter any place painted red. Given a choice, they'll attack a creature wearing red first. If barred from expressing their displeasure toward the color by force or some magical effect, they take 2d6 mental damage at the end of their turn. --- Speed 25 feet, fly 35 feet Melee Single Action claw +16 (Agile, Evil, Finesse, Magical), Damage 2d8+6 slashing plus 1d6 evil and bubonic plague Divine Innate Spells DC 25 - Cantrips (4th) Detect Magic - 4th Charm (at will), Dimension Door (at will), Misdirection (at will; self only), Outcast's Curse (at will), Suggestion (at will) Rituals DC 25 - 1st Div Pact Bubonic Plague (Disease) A creature can't remove the fatigued condition while infected; Saving Throw DC 23 Fortitude; Onset 1 day; Stage 1 fatigued (1 day); Stage 2 enfeebled 2 and fatigued (1 day); Stage 3 enfeebled 3, fatigued, and take 1d6 persistent bleed damage every 1d20 minutes (1 day) Change Shape Single Action (Divine, Polymorph, Transmutation, Concentrate) The pairaka can take the appearance of any Small or Medium humanoid or animal. This doesn't change their Speed or their attack and damage modifiers with the Strikes, but it might change the damage type their strikes deal. Tormenting Dreams Two Actions (Divine, Emotion, Enchantment, Mental) Frequency once per day; Effect The pairaka torments a sleeping creature within 100 feet with visions of betrayals by loved ones and friends. The target must attempt a DC 25 Will save, with the effects of the nightmare spell. ","skill_mod":{"society":13,"diplomacy":20,"deception":20,"stealth":16,"arcana":13,"intimidation":16,"acrobatics":14,"religion":13},"image":["/Images/Monsters/Div_Pairaka.png"],"primary_source":"Bestiary 3","spell":["Charm","Dimension Door","Misdirection","Outcast's Curse","Suggestion","Detect Magic"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":2,"reflex_save":16,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":12,"size":["Medium"],"name":"Pairaka","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[18],"attack_bonus":[16],"constitution":3,"immunity":["disease"],"creature_family":"Div","will_save":17,"speed":{"fly":35,"max":35,"land":25},"wisdom":4,"weakness":{"cold_iron":5,"good":5},"creature_ability":["Hatred of Red","Bubonic Plague","Change Shape","Tormenting Dreams"],"skill":["Acrobatics","Arcana","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"Often charming, sometimes even seductive, pairakas worm their way into mortal relationships, subtly destroying the ties of friendship and love …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1119","dexterity":5,"category":"creature","slug":"creature-1119"},{"primary_source_category":"Rulebooks","strength":8,"hp":350,"language":["Common","Daemonic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":24,"stealth":"23","trait":["Div","Fiend","LE","Large"],"id":"creature-1120","text":" Sepid Sepids are the brutal warlords of the divs, delighting in violence against mortals and their own particular flavor of vengeance. Inveterate liars, sepids can't help but spout the most outrageous lies, and their form and nature represent the power of falsehoods to snowball into violence that can cost countless lives. Among mortals, they rally troops to incite rebellion, war, and other forms of carnage, savoring mortals who slaughter each other. These giant beings usually stand around 13 feet tall; they wade through battlefields seeking out heroes and generals, rejoicing maniacally as they cut their foes down. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Sepid Source Bestiary 3 pg. 71 Perception +24; greater darkvision Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +23, Arcana +20, Athletics +28, Deception +22, Intimidation +26, Religion +20, Stealth +23 Str +8 Dex +5 Con +8 Int +4 Wis +4 Cha +6 Items +2 striking falchion --- AC 34 Fort +28 Ref +23 Will +20 +1 status to all saves vs. magic HP 350 Weaknesses cold iron 10, good 10 Blatant Liar While all divs delight in lying, sepids are compulsive and predictable liars who always do the opposite of what they claim they'll do. If a sepid is ever forced or compelled to tell the truth, they take 4d8 mental damage. Attack of Opportunity Reaction A sepid gains an extra reaction each round that they can use only to make an Attack of Opportunity. Deflecting Lie Reaction Trigger A creature hits the sepid with a ranged Strike or a ranged spell attack roll; Effect The sepid lies in an attempt to divert the attack. They roll a Deception check against the triggering creature's Perception DC. On a success, if the triggering attack roll was a success, it becomes a failure, and if the triggering attack roll was a critical hit, it becomes a normal success. --- Speed 35 feet Melee Single Action falchion +30 (Evil, Forceful, Magical, Sweep), Damage 2d10+16 slashing plus 1d6 evil and 1d6 mental Melee Single Action claw +28 (Agile, Evil, Magical), Damage 3d8+16 slashing plus 1d6 evil and 1d6 mental Divine Innate Spells DC 34 - Cantrips (7th) Detect Magic - 3rd Comprehend Language (at will; self only) - 4th Darkness (at will), Dimension Door (at will), Fly - 7th Dispel Magic, Misdirection (at will; self only), Nondetection (at will; self only), Paralyze Rituals DC 34 - 1st Div Pact - 2nd Create Undead (no secondary caster required) Rain of Debris Two Actions (Divine, Evil, Evocation) The sepid calls forth a hail of stone, wood, metal, and similar debris in a 40-foot emanation, dealing 10d6 bludgeoning damage and 5d6 evil damage. Each creature in the area other than the sepid must attempt a basic DC 31 Reflex saving throw. The sepid can't use Rain of Debris again for 1d4 rounds. Sepid Deceptions Given that sepids always do the opposite of what they say they will, it might seem difficult for these divs to deceive anyone, which is far from the truth. Often, sepids avoid making statements about their own intentions and instead give orders or speak in analogies, riddles, and anecdotes, allowing those they manipulate to parse out their rationales with clever forms of deception. ","skill_mod":{"deception":22,"stealth":23,"arcana":20,"athletics":28,"intimidation":26,"acrobatics":23,"religion":20},"image":["/Images/Monsters/Div_Sepid.png"],"primary_source":"Bestiary 3","spell":["Dispel Magic","Misdirection","Nondetection","Paralyze","Darkness","Dimension Door","Fly","Comprehend Language","Detect Magic"],"ac":34,"item":["+2 striking falchion"],"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":4,"reflex_save":23,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":28,"size":["Large"],"name":"Sepid","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[34,36],"attack_bonus":[28,30],"constitution":8,"creature_family":"Div","will_save":20,"speed":{"max":35,"land":35},"wisdom":4,"weakness":{"cold_iron":10,"good":10},"creature_ability":["Blatant Liar","Attack of Opportunity","Deflecting Lie","Rain of Debris"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Sepids are the brutal warlords of the divs, delighting in violence against mortals and their own particular flavor of vengeance. Inveterate liars, …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1120","dexterity":5,"category":"creature","slug":"creature-1120"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":60,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Divine Warden","will_save":11,"charisma":-5,"speed":{"max":30,"land":30},"perception":11,"wisdom":0,"weakness":{},"creature_ability":["Divine Destruction","Faith Bound","Faithful Weapon","Instrument of Faith"],"skill":["Athletics"],"trait":["Construct","Mindless","Uncommon","N","Large"],"id":"creature-1121","text":" Divine Warden Of Nethys This divine warden serves Nethys, the neutral god of magic. It uses its divine gift to defend temples or shrines of Nethys. Recall Knowledge - Construct (Arcana, Crafting): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Divine Warden Of Nethys Source Bestiary 3 pg. 73 Perception +11; darkvision Languages Skills Athletics +14 Str +5 Dex -2 Con +4 Int -5 Wis +0 Cha -5 --- AC 22 Fort +15 Ref +9 Will +11 HP 60 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Divine Destruction (divine, necromancy) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 5d6 negative damage. Each creature in the area must attempt a DC 19 Will save with the following outcomes. Critical Success The creature takes half damage. Success The creature takes full damage. Failure The creature takes full damage and becomes temporarily cursed by the patron deity. The creature becomes enfeebled 1 and stupefied 1 for 1 day; this is a curse effect that uses the Will save DC as the counteract DC Critical Failure As failure, except the creature becomes enfeebled 2 and stupefied 2 Faith Bound (abjuration, divine) A divine warden can't attack a creature that openly wears or displays the religious symbol of the divine warden's patron deity unless that creature uses a hostile action against the divine warden first. If the divine warden is intelligent, it can also attack a creature it believes isn't faithful to its deity or who wears the religious symbol as a ruse (typically after succeeding at a Perception check to Sense Motive). --- Speed 30 feet Melee Single Action fist +14 (Magical, reach 10 feet), Damage 2d8+7 bludgeoning plus Grab Melee Single Action staff +14 (Magical, reach 10 feet, two-hand d8), Damage 2d4+7 bludgeoning plus Grab Divine Innate Spells DC 19 - Cantrips (3rd) Daze Divine Domain Spells DC 19, 1 Focus Point - 3rd Cry of Destruction, Protector's Sacrifice Faithful Weapon A divine warden always wields its patron diety's favored weapon, in this case a +1 striking staff . Instrument of Faith The divine warden is a beacon for its deity's faith. A cleric of the divine warden's patron deity can channel a heal spell through a divine warden they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden's space. ","tradition":["Divine"],"skill_mod":{"athletics":14},"summary":"This divine warden serves Nethys , the neutral god of magic. It uses its divine gift to defend temples or shrines of Nethys.","image":["/Images/Monsters/DivineWarden_Nethys.png"],"primary_source":"Bestiary 3","spell":["Daze","Cry of Destruction","Protector's Sacrifice"],"trait_group":["Creature Type","Monster","Rarity"],"ac":22,"level":5,"spell_dc":[19,19],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1121","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":-2,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Divine Warden Of Nethys","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12,16],"slug":"creature-1121"},{"primary_source_category":"Rulebooks","strength":6,"hp":195,"language":["Common","Draconic","Sylvan"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":18,"stealth":"18","trait":["Dragon","Plant","Uncommon","CE","Large"],"id":"creature-1122","text":" Young Forest Dragon Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously hoard nature's bounty for themselves while seeing everyone else who tries to benefit from nature as thieves and poachers. They loathe the progress of technology and civilization, preferring the company of monsters and animals. Forest dragons are their forests in a literal sense. Over time, their hair becomes mossy, their hide toughens like bark, and small insects or animals live within them. Recall Knowledge - Dragon (Arcana): DC 29 Recall Knowledge - Plant (Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Young Forest Dragon Source Bestiary 3 pg. 74 Perception +18; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Sylvan Skills Acrobatics +18, Athletics +21, Deception +17, Intimidation +19, Nature +22, Stealth +18, Survival +16 Str +6 Dex +2 Con +5 Int +2 Wis +4 Cha +3 --- AC 30 Fort +21 Ref +16 Will +20 HP 195 Immunities paralyzed, poison, sleep Weaknesses fire 5 Countered by Metal If the forest dragon takes damage from a metal item, they lose woodland stride and pass without trace until the end of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 27. Animals, fungi, and plants take a –2 circumstance penalty to the save. Fed by Water Reaction (healing, necromancy, primal) Frequency once per hour; Trigger The forest dragon is targeted with a water spell or effect; Effect The forest dragon gains 30 temporary Hit Points. --- Speed 40 feet, fly 100 feet; woodland stride Melee Single Action jaws +23 (reach 10 feet), Damage 2d10+12 piercing plus 1d6 poison Melee Single Action claw +23 (Agile), Damage 2d8+12 slashing plus Grab Melee Single Action tail +23 (reach 20 feet), Damage 2d8+12 bludgeoning plus Grab Primal Innate Spells DC 29 - Cantrips (2nd) Know Direction - 2nd Entangle - 3rd Fear (animals; fungi; and plants only) - Constant (1st) Pass Without Trace (forest terrain only) Breath Weapon Two Actions (Evocation, Primal) The dragon unleashes a swarm of insects that deals 10d6 piercing damage in a 30-foot cone (DC 29 basic Reflex save) before dispersing. A creature that critically fails is stunned 2 from the insects' venom; this is a poison effect. The dragon can't use Breath Weapon again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Constrict Single Action 2d8+8 bludgeoning, DC 29 Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Woodland Stride The forest dragon ignores difficult terrain and greater difficult terrain from non-magical foliage. ","skill_mod":{"deception":17,"nature":22,"survival":16,"stealth":18,"athletics":21,"intimidation":19,"acrobatics":18},"primary_source":"Bestiary 3","spell":["Fear","Entangle","Know Direction","Pass Without Trace"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":2,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Young Forest Dragon","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[21,21,26],"attack_bonus":[23,23,23],"constitution":5,"immunity":["paralyzed","poison","sleep"],"creature_family":"Dragon, Forest","will_save":20,"speed":{"fly":100,"max":100,"land":40},"wisdom":4,"weakness":{"fire":5},"creature_ability":["Countered by Metal","Frightful Presence","Fed by Water","Breath Weapon","Coiling Frenzy","Constrict","Draconic Momentum","Woodland Stride"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1122","dexterity":2,"category":"creature","slug":"creature-1122"},{"primary_source_category":"Rulebooks","strength":7,"hp":290,"language":["Common","Draconic","Sylvan"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":25,"stealth":"21","trait":["Dragon","Plant","Uncommon","CE","Huge"],"id":"creature-1123","text":" Adult Forest Dragon Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously hoard nature's bounty for themselves while seeing everyone else who tries to benefit from nature as thieves and poachers. They loathe the progress of technology and civilization, preferring the company of monsters and animals. Forest dragons are their forests in a literal sense. Over time, their hair becomes mossy, their hide toughens like bark, and small insects or animals live within them. Recall Knowledge - Dragon (Arcana): DC 34 Recall Knowledge - Plant (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Adult Forest Dragon Source Bestiary 3 pg. 75 Perception +25; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Sylvan Skills Acrobatics +21, Athletics +27, Deception +24, Intimidation +26, Nature +25, Stealth +21, Survival +23 Str +7 Dex +3 Con +4 Int +3 Wis +5 Cha +4 --- AC 36 Fort +25 Ref +22 Will +27 +1 status to all saves vs. magic HP 290 Immunities paralyzed, poison, sleep Weaknesses fire 10 Countered by Metal If the forest dragon takes damage from a metal item, they lose woodland stride and pass without trace until the end of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 32. Animals, fungi, and plants take a –2 circumstance penalty to the save. Fed by Water Reaction (healing, necromancy, primal) Frequency once per hour; Trigger The forest dragon is targeted with a water spell or effect; Effect The forest dragon gains 35 temporary Hit Points. --- Speed 40 feet, fly 120 feet; woodland stride Melee Single Action jaws +29 (Magical, reach 15 feet), Damage 3d10+13 piercing plus 2d6 poison Melee Single Action claw +29 (Agile, Magical, reach 10 feet), Damage 3d8+13 slashing plus Grab Melee Single Action tail +29 (Magical, reach 25 feet), Damage 3d8+13 bludgeoning plus Grab Primal Innate Spells DC 34 - Cantrips (4th) Know Direction - 4th Entangle, Tree Shape (see forest shape) - Constant (1st) Pass Without Trace (forest terrain only) Breath Weapon Two Actions (Evocation, Primal) The dragon unleashes a swarm of insects that deals 14d6 piercing damage in a 40-foot cone (DC 34 basic Reflex save) before dispersing. A creature that critically fails is stunned 2 from the insects' venom; this is a poison effect. The dragon can't use Breath Weapon again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Draining Blight Two Actions (Healing, Necromancy, Negative, Primal) Frequency once per day; Effect The dragon draws moisture from the living creatures surrounding them, using the energy to heal their own wounds. Each living creature in a 30-foot emanation takes 7d10 negative damage (DC 34 basic Fortitude save). Creatures made entirely of water and plant creatures use the outcome one degree of success worse than they rolled. The dragon regains Hit Points equal to half of the highest damage a single creature takes from this effect. In addition, all non-creature plant life in the area withers and dies, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Water is also consumed in the same way, typically lowering any standing body of water fully within the area by 1 foot. Forest Shape When casting tree shape , a forest dragon can become a tree of the same size and age as themself. Greater Constrict Single Action 3d8+10 bludgeoning, DC 34 Woodland Stride The forest dragon ignores difficult terrain and greater difficult terrain from non-magical foliage. ","skill_mod":{"deception":24,"nature":25,"survival":23,"stealth":21,"athletics":27,"intimidation":26,"acrobatics":21},"primary_source":"Bestiary 3","spell":["Entangle","Tree Shape","Know Direction","Pass Without Trace"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":3,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"size":["Huge"],"name":"Adult Forest Dragon","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[26,26,36],"attack_bonus":[29,29,29],"constitution":4,"immunity":["paralyzed","poison","sleep"],"creature_family":"Dragon, Forest","will_save":27,"speed":{"fly":120,"max":120,"land":40},"wisdom":5,"weakness":{"fire":10},"creature_ability":["Countered by Metal","Frightful Presence","Fed by Water","Breath Weapon","Coiling Frenzy","Draconic Momentum","Draining Blight","Forest Shape","Greater Constrict","Woodland Stride"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1123","dexterity":3,"category":"creature","slug":"creature-1123"},{"primary_source_category":"Rulebooks","strength":9,"hp":410,"language":["Common","Draconic","Elven","Sylvan","Terran"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":33,"stealth":"29","trait":["Dragon","Plant","Rare","CE","Gargantuan"],"id":"creature-1124","text":" Ancient Forest Dragon Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously hoard nature's bounty for themselves while seeing everyone else who tries to benefit from nature as thieves and poachers. They loathe the progress of technology and civilization, preferring the company of monsters and animals. Forest dragons are their forests in a literal sense. Over time, their hair becomes mossy, their hide toughens like bark, and small insects or animals live within them. Recall Knowledge - Dragon (Arcana): DC 44 Recall Knowledge - Plant (Nature): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Ancient Forest Dragon Source Bestiary 3 pg. 76 Perception +33; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Elven, Sylvan, Terran Skills Acrobatics +31, Athletics +37, Deception +31, Intimidation +33, Nature +36, Stealth +29, Survival +35 Str +9 Dex +4 Con +7 Int +5 Wis +8 Cha +6 --- AC 44 Fort +32 Ref +29 Will +35 +1 status to all saves vs. magic HP 410 Immunities paralyzed, poison, sleep Weaknesses fire 15 Countered by Metal If the forest dragon takes damage from a metal item, they lose woodland stride and pass without trace until the end of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 39. Animals, fungi, and plants take a –2 circumstance penalty to the save. Fed by Water Reaction (healing, necromancy, primal) Frequency once per hour; Trigger The forest dragon is targeted with a water spell or effect; Effect The forest dragon gains 40 temporary Hit Points. --- Speed 40 feet, fly 160 feet; woodland stride Melee Single Action jaws +36 (Magical, reach 20 feet), Damage 4d10+17 piercing plus 3d6 poison and lignifying bite Melee Single Action claw +36 (Agile, Magical, reach 15 feet), Damage 4d8+17 slashing plus Grab Melee Single Action tail +36 (Magical, reach 30 feet), Damage 4d8+17 bludgeoning plus Grab Primal Innate Spells DC 41, attack +35 - Cantrips (6th) Know Direction - 4th Entangle, Tree Shape (see forest shape), Speak with Plants (at will) - 6th Tangling Creepers - Constant (1st) Pass Without Trace (forest terrain only) Breath Weapon Two Actions (Evocation, Primal) The dragon unleashes a swarm of insects that deals 20d6 piercing damage in a 60-foot cone (DC 41 basic Reflex save) before dispersing. A creature that critically fails is stunned 2 from the insects' venom; this is a poison effect. The dragon can't use Breath Weapon again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Draining Blight Two Actions (Healing, Necromancy, Negative, Primal) Frequency once per day; Effect The dragon draws moisture from the living creatures surrounding them, using the energy to heal their own wounds. Each living creature in a 30-foot emanation takes 9d10 negative damage (DC 41 basic Fortitude save). Creatures made entirely of water and plant creatures use the outcome one degree of success worse than they rolled. The dragon regains Hit Points equal to half of the highest damage a single creature takes from this effect. In addition, all non-creature plant life in the area withers and dies, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Water is also consumed in the same way, typically lowering any standing body of water fully within the area by 1 foot. Forest Shape When casting tree shape , a forest dragon can become a tree of the same size and age as themself. Greater Constrict Single Action 4d8+10 bludgeoning, DC 41 Lignifying Bite (Plant, Primal, Transmutation) When a creature made of flesh is reduced to 0 Hit Points by the dragon's jaws Strike, that creature must attempt a DC 41 Fortitude save. If it fails, it dies, and its flesh, made of earth in a metaphysical sense, turns to wood. The wood is living and might grow into a tree over time, but it can't be used as a body or piece of a body for raise dead or other magic that would return the creature to life. Woodland Stride The forest dragon ignores difficult terrain and greater difficult terrain from non-magical foliage. ","skill_mod":{"deception":31,"nature":36,"survival":35,"stealth":29,"athletics":37,"intimidation":33,"acrobatics":31},"primary_source":"Bestiary 3","spell":["Tangling Creepers","Entangle","Tree Shape","Speak with Plants","Know Direction","Pass Without Trace"],"ac":44,"level":19,"spell_dc":[41],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":5,"reflex_save":29,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Ancient Forest Dragon","alignment":"CE","pfs":"Standard","rarity":"rare","strike_damage_average":[35,35,49],"attack_bonus":[36,36,36],"constitution":7,"immunity":["paralyzed","poison","sleep"],"creature_family":"Dragon, Forest","spell_attack_bonus":[35],"will_save":35,"speed":{"fly":160,"max":160,"land":40},"wisdom":8,"weakness":{"fire":15},"creature_ability":["Countered by Metal","Frightful Presence","Fed by Water","Breath Weapon","Coiling Frenzy","Draconic Momentum","Draining Blight","Forest Shape","Greater Constrict","Lignifying Bite","Woodland Stride"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1124","dexterity":4,"category":"creature","slug":"creature-1124"},{"primary_source_category":"Rulebooks","strength":5,"hp":140,"language":["Aquan","Common","Draconic"],"source":["Bestiary 3"],"type":"Creature","charisma":2,"perception":15,"stealth":"16","trait":["Amphibious","Dragon","Uncommon","Water","CG","Large"],"id":"creature-1125","text":" Young Sea Dragon Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves frequently venerate these great aquatic creatures. Most sea dragons respond kindly to requests, but, like the sea, they can be unpredictable and fickle. Sea dragons have disk-shaped scales like fish and webbed claws as well as large back and tail fins to aid in swimming. They appear in vivid and vibrant colors, like aquatic wildlife. Underwater flora and fauna grow and thrive upon older sea dragons, and ancient sea dragons often have a head of coral around their antlers, giving them the image of being crowned royalty. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Young Sea Dragon Source Bestiary 3 pg. 77 Perception +15; darkvision, wavesense (imprecise) 60 feet Languages Aquan, Common, Draconic Skills Acrobatics +16, Arcana +14, Athletics +19, Deception +14, Intimidation +16, Nature +15, Society +14, Stealth +16, Survival +13 Str +5 Dex +4 Con +3 Int +2 Wis +3 Cha +2 --- AC 27 fed by metal Fort +17 Ref +18 Will +15 HP 140 Immunities paralyzed, sleep Countered by Earth If the sea dragon is targeted with an earth spell or flesh to stone , they lose Liquefy until the end of their next turn. Fed by Metal (arcane, transmutation) When a sea dragon is struck by a weapon made primarily of metal or affected by a spell that uses metal, many of the dragon's scales transform to mimic the metal. This grants the dragon a +1 item bonus to AC until the start of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 24 Liquefy Reaction (abjuration, arcane, water) Trigger The dragon is targeted by a Strike or spell that could deal fire or physical damage to them; Effect The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 15 to fire and to all physical damage. --- Speed 30 feet, fly 100 feet, swim 50 feet; water walk Melee Single Action jaws +20 (reach 10 feet), Damage 2d10+11 piercing plus hyponatremia Melee Single Action claw +20 (Agile), Damage 2d8+11 slashing plus Grab Melee Single Action tail +20 (reach 20 feet), Damage 2d8+11 bludgeoning plus Grab Arcane Innate Spells DC 26 - 1st Create Water (at will) - 2nd Endure Elements (self only) - Constant (2nd) Water Walk Breath Weapon Two Actions (Arcane, Evocation, Water) The dragon shoots a ball of water that deals 9d6 bludgeoning damage in a 20-foot burst within 40 feet (DC 26 basic Reflex save). All non-magical fire in the radius is extinguished. The dragon can't use Breath Weapon again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Constrict Single Action 2d8+6 bludgeoning, DC 26 Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Hyponatremia (Water) A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 26 Fortitude save or become sickened 1 as a surge of excess water floods its body. ","element":["Water"],"skill_mod":{"society":14,"deception":14,"nature":15,"survival":13,"stealth":16,"arcana":14,"athletics":19,"intimidation":16,"acrobatics":16},"primary_source":"Bestiary 3","spell":["Endure Elements","Create Water","Water Walk"],"ac":27,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 60 feet","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Young Sea Dragon","alignment":"CG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[20,20,22],"attack_bonus":[20,20,20],"constitution":3,"immunity":["paralyzed","sleep"],"creature_family":"Dragon, Sea","will_save":15,"speed":{"fly":100,"max":100,"land":30,"swim":50},"wisdom":3,"weakness":{},"creature_ability":["Countered by Earth","Fed by Metal","Frightful Presence","Liquefy","Breath Weapon","Coiling Frenzy","Constrict","Draconic Momentum","Hyponatremia"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Nature","Society","Stealth","Survival"],"tradition":["Arcane"],"summary":"Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves …","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1125","dexterity":4,"category":"creature","slug":"creature-1125"},{"primary_source_category":"Rulebooks","strength":6,"hp":225,"language":["Aquan","Auran","Common","Draconic","Elven"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":21,"stealth":"21","trait":["Amphibious","Dragon","Uncommon","Water","CG","Huge"],"id":"creature-1126","text":" Adult Sea Dragon Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves frequently venerate these great aquatic creatures. Most sea dragons respond kindly to requests, but, like the sea, they can be unpredictable and fickle. Sea dragons have disk-shaped scales like fish and webbed claws as well as large back and tail fins to aid in swimming. They appear in vivid and vibrant colors, like aquatic wildlife. Underwater flora and fauna grow and thrive upon older sea dragons, and ancient sea dragons often have a head of coral around their antlers, giving them the image of being crowned royalty. Recall Knowledge - Dragon (Arcana): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Adult Sea Dragon Source Bestiary 3 pg. 78 Perception +21; darkvision, wavesense (imprecise) 60 feet Languages Aquan, Auran, Common, Draconic, Elven Skills Acrobatics +23, Arcana +18, Athletics +26, Deception +19, Intimidation +21, Nature +22, Society +18, Stealth +21, Survival +20 Str +6 Dex +5 Con +4 Int +2 Wis +4 Cha +3 --- AC 33 fed by metal Fort +22 Ref +25 Will +20 +1 status to all saves vs. magic HP 225 Immunities paralyzed, sleep Countered by Earth If the sea dragon is targeted with an earth spell or flesh to stone , they lose Liquefy until the end of their next turn. Fed by Metal (arcane, transmutation) When a sea dragon is struck by a weapon made primarily of metal or affected by a spell that uses metal, many of the dragon's scales transform to mimic the metal. This grants the dragon a +1 item bonus to AC until the start of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 30 Vortex (aura, water) 40 feet. Water in the aura that's also in the same body of water as the dragon is difficult terrain for Swimming creatures which don't have the water trait. Liquefy Reaction (abjuration, arcane, water) Trigger The dragon is targeted by a Strike or spell that could deal fire or physical damage to them; Effect The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 20 to fire and to all physical damage. --- Speed 30 feet, fly 100 feet, swim 50 feet; water walk Melee Single Action jaws +26 (Magical, reach 15 feet), Damage 3d10+12 piercing plus hyponatremia Melee Single Action claw +26 (Agile, Magical, reach 10 feet), Damage 3d8+12 slashing plus Grab Melee Single Action tail +26 (Magical, reach 25 feet), Damage 3d8+12 bludgeoning plus Grab Arcane Innate Spells DC 32 - 2nd Create Water (at will), Endure Elements (self only) - Constant (2nd) Water Walk Rituals DC 32 - 8th Control Weather (doesn't require secondary casters) Breath Weapon Two Actions (Arcane, Evocation, Water) The dragon shoots a ball of water that deals 13d6 bludgeoning damage in a 25-foot burst within 50 feet (DC 32 basic Reflex save). All non-magical fire in the radius is extinguished. The dragon can't use Breath Weapon again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Greater Constrict Single Action 3d8+6 bludgeoning, DC 30 Hyponatremia (Water) A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 32 Fortitude save or become sickened 1 as a surge of excess water floods its body. ","element":["Water"],"skill_mod":{"society":18,"deception":19,"nature":22,"survival":20,"stealth":21,"arcana":18,"athletics":26,"intimidation":21,"acrobatics":23},"primary_source":"Bestiary 3","spell":["Create Water","Endure Elements","Water Walk"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 60 feet","resistance":{},"intelligence":2,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":22,"size":["Huge"],"name":"Adult Sea Dragon","alignment":"CG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[25,25,28],"attack_bonus":[26,26,26],"constitution":4,"immunity":["paralyzed","sleep"],"creature_family":"Dragon, Sea","will_save":20,"speed":{"fly":100,"max":100,"land":30,"swim":50},"wisdom":4,"weakness":{},"creature_ability":["Countered by Earth","Fed by Metal","Frightful Presence","Vortex","Liquefy","Breath Weapon","Coiling Frenzy","Draconic Momentum","Greater Constrict","Hyponatremia"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Nature","Society","Stealth","Survival"],"tradition":["Arcane"],"summary":"Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves …","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1126","dexterity":5,"category":"creature","slug":"creature-1126"},{"primary_source_category":"Rulebooks","strength":8,"hp":350,"language":["Aquan","Auran","Celestial","Common","Draconic","Elven"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":30,"stealth":"32","trait":["Amphibious","Dragon","Rare","Water","CG","Gargantuan"],"id":"creature-1127","text":" Ancient Sea Dragon Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves frequently venerate these great aquatic creatures. Most sea dragons respond kindly to requests, but, like the sea, they can be unpredictable and fickle. Sea dragons have disk-shaped scales like fish and webbed claws as well as large back and tail fins to aid in swimming. They appear in vivid and vibrant colors, like aquatic wildlife. Underwater flora and fauna grow and thrive upon older sea dragons, and ancient sea dragons often have a head of coral around their antlers, giving them the image of being crowned royalty. Recall Knowledge - Dragon (Arcana): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ancient Sea Dragon Source Bestiary 3 pg. 78 Perception +30; darkvision, wavesense (imprecise) 60 feet Languages Aquan, Auran, Celestial, Common, Draconic, Elven Skills Acrobatics +32, Arcana +26, Athletics +33, Deception +25, Intimidation +27, Nature +28, Society +26, Stealth +32, Survival +26 Str +8 Dex +7 Con +5 Int +3 Wis +5 Cha +4 --- AC 41 fed by metal Fort +29 Ref +32 Will +27 +1 status to all saves vs. magic HP 350 Immunities paralyzed, sleep Countered by Earth If the sea dragon is targeted with an earth spell or flesh to stone , they lose Liquefy until the end of their next turn. Fed by Metal (arcane, transmutation) When a sea dragon is struck by a weapon made primarily of metal or affected by a spell that uses metal, many of the dragon's scales transform to mimic the metal. This grants the dragon a +1 item bonus to AC until the start of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 36 Vortex (aura, water) 40 feet. Water in the aura that's also in the same body of water as the dragon is difficult terrain for Swimming creatures which don't have the water trait. Liquefy Reaction (abjuration, arcane, water) Trigger The dragon is targeted by a Strike or spell that could deal fire or physical damage to them; Effect The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 25 to fire and to all physical damage. --- Speed 50 feet, fly 140 feet, swim 70 feet; water walk Melee Single Action jaws +34 (Magical, reach 20 feet), Damage 3d12+16 piercing plus hyponatremia Melee Single Action claw +34 (Agile, Magical, reach 15 feet), Damage 3d10+16 slashing plus Grab Melee Single Action tail +34 (Magical, reach 25 feet), Damage 3d10+16 bludgeoning plus Grab Arcane Innate Spells DC 38 - 3rd Endure Elements (self only) - 5th Control Water, Create Water (at will) - Constant (2nd) Water Walk Rituals DC 38 - 8th Control Weather (doesn't require secondary casters) Breath Weapon Two Actions (Arcane, Evocation, Water) The dragon shoots a ball of water that deals 18d6 bludgeoning damage in a 30-foot burst within 60 feet (DC 38 basic Reflex save). All non-magical fire in the radius is extinguished. The dragon can't use Breath Weapon again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Greater Constrict Single Action 3d10+8 bludgeoning, DC 38 Hyponatremia (Water) A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 38 Fortitude save or become sickened 2 as a surge of excess water floods its body. Tidal Wave Three Actions (Arcane, Evocation, Manipulate, Water) Frequency once per 10 minutes; Requirements The dragon is in a body of water at least as large as they are; Effect The dragon slams their body down, sending a towering wave outward. This wave deals 10d12 bludgeoning damage in a 90-foot emanation. Each creature in the area must attempt a DC 38 Reflex save. Structures and unattended objects in the area take the full amount of damage with no saving throw. Critical Success The creature takes no damage but is pushed 30 feet from the dragon. Success The creature takes half damage and is pushed 60 feet from the dragon. Failure The creature takes full damage, is pushed 120 feet from the dragon, and falls prone. Critical Failure As failure, but double damage. ","element":["Water"],"skill_mod":{"society":26,"deception":25,"nature":28,"survival":26,"stealth":32,"arcana":26,"athletics":33,"intimidation":27,"acrobatics":32},"primary_source":"Bestiary 3","spell":["Control Water","Create Water","Endure Elements","Water Walk"],"ac":41,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 60 feet","resistance":{},"intelligence":3,"reflex_save":32,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Ancient Sea Dragon","alignment":"CG","pfs":"Standard","rarity":"rare","strike_damage_average":[32,32,35],"attack_bonus":[34,34,34],"constitution":5,"immunity":["paralyzed","sleep"],"creature_family":"Dragon, Sea","will_save":27,"speed":{"fly":140,"max":140,"land":50,"swim":70},"wisdom":5,"weakness":{},"creature_ability":["Countered by Earth","Fed by Metal","Frightful Presence","Vortex","Liquefy","Breath Weapon","Coiling Frenzy","Draconic Momentum","Greater Constrict","Hyponatremia","Tidal Wave"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Nature","Society","Stealth","Survival"],"tradition":["Arcane"],"summary":"Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves …","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1127","dexterity":7,"category":"creature","slug":"creature-1127"},{"primary_source_category":"Rulebooks","strength":6,"hp":155,"language":["Auran","Common","Draconic"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":19,"stealth":"18","trait":["Dragon","Electricity","Uncommon","LG","Large"],"id":"creature-1128","text":" Young Sky Dragon Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons that sets them apart as much as their wings do. Desperate souls risk steep cliffs and loose snow to seek these dragons' counsel, and most sky dragons gladly help those who make the journey, but they expel any express hostilities or badger without hesitation. The sky dragon's wings aren't true wings, but long fins fused to their forearms; their scales also form only very slowly. Young dragons coil tightly in their lairs as they absorb minerals that color and harden their scales. Even adults often wrap around pillars out of habit. Recall Knowledge - Dragon (Arcana): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Young Sky Dragon Source Bestiary 3 pg. 79 Perception +19; darkvision, scent (imprecise) 60 feet Languages Auran, Common, Draconic Skills Acrobatics +16, Athletics +19, Deception +16, Intimidation +18, Religion +19, Society +18, Stealth +18, Survival +17 Str +6 Dex +1 Con +3 Int +1 Wis +4 Cha +3 Mist Vision Fog and mist don't impair a sky dragon's vision; they ignore the concealed condition from fog and mist. --- AC 28 Fort +18 Ref +16 Will +21 HP 155 Immunities electricity, paralyzed, sleep Countered by Fire If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls and AC, and their jaws Strikes don't deal electricity damage. This limitation ends if the dragon uses Breath Weapon. Fed by Earth (abjuration, divine) When a sky dragon is targeted by an earth spell or effect, they leave a cloud of pulverized dust and gravel that swirls in the eddies of the dragon's flight. For 1 minute, the dragon is concealed while flying. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 26 --- Speed 30 feet, fly 120 feet Melee Single Action jaws +21 (reach 10 feet), Damage 2d8+12 piercing plus 1d12 electricity Melee Single Action claw +21 (Agile), Damage 2d8+12 slashing plus Grab Melee Single Action tail +21 (reach 20 feet), Damage 2d8+12 bludgeoning plus Grab Divine Innate Spells DC 28 - 1st Feather Fall, Gust of Wind - 2nd Invisibility Breath Weapon Two Actions (Divine, Electricity, Evocation) The dragon shoots a ball of electricity that deals 5d12 electricity damage in a 20-foot burst within 40 feet (DC 28 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Constrict Single Action 2d8+7 bludgeoning, DC 24 Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Perfected Flight A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to Maneuver in Flight. ","skill_mod":{"society":18,"deception":16,"survival":17,"stealth":18,"athletics":19,"intimidation":18,"acrobatics":16,"religion":19},"primary_source":"Bestiary 3","spell":["Invisibility","Feather Fall","Gust of Wind"],"ac":28,"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":1,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Young Sky Dragon","alignment":"LG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[21,21,27],"attack_bonus":[21,21,21],"constitution":3,"immunity":["electricity","paralyzed","sleep"],"creature_family":"Dragon, Sky","will_save":21,"speed":{"fly":120,"max":120,"land":30},"wisdom":4,"weakness":{},"creature_ability":["Mist Vision","Countered by Fire","Fed by Earth","Frightful Presence","Breath Weapon","Coiling Frenzy","Constrict","Draconic Momentum","Perfected Flight"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Society","Stealth","Survival"],"tradition":["Divine"],"summary":"Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons …","trait_group":["Creature Type","Energy","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1128","dexterity":1,"category":"creature","slug":"creature-1128"},{"primary_source_category":"Rulebooks","strength":7,"hp":235,"language":["Auran","Celestial","Common","Draconic","Infernal","Sylvan"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":24,"stealth":"21","trait":["Dragon","Electricity","Uncommon","LG","Huge"],"id":"creature-1129","text":" Adult Sky Dragon Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons that sets them apart as much as their wings do. Desperate souls risk steep cliffs and loose snow to seek these dragons' counsel, and most sky dragons gladly help those who make the journey, but they expel any express hostilities or badger without hesitation. The sky dragon's wings aren't true wings, but long fins fused to their forearms; their scales also form only very slowly. Young dragons coil tightly in their lairs as they absorb minerals that color and harden their scales. Even adults often wrap around pillars out of habit. Recall Knowledge - Dragon (Arcana): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Adult Sky Dragon Source Bestiary 3 pg. 80 Perception +24; darkvision, scent (imprecise) 60 feet Languages Auran, Celestial, Common, Draconic, Infernal, Sylvan Skills Acrobatics +21, Athletics +26, Deception +21, Intimidation +23, Religion +26, Society +21, Stealth +21, Survival +19 Str +7 Dex +2 Con +4 Int +2 Wis +5 Cha +4 Mist Vision Fog and mist don't impair a sky dragon's vision; they ignore the concealed condition from fog and mist. --- AC 34 Fort +23 Ref +21 Will +26 +1 status to all saves vs. magic HP 235 Immunities electricity, paralyzed, sleep Countered by Fire If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls and AC, and their jaws Strikes don't deal electricity damage. This limitation ends if the dragon uses Breath Weapon. Fed by Earth (abjuration, divine) When a sky dragon is targeted by an earth spell or effect, they leave a cloud of pulverized dust and gravel that swirls in the eddies of the dragon's flight. For 1 minute, the dragon is concealed while flying. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 31 --- Speed 40 feet, fly 140 feet Melee Single Action jaws +27 (Magical, reach 15 feet), Damage 3d8+13 piercing plus 1d12 electricity Melee Single Action claw +27 (Agile, Magical, reach 10 feet), Damage 3d8+13 slashing plus Grab Melee Single Action tail +27 (Magical, reach 25 feet), Damage 3d8+13 bludgeoning plus Grab Divine Innate Spells DC 33 - 1st Feather Fall, Gust of Wind - 2nd Invisibility - 4th Gaseous Form Breath Weapon Two Actions (Divine, Electricity, Evocation) The dragon shoots a ball of electricity that deals 7d12 electricity damage in a 25-foot burst within 50 feet (DC 33 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. See divine lightning below. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Divine Lightning (Divine) A good sky dragon who worships a deity channels divine power through its attacks, making them more effective against fiends and undead. Any electricity damage it deals becomes good damage against fiends or positive damage against undead. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Greater Constrict Single Action 3d8+8 bludgeoning, DC 33 Perfected Flight A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to Maneuver in Flight. ","skill_mod":{"society":21,"deception":21,"survival":19,"stealth":21,"athletics":26,"intimidation":23,"acrobatics":21,"religion":26},"primary_source":"Bestiary 3","spell":["Gaseous Form","Invisibility","Feather Fall","Gust of Wind"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":2,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":23,"size":["Huge"],"name":"Adult Sky Dragon","alignment":"LG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[26,26,33],"attack_bonus":[27,27,27],"constitution":4,"immunity":["electricity","paralyzed","sleep"],"creature_family":"Dragon, Sky","will_save":26,"speed":{"fly":140,"max":140,"land":40},"wisdom":5,"weakness":{},"creature_ability":["Mist Vision","Countered by Fire","Fed by Earth","Frightful Presence","Breath Weapon","Coiling Frenzy","Divine Lightning","Draconic Momentum","Greater Constrict","Perfected Flight"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Society","Stealth","Survival"],"tradition":["Divine"],"summary":"Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons …","trait_group":["Creature Type","Energy","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1129","dexterity":2,"category":"creature","slug":"creature-1129"},{"primary_source_category":"Rulebooks","strength":8,"hp":335,"language":["Auran","Celestial","Common","Draconic","Elven","Infernal","Sylvan"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":32,"stealth":"28","trait":["Dragon","Electricity","Rare","LG","Gargantuan"],"id":"creature-1130","text":" Ancient Sky Dragon Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons that sets them apart as much as their wings do. Desperate souls risk steep cliffs and loose snow to seek these dragons' counsel, and most sky dragons gladly help those who make the journey, but they expel any express hostilities or badger without hesitation. The sky dragon's wings aren't true wings, but long fins fused to their forearms; their scales also form only very slowly. Young dragons coil tightly in their lairs as they absorb minerals that color and harden their scales. Even adults often wrap around pillars out of habit. Recall Knowledge - Dragon (Arcana): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Ancient Sky Dragon Source Bestiary 3 pg. 80 Perception +32; darkvision, scent (imprecise) 60 feet Languages Auran, Celestial, Common, Draconic, Elven, Infernal, Sylvan Skills Acrobatics +28, Athletics +35, Deception +28, Intimidation +32, Religion +34, Society +26, Stealth +28, Survival +28 Str +8 Dex +4 Con +5 Int +4 Wis +6 Cha +6 Mist Vision Fog and mist don't impair a sky dragon's vision; they ignore the concealed condition from fog and mist. --- AC 42 Fort +31 Ref +28 Will +32 +1 status to all saves vs. magic HP 335 Immunities electricity, paralyzed, sleep Countered by Fire If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls and AC, and their jaws Strikes don't deal electricity damage. This limitation ends if the dragon uses Breath Weapon. Fed by Earth (abjuration, divine) When a sky dragon is targeted by an earth spell or effect, they leave a cloud of pulverized dust and gravel that swirls in the eddies of the dragon's flight. For 1 minute, the dragon is concealed while flying. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 38 --- Speed 60 feet, fly 160 feet Melee Single Action jaws +36 (Magical, reach 20 feet), Damage 3d10+16 piercing plus 1d12 electricity Melee Single Action claw +36 (Agile, Magical, reach 15 feet), Damage 3d10+16 slashing plus Grab Melee Single Action tail +36 (Magical, reach 30 feet), Damage 3d10+16 bludgeoning plus Grab Divine Innate Spells DC 42 - 1st Feather Fall, Gust of Wind - 4th Gaseous Form, Invisibility Breath Weapon Two Actions (Divine, Electricity, Evocation) The dragon shoots a ball of electricity that deals 9d12 electricity damage and 2d12 sonic damage in a 30-foot burst within 60 feet (DC 40 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. See divine lightning below. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Divine Lightning (Divine) A good sky dragon who worships a deity channels divine power through its attacks, making them more effective against fiends and undead. Any electricity damage it deals becomes good damage against fiends or positive damage against undead. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Greater Constrict Single Action 3d10+11 bludgeoning, DC 40 Perfected Flight A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to Maneuver in Flight. Stunning Electricity Two Actions (Divine, Electricity, Evocation, Incapacitation) The dragon rapidly coils, then unleashes crackling lightning that deals 5d12 electricity damage in a 60-foot emanation. Each creature in the area must attempt a DC 40 Fortitude save; regardless of the outcome, the creature then becomes temporarily immune for 10 minutes. Critical Success The creature is unaffected. Success Half damage, and the creature is stunned 1. Failure Full damage, and the creature is stunned for 1 round and can't fly for 4 rounds. Critical Failure Double damage, and the creature is stunned for 2 rounds and can't fly for 1 minute. ","skill_mod":{"society":26,"deception":28,"survival":28,"stealth":28,"athletics":35,"intimidation":32,"acrobatics":28,"religion":34},"primary_source":"Bestiary 3","spell":["Gaseous Form","Invisibility","Feather Fall","Gust of Wind"],"ac":42,"level":18,"spell_dc":[42],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":4,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":31,"size":["Gargantuan"],"name":"Ancient Sky Dragon","alignment":"LG","pfs":"Standard","rarity":"rare","strike_damage_average":[32,32,39],"attack_bonus":[36,36,36],"constitution":5,"immunity":["electricity","paralyzed","sleep"],"creature_family":"Dragon, Sky","will_save":32,"speed":{"fly":160,"max":160,"land":60},"wisdom":6,"weakness":{},"creature_ability":["Mist Vision","Countered by Fire","Fed by Earth","Frightful Presence","Breath Weapon","Coiling Frenzy","Divine Lightning","Draconic Momentum","Greater Constrict","Perfected Flight","Stunning Electricity"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Society","Stealth","Survival"],"tradition":["Divine"],"summary":"Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons …","trait_group":["Creature Type","Energy","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1130","dexterity":4,"category":"creature","slug":"creature-1130"},{"primary_source_category":"Rulebooks","strength":7,"hp":195,"language":["Celestial","Common","Draconic","Infernal"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":22,"stealth":"18","trait":["Dragon","Earth","Uncommon","N","Large"],"id":"creature-1131","text":" Young Sovereign Dragon The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting rulers—but at some point, the dragons themselves joined the list of worthy candidates. Other imperial dragons suspect the sovereign dragons offered their connection to the elemental cycle to attain forbidden magic, evidenced by their lack of any vulnerability to wood or ability to feed on fire, despite being creatures of the earth. Most hesitate to question the sovereigns' authority. While some appreciate their impartial nature, others fault this adherence to neutrality. Regardless, the sovereign dragons' charm and centuries of experience in subtle manipulation have made them exceptional negotiators. Almost all sovereign dragons appear gold in color. Their hair ranges from common colors found among humans to bright reds, greens, or blues. They're the only dragons with five digits per claw, a mark of special importance. Other imperial dragons dismiss this claim to status and instead tease the sovereign dragons over their need to wear armor, even while in their draconic forms. Recall Knowledge - Dragon (Arcana): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Young Sovereign Dragon Source Bestiary 3 pg. 81 Perception +22; darkvision, scent (imprecise) 60 feet Languages Celestial, Common, Draconic, Infernal Skills Acrobatics +18, Athletics +22, Deception +21, Diplomacy +25, Intimidation +23, Occultism +18, Society +20, Stealth +18, Survival +20 Str +7 Dex +3 Con +5 Int +3 Wis +5 Cha +6 --- AC 31 Fort +22 Ref +18 Will +24 +1 status to all saves vs. magic HP 195 Immunities paralyzed, sleep Resistances mental 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 28 Violent Retort Reaction Trigger A creature within the sovereign dragon's reach critically hits the dragon; Effect The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon. --- Speed 40 feet, fly 120 feet Melee Single Action jaws +24 (reach 10 feet), Damage 2d8+13 piercing plus 2d6 mental Melee Single Action claw +24 (Agile), Damage 2d8+13 slashing plus Grab Melee Single Action tail +24 (reach 20 feet), Damage 2d8+13 bludgeoning plus Grab Occult Innate Spells DC 30 - 2nd Detect Alignment (at will; good or evil only) - 6th Shape Stone, Suggestion (at will) Breath Weapon Two Actions (Evocation, Mental, Occult) The dragon unleashes a roar charged with psychic energy, dealing 12d6 mental damage in a 30-foot cone (DC 30 basic Will save). The dragon can't use Breath Weapon again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Constrict Single Action 2d8+10 bludgeoning, DC 26 Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Gleaming Armor Single Action (Evocation, Light, Occult) Frequency once per hour; Effect The dragon's golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 10 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 30 Fortitude save or be dazzled. All these effects last until the end of the dragon's next turn. ","element":["Earth"],"skill_mod":{"society":20,"diplomacy":25,"deception":21,"survival":20,"stealth":18,"athletics":22,"intimidation":23,"occultism":18,"acrobatics":18},"primary_source":"Bestiary 3","spell":["Shape Stone","Suggestion","Detect Alignment"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{"mental":10},"intelligence":3,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Young Sovereign Dragon","alignment":"N","pfs":"Standard","rarity":"uncommon","strike_damage_average":[22,22,29],"attack_bonus":[24,24,24],"constitution":5,"immunity":["paralyzed","sleep"],"creature_family":"Dragon, Sovereign","will_save":24,"speed":{"fly":120,"max":120,"land":40},"wisdom":5,"weakness":{},"creature_ability":["Frightful Presence","Violent Retort","Breath Weapon","Coiling Frenzy","Constrict","Draconic Momentum","Gleaming Armor"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth","Survival"],"tradition":["Occult"],"summary":"The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting …","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1131","dexterity":3,"category":"creature","slug":"creature-1131"},{"primary_source_category":"Rulebooks","strength":8,"hp":275,"language":["Abyssal","Auran","Celestial","Common","Draconic","Infernal","Infernal"],"source":["Bestiary 3"],"type":"Creature","charisma":7,"perception":29,"stealth":"25","trait":["Dragon","Earth","Uncommon","N","Huge"],"id":"creature-1132","text":" Adult Sovereign Dragon The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting rulers—but at some point, the dragons themselves joined the list of worthy candidates. Other imperial dragons suspect the sovereign dragons offered their connection to the elemental cycle to attain forbidden magic, evidenced by their lack of any vulnerability to wood or ability to feed on fire, despite being creatures of the earth. Most hesitate to question the sovereigns' authority. While some appreciate their impartial nature, others fault this adherence to neutrality. Regardless, the sovereign dragons' charm and centuries of experience in subtle manipulation have made them exceptional negotiators. Almost all sovereign dragons appear gold in color. Their hair ranges from common colors found among humans to bright reds, greens, or blues. They're the only dragons with five digits per claw, a mark of special importance. Other imperial dragons dismiss this claim to status and instead tease the sovereign dragons over their need to wear armor, even while in their draconic forms. Recall Knowledge - Dragon (Arcana): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Adult Sovereign Dragon Source Bestiary 3 pg. 82 Perception +29; darkvision, scent (imprecise) 60 feet Languages Abyssal, Auran, Celestial, Common, Draconic, Infernal, Infernal Skills Acrobatics +25, Athletics +31, Deception +28, Diplomacy +32, Intimidation +30, Occultism +25, Society +27, Stealth +25, Survival +27 Str +8 Dex +4 Con +6 Int +4 Wis +6 Cha +7 --- AC 37 Fort +27 Ref +23 Will +29 +1 status to all saves vs. magic HP 275 Immunities paralyzed, sleep Resistances mental 15 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 34 Violent Retort Reaction Trigger A creature within the sovereign dragon's reach critically hits the dragon; Effect The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon. --- Speed 50 feet, fly 150 feet Melee Single Action jaws +30 (Magical, reach 15 feet), Damage 3d10+14 piercing plus 2d6 mental Melee Single Action claw +30 (Agile, Magical, reach 10 feet), Damage 3d10+14 slashing plus Grab Melee Single Action tail +30 (Magical, reach 25 feet), Damage 3d10+14 bludgeoning plus Grab Occult Innate Spells DC 36, attack +30 - 2nd Detect Alignment (at will; good or evil only) - 7th Suggestion (at will) - 8th Shape Stone, Suggestion, Wall of Stone Breath Weapon Two Actions (Evocation, Mental, Occult) The dragon unleashes a roar charged with psychic energy, dealing 16d6 mental damage in a 40-foot cone (DC 36 basic Will save). The dragon can't use Breath Weapon again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Gleaming Armor Single Action (Evocation, Light, Occult) Frequency once per hour; Effect The dragon's golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 15 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 36 Fortitude save or be dazzled. All these effects last until the end of the dragon's next turn. Greater Constrict Single Action 3d10+8 bludgeoning, DC 36 Inspire Envoy Two Actions (Enchantment, Mental, Occult) Frequency once per day; Effect The dragon chooses a mortal they've observed performing an exceptional act and offers their august blessing in exchange for the creature carrying out a specific directive, such as defeating a tyrant or protecting a sacred site. If the creature agrees, until its next daily preparations, it gains a +1 status bonus to the dragon's choice of attack rolls, AC, or all of the following: Perception, Will saves, and Charisma-based skill checks. The dragon can Dismiss this benefit by spending a single action (that has the concentrate trait), which they're swift to do if the mortal dares to defy the dragon's directive. ","element":["Earth"],"skill_mod":{"society":27,"diplomacy":32,"deception":28,"survival":27,"stealth":25,"athletics":31,"intimidation":30,"occultism":25,"acrobatics":25},"primary_source":"Bestiary 3","spell":["Shape Stone","Suggestion","Wall of Stone","Detect Alignment"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{"mental":15},"intelligence":4,"reflex_save":23,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":27,"size":["Huge"],"name":"Adult Sovereign Dragon","alignment":"N","pfs":"Standard","rarity":"uncommon","strike_damage_average":[30,30,37],"attack_bonus":[30,30,30],"constitution":6,"immunity":["paralyzed","sleep"],"creature_family":"Dragon, Sovereign","spell_attack_bonus":[30],"will_save":29,"speed":{"fly":150,"max":150,"land":50},"wisdom":6,"weakness":{},"creature_ability":["Frightful Presence","Violent Retort","Breath Weapon","Coiling Frenzy","Draconic Momentum","Gleaming Armor","Greater Constrict","Inspire Envoy"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth","Survival"],"tradition":["Occult"],"summary":"The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting …","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1132","dexterity":4,"category":"creature","slug":"creature-1132"},{"primary_source_category":"Rulebooks","strength":10,"hp":410,"language":["Abyssal","Auran","Celestial","Common","Draconic","Ignan","Infernal","Terran"],"source":["Bestiary 3"],"type":"Creature","charisma":9,"perception":36,"stealth":"31","trait":["Dragon","Earth","Rare","N","Gargantuan"],"id":"creature-1133","text":" Ancient Sovereign Dragon The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting rulers—but at some point, the dragons themselves joined the list of worthy candidates. Other imperial dragons suspect the sovereign dragons offered their connection to the elemental cycle to attain forbidden magic, evidenced by their lack of any vulnerability to wood or ability to feed on fire, despite being creatures of the earth. Most hesitate to question the sovereigns' authority. While some appreciate their impartial nature, others fault this adherence to neutrality. Regardless, the sovereign dragons' charm and centuries of experience in subtle manipulation have made them exceptional negotiators. Almost all sovereign dragons appear gold in color. Their hair ranges from common colors found among humans to bright reds, greens, or blues. They're the only dragons with five digits per claw, a mark of special importance. Other imperial dragons dismiss this claim to status and instead tease the sovereign dragons over their need to wear armor, even while in their draconic forms. Recall Knowledge - Dragon (Arcana): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Ancient Sovereign Dragon Source Bestiary 3 pg. 83 Perception +36; darkvision, scent (imprecise) 60 feet Languages Abyssal, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran Skills Acrobatics +31, Athletics +38, Deception +37, Diplomacy +41, Intimidation +37, Occultism +31, Society +31, Stealth +31, Survival +34 Str +10 Dex +5 Con +7 Int +5 Wis +8 Cha +9 --- AC 46 Fort +35 Ref +31 Will +36 +1 status to all saves vs. magic HP 410 Immunities paralyzed, sleep Resistances mental 20 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 41 Mentalist Counterspell Reaction (abjuration, occult) Trigger The dragon is targeted by a mental effect it's aware of; Effect The dragon immediately attempts to counteract the triggering effect (counteract modifier +32). Violent Retort Reaction Trigger A creature within the sovereign dragon's reach critically hits the dragon; Effect The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon. --- Speed 60 feet, fly 180 feet Melee Single Action jaws +38 (Magical, reach 20 feet), Damage 4d8+18 piercing plus 3d6 mental Melee Single Action claw +38 (Agile, Magical, reach 15 feet), Damage 4d8+18 slashing plus Grab Melee Single Action tail +38 (Magical, reach 30 feet), Damage 4d8+18 bludgeoning plus Grab Occult Innate Spells DC 43 - 2nd Detect Alignment (at will; good or evil only) - 7th Suggestion (at will) - 9th Shape Stone, Suggestion, Wall of Stone Breath Weapon Two Actions (Evocation, Mental, Occult) The dragon unleashes a roar charged with psychic energy, dealing 21d6 mental damage in a 50-foot cone (DC 43 basic Will save). The dragon can't use Breath Weapon again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Gleaming Armor Single Action (Evocation, Light, Occult) Frequency once per hour; Effect The dragon's golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 20 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 43 Fortitude save or be dazzled. All these effects last until the end of the dragon's next turn. Greater Constrict Single Action 4d8+11 bludgeoning, DC 43 Inspire Envoy Two Actions (Enchantment, Mental, Occult) Frequency once per day; Effect The dragon chooses a mortal they've observed performing an exceptional act and offers their august blessing in exchange for the creature carrying out a specific directive, such as defeating a tyrant or protecting a sacred site. If the creature agrees, until its next daily preparations, it gains a +2 status bonus to the dragon's choice of attack rolls, AC, or all of the following: Perception, Will saves, and Charisma-based skill checks. The dragon can Dismiss this benefit by spending a single action (that has the concentrate trait), which they're swift to do if the mortal dares to defy the dragon's directive. ","element":["Earth"],"skill_mod":{"society":31,"diplomacy":41,"deception":37,"survival":34,"stealth":31,"athletics":38,"intimidation":37,"occultism":31,"acrobatics":31},"primary_source":"Bestiary 3","spell":["Shape Stone","Suggestion","Wall of Stone","Detect Alignment"],"ac":46,"level":20,"spell_dc":[43],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{"mental":20},"intelligence":5,"reflex_save":31,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Ancient Sovereign Dragon","alignment":"N","pfs":"Standard","rarity":"rare","strike_damage_average":[36,36,46],"attack_bonus":[38,38,38],"constitution":7,"immunity":["paralyzed","sleep"],"creature_family":"Dragon, Sovereign","will_save":36,"speed":{"fly":180,"max":180,"land":60},"wisdom":8,"weakness":{},"creature_ability":["Frightful Presence","Mentalist Counterspell","Violent Retort","Breath Weapon","Coiling Frenzy","Draconic Momentum","Gleaming Armor","Greater Constrict","Inspire Envoy"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth","Survival"],"tradition":["Occult"],"summary":"The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting …","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1133","dexterity":5,"category":"creature","slug":"creature-1133"},{"primary_source_category":"Rulebooks","strength":6,"hp":115,"language":["Common","Draconic","Undercommon"],"source":["Bestiary 3"],"type":"Creature","charisma":1,"perception":13,"stealth":"13","trait":["Dragon","Fire","Uncommon","LE","Large"],"id":"creature-1134","text":" Young Underworld Dragon Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just right. Natural alchemists, they innately understand reagents and catalysts. While some research the effects of magic on material reactions, the majority of underworld dragons concentrate on building their hoards. They scour the world for carved gemstones and artifacts of precious minerals, both of which they see as distilled essence of earth's bounty. Underworld dragons appear angular and sharp; their scales glow as if superheated from within, and their hair flickers like tongues of flames. An intense fire glows behind their gazes, suggesting they could ignite items with a mere thought, and their breath ripples the air as a testament to the heat contained within their bodies. Recall Knowledge - Dragon (Arcana): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Young Underworld Dragon Source Bestiary 3 pg. 83 Perception +13; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Undercommon Skills Acrobatics +11, Arcana +13, Athletics +17, Crafting +17, Deception +10, Intimidation +12, Nature +13, Stealth +13, Survival +11 Str +6 Dex +2 Con +3 Int +4 Wis +2 Cha +1 Smoke Vision Smoke doesn't impair an underworld dragon's vision; they ignore the concealed condition from smoke. --- AC 25 Fort +18 Ref +13 Will +15 HP 115 Immunities fire, paralyzed, sleep Countered by Water If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls, and their jaws Strikes don't deal fire damage. This limitation ends if the dragon uses Breath Weapon. Fed by Wood When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant trait, the dragon's internal fiery essences are stoked with the added fuel. Their breath weapon recharges, and the fire damage from the dragon's jaws increases by one die until the end of the dragon's next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 23 --- Speed 40 feet, burrow 30 feet, fly 80 feet Melee Single Action jaws +18 (reach 10 feet), Damage 2d8+8 piercing plus 1d6 fire Melee Single Action claw +18 (Agile), Damage 2d8+8 slashing plus adamantine claws and Grab Melee Single Action tail +18 (reach 20 feet), Damage 2d8+8 bludgeoning plus Grab Arcane Innate Spells DC 25 - Cantrips (2nd) Detect Magic - 2nd Continual Flame Adamantine Claws The dragon's claws are infused with adamantine. Their claw Strikes ignore half the Hardness of any object hit. Breath Weapon Two Actions (Arcane, Evocation, Fire) The dragon breathes a blast of fire that explodes in a 20-foot burst within 40 feet, dealing 7d6 fire damage (DC 25 basic Reflex save). Creatures that fail the save also take 1d6 persistent fire damage. The dragon can't use Breath Weapon again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Constrict Single Action 2d8+4 bludgeoning, DC 25 Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. ","element":["Fire"],"skill_mod":{"deception":10,"nature":13,"crafting":17,"survival":11,"stealth":13,"arcana":13,"athletics":17,"intimidation":12,"acrobatics":11},"primary_source":"Bestiary 3","spell":["Continual Flame","Detect Magic"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet, smoke vision","resistance":{},"intelligence":4,"reflex_save":13,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Young Underworld Dragon","alignment":"LE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17,17,20],"attack_bonus":[18,18,18],"constitution":3,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Underworld","will_save":15,"speed":{"fly":80,"max":80,"land":40,"burrow":30},"wisdom":2,"weakness":{},"creature_ability":["Smoke Vision","Countered by Water","Fed by Wood","Frightful Presence","Adamantine Claws","Breath Weapon","Coiling Frenzy","Constrict","Draconic Momentum"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Arcane"],"summary":"Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1134","dexterity":2,"category":"creature","slug":"creature-1134"},{"primary_source_category":"Rulebooks","strength":7,"hp":195,"language":["Common","Draconic","Undercommon"],"source":["Bestiary 3"],"type":"Creature","charisma":2,"perception":20,"stealth":"22","trait":["Dragon","Fire","Uncommon","LE","Huge"],"id":"creature-1135","text":" Adult Underworld Dragon Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just right. Natural alchemists, they innately understand reagents and catalysts. While some research the effects of magic on material reactions, the majority of underworld dragons concentrate on building their hoards. They scour the world for carved gemstones and artifacts of precious minerals, both of which they see as distilled essence of earth's bounty. Underworld dragons appear angular and sharp; their scales glow as if superheated from within, and their hair flickers like tongues of flames. An intense fire glows behind their gazes, suggesting they could ignite items with a mere thought, and their breath ripples the air as a testament to the heat contained within their bodies. Recall Knowledge - Dragon (Arcana): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Adult Underworld Dragon Source Bestiary 3 pg. 84 Perception +20; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Undercommon Skills Acrobatics +18, Arcana +21, Athletics +24, Crafting +22, Deception +19, Intimidation +21, Nature +20, Stealth +22, Survival +20 Str +7 Dex +3 Con +4 Int +5 Wis +3 Cha +2 Smoke Vision Smoke doesn't impair an underworld dragon's vision; they ignore the concealed condition from smoke. --- AC 31 Fort +23 Ref +18 Will +22 +1 status to all saves vs. magic HP 195 Immunities fire, paralyzed, sleep Countered by Water If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls, their jaws Strikes don't deal fire damage, and also lose their sweltering heat aura. This limitation ends if the dragon uses Breath Weapon. Fed by Wood When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant trait, the dragon's internal fiery essences are stoked with the added fuel. Their breath weapon recharges, and the fire damage from the dragon's jaws increases by one die until the end of the dragon's next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 28 Sweltering Heat (arcane, aura, evocation, fire) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 28 Fortitude saving throw or become fatigued while it remains in the aura. --- Speed 40 feet, burrow 40 feet, fly 80 feet Melee Single Action jaws +24 (Magical, reach 10 feet), Damage 2d8+13 piercing plus 2d6 fire Melee Single Action claw +24 (Agile, Magical), Damage 2d8+13 slashing plus adamantine claws and Grab Melee Single Action tail +24 (Magical, reach 20 feet), Damage 2d8+13 bludgeoning plus Grab Arcane Innate Spells DC 30, attack +24 - Cantrips (4th) Detect Magic - 4th Continual Flame, Wall of Fire Adamantine Claws The dragon's claws are infused with adamantine. Their claw Strikes ignore half the Hardness of any object hit. Breath Weapon Two Actions (Arcane, Evocation, Fire) The dragon breathes a blast of fire that explodes in a 25-foot burst within 50 feet, dealing 10d6 fire damage (DC 30 basic Reflex save). Creatures that fail the save also take 2d6 persistent fire damage. The dragon can't use Breath Weapon again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Greater Constrict Single Action 2d8+10 bludgeoning, DC 30 ","element":["Fire"],"skill_mod":{"deception":19,"nature":20,"crafting":22,"survival":20,"stealth":22,"arcana":21,"athletics":24,"intimidation":21,"acrobatics":18},"primary_source":"Bestiary 3","spell":["Continual Flame","Wall of Fire","Detect Magic"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet, smoke vision","resistance":{},"intelligence":5,"reflex_save":18,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":23,"size":["Huge"],"name":"Adult Underworld Dragon","alignment":"LE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[22,22,29],"attack_bonus":[24,24,24],"constitution":4,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Underworld","spell_attack_bonus":[24],"will_save":22,"speed":{"fly":80,"max":80,"land":40,"burrow":40},"wisdom":3,"weakness":{},"creature_ability":["Smoke Vision","Countered by Water","Fed by Wood","Frightful Presence","Sweltering Heat","Adamantine Claws","Breath Weapon","Coiling Frenzy","Draconic Momentum","Greater Constrict"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Arcane"],"summary":"Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1135","dexterity":3,"category":"creature","slug":"creature-1135"},{"primary_source_category":"Rulebooks","strength":8,"hp":295,"language":["Common","Draconic","Ignan","Terran","Undercommon"],"source":["Bestiary 3"],"type":"Creature","charisma":5,"perception":28,"stealth":"25","trait":["Dragon","Fire","Rare","LE","Gargantuan"],"id":"creature-1136","text":" Ancient Underworld Dragon Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just right. Natural alchemists, they innately understand reagents and catalysts. While some research the effects of magic on material reactions, the majority of underworld dragons concentrate on building their hoards. They scour the world for carved gemstones and artifacts of precious minerals, both of which they see as distilled essence of earth's bounty. Underworld dragons appear angular and sharp; their scales glow as if superheated from within, and their hair flickers like tongues of flames. An intense fire glows behind their gazes, suggesting they could ignite items with a mere thought, and their breath ripples the air as a testament to the heat contained within their bodies. Recall Knowledge - Dragon (Arcana): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ancient Underworld Dragon Source Bestiary 3 pg. 85 Perception +28; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Ignan, Terran, Undercommon Skills Acrobatics +23, Arcana +25, Athletics +32, Crafting +29, Deception +27, Intimidation +29, Nature +24, Stealth +25, Survival +24 Str +8 Dex +3 Con +6 Int +5 Wis +4 Cha +5 Smoke Vision Smoke doesn't impair an underworld dragon's vision; they ignore the concealed condition from smoke. --- AC 39 Fort +30 Ref +25 Will +28 +1 status to all saves vs. magic HP 295 Immunities fire, paralyzed, sleep Countered by Water If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls, their jaws Strikes don't deal fire damage, and also lose their sweltering heat aura. This limitation ends if the dragon uses Breath Weapon. Fed by Wood When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant trait, the dragon's internal fiery essences are stoked with the added fuel. Their breath weapon recharges, and the fire damage from the dragon's jaws increases by one die until the end of the dragon's next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 35 Sweltering Heat (arcane, aura, evocation, fire) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 35 Fortitude saving throw or become fatigued while it remains in the aura. --- Speed 40 feet, burrow 60 feet, fly 80 feet Melee Single Action jaws +32 (Magical, reach 15 feet), Damage 3d10+16 piercing plus 3d6 fire Melee Single Action claw +32 (Agile, Magical, reach 10 feet), Damage 3d10+16 slashing plus adamantine claws and Grab Melee Single Action tail +32 (Magical, reach 25 feet), Damage 3d10+16 bludgeoning plus Grab Arcane Innate Spells DC 37 - Cantrips (8th) Detect Magic - 8th Continual Flame, Wall of Fire Adamantine Claws The dragon's claws are infused with adamantine. Their claw Strikes ignore half the Hardness of any object hit. Breath Weapon Two Actions (Arcane, Evocation, Fire) The dragon breathes a blast of fire that explodes in a 30-foot burst within 60 feet, dealing 14d6 fire damage (DC 39 basic Reflex save). Creatures that fail the save also take 3d6 persistent fire damage. The dragon can't use Breath Weapon again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Greater Constrict Single Action 3d10+9 bludgeoning, DC 37 Scorch Earth Two Actions (Arcane, Evocation, Fire) The dragon plunges their body into the ground, Burrows up to their Speed, and then scorches the land within a 60-foot emanation. Creatures underground or on the surface in the area take 8d6 fire damage (DC 37 basic Fortitude save), and those who critically fail become enfeebled 1 for 1 minute. ","element":["Fire"],"skill_mod":{"deception":27,"nature":24,"crafting":29,"survival":24,"stealth":25,"arcana":25,"athletics":32,"intimidation":29,"acrobatics":23},"primary_source":"Bestiary 3","spell":["Continual Flame","Wall of Fire","Detect Magic"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet, smoke vision","resistance":{},"intelligence":5,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":30,"size":["Gargantuan"],"name":"Ancient Underworld Dragon","alignment":"LE","pfs":"Standard","rarity":"rare","strike_damage_average":[32,32,43],"attack_bonus":[32,32,32],"constitution":6,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Underworld","will_save":28,"speed":{"fly":80,"max":80,"land":40,"burrow":60},"wisdom":4,"weakness":{},"creature_ability":["Smoke Vision","Countered by Water","Fed by Wood","Frightful Presence","Sweltering Heat","Adamantine Claws","Breath Weapon","Coiling Frenzy","Draconic Momentum","Greater Constrict","Scorch Earth"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Arcane"],"summary":"Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1136","dexterity":3,"category":"creature","slug":"creature-1136"},{"primary_source_category":"Blog Posts","strength":2,"hp":135,"source":["Pathfinder Bestiary 3 Bonus Monster"],"type":"Creature","charisma":-5,"perception":18,"trait":["Clockwork","Construct","Divine","Mindless","Uncommon","N","Medium"],"id":"creature-1137","text":" Divine Warden Of Brigh Imbued with the divine energy of the goddess of clockwork and invention, divine wardens of Brigh are prominent in Alkenstar as guardians of the Temple of Brigh there. The Bronze Lady might have her largest following in this metropolis. But the city's boomtown atmosphere means that security is a concern even on holy ground. Citizens and visitors to Alkenstar know about its wind-up sentries or quickly learn about them. The High Clockmother, head priestess of Brigh's holy place, keeps divine wardens in the goddess's image visible in the sanctuary and on the grounds. These automatons are as much a warning to would-be thieves or troublemakers as they are an inspiration to Brigh's worshippers. The mixing of divine and arcane in these constructs is intended to show off innovation and evoke Brigh's power over earth, fire, metal, and smoke. Recall Knowledge - Construct (Arcana, Crafting): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Divine Warden Of Brigh Source Pathfinder Bestiary 3 Bonus Monster Perception +18; darkvision Languages Skills Acrobatics +18 Str +2 Dex +6 Con +4 Int -5 Wis +2 Cha -5 Wind-Up For a divine warden of Brigh to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. The divine warden shuts down immediately once it has 0 time remaining. A divine warden can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate). A creature can attempt to Disable a Device to wind a divine warden down (DC 27). For each success, the warden loses 1 hour of operational time. This can be done even if the warden is in standby mode. Items clockwork wand --- AC 28 Fort +18 Ref +20 Will +18 HP 135 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 5 (except adamantine or orichalcum) Weaknesses electricity 10, orichalcum 10 Clockwork Wand The divine warden uses a mechanical wand as a focus to channel magical energy. This wand is built into the divine warden's chest, with only the crystal at the end exposed. The warden can Interact to remove the wand, or someone else can remove it with a DC 32 Thievery check to Disable a Device. The divine warden becomes unable to cast any spells except cantrips while the wand is removed. When removed, the clockwork wand is a magic wand containing the last 2nd-level innate spell the divine warden cast (the GM determines the spell randomly if the divine warden has not cast any eligible spells). The spells are placed within the wand while the divine warden is created, and the creator can substitute other arcane spells of the appropriate level. Divine Destruction (divine, necromancy) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 10d6 positive damage. Each creature in the area must attempt a DC 29 Will save with the following outcomes. Critical Success The creature takes half damage. Success The creature takes full damage. Failure The creature takes full damage and becomes temporarily cursed by Brigh to be enfeebled 1 and stupefied 1 for 1 day; this is a curse effect with a counteract DC of 29. Critical Failure As failure, except the creature becomes enfeebled 2 and stupefied 2. Faith Bound (abjuration, divine) The divine warden can't attack a creature that openly wears or displays Brigh's religious symbol unless that creature uses a hostile action against the divine warden first. --- Speed 25 feet Melee Single Action fist +20 (Agile, Finesse), Damage 2d10+6 bludgeoning Melee Single Action light hammer +20 (Agile), Damage 2d6+6 bludgeoning Ranged Single Action light hammer +20 (Agile, thrown 20 feet), Damage 2d6+6 bludgeoning Arcane Innate Spells DC 29, attack +21 - Cantrips (5th) Daze, Detect Magic, Ray of Frost, Shield, Tanglefoot - 1st Feather Fall, Floating Disk, Grease - 2nd Glitterdust, Obscuring Mist, Web - 3rd Haste, Invisibility, Stinking Cloud - 4th Dimensional Anchor, Fly, Wall of Fire - 5th Cloudkill, Cone of Cold Divine Innate Spells DC 29 - Cantrips (5th) Daze Divine Domain Spells 2 Focus Points, DC 29, attack +21 - 5th Hurtling Stone, Localized Quake Energize Clockwork Wand Single Action (Concentrate) Frequency once per 10 minutes; Effect The divine warden regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd level or higher. Faithful Weapon light hammer, striking rune Instrument of Faith The divine warden is a beacon for Brigh's faith. A cleric of Brigh can channel a heal spell through a divine warden of Brigh they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden's space. ","skill_mod":{"acrobatics":18},"image":["/Images/Monsters/DivineWarden_Brigh.png"],"primary_source":"Pathfinder Bestiary 3 Bonus Monster","spell":["Cloudkill","Cone of Cold","Dimensional Anchor","Fly","Wall of Fire","Haste","Invisibility","Stinking Cloud","Glitterdust","Obscuring Mist","Web","Feather Fall","Floating Disk","Grease","Daze","Detect Magic","Ray of Frost","Shield","Tanglefoot","Hurtling Stone","Localized Quake"],"ac":28,"item":["clockwork wand"],"level":10,"spell_dc":[29,29,29],"source_category":["Blog Posts"],"sense":" darkvision ","resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"intelligence":-5,"reflex_save":20,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"size":["Medium"],"name":"Divine Warden Of Brigh","alignment":"N","rarity":"uncommon","strike_damage_average":[13,13,17],"attack_bonus":[20,20,20],"constitution":4,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"creature_family":"Divine Warden","spell_attack_bonus":[21,21],"will_save":18,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"orichalcum":10,"electricity":10},"creature_ability":["Wind-Up","Clockwork Wand","Divine Destruction","Faith Bound","Energize Clockwork Wand","Faithful Weapon","Instrument of Faith"],"skill":["Acrobatics"],"tradition":["Arcane","Divine"],"summary":"Imbued with the divine energy of the goddess of clockwork and invention, divine wardens of Brigh are prominent in Alkenstar as guardians of the …","trait_group":["Monster","Equipment","Weapon","Creature Type","Tradition","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=1137","dexterity":6,"category":"creature","slug":"creature-1137"},{"primary_source_category":"Rulebooks","strength":3,"hp":290,"language":["<%UMR%37%%>telepathy<%END> 100 feet; <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","charisma":7,"perception":28,"stealth":"28","trait":["Aberration","Dream","Uncommon","N","Large"],"id":"creature-1138","text":" Dramofir Beings of inscrutable intent and incredible power, dramofirs hail from the Dreamlands and shamble across the multiverse in search of dreams to incorporate into their voluminous robes. Few people on the Material Plane dare trifle with dramofirs and instead treat them with respect, hoping that they'll simply take their chosen victims' dreams and then go away. Often, this is exactly what happens. Every now and then, however, in the process of siphoning an individual's dreams, the dramofir slays their victim without warning or apparent cause. Recall Knowledge - Aberration (Occultism): DC 34 Recall Knowledge - Dream (Occultism): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Dramofir Source Bestiary 3 pg. 86 Perception +28; greater darkvision Languages telepathy 100 feet; tongues Skills Acrobatics +26, Diplomacy +27, Dreamlands Lore +23, Occultism +21, Stealth +28 Str +3 Dex +6 Con +4 Int +1 Wis +8 Cha +7 --- AC 35 Fort +22 Ref +26 Will +30 HP 290 Immunities sleep Resistances surreal anatomy Weaknesses slashing 10 Surreal Anatomy A dramofir has resistance 10 to precision damage and the extra damage from critical hits. If the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage. --- Speed 25 feet, fly 25 feet Melee Single Action needle +27 (Agile, Finesse, reach 10 feet), Damage 3d6+9 piercing plus 2d6 mental Ranged Single Action needle +27 (Agile, thrown 20 feet), Damage 3d6+9 piercing plus 2d6 mental Occult Innate Spells DC 36 - 4th Dimension Door (at will) - 7th Darkness, Mask of Terror, Nightmare, Sleep, Soothe (×2) - 8th Dream Council - Constant (5th) Tongues Bittersweet Dreams Two Actions (Emotion, Enchantment, Mental, Occult, Visual) The dramofir swishes their robes in a mesmerizing display that brings the dreams in the robes to life before the viewer's very eyes. Each creature within 30 feet must attempt a DC 34 Will save or be filled with ennui. Critical Success The creature is unaffected and temporarily immune for 24 hours. Success For 1 round, the creature takes a –1 status penalty to attack rolls, saving throws, and skill checks, and all other emotion effects on it are suppressed. Failure As success, but the creature is also slowed 1 and the duration is 1d4 rounds. Critical Failure As success, but the creature is also slowed 1, the status penalty is –2, and the duration is 1 minute. Pluck Dream Three Actions (Enchantment, Mental, Occult) Requirements The dramofir is adjacent to an unconscious or sleeping creature; Effect The dramofir licks the creature's forehead, places their hand in the same spot, and siphons the creature's dreams to incorporate into their robes. If the target is affected by any mental effect altering their dreams, such as an animate dream's curse of endless nightmares or a nightmare spell, the dramofir attempts to counteract that effect (counteract modifier +26). Otherwise, the dramofir plucks a benign dream from the creature, and the target must attempt a DC 36 Will save. Success The creature is unaffected. Failure The creature is stupefied 1 until the next time it gets a full night's rest. Critical Failure As failure, but stupefied 2, and the dramofir casts a 6th-level modify memory spell on the target. Animate Dream Tamers Animate dreams despise dramofirs, who in turn regard animate dreams with, strangely, an emotion akin to pity. Communities plagued by an animate dream sometimes search out and beseech a dramofir to put an end to the terrifying menace. ","skill_mod":{"diplomacy":27,"stealth":28,"occultism":21,"acrobatics":26},"image":["/Images/Monsters/Dramofir.png"],"primary_source":"Bestiary 3","spell":["Dream Council","Darkness","Mask of Terror","Nightmare","Sleep","Soothe","Dimension Door","Tongues"],"ac":35,"level":14,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":1,"reflex_save":26,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":22,"size":["Large"],"name":"Dramofir","alignment":"N","pfs":"Standard","rarity":"uncommon","strike_damage_average":[26,26],"attack_bonus":[27,27],"constitution":4,"immunity":["sleep"],"will_save":30,"speed":{"fly":25,"max":25,"land":25},"wisdom":8,"weakness":{"slashing":10},"creature_ability":["Surreal Anatomy","Bittersweet Dreams","Pluck Dream"],"skill":["Acrobatics","Diplomacy","Dreamlands Lore","Occultism","Stealth"],"tradition":["Occult"],"summary":"Beings of inscrutable intent and incredible power, dramofirs hail from the Dreamlands and shamble across the multiverse in search of dreams to …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1138","dexterity":6,"category":"creature","slug":"creature-1138"},{"primary_source_category":"Rulebooks","strength":1,"hp":35,"language":["Gnomish","Sylvan","Undercommon"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":7,"trait":["Earth","Fey","Uncommon","CN","Small"],"id":"creature-1139","text":" Duende Duendes fancy themselves as lords of the land—which is true, in a literal sense, these spirits embody the very soil upon the ground. Unlike most other fey, duendes have learned from the society that grew around them. They've come to accept the mortal understanding of what being a landlord means, so they expect rent from their perceived tenants. However, their notions of acceptable rent—and the acceptable role of a landlord for that matter—don't really line up with those of most societies. Duendes' natural abilities allow them to dwell in termite mounds, but as societies arose, they adopted the habit of sleeping in their tenants' homes. This tendency can be bothersome, as duendes don't clean up after themselves, lock doors behind them, or have the basic decency to be visible. On top of that, they act like they own the places they settle, casting spells on anyone they find annoying. These quirks are usually tolerated, though, as keeping duende happy means that crops grow well and that their magic protects the families in their care. Families aware of their presence are careful to warn invisible duendes before doing things like tossing bathwater out the window or entering a seemingly empty room. These warnings are usually polite but firm, in the vein of “Please move aside!” More prone to making trouble or being a nuisance than to violence, duendes can still prove dangerous if they feel they have no other recourse. Each one carries a toenail cutter, with full awareness that they can use it to cut other things. Recall Knowledge - Fey (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Duende Source Bestiary 3 pg. 87 Perception +7; darkvision, tremorsense (imprecise) 60 feet Languages Gnomish, Sylvan, Undercommon Skills Farming Lore +7, Intimidation +8, Labor Lore +7, Society +7, Survival +9 Str +1 Dex +3 Con +2 Int +1 Wis +3 Cha +4 Items toenail cutter --- AC 17 Fort +6 Ref +9 Will +9 HP 35 --- Speed 25 feet Melee Single Action toenail cutter +10 (Agile, Backstabber, Finesse), Damage 1d6+3 slashing Occult Innate Spells DC 18, attack +10 - Cantrips (1st) Daze, Guidance, Telekinetic Projectile - 1st Fear, Phantom Pain - 2nd Invisibility (self only) - 3rd Locate Earthmound Dweller Three Actions (Primal, Transmutation) The duende shrinks to the size of an ant, allowing them to enter very small tunnels within the earth such as anthills or termite mounds. Their Speed decreases to 5 feet. They can remain in this size until they end the effect by spending a single action, which has the concentrate trait. If the duende is underground and a creature hits the space they're occupying with a Strike (hitting automatically) that deals 5 damage or more, the duende is expelled from the tunnels, returns to their normal size, and takes bludgeoning damage equal to the damage from the Strike. Fool's Gold Two Actions (Occult, Illusion) Frequency once per day; Requirements The duende is holding brown or yellow earthen objects, such as ginger or animal dung; Effect The duende makes the objects look, feel, and smell like gold trinkets of a similar size. A creature that touches or Interacts with an affected object can attempt a DC 18 Perception check to disbelieve the illusion, and a successful DC 20 check with Crafting or an appropriate Lore skill (such as Mining Lore) reveals their true nature. The effect ends if the objects are exposed to sunlight. Unconventional Payments Duendes don't hold mortal currencies in high regard. They strongly prefer toenail clippings over gold. If they don't receive them often enough, they enter their tenants' homes and help themselves. They aren't very good at doing so and occasionally cut off entire toes during collections. ","element":["Earth"],"skill_mod":{"society":7,"survival":9,"intimidation":8},"image":["/Images/Monsters/Duende.png"],"primary_source":"Bestiary 3","spell":["Locate","Invisibility","Fear","Phantom Pain","Daze","Guidance","Telekinetic Projectile"],"ac":17,"item":["toenail cutter"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Duende","alignment":"CN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[6],"attack_bonus":[10],"constitution":2,"spell_attack_bonus":[10],"will_save":9,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Earthmound Dweller","Fool's Gold"],"skill":["Farming Lore","Intimidation","Labor Lore","Society","Survival"],"tradition":["Occult"],"summary":"Duendes fancy themselves as lords of the land—which is true, in a literal sense, these spirits embody the very soil upon the ground. Unlike most …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1139","dexterity":3,"category":"creature","slug":"creature-1139"},{"primary_source_category":"Rulebooks","strength":-5,"hp":175,"language":["Abyssal","Aklo","Common","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":8,"perception":27,"stealth":"28","trait":["Incorporeal","Spirit","Uncommon","Undead","NE","Medium"],"id":"creature-1140","text":" Dybbuk The discorporated spirits called dybbuks arise from souls denied respite in the afterlife, often because they committed some great transgression in life. A priest can appease dybbuks by helping them achieve some esoteric mission, though these tricksters are prone to deceiving anyone who offers them aid. Only by trapping, cowing, or destroying such spirits can a mortal hope to drive them back. Dybbuks hide within household objects or possessed victims. They particularly enjoy taking over the body of someone their target loves and then slowly destroying the lives of both. Recall Knowledge - Spirit (Occultism): DC 36 Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Dybbuk Source Bestiary 3 pg. 88 Perception +27; darkvision Languages Abyssal, Aklo, Common; telepathy 100 feet Skills Acrobatics +28, Deception +31, Diplomacy +27, Intimidation +29, Stealth +28 Str -5 Dex +7 Con +0 Int +1 Wis +6 Cha +8 --- AC 35 Fort +21 Ref +28 Will +29 HP 175 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , or positive, double resistance against non-magical) Frightful Presence (aura, divine, emotion, enchantment, fear, mental) 30 feet, DC 33 --- Speed fly 50 feet Melee Single Action pain touch +28 (Agile, Evil, Finesse, Magical), Damage 3d10+14 negative plus 2d6 evil Occult Innate Spells DC 36, attack +30 - Cantrips (6th) Telekinetic Projectile - 3rd Fear (at will) - 4th Modify Memory - 5th Chilling Darkness (×2), Fear - 6th Dominate, Feeblemind, Telekinetic Maneuver (at will) Inhabit Object Single Action (Necromancy, Occult, Possession) The dybbuk possesses a Large or smaller unattended object within 20 feet, making it an animated object. This animated object's level can be no higher than the dybbuk's level – 2. This possession ends when the object is destroyed or the dybbuk leaves it by using this ability again. At this point, the dybbuk reappears in the object's square and can't Inhabit an Object again for 1d4 rounds. If the object is destroyed, the dybbuk takes 5d6 force damage. Malevolent Possession Two Actions (Incapacitation, Mental, Necromancy, Occult, Possession) The dybbuk attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell (DC 34) with an unlimited duration, except since the dybbuk doesn't have a physical body, they aren't unconscious, and aren't paralyzed when the effect ends, though they take 5d6 force damage if the body is knocked unconscious or killed. If the dybbuk took control of the target with Malevolent Possession, when the dybbuk departs, the target has only incoherent memories of the interval it was possessed. If a creature dies while possessed by the dybbuk and its corpse remains intact, the dybbuk can immediately inhabit the corpse (see Inhabit Object) as a reaction, in which case the corpse becomes an animated object. Cruel Puppet Masters Dybbuks revel in tricking mortals and using their telekinetic abilities to sow fear in the hearts of those around them. As if possessing innocents wasn't horrible enough, dybbuks can also continue to control their unwitting puppets even after their hosts have been slain, animating the corpses like macabre marionettes. ","skill_mod":{"diplomacy":27,"deception":31,"stealth":28,"intimidation":29,"acrobatics":28},"image":["/Images/Monsters/Dybbuk.png"],"primary_source":"Bestiary 3","spell":["Dominate","Feeblemind","Telekinetic Maneuver","Chilling Darkness","Fear","Modify Memory","Telekinetic Projectile"],"ac":35,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":1,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":21,"size":["Medium"],"name":"Dybbuk","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[37],"attack_bonus":[28],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[30],"will_save":29,"speed":{"fly":50,"max":50},"wisdom":6,"weakness":{},"creature_ability":["Frightful Presence","Inhabit Object","Malevolent Possession"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Stealth"],"tradition":["Occult"],"summary":"The discorporated spirits called dybbuks arise from souls denied respite in the afterlife, often because they committed some great transgression in …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1140","dexterity":7,"category":"creature","slug":"creature-1140"},{"attack_bonus":[21,23,24,24],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Common","Hallit","Jotun"],"source":["Bestiary 3"],"type":"Creature","will_save":17,"charisma":3,"speed":{"max":40,"land":40},"perception":17,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block","Challenge Foe","Jotun Slayer","Instant Repair"],"skill":["Athletics","Crafting","Intimidation"],"trait":["Aesir","Monitor","CN","Medium"],"id":"creature-1141","text":" Einherji Einherjar are mighty warriors chosen by valkyries from the ranks of those slain in terrible and legendary battles. Forged from the souls of the greatest warriors, the implacable einherjar serve as the foot soldiers of pantheons, skilled in hand-to-hand combat and slaying giants. Einherjar often come from warrior cultures, including Ulfen vikings (like the einherji represented in this entry), particularly fierce pirates from the Shackles, and even Osirian conquerors. They can be chosen from wherever war and might hold sway; many deities who hold the call of battle and the pursuit of physical power more sacred than concepts of good and evil might count einherjar warriors and valkyrie choosers of the slain among their chosen servitors. For example, Gorum, Besmara, and Sekhmet have all elevated fallen worshippers as einherjar. Einherjar dedicated to different deities often wield weapons or possess varying cosmetic appearances based on their deity's preferred weapon and their place of death; however, they're universally stalwart, implacable, and efficiently deadly. Einherjar with two-handed weapons or who arise from other backgrounds often have different abilities in place of Jotun Slayer and Instant Repair. Recall Knowledge - Monitor (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Einherji Source Bestiary 3 pg. 89 Perception +17; darkvision Languages Common, Hallit, Jotun Skills Athletics +25, Crafting +16, Intimidation +21 Str +7 Dex +4 Con +6 Int +0 Wis +1 Cha +3 Items +1 striking returning dagger , +1 striking longsword , standard-grade darkwood shield (Hardness 5, HP 20, BT 10) --- AC 30 Fort +22 Ref +18 Will +17 (+21 vs. fear) HP 175 Resistances piercing 10 Attack of Opportunity Reaction Shield Block Reaction --- Speed 40 feet Melee Single Action longsword +24 (versatile P), Damage 2d8+13 slashing Melee Single Action fist +23 (Agile), Damage 2d6+13 bludgeoning Melee Single Action dagger +24 (Agile, versatile S), Damage 2d4+13 piercing Ranged Single Action dagger +21 (Agile, thrown 10 feet, versatile S), Damage 2d4+13 piercing Champion Devotion Spells DC 29, 2 Focus Points - 1st Weapon Surge - 4th Word of Freedom Challenge Foe Single Action The einherji challenges one creature they can see to single combat, attempting to Demoralize that target. This target remains the einherji's foe until it's defeated, it flees, or the encounter ends. The einherji gains a circumstance bonus to damage equal to their number of weapon damage dice against their designated foe but takes an equivalent circumstance penalty to damage against any other creature. If the einherji is defeated by their challenged foe, the shame causes them to lose use of their champion devotion spells for 1 week or until they challenge the same foe again and emerge victorious, whichever comes first. Jotun Slayer The einherji has a +4 circumstance bonus to damage rolls made against giants and creatures that are at least two sizes larger than the einherji. Instant Repair Single Action The einherji Repairs their shield. They can't use this ability if the shield is completely destroyed. The Final Battle Regardless of the deity they serve, all einherjar follow certain beliefs and mythologies. They assert that, in the final days of existence, Pharasma will judge the last soul and spark the beginning of a new existence. Einherjar believe they will be among the last souls left prior to this event, fighting alongside their gods against the forces of entropy. To einherjar, victory in this war—defined as thorough mutual destruction—is the only way to ensure a proper transition into the new existence. ","skill_mod":{"crafting":16,"athletics":25,"intimidation":21},"summary":"Einherjar are mighty warriors chosen by valkyries from the ranks of those slain in terrible and legendary battles. Forged from the souls of the …","image":["/Images/Monsters/Einherji.png"],"primary_source":"Bestiary 3","spell":["Weapon Surge","Word of Freedom"],"trait_group":["Monster","Creature Type"],"ac":30,"item":["+1 striking returning dagger","+1 striking longsword","standard-grade darkwood shield (Hardness 5, HP 20, BT 10)"],"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":10},"url":"/Monsters.aspx?ID=1141","intelligence":0,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Einherji","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,18,20,22],"slug":"creature-1141"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":10,"language":["Auran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Elemental, Wisp","will_save":4,"charisma":0,"speed":{"fly":40,"max":40},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Resonance","Accord Essence","In Concert"],"skill":["Acrobatics","Plane of Air Lore","Stealth"],"stealth":"7","trait":["Air","Elemental","N","Tiny"],"id":"creature-1142","text":" Air Wisp Air wisps are floating spheres of cloud and storm, perpetually humming a light, whispery tone. They're playful and capricious with great curiosity toward strangers. Recall Knowledge - Elemental (Arcana, Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Air Wisp Source Bestiary 3 pg. 90 Perception +6; darkvision Languages Auran Skills Acrobatics +7, Plane of Air Lore +4, Stealth +7 Str +0 Dex +3 Con +1 Int +0 Wis +2 Cha +0 --- AC 18 Fort +3 Ref +9 Will +4 HP 10 Immunities bleed, paralyzed, poison, sleep Resonance (aura, air) 30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. A creature in the area gains a +1 status bonus to attack and damage rolls for effects with the air trait; a creature with the elemental and air traits gains this bonus to all attack and damage rolls. Accord Essence Reaction (air) Trigger An ally within 30 feet that benefited from the wisp's resonance in the last hour is targeted by an attack; Effect The wisp detonates itself in a small elemental explosion that gives temporary Hit Points equal to half the wisp's current Hit Points to allies within 30 feet that have benefited from the wisp's resonance in the last hour. These temporary Hit Points last 1 hour. A wisp that uses this reaction is permanently destroyed, and it can be restored only by a wish spell or similarly powerful effect. If an ability would prevent the wisp's destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect. --- Speed fly 40 feet Melee Single Action tendril +7 (reach 10 feet), Damage 1d4 bludgeoning In Concert When an air wisp rolls a critical failure on a check to Aid, they get a failure instead, and when they roll a success, they get a critical success instead. ","element":["Air"],"skill_mod":{"stealth":7,"acrobatics":7},"summary":"Air wisps are floating spheres of cloud and storm, perpetually humming a light, whispery tone. They're playful and capricious with great curiosity …","image":["/Images/Monsters/ElementalWisp_Air.png"],"primary_source":"Bestiary 3","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":18,"level":0,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1142","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":3,"size":["Tiny"],"name":"Air Wisp","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-1142"},{"attack_bonus":[6],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":15,"language":["Terran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Elemental, Wisp","will_save":4,"charisma":0,"speed":{"max":20,"land":20,"burrow":20},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Resonance","Accord Essence","In Concert"],"skill":["Athletics","Dungeon Lore","Plane of Earth Lore"],"trait":["Earth","Elemental","N","Tiny"],"id":"creature-1143","text":" Earth Wisp Earth wisps are rolling spheres of rock, mud, and leaves, perpetually humming with low, rumbling energy. They're timid and aloof, but fiercely loyal to those they know and trust. Recall Knowledge - Elemental (Arcana, Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Earth Wisp Source Bestiary 3 pg. 90 Perception +6; darkvision, tremorsense (imprecise) 30 feet Languages Terran Skills Athletics +6, Dungeon Lore +4, Plane of Earth Lore +4 Str +2 Dex +1 Con +3 Int +0 Wis +2 Cha +0 --- AC 16 Fort +7 Ref +5 Will +4 HP 15 Immunities bleed, paralyzed, poison, sleep Resistances bludgeoning 2 Resonance (aura, earth) 30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. A creature in the area gains a +1 status bonus to attack and damage rolls for effects with the earth trait; a creature with the elemental and earth traits gains this bonus to all attack and damage rolls. Accord Essence Reaction (earth) Trigger An ally within 30 feet that benefited from the wisp's resonance in the last hour is targeted by an attack; Effect The wisp detonates itself in a small elemental explosion that gives temporary Hit Points equal to half the wisp's current Hit Points to allies within 30 feet that have benefited from the wisp's resonance in the last hour. These temporary Hit Points last 1 hour. A wisp that uses this reaction is permanently destroyed, and it can be restored only by a wish spell or similarly powerful effect. If an ability would prevent the wisp's destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect. --- Speed 20 feet, burrow 20 feet Melee Single Action tendril +6 (reach 10 feet), Damage 1d4+2 bludgeoning In Concert When an earth wisp rolls a critical failure on a check to Aid, they get a failure instead, and when they roll a success, they get a critical success instead. ","element":["Earth"],"skill_mod":{"athletics":6},"summary":"Earth wisps are rolling spheres of rock, mud, and leaves, perpetually humming with low, rumbling energy. They're timid and aloof, but fiercely loyal …","primary_source":"Bestiary 3","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":2},"url":"/Monsters.aspx?ID=1143","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Earth Wisp","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-1143"},{"attack_bonus":[6],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":18,"language":["Ignan"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Elemental, Wisp","will_save":4,"charisma":0,"speed":{"fly":15,"max":40,"land":40},"perception":6,"wisdom":2,"weakness":{"cold":2},"creature_ability":["Smoke Vision","Resonance","Accord Essence","In Concert"],"skill":["Acrobatics","Plane of Fire Lore","Stealth"],"stealth":"7","trait":["Elemental","Fire","N","Tiny"],"id":"creature-1144","text":" Fire Wisp Fire wisps are sizzling spheres of flame and ash, perpetually crackling and shimmering with heat. They're carefree, boisterous, and quick to action— sometimes recklessly so. Recall Knowledge - Elemental (Arcana, Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Fire Wisp Source Bestiary 3 pg. 91 Perception +6; darkvision, smoke vision Languages Ignan Skills Acrobatics +5, Plane of Fire Lore +4, Stealth +7 Str +2 Dex +3 Con +2 Int +0 Wis +2 Cha +0 Smoke Vision The fire wisp ignores the concealed condition from smoke. --- AC 16 Fort +6 Ref +7 Will +4 HP 18 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 2, water 2 Resonance (aura, fire) 30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. A creature in the area gains a +1 status bonus to attack and damage rolls for effects with the fire trait; a creature with the elemental and fire traits gains this bonus to all attack and damage rolls. Accord Essence Reaction (fire) Trigger An ally within 30 feet that benefited from the wisp's resonance in the last hour is targeted by an attack; Effect The wisp detonates itself in a small elemental explosion that gives temporary Hit Points equal to half the wisp's current Hit Points to allies within 30 feet that have benefited from the wisp's resonance in the last hour. These temporary Hit Points last 1 hour. A wisp that uses this reaction is permanently destroyed, and it can be restored only by a wish spell or similarly powerful effect. If an ability would prevent the wisp's destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect. --- Speed 40 feet, fly 15 feet Melee Single Action tendril +6 (reach 10 feet), Damage 1d4 fire plus 1 persistent fire In Concert When a fire wisp rolls a critical failure on a check to Aid, they get a failure instead, and when they roll a success, they get a critical success instead. ","element":["Fire"],"skill_mod":{"stealth":7,"acrobatics":5},"summary":"Fire wisps are sizzling spheres of flame and ash, perpetually crackling and shimmering with heat. They're carefree, boisterous, and quick to action— …","image":["/Images/Monsters/ElementalWisp_Fire.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1144","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Tiny"],"name":"Fire Wisp","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-1144"},{"attack_bonus":[6],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":20,"language":["Aquan"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Elemental, Wisp","will_save":4,"charisma":0,"speed":{"max":25,"land":25,"swim":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Mist Vision","Resonance","Accord Essence","Drench","In Concert"],"skill":["Athletics","Medicine","Plane of Water Lore"],"trait":["Elemental","Water","N","Tiny"],"id":"creature-1145","text":" Water Wisp Water wisps are swimming spheres of foam and water, perpetually humming with a wash of soft sounds. They're gentle, nurturing, and quick to help anyone in need. Recall Knowledge - Elemental (Arcana, Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Water Wisp Source Bestiary 3 pg. 91 Perception +6; darkvision, mist vision Languages Aquan Skills Athletics +4, Medicine +6, Plane of Water Lore +4 Str +2 Dex +2 Con +3 Int +0 Wis +2 Cha +0 Mist Vision The water wisp ignores the concealed condition from mist and fog. --- AC 14 Fort +8 Ref +4 Will +4 HP 20 Immunities bleed, paralyzed, poison, sleep Resistances fire 2 Resonance (aura, water) 30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. A creature in the area gains a +1 status bonus to attack and damage rolls for effects with the water trait; a creature with the elemental and water traits gains this bonus to all attack and damage rolls. Accord Essence Reaction (water) Trigger An ally within 30 feet that benefited from the wisp's resonance in the last hour is targeted by an attack; Effect The wisp detonates itself in a small elemental explosion that gives temporary Hit Points equal to half the wisp's current Hit Points to allies within 30 feet that have benefited from the wisp's resonance in the last hour. These temporary Hit Points last 1 hour. A wisp that uses this reaction is permanently destroyed, and it can be restored only by a wish spell or similarly powerful effect. If an ability would prevent the wisp's destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect. --- Speed 25 feet, swim 25 feet Melee Single Action tendril +6 (reach 10 feet), Damage 1d6 bludgeoning Drench Single Action (Abjuration, Primal, Water) The wisp puts out all fires in a single 5-foot square. It extinguishes non-magical fire of that size or smaller automatically and attempts to counteract magical fires (counteract modifier +6). In Concert When a water wisp rolls a critical failure on a check to Aid, they get a failure instead, and when they roll a success, they get a critical success instead. ","element":["Water"],"skill_mod":{"medicine":6,"athletics":4},"summary":"Water wisps are swimming spheres of foam and water, perpetually humming with a wash of soft sounds. They're gentle, nurturing, and quick to help …","primary_source":"Bestiary 3","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":14,"level":0,"source_category":["Rulebooks"],"sense":" darkvision , mist vision","weakest_save":["ref","reflex","will"],"resistance":{"fire":2},"url":"/Monsters.aspx?ID=1145","intelligence":0,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":8,"size":["Tiny"],"name":"Water Wisp","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-1145"},{"primary_source_category":"Rulebooks","strength":-5,"hp":14,"language":["absorbed language"],"source":["Bestiary 3"],"type":"Creature","charisma":-3,"perception":3,"stealth":"6","trait":["Astral","Incorporeal","N","Tiny"],"id":"creature-1146","text":" Ioton Periodically, stray thoughts colliding on the Astral Plane become entangled, forming a knot of rudimentary intellect. Known as iotons, these beings lack the willpower to manifest physical bodies, much less the self-awareness and vision to know what form these physical bodies might take. Instead, they manifest as ghostly, cloudlike wisps, each intermittently forming ephemeral features like alien eyes, unspeaking mouths, and shimmering symbols as iotons instinctively process their surroundings. Left alone, they might drift for ages amidst the Silver Sea. Gregariously parasitic, iotons sense and congregate around thinking beings, eagerly tearing off stray thoughts and using the harvested psychic energy to think clearly and form physical bodies. An ioton might understand that this process inflicts painful headaches in its victims, but it typically doesn't care. Not only do most of these ennosites become drunk on their newfound mental power and cling to their captured thoughts, but returning what they stole also robs an ioton of the mental bandwidth necessary to parse right from wrong. This sometimes causes a painful cycle where it repeatedly steals thoughts, apologetically surrenders them, and then blithely steals the thoughts anew. Iotons that gradually accumulate and consolidate enough mental potential form a permanent body, transforming into another type of ennosite. Recall Knowledge - Astral (Occultism): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Ioton Source Bestiary 3 pg. 92 Perception +3; thoughtsense (imprecise) 60 feet Languages absorbed language Skills Acrobatics +6, Stealth +6 Str -5 Dex +2 Con +3 Int +0 Wis -1 Cha -3 Absorbed Language While a creature is taking persistent damage from the ioton, the ioton gains the ability to speak and understand one of that creature's languages, selected at random. Thoughtsense (divination, mental, occult) The ioton senses all non-mindless creatures at the listed range. --- AC 14 Fort +7 Ref +6 Will +3 HP 14 Immunities disease, poison, precision Resistances all damage 2 (except force, ghost touch , or mental; double resistance against non-magical) Weaknesses mental 3 --- Speed fly 30 feet Melee Single Action touch +6 (Agile, Magical, Mental), Damage 1d4 persistent mental damage and leech thought Occult Innate Spells DC 14 - Cantrips (1st) Daze, Detect Magic Leech Thought (Healing, Occult, Polymorph, Transmutation) While a creature is taking persistent mental damage from the ioton, the ioton takes the shape of a creature familiar to the target, such as an acquaintance, pet, or common animal, though the appearance is imperfect and grants no benefit to Impersonate an individual. While transformed, the ioton loses its incorporeal trait, immunities, and resistances, but it gains an unarmed melee Strike with a +6 attack modifier that deals 1d8+2 bludgeoning damage. The ioton immediately returns to its original form once no creature is taking persistent mental damage from it. Immortal Observers Sometimes an ioton is the sole witness to a crime or retains some other key intelligence, and their guileless minds make them trustworthy. However, actually extracting that information can prove nearly impossible, and even an ioton can misinterpret what it sees. ","skill_mod":{"stealth":6,"acrobatics":6},"image":["/Images/Monsters/Ennosite_Ioton.png"],"primary_source":"Bestiary 3","spell":["Daze","Detect Magic"],"ac":14,"level":0,"spell_dc":[14],"source_category":["Rulebooks"],"sense":"thoughtsense (imprecise) 60 feet","resistance":{"lawful":2,"bludgeoning":2,"piercing":2,"precision":2,"cold_iron":2,"cold":2,"unholy":2,"good":2,"acid":2,"slashing":2,"vitality":2,"chaotic":2,"fire":2,"physical":2,"all":2,"area":2,"void":2,"holy":2,"poison":2,"sonic":2,"spirit":2,"electricity":2,"bleed":2,"orichalcum":2,"silver":2,"evil":2,"splash":2},"intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"fortitude_save":7,"size":["Tiny"],"name":"Ioton","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[2],"attack_bonus":[6],"constitution":3,"immunity":["disease","poison","precision"],"creature_family":"Ennosite","will_save":3,"speed":{"fly":30,"max":30},"wisdom":-1,"weakness":{"mental":3},"creature_ability":["Absorbed Language","Thoughtsense","Leech Thought"],"skill":["Acrobatics","Stealth"],"tradition":["Occult"],"summary":"Periodically, stray thoughts colliding on the Astral Plane become entangled, forming a knot of rudimentary intellect. Known as iotons, these beings …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1146","dexterity":2,"category":"creature","slug":"creature-1146"},{"primary_source_category":"Rulebooks","strength":2,"hp":35,"language":["Common","<%UMR%37%%>telepathy<%END> 60 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":1,"perception":10,"stealth":"9","trait":["Astral","Uncommon","N","Medium"],"id":"creature-1147","text":" Shulsaga Shepherds of the Silver Sea, shulsagas patrol the Astral Plane to protect the nascent demiplanes that form there, warding off those who would usurp the demiplanes or despoil them with unwelcome philosophies. This guardianship extends to the Astral Plane as a whole, as shulsagas not only exile trespassers, but also seek out and close planar rifts. Especially egregious breaches rile these ennosites to the point of invasion, and shulsaga raiding parties often extend their attacks well beyond a portal to ensure the threat's utter destruction. Though often stern and standoffish, shulsagas occasionally befriend and recruit strangers to help them repair planar wounds and track down foes of the natural order. Among ennosites, shulsagas are the most inclined to adopt and nurture iotons, forming small family units. Communities work together to instill enough culture and identity for these iotons to take on permanent forms—those of adolescent shulsagas. Each shulsaga's gender reflects of their evolving identity, influenced in part by the blend of traits their communities imparted and their own thoughts. Recall Knowledge - Astral (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Shulsaga Source Bestiary 3 pg. 93 Perception +10; low-light vision, rift sense Languages Common; telepathy 60 feet Skills Acrobatics +11, Occultism +8, Stealth +9, Survival +8 Str +2 Dex +4 Con +0 Int +1 Wis +3 Cha +1 Rift Sense A shulsaga can sense any planar rift within 1 mile, including natural portals, ongoing planar spells like gate , and other tears in reality. By concentrating for 1 minute, a shulsaga can increase this sense's range to 25 miles. Items Composite Longbow (20 arrows), Halberd --- AC 19 (21 with shield raised) Fort +7 Ref +11 Will +10 HP 35 Shield Block Reaction --- Speed 25 feet, fly 30 feet Melee Single Action halberd +9 (reach 10 feet, versatile S), Damage 1d10+4 piercing Ranged Single Action composite longbow +11 (deadly d10, Propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+3 piercing Occult Innate Spells DC 18, attack +10 - Cantrips (2nd) Dancing Lights, Detect Magic, Telekinetic Projectile - 1st Floating Disk (at will) Astral Recoil Single Action (Occult) Frequency once per minute; Trigger The shulsaga's last action was a successful melee Strike against an astral form created by the astral projection ritual or a similar effect; Effect The shulsaga attempts to counteract the effect projecting the creature onto the Astral Plane, with the effects of a 5th-level dispel magic spell (counteract modifier +18). Astral Shock An astrally projected creature whose astral form is slain by a shulsaga takes a –2 circumstance penalty to the subsequent Fortitude saving throw to resist the strain. Disk Rider A shulsaga can ride atop any floating disk they create. While mounted on a floating disk , a shulsaga gains a +10-foot enhancement bonus to their fly Speed, and the shulsaga can use their feet to wield the disk as a heavy shield (Hardness 5, HP 20, BT 10). A broken disk grants no bonus to Speed, and the spell ends if the disk is destroyed. Hop On Free Action Frequency once per round; Requirements The shulsaga is adjacent to a floating disk they created; Effect The shulsaga Steps into the disk's space and rides atop the disk. They can also use this action to dismount from their disk. The Calendar Stone Drifting through the Astral Plane, the city of Yulgamot, also known as the Calendar Stone, remains a sacred gathering place for wandering shulsagas where time flows normally. At this site, shulsagas quarry the stone disks that serve as the focus for their floating disk ability ","skill_mod":{"survival":8,"stealth":9,"occultism":8,"acrobatics":11},"image":["/Images/Monsters/Ennosite_Shulsaga.png"],"primary_source":"Bestiary 3","spell":["Floating Disk","Dancing Lights","Detect Magic","Telekinetic Projectile"],"ac":19,"item":["Composite Longbow (20 arrows)","Halberd"],"level":3,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" low-light vision , rift sense","resistance":{},"intelligence":1,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Shulsaga","alignment":"N","pfs":"Standard","rarity":"uncommon","strike_damage_average":[7,9],"attack_bonus":[9,11],"constitution":0,"creature_family":"Ennosite","spell_attack_bonus":[10],"will_save":10,"speed":{"fly":30,"max":30,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Rift Sense","Shield Block","Astral Recoil","Astral Shock","Disk Rider","Hop On"],"skill":["Acrobatics","Occultism","Stealth","Survival"],"tradition":["Occult"],"summary":"Shepherds of the Silver Sea, shulsagas patrol the Astral Plane to protect the nascent demiplanes that form there, warding off those who would usurp …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1147","dexterity":4,"category":"creature","slug":"creature-1147"},{"primary_source_category":"Rulebooks","strength":2,"hp":105,"language":["Abyssal","Aklo","Celestial","Common","Daemonic","Draconic","Infernal","Protean","Requian","Utopian","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":18,"trait":["Astral","Uncommon","N","Medium"],"id":"creature-1148","text":" Caulborn Telepathic prophets and historians, caulborn gather in small cabals for protection and camaraderie, using their collective brainpower to unravel cosmic conundrums. Once they've exhausted an area's secrets, they depart, seeking new homes hidden within cities, sequestering themselves within caves, or lurking in forgotten corners of the planes. From the moment an ioton absorbs especially profound thoughts and begins taking on the permanent form of a young caulborn, these ennosites' genius and toughness grow with each new discovery. Absorbing such information destabilizes their corporeal form, like when books are stacked too high, so excess knowledge seeps from a caulborn's body, causing a literal brain drain that caulborn find incredibly vexing. To avoid this occurrence, caulborn must feed on others' psychic energy to maintain themselves, which is usually a harmless process. Especially hungry caulborn even abduct prey. Despite their need to feed, caulborn rarely care to interact with other creatures, especially beings that could react to their appearance with fear or hostility. They occasionally make exceptions for accomplished scholars or storied travelers, however, bartering their own lore for outside secrets. Recall Knowledge - Astral (Occultism): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Caulborn Source Bestiary 3 pg. 94 Perception +18; thoughtsense (precise) 120 feet, no vision Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Infernal, Protean, Requian, Utopian; telepathy 100 feet Skills Arcana +17, Deception +15, Intimidation +15, Nature +16, Occultism +19, Religion +14, Society +17 Str +2 Dex +4 Con +3 Int +6 Wis +5 Cha +4 Collective Sense (divination, mental, occult) Caulborn are aware of all other caulborn within 300 feet, with the effects of a status spell, and they can perceive anything within the other caulborns' thoughtsense. If two or more caulborn are within range of each others' thoughtsense, they can't be flanked. Thoughtsense (divination, mental, occult) The caulborn senses all non-mindless creatures at the listed range. --- AC 24 Fort +12 Ref +15 Will +18 HP 105 Immunities visual Resistances mental 10 --- Speed 25 feet Melee Single Action claw +17 (Agile, Finesse), Damage 2d10+5 slashing Melee Single Action hand +17 (Finesse, Mental), Damage 2d12 mental Occult Innate Spells DC 25, attack +17 - Cantrips (4th) Daze, Detect Magic, Read Aura, Shield - 3rd Hypnotic Pattern, Mind Reading (×3), Paralyze - 4th Charm, Vampiric Touch (×2) - 7th Plane Shift (self only) Consume Thoughts Single Action (Mental) Requirements The caulborn's last action was a successful hand Strike; Effect The caulborn steals some of the psychic energy from the creature it hit. The target must attempt a DC 25 Will save; regardless of the outcome, the creature is temporarily immune to Consume Thoughts for 1 minute. Success The target is unaffected. Failure The target becomes stupefied 2 for 1 minute, and the caulborn regains 1d12 Hit Points. Critical Failure As failure, but the target is stupefied 3 for 1 minute and the caulborn regains 2d12 Hit Points. If the target was already stupefied when the caulborn used this ability, the target is also confused for 1 round. Cooperative Scrying (Divination, Occult, Scrying) Three or more caulborn adjacent to each other can collectively cast scrying once per day (DC 25), with no limit to the duration so long as at least three caulborn remain adjacent and use no actions other than to Sustain the Spell. The daily limit applies to all caulborn who participated, meaning none of them can participate in another scrying that day. Macabre Symbosis Deep below the eclectic city of Kaer Maga can be found a curious society of caulborn and vampires. For millennia these creatures have fed off each other in peace, the vampires providing thoughts and the caulborn blood, all while spying upon the curious inhabitants of the city far above. Elsewhere, caulborn form even stranger alliances. ","skill_mod":{"society":17,"deception":15,"nature":16,"arcana":17,"intimidation":15,"occultism":19,"religion":14},"image":["/Images/Monsters/Ennosite_Caulborn.png"],"primary_source":"Bestiary 3","spell":["Plane Shift","Charm","Vampiric Touch","Hypnotic Pattern","Mind Reading","Paralyze","Daze","Detect Magic","Read Aura","Shield"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":"thoughtsense (precise) 120 feet, no vision","resistance":{"mental":10},"intelligence":6,"reflex_save":15,"strongest_save":["will"],"fortitude_save":12,"size":["Medium"],"name":"Caulborn","alignment":"N","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13,16],"attack_bonus":[17,17],"constitution":3,"immunity":["visual"],"creature_family":"Ennosite","spell_attack_bonus":[17],"will_save":18,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Collective Sense","Thoughtsense","Consume Thoughts","Cooperative Scrying"],"skill":["Arcana","Deception","Intimidation","Nature","Occultism","Religion","Society"],"tradition":["Occult"],"summary":"Telepathic prophets and historians, caulborn gather in small cabals for protection and camaraderie, using their collective brainpower to unravel …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1148","dexterity":4,"category":"creature","slug":"creature-1148"},{"attack_bonus":[27,27],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":225,"language":["Abyssal","Celestial","Common","Daemonic","Infernal","Protean","Requian","Utopian","<%UMR%37%%>telepathy<%END> 120 feet"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Ennosite","will_save":26,"charisma":8,"speed":{"fly":40,"max":40,"land":40},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Thoughtsense","Self-Absorbed","Splinter Sycophant","Fatal Fantasia"],"skill":["Athletics","Deception","Intimidation","Lore","Occultism"],"trait":["Astral","Uncommon","N","Large"],"id":"creature-1149","text":" Adachros When a nascent demiplane fails to coalesce, its quintessence sometimes collapses into an adachros, a dangerous entity that combines overwhelming mental potential with no exposure to alternate viewpoints. Some of these megalomaniacal beings are tyrants, creating illusory kingdoms populated by abducted creatures forced to validate the creator's views. A more altruistic adachros might seek out pupils to reeducate and advise—though often without their consent—while always pushing their students to accept whatever unique philosophy was involved in their creation. An adachros might abandon disciples who spurn them, but more often, they become a bitter enemy, intent on destroying the perceived heretics. Recall Knowledge - Astral (Occultism): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Adachros Source Bestiary 3 pg. 95 Perception +22; thoughtsense (imprecise) 120 feet Languages Abyssal, Celestial, Common, Daemonic, Infernal, Protean, Requian, Utopian; telepathy 120 feet Skills Athletics +25, Deception +25, Intimidation +27, Lore +28, Occultism +22 Str +6 Dex +2 Con +5 Int +5 Wis +5 Cha +8 Thoughtsense (divination, mental, occult) The adachros senses all non-mindless creatures at the listed range. --- AC 34 Fort +24 Ref +21 Will +26 HP 225 Resistances mental 15 Self-Absorbed The adachros denies any version of reality but their own. If they begin their turn under an enchantment or illusion effect, they immediately attempt to counteract one such effect with a counteract modifier of +23, even if the effect prevents the adachros from acting. Splinter Sycophant Reaction Trigger The adachros takes 25 or more bludgeoning, piercing, or slashing damage; Effect The attack breaks off part of the adachros's body. This fragment reshapes and animates into an ioton with the minion trait under the adachros's control. The ioton sycophant can't move more than 120 feet from the adachros and crumbles after 1 minute. If the adachros gives it no other commands, the ioton sycophant spends its turn praising the adachros and affirming the adachros's infallibility; this grants the adachros 4d6 temporary Hit Points that last for as long as the ioton sycophant exists, and a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks for 1 round. --- Speed 40 feet, fly 40 feet Melee Single Action fist +27 (Agile, Magical, versatile P), Damage 3d10+14 bludgeoning Ranged Single Action psychic shard +27 (Magical, range increment 60 feet), Damage 3d8+14 piercing Occult Innate Spells DC 33 - Cantrips (7th) Daze, Detect Magic - 5th Hallucinatory Terrain (×3) - 6th Hallucination (×2), Illusory Scene, Modify Memory, Zealous Conviction - 7th Reverse Gravity Fatal Fantasia (Illusion, Mental) An adachros's melee and ranged Strikes gain the fatal d12 trait against any creature affected by the adachros's enchantment or illusion spells, including creatures in the area of a hallucinatory terrain that haven't disbelieved the effect. Unreliable Allies To an adachros, every event contorts to support its paradigm or is fake. Clever sycophants can coax one into an alliance by framing a request as a way of furthering their goals. These alliances are fraught, however. Once an adachros discovers the ruse or twists the request, they become an implacable foe. ","tradition":["Occult"],"skill_mod":{"deception":25,"athletics":25,"intimidation":27,"occultism":22},"summary":"When a nascent demiplane fails to coalesce, its quintessence sometimes collapses into an adachros, a dangerous entity that combines overwhelming …","image":["/Images/Monsters/Ennosite_Adachros.png"],"primary_source":"Bestiary 3","spell":["Reverse Gravity","Hallucination","Illusory Scene","Modify Memory","Zealous Conviction","Hallucinatory Terrain","Daze","Detect Magic"],"trait_group":["Creature Type","Rarity"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":"thoughtsense (imprecise) 120 feet","weakest_save":["ref","reflex"],"resistance":{"mental":15},"url":"/Monsters.aspx?ID=1149","intelligence":5,"reflex_save":21,"strongest_save":["will"],"dexterity":2,"fortitude_save":24,"size":["Large"],"name":"Adachros","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[27,30],"slug":"creature-1149"},{"primary_source_category":"Rulebooks","strength":4,"hp":78,"language":["Common"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":11,"stealth":"12","trait":["Humanoid","Positive","Uncommon","LN","Medium","Vitality"],"id":"creature-1150","text":" Eunemvro Eunemvros wander the Material Plane with the sole purpose of destroying undead. These mysterious beings claim to hail from the Positive Energy Plane, although they have no direct evidence of their supposedly otherworldly origins other than their unusual appearance: tall, lean humanoids with an okapi's head. If they truly hail from the Positive Energy Plane, they don't seem to have any method to return there and have made their home on the Material Plane—a home, unfortunately, infested by the unnatural living dead. Beings composed or animated by negative energy—including lowly skeletons and zombies as well as wights and ghouls—rightly fear confrontation with a eunemvro, for few other creatures possess innate abilities so perfectly suited for the eradication of such monsters with but a touch. In addition to magical abilities, eunemvros are adept martial artists whose mighty fists and feet channel the force of positive energy with every blow. Most of these solitary hunters believe mortals incapable of comprehending their cosmic mandate, though they themselves only understand this drive as a directive instilled in them by the strange powers that sent them to the Material Plane. If pressed, some eunemvro might grudgingly accept aid from those who have proven capable of slaying the undead. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Eunemvro Source Bestiary 3 pg. 96 Perception +11; darkvision Languages Common Skills Acrobatics +14, Athletics +13, Intimidation +10, Positive Energy Plane Lore +12, Stealth +12, Undead Lore +14 Str +4 Dex +5 Con +4 Int +3 Wis +2 Cha +3 --- AC 22 Fort +13 Ref +14 Will +11 HP 78 Immunities death effects Resistances negative 5 Attack of Opportunity Reaction Retributive Suplex Reaction Trigger A Medium or smaller creature attempts a melee Strike against the eunemvro and the attack roll is a critical failure; Effect The eunemvro seizes the triggering creature, using the attacker's momentum to send them flailing overhead. The triggering creature must succeed at a DC 23 Reflex save or be forcibly moved to a space on the opposite side of the eunemvro, landing prone. --- Speed 35 feet Melee Single Action fist +14 (Agile, Magical), Damage 2d6+6 bludgeoning or positive Melee Single Action foot +14 (Magical), Damage 2d8+6 bludgeoning or positive plus Knockdown Occult Innate Spells DC 20 - Cantrips (2nd) Chill Touch (undead only), Disrupt Undead - 2nd Gentle Repose Blessed Strikes The eunemvro's Strikes deal damage that's either bludgeoning or positive—whichever deals more damage to the target creature. Tide of Creation Two Actions (Evocation, Light, Occult, Positive) Requirements The eunemvro isn't fatigued; Effect The eunemvro channels from their soul a blast of searing positive energy, bathing their enemies in a wave of blinding light and cosmic power. The eunemvro creates either a 10- foot cone or a 30-foot line, dealing 6d8 positive damage (DC 22 basic Fortitude save). A creature that critically fails its save is blinded for 1d4 rounds. After using this ability, the eunemvro becomes fatigued. Ambiguous Agenda Like jyotis, eunemvros are inclined toward neither good nor evil. Indeed, they regard this binary conception of morality as imperceptible and pointless. To eunemvros, there's no right, only wrong—and that wrong is the scourge of undeath. ","skill_mod":{"stealth":12,"athletics":13,"intimidation":10,"acrobatics":14},"image":["/Images/Monsters/Eunemvro.png"],"primary_source":"Bestiary 3","spell":["Gentle Repose","Chill Touch","Disrupt Undead"],"ac":22,"level":5,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"void":5},"intelligence":3,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Eunemvro","alignment":"LN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13,15],"attack_bonus":[14,14],"constitution":4,"immunity":["death effects"],"will_save":11,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Retributive Suplex","Blessed Strikes","Tide of Creation"],"skill":["Acrobatics","Athletics","Intimidation","Positive Energy Plane Lore","Stealth","Undead Lore"],"tradition":["Occult"],"summary":"Eunemvros wander the Material Plane with the sole purpose of destroying undead . These mysterious beings claim to hail from the Positive Energy …","trait_group":["Creature Type","Energy","Planar","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1150","dexterity":5,"category":"creature","slug":"creature-1150"},{"attack_bonus":[6,6],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":9,"source":["Bestiary 3"],"type":"Creature","creature_family":"Eurypterid","will_save":2,"charisma":-3,"speed":{"max":30,"land":30,"swim":30},"perception":2,"wisdom":0,"weakness":{},"creature_ability":["Attack of Opportunity","Eurypterid Venom"],"skill":["Athletics","Stealth"],"stealth":"4","trait":["Amphibious","Animal","N","Medium"],"id":"creature-1151","text":" Common Eurypterid The smallest of the giant eurypterids can grow to about the size of a large dog. These eurypterids are a staple food for people living in marshlands, who add the meat to heavily spiced stews, but they're otherwise considered dangerous pests. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Common Eurypterid Source Bestiary 3 pg. 97 Perception +2; low-light vision, wavesense (imprecise) 30 feet Languages Skills Athletics +4, Stealth +4 Str +2 Dex +0 Con +3 Int -5 Wis +0 Cha -3 --- AC 15 Fort +7 Ref +4 Will +2 HP 9 Attack of Opportunity Reaction Stinger only. --- Speed 30 feet, swim 30 feet Melee Single Action pincer +6, Damage 1d6+2 slashing plus Grab Melee Single Action stinger +6, Damage 1d4+2 piercing plus eurypterid venom Eurypterid Venom (Poison) Saving Throw DC 14 Fortitude; Maximum Duration 4 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage (1 round); Stage 3 1d6 poison damage and enfeebled 1 (1 round) ","skill_mod":{"stealth":4,"athletics":4},"summary":"The smallest of the giant eurypterids can grow to about the size of a large dog. These eurypterids are a staple food for people living in marshlands, …","primary_source":"Bestiary 3","trait_group":["Monster","Creature Type"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision , wavesense (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1151","intelligence":-5,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Common Eurypterid","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,5],"slug":"creature-1151"},{"attack_bonus":[15,15],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":70,"source":["Bestiary 3"],"type":"Creature","creature_family":"Eurypterid","will_save":10,"charisma":-3,"speed":{"max":40,"land":40,"swim":40},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Chitinous Spines","Spiny Eurypterid Venom"],"skill":["Athletics","Stealth"],"stealth":"13","trait":["Amphibious","Animal","N","Large"],"id":"creature-1152","text":" Spiny Eurypterid Spiny eurypterids are aggressive, tenacious, and utterly unwilling to stop chasing prey, even to their own detriment. These creatures are covered with countless needle-like spikes and can grow to rival the size of ocean mammals like orcas. Sailors often find them clinging to the hulls of ships, as spiny eurypterids mistake them for prey and are too stubborn to let go. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Spiny Eurypterid Source Bestiary 3 pg. 97 Perception +10; darkvision, wavesense (imprecise) 30 feet Languages Skills Athletics +13, Stealth +13 Str +4 Dex +2 Con +5 Int -5 Wis +1 Cha -3 --- AC 22 Fort +16 Ref +11 Will +10 HP 70 Attack of Opportunity Reaction Stinger only. Chitinous Spines A creature grabbed by the spiny eurypterid takes 2d6 piercing damage at the start of that creature's turn. --- Speed 40 feet, swim 40 feet Melee Single Action pincer +15, Damage 2d8+4 slashing plus Grab Melee Single Action stinger +15, Damage 2d6+4 piercing plus spiny eurypterid venom Spiny Eurypterid Venom (Poison) Saving Throw Fortitude DC 22; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and enfeebled 1 (1 round); Stage 2 1d8 poison damage and enfeebled 2 (1 round); Stage 3 2d8 poison damage and enfeebled 3 (1 round) ","skill_mod":{"stealth":13,"athletics":13},"summary":"Spiny eurypterids are aggressive, tenacious, and utterly unwilling to stop chasing prey, even to their own detriment. These creatures are covered …","primary_source":"Bestiary 3","trait_group":["Monster","Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1152","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Spiny Eurypterid","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,13],"slug":"creature-1152"},{"attack_bonus":[9,9],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":24,"language":["Common"],"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Bestiary 3"],"type":"Creature","will_save":6,"charisma":1,"speed":{"max":30,"land":30},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Diseased Pustules","Feast","On All Fours"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"7","trait":["Undead","NE","Medium"],"id":"creature-1153","text":" Festrog Spawned from corpses of those who died of illness or starvation and twisted by negative energy, festrogs display a visciousness that rivals other undead. They resemble decaying humanoids, but with elongated arms, teeth, and bone-like spikes protruding from their upper backs. Festrogs' tendency to run on all fours has led to them gaining the moniker dog-ghouls, causing the unwary to mistake them for mindless predators. Festrogs are in fact intelligent, stalking victims in packs and choosing hunting grounds that suit their abilities. They can often be found roaming farmlands, open forests, or wide plains, anywhere they can use their quadrupedal speed to overtake quarry. Belying their mindless appearance, festrogs use tactics similar to those of hunters with hounds: the leader of the pack often flushes prey from cover so that the victim can be brought down by the pack. Researchers of the necromantic processes that creates risen corpses have found that festrogs spawn more often from slow demises than sudden deaths. Festrogs typically animate from corpses afflicted with disease, while victims of violence are more likely to become more common undead, such as zombies. One documented way to create a festrog is to have scavengers feed on the dead flesh before animating it. This potentially explains why festrogs most often arise in remote areas stricken with famine and desperate predators. Though most festrogs arise from humans and other prevalent humanoids, other creatures that die in the same circumstances can rise as festrogs. Festrogs that were once larger humanoids such as ogres, hill giants, or trolls behave similarly to other humanoid festrogs and are simply larger and more powerful. More peculiar are the beastkin festrogs formed of quadrupedal animals, which typically have feet or hooves instead of hands, travel on all fours at all times, and have only animal intelligence. In fact, some humanoid festrogs capture and starve beastkin in hopes of the creatures rising as grotesque festrog pets. Recall Knowledge - Undead (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Festrog Source Bestiary 3 pg. 98 Perception +6; darkvision Languages Common Skills Acrobatics +5, Athletics +7, Stealth +7, Survival +5 Str +4 Dex +2 Con +2 Int +0 Wis +1 Cha +1 --- AC 15 Fort +7 Ref +7 Will +6 HP 24 (negative healing) Immunities death effects, disease, paralyzed, poison, sleep Diseased Pustules (disease, poison) Whenever the festrog takes piercing or slashing damage, creatures adjacent to the festrog take 1d4 poison damage (DC 14 basic Reflex save). --- Speed 30 feet Melee Single Action jaws +9, Damage 1d6+4 piercing Melee Single Action claw +9 (Agile), Damage 1d4+4 slashing Feast Single Action (Manipulate) Requirements The festrog's last action was a jaws Strike that damaged a living creature; Effect The festrog tears into the creature's flesh and gulps it down voraciously, dealing 1d4 slashing damage to the creature and gaining temporary Hit Points equal to the damage dealt. These temporary HP last for 1 minute. On All Fours Single Action Requirements The festrog has nothing in their hands; Effect The festrog Strides with a +10-foot circumstance bonus to their Speed. Whispering Hounds Since the fall of Lastwall and the creation of the Gravelands, festrogs have become more common. They prowl the edges of once-peaceful farmland and often precede a horde of further horrors. Rumors have begun to circulate that the necromancers of the Whispering Way use these creatures as advance scouts to find vulnerable towns and sow terror. As a result, attacks that once would have been dismissed as the predation of wolf packs now evoke a much greater degree of panic. ","skill_mod":{"survival":5,"stealth":7,"athletics":7,"acrobatics":5},"summary":"Spawned from corpses of those who died of illness or starvation and twisted by negative energy, festrogs display a visciousness that rivals other …","image":["/Images/Monsters/Festrog.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1153","intelligence":0,"reflex_save":7,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Festrog","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7],"slug":"creature-1153"},{"attack_bonus":[6],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":12,"source":["Bestiary 3"],"type":"Creature","creature_family":"Fish","will_save":2,"charisma":-2,"speed":{"max":15,"swim":15},"perception":4,"wisdom":1,"weakness":{},"creature_ability":["Toxic Body","Inflating Rush","Pufferfish Venom"],"skill":["Acrobatics","Athletics"],"trait":["Animal","Aquatic","N","Tiny"],"id":"creature-1154","text":" Pufferfish The pufferfish defends itself by filling its flexible body with air or water to extend a number of spikes that otherwise lie flat against its skin. While normally quite slow and deliberate, the pufferfish can contort its body to gain a sudden burst of speed that can catch predators off guard. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Pufferfish Source Bestiary 3 pg. 99 Perception +4; low-light vision Languages Skills Acrobatics +2, Athletics +4 Str +2 Dex +0 Con +2 Int -5 Wis +1 Cha -2 --- AC 12 Fort +5 Ref +3 Will +2 HP 12 Toxic Body Anyone who hits a pufferfish with a melee unarmed attack or a non-reach melee weapon must succeed at a DC 13 Reflex save or be pierced by a spine, taking 1 piercing damage and being exposed to pufferfish venom. --- Speed swim 15 feet Melee Single Action bite +6, Damage 1d6+1 piercing plus pufferfish venom Inflating Rush Two Actions The pufferfish Swims up to its Speed and then inflates. Each creature within 5 feet of its space at the end of its movement must succeed at a DC 13 Reflex save or take 1 piercing damage and be exposed to pufferfish venom. Pufferfish Venom (Incapacitation, Poison) Saving Throw Fortitude DC 16; Maximum Duration 24 hours; Stage 1 1d4 poison damage (1 round); Stage 2 1d4 poison damage and flat-footed (1 round); Stage 3 1d4 poison damage and paralyzed (1 round); Stage 4 1d4 poison damage and paralyzed for 2d10 hours (1 round) Peculiar Poison Fast-acting and deadly, the pufferfish's venom is commonly used in assassinations due to its relative abundance and ease of harvesting. However, if you survive the poison's effective duration of 24 hours, recovery is quick and leaves no lingering symptoms. For this reason, the demand for pufferfish venom remains high among those who seek it to fake death. ","skill_mod":{"athletics":4,"acrobatics":2},"summary":"The pufferfish defends itself by filling its flexible body with air or water to extend a number of spikes that otherwise lie flat against its skin. …","image":["/Images/Monsters/Fish_Pufferfish.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":12,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1154","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":5,"size":["Tiny"],"name":"Pufferfish","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-1154"},{"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":40,"immunity":["precision","swarm mind"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Fish","will_save":7,"charisma":-2,"speed":{"max":30,"swim":30},"perception":9,"wisdom":2,"weakness":{"area":5},"creature_ability":["Blood Scent","Feeding Frenzy"],"skill":["Acrobatics","Athletics"],"trait":["Animal","Aquatic","Swarm","N","Large"],"id":"creature-1155","text":" Piranha Swarm More teeth and fury than body, few fish command as much fear and anxiety as the piranha. They move almost exclusively in schools, overwhelming larger creatures with sheer numbers and ferocity. Piranhas aggress toward sudden disturbances in the water and can smell blood from far away. Harvested piranha teeth serve as excellent cutting tools. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Piranha Swarm Source Bestiary 3 pg. 99 Perception +9; blood scent, low-light vision, scent (imprecise) 100 feet Languages Skills Acrobatics +10, Athletics +8 Str +1 Dex +3 Con +2 Int -5 Wis +2 Cha -2 Blood Scent The piranha swarm can smell blood in the water from up to 1 mile away. --- AC 16 Fort +9 Ref +10 Will +7 HP 40 Immunities precision, swarm mind Resistances bludgeoning 5, piercing 2, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed swim 30 feet Feeding Frenzy Single Action Each enemy in the swarm's space takes 2d6 piercing damage (DC 20 basic Reflex save). A creature that fails the save also takes 1d6 persistent bleed damage and takes a –2 circumstance penalty to their Reflex saves against Feeding Frenzy while this damage continues, as the piranhas' frenzy increases in intensity when they smell blood. ","skill_mod":{"athletics":8,"acrobatics":10},"summary":"More teeth and fury than body, few fish command as much fear and anxiety as the piranha. They move almost exclusively in schools, overwhelming larger …","primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":16,"level":3,"source_category":["Rulebooks"],"sense":"blood scent, low-light vision , scent (imprecise) 100 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":2,"slashing":5},"url":"/Monsters.aspx?ID=1155","intelligence":-5,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":9,"size":["Large"],"name":"Piranha Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1155"},{"attack_bonus":[7],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":17,"language":["Aklo","Celestial","Common"],"source":["Bestiary 3"],"type":"Creature","will_save":8,"charisma":2,"speed":{"fly":25,"max":25,"land":5},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Upside Down","Spray Perfume"],"skill":["Acrobatics","Dark Tapestry Lore","Diplomacy","Stealth"],"stealth":"7","trait":["Aberration","LG","Small"],"id":"creature-1156","text":" Flumph Even among the numerous types of tentacled aberrations populating the lands of Golarion, flumphs are an anomaly. Unlike most other aberrations, flumphs' monstrous appearance belies their true nature as gentle, good-natured creatures whose self-imposed duty is to bolster the defenses of worlds across the multiverse against onslaught from the cosmic horrors of the Dark Tapestry between the stars. Flumphs are small, jellyfish-like creatures who normally float about 5 feet off the ground on a self-generated cushion of wind, directing their movements with jets of air from countless tiny pores on the surface of their bodies. With some effort, the flumph can force air through these openings in a way that roughly approximates humanoid speech, albeit in a squeaky and halting tone. Though a flumph's underside is ringed with an array of acidic spikes that they use to hunt small prey, they are nearly defenseless against most attackers and usually attempt to flee when threatened. If cornered, a flumph can emit a foul-smelling spray capable of temporarily incapacitating enemies while warning nearby allies of their presence. This olfactory defense mechanism causes flumphs to feel more kinship with terrestrial creatures than with the jellyfish to which they bear a closer physical resemblance. Flumphs hatch from pods flung into outer space from the distant flumph homeworld in a ritual known as the Seeding. Even a newly hatched flumph has an instinctive knowledge of their purpose and seeks to make a lair close to a nearby settlement, which they then adopt as their personal charge to protect. However, remaining acutely aware of both their physical limitations and the tendency of their appearance to frighten the unsuspecting, most flumphs recruit and guide from afar, revealing their true nature only to their most trusted allies. In addition to their missions, flumphs endeavor to lead upstanding lives on a daily basis. They notably draw guidance from their dreams through exhaustive interpretations and carefully maintained dream journals. Life lessons, areas in which they can improve their behavior, and portents of alien danger all come to flumphs in dreams—or at least, that's what they believe. Despite placing so much importance on dreams, flumphs have never set out to prove their dreams are authentic messages. Recall Knowledge - Aberration (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Flumph Source Bestiary 3 pg. 100 Perception +8; darkvision Languages Aklo, Celestial, Common Skills Acrobatics +7, Dark Tapestry Lore +8, Diplomacy +7, Stealth +7 Str +0 Dex +4 Con +0 Int +1 Wis +3 Cha +2 --- AC 17 Fort +5 Ref +9 Will +8 HP 17 Upside Down A flumph that is knocked prone must succeed at a DC 11 flat check or land on its back, rendering it flat-footed and immobilized. An adjacent ally can Interact to right the flumph, removing both conditions. --- Speed 5 feet, fly 25 feet Melee Single Action spikes +7 (Agile, Finesse), Damage 1d4 piercing plus 1d4 persistent acid Spray Perfume Single Action (Olfactory) The flumph sprays a 20-foot line of foul-smelling liquid. Each creature caught in the spray must succeed at a DC 16 Fortitude save or become sickened 1 (sickened 2 on a critical failure). The odor from the spray lingers for 1d4 hours on all creatures that failed their saves. The sprayed creatures can be detected by smell at a range of 100 feet, and any creatures adjacent to them take a –2 circumstance penalty to saves against Spray Perfume or to recover from the sickened condition. The flumph can't use Spray Perfume again for 1d4 rounds. Do You Swear? Flumphs find great satisfaction in making and fulfilling oaths. They feel rewarded when keeping even a small promise, and pepper their social interactions with little agreements and accords. They take deception personally, and don't understand the concept of white lies. After fulfilling an oath, a flumph is sure to inform the other party. Incomplete oaths make flumphs anxious, causing them to check in if they believe they've been promised something—often with irritating frequency. ","skill_mod":{"diplomacy":7,"stealth":7,"acrobatics":7},"summary":"Even among the numerous types of tentacled aberrations populating the lands of Golarion, flumphs are an anomaly. Unlike most other aberrations, …","image":["/Images/Monsters/Flumph.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":17,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1156","intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":5,"size":["Small"],"name":"Flumph","alignment":"LG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-1156"},{"attack_bonus":[17,17,17],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":100,"language":["languages spoken by the adventurers (typically <%LANGUAGES%1%%>Common<%END>, <%LANGUAGES%3%%>Dwarven<%END>, <%LANGUAGES%4%%>Elven<%END>, and <%TRAITS%81%%>Goblin<%END>)"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Bestiary 3"],"type":"Creature","will_save":13,"charisma":4,"speed":{"fly":30,"max":30},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Rejuvenation","Unluck Aura","Luck Osmosis","Team Attack"],"skill":["Deception","Intimidation","Performance","Stealth"],"stealth":"15","trait":["Incorporeal","Rare","Spirit","Undead","CE","Large"],"id":"creature-1157","text":" Fortune Eater The fickle finger of fate has quashed hundreds of fledgling adventurers, sometimes in a particularly memorable or ignominious manner. When a number of would-be heroes perish together in such a way, their restless spirits might arise—spurred by jealousy—to become a fortune eater. A fortune eater is a collective entity that might lurk near fortune tellers, taverns, or Pathfinder Society lodges where adventurers are likely to pass through. The spirit then follows the heroes on their quests until the right moment, when the spirit manifests their unfortunate abilities to get the party killed and potentially add them to the collective. Sometimes they linger near the lairs of a powerful monster, waiting for parties of unwary adventurers. A fortune eater lingers because of unfinished business: to move on, they must help a hero defeat a great threat or acquire a legendary item. Ironically, their jealousy, rage, and powers of bad luck make this extremely unlikely. Recall Knowledge - Spirit (Occultism): DC 28 Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Fortune Eater Source Bestiary 3 pg. 101 Perception +13; darkvision Languages languages spoken by the adventurers (typically Common, Dwarven, Elven, and Goblin) Skills Deception +15, Intimidation +13, Performance +15, Stealth +15 Str -5 Dex +6 Con +0 Int +2 Wis +2 Cha +4 --- AC 25 Fort +15 Ref +17 Will +13 HP 100 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch , or positive; double resistance against non-magical) Rejuvenation (divine, necromancy) Offering the fortune eater a chance to be instrumental in completing a heroic deed releases their component spirits to move on to the afterlife. Unluck Aura (aura, divination, divine, mental, misfortune) 20 feet. A creature entering the area must attempt a DC 23 Will save, rolling the save twice and using the worse result. On a successful save, the creature is temporarily immune to fortune eater unluck auras for 24 hours. On a failure, the creature must roll twice and use the worse result on all checks as long as it is within the aura. Luck Osmosis Reaction (divination, divine) Trigger A creature affected by the fortune eater's unluck aura has just rolled two d20s for a check and taken the lower result; Effect The fortune-eater stores the higher of the two numbers rolled and uses that number in place of their next d20 roll; this is a fortune effect. They can have only one number stored at a time. --- Speed fly 30 feet Melee Single Action ghostly longsword +17 (Finesse, Magical, versatile P), Damage 1d8+8 slashing plus 1d8 negative Melee Single Action ghostly light mace +17 (Agile, Finesse, Magical, Shove), Damage 1d4+8 bludgeoning plus 1d8 negative Ranged Single Action ghostly longbow +17 (deadly d10, Magical, range increment 100 feet, volley 30 feet), Damage 1d8+4 piercing plus 1d8 negative Team Attack Three Actions Dead teammates coalesce to attack with phantasmal versions of the weapons they used in life. The fortune eater makes a ghostly longsword Strike, ghostly dagger Strike, and ghostly longbow Strike in any order. Each must target a different creature. Their multiple attack penalty doesn't increase until after all the attacks. Heroic Ends Fortune eaters constantly babble about the strange and epic fates that led to their state of undeath. Such tales always involve seemingly impossible feats of bravery and foolhardiness, such as teleporting hundreds of feet into the air to fall atop and slay a dragon in flight or diving into the jaws of a kraken in an attempt to kill the beast. ","skill_mod":{"performance":15,"deception":15,"stealth":15,"intimidation":13},"summary":"The fickle finger of fate has quashed hundreds of fledgling adventurers, sometimes in a particularly memorable or ignominious manner. When a number …","image":["/Images/Monsters/FortuneEater.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Rarity","Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=1157","intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Fortune Eater","alignment":"CE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[13,15,17],"slug":"creature-1157"},{"attack_bonus":[9],"constitution":0,"primary_source_category":"Rulebooks","strength":-2,"hp":5,"source":["Bestiary 3"],"type":"Creature","creature_family":"Fox","will_save":3,"charisma":0,"speed":{"max":35,"land":35},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Leaping Pounce"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"6","trait":["Animal","N","Tiny"],"id":"creature-1158","text":" Red Fox The shy and perceptive red fox has uncanny adaptability and is just as comfortable in urban areas as in the wilds. Red foxes typically have rust-red fur, a white underbelly, and a characteristic white-tipped bushy tail. They are omnivorous, and eat insects, lizards, and small birds, pouncing on their prey to catch it. Because these opportunistic hunters see eggs and captive livestock as an easy meal, many farmers see them as foes. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Red Fox Source Bestiary 3 pg. 102 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +2, Stealth +6, Survival +5 Str -2 Dex +3 Con +0 Int -4 Wis +2 Cha +0 --- AC 17 Fort +5 Ref +6 Will +3 HP 5 --- Speed 35 feet Melee Single Action jaws +9 (Agile, Finesse), Damage 1d6–2 piercing Leaping Pounce Single Action The red fox either Strides or Leaps up to its Speed and makes a Strike at the end of that movement. If the fox began this action hidden, it remains hidden until after this ability's Strike. ","skill_mod":{"survival":5,"stealth":6,"athletics":2,"acrobatics":6},"summary":"The shy and perceptive red fox has uncanny adaptability and is just as comfortable in urban areas as in the wilds. Red foxes typically have rust-red …","primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":17,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1158","intelligence":-4,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"size":["Tiny"],"name":"Red Fox","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-1158"},{"attack_bonus":[10],"constitution":1,"primary_source_category":"Rulebooks","strength":-1,"hp":25,"source":["Bestiary 3"],"type":"Creature","creature_family":"Fox","will_save":7,"charisma":0,"speed":{"max":35,"land":35},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Fade Away","Leaping Pounce","Sneak Attack","Trackless Step","Vanish into the Wilds"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"10","trait":["Animal","N","Tiny"],"id":"creature-1159","text":" Fading Fox With fur that shifts between hues of red, dull brown, and silver as it moves, the fading fox vexes any pursuer. It has a knack for escaping traps, leaves no footprints, and seemingly disappears into thin air. Fading foxes have lustrous fur and a robust build that set them apart from their red fox progenitors. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Fading Fox Source Bestiary 3 pg. 102 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +5, Stealth +10, Survival +9 Str -1 Dex +4 Con +1 Int -4 Wis +3 Cha +0 --- AC 21 Fort +7 Ref +10 Will +7 HP 25 Fade Away Reaction Trigger A creature within 30 feet that the fading fox is aware of either moves toward the fox or targets it with an ability; Requirements The fading fox is in natural surroundings; Effect The fading fox Hides. If its Stealth check result meets or exceeds the triggering creature's Perception DC, the fading fox is hidden to that creature. The fading fox can use this reaction even if it is being observed. --- Speed 35 feet Melee Single Action jaws +10 (Agile, Finesse), Damage 1d6+1 piercing Leaping Pounce Single Action The fading fox either Strides or Leaps up to its Speed and makes a Strike at the end of that movement. If the fox began this action hidden, it remains hidden until after this ability's Strike. Sneak Attack The fading fox deals an additional 1d6 precision damage to flat-footed creatures. Trackless Step The fading fox always gains the benefits of Cover Tracks in natural surroundings, even while moving at full Speed. Vanish into the Wilds Two Actions Requirements The fading fox is in natural surroundings; Effect The fading fox Steps, then Hides, then Sneaks. It can take this Step into natural difficult terrain and can Hide in this way even if it is being observed. ","skill_mod":{"survival":9,"stealth":10,"athletics":5,"acrobatics":8},"summary":"With fur that shifts between hues of red, dull brown, and silver as it moves, the fading fox vexes any pursuer. It has a knack for escaping traps, …","image":["/Images/Monsters/Fox_FadingFox.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":21,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=1159","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":7,"size":["Tiny"],"name":"Fading Fox","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-1159"},{"attack_bonus":[21,21],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":158,"language":["Aquan","(can't speak any language)"],"immunity":["precision","swarm mind"],"source":["Bestiary 3"],"type":"Creature","will_save":15,"charisma":-1,"speed":{"max":30,"land":20,"swim":30},"perception":17,"wisdom":4,"weakness":{"area":8},"creature_ability":["Electrical Field","Squirming Embrace","Swarm Shape"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"19","trait":["Aberration","Amphibious","NE","Medium"],"id":"creature-1160","text":" Galvo A galvo is a bizarre humanoid creature made up of electric eels—dozens of them, transmogrified into one cooperative, electrified body. The story of their creation is lost to antiquity, though their propensity for attacking sea devils and alghollthus suggests they might have been engineered by some enemy of these creatures. Modern galvos aren't choosy about their prey, and because they can operate as well on land as they do in the water, they enjoy feasting on aquatic creatures and land dwellers alike. A galvo's body forms something roughly shaped like a human, but with eels continually moving throughout it and shifting the shape of its mass. The galvo can even disperse into a swarm of eels, though it usually does so only to travel through narrow spaces or otherwise accomplish things it's incapable of in its normal form. These component eels share some element of a collective consciousness, giving the galvo more intelligence than a typical animal. Individual galvos generally don't have any need for or interest in socializing, though they sometimes gather to collaborate while hunting. Electricity arcs throughout a galvo, and the more the eels that make it up move about, the larger and more impressive the electric display. This electricity creates a damaging field around the galvo that causes small fish and other sea life to drop dead. Many galvos contentedly snack on these prey. Even beyond the harmful field, underwater creatures feel a faint unease from galvos, and might notice how ferrous trinkets and sediment slowly drift toward them. A galvo attack could come from a lone creature or a small group. In addition to dangers of the electricity field generated by galvos' eels, galvos might attack by biting with their eels' maws or even firing off one of their eels like a dart, striking a distant target with a living, electrified projectile. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Galvo Source Bestiary 3 pg. 103 Perception +17; darkvision Languages Aquan; (can't speak any language) Skills Acrobatics +19, Athletics +19, Stealth +19 Str +4 Dex +6 Con +3 Int -2 Wis +4 Cha -1 --- AC 27 all-around vision Fort +18 Ref +21 Will +15 HP 158 Immunities precision, swarm mind Resistances bludgeoning 5, electricity 12, slashing 8, piercing 8 Weaknesses area damage 8, splash damage 8 Electrical Field (electricity, aura) 5 feet, 1d12 electricity damage (DC 26 basic Reflex) --- Speed 20 feet, swim 30 feet Melee Single Action eel jaws +21 (Agile, Finesse), Damage 2d6+7 piercing plus 1d12 electricity Ranged Single Action eel dart +21 (Agile, thrown 20 feet), Damage 1d6+7 piercing plus 1d12 electricity Squirming Embrace Two Actions The galvo Strides, ending its movement sharing a space with another creature, and deals 3d6 piercing plus 2d12 electricity damage to the creature. The creature must attempt a DC 28 basic Reflex save. Swarm Shape Single Action (Concentrate) The galvo collapses into a shapeless swarm of eels. It drops all held, worn, and carried items. While discorporated, the galvo can't use attack actions, but it can move through areas small enough for its individual eels to fit without having to Squeeze. It can use Swarm Shape again to coalesce back into its normal form. Galvo Meals Galvos feed in private, carrying defeated prey off to their underwater caves. A galvo strips its meal of anything undigestible, then envelops the victim inside its writhing body. If the meal is halfling-sized or smaller, the galvo might begin hunting for its next meal while still digesting. ","skill_mod":{"stealth":19,"athletics":19,"acrobatics":19},"summary":"A galvo is a bizarre humanoid creature made up of electric eels —dozens of them, transmogrified into one cooperative, electrified body. The story of …","image":["/Images/Monsters/Galvo.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":8,"slashing":8,"electricity":12},"url":"/Monsters.aspx?ID=1160","intelligence":-2,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":18,"size":["Medium"],"name":"Galvo","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,20],"slug":"creature-1160"},{"attack_bonus":[7,10],"constitution":0,"primary_source_category":"Blog Posts","strength":0,"hp":40,"language":["Common","Elven"],"source":["Pathfinder Encounter: Phinelli's Miracle Elixir"],"type":"Creature","spell_attack_bonus":[10],"will_save":10,"charisma":4,"speed":{"max":30,"land":30},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Versatile Performance","Sneak Attack"],"skill":["Acrobatics","Deception","Diplomacy","Occultism","Performance","Society","Stealth","Thievery","Underworld Lore"],"stealth":"8","trait":["Elf","Half-Elf","Human","Humanoid","Unique","NE","Medium","Aiuvarin"],"id":"creature-1161","text":" Edolpho Phinelli Edolpho Phinelli, the notorious con artist, has developed a new scheme. He's selling an elixir that he claims can heal wounds, erase scars, and regrow hair. The citizens that live in the red light district are buying it by the case-full. Edolpho is looking to get rich quick! Fast enough to hop on a ship out of the city with enough earnings to set himself up in a new town. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Edolpho Phinelli Source Pathfinder Encounter: Phinelli's Miracle Elixir Perception +6; low-light vision Languages Common, Elven Skills Acrobatics +8, Deception +11, Diplomacy +9, Occultism +7, Performance +11, Society +7, Stealth +8, Thievery +8, Underworld Lore +9 Str +0 Dex +3 Con +0 Int +2 Wis +1 Cha +4 Versatile Performance Edolpho can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. He can also use an acting Performance instead of Deception to Impersonate. Items Disguise Kit, lute, Sap, Shortsword, Thieves' Tools --- AC 18 Fort +5 Ref +8 Will +10 HP 40 --- Speed 30 feet Melee Single Action shortsword +10 (Agile, versatile S), Damage 1d6+2 piercing Melee Single Action sap +7 (Agile, Nonlethal), Damage 1d6+2 bludgeoning Occult Spontaneous Spells DC 20, attack +10 - Cantrips (2nd) Daze, Ghost Sound, Mage Hand, Message, Prestidigitation - 1st Illusory Disguise, Magic Aura, Unseen Servant, Ventriloquism (3 slots) - 2nd Charm, Illusory Disguise, Invisibility (2 slots) Bard Composition Spells DC 19, 1 Focus Point - Cantrips (1st) Inspire Courage - 1st Counter Performance Sneak Attack Edolpho deals an extra 1d6 precision damage to flat-footed creatures. ","tradition":["Occult"],"skill_mod":{"society":7,"diplomacy":9,"performance":11,"deception":11,"thievery":8,"stealth":8,"occultism":7,"acrobatics":8},"summary":"Edolpho Phinelli, the notorious con artist, has developed a new scheme. He's selling an elixir that he claims can heal wounds, erase scars, and …","primary_source":"Pathfinder Encounter: Phinelli's Miracle Elixir","spell":["Charm","Illusory Disguise","Invisibility","Magic Aura","Unseen Servant","Ventriloquism","Daze","Ghost Sound","Mage Hand","Message","Prestidigitation","Counter Performance","Inspire Courage"],"trait_group":["Ancestry","Weapon","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["Disguise Kit","lute","Sap","Shortsword","Thieves' Tools"],"level":3,"spell_dc":[19,20],"source_category":["Blog Posts"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1161","intelligence":2,"reflex_save":8,"strongest_save":["will"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"size":["Medium"],"name":"Edolpho Phinelli","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[5,5],"slug":"creature-1161"},{"primary_source_category":"Rulebooks","strength":4,"hp":135,"language":["Celestial","Common","Vudrani"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":20,"stealth":"19","trait":["Celestial","CG","Medium"],"id":"creature-1162","text":" Garuda Garudas are noble, birdlike beings descended from the gods. They were born under the cerulean skies of the Outer Plane of Elysium but have since spread to the Material Plane, and it is here that they primarily reside. On Golarion,the largest garuda populations live in the rugged hills and mountains of Vudra, though some have spread to the Impossible Kingdom of Jalmeray and even to the eastern mountains of Garund. Garudas usually roost in isolated aeries but spend much of their time gliding on the wind. Many garudas are nomadic or migratory, yearning to travel and soar above new landscapes. While they remain detached from humanoid societies, they are impetuous and gallant, frequently serving as protectors of communities near the cliffs and peaks where they roost. Some garudas instead combine their wanderlust and goodhearted nature by serving as messengers and emissaries between remote settlements, though most who take up this work abandon it after a few years when the same terrain becomes boring. Wandering garudas are no less compassionate, and many a tale tells of a garuda who came to the aid of a lost traveler or carried an endangered soul to safety. Though they hold most living creatures in high regard, garudas loathe ophidian creatures—nagas in particular. Rarely do they come into contact without fighting, and a garuda will go out of their way to hunt down a naga if they hear even the tiniest hint of a rumor suggesting the presence of one. A garuda's feathering and coloration range widely depending on the terrain they favor. Garudas in temperate woodlands might resemble jays or falcons, while tropical garudas sport bright plumage. Recall Knowledge - Celestial (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Garuda Source Bestiary 3 pg. 104 Perception +20; darkvision Languages Celestial, Common, Vudrani Skills Acrobatics +21, Athletics +17, Intimidation +19, Religion +16, Stealth +19, Survival +16 Str +4 Dex +6 Con +4 Int +2 Wis +3 Cha +4 Items +1 striking composite longbow (100 arrows) --- AC 28 Fort +17 Ref +21 Will +16 HP 135 --- Speed 25 feet, fly 60 feet Melee Single Action beak +21 (Finesse), Damage 2d10+7 piercing plus 1d6 good Melee Single Action talon +21 (Agile, Finesse), Damage 2d8+7 slashing plus 1d6 good Ranged Single Action shock composite longbow +22 (deadly d10, Magical, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+5 piercing plus 1d6 electricity and 1d6 good Divine Innate Spells DC 27 - 1st True Strike (at will) - 2nd See Invisibility (×3) - 3rd Haste - 4th Freedom of Movement Electric Projectiles (Arcane, Evocation) Any arrow the garuda fires gains the effects of a shock rune. Swooping Dive Two Actions The garuda flies up to their Speed in a straight line, descending at least 10 feet, and then makes two talon Strikes. Wind Blast Two Actions (Air, Evocation) The garuda flaps their wings with intense force. This has the same effect as gust of wind (DC 27) but in a 30-foot cone. In an area with loose debris (at the GM's discretion), the gusts from the garuda's wings create a cloud that obscures vision, making any creature in the area concealed, and creatures outside the area are concealed to those within the area. Serpentine Hatred In the distant past, the mother of all garudas was tricked into slavery by the wicked serpent queen. The strongest of the garuda children undertook a great journey and overcame many dangerous obstacles to free their mother in a feat of trickery that outwitted even the clever queen. Since then, garudas have been the mortal enemies of nagas, evil serpents, and other aberrant ophidian creatures. ","skill_mod":{"survival":16,"stealth":19,"athletics":17,"intimidation":19,"acrobatics":21,"religion":16},"image":["/Images/Monsters/Garuda.png"],"primary_source":"Bestiary 3","spell":["Freedom of Movement","Haste","See Invisibility","True Strike"],"ac":28,"item":["+1 striking composite longbow (100 arrows)"],"level":9,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Garuda","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[19,21,21],"attack_bonus":[21,21,22],"constitution":4,"will_save":16,"speed":{"fly":60,"max":60,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Electric Projectiles","Swooping Dive","Wind Blast"],"skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Garudas are noble, birdlike beings descended from the gods. They were born under the cerulean skies of the Outer Plane of Elysium but have since …","trait_group":["Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1162","dexterity":6,"category":"creature","slug":"creature-1162"},{"attack_bonus":[9,9],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":14,"language":["Common","Sylvan"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Gathlain","will_save":6,"charisma":2,"speed":{"fly":30,"max":30,"land":20},"perception":6,"wisdom":1,"weakness":{"cold_iron":2},"creature_ability":["Final Jape","Hide and Seek","Rootbound"],"skill":["Acrobatics","Deception","Forest Lore","Nature","Performance","Society","Stealth","Survival"],"stealth":"7","trait":["Fey","Plant","Uncommon","CG","Small"],"id":"creature-1163","text":" Gathlain Wanderer Gathlains have made a name for themselves as inquisitive and mischievous, as well as flighty and distractable. These eccentric little fey want nothing more than to explore the many wonders of the world for their own pleasure. Born of magical trees in seed pods that float hundreds of miles on the wind, gathlains are a bizarre mix of flesh and flora. Sprigs of mistletoe bloom from their back and form a delicate pair of wings. They enjoy adorning themselves with oddities found on their journeys, such as beads, pieces of fine cloth, and bits of armor. The fey see these accessories as trophies, proof of their travels, and mementos of their adventures. The typical gathlain is only 2 feet tall, but their small size doesn't deter them from seeking out and exploring potentially dangerous places. They sometimes even use their size to their advantage, squeezing through tight spaces that most would never be able to fit through. Moreover, their vine-laced wings let them reach heights many adventurers would find daunting. These traits have made them celebrated explorers whose presence is welcome in a group of travelers—so long as everyone is prepared for their nigh-endless questions. A conversation with a gathlain can feel more like an interrogation, as they care little for the comfort of others if it means they will learn something new and interesting to add to their range of knowledge. Gathlains are particularly fond of gnomes, as they feel a sort of familial attachment to their exiled fey kin, and attempt to ingratiate themselves with any gnomes they run across. Gnomes don't always return this affection and many tend to distrust gathlains, due to the smaller creatures' gossipy and flighty nature. Recall Knowledge - Fey (Nature): DC 17 Recall Knowledge - Plant (Nature): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Gathlain Wanderer Source Bestiary 3 pg. 105 Perception +6; low-light vision Languages Common, Sylvan Skills Acrobatics +7, Deception +5, Forest Lore +5, Nature +4, Performance +5, Society +3, Stealth +7, Survival +4 Str +2 Dex +4 Con +0 Int +0 Wis +1 Cha +2 Items Dagger, Shortbow --- AC 17 Fort +5 Ref +9 Will +6 HP 14 Weaknesses cold iron 2 Final Jape When the gathlain dies, their wings explode into a cloud of toxic mist. Each creature within a 5-foot emanation takes 1d6 poison damage (DC 18 basic Fortitude save). --- Speed 20 feet, fly 30 feet Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4+2 piercing Ranged Two Actions shortbow +9 (deadly d10, range increment 60 feet), Damage 1d6 piercing Hide and Seek The gathlain ignores difficult terrain from non-magical foliage. Rootbound Two Actions Requirements The gathlain isn't using their wings to fly; Effect The gathlain sprouts woody roots from the tips of their wings that bind an adjacent creature's limbs. The target must succeed at a DC 17 Fortitude save or be grabbed by the gathlain's wing-tip vines until the start of the gathlain's next turn. ","skill_mod":{"society":3,"performance":5,"deception":5,"nature":4,"survival":4,"stealth":7,"acrobatics":7},"summary":"Gathlains have made a name for themselves as inquisitive and mischievous, as well as flighty and distractable. These eccentric little fey want …","image":["/Images/Monsters/Gathlain.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity"],"ac":17,"item":["Dagger","Shortbow"],"level":1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1163","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Gathlain Wanderer","alignment":"CG","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[3,4],"slug":"creature-1163"},{"primary_source_category":"Rulebooks","strength":0,"hp":45,"language":["Common","Sylvan"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":9,"stealth":"6","trait":["Ghoran","Humanoid","Plant","Rare","N","Medium"],"id":"creature-1164","text":" Ghoran Manipulator This ghoran manipulator relies on charm to survive. Recall Knowledge - Humanoid (Society): DC 23 Recall Knowledge - Plant (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Ghoran Manipulator Source Bestiary 3 pg. 106 Perception +9; low-light vision Languages Common, Sylvan Skills Deception +11, Diplomacy +9, Nature +9, Performance +11, Stealth +6 Str +0 Dex +1 Con +3 Int +0 Wis +2 Cha +4 Items Shortbow (20 arrows), Spear --- AC 18 Fort +8 Ref +8 Will +11 HP 45 Appetizing Aroma (aura, olfactory) 10 feet. A creature entering or starting its turn in the aura must attempt a DC 17 Will save. Creatures that don't eat are immune to Appetizing Aroma. Success The creature is unaffected and is temporarily immune for 1 hour. Failure The creature is distracted by a desire to consume the ghoran. For 1 round it becomes flat-footed and fascinated by the ghoran manipulator. Delicious Ghorans were originally created to be scrumptious food. A ghoran manipulator takes 5 additional damage from jaws Strikes, fangs Strikes, or other similar Strikes with a creature's mouth. When a ghoran manipulator is grabbed or restrained by a creature's jaws, fangs, or mouth, the DC to Escape is increased by 2. Anguished Cry Reaction (emotion, enchantment, mental) Trigger A humanoid enemy damages the ghoran manipulator with a melee attack; Effect The ghoran manipulator rearranges its facial petals and wails, mimicking humanoid anguish to engender sympathy. The triggering creature must attempt a DC 20 Will save. Success The target is unaffected and is temporarily immune for 1 hour. Failure The target takes a –2 circumstance penalty on attack rolls against the ghoran manipulator until the start of its next turn. Critical Failure As failure, and the target is stupefied 2 until the start of its next turn. --- Speed 25 feet Melee Single Action spear +7, Damage 1d6+2 piercing Ranged Single Action spear +8 (thrown 20 feet), Damage 1d6+2 piercing Ranged Single Action shortbow +8 (deadly d10, range increment 60 feet, reload 0), Damage 1d6+2 piercing Occult Spontaneous Spells DC 20 - Cantrips (2nd) Daze, Forbidding Ward, Ghost Sound, Light, Mage Hand - 1st Charm, Sanctuary, Sleep, Soothe (3 slots) - 2nd Illusory Disguise, Phantom Pain (2 slots) Primal Innate Spells DC 20 - 1st Goodberry, Purify Food and Drink - 2nd Detect Poison\n","skill_mod":{"diplomacy":9,"performance":11,"deception":11,"nature":9,"stealth":6},"image":["/Images/Monsters/Ghoran.png"],"primary_source":"Bestiary 3","spell":["Illusory Disguise","Phantom Pain","Charm","Sanctuary","Sleep","Soothe","Daze","Forbidding Ward","Ghost Sound","Light","Mage Hand","Detect Poison","Goodberry","Purify Food and Drink"],"ac":18,"item":["Shortbow (20 arrows)","Spear"],"level":3,"spell_dc":[20,20],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"Ghoran Manipulator","alignment":"N","pfs":"Standard","rarity":"rare","strike_damage_average":[5,5,5],"attack_bonus":[7,8,8],"constitution":3,"creature_family":"Ghoran","will_save":11,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Appetizing Aroma","Delicious","Anguished Cry"],"skill":["Deception","Diplomacy","Nature","Performance","Stealth"],"tradition":["Occult","Primal"],"summary":"This ghoran manipulator relies on charm to survive.","trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=1164","dexterity":1,"category":"creature","slug":"creature-1164"},{"attack_bonus":[23,23],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":180,"language":["Aklo","Common","Necril"],"immunity":["cold","death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Ghoul","will_save":19,"charisma":6,"speed":{"climb":25,"max":25,"land":25,"burrow":25},"perception":19,"wisdom":5,"weakness":{},"creature_ability":["Erudite","Absorb Memories","Leng Ghoul Fever","Paralysis","Sneak Attack"],"skill":["Acrobatics","Arcana","Athletics","Occultism","Religion","Stealth"],"stealth":"21","trait":["Dream","Ghoul","Uncommon","Undead","CE","Medium"],"id":"creature-1165","text":" Leng Ghoul In the icy nightmare dimension of Leng, ghouls with hoofed feet gather in morbid groups to worship and research, forming societies that mockingly mimic (and in their opinion, surpass) those of the living. Most worship the malevolent gods of the Elder Mythos and see the living as little more than fodder who will eventually die and provide memories for Leng ghouls to consume and absorb. Not all Leng ghouls are evil, but most are, and even those who aren't possess sardonic senses of humor and grisly appetites that make them disturbing allies at best. Recall Knowledge - Dream (Occultism): DC 29 Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Leng Ghoul Source Bestiary 3 pg. 107 Perception +19; darkvision Languages Aklo, Common, Necril Skills Acrobatics +21, Arcana +19, Athletics +19, Occultism +21, Religion +19, Stealth +21 Str +5 Dex +7 Con +5 Int +3 Wis +5 Cha +6 Erudite Leng ghouls can cast arcane, divine, and occult spells from scrolls, with a spell DC of 28 and a spell attack roll of +20. Items scroll of confusion , scroll of fly --- AC 29 Fort +18 Ref +21 Will +19 +1 status to all saves vs. positive HP 180 (negative healing) Immunities cold, death effects, disease, paralyzed, poison, unconscious --- Speed 25 feet, burrow 25 feet, climb 25 feet Melee Single Action jaws +23 (Finesse), Damage 2d8+8 piercing plus Leng ghoul fever and paralysis Melee Single Action claw +23 (Agile, Finesse), Damage 2d6+8 slashing plus paralysis Absorb Memories Single Action (Manipulate) Requirements The Leng ghoul is adjacent to the corpse of a creature that retains flesh on its bones; Effect The Leng ghoul devours a chunk of the corpse and regains 6d6 Hit Points. At the same time, they also absorb some of the memories stored in the flesh from when the corpse was alive, gaining a +1 status bonus to all skill checks for 10 minutes. The Leng ghoul can immediately attempt an Occultism check to learn one non-secret memory the corpse had when it was alive (use the standard DC for the creature's level). The exact memory learned is determined by the GM but is typically something of use to the Leng ghoul. The memory can't be one the creature was trying to keep secret unless the check was a critical success. A Leng ghoul can Absorb Memories from any given corpse only once. Leng Ghoul Fever (Disease) Saving Throw DC 28 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 4d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 4d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a Leng ghoul the next sunset Paralysis (Incapacitation, Occult, Necromancy) Any living creature hit by a Leng ghoul's attack must succeed at a DC 28 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Sneak Attack A Leng ghoul deals an extra 2d6 precision damage to flat-footed creatures. Corpse Libraries Because Leng ghouls can draw lore from the flesh they consume, their temples often contain libraries that would, to the untrained eye, look more like abattoirs of preserved corpses. Here, a curious Leng ghoul can browse and feed simultaneously, or even research secrets that have long laid dormant in the dead. ","skill_mod":{"stealth":21,"arcana":19,"athletics":19,"occultism":21,"acrobatics":21,"religion":19},"summary":"In the icy nightmare dimension of Leng, ghouls with hoofed feet gather in morbid groups to worship and research, forming societies that mockingly …","image":["/Images/Monsters/Ghoul_LengGhoul.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster","Rarity"],"ac":29,"item":["scroll of confusion","scroll of fly"],"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1165","intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":18,"size":["Medium"],"name":"Leng Ghoul","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15,17],"slug":"creature-1165"},{"attack_bonus":[16,18,18],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":110,"language":["Jotun"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Giant","will_save":11,"charisma":2,"speed":{"max":35,"land":35},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Catch Rock","Smear","Throw Rock"],"skill":["Athletics","Intimidation"],"trait":["Giant","Humanoid","CE","Large"],"id":"creature-1166","text":" Cave Giant Cave giants are the vicious loners of the giant world. Even their closest ancestral kin, the rampaging hill giants, mostly find cave giants too brutal and antisocial to form alliances with. For their part, cave giants—garbed in stinking hides festooned with the rotting skulls of their victims—seem ambivalent about their foul reputation. They are more interested in hunting and killing their next meal than forming alliances. For all their disregard of others' opinions, cave giants are cautious when it comes to defending territory. Cave giant traps are simple yet effective, such as rounded boulders that can be pushed down steep tunnels, camouflaged pits filled with sharpened stakes, and even compromised stalactites that can suddenly fall on unsuspecting intruders. In coastal towns and hillside villages with caves a common feature of the landscape, cave giants star as common villains in local tall tales. Many youngsters and aspiring heroes dare one another to venture into remote grottoes or abandoned mine shafts in the hopes of discovering a cave giant, and all too often their searches prove successful. Grieving villagers pay skilled adventures handsomely to locate the whereabouts of their missing kin. The bounty for such hunts might be as much as an entire village harvest's worth of gold, particularly if a local cave giant has been a frequent enough menace or the missing villager is particularly beloved. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Cave Giant Source Bestiary 3 pg. 108 Perception +15; darkvision Languages Jotun Skills Athletics +18, Intimidation +14 Str +6 Dex +3 Con +5 Int -2 Wis +3 Cha +2 Items Greataxe, Hide Armor, sack with 5 rocks --- AC 23 Fort +17 Ref +13 Will +11 HP 110 Catch Rock Reaction --- Speed 35 feet Melee Single Action greataxe +18 (Magical, reach 10 feet, Sweep), Damage 1d12+9 slashing Melee Single Action fist +18 (Agile, reach 10 feet), Damage 1d8+9 bludgeoning Ranged Single Action rock +16 (Brutal, range increment 120 feet), Damage 2d6+10 bludgeoning Smear Two Actions (Attack) Requirements The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface; Effect The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check against the target's Reflex DC. On a success, the cave giant Grabs the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled. Throw Rock Single Action Cave Giant Allies A lucky cave giant might manage to capture and tame a giant reptile, such as a giant monitor lizard or giant salamander, to serve as a maltreated pet or guard beast. These reptiles suffer much abuse from their cruel keepers and, as a result, become atypically violent toward all humanoids. ","skill_mod":{"athletics":18,"intimidation":14},"summary":"Cave giants are the vicious loners of the giant world. Even their closest ancestral kin, the rampaging hill giants , mostly find cave giants too …","image":["/Images/Monsters/Giant_CaveGiant.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":23,"item":["Greataxe","Hide Armor","sack with 5 rocks"],"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1166","intelligence":-2,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Cave Giant","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15,17],"slug":"creature-1166"},{"attack_bonus":[19,21],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":185,"language":["Common","Jotun"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Giant","will_save":15,"charisma":0,"speed":{"max":40,"land":40},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Catch Rock","Sand Spin","Sandwalking","Scimitar Blitz","Throw Rock"],"skill":["Acrobatics","Desert Lore","Intimidation","Survival"],"trait":["Giant","Humanoid","LN","Large"],"id":"creature-1167","text":" Desert Giant Desert giants are nomadic humanoids who have dwelled in the world's most arid regions since time immemorial. Smaller peoples know that desert giants are the undisputed masters of desert living, and ignorant humans often claim that it is a desert giant's unique physiology, like a camel, that enables them to survive without water for 2 weeks. The few desert giants who mingle in the societies of smaller humanoids don't bother to dispute such ridiculous rumors. In fact, desert giants' strong cultural traditions play a large part in their ability to prosper in such harsh environs. Desert giant elders encourage their descendants to maintain abstemious lifestyles, particularly with regard to the consumption of food and drink. Alcohol is particularly disdained by desert giants, who view mind-altering diuretics like liquor and ale as dangerous temptations in an environment as unforgiving as the desert. Instead, most desert giants follow a simple vegetarian diet and maintain an incredible internal map of their home region's seasonal waterways and oases. Their austere habits and intolerance for foolishness have earned desert giants a reputation as being ill-humored and no-nonsense, but many of their communities boast a wide variety of humorous tales in their vast oral histories and legends. Since desert giants' journeys across the wastes can span weeks or even months at a time, an individual who can make their companions laugh with a witty joke or amusing parable remains a prized member of the community. Desert giants stand 15 feet tall, tending toward lean physiques that are ideal for traveling across vast expanses of sand for long sojourns. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Desert Giant Source Bestiary 3 pg. 109 Perception +19 Languages Common, Jotun Skills Acrobatics +21, Desert Lore +18, Intimidation +15, Survival +19 Str +6 Dex +6 Con +5 Int +3 Wis +4 Cha +0 Items Doubling Rings, Leather Armor, sack with 5 rocks, Scimitar, +1 striking scimitar --- AC 27 Fort +18 Ref +21 Will +15 HP 185 Catch Rock Reaction --- Speed 40 feet Melee Single Action scimitar +21 (Forceful, Magical, reach 10 feet, Sweep), Damage 2d6+12 slashing Ranged Single Action rock +19 (Brutal, range increment 120 feet), Damage 2d8+12 bludgeoning Sand Spin Single Action Requirements The desert giant is standing in sandy terrain; Effect The desert giant spins around and stirs up loose sand in a 10-foot emanation. Until the beginning of the giant's next turn, creatures in the area are concealed, and other creatures are concealed to them. Sandwalking Desert giants have adapted to the loose sands of the desert and can move across them with ease. Desert giants ignore non-magical difficult terrain and uneven ground caused by sand. Scimitar Blitz Two Actions The desert giant Strides up to their Speed, Striking once with each of their scimitars at any point during the movement. Throw Rock Single Action Oasis Protectors Desert giants are keenly aware of their native environs' fragile ecosystem. They fiercely protect their favorite watering holes and ancestral oases from newcomers— from humans to divs— who might despoil the local flora or chase away scarce fauna. ","skill_mod":{"survival":19,"intimidation":15,"acrobatics":21},"summary":"Desert giants are nomadic humanoids who have dwelled in the world's most arid regions since time immemorial. Smaller peoples know that desert giants …","image":["/Images/Monsters/Giant_DesertGiant.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":27,"item":["Doubling Rings","Leather Armor","sack with 5 rocks","Scimitar","+1 striking scimitar"],"level":9,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1167","intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":18,"size":["Large"],"name":"Desert Giant","alignment":"LN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,21],"slug":"creature-1167"},{"primary_source_category":"Rulebooks","strength":7,"hp":255,"language":["Common","Jotun","Necril"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":25,"stealth":"21","trait":["Giant","Humanoid","NE","Large"],"id":"creature-1168","text":" Tomb Giant Masters of mausoleums and keepers of crypts, the dread creatures called tomb giants are anathema to all living beings, but especially so to other types of giants. Long ago, so the legends say, tomb giants sold their souls in exchange for unfathomable necromantic powers. With whom they made this foul bargain remains a mystery—if the rumors hold any truth at all. Still, tomb giants' power over undeath remains undeniable, and nearly all of them embrace a fervent passion for necromancy. Tomb giants construct massive gothic settlements in haunted valleys and on forsaken hillsides, far enough away from the societies of smaller people that they remain relatively undisturbed, but close enough that they can raid the graveyards of nearby villages with impunity. Elder tomb giants—those who have animated countless hordes of humanoid zombies and skeletons and yearn for even greater challenges—enjoy the thrill of subduing, slaying, and reanimating their fellow giants. Taiga giants in particular are choice prey to an experienced tomb giant, as their larger cousins make formidable undead guardians and warriors. A tomb giant views its mortal life as only one part of its existence. After death, most tomb giants are themselves reanimated as undead, who then continue to practice their necromantic arts. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Tomb Giant Source Bestiary 3 pg. 110 Perception +25; darkvision, lifesense (imprecise) 60 feet Languages Common, Jotun, Necril Skills Athletics +25, Medicine +25, Religion +25, Stealth +21 Str +7 Dex +3 Con +6 Int +3 Wis +7 Cha +4 Items +1 striking scythe , black onyx gems worth 300 gp --- AC 32 Fort +22 Ref +19 Will +25 HP 255 (negative healing) Immunities death effects Catch Rock Reaction --- Speed 30 feet Melee Single Action scythe +27 (deadly d10, Magical, reach 10 feet, Trip), Damage 2d10+13 slashing Melee Single Action claw +26 (Agile, reach 10 feet), Damage 3d6+13 slashing plus dooming touch Ranged Single Action rock +24 (Brutal, range increment 120 feet), Damage 3d8+13 bludgeoning Divine Innate Spells DC 32 - 5th Bind Undead (×3), Harm (×3) Rituals DC 32 - 2nd Create Undead Dooming Touch (Divine, Necromancy) The tomb giant's claws carry the accursed power of their foul gods. A creature hit by the tomb giant's claw Strike becomes doomed 1. Font of Death Three Actions (Divine, Necromancy, Negative) The tomb giant turns the spiritual tide on a creature that has just died, temporarily transforming it into a volatile vessel of negative energy. The tomb giant touches a creature that died in the past 24 hours, infusing its flesh and bone with negative energy. Once during the next hour, the tomb giant can spend a single action (from any distance) to release this negative energy from the corpse in an explosion that deals 10d8 negative energy in a 15-foot burst (DC 32 basic Fortitude save); if not released before the end of the hour, the energy dissipates harmlessly. The tomb giant can't use Font of Death while a previous corpse remains infused. Throw Rock Single Action Generals of the Underworld The most powerful tomb giants amass literal armies of undead minions to serve them and wage wars on their behalf. Woe to any sleepy hamlet caught in the crossfire of two warring tomb giants, whose campaigns of doom can transform an idyllic vale into a forsaken boneyard overnight. ","skill_mod":{"stealth":21,"medicine":25,"athletics":25,"religion":25},"image":["/Images/Monsters/Giant_TombGIant.png"],"primary_source":"Bestiary 3","spell":["Bind Undead","Harm"],"ac":32,"item":["+1 striking scythe","black onyx gems worth 300 gp"],"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision , lifesense (imprecise) 60 feet","resistance":{},"intelligence":3,"reflex_save":19,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Tomb Giant","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[23,24,26],"attack_bonus":[24,26,27],"constitution":6,"immunity":["death effects"],"creature_family":"Giant","will_save":25,"speed":{"max":30,"land":30},"wisdom":7,"weakness":{},"creature_ability":["Catch Rock","Dooming Touch","Font of Death","Throw Rock"],"skill":["Athletics","Medicine","Religion","Stealth"],"tradition":["Divine"],"summary":"Masters of mausoleums and keepers of crypts, the dread creatures called tomb giants are anathema to all living beings, but especially so to other …","trait_group":["Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1168","dexterity":3,"category":"creature","slug":"creature-1168"},{"primary_source_category":"Rulebooks","strength":8,"hp":285,"language":["Common","Jotun"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":25,"stealth":"26","trait":["Giant","Humanoid","NE","Huge"],"id":"creature-1169","text":" Plague Giant Plague giants are rasping behemoths, whose weeping sores, fetid breath, and filthy fingernails all bear a terrible wasting disease. Like sewer rats or flies that swarm a fresh battlefield, plague giants bear an inborn pathogen that does little harm to the giants themselves (their wretched physical appearances are purely superficial) but can wreak devastation on afflicted victims. Whatever their origin, the majority of plague giants are so accustomed to being viewed as monstrosities by other humanoids, giant and otherwise, that they become vehemently xenophobic. Some of their communities do permit other types of shunned humanoids—especially those with leprosy and other stigmatized diseases— to join their fold. Whether because they are expelled to the world's worst badlands or because they purposefully seek out such locales, plague giants often settle amid abandoned battlefields, sewer outlets, and other despoiled places. Their close ties to disease lead many to worship Apollyon, the Horseman of Pestilence, or other deities associated with disease. Plague giants claim that their kind is as death itself, violently rejecting the theory often touted among non-giants that they are an offshoot of some other giant ancestry afflicted with a terrible divine curse. (Most other giants also reject this theory.) Plague giants measure 24 feet tall and weigh 15,000 pounds. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Plague Giant Source Bestiary 3 pg. 111 Perception +25; low-light vision Languages Common, Jotun Skills Athletics +30, Intimidation +24, Religion +25, Stealth +26 Str +8 Dex +6 Con +7 Int +3 Wis +5 Cha +4 Items +1 striking flail , sack with 5 rocks --- AC 35 Fort +27 Ref +24 Will +23 HP 285 Immunities disease Catch Rock Reaction Retaliatory Scratch Reaction Trigger A creature within 10 feet makes a melee Strike against the plague giant; Effect The plague giant makes a claw Strike against the triggering creature. --- Speed 45 feet Melee Single Action flail +31 (Disarm, Magical, reach 15 feet, Sweep, Trip), Damage 2d6+14 bludgeoning plus 3d6 poison and atrophic plague Melee Single Action claw +30 (Agile, reach 10 feet), Damage 3d6+14 slashing plus atrophic plague Ranged Single Action rock +28 (Brutal, range increment 120 feet), Damage 3d8+14 bludgeoning Divine Innate Spells DC 34 - 6th Cloudkill, Death Knell (×3), Take its Course Atrophic Plague (Disease, Divine, Necromancy) Saving Throw DC 34 Fortitude; Stage 1 enfeebled 2 and fatigued (1 day); Stage 2 enfeebled 3 and fatigued (1 day); Stage 3 enfeebled 4 and fatigued (1 day); Stage 4 dead Hurl Corpse Single Action The plague giant picks up a dead or dying creature within reach and flings it at a foe. The giant makes a rock Strike, using the body instead of a rock. If the body is a corpse, on a hit it explodes in a cloud of thick gray vapor, exposing all creatures in a 10-foot burst to atrophic plague. If the body is a dying creature, on a hit its dying value increases by 1 (or 2 on a critical hit). Pustulant Flail A plague giant's flail is covered in pus, causing it to deal 3d6 additional poison damage. Throw Rock Single Action Diseased Worshippers Many plague giant societies are theocratic. In such communities, the most powerful plague giants are clerics or champions of the Horseman of Pestilence Apollyon, Urgathoa, or some other deity associated with plague. ","skill_mod":{"stealth":26,"athletics":30,"intimidation":24,"religion":25},"image":["/Images/Monsters/Giant_PlagueGiant.png"],"primary_source":"Bestiary 3","spell":["Cloudkill","Death Knell","Take its Course"],"ac":35,"item":["+1 striking flail","sack with 5 rocks"],"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":3,"reflex_save":24,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":27,"size":["Huge"],"name":"Plague Giant","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[24,27,31],"attack_bonus":[28,30,31],"constitution":7,"immunity":["disease"],"creature_family":"Giant","will_save":23,"speed":{"max":45,"land":45},"wisdom":5,"weakness":{},"creature_ability":["Catch Rock","Retaliatory Scratch","Atrophic Plague","Hurl Corpse","Pustulant Flail","Throw Rock"],"skill":["Athletics","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Plague giants are rasping behemoths, whose weeping sores, fetid breath, and filthy fingernails all bear a terrible wasting disease. Like sewer rats …","trait_group":["Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1169","dexterity":6,"category":"creature","slug":"creature-1169"},{"attack_bonus":[20,20,21],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":160,"language":["Common","Girtablilu"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Girtablilu","will_save":12,"charisma":3,"speed":{"max":40,"land":40},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Constrict","Desert Stride","Girtablilu Venom"],"skill":["Athletics","Intimidation","Religion","Survival"],"trait":["Beast","N","Large"],"id":"creature-1170","text":" Girtablilu Sentry Sentries patrol the outskirts of a girtablilu communities, watching for external threats like desert drakes, blue dragons, or adventuring parties set on reckless exploration of the girtablilus' sacred site. Recall Knowledge - Beast (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Girtablilu Sentry Source Bestiary 3 pg. 112 Perception +18; darkvision, tremorsense (imprecise) 60 feet Languages Common, Girtablilu Skills Athletics +20, Intimidation +17, Religion +16, Survival +18 Str +6 Dex +4 Con +6 Int +3 Wis +4 Cha +3 Items Hide Armor, +1 striking longspear --- AC 27 Fort +20 Ref +16 Will +12 HP 160 --- Speed 40 feet Melee Single Action longspear +21 (Magical, reach 15 feet), Damage 2d8+9 piercing Melee Single Action pincer +20 (Agile), Damage 2d8+9 bludgeoning plus Grab Melee Single Action stinger +20 (reach 10 feet), Damage 2d6+9 piercing plus girtablilu venom Constrict Single Action 2d8+6 bludgeoning, DC 24 Desert Stride A girtablilu ignores natural difficult terrain in the desert. Girtablilu Venom (Poison) Saving Throw DC 24 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 3d6 poison damage and enfeebled 1 (1 round); Stage 3 3d6 poison damage and enfeebled 2 (1 round) ","skill_mod":{"survival":18,"athletics":20,"intimidation":17,"religion":16},"summary":"Sentries patrol the outskirts of a girtablilu communities, watching for external threats like desert drakes , blue dragons , or adventuring parties …","image":["/Images/Monsters/Girtablilu_Sentry.webp"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":27,"item":["Hide Armor","+1 striking longspear"],"level":8,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1170","intelligence":3,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Girtablilu Sentry","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,18,18],"slug":"creature-1170"},{"attack_bonus":[24,24],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":210,"language":["Common","Girtablilu"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Girtablilu","will_save":25,"charisma":3,"speed":{"max":40,"land":40},"perception":25,"wisdom":7,"weakness":{},"creature_ability":["Divine Aegis","Constrict","Desert Stride","Girtablilu Venom"],"skill":["Athletics","Intimidation","Religion","Survival"],"trait":["Beast","N","Large"],"id":"creature-1171","text":" Girtablilu Seer The highest position of authority in a girtablilu community is the group's religious leader. This sacred duty requires years of study, meditation, and dedication to awaken a mystical font of divine magic within the girtablilu. These seers ensure that every action taken by the community falls in line with even the most obscure dogma of their tradition, and they don't hesitate to turn their fury on members of their own community who violate their mandates. Recall Knowledge - Beast (Arcana, Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Girtablilu Seer Source Bestiary 3 pg. 112 Perception +25; darkvision, tremorsense (imprecise) 60 feet Languages Common, Girtablilu Skills Athletics +24, Intimidation +23, Religion +25, Survival +23 Str +6 Dex +5 Con +6 Int +3 Wis +7 Cha +3 Items +1 resilient hide armor --- AC 33 Fort +22 Ref +19 Will +25 HP 210 Divine Aegis Reaction (abjuration, divine) Trigger The girtablilu seer attempts a saving throw against a magical effect but hasn't rolled yet; Effect The seer summons divine energy to protect themself at the cost of their other magical defenses. Until the start of their next turn, they gain a +1 circumstance bonus to saving throws against non-divine magical effects and a –1 circumstance penalty to saves against divine effects. --- Speed 40 feet Melee Single Action pincer +24 (Agile), Damage 3d8+12 bludgeoning plus Grab Melee Single Action stinger +24 (reach 10 feet), Damage 3d6+12 piercing plus girtablilu venom Divine Spontaneous Spells DC 33 - Cantrips (6th) Daze, Detect Magic, Forbidding Ward, Guidance, Read Aura - 1st Create Water, Purify Food and Drink, Sanctuary (3 slots) - 2nd Augury, Calm Emotions, Create Food (3 slots) - 3rd Dream Message, Glyph of Warding, Sanctified Ground (3 slots) - 4th Freedom of Movement, Neutralize Poison, Outcast's Curse (3 slots) - 5th Divine Wrath, Harm, Remove Curse (3 slots) - 6th Blade Barrier, Heal, Spirit Blast (3 slots) Constrict Single Action 3d8+6 bludgeoning, DC 24 Desert Stride A girtablilu ignores natural difficult terrain in the desert. Girtablilu Venom (Poison) Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 3d6 poison damage and enfeebled 1 (1 round); Stage 3 3d6 poison damage and enfeebled 2 (1 round) ","tradition":["Divine"],"skill_mod":{"survival":23,"athletics":24,"intimidation":23,"religion":25},"summary":"The highest position of authority in a girtablilu community is the group's religious leader. This sacred duty requires years of study, meditation, …","primary_source":"Bestiary 3","spell":["Blade Barrier","Heal","Spirit Blast","Divine Wrath","Harm","Remove Curse","Freedom of Movement","Neutralize Poison","Outcast's Curse","Dream Message","Glyph of Warding","Sanctified Ground","Augury","Calm Emotions","Create Food","Create Water","Purify Food and Drink","Sanctuary","Daze","Detect Magic","Forbidding Ward","Guidance","Read Aura"],"trait_group":["Creature Type"],"ac":33,"item":["+1 resilient hide armor"],"level":12,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1171","intelligence":3,"reflex_save":19,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Girtablilu Seer","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,25],"slug":"creature-1171"},{"primary_source_category":"Rulebooks","strength":-5,"hp":160,"language":["Jyoti","<%UMR%37%%>telepathy<%END> 60 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":5,"perception":18,"trait":["Incorporeal","Positive","Rare","Spirit","N","Large","Vitality"],"id":"creature-1172","text":" Gliminal Beholding the blinding light of a gliminal is akin to staring into the sun, and consequently, only gliminals themselves fully understand what they are or how they truly look. Gliminals exude a constant aura of positive energy, suffusing everything they encounter without regard for whether a creature's body can withstand these excesses of positive energy. On the Positive Energy Plane they call home, gliminals view outsiders as unfortunate creatures afflicted with the malady called mortality. They seek to suffuse mortals with light and healing until they no longer suffer, and they consider those who explode into positive energy cured. Gliminals pulled to other planes, whether summoned or through interplanar rifts, find themselves overwhelmed, and usually lash out in increasingly desperate attempts to escape the oppressive onslaught of matter and negative energies. Recall Knowledge - Spirit (Occultism): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Gliminal Source Bestiary 3 pg. 114 Perception +18; darkvision, lifesense 60 feet Languages Jyoti; telepathy 60 feet Skills Acrobatics +19, Arcana +15, Medicine +18, Positive Energy Plane Lore +19, Religion +16 Str -5 Dex +6 Con +4 Int +2 Wis +3 Cha +5 --- AC 27 Fort +19 Ref +21 Will +16 HP 160 Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 5 (except force, ghost touch , or negative; double resistance against non-magical) Weaknesses negative 10 Positive Nature A gliminal doesn't gain the automatic or temporary Hit Points from being on a plane with the positive planar essence. Radiant Mantle (aura, light, positive, visual) 30 feet. The gliminal emits bright light in the area, and dim light out to 60 feet. When a creature enters or starts its turn in the area of bright light, it must succeed at a DC 25 Fortitude save or become dazzled until the end of its turn. If the mantle is counteracted or suppressed, the gliminal loses their resistance and can't use Bond in Light until the mantle returns. --- Speed fly 60 feet Melee Single Action scintillating claw +19 (Agile, Finesse, Magical), Damage 3d8+7 positive Ranged Single Action radiant ray +19 (Light, Magical, Positive), Damage 4d8 positive Primal Innate Spells DC 28, attack +20 - Cantrips (5th) Light - 3rd Heal (at will) - 5th Chromatic Wall, Searing Light (×3) Bond in Light Single Action (Healing, Necromancy, Positive, Primal) The gliminal magically links to one living creature within the radius of their radiant mantle. This creature glows with bright light in a 20-foot emanation and dim light to 40 feet. While the link is in effect, the target has fast healing 10, and any time the target needs to defend against an attack or attempt a save, the gliminal can substitute their own AC or corresponding save bonus if it's higher than the target's. Any time the target takes damage, the gliminal can choose to divert any amount of that damage to themself. The damage has the same type and still applies the gliminal's immunities, resistances, and weaknesses. The link remains until the target is more than 120 feet away, the gliminal falls unconscious, or the gliminal uses Bond in Light again. Overpowering Healing (Necromancy, Positive, Primal) When a gliminal grants positive healing that would heal a living creature above their maximum Hit Points, including the fast healing HP from their Bond in Light ability, the excess is granted as temporary Hit Points. Unlike normal, these temporary HP combine with each other, and they last for 1 hour. If a creature's temporary HP from a gliminal ever exceeds its maximum HP, it becomes overloaded and explodes in a burst of positive energy. A creature with temporary HP from overpowering healing becomes sickened 1, or sickened 2 if the temporary HP equal half their maximum HP or more. The creature can't reduce this sickened condition unless it has 0 temporary HP. Overpowering healing doesn't apply to creatures with the positive trait. Violent Healing There aren't default rules for a creature choosing to be hit (to avoid exploding from a gliminal's healing), but you can allow an ally to improve their outcome by one degree of success against a willing target or allow the target to worsen the result of their saving throw by one step ","skill_mod":{"arcana":15,"medicine":18,"acrobatics":19,"religion":16},"image":["/Images/Monsters/Gliminal.png"],"primary_source":"Bestiary 3","spell":["Chromatic Wall","Searing Light","Heal","Light"],"ac":27,"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":2,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Gliminal","alignment":"N","pfs":"Standard","rarity":"rare","strike_damage_average":[18,20],"attack_bonus":[19,19],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[20],"will_save":16,"speed":{"fly":60,"max":60},"wisdom":3,"weakness":{"void":10},"creature_ability":["Positive Nature","Radiant Mantle","Bond in Light","Overpowering Healing"],"skill":["Acrobatics","Arcana","Medicine","Positive Energy Plane Lore","Religion"],"tradition":["Primal"],"summary":"Beholding the blinding light of a gliminal is akin to staring into the sun, and consequently, only gliminals themselves fully understand what they …","trait_group":["Monster","Energy","Planar","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1172","dexterity":6,"category":"creature","slug":"creature-1172"},{"attack_bonus":[15],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":170,"immunity":["critical hits","mental","unconscious"],"source":["Bestiary 3"],"type":"Creature","will_save":9,"charisma":-5,"speed":{"max":30,"land":15,"swim":30},"perception":9,"wisdom":0,"weakness":{"electricity":10},"creature_ability":["Stench","Constrict","Nauseating Slap","Saturated"],"skill":["Athletics"],"trait":["Aquatic","Ooze","N","Large"],"id":"creature-1173","text":" Globster The tide washes ashore all manner of detritus, from harmless seaweed and shells to the rotting corpses of massive aquatic creatures. The globster is often mistaken for such, and this assumption isn't entirely incorrect—these mindless oozing masses are composed of decaying sea creatures, half-digested and merged into a revolting, reeking heap of blubbery sludge. Though mindless, globsters are predators that seek out living quarry. They often huddle on the seafloor, where their own fetid mass attracts scavengers who swiftly become the ooze's next meal. When the tides wash these monsters ashore, they simply shift to hunting land-bound prey. Coastal communities usually notice the smell of a washed-up globster long before they see it. Those sent to investigate often mistake a globster for the carcass of a beached whale before getting too close and discovering the presumed corpse is very much alive and hungry. Sages once believed globsters were undead, undulating wads of rotting flesh driven to feed, but though mindless, they are very much alive. They are attracted to waterside refuse dumps and floating garbage scows and dimly aware enough to congregate where food is plentiful. Globsters consume living creatures but digest only a portion of them. The undigested dross accumulates within the globster as it becomes more and more bloated. They carry this fetid mass within their squelching bodies until instinct or injury provokes them to vomit forth a new globster to help devour everything nearby. A globster with enough dross to create a new globster automatically does so as a free action triggered upon taking damage. Treat any encounter with such a globster as though it were against two level 5 creatures, instead of just one. As far as scholars know, this is the only way these creatures can create more of their kind. Recall Knowledge - Ooze (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Globster Source Bestiary 3 pg. 115 Perception +9 Languages Skills Athletics +15 Str +6 Dex -5 Con +5 Int -5 Wis +0 Cha -5 --- AC 12 Fort +16 Ref +6 Will +9 HP 170 Immunities critical hits, mental, unconscious Weaknesses electricity 10 Stench (aura, olfactory) 30 feet. A creature entering the aura or starting its turn in the area must succeed at a DC 19 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all globsters' stenches for 1 minute. --- Speed 15 feet, swim 30 feet Melee Single Action tendril +15, Damage 2d8+6 bludgeoning plus Grab and nauseating slap Constrict Single Action 1d8+6, DC 22 Nauseating Slap (Poison) A living creature struck by a globster's tendril must attempt a DC 19 Fortitude save. On a failure, the creature becomes sickened 1. If the creature is already sickened, the condition value increases by 1, to a maximum of sickened 4. Once a creature succeeds at its saving throw, it is temporarily immune for 24 hours. Saturated A globster can survive for 1 hour out of the water, after which it risks drowning and suffocation. Fetid Decomposition When a globster is killed, its body decays into a mass of goo within 24 hours. However, its stench aura can persist long past its destruction, often lasting for 1d10 days, centered on the globster's position at the time of its death. ","skill_mod":{"athletics":15},"summary":"The tide washes ashore all manner of detritus, from harmless seaweed and shells to the rotting corpses of massive aquatic creatures. The globster is …","image":["/Images/Monsters/Globster.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Creature Type"],"ac":12,"level":5,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1173","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":16,"size":["Large"],"name":"Globster","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-1173"},{"remaster_name":["Paleohemoth"],"attack_bonus":[26],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":195,"immunity":["acid","death effects","disease","doomed","drained","fatigued","healing","magic (see below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Golem","will_save":18,"charisma":-5,"speed":{"max":25,"land":25},"perception":20,"wisdom":0,"weakness":{},"creature_ability":["Golem Antimagic","Vulnerable to Stone to Flesh","Fossilization","Reassemble"],"skill":["Athletics"],"trait":["Construct","Golem","Mindless","Rare","N","Huge"],"id":"creature-1174","text":" Fossil Golem Fossil golems are typically made from the fossilized bones of dinosaurs and other ancient megafauna, though some crafters stretch the definition and instead use magically petrified bones of dragons or even giants. Not bound to any specific model, fossil golems are crafted to be as terrifying as possible instead of models of anatomic accuracy. As such, most fossil golems are nightmarish saurian amalgams whose massive arms end with the complete skulls of apex predators like tyrannosauruses, their bite enhanced to petrify flesh. The enchantments that animate fossil golems grant them a form of modular flexibility, letting them trade mobility for extended reach through the rapid rearrangement of their limbs. This also lets them appear like a jumbled mass of bones at rest, making them likely to be mistaken for decor rather than guardians. Recall Knowledge - Construct (Arcana, Crafting): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Fossil Golem Source Bestiary 3 pg. 116 Perception +20; darkvision Languages Skills Athletics +20 Str +7 Dex +2 Con +6 Int -5 Wis +0 Cha -5 --- AC 33 Fort +26 Ref +20 Will +18 HP 195 Immunities acid, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 10 (except adamantine or bludgeoning) Golem Antimagic harmed by cold and water (5d10, 2d8 from areas and persistent damage); healed by acid (area 2d8 HP); slowed by earth Vulnerable to Stone to Flesh A stone to flesh spell negates the golem's golem antimagic and its resistance to physical damage for 1 round. A flesh to stone spell reverses this effect immediately. --- Speed 25 feet Melee Single Action jaws +26 (deadly 2d10, Magical, reach 15 feet), Damage 3d10+13 piercing plus fossilization Fossilization (Arcane, Incapacitation, Transmutation) The first time each round a creature takes damage from the fossil golem's jaws, the target must attempt a DC 32 Fortitude save. If it fails and has not already been slowed by this ability, it becomes slowed 1 for 1 minute. If the creature was already slowed by this ability, a failed save causes it to be petrified permanently. Reassemble Single Action The fossil golem reorganizes its bones, increasing its reach to 25 feet and reducing its Speed to 15 feet. It can revert to its original form by taking this action again. Digging is Optional Intact fossilized bones are difficult components to scrounge, much less whole skeletons. An alternate way to obtain them is to hire expert hunters or adventurers to seek out live dinosaurs, bring back the bones, and use magic to turn them to stone. Of course, some purists prefer genuine fossilized bones and are willing to pay the price for their acquisition. Either way, opportunities await enterprising souls with the proper tools and several bags of holding . ","skill_mod":{"athletics":20},"summary":"Fossil golems are typically made from the fossilized bones of dinosaurs and other ancient megafauna, though some crafters stretch the definition and …","image":["/Images/Monsters/Golem_FossilGolem.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster","Rarity"],"ac":33,"level":12,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=1174","intelligence":-5,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Fossil Golem","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[29],"slug":"creature-1174"},{"attack_bonus":[31,31],"constitution":5,"primary_source_category":"Rulebooks","strength":9,"hp":220,"immunity":["death effects","disease","doomed","drained","fatigued","healing","magic (see below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Golem","will_save":24,"charisma":-5,"speed":{"climb":40,"max":50,"land":50},"perception":26,"wisdom":0,"weakness":{},"creature_ability":["Evasion","Golem Antimagic","Swift Steps","Vulnerable to Slow","Liquefy","Spike Storm"],"skill":["Acrobatics","Athletics"],"trait":["Construct","Golem","Mindless","Rare","N","Huge"],"id":"creature-1175","text":" Mithral Golem Mithral golems are gorgeously crafted, silvery humanoids made from colossal amounts of the purest mithral. While massive in construction, they possess amazing speed and grace through literal fluidity. Unpredictable and flexible, they can melt into liquid form and reform into a solid shape in mere seconds, allowing them to shape their limbs into sharp spikes or heavy fists as needed. Recall Knowledge - Construct (Arcana, Crafting): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Mithral Golem Source Bestiary 3 pg. 117 Perception +26; darkvision Languages Skills Acrobatics +30, Athletics +33 Str +9 Dex +6 Con +5 Int -5 Wis +0 Cha -5 --- AC 40 Fort +27 Ref +30 Will +24 HP 220 Immunities death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 15 (except adamantine) Evasion When the mithral golem rolls a success on a Reflex save, it gets a critical success instead. Golem Antimagic harmed by cold and water (8d10, 2d10 from areas and persistent damage); healed by transmutation (area 2d10 HP); slowed by electricity Swift Steps A mithral golem is permanently quickened, and it can use the extra action only to Step or Stride. Vulnerable to Slow A mithral golem is not healed by a slow spell, and such spells affect them normally. A haste spell reverses the effects of a slow spell immediately. --- Speed 50 feet, climb 40 feet Melee Single Action fist +31 (Agile, Magical, reach 15 feet), Damage 3d12+12 bludgeoning Melee Single Action spike +31 (deadly 2d10, Magical, reach 30 feet), Damage 3d10+12 piercing Liquefy Single Action The mithral golem becomes fully liquid and amorphous. It gains immunity to precision damage, but it takes double damage from cold and water magic (see golem antimagic). The only actions it can use while Liquefied are move actions, Spike Storm, and spike Strikes. It can resume its normal form by taking this action again. Spike Storm Three Actions The mithral golem makes a spike Strike against each target within its reach. These attacks count toward the mithral golem's multiple attack penalty, but its multiple attack penalty doesn't increase until after all the attacks. Creative Fluidity The mithral golem's fluid form offers endless possibilities for inventive owners looking to deploy these constructs within their trap-filled domains. The golem can be instructed to remain in its liquid phase until a specific triggering event, appearing as a pool or font filled with quicksilver, or covering columns or statues. Truly fiendish minds might store them in hidden reservoirs hooked to pumps and nozzles, ready to spray a dangerous foe onto unsuspecting adventurers ","skill_mod":{"athletics":33,"acrobatics":30},"summary":"Mithral golems are gorgeously crafted, silvery humanoids made from colossal amounts of the purest mithral . While massive in construction, they …","image":["/Images/Monsters/Golem_MithralGolem.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster","Rarity"],"ac":40,"level":16,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=1175","intelligence":-5,"reflex_save":30,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":27,"size":["Huge"],"name":"Mithral Golem","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[28,31],"slug":"creature-1175"},{"attack_bonus":[43,46],"constitution":11,"primary_source_category":"Rulebooks","strength":12,"hp":525,"language":["Arboreal","Druidic","Sylvan","green tongue"],"source":["Bestiary 3"],"type":"Creature","will_save":42,"charisma":8,"speed":{"climb":40,"max":40,"land":40},"perception":42,"wisdom":10,"weakness":{"fire":20},"creature_ability":["Green Tongue","Plantsense","Axe Vulnerability","Green Caress","Root In Place","Absorb Magic","Embed","Focus Vines","Green Grab","Green Rituals","Vine Forest"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Stealth","Survival"],"stealth":"41","trait":["Leshy","Plant","Rare","N","Medium"],"id":"creature-1176","text":" Green Man Green men are ancient, enigmatic lesser deities of the primeval forests, living embodiments of nature and plantkind. When a forest or other woodland terrain generates enough nature spirits, beings of the same sort of vital essence that embodies leshy or answers the call of a commune with nature, they naturally coalesce together and apotheosize into a green man. Green men aren't concerned with all the multifarious processes of nature like Gozreh or many other nature deities. Instead, they focus nearly all their attention on the plants of their home, only concerning themselves with animals, minerals, and the like insomuch as they affect the plants. Despite their name, green men aren't necessarily male; as creatures of pure natural power, to many of them, the concept of gender holds no meaning, and to those that do, they can be of any gender. Most green men are neutral and tend to ignore “animals,” which to them include sapient creatures such as humans. However, good and evil green men do exist. These individuals are far more likely to attempt to spread their influence far and wide, either for good or ill. Good green men provide succor to all that come within their home, not only to plants, providing wisdom like a nurturing parent. Evil green men, however, allow rare and dangerous plants to thrive in their domains by spreading fear and devastation to all those who might threaten plant life, though they might keep a few animals around to hunt for sport. Recall Knowledge - Plant (Nature): DC 53 Unspecific Lore : DC 51 Specific Lore : DC 48 Green Man Source Bestiary 3 pg. 118 Perception +42; darkvision, plantsense 60 feet Languages Arboreal, Druidic, Sylvan; green tongue Skills Acrobatics +39, Athletics +42, Deception +40, Diplomacy +40, Intimidation +40, Nature +48, Stealth +41, Survival +44 Str +12 Dex +9 Con +11 Int +7 Wis +10 Cha +8 Green Tongue A green man can communicate with plants, with the effects of speak with plants , and can use Diplomacy to Make an Impression on plants and Request things from plants. Plantsense A green man can sense life force via plants. This allows them to observe a living or undead creature's vital essence within 60 feet of the green man, but they can also use this precise sense to observe any living or undead creature within 60 feet of any plant matter within 120 feet of the green man. This allows the green man to see living things through solid plant matter, as well as seeing through other barriers if there are plants on the other side. --- AC 51 Fort +43 Ref +39 Will +42 HP 525 Resistances bludgeoning 20, piercing 20 Weaknesses axe vulnerability, fire 20 Axe Vulnerability A green man takes 20 additional damage from axes. Green Caress (aura, incapacitation, plant, primal, transmutation) 60 feet. Living creatures in the area other than plants slowly transform into non-creature plants. The green man can exclude creatures from this effect, but they must be aware of a creature's presence and location to do so. A non-plant creature in the area must attempt a DC 45 Fortitude save immediately before the start of its turn. Critical Success The creature is unaffected, or if it is slowed by green caress, it reduces its slowed value by 2. Success The creature is unaffected, or if it is slowed by green caress, it reduces its slowed value by 1. Failure The creature becomes slowed 1, or if it was already slowed by green caress, increases the slowed value by 1, as their body transforms more and more into a non-creature plant. If the creature ever becomes slowed to the point they have no actions left for their turn, they become an inanimate plant, a condition that can only be reversed by primal phenomenon or similarly powerful magic. Critical Failure As failure, except the creature becomes slowed 2 (or increases the condition value by 2). Root In Place Reaction Trigger A creature within the green man's reach uses a move action or leaves a square during a move action it's using; Effect The green man lashes out to hold the foe in place. The green man makes a vine Strike against the triggering creature. If the attack hits, the green man disrupts the action. If the creature was Flying when its action was disrupted, it falls. --- Speed 40 feet, climb 40 feet Melee Single Action vine +46 (deadly 3d12, versatile P), Damage 4d10+27 bludgeoning plus absorb magic and Improved Grab Ranged Single Action thorn +43 (fatal d12, range increment 120 feet, reload 0), Damage 4d8+27 piercing plus embed Primal Innate Spells DC 48 - Cantrips (10th) Detect Magic, Read Aura - 8th Air Walk, Freedom of Movement - 9th Energy Aegis - 10th Heal (×3), Regenerate (×3), Tree Stride (at will), True Seeing, Primal Phenomenon (×3) Rituals DC 48, green rituals (see below) - 4th Plant Growth - 6th Awaken Animal, Commune with Nature, Primal Call - 8th Control Weather Absorb Magic Single Action The green man's vines leach away magic and transform it into life essence for the green man. On a successful vine Strike, the green man attempts to counteract one spell active on the target (typically one vexing the green man, or determined randomly if they aren't aware of specific effects), with a counteract level of 10 and a modifier of +38. If the effect is counteracted, the green man gains 30 temporary Hit Points that last for 10 minutes. Embed The green man's thorns embed themselves into any creature they damage, taking root into the ground. A target damaged by a thorn has its Speeds halved, and it can't Step, Fly, air walk , or otherwise leave the ground until the thorn is removed. Removing a thorn requires 3 Interact actions, which don't have to be consecutive. If the creature performing the final action doesn't succeed at a DC 45 Medicine check as part of that action, the target takes 10d6 damage upon the thorn's removal. Focus Vines Two Actions The green man focuses all their vines against a single vexing foe, making a single vine Strike. On a success, the target takes 5d10 additional damage and is affected by Absorb Magic three times. Even on a failure, the target takes the normal effects of a hit with a vine Strike, but on a critical failure, the vines miss completely. Green Grab A green man can use their Improved Grab action against a creature of any size. Green Rituals A green man can perform all their rituals without secondary casters, relying on their own primal ties to the vital essence in spirits of nature. A green man's awaken animal and primal call rituals work on plants instead of their usual range of choices. Most green men also know the ritual to create various types of leshys and possibly even magic allowing the creation of arboreals or more powerful plant creatures. Vine Forest Two Actions The green man lashes out with all six vines to attack many opponents. They make up to six vine Strikes, each against a different target; this counts as one attack for their multiple attack penalty, increasing only after all the attacks are made. Leshy and Green Men Green men are sometimes called “leshy kings” or even just “leshys” in ancient manuscripts. Druids consider the first green men to be the original source of the rituals for creating the less-deific leshys, and possibly even the arboreals and other intelligent plants. The affinity between leshys and green men is mutual. Leshys are the most likely ancestry to worship green man, and green men are particularly fond of their less-powerful kin Worshipping Green Men Individual green men are lesser deities, capable of granting spells to those who worship them. Green men typically only allow intelligent plants—such as leshys—to be their clerics. If another creature proves to be a friend of plants, after a thorough personal vetting, a green man wholeheartedly accepts this strange fleshy worshipper into the fold. While individual green men have different edicts and anathema befitting their personalities, and some neutral good or neutral evil green men might have further changes, the following is a baseline most worshippers of green men follow. ","tradition":["Primal"],"skill_mod":{"diplomacy":40,"deception":40,"nature":48,"survival":44,"stealth":41,"athletics":42,"intimidation":40,"acrobatics":39},"summary":"Green men are ancient, enigmatic lesser deities of the primeval forests, living embodiments of nature and plantkind. When a forest or other woodland …","image":["/Images/Monsters/GreenMan.png"],"primary_source":"Bestiary 3","spell":["Heal","Regenerate","Tree Stride","True Seeing","Primal Phenomenon","Energy Aegis","Air Walk","Freedom of Movement","Detect Magic","Read Aura"],"trait_group":["Monster","Ancestry","Creature Type","Rarity"],"ac":51,"level":24,"spell_dc":[48],"source_category":["Rulebooks"],"sense":" darkvision , plantsense 60 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":20,"piercing":20},"url":"/Monsters.aspx?ID=1176","intelligence":7,"reflex_save":39,"strongest_save":["fort","fortitude"],"dexterity":9,"vision":"Darkvision","fortitude_save":43,"size":["Medium"],"name":"Green Man","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[45,49],"slug":"creature-1176"},{"primary_source_category":"Rulebooks","strength":1,"hp":9,"language":["Undercommon"],"source":["Bestiary 3"],"type":"Creature","charisma":-2,"perception":6,"stealth":"5","trait":["Fey","Gremlin","CE","Tiny"],"id":"creature-1177","text":" Grimple Even more than most gremlins, grimples resent the trappings of civilization: inn common rooms with their rowdy singalongs, livery yards with their whinnying horses, church steeples with their clanging bells. Grimples live to spoil these conventions, dropping tavern signs on patrons, urinating in rain barrels, and opening stable doors. When all else fails, they literally vomit their disdain on passersby. Grimples resemble humanoid, mange-ridden opossums, with boar-like tusks that aid them in rooting through garbage heaps for food. They are agile climbers who glide from eave to eave on the loose flaps of skin between their limbs. Savvy gremlin-hunters know to look for the skin flakes and fur grimples shed from their parasite-infested hides. Recall Knowledge - Fey (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Grimple Source Bestiary 3 pg. 120 Perception +6; low-light vision Languages Undercommon Skills Crafting +5, Deception +2, Nature +4, Stealth +5, Thievery +5 Str +1 Dex +3 Con +3 Int +1 Wis +2 Cha -2 Items satchel with 5 rocks --- AC 15 Fort +5 Ref +7 Will +4 HP 9 Weaknesses cold iron 2 Gremlin Lice Whenever a living creature touches or is touched by a grimple (including via a successful unarmed melee Strike), it must succeed at a DC 13 Reflex save or become infested by gremlin lice. While infested, the targeted creature is distracted by the itching sensation and is stupefied 1, though it can use an Interact action to scratch at the itching lice to suppress the stupefied condition from the lice for 1d4 rounds. The infestation ends after 24 hours or until the creature is submerged in water or exposed to a severe cold environment, whichever comes first. --- Speed 10 feet, climb 20 feet, fly 20 feet Melee Single Action bite +7 (Agile, Finesse), Damage 1d4+1 piercing Ranged Single Action rock +7 (Agile, range increment 20 feet), Damage 1d4+1 bludgeoning Primal Innate Spells DC 16 - Cantrips (1st) Mage Hand, Prestidigitation - 1st Grease Putrid Vomit Single Action The grimple spews a 30-foot line of vomit. Each creature in the line must succeed at a DC 16 Fortitude save or become sickened 1 (sickened 2 on a critical failure). The grimple can't use Putrid Vomit again for 1d4 rounds. Grimple Allies Vexgits and grimples sometimes team up to cause ruin. Squatting in abandoned clock or bell towers, insectile vexgits use cranky grimples to lure victims into elaborate death traps. Left to their own devices, grimples bully mitflits or train giant rats and spider swarms to do their bidding. ","skill_mod":{"deception":2,"nature":4,"thievery":5,"crafting":5,"stealth":5},"image":["/Images/Monsters/Gremlin_Grimple.png"],"primary_source":"Bestiary 3","spell":["Grease","Mage Hand","Prestidigitation"],"ac":15,"item":["satchel with 5 rocks"],"level":-1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":5,"size":["Tiny"],"name":"Grimple","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[3,3],"attack_bonus":[7,7],"constitution":3,"creature_family":"Gremlin","will_save":4,"speed":{"climb":20,"fly":20,"max":20,"land":10},"wisdom":2,"weakness":{"cold_iron":2},"creature_ability":["Gremlin Lice","Putrid Vomit"],"skill":["Crafting","Deception","Nature","Stealth","Thievery"],"tradition":["Primal"],"summary":"Even more than most gremlins, grimples resent the trappings of civilization: inn common rooms with their rowdy singalongs, livery yards with their …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1177","dexterity":3,"category":"creature","slug":"creature-1177"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":9,"language":["Aquan","Common","Undercommon"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Gremlin","will_save":3,"charisma":2,"speed":{"fly":20,"max":20,"land":10,"swim":20},"perception":5,"wisdom":1,"weakness":{"cold_iron":2},"creature_ability":["Rearrange Possessions"],"skill":["Acrobatics","Deception","Nature","Stealth","Thievery"],"stealth":"5","trait":["Amphibious","Fey","Gremlin","CE","Tiny"],"id":"creature-1178","text":" Haniver Hanivers are the most benign type of gremlin—capricious fey who skim the waves on rubbery fin-wings. Though they don't actively sabotage their environment, sailors bemoan these gremlins' grasping fingers. Hanivers' incessant curiosity compels them to examine any object that draws their attention. Such treasures might include an overturned fruit basket, a sack of coins, or a shark's gleaming teeth (often still in the shark's mouth, to the fey's regret). Should hanivers like what they find, they steal it, making them a bane to fishers and dockworkers everywhere. Recall Knowledge - Fey (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Haniver Source Bestiary 3 pg. 120 Perception +5; darkvision Languages Aquan, Common, Undercommon Skills Acrobatics +5, Deception +4, Nature +3, Stealth +5, Thievery +5 Str +1 Dex +3 Con +2 Int -1 Wis +1 Cha +2 --- AC 15 Fort +4 Ref +7 Will +3 HP 9 Weaknesses cold iron 2 --- Speed 10 feet, fly 20 feet, swim 20 feet Melee Single Action bite +7 (Agile, Finesse), Damage 1d4+1 piercing Primal Innate Spells DC 13 - Cantrips (1st) Prestidigitation - 1st Fear, Ventriloquism (at will) Rearrange Possessions Single Action or Two Actions (Manipulate) The haniver attempts to Steal a small object off a target's person. If they succeed, they also rifle through and rearrange the contents of the target's pockets, pouches, and other containers. The next time the target attempts to draw a weapon or retrieve a worn item, doing so requires two Interact actions instead of one. The haniver can Steal an object that's closely guarded using this action without the –5 penalty, though not objects that would be extremely noticeable or time-consuming to remove. They can spend 2 actions instead of 1 to use this ability to Steal from a creature in combat or otherwise on guard. Mari Haniver Sailors sometimes affix a “Mari Haniver” to their ship's prow. Made from a ray's dried carcass, this clever bit of taxidermy resembles a dead haniver enough to scare gremlins away. But should a haniver wise up to the ruse, it will stop at nothing to torment its would-be deceivers. ","tradition":["Primal"],"skill_mod":{"deception":4,"nature":3,"thievery":5,"stealth":5,"acrobatics":5},"summary":"Hanivers are the most benign type of gremlin—capricious fey who skim the waves on rubbery fin-wings. Though they don't actively sabotage their …","primary_source":"Bestiary 3","spell":["Fear","Ventriloquism","Prestidigitation"],"trait_group":["Monster","Creature Type"],"ac":15,"level":-1,"spell_dc":[13],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1178","intelligence":-1,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Haniver","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-1178"},{"primary_source_category":"Rulebooks","strength":1,"hp":18,"language":["Aquan"],"source":["Bestiary 3"],"type":"Creature","charisma":-1,"perception":8,"stealth":"7","trait":["Amphibious","Fey","Gremlin","CE","Tiny"],"id":"creature-1179","text":" Fuath Despite their small size, fuaths are shipwreckers incarnate. In the dark of night, these gremlins sever ratlines, slash sails, smash sextants, and soil provisions. Once the ship founders, the fuaths return to indulge their craving for land-raised flesh. While fuaths prefer to take their prey asleep, they save a terrible doom for sailors who attack them, surrounding the mariners' faces in magically congealed water to drown them where they stand. Constantly dripping with water, fuaths have seahorse-like faces, seaweed-green fur over yellow skin, and wicked lobster claws for hands. Lacking the Undercommon tongue, they have trouble relating to other gremlins aside from hanivers, but revere sea hags and evil aquatic fey. Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Fuath Source Bestiary 3 pg. 121 Perception +8; darkvision Languages Aquan Skills Acrobatics +7, Deception +4, Nature +6, Sailing Lore +6, Stealth +7, Thievery +7 Str +1 Dex +4 Con +2 Int +1 Wis +3 Cha -1 Items darts (6) --- AC 17 Fort +5 Ref +9 Will +6 HP 18 Weaknesses cold iron 2, fire 2 Vulnerable to Sunlight A fuath becomes drained 1 (or increases its drained condition by 1) after every consecutive hour they're exposed to sunlight. Being submerged in more than a foot of water prevents the sunlight from harming the fuath. --- Speed 20 feet, swim 30 feet Melee Single Action claw +9 (Agile, Finesse), Damage 1d6+1 slashing Ranged Single Action dart +9 (Agile, range increment 20 feet), Damage 1d4+1 piercing Primal Innate Spells DC 17 - Cantrips (1st) Prestidigitation - 1st Create Water, Sleep Viscous Choke Two Actions (Conjuration, Primal, Water) Frequency once per day; Effect The fuath surrounds the head of one air-breathing creature within 30 feet in a magical film of viscous water for 1 minute. The target must succeed at a DC 17 Reflex save or begin to choke and must hold their breath to avoid drowning. The film can be temporarily wiped away with a total of 3 Interact actions by the choking creature or creatures adjacent to it, allowing a new Reflex save with a +2 circumstance bonus to end the effect. (These actions don't need to be consecutive or made by the same creature.) Fuath Guardians Lone fuaths sometimes appoint themselves guardians of nature, protecting spawning grounds from overfishing or preventing careless cutting of peat bogs. Most, however, are unrepentant saboteurs. ","skill_mod":{"deception":4,"nature":6,"thievery":7,"stealth":7,"acrobatics":7},"image":["/Images/Monsters/Gremlin_Fuath.png"],"primary_source":"Bestiary 3","spell":["Create Water","Sleep","Prestidigitation"],"ac":17,"item":["darts (6)"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Fuath","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[3,4],"attack_bonus":[9,9],"constitution":2,"creature_family":"Gremlin","will_save":6,"speed":{"max":30,"land":20,"swim":30},"wisdom":3,"weakness":{"cold_iron":2,"fire":2},"creature_ability":["Vulnerable to Sunlight","Viscous Choke"],"skill":["Acrobatics","Deception","Nature","Sailing Lore","Stealth","Thievery"],"tradition":["Primal"],"summary":"Despite their small size, fuaths are shipwreckers incarnate. In the dark of night, these gremlins sever ratlines, slash sails, smash sextants, and …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1179","dexterity":4,"category":"creature","slug":"creature-1179"},{"primary_source_category":"Rulebooks","strength":0,"hp":16,"language":["Aklo","Grioth","<%UMR%37%%>telepathy<%END> 30 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":0,"perception":7,"stealth":"7","trait":["Grioth","Humanoid","Uncommon","CE","Medium"],"id":"creature-1180","text":" Grioth Scout The first grioths encountered on a new world are scouts. Typically traveling the vastness of space via one-way portals from their home worlds, grioth scouts never expect to see their homes again, as grioth leadership ensures true devotion to the colonization effort by stranding them on new worlds. Recall Knowledge - Humanoid (Society): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Grioth Scout Source Bestiary 3 pg. 122 Perception +7; greater darkvision, echolocation (precise) 20 feet Languages Aklo, Grioth; telepathy 30 feet Skills Acrobatics +7, Occultism +6, Stealth +7 Str +0 Dex +4 Con +2 Int +1 Wis +2 Cha +0 Echolocation A grioth can use its hearing as a precise sense at the listed range. Items voidglass kukri --- AC 17 Fort +5 Ref +9 Will +7 HP 16 Immunities cold Weaknesses fire 3 Light Blindness No Breath A grioth doesn't breathe except to speak and is immune to effects that require breathing (such as an inhaled poison). --- Speed 25 feet, fly 30 feet Melee Single Action kukri +7 (Agile, Finesse, Trip), Damage 1d6 slashing Melee Single Action jaws +7 (Agile, Finesse), Damage 1d4 piercing plus grioth venom Occult Innate Spells DC 16, attack +8 - Cantrips (1st) Daze, Detect Magic, Mage Hand, Telekinetic Projectile - 1st Phantom Pain Grioth Venom (Emotion, Fear, Mental, Poison) Saving Throw Fortitude DC 17; Maximum Duration 6 rounds; Stage 1 frightened 1 (1 round); Stage 2 frightened 2 (1 round); Stage 3 frightened 3 (1 round) Shock Mind Two Actions (Enchantment, Mental, Occult) The grioth scout makes a Strike with a voidglass weapon. If the Strike hits, it deals an additional 1d6 mental damage, and the target must succeed at a DC 17 Will save (this has the incapacitation trait) or become confused for 1 round. ","skill_mod":{"stealth":7,"occultism":6,"acrobatics":7},"image":["/Images/Monsters/Grioth_GriothScout.png"],"primary_source":"Bestiary 3","spell":["Phantom Pain","Daze","Detect Magic","Mage Hand","Telekinetic Projectile"],"ac":17,"item":["voidglass kukri"],"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":" greater darkvision , echolocation (precise) 20 feet","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":5,"size":["Medium"],"name":"Grioth Scout","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[2,3],"attack_bonus":[7,7],"constitution":2,"immunity":["cold"],"creature_family":"Grioth","spell_attack_bonus":[8],"will_save":7,"speed":{"fly":30,"max":30,"land":25},"wisdom":2,"weakness":{"fire":3},"creature_ability":["Echolocation","Light Blindness","No Breath","Grioth Venom","Shock Mind"],"skill":["Acrobatics","Occultism","Stealth"],"tradition":["Occult"],"summary":"The first grioths encountered on a new world are scouts. Typically traveling the vastness of space via one-way portals from their home worlds, grioth …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1180","dexterity":4,"category":"creature","slug":"creature-1180"},{"primary_source_category":"Rulebooks","strength":0,"hp":40,"language":["Aklo","Grioth","<%UMR%37%%>telepathy<%END> 30 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":0,"perception":10,"stealth":"10","trait":["Grioth","Humanoid","Rare","CE","Medium"],"id":"creature-1181","text":" Grioth Cultist Grioth cultists represent the lowest tier of their remorseless cult—worshippers of the Elder Mythos tasked with leading scouting missions into new worlds. Though ranked above scouts in the chain of command, they occupy a lowly place in the overall religious hierarchy. Though whispered rumors describe the legendary rituals needed to wrench worlds from their suns, these cultists don't learn this potent magic. Such secrets are left to grioth high priests, who are always the last to arrive in a colonized world. Most grioths worship the Outer God Nyarlathotep in one of his many incarnations, although some worship other entities of the Elder Mythos such as Azathoth, Nhimbaloth, or Yog-Sothoth. In the highly rare cases where a grioth is cut off from their society and given the opportunity to explore other religions, they still lean into faiths associated with the stars or the night, such as Desna or Zon-Kuthon. However, these grioths are loathed by others of their own kind, who view them as dangerous heretics. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Grioth Cultist Source Bestiary 3 pg. 123 Perception +10; greater darkvision, echolocation (precise) 20 feet Languages Aklo, Grioth; telepathy 30 feet Skills Acrobatics +8, Occultism +9, Religion +10, Stealth +10 Str +0 Dex +3 Con +2 Int +2 Wis +3 Cha +0 Echolocation A grioth can use its hearing as a precise sense at the listed range Items voidglass kukri --- AC 18 Fort +7 Ref +10 Will +10 HP 40 Immunities cold Weaknesses fire 5 Light Blindness No Breath A grioth doesn't breathe except to speak and is immune to effects that require breathing (such as an inhaled poison). --- Speed 25 feet, fly 30 feet Melee Single Action kukri +10 (Agile, Finesse, Trip), Damage 1d6+2 slashing Melee Single Action jaws +10 (Agile, Finesse), Damage 1d8+2 piercing plus grioth venom Divine Prepared Spells DC 20, attack +12 - Cantrips (3rd) Divine Lance, Forbidding Ward, Message, Prestidigitation, Stabilize - 1st Fear, Harm, Heal, Ventriloquism - 2nd Dispel Magic, Heal, Sound Burst Occult Innate Spells DC 19, attack +11 - Cantrips (2nd) Daze, Detect Magic, Mage Hand, Telekinetic Projectile - 2nd Phantom Pain Grioth Venom (Emotion, Fear, Mental, Poison) Saving Throw Fortitude DC 20; Maximum Duration 6 rounds; Stage 1 frightened 1 (1 round); Stage 2 frightened 2 (1 round); Stage 3 frightened 3 (1 round) Shock Mind Two Actions (Enchantment, Mental, Occult) The grioth scout makes a Strike with a voidglass weapon. If the Strike hits, it deals an additional 2d6 mental damage, and the target must succeed at a DC 20 Will save (this has the incapacitation trait) or become confused for 1 round. Invoke Haunter of the Dark Two Actions (Divine, Enchantment, Mental, Visual) Frequency once per day; Effect The grioth cultist waves a hand in a complex pattern to invoke dark powers, dealing 3d8 mental damage. Each non-grioth creature within 20 feet must attempt a DC 20 Will save. Critical Success The creature is unaffected. Success The creature takes half damage Failure The creature takes full damage and becomes stupefied 1 for 1 round Critical Failure The creature takes double damage and becomes stupefied 1 for 1 minute. ","skill_mod":{"stealth":10,"occultism":9,"acrobatics":8,"religion":10},"image":["/Images/Monsters/Grioth_GriothCultist.png"],"primary_source":"Bestiary 3","spell":["Dispel Magic","Heal","Sound Burst","Fear","Harm","Ventriloquism","Divine Lance","Forbidding Ward","Message","Prestidigitation","Stabilize","Phantom Pain","Daze","Detect Magic","Mage Hand","Telekinetic Projectile"],"ac":18,"item":["voidglass kukri"],"level":3,"spell_dc":[19,20],"source_category":["Rulebooks"],"sense":" greater darkvision , echolocation (precise) 20 feet","resistance":{},"intelligence":2,"reflex_save":10,"strongest_save":["ref","reflex","will"],"vision":"Greater darkvision","fortitude_save":7,"size":["Medium"],"name":"Grioth Cultist","alignment":"CE","pfs":"Standard","rarity":"rare","strike_damage_average":[5,6],"attack_bonus":[10,10],"constitution":2,"immunity":["cold"],"creature_family":"Grioth","spell_attack_bonus":[11,12],"will_save":10,"speed":{"fly":30,"max":30,"land":25},"wisdom":3,"weakness":{"fire":5},"creature_ability":["Echolocation","Light Blindness","No Breath","Grioth Venom","Shock Mind","Invoke Haunter of the Dark"],"skill":["Acrobatics","Occultism","Religion","Stealth"],"tradition":["Divine","Occult"],"summary":"Grioth cultists represent the lowest tier of their remorseless cult—worshippers of the Elder Mythos tasked with leading scouting missions into new …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1181","dexterity":3,"category":"creature","slug":"creature-1181"},{"constitution":0,"primary_source_category":"Rulebooks","strength":3,"hp":28,"language":["Celestial","Common","<%UMR%37%%>telepathy<%END> 60 feet"],"immunity":["disease","paralyzed","petrified","poison"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Guardian Beast","will_save":10,"charisma":0,"speed":{"fly":25,"max":25},"perception":10,"wisdom":4,"weakness":{},"creature_ability":["Anchored Soul","Bonded Vessel","Reconstitution","Inhabit Vessel","Spirit Body"],"skill":["Acrobatics","Athletics","Meteorology Lore","Religion"],"trait":["Celestial","Uncommon","NG","Medium"],"id":"creature-1182","text":" Stone Lion Cub Stone lion cubs are curious, playful, and occasionally accidental mischief makers. Despite their still developing abilities, they eagerly hone their skills with make-believe missions. Many hope that they'll one day become responsible guardians like their parents. Smaller in stature and ferocity, stone lion cubs sometimes try to guard places of smaller importance, often including facsimiles of the same kinds of structures their parents attend. They're less than dependable as guardians, as they have the attention span and rambunctious nature of children. Their parents often need to call them to heel, ordering them to stay at the parent's side as parent and child both stay motionless for the rising day. Recall Knowledge - Celestial (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Stone Lion Cub Source Bestiary 3 pg. 124 Perception +10; darkvision Languages Celestial, Common; telepathy 60 feet Skills Acrobatics +7, Athletics +7, Meteorology Lore +7, Religion +8 Str +3 Dex +3 Con +0 Int +1 Wis +4 Cha +0 Anchored Soul The cub is mystically bonded to its bonded vessel and must remain within 1 mile of it. Some might be further restricted to the location it guards. --- AC 18 Fort +6 Ref +7 Will +10 +1 status to all saves vs. evil HP 28 Immunities disease, paralyzed, petrified, poison Bonded Vessel The condition of a stone cub's vessel dictates the cub's maximum Hit Point value. Undamaged, the vessel is an object with 28 Hit Points (BT 14). When the cub is in spirit form, damaging it doesn't hurt the vessel, but damaging the vessel deals an equal amount of damage to the cub. When the cub Inhabits its Vessel, they're a single target, and damage reduces the Hit Points of both the cub and the vessel. If the vessel is broken, the cub can still fight normally while inhabiting it and suffers no ill effect, but if the vessel is ever destroyed, the cub is instantly slain and can't reconstitute. Reconstitution (divine, necromancy) When the cub reaches 0 Hit Points, its spirit dissipates. If its bonded vessel is intact, the cub re-forms in this vessel after 2d4 days, fully healed. If the vessel is broken, it must first be Repaired, after which the cub reforms in 3d4 days. --- Speed fly 25 feet Divine Innate Spells DC 17 - 1st Detect Alignment (at will; evil only) Inhabit Vessel Two Actions (Manipulate) The cub touches and melds with its bonded vessel, bringing the statue to life. It can cease Inhabiting its Vessel by spending a single action, which has the concentrate trait. While Inhabiting the Vessel, it loses its fly Speed and gains Immunities healing, nonlethal; Resistances physical 3 (except bludgeoning); Speed 20 feet; and the following Strike. Melee Single Action jaws +10 (agile), Damage 1d6+5 bludgeoning plus Grab Spirit Body When not Inhabiting its Vessel, the cub is incorporeal and gains resistance 3 to all damage (except force damage and damage from Strikes with the ghost touch property rune; double resistance against non-magical). Bleeding Omen Legends say that stone lions can predict incoming storms or floods. If a stone lion's eyes, nose, or ears bleed, preparations should be made. Lone survivors of these disasters claim those who disparage such omens as superstition often don't live to see the next dawn. ","tradition":["Divine"],"skill_mod":{"athletics":7,"acrobatics":7,"religion":8},"summary":"Stone lion cubs are curious, playful, and occasionally accidental mischief makers. Despite their still developing abilities, they eagerly hone their …","image":["/Images/Monsters/GuardianBeast_LionCub.png"],"primary_source":"Bestiary 3","spell":["Detect Alignment"],"trait_group":["Creature Type","Rarity"],"ac":18,"level":2,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1182","intelligence":1,"reflex_save":7,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Stone Lion Cub","alignment":"NG","category":"creature","pfs":"Standard","rarity":"uncommon","slug":"creature-1182"},{"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":50,"language":["Celestial","Common","<%UMR%37%%>telepathy<%END> 60 feet"],"immunity":["disease","paralyzed","petrified","poison"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Guardian Beast","will_save":13,"charisma":0,"speed":{"fly":40,"max":40},"perception":13,"wisdom":5,"weakness":{},"creature_ability":["Anchored Soul","Bonded Vessel","Reconstitution","Ferocious Roar","Inhabit Vessel","Spirit Body"],"skill":["Athletics","Intimidation","Meteorology Lore","Religion"],"trait":["Celestial","Uncommon","NG","Large"],"id":"creature-1183","text":" Stone Lion Stone lions are a common sight outside of banks, temples, palaces, and even private residences. The fierce expressions affixed on their faces remind passersby to stay on their best behavior. Stone lions remain faithful guardians of a site, regardless of whether it falls into disrepair. Even if people abandon a place, the lion remains dutiful until its statue is too worn or broken to inhabit any longer. Recall Knowledge - Celestial (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Stone Lion Source Bestiary 3 pg. 125 Perception +13; darkvision Languages Celestial, Common; telepathy 60 feet Skills Athletics +12, Intimidation +8, Meteorology Lore +11, Religion +13 Str +4 Dex +3 Con +3 Int +1 Wis +5 Cha +0 Anchored Soul The stone lion is mystically bonded to its bonded vessel and must remain within 1 mile of it. Some might be further restricted to the location it guards. --- AC 21 Fort +11 Ref +9 Will +13 +1 status to all saves vs. evil HP 50 Immunities disease, paralyzed, petrified, poison Bonded Vessel The condition of a stone lion's vessel dictates the lion's maximum Hit Point value. Undamaged, the vessel is an object with 50 Hit Points (BT 25). When the stone lion is in spirit form, damaging it doesn't hurt the vessel, but damaging the vessel deals an equal amount of damage to the stone lion. When the stone lion Inhabits its Vessel, they're a single target, and damage reduces the Hit Points of both the stone lion and the vessel. If the vessel is broken, the stone lion can still fight normally while inhabiting it and suffers no ill effect, but if the vessel is ever destroyed, the stone lion is instantly slain and can't reconstitute. Reconstitution (divine, necromancy) When the stone lion reaches 0 Hit Points, its spirit dissipates. If its bonded vessel is intact, the stone lion re-forms in this vessel after 2d4 days, fully healed. If the vessel is broken, it must first be Repaired, after which the stone lion reforms in 3d4 days. --- Speed fly 40 feet Divine Innate Spells DC 21 - 1st Detect Alignment (at will; evil only) - 3rd Dream Message Ferocious Roar Two Actions (Auditory, Emotion, Fear, Mental, Sonic) The lion makes a terrifying roar that deals 2d8 sonic damage (DC 23 basic Fortitude save) to each creature in a 20-foot cone. Creatures that fail this save become frightened 1. Inhabit Vessel Two Actions (Manipulate) The lion touches and melds with its bonded vessel, bringing the statue to life. It can cease Inhabiting its Vessel by spending a single action, which has the concentrate trait. While Inhabiting the Vessel, it loses its fly Speed and gains Immunities healing, nonlethal; Resistances physical 5 (except bludgeoning); Speed 30 feet; and the following Strikes. Melee one-action] jaws +14, Damage 2d6+7 bludgeoning plus [Grab Ranged one-action] stone ball +13 ([range increment 30 feet), Damage 2d4+7 bludgeoning Spirit Body When not Inhabiting its Vessel, the stone lion is incorporeal and gains resistance 5 to all damage (except force damage and damage from Strikes with the ghost touch property rune; double resistance against non-magical). Bleeding Omen Legends say that stone lions can predict incoming storms or floods. If a stone lion's eyes, nose, or ears bleed, preparations should be made. Lone survivors of these disasters claim those who disparage such omens as superstition often don't live to see the next dawn. ","tradition":["Divine"],"skill_mod":{"athletics":12,"intimidation":8,"religion":13},"summary":"Stone lions are a common sight outside of banks, temples, palaces, and even private residences. The fierce expressions affixed on their faces remind …","image":["/Images/Monsters/GuardianBeast_Lion.png"],"primary_source":"Bestiary 3","spell":["Dream Message","Detect Alignment"],"trait_group":["Creature Type","Rarity"],"ac":21,"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1183","intelligence":1,"reflex_save":9,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":11,"size":["Large"],"name":"Stone Lion","alignment":"NG","category":"creature","pfs":"Standard","rarity":"uncommon","slug":"creature-1183"},{"primary_source_category":"Rulebooks","strength":6,"hp":110,"language":["Common","Necril"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":15,"stealth":"16","trait":["Earth","Uncommon","Undead","CE","Medium"],"id":"creature-1184","text":" Guecubu Sometimes an individual performs acts of horror so unspeakable that the earth they walk on becomes imprinted by their evil. With such villains, even slaying them and scattering their bones can't rid the world of their vile presence. Their souls rise again as guecubus, gruesome skeletons made of scorched bones, rotting flesh, and befouled earth. Guecubus roams the land seeking those they deem responsible for their death. A guecubu remembers what was done to them, and the memories of their supposed mistreatment fuel their quest for revenge. Guecubus are well-equipped to exact such vengeance. Along with monstrous power and the ability to move through earth, they retain all the cunning they had in life. These creatures are known to kill their enemies one by one, leaving no trace of their presence behind save pebbles and dust. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Guecubu Source Bestiary 3 pg. 126 Perception +15; darkvision, tremorsense (imprecise) 60 feet Languages Common, Necril Skills Acrobatics +16, Athletics +18, Intimidation +15, Stealth +16 Str +6 Dex +4 Con +3 Int +4 Wis +3 Cha +3 --- AC 27 Fort +17 Ref +16 Will +15 HP 110 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances electricity 10, physical 10 (except bludgeoning) --- Speed 25 feet, burrow 15 feet; earth glide Melee Single Action jaws +20 (Agile), Damage 2d8+8 piercing plus wrathful misfortune Primal Innate Spells DC 26 - 4th Shape Stone (at will) Break Ground Two Actions (Arcane, Earth, Transmutation) The guecubu stomps, and the ground breaks and ripples in a 30-foot emanation, erupting in razor-sharp, crisscrossing spikes of rock that deal 3d8 piercing damage to creatures in the area (DC 26 basic Reflex save). The area becomes difficult terrain and hazardous terrain, with each square dealing 3 piercing damage to a creature that moves through it. A guecubu is immune to these effects. Ground under the effects of a consecrate ritual or a circle of protection spell tuned against evil or chaos can't be affected by this ability. Earth Glide The guecubu can Burrow through any earthen matter, including rock. When it does so, the guecubu moves at its full burrow Speed, leaving no tunnels or signs of its passing. Shove into Stone (Arcane, Earth, Transmutation) When the guecubu successfully Shoves a creature into a stone barrier, the target must succeed at a DC 26 Reflex save or become merged with the barrier, with the effects of meld into stone until the target Escapes (DC 26). Wrathful Misfortune (Arcane, Curse, Enchantment) A creature damaged by a guecubu must succeed at a DC 26 Will save or become cursed with consummate bad luck. The creature becomes clumsy 2. Each time that creature rolls initiative, on their next roll they must roll twice and use the worse result; this is a misfortune effect. You Again? A guecubu is one of the clearest manifestations of selfish evil found in the world. They believe they were raised to make their enemies pay for their demise, completely in denial to their own role in those events. Bereft of the henchmen and power they commanded while alive, the guecubu gleefully uses their new powers on those they hate. Many adventurers realize at some point that the guecubu pursuing them is a former foe they believed dispatched. ","element":["Earth"],"skill_mod":{"stealth":16,"athletics":18,"intimidation":15,"acrobatics":16},"image":["/Images/Monsters/Guecubu.png"],"primary_source":"Bestiary 3","spell":["Shape Stone"],"ac":27,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet","resistance":{"piercing":10,"slashing":10,"electricity":10,"physical":10},"intelligence":4,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Guecubu","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17],"attack_bonus":[20],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"will_save":15,"speed":{"max":25,"land":25,"burrow":15},"wisdom":3,"weakness":{},"creature_ability":["Break Ground","Earth Glide","Shove into Stone","Wrathful Misfortune"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"tradition":["Primal"],"summary":"Sometimes an individual performs acts of horror so unspeakable that the earth they walk on becomes imprinted by their evil. With such villains, even …","trait_group":["Elemental","Planar","Monster","Rarity","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1184","dexterity":4,"category":"creature","slug":"creature-1184"},{"attack_bonus":[18,20],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":118,"language":["Aklo","<%UMR%37%%>telepathy<%END> (touch)"],"source":["Bestiary 3"],"type":"Creature","will_save":17,"charisma":-3,"speed":{"max":40,"land":40},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Rapid Evolution","Energy Gland","Husk","Extend Limbs","Vent Energy"],"skill":["Acrobatics","Athletics","Occultism"],"trait":["Aberration","Uncommon","NE","Large"],"id":"creature-1185","text":" Hadrinnex The bizarre hadrinnexes resemble defensive systems more than living creatures. They evolve at a rapid rate, but only to specific attacks against them, which suggests they were created through advanced technology or magic. The husk surrounding a hadrinnex—flecks of metal suspended in a malleable organic carapace—reshapes in response to harm. So too can a glowing gland within the creature's thorax, which collects energy and restructures the creature's biology to protect it from that energy. This organ is fragile and ruptures soon after a hadrinnex is killed. Hadrinnexes have only a rudimentary intellect and usually follow more intelligent aberrations. As bodyguards or peons, they perform simple tasks diligently. Though poor at problem-solving and improvisation, hadrinnexes' dependability and adaptive physiology make them ideal for dangerous tasks in hazardous environments. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Hadrinnex Source Bestiary 3 pg. 127 Perception +17; darkvision Languages Aklo; telepathy (touch) Skills Acrobatics +16, Athletics +18, Occultism +11 Str +6 Dex +4 Con +6 Int -3 Wis +3 Cha -3 --- AC 27 Fort +18 Ref +14 Will +17 HP 118 Resistances energy 15, physical 15 (see Rapid Evolution) Rapid Evolution Reaction (morph, occult, transmutation) Trigger The hadrinnex takes damage of a physical or energy damage type (bludgeoning, piercing, or slashing for physical; acid, cold, electricity, fire, force, negative, or sonic for energy) Effect The hadrinnex reconfigures its husk (if triggered by physical damage) or its energy gland (if triggered by energy damage). Any reconfiguration applies to the triggering damage and lasts until the next time the hadrinnex uses Rapid Evolution. Energy Gland Reconfiguring the energy gland changes both the hadrinnex's energy damage resistance and the damage of its energy ray to that type. By default, the energy gland is configured to sonic. Husk The hadrinnex's physical damage resistance and the damage of its weapon arm Strikes change to the triggering type. Weapon arm Strikes gain an additional trait depending on the current damage type: bludgeoning adds shove, piercing adds deadly d8, and slashing adds sweep. By default the husk is configured to bludgeoning. --- Speed 40 feet Melee Single Action weapon arm +20 (reach 10 feet), Damage 2d8+9 physical (see Rapid Evolution) Ranged Single Action energy ray +18 (Evocation, Occult, range 120 feet), Damage 5d6 energy (see Rapid Evolution) Extend Limbs Two Actions The hadrinnex makes two weapon arm Strikes, each targeting a different creature. The hadrinnex's reach increases to 20 feet for these Strikes. Vent Energy Single Action (Evocation, Occult) The hadrinnex purges the energy in its energy gland for an external discharge. It either blasts the energy to deal 7d6 energy damage to creatures in a 30-foot cone (DC 26 basic Reflex save), or directs the energy to its weapon arms, making its weapon arm Strikes deal an extra 2d6 energy damage for 1 minute. Either one expends the damage type stored in the hadrinnex's energy gland, as described below. After the energy is vented, the energy gland goes dormant. The hadrinnex loses its energy resistance and can't use energy ray until it uses Rapid Evolution to reconfigure its energy gland again. Directing energy to its weapon arms again removes any previous energy boost to its weapon arm. Hibernation Pods Hadrinnexes can be found hibernating in remote areas, their husks shaped into ovoid pods. These pods are usually centered in craters, suggesting the hadrinnex fell from above. Leaving hibernation takes 2 months as it extrudes its limbs and restarts biological processes. This can be accelerated with a daily influx of energy to its energy gland. ","skill_mod":{"athletics":18,"occultism":11,"acrobatics":16},"summary":"The bizarre hadrinnexes resemble defensive systems more than living creatures. They evolve at a rapid rate, but only to specific attacks against …","image":["/Images/Monsters/Hadrinnex.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"acid":15,"bludgeoning":15,"void":15,"sonic":15,"piercing":15,"slashing":15,"vitality":15,"fire":15,"cold":15,"electricity":15,"force":15,"physical":15},"url":"/Monsters.aspx?ID=1185","intelligence":-3,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Hadrinnex","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17,18],"slug":"creature-1185"},{"primary_source_category":"Rulebooks","strength":4,"hp":95,"language":["Aklo","Auran","Common","Jotun","voice of the storm"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":12,"stealth":"9","trait":["Air","Electricity","Hag","Humanoid","CE","Medium"],"id":"creature-1186","text":" Storm Hag Storm hags are the personification of a storm's rage. These crones hate those who huddle together with loved ones in warm, dry shelters while the wind howls and rain lashes the land and sea. Storm hags use their powers to wreak havoc on communities near the coastal caves or hovels where they often live. These hags send their voices on the wind to terrorize mortals before descending upon them with claws and fell magic. More than any others of their kind, they prey on the young, devouring children as much for the pain it causes their parents and caretakers as for the hags' love of young flesh. A storm hag's territory sometimes overlaps with that of sea hags and winter hags. While this may result in the formation of a coven that controls their combined territories, more often it leads to rivalries. Such feuds only increase the misery of innocent people caught between the rival hags' feuding. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Storm Hag Source Bestiary 3 pg. 128 Perception +12; darkvision, stormsight Languages Aklo, Auran, Common, Jotun; voice of the storm Skills Acrobatics +11, Deception +11, Intimidation +13, Occultism +11, Stealth +9, Weather Lore +13 Str +4 Dex +2 Con +4 Int +2 Wis +3 Cha +4 Coven A storm hag adds hydraulic torrent , lightning storm , and mariner's curse to her coven's spells. Stormsight Wind, precipitation, and clouds don't impair a storm hag's vision; she ignores the concealed condition from storms, mist, precipitation, and the like. Voice of the Storm A storm hag can send spoken messages or sounds on the wind to any spot that she has seen and the wind can reach within a 50-mile radius. She can send a quiet whisper or a loud scream, and decides whether it's clearly audible or barely heard above the wind. The message is delivered regardless of whether anyone is present to hear it. The hag can use this ability to Demoralize creatures that hear her message with dire threats or unnerving whispers of doom. --- AC 21 Fort +15 Ref +9 Will +12 HP 95 Immunities electricity Weaknesses cold iron 5 --- Speed 25 feet, fly 40 feet Melee Single Action claw +15 (Agile), Damage 1d6+7 slashing plus 1d6 electricity Melee Single Action jaws +15, Damage 1d8+7 piercing plus 1d6 electricity Ranged Single Action wind blast +13 (Air, range 30 feet), Damage 1d10+5 bludgeoning Occult Innate Spells DC 22 - 3rd Gust of Wind (at will), Lightning Bolt, Obscuring Mist, Wall of Wind Stormcalling A storm hag can perform a special control weather ritual, which requires no secondary casters, to change the weather within 5 miles of her location for 4d12 hours. The primary check is a DC 23 Occultism check, and she can't get an outcome worse than a failure. The storm hag can create only hurricanes, thunderstorms, and tornadoes, but she can do so regardless of the current season. She can also quell natural weather events but never willingly does so. Wind Mastery A storm hag is unaffected by strong winds, natural or magical. Windy conditions are not difficult terrain for her. ","element":["Air"],"skill_mod":{"deception":11,"stealth":9,"intimidation":13,"occultism":11,"acrobatics":11},"image":["/Images/Monsters/Hag_StormHag.png"],"primary_source":"Bestiary 3","spell":["Gust of Wind","Lightning Bolt","Obscuring Mist","Wall of Wind"],"ac":21,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision , stormsight","resistance":{},"intelligence":2,"reflex_save":9,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Storm Hag","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[10,14,15],"attack_bonus":[13,15,15],"constitution":4,"immunity":["electricity"],"creature_family":"Hag","will_save":12,"speed":{"fly":40,"max":40,"land":25},"wisdom":3,"weakness":{"cold_iron":5},"creature_ability":["Coven","Stormsight","Voice of the Storm","Stormcalling","Wind Mastery"],"skill":["Acrobatics","Deception","Intimidation","Occultism","Stealth","Weather Lore"],"tradition":["Occult"],"summary":"Storm hags are the personification of a storm's rage. These crones hate those who huddle together with loved ones in warm, dry shelters while the …","trait_group":["Elemental","Planar","Monster","Energy","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1186","dexterity":2,"category":"creature","slug":"creature-1186"},{"primary_source_category":"Rulebooks","strength":4,"hp":145,"language":["Aklo","Common","Jotun"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":16,"trait":["Cold","Hag","Humanoid","CE","Medium"],"id":"creature-1187","text":" Winter Hag On long, dark winter nights, folk at the edges of civilization have learned to be wary of old women who come knocking at their door. They look for her tracks in the snow and other telltale signs to make sure she isn't a winter hag who plans to drag them off and feast on their bones. In truth, winter hags are more subtle monsters, entrapping humanoids in schemes that create mistrust and anger within a village before picking off the residents one or two at a time, heightening the fear and anger of those who remain. When her work is done, a winter hag revels in the silence of a frost-rimed village in which no hearth fires are left burning. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Winter Hag Source Bestiary 3 pg. 129 Perception +16; darkvision, see invisibility , snow vision Languages Aklo, Common, Jotun Skills Athletics +13, Deception +17, Diplomacy +15, Occultism +15, Survival +14 Str +4 Dex +2 Con +3 Int +4 Wis +3 Cha +6 Coven A winter hag adds cone of cold , solid fog , and wall of ice to her coven's spells. Snow Vision Snow doesn't impair a winter hag's vision; she ignores concealment from snowfall. --- AC 24 Fort +14 Ref +13 Will +16 HP 145 Immunities cold Weaknesses cold iron 5, fire 5 --- Speed 25 feet; ice climb 25 feet Melee Single Action ice staff +17 (Magical, two-hand d8), Damage 2d4+7 bludgeoning plus 1d6 cold Melee Single Action claw +16 (Agile), Damage 2d6+7 slashing plus 1d6 cold Occult Innate Spells DC 25, attack +17 - Cantrips (4th) Chill Touch, Ray of Frost - 3rd Enthrall, Paralyze - 4th Charm, Fly (at will), Ice Storm - Constant (4th) Pass Without Trace, See Invisibility Craft Ice Staff (Cold, Downtime, Evocation, Occult) A winter hag can spend 1 day performing a specific ritual to create a +1 striking staff of black ice. Once per day, she can use the staff to cast cone of cold . The staff's magic functions only in the hands of the hag who created it; for anyone else, it is a mundane staff. If the hag dies or if the staff remains in another creature's possession for 24 hours, the staff melts into a puddle of foul-smelling water. Ice Climb A winter hag can Climb at the listed Speed, but only on ice. She ignores difficult terrain from ice and snow, and she doesn't risk falling when crossing ice. ","skill_mod":{"diplomacy":15,"deception":17,"survival":14,"athletics":13,"occultism":15},"image":["/Images/Monsters/Hag_WinterHag.png"],"primary_source":"Bestiary 3","spell":["Charm","Fly","Ice Storm","Enthrall","Paralyze","Chill Touch","Ray of Frost","Pass Without Trace","See Invisibility"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision , see invisibility , snow vision","resistance":{},"intelligence":4,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Winter Hag","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[15,17],"attack_bonus":[16,17],"constitution":3,"immunity":["cold"],"creature_family":"Hag","spell_attack_bonus":[17],"will_save":16,"speed":{"climb":25,"max":25,"land":25},"wisdom":3,"weakness":{"cold_iron":5,"fire":5},"creature_ability":["Coven","Snow Vision","Craft Ice Staff","Ice Climb"],"skill":["Athletics","Deception","Diplomacy","Occultism","Survival"],"tradition":["Occult"],"summary":"On long, dark winter nights, folk at the edges of civilization have learned to be wary of old women who come knocking at their door. They look for …","trait_group":["Energy","Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1187","dexterity":2,"category":"creature","slug":"creature-1187"},{"primary_source_category":"Rulebooks","strength":4,"hp":170,"language":["Abyssal","Aklo","Common","Infernal","Jotun"],"source":["Bestiary 3"],"type":"Creature","charisma":5,"perception":17,"stealth":"17","trait":["Hag","Humanoid","CE","Medium"],"id":"creature-1188","text":" Blood Hag Blood hags, also known as soucouyants, infiltrate communities in the guise of young, innocent humanoids. This disguise is more than an illusion, for a blood hag wears the skin of a previous victim to hide her true appearance. During the day, her disguise is almost perfect, especially if the community knows nothing about the person the hag is pretending to be. But after sunset, the creature sheds her skin, hides it in a safe place, and stalks the night to drink the blood that sustains her. Able to travel quickly in the form of a ball of fire and to slip through keyholes or the slightest crack in a door or window, blood hags feed on sleeping victims then return home before morning to don their stolen skin. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Blood Hag Source Bestiary 3 pg. 130 Perception +17; bloodsense (imprecise) 90 feet, darkvision Languages Abyssal, Aklo, Common, Infernal, Jotun Skills Acrobatics +15, Athletics +16, Deception +19, Diplomacy +17, Occultism +14, Stealth +17 Str +4 Dex +5 Con +2 Int +2 Wis +3 Cha +5 Bloodsense A blood hag can sense the presence of blood and creatures with blood. She can tell the difference between spilled blood and the blood within a living creature. Coven A blood hag adds death ward , fiery body , and nightmare to her coven's spells. Borrowed Skin A blood hag wears a covering of skin stolen from a humanoid creature she has killed, hiding her true form and granting her the effects of a 4th-level misdirection , with herself as the primary target and the creature whose skin she is wearing as the secondary target. Spreading coarse salt inside the skin prevents the hag from putting it back on, forcing her to keep her fiery form until she kills another humanoid and spends 1 hour turning it into a new disguise. --- AC 26 Fort +14 Ref +17 Will +17 HP 170 Immunities bleed Resistances fire 10 Weaknesses cold iron 10 --- Speed 25 feet Melee Single Action claw +18 (Agile), Damage 2d8+7 slashing plus Grab Melee Single Action jaws +18, Damage 2d12+7 piercing Ranged Single Action firebolt +19 (Agile, Fire), Damage 2d10+8 fire Occult Innate Spells DC 26 - 4th Charm, Sleep (×3) Assume Fiery Form Three Actions (Concentrate, Fire, Occult, Polymorph, Transmutation) The blood hag removes her borrowed skin and transforms into a brilliant ball of fire. She becomes amorphous, gains the fire trait and a fly Speed of 60 feet, becomes immune to fire, and emits light as a torch. She loses her melee Strikes and can't Drain Blood, but she deals 3d10 fire damage (DC 26 basic Reflex save) to each creature that touches her, as well as to each creature that succeeds at a melee Strike against her with an unarmed attack or from an adjacent space. If her skin is intact, she can return to her normal form by spending a single action that has the manipulate trait while adjacent to the skin. The hag can instead Assume Fiery Form as a single action, bursting through her skin in a blast of flames. Doing so destroys her borrowed skin and deals 9d6 fire damage (DC 26 basic Reflex save) in a 20-foot emanation. Drain Blood Single Action (Necromancy, Occult) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within the blood hag's reach; Effect The hag sinks her fangs into the creature to drink its blood. This requires a successful Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim becomes drained 1. The hag regains 15 Hit Points, gaining any excess HP as temporary Hit Points that last for 1 hour. Drinking blood from a creature that's already drained doesn't restore any Hit Points to the hag but increases the victim's drained value by 1, killing the victim when it reaches drained 5. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained condition by 1 after 10 minutes. Blood Hag Skin A slain blood hag's skin can be used as a component in dark rituals invoking demonic powers. A hero who knows this usually destroys the skin. Less scrupulous adventurers can sell this prize for a substantial sum (80–120 gp). They may later learn that they have helped the buyer unleash a terrible scourge upon the world—if the buyer doesn't kill them first. ","skill_mod":{"diplomacy":17,"deception":19,"stealth":17,"athletics":16,"occultism":14,"acrobatics":15},"image":["/Images/Monsters/Hag_BloodHag.png"],"primary_source":"Bestiary 3","spell":["Charm","Sleep"],"ac":26,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"bloodsense (imprecise) 90 feet, darkvision ","resistance":{"fire":10},"intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Blood Hag","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[16,19,20],"attack_bonus":[18,18,19],"constitution":2,"immunity":["bleed"],"creature_family":"Hag","will_save":17,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"cold_iron":10},"creature_ability":["Bloodsense","Coven","Borrowed Skin","Assume Fiery Form","Drain Blood"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Occultism","Stealth"],"tradition":["Occult"],"summary":"Blood hags, also known as soucouyants, infiltrate communities in the guise of young, innocent humanoids. This disguise is more than an illusion, for …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1188","dexterity":5,"category":"creature","slug":"creature-1188"},{"primary_source_category":"Rulebooks","strength":7,"hp":190,"language":["Aklo","Common","Jotun"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":22,"trait":["Fiend","Hag","Humanoid","Uncommon","CE","Medium"],"id":"creature-1189","text":" Moon Hag Moon hags are powerful soothsayers who dwell in places where souls receive their final judgment. These vile creatures possess knowledge of—and perhaps some power over—the portals between the lands of the living and the dead, and innocent mortals sometimes seek them out for this reason. Moon hags use their knowledge to sow discord and place seeds of doubt in those who unwittingly seek their aid. Beings of great power can intimidate them into sharing the truth of what they know, but the cunning hags always try to hide some important piece of information or word things in such a way that anyone acting on their divinations still find their plans falling into ruin. Recall Knowledge - Fiend (Religion): DC 29 Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Moon Hag Source Bestiary 3 pg. 131 Perception +22; darkvision Languages Aklo, Common, Jotun Skills Boneyard Lore +21, Deception +19, Intimidation +17, Occultism +19, Religion +22 Str +7 Dex +5 Con +3 Int +5 Wis +6 Cha +3 Coven A moon hag adds plane shift , scrying , and spirit blast to her coven's spells. --- AC 29 Fort +17 Ref +19 Will +22 HP 190 Immunities confused Ferocity Reaction Moonlight's Kiss A moon hag in an area illuminated by moonlight gains a +2 status bonus to AC and initiative rolls. In the light of a full moon, she is quickened, and can use the extra action only to Stride or Strike. --- Speed 25 feet Melee Single Action claw +23 (Agile, Magical), Damage 2d12+10 slashing Occult Innate Spells DC 29 - 5th Confusion, Fear (at will), Read Omens, Talking Corpse (×3), Tongues Dreadful Prediction Single Action (Curse, Enchantment, Occult, Mental) Frequency once per round; Effect The moon hag howls a series of dreadful, apocalyptic predictions at a single creature within 30 feet, shattering its perceptions of reality. The target must succeed at a DC 29 Will save or become stupefied 2 (stupefied 3 on a critical failure); regardless of the outcome, the creature is then temporarily immune for 24 hours. A creature that can see the moon takes a –2 circumstance penalty to saving throws against Dreadful Prediction. The stupefied condition from Dreadful Prediction persists until the curse is removed. Rend Single Action claw Hag Harbingers Moon hags serve the cosmic forces dedicated to the end of existence. On Golarion, they serve the god Groetus, the great, skull-faced moon hanging over Pharasma's Boneyard. Moon hags in the Boneyard are empowered by him as they were bathed in the light of the full moon ","skill_mod":{"deception":19,"intimidation":17,"occultism":19,"religion":22},"image":["/Images/Monsters/Hag_MoonHag.png"],"primary_source":"Bestiary 3","spell":["Confusion","Fear","Read Omens","Talking Corpse","Tongues"],"ac":29,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":19,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Moon Hag","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[23],"attack_bonus":[23],"constitution":3,"immunity":["confused"],"creature_family":"Hag","will_save":22,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Coven","Ferocity","Moonlight's Kiss","Dreadful Prediction","Rend"],"skill":["Boneyard Lore","Deception","Intimidation","Occultism","Religion"],"tradition":["Occult"],"summary":"Moon hags are powerful soothsayers who dwell in places where souls receive their final judgment. These vile creatures possess knowledge of—and …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1189","dexterity":5,"category":"creature","slug":"creature-1189"},{"primary_source_category":"Rulebooks","strength":0,"hp":190,"language":["Sylvan"],"source":["Bestiary 3"],"type":"Creature","charisma":5,"perception":24,"stealth":"23","trait":["Fey","Uncommon","CN","Tiny"],"id":"creature-1190","text":" Harmona Catching a glimpse of a harmona is said to be lucky. Flying quickly, observing and scouting new areas, these brightly colored avian fey are all but hidden to the eye. A soft buzz accompanies them, discernible only to creatures with particularly keen hearing. Intelligent and curious, these tiny fey birds freely roam the First World, accompanying high-ranking fey creatures such as queens or their courts. In turn, companions who treat a harmona with respect for their knowledge and skill benefit from the harmona's aid in times of need. When these curious creatures find a natural gate between the planes, they glide through to explore and expand their knowledge. Those who find their way onto the Material Plane often choose to remain there in search of diverse and unusual places. This frequently leads them to the same locations that draw in curious adventurers. A harmona might befriend a non-fey adventurer as a companion, but they resent those who would treat them as pets and fight to the death to avoid capture. Recall Knowledge - Fey (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Harmona Source Bestiary 3 pg. 132 Perception +24; low-light vision Languages Sylvan Skills Acrobatics +23, Arcana +20, Diplomacy +22, Nature +24, Performance +22, Stealth +23 Str +0 Dex +6 Con +3 Int +5 Wis +7 Cha +5 --- AC 30 Fort +18 Ref +21 Will +24 HP 190 Immunities sonic Weaknesses cold iron 10 Flit Back Reaction Trigger A creature enters the harmona's space or an adjacent square; Effect The harmona Flies 10 feet away from the triggering creature. --- Speed 10 feet, fly 60 feet Melee Single Action beak +23 (Finesse, Magical), Damage 2d6+6 piercing plus 2d6 sonic Ranged Single Action sonic pulse + 23 (Magical, range 60 feet, Sonic), Damage 2d12+6 sonic plus Push Primal Innate Spells DC 30 - Cantrips (4th) Detect Magic Concussive Blow Two Actions (Evocation, Primal, Sonic) The harmona makes a beak Strike, channeling disruptive sound waves into the blow. On a hit, the target must succeed at a DC 30 Fortitude save or become stunned 1 (stunned 2 on a critical failure). After this Strike, the harmona can Fly up to half their fly Speed. Subsonic Pulse Two Actions (Evocation, Primal) The harmona beats their wings rapidly towards the ground, creating a nearly inaudible rumble and sending a wave of shaking earth to overwhelm their enemies. Each creature in a 15-foot emanation must succeed at a DC 30 basic Fortitude save or take 6d6 sonic damage. A creature that fails its save is knocked prone from the shaking ground. Ultrasonic Thrust Two Actions (Evocation, Primal, Sonic) The harmona beats their wings skyward, creating a spiraling vibration. Each creature in a 30-foot cone must attempt a DC 30 Reflex save as the high-frequency blast flings them up and away. Critical Success The creature is unaffected. Success The creature is pushed 5 feet away and knocked off balance, becoming flat-footed until the start of their next turn. Failure Sonic waves fling the creature 15 feet back from the harmona. The creature takes 6d6 bludgeoning damage from the fall and lands prone. Critical Failure As failure, but the creature is flung 30 feet and takes double damage. Sweet Eats Harmonas, like their mundane hummingbird counterparts, have rapid metabolisms and usually get most of their energy and wing power from flower nectar. Over time, they developed a taste for sweets such as cupcakes, cookies, pie, wine, elderflower cordial, and the like. They can be expensive companions to feed, but it is easiest to befriend a harmona by tempting their curiosity with a sweet it hasn't had the pleasure of trying yet. ","skill_mod":{"diplomacy":22,"performance":22,"nature":24,"stealth":23,"arcana":20,"acrobatics":23},"image":["/Images/Monsters/Harmona.png"],"primary_source":"Bestiary 3","spell":["Detect Magic"],"ac":30,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":5,"reflex_save":21,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":18,"size":["Tiny"],"name":"Harmona","alignment":"CN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[19,20],"attack_bonus":[23,23],"constitution":3,"immunity":["sonic"],"will_save":24,"speed":{"fly":60,"max":60,"land":10},"wisdom":7,"weakness":{"cold_iron":10},"creature_ability":["Flit Back","Concussive Blow","Subsonic Pulse","Ultrasonic Thrust"],"skill":["Acrobatics","Arcana","Diplomacy","Nature","Performance","Stealth"],"tradition":["Primal"],"summary":"Catching a glimpse of a harmona is said to be lucky. Flying quickly, observing and scouting new areas, these brightly colored avian fey are all but …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1190","dexterity":6,"category":"creature","slug":"creature-1190"},{"constitution":6,"primary_source_category":"Rulebooks","strength":0,"hp":95,"language":["Infernal","(can't speak any language)"],"immunity":["precision","swarm mind"],"source":["Bestiary 3"],"type":"Creature","will_save":14,"charisma":-2,"speed":{"fly":40,"max":40,"land":20},"perception":16,"wisdom":2,"weakness":{"area":10},"creature_ability":["Abandon Corpse","Hellwasp Stings","Hellwasp Venom","Infest Corpse","Torturous Buzz"],"skill":["Acrobatics","Stealth"],"stealth":"18","trait":["Fiend","Swarm","LE","Large"],"id":"creature-1191","text":" Hellwasp Swarm Hellwasps' infernal nature allows them to collectively inhabit and control humanoid corpses, and they use this ability to infest and horrify large swathes of territory unless destroyed. While individual hellwasp poses little threat, these fist-sized insects instinctively form into aggressive swarms that will viciously attack any creature approaching their colony, the lone exception being powerful fiends. Hellwasp swarms have a rudimentary intelligence focused on the protection and expansion of their colony. They can understand Infernal but are incapable of speech. They sometimes obey simple commands from a lawful fiend more powerful than their swarm, but there is no nuance or understanding to this obedience, and if left alone for more than a day they stop obeying and return to their colony. Recall Knowledge - Fiend (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Hellwasp Swarm Source Bestiary 3 pg. 133 Perception +16; darkvision Languages Infernal; (can't speak any language) Skills Acrobatics +18, Stealth +18 Str +0 Dex +4 Con +6 Int -3 Wis +2 Cha -2 --- AC 24 Fort +18 Ref +16 Will +14 HP 95 Immunities precision, swarm mind Resistances bludgeoning 5, fire 10, piercing 10, slashing 5 Weaknesses area damage 10, splash damage 10 --- Speed 20 feet; fly 40 feet Abandon Corpse Single Action Requirements The hellwasp swarm is controlling a corpse with Infest Corpse; Effect The hellwasp swarm leaves its host corpse, which dies instantly and becomes a normal corpse in all respects. The hellwasp swarm expands out from that space to its normal size. Hellwasp Stings Single Action Each enemy in the swarm's space takes 4d8 piercing damage (DC 26 basic Reflex save). Any creature that fails its saving throw is exposed to hellwasp venom. Hellwasp Venom (Poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and clumsy 2 (1 round); Stage 2 2d8 poison damage and clumsy 2 (1 round) Infest Corpse Two Actions (Manipulate) The hellwasp swarm animates the corpse of a Small, Medium, or Large humanoid that protected by gentle repose or similar magic, crawling into its mouth and other orifices. Its size changes to that of the corpse and it loses its piercing and slashing resistances, fly Speed, and Hellwasp Stings. It gains a fist melee Strike with a +18 attack modifier that deals 2d8 bludgeoning damage plus 2d8 piercing damage and hellwasp venom. The hellwasp swarm gains 40 temporary Hit Points when it Infests a Corpse; when these temporary HP are depleted, the corpse falls apart and the swarm Abandons the Corpse automatically. Torturous Buzz Two Actions (Auditory, Emotion, Enchantment, Incapacitation, Occult) The swarm emits a distracting, cacophonous buzzing. Each creature within 20 feet must attempt a DC 26 Will save. Critical Success The creature is unaffected and temporarily immune for 1 minute. Success The creature is unaffected. Failure The creature is confused for 1 round. Critical Failure The creature is confused for 1d4 rounds. Hellwasp Colonies Hellwasps typically dwell in large colonies that can house multiple swarms. The swarms station multiple suitable corpses near the colony, and at least one swarm from the colony is always patrolling the nearby area in an inhabited corpse. This means that hellwasp colonies typically have a pervasive and noticeable stench of dead flesh around them. This also makes the treasure found near colonies highly random, consisting only of whatever possessions the inhabited corpse carried. ","skill_mod":{"stealth":18,"acrobatics":18},"summary":"Hellwasps' infernal nature allows them to collectively inhabit and control humanoid corpses, and they use this ability to infest and horrify large …","image":["/Images/Monsters/HellwaspSwarm.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":24,"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":10,"slashing":5,"fire":10},"url":"/Monsters.aspx?ID=1191","intelligence":-3,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Hellwasp Swarm","alignment":"LE","category":"creature","pfs":"Limited","rarity":"common","slug":"creature-1191"},{"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Common","Necril"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":8,"stealth":"6","trait":["Uncommon","Undead","NE","Medium"],"id":"creature-1192","text":" Herexen When a cleric rebels against their deity and dies in the grip of blasphemous rage, the heresies they committed in life may fuel their transformation into an undead herexen. Herexens seek vengeance against the deity they once worshipped, defiling temples, slaying the faithful, and rallying lesser undead and death cultists to aid them in their unholy quests. Though a herexen's divine gifts have mostly been corrupted into the vileness of undeath, they stubbornly cling to remnants of their former power, still wielding magic and armaments favored by the deity they so greatly despise. Groups of herexens that blasphemed against the same deity sometimes combine to form a mockery of a congregation, conducting blasphemous rites with something approaching euphoria. These congregations are more often formed from a blasphemous cult who practiced their heresy together in life and died together, though some gather independent herexens of the same former faith. Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Herexen Source Bestiary 3 pg. 134 Perception +8; darkvision Languages Common, Necril Skills Athletics +6, Deception +7, Religion +10, Stealth +6 Str +2 Dex +2 Con +1 Int +0 Wis +4 Cha +3 Items Dagger, defiled religious symbol of Pharasma --- AC 17 Fort +5 Ref +8 Will +10 HP 30 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Final Blasphemy (divine, necromancy, negative) When the herexen is destroyed, it explodes in a wave of negative energy with the effects of a 3-action harm spell (DC 20). The herexen is destroyed, so it doesn't gain any Hit Points from this use of harm, and it doesn't need to have any harm spells remaining to use this ability. --- Speed 25 feet Melee Single Action dagger +10 (Agile, versatile S), Damage 1d6+4 piercing plus heretic's smite Divine Prepared Spells DC 18 - 1st Harm (×4) Cleric Domain Spells DC 20, 1 Focus Point - 1st Death's Call Heretic's Smite (Divine, Necromancy) While wielding the favored weapon of its former deity (such as a dagger for an ex-Pharasmin herexen), the herexen's Strikes deal an additional 1d6 evil damage against creatures that can cast divine spells. Herexen Lairs Most herexens settle down in a particular town or region to corrupt the local populace. Powerful herexens may boldly lair in a defiled temple, creating a vile parody of the building's former glory. However, most herexens hide in decrepit places such as ruins, forgotten basements, or tombs ","skill_mod":{"deception":7,"stealth":6,"athletics":6,"religion":10},"image":["/Images/Monsters/Herexen.png"],"primary_source":"Bestiary 3","spell":["Harm","Death's Call"],"ac":17,"item":["Dagger","defiled religious symbol of Pharasma"],"level":2,"spell_dc":[18,20],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":5,"size":["Medium"],"name":"Herexen","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[7],"attack_bonus":[10],"constitution":1,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Herexen","will_save":10,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Final Blasphemy","Heretic's Smite"],"skill":["Athletics","Deception","Religion","Stealth"],"tradition":["Divine"],"summary":"When a cleric rebels against their deity and dies in the grip of blasphemous rage, the heresies they committed in life may fuel their transformation …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1192","dexterity":2,"category":"creature","slug":"creature-1192"},{"primary_source_category":"Rulebooks","strength":1,"hp":16,"language":["Common","Draconic","Infernal"],"source":["Bestiary 3"],"type":"Creature","charisma":2,"perception":8,"stealth":"7","trait":["Dragon","CG","Tiny"],"id":"creature-1193","text":" House Drake Beautifully colored in purples and electric blues, these tiny dragons are genuinely brilliant in more ways than one. They are playful and kind, and while they have a long tradition of assisting spellcasters, they prefer to be treated as equals and partners rather than pets. They're quite intelligent and don't appreciate condescension from those who treat them as simple animals. Tiny dragons have appeared in tales told among traditional Varisian communities for centuries, but only relatively recently have they become known by the name “house drake.” This new name arose in the city of Korvosa, where house drakes have adapted particularly well to urban life. When students of the magic school called the Acadamae failed in their studies and allowed their imp familiars to run wild, these tiny dragons found that they were particularly well suited to combating them. Most notably, their teeth become striated with silver due to their peculiar grooming habits, allowing their bites to puncture the imps' magically resistant skin. The two species are well-matched in intellect. Though their clashes typically begin with trying to outwit one another, they often end in messy brawls across rooftops and into alleys. The residents of Korvosa appreciated both the protection and the dragons' charming appearance and demeanor. House drakes are now more common in Korvosa than anywhere else in the world. House drakes are carnivorous, eating vermin and small birds. Though they're capable of hunting for food, many of them find it a bit dull and prefer to spend their time at other pursuits. They happily accept donations of food. To truly get on a house drake's good side, though, one should offer a gift of silver. Donations to drakes have become regular practice in Korvosa, to the point where “Paid any drakes lately?” has become a common phrase to suggest someone is a bit gullible and soft-hearted. These donations are just that—charity. House drakes avoid taking on anything resembling a “job,” taking pride in their self-sufficiency and ability to choose for themselves how to spend their time. Recall Knowledge - Dragon (Arcana): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 House Drake Source Bestiary 3 pg. 135 Perception +8; darkvision, scent (imprecise) 30 feet Languages Common, Draconic, Infernal Skills Acrobatics +7, Society +4, Stealth +7, Survival +6 Str +1 Dex +4 Con +2 Int +1 Wis +3 Cha +2 --- AC 17 Fort +6 Ref +8 Will +11 HP 16 Immunities paralyzed, sleep Ferocious Will Reaction (abjuration, arcane, mental) Trigger The house drake succeeds at a saving throw against a magical mental effect; Effect The house drake sends a blast of magical feedback at the effect's source, dealing 2d6 mental damage (DC 16 basic Will save) to that creature. On a failed save, the creature is also slowed 1 for 1 round. --- Speed 15 feet, fly 40 feet Melee Single Action jaws +9 (Agile, Finesse), Damage 1d8+1 piercing plus silver strike Arcane Innate Spells DC 17 - 1st Alarm, Soothe - 2nd Obscuring Mist, See Invisibility Breath Weapon Two Actions (Arcane, Conjuration, Mental) The house drake breathes a 10-foot cone of silver mist. Each creature within the mist must succeed at a DC 16 Will save or become stupefied 2 for 1 round. The house drake can't use Breath Weapon again for 1d4 rounds. Silver Strike House drakes sharpen their jaws on silver ornamentation until they incorporate bits of silver in their teeth. Their jaws Strike counts as silver. Ancient Tails Some of the oldest tales told among Varisian travelers speak of tiny dragons sent by Desna to comfort and aid her followers during a long-forgotten tyranny. With the recent rediscovery of the ancient Thassilonian empire, some suggest that these tales—and thus house drakes themselves—may have first appeared back in that distant age. ","skill_mod":{"society":4,"survival":6,"stealth":7,"acrobatics":7},"image":["/Images/Monsters/HouseDrake.png"],"primary_source":"Bestiary 3","spell":["Obscuring Mist","See Invisibility","Alarm","Soothe"],"ac":17,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{},"intelligence":1,"reflex_save":8,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":6,"size":["Tiny"],"name":"House Drake","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[5],"attack_bonus":[9],"constitution":2,"immunity":["paralyzed","sleep"],"creature_family":"Dragonet","will_save":11,"speed":{"fly":40,"max":40,"land":15},"wisdom":3,"weakness":{},"creature_ability":["Ferocious Will","Breath Weapon","Silver Strike"],"skill":["Acrobatics","Society","Stealth","Survival"],"tradition":["Arcane"],"summary":"Beautifully colored in purples and electric blues, these tiny dragons are genuinely brilliant in more ways than one. They are playful and kind, and …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1193","dexterity":4,"category":"creature","slug":"creature-1193"},{"attack_bonus":[7,9],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":35,"language":["Common","Sylvan"],"source":["Bestiary 3"],"type":"Creature","creature_family":"House Spirit","will_save":11,"charisma":1,"speed":{"max":20,"land":20},"perception":11,"wisdom":5,"weakness":{"cold_iron":4},"creature_ability":["Master of the Home","Shy","Home Guardian"],"skill":["Crafting","Household Lore","Stealth"],"stealth":"7","trait":["Fey","CG","Tiny"],"id":"creature-1194","text":" Domovoi The elderly domovoi are patrons of the home and the dearest of all house spirits to the people they live with. Families with a domovoi leave a bowl of milk in the corner of the home in thanks, and peasants often take great pains to coax a domovoi to follow them to a new house. An enraged domovoi rallies the home itself in their defense. Anything in the house could betray its residents. Crockery falls onto the heads of attackers, doors slam in their faces, carpets tangle their feet, and woe betide the attacker if someone has hung a sword on the wall. Recall Knowledge - Fey (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Domovoi Source Bestiary 3 pg. 136 Perception +11; tremorsense (imprecise) within their entire bound home Languages Common, Sylvan Skills Crafting +9, Household Lore +11, Stealth +7 Str +1 Dex +3 Con +1 Int +3 Wis +5 Cha +1 Master of the Home A home with a friendly domovoi is blessed, as the domovoi cooks, cleans, fetches water, and does a hundred other small tasks. A home so blessed never suffers from random accidents such as fires, and any checks to Craft, Earn Income, Repair, or Subsist in the home receive a +2 circumstance bonus. If the domovoi is unfriendly, such checks take a –2 circumstance penalty instead, as the domovoi hides things, makes noise when people try to sleep, tangles weaving, and otherwise makes life a misery. A domovoi must spend a week in a place before these benefits occur. --- AC 17 Fort +5 Ref +9 Will +11 HP 35 Weaknesses cold iron 4 Shy A domovoi is naturally invisible while within sight of their bound home. The domovoi can become visible, or even selectively visible—allowing some people to see them --- Speed 20 feet Melee Single Action broom +7, Damage 1d4+3 bludgeoning Ranged Single Action enraged home +9 (Evocation, Primal, range increment 30 feet), Damage 1d8+4 bludgeoning, piercing, or slashing (depending on object) Primal Innate Spells DC 18 - Cantrips (1st) Mage Hand, Prestidigitation, Telekinetic Projectile - 1st Mending (at will) Home Guardian By commanding their home to attack, the domovoi can Grapple, Shove, Trip, and Disarm with their enraged home Strike. The domovoi uses their Household Lore instead of Athletics skill for these checks. ","tradition":["Primal"],"skill_mod":{"crafting":9,"stealth":7},"summary":"The elderly domovoi are patrons of the home and the dearest of all house spirits to the people they live with. Families with a domovoi leave a bowl …","image":["/Images/Monsters/HouseSpirit_Domovoi.png"],"primary_source":"Bestiary 3","spell":["Mending","Mage Hand","Prestidigitation","Telekinetic Projectile"],"trait_group":["Creature Type"],"ac":17,"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" tremorsense (imprecise) within their entire bound home","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1194","intelligence":3,"reflex_save":9,"strongest_save":["will"],"dexterity":3,"fortitude_save":5,"size":["Tiny"],"name":"Domovoi","alignment":"CG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,8],"slug":"creature-1194"},{"attack_bonus":[12],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":44,"language":["Common","Sylvan"],"source":["Bestiary 3"],"type":"Creature","creature_family":"House Spirit","will_save":7,"charisma":1,"speed":{"max":30,"land":30},"perception":12,"wisdom":0,"weakness":{"cold_iron":5},"creature_ability":["Master of the Yard","Shy"],"skill":["Crafting","Household Lore","Nature","Stealth"],"stealth":"9","trait":["Fey","CN","Small"],"id":"creature-1195","text":" Dvorovoi Traditionally, the dvorovoi is seen as the domovoi's younger sibling and has charge of a peasant's yard and all the animals and tools within. Animals favored by the dvorovoi become healthy, strong, and obedient, while less-loved livestock are exhausted and miserable. Peasants with a resident dvorovoi make sure to formally introduce new livestock to the house spirit and placate the spirit by leaving meals in the shed. Dvorovoi loathe white-furred animals and chase away any all-white cows or horses, though they have no similar grudge against chickens. Recall Knowledge - Fey (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Dvorovoi Source Bestiary 3 pg. 137 Perception +12; tremorsense (imprecise) within their entire bound yard Languages Common, Sylvan Skills Crafting +8, Household Lore +11, Nature +9, Stealth +9 Str +3 Dex +2 Con +1 Int -1 Wis +0 Cha +1 Master of the Yard A yard with a friendly dvorovoi is blessed, as the dvorovoi helps in the yard, milks cows, protects tools, and does a hundred other small tasks. A yard so blessed never suffers from random accidents such as fires, and any checks to Craft, Earn Income, Repair, or Subsist in the yard receive a +2 circumstance bonus. If the dvorovoi is unfriendly, such checks take a –2 circumstance penalty instead, as the domovoi causes trouble in the yard, scares cows, scatters tools, and otherwise makes life a misery. A dvorovoi must spend a week in a place before these benefits occur. Items pitchfork --- AC 18 Fort +10 Ref +9 Will +7 HP 44 Weaknesses cold iron 5 Shy A dvorovoi is naturally invisible while within sight of their bound yard. The dvorovoi can become visible, or even selectively visible—allowing some people to see them. --- Speed 30 feet Melee Single Action pitchfork +12, Damage 1d8+6 piercing Primal Innate Spells DC 18 - Cantrips (2nd) Prestidigitation, Mage Hand - 1st Charm (animals only), Command (animals only), Mending - 2nd Entangle, Speak with Animals (at will)\n","tradition":["Primal"],"skill_mod":{"nature":9,"crafting":8,"stealth":9},"summary":"Traditionally, the dvorovoi is seen as the domovoi's younger sibling and has charge of a peasant's yard and all the animals and tools within. Animals …","primary_source":"Bestiary 3","spell":["Entangle","Speak with Animals","Charm","Command","Mending","Prestidigitation","Mage Hand"],"trait_group":["Creature Type"],"ac":18,"item":["pitchfork"],"level":3,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" tremorsense (imprecise) within their entire bound yard","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1195","intelligence":-1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":10,"size":["Small"],"name":"Dvorovoi","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-1195"},{"attack_bonus":[13],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":59,"language":["Common","Sylvan"],"source":["Bestiary 3"],"type":"Creature","creature_family":"House Spirit","will_save":11,"charisma":3,"speed":{"climb":20,"max":30,"land":30},"perception":14,"wisdom":5,"weakness":{"cold_iron":5},"creature_ability":["Master of the Granary","Shy","Raise Grain Cloud"],"skill":["Household Lore","Intimidation","Stealth"],"stealth":"13","trait":["Fey","CN","Tiny"],"id":"creature-1196","text":" Ovinnik The ovinnik is the most ferocious of house spirits, and the only one that will kill if sufficiently angered. They live in granaries, storage rooms, and sheds where food—particularly grain—is kept. Ovinniks resemble bipedal cats but bark like a dog to scare away thieves, and they often demand gifts of milk, pancakes, and dead roosters. Recall Knowledge - Fey (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Ovinnik Source Bestiary 3 pg. 137 Perception +14; tremorsense (imprecise) within their entire bound granary or storeroom Languages Common, Sylvan Skills Household Lore +12, Intimidation +11, Stealth +13 Str +0 Dex +5 Con +0 Int +2 Wis +5 Cha +3 Master of the Granary A granary with a friendly ovinnik is blessed, as the preserves food from vermin and mold and does a hundred other small tasks. A granary so blessed never suffers from random accidents such as fires, and any checks to Craft, Earn Income, Repair, or Subsist in the granary receive a +2 circumstance bonus. If the ovinnik is unfriendly, such checks take a –2 circumstance penalty instead, as the ovinnik causes devastating fires and infestations and otherwise makes life a misery. A ovinnik must spend a week in a place before these benefits occur. --- AC 20 Fort +8 Ref +13 Will +11 HP 59 Resistances fire 5 Weaknesses cold iron 5 Shy A ovinnik is naturally invisible while within sight of their bound granary. The ovinnik can become visible, or even selectively visible—allowing some people to see them. --- Speed 30 feet, climb 20 feet Melee Single Action claw +13 (Agile, Finesse, Magical), Damage 2d6+2 slashing Primal Innate Spells DC 21 - Cantrips (2nd) Daze, Produce Flame - 2nd Augury, Burning Hands, Flaming Sphere, Purify Food and Drink (at will) - 4th Read Omens Raise Grain Cloud Two Actions While in their bound storeroom or granary, the ovinnik slams a paw against the ground, stirring up a cloud of grain dust in an 20-foot emanation. Within this cloud, they gain a +4 status bonus to any fire damage they deal. The ovinnik doubles their fire resistance against this increased damage. The grain cloud dissipates after the first such effect or after 1 minute if no such effects occur. Ovinnik's Foretelling Ovinniks, on certain days, might deign to tell the future. Peasants approach the window of the fey's domain and present their bare palms. If the ovinnik touches them with a furred paw, then their family lives will be good. A smooth hand, however, signals brewing strife. ","tradition":["Primal"],"skill_mod":{"stealth":13,"intimidation":11},"summary":"The ovinnik is the most ferocious of house spirits, and the only one that will kill if sufficiently angered. They live in granaries, storage rooms, …","image":["/Images/Monsters/HouseSpirit_Ovinnik.png"],"primary_source":"Bestiary 3","spell":["Read Omens","Augury","Burning Hands","Flaming Sphere","Purify Food and Drink","Daze","Produce Flame"],"trait_group":["Creature Type"],"ac":20,"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" tremorsense (imprecise) within their entire bound granary or storeroom","weakest_save":["fort","fortitude"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=1196","intelligence":2,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":8,"size":["Tiny"],"name":"Ovinnik","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9],"slug":"creature-1196"},{"attack_bonus":[14,14],"constitution":1,"primary_source_category":"Rulebooks","strength":5,"hp":70,"language":["Common","Sylvan"],"source":["Bestiary 3"],"type":"Creature","will_save":11,"charisma":5,"speed":{"max":30,"land":30},"perception":13,"wisdom":3,"weakness":{"cold_iron":5,"fire":5},"creature_ability":["Befuddling Lash","Manipulate Luck"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Nature"],"trait":["Fey","Uncommon","CN","Medium"],"id":"creature-1197","text":" Huldra At first glance, a huldra seems a simple creature—a human in plain robes or peasant dress, sporting long, unbound hair. These tresses and full skirts in fact disguise the huldra's supernatural features: a hollow wooden back, a long bovine tail, and incredible strength. Folk legends from the lands of the north describe huldras as the creations of troll witches, intended to lure potential meals to the slaughter. Indeed, a huldra's regeneration is so similar to a troll's that a link between the two creatures seems entirely possible, but huldras despise trolls and resent tales suggesting any connection between them. Rather, huldras are wardens of the woodlands they occupy. Grown from saplings by powerful forest-dwelling fey as a response to humanoid encroachment, huldras protect and parley for the forest itself. Woodland creatures adore huldras, and sometimes approach humans or elves thinking they're huldras. This illusion is shattered if the animal sees the humanoid's back is made of flesh or that they're lacking a tail, at which point the animal recoils and runs away. Huldras respond well to travelers who show respect and deference for the forest, bestowing those they favor with supernatural luck and fortune. Those who scorn or attack a huldra, or those who mock their distinctive, bovine tails, find themselves plagued by poor decisions and even worse luck. Huldras commonly carry a bad reputation as sirens of the deep forest—cunning monsters who seek to lure woodcutters and unwary adventurers to uncertain ends. These stories largely come from miscreants foolish enough to have treated a huldra rudely and later complain about how they were unjustly persecuted. Even woodcutters and hunters can stay in the good graces of huldras provided they plant new trees to replace what they've taken and don't kill any creatures they don't eat. Though huldras choose to appear unassuming, the attention they put into disguising the supernatural parts of their bodies is sometimes lacking when it comes to their strength. They often perform feats of strength, like bending horseshoes straight or lifting heavy objects, without realizing they're breaking their carefully crafted facade. Recall Knowledge - Fey (Nature): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Huldra Source Bestiary 3 pg. 138 Perception +13; darkvision, scent (imprecise) 60 feet Languages Common, Sylvan Skills Athletics +11, Deception +13, Diplomacy +13, Intimidation +11, Nature +10 Str +5 Dex +4 Con +1 Int +1 Wis +3 Cha +5 --- AC 21 Fort +9 Ref +14 Will +11 HP 70 , regeneration 5 (deactivated by acid or fire) Weaknesses cold iron 5, fire 5 --- Speed 30 feet Melee Single Action fist +14, Damage 2d6+7 bludgeoning Melee Single Action tail +14 (Agile, Backswing), Damage 2d4+7 bludgeoning plus Befuddling Lash Befuddling Lash (Curse, Enchantment, Mental) When the huldra damages a creature with their tail, a wave of befuddlement clouds the target's thoughts. The creature must succeed at a DC 19 Will save or become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. Manipulate Luck Single Action (Curse, Primal) Frequency once per day; Effect The huldra touches another creature to manipulate the creature's luck. The creature must attempt a DC 21 Will save. On a failure, the huldra chooses good luck or bad luck. If the huldra chooses good luck, the affected creature can roll twice on one d20 roll within the next minute and use the higher result; this is a fortune effect. If the huldra chooses bad luck, the creature must roll twice and use the lower result on its next d20 roll; this is a misfortune effect. Guardians of the North Huldras live in the northern reaches of Avistan and Casmaron. Tales of these fey are told from the Lands of the Linnorm Kings to Iobaria and beyond, but are perhaps most common in Irrisen, where First World influence has seeped through the land. Even here, however, most huldras are reclusive and reticent, making their presence known only when outsiders encroach upon the forests they protect. ","skill_mod":{"diplomacy":13,"deception":13,"nature":10,"athletics":11,"intimidation":11},"summary":"At first glance, a huldra seems a simple creature—a human in plain robes or peasant dress, sporting long, unbound hair. These tresses and full skirts …","image":["/Images/Monsters/Huldra.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1197","intelligence":1,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Huldra","alignment":"CN","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12,14],"slug":"creature-1197"},{"primary_source_category":"Rulebooks","strength":4,"hp":275,"language":["Aklo","Common","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":29,"trait":["Aberration","Uncommon","NE","Large"],"id":"creature-1198","text":" Hyakume Hundreds of bloodshot eyes peek out from under the fleshy layers of a hyakume's skin. These hulking aberrations covet knowledge and go to great lengths to keep what they know to themselves; they'll destroy scriptoriums they've raided and burn books they've read to ensure no other soul learns their contents. While hyakume occasionally trade valuable information to garner greater knowledge, they are liable to trick their targets into revealing more than they should. Most frightening of all is the hyakume's ability to steal memories and erase any knowledge of their existence from the minds of their victims. Recall Knowledge - Aberration (Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Hyakume Source Bestiary 3 pg. 139 Perception +29; darkvision Languages Aklo, Common; telepathy 100 feet Skills Arcana +30, Bardic Lore +28, Crafting +30, Deception +27, Medicine +25, Nature +25, Occultism +30, Religion +27, Society +28, Thievery +25 Str +4 Dex +6 Con +4 Int +9 Wis +6 Cha +4 Light Blindness Lore Master A hyakume can use their Bardic Lore skill to Recall Knowledge on any topic, and they know any languages common to an area they have spent a day or more in. --- AC 36 all-around vision Fort +23 Ref +25 Will +29 +2 status to all saves vs. magic HP 275 Immunities confusion Resistances mental 10 --- Speed 25 feet Melee Single Action fist +27 (Agile, Finesse, Magical, reach 10 feet), Damage 3d10+10 bludgeoning plus scatterbrain palm Occult Innate Spells DC 40, attack +32 - Cantrips (8th) Daze, Detect Magic, Read Aura - 4th Air Walk (at will), Hypercognition (at will), Zone of Truth (at will) - 7th Dispel Magic (×2), Mindlink (at will) - 8th Charm (×2), Disappearance, Mind Blank Eye Probe Three Actions (Divination, Occult) Frequency once per day; Effect Up to six of the hyakume's eyes detach from the hyakume's body. Each eye has AC 26, HP 1, and a fly speed of 40 feet. The hyakume can see through all of their eye probes. They can move the probes all in separate directions using a single action. A hyakume can have no more than six eye probes active at a time; using this ability to create more causes the eye or eyes farthest away to shrivel and die. The hyakume can deliver touch spells through their eye probes and can make melee spell attacks through them. In addition, the hyakume can Steal Memories through an eye probe using a single action by touching the target with the eye. Scatterbrain Palm (Divination, Enchantment, Incapacitation, Mental, Occult) A creature hit by the hyakume's fist Strike must attempt a DC 36 Will save. The creature is then temporarily immune until start of its next turn. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned 3 and the hyakume can use Steal Memories on the target as part of this action. Steal Memories Three Actions (Emotion, Mental, Necromancy, Occult) The hyakume reaches out with their mind and attempts to steal memories from a creature within 30 feet. The target must succeed at a DC 40 Will saving throw or become stupefied 2 and have some of its memories stolen. The hyakume learns some of the target's memories (chosen by the GM), which are then lost to the target. Memory Thieves Hyakume jealously hoard knowledge in the form of memories, their own or stolen. They stalk temples and libraries, memorizing hundreds of texts before obliterating them all. Hyakume have earned a mistaken reputation as nocturnal guardians of shrines and other archives of wisdom. Though they may occasionally thwart thieves and tomb raiders, they do so only to keep the repository's knowledge for themselves. ","skill_mod":{"society":28,"deception":27,"nature":25,"thievery":25,"crafting":30,"arcana":30,"medicine":25,"occultism":30,"religion":27},"image":["/Images/Monsters/Hyakume.png"],"primary_source":"Bestiary 3","spell":["Charm","Disappearance","Mind Blank","Dispel Magic","Mindlink","Air Walk","Hypercognition","Zone of Truth","Daze","Detect Magic","Read Aura"],"ac":36,"level":15,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"mental":10},"intelligence":9,"reflex_save":25,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Hyakume","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[26],"attack_bonus":[27],"constitution":4,"immunity":["confusion"],"spell_attack_bonus":[32],"will_save":29,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Light Blindness","Lore Master","Eye Probe","Scatterbrain Palm","Steal Memories"],"skill":["Arcana","Bardic Lore","Crafting","Deception","Medicine","Nature","Occultism","Religion","Society","Thievery"],"tradition":["Occult"],"summary":"Hundreds of bloodshot eyes peek out from under the fleshy layers of a hyakume's skin. These hulking aberrations covet knowledge and go to great …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1198","dexterity":6,"category":"creature","slug":"creature-1198"},{"attack_bonus":[8],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":21,"language":["Aklo","Aquan","<%UMR%37%%>telepathy<%END> 30 feet"],"source":["Bestiary 3"],"type":"Creature","will_save":9,"charisma":-1,"speed":{"climb":5,"max":40,"land":5,"swim":40},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Abandon Puppet","Puppetmaster"],"skill":["Athletics","Deception","Stealth"],"stealth":"9","trait":["Aberration","Amphibious","Uncommon","LE","Tiny"],"id":"creature-1199","text":" Incutilis Incutilises are intelligent, nautilus-like sea creatures that attack their victims' brains to take over their bodies, creating puppets to use for labor, combat, or their own malevolent amusement. An adult incutilis is slightly smaller than an adult human head. Its shell bears a pattern of crimson streaks that resemble the ridges and furrows of a brain. Incutilises hatch within the depths of the sea, where they start off consuming bottom-dwelling crustaceans and sometimes even whales or sharks, but as they grow into adults, incutilises instinctively crave the complex tissues of other creatures' brains—the more complex, the better. An incutilis makes excursions onto land specifically to use their iconic puppetmaster ability. They use their tentacles to crawl up onto shore or climb aboard a ship. An incutilis then drives their tendrils directly into the brain of a helpless living (or very recently dead) land creature, taking control of it through this neurological connection. They prefer to target humanoids and animals. This host—now called a puppet—rarely survives the experience. After the incutilis has taken full control, they can usually ride their puppet for as long as they wish. Often, they use the puppet to seek out other potential prey, battling other creatures until the wear and tear from repeated conflict renders the body useless. Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Incutilis Source Bestiary 3 pg. 140 Perception +7; darkvision Languages Aklo, Aquan; telepathy 30 feet Skills Athletics +8, Deception +5, Stealth +9 Str +4 Dex +3 Con +1 Int +1 Wis +3 Cha -1 --- AC 17 Fort +7 Ref +7 Will +9 HP 21 --- Speed 5 feet, climb 5 feet, swim 40 feet Melee Single Action tentacle +8, Damage 1d4+4 bludgeoning plus Grab Abandon Puppet Single Action (Manipulate) Requirements The incutilis is attached to a puppet; Effect The incutilis abandons its puppet, detaching and separating from its nervous system. If the puppet was still alive, it's unconscious and temporarily immune to that incutilis's Puppetmaster ability for 24 hours. Puppetmaster Three Actions (Manipulate) An incutilis drives tendrils into a Small or Medium living creature that's unconscious or restrained by the incutilis. It attaches and injects the unfortunate host with enzymes to take over control of the creature's nervous system, turning the host into a puppet controlled by the incutilis. The puppet becomes dying 2 and is controlled by the incutilis. If the puppet dies, its body remains under the control of the incutilis until it's destroyed or the incutilis Abandons the Puppet. If the puppet recovers from the dying condition, the incutilis immediately Abandons the Puppet. While controlling a puppet, the incutilis is attached to the puppet's head (or elsewhere, if its brain is in an unconventional location) and moves along with it. The puppet uses its own AC, Hit Points, Fortitude and Reflex saves, and physical Strikes, but it uses the incutilis's Will save. The puppet can perform only basic actions and untrained uses of the Athletics and Stealth skills while controlled. Any attack that deals damage to the puppet also deals 1 mental damage to the incutilis. Area effects are applied to both the incutilis and puppet. The incutilis always has lesser cover while in control of a puppet. Whaler's Tales The crews of whaling ships are among those most likely to encounter an incutilis. Whale brains aren't an incutilis's preferred food, but it can bore its tendrils into one for a long time. When such an unfortunate whale is brought alongside the whaling ship, the incutilis has an opportunity to climb aboard unseen and prey upon any member of the crew unlucky enough for them to catch sleeping ","skill_mod":{"deception":5,"stealth":9,"athletics":8},"summary":"Incutilises are intelligent, nautilus-like sea creatures that attack their victims' brains to take over their bodies, creating puppets to use for …","image":["/Images/Monsters/Incutilis.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster","Rarity"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1199","intelligence":1,"reflex_save":7,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Incutilis","alignment":"LE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[6],"slug":"creature-1199"},{"attack_bonus":[23,27,27],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":270,"language":["Aklo","Common","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","will_save":26,"charisma":7,"speed":{"max":30,"land":30,"swim":30},"perception":26,"wisdom":5,"weakness":{"cold_iron":10},"creature_ability":["Darting Legs","Change Shape","Jorogumo Venom","Spider Legs","Web Trap"],"skill":["Acrobatics","Athletics","Crafting","Deception","Diplomacy","Performance","Stealth","Survival"],"stealth":"23","trait":["Humanoid","Uncommon","NE","Medium"],"id":"creature-1200","text":" Jorogumo Appearing as beautiful, well-dressed humans, jorogumo lurk in the high mountains and prey on travelers. These evil creatures can fully change into a giant spider or sprout spider legs from their backs, and they often keep giant spiders as pets. Jorogumo usually eat their prey, but some humanoids meet an even more gruesome fate as living incubators for jorogumo eggs. Though most jorogumos are solitary creatures, some have taken up worship of Norgorber and serve as valuable allies to thieves' guilds following that god's guise as the Gray Master. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Jorogumo Source Bestiary 3 pg. 141 Perception +26; darkvision Languages Aklo, Common, Sylvan; tongues Skills Acrobatics +25, Athletics +23, Crafting +22, Deception +28, Diplomacy +26, Performance +24, Stealth +23, Survival +24 Str +6 Dex +4 Con +5 Int +3 Wis +5 Cha +7 --- AC 33 Fort +22 Ref +23 Will +26 HP 270 Resistances poison 15 Weaknesses cold iron 10 Darting Legs Reaction Requirements The jorogumo has their spider legs extended or has Changed Shape; Trigger The jorogumo is targeted with an attack; Effect The jorogumo raises a leg, gaining a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet, swim 30 feet Melee Single Action jaws +27, Damage 3d12+14 piercing plus jorogumo venom Melee Single Action claw +27 (Agile), Damage 3d8+14 slashing Ranged Single Action web +23 (range increment 60 feet), Damage Web Trap Occult Innate Spells DC 34 - 1st Charm (at will) - 3rd Mind Reading (at will) - 4th Outcast's Curse (×3), Suggestion (×3) - 7th Summon Animal (spiders only) - Constant (2nd) Speak with Animals (spiders only) - Constant (5th) Tongues Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The jorogumo takes on the appearance of any Small or Medium spider. This doesn't change their Speed or Strikes. Jorogumo Venom (Incapacitation, Poison) Saving Throw DC 32 Fortitude; Maximum Duration 4 hours; Stage 1 3d6 poison damage and stupefied 1 (1 round); Stage 2 3d6 poison damage and stupefied 2 (1 round); Stage 3 4d6 poison damage and stupefied 2 (1 round); Stage 4 paralyzed for 1d4 hours. Spider Legs Single Action (Concentrate, Occult, Polymorph, Transmutation) Requirement The jorogumo is in humanoid form; Effect Eight large spider legs sprout from the jorogumo's back, granting them a 40-foot climb Speed and allowing them to use the Darting Legs reaction. Web Trap A creature hit by the jorogumo's web attack is immobilized and stuck to the nearest surface, preventing the creature from moving. The DC to Escape or Force Open the web trap is 32. Jorogumo Animosity Rather than attempting to manipulate a tengu traveler, jorogumos usually fly into a rage and attempt to murder them as quickly as possible. The source of this single-minded hatred isn't clear, but some jorogumos insist, without any factual support, that tengus can see through their trickery with a mere glance and are immune to their venom. ","tradition":["Occult"],"skill_mod":{"diplomacy":26,"performance":24,"deception":28,"crafting":22,"survival":24,"stealth":23,"athletics":23,"acrobatics":25},"summary":"Appearing as beautiful, well-dressed humans, jorogumo lurk in the high mountains and prey on travelers. These evil creatures can fully change into a …","image":["/Images/Monsters/Jorogumo.png"],"primary_source":"Bestiary 3","spell":["Summon Animal","Outcast's Curse","Suggestion","Mind Reading","Charm","Tongues","Speak with Animals"],"trait_group":["Creature Type","Rarity"],"ac":33,"level":13,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"poison":15},"url":"/Monsters.aspx?ID=1200","intelligence":3,"reflex_save":23,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Jorogumo","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[27,33],"slug":"creature-1200"},{"primary_source_category":"Rulebooks","strength":2,"hp":25,"language":["Common"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":10,"stealth":"5","trait":["Kami","Spirit","LN","Tiny"],"id":"creature-1201","text":" Shikigami Shikigami are the least powerful of all kami and the most common. Unlike most other kami, which are bound to their wards by a more powerful spirit or deity, shikigami are minor spirits that even mortal practitioners can sometimes bind into a tiny paper form and task with guarding small works, such as garden statues and vases. Landowners delight in having shikigami protect their gardens, whether they paid a wandering spellcaster to entreat the shikigami or simply had the fortune of another spirit assigning a shikigami to their land. Travelers who come across a shikigami-graced milestone or waypost believe that such encounters are good omens for the journey ahead. For their part, shikigami have mixed opinions on civilization and the humanoids who dwell therein. While shikigami will fight to protect their ward against invaders and desecrators, these kami are just as likely to leave—their ward in tow—if locals begin to despoil the area or show a disregard for nature. Most practitioners capable of binding a shikigami wouldn't engage in this type of disrespect, but should the kami catch wind of such practices, shikigami across the land might abandon their contracts en masse, leaving an uncomfortable vacuum with their unexpected exodus. In this way, shikigami exemplify the precarious balance between the expansion of civilization and the preservation of the natural world. Not all shikigami protect gardens, so you can substitute the shikigami's spade for any sort of mundane tool that's useful to the shikigami's task and their ward. The kami wields any such weapon with the same damage dice, modifiers, and traits listed for their spade Strike, but change the damage type as appropriate for the new weapon. Recall Knowledge - Spirit (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Shikigami Source Bestiary 3 pg. 142 Perception +10; darkvision Languages Common Skills Diplomacy +6, Medicine +7, Nature +7, Society +6, Stealth +5 Str +2 Dex +2 Con +3 Int +1 Wis +4 Cha +3 Ward (abjuration, divine) Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting. A shikigami's ward is typically a minor work of art or symbol of civilization, such as a milestone, trail sign, personal garden, or tiny statue. --- AC 15 Fort +7 Ref +5 Will +9 HP 25 Immunities bleed Weaknesses cold iron 3 --- Speed 25 feet Melee Single Action fist +7 (Agile), Damage 1d4+2 bludgeoning Melee Single Action spade +7 (Agile, versatile S), Damage 1d6+2 piercing Ranged Single Action spade +7 (Agile, thrown 10 feet, versatile S), Damage 1d6+2 piercing Innate Divine Spells DC 17 - Cantrips (1st) Forbidding Ward - 1st Purify Food and Drink - 2nd Animal Messenger, Invisibility (self only)\n","skill_mod":{"society":6,"diplomacy":6,"nature":7,"stealth":5,"medicine":7},"image":["/Images/Monsters/Kami_Shikigami.png"],"primary_source":"Bestiary 3","spell":["Animal Messenger","Invisibility","Purify Food and Drink","Forbidding Ward"],"ac":15,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":5,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Shikigami","alignment":"LN","pfs":"Standard","rarity":"common","strike_damage_average":[4,5,5],"attack_bonus":[7,7,7],"constitution":3,"immunity":["bleed"],"creature_family":"Kami","will_save":9,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"cold_iron":3},"creature_ability":["Ward"],"skill":["Diplomacy","Medicine","Nature","Society","Stealth"],"tradition":["Divine"],"summary":"Shikigami are the least powerful of all kami and the most common. Unlike most other kami, which are bound to their wards by a more powerful spirit or …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1201","dexterity":2,"category":"creature","slug":"creature-1201"},{"primary_source_category":"Rulebooks","strength":2,"hp":95,"language":["Common","<%SPELLS%294%%>speak with plants<%END>, <%UMR%37%%>telepathy<%END> 50 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":16,"stealth":"13","trait":["Kami","Spirit","NG","Small"],"id":"creature-1202","text":" Kodama A kodama is a type of kami who inhabits a tree. Kodama commonly appear in old Tian forests, especially old-growth forests far removed from civilization. In the Forest of Spirits in Minkai, for example, so many trees are possessed by kodama that a traveler might pass by hundreds, if not thousands, of these beings while journeying through a single acre of woodland. Kodama try their utmost to protect their sacred trees, but a single kodama is a minor obstacle to most oni or others who have no qualms about desecrating forests or harvesting them for natural resources. Like trees in a forest, kodama are most powerful in great numbers and among other kami, whom they can bolster with their magical straw ropes while distracting strong enemies with their mesmerizing presence. On the other hand, kodama bear no ill will toward those who respect their wards, even allowing druids and other deferential creatures to dwell within their bounds. They might even subtly guide lost travelers out of the forest or back to safety. Recall Knowledge - Spirit (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Kodama Source Bestiary 3 pg. 143 Perception +16; darkvision Languages Common; speak with plants , telepathy 50 feet Skills Acrobatics +11, Athletics +11, Nature +14, Stealth +13, Survival +14 Str +2 Dex +4 Con +5 Int +0 Wis +5 Cha +4 Ward (abjuration, divine) Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting. A kodama's ward is a specific tree. Items spiritual rope --- AC 21 (22 against evil creatures) Fort +12 Ref +11 Will +14 +1 status to all saves vs. effects from evil creatures HP 95 Resistances evil 5 Weaknesses cold iron 5 Distracting Gaze (aura, divine, enchantment, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 23 Will save. The kodama can activate or deactivate this aura by using a single action, which has the concentrate trait. Success The creature is unaffected. Failure The creature is fascinated. This condition ends if the creature ends its turn outside the aura. Critical Failure As failure, plus the creature is slowed 1 as long as it remains fascinated. --- Speed 25 feet Melee Single Action fist +13 (Agile, Finesse), Damage 2d6+4 bludgeoning Innate Divine Spells DC 23 - Cantrips (3rd) Ghost Sound - 2nd Tree Shape - 5th Tree Stride - Constant (4th) Speak with Plants Spiritual Rope (Abjuration, Divine) The kodama spends 1 minute to fashion an enchanted straw rope out of nearby materials. The rope can be wrapped around other kami creatures to protect them from fell forces. A kami who wears a spiritual rope gains resistance 5 to evil damage (though this is usually relevant only if the kami is good-aligned), a +1 status bonus to AC against evil creatures, and a +1 status bonus to saving throws against effects from evil creatures. A kodama always wears a spiritual rope , and they can have one other spiritual rope in existence at a time. Creating a new rope beyond these two releases the magic of one other rope of the kodama's choosing. A spiritual rope around a creature other than a kodama loses its magic after 24 hours or if it's taken outside of the kodama's forest. ","skill_mod":{"nature":14,"survival":14,"stealth":13,"athletics":11,"acrobatics":11},"image":["/Images/Monsters/Kami_Kodama.png"],"primary_source":"Bestiary 3","spell":["Tree Stride","Tree Shape","Ghost Sound","Speak with Plants"],"ac":21,"item":["spiritual rope"],"level":5,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"evil":5},"intelligence":0,"reflex_save":11,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":12,"size":["Small"],"name":"Kodama","alignment":"NG","pfs":"Standard","rarity":"common","strike_damage_average":[11],"attack_bonus":[13],"constitution":5,"creature_family":"Kami","will_save":14,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{"cold_iron":5},"creature_ability":["Ward","Distracting Gaze","Spiritual Rope"],"skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"tradition":["Divine"],"summary":"A kodama is a type of kami who inhabits a tree. Kodama commonly appear in old Tian forests, especially old-growth forests far removed from …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1202","dexterity":4,"category":"creature","slug":"creature-1202"},{"primary_source_category":"Rulebooks","strength":6,"hp":200,"language":["Common","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":21,"stealth":"21","trait":["Kami","Spirit","LG","Medium"],"id":"creature-1203","text":" Zuishin Zuishin are kami warriors and archers who task themselves with watching over important shrines, ancient gates, or sacred doorways. Monasteries secreted away in snowy valleys, pagodas hidden in remote forests, and archways that mark the passage into sacred hidden cities all might host such kami. With sturdy armor and hallowed armaments, zuishin fight tirelessly to drive off any evil powers who wish to desecrate their wards. Of all kami, zuishin most frequently fight against oni, as the wards zuishin guard are most often targeted for desecration by these vile fiends. Most zuishin wear ancient armor and wield powerful weapons like swords and bows, but some might use spears, axes, or only their fists, depending on their ward and the people who make offerings there. Zuishin tend to regard mortals with skepticism. To earn a zuishin's trust, a supplicant might offer items of natural significance, such as an urn of hallowed earth, a branch from an ancient tree, or an arrangement of local flowers. Like all kami, a zuishin might come across as reserved or even indifferent to humans and their ilk; however, this impression stems only from a zuishin's wisdom and longevity, which makes mortal affairs seem relatively trivial. In the company of other kami, however, they're unerringly benevolent and readily offer their aid to their fellows. For example, a zuishin whose ward lies nestled in an ancient forest might readily join forces with kodama in those trees to deter foes. Recall Knowledge - Spirit (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Zuishin Source Bestiary 3 pg. 144 Perception +21; darkvision Languages Common; telepathy 100 feet Skills Acrobatics +23, Athletics +22, Intimidation +19, Medicine +21, Nature +21, Stealth +21 Str +6 Dex +7 Con +5 Int +1 Wis +5 Cha +3 Ward (abjuration, divine) Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting. A zuishin's ward is a specific gate, doorway, or shrine. Items +1 breastplate , +1 composite longbow , +1 katana --- AC 30 Fort +19 Ref +23 Will +17 HP 200 Weaknesses cold iron 10 Attack of Opportunity Reaction --- Speed fly 25 feet Melee Single Action katana +23 (deadly d8, Magical, two-hand d10, versatile P), Damage 2d6+9 slashing plus 1d6 good Ranged Single Action composite longbow +24 (deadly d10, Magical, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+9 piercing plus 1d6 good Divine Innate Spells DC 29 - 2nd Detect Alignment (at will; evil only), Shield Other - 3rd Heal (×2) - 4th Remove Disease, Remove Paralysis - 5th Breath of Life, Dimension Door (×3), Dispel Magic, Heal Healing Arrow Two Actions (Divine, Healing, Necromancy) The zuishin blesses an arrow with healing magic and makes a composite longbow Strike against an ally. If it hits, rather than dealing damage, the arrow is infused with the effects of one of the following of the zuishin's innate divine spells: breath of life , heal , remove disease , or remove paralysis . The zuishin must have the spell available to cast, and using this ability expends the spell. If the zuishin rolls a failure on the attack roll against an ally who's aware of the arrow and wants to be hit, the attack hits, but on a critical failure, it still misses. Holy Weaponry (Divine, Enchantment, Evocation, Good) Any weapon becomes a striking holy weapon while the zuishin wields it. A zuishin creates arrows out of nothing as part of their attacks with any bow they wield. ","skill_mod":{"nature":21,"stealth":21,"medicine":21,"athletics":22,"intimidation":19,"acrobatics":23},"image":["/Images/Monsters/Kami_Zuishin.png"],"primary_source":"Bestiary 3","spell":["Breath of Life","Dimension Door","Dispel Magic","Heal","Remove Disease","Remove Paralysis","Detect Alignment","Shield Other"],"ac":30,"item":["+1 breastplate","+1 composite longbow","+1 katana"],"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":23,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Zuishin","alignment":"LG","pfs":"Standard","rarity":"common","strike_damage_average":[19,21],"attack_bonus":[23,24],"constitution":5,"creature_family":"Kami","will_save":17,"speed":{"fly":25,"max":25},"wisdom":5,"weakness":{"cold_iron":10},"creature_ability":["Ward","Attack of Opportunity","Healing Arrow","Holy Weaponry"],"skill":["Acrobatics","Athletics","Intimidation","Medicine","Nature","Stealth"],"tradition":["Divine"],"summary":"Zuishin are kami warriors and archers who task themselves with watching over important shrines, ancient gates, or sacred doorways. Monasteries …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1203","dexterity":7,"category":"creature","slug":"creature-1203"},{"remaster_name":["Sakugami"],"primary_source_category":"Rulebooks","strength":5,"hp":370,"language":["Common","<%SPELLS%294%%>speak with plants<%END>, <%UMR%37%%>telepathy<%END> 150 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":8,"perception":30,"stealth":"28","trait":["Kami","Rare","Spirit","NG","Medium"],"id":"creature-1204","text":" Toshigami Toshigami are especially powerful kami who protect cherry trees, particularly ones in places where the primeval powers of nature remain strong. The cycle of blossoming, flourishing, and wilting that cherry trees exhibit provides a striking visual metaphor for toshigami, who wield immense powers over growth, decay, and even time. Also known as blossom kami, toshigami have a particular fascination with mortals. Many folk legends tell of toshigami who bestow their blessing unto worthy individuals who fight for just causes. Likewise, it isn't unheard of for toshigami to aid virtuous souls in dire need of healing or restoration. In truth, blossom kami are so rare and enigmatically aloof that few mortals have ever encountered such beings. Decades, even centuries, might pass before a humble village realizes that a toshigami inhabits its beloved cherry tree. The stories persist, however, as they have for ages, leading to a widespread appreciation for cherry trees. The site of a new village might be chosen due to its proximity to an ancient cherry tree, and cherry trees are planted and carefully tended in larger population centers, both for their beauty and out of respect for the blossom kami. Should a toshigami choose one such tree as their ward, so much the better for the entire community. Recall Knowledge - Spirit (Occultism): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Toshigami Source Bestiary 3 pg. 145 Perception +30; darkvision Languages Common; speak with plants , telepathy 150 feet Skills Acrobatics +30, Diplomacy +31, Medicine +28, Nature +30, Stealth +28, Survival +30 Str +5 Dex +7 Con +6 Int +2 Wis +7 Cha +8 Ward (abjuration, divine) Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting. A toshigami's ward is a specific cherry tree. Items +2 striking staff --- AC 35 Fort +25 Ref +28 Will +30 HP 370 Weaknesses cold iron 15 Attack of Opportunity Reaction --- Speed 50 feet, fly 50 feet Melee Single Action staff +30 (Magical, two-hand d8), Damage 2d4+13 bludgeoning plus fleeting blossoms and touch of ages Divine Innate Spells DC 36 - 4th Status - 5th Gentle Repose, Heal (×3), Tree Shape (cherry tree only) - 6th Restoration, Slow, Tree Stride (at will; cherry trees only) - 7th Finger of Death, Haste, Regenerate - Constant (9th) Foresight (self only) Fleeting Blossoms A toshigami's staff Strikes stir up fleeting cherry blossoms that bloom, wilt, and decay all in the space of an instant. On a hit, they deal an additional 1d6 mental damage, as well as an additional 1d6 negative damage to living creatures and an additional 1d6 positive damage to undead. Swift Staff Strike Two Actions In a rapid series of movements, the toshigami unleashes a deadly assault. The toshigami makes three staff Strikes. The toshigami's multiple attack penalty doesn't increase until after they've made all three Strikes. Touch of Ages (Curse, Divine) A toshigami's attacks bestow a curse that alters the very flow of time in those they attack. When a toshigami hits a creature with a melee Strike, the creature must attempt a DC 38 Fortitude save as its perspective shifts rapidly between that of advanced age and an infantile state. Regardless of the outcome, the creature is temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature becomes clumsy 1, enfeebled 1, and stupefied 1 for 1 round. Failure The creature becomes clumsy 2, enfeebled 2, and stupefied 2 for 1 minute. Critical Failure As failure, but the conditions are permanent. ","skill_mod":{"diplomacy":31,"nature":30,"survival":30,"stealth":28,"medicine":28,"acrobatics":30},"image":["/Images/Monsters/Kami_Toshigami.png"],"primary_source":"Bestiary 3","spell":["Finger of Death","Haste","Regenerate","Restoration","Slow","Tree Stride","Gentle Repose","Heal","Tree Shape","Status","Foresight"],"ac":35,"item":["+2 striking staff"],"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"size":["Medium"],"name":"Toshigami","alignment":"NG","pfs":"Standard","rarity":"rare","strike_damage_average":[18],"attack_bonus":[30],"constitution":6,"creature_family":"Kami","will_save":30,"speed":{"fly":50,"max":50,"land":50},"wisdom":7,"weakness":{"cold_iron":15},"creature_ability":["Ward","Attack of Opportunity","Fleeting Blossoms","Swift Staff Strike","Touch of Ages"],"skill":["Acrobatics","Diplomacy","Medicine","Nature","Stealth","Survival"],"tradition":["Divine"],"summary":"Toshigami are especially powerful kami who protect cherry trees, particularly ones in places where the primeval powers of nature remain strong. The …","trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1204","dexterity":7,"category":"creature","slug":"creature-1204"},{"attack_bonus":[7,7],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":18,"source":["Bestiary 3"],"type":"Creature","will_save":3,"charisma":1,"speed":{"max":35,"land":35},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Powerful Leaper","Defensive Shove"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","N","Medium"],"id":"creature-1205","text":" Kangaroo Kangaroos are marsupials distinguished by long faces, large ears, powerful back legs and tails, and a distinctive hopping gait. These generally placid herbivores are shy of other creatures, preferring to live in open grasslands where their keen ears and eyes can spot danger approaching from a distance. Male kangaroos develop powerful front limbs and exhibit a dominance behavior commonly known as “boxing.” When two male kangaroos confront each other, they draw close; they then swat at their opponent with their front claws while also pulling their own heads back out of range. Kangaroos also occasionally rock back on their tails before delivering a blow with their heavily muscled hind legs. The claws on their back legs make these blows particularly deadly, and a kangaroo can disembowel an attacker with a single strike using this tactic. Like other marsupials, female kangaroos carry their young—called joeys—in a pouch on their bellies. They have only one such offspring at a time, although many females have several joeys in quick succession. These social animals largely gather for protection, but their social structures are similar to those found in herds of camels, horses, or pigs. Kangaroos don't make particularly good mounts, but this hasn't stopped the occasional adventurous gnome or halfling from trying. Such an attempt usually results in a seasick and dizzy rider being dumped unceremoniously from the animal's back or pouch, but some druids have found them to be loyal companions. In places where kangaroos are common, the animals are sometimes hunted for meat and can even provide a primary food supply to migratory communities due to their quick reproduction and ability to flee predators. People in other regions consider kangaroos a delicacy and often import their meat as a show of status in wealthy households. Several types of kangaroos have evolved, each living in a slightly different environment. Gray kangaroos are smaller than other varieties and dwell in open woodlands, most commonly on the southern reaches of the continent of Garund. Giant kangaroos, found primarily on the dry steppes of northern Casmaron, grow to twice the size of standard kangaroos, and the thunderous noise of their passing can be heard and felt from miles away. The kangaroo family also has several smaller relatives, including wallabies and pademelons. Some kangaroos exist in captivity in other parts of the world, but attempts to introduce them into other regions have—so far—largely failed. A large kangaroo can reach over 6 feet in height and weighs up to 200 pounds. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Kangaroo Source Bestiary 3 pg. 146 Perception +7; scent (imprecise) 60 feet Languages Skills Acrobatics +4, Athletics +7, Survival +3 Str +3 Dex +2 Con +3 Int -4 Wis +1 Cha +1 Powerful Leaper The kangaroo doesn't need to Stride while attempting a Long Jump, nor does it automatically fail if it doesn't. --- AC 15 Fort +7 Ref +6 Will +3 HP 18 Defensive Shove Reaction Trigger The kangaroo takes damage from an adjacent creature; Effect The kangaroo attempts to Shove the creature that damaged it. --- Speed 35 feet Melee Single Action claw +7, Damage 1d4+3 slashing Melee Single Action foot +7, Damage 1d6+3 slashing plus Push Few Foes Kangaroos have very few natural predators. They survive in relatively inhospitable regions where most predators are physically on the smaller side, and their great speed makes them difficult prey to catch. Humanoids hunt them more often than other animals, though a drake or giant eagle might still choose a kangaroo for its dinner in certain areas. ","skill_mod":{"survival":3,"athletics":7,"acrobatics":4},"summary":"Kangaroos are marsupials distinguished by long faces, large ears, powerful back legs and tails, and a distinctive hopping gait. These generally …","image":["/Images/Monsters/Kangaroo.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":15,"level":0,"source_category":["Rulebooks"],"sense":" scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1205","intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":7,"size":["Medium"],"name":"Kangaroo","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,6],"slug":"creature-1205"},{"attack_bonus":[11],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":35,"language":["Aquan","Common"],"source":["Bestiary 3"],"type":"Creature","will_save":7,"charisma":1,"speed":{"max":40,"land":15,"swim":40},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Head Bowl","Pull Arm"],"skill":["Acrobatics","Athletics","Medicine","Survival"],"trait":["Amphibious","Beast","CN","Small"],"id":"creature-1206","text":" Kappa Mischievous by nature, kappas delight in playing pranks on unsuspecting travelers. While not overtly malicious, kappa pastimes can be a significant nuisance to their victims, such as stealing the clothes of people while they bathe or snatching up unattended food from campfires. Kappas also enjoy proving their worth in competitions of strength and, despite their propensity for trickery, are known to be honorable competitors who keep their word and remain polite in conversation. While kappas vary in physical attributes from region to region, they're all amphibious, turtle-like humanoids with beaked mouths, webbed hands and feet, and slimy scales that range in color from bluish green to pale yellow. They often have black hair, arranged in a ring to accommodate the central depression atop a kappa's head. Water from a kappa's home lake, stream, or river fills these depressions, or head bowls, which are believed to be the source of their strength. Younger kappa are easily tricked into bowing and accidentally emptying the water out of their own head bowls. Losing this water makes the kappa lethargic. The longer a kappa's head bowl remains empty, the weaker they grow. While this issue rarely poses a serious danger for a kappa living near their home body of water, it can prove fatal to a more adventurous kappa. Kappas aren't inherently hostile and have been known to befriend lonely children and lend aid to stranded adventurers by providing directions or minor medical treatment. Still, many areas known to house kappas have signs both warning of the creatures' presence and encouraging travelers venturing over or through water to first toss in a cucumber, kappas' favorite food, in exchange for safe passage. Kappas put up some of these signs themselves to increase the likelihood of receiving a tasty treat. Recall Knowledge - Beast (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Kappa Source Bestiary 3 pg. 147 Perception +9; darkvision Languages Aquan, Common Skills Acrobatics +8, Athletics +7, Medicine +9, Survival +7 Str +3 Dex +4 Con +1 Int +1 Wis +3 Cha +1 --- AC 18 Fort +7 Ref +10 Will +7 HP 35 Head Bowl The depression atop a kappa's head is filled with water. Spilling, evaporating, or otherwise removing all of the water from the top of a kappa's head reduces all their Speeds to 5 feet until the basin is again filled with water. A kappa who becomes prone must succeed at a DC 15 Reflex save or spill their water, and a kappa who becomes unconscious automatically spills their water. If a kappa is grappled, restrained, or stunned, another creature can attempt to spill the water from their bowl by spending a single action, which has the attack and manipulate traits, to attempt an Athletics check against the kappa's Fortitude DC. On a success, the creature spills the kappa's water. --- Speed 15 feet, swim 40 feet Melee Single Action claw +11 (Agile), Damage 1d10+3 slashing Pull Arm Single Action The kappa pulls one of their arms, gaining 10-foot reach with that arm. The opposing arm shrinks to little more than a hand extending from their shell. The kappa can still use their shortened hand to hold things, but they can't use that hand to wield a shield or weapon. By spending a single action to pull their opposing arm, the kappa can return their arms to their original length. A Dark Side Kappas despise horses and, due to this behavior, are sometimes mistaken for strangely-armored goblins. Kappas gleefully kill and consume the innards of horses that venture too close to the water's edge. Some have even developed a taste for human flesh. These vile kappas have been witnessed drowning people before tearing them apart for consumption. ","skill_mod":{"survival":7,"medicine":9,"athletics":7,"acrobatics":8},"summary":"Mischievous by nature, kappas delight in playing pranks on unsuspecting travelers. While not overtly malicious, kappa pastimes can be a significant …","image":["/Images/Monsters/Kappa.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=1206","intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Kappa","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-1206"},{"primary_source_category":"Rulebooks","strength":5,"hp":115,"language":["Auran","Celestial","Common","Draconic","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":17,"stealth":"17","trait":["Air","Beast","Fire","Rare","LG","Large"],"id":"creature-1207","text":" Kirin The rare and majestic antlered beast known as a kirin supposedly appear only in times of peace and prosperity or during the birth or death of a great sage. Thus, encountering a kirin is a sign of great fortune, success, and prosperity to come. Conversely, finding a kirin's corpse or witnessing their death is a portent of tragedy and misfortune. A kirin's song always precedes the sighting of one of these graceful creatures, a sound often mistaken for wind chimes gently dancing in the breeze. Kirin are chimeric creatures with the body of a stag, the tail of an ox, two horns atop their heads, and the scales and vibrant coloration of a dragon. Their majestic manes and beards constantly flow in the breeze, even on days with no wind, and sometimes appear wreathed in flames. As creatures that treasure life, kirin don't consume flesh, and they take great care not to kill even a single insect beneath their cloven hooves. They're the embodiment of peace yet will quickly strike down evil with a powerful thrust of their horns, knowing that their acts preserve the peace for those who might otherwise come to harm. Legends tell of particularly pious champions who have persuaded kirin to partner with them as mounts, though accomplishing such a feat is even rarer than the kirin. Recall Knowledge - Beast (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Kirin Source Bestiary 3 pg. 148 Perception +17; darkvision, scent (imprecise) 60 feet Languages Auran, Celestial, Common, Draconic; telepathy 100 feet Skills Acrobatics +17, Diplomacy +19, Nature +15, Religion +15, Stealth +17 Str +5 Dex +6 Con +2 Int +2 Wis +4 Cha +6 --- AC 25 Fort +13 Ref +17 Will +15 HP 115 Immunities fire Peaceful Aura (abjuration, aura, divine, emotion, mental) 60 feet. Creatures within a kirin's peaceful aura attempting to use a hostile action must first attempt a DC 22 Will save; on a failure, the hostile action is disrupted. If a creature in the aura successfully uses a hostile action, it's temporarily immune to peaceful aura for 24 hours, and while it's temporarily immune, other creatures in the kirin's peaceful aura can perform hostile actions toward it without needing to attempt a Will save. A kirin can select creatures within their aura that can use hostile actions without needing to attempt a Will save. Deflecting Gale Reaction Trigger The kirin is targeted with a ranged Strike; Effect The kirin intensifies the wind around themself, gaining a +4 circumstance bonus to AC against the triggering attack. --- Speed 40 feet Melee Single Action hoof +18 (Magical), Damage 2d10+8 bludgeoning Melee Single Action horn +18 (Agile, Magical), Damage 2d8+8 piercing Divine Innate Spells DC 25 - Cantrips (4th) Light - 1st Detect Alignment (at will) - 3rd Calm Emotions (at will), Heal (×2), Gust of Wind (×3) - Constant (4th) Air Walk (self only) Breath Weapon Two Actions (Divine, Evocation, Fire) The kirin breathes fire in a 30-foot cone, dealing 8d6 fire damage (DC 25 basic Reflex save). The kirin can't use Breath Weapon again for 1d4 rounds. Rearing Thrust Two Actions The kirin rushes forward, rears up on their hind legs, and descends upon their target with their horn. The kirin Strides and makes a horn Strike. If this Strike hits, it deals an additional 1d8 damage, and the target is knocked prone. Kirin Justice Kirin have a strong sense of justice and can't just idly watch as innocent creatures suffer harm. While kirin prefer discourse and diplomacy as methods of mediation, they won't hesitate to utilize violence to put an end to injustice, if needed. ","element":["Air","Fire"],"skill_mod":{"diplomacy":19,"nature":15,"stealth":17,"acrobatics":17,"religion":15},"image":["/Images/Monsters/Kirin.png"],"primary_source":"Bestiary 3","spell":["Calm Emotions","Heal","Gust of Wind","Detect Alignment","Light","Air Walk"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Kirin","alignment":"LG","pfs":"Standard","rarity":"rare","strike_damage_average":[17,19],"attack_bonus":[18,18],"constitution":2,"immunity":["fire"],"will_save":15,"speed":{"max":40,"land":40},"wisdom":4,"weakness":{},"creature_ability":["Peaceful Aura","Deflecting Gale","Breath Weapon","Rearing Thrust"],"skill":["Acrobatics","Diplomacy","Nature","Religion","Stealth"],"tradition":["Divine"],"summary":"The rare and majestic antlered beast known as a kirin supposedly appear only in times of peace and prosperity or during the birth or death of a great …","trait_group":["Elemental","Planar","Monster","Creature Type","Energy","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1207","dexterity":6,"category":"creature","slug":"creature-1207"},{"primary_source_category":"Rulebooks","strength":6,"hp":138,"language":["Common","Sylvan"],"source":["Bestiary 3","Pathfinder #146: Cult of Cinders"],"type":"Creature","charisma":5,"perception":14,"stealth":"18","trait":["Fey","NE","Medium"],"id":"creature-1208","text":" Kishi Kishis are duplicitous and murderous fey who dwell on the edges of Golarion's densest jungles. At first glance, kishis appear to be attractive humans, usually of a local ethnicity, but their full heads of thick hair conceal a second face: that of a snarling hyena. When a kishi lures their prey into a vulnerable situation, their head swivels around, revealing this fearsome visage. In this form, a kishi's powerful jaws are almost impossible to pry loose and can crush a victim's bones in a matter of moments. Kishi range widely in their physical features, and their height and weight vary as much as the people whose communities they infiltrate. They dress in fine clothing aligned with the latest fashion trends, and they wear flashy jewelry with the intention of drawing onlookers' eyes. Like most fey, a kishi has inscrutable motives, though to their victims, the kishi's goal seems simple—to revel in the expression of shock, betrayal, and terror on a victim's face. Although kishis can cast charm to make unwitting companions complacent, most of these sinister creatures prefer to trick their prey using guile, gifts, and their dashing good looks. These ultimate sadists derive pleasure from the thrill of the hunt as well as the delicious reward at the end. The more uptight, prudish, or haughty a target, the better—for nothing satisfies kishis as much as earning (and destroying) the trust of someone who rarely grants it. When kishis get their new friends or lovers alone, they choose the most dramatic moments to reveal their true monstrous forms and clamp their jaws down on their victim. Kishis have no desire to share their true nature with the entire community, so they typically aim for the throats of their victims, who can no longer cry out for help after being cut off from air. Kishis consume every part of their victims' bodies, leaving no trace of the crime—even lapping up any spilled blood, claiming the victim's treasures as their own, and cleaning the murder scene as much as possible. Few things can bind a community together as swiftly as uncovering a kishi. Once found out, a kishi flees, hoping to find a new community to prey upon. Recall Knowledge - Fey (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Kishi Source Bestiary 3 pg. 149, Pathfinder #146: Cult of Cinders pg. 88 Perception +14; low-light vision Languages Common, Sylvan Skills Athletics +18, Deception +20, Diplomacy +19, Society +15, Stealth +18 Str +6 Dex +4 Con +1 Int +1 Wis +2 Cha +5 --- AC 25 Fort +13 Ref +18 Will +17 HP 138 Resistances piercing 10 Weaknesses cold iron 10 --- Speed 25 feet Melee Single Action jaws +20, Damage 2d10+9 piercing plus Grab Melee Single Action claw +20 (Agile), Damage 2d8+9 slashing Arcane Innate Spells DC 27 - 1st Charm (at will) Constrict Single Action 1d10+9 piercing, DC 26 (grabbed by jaws only). Head Spin Free Action The kishi switches between showing their attractive human face and their snarling hyena face. A kishi can use their innate spell and their Deception and Diplomacy skills only when their human face is showing, and they can use their jaws Strike only when their hyena face is showing. Sudden Charge Two Actions The kishi Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy. Vicelike Jaws A creature grabbed in the kishi's jaws can barely speak; a creature must succeed at a DC 8 flat check to provide verbal components for spells, doing so in a choked whisper. Kishi Treasure Kishi dress in fine clothing and flashy jewelry. Although they do not covet wealth for wealth’s sake, kishi may steal the belongings of their slain targets in order to make themselves that much more appealing to their next victim. ","skill_mod":{"society":15,"diplomacy":19,"deception":20,"stealth":18,"athletics":18},"image":["/Images/Monsters/Kishi.png"],"primary_source":"Bestiary 3","spell":["Charm"],"ac":25,"level":8,"spell_dc":[27],"source_category":["Rulebooks","Adventure Paths"],"sense":" low-light vision ","resistance":{"piercing":10},"intelligence":1,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":13,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Kishi","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[18,20],"attack_bonus":[20,20],"constitution":1,"will_save":17,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"cold_iron":10},"creature_ability":["Constrict","Head Spin","Sudden Charge","Vicelike Jaws"],"skill":["Athletics","Deception","Diplomacy","Society","Stealth"],"tradition":["Arcane"],"summary":"Kishis are duplicitous and murderous fey who dwell on the edges of Golarion's densest jungles. At first glance, kishis appear to be attractive …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1208","dexterity":4,"category":"creature","slug":"creature-1208"},{"attack_bonus":[10,10,10,12],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":24,"language":["Common","Sylvan"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Kitsune","spell_attack_bonus":[10],"will_save":8,"charisma":4,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Change Shape"],"skill":["Acrobatics","Deception","Diplomacy","Nature","Performance","Thievery"],"trait":["Humanoid","Kitsune","CN","Medium"],"id":"creature-1209","text":" Kitsune Trickster Kitsune are shapeshifting, fox-like humanoids who have been blessed by the spirits. They can shift from the form of a fox-headed humanoid into a specific alternate form unique to each kitsune, usually either a tailless form—such as a humanoid body without any fox features (typically of the prevalent ancestry where they grew up)—or a fox form. Kitsune revel in joy and beauty, often practicing storytelling, dance, and other creative arts. However, they also have a penchant for playing pranks on the joyless and self-important, earning them a reputation as tricksters. Favored by the goddess Daikitsu, kitsune seem to be almost supernaturally lucky, perpetually dodging danger by the narrowest margins. While kitsune settlements do exist, most kitsune are incredibly curious and often leave home at a young age to encounter new people and sights. Some kitsune spend years in their tailless form, living disguised among humanoids in urban or rural societies whose inhabitants have no clue of their true nature. Others go to the opposite extreme, spending most of their lives in the form of a fox, only to reveal themselves at the most opportune moment. For many kitsune, revealing their true form to someone is a sign of great trust, but it's also not uncommon for kitsune to display their dual nature openly. Kitsune's connection to the spiritual world grants them a number of magical abilities. Aside from their innate shapeshifting powers, kitsune naturally develop more potent magic as they mature, and they seem to effortlessly pick up skills that would rival the most practiced spellcasters. Those who truly apply themselves to honing their magic usually become remarkable at their craft. A kitsune is born with one tail, but as their magical powers grow, so do their number of tails. Elders blessed with great magical wisdom can have as many as nine, though according to popular legend, this level of power can take up to a thousand years to achieve. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Kitsune Trickster Source Bestiary 3 pg. 150 Perception +10 Languages Common, Sylvan Skills Acrobatics +8, Deception +10, Diplomacy +8, Nature +6, Performance +8, Thievery +8 Str +0 Dex +4 Con +0 Int +0 Wis +2 Cha +4 Items Dagger, flute --- AC 18 Fort +6 Ref +10 Will +8 HP 24 --- Speed 25 feet Melee Single Action jaws +10 (Finesse), Damage 1d6+2 slashing Melee Single Action dagger +10 (Agile, Finesse, versatile S), Damage 1d4+2 piercing Ranged Single Action dagger +10 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Ranged Single Action foxfire +12 (range 20 feet), Damage 1d4+2 fire Divine Spontaneous Spells DC 18, attack +10 - Cantrips (1st) Dancing Lights, Detect Magic, Ghost Sound, Prestidigitation, Produce Flame, Sigil, Tanglefoot - 1st Charm, Fleet Step, Magic Fang (3 slots) Change Shape Single Action (Divine, Polymorph, Transmutation, Concentrate) The kitsune trickster transforms into the tailless form of a specific Medium human. The tailless form can't be altered and resembles the kitsune's fox-like humanoid form. While the kitsune trickster's alternate form is a Medium human, some kitsune have tailless forms of other humanoids, or a fox alternate form. ","tradition":["Divine"],"skill_mod":{"diplomacy":8,"performance":8,"deception":10,"nature":6,"thievery":8,"acrobatics":8},"summary":"Kitsune are shapeshifting, fox-like humanoids who have been blessed by the spirits. They can shift from the form of a fox-headed humanoid into a …","image":["/Images/Monsters/Kitsune.png"],"primary_source":"Bestiary 3","spell":["Charm","Fleet Step","Magic Fang","Dancing Lights","Detect Magic","Ghost Sound","Prestidigitation","Produce Flame","Sigil","Tanglefoot"],"trait_group":["Creature Type","Ancestry"],"ac":18,"item":["Dagger","flute"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1209","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":6,"size":["Medium"],"name":"Kitsune Trickster","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,4,4,5],"slug":"creature-1209"},{"attack_bonus":[26,26],"constitution":7,"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Aquan","Common"],"source":["Bestiary 3"],"type":"Creature","will_save":21,"charisma":5,"speed":{"max":40,"land":40,"swim":20},"perception":25,"wisdom":5,"weakness":{},"creature_ability":["Voice Imitation","Attack of Opportunity","Mauling Rush","Sneak Attack","Tormented Snarl","Trackless Step"],"skill":["Athletics","Deception","Stealth","Survival"],"stealth":"21","trait":["Beast","NE","Huge"],"id":"creature-1210","text":" Kokogiak As deadly on land as in the water, kokogiaks are one of the most feared predators of the tundra. From a distance they might be mistaken for a frightfully large polar bear, but anyone unfortunate enough to see one up close will notice the creature's six additional legs and disturbingly elongated neck before meeting an untimely end. These ursine monstrosities stalk their prey tirelessly across ice and snow; they're also powerful swimmers, lurking under the ice to burst up and ambush unsuspecting creatures on the surface or diving for a marine meal. As if numerous claws and a brutal bite weren't concerning enough, these nightmare-inducing creatures can be wickedly deceptive, luring their prey out in winter storms. The cunning kokogiak imitates the sounds of a creature in distress, deceiving its target into abandoning the safety of their shelter and embarking on an ill-fated rescue attempt. Those who live in arctic realms have learned to respond with caution upon hearing cries for help during a long winter night. Recall Knowledge - Beast (Arcana, Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Kokogiak Source Bestiary 3 pg. 151 Perception +25; darkvision, scent (imprecise) 60 feet Languages Aquan, Common Skills Athletics +27, Deception +23, Stealth +21, Survival +21 Str +7 Dex +5 Con +7 Int +1 Wis +5 Cha +5 Voice Imitation Kokogiaks can mimic the sounds of a person in distress by attempting a Deception check to Lie. The kokogiak has a +4 circumstance bonus to this check. --- AC 33 Fort +25 Ref +19 Will +21 HP 215 Resistances cold 15 Attack of Opportunity Reaction --- Speed 40 feet, swim 20 feet; trackless step Melee Single Action jaws +26 (reach 20 feet), Damage 3d10+10 piercing Melee Single Action claw +26 (reach 15 feet), Damage 3d6+10 slashing Mauling Rush Three Actions The kokogiak Strides up to its Speed. It can make up to four claw Strikes at any point during this movement, each against a different target. These attacks count toward the kokogiak's multiple attack penalty, but the multiple attack penalty doesn't increase until after the kokogiak makes all of its attacks. Sneak Attack The kokogiak's Strikes deal an additional 2d6 precision damage to flat-footed creatures. Tormented Snarl Two Actions (Auditory, Illusion, Mental, Primal) Using their voice imitation abilities, a kokogiak emits the horrific wails of its former victims. Each creature within 120 feet takes 4d6 mental damage and must attempt a DC 32 Will save. A creature frightened by this ability is flat-footed to the kokogiak. Critical Success The creature is unaffected and is temporarily immune for 1 minute. Success The creature takes half damage and becomes frightened 1. Failure The creature takes full damage and becomes frightened 2. Critical Failure The creature takes double damage, becomes frightened 3, and is fleeing until the end of its next turn. Trackless Step The kokogiak always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed. Calls in the Night Legends tell of a visiting merchant caravan whose guards began vanishing one by one; each night, another was lured outside, claiming to hear the calls of their missing companions. After three nights, the remaining guards banded together and set out to find a horrifying scene: a 10-legged bear with its white fur drenched in blood, its long neck extended toward them as it crooned in their lost companions' horrified voices. ","skill_mod":{"deception":23,"survival":21,"stealth":21,"athletics":27},"summary":"As deadly on land as in the water, kokogiaks are one of the most feared predators of the tundra. From a distance they might be mistaken for a …","image":["/Images/Monsters/Kokogiak.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":33,"level":12,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"cold":15},"url":"/Monsters.aspx?ID=1210","intelligence":1,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":25,"size":["Huge"],"name":"Kokogiak","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,26],"slug":"creature-1210"},{"attack_bonus":[22,22,24,24],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":190,"language":["Draconic"],"immunity":["paralyzed","sleep"],"source":["Bestiary 3"],"type":"Creature","will_save":19,"charisma":3,"speed":{"fly":130,"max":130,"land":30,"swim":30},"perception":19,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Boat Breaker","Flying Strafe","Wailing Dive"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"20","trait":["Dragon","Uncommon","N","Large"],"id":"creature-1211","text":" Kongamato Though they resemble pterosaurs and hail from a similar era, kongamatos are actually a primeval branch of dragonkind. They aren't particularly intelligent and lack the powerful magical abilities that many of their dragon kindred command, but a kongamato has a supernaturally strong beak that can punch through incredibly dense substances. While this beak might seem like a valuable trophy for hunters, its magic dies with the kongamato, and all attempts to integrate them into weapons have failed. Though they dwell in swamps and other still waters, kongamatos prefer to hunt in rivers and streams, since running water delivers new prey on a regular basis. The predators hunt everything, and they are well aware their powerful beaks can sink boats and rafts. They even possess a semblance of draconic greed. While they care little for the material wealth or societal power, kongamatos claim large hunting territories, violently attacking any would-be rivals and ravenously slaughtering large animals in their territory, leaving carcasses half-eaten with little regard for whether they'll still have meals in the future. When a kongamato claims a territory that encapsulates a community, the people there have no choice but to hunt down the vicious predator or hire adventurers to do so on their behalf. Kongamatos' hunger is such that a single one can devastate entire herds of livestock and threaten the safety of the entire community. Unlike their draconic relatives, kongamatos ignore attempts to bargain with them, and efforts to appease them through regular sacrifices have no effect. Recall Knowledge - Dragon (Arcana): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Kongamato Source Bestiary 3 pg. 152 Perception +19; darkvision Languages Draconic Skills Acrobatics +22, Athletics +24, Intimidation +20, Stealth +20, Survival +19 Str +7 Dex +3 Con +5 Int -1 Wis +2 Cha +3 --- AC 30 Fort +22 Ref +20 Will +19 +1 status to all saves vs. magic HP 190 Immunities paralyzed, sleep Attack of Opportunity Reaction Tail only. --- Speed 30 feet, fly 130 feet, swim 30 feet Melee Single Action beak +24 (Magical, reach 15 feet), Damage 2d12+13 piercing plus boat breaker and Grab Melee Single Action claw +24 (Agile, reach 10 feet), Damage 2d8+13 slashing Melee Single Action wing +22 (Agile, reach 15 feet), Damage 2d10+11 bludgeoning Melee Single Action tail +22 (Agile, reach 20 feet), Damage 2d8+11 bludgeoning Boat Breaker A kongamato's beak is supernaturally hard. Their beak Strikes ignore half the Hardness of any object they hit. Flying Strafe Two Actions The kongamato Flies up to their fly Speed and makes two wing Strikes at any point during that movement. Each Strike must target a different creature. Wailing Dive Two Actions The kongamato Flies while emitting a terrifying screech. Each creature the kongamato flies over must succeed at a DC 30 Will save or become frightened 1 (frightened 2 on a critical failure). After attempting their saves, the creatures are temporarily immune for 1 hour. At the end of their movement, the kongamato can make a beak Strike. The Mother Kongamato Legend tells of a massive elder kongamato who dwells in the southern Mwangi Jungle. Many refer to this centuries-old creature as the mother of kongamatos. Rather than prowling waterways, this one prefers solitude inland among the dense foliage of the jungle. Inhabitants of the area believe the high-pitched thunder that comes under a clear sky to be the creature's magical voice. ","skill_mod":{"survival":19,"stealth":20,"athletics":24,"intimidation":20,"acrobatics":22},"summary":"Though they resemble pterosaurs and hail from a similar era, kongamatos are actually a primeval branch of dragonkind. They aren't particularly …","image":["/Images/Monsters/Kongamato.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1211","intelligence":-1,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Kongamato","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[20,22,22,26],"slug":"creature-1211"},{"primary_source_category":"Rulebooks","strength":3,"hp":40,"language":["Common","Kovintal","Sylvan"],"source":["Bestiary 3"],"type":"Creature","charisma":-1,"perception":11,"trait":["Humanoid","Kovintus","N","Medium"],"id":"creature-1212","text":" Kovintus Geomancer Kovintus are reclusive humanoids with an inborn talent for geomancy that ties them intrinsically to nature. Not only can they call upon the magic of nature, it also calls to them in return, turning them into an element of the surrounding terrain when they die. One of the strongest traditions in kovintus culture is making maps to chronicle the places their loved ones have become one with the landscape. Kovintus live in small groups in natural places far from larger civilizations. A typical kovintus settlement consists of natural houses built into the environment around a central meeting place. The form fits the terrain, with dwellings nestled into crags on a mountain or forming a windbreak on a plain. Though kovintus beliefs can greatly differ based on their home terrain, many of these creatures believe their intrinsic commonality through nature links them more intimately than such superficial differences. Once, all kovintus lived in their ancient home, the Valley—a place of bounty and natural splendor unheard of in the modern world. This paradise was lost in ancient times, and the kovintus set out in small groups to find new homes. Today, any valley kovintus come upon is called merely an “echo” of the true Valley. Rather than seeking their original valley, kovintus believe the cycles of nature will someday bring about a new home with the same grandeur. Kovintus faith calls for respect rather than reverence. When traveling away from home, kovintus believe it's crucial to respect any local deities who have built the land they stand upon, and pay them tribute with small offerings. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Kovintus Geomancer Source Bestiary 3 pg. 153 Perception +11; low-light vision Languages Common, Kovintal, Sylvan Skills Athletics +8, Nature +11, Survival +9 Str +3 Dex +3 Con +1 Int +0 Wis +4 Cha -1 Items Mace, Sling (10 bullets) --- AC 18 Fort +8 Ref +8 Will +11 HP 40 Resistances air 5, earth 5, plant 5, water 5 Nature's Rebirth (primal, transmutation) When slain, a kovintus immediately and permanently transforms into a part of the natural environment: a stone outcropping in a rocky area, a rivulet near a body of water, a young tree in a forest, or a low-lying cloud atop a high mountain. This ability has the trait appropriate to the environment (such as air, earth, plant, or water). This piece of the environment looks ordinary to most, but other kovintus can easily identify this as their kin. A kovintus slain far from any appropriate terrain transforms into a feature matching the terrain where they were born. --- Speed 25 feet Melee Single Action mace +12 (Shove), Damage 1d6+6 bludgeoning Ranged Single Action sling +12 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+4 bludgeoning Primal Innate Spells DC 21 - 2nd Entangle, Gust of Wind, Obscuring Mist, Pummeling Rubble - 3rd see nature's chosen - Constant (3rd) Endure Elements, Pass Without Trace, Water Breathing Nature's Chosen Once per day, the kovintus can cast a 3rd-level primal innate spell. They can do so only if a spell with a corresponding trait was cast within 10 feet of the kovintus since the start of their last turn (including if the kovintus Cast the Spell). The traits and the spells they grant are as follows: wall of wind for air, meld into stone for earth, wall of thorns for plant, and crashing wave for water. ","skill_mod":{"nature":11,"survival":9,"athletics":8},"image":["/Images/Monsters/Kovintus.png"],"primary_source":"Bestiary 3","spell":["Entangle","Gust of Wind","Obscuring Mist","Pummeling Rubble","Endure Elements","Pass Without Trace","Water Breathing","Wall of Wind"],"ac":18,"item":["Mace","Sling (10 bullets)"],"level":3,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"Kovintus Geomancer","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[7,9],"attack_bonus":[12,12],"constitution":1,"creature_family":"Kovintus","will_save":11,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Nature's Rebirth","Nature's Chosen"],"skill":["Athletics","Nature","Survival"],"tradition":["Primal"],"summary":"Kovintus are reclusive humanoids with an inborn talent for geomancy that ties them intrinsically to nature. Not only can they call upon the magic of …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=1212","dexterity":3,"category":"creature","slug":"creature-1212"},{"primary_source_category":"Rulebooks","strength":10,"hp":380,"language":["Common","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","charisma":10,"perception":38,"stealth":"39","trait":["Humanoid","Unique","NE","Large"],"id":"creature-1213","text":" Krampus Krampus is a tall, goatlike humanoid with a pointed nose, swept-back horns, and hooved feet. His long, greasy tongue continually flickers out from his mouth, occasionally licking droplets of spittle from his dark brown fur. He wields a set of iron chains that act as an extension of his will. Krampus is never seen without a wicker basket draped over one shoulder, its bottom often stained with the blood of his victims. Krampus stands a little over 14 feet tall and weighs nearly 1,000 pounds. Krampus's origin is unknown; residents of the small towns and villages he terrorizes in northern Irrisen believe the creature has always existed, coming forth once a year to punish those he deems wicked. While many legends have been told about Krampus's beginning, the most popular of them starts with a handful of mountain towns under the protection of a circle of druids. After a series of harsh winters that the townsfolk barely survived, they began to doubt the power of the druids and their rituals. As the villagers grew more resentful, the druid circle took drastic action. Under the light of a blue moon, the druids opened an imperfect portal to the primal realm of the fey and called forth the most powerful spiritual essence they could, and a new creature was born—Krampus. However, unknown to the druids, the portal had been corrupted by the villagers' bitter resentment and doubt. Instead of a central figure to lead them in winter celebrations, as they had hoped, the druids had spawned a monster who sought to punish those who had behaved selfishly during lean times. Recognizing their error, the druids sought to banish their creation. They tracked Krampus down as he slept and shackled him in cold iron chains, hoping to subdue him and force him back to the First World. But Krampus was no fey, and cold iron held no power over him. When he awoke, he ripped the chains free, claimed them as his own, and tracked down the druids who had dared try to capture him. After their betrayal, Krampus can see no good in any mortal and longs only to punish the wicked for their selfish misdeeds. To this day, Krampus takes vicious delight in transforming his victims into the petulant children before killing them, and no manner of sacrifice can appease him. Luckily for any nearby villages, Krampus stalks their streets but once a year. Locals believe that Krampus makes his lair among the deep crevasses of ice somewhere within the Winterwall Glacier, which lines Avistan's northernmost reaches. No adventurer has yet braved the treacherous expanse to find and defeat him. Recall Knowledge - Humanoid (Society): DC 52 Unspecific Lore : DC 50 Specific Lore : DC 47 Krampus Source Bestiary 3 pg. 154 Perception +38; blizzard sight, scent (imprecise) 60 feet, see invisibility Languages Common; tongues Skills Acrobatics +36, Athletics +39, Festival Lore +35, Intimidation +42, Society +35, Stealth +39, Survival +38 Str +10 Dex +7 Con +10 Int +6 Wis +6 Cha +10 Blizzard Sight Krampus ignores circumstance penalties to visual Perception checks due to ice or snow, as well as concealment due to ice or snow. Items +3 greater striking cold iron spiked chain --- AC 46 Fort +39 Ref +34 Will +35 HP 380 Immunities cold, death effects Resistances physical 20 Weaknesses good 15 Frightful Presence (aura, emotion, fear, mental) 120 feet, DC 42 Limited Immortality Though Krampus still needs to eat, drink, and sleep, he doesn't age and can't die of old age. If Krampus is killed, a new Krampus forms elsewhere in the world after a year's time. The new Krampus retains the memories of the previous iteration and likely holds a grudge against whoever killed him the year before. If a method to disrupt this cycle exists, it has yet to be discovered by mortals. --- Speed 60 feet; air walk , snowstep Melee Single Action spiked chain +42 (Disarm, Evil, Finesse, Magical, reach 60 feet, Trip), Damage 3d8+18 slashing plus Improved Grab Melee Single Action claw +41 (Agile, Magical, reach 10 feet), Damage 4d6+25 slashing plus Improved Grab Melee Single Action horn +41 (Magical), Damage 4d10+25 piercing Primal Innate Spells DC 42, attack +34 - Cantrips (10th) Dancing Lights, Ray of Frost, Sigil, Tanglefoot - 9th Baleful Polymorph (×2), Cone of Cold (×2), Wall of Ice - Constant (9th) Air Walk, See Invisibility, Tongues Capture Single Action (Attack) Requirements Krampus has a Medium or smaller creature grabbed; Effect Krampus attempts to stuff the grabbed creature into his basket, attempting an Athletics check against the target's Reflex DC. If he succeeds, the creature is shoved into Krampus's basket and Krampus's spiked chain or claw is freed for future Strikes. The captured creature is grabbed, slowed 1, and subjected to Krampus's regression ability (see below) at the start of each round it is captured. If the victim Escapes (DC 48), it climbs out of the basket. A captured creature can attack the interior of the basket, but only with unarmed attacks or weapons of light Bulk or less, against an AC of 40. If the captured creature deals 40 slashing or piercing damage, the basket is broken and all the creatures inside spill out. A creature that gets free by either Escaping or by someone breaking the basket is deposited in a square of their choosing adjacent to Krampus. The basket is an extradimensional space, so the weight of the creatures within doesn't count against Krampus's Bulk limit. Up to four Small creatures or two Medium creatures can fit in the basket at one time. Krampus can Repair the basket as a 2-action activity that doesn't require tools. If the basket is lost or destroyed, Krampus can create a new one with 1 hour of work. The basket functions as a normal sack if used by anyone other than Krampus. Punish the Naughty Single Action (Concentrate) Krampus designates a single target he can see as “naughty.” He gains a +2 circumstance bonus to Perception checks when he Seeks the naughty target and a +2 circumstance bonus to Survival checks to Track the naughty target. On melee attacks against the naughty target, Krampus's spiked chain gains the agile trait. In addition, when Krampus Grabs the naughty target, he can attempt to Capture them as a free action. Krampus can have only one naughty target at a time. Regression (Curse, Polymorph, Primal, Transmutation) A creature that starts their turn Captured in Krampus's basket must attempt a DC 44 Fortitude save or be regressed back to their childhood. The target shrinks one size. In addition, all of the target's proficiencies of expert and better are reduced to trained, which might restrict the use of certain feats. The effect persists for 24 hours, after which the target regains their normal size and their proficiencies return to normal. A creature currently under the effects of regression can't be further affected by this ability. Snowstep Krampus ignores difficult terrain and greater difficult terrain caused by snow and ice, and he leaves no tracks when moving through areas of snow or ice. Tarnished Festivities Celebrations are the lifeblood of any community's morale, but especially so in frigid northern climes where the days are short and food is scarce. Here, holidays involve lighting fires, sharing meals, giving gifts, and forgiving grudges. Tales of Krampus remind children (and adults) of the price to be paid for acting against the spirit of such festivities. The Horned Miser While Krampus is most infamous for tracking and punishing the naughty, his own sins often inform his vindictive responses to others' misdeeds. An incarnation of Krampus who arose from irrepressible greed might possess abilities that better reflect his fierce miserly behavior, emphasizing less the abduction of miscreants and more the disproportionate punishment of thieves and robbers. Such a variant Krampus might arise in different cultures that tell different stories about Krampus, or Krampus's powers and nature might drift between incarnations each time he is defeated and arises anew elsewhere in the world the following year. In these cultures or incarnations, Krampus represents a remorseless yet generous spirit who's willing to grant boons to the truly worthy while tormenting any who fail his morality tests. Unfortunately for people in regions terrorized by this Krampus, his definition of “any who fail his morality tests” tend to be nearly everyone but the most innocent and generous of people. Such a greedy Krampus lacks the Regression ability, and his Punish the Naughty ability gains the following Prerequisite: “Krampus can sense the target with his thief scent.” The Horned Miser variant also gains the following abilities, in addition to the remaining Krampus abilities. Thief Scent Krampus can perceive anyone who has ever stolen or moved one of his possessions, using scent as an imprecise sense with a range of 1 mile. Bountiful Bag Krampus carries a large bag brimming with barely contained gifts and trinkets, including one of every common item with the consumable trait of levels 1 to 20, at least 20 golden rod memento , and an assortment of food and valuables. Once every 24 hours, the bag's contents magically regenerate, replacing any of these items that have been removed. Krampus can Interact with the bag to stow or withdraw items, always finding the desired stored item at the top of the bag. The bag is an extradimensional space, so the weight of its contents doesn't count against Krampus's Bulk limit. The bag functions as a normal sack if used by anyone other than Krampus, and if the bag is stolen or Krampus is slain, the bag retains only 2d4 random common consumable items of 16th level or higher. A creature can use Disarm or Steal to extract a consumable item from Krampus's bag. As part of the action, the creature can envision a specific item it wants to extract. On a success, the creature Disarms or Steals the object and rolls a DC 13 flat check. Success The creature Disarms or Steals the envisioned object. If the creature didn't envision an object, it Disarms or Steals a random common consumable item of a level at least half the creature's level. Failure The creature Disarms or Steals a random common consumable item of a level at least half the creature's level. Critical Failure The creature Disarms or Steals a golden rod memento instead of a consumable item. Crushing Avarice Krampus's greed is so great that expending any of his wealth causes him to become physically ill and potentially nauseous. Whenever Krampus uses a consumable item from his bountiful bag, or when he witnesses one of his possessions stolen, he must attempt a DC 44 Will save. Success Krampus is unaffected. Failure Krampus becomes sickened 1. Critical Failure Krampus becomes sickened 2. Using Krampus Though Krampus makes an excellent antagonist for a holiday-themed campaign or one-shot, this cruel and ferocious being need not be confined to yuletide adventures. Krampus can terrorize any wintry locale yearlong, putting the frightened citizens in need of powerful heroes to discover his lair and put an end to the threat. Snow and ice should feature prominently in such games, but tinsel, holly, and brightly wrapped presents aren't necessary ","skill_mod":{"society":35,"survival":38,"stealth":39,"athletics":39,"intimidation":42,"acrobatics":36},"image":["/Images/Monsters/Krampus.png"],"primary_source":"Bestiary 3","spell":["Baleful Polymorph","Cone of Cold","Wall of Ice","Dancing Lights","Ray of Frost","Sigil","Tanglefoot","Air Walk","See Invisibility","Tongues"],"ac":46,"item":["+3 greater striking cold iron spiked chain"],"level":21,"spell_dc":[42],"source_category":["Rulebooks"],"sense":"blizzard sight, scent (imprecise) 60 feet, see invisibility ","resistance":{"bludgeoning":20,"piercing":20,"slashing":20,"physical":20},"intelligence":6,"reflex_save":34,"strongest_save":["fort","fortitude"],"fortitude_save":39,"size":["Large"],"name":"Krampus","alignment":"NE","pfs":"Standard","rarity":"unique","strike_damage_average":[31,39,47],"attack_bonus":[41,41,42],"constitution":10,"immunity":["cold","death effects"],"spell_attack_bonus":[34],"will_save":35,"speed":{"max":60,"land":60},"wisdom":6,"weakness":{"good":15},"creature_ability":["Blizzard Sight","Frightful Presence","Limited Immortality","Capture","Punish the Naughty","Regression","Snowstep"],"skill":["Acrobatics","Athletics","Festival Lore","Intimidation","Society","Stealth","Survival"],"tradition":["Primal"],"summary":"Krampus is a tall, goatlike humanoid with a pointed nose, swept-back horns, and hooved feet. His long, greasy tongue continually flickers out from …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1213","dexterity":7,"category":"creature","slug":"creature-1213"},{"attack_bonus":[30],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":252,"language":["Common"],"source":["Bestiary 3"],"type":"Creature","will_save":24,"charisma":5,"speed":{"max":30,"land":30},"perception":28,"wisdom":6,"weakness":{"mental":10},"creature_ability":["Compulsive Counting","Rend","Am I Pretty?","Even Now?","Lingering Enmity"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"26","trait":["Aberration","Rare","LE","Medium"],"id":"creature-1214","text":" Kuchisake-Onna A kuchisake-onna, or slit-mouthed woman, is a tall, masked figure who moves with an eerie grace. These horrors are infamous for trapping hapless mortals and asking them, “Am I pretty?” A “no” response leads to a gruesome death wrought by the silver scissors the kuchisake-onna carries. A “yes” prompts them to remove their mask, revealing the scars and cuts running from ear to ear, giving the impression of a terrible, ever-present grin. They then open their mouth to reveal sharp, needle-like teeth and ask another question: “Even now?” A “no” leads to the same gory death, while a “yes” prompts them to use their silver scissors and make the same cuts on the target's face while repeating: “Then I will make you like me.” There are a handful of methods to weasel out of this otherwise no-win scenario. Answering noncommittally, saying the kuchisake-onna looks “okay,” or throwing several small, countable objects like rice or candy often provides enough time to run while the monster is distracted. Few are foolish enough to attack the kuchisake-onna, and those that live to tell the tale speak of a flashing flurry of scissor blades that match even a swordmaster's prowess. Recall Knowledge - Aberration (Occultism): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Kuchisake-Onna Source Bestiary 3 pg. 156 Perception +28; darkvision Languages Common Skills Acrobatics +28, Athletics +22, Intimidation +27, Stealth +26 Str +4 Dex +8 Con +4 Int +5 Wis +6 Cha +5 Items silver scissors (2) --- AC 36 Fort +22 Ref +28 Will +24 HP 252 Resistances slashing 15 Weaknesses mental 10 Compulsive Counting When numerous small items are scattered before the kuchisake-onna, they compulsively begins to count them. The kuchisake-onna becomes flat-footed to all creatures for 1d4 rounds. --- Speed 30 feet Melee Single Action silver scissors +30 (Agile, Backstabber, fatal d12, Finesse), Damage 3d6+12 slashing Rend Single Action silver scissors Am I Pretty? Single Action The kuchisake-onna asks a single adjacent target, “Am I pretty?” The target must attempt a DC 35 Will save. If it fails, it is immobilized for 1 round, and if it critically fails, it is paralyzed for 1 round, though still able to respond to the question; this is a mental effect. If the target responds “No,” the kuchisake-onna makes two silver scissors Strikes against the target. If the target responds “Yes,” the kuchisake-onna makes no Strikes this turn and must use Even Now? as their next action (waiting until the first action of their next turn, if necessary). If the target otherwise responds in a confusing or noncommittal manner, the kuchisake-onna becomes flat-footed to all creatures for 1 round but can otherwise act normally. Even Now? Single Action Requirements An adjacent creature previously targeted by Am I Pretty? answered “Yes”; Effect The kuchisake-onna takes off their mask, revealing their slit face and asking, “Even now?” The target must attempt a DC 35 Will save. If it fails, it is immobilized for 1 round, and if it critically fails, it is paralyzed for 1 round, though still able to respond to the question; this is a mental effect. Whether the target responds “Yes” or “No,” the kuchisake-onna makes two silver scissors Strikes against the target. Lingering Enmity The kuchisake-onna's silver scissors Strikes are manifestations of the toxic malice that created them and vanish when the kuchisake-onna is destroyed. When the kuchisake-onna has less than half their maximum Hit Points remaining, this concentrated enmity begins to leak out and make their attacks more vicious. Their silver scissors Strikes deal 6d6 persistent bleed damage. Lingering Enmity A kuchisake-onna is the congealed, collected malice of those who mutilate women or fixate on their physical appearances. While many tales center around women, fearful survivors have described kuchisake-onna in the guise of a variety of genders and appearances ","skill_mod":{"stealth":26,"athletics":22,"intimidation":27,"acrobatics":28},"summary":"A kuchisake-onna, or slit-mouthed woman, is a tall, masked figure who moves with an eerie grace. These horrors are infamous for trapping hapless …","image":["/Images/Monsters/KuchisakeOnna.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity"],"ac":36,"item":["silver scissors (2)"],"level":14,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"slashing":15},"url":"/Monsters.aspx?ID=1214","intelligence":5,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Kuchisake-Onna","alignment":"LE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[22],"slug":"creature-1214"},{"attack_bonus":[17],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Common"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary 3"],"type":"Creature","will_save":14,"charisma":2,"speed":{"max":35,"land":35},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Black Apoxia","Brawling Critical","Sagebane","Steal Breath","Stunning Flurry"],"skill":["Acrobatics","Athletics","Monastic Lore","Stealth"],"stealth":"14","trait":["Uncommon","Undead","LE","Medium"],"id":"creature-1215","text":" Kurobozu A monk who violated their monastic vows in life might arise after death to become an undead horror known as a kurobozu. These predators feast upon the breath of mortals, creeping on twisted limbs into bedrooms to steal the life from sleeping victims. This act of feeding leaves its mark on the victim in the form of a vile scent of rot on the victim's breath and a debilitating disease that eventually results in exhaustion and finally death. Kurobozus retain echoes of their ascetic training, enabling them to suck the breath from debilitated foes in the midst of battle. Their malevolent cunning combined with ascetic discipline helps them concoct elaborate and lengthy schemes to enact their jealous revenge. Few kurobozus are convincing enough to persuade their onetime allies to break their own oaths, but this doesn't stop them from making the attempt. Recall Knowledge - Undead (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Kurobozu Source Bestiary 3 pg. 157 Perception +14; darkvision Languages Common Skills Acrobatics +14, Athletics +15, Monastic Lore +11, Stealth +14 Str +5 Dex +4 Con +2 Int +1 Wis +4 Cha +2 --- AC 24 Fort +12 Ref +16 Will +14 HP 90 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 35 feet Melee Single Action fist +17 (Agile, Magical), Damage 1d6+8 bludgeoning plus 1d4 negative and sagebane Black Apoxia (Disease) The target can't recover from the fatigued condition caused by black apoxia until the disease is cured; Saving Throw DC 24 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 drained 1 and fatigued (1 day); Stage 3 drained 2 and fatigued (1 day); Stage 4 dead Brawling Critical When the kurobozu scores a critical hit with an unarmed attack, the target must succeed at a DC 22 Fortitude save or be slowed 1 until the end of its next turn. Sagebane (Necromancy, Occult) When the kurobozu damages a living creature with an unarmed Strike, the target must succeed at a DC 24 Fortitude save or become stupefied 1 for 1 minute. Further damage dealt by the kurobozu resets the duration to 1 minute and increases the stupefied value by 1 on a failed save, to a maximum of stupefied 4. Steal Breath Two Actions (Incapacitation, Necromancy, Occult) Requirements The kurobozu is adjacent to a living creature that is paralyzed, slowed, stunned, or unconscious; Effect The kurobozu leans over and sucks the breath from the target, who must attempt a DC 22 Fortitude save. Regardless of the result, the creature is exposed to black apoxia and its breath reeks of carrion for 1 minute. Critical Success The creature is unaffected. Success The creature can't speak for 1 minute. Failure The creature becomes sickened 2 and can't speak for 1 minute. Critical Failure As failure, plus the creature falls unconscious and begins suffocating. Stunning Flurry Single Action Frequency once per round; Effect The kurobozu makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses, and the target must succeed at a DC 22 Fortitude save or be stunned 1 (or stunned 3 on a critical failure); this save has the incapacitation trait. Subversive Collaborators Kurobozus are bitterly envious of living monks and often seek vengeance against members of their former monastery. They also have an affinity for outcast or malcontent monks, sometimes secretly assisting and safeguarding individuals who wish to destroy their former masters and fellow disciples. ","skill_mod":{"stealth":14,"athletics":15,"acrobatics":14},"summary":"A monk who violated their monastic vows in life might arise after death to become an undead horror known as a kurobozu. These predators feast upon …","image":["/Images/Monsters/Kurobozu.png"],"primary_source":"Bestiary 3","trait_group":["Rarity","Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1215","intelligence":1,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Kurobozu","alignment":"LE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14],"slug":"creature-1215"},{"primary_source_category":"Rulebooks","strength":3,"hp":40,"language":["Common","Sylvan"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":12,"stealth":"11","trait":["Amphibious","Beast","NE","Small"],"id":"creature-1216","text":" Kushtaka Kushtaka, or “land otters” as they are sometimes known, are devious shapeshifters. They propagate by luring a humanoid away from the shelter of their home and slowly transforming the kidnapped creature into a new kushtaka. Kushtaka have an easier time transforming willing prey, so they prefer to use their shapeshifting ability and innate magical powers to convince their chosen targets to follow them away to a kushtaka village. Once a humanoid has been lured to a kushtaka village, they slowly begin to change, a bit at a time, until their body transforms fully into that of a kushtaka and ejects their mortal soul. These ejected souls often linger before giving rise to ghosts or haunts, though the kushtaka themselves are unaware of the souls' presence, having completely forgotten who they once were due to the magic that transformed them. Kushtaka can be a scourge to small human villages, slowly pilfering villagers away one person at a time. This might mean the kushtaka village displaces the human one, or leaves the human village unable to survive with too small a population to hunt, fish, defend against threats, or raise the next generation. Recall Knowledge - Beast (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Kushtaka Source Bestiary 3 pg. 158 Perception +12; darkvision, scent (imprecise) 30 feet Languages Common, Sylvan Skills Acrobatics +11, Athletics +9, Deception +11, Stealth +11 Str +3 Dex +5 Con +2 Int +0 Wis +4 Cha +3 Canine Vulnerability Dogs and other canines are natural enemies of kushtaka. Canine animals, including creatures transformed into a canine using animal form or a similar effect, ignore the kushtaka's resistance to physical attacks. In addition, a canine with imprecise scent can use it as a precise sense when detecting a kushtaka. Null Spirit Kushtaka exist completely separated from their mortal souls, making them immune to the effects of haunts and most effects from incorporeal spirits and undead, but also unaware of their presence; incorporeal undead are both invisible and inaudible to them. Incorporeal spirits and undead can affect a kushtaka only with effects that manifest in the physical world. For instance, a ghost mage casting a fireball or a poltergeist throwing objects could harm the kushtaka, but a ghost commoner's Frightful Moan and ghostly hand Strike would not. --- AC 21 Fort +8 Ref +13 Will +12 HP 40 Resistances physical 5 Persuasive Rebuttal Reaction Trigger A creature fails a check to Strike or Demoralize the kushtaka; Requirements The kushtaka has a charm spell available; Effect The kushtaka casts charm on the target. --- Speed 25 feet, swim 40 feet Melee Single Action jaws +14 (Finesse), Damage 2d8+5 piercing plus Grab Melee Single Action claw +14 (Agile, Finesse), Damage 2d6+5 slashing Occult Innate Spells DC 21, attack +13 - Cantrips (2nd) Ghost Sound, Mage Hand, Telekinetic Projectile - 2nd Charm (×2), Invisibility (×2), Sleep - Constant (2nd) Undetectable Alignment Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The kushtaka takes on the specific appearance of a unique Small or Medium humanoid. Every time the kushtaka uses this ability, it takes on the same chosen form, though it can use non-magical disguises to further alter its appearance. This doesn't change the kushtaka's Speed or its attack and damage bonuses with its Strikes, though it does change the damage to an appropriate type, typically bludgeoning. The Shaman's Test Some Varki villages in the far north acknowledge an aspiring shaman only after the acolyte has returned a tribe member transformed into a kushtaka back to their original form. This requires capturing the kushtaka in a net barbed with sharpened dog bones and then forcing the two halves of the soul back together. ","skill_mod":{"deception":11,"stealth":11,"athletics":9,"acrobatics":11},"image":["/Images/Monsters/Kushtaka.png"],"primary_source":"Bestiary 3","spell":["Charm","Invisibility","Sleep","Ghost Sound","Mage Hand","Telekinetic Projectile","Undetectable Alignment"],"ac":21,"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"intelligence":0,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Kushtaka","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"attack_bonus":[14,14],"constitution":2,"spell_attack_bonus":[13],"will_save":12,"speed":{"max":40,"land":25,"swim":40},"wisdom":4,"weakness":{},"creature_ability":["Canine Vulnerability","Null Spirit","Persuasive Rebuttal","Change Shape"],"skill":["Acrobatics","Athletics","Deception","Stealth"],"tradition":["Occult"],"summary":"Kushtaka, or “land otters” as they are sometimes known, are devious shapeshifters. They propagate by luring a humanoid away from the shelter of their …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1216","dexterity":5,"category":"creature","slug":"creature-1216"},{"attack_bonus":[9,10],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":40,"language":["Aquan"],"immunity":["cold","paralyzed","poison","sleep"],"source":["Bestiary 3"],"type":"Creature","will_save":6,"charisma":1,"speed":{"max":30,"land":25,"swim":30},"perception":8,"wisdom":2,"weakness":{"fire":5},"creature_ability":["Recall Reflection","Shell Block","Freeze Shell","Hold Still"],"skill":["Acrobatics","Athletics","Deception","Stealth","Thievery"],"stealth":"9","trait":["Cold","Elemental","Water","N","Medium"],"id":"creature-1217","text":" Ledalusca Ledaluscas are reflective water elementals that can bring forth images previously reflected on their surfaces and wholly freeze themselves in the shapes of what they reflected. They explore and protect the calmest boundaries of the icy regions of the Plane of Water, where ice forms in shiny, flawless sheets. Insatiably curious, their eagerness propels some ledaluscas to pickpocket interesting-looking objects to play with. Others travel to different planes to locate, observe, and reflect a wider variety of creatures than those on their home plane. They pretend to be ice sculptures or still pools for this purpose, especially if they can find a spot in a high-traffic area to inhabit. Despite their perfect mimicry, ledaluscas are unable to create an appearance from scratch, nor can they adjust the appearance they take on or combine elements of different reflections. Some of them find this disheartening, like artists vexed by a lack of creativity. One of the strangest encounters a ledalusca can experience is with a creature or object that has no reflection. A ledalusca can see a vampire, for example, but is unable to reproduce its image. For a creature that effectively has an unlimited memory for images, this proves utterly confusing. The vague memory of the encounter sticks in the ledalusca's mind like a splintering a humanoid's finger. Recall Knowledge - Elemental (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Ledalusca Source Bestiary 3 pg. 159 Perception +8; darkvision Languages Aquan Skills Acrobatics +7, Athletics +8, Deception +5, Stealth +9, Thievery +7 Str +4 Dex +3 Con +2 Int +0 Wis +2 Cha +1 Recall Reflection (illusion, primal) A ledalusca can recall and replay any reflection ever cast on its surface, although it must still Seek to consciously notice fine or significant details. --- AC 17 Fort +8 Ref +9 Will +6 HP 40 Immunities cold, paralyzed, poison, sleep Weaknesses fire 5 Shell Block Reaction Trigger The ledalusca takes physical damage from an attack; Requirements The ledalusca's shell is frozen (see Freeze Shell); Effect The ledalusca angles their shell to absorb the blow, gaining resistance 5 to the triggering damage. If they takes bludgeoning or fire damage after applying this resistance, their frozen shell shatters until they freezes a new one. --- Speed 25 feet, swim 30 feet Melee Single Action wave +10, Damage 1d6+4 bludgeoning plus Push 5 feet Ranged Single Action ice shard +9 (deadly d6, thrown 20 feet), Damage 1d6+4 piercing plus 1d4 cold Freeze Shell Single Action (Cold, Manipulate) The ledalusca freezes their surface into a translucent, faintly colored ice sculpture matching the mirror image of a Medium creature or object they have seen before. While in this form, instead of a wave, they have the following Strike: Melee Single Action ice shell +10, Damage 1d6+4 physical plus 1d4 cold The physical damage is a type that matches the new shape of the ledalusca's frozen shell. The ledalusca can revert to their liquid form by taking this action again. Hold Still Single Action (Concentrate) Until the next time they act, the ledalusca appears to be either an ice sculpture (if under the effects of Freeze Shell) or a pool of still water (if not). They have an automatic result of 28 on Deception checks and DCs to pass as what they appear to be. Treasured Reflections A ledalusca must bring forth an old reflection to closely observe its details, much like a reader would need to reread text. Ledaluscas can't store reflections of reflections, but they enjoy studying interesting reflections from their kin. Some of these elementals accept novel reflections as suitable payment for favors or information. ","element":["Water"],"skill_mod":{"deception":5,"thievery":7,"stealth":9,"athletics":8,"acrobatics":7},"summary":"Ledaluscas are reflective water elementals that can bring forth images previously reflected on their surfaces and wholly freeze themselves in the …","image":["/Images/Monsters/Ledalusca.png"],"primary_source":"Bestiary 3","trait_group":["Energy","Monster","Creature Type","Elemental","Planar"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1217","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Ledalusca","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,10],"slug":"creature-1217"},{"attack_bonus":[5,6],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":13,"language":["Common","Druidic","Sylvan","<%SPELLS%294%%>speak with plants<%END> (plants with vines only)"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Leshy","will_save":8,"charisma":3,"speed":{"climb":20,"max":20,"land":20},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Verdant Burst","Change Shape","Extend Vines"],"skill":["Athletics","Diplomacy","Nature","Performance","Society","Survival"],"trait":["Leshy","Plant","N","Small"],"id":"creature-1218","text":" Vine Leshy Irrepressible vine leshys love to explore and collect tales to share. They're curious without being reckless. Other cultures interest them greatly, and they can build friendships quickly as they trade stories with traveling companions. They also feel a pull toward protection, much like other leshys. Vine leshys, though, tend to protect a ward for only a brief period of danger before the leshy's wanderlust drives them onward into the unknown. Recall Knowledge - Plant (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Vine Leshy Source Bestiary 3 pg. 160 Perception +6; low-light vision Languages Common, Druidic, Sylvan; speak with plants (plants with vines only) Skills Athletics +4, Diplomacy +5, Nature +4, Performance +5, Society +1, Survival +4 Str +2 Dex +1 Con +1 Int -1 Wis +2 Cha +3 Items Spear --- AC 15 Fort +3 Ref +5 Will +8 HP 13 Verdant Burst When a vine leshy dies, a burst of primal energy explodes from its body, restoring 1d4 Hit Points to each plant creature in a 30-foot emanation. This area fills with tangling vines, becoming difficult terrain. If the terrain is not a viable environment for the vines, they wither after 24 hours. --- Speed 20 feet, climb 20 feet Melee Single Action spear +6, Damage 1d6+2 piercing Ranged Single Action spear +5 (thrown 20 feet), Damage 1d6+2 piercing Primal Innate Spells DC 15 - 4th Speak with Plants Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The vine leshy transforms into a Small plant with vines. This ability otherwise uses the effects of tree shape . Extend Vines Single Action The vine leshy Interacts to extend or shorten their arms. With limbs extended, the vine leshy has a 10-foot reach. The leshy can't use weapons that already have reach in this way, because they would be unable to keep their balance. ","tradition":["Primal"],"skill_mod":{"society":1,"diplomacy":5,"performance":5,"nature":4,"survival":4,"athletics":4},"summary":"Irrepressible vine leshys love to explore and collect tales to share. They're curious without being reckless. Other cultures interest them greatly, …","primary_source":"Bestiary 3","spell":["Speak with Plants"],"trait_group":["Monster","Ancestry","Creature Type"],"ac":15,"item":["Spear"],"level":0,"spell_dc":[15],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1218","intelligence":-1,"reflex_save":5,"strongest_save":["will"],"dexterity":1,"vision":"Low-light vision","fortitude_save":3,"size":["Small"],"name":"Vine Leshy","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,5],"slug":"creature-1218"},{"primary_source_category":"Rulebooks","strength":3,"hp":30,"language":["Common","Druidic","Sylvan","<%SPELLS%294%%>speak with plants<%END> (succulents only)"],"source":["Bestiary 3"],"type":"Creature","charisma":0,"perception":9,"stealth":"6","trait":["Leshy","Plant","N","Small"],"id":"creature-1219","text":" Cactus Leshy These little plants are known for their nettlesome attitude. Their personalities mirror the spines that sprout from all over their bodies, making them cantankerous and slightly prickly, though they are unswervingly loyal to those who earn their trust. At home in dry and arid landscapes, cactus leshys store water inside their bodies in order to survive these harsh conditions. Cactus leshys come in all different shapes and colors: tall and thin, with beautiful, vibrantly colored blooms on their heads; squat and rotund, with rows and rows of orderly spines; or seemingly haphazard, with flat segments stacked end to end as if they were balancing on one another. Recall Knowledge - Plant (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Cactus Leshy Source Bestiary 3 pg. 160 Perception +9; low-light vision Languages Common, Druidic, Sylvan; speak with plants (succulents only) Skills Nature +7, Stealth +6, Survival +7 Str +3 Dex +2 Con +4 Int -1 Wis +3 Cha +0 Little Oasis If a cactus leshy is willing, a creature can harvest enough water from the leshy's inner cavity to fill a single waterskin without harming them. Doing so again before the leshy can replenish the water causes the leshy to immediately suffer from dehydration. --- AC 18 Fort +10 Ref +6 Will +7 HP 30 Spiny Body A cactus leshy is covered in spines. A creature that Grabs the cactus leshy takes 1d8+3 piercing damage. Verdant Burst When a cactus leshy dies, a burst of primal energy explodes from its body, restoring 2d8 Hit Points to each plant creature in a 30-foot emanation. This area fills with cacti, becoming difficult terrain. If the terrain is not a viable environment for the cacti, they wither after 24 hours. --- Speed 25 feet Melee Single Action spine +11, Damage 1d8+3 piercing Ranged Single Action spine +11 (range increment 30 feet), Damage 1d8+3 piercing Primal Innate Spells DC 18 - 4th Speak with Plants Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The cactus leshy transforms into a Small cactus. This ability otherwise uses the effects of tree shape . Prickly Burst Two Actions Frequency once per day; Effect The cactus leshy shoots their spines in every direction. All creatures in a 10-foot emanation take 3d6 piercing damage (DC 18 basic Reflex save). Water Storage Due to their internal cavities, cactus leshys can give water to surrounding creatures in times of need. They can give up to half of their water reserves without perishing. They might choose to sacrifice their water to help nearby plants that are parched or to save a comrade who is dying of thirst. Extracting water from a cactus leshy is not an exact science, so one must take care not to let the water slosh out of the leshy, lest it die from dehydration. ","skill_mod":{"nature":7,"survival":7,"stealth":6},"image":["/Images/Monsters/Leshy_CactusLeshy.png"],"primary_source":"Bestiary 3","spell":["Speak with Plants"],"ac":18,"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":-1,"reflex_save":6,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":10,"size":["Small"],"name":"Cactus Leshy","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[7,7],"attack_bonus":[11,11],"constitution":4,"creature_family":"Leshy","will_save":7,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Little Oasis","Spiny Body","Verdant Burst","Change Shape","Prickly Burst"],"skill":["Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"These little plants are known for their nettlesome attitude. Their personalities mirror the spines that sprout from all over their bodies, making …","trait_group":["Monster","Ancestry","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1219","dexterity":2,"category":"creature","slug":"creature-1219"},{"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Aquan","Common","Druidic","Sylvan","<%SPELLS%294%%>speak with plants<%END> (seaweed only)"],"source":["Bestiary 3"],"type":"Creature","charisma":1,"perception":10,"stealth":"9","trait":["Amphibious","Leshy","Plant","N","Small"],"id":"creature-1220","text":" Seaweed Leshy Calmer than most of their other botanical brethren, seaweed leshys are a tranquil, discerning breed of leshy. They seek to mimic the ocean in their attitudes, moving with the waves of life and accepting what comes and goes while acknowledging the good and the bad. Seaweed leshys make their homes in tidal pools surrounded by other sea creatures. They believe their freshwater counterparts to be sheltered and naive, living in their secluded ponds and babbling brooks, though this doesn't stop them from forming friendships with freshwater leshys. Seaweed leshys vary in size, shape, and physical makeup. While the majority of seaweed leshys reach about 2 feet in height, some remain as small bundles of strands that stand about 6 to 8 inches tall. Recall Knowledge - Plant (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Seaweed Leshy Source Bestiary 3 pg. 161 Perception +10; low-light vision Languages Aquan, Common, Druidic, Sylvan; speak with plants (seaweed only) Skills Athletics +9, Nature +10, Ocean Lore +9, Stealth +9, Survival +8 Str +2 Dex +4 Con +3 Int +0 Wis +3 Cha +1 --- AC 19 Fort +8 Ref +11 Will +8 HP 45 Verdant Burst When a seaweed leshy dies, a burst of primal energy explodes from its body, restoring 3d8 Hit Points to each plant creature in a 30-foot emanation. This area fills with seaweed, becoming difficult terrain. If the terrain is not a viable environment for the seaweed, they wither after 24 hours. --- Speed 20 feet, swim 20 feet Melee Single Action seaweed strand +11 (Agile, Finesse, reach 10 feet), Damage 1d8+4 bludgeoning Ranged Single Action water jet +11 (range increment 30 feet), Damage 1d8+4 bludgeoning plus sea spray Primal Innate Spells DC 20 - 4th Speak with Plants Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The seaweed leshy transforms into a Small patch of seaweed. This ability otherwise uses the effects of tree shape . Sea Spray A seaweed leshy's water jet has enough salt in it to temporarily impair their target's vision. On a hit, the target must succeed at a DC 20 Fortitude save or be dazzled for 1 minute or until it spends 3 Interact actions wiping the salt out of its eyes. On a critical hit, a target that fails its Fortitude save is also blinded for 1 round. Undersea Treasure Seaweed leshys are skilled treasure hunters. They often dive deep into the oceans to salvage any coin or other treasures they can find from shipwrecks. These leshys also sometimes bury caches of their loot once they rescue it from its former location. ","skill_mod":{"nature":10,"survival":8,"stealth":9,"athletics":9},"image":["/Images/Monsters/Leshy_SeaweedLeshy.png"],"primary_source":"Bestiary 3","spell":["Speak with Plants"],"ac":19,"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":8,"size":["Small"],"name":"Seaweed Leshy","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[8,8],"attack_bonus":[11,11],"constitution":3,"creature_family":"Leshy","will_save":8,"speed":{"max":20,"land":20,"swim":20},"wisdom":3,"weakness":{},"creature_ability":["Verdant Burst","Change Shape","Sea Spray"],"skill":["Athletics","Nature","Ocean Lore","Stealth","Survival"],"tradition":["Primal"],"summary":"Calmer than most of their other botanical brethren, seaweed leshys are a tranquil, discerning breed of leshy. They seek to mimic the ocean in their …","trait_group":["Monster","Ancestry","Creature Type"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=1220","dexterity":4,"category":"creature","slug":"creature-1220"},{"attack_bonus":[11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":50,"language":["Common","(can't speak any language)"],"immunity":["death effects","disease","doomed","drained","fatigued","healing","necromancy","nonlethal","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 3","Pathfinder #151: The Show Must Go On"],"type":"Creature","creature_family":"Living Symbol","will_save":7,"charisma":1,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Backdrop","Surface-Bound","Splatter"],"skill":["Acrobatics","Crafting","Deception","Stealth"],"stealth":"11","trait":["Construct","Rare","CN","Medium"],"id":"creature-1221","text":" Living Graffiti A living graffiti is a painting or drawing that has come to life by magic. These two-dimensional beings can move along any flat surface they touch, including walls, floors, furniture, doors, and even bodies of still water. They can't exist apart from the surfaces they traverse except in brief bursts, which they typically use to harass or attack nearby creatures. They exhibit a mischievous nature and desire to make the real world as much of a caricature as their own two-dimensional domain. Recall Knowledge - Construct (Arcana, Crafting): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Oil Living Graffiti Source Bestiary 3 pg. 162, Pathfinder #151: The Show Must Go On pg. 84 Perception +9; darkvision Languages Common; (can't speak any language) Skills Acrobatics +11, Crafting +5, Deception +10, Stealth +11 Str +2 Dex +4 Con +1 Int -2 Wis +2 Cha +1 --- AC 19 Fort +8 Ref +11 Will +7 HP 50 Immunities death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal, paralyzed, poison, sickened, unconscious Backdrop When a creature attempts to Strike a living graffiti and critically misses, the attacker hits the surface (a canvas, wall, or so on) behind the living graffiti. This might damage the surface or the attacker's weapon, at the GM's discretion. Surface-Bound A living graffiti can move only along flat surfaces. If the surface it's on is destroyed (such as a portrait hit by a fireball spell or a wall being smashed), the graffiti takes 2d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the graffiti is destroyed. --- Speed 25 feet Melee Single Action fist +11 (Agile, Finesse), Damage 2d4+4 bludgeoning Ranged Single Action splatter +11 (Nonlethal, range increment 20 feet), Damage 1d4+4 plus splatter Splatter A living graffiti splatters into a creature's face with its splatter Strike. On a hit, the target is dazzled for 1 round or until it Interacts to remove the paint from its face. Difficult to Destroy Adventurers claim that the most reliable way to destroy a living graffiti is to trap it on a levitating canvas or to abandon its host surface in a windy desert. ","skill_mod":{"deception":10,"crafting":5,"stealth":11,"acrobatics":11},"summary":"A living graffiti is a painting or drawing that has come to life by magic. These two-dimensional beings can move along any flat surface they touch, …","image":["/Images/Monsters/LivingGraffiti.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity"],"ac":19,"level":3,"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1221","intelligence":-2,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Oil Living Graffiti","alignment":"CN","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[6,9],"slug":"creature-1221"},{"primary_source_category":"Rulebooks","strength":1,"hp":245,"language":["truescript"],"source":["Bestiary 3"],"type":"Creature","charisma":5,"perception":25,"stealth":"25","trait":["Construct","Rare","LN","Small"],"id":"creature-1222","text":" Living Rune The most famous living runes are those of the ancient Runelords of Thassilon, resurging as Thassilon rebuilds in the modern era. Other living runes can be found, however, each with its own particular abilities. Living runes can also be crafted to deal different types of energy damage with their Strikes. Divine : Divine living runes are crafted by various churches and sects and typically bear the symbol of a deity, archdevil, or other divine force. Divine living runes replace Arcana with Religion and have the following innate spells. Divine Innate Spells DC 35, attack +27; 7th divine decree (×2); 6th blade barrier , glyph of warding (at will), repulsion , spirit blast ; 5th divine wrath (×2), flame strike Occult : These runes are crafted by unknown hands and often left in out-of-the-way places. Occult living runes replace Arcana with Occultism and have the following innate spells. Occult Innate Spells DC 35, attack +27; 7th visions of danger (×2); 6th feeblemind , glyph of warding (at will), phantasmal calamity , vibrant pattern ; 5th crushing despair (×2), synesthesia (×2); Cantrips (7th) detect magic ; Constant (6th) true seeing Primal : Primal living runes usually resemble animate carvings rather than lines of power or paint, and are often found on menhirs or sacred trees. Primal living runes replace Arcana with Nature and have the following innate spells. Primal Innate Spells DC 35, attack +27; 7th volcanic eruption (×2); 6th baleful polymorph , flesh to stone , glyph of warding (at will), tangling creepers ; 5th cone of cold (×2), wall of fire (×2); 1st detect alignment (at will); Constant (6th) true seeing Recall Knowledge - Construct (Arcana, Crafting): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Arcane Living Rune Source Bestiary 3 pg. 163 Perception +25; darkvision, true seeing Languages truescript Skills Arcana +27, Deception +24, Stealth +25 Str +1 Dex +6 Con +1 Int +8 Wis +8 Cha +5 Truescript A living rune can't speak, but it can sculpt its form into complicated scripts and pictographs that can be understood by any creature with the ability to read written language. A living rune can also understand any written or spoken language. --- AC 34 Fort +20 Ref +23 Will +27 HP 245 Immunities death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal, paralyzed, poison, sickened, unconsciousness Backdrop When a creature attempts to Strike a living rune and critically misses, the attacker hits the surface (a canvas, wall, or so on) behind the living rune. This might damage the surface or the attacker's weapon, at the GM's discretion. Surface-Bound A living rune can move only along flat surfaces. If the surface it's on is destroyed (such as a portrait hit by a fireball spell or a wall being smashed), the rune takes 7d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the rune is destroyed --- Speed 25 feet Ranged Single Action electrical blast +25 (Electricity, Evocation, range increment 60 feet), Damage 4d12 electricity Arcane Innate Spells DC 35, attack +27 - Cantrips (7th) Detect Magic - 5th Black Tentacles (×2), Cloudkill (×2) - 6th Chain Lightning, Disintegrate, Glyph of Warding (at will), Wall of Force - 7th Prismatic Spray (×2) - Constant (6th) True Seeing Camouflage Living runes are aware of the value of surprise attacks. They often hide themselves amongst other inscriptions or glyphs, observing foes for a time before striking, though clever adventurers who Investigate the inscriptions might notice the presence of the living rune. Living runes are also fond of setting up glyphs of warding as decoys and dummies. ","skill_mod":{"deception":24,"stealth":25,"arcana":27},"image":["/Images/Monsters/LivingRune.png"],"primary_source":"Bestiary 3","spell":["Prismatic Spray","Chain Lightning","Disintegrate","Glyph of Warding","Wall of Force","Black Tentacles","Cloudkill","Detect Magic","True Seeing"],"ac":34,"level":13,"spell_dc":[35],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":8,"reflex_save":23,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"size":["Small"],"name":"Arcane Living Rune","alignment":"LN","pfs":"Standard","rarity":"rare","strike_damage_average":[26],"attack_bonus":[25],"constitution":1,"immunity":["death effects","diseased","doomed","drained","fatigued","healing","necromancy","nonlethal","paralyzed","poison","sickened","unconsciousness"],"creature_family":"Living Symbol","spell_attack_bonus":[27],"will_save":27,"speed":{"max":25,"land":25},"wisdom":8,"weakness":{},"creature_ability":["Truescript","Backdrop","Surface-Bound"],"skill":["Arcana","Deception","Stealth"],"tradition":["Arcane"],"summary":"The most famous living runes are those of the ancient Runelords of Thassilon, resurging as Thassilon rebuilds in the modern era. Other living runes …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1222","dexterity":6,"category":"creature","slug":"creature-1222"},{"remaster_name":["Athamaru Hunter"],"attack_bonus":[10,11],"constitution":0,"primary_source_category":"Rulebooks","strength":4,"hp":38,"language":["Aquan","Common"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Locathah","will_save":9,"charisma":0,"speed":{"max":40,"land":10,"swim":40},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Cooperative Hunting","Fan Bolt","Hunt Prey","Pack Attack","Smooth Swimmer"],"skill":["Athletics","Diplomacy","Nature","Stealth","Survival"],"stealth":"8","trait":["Amphibious","Humanoid","Locathah","N","Medium","Athamaru"],"id":"creature-1223","text":" Locathah Hunter Deep in the sea, schools of locathah—piscine humanoids armed with spears and specialized crossbows—stalk sharks, sea serpents, and giant squid from the backs of their giant moray eel mounts. The first hunters to strike are armed with barbed harpoons that deploy large fans of seaweed, slowing and exhausting their prey. A daring few locathahs use the embedded harpoon as a handle to ride prey for a short time. Once the creature is tired, remaining hunters finish it with longspears. Locathahs developed this hunting tradition to forge skilled warriors and deter potential attackers, partially in response to centuries of oppression and mistreatment from other aquatic cultures. Locathahs rarely hunt land-dwellers, instead offering to trade their services as guides in exchange for metal and ceramic items they can't build underwater—and for tubers, which they consider earthy delicacies. They render aid to damaged sailing ships and rescue shipwrecked sailors, providing food and guidance. Locathah communities—usually villages of 200 individuals or fewer—are matriarchal. The ruler is also as its primary egg-layer, providing each generation with powerful familial bonds. The communities are tight-knit and loyal. Matriarchs are advised and assisted by primal spellcasters and healers, who are often accompanied by octopus companions. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Locathah Hunter Source Bestiary 3 pg. 164 Perception +9; low-light vision Languages Aquan, Common Skills Athletics +11, Diplomacy +5, Nature +7, Stealth +8, Survival +7 Str +4 Dex +3 Con +0 Int +1 Wis +2 Cha +0 Items Crossbow (12 fan bolts), Longspear, Scale Mail --- AC 20 Fort +7 Ref +10 Will +9 HP 38 --- Speed 10 feet, swim 40 feet; smooth swimmer Melee Single Action longspear +11 (reach 10 feet), Damage 1d8+4 piercing Melee Single Action crossbow +10 (range increment 120 feet, reload 1), Damage 1d8 piercing plus fan bolt Cooperative Hunting After the hunter attempts a Strike at a Large or larger target (regardless of success or failure), the next Strike one of the hunter's allies makes against the same target gains a +2 circumstance bonus to the attack roll. Fan Bolt The hunter prepares their hooked crossbow bolts with carefully woven seaweed. On a successful crossbow Strike, the bolt embeds and the seaweed fan deploys. The target takes a –10-foot status penalty to its swim Speed. A creature can Interact to attempt a DC Athletics check, removing the bolt on a success. Hunt Prey Single Action (Concentrate) The locathah hunter designates a single creature they can see and hear, or one they're Tracking, as their prey. The hunter gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the locathah hits their designated prey in a round, they deal an additional 1d8 precision damage. These effects last until the hunter uses Hunt Prey again. Pack Attack The hunter's Strikes deal an additional 1d8 damage to creatures within reach of at least two of the hunter's allies. Smooth Swimmer The locathah hunter ignores difficult terrain caused by aquatic terrain features. ","skill_mod":{"diplomacy":5,"nature":7,"survival":7,"stealth":8,"athletics":11},"summary":"Deep in the sea, schools of locathah—piscine humanoids armed with spears and specialized crossbows—stalk sharks, sea serpents, and giant squid from …","image":["/Images/Monsters/Locathah.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Creature Type"],"ac":20,"item":["Crossbow (12 fan bolts)","Longspear","Scale Mail"],"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1223","intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Locathah Hunter","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,8],"slug":"creature-1223"},{"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common","(can't speak any language)"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":10,"stealth":"13","trait":["Uncommon","Undead","CE","Tiny"],"id":"creature-1224","text":" Lovelorn A particularly macabre form of undead, these spiderlike creatures resemble still-beating hearts with rib bones for legs and tendrils of gore dangling beneath. Their twisted forms hint at their ghastly origin, as these undead form from those who die tragic deaths in service to toxic love: star-crossed lovers who die rather than accept a life apart from one another, rejected suitors whose unrequited affections warp into malice, and other victims of tragic relationships both romantic and otherwise. Any of these might spawn a lovelorn in death, their anguish and fixation on their broken heart causing the organ to animate. A freshly spawned lovelorn often seeks out those it knew in life, stalking and tormenting them or, in some cases, those around them. In undeath, they gain an understanding of emotions and how to manipulate them, cultivating the misery, anger, and cruelty they thrive upon. Typically, these undead long to enact vengeance upon those they feel drove them to their tragic fates, although in rare cases they may instead act as dark guardians, fixating on a particular loved one and “protecting” them by visiting misery upon anyone who slights them. Recall Knowledge - Undead (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Lovelorn Source Bestiary 3 pg. 165 Perception +10; (12 to Sense Motive) darkvision, lifesense 30 feet Languages Common; (can't speak any language) Skills Athletics +12, Occultism +8, Stealth +13 Str +4 Dex +5 Con +3 Int -2 Wis +2 Cha +3 --- AC 21 Fort +9 Ref +13 Will +12 HP 60 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Gloom Aura (aura, emotion, illusion, mental, occult) 60 feet. A lovelorn's presence instills unease and turns the air cold, dark, and stale. Creatures within the aura take a –1 circumstance penalty to saving throws made to resist emotion effects. If the lovelorn makes a place home for a week or more, that location can become suffused with this magic even outside the lovelorn's aura, lasting until the lovelorn leaves or is destroyed. Skitter Away Reaction Trigger A creature ends its movement in a space adjacent to the lovelorn; Effect The lovelorn Strides or Climbs 10 feet away from the triggering creature. This movement does not trigger reactions. --- Speed 25 feet, climb 25 feet Melee Single Action fangs +13 (Finesse), Damage 1d6+6 piercing plus 1d6 persistent bleed and cynic's curse Melee Single Action gory tendril +13 (Agile, Finesse), Damage 1d4+6 bludgeoning plus Grab Occult Innate Spells DC 21 - Cantrips (2nd) Ghost Sound, Mage Hand - 2nd Fear (×3), Illusory Creature (at will), Illusory Object (at will), Invisibility Rituals DC 21 - 2nd Create Undead (doesn't require secondary casters) Cynic's Curse (Curse, Emotion, Enchantment, Mental, Occult) A creature hit by a lovelorn's fangs Strike must attempt a DC 19 Will save as it grows morose and listless. If the creature would be affected by a calm emotions spell, that spell attempts to counteract this curse instead of having its normal effect. Critical Success The target is unaffected. Success For 1 minute, the target can't benefit from helpful emotion effects, but can still be affected by harmful emotion effects. Failure As success, plus the target is fatigued for the same duration. Critical Failure As failure, but the curse's effects are permanent. Lovelorn Keepsakes While a lovelorn has little use for treasure and rarely collects or hoards it for monetary value, these passionate undead often collect mementos and trinkets, both from their own lives before becoming undead and from their victims since becoming a lovelorn. While many of these possess little intrinsic value—paintings, diaries, handmade toys, and the like—it's not uncommon for lovelorns to fill their twisted nests with bejeweled rings and necklaces, antique combs, gold and platinum lockets, and the like. ","skill_mod":{"stealth":13,"athletics":12,"occultism":8},"image":["/Images/Monsters/Lovelorn.png"],"primary_source":"Bestiary 3","spell":["Fear","Illusory Creature","Illusory Object","Invisibility","Ghost Sound","Mage Hand"],"ac":21,"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":"(12 to Sense Motive ) darkvision , lifesense 30 feet","resistance":{},"intelligence":-2,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"size":["Tiny"],"name":"Lovelorn","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[8,13],"attack_bonus":[13,13],"constitution":3,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"will_save":12,"speed":{"climb":25,"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Gloom Aura","Skitter Away","Cynic's Curse"],"skill":["Athletics","Occultism","Stealth"],"tradition":["Occult"],"summary":"A particularly macabre form of undead, these spiderlike creatures resemble still-beating hearts with rib bones for legs and tendrils of gore dangling …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1224","dexterity":5,"category":"creature","slug":"creature-1224"},{"primary_source_category":"Rulebooks","strength":5,"hp":92,"language":["Common","Sphinx"],"source":["Bestiary 3"],"type":"Creature","charisma":0,"perception":14,"stealth":"13","trait":["Humanoid","N","Medium"],"id":"creature-1225","text":" Maftet Guardian Maftets are hawk-winged humanoids with leonine lower bodies that dwell in ancient ruins and cities thought lost, typically in desert or mountain regions. They view themselves as guardians and practice a specialized technique of dual-wielding scimitars so central to their culture that a maftet's scimitars are often cherished family heirlooms. Most maftets venerate their ancestors in addition to various deities, and even a child can detail their family lineage back multiple generations. Maftet prides tend to be matriarchal and isolationist, though maftets aren't necessarily hostile to outsiders who respect their homes and don't seek to loot them. When a young maftet comes of age, they receive runic tattoos from a pride's elder. These tattoos are imbued with magic that allows a maftet to enchant their wielded weapons, but the individualized designs tell of the maftet's ancestors, childhood adventures, and positive qualities. Such tattoos are considered sacred and never given to non-maftets. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Maftet Guardian Source Bestiary 3 pg. 166 Perception +14; darkvision Languages Common, Sphinx Skills Acrobatics +13, Arcana +13, Athletics +15, Ruins Lore +15, Stealth +13 Str +5 Dex +3 Con +4 Int +3 Wis +2 Cha +0 Items Scimitar (2) --- AC 23 Fort +14 Ref +15 Will +12 HP 92 Runic Resistance Reaction (arcane, abjuration) Trigger The maftet takes damage from a Strike or spell effect; Effect The maftet's protective runic tattoos glow, granting them resistance 5 to one damage type dealt by the triggering attack. This resistance applies against the triggering effect and lasts for 1 minute or until the maftet uses this ability again, whichever comes first. If the triggering effect deals multiple damage types, the maftet chooses which type to resist. --- Speed 30 feet, fly 40 feet Melee Single Action scimitar +17 (Forceful, Magical, Sweep), Damage 2d6+8 slashing Arcane Innate Spells DC 23 - Cantrips (3rd) Sigil - 1st Sanctuary (×3), True Strike Paired Strike Two Actions Requirements The maftet is wielding two scimitars; Effect The maftet makes two Strikes against the same target, one with each of their scimitars. The maftet combines the damage of any attacks that hit and applies resistances and weaknesses only once. This counts as one attack when calculating the maftet's multiple attack penalty. Powerful Scimitars (Arcane, Evocation) Any non-magical scimitar becomes a +1 striking scimitar while a maftet wields it. Raptor Dive Three Actions Requirements The maftet is flying at least 10 feet above the target; Effect The maftet Flies up to twice their fly Speed and makes a Paired Strike at the end of the movement. If both Strikes hit, the target is also knocked prone. ","skill_mod":{"stealth":13,"arcana":13,"athletics":15,"acrobatics":13},"image":["/Images/Monsters/Maftet.png"],"primary_source":"Bestiary 3","spell":["Sanctuary","True Strike","Sigil"],"ac":23,"item":["Scimitar (2)"],"level":6,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":15,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Maftet Guardian","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[15],"attack_bonus":[17],"constitution":4,"creature_family":"Maftet","will_save":12,"speed":{"fly":40,"max":40,"land":30},"wisdom":2,"weakness":{},"creature_ability":["Runic Resistance","Paired Strike","Powerful Scimitars","Raptor Dive"],"skill":["Acrobatics","Arcana","Athletics","Ruins Lore","Stealth"],"tradition":["Arcane"],"summary":"Maftets are hawk-winged humanoids with leonine lower bodies that dwell in ancient ruins and cities thought lost, typically in desert or mountain …","trait_group":["Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1225","dexterity":3,"category":"creature","slug":"creature-1225"},{"attack_bonus":[28,30],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":260,"language":["Aklo","Azlanti","polyglot"],"immunity":["critical hits","precision","unconscious"],"source":["Bestiary 3"],"type":"Creature","will_save":23,"charisma":5,"speed":{"max":30,"land":30},"perception":25,"wisdom":5,"weakness":{"acid":10},"creature_ability":["Polyglot","Absorb Spell","Discorporate","Change Shape","Extend Limb","Viscous Trap"],"skill":["Athletics","Deception","Occultism","Stealth"],"stealth":"28","trait":["Ooze","Rare","N","Medium"],"id":"creature-1226","text":" Mezlan The bizarre shapeshifters known as mezlans were created ages ago as spies and infiltrators by a long-forgotten ritual infusing a magically constructed ooze with the soul of an exceptional sapient being. Having long since outlasted their creators, mezlans most often dwell alone amongst the ruins of the ancient civilizations they served as mortals. Recall Knowledge - Ooze (Occultism): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Mezlan Source Bestiary 3 pg. 167 Perception +25; darkvision Languages Aklo, Azlanti; polyglot Skills Athletics +28, Deception +27, Occultism +24, Stealth +28 Str +8 Dex +6 Con +5 Int +4 Wis +5 Cha +5 Polyglot A mezlan can speak and understand any language they hear spoken after listening to the language for 1 minute. These languages fade from their mind after 24 hours. --- AC 31 Fort +25 Ref +28 Will +23 +1 status to all saves vs. magic HP 260 , regeneration 15 (deactivated by acid) Immunities critical hits, precision, unconscious Weaknesses acid 10 Absorb Spell Reaction Trigger The mezlan succeeds at a saving throw against a single-target spell; Effect The mezlan absorbs the spell, nullifying its effect and storing it for later. They can Cast the Spell using the original caster's spell attack modifier and DC. They can store only one spell at a time, but they can absorb a new spell to replace the spell they currently have stored. A willing caster can allow the mezlan to Absorb a Spell without requiring a save. Discorporate When the mezlan is reduced to 0 Hit Points, their body dissolves into colorless slime and begins seeping into nearby cracks or porous surfaces. If this material is not immediately contained or destroyed, the mezlan will eventually re-form, though they may lie dormant for years or even decades before doing so. --- Speed 30 feet Melee Single Action polymorphic appendage +30 (Magical, versatile P, versatile S), Damage 3d12+14 bludgeoning Ranged Single Action ooze globule +28 (range increment 30 feet), Damage viscous trap Change Shape Single Action (Concentrate, Polymorph, Transmutation) The mezlan assumes the form of any Medium or Small creature, excluding those with the elemental, incorporeal, or swarm traits but including specific individuals whose appearance they've seen. This doesn't change the mezlan's Speed or their attack and damage bonus with their Strikes, but the damage type dealt by their Strikes might change based on their new form. Extend Limb Single Action The mezlan extends one of their limbs, granting themself a reach of 20 feet with their polymorphic appendages until the end of their next turn. Viscous Trap A creature hit by the mezlan's ooze globule takes a –15-foot circumstance penalty to all Speeds for 1 minute. On a critical hit, a target standing on a solid surface also becomes immobilized, while a target Flying via wings falls to the ground and becomes unable to Fly. A target can end all effects by Escaping (DC 32) or spending a total of 3 Interact actions to free itself. Keepers of Secrets Despite their strange nature, all mezlans retain the minds of the individuals they were before being transformed, making them potential repositories of knowledge long forgotten by any living creature. However, millennia of isolation have rendered most mezlans' personalities eccentric at best, with inscrutable motivations, so explorers brave enough to seek them out are advised to be wary ","skill_mod":{"deception":27,"stealth":28,"athletics":28,"occultism":24},"summary":"The bizarre shapeshifters known as mezlans were created ages ago as spies and infiltrators by a long-forgotten ritual infusing a magically …","image":["/Images/Monsters/Mezlan.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity"],"ac":31,"level":14,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1226","intelligence":4,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":25,"size":["Medium"],"name":"Mezlan","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[33],"slug":"creature-1226"},{"attack_bonus":[15],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":120,"language":["Aklo","Common","Mi-Go"],"immunity":["cold"],"source":["Bestiary 3"],"type":"Creature","will_save":14,"charisma":2,"speed":{"fly":40,"max":40,"land":25},"perception":14,"wisdom":4,"weakness":{"slashing":5},"creature_ability":["No Breath","Clever Disguises","Eviscerate","Sneak Attack"],"skill":["Acrobatics","Athletics","Arcana","Deception","Medicine","Occultism","Religion","Stealth","Thievery"],"stealth":"13","trait":["Fungus","Uncommon","NE","Medium"],"id":"creature-1227","text":" Mi-Go Mi-gos are both scientists and colonists, yet their extraterrestrial nature and malevolent motives color their investigations with cruelty. While their shape resembles that of an arthropod, mi-gos are in fact a highly evolved and intelligent fungus. In mi-go society, the pursuit of secular knowledge and religious epiphany have no distinction and inspire their pursuits in tandem. They view the Outer Gods and Great Old Ones of the Elder Mythos less as gods to obey and more as muses or figures of inspiration. This results in their use of a strange blend of magic and technology to create bizarre, organic items that are grown and spliced together as much as crafted in the traditional sense. A mi-go can survive in the void of outer space and flies through the vacuum at incredible speeds—though these journeys can take months within a single solar system and years to travel beyond. When they come to new planets to mine resources rare on their home worlds, they use clever disguises that mix technology and magic to appear as creatures of that world. While there, they select the greatest minds of that world as trophies, extracting their brains and preserving them within an eldritch cylinder that grants an awful immortality to the mind kept within. Recall Knowledge - Fungus (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Mi-Go Source Bestiary 3 pg. 168 Perception +14; low-light vision, tremorsense (precise) 30 feet Languages Aklo, Common, Mi-Go Skills Acrobatics +13, Athletics +12, Arcana +15, Deception +14, Medicine +17, Occultism +15, Religion +14, Stealth +13, Thievery +13 Str +2 Dex +5 Con +3 Int +5 Wis +4 Cha +2 --- AC 24 Fort +13 Ref +17 Will +14 HP 120 Immunities cold Weaknesses slashing 5 No Breath A mi-go doesn't breathe and is immune to effects that require breathing (such as an inhaled poison). --- Speed 25 feet, fly 40 feet Melee Single Action claw +15 (Agile, Finesse), Damage 2d6+4 slashing plus Grab Clever Disguises A mi-go can use Deception to impersonate any Medium humanoid creature, although creating such a disguise takes 1 hour. It can't impersonate a specific individual with this ability. Eviscerate Single Action (Manipulate) The mi-go performs a swift and painful surgery on a creature it has grabbed or restrained or that is otherwise immobilized, attempting a Medicine check against the target's Fortitude DC. Regardless of the result, the target then becomes temporarily immune for 24 hours. Critical Success The target takes 6d6 slashing damage, is slowed 1 for 1 round, and becomes clumsy 1, enfeebled 1, or stupefied 1 (the mi-go chooses) for 24 hours. Success The target takes 4d6 slashing damage and is slowed 1 for 1 round by the pain. Failure The target takes 2d6 slashing damage. Critical Failure The target takes no damage. Sneak Attack A mi-go deals an extra 1d6 precision damage to flat-footed creatures. Mi-Go Language The mi-go language consists of pulsations and flashes of a wide range of colors (some of which can't be seen by humans) generated on a mi-go's head. This language can be learned by other creatures, but they cannot use it to “speak” to others without the use of illusion magic capable of generating the complex series of colors. Even then, most creatures can convey only basic notions and concepts. ","skill_mod":{"deception":14,"thievery":13,"stealth":13,"arcana":15,"medicine":17,"athletics":12,"occultism":15,"acrobatics":13,"religion":14},"summary":"Mi-gos are both scientists and colonists, yet their extraterrestrial nature and malevolent motives color their investigations with cruelty. While …","image":["/Images/Monsters/Migo.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" low-light vision , tremorsense (precise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1227","intelligence":5,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":13,"size":["Medium"],"name":"Mi-Go","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[11],"slug":"creature-1227"},{"attack_bonus":[27,27],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":275,"language":["Aklo","Common","Sylvan"],"source":["Bestiary 3"],"type":"Creature","will_save":23,"charisma":2,"speed":{"max":30,"land":30},"perception":23,"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Attack of Opportunity","Unsettling Mind","Hat Toss","Sneak Attack"],"skill":["Crafting","Millinery Lore","Occultism","Society","Stealth"],"stealth":"27","trait":["Fey","NE","Small"],"id":"creature-1228","text":" Millindemalion Millindemalion are cruel fey tricksters capable of causing mayhem with their magical, mind-altering hats. Many folk tales from around the world speak of industrious fey who help struggling crafters—cobblers, milliners, tailors, and so on—during the night, creating quality wares in secret for no payment greater than a crumb of bread or a saucer of cream. These stories hold a grain of truth, as gracious fey do occasionally journey from the First World to aid a humble artisan on a whim, for bribes of food, or sometimes even as part of a concerted effort to spread beauty throughout the world. However, when an artisan becomes too reliant on this help, their friendly fey helper might become warped and twisted with resentment and neglect. Eventually, they could transform into a cruel prankster who delights in punishing mortals who dare task a fey with such mundane work. The millindemalion is the result of a kindly, hat-making fey undergoing such a transformation. Some scholars believe this erratic behavior is caused by the preponderance of quicksilver used in most millinery. Recall Knowledge - Fey (Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Millindemalion Source Bestiary 3 pg. 169 Perception +23; low-light vision Languages Aklo, Common, Sylvan Skills Crafting +28, Millinery Lore +30, Occultism +24, Society +24, Stealth +27 Str +4 Dex +8 Con +1 Int +7 Wis +4 Cha +2 Items +1 striking felt shears (as dagger) --- AC 34 Fort +20 Ref +27 Will +23 HP 275 Weaknesses cold iron 10 Attack of Opportunity Reaction The millindemalion can use Hat Toss against the triggering creature instead of making a Strike, making a melee attack roll with a +27 modifier to do so. Unsettling Mind Attempting to touch the frenetic mind of a millindemalion is a dangerous task. When the millindemalion succeeds at a saving throw against a mental effect, the creature originating that effect takes 4d6 mental damage. --- Speed 30 feet Melee Single Action felt shears +27 (Agile, Finesse, versatile S), Damage 2d4+14 piercing plus 1d6 mental Ranged Single Action felt shears +27 (Agile, thrown 10 feet), Damage 2d4+10 piercing plus 1d6 mental Hat Toss Single Action (Enchantment, Manipulate, Mental, Primal) The millindemalion quickly crafts a mind-altering hat in combat and tosses it onto a target with a flick of their wrist. The millindemalion chooses one of the effects below and makes a ranged attack roll with a +27 modifier and a range increment of 20 feet. On a hit, the target must succeed at a DC 33 Will saving throw or experience the listed effect for 1d4+1 rounds. If the millindemalion critically succeeds at the ranged Strike, the target takes a –4 circumstance penalty on the save. A target can only wear one millindemalion hat at a time; a new hat replaces any previous hat. The hat can't be removed before the condition ends, but when the condition ends (or on a successful save), the hat falls to pieces. Befuddling Bowler The hat clouds the target's mind; the target becomes stupefied 2. Bewitching Beret The target is infatuated with their new hat and its creator, becoming fascinated by the millindemalion and the beret. Dazzling Deerstalker The target can barely see with the hat falling down over its eyes and gains the dazzled condition. Fettering Fedora The target feels a heavy weight pressing down on them from the hat and takes a –10-foot circumstance penalty to their Speeds. Tiring Tricorne The target grows sleepy and becomes slowed 1. Sneak Attack A millindemalion deals an extra 4d6 precision damage to flat-footed creatures. Similar Fey Millindemalion practice a cruel form of hat-making, but there have been sightings of similar trickster fey who can craft shoes that never stop dancing or jackets that inflict wild mood swings onto their victims. ","skill_mod":{"society":24,"crafting":28,"stealth":27,"occultism":24},"summary":"Millindemalion are cruel fey tricksters capable of causing mayhem with their magical, mind-altering hats. Many folk tales from around the world speak …","image":["/Images/Monsters/Millindemalion.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":34,"item":["+1 striking felt shears (as dagger )"],"level":13,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1228","intelligence":7,"reflex_save":27,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Low-light vision","fortitude_save":20,"size":["Small"],"name":"Millindemalion","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,22],"slug":"creature-1228"},{"attack_bonus":[23,23],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":160,"language":["Boggard","<%SPELLS%293%%>speak with animals<%END>"],"source":["Bestiary 3"],"type":"Creature","will_save":19,"charisma":7,"speed":{"fly":20,"max":30,"land":25,"swim":30},"perception":21,"wisdom":5,"weakness":{},"creature_ability":["Song of the Swamp","Swallow Whole","Swamp Stride","Tongue Grab","Tongue Reposition"],"skill":["Acrobatics","Athletics","Nature","Stealth"],"stealth":"19","trait":["Amphibious","Beast","CE","Huge"],"id":"creature-1229","text":" Mobogo Mobogos are massive, swamp-dwelling monstrosities that combine the worst aspects of giant toads and evil dragons. Lazy, cruel, and greedy, these vile creatures make their lairs in the most ancient and primordial swamps. The boggards who call such places home worship mobogos as living demigods, regularly bringing sacrifices of food and valuables lest they become the next victims of the mobogos' boundless appetites. Recall Knowledge - Beast (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Mobogo Source Bestiary 3 pg. 170 Perception +21; darkvision Languages Boggard; speak with animals Skills Acrobatics +19, Athletics +23, Nature +21, Stealth +19 Str +7 Dex +5 Con +6 Int -2 Wis +5 Cha +7 --- AC 29 Fort +22 Ref +17 Will +19 HP 160 , regeneration 30 (deactivated by acid, cold, or fire) --- Speed 25 feet, fly 20 feet, swim 30 feet; swamp stride Melee Single Action jaws +23 (reach 10 feet), Damage 2d12+13 piercing plus Improved Grab Melee Single Action tongue +23 (Agile, reach 30 feet), Damage 2d6+13 bludgeoning plus tongue grab Primal Innate Spells DC 27 - 4th Create Water (at will), Entangle, Obscuring Mist, Sound Burst (at will) - 5th Control Water - Constant (2nd) Pass Without Trace, Speak with Animals Rituals DC 27 - 4th Plant Growth Song of the Swamp Single Action (Auditory, Emotion, Enchantment, Mental, Primal) Frequency once per 10 minutes; Effect The mobogo unleashes a booming croak. All boggards and mobogos within 50 feet gain a +2 status bonus to damage rolls and saves against fear for 1 round. Other creatures in the area of effect must attempt a DC 27 Will save. Success The creature is unaffected and is temporarily immune for 24 hours. Failure The creature is slowed 1 for 1d4 rounds. Critical Failure The creature is slowed 2 for 1d4 rounds. Swallow Whole Single Action (Attack) Large, 2d12+6 bludgeoning, Rupture 19 Swamp Stride A mobogo ignores difficult terrain caused by swamp terrain features. Tongue Grab A creature hit by the mobogo's tongue becomes grabbed by the mobogo. The creature isn't immobilized, but it can't move beyond the reach of the mobogo's tongue. A creature can sever the tongue with a Strike against AC 27 that deals at least 10 slashing damage. This deals no damage to the mobogo but prevents it from using its tongue Strike until it regrows its tongue, which takes 1 round. The mobogo can move without ending the Grab as long as the creature remains within the tongue's reach. Tongue Reposition Single Action The mobogo attempts to move a creature grabbed by its tongue. The mobogo rolls an Athletics check against the creature's Fortitude DC. On a success, the mobogo moves the creature into any space within the tongue's reach. If it wishes, the mobogo can transfer the grabbed creature to its jaws. Children of Gogunta The boggards of Golarion believe mobogos to have hatched from the first clutch of eggs laid by their demon goddess Gogunta, following her awakening at the dawn of creation. The boggards, hatched millennia later from the second clutch, have been charged with serving and aiding their elder siblings in keeping her sacred swamplands untainted by the presence of outsiders. ","tradition":["Primal"],"skill_mod":{"nature":21,"stealth":19,"athletics":23,"acrobatics":19},"summary":"Mobogos are massive, swamp-dwelling monstrosities that combine the worst aspects of giant toads and evil dragons. Lazy, cruel, and greedy, these vile …","image":["/Images/Monsters/Mobogo.png"],"primary_source":"Bestiary 3","spell":["Control Water","Create Water","Entangle","Obscuring Mist","Sound Burst","Pass Without Trace","Speak with Animals"],"trait_group":["Monster","Creature Type"],"ac":29,"level":10,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1229","intelligence":-2,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"size":["Huge"],"name":"Mobogo","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,26],"slug":"creature-1229"},{"attack_bonus":[22,22,22],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":172,"source":["Bestiary 3","Pathfinder #146: Cult of Cinders"],"type":"Creature","will_save":17,"charisma":0,"speed":{"max":30,"land":30,"swim":30},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Trample","Whip Tail"],"skill":["Athletics","Stealth","Survival"],"stealth":"19","trait":["Animal","Uncommon","N","Huge"],"id":"creature-1230","text":" Mokele-Mbembe Mokele-mbembes are large, reptilian predators found deep within Golarion's jungles. Mwangi view mokele-mbembes as embodiments of nature's strength and majesty, and they consider the sighting of this rare being a sign of favor from the gods and an omen of powerful natural forces. Mokele-mbembes are solitary and excel at going undetected. Most information about them—including the fact that they're voracious predators—comes from following the signs of their passage. Recall Knowledge - Animal (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Mokele-Mbembe Source Bestiary 3 pg. 171, Pathfinder #146: Cult of Cinders pg. 90 Perception +15; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +20, Stealth +19, Survival +17 Str +7 Dex +4 Con +6 Int -4 Wis +2 Cha +0 --- AC 27 Fort +21 Ref +15 Will +17 HP 172 --- Speed 30 feet, swim 30 feet Melee Single Action jaws +22 (reach 15 feet), Damage 2d12+10 piercing Melee Single Action tail +22 (Agile, reach 20 feet), Damage 2d6+10 bludgeoning Melee Single Action foot +22 (reach 10 feet), Damage 2d8+10 bludgeoning Trample Three Actions Large or smaller, foot, DC 28 Whip Tail Two Actions (Incapacitation, Sonic) The mokele-mbembe cracks its tail, creating a sonic boom in a 5-foot burst centered on a corner within reach of its tail Strike. Each creature in the burst's area must attempt a DC 28 Fortitude save. Mokele-mbembes are immune. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned 3. Locations Mokele-mbembes live in tropical jungles close to lakes, rivers, and other bodies of water. They take great care to hide themselves from civilization and other large predators, thus it can take many weeks or months of searching to locate even just their footprints. Travelers rarely encounter mokele-mbembes by accident, but those who do so (and live to tell about it) are considered very lucky indeed. ","skill_mod":{"survival":17,"stealth":19,"athletics":20},"summary":"Mokele-mbembes are large, reptilian predators found deep within Golarion's jungles. Mwangi view mokele-mbembes as embodiments of nature's strength …","image":["/Images/Monsters/MokeleMbembe.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity"],"ac":27,"level":9,"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1230","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":21,"source_group":["Age of Ashes"],"size":["Huge"],"name":"Mokele-Mbembe","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17,19,23],"slug":"creature-1230"},{"attack_bonus":[7],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":9,"source":["Bestiary 3"],"type":"Creature","creature_family":"Monkey","will_save":4,"charisma":0,"speed":{"climb":20,"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Grab and Go"],"skill":["Acrobatics","Thievery"],"trait":["Animal","N","Tiny"],"id":"creature-1231","text":" Monkey When these small, curious primates come in contact with large humanoid populations, they quickly adapt, learning to steal food or small objects before retreating to the nearest tree branch with their prize. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Monkey Source Bestiary 3 pg. 172 Perception +6 Languages Skills Acrobatics +5, Thievery +5 Str +0 Dex +3 Con +0 Int -4 Wis +2 Cha +0 --- AC 14 Fort +2 Ref +7 Will +4 HP 9 --- Speed 25 feet, climb 20 feet Melee Single Action jaws +7 (Agile, Finesse), Damage 1d6 piercing Grab and Go Two Actions The monkey Strides or Climbs up to its Speed. At any point during this movement, it can Interact to take a single unattended item of light Bulk or less that it can see from a square it moves through or is adjacent to. Alternatively, if not in combat, during this movement it can attempt to Steal from an adjacent creature. ","skill_mod":{"thievery":5,"acrobatics":5},"summary":"When these small, curious primates come in contact with large humanoid populations, they quickly adapt, learning to steal food or small objects …","image":["/Images/Monsters/Monkey.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":14,"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1231","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":2,"size":["Tiny"],"name":"Monkey","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-1231"},{"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":20,"immunity":["precision","swarm mind"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Monkey","will_save":6,"charisma":0,"speed":{"climb":20,"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{"area":3},"creature_ability":["Cacophony","Ransack","Swarming Bites"],"skill":["Acrobatics","Thievery"],"trait":["Animal","Swarm","N","Large"],"id":"creature-1232","text":" Monkey Swarm A single monkey can cause mischief. A troop of monkeys, emboldened by their numbers, can cause utter chaos, attacking anyone and looting anything in sight before scattering away with whatever they can carry. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Monkey Swarm Source Bestiary 3 pg. 172 Perception +8 Languages Skills Acrobatics +8, Thievery +8 Str +0 Dex +4 Con +0 Int -4 Wis +2 Cha +0 --- AC 16 Fort +6 Ref +10 Will +6 HP 20 Immunities precision, swarm mind Resistances piercing 3, slashing 3 Weaknesses area damage 3, splash damage 3 Cacophony (auditory, aura) 20 feet. The monkeys' awful racket of screeches and howls drowns out other sounds. Any creature performing an auditory action in the area must yell over the din, requiring a successful DC 15 Fortitude save or Performance check to project loudly enough; on a failure, the action is lost. --- Speed 25 feet, climb 20 feet Ransack Two Actions The swarm rummages through the possessions of a single creature within its space, attempting a Thievery check against the creature's Reflex DC. On a success, the monkeys take one random item of negligible Bulk that the creature is wearing but not closely guarding, such as an object in a loosely carried pouch. Swarming Bites Single Action Each creature in the swarm's space takes 1d8 piercing damage (DC 18 basic Reflex save). ","skill_mod":{"thievery":8,"acrobatics":8},"summary":"A single monkey can cause mischief. A troop of monkeys, emboldened by their numbers, can cause utter chaos, attacking anyone and looting anything in …","primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":16,"level":2,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{"piercing":3,"slashing":3},"url":"/Monsters.aspx?ID=1232","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":6,"size":["Large"],"name":"Monkey Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1232"},{"attack_bonus":[12,12],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":50,"source":["Bestiary 3"],"type":"Creature","will_save":5,"charisma":1,"speed":{"max":30,"land":30},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Cold Adaptation","Kick Back","Thundering Charge","Trample"],"skill":["Athletics","Intimidation"],"trait":["Animal","N","Large"],"id":"creature-1233","text":" Moose Moose are a large, solitary type of deer. They're majestic, territorial, and extremely grumpy—traits that make them dangerous to unwary travelers and would-be predators alike. Males are instantly recognizable, standing 7 feet tall at the shoulder, with large heads and thick necks to support their impressive palmate antlers. They shed their antlers come winter and grow a new set each year at a rapid rate. For most of the year, moose roam tundra, forest, and wilderness territories by themselves. Their hooves are wide, allowing them to more easily traverse the frequent snowfall of their native terrain, and they typically journey alone. Moose come together only during mating season, a time in which they become oddly social with one another, loud, and even more aggressive to other creatures than usual. A moose's diet consists of leaves, woody plant matter like twigs or bark, and buds of trees and shrubs. Moose are so large they prefer to eat the leaves of trees taller than humans instead of lowering their giant heads all the way to the ground. This can make them easy to track, though hunters will find actually killing a moose is a far greater challenge than finding it. Despite their size, moose have many natural predators, especially pack animals like wolves and large carnivores like tigers. Large humanoids like ogres and trolls dwelling in the wilderness sometimes make sport of chasing down and wrestling moose. Despite their large size, moose are expert swimmers in both fresh and salt water, and they readily feed on aquatic vegetation. Moose rarely swim into open seas, however, and usually stay close to land, though ocean predators have been known to hunt swimming moose. To an observer watching from the safe distance of a dry shore, the large branching antlers of a swimming moose can sometimes be mistaken for a tree bobbing along in the water. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Moose Source Bestiary 3 pg. 173 Perception +9; low-light vision, scent (imprecise) 60 feet Languages Skills Athletics +12, Intimidation +8 Str +5 Dex +3 Con +4 Int -4 Wis +0 Cha +1 --- AC 18 Fort +11 Ref +10 Will +5 HP 50 Cold Adaptation The moose reduces the effects it suffers from cold environments by one step. --- Speed 30 feet Melee Single Action antler +12, Damage 1d10+7 piercing Melee Single Action hoof +12, Damage 1d8+7 bludgeoning Kick Back Single Action The moose bucks and kicks back with both hind hooves, making a Strike with a –2 circumstance penalty to the attack roll. If it hits, it deals an extra 1d8 bludgeoning damage. This counts as two attacks when calculating the moose's multiple attack penalty. Thundering Charge Two Actions The moose Strides twice and then makes an antler Strike. A Medium or smaller creature damaged by this attack must succeed at a DC 18 Fortitude save or be stunned 1. Trample Three Actions Medium or smaller, hoof, DC 20 Moose Tracks Moose thrive in cooler climates and have many adaptations to survive in the cold, including thick skin and dense, heat-retaining fur. They often make their own trails in the snow to find the best food. Adventurers sometimes stumble upon these trails and assume they lead to shelter, only to find themselves happening upon a fiercely territorial moose. ","skill_mod":{"athletics":12,"intimidation":8},"summary":"Moose are a large, solitary type of deer. They're majestic, territorial, and extremely grumpy—traits that make them dangerous to unwary travelers and …","image":["/Images/Monsters/Moose.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1233","intelligence":-4,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Moose","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,12],"slug":"creature-1233"},{"attack_bonus":[10,10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":30,"language":["Common","Elven","Necril"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Mortic","will_save":5,"charisma":1,"speed":{"max":30,"land":30},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Consecration Vulnerability","Death Gasp","Invigorating Feast","Paralysis"],"skill":["Acrobatics","Athletics","Intimidation","Medicine","Stealth","Survival"],"stealth":"8","trait":["Elf","Humanoid","Mortic","Rare","NE","Medium"],"id":"creature-1234","text":" Angheuvore Angheuvores, or mortic elves, have an insatiable hunger for raw humanoid flesh— though they're reluctant to feed on other elves. Most stalk the streets of human nations, such as Druma, Razmiran, and the River Kingdoms. Impatient and impulsive, they're opportunistic hunters, preying on the wounded and isolated. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Angheuvore Flesh-Gnawer Source Bestiary 3 pg. 174 Perception +7; darkvision, carrion scent (imprecise) 30 feet Languages Common, Elven, Necril Skills Acrobatics +8, Athletics +7, Intimidation +5, Medicine +5, Stealth +8, Survival +5 Str +3 Dex +4 Con +3 Int +2 Wis +1 Cha +1 Items Composite Shortbow (20 arrows), Elven Curve Blade --- AC 18 Fort +9 Ref +10 Will +5 HP 30 (negative healing) Consecration Vulnerability An angheuvore in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by sanctified ground , is slowed 1. --- Speed 30 feet Melee Single Action jaws +10 (Finesse), Damage 1d6+5 piercing plus paralysis Melee Single Action elven curve blade +10 (Finesse, Forceful), Damage 1d8+5 slashing Ranged Single Action composite shortbow +10 (deadly d10, Propulsive, range increment 60 feet), Damage 1d6+3 piercing Death Gasp Single Action (Divine, Necromancy) The angheuvore draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The angheuvore gains the undead trait and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the angheuvore is currently suffering from are suspended, but take effect again once they take a breath. Death Gasp lasts as long as the angheuvore holds their breath (up to 8 rounds). Invigorating Feast Single Action (Manipulate) Requirements The angheuvore is adjacent to a paralyzed, restrained, or unconscious creature, or a deceased creature that died in the last hour; Effect The angheuvore feasts upon the creature, dealing their jaws Strike damage (basic Fortitude save); a corpse automatically critically fails with no save. If the target takes damage, the angheuvore gains 5 temporary Hit Points and a +10-foot circumstance bonus to their Speeds for 1 minute. Paralysis (Divine, Incapacitation, Necromancy) Any living creature hit by an angheuvore's jaws Strike must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save to end the condition at the end of each of its turns, and the DC cumulatively decreases by 1 on each save. Scholarly Pursuits Angheuvores retain the elven love of education, although the topics that interest them are decidedly macabre. Many study anatomy, haruspicy, medicine, pain, putrefaction, or trauma, preferring hands-on experiments and research whenever possible. ","skill_mod":{"survival":5,"stealth":8,"medicine":5,"athletics":7,"intimidation":5,"acrobatics":8},"summary":"Angheuvores, or mortic elves , have an insatiable hunger for raw humanoid flesh— though they're reluctant to feed on other elves. Most stalk the …","image":["/Images/Monsters/Mortic_Angheuvore.png"],"primary_source":"Bestiary 3","trait_group":["Ancestry","Weapon","Half-Elf","Creature Type","Monster","Rarity"],"ac":18,"item":["Composite Shortbow (20 arrows)","Elven Curve Blade"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision , carrion scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1234","intelligence":2,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Angheuvore Flesh-Gnawer","alignment":"NE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[6,8,9],"slug":"creature-1234"},{"attack_bonus":[14,17,18],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":120,"language":["Common","Necril"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Mortic","will_save":16,"charisma":2,"speed":{"max":25,"land":25},"perception":14,"wisdom":4,"weakness":{"slashing":5},"creature_ability":["Nourishing Feast","Consecration Vulnerability","Rotting Flesh","Calculated Blow","Death Gasp","Tackle"],"skill":["Arcana","Athletics","Crafting","Deception","Medicine","Performance"],"trait":["Human","Humanoid","Mortic","Rare","N","Medium"],"id":"creature-1235","text":" Gurgist Humans that become mortics are known as gurgists. They retain their personalities and intelligence, but their bodies rot with every beat of their heart. Gurgists ceaselessly crave raw meat; consuming large quantities can slow, or even reverse, their body's putrefaction for a short time. A gurgist that refuses to consume raw meat rots to death. Unlike other mortics, gurgists are capable of sating their hunger without resorting to depravity, making them more likely to be nonevil compared to other mortics. Most gurgists hunt and raise livestock for food—including animals many consider too dangerous to tame. To battle their constant hunger, many take up a single craft, hobby, or performing art to obsess over until the drive to create overcomes the urge to consume. Many study magic or medicine, researching methods to reverse their condition or suspend their putrescence. Others cling to religion, uttering prayers despite the pain and begging the gods to cleanse them of evil. Nearly all gurgists are disgusted by their clumsy, rotting bodies. They shroud themselves in fine clothes and cover their faces with elaborate masks. Most consider their mask their true face. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Gurgist Mauler Source Bestiary 3 pg. 175 Perception +14; darkvision Languages Common, Necril Skills Arcana +13, Athletics +17, Crafting +15, Deception +14, Medicine +12, Performance +12 Str +5 Dex +2 Con +4 Int +3 Wis +4 Cha +2 Nourishing Feast The gurgist spends 1 hour consuming 1 Bulk of raw meat to reverse their body's putrescence. For 1 hour, the gurgist appears to be a pale, bloated human. They have an automatic result of 32 on Deception checks and DCs to pass as a non-mortic human. While under the effects of Nourishing Feast, Rotting Flesh ceases to function. Items Composite Shortbow (20 arrows), Hide Armor, +1 maul --- AC 23 Fort +14 Ref +12 Will +16 HP 120 (negative healing) Weaknesses slashing 5 Consecration Vulnerability A gurgist in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by sanctified ground , is slowed 1. Rotting Flesh Any creature that hits the gurgist with an unarmed attack, tries to Grapple them, or otherwise touches the gurgist is covered with rotten flesh and putrid fluids. The creature must succeed at a DC 22 Fortitude save or become sickened 1 (sickened 2 on a critical failure). --- Speed 25 feet Melee Single Action maul +18 (Magical, Shove), Damage 1d12+8 bludgeoning plus Knockdown Melee Single Action fist +17 (Agile), Damage 1d8+8 bludgeoning Ranged Single Action composite shortbow +14 (deadly d10, Propulsive, range increment 60 feet), Damage 1d6+5 piercing Calculated Blow Two Actions The gurgist makes a melee Strike, aiming for their target's weak points and taking their time to line up a precise blow. If this Strike hits, the gurgist deals an additional 1d8 precision damage, and the target must succeed at a DC 23 Fortitude save or become clumsy 2 for 1 minute. Death Gasp Single Action (Divine, Necromancy) The gurgist draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The gurgist gains the undead trait and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the gurgist is currently suffering from are suspended, but take effect again once they take a breath. Death Gasp lasts as long as the gurgist holds their breath (up to 9 rounds). Tackle Two Actions The gurgist Strides twice and then attempts to Grapple a creature. On a success, the target is also knocked prone. ","skill_mod":{"performance":12,"deception":14,"crafting":15,"arcana":13,"medicine":12,"athletics":17},"summary":"Humans that become mortics are known as gurgists. They retain their personalities and intelligence, but their bodies rot with every beat of their …","image":["/Images/Monsters/Mortic_Gurgist.png"],"primary_source":"Bestiary 3","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"ac":23,"item":["Composite Shortbow (20 arrows)","Hide Armor","+1 maul"],"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1235","intelligence":3,"reflex_save":12,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Gurgist Mauler","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[8,12,14],"slug":"creature-1235"},{"attack_bonus":[19,20,20],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":165,"language":["Common","Necril"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Mortic","will_save":13,"charisma":4,"speed":{"max":25,"land":25},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Consecration Vulnerability","Mortic Ferocity","Soul Feast","Death Gasp","Ghost Hunter","Leech Essence"],"skill":["Athletics","Intimidation","Survival"],"trait":["Humanoid","Mortic","Orc","Rare","CE","Medium"],"id":"creature-1236","text":" Lifeleecher Lifeleechers are mortic orcs with gray flesh, sharp claws, and protruding tusks. Resilient and strong, they devour the vital essence of their enemies, which heals their wounds and shackles those souls to the lifeleecher. Many orcs believe lifeleechers are possessed by the spirits of fallen orc warriors too stubborn to die. Feared and revered, lifeleechers often rise to positions of power in their holds and battle on the front lines against the undead armies of the Whispering Tyrant. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Lifeleecher Brawler Source Bestiary 3 pg. 176 Perception +15; darkvision Languages Common, Necril Skills Athletics +18, Intimidation +16, Survival +15 Str +6 Dex +4 Con +6 Int +3 Wis +3 Cha +4 Items Breastplate, +1 striking composite shortbow (20 arrows) --- AC 25 Fort +20 Ref +16 Will +13 HP 165 (negative healing) Consecration Vulnerability A lifeleecher in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by sanctified ground , is slowed 1. Mortic Ferocity Reaction As Ferocity, but the lifeleecher is also surrounded by visibly flickering fragments of the souls they've consumed, becoming concealed until the end of their next turn. Soul Feast Reaction (divine, necromancy, negative) Trigger A creature adjacent to the lifeleecher dies; Effect The lifeleecher consumes a portion of the creature's soul, regaining 2d8 Hit Points. --- Speed 25 feet Melee Single Action tusk +20, Damage 2d6+6 piercing plus leech essence Melee Single Action claw +20 (Agile), Damage 2d8+6 slashing plus 1d6 persistent bleed Ranged Single Action composite shortbow +19 (deadly d10, Magical, Propulsive, range increment 30 feet), Damage 2d6+3 piercing Death Gasp Single Action (Divine, Necromancy) The lifeleecher draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The lifeleecher gains the undead trait and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the lifeleecher is currently suffering from are suspended, but take effect again once they take a breath. Death Gasp lasts as long as the lifeleecher holds their breath (up to 11 rounds). Ghost Hunter The lifeleecher's tusks have the effects of the ghost touch property rune on attacks against incorporeal undead. Leech Essence (Divine, Necromancy) When the lifeleecher damages a living or undead creature with their jaws Strike, they drain the target's life essence. The lifeleecher gains 5 temporary Hit Points that last for 1 minute, and the target must succeed at a DC 24 Fortitude save or become drained 1 if living, or stunned 1 if undead. If the target was already drained or stunned, the value of this condition instead increases by 1, to a maximum of 3. Defying Death Lifeleechers are commonly formed when an orc tainted by the pollutants of the Gravelands falls in battle. As their ferocity overcomes them, they transform into mortics and continue the fight, drawing sustenance from the enemies that first laid them low. ","skill_mod":{"survival":15,"athletics":18,"intimidation":16},"summary":"Lifeleechers are mortic orcs with gray flesh, sharp claws, and protruding tusks. Resilient and strong, they devour the vital essence of their …","image":["/Images/Monsters/Mortic_Lifeleecher.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster","Half-Orc","Ancestry","Weapon","Rarity"],"ac":25,"item":["Breastplate","+1 striking composite shortbow (20 arrows)"],"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1236","intelligence":3,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":20,"size":["Medium"],"name":"Lifeleecher Brawler","alignment":"CE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[10,13,18],"slug":"creature-1236"},{"primary_source_category":"Rulebooks","strength":3,"hp":150,"language":["Common","Necril","Sylvan"],"source":["Bestiary 3"],"type":"Creature","charisma":7,"perception":19,"trait":["Gnome","Humanoid","Mortic","Rare","CN","Small"],"id":"creature-1237","text":" Etioling When the primal spark of the First World nestled in a gnome's heart is engulfed in Radiant Fire , it fights back, pushing against death with riotous life and creating an etioling. Within their small frames, churning positive and negative energy fiercely battle for dominance, occasionally causing convulsions and babbling speech. This intense inner conflict warps an etioling's primal magic, transmogrifying it into an occult hybrid singular to these unfortunate mortics. Nearly devoid of color, etiolings have vibrant eyes and pulsing green veins. Their bodies force the corrupting negative energy out through their pores, where it distills on their skin, covering them in a thin layer of ectoplasm and concentrated death. Around them, the world withers. Incapable of focusing for long, etiolings are impulsive and moody, rapidly alternating between kindness, malice, and trickery. They forget themselves, their friends, and the things they once loved. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Etioling Blightmage Source Bestiary 3 pg. 177 Perception +19; darkvision Languages Common, Necril, Sylvan Skills Acrobatics +19, Deception +22, Diplomacy +22, Intimidation +22, Nature +19 Str +3 Dex +5 Con +3 Int +3 Wis +5 Cha +7 --- AC 29 Fort +19 Ref +21 Will +17 HP 150 (negative healing) Consecration Vulnerability An etioling in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by sanctified ground , is slowed 1. Ectoplasmic Secretions (necromancy, occult) Any creature that hits the etioling with an unarmed attack, tries to Grapple them, or otherwise touches them becomes partially coated in ectoplasm. The creature takes 1d6 negative damage and must succeed at a DC 27 Reflex save or become enfeebled 2 until the ectoplasm is removed. The ectoplasm can be removed with a total of 3 Interact actions by the creature or creatures adjacent to the creature. These actions don't need to be consecutive or made by the same creature. Ectoplasmic Shield Reaction (abjuration, occult) Trigger The etioling is the target of a physical ranged attack; Effect The etioling interposes a wave of ectoplasm between themself and the source of the ranged attack, giving them a +2 circumstance bonus to AC against the triggering attack. If the attack misses, the ectoplasm deflected it. The ectoplasm can't deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts). Withering Aura (aura, necromancy, occult) 20 feet. The etioling drains nutrients from nearby plant and animal life. Each round a creature begins its turn in this aura, it takes 1d6 negative damage and must succeed at a DC 27 Fortitude save or become drained 1. All non-magical plant life in this aura instantly withers, removing any cover and concealment provided by trees and undergrowth. --- Speed 25 feet Melee Single Action corrupting touch +21 (Agile, Finesse, Magical), Damage 2d12+6 negative Occult Spontaneous Spells DC 29, attack +21 - Cantrips (5th) Acid Splash, Dancing Lights, Electric Arc, Ghost Sound, Prestidigitation - 1st Bane, Grease, Ray of Enfeeblement, Ventriloquism (4 slots) - 2nd Blur, Dispel Magic, Glitterdust, Obscuring Mist (4 slots) - 3rd Earthbind, False Life, Haste, Wall of Thorns (4 slots) - 4th Dispel Magic, Freedom of Movement, Grim Tendrils, Phantasmal Killer (4 slots) - 5th Cloudkill, Crushing Despair, Lightning Bolt, Synesthesia (4 slots) Death Gasp Single Action (Divine, Necromancy) The etioling draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The etioling gains the undead trait and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the etioling is currently suffering from are suspended, but take effect again once they take a breath. Additionally, the etioling gains the incorporeal trait, a fly Speed of 25 feet, resistance 10 to all damage (except force, ghost touch , or positive; double this resistance vs. non-magical) while they hold their breath. They can't cast spells during this time. Death Gasp lasts as long as the etioling holds their breath (up to 8 rounds). ","skill_mod":{"diplomacy":22,"deception":22,"nature":19,"intimidation":22,"acrobatics":19},"image":["/Images/Monsters/Mortic_Etioling.png"],"primary_source":"Bestiary 3","spell":["Cloudkill","Crushing Despair","Lightning Bolt","Synesthesia","Dispel Magic","Freedom of Movement","Grim Tendrils","Phantasmal Killer","Earthbind","False Life","Haste","Wall of Thorns","Blur","Glitterdust","Obscuring Mist","Bane","Grease","Ray of Enfeeblement","Ventriloquism","Acid Splash","Dancing Lights","Electric Arc","Ghost Sound","Prestidigitation"],"ac":29,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":19,"size":["Small"],"name":"Etioling Blightmage","alignment":"CN","pfs":"Standard","rarity":"rare","strike_damage_average":[19],"attack_bonus":[21],"constitution":3,"creature_family":"Mortic","spell_attack_bonus":[21],"will_save":17,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Consecration Vulnerability","Ectoplasmic Secretions","Ectoplasmic Shield","Withering Aura","Death Gasp"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Nature"],"tradition":["Occult"],"summary":"When the primal spark of the First World nestled in a gnome's heart is engulfed in Radiant Fire , it fights back, pushing against death with …","trait_group":["Ancestry","Weapon","Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1237","dexterity":5,"category":"creature","slug":"creature-1237"},{"attack_bonus":[12],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":46,"source":["Bestiary 3"],"type":"Creature","creature_family":"Mosasaur","will_save":7,"charisma":-2,"speed":{"max":35,"land":5,"swim":35},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Deep Breath","Aquatic Drag","Strafing Chomp","Swallow Whole"],"skill":["Athletics","Stealth"],"stealth":"11","trait":["Animal","N","Large"],"id":"creature-1238","text":" Platecarpus The mid-sized platecarpuses are the most common type of mosasaur. They're typically 15 feet long, but larger specimens can grow up to 20 feet. The larger varieties sometimes eat Medium humanoids, but most stick to smaller fare. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Platecarpus Source Bestiary 3 pg. 178 Perception +9; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +10, Stealth +11 Str +5 Dex +4 Con +3 Int -4 Wis +2 Cha -2 Deep Breath A platecarpus can hold its breath for 2 hours. --- AC 19 Fort +10 Ref +11 Will +7 HP 46 --- Speed 5 feet, swim 35 feet Melee Single Action jaws +12, Damage 1d12+5 piercing plus Grab Aquatic Drag Single Action Requirements The platecarpus has a creature grabbed; Effect The platecarpus Swims up to half its Speed, carrying the grabbed creature with it. Strafing Chomp Single Action The platecarpus Swims up to its Speed, making one jaws Strike at any point along the way. The Strike deals half damage. Swallow Whole Single Action (Attack) Medium, 1d6+2 bludgeoning, Rupture 10 ","skill_mod":{"stealth":11,"athletics":10},"summary":"The mid-sized platecarpuses are the most common type of mosasaur. They're typically 15 feet long, but larger specimens can grow up to 20 feet. The …","primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1238","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":10,"size":["Large"],"name":"Platecarpus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-1238"},{"attack_bonus":[19,21],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":137,"source":["Bestiary 3"],"type":"Creature","creature_family":"Mosasaur","will_save":14,"charisma":-2,"speed":{"max":80,"land":5,"swim":80},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Deep Breath","Aquatic Drag","Swallow Whole","Vicious Strafe"],"skill":["Athletics","Stealth"],"stealth":"19","trait":["Animal","N","Gargantuan"],"id":"creature-1239","text":" Tylosaurus Though large in size—sometimes exceeding 40 feet—tylosauruses have sleek bodies and long, narrow snouts. Few creatures compete with them in their environment, as most other aquatic giants reside in deeper water. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Tylosaurus Source Bestiary 3 pg. 178 Perception +18; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +19, Stealth +19 Str +7 Dex +5 Con +5 Int -4 Wis +4 Cha -2 Deep Breath A tylosaurus can hold its breath for 2 hours --- AC 27 Fort +17 Ref +19 Will +14 HP 137 --- Speed 5 feet, swim 80 feet Melee Single Action jaws +21, Damage 2d12+10 piercing plus Improved Grab Melee Single Action tail +19, Damage 2d6+10 bludgeoning Aquatic Drag Single Action Requirements The tylosaurus has a creature grabbed; Effect The tylosaurus Swims up to half its Speed, carrying the grabbed creature with it. Swallow Whole Single Action (Attack) Large, 2d6+5 bludgeoning, Rupture 18 Vicious Strafe Two Actions The tylosaurus Swims up to its Speed. It can make one jaws Strike and one tail Strike at any points during its movement, each attacking a different target. ","skill_mod":{"stealth":19,"athletics":19},"summary":"Though large in size—sometimes exceeding 40 feet—tylosauruses have sleek bodies and long, narrow snouts. Few creatures compete with them in their …","image":["/Images/Monsters/Mosasaur_Tylosaurus.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1239","intelligence":-4,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":17,"size":["Gargantuan"],"name":"Tylosaurus","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,23],"slug":"creature-1239"},{"primary_source_category":"Rulebooks","strength":2,"hp":90,"language":["Aklo","Common","Sylvan","Undercommon","(can't speak any language); <%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":5,"perception":15,"stealth":"16","trait":["Aberration","Rare","CN","Medium"],"id":"creature-1240","text":" Mothman Little is known of the strange creatures known as mothmen, save that when they make themselves known, calamity is sure to follow. The mothman sees themself as an agent of fate—provided such fate is devastating and destructive. Often, those who encounter a mothman never recall the meeting, yet live on to unknowingly pursue and enable the creature's obscure plans. The name “mothmen” is, of course, not these creatures' own name for themselves, but an appellation granted by the fearful who glimpse them and tell harrowing tales of their sightings. They each keep their own names, or a collection for use in different situations, yet have no need for a collective word for their kind. Recall Knowledge - Aberration (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Mothman Source Bestiary 3 pg. 179 Perception +15; darkvision Languages Aklo, Common, Sylvan, Undercommon; (can't speak any language); telepathy 100 feet Skills Acrobatics +16, Nature +13, Occultism +15, Society +13, Stealth +16 Str +2 Dex +5 Con +4 Int +2 Wis +4 Cha +5 --- AC 26 Fort +13 Ref +18 Will +15 HP 90 Portentous Gaze (aura, emotion, enchantment, fear, mental, occult, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 25 Will save. A creature that fails is frightened 1 (or frightened 2 on a critical failure) The mothman can deactivate or activate this aura with a single action, which has the concentrate trait. --- Speed 25 feet, fly 50 feet Melee Single Action claw +16 (Agile, Finesse), Damage 2d8+4 slashing Occult Innate Spells DC 25, attack +17 - Cantrips (4th) Daze, Ghost Sound, Read Aura - 2nd Illusory Object, Misdirection - 3rd Illusory Creature, Mind Reading - 4th Invisibility, Modify Memory, Nightmare, Phantasmal Killer, Suggestion Agent of Fate Three Actions (Primal) Frequency once per day; Effect The mothman casts any spell of 5th level or lower that normally takes 2 or fewer actions to cast, whether they have those spells in their innate spells or not. They can use this ability only if doing so steers the flow of fate in its proper course toward a disaster or otherwise significantly memorable event. What the proper flow of fate entails is determined by the GM, but some examples include casting illusory scene to coax someone to a portentous location, casting sending to deliver an important message to someone the exact moment they need to hear it, or casting rusting grasp to weaken a structure and cause some necessary calamity. Focus Gaze Single Action (Concentrate, Emotion, Enchantment, Fear, Mental, Occult, Visual) The mothman fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Will save against the mothman's portentous gaze. If the creature is already frightened when it attempts this save, on a failure it becomes stupefied 1 for 24 hours in addition to the frightened effect. After attempting its save, the creature is then temporarily immune for 1 minute. The Red Bishop Primary among mothmen on Golarion is the Red Bishop, a priest of Pazuzu whose mysterious plans for the small town of Sandpoint in Varisia hinge on the collection and manipulation of adventuring groups. The Red Bishop seeks to cultivate a group that will someday, albeit unknowingly, serve as a final catalyst to unleash a devastating, hidden plot upon the region. ","skill_mod":{"society":13,"nature":13,"stealth":16,"occultism":15,"acrobatics":16},"image":["/Images/Monsters/Mothman.png"],"primary_source":"Bestiary 3","spell":["Invisibility","Modify Memory","Nightmare","Phantasmal Killer","Suggestion","Illusory Creature","Mind Reading","Illusory Object","Misdirection","Daze","Ghost Sound","Read Aura"],"ac":26,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Mothman","alignment":"CN","pfs":"Standard","rarity":"rare","strike_damage_average":[13],"attack_bonus":[16],"constitution":4,"spell_attack_bonus":[17],"will_save":15,"speed":{"fly":50,"max":50,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Portentous Gaze","Agent of Fate","Focus Gaze"],"skill":["Acrobatics","Nature","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"Little is known of the strange creatures known as mothmen, save that when they make themselves known, calamity is sure to follow. The mothman sees …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1240","dexterity":5,"category":"creature","slug":"creature-1240"},{"primary_source_category":"Rulebooks","strength":4,"hp":28,"language":["Munavri","Undercommon","<%UMR%37%%>telepathy<%END> 30 feet (munavris only)"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":7,"stealth":"4","trait":["Humanoid","Munavri","Rare","NG","Medium"],"id":"creature-1241","text":" Munavri Spellblade Although the subterranean Darklands are known for their cruel and domineering civilizations—led by fiend-worshipping drow, urdefhans, and others—that dwell within those sinister caverns, not every such subterranean society is ruled that way. Munavris are perhaps the best example of a people that tend to treat new arrivals to their Darklands territories with good temper, fairness, and respect. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Munavri Spellblade Source Bestiary 3 pg. 180 Perception +7; darkvision Languages Munavri, Undercommon; telepathy 30 feet (munavris only) Skills Athletics +8, Deception +7, Occultism +6, Stealth +4 Str +4 Dex +0 Con +2 Int +0 Wis +1 Cha +3 Light Blindness Items Bastard Sword, Breastplate --- AC 18 Fort +8 Ref +6 Will +7 HP 28 Resistances mental 2 --- Speed 20 feet Melee Single Action bastard sword +8 (two-hand d12), Damage 1d8+4 slashing Occult Spontaneous Spells DC 17, attack +9 - Cantrips (1st) Daze, Message, Shield, Telekinetic Projectile - 1st Mindlink, Phantom Pain, Soothe Intuit Object Two Actions (Concentrate, Divination, Occult) Frequency once per day; Effect By concentrating their psychic energy on a held object, the munavri intuits its use and understands how to effectively wield it. The munavri chooses one item they are holding. They gain the trained proficiency rank in one statistic required to use that item, but only for the purpose of using that specific item. For example, they could become trained in greatswords (to use a specific greatsword) or Acrobatics (to use a jade cat talisman). This benefit lasts for 1 hour. ","skill_mod":{"deception":7,"stealth":4,"athletics":8,"occultism":6},"image":["/Images/Monsters/Munavri.png"],"primary_source":"Bestiary 3","spell":["Mindlink","Phantom Pain","Soothe","Daze","Message","Shield","Telekinetic Projectile"],"ac":18,"item":["Bastard Sword","Breastplate"],"level":2,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"mental":2},"intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Munavri Spellblade","alignment":"NG","pfs":"Standard","rarity":"rare","strike_damage_average":[8],"attack_bonus":[8],"constitution":2,"creature_family":"Munavri","spell_attack_bonus":[9],"will_save":7,"speed":{"max":20,"land":20},"wisdom":1,"weakness":{},"creature_ability":["Light Blindness","Intuit Object"],"skill":["Athletics","Deception","Occultism","Stealth"],"tradition":["Occult"],"summary":"Although the subterranean Darklands are known for their cruel and domineering civilizations—led by fiend-worshipping drow , urdefhans , and …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1241","dexterity":0,"category":"creature","slug":"creature-1241"},{"attack_bonus":[14],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":70,"language":["Undercommon","<%UMR%37%%>telepathy<%END> 100 feet (myceloids and those afflicted by purple pox only)"],"source":["Bestiary 3"],"type":"Creature","will_save":10,"charisma":0,"speed":{"max":20,"land":20},"perception":10,"wisdom":2,"weakness":{"slashing":5},"creature_ability":["Spore Pop","Emit Spores","Purple Pox","Spore Domination"],"skill":["Stealth","Survival"],"stealth":"11","trait":["Fungus","NE","Medium"],"id":"creature-1242","text":" Myceloid The ambulatory fungus creatures called myceloids are notorious for spreading deadly purple pox, controlling creatures' minds, and devouring humanoid flesh. For a myceloid colony, any battle with humanoids is cause for excitement, as this new fodder presents so many delicious possibilities. Myceloids consider humanoids to have an ideal life cycle of four simple steps. During childhood, they wander naive and afraid, unaware of myceloid colonies. In adulthood, humanoids discover their true purpose as they taste purple pox and become enslaved by the myceloids' spores. Next, they die, giving rise to a new myceloid. They're then sent on to the afterlife upon becoming a myceloid meal. Eating humanoid flesh is not a necessity—a myceloid can survive on any decaying matter—but it's certainly a pleasure. Myceloids rarely make alliances, but when they do, they invite their new allies to share a meal to seal the pact. Few outsiders appreciate this hospitality. Most myceloids have deep purple caps studded with off-white lumps. Their necks and bodies bear resemblance to the stipes of tough, leathery fungi. Smaller mushrooms often grow on a myceloid's body, which the creatures view as either adornments or particularly convenient snacks. They stand roughly as tall as a dwarf, with comparably stout builds. Recall Knowledge - Fungus (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Myceloid Source Bestiary 3 pg. 181 Perception +10; darkvision, scent (imprecise) 30 feet Languages Undercommon; telepathy 100 feet (myceloids and those afflicted by purple pox only) Skills Stealth +11, Survival +10 Str +4 Dex +3 Con +4 Int -1 Wis +2 Cha +0 --- AC 20 Fort +14 Ref +9 Will +10 HP 70 Weaknesses slashing 5 Spore Pop If a myceloid is reduced to 0 HP by a critical hit, it pops, forcing it to immediately Emit Spores, even if it has already used the ability that day. --- Speed 20 feet Melee Single Action fist +14, Damage 2d6+4 bludgeoning plus purple pox Emit Spores Single Action Frequency once per day; Effect The myceloid expels spores in a 10-foot burst centered on a corner of its own space. This cloud lasts until the start of the myceloid's next turn. Each creature that is in the cloud or enters it is exposed to purple pox. Purple Pox (Disease) Myceloids are immune; Saving Throw DC 20 Fortitude; Onset 1 minute; Stage 1 2d6 poison damage and stupefied 1 (1 day); Stage 2 6d6 poison damage, stupefied 3, and the creature is compelled to seek out the nearest myceloid colony—this compulsion is a mental emotion effect (1 day); Stage 3 The creature dies. Over 24 hours, its corpse becomes bloated and bursts, releasing a new, fully grown myceloid. Spore Domination Two Actions (Emotion, Enchantment, Incapacitation, Mental, Primal) The myceloid targets one creature affected by purple pox within 60 feet. That creature must attempt a DC 22 Will save. It is then temporarily immune to spore domination for 10 minutes. Critical Success The target is unaffected. Success Until the end of its next turn, the target is helpful to myceloids and can't take hostile actions against them. Failure As success, but for 1 minute. Critical Failure As success, but until the purple pox is cured. Table manners Myceloids eat communal meals consisting of a series of corpses, beginning with creatures they killed in combat, followed by any that died in service while enslaved with spore domination. As they dine, they offer tasting notes, claiming they can taste intangibles like innocence or despair. They save any creature that died from purple pox as dessert. The new myceloid birthed from the corpse gets the first slice! ","skill_mod":{"survival":10,"stealth":11},"summary":"The ambulatory fungus creatures called myceloids are notorious for spreading deadly purple pox, controlling creatures' minds, and devouring humanoid …","image":["/Images/Monsters/Myceloid.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1242","intelligence":-1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Myceloid","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-1242"},{"attack_bonus":[7,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":28,"language":["Common","Draconic"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Nagaji","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Slough Toxins"],"skill":["Athletics","Intimidation","Nature"],"trait":["Humanoid","Nagaji","N","Medium"],"id":"creature-1243","text":" Nagaji Soldier Nagaji are brawny bipeds with humanoid figures and serpentine heads. Their bodies are covered in tightly layered scales that range in color from green to brown, and almost all nagaji have a colorful ridge along their head and back. Ophidian eyes lend nagaji an imperious visage, with irises that span every color of the rainbow Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Nagaji Soldier Source Bestiary 3 pg. 182 Perception +8; low-light vision Languages Common, Draconic Skills Athletics +8, Intimidation +5, Nature +6 Str +4 Dex +1 Con +3 Int -1 Wis +2 Cha +1 Items Leather Armor, Longbow (with 20 arrows), Ranseur --- AC 18 Fort +9 Ref +7 Will +6 HP 28 Resistances poison 2 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action ranseur +10 (Disarm, reach 10 feet), Damage 1d10+4 piercing Ranged Single Action longbow +7 (deadly d10, range increment 100 feet, volley 30 feet), Damage 1d8 piercing Slough Toxins Single Action Frequency once per round; Requirements The nagaji is afflicted with a poison; Effect The nagaji accelerates their metabolism. They roll a saving throw against the affliction with a +2 circumstance bonus. If they must attempt an ongoing save against the same poison at the end of their turn, they also get a +2 circumstance bonus to that save. ","skill_mod":{"nature":6,"athletics":8,"intimidation":5},"summary":"Nagaji are brawny bipeds with humanoid figures and serpentine heads. Their bodies are covered in tightly layered scales that range in color from …","image":["/Images/Monsters/Nagaji.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster","Ancestry"],"ac":18,"item":["Leather Armor","Longbow (with 20 arrows)","Ranseur"],"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"poison":2},"url":"/Monsters.aspx?ID=1243","intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":9,"size":["Medium"],"name":"Nagaji Soldier","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,9],"slug":"creature-1243"},{"attack_bonus":[14,15,15],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":85,"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Bestiary 3"],"type":"Creature","will_save":11,"charisma":0,"speed":{"max":40,"land":40},"perception":11,"wisdom":2,"weakness":{"vitality":5,"fire":5},"creature_ability":["Interplanar Lifesense","Whistling Bones","Material Leap","Bounding Sprint"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"14","trait":["Shadow","Undead","CE","Medium"],"id":"creature-1244","text":" Namorrodor Namorrodor stalk the night, craving the flesh of the living. Though they dwell on the Shadow Plane, the shadowy substances of that plane offer them only the barest sustenance, and they forever seek to cross over onto the Material Plane— yet they can make this journey only on the eve of a death, and only in a place where their plane overlaps the Material. When they manage to make the leap between planes, a shooting star marks their passage. Attracted by the smell of cooking meat but particularly vulnerable to flame, a namorrodor's most common meal is a traveler who has strayed from their campfire. Unattended babies are a treat so delectable, however, that a namorrodor will risk an encounter with dreaded fire if it spies an opportunity to snatch one. A namorrodor's skin is torn and loose over jutting bones, through which the wind whistles with a distinctive, eerie tone. Able to change between a quadrupedal and bipedal stance, the namorrodor is an admirable hunter. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Namorrodor Source Bestiary 3 pg. 183 Perception +11; darkvision, lifesense 30 feet Languages Skills Acrobatics +12, Athletics +13, Stealth +14, Survival +11 Str +4 Dex +5 Con +3 Int +3 Wis +2 Cha +0 Interplanar Lifesense While the namorrodor is on the Shadow Plane, its lifesense extends to the Material Plane as a vague sense with a 100-foot range. --- AC 22 Fort +12 Ref +14 Will +11 HP 85 Immunities death effects, disease, paralyzed, poison, sleep Weaknesses positive 5, fire 5 Whistling Bones (auditory, aura, emotion, fear, mental) 30 feet. Wind whistles through the namorrodor's jutting bones with an eerie tone. A creature entering or beginning its turn in the area must attempt a DC 19 Will save, becoming frightened 1 on a failure (frightened 2 on a critical failure). A creature can't reduce its frightened condition below 1 as long as it's in the aura. Material Leap Reaction (conjuration, teleportation) Requirements The namorrodor is on the Shadow Plane <%END>; Trigger A creature the namorrodor can sense with its lifesense on the Material Plane dies; Effect The namorrodor leaps between planes, appearing on the Material Plane within 100 feet of the triggering creature. It remains on the Material Plane for 24 hours, after which it is recalled to its original location on the Shadow Plane. --- Speed 40 feet Melee Single Action jaws +15, Damage 2d8+6 piercing Melee Single Action claw +15 (Agile), Damage 2d6+6 piercing plus Grab Ranged Single Action spit +14 (range 30 feet), Damage 1d8+6 bludgeoning Bounding Sprint Two Actions Requirements The namorrodor has nothing in its hands; Effect The namorrodor bounds forward, using four limbs for an extra burst of speed. It Strides twice and makes a single melee Strike at the end of its movement. Night Stalkers Since living on the Shadow Plane gives them easy access to broad areas of the Material Plane, tales of namorrodors are told all over the world, from the Storval Plateau's river gorges to the Bandu Hills in northwestern Vidrian, Casmaron's Windswept Wastes, and the river dividing Hongal from the Shaguang desert in Tian Xia. Their names vary, but reports of shooting stars heralding their arrival and their eerie whistling auras are remarkably consistent. ","skill_mod":{"survival":11,"stealth":14,"athletics":13,"acrobatics":12},"summary":"Namorrodor stalk the night, craving the flesh of the living. Though they dwell on the Shadow Plane , the shadowy substances of that plane offer them …","image":["/Images/Monsters/Namorrodor.png"],"primary_source":"Bestiary 3","trait_group":["Planar","Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , lifesense 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1244","intelligence":3,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Namorrodor","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,13,15],"slug":"creature-1244"},{"attack_bonus":[12,12],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":50,"source":["Bestiary 3"],"type":"Creature","will_save":8,"charisma":0,"speed":{"max":60,"swim":60},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Aquatic Echolocation","Deep Breath","Impaling Charge"],"skill":["Athletics"],"trait":["Animal","Aquatic","N","Large"],"id":"creature-1245","text":" Narwhal Narwhals are mid-sized whales known for the long tusk that grows from their nose. The tusk, forming from a protruding canine tooth, appears primarily on males and can grow up to 10 feet in length over the course of an adult narwhal's life. In addition to helping the narwhal attract mates (much like a peacock's feathers), the tusk can serve as a weapon. Like dolphins, narwhals communicate via clicks and whistles, and they use sound to navigate and hunt. They congregate in groups of five to 10, except in the summer when they gather in the hundreds. Adult narwhals are typically 13–18 feet long (not counting the tusk) and weigh 1,500–3,500 pounds. The similarities between a narwhal's tusk and a unicorn's horn have led to the narwhals' nickname of “sea unicorns,” but the narwhal's tusk is not made of the same highly sought material. Legends surrounding narwhals have nevertheless attributed magical characteristics to these remarkable tusks, such as neutralizing poison. Collectors and artisans also value the tusks as an elegant crafting material useful for carvings and other works of art. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Narwhal Source Bestiary 3 pg. 184 Perception +10; aquatic echolocation 120 feet, low-light vision Languages Skills Athletics +10 Str +5 Dex +3 Con +4 Int -4 Wis +3 Cha +0 Aquatic Echolocation A narwhal can use its hearing as a precise sense at the listed range, but only underwater. Deep Breath A narwhal can hold its breath for 30 minutes. --- AC 18 Fort +9 Ref +10 Will +8 HP 50 Resistances cold 5 --- Speed swim 60 feet Melee Single Action tusk +12 (reach 10 feet), Damage 1d10+5 piercing Melee Single Action jaws +12, Damage 1d8+5 piercing Impaling Charge Two Actions The narwhal Swims twice and makes a tusk Strike. If it moved at least 20 feet from its starting position, the narwhal deals an extra 1d10 damage on this Strike. A target damaged by Impaling Charge is grabbed until the start of the narwhal's next turn unless it Escapes before then (DC 20). The narwhal can't Grapple to extend the duration of this grab. Narwhals as Mounts Some aquatic or amphibious beings capture narwhals for use as mounts, making use of their speed, endurance, and tusk attack. As narwhals are simple animals, they serve riders as varied as locathahs, sea devils, sea hags, and tritons. ","skill_mod":{"athletics":10},"summary":"Narwhals are mid-sized whales known for the long tusk that grows from their nose. The tusk, forming from a protruding canine tooth, appears primarily …","image":["/Images/Monsters/Narwhal.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":"aquatic echolocation 120 feet, low-light vision ","weakest_save":["will"],"resistance":{"cold":5},"url":"/Monsters.aspx?ID=1245","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":9,"size":["Large"],"name":"Narwhal","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,10],"slug":"creature-1245"},{"primary_source_category":"Rulebooks","strength":-5,"hp":255,"language":["Common","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":31,"stealth":"29","trait":["Incorporeal","Spirit","Uncommon","Undead","NE","Medium"],"id":"creature-1246","text":" Nemhaith This undead guardian stands amid a whirling swarm of shackled spirits that rage against their fate. Bound by a profane necromantic ritual, a nemhaith and its servitors maintain watch over an object or place so important they embraced undeath to guard it. This ritual binds connected beings—friends, family, fellow worshippers, or even sacrificed innocents—to form a single nemhaith. Most nemhaiths were, in life, priests or protectors who sought immortality to protect the temple they served or guard an important landmark. Others follow an endless and even impossible quest beyond the bounds of life and death. A nemhaith is not always evil at first, but the inherent evil and violence of a nemhaith's existence inevitably darkens even the brightest light. Recall Knowledge - Spirit (Occultism): DC 36 Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Nemhaith Source Bestiary 3 pg. 185 Perception +31; darkvision Languages Common; telepathy 100 feet Skills Deception +27, Diplomacy +27, Dwelling Lore +25, Intimidation +29, Religion +31, Stealth +29 Str -5 Dex +6 Con +0 Int +4 Wis +8 Cha +6 Site Bound The nemhaith is bound to a place or large stationary object and can't venture more than 500 feet from this focus. --- AC 36 Fort +23 Ref +27 Will +29 HP 255 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Bound Spirits (aura, divine, necromancy, negative) 10 feet, 4d6 negative, DC 36 basic Fortitude Rejuvenation (divine, necromancy) Destroying the ritual object or place used in the nemhaith's creation destroys the nemhaith, freeing its bound spirits to move on to the afterlife. --- Speed fly 40 feet Melee Single Action spirit tendril +29 (Agile, Finesse, Magical), Damage 3d10+14 negative plus drain life Ranged Single Action spirit dart +29 (Agile, Magical, range 100 feet), Damage 3d8+14 negative plus drain life Divine Innate Spells DC 36, attack +28 - 8th Finger of Death (×3), Harm (×3), Wall of Force Drain Life (Divine, Necromancy) When the nemhaith damages a living creature with its spirit tendril Strike, the creature must succeed at a DC 36 Fortitude save or become drained 2. Further damage dealt by the nemhaith increases the condition value by 1 on a failed save, to a maximum of drained 4. Rage of Spirits Two Actions The nemhaith's bound spirits rage and smash everything in a 30-foot emanation. Creatures in this area take 4d6 sonic damage and 4d6 negative damage (DC 36 basic Fortitude save). Throw Spirits Single Action The nemhaith directs its bound spirits as a group to move up to 1 mile away (they have a fly Speed of 60 feet). The nemhaith can see and hear through the thrown spirits, but it loses its aura and can't use its spirit dart ranged Strike or Rage of Spirits. The nemhaith regains these abilities when the spirits return to the nemhaith's space. Captive Spirits The ritual to form a nemhaith doesn't require consent from its spirits, which might come as a shocking betrayal. A nemhaith can grow more powerful as living creatures drained of life by its touch join its coterie of spirits. ","skill_mod":{"diplomacy":27,"deception":27,"stealth":29,"intimidation":29,"religion":31},"image":["/Images/Monsters/Nemhaith.png"],"primary_source":"Bestiary 3","spell":["Finger of Death","Harm","Wall of Force"],"ac":36,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":4,"reflex_save":27,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":23,"size":["Medium"],"name":"Nemhaith","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[27,30],"attack_bonus":[29,29],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[28],"will_save":29,"speed":{"fly":40,"max":40},"wisdom":8,"weakness":{},"creature_ability":["Site Bound","Bound Spirits","Rejuvenation","Drain Life","Rage of Spirits","Throw Spirits"],"skill":["Deception","Diplomacy","Dwelling Lore","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"This undead guardian stands amid a whirling swarm of shackled spirits that rage against their fate. Bound by a profane necromantic ritual, a nemhaith …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1246","dexterity":6,"category":"creature","slug":"creature-1246"},{"attack_bonus":[13,13],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":60,"language":["Aklo","(can't speak any language)"],"source":["Bestiary 3"],"type":"Creature","will_save":10,"charisma":0,"speed":{"fly":30,"max":30,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Thoughtsense","Faceless","Attack of Opportunity","Clutches","Tickle"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"11","trait":["Aberration","Dream","Uncommon","CN","Medium"],"id":"creature-1247","text":" Nightgaunt Nightgaunts dwell in dreams, lurking in wait to spirit away the unwary dreamer. Once connected to such a being, the nightgaunt feeds upon the mortal's emotions before abandoning them—often in places they might never wake from. A nightgaunt appears as a bony humanoid with inky black skin, batlike wings, a long sinuous tail, and demonic horns atop a skull that lacks any face or features. Most nightgaunts have little interest in anything other than sating their hunger for emotions. They find the art of inducing nightmares to be a surefire way to feast, but they're even more adept at tormenting their victims to awful extremes through tickling while carrying them at precarious heights. Nightgaunts often gather in vast colonies in the Dreamlands, where they entertain each other by sharing emotion-memories of their meals through strange caresses. These colonies pose great danger to any adventurer foolish enough to approach. When conjured forth into other worlds, they serve only grudgingly, often working as hard to find a way to escape servitude and feed on their conjurer's emotions as they do on the task they've been compelled to perform. Recall Knowledge - Aberration (Occultism): DC 21 Recall Knowledge - Dream (Occultism): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Nightgaunt Source Bestiary 3 pg. 186 Perception +10; darkvision, thoughtsense (precise) 60 feet Languages Aklo; (can't speak any language) Skills Acrobatics +11, Athletics +13, Stealth +11 Str +5 Dex +3 Con +2 Int -2 Wis +2 Cha +0 Thoughtsense (divination, mental, occult) A nightgaunt senses all non-mindless creatures at the listed range. --- AC 21 all-around vision Fort +10 Ref +13 Will +10 HP 60 Resistances cold 5 Faceless The nightgaunt has no face, but it can still see in all directions as if its entire body were an eye. It has no need to breathe, and it is immune to all inhaled toxins and other olfactory effects. Attack of Opportunity Reaction Tail only. --- Speed 25 feet, fly 30 feet Melee Single Action claw +13 (Agile), Damage 2d6+7 plus Grab Melee Single Action tail +13 (Agile, reach 10 feet), Damage tickle Clutches A nightgaunt can Fly at full Speed while it has a Medium or smaller creature grabbed or restrained in its claws, carrying that creature along with it. Tickle The nightgaunt can use its tail to tickle a foe with horrible efficiency. A creature hit by its tail Strike must attempt a DC 21 Fortitude save; if the creature is grabbed by the nightgaunt, it uses the outcome one degree of success worse than the result it rolled. Critical Success The creature is unaffected and is temporarily immune for 1 minute. Success The creature is overcome with laughter and can't perform reactions for 1 round. Failure As success, and the creature is sickened 1. Critical Failure As success, and the creature is sickened 2 and can't speak for 1 round. Emotion eaters Nightgaunts feed on emotions via touch, preferring unique cocktails formed of conflicting emotions, especially despair, horror, or nervous laughter. Such feeding has little lasting impact on their food source, but a nightgaunt can only feed on a given creature once. As a result, they tend to satiate themselves before seeking out another food source. ","skill_mod":{"stealth":11,"athletics":13,"acrobatics":11},"summary":"Nightgaunts dwell in dreams, lurking in wait to spirit away the unwary dreamer. Once connected to such a being, the nightgaunt feeds upon the …","image":["/Images/Monsters/Nightgaunt.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , thoughtsense (precise) 60 feet","weakest_save":["fort","fortitude","will"],"resistance":{"cold":5},"url":"/Monsters.aspx?ID=1247","intelligence":-2,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Nightgaunt","alignment":"CN","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14],"slug":"creature-1247"},{"constitution":4,"primary_source_category":"Rulebooks","strength":-5,"hp":240,"language":["Common"],"immunity":["death effects","disease","paralyzed","poison","precision","sleep"],"source":["Bestiary 3"],"type":"Creature","will_save":25,"charisma":5,"speed":{"max":25,"land":25},"perception":27,"wisdom":5,"weakness":{"area":20},"creature_ability":["Kinsense","Frightful Presence","Troop Defenses","Blazing Admonition","Form Up","Missile Volley","Striking Koa","Troop Movement"],"skill":["Athletics","Religion","Warfare Lore"],"trait":["Incorporeal","Spirit","Troop","Undead","LN","Gargantuan"],"id":"creature-1248","text":" Nightmarchers While smooth roads remain a traveler's blessing, walking them after sunset risks nightmarcher attack. The ringing of conch shells and beating of drums herald the coming of these spirits as they walk the royal highways, unfettered by walls or barriers. Nightmarchers react violently to those in their path. If a bystander is fortunate, an ancestor's spirit might call out to spare them. Those who refuse to show proper deference might be reduced to little more than ash on the wind come sunrise. Recall Knowledge - Spirit (Occultism): DC 32 Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Nightmarchers Source Bestiary 3 pg. 187 Perception +27; darkvision, kinsense Languages Common Skills Athletics +25, Religion +27, Warfare Lore +27 Str -5 Dex +5 Con +4 Int +5 Wis +5 Cha +5 Kinsense (detection, divination, divine) Nightmarchers can detect creatures who are their kin, whether by blood or bond, as an imprecise sense. If they focus their senses on a creature by Seeking, they learn whether they are related to that creature, and how. --- AC 30 Fort +24 Ref +19 Will +25 HP 240 Immunities death effects, disease, paralyzed, poison, precision, sleep Resistances all damage 5 (except force, ghost touch, or positive; double resistance vs. non-magical) Weaknesses area damage 20, splash damage 10 Frightful Presence (aura, auditory, emotion, fear, mental) 90 feet, DC 31 Troop Defenses --- Speed 25 feet; air walk , troop movement Divine Innate Spells DC 31 - Constant (4th) Air Walk Blazing Admonition Two Actions (Divine, Evocation, Fire, Visual) Heat scorches those who lay eyes on the nightmarchers. All creatures in a 60-foot cone take 15d6 fire damage (DC 34 basic Reflex save). Prone creatures and the nightmarchers' kin are unaffected as long as they have not taken a hostile action against the nightmarchers. The nightmarchers can't use Blazing Admonition for 1d4 rounds. Form Up Single Action Missile Volley Two Actions The nightmarchers fling a hail of spears and stones, dealing 5d6+9 bludgeoning or piercing damage to creatures in a 10-foot burst within 20 feet (DC 31 basic Reflex save). When the nightmarchers are reduced to 8 or fewer squares, this decreases to a 5-foot burst. Striking Koa Single Action to Three Actions Frequency once per round; Effect The troop attacks with spears, clubs, and leiomano against enemies within 5 feet (DC 33 basic Reflex save) for their choice of bludgeoning, piercing, or slashing damage depending on the number of actions. Single Action 2d6+2 slashing damage Two Actions 4d6+12 slashing damage Three Actions 6d6+12 slashing damage Troop Movement Whenever the nightmarchers Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move. This works just like a Gargantuan creature moving; for instance, if any of the nightmarchers' squares enter difficult terrain, the extra movement cost applies to the whole group. Avoidance and Deference True to their name, nightmarchers tend to walk royal highways only after nightfall, making daytime travel safer. While they can traverse virtually any barrier, they can't cross ti leaves or similar sacred plants. If one finds themself in nightmarchers' presence, the last recourse is to show proper deference by lying flat on the ground with eyes shut—if one hears a ghostly voice call out to claim them, it means that an ancestor is present among the nightmarchers and has directed the procession to spare the bystander from harm. ","tradition":["Divine"],"skill_mod":{"athletics":25,"religion":27},"summary":"While smooth roads remain a traveler's blessing, walking them after sunset risks nightmarcher attack. The ringing of conch shells and beating of …","image":["/Images/Monsters/Nightmarchers.png"],"primary_source":"Bestiary 3","spell":["Air Walk"],"trait_group":["Monster","Creature Type"],"ac":30,"level":14,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" darkvision , kinsense","weakest_save":["ref","reflex"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=1248","intelligence":5,"reflex_save":19,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":24,"size":["Gargantuan"],"name":"Nightmarchers","alignment":"LN","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1248"},{"primary_source_category":"Rulebooks","strength":0,"hp":85,"language":["Aklo","Common","Sylvan","Undercommon"],"source":["Bestiary 3"],"type":"Creature","charisma":5,"perception":12,"stealth":"12","trait":["Earth","Fey","Nymph","CN","Medium"],"id":"creature-1249","text":" Lampad Lampads protect dark, hidden places underground. Not only do they defend subterranean caverns from threats, but they also safeguard well-meaning innocents from the dangers that lurk below the surface. Lampads are so-named for the wisps of magic light they often carry, guiding the lost to safety while luring threats to their doom. Lampads' mercurial nature makes their reactions difficult to predict, though they rarely demonstrate outright malice without sufficient provocation. Recall Knowledge - Fey (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Lampad Source Bestiary 3 pg. 188 Perception +12; darkvision Languages Aklo, Common, Sylvan, Undercommon Skills Acrobatics +12, Athletics +9, Diplomacy +14, Nature +10, Occultism +11, Performance +14, Society +9, Stealth +12 Str +0 Dex +5 Con +4 Int +2 Wis +3 Cha +5 --- AC 22 Fort +11 Ref +14 Will +12 HP 85 Weaknesses cold iron 5 Cavern Dependent A lampad is mystically bonded to a single cavern or other self-contained underground area and must remain within 300 feet of it. If they move beyond that range, they become sickened 1 and are unable to recover. They must attempt a DC 19 Fortitude save every hour or increase the sickened value by 1 (to a maximum of sickened 4). After 24 hours, they become drained 1, with this value increasing by 1 every additional 24 hours. A lampad can perform a 24-hour ritual to bond to a new cavern. --- Speed 25 feet, climb 25 feet (on stone only) Melee Single Action earthen fist +14 (Agile, Finesse), Damage 2d10+2 bludgeoning Ranged Single Action light wisp +14 (Magical, range increment 30 feet), Damage 1d8+2 mental plus 1d6 fire and 1d6 positive Primal Innate Spells DC 22 - Cantrips (4th) Dancing Lights - 2nd Faerie Fire, Heal - 3rd Meld into Stone (at will), Pummeling Rubble - 4th Shape Stone Weep Single Action (Auditory, Emotion, Enchantment, Mental, Primal) Frequency once per round; Effect The lampad begins a heart-wrenching fit of weeping, inspiring sympathetic sobbing in nearby creatures. Each non-lampad creature within 30 feet who hears the lampad's weeping must succeed at a DC 20 Will save or be unable to use reactions for 1 round and slowed 1 on its next turn as it sobs uncontrollably Strong Emotions While lampads are ever vigilant in their assigned tasks, they're known to become lonely and forlorn, as the majority of underground denizens make poor company. True companionship and conversation are among the few things that can keep a moody lampad from sporadically weeping, though like most creatures they find such tears cathartic, feeling better for a time after a good cry. ","element":["Earth"],"skill_mod":{"society":9,"diplomacy":14,"performance":14,"nature":10,"stealth":12,"athletics":9,"occultism":11,"acrobatics":12},"image":["/Images/Monsters/Nymph_Lampad.png"],"primary_source":"Bestiary 3","spell":["Shape Stone","Meld into Stone","Pummeling Rubble","Faerie Fire","Heal","Dancing Lights"],"ac":22,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Lampad","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[13,13],"attack_bonus":[14,14],"constitution":4,"creature_family":"Nymph","will_save":12,"speed":{"climb":25,"max":25,"land":25},"wisdom":3,"weakness":{"cold_iron":5},"creature_ability":["Cavern Dependent","Weep"],"skill":["Acrobatics","Athletics","Diplomacy","Nature","Occultism","Performance","Society","Stealth"],"tradition":["Primal"],"summary":"Lampads protect dark, hidden places underground. Not only do they defend subterranean caverns from threats, but they also safeguard well-meaning …","trait_group":["Elemental","Planar","Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1249","dexterity":5,"category":"creature","slug":"creature-1249"},{"primary_source_category":"Rulebooks","strength":0,"hp":175,"language":["Common","Sylvan","Utopian"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":19,"stealth":"17","trait":["Fey","Light","Nymph","LN","Medium"],"id":"creature-1250","text":" Hesperid Hesperides are nymphs of sunset, guardians of the colorful golden hues of the setting sun. They live on remote islands, isolated coastal cliffsides, and hidden valleys, all places where the sunset's golden glow can have the strongest effect. Hesperides manipulate sunlight with dancelike motions, allowing them to create graceful ribbons of light at close range and searing rays at a distance. Due to their connection to the beauty of the daily cycle of the setting sun, hesperides feel a satisfaction from methodical routine that can feel alien to wilder, more chaotic fey. Recall Knowledge - Fey (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Hesperid Source Bestiary 3 pg. 188 Perception +19; low-light vision Languages Common, Sylvan, Utopian Skills Acrobatics +19, Athletics +11, Deception +19, Diplomacy +21, Intimidation +19, Nature +19, Performance +21, Society +17, Stealth +17 Str +0 Dex +6 Con +4 Int +4 Wis +4 Cha +6 --- AC 28 Fort +15 Ref +21 Will +19 HP 175 Weaknesses cold iron 10 Sunset Dependent A hesperid is mystically bonded to a single remote location with a good view of the sunset—usually an island, coastal cliff, or valley. If they aren't at that location and able to see the sky at sunset on any given day, they become drained 1, increasing the value by 1 for each missed sunset and reducing by 1 only when they see the sunset. A hesperid can perform a 24-hour ritual to bond to a new location. --- Speed 30 feet, fly 60 feet Melee Single Action sunset ribbon +21 (Agile, Finesse), Damage 2d10+6 slashing plus 1d6 fire and 1d6 positive Ranged Single Action sunset ray +21 (Magical, range increment 60 feet), Damage 2d12+6 fire plus 1d6 positive Primal Innate Spells DC 28, attack +20 - Cantrips (5th) Dancing Lights, Light - 1st Illusory Disguise (×3) - 2nd Faerie Fire - 5th Heal, Searing Light Create Golden Apple Two Actions (Primal, Transmutation) While the hesperid is within their bonded location, they can spin golden light around an object they're holding of up to 20 cubic feet in volume and up to 80 Bulk. Doing so condenses the object into a magic apple made of golden light with light Bulk. The golden apple reverts back to its original shape after a full day away from the hesperid's bonded location, or when the hesperid spends a single action (which has the concentrate trait) to end the effect. Dual Guardians While all nymphs protect areas of natural beauty, hesperides often guard other unusual treasures of a more literal variety, sometimes including items long thought lost. Their steady temperaments and timeless loyalty ensure that they can be trusted to keep whatever they're protecting safe from harm. ","skill_mod":{"society":17,"diplomacy":21,"performance":21,"deception":19,"nature":19,"stealth":17,"athletics":11,"intimidation":19,"acrobatics":19},"image":["/Images/Monsters/Nymph_Hesperid.png"],"primary_source":"Bestiary 3","spell":["Heal","Searing Light","Faerie Fire","Illusory Disguise","Dancing Lights","Light"],"ac":28,"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":4,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":15,"size":["Medium"],"name":"Hesperid","alignment":"LN","pfs":"Standard","rarity":"common","strike_damage_average":[22,24],"attack_bonus":[21,21],"constitution":4,"creature_family":"Nymph","spell_attack_bonus":[20],"will_save":19,"speed":{"fly":60,"max":60,"land":30},"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Sunset Dependent","Create Golden Apple"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Performance","Society","Stealth"],"tradition":["Primal"],"summary":"Hesperides are nymphs of sunset, guardians of the colorful golden hues of the setting sun. They live on remote islands, isolated coastal cliffsides, …","trait_group":["Creature Type","Mechanics","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1250","dexterity":6,"category":"creature","slug":"creature-1250"},{"primary_source_category":"Rulebooks","strength":3,"hp":234,"language":["Aklo","Common","Sylvan","Terran","Undercommon","<%SPELLS%310%%>stone tell<%END>"],"source":["Bestiary 3"],"type":"Creature","charisma":8,"perception":27,"stealth":"27","trait":["Earth","Fey","Nymph","Uncommon","CN","Medium"],"id":"creature-1251","text":" Lampad Queen Lampad queens are capricious monarchs and protectors of vast underground domains, regarded in ballads and tales as allies and foes, monsters and muses. Lampad queens have a particular animosity for the many predominantly evil underground ancestries, such as drow and duergar, and they are particularly fond of bats. Many lampad queens have nykteras as favored attendants. Recall Knowledge - Fey (Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Lampad Queen Source Bestiary 3 pg. 189 Perception +27; darkvision Languages Aklo, Common, Sylvan, Terran, Undercommon; stone tell Skills Acrobatics +27, Athletics +28, Deception +31, Diplomacy +33, Intimidation +33, Nature +27, Occultism +27, Performance +29, Society +25, Stealth +27 Str +3 Dex +8 Con +7 Int +4 Wis +4 Cha +8 Cavern Empathy The lampad queen can use Diplomacy to Make an Impression on and make very simple Requests of subterranean animals, plants, and fungi, as well as stones. Tied to the Land A lampad queen is intrinsically tied to a specific underground region, usually a cave system. As long as the queen is healthy, the environment is exceptionally resilient, allowing the lampad queen to automatically attempt to counteract spells and rituals that would harm the environment, such as blight, with a +30 counteract modifier and a counteract level of 8. When the lampad queen becomes physically or psychologically unhealthy, however, their warded region eventually becomes twisted or unhealthy as well. In that case, restoring the lampad queen swiftly heals the entire region. --- AC 39 Fort +26 Ref +29 Will +25 HP 234 Weaknesses cold iron 10 Nymph's Beauty (aura, emotion, enchantment, incapacitation, mental, primal, visual) 30 feet. Creatures that start their turn in the aura must succeed at a DC 33 Will save or be confused by the lampad queen's unearthly beauty for 1 minute. While confused by this effect, the creature's confused actions never include harming the lampad queen. --- Speed 30 feet, climb 30 feet (on stone only) Melee Single Action earthen fist +29 (Agile, Finesse), Damage 3d10+9 bludgeoning plus 1d6 mental Ranged Single Action light wisp +29 (Magical, range increment 60 feet), Damage 2d8+9 mental plus 2d6 fire and 2d6 positive Primal Prepared Spells DC 38 - Cantrips (8th) Detect Magic, Electric Arc, Guidance, Prestidigitation, Stabilize - 1st Ant Haul, Fleet Step, Gust of Wind - 2nd Animal Messenger, Enlarge, Faerie Fire - 3rd Earthbind (×2), Haste - 4th Fly, Freedom of Movement, Resist Energy - 5th Death Ward, Passwall, Wall of Stone - 6th Flesh to Stone, Slow, Stoneskin - 7th Energy Aegis, Regenerate, Volcanic Eruption - 8th Earthquake, Summon Plant or Fungus Primal Innate Spells DC 38 - Cantrips (8th) Dancing Lights - 2nd Faerie Fire - 3rd Meld into Stone (at will) - 4th Shape Stone - 7th Heal - 8th Pummeling Rubble - Constant (6th) Stone Tell Change Shape Single Action (Polymorph, Primal, Transmutation) Lampad queens can transform between their original form, which looks much like a typical nymph of their kind, and any Small or Medium humanoid form, typically choosing a version of their natural form that more closely resembles a humanoid. Focus Beauty Single Action (Emotion, Enchantment, Incapacitation, Mental, Primal, Visual) The lampad queen focuses their beauty upon a target within their aura. The creature must attempt a Will save. On a failure, it is affected as if by the queen's beauty aura; if it was already affected by the aura, the conflicting emotions from the lampad queen's beauty intensify, causing the target to no longer get a flat check to end the confusion when it takes damage. The lampad queen can use a single action, which has the concentrate trait, to focus the emotions of a confused creature toward a particular emotion, causing it to spend its next turn sobbing uncontrollably, fawning over the lampad queen, or otherwise performing no actions beyond experiencing its emotions. Regardless of the save, the target is temporarily immune to Focus Beauty until the start of the lampad queen's next turn. Inspiration Three Actions (Emotion, Enchantment, Mental, Primal) for maestro muse, the status bonus to Performance checks increases to +2 for the purpose of determining the effects of compositions; for polymath muse, the bard gains a +4 status bonus to untrained skill checks; and for all other muses, the Will save bonus increases to +2 against fey. Despairing Weep Single Action (Auditory, Emotion, Enchantment, Mental, Primal) Frequency once per round; Effect The lampad queen begins a heart-wrenching fit of weeping, inspiring sympathetic sobbing in nearby creatures. Each non-lampad creature within 120 feet who hears the lampad's weeping must succeed at a DC 36 Will save with the effects of crushing despair . Reciprocity Lampad queens tend to change emotions on a whim and mirror what they find in others. Those who treat the queen's domain with respect, they protect and reward, while those who harm it meet their swift wrath. This leads to the vastly differing accounts of the queens' actions. ","element":["Earth"],"skill_mod":{"society":25,"diplomacy":33,"performance":29,"deception":31,"nature":27,"stealth":27,"athletics":28,"intimidation":33,"occultism":27,"acrobatics":27},"image":["/Images/Monsters/Nymph_QueenLampad.png"],"primary_source":"Bestiary 3","spell":["Earthquake","Summon Plant or Fungus","Energy Aegis","Regenerate","Volcanic Eruption","Flesh to Stone","Slow","Stoneskin","Death Ward","Passwall","Wall of Stone","Fly","Freedom of Movement","Resist Energy","Earthbind","Haste","Animal Messenger","Enlarge","Faerie Fire","Ant Haul","Fleet Step","Gust of Wind","Detect Magic","Electric Arc","Guidance","Prestidigitation","Stabilize","Pummeling Rubble","Heal","Shape Stone","Meld into Stone","Dancing Lights","Stone Tell"],"ac":39,"level":15,"spell_dc":[38,38],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":29,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":26,"size":["Medium"],"name":"Lampad Queen","alignment":"CN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[29,32],"attack_bonus":[29,29],"constitution":7,"creature_family":"Nymph","will_save":25,"speed":{"climb":30,"max":30,"land":30},"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Cavern Empathy","Tied to the Land","Nymph's Beauty","Change Shape","Focus Beauty","Inspiration","Despairing Weep"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Occultism","Performance","Society","Stealth"],"tradition":["Primal"],"summary":"Lampad queens are capricious monarchs and protectors of vast underground domains, regarded in ballads and tales as allies and foes, monsters and …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1251","dexterity":8,"category":"creature","slug":"creature-1251"},{"primary_source_category":"Rulebooks","strength":5,"hp":306,"language":["Celestial","Common","Draconic","Sylvan","Utopian"],"source":["Bestiary 3"],"type":"Creature","charisma":10,"perception":34,"stealth":"32","trait":["Fey","Light","Nymph","Uncommon","LN","Medium"],"id":"creature-1252","text":" Hesperid Queen Hesperid queens rule over isolated regions soaked in the light of sunset. They guard countless treasures and secrets, though for those who approach them with respect and offer an intriguing bargain, they're willing to part with knowledge or items beyond those secrets or valuables they've sworn to keep to themselves. Hesperid queens are relatively likely to have powerful objects under their protection, such as ancient relics or artifacts. As such, they're keenly aware of the danger posed by unscrupulous treasure hunters seeking to obtain these items at any cost, and they use their incredible minds to set up devious countermeasures to protect their wards, even in the event of their own deaths. Recall Knowledge - Fey (Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Hesperid Queen Source Bestiary 3 pg. 191 Perception +34; low-light vision Languages Celestial, Common, Draconic, Sylvan, Utopian Skills Acrobatics +32, Arcana +30, Athletics +28, Deception +37, Diplomacy +39, Intimidation +37, Nature +32, Performance +35, Society +30, Stealth +32 Str +5 Dex +9 Con +6 Int +7 Wis +7 Cha +10 Tied to the Land A hesperid queen is intrinsically tied to an isolated region such as an island or island chain, a remote coast, or a secluded valley. As long as the queen is healthy, the environment is exceptionally resilient, allowing the hesperid queen to automatically attempt to counteract spells and rituals that would harm the environment, such as blight, with a +37 counteract modifier and a counteract level of 10. When the hesperid queen becomes physically or psychologically unhealthy, however, their warded region eventually becomes twisted or unhealthy as well. In that case, restoring the hesperid queen swiftly heals the entire region. --- AC 45 Fort +31 Ref +36 Will +34 HP 306 Weaknesses cold iron 15 Nymph's Beauty (aura, emotion, enchantment, incapacitation, mental, primal, visual) 30 feet. Creatures that start their turn in the aura must succeed at a DC 38 Will save or be transfixed in awe, causing them to be stunned for 1 round. --- Speed 30 feet, fly 90 feet Melee Single Action sunset ribbon +36 (Agile, Finesse), Damage 4d10+13 slashing plus 1d6 fire and 1d6 positive Ranged Single Action sunset ray +36 (Magical, range increment 120 feet), Damage 4d12+13 fire plus 1d6 positive Primal Prepared Spells DC 44 - Cantrips (10th) Detect Magic, Electric Arc, Guidance, Prestidigitation, Read Aura - 1st Feather Fall, Gust of Wind, Pass Without Trace - 2nd Animal Messenger, Glitterdust, Water Breathing - 3rd Earthbind, Haste, Meld into Stone - 4th Freedom of Movement, Resist Energy, Solid Fog - 5th Control Water, Death Ward, Hallucinatory Terrain - 6th Dispel Magic, Slow, True Seeing - 7th Energy Aegis, Regenerate, Volcanic Eruption - 8th Punishing Winds, Stoneskin, Wind Walk - 9th Meteor Swarm, Storm of Vengeance, Sunburst - 10th Primal Phenomenon Primal Innate Spells DC 44, attack +36 - Cantrips (10th) Dancing Lights, Light - 10th Searing Light, Faerie Fire, Heal, Illusory Disguise (×3) Change Shape Single Action (Polymorph, Primal, Transmutation) Hesperid queens can transform between their original form, which looks much like a typical nymph of their kind, and any Small or Medium humanoid form, typically choosing a version of their natural form that more closely resembles a humanoid. Create Golden Apple Two Actions (Primal, Transmutation) While the hesperid queen is within their bonded location, they can spin golden light around an object they're holding of up to 20 cubic feet in volume and up to 80 Bulk. Doing so condenses the object into a magic apple made of golden light with light Bulk. The golden apple reverts back to its original shape after a full day away from the hesperid queen's bonded location, or when the hesperid queen spends a single action (which has the concentrate trait) to end the effect. Focus Beauty Single Action (Emotion, Enchantment, Incapacitation, Mental, Primal, Visual) The hesperid queen focuses their beauty upon a target within their aura. The creature must attempt a Will save. On a failure, it is affected as if by the queen's beauty aura; a target that wasn't already affected by the aura becomes overwhelmed with visions of bliss and beauty. The creature departs from the hesperid queen's domain as quickly and efficiently as it can for 1 hour, after which time it forgets ever reaching the hesperid queen's domain, how it did so, and everything that happened while it was within the domain. Inspiration Three Actions (Emotion, Enchantment, Mental, Primal) A hesperid queen can inspire a single intelligent creature by giving that creature a token of their favor, typically a lock of their hair. As long as the creature carries the token and remains in good standing with the hesperid queen, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves. If a hesperid queen grants their Inspiration to a bard and they are that bard's muse, the bard gains an additional benefit depending on their muse theme: for lore muse, the bard also gains a +1 status bonus to all Lore checks; for maestro muse, the status bonus to Performance checks increases to +2 for the purpose of determining the effects of compositions; for polymath muse, the bard gains a +4 status bonus to untrained skill checks; and for all other muses, the Will save bonus increases to +2 against fey. Draconic Rapport Hesperid queens and gold dragons have an unusual affinity, sometimes working together to guard treasure. The queen might guard such valuables as part of their ward, even as the dragon sees them as their hoard. The competing viewpoints don't bother either party, and such alliances can last millennia. ","skill_mod":{"society":30,"diplomacy":39,"performance":35,"deception":37,"nature":32,"stealth":32,"arcana":30,"athletics":28,"intimidation":37,"acrobatics":32},"image":["/Images/Monsters/Nymph_QueenHesperid.png"],"primary_source":"Bestiary 3","spell":["Primal Phenomenon","Meteor Swarm","Storm of Vengeance","Sunburst","Punishing Winds","Stoneskin","Wind Walk","Energy Aegis","Regenerate","Volcanic Eruption","Dispel Magic","Slow","True Seeing","Control Water","Death Ward","Hallucinatory Terrain","Freedom of Movement","Resist Energy","Solid Fog","Earthbind","Haste","Meld into Stone","Animal Messenger","Glitterdust","Water Breathing","Feather Fall","Gust of Wind","Pass Without Trace","Detect Magic","Electric Arc","Guidance","Prestidigitation","Read Aura","Searing Light","Faerie Fire","Heal","Illusory Disguise","Dancing Lights","Light"],"ac":45,"level":19,"spell_dc":[44,44],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":7,"reflex_save":36,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":31,"size":["Medium"],"name":"Hesperid Queen","alignment":"LN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[42,42],"attack_bonus":[36,36],"constitution":6,"creature_family":"Nymph","spell_attack_bonus":[36],"will_save":34,"speed":{"fly":90,"max":90,"land":30},"wisdom":7,"weakness":{"cold_iron":15},"creature_ability":["Tied to the Land","Nymph's Beauty","Change Shape","Create Golden Apple","Focus Beauty","Inspiration"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Nature","Performance","Society","Stealth"],"tradition":["Primal"],"summary":"Hesperid queens rule over isolated regions soaked in the light of sunset. They guard countless treasures and secrets, though for those who approach …","trait_group":["Creature Type","Mechanics","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1252","dexterity":9,"category":"creature","slug":"creature-1252"},{"attack_bonus":[10,10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":35,"source":["Bestiary 3"],"type":"Creature","creature_family":"Opossum","will_save":5,"charisma":0,"speed":{"climb":20,"max":30,"land":30},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Feign Death","Revived Retaliation","Grasping Tail"],"skill":["Athletics","Stealth","Survival"],"stealth":"8","trait":["Animal","N","Large"],"id":"creature-1253","text":" Giant Opossum Larger species of opossum can eat nearly anything human-sized or smaller. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Opossum Source Bestiary 3 pg. 192 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +10, Stealth +8, Survival +6 Str +4 Dex +2 Con +3 Int -4 Wis +2 Cha +0 --- AC 17 Fort +11 Ref +8 Will +5 +2 circumstance to all saves vs. disease HP 35 Resistances poison 3 Feign Death Reaction Trigger The opossum is reduced below 15 HP; Effect The opossum collapses. It is flat-footed and can use actions that require only its mind, but any other action ends the ruse. A successful DC 18 Perception check to Seek or Medicine check to Recall Knowledge is required to determine that the animal is not, in fact, dead. Revived Retaliation Reaction Trigger The opossum is attacked or disturbed by a creature within reach while Feigning Death; Effect The opossum Strikes the triggering creature. --- Speed 30 feet, climb 20 feet Melee Single Action jaws +10 (deadly d10), Damage 1d10+4 piercing Melee Single Action claw +10 (Agile), Damage 1d6+4 slashing Melee Single Action tail +10 (reach 15 feet), Damage 1d4+4 bludgeoning plus Grab Grasping Tail A giant opossum can drag a Small or Tiny creature it has grabbed with its tail along with it when it Strides. ","skill_mod":{"survival":6,"stealth":8,"athletics":10},"summary":"Larger species of opossum can eat nearly anything human-sized or smaller.","image":["/Images/Monsters/Opossum_GiantOpossum.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"poison":3},"url":"/Monsters.aspx?ID=1253","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Giant Opossum","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7,9],"slug":"creature-1253"},{"attack_bonus":[21,21,21],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":160,"source":["Bestiary 3"],"type":"Creature","creature_family":"Opossum","will_save":16,"charisma":0,"speed":{"climb":15,"max":30,"land":30,"burrow":15},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Feign Death","Revived Retaliation","Crush Chitin","Grasping Tail"],"skill":["Athletics","Stealth","Survival"],"stealth":"18","trait":["Animal","N","Huge"],"id":"creature-1254","text":" Khravgodon Few creatures can shrug off an ankhrav's acid and crunch its chitin like a khravgodon. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Khravgodon Source Bestiary 3 pg. 192 Perception +18; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +21, Stealth +18, Survival +18 Str +6 Dex +3 Con +5 Int -4 Wis +3 Cha +0 --- AC 27 Fort +20 Ref +18 Will +16 +2 circumstance to all saves vs. disease HP 160 Resistances acid 10, poison 10 Feign Death Reaction Trigger The opossum is reduced below 70 HP; Effect The opossum collapses. It is flat-footed and can use actions that require only its mind, but any other action ends the ruse. A successful DC 18 Perception check to Seek or Medicine check to Recall Knowledge is required to determine that the animal is not, in fact, dead. Revived Retaliation Reaction Trigger The opossum is attacked or disturbed by a creature within reach while Feigning Death; Effect The opossum Strikes the triggering creature. --- Speed 30 feet, burrow 15 feet, climb 15 feet Melee Single Action jaws +21 (deadly d12), Damage 2d12+9 piercing Melee Single Action claw +21 (Agile), Damage 2d10+9 slashing Melee Single Action tail +21 (reach 20 feet), Damage 2d6+9 bludgeoning plus Grab Crush Chitin Single Action Requirements The khravgodon has a creature grabbed or restrained; Effect The khravgodon bites the creature, dealing 2d12+9 piercing damage (DC 28 basic Fortitude save) that ignores the first 5 of the target's Hardness or resistance to physical damage. On a failed save, the target also takes a –2 circumstance penalty to AC for 1 round. Grasping Tail A khravgodon can drag a Large or smaller creature it has grabbed with its tail along with it when it Strides. Tail Tales A Kellid legend holds that the khravgodon once had a beautiful tail covered with bright, thick fur. One night, the khravgodon fell asleep in the open, having danced all night showing off its beautiful tail. When it awoke, ankhravs had chewed all the hair off khravgodon's tail, leaving it with the bald appendage we see today. Khravgodons have been taking revenge on ankhravs ever since. ","skill_mod":{"survival":18,"stealth":18,"athletics":21},"summary":"Few creatures can shrug off an ankhrav's acid and crunch its chitin like a khravgodon.","image":["/Images/Monsters/Khravgodon.webp"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"acid":10,"poison":10},"url":"/Monsters.aspx?ID=1254","intelligence":-4,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":20,"size":["Huge"],"name":"Khravgodon","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,20,22],"slug":"creature-1254"},{"attack_bonus":[9,9],"constitution":3,"primary_source_category":"Rulebooks","strength":0,"hp":30,"language":["Abyssal"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","good damage","healing","lawful damage","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":4,"wisdom":1,"weakness":{},"creature_ability":["Bone Chariot","Scuttle Away"],"skill":["Crafting","Stealth"],"stealth":"7","trait":["Fiend","CE","Small"],"id":"creature-1255","text":" Ostovite Skittering scavenger vermin common throughout the Abyss, ostovites roam battlefields to harvest flesh and bones. After the ostovites dissolve and slurp up the flesh for sustenance, they craft the bones into elaborate shells they refer to as “bone chariots.” These bone chariots move under the ostovites' command and serve as an important marker of rank in ostovite nests. To the tiny ostovites, bigger is better, and building large skeletal conveyances is the only way for them to increase their standing in life. Although they feel deeply inferior to creatures larger than themselves, this fear can be overwhelmed by the ostovites' visceral desire to harvest those creatures' bones to increase their own status. When confronted with a particularly massive skeleton, ostovites generally fight among themselves and end up splitting the haul. However, there are rare instances of the selfish creatures working together to puppeteer a much larger bone chariot. Ostovites' faint understanding of anatomy results in bone chariots that look more like a nightmarish attempt at art than any creature the bones were pulled from. Some powerful fiends and their admirers collect this strange art by bribing ostovites with skeletons or finding ways to kill ostovites without disrupting the chariot around them. Despite ostovites' origins in the Abyss, they are neither demons nor qlippoth. Without the protection of the major fiends, they find their homes in nooks and crannies along the corners of their home plane. Though they have no innate ability to cross the planar boundaries, flaws in the Abyss's fabric often lead them to worlds across the planes. Ostovites that have thus migrated are often much happier. Away from demonic abuse, they usually can be found near mortal crypts and battlefields. On the Material Plane, they rarely have to face any threats other than the undead, clerics of Pharasma, and families of the deceased. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Ostovite Source Bestiary 3 pg. 193 Perception +4; darkvision Languages Abyssal Skills Crafting +4, Stealth +7 Str +0 Dex +4 Con +3 Int -4 Wis +1 Cha +0 --- AC 15 Fort +6 Ref +9 Will +4 HP 30 Immunities bleed, death effects, disease, doomed, drained, fatigued, good damage, healing, lawful damage, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Bone Chariot Ostovites build and inhabit moving shells of bone. The ostovite's base statistics, particularly its immunities, assume the ostovite is safely inside its bone chariot. The bone chariot is destroyed when the ostovite is reduced to less than half its Hit Points or immediately after it takes damage from a critical hit. Damage that can specifically affect the ostovite controlling the chariot even while it's inside (such as the spell spirit blast ) doesn't destroy the bone chariot, and it bypasses the ostovite's immunities. Without the bone chariot, the ostovite loses its immunities and bone spike Strike, and it is reduced to Tiny size. It also gains weakness 5 to good, mental, and physical damage. Building a new bone chariot requires the skeleton of a Small or larger creature and 10 minutes. An ostovite in a bone chariot is normally Small, though larger bone chariots are possible, especially when ostovites work together. Scuttle Away Reaction Trigger The ostovite's bone chariot is destroyed; Effect The ostovite within Steps or Strides. --- Speed 25 feet Melee Single Action mandibles +9 (Finesse), Damage 1d4 piercing plus 1d4 acid Melee Single Action bone spike +9 (Finesse), Damage 1d12 piercing plus 1d4 persistent bleed Ostovite Lairs Ostovites are most often found on battlefields, scavenging for food and bones, regardless of the plane. If one of the vermin finds a suitable location and can bring others along with it, a colony might form ","skill_mod":{"crafting":4,"stealth":7},"summary":"Skittering scavenger vermin common throughout the Abyss , ostovites roam battlefields to harvest flesh and bones. After the ostovites dissolve and …","image":["/Images/Monsters/Ostovite.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1255","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Ostovite","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,9],"slug":"creature-1255"},{"attack_bonus":[37,39,39,39],"constitution":7,"primary_source_category":"Rulebooks","strength":10,"hp":500,"language":["Aklo","(can't speak any language)"],"immunity":["acid","death effects","disease","negative","poison","precision"],"source":["Bestiary 3"],"type":"Creature","will_save":33,"charisma":8,"speed":{"fly":100,"max":100,"land":100},"perception":33,"wisdom":4,"weakness":{"piercing":15,"slashing":15},"creature_ability":["Unfathomable Infinity","Attack of Opportunity","Sanguine Spray","Devour Tail","Fast Swallow","Flying Wheel","Regenerative Blood","Swallow Whole"],"skill":["Acrobatics","Athletics"],"trait":["Astral","Beast","Rare","N","Gargantuan"],"id":"creature-1256","text":" Ouroboros Ouroboros are the embodiment of eternity. Though they're prevalent as a symbol, often scrawled across the margins of alchemical tomes, few know that the beasts actually exist in the Astral Plane, where they fly through the silvery-gray void like a serpentine wheel. The ouroboros is usually depicted as a snake devouring its tail. This circular symbol is synonymous with infinity, self-sufficiency, and eternal unity. An ouroboros' form exemplifies the unfathomable concepts of forever. Its undulating body is composed of smaller serpents, who are in turn composed of ever smaller serpents, continuing indefinitely. These smaller components are recycled as the ouroboros devours its tail, existing in a perpetual, cyclical process of creation and destruction. It is a massive creature, forming a loop roughly 50 feet in diameter and weighing hundreds of tons. An ouroboros's most striking feature is its ability to almost instantly grow new flesh and heal from nearly any wound. This profound regenerative ability comes in part from an ouroboros's magical blood, which is rumored to have many miraculous properties. Through their inscrutable behavior suggests that an ouroboros is mindless, the creatures boast crude intellects and can understand speech, though they have no way to speak. They possess an instinctive, almost obsessive will to survive and defend themselves ferociously if threatened in even the slightest way. Often these perceived threats take the form of another creature simply existing within the ouroboros's line of sight, leading other Astral creatures to give these powerful beings a wide berth. The only creature an ouroboros reliably ignores is another ouroboros, but they're so incredibly rare that these meetings occur only once an age. Being entirely self-sustaining, an ouroboros rarely deigns to emerge from its consumption to engage with the Material Plane. Yet, the creature remains capable of inflicting tremendous devastation that far surpasses what it could wreak leveraging only its massive size alone. Left to its own devices, an ouroboros is likely to simply roam the Astral Plane in eon-spanning cycles, following some pattern too long and large for any mortal to even chart, much less fully comprehend. When conjured to the Material Plane, however, an ouroboros eagerly begins to initiate the cycle of renewal for which it is best known, beginning with that cycle's first step: destruction. Recall Knowledge - Astral (Occultism): DC 47 Recall Knowledge - Beast (Arcana, Nature): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Ouroboros Source Bestiary 3 pg. 195 Perception +33; darkvision Languages Aklo; (can't speak any language) Skills Acrobatics +36, Athletics +41 Str +10 Dex +5 Con +7 Int -4 Wis +4 Cha +8 --- AC 45 Fort +38 Ref +34 Will +33 +1 status to all saves vs. magic HP 500 , regeneration 50 (deactivated by fire) Immunities acid, death effects, disease, negative, poison, precision Weaknesses piercing 15, slashing 15 Unfathomable Infinity (aura, incapacitation, mental, visual) 100 feet. The ouroboros is the embodiment of perfect infinity, and this concept pulls at the threads of mortal minds, desperately straining the limits of their comprehension. When a creature ends its turn in the aura, it must attempt a DC 41 Will save. The creature is then temporarily immune for 1 minute. Critical Success The creature is stupefied 1 for 1 round. Success The creature is stupefied 1 for 1 minute. Failure The creature is stupefied 1 for 1 minute and stunned 3. Critical Failure The creature is stupefied 3 and stunned, both for 1 minute. Attack of Opportunity Free Action Incalculable fangs only. Because the ouroboros contains an infinite number of snakes that act independently, its Attack of Opportunity is a free action (though it can still use only one per trigger). Sanguine Spray When the ouroboros takes slashing or piercing damage, or when Devour Tail ends, blood gushes from the wound in a 15-foot cone. Each creature in the area takes 5d6 acid damage (DC 41 basic Reflex save). A creature that takes any damage is exposed to the ouroboros's regenerative blood (see below). Where the blood falls upon ground, it coagulates into magical snakes that bite at anyone who passes. This is hazardous terrain deals 17 piercing damage and 5 poison damage to any non-ouroboros creature that moves through the square or ends its turn there. A creature that avoids all the piercing damage doesn't take the poison damage. After 1 hour, a blood patch permanently becomes a living snake, typically an emperor cobra. --- Speed 100 feet, fly 100 feet Melee Single Action maw +39 (Magical, reach 30 feet), Damage 4d12+18 piercing plus Improved Grab Melee Single Action body +39 (Magical, reach 20 feet), Damage 4d10+18 bludgeoning Melee Single Action incalculable fangs +37 (Agile, Magical, reach 10 feet), Damage 3d6+16 piercing plus 2d8 poison Melee Single Action tail +39 (Magical, reach 30 feet), Damage 4d12+18 bludgeoning Devour Tail Single Action An ouroboros spend most of its life eating its own tail, which perpetually regrows at the same rate it's consumed. The ouroboros places its maw around the end of its tail and begins devouring its own body. While the ouroboros is consuming itself, its regeneration can't be suppressed, and it is immune to drained, enfeebled, fatigued, persistent damage, and sickened conditions. If any of these conditions is in effect when the ouroboros takes this action, the condition immediately ends. While eating its tail, the ouroboros can't make maw or tail strikes, and its Speeds are 50 feet. It continues devouring its tail even while dying, unconscious, stunned, or otherwise unable to act. To end this effect, the ouroboros must first be immobilized, then a creature must successfully Grapple it, which tears the maw free in addition to its normal effects. The ouroboros can also cease Devouring its Tail with a single action. Either of these tears the maw free of the tail, causing the stump to spill blood as described in sanguine spray. Fast Swallow Reaction Trigger The ouroboros Grabs a creature with their maw; Effect The ouroboros uses Swallow Whole. Flying Wheel Two Actions Requirements The ouroboros is eating its own tail (see Devour Tail); Effect As Trample, except the ouroboros can Fly up to double its Speed instead of Striding. Huge or smaller, body, DC 45 Regenerative Blood (Contact, Curse, Incapacitation, Poison, Polymorph, Primal, Transmutation) The regenerative and transmutative properties of ouroboros blood regenerate and mutate a creature's body into ouroboros-like snakes. A creature already affected by regenerative blood is immune to additional exposure. Saving Throw DC 42 Fortitude; Maximum Duration 24 hours; Stage 1 regeneration 5 (deactivated by fire), slowed 1, and clumsy 2 (12 hours); Stage 2 regeneration 5 (deactivated by fire), slowed 2 and clumsy 4 (12 hours); Stage 3 The creature's body transmutes into a mass of writhing snakes, with the effects an 8th-level animal form spell but with an unlimited duration. Swallow Whole Single Action (Attack) Huge, 4d10+9 acid, Rupture 50 Mythological Permeations The ouroboros's depiction varies across Golarion's cultures. Some imagery depicts a dragon feasting on their own tail, indicating the possibility for different kinds of ouroboros. The first ouroboros was referred to as “the coiled one,” and is credited by some faiths as having assisted in the expansion of the universe and defining the cyclical nature of life and procreation. It is now theorized to have become the barrier of the Astral Plane Ouroboros Blood Alchemists have attempted many times to harness the impressive regenerative powers of ouroboros blood. Experiments with ouroboros blood have been met with drawbacks as immense as the results. It's suspected that the blood can be used in place of diamonds in a resurrect ritual to bring back those the normal ritual would fail to return to life, or it can be treated to create a powerful healing elixir. However, most experiments have failed, with subjects plagued with serpent-like mutations and resurrected bodies degenerating into clusters of snakes. Regardless of how difficult it is to use, the blood is rare and potent enough to be quite valuable. Some wealthy necromancers have wasted gallons of the valuable blood in repeated failed rituals. ","skill_mod":{"athletics":41,"acrobatics":36},"summary":"Ouroboros are the embodiment of eternity. Though they're prevalent as a symbol, often scrawled across the margins of alchemical tomes, few know that …","image":["/Images/Monsters/Ouroboros.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity"],"ac":45,"level":21,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1256","intelligence":-4,"reflex_save":34,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":38,"size":["Gargantuan"],"name":"Ouroboros","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[35,40,44,44],"slug":"creature-1256"},{"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Caligni","(can't speak any languages); <%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":13,"stealth":"15","trait":["Shadow","Uncommon","NE","Medium"],"id":"creature-1257","text":" Owb Commonly called owbs, or lesser owbs by more powerful owb prophets, most of these mysterious creatures focus on manipulating caligni culture. Among calignis, an owb hides from mortals they deem beneath them—even including calignis in their charge. An owb prefers to select one caligni leader to control from the shadows, manipulating them using charisma and magic. Through coersion of such agents, owbs maintain a steady hand in the politics of the community, either blessing and breaking pacts with other creatures or acting as intermediaries and ambassadors between calignis and powerful external entities. Owb Source Bestiary 3 pg. 196 Perception +13; greater darkvision Languages Caligni; (can't speak any languages); telepathy 100 feet Skills Acrobatics +15, Deception +13, Diplomacy +11, Occultism +12, Religion +11, Stealth +15 Str +4 Dex +5 Con +4 Int +0 Wis +3 Cha +3 Light Blindness --- AC 24 Fort +14 Ref +15 Will +13 Immunities cold HP 90 --- Speed 5 feet, fly 30 feet Melee Single Action claw +16 (Agile, Magical), Damage 1d8+7 slashing plus 1d8 cold Ranged Single Action burning cold +17 (Magical, range 120 feet), Damage 2d8 cold plus 1d8 persistent cold Occult Innate Spells DC 23, attack +15 - Cantrips (3rd) Chill Touch, Daze, Read Aura, Shield - 3rd Mind Reading (at will) - 4th Darkness (at will), Invisibility - 5th Shadow Walk, Shadow Blast - 7th Plane Shift (self only; to or from the Shadow Plane only) Curse of Darkness Single Action (Curse, Darkness, Evocation, Occult) The owb inflicts a curse on one creature taking persistent cold damage from their burning cold Strike, stealing the victim's vibrancy. The creature must attempt a DC 23 Fortitude save. On a failure, the creature gains light blindness and its coloration turns to washed out shades of gray, along with all equipment it carries, wields, or wears. These effects have an unlimited duration. Regardless of the result of its save, the creature is temporarily immune for 1 minute. If the owb uses this ability on a caligni, the curse can't be removed short of wish or similar powerful magic ","skill_mod":{"diplomacy":11,"deception":13,"stealth":15,"occultism":12,"acrobatics":15,"religion":11},"image":["/Images/Monsters/Owb.png"],"primary_source":"Bestiary 3","spell":["Plane Shift","Shadow Walk","Darkness","Invisibility","Mind Reading","Chill Touch","Daze","Read Aura","Shield","Shadow Blast"],"ac":24,"level":6,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":0,"reflex_save":15,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":14,"size":["Medium"],"name":"Owb","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13,16],"attack_bonus":[16,17],"constitution":4,"creature_family":"Owb","spell_attack_bonus":[15],"will_save":13,"speed":{"fly":30,"max":30,"land":5},"wisdom":3,"weakness":{},"creature_ability":["Light Blindness","Curse of Darkness"],"skill":["Acrobatics","Deception","Diplomacy","Occultism","Religion","Stealth"],"tradition":["Occult"],"summary":"Commonly called owbs, or lesser owbs by more powerful owb prophets, most of these mysterious creatures focus on manipulating caligni culture. Among …","trait_group":["Planar","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1257","dexterity":5,"category":"creature","slug":"creature-1257"},{"primary_source_category":"Rulebooks","strength":8,"hp":225,"language":["Aklo","Caligni","Common","Undercommon","(can't speak any languages); <%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":7,"perception":24,"stealth":"25","trait":["Rare","Shadow","NE","Large"],"id":"creature-1258","text":" Owb Prophet An owb who comes into contact and is chosen by one of the Forsaken gains a fragment of that demigod's power and forges a permanent connection with it. This act transforms the owb into a larger, more powerful creature and imbues it with the power of divine transference, allowing the owb to gain followers and grant spells to them. These are owb prophets. Owb prophets may have some portion of the Forsaken's power, but they use their authority to gain more sway over calignis and other worshippers. Owb Prophet Source Bestiary 3 pg. 197 Perception +24; greater darkvision Languages Aklo, Caligni, Common, Undercommon; (can't speak any languages); telepathy 100 feet Skills Acrobatics +25, Deception +26, Diplomacy +24, Occultism +23, Religion +25, Stealth +25 Str +8 Dex +6 Con +8 Int +4 Wis +5 Cha +7 Forsaken Patron Each owb prophet serves as a conduit to one of the shadowy demigods known as the Forsaken. Forsaken patrons are detailed in the sidebar, and each grants the owb prophet additional abilities. Light Blindness --- AC 34 Fort +25 Ref +23 Will +24 Resistances mental 10 HP 225 --- Speed 5 feet, fly 40 feet Melee Single Action claw +27 (Agile, Magical), Damage 2d8+11 slashing plus 2d8 cold Ranged Single Action burning cold +25 (Magical, range 120 feet), Damage 4d8 cold plus 2d8 persistent cold and clutching cold Occult Innate Spells DC 33, attack +25 - Cantrips (7th) Chill Touch, Daze, Read Aura, Shield - 3rd Mind Reading (at will) - 4th Invisibility - 5th Shadow Walk (×3; see shadow's swiftness) - 6th Darkness (at will), Dominate (×3) - 7th Plane Shift (to or from the Shadow Plane only; ×3), Shadow Blast (×3) Burning Cold Fusillade Two Actions The owb prophet makes three burning cold Strikes. Clutching Cold A creature hit by the prophet's burning cold Strike becomes immobilized in a cluster of binding ice crystals (Escape DC 31). Curse of Darkness Single Action (Curse, Darkness, Evocation, Occult) The owb inflicts a curse on one creature taking persistent cold damage from their burning cold Strike, stealing the victim's vibrancy. The creature must attempt a DC 32Fortitude save. On a failure, the creature gains light blindness and its coloration turns to washed out shades of gray, along with all equipment it carries, wields, or wears. These effects have an unlimited duration. Regardless of the result of its save, the creature is temporarily immune for 1 minute. If the owb uses this ability on a caligni, the curse can't be removed short of wish or similar powerful magic. Shadow's Swiftness An owb prophet can Cast shadow walk as a 3-action activity instead of 1 minute. If they do so, they target only themself. Forsaken Patrons Each owb prophet gains its power through a connection with a Forsaken patron. The patron grants the owb additional spells and has its own religious symbol and favored weapons. Each entry notes any ability or occult innate spell the Forsaken grants to its prophets, plus its favored weapon. Enkaar, the Malformed Prisoner : This mutilated horror is the Forsaken patron of fetters, lethargy, and physical corruption. Spell phantom pain (4th, at will); Favored Weapon spiked chain Eyes That Watch : This strange trio of feline eyes is the Forsaken patron of inferiority, cats, and strangers. Ability lifesense 120 feet; Favored Weapon dagger Grasping Iovett : A beautiful form of indescribable variety, Iovett is the Forsaken patron of accidents, parasites, and reckless lust. Spell charm (4th, at will); Favored Weapon shortsword Husk : This androgynous creature is the Forsaken patron of emptiness, loneliness, and narcissism. Spell silence (4th, at will); Favored Weapon shortsword Lady Razor : This stern magistrate forbids showing kindness or mercy to family members. Lady Razor is the Forsaken patron of family strife, suspicion, and vengeance. Spell weapon storm (4th, at will); Favored Weapon dagger Reshmit of the Heavy Voice : Taking the form of a massive shadow, Reshmit is the Forsaken patron of broken things, forgetting, and unexpected violence. Spell modify memory (4th, at will); Favored Weapon morningstar Thalaphyrr Martyr-Minder : The Forsaken patron of failed heroics, imprisonment, and squandered time. Spell slow (4th, at will); Favored Weapon spear ","skill_mod":{"diplomacy":24,"deception":26,"stealth":25,"occultism":23,"acrobatics":25,"religion":25},"primary_source":"Bestiary 3","spell":["Plane Shift","Shadow Blast","Darkness","Dominate","Shadow Walk","Invisibility","Mind Reading","Chill Touch","Daze","Read Aura","Shield"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":4,"reflex_save":23,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":25,"size":["Large"],"name":"Owb Prophet","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[27,29],"attack_bonus":[25,27],"constitution":8,"creature_family":"Owb","spell_attack_bonus":[25],"will_save":24,"speed":{"fly":40,"max":40,"land":5},"wisdom":5,"weakness":{},"creature_ability":["Forsaken Patron","Light Blindness","Burning Cold Fusillade","Clutching Cold","Curse of Darkness","Shadow's Swiftness"],"skill":["Acrobatics","Deception","Diplomacy","Occultism","Religion","Stealth"],"tradition":["Occult"],"summary":"An owb who comes into contact and is chosen by one of the Forsaken gains a fragment of that demigod's power and forges a permanent connection with …","trait_group":["Rarity","Planar"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1258","dexterity":6,"category":"creature","slug":"creature-1258"},{"attack_bonus":[16,18,18],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":110,"language":["Common"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Paaridar","will_save":16,"charisma":-2,"speed":{"fly":20,"max":40,"land":40},"perception":18,"wisdom":5,"weakness":{},"creature_ability":["Sharp Riposte","Flurry of Blows","Limited Flight"],"skill":["Acrobatics","Athletics","Intimidation","Manticore Lore","Occultism"],"trait":["Human","Humanoid","Paaridar","Uncommon","LE","Medium"],"id":"creature-1259","text":" Manticore Paaridar Monks dissatisfied with the limits of their humanoid forms and yearning for a shortcut can steal the might from other creatures. These monks become paaridars, amalgamations that blend the features of their former ancestry with the form of another creature. The transformation challenges the limits of the paaridar's body and soul, demanding continual discipline to maintain control. The rituals to make this transformation were developed by Paaridus, namesake of this loose monastic order. The process requires a captive creature—a victim to draw powers from. Over days of intense rituals, the monk displaces their own chakras with those of the victim. This unnatural process transforms the ki, and thereby the body. The lower chakras are considered “safer” to replace. Most Paaridars stop at the root, sacral, and navel chakras. To go farther risks losing control of one's emotions and intellect entirely, a fate Paaridus himself succumbed to. Paaridars consider this his sacrifice and lesson, but other monks recognize that even one step on this path is profane. The creature victimized by the ritual remains—still alive, but only a husk, as the transformed chakras within leave it weak and removed from its nature. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Manticore Paaridar Source Bestiary 3 pg. 198 Perception +18; darkvision, scent (imprecise) 30 feet Languages Common Skills Acrobatics +16, Athletics +19, Intimidation +11, Manticore Lore +14, Occultism +10 Str +6 Dex +5 Con +3 Int -1 Wis +5 Cha -2 Items +1 handwraps of mighty blows --- AC 26 Fort +14 Ref +18 Will +16 HP 110 Sharp Riposte Reaction Trigger An adjacent creature targets the paaridar with a melee attack; Effect The paaridar blocks the attack with their claws. The paaridar gains resistance 5 to physical damage from the attack, and if the attack hits, the attacker takes 1d8+4 slashing damage. --- Speed 40 feet, fly 20 feet (limited flight) Melee Single Action jaws +18 (Magical), Damage 2d8+8 piercing Melee Single Action claw +18 (Agile, Magical), Damage 2d6+8 slashing Ranged Single Action spike +16 (Propulsive, range increment 40 feet), Damage 1d10+5 piercing Monk Ki Spells DC 24, 3 Focus Points, The Paaridar's ki flow is unnaturally disrupted, causing them to take 1d6 negative damage each time they cast a ki spell - 4th Ki Rush, Ki Strike, Wholeness of Body Flurry of Blows Single Action Frequency once per round; Effect The paaridar makes two unarmed Strikes or two spike Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Limited Flight The manticore paaridar's wings are small and weak, insufficient to keep them in the air. If the paaridar Flies using their wings, they fall at the end of their turn if they haven't landed. ","skill_mod":{"athletics":19,"intimidation":11,"occultism":10,"acrobatics":16},"summary":"Monks dissatisfied with the limits of their humanoid forms and yearning for a shortcut can steal the might from other creatures. These monks become …","image":["/Images/Monsters/Paaridar.png"],"primary_source":"Bestiary 3","spell":["Ki Rush","Ki Strike","Wholeness of Body"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"ac":26,"item":["+1 handwraps of mighty blows"],"level":7,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1259","intelligence":-1,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Manticore Paaridar","alignment":"LE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[10,15,17],"slug":"creature-1259"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":63,"source":["Bestiary 3"],"type":"Creature","will_save":10,"charisma":0,"speed":{"climb":20,"max":30,"land":30,"burrow":20},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Devourer of Swarms","Emit Musk","Roll Up"],"skill":["Athletics","Stealth","Survival"],"stealth":"8","trait":["Animal","N","Large"],"id":"creature-1260","text":" Pangolin Despite their prodigious size, giant pangolins are solitary, reclusive creatures who forage by night for insects and vermin. To defend themselves from predators, they rely on a veritable arsenal of natural defenses to dissuade their foes: thick armor of wickedly sharp scales, a flexible and muscular body capable of rolling into a defensive ball, and a noxious musk. Against more persistent threats, giant pangolins' powerful digging claws prove mighty weapons in a pinch. While a pangolin's defenses serve well against natural predators, they've long been targets of poaching by humanoid cultures, partly for meat, but largely due to the high value of their unique scales. These scales see widespread use in alchemy, folk medicine, and crafting, and thus demand for them—and the associated profits from their sale—remain high. Giant pangolins are better protected against humanoid hunters, but the larger size of their scales means wider applications and greater volume. The increased difficulty of acquiring pangolins makes doing so all the more profitable, and unscrupulous poachers can make a considerable living from hunting these creatures. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Giant Pangolin Source Bestiary 3 pg. 199 Perception +12; scent (imprecise) 30 feet Languages Skills Athletics +13, Stealth +8, Survival +10 Str +5 Dex +0 Con +3 Int -4 Wis +2 Cha +0 --- AC 21 Fort +11 Ref +8 Will +10 HP 63 --- Speed 30 feet, burrow 20 feet, climb 20 feet Melee Single Action claw +13 (Agile), Damage 1d10+7 piercing damage Melee Single Action tongue +13, Damage 1d6+7 bludgeoning damage plus Grab Devourer of Swarms The giant pangolin ignores the resistances of swarms, and its tongue Strike deals an additional 2d6 damage against swarms. Emit Musk Single Action (Olfactory) The giant pangolin releases a disorienting and repulsive musk within a 5-foot emanation. Each creature in the area must attempt a DC 20 Fortitude save. The pangolin can't Emit Musk again for 1d4 rounds. Critical Success The creature becomes temporarily immune to pangolin musk for 1 minute. Success The creature is unaffected. Failure The creature is sickened 1. Critical Failure The creature becomes sickened 1 and is flat-footed until no longer sickened. Roll Up Single Action (Move) The giant pangolin falls prone and rolls up into a ball. While rolled up, the only actions the giant pangolin can perform are Emit Musk and Stand, and it also becomes blinded and gains resistance 10 to physical damage. An adjacent creature that hits a rolled-up giant pangolin with a melee Strike takes 1d6 slashing damage. These effects end once the giant pangolin Stands Digging Deeper Giant pangolins live among the jungles of the Mwangi Expanse and Vudra. The Taralu dwarves of the eastern Mwangi jungles treat these burrowing mammals as kindred spirits, considering their scaled forms to be divine signs of the dragons they venerate. The Taralu's affinity with giant pangolins is so great that these usually friendly dwarves refuse to work with anyone who harms these beasts. The ratfolk of Vudra also favor giant pangolins; they take care to tame any they encounter, for the giant pangolins' sharp senses, powerful digging abilities, and vermin-devouring capacity often prove quite useful when defending warrens and caravans. ","skill_mod":{"survival":10,"stealth":8,"athletics":13},"summary":"Despite their prodigious size, giant pangolins are solitary, reclusive creatures who forage by night for insects and vermin. To defend themselves …","image":["/Images/Monsters/PangolinGiant.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1260","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":11,"size":["Large"],"name":"Giant Pangolin","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12],"slug":"creature-1260"},{"attack_bonus":[14,14],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":83,"language":["Aklo","Common"],"source":["Bestiary 3"],"type":"Creature","will_save":11,"charisma":5,"speed":{"fly":40,"max":40},"perception":11,"wisdom":2,"weakness":{"slashing":5},"creature_ability":["Spewing Bile","Constrict","Elongate Tongue","Penanggalan Bile","Ride Corpse"],"skill":["Deception","Intimidation","Midwifery Lore","Stealth"],"stealth":"14","trait":["Aberration","Tanggal","CE","Medium"],"id":"creature-1261","text":" Penanggalan Penanggalans feed on the blood and entrails of the young. When their cannibalistic hunger strikes, penanggalans bathe their bodies in an alchemical substance that smells like vinegar. Once submerged in the concoction, their neck rips from side to side, allowing their head to float upward and pull out their lungs, stomach, and intestines. They leave their bodies in the vinegar bath much like a molting crab leaves its old shell, then fly off to find a victim filled with blood and guts. As grotesque as these creatures are when hungry, the penanggalan appears young and healthy while wearing their body. Such is the nature of their existence: they consorted with otherworldy beings, gaining a lifetime of youth in exchange for an evil hunger for the young. But they are not immortal. They age and die normally like the people they once were—they just retain their youthfulness throughout this existence. It can be difficult to spot a penanggalan among the populace. The faint scar ringing their neck at the point of separation can be explained away as a blemish, and it can be hidden under a flashy necklace. Meanwhile the faint, sour scent of a penanggalan's preserved body, while peculiar, is not uncommon in the sweaty tropics they frequent. Recall Knowledge - Aberration (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Penanggalan Source Bestiary 3 pg. 200 Perception +11; darkvision Languages Aklo, Common Skills Deception +14, Intimidation +12, Midwifery Lore +9, Stealth +14 Str +3 Dex +5 Con +2 Int +0 Wis +2 Cha +5 --- AC 22 Fort +9 Ref +16 Will +11 HP 83 Weaknesses slashing 5 Spewing Bile When the penanggalan takes slashing damage, their wound spews bile on adjacent creatures, dealing 2d10 poison damage (DC 19 basic Fortitude save). The penanggalan loses their spewing bile and penanggalan bile abilities until the end of their next turn. --- Speed fly 40 feet Melee Single Action proboscis tongue +14 (Finesse), Damage 2d6+5 piercing plus penanggalan bile Melee Single Action entrails +14, Damage 2d4+5 bludgeoning plus Grab Constrict Single Action 2d4+3 bludgeoning, DC 21 Elongate Tongue Single Action The penanggalan's tongue extends, the membrane stretching and becoming translucent. Until the end of the turn, the penanggalan's proboscis tongue Strikes have a 10-foot reach, and any target is flat-footed against the Strike unless it has a Perception DC of 22 or higher or the ability to precisely sense invisible things. Penanggalan Bile (Disease) Rest doesn't decrease the drained value from penanggalan bile; Saving Throw DC 19 Fortitude; Stage 1 drained 1 (1 week); Stage 2 drained 2 (1 week); Stage 3 drained 3 (1 week); Stage 4 dead Ride Corpse Three Actions (Concentrate, Polymorph, Transmutation) The penanggalan inserts their entrails into their humanoid body, allowing them to appear as and move about like a normal human. The body has 10 Hit Points and the same defenses as the penanggalan. When the body is destroyed, the penanggalan is ejected unharmed. The body becomes a corpse, and if it is neither controlled by the penanggalan nor stored in an alchemical vat, it decays as normal. Tanggal Segmentations Like penanggalans, other tanggals feed on flesh and separate from their body in some form. Such creatures also have their own weaknesses. The manananggal splits from the waist rather than from the neck, and the smell of vinegar repels them instead of signaling their presence. The balan-balan also splits from the neck like the penanggalan, but they leave illusion-draped banana trunks in coffins to resemble the corpses they stole. ","skill_mod":{"deception":14,"stealth":14,"intimidation":12},"summary":"Penanggalans feed on the blood and entrails of the young. When their cannibalistic hunger strikes, penanggalans bathe their bodies in an alchemical …","image":["/Images/Monsters/Penanggalen.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1261","intelligence":0,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Penanggalan","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12],"slug":"creature-1261"},{"primary_source_category":"Rulebooks","strength":7,"hp":255,"language":["Celestial","Common","Draconic","Elven","Ignan","Sylvan","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":8,"perception":26,"trait":["Celestial","Fire","CG","Medium"],"id":"creature-1262","text":" Peri Peris are contrary, artful celestials renowned for their beauty as much as their deceptive natures. Mercurial, though never malicious, peris strive to aid mortals, though they are more likely to dispense riddles and quests than to offer aid outright. Recall Knowledge - Celestial (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Peri Source Bestiary 3 pg. 201 Perception +26; darkvision, smoke vision Languages Celestial, Common, Draconic, Elven, Ignan, Sylvan; telepathy 100 feet Skills Acrobatics +27, Athletics +25, Arcana +23, Diplomacy +28, Lore +25, Performance +28, Religion +24 Str +7 Dex +7 Con +4 Int +5 Wis +4 Cha +8 Smoke Vision A peri can see through smoke with ease, and they ignore the concealed condition from smoke. --- AC 36 Fort +22 Ref +27 Will +26 HP 255 Immunities fire Resistances cold 5 Weaknesses cold iron 10, evil 10 Shining Blaze (aura, divine, evocation, fire) 5 feet, 6d6 fire damage (DC 31 basic Reflex) --- Speed 0 feet Melee Single Action scimitar +29 (Forceful, Good, Magical, Sweep), Damage 3d6+13 slashing plus 2d6 fire Melee Single Action burning wings +29 (Agile, Finesse, Fire, Good, Magical, reach 10 feet), Damage 3d10+13 fire Ranged Single Action flame ray +29 (Fire, Good, Magical, range 60 feet), Damage 8d6 fire Divine Innate Spells DC 34, attack +26 - Cantrips (7th) Produce Flame - 7th Humanoid Form (at will), Wall of Fire (×3) - Constant (4th) Fire Shield Flame Jump Two Actions (Conjuration, Divine, Teleportation) Frequency once per hour; Effect The peri Strides into an open flame of their size or larger and instantly transports themself to any other flame of sufficient size within 100 miles. Once they enter the first flame, the peri instantly learns the locations of all other flames within range. Flameheart Weapon The peri can call forth a powerful weapon from their heart of flame. In their hands, this is a +2 greater flaming greater striking weapon that deals 2d6 fire damage instead of 1d6. Flamewing Buffet Two Actions The peri makes one scimitar Strike and two burning wings Strikes, in any order. Wildfire Storm Single Action (Divine, Fire) The peri spreads their wings and spins, forming a whirlwind of flame that deals 15d6 fire damage in a 20-foot emanation (DC 34 basic Reflex save). They can't use Wildfire Storm again for 1d4 rounds. The Lambent Court Though they eschew servitude and the worship of gods, many peris consider themselves friends and allies of Atreia, the Lambent King, the imprisoned elemental lord of fire. They guard and conceal his holy sites from his enemies and send mortals out in search of his prison, the Garnet Brand , hoping to bring the benevolent force of exalted light and fire back into the multiverse. ","element":["Fire"],"skill_mod":{"diplomacy":28,"performance":28,"arcana":23,"athletics":25,"acrobatics":27,"religion":24},"image":["/Images/Monsters/Peri.png"],"primary_source":"Bestiary 3","spell":["Humanoid Form","Wall of Fire","Produce Flame","Fire Shield"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","resistance":{"cold":5},"intelligence":5,"reflex_save":27,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Peri","alignment":"CG","pfs":"Limited","rarity":"common","strike_damage_average":[28,29,30],"attack_bonus":[29,29,29],"constitution":4,"immunity":["fire"],"spell_attack_bonus":[26],"will_save":26,"speed":{"max":0,"land":0},"wisdom":4,"weakness":{"cold_iron":10,"evil":10},"creature_ability":["Smoke Vision","Shining Blaze","Flame Jump","Flameheart Weapon","Flamewing Buffet","Wildfire Storm"],"skill":["Acrobatics","Athletics","Arcana","Diplomacy","Lore","Performance","Religion"],"tradition":["Divine"],"summary":"Peris are contrary, artful celestials renowned for their beauty as much as their deceptive natures. Mercurial, though never malicious, peris strive …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1262","dexterity":7,"category":"creature","slug":"creature-1262"},{"attack_bonus":[14,14],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":45,"language":["Common"],"immunity":["disease","paralyzed","poison","precision"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Phantom","will_save":13,"charisma":4,"speed":{"fly":25,"max":25},"perception":13,"wisdom":5,"weakness":{},"creature_ability":["Walk the Ethereal Line","Susceptible to Death"],"skill":["Intimidation"],"trait":["Ethereal","Incorporeal","Phantom","Spirit","Uncommon","LN","Medium"],"id":"creature-1263","text":" Phantom Knight Cavaliers and knights who died for their cause make for particularly strong-willed phantoms. Though their motives vary, these phantoms often seek to continue their lifelong missions even in their purgatorial states, and their strong forces of will make them formidable fighters in spite of their incorporeality. A phantom knight might strive to find living followers of their church or order, or seek out other mortals they knew in life as a way of staying grounded and avoiding the corruption of undeath. Recall Knowledge - Ethereal (Occultism): DC 21 Recall Knowledge - Spirit (Occultism): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Phantom Knight Source Bestiary 3 pg. 202 Perception +13; darkvision Languages Common Skills Intimidation +12 Str -5 Dex +4 Con +0 Int +0 Wis +5 Cha +4 Walk the Ethereal Line Two Actions The phantom walks the thin line between the Ethereal and Material Planes in order to exist on both planes simultaneously. They can shift back to solely the Ethereal Plane by using this ability again. --- AC 21 Fort +8 Ref +12 Will +13 –1 status penalty to saves vs. death effects HP 45 Immunities disease, paralyzed, poison, precision Resistances all damage 3 (except force or ghost touch ; double resistance vs. non-magical) Susceptible to Death Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like finger of death ) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife. --- Speed fly 25 feet Melee Single Action phantom sword +14 (Finesse, Force, Magical), Damage 1d8+7 force Ranged Single Action phantom bow +14 (deadly d10, Force, Magical, range increment 120 feet, volley 30 feet), Damage 1d8+5 force\n","skill_mod":{"intimidation":12},"summary":"Cavaliers and knights who died for their cause make for particularly strong-willed phantoms. Though their motives vary, these phantoms often seek to …","image":["/Images/Monsters/Phantom_PhantomKnight.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster","Rarity"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":3,"bludgeoning":3,"piercing":3,"precision":3,"cold_iron":3,"cold":3,"mental":3,"unholy":3,"good":3,"acid":3,"slashing":3,"vitality":3,"chaotic":3,"fire":3,"physical":3,"all":3,"area":3,"void":3,"holy":3,"poison":3,"sonic":3,"spirit":3,"electricity":3,"bleed":3,"orichalcum":3,"silver":3,"evil":3,"splash":3},"url":"/Monsters.aspx?ID=1263","intelligence":0,"reflex_save":12,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Phantom Knight","alignment":"LN","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[9,11],"slug":"creature-1263"},{"primary_source_category":"Rulebooks","strength":-5,"hp":120,"language":["<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":18,"trait":["Ethereal","Incorporeal","Phantom","Spirit","Uncommon","CN","Medium"],"id":"creature-1264","text":" Phantom Beast The River of Souls, alongside the souls of dead sapient humanoids, also carries the spirits of monsters, animals, and other creatures. Likewise, it draws souls from the broad universe of the Material Plane, and thus human and elf souls mingle with those of far stranger creatures from untold worlds. Like any others, these far-flung spirits of strange creatures sometimes wash up on the shores of the Ethereal Plane, becoming phantoms far removed from the humanoid forms typically associated with ghosts and other undead. The phantom below is one such entity: a strange beast from a distant world, echoing their behaviors from life as they search for their own fate post-mortem. Their unfamiliar appearance might lead observers to assume they're a monstrous being and attack, finding the phantom beast entirely willing to fight back. More compassionate adventurers might instead seek to help the phantom find their way back to the River of Souls to complete their spiritual journey. Recall Knowledge - Ethereal (Occultism): DC 26 Recall Knowledge - Spirit (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Phantom Beast Source Bestiary 3 pg. 203 Perception +18; darkvision Languages telepathy 100 feet Skills Diplomacy +16, Intimidation +18, Occultism +14, Thievery +18 Str -5 Dex +6 Con +1 Int +0 Wis +4 Cha +6 Walk the Ethereal Line Two Actions The phantom walks the thin line between the Ethereal Plane and Material Planes in order to exist on both planes simultaneously. They can shift back to solely the Ethereal Plane by using this ability again. --- AC 26 Fort +13 Ref +18 Will +16 –1 status penalty to all saves vs. death effects HP 120 Immunities disease, paralyzed, poison, precision Resistances all damage 8 (except force or ghost touch ; double resistance vs. non-magical) Susceptible to Death Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like finger of death ) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife. --- Speed fly 35 feet Melee Single Action phantom horn +18 (Agile, Finesse, Force, Magical), Damage 2d8+8 force Occult Innate Spells DC 28, attack +20 - Cantrips (4th) Daze, Telekinetic Projectile - 4th Phantom Pain, Sleep, Spiritual Weapon Grab Item Single Action The phantom beast attempts to Steal one item of up to 1 Bulk from a creature, even if the creature is in combat, though the object still must not be one that is actively in use. If they succeed, they carry the object along with them telekinetically ","skill_mod":{"diplomacy":16,"thievery":18,"intimidation":18,"occultism":14},"image":["/Images/Monsters/Phantom_PhantomBeast.png"],"primary_source":"Bestiary 3","spell":["Phantom Pain","Sleep","Spiritual Weapon","Daze","Telekinetic Projectile"],"ac":26,"level":8,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":8,"bludgeoning":8,"piercing":8,"precision":8,"cold_iron":8,"cold":8,"mental":8,"unholy":8,"good":8,"acid":8,"slashing":8,"vitality":8,"chaotic":8,"fire":8,"physical":8,"all":8,"area":8,"void":8,"holy":8,"poison":8,"sonic":8,"spirit":8,"electricity":8,"bleed":8,"orichalcum":8,"silver":8,"evil":8,"splash":8},"intelligence":0,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Phantom Beast","alignment":"CN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17],"attack_bonus":[18],"constitution":1,"immunity":["disease","paralyzed","poison","precision"],"creature_family":"Phantom","spell_attack_bonus":[20],"will_save":16,"speed":{"fly":35,"max":35},"wisdom":4,"weakness":{},"creature_ability":["Walk the Ethereal Line","Susceptible to Death","Grab Item"],"skill":["Diplomacy","Intimidation","Occultism","Thievery"],"tradition":["Occult"],"summary":"The River of Souls, alongside the souls of dead sapient humanoids, also carries the spirits of monsters, animals, and other creatures. Likewise, it …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1264","dexterity":6,"category":"creature","slug":"creature-1264"},{"primary_source_category":"Rulebooks","strength":2,"hp":60,"language":["Common","Utopian"],"source":["Bestiary 3"],"type":"Creature","charisma":2,"perception":8,"trait":["Aphorite","Human","Humanoid","LN","Medium"],"id":"creature-1265","text":" Aphorite The denizens of the Eternal City of Axis first forged aphorites to serve as emissaries, agents, and facilitators, with one foot in the sublime, perfect order of the Plane of Law, and one in the messy, murky, confusing muck of the Material Plane. In time, aphorites spread across the length and breadth of Golarion. Today they can be found in any corner of any land, and only a fraction still serve Axis directly. Aphorites, like all planar scions, stand out quite vividly from their fellow mortals, sporting metallic skin, a faint coating of crystalline dust, a swirl of mathematical symbols, or perfectly symmetrical features. Many aphorites think logically and find satisfaction in careers dealing with numbers and information. Often, this leads them to become bookkeepers, clerks, or architects, but some become military engineers or sharpshooters. Others are drawn to the art of production, becoming blacksmiths, carpenters, engineers, architects, tailors, masons, or other such artisans. But no matter their careers, aphorites often feel the urge to tinker, and aphorite inventions draws both mockery and appreciation in equal measure. Aphorites who work in less academic professions, such as mercenaries or laborers, sometimes hide their keen analytical intelligence beneath extravagant demeanors and flamboyant hats. Some craft even these disguises with the same depth and complexity they do others aspect of their lives, considering every theatrical mannerism carefully and planning out their every detail. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Aphorite Sharpshooter Source Bestiary 3 pg. 204 Perception +8; darkvision Languages Common, Utopian Skills Acrobatics +10, Athletics +8, Deception +10, Diplomacy +10, Engineering Lore +9, Intimidation +10 Str +2 Dex +4 Con +2 Int +1 Wis +0 Cha +2 Items Breastplate, Crossbow (50 bolts), outrageous hat, Shortsword --- AC 21 Fort +10 Ref +12 Will +8 HP 60 Crystalline Dust Two Actions Frequency once per day; Effect The sharpshooter becomes concealed for 4 rounds, though they can't use the concealment to Hide or Sneak, as normal for concealment where their position is obvious. --- Speed 20 feet Melee Single Action shortsword +14 (Agile, Finesse, versatile S), Damage 1d6+8 piercing Ranged Single Action crossbow +14 (range increment 60, reload 1), Damage 1d8+8 piercing Divine Innate Spells DC 18 - 1st True Strike Calculated Reload When the sharpshooter reloads their crossbow, they also calculate the best angle to their target, increasing the damage die from 1d8 to 1d10 and gaining a +2 circumstance bonus to their damage roll for their next crossbow Strike, as long as it occurs before the end of their next turn. Hurtful Critique Single Action (Auditory, Emotion, Linguistic, Mental) The sharpshooter makes witty, but disparaging comments about the fighting style of a target within 30 feet, expressing sympathy over every missed blow and providing sarcastic advice on how to improve. The target must succeed at a DC 18 Will save or take a –1 circumstance penalty to attack rolls (–2 on a critical failure) for 1 minute or until it makes a successful Strike against the sharpshooter. A creature who critically succeeds or who Strikes the sharpshooter after failing is immune to that sharpshooter's Hurtful Critique for 1 hour. Aphorite Gear Due to their propensity for tinkering, many aphorite soldiers and mercenaries carry odd or improbable weapons—such as crossbows with precision sights, exquisitely balanced blades, or partitioned quivers with arrows for every occasion. Outsiders often express skepticism about these weapons, but no one can deny their effectiveness. ","skill_mod":{"diplomacy":10,"deception":10,"athletics":8,"intimidation":10,"acrobatics":10},"image":["/Images/Monsters/PlanarScion_Aphorite.png"],"primary_source":"Bestiary 3","spell":["True Strike"],"ac":21,"item":["Breastplate","Crossbow (50 bolts)","outrageous hat","Shortsword"],"level":4,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Aphorite Sharpshooter","alignment":"LN","pfs":"Standard","rarity":"common","strike_damage_average":[11,12],"attack_bonus":[14,14],"constitution":2,"creature_family":"Planar Scion","will_save":8,"speed":{"max":20,"land":20},"wisdom":0,"weakness":{},"creature_ability":["Crystalline Dust","Calculated Reload","Hurtful Critique"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Engineering Lore","Intimidation"],"tradition":["Divine"],"summary":"The denizens of the Eternal City of Axis first forged aphorites to serve as emissaries, agents, and facilitators, with one foot in the sublime, …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1265","dexterity":4,"category":"creature","slug":"creature-1265"},{"primary_source_category":"Rulebooks","strength":3,"hp":36,"language":["Common","Protean"],"source":["Bestiary 3"],"type":"Creature","charisma":2,"perception":9,"stealth":"9","trait":["Ganzi","Human","Humanoid","CN","Medium"],"id":"creature-1266","text":" Ganzi Children of primeval chaos, ganzis intertwine the churning pandemonium of the Maelstrom with the more mundane tumult of mortal life. Some arise in bloodlines touched by creatures of chaos in generations previous, while others are changed by planar friction as the Maelstrom seethes upon the shores of creation, but all share the essence of anarchy in their blood and bone. As children of chaos, ganzis vary wildly in appearance; protean-kin remain the most common, with patches of scales and feathers and mischievous slithering tails. Others might have stranger features, such as horns, glowing orange eyes, or limbs flickering with harmless auras of entropic energy. Ganzis might be dramatically shorter, taller, thinner, or stouter than is typical for their ancestry, and it's not uncommon for them to be mistaken for more common planar scions. Independent-minded to a fault, often creative and capricious, ganzis prefer professions that allow them to serve as their own masters. If such a profession gives a ganzi opportunity to baffle or befuddle Golarion's more staid citizens, then all the better. Many ganzis develop reputations as outgoing, deviant, or thrill-seeking, and many heartily embrace these reputations and lean into them. Of all the planar scions, ganzis are among the most likely to take up life as wanderers. Ganzis with a taste for close combat are sometimes drawn to martial arts, turning their curious forms into potent and unexpected weapons. It's common to find such ganzi in the temporary employ of others, whether out of a legitimately shared ideology or simply the need for money. Just as often, though, one may simply find a ganzi martial artist demonstrating their craft on a street corner or dealing out justice to enforcers of cruel laws. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Ganzi Martial Artist Source Bestiary 3 pg. 205 Perception +9; low-light vision Languages Common, Protean Skills Athletics +10, Acrobatics +9, Deception +7, Performance +7, Stealth +9 Str +3 Dex +4 Con +0 Int -1 Wis +2 Cha +2 Items Explorer's Clothing, Shuriken (20) --- AC 21 Fort +7 Ref +11 Will +9 +1 to saves vs. effects that cause the controlled condition HP 36 Resistances acid, electricity, or sonic 1 (chosen randomly each day) --- Speed 35 feet Melee Single Action foot +11 (Agile, Finesse, Sweep), Damage 1d8+5 bludgeoning Ranged Single Action shuriken +11 (Agile, thrown 20 feet), Damage 1d4+5 piercing Divine Innate Spells DC 19, attack +11 - 2nd two of the following chosen at random each day using 1d12 (1: acid arrow ; 2: blur ; 3: hideous laughter ; 4: humanoid form ; 5: illusory object ; 6: mirror image ; 7: resist energy ; 8: see invisibility ; 9: shatter ; 10: sound burst ; 11: spider climb ; 12: telekinetic maneuver ) Flurry of Kicks Single Action Frequency once per turn; Effect The martial artist makes two melee Strikes. The martial artist applies their multiple attack penalty to these Strikes normally. Handspring Kick Single Action Requirements The martial artist has both hands free; Effect The martial artist Steps, then makes a melee Strike at a –1 penalty. Ganzi Martial Arts Ganzi martial artists are often drawn to styles that emphasize acrobatics, mobility, flexibility, or artistry. The ganzis of Arcadia are particularly famous for a dancelike style—rarely shared with outsiders—which emphasizes fluid motion over rigid positioning and commonly employs maneuvers such as inverted kicks and sweeping leg strikes. ","skill_mod":{"performance":7,"deception":7,"stealth":9,"athletics":10,"acrobatics":9},"image":["/Images/Monsters/PlanarScion_Ganzi.png"],"primary_source":"Bestiary 3","spell":["Acid Arrow"],"ac":21,"item":["Explorer's Clothing","Shuriken (20)"],"level":3,"spell_dc":[19],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":-1,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Ganzi Martial Artist","alignment":"CN","pfs":"Standard","rarity":"common","strike_damage_average":[7,9],"attack_bonus":[11,11],"constitution":0,"creature_family":"Planar Scion","spell_attack_bonus":[11],"will_save":9,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{},"creature_ability":["Flurry of Kicks","Handspring Kick"],"skill":["Athletics","Acrobatics","Deception","Performance","Stealth"],"tradition":["Divine"],"summary":"Children of primeval chaos, ganzis intertwine the churning pandemonium of the Maelstrom with the more mundane tumult of mortal life. Some arise in …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1266","dexterity":4,"category":"creature","slug":"creature-1266"},{"primary_source_category":"Rulebooks","strength":7,"hp":270,"language":["Common"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":25,"stealth":"26","trait":["Humanoid","Uncommon","CE","Medium"],"id":"creature-1267","text":" Popobawa Cruel shapechangers, popobawas feed on negative emotions, particularly fear, despair, and anguish. Though they're dangerously strong carnivores that drink the blood of their victims, their greatest pleasure lies in mesmerizing victims to cause suffering and spread chaos. A popobawa moves about populated areas in disguise, seeking new victims and revisiting past victims to bask in their suffering, spreading gossip and incriminating innocents for its crimes while still relishing its own loathsome infamy. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Popobawa Source Bestiary 3 pg. 206 Perception +25; darkvision, scent (imprecise) 60 feet Languages Common Skills Acrobatics +24, Athletics +26, Deception +29, Intimidation +29, Lore +24, Occultism +22, Stealth +26 Str +7 Dex +5 Con +5 Int +3 Wis +4 Cha +6 --- AC 37 Fort +26 Ref +24 Will +27 HP 270 Immunities disease, sickened, stunned Stench (aura, olfactory) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 34 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 30 feet, climb 30 feet, fly 80 feet Melee Single Action jaws +30, Damage 3d10+15 piercing plus 1d10 mental and shameful loathing Melee Single Action talon +30 (Agile), Damage 3d10+15 slashing plus Grab Occult Innate Spells DC 36, attack +28 - Cantrips (7th) Ghost Sound, Mage Hand - 5th Clairaudience (at will), Clairvoyance (at will), Telekinetic Haul, Telekinetic Maneuver, Ventriloquism (at will) - 6th Animated Assault, Dominate Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The popobawa can take on the appearance of a human or a Small or Medium bat. It loses its stench aura while transformed. In human form it also loses its Strikes but can make fist Strikes that deal the same amount of bludgeoning damage as its talon Strike. Feed on Sorrow Single Action (Concentrate, Healing, Necromancy, Occult, Positive) Frequency once per round; Effect The popobawa draws strength from the suffering of others. It regains 10 Hit Points for each enemy within 30 feet that has one of the following conditions, to a maximum of 40 Hit Points: confused, doomed, dying, enfeebled, fatigued, frightened, sickened, slowed, stunned, stupefied, or wounded. Hallucinatory Haunting Free Action Trigger The popobawa moves an object with mage hand or telekinetic haul , controls a creature with dominate , or casts animated assault ; Effect The popobawa casts ghost sound or ventriloquism , with the sound originating from the target or area of the spell. Shameful Loathing (Curse, Emotion, Enchantment, Mental, Occult) A creature damaged by the popobawa's jaws is overcome with shame and self-hatred and must attempt a DC 36 Will save. Success The target is unaffected. Failure The target becomes stupefied 1 until the curse is removed. Critical Failure As failure, but the target is also doomed 1. Perverse Vanity Popobawas seek out lands where unrest is high, hungering for the fevered emotions brought on by chaos, danger, persecution, and war. After attacking or dominating someone, a popobawa commands its victim to spread word of the shapechanger's cruelty ","skill_mod":{"deception":29,"stealth":26,"athletics":26,"intimidation":29,"occultism":22,"acrobatics":24},"image":["/Images/Monsters/Popobawa.png"],"primary_source":"Bestiary 3","spell":["Animated Assault","Dominate","Clairaudience","Clairvoyance","Telekinetic Haul","Telekinetic Maneuver","Ventriloquism","Ghost Sound","Mage Hand"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":3,"reflex_save":24,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":26,"size":["Medium"],"name":"Popobawa","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[31,37],"attack_bonus":[30,30],"constitution":5,"immunity":["disease","sickened","stunned"],"spell_attack_bonus":[28],"will_save":27,"speed":{"climb":30,"fly":80,"max":80,"land":30},"wisdom":4,"weakness":{},"creature_ability":["Stench","Change Shape","Feed on Sorrow","Hallucinatory Haunting","Shameful Loathing"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Lore","Occultism","Stealth"],"tradition":["Occult"],"summary":"Cruel shapechangers, popobawas feed on negative emotions, particularly fear, despair, and anguish. Though they're dangerously strong carnivores that …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1267","dexterity":5,"category":"creature","slug":"creature-1267"},{"attack_bonus":[11,11],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":32,"source":["Bestiary 3"],"type":"Creature","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Passive Points","Embed Quill","Rearward Rush"],"skill":["Athletics"],"trait":["Animal","N","Medium"],"id":"creature-1268","text":" Porcupine The porcupine, sometimes called a quill pig, is a shy, gray-and-brown herbivore covered in barbed quills. Though most comfortable on the forest floor, a porcupine can climb trees adeptly to seek out leaves, bark, and insects for food. The giant porcupine is no less shy than its smaller kin, but these 5-foot-long specimens climb only the ancient old growth of deep forests. Both species are found only in temperate woodlands, though a giant porcupine prefers forests with less undergrowth where it can maneuver more easily. When startled or threatened, a porcupine employs multiple strategies to discourage potential predators. It emits a pungent odor that warns other creatures away, rattling its quills and chattering its teeth loudly to provide an additional auditory warning. If cornered, it raises its quills, faces away from the danger, and charges backwards at full speed, impaling any unlucky creatures is in its path. A porcupine's barbed quills—in actuality long, stiff hairs—hook into a foe's flesh. A creature can easily pull free from the porcupine should a creature come into contact with one, but the quill's barbed tips continue to dig into the victim's skin from the creature's own movements. Removing the quills is a painful process, and quills that break off under the skin can sometimes requires a healer's assistance to remove effectively. Contrary to popular belief, however, a porcupine can't shoot its quills, making it a threat only to a creature brazen or foolish enough to attack it directly. Porcupines use the same defensive tactics regardless of size, but the giant porcupine is often devastatingly effective given its sheer mass. Fortunately, these creatures tend to flee at the first opportunity to do so. The few attempts to train them as guardians have ended poorly for this reason, though some druids and other woodfolk have, on occasion, persuaded these creatures to accompany them as companions. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Porcupine Source Bestiary 3 pg. 207 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +8 Str +4 Dex +2 Con +4 Int -4 Wis +2 Cha +0 --- AC 18 Fort +10 Ref +8 Will +6 HP 32 Passive Points A creature that hits a porcupine with an unarmed Strike or a non-reach melee Strike takes 1d8 piercing damage (basic Reflex save). On a critical failure, the creature also takes 1d4 persistent piercing damage as the quills hook into its flesh. --- Speed 25 feet Melee Single Action quills +11, Damage 1d8+4 piercing plus embed quill Melee Single Action tail +11, Damage 1d6+4 bludgeoning Embed Quill A creature damaged by the porcupine's quills Strike must succeed at a DC 18 Reflex save or some of the quills remain embedded in its body, dealing 1d4 persistent piercing damage. Rearward Rush Two Actions Effect The porcupine scuttles backward, quills extended. It Strides twice, then makes a quill Strike. The target is flat-footed against this Strike unless it has seen a Rearward Rush before. Protected Assets While a giant porcupine is well protected, it's also highly sought after by hunters. Its soft flesh is very tasty when cooked, a delicacy prized in woodland communities. The porcupine's quills are another valued commodity, reaching nearly 3 feet long. Skilled artisans use the smaller quills to craft beautiful, wearable art, while the longer ones can be made into lightweight throwing weapons. ","skill_mod":{"athletics":8},"summary":"The porcupine, sometimes called a quill pig, is a shy, gray-and-brown herbivore covered in barbed quills. Though most comfortable on the forest …","image":["/Images/Monsters/PorcupineGiant.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1268","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":10,"size":["Medium"],"name":"Giant Porcupine","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-1268"},{"primary_source_category":"Rulebooks","strength":4,"hp":100,"language":["Common","Elven","Gnomish","Sylvan"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":17,"stealth":"17","trait":["Fey","Uncommon","NE","Small"],"id":"creature-1269","text":" Pukwudgie Pukwudgies go by many names in many regions, but those who know of them agree that defying their mischievous nature provokes their wrath. In ancient times, pukwudgies traveled to the Material Plane from the First World, perhaps in the wake of the gnome emigration. These proud fey are obsessed with displays of respect, and while they first attempted to befriend mortals, each attempt ended in tragedy as the pukwudgies perceived any potential slight as a grave insult. Mortals, fearing these reactions, began to view pukwudgies as nuisances, and pukwudgies in turn began to resent mortals and the gods that favored them. At their best, pukwudgies play cruel jokes on mortals they encounter. At their worst, they've been known to kidnap and even kill those who don't treat them with proper respect. Pukwudgies make their villages in the oldest forests, concealed under hallucinatory terrain spells and fantastic façade rituals. They travel freely between the Material Plane and the First World through tiny portals beneath hills, trees, or stones. No strangers to violence, pukwudgies rarely travel alone and often anoint their quills or weapons with a custom-brewed poison before entering hostile situations. Standing about 2 feet tall, a pukwudgie sports sharp quills growing from their head that extends down their back. Their skin tone varies by the region in which they live, ranging from pale gray to brown. Recall Knowledge - Fey (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Pukwudgie Source Bestiary 3 pg. 208 Perception +17; low-light vision Languages Common, Elven, Gnomish, Sylvan Skills Crafting +15, Deception +14, Medicine +15, Nature +17, Stealth +17, Thievery +15 Str +4 Dex +6 Con +3 Int +4 Wis +6 Cha +3 Items +1 hatchet , Shortbow --- AC 25 Fort +12 Ref +15 Will +17 HP 100 Resistances poison 5 Weaknesses cold iron 10 Defensive Quills A creature that hits a pukwudgie with an unarmed Strike or a non-reach melee Strike takes 3d8 piercing damage (basic Reflex save). On a critical failure, the creature also takes 1d6 persistent poison damage from the poisoned quills. --- Speed 25 feet Melee Single Action hatchet +17 (Agile, Magical, Sweep), Damage 1d6+10 slashing plus pukwudgie poison Ranged Single Action hatchet +19 (Magical, thrown 10 feet), Damage 1d6+10 slashing plus pukwudgie poison Ranged Single Action shortbow +18 (deadly d10, range increment 60 feet), Damage 1d6+6 piercing plus pukwudgie poison Primal Innate Spells DC 25, attack +17 - 2nd Invisibility (at will; self only) - 3rd Wall of Thorns - 4th Freedom of Movement, Hallucinatory Terrain Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The pukwudgie takes on the physical form of a giant porcupine. Their size changes to Medium, they lose their weapon Strikes, and they gain a quill Strike (+18 for 2d8+6 piercing plus 1d8 persistent poison). Pukwudgie Poison (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and stupefied 1 (1 round); Stage 2 1d6 poison damage and stupefied 2 (1 round); Stage 3 1d6 poison damage, confused, and stupefied 2 (1 round) Trepidatious Trade Pukwudgies rely heavily on their knowledge of local plants, which they use for food, medicine, magical weapons, and their signature poison. If shown proper respect, pukwudgies trade their crafts for items they deem valuable. They have little use for coin but accept unique foods, items of beauty, and even interesting stories as payment. The slightest transgression, however, can quickly turn pukwudgie encounters hostile. ","skill_mod":{"deception":14,"nature":17,"thievery":15,"crafting":15,"stealth":17,"medicine":15},"image":["/Images/Monsters/Pukwudgie.png"],"primary_source":"Bestiary 3","spell":["Freedom of Movement","Hallucinatory Terrain","Wall of Thorns","Invisibility"],"ac":25,"item":["+1 hatchet","Shortbow"],"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{"poison":5},"intelligence":4,"reflex_save":15,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":12,"size":["Small"],"name":"Pukwudgie","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[9,13,13],"attack_bonus":[17,18,19],"constitution":3,"spell_attack_bonus":[17],"will_save":17,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{"cold_iron":10},"creature_ability":["Defensive Quills","Change Shape","Pukwudgie Poison"],"skill":["Crafting","Deception","Medicine","Nature","Stealth","Thievery"],"tradition":["Primal"],"summary":"Pukwudgies go by many names in many regions, but those who know of them agree that defying their mischievous nature provokes their wrath. In …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1269","dexterity":6,"category":"creature","slug":"creature-1269"},{"primary_source_category":"Rulebooks","strength":3,"hp":180,"language":["Abyssal","Aklo","Common","Infernal","Undercommon"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":17,"stealth":"20","trait":["Beast","Rare","NE","Medium"],"id":"creature-1270","text":" Quintessivore Quintessivores are cunning creatures that wield arcane magic and scalpel-sharp spider limbs that can rend one's soul just as easily as flesh. A quintessivore doesn't immediately kill its prey—it drags the creature to its lair and separates the victim's soul from their body with its bladed limbs. The flicking blades then pull out the creature's individuality, reducing the soul down to pure soul-stuff called quintessence, which the quintessivore then consumes. Recall Knowledge - Beast (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Quintessivore Source Bestiary 3 pg. 209 Perception +17; darkvision Languages Abyssal, Aklo, Common, Infernal, Undercommon Skills Arcana +25, Athletics +17, Intimidation +19, Stealth +20 Str +3 Dex +6 Con +6 Int +7 Wis +3 Cha +3 Items scroll of dimensional anchor , scroll of fly --- AC 28 Fort +22 Ref +20 Will +21 HP 180 Instant Suspension Reaction Trigger The quintessivore reduces a creature within 15 feet of it to 0 Hit Points; Effect The quintessivore uses Suspend Soul, targeting the creature. --- Speed 40 feet, climb 20 feet Melee Single Action blade-leg +22 (Finesse, Magical), Damage 1d10+9 slashing damage plus 1d10 negative damage and tattered soul Arcane Prepared Spells DC 29, attack +21 - Cantrips (5th) Daze, Detect Magic, Mage Hand, Ray of Frost, Read Aura - 1st Feather Fall, Fleet Step, Ray of Enfeeblement - 2nd Comprehend Language, See Invisibility, Web - 3rd Slow, Vampiric Touch (×2) - 4th Clairvoyance, Enervation (×2) - 5th Black Tentacles, Grim Tendrils, Passwall Feed on Quintessence (Arcane, Exploration, Manipulate, Necromancy) Over the course of 1 hour, the quintessivore removes and deconstructs the soul of a creature. The creature must either be captive or have been dead for no more than 2 hours before the start of the process. At the end of the hour, the quintessivore consumes the quintessence of the creature's soul. For the next month, it gains a +1 status bonus to its spell DC and spell attack roll, and it adds 6th-level feeblemind and vampiric exsanguination to its arcane prepared spells. Deconstructing a soul maps the unique properties of the creature's soul into the quintessivore's blade-legs. The soul can be reconstructed by binding it to quintessence. A dead quintessivore's soul flees its body as pure quintessence suitable for this purpose. Suspend Soul Single Action (Arcane, Necromancy) The quintessivore suspends the life processes of a dying creature within 15 feet of it. The creature can't decrease or increase its HP or dying value for 10 minutes. The creature can attempt a DC 29 Will save to avoid this effect. If the creature receives magical healing, it can attempt a new save, ending the effect and being healed normally on a success. The effect ends if the quintessivore uses Suspend Soul again. Tattered Soul A creature hit by the quintessivore's blade-leg Strike must succeed at a DC 29 Fortitude save or become drained 1 (drained 2 on a critical failure). If the creature is already drained, it's immune to this effect. Quintessence Quintessence not only makes up a creature's soul, but also forms most of the planes of the Outer Sphere. Through the cycle of life and death, mortal souls travel to the Boneyard for judgment before moving on to their afterlives. After eons, souls lose their individuality and are recycled. Passed through the Maelstrom, the quintessence is broken down to pure potentiality, then reforms as new quintessence that sprouts in the Positive Energy Plane as the source of new souls. ","skill_mod":{"stealth":20,"arcana":25,"athletics":17,"intimidation":19},"image":["/Images/Monsters/Quintessivore.png"],"primary_source":"Bestiary 3","spell":["Black Tentacles","Grim Tendrils","Passwall","Clairvoyance","Enervation","Slow","Vampiric Touch","Comprehend Language","See Invisibility","Web","Feather Fall","Fleet Step","Ray of Enfeeblement","Daze","Detect Magic","Mage Hand","Ray of Frost","Read Aura"],"ac":28,"item":["scroll of dimensional anchor","scroll of fly"],"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":7,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Quintessivore","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[20],"attack_bonus":[22],"constitution":6,"spell_attack_bonus":[21],"will_save":21,"speed":{"climb":20,"max":40,"land":40},"wisdom":3,"weakness":{},"creature_ability":["Instant Suspension","Feed on Quintessence","Suspend Soul","Tattered Soul"],"skill":["Arcana","Athletics","Intimidation","Stealth"],"tradition":["Arcane"],"summary":"Quintessivores are cunning creatures that wield arcane magic and scalpel-sharp spider limbs that can rend one's soul just as easily as flesh. A …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1270","dexterity":6,"category":"creature","slug":"creature-1270"},{"primary_source_category":"Rulebooks","strength":1,"hp":14,"language":["Common","Infernal","Undercommon"],"source":["Bestiary 3"],"type":"Creature","charisma":2,"perception":6,"stealth":"7","trait":["Fiend","Rakshasa","Uncommon","LE","Tiny"],"id":"creature-1271","text":" Raktavarna The least of all rakshasas, raktavarnas resemble wicked serpents with glowing red eyes and oversized fangs. Often forced into service by mortal conjurers or more powerful rakshasas, raktavarnas frequently act subservient to their masters while secretly plotting to overthrow them. Recall Knowledge - Fiend (Religion): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Raktavarna Source Bestiary 3 pg. 210 Perception +6; darkvision Languages Common, Infernal, Undercommon Skills Acrobatics +7, Athletics +6, Deception +7, Stealth +7 Str +1 Dex +4 Con +2 Int +1 Wis +1 Cha +2 --- AC 16 Fort +5 Ref +9 Will +6 +2 status to all saves vs. divine magic HP 14 Resistances physical 3 (except piercing) Weaknesses good 3 --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action fangs +9 (Agile, Finesse), Damage 1d6+1 piercing plus raktavarna venom Occult Innate Spells DC 16 - Cantrips (1st) Detect Magic - 1st Charm, Command - 4th Read Omens Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The raktavarna takes on the appearance of a Tiny inanimate object. If, while transformed, the raktavarna takes any action other than the purely mental (such as Recall Knowledge), they immediately revert to their original form. Until then, they can use Deception to Impersonate the object. Designate Master A raktavarna can designate a creature as their master using a 10-minute invocation in which the master must participate. The raktavarna can revoke this status at any time. Master's Eyes As a 3-action activity with the concentrate trait, a raktavarna's master can observe the world through the raktavarna's eyes, instead of their own. This uses the raktavarna's Perception and darkvision. Each round, the master must spend a single action, which also has the concentrate trait, to maintain the connection. This ability functions at any range, even on different planes of existence. If the raktavarna dies while their master is using this ability, the master is stunned 5. Raktavarna Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and stupefied 1 (1 round); Stage 2 1d4 poison damage and stupefied 2 (1 round) ","skill_mod":{"deception":7,"stealth":7,"athletics":6,"acrobatics":7},"image":["/Images/Monsters/Rakshasa_Raktavarna.png"],"primary_source":"Bestiary 3","spell":["Read Omens","Charm","Command","Detect Magic"],"ac":16,"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":3,"slashing":3,"physical":3},"intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Raktavarna","alignment":"LE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[4],"attack_bonus":[9],"constitution":2,"creature_family":"Rakshasa","will_save":6,"speed":{"climb":20,"max":20,"land":20,"swim":20},"wisdom":1,"weakness":{"good":3},"creature_ability":["Change Shape","Designate Master","Master's Eyes","Raktavarna Venom"],"skill":["Acrobatics","Athletics","Deception","Stealth"],"tradition":["Occult"],"summary":"The least of all rakshasas, raktavarnas resemble wicked serpents with glowing red eyes and oversized fangs. Often forced into service by mortal …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1271","dexterity":4,"category":"creature","slug":"creature-1271"},{"primary_source_category":"Rulebooks","strength":8,"hp":320,"language":["Abyssal","Common","Infernal","Undercommon","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","charisma":10,"perception":37,"trait":["Fiend","Rakshasa","Rare","LE","Medium"],"id":"creature-1272","text":" Maharaja The most powerful of all rakshasas, maharajas form very rarely, never more than once or twice a century, and only from the reincarnated spirits of other powerful and wicked rakshasas. The birth of a new maharaja rakshasa is a momentous occasion, and less powerful rakshasas will seek to curry favor with the new maharaja at an early age. Each maharaja rakshasa is unique and boasts their own selection of spells. All are generally humanoid save for their many heads, which always number at least four and can range up to a dozen. One of these heads tends to be humanoid, while the others take the forms of cats, snakes, and other predatory animals. Recall Knowledge - Fiend (Religion): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Maharaja Source Bestiary 3 pg. 211 Perception +37; darkvision Languages Abyssal, Common, Infernal, Undercommon; tongues Skills Acrobatics +33, Arcana +33, Deception +41, Diplomacy +38, Intimidation +38, Lore +33, Occultism +35, Religion +35, Society +35 Str +8 Dex +9 Con +7 Int +7 Wis +7 Cha +10 Items +2 greater striking falchion --- AC 45 all-around vision Fort +31 Ref +33 Will +35 +2 status to all saves vs. magic, +3 status to all saves vs. divine magic HP 320 Resistances physical 20 (except piercing) Weaknesses good 20 Reflect Spell Reaction (abjuration, occult) Trigger A foe Casts a Spell the maharaja knows, and the maharaja rakshasa can see its manifestation; Effect The maharaja expends one of their spell slots to reflect the triggering creature's spell. The maharaja loses their spell slot as if they had cast the triggering spell, and then attempts to counteract it (counteract modifier +37, counteract level 10). On a success, the maharaja turns the spell back on its caster. The reflected spell affects only the caster, even if it's an area spell or would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal. --- Speed 40 feet, fly 30 feet Melee Single Action falchion +38 (Forceful, Sweep), Damage 3d10+16 slashing plus 3d6 mental Melee Single Action fangs +34 (Agile), Damage 4d6+14 piercing Occult Spontaneous Spells DC 47 - Cantrips (9th) Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Shield - 1st Magic Missile, Sanctuary, True Strike, Ventriloquism (4 slots) - 2nd Darkness, Dispel Magic, Misdirection, See Invisibility (4 slots) - 3rd Dispel Magic, Enthrall, Haste, Hypercognition, Nondetection (4 slots) - 4th Confusion, Dimension Door, Dispel Magic, Modify Memory, Read Omens (4 slots) - 5th Crushing Despair, Dispel Magic, False Vision, Shadow Blast, Shadow Walk (4 slots) - 6th Repulsion, Scrying, True Seeing, Vampiric Exsanguination (4 slots) - 7th Dispel Magic, Haste, Possession, Project Image, Reverse Gravity (4 slots) - 8th Discern Location, Dispel Magic, Maze, Mind Blank, Prismatic Wall (4 slots) - 9th Dispel Magic, Foresight, Overwhelming Presence, Telepathic Demand, Weird (4 slots) - 10th Fabricated Truth (1 slot) Occult Innate Spells DC 47 - 9th Clairaudience (at will), Clairvoyance (at will), Mind Reading (at will) - 10th Dominate - Constant (9th) Tongues Autonomous Spell Free Action Frequency once per round; Trigger a foe's turn begins; Effect The maharaja's four heads allow them to quickly cast additional spells. They cast one of their 8th-level or lower occult spontaneous spells that normally takes 2 actions or fewer to cast. Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The maharaja takes on the appearance of any Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). They lose their fangs Strike unless the humanoid form has fangs or a similar unarmed attack, and they lose Four-Fanged Assault unless the new form has four or more heads and fangs. Four-Fanged Assault Single Action The maharaja makes four fangs Strikes, each against a different target. These Strikes count as only one attack for the maharaja's multiple attack penalty, and the penalty doesn't increase until after they have made all four attacks. ","skill_mod":{"society":35,"diplomacy":38,"deception":41,"arcana":33,"intimidation":38,"occultism":35,"acrobatics":33,"religion":35},"image":["/Images/Monsters/Rakshasa_Maharaja.png"],"primary_source":"Bestiary 3","spell":["Fabricated Truth","Dispel Magic","Foresight","Overwhelming Presence","Telepathic Demand","Weird","Discern Location","Maze","Mind Blank","Prismatic Wall","Haste","Possession","Project Image","Reverse Gravity","Repulsion","Scrying","True Seeing","Vampiric Exsanguination","Crushing Despair","False Vision","Shadow Blast","Shadow Walk","Confusion","Dimension Door","Modify Memory","Read Omens","Enthrall","Hypercognition","Nondetection","Darkness","Misdirection","See Invisibility","Magic Missile","Sanctuary","True Strike","Ventriloquism","Dancing Lights","Detect Magic","Ghost Sound","Mage Hand","Shield","Dominate","Clairaudience","Clairvoyance","Mind Reading","Tongues"],"ac":45,"item":["+2 greater striking falchion"],"level":20,"spell_dc":[47,47],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":20,"slashing":20,"physical":20},"intelligence":7,"reflex_save":33,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":31,"size":["Medium"],"name":"Maharaja","alignment":"LE","pfs":"Standard","rarity":"rare","strike_damage_average":[28,43],"attack_bonus":[34,38],"constitution":7,"creature_family":"Rakshasa","will_save":35,"speed":{"fly":30,"max":40,"land":40},"wisdom":7,"weakness":{"good":20},"creature_ability":["Reflect Spell","Autonomous Spell","Change Shape","Four-Fanged Assault"],"skill":["Acrobatics","Arcana","Deception","Diplomacy","Intimidation","Lore","Occultism","Religion","Society"],"tradition":["Occult"],"summary":"The most powerful of all rakshasas, maharajas form very rarely, never more than once or twice a century, and only from the reincarnated spirits of …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1272","dexterity":9,"category":"creature","slug":"creature-1272"},{"attack_bonus":[7,7],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":15,"source":["Bestiary 3"],"type":"Creature","creature_family":"Ram","will_save":4,"charisma":0,"speed":{"max":30,"land":30},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Nimble Stride","Ram Charge"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"4","trait":["Animal","N","Medium"],"id":"creature-1273","text":" Ringhorn Ram Ringhorn rams, named for the massive, curving spirals protruding from their heads, travel the plains. Though these rams tend to be slightly more playful and less vindictive than those in the mountains, they are no less stubborn or hardy. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Ringhorn Ram Source Bestiary 3 pg. 212 Perception +6; low-light vision Languages Skills Acrobatics +4, Athletics +5, Stealth +4, Survival +6 Str +3 Dex +2 Con +2 Int -5 Wis +2 Cha +0 --- AC 16 Fort +6 Ref +6 Will +4 HP 15 --- Speed 30 feet; nimble stride Melee Single Action hoof +7, Damage 1d6+3 bludgeoning Melee Single Action horn +7 (Agile), Damage 1d4+3 piercing Nimble Stride Rams ignore difficult terrain caused by narrow ledges. Ram Charge Two Actions The ram Strides twice in a straight line and then makes a horn Strike with a +1 circumstance bonus to its attack roll. ","skill_mod":{"survival":6,"stealth":4,"athletics":5,"acrobatics":4},"summary":"Ringhorn rams, named for the massive, curving spirals protruding from their heads, travel the plains. Though these rams tend to be slightly more …","image":["/Images/Monsters/Ram_Rosethorn.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1273","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Ringhorn Ram","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,6],"slug":"creature-1273"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":30,"source":["Bestiary 3"],"type":"Creature","creature_family":"Ram","will_save":6,"charisma":1,"speed":{"climb":20,"max":30,"land":30},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Broken Thorns","Mountain Stride","Ram Charge"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"8","trait":["Animal","N","Medium"],"id":"creature-1274","text":" Rosethorn Ram These hardy mountain dwellers surpass their lowlander cousins in stubbornness and agility. Rosethorn rams sport distinctive, twisted horns that measure up to 4 feet in length and bear thorny growths, which they use to damage enemies in combat and strip the bark from trees during harsh winters when other food is scarce. Though hardly a domesticated species, rosethorn rams' shaggy outer coats cover fine hair that makes a yarn prized for both its softness and rarity. Their milk also provides nourishment during severe seasons. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Rosethorn Ram Source Bestiary 3 pg. 212 Perception +8; low-light vision Languages Skills Acrobatics +8, Athletics +7, Stealth +8, Survival +8 Str +3 Dex +4 Con +3 Int -5 Wis +2 Cha +1 --- AC 18 Fort +9 Ref +10 Will +6 HP 30 --- Speed 30 feet, climb 20 feet; mountain stride Melee Single Action hoof +11 (Finesse), Damage 1d8+5 bludgeoning Melee Single Action horn +11 (Agile, Finesse), Damage 1d6+5 piercing Broken Thorns Single Action Requirements The rosethorn ram damaged a creature with its horns on its most recent action this turn; Effect The ram breaks off one of the thorny protrusions of its horns and leaves it in the wound, dealing 1d6 persistent bleed damage. Mountain Stride The Rosethorn ram ignores difficult terrain caused by narrow ledges and icy terrain, and reduces the effects it suffers from cold environments by one step. Ram Charge Two Actions The ram Strides twice in a straight line and then makes a horn Strike with a +1 circumstance bonus to its attack roll. ","skill_mod":{"survival":8,"stealth":8,"athletics":7,"acrobatics":8},"summary":"These hardy mountain dwellers surpass their lowlander cousins in stubbornness and agility. Rosethorn rams sport distinctive, twisted horns that …","primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1274","intelligence":-5,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":9,"size":["Medium"],"name":"Rosethorn Ram","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,9],"slug":"creature-1274"},{"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":195,"language":["Abyssal","Common"],"source":["Bestiary 3"],"type":"Creature","spell_attack_bonus":[19],"will_save":22,"charisma":4,"speed":{"max":25,"land":25},"perception":21,"wisdom":5,"weakness":{"area":15},"creature_ability":["Troop Defenses","Form Up","Troop Movement","Troop Spellcasting","Wild Swing"],"skill":["Athletics","Intimidation","Religion"],"trait":["Humanoid","Troop","CE","Gargantuan"],"id":"creature-1275","text":" Rancorous Priesthood Followers of Rovagug must usually conceal their devotion to the Rough Beast, hiding in remote cave complexes or abandoned ruins; but they emerge from these strongholds when they sense weakness, gathering together into a destructive, homicidal mob to hunt down high-ranking priests of rival deities or slaughter entire towns. Alternatively, if their hidden bolthole is compromised, a mob of Rovagug's faithful might emerge—not hoping to save themselves, but intent only on taking their enemies with them as they die. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Rancorous Priesthood Source Bestiary 3 pg. 213 Perception +21 Languages Abyssal, Common Skills Athletics +22, Intimidation +21, Religion +22 Str +7 Dex +2 Con +6 Int +2 Wis +5 Cha +4 --- AC 31 Fort +23 Ref +17 Will +22 HP 195 (16 squares) Weaknesses area damage 15, splash damage 8 Troop Defenses --- Speed 25 feet Divine Spontaneous Spells DC 27, attack +19 - Cantrips (6th) Daze, Detect Magic, Divine Lance (chaos or evil) - 5th Burning Hands, Fireball, Hurtling Stone (3 slots) - 6th Cry of Destruction, Destructive Aura (2 slots) Rituals DC 27 - 4th Blight (doesn't require secondary casters) Form Up Single Action Troop Movement Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop. Troop Spellcasting When the rancorous priesthood Casts a Spell, their constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. Wild Swing Single Action to Three Actions Frequency once per round; Effect The members of the mob wildly swing their weapons—primarily greataxes—in a chaotic attack at each enemy adjacent to the troop (DC 27 basic Reflex save). The damage depends on the number of actions. Single Action 1d12+2 slashing damage Two Actions 2d12+9 slashing damage Three Actions 3d12+9 slashing damage Troops with Spells Though Rovagug's followers are the most common, other deities might have rancorous priesthoods. You can use these statistics to represent other troops capable of casting spells simply by replacing the spells in the list and altering the alignment. Limit the troop to spells with a normal level no higher than 2 below what a creature of the troop's level would normally be able to cast; you can heighten some of these spells to fill the troop's highest-level spell slots, representing the combined effect of several lower-level spells cast at the same time. ","tradition":["Divine"],"skill_mod":{"athletics":22,"intimidation":21,"religion":22},"summary":"Followers of Rovagug must usually conceal their devotion to the Rough Beast, hiding in remote cave complexes or abandoned ruins; but they emerge …","image":["/Images/Monsters/RancorousPriesthood.png"],"primary_source":"Bestiary 3","spell":["Cry of Destruction","Destructive Aura","Burning Hands","Fireball","Hurtling Stone","Daze","Detect Magic","Divine Lance"],"trait_group":["Creature Type","Monster"],"ac":31,"level":11,"spell_dc":[27],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1275","intelligence":2,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":23,"size":["Gargantuan"],"name":"Rancorous Priesthood","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1275"},{"attack_bonus":[15],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":95,"language":["Aklo","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","will_save":17,"charisma":3,"speed":{"fly":35,"max":35,"land":5},"perception":17,"wisdom":5,"weakness":{},"creature_ability":["No Breath","Excruciating Enzyme","Project Terror","Void Transmission"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Stealth"],"stealth":"15","trait":["Aberration","Uncommon","CE","Small"],"id":"creature-1276","text":" Rhu-Chalik The alien entities known as rhu-chaliks serve as scouts for a conglomeration of deep-space conquerors called the Dominion of the Black. Their masters use them as spies, tasking them with harvesting the thoughts and memories of sentient creatures into a vast repository of knowledge designed to eventually unravel every secret of existence. Also called void wanderers, rhu-chaliks can survive the depths of space indefinitely. They are extremely long-lived and capable of traversing the vastness of space between worlds. Rhu-chaliks prefer to work alone in order to reduce potential overlap in their mind predations. The furtive beings are calculating and infinitely patient, seeking only the most exceptional minds to cast beyond the stars to their masters. Recall Knowledge - Aberration (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Rhu-Chalik Source Bestiary 3 pg. 214 Perception +17; greater darkvision Languages Aklo; telepathy 100 feet Skills Athletics +13, Deception +13, Diplomacy +13, Intimidation +13, Stealth +15 Str +3 Dex +3 Con +4 Int +2 Wis +5 Cha +3 --- AC 23 all-around vision Fort +14 Ref +11 Will +17 HP 95 No Breath A rhu-chalik doesn't breathe and is immune to effects that require breathing (such as inhaled poisons). --- Speed 5 feet, fly 35 feet Melee Single Action tendril +15 (Agile), Damage 2d4+6 bludgeoning plus 1d6 mental and excruciating enzyme Occult Innate Spells DC 23 - 3rd Invisibility (self only; at will), Mind Reading (at will) - 4th Modify Memory - 5th Mind Probe Excruciating Enzyme (Occult, Poison) A rhu-chalik's tendrils secrete an enzyme that causes intense pain. A living creature hit by a tendril Strike must succeed at a DC 24 Fortitude save or become sickened 1 from the pain. Project Terror Two Actions (Emotion, Enchantment, Fear, Mental, Occult) Requirements The rhu-chalik has successfully affected the target with mind probe , mind reading , or Project Terror in the last minute; Effect The rhu-chalik creates nightmarish visions in the target's mind. The target must attempt a DC 24 Will save. Critical Success The target creature is unaffected and temporarily immune to Project Terror for 1 minute. Success The target is unaffected. Failure The target becomes frightened 2. Failing additional saves against this effect increases the frightened condition value by 2; if this would increase the target's frightened value beyond frightened 4, the target is fleeing for 1 round and frightened 4. Critical Failure As failure, but the target becomes unconscious for 30 minutes instead of fleeing. Void Transmission (Concentrate, Enchantment, Exploration, Mental, Occult) Requirements The rhu-chalik is adjacent to an unconscious creature; Effect The rhu-chalik spends 10 minutes copying the creature's entire consciousness and mentally sends this copied consciousness through the void of space to their waiting masters. The target creature is deeply disoriented by this procedure, becoming stupefied 2 for 1 day afterward. If the creature is revived or moved away from the rhu-chalik during the process, Void Transmission fails and the target is unaffected. Connoisseurs of Thoughts Rhu-chaliks lack both mouths and digestive systems. Instead they gain sustenance from the thoughts and emotions of sentient beings. Each emotion has a distinctive flavor to rhu-chaliks and, as this feeding doesn't harm the food source, rhu-chaliks often dine repeatedly upon their favorite minds. Some rhu-chaliks even incite various emotions in their prey to elicit new tastes for their mental banquets. ","tradition":["Occult"],"skill_mod":{"diplomacy":13,"deception":13,"stealth":15,"athletics":13,"intimidation":13},"summary":"The alien entities known as rhu-chaliks serve as scouts for a conglomeration of deep-space conquerors called the Dominion of the Black. Their masters …","image":["/Images/Monsters/RhuChalik.png"],"primary_source":"Bestiary 3","spell":["Mind Probe","Modify Memory","Invisibility","Mind Reading"],"trait_group":["Creature Type","Rarity"],"ac":23,"level":6,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" greater darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1276","intelligence":2,"reflex_save":11,"strongest_save":["will"],"dexterity":3,"vision":"Greater darkvision","fortitude_save":14,"size":["Small"],"name":"Rhu-Chalik","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14],"slug":"creature-1276"},{"attack_bonus":[19,19],"constitution":6,"primary_source_category":"Rulebooks","strength":4,"hp":155,"immunity":["bleed","death effects","disease","doomed","drained","evocation","fatigued","healing","mental","necromancy","negative","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","spell_attack_bonus":[20],"will_save":15,"charisma":-5,"speed":{"fly":40,"max":40},"perception":15,"wisdom":0,"weakness":{},"creature_ability":["Absorb Evocation","Engulf","Unstable Magic"],"school":"evocation","skill":["Acrobatics"],"trait":["Arcane","Evocation","Mindless","Uncommon","N","Large"],"id":"creature-1277","text":" Roiling Incant Though many spellcasters can harness the forces of magic in a consistent manner, such power can't always be controlled, especially in the hands of reckless researchers, megalomaniacal villains, or untested novices. When magical accidents result in large-scale property damage and the loss of life, these forces sometimes take on lives of their own, forming a dangerous amalgamation of ongoing magical energy known as a roiling incant. A roiling incant's appearance depends on the type of magic it sprang forth from, though it always carries with it an echo of the destruction it has caused. A fiery evocation roiling incant might look like a storm of burning ashes echoing with the sounds of crackling timber, while a necromancy roiling incant could be mistaken for ghostly tendrils puppeteering shambling corpses. No matter what it looks like, a roiling incant roams mindlessly, attacking everything it encounters, heedless of further carnage it causes. Roiling Incant Variations Each roiling incant is tied to a magic tradition as well as to a school of magic, and thus each has the traits of that tradition and school. Its innate spells must come from that tradition and school of magic, and they are usually related to the accident that caused the roiling incant's creation. The additional damage from their Engulf ability also changes based on their innate cantrip. Variant roiling incants usually have one 4th-level spell, one 3rd-level spell, one 2nd-level spell, and a cantrip, just like the example roiling incant presented below. Evocation roiling incants are the most common, as that school of magic is often the most destructive. Roiling Incant Source Bestiary 3 pg. 215 Perception +15 Languages Skills Acrobatics +19 Str +4 Dex +4 Con +6 Int -5 Wis +0 Cha -5 --- AC 25 Fort +19 Ref +17 Will +15 HP 155 Immunities bleed, death effects, disease, doomed, drained, evocation, fatigued, healing, mental, necromancy, negative, nonlethal attacks, paralyzed, poison, sickened, unconscious Absorb Evocation A roiling incant is made of evocation energy. Any time it would be affected by another creature's non-cantrip evocation spell, after applying its immunity, it also regains 5 Hit Points. --- Speed fly 40 feet Melee Single Action arcane tendril +19 (Arcane, Evocation, Magical, reach 10 feet), Damage 2d12+10 force Ranged Single Action arcane bolt +19 (Arcane, Evocation, range increment 30 feet), Damage 2d10+10 force Arcane Innate Spells DC 30, attack +20 - Cantrips (4th) Produce Flame - 2nd Flaming Sphere (at will; see Unstable Magic) - 3rd Fireball (at will; see Unstable Magic) - 4th Wall of Fire (at will; see Unstable Magic) Engulf Two Actions DC 28, 2d8 force plus 4d4 fire, Escape DC 28, Rupture 20 Unstable Magic A roiling incant is as much a mass of unstable magic as it is a creature. Is isn't living or undead, nor is it even a construct. It can't be healed or Repaired and is destroyed at 0 Hit Points, though it naturally recovers a number of Hit Points equal to its level × its Constitution modifier (54 for most roiling incants) each day. Each time a roiling incant casts one of its non-cantrip spells, it drains its own magic to do so, taking 5 force damage. Roiling Incant Origins A roiling incant is a curiosity among scholars. It is neither living nor dead, nor is it a construct. Instead, it is magic of its tradition and school manifesting as a mindless entity, a magical force of nature. While some particularly vile spellcasters have attempted to create these beings intentionally and unleash them on an enemy's home, thus far no one has determined a reliable method to do so. ","tradition":["Arcane"],"skill_mod":{"acrobatics":19},"summary":"Though many spellcasters can harness the forces of magic in a consistent manner, such power can't always be controlled, especially in the hands of …","image":["/Images/Monsters/RoilingIncant.png"],"primary_source":"Bestiary 3","spell":["Wall of Fire","Fireball","Flaming Sphere","Produce Flame"],"trait_group":["Tradition","Monster","School","Rarity"],"ac":25,"level":9,"spell_dc":[30],"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1277","intelligence":-5,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":19,"size":["Large"],"name":"Roiling Incant","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[21,23],"slug":"creature-1277"},{"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":30,"language":["Common"],"immunity":["sleep"],"source":["Bestiary 3"],"type":"Creature","will_save":9,"charisma":4,"speed":{"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Drink Oil","Extend Neck","Threatening Lunge"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Society","Stealth"],"stealth":"8","trait":["Humanoid","N","Medium"],"id":"creature-1278","text":" Rokurokubi Rokurokubi come into being when mortals are cursed for some misdeed, though often the one who bears the curse is not the one who committed the offense, but instead their child or spouse. The curse slowly transforms the individual into a rokurokubi as they sleep. At first, their neck extends, or even detaches altogether, to let their head roam freely and engage in simple mischief like scaring neighbors or animals. The sleeper may awaken the next morning from a hazy dream of drinking the oil from nearby lanterns, only to find them indeed empty. Over time, the bizarre acts progress to increasingly mischievous or even violent crimes. There's only a brief period during which the nascent rokurokubi might still be saved by dispelling the curse, but before long, they are fully consumed, never to sleep again. Most rokurokubi despair at their state, seeking to drown their sorrows in drink or simply stay out of sight. A nefarious few rokurokubi embrace their fate and seek to enhance their power by completely giving in to the curse. This grants them the ability to cast potent occult spells but inevitably twists them even more toward evil. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Rokurokubi Source Bestiary 3 pg. 216 Perception +9; darkvision Languages Common Skills Athletics +7, Deception +8, Diplomacy +8, Intimidation +8, Society +6, Stealth +8 Str +3 Dex +4 Con +3 Int +2 Wis +3 Cha +4 --- AC 18 Fort +7 Ref +8 Will +9 HP 30 Immunities sleep Attack of Opportunity Reaction Jaws only Drink Oil Reaction Trigger The rokurokubi is the target of an alchemical bomb Strike; Requirements The rokurokubi is aware of the attack, not flat-footed against it, and doesn't have a creature grabbed with their jaws; Effect The rokurokubi attempts to catch the flung bomb in their mouth. They gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, they catch the bomb in their mouth and harmlessly drink its contents down, regaining Hit Points equal to the bomb's item level. --- Speed 25 feet Melee Single Action jaws +10 (Finesse, reach 10 feet), Damage 1d8+3 piercing plus 1d6 persistent bleed Melee Single Action claw +10 (Agile, Finesse), Damage 1d8+3 slashing Extend Neck Single Action The rokurokubi extends their neck, increasing the reach of their jaws Strike from 10 feet to 20 feet until the end of their next turn. Threatening Lunge Two Actions Requirements The rokurokubi's neck is not currently extended; Effect The rokurokubi's head comes within an inch of their target's face before striking. They Extend their Neck, attempt to Demoralize one opponent within 20 feet, and then make a jaws Strike against that opponent. Their Demoralize check is a visual rather than auditory effect, and they don't take a penalty if the target doesn't understand their language. Long Necks, Long Tales While an encounter with a real rokurokubi is terrifying, many are familiar with them in a less chilling form as the subject of ghost stories and plays, often told by a wandering storyteller at the side of a road or at a festival. An especially common performance involves two performers against a black curtain—one with a black hood covering their head, the other covered in black tights from the neck down—portraying one creature, with a length of cloth or string between the two giving the illusion of an extending neck. ","skill_mod":{"society":6,"diplomacy":8,"deception":8,"stealth":8,"athletics":7,"intimidation":8},"summary":"Rokurokubi come into being when mortals are cursed for some misdeed, though often the one who bears the curse is not the one who committed the …","image":["/Images/Monsters/Rokurokubi.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1278","intelligence":2,"reflex_save":8,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Rokurokubi","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,11],"slug":"creature-1278"},{"attack_bonus":[15,15,15,16],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":78,"language":["Abyssal","Mwangi"],"source":["Bestiary 3"],"type":"Creature","will_save":10,"charisma":0,"speed":{"fly":25,"max":25,"land":25},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Echolocation","Drain Blood","Fell Shriek","Powerful Charge"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"16","trait":["Humanoid","NE","Medium"],"id":"creature-1279","text":" Sabosan Sabosans are intelligent, bat-like humanoids who live in warm forests and drink the blood of other creatures, particularly people. They have thin, emaciated torsos and broad, leathery wings that can reach a span of almost 20 feet. Sabosans' heads, necks, shoulders, and upper chests are covered with red or dark-brown fur that obscures their stretched-thin flesh. Though their ears are large and pointed like a bat's and they can echolocate as bats do, their vision is also quite strong, enough so that they can use it to easily track quarry in low light. Some naturalist scholars believe that sabosans are distant descendants of humans who were afflicted with vampirism but managed to avoid succumbing to undeath. Others posit they were once a cult of demon worshippers whose dark rites transformed them into their current forms. No matter their true origins, sabosans have infamous reputations among towns and cities south of Golarion's equator. Even mere rumors of sabosans in an area are enough to set off city-wide hunts, and the truly superstitious aren't above setting fires near every grotto, nook, and foxhole they come across in order to smoke out the nocturnal creatures. Sabosans hunt during the twilight hours or just after dark, when their echolocation gives them an edge over sleeping prey. They are capable hunters but indiscriminating when it comes to food sources; their rapid metabolisms means sabosans must eat nearly 20 pounds of meat and fruit per day, supplemented, of course, with copious amounts of blood. Sabosans' obscure faith reveres two deities: the slain Demon Lord Vyriavaxus, Lord of Shadows, and the nearly forgotten sun god Easivra. Vyriavaxus has an obvious link with the creatures, with his appearance as a giant bat, but their connection to the sun god hints at a complex depth in sabosan beliefs. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Sabosan Source Bestiary 3 pg. 217 Perception +10; echolocation 20 feet, low-light vision, scent (imprecise) 30 feet Languages Abyssal, Mwangi Skills Acrobatics +16, Athletics +11, Stealth +16 Str +4 Dex +5 Con +2 Int -1 Wis +1 Cha +0 Echolocation A sabosan can use their hearing as a precise sense at the listed range. Items Spear --- AC 22 Fort +11 Ref +14 Will +10 HP 78 --- Speed 25 feet, fly 25 feet Melee Single Action jaws +15 (Finesse), Damage 2d10+4 piercing plus 1 persistent bleed Melee Single Action claw +15 (Agile, Finesse), Damage 2d8+4 slashing plus Grab Melee Single Action spear +15, Damage 1d6+7 piercing Ranged Single Action spear +16 (thrown 20 feet), Damage 1d6+7 piercing Drain Blood Single Action Requirement The sabosan has a creature grabbed; Effect The sabosan drains blood from the creature. The creature must succeed at a DC 23 Fortitude save or become drained 1. The sabosan gains a number of temporary Hit Points equal to the number of Hit Points lost by the creature. Fell Shriek Two Actions (Auditory) The sabosan emits a deafening cry in a 30-foot cone. Non-sabosan creatures in this area must each succeed at a DC 23 Fortitude save or be deafened for 1 minute. Powerful Charge Two Actions The sabosan Strides up to double their Speed and then makes a claw Strike. If the sabosan moved at least 20 feet, they deal an additional 1d6 damage on a hit. The Sabosan Kingdom Sabosans were not always so confined to the edges of the wilderness. Once, many of their kind occupied the stone metropolis of Jaytirian in the heart of the Mwangi Jungle and defended it against the bestial forces of the dread Gorilla King. However, over the last few hundred years, some unknown force drove the sabosans out, and now they roam the Mwangi Expanse in dwindling numbers, searching for a new home. ","skill_mod":{"stealth":16,"athletics":11,"acrobatics":16},"summary":"Sabosans are intelligent, bat-like humanoids who live in warm forests and drink the blood of other creatures, particularly people. They have thin, …","image":["/Images/Monsters/Sabosan.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":22,"item":["Spear"],"level":5,"source_category":["Rulebooks"],"sense":"echolocation 20 feet, low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1279","intelligence":-1,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":11,"size":["Medium"],"name":"Sabosan","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,10,13,15],"slug":"creature-1279"},{"primary_source_category":"Rulebooks","strength":0,"hp":16,"language":["Abyssal","Celestial","Infernal","Requian","<%UMR%37%%>telepathy<%END> (touch)"],"source":["Bestiary 3"],"type":"Creature","charisma":2,"perception":7,"stealth":"7","trait":["Fiend","Sahkil","NE","Tiny"],"id":"creature-1280","text":" Esipil Among the least of the sahkils, esipils delight in spreading fears and uncertainty among people who live with animals that could turn on them. They generally appear to their prey as some benign creature such as a domesticated dog or cat, but once they gain trust and get their victims close, they transform into a terrifying creature that looks part dog and part worm with tendrils of viscera that the creature uses as both a tongue and a weapon. Of all the sahkils, esipils are most likely to ingratiate themselves with mortals, sometimes serving powerful spellcasters and other times simply living among unsuspecting victims, biding their time until they strike. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Esipil Source Bestiary 3 pg. 218 Perception +7; darkvision Languages Abyssal, Celestial, Infernal, Requian; telepathy (touch) Skills Acrobatics +7, Intimidation +7, Stealth +7 Str +0 Dex +4 Con +2 Int +1 Wis +2 Cha +2 Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 17 Fort +7 Ref +9 Will +5 HP 16 Immunities fear Weaknesses good 2 --- Speed 30 feet Melee Single Action jaws +9 (Finesse, versatile P), Damage 1d8 slashing plus 1d4 evil and Grab Melee Single Action claw +9 (Agile, Finesse), Damage 1d6 slashing plus 1d4 evil Divine Innate Spells DC 15 - Cantrips (1st) Mage Hand - 1st Fear (at will) - 2nd Mirror Image - 3rd Fear Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The esipil transforms into a Tiny cat, dog, or other unassuming domestic animal. This doesn't affect the esipil's statistics, but it could change the damage type of its Strikes. Skip Between Single Action (Conjuration, Divine, Teleportation) The sahkil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of ethereal jaunt except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between. ","skill_mod":{"stealth":7,"intimidation":7,"acrobatics":7},"image":["/Images/Monsters/Sahkil_Esipil.png"],"primary_source":"Bestiary 3","spell":["Fear","Mirror Image","Mage Hand"],"ac":17,"level":1,"spell_dc":[15],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Esipil","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[6,7],"attack_bonus":[9,9],"constitution":2,"immunity":["fear"],"creature_family":"Sahkil","will_save":5,"speed":{"max":30,"land":30},"wisdom":2,"weakness":{"good":2},"creature_ability":["Easy to Call","Change Shape","Skip Between"],"skill":["Acrobatics","Intimidation","Stealth"],"tradition":["Divine"],"summary":"Among the least of the sahkils, esipils delight in spreading fears and uncertainty among people who live with animals that could turn on them. They …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1280","dexterity":4,"category":"creature","slug":"creature-1280"},{"primary_source_category":"Rulebooks","strength":4,"hp":75,"language":["Abyssal","Celestial","Infernal","Requian","<%UMR%37%%>telepathy<%END> 60 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":2,"perception":11,"stealth":"10","trait":["Fiend","Sahkil","NE","Medium"],"id":"creature-1281","text":" Nucol Representing the fear of parasites and affliction, nucols appear as violent, pestilence-ridden boars. They pollute their victim's body and mind, spreading not only fear but a mind-altering affliction that exacerbates feelings of self-doubt. Though very aggressive, the fiends are capable of cunning manipulation. After they infect a victim with potent insecurity, they'll offer to remove the affliction for a price. Many of these deals are esoteric in nature, driving the victim into despair and forcing them to give up things they cherish. The sinister nucol may even reinfect its victim after completing the bargain, but a canny negotiator may be able to turn the tables on the fiend and free themselves from its grasp. Recall Knowledge - Fiend (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Nucol Source Bestiary 3 pg. 219 Perception +11; darkvision, scent (imprecise) 100 feet Languages Abyssal, Celestial, Infernal, Requian; telepathy 60 feet Skills Athletics +12, Deception +10, Intimidation +12, Stealth +10 Str +4 Dex +2 Con +3 Int +0 Wis +3 Cha +2 Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 20 Fort +13 Ref +10 Will +11 HP 75 Immunities disease, fear Resistances poison 5 Weaknesses good 5 --- Speed 30 feet Melee Single Action tusk +12 (deadly d10), Damage 2d8+6 piercing plus 1d4 evil and nervous consumption Divine Innate Spells DC 20 - Cantrips (2nd) Detect Magic, Mage Hand - 1st Grease (×3) - 3rd Fear (at will), Remove Disease Nervous Consumption (Disease, Divine, Emotion, Enchantment, Mental) Saving Throw DC 21 Fortitude; Onset 1 minute; Stage 1 sickened 1 and stupefied 1 (1 day); Stage 2 clumsy 1 and stupefied 2 (1 day); Stage 3 clumsy 2 and stupefied 3 (1 day) Skip Between Single Action (Conjuration, Divine, Teleportation) The sahkil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of ethereal jaunt except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between. Spray Pus Single Action The nucol flexes one of its infected wounds, releasing a spray of pus in a 15- foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption. ","skill_mod":{"deception":10,"stealth":10,"athletics":12,"intimidation":12},"image":["/Images/Monsters/Sahkil_Nucol.png"],"primary_source":"Bestiary 3","spell":["Fear","Remove Disease","Grease","Detect Magic","Mage Hand"],"ac":20,"level":4,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 100 feet","resistance":{"poison":5},"intelligence":0,"reflex_save":10,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Nucol","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[17],"attack_bonus":[12],"constitution":3,"immunity":["disease","fear"],"creature_family":"Sahkil","will_save":11,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{"good":5},"creature_ability":["Easy to Call","Nervous Consumption","Skip Between","Spray Pus"],"skill":["Athletics","Deception","Intimidation","Stealth"],"tradition":["Divine"],"summary":"Representing the fear of parasites and affliction, nucols appear as violent, pestilence-ridden boars. They pollute their victim's body and mind, …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1281","dexterity":2,"category":"creature","slug":"creature-1281"},{"primary_source_category":"Rulebooks","strength":4,"hp":105,"language":["Abyssal","Celestial","Infernal","Requian","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":14,"stealth":"15","trait":["Fiend","Sahkil","NE","Medium"],"id":"creature-1282","text":" Wihsaak These gaunt and insectile sahkils torment their foes by focusing on a widespread fear of insects and creeping, crawling vermin. Unlike their more subtle cousins, wihsaaks don't lurk in the periphery and instead directly engage their targets, using their unnerving buzzing to disorient and terrify. When encountering multiple foes, wihsaaks attempt to spread fear to everyone before slashing at them with their devastating claws. Recall Knowledge - Fiend (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Wihsaak Source Bestiary 3 pg. 220 Perception +14; darkvision Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet Skills Acrobatics +13, Deception +15, Intimidation +15, Stealth +15 Str +4 Dex +5 Con +4 Int +1 Wis +2 Cha +3 Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 24 Fort +14 Ref +15 Will +14 HP 105 Immunities fear Weaknesses good 5 Swarmwalker Swarms of animals and other unintelligent creatures instinctively leave a wihsaak alone. A wihsaak is immune to the damage from and effects of swarms with an Intelligence of –5. --- Speed 30 feet, fly 40 feet Melee Single Action claw +17 (Finesse), Damage 2d10+7 slashing plus 1d4 evil Divine Innate Spells DC 23 - Cantrips (3rd) Detect Magic - 2nd Blur, See Invisibility - 3rd Fear, Vomit Swarm - 4th Suggestion Droning Distraction Single Action (Auditory, Divine, Evocation, Incapacitation, Mental) Effect The wihsaak beats its wings rapidly, creating a buzzing drone that numbs creatures' minds. Each creature within 100 feet must attempt a DC 23 Will save. They are then temporarily immune for 1 minute. Success The creature is unaffected. Failure The creature is confused and stupefied 1 for 1 round. Critical Failure The creature is confused for 1 round and stupefied 2 for 1 minute. Skip Between Single Action (Conjuration, Divine, Teleportation) The sahkil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of ethereal jaunt except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between. ","skill_mod":{"deception":15,"stealth":15,"intimidation":15,"acrobatics":13},"image":["/Images/Monsters/Sahkil_Wihsaak.png"],"primary_source":"Bestiary 3","spell":["Suggestion","Fear","Vomit Swarm","Blur","See Invisibility","Detect Magic"],"ac":24,"level":6,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":15,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Wihsaak","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[20],"attack_bonus":[17],"constitution":4,"immunity":["fear"],"creature_family":"Sahkil","will_save":14,"speed":{"fly":40,"max":40,"land":30},"wisdom":2,"weakness":{"good":5},"creature_ability":["Easy to Call","Swarmwalker","Droning Distraction","Skip Between"],"skill":["Acrobatics","Deception","Intimidation","Stealth"],"tradition":["Divine"],"summary":"These gaunt and insectile sahkils torment their foes by focusing on a widespread fear of insects and creeping, crawling vermin. Unlike their more …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=1282","dexterity":5,"category":"creature","slug":"creature-1282"},{"primary_source_category":"Rulebooks","strength":4,"hp":140,"language":["Abyssal","Celestial","Infernal","Requian","<%UMR%37%%>telepathy<%END> 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":18,"stealth":"18","trait":["Fiend","Sahkil","NE","Medium"],"id":"creature-1283","text":" Pakalchi Pakalchis strive to intensify their preys' inherent insecurity over personal and emotional bonds, playing on the threat of those relationships falling into ruin. These sahkils are among the most manipulative of their kind, pulling strings both literal and figurative on their victims over stretched-out periods of time, exhilarating in the despair and fear for as long as possible. Recall Knowledge - Fiend (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Pakalchi Source Bestiary 3 pg. 220 Perception +18; darkvision, true seeing Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet, tongues Skills Acrobatics +18, Deception +21, Diplomacy +21, Intimidation +21, Stealth +18 Str +4 Dex +5 Con +4 Int +2 Wis +3 Cha +6 Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 26 Fort +17 Ref +18 Will +20 HP 140 Immunities fear, poison Weaknesses good 5 Entangling Train Reaction Trigger A creature moves adjacent to the pakalchi; Effect Writhing, pitch-black vines wrap around the creature. The creature takes 1d6 slashing damage and takes a –15-foot circumstance penalty to its Speeds until the end of its next turn. --- Speed 30 feet Melee Single Action vine +18 (Finesse, Reach, versatile P), Damage 2d10+6 slashing plus 1d6 evil, 1d6 persistent bleed, and betrayal toxin Melee Single Action claw +18 (Agile, Finesse), Damage 2d10+6 slashing plus 1d6 evil Ranged Single Action thorn +18 (Agile, range increment 50 feet), Damage 2d4+6 piercing plus 1d6 evil, 1d6 persistent bleed, and betrayal toxin Divine Innate Spells DC 30 - Cantrips (5th) Detect Magic - 5th Charm, Calm Emotions, Suggestion (at will) - 6th Dominate - 7th Mask of Terror (self only) - Constant (6th) Tongues, True Seeing Betrayal Toxin (Divine, Enchantment, Mental, Poison) A creature affected by betrayal toxin hears whispers of incessant doubt in their head and can't treat any creature as their ally; Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 stupefied 1 (1 round); Stage 2 stupefied 2 (1 round) Skip Between Single Action (Conjuration, Divine, Teleportation) The sahkil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of ethereal jaunt except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between. ","skill_mod":{"diplomacy":21,"deception":21,"stealth":18,"intimidation":21,"acrobatics":18},"image":["/Images/Monsters/Sahkil_Pakalchi.png"],"primary_source":"Bestiary 3","spell":["Mask of Terror","Dominate","Charm","Calm Emotions","Suggestion","Detect Magic","Tongues","True Seeing"],"ac":26,"level":9,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Pakalchi","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[18,20,24],"attack_bonus":[18,18,18],"constitution":4,"immunity":["fear","poison"],"creature_family":"Sahkil","will_save":20,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{"good":5},"creature_ability":["Easy to Call","Entangling Train","Betrayal Toxin","Skip Between"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Stealth"],"tradition":["Divine"],"summary":"Pakalchis strive to intensify their preys' inherent insecurity over personal and emotional bonds, playing on the threat of those relationships …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1283","dexterity":5,"category":"creature","slug":"creature-1283"},{"primary_source_category":"Rulebooks","strength":9,"hp":380,"language":["Abyssal","Celestial","Infernal","Requian","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":8,"perception":30,"stealth":"28","trait":["Fiend","Sahkil","NE","Large"],"id":"creature-1284","text":" Ximtal The struggles of loneliness and the anxiety that accompanies that feeling plague many creatures, and ximtals delight in exploiting this fear for their own perverse gain. Appearing as hybrids of rats and crabs with grasping tentacles, these scheming fiends manipulate their victims over long spans of time, like pakalchis, to savor the most fear they can. Ximtals use subtlety to entrap their prey and often don't directly engage their targets. They use insecurities as a tool and force poor behavior in mortals they set their sights on. They prefer to focus their machinations on strong-willed and well-intentioned mortals, hoping to erode their pride and self-worth and ultimately lead them eschew altruistic efforts. Rather than focusing on a single victim, a ximtal might instead seek out a particular cause of interest to the sahkil's appetites. These creatures often wander the multiverse seeking to sabotage societal crusades or suppress divergent ideologies. While most ximtals work alone, they sometimes enlist the assistance of pakalchis, who share similar tastes in mortal fear. Together and focused, these two types of fiends can dissolve individual self-worth, relationships, and even entire organizations. Recall Knowledge - Fiend (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Ximtal Source Bestiary 3 pg. 221 Perception +30; darkvision, true seeing Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet Skills Arcana +27, Deception +33, Intimidation +33, Occultism +27, Religion +30, Stealth +28 Str +9 Dex +3 Con +9 Int +2 Wis +5 Cha +8 Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 39 Fort +32 Ref +26 Will +28 HP 380 Immunities fear Weaknesses good 10 Despoiler (aura, divine, necromancy) 1,000 feet. Creatures within the aura take a –2 circumstance penalty to all saving throws against poisons, diseases, and drugs. --- Speed 40 feet, climb 20 feet, fly 40 feet Melee Single Action jaws +34 (Magical, reach 10 feet), Damage 3d12+17 piercing plus 2d6 evil and sensory fever Melee Single Action claw +34 (Agile, Magical, reach 15 feet), Damage 3d8+17 slashing plus 2d6 evil and sensory fever Divine Innate Spells DC 38 - Cantrips (9th) Detect Magic - 8th Fear (at will), Horrid Wilting (×3), Maze (×3), Suggestion (at will) - Constant (9th) Fly, True Seeing Isolate Foes Two Actions (Curse, Divine, Emotion, Enchantment, Incapacitation, Mental) Frequency once per day; Effect The ximtal attempts to isolate its enemy's companions, forcing an impression that each creature's friends and allies have vanished and they are all alone against an insurmountable threat. The ximtal chooses up to four creatures, each of whom must be adjacent to one other target. Each target must attempt a DC 38 Will save. On a failure, a target becomes out of phase with all allies. The affected creatures can't perceive their allies or interact with them in any way, and they can move into allies' spaces as if their allies simply weren't there. Allies similarly can't perceive or interact with the affected creatures with one exception: an ally can target an effected creature with remove curse to remove the effects. Every 24 hours, an affected creature can attempt a new saving throw to end this effect. Sensory Fever (Disease) A ximtal's withering attacks cause a debilitating disease targeting the senses; Saving Throw DC 36 Fortitude; Stage 1 creature loses one sense determined randomly: taste, smell, hearing, or sight (1 day); Stage 2 creature loses an additional sense from the stage 1 list (1 day); Stage 3 creature loses an additional sense from the stage 1 list (1 day); Stage 4 creature loses the last sense from the stage 1 list and any special senses, such as tremorsense or lifesense (1 day); Stage 5 all lost senses are permanent unless restored via restore senses or a similar effect Skip Between Single Action (Conjuration, Divine, Teleportation) The sahkil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of ethereal jaunt except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between. ","skill_mod":{"deception":33,"stealth":28,"arcana":27,"intimidation":33,"occultism":27,"religion":30},"image":["/Images/Monsters/Sahkil_Ximtal.png"],"primary_source":"Bestiary 3","spell":["Fear","Horrid Wilting","Maze","Suggestion","Detect Magic","Fly","True Seeing"],"ac":39,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":2,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":32,"size":["Large"],"name":"Ximtal","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[37,43],"attack_bonus":[34,34],"constitution":9,"immunity":["fear"],"creature_family":"Sahkil","will_save":28,"speed":{"climb":20,"fly":40,"max":40,"land":40},"wisdom":5,"weakness":{"good":10},"creature_ability":["Easy to Call","Despoiler","Isolate Foes","Sensory Fever","Skip Between"],"skill":["Arcana","Deception","Intimidation","Occultism","Religion","Stealth"],"tradition":["Divine"],"summary":"The struggles of loneliness and the anxiety that accompanies that feeling plague many creatures, and ximtals delight in exploiting this fear for …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1284","dexterity":3,"category":"creature","slug":"creature-1284"},{"primary_source_category":"Rulebooks","strength":10,"hp":425,"language":["Abyssal","Celestial","Infernal","Requian","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":7,"perception":35,"stealth":"36","trait":["Fiend","Sahkil","NE","Huge"],"id":"creature-1285","text":" Kimenhul Among the strongest of their kind aside from the sahkil tormentors, kimenhuls work their craft to foment despair in those who fear failure, forming cycles of self-loathing. These powerful sahkils focus their attention on mortals who are seemingly at the peak of their ability yet harbor secret fears of inadequacy. A kimenhul's predations can leave an indelible mark on its victims. The kimenhul whispers threats and sends fears of crushing failure to its prey, seemingly originating from their own minds, a trauma that can be difficult to bear without help. These sahkils torment their prey as long as the hapless victims live, using their Eternal Fear ability every day to psychically remind their previous victims of their failings. Some unique kimenhuls find themselves in a position of leadership in Xibalba (see the sidebar below), where they carve out their own small kingdoms and direct groups of sahkils to help them find mortals to torment. They rule these nightmare kingdoms through terror, often delighting in tormenting new petitioners or scheming ways to work against their immortal foes. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Kimenhul Source Bestiary 3 pg. 222 Perception +35; darkvision, true seeing Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet Skills Acrobatics +36, Arcana +33, Athletics +38, Deception +38, Occultism +33, Religion +35, Stealth +36 Str +10 Dex +8 Con +9 Int +5 Wis +7 Cha +7 Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 45 all-around vision Fort +33 Ref +32 Will +35 HP 425 Immunities death effects, fear Weaknesses good 20 Feed on Fear The kimenhul regains 30 Hit Points at the start of its turn as long as any frightened creature is within 100 feet of it. Attack of Opportunity Reaction If the triggering creature is subject to an effect with the fear trait, the kimenhul can make two claw Strikes against the creature instead of one Strike. --- Speed 45 feet, climb 25 feet Melee Single Action jaws +38 (Magical, reach 15 feet), Damage 4d12+18 piercing plus 3d6 evil Melee Single Action claw +38 (Agile, Magical, reach 15 feet), Damage 4d8+18 slashing plus 3d6 evil and Improved Grab Divine Innate Spells DC 42 - Cantrips (10th) Detect Magic - 9th Confusion, Dispel Magic (at will), Fear (at will), Mask of Terror (at will), Phantasmal Calamity, Suggestion (at will), Warp Mind, Weird - Constant (9th) Mind Blank, True Seeing Eternal Fear Two Actions (Divine, Emotion, Enchantment, Fear, Incapacitation, Mental) The kimenhul contorts its faces and presents itself to its enemies in a terrifying and traumatic display that causes lingering fear. Each creature within 100 feet that can observe the kimenhul must make a DC 42 Will save. They are then temporarily immune for 10 minutes. Critical Success The target is unaffected. Success The target becomes frightened 3. Failure The target becomes frightened 3 and is fleeing as long as it's frightened. Even after recovering from the initial experience, the trauma is lodged in the target's mind for 1 year. Once per day, the kimenhul can communicate telepathically with the target for 1 minute as long as both creatures are on the same plane. Any time a creature under the effect of Eternal Fear is in a stressful situation (such as combat or intense social pressure), they must succeed at a DC 11 flat check or become frightened 2. While Eternal Fear lasts, the target always becomes fleeing as long as it's frightened, regardless of the source of the fear. The target can attempt a new saving throw each week to remove these effects, but they can otherwise be removed only by powerful magic such as wish . Critical Failure As failure, but the effects are permanent and the target doesn't get to attempt a weekly save to end the effect. Frightening Flurry Two Actions The kimenhul makes one jaws Strike and two claw Strikes against a single target, in any order. The target becomes frightened with a condition value equal to the number of Strikes that hit it, to a maximum of frightened 3 if all three Strikes hit. Rend Single Action claw Skip Between Single Action (Conjuration, Divine, Teleportation) The sahkil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of ethereal jaunt except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between. Snatch Between When using Skip Between, the kimenhul can bring along any creatures it has grabbed. Unsettled Mind Any creature affected by any of a kimenhul's mental spells or abilities becomes stupefied 3 for the duration of that effect and for 1d4 rounds thereafter. ","skill_mod":{"deception":38,"stealth":36,"arcana":33,"athletics":38,"occultism":33,"acrobatics":36,"religion":35},"image":["/Images/Monsters/Sahkil_Kimenhul.png"],"primary_source":"Bestiary 3","spell":["Confusion","Dispel Magic","Fear","Mask of Terror","Phantasmal Calamity","Suggestion","Warp Mind","Weird","Detect Magic","Mind Blank","True Seeing"],"ac":45,"level":20,"spell_dc":[42],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":5,"reflex_save":32,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":33,"size":["Huge"],"name":"Kimenhul","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[46,54],"attack_bonus":[38,38],"constitution":9,"immunity":["death effects","fear"],"creature_family":"Sahkil","will_save":35,"speed":{"climb":25,"max":45,"land":45},"wisdom":7,"weakness":{"good":20},"creature_ability":["Easy to Call","Feed on Fear","Attack of Opportunity","Eternal Fear","Frightening Flurry","Rend","Skip Between","Snatch Between","Unsettled Mind"],"skill":["Acrobatics","Arcana","Athletics","Deception","Occultism","Religion","Stealth"],"tradition":["Divine"],"summary":"Among the strongest of their kind aside from the sahkil tormentors, kimenhuls work their craft to foment despair in those who fear failure, forming …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1285","dexterity":8,"category":"creature","slug":"creature-1285"},{"primary_source_category":"Rulebooks","strength":0,"hp":16,"language":["Celestial","Common","Samsaran"],"source":["Bestiary 3"],"type":"Creature","charisma":2,"perception":9,"trait":["Humanoid","Samsaran","N","Medium"],"id":"creature-1286","text":" Samsaran Anchorite A unique connection to the cycle of life and death defines the mortal lives of samsarans. With a tendency toward reclusiveness, samsarans have delicate builds, enigmatic and pupilless eyes, and blood as clear as water. When a samsaran dies, their body vanishes and their soul instantly reincarnates into a newborn child elsewhere on the same plane: usually another samsaran, but occasionally a humanoid of a different ancestry. Though all samsarans have an innate understanding of their nature, they consciously remember little from their former lives. Some, however, are occasionally struck by disjointed memories or flashes of déjà vu linked to a previous existence that can earn them a reputation for preternatural wisdom and insight. Most samsarans prefer to lead studious lives filled with moments of deep reflection. Their sights remain set on the eternal and on enlightenment, reducing the appeal of the short-term material gains one can achieve in just one lifetime. A samsaran ceases their cycle of reincarnation only upon reaching perfect state of enlightenment—or falling so far from harmony that they proceed to a doomed afterlife. The ancestral home of the samsarans lies in Zi Ha, a remote mountain nation in Tian Xia. These treacherous mountains help ensure the solitude most samsarans prefer, and they're further protected by misguiding illusions, defensive wards, and secure fortifications. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Samsaran Anchorite Source Bestiary 3 pg. 224 Perception +9; low-light vision Languages Celestial, Common, Samsaran Skills Medicine +6, Occultism +6, Religion +7, Society +4 Str +0 Dex +2 Con +0 Int +1 Wis +4 Cha +2 Cryptomnesia A samsaran anchorite subconsciously retains bits of knowledge from their innumerable former lives, granting them a +1 circumstance bonus to skill checks that aren't listed in their skills above, and allowing them to attempt all skill actions that normally require the user to be trained. Items Spear, Sling (10 bullets) --- AC 15 Fort +3 Ref +7 Will +9 HP 16 All This Has Happened Before Reaction (divination, occult) Frequency once per day; Trigger The samsaran anchorite is about to roll initiative; Effect The anchorite experiences a flash of recognition from a previous existence, gaining a +4 circumstance bonus to the triggering roll. If this causes the anchorite to be the first creature to act, they also become quickened for 1 round, but they can use the extra action only to Recall Knowledge or Step. All This Will Happen Again Reaction (fortune, emotion, mental) Frequency once per day; Trigger The samsaran anchorite fails or critically fails a Will save against an emotion effect; Effect Even in the face of overwhelming tribulation, the anchorite finds solace in the notion that all things are merely part of a never-ending cycle. They reroll the saving throw with a +1 status bonus; they must use the second result. --- Speed 25 feet Melee Single Action spear +5, Damage 1d6+2 piercing Ranged Single Action sling +7 (range increment 50 feet, reload 1), Damage 1d4+2 bludgeoning Divine Prepared Spells DC 17 - Cantrips (1st) Guidance, Light - 1st Command, Heal, Sanctuary\n","skill_mod":{"society":4,"medicine":6,"occultism":6,"religion":7},"image":["/Images/Monsters/Samsaran.png"],"primary_source":"Bestiary 3","spell":["Command","Heal","Sanctuary","Guidance","Light"],"ac":15,"item":["Spear","Sling (10 bullets)"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":7,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":3,"size":["Medium"],"name":"Samsaran Anchorite","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[4,5],"attack_bonus":[5,7],"constitution":0,"creature_family":"Samsaran","will_save":9,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Cryptomnesia","All This Has Happened Before","All This Will Happen Again"],"skill":["Medicine","Occultism","Religion","Society"],"tradition":["Divine"],"summary":"A unique connection to the cycle of life and death defines the mortal lives of samsarans. With a tendency toward reclusiveness, samsarans have …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1286","dexterity":2,"category":"creature","slug":"creature-1286"},{"attack_bonus":[9,11],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":36,"language":["Sasquatch"],"source":["Bestiary 3"],"type":"Creature","will_save":6,"charisma":1,"speed":{"max":30,"land":30},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Catch Rock","Emerge From Undergrowth","Brutal Blows","Forest Stride","Pungent","Threatening Visage","Throw Rock"],"skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"9","trait":["Humanoid","Uncommon","N","Medium"],"id":"creature-1287","text":" Sasquatch The elusive sasquatches dwell in the deepest, most remote and secluded tracts of wilderness. They avoid confrontations with humanoids unless drawn out by curiosity. In such cases, glimpses through the underbrush are typically the best an onlooker can hope for, as sasquatches are perfectly content to live their lives in peace hidden in the deep thickets of the wild. Despite their considerable bulk, sasquatches are capable of moving through forests with surprising grace and efficiency. Often, their distinctively pungent odor or the discovery of a few sets of unusually oversized footprints are the only signs of their presence. These footprints have helped to engender a popular nickname, “bigfoot,” for these mysterious creatures. While normally nonconfrontational, a sasquatch can be driven to violence when startled or when their homeland is threatened, be it by the expansion of pioneers or the intrusion of fell supernatural influences. Usually, a sasquatch's attack lasts as long as it takes to frighten away a foe; they rarely pursue those who flee from their displays of dominance. Sasquatches speak their own language, which mixes sounds easily mistaken for ambient wildlife calls and knocking—most often by striking a solid surface (such as a tree) with a branch or a stone—allowing a whole family of sasquatches to carry on conversations without alerting nearby humanoids. Even in death they avoid leaving traces behind, for when a sasquatch dies, their kin take pains to bury the body deep and hide the grave site well to protect the remains from scavengers and evil spirits alike. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Sasquatch Source Bestiary 3 pg. 225 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Sasquatch Skills Athletics +9, Intimidation +5, Stealth +9, Survival +6 Str +5 Dex +1 Con +3 Int -1 Wis +2 Cha +1 --- AC 17 Fort +11 Ref +7 Will +6 HP 36 Catch Rock Reaction Emerge From Undergrowth Free Action Trigger The sasquatch is in forest terrain and rolls Stealth for Initiative; Effect The sasquatch Strides up to half their Speed, after which they attempt to Demoralize a single creature within 15 feet. --- Speed 30 feet Melee Single Action fist +11, Damage 1d10+5 bludgeoning Ranged Single Action rock +9 (Brutal, range increment 30 feet), Damage 1d6+5 bludgeoning Brutal Blows On a critical hit with a fist Strike, the target is knocked prone by the blow. Forest Stride The sasquatch ignores difficult terrain in forests. Pungent The sasquatch's odor is quite powerful and can be detected at twice the normal distance by scent. Threatening Visage The sasquatch doesn't take a penalty to Demoralize a creature that doesn't understand their language. Throw Rock Single Action Similarly Hidden Creatures similar to the forest-dwelling sasquatches can be found throughout the world. The most infamous are mountain-dwelling yetis, but other regions hide even more elusive creatures, such as the orang pendek, yowie, almas, and yeren. Just as yetis and sasquatches have significantly different traits and abilities, it's likely these other creatures each possess their own unique abilities to help them remain in isolation. ","skill_mod":{"survival":6,"stealth":9,"athletics":9,"intimidation":5},"summary":"The elusive sasquatches dwell in the deepest, most remote and secluded tracts of wilderness. They avoid confrontations with humanoids unless drawn …","image":["/Images/Monsters/Sasquatch.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1287","intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":11,"size":["Medium"],"name":"Sasquatch","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[8,10],"slug":"creature-1287"},{"attack_bonus":[10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":-2,"hp":45,"language":["Aklo","Common","Draconic"],"source":["Bestiary 3"],"type":"Creature","will_save":11,"charisma":0,"speed":{"max":20,"land":20},"perception":11,"wisdom":4,"weakness":{},"creature_ability":["Mage Bond","Transcribe","Inkstain"],"skill":["Arcana","Library Lore","Occultism","Scribing Lore","Stealth"],"stealth":"8","trait":["Aberration","N","Tiny"],"id":"creature-1288","text":" Scalescribe Often seen at the sides of spellcasters, scalescribes are tiny, snakelike creatures with numerous hands that usually hold a multitude of fountain pens in various ink colors. The words scrawled across their bodies shift depending on what texts they've encountered recently. Scalescribes have a fondness for language, especially magical language, and make their homes in libraries or other places of learning. Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Scalescribe Source Bestiary 3 pg. 226 Perception +11; darkvision Languages Aklo, Common, Draconic Skills Arcana +11, Library Lore +11, Occultism +9, Scribing Lore +11, Stealth +8 Str -2 Dex +3 Con +1 Int +4 Wis +4 Cha +0 Mage Bond After performing a 1-hour ritual, a scalescribe can bond with one willing creature capable of Casting Spells. The scalescribe can Aid their bonded caster in Crafting a scroll, and they can make their Transcribed spell available to the caster so long as the spell is of the caster's tradition. A bonded prepared caster can prepare the spell. A bonded spontaneous caster can add the spell to their spell repertoire during their daily preparations, and it remains as long as the Transcribed scroll exists. --- AC 18 Fort +6 Ref +10 Will +11 +2 status to all saves vs. linguistic effects HP 45 Transcribe Reaction Trigger Another creature targets the scalescribe with a spell requiring verbal components; Effect The scalescribe attempts to copy the incantation onto a scroll by attempting a counteract check (counteract level 2, counteract modifier +10) with the following effects instead of the normal effects of counteracting. The spell still affects the scalescribe, regardless of the results of this check. The scalescribe can Cast a Spell from any scroll they Transcribe as if it were on their spell list. Transcribing a new scroll renders any previously Transcribed scroll inert. Critical Success If the triggering spell's level was no more than 3 higher than the scalescribe's counteract level, the scalescribe captures a copy of the spell in a scroll that appears in their hand. This scroll can be used normally but fades after 24 hours if not used before then. Success As critical success, but only if the spell's level is no more than 1 higher than the scalescribe's counteract level. Failure As critical success, but only if the spell's level is lower than the scalescribe's counteract level. Critical Failure The scalescribe fails to copy the spell. --- Speed 20 feet Melee Single Action fountain pen +10 (Agile, Finesse, Magical), Damage 1d6+2 piercing plus inkstain Ranged Single Action morpheme glyph +10 (Evocation, Magical, range 40 feet), Damage 3d6 force Arcane Innate Spells DC 20 - Cantrips (2nd) Detect Magic, Message, Read Aura, Sigil - 2nd Comprehend Language (×3; self only), Dispel Magic - 3rd Secret Page Inkstain When the scalescribe deals damage to a creature with their fountain pen, the creature takes 1d4 persistent poison damage. When a creature taking this damage attempts to take an action with the concentrate trait, it must succeed at a DC 5 flat check or the action is disrupted. Scalescribe Assistants Due to their scribing capabilities, scalescribes are highly sought after as assistants for wizards and other scholarly spellcasters. Though rarely deigning to become true familiars, scalescribes keenly work with those they deem “clever,” as long as their friend helps them discover new words ","tradition":["Arcane"],"skill_mod":{"stealth":8,"arcana":11,"occultism":9},"summary":"Often seen at the sides of spellcasters, scalescribes are tiny, snakelike creatures with numerous hands that usually hold a multitude of fountain …","image":["/Images/Monsters/Scalescribe.png"],"primary_source":"Bestiary 3","spell":["Secret Page","Comprehend Language","Dispel Magic","Detect Magic","Message","Read Aura","Sigil"],"trait_group":["Creature Type"],"ac":18,"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1288","intelligence":4,"reflex_save":10,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Tiny"],"name":"Scalescribe","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,10],"slug":"creature-1288"},{"attack_bonus":[11,11],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":58,"source":["Bestiary 3"],"type":"Creature","will_save":6,"charisma":3,"speed":{"max":30,"swim":30},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Camouflage","Anchor"],"skill":["Athletics","Stealth"],"stealth":"10","trait":["Animal","N","Large"],"id":"creature-1289","text":" Seahorse Giant seahorses are bear-sized, docile versions of their tiny, more common cousins. Merfolk and other underwater cultures often use them as pack animals, while some coastal cultures ride them as mounts. Earning a seahorse's trust can be rather difficult given their skittish nature, but giant seahorses can express incredible loyalty and affection once they bond with someone, even going so far as to risk their own well-beings to defend someone who has earned their trust. They don't take to combat naturally, though, and in dangerous situations, they're more likely to try and grab their rider with their strong, prehensile tails before swimming to safety, rather than staying in a fight. Like smaller seahorses, giant seahorses have bony armor plates on the outside of their bodies, covered by skin, which makes them fairly durable despite their reluctance to battle. Though not the strongest swimmers, seahorses rely primarily on natural camouflage to survive. Chromatophores in seahorses' skin allow them to camouflage themselves. This ability is fairly rudimentary, and the size of a giant seahorse makes this tactic far less effective for them than for their smaller kin. Their colors change slowly at most times, though when in a dangerous situation, the process occurs much more rapidly for the seahorse. Unlike regular seahorses, giant seahorses also rely on herd tactics for defense as well as their surprising physical strength. A herd of charging seahorses is just as terrifying and dangerous underwater as a herd of stampeding horses on land. Humanoids in underwater cultures learn at a young age to quickly get out of the way of a herd of stampeding seahorses. Baby giant seahorses are too big to easily float and lack sufficient strength to swim on their own for several weeks after birth. They instead link tails with an adult and allow themselves to be ferried around. An adult seahorse can carry upwards of 20 seahorse babies hanging from them at once, though these babies might occasionally get left behind or swept away by a strong current. Caring for these helpless, wayward children is seen as a supreme act of kindness by many merfolk, who'll let these babies wrap their tails around staves and other implements and rear them into adulthood. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Seahorse Source Bestiary 3 pg. 227 Perception +10; low-light vision Languages Skills Athletics +11, Stealth +10 Str +4 Dex +3 Con +4 Int -4 Wis +1 Cha +3 Camouflage The giant seahorse can change its coloration to match its surroundings. It doesn't need cover to attempt to Hide with a Stealth check. --- AC 19 Fort +11 Ref +10 Will +6 HP 58 --- Speed swim 30 feet Melee Single Action snout +11, Damage 1d12+4 bludgeoning Melee Single Action tail +11 (Agile), Damage 1d6+4 bludgeoning plus Grab Anchor Single Action The seahorse wraps its tail around either a stationary object or its rider. A seahorse anchored to an object gains a +2 circumstance bonus to any defense against effects that would forcibly move it. An anchored rider gains the same benefit against effects that would forcibly knock it off the seahorse. The seahorse remains anchored until it Releases its grip, is knocked unconscious, or either it's forcibly moved away from the object or its rider is forcibly moved off it. Seahorse Omens Many variants of seahorse mate for life, including the giant variety. In some seafaring cultures, the giant variants are revered as symbols of love and companionship. To see two giant seahorses swimming through the ocean water together supposedly signals that love is on the horizon for the viewer. On the other hand, seeing a lone giant seahorse without either its mate or its herd foretells a life of solitude or the tragic end of a relationship. ","skill_mod":{"stealth":10,"athletics":11},"summary":"Giant seahorses are bear-sized, docile versions of their tiny, more common cousins. Merfolk and other underwater cultures often use them as pack …","image":["/Images/Monsters/SeahorseGiant.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1289","intelligence":-4,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Giant Seahorse","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,10],"slug":"creature-1289"},{"primary_source_category":"Rulebooks","strength":-5,"hp":145,"language":["Common","Dwarven","Jotun","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","charisma":7,"perception":15,"stealth":"21","trait":["Incorporeal","Spirit","Uncommon","Undead","CE","Medium"],"id":"creature-1290","text":" Seething Spirit Hatred so powerful it lives beyond the grave—this sentiment animates the ephemeral crimson apparitions known as seething spirits. Single-minded in nature, they stoke the fires of anger and hate, capable of planning and strategy, but the one thing beyond their grasp is personal growth. Though similar to ghosts, seething spirits retain much less of their former living selves. Most of their soul has moved on, and only the fury remains. There's no way to set a seething spirit to rest: only violence can destroy it. By possessing a creature and nurturing the seeds of resentment and rage already within its mind, a seething spirit can greatly alter the host's behavior and personality. When broached about such changes, a host might claim they're just finally “telling it like it is.” Because a seething spirit can't voluntarily end its possession, it's essentially one with its victim until the victim's rage results in death. A seething spirit doesn't take pleasure in this death—they rapidly move on in search of a new rageful host. Recall Knowledge - Spirit (Occultism): DC 30 Recall Knowledge - Undead (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Seething Spirit Source Bestiary 3 pg. 228 Perception +15; darkvision, tastes anger (imprecise) 1 mile Languages Common, Dwarven, Jotun; tongues Skills Acrobatics +21, Deception +20, Diplomacy -5, Intimidation +24, Stealth +21 Str -5 Dex +6 Con +0 Int +2 Wis -2 Cha +7 Taste Anger (detection, divination, occult) The spirit can taste anger and hatred from creatures experiencing those emotions within 1 mile (imprecise). --- AC 29 Fort +17 Ref +23 Will +21 HP 145 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except emotion, force, ghost touch , mental, or positive; double resistance vs. non-magical) Weaknesses emotion 12 Pulse of Rage (aura, emotion, enchantment, mental, occult) 20 feet. This aura emanates from any creature possessed by the seething spirit, and it's inactive while the spirit isn't possessing anyone. Any creature in the aura, including a creature possessed by the spirit, takes a –1 status penalty to AC, can't perform actions with the concentrate trait except for the Seek action and actions with the rage trait, and gains a +2 status bonus to melee damage rolls against the spirit's enemies. A creature can attempt a DC 30 Will save when it enters the aura to avoid the effect. If the creature would need to attempt a save against the aura again within 24 hours, it automatically uses the same save result rather than attempting a new save. Vulnerable to Calm Emotions A seething spirit can't attempt to possess a creature affected by calm emotions . If creature possessed by a seething spirit fails a saving throw against calm emotions , the spirit is forced out. If the spirit isn't possessing a creature and is targeted with calm emotions , the spirit takes 12 mental damage per level of the spell instead of the normal spell effects. --- Speed fly 40 feet Melee Single Action ephemeral claw +22 (Evocation, Occult), Damage 3d12+7 slashing Occult Innate Spells DC 32 - 2nd Invisibility (at will; self-only), Ventriloquism (at will) - 3rd Mind Reading (at will) - 6th Paranoia, Remove Fear, Suggestion (×3) - Constant (6th) Tongues Furious Possession Two Actions The seething spirit attempts to possess an adjacent corporeal creature. This has the same effect as a possession spell (DC 30), except since the spirit doesn't have a physical body, they're not unconscious and paralyzed when the effect ends. The spirit can't Dismiss the possession. The creature gains 12 temporary Hit Points that are lost when the possession ends. During the possession, the creature has the pulse of rage aura. Each time the possessed creature makes a melee Strike, the spirit can substitute their ephemeral claw attack modifier, damage amount, or both in place of the creature's own statistics. Directed Ire A seething spirit most dearly wants to find a host with a rage similar to their own. A spirit spawned from romantic resentment might gravitate toward a jilted lover, for example. The rage in the seething spirit is purely evil, so a spirit created from anger at persecution might seek out an innocent prisoner to turn into a murderer who'll sate the spirit's rage. ","skill_mod":{"diplomacy":-5,"deception":20,"stealth":21,"intimidation":24,"acrobatics":21},"image":["/Images/Monsters/SeethingSpirit.png"],"primary_source":"Bestiary 3","spell":["Paranoia","Remove Fear","Suggestion","Mind Reading","Invisibility","Ventriloquism","Tongues"],"ac":29,"level":11,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision , tastes anger (imprecise) 1 mile","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":2,"reflex_save":23,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Seething Spirit","alignment":"CE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[26],"attack_bonus":[22],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"will_save":21,"speed":{"fly":40,"max":40},"wisdom":-2,"weakness":{},"creature_ability":["Taste Anger","Pulse of Rage","Vulnerable to Calm Emotions","Furious Possession"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Stealth"],"tradition":["Occult"],"summary":"Hatred so powerful it lives beyond the grave—this sentiment animates the ephemeral crimson apparitions known as seething spirits. Single-minded in …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1290","dexterity":6,"category":"creature","slug":"creature-1290"},{"primary_source_category":"Rulebooks","strength":4,"hp":75,"language":["Celestial","Common"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":8,"trait":["Humanoid","Rare","Shabti","NG","Medium"],"id":"creature-1291","text":" Shabti Redeemer Cobbled together from broken bits of mortal souls, shabti are facsimiles of wealthy or powerful mortals seeking to escape punishment for their sins upon death. Those rulers and nobles afraid of Pharasma's judgment use the shabti to receive cosmic punishment in their stead. Unaware that they're copies of another soul, shabti endure this fate for some time before being discovered by Pharasma's psychopomps, who reveal the truth to the shabti and strive to met out the avoided punishment to the shabti's creator, using whatever information available. In this case, the shabti is liberated and left to wander Golarion on their own. Freed but without purpose, many shabti try to recreate the lives that they think they were supposed to lead, replaying out the themes and situations from false memories that fill their heads. Others find themselves tormented for ages by the fact they were solely created to endure punishment for sins committed by another. Some shabti revel in the freedom of their new endless existence, traveling the world in search of sensation and meaning. A rare few shabti find purpose in aiding Pharasma. They seek to do justice in the god's name and preserve the natural order. Some follow this path as repayment for being freed, while others want to ensure that others don't suffer in their creators' stead. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Shabti Redeemer Source Bestiary 3 pg. 229 Perception +8; darkvision Languages Celestial, Common Skills Arcana +8, Athletics +12, Diplomacy +10, Medicine +12, Religion +10 Str +4 Dex +1 Con +3 Int +0 Wis +0 Cha +3 Blade Ally The shabti's staff gains the benefits of the disrupting rune while they wield it. Items Dagger, Scale Mail, Staff --- AC 24 Fort +14 Ref +8 Will +11 HP 75 Immunities drained Aura of Courage 15 feet. When the shabti becomes frightened, reduce the frightened value they would gain by 1. At the end of their turn, they reduce the frightened value of all allies in the aura by 1. Glimpse of Redemption Reaction Trigger An enemy damages the shabti's ally, and both the enemy and ally are within 15 feet of the shabti; Effect The shabti's foe hesitates under the weight of sin as visions of redemption play in their mind's eye. The foe must choose one of the following options: The ally is unharmed by the triggering damage. The ally gains resistance 6 to the triggering damage. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn. Immortal Shabti don't age naturally and can't die of old age. Spells and effects that cause aging still affect a shabti as normal. They also can't be turned into undead. --- Speed 25 feet Melee Single Action disrupting staff +14 (two-hand d8), Damage 1d4+7 bludgeoning Melee Single Action dagger +14 (Agile, Finesse, versatile S), Damage 1d4+7 piercing Ranged Single Action dagger +11 (Agile, thrown 10 feet, versatile S), Damage 1d4+7 piercing Divine Innate Spells DC 19 - 1st Charm Champion Devotion Spells DC 19 (2 Focus Points) - 2nd Lay on Hands\n","skill_mod":{"diplomacy":10,"arcana":8,"medicine":12,"athletics":12,"religion":10},"image":["/Images/Monsters/Shabti.png"],"primary_source":"Bestiary 3","spell":["Charm","Lay on Hands"],"ac":24,"item":["Dagger","Scale Mail","Staff"],"level":4,"spell_dc":[19,19],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Shabti Redeemer","alignment":"NG","pfs":"Standard","rarity":"rare","strike_damage_average":[9,9,9],"attack_bonus":[11,14,14],"constitution":3,"immunity":["drained"],"creature_family":"Shabti","will_save":11,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Blade Ally","Aura of Courage","Glimpse of Redemption","Immortal Shabti"],"skill":["Arcana","Athletics","Diplomacy","Medicine","Religion"],"tradition":["Divine"],"summary":"Cobbled together from broken bits of mortal souls, shabti are facsimiles of wealthy or powerful mortals seeking to escape punishment for their sins …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1291","dexterity":1,"category":"creature","slug":"creature-1291"},{"primary_source_category":"Rulebooks","strength":3,"hp":45,"language":["Aklo","Auran","Common","Shae","Undercommon"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":10,"stealth":"13","trait":["Shadow","N","Medium"],"id":"creature-1292","text":" Shae Shae are wispy, tenebrous creatures native to the Plane of Shadow. Their amorphous bodies appear in constant states of flux. They cast no shadows of their own, instead gaining and losing umbral energy to nearby shadows that shrink and grow alongside them. Most shae wear clothing spun from shadows that shift with them, though diplomats sometimes don more conventional garments while entertaining outsiders. Their most distinctive apparel are their white stone masks, which shae don only when they must put on a discernible “face” for interacting with humanoids and similar creatures. They do so begrudgingly, as they consider themselves superior to humanoids, but donning their masks allows them to be more easily understood and thus keeps their interactions with their lessers as brief as possible. The dynamic between a shae and humanoids shifts when humanoids come to worship a shae, however. A mortal who shows a shae their due deference is worth keeping around, so many shae collect cults of personality or expansive entourages. Even getting a meeting with such a self-important shae can present a challenge that requires one to deal with many layers of hangers-on who insist on vetting the newcomer before wasting the shae's precious time. According to shae lore, they've transcended the material world and now embody a cosmological equilibrium of reality and illusion. Their claims to metaphysical ascendance and knowledge of the secrets of shadows entice many mortal supplicants to join shae courts and cults. In the shae language, their name means “unbound,” in accordance with their belief that their ephemeral nature makes them free of the moral and social strictures that bind other sentient creatures, and they essentially make a virtue of capriciousness. Shae feel little obligation to follow through with oaths or obey laws, so sealing a compact with a mortal means little to them. Shae Source Bestiary 3 pg. 230 Perception +10; darkvision Languages Aklo, Auran, Common, Shae, Undercommon Skills Acrobatics +13, Deception +9, Occultism +11, Shadow Plane Lore +11, Stealth +13 Str +3 Dex +5 Con +1 Int +3 Wis +2 Cha +3 Shadow Shift Being made partially of shadow themselves, shae are concealed in dim light or darkness even to creatures that can see clearly in those light levels. Items Dagger (5) --- AC 21 Fort +9 Ref +11 Will +10 HP 45 Immunities precision Resistances cold 5, negative 5 Counterattack Reaction Trigger The shae is targeted by an attack from an adjacent creature that misses due to the shae being concealed; Requirements The shae is aware of the attack; Effect The shae makes a Strike against the attacker. Slip Reaction Trigger A creature moves adjacent to the shae; Effect The shae teleports to a clear space adjacent to another creature they can see within 30 feet. --- Speed 25 feet, fly 35 feet; swift steps, tenebral form Melee Single Action dagger +13 (Agile, Finesse, versatile S), Damage 1d4+5 piercing and 1d6 cold Ranged Single Action dagger +13 (Agile, thrown 10 feet, versatile S), Damage 1d4+5 piercing and 1d6 cold Occult Innate Spells DC 21 - Cantrips (2nd) Chill Touch, Detect Magic - 4th Gaseous Form (at will) - 7th Plane Shift (self only; to Shadow Plane or Material Plane only) Bide Two Actions The shae prepares to take action against their foes, watching their opponent and waiting for the right opportunity to respond. The shae gains a second reaction until the start of their next turn, though they still can't use more than one reaction on the same triggering action. Swift Steps The shae's movement doesn't trigger reactions. Tenebral Form The shae can Fly at full Speed in gaseous form. Children of Shadows Though rare, shae occasionally engage in relationships with mortals, resulting in children born as fetchlings. Though shae maintain a cool superiority over their mortal children, fetchlings who join a shae's cult are placed in positions of authority over other mortals and receive blatantly preferential treatment. ","skill_mod":{"deception":9,"stealth":13,"occultism":11,"acrobatics":13},"image":["/Images/Monsters/Shae.png"],"primary_source":"Bestiary 3","spell":["Plane Shift","Gaseous Form","Chill Touch","Detect Magic"],"ac":21,"item":["Dagger (5)"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"void":5,"cold":5},"intelligence":3,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Shae","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[11,11],"attack_bonus":[13,13],"constitution":1,"immunity":["precision"],"will_save":10,"speed":{"fly":35,"max":35,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Shadow Shift","Counterattack","Slip","Bide","Swift Steps","Tenebral Form"],"skill":["Acrobatics","Deception","Occultism","Shadow Plane Lore","Stealth"],"tradition":["Occult"],"summary":"Shae are wispy, tenebrous creatures native to the Plane of Shadow . Their amorphous bodies appear in constant states of flux. They cast no shadows …","trait_group":["Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1292","dexterity":5,"category":"creature","slug":"creature-1292"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":115,"language":["Aklo"],"immunity":["disease"],"source":["Bestiary 3"],"type":"Creature","will_save":16,"charisma":0,"speed":{"fly":60,"max":60,"land":20},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["No Breath","Slippery","Flying Strafe","Share Defenses"],"skill":["Acrobatics","Athletics"],"trait":["Beast","Uncommon","CE","Huge"],"id":"creature-1293","text":" Shantak The imposing shantaks are far more intelligent than their bestial appearance would suggest. They can speak, though their voices sound like glass grinding on stone, and they can't converse in any language besides Aklo. Shantaks' ability to travel through the gulfs of outer space at supernatural speed allows them to nest on numerous worlds, yet despite this mobility, most shantaks are reluctant to seek out new homes unless faced with no other option. Instead, they roost in discarded ruins or asteroids adrift in space, only emerging and landing upon planets in their chosen stellar system when the urge to feed compels them. Despite not being native to the Dimension of Dreams, they're commonly found in that realm. Their ability to fly through space affords them swift travel between Leng and more hospitable reaches of the Dreamlands, making them particularly sought after as mounts for those who have business in the far reaches of the dreaming plane. Convincing a shantak to become a mount is notoriously difficult. They refuse any sort of training, and even if one is convinced to ferry a humanoid on their back, they can be obstinate and fickle. Anyone relying on a shantak mount should have a backup plan ready in case the shantak strands their passenger on an asteroid or strange planet after some disagreement. Although a shantak is nearly the size of an elephant, many possess irrational fears of certain creatures. In particular, nightgaunts terrify them, but other shantaks have been observed fleeing from harpies and gargoyles. Though these ancestries all share the same trait, shantaks don't fear every type of winged humanoid, which makes the origin of their phobia all the more mysterious. Shantaks on Golarion typically hide themselves away in remote places since several of the creatures they fear appear on the planet in abundance. Recall Knowledge - Beast (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Shantak Source Bestiary 3 pg. 231 Perception +18; darkvision Languages Aklo Skills Acrobatics +17, Athletics +18 Str +6 Dex +3 Con +4 Int -1 Wis +4 Cha +0 --- AC 27 Fort +18 Ref +13 Will +16 HP 115 Immunities disease Resistances cold 10 No Breath The shantak doesn't breathe and is immune to effects that require breathing (such as an inhaled poison). Slippery The shantak's scales are covered in slippery slime, so the shantak gains a +3 circumstance bonus to Escape. A creature mounted on a shantak takes double the normal circumstance penalty to Reflex saves (–4 instead of –2 in most cases) while mounted. --- Speed 20 feet, fly 60 feet Melee Single Action jaws +20, Damage 2d12+9 piercing Melee Single Action claw +20 (Agile), Damage 2d8+9 slashing Flying Strafe Two Actions The shantak Flies up to their fly speed and makes two claw Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty. Share Defenses Free Action (Abjuration, Occult) Requirements A creature is riding the shantak; Effect The shantak extends their no breath ability and cold resistance to a single creature riding them. They can withdraw this protection as a free action. Riding Shantaks Those who seek to travel to other worlds might consider using a shantak as a mount for their speed and Share Defense ability, yet riding them is a risky endeavor. Far more intelligent than animals, shantak have strong, mercurial personalities and often require bribes from their riders. Even when they receive a gift they particularly enjoy, a shantak could still decide to drop off their passenger at an amusing (to them) remote location. ","skill_mod":{"athletics":18,"acrobatics":17},"summary":"The imposing shantaks are far more intelligent than their bestial appearance would suggest. They can speak, though their voices sound like glass …","image":["/Images/Monsters/Shantak.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"cold":10},"url":"/Monsters.aspx?ID=1293","intelligence":-1,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"size":["Huge"],"name":"Shantak","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18,22],"slug":"creature-1293"},{"primary_source_category":"Rulebooks","strength":7,"hp":160,"language":["Aklo","(can't speak any language); <%UMR%37%%>telepathy<%END> 300 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":5,"perception":25,"stealth":"23","trait":["Rare","Siktempora","Time","CE","Large"],"id":"creature-1294","text":" Misery Siktempora Creatures born of intense pain and suffering, the armless, six-legged misery siktemporas are some of the most numerous of their kind since misery is as ubiquitous an experience as living. They're also the most proactive of siktemporas, seeking to propagate the misery from which they spawn. They delight in opportunities to travel to the Material Plane, where misery is so woefully prevalent and easily multiplied. Recall Knowledge - Time (Occultism): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Misery Siktempora Source Bestiary 3 pg. 232 Perception +25; darkvision Languages Aklo; (can't speak any language); telepathy 300 feet Skills Acrobatics +23, Dimension of Time Lore +26, Intimidation +23, Occultism +22, Stealth +23 Str +7 Dex +5 Con +4 Int +4 Wis +7 Cha +5 Temporal Sense A siktempora can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll. --- AC 32 Fort +20 Ref +23 Will +25 HP 160 , regeneration 40 (deactivated by positive, mental, or orichalcum) Immunities disease, emotion, poison Slash the Suffering Creatures with the confused or stupefied condition are flat-footed to the misery siktempora. Uncanny Pounce Free Action Trigger The misery siktempora rolls Dimension of Time Lore for initiative; Effect The misery siktempora Strides once and makes a claw Strike, in either order. --- Speed 35 feet; air walk Melee Single Action claw +26 (Agile), Damage 3d8+13 slashing Occult Innate Spells DC 29 - 2nd Invisibility (×3) - 4th Dimension Door (at will) - 6th Blink - Constant (6th) Air Walk Inflict Misery Single Action (Emotion, Enchantment, Mental, Occult) Requirements The misery siktempora's last action was a claw Strike that damaged the target; Effect The misery siktempora fills the target's thoughts with abject despair. The target must attempt a DC 32 Will save. Regardless of outcome, the target is then immune to Inflict Misery for 1 minute. Success The target is unaffected. Failure The target is clumsy 2, enfeebled 2, and stupefied 2 for 1 round. Critical Failure As failure, but for 1 minute. Telepathic Wail Two Actions (Emotion, Enchantment, Mental, Occult) The misery siktempora assails the mind of one creature within 100 feet with a wail of anguish and torment that deals 8d6 mental damage (DC 32 basic Will save). On a failed save, the target is also confused for the first action of its next turn (or for 1 round on a critical failure). ","skill_mod":{"stealth":23,"intimidation":23,"occultism":22,"acrobatics":23},"image":["/Images/Monsters/Siktempora_MiserySiktempora.png"],"primary_source":"Bestiary 3","spell":["Blink","Dimension Door","Invisibility","Air Walk"],"ac":32,"level":12,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":23,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Misery Siktempora","alignment":"CE","pfs":"Standard","rarity":"rare","strike_damage_average":[26],"attack_bonus":[26],"constitution":4,"immunity":["disease","emotion","poison"],"creature_family":"Siktempora","will_save":25,"speed":{"max":35,"land":35},"wisdom":7,"weakness":{},"creature_ability":["Temporal Sense","Slash the Suffering","Uncanny Pounce","Inflict Misery","Telepathic Wail"],"skill":["Acrobatics","Dimension of Time Lore","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"Creatures born of intense pain and suffering, the armless, six-legged misery siktemporas are some of the most numerous of their kind since misery is …","trait_group":["Rarity","Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1294","dexterity":5,"category":"creature","slug":"creature-1294"},{"primary_source_category":"Rulebooks","strength":8,"hp":190,"language":["Aklo","(can't speak any language); <%UMR%37%%>telepathy<%END> 200 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":5,"perception":24,"trait":["Rare","Siktempora","Time","LN","Small"],"id":"creature-1295","text":" Triumph Siktempora Triumph siktemporas embody the emotional satisfaction of overcoming a task that took up much of a creature's mind, be it taking an apple seed from between one's teeth or winning a war. They exult in every victory they attain; however, they value only those successes won fairly not only abiding by the established rules of a competition but also enforcing those rules mercilessly upon other competitors. These siktemporas appear as small humanoids with four muscular arms and digitigrade legs. They take great joy in draping themselves in golden clothes and medals that commemorate the countless victories which spawned them, and their faces bear proud, dazzling smiles and expressions of success—but these features never move. Recall Knowledge - Time (Occultism): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Triumph Siktempora Source Bestiary 3 pg. 233 Perception +24; darkvision Languages Aklo; (can't speak any language); telepathy 200 feet Skills Acrobatics +24, Athletics +30, Dimension of Time Lore +24, Diplomacy +23, Intimidation +27, Medicine +22, Performance +25 Str +8 Dex +4 Con +5 Int +4 Wis +4 Cha +5 Temporal Sense A siktempora can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll. --- AC 35 Fort +25 Ref +24 Will +26 HP 190 , regeneration 40 (deactivated by chaos, mental, or orichalcum) Immunities disease, emotion, poison Cheaters Never Prosper (aura, divination, occult) 50 feet. A creature within the aura who uses or benefits from an effect with the fortune trait must succeed at a DC 34 Will save or become slowed 1 for 1 round (slowed 2 on a critical failure). Clinch Victory Reaction Trigger A creature within the triumph siktempora's reach uses an action that would restore Hit Points; Effect The triumph siktempora makes a glorious fist Strike against the triggering creature. On a critical success, this Strike also disrupts the triggering action. Uncanny Pounce Free Action Trigger The triumph siktempora rolls Dimension of Time Lore for initiative; Effect The triumph siktempora Strides once and makes a claw Strike, in either order. --- Speed 60 feet; air walk Melee Single Action glorious fist +30, Damage 3d12+16 bludgeoning Occult Innate Spells DC 32 - 4th Dimension Door (at will) - 7th Blink - Constant (7th) Air Walk Vie for Victory Two Actions The triumph siktempora pushes themself beyond their limits to secure victory over a chosen foe. They choose one target they can see and reach with a single Stride action. They attempt to Demoralize that target, ignoring the typical limitations on distance and with no penalty for not sharing a language with the target. They then Stride and attempt one Athletics attack action (such as Grapple or Disarm) against the target. Winning Smile Two Actions (Emotion, Enchantment, Mental, Occult) The triumph siktempora flashes their disarming grin at one creature within 15 feet. The target takes 10d8 mental damage (DC 34 basic Will save). On a failure, the target's attacks against the triumph siktempora also become nonlethal until the end of the target's next turn. Triumphant Appearances Triumph siktemporas find purpose and a sense of self in winning and victory, so when a war rages across the land and one side struggles behind the rest, a triumph siktempora might venture to the Material Plane to join the side of the underdog and grasp victory—or die trying! The same can happen for a major sporting event or even an intense legal battle where a persuasive voice could turn the tide. All that matters to them is victory ","skill_mod":{"diplomacy":23,"performance":25,"medicine":22,"athletics":30,"intimidation":27,"acrobatics":24},"image":["/Images/Monsters/Siktempora_TriumpSiktempora.png"],"primary_source":"Bestiary 3","spell":["Blink","Dimension Door","Air Walk"],"ac":35,"level":14,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":24,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"size":["Small"],"name":"Triumph Siktempora","alignment":"LN","pfs":"Standard","rarity":"rare","strike_damage_average":[35],"attack_bonus":[30],"constitution":5,"immunity":["disease","emotion","poison"],"creature_family":"Siktempora","will_save":26,"speed":{"max":60,"land":60},"wisdom":4,"weakness":{},"creature_ability":["Temporal Sense","Cheaters Never Prosper","Clinch Victory","Uncanny Pounce","Vie for Victory","Winning Smile"],"skill":["Acrobatics","Athletics","Dimension of Time Lore","Diplomacy","Intimidation","Medicine","Performance"],"tradition":["Occult"],"summary":"Triumph siktemporas embody the emotional satisfaction of overcoming a task that took up much of a creature's mind, be it taking an apple seed from …","trait_group":["Rarity","Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1295","dexterity":4,"category":"creature","slug":"creature-1295"},{"primary_source_category":"Rulebooks","strength":4,"hp":210,"language":["Aklo","(can't speak any language); <%UMR%37%%>telepathy<%END> 500 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":9,"perception":28,"trait":["Rare","Siktempora","Time","NG","Medium"],"id":"creature-1296","text":" Love Siktempora Acts of great and intense love spawn love siktemporas, kindly creatures bearing intense strength that start and end wars in the name of the love that birthed them. These adept combatants form crossbows and bolts out of their emotional bonds, though they typically fight only to protect that which they love. While unable to speak given their featureless faces, they're nevertheless compassionate listeners and savvy communicators. Each love siktempora takes the form of two small humanoids conjoined at the hip with three legs, two arms, and two heads. Their faces are completely featureless except for a faint, ever present blush spread across their cheeks, and they always appear garbed in stylish garments from obscure civilizations. Recall Knowledge - Time (Occultism): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Love Siktempora Source Bestiary 3 pg. 233 Perception +28; darkvision Languages Aklo; (can't speak any language); telepathy 500 feet Skills Acrobatics +31, Dimension of Time Lore +28, Diplomacy +33, Intimidation +31, Occultism +26, Performance +33 Str +4 Dex +9 Con +5 Int +4 Wis +6 Cha +9 Telepathic Singer A love siktempora can provide verbal components and auditory performances for their composition spells even though they can't speak. They do so without needing to make noise, as all creatures within range of their telepathy hear the components in their mind. However, the siktempora can do so only as long as at least one other creature with an Intelligence modifier of +0 or higher is within the range of their telepathy. Temporal Sense A siktempora can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll. --- AC 38 Fort +25 Ref +31 Will +28 HP 210 , regeneration 50 (deactivated by evil, mental, or orichalcum) Immunities disease, emotion, poison Deflect Aggression Reaction (emotion, enchantment, mental, occult) Trigger The love siktempora is targeted by an attack; Effect The siktempora glows with compassion, deflecting the attacker's aggression. The siktempora gains a +2 circumstance bonus to their AC and resistance 15 against the triggering attack, and the attacker must attempt a saving throw against the siktempora's heartsong (see below). Uncanny Pounce Free Action Trigger The love siktempora rolls Dimension of Time Lore for initiative; Effect The love siktempora Strides once and makes a claw Strike, in either order. --- Speed 50 feet; air walk Ranged Single Action emotional bolt +31 (Agile, range increment 80 feet), Damage 3d10+10 piercing plus 1d10 mental and heartsong Occult Innate Spells DC 37 - 4th Dimension Door (at will) - 8th Blink - Constant (8th) Air Walk Bard Composition Spells DC 37, 3 Focus Points - Cantrips (8th) Inspire Courage, Inspire Defense - 8th Lingering Composition Heartsong (Emotion, Enchantment, Mental, Occult) A creature that takes mental damage from the love siktempora's emotional bolt must succeed at a DC 37 Will save or become fascinated by the siktempora until the end of the target's next turn. Hostile actions don't end this fascinated condition. Love's Impunity The love siktempora's emotional bolt Strike doesn't trigger reactions that normally trigger based off making a ranged attack. Telepathic Ballad Single Action (Enchantment, Mental, Occult) The love siktempora casts inspire courage or inspire defense . It increases the area to a 200-foot emanation and increases the status bonuses the cantrip provides to +2. ","skill_mod":{"diplomacy":33,"performance":33,"intimidation":31,"occultism":26,"acrobatics":31},"image":["/Images/Monsters/Siktempora_LoveSiktempora.png"],"primary_source":"Bestiary 3","spell":["Blink","Dimension Door","Air Walk","Lingering Composition","Inspire Courage","Inspire Defense"],"ac":38,"level":16,"spell_dc":[37,37],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":31,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":25,"size":["Medium"],"name":"Love Siktempora","alignment":"NG","pfs":"Standard","rarity":"rare","strike_damage_average":[32],"attack_bonus":[31],"constitution":5,"immunity":["disease","emotion","poison"],"creature_family":"Siktempora","will_save":28,"speed":{"max":50,"land":50},"wisdom":6,"weakness":{},"creature_ability":["Telepathic Singer","Temporal Sense","Deflect Aggression","Uncanny Pounce","Heartsong","Love's Impunity","Telepathic Ballad"],"skill":["Acrobatics","Dimension of Time Lore","Diplomacy","Intimidation","Occultism","Performance"],"tradition":["Occult"],"summary":"Acts of great and intense love spawn love siktemporas, kindly creatures bearing intense strength that start and end wars in the name of the love that …","trait_group":["Rarity","Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1296","dexterity":9,"category":"creature","slug":"creature-1296"},{"primary_source_category":"Rulebooks","strength":9,"hp":240,"language":["Aklo","(can't speak any language), <%UMR%37%%>telepathy<%END> 500 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":33,"stealth":"32","trait":["Rare","Siktempora","Time","NE","Medium"],"id":"creature-1297","text":" Hatred Siktempora Spawned by acts and legacies of cold-blooded spite, hatred siktemporas kill indiscriminately out of pure loathing, methodically hunting down and slaughtering anyone who catches their vile attention. Fortunately for mortals, they typically limit their predations to the Dimension of Time, where they hunt down creatures foreign to that realm—and some native to it. Hatred siktemporas appear roughly humanoid, but their gaunt forms resemble bone and tendon more than flesh and skin. Adding to their unnerving appearance, their legs have an additional segment between their shin and thigh, and likewise for their eerily long arms. Their featureless faces bear only a singular scar, which takes a different form on every hatred siktempora. They clad themselves in immaculate finery chosen from the most vitriolic empires that ever existed, in the past and the future, and they form a magical garrote as a manifestation of their cold malice. Recall Knowledge - Time (Occultism): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Hatred Siktempora Source Bestiary 3 pg. 235 Perception +33; darkvision Languages Aklo; (can't speak any language), telepathy 500 feet Skills Athletics +35, Deception +32, Dimension of Time Lore +32, Intimidation +32, Stealth +32 Str +9 Dex +6 Con +4 Int +4 Wis +7 Cha +6 Temporal Sense A siktempora can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll. --- AC 42 Fort +28 Ref +30 Will +33 HP 240 , regeneration 50 (deactivated by good, mental, or orichalcum) Immunities disease, emotion, poison Impending Dread (aura, emotion, fear, mental, occult) 150 feet. Creatures within the hatred siktempora's aura don't reduce the value of their frightened condition automatically at the end of their turns. Uncanny Pounce Free Action Trigger The hatred siktempora rolls Dimension of Time Lore for initiative; Effect The hatred siktempora Strides once and makes a claw Strike, in either order. Punish Flight Reaction Trigger A creature attempts to Escape from the hatred siktempora; Effect The siktempora makes a loathing garotte Strike against the triggering creature. This Strike doesn't have Improved Grab. --- Speed 80 feet; air walk Melee Single Action loathing garotte +35 (Cold, reach 10 feet), Damage 3d10+17 cold plus Improved Grab Occult Innate Spells DC 40 - 4th Dimension Door (at will) - 9th Blink - Constant (9th) Air Walk Contorted Clutch The hatred siktempora can have up to two creatures grabbed with their loathing garotte at once. Vindictive Crush Single Action Frequency once per round; Requirements The hatred siktempora has a creature grabbed; Effect The hatred siktempora tightens their garrote, dealing 5d10 bludgeoning damage to each creature they're Grabbing. Each creature grabbed by the siktempora must attempt a DC 40 Fortitude save. Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage and can't breathe or speak while it remains grabbed; it must hold its breath or begin suffocating. Critical Failure As failure, but double damage and the creature becomes restrained and can't speak for 1 round after it's no longer grabbed. ","skill_mod":{"deception":32,"stealth":32,"athletics":35,"intimidation":32},"image":["/Images/Monsters/Siktempora_HatredSiktempora.png"],"primary_source":"Bestiary 3","spell":["Blink","Dimension Door","Air Walk"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":30,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":28,"size":["Medium"],"name":"Hatred Siktempora","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[33],"attack_bonus":[35],"constitution":4,"immunity":["disease","emotion","poison"],"creature_family":"Siktempora","will_save":33,"speed":{"max":80,"land":80},"wisdom":7,"weakness":{},"creature_ability":["Temporal Sense","Impending Dread","Uncanny Pounce","Punish Flight","Contorted Clutch","Vindictive Crush"],"skill":["Athletics","Deception","Dimension of Time Lore","Intimidation","Stealth"],"tradition":["Occult"],"summary":"Spawned by acts and legacies of cold-blooded spite, hatred siktemporas kill indiscriminately out of pure loathing, methodically hunting down and …","trait_group":["Rarity","Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1297","dexterity":6,"category":"creature","slug":"creature-1297"},{"attack_bonus":[15,15,15],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":60,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Skeleton","will_save":9,"charisma":4,"speed":{"fly":40,"max":40,"land":20},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Shriek"],"skill":["Acrobatics","Intimidation"],"trait":["Mindless","Skeleton","Undead","NE","Medium"],"id":"creature-1298","text":" Harpy Skeleton A live harpy's song is compelling and captivating; a harpy skeleton's is anything but, rending the target's mind. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Harpy Skeleton Source Bestiary 3 pg. 236 Perception +9; darkvision Languages Skills Acrobatics +11, Intimidation +13 Str +4 Dex +4 Con +2 Int -5 Wis +0 Cha +4 --- AC 22 Fort +11 Ref +15 Will +9 HP 60 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 20 feet, fly 40 feet Melee Single Action talon +15 (Agile, Emotion), Damage 2d6+7 slashing Melee Single Action club +15, Damage 1d6+7 bludgeoning Ranged Single Action club +15 (thrown 10 feet), Damage 1d6+7 bludgeoning Shriek Two Actions (Auditory, Concentrate, Emotion, Fear, Mental) The harpy skeleton emits an unearthly, bone-chilling scream that deals 4d10 mental damage to all creatures in a 30-foot cone (DC 26 basic Will save). A creature that fails its save is frightened 1 (or frightened 2 on a critical failure). The harpy skeleton can't Shriek again for 1d4 rounds. ","skill_mod":{"intimidation":13,"acrobatics":11},"summary":"A live harpy's song is compelling and captivating; a harpy skeleton's is anything but, rending the target's mind.","image":["/Images/Monsters/Skeleton_HarpySkeleton.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Ancestry","Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=1298","intelligence":-5,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Harpy Skeleton","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,10,14],"slug":"creature-1298"},{"attack_bonus":[20,20],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":140,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Skeleton","will_save":17,"charisma":0,"speed":{"max":40,"land":40},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Rib Skewer","Trample"],"skill":["Athletics"],"trait":["Mindless","Skeleton","Undead","NE","Gargantuan"],"id":"creature-1299","text":" Tyrannosaurus Skeleton A massive dinosaur predator makes for a fearsome skeleton. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Tyrannosaurus Skeleton Source Bestiary 3 pg. 237 Perception +17; darkvision Languages Skills Athletics +22 Str +7 Dex +0 Con +5 Int -5 Wis +2 Cha +0 --- AC 27 Fort +20 Ref +13 Will +17 HP 140 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10 --- Speed 40 feet Melee Single Action jaws +20 (deadly d12, reach 20 feet), Damage 2d12+9 piercing plus Grab Melee Single Action foot +20 (reach 15 feet), Damage 2d10+9 bludgeoning Rib Skewer Single Action The tyrannosaurus skeleton bends down, attempting to skewer one adjacent creature on one of its massive ribs. The creature takes 2d10+9 piercing damage (DC 28 basic Reflex save). If the creature fails its save and is Medium or smaller, it's also impaled and stuck to the rib. It moves with the skeleton and takes 2d6 persistent bleed damage until it either Escapes or someone uses Force Open to break the rib (either is DC 28). Trample Three Actions Huge or smaller, foot, DC 28 ","skill_mod":{"athletics":22},"summary":"A massive dinosaur predator makes for a fearsome skeleton.","image":["/Images/Monsters/Skeleton_TRexSkeleton.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Ancestry","Creature Type"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=1299","intelligence":-5,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":20,"size":["Gargantuan"],"name":"Tyrannosaurus Skeleton","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,22],"slug":"creature-1299"},{"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":180,"source":["Bestiary 3"],"type":"Creature","creature_family":"Skeleton","will_save":19,"charisma":0,"speed":{"max":25,"land":25},"perception":17,"wisdom":2,"weakness":{"area":15},"creature_ability":["Form a Phalanx","Troop Defenses","Lower Spears!","Hurl Javelins!","Form Up","Phalanx Charge","Troop Movement"],"skill":["Athletics"],"trait":["Mindless","Skeleton","Troop","Undead","NE","Gargantuan"],"id":"creature-1300","text":" Skeleton Infantry This troop of skeletons was once a cohort of highly disciplined spear-and-shield infantry from an ancient empire. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Skeleton Infantry Source Bestiary 3 pg. 237 Perception +17; darkvision Languages Skills Athletics +18 Str +5 Dex +3 Con +4 Int -5 Wis +2 Cha +0 --- AC 31 Fort +21 Ref +18 Will +19 HP 180 (16 squares) Resistances cold 5, electricity 5, fire 5, piercing 10, slashing 10 Weaknesses area damage 15, splash damage 8 Form a Phalanx Single Action Many of the skeletons raise their shields to protect others. The infantry gain a +2 circumstance bonus to AC until the start of their next turn. Troop Defenses --- Speed 25 feet; troop movement Lower Spears! Single Action to Three Actions Frequency once per round; Effect The skeletons engage in a coordinated longspear attack against each enemy within 10 feet (DC 27 basic Reflex save). The damage depends on the number of actions. Single Action 2d8 piercing damage Two Actions 3d8+8 piercing damage Three Actions 4d8+8 piercing damage Hurl Javelins! Two Actions The troop's members throw a volley of javelins. Each creature in a 10-foot burst within 30 feet of the troop takes 2d6+10 piercing damage (DC 26 basic Reflex save). When the troop is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Form Up Single Action Phalanx Charge Two Actions Requirements The infantry is in a phalanx; Effect The skeletons lower their longspears and charge. The troop Strides in a straight line until they're adjacent to an enemy then use Lower Spears!, dealing 3d8+8 piercing damage. Any creature that fails its save is also knocked prone. Troop Movement Whenever the skeleton infantry Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the infantry enter difficult terrain, the extra movement cost applies to all the guards. ","skill_mod":{"athletics":18},"summary":"This troop of skeletons was once a cohort of highly disciplined spear-and-shield infantry from an ancient empire.","primary_source":"Bestiary 3","trait_group":["Monster","Ancestry","Creature Type"],"ac":31,"level":11,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"piercing":10,"slashing":10,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=1300","intelligence":-5,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":21,"size":["Gargantuan"],"name":"Skeleton Infantry","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1300"},{"attack_bonus":[9,12,12,13],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":55,"language":["Aklo","Common"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Skelm","will_save":8,"charisma":4,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{"cold_iron":3},"creature_ability":["Attack of Opportunity","Change Shape","Frightening Rant","Punishing Strike"],"skill":["Athletics","Deception","Intimidation","Occultism","Stealth"],"stealth":"9","trait":["Humanoid","Skelm","LE","Medium"],"id":"creature-1301","text":" Street Skelm Street skelms abuse the deference given to elders and the well-to-do in public spaces, appearing as such so they can verbally or physically punish those who dare defy their cruel sensibilities. To excuse his actions or gather allies, a street skelm might rant about a target, building a pretense of some vague threat the target poses to the community's social order. These rantings can rally a mob to carry out the skelm's violence against his target, some of whom even act out of fear against becoming the skelm's next target. Street skelms have little of the magical talents possessed by their more powerful peers, mostly relying on brute force. Street skelms typically dress in old-fashioned styles, always including a hat or hood that can cover their distinctive features. They often walk with a cane, walking staff, or other prop suitable for bludgeoning those who offend their delicate egos or challenge their tenuous sense of control. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Street Skelm Source Bestiary 3 pg. 238 Perception +8; scent (imprecise) 30 feet Languages Aklo, Common Skills Athletics +9, Deception +9, Intimidation +11, Occultism +8, Stealth +9 Str +4 Dex +2 Con +3 Int +3 Wis +1 Cha +4 Items Staff --- AC 18 Fort +10 Ref +9 Will +8 –1 to all saves vs. emotion effects HP 55 Weaknesses cold iron 3 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action fist +12 (Agile, Magical), Damage 1d6+6 bludgeoning plus Grab Melee Single Action antler +12 (Magical), Damage 1d10+6 piercing plus Knockdown Melee Single Action staff +13 (two-handed d8), Damage 1d4+7 bludgeoning Ranged Single Action rock +9 (range increment 20 feet), Damage 1d6+6 bludgeoning Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The street skelm can take on the appearance of any Medium male humanoid. This doesn't change his Speed or his attack and damage bonuses with his Strikes but might change the damage type his Strikes deal. Frightening Rant Single Action (Auditory, Concentrate, Emotion, Enchantment, Fear, Linguistic, Mental, Occult) The skelm rants angrily, filling nearby creatures with shame, fear, and anger. Each creature within 30 feet must succeed at a DC 20 Will save or become frightened 1 (frightened 2 on a critical failure). While frightened by this rant, creatures take a –2 status penalty to Strength-based damage rolls against the skelm, but gain a +2 status bonus to those rolls against other creatures. Punishing Strike Single Action The skelm unleashes his constant rage in a reckless attack that makes him flat-footed until the start of his next turn. He Strikes; if he hits, he increases the number of damage dice by one and adds Push to the effect. This counts as two attacks for his multiple attack penalty. ","skill_mod":{"deception":9,"stealth":9,"athletics":9,"intimidation":11,"occultism":8},"summary":"Street skelms abuse the deference given to elders and the well-to-do in public spaces, appearing as such so they can verbally or physically punish …","image":["/Images/Monsters/Skelm_StreetSkelm.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":18,"item":["Staff"],"level":3,"source_category":["Rulebooks"],"sense":" scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1301","intelligence":3,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":10,"size":["Medium"],"name":"Street Skelm","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,9,9,11],"slug":"creature-1301"},{"primary_source_category":"Rulebooks","strength":5,"hp":80,"language":["Aklo","Common","<%UMR%37%%>telepathy<%END> 30 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":5,"perception":11,"stealth":"12","trait":["Humanoid","Skelm","LE","Medium"],"id":"creature-1302","text":" Shrine Skelm The unquestioned authority that a priest wields, with influence over even the most intimate details of a congregation's lives, is the ultimate prize for a shrine skelm. Most shrine skelms insinuate themselves into positions of judgment in powerful religious groups to gain that power for their own use and abuse. Shrine skelms wear the old-fashioned, traditional apparel of whatever faith they've infiltrated, brandishing religious symbols made of precious metals to better blend in and give an impression of age and power. No matter what religion they infiltrate, a shrine skelm is a master at taking established teachings out of context to justify elaborate, painful, and often humiliating punishments for his victims. He usually targets people with the audacity to question his position or teachings, but also relentlessly harasses anyone he envies. Shrine skelms are skilled listeners, especially in settings like group prayers where they can learn worshippers' fears or hopes. They exploit whatever information they learn for their own prestige and power, but they also watch for jealousy and the seeds of rage that could be nurtured to make a new skelm. They can even intercept sincere prayers and steal their effects for themselves, and they command several spells to manipulate and control their unwitting, vulnerable victims. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Shrine Skelm Source Bestiary 3 pg. 239 Perception +11; scent (imprecise) 30 feet Languages Aklo, Common; telepathy 30 feet Skills Athletics +12, Deception +14, Intimidation +14, Occultism +11, Religion +11, Stealth +12, Thievery +12 Str +5 Dex +3 Con +4 Int +4 Wis +2 Cha +5 Items silver religious symbol --- AC 22 Fort +13 Ref +12 Will +11 –1 to all saves vs. emotion effects HP 80 Weaknesses cold iron 5 Seize Prayer Reaction (abjuration, concentrate, occult) Trigger A creature the shrine skelm can hear within 30 feet Casts a divine Spell with a verbal component; Effect The shrine skelm utters an incantation and attempts to counteract the triggering spell (counteract modifier +14, counteract level 3rd). If he successfully counteracts the spell, the skelm and the caster each take 1d8 mental damage per level of the triggering spell, and if the spell had one or more targets, the skelm learns its effect and can allow the spell's effects to continue with himself as the only target (any other effect is still counteracted). --- Speed 25 feet Melee Single Action fist +15 (Agile, Magical), Damage 2d4+7 bludgeoning plus Grab Melee Single Action antler +15 (Magical), Damage 2d8+7 piercing plus Knockdown Occult Innate Spells DC 22 - 3rd Command, Enthrall, Mind Reading (×3), Soothe Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The shrine skelm can take on the appearance of any Medium male humanoid. This doesn't change his Speed or his attack and damage bonuses with his Strikes but might change the damage type his Strikes deal. ","skill_mod":{"deception":14,"thievery":12,"stealth":12,"athletics":12,"intimidation":14,"occultism":11,"religion":11},"image":["/Images/Monsters/Skelm_ShrineSkelm.png"],"primary_source":"Bestiary 3","spell":["Command","Enthrall","Mind Reading","Soothe"],"ac":22,"item":["silver religious symbol"],"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" scent (imprecise) 30 feet","resistance":{},"intelligence":4,"reflex_save":12,"strongest_save":["fort","fortitude"],"fortitude_save":13,"size":["Medium"],"name":"Shrine Skelm","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[12,16],"attack_bonus":[15,15],"constitution":4,"creature_family":"Skelm","will_save":11,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Seize Prayer","Change Shape"],"skill":["Athletics","Deception","Intimidation","Occultism","Religion","Stealth","Thievery"],"tradition":["Occult"],"summary":"The unquestioned authority that a priest wields, with influence over even the most intimate details of a congregation's lives, is the ultimate prize …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1302","dexterity":3,"category":"creature","slug":"creature-1302"},{"primary_source_category":"Rulebooks","strength":6,"hp":155,"language":["Aklo","Common","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","charisma":5,"perception":15,"stealth":"16","trait":["Humanoid","Skelm","LE","Medium"],"id":"creature-1303","text":" Palace Skelm Skelms crave power, and the palace skelms who stalk the halls where such power concentrates are among the most dangerous of their kind. They assume titles that allow them maximum freedom to punish or hurt others with minimal oversight: any vindictive guard captain, tyrannical viceroy, or needlessly cruel magistrate could be or become a palace skelm. They delight in the wealth and status of their positions, garbing themselves in ornate finery that reflects their station. Palace skelms ingratiate themselves with powerful individuals and gather followers by stoking fears of losing long-held or hard-earned power—especially power gained through illicit means. They undermine their enemies by encouraging competition, jealousy, and outright paranoia by way of magic and false messages. These skelms possess an unnatural ability to twist spoken words and worm their manipulative magic into others' speech, sowing confusion and hatred that might explode into violence. A political upheaval is a palace skelm's greatest fear and opportunity alike, upsetting the balance of power he has built but providing countless new opportunities to sow hatred and evil. This conflicting goal leads palace skelms to self-sabotage and undermine their own efforts more than any other skelm. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Palace Skelm Source Bestiary 3 pg. 240 Perception +15; scent (imprecise) 30 feet Languages Aklo, Common; tongues Skills Athletics +18, Deception +21, Diplomacy +17, Intimidation +17, Occultism +16, Society +16, Stealth +16, Thievery +16 Str +6 Dex +4 Con +3 Int +4 Wis +3 Cha +5 Items signet ring --- AC 27 Fort +17 Ref +16 Will +15 –2 to all saves vs. emotion effects HP 155 Weaknesses cold iron 10 Corrupt Speech Reaction (auditory, illusion, linguistic, occult) Trigger The skelm hears a creature speak within 30 feet; Effect The skelm sows paranoia by putting treacherous words on another's lips. The skelm whispers up to 12 words and attempts a Deception check against the Perception DC of a creature other than the triggering creature within 30 feet. Critical Success The target hears the skelm's words as if they were spoken by the triggering creature. This can alter linguistic effects. The skelm also casts paranoia or suggestion on the target, if he likes. Success As critical success, except the skelm can't cast paranoia or suggestion . Failure The target doesn't hear the skelm's words, and they have no effect. Critical Failure The target hears the skelm speak the words. --- Speed 25 feet Melee Single Action fist +20 (Agile, Magical), Damage 2d8+9 bludgeoning plus Grab Melee Single Action antler +20 (Magical), Damage 2d12+9 piercing plus Knockdown Occult Innate Spells DC 26 - Cantrips (5th) Daze, Message - 2nd Invisibility (×3) - 4th Clairaudience, Enthrall, Outcast's Curse, Paranoia (at will), Private Sanctum, Suggestion - Constant (5th) Tongues Rituals DC 26 - 2nd Inveigle Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The palace skelm can take on the appearance of any Medium male humanoid. This doesn't change his Speed or his attack and damage bonuses with his Strikes but might change the damage type his Strikes deal. Incite Violence Two Actions (Emotion, Enchantment, Occult, Mental) Frequency once per day; Effect The skelm gives an impassioned speech calling for his followers to act upon their convictions. Each creature within 30 feet must attempt a DC 24 Will save. Critical Success The creature can immediately Strike an adjacent creature of its choosing. Success The creature is unaffected. Failure The creature immediately Strikes an adjacent creature; if multiple creatures are adjacent, the skelm chooses the target. If no creatures are adjacent, the creature is flat-footed and fascinated with the skelm until the start of its next turn. ","skill_mod":{"society":16,"diplomacy":17,"deception":21,"thievery":16,"stealth":16,"athletics":18,"intimidation":17,"occultism":16},"image":["/Images/Monsters/Skelm_PalaceSkelm.png"],"primary_source":"Bestiary 3","spell":["Clairaudience","Enthrall","Outcast's Curse","Paranoia","Private Sanctum","Suggestion","Invisibility","Daze","Message","Tongues"],"ac":27,"item":["signet ring"],"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" scent (imprecise) 30 feet","resistance":{},"intelligence":4,"reflex_save":16,"strongest_save":["fort","fortitude"],"fortitude_save":17,"size":["Medium"],"name":"Palace Skelm","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[18,22],"attack_bonus":[20,20],"constitution":3,"creature_family":"Skelm","will_save":15,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"cold_iron":10},"creature_ability":["Corrupt Speech","Change Shape","Incite Violence"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth","Thievery"],"tradition":["Occult"],"summary":"Skelms crave power, and the palace skelms who stalk the halls where such power concentrates are among the most dangerous of their kind. They assume …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1303","dexterity":4,"category":"creature","slug":"creature-1303"},{"primary_source_category":"Rulebooks","strength":6,"hp":170,"language":["Aklo","Common"],"source":["Bestiary 3"],"type":"Creature","charisma":7,"perception":19,"stealth":"17","trait":["Fiend","Humanoid","Skelm","LE","Medium"],"id":"creature-1304","text":" Soul Skelm Soul skelms arise not from mortal men but from other skelms, as their long-held wrath slowly twists them and replaces lingering fragments of their mortality with even more fiendish aspects. These skelms bully and exploit the souls of the dead, binding souls and undead to keep themselves indefinitely young. They bully living victims as well, stoking regret and shame even from inconsequential minutiae or outright fabrications until these feelings become unbreakable ties that the skelm can leverage from beyond the grave. A soul skelm's attentions can leave a victim isolated from friends and allies, making them all the more susceptible to the skelm's manipulations. Ambitious soul skelms—often those who arise from palace skelms—search out powerful, high-strung mortals and trick them into bringing ridicule or shame on themselves. After their victim's death, the skelms gleefully remind them of their mortal failings, feeding on their despair. Recall Knowledge - Fiend (Religion): DC 27 Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Soul Skelm Source Bestiary 3 pg. 241 Perception +19; darkvision, scent (imprecise) 30 feet Languages Aklo, Common Skills Athletics +22, Deception +21, Occultism +19, Society +19, Stealth +17 Str +6 Dex +3 Con +5 Int +3 Wis +5 Cha +7 Items +1 striking ghost touch spiked chain --- AC 29 Fort +19 Ref +17 Will +21 –2 to all saves vs. emotion effects HP 170 Immunities possession Weaknesses cold iron 10 --- Speed 30 feet Melee Single Action fist +22 (Agile, Evil, Magical), Damage 2d8+12 bludgeoning plus Grab Melee Single Action antler +22 (Evil, Magical), Damage 2d12+12 piercing plus Knockdown Melee Single Action spiked chain +23 (Disarm, Evil, Magical, Trip), Damage 2d8+12 slashing plus Knockdown Occult Innate Spells DC 29 - 2nd Invisibility (at will), Silence (at will) - 4th Dimension Door (at will) - 5th Harm, Illusory Creature, Mind Probe, Modify Memory - 7th Plane Shift (self only; Astral or Material Plane only) Bully the Departed Single Action (Auditory, Emotion, Mental, Occult, Enchantment) The skelm draws upon the spirit of one of his deceased victims, tormenting their soul beyond the grave. Until the end of his next turn, the soul skelm gains regeneration 15 (deactivated by force or good), and he deals an extra 1d8 evil damage on his Strikes. Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The soul skelm can take on the appearance of any Medium male humanoid. This doesn't change his Speed or his attack and damage bonuses with his Strikes but might change the damage type his Strikes deal. Isolating Lash Two Actions (Illusion, Occult) The soul skelm makes a melee Strike trailing a wave of shadowy illusions. The skelm is flat-footed until the start of his next turn. If the Strike is successful, the skelm increases the number of damage dice by one, and the target must attempt a DC 29 Will save. On a failure, the target becomes invisible, inaudible, and otherwise imperceptible to its allies for 4 rounds, and it likewise can't see, hear, or otherwise perceive those allies. Regardless of the outcome, the creature is temporarily immune to Isolating Lash for 24 hours. ","skill_mod":{"society":19,"deception":21,"stealth":17,"athletics":22,"occultism":19},"image":["/Images/Monsters/Skelm_SoulSkelm.png"],"primary_source":"Bestiary 3","spell":["Plane Shift","Harm","Illusory Creature","Mind Probe","Modify Memory","Dimension Door","Invisibility","Silence"],"ac":29,"item":["+1 striking ghost touch spiked chain"],"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{},"intelligence":3,"reflex_save":17,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Soul Skelm","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[21,21,25],"attack_bonus":[22,22,23],"constitution":5,"immunity":["possession"],"creature_family":"Skelm","will_save":21,"speed":{"max":30,"land":30},"wisdom":5,"weakness":{"cold_iron":10},"creature_ability":["Bully the Departed","Change Shape","Isolating Lash"],"skill":["Athletics","Deception","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"Soul skelms arise not from mortal men but from other skelms, as their long-held wrath slowly twists them and replaces lingering fragments of their …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1304","dexterity":3,"category":"creature","slug":"creature-1304"},{"attack_bonus":[15,15],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":95,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 3","Pathfinder #158: Sixty Feet Under"],"type":"Creature","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":12,"wisdom":0,"weakness":{"fire":5},"creature_ability":["Pest Haven","Flay","Stitch Skin"],"skill":["Athletics"],"trait":["Construct","Mindless","Uncommon","N","Large"],"id":"creature-1305","text":" Skinstitch Skinstitches' hulking frames are made from flayed humanoid skin stuffed with straw and poisonous insects. The dark god Norgorber grants the secrets for creating these monstrosities in disturbing dreams he sends to select adherents, in which the dreamer imagines themself skinning a beloved pet, friend, or family member. Those that accept these teachings become skinstitchers. The creation of a skinstitch is a crude process compared to the making of a more advanced construct like a golem. Rough stitching, imprecise shapes, and shoddy materials give a skinstitch its patchwork appearance. While most skinstitches have vaguely humanoid shapes, they often appear monstrous due to various modifications their creators have made to their bodies. Some skinstitches' arms, for instance, might bear jagged metal blades or blunt iron rods. The most talented skinstitchers rarely bother with the humanoid form at all and instead opt to craft skinstitches that resemble other creatures sacred to Norgorber, such as scorpions, centipedes, or spiders. Rumors lurk of skinstitchers who can use exotic materials like steel, daemon flesh, or even magical shadows for their creations. The rotting materials used to build skinstitches tend to attract vermin, which can in turn form a hive or nest within the creations' bodies. Skinstitchers consider the presence of such tenants to be a sure sign of Norgorber's approval. Recall Knowledge - Construct (Arcana, Crafting): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Skinstitch Source Bestiary 3 pg. 242, Pathfinder #158: Sixty Feet Under pg. 84 Perception +12; darkvision Languages Skills Athletics +15 Str +6 Dex +3 Con +5 Int -5 Wis +0 Cha +0 --- AC 22 Fort +16 Ref +14 Will +7 HP 95 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses fire 5 Pest Haven The rotting hides and molding straw stuffing of skinstitches are ideal nesting grounds for vermin and insect swarms. Any animal swarm sharing a space with a skinstitch gains fast healing 3. Additionally, if a creature deals at least 10 piercing or slashing damage to the skinstitch at once, the swarm can use its swarming bites Strike (or similar attack) against the attacker as a reaction. --- Speed 25 feet Melee Single Action blade +15 (Agile, Sweep), Damage 2d4+8 slashing Melee Single Action cudgel +15 (Forceful, reach 10 feet), Damage 2d8+8 bludgeoning Flay Two Actions The skinstitch makes a blade Strike against an animal or humanoid. On a success, the skinstitch slices a long strip of flesh from the target; if the skinstitch dealt damage, it deals an additional 1d6 persistent bleed damage. Stitch Skin Single Action (Manipulate) Requirements The skinstitch hasn't used this ability since the last time it successfully used its Flay ability; Effect The skinstitch sews flayed flesh to its body to seal tears and rents. The skinstitch regains 8 Hit Points. Skitterstitch Skitterstitches are eight-legged skinstitches crafted to resemble giant spiders. These elite skinstitch variants have different attacks from the standard skinstitch, including a deadly poison. Skitterstitches always house spider swarms within their bodies, which scuttle forth when their host is destroyed. ","skill_mod":{"athletics":15},"summary":"Skinstitches' hulking frames are made from flayed humanoid skin stuffed with straw and poisonous insects. The dark god Norgorber grants the secrets …","image":["/Images/Monsters/Skinstitch.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster","Rarity"],"ac":22,"level":5,"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1305","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":16,"source_group":["Agents of Edgewatch"],"size":["Large"],"name":"Skinstitch","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13,17],"slug":"creature-1305"},{"attack_bonus":[17,17],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":75,"source":["Bestiary 3"],"type":"Creature","will_save":11,"charisma":1,"speed":{"climb":15,"fly":10,"max":20,"land":20},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Snatch Skull","Anticoagulant","Perfect Camouflage"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"16","trait":["Beast","N","Small"],"id":"creature-1306","text":" Skull Peeler Skull peelers, despite their ferocious and well-deserved moniker, are considered by many to be downright adorable, especially when viewed from a safe distance. Their soft, dappled brown fur helps them hide in forest canopies, and they have shimmering insectile wings and big eyes that draw in the faintest beams of light. At first glance, a skull peeler looks like a cuddly pet or a wizard's familiar. Any illusions of domesticating such a beast are quickly dismissed upon seeing how a skull peeler eats, however. Skull peelers have evolved to hang motionlessly in treetop canopies as they wait until appropriate prey appears, usually long-necked dinosaurs but also brachiating primates and large birds. The skull peeler then lashes out with its long tongue, severing the creature's head from its body and pulling the detached cranium back into its hungry paws. It then uses its claws to crack open the cranial cavity—hence its name—before lapping up the tasty insides. Despite skull peelers' gruesome eating habits, some enterprises and individuals can't resist the urge to add these beasts to their menageries. Fey and other creatures with ties to the First World, such as gnomes, can occasionally coax a skull peeler into a form of domestication. While the adorable beasts can never be fully tamed due to their hyper-evolved hunting instincts, they can be bribed with food and, if kept satiated, displayed on a perch or indoor terrarium as an example of their master's cunning and deadliness. As often as not, these pseudo-domesticated skull peelers end up devouring a guest, pet, or their would-be owner, but this possibility doesn't stop up-and-coming crime lords from attempting to domesticate the little predators. Skull peelers kept in well-managed zoos fare somewhat better, but these clever creatures don't always stay in their cages, which has led to wild skull peelers in places travelers might not expect. Recall Knowledge - Beast (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Skull Peeler Source Bestiary 3 pg. 243 Perception +17; low-light vision Languages Skills Acrobatics +12, Athletics +15, Stealth +16 Str +5 Dex +4 Con +3 Int -3 Wis +3 Cha +1 --- AC 24 Fort +13 Ref +16 Will +11 HP 75 Snatch Skull Reaction Trigger The skull peeler is using Perfect Camouflage and a creature moves into a space within 15 feet of it; Effect The skull peeler Leaps toward the triggering creature and Strikes with its tongue. If this Strike is successful, the skull peeler automatically Grabs the target with its tongue. --- Speed 20 feet, climb 15 feet, fly 10 feet Melee Single Action tongue +17 (Agile, fatal d12, reach 10 feet), Damage 2d4+8 slashing plus 1d8 persistent bleed Melee Single Action claw +17, Damage 2d10+8 slashing Anticoagulant The skull peeler's razor-sharp tongue is coated in an anticoagulant substance that makes wounds it inflicts particularly hard to close. The DC of the flat check to end the persistent bleed damage from a skull peeler's tongue is 16, or 11 with appropriate assistance. Perfect Camouflage Single Action (Concentrate) Requirements The skull peeler is in a treetop or standing on a tree limb; Effect Until the next time it acts, the skull peeler hangs perfectly still, blending into the treetop surroundings. It has an automatic result of 36 on Stealth checks and DCs to Hide from any creature more than 10 feet away from it. A Grim Nature While explorers and adventurers who encounter skull peelers in the wild often assume the small beasts resulted from some ill-advised magical experiment by a foolish wizard, they're actually a naturally occurring species. Though their unusual assembly of characteristics might carry some minor First World influence, skull peelers evolved from other tree-dwelling mammals over thousands of years. In their current form, they're successful predators in their environment, mostly feeding on long-necked dinosaurs—prey that other, much larger carnivores still struggle to bring down! ","skill_mod":{"stealth":16,"athletics":15,"acrobatics":12},"summary":"Skull peelers, despite their ferocious and well-deserved moniker, are considered by many to be downright adorable, especially when viewed from a safe …","image":["/Images/Monsters/SkullPeeler.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1306","intelligence":-3,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":13,"size":["Small"],"name":"Skull Peeler","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,19],"slug":"creature-1306"},{"constitution":4,"primary_source_category":"Rulebooks","strength":-3,"hp":120,"immunity":["death effects","disease","mental","paralyzed","poison","precision","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Skull Swarm","will_save":16,"charisma":4,"speed":{"max":25,"land":25},"perception":18,"wisdom":2,"weakness":{"area":10,"splash":10},"creature_ability":["Boneshard Burst","Chattering Teeth","Shrieking Scream","Swarming Gnaw"],"skill":["Acrobatics"],"trait":["Mindless","Swarm","Undead","NE","Large"],"id":"creature-1307","text":" Clacking Skull Swarm Roiling about in seething waves of bleached death, clacking skull swarms arise from the remains of dozens of beheaded humanoids. The horrible clattering of the skulls' onslaught drives their prey to distraction even while they try to flee in terror. Recall Knowledge - Undead (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Clacking Skull Swarm Source Bestiary 3 pg. 244 Perception +18; darkvision Languages Skills Acrobatics +19 Str -3 Dex +3 Con +4 Int -5 Wis +2 Cha +4 --- AC 29 Fort +20 Ref +19 Will +16 HP 120 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, precision, unconscious Resistances bludgeoning 5, cold 10, electricity 10, fire 10, piercing 10, slashing 10 Weaknesses area damage 10, splash damage 10 Boneshard Burst When a clacking skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing 2d12 piercing damage and 2d12 negative damage (DC 29 basic Reflex save). Chattering Teeth (arcane, auditory, aura, emotion, enchantment, incapacitation, mental) 60 feet. A clacking skull swarm emits a cacophony of chattering. A creature entering or beginning its turn within the area must succeed at a DC 29 Will save or become confused for 1 round. A creature that successfully saves is immune to that swarm's chattering teeth for 24 hours. The swarm can stop or resume this ability as a free action. --- Speed 25 feet Shrieking Scream Two Actions (Auditory, Emotion, Enchantment, Fear, Mental) The clacking skull swarm emits a terrifying, painful scream that deals 10d6 sonic damage to all creatures in a 30-foot cone (DC 29 basic Will save). A creature that fails this save is also frightened 1 (frightened 2 on a critical failure). The swarm can't use Frightening Scream again for 1d4 rounds. Swarming Gnaw Single Action Each enemy in the swarm's space takes 4d8 piercing damage (DC 29 basic Reflex save). ","skill_mod":{"acrobatics":19},"summary":"Roiling about in seething waves of bleached death, clacking skull swarms arise from the remains of dozens of beheaded humanoids. The horrible …","image":["/Images/Monsters/SkullSwarm_ClackingSkullSwarm.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Creature Type"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=1307","intelligence":-5,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Clacking Skull Swarm","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1307"},{"constitution":7,"primary_source_category":"Rulebooks","strength":0,"hp":160,"immunity":["death effects","disease","mental","paralyzed","poison","precision","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Skull Swarm","will_save":19,"charisma":4,"speed":{"max":40,"land":40},"perception":21,"wisdom":3,"weakness":{"area":10},"creature_ability":["Feral Trackers","Boneshard Burst","Feral Gnaw","Frightening Howl"],"skill":["Acrobatics","Survival"],"trait":["Mindless","Swarm","Uncommon","Undead","NE","Huge"],"id":"creature-1308","text":" Feral Skull Swarm Some skull swarms are crafted from the heads of feral and dangerous beasts. These can include predatory cats, bears, dinosaurs, and the like, but just as often they're made from bulls, horses, apes, and other creatures that were gentler in life. In death, a feral skull swarm is bloodthirsty regardless of its origins, with a keen scent for living flesh. Even herbivore skulls diligently chew on the flesh of their swarm's victims. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Feral Skull Swarm Source Bestiary 3 pg. 244 Perception +21; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +22, Survival +21 Str +0 Dex +4 Con +7 Int -5 Wis +3 Cha +4 Feral Trackers A feral skull swarm gains a +2 circumstance bonus to Perception checks to Seek and to Survival checks to Track, both against any creature that has taken damage from the swarm's Feral Gnaw within the previous 24 hours. --- AC 32 Fort +25 Ref +22 Will +19 HP 160 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, precision, unconscious Resistances bludgeoning 5, cold 10, electricity 10, fire 10, piercing 10, slashing 10 Weaknesses area damage 10, splash damage 10 Boneshard Burst When a feral skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing 3d12 piercing damage and 2d12 negative damage (DC 32 basic Reflex save). --- Speed 40 feet Feral Gnaw Single Action Each enemy in the swarm's space takes 2d6 bludgeoning, 2d6 piercing, and 2d6 slashing damage (DC 32 basic Reflex save). A creature that fails its saving throw also takes 1d10 persistent bleed damage. Frightening Howl Single Action (Auditory, Emotion, Enchantment, Fear, Mental) The feral skull swarm emits a terrifying howl. Each creature within 60 feet must succeed at a DC 32 Will save or become frightened 2 (frightened 3 and fleeing for 1 round on a critical failure). Whether it succeeds or fails its save, a creature is temporarily immune to Frightening Howl for 24 hours. ","skill_mod":{"survival":21,"acrobatics":22},"summary":"Some skull swarms are crafted from the heads of feral and dangerous beasts. These can include predatory cats, bears, dinosaurs , and the like, but …","image":["/Images/Monsters/SkullSwarm_FeralSkullSwarm.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Rarity","Creature Type"],"ac":32,"level":12,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=1308","intelligence":-5,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":25,"size":["Huge"],"name":"Feral Skull Swarm","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","slug":"creature-1308"},{"constitution":4,"primary_source_category":"Rulebooks","strength":-3,"hp":190,"immunity":["death effects","disease","paralyzed","poison","precision","swarm mind","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Skull Swarm","spell_attack_bonus":[26],"will_save":26,"charisma":5,"speed":{"fly":40,"max":40},"perception":24,"wisdom":4,"weakness":{"area":12},"creature_ability":["Boneshard Burst","Consume Spell","Siphon Magic","Swarming Gnaw"],"skill":["Acrobatics","Arcana","Occultism"],"trait":["Rare","Swarm","Undead","NE","Large"],"id":"creature-1309","text":" Sorcerous Skull Swarm The act of creating a demilich sometimes goes horribly awry, leaving behind a shattered remnant of a once-mighty spellcaster constantly leaking eldritch energies. The ruined spirit animates a cloud of debased copies of itself, glittering with cracked crystals in crude imitation, and it hungers constantly for the magical energies denied it in its corrupted immortality. Some of the spellcaster's personality remains in the swarm, albeit usually unnaturally split between the skulls. As a consequence, the skulls argue among themselves as warring parts of the personality clamor to be heard, resulting in the swarm's fractious, inconstant attitude. Recall Knowledge - Undead (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Sorcerous Skull Swarm Source Bestiary 3 pg. 245 Perception +24; darkvision, true seeing Languages Skills Acrobatics +26, Arcana +28, Occultism +28 Str -3 Dex +6 Con +4 Int +8 Wis +4 Cha +5 --- AC 34 Fort +22 Ref +26 Will +26 +1 status to all saves vs. magic HP 190 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, swarm mind, unconscious Resistances bludgeoning 6, cold 12, electricity 12, fire 12, piercing 12, slashing 12 Weaknesses area damage 12, splash damage 12 Boneshard Burst When a sorcerous skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing 3d12 piercing damage and 3d12 negative damage (DC 34 basic Reflex save) Consume Spell Reaction Trigger The swarm is targeted with a spell; Effect The swarm casts dispel magic to counteract the triggering spell. If it successfully counteracts the spell, it gains temporary Hit Points equal to twice the level of the counteracted spell that last for 1 minute. --- Speed fly 40 feet Arcane Innate Spells DC 36, attack +26 - Cantrips (7th) Detect Magic, Mage Hand, Telekinetic Projectile - 7th Dispel Magic (at will), Spell Turning - Constant (7th) True Seeing Siphon Magic Two Actions (Arcane, Illusion, Mental) The sorcerous skull swarm saps magic from nearby creatures. Any creature with the ability to cast spells (including innate spells) in the swarm's space takes 15d6 mental damage (DC 34 basic Will save); on a failure, the creature is also stupefied 2 (stupefied 3 on a critical failure). Swarming Gnaw Single Action Each enemy in the swarm's space takes 5d8 piercing damage (DC 34 basic Reflex save). ","tradition":["Arcane"],"skill_mod":{"arcana":28,"occultism":28,"acrobatics":26},"summary":"The act of creating a demilich sometimes goes horribly awry, leaving behind a shattered remnant of a once-mighty spellcaster constantly leaking …","primary_source":"Bestiary 3","spell":["Dispel Magic","Spell Turning","Detect Magic","Mage Hand","Telekinetic Projectile","True Seeing"],"trait_group":["Rarity","Monster","Creature Type"],"ac":34,"level":14,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":6,"piercing":12,"slashing":12,"fire":12,"cold":12,"electricity":12},"url":"/Monsters.aspx?ID=1309","intelligence":8,"reflex_save":26,"strongest_save":["ref","reflex","will"],"dexterity":6,"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Sorcerous Skull Swarm","alignment":"NE","category":"creature","pfs":"Standard","rarity":"rare","slug":"creature-1309"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":7,"source":["Bestiary 3"],"type":"Creature","creature_family":"Skunk","will_save":3,"charisma":0,"speed":{"max":20,"land":20},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Spray Musk"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"5","trait":["Animal","N","Tiny"],"id":"creature-1310","text":" Skunk These omnivores are most active at twilight, feeding on everything from berries to grubs and insects. Some farmers even encourage the animals to live near their farms to keep destructive pest populations low. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Skunk Source Bestiary 3 pg. 246 Perception +5; low-light vision, scent (imprecise) 40 feet Languages Skills Acrobatics +5, Athletics +2, Stealth +5 Str +0 Dex +3 Con +2 Int -4 Wis +1 Cha +0 --- AC 15 Fort +4 Ref +7 Will +3 HP 7 --- Speed 20 feet Melee Single Action jaws +7 (Agile, Finesse), Damage 1d8 piercing Spray Musk Two Actions (Poison) The skunk propels a stream of acrid musk in a 10-foot line. Each creature in the line must attempt a DC 16 Fortitude save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 2. Critical Failure The target is sickened 2 and takes a –2 penalty to Stealth checks from the horrific odor for 24 hours or until the musk is removed or neutralized, requiring 10 minutes of thorough scrubbing with soap. ","skill_mod":{"stealth":5,"athletics":2,"acrobatics":5},"summary":"These omnivores are most active at twilight, feeding on everything from berries to grubs and insects. Some farmers even encourage the animals to live …","primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 40 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1310","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":4,"size":["Tiny"],"name":"Skunk","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-1310"},{"attack_bonus":[8,8],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":21,"source":["Bestiary 3"],"type":"Creature","creature_family":"Skunk","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Spray Blinding Musk"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"7","trait":["Animal","N","Large"],"id":"creature-1311","text":" Giant Skunk Giant skunks thrive in places where their larger size and more potent musk allow them to fend off predators their smaller cousins can't. With larger bodies come more powerful appetites, and giant skunks tend to be aggressive and territorial. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Skunk Source Bestiary 3 pg. 246 Perception +6; low-light vision, scent (imprecise) 40 feet Languages Skills Acrobatics +7, Athletics +6, Stealth +7 Str +3 Dex +4 Con +3 Int -4 Wis +1 Cha +0 --- AC 16 Fort +8 Ref +9 Will +4 HP 21 --- Speed 25 feet Melee Single Action jaws +8, Damage 1d6+3 piercing Melee Single Action claw +8 (Agile), Damage 1d4+3 slashing Spray Blinding Musk Two Actions (Poison) The giant skunk propels potent, acrid musk in a 15-foot cone. Each creature in the line must attempt a DC 17 Fortitude save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 3. Critical Failure The target is blinded for 1 round, becomes sickened 3, and takes a –2 penalty to Stealth checks from the horrific odor for 24 hours or until the musk is removed or neutralized, requiring 10 minutes of thorough scrubbing with soap. ","skill_mod":{"stealth":7,"athletics":6,"acrobatics":7},"summary":"Giant skunks thrive in places where their larger size and more potent musk allow them to fend off predators their smaller cousins can't. With larger …","primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 40 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1311","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Large"],"name":"Giant Skunk","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,6],"slug":"creature-1311"},{"attack_bonus":[18],"constitution":7,"primary_source_category":"Rulebooks","strength":7,"hp":220,"immunity":["acid","critical hits","mental","precision","unconscious","visual"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Ooze","will_save":11,"charisma":-5,"speed":{"max":10,"land":10},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Transparent","Breach Vulnerability","Flurry of Pods","Dimensional Pit","Out You Go"],"skill":["Athletics","Stealth"],"stealth":"10","trait":["Mindless","Ooze","Rare","N","Medium"],"id":"creature-1312","text":" Slithering Pit A slithering pit is a strange, nearly invisible ooze with an extradimensional space for its digestive system, which mimics the appearance of an acid-filled stone pit. It slowly dissolves its captives in stomach acid until they can be digested. A slithering pit can go weeks without feeding, affording it patience. Thriving in dilapidated areas, slithering pits take up positions among the plentiful potholes where they can easily pass for just another blemish. They crawl across ramshackle cobblestone streets and damp underground complexes, waiting for unwary prey to stumble by and fall in. Recall Knowledge - Ooze (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Slithering Pit Source Bestiary 3 pg. 247 Perception +9; no vision, tremorsense (imprecise) 60 feet Languages Skills Athletics +18, Stealth +10 Str +7 Dex -5 Con +7 Int -5 Wis +0 Cha -5 Transparent A slithering pit is so clear it's difficult to spot. A successful DC 30 Perception check is required to notice a stationary slithering pit, and a creature must be Searching to attempt this check. A creature that walks into the pit's space might fall into any pit currently in effect due to Dimensional Pit. --- AC 14 (10 from inside the Dimensional Pit) Fort +18 Ref +6 Will +11 HP 220 Immunities acid, critical hits, mental, precision, unconscious, visual Breach Vulnerability Ingesting an extradimensional space like that found in a bag of holding deals 6d8 force damage to the slithering pit and its occupants. The slithering pit then immediately uses Out You Go. --- Speed 10 feet Melee Single Action pseudopod +18 (reach 10 feet), Damage 2d8+9 bludgeoning plus Improved Grab Flurry of Pods Two Actions The slithering pit makes a single pseudopod Strike against each target within range it doesn't already have grabbed. These attacks count toward the slithering pit's multiple attack penalty, but the penalty doesn't increase until after all of these attacks. Dimensional Pit Two Actions (Conjuration, Extradimensional, Occult) The slithering pit opens an extradimensional, 20-foot-deep pit that covers its own space and all adjacent squares unless they're walls or similar blocking terrain. Any other creature occupying or entering pit spaces must succeed at a DC 22 Reflex save or fall into the pit, taking damage from the fall (typically 10 bludgeoning damage). Any creature grabbed by the ooze falls in and is no longer grabbed, even if it was outside the pit squares. While a dimensional pit is open, the slithering pit is immobilized, can't be forced to move, and can make pseudopod Strikes originating from the walls of the pit. A creature that starts its turn at the bottom of the pit takes 2d6 acid damage. Climbing the walls of the pit requires a DC 22 Athletics check. When the slithering pit dies, the dimensional pit closes and creatures inside are ejected, with the effects of Out You Go. Out You Go Single Action The slithering pit closes all pit spaces it created using Dimensional Pit, ejecting all its occupants onto the ground into random free spaces where the pit opened. Each occupant takes 4d6 bludgeoning damage (DC 22 basic Reflex save). A Living Pit, Really? Slithering pit lore is as strange and confusing as the creature itself. Was it created by a wizard in need of a handy garbage disposal? Did it result from some unfortunate accident involving hungry oozes and one bag of holding too many? Why do its insides mimic the appearance of stone, but without the same toughness? Is it some form of camouflage, letting them pass for an oft-ignored hazard? So many questions... ","skill_mod":{"stealth":10,"athletics":18},"summary":"A slithering pit is a strange, nearly invisible ooze with an extradimensional space for its digestive system, which mimics the appearance of an …","image":["/Images/Monsters/SlitheringPit.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Creature Type","Rarity"],"ac":14,"level":7,"source_category":["Rulebooks"],"sense":"no vision, tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1312","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":18,"size":["Medium"],"name":"Slithering Pit","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[18],"slug":"creature-1312"},{"attack_bonus":[6],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":10,"source":["Bestiary 3"],"type":"Creature","creature_family":"Sloth","will_save":3,"charisma":0,"speed":{"climb":10,"max":10,"land":5},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Rend"],"skill":["Athletics","Stealth","Survival"],"stealth":"5","trait":["Animal","N","Tiny"],"id":"creature-1313","text":" Three-Toed Sloth The diminutive three-toed sloth is a solitary, tree-dwelling creature. Possessing a gentle nature and unassuming countenance, it has little to defend itself with other than its surprisingly fearsome climbing claws. These sloths are sometimes used as lookouts by secretive druid enclaves, as the symbiotic algae in their fur makes them difficult to spot in tree canopies, though their slow speed leaves them vulnerable on the ground. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Three-Toed Sloth Source Bestiary 3 pg. 248 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +5, Stealth +5, Survival +4 Str +2 Dex +1 Con +3 Int -4 Wis +2 Cha +0 --- AC 14 Fort +7 Ref +5 Will +3 HP 10 --- Speed 5 feet, climb 10 feet Melee Single Action claw +6, Damage 1d6+2 slashing Rend Single Action claw ","skill_mod":{"survival":4,"stealth":5,"athletics":5},"summary":"The diminutive three-toed sloth is a solitary, tree-dwelling creature. Possessing a gentle nature and unassuming countenance, it has little to defend …","primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":14,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1313","intelligence":-4,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":7,"size":["Tiny"],"name":"Three-Toed Sloth","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-1313"},{"attack_bonus":[15,15],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":85,"source":["Bestiary 3"],"type":"Creature","creature_family":"Sloth","will_save":11,"charisma":-1,"speed":{"climb":10,"max":30,"land":30},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Musk","Rend"],"skill":["Athletics","Stealth","Survival"],"stealth":"9","trait":["Animal","N","Huge"],"id":"creature-1314","text":" Megatherium Megatheriums dwell deep within ancient forests and humid jungles. Fiercely territorial, these immense creatures are often smelt before seen. Though they travel on all fours, megatheriums can reach foliage 20 feet above the forest floor by standing on their hind legs and short, thick tails. Their enormous foreclaws, used to bend tree limbs within reach of their mouths, can cleave a horse in two and crush its rider. The musk of the megatherium serves as a warning to potential predators and other megatheriums that they're too close. Adult megatheriums are so territorial that most don't reproduce more than twice in their lifetime. Though the creatures regularly patrol their territory for intruders, they tend to avoid settlements unless food has become scarce. When they do stray into towns, they've been known to devour entire orchards in a day. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Megatherium Source Bestiary 3 pg. 248 Perception +13; low-light vision, scent (imprecise) 60 feet Languages Skills Athletics +16, Stealth +9, Survival +11 Str +7 Dex +2 Con +4 Int -4 Wis +2 Cha -1 --- AC 21 Fort +15 Ref +9 Will +11 HP 85 Musk (aura, olfactory) 20 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 19 Fortitude save or become sickened 1. While inside the aura, affected creatures take a –1 circumstance penalty to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 30 feet, climb 10 feet Melee Single Action claw +15 (reach 10 feet), Damage 2d8+8 slashing plus Knockdown Melee Single Action foot +15 (Agile), Damage 2d6+8 bludgeoning Rend Single Action claw ","skill_mod":{"survival":11,"stealth":9,"athletics":16},"summary":"Megatheriums dwell deep within ancient forests and humid jungles. Fiercely territorial, these immense creatures are often smelt before seen. Though …","primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1314","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":15,"size":["Huge"],"name":"Megatherium","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,17],"slug":"creature-1314"},{"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":20,"immunity":["precision","swarm mind"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Snake","will_save":6,"charisma":-3,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":8,"wisdom":2,"weakness":{"area":3},"creature_ability":["Mass Wriggle","Swarming Strikes"],"skill":["Acrobatics","Stealth"],"stealth":"8","trait":["Animal","Swarm","N","Large"],"id":"creature-1315","text":" Rat Snake Swarm A solitary snake might be no cause for alarm, but a hissing mass of frenzied snakes can make even seasoned adventurers shudder. Rat snakes can reach lengths of up to 10 feet, and they gather en masse to hibernate as well as to breed. Though nonvenomous, these territorial snakes will strike anything that threatens them. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Rat Snake Swarm Source Bestiary 3 pg. 249 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +10, Stealth +8 Str +0 Dex +4 Con +2 Int -4 Wis +2 Cha -3 --- AC 16 Fort +8 Ref +10 Will +6 HP 20 Immunities precision, swarm mind Resistances bludgeoning 3, piercing 5, slashing 5 Weaknesses area damage 3, splash damage 3 Mass Wriggle Reaction Trigger The rat snake swarm takes damage from a melee Strike; Effect Snakes slither up and around the creature's weapon and limbs. The target must succeed at a DC 15 Will save or become frightened 1. --- Speed 20 feet, climb 20 feet, swim 20 feet Swarming Strikes Single Action Each enemy in the swarm's space takes 1d8 piercing damage (DC 17 basic Reflex save). ","skill_mod":{"stealth":8,"acrobatics":10},"summary":"A solitary snake might be no cause for alarm, but a hissing mass of frenzied snakes can make even seasoned adventurers shudder. Rat snakes can reach …","image":["/Images/Monsters/SnakeSwarm.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":16,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":3,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=1315","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Large"],"name":"Rat Snake Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1315"},{"constitution":3,"primary_source_category":"Rulebooks","strength":1,"hp":50,"immunity":["precision","swarm mind"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Snake","will_save":10,"charisma":-3,"speed":{"climb":30,"max":30,"land":30,"swim":30},"perception":12,"wisdom":2,"weakness":{"area":5},"creature_ability":["Venom Spritz","Venomous Fangs","Viper Swarm Venom"],"skill":["Acrobatics","Stealth"],"stealth":"11","trait":["Animal","Swarm","N","Large"],"id":"creature-1316","text":" Viper Swarm The frightening mass of shining scales, gleaming eyes, and fangs dripping with venom that comprise a viper swarm has brought an end to many an unlucky adventurer. Normally nocturnal, these notoriously aggressive snakes strike at anything that comes within reach, be it limb or weapon. Their venom is a potent toxin that leaves victims shaky and weak. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Viper Swarm Source Bestiary 3 pg. 249 Perception +12; low-light vision, scent (imprecise) 60 feet Languages Skills Acrobatics +13, Stealth +11 Str +1 Dex +5 Con +3 Int -4 Wis +2 Cha -3 --- AC 18 Fort +11 Ref +13 Will +10 HP 50 Immunities precision, swarm mind Resistances bludgeoning 5, piercing 5, slashing 3 Weaknesses area damage 5, splash damage 5 --- Speed 30 feet, climb 30 feet, swim 30 feet Venom Spritz Two Actions The vipers spray venom from their fangs in a defensive display. Each creature in a 10-foot cone is exposed to viper swarm venom but gains a +2 circumstance bonus to its initial saving throw against the poison. Venomous Fangs Single Action Each enemy in the swarm's space takes 2d8 piercing damage (DC 21 basic Reflex save) plus viper swarm venom. Viper Swarm Venom (Poison) Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round); Stage 3 2d4 poison damage, clumsy 2, and enfeebled 1 (1 round) ","skill_mod":{"stealth":11,"acrobatics":13},"summary":"The frightening mass of shining scales, gleaming eyes, and fangs dripping with venom that comprise a viper swarm has brought an end to many an …","image":["/Images/Monsters/SnakeSwarm.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":18,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":3},"url":"/Monsters.aspx?ID=1316","intelligence":-4,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Viper Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1316"},{"attack_bonus":[15,15],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":70,"language":["Sphinx"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Sphinx","will_save":10,"charisma":0,"speed":{"fly":60,"max":60,"land":30},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Buck","Contingent Glyph","Pounce","Shriek"],"skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Beast","CE","Large"],"id":"creature-1317","text":" Hieracosphinx Lacking the intelligence of their kin, falcon-headed hieracosphinxes are cowardly, cruel-hearted creatures. They guard their territory ruthlessly against weaker intruders. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Hieracosphinx Source Bestiary 3 pg. 250 Perception +14; darkvision Languages Sphinx Skills Acrobatics +11, Athletics +13, Intimidation +9, Survival +12 Str +4 Dex +4 Con +3 Int -2 Wis +3 Cha +0 --- AC 22 Fort +12 Ref +15 Will +10 HP 70 Buck Reaction DC 23 Contingent Glyph (abjuration, occult) A hieracosphinx has an innate magical defense similar to a contingency . When they take a specific type of energy damage (varying by the individual sphinx), they can use their reaction to have the glyph cast haste on them. The glyph is then dormant for 1 week. A critical success to Recall Knowledge about a particular hieracosphinx (30 or higher on the check) reveals which damage type triggers the glyph. --- Speed 30 feet, fly 60 feet Melee Single Action beak +15, Damage 2d10+4 slashing Melee Single Action claw +15 (Agile), Damage 2d8+4 slashing Pounce Single Action The hieracosphinx Strides and makes a Strike at the end of that movement. If they began this action hidden, they remain hidden until after the attack. Shriek Single Action (Auditory, Incapacitation) The hieracosphinx emits a shrill, ear-piercing shriek. Each non-sphinx in a 60-foot emanation must attempt a DC 22 Fortitude save. Any creature that attempts a save is temporarily immune for 24 hours. Critical Success The creature is temporarily immune to that hieracosphinx's shriek for 24 hours. Success The creature is deafened for 1 round. Failure The creature is deafened for 1 minute and stunned 1. Jealous Predators Hieracosphinxes share none of the fondness for riddling talk and clever conversation typical of their more intelligent kin. They nonetheless envy their cousins' power, wisdom, and grace, and sometimes gather in flocks to take down stronger rival sphinxes out of sheer spite and jealousy. ","skill_mod":{"survival":12,"athletics":13,"intimidation":9,"acrobatics":11},"summary":"Lacking the intelligence of their kin, falcon-headed hieracosphinxes are cowardly, cruel-hearted creatures. They guard their territory ruthlessly …","image":["/Images/Monsters/Sphinx_Hieracosphinx.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1317","intelligence":-2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Hieracosphinx","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-1317"},{"attack_bonus":[32],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":300,"language":["Common","Draconic","Sphinx","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Sphinx","will_save":31,"charisma":6,"speed":{"fly":60,"max":60,"land":40},"perception":31,"wisdom":9,"weakness":{},"creature_ability":["Bardic Lore","Guardian Monolith","Idols of Stone","Pose a Riddle","Pounce","Warding Glyph"],"skill":["Athletics","Bardic Lore","Deception","Diplomacy","Intimidation","Occultism"],"trait":["Beast","Rare","N","Huge"],"id":"creature-1318","text":" Elder Sphinx Towering over their kin, elder sphinxes are the pharaonic masters of their kind. They crave solitude in eternal vigil over sacred spaces, where they honor ancient pacts. Recall Knowledge - Beast (Arcana, Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Elder Sphinx Source Bestiary 3 pg. 250 Perception +31; darkvision, true seeing Languages Common, Draconic, Sphinx; tongues Skills Athletics +30, Bardic Lore +32, Deception +28, Diplomacy +30, Intimidation +28, Occultism +30 Str +8 Dex +5 Con +6 Int +8 Wis +9 Cha +6 Bardic Lore Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have the Bardic Lore bard feat, allowing them to Recall Knowledge on any topic. --- AC 38 Fort +28 Ref +25 Will +31 HP 300 --- Speed 40 feet, fly 60 feet Melee Single Action claw +32 (Agile), Damage 3d8+16 slashing Occult Innate Spells DC 37 - Cantrips (8th) Detect Magic, Read Aura - 8th Clairaudience (at will), Clairvoyance (at will), Dispel Magic, Hallucinatory Terrain, Locate, Read Omens (at will), Remove Curse (at will), Shape Stone (see idols of stone below), True Seeing, Ventriloquism (at will) - Constant (6th) Tongues, True Seeing Rituals DC 37 - 6th Commune - 7th Legend Lore Guardian Monolith Two Actions The elder sphinx transforms their body into stone or back to flesh. In stone form, the sphinx is paralyzed but has Hardness 14 and gains immunity to bleed, clumsy, disease, drained, enfeebled, fatigued, negative damage, petrified, poison, sickened, and wounded. They don't age or require food, water, or sleep. They can perceive their surroundings and cast their innate spells. Stone to flesh turns the elder sphinx from stone form back to flesh, and flesh to stone turns it from flesh form to stone form. Idols of Stone When the sphinx casts shape stone , they can shape the stone into a magical duplicate of themself. When they cast clairaudience , clairvoyance , locate , or ventriloquism , they can make the effect come from any duplicate, instead of themself. The elder sphinx can concentrate for 1 minute to transfer their consciousness to any duplicate; the sphinx is then in their stone form from Guardian Monolith in that statue. The sphinx can have no more than four duplicate statues at a time. Casting shape stone at that point causes the oldest duplicate to crumble to dust. Pose a Riddle Two Actions (Enchantment, Incapacitation, Linguistic, Mental, Occult) Frequency once per 10 minutes; The sphinx recites a riddle and compels up to 10 creatures within 30 feet to answer (DC 37 Will save). The GM either runs the riddle out of character by timing the players' attempts, or picks an appropriate associated skill for the riddle, such as Religion for a riddle involving divine mysteries. The sphinx gains a +2 circumstance bonus to attack rolls and damage rolls against any creature that answers incorrectly even once. This bonus lasts for 1 day. Critical Success The creature is unaffected, but it can choose to try to help solve the riddle.. Success The creature attempts to answer the riddle. Each round spending at least one action attempting a Recall Knowledge check with the chosen skill (or working on the answer, if using an out of game riddle). This lasts for 1 minute, until the creature successfully answers the riddle, or until an enemy takes a hostile action against the creature, whichever comes first. Failure As success but the creature must spend at least two actions each round attempting to answer. Critical Failure As failure, but up to 1 hour. Pounce Single Action The elder sphinx Strides and makes a Strike at the end of that movement. If they began this action hidden, they remain hidden until after the attack. Warding Glyph Once per day, an elder sphinx can create a magical symbol as though casting a heightened glyph of warding . The sphinx usually shapes it to the form of a riddle and sets the password to the answer. A creature that doesn't speak the password must succeed at a DC 37 Will save or be affected by one of the following spells, chosen by the sphinx when creating the symbol: visions of danger (7th), spirit blast (6th), synaptic pulse (5th), charm (4th), fear (3rd), phantom pain (3rd), or sleep (3rd). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them Ancient Guardians Elder sphinxes were revered as semi-divine by ancient cultures, hailed as wise prophets sent by the gods and trusted guardians of temple and necropolis alike, especially the burial sites of high kings and their dynastic heirs. Those in need of impartial rulings and divine inspiration make pilgrimage to ruins of ancient civilizations seeking the counsel of an elder sphinx. ","tradition":["Occult"],"skill_mod":{"diplomacy":30,"deception":28,"athletics":30,"intimidation":28,"occultism":30},"summary":"Towering over their kin, elder sphinxes are the pharaonic masters of their kind. They crave solitude in eternal vigil over sacred spaces, where they …","image":["/Images/Monsters/Sphinx_ElderSphinx.png"],"primary_source":"Bestiary 3","spell":["Clairaudience","Clairvoyance","Dispel Magic","Hallucinatory Terrain","Locate","Read Omens","Remove Curse","Shape Stone","True Seeing","Ventriloquism","Detect Magic","Read Aura","Tongues"],"trait_group":["Creature Type","Rarity"],"ac":38,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1318","intelligence":8,"reflex_save":25,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":28,"size":["Huge"],"name":"Elder Sphinx","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[29],"slug":"creature-1318"},{"primary_source_category":"Rulebooks","strength":1,"hp":14,"language":["Common","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","charisma":1,"perception":9,"stealth":"8","trait":["Beast","Incorporeal","Spirit","N","Small"],"id":"creature-1319","text":" Cunning Guide Spirit guides of cunning are often seen as the weakest of the spirit guides, but are also the most numerous and proactive, guiding families to safe paths or leaving food and water for warriors. Cunning guides often take the form of foxes. Recall Knowledge - Beast (Arcana, Nature): DC 15 Recall Knowledge - Spirit (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Cunning Fox Source Bestiary 3 pg. 252 Perception +9; darkvision Languages Common, Sylvan; tongues Skills Acrobatics +6, Deception +6, Stealth +8, Survival +5 Str +1 Dex +3 Con +0 Int +2 Wis +2 Cha +1 --- AC 16 Fort +5 Ref +8 Will +7 HP 14 Immunities disease, paralyzed, poison, precision Resistances all damage 2 (except force, ghost touch , or positive; double resistance vs. non-magical) --- Speed 40 feet Melee Single Action horn +6 (Finesse, Magical), Damage 1d8+1 force Melee Single Action jaws +6 (Agile, Finesse, Magical), Damage 1d4+1 force Primal Innate Spells DC 17 - Cantrips (1st) Guidance, Read Aura, Stabilize - 1st Detect Poison, Purify Food and Drink - 3rd Wanderer's Guide - Constant (5th) Tongues Bond with Mortal Two Actions (Mental, Necromancy, Primal) Frequency once per day; Effect The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 10, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies. This bond strengthens the spirit guide's connection to the Material Plane. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage. Bonded Strike Two Actions Requirements The spirit guide is currently Bonded with a Mortal; Effect The spirit guide makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target. ","skill_mod":{"deception":6,"survival":5,"stealth":8,"acrobatics":6},"image":["/Images/Monsters/SpiritGuide_Cunning.png"],"primary_source":"Bestiary 3","spell":["Wanderer's Guide","Detect Poison","Purify Food and Drink","Guidance","Read Aura","Stabilize","Tongues"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":2,"bludgeoning":2,"piercing":2,"precision":2,"cold_iron":2,"cold":2,"mental":2,"unholy":2,"good":2,"acid":2,"slashing":2,"chaotic":2,"fire":2,"physical":2,"all":2,"area":2,"void":2,"holy":2,"poison":2,"sonic":2,"spirit":2,"electricity":2,"bleed":2,"orichalcum":2,"silver":2,"evil":2,"splash":2},"intelligence":2,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Small"],"name":"Cunning Fox","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[3,5],"attack_bonus":[6,6],"constitution":0,"immunity":["disease","paralyzed","poison","precision"],"creature_family":"Spirit Guide","will_save":7,"speed":{"max":40,"land":40},"wisdom":2,"weakness":{},"creature_ability":["Bond with Mortal","Bonded Strike"],"skill":["Acrobatics","Deception","Stealth","Survival"],"tradition":["Primal"],"summary":"Spirit guides of cunning are often seen as the weakest of the spirit guides, but are also the most numerous and proactive, guiding families to safe …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1319","dexterity":3,"category":"creature","slug":"creature-1319"},{"primary_source_category":"Rulebooks","strength":7,"hp":160,"language":["Common","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":18,"trait":["Beast","Incorporeal","Spirit","N","Large"],"id":"creature-1320","text":" Strong Guide Born from spirits possessing the qualities of strength, endurance, and ferocity, these spirit guides act as martial guardians for mortals under their care. Most have a burning hatred for demons, devils, and other fiends who prey on mortal weaknesses. However, they also display care and consideration around mortal children, who in turn seem to instinctively recognize the beings as protectors. Strength takes many forms, some evident in their power—like the feathered bear—and some unassuming. Recall Knowledge - Beast (Arcana, Nature): DC 27 Recall Knowledge - Spirit (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Feathered Bear Source Bestiary 3 pg. 253 Perception +18; darkvision, scent (imprecise) 60 feet Languages Common, Sylvan; tongues Skills Athletics +23, Intimidation +20, Survival +16 Str +7 Dex +2 Con +5 Int +0 Wis +2 Cha +3 --- AC 29 Fort +21 Ref +16 Will +18 HP 160 Immunities disease, paralyzed, poison, precision Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Guardian's Aegis (abjuration, aura, primal) 30 feet. All allies within 30 feet of the feathered bear gain a +1 status bonus to saves against magical effects. The bonus increases to +2 if the effect originated from a demon or other chaotic evil fiend. Avenging Claws Reaction Trigger A creature within 10 feet damages the feathered bear's ally with a melee attack; Effect The feathered bear immediately Steps toward the triggering attacker and makes a claws Strike. --- Speed 35 feet Melee Single Action jaws +21 (Magical), Damage 3d10+9 force Melee Single Action claw +21 (Agile, Magical), Damage 3d6+9 force plus Grab Primal Innate Spells DC 27 - 3rd Barkskin, Endure Elements, Haste, Jump, Longstrider - Constant (5th) Tongues Bond with Mortal Two Actions (Mental, Necromancy, Primal) Frequency once per day; Effect The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 20, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies. This bond strengthens the spirit guide's connection to the Material Plane. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage. Feathered Charge Two Actions The feathered bear Strides and makes a Strike at the end of that movement. During the Stride, the feathered bear ignores difficult terrain and greater difficult terrain, and they can move across air as easily as solid ground. If the feathered bear doesn't end their movement on solid ground, they fall as soon as the Strike is completed. Bonded Strike Two Actions Requirements The spirit guide is currently Bonded with a Mortal; Effect The spirit guide makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target. Mauler The feathered bear gains a +4 circumstance bonus to damage rolls against creatures they have grabbed. ","skill_mod":{"survival":16,"athletics":23,"intimidation":20},"image":["/Images/Monsters/SpiritGuide_Strong.png"],"primary_source":"Bestiary 3","spell":["Barkskin","Endure Elements","Haste","Jump","Longstrider","Tongues"],"ac":29,"level":10,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Feathered Bear","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[19,25],"attack_bonus":[21,21],"constitution":5,"immunity":["disease","paralyzed","poison","precision"],"creature_family":"Spirit Guide","will_save":18,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{},"creature_ability":["Guardian's Aegis","Avenging Claws","Bond with Mortal","Feathered Charge","Bonded Strike","Mauler"],"skill":["Athletics","Intimidation","Survival"],"tradition":["Primal"],"summary":"Born from spirits possessing the qualities of strength, endurance, and ferocity, these spirit guides act as martial guardians for mortals under their …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1320","dexterity":2,"category":"creature","slug":"creature-1320"},{"primary_source_category":"Rulebooks","strength":-3,"hp":10,"language":["Common","Sylvan","speak with bats"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":6,"stealth":"5","trait":["Fey","Sprite","NG","Tiny"],"id":"creature-1321","text":" Nyktera Nykteras, or bat sprites, are gentle sprites known for their affectionate nature and incredible hospitality. Nykteras share features with bats, but the type of bat varies by location, as nykteras tend to form small colonies in locations with bats similar to their own nature. A nyktera's sense of hospitality is such that they're willing to share with any who need it, even bitter foes. However, violating a nyktera's hospitality is one of their greatest taboos, inviting rare anger and retribution from the nyktera who was wronged, as well as their large extended family. Recall Knowledge - Fey (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Nyktera Source Bestiary 3 pg. 254 Perception +6; (8 to Seek creatures using hearing) low-light vision Languages Common, Sylvan; speak with bats Skills Acrobatics +5, Diplomacy +5, Stealth +5 Str -3 Dex +3 Con +0 Int +0 Wis +2 Cha +3 Speak with Bats A nyktera can communicate with bats and use Diplomacy to Make an Impression on bats and Request things from bats. Wrath of Spurned Hospitality A nyktera whose hospitality is betrayed becomes enraged at the violation of a fundamental aspect of their fey nature. They must succeed at a DC 20 Will save or begin involuntarily attacking the traitor. At the end of each of their turns, if they choose, they can attempt another Will save to end the effect; otherwise, the effect lasts until the traitor is subdued or leaves the nyktera's presence. As long as their righteous fury lasts, the nyktera gains a +2 status bonus to attack and damage rolls for their fist Strikes. --- AC 15 Fort +2 Ref +7 Will +6 HP 10 Weaknesses cold iron 2 --- Speed 10 feet, fly 40 feet Melee Single Action fist +7 (Agile, Finesse, Magical), Damage 1d6–3 bludgeoning damage Ranged Single Action ultrasonic pulse +7 (Evocation, Magical, range 20 feet), Damage 1d4 sonic Primal Innate Spells DC 17 - Cantrips (1st) Dancing Lights, Ghost Sound - 1st Heal\n","skill_mod":{"diplomacy":5,"stealth":5,"acrobatics":5},"image":["/Images/Monsters/Sprite_Nyktera.png"],"primary_source":"Bestiary 3","spell":["Heal","Dancing Lights","Ghost Sound"],"ac":15,"level":-1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"(8 to Seek creatures using hearing) low-light vision ","resistance":{},"intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":2,"size":["Tiny"],"name":"Nyktera","alignment":"NG","pfs":"Standard","rarity":"common","strike_damage_average":[2,3],"attack_bonus":[7,7],"constitution":0,"creature_family":"Sprite","will_save":6,"speed":{"fly":40,"max":40,"land":10},"wisdom":2,"weakness":{"cold_iron":2},"creature_ability":["Speak with Bats","Wrath of Spurned Hospitality"],"skill":["Acrobatics","Diplomacy","Stealth"],"tradition":["Primal"],"summary":"Nykteras, or bat sprites, are gentle sprites known for their affectionate nature and incredible hospitality. Nykteras share features with bats, but …","trait_group":["Creature Type","Monster","Ancestry"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1321","dexterity":3,"category":"creature","slug":"creature-1321"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Rulebooks","strength":-1,"hp":17,"language":["Common","Sylvan","speak with arthropods"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Sprite","will_save":4,"charisma":3,"speed":{"fly":40,"max":40,"land":10},"perception":4,"wisdom":0,"weakness":{"cold_iron":2},"creature_ability":["Speak with Arthropods","Sugar Rush"],"skill":["Acrobatics","Confectionery Lore","Crafting","Stealth"],"stealth":"6","trait":["Fey","Sprite","CN","Tiny"],"id":"creature-1322","text":" Melixie Melixies are hyperactive insect sprites with legendary sweet tooths, capable of drinking down honey, nectar, sugar, and other sweets in alarming quantities. Melixies take the insectile wings common among winged fey and up the ante with antennae and additional insect features, typically shared with bees but sometimes with butterflies, moths, ladybugs, or other beetles. Melixies live in a pattern of rapid consumption of sweets, incredible productivity in tasks of all sorts, and then a crash to sleep it all off and start again. Melixies in their productive state even engage happily in large-scale repetitive tasks that most sprites find dreadfully dull. In their spare time, melixies love to dance, and some of them learn a dancelike sign language called Melisylvan, allowing them to communicate a full range of information through movement. Recall Knowledge - Fey (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Melixie Source Bestiary 3 pg. 254 Perception +4; low-light vision Languages Common, Sylvan; speak with arthropods Skills Acrobatics +6, Confectionery Lore +6, Crafting +6, Stealth +6 Str -1 Dex +4 Con +2 Int +2 Wis +0 Cha +3 Speak with Arthropods A melixie can communicate with arthropods, such as insects, spiders, scorpions, crabs, and similar invertebrate animals. They can use Diplomacy to Make an Impression on arthropods and Request things from arthropods. --- AC 16 Fort +6 Ref +8 Will +4 HP 17 Weaknesses cold iron 2 --- Speed 10 feet, fly 40 feet Melee Single Action stinger +8 (Agile, Finesse, Magical), Damage 1d6–1 bludgeoning damage Ranged Single Action sting shot +8 (Evocation, Magical, range 20 feet), Damage 1d6 poison Primal Innate Spells DC 17 - Cantrips (1st) Dancing Lights, Ghost Sound - 1st Ant Haul Sugar Rush Single Action (Manipulate) The melixie consumes a large quantity of sugar, honey, nectar, or similar sweets and goes into a frenzied state. The melixie immediately Strides or Flies. For the next 1d4+1 rounds, the melixie is quickened, and can use the additional action only to Stride or Fly. As soon as the rush ends, the melixie is fatigued for 1 minute. Minature Desserts While most melixies gobble up any sweets they find, those who can resist eating the raw ingredients for long enough learn to use them create incredibly small desserts in a startling variety of styles and flavors. Some members of larger ancestries even enjoy the way that a tray of melixie desserts allows them to experience so many different flavors before becoming full. ","tradition":["Primal"],"skill_mod":{"crafting":6,"stealth":6,"acrobatics":6},"summary":"Melixies are hyperactive insect sprites with legendary sweet tooths, capable of drinking down honey, nectar, sugar, and other sweets in alarming …","primary_source":"Bestiary 3","spell":["Ant Haul","Dancing Lights","Ghost Sound"],"trait_group":["Creature Type","Monster","Ancestry"],"ac":16,"level":0,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1322","intelligence":2,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Tiny"],"name":"Melixie","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,3],"slug":"creature-1322"},{"primary_source_category":"Rulebooks","strength":-1,"hp":45,"language":["Common","Sylvan","<%UMR%37%%>telepathy<%END> (touch)"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":8,"stealth":"11","trait":["Fey","Sprite","CG","Tiny"],"id":"creature-1323","text":" Draxie The mischievous dragon sprites known as draxies have dueled their pixie cousins for the title of ultimate prankster for centuries. Possessed of draconic features and brilliant colorations, draxies descend from a mighty faerie dragon, reincarnated into multiple draxies after her death in the mercurial fashion of the fey realm. Draxies exercise patience and planning to create the perfect pranks, spending months, or even years, on their efforts. Recall Knowledge - Fey (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Draxie Source Bestiary 3 pg. 255 Perception +8; low-light vision Languages Common, Sylvan; telepathy (touch) Skills Acrobatics +9, Deception +10, Diplomacy +8, Nature +6, Stealth +11 Str -1 Dex +4 Con +1 Int +3 Wis +1 Cha +3 --- AC 19 Fort +6 Ref +11 Will +8 HP 45 Weaknesses cold iron 5 --- Speed 15 feet, fly 40 feet Melee Single Action jaws +11 (Agile, Finesse, Magical), Damage 1d8+3 bludgeoning damage Ranged Single Action euphoric spark +7 (Enchantment, Magical, range 20 feet), Damage 2d4+3 mental Primal Innate Spells DC 20 - Cantrips (1st) Dancing Lights, Ghost Sound, Prestidigitation - 1st Illusory Disguise (×3) - 2nd Faerie Fire, Invisibility Breath Weapon Two Actions (Emotion, Enchantment, Incapacitation, Mental, Primal) The draxie breathes pixie dust in a 15-foot cone, with a random effect determined each time they use their Breath Weapon. Each creature in the area must succeed at a DC 17 Will save or be affected. Roll 1d4 to determine the effect. The draxie can't use Breath Weapon again for 1d4 rounds. 1. The target takes the effects of the charm spell. 2. The target loses its last 5 minutes of memory. 3. The target takes the effects of a sleep spell. 4. The target becomes stupefied 2 and slowed 1 from euphoria. Elucera One exception to the flighty nature of draxies is the elucrea, a lifelong bond formed between a draxie and a creature or creatures the draxie is particularly fond of, typically those with a good sense of humor. According to draxie legend, a little piece of a draxie's spirit still remembers being united together as the ancient faerie dragon Elucredassa, and that causes draxies to yearn for such connections with others. ","skill_mod":{"diplomacy":8,"deception":10,"nature":6,"stealth":11,"acrobatics":9},"image":["/Images/Monsters/Sprite_Draxie.png"],"primary_source":"Bestiary 3","spell":["Faerie Fire","Invisibility","Illusory Disguise","Dancing Lights","Ghost Sound","Prestidigitation"],"ac":19,"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":3,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":6,"size":["Tiny"],"name":"Draxie","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"attack_bonus":[7,11],"constitution":1,"creature_family":"Sprite","will_save":8,"speed":{"fly":40,"max":40,"land":15},"wisdom":1,"weakness":{"cold_iron":5},"creature_ability":["Breath Weapon"],"skill":["Acrobatics","Deception","Diplomacy","Nature","Stealth"],"tradition":["Primal"],"summary":"The mischievous dragon sprites known as draxies have dueled their pixie cousins for the title of ultimate prankster for centuries. Possessed of …","trait_group":["Creature Type","Monster","Ancestry"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1323","dexterity":4,"category":"creature","slug":"creature-1323"},{"attack_bonus":[9,9],"constitution":3,"primary_source_category":"Rulebooks","strength":-1,"hp":28,"immunity":["death effects","disease","paralyzed","poison","unconscious","visual"],"source":["Bestiary 3"],"type":"Creature","will_save":6,"charisma":-4,"speed":{"max":20,"land":20,"swim":15},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Magical Broth","Motion Sense","Malodorous Smoke","Slippery Grease"],"skill":["Acrobatics","Stealth"],"stealth":"9","trait":["Undead","CE","Small"],"id":"creature-1324","text":" Squirming Swill Grotesque pieces of cast-off animal carcasses slowly stew into an overcooked mass at the bottom of a witch or hag's cauldron. The animals' magical organs— the eyes of the newt, the tongue of the frog—have already been removed, leaving only these sad remains. Nevertheless, animated by long exposure to magic, they sometimes peel free from the sides of the cauldron and wriggle out to freedom. The refuse moves in one giant mass, its skin blackened and crispy, leaving a trail of dripping grease and gravy. Its body is perpetually steaming hot, as though fresh from the pot, fat popping and sizzling. Squirming swills wander kitchens, sewers, swamps, midden pits, and grimy city canals. With little intelligence and no agenda, they come after any creature that remotely resembles the one who stewed them—usually, anything humanoid will do. Most swills try immediately to kill the creature, but some approach longingly, as though reuniting with a lost parent. They also seem to show sympathy or fellowship to other small animals. Unfortunately, their grotesque scent or the heat of their touch tends to scare away the living. Handily, the squirming swill is just as happy to befriend a small animal's corpse, unconcerned about its level of decay. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Squirming Swill Source Bestiary 3 pg. 256 Perception +6; motion sense 60 feet, no vision Languages Skills Acrobatics +7, Stealth +9 Str -1 Dex +3 Con +3 Int -5 Wis +0 Cha -4 Magical Broth (magical, necromancy) The squirming swill retains some residue from the magical broth it was stewed in. A creature can salvage the portion of a destroyed squirming swill that contains the greatest amount of this liquid by squeezing its remains. This liquid can be used as an oil or potion of the swill's level or lower, typically a minor healing potion , nectar of purification , or oil of potency . This consumable follows the normal rules for Activating an oil or potion. Motion Sense Squirming swill can sense nearby creatures through vibration and air or water movement. --- AC 17 Fort +11 Ref +9 Will +6 +2 status to all saves vs. curses HP 28 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious, visual Resistances fire 2 Malodorous Smoke (aura, conjuration, curse, magical, olfactory) 15 feet. The squirming swill reeks of food that is simultaneously burned and spoiled. A creature that enters or starts its turn in the emanation must succeed at a DC 17 Fortitude save or become sickened 1 (sickened 2 on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute. When a creature succeeds at a Fortitude save to recover from this sickness, it regurgitates a chunk of food that immediately slithers away to join the swill, restoring 3 Hit Points to the swill. --- Speed 20 feet, swim 15 feet Melee Single Action offal +9 (Finesse, Magical), Damage 1d10–1 plus 1d6 fire and slippery grease Ranged Single Action scalding oil +9 (Fire, Magical, range increment 30 feet), Damage 2d6 fire Slippery Grease The first time on its turn that the squirming swill hits a creature with its offal Strike, hot grease from its body splatters the ground in the target's space. The target must succeed at a DC 17 Reflex save or Acrobatics check, falling prone on a failure. On the Menu Despite being undead, a squirming swill remains edible—barely. It might appear in the form of a specific dish rather than the blob-like form presented here. A hag who fancies herself a gourmet might serve her guest a steaming pie with the swill inside, a kebab of wriggling corpses, a stew with swimming ingredients, a casserole with a layer of burnt swill, or simply swill layered within a giant piece of crusty bread. ","skill_mod":{"stealth":9,"acrobatics":7},"summary":"Grotesque pieces of cast-off animal carcasses slowly stew into an overcooked mass at the bottom of a witch or hag's cauldron. The animals' magical …","image":["/Images/Monsters/SquirmingSwill.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":"motion sense 60 feet, no vision","weakest_save":["will"],"resistance":{"fire":2},"url":"/Monsters.aspx?ID=1324","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":11,"size":["Small"],"name":"Squirming Swill","alignment":"CE","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[7,9],"slug":"creature-1324"},{"constitution":2,"primary_source_category":"Rulebooks","strength":-1,"hp":16,"immunity":["precision","swarm mind"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Squirrel","will_save":4,"charisma":0,"speed":{"climb":15,"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{"area":3},"creature_ability":["Nibble","Scrabbling Swarm"],"skill":["Acrobatics","Stealth","Survival"],"stealth":"7","trait":["Animal","Swarm","N","Large"],"id":"creature-1325","text":" Squirrel Swarm Descending with a shriek, a swarm of squirrels is a menace to foes, crawling in and out of pockets and clothing, biting and scratching as it goes. Though squirrels are usually independent, they might form into swarms when cornered or if a predator creates enough of a recurring threat that the little creatures need to gang up. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Squirrel Swarm Source Bestiary 3 pg. 257 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +7, Stealth +7, Survival +4 Str -1 Dex +3 Con +2 Int -4 Wis +1 Cha +0 --- AC 16 Fort +5 Ref +8 Will +4 HP 16 Immunities precision, swarm mind Resistances piercing 3, slashing 3 Weaknesses area damage 3, splash damage 3 --- Speed 25 feet, climb 15 feet Nibble Single Action Each enemy in the squirrel swarm's space takes 1d6 piercing damage (DC 15 basic Reflex save). Scrabbling Swarm Single Action The squirrels clamber over the creatures in their space. Each such creature must succeed at a DC 17 Reflex save or become clumsy 1 as long as it remains in the swarm's space. ","skill_mod":{"survival":4,"stealth":7,"acrobatics":7},"summary":"Descending with a shriek, a swarm of squirrels is a menace to foes, crawling in and out of pockets and clothing, biting and scratching as it goes. …","primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"piercing":3,"slashing":3},"url":"/Monsters.aspx?ID=1325","intelligence":-4,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"size":["Large"],"name":"Squirrel Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1325"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":30,"source":["Bestiary 3"],"type":"Creature","creature_family":"Squirrel","will_save":6,"charisma":0,"speed":{"climb":25,"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Glide"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"8","trait":["Animal","N","Small"],"id":"creature-1326","text":" Giant Flying Squirrel Though other squirrels can fall from a great height safely, flying squirrels can soar through the air. Flaps of loose skin between their limbs catch the air to keep them aloft as they leap from greater heights. They can use this technique to escape prey or reach places that would be difficult to climb up to. The giant variety of flying squirrels dwell in the highest treetops. They're more likely to be in danger from airborne enemies than predators on the ground. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Flying Squirrel Source Bestiary 3 pg. 257 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +6, Stealth +8 Str +2 Dex +4 Con +3 Int -4 Wis +2 Cha +0 --- AC 18 Fort +7 Ref +10 Will +6 HP 30 --- Speed 25 feet, climb 25 feet Melee Single Action jaws +11, Damage 1d8+4 piercing Melee Single Action claw +11 (Agile, Finesse), Damage 1d6+4 slashing Glide Single Action The giant flying squirrel glides through the air. It moves up to 40 feet horizontally and descends an equal distance. If it's still in the air and takes an action other than Gliding or ends its turn, it falls. ","skill_mod":{"stealth":8,"athletics":6,"acrobatics":8},"summary":"Though other squirrels can fall from a great height safely, flying squirrels can soar through the air. Flaps of loose skin between their limbs catch …","image":["/Images/Monsters/Squirrel.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1326","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":7,"size":["Small"],"name":"Giant Flying Squirrel","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-1326"},{"attack_bonus":[7,7,7],"constitution":3,"primary_source_category":"Rulebooks","strength":0,"hp":19,"language":["Common","speak with snakes"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Stheno","will_save":4,"charisma":4,"speed":{"max":25,"land":25},"perception":4,"wisdom":-1,"weakness":{},"creature_ability":["Snake Search","Speak With Snakes"],"skill":["Crafting","Diplomacy","Performance","Stealth"],"stealth":"5","trait":["Humanoid","Rare","Stheno","N","Medium"],"id":"creature-1327","text":" Stheno Harpist With living snakes for hair, sthenos, who are descended from medusas, are a curious and independent ancestry. A newly emergent people, sthenos have existed for just barely over a century. Only a few generations have passed since their genesis, and some adult sthenos remember members of the original generation. Indeed, since sthenos can live about as long as humans, a few of the original sthenos might yet live somewhere. As a people without a traditional homeland, sthenos seek to find societies that welcome them, which can be a challenging endeavor. With more than a passing resemblance to medusas, given their ophidian hair and striking features, they find most places are wary if not outright hostile to their presence. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Stheno Harpist Source Bestiary 3 pg. 258 Perception +4 Languages Common; speak with snakes Skills Crafting +4, Diplomacy +7, Performance +7, Stealth +5 Str +0 Dex +2 Con +3 Int +1 Wis -1 Cha +4 Snake Search When the stheno harpist Searches or Seeks, their snakes try to help too, rolling a separate Perception check with a modifier of –1 instead of +4. If the snakes notice something, they try to notify the stheno, though they are no more intelligent than normal snakes and might find different things interesting than the stheno does. Speak With Snakes The stheno harpist can communicate with snakes, including the ones in their hair, and can use Diplomacy to Make an Impression on snakes and Request things from snakes. Items harp, Leather Armor, Rapier, Shortbow --- AC 16 Fort +8 Ref +7 Will +4 HP 19 --- Speed 25 feet Melee Single Action rapier +7 (deadly d8, Disarm, Finesse), Damage 1d6 piercing Melee Single Action snake fangs +7 (Agile, Finesse), Damage 1d4 piercing Ranged Single Action shortbow +7 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 piercing Occult Spontaneous Spells DC 17 - Cantrips (1st) Dancing Lights, Detect Magic, Ghost Sound, Inspire Courage, Prestidigitation, Shield - 1st Phantom Pain, Soothe\n","tradition":["Occult"],"skill_mod":{"diplomacy":7,"performance":7,"crafting":4,"stealth":5},"summary":"With living snakes for hair, sthenos, who are descended from medusas , are a curious and independent ancestry. A newly emergent people, sthenos have …","image":["/Images/Monsters/Stheno.png"],"primary_source":"Bestiary 3","spell":["Phantom Pain","Soothe","Dancing Lights","Detect Magic","Ghost Sound","Inspire Courage","Prestidigitation","Shield"],"trait_group":["Creature Type","Rarity","Monster"],"ac":16,"item":["harp","Leather Armor","Rapier","Shortbow"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1327","intelligence":1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":8,"size":["Medium"],"name":"Stheno Harpist","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[2,3,3],"slug":"creature-1327"},{"attack_bonus":[10,10,10],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":24,"language":["Common","Strix"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Strix","will_save":7,"charisma":0,"speed":{"fly":25,"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Strix Camaraderie","Strix Vengeance"],"skill":["Acrobatics","Nature","Survival"],"trait":["Humanoid","Strix","Uncommon","LN","Medium"],"id":"creature-1328","text":" Strix Kinmate Strix are avian humanoids with sprawling, dark-feathered wings and large talons. Strix possess angular features and piercing eyes that are fixed facing forward. Their lurching head movements and vertical eyelids give an unnerving quality to their humanoid appearances. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Strix Kinmate Source Bestiary 3 pg. 259 Perception +9; low-light vision Languages Common, Strix Skills Acrobatics +8, Nature +7, Survival +9 Str +2 Dex +4 Con +0 Int +0 Wis +3 Cha +0 Items Leather Armor, Shortbow (20 arrows), Shortsword --- AC 18 Fort +6 Ref +10 Will +7 HP 24 --- Speed 25 feet, fly 25 feet Melee Single Action shortsword +10 (Agile, Finesse, versatile S), Damage 1d6+4 piercing Melee Single Action talon +10 (Agile, Finesse), Damage 1d6+4 slashing Ranged Single Action shortbow +10 (deadly d10, range increment 60 feet), Damage 1d6+2 piercing Strix Camaraderie Strix kinmates are tightly bonded to one another, adept at teamwork and supporting each other's attacks. If an enemy is within reach of both the kinmate and one other strix, that enemy is flat-footed to all strix. Strix Vengeance Free Action (Emotion, Mental) Frequency once per 10 minutes; Trigger The kinmate or a strix ally they can see is damaged by an enemy's critical hit; Effect Until the end of their next turn, the kinmate gains a +1d6 status bonus to damage rolls on Strikes they make against the triggering enemy. ","skill_mod":{"nature":7,"survival":9,"acrobatics":8},"summary":"Strix are avian humanoids with sprawling, dark-feathered wings and large talons. Strix possess angular features and piercing eyes that are fixed …","image":["/Images/Monsters/Strix.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Ancestry","Rarity"],"ac":18,"item":["Leather Armor","Shortbow (20 arrows)","Shortsword"],"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1328","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Strix Kinmate","alignment":"LN","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[5,7,7],"slug":"creature-1328"},{"primary_source_category":"Rulebooks","strength":8,"hp":290,"language":["Aklo","Necril"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":29,"stealth":"35","trait":["Humanoid","Negative","LE","Large","Void"],"id":"creature-1329","text":" Sumbreiva Sumbreivas are the Negative Energy Plane's unstoppable hunters, tracking down and destroying other creatures on their plane for sport and practice. Occasionally they pass through a rift or are brought to the Material Plane via planar binding, where they collect living souls to display as trophies. Sumbreivas gather at Night Lodges, where they train and display their soul trophies, which appear as floating wisps of blue energy. The more formidable the soul, the more intense the blue glow that emanates from it. Sumbreivas in lodges periodically raid the Material Plane on a Night Hunt. Over the course of one night, the sumbreivas from that lodge split up and compete to see who can capture the most brilliant souls as trophies. The winner of the Night Hunt leads the lodge until the next hunt. Night Lodges are ranked against each other by the accomplishments of the hunters within. All sumbreivas have the ultimate goal of capturing a soul worthy of being placed in the Twilight Lodge, reserved for the truly elite souls and hunters. Recall Knowledge - Humanoid (Society): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Sumbreiva Source Bestiary 3 pg. 260 Perception +29; greater darkvision, scent (imprecise) 30 feet Languages Aklo, Necril Skills Athletics +32, Intimidation +30, Stealth +35, Survival +29 Str +8 Dex +9 Con +3 Int +6 Wis +5 Cha +4 --- AC 39 Fort +25 Ref +33 Will +27 HP 290 (negative healing) Immunities death effects, drained Attack of Opportunity Reaction Hunter's Triumph Reaction (auditory, emotion, fear, mental) Trigger The sumbreiva kills a creature; Effect The sumbreiva lets out a triumphant, bone-chilling howl. Every enemy in a 30-foot emanation must succeed at a DC 36 Will save or become frightened 3 (and fleeing as long as it's frightened on a critical failure). --- Speed 50 feet Melee Single Action sumbreiva huntblade +33 (Agile, Death, Finesse, Magical, versatile S), Damage 3d8+16 piercing plus huntblade brutality Melee Single Action shadow whip +33 (Agile, Death, Disarm, Finesse, Magical, reach 10 feet, Trip), Damage 3d4+16 bludgeoning plus Improved Grab Ranged Single Action sumbreiva huntblade +33 (Agile, Death, Magical, thrown 30 feet, versatile S), Damage 3d8+16 piercing plus huntblade brutality Arcane Innate Spells DC 36 - 4th Darkness, Earthbind Claim Trophy Single Action The sumbreiva claims the soul of a creature they killed within the last minute. This works like bind soul , except that no black sapphire is required and the soul is turned into a glowing blue light called a soul trophy . Anyone who kills the sumbreiva can then free the soul from any soul trophy by touching it and speaking the word for “freedom” in any language. Huntblade Brutality The sumbreiva's huntblade deals an additional 2d8 damage to drained, flat-footed, or frightened creatures. Whip Drain Single Action (Arcane, Death, Necromancy) Requirements The sumbreiva has a creature grabbed with their shadow whip; Effect The grabbed creature must succeed at a DC 38 Fortitude save or become drained 2 (drained 3 on a critical failure). If the creature is already drained, this increases its drained value instead, to a maximum of drained 4. Superior Sumbreivas As sumbreiva hunters attain souls, they grow in power and physically transform. They might increase in stature, grow more limbs or great leathery wings, or form advanced armaments suited to their personalities and hunting methods. These outward signs make it easy for other sumbreivas to distinguish superior sumbreivas from the less masterful hunters among their kind. The greatest sumbreivas are said to be inexorable giants suited to hunting only kaiju, demigods, and the spawn of Rovagug ","skill_mod":{"survival":29,"stealth":35,"athletics":32,"intimidation":30},"image":["/Images/Monsters/Sumbrevia.png"],"primary_source":"Bestiary 3","spell":["Darkness","Earthbind"],"ac":39,"level":16,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" greater darkvision , scent (imprecise) 30 feet","resistance":{},"intelligence":6,"reflex_save":33,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":25,"size":["Large"],"name":"Sumbreiva","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[23,29,29],"attack_bonus":[33,33,33],"constitution":3,"immunity":["death effects","drained"],"will_save":27,"speed":{"max":50,"land":50},"wisdom":5,"weakness":{},"creature_ability":["Attack of Opportunity","Hunter's Triumph","Claim Trophy","Huntblade Brutality","Whip Drain"],"skill":["Athletics","Intimidation","Stealth","Survival"],"tradition":["Arcane"],"summary":"Sumbreivas are the Negative Energy Plane's unstoppable hunters, tracking down and destroying other creatures on their plane for sport and practice. …","trait_group":["Creature Type","Energy","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1329","dexterity":9,"category":"creature","slug":"creature-1329"},{"attack_bonus":[23,23,23],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":285,"language":["Common"],"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison"],"source":["Bestiary 3"],"type":"Creature","will_save":14,"charisma":-5,"speed":{"max":20,"land":20},"perception":20,"wisdom":2,"weakness":{},"creature_ability":["Central Weapon","Attack of Opportunity","Echoblade Flurry","Project Echoblade","Colossal Echo","Raise Guard"],"skill":["Acrobatics","Athletics"],"trait":["Construct","Mindless","N","Large"],"id":"creature-1330","text":" Swordkeeper Collectors who want to guard their magical arsenals procure or build swordkeepers. These constructs are equal parts display case and security system, each holding a single weapon within its body and projecting copies of the weapon it stores to deter would-be thieves. Recall Knowledge - Construct (Arcana, Crafting): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Swordkeeper Source Bestiary 3 pg. 261 Perception +20 Languages Common Skills Acrobatics +21, Athletics +23 Str +7 Dex +5 Con +5 Int -5 Wis +2 Cha -5 Central Weapon A swordkeeper's torso houses a single weapon of a level no higher than the swordkeeper. While the swordkeeper is operational, the chamber requires four successful DC 32 Thievery checks to Disable a Device to open; on a critical failure, the backlash deals 6d6 force damage (DC 30 basic Reflex save) to the creature attempting the check. If the swordkeeper is immobilized, grabbed, prone, or stunned, both DCs are reduced by 2. If the weapon is removed, the swordkeeper's echoblades vanish. Items +1 striking disrupting longsword --- AC 29 (31 with guard raised) Fort +21 Ref +19 Will +14 HP 285 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action echoblade +23 (Magical, reach 10 feet, versatile P), Damage 2d8+13 slashing plus 1d8 force Melee Single Action fist +23 (Agile, reach 10 feet), Damage 2d8+13 bludgeoning Ranged Single Action echoblade +23 (Agile, Magical, thrown 30 feet), Damage 2d8+13 slashing plus 1d8 force Echoblade Flurry Single Action Frequency once per round; Effect The swordkeeper makes two melee echoblade Strikes. If both Strikes hit the same creature, combine their damage for the purpose of resistances and weakness. Apply the swordkeeper's multiple attack penalty normally. Project Echoblade Free Action Requirements The swordkeeper has a central weapon; Effect The swordkeeper projects an echoblade—a force copy of its central weapon that deals 1d8 additional force damage and gains thrown 30 feet. Echoblades inherit the weapon damage dice, weapon traits, and runes of the central weapon, but no other abilities or activations. The swordkeeper gains access to their critical specialization effects. The swordkeeper can have up to four echoblades at once; unattended echoblades vanish at the end of the swordkeeper's turn. Colossal Echo Two Actions (Force) Requirements The swordkeeper has a central weapon; Effect The swordkeeper projects a massive echoblade held in all four hands, dealing 9d8 force damage to all creatures in a 30-foot line (DC 30 basic Reflex save). It can't use Colossal Echo again for 1d4 rounds. Raise Guard Single Action Effect The swordkeeper raises an echoblade to protect itself, gaining a +2 circumstance bonus to AC until the start of its next turn. Treasure Guardians While the sample swordkeeper awards treasure based on its level, you can use a swordkeeper to provide PCs with a powerful or significant weapon—particularly an artifact or relic. To create a swordkeeper with a different weapon, replace the versatile P trait from its echoblade Strikes with those of the new weapon, change the weapon damage dice to match, and apply any runes. Unless you want to significantly change the swordkeeper's level, you should also adjust the Strike damage to make sure it's not too high or too low. ","skill_mod":{"athletics":23,"acrobatics":21},"summary":"Collectors who want to guard their magical arsenals procure or build swordkeepers. These constructs are equal parts display case and security system, …","image":["/Images/Monsters/Swordkeeper.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":29,"item":["+1 striking disrupting longsword"],"level":10,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1330","intelligence":-5,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":21,"size":["Large"],"name":"Swordkeeper","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,26,26],"slug":"creature-1330"},{"attack_bonus":[10],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":50,"immunity":["critical hits","death effects","disease","doomed","drained","fatigued","grabbed","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","precision","prone","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","will_save":6,"charisma":2,"speed":{"fly":10,"max":10},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Retaliate","Bond with Ward","Fly Free","Interpose"],"skill":["Acrobatics"],"trait":["Construct","Mindless","Uncommon","N","Small"],"id":"creature-1331","text":" Tattoo Guardian Tattoo guardians are vigilant protectors drawn onto the skin of the individuals they are meant to protect. The creators of tattoo guardians typically animate them as they apply the tattoo using specific rituals and specialized inks, though more obscure rituals can animate a tattoo that's already been applied. Regardless of their animating method, tattoo guardians can temporarily remove themselves from their ward's skin and attack or even interpose themselves between their ward and any dangers. Most tattoo guardians remain on their ward and attack without separating. Tattoo guardians come in a variety of forms, taking the shape of religious symbols, powerful creatures, or more abstract shapes. Magic reinforces the bond between a tattoo guardian and its ward, and the death of the ward also brings about the tattoo guardian's destruction. A guardian that is destroyed while its ward lives reverts to a mundane tattoo—often scarred or otherwise marred. Familial or cultural traditions contribute to the meaning of a tattoo guardian's appearance. In many dwarven cultures, a given family or clan develops their own tattoo patterns and uses these in any tattoo guardians they make. It's especially common for members getting tattooed to ask for a tattoo patterned after one worn by a parent or other ancestor they greatly respect. Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Tattoo Guardian Source Bestiary 3 pg. 262 Perception +8; darkvision Languages Skills Acrobatics +11 Str +3 Dex +4 Con +1 Int -5 Wis +1 Cha +2 --- AC 19 Fort +8 Ref +11 Will +6 HP 50 Immunities critical hits, death effects, disease, doomed, drained, fatigued, grabbed, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, precision, prone, sickened, unconscious Retaliate Reaction Trigger A creature within the tattoo guardian's reach attacks the guardian's ward; Effect The tattoo guardian makes an ink blade Strike against the triggering creature. --- Speed fly 10 feet Melee Single Action ink blade +10, Damage 1d12+5 slashing Bond with Ward Single Action (Concentrate, Move) Requirements The tattoo guardian is adjacent to its ward; Effect The tattoo guardian enters its ward's space and applies itself to the creature's flesh or another suitable surface on the creature. The tattoo guardian occupies the same space as its ward and moves with its ward. While worn, the tattoo guardian establishes a constant shield other effect with its ward. Attacks that target the tattoo guardian target the ward instead, but use the higher AC or saving throw values between the tattoo guardian and the ward. Area effects apply to both the tattoo guardian and the ward, as normal for an area effect. Fly Free Single Action (Concentrate, Move) Requirements The tattoo guardian is Bonded with its Ward; Effect The tattoo guardian removes itself from the ward and enters an adjacent space. Interpose Single Action Requirements The tattoo guardian is Bonded with or adjacent to its ward; Effect The tattoo guardian interposes itself between the ward and its foes, granting its ward a +2 circumstance bonus to AC until the start of the guardian's next turn. Eternal Protectors Tattoo guardians are typically destroyed upon the death of their wards, but in rare cases, a tattoo guardian remains intact long after its ward's death. This is sometimes due to the magic that animated the guardian, as a particularly potent ritual can keep the guardian active. At other times, a portion of the ward's spirit animates the tattoo. Regardless of the reason, active tattoo guardians defend the corpses of their wards just as if their wards were still alive. If the corpse decomposes entirely, the guardian might begin wandering the world on its own, searching for a new individual worthy of the tattoo's protection. ","skill_mod":{"acrobatics":11},"summary":"Tattoo guardians are vigilant protectors drawn onto the skin of the individuals they are meant to protect. The creators of tattoo guardians typically …","image":["/Images/Monsters/TattooGuardian.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster","Rarity"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1331","intelligence":-5,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Tattoo Guardian","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[11],"slug":"creature-1331"},{"attack_bonus":[16,17],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":120,"language":["Common","(can't speak any language)"],"immunity":["death effects","diseased","doomed","drained","fatigued","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Terra-Cotta Warrior","will_save":10,"charisma":3,"speed":{"max":25,"land":25},"perception":14,"wisdom":2,"weakness":{"bludgeoning":10},"creature_ability":["Attack of Opportunity","Shield Block"],"skill":["Athletics","Intimidation"],"trait":["Construct","N","Medium"],"id":"creature-1332","text":" Terra-Cotta Soldier A single terra-cotta warrior stands 6 feet tall and weighs 600 pounds. Recall Knowledge - Construct (Arcana, Crafting): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Terra-Cotta Soldier Source Bestiary 3 pg. 263 Perception +14 Languages Common; (can't speak any language) Skills Athletics +15, Intimidation +15 Str +5 Dex +4 Con +5 Int +1 Wis +2 Cha +3 Items Composite Longbow (10 arrows), Longsword, Steel Shield (Hardness 5, HP 20, BT 10) --- AC 24 (26 with shield raised) Fort +17 Ref +14 Will +10 HP 120 Immunities death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses bludgeoning 10 Attack of Opportunity Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action longsword +17 (versatile P), Damage 2d8+8 slashing Ranged Single Action composite longbow +16 (deadly d10, Propulsive, range increment 100 feet, volley 30 feet), Damage 2d8+6 piercing\n","skill_mod":{"athletics":15,"intimidation":15},"summary":"A single terra-cotta warrior stands 6 feet tall and weighs 600 pounds.","image":["/Images/Monsters/TerrcottaSoldier.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":24,"item":["Composite Longbow (10 arrows)","Longsword","Steel Shield (Hardness 5, HP 20, BT 10)"],"level":6,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1332","intelligence":1,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":17,"size":["Medium"],"name":"Terra-Cotta Soldier","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,17],"slug":"creature-1332"},{"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":240,"language":["Common","(can't speak any language)"],"immunity":["death effects","diseased","doomed","drained","fatigued","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Terra-Cotta Warrior","will_save":20,"charisma":4,"speed":{"max":25,"land":25},"perception":22,"wisdom":3,"weakness":{"area":15,"bludgeoning":10},"creature_ability":["Attack of Opportunity","Shield Block","Troop Defenses","Aim as One","Form Up","Raise Shields","Strike as One","Troop Movement"],"skill":["Athletics","Intimidation"],"trait":["Construct","Troop","N","Gargantuan"],"id":"creature-1333","text":" Terra-Cotta Garrison These constructed warriors can work together as a trained group to repel intruders. Recall Knowledge - Construct (Arcana, Crafting): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Terra-Cotta Garrison Source Bestiary 3 pg. 263 Perception +22 Languages Common; (can't speak any language) Skills Athletics +26, Intimidation +23 Str +7 Dex +2 Con +6 Int +2 Wis +3 Cha +4 --- AC 27 (29 with shields raised) Fort +25 Ref +19 Will +20 HP 240 (16 squares) Immunities death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses area damage 15, bludgeoning 10, splash damage 8 Attack of Opportunity Reaction Shield Block Reaction Troop Defenses --- Speed 25 feet; troop movement Aim as One Two Actions The troop launches a ranged attack in the form of a 10-foot burst within 100 feet that deals 3d8+11 damage (DC 25 basic Reflex save). When the garrison is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Form Up Single Action Raise Shields Single Action The troop raises steel shields, with the effects of Raise a Shield. Strike as One Single Action to Three Actions Frequency once per round; Effect The garrison makes a melee attack against each enemy within 5 feet (DC 30 basic Reflex save). The damage depends on the number of actions. Single Action 2d8 slashing damage Two Actions 3d8+10 slashing damage Three Actions 4d8+13 slashing damage Troop Movement Whenever a troop Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square enters difficult terrain, the extra movement cost applies to the whole troop. ","skill_mod":{"athletics":26,"intimidation":23},"summary":"These constructed warriors can work together as a trained group to repel intruders.","primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":27,"level":13,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1333","intelligence":2,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":25,"size":["Gargantuan"],"name":"Terra-Cotta Garrison","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1333"},{"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":30,"source":["Bestiary 3"],"type":"Creature","creature_family":"Terror Bird","will_save":4,"charisma":0,"speed":{"max":50,"land":50},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Sprint","Tearing Clutch"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Large"],"id":"creature-1334","text":" Terror Bird Common terror birds, also known as axe beaks, are notable hunters. On their own, they use their great speed to catch prey unawares. In a flock, they can swarm larger beasts like aurochs and take them down with overwhelming numbers. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Terror Bird Source Bestiary 3 pg. 264 Perception +6; low-light vision Languages Skills Acrobatics +9, Athletics +10 Str +4 Dex +3 Con +3 Int -4 Wis +0 Cha +0 --- AC 17 Fort +11 Ref +9 Will +4 HP 30 --- Speed 50 feet Melee Single Action beak +10 (reach 10 feet), Damage 1d8+4 piercing plus tearing clutch Melee Single Action talon +10 (Agile), Damage 1d6+4 piercing plus Knockdown Sprint Two Actions Frequency once per minute; Effect The terror bird Strides three times in a straight line. Tearing Clutch The terror bird's powerful beak can tear through flesh. On a successful beak Strike, the target takes 1 persistent bleed damage. This bleed damage increases to 1d4 on a critical hit. Diatryma These smaller kin of terror birds sport dark feathers and stand around 6 to 7 feet tall—smaller than terror birds, but no less ferocious. Diatrymas are mostly found in drier regions, where their small, orange beaks have earned them the nickname “dagger beaks.” Diatrymas are 1st-level creatures akin to terror birds with the weak adjustment. ","skill_mod":{"athletics":10,"acrobatics":9},"summary":"Common terror birds, also known as axe beaks, are notable hunters. On their own, they use their great speed to catch prey unawares. In a flock, they …","primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1334","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Terror Bird","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-1334"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":60,"source":["Bestiary 3"],"type":"Creature","creature_family":"Terror Bird","will_save":7,"charisma":0,"speed":{"max":60,"land":60},"perception":11,"wisdom":1,"weakness":{},"creature_ability":["Sprint","Stunning Screech","Sudden Charge","Tearing Clutch"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Large"],"id":"creature-1335","text":" Terror Shrike The terror shrike, also known as the scythe beak, is a more powerful species of terror bird. Large terror bird flocks typically have one or two terror shrikes as leaders. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Terror Shrike Source Bestiary 3 pg. 264 Perception +11; low-light vision Languages Skills Acrobatics +12, Athletics +13 Str +5 Dex +4 Con +3 Int -4 Wis +1 Cha +0 --- AC 20 Fort +13 Ref +12 Will +7 HP 60 --- Speed 60 feet Melee Single Action beak +13 (reach 10 feet), Damage 2d8+5 piercing plus tearing clutch Melee Single Action talon +13 (Agile), Damage 2d6+5 piercing plus Knockdown Sprint Two Actions Frequency once per minute; Effect The terror bird Strides three times in a straight line. Stunning Screech Single Action (Auditory, Emotion, Fear, Mental) The terror shrike unleashes a haunting screech that causes prey to freeze in fear. Each creature in a 30-foot emanation other than terror birds must attempt a DC 19 Will save. Regardless of the result, creatures are then temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature is flat-footed until the start of its turn. Failure The creature is stunned 1. Critical Failure The creature is stunned 2. Sudden Charge Two Actions The terror shrike Strides twice. If it ends its movement within melee reach of one creature, it can make a melee Strike against that creature. Tearing Clutch The terror bird's powerful beak can tear through flesh. On a successful beak Strike, the target takes 1 persistent bleed damage. This bleed damage increases to 1d8 on a critical hit. ","skill_mod":{"athletics":13,"acrobatics":12},"summary":"The terror shrike, also known as the scythe beak, is a more powerful species of terror bird. Large terror bird flocks typically have one or two …","image":["/Images/Monsters/Terror_Shrike.webp"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1335","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Terror Shrike","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"slug":"creature-1335"},{"attack_bonus":[15,19],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":155,"language":["Common"],"source":["Bestiary 3"],"type":"Creature","will_save":15,"charisma":0,"speed":{"max":10,"land":10},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Deluge","Drink Abundance","Expel Wave"],"skill":["Athletics","Stealth"],"stealth":"11","trait":["Amphibious","Beast","NE","Huge"],"id":"creature-1336","text":" Tiddalik Tiddaliks are giant, drought-causing monstrosities resembling grossly swollen frogs. They travel through the land, sniffing out water to gorge themselves on. Upon finding a source, the tiddalik submerges itself and begins to drink, and drink, and drink. Over time, it slurps the water down to the very last drop and balloons in size, becoming unable to move at more than an amble. The water sustains the tiddalik for years, while the land suffers a great drought. In fact, the only moisture to be found in any quantity might be the damp divot the tiddalik's great, sloshing body leaves behind as it travels. Desperate locals trying to undo a tiddalik's work are met with the creature's gullet or torrents of water. A tiddalik is lazy and unlikely to start a fight of its own volition or even to chase a fleeing attacker, having little interest in anything but slaking its immense thirst. In its death throes, the tiddalik divulges its water stores, breaking free in a final tide of mass destruction that swamps the surrounding area. Woe betide any unlucky enough to find themselves beset by a tiddalik's gluttony! Recall Knowledge - Beast (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Tiddalik Source Bestiary 3 pg. 265 Perception +15; low-light vision Languages Common Skills Athletics +19, Stealth +11 Str +6 Dex +2 Con +6 Int -2 Wis +4 Cha +0 --- AC 22 Fort +19 Ref +11 Will +15 HP 155 Deluge A creature can provoke a waterlogged tiddalik (see Drink Abundance below) into laughing and releasing its stored water with a successful DC 25 check to Perform a joke or funny story. The tiddalik also disgorges its water automatically if it dies while waterlogged, or can voluntarily Deluge as a three-action activity that has the concentrate trait. The mass of stored water swamps a 10-foot emanation, dealing 8d6 bludgeoning damage to creatures in the area (DC 25 basic Reflex save) and making the area difficult terrain for 1 day. The tiddalik can't use its spit Strike or Expel Wave until it next Drinks in Abundance. --- Speed 25 feet, or 10 feet while waterlogged Melee Single Action bite +19 (reach 10 feet), Damage 2d10+9 piercing plus Grab Ranged Single Action spit +15 (range increment 30 feet), Damage 2d10+9 bludgeoning Drink Abundance (Downtime) The tiddalik spends a day or more drinking from a water source. If the water source is equal to or greater in volume than itself, the tiddalik consumes 5,000 gallons of water per day and becomes waterlogged. While waterlogged, it can use its spit Strike, Expel Wave, and its deluge ability, but its Speed is reduced to 10 feet. If the water source is smaller than the tiddalik, it consumes the water but does not become waterlogged. Expel Wave Two Actions Requirements The tiddalik is waterlogged; Effect The tiddalik expels a wave of water in a 60-foot cone that deals 6d6 bludgeoning damage (DC 25 basic Reflex save). Creatures that fail the save are pushed back 5 feet (10 feet on a critical failure). The tiddalik can't use Expel Wave again for 1d4 rounds. Mythological Origins Tales told around open-air campfires speak of Tiddalik, a greedy frog who gulped all the land's water in blatant disregard of the needs of the other animals or the land. No matter how he was entreated, he wouldn't share the water. So the animals instead tried to make him laugh—to no avail. Routine by routine passed, but nothing worked. Finally, the snake couldn't take it any longer and began to berate Tiddalik, tying himself in knots in his anger. These contortions were what finally caused Tiddalik to laugh. He laughed for days and days—a big, deep belly laugh—spewing the precious water everywhere and flooding the lands. To this day Tiddalik is an emblem of greed in many stories, often petty when others have an abundance since his was taken away. ","skill_mod":{"stealth":11,"athletics":19},"summary":"Tiddaliks are giant, drought-causing monstrosities resembling grossly swollen frogs. They travel through the land, sniffing out water to gorge …","image":["/Images/Monsters/Tiddalik.png"],"primary_source":"Bestiary 3","trait_group":["Monster","Creature Type"],"ac":22,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1336","intelligence":-2,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":19,"size":["Huge"],"name":"Tiddalik","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,20],"slug":"creature-1336"},{"attack_bonus":[26,26,26],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":213,"language":["Aquan","Auran","Common"],"source":["Bestiary 3"],"type":"Creature","will_save":22,"charisma":4,"speed":{"fly":50,"max":50,"land":25,"swim":50},"perception":24,"wisdom":6,"weakness":{"fire":15},"creature_ability":["Self-Resurrection","Oceanic Armor","Typhoon Dive"],"skill":["Acrobatics","Athletics","Nature"],"trait":["Amphibious","Beast","Rare","Water","N","Huge"],"id":"creature-1337","text":" Tidehawk Tidehawks, avian embodiments of the sea and rain, nest in deep underwater crevasses and glide among waves. They feed mostly on large sea life and rise above the surface during or in the aftermath of a rainstorm to bask in the fresh moisture of the air. Though tidehawks hail from the same mystical family as the legendary phoenix, the two rarely interact due to their different outlooks and elemental affiliations. Phoenixes see tidehawks as flighty and unreliable, while tidehawks view their fiery kin as self-righteous do-gooders who can't resist meddling in mortal affairs. Only particularly evil threats to natural environments can bring them together. Recall Knowledge - Beast (Arcana, Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Tidehawk Source Bestiary 3 pg. 266 Perception +24; darkvision, wavesense (imprecise) 120 feet Languages Aquan, Auran, Common Skills Acrobatics +23, Athletics +21, Nature +24 Str +5 Dex +7 Con +5 Int +4 Wis +6 Cha +4 --- AC 32 Fort +21 Ref +25 Will +22 HP 213 (self-resurrection) , regeneration 20 (deactivated by fire) Resistances cold 10 Weaknesses fire 15 Self-Resurrection (healing, necromancy, primal) When a tidehawk dies, it melts into a torrent of rainwater. If this rain falls into a body of water, such as an ocean or lake, the tidehawk returns to life fully healed 1d4 rounds later, as if subject to a 6th-level resurrect ritual. Self-resurrection happens only if there are remains to resurrect; for instance, a tidehawk killed by a disintegrate spell can't use this ability. A tidehawk that dies while above land must wait until its rainwater runs or seeps into an appropriate body of water to self-resurrect. A tidehawk can self-resurrect only once per year. --- Speed 25 feet, fly 50 feet, swim 50 feet Melee Single Action beak +26 (Finesse, Magical, reach 15 feet), Damage 3d12+11 piercing Melee Single Action talon +26 (Agile, Finesse, Magical, reach 15 feet), Damage 3d8+11 slashing Ranged Single Action break swell +26 (range increment 30 feet), Damage 3d8+11 bludgeoning plus Knockdown Primal Innate Spells DC 32 - Cantrips (6th) Detect Magic - 6th Cone of Cold, Control Water, Heal (×2), Hydraulic Torrent, Mariner's Curse Oceanic Armor Single Action (Abjuration, Primal, Water) Requirements The tidehawk is within 120 feet of a body of water at least as large as it is; Effect The tidehawk draws water to itself, wrapping its feathers like a suit of armor. The tidehawk gains a +2 circumstance bonus to AC until the start of its next turn. If the tidehawk takes damage from a melee Strike while under this effect, this water armor explodes outward, dealing 4d8 bludgeoning damage (DC 32 basic Reflex save) to the attacking creature and ending the circumstance bonus to AC. Typhoon Dive Two Actions (Evocation, Primal, Water) Requirements The tidehawk is Flying; Effect The tidehawk Flies up to its Speed, diving below the surface of deep water (such as a sea or ocean), causing a surging wave that deals 6d6 bludgeoning damage (DC 32 basic Reflex save) to each creature within a 60-foot emanation of where the tidehawk entered the water. The area becomes difficult terrain until the start of the tidehawk's next turn while the water surges and runs off. Wind and Wave As dwellers of both water and air, tidehawks are viewed by many to be favored creatures of Gozreh, deity of wind and wave. Sailors argue whether a tidehawk sighting is a good or ill omen, as Gozreh can turn quickly from calm to wrathful. Tidehawks themselves rarely attack vessels on the water, but when they do, they leave few survivors. ","tradition":["Primal"],"element":["Water"],"skill_mod":{"nature":24,"athletics":21,"acrobatics":23},"summary":"Tidehawks, avian embodiments of the sea and rain, nest in deep underwater crevasses and glide among waves. They feed mostly on large sea life and …","image":["/Images/Monsters/Tidehawk.png"],"primary_source":"Bestiary 3","spell":["Cone of Cold","Control Water","Heal","Hydraulic Torrent","Mariner's Curse","Detect Magic"],"trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"ac":32,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 120 feet","weakest_save":["fort","fortitude"],"resistance":{"cold":10},"url":"/Monsters.aspx?ID=1337","intelligence":4,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Tidehawk","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[24,24,30],"slug":"creature-1337"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":197,"language":["Common","Sylvan"],"source":["Bestiary 3"],"type":"Creature","will_save":14,"charisma":6,"speed":{"max":30,"land":30},"perception":16,"wisdom":3,"weakness":{"mental":10},"creature_ability":["Believe the Lie","Change Shape","Flailing Thrash","Unnatural Leap"],"skill":["Athletics","Deception","Nature","Stealth","Survival"],"stealth":"17","trait":["Amphibious","Beast","Uncommon","CN","Large"],"id":"creature-1338","text":" Tikbalang Tikbalangs are forest creatures that delight in leading travelers astray. They deceive and mislead with their formidable magic, leaping from tree to tree while laughing, or neighing, uncontrollably. While not malicious, neither are they empathetic to the plight of their victims. They would sooner forget about those whom they have played tricks on and leave them to die than lead them back to their intended path through guilty altruism. A tikbalang's occult magic stems from the esoteric mystery of believing the lie. In the moment of crafting illusions or conjuring extradimensional spaces, the tikbalang themself believes that what they are creating is real. This makes their spells harder to resist, and this same principle also makes them very effective liars. But this readiness to believe also makes them susceptible to deceptions and illusions in turn, and they are particularly vulnerable to mind games. Lone travelers without magic of their own often learn riddles, sleight of hand, or other tricks to defend against a tikbalang's oft-deadly entertainment. Other whispers suggest wearing one's shirt inside-out to confuse the creatures, or passing by a tikbalang's forest quietly to avoid drawing their attention. Unlike most illusionists, tikbalangs can also rely on their physical prowess should the need arise. They have unusually long legs that end in cloven hooves, and they stand as tall as ogres when upright. Skilled climbers and leapers, they are also well known for being master wrestlers, where their long limbs put them at a distinct advantage over their foes. They have elongated faces that, when combined with their well-kempt hair, suggest an equine appearance—although some tikbalangs have saurian or birdlike faces instead. Recall Knowledge - Beast (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Tikbalang Source Bestiary 3 pg. 267 Perception +16; low-light vision Languages Common, Sylvan Skills Athletics +20, Deception +21, Nature +14, Stealth +17, Survival +16 Str +5 Dex +4 Con +4 Int -1 Wis +3 Cha +6 --- AC 27 Fort +19 Ref +17 Will +14 HP 197 Weaknesses mental 10 Believe the Lie The tikbalang takes a –2 circumstance penalty to saves against illusion spells, and to their Will DC against checks to Lie to them. --- Speed 30 feet Melee Single Action fist +20 (Agile), Damage 2d6+8 bludgeoning Melee Single Action hoof +20 (reach 10 feet), Damage 2d10+8 bludgeoning Occult Innate Spells DC 29 - 4th Hallucinatory Terrain, Hypnotic Pattern - 8th Maze (once per week) Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The tikbalang takes on the appearance of any Medium or Large humanoid. This doesn't change the tikbalang's Speed or their attack and damage modifiers with their Strikes. Flailing Thrash Two Actions The tikbalang makes two fist Strikes, with each Strike dealing an extra 1d6 damage against creatures grabbing or grabbed by the tikbalang. The multiple attack penalty doesn't increase until after both attacks. Unnatural Leap Single Action The tikbalang jumps up to their Speed horizontally, or half that vertically Golden Strand Why do adventurers go through the trouble of wrestling a tikbalang? Hidden among the luxurious, ebony mane of the creature is a single strand of golden hair. Anyone who successfully Grabs the tikbalang can Seek (DC 29) the strand and Interact to pluck it from their head. Made of actual gold, this strand (worth 150 gp) holds magic particularly well and is highly sought after for creating magic items. A tikbalang regrows their plucked golden strand in a year. ","tradition":["Occult"],"skill_mod":{"deception":21,"nature":14,"survival":16,"stealth":17,"athletics":20},"summary":"Tikbalangs are forest creatures that delight in leading travelers astray. They deceive and mislead with their formidable magic, leaping from tree to …","image":["/Images/Monsters/Tikbalang.png"],"primary_source":"Bestiary 3","spell":["Maze","Hallucinatory Terrain","Hypnotic Pattern"],"trait_group":["Monster","Creature Type","Rarity"],"ac":27,"level":9,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1338","intelligence":-1,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":19,"size":["Large"],"name":"Tikbalang","alignment":"CN","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15,19],"slug":"creature-1338"},{"primary_source_category":"Rulebooks","strength":10,"hp":400,"language":["Abyssal","Celestial","Common","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":36,"trait":["Humanoid","Rare","Titan","CG","Gargantuan"],"id":"creature-1339","text":" Elysian Titan Those titans who remained true to their creators, refusing to participate in their peers' rebellion, earned their freedom while the others were imprisoned. Many Elysian titans train aspiring champions of freedom, sacrifice, and selflessness. Recall Knowledge - Humanoid (Society): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Elysian Titan Source Bestiary 3 pg. 268 Perception +36; darkvision, true seeing Languages Abyssal, Celestial, Common; telepathy 100 feet Skills Acrobatics +36, Athletics +43, Crafting +37, Diplomacy +37, Intimidation +35, Religion +37, Survival +37 Str +10 Dex +7 Con +8 Int +6 Wis +8 Cha +6 Items +2 greater resilient breastplate , +3 greater striking greatpick --- AC 46 Fort +37 Ref +34 Will +35 +4 status to all saves vs. mental HP 400 Immunities death effects, disease Impossible Stature (aura, divine, illusion, mental) 100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 44 Will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round. --- Speed 40 feet; air walk Melee Single Action greatpick +41 (fatal d12, Magical, reach 30 feet), Damage 4d10+20 piercing Melee Single Action fist +38 (Agile, reach 30 feet), Damage 4d8+20 bludgeoning Ranged Single Action rock +38 (Brutal, range increment 200 feet), Damage 3d12+20 bludgeoning Divine Innate Spells DC 44 - 5th Sending (×3) - 6th Scrying (×3) - 7th Plane Shift (at will) - 8th Dispel Magic (at will), Freedom of Movement (at will) - 10th Meteor Swarm, Revival - Constant (10th) Air Walk, True Seeing Divine Rituals DC 44 - 8th Freedom Throw Rock Single Action Titanic Grasp Single Action The titan makes a fist Strike against a creature affected by their Impossible Stature, even if it's outside of the titan's normal reach. On a hit, the titan automatically Grabs the creature and, if out of their reach, pulls it within reach. Wide Cleave Two Actions The titan makes a melee weapon Strike against each foe within their reach. This counts as three attacks for the titan's multiple attack penalty. ","skill_mod":{"diplomacy":37,"crafting":37,"survival":37,"athletics":43,"intimidation":35,"acrobatics":36,"religion":37},"image":["/Images/Monsters/Titan_ElysianTitan.png"],"primary_source":"Bestiary 3","spell":["Meteor Swarm","Revival","Dispel Magic","Freedom of Movement","Plane Shift","Scrying","Sending","Air Walk","True Seeing"],"ac":46,"item":["+2 greater resilient breastplate","+3 greater striking greatpick"],"level":21,"spell_dc":[44],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":6,"reflex_save":34,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":37,"size":["Gargantuan"],"name":"Elysian Titan","alignment":"CG","pfs":"Standard","rarity":"rare","strike_damage_average":[38,39,42],"attack_bonus":[38,38,41],"constitution":8,"immunity":["death effects","disease"],"creature_family":"Titan","will_save":35,"speed":{"max":40,"land":40},"wisdom":8,"weakness":{},"creature_ability":["Impossible Stature","Throw Rock","Titanic Grasp","Wide Cleave"],"skill":["Acrobatics","Athletics","Crafting","Diplomacy","Intimidation","Religion","Survival"],"tradition":["Divine"],"summary":"Those titans who remained true to their creators, refusing to participate in their peers' rebellion, earned their freedom while the others were …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1339","dexterity":7,"category":"creature","slug":"creature-1339"},{"primary_source_category":"Rulebooks","strength":10,"hp":540,"language":["Abyssal","Celestial","Common","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":8,"perception":36,"stealth":"36","trait":["Humanoid","Rare","Titan","CE","Gargantuan"],"id":"creature-1340","text":" Thanatotic Titan Thanatotic titans served as assassins in the war against the deities. They learned to sever their targets' divine connections, murdering mortal priests and divine heralds alike. Thanatotic titans were locked away in the Abyss, but some have freed themselves and crept out from the Abyss so they might continue their sprees of murder and mayhem. To this day, they seek out the faithful for slaughter. Recall Knowledge - Humanoid (Society): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Thanatotic Titan Source Bestiary 3 pg. 268 Perception +36; darkvision, true seeing Languages Abyssal, Celestial, Common; telepathy 100 feet Skills Athletics +45, Crafting +41, Deception +36, Intimidation +38, Religion +38, Stealth +36 Str +10 Dex +4 Con +9 Int +8 Wis +6 Cha +8 Items +2 greater resilient full plate , +3 greater striking halberd --- AC 46 Fort +37 Ref +34 Will +35 +4 status to all saves vs. mental or divine HP 540 Immunities death effects, disease Impossible Stature (aura, divine, illusion, mental) 100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 45 Will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round. Attack of Opportunity Reaction The titan can use their Attack of Opportunity when a creature within their reach uses a concentrate action, in additional to its normal trigger. They disrupt actions on any hit, not just a critical hit— including triggering concentrate actions. --- Speed 40 feet; air walk Melee Single Action halberd +42 (Magical, reach 40 feet, versatile S), Damage 4d10+25 piercing Melee Single Action foot +39 (Agile, reach 30 feet), Damage 4d8+20 bludgeoning Ranged Single Action rock +39 (Brutal, range increment 200 feet), Damage 3d12+20 bludgeoning Divine Innate Spells DC 45 - 5th Sending - 6th Scrying (×3) - 7th Spell Turning - 8th Dispel Magic (at will), Spiritual Epidemic (at will), Suggestion (at will) - 10th Massacre, Meteor Swarm - Constant (10th) Air Walk, True Seeing Divine Rituals DC 45 - 5th Planar Ally, Resurrect Godslayer Free Action (Divine) Trigger The titan damages a creature capable of using divine spells or abilities; Effect The creature must attempt a DC 45 Will save. Critical Success The creature is unaffected. Success The creature can't use divine spells or abilities for 1 round and is frightened 2. Only powerful non-divine magic, such as wish , can undo this effect. Failure As success, but the duration is 1 minute. Critical Failure As success, but the duration is unlimited. Throw Rock Single Action (Divine, Transmutation) If a titan's rock Strike isn't a critical failure, the rock explodes, dealing 10d6 damage of a damage type of the titan's choice to all creatures in a 20-foot burst (DC 45 basic Reflex save). Titanic Charge Two Actions The titan Strides twice and makes a melee Strike. If the Strike hits, the titan can cast earthquake centered on the target as a free action. Trample Three Actions Huge or smaller, foot, DC 45 Wide Cleave Two Actions The titan makes a melee weapon Strike against each foe within their reach. This counts as three attacks for the titan's multiple attack penalty. ","skill_mod":{"deception":36,"crafting":41,"stealth":36,"athletics":45,"intimidation":38,"religion":38},"image":["/Images/Monsters/Titan_ThanatoticTitan.png"],"primary_source":"Bestiary 3","spell":["Massacre","Meteor Swarm","Dispel Magic","Spiritual Epidemic","Suggestion","Spell Turning","Scrying","Sending","Air Walk","True Seeing"],"ac":46,"item":["+2 greater resilient full plate","+3 greater striking halberd"],"level":22,"spell_dc":[45],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":8,"reflex_save":34,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":37,"size":["Gargantuan"],"name":"Thanatotic Titan","alignment":"CE","pfs":"Standard","rarity":"rare","strike_damage_average":[38,39,47],"attack_bonus":[39,39,42],"constitution":9,"immunity":["death effects","disease"],"creature_family":"Titan","will_save":35,"speed":{"max":40,"land":40},"wisdom":6,"weakness":{},"creature_ability":["Impossible Stature","Attack of Opportunity","Godslayer","Throw Rock","Titanic Charge","Trample","Wide Cleave"],"skill":["Athletics","Crafting","Deception","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Thanatotic titans served as assassins in the war against the deities. They learned to sever their targets' divine connections, murdering mortal …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1340","dexterity":4,"category":"creature","slug":"creature-1340"},{"primary_source_category":"Rulebooks","strength":11,"hp":470,"language":["Abyssal","Aquan","Celestial","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":6,"perception":41,"trait":["Humanoid","Rare","Titan","Water","LN","Gargantuan"],"id":"creature-1341","text":" Danava Titan Danava titans once regulated the foundational forces that shaped reality. Rebuked by the gods for being harsh and inflexible overseers, these spurned titans joined their siblings in their failed war against their creators. Defeated, the danavas were cast into the paralyzing depths of the cosmos's seas. The few danava titans who have escaped now wield the cold, darkness, and crushing pressure of their prisons in pursuit of their ancient visions of reality. Danavas split mountains, wake primordial beasts, or level whole civilizations in accordance with grand designs they forged at the dawn of time. Others hunt and harvest the balance-enforcing aeons, who they see as usurpers of their divine responsibility. Recall Knowledge - Humanoid (Society): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Danava Titan Source Bestiary 3 pg. 269 Perception +41; darkvision, true seeing , wavesense (imprecise) 100 feet Languages Abyssal, Aquan, Celestial; telepathy 100 feet Skills Acrobatics +39, Arcana +43, Athletics +46, Crafting +43, Nature +41, Occultism +43, Religion +41, Society +43 Str +11 Dex +8 Con +10 Int +10 Wis +8 Cha +6 Items +3 major striking greatclub --- AC 49 Fort +41 Ref +37 Will +37 +4 status to all saves vs. mental or divine HP 470 Immunities death effects, disease Hadalic Presence (divine, illusion, mental, water) Creatures that fail their Will save against the titan's Impossible Stature aura also experience the crushing depths and darkness of the ocean floor. Such creatures see as if in an area of darkness (10th level), and the titan can use their wavesense to detect such creatures as a precise sense, even if neither are in water. On a critical failure, the creature is also immobilized. Impossible Stature (aura, divine, illusion, mental) 100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 46 Will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round. Relentless The titan is as ever-moving as ocean waves. They're permanently quickened 1, and the extra action can only be used to Stride, Strike, or Sustain a Spell, or as one of the actions necessary to Cast dispel magic . Roiling Rebuke Reaction Trigger A creature within 200 feet targets the titan with or includes the titan in the area of an attack, spell, or other effect; Effect The titan makes a benthic wave Strike against the triggering creature. If the Strike hits, the titan disrupts the triggering action. --- Speed 50 feet, swim 40 feet; air walk , water walk Melee Single Action greatclub +43 (Backswing, Magical, reach 40 feet, Shove), Damage 4d10+20 bludgeoning plus 2d12 cold Melee Single Action foot +40 (Agile, reach 30 feet), Damage 4d8+20 bludgeoning plus 2d12 cold Ranged Single Action benthic wave +40 (Brutal, Magical, range 200 feet, Water), Damage 4d6+20 bludgeoning plus 2d12 cold Divine Innate Spells DC 46, attack +38 - 9th Control Water (at will), Dispel Magic (at will), Eclipse Burst (×3), Heal (×3), Hydraulic Push (×3), Hydraulic Torrent (×3) - 10th Implosion - Constant (10th) Air Walk, True Seeing, Water Walk Rituals DC 46, doesn't require secondary casters - 5th Resurrect - 6th Planar Binding - 8th Control Weather Trample Three Actions Huge or smaller, foot, DC 46 Wide Cleave Two Actions The titan makes a melee weapon Strike against each foe within their reach. This counts as three attacks for the titan's multiple attack penalty. Danava Pillars Some danavas, known as danava pillars, are custodians of a fundamental concept like life or knowledge—a crux of the universe. Destroying a danava pillar forcibly shreds their bonds and risks unraveling a portion of reality, with potentially disastrous effects. ","element":["Water"],"skill_mod":{"society":43,"nature":41,"crafting":43,"arcana":43,"athletics":46,"occultism":43,"acrobatics":39,"religion":41},"image":["/Images/Monsters/Titan_DanavaTitan.png"],"primary_source":"Bestiary 3","spell":["Implosion","Control Water","Dispel Magic","Eclipse Burst","Heal","Hydraulic Push","Hydraulic Torrent","Air Walk","True Seeing","Water Walk"],"ac":49,"item":["+3 major striking greatclub"],"level":23,"spell_dc":[46],"source_category":["Rulebooks"],"sense":" darkvision , true seeing , wavesense (imprecise) 100 feet","resistance":{},"intelligence":10,"reflex_save":37,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":41,"size":["Gargantuan"],"name":"Danava Titan","alignment":"LN","pfs":"Standard","rarity":"rare","strike_damage_average":[47,51,55],"attack_bonus":[40,40,43],"constitution":10,"immunity":["death effects","disease"],"creature_family":"Titan","spell_attack_bonus":[38],"will_save":37,"speed":{"max":50,"land":50,"swim":40},"wisdom":8,"weakness":{},"creature_ability":["Hadalic Presence","Impossible Stature","Relentless","Roiling Rebuke","Trample","Wide Cleave"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Nature","Occultism","Religion","Society"],"tradition":["Divine"],"summary":"Danava titans once regulated the foundational forces that shaped reality. Rebuked by the gods for being harsh and inflexible overseers, these spurned …","trait_group":["Creature Type","Rarity","Monster","Elemental","Planar"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=1341","dexterity":8,"category":"creature","slug":"creature-1341"},{"primary_source_category":"Rulebooks","strength":12,"hp":500,"language":["Abyssal","Aklo","Celestial","Common","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":9,"perception":43,"trait":["Aberration","Rare","Titan","CE","Gargantuan"],"id":"creature-1342","text":" Hekatonkheires Titan The first three hekatonkheires were meant to guard the gates to the Abyss, but they proved too terrifying and rebellious— and so, in disgust, the gods cast them into the gulfs between the planes. Hekatonkheires titans are incomplete, monstrous progeny of the original three, from whom these titans calved like icebergs. Hekatonkheires wield interstellar darkness as a weapon and spurn the limits of physical reality, literally reaching through space with their countless arms. Filled with a drive to either discover their lost identity or create their own, they metaphysically disembowel ancient beings and cosmic magics—using the entrails to find clues regarding their own nature and parentage or to serve as raw materials for fueling some alien apotheosis. Recall Knowledge - Aberration (Occultism): DC 53 Unspecific Lore : DC 51 Specific Lore : DC 48 Hekatonkheires Titan Source Bestiary 3 pg. 270 Perception +43; darkvision, true seeing Languages Abyssal, Aklo, Celestial, Common; telepathy 100 feet Skills Acrobatics +42, Athletics +48, Intimidation +45, Occultism +41, Survival +39 Str +12 Dex +10 Con +12 Int +7 Wis +7 Cha +9 --- AC 52 all-around vision Fort +44 Ref +40 Will +37 +4 status to all saves vs. mental or divine HP 500 Immunities death effects, disease Impossible Stature (aura, divine, illusion, mental) 100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 48 Will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round. Attack of Opportunity Reaction The hekatonkheires gains 99 extra reactions on their turn that they can only use to make Attacks of Opportunity. --- Speed 60 feet; air walk , freedom of movement Melee Single Action void weapon +45 (Magical, reach 50 feet, versatile P, versatile S), Damage 4d12+18 bludgeoning plus 2d12 force Ranged Single Action void weapon +43 (Magical, thrown 200 feet, versatile P, versatile S), Damage 4d12+18 bludgeoning plus 2d12 force Occult Innate Spells DC 48 - 9th Bind Soul, Dimension Door, Plane Shift, Weird - Constant (10th) Air Walk, Freedom of Movement, True Seeing Demolish Veil Free Action Frequency once per month; Trigger The titan casts plane shift ; Effect The titan arrives in a storm of shattered planar barriers. This has the effects of a 10th-level storm of vengeance . Hundred-Dimension Grasp Single Action The titan reaches between realities to drag foes closer. They attempt an Athletics check and compare the result to the Fortitude DCs of all foes within 120 feet. On a success, a foe is teleported to any square the titan chooses within 120 feet; on a critical success, it's also paralyzed for 1 round. The titan can Grab any foe brought within 30 feet as a free action. Hundred-Handed Whirlwind Two Actions The titan overwhelms opponents with blows both conventional and interplanar. They make one void weapon Strike against each foe within reach. Even on a failed attack (but not a critical failure), the titan deals 24 force damage to the target. This counts as three attacks for the titan's multiple attack penalty. Send Beyond Single Action Requirements The titan has a creature grabbed; Effect The titan thrusts the creature into a nightmare realm full of lightless hands and eyes. This has the effects of maze (DC 48), but the creature can use Occultism to escape in addition to Perception or Survival. The titan can't use Send Beyond for 1d4 rounds. Shape Void Free Action The titan molds a weapon from interstellar darkness. This is a +3 major striking weapon in any form. It can't be disarmed and deals an additional 2d12 force damage. If Released, a void weapon vanishes. Hekatonkheires Anatomy Crafters with exceptional skill can harvest a hekatonkheires's black bones before they dissolve upon the titan's death. These bones can be forged into shapeshifting weapons or refined into tuning forks that allow travel to esoteric planes. ","skill_mod":{"survival":39,"athletics":48,"intimidation":45,"occultism":41,"acrobatics":42},"image":["/Images/Monsters/Titan_HekatonkhieresTitan.png"],"primary_source":"Bestiary 3","spell":["Bind Soul","Dimension Door","Plane Shift","Weird","Air Walk","Freedom of Movement","True Seeing"],"ac":52,"level":24,"spell_dc":[48],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":7,"reflex_save":40,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":44,"size":["Gargantuan"],"name":"Hekatonkheires Titan","alignment":"CE","pfs":"Standard","rarity":"rare","strike_damage_average":[57,57],"attack_bonus":[43,45],"constitution":12,"immunity":["death effects","disease"],"creature_family":"Titan","will_save":37,"speed":{"max":60,"land":60},"wisdom":7,"weakness":{},"creature_ability":["Impossible Stature","Attack of Opportunity","Demolish Veil","Hundred-Dimension Grasp","Hundred-Handed Whirlwind","Send Beyond","Shape Void"],"skill":["Acrobatics","Athletics","Intimidation","Occultism","Survival"],"tradition":["Occult"],"summary":"The first three hekatonkheires were meant to guard the gates to the Abyss , but they proved too terrifying and rebellious— and so, in disgust, the …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1342","dexterity":10,"category":"creature","slug":"creature-1342"},{"attack_bonus":[31],"constitution":7,"primary_source_category":"Rulebooks","strength":8,"hp":245,"language":["no voice; <%SPELLS%340%%>tongues<%END>"],"immunity":["disease","immobilized","poison"],"source":["Bestiary 3"],"type":"Creature","will_save":25,"charisma":-3,"speed":{"max":120,"land":120},"perception":27,"wisdom":6,"weakness":{},"creature_ability":["Smoke Vision","Heartless Furnace","Inexorable","Toxic Blood","Blighted Footfalls","Sudden Destruction"],"skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Aberration","Rare","NE","Large"],"id":"creature-1343","text":" Tolokand Streams run dry. The earth cracks. Green leaves brown and shatter. And the creature walks on. The faceless, unknowable tolokands wander the land, bringing desolation with every footfall—belching poisonous smoke, blighting plant life, cracking the earth asunder, and even staining the ground with their foul blood. They turn habitable places into wastelands, which has earned tolokands the name “waste walkers.” These walking forces of destruction don't make their motives known. They remain unmoved by any pleas or threats levied at them, and they fight off attacks only so that they can return to their grim business. However, they have one consistent tendency: they travel to environments on the brink. A tolokand appears in a land wracked by famine or a natural disaster to give it the last push into oblivion. Tolokands are mercifully few in number. Since they appear so rarely, it's unclear whether there are just a few individuals or several dozen. Clearly, more than one exists, though, because their patterned soles are as distinctive as fingerprints. Often, these smoking footprints are all that remain in a blighted land. Recall Knowledge - Aberration (Occultism): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Tolokand Source Bestiary 3 pg. 272 Perception +27; darkvision, smoke vision Languages no voice; tongues Skills Acrobatics +25, Athletics +29, Intimidation +22, Survival +31 Str +8 Dex +6 Con +7 Int +5 Wis +6 Cha -3 Smoke Vision Smoke doesn't impair a tolokand's vision; it ignores the concealed condition from smoke. --- AC 36 Fort +30 Ref +25 Will +25 +2 status to all saves vs. primal magic HP 245 Immunities disease, immobilized, poison Resistances acid 15, negative 15 Heartless Furnace (aura, conjuration, occult) 50 feet, 2d6 poison damage (DC 34 basic Fortitude save). The poisonous smoke that bellows from a tolokand makes all creatures inside it concealed, and all creatures outside the smoke are concealed to creatures within it. Inexorable The tolokand recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and ignores difficult terrain and greater difficult terrain. Toxic Blood When a creature scores a critical hit against the tolokand with a piercing or slashing Strike, the tolokand's poisonous, oily blood sprays forth. Any creature within 5 feet of the tolokand takes 3d6 poison damage (DC 34 basic Reflex save). Any non-creature plants the blood spills on die. --- Speed 120 feet; air walk Melee Single Action hand +31 (reach 10 feet), Damage 2d12+16 slashing plus 2d6 persistent poison Occult Spontaneous Spells DC 37 - 8th Cloudkill, Earthquake, Horrid Wilting, Volcanic Eruption (3 slots) Occult Innate Spells DC 37 - 2nd Sudden Blight (at will) - 4th Earthbind (at will), Haste (at will; self only) - Constant (5th) Air Walk, Endure Elements, Tongues Blighted Footfalls Whenever the tolokand ends a move action during which it moved 30 feet or farther, it automatically casts one of its innate spells as a free action. Sudden Destruction Single Action Requirements The tolokand hasn't cast any of its spontaneous spells this turn; Effect The tolokand casts one of its spontaneous spells, using up the spell slot normally. The tolokand can't cast any further spontaneous spells this turn and can't use this ability again for 1d4 rounds Walkers and Horsemen Though tolokands slowly push the world toward destruction, they don't follow deities of destruction, such as Rovagug or the Four Horsemen. Priests of Rovagug tend to see tolokands as kindred spirits, but opinion differs among the Horsemen's followers. Some approve of any force accelerating destruction, but others believe the apocalypse must come at the Horsemen's direction. ","tradition":["Occult"],"skill_mod":{"survival":31,"athletics":29,"intimidation":22,"acrobatics":25},"summary":"Streams run dry. The earth cracks. Green leaves brown and shatter. And the creature walks on. The faceless, unknowable tolokands wander the land, …","image":["/Images/Monsters/Tolokand.png"],"primary_source":"Bestiary 3","spell":["Cloudkill","Earthquake","Horrid Wilting","Volcanic Eruption","Earthbind","Haste","Sudden Blight","Air Walk","Endure Elements","Tongues"],"trait_group":["Creature Type","Rarity"],"ac":36,"level":15,"spell_dc":[37,37],"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["ref","reflex","will"],"resistance":{"acid":15,"void":15},"url":"/Monsters.aspx?ID=1343","intelligence":5,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":30,"size":["Large"],"name":"Tolokand","alignment":"NE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[36],"slug":"creature-1343"},{"primary_source_category":"Rulebooks","strength":-2,"hp":8,"language":["Sylvan"],"source":["Bestiary 3"],"type":"Creature","charisma":1,"perception":6,"stealth":"5","trait":["Fey","CE","Tiny"],"id":"creature-1344","text":" Tooth Fairy Lone fairies usually need several minutes of elbow grease and a sleeping or restrained subject to extract a tooth. Recall Knowledge - Fey (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Tooth Fairy Source Bestiary 3 pg. 273 Perception +6; darkvision Languages Sylvan Skills Acrobatics +5, Stealth +5, Thievery +6 Str -2 Dex +3 Con +0 Int -1 Wis +2 Cha +1 Items pliers --- AC 15 Fort +2 Ref +7 Will +4 HP 8 Weaknesses cold iron 2 Plaque Burst When killed, a tooth fairy bursts into sticky, foul-smelling white dust. Each creature with 5 feet must succeed at a DC 16 Fortitude save or become sickened 1 (sickened 2 on a critical failure). --- Speed 10 feet, fly 25 feet Melee Single Action pliers +7 (Disarm, Finesse), Damage 1d6 bludgeoning plus Tooth Tug Primal Innate Spells DC 13 - Cantrips (1st) Mage Hand - 1st Sleep Tooth Tug Single Action (Manipulate) Requirements The tooth fairy's last action was a successful pliers Strike against a creature with teeth; Effect The tooth fairy tugs on the creature's teeth, dealing 2 persistent bleed damage to the creature. ","skill_mod":{"thievery":6,"stealth":5,"acrobatics":5},"image":["/Images/Monsters/ToothFairy.png"],"primary_source":"Bestiary 3","spell":["Sleep","Mage Hand"],"ac":15,"item":["pliers"],"level":-1,"spell_dc":[13],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":-1,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":2,"size":["Tiny"],"name":"Tooth Fairy","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[3],"attack_bonus":[7],"constitution":0,"creature_family":"Tooth Fairy","will_save":4,"speed":{"fly":25,"max":25,"land":10},"wisdom":2,"weakness":{"cold_iron":2},"creature_ability":["Plaque Burst","Tooth Tug"],"skill":["Acrobatics","Stealth","Thievery"],"tradition":["Primal"],"summary":"Lone fairies usually need several minutes of elbow grease and a sleeping or restrained subject to extract a tooth.","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1344","dexterity":3,"category":"creature","slug":"creature-1344"},{"constitution":0,"primary_source_category":"Rulebooks","strength":-2,"hp":28,"immunity":["precision","swarm mind"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Tooth Fairy","will_save":7,"charisma":2,"speed":{"fly":40,"max":40,"land":10},"perception":8,"wisdom":2,"weakness":{"area":5,"cold_iron":5},"creature_ability":["Plaque Burst","Pinch","Pry"],"skill":["Acrobatics","Stealth","Thievery"],"stealth":"10","trait":["Fey","Swarm","CE","Large"],"id":"creature-1345","text":" Tooth Fairy Swarm A mob of tooth fairies working together can conduct forced dentistry in seconds. Recall Knowledge - Fey (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Tooth Fairy Swarm Source Bestiary 3 pg. 273 Perception +8; darkvision Languages Skills Acrobatics +10, Stealth +10, Thievery +12 Str -2 Dex +3 Con +0 Int -1 Wis +2 Cha +2 --- AC 18 Fort +5 Ref +10 Will +7 HP 28 Immunities precision, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, cold iron 5, splash damage 5 Plaque Burst When killed, a tooth fairy swarm bursts into sticky, foul-smelling white dust. Each creature with 15 feet must succeed at a DC 20 Fortitude save or become sickened 1 (sickened 2 on a critical failure). --- Speed 10 feet, fly 40 feet Pinch Single Action Tooth fairies pinch their victims' fingers, noses, ears, or similar protruding body parts. Each enemy in the swarm's space takes 2d6 bludgeoning damage (DC 20 basic Reflex save). Creatures that critically fail this save are sickened 1 from the pain. Pry Three Actions The tooth fairies try to pry out one of their target's teeth. One enemy in the swarm's space takes 4d6 bludgeoning damage (DC 20 basic Reflex save). On a failed save, the target takes 2 persistent bleed damage and a –1 status penalty to Charisma-based skill checks, and they must succeed at a DC 5 flat check to Cast a Spell with a verbal component or the spell is disrupted. The penalty and spellcasting condition last for 1 day, or until the stolen tooth is returned and the target regains at least 1 Hit Point. ","skill_mod":{"thievery":12,"stealth":10,"acrobatics":10},"summary":"A mob of tooth fairies working together can conduct forced dentistry in seconds.","primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=1345","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Large"],"name":"Tooth Fairy Swarm","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1345"},{"attack_bonus":[12],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Common"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary 3"],"type":"Creature","will_save":8,"charisma":-1,"speed":{"max":10,"land":10,"burrow":10},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Pained Muttering","Create Spawn","Dromophobia","Share Pain","Sure Stride"],"skill":["Athletics","Stealth","Survival"],"stealth":"8","trait":["Undead","NE","Medium"],"id":"creature-1346","text":" Trailgaunt Legends warn of trailgaunts—the twitching, rotting corpses of seasoned travelers who became lost on their journeys and died of starvation, thirst, or exposure to the elements. These troubled souls, the tales say, rise at the next sunset as tormented undead, doomed to forever search for the road they lost in life. Always wandering, the trailgaunt treads the ground over and over until its legs wear down to bloodied stumps. Even then, it staggers on, groaning in constant pain. Consumed with agony and a hatred for travelers of all kinds, they prey on those who—like they once did—stray from their path. Lacking feet, a trailgaunt is slow but largely impervious to obstacles in its path, shambling at an equal pace through boggy mires, thick brambles, and desert sands. Yet, these horrors come to a halt at the edge of any well-maintained road, which are the only barriers to their endless wanderings, since they can't willingly tread upon the roads that betrayed them. Because so much of Varisian culture centers around travel, trailgaunts often turn up in their legends. Most depictions of trailgaunts include Varisian clothing, tattoos, or jewelry, but these undead arise around the world, each bearing the trappings of the cultures they lost. Further north, along the Crown of the World, trailgaunts wail amid howling winds, shivering as they shamble through the snow. Along Garund's Golden Road, trailgaunts are common sights in the trackless desert wastes, where even an experienced traveler can easily lose their way. To the south, travelers lost in the Mwangi Expanse who starve before being eaten themselves become damp, mossy trailgaunts. While most travelers who hear a trailgaunt's wail know to run fast and far, some adventurers intentionally seek out these undead. Few trailgaunts perish with no belongings at all, and many poor souls doomed to this fate were once merchants or adventurers who carried substantial wealth and magical treasure—some of which still might be on their person. It never occurs to these treasure seekers that in their pursuit of such riches they might become trailgaunts themselves. Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Trailgaunt Source Bestiary 3 pg. 274 Perception +10; darkvision, tremorsense (imprecise) 60 feet Languages Common Skills Athletics +9, Stealth +8, Survival +10 Str +4 Dex +1 Con +3 Int +1 Wis +3 Cha -1 --- AC 19 Fort +12 Ref +6 Will +8 HP 45 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Pained Muttering (auditory, aura, emotion, fear) 10 feet. The trailgaunt's constant mutters and groans of pain are deeply unsettling. Each creature that starts its turn in the aura must succeed at a DC 20 Fortitude save or become frightened 1 (frightened 2 on a critical failure). The creature is then temporarily immune for 1 minute. --- Speed 10 feet, burrow 10 feet Melee Single Action jaws +12, Damage 1d8+6 piercing plus share pain Create Spawn (Divine, Necromancy) Any humanoid creature killed by a trailgaunt and left unburied out of sight of a well-maintained road rises as a free-willed trailgaunt at the next sunset. Dromophobia The trailgaunt can't willingly walk on or across a well-maintained road, though it can Burrow under one. If forced onto the surface of such a road, the trailgaunt is fleeing until it's no longer on the road. Share Pain A living creature hit by a trailgaunt's jaws Strike must succeed at a DC 20 Fortitude save or suffer intense pain in its legs and feet, taking a –10-foot status penalty to its Speeds, or a –20-foot status penalty on a critical failure. Sure Stride A trailgaunt ignores the effects of difficult terrain and greater difficult terrain. Keep to the Roads Folk tales and nursery rhymes about trailgaunts abound among villagers, homesteaders, and Varisian caravans, leading to a common phrase of farewell among those communities. “Keep to the roads,” they warn, “and we'll see you again.” ","skill_mod":{"survival":10,"stealth":8,"athletics":9},"summary":"Legends warn of trailgaunts—the twitching, rotting corpses of seasoned travelers who became lost on their journeys and died of starvation, thirst, or …","image":["/Images/Monsters/Trailgaunt.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1346","intelligence":1,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Trailgaunt","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-1346"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":7,"source":["Bestiary 3"],"type":"Creature","creature_family":"Trilobite","will_save":4,"charisma":0,"speed":{"max":25,"swim":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Curl Up","Quick Escape"],"skill":["Athletics","Stealth","Survival"],"stealth":"5","trait":["Animal","Aquatic","N","Tiny"],"id":"creature-1347","text":" Trilobite Trilobites have segmented, chitinous bodies that armor them but provide enough flexibility for them to roll up and protect their vulnerable undersides from attack. Instead of jaws, trilobites have specialized structures called gnathobases at the base of some of their legs. These serrated and jagged structures grind and masticate any prey the trilobite latches onto, enabling the creatures to feed on anything from hard-shelled clams to soft-bodied creatures. While not particularly fast on their own, they can employ scuttling bursts of speed to dart into ocean silt or seaweed beds to escape predators. Oceanic wizards of many types employ trilobites as familiars. In addition to trilobites' durability, their ubiquity means they make capable spies for their masters as they travel unnoticed throughout the depths. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Trilobite Source Bestiary 3 pg. 275 Perception +8; darkvision, wavesense (imprecise) 30 feet Languages Skills Athletics +4, Stealth +5, Survival +4 Str +1 Dex +3 Con +2 Int -5 Wis +2 Cha +0 --- AC 15 Fort +4 Ref +7 Will +4 HP 7 Curl Up Reaction Trigger The trilobite takes damage; Effect The trilobite gains a +2 circumstance bonus to AC until the start of its next turn. --- Speed swim 25 feet Melee Single Action gnathobase +7 (Agile, Finesse), Damage 1d4+1 slashing Quick Escape Two Actions The trilobite swims up to double its Speed and attempts to Hide. ","skill_mod":{"survival":4,"stealth":5,"athletics":4},"summary":"Trilobites have segmented, chitinous bodies that armor them but provide enough flexibility for them to roll up and protect their vulnerable …","image":["/Images/Monsters/Trilobite.webp"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 30 feet","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=1347","intelligence":-5,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Trilobite","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-1347"},{"constitution":3,"primary_source_category":"Rulebooks","strength":1,"hp":30,"immunity":["precision","swarm mind"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Trilobite","will_save":7,"charisma":0,"speed":{"max":25,"swim":25},"perception":9,"wisdom":2,"weakness":{"area":5},"creature_ability":["Clinging Bites"],"skill":["Athletics","Stealth","Survival"],"stealth":"9","trait":["Animal","Aquatic","Swarm","N","Large"],"id":"creature-1348","text":" Trilobite Swarm Trilobites typically live in close proximity to others of their kind. On rare occasions, particularly when the most common prey around is larger than what a single trilobite can take down, they form swarms that seem to actively cooperate with each other. These swarms latch onto their prey, and the combined efforts of so many trilobites at once make escape difficult. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Trilobite Swarm Source Bestiary 3 pg. 275 Perception +9; darkvision, wavesense (imprecise) 60 feet Languages Skills Athletics +8, Stealth +9, Survival +7 Str +1 Dex +4 Con +3 Int -5 Wis +2 Cha +0 --- AC 18 Fort +10 Ref +9 Will +7 HP 30 Immunities precision, swarm mind Resistances bludgeoning 3, piercing 3, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed swim 25 feet Clinging Bites Single Action The trilobites in the swarm latch onto creatures and gnaw at them. Each enemy in the swarm's space takes 2d6 slashing damage (DC 18 basic Reflex save). ","skill_mod":{"survival":7,"stealth":9,"athletics":8},"summary":"Trilobites typically live in close proximity to others of their kind. On rare occasions, particularly when the most common prey around is larger than …","image":["/Images/Monsters/Trilobite_TrilobiteSwarm.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":3,"piercing":3,"slashing":5},"url":"/Monsters.aspx?ID=1348","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Large"],"name":"Trilobite Swarm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1348"},{"attack_bonus":[10],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":20,"language":["Common"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","paralyzed","poison","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Tsukumogami","will_save":5,"charisma":0,"speed":{"fly":30,"max":30},"perception":7,"wisdom":1,"weakness":{"slashing":5},"creature_ability":["Mundane Appearance","Constrict","Engulf"],"skill":["Acrobatics","Deception","Stealth"],"stealth":"8","trait":["Kami","N","Medium"],"id":"creature-1349","text":" Ittan-Momen Born from large pieces of cloth, ittan-momen flutter in the air, catching the last rays of the setting sun. Ittan-momen can awaken from any sufficiently large cloth, and many beautiful but cruelly-treated tapestries have lured unsuspecting victims to an untimely end. Ittan-Momen Source Bestiary 3 pg. 276 Perception +7; darkvision, tremorsense (imprecise) 30 feet Languages Common Skills Acrobatics +8, Deception +6, Stealth +8 Str +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Mundane Appearance When not moving, such as during the day, the ittan-momen is nearly indistinguishable from normal cloth. They have an automatic result of 26 on Deception checks and DCs to pass as normal cloth. --- AC 20 Fort +8 Ref +10 Will +5 HP 20 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, paralyzed, poison, unconscious Resistances bludgeoning 5 Weaknesses slashing 5 --- Speed fly 30 feet Melee Single Action body +10 (Finesse), Damage 1d8+2 bludgeoning plus Grab Constrict Single Action Damage 1d8 bludgeoning, DC 18 Engulf Two Actions DC 18, 1d8+2 bludgeoning, Escape DC 18, Rupture 5. The ittan-momen can Engulf only one creature. They can Engulf a creature of a larger size so long as the creature's head can feasibly be covered by the ittan-momen's body. The Red Scarf While generally mischievous, a tsukumogami might form a protective attachment to a person or family. A famous legend speaks of an ittan-momen born from a scarf that was inseparable from the great granddaughter of the woman who wove it. When she departed home to become a soldier, it's said the ittan-momen protected her for many years, even holding her wounds closed in the midst of battle. This legend serves as the reason why a red scarf is seen as a symbol of luck, especially as a gift for those going into battle. ","skill_mod":{"deception":6,"stealth":8,"acrobatics":8},"summary":"Born from large pieces of cloth, ittan-momen flutter in the air, catching the last rays of the setting sun. Ittan-momen can awaken from any …","image":["/Images/Monsters/Tsukumogami_IttanMomen.png"],"primary_source":"Bestiary 3","trait_group":["Monster"],"ac":20,"level":2,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":5},"url":"/Monsters.aspx?ID=1349","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Ittan-Momen","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-1349"},{"attack_bonus":[14],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":65,"language":["Common"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","paralyzed","poison","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Tsukumogami","will_save":13,"charisma":3,"speed":{"max":25,"land":25},"perception":13,"wisdom":5,"weakness":{},"creature_ability":["Fade Away","Jump Scare"],"skill":["Diplomacy","Intimidation","Occultism","Religion","Society","Stealth"],"stealth":"12","trait":["Kami","NG","Medium"],"id":"creature-1350","text":" Kasa-Obake The jerky stomping outside in the middle of the night belongs to the kasa-obake. Though their appearances vary, most kasa-obake resemble an umbrella with a humanoid leg or two protruding where one might expect a handle. It has one or two eyes and can have up to two arms, or no arms at all. Kasa-obake adore wordplay and puns and delight in learning new ones, especially as language evolves over time. Though they enjoy giving living creatures the occasional scare, kasa-obake rarely, if ever, attack. Kasa-Obake Source Bestiary 3 pg. 276 Perception +13 Languages Common Skills Diplomacy +11, Intimidation +11, Occultism +11, Religion +11, Society +11, Stealth +12 Str +2 Dex +4 Con +1 Int +3 Wis +5 Cha +3 --- AC 20 Fort +9 Ref +12 Will +13 HP 65 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, paralyzed, poison, unconscious Fade Away Reaction Trigger A creature damages the kasa-obake, and the kasa-obake is in dim light or darkness; Effect The kasa-obake fades from view and becomes concealed to the triggering creature until the end of that creature's turn; if the kasaobake was already concealed to the triggering creature due to the light level, they become hidden instead. --- Speed 25 feet Melee Single Action foot +14 (Agile, Finesse), Damage 2d6+5 bludgeoning Jump Scare (Emotion, Fear, Incapacitation, Mental) If a kasa-obake successfully Demoralizes a creature and they were hidden to the creature before the attempt to Demoralize, the creature must succeed at a DC 21 Will save or be stunned for 1 round. Watchful Sentry Curious though typically benign, kasa-obake almost always watch for activity. They often attempt to engage lone travelers at night in conversation but are shy in the presence of more than one living creature. Investigators privy to this information often seek out kasa-obake when investigating nighttime incidents. In exchange for a new pun or amusing story, the kasa-obake might reveal what they've witnessed. ","skill_mod":{"society":11,"diplomacy":11,"stealth":12,"intimidation":11,"occultism":11,"religion":11},"summary":"The jerky stomping outside in the middle of the night belongs to the kasa-obake. Though their appearances vary, most kasa-obake resemble an umbrella …","image":["/Images/Monsters/Tsukumogami_KasaObake.png"],"primary_source":"Bestiary 3","trait_group":["Monster"],"ac":20,"level":4,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1350","intelligence":3,"reflex_save":12,"strongest_save":["will"],"dexterity":4,"fortitude_save":9,"size":["Medium"],"name":"Kasa-Obake","alignment":"NG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12],"slug":"creature-1350"},{"attack_bonus":[16,16],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":75,"language":["Common"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","paralyzed","poison","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Tsukumogami","will_save":15,"charisma":0,"speed":{"fly":20,"max":20},"perception":15,"wisdom":5,"weakness":{},"creature_ability":["Lifewick Candle","Shadowbind","Constrict"],"skill":["Acrobatics","Deception","Stealth"],"stealth":"16","trait":["Kami","NE","Medium"],"id":"creature-1351","text":" Chouchin-Obake A chouchin-obake takes the shape of a paper lantern with a horizontal split near the bottom from which a long tongue protrudes. Upon closer inspection, two eyes appear above the split mouth. Chouchin-obake are anomalous in that they don't awaken in the same way other tsukumogami do. Paper lanterns are nearly impossible to maintain for long enough to spawn tsukumogami. Instead, a chouchin-obake is a kind of fire kami that takes the form of a lantern's flame and inhabits a paper lantern when they manifest. Chouchin-Obake Source Bestiary 3 pg. 277 Perception +15 Languages Common Skills Acrobatics +12, Deception +10, Stealth +16 Str +2 Dex +4 Con +4 Int +3 Wis +5 Cha +0 --- AC 24 Fort +12 Ref +16 Will +15 HP 75 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, paralyzed, poison, unconscious Resistances physical 5 Lifewick Candle (aura, divine, necromancy, negative) 15 feet. A ghostly blue flame within the chouchin-obake draws upon the life-force of the living to sustain themself. At the start of the chouchin-obake's turn, each creature in the aura takes 2d6 negative damage (DC 26 basic Fortitude save). The chouchinobake regains an amount of Hit Points equal to the amount of damage taken by the single creature that took the most damage. Shadowbind Reaction Trigger A creature attempts to leave the chouchinobake's Lifewick Candle aura during a move action; Effect The chouchin-obake attempts to bind the creature using their own shadow. The triggering creature must succeed at a DC 26 Reflex save or become immobilized until its next turn. --- Speed fly 20 feet Melee Single Action tendril +16 (Finesse, reach 15 feet), Damage 2d8 negative plus 2d6 fire plus Grab Ranged Single Action flame +16 (range increment 30 feet), Damage 2d4 negative plus 2d6 fire Constrict Single Action 2d8 negative plus 1d6 fire, DC 26 ","skill_mod":{"deception":10,"stealth":16,"acrobatics":12},"summary":"A chouchin-obake takes the shape of a paper lantern with a horizontal split near the bottom from which a long tongue protrudes. Upon closer …","primary_source":"Bestiary 3","trait_group":["Monster"],"ac":24,"level":6,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=1351","intelligence":3,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":12,"size":["Medium"],"name":"Chouchin-Obake","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,16],"slug":"creature-1351"},{"attack_bonus":[19],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":87,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary 3"],"type":"Creature","will_save":12,"charisma":-5,"speed":{"max":40,"land":40,"swim":40},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Construct Armor","Carver's Curse"],"skill":["Athletics"],"trait":["Construct","N","Small"],"id":"creature-1352","text":" Tupilaq A tupilaq is an artistically crafted construct carved from animal bones (typically whale or walrus) and imbued with the express purpose of eviscerating its creator's enemies. A tupilaq manifests from hateful magic—a thing that can be created only by someone who believes they were grievously wronged. When a terrible, unforgivable crime is committed against someone with great skill at carving and who has knowledge of the proper ritual, the aggrieved can channel their grief and hate through whispered incantations to bring a tupilaq to life. Sadly, the same emotions used to create a tupilaq often lead to even greater tragedies. Functionally immortal but built for vengeance a tupilaq lacks the reason or discernment to do anything other than pursue the goal imbued by its creator. A wish to utterly destroy an enemy can lead a tupilaq to slaughter an entire clan or settlement, killing until it has slain everyone even remotely related to the original offender. There are many stories where a tupilaq ends up causing more tragedy for its creator than the crime that precipitated its creation. The most common tales feature the tupilaq eventually murdering its creator's spouse or family members due to a distant relationship to the original target that no one knew about. Tupilaqs' animating energies aren't tied to their original functions, and the creatures typically long outlast their creators, their victims, and often any who recall the reason for their creation. They might fall into a sort of hibernation once they've achieved immediate vengeance, but they frequently reawaken to continue their rampage against unsuspecting targets ignorant of their involvement. Spellcasters might occasionally summon these constructs. Summoned tupilaqs, hauled unceremoniously from their vengeance, become near-frenzied combatants, unleashing every offensive ability in their arsenal to break free. These reactions aren't strategic or considered, but an instinctual, almost programmed need to return to their true purpose. Conjurers should be wary about tupilaqs employing spells that might be turned against their summoners, such as a fireball spell “accidentally” placed such that it incinerates the spellcaster and returns these creatures from whence they came. Recall Knowledge - Construct (Arcana, Crafting): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Tupilaq Source Bestiary 3 pg. 278 Perception +16; darkvision Languages Skills Athletics +15 Str +2 Dex +6 Con +4 Int -5 Wis +3 Cha -5 --- AC 26 Fort +17 Ref +15 Will +12 HP 87 Hardness 8 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, a tupilaq has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a tupilaq is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, it loses its Hardness, and its Armor Class is reduced to 22. --- Speed 40 feet, swim 40 feet Melee Single Action jaws +19 (Agile, Finesse), Damage 2d8+5 slashing plus Grab Primal Innate Spells DC 24 - 3rd Fireball (×3) Carver's Curse When a tupilaq is created, the curse imparted by its creator manifests in the form of a single 3rd-level primal spell the tupilaq can cast three times per day. The particular spell is a reflection of the creator's wish for vengeance. By default, and for a found or summoned tupilaq, this spell is fireball . Relics of the Past A tupilaq can last indefinitely once created, and it's not uncommon for a tupilaq to be unearthed years, decades, or even centuries after its creator has passed away. Archaeologists working northern dig sites might accidentally stumble across the fierce constructs, inadvertently awakening their vengeful curse. ","tradition":["Primal"],"skill_mod":{"athletics":15},"summary":"A tupilaq is an artistically crafted construct carved from animal bones (typically whale or walrus) and imbued with the express purpose of …","image":["/Images/Monsters/Tupilaq.png"],"primary_source":"Bestiary 3","spell":["Fireball"],"trait_group":["Creature Type"],"ac":26,"level":7,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1352","intelligence":-5,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":6,"hardness":8,"vision":"Darkvision","fortitude_save":17,"size":["Small"],"name":"Tupilaq","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-1352"},{"attack_bonus":[34,34],"constitution":6,"primary_source_category":"Rulebooks","strength":10,"hp":390,"language":["Abyssal","Aklo","Celestial","Common"],"immunity":["death effects","disease","electricity","negative","paralyzed","poison","precision","unconscious"],"source":["Bestiary 3"],"type":"Creature","will_save":35,"charisma":8,"speed":{"fly":60,"max":60,"land":50},"perception":32,"wisdom":7,"weakness":{"good":15},"creature_ability":["Light to Dark","Drain Life","Eclipse"],"skill":["Acrobatics","Arcana","Athletics","Nature","Occultism","Religion"],"trait":["Electricity","Uncommon","Undead","NE","Gargantuan"],"id":"creature-1353","text":" Tzitzimitl Due to their affinity for darkness and apocalyptic terror, tzitzimitls are widely feared as harbingers of death and destruction. A solar eclipse marks their arrivals, and they draw strange powers of darkness and electricity from these phenomena. Some sages believe tzitzimitls to be instruments of the gods, called down to destroy worlds whose times have come, while others claim they're the undead remains of stranded exiles from a far-off civilization of spacefaring giants. The legends that include them are ancient and fragmented, but some tell of tzitzimitls being defeated by great heroes and sealed away—though these tales imply that the enormous undead now lie buried and waiting, soon to rampage again should their tombs be breached. Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Tzitzimitl Source Bestiary 3 pg. 279 Perception +32; darkvision, true seeing Languages Abyssal, Aklo, Celestial, Common Skills Acrobatics +33, Arcana +37, Athletics +33, Nature +37, Occultism +37, Religion +40 Str +10 Dex +8 Con +6 Int +5 Wis +7 Cha +8 --- AC 43 Fort +29 Ref +32 Will +35 HP 390 (fast healing 15, negative healing) Immunities death effects, disease, electricity, negative, paralyzed, poison, precision, unconscious Resistances cold 15, physical 15 (except bludgeoning) Weaknesses good 15 Light to Dark Reaction (divine, negative) Trigger A creature uses an ability or spell with the positive trait within 120 feet of the tzitzimitl; Effect The tzitzimitl inverts the energy used in the triggering ability or spell, causing it to lose the positive trait and gain the negative trait, and changing all instances of positive energy or healing in the ability's description to negative energy. --- Speed 50 feet, fly 60 feet Melee Single Action claw +34 (Agile, Magical, reach 20 feet), Damage 4d12+10 slashing plus 3d8 electricity and drain life Ranged Single Action eye beam +34 (range 100 feet), Damage 4d12 electricity plus 10d6 force Occult Innate Spells DC 38 - Cantrips (9th) Detect Magic - 3rd Haste (×3) - 4th Darkness (×3) - 5th Abyssal Plague - 7th Eclipse Burst, Teleport (×3) - 9th Darkness (×3), Teleport, Wail of the Banshee - Constant (6th) True Seeing Rituals DC 38 - 9th Create Undead, Imprisonment Drain Life When a tzitzimitl's claw Strike deals damages to a living creature, the tzitzimitl gains 20 temporary Hit Points, and the target must succeed at a DC 41 Fortitude save or become drained 2. Further damage dealt by a tzitzimitl's claw Strike increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4. Eclipse Two Actions (Cold, Occult) Effect The tzitzimitl casts darkness and drains the heat and warmth from the darkness spell's area, and each creature within the spell's area must attempt a DC 41 Fortitude save. Critical Success The creature takes 4d8 cold damage. Success The creature takes 8d8 cold damage and is slowed 1 for 1 round. Failure The creature takes 16d8 cold damage and is slowed 1 for 1 minute. Critical Failure The creature takes 16d8 cold damage, is slowed 2 for 1 minute, and is doomed 1. Harbingers of the End A tzitzimitl's arrival in a region often precedes a deadly disaster or apocalyptic event. It isn't known whether the tzitzimitl accompanies an event already fated to occur or if the undead causes such events through their own strange magic. ","tradition":["Occult"],"skill_mod":{"nature":37,"arcana":37,"athletics":33,"occultism":37,"acrobatics":33,"religion":40},"summary":"Due to their affinity for darkness and apocalyptic terror, tzitzimitls are widely feared as harbingers of death and destruction. A solar eclipse …","image":["/Images/Monsters/Tzitzimitl.png"],"primary_source":"Bestiary 3","spell":["Darkness","Teleport","Wail of the Banshee","Eclipse Burst","Abyssal Plague","Haste","Detect Magic","True Seeing"],"trait_group":["Energy","Monster","Rarity","Creature Type"],"ac":43,"level":19,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision , true seeing ","weakest_save":["fort","fortitude"],"resistance":{"piercing":15,"slashing":15,"cold":15,"physical":15},"url":"/Monsters.aspx?ID=1353","intelligence":5,"reflex_save":32,"strongest_save":["will"],"dexterity":8,"vision":"Darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Tzitzimitl","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[49,61],"slug":"creature-1353"},{"attack_bonus":[16,17,17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":99,"language":["Common"],"immunity":["disease"],"source":["Bestiary 3"],"type":"Creature","will_save":12,"charisma":1,"speed":{"max":35,"land":35},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Immortal Flesh","Shield Block","Consume Organ","Harvester Poison"],"skill":["Athletics","Intimidation","Medicine","Stealth","Survival"],"stealth":"13","trait":["Aberration","Humanoid","Uncommon","CN","Medium"],"id":"creature-1354","text":" Umasi Tales tell of strange humanoids who harvest appendages and organs from other creatures to graft onto their own perpetually decaying bodies. These stories are encountered more often than their subject, however. A reclusive people, umasi live deep in remote jungles, largely isolated from other societies. Despite not being undead, umasi can't heal naturally or via magic. Instead, they must harvest appendages and organs from the living to perpetuate their own lives. These modifications require special techniques, obscure rituals, and often the assistance of other umasi. Shorter rituals make quick repairs to wounded flesh— even consuming a nutrient-rich organ of a recently slain creature can provide quick rejuvenation—while more extensive changes require a full day's work. Because of the nature of their existences, no one single form remains common to umasi. Many graft any number of arms or legs of various sizes on their bodies, while others are conglomerations of exotic beasts, other humanoids, and whatever creatures they've hunted or scavenged. However, all umasi remain vaguely humanoid in shape. An umasi with additional arms can hold or wield more items at once, while additional legs or other limbs might grant increased Speed or new types of Speed. Concepts such as gender, ethnicity, and even recognizing someone based on their appearance are irrelevant to umasi. Instead, they value age and experience and identify themselves with iconic adornments or speech patterns. Despite their morbid nature, umasi are rarely at odds with living creatures. These opportunistic hunters value their self-preservation, but use fast-acting nonlethal poisons to subdue their targets for safe and minimally destructive harvesting. Few umasi harbor malice toward the living, but some possess a streak of self-loathing and search for powerful magics that might break whatever curse binds them to their current state. Rarely, an umasi finds some strange form of acceptance on the fringes of a remote community where their skills at medicine carry more weight than fear of their strange appearances. Recall Knowledge - Aberration (Occultism): DC 24 Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Umasi Source Bestiary 3 pg. 280 Perception +12; darkvision Languages Common Skills Athletics +15, Intimidation +9, Medicine +14, Stealth +13, Survival +10 Str +5 Dex +3 Con +4 Int +1 Wis +2 Cha +1 Items +1 blowgun (10 darts with harvester poison), wooden shield (Hardness 5, HP 12, BT 6) with shield spikes --- AC 23 (25 with shield raised) Fort +16 Ref +11 Will +12 +2 status to all saves vs. poison HP 99 (immortal flesh) Immunities disease Immortal Flesh Umasi can't heal or recover HP in any way except their flesh grafting techniques (see sidebar). However, despite being living creatures, they don't take damage from either positive or negative damage. Shield Block Reaction --- Speed 35 feet Melee Single Action claw +17 (Agile), Damage 2d6+8 slashing Melee Single Action shield spikes +17, Damage 1d6+8 piercing Ranged Single Action blowgun +16 (Magical, range increment 20 feet, reload 1), Damage 1 piercing plus harvester poison Consume Organ Single Action (Manipulate) Requirements The umasi is adjacent to the corpse of a Small or larger creature that died within the last minute; Effect The umasi harvests and consumes a vital organ from the corpse, gaining 15 temporary Hit Points and a +1 status bonus to attack and damage rolls for 10 minutes. They can gain this benefit only once from any given corpse. Harvester Poison (Nonlethal, Poison) Saving Throw DC 24 Fortitude; Maximum Duration 4 rounds; Stage 1 2d6 poison damage (1 round); Stage 2 3d6 poison damage (1 round) Flesh Grafting An umasi can spend 10 minutes grafting the flesh of other living or recently dead humanoids onto their body, attempting a DC 20 Medicine check with the effects of Treat Wounds. This process is the only way an umasi can recover Hit Points. ","skill_mod":{"survival":10,"stealth":13,"medicine":14,"athletics":15,"intimidation":9},"summary":"Tales tell of strange humanoids who harvest appendages and organs from other creatures to graft onto their own perpetually decaying bodies. These …","image":["/Images/Monsters/Umasi.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity"],"ac":23,"item":["+1 blowgun (10 darts with harvester poison)","wooden shield (Hardness 5, HP 12, BT 6) with shield spikes"],"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1354","intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Umasi","alignment":"CN","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[11,15],"slug":"creature-1354"},{"attack_bonus":[26,28],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Common","Jotun","ravenspeaker, <%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","will_save":23,"charisma":5,"speed":{"fly":60,"max":60,"land":25},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Claimer of the Slain","Ravenspeaker","Attack of Opportunity","Recall the Fallen","Storm of Battle"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Religion"],"trait":["Aesir","Monitor","CN","Medium"],"id":"creature-1355","text":" Valkyrie Choosers of the slain and so-called angels of battle, the song of the valkyries plays wherever steel rings against steel. Valkyries are humanoid individuals of impressive physical stature who seek the most epic battles and legendary conflicts so that they can lay claim to the souls of the world's greatest warriors. The valkyries transform these souls into the implacable immortals known as einherjar. Valkyries most often serve gods of battle and war, though a valkyrie might pledge their service to any deity they consider worthy. Gorum is particularly well known for having valkyrie and einherjar servants, though he isn't the only such deity. Besmara also has valkyrie servitors, and many stories of “ghost ships” actually reference accounts of encounters with ships manned by einherjar crews devoted to the Pirate Queen. Recall Knowledge - Monitor (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Valkyrie Source Bestiary 3 pg. 281 Perception +22; darkvision Languages Common, Jotun; ravenspeaker, tongues Skills Acrobatics +25, Athletics +25, Diplomacy +23, Intimidation +23, Religion +22 Str +7 Dex +5 Con +5 Int +3 Wis +4 Cha +5 Claimer of the Slain (divine, necromancy) Valkyries can detect the souls of those recently slain in combat. A valkyrie spends 10 minutes praying over the body of a creature who has been dead for no more than 12 hours; if that creature is worthy of becoming an einherji and of the appropriate alignment, the valkyrie transforms that creature into an einherji. Ravenspeaker (divination, divine) Valkyries use ravens as servants and spies. They can speak with ravens, and they can have up to three raven servitors who follow their commands. Valkyries can constantly observe whatever their commanded ravens sense. Items +1 resilient breastplate , +1 striking returning spear --- AC 33 Fort +24 Ref +20 Will +23 HP 215 Resistances electricity 15 Attack of Opportunity Reaction Recall the Fallen Reaction (divine, healing, necromancy) Frequency once per day; Trigger An allied creature within 60 feet who isn't a construct or undead is reduced to 0 Hit Points and their dying value is 2 or less; Effect The valkyrie restores 5d10 Hit Points to the target. --- Speed 25 feet, fly 60 feet Melee Single Action spear +28 (Magical), Damage 2d6+15 piercing plus 1d12 electricity Ranged Single Action spear +26 (Magical, thrown 20 feet), Damage 2d6+15 piercing plus 1d12 electricity Divine Innate Spells DC 29 - 3rd Augury, Sanctified Ground, Status, Wanderer's Guide - 6th Disrupting Weapons, Heal, Heroism - 7th Plane Shift (self and mount only) - Constant (5th) Tongues Storm of Battle Two Actions (Divine, Electricity, Evocation) The valkyrie hurls her spear into the air, creating a massive storm in a 100-foot burst. Spears of lightning rain down upon enemies in the area, dealing 4d12 electricity damage (DC 32 basic Reflex save) Boneyard Advocates While praying to claim a slain warrior, a valkyrie fractures their own consciousness into two parts: mind and soul. They send their mind spinning along the River of Souls to collect and advocate on behalf of the slain warrior's soul. When the prayer ends, the valkyrie reunites their mind and body, and they join the warrior's body and soul into a single form as a new einherji. ","tradition":["Divine"],"skill_mod":{"diplomacy":23,"athletics":25,"intimidation":23,"acrobatics":25,"religion":22},"summary":"Choosers of the slain and so-called angels of battle, the song of the valkyries plays wherever steel rings against steel. Valkyries are humanoid …","image":["/Images/Monsters/Valkyrie.png"],"primary_source":"Bestiary 3","spell":["Plane Shift","Disrupting Weapons","Heal","Heroism","Augury","Sanctified Ground","Status","Wanderer's Guide","Tongues"],"trait_group":["Monster","Creature Type"],"ac":33,"item":["+1 resilient breastplate","+1 striking returning spear"],"level":12,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"electricity":15},"url":"/Monsters.aspx?ID=1355","intelligence":3,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":24,"size":["Medium"],"name":"Valkyrie","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[28,28],"slug":"creature-1355"},{"attack_bonus":[18,19],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":135,"language":["Common"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Vampire, Nosferatu","will_save":14,"charisma":1,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{"mental":10},"creature_ability":["Mindbound","Mortal Shield","Rally","Swing Back"],"skill":["Acrobatics","Athletics","Deception","Religion"],"trait":["Human","Humanoid","Uncommon","NE","Medium"],"id":"creature-1356","text":" Nosferatu Thrall Nosferatu thralls are mortals bound to a nosferatu's will. While thralls aren't undead, they stay alive through unnatural means: feeding on the blood of their masters. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Nosferatu Thrall Source Bestiary 3 pg. 284 Perception +16 Languages Common Skills Acrobatics +13, Athletics +14, Deception +15, Religion +14 Str +4 Dex +3 Con +2 Int +2 Wis +2 Cha +1 Items +1 striking greatclub --- AC 27 Fort +16 Ref +17 Will +14 HP 135 (fast healing 5) Weaknesses mental 10 Mindbound Mortal Shield Reaction Rally Reaction --- Speed 25 feet Melee Single Action greatclub +19 (Backswing, Magical, Shove), Damage 2d10+10 bludgeoning Melee Single Action fist +18 (Agile, Nonlethal), Damage 2d6+10 bludgeoning Swing Back Single Action Frequency once per round; Requirements The nosferatu thrall's last action was a greatclub Strike that missed; Effect The nosferatu thrall makes another greatclub Strike against the same target, using the previous Strike's multiple attack penalty ","skill_mod":{"deception":15,"athletics":14,"acrobatics":13,"religion":14},"summary":"Nosferatu thralls are mortals bound to a nosferatu's will. While thralls aren't undead, they stay alive through unnatural means: feeding on the blood …","image":["/Images/Monsters/Vampire_NosferatuThrall.png"],"primary_source":"Bestiary 3","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":27,"item":["+1 striking greatclub"],"level":8,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1356","intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":16,"size":["Medium"],"name":"Nosferatu Thrall","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17,21],"slug":"creature-1356"},{"primary_source_category":"Rulebooks","strength":5,"hp":135,"language":["Aklo","Common","Necril","<%UMR%37%%>telepathy<%END> 60 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":3,"perception":19,"stealth":"23","trait":["Uncommon","Undead","Vampire","NE","Medium"],"id":"creature-1357","text":" Nosferatu Malefactor Twisted by age and eternal hunger, nosferatu malefactors spread plague in their wake and yearn for mortal blood. Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Nosferatu Malefactor Source Bestiary 3 pg. 284 Perception +19; darkvision Languages Aklo, Common, Necril; telepathy 60 feet Skills Acrobatics +21, Arcana +21, Athletics +19, Deception +17, Intimidation +19, Stealth +23 Str +5 Dex +7 Con +3 Int +7 Wis +5 Cha +3 --- AC 30 Fort +17 Ref +21 Will +19 HP 135 (fast healing 10, negative healing, plagued coffin restoration) Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 10 (except magical wood) Nosferatu Vulnerabilities --- Speed 30 feet, climb 25 feet Melee Single Action fangs +23 (Finesse), Damage 2d12+11 piercing plus Drink Blood Melee Single Action claw +23 (Agile, Finesse), Damage 2d10+11 piercing plus plague of ancients Divine Innate Spells DC 29 - 5th Telekinetic Haul (×3) Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) DC 29 Command Thrall Free Action (Auditory, Divine, Mental) Dominate Two Actions (Divine, Enchantment, Incapacitation, Mental, Visual) DC 29 Drink Blood Single Action (Divine, Necromancy) When Drinking Blood, the nosferatu malefactor regains 13 HP. Plague of Ancients (Disease, Virulent) DC 29 ","skill_mod":{"deception":17,"stealth":23,"arcana":21,"athletics":19,"intimidation":19,"acrobatics":21},"image":["/Images/Monsters/Vampire_NosferatuMalefactor.png"],"primary_source":"Bestiary 3","spell":["Telekinetic Haul"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":7,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Nosferatu Malefactor","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[22,24],"attack_bonus":[23,23],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","sleep"],"creature_family":"Vampire, Nosferatu","will_save":19,"speed":{"climb":25,"max":30,"land":30},"wisdom":5,"weakness":{},"creature_ability":["Nosferatu Vulnerabilities","Change Shape","Command Thrall","Dominate","Drink Blood","Plague of Ancients"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Stealth"],"tradition":["Divine"],"summary":"Twisted by age and eternal hunger, nosferatu malefactors spread plague in their wake and yearn for mortal blood.","trait_group":["Rarity","Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1357","dexterity":7,"category":"creature","slug":"creature-1357"},{"primary_source_category":"Rulebooks","strength":6,"hp":216,"language":["Aklo","Common","Necril","<%UMR%37%%>telepathy<%END> 60 feet"],"source":["Bestiary 3"],"type":"Creature","charisma":4,"perception":27,"stealth":"31","trait":["Rare","Undead","Vampire","NE","Medium"],"id":"creature-1358","text":" Nosferatu Overlord Millennia of feeding on the living can turn the most powerful nosferatus into creatures of indomitable will and walking terror. Recall Knowledge - Undead (Religion): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Nosferatu Overlord Source Bestiary 3 pg. 285 Perception +27; darkvision Languages Aklo, Common, Necril; telepathy 60 feet Skills Acrobatics +29, Arcana +31, Athletics +27, Deception +25, Intimidation +27, Stealth +31 Str +6 Dex +8 Con +4 Int +8 Wis +6 Cha +4 --- AC 37 Fort +23 Ref +27 Will +29 HP 216 (fast healing 15, negative healing, plagued coffin restoration) Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 15 (except magical wood) Air of Sickness (aura) 30 feet, DC 33 Nosferatu Vulnerabilities --- Speed 30 feet, climb 25 feet Melee Single Action fangs +30 (Finesse), Damage 3d12+12 piercing plus Drink Blood Melee Single Action claw +30 (Agile, Finesse), Damage 3d10+12 piercing plus plague of ancients Divine Innate Spells DC 36 - 8th Telekinetic Haul (×3), Vampiric Exsanguination (×2) Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) DC 36 Command Thrall Free Action (Auditory, Divine, Mental) Dominate Two Actions (Divine, Enchantment, Incapacitation, Mental, Visual) DC 36 Drink Blood Single Action (Divine, Necromancy) When Drinking Blood, the nosferatu regains 21 HP. Paralytic Fear (Divine, Incapacitation, Mental) DC 33 Plague of Ancients (Disease, Virulent) DC 36 ","skill_mod":{"deception":25,"stealth":31,"arcana":31,"athletics":27,"intimidation":27,"acrobatics":29},"image":["/Images/Monsters/Vampire_NosferatuOverlord.png"],"primary_source":"Bestiary 3","spell":["Telekinetic Haul","Vampiric Exsanguination"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"intelligence":8,"reflex_save":27,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":23,"size":["Medium"],"name":"Nosferatu Overlord","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[28,31],"attack_bonus":[30,30],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","sleep"],"creature_family":"Vampire, Nosferatu","will_save":29,"speed":{"climb":25,"max":30,"land":30},"wisdom":6,"weakness":{},"creature_ability":["Air of Sickness","Nosferatu Vulnerabilities","Change Shape","Command Thrall","Dominate","Drink Blood","Paralytic Fear","Plague of Ancients"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Stealth"],"tradition":["Divine"],"summary":"Millennia of feeding on the living can turn the most powerful nosferatus into creatures of indomitable will and walking terror.","trait_group":["Rarity","Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1358","dexterity":8,"category":"creature","slug":"creature-1358"},{"primary_source_category":"Rulebooks","strength":1,"hp":16,"language":["Common","Sylvan","Vanara"],"source":["Bestiary 3"],"type":"Creature","charisma":0,"perception":6,"stealth":"7","trait":["Humanoid","Uncommon","Vanara","LG","Medium"],"id":"creature-1359","text":" Vanara Disciple Vanara culture prizes order and discipline, leading to many vanaras studying monastic practices. They also value compassion, kindness, and community, whether that community is their own or one they're visiting. Most vanaras are quick to offer aid to those in distress and rarely hesitate in the face of evil, no matter the danger it presents. The leaders of vanara villages tend to be religious figures, or occasionally others possessing similar values and experience. Vanaras venerate Ragdya, the Sage of the Mountain, who encourages seeking enlightenment through worldly action and sees the virtues of pranks and humor. Recall Knowledge - Humanoid (Society): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Vanara Disciple Source Bestiary 3 pg. 286 Perception +6; low-light vision Languages Common, Sylvan, Vanara Skills Acrobatics +7, Athletics +4, Stealth +7 Str +1 Dex +4 Con +0 Int +1 Wis +3 Cha +0 Prehensile Tail The vanara can use their long, flexible tail to perform Interact actions requiring a free hand, even if both hands are otherwise occupied. Their tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and they can't use it to hold items. Items Bo Staff, javelins (3) --- AC 19 Fort +5 Ref +9 Will +8 HP 16 --- Speed 25 feet, climb 15 feet Melee Single Action fist +7 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d6+1 bludgeoning Melee Single Action bo staff +4 (Parry, reach 10 feet, Trip), Damage 1d8+1 bludgeoning Ranged Single Action javelin +7 (thrown 30 feet), Damage 1d6+1 piercing Divine Innate Spells DC 13 - 1st Pest Form (monkey only) Flurry of Blows Single Action Frequency once per round; Effect The vanara disciple makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Spring Up Two Actions Requirements The vanara disciple is prone; Effect The vanara Stands, then can immediately Step twice. The Stand action doesn't trigger reactions. ","skill_mod":{"stealth":7,"athletics":4,"acrobatics":7},"image":["/Images/Monsters/Vanara.png"],"primary_source":"Bestiary 3","spell":["Pest Form"],"ac":19,"item":["Bo Staff","javelins (3)"],"level":1,"spell_dc":[13],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":5,"size":["Medium"],"name":"Vanara Disciple","alignment":"LG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[4,4,5],"attack_bonus":[4,7,7],"constitution":0,"creature_family":"Vanara","will_save":8,"speed":{"climb":15,"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Prehensile Tail","Flurry of Blows","Spring Up"],"skill":["Acrobatics","Athletics","Stealth"],"tradition":["Divine"],"summary":"Vanara culture prizes order and discipline, leading to many vanaras studying monastic practices. They also value compassion, kindness, and community, …","trait_group":["Creature Type","Rarity","Monster","Ancestry","Weapon"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1359","dexterity":4,"category":"creature","slug":"creature-1359"},{"primary_source_category":"Rulebooks","strength":8,"hp":300,"language":["Aklo","Common","Infernal","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary 3"],"type":"Creature","charisma":7,"perception":28,"stealth":"32","trait":["Fey","Rare","NE","Medium"],"id":"creature-1360","text":" Vilderavn In their true form, a vilderavn is a great raven with a wingspan of 6–8 feet. Adaptable shapeshifters, they can change to the fighting forms of a snarling wolf, a hybrid of both wolf and raven, and a tall humanoid in black armor with a massive greatsword. More sinister is their ability to assume a humanoid guise suited to insinuate themselves into the retinues of boastful mortal rulers. With historical knowledge and clever rumor-mongering, they goad the proud into squabbles, feuds, and ultimately wars. The vilderavn stays at the ruler's side until victory is within grasp, the war almost won, then exacts the cruel stroke of betrayal. Their magic turns the mortals against each other, and the vilderavn's sword falls swiftly. Recall Knowledge - Fey (Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Vilderavn Source Bestiary 3 pg. 287 Perception +28; greater darkvision, true seeing Languages Aklo, Common, Infernal, Sylvan; tongues Skills Acrobatics +30, Athletics +32, Deception +29, Heraldry Lore +26, Society +24, Stealth +32, Warfare Lore +26 Str +8 Dex +6 Con +5 Int +4 Wis +4 Cha +7 --- AC 40 Fort +25 Ref +30 Will +28 HP 300 Immunities curses, death effects, drained, fear Weaknesses cold iron 10 Aura of Disquietude (aura, emotion, fear, mental) 30 feet, DC 35. As frightful presence, plus a creature frightened by the aura becomes suspicious: it doesn't count any other creature as its ally and can't Aid or flank. On a critical failure, the creature also can't be a willing target for harmless or helpful magic. Attack of Opportunity Reaction --- Speed 40 feet, fly 120 feet Melee Single Action greatsword +34 (Magical, versatile P), Damage 3d12+16 slashing plus bloodbird Melee Single Action jaws +32 (Magical), Damage 3d8+16 piercing plus bloodbird Melee Single Action talon +32 (Agile, Magical), Damage 3d8+16 slashing plus bloodbird Occult Innate Spells DC 37 - 5th Crushing Despair (at will), Modify Memory, Outcast's Curse (at will), Suggestion (at will) - 8th Ethereal Jaunt, Suggestion - Constant (6th) Tongues, True Seeing Bloodbird (Curse, Occult) A creature hit by a vilderavn's melee attack becomes cursed. It takes 2d6 persistent bleed damage that's difficult to stanch. The DC to stop the bleeding using Administer First Aid is 35, and healing the creature to full HP doesn't automatically end the bleeding. Removing the curse ends the bleeding. Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The vilderavn takes on the appearance of a Small or Medium humanoid, wolf, dire wolf, or hybrid with both raven and wolf parts. The vilderavn can only use their jaws attack when in a form with a wolf's head, and their talon attack in a form with raven qualities. They can instead assume their raven knight form: a Medium humanoid in black full plate carrying a greatsword. They can use their jaws or talon Strikes only in a form that has that body part, and their greatsword only in knight form. Souleater (Necromancy, Occult) If the vilderavn kills a humanoid target with a critical hit using their jaws Strike, they rip out and devour the target's heart and soul as part of the attack. While the target is dead, the vilderavn can Change Shape into the target's form, gaining a +4 status bonus to Deception checks to impersonate the target. If magic would resurrect the creature, the caster must succeed at a DC 34 counteract check to extract the target's soul from the vilderavn; otherwise, the spell fails. Creation of the Vildravns Legends say vilderavns were created by a fey lord as a weapon against those who ruined the land with their iron armaments. Vilderavns would exploit the hubris of mortals and devour their souls after death. With this goal, the vilderavns hid in various forms to watch and learn human ways, and executed their calling with great subtlety but no mercy. No mortal knows if this legend is true or spread by vilderavns to imply a purpose for their heartless cruelty. ","skill_mod":{"society":24,"deception":29,"stealth":32,"athletics":32,"acrobatics":30},"image":["/Images/Monsters/Vilderavn.png"],"primary_source":"Bestiary 3","spell":["Ethereal Jaunt","Suggestion","Crushing Despair","Modify Memory","Outcast's Curse","Tongues","True Seeing"],"ac":40,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" greater darkvision , true seeing ","resistance":{},"intelligence":4,"reflex_save":30,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":25,"size":["Medium"],"name":"Vilderavn","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[29,29,35],"attack_bonus":[32,32,34],"constitution":5,"immunity":["curses","death effects","drained","fear"],"creature_family":"Vilderavn","will_save":28,"speed":{"fly":120,"max":120,"land":40},"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Aura of Disquietude","Attack of Opportunity","Bloodbird","Change Shape","Souleater"],"skill":["Acrobatics","Athletics","Deception","Heraldry Lore","Society","Stealth","Warfare Lore"],"tradition":["Occult"],"summary":"In their true form, a vilderavn is a great raven with a wingspan of 6–8 feet. Adaptable shapeshifters, they can change to the fighting forms of a …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1360","dexterity":6,"category":"creature","slug":"creature-1360"},{"attack_bonus":[11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Common","Vishkanyan"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Vishkanya","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Envenom","Flexible","Proficient Poisoner","Sneak Attack","Vishkanyan Venom"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Society","Stealth","Thievery"],"stealth":"11","trait":["Humanoid","Rare","Vishkanya","N","Medium"],"id":"creature-1361","text":" Vishkanya Infiltrator From a distance, vishkanyas share more than a passing resemblance to humans. However, a closer inspection reveals ophidian eyes with gold or white coloring, a forked tongue, and tiny, smooth scales set in serpentine patterns atop their skin. Even so, most onlookers assume these features to be an indicator of tiefling heritage or draconic magic, never suspecting how truly unusual the subject of their speculation is. Among outsiders, little is known of the vishkanya ancestry other than that a vishkanya carries a potent venom within their blood and saliva, knowledge which has led to widespread fear and distrust. To avoid persecution, vishkanyas entrench themselves deep into their chosen societies and train in the arts of subtlety. Drawn to work that allows them to put their skills to good use, vishkanyas often take the roles of spy, mercenary, bodyguard, and even assassin. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Vishkanya Infiltrator Source Bestiary 3 pg. 288 Perception +10; low-light vision Languages Common, Vishkanyan Skills Acrobatics +9, Athletics +7, Deception +11, Diplomacy +9, Society +7, Stealth +11, Thievery +9 Str +2 Dex +4 Con +1 Int +0 Wis +1 Cha +2 Items Disguise Kit, Kukri, Leather Armor, Shuriken (10), Thieves' Tools --- AC 19 Fort +6 (+8 vs. poisons) Ref +11 Will +8 HP 45 --- Speed 25 feet Melee Single Action kukri +11 (Agile, Finesse, Trip), Damage 1d6+4 slashing Ranged Single Action shuriken +11 (Agile, thrown 20 feet), Damage 1d4+4 piercing Envenom Single Action Frequency once per day; Effect Using either saliva or blood, the vishkanya applies vishkanyan venom to one weapon they're holding. To use their blood, they must be injured, or they can deal themselves 1 slashing damage as part of the action. Flexible The vishkanya infiltrator is adept at dealing with tight situations. They have a +1 circumstance bonus to checks to Escape. Proficient Poisoner The vishkanya infiltrator doesn't lose the poison on a weapon due to a critically failed Strike. Sneak Attack The vishkanya deals 1d6 extra precision damage to flat-footed creatures. Vishkanyan Venom (Injury, Poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d4 poison damage and flat-footed (1 round); Stage 3 1d4 poison damage, flat-footed, and a –5-foot penalty to Speed (1 round) Toxicity Although the idea that vishkanyas are able to administer their venom at a mere touch is a myth, some powerful vishkanyas can concentrate their innate toxins, resulting in more potent venom, or venoms that have different effects. ","skill_mod":{"society":7,"diplomacy":9,"deception":11,"thievery":9,"stealth":11,"athletics":7,"acrobatics":9},"summary":"From a distance, vishkanyas share more than a passing resemblance to humans. However, a closer inspection reveals ophidian eyes with gold or white …","image":["/Images/Monsters/Vishkanya.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity","Monster","Ancestry","Weapon"],"ac":19,"item":["Disguise Kit","Kukri","Leather Armor","Shuriken (10)","Thieves' Tools"],"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1361","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Vishkanya Infiltrator","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[6,7],"slug":"creature-1361"},{"attack_bonus":[10,10],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":50,"immunity":["sickened"],"source":["Bestiary 3"],"type":"Creature","will_save":6,"charisma":-1,"speed":{"fly":35,"max":35,"land":10},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Carrion Fever","Projectile Vomit"],"skill":["Athletics","Stealth"],"stealth":"9","trait":["Animal","N","Large"],"id":"creature-1362","text":" Vulture Recognizable at a distance by their black feathers and bald necks, vultures drift along air currents looking for carrion to serve as their next meal. Often grouping in committees of four or five, these scavengers wheel above battles and plague-stricken towns, eager to feed. This feeding cycle plays an important role, especially in hot regions, as their particularly potent stomach acid neutralizes dangerous bacteria in their meals and thus removes it from the environment. A giant vulture has a wingspan of up to 25 feet across and weighs up to 600 pounds. Less common than their smaller cousins, they typically live in areas that support a number of megafauna species. While imposing and certainly dangerous when provoked, even giant vultures are not hostile by nature, preferring to feast on the kills of others. They are more likely to vomit their last meal as a distraction while they flee than to attack other creatures. However, during particularly lean times, starving groups of giant vultures might work in unison to make a meal of livestock. Giant vultures occasionally form parasitic relationships with larger creatures such as dragons or giants, picking at the remains of an unattended or forgotten meal. Crafters who use bones in their work have come to value this type of behavior. Flensing a creature properly is far slower than letting a committee of vultures strip the carcass and leave behind a clean skeleton. As food-motivated predators, younger vultures raised this way can be made to imprint upon owners, leading to a trend of keeping them as unusual pets. While not magical in nature, vulture talons are traditionally used as charms in healing and removing disease, stemming from an old belief that the raptors were immune to the filth in which they strode. While this belief isn't strictly true, vultures do have several unique adaptations to avoid common diseases that would take out predators or even other scavengers. Due to their size, giant vulture talons in particular are sometimes used to craft weapons in regions where other resources are scarce. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Vulture Source Bestiary 3 pg. 289 Perception +12; low-light vision Languages Skills Athletics +10, Stealth +9 Str +3 Dex +2 Con +4 Int -4 Wis +1 Cha -1 --- AC 18 Fort +13 Ref +9 Will +6 HP 50 Immunities sickened --- Speed 10 feet, fly 35 feet Melee Single Action beak +10, Damage 1d10+5 piercing plus carrion fever Melee Single Action talon +10 (Agile), Damage 1d8+5 slashing Carrion Fever (Disease) The sickened condition from carrion fever can't be reduced while the affliction remains; Saving Throw DC 18 Fortitude; Onset 1 day; Stage 1 sickened 1 and fatigued (1 day); Stage 2 sickened 1, slowed 1, and fatigued (1 day) Projectile Vomit Single Action Frequency once per hour; Effect The giant vulture vomits up its last meal on a creature within 10 feet. The creature takes 3d6 acid damage with a DC 20 basic Fortitude save. On a failed save, the target is also sickened 1. Divine Scavengers Despite their reputation for being carriers of disease, vultures are revered in some cultures. In the hot climate of northern Garund, they provide a service by eating and carrying away corpses that spoil quickly in the harsh sun. Entities with vulture-like features appear in writings from ancient Osirion, standing watch over pharaohs in life and death. In less wholesome folklore, they can be seen as harbingers of death and decay, making them favored symbols among followers of Lamashtu and Urgathoa. ","skill_mod":{"stealth":9,"athletics":10},"summary":"Recognizable at a distance by their black feathers and bald necks, vultures drift along air currents looking for carrion to serve as their next meal. …","image":["/Images/Monsters/VultureGiant.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1362","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Giant Vulture","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,10],"slug":"creature-1362"},{"attack_bonus":[8],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":19,"language":["Common","Shadowtongue"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Wayang","will_save":5,"charisma":1,"speed":{"max":25,"land":25},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Shadowplay","Sneak Attack"],"skill":["Acrobatics","Deception","Occultism","Performance","Shadow Plane Lore","Stealth","Thievery"],"stealth":"7","trait":["Humanoid","Shadow","Uncommon","Wayang","N","Small"],"id":"creature-1363","text":" Wayang Whisperblade In hushed tones, superstitious people tell their children stories of wayangs— living shadows who come out at night to eat misbehaving children. Mostly, these stories are just fictions of fearful minds, but it's true that wayangs were originally creatures of shadow, straddling the edge between light and darkness. Recall Knowledge - Humanoid (Society): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Wayang Whisperblade Source Bestiary 3 pg. 290 Perception +9; darkvision Languages Common, Shadowtongue Skills Acrobatics +7, Deception +4, Occultism +6, Performance +6, Shadow Plane Lore +6, Stealth +7, Thievery +7 Str +0 Dex +4 Con +1 Int +3 Wis +0 Cha +1 Items Kukri (2), Leather Armor --- AC 16 Fort +6 Ref +9 Will +5 +1 to all saves vs. darkness or shadow HP 19 --- Speed 25 feet Melee Single Action kukri +8 (Agile, Finesse, Trip), Damage 1d6 slashing Shadowplay Single Action (Illusion, Occult, Shadow) Requirements The wayang's last action was a melee Strike that damaged their opponent; Effect The wayang attempts to Tumble Through the opponent's space, with a +2 circumstance bonus to the Acrobatics check. If they succeed, the wayang leaves a shadowy afterimage in their original space, and the opponent is flat-footed against the next melee attack the wayang attempts against it before the end of their current turn. Sneak Attack The wayang deals an extra 1d6 precision damage to flat-footed creatures. ","skill_mod":{"performance":6,"deception":4,"thievery":7,"stealth":7,"occultism":6,"acrobatics":7},"summary":"In hushed tones, superstitious people tell their children stories of wayangs— living shadows who come out at night to eat misbehaving children. …","image":["/Images/Monsters/Wayang.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Planar","Rarity","Monster"],"ac":16,"item":["Kukri (2)","Leather Armor"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1363","intelligence":3,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Wayang Whisperblade","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[3],"slug":"creature-1363"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":7,"source":["Bestiary 3"],"type":"Creature","creature_family":"Weasel","will_save":2,"charisma":1,"speed":{"max":25,"land":25},"perception":4,"wisdom":0,"weakness":{},"creature_ability":["Lithe","Constrict"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"5","trait":["Animal","N","Tiny"],"id":"creature-1364","text":" Weasel Despite their small stature, weasels are skilled hunters. Nearly fearless in pursuit of food, they frequently kill creatures up to five times their own size. Their preferred tactic is to latch onto the back of their victim's neck and constrict with their jaws until the target dies. To keep themselves well fed, weasels kill more creatures than they need and stuff their victims into hollow logs or empty dens to eat later. Scholars have observed weasels, both in the wild and captivity, perform a bizarre behavior in front of their prey. They rush about unpredictably, throw themselves to the ground, wriggle into and out of burrows, and generally appear to behave entirely irrationally. In response, their prey becomes confused or seemingly hypnotized, which gives the weasel an opportunity to dash forward and strike a killing blow. A typical weasel is 12 inches long and weighs less than a pound. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Weasel Source Bestiary 3 pg. 291 Perception +4; low-light vision, scent (imprecise) 60 feet Languages Skills Acrobatics +5, Athletics +4, Stealth +5 Str +2 Dex +3 Con +2 Int -4 Wis +0 Cha +1 Lithe A weasel treats any tight space it can barely fit its head in or wider as difficult terrain and doesn't need to Squeeze to move through it. --- AC 15 Fort +4 Ref +7 Will +2 HP 7 --- Speed 25 feet Melee Single Action jaws +7 (Agile, Finesse), Damage 1d4+2 piercing plus Grab Constrict Single Action 1d4 piercing, DC 15 ","skill_mod":{"stealth":5,"athletics":4,"acrobatics":5},"summary":"Despite their small stature, weasels are skilled hunters. Nearly fearless in pursuit of food, they frequently kill creatures up to five times their …","image":["/Images/Monsters/Weasel.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1364","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":4,"size":["Tiny"],"name":"Weasel","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-1364"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":42,"source":["Bestiary 3"],"type":"Creature","creature_family":"Weasel","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Lithe","Constrict"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"9","trait":["Animal","N","Medium"],"id":"creature-1365","text":" Megalictis These giant weasels are driven by the same hunger that plagues their smaller cousins, but because of their much larger size, they can quickly devastate the wildlife in an environment. They tend to avoid humanoids but have been known to attack if driven by hunger or fear. A megalictis uses the same constricting bite as smaller weasels, remaining attached even if other creatures attack. Given their remarkable stature, a megalictis can take down sizable prey, including horses and even the occasional bear, if the opportunity presents itself. A megalictis can grow to be 5 feet long and weighs around 150 pounds. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Megalictis Source Bestiary 3 pg. 291 Perception +10; low-light vision, scent (imprecise) 60 feet Languages Skills Acrobatics +9, Athletics +8, Stealth +9 Str +3 Dex +4 Con +3 Int -4 Wis +1 Cha +0 Lithe A megalictis treats any tight space it can barely fit its head in or wider as difficult terrain and doesn't need to Squeeze to move through it. --- AC 19 Fort +8 Ref +11 Will +6 HP 42 --- Speed 25 feet Melee Single Action jaws +11 (Finesse), Damage 1d12+5 piercing plus Grab Melee Single Action claw +11 (Agile, Finesse), Damage 1d10+5 slashing Constrict Single Action 1d12+2 piercing, DC 20 ","skill_mod":{"stealth":9,"athletics":8,"acrobatics":9},"summary":"These giant weasels are driven by the same hunger that plagues their smaller cousins, but because of their much larger size, they can quickly …","primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1365","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"Megalictis","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,11],"slug":"creature-1365"},{"attack_bonus":[10,10,10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":35,"language":["Common","bat empathy"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Werecreature","will_save":7,"charisma":0,"speed":{"fly":25,"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{"silver":5},"creature_ability":["Bat Empathy","Echolocation","Wing Thrash","Change Shape","Curse of the Werebat","Moon Frenzy"],"skill":["Acrobatics","Athletics","Deception","Society","Stealth"],"stealth":"8","trait":["Beast","Human","Humanoid","Werecreature","NE","Medium"],"id":"creature-1366","text":" Werebat Werebats form organized colonies of opportunistic hunters. They aren't shy about transforming creatures to add to their colony, whom they initiate with elaborate social ceremonies and bloody hazing. The curse of the werebat gives them a strong urge to prey upon on weaker, lonely creatures. True werebats are often unusually tall and thin, with angular features. In combat, werebats favor their unarmed attacks because they can't fly while wielding weapons in their wings. Recall Knowledge - Beast (Arcana, Nature): DC 16 Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Werebat Source Bestiary 3 pg. 292 Perception +9; echolocation (precise) 40 feet, low-light vision Languages Common; bat empathy Skills Acrobatics +8, Athletics +6, Deception +4, Society +5, Stealth +8 Str +2 Dex +4 Con +3 Int +1 Wis +3 Cha +0 Bat Empathy (divination, primal) A werebat can communicate with bats. Echolocation A werebat can use their hearing as a precise sense at the listed range. Items Dagger (3), studded leather --- AC 18 Fort +9 Ref +10 Will +7 HP 35 Weaknesses silver 5 Wing Thrash Reaction Trigger An adjacent enemy damages the werebat; Effect The werebat makes one or two wing Strikes, each against a different adjacent creature. --- Speed 25 feet, fly 25 feet Melee Single Action fangs +10 (Finesse), Damage 1d8+4 slashing plus curse of the werebat Melee Single Action wing +10 (Agile, Finesse), Damage 1d6+4 bludgeoning Melee Single Action dagger +10 (Agile, Finesse, versatile S), Damage 1d4+4 piercing Ranged Single Action dagger +10 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) Human with fist for 1d4+2 bludgeoning and no fly Speed, or Medium giant bat with Speed 15 feet and fly 30 feet. Curse of the Werebat (Curse, Necromancy, Primal) Saving Throw DC 15 Fortitude Moon Frenzy (Polymorph, Primal, Transmutation) Werebat Colonies Werebats sometimes methodically curse an entire community to form a terrifyingly large werebat colony. In elaborate covert initiation ceremonies, newly cursed members are given shocking proof of their new monstrous nature and sworn to loyalty and secrecy under threat of exposure or death. Since they're easily mistaken for vampires, these werebats sometimes warn new werebats to avoid such things as direct sunlight in order to confuse monster hunters or lull foes into a false sense of understanding. ","skill_mod":{"society":5,"deception":4,"stealth":8,"athletics":6,"acrobatics":8},"summary":"Werebats form organized colonies of opportunistic hunters. They aren't shy about transforming creatures to add to their colony, whom they initiate …","image":["/Images/Monsters/Werecreature_Werebat.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster"],"ac":18,"item":["Dagger (3)","studded leather"],"level":2,"source_category":["Rulebooks"],"sense":"echolocation (precise) 40 feet, low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1366","intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":9,"size":["Medium"],"name":"Werebat","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,6,7,8],"slug":"creature-1366"},{"attack_bonus":[7,10,10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":55,"language":["Common","crocodile empathy"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Werecreature","will_save":9,"charisma":1,"speed":{"max":25,"land":25,"swim":25},"perception":7,"wisdom":3,"weakness":{"silver":5},"creature_ability":["Crocodile Empathy","Deep Breath","Aquatic Ambush","Change Shape","Curse of the Werecrocodile","Moon Frenzy","Twisting Thrash"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"5","trait":["Beast","Human","Humanoid","Werecreature","NE","Large"],"id":"creature-1367","text":" Werecrocodile The curse of the werecrocodile instills powerful hunger, urges violent displays of dominance, and amplifies greed. Recall Knowledge - Beast (Arcana, Nature): DC 16 Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Werecrocodile Source Bestiary 3 pg. 293 Perception +7; low-light vision Languages Common; crocodile empathy Skills Athletics +8, Intimidation +7, Stealth +5 Str +4 Dex +1 Con +3 Int +0 Wis +3 Cha +1 Crocodile Empathy (divination, primal) A werecrocodile can communicate with alligators, caimans, and crocodiles. Deep Breath A werecrocodile can hold their breath for about 2 hours. Items Hatchet (3), Leather Armor --- AC 16 Fort +9 Ref +5 Will +9 HP 55 Weaknesses silver 5 --- Speed 25 feet, swim 25 feet Melee Single Action jaws +10, Damage 1d10+4 piercing plus curse of the werecrocodile and Grab Melee Single Action tail +10 (Agile), Damage 1d6+4 bludgeoning Melee Single Action hatchet +10 (Agile, Sweep), Damage 1d6+4 slashing Ranged Single Action hatchet +7 (Agile, Sweep, thrown 10 feet), Damage 1d6+4 slashing Aquatic Ambush Single Action 30 feet Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) Medium human with fist for 1d4+2 bludgeoning, or crocodile with jaws for 2d6+4 piercing. Curse of the Werecrocodile (Curse, Necromancy, Primal) Saving Throw DC 15 Fortitude Moon Frenzy (Polymorph, Primal, Transmutation) Twisting Thrash Single Action Requirements The werecrocodile has a creature grabbed; Effect The werecrocodile makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If this Strike hits, it also knocks the target prone. If it fails, the werecrocodile releases the target. Creating Werecreatures Werecreatures are complex monsters capable of shifting between three different forms and inflicting their condition upon other humanoids. Full rules for building werecreatures, along with how to apply the werecreature's curse, appear on pages 328–329 of the Pathfinder Bestiary. Rules for PCs or NPCs with werecreature abilities are found on page 81 of the Pathfinder Lost Omens Ancestry Guide. ","skill_mod":{"stealth":5,"athletics":8,"intimidation":7},"summary":"The curse of the werecrocodile instills powerful hunger, urges violent displays of dominance, and amplifies greed.","image":["/Images/Monsters/Werecreature_Werecrocodile.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster"],"ac":16,"item":["Hatchet (3)","Leather Armor"],"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1367","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude","will"],"dexterity":1,"vision":"Low-light vision","fortitude_save":9,"size":["Large"],"name":"Werecrocodile","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,7,7,9],"slug":"creature-1367"},{"constitution":5,"primary_source_category":"Rulebooks","strength":3,"hp":65,"immunity":["critical hits","fire","mental","precision","visual"],"source":["Bestiary 3"],"type":"Creature","will_save":8,"charisma":-3,"speed":{"climb":20,"max":20,"land":20},"perception":10,"wisdom":1,"weakness":{"area":5},"creature_ability":["Fire Healing","Swarming Slither","Suction Wizard","Weak Acid"],"skill":["Athletics","Stealth"],"stealth":"13","trait":["Fungus","Mindless","Swarm","N","Large"],"id":"creature-1368","text":" Wizard Sponge This strange type of fungus colony takes its name from its initial purpose: the wizard who first developed it sought a means to keep her tower clean from residue both mundane and magical. Wizard sponge does just that, dutifully cleaning its vicinity by devouring dust, organic debris, and even the decaying bodies of fallen creatures. Its designer intentionally crafted the fungus to not merely resist but be healed by fire, intended as an additional safety feature, and most varieties have a convenient side effect of being edible once slain. Unfortunately, the fungus also developed an unexpected ability to magically mutate over time, which eventually led to its escape and independent propagation. Wizard sponge colonies of various sizes and shapes now thrive in dungeons, caverns, sewers, abandoned castles, crypts, and even the basements of some occupied dwellings. They often carry along bits of partially consumed material with them, such as clothing, limbs, and adventuring gear—sometimes even valuable treasures! An individual colony typically takes on distinctive properties based on what it's consumed in its environment; a variety living in a necromancer's crypt might acquire the undead's affinity for negative energy, for example. Variant Sponges Many types of wizard sponge exist, as an individual colony takes on distinctive properties based on what they've consumed in their environment. Crypt : The wizard sponge gains negative healing. Fey Domain : The wizard sponge gains weakness 5 to cold iron, increases its Speed and climb Speed to 30 feet, and develops a strangely capricious growth pattern despite being mindless, such as growing in the pockets of a creature's clothing before devouring it. Fiendish Temple : The sponge gains weakness 5 to good damage, and Swarming Slither deals an extra 1d6 evil damage. Toxic Lair : Swarming Slither deals 1d10 acid damage and 1d10 poison damage. If this variety is eaten, it deals 1d6 persistent poison damage. Underwater : The sponge grows as an aquatic fungus, gaining a swim speed of 20 feet. Recall Knowledge - Fungus (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Wizard Sponge Source Bestiary 3 pg. 294 Perception +10; no vision, tremorsense 60 feet Languages Skills Athletics +12, Stealth +13 Str +3 Dex +4 Con +5 Int -5 Wis +1 Cha -3 --- AC 20 Fort +14 Ref +13 Will +8 HP 65 Immunities critical hits, fire, mental, precision, visual Resistances piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 Fire Healing Anytime a wizard sponge would take fire damage, it instead regains 1d8 Hit Points (regardless of the amount of damage the fire effect would have caused). --- Speed 20 feet, climb 20 feet; suction Swarming Slither Single Action The wizard sponge slithers over each creature in its space, dealing 2d10 acid damage (DC 20 basic Reflex save). A creature that critically fails is sickened 1. Suction Wizard sponges can climb on ceilings and other inverted surfaces. Weak Acid Wizard sponge acid damages only organic material—not metal, stone, or other inorganic substances. By Any Other Name Wizard sponges appear in a variety of places, and their names vary just as much as their appetites. Some refer to them as “wizard's broom,” while others reference their origins with the name “sloth's folly.” Those found in crypts have come to be known ironically as “caretakers,” and underwater denizens refer to the aquatic variety as “surface sponge.” ","skill_mod":{"stealth":13,"athletics":12},"summary":"This strange type of fungus colony takes its name from its initial purpose: the wizard who first developed it sought a means to keep her tower clean …","image":["/Images/Monsters/WizardSponge.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":20,"level":5,"source_category":["Rulebooks"],"sense":"no vision, tremorsense 60 feet","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=1368","intelligence":-5,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":14,"size":["Large"],"name":"Wizard Sponge","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1368"},{"attack_bonus":[10,10,12],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":55,"source":["Bestiary 3"],"type":"Creature","will_save":5,"charisma":2,"speed":{"max":35,"land":35},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Ice Stride","Regurgitated Wrath","Trample"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","N","Large"],"id":"creature-1369","text":" Wolliped Wollipeds are large, docile herd animals found in the snowy foothills of large mountains. Their eight legs give them sure footing even in icy terrain, and they grow thick, warm fleece as protection against the elements. Arctic ranchers have been breeding wollipeds for hundreds of years, as the gentle creatures take well to domestication and make plentiful, hardy sources of meat, milk, and wool. The creatures also provide sure-footed transport in difficult mountain regions, and they can even be trained for plowing and hauling if necessary. As a result of their widespread domestication, few are found in the wild. Young wollipeds have weak vision during their first few weeks and habitually follow any larger creature that walks by. Usually, these young wollipeds become attached their rancher or parents, but on occasion a few might follow large wild creatures and wander off from their herd. This has led to feral wollipeds around the Kodar mountains in Irrisen that are much more aggressive than their domesticated cousins. Wollipeds are extremely sturdy, and their docile temperaments make them excellent mounts for those traveling mountain passes. Some mountain settlements have further trained their wollipeds to fight. Battle-ready wollipeds are formidable enemies that pose a threat to even the most experienced of challengers—But even untrained, wollipeds are not defenseless. In addition to their long tusks, they have developed spitting as a way of communication and assault, and readily regurgitate a mixture of stomach acid and the remnants of their last meal to deter predators. Few on Golarion realize that these arctic beasts are not native to their world. Wollipeds originated on the planet Triaxus, a world with a magically enhanced eccentric orbit around the same star as Golarion. During the centuries-long Triaxian winters, wollipeds play an integral role in many communities as food, wool, transportation, and even a simple form of companionship. During the equally extended tropical summers, wollipeds retreat to the polar extremes of their world to await the return of the long snows. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Wolliped Source Bestiary 3 pg. 295 Perception +9; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +10, Athletics +10, Survival +9 Str +3 Dex +4 Con +4 Int -4 Wis +1 Cha +2 --- AC 19 Fort +10 Ref +12 Will +5 +2 circumstance vs. Shove and Trip HP 55 --- Speed 35 feet; ice stride Melee Single Action tusk +10, Damage 1d10+5 piercing Melee Single Action hoof +10, Damage 1d8+5 bludgeoning Ranged Single Action spit +12 (range increment 30 feet), Damage 1d8+2 bludgeoning Ice Stride A wolliped isn't impeded by difficult terrain caused by snow or ice, nor does it need to attempt Acrobatics checks to keep from falling on slippery ice. Regurgitated Wrath Single Action Frequency once per hour; Effect The wolliped regurgitates the contents of its stomach and spits them at the target, dealing 2d6 bludgeoning damage and 2d6 acid damage. The target attempts a DC 20 basic Reflex save, and on a failure also becomes sickened 1 (sickened 2 on a critical failure). Trample Three Actions Medium or smaller, hoof, DC 20 Warm Fuzzies Once a year, wollipeds are shorn and their fleece is spun into massive skeins of yarn. This yarn is mostly sold to surrounding villages, but savvy ranchers sell their fleece as far out as Whitethrone in Irrisen and throughout several of the kingdoms in the Lands of the Linnorm Kings. Wolliped fiber takes well to dyeing methods, and the yarn is easy to knit into complex patterns. Some villages have competitions to make the most elaborate sculptures out of their wolliped yarn. ","skill_mod":{"survival":9,"athletics":10,"acrobatics":10},"summary":"Wollipeds are large, docile herd animals found in the snowy foothills of large mountains. Their eight legs give them sure footing even in icy …","image":["/Images/Monsters/Wolliped.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1369","intelligence":-4,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":10,"size":["Large"],"name":"Wolliped","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,9,10],"slug":"creature-1369"},{"primary_source_category":"Rulebooks","strength":-5,"hp":280,"language":["Common","Draconic","Necril"],"source":["Bestiary 3"],"type":"Creature","charisma":9,"perception":29,"stealth":"33","trait":["Dragon","Incorporeal","Rare","Undead","Wraith","CE","Gargantuan"],"id":"creature-1370","text":" Wyrmwraith Though they refused to accept death, wyrmwraiths nonetheless despise their new undead condition. Indeed, lacking in all motivation to collect treasure, a wyrmwraith instead fixates on their hatred of all living things (especially dragons) and their own self-loathing. A wyrmwraith blights the land with their very presence, spreading slowly until their lair becomes a lifeless wasteland haunted by other undead. Recall Knowledge - Dragon (Arcana): DC 41 Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Wyrmwraith Source Bestiary 3 pg. 296 Perception +29; darkvision, lifesense 120 feet Languages Common, Draconic, Necril Skills Acrobatics +30, Arcana +30, Intimidation +33, Religion +33, Stealth +33 Str -5 Dex +9 Con +0 Int +7 Wis +7 Cha +9 --- AC 39 Fort +29 Ref +32 Will +32 HP 280 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 20 (except force, ghost touch , or positive; double resistance vs. non-magical) Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 33 Sunlight Powerlessness A wyrmwraith in sunlight is clumsy 2 and stunned 2. Positive Energy Transfer Reaction (conjuration, divine) Trigger The wyrmwraith succeeds at a saving throw to resist positive damage but still takes damage; Effect The wyrmwraith transfers all positive damage from the effect to a single undead creature of their choice within 120 feet that they control or that's friendly or helpful to them. --- Speed 50 feet, fly 80 feet Melee Single Action spectral jaws +34 (reach 20 feet), Damage 3d12+17 negative plus drain life Melee Single Action spectral claw +34 (Agile, reach 15 feet), Damage 3d8+17 negative plus divine dispelling and drain life Divine Innate Spells DC 35 - 3rd Bind Undead (at will) - 4th Charm (×3; undead targets only), Darkness - 6th Vampiric Exsanguination - 7th Divine Wrath (×3), Finger of Death - 8th Charm (undead targets only) Divine Rituals DC 35 - 8th Create Undead Breath Weapon Two Actions (Divine, Necromancy, Negative) The wyrmwraith unleashes a burst of negative energy that deals 18d6 negative damage to all creatures in a 60-foot cone (DC 38 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Divine Dispelling (Abjuration, Divine) A wyrmwraith's claws rend divine magic. Whenever a wyrmwraith hits a creature with a spectral claws Strike, the wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect on the creature. Draconic Frenzy Two Actions The wyrmwraith makes two claw Strikes and one jaws Strike in any order. Drain Life (Divine, Necromancy) When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC 38 Fortitude save or become drained 2. Further damage dealt by the wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4. Ectoplasmic Form Single Action (Divine, Necromancy) A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for 1d4 rounds, though they can return to their incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can't use this ability again for 1d4 rounds. While in their ectoplasmic form, the wyrmwraith's AC increases to 43 and they gain 100 temporary Hit Points. They lose their immunity to precision damage and all of their resistances. Their melee Strikes deal slashing and piercing damage, respectively, instead of negative damage. Phase Lurch Single Action (Divine, Move) Requirements The wyrmwraith is in their ectoplasmic form; Effect As the Stride action, but the wyrmwraith can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is difficult terrain ","skill_mod":{"stealth":33,"arcana":30,"intimidation":33,"acrobatics":30,"religion":33},"primary_source":"Bestiary 3","spell":["Charm","Divine Wrath","Finger of Death","Vampiric Exsanguination","Darkness","Bind Undead"],"ac":39,"level":17,"spell_dc":[35],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 120 feet","resistance":{"lawful":20,"bludgeoning":20,"piercing":20,"precision":20,"cold_iron":20,"cold":20,"mental":20,"unholy":20,"good":20,"acid":20,"slashing":20,"chaotic":20,"fire":20,"physical":20,"all":20,"area":20,"void":20,"holy":20,"poison":20,"sonic":20,"spirit":20,"electricity":20,"bleed":20,"orichalcum":20,"silver":20,"evil":20,"splash":20},"intelligence":7,"reflex_save":32,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Wyrmwraith","alignment":"CE","pfs":"Standard","rarity":"rare","strike_damage_average":[30,36],"attack_bonus":[34,34],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Wyrmwraith","will_save":32,"speed":{"fly":80,"max":80,"land":50},"wisdom":7,"weakness":{},"creature_ability":["Frightful Presence","Sunlight Powerlessness","Positive Energy Transfer","Breath Weapon","Divine Dispelling","Draconic Frenzy","Drain Life","Ectoplasmic Form","Phase Lurch"],"skill":["Acrobatics","Arcana","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Though they refused to accept death, wyrmwraiths nonetheless despise their new undead condition. Indeed, lacking in all motivation to collect …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1370","dexterity":9,"category":"creature","slug":"creature-1370"},{"primary_source_category":"Rulebooks","strength":-5,"hp":450,"language":["Common","Draconic","Necril"],"source":["Bestiary 3"],"type":"Creature","charisma":11,"perception":40,"stealth":"43","trait":["Dragon","Incorporeal","Rare","Undead","Wraith","CE","Gargantuan"],"id":"creature-1371","text":" Elder Wyrmwraith The most powerful of these monsters, elder wyrmwraiths, sometimes form spontaneously from legendary dragons haunted by an irrational fear of the afterlife, but most have simply existed for over a thousand years, growing in power all the while. Recall Knowledge - Dragon (Arcana): DC 51 Recall Knowledge - Undead (Religion): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Elder Wyrmwraith Source Bestiary 3 pg. 297 Perception +40; darkvision, lifesense 120 feet Languages Common, Draconic, Necril Skills Acrobatics +38, Arcana +38, Intimidation +43, Religion +43, Stealth +43 Str -5 Dex +11 Con +0 Int +9 Wis +9 Cha +11 --- AC 49 Fort +32 Ref +38 Will +42 HP 450 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 25 (except force, ghost touch , or positive) double resistance vs. non-magical) Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 46 Sunlight Powerlessness A wyrmwraith in sunlight is clumsy 2 and stunned 2. Positive Energy Transfer Reaction (conjuration, divine) Trigger The wyrmwraith succeeds at a saving throw to resist positive damage but still takes damage; Effect The wyrmwraith transfers all positive damage from the effect to a single undead creature of their choice within 120 feet that they control or that's friendly or helpful to them. --- Speed 50 feet, fly 100 feet Melee Single Action spectral jaws +42 (reach 20 feet), Damage 4d12+23 negative plus drain life Melee Single Action spectral claw +42 (Agile, reach 15 feet), Damage 4d8+23 negative plus divine dispelling and drain life Divine Innate Spells DC 46 - 3rd Bind Undead (at will) - 4th Charm (×3; undead targets only), Darkness - 6th Vampiric Exsanguination - 7th Divine Wrath (×3), Finger of Death - 8th Charm (undead targets only) - 10th Miracle Divine Rituals DC 46 - 10th Create Undead, Imprisonment Breath Weapon Two Actions (Divine, Necromancy, Negative) The wyrmwraith unleashes a burst of negative energy that deals 24d6 negative damage to all creatures in a 90-foot cone (DC 46 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Consume Souls Two Actions (Divine, Death, Incapacitation, Necromancy) The elder wyrmwraith inhales sharply, sucking in the souls of nearby creatures. Each creature in a 60-foot cone must attempt a DC 46 Will save. The elder wyrmwraith can't Consume Souls again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature becomes doomed 1. Failure The creature becomes doomed 2 and takes 100 negative damage. Critical Failure The creature is slain. As long as the wyrmwraith still exists, the slain creature can't be returned to life through any means. Divine Dispelling (Abjuration, Divine) A wyrmwraith's claws rend divine magic. Whenever a wyrmwraith hits a creature with a spectral claws Strike, the wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect on the creature. Draconic Frenzy Two Actions The wyrmwraith makes two claw Strikes and one jaws Strike in any order. Drain Life (Divine, Necromancy) When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 24 temporary Hit Points, and the creature must succeed at a DC 46 Fortitude save or become drained 2. Further damage dealt by the wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4. Ectoplasmic Form Single Action (Divine, Necromancy) A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for 1d4 rounds, though they can return to their incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can't use this ability again for 1d4 rounds. While in their ectoplasmic form, the wyrmwraith's AC increases to 52 and they gain 125 temporary Hit Points. They lose their immunity to precision damage and all of their resistances. Their melee Strikes deal slashing and piercing damage, respectively, instead of negative damage. Phase Lurch Single Action (Divine, Move) Requirements The wyrmwraith is in their ectoplasmic form; Effect As the Stride action, but the wyrmwraith can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is difficult terrain ","skill_mod":{"stealth":43,"arcana":38,"intimidation":43,"acrobatics":38,"religion":43},"primary_source":"Bestiary 3","spell":["Miracle","Charm","Divine Wrath","Finger of Death","Vampiric Exsanguination","Darkness","Bind Undead"],"ac":49,"level":23,"spell_dc":[46],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 120 feet","resistance":{"lawful":25,"bludgeoning":25,"piercing":25,"precision":25,"cold_iron":25,"cold":25,"mental":25,"unholy":25,"good":25,"acid":25,"slashing":25,"chaotic":25,"fire":25,"physical":25,"all":25,"area":25,"void":25,"holy":25,"poison":25,"sonic":25,"spirit":25,"electricity":25,"bleed":25,"orichalcum":25,"silver":25,"evil":25,"splash":25},"intelligence":9,"reflex_save":38,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Elder Wyrmwraith","alignment":"CE","pfs":"Standard","rarity":"rare","strike_damage_average":[41,49],"attack_bonus":[42,42],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Wyrmwraith","will_save":42,"speed":{"fly":100,"max":100,"land":50},"wisdom":9,"weakness":{},"creature_ability":["Frightful Presence","Sunlight Powerlessness","Positive Energy Transfer","Breath Weapon","Consume Souls","Divine Dispelling","Draconic Frenzy","Drain Life","Ectoplasmic Form","Phase Lurch"],"skill":["Acrobatics","Arcana","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"The most powerful of these monsters, elder wyrmwraiths, sometimes form spontaneously from legendary dragons haunted by an irrational fear of the …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1371","dexterity":11,"category":"creature","slug":"creature-1371"},{"attack_bonus":[9],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":16,"language":["Common","plus one regional language"],"immunity":["bleed"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Wyrwood","will_save":8,"charisma":2,"speed":{"max":20,"land":20},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Living Machine","No Breath","Sneak Attack"],"skill":["Acrobatics","Arcana","Deception","Society","Stealth"],"stealth":"7","trait":["Construct","Rare","Wyrwood","N","Small"],"id":"creature-1372","text":" Wyrwood Sneak Wyrwood sneaks specialize in moving unseen behind enemy lines, performing reconnaissance and quietly eliminating threats. Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Wyrwood Sneak Source Bestiary 3 pg. 298 Perception +6; darkvision Languages Common; plus one regional language Skills Acrobatics +7, Arcana +5, Deception +7, Society +5, Stealth +7 Str +0 Dex +4 Con +0 Int +2 Wis +1 Cha +2 Items Buckler (Hardness 3, HP 6, BT 3), Shortsword --- AC 17 Fort +3 Ref +9 Will +8 HP 16 Immunities bleed Living Machine Though their body is an organic construct, a wyrwood is a living creature. They're not immediately destroyed when reduced to 0 HP, but rather fall unconscious and eventually die. They don't need to eat or drink. They can be targeted by effects that target living creatures or that target constructs. No Breath A wyrwood doesn't breathe and is immune to effects that require breathing (such as an inhaled poison). --- Speed 20 feet Melee Single Action shortsword +9 (Agile, Finesse, versatile S), Damage 1d6 piercing Sneak Attack The wyrwood deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"society":5,"deception":7,"stealth":7,"arcana":5,"acrobatics":7},"summary":"Wyrwood sneaks specialize in moving unseen behind enemy lines, performing reconnaissance and quietly eliminating threats.","image":["/Images/Monsters/Wyrwood.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Rarity","Monster"],"ac":17,"item":["Buckler (Hardness 3, HP 6, BT 3)","Shortsword"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1372","intelligence":2,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":3,"size":["Small"],"name":"Wyrwood Sneak","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[3],"slug":"creature-1372"},{"attack_bonus":[19],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":112,"language":["Aklo","Common","Yithian","20 other languages; <%UMR%37%%>telepathy<%END> 100 feet"],"source":["Bestiary 3"],"type":"Creature","spell_attack_bonus":[20],"will_save":20,"charisma":1,"speed":{"climb":10,"max":20,"land":20},"perception":21,"wisdom":5,"weakness":{},"creature_ability":["Thoughtsense","Mind Swap"],"skill":["Arcana","Diplomacy","Nature","Occultism","Society"],"trait":["Aberration","Rare","LN","Large"],"id":"creature-1373","text":" Yithian Yithians are strange creatures, defined not by their physical bodies but by their ancient, disembodied minds. As a people, yithians devote themselves to the acquisition of knowledge above all else. They project their minds across the cosmos and take over a creature's body, living within and observing the creature's culture. The yithians then reverse the process and return to their communities, recording all they learned in massive tomes crafted of strange, metal alloys. Yithians erase their hosts' memories of time spent in their bodies; however, these hosts occasionally recall odd images, usually during dreams. These recollections often involve a vast city from which great black towers rise, filling the viewer with dread. Few hosts realize these vague memories harken to their time spent in the yithian's body, when they wandered that alien city. Four flexible and retractable appendages radiate from the top of a yithian's cone-shaped body, two of which end in sharp pincers, which they click and move to communicate, while the third ends in a cluster of funnel-shaped sensory organs. A spherical “head” rounded by three evenly-spaced eyes tops the fourth appendage. Tentacles dangling beneath this head allow for fine manipulation that the large pincers can't manage, while the crown of tentacles rising from the top like strange flowers function as ears. Recall Knowledge - Aberration (Occultism): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Yithian Source Bestiary 3 pg. 299 Perception +21; darkvision, thoughtsense (imprecise) 60 feet Languages Aklo, Common, Yithian; 20 other languages; telepathy 100 feet Skills Arcana +19, Diplomacy +14, Nature +18, Occultism +21, Society +19 Str +4 Dex +1 Con +4 Int +6 Wis +5 Cha +1 Thoughtsense (divination, mental, occult) The yithian senses all non-mindless creatures at the listed range. --- AC 27 all-around vision Fort +19 Ref +14 Will +20 HP 112 Resistances acid 10, cold 10, fire 10, physical 10 --- Speed 20 feet, climb 10 feet Melee Single Action pincer +19 (Agile, deadly d10), Damage 2d12+7 bludgeoning Occult Innate Spells DC 28, attack +20 - 5th Hypercognition, Mind Probe, Mind Reading (at will), Mindlink (at will), Modify Memory (×3), Paralyze, Touch of Idiocy - 7th Possession (see mind swap) Mind Swap When a yithian successfully casts possession , they exchange their mind and soul with the target. Each creature takes control of the other's body. This effect lasts until the yithian Dismisses the spell or they're forced out by any effect that ends possession . When the effect ends, each creature's mind and soul returns to its own body, regardless of physical or temporal distance, and the yithian can cast modify memory on the target to remove any or all knowledge of its time being possessed. If the yithian is forced out of the target's mind by an effect, the yithian can't remove such knowledge. Immortality via Theft Yithian's current conical forms aren't the species' original appearance. The creatures long ago learned how to forcibly swap minds with other creatures. Their more frequent use of this ability to observe and learn seems innocuous, but long ago, extinction threatened the species' original bodies and planet. To survive, yithians organized a mass mind swap with a species on another world, dooming those creatures' minds to die in their original bodies while yithians continued their existence in the cone-shaped forms they bear today. ","tradition":["Occult"],"skill_mod":{"society":19,"diplomacy":14,"nature":18,"arcana":19,"occultism":21},"summary":"Yithians are strange creatures, defined not by their physical bodies but by their ancient, disembodied minds. As a people, yithians devote themselves …","image":["/Images/Monsters/Yithian.png"],"primary_source":"Bestiary 3","spell":["Possession","Hypercognition","Mind Probe","Mind Reading","Mindlink","Modify Memory","Paralyze","Touch of Idiocy"],"trait_group":["Creature Type","Rarity"],"ac":27,"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision , thoughtsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"acid":10,"bludgeoning":10,"piercing":10,"slashing":10,"fire":10,"cold":10,"physical":10},"url":"/Monsters.aspx?ID=1373","intelligence":6,"reflex_save":14,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Yithian","alignment":"LN","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[20],"slug":"creature-1373"},{"attack_bonus":[7,7],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":25,"source":["Bestiary 3"],"type":"Creature","will_save":4,"charisma":2,"speed":{"max":30,"land":30},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Pungent Aura"],"skill":["Athletics","Intimidation","Survival"],"trait":["Animal","N","Large"],"id":"creature-1374","text":" Yzobu Yzobus are herd beasts common across northern plains and mountains, resembling a cross between a steer, a sturdy horse, and a yak. They most notably feature a pungent stench caused by bodily secretions building up within their thick, shaggy pelts—a stench so strong that yzobu herds can often be smelled before they appear. Territorial and aggressive, yzobus often attack other creatures on sight. When threatened, a herd launches into a stampede, trampling any in their path and goring survivors with their distinctive horns. Some ranchers trade yzobu hides as a workable leather for mercenaries and guards, but the powerful smell means that most ranchers tend their small herds on the outskirts of towns. Typically, yzobus aren't raised to a specific age, but rather are killed whenever one escapes and poses a threat. The hides require an intensive tanning process with almost constant brushing and hours soaking in salt water—but the effort results in a leather both soft to the touch and sturdy enough to work as an effective armor for several years. Hides aren't the only yzobu products worth harvesting. A female yzobu's milk is rich and nutrient-rich, making it a staple food source in some regions. Their meat is less enticing but still edible. These beasts remain a permanent part of hobgoblin society, where their aggressive temperaments and durable, sturdy bodies are great assets. Hobgoblins possess an immunity to yzobu stench, and they view the fact that other races sickened by it as further evidence of their own superiority. They also highly prize yzobu mounts, and hobgoblin commanders often paint their yzobu's horns in varying colors and patterns to show how many enemies the mount has killed. Yzobu cavalry are a staple of hobgoblin military action, and they played a key role in the recent Ironfang Invasion that led to the formation of the new hobgoblin nation of Oprak in Avistan. The establishment of Oprak meant that many Avistani who had never encountered yzobus before have grown familiar—if not enchanted— with their distinctive odor. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Yzobu Source Bestiary 3 pg. 300 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +7, Intimidation +5, Survival +4 Str +4 Dex +3 Con +4 Int -5 Wis +1 Cha +2 --- AC 16 Fort +9 Ref +6 Will +4 HP 25 Pungent Aura (aura, olfactory) 10 feet. Creatures other than yzobus or hobgoblins that enter or start their turn in the yzobu's aura must succeed at a DC 14 Fortitude save or become sickened 1, or sickened 2 on a critical failure. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 30 feet Melee Single Action horn +7, Damage 1d6+4 piercing Melee Single Action hoof +7 (Agile), Damage 1d4+4 bludgeoning Aggressive Nuisances Yzobu herds are seen as invasive nuisances in most habitats, forcing prior residents and natural species out of their homes. These herds can number in the thousands, and their passage can leave wide swaths of empty plains and villages in their wake. Yzobus seem drawn toward freshly planted fields; it's believed that the smell of fertilizer attracts them, though most farmers prefer to believe that yzobus are simply sadistic beasts. ","skill_mod":{"survival":4,"athletics":7,"intimidation":5},"summary":"Yzobus are herd beasts common across northern plains and mountains, resembling a cross between a steer, a sturdy horse, and a yak. They most notably …","image":["/Images/Monsters/Yzobu.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1374","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":9,"size":["Large"],"name":"Yzobu","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7],"slug":"creature-1374"},{"attack_bonus":[18,18],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":90,"source":["Bestiary 3"],"type":"Creature","will_save":13,"charisma":-1,"speed":{"climb":35,"max":35,"land":35},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Mangle","Tilt Scales"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"12","trait":["Animal","Earth","N","Large"],"id":"creature-1375","text":" Zetogeki Basalt comprises the earthen bodies of zetogekis, giant lizards with an innate ability to absorb and redirect kinetic energy. They dwell near active volcanos, particularly at hot springs and geysers, from which they drink copious quantities of steaming, mineral-rich water. Since they have no need for any other sustenance (and in fact can't digest anything else), zetogekis guard these watering holes. The worst fate that can befall the proprietor of a mountain hot spring is the arrival of a zetogeki, which can transform a lucrative business into a public hazard overnight. Mountain dwellers who make use of such hot springs pay monster hunters handsomely to eradicate or chase off zetogekis, but dealing with the stubborn beasts is no mean feat. Even in wilder lands, zetogekis prove menacing to mountaineers. The lizards sometimes purposefully throw themselves down mountainsides to absorb the kinetic energy dealt to them during their tumble. They use this accumulated energy to take down predators—though zetogekis see nearly every other type of creature as a predator. This marvelous ability to absorb and dole out physical energy come from a zetogeki's unique configuration of shale-like scales, which it can angle at will much like a porcupine extending its quills. Those who encounter a zetogeki hunkered down with its scales in the telltale raised pattern of zig-zagging black and gold would do well to give the lizard a wide berth. This danger has its upsides, however; some alchemists and wizards offer substantial bounties for intact zetogeki hides. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Zetogeki Source Bestiary 3 pg. 301 Perception +15; low-light vision Languages Skills Acrobatics +12, Athletics +18, Stealth +12 Str +5 Dex +1 Con +5 Int -4 Wis +2 Cha -1 --- AC 22 Fort +18 Ref +14 Will +13 HP 90 Resistances fire 10 --- Speed 35 feet, climb 35 feet Melee Single Action jaws +18 (reach 10 feet), Damage 2d8+11 piercing plus Grab Melee Single Action tail +18 (reach 15 feet, Sweep), Damage 2d6+11 bludgeoning Mangle Single Action Requirements The zetogeki has a creature grabbed in its jaws; Effect The zetogeki mangles the grabbed creature and slams it about, dealing 3d8 bludgeoning damage (DC 26 basic Fortitude save). Tilt Scales Single Action The zetogeki shifts the scales that cover its body to better absorb kinetic energy from physical blows. The zetogeki gains resistance 10 to physical damage, but its Speeds are reduced to 10 feet. If the zetogeki gets hit for 20 or more physical damage in a single blow while its scales are tilted (before applying resistance), it stores the kinetic energy of the blow. The zetogeki can realign its scales to their regular position by taking this action again. When it does, it channels any stored kinetic energy into the next Strike it makes before the end of its turn. If the Strike hits, it deals an additional 2d8 damage. The energy is expended whether or not the Strike hits. Ecological Menace Just because zetogekis don't eat other creatures doesn't mean they can't ravage local fauna populations. Zetogekis are so territorial that the introduction of two specimens of mating age into a mountain range can have far-ranging ecological repercussions, leading to the eradication of similarly sized predators such as boars, bobcats, and even griffons in a matter of a few years. ","element":["Earth"],"skill_mod":{"stealth":12,"athletics":18,"acrobatics":12},"summary":"Basalt comprises the earthen bodies of zetogekis, giant lizards with an innate ability to absorb and redirect kinetic energy. They dwell near active …","image":["/Images/Monsters/Zetogeki.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":22,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"fire":10},"url":"/Monsters.aspx?ID=1375","intelligence":-4,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":18,"size":["Large"],"name":"Zetogeki","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,20],"slug":"creature-1375"},{"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":90,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Zombie","will_save":9,"charisma":-2,"speed":{"max":20,"land":20},"perception":7,"wisdom":1,"weakness":{"area":5,"slashing":5,"vitality":5},"creature_ability":["Slow","Troop Defenses","Shambling Onslaught","Grave Tide","Form Up","Troop Movement"],"trait":["Mindless","Troop","Undead","Zombie","NE","Gargantuan"],"id":"creature-1376","text":" Shambler Troop This shuffling mass of decaying flesh moves with dull but singular focus. Recall Knowledge - Undead (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Shambler Troop Source Bestiary 3 pg. 302 Perception +7; darkvision Languages Skills Str +5 Dex +0 Con +3 Int -5 Wis +1 Cha -2 Slow A shambler troop is permanently slowed 1 and can't use reactions. --- AC 18 Fort +11 Ref +8 Will +9 HP 90 (16 squares) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses area damage 5, positive 5, slashing 5, splash damage 2 Troop Defenses --- Speed 20 feet; troop movement Shambling Onslaught Single Action to Two Actions Frequency once per round; Effect The shamblers lash out at any enemies in their squares or within 5 feet (DC 18 basic Reflex save). The damage depends on the number of actions. Single Action 2d6+5 bludgeoning damage Two Actions 2d6+9 bludgeoning damage Grave Tide The shambler troop is less organized than most troops. It can move into other creatures' spaces, and other creatures can move into its spaces. Its spaces are difficult terrain to other creatures. Form Up Single Action Troop Movement Whenever a troop Strides, it first Forms Up as a free action to condense into a 20-foot-by–20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop. ","skill_mod":{},"summary":"This shuffling mass of decaying flesh moves with dull but singular focus.","primary_source":"Bestiary 3","trait_group":["Monster","Creature Type"],"ac":18,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1376","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":11,"size":["Gargantuan"],"name":"Shambler Troop","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1376"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":125,"immunity":["death effects","disease","fire","mental","paralyzed","poison","unconscious"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Zombie","will_save":10,"charisma":-2,"speed":{"max":30,"land":30},"perception":12,"wisdom":2,"weakness":{"slashing":5,"vitality":5},"creature_ability":["Slow","Death Throes","Blinding Sulfur"],"skill":["Athletics","Stealth"],"stealth":"12","trait":["Fire","Mindless","Undead","Zombie","NE","Medium"],"id":"creature-1377","text":" Sulfur Zombie Glowing with a dull amber light, these odious creatures spawn from a combination of necromancy and fire. These destructive creations sow chaos and demolish fortifications, making them the bane of besieged cities. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Sulfur Zombie Source Bestiary 3 pg. 303 Perception +12; darkvision Languages Skills Athletics +15, Stealth +12 Str +5 Dex +2 Con +4 Int -5 Wis +2 Cha -2 Slow A sulfur zombie is permanently slowed 1 and can't use reactions --- AC 23 Fort +16 Ref +12 Will +10 HP 125 (negative healing) Immunities death effects, disease, fire, mental, paralyzed, poison, unconscious Weaknesses positive 5, slashing 5 Death Throes When a sulfur zombie dies, its body explodes in a 30-foot burst of fire and debris that deals 2d10 bludgeoning and 2d10 fire damage to each creature in the area (DC 21 basic Reflex save). --- Speed 30 feet Melee Single Action fist +17, Damage 2d6+5 bludgeoning plus 1d6 persistent fire and blinding sulfur Blinding Sulfur (Incapacitation) A sulfur zombie burns with putrid inner fire. A creature hit by a sulfur zombie's fist Strike must attempt a DC 22 Fortitude save. On a failure, the creature is blinded for 1 round, or for 1 minute on a critical failure. ","element":["Fire"],"skill_mod":{"stealth":12,"athletics":15},"summary":"Glowing with a dull amber light, these odious creatures spawn from a combination of necromancy and fire. These destructive creations sow chaos and …","image":["/Images/Monsters/Zombie_SulfurZombie.png"],"primary_source":"Bestiary 3","trait_group":["Energy","Elemental","Planar","Monster","Creature Type"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1377","intelligence":-5,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Sulfur Zombie","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-1377"},{"attack_bonus":[19,21,21],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":210,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious Weaknesses positive 10","slashing 10"],"source":["Bestiary 3"],"type":"Creature","creature_family":"Zombie","will_save":16,"charisma":-2,"speed":{"fly":50,"max":50,"land":30},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Slow","Breath Weapon"],"skill":["Acrobatics","Athletics"],"trait":["Dragon","Mindless","Undead","Zombie","NE","Huge"],"id":"creature-1378","text":" Zombie Dragon The rotted husk of a once great dragon, this abomination has lost all its former splendor, but none of the ferocity. Its patchy, rotted wings don't generate enough lift to keep it aloft, but the foul necromantic energies animating it still allow it to fly, albeit slowly. Recall Knowledge - Dragon (Arcana): DC 26 Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Zombie Dragon Source Bestiary 3 pg. 303 Perception +16; darkvision Languages Skills Acrobatics +16, Athletics +19 Str +6 Dex +3 Con +4 Int -5 Wis +3 Cha -2 Slow A zombie dragon is permanently slowed 1 and can't use reactions --- AC 27 Fort +19 Ref +18 Will +16 HP 210 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 10, slashing 10 --- Speed 30 feet, fly 50 feet Melee Single Action upper jaw +21 (reach 15 feet), Damage 2d10+12 piercing Melee Single Action claw +21 (Agile, reach 10 feet), Damage 2d8+12 slashing Melee Single Action tail +19 (reach 20 feet), Damage 2d6+10 bludgeoning Breath Weapon Two Actions The zombie dragon breathes a wave of fetid viscera that deals 5d6 bludgeoning and 5d6 poison damage (DC 28 basic Reflex save). A creature that critically fails is also sickened 2. The zombie dragon can't use Breath Weapon again for 1d4 rounds. ","skill_mod":{"athletics":19,"acrobatics":16},"summary":"The rotted husk of a once great dragon, this abomination has lost all its former splendor, but none of the ferocity. Its patchy, rotted wings don't …","image":["/Images/Monsters/Zombie_DragonZombie.png"],"primary_source":"Bestiary 3","trait_group":["Creature Type","Monster"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1378","intelligence":-5,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":19,"size":["Huge"],"name":"Zombie Dragon","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,21,23],"slug":"creature-1378"},{"attack_bonus":[21,21],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":115,"language":["Caligni"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","will_save":19,"charisma":3,"speed":{"fly":25,"max":25},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Bright Release","Light Aura","Suppress Aura","Landbound","Light Flare","Shadow Jump"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Intimidation","Stealth"],"stealth":"19","trait":["Incorporeal","Rare","Spirit","Undead","NE","Medium"],"id":"creature-1379","text":" Bright Walker Those who encounter calignis quickly learn that their deaths involve burning out instead of bleeding out. At times, this dramatic immolation is denied to a caligni, so they arise as a bright walker. Tied to caligni society, these creatures don't understand that their glow damages and repels living calignis. Despite their name, these undead don't walk; they instead float a few inches above the ground. Recall Knowledge - Spirit (Occultism): DC 31 Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Bright Walker Source Pathfinder #165: Eyes of Empty Death pg. 78 Perception +19; greater darkvision Languages Caligni Skills Acrobatics +19, Intimidation +18, Stealth +19 Str -5 Dex +6 Con +0 Int +0 Wis +4 Cha +3 --- AC 26 Fort +15 Ref +21 Will +19 HP 115 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except for force, ghost touch , or positive; double resistance vs. non-magical). Bright Release (fire, light) When a bright walker is reduced to 0 Hit Points, they flash out in a burst of light, obtaining the blazing end they were denied at death. This blaze deals 10d6 fire damage (DC 25 basic Reflex save) to creatures within 20 feet. Creatures who fail this save are also dazzled for 1 minute (blinded for 1 minute on a critical failure). Light Aura ( <%TRAITS%206%%> aura <%END>, <%TRAITS%48%%> divine <%END>, <%TRAITS%100%%> light <%END>) 30 feet. The bright walker sheds bright light. Any creature that starts its turn in the aura must attempt at a DC 24 Fortitude save. Critical Success The creature is temporarily immune for 24 hours. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round. Critical Failure The creature is blinded for 1 hour. Suppress Aura Single Action (concentrate) The bright walker suppresses their light aura for 1 round, reducing it to a faint, ghostly glow of dim light. --- Speed fly 25 feet; landbound Melee Single Action radiant touch +21 (Agile, Finesse, Fire, Light, Magical), Damage 2d8+11 fire Ranged Single Action radiant ray +21 (Fire, Light, Magical, range increment 60 feet), Damage 2d6+11 fire Landbound A bright walker can't fly higher than 1 foot above the ground. If they fly higher than this distance, they fall but don't take any damage from falling. Light Flare Two Actions (Divine, Evocation, Fire, Light) Requirement The bright walker's Light Aura is suppressed; Effect The bright walker reignites their Light Aura with a burst of brightness that deals 5d6 fire damage (DC 25 basic Reflex save) to creatures within a 20-foot burst. Creatures who are dazzled or with light blindness find this flare particularly painful; such a creature's save result is one degree of success worse than the result it rolled. Shadow Jump Single Action (Conjuration, Divine, Teleportation) Requirement The bright walker's Light Aura is suppressed; Effect The bright walker teleports to a square it can see within 60 feet that is not in an area of bright light. The bright walker can't use Shadow Jump again for 1d4 rounds. Bright Walker Formations Most calignis assume that bright walkers arise at the whims of their malign and capricious demigods, the Forsaken, but as the Forsaken are denied the souls of these undead, some other unknown force must be involved. ","skill_mod":{"stealth":19,"intimidation":18,"acrobatics":19},"summary":"Those who encounter calignis quickly learn that their deaths involve burning out instead of bleeding out. At times, this dramatic immolation is …","image":["/Images/Monsters/BrightWalker.png"],"primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Monster","Rarity","Creature Type"],"ac":26,"level":9,"source_category":["Adventure Paths"],"sense":" greater darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"force":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=1379","intelligence":0,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Greater darkvision","fortitude_save":15,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Bright Walker","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[18,20],"slug":"creature-1379"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":170,"immunity":["bleed","fatigued","mental","poison","sleep","unconscious"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","creature_family":"Deadly Puffball","will_save":12,"charisma":-2,"speed":{"max":10,"land":10},"perception":12,"wisdom":0,"weakness":{"piercing":10},"creature_ability":["Motion Sense","Spore Explosion"],"primary_source_group":"Abomination Vaults","skill":["Stealth"],"stealth":"14","trait":["Fungus","Mindless","Uncommon","N","Large"],"id":"creature-1380","text":" Dragon's Blood Puffball This bulbous, deep red fungus looks like an enormous, decaying rose. Recall Knowledge - Fungus (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Dragon's Blood Puffball Source Pathfinder #165: Eyes of Empty Death pg. 79 Perception +12; motion sense 60 feet, no vision Languages Skills Stealth +14 Str +6 Dex +1 Con +4 Int -5 Wis +0 Cha -2 Motion Sense The puffball senses motion through vibration and air movement. --- AC 24 Fort +20 Ref +15 Will +12 HP 170 Immunities bleed, fatigued, mental, poison, sleep, unconscious Weaknesses piercing 10 Spore Explosion When the dragon's blood puffball dies, it explodes, dealing 7d8 poison damage to each creature in a 20-foot emanation (DC 26 basic Fortitude save). --- Speed 10 feet Ranged Single Action bloom +18, Damage 2d10+8 bludgeoning plus 1d6 poison Ranged Single Action spore jet +18 (range increment 30 feet), Damage 3d8 poison\n","skill_mod":{"stealth":14},"summary":"This bulbous, deep red fungus looks like an enormous, decaying rose.","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Creature Type","Monster","Rarity"],"ac":24,"level":8,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1380","intelligence":-5,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":20,"source_group":["Abomination Vaults"],"size":["Large"],"spoilers":"Abomination Vaults","name":"Dragon's Blood Puffball","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[13,22],"slug":"creature-1380"},{"attack_bonus":[21],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":195,"immunity":["bleed","fatigued","mental","poison","sleep","unconscious"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","creature_family":"Deadly Puffball","will_save":15,"charisma":-2,"speed":{"fly":20,"max":20,"land":10},"perception":15,"wisdom":2,"weakness":{"piercing":10,"fire":10},"creature_ability":["Motion Sense","Spore Explosion","Spore Cloud","Paralysis","Skull Rot"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Stealth"],"stealth":"17","trait":["Fungus","Mindless","Uncommon","N","Large"],"id":"creature-1381","text":" Reaper Skull Puffball When this fungus detects prey, its tendrils writhe and exude a paralytic toxin. Recall Knowledge - Fungus (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Reaper Skull Puffball Source Pathfinder #165: Eyes of Empty Death pg. 79 Perception +15; motion sense 60 feet, no vision Languages Skills Acrobatics +19, Stealth +17 Str +4 Dex +6 Con +3 Int -5 Wis +2 Cha -2 Motion Sense The puffball senses motion through vibration and air movement. --- AC 25 Fort +18 Ref +21 Will +15 HP 195 Immunities bleed, fatigued, mental, poison, sleep, unconscious Weaknesses fire 10, piercing 10 Spore Explosion When the reaper skull puffball dies, it explodes, dealing 8d8 poison damage to each creature in a 20-foot emanation (DC 28 basic Fortitude save). --- Speed 10 feet, fly 20 feet Melee Single Action tendril +21 (Finesse, reach 10 feet), Damage 2d12+8 plus paralysis Spore Cloud Two Actions (Poison) The puffball releases a 30-foot cone of spores that deals 4d8 poison damage (DC 28 basic Fortitude save) to creatures in the cone. Creatures that fail this save are also exposed to skull rot. Paralysis (Incapacitation, Poison) A creature hit by the puffball's tendril must succeed a DC 28 Fortitude save or become paralyzed. The paralyzed creature can attempt a new save at the end of each of its turns. Skull Rot (Poison) Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison damage plus enfeebled 2 (1 round); Stage 2 2d8 poison damage plus enfeebled 2 and drained 1 (1 round); Stage 3 3d8 poison damage plus enfeebled 2 and drained 2 (1d4 rounds) ","skill_mod":{"stealth":17,"acrobatics":19},"summary":"When this fungus detects prey, its tendrils writhe and exude a paralytic toxin.","image":["/Images/Monsters/Puffball_ReapersSkull.png"],"primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Creature Type","Monster","Rarity"],"ac":25,"level":9,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1381","intelligence":-5,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":18,"source_group":["Abomination Vaults"],"size":["Large"],"spoilers":"Abomination Vaults","name":"Reaper Skull Puffball","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[21],"slug":"creature-1381"},{"attack_bonus":[19,21,21],"constitution":4,"primary_source_category":"Adventure Paths","strength":7,"hp":155,"immunity":["acid"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","creature_family":"Dhuthorex","will_save":17,"charisma":0,"speed":{"max":40,"land":10,"swim":40},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Aquatic Ambush","Overpowering Jaws","Swallow Whole"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Stealth","Survival"],"stealth":"18","trait":["Aberration","Aquatic","Uncommon","CN","Large"],"id":"creature-1382","text":" Deepwater Dhuthorex The typical dhuthorex is a dumb and hungry beast, chasing prey through the depths and venturing onto land only to pursue easy prey. Recall Knowledge - Aberration (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Deepwater Dhuthorex Source Pathfinder #165: Eyes of Empty Death pg. 80 Perception +18; darkvision, wavesense (imprecise) 60 feet Languages Skills Athletics +20, Stealth +18, Survival +19 Str +7 Dex +3 Con +4 Int -4 Wis +4 Cha +0 --- AC 28 all-around vision Fort +19 Ref +18 Will +17 HP 155 Immunities acid Attack of Opportunity Reaction --- Speed 10 feet; swim 40 feet Melee Single Action jaws +21 (deadly d10, reach 10 feet), Damage 2d10+11 piercing plus Grab Melee Single Action snout +21 (reach 10 feet), Damage 2d8+11 bludgeoning plus Push Melee Single Action tentacle +19 (Agile, reach 15 feet), Damage 2d6+11 slashing Aquatic Ambush Single Action Overpowering Jaws A deepwater dhuthorex deals 7 piercing damage to its target if its jaws Strike is a failure (but not a critical failure). Swallow Whole Single Action (Attack) Medium, 2d6+7 bludgeoning plus 2d6 acid, Rupture 20 ","skill_mod":{"survival":19,"stealth":18,"athletics":20},"summary":"The typical dhuthorex is a dumb and hungry beast, chasing prey through the depths and venturing onto land only to pursue easy prey.","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Creature Type","Monster","Rarity"],"ac":28,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision , wavesense (imprecise) 60 feet ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1382","intelligence":-4,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":19,"source_group":["Abomination Vaults"],"size":["Large"],"spoilers":"Abomination Vaults","name":"Deepwater Dhuthorex","alignment":"CN","category":"creature","rarity":"uncommon","strike_damage_average":[18,20,22],"slug":"creature-1382"},{"primary_source_category":"Adventure Paths","strength":8,"hp":195,"language":["Aklo"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":0,"perception":22,"stealth":"20","trait":["Aberration","Amphibious","Uncommon","CN","Large"],"id":"creature-1383","text":" Dread Dhuthorex More intelligent than their lesser kin, dread dhuthorexes possess eerie, enchanting powers. Recall Knowledge - Aberration (Occultism): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Dread Dhuthorex Source Pathfinder #165: Eyes of Empty Death pg. 80 Perception +22; darkvision, wavesense (imprecise) 60 feet Languages Aklo Skills Athletics +23, Occultism +16, Stealth +20, Survival +21 Str +8 Dex +3 Con +5 Int -1 Wis +4 Cha +0 --- AC 31 all-around vision Fort +24 Ref +18 Will +21 HP 195 Immunities acid Attack of Opportunity Reaction Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 27 --- Speed 20 feet; swim 40 feet Melee Single Action jaws +24 (deadly d12, reach 10 feet), Damage 3d10+12 piercing plus Grab Melee Single Action snout +24 (reach 10 feet), Damage 3d8+12 bludgeoning plus Push Melee Single Action tentacle +22 (Agile, reach 15 feet), Damage 3d6+12 slashing Occult Innate Spells DC 27 - 3rd Hypnotic Pattern, Mind Reading - 5th Mariner's Curse Aquatic Ambush Single Action Overpowering Jaws A dread dhuthorex deals 8 piercing damage to its target if its jaws Strike is a failure (but not a critical failure). Swallow Whole Single Action (Attack) Large, 3d6+8 bludgeoning plus 2d6 acid, Rupture 23 Dhuthorex Sages Rare dread dhuthorexes develop additional, linked brains down their throats. These dhuthorex sages lose Overpowering Jaws and Swallow Whole but have an Intelligence of +3 and can cast the following spells. Occult Prepared Spells DC 27, attack +19; 5th cloak of colors , crushing despair , hallucination ; 4th confusion , nightmare , read omens ; 3rd enthrall , fear , paralyze ; 2nd augury , death knell , telekinetic maneuver ; 1st bane , mindlink , sanctuary ; Cantrips (5th) detect magic , mage hand , message , read aura , shield ","skill_mod":{"survival":21,"stealth":20,"athletics":23,"occultism":16},"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Mariner's Curse","Hypnotic Pattern","Mind Reading"],"ac":31,"level":11,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":" darkvision , wavesense (imprecise) 60 feet ","resistance":{},"intelligence":-1,"reflex_save":18,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":24,"source_group":["Abomination Vaults"],"size":["Large"],"spoilers":"Abomination Vaults","name":"Dread Dhuthorex","alignment":"CN","rarity":"uncommon","strike_damage_average":[22,25,28],"attack_bonus":[22,24,24],"constitution":5,"immunity":["acid"],"creature_family":"Dhuthorex","will_save":21,"speed":{"max":40,"land":20,"swim":40},"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Frightful Presence","Aquatic Ambush","Overpowering Jaws","Swallow Whole"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Occultism","Stealth","Survival"],"tradition":["Occult"],"summary":"More intelligent than their lesser kin, dread dhuthorexes possess eerie, enchanting powers.","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1383","dexterity":3,"category":"creature","slug":"creature-1383"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":90,"language":["Aklo","Common"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":2,"perception":20,"stealth":"23","trait":["Aberration","Uncommon","CE","Small"],"id":"creature-1384","text":" Dread Wisp Will-o'-wisps native to the Darklands are more ominous and malevolent than those that bob about in the lonely marshes and surfaces of the upper world. These dread wisps instill terror with eerie shifts of light and consume the fear they create, drawing life energy from their victims in the process. While dread wisps can survive anywhere within the Darklands, they prefer moist areas like partially submerged caves, the banks of underground rivers, and towering fungus gardens. Dread wisps don't glow as brightly as surface will-o'-wisps because even the dimmest light attracts notice underground. Long-lived and hateful creatures, they remember vivid details about their lives, travels, and most delicious prey. Although dread wisps could share extensive lore and unique experiences, they don't, as they find amusement in others' ignorance. Recall Knowledge - Aberration (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Dread Wisp Source Pathfinder #165: Eyes of Empty Death pg. 81 Perception +20; darkvision Languages Aklo, Common Skills Acrobatics +23, Deception +16, Intimidation +16, Stealth +23 Str -5 Dex +6 Con +0 Int +2 Wis +4 Cha +2 --- AC 31 Fort +14 Ref +21 Will +18 HP 90 (negative healing) Immunities magic Weaknesses positive 10 Dread Flickering (aura, light) 20 feet. A dread wisp, though naturally invisible, glows with a grayish illumination, casting dim light in the aura and making them visible. Living creatures that end their turn in the aura must succeed at a DC 25 Will saving throw or become frightened 1 (or frightened 2 on a critical failure). Those that critically succeed are temporarily immune for 10 minutes. Magic Immunity A dread wisp is immune to all spells except faerie fire , magic missile , maze , searing light , and spells with the positive trait. --- Speed fly 50 feet Melee Single Action draining touch +17 (Magical, Negative), Damage 3d8+8 negative plus wearying touch Feed on Despair Single Action (Concentrate, Necromancy, Negative, Occult) Frequency once per round; Requirement An enemy within 15 feet of the dread wisp is under a fear effect, drained, or dying; Effect The dread wisp feeds on the creature's despair. The dread wisp regains 2d8 Hit Points and deals 3d8 negative damage to the creature (DC 25 basic Fortitude save), and if the dread wisp has Gone Dark, their Dread Flickering reignites. Go Dark Single Action (Concentrate) The dread wisp extinguishes their Dread Flickering, becoming invisible. They can end this effect with another use of this action. If the dread wisp uses their draining touch Strike while invisible, the arc of pale energy lets any observer determine their location, making them hidden to all observers only until the dread wisp moves. Shadow Flitter Single Action (Conjuration, Occult, Teleportation) The dread wisp teleports to a square they can see within 30 feet that isn't in an area of bright light. The dread wisp can't use Shadow Flitter again for 1d4 rounds. Wearying Touch If the dread wisp critically hits with their draining touch Strike, the target is drained 1. Dread Wisp Origins The origins of will-o'-wisps are hotly debated, but dread wisps have a commonly understood origin. Surface wisps give momentary hope to those lost and scared in a dark and damp wilderness, but nearly all of the Darklands is dark and damp. Hope has little place here, and defiant people and menacing monsters populate the Darklands. Subterranean will-o'-wisps adapted to overcome these new, resilient food sources. Dread wisps descended from those tenacious survivors. ","skill_mod":{"deception":16,"stealth":23,"intimidation":16,"acrobatics":23},"image":["/Images/Monsters/Wisp_DreadWisp.png"],"primary_source":"Pathfinder #165: Eyes of Empty Death","ac":31,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":14,"source_group":["Abomination Vaults"],"size":["Small"],"spoilers":"Abomination Vaults","name":"Dread Wisp","alignment":"CE","rarity":"uncommon","strike_damage_average":[21],"attack_bonus":[17],"constitution":0,"immunity":["magic"],"creature_family":"Will-o'-Wisp","will_save":18,"speed":{"fly":50,"max":50},"wisdom":4,"weakness":{"vitality":10},"creature_ability":["Dread Flickering","Magic Immunity","Feed on Despair","Go Dark","Shadow Flitter","Wearying Touch"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Deception","Intimidation","Stealth"],"summary":"Will-o'-wisps native to the Darklands are more ominous and malevolent than those that bob about in the lonely marshes and surfaces of the upper …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1384","dexterity":6,"category":"creature","slug":"creature-1384"},{"primary_source_category":"Adventure Paths","strength":4,"hp":60,"language":["Elven","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":0,"perception":11,"stealth":"9","trait":["Drow","Elf","Humanoid","Uncommon","CN","Medium"],"id":"creature-1385","text":" Drow Warden Wardens watch over drow encampments and often work in small groups. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Drow Warden Source Pathfinder #165: Eyes of Empty Death pg. 82 Perception +11; darkvision Languages Elven, Undercommon Skills Athletics +12, Intimidation +8, Stealth +9, Survival +11 Str +4 Dex +3 Con +1 Int +0 Wis +3 Cha +0 Light Blindness Items Chain Mail, Elven Curve Blade, Hand Crossbow (10 bolts), Lethargy Poison (3) --- AC 21 Fort +11 Ref +11 Will +9 +1 status to all saves vs. magic, +2 status to all saves vs. mental HP 60 Immunities sleep Attack of Opportunity Reaction --- Speed 30 feet Melee Single Action elven curve blade +14 (Forceful), Damage 1d8+6 slashing plus hampering slash Ranged Single Action hand crossbow +13 (range increment 60 feet, reload 1), Damage 1d6+2 piercing plus lethargy poison Divine Innate Spells DC 19 - Cantrips (2nd) Dancing Lights - 2nd Darkness (at will), Faerie Fire (at will) Hampering Slash A target damaged by the warden's melee Strike must succeed at a DC 21 Fortitude save or be slowed 1 until the end of the warden's next turn. Sneak Attack A warden deals an extra 1d6 damage to flat-footed creatures. ","skill_mod":{"survival":11,"stealth":9,"athletics":12,"intimidation":8},"image":["/Images/Monsters/Drow_DrowWarden.png"],"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Darkness","Faerie Fire","Dancing Lights"],"ac":21,"item":["Chain Mail","Elven Curve Blade","Hand Crossbow (10 bolts)","Lethargy Poison (3)"],"level":4,"spell_dc":[19],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude","ref","reflex"],"vision":"Darkvision","fortitude_save":11,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Drow Warden","alignment":"CN","rarity":"uncommon","strike_damage_average":[5,10],"attack_bonus":[13,14],"constitution":1,"immunity":["sleep"],"creature_family":"Drow","will_save":9,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Light Blindness","Attack of Opportunity","Hampering Slash","Sneak Attack"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Intimidation","Stealth","Survival"],"tradition":["Divine"],"summary":"Wardens watch over drow encampments and often work in small groups.","trait_group":["Monster","Ancestry","Weapon","Half-Elf","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1385","dexterity":3,"category":"creature","slug":"creature-1385"},{"primary_source_category":"Adventure Paths","strength":3,"hp":115,"language":["Elven","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":1,"perception":16,"stealth":"15","trait":["Drow","Elf","Humanoid","Uncommon","CN","Medium"],"id":"creature-1386","text":" Drow Hunter Hunters seek out game to keep drow communities fed and functioning. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Drow Hunter Source Pathfinder #165: Eyes of Empty Death pg. 82 Perception +16; darkvision Languages Elven, Undercommon Skills Athletics +14, Nature +14, Stealth +15, Survival +16 Str +3 Dex +4 Con +2 Int +0 Wis +3 Cha +1 Light Blindness Items Chain Shirt, +1 composite longbow (20 arrows), Longsword --- AC 25 Fort +15 Ref +15 Will +14 +1 status to all saves vs. magic, +2 status to all saves vs. mental HP 115 Immunities sleep Deft Evasion When the hunter rolls a success on a Reflex save, they get a critical success instead. --- Speed 30 feet Melee Single Action longsword +16 (versatile P), Damage 1d8+7 slashing Ranged Single Action composite longbow +18 (deadly d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+7 piercing Divine Innate Spells DC 23 - Cantrips (4th) Dancing Lights - 2nd Darkness (at will), Faerie Fire (at will) Hunter's Wound Single Action Frequency once per round; Prerequisites The hunter is wielding a ranged weapon with a reload of 0; Effect The hunter makes two ranged Strikes against their prey. If both hit and deal damage, the target takes an additional 1d8 persistent bleed damage. Skirmish Strike Single Action The hunter can Step and then Strike, or Strike and then Step. ","skill_mod":{"nature":14,"survival":16,"stealth":15,"athletics":14},"image":["/Images/Monsters/Drow_DrowHunter.png"],"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Darkness","Faerie Fire","Dancing Lights"],"ac":25,"item":["Chain Shirt","+1 composite longbow (20 arrows)","Longsword"],"level":7,"spell_dc":[23],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":15,"strongest_save":["fort","fortitude","ref","reflex"],"vision":"Darkvision","fortitude_save":15,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Drow Hunter","alignment":"CN","rarity":"uncommon","strike_damage_average":[11,11],"attack_bonus":[16,18],"constitution":2,"immunity":["sleep"],"creature_family":"Drow","will_save":14,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Light Blindness","Deft Evasion","Hunter's Wound","Skirmish Strike"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Nature","Stealth","Survival"],"tradition":["Divine"],"summary":"Hunters seek out game to keep drow communities fed and functioning.","trait_group":["Monster","Ancestry","Weapon","Half-Elf","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1386","dexterity":4,"category":"creature","slug":"creature-1386"},{"primary_source_category":"Adventure Paths","strength":2,"hp":120,"language":["Elven","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":2,"perception":16,"stealth":"17","trait":["Drow","Elf","Humanoid","Uncommon","CN","Medium"],"id":"creature-1387","text":" Drow Shootist The rare few drow who specialize in the repeating hand crossbow command respect not only for their skills but for their luck and swagger. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Drow Shootist Source Pathfinder #165: Eyes of Empty Death pg. 83 Perception +16; darkvision Languages Elven, Undercommon Skills Acrobatics +19, Athletics +16, Deception +16, Intimidation +14, Stealth +17, Thievery +17 Str +2 Dex +5 Con +1 Int +0 Wis +4 Cha +2 Light Blindness Items +1 repeating hand crossbow (4 magazines), rapier, shootist bandolier, stupor poison (4), studded leather armor --- AC 27 Fort +15 Ref +17 Will +16 +1 status to all saves vs. magic, +2 status to all saves vs. mental HP 120 Immunities sleep Shootist's Luck Reaction (fortune) Trigger The shootist fails a save <%END>; Frequency once per day; Effect The shootist rerolls the save and uses the better result. --- Speed 30 feet Melee Single Action rapier + 18 (deadly d8, Disarm, Finesse), Damage 1d6+9 piercing Ranged Single Action repeating hand crossbow +20 (range increment 60 feet, reload 0 [3 to reload magazine], Repeating), Damage 1d6+9 piercing plus stupor poison Divine Innate Spells DC 24 - Cantrips (4th) Dancing Lights - 2nd Darkness (at will), Faerie Fire (at will) Distracting Shot Two Actions The shootist takes aim and makes a ranged Strike. If the attack hits and deals damage, the target is flat-footed until the end of the shootist's turn, or until the end of the shootist's next turn on a critical hit. Reloading Trick Two Actions Requirements The shootist is holding an unloaded repeating hand crossbow; Effect The shootist Interacts to reload the repeating hand crossbow and Strikes with it. Shootist's Draw Single Action Frequency once per round; Effect The shootist Interacts to draw a repeating hand crossbow and Strikes with it, or Strikes with a loaded repeating hand crossbow they're holding then Interacts to stow it. Sneak Attack The shootist deals an extra 2d6 precision damage to flat-footed creatures. Shootist Entourages Many drow shootists have a magnetic bravado that draws others to follow and learn from them. Few shootists are as skilled at teaching as they are at fighting, however, and their followers aren't much more than an entourage. These hangers-on are rarely as lucky or quick as the shootist, so shootists lose their followers to monsters or mischance with startling frequency. ","skill_mod":{"deception":16,"thievery":17,"stealth":17,"athletics":16,"intimidation":14,"acrobatics":19},"image":["/Images/Monsters/Drow_DrowShootist.png"],"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Darkness","Faerie Fire","Dancing Lights"],"ac":27,"item":["+1 repeating hand crossbow (4 magazines)","rapier","shootist bandolier","stupor poison (4)","studded leather armor"],"level":8,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":15,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Drow Shootist","alignment":"CN","rarity":"uncommon","strike_damage_average":[12,12],"attack_bonus":[18,20],"constitution":1,"immunity":["sleep"],"creature_family":"Drow","will_save":16,"speed":{"max":30,"land":30},"wisdom":4,"weakness":{},"creature_ability":["Light Blindness","Shootist's Luck","Distracting Shot","Reloading Trick","Shootist's Draw","Sneak Attack"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Thievery"],"tradition":["Divine"],"summary":"The rare few drow who specialize in the repeating hand crossbow command respect not only for their skills but for their luck and swagger.","trait_group":["Monster","Ancestry","Weapon","Half-Elf","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1387","dexterity":5,"category":"creature","slug":"creature-1387"},{"primary_source_category":"Adventure Paths","strength":2,"hp":92,"language":["Aklo","Daemonic","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":1,"perception":15,"stealth":"14","trait":["Humanoid","Urdefhan","NE","Medium"],"id":"creature-1388","text":" Urdefhan Death Scout Death scouts train as spies and assassins for their cult. Other urdefhans scorn their stealthy methods, but none can argue with their results. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Urdefhan Death Scout Source Pathfinder #165: Eyes of Empty Death pg. 84 Perception +15; greater darkvision Languages Aklo, Daemonic, Undercommon Skills Acrobatics +14, Athletics +12, Intimidation +11, Stealth +14, Thievery +14 Str +2 Dex +4 Con +3 Int +0 Wis +3 Cha +1 Items Leather Armor, moderate necrotic bomb (3), +1 shauth blade --- AC 24 Fort +15 Ref +16 Will +11 HP 92 (negative healing) Immunities death effects, disease, fear Necrotic Decay (divine, necromancy, negative) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 6d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 23 basic Fortitude save). --- Speed 25 feet Melee Single Action shauth blade +17 (Agile, deadly d6, Finesse), Damage 1d6+4 slashing plus 1d6 persistent bleed and Wicked Bite Melee Single Action jaws +16, Damage 2d6+4 piercing plus Wicked Bite Ranged Single Action necrotic bomb +16 (range increment 20 feet, Splash), Damage 2d6 negative plus 2 negative splash damage (and sickened 2 on a critical hit) Divine Innate Spells DC 21, attack +13 - 1st Feather Fall (at will; self only), Ray of Enfeeblement - 2nd Death Knell - 4th Invisibility (self only) Shauth Bite The death scout deals an additional 1d6 persistent bleed damage with shauth blades and can use their Wicked Bite through magical shauth weapon Strikes. Sneak Attack The death scout deals an extra 2d6 precision damage to flat-footed creatures. Wicked Bite Single Action Requirements The urdefhan damaged a creature with a jaws Strike on its last action; Effect The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 24 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. Drain Blood The urdefhan drinks some of the creature's blood. On a failed save, the creature is drained 1 and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP). Drain Vitality (necromancy) The urdefhan draws out some of the creature's vital essence. The creature becomes enfeebled 1 for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). ","skill_mod":{"thievery":14,"stealth":14,"athletics":12,"intimidation":11,"acrobatics":14},"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Invisibility","Death Knell","Feather Fall","Ray of Enfeeblement"],"ac":24,"item":["Leather Armor","moderate necrotic bomb (3)","+1 shauth blade"],"level":6,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":0,"reflex_save":16,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":15,"source_group":["Abomination Vaults"],"size":["Medium"],"name":"Urdefhan Death Scout","alignment":"NE","rarity":"common","strike_damage_average":[7,11,11],"attack_bonus":[16,16,17],"constitution":3,"immunity":["death effects","disease","fear"],"creature_family":"Urdefhan","spell_attack_bonus":[13],"will_save":11,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Necrotic Decay","Shauth Bite","Sneak Attack","Wicked Bite"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Intimidation","Stealth","Thievery"],"tradition":["Divine"],"summary":"Death scouts train as spies and assassins for their cult. Other urdefhans scorn their stealthy methods, but none can argue with their results.","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1388","dexterity":4,"category":"creature","slug":"creature-1388"},{"primary_source_category":"Adventure Paths","strength":5,"hp":120,"language":["Aklo","Daemonic","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":2,"perception":16,"trait":["Humanoid","Urdefhan","NE","Medium"],"id":"creature-1389","text":" Urdefhan Lasher Trained from a young age with the strange and powerful shauth lashes, urdefhan lashers would rather die than retreat from combat. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Urdefhan Lasher Source Pathfinder #165: Eyes of Empty Death pg. 84 Perception +16; greater darkvision Languages Aklo, Daemonic, Undercommon Skills Athletics +17, Intimidation +13, Religion +14, Survival +14 Str +5 Dex +3 Con +4 Int +0 Wis +3 Cha +2 Items Chain Shirt, +1 striking shauth lash --- AC 24 Fort +17 Ref +14 Will +16 HP 120 (negative healing) Immunities death effects, disease, fear Necrotic Decay (divine, necromancy, negative) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 7d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 24 basic Fortitude save). --- Speed 25 feet Melee Single Action shauth lash +18 (deadly d8, Trip), Damage 2d8+7 slashing plus Grab and Wicked Bite Melee Single Action jaws +17, Damage 2d6+7 plus Wicked Bite Divine Innate Spells DC 22, attack +14 - 1st Feather Fall (at will; self only), Ray of Enfeeblement - 2nd Death Knell - 3rd Paralyze Constrict Single Action 1d8+7 slashing, DC 25 Shauth Seize The lasher gains the Grab ability with a shauth lash and can use their Wicked Bite through magical shauth weapon Strikes. Wicked Bite Single Action Requirements The urdefhan damaged a creature with a jaws Strike on its last action; Effect The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 25 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. Drain Blood The urdefhan drinks some of the creature's blood. On a failed save, the creature is drained 1 and the urdefhan regains 10 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 20 HP). Drain Vitality (necromancy) The urdefhan draws out some of the creature's vital essence. The creature becomes enfeebled 1 for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). ","skill_mod":{"survival":14,"athletics":17,"intimidation":13,"religion":14},"image":["/Images/Monsters/Urdefhan_UrdefhanLasher.png"],"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Paralyze","Death Knell","Feather Fall","Ray of Enfeeblement"],"ac":24,"item":["Chain Shirt","+1 striking shauth lash"],"level":7,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":17,"source_group":["Abomination Vaults"],"size":["Medium"],"name":"Urdefhan Lasher","alignment":"NE","rarity":"common","strike_damage_average":[14,16],"attack_bonus":[17,18],"constitution":4,"immunity":["death effects","disease","fear"],"creature_family":"Urdefhan","spell_attack_bonus":[14],"will_save":16,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Necrotic Decay","Constrict","Shauth Seize","Wicked Bite"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Intimidation","Religion","Survival"],"tradition":["Divine"],"summary":"Trained from a young age with the strange and powerful shauth lashes, urdefhan lashers would rather die than retreat from combat.","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1389","dexterity":3,"category":"creature","slug":"creature-1389"},{"primary_source_category":"Adventure Paths","strength":4,"hp":140,"language":["Aklo","Daemonic","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":2,"perception":15,"trait":["Humanoid","Uncommon","Urdefhan","NE","Medium"],"id":"creature-1390","text":" Urdefhan Blood Mage Hardened masters of occult power, urdefhan blood mages trade their blood for magical might. A heavily scarred blood mage is held in esteem by their fellow urdefhans, as it shows they have survived many bargains with eerie occult patrons. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Urdefhan Blood Mage Source Pathfinder #165: Eyes of Empty Death pg. 85 Perception +15; greater darkvision Languages Aklo, Daemonic, Undercommon Skills Arcana +16, Athletics +16, Intimidation +16, Occultism +18, Religion +16 Str +4 Dex +2 Con +4 Int +6 Wis +3 Cha +2 Items +1 striking kukri --- AC 26 Fort +18 Ref +14 Will +17 HP 140 (negative healing) Immunities death effects, disease, fear Necrotic Decay (divine, necromancy, negative) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 8d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 24 basic Fortitude save). --- Speed 25 feet Melee Single Action kukri +16 (Agile, Trip), Damage 2d6+8 piercing Melee Single Action jaws +15, Damage 2d6+8 plus Wicked Bite Divine Innate Spells DC 26, attack +18 - 1st Feather Fall (at will; self only), Ray of Enfeeblement - 2nd Death Knell - 3rd Paralyze Occult Spontaneous Spells DC 26, attack +18 - Cantrips (8th) Chill Touch, Daze, Message, Shield, Telekinetic Projectile - 1st Bane, Fear, Grim Tendrils, Phantom Pain (4 slots) - 2nd Dispel Magic, Ghoulish Cravings, Invisibility, Touch of Idiocy (4 slots) - 3rd Haste, Levitate, Slow, Vampiric Touch (4 slots) - 4th Call the Blood, Confusion, Dimension Door, Phantasmal Killer (4 slots) Blood Offering Single Action (Occult, Metamagic, Necromancy) Frequency once per round; Effect The blood mage cuts themself and takes 8 slashing damage. If the blood mage's next action is to Cast a Spell, the action can't be disrupted, and if the spell has a range, the blood mage can increase that spell's range by 30 feet. Wicked Bite Single Action Requirements The urdefhan damaged a creature with a jaws Strike on its last action; Effect The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 26 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. Drain Blood The urdefhan drinks some of the creature's blood. On a failed save, the creature is drained 1 and the urdefhan regains 10 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 20 HP). Drain Vitality (necromancy) The urdefhan draws out some of the creature's vital essence. The creature becomes enfeebled 1 for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). Blood Magic Urdefhans typically cast divine spells, as their cultural connection to the Four Horsemen is strong. Those who embrace blood magic are turning away from their cult's zealous faith for strange occult powers. ","skill_mod":{"arcana":16,"athletics":16,"intimidation":16,"occultism":18,"religion":16},"image":["/Images/Monsters/Urdefhan_UrdefhanBloodMage.png"],"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Paralyze","Death Knell","Feather Fall","Ray of Enfeeblement","Call the Blood","Confusion","Dimension Door","Phantasmal Killer","Haste","Levitate","Slow","Vampiric Touch","Dispel Magic","Ghoulish Cravings","Invisibility","Touch of Idiocy","Bane","Fear","Grim Tendrils","Phantom Pain","Chill Touch","Daze","Message","Shield","Telekinetic Projectile"],"ac":26,"item":["+1 striking kukri"],"level":8,"spell_dc":[26,26],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":6,"reflex_save":14,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":18,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Urdefhan Blood Mage","alignment":"NE","rarity":"uncommon","strike_damage_average":[15,15],"attack_bonus":[15,16],"constitution":4,"immunity":["death effects","disease","fear"],"creature_family":"Urdefhan","spell_attack_bonus":[18,18],"will_save":17,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Necrotic Decay","Blood Offering","Wicked Bite"],"primary_source_group":"Abomination Vaults","skill":["Arcana","Athletics","Intimidation","Occultism","Religion"],"tradition":["Divine","Occult"],"summary":"Hardened masters of occult power, urdefhan blood mages trade their blood for magical might. A heavily scarred blood mage is held in esteem by their …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1390","dexterity":2,"category":"creature","slug":"creature-1390"},{"attack_bonus":[23,23],"constitution":5,"primary_source_category":"Blog Posts","strength":4,"hp":251,"language":["Common","Necril","Tien","Undercommon"],"source":["No-Prep Character: Zhang Yong"],"type":"Creature","will_save":22,"charisma":2,"speed":{"max":45,"land":45},"perception":23,"wisdom":5,"weakness":{},"creature_ability":["Grit Teeth","Disrupting Strikes","Reach Beyond","Soul Dance Stance"],"skill":["Acrobatics","Athletics","Diplomacy","Medicine","Occultism","Religion","Society","Haunt Lore"],"trait":["Half-Orc","Human","Humanoid","Orc","Unique","LN","Medium","Dromaar"],"id":"creature-1391","text":" Zhang Yong, Spirit Tender In the great fighting tournaments across Tian Xia, a competitor will occasionally perish in the heat of battle. Sometimes their lust for battle, desire to win, or enduring competitive spirit lingers, often resulting in a haunting. When this happens, it's up to a ghost eater to defeat the lingering soul to send it to the afterlife. Ten years ago, during the previous Ruby Phoenix Tournament, Yong was a boy of 13 years working as a water carrier, though he dreamed of one day fighting in the tournament and making a name for himself, especially to set him apart from his many accomplished human, orc, and half-orc cousins. Yong imagined showing the world his skill, determination, and fierce grasp on life and excelling at something all his own. That very grasp saved his life when an errant undead specter disrupted a match, tearing through the ringside where Yong was carrying water. Though he was gravely injured in the incident, Yong was brought into the care of the tournament's resident ghost eater and, from her, learned how to fight the corruption of lingering souls. Now, Yong is one of the tournament's most renown ghost eaters, tasked with cleansing any haunts, ghosts, or spiritual phenomena that remain after a particularly grueling battle. Though he sometimes shudders at the memory of that terrifying day ten years ago, through sheer determination, he carries on, finding that in guiding these souls to rest, he's found not just a way to purge the ghosts of his own past, but a rare talent as a spirit tender, one all his own. Plot Hooks Game Masters can use the following plot hooks to integrate Zhang Yong into their ongoing Pathfinder campaigns. The players' competitors could be having trouble with a particularly powerful haunt or ghost disrupting a practice space and wish to seek Yong's aid to purge it. The competitors hear of Yong's childhood trauma, and how those memories cause him distress today. They may wish to help the young man face those fears and move past the pain. The ghost of Yong's former master has risen for this decade's Ruby Phoenix Tournament, thinking she is still the head ghost eater. Yong is having trouble facing his old master alone and seeks the players' competitors for guidance and assistance sending his old master safely to Pharasma's court. Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Zhang Yong Source No-Prep Character: Zhang Yong Perception +23; low-light vision Languages Common, Necril, Tien, Undercommon Skills Acrobatics +28, Athletics +23, Diplomacy +20, Medicine +23, Occultism +23, Religion +25, Society +19, Haunt Lore +23 Str +4 Dex +8 Con +5 Int +3 Wis +5 Cha +2 Items +2 axiomatic striking handwraps of mighty blows , bracers of armor I , greater ghost charge (2), rare incense --- AC 37 Fort +25 Ref +29 Will +22 HP 251 Grit Teeth Reaction ( <%TRAITS%60%%> emotion <%END>, <%TRAITS%106%%> mental <%END>, pain) Trigger Yong fails or critically fails a saving throw against an enchantment or fear effect; Effect Yong succeeds on the saving throw instead and takes 2d6 mental damage. If he critically failed on the triggering saving throw, he also takes 2d6 persistent mental damage and cannot use this ability again while taking persistent mental damage. --- Speed 45 Melee Single Action soul strike +23 (Agile, Finesse, Nonlethal, Unarmed), Damage 2d8+14 bludgeoning (plus 1d6 lawful against chaotic targets) Ranged Single Action greater ghost charge +23 (range 10 feet, Thrown), Damage 3d8 positive plus 3 positive splash damage Disrupting Strikes Single Action Yong calls forth positive energy from within to help him destroy undead. His weapons and unarmed Strikes gain the effects of a greater disrupting property rune until the start of his next turn (DC 31). Reach Beyond Yong has learned to move his spiritual energy past himself to attack spirits where others can't. He can make melee Strikes against incorporeal creatures that are inside solid objects as long as the object is within his reach. An incorporeal creature inside of a solid object is hidden, requiring him to succeed at a DC 11 flat check when he targets it. He can spend an action, which has the concentrate trait, to focus on a creature inside of a solid object. If he does, the next melee Strike he makes this turn requires him to succeed at only a DC 6 flat check to affect the creature. Soul Dance Stance Single Action Yong begins a stance that aligns him with the River of Souls, allowing him to make soul strike attacks that seem almost incorporeal. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. Soul strikes treat cover against living and incorporeal undead targets as degree less severe (greater cover becomes standard cover, standard cover becomes lesser cover, and lesser cover is ignored). ","skill_mod":{"society":19,"diplomacy":20,"medicine":23,"athletics":23,"occultism":23,"acrobatics":28,"religion":25},"summary":"In the great fighting tournaments across Tian Xia, a competitor will occasionally perish in the heat of battle. Sometimes their lust for battle, …","primary_source":"No-Prep Character: Zhang Yong","trait_group":["Ancestry","Half-Orc","Half-Elf","Creature Type","Monster","Weapon","Rarity"],"ac":37,"item":["+2 axiomatic striking handwraps of mighty blows","bracers of armor I","greater ghost charge (2)","rare incense"],"level":14,"source_category":["Blog Posts"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1391","intelligence":3,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Low-light vision","fortitude_save":25,"size":["Medium"],"name":"Zhang Yong","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[13,26],"slug":"creature-1391"},{"primary_source_category":"Adventure Paths","strength":-1,"hp":35,"language":["Anugobu","Common","Sylvan","Terran"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","charisma":3,"perception":12,"stealth":"10","trait":["Anugobu","Humanoid","Uncommon","CN","Tiny"],"id":"creature-1392","text":" Anugobu Apprentice Most young anugobus undertake not just one, but many apprenticeships in order to learn advanced techniques in their trade of choice. The apprentice depicted here specializes in construction and engineering, but an anugobu is just as likely to take up cooking, hunting, tailoring, or really anything that piques their interest. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Anugobu Apprentice Source Pathfinder #166: Despair on Danger Island pg. 80 Perception +12; low-light vision Languages Anugobu, Common, Sylvan, Terran Skills Acrobatics +10, Athletics +6, Crafting +13, Diplomacy +8, Engineering Lore +13, Stealth +10, Survival +7 Str -1 Dex +3 Con +1 Int +4 Wis +0 Cha +3 Items Artisan's Tools --- AC 17 Fort +8 Ref +12 Will +7 HP 35 --- Speed 20 feet; stone step Melee Single Action hammer +8 (Agile), Damage 1d8+2 bludgeoning Melee Single Action chisel +8 (Agile, Parry, versatile B), Damage 1d6+2 piercing Melee Single Action foot +10 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action hammer +12 (Agile, thrown 20 feet), Damage 1d8+2 bludgeoning Occult Innate Spells DC 20, attack +12 - Cantrips (2nd) Prestidigitation, Telekinetic Projectile - 1st Create Water, Floating Disk, Unseen Servant (at will) - 2nd Dispel Magic, Mending (at will) Planar Workshop An anugobu is intrinsically connected to small, pocket dimension that they typically refer to as their workshop. The workshop is an extradimensional 10-foot cube. The workshop holds an anugobu's collected tools and materials. An anugobu can enter or leave their planar workshop as an action, which has the concentrate and manipulate traits. The anugobu gains resistance 5 to all damage (except force) and concealment while within the workshop. The workshop is only visible while the anugobu is inside it. Stone Step An anugobu can effortlessly stick to any worked or manufactured surface, allowing them to walk up walls and stand on ceilings. ","skill_mod":{"diplomacy":8,"crafting":13,"survival":7,"stealth":10,"athletics":6,"acrobatics":10},"image":["/Images/Monsters/Anugobu_Apprentice.png"],"primary_source":"Pathfinder #166: Despair on Danger Island","spell":["Dispel Magic","Mending","Create Water","Floating Disk","Unseen Servant","Prestidigitation","Telekinetic Projectile"],"ac":17,"item":["Artisan's Tools"],"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":4,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":8,"source_group":["Fists of the Ruby Phoenix"],"size":["Tiny"],"spoilers":"Fists of the Ruby Phoenix","name":"Anugobu Apprentice","alignment":"CN","rarity":"uncommon","strike_damage_average":[5,6,6,6],"attack_bonus":[8,8,10,12],"constitution":1,"creature_family":"Anugobu","spell_attack_bonus":[12],"will_save":7,"speed":{"max":20,"land":20},"wisdom":0,"weakness":{},"creature_ability":["Planar Workshop","Stone Step"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Crafting","Diplomacy","Engineering Lore","Stealth","Survival"],"tradition":["Occult"],"summary":"Most young anugobus undertake not just one, but many apprenticeships in order to learn advanced techniques in their trade of choice. The apprentice …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1392","dexterity":3,"category":"creature","slug":"creature-1392"},{"primary_source_category":"Adventure Paths","strength":-1,"hp":90,"language":["Anugobu","Common","Sylvan","Terran"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","charisma":4,"perception":18,"stealth":"17","trait":["Anugobu","Humanoid","Uncommon","CN","Tiny"],"id":"creature-1393","text":" Anugobu Wondercrafter Once an anugobu apprentice sets out on their own, they travel the world working on small projects here and there to maintain their skills. But an anugobu does not earn the honorable title of wondercrafter until they find their own wonder. Once they discover and finish such a wonder, the anugobu is considered fully mature. As a result of their station and experience, such anugobus possess skills and magic that far surpass most of their kind. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Anugobu Wondercrafter Source Pathfinder #166: Despair on Danger Island pg. 81 Perception +18; low-light vision Languages Anugobu, Common, Sylvan, Terran Skills Acrobatics +17, Athletics +12, Crafting +20, Diplomacy +15, Engineering Lore +20, Stealth +17, Survival +14 Str -1 Dex +4 Con +2 Int +6 Wis +1 Cha +4 Items sterling artisan tools --- AC 23 Fort +13 Ref +19 Will +14 HP 90 --- Speed 20 feet; stone step Melee Single Action hammer +14 (Agile), Damage 2d8+5 bludgeoning Melee Single Action chisel +14 (Agile, Parry, versatile B), Damage 2d6+5 piercing Melee Single Action foot +16 (Agile, Finesse, Nonlethal, Unarmed), Damage 2d4+7 bludgeoning Ranged Single Action hammer +18 (Agile, thrown 20 feet), Damage 2d8+5 bludgeoning Occult Innate Spells DC 25, attack +17 - Cantrips (4th) Prestidigitation, Telekinetic Projectile - 1st Create Water, Floating Disk, Unseen Servant (at will) - 2nd Dispel Magic - 3rd Mending (at will) - 4th Blink, Creation (at will) Planar Workshop An anugobu is intrinsically connected to small, pocket dimension that they typically refer to as their workshop. The workshop is an extradimensional 10-foot cube. The workshop holds an anugobu's collected tools and materials. An anugobu can enter or leave their planar workshop as an action, which has the concentrate and manipulate traits. The anugobu gains resistance 5 to all damage (except force) and concealment while within the workshop. The workshop is only visible while the anugobu is inside it. Stone Step An anugobu can effortlessly stick to any worked or manufactured surface, allowing them to walk up walls and stand on ceilings. ","skill_mod":{"diplomacy":15,"crafting":20,"survival":14,"stealth":17,"athletics":12,"acrobatics":17},"image":["/Images/Monsters/Anugobu_Wondercrafter.png"],"primary_source":"Pathfinder #166: Despair on Danger Island","spell":["Blink","Creation","Mending","Dispel Magic","Create Water","Floating Disk","Unseen Servant","Prestidigitation","Telekinetic Projectile"],"ac":23,"item":["sterling artisan tools"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":6,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":13,"source_group":["Fists of the Ruby Phoenix"],"size":["Tiny"],"spoilers":"Fists of the Ruby Phoenix","name":"Anugobu Wondercrafter","alignment":"CN","rarity":"uncommon","strike_damage_average":[12,12,14,14],"attack_bonus":[14,14,16,18],"constitution":2,"creature_family":"Anugobu","spell_attack_bonus":[17],"will_save":14,"speed":{"max":20,"land":20},"wisdom":1,"weakness":{},"creature_ability":["Planar Workshop","Stone Step"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Crafting","Diplomacy","Engineering Lore","Stealth","Survival"],"tradition":["Occult"],"summary":"Once an anugobu apprentice sets out on their own, they travel the world working on small projects here and there to maintain their skills. But an …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1393","dexterity":4,"category":"creature","slug":"creature-1393"},{"attack_bonus":[31],"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":310,"language":["Common","Jotun"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":24,"charisma":4,"speed":{"max":30,"land":15,"swim":30},"perception":26,"wisdom":3,"weakness":{},"creature_ability":["Deep Breath","Attack of Opportunity","Fear of Crabs","Greater Constrict","Consume Lake","Spray Water"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"stealth":"25","trait":["Giant","Humanoid","Uncommon","NE","Huge"],"id":"creature-1394","text":" Berberoka Berberokas are giant humanoids who live among forests and swamps, where they use their ability to swallow massive amounts of water to drain small ponds and lakes. Creatures who visit their favorite watering hole and find only an empty mud basin become prey for the berberoka, who hides in the brush and overwhelm their prey with a massive torrent of regurgitated water. A berberoka's mottled backside—which resembles a bundle of local plants, small trees, and large rocks—grants them natural camouflage that allows them to hide in plain sight. Berberokas tend to disguise themselves as rock formations in the center of a dried-up waterbed while they lie in wait for passersby. In the tropical regions where berberokas are most common, locals know to give empty ponds a wide berth, regardless of the enticing fish flopping about. Hungry travelers, on the other hand, might see such bounty as a blessing from the gods, only to be swept up in the berberoka's deadly deluge. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Berberoka Source Pathfinder #166: Despair on Danger Island pg. 82 Perception +26; darkvision, scent (imprecise) 60 feet Languages Common, Jotun Skills Athletics +31, Deception +27, Intimidation +25, Nature +26, Stealth +25, Survival +26 Str +8 Dex +4 Con +6 Int -1 Wis +3 Cha +4 Deep Breath A berberoka can hold their breath for 2 hours. --- AC 36 Fort +29 Ref +23 Will +24 HP 310 Weaknesses fear of crabs Attack of Opportunity Reaction Fear of Crabs (emotion, fear, mental) If a berberoka sees a crab or crab-like creature, the berberoka must attempt a DC 33 Will save. They then becomes immune to the sight of that creature for 10 minutes. Critical Success The berberoka is unaffected. Success The berberoka becomes frightened 2. Failure The berberoka gains the fleeing condition for 1 round and is frightened 4. --- Speed 30 feet, swim 30 feet; 15 feet while waterlogged Melee Single Action fist +31 (reach 15 feet), Damage 3d12+16 bludgeoning plus Grab Greater Constrict Single Action 2d12+12 bludgeoning, DC 33 Consume Lake (Manipulate) The berberoka drinks a prolific amount from an adjacent water source. If the water source is equal to or greater in volume than themself, the berberoka consumes up to 1,500 gallons of water per minute and becomes waterlogged. They can release water at the same rate. While waterlogged, the berberoka can use Spray Water, their size grows to Gargantuan, and their Speed is reduced to 15 feet. Spray Water Two Actions Requirements The berberoka is waterlogged; Effect The berberoka sprays a blast of water in a 60-foot line. All creatures in the line take 6d8 bludgeoning damage (DC 35 basic Reflex save). On a failed save, a creature is knocked prone and pushed back 5 feet (10 feet on a critically failed save). Kabourophobia Berberokas share an unusually intense fear of crabs, so many folktales suggest fishers bring a crab with them should they suspect a berberoka nearby. If no crab is available, clicking one's tongue or snapping one's fingers might suffice. ","skill_mod":{"deception":27,"nature":26,"survival":26,"stealth":25,"athletics":31,"intimidation":25},"summary":"Berberokas are giant humanoids who live among forests and swamps, where they use their ability to swallow massive amounts of water to drain small …","image":["/Images/Monsters/Berberoka.png"],"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type","Rarity"],"ac":36,"level":15,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1394","intelligence":-1,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":29,"source_group":["Fists of the Ruby Phoenix"],"size":["Huge"],"spoilers":"Fists of the Ruby Phoenix","name":"Berberoka","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[35],"slug":"creature-1394"},{"attack_bonus":[20,22],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":150,"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":17,"charisma":-2,"speed":{"max":30,"land":30},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Pack Ambush","Pack Attack","Rushing Attack","Trample"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Deception","Stealth"],"stealth":"20","trait":["Animal","Uncommon","N","Large"],"id":"creature-1395","text":" Dromornis Dromornises are large, flightless, carnivorous birds that travel in packs to ambush prey. Their short, stubby wings may give them a comical appearance, but anyone who's been on the receiving end of the beast's powerful beak finds the experience less than amusing. Dromornis use their beaks to easily tear flesh and sinew from prey's bones, quickly dispatching sizable mammals like deer, tapirs, and primates. Particularly hungry or aggressive dromornises have even been known to attack humanoids. The bird's strong legs sport sharp talons that, while secondary in combat to its beak, can nonetheless trample and shred smaller creatures like rodents and amphibians caught underfoot. While a lone dromornis is dangerous enough, a pack of dromornises can take down a den of bears or village of humanoids. A dromornis pack typically consists of three or four adults and up to five juveniles, all of whom work in tandem to overpower larger prey. Packs lie in wait for something like an anaconda, boar, buffalo or, in cases of desperation, a dinosaur to emerge, then move as one for a surprise strike. Dromornises aren't particularly intelligent, but they have been known to use an ingenious (if hazardous) decoy tactic, luring in massive prey by putting one of their own fledglings at risk. Dromornises most often live in tropical jungles far from the reaches of civilization, though they sometimes make their homes in mountainside caves or along rocky coastlines. While most onlookers would be hard-pressed to tell one dromornis from another, dromornises maintain tight familial structures based on pheromones and scent glands, so it's obvious when a straggler from another family is trying to encroach on a pack's den. Such disputes over breeding grounds are common; a particularly prized dromornis den might change hands several times in the course of a year. Fights between dromornis packs are chaotic and swift, marked with the sounds of terrifying screeches and sprays of blood. Recall Knowledge - Animal (Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Dromornis Source Pathfinder #166: Despair on Danger Island pg. 83 Perception +19; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +18, Athletics +22, Deception +14, Stealth +20 Str +6 Dex +6 Con +4 Int -4 Wis +3 Cha -2 --- AC 28 Fort +20 Ref +21 Will +17 HP 150 Pack Ambush Reaction Trigger Another dromornis within 10 feet Strides; Effect The dromornis Strides up to half its Speed. --- Speed 30 feet Melee Single Action beak +22 (reach 10 feet), Damage 2d12+10 piercing plus 1d8 persistent bleed Melee Single Action talon +20 (Agile), Damage 2d8+10 slashing plus 1d4 persistent bleed Pack Attack Dromornises fight best while among their fellows. A dromornis deals 1d8 extra damage to any creature that's within reach of at least two of the dromornis's allies. Rushing Attack Two Actions The dromornis suddenly Strides and makes a Strike at the end of its movement. During the Stride, it gains a +10-foot circumstance bonus to its Speed. Trample Three Actions Medium or smaller, talon, DC 26 Hunting Dromornises Dromornis hides and beaks garner a relatively high asking price on markets. However, finding a dromornis is easier said than done, as they tend to claim dens in the remote parts of a jungle. Even once a hunter has found a dromornis den, they then have to contend with several of the birds at once, since dromornises almost never lair alone. Facing off against a pack is a deadly prospect, but might be well worth the trouble for an enormous payoff. ","skill_mod":{"deception":14,"stealth":20,"athletics":22,"acrobatics":18},"summary":"Dromornises are large, flightless, carnivorous birds that travel in packs to ambush prey. Their short, stubby wings may give them a comical …","image":["/Images/Monsters/Dromornis.png"],"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type","Rarity"],"ac":28,"level":10,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1395","intelligence":-4,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":20,"source_group":["Fists of the Ruby Phoenix"],"size":["Large"],"spoilers":"Fists of the Ruby Phoenix","name":"Dromornis","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[21,27],"slug":"creature-1395"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":125,"language":["Common","(can't speak any language)"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","charisma":4,"perception":18,"stealth":"20","trait":["Beast","Hantu","Incorporeal","Spirit","Uncommon","N","Large"],"id":"creature-1396","text":" Hantu Denai When an environment such as a forest or stream is at risk of overhunting or overfishing, the land itself can manifest as a hantu denai in order to defend itself from overconsumption. Hantu denais stalk hunters and emit haunting cries of native fauna to scare off poachers, loggers, and other despoilers of nature before resorting to violence if necessary. Recall Knowledge - Beast (Arcana, Nature): DC 28 Recall Knowledge - Spirit (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Hantu Denai Source Pathfinder #166: Despair on Danger Island pg. 84 Perception +18; darkvision, scent (imprecise) 60 feet Languages Common; (can't speak any language) Skills Acrobatics +18, Deception +19, Nature +21, Stealth +20, Survival +21 Str -5 Dex +5 Con +2 Int +0 Wis +6 Cha +4 --- AC 22 Fort +17 Ref +18 Will +23 HP 125 Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 8 (except force or ghost touch ; double resistance vs. non-magical) Sound Imitation A hantu denai that succeeds at a Deception check to Lie can mimic the sounds of any animal native to its environment. It adds a +4 circumstance bonus to this check. --- Speed fly 25 feet Melee Single Action claw +20 (Agile, Finesse, Magical), Damage 2d6+8 slashing Melee Single Action fangs +20 (Finesse, Magical), Damage 2d8+8 piercing plus Grab Terrifying Cry Two Actions (Auditory, Emotion, Fear, Mental) The hantu denai unleashes a loud animal cry to scare off nearby creatures. Each creature in a 120-foot emanation must attempt a DC 27 Will save and is then immune to the hantu denai's Terrifying Cry for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is fleeing for 1 round and frightened 2. Critical Failure The creature is fleeing for 1 round and frightened 3. Sneak Attack A hantu denai's Strikes deal an additional 2d6 precision damage to frightened and flat-footed creatures. ","skill_mod":{"deception":19,"nature":21,"survival":21,"stealth":20,"acrobatics":18},"image":["/Images/Monsters/Hantu_Denai.png"],"primary_source":"Pathfinder #166: Despair on Danger Island","ac":22,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{"lawful":8,"bludgeoning":8,"piercing":8,"precision":8,"cold_iron":8,"cold":8,"mental":8,"unholy":8,"good":8,"acid":8,"slashing":8,"vitality":8,"chaotic":8,"fire":8,"physical":8,"all":8,"area":8,"void":8,"holy":8,"poison":8,"sonic":8,"spirit":8,"electricity":8,"bleed":8,"orichalcum":8,"silver":8,"evil":8,"splash":8},"intelligence":0,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":17,"source_group":["Fists of the Ruby Phoenix"],"size":["Large"],"spoilers":"Fists of the Ruby Phoenix","name":"Hantu Denai","alignment":"N","rarity":"uncommon","strike_damage_average":[15,17],"attack_bonus":[20,20],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Hantu","will_save":23,"speed":{"fly":25,"max":25},"wisdom":6,"weakness":{},"creature_ability":["Sound Imitation","Terrifying Cry","Sneak Attack"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Deception","Nature","Stealth","Survival"],"summary":"When an environment such as a forest or stream is at risk of overhunting or overfishing, the land itself can manifest as a hantu denai in order to …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1396","dexterity":5,"category":"creature","slug":"creature-1396"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":150,"language":["Common"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","charisma":7,"perception":24,"stealth":"19","trait":["Beast","Hantu","Incorporeal","Spirit","Uncommon","N","Small"],"id":"creature-1397","text":" Hantu Belian The hantu belian represents the spiritual essence of a tiger and typically manifests as a ghostly bird perched on a tiger's back. Hantu belians commit acts of great destruction as well as restoration. They sometimes possess humanoids to cause great discord and devastation, though their intentions are typically borne of amusement or boredom rather than malice. Recall Knowledge - Beast (Arcana, Nature): DC 30 Recall Knowledge - Spirit (Occultism): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Hantu Belian Source Pathfinder #166: Despair on Danger Island pg. 85 Perception +24; darkvision Languages Common Skills Acrobatics +23, Athletics +20, Medicine +22, Stealth +19 Str -5 Dex +6 Con +0 Int +0 Wis +5 Cha +7 --- AC 27 Fort +19 Ref +21 Will +24 HP 150 Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force or ghost touch ; double resistance vs. non-magical) Unrest Aura (emotion, enchantment, mental, occult) 30 feet. A creature that enters the emanation must attempt a DC 27 Will save. On a failure, the creature is confused until the end of its next turn (1 minute on a critical failure). During this confusion, the creature attempts to cause turmoil, using its actions to create disarray in its general vicinity by throwing around objects or scaring passersby. A creature that succeeds at its save is immune to all hantu belians' unrest auras for 1 hour. A hantu belian can suppress or resume the effects of this aura as an action, which has the concentrate trait. --- Speed fly 35 feet Melee Single Action claw +22 (Agile, Finesse, Magical), Damage 2d6+13 slashing Melee Single Action beak +22 (Finesse, Magical), Damage 2d8+13 piercing Occult Innate Spells DC 30, attack +22 - Cantrips (6th) Daze, Light, Prestidigitation, Telekinetic Projectile - 3rd Fear, Remove Disease - 4th Remove Curse - 6th Heal - 7th Possession Greater Possession A hantu belian can use its possession innate spell to possess a creature for up to 1 hour rather than 1 minute. While possessing a creature, the hantu uses its own Acrobatics, Athletics, and Stealth modifiers unless those of the possessed creature are higher. ","skill_mod":{"stealth":19,"medicine":22,"athletics":20,"acrobatics":23},"image":["/Images/Monsters/Hantu_Belian.png"],"primary_source":"Pathfinder #166: Despair on Danger Island","spell":["Possession","Heal","Remove Curse","Fear","Remove Disease","Daze","Light","Prestidigitation","Telekinetic Projectile"],"ac":27,"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"vitality":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":0,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"source_group":["Fists of the Ruby Phoenix"],"size":["Small"],"spoilers":"Fists of the Ruby Phoenix","name":"Hantu Belian","alignment":"N","rarity":"uncommon","strike_damage_average":[20,22],"attack_bonus":[22,22],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Hantu","spell_attack_bonus":[22],"will_save":24,"speed":{"fly":35,"max":35},"wisdom":5,"weakness":{},"creature_ability":["Unrest Aura","Greater Possession"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Medicine","Stealth"],"tradition":["Occult"],"summary":"The hantu belian represents the spiritual essence of a tiger and typically manifests as a ghostly bird perched on a tiger's back. Hantu belians …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1397","dexterity":6,"category":"creature","slug":"creature-1397"},{"attack_bonus":[27,27],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":235,"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","creature_family":"Lizard","will_save":20,"charisma":-2,"speed":{"max":40,"land":40},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Corrosive Flesh","Gnashing Grip","Caustic Spray","Lurching Charge","Caustic Monitor Venom"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Stealth"],"stealth":"20","trait":["Animal","Rare","N","Huge"],"id":"creature-1398","text":" Caustic Monitor Caustic monitors are enormous lizards native to eastern Minata known and named for the corrosive enzyme in their mucus, saliva, and other bodily fluids. These corrosive fluids originally developed as a means of protection from large insects such as giant mosquitos. The thick layer of mucus that naturally coats the monitors' scaly skin makes it difficult for most other creatures to get too close, let alone prey upon the lizard. Caustic monitors also use their corrosive biological features to their hunting advantage, particularly by expelling the acidic contents of their stomach at prey. Even when not making use of their acid, caustic monitors can be deadly predators: They grab onto smaller creatures using their powerful forelimb muscles and are remarkably agile, considering their size and weight. Most caustic monitors live among rocky terrain such as pebble beaches, natural caves, and along sandy river shoals. A caustic monitor's mucus corrodes only flesh, so its den is safe from damage, but corroded plant life near a cave is a telltale sign that a caustic monitor lives nearby. Hardy adventurers and fortune seekers must weigh the potential benefits of hunting this beast—as its acid is highly prized among alchemists—against the obvious risks. Recall Knowledge - Animal (Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Caustic Monitor Source Pathfinder #166: Despair on Danger Island pg. 86 Perception +22; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +24, Athletics +28, Stealth +20 Str +7 Dex +5 Con +5 Int -4 Wis +4 Cha -2 --- AC 34 Fort +24 Ref +23 Will +20 HP 235 Corrosive Flesh A creature that touches the caustic monitor takes 2d8 acid damage (DC 32 basic Fortitude save). Gnashing Grip Reaction Trigger A creature grabbed by the caustic monitor's jaws fails a check to Escape; Effect The caustic monitor's jaws deal 2d8 piercing damage and the triggering creature is exposed to caustic monitor venom. --- Speed 40 feet Melee Single Action jaws +27 (reach 10 feet), Damage 2d10+9 piercing plus 2d8 acid, Improved Grab, and caustic monitor venom Melee Single Action talon +27, Damage 2d8+13 slashing plus 2d6 persistent bleed Caustic Spray Two Actions (Acid) The caustic monitor spits a spray of corrosive bile that deals 5d8 acid damage in a 20-foot cone (DC 32 basic Reflex save). It can't use Caustic Spray again for 1d4 rounds. Lurching Charge Two Actions The caustic monitor Strides twice, then makes a jaws Strike. If the monitor moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll. Caustic Monitor Venom (Poison) Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and enfeebled 1 (1 round); Stage 2 4d6 poison damage and enfeebled 2 (1 round) Monitor Acid Many alchemists prize the corrosive enzymes of a caustic monitor to enhance their own acidic concoctions and pay hunters handsomely for freshly gutted specimens. Harvesting a caustic monitor's acid requires a successful Crafting or Nature check against a very hard DC of the caustic monitor's level (DC 36 for most caustic monitors). On a success, the gutter gathers 2 doses of caustic monitor acid, or 4 doses on a critical success. Applying a dose of caustic monitor acid to an acid flask increases the persistent acid damage the flask deals on a hit by one damage die (from 1d6 to 2d6, for example). The monitor acid expires after 1 week. ","skill_mod":{"stealth":20,"athletics":28,"acrobatics":24},"summary":"Caustic monitors are enormous lizards native to eastern Minata known and named for the corrosive enzyme in their mucus, saliva, and other bodily …","image":["/Images/Monsters/Lizard_CausticMonitor.png"],"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type","Rarity"],"ac":34,"level":13,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1398","intelligence":-4,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":24,"source_group":["Fists of the Ruby Phoenix"],"size":["Huge"],"spoilers":"Fists of the Ruby Phoenix","name":"Caustic Monitor","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[29,29],"slug":"creature-1398"},{"attack_bonus":[18,18],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":180,"language":["Aklo","Common"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":19,"charisma":4,"speed":{"fly":80,"max":80,"land":30},"perception":16,"wisdom":3,"weakness":{"slashing":8},"creature_ability":["Light Blindness","Blood Drain","Separated Body"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Deception","Religion"],"trait":["Aberration","Tanggal","CE","Medium"],"id":"creature-1399","text":" Manananggal Manananggals are wicked monsters that live as humanoids during the day but feed upon them at night. To hide their depravities, these beings disguise themselves as everyday people—typically recluses or eccentrics— and use their proximity to a community to pick out their next targets before striking under cover of night. Manananggals use their long, hollow tongues to drain victims' blood from vital organs such as the liver, and the resulting odd drainage marks make it difficult to determine the exact nature of a victim's death. This typically leads to confusion, terror, and mistrust among communities, which most manananggals savor. While they fly, manananggals make a distinctive ticking sound, leading some to refer to the creatures as “tik-tiks,” and badly affected communities descend into fearful chaos at the first reports of this telltale noise. Manananggals share their cannibalistic, body-separating traits with other types of tanngals, such as penanggalans, though a number of characteristics set them apart. For instance, whereas penanggalans relish vinegar and even bathe in the substance, manananggals abhor the merest scent of it. Recall Knowledge - Aberration (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Manananggal Source Pathfinder #166: Despair on Danger Island pg. 87 Perception +16; darkvision Languages Aklo, Common Skills Acrobatics +18, Deception +16, Religion +13 Str +5 Dex +5 Con +2 Int +1 Wis +3 Cha +4 Light Blindness --- AC 26 Fort +14 Ref +17 Will +19 HP 180 Weaknesses slashing 8 --- Speed 30 feet (or fly 80 feet when body is separated) Melee Single Action claws +18 (Agile, Magical), Damage 2d8+9 slashing plus Grab Melee Single Action jaws +18 (Magical), Damage 2d10+9 piercing Occult Innate Spells DC 26 - Cantrips (4th) Dancing Lights - 1st Ray of Enfeeblement (×3) - 2nd Darkness (×3) - 3rd Fear - 4th Sleep Blood Drain Single Action Requirements The manananggal has a creature grabbed; Effect The manananggal drives its tongue into the grabbed creature to drink its blood. This deals 4d6 damage, and the manananggal gains temporary Hit Points equal to the damage dealt. A creature whose blood is drained by a manananggal is drained 1 until it receives healing (of any kind or amount). Separated Body A manananggal typically resembles a living humanoid. It doesn't appear as an aberration at first glance and receives a +4 status bonus to its Deception DC when Impersonating a humanoid. At any time but especially at night, a manananggal can, as a three-action activity with the manipulate trait, rip its upper torso from its bottom half, leaving the lower torso limp and helpless but allowing the upper torso to fly free. A manananggal can separate its body at any time, but it risks further damage if it does so during the day. The manananggal's upper and lower halves share the same pool of HP. If its lower half is damaged, the manananggal is immediately aware of the attack. Each minute a manananggal remains separated after sunrise and before sunset, it takes 2d6 points of damage until it reattaches its upper and lower torsos or is destroyed, whichever comes first. Grim Blades Minatan folktales have it that a forgotten demigod created the first manananggals by bisecting the torso of a human with a divine knife. The demigod then cut into the human's shoulders and drove a pair of bat wings into their back, birthing the first manananggal. The divine power of the demigod's knife still resonates in every manananggal and makes each of the aberrations susceptible to cuts from similar weapons. Communities dealing with a manananggal's terror train with light blades and other slashing weapons to cut the monsters from the sky. ","tradition":["Occult"],"skill_mod":{"deception":16,"acrobatics":18,"religion":13},"summary":"Manananggals are wicked monsters that live as humanoids during the day but feed upon them at night. To hide their depravities, these beings disguise …","image":["/Images/Monsters/Manananggal.png"],"primary_source":"Pathfinder #166: Despair on Danger Island","spell":["Sleep","Fear","Darkness","Ray of Enfeeblement","Dancing Lights"],"trait_group":["Creature Type","Monster"],"ac":26,"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1399","intelligence":1,"reflex_save":17,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":14,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"name":"Manananggal","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[18,20],"slug":"creature-1399"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":160,"language":["Common"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":12,"charisma":1,"speed":{"max":25,"land":25},"perception":18,"wisdom":0,"weakness":{"fire":8},"creature_ability":["Elude Grasp","Blinding Mud","Compression","Mud Trail","Overwhelm","Slippery Body"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Stealth"],"stealth":"17","trait":["Aberration","NE","Medium"],"id":"creature-1400","text":" Muckish Creep Legends say that the first muckish creeps were born at the site of a mass grave where the souls of murdered prisoners coalesced into the surrounding soil. Another myth tells that muckish creeps were elementals so vile that their kin banished them from the Plane of Earth. Regardless of their true origins, muckish creeps are wicked creatures that resemble mud given a humanoid shape. The mud is no ordinary mixture of earth and water, however, for muckish creeps feed on the blood of the living, and they use this blood to keep their own forms moist and malleable. Muckish creeps are particularly tenacious and single-minded when it comes to choosing prey. Once a muckish creep selects its next victim, there is little one can do to stop it, since it can seep through even the smallest cracks between doors, walls, and windows. A muckish creep typically waits until its target falls asleep before pressing itself into the creature's home, intent to kill. For all its tenacity during the hunt, the muckish creep is pragmatic when it comes to the actual kill, using its body to fill the victim's airways with mud and suffocate them. Recall Knowledge - Aberration (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Muckish Creep Source Pathfinder #166: Despair on Danger Island pg. 88 Perception +18; darkvision Languages Common Skills Acrobatics +15, Athletics +18, Stealth +17 Str +6 Dex +3 Con +4 Int +0 Wis +0 Cha +1 --- AC 27 Fort +20 Ref +15 Will +12 HP 160 Resistances bludgeoning 8 Weaknesses fire 8 Elude Grasp Reaction Trigger A creature succeeds at an attempt to Grapple the muckish creep; Effect The muckish creep attempts an Athletics check to Escape. --- Speed 25 feet Melee Single Action fist +18, Damage 2d10+10 bludgeoning plus Grab Ranged Single Action mud ball +18 (thrown 30 feet), Damage 2d6+10 bludgeoning plus blinding mud Blinding Mud When a muckish creep hits a creature with a mud ball Strike, that creature becomes dazzled (or blinded on a critical hit). The creature can use an Interact action to wipe away the mud and remove the dazzled or blinded condition. Compression A muckish creep can move through a gap at least 6 inches wide without Squeezing and can Squeeze through any gap at least 1 inch wide. Mud Trail When a muckish creep Strides or Steps, it leaves behind a slimy mud trail that coats the traversed area. All traversed squares are covered in grease (DC 26) until the start of the muckish creep's next turn. Overwhelm Single Action (Incapacitation) Requirements The muckish creep has a creature grabbed; Effect The muckish creep fills the grabbed creature's mouth and nose with mud. The creature begins to suffocate unless it succeeds at a DC 23 Fortitude save. The suffocating creature or any adjacent creatures can clear the suffocating creature's airway with an Interact action. Slippery Body A muckish creep's body allows it to slip away from most restraints. It gains a +4 status bonus to checks to Escape. On a success, it gets a critical success instead. On a critical failure, it gets a failure instead. Cursed Mud When a muckish creep's bloody mud is used as mortar in building construction, it sometimes creates a new muckish creep fused with the structure. Such a creature can move the entire building as if it were part of its own body. In the jungles and rainforests where muckish creeps are common, people often call upon clerics to bless their building materials, including the mud, in order to avoid unintentionally creating such a being. ","skill_mod":{"stealth":17,"athletics":18,"acrobatics":15},"summary":"Legends say that the first muckish creeps were born at the site of a mass grave where the souls of murdered prisoners coalesced into the surrounding …","image":["/Images/Monsters/MuckishCreep.png"],"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type"],"ac":27,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":8},"url":"/Monsters.aspx?ID=1400","intelligence":0,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":20,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"name":"Muckish Creep","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[17,21],"slug":"creature-1400"},{"attack_bonus":[12,14,14],"constitution":4,"primary_source_category":"Adventure Paths","strength":1,"hp":75,"language":["Common","(can't speak any language)"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Stench","Shadow Drain","Unassuming Cloak"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Stealth"],"stealth":"14","trait":["Beast","NE","Small"],"id":"creature-1401","text":" Sigbin Resembling hornless goats with extremely long tails, sigbins live in forests and prey on inhabitants of nearby humanoid villages. Sigbins drink the blood of their victims by biting into their shadows, rather than their flesh. This process typically leaves the victim so fatigued that they must lie down to rest, at which point the sigbin finishes the job by sinking their jaws into the person's chest and consuming their heart. Due to their nauseating smell, many sigbins hide among livestock and in other overwhelmingly odorous places. Sigbins have the ability to hide in plain sight simply by standing stock still, but this power works only against adults and elders; for whatever reason, children and young animals can see the invisible sigbins. Many believe this is because children are unsullied by the cruel ways of the world, and so their eyes are still innocent enough to spot the devious beasts. Unfortunately, most adults tend to ignore children's cries about the monsters, chalking up such claims to overactive imaginations or attention-seeking behavior, inadvertently allowing sigbins to continue their hunts uninterrupted. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Sigbin Source Pathfinder #166: Despair on Danger Island pg. 89 Perception +12; darkvision, scent (imprecise) 30 feet Languages Common; (can't speak any language) Skills Acrobatics +12, Athletics +10, Stealth +14 Str +1 Dex +5 Con +4 Int -1 Wis +1 Cha +2 --- AC 21 Fort +13 Ref +16 Will +8 HP 75 Stench (aura, olfactory) 30 feet. A creature that enters the emanation must attempt a DC 19 Fortitude save. On a failure, the creature is sickened 1, or sickened 2 on a critical failure. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is immune to all sigbins' stenches for 1 minute. --- Speed 25 feet Melee Single Action claws +14 (Agile, Finesse), Damage 2d4+5 slashing Melee Single Action fangs +14 (Finesse), Damage 2d6+5 piercing Melee Single Action tail +12 (Agile, Finesse, reach 10 feet), Damage 2d4+5 bludgeoning plus Knockdown Shadow Drain Two Actions Requirements The sigbin is unnoticed by its target; Effect The sigbin makes a fangs Strike (unlike other Strikes, this does not end its invisibility if the sigbin is invisible). On a hit, the target takes nonlethal damage from the Strike and becomes drained 1 (drained 2 on a critical hit). The sigbin gains 15 temporary Hit Points that remain for 1 hour. Unassuming Cloak (Illusion) A sigbin becomes almost imperceptible if it stands completely still. If the sigbin does not move or attack during its turn, it becomes invisible. It remains invisible until it moves or takes a hostile action. Children and young creatures, like animal cubs, can see the sigbin normally, even while it's invisible. Sigbinans Rumors hold that wicked individuals can capture sigbins and use them for nefarious purposes. These monster hunters are known as sigbinans. Capturing a sigbin is a dangerous process that requires using a living person as bait and a large magical jar as the trap. Once they've captured a sigbin, the sigbinan can deploy their monster to terrorize others. In the jungles of Vudra, sigbinans have been known to capture sigbins to create magical amulets that, when donned, grant the wearer the sigbin's ability to drink blood through a person's shadow. ","skill_mod":{"stealth":14,"athletics":10,"acrobatics":12},"summary":"Resembling hornless goats with extremely long tails, sigbins live in forests and prey on inhabitants of nearby humanoid villages. Sigbins drink the …","image":["/Images/Monsters/Sigbin.png"],"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1401","intelligence":-1,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":13,"source_group":["Fists of the Ruby Phoenix"],"size":["Small"],"name":"Sigbin","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[10,10,12],"slug":"creature-1401"},{"attack_bonus":[27,27],"constitution":4,"primary_source_category":"Adventure Paths","strength":3,"hp":250,"language":["Aklo"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":25,"charisma":7,"speed":{"max":35,"land":35},"perception":25,"wisdom":5,"weakness":{},"creature_ability":["I Am A Cat","Dander Scent","Silent Yowl","Slow Blink"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Deception","Stealth","Survival"],"stealth":"27","trait":["Aberration","NE","Small"],"id":"creature-1402","text":" Angoyang Angoyangs resemble white cats with black stripes like those of a tiger. They have beautifully silken fur, piercing blue eyes, and long fluffy tails. Yet, far from the picturesque feline companions they appear to be, angoyangs are actually terrifying beasts capable of peeling back the fleshy layers of their face to reveal a mass of long, toothed tentacles. Although most cats instinctively avoid areas where angoyangs roam, the unlucky felines who do encounter this creature are invariably entangled in the monster's toothy tentacles and devoured. In cities and towns where angoyangs reside, cat owners may find that their beloved pets have gone missing only to soon have a fluffy black-and-white cat coincidentally appear at their doorstep, looking up at them with wide eyes and mewing adorably. Angoyangs almost never attack their caretakers, who they see as loyal servants that feed, clean up after, and pamper them, and the creatures protect the people in their household from any would-be intruders. However, a caretaker who mistreats or neglects their angoyang ward is often met with a grisly fate. More than one coroner or gravedigger has inadvertently inherited an angoyang after being assigned to clean up the mutilated remains of a previous “owner.” Recall Knowledge - Aberration (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Angoyang Source Pathfinder #167: Ready? Fight! pg. 78 Perception +25; dander scent (1 mile, imprecise), darkvision Languages Aklo Skills Acrobatics +27, Deception +27, Stealth +27, Survival +25 Str +3 Dex +7 Con +4 Int +5 Wis +5 Cha +7 I Am A Cat The angoyang has an automatic result of 47 to Deception checks and DCs to appear as a cat. Dander Scent The angoyang can imprecisely sense the location of any creature within 1 mile that has previously come in contact with the angoyang's fur. --- AC 35 Fort +24 Ref +29 Will +25 HP 250 --- Speed 35 feet Melee Single Action claw +27 (Agile, Finesse), Damage 3d10+9 slashing Melee Single Action tentacles +27 (Finesse, reach 10 feet), Damage 3d12+9 piercing plus Grab Silent Yowl Two Actions (Auditory, Fear, Illusion, Mental, Occult) The angoyang opens its mouth and drops its innocent disguise, releasing its monstrous tentacles and letting out a blood-curdling scream directed at a single target that it can see to deal 8d10 mental damage. Only the target of this ability can hear this scream. The target must succeed at a DC 30 Will save as the sound tears through their mind. Critical Success The target takes no damage and is immune to Silent Yowl for 24 hours. Success The target takes half damage. Failure The target takes full damage and is frightened 1. Critical Failure The target takes double damage and is frightened 3. Slow Blink Two Actions (Enchantment, Incapacitation, Mental, Occult, Visual) The angoyang lets out a small meow and slowly blinks twice at a single creature. The target must attempt a DC 31 Will save. On a critical success, the target is unaffected and immune to Slow Blink for 24 hours. Otherwise, the creature is overcome with the urge to pet the angoyang's silken fur, becoming fascinated. If the angoyang attacks the creature, the creature can attempt a new save at the beginning of their next turn. Lucky Cat? Due to their appearance as cats and their monstrous intellect, angoyangs are skilled at getting around unnoticed and often collect useful trinkets and information for their own mysterious purposes. Sometimes an angoyang will leave their stolen valuables inside the homes of “lucky” individuals. Such individuals may find small valuables, coins, or notes with trade secrets in their shoes and pockets and believe them to be a divine blessing. However, the angoyang's motives are likely far from benign. ","skill_mod":{"deception":27,"survival":25,"stealth":27,"acrobatics":27},"summary":"Angoyangs resemble white cats with black stripes like those of a tiger. They have beautifully silken fur, piercing blue eyes, and long fluffy tails. …","image":["/Images/Monsters/Angoyang.png"],"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Creature Type"],"ac":35,"level":14,"source_category":["Adventure Paths"],"sense":"dander scent (1 mile, imprecise), darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1402","intelligence":5,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":24,"source_group":["Fists of the Ruby Phoenix"],"size":["Small"],"name":"Angoyang","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[25,28],"slug":"creature-1402"},{"primary_source_category":"Adventure Paths","strength":8,"hp":230,"language":["Aquan","(can't speak any language)"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","charisma":4,"perception":27,"trait":["Aquatic","Beast","Cold","Uncommon","NE","Gargantuan"],"id":"creature-1403","text":" Kun Hungry and resentful, the malevolent kun is a mythological fish monster that dwells in the remotest, coldest depths of the ocean. This massively powerful creatures could easily rule a subaquatic domain if they cared to, but kuns are also famous for their total self-absorption and complete ambivalence toward other forms of life. A kun remains as far away from other creatures as they can, subsisting on only their own icy hatred. They can consume and digest prey, but such feedings are incidental. Most kuns remain ignorant and uncaring, keeping themselves in the dark, disregarding any signs of life around them except to occasionally lash out with a spiteful attack. Recall Knowledge - Beast (Arcana, Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Kun Source Pathfinder #167: Ready? Fight! pg. 79 Perception +27; darkvision, light blindness, wavesense 60 feet Languages Aquan; (can't speak any language) Skills Acrobatics +25, Athletics +29, Intimidation +22, Survival +25 Str +8 Dex +4 Con +7 Int +1 Wis +5 Cha +4 --- AC 36 Fort +29 Ref +24 Will +23 HP 230 Resistances cold 10 Weaknesses good 10 Spite Reaction Trigger A creature within reach of the kun's tail uses an action to attack or heal another creature (including the kun); Effect The kun bats the triggering creature away with their tail, making a tail Strike against the creature. On a hit, the action is disrupted and the creature is pushed 10 feet. --- Speed swim 40 feet Melee Single Action jaws +30 (reach 15 feet), Damage 3d12+14 piercing plus Grab Melee Single Action tail +28 (reach 20 feet, Sweep), Damage 3d12+14 bludgeoning Primal Innate Spells DC 32 - 7th Control Water (at will), Darkness (at will), Wall of Ice Funnel Two Actions (Cold, Evocation, Primal, Water) The kun inhales violently, sucking in heat and all creatures in the water in a 60-foot cone. Creatures in the area must succeed at a DC 33 Fortitude save or take 10d8 cold damage. The kun can't Funnel again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is pulled 30 feet toward the kun. Critical Failure The creature takes double damage and is pulled 60 feet toward the kun. Heart of Darkness Whenever the kun makes an attack from within an area of darkness, their attack deals an additional 2d6 evil damage. Swallow Whole Single Action (Attack) Huge, 3d12+7 bludgeoning, Rupture 30 Change of Heart The kun hunts at the bottom of the cold, dark sea. But if shone the light of the sun, a kun begins to understand that it dwells within a different, bigger world. When flocks of birds or schools of fish cast their dappled shadows upon a kun, they might grow weary of their solitude or become curious about the realm above. In extremely rare circumstances and for their own mysterious reasons, a kun might sacrifice some of their power to undergo a permanent, one-time transformation. In a final dramatic act, the kun flings themself up and out of the ocean, allowing the sun to fully wash over them. In the process, the kun transforms from the hateful fish into a noble and curious bird called a peng. ","skill_mod":{"survival":25,"athletics":29,"intimidation":22,"acrobatics":25},"image":["/Images/Monsters/Kun.png"],"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Control Water","Darkness","Wall of Ice"],"ac":36,"level":14,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision , light blindness , wavesense 60 feet","resistance":{"cold":10},"intelligence":1,"reflex_save":24,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":29,"source_group":["Fists of the Ruby Phoenix"],"size":["Gargantuan"],"spoilers":"Fists of the Ruby Phoenix","name":"Kun","alignment":"NE","rarity":"uncommon","strike_damage_average":[33,33],"attack_bonus":[28,30],"constitution":7,"will_save":23,"speed":{"max":40,"swim":40},"wisdom":5,"weakness":{"good":10},"creature_ability":["Spite","Funnel","Heart of Darkness","Swallow Whole"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation","Survival"],"tradition":["Primal"],"summary":"Hungry and resentful, the malevolent kun is a mythological fish monster that dwells in the remotest, coldest depths of the ocean. This massively …","trait_group":["Monster","Creature Type","Energy","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1403","dexterity":4,"category":"creature","slug":"creature-1403"},{"primary_source_category":"Adventure Paths","strength":8,"hp":290,"language":["Common","Jotun"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","charisma":9,"perception":28,"stealth":"30","trait":["Fiend","Giant","Humanoid","Oni","Shadow","CE","Large"],"id":"creature-1404","text":" Shadow Yai Oni who assume the form of shadow giants are known as shadow yais. Many shadow yais crave the pleasures of music and go to great lengths to secure bardic or musically inclined supplicants. Smaller beings who refuse to submit to a shadow yai are subject to painful, drawn out, and strangely beautiful deaths, for a shadow yai has a special way of evoking melodic cries and screams from their victims: a veritable symphony of pain. Individuals of particular musical skill who accompany a shadow yai can find the experience extremely lucrative and enriching—as long as they don't run afoul of their liege. Recall Knowledge - Fiend (Religion): DC 35 Recall Knowledge - Humanoid (Society): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Shadow Yai Source Pathfinder #167: Ready? Fight! pg. 80 Perception +28; greater darkvision Languages Common, Jotun Skills Acrobatics +28, Arcana +30, Athletics +30, Deception +33, Intimidation +31, Performance +33, Stealth +30 Str +8 Dex +6 Con +5 Int +6 Wis +6 Cha +9 Items +2 greater striking glaive --- AC 39 Fort +25 Ref +28 Will +26 HP 290 , regeneration 15 (deactivated by acid or fire) Attack of Opportunity Reaction --- Speed 40 feet, fly 40 feet; Shadow Step Melee Single Action glaive +32 (deadly 2d8, Evil, Forceful, Magical, reach 15 feet), Damage 3d8+14 slashing plus 2d6 sonic Melee Single Action fist +28 (Agile, Evil, Magical, reach 10 feet), Damage 3d8+14 bludgeoning plus shadow touch Ranged Single Action sonic missile +30 (Evil, Sonic, Magical, range increment 60 feet), Damage 3d10+11 sonic plus deafened for 1 round Primal Innate Spells DC 37 - 2nd Invisibility (at will; self only) - 3rd Enthrall (at will) - 4th Charm (×3), Darkness - 5th Command (×3), Shadow Walk - 8th Charm, Sound Burst Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The shadow yai takes on the appearance of a shadow giant. This doesn't change its Speed or Strike attack and damage. Shadow Step Single Action (Conjuration, Primal, Shadow, Teleportation) Requirements The shadow yai is in an area of dim light or darkness or is standing in the shadow of any Large or larger object; Effect The shadow yai instantly teleports to another location that's in dim light or darkness or to a space that's in the shadow of any Large or larger object within 60 feet. Shadow Touch A shadow yai's touch harms their target's spiritual essence in addition to its body. A creature hit by the shadow yai's fist Strike must attempt a DC 36 Will save. Critical Success The creature is unaffected. Success The creature takes 2d6 negative damage. Failure The creature becomes drained 1 and takes 3d6 negative damage. As long as the creature is drained as a result of this ability, it loses the ability to speak above a whisper. When the creature attempts to Cast a Spell with a verbal component, it must succeed at a flat check or the spell is disrupted. The DC of this flat check is equal to 5 plus the creature's drained value (for example, DC 7 if the creature is drained 2). Critical Failure As failure, but the creature becomes drained 2 and takes 6d6 negative damage. Shadow Competitions When shadow yais congregate they sometimes hold musical competitions between their servants. Wagers often include the performers themselves, so a servant might attend to many shadow yais over their life. Yais that feel cheated in these games redouble their recruitment in surrounding areas for an upper hand in the next contest. ","skill_mod":{"performance":33,"deception":33,"stealth":30,"arcana":30,"athletics":30,"intimidation":31,"acrobatics":28},"image":["/Images/Monsters/Oni_ShadowYai.png"],"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Charm","Sound Burst","Command","Shadow Walk","Darkness","Enthrall","Invisibility"],"ac":39,"item":["+2 greater striking glaive"],"level":16,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":6,"reflex_save":28,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":25,"source_group":["Fists of the Ruby Phoenix"],"size":["Large"],"name":"Shadow Yai","alignment":"CE","rarity":"common","strike_damage_average":[27,27,34],"attack_bonus":[28,30,32],"constitution":5,"creature_family":"Oni","will_save":26,"speed":{"fly":40,"max":40,"land":40},"wisdom":6,"weakness":{},"creature_ability":["Attack of Opportunity","Change Shape","Shadow Step","Shadow Touch"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Performance","Stealth"],"tradition":["Primal"],"summary":"Oni who assume the form of shadow giants are known as shadow yais. Many shadow yais crave the pleasures of music and go to great lengths to secure …","trait_group":["Creature Type","Monster","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1404","dexterity":6,"category":"creature","slug":"creature-1404"},{"primary_source_category":"Adventure Paths","strength":6,"hp":270,"language":["Common","Jotun","<%SPELLS%293%%>speak with animals<%END>"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","charisma":6,"perception":30,"trait":["Fiend","Giant","Humanoid","Oni","NE","Huge"],"id":"creature-1405","text":" Taiga Yai Wearing the visage of taiga giants, taiga yais generally travel in a solitary fashion, always yearning for new experiences and destinations. They are zealous in their love of nature in its purest form and gleefully destroy any established civilizations that they encounter before continuing onwards. Recall Knowledge - Fiend (Religion): DC 34 Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Taiga Yai Source Pathfinder #167: Ready? Fight! pg. 81 Perception +30; greater darkvision Languages Common, Jotun; speak with animals Skills Acrobatics +29, Arcana +26, Athletics +27, Deception +27, Intimidation +27, Nature +30, Survival +32 Str +6 Dex +8 Con +8 Int +5 Wis +7 Cha +6 Items +2 greater striking shortbow (20 arrows) --- AC 36 Fort +27 Ref +29 Will +30 +1 status on all saves vs. magic HP 270 , regeneration 15 (deactivated by fire) Attack of Opportunity Reaction Botanic Interruption Reaction (evocation, primal) Trigger The taiga yai is standing in natural foliage or undergrowth and is targeted by a melee attack; Effect The taiga yai infuses their power within the plants around them, causing the plants to shoot up and create a protective barrier. The taiga yai gains a +2 circumstance bonus to AC against the triggering attack roll. If the attack misses, the attacker must attempt a DC 33 Reflex save. On a failed save, the attacker is immobilized for 1 round as the plants grab hold of them; on a critical failure, the attacker is also knocked prone. --- Speed 40 feet, fly 40 feet Melee Single Action fist +27 (Agile, Evil, Magical, reach 15 feet), Damage 3d8+12 bludgeoning plus 2d6 acid Ranged Single Action acid missile +29 (Acid, Evil, Magical, range increment 60 feet, reload 0), Damage 3d8+10 acid plus flat-footed for 1 round Ranged Single Action shortbow +31 (deadly 2d10, range increment 60 feet), Damage 3d6 piercing Primal Innate Spells DC 34 - 2nd Entangle (at will), Invisibility (at will; self only) - 4th Darkness - 6th Tangling Creepers (×2) - 7th Shifting Sand (×2) - 8th Earthquake (×2), Summon Animal - Constant (8th) Speak with Animals Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The taiga yai takes on the appearance of a taiga giant. This doesn't change their Speed or Strike attack and damage. Return to Nature Single Action (Earth, Manipulate) The taiga yai commands underground plant roots to drag a creature within 60 feet into the earth. The target must succeed at a DC 35 Fortitude save or be immobilized for 1d4 rounds. After this time, the creature is buried; it is grabbed, begins to suffocate, and takes 4d6 bludgeoning damage each round they remain buried. To escape either while immobilized or grabbed, the creature must succeed at a DC 35 Escape check or an adjacent ally must succeed at a DC 33 Athletics check to pull them out. Oni loners More so than other oni, taiga yais prefer seclusion or the company of evil beasts and wicked fey over that of other humanoids. They often befriend carnivorous animals, frequently partnering with apex predators such as bears and lions. ","skill_mod":{"deception":27,"nature":30,"survival":32,"arcana":26,"athletics":27,"intimidation":27,"acrobatics":29},"image":["/Images/Monsters/Oni_TaigaYai.png"],"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Earthquake","Summon Animal","Shifting Sand","Tangling Creepers","Darkness","Entangle","Invisibility","Speak with Animals"],"ac":36,"item":["+2 greater striking shortbow (20 arrows)"],"level":15,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":5,"reflex_save":29,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":27,"source_group":["Fists of the Ruby Phoenix"],"size":["Huge"],"name":"Taiga Yai","alignment":"NE","rarity":"common","strike_damage_average":[10,23,32],"attack_bonus":[27,29,31],"constitution":8,"creature_family":"Oni","will_save":30,"speed":{"fly":40,"max":40,"land":40},"wisdom":7,"weakness":{},"creature_ability":["Attack of Opportunity","Botanic Interruption","Change Shape","Return to Nature"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Nature","Survival"],"tradition":["Primal"],"summary":"Wearing the visage of taiga giants , taiga yais generally travel in a solitary fashion, always yearning for new experiences and destinations. They …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1405","dexterity":8,"category":"creature","slug":"creature-1405"},{"attack_bonus":[22,22],"constitution":5,"primary_source_category":"Adventure Paths","strength":4,"hp":200,"language":["Auran","Common"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":23,"charisma":7,"speed":{"fly":70,"max":70,"land":10},"perception":25,"wisdom":5,"weakness":{"evil":10},"creature_ability":["Heaven's View","Calm Weather Aura","Windslice","Cloud Cover","Flap Wings"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Nature"],"trait":["Air","Beast","Cold","Rare","NG","Gargantuan"],"id":"creature-1406","text":" Peng Pengs are massive avian beasts who fly effortlessly among the highest clouds. Their bright plumage makes it difficult to see their shape against an azure sky, but with patience, an onlooker might notice movement too swift to be a natural cloud. Beautiful and graceful, pengs arise from the unlikeliest of origins: the cruel kun, a hateful fish monster whose predilection for the crushing depths of the sea matches the peng's own love of the bright, open sky. After a kun sacrifices their power for a noble heart by bathing in the sun's rays, they transform into this majestic bird, which eschews violence unless they must fight to stay free. Pengs do not seek danger or thrills; they want only to make their long voyages and fly without disruption. A peng's calm and steady nature is so strong that its mere presence can quell storms and still winds. Mariners and pilots believe spotting a peng is a sign of good luck. When the sky is clear and blue and the weather gentle for an extended period, people attribute such fine conditions to the presence of an unseen peng. Recall Knowledge - Beast (Arcana, Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Peng Source Pathfinder #167: Ready? Fight! pg. 82 Perception +25 Languages Auran, Common Skills Acrobatics +23, Athletics +22, Nature +25 Str +4 Dex +6 Con +5 Int +3 Wis +5 Cha +7 Heaven's View Clouds don't impair a peng's vision. --- AC 32 Fort +23 Ref +24 Will +23 HP 200 Resistances cold 10 Weaknesses evil 10 Calm Weather Aura (air, aura, evocation, primal) 1 mile. The ambient weather around a peng is always lightly cloudy with a pleasant breeze, and the temperature is pleasantly warm for the season. A creature that attempts to alter the weather within this aura (such as with a control weather ritual or localized effect like gust of wind ) must succeed at a DC 33 Will save; otherwise the effect is disrupted. The peng can activate or deactivate this aura as a single action (this action has the concentrate trait). --- Speed 10 feet, fly 70 feet; windslice Melee Single Action beak +22 (reach 10 feet), Damage 3d8+10 piercing Melee Single Action talon +22 (Agile), Damage 3d6+10 slashing Primal Innate Spells DC 31 - 5th Cone of Cold, Gust of Wind (at will), Wall of Wind (at will) Windslice Pengs can move in any wind with easy grace. A peng ignores difficult terrain caused by wind and doesn't need to Maneuver in Flight in high winds. Cloud Cover Single Action (Air, Evocation, Primal) The peng exhales a thick cloud and envelops themself in the mist. The peng gains cover until the end of their next turn. Flap Wings Two Actions The peng beats its wings to create a mighty burst of frosty air and push away foes. Each creature within 10 feet of the peng takes 3d6 bludgeoning and 3d6 cold damage (DC 32 basic Reflex save). Creatures that fail their save are pushed away 10 feet; creatures that critically fail are pushed away 20 feet and knocked prone. The peng can't Flap Wings again for 1d4 rounds. Clear Direction Most pengs on Golarion are seen in the skies of southern Tian Xia. Pengs hardly ever roost or even stop to rest, and they are almost always seen headed in a southerly trajectory. According to pengs themselves, they have no destination: they are headed south, and even they don't know why. Some whimsical pengs claim that they are in pursuit of a dream they once had in a life they lived long before this one. ","tradition":["Primal"],"element":["Air"],"skill_mod":{"nature":25,"athletics":22,"acrobatics":23},"summary":"Pengs are massive avian beasts who fly effortlessly among the highest clouds. Their bright plumage makes it difficult to see their shape against an …","image":["/Images/Monsters/Peng.png"],"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Cone of Cold","Gust of Wind","Wall of Wind"],"trait_group":["Elemental","Planar","Monster","Creature Type","Energy","Rarity"],"ac":32,"level":12,"spell_dc":[31],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","will"],"resistance":{"cold":10},"url":"/Monsters.aspx?ID=1406","intelligence":3,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":23,"source_group":["Fists of the Ruby Phoenix"],"size":["Gargantuan"],"spoilers":"Fists of the Ruby Phoenix","name":"Peng","alignment":"NG","category":"creature","rarity":"rare","strike_damage_average":[20,23],"slug":"creature-1406"},{"attack_bonus":[26],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":220,"language":["Aklo","Common"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":17,"charisma":8,"speed":{"max":30,"land":30},"perception":21,"wisdom":0,"weakness":{},"creature_ability":["Kaiju Blood","Cimurlian","Kujiba","Igroon","Mogaru","Yorak","Eviscerate","Kaiju Ray"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Deception","Stealth","Survival"],"stealth":"26","trait":["Aberration","Rare","NE","Medium"],"id":"creature-1407","text":" Rivka Rivkas are parasitic monsters that cling to the sides of kaiju. In their natural form, they resemble giant cockroaches with eight razor-like legs and two mouths—one between two vicious pincers plus a second, much larger mouth on their abdomen. With this secondary mouth they feed off the primordial energy of whichever kaiju they've latched onto. In the wake of a kaiju attack, a rivka detaches from its host and wades into the disaster zone to prey on the unsuspecting populace by presenting itself as an emissary of the kaiju and demanding tribute. According to this cruel charlatan, only sacrifices of blood and gold can appease their master—though of course the rivka absconds with these offerings before the gifts ever reach the kaiju (such tributes would mean little to the kaiju anyway). Particularly heinous rivkas search the rubble for dead victims to impersonate, magically adopting the visage of a beloved city elder or priest in order to stoke the citizens' paranoia. Drinking kaiju blood has a strange effect on a rivka's anatomy, enriching both its defensive and offensive capabilities with the primal energy of its host. Other creatures have attempted to drink kaiju blood and replicate this phenomenon, always to terrible effect. Clearly rivkas have coevolved with kaiju in order to metabolize their ancient blood. Recall Knowledge - Aberration (Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Rivka Source Pathfinder #167: Ready? Fight! pg. 83 Perception +21 Languages Aklo, Common Skills Acrobatics +26, Athletics +22, Deception +27, Stealth +26, Survival +19 Str +5 Dex +7 Con +5 Int +0 Wis +0 Cha +8 Kaiju Blood Each rivka gains resistances and offensive powers by feasting on the primordial blood of a kaiju. The type of damage the rivka resists and the type of damage dealt by its Kaiju Ray depend on the kaiju it last fed upon. Some of the most typical rivkas include those that feed on Cimurlian (cold), Kujiba (negative), Igroon (acid), Mogaru (fire), or Yorak (electricity). --- AC 32 Fort +24 Ref +26 Will +17 HP 220 Resistances one type 10 (see above) --- Speed 30 feet Melee Single Action claw +26 (Agile, Finesse), Damage 3d6+11 slashing Innate Primal Spells DC 33 - 5th Charm (at will), Illusory Disguise (×3) Eviscerate Two Actions Requirements The rivka has not attacked yet this turn; Effect The rivka lashes out with four of its razor-like claws. It makes four Strikes: the first at its highest attack bonus, the next two with a –4 penalty to their attack rolls, and the last one with a –8 penalty. This ability counts as four Strikes for the purpose of its multiple attack penalty. Kaiju Ray Two Actions (Evocation, Primal) The rivka opens its maw and projects a 60-foot line of primal energy that deals 14d6 damage (DC 32 basic Reflex save). The type of damage dealt by the ray depends on which kaiju the rivka has most recently fed from (see above). The rivka can't use Kaiju Ray again for 1d4 rounds. Blending In While rivkas generally don't use the same illusory disguise more than once during their forays into civilization, some rivkas become eerily attached to one particular guise. Such a rivka uses the same disguise wherever it goes, at most changing clothes, and might develop a reputation or even cult following as a speaker for a particular kaiju. Such deceptions rarely end well for the cocky rivka when their treachery is inevitably discovered. ","tradition":["Primal"],"skill_mod":{"deception":27,"survival":19,"stealth":26,"athletics":22,"acrobatics":26},"summary":"Rivkas are parasitic monsters that cling to the sides of kaiju. In their natural form, they resemble giant cockroaches with eight razor-like legs and …","image":["/Images/Monsters/Rivka.png"],"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Charm","Illusory Disguise"],"trait_group":["Creature Type","Rarity"],"ac":32,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1407","intelligence":0,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":7,"fortitude_save":24,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Rivka","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[21],"slug":"creature-1407"},{"primary_source_category":"Adventure Paths","strength":5,"hp":130,"language":["Common","Necril","Tien"],"source":["Pathfinder #167: Ready? Fight!","Book of the Dead"],"type":"Creature","charisma":3,"perception":22,"trait":["Undead","Vampire","CE","Medium"],"id":"creature-1408","text":" Provincial Jiang-Shi Roused rudely from their nightmarish slumber, the provincial jiang-shi roams the villages and graveyards around their domain for sustenance. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Provincial Jiang-Shi Source Pathfinder #167: Ready? Fight! pg. 86, Book of the Dead pg. 158 Perception +22; breathsense (precise) 60 feet, darkvision Languages Common, Necril, Tien Skills Acrobatics +16, Athletics +22, Intimidation +20, Religion +22 Str +5 Dex +3 Con +4 Int +3 Wis +7 Cha +3 Items +1 striking mace --- AC 31 Fort +21 Ref +18 Will +24 HP 130 (fast healing 10, negative healing, one more breath) Immunities death effects, disease, paralyzed, poison, sleep, prone Resistances physical 10 (except darkwood) Jiang-Shi Vulnerabilities Warped Fulu --- Speed 15 feet; rigor mortis Melee Single Action claw +22 (Agile), Damage 2d10+11 piercing plus Grab Melee Single Action mace +23 (Magical, Shove), Damage 2d6+11 bludgeoning Divine Innate Spells DC 32, attack +22 - 3rd Bind Undead, Fear (×3) - 4th Enervation, Ghostly Tragedy (×2) - 5th Shadow Blast - 6th Harm (×7), Spirit Blast, Vampiric Exsanguination Drain Qi Single Action (Divine, Necromancy) When Draining Qi, the provincial jiang-shi regains 13 HP. ","skill_mod":{"athletics":22,"intimidation":20,"acrobatics":16,"religion":22},"image":["/Images/Monsters/Vampire_JiangShi.png"],"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Harm","Spirit Blast","Vampiric Exsanguination","Shadow Blast","Enervation","Ghostly Tragedy","Bind Undead","Fear"],"ac":31,"item":["+1 striking mace"],"level":11,"spell_dc":[32],"source_category":["Adventure Paths","Rulebooks"],"sense":"breathsense (precise) 60 feet, darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":3,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":21,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"name":"Provincial Jiang-Shi","alignment":"CE","rarity":"common","strike_damage_average":[18,22],"attack_bonus":[22,23],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","sleep","prone"],"creature_family":"Vampire, Jiang-Shi","spell_attack_bonus":[22],"will_save":24,"speed":{"max":15,"land":15},"wisdom":7,"weakness":{},"creature_ability":["Jiang-Shi Vulnerabilities","Warped Fulu","Drain Qi"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation","Religion"],"tradition":["Divine"],"summary":"Roused rudely from their nightmarish slumber, the provincial jiang-shi roams the villages and graveyards around their domain for sustenance.","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1408","dexterity":3,"category":"creature","slug":"creature-1408"},{"primary_source_category":"Adventure Paths","strength":7,"hp":190,"language":["Common","Necril","Tien"],"source":["Pathfinder #167: Ready? Fight!","Book of the Dead"],"type":"Creature","charisma":4,"perception":28,"stealth":"24","trait":["Undead","Vampire","LE","Medium"],"id":"creature-1409","text":" Minister Of Tumult Ministers of tumult are grandmasters of killing, having cultivated their prowess to supernatural levels through the qi reaved from countless mortals. Many such jiang-shi ministers rule over settlements or even entire city-states, cowing their subjects into unerring obedience. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Minister Of Tumult Source Pathfinder #167: Ready? Fight! pg. 87, Book of the Dead pg. 159 Perception +28; breathsense (precise) 60 feet, darkvision Languages Common, Necril, Tien Skills Acrobatics +24, Athletics +29, Diplomacy +24, Intimidation +24, Martial Arts Lore +22, Society +20, Stealth +24 Str +7 Dex +4 Con +6 Int +4 Wis +8 Cha +4 --- AC 36 Fort +26 Ref +24 Will +28 HP 190 (fast healing 10, negative healing, one more breath) Immunities death effects, disease, paralyzed, poison, sleep, prone Resistances physical 10 (except magical darkwood) Jiang-Shi Vulnerabilities Warped Fulu --- Speed 30 feet; rigor mortis Melee Single Action claw +29 (Agile, Finesse), Damage 3d10+13 piercing plus Grab Monk Focus Spells 3 Focus Points, DC 34 - 8th Ki Rush, Medusa's Wrath, Wind Jump Drain Qi Single Action (Divine, Necromancy) When Draining Qi, the minister of tumult regains 19 HP. Premonition of Death Free Action Trigger The minister rolls initiative or their turn begins; Effect The minister is attuned to coming violence. The minister uses Stance of Death. Stance of Death Single Action (Stance, Necromancy) The minister's qi-engorged form allows perfect body control at all times. They assume one of the following stances. Bone Corpse When the minister successfully Drains Qi while in this stance, for 1 round each time the drained creature Strides it must succeed at a DC 5 flat check or waste the action and fall prone. Cloudless Void The jiang-shi gains a +1 circumstance bonus to AC and their claw Strikes gain the reach trait. Sundered Veins Creatures struck by the jiang-shi's claw Strikes take 1d10 persistent bleed damage. On a critical hit, they are also enfeebled 1. ","skill_mod":{"society":20,"diplomacy":24,"stealth":24,"athletics":29,"intimidation":24,"acrobatics":24},"image":["/Images/Monsters/Vampire_JiangMinister.png"],"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Ki Rush","Medusa's Wrath","Wind Jump"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Adventure Paths","Rulebooks"],"sense":"breathsense (precise) 60 feet, darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":4,"reflex_save":24,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"name":"Minister Of Tumult","alignment":"LE","rarity":"common","strike_damage_average":[29],"attack_bonus":[29],"constitution":6,"immunity":["death effects","disease","paralyzed","poison","sleep","prone"],"creature_family":"Vampire, Jiang-Shi","will_save":28,"speed":{"max":30,"land":30},"wisdom":8,"weakness":{},"creature_ability":["Jiang-Shi Vulnerabilities","Warped Fulu","Drain Qi","Premonition of Death","Stance of Death"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Martial Arts Lore","Society","Stealth"],"summary":"Ministers of tumult are grandmasters of killing, having cultivated their prowess to supernatural levels through the qi reaved from countless mortals. …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1409","dexterity":4,"category":"creature","slug":"creature-1409"},{"primary_source_category":"Adventure Paths","strength":10,"hp":445,"language":["Arboreal","Common","Sylvan","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%294%%>speak with plants<%END>"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","charisma":5,"perception":32,"stealth":"31","trait":["Plant","Rare","N","Gargantuan"],"id":"creature-1410","text":" Canopy Elder In the densest and oldest jungles, arboreals can reach heights of 200 feet or more. Given thousands of undisturbed years, these massive creatures enter into a symbiotic relationship with a myriad of plants, fungi, and animals to achieve the esteemed status of canopy elder. They provide a safe home for the creatures they host and develop a variety of powers that help them defend their forest realms. Recall Knowledge - Plant (Nature): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Canopy Elder Source Pathfinder #168: King of the Mountain pg. 78 Perception +32; low-light vision, tremorsense (imprecise) 120 feet Languages Arboreal, Common, Sylvan; speak with animals , speak with plants Skills Athletics +37, Diplomacy +35, Forest Lore +35, Intimidation +35, Nature +40, Stealth +31 Str +10 Dex +4 Con +9 Int +6 Wis +8 Cha +5 --- AC 42 Fort +36 Ref +28 Will +33 HP 445 Resistances bludgeoning 15, piercing 15 Weaknesses axe vulnerability 15, fire 15 Attack of Opportunity Reaction --- Speed 40 feet Melee Single Action branch +37 (reach 15 feet), Damage 4d12+18 bludgeoning and Improved Push 20 feet Melee Single Action root +37 (reach 30 feet), Damage 4d8+18 bludgeoning plus Trip Melee Single Action vine +37 (Agile, reach 40 feet), Damage 4d6+18 bludgeoning plus Improved Grab Primal Innate Spells DC 38 - 9th Nature's Enmity (×4) - Constant (9th) Speak with Animals, Speak with Plants Fungal Web Single Action The canopy elder launches a rapidly growing net of fungus from the mushrooms growing on its body at a single creature within 80 feet. The target must attempt a DC 39 Reflex save or become restrained by the fungal web (Escape DC 39). While restrained, the creature takes 4d6 poison damage at the end of each of their turns. Pollen Cloud Two Actions The canopy elder releases a dense cloud of pollen from the epiphytes living in its branches. The cloud emanates from the canopy elder in a 40-foot emanation. The cloud doesn't move with the canopy elder and remains in place for 1d6 rounds before dissipating. Creatures inside the cloud become concealed, and all creatures outside the cloud become concealed to creatures within it. Non-plant and non-fungus creatures within the cloud must attempt a DC 38 Fortitude save. On a failure, the creature is sickened 3, and on a critical failure the creature is also blinded for 1 minute. Regardless of the result, a creature is then temporarily immune to the sickening and blinding effects of the canopy elder's pollen for 24 hours. Vine Splint Single Action (Healing) The canopy elder grows a mesh of vines around its broken branches, repairing the damage and restoring 40 HP to itself. The canopy elder can't use Vine Splint again for 1d4 rounds. Canopy Elder Allies Epiphytes, hallucinogenic mushrooms, carnivorous orchids, and stinging insects all call a canopy elder home, as might larger creatures such as primates, big cats, birds, bats, and snakes. Many of these residents will take great pains to defend their home from threats. ","skill_mod":{"diplomacy":35,"nature":40,"stealth":31,"athletics":37,"intimidation":35},"image":["/Images/Monsters/Arboreal_CanopyElder.png"],"primary_source":"Pathfinder #168: King of the Mountain","spell":["Nature's Enmity","Speak with Animals","Speak with Plants"],"ac":42,"level":19,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" low-light vision , tremorsense (imprecise) 120 feet","resistance":{"bludgeoning":15,"piercing":15},"intelligence":6,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":36,"source_group":["Fists of the Ruby Phoenix"],"size":["Gargantuan"],"spoilers":"Fists of the Ruby Phoenix","name":"Canopy Elder","alignment":"N","rarity":"rare","strike_damage_average":[32,36,44],"attack_bonus":[37,37,37],"constitution":9,"creature_family":"Arboreal","will_save":33,"speed":{"max":40,"land":40},"wisdom":8,"weakness":{"fire":15},"creature_ability":["Attack of Opportunity","Fungal Web","Pollen Cloud","Vine Splint"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Diplomacy","Forest Lore","Intimidation","Nature","Stealth"],"tradition":["Primal"],"summary":"In the densest and oldest jungles, arboreals can reach heights of 200 feet or more. Given thousands of undisturbed years, these massive creatures …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1410","dexterity":4,"category":"creature","slug":"creature-1410"},{"attack_bonus":[27],"constitution":7,"primary_source_category":"Adventure Paths","strength":8,"hp":255,"language":["Common"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":25,"charisma":4,"speed":{"max":40,"land":40},"perception":26,"wisdom":6,"weakness":{},"creature_ability":["Eclipse Aura","Solar Flare","Lunar Burst","Shadow Leap","Thermal Mastery"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"23","trait":["Beast","Cold","Fire","Uncommon","LN","Medium"],"id":"creature-1411","text":" Bul-Gae Bul-gaes are manifestations of the eclipsed sun and moon. They resemble large canines, though their coloration and features change as they exercise their powers over heat and cold. Depending on whether they have most recently unleashed their lunar or solar powers, a bul-gae resembles either a crimson hound wreathed in flames or a cerulean, frostbitten fox, respectively. Legends say that the first bul-gae attempted to steal the sun from the sky. As they bit down on the burning sphere, though, the bul-gae was badly burned. Having failed, they then tried to retrieve the moon, but when they touched the moon the bul-gae froze solid and fell to the ground. The descendants of that bul-gae forever hone their powers of flame and ice so that they may one day succeed where their ancestor failed. Recall Knowledge - Beast (Arcana, Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Bul-Gae Source Pathfinder #168: King of the Mountain pg. 79 Perception +26; greater darkvision, scent (imprecise) 60 feet Languages Common Skills Athletics +28, Intimidation +23, Stealth +23, Survival +25 Str +8 Dex +4 Con +7 Int +5 Wis +6 Cha +4 --- AC 33 Fort +28 Ref +22 Will +25 HP 255 Resistances cold 15, fire 15 Eclipse Aura (aura, darkness, occult) 100 feet. Light and shadows morph strangely around the bul-gae. A creature attempting to create a light effect within the aura must attempt a DC 5 flat check. On a failure, the attempt fails, the effect is lost, and the DC to counteract darkness effects within the aura is increased by 1. Solar Flare Reaction (evocation, fire, occult) Trigger The bul-gae takes damage; Effect The bul-gae releases a solar flare in a 30-foot emanation. Each creature in the area takes 6d8 fire damage (DC 34 basic Reflex save). On a critical failure, a creature also takes 2d10 persistent fire damage. After using this ability, the bul-gae's flames cool and they can't use Solar Flare again until after they have used Lunar Burst. --- Speed 40 feet Melee Single Action jaws +27 (Agile), Damage 2d8+12 piercing plus 2d6 cold or fire and Knockdown Lunar Burst Two Actions (Cold, Evocation, Occult) The bul-gae releases a blast of otherworldly frost that deals 6d8 cold damage to each creature in a 10-foot emanation (DC 34 basic Reflex save). On a critical failure, a creature also becomes slowed 2. After using this ability, the bul-gae's flames heat up and they can't use Lunar Burst again until after they have used Solar Flare. Shadow Leap Single Action (Conjuration, Occult, Shadow, Teleportation) Requirement The bul-gae is in dim light or darkness; Effect The bul-gae dives into a shadow and reappears from a shadow within 40 feet. Thermal Mastery The bul-gae has total control over the powers of cold and fire. Each time it attacks with its jaws, it can choose to have the additional damage be either cold damage or fire damage. Eclipsed Light Bul-gae bring with them the distorted light of an eclipse wherever they go. This distorted light favors blue hues and skews the spectrum of visible colors, giving the world an eerie, muted ambiance. Tales say that bul-gae serve as faithful companions to the ancient, shadowy master of the first bul-gae. These tales purport that the shadow master can see through the distorted light of all bul-gae and uses the hounds as a means to watch the Material Plane for unknown purposes. ","element":["Fire"],"skill_mod":{"survival":25,"stealth":23,"athletics":28,"intimidation":23},"summary":"Bul-gaes are manifestations of the eclipsed sun and moon. They resemble large canines, though their coloration and features change as they exercise …","image":["/Images/Monsters/Bulgae.png"],"primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Creature Type","Energy","Monster","Elemental","Planar","Rarity"],"ac":33,"level":14,"source_category":["Adventure Paths"],"sense":" greater darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"fire":15,"cold":15},"url":"/Monsters.aspx?ID=1411","intelligence":5,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Greater darkvision","fortitude_save":28,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Bul-Gae","alignment":"LN","category":"creature","rarity":"uncommon","strike_damage_average":[28],"slug":"creature-1411"},{"attack_bonus":[35,35],"constitution":9,"primary_source_category":"Adventure Paths","strength":10,"hp":360,"immunity":["cold","death effects","disease","doomed","drained","fatigued","fire","healing","mental","necromancy","nonlethal","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":25,"charisma":-5,"speed":{"climb":40,"max":40,"land":40},"perception":30,"wisdom":5,"weakness":{"good":15},"creature_ability":["Desecration Aura","Attack of Opportunity","Avalanche","Coiled Rockslide","Constrict","Rebuild","Swallow Whole","Trample"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Stealth"],"stealth":"31","trait":["Construct","Rare","NE","Gargantuan"],"id":"creature-1412","text":" Desecrated Guardian Countless temples across Golarion, dedicated to deities both living and forgotten, have risen and fallen through the ages. Many find themselves buried under sand, snow, or vine never to be found. In such places, the spirits of the faithful can bind with their ruined temple to form a guardian construct, though with nothing left to guard, these spirits often become hollow, resentful, and filled with malice. These “desecrated guardians” lie in wait, sometimes for centuries, and destroy any adventurers who happen upon them. The most powerful desecrated guardians, such as the one presented here, incorporate the structures of multiple temples into their massive serpentine forms. Recall Knowledge - Construct (Arcana, Crafting): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Desecrated Guardian Source Pathfinder #168: King of the Mountain pg. 80 Perception +30; lifesense 60 feet Languages Skills Athletics +35, Stealth +31 Str +10 Dex +6 Con +9 Int -5 Wis +5 Cha -5 --- AC 42 Fort +36 Ref +31 Will +25 HP 360 Immunities cold, death effects, disease, doomed, drained, fatigued, fire, healing, mental, necromancy, nonlethal, paralyzed, poison, sickened, unconscious Resistances physical 15 (except adamantine) Weaknesses good 15 Desecration Aura (aura, abjuration, divine, evil) 40 feet. Desecrated guardians exude a palpable malice that nauseates all but the most wicked passersby. Non-evil creatures that enter the aura must attempt a DC 37 Will save. On a failure, the creature becomes sickened 1 (sickened 2 on a critical failure). In addition, any non-evil creatures that attempt to Cast a Spell within the aura must succeed at a DC 5 flat check or the spell is lost. Attack of Opportunity Reaction Tail only. --- Speed 40 feet, climb 40 feet Melee Single Action jaws +35 (deadly 3d12, Magical, reach 20 feet), Damage 3d10+22 bludgeoning plus Improved Grab Melee Single Action tail +35 (Magical, reach 30 feet), Damage 3d8+20 bludgeoning plus Improved Grab Avalanche Two Actions The desecrated guardian thrashes its body about, causing the nearby terrain to crumble and crash down on creatures in a 60-foot cone, dealing 12d10 bludgeoning damage (DC 42 basic Reflex save). It can't use Avalanche again for 1d4 rounds. Coiled Rockslide If the desecrated guardian started its turn hidden, it can Trample and remain hidden until after its attacks. Constrict Single Action 2d8+18 bludgeoning, DC 39 Rebuild Two Actions (Divine, Earth, healing, Transmutation) The desecrated guardian draws in rubble from the surrounding area to rebuild its damaged body. It recovers 8d6 Hit Points. It can only use this ability if it is near suitable rock or rubble. Swallow Whole Single Action (Attack) Huge, 3d8+20 bludgeoning, Rupture 45 Trample Three Actions Huge or smaller, tail, DC 37 Desecrated Temples Many of the temples that dot the peaks of the Wall of Heaven lay abandoned or in complete ruin. The magic in some of these places lives on, corrupted by time, decay, and the nightmarish extraplanar powers of Leng often found at Golarion's highest altitudes. There are dark tales of adventurers seeking refuge within a lone temple along the Wall of Heaven only to meet a terrible death at the hands of the temple's desecrated guardian. Although granting hospitality to strangers is a tenet of many Wall of Heaven temples, stories of monstrosities in disguise give some climbers pause as they approach a potential sanctuary. ","skill_mod":{"stealth":31,"athletics":35},"summary":"Countless temples across Golarion, dedicated to deities both living and forgotten, have risen and fallen through the ages. Many find themselves …","image":["/Images/Monsters/DesecratedGuardian.png"],"primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Creature Type","Rarity"],"ac":42,"level":18,"source_category":["Adventure Paths"],"sense":" lifesense 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=1412","intelligence":-5,"reflex_save":31,"strongest_save":["fort","fortitude"],"dexterity":6,"fortitude_save":36,"source_group":["Fists of the Ruby Phoenix"],"size":["Gargantuan"],"spoilers":"Fists of the Ruby Phoenix","name":"Desecrated Guardian","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[33,38],"slug":"creature-1412"},{"primary_source_category":"Adventure Paths","strength":4,"hp":310,"language":["Common","Sylvan"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","charisma":9,"perception":29,"stealth":"30","trait":["Fey","Uncommon","CE","Medium"],"id":"creature-1413","text":" Gumiho Gumihos are legendary nine-tailed fox creatures who, when disguised in humanoid form, use charm and guile to lure prey deep into the forest before revealing their true form and striking. The green-eyed canids use brutally sharp fangs to tear out their victim's throat and feast on their liver. Those few who survive a gumiho's trap recall the canid's eerie green eyes as well as a strange marble amulet warn around the monster's neck. Old stories claim that a fox transforms into a gumiho once it has lived for a thousand years, quadrupling in size, growing eight additional tails, and gaining the power to change shape. Terrifyingly, it also gains an insatiable hunger for the livers of people. This hunger is so closely connected to a gumiho's power that if it abstains from eating liver for one thousand days, the gumiho loses its magic and permanently takes on its humanoid guise—also losing its evil nature in the process. Recall Knowledge - Fey (Nature): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Gumiho Source Pathfinder #168: King of the Mountain pg. 81 Perception +29; darkvision, scent (imprecise) 60 feet Languages Common, Sylvan Skills Acrobatics +30, Diplomacy +33, Deception +33, Society +28, Stealth +30 Str +4 Dex +8 Con +5 Int +6 Wis +6 Cha +9 Guileful Charm (emotion, enchantment, incapacitation, mental, occult) Any creature that converses with a gumiho must attempt a DC 35 Will save. The creature then becomes temporarily immune for 24 hours. Critical Success The target is unaffected but knows the gumiho tried to charm it. Success The target is unaffected. Failure The target is affected by the failure effects of 4th-level charm . Critical Failure The target is affected by the failure effects of dominate . Items fox marble --- AC 39 Fort +26 Ref +32 Will +29 HP 310 Immunities charm Weaknesses cold iron 15 --- Speed 40 feet Melee Single Action claw +31 (Agile, Finesse), Damage 3d8+18 slashing Melee Single Action jaws +31 (Finesse), Damage 3d12+18 piercing Occult Spontaneous Spells DC 38, attack +30 - Cantrips (9th) Dancing Lights, Daze - 3rd Enthrall (3 slots) - 4th Charm, Invisibility, Sleep (4 slots) - 5th Subconscious Suggestion (3 slots) - 6th Dominate, Repulsion (3 slots) - 7th Project Image, Warp Mind (2 slots) - 8th Disappearance, Power Word Stun (2 slots) - 9th Power Word Kill (1 slot) Change Shape Single Action (Concentrate, Polymorph, Occult, Transmutation) The gumiho changes into humanoid or fox shape. Their humanoid shape has a specific, persistent appearance but their true form is their fox shape. In humanoid shape, the gumiho uses their original size, loses their jaws strike but retains their claws strike, and their Speed is reduced to 25 feet. A gumiho is never able to completely conceal one of their nine tails through this transformation. Sapping Critical Free Action Trigger The gumiho critically hits with a claw or jaws Strike; Effect The gumiho uses its fox marble to channel the life force lost by the target and heal for half the amount of damage dealt. Fox Marble A gumiho wears a strange green amulet around its neck. This fox marble stores all of the gumiho's knowledge. By focusing on the marble, a gumiho can perfectly recall anything it has experienced in its lifetime. A creature who manages to steal a gumiho's fox marble is lucky indeed, for they can also use it to access the gumiho's memories. However, if the gumiho still lives, the vengeful fox will stop at nothing to recover its marble. Whoever wears a fox marble gains a +2 item bonus to all checks to Recall Knowledge. ","skill_mod":{"society":28,"diplomacy":33,"deception":33,"stealth":30,"acrobatics":30},"image":["/Images/Monsters/Gumiho.png"],"primary_source":"Pathfinder #168: King of the Mountain","spell":["Power Word Kill","Disappearance","Power Word Stun","Project Image","Warp Mind","Dominate","Repulsion","Subconscious Suggestion","Charm","Invisibility","Sleep","Enthrall","Dancing Lights","Daze"],"ac":39,"item":["fox marble"],"level":17,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":6,"reflex_save":32,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Gumiho","alignment":"CE","rarity":"uncommon","strike_damage_average":[31,37],"attack_bonus":[31,31],"constitution":5,"immunity":["charm"],"spell_attack_bonus":[30],"will_save":29,"speed":{"max":40,"land":40},"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Guileful Charm","Change Shape","Sapping Critical"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Diplomacy","Deception","Society","Stealth"],"tradition":["Occult"],"summary":"Gumihos are legendary nine-tailed fox creatures who, when disguised in humanoid form, use charm and guile to lure prey deep into the forest before …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1413","dexterity":8,"category":"creature","slug":"creature-1413"},{"primary_source_category":"Adventure Paths","strength":6,"hp":300,"language":["Auran","Common","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","charisma":5,"perception":30,"trait":["Air","Beast","Rare","LN","Huge"],"id":"creature-1414","text":" Inmyeonjo Mountain guides whisper stories of giant white birds that stretch towards the sky, singing with human voices. While these stories are often dismissed as tall tales, the truth is much stranger, for the bird they've encountered not only has a human voice, but one a human face as well. Inmyeonjos are enormous white birds with flowing tails, abnormally long necks, and mask-like human faces. They wear an elongated black headpiece that serves as a vessel for their life energy, enabling their reincarnation through any living creature. Inmyeonjos often serve as gatekeepers or guardians of the tombs of great sages and leaders who brought peace to their lands and people. They can also be found atop on high mountains where the border between earth and sky is thinnest. Ultimately, inmyeonjos strive for balance and peace among all mortals. A person who has encountered an inmyeonjo often has trouble remembering if the strange creature was beautiful or terrifying. Recall Knowledge - Beast (Arcana, Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Inmyeonjo Source Pathfinder #168: King of the Mountain pg. 82 Perception +30; darkvision Languages Auran, Common; telepathy 100 feet Skills Acrobatics +30, Athletics +28, Diplomacy +32, Medicine +32, Nature +32, Occultism +27 Str +6 Dex +9 Con +7 Int +7 Wis +9 Cha +5 Blurred Countenance Creatures farther than 60 feet from an inmyeonjo see it only as the generic form of a huge bird. An inmyeonjo has concealment against attacks originating farther than 60 feet away. --- AC 38 Fort +25 Ref +28 Will +30 HP 300 Immunities disease Limited Immortality Though an inmyeonjo still needs to eat, drink, and sleep, they don't age and can't die of old age. Terrifying Beauty (aura, emotion, fear, mental) 60 feet. Any creature within 60 feet of an inmyeonjo that the inmyeonjo can see must attempt a DC 32 Will save. The effects last for 1 day while it is within the area of blurred countenance. Critical Success The creature is unaffected and is immune to the inmyeonjo's Terrifying Beauty for 1 day. Success The creature finds the inmyeonjo beguiling and becomes stupefied 1. Failure The creature finds the inmyeonjo terrifying and becomes frightened 1. Critical Failure The creature finds the inmyeonjo dreadful, becoming frightened 2. They can't willingly move closer to the inmyeonjo. --- Speed 40 feet, fly 100 feet Melee Single Action talon + 30 (Agile, Finesse, reach 15 feet), Damage 3d10+18 bludgeoning Melee Single Action tail +30 (Agile, Finesse, reach 25 feet), Damage 3d8+18 bludgeoning Occult Spontaneous Spells DC 34, attack +26 - Cantrips (8th) Telekinetic Projectile, Message - 2nd Mirror Image (3 slots) - 3rd Mind Reading, Zone of Truth (3 slots) - 4th Discern Lies, Read Omens (3 slots) - 5th Hallucination, Synaptic Pulse (2 slots) - 6th Phantasmal Calamity, Vibrant Pattern (2 slots) - 7th Ethereal Jaunt, Mask of Terror (2 slots) - 8th Discern Location, Unrelenting Observation (1 slot) Material Reincarnation When an inmyeonjo dies, their body rapidly decomposes to dust, but their black headpiece remains. The headpiece magically fits itself to any size head. A creature that dons the headpiece becomes immune to disease and stops aging, but cannot remove it by nonmagical means (DC 37 check to counteract). Over the course of 100 years, the creature grows feathers and their neck elongates until they eventually become an inmyeonjo. ","element":["Air"],"skill_mod":{"diplomacy":32,"nature":32,"medicine":32,"athletics":28,"occultism":27,"acrobatics":30},"image":["/Images/Monsters/Inmyeonjo.png"],"primary_source":"Pathfinder #168: King of the Mountain","spell":["Discern Location","Unrelenting Observation","Ethereal Jaunt","Mask of Terror","Phantasmal Calamity","Vibrant Pattern","Hallucination","Synaptic Pulse","Discern Lies","Read Omens","Mind Reading","Zone of Truth","Mirror Image","Telekinetic Projectile","Message"],"ac":38,"level":16,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":7,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"source_group":["Fists of the Ruby Phoenix"],"size":["Huge"],"spoilers":"Fists of the Ruby Phoenix","name":"Inmyeonjo","alignment":"LN","rarity":"rare","strike_damage_average":[31,34],"attack_bonus":[30,30],"constitution":7,"immunity":["disease"],"spell_attack_bonus":[26],"will_save":30,"speed":{"fly":100,"max":100,"land":40},"wisdom":9,"weakness":{},"creature_ability":["Blurred Countenance","Limited Immortality","Terrifying Beauty"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Diplomacy","Medicine","Nature","Occultism"],"tradition":["Occult"],"summary":"Mountain guides whisper stories of giant white birds that stretch towards the sky, singing with human voices. While these stories are often dismissed …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1414","dexterity":9,"category":"creature","slug":"creature-1414"},{"primary_source_category":"Adventure Paths","strength":6,"hp":400,"language":["Aklo","Alghollthu","Aquan","Undercommon","<%UMR%37%%>telepathy<%END> 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","charisma":7,"perception":38,"stealth":"40","trait":["Aberration","Aquatic","Uncommon","NE","Gargantuan"],"id":"creature-1415","text":" Lophiithu Lophiithus dwell in the deepest ocean trenches, places untouched by light, hope, or mortal comprehension. They appear to be gaping maws with distended jaws, vestigial flaps of putrefying flesh, and filamentous tentacles tipped with glowing light. Their extraplanar mouths take up most of their bodies, leaving no room for other organs, and any prey they swallow is transported to the Maelstrom for digestion. Recall Knowledge - Aberration (Occultism): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Lophiithu Source Pathfinder #168: King of the Mountain pg. 83 Perception +38; darkvision Languages Aklo, Alghollthu, Aquan, Undercommon; telepathy 100 feet, tongues Skills Athletics +36, Deception +40, Occultism +43, Stealth +40, Survival +36 Str +6 Dex +10 Con +7 Int +10 Wis +6 Cha +7 --- AC 43 Fort +30 Ref +36 Will +38 HP 400 Resistances mental 20, precision 15 --- Speed 10 feet, swim 80 feet Melee Single Action jaws +39 (Agile, deadly 3d10, Finesse, reach 15 feet), Damage 4d12+18 piercing plus Improved Grab Melee Single Action lure +37 (Agile, Finesse, Magical, reach 40 feet), Damage 4d6+18 bludgeoning plus 2d6 mental and beguiling lure Occult Innate Spells DC 41 - Cantrips (9th) Dancing Lights, Daze - 8th Illusory Creature (×2), Phantasmal Killer (×2) - 9th Telepathic Demand (×2), Unfathomable Song (×2) - 10th Fabricated Truth, Gate (at will) - Constant (9th) Tongues Beguiling Lure (Illusion, Mental, Occult, Visual) A creature hit by a lophiithu's lure must succeed at a DC 41 Will save or be fascinated with the lophiithu's lures for 1 minute. On a critical failure, it can't use reactions while it remains fascinated. A creature that succeeds at its save is temporarily immune for 1 hour. Dimensional Swallow The lophiithu's digestive organs exist in the Maelstrom, regardless of the location of their external form. The lophiithu can swallow any number of creatures of any size. Creatures that Escape the lophiithu's stomach do so normally. Creatures that cut themselves free instead find themselves in the Maelstrom near nothing but one of the lophiithu's disembodied stomachs. When the lophiithu dies, their stomach becomes a rift connecting to their mouth, allowing a creature to return to their plane. This rift disappears after 1 minute. Lure Whip Two Actions The lophiithu makes a lure Strike against each creature within reach. These attacks count toward the lophiithu's multiple attack penalty, but the penalty doesn't increase until after these attacks. Swallow Whole Single Action Gargantuan, 3d12+10 bludgeoning, Rupture 44 and dimensional swallow Planar Digestion A lophiithu's stomachs are scattered across islands in the Maelstrom. Extraplanar scholars remain unclear as to how these stomachs grow independently of a lophiithu, but are unsurprised by the planar abilities of the stomachs. Expeditions into the Maelstrom have turned up stomachs ranging from as small as a human fist to as large as mountains, suggesting the existence of enormous lophiithus. ","skill_mod":{"deception":40,"survival":36,"stealth":40,"athletics":36,"occultism":43},"image":["/Images/Monsters/Lophiithu.png"],"primary_source":"Pathfinder #168: King of the Mountain","spell":["Fabricated Truth","Gate","Telepathic Demand","Unfathomable Song","Illusory Creature","Phantasmal Killer","Dancing Lights","Daze","Tongues"],"ac":43,"level":21,"spell_dc":[41],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"precision":15,"mental":20},"intelligence":10,"reflex_save":36,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":30,"source_group":["Fists of the Ruby Phoenix"],"size":["Gargantuan"],"spoilers":"Fists of the Ruby Phoenix","name":"Lophiithu","alignment":"NE","rarity":"uncommon","strike_damage_average":[39,44],"attack_bonus":[37,39],"constitution":7,"will_save":38,"speed":{"max":80,"land":10,"swim":80},"wisdom":6,"weakness":{},"creature_ability":["Beguiling Lure","Dimensional Swallow","Lure Whip","Swallow Whole"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Deception","Occultism","Stealth","Survival"],"tradition":["Occult"],"summary":"Lophiithus dwell in the deepest ocean trenches, places untouched by light, hope, or mortal comprehension. They appear to be gaping maws with …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1415","dexterity":10,"category":"creature","slug":"creature-1415"},{"attack_bonus":[34,35,35],"constitution":10,"primary_source_category":"Adventure Paths","strength":10,"hp":400,"language":["Aklo","Common","Draconic"],"immunity":["area damage"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":27,"charisma":6,"speed":{"max":60,"land":30,"swim":60},"perception":33,"wisdom":4,"weakness":{"cold_iron":15},"creature_ability":["Frightful Presence","Attack of Opportunity","Multiple Heads","Multiple Opportunities","Orochi Flurry","Swallow Whole"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Amphibious","Beast","Rare","CE","Gargantuan"],"id":"creature-1416","text":" Orochi An orochi is an enormous serpent with eight heads and eight tails that lives among large waterways. Orochi are vile, amoral creatures kept at bay only with yearly sacrifices. Most settlements unable to satisfy an orochi with a sacrifice soon meet their destruction. Recall Knowledge - Beast (Arcana, Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Orochi Source Pathfinder #168: King of the Mountain pg. 84 Perception +33; darkvision, low-light vision Languages Aklo, Common, Draconic Skills Acrobatics +30, Athletics +36, Intimidation +31, Survival +29 Str +10 Dex +6 Con +10 Int +5 Wis +4 Cha +6 --- AC 42 all-around vision Fort +33 Ref +30 Will +27 HP 400 ((body) ; Resistances poison 15 HP (head) 60, multiple heads ) Immunities area damage Resistances poison 15 Weaknesses cold iron 15 Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 37 Attack of Opportunity Reaction Multiple Heads A creature can attempt to sever one of the orochi's eight heads by specifically targeting it and dealing damage equal to the head's HP. A head not completely severed returns to full HP at the end of the attacking creature's turn. An orochi that loses all of their heads immediately dies. Multiple Opportunities The orochi gains an extra reaction per round for each of their heads that remains beyond the first, which it can use only to make Attacks of Opportunity. They can't use more than 1 reaction on the same triggering action, and the orochi must use a different head for each Attack of Opportunity. --- Speed 30 feet, swim 60 feet Melee Single Action jaws +35 (reach 40 feet), Damage 3d12+18 piercing plus Improved Grab Melee Single Action tail +35 (Agile, Magical, reach 50 feet), Damage 3d10+18 bludgeoning plus Improved Knockdown Ranged Single Action rock +34 (Brutal, range increment 100 feet), Damage 3d8+18 bludgeoning Orochi Flurry Two Actions The orochi makes a number of jaws Strikes equal to the number of their remaining heads, each against a different target. The orochi's multiple attack penalty doesn't increase until after the orochi makes all of their attacks. Swallow Whole Single Action (Attack) Huge, 2d12+18 bludgeoning, Rupture 40 Spoils of the Orochi Legends state that a warrior able to slay an orochi in single combat will find a blade deep within the creature's flesh. Such blades are said to have a mastery over flames and to be able to cut entire fields of grass in a single stroke. ","skill_mod":{"survival":29,"athletics":36,"intimidation":31,"acrobatics":30},"summary":"An orochi is an enormous serpent with eight heads and eight tails that lives among large waterways. Orochi are vile, amoral creatures kept at bay …","image":["/Images/Monsters/Orochi.png"],"primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Monster","Creature Type","Rarity"],"ac":42,"level":18,"source_category":["Adventure Paths"],"sense":" darkvision , low-light vision ","weakest_save":["will"],"resistance":{"poison":15},"url":"/Monsters.aspx?ID=1416","intelligence":5,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":33,"source_group":["Fists of the Ruby Phoenix"],"size":["Gargantuan"],"spoilers":"Fists of the Ruby Phoenix","name":"Orochi","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[31,34,37],"slug":"creature-1416"},{"attack_bonus":[30,30],"constitution":6,"primary_source_category":"Adventure Paths","strength":4,"hp":295,"language":["Common","<%UMR%37%%>telepathy<%END> 100 feet"],"immunity":["fire","light"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":23,"charisma":4,"speed":{"fly":60,"max":60,"land":25},"perception":26,"wisdom":5,"weakness":{"cold":15},"creature_ability":["Golden Sun","Scorching Gaze","Fiery Transformation","Radiant Blast","Scorch Earth","Transfixing Sunbeam"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Diplomacy"],"trait":["Beast","Fire","Uncommon","N","Tiny"],"id":"creature-1417","text":" Sanzuwu Those who feast on the sun are said to carry its power within them. Sanzuwus are small crows with red plumage and dark throats. According to legend, they stole their burning power from the sun and now fly across the sky as blinding streaks of fire. When they land on the earth, it ignites around them, causing unbound destruction. A handful of people worship these radiant birds and inscribe their three-legged visage on coins, items, and weapons. Recall Knowledge - Beast (Arcana, Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Sanzuwu Source Pathfinder #168: King of the Mountain pg. 85 Perception +26; greater darkvision Languages Common; telepathy 100 feet Skills Acrobatics +30, Athletics +27, Diplomacy +25 Str +4 Dex +8 Con +6 Int +4 Wis +5 Cha +4 --- AC 36 Fort +26 Ref +29 Will +23 HP 295 Immunities fire, light Weaknesses cold 15 Golden Sun (abjuration, aura, primal) 10 feet. A golden aura envelopes the sanzuwu, protecting them from weak magic. Any non-cold spells of 3rd level or lower burn away and are ineffective. A sanzuwu can deactivate or activate the golden aura as a free action with the concentrate trait. Scorching Gaze Reaction (evocation, fire, primal) Trigger A creature within 30 feet targets the sanzuwu or one of their allies with a weapon attack; Effect The sanzuwu focuses their gaze on the triggering creature's weapon, heating it to a burning temperature for an instant. The creature takes 4d8 fire damage unless the creature Releases the weapon as a free action. --- Speed 25 feet, fly 60 feet Melee Single Action beak +30 (Finesse, Fire, Magical), Damage 3d6+14 piercing plus 3d6 fire Melee Single Action talon +30 (Agile, Finesse, Fire, Magical), Damage 3d4+14 piercing plus 3d6 fire Fiery Transformation Two Actions (Concentrate, Fire, Polymorph, Primal, Transmutation) The sanzuwu transforms into an enormous bird made of flame. As the sanzuwu begins their transformation, creatures within a 10-foot emanation take 6d8 fire damage (DC 33 basic Reflex save). While in their flame form, the sanzuwu gains the effects of 4th-level enlarge . They can use Fiery Transformation again to revert back to their standard form. Radiant Blast Two Actions (Evocation, Fire, Primal) The sanzuwu opens their mouth to produce a bead of burning energy, hurling it a point within 200 feet. The bead detonates, dealing 7d8 fire damage and 4d10 sonic damage to all creatures in a 30-foot burst (DC 33 basic Reflex save). Creatures that critically fail become blinded for 1 round. The sanzuwu can't use Radiant Blast again for 1d4 rounds. Scorch Earth Two Actions Requirements The sanzuwu is standing on the ground; Effect The sanzuwu Strides. A 6th-level wall of fire appears in all the spaces the sanzuwu left during this movement, lasting for 1 round. The sanzuwu can't use Scorch Earth again for 1d4 rounds. Transfixing Sunbeam Two Actions (Evocation, Incapacitation, Light, Primal) Requirements The sanzuwu is in their fiery form; Effect The sanzuwu spreads their wings, emitting a bright cascade of light in a 30-foot cone. Creatures in the cone must attempt a DC 33 Fortitude save. Success The creature is unaffected. Failure The creature is stunned 1. Critical Failure The creature is stunned 2. A Fiery Murder When several sanzuwus are together the immense heat radiating from them can cause an inferno of devastation. Legends tell of sanzuwus gathered together as the ground rends into volcanic rifts and uncontrollable blazes. Though they bring destruction in their wake, some stories claim that a brave individual who can follow these cataclysmic rifts for 10 days will reach the sun and earn its blessing ","element":["Fire"],"skill_mod":{"diplomacy":25,"athletics":27,"acrobatics":30},"summary":"Those who feast on the sun are said to carry its power within them. Sanzuwus are small crows with red plumage and dark throats. According to legend, …","image":["/Images/Monsters/Sanzuwu.png"],"primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"ac":36,"level":15,"source_category":["Adventure Paths"],"sense":" greater darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1417","intelligence":4,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Greater darkvision","fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Tiny"],"spoilers":"Fists of the Ruby Phoenix","name":"Sanzuwu","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[32,35],"slug":"creature-1417"},{"attack_bonus":[37,37],"constitution":11,"primary_source_category":"Adventure Paths","strength":8,"hp":320,"language":["Common","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":38,"charisma":7,"speed":{"max":40,"land":30,"swim":40},"perception":35,"wisdom":10,"weakness":{"cold_iron":20},"creature_ability":["Pacifying Aura","Constrict","Environmental Balance","Unbalancing Stomp"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Diplomacy","Lore","Medicine","Nature","Occultism","Survival"],"trait":["Fey","Rare","CG","Gargantuan"],"id":"creature-1418","text":" Spirit Turtle Spirit turtles are benevolent fey known to heal those in need and confer other powerful gifts. These gentle giants resemble enormous turtles and often bear entire ecosystems on their shells. In ancient times, so the legend goes, spirit turtles used to grant wishes to many mortals. After millennia of such encounters, the giant creatures grew tired and went into hiding or returned to their home plane, the First World. Those few spirit turtles who remain on Golarion now grant their favors only to the purest and worthiest mortal petitioners. Recall Knowledge - Fey (Nature): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Spirit Turtle Source Pathfinder #168: King of the Mountain pg. 86 Perception +35 Languages Common, Sylvan; tongues Skills Diplomacy +36, Lore +34, Medicine +40, Nature +36, Occultism +34, Survival +40 Str +8 Dex +6 Con +11 Int +6 Wis +10 Cha +7 --- AC 45 Fort +40 Ref +32 Will +38 HP 320 , regeneration 25 (deactivated by cold iron or evil) Resistances fire 20, physical 15 Weaknesses cold iron 20 Pacifying Aura (emotion, enchantment, primal) 100 feet. A spirit turtle exudes a constant feeling of calm. Creatures within the aura are subjected to a 10th-level calm emotions spell (DC 44 Will save). The effects persist up to 1 hour, even if the creature leaves the aura. Regardless of the result of the saving throw, the creature is temporarily immune for 1 hour. --- Speed 30 feet, swim 40 feet Melee Single Action jaws +37 (Magical, reach 20 feet), Damage 4d12+14 piercing plus 2d6 energy and Improved Grab Melee Single Action foot +37 (Magical, reach 15 feet), Damage 4d10+14 bludgeoning plus 2d6 energy and Improved Knockdown Primal Innate Spells DC 44 - 4th Heal (at will), Vital Beacon (at will) - 5th Breath of Life (×3) - 6th Restoration (×2) - 7th Plane Shift (self only), Regenerate (×2) - 8th Moment of Renewal (×2) - 9th Field of Life (×2) - 10th Primal Phenomenon, Revival - Constant (10th) Tongues Constrict Single Action 4d12+7 bludgeoning, DC 41 Environmental Balance Free Action (Evocation, Primal) Trigger The spirit turtle begins their turn; Effect The spirit turtle harnesses their connection with the world around them to augment their attacks. They choose acid, cold, electricity, or fire. The energy damage dealt by their Strikes and Unbalancing Stomp changes to the selected energy type. Unbalancing Stomp Two Actions The spirit turtle makes a foot Strike. Whether or not the Strike hits, the stomp creates a shockwave on the ground in a 15-foot burst centered on the target. All creatures in the area other than the spirit turtle take 10d10 bludgeoning and 4d8 energy damage and are knocked prone (DC 41 basic Reflex save). Creatures that critically succeed at their Reflex save are not knocked prone. The spirit turtle can't use Unbalancing Stomp again for 1d4 rounds. Spiritual Tasks Most spirit turtles grant an extended lifetime as gift for completing an important task. The requirements of a task vary from turtle to turtle, but they are always massive undertakings. In one part of the saga of Artimos the Tailor, Artimos met with a spirit turtle and earned their favor by sewing a quilt as massive as the lake in which the turtle slept. The quilt required cloth from the robes of each ruler in Tian Xia, but Artimos's efforts eventually earned him a golden needle to aid him on his journeys. ","tradition":["Primal"],"skill_mod":{"diplomacy":36,"nature":36,"survival":40,"medicine":40,"occultism":34},"summary":"Spirit turtles are benevolent fey known to heal those in need and confer other powerful gifts. These gentle giants resemble enormous turtles and …","image":["/Images/Monsters/SpiritTurtle.png"],"primary_source":"Pathfinder #168: King of the Mountain","spell":["Primal Phenomenon","Revival","Field of Life","Moment of Renewal","Plane Shift","Regenerate","Restoration","Breath of Life","Heal","Vital Beacon","Tongues"],"trait_group":["Creature Type","Rarity"],"ac":45,"level":21,"spell_dc":[44],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"fire":20,"physical":15},"url":"/Monsters.aspx?ID=1418","intelligence":6,"reflex_save":32,"strongest_save":["fort","fortitude"],"dexterity":6,"fortitude_save":40,"source_group":["Fists of the Ruby Phoenix"],"size":["Gargantuan"],"spoilers":"Fists of the Ruby Phoenix","name":"Spirit Turtle","alignment":"CG","category":"creature","rarity":"rare","strike_damage_average":[43,47],"slug":"creature-1418"},{"primary_source_category":"Adventure Paths","strength":9,"hp":475,"language":["Common","(can't speak any language)"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","charisma":-2,"perception":33,"trait":["Cold","Uncommon","Undead","NE","Large"],"id":"creature-1419","text":" Sthira The Wall of Heaven claims many intrepid climbers. Some such travelers come seeking fortune. Others seek enlightenment. Many, however, find only an icy death. With no means for a proper burial, many of these unfortunate souls remain abandoned to the ice, their bodies becoming macabre guideposts along mountain trails. Through means unknown, the most willful of these frozen travelers reanimate to seek vengeance upon the living for their denied burial. Such creatures, called sthiras, are composed of multiple bodies or body parts frozen together into one horrific monstrosity. Recall Knowledge - Undead (Religion): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Sthira Source Pathfinder #168: King of the Mountain pg. 87 Perception +33; darkvision Languages Common; (can't speak any language) Skills Athletics +39 Str +9 Dex +2 Con +10 Int -5 Wis +0 Cha -2 Items +3 greater striking greatsword --- AC 45 Fort +39 Ref +27 Will +33 HP 475 (negative healing) Immunities cold, death effects, disease, mental, paralyzed, poison, unconscious Weaknesses fire 20 Freezing Death (aura, cold, evocation, primal) 20 feet. A creature that starts its turn in the aura takes 6d6 cold damage (DC 42 basic Fortitude). If the creature is grabbed or restrained by the sthira, it takes one degree of success worse than it rolled. Attack of Opportunity Reaction Frozen to the Touch (cold) A creature that damages the sthira with an unarmed attack, tries to Grapple it, or otherwise touches it takes 6d6 cold damage (DC 42 basic Fortitude). --- Speed 25 feet Melee Single Action greatsword +38 (Magical, versatile P, reach 10 feet), Damage 3d12+15 slashing plus 2d6 cold and frostbite Melee Single Action fist +38 (Magical, reach 10 feet), Damage 3d8+15 bludgeoning plus 2d6 cold, frostbite, and Improved Grab Primal Innate Spells DC 39, attack +31 - Cantrips (10th) Ray of Frost - 9th Polar Ray (×2), Storm of Vengeance (hail only each round), Wall of Ice - 10th Massacre Frostbite A creature that takes cold damage from a sthira's Strikes or aura must attempt a DC 42 Fortitude save. A creature that already has persistent cold damage from frostbite ignores this effect. Critical Success The creature is unaffected, and is temporarily immune to this ability for 1 hour. Success The creature is unaffected. Failure The creature takes 3d6 persistent cold damage. Critical Failure As failure, but the creature is also drained 1. Create Sthira (Primal, Necromancy) When a creature dies while it has persistent cold damage from the sthira's frostbite, the creature rises as a sthira in 24 hours. If the creature is grappled by the sthira when it dies, the dying creature becomes permanently fused with the sthira instead. In this case, the sthira immediately recovers a number of Hit Points equal to the half the dead creature's maximum Hit Points. Other Sthiras Mountaineer stories warn of sthiras that have incorporated the bodies of powerful non-humanoids and have even more terrifying abilities as a result, ranging from the capacity to cast spells, exhale gouts of ice, or even fly. ","skill_mod":{"athletics":39},"image":["/Images/Monsters/Sthira.png"],"primary_source":"Pathfinder #168: King of the Mountain","spell":["Massacre","Polar Ray","Storm of Vengeance","Wall of Ice","Ray of Frost"],"ac":45,"item":["+3 greater striking greatsword"],"level":20,"spell_dc":[39],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":-5,"reflex_save":27,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":39,"source_group":["Fists of the Ruby Phoenix"],"size":["Large"],"spoilers":"Fists of the Ruby Phoenix","name":"Sthira","alignment":"NE","rarity":"uncommon","strike_damage_average":[35,41],"attack_bonus":[38,38],"constitution":10,"immunity":["cold","death effects","disease","mental","paralyzed","poison","unconscious"],"spell_attack_bonus":[31],"will_save":33,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{"fire":20},"creature_ability":["Freezing Death","Attack of Opportunity","Frozen to the Touch","Frostbite","Create Sthira"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics"],"tradition":["Primal"],"summary":"The Wall of Heaven claims many intrepid climbers. Some such travelers come seeking fortune. Others seek enlightenment. Many, however, find only an …","trait_group":["Energy","Monster","Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1419","dexterity":2,"category":"creature","slug":"creature-1419"},{"primary_source_category":"Adventures","strength":-1,"hp":144,"language":["Abyssal","Aklo","Celestial","Infernal","Requian"],"source":["Malevolence"],"type":"Creature","charisma":3,"perception":22,"stealth":"22","trait":["Monitor","Psychopomp","Swarm","N","Large"],"id":"creature-1420","text":" Algea Algeas protect (and sometimes retrieve) souls at risk of being claimed by other entities, particularly spellcasters who dabbled with otherworldly forces but never officially pledged their souls. Recall Knowledge - Monitor (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Algea Source Malevolence pg. 70 Perception +22; darkvision, lifesense 60 feet, see magic Languages Abyssal, Aklo, Celestial, Infernal, Requian Skills Acrobatics +22, Boneyard Lore +21, Occultism +21, Religion +20, Stealth +22 Str -1 Dex +7 Con +5 Int +2 Wis +5 Cha +3 See Magic An algea can see magic auras on creatures or objects that it can observe; it can't see magic auras on creatures or objects that are hidden from its view. It learns the schools of magic for all spells affecting creatures. --- AC 30 Fort +18 Ref +24 Will +22 +1 status to all saves vs. magic HP 144 Immunities death effects, disease, precision, swarm mind Resistances bludgeoning 10, negative 10, piercing 10, poison 10, slashing 5 Weaknesses area damage 5, splash damage 5 Grieving Aura (aura, divine, emotion, enchantment, mental) 30 feet. A creature that begins its turn in the aura must attempt a DC 27 Will save. Undead take a –2 circumstance penalty to this saving throw. The creature is then temporarily immune to the grieving aura for 1 hour. Success The creature is unaffected. Failure For 1 round, the creature can't use reactions and is slowed 1 for that turn as it sobs uncontrollably. Critical Failure As failure, but the effects lasts while the creature remains in the aura plus 1 minute. --- Speed 15 feet, fly 40 feet Divine Innate Spells DC 30, attack +22 - 2nd Invisibility - 4th Confusion, Talking Corpse - 7th Plane Shift (self and soul caged creature only; to the Boneyard only) Rituals DC 30 - 5th Call Spirit Drain Magic (Abjuration, Divine) Whenever a creature fails its save against Frenzied Beaks, the algea attempts to counter a spell effect active on that creature (6th level, counteract check +22). The algea can choose which effect to attempt to counteract for each creature. Frenzied Beaks Single Action Each foe in the swarm's space takes 5d6 piercing damage (DC 30 basic Reflex) and is exposed to drain magic. This damage affects incorporeal creatures as if it had the effects of a ghost touch property rune. Soul Cage (Divine, Incapacitation, Necromancy) An incorporeal undead damaged by Frenzied Beaks must attempt a DC 30 Will save. Critical Success The undead is unaffected and is temporarily immune for 24 hours. Success The undead takes a –10-foot status penalty to Speeds for 1 round. Failure As success, but the undead is also immobilized for 1 round, although it can attempt to Escape (DC 30). Critical Failure The undead is restrained for 1 round. The algea can attempt to plane shift with the restrained creature even if that creature isn't willing, but an unwilling creature can attempt a Will save to resist plane shift . If it succeeds, the algea plane shifts and leaves the incorporeal creature behind, which is then no longer restrained. One of Many The individual psychopomps that comprise an algea swarm are particularly minuscule nosoi psychopomps. If statistics for a single such creature become necessary, treat it as a nosoi psychopomp with the weak adjustment. ","skill_mod":{"stealth":22,"occultism":21,"acrobatics":22,"religion":20},"image":["/Images/Monsters/Psychopomp_Algea.png"],"primary_source":"Malevolence","spell":["Plane Shift","Confusion","Talking Corpse","Invisibility"],"ac":30,"level":11,"spell_dc":[30],"source_category":["Adventures"],"sense":" darkvision , lifesense 60 feet, see magic","resistance":{"bludgeoning":10,"void":10,"poison":10,"piercing":10,"slashing":5},"intelligence":2,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"source_group":["Malevolence"],"size":["Large"],"name":"Algea","alignment":"N","rarity":"common","constitution":5,"immunity":["death effects","disease","precision","swarm mind"],"creature_family":"Psychopomp","spell_attack_bonus":[22],"will_save":22,"speed":{"fly":40,"max":40,"land":15},"wisdom":5,"weakness":{"area":5},"creature_ability":["See Magic","Grieving Aura","Drain Magic","Frenzied Beaks","Soul Cage"],"primary_source_group":"Malevolence","skill":["Acrobatics","Boneyard Lore","Occultism","Religion","Stealth"],"tradition":["Divine"],"summary":"Algeas protect (and sometimes retrieve) souls at risk of being claimed by other entities, particularly spellcasters who dabbled with otherworldly …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1420","dexterity":7,"category":"creature","slug":"creature-1420"},{"attack_bonus":[17,17],"constitution":4,"primary_source_category":"Adventures","strength":6,"hp":145,"language":["Necril"],"immunity":["death effects","disease","paralyze","poison","unconscious"],"source":["Malevolence"],"type":"Creature","will_save":17,"charisma":2,"speed":{"max":25,"land":25},"perception":17,"wisdom":6,"weakness":{"bludgeoning":7},"creature_ability":["Ectoplasmic Filament","Eerie Flexibility","Gnaw","Skeletal Storm","Sprawled Bones"],"primary_source_group":"Malevolence","skill":["Acrobatics","Athletics","Stealth"],"stealth":"15","trait":["Rare","Undead","CE","Large"],"id":"creature-1421","text":" Tanglebones Sometimes, when murderer buries a large number of victims in a mass grave, the vengeful spirits of the slain can become similarly tangled together. When these spirits can't untangle, they instead return to their physical remains, fusing into one horrific mass of bones and black, tar-like sludge—a tanglebones. One awful tale speaks of a bitter old dowager who learned that, through a legal loophole, ownership of her estate would revert to her estranged daughter. She murdered her 13 servants, buried their bodies in the house's basement, and then played the gracious mother in handing over the manor keys at the appointed time. One night, the tanglebones that arose from the dowager's atrocity murdered the daughter and her family. By the time the authorities learned of what happened, the dowager had fled the nation, changed her identity, and (the story goes) wasted no time rebuilding her fortunes—this time becoming a queen. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Tanglebones Source Malevolence pg. 71 Perception +17; darkvision Languages Necril Skills Acrobatics +14, Athletics +17, Stealth +15 Str +6 Dex +3 Con +4 Int -2 Wis +6 Cha +2 --- AC 24 Fort +15 Ref +12 Will +17 HP 145 (negative healing) Immunities death effects, disease, paralyze, poison, unconscious Weaknesses bludgeoning 7 Ectoplasmic Filament Reaction Trigger A creature within the tanglebone's reach uses an action with the manipulate trait or a move action, or leaves a square during a move action it's using; Effect A filament of black, oily ectoplasm lashes out at the triggering creature, dealing 2d8+8 slashing damage (DC 25 basic Reflex save). If the filament deals damage, the tanglebones gains 2d8 temporary Hit Points. --- Speed 25 feet Melee Single Action claw +17 (Agile, reach 10 feet), Damage 2d8+8 slashing plus Grab Ranged Single Action hurled bone +17 (Brutal, range 30 feet), Damage 2d4+8 bludgeoning Eerie Flexibility A tanglebones can shift and adjust its mass to fit into smaller areas, allowing it to fit through tight spaces as if it were a Medium creature. While Squeezing, it can move at its full Speed. Gnaw Single Action Requirements The tanglebones has Grabbed a foe; Effect The tanglebones gnaws and chews on the grabbed target with its many skulls, dealing 2d6+8 piercing damage (DC 23 basic Fortitude save). On a critical failure, the creature is also sickened 1 from the pain. Skeletal Storm Two Actions The tanglebones makes a single claw Strike against every creature in reach. These attacks count toward the tanglebones' multiple attack penalty, but the multiple attack penalty doesn't increase until after the tanglebones makes all its attacks. Sprawled Bones Single Action (Concentrate) Until the next time it acts, the tanglebones appears as a sprawling mass of bones. It has an automatic result of 35 on Deception checks and DCs to pass as a grisly but seemingly harmless mess. Unravelers It's believed that a tanglebones's formation can be prevented if even one body in the mass grave died from a different cause than its fellows. In regions where these undead horrors are more common, additional bodies known as unravellers are often dropped into mass graves in an attempt to prevent a tanglebones from rising. ","skill_mod":{"stealth":15,"athletics":17,"acrobatics":14},"summary":"Sometimes, when murderer buries a large number of victims in a mass grave, the vengeful spirits of the slain can become similarly tangled together. …","image":["/Images/Monsters/Tanglebones.png"],"primary_source":"Malevolence","trait_group":["Rarity","Creature Type"],"ac":24,"level":7,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1421","intelligence":-2,"reflex_save":12,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":15,"source_group":["Malevolence"],"size":["Large"],"spoilers":"Malevolence","name":"Tanglebones","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[13,17],"slug":"creature-1421"},{"attack_bonus":[9,9,9],"constitution":2,"primary_source_category":"Lost Omens","strength":2,"hp":27,"language":["Anadi","Mwangi"],"source":["The Mwangi Expanse","Pathfinder #145: Hellknight Hill"],"type":"Creature","creature_family":"Anadi","will_save":7,"charisma":0,"speed":{"climb":25,"max":25,"land":25},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Anadi Venom","Change Shape","Spin Silk"],"skill":["Acrobatics","Athletics","Crafting","Nature","Stealth"],"stealth":"8","trait":["Anadi","Humanoid","Uncommon","CG","Medium"],"id":"creature-1422","text":" Anadi Hunter Anadi hunters act as the eyes and ears of their people by scouting surrounding areas for potential invaders. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Anadi Hunter Source The Mwangi Expanse pg. 209, Pathfinder #145: Hellknight Hill pg. 84 Perception +9 Languages Anadi, Mwangi Skills Acrobatics +8, Athletics +6, Crafting +6, Nature +5, Stealth +8 Str +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Items Composite Shortbow (20 arrows), Leather Armor, Shortsword --- AC 17 Fort +4 Ref +10 Will +7 HP 27 --- Speed 25 feet, climb 25 feet Melee Single Action shortsword +9 (Agile, Finesse, versatile S), Damage 1d6+4 piercing Melee Single Action fangs +9 (Finesse), Damage 1d8+4 piercing plus anadi venom Ranged Single Action composite shortbow +9 (deadly d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+4 piercing Anadi Venom (Poison) Saving Throw DC 15 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and flat-footed (1 round); Stage 2 1d6 poison damage, flat-footed, and clumsy 1 (1 round) Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) The anadi changes into their hybrid form, spider form, or human form. The above statistics assume the anadi is in their hybrid form. While in their human form, the anadi hunter can't use their fangs attack and loses their climb Speed. When in spider form, they can't use weapons. Spin Silk (Concentrate, Exploration, Manipulate) By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment. ","skill_mod":{"nature":5,"crafting":6,"stealth":8,"athletics":6,"acrobatics":8},"summary":"Anadi hunters act as the eyes and ears of their people by scouting surrounding areas for potential invaders.","image":["/Images/Monsters/Anadi_AnadiHunter.png"],"primary_source":"The Mwangi Expanse","trait_group":["Monster","Ancestry","Creature Type","Rarity"],"ac":17,"item":["Composite Shortbow (20 arrows)","Leather Armor","Shortsword"],"level":2,"source_category":["Lost Omens","Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1422","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":4,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Anadi Hunter","alignment":"CG","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[7,7,8],"slug":"creature-1422"},{"attack_bonus":[12,12],"constitution":0,"primary_source_category":"Lost Omens","strength":0,"hp":58,"language":["Anadi","Mwangi"],"source":["The Mwangi Expanse","Pathfinder #145: Hellknight Hill"],"type":"Creature","creature_family":"Anadi","will_save":14,"charisma":2,"speed":{"climb":25,"max":25,"land":25},"perception":12,"wisdom":4,"weakness":{},"creature_ability":["Anadi Venom","Change Shape","Spin Silk"],"skill":["Athletics","Crafting","Deception","Diplomacy","Nature","Survival"],"trait":["Anadi","Humanoid","Uncommon","CG","Medium"],"id":"creature-1423","text":" Anadi Sage Anadi sages commune with nature and hone their innate magic through practice. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Anadi Sage Source The Mwangi Expanse pg. 290, Pathfinder #145: Hellknight Hill pg. 85 Perception +12 Languages Anadi, Mwangi Skills Athletics +12, Crafting +10, Deception +8, Diplomacy +10, Nature +12, Survival +10 Str +0 Dex +2 Con +0 Int +1 Wis +4 Cha +2 Items Hide Armor, Shortsword --- AC 20 Fort +8 Ref +11 Will +14 HP 58 --- Speed 25 feet, climb 25 feet Melee Single Action shortsword +12 (Agile, Finesse, versatile S), Damage 1d6+3 piercing Melee Single Action fangs +12 (Finesse), Damage 2d6+3 piercing plus anadi venom Arcane Innate Spells DC 21 - Cantrips (2nd) Detect Magic, Ghost Sound, Mage Hand, Message - 1st Color Spray, Illusory Disguise, Illusory Object - 2nd Blur, Illusory Creature Anadi Venom (Poison) Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and flat-footed (1 round); Stage 2 1d6 poison damage, flat-footed, and clumsy 1 (1 round) Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) The anadi changes into their hybrid form, spider form, or human form. The above statistics assume the anadi is in their hybrid form. While in their human form, the anadi hunter can't use their fangs attack and loses their climb Speed. When in spider form, they can't use weapons. Spin Silk (Concentrate, Exploration, Manipulate) By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment. ","tradition":["Arcane"],"skill_mod":{"diplomacy":10,"deception":8,"nature":12,"crafting":10,"survival":10,"athletics":12},"summary":"Anadi sages commune with nature and hone their innate magic through practice.","image":["/Images/Monsters/Anadi_AnadiSage.png"],"primary_source":"The Mwangi Expanse","spell":["Blur","Illusory Creature","Color Spray","Illusory Disguise","Illusory Object","Detect Magic","Ghost Sound","Mage Hand","Message"],"trait_group":["Monster","Ancestry","Creature Type","Rarity"],"ac":20,"item":["Hide Armor","Shortsword"],"level":4,"spell_dc":[21],"source_category":["Lost Omens","Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1423","intelligence":1,"reflex_save":11,"strongest_save":["will"],"dexterity":2,"fortitude_save":8,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Anadi Sage","alignment":"CG","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[6,10],"slug":"creature-1423"},{"attack_bonus":[15,16,16],"constitution":0,"primary_source_category":"Lost Omens","strength":2,"hp":95,"language":["Anadi","Mwangi"],"source":["The Mwangi Expanse","Pathfinder #145: Hellknight Hill"],"type":"Creature","creature_family":"Anadi","spell_attack_bonus":[16],"will_save":17,"charisma":2,"speed":{"climb":25,"max":25,"land":25},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Anadi Venom","Change Shape","Spin Silk"],"skill":["Athletics","Crafting","Deception","Diplomacy","Nature","Society","Survival"],"trait":["Anadi","Humanoid","Uncommon","CG","Medium"],"id":"creature-1424","text":" Anadi Elder Anadi elders help guide their kin and must make difficult decisions for their people, such as whether to continue hostile negotiations or to escalate a disagreement to outright conflict. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Anadi Elder Source The Mwangi Expanse pg. 291, Pathfinder #145: Hellknight Hill pg. 85 Perception +15 Languages Anadi, Mwangi Skills Athletics +15, Crafting +13, Deception +13, Diplomacy +11, Nature +15, Society +11, Survival +13 Str +2 Dex +4 Con +0 Int +1 Wis +4 Cha +2 Items Composite Longbow (20 arrows), Hide Armor, Shortsword --- AC 23 Fort +11 Ref +14 Will +17 HP 95 --- Speed 25 feet, climb 25 feet Melee Single Action shortsword +15 (Agile, Finesse, versatile S), Damage 2d6+6 piercing Melee Single Action fangs +16 (Finesse), Damage 2d6+6 piercing plus anadi venom Ranged Single Action composite longbow +16 (deadly d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+1 piercing Arcane Innate Spells DC 24, attack +16 - Cantrips (3rd) Detect Magic, Electric Arc, Ghost Sound, Mage Hand, Message - 1st Color Spray, Illusory Disguise, Illusory Object - 2nd Blur, Invisibility, Mirror Image - 3rd Hypnotic Pattern, Invisibility Sphere Anadi Venom (Poison) Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and flat-footed (1 round); Stage 2 2d6 poison damage, flat-footed, and clumsy 1 (1 round) Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) The anadi changes into their hybrid form, spider form, or human form. The above statistics assume the anadi is in their hybrid form. While in their human form, the anadi hunter can't use their fangs attack and loses their climb Speed. When in spider form, they can't use weapons. Spin Silk (Concentrate, Exploration, Manipulate) By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment. ","tradition":["Arcane"],"skill_mod":{"society":11,"diplomacy":11,"deception":13,"nature":15,"crafting":13,"survival":13,"athletics":15},"summary":"Anadi elders help guide their kin and must make difficult decisions for their people, such as whether to continue hostile negotiations or to escalate …","primary_source":"The Mwangi Expanse","spell":["Hypnotic Pattern","Invisibility Sphere","Blur","Invisibility","Mirror Image","Color Spray","Illusory Disguise","Illusory Object","Detect Magic","Electric Arc","Ghost Sound","Mage Hand","Message"],"trait_group":["Monster","Ancestry","Creature Type","Rarity"],"ac":23,"item":["Composite Longbow (20 arrows)","Hide Armor","Shortsword"],"level":6,"spell_dc":[24],"source_category":["Lost Omens","Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1424","intelligence":1,"reflex_save":14,"strongest_save":["will"],"dexterity":4,"fortitude_save":11,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Anadi Elder","alignment":"CG","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[5,13,13],"slug":"creature-1424"},{"attack_bonus":[20,20],"constitution":6,"primary_source_category":"Lost Omens","strength":6,"hp":140,"language":["Mwangi"],"source":["The Mwangi Expanse"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":30,"land":30},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Limited Vision","Weak Feet","Burrowed Ambush","Burrowing Concealment","Swallow Whole"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"14","trait":["Giant","Humanoid","Uncommon","CE","Large"],"id":"creature-1425","text":" Aigamuxa Aigamuxas are towering humanoids that stalk arid deserts in search of prey. Carnivorous and voracious, they hunt anything that moves but especially relish eating sentient creatures. Many Mwangi people incorrectly refer to aigamuxas as demons, while others more accurately describe them as having descended from giants. Aigamuxas resemble large humans with smooth hollows where their eyes should be, but their eyes are actually embedded in the soles of their feet. They sport long, sharp claws and teeth that they use to tear their prey apart once they catch them. A moving aigamuxa's odd gait resembles dancing more than a typical walk or run, but its speed is alarming, if difficult to correctly estimate at a distance. An aigamuxa's unique physiology makes catching prey difficult, and most aigamuxas are constantly hungry. When pursuing prey, an aigamuxa must occasionally stop to lift its feet in order to regain their bearings. Most stand on their hands while looking around, which allows them to immediately backflip back into a run. An aigamuxa's eyes are generally resistant to the sands of their native desert habitats, but irritants such as chilies or caltrops can seriously impair their hunting ability, and desert travelers often carry a bag of these in case they need to deal with an aigamuxa. Clever aigamuxas know that attacking wandering prey can be very dangerous, instead using their powerful hands to dig deep into sand dunes or dirt and wait to ambush passersby. Aigamuxas are particularly good at hiding in their home environments, and unfortunate travelers often don't notice the barely visible eyes of an aigamuxa until it's too late. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Aigamuxa Source The Mwangi Expanse pg. 292 Perception +19; scent (imprecise) 30 feet Languages Mwangi Skills Athletics +18, Intimidation +16, Stealth +14 Str +6 Dex +4 Con +6 Int -2 Wis +3 Cha +0 Limited Vision An aigamuxa's eyes are located on the bottom of their feet, making it difficult for them to see. An aigamuxa is typically blind. If they Seek, they can see normally until the end of their turn. Weak Feet If an aigamuxa takes damage from Striding or Stepping into hazardous terrain or a square with similar grounded hazards (such as caltrops), they can't Seek until the end of their next turn. --- AC 27 Fort +19 Ref +16 Will +13 HP 140 --- Speed 30 feet Melee Single Action claw +20 (Agile, reach 10 feet), Damage 2d8+9 slashing plus Grab Melee Single Action jaws +20, Damage 2d12+9 piercing Burrowed Ambush Two Actions Requirements The aigamuxa is Hiding in dirt, sand, or another soft surface; Effect The aigamuxa makes a claw Strike against a creature within reach. On a hit, the aigamuxa automatically Grabs the creature. Whether or not they hit, the aigamuxa then Strides. If they have a creature grabbed, the creature moves with the aigamuxa. Burrowing Concealment Two Actions Requirement The aigamuxa is standing on dirt, sand, or another soft surface; Effect The aigamuxa quickly digs into the surface and Hides. They leave their feet partially exposed, allowing them to see out from the surface. The aigamuxa can hold their breath for up to 10 minutes while hiding in this way. Swallow Whole Single Action (Attack) Small, 2d12+4 bludgeoning, Rupture 22 The First Aigamuxas Stories say aigamuxas were once giants who entered into a wager with Lamashtu, claiming they could stand on their hands longer than any other creature. Lamashtu produced a simple chimpanzee, pointed to its feet and called them hands. The giants could not hold their positions and fell. Lamashtu moved their eyes to their feet and told them, “If you wish to boast of your ability, let this be your blessing.” ","skill_mod":{"stealth":14,"athletics":18,"intimidation":16},"summary":"Aigamuxas are towering humanoids that stalk arid deserts in search of prey. Carnivorous and voracious, they hunt anything that moves but especially …","image":["/Images/Monsters/Aigamuxa.png"],"primary_source":"The Mwangi Expanse","trait_group":["Creature Type","Rarity"],"ac":27,"level":8,"source_category":["Lost Omens"],"sense":" scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1425","intelligence":-2,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":19,"size":["Large"],"name":"Aigamuxa","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18,22],"slug":"creature-1425"},{"attack_bonus":[17,17],"constitution":2,"primary_source_category":"Lost Omens","strength":5,"hp":95,"language":["Mwangi"],"source":["The Mwangi Expanse","Pathfinder #146: Cult of Cinders"],"type":"Creature","will_save":10,"charisma":-2,"speed":{"climb":20,"max":35,"land":35},"perception":17,"wisdom":1,"weakness":{},"creature_ability":["Attack from Above","Drink Blood"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"15","trait":["Humanoid","CE","Large"],"id":"creature-1426","text":" Asanbosam Asanbosams are monstrous, hairy humanoids with cold iron fangs and muscular limbs that end in powerful, hooked claws. They hang in treetops from their hooked feet, waiting patiently for a creature to pass by below. Asanbosams grab their prey from above, latching onto their unfortunate victims' necks to drain their blood. They react to perceived intrusions with belligerence, stalking visitors from high branches. Locals tell horror stories of these “bloodsucking tree-folk,” and experienced explorers keep a close watch on the treetops in asanbosam territory. Visitors to the Expanse often compare asanbosams to vampires, but these horrors aren't undead and bear no relation. An asanbosam's diet calls for a large amount of iron (typically in the form of blood) to maintain the integrity of its oversized cold iron teeth. When not hunting or mating, an asanbosam spends its waking hours chewing on certain types of rocks to sharpen its teeth. Some folk tales claim that asanbosams are as old as time and the original source of cold iron, and that veins of the metal found in the ground are truly the graveyards of ancient asanbosams. Brave (or foolish) poachers often infiltrate asanbosam territory to hunt these monsters in the hope of collecting sacks of their valuable teeth. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Asanbosam Source The Mwangi Expanse pg. 293, Pathfinder #146: Cult of Cinders pg. 80 Perception +17; darkvision Languages Mwangi Skills Acrobatics +13, Athletics +16, Intimidation +11, Stealth +15, Survival +13 Str +5 Dex +4 Con +2 Int -3 Wis +1 Cha -2 --- AC 24 Fort +15 Ref +17 Will +10 HP 95 --- Speed 35 feet, climb 20 feet Melee Single Action cold iron jaws +17 (deadly d8), Damage 2d8+7 piercing Melee Single Action claw +17 (Agile, reach 10 feet), Damage 2d6+5 slashing plus Grab Attack from Above Two Actions Requirements The asanbosam is positioned above a creature; Effect The asanbosam makes a claw Strike with its reach increased to 15 feet. On a hit, the Strike deals an additional 1d6 slashing damage and the asanbosam immediately Grabs the target and pulls it to a space adjacent to the asanbosam. This counts as two attacks for the asanbosam's multiple attack penalty. Drink Blood Single Action Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within reach of the asanbosam's jaws; Effect The asanbosam sinks its teeth into the creature to drink its blood. If the victim is grabbed, this is automatic; otherwise, the asanbosam must succeed at an Athletics check against the victim's Fortitude DC. The victim becomes drained 1 and the asanbosam regains 10 HP, gaining any excess Hit Points beyond its maximum as temporary Hit Points. These temporary Hit Points remain for 1 minute. Drinking Blood from a creature that's already drained increases the victim's drained value by 1 to a maximum of drained 3, but doesn't restore any HP to the asanbosam. A victim's drained condition decreases by 1 each week. A blood transfusion, which requires a successful DC 20 Medicine check and a blood donor or sufficient blood, reduces the drained value by 1 after 10 minutes. Asanbosam Treasure The corpse of a dead asanbosam is a treasure in itself. Extracting the creature's cold iron fangs is no easy process and requires either powerful extraction tools or a vat of chemicals to melt the surrounding bone tissue. The payoff, however, can be substantial in the right market. ","skill_mod":{"survival":13,"stealth":15,"athletics":16,"intimidation":11,"acrobatics":13},"summary":"Asanbosams are monstrous, hairy humanoids with cold iron fangs and muscular limbs that end in powerful, hooked claws. They hang in treetops from …","image":["/Images/Monsters/Asanbosam.png"],"primary_source":"The Mwangi Expanse","trait_group":["Creature Type"],"ac":24,"level":6,"source_category":["Lost Omens","Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1426","intelligence":-3,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"source_group":["Age of Ashes"],"size":["Large"],"name":"Asanbosam","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,16],"slug":"creature-1426"},{"primary_source_category":"Lost Omens","strength":3,"hp":19,"language":["Mwangi","Sylvan"],"source":["The Mwangi Expanse","Pathfinder #146: Cult of Cinders"],"type":"Creature","charisma":1,"perception":7,"stealth":"6","trait":["Fey","NE","Small"],"id":"creature-1427","text":" Biloko Warrior Bilokos prefer to move in small, stealthy packs through dark, isolated sections of the forest. When a band of bilokos finds a suitable hunting ground, they claim the area exclusively, digging pit traps, crafting snares from vines, and building blinds high in trees where they can lie in ambush. Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Biloko Warrior Source The Mwangi Expanse pg. 294, Pathfinder #146: Cult of Cinders pg. 82 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Mwangi, Sylvan Skills Athletics +7, Crafting +7, Nature +5, Stealth +6, Survival +6 Str +3 Dex +2 Con -1 Int +0 Wis +2 Cha +1 Items Spear, Wooden Shield (Hardness 3, HP 12, BT 6) --- AC 16 (18 with shield raised) Fort +4 Ref +7 Will +7 HP 19 Shield Block Reaction --- Speed 20 feet Melee Single Action jaws +7, Damage 1d8+3 piercing Melee Single Action spear +7, Damage 1d6+3 piercing Ranged Single Action spear +6 (thrown 20 feet), Damage 1d6+3 piercing Primal Innate Spells DC 14 - 1st Charm Inspired Feast (Emotion, Mental) If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour. ","skill_mod":{"nature":5,"crafting":7,"survival":6,"stealth":6,"athletics":7},"primary_source":"The Mwangi Expanse","spell":["Charm"],"ac":16,"item":["Spear","Wooden Shield (Hardness 3, HP 12, BT 6)"],"level":1,"spell_dc":[14],"source_category":["Lost Omens","Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex","will"],"vision":"Low-light vision","fortitude_save":4,"source_group":["Age of Ashes"],"size":["Small"],"name":"Biloko Warrior","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[6,6,7],"attack_bonus":[6,7,7],"constitution":-1,"creature_family":"Biloko","will_save":7,"speed":{"max":20,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Shield Block","Inspired Feast"],"skill":["Athletics","Crafting","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Bilokos prefer to move in small, stealthy packs through dark, isolated sections of the forest. When a band of bilokos finds a suitable hunting …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1427","dexterity":2,"category":"creature","slug":"creature-1427"},{"primary_source_category":"Lost Omens","strength":4,"hp":58,"language":["Mwangi","Sylvan"],"source":["The Mwangi Expanse","Pathfinder #146: Cult of Cinders"],"type":"Creature","charisma":2,"perception":11,"stealth":"13","trait":["Fey","NE","Small"],"id":"creature-1428","text":" Biloko Veteran A biloko who has led a sufficient number of successful hunts garners the respect (and fear) of their companions. Recall Knowledge - Fey (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Biloko Veteran Source The Mwangi Expanse pg. 294, Pathfinder #146: Cult of Cinders pg. 82 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Mwangi, Sylvan Skills Athletics +10, Crafting +10, Intimidation +12, Nature +9, Stealth +13, Survival +11 Str +4 Dex +4 Con +0 Int +0 Wis +3 Cha +2 Items Longspear, Shortbow (20 arrows) --- AC 21 Fort +8 Ref +14 Will +11 HP 58 Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action jaws +12, Damage 2d8+4 piercing Melee Single Action longspear +12 (reach 10 feet), Damage 1d8+4 piercing Ranged Single Action shortbow +12 (deadly d10, range increment 60 feet, reload 0), Damage 1d6+4 piercing Primal Innate Spells DC 18 - 1st Charm Inspired Feast (Emotion, Mental) If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour. Swipe Two Actions The veteran makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within their melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for the biloko veteran's multiple attack penalty. ","skill_mod":{"nature":9,"crafting":10,"survival":11,"stealth":13,"athletics":10,"intimidation":12},"primary_source":"The Mwangi Expanse","spell":["Charm"],"ac":21,"item":["Longspear","Shortbow (20 arrows)"],"level":4,"spell_dc":[18],"source_category":["Lost Omens","Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":8,"source_group":["Age of Ashes"],"size":["Small"],"name":"Biloko Veteran","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[7,8,13],"attack_bonus":[12,12,12],"constitution":0,"creature_family":"Biloko","will_save":11,"speed":{"max":20,"land":20},"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Inspired Feast","Swipe"],"skill":["Athletics","Crafting","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"A biloko who has led a sufficient number of successful hunts garners the respect (and fear) of their companions.","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1428","dexterity":4,"category":"creature","slug":"creature-1428"},{"primary_source_category":"Lost Omens","strength":6,"hp":115,"language":["Aklo","Mwangi","Sylvan"],"source":["The Mwangi Expanse","Pathfinder #146: Cult of Cinders"],"type":"Creature","charisma":1,"perception":15,"stealth":"16","trait":["Fey","NE","Small"],"id":"creature-1429","text":" Eloko If a biloko is lucky enough to consume several spellcasters or other creatures with innate magical abilities, they undergo a subtle transformation over the course of 1 week. Such a fey is known as an eloko, and in addition to their incredible appetite (even by biloko standards), they have the supernatural ability to grow to immense size. Recall Knowledge - Fey (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Eloko Source The Mwangi Expanse pg. 295, Pathfinder #146: Cult of Cinders pg. 83 Perception +15; low-light vision, scent (imprecise) 30 feet Languages Aklo, Mwangi, Sylvan Skills Athletics +18, Crafting +13, Deception +15, Nature +13, Stealth +16, Survival +13 Str +6 Dex +5 Con +1 Int +0 Wis +4 Cha +1 Items Blowgun (10 poisoned darts), +1 dagger --- AC 25 Fort +12 Ref +18 Will +15 HP 115 --- Speed 20 feet Melee Single Action jaws +16, Damage 2d8+6 piercing Melee Single Action dagger +16 (Agile, Magical, versatile S), Damage 1d4+8 piercing Ranged Single Action blowgun +16 (Agile, Nonlethal, range increment 20 feet, reload 1), Damage 1 piercing plus 2d4 persistent poison Ranged Single Action dagger +16 (Agile, Magical, thrown 10 feet, versatile S), Damage 1d4+8 piercing Primal Innate Spells DC 22 - 1st Charm Inspired Feast (Emotion, Mental) If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour. Size Alteration Two Actions (Polymorph, Primal, Transmutation) The eloko is affected by a 4th-level enlarge spell. This lasts for 1 minute, and the eloko can Dismiss the Spell. Sneak Attack The eloko deals 2d6 extra precision damage to flat-footed creatures. ","skill_mod":{"deception":15,"nature":13,"crafting":13,"survival":13,"stealth":16,"athletics":18},"primary_source":"The Mwangi Expanse","spell":["Charm"],"ac":25,"item":["Blowgun (10 poisoned darts)","+1 dagger"],"level":7,"spell_dc":[22],"source_category":["Lost Omens","Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":12,"source_group":["Age of Ashes"],"size":["Small"],"name":"Eloko","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[5,10,10,15],"attack_bonus":[16,16,16,16],"constitution":1,"creature_family":"Biloko","will_save":15,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{},"creature_ability":["Inspired Feast","Size Alteration","Sneak Attack"],"skill":["Athletics","Crafting","Deception","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"If a biloko is lucky enough to consume several spellcasters or other creatures with innate magical abilities, they undergo a subtle transformation …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1429","dexterity":5,"category":"creature","slug":"creature-1429"},{"attack_bonus":[7,7,7,7,7,7],"constitution":2,"primary_source_category":"Lost Omens","strength":3,"hp":20,"language":["Draconic","Mwangi"],"source":["The Mwangi Expanse","Pathfinder #146: Cult of Cinders"],"type":"Creature","creature_family":"Charau-ka","will_save":4,"charisma":0,"speed":{"climb":25,"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Shrieking Frenzy","Thrown Weapon Mastery"],"skill":["Athletics","Religion","Stealth"],"stealth":"6","trait":["Charau-ka","Humanoid","NE","Small"],"id":"creature-1430","text":" Charau-ka Warrior A charau-ka warrior carries hatchets, daggers, and similar weaponry on their person. They usually don't worry about running out of thrown weapons, as rocks plucked from the ground are just as deadly in their hands. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Charau-ka Warrior Source The Mwangi Expanse pg. 296, Pathfinder #146: Cult of Cinders pg. 84 Perception +6; darkvision, scent (imprecise) 30 feet Languages Draconic, Mwangi Skills Athletics +6, Religion +4, Stealth +6 Str +3 Dex +3 Con +2 Int -1 Wis +1 Cha +0 Items Dagger, Hatchet, Hide Armor --- AC 16 Fort +7 Ref +8 Will +4 HP 20 --- Speed 25 feet, climb 25 feet Melee Single Action hatchet +7 (Agile, Sweep), Damage 1d6+3 slashing Melee Single Action dagger +7 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Melee Single Action fist +7 (Agile, Nonlethal), Damage 1d4+3 bludgeoning Ranged Single Action hatchet +7 (Agile, deadly d6, Sweep, thrown 10 feet), Damage 1d6+3 slashing Ranged Single Action dagger +7 (Agile, deadly d6, thrown 10 feet, versatile S), Damage 1d4+3 piercing Ranged Single Action thrown debris +7 (deadly d6, thrown 20 feet), Damage 1d6+3 bludgeoning Shrieking Frenzy Free Action (Primal, Transmutation) Frequency once per hour; Trigger The charau-ka's turn begins; Effect The charau-ka is quickened until the end of their turn and can use the extra action only to Stride or Strike. While in the frenzy, the charau-ka can't speak and automatically critically fails Stealth checks, due to their loud wailing. Thrown Weapon Mastery Any weapon a charau-ka throws gains the deadly d6 weapon trait. Furthermore, when a charau-ka throws an improvised weapon, they do not take the –2 penalty for doing so, nor does they take a penalty for using a thrown improvised weapon with the nonlethal trait to make a lethal attack. ","skill_mod":{"stealth":6,"athletics":6,"religion":4},"summary":"A charau-ka warrior carries hatchets, daggers, and similar weaponry on their person. They usually don't worry about running out of thrown weapons, as …","image":["/Images/Monsters/CharauKa_Warrior.png"],"primary_source":"The Mwangi Expanse","trait_group":["Monster","Creature Type"],"ac":16,"item":["Dagger","Hatchet","Hide Armor"],"level":1,"source_category":["Lost Omens","Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1430","intelligence":-1,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"source_group":["Age of Ashes"],"size":["Small"],"name":"Charau-ka Warrior","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,5,5,6,6,6],"slug":"creature-1430"},{"primary_source_category":"Lost Omens","strength":2,"hp":45,"language":["Abyssal","Draconic","Mwangi"],"source":["The Mwangi Expanse","Pathfinder #146: Cult of Cinders"],"type":"Creature","charisma":2,"perception":8,"stealth":"7","trait":["Charau-ka","Humanoid","LE","Small"],"id":"creature-1431","text":" Charau-ka Acolyte of Angazhan Even with the Gorilla King's fall, many charau-ka still worship the terrible might of the god Angazhan. The strongest of these acolytes guard the steps of the High Throne in Usaro, ensuring that no one without Angazhan's favor or suitable physical prowess can approach the top of the massive stone step pyramid. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Charau-ka Acolyte of Angazhan Source The Mwangi Expanse pg. 297, Pathfinder #146: Cult of Cinders pg. 85 Perception +8; darkvision, scent (imprecise) 30 feet Languages Abyssal, Draconic, Mwangi Skills Athletics +7, Intimidation +7, Nature +9, Religion +11, Stealth +7 Str +2 Dex +2 Con +1 Int +0 Wis +4 Cha +2 Items Hide Armor, Spear --- AC 19 Fort +8 Ref +7 Will +11 HP 45 --- Speed 25 feet, climb 25 feet Melee Single Action spear +10 (thrown 20 feet), Damage 1d6+5 piercing Melee Single Action fist +10 (Agile, Nonlethal), Damage 1d4+5 bludgeoning Ranged Single Action spear +10 (deadly d6, thrown 20 feet), Damage 1d6+5 piercing Ranged Single Action thrown debris +10 (deadly d6, thrown 20 feet), Damage 1d6+5 bludgeoning Divine Prepared Spells DC 17, attack +11 - Cantrips (2nd) Daze, Detect Magic, Divine Lance, Guidance, Message - 1st Fear, Heal, Ray of Enfeeblement - 2nd Entangle, Sound Burst Shrieking Frenzy Free Action (Primal, Transmutation) Frequency once per hour; Trigger The charau-ka's turn begins; Effect The charau-ka is quickened until the end of their turn and can use the extra action only to Stride or Strike. While in the frenzy, the charau-ka can't speak and automatically critically fails Stealth checks, due to their loud wailing. Thrown Weapon Mastery Any weapon a charau-ka throws gains the deadly d6 weapon trait. Furthermore, when a charau-ka throws an improvised weapon, they do not take the –2 penalty for doing so, nor does they take a penalty for using a thrown improvised weapon with the nonlethal trait to make a lethal attack. ","skill_mod":{"nature":9,"stealth":7,"athletics":7,"intimidation":7,"religion":11},"primary_source":"The Mwangi Expanse","spell":["Entangle","Sound Burst","Fear","Heal","Ray of Enfeeblement","Daze","Detect Magic","Divine Lance","Guidance","Message"],"ac":19,"item":["Hide Armor","Spear"],"level":3,"spell_dc":[17],"source_category":["Lost Omens","Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":7,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":8,"source_group":["Age of Ashes"],"size":["Small"],"name":"Charau-ka Acolyte of Angazhan","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[7,8,8,8],"attack_bonus":[10,10,10,10],"constitution":1,"creature_family":"Charau-ka","spell_attack_bonus":[11],"will_save":11,"speed":{"climb":25,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Shrieking Frenzy","Thrown Weapon Mastery"],"skill":["Athletics","Intimidation","Nature","Religion","Stealth"],"tradition":["Divine"],"summary":"Even with the Gorilla King's fall, many charau-ka still worship the terrible might of the god Angazhan . The strongest of these acolytes guard the …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1431","dexterity":2,"category":"creature","slug":"creature-1431"},{"attack_bonus":[15,15,16,17],"constitution":3,"primary_source_category":"Lost Omens","strength":5,"hp":95,"language":["Draconic","Mwangi"],"source":["The Mwangi Expanse","Pathfinder #146: Cult of Cinders"],"type":"Creature","creature_family":"Charau-ka","will_save":13,"charisma":2,"speed":{"climb":25,"max":25,"land":25},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Blood Fury","Mauler","Rage","Shrieking Frenzy","Thrown Weapon Mastery"],"skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth"],"stealth":"13","trait":["Charau-ka","Humanoid","NE","Small"],"id":"creature-1432","text":" Charau-ka Butcher While charau-ka are infamous for their brutality, some even frighten their own kind in their obsession with violence. These deadly butchers are well-versed in the art of inflicting vicious, bloody wounds on their enemies, and they consider anyone not charau-ka an enemy. A single taste of a foe's blood can grant one terrifying strength, as if the charau-ka butcher literally gains power from their victims' pain. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Charau-ka Butcher Source The Mwangi Expanse pg. 297, Pathfinder #146: Cult of Cinders pg. 85 Perception +13; darkvision, scent (imprecise) 30 feet Languages Draconic, Mwangi Skills Acrobatics +11, Athletics +15, Intimidation +14, Religion +9, Stealth +13 Str +5 Dex +3 Con +3 Int +0 Wis +1 Cha +2 Items Hide Armor, +1 striking trident --- AC 21 Fort +16 Ref +12 Will +13 HP 95 Attack of Opportunity Reaction Blood Fury Reaction (manipulate) Trigger The charau-ka butcher deals bleed damage to a creature; Effect The charau-ka licks blood from their weapon, becoming furious. They regain 5 Hit Points and gains a +1 status bonus to attack rolls until the end of their turn. --- Speed 25 feet, climb 25 feet Melee Single Action trident +17 (Magical), Damage 2d8+8 slashing Melee Single Action fist +15 (Agile, Nonlethal), Damage 1d4+8 bludgeoning Ranged Single Action trident +16 (deadly d6, Magical, thrown 20 feet), Damage 2d8+6 piercing Ranged Single Action thrown debris +15 (deadly d6, thrown 20 feet), Damage 2d6+8 bludgeoning Mauler While the charau-ka butcher is raging, their melee Strikes deal an additional 1d4 persistent bleed damage. Rage Single Action As the barbarian class ability; AC 22, +9 Hit Points, +2 melee damage Shrieking Frenzy Free Action (Primal, Transmutation) Frequency once per hour; Trigger The charau-ka's turn begins; Effect The charau-ka is quickened until the end of their turn and can use the extra action only to Stride or Strike. While in the frenzy, the charau-ka can't speak and automatically critically fails Stealth checks, due to their loud wailing. Thrown Weapon Mastery Any weapon a charau-ka throws gains the deadly d6 weapon trait. Furthermore, when a charau-ka throws an improvised weapon, they do not take the –2 penalty for doing so, nor does they take a penalty for using a thrown improvised weapon with the nonlethal trait to make a lethal attack. ","skill_mod":{"stealth":13,"athletics":15,"intimidation":14,"acrobatics":11,"religion":9},"summary":"While charau-ka are infamous for their brutality, some even frighten their own kind in their obsession with violence. These deadly butchers are …","image":["/Images/Monsters/CharauKa_Butcher.png"],"primary_source":"The Mwangi Expanse","trait_group":["Monster","Creature Type"],"ac":21,"item":["Hide Armor","+1 striking trident"],"level":6,"source_category":["Lost Omens","Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1432","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":16,"source_group":["Age of Ashes"],"size":["Small"],"name":"Charau-ka Butcher","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,15,15,17],"slug":"creature-1432"},{"attack_bonus":[28,28,30,30],"constitution":8,"primary_source_category":"Lost Omens","strength":9,"hp":370,"language":["Aquan","Draconic","Mwangi"],"source":["The Mwangi Expanse"],"type":"Creature","will_save":26,"charisma":0,"speed":{"max":40,"land":40,"swim":30},"perception":28,"wisdom":6,"weakness":{},"creature_ability":["Deep Breath","Attack of Opportunity","Aquatic Elusion","Defensive Coil","Greater Constrict","Swallow Whole","Thunderous Slam"],"skill":["Athletics","Intimidation","Nature","Stealth"],"stealth":"23","trait":["Beast","Uncommon","CE","Gargantuan"],"id":"creature-1433","text":" Grootslang While it's easy to mistake a grootslang for an elephant upon first glance, once the rest of its body becomes visible, the creature resembles a grotesque puppet manipulated like a marionette from the inside by a snake large enough to swallow a building. A grootslang stands 20 feet tall, with skin like plated armor and a pair of massive forearms. It sports six deadly tusks capable of piercing flesh and bone with ease. The rest of its body extends up to 60 feet long. A grootslang's face resembles that of an elephant, but much like its serpentine cousins, it can unhinge its lower jaw to swallow its prey. A person encountering a grootslang has a slight chance of reasoning with or bribing the beast, possibly escaping a deadly fate. A hoard of gems is no guarantee of safety, however, and a particularly cruel grootslang will just as likely go back on their word upon receiving the offering. Recall Knowledge - Beast (Arcana, Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Grootslang Source The Mwangi Expanse pg. 298 Perception +28; darkvision, scent (imprecise) 60 feet Languages Aquan, Draconic, Mwangi Skills Athletics +34, Intimidation +28, Nature +26, Stealth +23 Str +9 Dex +5 Con +8 Int +5 Wis +6 Cha +0 Deep Breath A grootslang can hold its breath for 1 hour. --- AC 38 Fort +30 Ref +27 Will +26 HP 370 Attack of Opportunity Reaction --- Speed 40 feet, swim 30 feet Melee Single Action foot +30 (Magical, reach 20 feet), Damage 3d12+15 bludgeoning Melee Single Action jaws +28 (Agile, Magical, reach 15 feet), Damage 3d10+15 piercing plus Improved Grab Melee Single Action tail +28 (Agile, Magical, reach 30 feet), Damage 3d10+15 bludgeoning plus Grab Melee Single Action tusk +30 (Magical, reach 20 feet), Damage 3d12+15 piercing Aquatic Elusion Two Actions (Concentrate, Conjuration, Teleportation, Primal) Requirements The grootslang is fully immersed in water; Effect The grootslang teleports to another body of water within 1 mile that is wide enough to hold the grootslang. Defensive Coil Two Actions The grootslang coils its body. It gains 20 resistance against physical attacks until the start of its next turn. Greater Constrict Single Action tail only, 2d12+12 bludgeoning, DC 34 Swallow Whole Single Action jaws only, Huge, 3d12+10 bludgeoning, Rupture 37 Thunderous Slam Three Actions The grootslang makes a foot Strike against a creature in reach. Whether or not the Strike hits, all creatures within 10 feet of the grootslang must attempt a DC 37 Reflex save. Critical Success The creature is unaffected. Success The creature is flat-footed until the end of its turn. Failure The creature is knocked prone and takes 2d8 bludgeoning damage. Critical Failure As failure, except the creature takes 4d8 bludgeoning damage. Unwise Creations The grootslang sounds like a cruel cosmic prank by the gods of creation. Tales among the Mwangi peoples claim that when Golarion was young, an unwise and now forgotten deity created beasts with unmatched strength and cunning, which became the first grootslangs. These creatures proved too fearsome, and the deities separated them to create the first elephants and snakes. One of these grootslangs escaped, however, and the deities were unable to stop grootslangs from repopulating as they hid among the Mwangi Expanse. ","skill_mod":{"nature":26,"stealth":23,"athletics":34,"intimidation":28},"summary":"While it's easy to mistake a grootslang for an elephant upon first glance, once the rest of its body becomes visible, the creature resembles a …","image":["/Images/Monsters/Grootslang.png"],"primary_source":"The Mwangi Expanse","trait_group":["Creature Type","Rarity"],"ac":38,"level":16,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1433","intelligence":5,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":30,"size":["Gargantuan"],"name":"Grootslang","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[31,31,34,34],"slug":"creature-1433"},{"attack_bonus":[20,20],"constitution":6,"primary_source_category":"Lost Omens","strength":7,"hp":140,"language":["Mwangi","half, see Half Speaker"],"source":["The Mwangi Expanse"],"type":"Creature","will_save":11,"charisma":3,"speed":{"max":30,"land":30},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Gilded Fascination","Half-Speaker","Half Steps","Pounce"],"skill":["Athletics","Stealth"],"stealth":"16","trait":["Aberration","NE","Medium"],"id":"creature-1434","text":" K'nonna K'nonna are half human—and only half, in the most literal sense. They most often resemble the right half of a human, and less frequently the left half, split perfectly down the middle starting at the crown of their head. They accordingly have one eye, one ear, one arm, one leg, half of a nose, and half of a mouth full of razor-sharp teeth. A faint shimmer in the air, like the waves over a hot stone, hints at where their other half would be. Despite the bizarre appearance of the k'nonna, they have no trouble balancing or performing everyday tasks that might be impeded by missing half of their bodies. They are extremely dexterous, able to perform complex tasks with only a single hand. The nature of their missing half has so far defied explanation; it is not invisible, nor does it exist on another plane, yet it seems to exert enough force for a k'nonna to walk like a human being. No one is certain of the k'nonna's origins, except that they are not of this world and not descended from any known mortal creature. Banishment magic has no effect on them, implying they do not come from another plane. They are intelligent but difficult to communicate with—they speak only in half words and hear only half of what anyone says. K'nonna are also much less interested in talking than eating, and humanoids happen to be their favorite meal. The remains of a k'nonna's victim are unmistakable, as they only consume half the body. Stories tell of the half-people's love for gifts, especially jewelry. Offerings of rings and necklaces easily distract a k'nonna long enough for prey to escape. Particularly bold victims might try to trick a k'nonna into wearing a bracelet that binds their one visible wrist or ankle to immobilize them, though the tactic is not foolproof, as a k'nonna displeased with their gifts will hunt the person who displeased them for the rest of their days. Recall Knowledge - Aberration (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 K'nonna Source The Mwangi Expanse pg. 299 Perception +16; darkvision, scent (imprecise) 60 feet Languages Mwangi; half, see Half Speaker Skills Athletics +21, Stealth +16 Str +7 Dex +4 Con +6 Int +3 Wis +4 Cha +3 --- AC 26 Fort +19 Ref +11 Will +11 HP 140 Gilded Fascination When offered a gift worth at least 50 gp, the k'nonna must attempt a DC 20 Will saving throw; if the gift is worth at least 100 gp, the DC is instead 25. If they fail the save, the k'nonna accepts the gift, becomes fascinated until the end of their next turn, and cannot attack while fascinated. On a critical failure, the fascination lasts for 1 minute. Offering a gift is an Interact action, and offering multiple gifts in the same round has no additional effect. Half-Speaker A k'nonna can communicate easily with other k'nonna, but when communicating with other creatures, only half of the spoken words make sense. In order to convey information to a k'nonna or understand what they're saying, a non-k'nonna must succeed at a DC 20 Perception check. Half Steps Even though k'nonna are split in half, they still move and Stride as though they have two arms and legs. However, binding just one wrist or ankle leaves them incapable of using that limb, as if it were bound to another. --- Speed 30 feet Melee Single Action fist +20 (Agile), Damage 2d10+8 bludgeoning Melee Single Action jaws +20, Damage 2d8+8 piercing plus Grab Pounce Single Action The k'nonna Strides and makes a Strike at the end of that movement. If the k'nonna began this action hidden, they remain hidden until after this ability's Strike. Strange Origins In ancient times, k'nonna were simply said to come from “another world.” However, even as Mwangi scholars gain a greater understanding of the galaxy and multiverse at large, they have been unable to determine what world that could be. No discovered planets have any known species like them, and k'nonna don't come from any known plane. The very existence of k'nonna stands as proof that the universe is still much wider than anyone knows. ","skill_mod":{"stealth":16,"athletics":21},"summary":"K'nonna are half human—and only half, in the most literal sense. They most often resemble the right half of a human, and less frequently the left …","image":["/Images/Monsters/Knonna.png"],"primary_source":"The Mwangi Expanse","trait_group":["Creature Type"],"ac":26,"level":8,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=1434","intelligence":3,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"K'nonna","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,19],"slug":"creature-1434"},{"attack_bonus":[7,8,8],"constitution":1,"primary_source_category":"Lost Omens","strength":2,"hp":15,"language":["Mwangi"],"source":["The Mwangi Expanse"],"type":"Creature","creature_family":"Kaava","will_save":6,"charisma":0,"speed":{"max":30,"land":30},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Trackless","Woodland Stride"],"skill":["Acrobatics","Intimidation","Stealth","Survival"],"stealth":"7","trait":["Humanoid","N","Small"],"id":"creature-1435","text":" Pygmy Kaava An unusually large number of kaava living in the Kaava Lands are relatively small, standing about 3 feet tall and weighing about 30 pounds. Pygmy kaava openly show their disdain for larger kaava, and the two groups rarely get along. Pygmy kaava often hunt alongside trained bush vipers or black mamba snakes. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Pygmy Kaava Source The Mwangi Expanse pg. 300 Perception +6; low-light vision Languages Mwangi Skills Acrobatics +5, Intimidation +4, Stealth +7, Survival +6 Str +2 Dex +3 Con +1 Int +1 Wis +2 Cha +0 Trackless A kaava moving at half their Speed or less steps so lightly that they leave virtually no trace. The DCs of checks to Track a kaava are increased by 10. Items obsidian sickle, Spear --- AC 15 Fort +5 Ref +7 Will +6 HP 15 Resistances poison 2 --- Speed 30 feet Melee Single Action sickle +8 (Agile, Finesse, Trip), Damage 1d4+2 slashing Melee Single Action jaws +7, Damage 1d6+2 piercing Ranged Single Action spear +8 (thrown 20 feet), Damage 1d6+2 piercing Woodland Stride A kaava ignores difficult terrain and greater difficult terrain from non-magical foliage. ","skill_mod":{"survival":6,"stealth":7,"intimidation":4,"acrobatics":5},"summary":"An unusually large number of kaava living in the Kaava Lands are relatively small, standing about 3 feet tall and weighing about 30 pounds. Pygmy …","primary_source":"The Mwangi Expanse","trait_group":["Creature Type"],"ac":15,"item":["obsidian sickle","Spear"],"level":0,"source_category":["Lost Omens"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"poison":2},"url":"/Monsters.aspx?ID=1435","intelligence":1,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Pygmy Kaava","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,5,5],"slug":"creature-1435"},{"attack_bonus":[8,9,9],"constitution":0,"primary_source_category":"Lost Omens","strength":3,"hp":20,"language":["Mwangi"],"source":["The Mwangi Expanse"],"type":"Creature","creature_family":"Kaava","will_save":7,"charisma":0,"speed":{"max":30,"land":30},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Trackless","Skulking Attack"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"9","trait":["Humanoid","N","Small"],"id":"creature-1436","text":" Kaava Stalker Kaava hunting parties can number in the dozens, although they blend easily into the forest and cover all traces of their passage. While community elders assign various tasks to hunting parties, such as recovering food or deterring intruders, the parties are expected to accomplish these tasks as they see fit. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Kaava Stalker Source The Mwangi Expanse pg. 300 Perception +7; low-light vision Languages Mwangi Skills Acrobatics +7, Athletics +6, Intimidation +5, Stealth +9, Survival +7 Str +3 Dex +4 Con +0 Int +0 Wis +2 Cha +0 Trackless A kaava moving at half their Speed or less steps so lightly that they leave virtually no trace. The DCs of checks to Track a kaava are increased by 10. Items obsidian sickle, Spear (3) --- AC 16 Fort +5 Ref +9 Will +7 HP 20 Resistances poison 3 --- Speed 30 feet Melee Single Action sickle +9 (Agile, Finesse, Trip), Damage 1d4+3 slashing Melee Single Action jaws +8, Damage 1d6+3 piercing Ranged Single Action spear +9 (thrown 20 feet), Damage 1d6+3 piercing Skulking Attack If a kaava stalker starts their turn hidden from or undetected by a creature, that creature is flat-footed against the kaava's attacks until the end of the turn. ","skill_mod":{"survival":7,"stealth":9,"athletics":6,"intimidation":5,"acrobatics":7},"summary":"Kaava hunting parties can number in the dozens, although they blend easily into the forest and cover all traces of their passage. While community …","primary_source":"The Mwangi Expanse","trait_group":["Creature Type"],"ac":16,"item":["obsidian sickle","Spear (3)"],"level":1,"source_category":["Lost Omens"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"poison":3},"url":"/Monsters.aspx?ID=1436","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Kaava Stalker","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,6,6],"slug":"creature-1436"},{"attack_bonus":[13,15,15],"constitution":3,"primary_source_category":"Lost Omens","strength":3,"hp":95,"language":["Mwangi","(can't speak any language)"],"source":["The Mwangi Expanse"],"type":"Creature","will_save":10,"charisma":6,"speed":{"fly":40,"max":40,"land":10},"perception":12,"wisdom":1,"weakness":{"good":5},"creature_ability":["Sound Imitation","Grave Blight","Mocking Cry"],"skill":["Acrobatics","Athletics","Deception","Stealth"],"stealth":"15","trait":["Beast","Fiend","NE","Large"],"id":"creature-1437","text":" Karina Karinas—also known as plague birds—are large owl-like creatures with dark red feathers, powerful talons, and unsettling eyes. Their broad wings conceal a pair of wiry humanoid arms that end in clawed fingers, which they use to dig through burial sites in search of corpses. The fell purpose of this is still a mystery, though most believe that karinas make off with these dead bodies to consume them in the safety of their lairs. The difficulty of tracking the beasts, as well as the danger, makes it difficult to know for sure. A karina's terrifying appearance suggests that they're not natural creatures. Many legends claim that karinas first flew out of Abaddon to the Material Plane to consume the corpses of the first mortals, while others state that the first karina was born from the soul of the first mortal who partook in cannibalism. The power of good repulses karinas, suggesting an evil or fiendish origin. Karinas are plague carriers and intentionally attack creatures to spread their own personal pestilence. The supernatural disease they carry, known as grave blight, causes fever, disorientation, and (at later stages) an innate desire to attack others and spread the disease. Karinas revel in the slow collapse of villages, lurking in the surrounding jungle to observe every miserable moment. As the locals bury their dead, the karinas swoop in to steal the corpses. In addition to carrying a terrible disease, karinas also have the ability to mimic voices. They typically repeat phrases they've heard, but twist the voice into a fiendish corruption of the original. Intelligent enough to recognize the friends and family of a possible target, a karina will use the mocking voice of a loved one to frighten them. When terrorizing a village, they generally work together in groups of two or three. Recall Knowledge - Beast (Arcana, Nature): DC 20 Recall Knowledge - Fiend (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Karina Source The Mwangi Expanse pg. 301 Perception +12; darkvision Languages Mwangi; (can't speak any language) Skills Acrobatics +13, Athletics +12, Deception +12, Stealth +15 Str +3 Dex +5 Con +3 Int -2 Wis +1 Cha +6 Sound Imitation A karina who succeeds at a Deception check to Lie can mimic any voice they have heard. They have a +4 circumstance bonus to this check. --- AC 21 Fort +12 Ref +15 Will +10 HP 95 Weaknesses good 5 --- Speed 10 feet, fly 40 feet Melee Single Action beak +15 (Magical, reach 10 feet), Damage 2d8+7 piercing plus grave blight Melee Single Action claws +13 (Agile, Magical), Damage 2d6+5 slashing plus grave blight Melee Single Action talons +15 (Magical), Damage 1d10+5 piercing plus Grab Grave Blight (Disease) Saving Throw DC 19 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 poison damage, sickened 1 (1 day); Stage 3 1d8 poison damage, every hour the victim must succeed at another Fortitude save or be confused for 1 minute, sickened 2 (1 day) Mocking Cry Single Action (Auditory) The karina mimics a voice and mocks a creature within 30 feet. They attempt a Deception check to Demoralize the creature. Regardless of whether the check succeeds, the target creature is temporarily immune to the karina's Mocking Cry for 1 hour. Grave Karinas Legends speak of powerful karinas that have stolen the corpses of important figures or powerful creatures and consumed part of the corpse's soul in the process. The soul empowers the karina, which becomes a grave karina. Legends describe grave karinas as more savage in appearance and prone to attack all creatures, including other karinas. They supposedly have the power to manipulate others through their shadows and can breathe burning ash to burn their victims. ","skill_mod":{"deception":12,"stealth":15,"athletics":12,"acrobatics":13},"summary":"Karinas—also known as plague birds—are large owl-like creatures with dark red feathers, powerful talons, and unsettling eyes. Their broad wings …","image":["/Images/Monsters/Karina.png"],"primary_source":"The Mwangi Expanse","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1437","intelligence":-2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Karina","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12,16],"slug":"creature-1437"},{"primary_source_category":"Lost Omens","strength":9,"hp":285,"language":["Aklo","Common","Draconic","Mwangi"],"source":["The Mwangi Expanse"],"type":"Creature","charisma":3,"perception":29,"trait":["Beast","Uncommon","LE","Gargantuan"],"id":"creature-1438","text":" Maliadi A maliadi resembles a massive hippopotamus surrounded by a collar of flame. Maliadis are arrogant and tyrannical, and demand tribute from everyone they encounter—whether lone travelers or entire villages—to avert destruction. Many pay them off, for maliadis can hurl parts of their flaming collars to form geysers of flame or fiery walls, and they're also powerful shapeshifters. Recall Knowledge - Beast (Arcana, Nature): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Maliadi Source The Mwangi Expanse pg. 302 Perception +29; darkvision, scent (imprecise) 60 feet, true seeing Languages Aklo, Common, Draconic, Mwangi Skills Athletics +36, Deception +28, Intimidation +28, Nature +29, Survival +29 Str +9 Dex +3 Con +9 Int +1 Wis +6 Cha +3 Deep Breath The maliadi can hold its breath for 1 day. --- AC 40 Fort +34 Ref +25 Will +28 HP 285 Immunities death effects, fire Collar of Fire (abjuration, fire, primal) The maliadi has resistance 20 to physical ranged attacks, such as arrows, bolts, javelins, and thrown rocks, as such attacks are magically diverted through its collar of fire. Nonmagical weapons and ammunition affected by this ability are incinerated and destroyed. Counterspelling Wall Reaction (evocation, fire, primal) Trigger A creature within 100 feet of the maliadi that the maliadi can see Casts a Spell that targets the maliadi; Effect The maliadi casts one of its innate wall of fire spells, with a duration of 1 round. If the spell that triggered this reaction passes through the wall of fire, the wall attempts to counteract it, with a counteract modifier of +28. --- Speed 30 feet, swim 20 feet; freedom of movement Melee Single Action jaws +35 (deadly d12, Magical, reach 20 feet), Damage 3d12+19 piercing plus Improved Grab Melee Single Action foot +35 (Agile, Magical, reach 20 feet), Damage 3d10+17 bludgeoning Primal Innate Spells DC 38, attack +30 - Cantrips (9th) Detect Magic, Produce Flame - 4th Air Walk, Gaseous Form - 8th Fire Shield, Volcanic Eruption - 9th Wall of Fire (×3), Wall of Stone (×3) - Constant (7th) True Seeing - Constant (8th) Freedom of Movement Capsize Single Action The maliadi tries to capsize an adjacent aquatic vessel of its size or smaller. The maliadi must succeed at a DC 35 Athletics check (reduced by 5 for each size smaller the vessel is than the maliadi) or the pilot's Sailing Lore DC, whichever is higher. Change Shape Single Action The maliadi can take on the appearance of any Large, Huge, or Gargantuan animal. This doesn't change its Speed or Strikes. River Form Three Actions The maliadi takes on the form of a stretch of river, with the effects of wind walk , except the maliadi can only affect itself, appears as a section of a flowing river that takes up the same space as the maliadi, and can't leave the ground. Swallow Whole Single Action Huge, 3d10+17 bludgeoning, Rupture 35 Trample Three Actions Huge or smaller, foot, DC 38 Monstrous Pride Due to their boundless arrogance, maliadis are unlikely to associate with others of their kind for extended periods, although they readily accept the services of smaller creatures they think might prove useful or expendable. They also dislike remaining in any form that doesn't convey their size and majesty for long. Those who know of a maliadi's hubris can often exploit it, such as by demanding a trial by combat to force the maliadi to leave an area alone. ","skill_mod":{"deception":28,"nature":29,"survival":29,"athletics":36,"intimidation":28},"image":["/Images/Monsters/Maliadi.png"],"primary_source":"The Mwangi Expanse","spell":["Wall of Fire","Wall of Stone","Fire Shield","Volcanic Eruption","Air Walk","Gaseous Form","Detect Magic","Produce Flame","Freedom of Movement","True Seeing"],"ac":40,"level":17,"spell_dc":[38],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, true seeing ","resistance":{},"intelligence":1,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":34,"size":["Gargantuan"],"name":"Maliadi","alignment":"LE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[33,38],"attack_bonus":[35,35],"constitution":9,"immunity":["death effects","fire"],"spell_attack_bonus":[30],"will_save":28,"speed":{"max":30,"land":30,"swim":20},"wisdom":6,"weakness":{},"creature_ability":["Deep Breath","Collar of Fire","Counterspelling Wall","Capsize","Change Shape","River Form","Swallow Whole","Trample"],"skill":["Athletics","Deception","Intimidation","Nature","Survival"],"tradition":["Primal"],"summary":"A maliadi resembles a massive hippopotamus surrounded by a collar of flame. Maliadis are arrogant and tyrannical, and demand tribute from everyone …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1438","dexterity":3,"category":"creature","slug":"creature-1438"},{"attack_bonus":[21,21],"constitution":5,"primary_source_category":"Lost Omens","strength":7,"hp":155,"source":["The Mwangi Expanse"],"type":"Creature","will_save":15,"charisma":0,"speed":{"max":40,"land":10,"swim":40},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Luminous Lure","Attack of Opportunity","Aquatic Ambush","Face Eater"],"skill":["Athletics","Stealth","Survival"],"stealth":"19","trait":["Aquatic","Beast","Uncommon","NE","Huge"],"id":"creature-1439","text":" Mamlambo Mamlambos are river predators with hypnotic, bioluminescent skin. They appear similar to crocodiles, but the narrow head at the end of their long necks resembles a horse's skull, and their four legs are stubby and inefficient for land movement. Their skin's green glow is only barely visible in daylight or when underwater, though the glow is difficult to resist. As a result, they're frequently trailed by fish, birds, or other river creatures ensnared by the alluring radiance. Humanoids are mamlambos' favorite prey, particularly humans, although they strangely prefer to only eat their victims' faces and brains. Mamlambos are dim-witted but sly, and sometimes hide their victims under submerged rocks or logs to make their discovery less likely. A mamlambo might be active in a region for days or even weeks before its presence is discovered. Recall Knowledge - Beast (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Mamlambo Source The Mwangi Expanse pg. 303 Perception +19; darkvision Languages Skills Athletics +21, Stealth +19, Survival +17 Str +7 Dex +4 Con +5 Int -3 Wis +4 Cha +0 Luminous Lure (aura, emotion, enchantment, incapacitation, light, mental, primal) 30 feet. The mamlambo emits dim light from its skin. A creature that enters or begins its turn in the aura must attempt a DC 23 Will save. Humanoids take a –2 penalty to this saving throw. Regardless of the save's result, the creature is temporarily immune for 10 minutes. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature is fascinated, and for as long as it is in the aura it must spend at least 1 of its actions on each of its turns to move closer to the mamlambo as expediently as possible, while avoiding obvious dangers. If the creature ends its movement or turn adjacent to the mamlambo, it is slowed 1 until it is out of the aura or until the mamlambo makes a Strike against it. The target can attempt a new Will save at the beginning of each of their subsequent turns, and on a success, the effect ends. Critical Failure As failure, but the creature must spend each of its actions moving closer to the mamlambo, and if it ends its movement or turn adjacent to the mamlambo, it is paralyzed until it is out of the aura or until the mamlambo makes a Strike against it. --- AC 28 Fort +19 Ref +20 Will +15 HP 155 Attack of Opportunity Reaction Tail only. --- Speed 10 feet, swim 40 feet Melee Single Action jaws +21 (reach 10 feet), Damage 2d8+11 piercing plus Improved Grab Melee Single Action tail +21 (Agile, reach 15 feet), Damage 2d6+11 bludgeoning Aquatic Ambush Single Action Face Eater Single Action Requirements The mamlambo has a creature grabbed or restrained, or there is a dying, immobilized, or unconscious creature within the mamlambo's reach; Effect The mamlambo deals 2d8+11 piercing damage to the creature (DC 28 basic Fortitude save). On a failure, the creature also takes an additional 2d6 persistent bleed damage, or 4d6 persistent bleed damage on a critical failure. An Unusual Phobia Mamlambos have an unusually strong aversion to river otters, despite being much larger and more dangerous. Since mamlambos rarely remain in an area inhabited by otters for long, river-dwelling people in the Mwangi Expanse often keep trained otters to aid in fishing and to ward off the potential presence of a mamlambo. ","skill_mod":{"survival":17,"stealth":19,"athletics":21},"summary":"Mamlambos are river predators with hypnotic, bioluminescent skin. They appear similar to crocodiles, but the narrow head at the end of their long …","image":["/Images/Monsters/Mamlambo.png"],"primary_source":"The Mwangi Expanse","trait_group":["Monster","Creature Type","Rarity"],"ac":28,"level":9,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1439","intelligence":-3,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":19,"size":["Huge"],"name":"Mamlambo","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18,20],"slug":"creature-1439"},{"attack_bonus":[13,15],"constitution":2,"primary_source_category":"Lost Omens","strength":5,"hp":80,"source":["The Mwangi Expanse"],"type":"Creature","will_save":11,"charisma":0,"speed":{"climb":25,"max":30,"land":30},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Camouflage","Crooning Cry","Rompo Chills"],"skill":["Athletics","Stealth","Survival"],"stealth":"12","trait":["Beast","N","Medium"],"id":"creature-1440","text":" Rompo Rompos are unusual creatures that feed on corpses. They have thin, almost-skeletal bodies with strong rear legs that resemble a bear's, front legs like a badger's, and a head like a hare's with humanoid ears. A rompo tends to be timid on its own; it avoids other creatures and typically flees in the presence of larger animals. Though no more intelligent than any other beast, it usually acts with extreme paranoia, dodging traps or ambushes with an uncanny acumen. When danger is present, a rompo utters a loud cry to afford itself space to run and hides by using its body's natural color-shifting fur as camouflage. Although rompos sport the perfect physical features to act as predators, they tend to live their lives as solitary scavengers of leftover corpses. Rompos prefer to avoid hunting for themselves since they risk sustaining injuries in the process. It's not uncommon for rompos to follow other predators for hours, waiting for an opportunity to feast on the leftover remains of a hunt. Once a rompo gains access to a meal, it takes several minutes circling the corpse to make sure the area is clear. As it begins to feast, it lets out a whimpering cry that fascinates and compels other creatures to keep away so that the rompo can feed in peace. Due to its constant feeding on decaying flesh, a rompo's mouth is filled with rot, parasites, and deadly pathogens. Its bite can impart these combined infections as a dangerous disease known as rompo chills. The disease causes its victim to tremble uncontrollably, lightly at first but eventually developing into a violent shaking that ends with the victim's death. Despite their cautious nature, rompos always seem to linger close to creatures they infect with rompo chills; though they remain unseen while the victim lives, they emerge when that victim finally succumbs, in order to feed on the corpse. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Rompo Source The Mwangi Expanse pg. 304 Perception +15; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +13, Stealth +12, Survival +12 Str +5 Dex +2 Con +2 Int -3 Wis +2 Cha +0 Camouflage The rompo can change its coloration to match its surroundings. It doesn't need cover to attempt to Hide with a Stealth check. --- AC 21 Fort +15 Ref +9 Will +11 HP 80 --- Speed 30 feet, climb 25 feet Melee Single Action jaws +15, Damage 2d8+5 piercing plus rompo chills Melee Single Action claws +13 (Agile), Damage 2d6+5 slashing Crooning Cry Two Actions (Enchantment, Incapacitation, Mental, Primal) 60 feet. The rompo hums in a low voice. Each creature within the emanation must succeed at a DC 19 Will save or become fascinated and compelled to move away from the rompo, traveling to the furthest edge of the emanation. Fascinated creatures are also flat-footed. The effect lasts for 1 round, but if the rompo spends a single action on subsequent rounds, it can extend the duration by 1 round for all affected creatures. If the rompo attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to Crooning Cry for 24 hours. Rompo Chills (Disease) The target can't reduce its sickened condition while affected by rompo chills; Saving Throw DC 19 Fortitude; Onset 1 day; Stage 1 clumsy 1 (1 day); Stage 2 clumsy 1 and sickened 1 (1 day); Stage 3 clumsy 2 and sickened 2 (1 day); Stage 4 unconscious (1 day); Stage 5 dead Rompo Packs Rompos tend to live in isolation, and on their own are so timid their behavior borders on cowardice. But in larger environments that can support them, like the Mwangi Jungle, rompos travel in packs of up to a dozen and become unusually aggressive. These packs actively hunt animals much larger than themselves, such as water buffalo, and one or two rompos cry through the night to deter other animals from their dens. ","skill_mod":{"survival":12,"stealth":12,"athletics":13},"summary":"Rompos are unusual creatures that feed on corpses. They have thin, almost-skeletal bodies with strong rear legs that resemble a bear's, front legs …","image":["/Images/Monsters/Ronpo.png"],"primary_source":"The Mwangi Expanse","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1440","intelligence":-3,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Rompo","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"slug":"creature-1440"},{"attack_bonus":[31],"constitution":8,"primary_source_category":"Lost Omens","strength":9,"hp":320,"language":["Mwangi","(can't speak any language)"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["The Mwangi Expanse"],"type":"Creature","will_save":28,"charisma":4,"speed":{"max":40,"land":40},"perception":25,"wisdom":8,"weakness":{},"creature_ability":["Rejuvenation","Ancestral Response","Ferocity","Spirit Charge","Spirit Steps"],"skill":["Athletics","Diplomacy","Intimidation","Nature","Survival"],"trait":["Beast","Incorporeal","Spirit","Unique","NG","Huge"],"id":"creature-1441","text":" Sié Goluo Sié Goluo, sometimes referred to simply as Grandfather, is an ancient spirit that has kept watch over the peoples of the Mwangi Expanse for generations. Most believe he first appeared during the Age of Darkness to protect the Mwangi people from the worst dangers of the everlasting night. Bekyar storytellers claim he is older still, from a time before the first people walked Golarion. This immortal spirit has incarnated into multiple forms over millennia. In the oldest surviving tales, they say Sié Goluo looked like an ordinary—if oversized—ox, save for his nearly human-looking eyes. Most recently, people say he has the appearance of several different animals, but accounts vary on which animals make up his form. When a traveling farmer is assailed by a deadly beast, or a small village faces the wrath of an advancing army, Sié Goluo manifests in whatever form will allow him to best defend them. There seem to be no geographical limitations on where he can manifest, as there are tales of him saving Mwangi adventurers as far spread as Tian Xia and Arcadia. Recall Knowledge - Beast (Arcana, Nature): DC 42 Recall Knowledge - Spirit (Occultism): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Sié Goluo Source The Mwangi Expanse pg. 305 Perception +25; imprecise scent 60 feet Languages Mwangi; (can't speak any language) Skills Athletics +31, Diplomacy +28, Intimidation +31, Nature +31, Survival +28 Str +9 Dex +5 Con +8 Int +1 Wis +8 Cha +4 --- AC 36 Fort +28 Ref +20 Will +28 HP 320 (rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , or negative; double resistane against non-magical) Rejuvenation (divine, necromancy) When Sié Goluo is destroyed, he reforms, fully healed, at a location of his choosing anywhere on the Material Plane after 2d4 days. If every person of Mwangi descent rejects belief in Sié Goluo, the spirit is permanently destroyed. Ancestral Response Free Action Trigger A creature on the Material Plane calls out for Sié Goluo; Effect Sié Goluo instantaneously appears in an unoccupied space within 30 feet of the triggering creature and heals 8d8 hit points on all allies that can see him within 60 feet. Allies healed this way gain a +2 circumstance bonus on saving throws for 1 minute. Creatures that receive these benefits become temporarily immune to them for 1 year. Ferocity Reaction --- Speed 40 feet Melee Single Action horn +31 (reach 10 feet), Damage 2d10+16 piercing damage plus 1d12 force damage Primal Innate Spells DC 34 - 3rd Humanoid Form (at will) - Constant (1st) Pass Without Trace Spirit Charge Two Actions Sié Goluo Strides twice, then makes a horn Strike. On a hit, Sié Goluo creates a shock wave that deals 4d12 force damage in a 30-foot cone (DC 34 basic Reflex save). Creatures that fail their save are pushed away 5 feet (10 feet on a critical failure). Spirit Steps Sié Goluo ignores difficult terrain and doesn't trigger traps with his movement. An Absent Relative Because sightings are so rare, not all Mwangi people believe Sié Goluo exists. Many regard him as merely another children's tale spun by their grandparents to soothe them to sleep. After all, there is very little physical evidence of his existence, he can't be reached through divination, and he disappears without a trace when he finishes what he set out to do. Some skeptics, when recounting tales of their death-defying exploits, might end their story with the phrase, “And Grandfather nowhere in sight!” ","tradition":["Primal"],"skill_mod":{"diplomacy":28,"nature":31,"survival":28,"athletics":31,"intimidation":31},"summary":"Sié Goluo, sometimes referred to simply as Grandfather, is an ancient spirit that has kept watch over the peoples of the Mwangi Expanse for …","image":["/Images/Monsters/SieGolou.png"],"primary_source":"The Mwangi Expanse","spell":["Humanoid Form","Pass Without Trace"],"trait_group":["Creature Type","Monster","Rarity"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Lost Omens"],"sense":"imprecise scent 60 feet","weakest_save":["ref","reflex"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"vitality":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=1441","intelligence":1,"reflex_save":20,"strongest_save":["fort","fortitude","will"],"dexterity":5,"fortitude_save":28,"size":["Huge"],"name":"Sié Goluo","alignment":"NG","category":"creature","pfs":"Standard","rarity":"unique","strike_damage_average":[33],"slug":"creature-1441"},{"attack_bonus":[18,18],"constitution":2,"primary_source_category":"Lost Omens","strength":4,"hp":45,"language":["Mwangi","Sylvan","(can't speak any language)"],"source":["The Mwangi Expanse"],"type":"Creature","will_save":15,"charisma":3,"speed":{"fly":60,"max":60,"land":10},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Blinding Halo","Evasion","Ibis Dive","Light Shatter"],"skill":["Acrobatics","Athletics"],"trait":["Beast","NG","Medium"],"id":"creature-1442","text":" Solar Ibis Solar ibis are beings of light sometimes called sun birds, or “winged luminaries” by the more scholarly inclined. They're tasked with guarding sacred places or items, although they sometimes also protect the living from places of incredible danger. Their appearance is always preceded by numerous small purple-winged birds with a splash of yellow on their crowns; these are avatars of the ibis that nest and congregate in areas it protects. The presence of these avatars is often the only way to track these reclusive and solitary creatures. Should the solar ibis choose to appear, these little birds scatter like wild fowl. The sun bird then manifests and bathes the area in a brilliant shower of light that can blind and startle unwary and unprepared creatures in its presence. The solar ibis appears as a magnificent, large bird surrounded by a halo of brilliant light. Its black feathers shimmer with all the colors of the spectrum, casting glossy rainbows across its plumage. It has a keen sense of insight, which it uses to pass judgment as a whole on whether those before it are worthy to access what it guards. It punishes those it finds unworthy with its cleansing might. Though considered sacred by most within the Mwangi Expanse, there are still some who hunt these glorious creatures; some seek the treasures that the ibis keep, while others seek the ibis themselves, dead or alive. Some believe that the feathers of a solar ibis, when burned, create an incense that can grant holy power to those that inhale it. Others believe that its bones and feet can be ground into a powder that can destroy demons and purify the undead. Recall Knowledge - Beast (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Solar Ibis Source The Mwangi Expanse pg. 306 Perception +17; darkvision, low-light vision Languages Mwangi, Sylvan; (can't speak any language) Skills Acrobatics +18, Athletics +14 Str +4 Dex +6 Con +2 Int +0 Wis +3 Cha +3 --- AC 25 Fort +12 Ref +17 Will +15 HP 45 Blinding Halo (arcane, aura, light) 30 feet. The solar ibis's halo sheds bright light. Creatures that start their turn in the aura must succeed at a DC 22 Fortitude save or be dazzled for 1 minute. A creature that critically fails its save is instead blinded for 1 minute. Creatures who successfully save are temporarily immune to this effect for 24 hours. The solar ibis can extinguish or resume the halo's light as a single action, which has the concentrate trait. Evasion When a solar ibis succeeds at a Reflex save, it gets a critical success instead. --- Speed 10 feet, fly 60 feet Melee Single Action beak +18, Damage 2d10+11 piercing Melee Single Action talon +18 (Agile), Damage 2d8+9 slashing plus Grab Ibis Dive Two Actions The solar ibis Flies up to double its fly Speed in a straight line, descends at least 10 feet, and then makes a talon Strike. Light Shatter Two Actions (Arcane, Evocation, Fire, Good, Light) The solar ibis detonates its halo, sending shards of burning light in all directions that deal 6d8 fire damage to all creatures in a 20-foot emanation (DC 22 basic Reflex save). The shards deal an extra 6d8 good damage against fiends and undead. The solar ibis can't use Light Shatter again for 1d4 rounds, and its Blinding Halo is extinguished during this time. The halo is restored automatically once the 1d4 rounds have passed. A Severed Connection Scholars who know of Atreia, the elemental lord of fire, suspect solar ibises might be related to the imprisoned demigod; Atreia is said to take the form of a three-headed ibis and was known for his holy, purifying flame. That this is mere coincidence seems too implausible to consider, but solar ibis don't acknowledge any connection to the demigod, leaving some to wonder if Atreia's imprisonment caused the sun birds to unconsciously forget their origins. ","skill_mod":{"athletics":14,"acrobatics":18},"summary":"Solar ibis are beings of light sometimes called sun birds, or “winged luminaries” by the more scholarly inclined. They're tasked with guarding sacred …","image":["/Images/Monsters/SolarIbis.png"],"primary_source":"The Mwangi Expanse","trait_group":["Creature Type"],"ac":25,"level":7,"source_category":["Lost Omens"],"sense":" darkvision , low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1442","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Solar Ibis","alignment":"NG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,22],"slug":"creature-1442"},{"attack_bonus":[21,21],"constitution":7,"primary_source_category":"Lost Omens","strength":8,"hp":220,"language":["Sylvan","(can't speak any language)"],"source":["The Mwangi Expanse"],"type":"Creature","will_save":18,"charisma":0,"speed":{"climb":30,"max":30,"land":30,"burrow":10,"swim":30},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["Tighten Coils","Greater Constrict","Slither","Swallow Whole","Zinba Restoration","Zinba Venom"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"18","trait":["Amphibious","Beast","Rare","N","Large"],"id":"creature-1443","text":" Zinba Commonly known as ghost serpents, zinbas are rare, amphibious snakes with healing abilities. They're of similar size to other large snakes, such as pythons, but have a distinct bright blue coloring with red-and-black patterned stripes along their backs. This distinct coloration is easy to spot, but zinbas can swim through the wet mud and soft earth of their homes to avoid being tracked by all but the most skilled pursuers. This elusiveness inspires their “ghost serpent” moniker. A zinba can metabolize a unique additive for its venom that converts it from a deadly poison to a healing agent, which makes zinbas particularly valuable in the eyes of healers and poachers. There is a high demand for zinbas in many markets; live serpents fetch a hefty sum, but zinba eggs are especially valuable, as zinbas reared in captivity are less willful and more likely to eat in confinement. Their elusiveness, however, leads many to search for their dens instead, which are large pools of water among remote wetlands or underground hollows near bodies of water. The water of a zinba's pool also has minor but valuable healing qualities, but removing water from a den causes it to lose its healing properties after a few hours, so most who find a den attempt to immediately make use of it. Even finding dens is a difficult prospect, since zinbas are particularly intelligent for animals and can recognize signs of travelers near their favored hiding places. When there are signs of danger, a zinba collapses its lair and flees to create another den elsewhere. Recall Knowledge - Beast (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Zinba Source The Mwangi Expanse pg. 307 Perception +20; low-light vision, scent (imprecise) 60 feet Languages Sylvan; (can't speak any language) Skills Acrobatics +18, Athletics +25, Stealth +18, Survival +18 Str +8 Dex +3 Con +7 Int -3 Wis +3 Cha +0 --- AC 28 Fort +23 Ref +20 Will +18 HP 220 Tighten Coils Reaction Trigger A creature grabbed or restrained by the zinba attempts to Escape; Effect The DC of the Escape check is increased by 2. --- Speed 30 feet, burrow 10 feet, climb 30 feet, swim 30 feet Melee Single Action jaws +21, Damage 2d10+11 piercing plus Grab and zinba venom Melee Single Action tail +21 (Agile, reach 10 feet), Damage 2d8+9 bludgeoning plus Push 10 feet Greater Constrict Single Action 2d10+6 bludgeoning, DC 29 Slither Single Action The zinba Strides, Climbs, or Swims up to half its Speed, pulling any creatures it has grabbed with it. Swallow Whole Single Action (Attack) Medium, 2d10+6 bludgeoning, Rupture 23 Zinba Restoration Single Action (Necromancy, Positive) The zinba bites a creature within reach and delivers a restorative healing remedy instead of its venom. The creature takes 1 point of piercing damage, but then gains fast healing 5 for 1 minute. In addition, the restorative attempts a counteract check against any poison or disease affecting the creature with a counteract modifier of +22. A creature that receives the restorative is temporarily immune to the zinba's restorative for 24 hours. Zinba Venom (Poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison (1 round); Stage 2 4d6 poison and drained 1 Zinba Dens The water in a zinba's den is suffused with its healing properties, making it as valuable as a zinba itself. Creatures that drink from these waters gain the curative effects of Zinba Restoration. This water can be placed into a container and removed from the den, but the curative effects fade 1d4 hours after removing the water. After a creature drinks water from a zinba's den, it is temporarily immune to the water's effects and the Zinba Restoration of the resident zinba for 24 hours. ","skill_mod":{"survival":18,"stealth":18,"athletics":25,"acrobatics":18},"summary":"Commonly known as ghost serpents, zinbas are rare, amphibious snakes with healing abilities. They're of similar size to other large snakes, such as …","image":["/Images/Monsters/Zinba.png"],"primary_source":"The Mwangi Expanse","trait_group":["Monster","Creature Type","Rarity"],"ac":28,"level":10,"source_category":["Lost Omens"],"sense":" low-light vision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1443","intelligence":-3,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":23,"size":["Large"],"name":"Zinba","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[18,22],"slug":"creature-1443"},{"attack_bonus":[10,10,10],"constitution":0,"primary_source_category":"Blog Posts","strength":2,"hp":30,"language":["Common","Elven"],"source":["No-Prep Character: Wendlyn"],"type":"Creature","will_save":11,"charisma":0,"speed":{"max":30,"land":30},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Nimble Dodge","Mobility","Sneak Attack","Surprise Attack"],"skill":["Acrobatics","Deception","Otari Lore","Society","Stealth","Thievery"],"stealth":"8","trait":["Elf","Half-Elf","Human","Humanoid","Unique","CG","Medium","Aiuvarin"],"id":"creature-1444","text":" Wendlyn, Incorrigible Thief Wendlyn grew up in Otari and knows just about everyone in it. This means she knows which people are safe to target with her petty larceny. She's been on the wrong side of Captain Longsaddle of the Otari town guard for as long as she can remember, but she keeps away from the sorts of crimes that would call for serious punishment, or that would seriously hurt anyone. The people of Otari are immune to her thefts but not her pranks; she's fond of hiding animals where they'll surprise people or livening up a celebration with some unexpected fireworks. She considers it to be all in good fun. Captain Longsaddle would definitely disagree, as would her younger half-sister, the pious acolyte Lisavet. Wendlyn is an excellent person to become acquainted with in Otari, as she knows a fair share of the town's secrets. Her lifelong inclination toward theft also makes her just the right person to disable a tricky lock or disarm a complicated trap. She's eager to join just about any escapade, illicit or otherwise, as long as no one seems likely to get seriously hurt. Plot Hooks Game Masters might consider the following plot hooks as a means of integrating Wendlyn into any Pathfinder Second Edition game. Wendlyn needs the heroes to help her recover a hand mirror she stole from an abandoned house and then fenced, as she didn't realize its presence was keeping a ghost confined to the old house. She hopes to recover the mirror from the fence and get it back into the house before anyone's hurt. One of the heroes is an alibi who can prove Wendlyn wasn't at the scene of a crime that Captain Longsaddle is certain she committed. The heroes must work to prove the thief's innocence—in this particular matter, at least. The heroes have come across a strange puzzle box that defies all attempts to open it, but an expert locksmith like Wendlyn might be able to help. Through her shady contacts, Wendlyn has heard of a plot to smuggle drugs into Otari's harbor late at night. She hopes to intercept the smugglers, dump the drugs into the harbor's waters, and teach the smugglers to stay out of her town. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Wendlyn Source No-Prep Character: Wendlyn Perception +10; low-light vision Languages Common, Elven Skills Acrobatics +10, Deception +6, Otari Lore +7, Society +7, Stealth +8, Thievery +10 Str +2 Dex +4 Con +0 Int +1 Wis +3 Cha +0 Items Leather Armor, lesser alchemist's fire (2), Rope, Shortbow (20 arrows), Shortsword, Thieves' Tools --- AC 17 Fort +7 Ref +9 Will +11 HP 30 Nimble Dodge Reaction Trigger Wendlyn is targeted with an attack by an attacker she can see; Effect Wendlyn gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet; mobility Melee Single Action shortsword +10 (Agile, Finesse, versatile S), Damage 1d6+4 piercing Ranged Single Action shortbow +10 (deadly d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+1 piercing Ranged Single Action lesser alchemist's fire +10 (range increment 20 feet, Splash), Damage 1d8 fire plus 1 persistent fire damage and 1 fire splash damage Mobility Wendlyn doesn't trigger reactions from movement when she Strides half her Speed or less. Sneak Attack Wendlyn deals an extra 1d6 precision damage to flat-footed creatures Surprise Attack On the first round of combat, if Wendlyn rolls Deception or Stealth for initiative, creatures that haven't acted yet are flat-footed to her. ","skill_mod":{"society":7,"deception":6,"thievery":10,"stealth":8,"acrobatics":10},"summary":"Wendlyn grew up in Otari and knows just about everyone in it. This means she knows which people are safe to target with her petty larceny. She's been …","primary_source":"No-Prep Character: Wendlyn","trait_group":["Ancestry","Weapon","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":17,"item":["Leather Armor","lesser alchemist's fire (2)","Rope","Shortbow (20 arrows)","Shortsword","Thieves' Tools"],"level":2,"source_category":["Blog Posts"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1444","intelligence":1,"reflex_save":9,"strongest_save":["will"],"dexterity":4,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Wendlyn","alignment":"CG","category":"creature","rarity":"unique","strike_damage_average":[4,4,7],"slug":"creature-1444"},{"attack_bonus":[20],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":150,"language":["Common","Nagaji","Tengu","Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":16,"charisma":3,"speed":{"max":40,"land":40},"perception":18,"wisdom":1,"weakness":{},"creature_ability":["Retributive Strike","Flurry of Blows","Powerful Fists"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Diplomacy","Irori Lore","Medicine"],"trait":["Human","Humanoid","Unique","LG","Medium"],"id":"creature-1445","text":" Tino (Level 9) Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Tino (Level 9) Source Pathfinder #166: Despair on Danger Island pg. 10 Perception +18 Languages Common, Nagaji, Tengu, Tien Skills Acrobatics +21, Athletics +20, Diplomacy +18, Irori Lore +15, Medicine +16 Str +3 Dex +4 Con +3 Int +0 Wis +1 Cha +3 Items +1 explorer's clothing, +1 striking handwraps of mighty blows --- AC 28 Fort +18 Ref +19 Will +16 +1 status to all saves vs. disease HP 150 Retributive Strike Reaction If Tino hits with his Retributive Strike, the target takes 3 persistent good damage. --- Speed 40 feet Melee Single Action fist +20 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 2d8+9 bludgeoning Focus Spells DC 24, 3 Focus Points - 5th Ki Blast, Ki Strike, Lay on Hands Flurry of Blows Single Action (Flourish) Tino makes two Strikes with his fist or with a monk weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Powerful Fists Tino's fist Strikes don't take penalties when making lethal attacks. ","skill_mod":{"diplomacy":18,"medicine":16,"athletics":20,"acrobatics":21},"primary_source":"Pathfinder #166: Despair on Danger Island","spell":["Ki Blast","Ki Strike","Lay on Hands"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":28,"item":["+1 explorer's clothing","+1 striking handwraps of mighty blows"],"level":9,"spell_dc":[24],"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1445","intelligence":0,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":18,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Tino (Level 9)","alignment":"LG","category":"creature","rarity":"unique","strike_damage_average":[18],"slug":"creature-1445"},{"primary_source_category":"Adventure Paths","strength":0,"hp":130,"language":["Common","Goblin","Kitsune","Nagaji","Tengu","Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","charisma":4,"perception":19,"stealth":"19","trait":["Humanoid","Kitsune","Unique","CG","Medium"],"id":"creature-1446","text":" Ji-yook (Level 9) Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Ji-yook (Level 9) Source Pathfinder #166: Despair on Danger Island pg. 11 Perception +19; low-light vision Languages Common, Goblin, Kitsune, Nagaji, Tengu, Tien Skills Acrobatics +21, Deception +21, Stealth +19, Thievery +19 Str +0 Dex +4 Con +2 Int +3 Wis +1 Cha +4 Items +1 striking darts (5), +1 striking returning dart , +1 explorer's clothing , +1 striking handwraps of mighty blows , lesser smokesticks (2) --- AC 29 Fort +15 Ref +19 Will +16 HP 130 --- Speed 25 feet Melee Single Action claw +20 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 2d4+8 slashing Ranged Single Action dart +20 (Agile, Magical, thrown 20 feet), Damage 2d4+4 piercing Ranged Single Action foxfire +19 (range 20 feet), Damage 2d4 electricity Divine Innate Spells DC 27 - Cantrips (5th) Daze - 1st Sanctuary Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) Ji-yook transforms into her human form. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. Ji-yook can remain in her human form indefinitely, and she can shift back to her true kitsune form by using this action again. Foxfire Blast Two Actions (Electricity, Evocation, Flourish, Magical) Ji-yook makes a fist Strike. On a hit, the target takes an additional 2d4 electricity damage and is pushed back 5 feet. On a critical hit, the target is pushed back and then knocked prone. Pinning Shot Single Action Ji-yook pins a foe's clothing to a wall or floor or the ground. Ji-yook makes a dart Strike. If the attack hits, it deals no damage and instead pins the target to an adjacent surface. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the dart free; it can't move from its space until it succeeds. If Ji-yook's dart Strike was a critical hit, the target must succeed at two separate Athletics checks to pull the dart free. The target is flat-footed while it remains immobilized in this way. Sneak Attack Ji-yook's Strikes deal an additional 2d6 precision damage to flat-footed creatures. ","skill_mod":{"deception":21,"thievery":19,"stealth":19,"acrobatics":21},"primary_source":"Pathfinder #166: Despair on Danger Island","spell":["Sanctuary","Daze"],"ac":29,"item":["+1 striking darts (5)","+1 striking returning dart","+1 explorer's clothing","+1 striking handwraps of mighty blows","lesser smokesticks (2)"],"level":9,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":3,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":15,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Ji-yook (Level 9)","alignment":"CG","rarity":"unique","strike_damage_average":[5,9,13],"attack_bonus":[19,20,20],"constitution":2,"will_save":16,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Change Shape","Foxfire Blast","Pinning Shot","Sneak Attack"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Deception","Stealth","Thievery"],"tradition":["Divine"],"trait_group":["Creature Type","Ancestry","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=1446","dexterity":4,"category":"creature","slug":"creature-1446"},{"attack_bonus":[21,22],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":210,"language":["Common","Nagaji","Tengu","Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":20,"charisma":0,"speed":{"max":25,"land":25},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Blade Barrage","Disarming Whirl","Soaring Flight"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation","Performance"],"trait":["Humanoid","Tengu","Unique","CG","Medium"],"id":"creature-1447","text":" Takatorra (Level 9) Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Takatorra (Level 9) Source Pathfinder #166: Despair on Danger Island pg. 11 Perception +20; low-light vision Languages Common, Nagaji, Tengu, Tien Skills Acrobatics +17, Athletics +21, Intimidation +15, Performance +15 Str +4 Dex +2 Con +4 Int +1 Wis +3 Cha +0 Items +1 hide armor , +1 striking tengu gale blade (2) --- AC 26 Fort +21 Ref +17 Will +20 HP 210 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action tengu gale blade +22 (Agile, Disarm, Finesse, Magical), Damage 2d6+10 slashing Melee Single Action beak +21 (Finesse, Unarmed), Damage 1d6+10 piercing Blade Barrage Two Actions Takatorra makes three melee Strikes. These Strikes gain the forceful trait. If one target is hit with at least two of these Strikes, they also take 1d6 persistent bleed damage. The target is then flat-footed until they heal the persistent bleed damage. Disarming Whirl Two Actions (Flourish) Takatorra spins, striking at their foes' weapons. Takatorra attempts an Athletics check to Disarm against each enemy within melee reach. Each attempt counts toward Takatorra's multiple attack penalty, but the penalty doesn't increase until they have made all the attempts. Soaring Flight Two Actions (Morph, Primal, Transmutation) Frequency once per day; Effect Takatorra expands their wings, gaining a 25-foot fly Speed for 5 minutes. ","skill_mod":{"performance":15,"athletics":21,"intimidation":15,"acrobatics":17},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"ac":26,"item":["+1 hide armor","+1 striking tengu gale blade (2)"],"level":9,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1447","intelligence":1,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":21,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Takatorra (Level 9)","alignment":"CG","category":"creature","rarity":"unique","strike_damage_average":[13,17],"slug":"creature-1447"},{"primary_source_category":"Adventure Paths","strength":1,"hp":130,"language":["Common","Nagaji","Tengu","Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","charisma":4,"perception":18,"trait":["Humanoid","Nagaji","Unique","NG","Medium"],"id":"creature-1448","text":" Yabin the Just (Level 9) Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Yabin the Just (Level 9) Source Pathfinder #166: Despair on Danger Island pg. 11 Perception +18; low-light vision Languages Common, Nagaji, Tengu, Tien Skills Acrobatics +18, Arcana +19, Diplomacy +19, Intimidation +19, Occultism +17 Str +1 Dex +3 Con +4 Int +2 Wis +0 Cha +4 Items +1 striking bo staff , +1 explorer's clothing --- AC 27 Fort +19 Ref +16 Will +15 +1 status to all saves vs. poison HP 130 Resistances poison 5 --- Speed 25 feet Melee Single Action bo staff +17 (Magical, Parry, Reach, Trip), Damage 2d8+5 bludgeoning Ranged Single Action venom +18 (range 10 feet), Damage nagaji venom Arcane Spontaneous Spells DC 27, attack +20 - Cantrips (5th) Acid Splash, Detect Magic, Light, Shield, Telekinetic Projectile - 1st Charm, Fear, Ray of Enfeeblement, True Strike (3 slots) - 2nd Blur, Mirror Image, Resist Energy, Touch of Idiocy (3 slots) - 3rd Fireball, Haste, Lightning Bolt, Slow (3 slots) - 4th Confusion, Freedom of Movement, Spell Immunity, Wall of Fire (3 slots) - 5th Chromatic Wall, Cloak of Colors, Magic Missile (2 slots) Sorcerer Bloodline Spells DC 27, 2 Focus Points - 5th Dragon Breath, Dragon Claws Nagaji Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison (1 round); Stage 2 3d6 poison and dazzled (1 round); Stage 3 4d6 poison and blinded (1 round) ","skill_mod":{"diplomacy":19,"arcana":19,"intimidation":19,"occultism":17,"acrobatics":18},"primary_source":"Pathfinder #166: Despair on Danger Island","spell":["Chromatic Wall","Cloak of Colors","Magic Missile","Confusion","Freedom of Movement","Spell Immunity","Wall of Fire","Fireball","Haste","Lightning Bolt","Slow","Blur","Mirror Image","Resist Energy","Touch of Idiocy","Charm","Fear","Ray of Enfeeblement","True Strike","Acid Splash","Detect Magic","Light","Shield","Telekinetic Projectile","Dragon Breath","Dragon Claws"],"ac":27,"item":["+1 striking bo staff","+1 explorer's clothing"],"level":9,"spell_dc":[27,27],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{"poison":5},"intelligence":2,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":19,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Yabin the Just (Level 9)","alignment":"NG","rarity":"unique","strike_damage_average":[14],"attack_bonus":[17,18],"constitution":4,"spell_attack_bonus":[20],"will_save":15,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Nagaji Venom"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Arcana","Diplomacy","Intimidation","Occultism"],"tradition":["Arcane"],"trait_group":["Creature Type","Monster","Ancestry","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=1448","dexterity":3,"category":"creature","slug":"creature-1448"},{"attack_bonus":[22,28],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":250,"language":["Common","Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":24,"charisma":1,"speed":{"max":25,"land":25},"perception":23,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Dueling Expertise","Swift Blow"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation","Survival","Warfare Lore"],"trait":["Human","Humanoid","Uncommon","N","Medium"],"id":"creature-1449","text":" Weapon Master The weapon master is a deadly expert with their weapon of choice. Whenever possible, the weapon master engages an opponent one on one, and they prefer to begin combat unarmed and use their Swift Blow to catch a foe unawares. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Weapon Master Source Pathfinder #166: Despair on Danger Island pg. 22 Perception +23 Languages Common, Tien Skills Acrobatics +23, Athletics +26, Intimidation +22, Survival +24, Warfare Lore +23 Str +5 Dex +2 Con +4 Int +2 Wis +3 Cha +1 Items +2 greater striking katana , +1 striking sling , +1 resilient studded leather --- AC 33 Fort +26 Ref +22 Will +24 HP 250 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action katana +28 (deadly d8, Magical, two-hand d10, versatile P), Damage 3d6+11 slashing Ranged Single Action sling +22 (Magical, Propulsive, range increment 50 feet, reload 1), Damage 2d6+11 bludgeoning Dueling Expertise The weapon master deals an extra 2d10 damage to creatures that are not adjacent to any allies or other foes. Swift Blow Two Actions (Flourish) Requirement The weapon master is not wielding a weapon; Effect The weapon master Interacts to draw a melee weapon without triggering reactions and makes a Strike with that weapon. The target is flat-footed against this Strike. The weapon master deals an extra 2d8 persistent bleed damage with the Strike. ","skill_mod":{"survival":24,"athletics":26,"intimidation":22,"acrobatics":23},"summary":"The weapon master is a deadly expert with their weapon of choice. Whenever possible, the weapon master engages an opponent one on one, and they …","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":33,"item":["+2 greater striking katana","+1 striking sling","+1 resilient studded leather"],"level":13,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1449","intelligence":2,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Weapon Master","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[18,21],"slug":"creature-1449"},{"attack_bonus":[27,27],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":180,"language":["Common","Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":21,"charisma":3,"speed":{"max":35,"land":35},"perception":25,"wisdom":2,"weakness":{},"creature_ability":["Nimble Dodge","Deadly Disarm","Sneak Attack","Tumbling Attack"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Deception","Lore","Stealth"],"stealth":"26","trait":["Human","Humanoid","Uncommon","N","Medium"],"id":"creature-1450","text":" Agile Warrior The agile warrior uses their speed to jump around the battlefield and create openings. Making use of their Tumbling Attack, the agile warrior likes to spring back and forth between targets every round. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Agile Warrior Source Pathfinder #166: Despair on Danger Island pg. 23 Perception +25 Languages Common, Tien Skills Acrobatics +28, Athletics +22, Deception +24, Lore +22, Stealth +26 Str +3 Dex +5 Con +3 Int +1 Wis +2 Cha +3 Items +1 resilient leather armor , +1 striking sai , +1 striking returning shuriken (5) --- AC 35 Fort +22 Ref +26 Will +21 HP 180 Nimble Dodge Reaction Trigger The agile warrior is targeted with a melee or ranged attack by an attacker they can see; Effect The agile warrior gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 35 feet Melee Single Action sai +27 (Agile, Disarm, Finesse, Magical, Monk, versatile B), Damage 2d4+9 piercing Ranged Single Action shuriken +27 (Agile, Magical, reload 0, thrown 20 feet), Damage 2d4+11 piercing Deadly Disarm The agile warrior deals 2d6 precision damage to a creature on a successful Disarm attempt. Sneak Attack The agile warrior's Strikes deal an additional 2d6 precision damage to flat-footed creatures. Tumbling Attack Two Actions The agile warrior Strides up to their Speed. During this movement, they can move through the space of one creature without triggering reactions. When the agile warrior moves through a creature's space in this way, that creature becomes flat-footed until the end of the agile warrior's turn. If the agile warrior ends their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy ","skill_mod":{"deception":24,"stealth":26,"athletics":22,"acrobatics":28},"summary":"The agile warrior uses their speed to jump around the battlefield and create openings. Making use of their Tumbling Attack, the agile warrior likes …","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":35,"item":["+1 resilient leather armor","+1 striking sai","+1 striking returning shuriken (5)"],"level":13,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1450","intelligence":1,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":22,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Agile Warrior","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[14,16],"slug":"creature-1450"},{"attack_bonus":[24,27,27],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":230,"language":["Common","Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","spell_attack_bonus":[25],"will_save":23,"charisma":0,"speed":{"max":30,"land":30},"perception":23,"wisdom":3,"weakness":{},"creature_ability":["Flurry of Blows","Knocking Sweep","Powerful Fists","Punch Down"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Occultism"],"trait":["Human","Humanoid","Uncommon","N","Medium"],"id":"creature-1451","text":" Ki Adept The ki adept is in tune with their own body and can manipulate the mystical energy that flows within them. Typically, the ki adept works to hamper as many foes as possible with their Knocking Sweep and follows up with a Flurry of Blows. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Ki Adept Source Pathfinder #166: Despair on Danger Island pg. 24 Perception +23 Languages Common, Tien Skills Acrobatics +26, Athletics +26, Occultism +23 Str +5 Dex +4 Con +3 Int +2 Wis +3 Cha +0 Items +1 striking bo staff , bracers of armor , +1 striking, returning dart (3), +1 striking handwraps of mighty blows --- AC 33 Fort +23 Ref +23 Will +23 HP 230 --- Speed 30 feet Melee Single Action bo staff +27 (Magical, Parry, Reach, Trip), Damage 2d8+11 bludgeoning plus Knockdown Melee Single Action fist +27 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 2d6+11 bludgeoning Ranged Single Action dart +24 (Agile, Magical, thrown 20 feet), Damage 2d6+9 bludgeoning Monk Focus Spells DC 32, attack +25, (3 Focus Points) - 7th Abundant Step, Ki Blast, Ki Rush, Ki Strike, Wholeness of Body, Wind Jump Flurry of Blows Single Action (flourish) The ki adept makes two Strikes with their fist or with a monk weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Knocking Sweep Two Actions (Flourish) The ki adept swings their weapon with a sweeping spin. They attempt separate Athletics check to Trip any number of creatures within their reach. Each attempt counts toward the ki adept's multiple attack penalty, but the multiple attack penalty doesn't increase until after they makes all the attacks. Powerful Fists The ki adept's fist Strikes are treated as cold iron and silver and don't take penalties when making lethal attacks. Punch Down The ki adept deals an extra 2d10 damage to prone creatures. ","skill_mod":{"athletics":26,"occultism":23,"acrobatics":26},"summary":"The ki adept is in tune with their own body and can manipulate the mystical energy that flows within them. Typically, the ki adept works to hamper as …","primary_source":"Pathfinder #166: Despair on Danger Island","spell":["Abundant Step","Ki Blast","Ki Rush","Ki Strike","Wholeness of Body","Wind Jump"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":33,"item":["+1 striking bo staff","bracers of armor","+1 striking , returning dart (3)","+1 striking handwraps of mighty blows"],"level":13,"spell_dc":[32],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=1451","intelligence":2,"reflex_save":23,"strongest_save":["fort","fortitude","ref","reflex","will"],"dexterity":4,"fortitude_save":23,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Ki Adept","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[16,18,20],"slug":"creature-1451"},{"attack_bonus":[24,27],"constitution":4,"primary_source_category":"Adventure Paths","strength":3,"hp":190,"language":["Common","Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":19,"charisma":0,"speed":{"max":25,"land":25},"perception":26,"wisdom":2,"weakness":{},"creature_ability":["Pinning Shot","Point-Blank Shot","Rain of Arrows"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Lore","Survival","Stealth"],"stealth":"24","trait":["Human","Humanoid","Uncommon","N","Medium"],"id":"creature-1452","text":" Archery Specialist Archery specialists weaken their foes from a great distance. They typically begin combat by attempting to pin the most dangerous target, then follow up with a Rain of Arrows on a clumped group. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Archery Specialist Source Pathfinder #166: Despair on Danger Island pg. 24 Perception +26 Languages Common, Tien Skills Acrobatics +26, Athletics +22, Lore +24, Survival +21, Stealth +24 Str +3 Dex +5 Con +4 Int +3 Wis +2 Cha +0 Items +1 greater striking composite longbow , +1 resilient leather armor --- AC 35 Fort +22 Ref +26 Will +19 HP 190 --- Speed 25 feet Melee Single Action fist +24 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+7 bludgeoning Ranged Single Action composite longbow +27 (deadly d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 3d8+7 piercing Pinning Shot Single Action The archery specialist makes a longbow Strike. If the attack hits, it deals no damage and instead imparts the bow critical specialization effect. If the attack is a critical hit, the target must succeed at two separate Interact actions to pull the missile free. Point-Blank Shot The archery specialist ignores the penalty to their attack rolls from the volley trait. Rain of Arrows Two Actions (Flourish) The archery specialist fires several arrows at once, each aimed to land in a 10-foot burst within 60 feet. The archery specialist makes a longbow Strike and compares the attack roll result to the AC of all creatures in the burst. The specialist rolls damage only once and applies it to each creature hit. Rain of Arrows counts as three attacks for the archery specialist's multiple attack penalty. ","skill_mod":{"survival":21,"stealth":24,"athletics":22,"acrobatics":26},"summary":"Archery specialists weaken their foes from a great distance. They typically begin combat by attempting to pin the most dangerous target, then follow …","primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":35,"item":["+1 greater striking composite longbow","+1 resilient leather armor"],"level":13,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1452","intelligence":3,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":22,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Archery Specialist","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[9,20],"slug":"creature-1452"},{"attack_bonus":[22,23],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":220,"language":["Common","Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","spell_attack_bonus":[26],"will_save":21,"charisma":1,"speed":{"max":25,"land":25},"perception":22,"wisdom":1,"weakness":{},"creature_ability":["Spell Punch"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Academia Lore","Acrobatics","Arcana","Occultism"],"trait":["Human","Humanoid","Uncommon","N","Medium"],"id":"creature-1453","text":" Mage of Many Styles The mage of many styles combines magical and martial tactics. They try to hamper foes with black tentacles or confusion , switching to damaging spells like lightning bolt once their opponents are properly lined up. When engaged in melee, they make liberal use of shocking grasp and true strike to deal powerful blows. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Mage of Many Styles Source Pathfinder #166: Despair on Danger Island pg. 25 Perception +22 Languages Common, Tien Skills Academia Lore +26, Acrobatics +23, Arcana +28, Occultism +26 Str +3 Dex +4 Con +3 Int +5 Wis +1 Cha +1 Items bracers of armor I , +1 striking handwraps of mighty blows , +1 striking longsword --- AC 32 Fort +22 Ref +23 Will +21 HP 220 --- Speed 25 feet Melee Single Action fist +22 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 2d6+5 bludgeoning Melee Single Action longsword +23 (Magical, versatile P), Damage 2d8+5 slashing Wizard Prepared Spells DC 32, attack +26 - Cantrips (7th) Acid Splash, Daze, Mage Hand, Shield, Tanglefoot - 1st Fleet Step, Ray of Enfeeblement, True Strike - 2nd Acid Arrow, Mirror Image, Touch of Idiocy - 3rd Lightning Bolt, True Strike, Vampiric Touch - 4th Confusion, Dimension Door, Fly - 5th Black Tentacles, Shocking Grasp, True Strike - 6th Chain Lightning, Disintegrate, Vampiric Exsanguination - 7th Shocking Grasp, True Target Wizard School Spells 2 Focus Points - 7th Hand of the Apprentice, Physical Boost Spell Punch Free Action (Flourish) Trigger The mage of many styles begins to Cast a Spell that targets at least 1 creature; Effect The mage channels the spell through their fist. The mage makes a fist Strike against a target within reach. If the Strike is successful, the target is subjected to the spell. If the spell required an attack roll, the target is hit automatically upon a successful Strike. If the spell required a saving throw, the target takes a –2 status penalty to its saving throw. If the spell could target multiple creatures, it targets only the creature the mage hit with their fist Strike. ","skill_mod":{"arcana":28,"occultism":26,"acrobatics":23},"summary":"The mage of many styles combines magical and martial tactics. They try to hamper foes with black tentacles or confusion , switching to …","primary_source":"Pathfinder #166: Despair on Danger Island","spell":["Shocking Grasp","True Target","Chain Lightning","Disintegrate","Vampiric Exsanguination","Black Tentacles","True Strike","Confusion","Dimension Door","Fly","Lightning Bolt","Vampiric Touch","Acid Arrow","Mirror Image","Touch of Idiocy","Fleet Step","Ray of Enfeeblement","Acid Splash","Daze","Mage Hand","Shield","Tanglefoot","Hand of the Apprentice","Physical Boost"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":32,"item":["bracers of armor I","+1 striking handwraps of mighty blows","+1 striking longsword"],"level":13,"spell_dc":[32],"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1453","intelligence":5,"reflex_save":23,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":22,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Mage of Many Styles","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[12,14],"slug":"creature-1453"},{"attack_bonus":[21],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":115,"language":["Tien"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":21,"charisma":6,"speed":{"fly":40,"max":40},"perception":18,"wisdom":6,"weakness":{},"creature_ability":["Site Bound","Rejuvenation","Flurry of Blows","Frightful Moan","Telekinetic Assault"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Irori Lore","Occultism","Temple Lore"],"trait":["Ghost","Incorporeal","Spirit","Undead","LN","Medium"],"id":"creature-1454","text":" Ghost Monk Recall Knowledge - Spirit (Occultism): DC 26 Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Ghost Monk Source Pathfinder #166: Despair on Danger Island pg. 15 Perception +18; darkvision Languages Tien Skills Irori Lore +17, Occultism +17, Temple Lore +17 Str -5 Dex +4 Con +0 Int +2 Wis +6 Cha +6 Site Bound A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location. --- AC 25 Fort +15 Ref +19 Will +21 HP 115 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Rejuvenation (divine, necromancy) When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting. Putting the abbot in A8 to rest brings peace to the ghost monks, allowing them to move on to the Serene Circle in Axis. --- Speed fly 40 feet Melee Single Action ghostly fist +21 (Agile, Finesse, Magical), Damage 2d8+12 negative Flurry of Blows Single Action (Flourish) The ghost monk makes two Strikes with their ghostly fist. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Frightful Moan Single Action (Auditory, Divine, Emotion, Enchantment, Fear, Mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 25 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute. Telekinetic Assault Two Actions (Divine, Evocation) The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 5d6 bludgeoning damage, subject to a DC 25 basic Reflex save. ","skill_mod":{"occultism":17},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Monster","Creature Type"],"ac":25,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=1454","intelligence":2,"reflex_save":19,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"name":"Ghost Monk","alignment":"LN","category":"creature","rarity":"common","strike_damage_average":[21],"slug":"creature-1454"},{"attack_bonus":[28],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":175,"language":["Tien"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":25,"charisma":7,"speed":{"fly":40,"max":40},"perception":26,"wisdom":6,"weakness":{},"creature_ability":["Site Bound","Rejuvenation","Corrupting Gaze","Draining Touch","Flurry of Blows"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Intimidation","Irori Lore","Occultism","Temple Lore"],"trait":["Ghost","Incorporeal","Spirit","Undead","Unique","LN","Medium"],"id":"creature-1455","text":" Kannitri Recall Knowledge - Spirit (Occultism): DC 41 Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Kannitri Source Pathfinder #166: Despair on Danger Island pg. 19 Perception +26; darkvision Languages Tien Skills Intimidation +26, Irori Lore +24, Occultism +24, Temple Lore +24 Str -5 Dex +5 Con +0 Int +3 Wis +6 Cha +7 Site Bound A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location. --- AC 33 Fort +19 Ref +24 Will +25 HP 175 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Rejuvenation (divine, necromancy) When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting. Burying Kannitri's remains in the courtyard or carving her name into the pagoda sculpture there (area A3) permanently puts her spirit to rest. --- Speed fly 40 feet Melee Single Action ghostly fist +28 (Agile, Finesse, Magical), Damage 3d8+13 negative Corrupting Gaze Two Actions The ghost stares at a creature it can see within 30 feet. The target takes 7d6 negative damage with a DC 33 basic Will save. A creature that fails its save is also stupefied 1 for 1 minute. Draining Touch Two Actions With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand Strike but deals no damage on a hit. Instead, the target becomes drained 1 for 1 day, and the ghost regains HP equal to half its own level. Flurry of Blows Single Action (Flourish) Kannitri makes two Strikes with her ghostly fist. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. ","skill_mod":{"intimidation":26,"occultism":24},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Monster","Creature Type","Rarity"],"ac":33,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=1455","intelligence":3,"reflex_save":24,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":19,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Kannitri","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[26],"slug":"creature-1455"},{"primary_source_category":"Adventure Paths","strength":8,"hp":160,"language":["Tien","(can't speak any language)"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","charisma":-5,"perception":24,"trait":["Construct","Divine","Mindless","Unique","LN","Huge"],"id":"creature-1456","text":" Old Man Statue Recall Knowledge - Construct (Arcana, Crafting): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Old Man Statue Source Pathfinder #166: Despair on Danger Island pg. 20 Perception +24; darkvision Languages Tien; (can't speak any language) Skills Athletics +28 Str +8 Dex -1 Con +8 Int -5 Wis +0 Cha -5 --- AC 36 Fort +28 Ref +19 Will +22 HP 160 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 10 (except adamantine) Divine Destruction (divine, necromancy, positive) When the Old Man statue is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 14d6 positive damage. Each creature in the area must attempt a DC 32 Will save with the following outcomes. Critical Success The creature takes half damage. Success The creature takes full damage. Failure The creature takes full damage and becomes temporarily cursed by Irori to be enfeebled 1 and stupefied 1 for 1 day; this is a curse effect with a counteract DC of 29. Critical Failure As failure, except the creature becomes enfeebled 2 and stupefied 2. Faith Bound The Old Man statue can't attack a creature that openly wears or displays Irori's religious symbol unless that creature uses a hostile action against the Old Man statue first. --- Speed 30 feet Melee Single Action fist +28 (Magical, reach 10 feet), Damage 3d10+14 bludgeoning plus Grab Melee Single Action staff +30 (Magical, Parry, reach 15 feet, Trip), Damage 3d8+14 bludgeoning Divine Innate Spells DC 32, attack +24 - Cantrips (7th) Divine Lance (lawful) Divine Domain Spells DC 32, (2 Focus Points) - 7th Athletic Rush, Enduring Might, Perfected Form, Perfected Mind Faithful Weapon staff, greater striking rune Instrument of Faith The Old Man statue is a beacon for Irori's faith. A cleric of Irori can channel a heal spell through the Old Man statue if they can see it and are within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the Old Man statue's space. ","skill_mod":{"athletics":28},"primary_source":"Pathfinder #166: Despair on Danger Island","spell":["Divine Lance","Athletic Rush","Enduring Might","Perfected Form","Perfected Mind"],"ac":36,"level":14,"spell_dc":[32,32],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":-5,"reflex_save":19,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":28,"source_group":["Fists of the Ruby Phoenix"],"size":["Huge"],"spoilers":"Fists of the Ruby Phoenix","name":"Old Man Statue","alignment":"LN","rarity":"unique","strike_damage_average":[27,30],"attack_bonus":[28,30],"constitution":8,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"spell_attack_bonus":[24],"will_save":22,"speed":{"max":30,"land":30},"wisdom":0,"weakness":{},"creature_ability":["Divine Destruction","Faith Bound","Faithful Weapon","Instrument of Faith"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics"],"tradition":["Divine"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1456","dexterity":-1,"category":"creature","slug":"creature-1456"},{"attack_bonus":[30,30,30],"constitution":7,"primary_source_category":"Adventure Paths","strength":9,"hp":290,"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":24,"charisma":0,"speed":{"fly":60,"max":60,"land":20},"perception":26,"wisdom":2,"weakness":{},"creature_ability":["Wing Rebuff","Dreadful Screech","Flying Strafe","Snack","Snatch"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics"],"trait":["Animal","Rare","N","Gargantuan"],"id":"creature-1457","text":" Dread Roc Recall Knowledge - Animal (Nature): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Dread Roc Source Pathfinder #166: Despair on Danger Island pg. 30 Perception +26; low-light vision Languages Skills Acrobatics +23, Athletics +31 Str +9 Dex +3 Con +7 Int -4 Wis +2 Cha +0 --- AC 36 Fort +28 Ref +25 Will +24 HP 290 Wing Rebuff Reaction Trigger A creature moves from beyond the reach of the dread roc's wing to within the reach of the dread roc's wing. Effect The dread roc makes a wing Strike against the triggering creature. If the dread roc Pushes the creature, it disrupts the triggering move action. --- Speed 20 feet, fly 60 feet Melee Single Action beak +30 (reach 15 feet), Damage 3d10+18 piercing Melee Single Action talon +30 (Agile, reach 15 feet), Damage 3d8+18 slashing plus Improved Grab Melee Single Action wing +30 (Agile, reach 30 feet), Damage 2d6+15 bludgeoning plus Improved Push 15 feet Dreadful Screech Single Action (Auditory, Emotion, Fear, Mental) The dread roc screeches terrifyingly. Each creature in a 120-foot emanation must attempt a DC 32 Will save. Regardless of the result, creatures are temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is fleeing for 1 round and frightened 3. Flying Strafe Two Actions The dread roc Flies up to its Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. Each attack takes the normal multiple attack penalty. Snack A dread roc gains a +2 circumstance bonus to hit with its beak Strike if the target is grabbed or restrained in its talon. Snatch A dread roc can Fly at half Speed while it has a creature grabbed or restrained in either or both of its talons, carrying that creature along with it. ","skill_mod":{"athletics":31,"acrobatics":23},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type","Rarity"],"ac":36,"level":15,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1457","intelligence":-4,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":28,"source_group":["Fists of the Ruby Phoenix"],"size":["Gargantuan"],"spoilers":"Fists of the Ruby Phoenix","name":"Dread Roc","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[22,31,34],"slug":"creature-1457"},{"attack_bonus":[29],"constitution":5,"primary_source_category":"Adventure Paths","strength":9,"hp":270,"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":26,"charisma":-2,"speed":{"max":50,"land":20,"swim":50},"perception":24,"wisdom":5,"weakness":{},"creature_ability":["Deep Breath","Capsize","Fling","Shell Defense","Swallow Whole"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics"],"trait":["Animal","Rare","N","Gargantuan"],"id":"creature-1458","text":" Mammoth Turtle Recall Knowledge - Animal (Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Mammoth Turtle Source Pathfinder #166: Despair on Danger Island pg. 31 Perception +24; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +28 Str +9 Dex +0 Con +5 Int -4 Wis +5 Cha -2 Deep Breath The mammoth turtle can hold its breath for 4 hours. --- AC 36 Fort +26 Ref +22 Will +26 HP 270 --- Speed 20 feet, swim 50 feet Melee Single Action jaws +29, Damage 3d12+14 piercing plus Improved Grab Capsize Single Action (Attack, Move) The turtle tries to capsize an adjacent aquatic vessel of its size or smaller. The turtle must succeed at a DC 43 Athletics check (reduced by 5 for each size smaller the vessel is than the turtle) or the pilot's Sailing Lore DC, whichever is higher. Fling Single Action Requirements The turtle has a creature grabbed in its jaws; Effect The turtle flings the creature into the air from its mouth, sending it up to 10 feet up and 20 feet away. The creature falls 25 feet (assuming the turtle flings it as high as it can) and takes the appropriate amount of bludgeoning damage from the fall. Shell Defense Single Action The giant snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 38, but it can't act except to reemerge, which it can do as a single action. Swallow Whole Single Action Large, 3d12+10 bludgeoning, Rupture 38 ","skill_mod":{"athletics":28},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type","Rarity"],"ac":36,"level":14,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1458","intelligence":-4,"reflex_save":22,"strongest_save":["fort","fortitude","will"],"dexterity":0,"vision":"Low-light vision","fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Gargantuan"],"spoilers":"Fists of the Ruby Phoenix","name":"Mammoth Turtle","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[33],"slug":"creature-1458"},{"attack_bonus":[28,28],"constitution":5,"primary_source_category":"Adventure Paths","strength":9,"hp":260,"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":25,"charisma":0,"speed":{"max":40,"land":40},"perception":25,"wisdom":3,"weakness":{},"creature_ability":["Fling","Pin Prey","Swallow Whole","Tail Swipe","Trample"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics"],"trait":["Animal","Dinosaur","Rare","N","Gargantuan"],"id":"creature-1459","text":" Tyrannosaurus Imperator Recall Knowledge - Animal (Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Tyrannosaurus Imperator Source Pathfinder #166: Despair on Danger Island pg. 31 Perception +25; low-light vision, scent (imprecise) 60 feet Languages Skills Acrobatics +20, Athletics +30 Str +9 Dex +2 Con +5 Int -4 Wis +3 Cha +0 --- AC 35 Fort +27 Ref +20 Will +25 HP 260 --- Speed 40 feet Melee Single Action jaws +28 (deadly d12, reach 20 feet), Damage 3d12+12 piercing plus Grab Melee Single Action foot +28 (reach 15 feet), Damage 3d10+12 bludgeoning Fling Single Action Requirements A creature is Grabbed in the tyrannosaurus's jaws. Effect The tyrannosaurus flings the creature into the air up to 10 feet up from its mouth and 20ft away. The creature falls 25 feet (assuming the tyrannosaurus flings it as high as it can) and takes falling damage accordingly. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed upon can attempt a DC 29 basic Reflex save. Pin Prey Reaction Trigger The tyrannosaurus critically hits a Large or smaller foe with its foot . Effect The creature struck by the foot is knocked prone and the tyrannosaurus uses its foot to hold the creature in place. As long as the tyrannosaurus doesn't move from its position, the pinned creature is Grabbed. A tyrannosaurus gains a +2 circumstance bonus to attack a creature it has pinned in this manner, but it cannot use swallow whole on the target unless it uses its jaws to Grab the victim first. Swallow Whole Single Action (Attack) Medium, 4d6+8 bludgeoning, Rupture 34 Tail Swipe Two Actions The tyrannosaurus sweeps its tail in a 15-foot cone, dealing 4d8+12 bludgeoning damage to all creatures in the cone. Creatures in the area must attempt a DC 34 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and falls prone. Critical Failure The creature takes double damage, is pushed back 10 feet, and falls prone. Trample Three Actions Huge or smaller, foot, DC 34 ","skill_mod":{"athletics":30,"acrobatics":20},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type","Monster","Rarity"],"ac":35,"level":14,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1459","intelligence":-4,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":27,"source_group":["Fists of the Ruby Phoenix"],"size":["Gargantuan"],"spoilers":"Fists of the Ruby Phoenix","name":"Tyrannosaurus Imperator","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[28,31],"slug":"creature-1459"},{"attack_bonus":[30,30],"constitution":7,"primary_source_category":"Adventure Paths","strength":9,"hp":280,"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":19,"charisma":3,"speed":{"max":40,"land":40,"swim":30},"perception":26,"wisdom":3,"weakness":{},"creature_ability":["Deep Breath","Pouncing Pin","Rip and Tear","Staggering Sail","Swallow Whole"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics"],"trait":["Animal","Dinosaur","Unique","N","Gargantuan"],"id":"creature-1460","text":" Grave Spinosaurus Recall Knowledge - Animal (Nature): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Grave Spinosaurus Source Pathfinder #166: Despair on Danger Island pg. 32 Perception +26; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +26, Athletics +30 Str +9 Dex +5 Con +7 Int -4 Wis +3 Cha +3 Deep Breath The grave spinosaurus can hold its breath for 4 hours. --- AC 30 Fort +23 Ref +21 Will +19 HP 280 --- Speed 40 feet, swim 30 feet Melee Single Action jaws +30 (deadly d12, reach 20 feet), Damage 3d12+15 piercing plus Grab Melee Single Action claw +30 (Agile, reach 15 feet), Damage 3d8+15 slashing Pouncing Pin Two Actions The grave spinosaurus Strides and makes a Strike at the end of its movement. If the Strike hits, it deals damage as normal and the grave spinosaurus makes an Athletics check to Trip the target. This check counts toward the grave spinosaurus's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes the check. Rip and Tear Single Action Requirements The grave spinosaurus has a creature grabbed in its jaws; Effect The grave spinosaurus reaches up, slashes the creature it has grabbed with its claws, dealing 6d10 slashing damage (DC 36 basic Reflex save) and 2d6 persistent bleed damage. Staggering Sail Two Actions (Incapacitation) Requirements The grave spinosaurus is swimming on the surface of water; Effect With a powerful lunge to the side, the grave spinosaurus uses its sail to slap the water's surface, creating a crushing wave that deals 8d6 bludgeoning damage in a 30-foot cone. Each creature in the water in the area must attempt a DC 36 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is slowed 1 until the end of its next turn. Critical Failure The creature takes double damage and is stunned 3. Swallow Whole Single Action (Attack) Medium, 3d12+12 bludgeoning, Rupture 36 ","skill_mod":{"athletics":30,"acrobatics":26},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type","Monster","Rarity"],"ac":30,"level":15,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1460","intelligence":-4,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":23,"source_group":["Fists of the Ruby Phoenix"],"size":["Gargantuan"],"spoilers":"Fists of the Ruby Phoenix","name":"Grave Spinosaurus","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[28,34],"slug":"creature-1460"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":190,"language":["Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","charisma":7,"perception":24,"stealth":"29","trait":["Incorporeal","Spirit","Undead","Unique","LE","Medium"],"id":"creature-1461","text":" Watchtower Poltergeist Recall Knowledge - Spirit (Occultism): DC 42 Recall Knowledge - Undead (Religion): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Watchtower Poltergeist Source Pathfinder #166: Despair on Danger Island pg. 35 Perception +24; darkvision Languages Tien Skills Acrobatics +29, Intimidation +30, Stealth +29 Str -5 Dex +8 Con +2 Int -1 Wis +4 Cha +7 Site Bound The poltergeist is tied to its watchtower. --- AC 36 Fort +22 Ref +27 Will +26 HP 190 (rejuvenation) Immunities death effects, disease &lt;%END>, paralyzed, poison, precision, unconscious Resistances all damage 15 (except force, ghost touch , or positive; double resistance against non-magical) Natural Invisibility The poltergeist is naturally invisible. It becomes visible only when it uses Frighten. Rejuvenation (necromancy, occult) When the watchtower poltergeist is destroyed, it re-forms, fully healed, at the watchtower after 12 hours. Destroying the poltergeist and lighting its watchtower's brazier permanently destroys it. Telekinetic Defense Reaction Trigger A creature approaches within 10 feet of the poltergeist; Effect The poltergeist makes a telekinetic object Strike against the triggering creature. --- Speed fly 20 feet Ranged Single Action telekinetic object +27 (Evocation, Magical, Occult, range increment 60 feet), Damage 3d12+10 bludgeoning, piercing, or slashing (depending on object) Occult Innate Spells DC 35, attack +25 - Cantrips (7th) Mage Hand - 7th Telekinetic Maneuver (at will) Frighten Single Action (Concentrate, Emotion, Fear, Incapacitation, Mental) Requirement The poltergeist must be invisible. Effect The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each creature within 30 feet must attempt a DC 33 Will save, becoming frightened 2 on a failure. On a critical failure, it's also fleeing for as long as it's frightened. On a success, the creature is temporarily immune for 1 minute. At the start of its next turn, the poltergeist becomes invisible again. Telekinetic Storm Two Actions (Concentrate, Evocation, Occult) The poltergeist telekinetically throws numerous small objects, such as dozens of pieces of silverware or books, either spreading them out among multiple foes or directing them at one target. When this effect is spread out among multiple foes, the poltergeist makes a telekinetic object Strike at a –2 penalty against each creature within 30 feet. These count as one attack for the poltergeist's multiple attack penalty, and the penalty doesn't increase until after all the attacks. When this effect has only one target, the poltergeist makes a telekinetic object Strike against the target, and the damage increases to 4d12+15. It deals 2d12 damage on a failure, and no damage on a critical failure. ","skill_mod":{"stealth":29,"intimidation":30,"acrobatics":29},"primary_source":"Pathfinder #166: Despair on Danger Island","spell":["Telekinetic Maneuver","Mage Hand"],"ac":36,"level":14,"spell_dc":[35],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"intelligence":-1,"reflex_save":27,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":22,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Watchtower Poltergeist","alignment":"LE","rarity":"unique","strike_damage_average":[29],"attack_bonus":[27],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[25],"will_save":26,"speed":{"fly":20,"max":20},"wisdom":4,"weakness":{},"creature_ability":["Site Bound","Natural Invisibility","Rejuvenation","Telekinetic Defense","Frighten","Telekinetic Storm"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Intimidation","Stealth"],"tradition":["Occult"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1461","dexterity":8,"category":"creature","slug":"creature-1461"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":190,"language":["Necril","Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","charisma":6,"perception":25,"stealth":"33","trait":["Incorporeal","Undead","Unique","CE","Medium"],"id":"creature-1462","text":" Watchtower Shadow Recall Knowledge - Undead (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Watchtower Shadow Source Pathfinder #166: Despair on Danger Island pg. 36 Perception +25; darkvision Languages Necril, Tien Skills Acrobatics +28, Stealth +33 Str -5 Dex +7 Con +0 Int +0 Wis +4 Cha +6 Site Bound The shadow is tied to its watchtower. --- AC 36 Fort +21 Ref +29 Will +26 HP 190 (rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 15 (except force, ghost touch , or positive; double resistance against non-magical) Weaknesses light vulnerability Light Vulnerability An object shedding magical light (such as from the light spell) is treated as magical when used to attack the shadow. Rejuvenation (necromancy, occult) When the watchtower shadow is destroyed, it re-forms, fully healed, at the watchtower after 12 hours. Destroying the shadow and lighting its watchtower's brazier permanently destroys it. --- Speed fly 30 feet Melee Single Action shadow hand +30 (Finesse, Magical), Damage 4d10+10 negative Divine Innate Spells DC 36 - 5th Darkness (at will) Shadow Spawn When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn't have Steal Shadow and is perpetually and incurably clumsy 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished. Slink in Shadows The shadow can Hide or end its Sneak in a creature's or object's shadow. Steal Shadow Single Action (Divine, Necromancy) Requirement The shadow hit a living creature with a shadow hand Strike on its previous action. Effect The shadow pulls at the target's shadow, making the creature enfeebled 1. This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). Enfeebled from Steal Shadow decreases by 1 every hour. ","skill_mod":{"stealth":33,"acrobatics":28},"primary_source":"Pathfinder #166: Despair on Danger Island","spell":["Darkness"],"ac":36,"level":15,"spell_dc":[36],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"intelligence":0,"reflex_save":29,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":21,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Watchtower Shadow","alignment":"CE","rarity":"unique","strike_damage_average":[32],"attack_bonus":[30],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"will_save":26,"speed":{"fly":30,"max":30},"wisdom":4,"weakness":{},"creature_ability":["Site Bound","Light Vulnerability","Rejuvenation","Shadow Spawn","Slink in Shadows","Steal Shadow"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Stealth"],"tradition":["Divine"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1462","dexterity":7,"category":"creature","slug":"creature-1462"},{"attack_bonus":[32],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":285,"language":["Necril","Tien"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":28,"charisma":9,"speed":{"fly":40,"max":40},"perception":28,"wisdom":5,"weakness":{},"creature_ability":["Lifesense","Site Bound","Attack of Opportunity","Sunlight Powerlessness","Rejuvenation","Drain Life","Wraith Spawn"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Intimidation","Stealth"],"stealth":"29","trait":["Incorporeal","Undead","Unique","Wraith","LE","Medium"],"id":"creature-1463","text":" Watchtower Wraith Recall Knowledge - Undead (Religion): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Watchtower Wraith Source Pathfinder #166: Despair on Danger Island pg. 36 Perception +28; darkvision, lifesense 60 feet Languages Necril, Tien Skills Acrobatics +29, Intimidation +32, Stealth +29 Str -5 Dex +6 Con +0 Int +2 Wis +5 Cha +9 Lifesense (divination, divine) Wraiths sense the vital essence of living and undead creatures within the listed range. Site Bound The wraith is tied to its watchtower. --- AC 39 Fort +22 Ref +28 Will +28 +1 status to all saves vs. positive HP 285 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 15 (except force, ghost touch , or positive; double resistance vs. non-magical) Attack of Opportunity Reaction Sunlight Powerlessness A wraith caught in sunlight is stunned 2 and clumsy 2. Rejuvenation (necromancy, occult) When the watchtower wraith is destroyed, it re-forms, fully healed, at the watchtower after 12 hours. Destroying the wraith and lighting its watchtower's brazier permanently destroys it. --- Speed fly 40 feet Melee Single Action spectral hand +32 (Finesse), Damage 3d8+14 negative plus drain life Drain Life (Divine, Necromancy) When the wraith damages a living creature with its spectral hand Strike, the wraith gains 15 temporary Hit Points and the creature must succeed at a DC 36 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4. Wraith Spawn (Divine, Necromancy) A living humanoid slain by a wraith's spectral hand Strike rises as a wraith spawn after 1d4 rounds. This wraith spawn is under the command of the wraith that killed it. It doesn't have drain life or wraith spawn and becomes clumsy 2 for as long as it is a wraith spawn. If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will, gains Wraith Spawn, and is no longer clumsy. ","skill_mod":{"stealth":29,"intimidation":32,"acrobatics":29},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Monster","Creature Type","Rarity"],"ac":39,"level":16,"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 60 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"url":"/Monsters.aspx?ID=1463","intelligence":2,"reflex_save":28,"strongest_save":["ref","reflex","will"],"dexterity":6,"vision":"Darkvision","fortitude_save":22,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Watchtower Wraith","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[27],"slug":"creature-1463"},{"attack_bonus":[30,32,32,32],"constitution":6,"primary_source_category":"Adventure Paths","strength":9,"hp":295,"language":["Draconic"],"immunity":["paralyzed","sleep"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":26,"charisma":5,"speed":{"fly":130,"max":130,"land":30,"swim":30},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Boat Breaker","Flying Strafe","Sonic Screech","Wailing Dive"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"27","trait":["Dragon","Unique","N","Large"],"id":"creature-1464","text":" Tamikan Recall Knowledge - Dragon (Arcana): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Tamikan Source Pathfinder #166: Despair on Danger Island pg. 39 Perception +23; darkvision Languages Draconic Skills Acrobatics +29, Athletics +33, Intimidation +27, Stealth +27, Survival +26 Str +9 Dex +5 Con +6 Int +1 Wis +4 Cha +5 --- AC 38 Fort +29 Ref +27 Will +26 +1 status to all saves vs. magic HP 295 Immunities paralyzed, sleep Attack of Opportunity Reaction Tail only. --- Speed 30 feet, fly 130 feet, swim 30 feet Melee Single Action beak +32 (Magical, reach 15 feet), Damage 3d12+15 piercing plus Grab and piercing beak Melee Single Action claw +32 (Agile, reach 10 feet), Damage 3d8+15 slashing Melee Single Action wing +32 (Agile, reach 15 feet), Damage 3d10+13 bludgeoning Melee Single Action tail +30 (Agile, reach 20 feet), Damage 3d8+13 bludgeoning Boat Breaker A kongamato's beak is supernaturally hard. Their beak Strikes ignore half the Hardness of any object they hit. Flying Strafe Two Actions The kongamato Flies up to their fly Speed and makes two wing Strikes at any point during that movement. Each Strike must target a different creature. Sonic Screech Two Actions (Arcane, Evocation, Sonic) Tamikan unleashes a powerful and deadly blast of sonic force from her maw that deals 12d6 sonic damage in a 100- foot line (DC 37 basic Reflex save). She can't use Sonic Screech again for 1d4 rounds. Wailing Dive Two Actions The kongamato Flies while emitting a terrifying screech. Each creature the kongamato flies over must succeed at a DC 37 Will save or become frightened 1 (frightened 2 on a critical failure). After attempting their saves, the creatures are temporarily immune for 1 hour. At the end of their movement, the kongamato can make a beak Strike. ","skill_mod":{"survival":26,"stealth":27,"athletics":33,"intimidation":27,"acrobatics":29},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type","Rarity"],"ac":38,"level":16,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1464","intelligence":1,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":29,"source_group":["Fists of the Ruby Phoenix"],"size":["Large"],"spoilers":"Fists of the Ruby Phoenix","name":"Tamikan","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[26,28,29,34],"slug":"creature-1464"},{"attack_bonus":[31,31,31],"constitution":8,"primary_source_category":"Adventure Paths","strength":9,"hp":170,"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":25,"charisma":1,"speed":{"max":30,"land":30,"swim":30},"perception":23,"wisdom":3,"weakness":{},"creature_ability":["Trample","Quaking Stomp","Whip Tail"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Stealth","Survival"],"stealth":"28","trait":["Beast","Unique","N","Gargantuan"],"id":"creature-1465","text":" Jaiban Recall Knowledge - Beast (Arcana, Nature): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Jaiban Source Pathfinder #166: Despair on Danger Island pg. 41 Perception +23; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +30, Stealth +28, Survival +26 Str +9 Dex +4 Con +8 Int -4 Wis +3 Cha +1 --- AC 36 Fort +29 Ref +23 Will +25 HP 170 --- Speed 30 feet, swim 30 feet Melee Single Action jaws +31 (reach 20 feet), Damage 3d12+14 piercing plus Grab Melee Single Action tail +31 (reach 25 feet), Damage 3d6+14 bludgeoning Melee Single Action foot +31 (reach 15 feet), Damage 3d8+14 bludgeoning Trample Three Actions Huge or smaller, foot, DC 36 Quaking Stomp Single Action (Manipulate) Frequency once per minute; Effect Jaiban stomps the ground with intense force. It creates a minor earthquake with the effects of the earthquake spell, except that the range is only 100 feet and is contained to a 20-foot burst. Whip Tail Two Actions (Sonic) Jaiban cracks its tail, creating a sonic boom in a 5-foot burst centered on a corner within reach of its tail Strike. Each creature in the burst's area must attempt a DC 36 Fortitude save. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned 3. ","skill_mod":{"survival":26,"stealth":28,"athletics":30},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type","Rarity"],"ac":36,"level":15,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1465","intelligence":-4,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":29,"source_group":["Fists of the Ruby Phoenix"],"size":["Gargantuan"],"spoilers":"Fists of the Ruby Phoenix","name":"Jaiban","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[24,27,33],"slug":"creature-1465"},{"attack_bonus":[25],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":235,"language":["Common","Goblin","Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":20,"charisma":0,"speed":{"max":25,"land":25},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Flurry of Blows","Flurry of Maneuvers","Powerful Fists","Stunning Fist"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation","Stealth","Underworld Lore"],"stealth":"22","trait":["Goblin","Humanoid","Unique","LN","Medium"],"id":"creature-1466","text":" Gomwai Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Gomwai Source Pathfinder #166: Despair on Danger Island pg. 48 Perception +21; darkvision Languages Common, Goblin, Tien Skills Acrobatics +22, Athletics +27, Intimidation +24, Stealth +22, Underworld Lore +20 Str +5 Dex +4 Con +3 Int +0 Wis +3 Cha +0 Items bracers of armor , +1 striking handwraps of mighty blows --- AC 33 Fort +26 Ref +23 Will +20 HP 235 --- Speed 25 feet Melee Single Action fist +25 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 2d6+10 bludgeoning Flurry of Blows Single Action (Flourish) Gomwai makes two Strikes with his fist. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Flurry of Maneuvers Gomwai can replace one or both of his attacks during a Flurry of Blows with Grapples, Shoves, or Trips. Powerful Fists Gomwai's fist Strikes are treated as cold iron and silver and don't take penalties when making lethal attacks. Stunning Fist (Incapacitation) When Gomwai targets the same creature with two Strikes from his Flurry of Blows, he can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a DC 30 Fortitude save or be stunned 1 (or stunned 3 on a critical failure). ","skill_mod":{"stealth":22,"athletics":27,"intimidation":24,"acrobatics":22},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":33,"item":["bracers of armor","+1 striking handwraps of mighty blows"],"level":12,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1466","intelligence":0,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Gomwai","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[17],"slug":"creature-1466"},{"attack_bonus":[29],"constitution":7,"primary_source_category":"Adventure Paths","strength":6,"hp":255,"language":["Sylvan","(can't speak any language)"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":21,"charisma":0,"speed":{"max":40,"land":40},"perception":25,"wisdom":3,"weakness":{},"creature_ability":["Thoughtsense","Hop-Dodge","Staccato Strike","Warbling Song"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Stealth"],"stealth":"28","trait":["Beast","Rare","N","Medium"],"id":"creature-1467","text":" Elder Cauthooj Recall Knowledge - Beast (Arcana, Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Elder Cauthooj Source Pathfinder #166: Despair on Danger Island pg. 49 Perception +25; thoughtsense (imprecise) 60 feet Languages Sylvan; (can't speak any language) Skills Athletics +27, Stealth +28 Str +6 Dex +4 Con +7 Int -3 Wis +3 Cha +0 Thoughtsense (divination, mental, occult) The cauthooj senses a creatures mental essence at the listed ranged. --- AC 36 Fort +28 Ref +23 Will +21 HP 255 Resistances sonic 15 Hop-Dodge Reaction (move) Trigger The cauthooj is the target of a melee Strike and is adjacent to another enemy that is also within the reach of the melee Strike. Effect The cauthooj nimbly hops aside, redirecting the triggering Strike against the adjacent enemy. The cauthooj Strides up to half its Speed, and this movement does not trigger reactions. --- Speed 40 feet Melee Single Action beak +29 (Agile, deadly d12, reach 10 feet), Damage 2d12+15 piercing Staccato Strike Single Action (Mental, Primal, Sonic) With subtle alterations in the pitch and tone of its song, the cauthooj directs one creature confused by its Warbling Song to make a Strike. This works like other Strikes made by confused creatures, except that the cauthooj chooses the target. If no target is in reach or range, or the creature is unable to Strike for any other reason, this ability has no effect. Warbling Song Two Actions (Auditory, Incapacitation, Mental, Primal) The cauthooj gives a strange, ululating cry that causes nearby creatures to lash out violently and without control. Each creature within 120-foot emanation that can hear the cauthooj must attempt a DC 34 Will save to resist the effect. Critical Success The target is unaffected and is temporarily immune for 1 minute. Success The target is unaffected. Failure The target is confused for 1 round. Critical Failure The target is confused for 1 round and immediately attacks itself (in the normal fashion for attacking oneself while confused). This Strike doesn't give the creature a flat check to recover from the confusion. ","skill_mod":{"stealth":28,"athletics":27},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type","Rarity"],"ac":36,"level":14,"source_category":["Adventure Paths"],"sense":"thoughtsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{"sonic":15},"url":"/Monsters.aspx?ID=1467","intelligence":-3,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":28,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Elder Cauthooj","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[28],"slug":"creature-1467"},{"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":270,"language":["Common","Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":23,"charisma":4,"speed":{"max":30,"land":30},"perception":23,"wisdom":2,"weakness":{"area":20},"creature_ability":["Troop Defenses","Form Up","Rain of Knives","Run Them Over!","Troop Movement","Whirlwind of Blades"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation"],"trait":["Human","Humanoid","Troop","Unique","LN","Medium"],"id":"creature-1468","text":" Hana's Hundreds Recall Knowledge - Humanoid (Society): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Hana's Hundreds Source Pathfinder #166: Despair on Danger Island pg. 51 Perception +23 Languages Common, Tien Skills Acrobatics +27, Athletics +30, Intimidation +27 Str +8 Dex +6 Con +6 Int +1 Wis +2 Cha +4 --- AC 37 Fort +29 Ref +23 Will +23 HP 270 Weaknesses area damage 20, splash damage 10 Troop Defenses --- Speed 30 feet Form Up Single Action Rain of Knives Two Actions Hana's Hundreds launch a volley of throwing knives in a 10-foot burst within 50 feet that deals 4d6+13 piercing damage (DC 33 basic Reflex save). When the team is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Run Them Over! Three Actions Hana's Hundreds attempt to trample all foes in their way. The team Forms Up and Strides twice, moving through the space of Medium or smaller creatures. Each creature the team moves through takes 4d8+14 bludgeoning damage (DC 33 basic Reflex save). On a critical failure, the creature is also knocked prone. Troop Movement Whenever Hana's Hundreds Strides, the team first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the team enters difficult terrain, the extra movement cost applies to the whole team. Whirlwind of Blades Single Action to Three Actions Frequency once per round; Hana's Hundreds flail their swords wildly at each enemy adjacent to the team (DC 33 basic Reflex save). The damage depends on the number of actions. Single Action 2d8 slashing damage Two Actions 3d8+13 slashing damage Three Actions 4d8+16 slashing damage ","skill_mod":{"athletics":30,"intimidation":27,"acrobatics":27},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"ac":37,"level":15,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=1468","intelligence":1,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":6,"fortitude_save":29,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Hana's Hundreds","alignment":"LN","category":"creature","rarity":"unique","slug":"creature-1468"},{"attack_bonus":[23,24],"constitution":7,"primary_source_category":"Adventure Paths","strength":7,"hp":250,"language":["Tien","(can't speak any language)"],"immunity":["bleed","death effects","diseased","doomed","drained","fatigued","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":17,"charisma":4,"speed":{"max":25,"land":25},"perception":21,"wisdom":3,"weakness":{"bludgeoning":14},"creature_ability":["Attack of Opportunity","Shield Block","Planar Step"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Intimidation"],"trait":["Construct","Rare","N","Medium"],"id":"creature-1469","text":" Planar Terra-Cotta Soldier Recall Knowledge - Construct (Arcana, Crafting): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Planar Terra-Cotta Soldier Source Pathfinder #166: Despair on Danger Island pg. 52 Perception +21 Languages Tien; (can't speak any language) Skills Athletics +23, Intimidation +23 Str +7 Dex +5 Con +7 Int +2 Wis +3 Cha +4 Items Composite Longbow (10 arrows), Longsword, Steel Shield (Hardness 13, HP 104, BT 52) --- AC 30 (32 with shield raised) Fort +24 Ref +21 Will +17 HP 250 Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses bludgeoning 14 Attack of Opportunity Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action longsword +24 (versatile P), Damage 3d8+15 slashing Ranged Single Action composite shortbow +23 (deadly d10, Propulsive, range increment 60 feet), Damage 3d6+13 piercing Planar Step Single Action (Conjuration, Teleportation) The planar terra-cotta soldier momentarily moves beneath the Material Plane, instantly transporting itself to a location within 60 feet. The soldier can't use Planar Step again for 1d4 rounds. ","skill_mod":{"athletics":23,"intimidation":23},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type","Rarity"],"ac":30,"item":["Composite Longbow (10 arrows)","Longsword","Steel Shield (Hardness 13, HP 104, BT 52)"],"level":11,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1469","intelligence":2,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":24,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Planar Terra-Cotta Soldier","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[23,28],"slug":"creature-1469"},{"constitution":8,"primary_source_category":"Adventure Paths","strength":8,"hp":300,"language":["Tien","(can't speak any language)"],"immunity":["bleed","death effects","diseased","doomed","drained","fatigued","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":24,"charisma":4,"speed":{"max":25,"land":25},"perception":24,"wisdom":3,"weakness":{"area":20,"bludgeoning":15},"creature_ability":["Troop Defenses","Form Up","Aim as One","Planar Step","Raise Shields","Strike as One","Troop Movement"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Intimidation"],"trait":["Construct","Rare","Troop","N","Medium"],"id":"creature-1470","text":" Planar Terra-Cotta Squadron Recall Knowledge - Construct (Arcana, Crafting): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Planar Terra-Cotta Squadron Source Pathfinder #166: Despair on Danger Island pg. 53 Perception +24 Languages Tien; (can't speak any language) Skills Athletics +18, Intimidation +20 Str +8 Dex +4 Con +8 Int +1 Wis +3 Cha +4 --- AC 37 (39 with shields raised) Fort +26 Ref +23 Will +24 HP 300 Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses area damage 20, bludgeoning 15, splash damage 10 Troop Defenses --- Speed 25 feet Form Up Single Action Aim as One Two Actions The terra-cotta squadron launches a ranged attack in the form of a 10-foot burst within 100 feet that deals 3d8+13 damage (DC 33 basic Reflex save). When the garrison is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Planar Step Single Action (Conjuration, Teleportation) The terra-cotta squadron momentarily moves beyond the Material Plane, instantly transporting itself to a location within 90 feet. The squadron can't use Planar Step again for 1d4 rounds. Raise Shields Single Action The troop raises steel shields, with the effects of Raise a Shield. Strike as One Single Action to Three Actions Frequency once per round; Effect The squadron makes a melee attack against each enemy within 5 feet (DC 30 basic Reflex save). The damage depends on the number of actions. Single Action 2d8 slashing damage Two Actions 3d8+13 slashing damage Three Actions 4d8+16 slashing damage Troop Movement Whenever a terra-cotta squadron Strides, the garrison first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the squadron enters difficult terrain, the extra movement cost applies to the whole squadron. ","skill_mod":{"athletics":18,"intimidation":20},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type","Rarity","Monster"],"ac":37,"level":15,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1470","intelligence":1,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Planar Terra-Cotta Squadron","alignment":"N","category":"creature","rarity":"rare","slug":"creature-1470"},{"attack_bonus":[29,31],"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":295,"language":["Abyssal","Infernal","Jotun","Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":25,"charisma":9,"speed":{"fly":30,"max":30,"land":30},"perception":30,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Bloodline Magic","Change Shape"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Nature","Occultism","Society"],"trait":["Fiend","Giant","Humanoid","Oni","Unique","LE","Large"],"id":"creature-1471","text":" Koto Zekora Recall Knowledge - Fiend (Religion): DC 46 Recall Knowledge - Humanoid (Society): DC 46 Unspecific Lore : DC 44 Specific Lore : DC 41 Koto Zekora Source Pathfinder #166: Despair on Danger Island pg. 55 Perception +30; darkvision Languages Abyssal, Infernal, Jotun, Tien Skills Acrobatics +26, Arcana +27, Athletics +33, Deception +34, Intimidation +34, Nature +26, Occultism +30, Society +27 Str +8 Dex +3 Con +6 Int +4 Wis +2 Cha +9 Items +2 greater striking greatclub , +2 resilient half-plate --- AC 39 Fort +31 Ref +26 Will +25 +1 status on all saves vs. magic HP 295 , regeneration 15 (deactivated by acid or fire) Attack of Opportunity Reaction --- Speed 30 feet, fly 30 feet Melee Single Action greatclub +31 (Backswing, Magical, reach 10 feet, Shove), Damage 3d10+20 bludgeoning Melee Single Action fist +29 (Agile, Evil, Magical, reach 10 feet), Damage 3d8+16 bludgeoning Arcane Spontaneous Spells DC 36 - Cantrips (8th) Acid Splash, Daze, Detect Magic, Electric Arc, Ray of Frost, Shield - 1st Feather Fall, Grease, Magic Missile, True Strike (3 slots) - 2nd Acid Arrow, Dispel Magic, See Invisibility, Spider Climb (3 slots) - 3rd Fear, Fireball, Haste, Slow (3 slots) - 4th Dimension Door, Freedom of Movement, Invisibility, Wall of Fire (3 slots) - 5th Cone of Cold, Fireball, Prying Eye, Wall of Stone (3 slots) - 6th Chain Lightning, Disintegrate, Lightning Bolt, Vampiric Exsanguination (3 slots) - 7th Eclipse Burst, Mask of Terror, Prismatic Spray, Reverse Gravity (3 slots) - 8th Maze, Polar Ray, Scintillating Pattern (3 slots) Sorcerer Bloodline Spells DC 36, 3 Focus Points - 8th Ancestral Memories, Arcane Countermeasure, Extend Spell Primal Innate Spells DC 36 - 2nd Darkness, Invisibility (at will; self only) - 3rd Fear - 4th Charm, Gaseous Form, Sleep - 5th Cone of Cold Bloodline Magic When Koto Zekora casts a bloodline spell, dimension door , disintegrate , dispel magic , haste , magic missile , prismatic spray , prying eye , or maze , she gains a +1 status bonus to skill checks for 1 round. Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) Koto Zekora takes on the appearance of an ogre. This doesn't change her Speed or Strike attack and damage. ","tradition":["Arcane","Primal"],"skill_mod":{"society":27,"deception":34,"nature":26,"arcana":27,"athletics":33,"intimidation":34,"occultism":30,"acrobatics":26},"primary_source":"Pathfinder #166: Despair on Danger Island","spell":["Maze","Polar Ray","Scintillating Pattern","Eclipse Burst","Mask of Terror","Prismatic Spray","Reverse Gravity","Chain Lightning","Disintegrate","Lightning Bolt","Vampiric Exsanguination","Cone of Cold","Fireball","Prying Eye","Wall of Stone","Dimension Door","Freedom of Movement","Invisibility","Wall of Fire","Fear","Haste","Slow","Acid Arrow","Dispel Magic","See Invisibility","Spider Climb","Feather Fall","Grease","Magic Missile","True Strike","Acid Splash","Daze","Detect Magic","Electric Arc","Ray of Frost","Shield","Ancestral Memories","Arcane Countermeasure","Extend Spell","Charm","Gaseous Form","Sleep","Darkness"],"trait_group":["Creature Type","Monster","Rarity"],"ac":39,"item":["+2 greater striking greatclub","+2 resilient half-plate"],"level":17,"spell_dc":[36,36,36],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1471","intelligence":4,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":31,"source_group":["Fists of the Ruby Phoenix"],"size":["Large"],"spoilers":"Fists of the Ruby Phoenix","name":"Koto Zekora","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[29,36],"slug":"creature-1471"},{"attack_bonus":[25],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":235,"language":["Common","Elven","Goblin","Orcish","Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":20,"charisma":3,"speed":{"max":25,"land":25},"perception":23,"wisdom":0,"weakness":{},"creature_ability":["Attack of Opportunity","Butterfly's Kiss","Mastermind's Eye","Sneak Attack","Studied Strike"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Deception","Goka Lore","Society","Stealth"],"stealth":"24","trait":["Human","Humanoid","Uncommon","LN","Medium"],"id":"creature-1472","text":" Butterfly Blade Warrior Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Butterfly Blade Warrior Source Pathfinder #166: Despair on Danger Island pg. 60 Perception +23 Languages Common, Elven, Goblin, Orcish, Tien Skills Acrobatics +27, Athletics +22, Deception +24, Goka Lore +23, Society +23, Stealth +24 Str +3 Dex +5 Con +3 Int +4 Wis +0 Cha +3 Items +1 striking butterfly swords (2), +1 resilient studded leather armor --- AC 33 Fort +26 Ref +23 Will +20 HP 235 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action butterfly sword +25 (Agile, Disarm, Finesse, Magical, Parry, Twin), Damage 2d4+15 slashing Butterfly's Kiss The warrior can make nonlethal Strikes with a butterfly sword without taking a penalty. Mastermind's Eye When the warrior successfully identifies a creature using Recall Knowledge, that creature is flat-footed against their attacks until the start of its next turn; if they critically succeed, it's flat-footed against their attacks for 1 minute. Sneak Attack The warrior's Strikes deal an additional 1d6 precision damage to flat-footed creatures. Studied Strike Single Action The warrior makes a telegraphed attack to learn about their foe. They make a melee Strike. On a hit, they can immediately attempt a check to Recall Knowledge about the target. On a critical hit, they gain a +2 circumstance bonus to the check to Recall Knowledge. The target is then temporarily immune to Studied Strike for 1 day ","skill_mod":{"society":23,"deception":24,"stealth":24,"athletics":22,"acrobatics":27},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":33,"item":["+1 striking butterfly swords (2)","+1 resilient studded leather armor"],"level":13,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1472","intelligence":4,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Butterfly Blade Warrior","alignment":"LN","category":"creature","rarity":"uncommon","strike_damage_average":[20],"slug":"creature-1472"},{"attack_bonus":[24,26],"constitution":1,"primary_source_category":"Adventure Paths","strength":0,"hp":220,"language":["Common","Goblin","Tien","Ysoki"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","spell_attack_bonus":[27],"will_save":26,"charisma":5,"speed":{"max":25,"land":25},"perception":26,"wisdom":3,"weakness":{},"creature_ability":["Empowered Hair","Familiar"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Arcana","Deception","Medicine","Nature","Occultism","Society","Thievery"],"trait":["Human","Humanoid","Unique","N","Medium"],"id":"creature-1473","text":" Syu Tak-nwa Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Syu Tak-nwa Source Pathfinder #166: Despair on Danger Island pg. 62 Perception +26 Languages Common, Goblin, Tien, Ysoki Skills Acrobatics +26, Arcana +25, Deception +27, Medicine +23, Nature +23, Occultism +29, Society +27, Thievery +24 Str +0 Dex +4 Con +1 Int +5 Wis +3 Cha +5 Items +2 greater striking jian (as shortsword) --- AC 34 Fort +21 Ref +27 Will +26 HP 220 --- Speed 25 feet Melee Single Action hair +26 (Agile, Disarm, Finesse, Grapple, reach 10 feet, Trip, Unarmed), Damage 3d6+6 bludgeoning Melee Single Action jian +24 (Agile, Finesse, Magical, versatile S), Damage 3d6+10 piercing Occult Prepared Spells DC 35, attack +27 - Cantrips (7th) Daze, Forbidding Ward, Guidance, Shield, Telekinetic Projectile - 1st Fear, Ray of Enfeeblement, True Strike - 2nd Mirror Image, Paranoia, Silence - 3rd Haste, Paralyze, Slow - 4th Blink, Confusion, Phantom Pain - 5th Black Tentacles, Chilling Darkness, Synesthesia - 6th Feeblemind, Repulsion, True Seeing - 7th Duplicate Foe, Mask of Terror, Warp Mind Witch Hexes DC 35, 3 Focus Points - Cantrips (7th) Evil Eye - 7th Cackle, Curse of Death, Evil Eye, Malicious Shadow, Needle of Vengeance Empowered Hair Tak-nwa has mastered using her prehensile hair in combat. She can use her living hair to perform precise tasks such as picking up objects and performing simple Interact actions, and she can automatically Grab with her hair, as the creature ability. She can also deliver hexes through her hair. Whenever Tak-nwa successfully casts a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if her target is within reach, as part of the spellcasting activity she can make a hair Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect. Familiar Tak-nwa's familiar is an elephant hawk moth named Yon-so. Yon-so has a fly Speed of 40 feet, darkvision, and scent as an imprecise sense to a range of 30 feet. ","tradition":["Occult"],"skill_mod":{"society":27,"deception":27,"nature":23,"thievery":24,"arcana":25,"medicine":23,"occultism":29,"acrobatics":26},"primary_source":"Pathfinder #166: Despair on Danger Island","spell":["Duplicate Foe","Mask of Terror","Warp Mind","Feeblemind","Repulsion","True Seeing","Black Tentacles","Chilling Darkness","Synesthesia","Blink","Confusion","Phantom Pain","Haste","Paralyze","Slow","Mirror Image","Paranoia","Silence","Fear","Ray of Enfeeblement","True Strike","Daze","Forbidding Ward","Guidance","Shield","Telekinetic Projectile","Cackle","Curse of Death","Evil Eye","Malicious Shadow","Needle of Vengeance"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":34,"item":["+2 greater striking jian (as shortsword )"],"level":14,"spell_dc":[35,35],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1473","intelligence":5,"reflex_save":27,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":21,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Syu Tak-nwa","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[16,20],"slug":"creature-1473"},{"attack_bonus":[27,29],"constitution":5,"primary_source_category":"Adventure Paths","strength":0,"hp":260,"language":["Common","Goblin","Tien","Ysoki"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":22,"charisma":1,"speed":{"max":25,"land":25},"perception":28,"wisdom":2,"weakness":{},"creature_ability":["Infused Items","Potent Poisoner","Poisoned Coat","Quick Application","Pinpoint Poisoner","Poison Spray"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Deception","Diplomacy","Stealth","Thievery"],"stealth":"27","trait":["Humanoid","Ratfolk","Unique","NE","Small"],"id":"creature-1474","text":" Blue Viper Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Blue Viper Source Pathfinder #166: Despair on Danger Island pg. 63 Perception +28; low-light vision Languages Common, Goblin, Tien, Ysoki Skills Acrobatics +27, Athletics +16, Deception +23, Diplomacy +21, Stealth +27, Thievery +25 Str +0 Dex +5 Con +5 Int +5 Wis +2 Cha +1 Infused Items Blue Viper carries the following infused items: 2 greater acid flasks, 4 greater alchemist's fires, 6 blightburn resins, 4 greater bottled lightnings, 3 deathcap powders, 4 greater elixirs of life, 2 greater frost vials, 3 malyass root pastes, 9 purple worm venoms, 6 shadow essences, and 3 spider roots. These items last for 24 hours, or until the next time Blue Viper makes his daily preparations. Potent Poisoner Blue Viper's infused poisons have a DC of 34. Items Dragon Bile (applied to body), +1 resilient explorer's clothing , +2 striking shortsword --- AC 34 Fort +27 Ref +28 Will +22 HP 260 Poisoned Coat Reaction Trigger A creature adjacent to Blue Viper hits him with a melee unarmed Strike; Effect The triggering creature is exposed to dragon bile. This consumes the poison, and Blue Viper can't use Poisoned Coat again until he spends 10 minutes applying one dose of contact or injury poison to his clothing. --- Speed 25 feet Melee Single Action shortsword +27 (Agile, Finesse, Magical, versatile S), Damage 2d6+6 piercing Ranged Single Action alchemical bomb +29 (range increment 20 feet, Splash), Damage varies by bomb Quick Application Single Action Blue Viper Interacts to draw an injury poison and applies it to a weapon he is holding. Pinpoint Poisoner When Blue Viper successfully Strikes a flat-footed creature with a poisoned weapon or exposes a flat-footed creature to an inhaled poison, the creature takes a –2 circumstance penalty to its initial save against that poison. Poison Spray Single Action Requirements Blue Viper is holding a contact or injury poison; Effect Blue Viper swigs the poison and sprays it out of his mouth, affecting a 15-foot cone. Blue Viper isn't exposed to the poison. All creatures in the cone are immediately exposed to the poison and each creature must attempt a Fortitude save against the poison. ","skill_mod":{"diplomacy":21,"deception":23,"thievery":25,"stealth":27,"athletics":16,"acrobatics":27},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":34,"item":["Dragon Bile (applied to body)","+1 resilient explorer's clothing","+2 striking shortsword"],"level":14,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1474","intelligence":5,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":27,"source_group":["Fists of the Ruby Phoenix"],"size":["Small"],"spoilers":"Fists of the Ruby Phoenix","name":"Blue Viper","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[13],"slug":"creature-1474"},{"attack_bonus":[29,30],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":250,"language":["Common","Goblin","Tien","Ysoki"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":22,"charisma":0,"speed":{"max":35,"land":35},"perception":22,"wisdom":2,"weakness":{},"creature_ability":["Nimble Dodge","Disorienting Tumble","Powerful Fists","Pressure Point Attack","Sneak Attack"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Deception","Medicine","Occultism","Stealth","Thievery"],"stealth":"26","trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-1475","text":" Shino Hakusa Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Shino Hakusa Source Pathfinder #166: Despair on Danger Island pg. 63 Perception +22 Languages Common, Goblin, Tien, Ysoki Skills Acrobatics +28, Athletics +27, Deception +24, Medicine +26, Occultism +21, Stealth +26, Thievery +26 Str +5 Dex +6 Con +4 Int +1 Wis +2 Cha +0 Items +2 greater striking handwraps of mighty blows , +1 striking shurikens (5) --- AC 35 Fort +24 Ref +28 Will +22 HP 250 Nimble Dodge Reaction Trigger Hakusa is targeted with a melee or ranged attack by an attacker she can see; Effect Hakusa gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 35 feet Melee Single Action fist +30 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 3d6+11 bludgeoning Ranged Single Action shuriken +29 (Agile, Magical, reload 0, thrown 20 feet), Damage 2d4+11 piercing Disorienting Tumble Hakusa leaps around and over her opponents, disorienting them, to gain the upper hand in combat. When she successfully Tumbles Through a creature's space, that creature becomes flat-footed until the end of Hakusa's turn. Powerful Fists Hakusa's fist Strikes are treated as cold iron and silver. She doesn't take penalties when making lethal attacks. Pressure Point Attack Two Actions Hakusa targets a foe's pressure points to debilitate them. Hakusa makes a fist Strike. On a hit, the target takes damage as normal and must attempt a DC 35 Fortitude save. Regardless of the result of the save, the target is temporarily immune to Pressure Point Attack for 1 minute. Critical Success The target is unaffected. Success The target's muscles become temporarily weaker. For 1 round, the target is enfeebled 2 and must succeed at a DC 5 flat check when attempting to use actions with the manipulate trait or the action is lost. Failure As success, but the duration is 1 minute. Critical Failure As success, but the duration is 1 minute, the flat check is DC 11, and the target also takes –10-foot status penalty to their Speed for the duration. Sneak Attack Hakusa's Strikes deal an additional 3d6 precision damage to flat-footed creatures. ","skill_mod":{"deception":24,"thievery":26,"stealth":26,"medicine":26,"athletics":27,"occultism":21,"acrobatics":28},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":35,"item":["+2 greater striking handwraps of mighty blows","+1 striking shurikens (5)"],"level":14,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1475","intelligence":1,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":24,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Shino Hakusa","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[16,21],"slug":"creature-1475"},{"attack_bonus":[28,30],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":330,"language":["Common","Goblin","Tien","Ysoki"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":21,"charisma":2,"speed":{"max":20,"land":20},"perception":20,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Body Slam","Leaping Catch","Titan Wrestler","Whirlwind Toss"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation","Survival","Wrestling Lore"],"trait":["Goblin","Humanoid","Unique","LE","Small"],"id":"creature-1476","text":" Ran-to Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Ran-to Source Pathfinder #166: Despair on Danger Island pg. 64 Perception +20; darkvision Languages Common, Goblin, Tien, Ysoki Skills Acrobatics +24, Athletics +30, Intimidation +24, Survival +23, Wrestling Lore +19 Str +6 Dex +4 Con +6 Int -1 Wis +1 Cha +2 Items +2 greater striking gauntlet , +2 greater striking halfling sling staff (20 bullets), +1 resilient studded leather armor --- AC 35 Fort +28 Ref +24 Will +21 HP 330 Attack of Opportunity Reaction When a creature triggers Ran-to's Attack of Opportunity, he can attempt an Athletics check to Grapple the triggering creature instead of making a melee Strike. He can still disrupt a triggering manipulate action if he critically succeeds his attempt. --- Speed 20 feet Melee Single Action gauntlet +30 (Agile, Free-Hand, Magical), Damage 3d4+14 bludgeoning Ranged Single Action halfling sling staff +28 (Magical, Propulsive, range increment 80 feet, reload 1), Damage 3d10+10 bludgeoning Body Slam Single Action Requirements Ran-to has a creature grabbed; Effect Ran-to throws his foe against the ground. The grabbed creature takes 8d6 bludgeoning damage and is knocked prone. The grapple ends. Leaping Catch Two Actions Ran-to makes a mighty leap and attempts to Grab a foe while he soars. He makes a Leap, High Jump, or Long Jump. His maximum distance is 40 feet. He must succeed at an Athletics check to perform the leap as usual, but regardless of the type of leap, the DC is equal to the number of feet he moves in the air. Ran-to can attempt an Athletics check to Grapple at any point during the jump. Immediately after the attempt, he (and the creature, if the Grapple was successful) falls to the ground. Neither creature takes damage from this fall. Titan Wrestler Ran-to can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than him. Whirlwind Toss Three Actions Frequency once per round; Requirements Ran-to has a creature grabbed; Effect Ran-to spins the creature he's holding, smashing them against any creatures within his reach, and then throws the creature aside. Ran-to attempts an Athletics check against the grabbed creature's Fortitude DC. Critical Success Ran-to tosses his foe a great distance. The grapple ends. The grabbed creature is thrown into a space within 10 feet, takes 10d6 bludgeoning damage, and falls prone. All creatures adjacent to Ran-to take the same amount of bludgeoning damage (DC 34 basic Reflex save). Success As critical success, except the grabbed creatures is thrown into a space within 5 feet, and creatures take 6d6 bludgeoning damage. Failure Ran-to tosses his foe aside. The grapple ends. The grabbed creature falls prone. Critical Failure Ran-to loses hold of his foe and the grapple ends. ","skill_mod":{"survival":23,"athletics":30,"intimidation":24,"acrobatics":24},"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":35,"item":["+2 greater striking gauntlet","+2 greater striking halfling sling staff (20 bullets)","+1 resilient studded leather armor"],"level":14,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1476","intelligence":-1,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":28,"source_group":["Fists of the Ruby Phoenix"],"size":["Small"],"spoilers":"Fists of the Ruby Phoenix","name":"Ran-to","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[21,26],"slug":"creature-1476"},{"attack_bonus":[9,11,11,11],"constitution":1,"primary_source_category":"Blog Posts","strength":1,"hp":30,"language":["Common","Goblin"],"source":["No-Prep Character: Gristleburst"],"type":"Creature","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Infused Items","Quick Bomber","Quick Smoke Bomb"],"skill":["Acrobatics","Crafting","Intimidation","Nature","Stealth","Survival"],"stealth":"7","trait":["Goblin","Humanoid","Unique","CN","Small"],"id":"creature-1477","text":" Gristleburst, Inquisitive Pyromaniac Gristleburst grew up among the Gullcracker goblins outside of Otari, but he was always a loner. His irrepressible curiosity and keen mind for chemistry earned him few friends among the goblins, even though his firebombs were always a source of good fun. When the Gullcrackers were killed and reanimated as zombies, Gristleburst took on the lonely, sad task of putting down each one of his former kin. He now wanders the world as an alchemist-for-hire, just as eager to investigate unusual mysteries as he is to set things ablaze. Gristleburst is an unreliable ally. He's quick to make friends—particularly because he's otherwise all alone in the world—but he frequently pursues his own ideals without consulting his allies and hurls his bombs with reckless glee. Plot Hooks Game Masters might consider the following plot hooks as a means of integrating Gristleburst into any Pathfinder Second Edition game. When the heroes are following a treasure map through a dangerous wilderness, Gristleburst agrees to show them a safe path in exchange for a share of the loot. The heroes are hunting an arsonist, and Gristleburst can help identify blast patterns and accelerants the arsonist used to set the blaze. Gristleburst's reckless alchemy inadvertently sets a stand of trees or a building on fire, and he needs urgent help to put the fire out before it spreads. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Gristleburst Source No-Prep Character: Gristleburst Perception +7 Languages Common, Goblin Skills Acrobatics +7, Crafting +8, Intimidation +6, Nature +7, Stealth +7, Survival +7 Str +1 Dex +3 Con +1 Int +4 Wis +1 Cha +0 Infused Items Gristleburst carries the following infused items, which last for 24 hours or until the next time he makes his daily preparations: lesser acid flask (2), lesser alchemist's fire (4), lesser eagle-eye elixir (2) Items Alchemist's Tools, Dagger, formula scraps, goggles, infused reagents, Studded Leather Armor --- AC 18 Fort +10 Ref +8 Will +6 HP 30 Resistances fire 1 --- Speed 25 feet Melee Single Action dagger +9 (Agile, versatile S), Damage 1d4+1 piercing Ranged Single Action lesser alchemist's fire +11 (range increment 20 feet, Splash), Damage 1d8+1 fire plus 2 persistent fire damage and 1 fire splash damage Ranged Single Action lesser acid flask +11 (range increment 20 feet, Splash), Damage 1 acid plus 1d6 persistent acid damage plus 1 acid splash damage Ranged Single Action dagger +11 (Agile, thrown 10 feet, versatile S), Damage 1d4+1 piercing Quick Bomber Single Action Gristleburst draws an alchemical bomb with an Interact action and throws it as a ranged Strike. Quick Smoke Bomb Free Action Cost 1 batch of infused reagents; Effect Gristleburst mixes up a short-lived lesser acid flask or lesser alchemist's fire without attempting a Crafting check. It remains potent only until the end of his next turn. When he throws this bomb, in addition to its normal effects, it creates a cloud of smoke in a 10-foot radius burst. Creatures in that area have the concealed condition, and other creatures are concealed to them. This smoke lasts for 1 minute or until dissipated by a strong wind. ","skill_mod":{"nature":7,"crafting":8,"survival":7,"stealth":7,"intimidation":6,"acrobatics":7},"summary":"Gristleburst grew up among the Gullcracker goblins outside of Otari, but he was always a loner. His irrepressible curiosity and keen mind for …","primary_source":"No-Prep Character: Gristleburst","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":18,"item":["Alchemist's Tools","Dagger","formula scraps","goggles","infused reagents","Studded Leather Armor"],"level":2,"source_category":["Blog Posts"],"weakest_save":["will"],"resistance":{"fire":1},"url":"/NPCs.aspx?ID=1477","intelligence":4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":10,"size":["Small"],"name":"Gristleburst","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[3,3,3,5],"slug":"creature-1477"},{"attack_bonus":[35],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":375,"language":["Celestial","Common","Elven","Sylvan","Tengu","Tien"],"source":["Pathfinder #166: Despair on Danger Island"],"type":"Creature","will_save":33,"charisma":5,"speed":{"max":25,"land":25},"perception":36,"wisdom":3,"weakness":{},"creature_ability":["Debilitating Strike","Master Strike","Quick Change","Sneak Attack"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Arcana","Deception","Diplomacy","Intimidation","Goka Lore","Legal Lore","Occultism","Performance","Religion","Society","Stealth","Thievery","Underworld Lore"],"stealth":"35","trait":["Human","Humanoid","Unique","LN","Medium"],"id":"creature-1478","text":" Nai Yan Fei Born in 7195 IC (4695 AR) to the noble Nai family of Goka, Yan Fei's comfortable childhood years were cut short when her parents fell to the blade of assassins during a diplomatic mission, leaving Yan Fei in the care of her grandfather, Nai Hu Buo, then the emperor of Goka. For the next 10 years, Hu Buo focused his time and efforts on Yan Fei's care. He trained her in the ins and outs of courtly life, shaping her into a suitable heir to the Nai legacy. Fearing future attempts on Yan Fei's life, Hu Buo also made sure Yan Fei could hold her own, and he tasked the Butterfly Blades— an elite group of warriors that served the Nai family as bodyguards—to train Yan Fei in martial arts and self-defense. The Butterfly Blades' storied history with the Nai family and Goka made them experts in espionage and intimidation, skills that Yan Fei learned and mastered alongside her grandfather's political expertise. By the age of 12, Yan Fei was fully trained in the arts of both combat and public affairs. Satisfied with his granddaughter's skill, Hu Buo returned to the world of Gokan politics, receiving an exuberant welcome from the people of Goka. Shortly thereafter, Hu Buo earned an unprecedented third term as emperor of Goka. Meanwhile, Yan Fei continued her training with the Butterfly Blades. Shortly after turning 14, Yan Fei vowed to find her family's killers. She spent several months in Goka proper, adopting multiple personas to dig up details from the city's unscrupulous information brokers. Her skills did ultimately lead her to her parents' assassins, whom she struck down with little effort, but she remained unsatisfied. Her continued efforts led her to the Yun-Ta clan, the Gokan noble family that contracted her parents' assassination. She needn't have bothered to seek out the Yun-Ta, for the family had made dozens of enemies since the Fei assassination and long ago sealed their own fate; by the time Yan Fei found the connection, the entire family had been dead for several years. Yan Fei's journey was over, and she had nothing to show for it. She returned home to continue her training as a noble, no longer enchanted by illusions of revenge. Two years into his third term, Hu Buo suddenly grew ill and died, leading Goka's parliament to fracture over disagreements of a suitable replacement. Yan Fei then stepped in, offering to complete her grandfather's term. The parliament attempted to block the suggestion, but Yan Fei called upon an obscure law she had studied as a child, which allowed for the inheritance of the position. Their hands tied, the parliament agreed and Yan Fei became acting empress in 7210 IC (4710 AR) at the age of 15. Yan Fei proved not only an effective leader, but a beloved figurehead who inspired Gokans both rich and poor, high-born and commoner alike. Yan Fei's aristocratic upbringing allowed her to slip into the politics with ease, and her experience hiding among the people during her time with the Butterfly Blades opened her eyes to the many plights of the everyday citizen. She used her position to push for change and progress for Goka, earning supporters from all corners. Although the next election for Goka's leader is still over a decade away, it seems the city's parliament and people are more than willing to accept Yan Fei's continued rule and reelect her as empress when the time comes. Campaign Role The player characters get their first chance to meet the empress and make a good impression on the powerful ruler in Chapter 3 of this adventure. Nai Yan Fei continues to serve as an important figure in the following adventures as a potential guide and information-provider, and the characters' interaction with her on Bonmu will determine what kind of relationship they have with the empress going forward. If the characters manage to win her over, they'll meet the kind aristocrat who's rightly earned the admiration of Goka's common folk. On the other hand, if their impression proves less than favorable, the characters must instead contend with a calculating politician who deftly navigates the minefields of diplomacy and etiquette—a ruthless empress who knows how to make the most of a group like the player characters before casting them aside when their worth has run its course. Recall Knowledge - Humanoid (Society): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Nai Yan Fei Source Pathfinder #166: Despair on Danger Island pg. 91 Perception +36 Languages Celestial, Common, Elven, Sylvan, Tengu, Tien Skills Acrobatics +37, Arcana +36, Deception +36, Diplomacy +38, Intimidation +36, Goka Lore +38, Legal Lore +38, Occultism +38, Performance +36, Religion +32, Society +38, Stealth +35, Thievery +35, Underworld Lore +36 Str +1 Dex +4 Con +2 Int +7 Wis +3 Cha +5 Items +3 major striking butterfly sword , greater hat of disguise , +2 greater resilient aristocrat's clothing --- AC 44 Fort +32 Ref +34 Will +33 HP 375 --- Speed 25 feet Melee Single Action butterfly sword +35 (Agile, Disarm, Finesse, Magical, Parry, Twin), Damage 4d4+13 slashing Debilitating Strike Free Action Trigger Nai Yan Fei hits a flat-footed creature and deals damage; Effect Nai Yan Fei applies one of the following debilitations, which lasts until the end of her next turn. Debilitation The target takes a –10-foot status penalty to its Speeds. Debilitation The target becomes enfeebled 1. Debilitation The target can't flank other creatures, and it can't provide flanking for its allies. Debilitation The target doesn't gain a circumstance bonus to AC from Raising a Shield, lesser cover, or standard cover; it gains only a +2 circumstance bonus to AC from greater cover or Taking Cover. Master Strike Reaction (Incapacitation) Trigger Nai Yan Fei hits a flat-footed creature and deals damage; Effect The target attempts a DC 39 Fortitude save. It then becomes immune to Nai Yan Fei's Master Strike for 1 day. Critical Success The target is unaffected. Success The target is enfeebled 2 until the end of Nai Yan Fei's next turn. Failure The target is paralyzed for 4 rounds. Critical Failure The target is paralyzed for 4 rounds, knocked unconscious for 2 hours, or killed (Nai Yan Fei's choice). Quick Change Single Action Nai Yan Fei adopts a mundane disguise, appearing as a nondescript human with a neutral alignment and a mundane occupation such as common laborer, farmer, or peasant. She can return to her typical persona as empress at any time by using Quick Change again. Sneak Attack Nai Yan Fei's Strikes deal an additional 4d6 precision damage to flat-footed creatures. ","skill_mod":{"society":38,"diplomacy":38,"performance":36,"deception":36,"thievery":35,"stealth":35,"arcana":36,"intimidation":36,"occultism":38,"acrobatics":37,"religion":32},"summary":"Born in 7195 IC (4695 AR) to the noble Nai family of Goka, Yan Fei's comfortable childhood years were cut short when her parents fell to the blade of …","image":["/Images/Monsters/NaiYanFei.png"],"primary_source":"Pathfinder #166: Despair on Danger Island","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":44,"item":["+3 major striking butterfly sword","greater hat of disguise","+2 greater resilient aristocrat's clothing"],"level":20,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1478","intelligence":7,"reflex_save":34,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":32,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Nai Yan Fei","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[23],"slug":"creature-1478"},{"attack_bonus":[25,25],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":230,"language":["Draconic","Tien"],"immunity":["cold","paralyzed","unconscious"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":18,"charisma":1,"speed":{"climb":35,"fly":65,"max":65,"land":35,"swim":35},"perception":22,"wisdom":4,"weakness":{"fire":15},"creature_ability":["Snow Vision","Attack of Opportunity","Battle Dance","Buffeting Surge","Freezing Mist Breath","Ice Climb"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation"],"trait":["Cold","Dragon","Uncommon","CN","Large"],"id":"creature-1479","text":" Drake Courser Recall Knowledge - Dragon (Arcana): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Drake Courser Source Pathfinder #167: Ready? Fight! pg. 13 Perception +22; darkvision, scent (imprecise) 30 feet, snow vision Languages Draconic, Tien Skills Acrobatics +27, Athletics +23, Intimidation +19 Str +5 Dex +7 Con +5 Int -1 Wis +4 Cha +1 Snow Vision Snow doesn't impair a drake courser's vision. It ignores concealment from snowfall. --- AC 32 Fort +23 Ref +25 Will +18 HP 230 Immunities cold, paralyzed, unconscious Weaknesses fire 15 Attack of Opportunity Reaction Tail only. On a critical hit, the target is knocked prone; if the target was using a move action, its movement ends. --- Speed 35 feet, fly 65 feet, swim 35 feet, ice climb 35 feet Melee Single Action fangs +25, Damage 3d12+11 piercing plus 1d6 cold Melee Single Action tail +25 (reach 10 feet), Damage 3d10+11 bludgeoning plus Knockdown Battle Dance Two Actions The drake courser makes two fangs Strikes and one tail Strike in any order. It can replace any of these Strikes with Demoralize or Step. Buffeting Surge Single Action (Move) Frequency three times per day; Effect The drake courser moves up to twice its Speed. It can attempt to Trip with its tail once at any point during its movement. Freezing Mist Breath Two Actions The drake spits a ball of liquid up to 60 feet that explodes into a 20-foot burst of freezing mist. Those in the burst take 13d6 cold damage (DC 31 basic Reflex save). The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds. It can't use Freezing Mist Breath again for 1d6 rounds. Ice Climb A drake courser can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice. ","skill_mod":{"athletics":23,"intimidation":19,"acrobatics":27},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Energy","Monster","Creature Type","Rarity"],"ac":32,"level":12,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet, snow vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1479","intelligence":-1,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":23,"source_group":["Fists of the Ruby Phoenix"],"size":["Large"],"spoilers":"Fists of the Ruby Phoenix","name":"Drake Courser","alignment":"CN","category":"creature","rarity":"uncommon","strike_damage_average":[27,34],"slug":"creature-1479"},{"primary_source_category":"Adventure Paths","strength":4,"hp":220,"language":["Aklo","Nagaji","Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","charisma":5,"perception":23,"trait":["Human","Humanoid","Nagaji","Rare","LN","Medium"],"id":"creature-1480","text":" Sixth Pillar Students Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Sixth Pillar Students Source Pathfinder #167: Ready? Fight! pg. 14 Perception +23; darkvision Languages Aklo, Nagaji, Tien Skills Acrobatics +25, Arcana +25, Athletics +26 Str +4 Dex +3 Con +2 Int +3 Wis +1 Cha +5 Items +2 greater striking handwraps of mighty blows --- AC 34 Fort +24 Ref +25 Will +23 +1 status to all saves vs. magic HP 220 --- Speed 30 feet Melee Single Action fist +26 (Agile, Finesse, Unarmed), Damage 3d6+10 bludgeoning Arcane Spontaneous Spells DC 35, attack +27 - Cantrips (6th) Detect Magic, Light, Produce Flame, Ray of Frost, Shield - 1st Burning Hands, Fleet Step, Jump, Mending (4 slots) - 2nd Dispel Magic, Glitterdust, Humanoid Form, Resist Energy (4 slots) - 3rd Earthbind, Fireball, Wall of Thorns, Wall of Wind (4 slots) - 4th Fire Shield, Freedom of Movement, Stoneskin, Wall of Fire (4 slots) - 5th Elemental Form, Mariner's Curse, Moon Frenzy, Wall of Ice (4 slots) - 6th Baleful Polymorph, Field of Life, Repulsion, Tangling Creepers (4 slots) - 7th Disappearance, Monstrosity Form, Polar Ray (3 slots) Sorcerer Bloodline Spells DC 35, 3 Focus Points - 7th Elemental Blast (air), Elemental Motion (air), Elemental Toss (air) Bludgeoning Energy The students' combine elemental energies with physical brawn, blasting opponents with huge gusts of compressed air instead of typical energies. Any of the students' spells that deal energy damage (such as fireball , burning hands , ray of frost , and so on) instead deal bludgeoning damage. ","skill_mod":{"arcana":25,"athletics":26,"acrobatics":25},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Disappearance","Monstrosity Form","Polar Ray","Baleful Polymorph","Field of Life","Repulsion","Tangling Creepers","Elemental Form","Mariner's Curse","Moon Frenzy","Wall of Ice","Fire Shield","Freedom of Movement","Stoneskin","Wall of Fire","Earthbind","Fireball","Wall of Thorns","Wall of Wind","Dispel Magic","Glitterdust","Humanoid Form","Resist Energy","Burning Hands","Fleet Step","Jump","Mending","Detect Magic","Light","Produce Flame","Ray of Frost","Shield","Elemental Blast","Elemental Motion","Elemental Toss"],"ac":34,"item":["+2 greater striking handwraps of mighty blows"],"level":14,"spell_dc":[35,35],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":3,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":24,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Sixth Pillar Students","alignment":"LN","rarity":"rare","strike_damage_average":[20],"attack_bonus":[26],"constitution":2,"spell_attack_bonus":[27],"will_save":23,"speed":{"max":30,"land":30},"wisdom":1,"weakness":{},"creature_ability":["Bludgeoning Energy"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Arcana","Athletics"],"tradition":["Arcane"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=1480","dexterity":3,"category":"creature","slug":"creature-1480"},{"attack_bonus":[31,31],"constitution":0,"primary_source_category":"Adventure Paths","strength":4,"hp":300,"language":["Common","Goblin","Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":29,"charisma":5,"speed":{"climb":35,"max":50,"land":50},"perception":26,"wisdom":3,"weakness":{},"creature_ability":["Tangled Forest Trip","Exhausting Flurry","Flurry of Blows","Tangled Forest Rake","Tangled Forest Stance"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Crime Lore","Deception","Intimidation","Stealth","Thievery"],"stealth":"31","trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-1481","text":" Kas Xi Rai Recall Knowledge - Humanoid (Society): DC 46 Unspecific Lore : DC 44 Specific Lore : DC 41 Kas Xi Rai Source Pathfinder #167: Ready? Fight! pg. 23 Perception +26 Languages Common, Goblin, Tien Skills Acrobatics +31, Athletics +29, Crime Lore +27, Deception +30, Intimidation +30, Stealth +31, Thievery +31 Str +4 Dex +6 Con +0 Int +2 Wis +3 Cha +5 Items bracers of armor II , +2 greater striking greater corrosive handwraps of mighty blows , potion of undetectability --- AC 38 (42 vs. reactions and ranged weapon attacks) Fort +26 Ref +32 Will +29 HP 300 Tangled Forest Trip Free Action Requirements Kas Xi Rai is in tangled forest stance; Trigger A creature leaves a space within Kas Xi Rai's reach; Effect The triggering creature must attempt a DC 37 Reflex save, Acrobatics check, or Athletics check. On a failure, the creature is immobilized for that action. --- Speed 50 feet, climb 35 feet Melee Single Action fist +31 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 3d6+12 bludgeoning plus 1d6 acid Melee Single Action lashing branch +31 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 3d8+12 slashing plus 1d6 acid Monk Ki Spells DC 38, 3 Focus Points - 8th Ki Rush, Ki Strike, Wind Jump Exhausting Flurry When Kas Xi Rai targets the same creature with two Strikes from her Flurry of Blows and at least one hits and deals damage, the target must succeed at a DC 39 Fortitude save or be enfeebled 1 and take a –5-foot status penalty to land Speed while enfeebled. On a critical failure, the creature is enfeebled 2 and takes a –10-foot status penalty to land Speed while enfeebled. Flurry of Blows Single Action (Flourish) Kas Xi Rai makes two Strikes with her fist. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Tangled Forest Rake Single Action Kas Xi Rai makes a lashing branch Strike. If she hits and deals damage, she forces the target to move 5 feet into a space within her reach. Tangled Forest Stance Single Action (Stance) Kas Xi Rai extends her arms and enters a deadly tree-like combat stance. As long as she is in this stance, Kas Xi Rai can use Tangled Forest Trip and Tangled Forest Rake and make lashing branch Strikes with her fists. ","skill_mod":{"deception":30,"thievery":31,"stealth":31,"athletics":29,"intimidation":30,"acrobatics":31},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Ki Rush","Ki Strike","Wind Jump"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":38,"item":["bracers of armor II","+2 greater striking greater corrosive handwraps of mighty blows","potion of undetectability"],"level":17,"spell_dc":[38],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1481","intelligence":2,"reflex_save":32,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Kas Xi Rai","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[26,29],"slug":"creature-1481"},{"attack_bonus":[28,28],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":250,"language":["Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":23,"charisma":2,"speed":{"climb":15,"max":25,"land":25},"perception":25,"wisdom":3,"weakness":{},"creature_ability":["Lasting Debilitating Strike","Looming Threat","Sneak Attack"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Thievery"],"stealth":"26","trait":["Human","Humanoid","Rare","LE","Medium"],"id":"creature-1482","text":" Master Xun Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Master Xun Source Pathfinder #167: Ready? Fight! pg. 23 Perception +25 Languages Tien Skills Acrobatics +26, Athletics +27, Deception +24, Intimidation +26, Stealth +26, Thievery +26 Str +5 Dex +4 Con +4 Int +0 Wis +3 Cha +2 Items +2 striking shock dagger --- AC 36 Fort +26 Ref +24 Will +23 HP 250 --- Speed 25 feet, climb 15 feet Melee Single Action dagger +28 (Agile, Finesse, versatile S), Damage 2d4+13 piercing plus 1d6 electricity Ranged Single Action dagger +28 (Agile, Finesse, thrown 10 feet), Damage 2d4+13 piercing plus 1d6 electricity Lasting Debilitating Strike Free Action Trigger The xun's Strike hits a flat-footed creature and deals damage; Effect The xun applies one of the following debilitations, which lasts until the end of the xun's next turn or for 1 week on a critical hit. Debilitation The target takes a –10-foot status penalty to its Speeds. Debilitation The target becomes enfeebled 1. Looming Threat Single Action The master xun Steps or Feints, then Demoralizes. Sneak Attack The master xun deals an extra 3d6 precision damage to flat-footed opponents. ","skill_mod":{"deception":24,"thievery":26,"stealth":26,"athletics":27,"intimidation":26,"acrobatics":26},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":36,"item":["+2 striking shock dagger"],"level":14,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1482","intelligence":0,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Master Xun","alignment":"LE","category":"creature","rarity":"rare","strike_damage_average":[21,21],"slug":"creature-1482"},{"attack_bonus":[24,26],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":240,"language":["Common","Nagaji","Tengu","Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":20,"charisma":3,"speed":{"max":45,"land":45},"perception":23,"wisdom":1,"weakness":{},"creature_ability":["Retributive Strike","Defiant Shove","Divine Smite","Flurry of Blows","Powerful Fists"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Diplomacy","Irori Lore","Medicine"],"trait":["Human","Humanoid","Unique","LG","Medium"],"id":"creature-1483","text":" Tino Tung (Level 13) Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Tino Tung (Level 13) Source Pathfinder #167: Ready? Fight! pg. 26 Perception +23 Languages Common, Nagaji, Tengu, Tien Skills Acrobatics +26, Athletics +25, Diplomacy +22, Irori Lore +19, Medicine +20 Str +4 Dex +5 Con +4 Int +0 Wis +1 Cha +3 Items +1 resilient explorer's clothing , +2 greater striking handwraps of mighty blows , +1 striking flaming temple sword --- AC 33 Fort +23 Ref +26 Will +20 +1 status to all saves vs. disease HP 240 Retributive Strike Reaction If Tino's Retributive Strike against the triggering creature doesn't critically miss, that creature meets the requirements for Tino to use Defiant Shove until the end of his next turn. --- Speed 45 feet Melee Single Action fist +26 (Agile, Finesse, Nonlethal, Unarmed), Damage 3d8+10 bludgeoning Melee Single Action temple sword +24 (Trip), Damage 2d8+10 slashing plus 1d6 fire Focus Spells DC 30, 3 Focus Points - 7th Ki Blast, Ki Strike, Lay on Hands Defiant Shove Single Action Requirements Tino used Retributive Strike on a creature since the start of his previous turn, attempted the Strike it permitted, and didn't critically miss; Effect Tino throws his whole body into a powerful push. He moves the target 5 feet in any direction and can then attempt to Trip that creature. This is forced movement. Divine Smite If Tino hits with his Retributive Strike, the target takes 3 persistent good damage. Flurry of Blows Single Action (Flourish) Tino makes two Strikes with his fist or with a monk weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Powerful Fists Tino's fist Strikes don't take penalties when making lethal attacks. ","skill_mod":{"diplomacy":22,"medicine":20,"athletics":25,"acrobatics":26},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Ki Blast","Ki Strike","Lay on Hands"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":33,"item":["+1 resilient explorer's clothing","+2 greater striking handwraps of mighty blows","+1 striking flaming temple sword"],"level":13,"spell_dc":[30],"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1483","intelligence":0,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":23,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Tino Tung (Level 13)","alignment":"LG","category":"creature","rarity":"unique","strike_damage_average":[22,23],"slug":"creature-1483"},{"primary_source_category":"Adventure Paths","strength":0,"hp":190,"language":["Common","Kitsune","Nagaji","Tengu","Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","charisma":4,"perception":26,"stealth":"24","trait":["Humanoid","Kitsune","Unique","CG","Medium"],"id":"creature-1484","text":" Ji-yook (Level 13) Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ji-yook (Level 13) Source Pathfinder #167: Ready? Fight! pg. 26 Perception +26; low-light vision Languages Common, Kitsune, Nagaji, Tengu, Tien Skills Acrobatics +26, Deception +25, Stealth +24, Thievery +24 Str +0 Dex +5 Con +3 Int +4 Wis +1 Cha +4 Items +2 striking returning darts (5), +2 greater striking handwraps of mighty blows , +1 explorer's clothing , greater smokesticks (2) --- AC 35 Fort +20 Ref +26 Will +20 HP 190 --- Speed 25 feet Melee Single Action claw +26 (Agile, Finesse, Nonlethal, Unarmed), Damage 3d4+11 slashing Ranged Single Action dart +26 (Agile, reload 0, thrown 20 feet), Damage 2d4+6 piercing Ranged Single Action foxfire +24 (range 20 feet), Damage 3d4 electricity Divine Innate Spells DC 33 - Cantrips (7th) Daze - 1st Sanctuary - 5th Illusory Scene Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) Ji-yook transforms into her human form. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. Ji-yook can remain in her human form indefinitely, and she can shift back to her kitsune form by using this action again. Foxfire Blast Two Actions (Electricity, Evocation, Flourish, Magical) Ji-yook makes a fist Strike. On a hit the target takes an additional 3d4 electricity damage and is pushed back 10 feet. On a critical hit, the target is pushed back and then knocked prone. Pinning Shot Single Action Ji-yook expertly aims and flings a dart to peg an opponent to a nearby wall or floor. Ji-yook makes a dart Strike. If the attack hits, it deals no damage and instead pins the target to an adjacent surface. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the dart free; it can't move from its space until it succeeds. If Ji-yook's dart Strike was a critical hit, the target must succeed at two separate Athletics checks to pull the dart free. The target is flat-footed while it remains immobilized in this way. Sneak Attack Ji-yook Strikes deal an additional 3d6 precision damage to flat-footed creatures. ","skill_mod":{"deception":25,"thievery":24,"stealth":24,"acrobatics":26},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Illusory Scene","Sanctuary","Daze"],"ac":35,"item":["+2 striking returning darts (5)","+2 greater striking handwraps of mighty blows","+1 explorer's clothing","greater smokesticks (2)"],"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":4,"reflex_save":26,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":20,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Ji-yook (Level 13)","alignment":"CG","rarity":"unique","strike_damage_average":[7,11,18],"attack_bonus":[24,26,26],"constitution":3,"will_save":20,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Change Shape","Foxfire Blast","Pinning Shot","Sneak Attack"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Deception","Stealth","Thievery"],"tradition":["Divine"],"trait_group":["Creature Type","Ancestry","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/NPCs.aspx?ID=1484","dexterity":5,"category":"creature","slug":"creature-1484"},{"attack_bonus":[22,24,26],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":300,"language":["Common","Nagaji","Tengu","Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":25,"charisma":0,"speed":{"max":25,"land":25},"perception":25,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Blade Barrage","Disarming Whirl","Soaring Flight"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation","Performance"],"trait":["Humanoid","Tengu","Unique","CG","Medium"],"id":"creature-1485","text":" Takatorra (Level 13) Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Takatorra (Level 13) Source Pathfinder #167: Ready? Fight! pg. 27 Perception +25; low-light vision Languages Common, Nagaji, Tengu, Tien Skills Acrobatics +21, Athletics +28, Intimidation +19, Performance +19 Str +5 Dex +2 Con +5 Int +1 Wis +3 Cha +0 Items +1 resilient hide armor , +2 greater striking tengu gale blades (2), +1 striking frost composite longbow (20 arrows) --- AC 32 Fort +26 Ref +23 Will +25 HP 300 Attack of Opportunity Reaction If Takatorra's Attack of Opportunity is a critical success, they can choose to automatically Disarm the targeted creature in addition to dealing damage. --- Speed 25 feet Melee Single Action tengu gale blade +26 (Agile, Disarm, Finesse, Tengu), Damage 3d6+13 slashing Melee Single Action beak +24 (Finesse, Unarmed), Damage 1d6+13 piercing Ranged Single Action composite longbow +22 (Cold, deadly d10, Propulsive, range increment 100 feet, volley 30 feet), Damage 2d8+8 piercing plus 1d6 cold Blade Barrage Three Actions Takatorra unleashes a flurry of attacks. Takatorra makes five melee Strikes. Their multiple attack penalty applies as normal. They gain a cumulative +2 circumstance bonus to damage for each successful Strike. If one target is hit with at least two of these Strikes, they also take 2d6 persistent bleed damage. They then become stunned 1 and flat-footed until the start of their next turn. Disarming Whirl Two Actions (Flourish) Takatorra spins, striking at their foes' weapons. Takatorra attempts an Athletics check to Disarm against each enemy within melee reach. Each attempt counts toward Takatorra's multiple attack penalty, but the penalty does not increase until they have made all the attempts. Soaring Flight Two Actions (Morph, Primal, Tengu, Transmutation) Frequency once per day; Effect Takatorra expands their wings, gaining a 25-foot fly Speed for 5 minutes. ","skill_mod":{"performance":19,"athletics":28,"intimidation":19,"acrobatics":21},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"ac":32,"item":["+1 resilient hide armor","+2 greater striking tengu gale blades (2)","+1 striking frost composite longbow (20 arrows)"],"level":13,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1485","intelligence":1,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Takatorra (Level 13)","alignment":"CG","category":"creature","rarity":"unique","strike_damage_average":[16,20,23],"slug":"creature-1485"},{"primary_source_category":"Adventure Paths","strength":0,"hp":175,"language":["Common","Nagaji","Tengu","Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","charisma":5,"perception":23,"trait":["Humanoid","Nagaji","Unique","NG","Medium"],"id":"creature-1486","text":" Yabin the Just (Level 13) Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Yabin the Just (Level 13) Source Pathfinder #167: Ready? Fight! pg. 27 Perception +23; low-light vision Languages Common, Nagaji, Tengu, Tien Skills Acrobatics +22, Arcana +26, Diplomacy +24, Intimidation +24, Occultism +21 Str +0 Dex +3 Con +5 Int +2 Wis +0 Cha +5 Items +2 greater striking bo staff , +2 explorer's clothing , greater tanglefoot bag --- AC 33 Fort +24 Ref +22 Will +19 +1 status to all saves vs. poison HP 175 --- Speed 25 feet Melee Single Action bo staff +22 (Parry, Reach, Trip), Damage 3d8+7 bludgeoning Ranged Single Action venom +22 (range 10 feet), Damage nagaji venom Arcane Spontaneous Spells DC 32, attack +24 - Cantrips (5th) Acid Splash, Detect Magic, Light, Shield, Telekinetic Projectile - 1st Charm, Fear, Ray of Enfeeblement, True Strike (4 slots) - 2nd Blur, Mirror Image, Resist Energy, Touch of Idiocy (4 slots) - 3rd Fireball, Haste, Lightning Bolt, Slow (4 slots) - 4th Confusion, Freedom of Movement, Spell Immunity, Wall of Fire (4 slots) - 5th Chromatic Wall, Cloak of Colors, Cone of Cold, Summon Dragon (4 slots) - 6th Dragon Form, Flesh to Stone, Magic Missile, Repulsion (4 slots) - 7th Haste, Mask of Terror, Reverse Gravity (3 slots) Sorcerer Bloodline Spells DC 32, 3 Focus Points - 7th Dragon Breath, Dragon Claws, Dragon Wings Nagaji Venom (Poison) Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison (1 round); Stage 2 3d6 poison and dazzled (1 round); Stage 3 4d6 poison and blinded (1 round) Quickened Casting Free Action (Concentrate, Metamagic) If Yabin's next action is to cast a sorcerer cantrip or a sorcerer spell of 5th level or lower, he reduces the number of actions to cast it by 1 (minimum 1 action). ","skill_mod":{"diplomacy":24,"arcana":26,"intimidation":24,"occultism":21,"acrobatics":22},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Haste","Mask of Terror","Reverse Gravity","Dragon Form","Flesh to Stone","Magic Missile","Repulsion","Chromatic Wall","Cloak of Colors","Cone of Cold","Summon Dragon","Confusion","Freedom of Movement","Spell Immunity","Wall of Fire","Fireball","Lightning Bolt","Slow","Blur","Mirror Image","Resist Energy","Touch of Idiocy","Charm","Fear","Ray of Enfeeblement","True Strike","Acid Splash","Detect Magic","Light","Shield","Telekinetic Projectile","Dragon Breath","Dragon Claws","Dragon Wings"],"ac":33,"item":["+2 greater striking bo staff","+2 explorer's clothing","greater tanglefoot bag"],"level":13,"spell_dc":[32,32],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":2,"reflex_save":22,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":24,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Yabin the Just (Level 13)","alignment":"NG","rarity":"unique","strike_damage_average":[20],"attack_bonus":[22,22],"constitution":5,"spell_attack_bonus":[24],"will_save":19,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Nagaji Venom","Quickened Casting"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Arcana","Diplomacy","Intimidation","Occultism"],"tradition":["Arcane"],"trait_group":["Creature Type","Monster","Ancestry","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=1486","dexterity":3,"category":"creature","slug":"creature-1486"},{"attack_bonus":[27,27,27],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":300,"language":["Common","Goblin","Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":27,"charisma":1,"speed":{"max":45,"land":45},"perception":27,"wisdom":4,"weakness":{},"creature_ability":["Flurry of Blows","Breath of Energy Technique"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Performance"],"trait":["Human","Humanoid","Uncommon","LN","Medium"],"id":"creature-1487","text":" Arms Of Balance Each competitor on this team of elementalists has a unique special ability that only they can use; a fighter's ability is denoted by the individual's name in the traits parenthetical in the stat block below. Only that individual can use the ability (so, for instance, the Arms of Balance can't use Breath of the Volcano four times per round, since only Usvani knows that ability). Each fighter has a different rune on their handwraps of mighty blows , allowing each to deal a different type of energy damage with their fist Strikes. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Arms Of Balance Source Pathfinder #167: Ready? Fight! pg. 33 Perception +27 Languages Common, Goblin, Tien Skills Acrobatics +29, Athletics +30, Performance +26 Str +5 Dex +4 Con +4 Int +0 Wis +4 Cha +1 Items bracers of armor II , +2 greater striking handwraps of mighty blows (with corrosive , flaming , frost , or shock rune) --- AC 35 (37 vs. ranged attacks) Fort +27 Ref +27 Will +27 HP 300 --- Speed 45 feet Melee Single Action fist +27 (Agile, Magical, Unarmed), Damage 3d6+13 bludgeoning plus 1d6 acid, cold, electricity, or fire Melee Single Action tornado lunge +27 (Agile, reach 10 feet, Unarmed), Damage 3d8+13 bludgeoning plus 1d6 acid, cold, electricity, or fire plus Improved Knockdown Ranged Single Action wind crash +27 (Agile, Nonlethal, Propulsive, range 30 feet, Unarmed), Damage 3d6+13 bludgeoning plus 1d6 acid, cold, electricity, or fire Monk Ki Spells DC 34, 2 Focus Points - 8th Wild Winds Stance, Wind Jump Flurry of Blows Single Action (Flourish) The monk makes two Strikes with their fists. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Breath of Energy Technique Two Actions The monk lets loose a powerful breath of air, whose effect depends on the type of energy to which the monk is attuned. The monk can't use this ability again for 1d4 rounds. Breath of the Glacier (Pravan Majinapti; cold) Pravan blows icy winds in a 30-foot cone, dealing 10d6 cold damage. Creatures in the area must attempt a DC 33 Reflex save as ice forms around them. The Speed penalty or immobilized condition caused by this ability persist until a creature either Breaks Open the ice or Escapes (DC 37 in either case), or if the creature takes at least 30 fire damage. Critical Success The creature is unaffected. Success The creature takes half damage and takes a –5- foot status penalty to its Speeds. Failure The creature takes full damage and takes a –15-foot status penalty to its Speeds. Critical Failure The creature takes double damage and is immobilized. Breath of the Volcano (Usvani; acid) Usvani exhales a miasma of acidic fumes in a 15-foot emanation. A creature that starts its turn in the area takes 12d6 acid damage and must attempt a DC 33 Fortitude save. Critical Success The creature is unaffected. Success The creature takes half damage and is sickened 1. Failure The creature takes full damage and is sickened 2. Critical Failure The creature takes double damage and is sickened 3. Draw of the Aurora (Ranya Shibhatesh; electricity) Ranya looses four lightning bolts, electrifying creatures and magnetizing them closer to her. Four 60-foot lines of electricity stretch out from Ranya's space, one in each cardinal direction, dealing 4d12 electricity damage. Each creature in an affected area must attempt a DC 33 Reflex save. If this ability causes an undetected creature to glow, that creature becomes hidden instead to creatures that can see any part of its space (even if it is invisible or Sneaks). Critical Success The creature is unaffected. Success The creature takes half damage, glows until the end of the monk's next turn, and is pulled 5 feet toward Ranya. Failure The creature takes full damage, glows until the end of the monk's next turn, and is pulled 15 feet toward Ranya. Critical Failure The creature takes double damage, glows for 1 minute, and is pulled 30 feet toward Ranya. Magma's Gasp (Jivati Rovat; fire) Jivati's breath ignites a fire in the spirit of each creature within 10 feet of Jivati, dealing 8d6 fire damage. Each creature in the area must attempt a DC 33 Will save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and 1d6 persistent fire damage and loses 1 Focus Point. If it has no Focus Points, the creature instead loses a random prepared spell or spell slot from the highest level it has left (maximum 6th level). Critical Failure As failure, but the creature takes double damage and 2d6 persistent fire damage. ","skill_mod":{"performance":26,"athletics":30,"acrobatics":29},"summary":"Each competitor on this team of elementalists has a unique special ability that only they can use; a fighter's ability is denoted by the individual's …","primary_source":"Pathfinder #167: Ready? Fight!","spell":["Wild Winds Stance","Wind Jump"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":35,"item":["bracers of armor II","+2 greater striking handwraps of mighty blows (with corrosive , flaming , frost , or shock rune)"],"level":15,"spell_dc":[34],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=1487","intelligence":0,"reflex_save":27,"strongest_save":["fort","fortitude","ref","reflex","will"],"dexterity":4,"fortitude_save":27,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Arms Of Balance","alignment":"LN","category":"creature","rarity":"uncommon","strike_damage_average":[27,27,30],"slug":"creature-1487"},{"attack_bonus":[25,27],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":250,"language":["Arcadian","Common","Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":28,"charisma":3,"speed":{"max":25,"land":25},"perception":27,"wisdom":5,"weakness":{},"creature_ability":["Mantis Ambush","Occult Strike"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Occultism","Religion"],"trait":["Human","Humanoid","Unique","LG","Medium"],"id":"creature-1488","text":" Yarrika Recall Knowledge - Humanoid (Society): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Yarrika Source Pathfinder #167: Ready? Fight! pg. 34 Perception +27 Languages Arcadian, Common, Tien Skills Athletics +23, Occultism +24, Religion +28 Str +2 Dex +4 Con +3 Int +1 Wis +5 Cha +3 Items +2 greater striking handwraps of mighty blows , +1 resilient leather armor --- AC 37 Fort +24 Ref +27 Will +28 HP 250 Mantis Ambush Reaction Trigger A creature within Yarrika's reach is hit by an ally's melee attack; Effect Yarrika makes a mantis strike against the triggering creature. --- Speed 25 feet Melee Single Action fist +27 (Agile, Finesse, Unarmed), Damage 3d4+10 bludgeoning Melee Single Action mantis strike +25 (Agile, Finesse, Twin, Unarmed), Damage 3d12+10 slashing plus Grab Occult Spontaneous Spells DC 36 - Cantrips (8th) Daze, Detect Magic, Guidance, Light, Message - 1st Sanctuary, Summon Fey, True Strike (3 slots) - 2nd Dispel Magic, Paranoia, Spiritual Weapon (3 slots) - 3rd Circle of Protection, Invisibility Sphere, Nondetection (3 slots) - 4th Confusion, Remove Curse, Telepathy (3 slots) - 5th Banishment, Shadow Siphon, Synaptic Pulse (3 slots) - 6th Collective Transposition, Spellwrack, Spirit Blast (3 slots) - 7th Dimensional Lock, Duplicate Foe, Energy Aegis (3 slots) - 8th Scintillating Pattern, Uncontrollable Dance (2 slots) Occult Strike Free Action Trigger Yarrika casts an occult spell; Effect Yarrika makes a fist Strike against a creature within reach. ","tradition":["Occult"],"skill_mod":{"athletics":23,"occultism":24,"religion":28},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Scintillating Pattern","Uncontrollable Dance","Dimensional Lock","Duplicate Foe","Energy Aegis","Collective Transposition","Spellwrack","Spirit Blast","Banishment","Shadow Siphon","Synaptic Pulse","Confusion","Remove Curse","Telepathy","Circle of Protection","Invisibility Sphere","Nondetection","Dispel Magic","Paranoia","Spiritual Weapon","Sanctuary","Summon Fey","True Strike","Daze","Detect Magic","Guidance","Light","Message"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":37,"item":["+2 greater striking handwraps of mighty blows","+1 resilient leather armor"],"level":15,"spell_dc":[36],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1488","intelligence":1,"reflex_save":27,"strongest_save":["will"],"dexterity":4,"fortitude_save":24,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Yarrika","alignment":"LG","category":"creature","rarity":"unique","strike_damage_average":[17,29],"slug":"creature-1488"},{"attack_bonus":[28],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":300,"language":["Arcadian","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":25,"charisma":2,"speed":{"climb":35,"max":35,"land":35},"perception":27,"wisdom":4,"weakness":{"vitality":15,"force":15},"creature_ability":["Mantis Ambush","Pounce"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Occultism","Religion"],"trait":["Minion","Monitor","Spirit","Unique","NG","Medium"],"id":"creature-1489","text":" Grandfather Mantis Recall Knowledge - Monitor (Religion): DC 44 Recall Knowledge - Spirit (Occultism): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Grandfather Mantis Source Pathfinder #167: Ready? Fight! pg. 35 Perception +27 Languages Arcadian; telepathy 100 feet Skills Athletics +28, Occultism +25, Religion +25 Str +5 Dex +5 Con +3 Int +2 Wis +4 Cha +2 --- AC 36 Fort +26 Ref +30 Will +25 HP 300 Weaknesses force 15, positive 15 Mantis Ambush Reaction Trigger A creature within Grandfather Mantis's reach is hit by an ally's melee attack; Effect Grandfather Mantis makes a claw Strike against the triggering creature. --- Speed 35 feet, climb 35 feet Melee Single Action claw +28 (Agile, Magical), Damage 3d10+13 slashing plus Improved Grab Occult Innate Spells DC 35 - 5th Fly, Shadow Blast Pounce Single Action Grandfather Mantis Strides, then Strikes. ","tradition":["Occult"],"skill_mod":{"athletics":28,"occultism":25,"religion":25},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Fly","Shadow Blast"],"trait_group":["Mechanics","Creature Type","Rarity"],"ac":36,"level":15,"spell_dc":[35],"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1489","intelligence":2,"reflex_save":30,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Grandfather Mantis","alignment":"NG","category":"creature","rarity":"unique","strike_damage_average":[29],"slug":"creature-1489"},{"attack_bonus":[23,30],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":330,"language":["Arcadian","Elven","Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":26,"charisma":0,"speed":{"max":25,"land":25},"perception":27,"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Veering Miss","Soul Arrow"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Nature","Occultism"],"trait":["Elf","Human","Humanoid","Unique","LN","Medium"],"id":"creature-1490","text":" Artus Rodrivan Recall Knowledge - Humanoid (Society): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Artus Rodrivan Source Pathfinder #167: Ready? Fight! pg. 35 Perception +27 Languages Arcadian, Elven, Tien Skills Acrobatics +26, Nature +27, Occultism +25 Str +4 Dex +5 Con +3 Int +2 Wis +4 Cha +0 Items +2 greater striking composite longbow , +2 striking elven curve blade , +1 resilient explorer's clothing --- AC 35 Fort +25 Ref +29 Will +26 HP 330 Attack of Opportunity Reaction Artus can use his soul arrow for attacks of opportunity against creatures within 10 feet. Veering Miss Reaction Trigger Artus misses but doesn't critically miss with a soul arrow longbow Strike; Effect The arrow veers back and attempts to hit the target again. Artus attempts a new ranged Strike using the same multiple attack penalty as the missed Strike. This veering attack doesn't count toward Artus's multiple attack penalty. This new attack roll ignores cover and greater cover. --- Speed 25 feet Melee Single Action elven curve blade +23 (Finesse, Forceful, Magical), Damage 2d8+12 slashing Ranged Single Action composite longbow +30 (deadly d10, Magical, Propulsive, range increment 100 feet, volley 30 feet), Damage 3d8+12 piercing Soul Arrow When Artus Strikes with his longbow, he can shoot an arrow made from his soul. This arrow appears to be made of pure light and casts bright light in a 20-foot burst (and dim light for another 20 feet). When Artus rolls a critical hit on a longbow Strike with a soul arrow, the target is dazzled until the end of Artus's next turn. ","skill_mod":{"nature":27,"occultism":25,"acrobatics":26},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Ancestry","Weapon","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":35,"item":["+2 greater striking composite longbow","+2 striking elven curve blade","+1 resilient explorer's clothing"],"level":15,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1490","intelligence":2,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":25,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Artus Rodrivan","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[21,25],"slug":"creature-1490"},{"attack_bonus":[28,30],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":275,"language":["Arcadian","Wyrwood"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":27,"charisma":4,"speed":{"max":25,"land":25},"perception":27,"wisdom":4,"weakness":{},"creature_ability":["Control Harrow Cards"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Deception","Occultism"],"trait":["Construct","Unique","Wyrwood","LN","Small"],"id":"creature-1491","text":" Lantondo Recall Knowledge - Construct (Arcana, Crafting): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Lantondo Source Pathfinder #167: Ready? Fight! pg. 35 Perception +27 Languages Arcadian, Wyrwood Skills Acrobatics +27, Deception +28, Occultism +24 Str +2 Dex +5 Con +3 Int +0 Wis +4 Cha +4 Items bracers of armor II , +2 greater striking dagger , wooden harrow deck --- AC 36 Fort +24 Ref +26 Will +27 HP 275 --- Speed 25 feet Melee Single Action dagger +28 (Agile, Finesse, versatile S), Damage 3d4+10 piercing Ranged Single Action harrow card +30 (Agile, Magical, thrown 20 feet), Damage 3d4+10 slashing plus 3d6 force Occult Spontaneous Spells DC 36 - Cantrips (8th) Daze, Detect Magic, Guidance, Light, Message - 1st Sanctuary, Summon Fey, True Strike (3 slots) - 2nd Dispel Magic, Paranoia, Spiritual Weapon (3 slots) - 3rd Circle of Protection, Invisibility Sphere, Nondetection (3 slots) - 4th Confusion, Remove Curse, Telepathy (3 slots) - 5th Banishment, Shadow Siphon, Synaptic Pulse (3 slots) - 6th Collective Transposition, Spellwrack, Spirit Blast (3 slots) - 7th Dimensional Lock, Prismatic Spray, Project Image (3 slots) - 8th Scintillating Pattern, Uncontrollable Dance (2 slots) Control Harrow Cards Lantondo can Strike with any of their harrow cards as long as they can see their target. When Lantondo Strikes with a harrow card, they can leave the card on any surface in the target's space or return the card to their deck at the end of the action. ","tradition":["Occult"],"skill_mod":{"deception":28,"occultism":24,"acrobatics":27},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Scintillating Pattern","Uncontrollable Dance","Dimensional Lock","Prismatic Spray","Project Image","Collective Transposition","Spellwrack","Spirit Blast","Banishment","Shadow Siphon","Synaptic Pulse","Confusion","Remove Curse","Telepathy","Circle of Protection","Invisibility Sphere","Nondetection","Dispel Magic","Paranoia","Spiritual Weapon","Sanctuary","Summon Fey","True Strike","Daze","Detect Magic","Guidance","Light","Message"],"trait_group":["Creature Type","Rarity","Monster"],"ac":36,"item":["bracers of armor II","+2 greater striking dagger","wooden harrow deck"],"level":15,"spell_dc":[36],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1491","intelligence":0,"reflex_save":26,"strongest_save":["will"],"dexterity":5,"fortitude_save":24,"source_group":["Fists of the Ruby Phoenix"],"size":["Small"],"spoilers":"Fists of the Ruby Phoenix","name":"Lantondo","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[17,28],"slug":"creature-1491"},{"attack_bonus":[27,28],"constitution":2,"primary_source_category":"Adventure Paths","strength":0,"hp":250,"language":["Common","Goblin","Tien","Ysoki"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","spell_attack_bonus":[30],"will_save":28,"charisma":5,"speed":{"max":25,"land":25},"perception":29,"wisdom":3,"weakness":{},"creature_ability":["Choking Hair","Empowered Hair","Familiar"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Arcana","Deception","Medicine","Nature","Occultism","Society","Thievery"],"trait":["Human","Humanoid","Unique","N","Medium"],"id":"creature-1492","text":" Syu Tak-nwa (Level 16) Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Syu Tak-nwa (Level 16) Source Pathfinder #167: Ready? Fight! pg. 35 Perception +29 Languages Common, Goblin, Tien, Ysoki Skills Acrobatics +28, Arcana +27, Deception +29, Medicine +25, Nature +25, Occultism +31, Society +29, Thievery +26 Str +0 Dex +4 Con +2 Int +5 Wis +3 Cha +5 Items +3 greater striking jian (as shortsword) --- AC 37 Fort +26 Ref +29 Will +28 HP 250 --- Speed 25 feet Melee Single Action hair +28 (Agile, Disarm, Finesse, Grapple, reach 10 feet, Trip, Unarmed), Damage 3d6+8 bludgeoning plus Grab Melee Single Action jian +27 (Agile, Finesse, Magical, versatile S), Damage 3d6+12 piercing Occult Prepared Spells DC 38, attack +30 - Cantrips (7th) Daze, Forbidding Ward, Guidance, Shield, Telekinetic Projectile - 1st Fear, Ray of Enfeeblement, True Strike - 2nd Mirror Image, Paranoia, Silence - 3rd Haste, Paralyze, Slow - 4th Blink, Confusion, Phantom Pain - 5th Black Tentacles, Chilling Darkness, Synesthesia - 6th Feeblemind, Repulsion, True Seeing - 7th Duplicate Foe, Mask of Terror, Warp Mind - 8th Antimagic Field, Dominate, Mind Blank Witch Hexes DC 38, 3 Focus Points - Cantrips (8th) Evil Eye - 8th Cackle, Curse of Death, Malicious Shadow, Needle of Vengeance Choking Hair As long as Tak-nwa has a creature grabbed with her hair, the creature cannot breathe and must succeed at a DC 5 flat check any time they attempt an action that involves speaking (including linguistic effects and Casting a Spell with a verbal component). On a failure, the action is disrupted. Empowered Hair Tak-nwa has mastered using her prehensile hair in combat. She can use her living hair to perform precise tasks such as picking up objects and performing simple Interact actions. She can also deliver hexes through her hair. Whenever Tak-nwa successfully casts a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if her target is within reach, as part of the spellcasting activity she can make a hair Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect. Familiar Tak-nwa's familiar is an elephant hawk moth named Yon-so. Yon-so has a fly Speed of 40 feet, darkvision, and scent as an imprecise sense to a range of 30 feet. ","tradition":["Occult"],"skill_mod":{"society":29,"deception":29,"nature":25,"thievery":26,"arcana":27,"medicine":25,"occultism":31,"acrobatics":28},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Antimagic Field","Dominate","Mind Blank","Duplicate Foe","Mask of Terror","Warp Mind","Feeblemind","Repulsion","True Seeing","Black Tentacles","Chilling Darkness","Synesthesia","Blink","Confusion","Phantom Pain","Haste","Paralyze","Slow","Mirror Image","Paranoia","Silence","Fear","Ray of Enfeeblement","True Strike","Daze","Forbidding Ward","Guidance","Shield","Telekinetic Projectile","Cackle","Curse of Death","Malicious Shadow","Needle of Vengeance","Evil Eye"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":37,"item":["+3 greater striking jian (as shortsword )"],"level":16,"spell_dc":[38,38],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1492","intelligence":5,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Syu Tak-nwa (Level 16)","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[18,22],"slug":"creature-1492"},{"attack_bonus":[29,31],"constitution":6,"primary_source_category":"Adventure Paths","strength":0,"hp":300,"language":["Common","Goblin","Tien","Ysoki"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":24,"charisma":1,"speed":{"max":25,"land":25},"perception":30,"wisdom":2,"weakness":{},"creature_ability":["Infused Items","Poisoned Coat","Quick Application","Pinpoint Poisoner","Poison Spray","Potent Poisoner","Toxic Escape"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Deception","Diplomacy","Stealth","Thievery"],"stealth":"29","trait":["Humanoid","Ratfolk","Unique","NE","Small"],"id":"creature-1493","text":" Blue Viper (Level 16) Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Blue Viper (Level 16) Source Pathfinder #167: Ready? Fight! pg. 36 Perception +30; low-light vision Languages Common, Goblin, Tien, Ysoki Skills Acrobatics +31, Athletics +18, Deception +25, Diplomacy +23, Stealth +29, Thievery +27 Str +0 Dex +5 Con +6 Int +5 Wis +2 Cha +1 Infused Items Blue Viper carries the following infused items: 2 greater acid flasks, 4 greater alchemist's fires, 6 blightburn resins, 4 greater bottled lightnings, 3 deathcap powders, 4 greater elixirs of life, 2 greater frost vial, 3 malyass root pastes, 9 purple worm venoms, 6 shadow essences, and 3 spider roots. These items last for 24 hours, or until the next time Blue Viper makes his daily preparations. Items Dragon Bile (applied to body), +2 resilient explorer's clothing , +2 greater striking shortsword --- AC 36 Fort +30 Ref +29 Will +24 HP 300 Poisoned Coat Reaction Trigger A creature adjacent to Blue Viper hits him with a melee unarmed Strike; Effect The triggering creature is exposed to dragon bile. This consumes the poison and Blue Viper can't use Poisoned Coat again until he spends 10 minutes applying one dose of contact or injury poison to his clothing. --- Speed 25 feet Melee Single Action shortsword +29 (Agile, Finesse, versatile S), Damage 3d6+8 piercing Ranged Single Action alchemical bomb +31 (range increment 20 feet, Splash), Damage varies by bomb Quick Application Single Action Blue Viper Interacts to draw an injury poison and applies it to a weapon he is holding. Pinpoint Poisoner When Blue Viper successfully Strikes a flat-footed creature with a poisoned weapon or exposes a flat-footed creature to an inhaled poison, the creature takes a –2 circumstance penalty to its initial save against that poison. Poison Spray Single Action Requirements Blue Viper is holding a contact or injury poison; Effect Blue Viper swigs the poison and sprays it out of his mouth, affecting a 15- foot cone. Blue Viper is not exposed to the poison. All creatures in the cone are immediately exposed to the poison and each creature must attempt a Fortitude save against the poison. Potent Poisoner Blue Viper's infused poisons have a DC of 37. Toxic Escape Two Actions Blue Viper Interacts to draw an inhaled poison, deploys the poison in a smoke cloud that provides concealment in a 5-foot emanation, then Sneaks up to his Speed. He is not exposed to the inhaled poison. ","skill_mod":{"diplomacy":23,"deception":25,"thievery":27,"stealth":29,"athletics":18,"acrobatics":31},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":36,"item":["Dragon Bile (applied to body)","+2 resilient explorer's clothing","+2 greater striking shortsword"],"level":16,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1493","intelligence":5,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":30,"source_group":["Fists of the Ruby Phoenix"],"size":["Small"],"spoilers":"Fists of the Ruby Phoenix","name":"Blue Viper (Level 16)","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[18],"slug":"creature-1493"},{"attack_bonus":[32,32],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":300,"language":["Common","Goblin","Tien","Ysoki"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":25,"charisma":0,"speed":{"max":40,"land":40},"perception":30,"wisdom":2,"weakness":{},"creature_ability":["Nimble Dodge","Disorienting Tumble","Powerful Fists","Pressure Point Attack","Sneak Attack"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Deception","Medicine","Occultism","Stealth","Thievery"],"stealth":"28","trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-1494","text":" Shino Hakusa (Level 16) Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Shino Hakusa (Level 16) Source Pathfinder #167: Ready? Fight! pg. 36 Perception +30 Languages Common, Goblin, Tien, Ysoki Skills Acrobatics +32, Athletics +30, Deception +26, Medicine +28, Occultism +24, Stealth +28, Thievery +28 Str +6 Dex +6 Con +4 Int +1 Wis +2 Cha +0 Items +2 greater striking greater shock handwraps of mighty blows , potion of flying , potion of haste , +2 greater striking returning shuriken --- AC 38 Fort +27 Ref +31 Will +25 HP 300 Nimble Dodge Reaction Trigger Hakusa is targeted with a melee or ranged attack by an attacker she can see; Effect Hakusa gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 40 feet Melee Single Action fist +32 (Agile, Finesse, Nonlethal, Unarmed), Damage 3d6+14 bludgeoning plus 1d6 electricity Ranged Single Action shuriken +32 (Agile, reload 0, thrown 20 feet), Damage 3d4+14 piercing Disorienting Tumble Hakusa constantly leaps around and over her foes in combat. When she successfully Tumbles Through a creature's space, that creature becomes flat-footed until the end of Hakusa's turn. Powerful Fists Hakusa's fists are treated as cold iron and silver and don't take penalties when making lethal attacks. Pressure Point Attack Two Actions Hakusa makes precise attacks that can debilitate a foe's movements. Hakusa makes a fist Strike. On a hit, the target takes damage as normal and must attempt a DC 38 Fortitude save. Regardless of the result of the save, the target is then temporarily immune to Pressure Point Attacks for 1 minute. Critical Success The target is unaffected. Success The target's muscles become temporarily weaker. For 1 round, the target is enfeebled 2 and must succeed at a DC 5 flat check when attempting to use actions with the manipulate trait or the action is lost. Failure As success, but the duration is 1 minute. Critical Failure As success, but the duration is 1 minute, the flat check is DC 11, and the target also takes –10-foot status penalty to their Speed for the duration. Sneak Attack Hakusa's Strikes deal an additional 4d6 precision damage to flat-footed creatures. ","skill_mod":{"deception":26,"thievery":28,"stealth":28,"medicine":28,"athletics":30,"occultism":24,"acrobatics":32},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":38,"item":["+2 greater striking greater shock handwraps of mighty blows","potion of flying","potion of haste","+2 greater striking returning shuriken"],"level":16,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1494","intelligence":1,"reflex_save":31,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":27,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Shino Hakusa (Level 16)","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[21,28],"slug":"creature-1494"},{"attack_bonus":[30,33],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":380,"language":["Common","Goblin","Tien","Ysoki"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":23,"charisma":2,"speed":{"max":25,"land":25},"perception":23,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Body Slam","Greater Leaping Catch","Titan Wrestler","Whirlwind Toss"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation","Survival","Wrestling Lore"],"trait":["Goblin","Humanoid","Unique","LE","Small"],"id":"creature-1495","text":" Ran-to (Level 16) Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Ran-to (Level 16) Source Pathfinder #167: Ready? Fight! pg. 37 Perception +23; darkvision Languages Common, Goblin, Tien, Ysoki Skills Acrobatics +26, Athletics +35, Intimidation +26, Survival +25, Wrestling Lore +21 Str +7 Dex +4 Con +6 Int -1 Wis +1 Cha +2 Items +2 greater striking gauntlet , +2 greater striking halfling sling staff (20 bullets and 5 greater explosive bullets ), +2 resilient studded leather armor --- AC 38 Fort +30 Ref +26 Will +23 HP 380 Attack of Opportunity Reaction When a creature triggers Ran-to's Attack of Opportunity, he can attempt an Athletics check to Grapple the triggering creature instead of making a melee Strike. He can still disrupt a triggering manipulate action if he critically succeeds at his attempt. --- Speed 25 feet Melee Single Action gauntlet +33 (Agile, Free-Hand), Damage 3d4+17 bludgeoning plus Improved Grab Ranged Single Action halfling sling staff +30 (Propulsive, range increment 80 feet, reload 1), Damage 3d10+11 bludgeoning Body Slam Single Action Requirements Ran-to has a creature grabbed or restrained; Effect Ran-to throws his foe to the ground. The grabbed creature takes 10d6 bludgeoning damage (DC 37 basic Fortitude save) and is knocked prone. The grab ends. Greater Leaping Catch Two Actions Ran-to bounds up and attempts to Grab a foe while he soars. He makes a Leap, High Jump, or Long Jump. His maximum distance is 75 feet. He must succeed at an Athletics check to perform the leap as usual, but regardless of the type of leap the DC is equal to half the number of feet he moves in the air. Ran-to can attempt an Athletics check to Grapple at any point during the jump. Immediately after the attempt, he (and the creature, if the Grapple was successful) falls to the ground. Ran-to takes no falling damage when using this ability, but the grabbed creature takes the appropriate amount of falling damage as if they had fallen the distance moved. Titan Wrestler Ran-to can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than him. Whirlwind Toss Three Actions Frequency once per round; Requirements Ran-to has a creature grabbed or restrained; Effect Ran-to spins the creature he's holding, smashing them against any creatures within his reach, and then throws the creature aside. Ran-to attempts an Athletics check against the grabbed creature's Fortitude DC. Critical Success Ran-to tosses his foe a great distance. The grab ends. The grabbed creature is thrown into a space within 10 feet, takes 12d6 bludgeoning damage, and falls prone. All creatures adjacent to Ran-to take the same amount of bludgeoning damage (DC 37 basic Reflex save). Success As critical success, except the grabbed creatures is thrown into a space within 5 feet, and creatures take 8d6 bludgeoning damage. Failure Ran-to tosses his foe aside. The grab ends. The grabbed creature falls prone. Critical Failure Ran-to loses hold of his foe, causing the grapple to end. ","skill_mod":{"survival":25,"athletics":35,"intimidation":26,"acrobatics":26},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":38,"item":["+2 greater striking gauntlet","+2 greater striking halfling sling staff (20 bullets and 5 greater explosive bullets )","+2 resilient studded leather armor"],"level":16,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1495","intelligence":-1,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":30,"source_group":["Fists of the Ruby Phoenix"],"size":["Small"],"spoilers":"Fists of the Ruby Phoenix","name":"Ran-to (Level 16)","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[24,27],"slug":"creature-1495"},{"attack_bonus":[28],"constitution":2,"primary_source_category":"Adventure Paths","strength":0,"hp":250,"language":["Celestial","Common","Draconic","Gnoll","Mwangi","Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","spell_attack_bonus":[33],"will_save":29,"charisma":4,"speed":{"max":25,"land":25},"perception":29,"wisdom":4,"weakness":{},"creature_ability":["Brilliant Wordplay","Tempest-Sun Shielding","Halcyon Surge","Shift Spell"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Academia Lore","Arcana","Diplomacy","Nature","Society","Stealth"],"stealth":"32","trait":["Human","Humanoid","Unique","NG","Medium"],"id":"creature-1496","text":" Mafika Ayuwari Recall Knowledge - Humanoid (Society): DC 46 Unspecific Lore : DC 44 Specific Lore : DC 41 Mafika Ayuwari Source Pathfinder #167: Ready? Fight! pg. 38 Perception +29 Languages Celestial, Common, Draconic, Gnoll, Mwangi, Tien Skills Academia Lore +32, Arcana +34, Diplomacy +30, Nature +30, Society +30, Stealth +32 Str +0 Dex +4 Con +2 Int +6 Wis +4 Cha +4 Items bracers of armor III , +2 greater striking staff --- AC 37 Fort +27 Ref +29 Will +29 HP 250 Brilliant Wordplay (abjuration, primal [reaction]) Trigger Mafika is the target of a linguistic effect; Effect Mafika attempts to counteract the effect (counteract modifier +30). If he counteracts the effect, he can use that effect on a new target of his choice within 30 feet. Tempest-Sun Shielding Reaction Mafika transforms unrealized spell energy into a protective shield; Trigger Mafika or an ally within 30 feet takes damage; Effect Mafika expends a prepared spell in a spell slot. He reduces the triggering damage by four times the spell slot's level. --- Speed 25 feet Melee Single Action staff +28 (Magical, two-handed 3d8), Damage 3d4+6 bludgeoning Arcane Prepared Spells DC 41, attack +33 - Cantrips (9th) Detect Magic, Electric Arc, Light, Ray of Frost, Shield - 1st Alarm, Fleet Step, Heal, Ventriloquism - 2nd Dispel Magic, Glitterdust (×2), Obscuring Mist - 3rd Heal (×2), Stinking Cloud, Wall of Wind - 4th Dimension Door, Fly (×2), Resilient Sphere - 5th Black Tentacles (×2), Heal, Tongues - 6th Dispel Magic, Flesh to Stone, Mislead, Tangling Creepers - 7th Chain Lightning, Dispel Magic, Reverse Gravity, Spell Turning - 8th Disappearance, Polar Ray, Power Word Stun, Punishing Winds - 9th Foresight, Meteor Swarm, Summon Elemental Druid Order Spells DC 41, 2 Focus Points - 9th Impaling Briars, Tempest Surge Halcyon Surge Three Actions Mafika casts an arcane spell that takes 2 actions or fewer to Cast, then casts a druid order spell that takes 2 actions or fewer to Cast (paying 1 Focus Point, as normal). Shift Spell Single Action (Concentrate) Requirements Mafika has an area spell active with a remaining duration and he is within the spell's range; Effect Mafika moves the spell's area to a new point of origin. The spell's remaining duration is reduced by half. Instantaneous or permanent effects of the spell (such as damage or healing) are unaffected and aren't repeated. ","tradition":["Arcane"],"skill_mod":{"society":30,"diplomacy":30,"nature":30,"stealth":32,"arcana":34},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Foresight","Meteor Swarm","Summon Elemental","Disappearance","Polar Ray","Power Word Stun","Punishing Winds","Chain Lightning","Dispel Magic","Reverse Gravity","Spell Turning","Flesh to Stone","Mislead","Tangling Creepers","Black Tentacles","Heal","Tongues","Dimension Door","Fly","Resilient Sphere","Stinking Cloud","Wall of Wind","Glitterdust","Obscuring Mist","Alarm","Fleet Step","Ventriloquism","Detect Magic","Electric Arc","Light","Ray of Frost","Shield","Impaling Briars","Tempest Surge"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":37,"item":["bracers of armor III","+2 greater striking staff"],"level":17,"spell_dc":[41,41],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1496","intelligence":6,"reflex_save":29,"strongest_save":["ref","reflex","will"],"dexterity":4,"fortitude_save":27,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Mafika Ayuwari","alignment":"NG","category":"creature","rarity":"unique","strike_damage_average":[13],"slug":"creature-1496"},{"attack_bonus":[24,28],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":230,"language":["Common","Halfling","Mwangi"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":20,"charisma":0,"speed":{"max":35,"land":35},"perception":24,"wisdom":3,"weakness":{},"creature_ability":["Agile Faller","Change Shape","Pounce","Powerful Leap","Sneak Attack"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Nature","Stealth"],"stealth":"26","trait":["Halfling","Humanoid","Unique","LN","Small"],"id":"creature-1497","text":" Akila Stormheel Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Akila Stormheel Source Pathfinder #167: Ready? Fight! pg. 38 Perception +24; low-light vision Languages Common, Halfling, Mwangi Skills Acrobatics +26, Athletics +25, Nature +24, Stealth +26 Str +4 Dex +5 Con +3 Int +2 Wis +3 Cha +0 Items +2 greater striking composite longbow (20 arrows), +1 striking katar --- AC 34 Fort +22 Ref +26 (+28 to Grab an Edge) Will +20 HP 230 Agile Faller Akila takes half damage from falls. --- Speed 35 feet Melee Single Action katar +24 (Agile, deadly 1d6, Magical), Damage 2d4+10 piercing Ranged Single Action composite longbow +28 (deadly 2d10, Magical, Propulsive, range increment 100 feet, volley 30 feet), Damage 3d8+10 piercing Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) Akila's mask melds into her face and she takes on the form of a leopard, or she returns to her halfling form. As a leopard, the only Strikes she can make are a jaws Strike (which deals 3d6+10 piercing damage plus Grab) and an agile claws Strike (which deals 3d4+10 slashing damage). Pounce Single Action Akila Strides, then Strikes. If she was hidden at the start of this action, she remains hidden until after the Strike. Powerful Leap Two Actions Akila Leaps either up to 50 feet horizontally and 10 feet vertically or up to 25 feet vertically and up to 10 feet horizontally. She can make a Strike at any point during the Leap. If she hits, she deals an extra 8 bludgeoning damage from the impact. Sneak Attack Akila deals an extra 1d6 precision damage to flat-footed targets. ","skill_mod":{"nature":24,"stealth":26,"athletics":25,"acrobatics":26},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":34,"item":["+2 greater striking composite longbow (20 arrows)","+1 striking katar"],"level":13,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1497","intelligence":2,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":22,"source_group":["Fists of the Ruby Phoenix"],"size":["Small"],"spoilers":"Fists of the Ruby Phoenix","name":"Akila Stormheel","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[15,23],"slug":"creature-1497"},{"primary_source_category":"Adventure Paths","strength":3,"hp":260,"language":["Common","Draconic","Gnoll","Mwangi"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","charisma":0,"perception":27,"trait":["Gnoll","Humanoid","Unique","N","Medium","Kholo"],"id":"creature-1498","text":" Hummingbird Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Hummingbird Source Pathfinder #167: Ready? Fight! pg. 39 Perception +27; darkvision Languages Common, Draconic, Gnoll, Mwangi Skills Athletics +26, Arcana +26 Str +3 Dex +3 Con +4 Int +5 Wis +2 Cha +0 Items +2 greater striking staff --- AC 31 Fort +23 Ref +24 Will +23 HP 260 --- Speed 25 feet Melee Single Action staff +24 (Magical, two-handed 3d8), Damage 3d4+9 bludgeoning Arcane Prepared Spells DC 35, attack +27 - Cantrips (7th) Detect Magic, Electric Arc, Light, Produce Flame, Shield - 1st Fear, Fleet Step, True Strike, Unseen Servant - 2nd Glitterdust (×2), Invisibility, Longstrider - 3rd Haste, Jump (×2), Slow - 4th Enlarge, Heal, Fly (×2) - 5th Black Tentacles (×2), Heal, Tongues - 6th Baleful Polymorph, Barkskin, Flesh to Stone, Moon Frenzy - 7th Elemental Form, Haste, Unfettered Pack Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The transmuter becomes a Medium air elemental or returns to her gnoll form. As an elemental, she has a fly Speed of 60 feet, her movement doesn't trigger reactions, and the only Strike she can make is an agile gust Strike (which deals 3d8+5 bludgeoning damage plus Knockdown). She can't cast spells in this form. Drain Bonded Item Free Action (Arcane) Frequency once per day; Requirements The transmuter hasn't acted yet on this turn; Effect During this turn, the transmuter can cast one prepared spell she has already cast, without spending a spell slot. ","skill_mod":{"arcana":26,"athletics":26},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Elemental Form","Haste","Unfettered Pack","Baleful Polymorph","Barkskin","Flesh to Stone","Moon Frenzy","Black Tentacles","Heal","Tongues","Enlarge","Fly","Jump","Slow","Glitterdust","Invisibility","Longstrider","Fear","Fleet Step","True Strike","Unseen Servant","Detect Magic","Electric Arc","Light","Produce Flame","Shield"],"ac":31,"item":["+2 greater striking staff"],"level":13,"spell_dc":[35],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":23,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Hummingbird","alignment":"N","rarity":"unique","strike_damage_average":[16],"attack_bonus":[24],"constitution":4,"spell_attack_bonus":[27],"will_save":23,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Change Shape","Drain Bonded Item"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Arcana"],"tradition":["Arcane"],"trait_group":["Monster","Ancestry","Creature Type","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/NPCs.aspx?ID=1498","dexterity":3,"category":"creature","slug":"creature-1498"},{"primary_source_category":"Adventure Paths","strength":3,"hp":260,"language":["Common","Draconic","Gnoll","Mwangi"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","charisma":0,"perception":27,"trait":["Gnoll","Humanoid","Unique","N","Medium","Kholo"],"id":"creature-1499","text":" Phuthi Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Phuthi Source Pathfinder #167: Ready? Fight! pg. 39 Perception +27; darkvision Languages Common, Draconic, Gnoll, Mwangi Skills Athletics +26, Arcana +26 Str +3 Dex +3 Con +4 Int +5 Wis +2 Cha +0 Items +2 greater striking staff --- AC 31 Fort +23 Ref +24 Will +23 HP 260 --- Speed 25 feet Melee Single Action staff +24 (Magical, two-handed 3d8), Damage 3d4+9 bludgeoning Arcane Prepared Spells DC 35, attack +27 - Cantrips (7th) Detect Magic, Electric Arc, Light, Produce Flame, Shield - 1st Fear, Fleet Step, True Strike, Unseen Servant - 2nd Glitterdust (×2), Invisibility, Longstrider - 3rd Haste, Jump (×2), Slow - 4th Enlarge, Heal, Fly (×2) - 5th Black Tentacles (×2), Heal, Tongues - 6th Baleful Polymorph, Barkskin, Flesh to Stone, Moon Frenzy - 7th Elemental Form, Haste, Unfettered Pack Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The transmuter becomes a Medium air elemental or returns to her gnoll form. As an elemental, she has a fly Speed of 60 feet, her movement doesn't trigger reactions, and the only Strike she can make is an agile gust Strike (which deals 3d8+5 bludgeoning damage plus Knockdown). She can't cast spells in this form. Drain Bonded Item Free Action (Arcane) Frequency once per day; Requirements The transmuter hasn't acted yet on this turn; Effect During this turn, the transmuter can cast one prepared spell she has already cast, without spending a spell slot. ","skill_mod":{"arcana":26,"athletics":26},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Elemental Form","Haste","Unfettered Pack","Baleful Polymorph","Barkskin","Flesh to Stone","Moon Frenzy","Black Tentacles","Heal","Tongues","Enlarge","Fly","Jump","Slow","Glitterdust","Invisibility","Longstrider","Fear","Fleet Step","True Strike","Unseen Servant","Detect Magic","Electric Arc","Light","Produce Flame","Shield"],"ac":31,"item":["+2 greater striking staff"],"level":13,"spell_dc":[35],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":23,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Phuthi","alignment":"N","rarity":"unique","strike_damage_average":[16],"attack_bonus":[24],"constitution":4,"spell_attack_bonus":[27],"will_save":23,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Change Shape","Drain Bonded Item"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Arcana"],"tradition":["Arcane"],"trait_group":["Monster","Ancestry","Creature Type","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/NPCs.aspx?ID=1499","dexterity":3,"category":"creature","slug":"creature-1499"},{"attack_bonus":[26,28],"constitution":5,"primary_source_category":"Adventure Paths","strength":3,"hp":220,"language":["Common","Mwangi","Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":23,"charisma":0,"speed":{"climb":20,"max":25,"land":25,"swim":20},"perception":25,"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Sense the Unseen","Camouflage","Clear the Rain","Rain-Scribe Arrow","Sneak Attack"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Nature","Stealth","Survival"],"stealth":"26","trait":["Gnome","Humanoid","Unique","LN","Small"],"id":"creature-1500","text":" Surjit Hamelan Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Surjit Hamelan Source Pathfinder #167: Ready? Fight! pg. 39 Perception +25; low-light vision Languages Common, Mwangi, Tien Skills Acrobatics +26, Nature +25, Stealth +26, Survival +25 Str +3 Dex +5 Con +5 Int +0 Wis +4 Cha +0 Items +2 greater striking composite shortbow with 20 arrows, +2 striking hook sword --- AC 33 Fort +24 Ref +26 Will +23 HP 220 Attack of Opportunity Reaction Surjit can use a ranged weapon to make an Attack of Opportunity as though the weapon had a reach of 10 feet. Sense the Unseen Reaction Trigger Surjit fails a Perception check to Seek; Effect Surjit automatically senses any undetected creatures in the area where he was Seeking, making them merely hidden to him. --- Speed 25 feet, climb 20 feet, swim 20 feet Melee Single Action hook sword +26 (Disarm, Parry, Trip, Twin), Damage 2d6+11 slashing Ranged Single Action composite shortbow +28 (deadly 2d10, Magical, range increment 60 feet, reload 0), Damage 3d6+11 piercing Camouflage While in natural terrain, Surjit can Sneak even while observed. Clear the Rain Two Actions (Primal, Transmutation) Surjit Strides twice. Difficult terrain doesn't slow his movement. Any space Surjit enters becomes normal terrain rather than difficult terrain (or difficult terrain rather than greater difficult terrain) until the start of his next turn. Rain-Scribe Arrow When Surjit critically hits a creature with a ranged weapon or hits a creature for the second time on a turn with a ranged weapon, Surjit can attempt to counteract one magic effect on the creature (counteract level 7th). He uses his attack modifier as his counteract modifier. Sneak Attack Surjit deals an extra 2d6 precision damage to flat-footed targets. ","skill_mod":{"nature":25,"survival":25,"stealth":26,"acrobatics":26},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":33,"item":["+2 greater striking composite shortbow with 20 arrows","+2 striking hook sword"],"level":13,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1500","intelligence":0,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":24,"source_group":["Fists of the Ruby Phoenix"],"size":["Small"],"spoilers":"Fists of the Ruby Phoenix","name":"Surjit Hamelan","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[18,21],"slug":"creature-1500"},{"attack_bonus":[19,23],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":190,"language":["Common","Elven","Hallit","Mwangi","Tien","Vudrani"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":23,"charisma":5,"speed":{"max":25,"land":25},"perception":21,"wisdom":0,"weakness":{},"creature_ability":["Story of Valor"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Arcana","Bardic Lore","Diplomacy","Occultism","Performance"],"trait":["Elf","Humanoid","Unique","N","Medium"],"id":"creature-1501","text":" Umbasi Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Umbasi Source Pathfinder #167: Ready? Fight! pg. 40 Perception +21; low-light vision Languages Common, Elven, Hallit, Mwangi, Tien, Vudrani Skills Arcana +23, Bardic Lore +23, Diplomacy +26, Occultism +25, Performance +28 Str +3 Dex +4 Con +1 Int +4 Wis +0 Cha +5 Items +1 striking composite longbow (20 arrows), +1 resilient explorer's clothing --- AC 33 Fort +20 Ref +27 Will +23 HP 190 --- Speed 25 feet Ranged Single Action fist +19 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Ranged Single Action composite longbow +23 (deadly 1d10, Magical, Propulsive, range increment 100 feet, volley 30 feet), Damage 2d8+11 piercing Occult Spontaneous Spells DC 34 - Cantrips (7th) Daze, Detect Magic, Guidance, Light, Message - 1st Sanctuary, Spirit Link, True Strike (3 slots) - 2nd Dispel Magic, Silence, Sound Burst (3 slots) - 3rd Enthrall, Heroism, Invisibility Sphere (3 slots) - 4th Blink, Dimension Door, Fly (3 slots) - 5th Illusory Scene, Shadow Blast, Shadow Siphon (3 slots) - 6th Collective Transposition, True Seeing, Zealous Conviction (3 slots) - 7th Mask of Terror, True Target (2 slots) Bard Composition Spells DC 34, 3 Focus Points - Cantrips (7th) Inspire Courage, Inspire Defense - 7th Counter Performance, Inspire Heroics Story of Valor Single Action (Auditory, Linguistic) Umbasi expounds on the values of courage and respect. They remove the fleeing condition from and reduce the frightened value of each ally within 30 feet by 1. If this is the first time they've used this action in combat, Umbasi automatically rallies the crowd for their team (see the Crowd Appeal sidebar on page 45 of Pathfinder #167: Ready? Fight! ). ","tradition":["Occult"],"skill_mod":{"diplomacy":26,"performance":28,"arcana":23,"occultism":25},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Mask of Terror","True Target","Collective Transposition","True Seeing","Zealous Conviction","Illusory Scene","Shadow Blast","Shadow Siphon","Blink","Dimension Door","Fly","Enthrall","Heroism","Invisibility Sphere","Dispel Magic","Silence","Sound Burst","Sanctuary","Spirit Link","True Strike","Daze","Detect Magic","Guidance","Light","Message","Counter Performance","Inspire Heroics","Inspire Courage","Inspire Defense"],"trait_group":["Ancestry","Weapon","Half-Elf","Creature Type","Rarity"],"ac":33,"item":["+1 striking composite longbow (20 arrows)","+1 resilient explorer's clothing"],"level":13,"spell_dc":[34,34],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1501","intelligence":4,"reflex_save":27,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":20,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Umbasi","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[8,20],"slug":"creature-1501"},{"attack_bonus":[31,31,32],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":275,"language":["Minatan","Tien","Wayang"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":21,"charisma":5,"speed":{"max":25,"land":25},"perception":21,"wisdom":0,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block","Quick Draw","Shield Drum","Threatening Dance"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation","Performance"],"trait":["Human","Humanoid","Rare","N","Medium"],"id":"creature-1502","text":" Amihan Recall Knowledge - Humanoid (Society): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Amihan Source Pathfinder #167: Ready? Fight! pg. 40 Perception +21 Languages Minatan, Tien, Wayang Skills Acrobatics +30, Athletics +27, Intimidation +28, Performance +32 Str +4 Dex +5 Con +4 Int +0 Wis +0 Cha +5 Items greater alchemist's fires (3), bracers of armor I , +2 striking flaming scimitar , greater sturdy shield (Hardness 15, HP 120, BT 60) with a +2 striking shield boss --- AC 37 (39 with shield raised) Fort +25 Ref +28 Will +21 HP 275 Attack of Opportunity Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action scimitar +31 (Forceful, Magical, Sweep), Damage 2d6+12 slashing plus 1d6 flaming Melee Single Action shield boss +31 (Magical), Damage 2d6+12 bludgeoning Ranged Single Action greater alchemist's fire +32 (splash 3 fire, thrown 20 feet), Damage 3d8+3 fire plus 3 persistent fire Quick Draw Single Action The battle dancer Interacts to draw a weapon and Strikes with it. Shield Drum Single Action The battle dancer Raises a Shield, then Demoralizes. Threatening Dance Single Action The battle dancer either Steps and then Performs, or Performs and then Steps. Compare the Performance result to the Will DC of one creature in the battle dancer's reach. Critical Success The creature is flat-footed to all attacks until the start of the battle dancer's next turn. Success The creature is flat-footed to the next attack by a creature other than the battle dancer before the start of the battle dancer's next turn. ","skill_mod":{"performance":32,"athletics":27,"intimidation":28,"acrobatics":30},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":37,"item":["greater alchemist's fires (3)","bracers of armor I","+2 striking flaming scimitar","greater sturdy shield (Hardness 15, HP 120, BT 60) with a +2 striking shield boss"],"level":15,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1502","intelligence":0,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":25,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Amihan","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[16,19,22],"slug":"creature-1502"},{"attack_bonus":[31,31,32],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":275,"language":["Minatan","Tien","Wayang"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":21,"charisma":5,"speed":{"max":25,"land":25},"perception":21,"wisdom":0,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block","Quick Draw","Shield Drum","Threatening Dance"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation","Performance"],"trait":["Human","Humanoid","Rare","N","Medium"],"id":"creature-1503","text":" Maalya Recall Knowledge - Humanoid (Society): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Maalya Source Pathfinder #167: Ready? Fight! pg. 40 Perception +21 Languages Minatan, Tien, Wayang Skills Acrobatics +30, Athletics +27, Intimidation +28, Performance +32 Str +4 Dex +5 Con +4 Int +0 Wis +0 Cha +5 Items greater alchemist's fires (3), bracers of armor I , +2 striking flaming scimitar , greater sturdy shield (Hardness 15, HP 120, BT 60) with a +2 striking shield boss --- AC 37 (39 with shield raised) Fort +25 Ref +28 Will +21 HP 275 Attack of Opportunity Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action scimitar +31 (Forceful, Magical, Sweep), Damage 2d6+12 slashing plus 1d6 flaming Melee Single Action shield boss +31 (Magical), Damage 2d6+12 bludgeoning Ranged Single Action greater alchemist's fire +32 (splash 3 fire, thrown 20 feet), Damage 3d8+3 fire plus 3 persistent fire Quick Draw Single Action The battle dancer Interacts to draw a weapon and Strikes with it. Shield Drum Single Action The battle dancer Raises a Shield, then Demoralizes. Threatening Dance Single Action The battle dancer either Steps and then Performs, or Performs and then Steps. Compare the Performance result to the Will DC of one creature in the battle dancer's reach. Critical Success The creature is flat-footed to all attacks until the start of the battle dancer's next turn. Success The creature is flat-footed to the next attack by a creature other than the battle dancer before the start of the battle dancer's next turn. ","skill_mod":{"performance":32,"athletics":27,"intimidation":28,"acrobatics":30},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":37,"item":["greater alchemist's fires (3)","bracers of armor I","+2 striking flaming scimitar","greater sturdy shield (Hardness 15, HP 120, BT 60) with a +2 striking shield boss"],"level":15,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1503","intelligence":0,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":25,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Maalya","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[16,19,22],"slug":"creature-1503"},{"attack_bonus":[30,30],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":250,"language":["Amurrun","Common","Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":26,"charisma":5,"speed":{"climb":10,"max":25,"land":25},"perception":24,"wisdom":1,"weakness":{},"creature_ability":["Cat's Luck"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Diplomacy","Nature","Occultism","Performance"],"trait":["Catfolk","Humanoid","Unique","NG","Medium"],"id":"creature-1504","text":" Halspin the Stung Recall Knowledge - Humanoid (Society): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Halspin the Stung Source Pathfinder #167: Ready? Fight! pg. 40 Perception +24; low-light vision Languages Amurrun, Common, Tien Skills Acrobatics +28, Diplomacy +28, Nature +24, Occultism +25, Performance +28 Str +2 Dex +5 Con +3 Int +2 Wis +1 Cha +5 Items +2 striking corrosive composite longbow with 20 arrows, +2 striking handwraps of mighty blows , +1 resilient leather armor , morin khurr --- AC 35 Fort +26 Ref +28 Will +26 HP 250 Cat's Luck Reaction (fortune) Frequency once per day; Trigger Halspin fails or critically fails a Reflex saving throw; Effect Halspin rerolls the save and takes the better result. --- Speed 25 feet, climb 10 feet Melee Single Action claw +30 (Agile, Finesse, Magical), Damage 2d6+10 slashing Ranged Single Action composite longbow +30 (deadly d10, Magical, Propulsive, range increment 100 feet, volley 30 feet), Damage 2d8+10 piercing plus 1d6 acid Occult Spontaneous Spells DC 34 - Cantrips (8th) Detect Magic, Forbidding Ward, Guidance, Light, Message - 1st Sanctuary, Spirit Link, True Strike (3 slots) - 2nd Dispel Magic, Resist Energy, Silence (3 slots) - 3rd Haste, Invisibility Sphere, Slow (3 slots) - 4th Blink, Dimension Door, Fly (3 slots) - 5th Cloak of Colors, Shadow Blast, Shadow Siphon (3 slots) - 6th Collective Transposition, Phantasmal Calamity, Vampiric Exsanguination (3 slots) - 7th Dimensional Lock, Energy Aegis, Prismatic Spray (3 slots) - 8th Scintillating Pattern, Uncontrollable Dance (2 slots) Bard Composition Spells DC 34, 3 Focus Points - Cantrips (8th) Allegro, Inspire Courage - 8th Counter Performance, Inspire Heroics, Soothing Ballad\n","tradition":["Occult"],"skill_mod":{"diplomacy":28,"performance":28,"nature":24,"occultism":25,"acrobatics":28},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Scintillating Pattern","Uncontrollable Dance","Dimensional Lock","Energy Aegis","Prismatic Spray","Collective Transposition","Phantasmal Calamity","Vampiric Exsanguination","Cloak of Colors","Shadow Blast","Shadow Siphon","Blink","Dimension Door","Fly","Haste","Invisibility Sphere","Slow","Dispel Magic","Resist Energy","Silence","Sanctuary","Spirit Link","True Strike","Detect Magic","Forbidding Ward","Guidance","Light","Message","Counter Performance","Inspire Heroics","Soothing Ballad","Allegro","Inspire Courage"],"trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"ac":35,"item":["+2 striking corrosive composite longbow with 20 arrows","+2 striking handwraps of mighty blows","+1 resilient leather armor","morin khurr"],"level":15,"spell_dc":[34,34],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=1504","intelligence":2,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Halspin the Stung","alignment":"NG","category":"creature","rarity":"unique","strike_damage_average":[17,22],"slug":"creature-1504"},{"attack_bonus":[28,28],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":250,"language":["Minatan","Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":28,"charisma":5,"speed":{"max":25,"land":25},"perception":28,"wisdom":5,"weakness":{},"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Deception","Performance"],"trait":["Humanoid","Samsaran","Unique","NG","Medium"],"id":"creature-1505","text":" Joon-seo Recall Knowledge - Humanoid (Society): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Joon-seo Source Pathfinder #167: Ready? Fight! pg. 41 Perception +28 Languages Minatan, Tien Skills Acrobatics +26, Deception +28, Performance +28 Str +2 Dex +3 Con +3 Int +0 Wis +5 Cha +5 Items +1 resilient studded leather armor, +2 greater striking whip --- AC 35 Fort +26 Ref +26 Will +28 HP 250 --- Speed 25 feet Melee Single Action whip +28 (Disarm, Finesse, Magical, Nonlethal, Reach, Trip), Damage 3d4+8 slashing Ranged Single Action sound blast +28 (Concentrate, Evocation, Occult, Sonic), Damage 4d6 sonic Occult Spontaneous Spells DC 36 - Cantrips (8th) Detect Magic, Forbidding Ward, Guidance, Light, Message - 1st Sanctuary, Spirit Link, True Strike (3 slots) - 2nd Faerie Fire, Invisibility, Resist Energy (3 slots) - 3rd Dispel Magic, Haste, Slow (3 slots) - 4th Blink, Dimension Door, Fly (3 slots) - 5th Cloak of Colors, Shadow Blast, Prismatic Wall (3 slots) - 6th Collective Transposition, Phantasmal Calamity, Spirit Blast (3 slots) - 7th Energy Aegis, Mask of Terror, True Target (3 slots) - 8th Disappearance, Spirit Song (2 slots) Bard Composition Spells DC 36, 3 Focus Points - Cantrips (7th) Inspire Defense, Inspire Courage - 8th Counter Performance, Inspire Heroics, Lingering Composition\n","tradition":["Occult"],"skill_mod":{"performance":28,"deception":28,"acrobatics":26},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Disappearance","Spirit Song","Energy Aegis","Mask of Terror","True Target","Collective Transposition","Phantasmal Calamity","Spirit Blast","Cloak of Colors","Shadow Blast","Prismatic Wall","Blink","Dimension Door","Fly","Dispel Magic","Haste","Slow","Faerie Fire","Invisibility","Resist Energy","Sanctuary","Spirit Link","True Strike","Detect Magic","Forbidding Ward","Guidance","Light","Message","Counter Performance","Inspire Heroics","Lingering Composition","Inspire Defense","Inspire Courage"],"trait_group":["Creature Type","Monster","Rarity"],"ac":35,"item":["+1 resilient studded leather armor","+2 greater striking whip"],"level":15,"spell_dc":[36,36],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1505","intelligence":0,"reflex_save":26,"strongest_save":["will"],"dexterity":3,"fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Joon-seo","alignment":"NG","category":"creature","rarity":"unique","strike_damage_average":[14,15],"slug":"creature-1505"},{"attack_bonus":[27],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":310,"language":["Common","Orcish","Skald"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":25,"charisma":1,"speed":{"max":20,"land":20},"perception":25,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Brutally Disarm","Felling Throw","Ricochet Throw","Sweep Aside"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Intimidation","Sailing Lore","Survival"],"trait":["Human","Humanoid","Orc","Unique","NG","Medium"],"id":"creature-1506","text":" Urnak Lostwind Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Urnak Lostwind Source Pathfinder #167: Ready? Fight! pg. 41 Perception +25 Languages Common, Orcish, Skald Skills Athletics +27, Intimidation +23, Sailing Lore +23, Survival +25 Str +5 Dex +3 Con +5 Int +1 Wis +3 Cha +1 Items +2 greater striking frost greataxe , +2 resilient hide armor --- AC 34 Fort +27 Ref +23 Will +25 HP 310 Resistances cold 10 Attack of Opportunity Reaction Urnak gets 1 extra reaction each turn that he can use only to make an Attack of Opportunity. --- Speed 20 feet Melee Single Action greataxe +27 (Magical, Sweep), Damage 3d12+13 slashing plus 1d6 cold Brutally Disarm Single Action Requirements Urnak is wielding a two-handed weapon in both hands; Effect Urnak attempts to Disarm a creature within reach. On a success or critical success, Urnak deals 13 damage of the weapon's type to the Disarmed creature. If he rolls a failure to Disarm, he gets a success instead. Felling Throw Single Action Urnak makes a ranged Strike with his greataxe. He has a +25 attack modifier for this Strike and the thrown greataxe's range increment is 40 feet. If he damages a flying creature, it descends 120 feet, possibly falling on the ground. Ricochet Throw When Urnak uses Felling Throw, his greataxe bounces back to him at the end of the action and he can catch it as a free action. If he uses Felling Throw again before the end of his turn (even if it's not at the same target), the attack ignores all cover. Sweep Aside Single Action Urnak makes a melee greataxe Strike. If he hits a creature of his size or smaller, he can move it 5 feet in any direction, or 10 feet on a critical hit. ","skill_mod":{"survival":25,"athletics":27,"intimidation":23},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Weapon","Rarity"],"ac":34,"item":["+2 greater striking frost greataxe","+2 resilient hide armor"],"level":14,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{"cold":10},"url":"/NPCs.aspx?ID=1506","intelligence":1,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":27,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Urnak Lostwind","alignment":"NG","category":"creature","rarity":"unique","strike_damage_average":[36],"slug":"creature-1506"},{"attack_bonus":[26,29,29],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":280,"language":["Common","Skald"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":27,"charisma":0,"speed":{"max":20,"land":20},"perception":25,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block","Iron Maiden Stance"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Intimidation","Warfare Lore"],"trait":["Human","Humanoid","Unique","LN","Medium"],"id":"creature-1507","text":" Huldrin Skolsdottir Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Huldrin Skolsdottir Source Pathfinder #167: Ready? Fight! pg. 42 Perception +25 Languages Common, Skald Skills Athletics +27, Intimidation +20, Warfare Lore +25 Str +5 Dex +2 Con +5 Int +3 Wis +3 Cha +0 Items +2 resilient hide armor , greater sturdy shield (Hardness 15, HP 120, BT 60) with +2 striking shield spikes , +2 striking flaming trident --- AC 34 (36 with shield raised) Fort +26 Ref +25 Will +27 HP 280 Resistances cold 10 Attack of Opportunity Reaction Huldrin gets 1 extra reaction each turn that she can use only to make an Attack of Opportunity. Shield Block Reaction This reaction also triggers when an ally adjacent to Huldrin takes damage from an attack or when Huldrin takes any damage (even non-physical damage) as a result of a Reflex save. It prevents damage to that ally or to Huldrin, respectively. --- Speed 20 feet Melee Single Action trident +29 (Magical), Damage 2d8+13 piercing plus 1d6 fire Melee Single Action shield spikes +29 (Magical), Damage 2d6+13 piercing plus Improved Knockdown Ranged Single Action trident +26 (Magical, thrown 20 feet), Damage 2d8+13 piercing plus 1d6 fire Iron Maiden Stance Single Action (Stance) Requirements Huldrin is wielding a shield; Effect Huldrin gains the benefits of Raise a Shield until she no longer meets this stance's requirements. While in this stance, whenever an ally's Strike deals damage to an enemy within Huldrin's reach, that enemy takes 1d6 piercing damage. ","skill_mod":{"athletics":27,"intimidation":20},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":34,"item":["+2 resilient hide armor","greater sturdy shield (Hardness 15, HP 120, BT 60) with +2 striking shield spikes","+2 striking flaming trident"],"level":14,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{"cold":10},"url":"/NPCs.aspx?ID=1507","intelligence":3,"reflex_save":25,"strongest_save":["will"],"dexterity":2,"fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Huldrin Skolsdottir","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[20,25,25],"slug":"creature-1507"},{"primary_source_category":"Adventure Paths","strength":-1,"hp":240,"language":["Common","Goblin","Halfling","Skald","Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","charisma":2,"perception":27,"stealth":"27","trait":["Halfling","Humanoid","Unique","N","Small"],"id":"creature-1508","text":" Juspix Rammel Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Juspix Rammel Source Pathfinder #167: Ready? Fight! pg. 42 Perception +27; keen eyes Languages Common, Goblin, Halfling, Skald, Tien Skills Acrobatics +27, Arcana +27, Nature +27, Occultism +27, Stealth +27 Str -1 Dex +5 Con +2 Int +5 Wis +5 Cha +2 Ceaseless Shadows Juspix doesn't need concealment or cover to Hide or Sneak. If he has lesser cover from creatures, he instead has cover and can Take Cover. If he has cover from creatures, he instead has greater cover. Items bracers of armor II , +2 striking filcher's fork --- AC 33 Fort +22 Ref +27 Will +27 HP 240 Resistances cold 10 --- Speed 25 feet Melee Single Action filcher's fork +25 (Agile, Backstabber, deadly 1d6, Finesse, Magical), Damage 2d4+3 piercing plus 3d6 cold Ranged Single Action filcher's fork +25 (Agile, Backstabber, deadly 1d6, Magical, thrown 20 feet), Damage 2d4+3 piercing plus 3d6 cold Primal Prepared Spells DC 35, attack +27 - Cantrips (7th) Detect Magic, Electric Arc, Light, Ray of Frost, Stabilize - 1st Alarm, Fleet Step, Heal, Jump - 2nd Dispel Magic, Glitterdust (×2), Obscuring Mist - 3rd Earthbind (×2), Haste, Heal - 4th Air Walk (×3), Freedom of Movement - 5th Cone of Cold, Dispel Magic, Wall of Ice (×2) - 6th Baleful Polymorph, Chain Lightning, True Seeing, Blinding Fury - 7th Dragon Form, Eclipse Burst, Energy Aegis, Unfettered Pack Witch Hexes DC 35, 3 Focus Points - Cantrips (7th) Clinging Ice - 7th Cackle, Elemental Betrayal, Life Boost, Phase Familiar, Personal Blizzard Familiar Juspix's familiar is a wildcat named Ontiok. Ontiok has a Speed of 40 feet, darkvision, and the damage avoidance (Reflex) familiar ability. Juspix has the lifelink and spell delivery master abilities. ","skill_mod":{"nature":27,"stealth":27,"arcana":27,"occultism":27,"acrobatics":27},"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Dragon Form","Eclipse Burst","Energy Aegis","Unfettered Pack","Baleful Polymorph","Chain Lightning","True Seeing","Blinding Fury","Cone of Cold","Dispel Magic","Wall of Ice","Air Walk","Freedom of Movement","Earthbind","Haste","Heal","Glitterdust","Obscuring Mist","Alarm","Fleet Step","Jump","Detect Magic","Electric Arc","Light","Ray of Frost","Stabilize","Cackle","Elemental Betrayal","Life Boost","Phase Familiar","Personal Blizzard","Clinging Ice"],"ac":33,"item":["bracers of armor II","+2 striking filcher's fork"],"level":14,"spell_dc":[35,35],"source_category":["Adventure Paths"],"sense":" keen eyes ","resistance":{"cold":10},"intelligence":5,"reflex_save":27,"strongest_save":["ref","reflex","will"],"fortitude_save":22,"source_group":["Fists of the Ruby Phoenix"],"size":["Small"],"spoilers":"Fists of the Ruby Phoenix","name":"Juspix Rammel","alignment":"N","rarity":"unique","strike_damage_average":[18,18],"attack_bonus":[25,25],"constitution":2,"spell_attack_bonus":[27],"will_save":27,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Ceaseless Shadows","Familiar"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Arcana","Nature","Occultism","Stealth"],"tradition":["Primal"],"trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=1508","dexterity":5,"category":"creature","slug":"creature-1508"},{"attack_bonus":[28,28],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":250,"language":["Common","Goblin","Skald"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":25,"charisma":0,"speed":{"climb":20,"max":30,"land":30},"perception":23,"wisdom":3,"weakness":{},"creature_ability":["Icicle Stance","Avalanche Pummel","Chattering Blow","Flurry of Blows"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Stealth"],"stealth":"27","trait":["Goblin","Humanoid","Unique","N","Small"],"id":"creature-1509","text":" Troff Frostknuckles Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Troff Frostknuckles Source Pathfinder #167: Ready? Fight! pg. 43 Perception +23; darkvision Languages Common, Goblin, Skald Skills Acrobatics +27, Athletics +27, Stealth +27 Str +5 Dex +5 Con +4 Int +1 Wis +3 Cha +0 Items bracers of armor II , +2 striking frost handwraps of mighty blows --- AC 36 Fort +26 Ref +27 Will +25 HP 250 Resistances cold 10 Icicle Stance Reaction (stance) Trigger Troff rolls initiative or his turn starts; Effect Troff readies himself to strike suddenly, like a falling icicle. While in this stance, Troff can make icicle gouge Strikes. While Troff is above a creature and in icicle stance, that creature is flat-footed to him. --- Speed 30 feet, climb 20 feet Melee Single Action fist +28 (Agile, Finesse, Unarmed), Damage 2d6+13 bludgeoning plus 1d6 cold Melee Single Action icicle gouge +28 (Agile, Backstabber, Finesse, Unarmed), Damage 2d8+13 piercing plus 1d6 cold and Trip Avalanche Pummel Single Action Troff makes an icicle gouge Strike against a flat-footed creature. On a hit, the creature is dazzled. On a critical hit, the creature is blinded. Either way, the effect lasts until the start of Troff's next turn. If his Strike fails (but isn't a critical failure), Troff still deals 13 piercing damage to the creature. Chattering Blow Single Action (Cold, Press) Requirements Troff is within reach of a creature that has taken cold damage since the end of Troff's last turn; Effect Troff jabs a pressure point on the creature made vulnerable by cold. The creature must attempt a DC 31 Fortitude save as its skin freezes and its limbs turn sluggish and clammy. Critical Success The creature is unaffected. Success The creature takes 2d4 persistent cold damage and a –5-foot status penalty to its Speeds until the persistent cold damage ends. Dealing fire damage to the creature is an especially effective way to help end the persistent cold damage (allowing a new flat check to end it at DC 10). Failure As success, but the damage is 4d4 and the penalty is –15-foot. Critical Failure As success, but the damage is 6d4 and the creature is immobilized instead of taking a Speed penalty. Flurry of Blows Single Action (Flourish) Troff makes two Strikes with his fist. If both hit the same creature, combine their damage to overcome resistances and weaknesses. ","skill_mod":{"stealth":27,"athletics":27,"acrobatics":27},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":36,"item":["bracers of armor II","+2 striking frost handwraps of mighty blows"],"level":14,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"cold":10},"url":"/NPCs.aspx?ID=1509","intelligence":1,"reflex_save":27,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Small"],"spoilers":"Fists of the Ruby Phoenix","name":"Troff Frostknuckles","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[23,25],"slug":"creature-1509"},{"attack_bonus":[34,34,34],"constitution":8,"primary_source_category":"Adventure Paths","strength":10,"hp":420,"language":["Aklo","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":32,"charisma":9,"speed":{"fly":35,"max":35,"land":35},"perception":30,"wisdom":6,"weakness":{"force":20},"creature_ability":["Enormous","Eat Portal","Reflect Spell","Swallow Whole","Unfurl Realities"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Intimidation"],"trait":["Astral","Rare","CE","Gargantuan"],"id":"creature-1510","text":" Portal Eater Recall Knowledge - Astral (Occultism): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Portal Eater Source Pathfinder #167: Ready? Fight! pg. 56 Perception +30; greater darkvision Languages Aklo; telepathy 100 feet Skills Athletics +36, Intimidation +35 Str +10 Dex +5 Con +8 Int +0 Wis +6 Cha +9 --- AC 37 Fort +34 Ref +29 Will +32 +1 status to all saves vs. magic HP 420 Resistances all damage 10 (except force and physical) Weaknesses force 20 Enormous A portal eater is a massive creature and takes up a space of 10 squares by 10 squares (50 feet by 50 feet). Eat Portal Reaction (abjuration, occult) Requirements The portal eater's beak is not grabbing a creature; Trigger A creature teleports or is summoned within 50 feet of the portal eater; Effect The portal eater attempts to eat the portal. It makes a counteract check against the effect (counteract modifier +33, counteract level 9th). If the effect is counteracted, the creature arrives in the portal eater's beak and the portal eater Grabs it. Reflect Spell Reaction (abjuration, occult) Trigger A creature Casts a Spell that targets the portal eater; Effect The portal eater attempts to counteract the spell (counteract modifier +32, counteract level 9th). If the spell is counteracted, it targets the caster instead. --- Speed 35 feet, fly 35 feet Melee Single Action beak +34 (reach 25 feet), Damage 3d12+20 piercing and Improved Grab Melee Single Action claw +34 (Agile, reach 30 feet), Damage 3d8+20 slashing plus Improved Push 20 feet Melee Single Action cloak +34 (reach 40 feet), Damage 3d8+20 bludgeoning plus Pull 20 feet Swallow Whole Single Action (Attack) Gargantuan, 17d6+8 force, Rupture 33 Unfurl Realities Two Actions (Evocation, Light, Occult) The portal eater unfurls its crystalline cloak of stolen realities, releasing a wave of cosmic energy and casting prismatic spray (DC 39) in a 60-foot emanation. The portal eater can't Unfurl Realities again for 1d4 rounds. ","skill_mod":{"athletics":36,"intimidation":35},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Creature Type","Rarity"],"ac":37,"level":18,"source_category":["Adventure Paths"],"sense":" greater darkvision ","weakest_save":["ref","reflex"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"vitality":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"force":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=1510","intelligence":0,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Greater darkvision","fortitude_save":34,"source_group":["Fists of the Ruby Phoenix"],"size":["Gargantuan"],"spoilers":"Fists of the Ruby Phoenix","name":"Portal Eater","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[33,33,39],"slug":"creature-1510"},{"attack_bonus":[32,32],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":280,"language":["Auran","Tengu","Tien"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","will_save":28,"charisma":8,"speed":{"fly":100,"max":100},"perception":30,"wisdom":6,"weakness":{},"creature_ability":["Hostile Duet","Retune","Mesmerizing Melody","Subsonic Burst","Swiftness"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Performance","Stealth"],"stealth":"32","trait":["Air","Elemental","Rare","CE","Huge"],"id":"creature-1511","text":" Melodic Squalls Recall Knowledge - Elemental (Arcana, Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Melodic Squalls Source Pathfinder #167: Ready? Fight! pg. 57 Perception +30; darkvision Languages Auran, Tengu, Tien Skills Acrobatics +32, Performance +32, Stealth +32 Str +6 Dex +8 Con +4 Int +2 Wis +6 Cha +8 --- AC 39 Fort +24 Ref +32 Will +28 HP 280 Immunities bleed, paralyzed, poison, sleep Hostile Duet Reaction Trigger A hostile creature within 30 feet creates an effect with the auditory trait that provides bonuses to itself or its allies; Effect The melodic squall recreates the auditory effect perfectly, gaining the bonuses for itself and its allies as long as the original effect persists. Retune Reaction Trigger The melodic squall is targeted by a spell with the auditory trait; Effect The melodic squall attempts to counteract the spell. If it succeeds, the spell effect is caught in a blast of wind that sweeps it back to its origin, affecting the caster. Targets of the triggering effect other than the melodic squall are still affected normally. --- Speed fly 100 feet; swiftness Melee Single Action wind gust +32 (Agile, Finesse), Damage 3d10+14 bludgeoning plus Push 10 feet Ranged Single Action solid refrain +32 (range increment 70 feet), Damage 3d8+14 sonic Mesmerizing Melody Single Action (Auditory, Concentrate, Enchantment, Mental, Primal) The melodic squall sings in a sonorous chorus. Any creature in a 30-foot emanation must attempt a DC 36 Will save to resist becoming fascinated by the melodic squall. A creature that succeeds at its save is temporarily immune for 24 hours. Critical Success The creature is unaffected. Success The creature is fascinated for 1 round. Failure The creature is fascinated for 1d4 rounds. Subsonic Burst Single Action (Emotion, Evocation, Fear, Mental, Primal, Sonic) The melodic squall focuses intense sound at an inaudible frequency in a 100-foot line. Each creature in the line must attempt a DC 34 Fortitude save. Success The creature is unaffected. Failure The creature is frightened 1. Critical Failure The creature is frightened 2 and confused until the beginning of the melodic squall's next turn. Swiftness The melodic squall's movement doesn't trigger reactions. ","element":["Air"],"skill_mod":{"performance":32,"stealth":32,"acrobatics":32},"primary_source":"Pathfinder #167: Ready? Fight!","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"ac":39,"level":16,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1511","intelligence":2,"reflex_save":32,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":24,"source_group":["Fists of the Ruby Phoenix"],"size":["Huge"],"spoilers":"Fists of the Ruby Phoenix","name":"Melodic Squalls","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[27,30],"slug":"creature-1511"},{"primary_source_category":"Adventure Paths","strength":0,"hp":250,"language":["Common","Tengu","Tien"],"source":["Pathfinder #167: Ready? Fight!"],"type":"Creature","charisma":6,"perception":30,"trait":["Humanoid","Tengu","Unique","NE","Medium"],"id":"creature-1512","text":" Razu Master Razu is one of the most prominent and successful performers of his generation, with a voice known for moving the social elite to tears on the stages of Goka and throughout western Tian Xia. By reputation, he is a shy but brilliant virtuoso who can play an enormous repertoire of folk songs and popular new music on nearly any instrument he puts his hands on. In person, he is a calculating social chameleon, continually intuiting what his audience wants to hear and giving it to them. He prefers to maintain an air of mystery and aloofness, but those close to him know that Razu can be goaded into explosive ranting if the merits of his acclaim are publicly called into question. Razu is private about his origins. He was born and raised in Goka, where he escaped the hard life of a scavenger only to become a much-abused servant in the theater houses of the Floating Lotus district. Although he pined for respect and admiration like the performers he watched from behind the stage, Razu didn't find a chance to use his incredible voice or knack for instruments until his parents died from extreme poverty and he fled the city in frustrated agony. The young man played a stolen erhu, his only possession, to scrape by as a traveling performer until he by chance impressed a Lingsheni general who saw the tactical application of what she called “a voice like thunder.” She took Razu on as a signaler in her army, and under her guidance the vocalist used his talents to coordinate the movements and configurations of some of Lingshen's greatest military troops. Razu left this post as soon as he had saved enough money to do so, but he kept in touch with his old comrades and sold Lingshen any secrets he gathered while he established his career as a heartbreaking opera star in Kwanlai. His work earned him connections to some of the most powerful warlords and arms brokers in Tian Xia. Recently, Razu has returned home with a vengeful debt to settle: his voice will bring the city that killed his parents to its knees. Although Razu has long harbored a violent disposition, his recent avowal can be traced directly to the influence of none other than this Adventure Path's demiplane-building axiomite villain, Syndara the Sculptor. As part of his scheme to undo his archrival the Ruby Phoenix and thoroughly sully her name in Goka's history books, Syndara formulated a plan to lure the devastating kaiju King Mogaru into the city. Syndara could use the kaiju egg he'd stolen from Mogaru to draw the behemoth toward Xu Hong Bay, but beyond that he could not risk exposing himself within Goka proper. To ensure Mogaru didn't simply just wander away from the city without first destroying it, Syndara would need to rely on the reptile king's well-known weakness for music. To create the booming songs that could lead the kaiju throughout the entire city, Syndara would need a powerful performer. Syndara soon learned of Razu's vengeful grief, a passion matched only by his extraordinary musical reputation. Through his intermediaries the Lightkeepers, Syndara contacted the virtuoso and made him an offer he could scarcely refuse—the opportunity to destroy Goka. Campaign Role The player characters have a chance to meet Razu during the first chapter of this adventure, where he comes across as a haughty and aloof performer. Canny players likely suspect that the tengu bard is implicated in the strange extraplanar magic that causes a minor catastrophe at the Empress Yin Opera House (page 17)—and although he wasn't responsible for the accident, he is indeed working for the axiomite who is. Without hard evidence there is little to be done. Afterward, Razu moves to the background; you might choose to insert him into any of the player characters' hijinks as they traverse the city. Razu could even provide background music at the tournament itself if you so wish. In Chapter 3, Razu reveals himself as a key player in the plot to lure King Mogaru into Goka, and the player characters must defeat him in order to save the city. Although he wishes to wreck all of Goka, Razu has chosen several specific targets for Mogaru's rampage. In preparation for this attack, he has strategically placed instruments on the rooftops of various towers, temples, and high-rises throughout the city. These sites include the Grand Bank of Abadar, Icefang Aerie, the Seven Dragons Bridge, and numerous other prominent locales the player characters may have already visited. Recall Knowledge - Humanoid (Society): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Razu Source Pathfinder #167: Ready? Fight! pg. 90 Perception +30; low-light vision Languages Common, Tengu, Tien Skills Acrobatics +32, Deception +35, Diplomacy +33, Goka Lore +25, Intimidation +33, Performance +35, Theater Lore +27, Warfare Lore +27 Str +0 Dex +6 Con +3 Int +1 Wis +4 Cha +6 Items greater maestro's instrument (erhu) , +3 greater striking erhu bow , oil of animation, potion of tongues , potion of true seeing , +3 greater resilient studded leather armor --- AC 40 Fort +27 Ref +32 Will +30 HP 250 --- Speed 25 feet, fly 80 feet Melee Single Action erhu bow +30 (Agile, Finesse, Magical, thrown 20 feet, versatile P), Damage 3d6+10 slashing plus 3d6 sonic Occult Spontaneous Spells DC 42, attack +32 - Cantrips (9th) Dancing Lights, Detect Magic, Ghost Sound, Read Aura, Telekinetic Projectile - 1st Charm, Sanctuary, Ventriloquism (3 slots) - 2nd See Invisibility, Shatter, Silence (3 slots) - 3rd Haste, Mind Reading, Slow (3 slots) - 4th Blink, Dimension Door, Veil (3 slots) - 5th Crushing Despair, Hallucination, Telepathic Bond (3 slots) - 6th Collective Transposition, Mislead, Wall of Force (3 slots) - 7th Shadow Blast, Shadow Siphon, Soothe (3 slots) - 8th Disappearance, Spirit Song, Uncontrollable Dance (3 slots) - 9th Unfathomable Song, Wail of the Banshee (2 slots) Bard Composition Spells DC 42, 2 Focus Points - Cantrips (9th) Dirge of Doom, Inspire Courage, Triple Time - 9th Counter Performance, Lingering Composition Bow Basher Razu wields his instrument's unique rune-enchanted bow as a deadly weapon. His decades of training with the item allow him to augment it with his own battle cries so that it also deals sonic damage. By attaching the bow's case to its end, he can change the weapon's damage to piercing and use the bow much like a short spear. Any other creature who wields the erhu bow does not deal sonic damage with it, but the weapon otherwise possesses the traits listed above. If sold without its runes, the bow is worth 50 gp. Incredible Volume Razu's auditory effects that normally have a range 60 feet or less or an emanation area with a radius of 60 feet or less instead have a range or radius of 300 feet. His auditory effects that normally have a range of greater than 60 feet or an emanation area with a radius of greater than 60 feet instead have a range or radius of 1,200 feet (unless it was already farther). His performances are audible up to 10 miles away ","skill_mod":{"diplomacy":33,"performance":35,"deception":35,"intimidation":33,"acrobatics":32},"image":["/Images/Monsters/Razu.png"],"primary_source":"Pathfinder #167: Ready? Fight!","spell":["Unfathomable Song","Wail of the Banshee","Disappearance","Spirit Song","Uncontrollable Dance","Shadow Blast","Shadow Siphon","Soothe","Collective Transposition","Mislead","Wall of Force","Crushing Despair","Hallucination","Telepathic Bond","Blink","Dimension Door","Veil","Haste","Mind Reading","Slow","See Invisibility","Shatter","Silence","Charm","Sanctuary","Ventriloquism","Dancing Lights","Detect Magic","Ghost Sound","Read Aura","Telekinetic Projectile","Counter Performance","Lingering Composition","Dirge of Doom","Inspire Courage","Triple Time"],"ac":40,"item":["greater maestro's instrument (erhu)","+3 greater striking erhu bow","oil of animation","potion of tongues","potion of true seeing","+3 greater resilient studded leather armor"],"level":18,"spell_dc":[42,42],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":32,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":27,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Razu","alignment":"NE","rarity":"unique","strike_damage_average":[31],"attack_bonus":[30],"constitution":3,"spell_attack_bonus":[32],"will_save":30,"speed":{"fly":80,"max":80,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Bow Basher","Incredible Volume"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Deception","Diplomacy","Goka Lore","Intimidation","Performance","Theater Lore","Warfare Lore"],"tradition":["Occult"],"summary":"Master Razu is one of the most prominent and successful performers of his generation, with a voice known for moving the social elite to tears on the …","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=1512","dexterity":6,"category":"creature","slug":"creature-1512"},{"primary_source_category":"Adventure Paths","strength":9,"hp":360,"language":["Aklo","Common","Tien"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","charisma":2,"perception":30,"stealth":"28","trait":["Humanoid","Rare","N","Large"],"id":"creature-1513","text":" Rai Sho Postulant Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Rai Sho Postulant Source Pathfinder #168: King of the Mountain pg. 13 Perception +30; darkvision, scent (imprecise) 30 feet Languages Aklo, Common, Tien Skills Athletics +33, Stealth +28, Survival +27 Str +9 Dex +5 Con +6 Int +2 Wis +6 Cha +2 Snowblind When Hiding, the yeti is concealed by any snowfall, even if it's not thick enough to make other creatures concealed. --- AC 39 Fort +30 Ref +27 Will +29 +4 status to all saves vs. fear and dreams HP 360 Immunities cold Weaknesses fire 10 Nightmare Guardian Yetis gain a status bonus to saves against fear and against spells and abilities that affect dreams. A yeti that falls prey to a supernatural nightmare loses this ability and becomes permanently enraged, gaining a status bonus to attack and damage rolls and a –1 status penalty to AC. Vanish Reaction Trigger The yeti is hidden or undetected while not in combat, and a creature would observe it. Effect The yeti Strides or Climbs up to half its Speed to a location where it can Hide, then Hides. If its new Stealth check result meets or exceeds the triggering creature's Perception DC, the yeti remains hidden. --- Speed 60 feet, climb 20 feet Melee Single Action claw +33 (Magical), Damage 3d10+17 slashing Ranged Single Action icicle +31 (Cold, Magical, thrown 20 feet), Damage 2d8+17 piercing plus 1d8 cold Divine Innate Spells DC 37 - 8th Obscuring Mist (manifests snowfall instead of mist) Frozen Flurry Single Action (Cold) Frequency once per round; Effect The Rai Sho postulant makes two Strikes, which can be any combination of claw or icicle Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. If either Strike hits and deals damage, the target must succeed at a DC 37 Fortitude save or be stunned 1 (or stunned 3 on a critical failure); this save has the incapacitation trait. Grisly Arrival Free Action (Emotion, Fear, Mental) Trigger The yeti hits a creature in the first round of combat and the yeti was hidden from that creature at the start of combat. Effect Each enemy within 30 feet that witnesses the attack (including the target of the attack) must attempt a DC 37 Will save. On a failure, the creature is frightened 2; on a critical failure, it's frightened 4. Nine Seals Spellcasting The Rai Sho postulants have learned a technique that allows them to cast their ki spells more effectively by way of specialized hand postures. They replace the normal somatic and verbal components of their spells with nine seals components; these require that the caster have a hand free, but don't add any traits to the Cast a Spell action (preventing the Rai Sho postulants from triggering certain reactions, such as Attack of Opportunity, when they Cast a Spell). ","skill_mod":{"survival":27,"stealth":28,"athletics":33},"primary_source":"Pathfinder #168: King of the Mountain","spell":["Obscuring Mist"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{},"intelligence":2,"reflex_save":27,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":30,"source_group":["Fists of the Ruby Phoenix"],"size":["Large"],"spoilers":"Fists of the Ruby Phoenix","name":"Rai Sho Postulant","alignment":"N","rarity":"rare","strike_damage_average":[30,33],"attack_bonus":[31,33],"constitution":6,"immunity":["cold"],"will_save":29,"speed":{"climb":20,"max":60,"land":60},"wisdom":6,"weakness":{"fire":10},"creature_ability":["Snowblind","Nightmare Guardian","Vanish","Frozen Flurry","Grisly Arrival","Nine Seals Spellcasting"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Athletics","Stealth","Survival"],"tradition":["Divine"],"trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=1513","dexterity":5,"category":"creature","slug":"creature-1513"},{"attack_bonus":[33,33,33],"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":300,"language":["Common","Tien"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","spell_attack_bonus":[28],"will_save":28,"charisma":5,"speed":{"max":40,"land":40},"perception":30,"wisdom":6,"weakness":{},"creature_ability":["Crying Bell Stance","Falling Sal Stance","Flurry of Blows","Nine Seals Spellcasting"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Diplomacy","Performance","Religion"],"trait":["Human","Humanoid","Rare","LN","Medium"],"id":"creature-1514","text":" Rai Sho Disciple Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Rai Sho Disciple Source Pathfinder #168: King of the Mountain pg. 14 Perception +30 Languages Common, Tien Skills Acrobatics +32, Athletics +30, Diplomacy +27, Performance +26, Religion +32 Str +8 Dex +9 Con +6 Int +5 Wis +6 Cha +5 --- AC 40 Fort +28 Ref +30 Will +28 +1 status to all saves vs. mental HP 300 --- Speed 40 feet Melee Single Action fist +33 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 4d6+14 bludgeoning Melee Single Action sal blossom +33 (deadly d10, Finesse, Magical, Unarmed), Damage 4d10+14 negative Ranged Single Action temple bell +33 (Magical, range increment 60 feet, Sonic), Damage 4d10+6 sonic Monk Ki Spells DC 37, attack +28, 3 Focus Points - 8th Ki Rush, Ki Strike, Wholeness of Body Crying Bell Stance Single Action (Stance) The disciple cups one hand and poses the other to strike it, like the Rai Sho Monastery's central bell. In this stance, they can make temple bell Strikes (see Strikes). While in this stance, a disciple gains a +2 status bonus to AC against ranged attacks. Falling Sal Stance Single Action (Stance) The disciple joins their palms together in the shape of a sal flower, evoking the truth that all things eventually decay. In this stance, they can make sal blossom Strikes (see Strikes) and are quickened 1, and can use the extra action only to cast wholeness of body. Flurry of Blows Single Action Frequency once per round; Effect The Rai Sho disciple makes two Strikes, each of which must be an unarmed Strike or temple bell Strike. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Nine Seals Spellcasting The Rai Sho disciples have learned a technique to cast their ki spells more effectively by way of specialized hand postures. They replace the normal somatic and verbal components of their spells with nine seals components; these require that the user have a hand free, but do not add any traits to the Cast a Spell action (preventing the disciples from triggering certain reactions when they Cast a Spell, such as Attack of Opportunity). Additionally, the first time each day that a disciple critically Strikes an enemy, they regain a Focus Point. ","skill_mod":{"diplomacy":27,"performance":26,"athletics":30,"acrobatics":32,"religion":32},"primary_source":"Pathfinder #168: King of the Mountain","spell":["Ki Rush","Ki Strike","Wholeness of Body"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":40,"level":16,"spell_dc":[37],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=1514","intelligence":5,"reflex_save":30,"strongest_save":["ref","reflex"],"dexterity":9,"fortitude_save":28,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Rai Sho Disciple","alignment":"LN","category":"creature","rarity":"rare","strike_damage_average":[28,28,36],"slug":"creature-1514"},{"attack_bonus":[34,36,36,36],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":350,"language":["Celestial","Samsaran","Tien"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","spell_attack_bonus":[32],"will_save":34,"charisma":5,"speed":{"max":40,"land":40},"perception":33,"wisdom":6,"weakness":{},"creature_ability":["Absorb Worldly Influence","All This Has Happened Before","All This Will Happen Again","Negate Projectiles","Crying Bell Stance","Falling Sal Stance","Release Worldly Passions","Stunning Flurry"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Deception","Diplomacy","Occultism","Religion"],"trait":["Humanoid","Samsaran","Unique","LN","Medium"],"id":"creature-1515","text":" Abbot Tsujon Recall Knowledge - Humanoid (Society): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Abbot Tsujon Source Pathfinder #168: King of the Mountain pg. 15 Perception +33; low-light vision Languages Celestial, Samsaran, Tien Skills Acrobatics +36, Athletics +33, Deception +33, Diplomacy +31, Occultism +33, Religion +34 Str +5 Dex +8 Con +5 Int +5 Wis +6 Cha +5 Items +3 major striking khakkhara --- AC 44 Fort +33 Ref +36 Will +34 +1 status to all saves vs. death effects HP 350 Absorb Worldly Influence Reaction (abjuration, divine) Trigger Abbot Tsujon is within the emanation of a magical area effect as it's being created; Requirements Abbot Tsujon is wielding a khakkhara; Effect Abbot Tsujon uses her khakkhara as a medium to absorb the incoming area effect into its central ring. She attempts to counteract the triggering effect. For 1 round after Absorbing Worldly Influence, a glowing orb floats within the khakkhara's central ring, allowing Tsujon to Release Worldly Passions. All This Has Happened Before Reaction (divination, occult) Frequency once per day; Trigger The samsaran anchorite is about to roll initiative; Effect The anchorite experiences a flash of recognition from a previous existence, gaining a circumstance bonus to the triggering roll. If this causes the anchorite to be the first creature to act, they also become quickened for 1 round, but they can use the extra action only to Recall Knowledge or Step. All This Will Happen Again Reaction (fortune, emotion, mental) Frequency once per day; Trigger The samsaran anchorite fails or critically fails a Will save against an emotion effect; Effect Even in the face of overwhelming tribulation, the anchorite finds solace in the notion that all things are merely part of a never-ending cycle. They reroll the saving throw with a status bonus; they must use the second result. Negate Projectiles Reaction Trigger Abbot Tsujon is the target of a ranged attack; Requirements Abbot Tsujon is aware of the attack, is not flat-footed against it, and has a hand free; Effect Abbot Tsujon gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the projectile loses momentum and drops harmlessly to the ground. --- Speed 40 feet Melee Single Action sal blossom +36 (deadly d10, Finesse, Magical, Unarmed), Damage 4d10+13 negative Melee Single Action fist +36 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 4d6+13 bludgeoning Melee Single Action khakkhara +34 (Magical, Shove, two-hand d10, versatile P), Damage 4d6+13 bludgeoning Ranged Single Action temple bell +36 (range 60 feet, Sonic), Damage 4d10+8 sonic Monk Ki Spells DC 40, attack +32, 3 Focus Points - 8th Ki Blast, Ki Rush, Ki Strike, Wholeness of Body Crying Bell Stance Single Action (Stance) Abbot Tsujon cups one hand and poses the other to strike it, like the Rai Sho Monastery's central bell. In this stance, she can make temple bell Strikes (see Strikes) and gains a +2 status bonus to AC against ranged attacks. Falling Sal Stance Single Action (Stance) Abbot Tsujon joins her palms together in the shape of a sal flower, evoking the truth that all things eventually decay. In this stance, she can make sal blossom Strikes (see Strikes) and is quickened 1, and can use the extra action only to cast wholeness of body. Release Worldly Passions Single Action (Divine, Evocation, Force, Manipulate) Requirements Abbot Tsujon's khakkhara holds a glowing orb from Absorb Worldly Influence; Effect Abbot Tsujon strikes her prayer staff once upon the ground, releasing the energy she captured in it along with the jingling of its rings. She blasts a wave of force in a 30- foot emanation, dealing 2d6 force damage per level of the ability she counteracted (DC 40 basic Reflex save). If the ability she counteracted usually deals energy damage, she can choose to deal this type of damage instead (for instance, if she used Absorb Worldly Influence to counteract a fireball , she could deal either fire or force damage). Stunning Flurry Single Action Frequency once per round; Effect Abbot Tsujon makes two Strikes, each of which must be an unarmed Strike or crying temple bell Strike. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. If either Strike hits and deals damage, the target must succeed at a DC 39 Fortitude save or be stunned 1 (or stunned 3 on a critical failure); this save has the incapacitation trait. ","skill_mod":{"diplomacy":31,"deception":33,"athletics":33,"occultism":33,"acrobatics":36,"religion":34},"primary_source":"Pathfinder #168: King of the Mountain","spell":["Ki Blast","Ki Rush","Ki Strike","Wholeness of Body"],"trait_group":["Creature Type","Monster","Rarity"],"ac":44,"item":["+3 major striking khakkhara"],"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1515","intelligence":5,"reflex_save":36,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Low-light vision","fortitude_save":33,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Abbot Tsujon","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[27,27,30,35],"slug":"creature-1515"},{"attack_bonus":[35,35,35,35],"constitution":5,"primary_source_category":"Adventure Paths","strength":9,"hp":340,"language":["Common","Tien"],"immunity":["disease","paralyzed","poison","precision"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":27,"charisma":5,"speed":{"max":40,"land":40},"perception":33,"wisdom":6,"weakness":{},"creature_ability":["Attack of Opportunity","Susceptible to Death","Combined Charge","Call a Battle Echo","Link Swords","Wind-Fire Charge","Wind-Fire Chariot"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Performance","Religion","Warfare Lore"],"trait":["Ethereal","Phantom","Spirit","Unique","LE","Medium"],"id":"creature-1516","text":" Jin-Hae Recall Knowledge - Ethereal (Occultism): DC 48 Recall Knowledge - Spirit (Occultism): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Jin-Hae Source Pathfinder #168: King of the Mountain pg. 18 Perception +33 Languages Common, Tien Skills Acrobatics +35, Athletics +37, Performance +36, Religion +31, Warfare Lore +38 Str +9 Dex +9 Con +5 Int +5 Wis +6 Cha +5 Items wind and fire wheels (2), hook swords (2) --- AC 43 Fort +33 Ref +30 Will +27 –1 status penalty to all saves vs. death effects HP 340 Immunities disease, paralyzed, poison, precision Attack of Opportunity Reaction Susceptible to Death Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like finger of death ) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife. Combined Charge Reaction (move Frequency once per day) Trigger Cloudsplitter Strides or Tramples within 5 feet of Jin-Hae; Effect Jin-Hae leaps onto Cloudsplitter's back as he charges. She can make a single melee attack against any target they pass during Cloudsplitter's movement. --- Speed 40 feet Melee Single Action hook sword +35 (Disarm, Magical, Parry, Trip, Twin), Damage 6d6+20 slashing Melee Single Action linked hook swords +35 (Magical, reach 10 feet, Sweep), Damage 6d6+20 slashing Melee Single Action wind and fire wheels +35 (Agile, Disarm, Finesse, Magical, Parry, thrown 20 feet, Twin, versatile P), Damage 3d6+15 slashing plus 3d6 fire Ranged Single Action vacuum slash +35 (Air, Divine, range 60 feet), Damage 6d6+10 slashing Divine Innate Spells DC 40 - Constant (7th) Air Walk Call a Battle Echo Single Action (Conjuration) Effect Jin-Hae pulls one of the battle echoes (page 19) to her hand. She is fully aware of every echo and can always pull the one she wants, but she cannot call an echo that has already been unsealed. Link Swords Single Action (Flourish, Stance) Requirements Jin-Hae is wielding two hook swords; Effect Jin-Hae either links her swords together or unlinks them. If the swords are linked, she can make linked hook sword Strikes; if the swords are unlinked, she can make hook sword Strikes. Wind-Fire Charge Two Actions (Divine) Requirements Jin-Hae is wielding her wind and fire wheels; Effect Jin-Hae blasts off on her wind and fire wheels, leaving an elemental trail in her wake. She Strides up to twice her Speed and makes a wind and fire wheel Strike at any point during her movement. The path left by her movement is filled with her choice of an 8th-level wall of wind or wall of fire spell. Jin-Hae is unaffected by any walls she creates with this ability. She cannot use Wind-Fire Charge again for 1d4 rounds. If she uses Wind-Fire Charge again, the wall created by her previous Wind-Fire Charge disappears as soon as her action is completed. Wind-Fire Chariot (Divine) Requirements Jin-Hae is wielding two wind and fire wheels; Effect Jin-Hae's wind and fire wheels float by her feet, giving her the benefits of 7th-level air walk . While this lasts, she can wield her wind and fire wheels even while her hands are full by kicking with them, and her wind and fire wheels gain the thrown 20 feet trait as well as the effects of a returning rune. ","tradition":["Divine"],"skill_mod":{"performance":36,"athletics":37,"acrobatics":35,"religion":31},"primary_source":"Pathfinder #168: King of the Mountain","spell":["Air Walk"],"trait_group":["Creature Type","Monster","Rarity"],"ac":43,"item":["wind and fire wheels (2)","hook swords (2)"],"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1516","intelligence":5,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":9,"fortitude_save":33,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Jin-Hae","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[31,36,41,41],"slug":"creature-1516"},{"primary_source_category":"Adventure Paths","strength":7,"hp":335,"language":["Auran","Celestial","Draconic","Tien","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","charisma":9,"perception":32,"stealth":"35","trait":["Air","Fire","Phantom","Spirit","Unique","LG","Large"],"id":"creature-1517","text":" Cloudsplitter Recall Knowledge - Spirit (Occultism): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Cloudsplitter Source Pathfinder #168: King of the Mountain pg. 19 Perception +32; greater darkvision, scent (imprecise) 60 feet Languages Auran, Celestial, Draconic, Tien; telepathy 100 feet Skills Acrobatics +35, Diplomacy +37, Nature +30, Religion +30, Stealth +35 Str +7 Dex +9 Con +5 Int +5 Wis +6 Cha +9 --- AC 42 Fort +28 Ref +32 Will +30 –1 status penalty to all saves vs. death effects HP 335 Immunities disease, fire, paralyzed, poison, precision Peaceful Aura (abjuration, aura, divine, emotion, mental) 60 feet. Creatures within a kirin's peaceful aura attempting to use a hostile action must first attempt a DC 39 Will save; on a failure, the hostile action is disrupted. If a creature in the aura successfully uses a hostile action, it's temporarily immune to peaceful aura for 24 hours, and while it's temporarily immune, other creatures in the kirin's peaceful aura can perform hostile actions toward it without needing to attempt a Will save. A kirin can select creatures within their aura that can use hostile actions without needing to attempt a Will save. Cloudsplitter allows anyone involved in the player character's bout with Jin-Hae to use hostile actions without a Will save. Deflecting Gale Reaction Trigger The kirin is targeted with a ranged Strike; Effect The kirin intensifies the wind around themself, gaining a circumstance bonus to AC against the triggering attack. Susceptible to Death Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like finger of death ) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife. --- Speed 60 feet Melee Single Action phantom hoof +35 (Force, Magical), Damage 4d10+15 force Melee Single Action phantom horn +35 (Agile, Force, Magical), Damage 4d8+15 force Divine Innate Spells DC 41 - Cantrips (9th) Light - 2nd Detect Alignment (at will) - 8th Calm Emotions (at will), Gust of Wind (×3), Heal (×2), Punishing Winds, Spirit Link (with Jin-Hae only) - Constant (9th) Air Walk Breath Weapon Two Actions (Divine, Evocation, Fire) Cloudsplitter breathes fire in a 30-foot cone, dealing 18d6 fire damage (DC 40 basic Reflex save). Cloudsplitter can't use Breath Weapon again for 1d4 rounds. Rearing Thrust Two Actions The kirin rushes forward, rears up on their hind legs, and descends upon their target with their horn. The kirin Strides and makes a horn Strike. If this Strike hits, it deals an 2d8 additional damage, and the target is knocked prone. Trample Three Actions Medium or smaller, phantom hoof, DC 40 ","element":["Air","Fire"],"skill_mod":{"diplomacy":37,"nature":30,"stealth":35,"acrobatics":35,"religion":30},"primary_source":"Pathfinder #168: King of the Mountain","spell":["Calm Emotions","Gust of Wind","Heal","Punishing Winds","Spirit Link","Detect Alignment","Light","Air Walk"],"ac":42,"level":18,"spell_dc":[41],"source_category":["Adventure Paths"],"sense":" greater darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":5,"reflex_save":32,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":28,"source_group":["Fists of the Ruby Phoenix"],"size":["Large"],"spoilers":"Fists of the Ruby Phoenix","name":"Cloudsplitter","alignment":"LG","rarity":"unique","strike_damage_average":[33,37],"attack_bonus":[35,35],"constitution":5,"immunity":["disease","fire","paralyzed","poison","precision"],"will_save":30,"speed":{"max":60,"land":60},"wisdom":6,"weakness":{},"creature_ability":["Peaceful Aura","Deflecting Gale","Susceptible to Death","Breath Weapon","Rearing Thrust","Trample"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Diplomacy","Nature","Religion","Stealth"],"tradition":["Divine"],"trait_group":["Elemental","Planar","Monster","Energy","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1517","dexterity":9,"category":"creature","slug":"creature-1517"},{"attack_bonus":[32,35],"constitution":8,"primary_source_category":"Adventure Paths","strength":9,"hp":320,"language":["Tien"],"immunity":["air","electricity","sonic"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":27,"charisma":4,"speed":{"fly":60,"max":60,"land":25},"perception":33,"wisdom":5,"weakness":{},"creature_ability":["Stormsight","Hurricane Bag","Stormflight","Tempest Tether","Thunder Drums"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Flying Mountains Lore","Nature","Religion"],"trait":["Humanoid","Kami","Rare","CN","Huge"],"id":"creature-1518","text":" Flying Mountain Kaminari Recall Knowledge - Humanoid (Society): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Flying Mountain Kaminari Source Pathfinder #168: King of the Mountain pg. 23 Perception +33 Languages Tien Skills Acrobatics +31, Athletics +31, Flying Mountains Lore +35, Nature +37, Religion +35 Str +9 Dex +6 Con +8 Int +5 Wis +5 Cha +4 Stormsight Wind, precipitation, and clouds don't impair a kaminari's vision; they ignore the concealed condition from storms, mist, precipitation, and the like. --- AC 42 Fort +30 Ref +33 Will +27 HP 320 Immunities air, electricity, sonic --- Speed 25 feet, fly 60 feet; stormflight Melee Single Action fist +35 (Agile, reach 15 feet, Unarmed), Damage 5d6+17 bludgeoning Ranged Single Action storm blast +32 (Air, Electricity, Magical, range 120 feet), Damage 4d6 bludgeoning plus 3d12 electricity Hurricane Bag Two Actions (Air) A kaminari's bag holds the four winds. The kaminari unleashes four 20-foot bursts within 60 feet with the effects of a 9th-level wall of wind . In addition, a creature that enters one of the bursts takes 6d6 slashing damage (DC 40 basic Reflex save). The bursts can't overlap. After using this activity the kaminari can't use Hurricane Bag for 1d4 rounds. If a kaminari creates a column of lighting using Thunder Drums that intersects one of the areas of the wind, the wind explodes in a peal of thunder, dealing 6d10 sonic damage to creatures in the area of that wall of wind burst. Affected creatures must attempt a DC 40 Fortitude save. The kaminari can detonate only one burst per use of Thunder Drums. Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and is deafened for 1 minute. Critical Failure The target takes double damage and is deafened permanently. Stormflight A kaminari can move in wind with ease. They ignore all difficult terrain from wind and don't need to Maneuver in Flight in high winds. Tempest Tether Two Actions (Air, Electricity) Frequency once per day; Effect Electricity leaps between two kaminari. The kaminari establishes a connection with another kaminari within 150 feet, and lightning and thunder form a line between the centers of their spaces. For the next minute, a creature that begins its turn in the line or enters the line on its turn takes 4d12 electricity damage (DC 40 basic Reflex save). A creature can take this damage only once per round, even if it moves through several tempest tethers. If the distance between the kaminari ever exceeds 150 feet, the tether breaks. Thunder Drums Two Actions (Electricity) The peal of a kaminari's drums bring thunder and lightning. The kaminari summons four 100-foot-tall columns of lightning to strike in 5-foot bursts within 60 feet. These columns can't overlap. Creatures in the burst take 8d12 electricity damage and must attempt a DC 40 Reflex save. The kaminari can't use Thunder Drums again for 1d4 rounds. Critical Success The creature is unaffected. Success The target takes half damage. Failure The target takes full damage and is stunned 1. Critical Failure The target takes double damage and is stunned 2. ","skill_mod":{"nature":37,"athletics":31,"acrobatics":31,"religion":35},"primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Creature Type","Monster","Rarity"],"ac":42,"level":18,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1518","intelligence":5,"reflex_save":33,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":30,"source_group":["Fists of the Ruby Phoenix"],"size":["Huge"],"spoilers":"Fists of the Ruby Phoenix","name":"Flying Mountain Kaminari","alignment":"CN","category":"creature","rarity":"rare","strike_damage_average":[33,34],"slug":"creature-1518"},{"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":450,"language":["Senzar"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":34,"charisma":6,"speed":{"max":25,"land":25},"perception":28,"wisdom":5,"weakness":{"area":20,"bludgeoning":15},"creature_ability":["Riotous Parade","Attack of Opportunity","Troop Defenses","Seiya! Soiya!","Form Up","Troop Movement","Wasshoi! Wasshoi!"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Dancing Lore","Deception","Performance","Society"],"trait":["Spirit","Troop","Unique","CN","Gargantuan"],"id":"creature-1519","text":" Dancing Night Parade Recall Knowledge - Spirit (Occultism): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Dancing Night Parade Source Pathfinder #168: King of the Mountain pg. 41 Perception +28; darkvision Languages Senzar Skills Acrobatics +34, Athletics +33, Dancing Lore +34, Deception +37, Performance +37, Society +32 Str +8 Dex +7 Con +5 Int +5 Wis +5 Cha +6 --- AC 40 Fort +32 Ref +26 Will +34 HP 450 Weaknesses area damage 20, bludgeoning 15, splash damage 10 Riotous Parade (auditory, aura, emotion, enchantment) mental 60 feet. The night parade sweeps up those nearby in a riotous celebration. All creatures in the aura must attempt a DC 39 Will save. The target is then temporarily immune for 10 minutes. Critical Success The target is unafflicted. Success The target laughs and dances. It can't use reactions as long as it stays in the area, and if it attempts to use a <%TRAITS%32%%> concentrate action <%END>, it must succeed at a DC 5 flat check; on a failure, the action is lost. Failure As success, except the target is also slowed 1 while in the area. Critical Failure As success, except the target is also slowed 1 while in the area and the flat check DC is 10. Attack of Opportunity Reaction Troop Defenses --- Speed 25 feet; troop movement Seiya! Soiya! Two Actions (Emotion, Mental, Sonic) The night parade shouts a series of energetic call-and-responses, dealing 3d10 sonic damage and 4d6 mental damage to all creatures in a 10-foot burst within 20 feet (DC 41 basic Will save). If the troop is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Form Up Single Action Troop Movement Whenever a troop Strides, it first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square enters difficult terrain, the extra movement cost applies to the whole troop. Wasshoi! Wasshoi! Single Action to Three Actions Frequency once per round; Effect The night parade dances with wild abandon, unintentionally striking nearby creatures. It deals damage to each adjacent creature (DC 41 basic Reflex save), and any creature that fails its save is pushed 10 feet in any direction as the night parade bounces it overhead. The damage depends on the number of actions. Single Action 1d10+7 bludgeoning damage Two Actions 4d10+14 bludgeoning damage Three Actions 6d10+14 bludgeoning damage ","skill_mod":{"society":32,"performance":37,"deception":37,"athletics":33,"acrobatics":34},"primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Creature Type","Monster","Rarity"],"ac":40,"level":19,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1519","intelligence":5,"reflex_save":26,"strongest_save":["will"],"dexterity":7,"vision":"Darkvision","fortitude_save":32,"source_group":["Fists of the Ruby Phoenix"],"size":["Gargantuan"],"spoilers":"Fists of the Ruby Phoenix","name":"Dancing Night Parade","alignment":"CN","category":"creature","rarity":"unique","slug":"creature-1519"},{"attack_bonus":[35,35],"constitution":7,"primary_source_category":"Adventure Paths","strength":6,"hp":360,"language":["Tien","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":35,"charisma":9,"speed":{"max":25,"land":25},"perception":35,"wisdom":7,"weakness":{},"creature_ability":["Call Dancers","Dance, Puppets, Dance!","Master of Barriers"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Dancing Lore","Deception","Occultism","Performance"],"trait":["Humanoid","Unique","CE","Medium"],"id":"creature-1520","text":" Laruhao Recall Knowledge - Humanoid (Society): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Laruhao Source Pathfinder #168: King of the Mountain pg. 41 Perception +35; darkvision Languages Tien; tongues Skills Acrobatics +35, Athletics +31, Dancing Lore +38, Deception +37, Occultism +34, Performance +39 Str +6 Dex +8 Con +7 Int +7 Wis +7 Cha +9 Items Fighting Fan, greater maestro's instrument (flute) --- AC 43 Fort +32 Ref +29 Will +35 HP 360 --- Speed 25 feet Melee Single Action fighting fan +35 (Agile, Backstabber, deadly d6, Finesse, Monk), Damage 6d4+14 slashing Ranged Single Action piercing note +35 (range increment 60 feet, Sonic), Damage 4d10+17 sonic Bard Composition Spells DC 41, 3 Focus Points - 10th House of Imaginary Walls, Inspire Heroics, Inspire Courage, Inspire Defense Call Dancers Two Actions (Auditory, Healing) Laruhao sends out a pulse of inviting melody that calls more yokai from the ether, restoring 30 Hit Points to the dancing night parade. Dance, Puppets, Dance! Two Actions (Auditory, Linguistic) Laruhao plays an invigorating melody that signals his horde to attack. The dancing night parade can use either Seiya! Soiya! or the two-action version of Wasshoi! Wasshoi! as a reaction. Master of Barriers Laruhao wishes for nothing more than to dance atop his yagura, undisturbed. When he uses his house of imaginary walls composition spell, he creates four 10-foot-by-10-foot walls in a cube around him. A creature must succeed at a DC 41 counteract check to teleport within these walls; otherwise, the teleportation attempt fails. ","skill_mod":{"performance":39,"deception":37,"athletics":31,"occultism":34,"acrobatics":35},"primary_source":"Pathfinder #168: King of the Mountain","spell":["House of Imaginary Walls","Inspire Heroics","Inspire Courage","Inspire Defense"],"trait_group":["Creature Type","Rarity"],"ac":43,"item":["Fighting Fan","greater maestro's instrument (flute)"],"level":19,"spell_dc":[41],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1520","intelligence":7,"reflex_save":29,"strongest_save":["will"],"dexterity":8,"vision":"Darkvision","fortitude_save":32,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Laruhao","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[29,39],"slug":"creature-1520"},{"attack_bonus":[33,35,35],"constitution":6,"primary_source_category":"Adventure Paths","strength":9,"hp":320,"language":["Common","Nagaji","Tengu","Tien","(can't speak any language)"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":28,"charisma":4,"speed":{"max":35,"land":35},"perception":30,"wisdom":5,"weakness":{},"creature_ability":["Ferocity","Retributive Strike","Stalwart Guardian","Toughest Teamwork: Catapult Ally","A Kanabo to an Oni","Earth-Shattering Strike","Flurry of Blows","Wall of Iron"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Irori Lore","Medicine","Occultism","Religion"],"trait":["Fiend","Giant","Humanoid","Oni","Unique","LE","Large"],"id":"creature-1521","text":" Tino (Oni Form) Recall Knowledge - Fiend (Religion): DC 48 Recall Knowledge - Humanoid (Society): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Tino (Oni Form) Source Pathfinder #168: King of the Mountain pg. 47 Perception +30; darkvision Languages Common, Nagaji, Tengu, Tien; (can't speak any language) Skills Acrobatics +35, Athletics +35, Deception +24, Diplomacy +31, Intimidation +35, Irori Lore +31, Medicine +29, Occultism +29, Religion +31 Str +9 Dex +6 Con +6 Int +5 Wis +5 Cha +4 Items +3 major striking kanabo (as greatclub with reach) --- AC 41 (43 with Wall of Iron) Fort +32 Ref +32 Will +28 HP 320 Ferocity Reaction Retributive Strike Reaction Stalwart Guardian Tino gains a reaction at the start of each enemy's turn that he can use only during that enemy's turn. Toughest Teamwork: Catapult Ally Reaction Trigger An ally using a move action moves within reach of Tino's kanabo; Effect Tino scoops his ally with his kanabo and flings them 30 feet in any direction. They can continue any remainder of their movement from their landing location. --- Speed 35 feet Melee Single Action head +35 (deadly d10, reach 10 feet, Sweep), Damage 5d8+17 piercing Melee Single Action fist +35 (Agile, Finesse, Nonlethal, reach 10 feet, Unarmed), Damage 5d6+17 bludgeoning Melee Single Action kanabo +33 (Backswing, reach 15 feet, Shove), Damage 5d10+15 bludgeoning A Kanabo to an Oni Two Actions Tino loses himself further to the oni, pulling out even more strength. He makes a kanabo Strike that deals two additional weapon dice of damage. Earth-Shattering Strike Single Action Requirements Tino's previous action was to successfully Strike an enemy with a weapon that dealt bludgeoning damage; Effect A shockwave blasts out from the force of Tino's strike. Tino attempts a single Athletics check again the Fortitude DC of all enemies within 15 feet. Regardless of the result of the check, all terrain within the area becomes difficult terrain as the ground is cracked into loose shards. Critical Success Tino pushes the creature 10 feet, knocks it prone, and deals 6d6 bludgeoning damage to it. Success Tino pushes the creature 10 feet and knocks it prone. Failure Tino pushes the creature 10 feet. Flurry of Blows Single Action Frequency once per round; Effect Tino makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Wall of Iron Single Action Tino raises his kanabo defensively, gaining a +2 circumstance bonus to AC. ","skill_mod":{"diplomacy":31,"deception":24,"medicine":29,"athletics":35,"intimidation":35,"occultism":29,"acrobatics":35,"religion":31},"primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Creature Type","Monster","Rarity"],"ac":41,"item":["+3 major striking kanabo (as greatclub with reach )"],"level":18,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1521","intelligence":5,"reflex_save":32,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":32,"source_group":["Fists of the Ruby Phoenix"],"size":["Large"],"spoilers":"Fists of the Ruby Phoenix","name":"Tino (Oni Form)","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[34,39,42],"slug":"creature-1521"},{"attack_bonus":[34,34,34],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":331,"language":["Common","Nagaji","Tengu","Tien","(can't speak any language)"],"immunity":["emotion"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":29,"charisma":6,"speed":{"max":25,"land":25},"perception":29,"wisdom":3,"weakness":{},"creature_ability":["Toughest Teamwork: Unsettling Murmur","Change Shape","Disquieting Change Shape","Foxfire Blast","Pinning Shot","Sneak Attack","Waylay"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Deception","Diplomacy"],"trait":["Humanoid","Kitsune","Unique","Zombie","NE","Medium"],"id":"creature-1522","text":" Ji-Yook (Gumiho Form) Recall Knowledge - Humanoid (Society): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Ji-Yook (Gumiho Form) Source Pathfinder #168: King of the Mountain pg. 47 Perception +29; darkvision, emotionsense Languages Common, Nagaji, Tengu, Tien; (can't speak any language) Skills Acrobatics +37, Athletics +35, Deception +35, Diplomacy +31 Str +2 Dex +6 Con +3 Int +5 Wis +3 Cha +6 Items +3 greater striking returning darts (5), +3 greater striking handwraps of mighty blows , +2 greater resilient explorer's clothing, greater smokesticks (2) --- AC 42 Fort +27 Ref +34 Will +29 HP 331 Immunities emotion Toughest Teamwork: Unsettling Murmur Reaction (emotion, fear) Trigger An enemy within 60 feet is the target of a Strike or attempts a Will save; Effect Just when an enemy is preparing to defend itself, Ji-yook sends an illusion of herself to whisper a disquieting secret or threat into their ear. The enemy takes a –2 circumstance penalty to their AC or Will save against the triggering attack or effect. --- Speed 25 feet; waylay Melee Single Action claw +34 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 6d4+10 bludgeoning Ranged Single Action dart +34 (Agile, Magical, reload 0, thrown 20 feet), Damage 6d4+10 piercing Ranged Single Action foxfire +34 (range 20 feet, Versatile), Damage 6d4+8 electricity Change Shape Ji-yook transforms into her human form. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. Ji-yook can remain in her human form indefinitely, and she can shift back to her true kitsune form by using this action again. Disquieting Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) Ji-yook selects one enemy within 60 feet, then Changes Shape into humanoid form, taking the form of a person emotionally close to that enemy, such as a dead family member. Ji-yook is not aware of the form she will take until she transforms. If her target sees her, even if they are aware it is a trick, they must attempt a DC 40 Will save or be frightened 1 (frightened 2 on a critical failure) for 1 round. This is a fear effect. Foxfire Blast Two Actions Frequency once per round; Effect Ji-yook makes a fist strike. On a hit, the target takes an additional 3d6 electricity damage and is pushed back 5 feet. On a critical hit, the target is pushed back and then knocked prone. Pinning Shot Single Action Ji-yook makes a dart Strike. If the attack hits, it deals no damage and instead imparts the bow critical specialization effect against the target. If the attack is a critical hit, the target must succeed at two separate Interact actions to pull the missile free. The target is flat-footed while it remains immobilized in this way. Sneak Attack Ji-yook's Strikes deal an extra 4d6 precision damage to flat-footed creatures. Waylay (Illusion) When Ji-yook Strides at least 10 feet, illusions make her concealed until the start of her next turn. ","skill_mod":{"diplomacy":31,"deception":35,"athletics":35,"acrobatics":37},"primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Creature Type","Ancestry","Rarity","Monster"],"ac":42,"item":["+3 greater striking returning darts (5)","+3 greater striking handwraps of mighty blows","+2 greater resilient explorer's clothing","greater smokesticks (2)"],"level":18,"source_category":["Adventure Paths"],"sense":" darkvision , emotionsense","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1522","intelligence":5,"reflex_save":34,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":27,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Ji-Yook (Gumiho Form)","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[23,25,25],"slug":"creature-1522"},{"attack_bonus":[35,35],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":331,"language":["Common","Nagaji","Tengu","Tien","(can't speak any language)"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":29,"charisma":3,"speed":{"fly":60,"max":60,"land":25},"perception":32,"wisdom":5,"weakness":{},"creature_ability":["Attack of Opportunity","Toughest Teamwork: Wind Shell","Blade Barrage","Disarming Whirl","Airflow Blades"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation","Performance"],"trait":["Humanoid","Tengu","Unique","LE","Medium"],"id":"creature-1523","text":" Takatorra (Daitengu Form) Recall Knowledge - Humanoid (Society): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Takatorra (Daitengu Form) Source Pathfinder #168: King of the Mountain pg. 48 Perception +32; low-light vision Languages Common, Nagaji, Tengu, Tien; (can't speak any language) Skills Acrobatics +31, Athletics +37, Intimidation +31, Performance +29 Str +6 Dex +4 Con +6 Int +4 Wis +5 Cha +3 Items +3 major striking fell tengu gale blades (2) --- AC 42 Fort +33 Ref +29 Will +29 +2 status to all saves HP 331 Attack of Opportunity Reaction Toughest Teamwork: Wind Shell Reaction (abjuration, air) Trigger An ally within 60 feet is targeted by a physical ranged attack; Effect Takatorra wraps their ally in a protective shell of air. The ally gains a +4 status bonus to AC against physical ranged attacks until the beginning of their next turn. --- Speed 25 feet, fly 60 feet Melee Single Action tengu gale blade +35 (Agile, Disarm, Magical, Finesse), Damage 4d6+14 slashing Ranged Single Action vacuum slash +35 (Air, range 120 feet), Damage 6d6+14 slashing Blade Barrage Three Actions Takatorra unleashes a flurry of attacks. Takatorra makes five melee Strikes. They gain a cumulative +2 circumstance bonus to damage for each successful Strike. If one target is hit with at least two of these Strikes, they also take 2d6 persistent bleed damage. They then become stunned 1 and flat-footed until the start of their next turn. Disarming Whirl Two Actions (Flourish) Takatorra spins, striking at their foes' weapons. Takatorra attempts an Athletics check to Disarm against each enemy within their melee reach. Each attempt counts toward Takatorra's multiple attack penalty, but the penalty doesn't increase until they have made all the attempts. Airflow Blades Free Action (Air) Takatorra extends the cutting surface of their blades with high-pressure airflow. Until the end of their turn, their blades have a reach of 15 feet. ","skill_mod":{"performance":29,"athletics":37,"intimidation":31,"acrobatics":31},"primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"ac":42,"item":["+3 major striking fell tengu gale blades (2)"],"level":18,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=1523","intelligence":4,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":33,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Takatorra (Daitengu Form)","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[28,35],"slug":"creature-1523"},{"primary_source_category":"Adventure Paths","strength":3,"hp":256,"language":["Common","Nagaji","Tengu","Tien","(can't speak any language)"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","charisma":6,"perception":28,"trait":["Humanoid","Nagaji","Unique","NE","Medium"],"id":"creature-1524","text":" Yabin The Just (White Serpent Form) Recall Knowledge - Humanoid (Society): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Yabin The Just (White Serpent Form) Source Pathfinder #168: King of the Mountain pg. 48 Perception +28; darkvision Languages Common, Nagaji, Tengu, Tien; (can't speak any language) Skills Acrobatics +31, Athletics +35, Diplomacy +31, Intimidation +37, Occultism +31 Str +3 Dex +5 Con +6 Int +3 Wis +2 Cha +6 --- AC 39 Fort +30 Ref +28 Will +33 HP 256 Immunities poison Poisonous Floodwaters (aura, poison, water) 10 feet Yabin is surrounded by magically generated waist-deep poisonous waters. Enemies that enter the water are exposed to his white serpent venom. The aura is difficult terrain for creatures without a swim Speed. Every time Yabin Casts a Spell, the aura increases in radius by 5 feet, up to a maximum of 60 feet. He can activate or suppress this aura as a single action, which has the concentrate trait. Toughest Teamwork: Envenomed Strike Reaction Trigger An ally within 20 feet makes a Strike that would deal piercing or slashing damage and hasn't yet rolled the attack roll; Effect Yabin spits venom on his ally's weapon. The Strike, if it hits, also exposes the target to Yabin's white serpent venom. If the Strike misses, the venom evaporates off immediately. --- Speed 25 feet, burrow 20 feet, swim 60 feet Melee Single Action fangs +33 (Finesse, reach 10 feet), Damage 4d10+11 piercing plus white serpent venom Ranged Single Action venom +33 (range 20 feet), Damage 4d8+8 poison plus white serpent venom Arcane Spontaneous Spells DC 40, attack +32 - Cantrips (9th) Acid Splash, Detect Magic, Light, Shield, Telekinetic Projectile - 5th Chromatic Wall, Cloak of Colors, Freedom of Movement, Haste (4 slots) - 6th Chain Lightning, Feeblemind, Fireball, Spellwrack (4 slots) - 7th Disintegrate, Eclipse Burst, Mask of Terror, True Seeing (4 slots) - 8th Disappearance, Horrid Wilting, Prismatic Wall, Scintillating Pattern (4 slots) - 9th Dispel Magic, Magic Missile, Polar Ray (4 slots) White Serpent Venom (Poison, Virulent) Saving Throw DC 36 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison (1 round); Stage 2 5d6 poison and dazzled (1 round); Stage 3 5d6 poison and blinded (1 round) Rattling Magic Yabin substitutes all spellcasting components when Casting a Spell with rattling of his tail. This has the concentrate trait. ","skill_mod":{"diplomacy":31,"athletics":35,"intimidation":37,"occultism":31,"acrobatics":31},"primary_source":"Pathfinder #168: King of the Mountain","spell":["Dispel Magic","Magic Missile","Polar Ray","Disappearance","Horrid Wilting","Prismatic Wall","Scintillating Pattern","Disintegrate","Eclipse Burst","Mask of Terror","True Seeing","Chain Lightning","Feeblemind","Fireball","Spellwrack","Chromatic Wall","Cloak of Colors","Freedom of Movement","Haste","Acid Splash","Detect Magic","Light","Shield","Telekinetic Projectile"],"ac":39,"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":30,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Yabin The Just (White Serpent Form)","alignment":"NE","rarity":"unique","strike_damage_average":[26,33],"attack_bonus":[33,33],"constitution":6,"immunity":["poison"],"spell_attack_bonus":[32],"will_save":33,"speed":{"max":60,"land":25,"burrow":20,"swim":60},"wisdom":2,"weakness":{},"creature_ability":["Poisonous Floodwaters","Toughest Teamwork: Envenomed Strike","White Serpent Venom","Rattling Magic"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Occultism"],"tradition":["Arcane"],"trait_group":["Creature Type","Monster","Ancestry","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=1524","dexterity":5,"category":"creature","slug":"creature-1524"},{"attack_bonus":[35,35],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":360,"language":["Common","Goblin","Tien","Ysoki"],"immunity":["trip"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","spell_attack_bonus":[37],"will_save":36,"charisma":5,"speed":{"max":35,"land":35},"perception":33,"wisdom":3,"weakness":{},"creature_ability":["Dragline Trip","Spiraling Web","Empowered Hair","Familiar","Silkworm's Basket"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Arcana","Deception","Medicine","Nature","Occultism","Religion","Society","Thievery"],"trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-1525","text":" Syu Tak-Nwa (Level 20) Recall Knowledge - Humanoid (Society): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Syu Tak-Nwa (Level 20) Source Pathfinder #168: King of the Mountain pg. 52 Perception +33; tremorsense (precise) 60 feet Languages Common, Goblin, Tien, Ysoki Skills Acrobatics +32, Arcana +34, Deception +34, Medicine +32, Nature +34, Occultism +38, Religion +34, Society +32, Thievery +29 Str +3 Dex +6 Con +2 Int +7 Wis +3 Cha +5 --- AC 42 Fort +31 Ref +32 Will +36 +3 status to all saves vs. conjuration HP 360 Immunities trip Dragline Trip Reaction Trigger A creature within 20 feet uses a move action or leaves a square during a move action it's using; Effect Syu Tak-nwa surreptitiously sends a strand of hair through a portal to emerge near the creature's feet, wings, or other ambulatory limbs. She attempts to Trip the creature. Spiraling Web Reaction Trigger Syu Tak-nwa is the target of a ranged Strike or ranged spell attack roll; Requirements Syu Tak-nwa is aware of the attack and not flat-footed against it; Effect Hairs erupt from portals around the missile and attempt to wrap around it. Syu Tak-nwa gains a +4 circumstance bonus to AC against the triggering attack. If this would cause the attack to miss, the missile remains tangled and suspended in midair. --- Speed 35 feet, ignores difficult terrain Melee Single Action hair +35 (Agile, Finesse, Grapple, reach 15 feet, Trip, Unarmed, versatile S), Damage 6d4+20 bludgeoning Melee Single Action braid +35 (Forceful, reach 10 feet, Shove, Unarmed), Damage 6d6+20 bludgeoning Occult Prepared Spells DC 45, attack +37 - Cantrips (10th) Daze, Forbidding Ward, Guidance, Shield, Telekinetic Projectile - 4th Blink, Remove Fear, Remove Paralysis - 5th Black Tentacles, Chilling Darkness, Synaptic Pulse - 6th Feeblemind, Repulsion, True Seeing - 7th Soothe, Spider Sting, Warp Mind - 8th Collective Transposition, Haste, Slow - 9th Soothe, Unfathomable Song, Weird - 10th Dispel Magic, Vampiric Exsanguination, Visions of Danger Witch Hexes DC 42, 3 Focus Points - Cantrips (10th) Evil Eye - 10th Cackle, Curse of Death, Malicious Shadow, Needle of Vengeance Empowered Hair Tak-nwa's mastery over her prehensile hair while in the Glass Lighthouse is so powerful that she can walk on thick strands like giant spider legs. This makes her immune to tripping, and she ignores the effects of difficult terrain (but not greater difficult terrain). She can use her living hair to perform precise tasks such as picking up objects and performing simple Interact actions. She can also deliver hexes through her hair. Whenever Tak-nwa successfully casts a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if her target is within reach, as part of the spellcasting activity she can make a hair Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect. Familiar Tak-nwa's familiar is an elephant hawk moth named Yon-so. Yon-so has a fly Speed of 40 feet, darkvision, and scent as an imprecise sense to a range of 30 feet. Yon-so can speak Tien, and when Yon-so rolls a success on a Reflex or Fortitude save it takes no damage against the effect. Silkworm's Basket Three Actions (Certain Kill, Conjuration) Syu Tak-nwa tears thousands of minute portals into space, sending a single hair through each. The hairs emerge at a space within 30 feet, braiding and twining together to create a cube 20 feet to each side. This has the effects of a 10th-level force cage , except that Syu Tak-nwa does not need to sustain the basket; it has a duration of 1 minute. While the Silkworm's Basket persists, Syu Tak-nwa is quickened and can use the extra action only to make a hair or braid Strike against any target within the basket, regardless of her distance to them. She can't create more than one basket at a time. ","tradition":["Occult"],"skill_mod":{"society":32,"deception":34,"nature":34,"thievery":29,"arcana":34,"medicine":32,"occultism":38,"acrobatics":32,"religion":34},"primary_source":"Pathfinder #168: King of the Mountain","spell":["Dispel Magic","Vampiric Exsanguination","Visions of Danger","Soothe","Unfathomable Song","Weird","Collective Transposition","Haste","Slow","Spider Sting","Warp Mind","Feeblemind","Repulsion","True Seeing","Black Tentacles","Chilling Darkness","Synaptic Pulse","Blink","Remove Fear","Remove Paralysis","Daze","Forbidding Ward","Guidance","Shield","Telekinetic Projectile","Cackle","Curse of Death","Malicious Shadow","Needle of Vengeance","Evil Eye"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":42,"level":20,"spell_dc":[42,45],"source_category":["Adventure Paths"],"sense":" tremorsense (precise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1525","intelligence":7,"reflex_save":32,"strongest_save":["will"],"dexterity":6,"fortitude_save":31,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Syu Tak-Nwa (Level 20)","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[35,41],"slug":"creature-1525"},{"attack_bonus":[37,38,38],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":360,"language":["Common","Goblin","Tien","Ysoki"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":30,"charisma":1,"speed":{"max":30,"land":30},"perception":34,"wisdom":3,"weakness":{},"creature_ability":["Nimble Dodge","Ki Absorption","Pressure Point Attack","Sneak Attack","Swallows in Flight"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Deception","Medicine","Occultism","Thievery"],"trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-1526","text":" Shino Hakusa (Level 20) Recall Knowledge - Humanoid (Society): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Shino Hakusa (Level 20) Source Pathfinder #168: King of the Mountain pg. 53 Perception +34; lifesense Languages Common, Goblin, Tien, Ysoki Skills Acrobatics +38, Athletics +35, Deception +33, Medicine +35, Occultism +35, Thievery +33 Str +6 Dex +7 Con +4 Int +2 Wis +3 Cha +1 Items +3 major striking greater shock handwraps of mighty blows , potion of flying , potion of haste --- AC 45 Fort +33 Ref +36 Will +30 +3 status to all saves vs. necromancy HP 360 Nimble Dodge Reaction Trigger Hakusa is targeted with a melee or ranged attack by an attacker she can see; Effect Hakusa gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet Melee Single Action fingers +38 (Agile, Finesse, Magical, Unarmed), Damage 4d6+14 piercing plus ki absorption Melee Single Action palm +37 (Forceful, Magical, Shove, Unarmed), Damage 6d6+14 bludgeoning plus ki absorption Ranged Single Action vitality blast +38 (Magical, Negative, range 60 feet, Unarmed, versatile positive), Damage 4d8+8 negative Ki Absorption (Necromancy) Hakusa absorbs vitality with each blow. She gains fast healing 10 for 1 round whenever she successfully Strikes with a melee unarmed attack. Pressure Point Attack Two Actions Hakusa rapidly strikes at pressure points to debilitate a foe. She makes a fingers Strike. On a hit, the target takes damage as normal and must attempt a DC 43 Fortitude save. Regardless of the result of the save, the target is then temporarily immune to Pressure Point Attack for 1 minute. Critical Success The target is unaffected. Success The target's muscles become temporarily weaker. For 1 round, the target is enfeebled 2, and any time it attempts to take an action with the manipulate trait, the action is disrupted unless it succeeds at a flat check with a DC equal to 5 + its enfeebled value. Failure As success, but the duration is 1 minute. Critical Failure As success, but the duration is 1 minute, the flat check is DC 11, and the target takes a –10-foot status penalty to all Speeds for the duration. Sneak Attack Hakusa's Strikes deal an extra 5d6 precision damage to flat-footed creatures. Swallows in Flight Two Actions (Certain Kill, Necromancy, Negative) Frequency once per round; Effect Hakusa strikes a series of pressure points on her target's body that redirects its ki to the heart, before following up with a palm strike to the sternum. She makes a fingers Strike and a palm Strike, dealing damage as normal. If both hit, the target takes 8d10 negative damage as its life energy escapes from its body in a shower of bird-shaped sparks. The target attempts a DC 43 Fortitude save. Critical Success The target is unaffected. Success The target takes half the negative damage. Failure The target takes full damage, its life energy exploding violently from its back in a 30-foot cone originating from the target. All of Hakusa's other enemies in the cone also take the negative damage (DC 43 basic Fortitude save). Critical Failure As failure, but the target takes double negative damage. ","skill_mod":{"deception":33,"thievery":33,"medicine":35,"athletics":35,"occultism":35,"acrobatics":38},"primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":45,"item":["+3 major striking greater shock handwraps of mighty blows","potion of flying","potion of haste"],"level":20,"source_category":["Adventure Paths"],"sense":" lifesense ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1526","intelligence":2,"reflex_save":36,"strongest_save":["ref","reflex"],"dexterity":7,"fortitude_save":33,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Shino Hakusa (Level 20)","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[26,28,35],"slug":"creature-1526"},{"attack_bonus":[40],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":460,"language":["Common","Goblin","Tien","Ysoki"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":30,"charisma":1,"speed":{"fly":60,"max":60,"land":25},"perception":33,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Body Slam","Constrict","Major Leaping Catch","Plummeting Fall","Titan Wrestler","Whirlwind Toss"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Intimidation","Survival","Warfare Lore"],"trait":["Goblin","Humanoid","Unique","LE","Medium"],"id":"creature-1527","text":" Ran-To (Level 20) Recall Knowledge - Humanoid (Society): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Ran-To (Level 20) Source Pathfinder #168: King of the Mountain pg. 54 Perception +33; darkvision Languages Common, Goblin, Tien, Ysoki Skills Acrobatics +32, Athletics +41, Intimidation +34, Survival +32, Warfare Lore +32 Str +7 Dex +4 Con +5 Int +2 Wis +3 Cha +1 Items +3 major striking gauntlet , +3 major striking halfling sling staff (20 bullets and 5 greater explosive bullets ), +3 greater resilient studded leather armor --- AC 44 Fort +36 Ref +33 Will +30 +3 status to all saves vs. evocation HP 460 Attack of Opportunity Reaction When a creature triggers Ran-to's Attack of Opportunity, he can attempt an Athletics check to Grapple the triggering creature instead of making a melee Strike. He can still disrupt a triggering manipulate action if he critically succeeds at his attempt. --- Speed 25 feet, fly 60 feet Melee Single Action gauntlet +40 (Agile, Free-Hand, Magical), Damage 4d4+21 bludgeoning plus Improved Grab Body Slam Single Action Requirements Ran-to is grabbing a creature; Effect Ran-to throws his foe against the ground. The grabbed creature takes 12d6 bludgeoning damage (DC 43 basic Fortitude save) and is knocked prone. The creature is no longer grabbed. Constrict Single Action 7d4+5 bludgeoning, DC 43 Major Leaping Catch Two Actions Ran-to leaps from the ground and attempts to grab a foe while he soars. He makes a Leap, High Jump, or Long Jump. His maximum distance is 100 feet. He must succeed at an Athletics check to perform the leap as usual, but regardless of the type of leap the DC is equal to half the number of feet he moves in the air. Ran-to can attempt an Athletics check to Grapple at any point during the jump. Immediately after the attempt, he (and the creature, if the Grapple was successful) falls to the ground. Ran-to takes no falling damage when using this ability, but the grabbed creature takes the appropriate amount of falling damage as if it had fallen the distance moved. Ran-to can spend three actions to use this ability instead of two; if he does, he can use Plummeting Fall to add 12d6 bludgeoning damage to the falling damage dealt to the grabbed creature, and the creature is knocked prone. Plummeting Fall Single Action (Certain Kill) Frequency once per round; Requirements Ran-to has a creature grabbed and the creature is airborne; Effect Ran-to spins and increases the force of gravity, sending him and the creature to the ground. The target takes 12d6 bludgeoning damage from the fall and is knocked prone; Ran-to is unharmed. Titan Wrestler Ran-to can attempt to Disarm, Grapple, Shove, or Trip creatures, regardless of their size. Whirlwind Toss Three Actions Frequency once per round; Requirements Ran-to has a creature grabbed; Effect Ran-to spins the creature he's holding, smashing it against any creatures within his reach, then throws the creature aside. Ran-to attempts an Athletics check against the grabbed creature's Fortitude DC. Regardless of the result, the creature is no longer grabbed after this activity. Critical Success Ran-to tosses his foe mightily. The grabbed creature is thrown into a space within 20 feet, takes 16d6 bludgeoning damage, and falls prone. All creatures adjacent to Ran-to take the same amount of bludgeoning damage (DC 43 basic Reflex save). Success As critical success, except the grabbed creature is thrown into a space within 10 feet, and creatures take 12d6 bludgeoning damage. Failure Ran-to tosses his foe aside. The grabbed creature falls prone. Critical Failure Ran-to loses hold of his foe. ","skill_mod":{"survival":32,"athletics":41,"intimidation":34,"acrobatics":32},"primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":44,"item":["+3 major striking gauntlet","+3 major striking halfling sling staff (20 bullets and 5 greater explosive bullets )","+3 greater resilient studded leather armor"],"level":20,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1527","intelligence":2,"reflex_save":33,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":36,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Ran-To (Level 20)","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[31],"slug":"creature-1527"},{"attack_bonus":[35,38,38],"constitution":4,"primary_source_category":"Adventure Paths","strength":3,"hp":366,"language":["Common","Goblin","Tien","Ysoki"],"immunity":["poison"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":33,"charisma":2,"speed":{"max":25,"land":25},"perception":33,"wisdom":3,"weakness":{},"creature_ability":["Infused Items","Poisoned Coat Trigger","Plum Rain Deluge","Pinpoint Poisoner","Poison Spray","Potent Poisoner","Quick Application","Quick Bomber"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Deception","Diplomacy","Stealth","Thievery"],"stealth":"35","trait":["Humanoid","Ratfolk","Unique","NE","Medium"],"id":"creature-1528","text":" Blue Viper (Level 20) Recall Knowledge - Humanoid (Society): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Blue Viper (Level 20) Source Pathfinder #168: King of the Mountain pg. 54 Perception +33; low-light vision Languages Common, Goblin, Tien, Ysoki Skills Acrobatics +35, Athletics +29, Deception +28, Diplomacy +26, Stealth +35, Thievery +33 Str +3 Dex +7 Con +4 Int +5 Wis +3 Cha +2 Infused Items Blue Viper carries the following infused items: 3 major acid flasks, 5 black lotus extracts, 3 major bottled lightnings, 4 true elixirs of life, 3 major frost vials, 2 mindfog mists, 3 oblivion essences, 3 major tanglefoot bags, 5 tears of death, and 2 major thunderstones. These items last for 24 hours, or until the next time Blue Viper makes his daily preparations. Items dragon bile (applied to body), hidden cheek needles, +3 major striking shortsword --- AC 44 Fort +30 Ref +36 Will +33 +3 status to all saves vs. transmutation HP 366 Immunities poison Poisoned Coat Reaction Trigger A creature adjacent to Blue Viper hits him with a melee unarmed Strike Effect The triggering creature is exposed to dragon bile. This consumes the poison, and Blue Viper can't use Poisoned Coat again until he takes 10 minutes and uses one dose of contact or injury poison to apply to his clothing. --- Speed 25 feet Melee Single Action shortsword +38 (Agile, Finesse, versatile S), Damage 4d6+11 piercing Ranged Single Action alchemical bomb +38 (range increment 20 feet, Splash), Damage varies by bomb Ranged Single Action hidden cheek needles +35 (Concealable, range increment 10 feet), Damage 9 piercing plus tears of death or black lotus extract Plum Rain Deluge Three Actions (Certain Kill, Transmutation) Frequency once per round; Effect Blue Viper accelerates the flow of time so his poisons run their course faster. He Interacts to draw a contact poison and throws it in the air, where it showers down in a 20-foot burst within 60 feet. All creatures in the burst are automatically exposed to the poison, bypassing any onset time, and each creature must attempt a saving throw against that poison. If a creature fails, the duration of any beneficial spells or effects affecting the creature are reduced by 3 rounds (or by 6 rounds on a critical failure). Pinpoint Poisoner When Blue Viper successfully Strikes a flat-footed creature with a poisoned weapon or exposes a flat-footed creature to an inhaled poison, the creature takes a –2 circumstance penalty to its initial save against that poison. Poison Spray Single Action Requirements Blue Viper is holding a contact or injury poison; Effect Blue Viper swigs the poison and sprays it out of his mouth, affecting a 15-foot cone. Blue Viper is not exposed to the poison. All creatures in the cone are immediately exposed to the poison, bypassing any onset time, and each creature must attempt a Fortitude save against the poison. Potent Poisoner Blue Viper's infused poisons have a DC of 47. Quick Application Single Action Blue Viper Interacts to draw an injury poison and applies it to a weapon he is holding. Quick Bomber Single Action Blue Viper Interacts to draw a bomb, then Strikes with it. ","skill_mod":{"diplomacy":26,"deception":28,"thievery":33,"stealth":35,"athletics":29,"acrobatics":35},"primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":44,"item":["dragon bile (applied to body)","hidden cheek needles","+3 major striking shortsword"],"level":20,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1528","intelligence":5,"reflex_save":36,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Low-light vision","fortitude_save":30,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Blue Viper (Level 20)","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[25],"slug":"creature-1528"},{"attack_bonus":[43,43,43],"constitution":10,"primary_source_category":"Adventure Paths","strength":12,"hp":550,"language":["Common","Senzar","Tien","Utopian"],"immunity":["death effects","disease","emotion","extradimensional","fear","keeper of the lighthouse"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":42,"charisma":7,"speed":{"fly":60,"max":60,"land":60},"perception":46,"wisdom":8,"weakness":{"chaotic":25},"creature_ability":["Spatial Sense","Attack of Opportunity","Center of the World","Extradimensional Immunity","Keeper of the Lighthouse","Portal Redirection","Dimensional Flurry","Dimensional Grasp","Mover of Worlds","Rend"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Demiplane Lore","Intimidation"],"trait":["Aeon","Monitor","Unique","LE","Gargantuan"],"id":"creature-1529","text":" Spinel Leviathan Syndara Recall Knowledge - Monitor (Religion): DC 58 Unspecific Lore : DC 56 Specific Lore : DC 53 Spinel Leviathan Syndara Source Pathfinder #168: King of the Mountain pg. 58 Perception +46; spatial sense Languages Common, Senzar, Tien, Utopian Skills Acrobatics +45, Athletics +48, Demiplane Lore +48, Intimidation +45 Str +12 Dex +9 Con +10 Int +8 Wis +8 Cha +7 Spatial Sense Syndara instinctively knows the position of all creatures and objects within the Glass Lighthouse as a precise sense. His senses do not extend into extraplanar spaces (such as a bag of holding ), even if the entrance to these spaces is within the Lighthouse . --- AC 51 Fort +46 Ref +38 Will +42 +1 status to all saves vs. magical, +4 status to all saves vs. mental HP 550 Immunities death effects, disease, emotion, extradimensional, fear, keeper of the lighthouse Resistances electricity 25, mental 25 Weaknesses chaotic 25 Attack of Opportunity Reaction Center of the World Reaction (divine, teleportation) Trigger A creature finishes moving, even if it moved using something other than a move action; Effect Syndara is the figurative and literal center of this world. As the triggering creature moves, space reasserts itself, teleporting Syndara to be in the same position relative to the creature as he was when the creature began its movement. If the space he would teleport into is occupied, he displaces the obstructing creature or object into the nearest available space. Extradimensional Immunity ; Syndara can foil any attempts to use planar powers against him. He is immune to all extradimensional effects, such as maze , but can choose to be affected by such effects normally. Keeper of the Lighthouse ; Syndara can choose whether he is affected by his worldspheres (page 57). Portal Redirection Reaction (conjuration, divine, teleportation) Trigger Syndara is targeted by a ranged Strike or spell attack roll; Effect Syndara opens a portal in front of the incoming missile, then opens another portal nearby that fires the missile at another creature within 60 feet of him. He takes no damage from the triggering attack and makes a ranged Strike with a +43 attack bonus. The Strike deals damage according to the triggering ability. --- Speed 60 feet, fly 60 feet Melee Single Action spatial pincers +43 (Magical, reach 15 feet, versatile S), Damage 7d10+18 piercing Melee Single Action tentacle +43 (Agile, Magical, reach 20 feet), Damage 7d8+20 bludgeoning plus Improved Grab Ranged Single Action warpspines +43 (Agile, Brutal, Magical, Propulsive, splash 4d6 piercing, range increment 120 feet), Damage 4d6+12 piercing Dimensional Flurry Three Actions Syndara makes six Strikes. Any creature struck must succeed at a DC 46 Will save or be teleported to a location of Syndara's choice within 60 feet of him when the flurry is complete. The teleportation has the conjuration, divine, and teleportation traits. Dimensional Grasp (Abjuration, Divine) Syndara's grasp extends across dimensions. Creatures grabbed by Syndara can't benefit from teleportation, extradimensional effects, or effects that would move them to a different plane. Mover of Worlds Two Actions (Conjuration, Divine) With great regret, Syndara calls his masterpieces from the firmament to crash down upon his enemies. He flings four worldspheres to any four points within 500 feet. Each worldsphere deals 20d6 damage in a 40-foot burst (DC 48 basic Reflex save). Syndara chooses the type of damage for each worldsphere, which can be any type he chooses, though each worldsphere must deal a different type of damage. On a failed save, the target is pushed to the edge of the burst. No matter how many overlapping explosions it's caught in, a creature can take damage from only one worldsphere per round. Syndara is immune to the damage dealt by his worldspheres. Syndara can't use Mover of Worlds again for 1d4 rounds. Rend Single Action spatial pincers ","skill_mod":{"athletics":48,"intimidation":45,"acrobatics":45},"primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Monster","Creature Type","Rarity"],"ac":51,"level":24,"source_category":["Adventure Paths"],"sense":"spatial sense","weakest_save":["ref","reflex"],"resistance":{"electricity":25,"mental":25},"url":"/NPCs.aspx?ID=1529","intelligence":8,"reflex_save":38,"strongest_save":["fort","fortitude"],"dexterity":9,"fortitude_save":46,"source_group":["Fists of the Ruby Phoenix"],"size":["Gargantuan"],"spoilers":"Fists of the Ruby Phoenix","name":"Spinel Leviathan Syndara","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[26,51,56],"slug":"creature-1529"},{"attack_bonus":[39,41,41],"constitution":8,"primary_source_category":"Adventure Paths","strength":10,"hp":380,"language":["Common","Senzar","Tien","Utopian"],"immunity":["extradimensional","keeper of the lighthouse"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":36,"charisma":7,"speed":{"max":40,"land":40},"perception":39,"wisdom":11,"weakness":{},"creature_ability":["Spatial Sense","Attack of Opportunity","Essence Reflection","Extradimensional Immunity","Keeper of the Lighthouse","Portal Redirection","Gateway Onslaught","Planar Restructuring","Temporal Flurry","Vicious Impact","Walk the Spiral"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Arcana","Athletics","Deception","Demiplane Lore","Intimidation","Occultism"],"trait":["Aeon","Monitor","Unique","LE","Medium"],"id":"creature-1530","text":" Syndara The Sculptor From the moment of his creation, Syndara was drawn to patterns. Though all axiomites strive to bring order in a chaotic world—many through acts of creation—Syndara took this a step further than his fellow inhabitants of Axis, not by crafting clever artifices, but by creating entire pocket realities of mathematically precise shapes and spirals. For many years, Syndara was the premier artist of Axis, until one day a ruby-haired sorcerer arrived at the city's gates. The two were immediate kindred spirits. But time passed and Syndara grew jealous of Hao Jin's innate gifts. His creations grew crueler and more depraved, his “art” seeking to shock as if to make up for a self-perceived deficit in ability. Hao Jin realized that while Syndara had always desired to cultivate order from chaos, he also wished to impose his own idea of how the world should be on others—by force if necessary. After a great struggle, Hao Jin defeated her old friend. She could not bear to destroy him, though, and instead imprisoned him within his own demiplane-in-progress, the Glass Lighthouse . She further secured him by placing the Glass Lighthouse in her own demiplane, the Hao Jin Tapestry , which amplified the effects and duration of his imprisonment. Syndara spent eons trapped in a flow of turbulent time, consumed with thoughts of revenge. Now that he is free from his cage, Syndara seeks to humiliate and kill Hao Jin then claim her magic for himself. Campaign Role Syndara is the ultimate villain of this Adventure Path and has been manipulating events behind the scenes since before the start of this decade's Ruby Phoenix Tournament. He recruited the Lightkeepers to enter the tournament and gather information on the other teams, and he also orchestrated Mogaru's attack on Goka to force a direct confrontation with Hao Jin on his own demiplane, the one place he stood a chance of defeating her. He orchestrates his Hungry Ghost Tournament on his demiplane island both as an insult to Hao Jin and to delay the party so he has time to recover from his duel with the Ruby Phoenix. Once the player characters reach the Glass Lighthouse , Syndara begins to see them as Hao Jin's successors and will stop at nothing to utterly destroy them. Recall Knowledge - Monitor (Religion): DC 54 Unspecific Lore : DC 52 Specific Lore : DC 49 Syndara The Sculptor Source Pathfinder #168: King of the Mountain pg. 90 Perception +39; spatial sense Languages Common, Senzar, Tien, Utopian Skills Acrobatics +41, Arcana +37, Athletics +39, Deception +34, Demiplane Lore +45, Intimidation +39, Occultism +37 Str +10 Dex +11 Con +8 Int +8 Wis +11 Cha +7 Spatial Sense Syndara instinctively knows the position of all creatures and objects within the Glass Lighthouse as a precise sense. His senses do not extend into extraplanar spaces, even if the entrance to these spaces is within the Lighthouse (such as a creature within a bag of holding ). --- AC 48 Fort +39 Ref +39 Will +36 +2 status to all saves vs. chaotic HP 380 (fast healing 20) Immunities extradimensional, keeper of the lighthouse Attack of Opportunity Reaction Essence Reflection Syndara and his reflection (page 57) are two linked existences. If one of them is affected by a harmful effect, they can shift the harmful effect to the other as a free action, even if they can't act. Extradimensional Immunity Syndara can foil any attempts to use planar powers against him. He is immune to all extradimensional effects, such as maze , but can choose to be affected by such effects normally. Keeper of the Lighthouse ; Syndara can choose whether he is affected by his worldspheres (page 57). Portal Redirection Reaction (conjuration, divine, teleportation) Trigger Syndara is targeted by a ranged Strike or spell attack roll; Effect Syndara opens a portal in front of the incoming missile, then opens another portal nearby that fires the missile at another creature within 60 feet of him. He takes no damage from the triggering attack and makes a ranged Strike with a +43 bonus. The Strike deals damage according to the triggering ability. --- Speed 40 feet, air walk Melee Single Action palm +41 (Agile, Finesse, reach 10 feet, Unarmed), Damage 6d6+18 bludgeoning plus vicious impact Melee Single Action knifehand +41 (deadly d10, Finesse, reach 10 feet, Unarmed, versatile P), Damage 7d8+18 slashing plus vicious impact Ranged Single Action elemental gateway +39 (Cold, range 120 feet), Damage 4d10+19 acid, cold, electricity, fire, or sonic Gateway Onslaught Two Actions (Conjuration, Teleportation) Requirements Syndara is in the Glass Lighthouse ; Effect Syndara folds the fabric of the Glass Lighthouse before opening several gateways from which dangerous elements spew forth. He teleports to his throne, regardless of distance, then makes three elemental gateway Strikes. Each Strike must target a different creature. He can't use Gateway Onslaught again for 1d4 rounds. Planar Restructuring Single Action (Concentrate) Requirements Syndara is in the Glass Lighthouse ; Effect Syndara exerts his will over the Glass Lighthouse to cause one of several effects. The effect is magical, but Syndara isn't using magic when he takes this action—just triggering a magical effect he already set up. The level for each of these effects is 10, and any save is DC 45. Syndara or Syndara's Reflection can't use Planar Restructuring for 1d4 rounds. Accelerate/Decelerate Syndara affects the flow of time around a target within 60 feet, affecting them with either haste or slow . Deny Syndara rejects the existence of a power other than his own, affecting an object with disjunction . Rewind Syndara rewinds time to undo harm. He or his reflection are affected by the two-action version of heal or by restoration . Rise Syndara creates a gravitational nexus of reverse gravity . Sequester Syndara folds space to affect a creature with resilient sphere . Temporal Flurry Two Actions Frequency once per round; Effect Syndara bends time to make multiple attacks. He makes three unarmed Strikes. If multiple attacks hit the same creature, combine their damage for the purpose of resistances and weaknesses. Vicious Impact Syndara has had an eternity to reflect on his own weaknesses and the weakness of others. If he critically hits with a melee Strike, he can target the eyes, joints, or other weak points to add one of the following effects of his choice unless the target succeeds on a DC 46 Fortitude save. The target becomes clumsy 1 for 1 minute. The target becomes enfeebled 1 for 1 minute. The target takes 3d6 persistent bleed damage. The target can't Step for 1 minute. Walk the Spiral Free Action Requirements Syndara is in the Glass Lighthouse; Trigger Syndara Strikes a creature on his own turn; Effect Syndara rotates the space of the Glass Lighthouse around himself to carry him to a distant location in an instant. He Strides twice. This movement doesn't trigger reactions. If his next action is to attack a different target than the triggering creature, he gains a +1 circumstance bonus to that attack; each time he Walks the Spiral in a turn, this bonus increases by 1, to a maximum of +3. ","skill_mod":{"deception":34,"arcana":37,"athletics":39,"intimidation":39,"occultism":37,"acrobatics":41},"summary":"From the moment of his creation, Syndara was drawn to patterns. Though all axiomites strive to bring order in a chaotic world—many through acts of …","image":["/Images/Monsters/Syndara.png"],"primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Monster","Creature Type","Rarity"],"ac":48,"level":22,"source_category":["Adventure Paths"],"sense":"spatial sense","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1530","intelligence":8,"reflex_save":39,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":11,"fortitude_save":39,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Syndara The Sculptor","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[39,41,49],"slug":"creature-1530"},{"attack_bonus":[7,10],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":34,"language":["Common","Infernal","Varisian"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","will_save":5,"charisma":0,"speed":{"max":20,"land":20},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Intimidating Strike","Power Attack"],"primary_source_group":"Age of Ashes","skill":["Athletics","Intimidation","Religion","Society"],"trait":["Human","Humanoid","Unique","LN","Medium"],"id":"creature-1531","text":" Alak Stagram Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Alak Stagram Source Pathfinder #145: Hellknight Hill pg. 19 Perception +7 Languages Common, Infernal, Varisian Skills Athletics +8, Intimidation +4, Religion +5, Society +4 Str +4 Dex +1 Con +3 Int +0 Wis +1 Cha +0 Items full plate armor, Greatsword, Javelin (2) --- AC 20 Fort +9 Ref +7 Will +5 HP 34 Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action greatsword +10 (versatile P), Damage 1d12+4 slashing Ranged Single Action javelin +7 (versatile P), Damage 1d6+4 piercing Intimidating Strike Two Actions Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit. Power Attack Two Actions You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. ","skill_mod":{"society":4,"athletics":8,"intimidation":4,"religion":5},"primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":20,"item":["full plate armor","Greatsword","Javelin (2)"],"level":2,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1531","intelligence":0,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":9,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Alak Stagram","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[7,10],"slug":"creature-1531"},{"attack_bonus":[9,9,9],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":35,"language":["Common","Goblin","Halfling"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","will_save":6,"charisma":2,"speed":{"max":25,"land":25},"perception":6,"wisdom":-1,"weakness":{},"creature_ability":["Deny Advantage","Nimble Dodge","Quick Draw","Sneak Attack","Surprise Attack"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Breachill Lore","Deception","Intimidation","Mercantile Lore","Society","Stealth","Thievery"],"stealth":"11","trait":["Halfling","Humanoid","Unique","LE","Small"],"id":"creature-1532","text":" Calmont Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Calmont Source Pathfinder #145: Hellknight Hill pg. 27 Perception +6; keen eyes Languages Common, Goblin, Halfling Skills Acrobatics +9, Athletics +7, Breachill Lore +8, Deception +7, Intimidation +7, Mercantile Lore +4, Society +7, Stealth +11, Thievery +11 Str +2 Dex +4 Con +1 Int -1 Wis -1 Cha +2 Items Dagger, Leather Armor, lesser healing potion (2), +1 shortbow (20 arrows), Thieves' Tools --- AC 20 Fort +6 Ref +11 Will +6 HP 35 Deny Advantage Calmont isn't flat-footed to hidden, undetected, or flanking creatures of level 3 or lower. Nimble Dodge Reaction Requirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. Effect You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. --- Speed 25 feet Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4+4 piercing Ranged Single Action shortbow +9 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing Ranged Single Action dagger +9 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing Quick Draw Single Action You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon. Sneak Attack Calmont deals 1d6 extra damage to flat-footed creatures. Surprise Attack If Calmont used Deception or Stealth for initiative, creatures that haven't acted are flat-footed to Calmont on the first round of combat. ","skill_mod":{"society":7,"deception":7,"thievery":11,"stealth":11,"athletics":7,"intimidation":7,"acrobatics":9},"primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":20,"item":["Dagger","Leather Armor","lesser healing potion (2)","+1 shortbow (20 arrows)","Thieves' Tools"],"level":3,"source_category":["Adventure Paths"],"sense":" keen eyes ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=1532","intelligence":-1,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":6,"source_group":["Age of Ashes"],"size":["Small"],"spoilers":"Age of Ashes","name":"Calmont","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[3,6,6],"slug":"creature-1532"},{"attack_bonus":[8,8,8],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":18,"language":["Draconic","Mwangi"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","will_save":4,"charisma":0,"speed":{"climb":25,"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Shrieking Frenzy","Thrown Weapon Mastery"],"primary_source_group":"Age of Ashes","skill":["Athletics","Religion","Stealth"],"stealth":"6","trait":["Charau-ka","Humanoid","CE","Small"],"id":"creature-1533","text":" Charau-ka Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Charau-ka Source Pathfinder #145: Hellknight Hill pg. 37 Perception +6; darkvision, scent (imprecise) 30 feet Languages Draconic, Mwangi Skills Athletics +6, Religion +4, Stealth +6 Str +3 Dex +3 Con +2 Int -1 Wis +1 Cha +0 Items Hide Armor, Sickle, Whip --- AC 18 Fort +7 Ref +8 Will +4 HP 18 --- Speed 25 feet, climb 25 feet Melee Single Action sickle +8 (Agile, Finesse, Trip), Damage 1d4+3 slashing Melee Single Action whip +8 (Disarm, Finesse, Nonlethal, Reach, Trip), Damage 1d4+3 slashing Ranged Single Action thrown debris +8 (deadly d6, thrown 20 feet), Damage 1d6+3 bludgeoning Shrieking Frenzy Free Action (Primal, Transmutation) Trigger The charau-ka's turn begins. Frequency Once per hour; Effect The charau-ka is quickened until the end of its turn, and can use the extra action to Stride or Strike. Due to its loud wailing while in a shrieking frenzy, the charau-ka can't speak and automatically critically fails all Stealth checks. Thrown Weapon Mastery When a charau-ka throws a weapon, the weapon gains the deadly d6 weapon trait. When it throws an improvised weapon, it doesn't take the –2 penalty for using an improvised weapon, nor does it take the penalty for using that weapon to make a lethal attack instead of a nonlethal attack ","skill_mod":{"stealth":6,"athletics":6,"religion":4},"primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["Monster","Creature Type"],"ac":18,"item":["Hide Armor","Sickle","Whip"],"level":1,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1533","intelligence":-1,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"source_group":["Age of Ashes"],"size":["Small"],"name":"Charau-ka","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[5,5,6],"slug":"creature-1533"},{"attack_bonus":[10,11],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":25,"language":["Common","Infernal"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","will_save":4,"charisma":1,"speed":{"climb":25,"max":25,"land":25},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["Attack of Opportunity","Command Skeletons","Invoke Reckoning"],"primary_source_group":"Age of Ashes","skill":["Athletics","Intimidation"],"trait":["Humanoid","Undead","Unique","LE","Medium"],"id":"creature-1534","text":" Skeletal Hellknight Recall Knowledge - Humanoid (Society): DC 26 Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Skeletal Hellknight Source Pathfinder #145: Hellknight Hill pg. 40 Perception +7; darkvision Languages Common, Infernal Skills Athletics +9, Intimidation +7 Str +4 Dex +2 Con +3 Int -1 Wis +0 Cha +1 Items +1 halberd , Half Plate --- AC 20 Fort +9 Ref +8 Will +4 HP 25 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Attack of Opportunity Reaction --- Speed 25 feet, climb 25 feet Melee Single Action halberd +11 (reach 10 feet, versatile S), Damage 1d10+4 piercing plus Invoke Reckoning Melee Single Action claw +10 (Agile), Damage 1d6+4 slashing Command Skeletons (Divine, Necromancy) The skeletal Hellknight can direct the actions of the nearby skeleton guards, commanding them to perform tactics such as flanking foes and focusing their attacks on specific targets. As long as the skeletal Hellknight is active and commanding the skeletons, they gain the Attack of Opportunity reaction. Invoke Reckoning Reaction (Divine, Enchantment, Mental) Trigger The skeletal Hellknight hits a foe with a Strike Effect The skeletal Hellknight causes the creature struck to endure the pain of an Order of the Nail's reckoning—a rite of mortification Hellknights of that order use to focus their minds. The creature struck feels as if nails are being driven into their body, and must succeed at a DC 17 Will save or be stunned 1 from the pain. On a critical failure, the pain manifests as actual puncture wounds, dealing an additional 2d6 points of piercing damage to the victim. ","skill_mod":{"athletics":9,"intimidation":7},"primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["Creature Type","Rarity"],"ac":20,"item":["+1 halberd","Half Plate"],"level":2,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1534","intelligence":-1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":9,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Skeletal Hellknight","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[7,9],"slug":"creature-1534"},{"attack_bonus":[8,9],"constitution":1,"primary_source_category":"Adventure Paths","strength":4,"hp":19,"language":["Common","Orcish"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","will_save":4,"charisma":-1,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Hunt Prey","Hunted Shot","Precision"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Intimidation","Nature","Stealth","Survival","Thievery"],"stealth":"6","trait":["Half-Orc","Human","Humanoid","Orc","NE","Medium","Dromaar"],"id":"creature-1535","text":" Bloody Blade Mercenary Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Bloody Blade Mercenary Source Pathfinder #145: Hellknight Hill pg. 50 Perception +6 Languages Common, Orcish Skills Acrobatics +6, Athletics +7, Intimidation +2, Nature +4, Stealth +6, Survival +4, Thievery +6 Str +4 Dex +3 Con +1 Int +0 Wis +1 Cha -1 Items Longsword, Shortbow (20 arrows), Studded Leather Armor, 15 sp --- AC 18 Fort +6 Ref +9 Will +4 HP 19 --- Speed 25 feet Melee Single Action longsword +9 (versatile P), Damage 1d8+4 slashing Ranged Single Action shortbow +8 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing Hunt Prey Single Action You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. Hunted Shot Single Action Requirements You are wielding a ranged weapon with reload 0; Effect You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally. Precision The first time the mercenary hits their hunted prey in a round, they deal 1d8 additional precision damage. ","skill_mod":{"nature":4,"thievery":6,"survival":4,"stealth":6,"athletics":7,"intimidation":2,"acrobatics":6},"primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["Ancestry","Half-Orc","Half-Elf","Creature Type","Monster","Weapon"],"ac":18,"item":["Longsword","Shortbow (20 arrows)","Studded Leather Armor","15 sp"],"level":1,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1535","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Bloody Blade Mercenary","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[3,8],"slug":"creature-1535"},{"attack_bonus":[12,12,12,13],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":52,"language":["Common","Goblin"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","will_save":9,"charisma":-1,"speed":{"max":25,"land":25},"perception":14,"wisdom":1,"weakness":{},"creature_ability":["Flurry","Hunt Prey","Hunter's Aim","Twin Parry","Twin Takedown"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Deception","Nature","Stealth","Survival","Thievery"],"stealth":"10","trait":["Hobgoblin","Humanoid","Unique","LE","Medium"],"id":"creature-1536","text":" Dmiri Yoltosha Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Dmiri Yoltosha Source Pathfinder #145: Hellknight Hill pg. 51 Perception +14; darkvision Languages Common, Goblin Skills Acrobatics +10, Athletics +9, Deception +5, Nature +7, Stealth +10, Survival +7, Thievery +10 Str +3 Dex +4 Con +1 Int +0 Wis +1 Cha -1 Items Composite Shortbow (20 arrows), Dagger, key to chest (see Treasure), +1 leather armor , +1 striking rapier --- AC 22 Fort +10 Ref +12 Will +9 HP 52 --- Speed 25 feet Melee Single Action rapier +13 (deadly 1d8, Disarm, Finesse), Damage 2d6+3 piercing Melee Single Action dagger +12 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Ranged Single Action composite shortbow +12 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6+1 piercing Ranged Single Action dagger +12 (Agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing Flurry Dmira's multiple attack penalty against her hunted prey is –3 (–2 with an agile weapon) on her second attack and –6 (–4 with an agile weapon) on her third or subsequent attacks. Hunt Prey Single Action You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you're hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. Hunter's Aim Two Actions When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon Strike against your hunted prey. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore your prey's concealed condition. Twin Parry Single Action Requirements You are wielding two melee weapons, one in each hand; Effect You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat's requirement. Twin Takedown Single Action Frequency once per round; Requirements You are wielding two melee weapons, each in a different hand; Effect You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally. ","skill_mod":{"deception":5,"nature":7,"thievery":10,"survival":7,"stealth":10,"athletics":9,"acrobatics":10},"primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["Ancestry","Creature Type","Rarity"],"ac":22,"item":["Composite Shortbow (20 arrows)","Dagger","key to chest (see Treasure)","+1 leather armor","+1 striking rapier"],"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1536","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Dmiri Yoltosha","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[4,5,5,10],"slug":"creature-1536"},{"primary_source_category":"Adventure Paths","strength":3,"hp":63,"language":["Boggard","Draconic","Mwangi"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","charisma":2,"perception":13,"stealth":"8","trait":["Charau-ka","Humanoid","Unique","CE","Small"],"id":"creature-1537","text":" Malarunk Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Malarunk Source Pathfinder #145: Hellknight Hill pg. 58 Perception +13; darkvision, scent (imprecise) 30 feet Languages Boggard, Draconic, Mwangi Skills Athletics +10, Dragon Lore +11, Intimidation +11, Religion +13, Stealth +8 Str +3 Dex +2 Con +2 Int +0 Wis +4 Cha +2 Items +1 chain shirt , Cinderclaw gauntlet , gold religious symbol of Dahak (worth 20 gp), Hatchet, hunter's arrowhead --- AC 22 Fort +11 Ref +9 Will +13 HP 63 --- Speed 25 feet, climb 25 feet Melee Single Action Cinderclaw gauntlet +13 (Agile, Free-Hand, versatile S), Damage 2d4+5 piercing plus 1d6 fire on a critical hit Melee Single Action hatchet +12 (Agile, Sweep), Damage 1d6+5 slashing Ranged Single Action hatchet +12 (Agile, Sweep, thrown 10 feet), Damage 1d6+5 slashing Ranged Single Action thrown debris +11 (deadly 1d6, range 20 feet), Damage 2d6+5 bludgeoning Divine Prepared Spells DC 23, attack +13 - Cantrips (2nd) Detect Magic, Guidance, Prestidigitation, Shield - 1st Create Water, Heal, Sanctuary - 2nd Create Food, Sound Burst, Spiritual Weapon - 3rd Dream Message, Fireball, Harm (×3; deals d10s for damage instead of d8s) Channel Smite Two Actions Cost Expend a harm or heal spell; Effect You siphon the destructive energies of positive or negative energy through a melee attack and into your foe. Make a melee Strike and add the spell's damage to the Strike's damage. This is negative damage if you expended a harm spell or positive damage if you expended a heal spell. The spell is expended with no effect if your Strike fails or hits a creature that isn't damaged by that energy type (such as if you hit a non-undead creature with a heal spell). Shrieking Frenzy Free Action (Primal, Transmutation) Trigger The charau-ka's turn begins. Frequency Once per hour; Effect The charau-ka is quickened until the end of its turn, and can use the extra action to Stride or Strike. Due to its loud wailing while in a shrieking frenzy, the charau-ka can't speak and automatically critically fails all Stealth checks. Thrown Weapon Mastery When a charau-ka throws a weapon, the weapon gains the deadly d6 weapon trait. When it throws an improvised weapon, it doesn't take the –2 penalty for using an improvised weapon, nor does it take the penalty for using that weapon to make a lethal attack instead of a nonlethal attack. ","skill_mod":{"stealth":8,"athletics":10,"intimidation":11,"religion":13},"primary_source":"Pathfinder #145: Hellknight Hill","spell":["Dream Message","Fireball","Harm","Create Food","Sound Burst","Spiritual Weapon","Create Water","Heal","Sanctuary","Detect Magic","Guidance","Prestidigitation","Shield"],"ac":22,"item":["+1 chain shirt","Cinderclaw gauntlet","gold religious symbol of Dahak (worth 20 gp)","Hatchet","hunter's arrowhead"],"level":5,"spell_dc":[23],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":11,"source_group":["Age of Ashes"],"size":["Small"],"spoilers":"Age of Ashes","name":"Malarunk","alignment":"CE","rarity":"unique","strike_damage_average":[8,8,12,13],"attack_bonus":[11,12,12,13],"constitution":2,"spell_attack_bonus":[13],"will_save":13,"speed":{"climb":25,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Channel Smite","Shrieking Frenzy","Thrown Weapon Mastery"],"primary_source_group":"Age of Ashes","skill":["Athletics","Dragon Lore","Intimidation","Religion","Stealth"],"tradition":["Divine"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1537","dexterity":2,"category":"creature","slug":"creature-1537"},{"primary_source_category":"Adventure Paths","strength":1,"hp":56,"language":["Common","Elven","Goblin","Halfling","Necril","Orcish"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","charisma":2,"perception":7,"stealth":"10","trait":["Elf","Human","Humanoid","Unique","NE","Medium"],"id":"creature-1538","text":" Voz Lirayne This sneering half-elf wears plain gray, unadorned robes, and soft boots to muffle her footfalls. Her enigmatic face is a mask as she slinks unnoticed through crowds, always alert for her next opportunity for personal gain. Proprietor of the Reliant Book Company, Voz Lirayne maintains a facade of mild courtesy, presenting herself as one of the most unassuming shopkeepers in Breachill—and that is by her own design, as she dabbles in both research and affiliations that would certainly run afoul of the town's laws. Voz is an expert at staying in the shadows and drawing as little attention as possible. In truth, she's a necromancer who practices that dark art in isolated locales—such as the crypts of Citadel Altaerein on Hellknight Hill. She is also a secret worshipper of Norgorber who hopes to finance the creation of a combination assassin's guild and necromancy school in that deity's honor. Voz realizes that if anyone knew her secret inclinations, her customers and fellow business owners would forsake her and jeopardize not only her livelihood, but her goals and ambitions. Voz originally hails from Tamran in Nirmathas, and she is the daughter of a restless elven hunter named Zlaradel and her fisherman husband, Carren. Voz's parents tried to instill their own simple values into their unexpected child; they taught young Voz to value her independence, enjoy her pursuits without self-consciousness or shame, and embrace simplicity as bliss. However, well intended as these lessons were, Voz's parents were also wholly emotionally unequipped to raise a child, especially one as headstrong and as naturally cruel as Voz. When young Voz began to lord her rudimentary knowledge of languages and magic over other children and even some adults, her parents praised her studiousness. When she demanded to be sent away from what backwater Tamran to a so-called proper school, her parents mortgaged their house and businesses. They helped her hide her Nirmathi identity and send her to a prestigious academy in Canorate in Molthune. It was at this school, the Imperial Academy, where Voz honed her ability to blend in with crowds and hide her darkest inclinations. After all, as the scion of a nation the Molthuni considered wayward rebels and natural enemies, Voz would have been expelled immediately had her instructors discovered the lie behind her carefully constructed background as the prodigy child of laborers from Eranmas. And so Voz kept her head down and dove into her studies on magic, using the basics she learned to delve into the subject that truly interested her: necromancy. The idea of making money by killing her inferior enemies and then animating their bodies fascinated and excited Voz, and thus she began her descent into true evil. Voz continued to research more profane and taboo topics, from the art of enslaving souls to ways to precisely kill and preserve bodies. This side trek into anatomical studies led her to discover the teachings of Norgorber, the Reaper of Reputation and god of thievery, assassination, and secrets. Voz felt a wicked kinship with a religion that spoke so perfectly to her naturally secretive and increasingly bloodthirsty nature, and she began to dream of one day taking her rightful place as a leader among the other faithful of his flock. Voz might have finished her studies at the Imperial Academy and left with impeccable credentials, were it not for an incident in her final year. Toward the beginning of the semester, Voz had a shipment of profane tomes sent to her under an assumed name. She received the books without attracting notice, but failed to properly hide the tomes about necromancy, soul siphoning, and lichdom. When a cleaning staff member discovered the books in her room on a dreary midnight, Voz panicked and murdered the poor man. Knowing all her transgressions would soon be revealed, Voz packed all her research and fled the school that very night. Using her skills of deception and obfuscation, she escaped the country and flew south. For a while, Voz drifted throughout Isger, disgusted to find that nation to be yet another backwater akin to her homeland. She longed to experience Egorian's obsidian glitter, the jewel of diabolic Cheliax, or even Pangolais, the shadowy but decadent cosmopolitan capital of wicked Nidal. Eventually, she decided on a different goal: found a guild of assassins and necromancers of her own. By this time, Voz had settled in Breachill, where the innocent and welcoming townsfolk were happy to accept her and leave her be. Her goals set, Voz opened the Reliant Book Company under the guise of an esoteric scholar. She quietly began to make money while looking for ways to impress whatever Norgorberites she could, petitioning them for the support necessary to found her guild. In her research, Voz stumbled upon many ancient and potentially powerful pieces of information, but one she made more recently dwarfed the others: rumors of a lost network of elf gates said to be buried within walking distance of her new home. According to her research, this elf gate, something called “Alseta's Ring,” lay below neighboring Hellknight Hill. An underground complex below the ruined citadel atop Hellknight Hill would make for a perfect site for a hidden assassin's guild, even more so if in its basement were a set of functioning elf gates that would allow for quick transport to other locations. The more she learned about Alseta's Ring, the more intrigued she became, keeping her notes in a journal she carried at all times on her person. (See page 53 for details on this journal's contents.) But Voz lacked the funds to begin; the Reliant Book Company made just enough to stay afloat—not nearly enough to fund the foundation of a secret assassin's guild. And so Voz began reaching out, surreptitiously, to her esoteric contacts, hoping to find someone who would bankroll the guild. She received an unexpected response from a group that called itself the Scarlet Triad, which claimed to share an interest in Alseta's Ring. If she could secure access to the Ring and report to the Scarlet Triad about its functionality, they promised to fund her guild. Wary about the group's true motives—she was unable to determine much more than that they were a merchant's guild in Katapesh—Voz agreed to their proposal and, in the days since, has focused on securing access to the ruins deep under Hellknight Hill. Campaign Role If Voz escapes or the PCs somehow bargain with her, she's likely to remain a threat throughout this Adventure Path. In this case, Voz shadows the PCs as they step through each of the aiudara that they restore to functionality, pursuing her research alongside them to activate the portals and claim her reward from the Scarlet Triad. Voz could show up as an additional antagonist at any key moment in this Adventure Path, and her motivations are now twofold: learn the details of Alseta's Ring, and take vengeance on the heroes who were either daring enough to defeat her once or stupid enough to let her escape alive. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Voz Lirayne Source Pathfinder #145: Hellknight Hill pg. 80 Perception +7 Languages Common, Elven, Goblin, Halfling, Necril, Orcish Skills Arcana +13, Deception +11, Library Lore +11, Mercantile Lore +11, Occultism +11, Religion +7, Society +11, Stealth +10 Str +1 Dex +3 Con +3 Int +4 Wis +0 Cha +2 Items +1 dagger (bonded item), healing potion, scroll of sleep , scroll of true strike --- AC 20 (21 with mage armor ) Fort +10 Ref +12 Will +9 HP 56 (plus 10 temporary from false life ) --- Speed 25 feet Melee Single Action dagger +13 (Agile, Finesse, Magical, versatile S), Damage 1d4+3 piercing Ranged Single Action dagger +13 (Agile, Magical, thrown 10 feet, versatile S), Damage 1d4+3 piercing Arcane Prepared Spells DC 23, attack +15 - Cantrips (3rd) Chill Touch, Detect Magic, Light, Shield - 1st Fear, Grim Tendrils, Mage Armor, Ray of Enfeeblement - 2nd Acid Arrow, False Life, Mirror Image, Spider Climb - 3rd Bind Undead, Paralyze, Vampiric Touch Wizard School Spells DC 23, 1 Focus Point - 3rd Call of the Grave Arcane Rituals DC 23 - 2nd Create Undead Drain Bonded Item Free Action Frequency once per day; Effect You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements. When Voz uses this ability, she also regains 1 Focus Point. Eschew Materials You can use clever workarounds to replicate the arcane essence of certain materials. When Casting a Spell that requires material components, you can provide these material components without a material component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn't remove the need for any materials listed in the spell's cost entry. Reach Spell Single Action You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. ","skill_mod":{"society":11,"deception":11,"stealth":10,"arcana":13,"occultism":11,"religion":7},"primary_source":"Pathfinder #145: Hellknight Hill","spell":["Bind Undead","Paralyze","Vampiric Touch","Acid Arrow","False Life","Mirror Image","Spider Climb","Fear","Grim Tendrils","Mage Armor","Ray of Enfeeblement","Chill Touch","Detect Magic","Light","Shield","Call of the Grave"],"ac":20,"item":["+1 dagger (bonded item)","healing potion","scroll of sleep","scroll of true strike"],"level":5,"spell_dc":[23,23],"source_category":["Adventure Paths"],"resistance":{},"intelligence":4,"reflex_save":12,"strongest_save":["ref","reflex"],"fortitude_save":10,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Voz Lirayne","alignment":"NE","rarity":"unique","strike_damage_average":[5,5],"attack_bonus":[13,13],"constitution":3,"spell_attack_bonus":[15],"will_save":9,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Drain Bonded Item","Eschew Materials","Reach Spell"],"primary_source_group":"Age of Ashes","skill":["Arcana","Deception","Library Lore","Mercantile Lore","Occultism","Religion","Society","Stealth"],"tradition":["Arcane"],"summary":"This sneering half-elf wears plain gray, unadorned robes, and soft boots to muffle her footfalls. Her enigmatic face is a mask as she slinks …","trait_group":["Ancestry","Weapon","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=1538","dexterity":3,"category":"creature","slug":"creature-1538"},{"attack_bonus":[0,3,5],"constitution":2,"primary_source_category":"Adventure Paths","strength":-1,"hp":20,"language":["Common","Goblin"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","will_save":5,"charisma":3,"speed":{"max":25,"land":25},"perception":3,"wisdom":0,"weakness":{},"creature_ability":["Goblin Scuttle"],"primary_source_group":"Age of Ashes","skill":["Diplomacy","Goblin Lore","Nature","Religion","Society","Survival"],"trait":["Goblin","Humanoid","Unique","NG","Small"],"id":"creature-1539","text":" Warbal Bumblebrasher This impeccably dressed goblin woman wears understated silver jewelry to accent her pristine robes. She gives a warm, measured, diplomatic smile to most anyone she meets. Warbal Bumblebrasher is Breachill's esteemed ambassador from the Bumblebrasher tribe, which has lived for several generations near (and more recently within) Citadel Altaerein. By far the Bumblebrasher with the most wanderlust, Warbal sates her appetite for knowledge, refinement, and diversity of friends in her new home in Breachill. At the same time, she gives back to the tribe that birthed and raised her by acting as its representative, advocate, and friend in all town matters that might concern or benefit the goblins. Warbal knows that she is the single personal link that most Breachill residents have with the goblins of Isger's wilds, many of whom have been outright hostile in the past—memories of the Goblinblood Wars still linger, even though that conflict ended many years ago. As such, Warbal sees it as her personal mission to put forward a good face for her people to everyone in town she meets, and to have deep discussions with them both to advocate for goblins as a whole and to gently show the townspeople that many goblins are not contributing to a violent legacy. Wide-eyed and highly intelligent from a young age, Warbal dreamed about acquiring knowledge of the outside world. Despite these yearnings, Warbal was too dedicated to her people to ever consider leaving the tribe and setting out on her own. Eventually, when the Hellknights abandoned the citadel entirely, the Bumblebrashers moved into the keep and established themselves in a defensible area in its vaults. At this point, Warbal's curiosity and wanderlust peaked as she scoured the keep for any and all tomes the Hellknights left behind. The precocious young goblin drank in all of the history and Hellknight protocols that she learned from her patchwork library, even though the monsters that quickly came to occupy the keep threatened her life every time she left the tribe's safety. Warbal might have festered in misery and unfulfilled potential for many more years were it not for the intervention of the Bumblebrasher's new chief, Warbal's older cousin Helba. Recognizing Warbal's unhappiness as a rank-and-file tribe member— even if the whip-smart young goblin did not herself understand why she was always so morose—Helba began to wrack her brain for a solution. Sending a lone goblin, let alone one without any knowledge of the world outside her tribe, away from the protection of the group was incredibly dangerous, Helba knew. But it also wasn't an option to force Warbal into a life that left her unhappy and unfulfilled. Finally, the goblin chief hit upon a plan, and to help her bring it about, she tracked down a trusted member of the merchant caravans that once traded with the Bumblebrashers on the One-Eyed Incline—a kindly half-orc bard and tailor named Torash, who still occasionally visited the goblins in the keep when he dared the journey. Helba and Torash traveled to Breachill, where the half-orc was a respected member of Shelyn's Smile, the town's artisans' guild. There, Torash used his connections to gain an audience for Helba with the Breachill town council, which was more than happy to meet with the chief of a nearby kindly goblin tribe the councilors never knew existed. She got the council to agree that the Bumblebrashers would provide crafted goods to Breachill, and in exchange, the town would fund an advocate who would speak on the goblins' behalf in all related town matters. Thus, the job of Bumblebrasher ambassador to Breachill was born. When Helba returned to Citadel Altaerein, she officially designated Warbal as the tribe's first ambassador to Breachill. Ecstatic, the eager goblin immediately moved into town, where the council funded a modest but comfortable flat for her and provided her a living stipend—the lion's share of which she spends on books and occasional holiday forays to other Isgeri towns. For the past several years, Warbal has performed her duty wisely and graciously, learning much from her position of responsibility even as she has experienced culture shock from all the differences in the environment around her. Warbal has nonetheless scored many diplomatic successes both for the Bumblebrashers and for the townspeople. The latter, who value freedom and self-sufficiency over all, grow more impressed with this quietly intelligent and kind goblin woman every day. Campaign Role Warbal is one of the first NPCs the heroes meet in this adventure, and at that time is deeply worried about the Bumblebrashers, as Helba hasn't appeared for their last two meetings and she has seen alarm fires on the horizon. Though she is distracted by her concern, Warbal is an excellent way for the PCs to learn about some of the goblins who inhabit the wilds outside of Breachill. If the PCs are amenable to her, Warbal is more than happy to answer their questions about the Bumblebrashers and to generally do anything reasonable they might ask to help with their mission to contact the lost goblin tribe. Raised as a survivalist, Warbal has significant skills when it comes to camping in the wilderness between Breachill and Hellknight Hill. She can be an invaluable advisor, and if the PCs wish to assign her to wait for them outside the keep while they investigate, perhaps tending to their mounts or helping with other similar tasks, she can easily sustain herself in the nearby woods for even a couple of weeks. While the PCs explore Citadel Altaerein, Warbal can act as a scout in the area surrounding the keep, provide information about some of the monsters inside, and give them a very rough sense of the keep's layout—but she's forgotten much in the many years since she's lived there and can sketch only a rough image for the PCs. She doesn't know about the secret entrance to the keep—this is a more recent discovery Helba has (perhaps unwisely) kept to herself for now. Once the PCs have rescued the Bumblebrashers, Warbal returns to her people to take stock of their situation and determine whether there's anything the town can do to help. However, if the PCs take a shine to Warbal, she might further help them scout in Citadel Altaerein's vaults. Once evidence of Voz Lirayne's tampering comes to light, however, Warbal again becomes extremely worried for her people and takes her leave from the party to touch base with Helba. Warbal's involvement in the adventure need not end at this point, though. After all, she continues to work on the Bumblebrashers' behalf in both Citadel Altaerein and Breachill. If the PCs are on friendly terms with her, consider increasing the awards the Breachill town council gives them for completing quests on its behalf, since Warbal will have advocated for the PCs personally. Further, at key points in the adventure when the PCs might need a minor magic or mundane item within the keep, consider allowing the PCs to create an arrangement in which Warbal brings them what they need at just the right time. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Warbal Bumblebrasher Source Pathfinder #145: Hellknight Hill pg. 83 Perception +3; darkvision Languages Common, Goblin Skills Diplomacy +8, Goblin Lore +9, Nature +5, Religion +5, Society +7, Survival +3 Str -1 Dex +2 Con +2 Int +2 Wis +0 Cha +3 Items book titled History of the Bumblebrashers in Isger, religious symbol of Desna, scholar's robes --- AC 15 Fort +5 Ref +5 Will +5 HP 20 Goblin Scuttle Reaction; Trigger A goblin ally ends a move action adjacent to Warbal. Effect Warbal Steps. --- Speed 25 feet Melee Single Action fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4–1 bludgeoning Melee Single Action heavy book +0, Damage 1d6–1 bludgeoning Ranged Single Action heavy book +3 (thrown 10 feet), Damage 1d6–1 bludgeoning\n","skill_mod":{"society":7,"diplomacy":8,"nature":5,"survival":3,"religion":5},"summary":"This impeccably dressed goblin woman wears understated silver jewelry to accent her pristine robes. She gives a warm, measured, diplomatic smile to …","primary_source":"Pathfinder #145: Hellknight Hill","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":15,"item":["book titled History of the Bumblebrashers in Isger","religious symbol of Desna","scholar's robes"],"level":1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=1539","intelligence":2,"reflex_save":5,"strongest_save":["fort","fortitude","ref","reflex","will"],"dexterity":2,"vision":"Darkvision","fortitude_save":5,"source_group":["Age of Ashes"],"size":["Small"],"spoilers":"Age of Ashes","name":"Warbal Bumblebrasher","alignment":"NG","category":"creature","rarity":"unique","strike_damage_average":[2,3,3],"slug":"creature-1539"},{"attack_bonus":[11,11,11],"constitution":0,"primary_source_category":"Adventure Paths","strength":3,"hp":26,"language":["Elven","Mwangi"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Creature","will_save":6,"charisma":0,"speed":{"max":30,"land":30},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Double Slice","Sneak Attack","Woodland Stride"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"stealth":"7","trait":["Elf","Humanoid","CG","Medium"],"id":"creature-1540","text":" Ekujae Guardians Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Ekujae Guardians Source Pathfinder #146: Cult of Cinders pg. 11 Perception +8; low-light vision Languages Elven, Mwangi Skills Acrobatics +7, Athletics +7, Nature +6, Stealth +7, Survival +6 Str +3 Dex +3 Con +0 Int +1 Wis +2 Cha +0 Items Black Adder Venom (6), cold iron dagger, silver dagger, Longbow (20 arrows), Studded Leather Armor --- AC 19 Fort +6 Ref +9 Will +6 HP 26 --- Speed 30 feet Melee Single Action cold iron or silver dagger +11 (Agile, versatile S), Damage 1d4+3 piercing Ranged Single Action longbow +11 (deadly d10, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8 piercing plus black adder venom Ranged Single Action cold iron or silver dagger +11 (Agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing Primal Innate Spells DC 16 - Cantrips (1st) Dancing Lights, Detect Magic, Disrupt Undead, Tanglefoot Double Slice Two Actions The Ekujae guardian makes two Strikes against the same target, one with each of their daggers. The guardian combines the damage of any attacks that hit and applies precision damage, resistance, and weaknesses only once. Both attacks count toward the guardian's multiple attack penalty, but the penalty increases only after both attacks. Sneak Attack (precision) 1d6 Woodland Stride The Ekujae guardian ignores difficult terrain from plants. ","tradition":["Primal"],"skill_mod":{"nature":6,"survival":6,"stealth":7,"athletics":7,"acrobatics":7},"primary_source":"Pathfinder #146: Cult of Cinders","spell":["Dancing Lights","Detect Magic","Disrupt Undead","Tanglefoot"],"trait_group":["Ancestry","Weapon","Half-Elf","Creature Type"],"ac":19,"item":["Black Adder Venom (6)","cold iron dagger","silver dagger","Longbow (20 arrows)","Studded Leather Armor"],"level":2,"spell_dc":[16],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=1540","intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":6,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Ekujae Guardians","alignment":"CG","category":"creature","rarity":"common","strike_damage_average":[4,5,5],"slug":"creature-1540"},{"attack_bonus":[19,19,19,19,19],"constitution":1,"primary_source_category":"Adventure Paths","strength":4,"hp":135,"language":["Common","Elven","Mwangi"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Creature","will_save":15,"charisma":3,"speed":{"max":30,"land":30},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Glimpse of Redemption","Divine Providence","Woodland Stride"],"primary_source_group":"Age of Ashes","skill":["Athletics","Diplomacy","Nature","Religion","Survival"],"trait":["Elf","Humanoid","Unique","NG","Medium"],"id":"creature-1541","text":" Jahsi Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Jahsi Source Pathfinder #146: Cult of Cinders pg. 11 Perception +14; low-light vision Languages Common, Elven, Mwangi Skills Athletics +14, Diplomacy +17, Nature +14, Religion +16, Survival +14 Str +4 Dex +4 Con +1 Int +1 Wis +2 Cha +3 Items +1 disrupting cold iron dagger , +1 striking silver dagger , gold jewelry, +1 longbow (20 arrows), Splint Mail --- AC 28 Fort +16 Ref +17 Will +15 HP 135 Glimpse of Redemption Reaction Trigger An enemy damages one of Jahsi's allies within 15 feet of him. Effect The foe must choose one: The ally is unharmed by the triggering damage, or the ally gains resistance 10 against the triggering damage, and the enemy is enfeebled 2 until the end of its next turn. Divine Providence Reaction Trigger Jahsi rolls a success on a Will save against an enemy's effect. Effect Jahsi gets a critical success instead. --- Speed 30 feet Melee Single Action disrupting cold iron dagger +19 (Agile, Magical, versatile S), Damage 1d4+7 piercing plus 1d6 positive to undead Melee Single Action silver dagger +19 (Agile, Magical, versatile S), Damage 2d4+7 piercing Ranged Single Action longbow +19 (deadly d10, Magical, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+3 piercing Ranged Single Action disrupting cold iron dagger +19 (Agile, Magical, thrown 10 feet, versatile S), Damage 1d4+7 piercing plus 1d6 positive to undead Ranged Single Action silver dagger +19 (Agile, Magical, thrown 10 feet, versatile S), Damage 2d4+7 piercing Champion Devotion Spells DC 25, 2 Focus Points - 4th Lay on Hands, Litany Against Wrath Primal Innate Spells DC 24 - Cantrips (4th) Dancing Lights, Detect Magic, Disrupt Undead, Tanglefoot Woodland Stride The Ekujae guardian ignores difficult terrain from plants. ","tradition":["Primal"],"skill_mod":{"diplomacy":17,"nature":14,"survival":14,"athletics":14,"religion":16},"primary_source":"Pathfinder #146: Cult of Cinders","spell":["Lay on Hands","Litany Against Wrath","Dancing Lights","Detect Magic","Disrupt Undead","Tanglefoot"],"trait_group":["Ancestry","Weapon","Half-Elf","Creature Type","Rarity"],"ac":28,"item":["+1 disrupting cold iron dagger","+1 striking silver dagger","gold jewelry","+1 longbow (20 arrows)","Splint Mail"],"level":8,"spell_dc":[24,25],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1541","intelligence":1,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":16,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Jahsi","alignment":"NG","category":"creature","rarity":"unique","strike_damage_average":[7,12,12,13,13],"slug":"creature-1541"},{"attack_bonus":[17,20,20,20],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":135,"language":["Draconic","Mwangi"],"immunity":["fire","paralyzed","sleep"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Creature","will_save":16,"charisma":1,"speed":{"climb":30,"max":30,"land":30},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Tail Swipe","Breath Weapon","Draconic Frenzy","Shrieking Frenzy","Thrown Weapon Mastery"],"primary_source_group":"Age of Ashes","skill":["Arcana","Athletics","Crafting","Intimidation","Religion","Stealth","Survival"],"stealth":"15","trait":["Charau-ka","Dragon","Fire","Humanoid","Unique","CE","Small"],"id":"creature-1542","text":" Racharak Recall Knowledge - Dragon (Arcana): DC 34 Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Racharak Source Pathfinder #146: Cult of Cinders pg. 34 Perception +16; darkvision, scent (imprecise) 30 feet Languages Draconic, Mwangi Skills Arcana +12, Athletics +18, Crafting +10, Intimidation +17, Religion +14, Stealth +15, Survival +14 Str +6 Dex +3 Con +5 Int +0 Wis +4 Cha +1 --- AC 27 Fort +19 Ref +13 Will +16 HP 135 Immunities fire, paralyzed, sleep Tail Swipe Reaction Trigger A creature within reach of Racharak's tail uses a move action or leaves a square during a move action it's using. Effect Racharak makes a tail Strike at the creature with a –2 penalty. If it hits, she disrupts the creature's action. --- Speed 30 feet, climb 30 feet Melee Single Action jaws +20, Damage 2d8+9 piercing plus 2d4 fire Melee Single Action claw +20 (Agile), Damage 2d8+9 slashing Melee Single Action tail +20 (reach 10 feet), Damage 2d8+9 slashing Ranged Single Action thrown rock +17 (deadly 1d6, thrown 20 feet), Damage 2d6+9 bludgeoning Breath Weapon Two Actions (Divine, Evocation, Fire) Racharak breathes flames that deals 9d6 fire damage to all creatures in a 30-foot cone (DC 26 basic Reflex save). She can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions Racharak makes two claw Strikes and one bite Strike in any order. Shrieking Frenzy Free Action (Primal, Transmutation) Frequency once per hour; Trigger The charau-ka's turn begins; Effect The charau-ka is quickened until the end of their turn and can use the extra action only to Stride or Strike. While in the frenzy, the charau-ka can't speak and automatically critically fails Stealth checks, due to their loud wailing. Thrown Weapon Mastery Any weapon a charau-ka throws gains the deadly d6 weapon trait. Furthermore, when a charau-ka throws an improvised weapon, they do not take the –2 penalty for doing so, nor does they take a penalty for using a thrown improvised weapon with the nonlethal trait to make a lethal attack. ","element":["Fire"],"skill_mod":{"crafting":10,"survival":14,"stealth":15,"arcana":12,"athletics":18,"intimidation":17,"religion":14},"primary_source":"Pathfinder #146: Cult of Cinders","trait_group":["Monster","Creature Type","Energy","Elemental","Planar","Rarity"],"ac":27,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1542","intelligence":0,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":19,"source_group":["Age of Ashes"],"size":["Small"],"spoilers":"Age of Ashes","name":"Racharak","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[16,18,18,23],"slug":"creature-1542"},{"attack_bonus":[18,18,18,19],"constitution":5,"primary_source_category":"Adventure Paths","strength":3,"hp":135,"language":["Azlanti","Common"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Creature","will_save":11,"charisma":6,"speed":{"max":30,"land":30},"perception":19,"wisdom":-1,"weakness":{},"creature_ability":["Whiplash","Manly Left Hook","Shoddy Blunderbuss","Whip Swing"],"primary_source_group":"Age of Ashes","skill":["Azlanti Lore","Deception","Diplomacy","Engineering Lore","Intimidation","Nature","Performance","Survival"],"trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-1543","text":" Gerhard Pendergrast Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Gerhard Pendergrast Source Pathfinder #146: Cult of Cinders pg. 37 Perception +19 Languages Azlanti, Common Skills Azlanti Lore +14, Deception +18, Diplomacy +12, Engineering Lore +14, Intimidation +18, Nature +16, Performance +16, Survival +18 Str +3 Dex +4 Con +5 Int +0 Wis -1 Cha +6 Items bag of holding type I (containing three kegs of black powder he intends to use at area A10, or empty if the PCs already confronted him at A10; see that area for more details), shoddy blunderbuss, daggers (10), grapeshot, gunpowder, +1 leather armor , monocle, tindertwigs (5), +1 striking whip --- AC 26 Fort +17 Ref +16 Will +11 HP 135 Whiplash Reaction Trigger A creature within 10 feet of Gerhard uses an action with the move trait to leave a square. Effect Gerhard attempts to Trip the triggering creature. On a success, the creature also takes damage as if Gerhard hit with his whip Strike, and if the creature was flying, it falls 30 feet. --- Speed 30 feet Melee Single Action whip +19 (Disarm, Finesse, Nonlethal, Magical, reach 10 feet, Trip), Damage 2d4+6 slashing Melee Single Action fist +18 (Agile, finesse), Damage 1d4+6 bludgeoning plus manly left hook Melee Single Action dagger +18 (Agile, Finesse, versatile S), Damage 1d4+6 piercing Ranged Single Action dagger +18 (Agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing Manly Left Hook A creature struck by Gerhard's punch must succeed at a DC 23 Fortitude save or be stunned 1 (or stunned 3 on a critical failure). Shoddy Blunderbuss Two Actions Gerhard fires an explosive shot from his blunderbuss that deals 4d6 bludgeoning damage plus 2d10 fire damage to all creatures in a 30- foot cone (DC 26 basic Reflex). When firing the blunderbuss, Gerhard must succeed at a DC 20 Crafting or Engineering Lore check or the weapon explodes, damaging him for the same amount as the creatures in the cone and destroying itself. If someone other than Gerhard uses the weapon, they must critically succeed at the check. A successful DC 22 Crafting check is enough to confirm the weapon's unstable nature if someone examines it beforehand. Reloading the blunderbuss takes 3 Interact actions: adding 1 dose of gunpowder, adding 1 grapeshot canister, and packing the contents. Whip Swing Two Actions (Move) Requirement Gerhard is in a jungle, dense forest, or an area with numerous overhead beams. Effect Gerhard uses his whip to lash upward to wrap around an overhanging tree branch; he then swings up to 30 feet in a straight line, and must end the movement on solid ground or fall. ","skill_mod":{"diplomacy":12,"performance":16,"deception":18,"nature":16,"survival":18,"intimidation":18},"primary_source":"Pathfinder #146: Cult of Cinders","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":26,"item":["bag of holding type I (containing three kegs of black powder he intends to use at area A10, or empty if the PCs already confronted him at A10; see that area for more details)","shoddy blunderbuss","daggers (10)","grapeshot","gunpowder","+1 leather armor","monocle","tindertwigs (5)","+1 striking whip"],"level":8,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1543","intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":17,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Gerhard Pendergrast","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[8,8,8,11],"slug":"creature-1543"},{"attack_bonus":[13,19,19,20],"constitution":2,"primary_source_category":"Adventure Paths","strength":-1,"hp":122,"language":["Common","Draconic","Mwangi"],"immunity":["poison"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Creature","will_save":16,"charisma":3,"speed":{"max":25,"land":25},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Kobold Explosives","Smoky Retreat","Sneak Attack","Staff Mastery"],"primary_source_group":"Age of Ashes","skill":["Arcana","Crafting","Mining Lore","Nature","Stealth","Survival"],"stealth":"16","trait":["Humanoid","Kobold","Unique","CN","Small"],"id":"creature-1544","text":" Hezle Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Hezle Source Pathfinder #146: Cult of Cinders pg. 50 Perception +14; darkvision Languages Common, Draconic, Mwangi Skills Arcana +18, Crafting +16, Mining Lore +16, Nature +12, Stealth +16, Survival +12 Str -1 Dex +4 Con +2 Int +6 Wis +2 Cha +3 Items greater antidote, +1 crossbow (16 regular bolts and 4 wyvern poisoned bolts), +1 dagger , moderate healing potions (2), infused reagents, Leather Armor, greater staff of fire --- AC 27 Fort +14 Ref +18 Will +16 HP 122 Immunities poison --- Speed 25 feet Melee Single Action dagger +19 (Agile, Finesse, Magical, versatile S), Damage 1d4+2 piercing Melee Single Action staff of fire +13 (Magical, two-hand d8), Damage 1d4–1 bludgeoning Ranged Single Action crossbow +20 (Magical, range increment 120 feet, reload 1), Damage 1d6+3 piercing (plus wyvern poison on first four shots) Ranged Single Action dagger +19 (Agile, Magical, thrown 10 feet, versatile S), Damage 1d4+2 piercing Kobold Explosives Two Actions (Alchemical, Fire) Cost 1 batch of infused reagents. Effect Hezle quickly cobbles together an explosive bomb and lobs it up to 30 feet. All creatures in a 5-foot burst take 5d6 fire damage (DC 26 basic Reflex save). Smoky Retreat Two Actions (Manipulate) Cost 1 batch of infused reagents. Requirements Hezle must be adjacent to at least one enemy. Effect Hezle throws a mix of special powders centered on a corner of her space, creating a plume of smoke filling a 5-foot burst until the end of her turn that causes her to be hidden. She then immediately Sneaks, but must end her movement in a space that's not adjacent to any enemies. All creatures other than Hezle in the smoke cloud must attempt a DC 26 Fortitude save. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 3 and stunned 1. Sneak Attack (precision) 2d6 Staff Mastery Although Hezle does not cast spells, her obsession with fire and long hours of practice allow her to cast spells from her staff of fire as if she had the spells on her spell list and could cast them. She still must expend charges from the staff normally; when she prepares the staff each morning, she is capable of placing 4 charges in the staff. ","skill_mod":{"nature":12,"crafting":16,"survival":12,"stealth":16,"arcana":18},"primary_source":"Pathfinder #146: Cult of Cinders","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"ac":27,"item":["greater antidote","+1 crossbow (16 regular bolts and 4 wyvern poisoned bolts)","+1 dagger","moderate healing potions (2)","infused reagents","Leather Armor","greater staff of fire"],"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1544","intelligence":6,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":14,"source_group":["Age of Ashes"],"size":["Small"],"spoilers":"Age of Ashes","name":"Hezle","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[2,4,4,6],"slug":"creature-1544"},{"primary_source_category":"Adventure Paths","strength":4,"hp":90,"language":["Abyssal","Draconic","Mwangi"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Creature","charisma":3,"perception":15,"trait":["Charau-ka","Dragon","Fire","Humanoid","Uncommon","CE","Small"],"id":"creature-1545","text":" Charau-ka Dragon Priest Recall Knowledge - Dragon (Arcana): DC 24 Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Charau-ka Dragon Priest Source Pathfinder #146: Cult of Cinders pg. 59 Perception +15; darkvision, scent (imprecise) 30 feet Languages Abyssal, Draconic, Mwangi Skills Acrobatics +12, Athletics +13, Intimidation +15, Religion +15, Survival +13 Str +4 Dex +3 Con +2 Int +0 Wis +5 Cha +3 Items Leather Armor, +1 striking longsword --- AC 23 Fort +14 Ref +12 Will +15 HP 90 Immunities fire, paralyzed, sleep Twisting Tail Reaction Trigger A creature within reach of the priest's tail uses a move action or leaves a square during a move action it's using. Effect The priest makes a tail Strike at the creature with a –2 penalty. If it hits, it disrupts the creature's action. --- Speed 25 feet, climb 25 feet Melee Single Action longsword +17 (Magical, versatile P), Damage 2d8+6 slashing Melee Single Action bite +16, Damage 1d10+6 piercing plus 1d6 fire Melee Single Action claw +16 (Agile), Damage 1d10+6 slashing Melee Single Action tail +16 (reach 10 feet), Damage 1d8+6 slashing Ranged Single Action thrown rock +15 (deadly d6, thrown 20 feet), Damage 2d6+6 bludgeoning Divine Prepared Spells DC 25, attack +17 - Cantrips (3rd) Daze, Divine Lance, Produce Flame, Shield - 1st Burning Hands (×2), Ray of Enfeeblement - 2nd Flaming Sphere, Heal - 3rd Fireball, Vampiric Touch Breath Weapon Two Actions (Divine, Evocation, Fire) The priest breathes fire that deals 7d6 fire damage in a 30-foot cone (DC 23 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Shrieking Frenzy Free Action (Primal, Transmutation) Frequency once per hour; Trigger The charau-ka's turn begins; Effect The charau-ka is quickened until the end of their turn and can use the extra action only to Stride or Strike. While in the frenzy, the charau-ka can't speak and automatically critically fails Stealth checks, due to their loud wailing. Thrown Weapon Mastery Any weapon a charau-ka throws gains the deadly d6 weapon trait. Furthermore, when a charau-ka throws an improvised weapon, they do not take the –2 penalty for doing so, nor does they take a penalty for using a thrown improvised weapon with the nonlethal trait to make a lethal attack. Volcanic Eruption Three Actions (Divine, Evocation, Fire) Requirement The priest is standing on the ground. Effect The priest slams his fists into the ground, causing fire to erupt from the earth. Each non-worshipper of Dahak standing on the ground in a 15-foot emanation must succeed at a DC 25 Reflex save or fall prone and take 1d6 bludgeoning damage and 2d6 fire damage. ","element":["Fire"],"skill_mod":{"survival":13,"athletics":13,"intimidation":15,"acrobatics":12,"religion":15},"primary_source":"Pathfinder #146: Cult of Cinders","spell":["Fireball","Vampiric Touch","Flaming Sphere","Heal","Burning Hands","Ray of Enfeeblement","Daze","Divine Lance","Produce Flame","Shield"],"ac":23,"item":["Leather Armor","+1 striking longsword"],"level":6,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":12,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":14,"source_group":["Age of Ashes"],"size":["Small"],"spoilers":"Age of Ashes","name":"Charau-ka Dragon Priest","alignment":"CE","rarity":"uncommon","strike_damage_average":[10,11,13,15,15],"attack_bonus":[15,16,16,16,17],"constitution":2,"immunity":["fire","paralyzed","sleep"],"spell_attack_bonus":[17],"will_save":15,"speed":{"climb":25,"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Twisting Tail","Breath Weapon","Shrieking Frenzy","Thrown Weapon Mastery","Volcanic Eruption"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Intimidation","Religion","Survival"],"tradition":["Divine"],"trait_group":["Monster","Creature Type","Energy","Elemental","Planar","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1545","dexterity":3,"category":"creature","slug":"creature-1545"},{"primary_source_category":"Adventure Paths","strength":5,"hp":145,"language":["Abyssal","Boggard","Common","Draconic","Mwangi"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Creature","charisma":6,"perception":18,"trait":["Acid","Amphibious","Boggard","Dragon","Humanoid","Unique","CE","Medium"],"id":"creature-1546","text":" Belmazog Born with the power of dragons within her veins, Belmazog has heard the foul whispers of Dahak since the day she hatched, and she considers herself the Destroyer's chosen. In Belmazog's mind, she has been Dahak's chosen since before she even had thoughts of her own. A mutant, half-dragon boggard, she believes that she heard the dragon god's voice in her egg, and that the Sorrowmaker's whispers gave her inborn draconic power. Her first major victory was to overthrow her tribe's demon-worshipping priest king, declaring that the tribe would now serve Dahak, triggering a violent schism. Renaming her tribe the “Cinderclaws,” Belmazog then sought out other followers of Dahak, as well as ruined places of power that had once been dedicated to the lord of destruction. Not only did she recruit several charau-kas to her cause, but Belmazog also discovered a site of great power—the fossilized remains of Dahak's manifestation, slain long ago in the Age of Darkness. Belmazog soon came to believe that it was from these ancient and powerful bones that her dreams and draconic heritage had come. Indeed, not long after she moved into the shadow of Dahak's remains and commanded her cult to build their fortress from the fossilized bones, Belmazog began having strange, prophetic dreams. These visions were filled with not just resentment toward Ekujae (who she learned through her dreams had destroyed Dahak's manifestation long ago) but also a growing conviction that Dahak's manifestation had lost only his body. His “soul,” as it was, remained trapped nearby, within an ancient temple inside Ekujae lands. And so Belmazog schemed. Realizing the elves remained a threat to her cult and knowing that any attempt to storm the temple she saw in her dreams would result in ruin, she settled in patiently instead, keeping her cult's activities quiet and avoiding attention from Ekujae. Belmazog intended to build up the mystic and martial power of her cult before taking the Ekujae elves by surprise, but she lacked any true tactical or magical genius, and years passed without any breakthroughs that might serve the cult against their foes. The closest thing Belmazog had to success was the recruitment of the red dragon Kyrion, who she had raised from a hatchling. Kyrion had grown willful, however, and increasingly held Belmazog in contempt. Belmazog could see her influence over him slipping with each passing month. Belmazog's salvation came in the form of the Scarlet Triad, a mysterious organization that offered her the services of powerful spellcasters to aid her ambitions. Belmazog agreed without asking any questions, considering the helpful foreigners' arrival to be nothing more than her due as a chosen agent of Dahak. For the small price of granting the Scarlet Triad the first pick of any gold taken from Ekujae lands and a promise to provide them shelter whenever they visited the region in the future, Scarlet Triad agents taught Belmazog an obscure ritual: nul-acrumi vazghul , with which she could channel the power of Dahak's fossilized remains and raise dragon pillars throughout the jungle to protect her cult from the elves. It wasn't long after that she led her cult in a bold attack on the temple that haunted her dreams. The Cinderclaws captured the hunter's arrowhead from the elven guardians, activated Huntergate, and managed to send a small group of followers through in an attempt to “rescue” Dahak. But when Huntergate closed again and elves launched a counterattack that drove the Cinderclaws back, Belmazog was forced to admit defeat. Now, she and the elves are in a stalemate—the nul-acrumi vazghul continues to prevent the elves from invading Cinderclaw territory, but the Cinderclaws aren't yet ready to launch a second attack on Huntergate to try to rescue their missing kin and make a new attempt at freeing Dahak. Belmazog bears only a passing resemblance to a boggard. Her form is covered with slimy black skin that varies between smooth and scaly. Her draconic head is not froglike at all, instead filled with a grin of needle-like teeth and crowned with a cluster of twisting black horns. Her webbed hands and feet end in long digits tipped with sharp claws. Belmazog rarely thinks deeply about issues and is easily thrown off guard when confronted with questions she can't answer. Campaign Role Belmazog's sin is primarily one of ambition, fueled by an intense desire to feel special and respected rather than like a monster in a backwater bog. In her mind, Dahak is the only being in this world on her side, though her long string of failures has weakened her faith in herself and in her worthiness to be Dahak's chosen champion. If the PCs manage to convince Belmazog to surrender, the boggard remains capable of earning redemption. Fully redeeming Belmazog is beyond the scope of this adventure, but the boggard's one virtue is patience, and Belmazog can be convinced to work for the PCs in exchange for promises of eventual power and glory. Though the end result may not be worth the sweat, blood, and tears the PCs will shed to achieve it, Belmazog is a powerful ritualist and a strong combatant, and can offer a number of benefits to PCs willing to give her another chance. Recall Knowledge - Dragon (Arcana): DC 36 Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Belmazog Source Pathfinder #146: Cult of Cinders pg. 77 Perception +18; darkvision, scent (imprecise) 60 feet Languages Abyssal, Boggard, Common, Draconic, Mwangi Skills Acrobatics +16, Athletics +18, Deception +19, Intimidation +21, Performance +17, Religion +18, Society +12, Survival +14 Str +5 Dex +3 Con +3 Int -1 Wis +3 Cha +6 --- AC 28 Fort +18 Ref +16 Will +18 HP 145 Immunities acid , paralyzed, sleep --- Speed 40 feet, swim 40 feet Melee Single Action jaws +20, Damage 2d8+11 piercing plus 1d12 acid Melee Single Action claw +20 (Agile), Damage 2d8+11 slashing Melee Single Action tongue +20 (reach 10 feet), Damage 2d6+11 acid plus tongue grab Divine Prepared Spells DC 27, attack +19 - Cantrips (5th) Detect Magic, Forbidding Ward, Produce Flame, Shield - 2nd Ray of Enfeeblement, See Invisibility, summon monster - 4th Burning Hands (×2), Fear, Fireball, Heal (×2) - 5th Harm Rituals - 1st nul-acrumi vazghul - 5th Planar Ally Breath Weapon Two Actions (Arcane, Acid) Belmazog spews a gout of acid that deals 10d6 acid damage in a 30-foot cone (DC 28 basic Reflex save). Belmazog can't use Breath Weapon again for 1d4 rounds. Drowning Drone Reaction (Auditory, Mental) Trigger The boggard swampseer or one of its allies within 60 feet attempts a saving throw against an auditory or sonic effect. Effect The swampseer releases a croak that drowns out other sound. It rolls a Performance check. It and boggard allies in the area can use the higher result of the swampseer's Performance check or their saves to resolve the effects against the auditory or sonic effect. Nul-Acrumi Vazghul Ritual This rare and highly specialized ritual, taught to Belmazog by the Scarlet Triad, allowed her to use the fossilized remains of Dahak to erect powerful defenses in the region in the form of dragon pillars, but the resources and time required to perform the ritual again are not available to Belmazog during the course of this adventure. As a result, and since there is no way for the PCs to learn or benefit from the ritual, further information beyond the repercussions detailed in the adventure itself are not presented here. Swamp Stride A boggard scout ignores difficult terrain caused by swamp terrain features. Terrifying Croak Single Action (Auditory, Emotion, Fear, Mental) The boggard scout unleashes a terrifying croak. Any non-boggard within 30 feet becomes frightened 1 unless they succeed at a DC 28 Will save; those who critically succeed are temporarily immune for 1 minute. Tongue Grab If the boggard scout hits a creature with its tongue, that creature becomes grabbed by the boggard. Unlike with a normal grab, the creature isn't immobilized, but it can't move beyond the reach of the boggard's tongue. A creature can sever the tongue by hitting AC 25 and dealing at least 8 slashing damage. Though this doesn't deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week. ","skill_mod":{"society":12,"performance":17,"deception":19,"survival":14,"athletics":18,"intimidation":21,"acrobatics":16,"religion":18},"primary_source":"Pathfinder #146: Cult of Cinders","spell":["Harm","Burning Hands","Fear","Fireball","Heal","Ray of Enfeeblement","See Invisibility","Detect Magic","Forbidding Ward","Produce Flame","Shield","Abyssal Plague"],"ac":28,"level":9,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":-1,"reflex_save":16,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":18,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Belmazog","alignment":"CE","rarity":"unique","strike_damage_average":[18,20,26],"attack_bonus":[20,20,20],"constitution":3,"immunity":["acid","paralyzed","sleep"],"spell_attack_bonus":[19],"will_save":18,"speed":{"max":40,"land":40,"swim":40},"wisdom":3,"weakness":{},"creature_ability":["Breath Weapon","Drowning Drone","Nul-Acrumi Vazghul Ritual","Swamp Stride","Terrifying Croak","Tongue Grab"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Deception","Intimidation","Performance","Religion","Society","Survival"],"tradition":["Divine"],"summary":"Born with the power of dragons within her veins, Belmazog has heard the foul whispers of Dahak since the day she hatched, and she considers …","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1546","dexterity":3,"category":"creature","slug":"creature-1546"},{"primary_source_category":"Adventure Paths","strength":1,"hp":74,"language":["Celestial","Common","Draconic","Elven","Mwangi","Sylvan"],"source":["Pathfinder #146: Cult of Cinders"],"type":"Creature","charisma":4,"perception":12,"trait":["Elf","Human","Humanoid","Unique","CG","Medium"],"id":"creature-1547","text":" Nketiah A respected diplomat and lorekeeper for one of the most prestigious Ekujae clans, Nketiah carries heavy burdens from both sides of her family: an unpayable debt to her mother, and an unyielding duty from her father. Nketiah was born to a traveling Lirgeni astrologer and an Ekujae warrior. Her mother, Hiruth, had petitioned and gained access to Ekujae lands in the hope of researching a means of ending the Eye of Abendego's devastation. Her father, Jahsi, was an elven keledi who volunteered to accompany Hiruth between the many Ekujae clans. The pair fell into a romantic relationship with one another, and Hiruth eventually discovered she was with child. She assumed that she was simply a dalliance on the part of the elven warrior and offered to raise the child on her own, freeing Jahsi to attend to his own obligations. She was shocked, if elated, to discover that Jahsi was far more devoted to her and his new family than she had given him credit for. Nketiah spent most of her early life traveling the Mwangi Expanse and northern Garund with her mother, exploring marketplaces and learning new languages while Hiruth spoke with magicians and scholars. Though her father's demon-hunting duties meant he did not travel with them, he visited them both as often as it was safe to do so. Both her mother and her father did their best to include Nketiah in their daily activities, asking her to perform minor tasks for them to ensure that the child never felt unimportant despite her parents' busy lives and demanding responsibilities. Yet though Nketiah never felt neglected, she had taken too strongly after her mother in some ways, and began to associate her parents' affection with the act of being useful to them. This unfortunate belief came to a head when Nketiah fell violently ill with a demon-tainted disease that swept through the town where she and her mother were staying. Though Jahsi returned with an Ekujae cure in time to save his child and many afflicted villagers, one of Nketiah's arms had to be amputated. Hiruth and Jahsi watched their daughter struggle to process what had happened emotionally, not because of the trauma or the need to adjust to the changes, but because Nketiah was terrified she could no longer help her parents and was undeserving of their love. Hiruth and Jahsi immediately moved Nketiah back to Ekujae lands, where Nketiah recovered and thrived—her childhood experiences made her a natural translator and storyteller, and she very quickly picked up Ekujae lore and some aspects of esoteric magic. It surprised no one when Nketiah grew up to become a respected linguist and took a place of pride as an adviser within her father's clan. Her triumph came with a debt and a sorrow, however; Nketiah's mother never returned to her quest to end the Eye of Abendego. Hiruth quietly took a job teaching at the Magaambya, her grand ambitions relegated to a few scholarly discussions between classes, and Nketiah watched helplessly as her mother aged and passed away with her dream unfulfilled. Nketiah still wonders what Hiruth might have been able to accomplish had she not spent the prime of her life raising her daughter. Nketiah has a driving need to accomplish great things to validate her mother's choices to herself, though the half-elf fears that the opening of Huntergate is the gods' twisted answer to her desires. With her father sworn to fight should Dahak ever rise again, Nketiah cannot help but feel surrounded by a divine tempest forged from both halves of her heritage—the unending hurricane that destroyed her mother's past, and the storm of ash and dragonfire that threatens her father's future. Nketiah presents as carefree and in command, yet her facade slips when others show genuine interest without an ulterior motive, as she still cannot easily see her worth beyond her usefulness to others. She is a wiry and athletic half-elf, with dark-brown skin and black eyes. Her shoulder-length black hair is twisted into neat dreadlocks gathered together with brass ornaments. The arm that was amputated in her childhood has been replaced with a magical prosthesis made of twisted wooden branches and bone—a gift from a powerful arboreal ally of her mother's who has since moved to other parts of the Mwangi Jungle in pursuit of their own mysterious goals. She proudly wears a necklace of brass beads and uncut gems that her father gave her, and she almost always carries the staff that marks her position as a clan linguist. Campaign Role Beyond her role in “Cult of Cinders,” Nketiah acts as the spokesperson for her clan and for other Ekujae allies. Though her duties compel her to help the PCs, she also assesses them on behalf of elves as a whole. Should they be impressed by the PCs, the clan may form a permanent alliance with Breachill, offering an influx of new citizens and a valuable portal to the Mwangi Expanse. Nketiah also watches the PCs individually, and should any particular PCs stand out during the campaign as going above and beyond as an exemplar of morality, her clan might gift them with a truly bittersweet honor near the end of the campaign—the golden jewelry of a keledi , signifying the elves believe that character's soul to be pure enough to cut the flesh of a god, bolstering the honored PCs' role in defeating Dahak once again as Age of Ashes comes to a close. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Nketiah Source Pathfinder #146: Cult of Cinders pg. 79 Perception +12; low-light vision Languages Celestial, Common, Draconic, Elven, Mwangi, Sylvan Skills Arcana +11, Athletics +9, Deception +12, Diplomacy +13, Ekujae Lore +15, Nature +10, Occultism +11, Performance +14, Society +15, Survival +10 Str +1 Dex +3 Con +0 Int +3 Wis +2 Cha +4 Items Black Adder Venom (2), +1 striking longbow (20 arrows), Studded Leather Armor, verdant staff --- AC 23 Fort +8 Ref +13 Will +12 +1 status to all saves vs. mental HP 74 Immunities sleep --- Speed 35 feet, climb 20 feet Melee Single Action vine lash +15 (Agile, Finesse, reach 15 feet), Damage 2d6+4 bludgeoning Melee Single Action verdant staff +13 (Magical, two-hand d8), Damage 1d4+4 bludgeoning Ranged Single Action longbow +16 (deadly d10, Magical, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+3 piercing plus black adder venom Occult Spontaneous Spells DC 24, attack +14 - Cantrips (3rd) Ghost Sound, Guidance, Mage Hand, Message, Prestidigitation - 1st Fear, Illusory Disguise, Illusory Object (3 slots) - 2nd Hideous Laughter, Restore Senses, See Invisibility (3 slots) - 3rd Circle of Protection, Heroism, Mind Reading (3 slots) Bard Composition Spells DC 24, 2 Focus Points - Cantrips (3rd) Inspire Competence, Inspire Courage - 3rd Counter Performance, Loremaster's Etude Primal Innate Spells DC 24 - Cantrips (3rd) Dancing Lights, Detect Magic, Disrupt Undead, Tanglefoot Arborean Arm (Primal) This magical limb functions in all ways as Nketiah's original arm. The arm can extend a vine to attack in melee, and using the arm, Nketiah has a climb Speed of 20 feet and Climbs as if she had master proficiency in Athletics. Finally, the arm's primal magic allows her to use the spells from her verdant staff as if she had all of those spells on her spell list. Woodland Elf Nketiah can move at half her Speed on a successful Climb check and at full Speed on a critical success. She can always Take Cover within forest terrain to gain cover, even if she's not next to a wall or obstacle. Woodland Stride Nketiah ignores difficult terrain caused by plants. ","skill_mod":{"society":15,"diplomacy":13,"performance":14,"deception":12,"nature":10,"survival":10,"arcana":11,"athletics":9,"occultism":11},"primary_source":"Pathfinder #146: Cult of Cinders","spell":["Circle of Protection","Heroism","Mind Reading","Hideous Laughter","Restore Senses","See Invisibility","Fear","Illusory Disguise","Illusory Object","Ghost Sound","Guidance","Mage Hand","Message","Prestidigitation","Counter Performance","Loremaster's Etude","Inspire Competence","Inspire Courage","Dancing Lights","Detect Magic","Disrupt Undead","Tanglefoot"],"ac":23,"item":["Black Adder Venom (2)","+1 striking longbow (20 arrows)","Studded Leather Armor","verdant staff"],"level":6,"spell_dc":[24,24,24],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":3,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":8,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Nketiah","alignment":"CG","rarity":"unique","strike_damage_average":[6,11,12],"attack_bonus":[13,15,16],"constitution":0,"immunity":["sleep"],"spell_attack_bonus":[14],"will_save":12,"speed":{"climb":20,"max":35,"land":35},"wisdom":2,"weakness":{},"creature_ability":["Arborean Arm","Woodland Elf","Woodland Stride"],"primary_source_group":"Age of Ashes","skill":["Arcana","Athletics","Deception","Diplomacy","Ekujae Lore","Nature","Occultism","Performance","Society","Survival"],"tradition":["Occult","Primal"],"summary":"A respected diplomat and lorekeeper for one of the most prestigious Ekujae clans, Nketiah carries heavy burdens from both sides of her family: an …","trait_group":["Ancestry","Weapon","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=1547","dexterity":3,"category":"creature","slug":"creature-1547"},{"attack_bonus":[17,18,19],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":155,"language":["Common","Dwarven","Elven","Gnoll","Halfling"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","spell_attack_bonus":[19],"will_save":18,"charisma":4,"speed":{"max":25,"land":25},"perception":14,"wisdom":1,"weakness":{},"creature_ability":["Timely Distraction","Identify an Opening","Sneak Attack"],"primary_source_group":"Age of Ashes","skill":["Athletics","Deception","Diplomacy","Intimidation","Mercantile Lore","Society","Thievery"],"trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-1548","text":" Heuberk Thropp Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Heuberk Thropp Source Pathfinder #147: Tomorrow Must Burn pg. 7 Perception +14 Languages Common, Dwarven, Elven, Gnoll, Halfling Skills Athletics +16, Deception +21, Diplomacy +15, Intimidation +19, Mercantile Lore +16, Society +16, Thievery +16 Str +3 Dex +2 Con +3 Int +1 Wis +1 Cha +4 Items Dagger (3), keys to manacles, Leather Armor, +1 striking mace , average manacles (marked with the symbol of the Scarlet Triad), spellbook, infiltrator's thieves tools --- AC 28 Fort +21 Ref +15 Will +18 HP 155 Timely Distraction Reaction Trigger A creature Heuberk can see within his melee reach misses him with a melee Strike. Effect Heuberk attempts to Feint the creature. If it's not Heuberk's turn and he gets a success, the effect applies on his next turn. --- Speed 25 feet Melee Single Action mace +19 (Shove), Damage 2d6+9 bludgeoning Melee Single Action dagger +18 (Agile, versatile S), Damage 1d4+9 piercing Ranged Single Action dagger +17 (Agile, thrown 10 feet, versatile S), Damage 1d4+9 piercing Occult Prepared Spells DC 27, attack +19 - Cantrips (5th) Detect Magic, Message, Prestidigitation, Read Aura, Shield - 1st Charm, Command, Fear, Ray of Enfeeblement - 2nd Invisibility, Mirror Image, Paranoia - 3rd Dream Message, Enthrall, Hypnotic Pattern - 4th Discern Lies, Fly - 5th Crushing Despair Identify an Opening Single Action (Auditory, Linguistic) Requirements A creature is flat-footed against Heuberk's next melee attack. Effect Heuberk points out a lapse in the creature's defenses. The creature is flat-footed against all melee attacks attempted by any of Heuberk's allies who hear and understand this instruction until the start of Heuberk's next turn. Sneak Attack 2d6 ","tradition":["Occult"],"skill_mod":{"society":16,"diplomacy":15,"deception":21,"thievery":16,"athletics":16,"intimidation":19},"primary_source":"Pathfinder #147: Tomorrow Must Burn","spell":["Crushing Despair","Discern Lies","Fly","Dream Message","Enthrall","Hypnotic Pattern","Invisibility","Mirror Image","Paranoia","Charm","Command","Fear","Ray of Enfeeblement","Detect Magic","Message","Prestidigitation","Read Aura","Shield"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":28,"item":["Dagger (3)","keys to manacles","Leather Armor","+1 striking mace","average manacles (marked with the symbol of the Scarlet Triad)","spellbook","infiltrator's thieves tools"],"level":9,"spell_dc":[27],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1548","intelligence":1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":21,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Heuberk Thropp","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[11,11,16],"slug":"creature-1548"},{"attack_bonus":[16,16,17],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":95,"language":["Common"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","will_save":12,"charisma":2,"speed":{"max":25,"land":25},"perception":12,"wisdom":0,"weakness":{},"creature_ability":["Nimble Dodge","Requirement","Deny Advantage","Mobility","Efficient Capture","Sneak Attack","Surprise Attack"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Thievery"],"stealth":"16","trait":["Human","Humanoid","Uncommon","CE","Medium"],"id":"creature-1549","text":" Scarlet Triad Sneak Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Scarlet Triad Sneak Source Pathfinder #147: Tomorrow Must Burn pg. 8 Perception +12 Languages Common Skills Acrobatics +14, Athletics +10, Deception +12, Intimidation +10, Stealth +16, Thievery +14 Str +2 Dex +4 Con +2 Int +0 Wis +0 Cha +2 Items bloodseeker beak (affixed to rapier), Dagger (3), keys to manacles, Leather Armor, average manacles (marked with the symbol of the Scarlet Triad), +1 rapier , Thieves' Tools --- AC 25 Fort +10 Ref +14 Will +12 HP 95 Nimble Dodge Reaction Requirement A sneak can't use this reaction while encumbered. Trigger The sneak is hit by an attack made by a creature the sneak can see. Effect The sneak gains a +2 circumstance bonus to their Armor Class against the triggering attack. Deny Advantage The sneak isn't flat-footed to hidden, undetected, or flanking creatures of 6th level or lower, or creatures of 6th level or lower using surprise attack. Mobility When the sneak takes a Stride action to move half their Speed or less, that movement does not trigger reactions. --- Speed 25 feet Melee Single Action rapier +17 (deadly 1d8, Disarm, Finesse), Damage 1d6+5 piercing Melee Single Action dagger +16 (Agile, Finesse, versatile S), Damage 1d4+4 piercing Ranged Single Action dagger +16 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing Efficient Capture Three Actions (Attack, Manipulate) Requirements The sneak has manacles in hand and is adjacent to a creature. Effect The sneak attempts to bind the creature's wrists or ankles with the manacles. If the sneak succeeds at an attack roll with a +16 modifier against the target's AC, they apply the manacles. Sneak Attack 2d6 Surprise Attack In the first round of combat, creatures that haven't acted yet are flat-footed to the sneak. ","skill_mod":{"deception":12,"thievery":14,"stealth":16,"athletics":10,"intimidation":10,"acrobatics":14},"primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":25,"item":["bloodseeker beak (affixed to rapier)","Dagger (3)","keys to manacles","Leather Armor","average manacles (marked with the symbol of the Scarlet Triad)","+1 rapier","Thieves' Tools"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1549","intelligence":0,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":10,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Scarlet Triad Sneak","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[6,6,8],"slug":"creature-1549"},{"attack_bonus":[23],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":155,"language":["Aklo","Common","Infernal","Jotun"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","will_save":19,"charisma":5,"speed":{"max":40,"land":40},"perception":22,"wisdom":6,"weakness":{},"creature_ability":["Coven","Bonds of Iron","Change Shape","Rend","Rust"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Religion","Stealth"],"stealth":"19","trait":["Hag","Humanoid","Unique","LE","Large"],"id":"creature-1550","text":" Rusty Mae Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Rusty Mae Source Pathfinder #147: Tomorrow Must Burn pg. 14 Perception +22; darkvision Languages Aklo, Common, Infernal, Jotun Skills Acrobatics +17, Athletics +21, Deception +19, Diplomacy +21, Intimidation +17, Religion +22, Stealth +19 Str +7 Dex +5 Con +5 Int +4 Wis +6 Cha +5 Coven Rusty Mae adds earthbind , passwall , and spellwrack to her coven's spells. --- AC 30 Fort +22 Ref +16 Will +19 +1 status to all saves vs. magic HP 155 Resistances physical 10 (except bludgeoning) --- Speed 40 feet Melee Single Action claws +23 (Agile, cold iron, Magical, reach 10 feet), Damage 2d8+13 slashing plus Grab and rust Divine Rituals DC 29 - 5th Planar Ally Bonds of Iron Two Actions (Attack, Conjuration, Occult) Once per day, an annis hag can cause a cage built of cold iron fingernails to spring out of nothingness at a range of up to 30 feet, attempting an Athletics check to Grapple against the target's Fortitude DC; if the target has a weakness to cold iron, the annis hag gains a +2 circumstance bonus to this check. Unlike a normal Grapple, the annis hag doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature escapes (DC 24), causing the cage to crumble into rust. Any creature can attempt to destroy the cage by attacking it. It has an AC of 29, Hardness 14, and 56 Hit Points. Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack and damage bonuses with her Strikes but might change the damage type her Strikes deal (typically to bludgeoning). Rend Single Action claw Rust Rusty Mae's claws cause metal to rapidly rust and corrode. If she succeeds at a claws Strike or Disarm attempt, she deals 2d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness, in addition to the damage she deals to the target with her claws. If she hits an unattended metal item, the item takes 2d6 damage automatically. If a creature uses the Shield Block reaction with a metal shield against Rusty Mae's claw attack, the shield is automatically broken, but no other item is affected on that attack. ","tradition":["Divine"],"skill_mod":{"diplomacy":21,"deception":19,"stealth":19,"athletics":21,"intimidation":17,"acrobatics":17,"religion":22},"primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Monster","Creature Type","Rarity"],"ac":30,"level":10,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=1550","intelligence":4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Rusty Mae","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[22],"slug":"creature-1550"},{"attack_bonus":[15,18],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":120,"language":["Common","Dwarven"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","will_save":15,"charisma":2,"speed":{"max":20,"land":20},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Rock Dwarf","Bully's Push","Efficient Capture","Pack Attack"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Intimidation","Survival","Thievery"],"trait":["Dwarf","Humanoid","Uncommon","CE","Medium"],"id":"creature-1551","text":" Scarlet Triad Thug Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Scarlet Triad Thug Source Pathfinder #147: Tomorrow Must Burn pg. 16 Perception +13; darkvision Languages Common, Dwarven Skills Acrobatics +13, Athletics +17, Intimidation +16, Survival +13, Thievery +13 Str +4 Dex +2 Con +3 Int +0 Wis +2 Cha +2 Items Chain Mail, +1 flail , keys to manacles, Javelin (3), average manacles (marked with the symbol of the Scarlet Triad) --- AC 25 Fort +18 Ref +12 Will +15 +2 circumstance on saves vs. Shove, Trip, or being knocked prone HP 120 Rock Dwarf When forced to move 10 feet or more, the thug is moved only half the distance. Bully's Push Reaction Trigger A creature within the thug's reach misses the thug with a melee Strike. Effect The thug attempts to Shove the triggering creature at a –2 penalty. If the thug rolls a critical failure, it gets a failure instead. --- Speed 20 feet Melee Single Action flail +18 (Disarm, Sweep, Trip), Damage 2d6+10 bludgeoning Ranged Single Action javelin +15 (thrown 30 feet), Damage 1d6+10 piercing Efficient Capture Three Actions (Attack, Manipulate) Requirements The thug has manacles in hand and is next to a creature. Effect The thug attempts to bind the creature's wrists or ankles with the manacles. The thug must succeed at an attack roll with a +18 modifier against the target's AC. Pack Attack The thug deals an extra 1d8 damage to any creature that's within reach of at least two of the thug's allies. ","skill_mod":{"thievery":13,"survival":13,"athletics":17,"intimidation":16,"acrobatics":13},"primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":25,"item":["Chain Mail","+1 flail","keys to manacles","Javelin (3)","average manacles (marked with the symbol of the Scarlet Triad)"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1551","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Scarlet Triad Thug","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[13,17],"slug":"creature-1551"},{"attack_bonus":[15,15],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":75,"language":["Common"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","will_save":9,"charisma":-1,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Shipboard Grace","Mobility","Shipboard Savvy"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Sailing Lore","Survival","Thievery"],"trait":["Human","Humanoid","NE","Medium"],"id":"creature-1552","text":" Mercenary Sailor Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Mercenary Sailor Source Pathfinder #147: Tomorrow Must Burn pg. 18 Perception +11 Languages Common Skills Acrobatics +11, Athletics +13, Sailing Lore +13, Survival +11, Thievery +11 Str +4 Dex +4 Con +3 Int +0 Wis +2 Cha -1 Items Leather Armor, Scimitar, Shortbow (20 arrows) --- AC 22 Fort +12 Ref +15 Will +9 HP 75 Shipboard Grace The mercenary sailor is not flat-footed while Balancing or Climbing while on a watercraft. --- Speed 25 feet Melee Single Action scimitar +15 (Forceful, Sweep), Damage 1d6+7 slashing Ranged Single Action shortbow +15 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6+3 piercing Mobility When the sailor takes a Stride action to move half their Speed or less, that movement does not trigger reactions. Shipboard Savvy The sailor's melee Strikes deal 2d6 extra precision damage if both the sailor and the target are on watercraft. ","skill_mod":{"thievery":11,"survival":11,"athletics":13,"acrobatics":11},"primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":22,"item":["Leather Armor","Scimitar","Shortbow (20 arrows)"],"level":5,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1552","intelligence":0,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":12,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Mercenary Sailor","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[6,10],"slug":"creature-1552"},{"attack_bonus":[21,21,22],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":180,"language":["Common"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","will_save":19,"charisma":2,"speed":{"max":25,"land":25},"perception":19,"wisdom":5,"weakness":{},"creature_ability":["Attack of Opportunity","Batter the Fallen","Brutal Cleave","Efficient Capture","Pummeling Flurry"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Intimidation","Sailing Lore","Stealth"],"stealth":"19","trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-1553","text":" Scarlet Triad Bruiser Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Scarlet Triad Bruiser Source Pathfinder #147: Tomorrow Must Burn pg. 23 Perception +19 Languages Common Skills Acrobatics +19, Athletics +21, Intimidation +18, Sailing Lore +18, Stealth +19 Str +5 Dex +3 Con +5 Int +0 Wis +5 Cha +2 Items Chain Shirt, +1 striking greatclub , keys to manacles, average manacles (3), marked with the symbol of the Scarlet Triad), +1 shortbow (10 arrows) --- AC 30 Fort +20 Ref +17 Will +19 HP 180 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action greatclub +22 (Backswing, Shove), Damage 2d10+11 bludgeoning plus knockdown Melee Single Action kick +21 (Agile), Damage 1d8+11 bludgeoning Ranged Single Action shortbow +21 (deadly d10, range increment 60 feet, reload 0), Damage 2d6+8 piercing Batter the Fallen Amnin's kick Strikes deal 2d6 extra damage to prone creatures. Brutal Cleave Reaction Trigger Amnin's melee Strike kills a creature or knocks it unconscious, and another foe is adjacent to that creature. Effect Amnin makes another melee Strike against the second foe at the same multiple attack penalty as the triggering Strike. Efficient Capture Three Actions (Attack, Manipulate) Requirements Amnin has manacles in hand and is adjacent to a creature. Effect Amnin attempts to bind the creature's wrists or ankles with the manacles. He must succeed at an attack roll with a +23 modifier against the target's AC. Pummeling Flurry Single Action Frequency once per turn; Effect Amnin makes a greatclub Strike and a kick Strike. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses. ","skill_mod":{"stealth":19,"athletics":21,"intimidation":18,"acrobatics":19},"primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":30,"item":["Chain Shirt","+1 striking greatclub","keys to manacles","average manacles (3)","marked with the symbol of the Scarlet Triad)","+1 shortbow (10 arrows)"],"level":10,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1553","intelligence":0,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":20,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Scarlet Triad Bruiser","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[15,15,22],"slug":"creature-1553"},{"attack_bonus":[19,19],"constitution":3,"primary_source_category":"Adventure Paths","strength":0,"hp":135,"language":["Common","Gnoll"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","will_save":14,"charisma":1,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Running Poison Strike"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Crafting","Deception","Medicine","Stealth"],"stealth":"16","trait":["Human","Humanoid","Uncommon","CE","Medium"],"id":"creature-1554","text":" Scarlet Triad Poisoner Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Scarlet Triad Poisoner Source Pathfinder #147: Tomorrow Must Burn pg. 41 Perception +16 Languages Common, Gnoll Skills Acrobatics +16, Athletics +14, Crafting +18, Deception +15, Medicine +16, Stealth +16 Str +0 Dex +4 Con +3 Int +4 Wis +2 Cha +1 Items addlebrain (2 doses), expanded alchemist's tools, greater antidote, +1 striking crossbow (10 bolts poisoned with giant scorpion venom), keys to manacles, Leather Armor, good manacles (marked with the symbol of the Scarlet Triad), +1 shortsword --- AC 27 Fort +17 Ref +18 Will +14 +1 status to all saves vs. poison HP 135 --- Speed 25 feet Melee Single Action shortsword +19 (Agile, Finesse, versatile P), Damage 1d6+10 slashing Ranged Single Action crossbow +19 (range increment 120, reload 1), Damage 2d8+6 piercing plus giant scorpion venom Running Poison Strike Two Actions Frequency three times per day; Effect The poisoner Strides, poisoning their weapon as they move. The poisoner moves up to their Speed and makes a melee Strike that deals 2d8 extra poison damage. This has no effect on a Strike that already deals poison damage. ","skill_mod":{"deception":15,"crafting":18,"stealth":16,"medicine":16,"athletics":14,"acrobatics":16},"primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":27,"item":["addlebrain (2 doses)","expanded alchemist's tools","greater antidote","+1 striking crossbow (10 bolts poisoned with giant scorpion venom )","keys to manacles","Leather Armor","good manacles (marked with the symbol of the Scarlet Triad)","+1 shortsword"],"level":8,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1554","intelligence":4,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":17,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Scarlet Triad Poisoner","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[13,15],"slug":"creature-1554"},{"attack_bonus":[20,21,21],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":170,"language":["Abyssal","Celestial","Common","Draconic","Gnoll","Infernal","Shadowtongue"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","spell_attack_bonus":[22],"will_save":19,"charisma":4,"speed":{"max":25,"land":25},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Drain Bonded Item","Efficient Capture","Fiend Summoner","Superlative Summoner"],"primary_source_group":"Age of Ashes","skill":["Arcana","Athletics","Deception","Intimidation","Shadow Plane Lore","Religion","Thievery"],"trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-1555","text":" Barushak Il-Varashma Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Barushak Il-Varashma Source Pathfinder #147: Tomorrow Must Burn pg. 44 Perception +17 Languages Abyssal, Celestial, Common, Draconic, Gnoll, Infernal, Shadowtongue Skills Arcana +22, Athletics +15, Deception +21, Intimidation +19, Shadow Plane Lore +26, Religion +15, Thievery +19 Str +2 Dex +4 Con +2 Int +5 Wis +2 Cha +4 Items Dagger, +1 explorer's clothing , The Extraplanar Registry , keys to each dormitory door and slave manacles, good manacles (marked with the symbol of the Scarlet Triad), +1 striking morningstar --- AC 28 Fort +17 Ref +19 Will +19 HP 170 --- Speed 25 feet Melee Single Action morningstar +20 (versatile P), Damage 2d6+8 bludgeoning Melee Single Action dagger +21 (Agile, Finesse, versatile S), Damage 1d4+8 piercing Ranged Single Action dagger +21 (Agile, thrown 10 feet, versatile S), Damage 1d4+8 piercing Arcane Prepared Spells DC 32, attack +22 - Cantrips (6th) Acid Splash, Detect Magic, Light, Read Aura, Shield, Tanglefoot - 1st Command, Fear, Floating Disk, Magic Missile - 2nd Invisibility, Mirror Image, Summon Fiend (×2) - 3rd Acid Arrow, Fireball, Locate, Slow - 4th Dimension Door, Fly, Phantasmal Killer, Summon Fiend - 5th Black Tentacles, Cone of Cold, Dispel Magic, Summon Fiend - 6th Collective Transposition, Summon Fiend, Wall of Force Wizard School Spells DC 22, 2 Focus Points - 6th Augment Summoning, Dimensional Steps Rituals - 6th Planar Binding Drain Bonded Item Free Action Frequency once per day; Requirements Barushak hasn't acted yet on this turn. Effect This turn, Barushak can cast one prepared spell he has already cast today without spending a spell slot. He must still Cast the Spell and meet the spell's other requirements. Efficient Capture Three Actions (Attack, Manipulate) Requirements Barushak has manacles in hand and is adjacent to a creature. Effect Barushak attempts to bind the creature's wrists or ankles with the manacles. He must succeed at an attack roll with a +21 modifier against the target's AC. Fiend Summoner Barushak can cast summon fiend spells as arcane spells. Each time he does so, sinister energies flow through his body, causing his eyes to glow red and making him quickened for 3 rounds. He can use the extra action only to Sustain the Spell. Superlative Summoner If another creature's reaction would disrupt Barushak's spellcasting action, Barushak attempts a DC 15 flat check. If he succeeds, his action isn't disrupted. ","tradition":["Arcane"],"skill_mod":{"deception":21,"thievery":19,"arcana":22,"athletics":15,"intimidation":19,"religion":15},"primary_source":"Pathfinder #147: Tomorrow Must Burn","spell":["Collective Transposition","Summon Fiend","Wall of Force","Black Tentacles","Cone of Cold","Dispel Magic","Dimension Door","Fly","Phantasmal Killer","Acid Arrow","Fireball","Locate","Slow","Invisibility","Mirror Image","Command","Fear","Floating Disk","Magic Missile","Acid Splash","Detect Magic","Light","Read Aura","Shield","Tanglefoot","Augment Summoning","Dimensional Steps"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":28,"item":["Dagger","+1 explorer's clothing","The Extraplanar Registry","keys to each dormitory door and slave manacles","good manacles (marked with the symbol of the Scarlet Triad)","+1 striking morningstar"],"level":11,"spell_dc":[22,32],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1555","intelligence":5,"reflex_save":19,"strongest_save":["ref","reflex","will"],"dexterity":4,"fortitude_save":17,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Barushak Il-Varashma","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[10,10,15],"slug":"creature-1555"},{"attack_bonus":[20,20],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":135,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","will_save":16,"charisma":-1,"speed":{"max":35,"land":35},"perception":16,"wisdom":1,"weakness":{},"creature_ability":["Stench","Consume Flesh","Ghast Fever","Mauler","Paralysis"],"primary_source_group":"Age of Ashes","skill":["Athletics","Survival"],"trait":["Ghoul","Undead","Unique","NE","Large"],"id":"creature-1556","text":" Ghastly Bear Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Ghastly Bear Source Pathfinder #147: Tomorrow Must Burn pg. 50 Perception +16; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +19, Survival +14 Str +6 Dex +1 Con +6 Int -4 Wis +1 Cha -1 Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 26 Fortitude save or become sickened 1 (plus, on a critical failure, slowed 1 as long as it's sickened). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- AC 27 Fort +19 Ref +14 Will +16 HP 135 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 35 feet Melee Single Action jaws +20, Damage 2d10+9 piercing plus ghast fever and paralysis Melee Single Action claw +20 (Agile), Damage 2d8+9 slashing plus Grab and paralysis Consume Flesh Single Action (Manipulate) Requirements The ghastly bear is adjacent to the corpse of a creature that died within the last hour. Effect The ghastly bear devours a chunk of the corpse and regains 6d6 Hit Points. It can regain Hit Points from any given corpse only once. Ghast Fever (Disease) Saving Throw DC 26 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnight. Mauler A ghastly bear gains a +4 circumstance bonus to damage rolls against creatures it has grabbed. Paralysis (Incapacitation, Necromancy, Occult) Any living creature hit by a ghastly bear's attack must succeed at a DC 26 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. ","skill_mod":{"survival":14,"athletics":19},"primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Monster","Creature Type","Rarity"],"ac":27,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1556","intelligence":-4,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":19,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Ghastly Bear","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[18,20],"slug":"creature-1556"},{"primary_source_category":"Adventure Paths","strength":6,"hp":200,"language":["Common","Jotun","Necril"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","charisma":4,"perception":22,"stealth":"21","trait":["Uncommon","Undead","NE","Large"],"id":"creature-1557","text":" Jaggaki Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Jaggaki Source Pathfinder #147: Tomorrow Must Burn pg. 52 Perception +22; darkvision Languages Common, Jotun, Necril Skills Acrobatics +19, Arcana +27, Athletics +25, Intimidation +23, Stealth +21 Str +6 Dex +2 Con +4 Int +5 Wis +3 Cha +4 Items +1 striking greater staff of necromancy --- AC 34 Fort +21 Ref +21 Will +22 +1 status to all saves vs. positive HP 200 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 20, physical 15 (except magic bludgeoning) Catch Rock Reaction --- Speed 35 feet Melee Single Action staff +26 (two-hand d8), Damage 2d4+12 bludgeoning Melee Single Action hand +25 (Magical), Damage 4d8 negative plus paralyzing touch Ranged Single Action rock +25 (Brutal, range increment 120 feet), Damage 2d6+12 bludgeoning Arcane Prepared Spells DC 34, attack +26 - Cantrips (7th) Acid Splash, Detect Magic, Mage Hand, Ray of Frost, Read Aura, Shield - 1st Grim Tendrils, Ray of Enfeeblement (×2) - 2nd Magic Missile, Mirror Image, Telekinetic Maneuver - 3rd Blindness, Paralyze, Slow - 4th Fly, Lightning Bolt, Phantasmal Killer - 5th Black Tentacles, Cloudkill, Fireball - 6th Chain Lightning, Dispel Magic, Flesh to Stone - 7th Cone of Cold, Eclipse Burst Bones of Stone Single Action (Arcane, Earth, Necromancy) Requirements The target is standing on or adjacent to a stone surface. Frequency once per round; Effect Jaggaki calls upon unquiet spirits within the land, causing a giant skeletal arm made of jagged stone to reach out of a stone surface adjacent to a creature within 60 feet. Jaggaki makes a hand Strike against the target via this stone arm rather than using his own hand. If the Strike hits, it deals 4d6 additional bludgeoning damage. Drain Soul Cage Reaction Frequency once per day; Effect Jaggaki taps into his soul cage's power to cast any arcane spell up to the highest level he can cast, even if the spell being cast is not one of his prepared spells. His soul cage doesn't need to be present for him to use this ability. Paralyzing Touch (Arcane, Curse, Incapacitation, Necromancy) A creature damaged by Jaggaki's hand Strike must succeed at a DC 29 Fortitude save. The creature becomes paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls prone, and seems dead. A DC 25 Medicine check reveals the victim is alive. Steady Spellcasting If another creature's reaction would disrupt Jaggaki's spellcasting action, Jaggaki attempts a DC 15 flat check. If he succeeds, his action isn't disrupted. ","skill_mod":{"stealth":21,"arcana":27,"athletics":25,"intimidation":23,"acrobatics":19},"primary_source":"Pathfinder #147: Tomorrow Must Burn","spell":["Cone of Cold","Eclipse Burst","Chain Lightning","Dispel Magic","Flesh to Stone","Black Tentacles","Cloudkill","Fireball","Fly","Lightning Bolt","Phantasmal Killer","Blindness","Paralyze","Slow","Magic Missile","Mirror Image","Telekinetic Maneuver","Grim Tendrils","Ray of Enfeeblement","Acid Splash","Detect Magic","Mage Hand","Ray of Frost","Read Aura","Shield"],"ac":34,"item":["+1 striking greater staff of necromancy"],"level":13,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"cold":20,"physical":15},"intelligence":5,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":21,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Jaggaki","alignment":"NE","rarity":"uncommon","strike_damage_average":[17,18,19],"attack_bonus":[25,25,26],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[26],"will_save":22,"speed":{"max":35,"land":35},"wisdom":3,"weakness":{},"creature_ability":["Catch Rock","Bones of Stone","Drain Soul Cage","Paralyzing Touch","Steady Spellcasting"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Arcana","Athletics","Intimidation","Stealth"],"tradition":["Arcane"],"trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=1557","dexterity":2,"category":"creature","slug":"creature-1557"},{"primary_source_category":"Adventure Paths","strength":5,"hp":185,"language":["Common","Infernal","Vudrani"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","charisma":4,"perception":22,"stealth":"22","trait":["Fiend","Rakshasa","Unique","LE","Medium"],"id":"creature-1558","text":" Vaklish Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Vaklish Source Pathfinder #147: Tomorrow Must Burn pg. 54 Perception +22; darkvision Languages Common, Infernal, Vudrani Skills Crafting +23, Deception +26, Diplomacy +22, Intimidation +22, Performance +20, Occultism +25, Stealth +22 Str +5 Dex +6 Con +4 Int +5 Wis +3 Cha +4 Items wand of vampiric exsanguination --- AC 33 Fort +22 Ref +22 Will +23 +2 status to all saves vs. magic, +3 status to all saves vs. divine magic HP 185 Resistances physical 12 (except piercing) Weaknesses good 10 Scoff at the Divine reaction] Trigger A creature within 30 feet casts a [divine spell or uses a divine ability. Requirements The raja rakshasa has an unexpended spell slot that can be used to cast dispel magic . Effect The raja rakshasa expends a spell slot that could be used to cast dispel magic and attempts to counteract the triggering spell or ability. The raja rakshasa can't Scoff at the Divine for 1d4 rounds. --- Speed 35 feet Melee Single Action fangs +23 (Agile, Magical), Damage 3d10+11 piercing Melee Single Action claw +24 (Agile, Finesse, Magical), Damage 3d8+11 slashing Occult Spontaneous Spells DC 32, attack +24 - Cantrips (6th) Dancing Lights, Detect Magic, Mage Hand, Shield, Telekinetic Projectile - 1st Charm, Magic Missile, Ray of Enfeeblement (4 slots) - 2nd Hideous Laughter, Mirror Image, Silence (4 slots) - 3rd Dream Message, Hypnotic Pattern, Slow (4 slots) - 4th Fly, Soothe, Suggestion (4 slots) - 5th Dispel Magic, Shadow Blast, Synaptic Pulse (4 slots) - 6th Dominate, Feeblemind, Spirit Blast (3 slots) Occult Innate Spells DC 32 - 3rd Mind Reading (at will) Occult Rituals DC 32 - 2nd Create Undead Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The raja rakshasa takes on the appearance of any Medium humanoid. This doesn't change the raja rakshasa's Speed or its attack and damage modifiers with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack. Disturbing Vision Single Action (Concentrate, Enchantment, Mental, Occult) The raja rakshasa's eyes flash green as it projects a telepathic wave in a 30-foot emanation. All creatures in the area are assailed by a vision of evil decadence from one of the rakshasa's past lives. Each non-evil creature in the area must succeed at a DC 32 Will save or become sickened 1 (and stunned 1 on a critical failure). The visions last 1d4 rounds, and while they do, the raja rakshasa and all evil creatures in the area gain a +1 status bonus to all checks. The raja rakshasa can use this ability again only once the previous visions end. ","skill_mod":{"diplomacy":22,"performance":20,"deception":26,"crafting":23,"stealth":22,"intimidation":22,"occultism":25},"primary_source":"Pathfinder #147: Tomorrow Must Burn","spell":["Dominate","Feeblemind","Spirit Blast","Dispel Magic","Shadow Blast","Synaptic Pulse","Fly","Soothe","Suggestion","Dream Message","Hypnotic Pattern","Slow","Hideous Laughter","Mirror Image","Silence","Charm","Magic Missile","Ray of Enfeeblement","Dancing Lights","Detect Magic","Mage Hand","Shield","Telekinetic Projectile","Mind Reading"],"ac":33,"item":["wand of vampiric exsanguination"],"level":12,"spell_dc":[32,32],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":12,"slashing":12,"physical":12},"intelligence":5,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":22,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Vaklish","alignment":"LE","rarity":"unique","strike_damage_average":[24,27],"attack_bonus":[23,24],"constitution":4,"spell_attack_bonus":[24],"will_save":23,"speed":{"max":35,"land":35},"wisdom":3,"weakness":{"good":10},"creature_ability":["Change Shape","Disturbing Vision"],"primary_source_group":"Age of Ashes","skill":["Crafting","Deception","Diplomacy","Intimidation","Performance","Occultism","Stealth"],"tradition":["Occult"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=1558","dexterity":6,"category":"creature","slug":"creature-1558"},{"attack_bonus":[22,23],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":195,"language":["Common","Elven"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","will_save":21,"charisma":0,"speed":{"max":30,"land":30},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["Backshot","Rain of Arrows","Sneak Attack","Swiftness"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Stealth","Thievery"],"stealth":"23","trait":["Elf","Human","Humanoid","Rare","NE","Medium"],"id":"creature-1559","text":" Scarlet Triad Sniper Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Scarlet Triad Sniper Source Pathfinder #147: Tomorrow Must Burn pg. 56 Perception +23; low-light vision Languages Common, Elven Skills Acrobatics +22, Athletics +19, Stealth +23, Thievery +21 Str +4 Dex +5 Con +3 Int +1 Wis +4 Cha +0 Items +1 striking composite longbow (40 arrows), keys to manacles, +1 leather armor , good manacles, +1 pick --- AC 32 Fort +20 Ref +22 Will +21 HP 195 Backshot Reaction Trigger A creature the sniper can see misses it with a ranged weapon Strike. Effect The sniper attempts a ranged Strike against the triggering creature with a –2 penalty. --- Speed 30 feet; swiftness Melee Single Action pick +22 (fatal d10, Magical), Damage 1d6+10 piercing Ranged Single Action composite longbow +23 (deadly 1d10, Magical, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+8 piercing Rain of Arrows Two Actions The sniper fires one arrow at each creature they choose within a 15-foot burst. The center of the burst must be within 100 feet of the sniper, but can't be within 30 feet. The sniper makes each attack roll separately. All attacks count toward the sniper's multiple attack penalty, but the penalty increases only after all the attacks are made. Sneak Attack 2d6 Swiftness The sniper's movement doesn't trigger reactions ","skill_mod":{"thievery":21,"stealth":23,"athletics":19,"acrobatics":22},"primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Ancestry","Weapon","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":32,"item":["+1 striking composite longbow (40 arrows)","keys to manacles","+1 leather armor","good manacles","+1 pick"],"level":11,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1559","intelligence":1,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":20,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Scarlet Triad Sniper","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[13,17],"slug":"creature-1559"},{"attack_bonus":[25,26,27],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":235,"language":["Common","Dwarven","Gnoll"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","will_save":22,"charisma":4,"speed":{"max":25,"land":25},"perception":24,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Archery Expertise","Bark Orders","Efficient Capture","Superior Pack","Rugged Travel","Twin Shot"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Intimidation","Slaver Lore","Society","Stealth","Survival","Thievery"],"stealth":"22","trait":["Gnoll","Humanoid","Unique","NE","Medium","Kholo"],"id":"creature-1560","text":" Laslunn A cunning and efficient gnoll slaver from Katapesh, Laslunn has earned her place in the Scarlet Triad with her determination, efficiency, and cruelty. Born into a small gnoll tribe in the White Canyon of western Katapesh, Laslunn quickly distinguished herself from her littermates with her cunning and patience. While other gnoll youths thrashed each other and howled barking laughs, Laslunn would wait, watchful, for the best time to unleash her fury. When she was barely grown, Laslunn's tribe joined many others in an ill-fated assault on the city of Solku. Laslunn survived the counterattack from the city's defenders—a testament to her skill at arms—but she was wounded in one eye and across her snout. Her tribe shattered, Laslunn struck out for the cosmopolitan city of Katapesh to start a new life. Once in Katapesh, Laslunn spent a few days engaging in blood sports for pay before signing on a with a larger slave caravan. Over the next few years, she worked with increasingly larger slave operations, even taking to the sea for a time and trading out of Okeno. The Vudrani slave master on Laslunn's last voyage, Setiani, considered herself far too indebted to Laslunn for her comfort. Setiani betrayed the gnoll at sea and threw her overboard to drown, but the gnoll survived yet again, slowly making her way back to the mainland. She surprised Setiani in the town of Driftwood, clapped her in manacles, and sold her for a satisfyingly large price. The experience made Laslunn more wary of future employers, but she had gained such skill and reputation that she didn't consider another career beyond slave-taking. One of her trips was commanded by a slave trader named Vaklish, an indolent man who lazed in his extravagant wagon, occupying himself with drugs. Laslunn couldn't see how the man had possibly been successful at his trade: his crew was sloppy, and he didn't seem interested in expanding his operation beyond that needed to keep his many vices satisfied. Laslunn realized something was unnatural about Vaklish, and she'd no sooner established the thought than Vaklish invited her into his wagon and revealed himself to be a rakshasa. Mind-reading and virtual immortality had assured Vaklish's wealth and life of ease, but he had few people he respected; Laslunn had earned her position on his crew with her reputation, and Vaklish wanted to take her under his wing. The pair became close friends despite their extreme differences. When Laslunn and Vaklish parted many months later, Laslunn was significantly wealthier and far better informed about the business of slave trading. She started her own slaving operation across Katapesh and Osirion. Laslunn was not interested in indulging a crew as slovenly as Vaklish's had been, and she soon learned that making a violent and bloody example of shirkers and malcontents kept her crew in line. Laslunn rapidly gained a reputation as a demanding but high-paying slave master. In 4704 AR, Lasluun's operation came to the attention of the Scarlet Triad. Its leader, Uri Zandivar, had worked to expand the organization's slave trading and sought to extend his reach by commissioning Laslunn as an independent agent. Laslunn wasn't interested in a one-sided relationship, and over several days of negotiations that surprised and impressed Uri, Laslunn secured a position among the Scarlet Triad's senior leadership. Laslunn has served the Scarlet Triad well, expanding into markets such as Absalom, Cheliax, and the Darklands to ensure a steady flow of the highest-quality slaves for Uri's secretive employers. Laslunn doesn't know the details of the Glorious Endeavor or Uri's plan for Alseta's Ring, but she's been patiently and quietly leveraging her contacts to learn more. In 4717 AR, the city of Absalom outlawed slave trading, but Laslunn had heard rumors of the pending manumission and immediately redirected her efforts. She looked into establishing operations in Ravounel, where she could not only utilize former Chelaxian slavers who'd been disenfranchised by Ravounel's new leadership, but she could also decisively strike at the Bellflower Network, an organization that had been disrupting her Chelaxian operations for years. Once her plans were approved by the other leaders of the Scarlet Triad, Laslunn called on her old friend Vaklish and departed for Ravounel. Campaign Use Laslunn is the main antagonist of “Tomorrow Must Burn.” As she sets into motion several events that force the PCs to act, they should hear a lot about Laslunn before they meet her. Her underlings view her as a coldly efficient manager with a terrible temper, and she viciously executes incompetent followers to set an example. Laslunn has had to start her life over many times, so she doesn't hesitate to sacrifice her reserve of slaves at the quarry to ensure her escape. If the PCs have been particularly thorough about dismantling the Scarlet Triad's operations in Ravounel, Laslunn simply severs her ties with the organization and returns to Katapesh. If so, the PCs might meet her again during the events of “Against the Scarlet Triad.” Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Laslunn Source Pathfinder #147: Tomorrow Must Burn pg. 87 Perception +24; darkvision Languages Common, Dwarven, Gnoll Skills Acrobatics +27, Athletics +26, Intimidation +26, Slaver Lore +20, Society +20, Stealth +22, Survival +22, Thievery +22 Str +4 Dex +5 Con +3 Int +1 Wis +3 Cha +4 Items +1 flaming striking composite longbow (40 arrows), key ring, +1 resilient leather armor , average manacles (3), ring of fire resistance , +1 striking scimitar --- AC 35 Fort +23 Ref +25 Will +22 HP 235 Resistances fire 5 Attack of Opportunity Reaction Laslunn can use Attack of Opportunity with ranged weapons if the triggering creature is within 5 feet. --- Speed 25 feet Melee Single Action scimitar +26 (Forceful, Magical, Sweep), Damage 2d6+12 slashing Melee Single Action bite +25 (Agile), Damage 2d6+12 piercing Ranged Single Action composite longbow +27 (deadly 1d10, Magical, range increment 100 feet, volley 30 feet), Damage 2d8+10 piercing plus 1d6 fire Archery Expertise Laslunn doesn't take the penalty from the volley trait, and her ranged Strikes don't trigger reactions. Bark Orders Single Action (Auditory, Linguistic) Laslunn issues a command to reposition her allies. Allies who hear and understand this order can use a reaction to Step. Efficient Capture Three Actions (Attack, Manipulate) Requirements Laslunn has manacles in hand and is adjacent to a creature. Effect Laslunn attempts to bind the creature's wrists or ankles with the manacles. If she succeeds at an attack roll with a +28 modifier against the target's AC, she applies the manacles to the creature's wrists or legs. Superior Pack Attack Laslunn deals an extra 2d8 damage to any creature that's within reach of at least one of her allies. Rugged Travel Laslunn ignores the first square of difficult terrain she moves into each time she Steps or Strides. Twin Shot Two Actions Laslunn makes two Strikes with her bow using her current multiple attack penalty. If both attacks hit the same creature, combine the damage and apply resistances and weaknesses only once. This counts as two attacks when calculating Laslunn's multiple attack penalty. ","skill_mod":{"society":20,"thievery":22,"survival":22,"stealth":22,"athletics":26,"intimidation":26,"acrobatics":27},"summary":"A cunning and efficient gnoll slaver from Katapesh, Laslunn has earned her place in the Scarlet Triad with her determination, efficiency, and …","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Monster","Ancestry","Creature Type","Rarity"],"ac":35,"item":["+1 flaming striking composite longbow (40 arrows)","key ring","+1 resilient leather armor","average manacles (3)","ring of fire resistance","+1 striking scimitar"],"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":5},"url":"/NPCs.aspx?ID=1560","intelligence":1,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":23,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Laslunn","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[19,19,22],"slug":"creature-1560"},{"primary_source_category":"Adventure Paths","strength":0,"hp":160,"language":["Common","Draconic","Elven","Halfling","Infernal","Shadowtongue"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","charisma":4,"perception":20,"stealth":"19","trait":["Elf","Humanoid","Unique","CN","Medium"],"id":"creature-1561","text":" Mialari Docur The epitome of elven grace and mistress of a school that secretly teaches young spies, Lady Docur is a Kintargan patriot to the core. Mialari remembers her father signing on as a bodyguard for House Drovenge, and she remembers arriving in Kintargo in 4455 AR as the Drovenges attempted to establish a branch of the family there. Having already lost her mother, the young girl was unprepared for the news, soon after, that her father had been killed—the enemies of House Drovenge were not to be outwitted so easily. Lady Eleria Drovenge responded to the girl's grief with deep empathy, and she and Lord Placus Drovenge adopted Mialari into their sprawling family. As a scion of House Drovenge, Mialari received the broad education of a Chelaxian aristocrat; in addition, Lady Eleria worked hard to connect Mialari to her elven culture, hiring tutors to teach her the language, history, and manners of Kyonin. Although Mialari was an eager student, she was much more drawn to Chelaxian art and theater than to her ancestral culture. She made friends easily and spent countless hours with them at operas, banquets, hunts, and other diversions. She rarely even thought of herself as an elf, so little did it matter. Thus, when Mialari fell in love with Maris Docur, the youngest son of a Kintargan noble house, there was no obstacle to their marrying. Their relationship bloomed, and their townhouse became the meeting place for new artists, singers, and composers. But in time, age claimed Maris's life, and Mialari was devastated. She fully realized, for the first time, how her natural longevity was a curse. For several years, Mialari isolated herself, refusing to join her relatives when House Drovenge retreated to Westcrown. As House Docur dissolved, she found herself inheriting aging buildings and properties. She decided to start a school, as a tribute to her adoptive parents and, hopefully, as a way to create meaning and purpose for herself. Selling everything except an old building in the Villegre District, she transformed the edifice into a boarding school. Mialari styled the curriculum around elven culture and adopted Kyonin fashion and manners for herself, then reached out to her network. When Lady Docur's School for Girls opened in 4510 AR, her first 20 students came from the foremost aristocratic houses across Cheliax. Mialari found the tasks of developing her students' talents and worldview rewarding, but she avoided forming close relationships. As the years wore on, changes in the political landscape made Mialari's school less appealing to aristocrats. Mialari began reaching out to more marginalized half-elf girls, offering scholarships and expanding her reach to Isger and Molthune. She found that half-elves needed a more a practical education, and she shifted her curriculum accordingly. When House Thrune won the Chelish Civil War, Lady Docur's School proved a target for both their revisionist historians and agents of the church of Asmodeus. They first demanded that Mialari turn over all her records, then later insisted she incorporate their tenets into her lessons. The headmistress did her best to appear to acquiesce—while quietly defying both mandates. Mialari formed a spy network she named the Lacunafex and began training chosen students in stealth and espionage. Her goals were to develop a network capable of evading and keeping one step ahead of the new regime, to preserve some of the Kintargo she had known, and to prepare for whatever political upheavals might follow. When the rebellion for Ravounel's freedom began, decades later, Mialari was more inclined and better prepared to act, and the arrival of Barzillai Thrune galvanized her will. Mialari allied with the new Silver Ravens, directing the Lacunafex to share information and perform other covert actions to aid the rebels, while always giving the Silver Ravens the credit. In part, Mialari wanted to ensure that the rebels didn't also resurrect the Gray Spiders, Kintargo's former thieves' guild, as she didn't want any competition recruiting Kintargo's most talented young thieves and spies. Mostly, however, she wanted freedom for Kintargo. As open fighting broke out, she was key in forming the Silver Council, which served to coordinate the rebellion. While no longer officially on the council, she remains quietly influential behind the scenes. Campaign Use Mialari's dedication to freedom and self-determination makes her a natural enemy of the Scarlet Triad. Thus she is already inclined to help the PCs, and provided they don't offend her, she becomes a strong ally. If the PCs are injured, she can aid them or provide room to rest and heal in the safety of her school. If necessary, she interfaces with the Silver Council on the PCs' behalf. At the GM's discretion, any of the PCs with the discretion and stealth she values might be invited to join the Lacunafex as members, or even as adjunct professors— while the overwhelming majority of Lacunafex members are female, there is no gender requirement. Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Mialari Docur Source Pathfinder #147: Tomorrow Must Burn pg. 89 Perception +20; low-light vision Languages Common, Draconic, Elven, Halfling, Infernal, Shadowtongue Skills Arcana +18, Acrobatics +17, Deception +22, Diplomacy +21, Intimidation +18, Kintargo Lore +16, Occultism +16, Society +20, Stealth +19, Thievery +22 Str +0 Dex +5 Con +1 Int +4 Wis +3 Cha +4 Items +1 hand crossbow (20 bolts), +1 leather armor , + 1 striking rapier , infiltrator thieves' tools --- AC 30 Fort +17 Ref +21 Will +19 HP 160 Deny Advantage Mialari isn't flat-footed to flanking creatures of 10th level or lower, or creatures of 10th level or lower using surprise attack. Nimble Dodge Reaction Trigger Mialari is targeted with a melee or ranged attack by an attacker she can see. Effect Mialari gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet Melee Single Action rapier +22 (deadly 1d8, Disarm, Magical, Finesse), Damage 2d6+11 piercing Ranged Single Action hand crossbow +22 (Magical), Damage 1d6+6 piercing Occult Spontaneous Spells DC 29, attack +23 - Cantrips (3rd) Detect Magic, Mage Hand, Shield, Telekinetic Projectile - 1st Charm, Soothe, True Strike (3 slots) - 2nd Calm Emotions, Mirror Image, Telekinetic Maneuver (3 slots) - 3rd Enthrall, Haste, Mind Reading (3 slots) Ranged Legerdemain Mialari can use telekinesis to perform manipulate actions that use the Thievery skill at a range of 30 feet, but she takes a –2 circumstance penalty to her check when doing so. Sneak Attack (precision) Mialari deals an extra 2d6 precision damage to flat-footed creatures. Steady Spellcasting When a reaction would disrupt Mialari's spell, she can attempt a DC 15 flat check, avoiding the disruption on a success. Surprise Attack On the first round of combat, creatures that haven't acted yet are flat-footed to Mialari. Unbalancing Blow Creatures Mialari hits with a critical hit are flat-footed against her attacks until the end of her next turn. ","skill_mod":{"society":20,"diplomacy":21,"deception":22,"thievery":22,"stealth":19,"arcana":18,"intimidation":18,"occultism":16,"acrobatics":17},"primary_source":"Pathfinder #147: Tomorrow Must Burn","spell":["Enthrall","Haste","Mind Reading","Calm Emotions","Mirror Image","Telekinetic Maneuver","Charm","Soothe","True Strike","Detect Magic","Mage Hand","Shield","Telekinetic Projectile"],"ac":30,"item":["+1 hand crossbow (20 bolts)","+1 leather armor","+ 1 striking rapier","infiltrator thieves' tools"],"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":4,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":17,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Mialari Docur","alignment":"CN","rarity":"unique","strike_damage_average":[9,18],"attack_bonus":[22,22],"constitution":1,"spell_attack_bonus":[23],"will_save":19,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Deny Advantage","Nimble Dodge","Ranged Legerdemain","Sneak Attack","Steady Spellcasting","Surprise Attack","Unbalancing Blow"],"primary_source_group":"Age of Ashes","skill":["Arcana","Acrobatics","Deception","Diplomacy","Intimidation","Kintargo Lore","Occultism","Society","Stealth","Thievery"],"tradition":["Occult"],"summary":"The epitome of elven grace and mistress of a school that secretly teaches young spies, Lady Docur is a Kintargan patriot to the core. Mialari …","trait_group":["Ancestry","Weapon","Half-Elf","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=1561","dexterity":5,"category":"creature","slug":"creature-1561"},{"attack_bonus":[22,22,23],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":185,"language":["Common","Elven","Halfling","Infernal"],"source":["Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","will_save":21,"charisma":3,"speed":{"max":25,"land":25},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Inspiring Presence","Halfling Luck","Designate Bellflower Crop","Liberating Trick","Quick Movements","Sneak Attack"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Deception","Diplomacy","Society","Stealth","Thievery"],"stealth":"22","trait":["Halfling","Humanoid","Unique","CG","Small"],"id":"creature-1562","text":" Nolly Peltry With a twinkle in her eye and a laugh always at the ready, this middle-aged halfling typifies a happy-go-lucky attitude. Yet the deep lines in her face and the rough callouses on her hands and feet indicate a life of unceasing effort in the service of ending slavery. As a child growing up in Magnimar, Corra Dianthe rushed to defend any halfling in need, coaxing her family to help. Often, such halflings were refugees from Cheliax, former slaves newly rescued by the Bellflower Network. Proud of Corra's kind nature, her large family did what they could, sharing meals and helping to find shelter and work for the refugees. Corra's family always had enough to share, and Corra didn't realize how much wealthier her family was than others. As she reached adolescence, Corra increasingly felt that despite their efforts, her family was not doing enough. She had fine food and excellent schooling, but these luxuries made Corra feel guilty, not glad. She knew of the brutal realities of slavery as well as the harrowing path to freedom that the refugees had endured, and she resolved to join the Bellflower Network. Corra told her parents of her decision, but frightened for her safety, they insisted that Corra learn the family textile trade, emphasizing how much the business needed her and that she should put off leaving for just another year or two. She acquiesced for a few years, spending her spare time training with weapons and learning cat burglary from secret ne'er-do-well friends. Corra spent nights creeping across roofs and picking locks on sheds just to develop her skills, and when her unscrupulous companions stole valuables from others, Corra stole them back and replaced them as often as she could. All the while, she continued to help refugees with food, shelter, and a listening ear. As Corra approached her twenty-first birthday, she grew impatient with her parents' limited views. They, in turn, felt that their daughter had become dangerously radicalized. Why couldn't she settle down and prosper in the family business? They had no opposition to charity—and remained very giving people—but they felt charity began and ended at home. Corra's parents planned an enormous birthday party for her, trying to convince her that she had a good life and that she had already helped many. On that evening, as dozens of family and friends waited to celebrate, Corra arrived late, dressed in leather armor and carrying a backpack and sling staff. “When every halfling on Golarion is free to celebrate, then I will celebrate,” she announced. “Until then, I'll work for that freedom!” Then, Corra turned around and disappeared into the night. Corra became a Bellflower tiller, leading halflings to safe houses in Kintargo. After each mission, she'd push herself to be back on the road as soon as possible, but Corra savored her moments of downtime in the Silver City, enjoying its comforts. She became particularly fond of Long Roads Coffeehouse, enjoying the baked goods and the company of the coffeehouse's proprietor, Laria Longroad. Over late-night pastries one night, she and the other Bellflower agents fell to reminiscing about childhood tales of the folk hero Nolly Peltry. “If only our dangers were merely troublesome raccoons and giant bears,” sighed Corra. “Just start thinking of them that way,” Laria suggested with a grin. “I'm sure it'll make everything turn to the luck, just as Nolly says!” Corra realized that there was a great deal of wisdom behind Laria's jest. She began to do just that, easing her crop's fears on their journey with comparisons to The Peltry Fables, or telling a tall tale or two to soothe anxious hearts on a long, cold night. Soon, other Bellflower Network agents began referring to Corra as Nolly Peltry, and the name stuck. Becoming legendary as a tiller in her own right, Nolly continued to journey each year, bringing crop after crop of freed slaves to safety. Nolly's failures were few, but they haunted her nights and strengthened her resolve. As rebellion seized Ravounel, followed by the reprisals and crackdowns of House Thrune, Nolly became concerned that her long, arduous journeys would end only in capture at Kintargo's port. The Night of Ashes, when Barzillai Thrune seized power in the city and Nolly saw many of the safe houses and allies that she had relied on over the years destroyed, was the turning point for her. She decided to remain in the Silver City, allying with the Silver Ravens and orchestrating the aid of other Bellflower Network agents, even developing a language of kite messaging as a means of communicating with allies throughout Kintargo. When fighting erupted in the streets, she grabbed her iconic sling staff and joined in. As soon as Thrune was defeated, Nolly turned her attention to reestablishing routes of safe passage and rebuilding relationships with ship's captains and smugglers. So many Bellflower agents had come to rely on her in Kintargo that she stayed in that city, becoming their leader as well as their inspiration. She continues to direct their efforts and coordinate with tillers and others throughout northern Cheliax, Nidal, Molthune, and Isger. Campaign Use As the head of the Bellflower Network in Kintargo, Nolly Peltry is deeply concerned about the Scarlet Triad. In the short time that the slavers have begun operating in Kintargo, she has tried to flush out their agents, to no avail. When the PCs encounter Nolly on Kite Hill, she is an immediate ally against the Scarlet Triad, particularly if the PCs are willing to help her in sending messages. She is willing and able to fight with the PCs and, at the GM's discretion, might accompany them in this and future adventures. Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Nolly Peltry Source Pathfinder #147: Tomorrow Must Burn pg. 91 Perception +21 Languages Common, Elven, Halfling, Infernal Skills Acrobatics +22, Athletics +19, Deception +20, Diplomacy +18, Society +22, Stealth +22, Thievery +20 Str +2 Dex +5 Con +1 Int +1 Wis +4 Cha +3 Items Dagger (2), +1 leather armor , Nolly's hoe (+1 anarchic striking halfling sling staff ; 10 bullets), infiltrator thieves' tools --- AC 31 Fort +18 Ref +24 Will +21 HP 185 Inspiring Presence (aura, emotion, mental) Allies within 30 feet of Nolly gain a +2 circumstance bonus to saves against fear effects. Halfling Luck Free Action (fortune) Frequency once per day; Trigger Nolly fails a skill check or a saving throw. Effect Nolly rerolls the triggering check, but she must use the new result, even if it's worse. --- Speed 25 feet; quick movements Melee Single Action dagger +22 (Agile, Finesse, versatile S), Damage 1d4+8 piercing Ranged Single Action Nolly's hoe +23 (Magical, Propulsive, range increment 80 feet, reload 1), Damage 2d10+7 bludgeoning plus 1d6 chaotic Ranged Single Action dagger +22 (Agile, thrown 10 feet, versatile S), Damage 1d4+8 piercing Designate Bellflower Crop Three Actions Nolly designates an ally within 30 feet as a member of her Bellflower crop. Nolly can have up to 10 members in her crop at once; any member added in excess of this number automatically removes a crop member of Nolly's choice. When Nolly or a member of her crop Aids a crop member and rolls a success, they get a critical success to Aid instead. When a crop member within 60 feet of Nolly fails a saving throw against an effect that would impose the confused or paralyzed condition, the crop member can use a reaction to reroll the saving throw and use the better of the two results. This is a fortune effect. Liberating Trick Two Actions Nolly frees herself or a creature within her reach from the grabbed condition. Quick Movements Nolly doesn't trigger reactions with her movement or with any use of the Thievery skill. Sneak Attack (precision) Nolly deals an extra 3d6 precision damage to flat-footed creatures. ","skill_mod":{"society":22,"diplomacy":18,"deception":20,"thievery":20,"stealth":22,"athletics":19,"acrobatics":22},"summary":"With a twinkle in her eye and a laugh always at the ready, this middle-aged halfling typifies a happy-go-lucky attitude. Yet the deep lines in her …","primary_source":"Pathfinder #147: Tomorrow Must Burn","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":31,"item":["Dagger (2)","+1 leather armor","Nolly's hoe (+1 anarchic striking halfling sling staff ; 10 bullets)","infiltrator thieves' tools"],"level":11,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1562","intelligence":1,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":18,"source_group":["Age of Ashes"],"size":["Small"],"spoilers":"Age of Ashes","name":"Nolly Peltry","alignment":"CG","category":"creature","rarity":"unique","strike_damage_average":[10,10,21],"slug":"creature-1562"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":185,"language":["Elven"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","charisma":4,"perception":24,"trait":["Ghost","Incorporeal","Spirit","Undead","Unique","CN","Medium"],"id":"creature-1563","text":" Talamira Recall Knowledge - Spirit (Occultism): DC 41 Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Talamira Source Pathfinder #148: Fires of the Haunted City pg. 8 Perception +24; darkvision Languages Elven Skills Acrobatics +27, Aiudara Lore +30, Arcana +27, Nature +27 Str -5 Dex +4 Con +0 Int +6 Wis +5 Cha +4 Site Bound Jewelgate way station --- AC 34 Fort +20 Ref +23 Will +26 HP 185 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Rejuvenation (divine, necromancy) Talamira's ghost is bound to the way station by the presence of the wailing crystals; if this hazard is deactivated or destroyed, Talamira sighs in relief as her memories are restored—this burst of psychic energy suffuses all PCs in the area, granting them access to the ancient tradition of magic she once followed, that of the crystal keeper archetype. A moment later, Talamira fades away, her soul moving on to the afterlife. --- Speed fly 30 feet Melee Single Action ghostly hand +27 (Agile, Finesse, Magical), Damage 3d10+12 negative Arcane Innate Spells DC 33, attack +27 - Cantrips (7th) Acid Splash, Detect Magic, Mage Hand, Ray of Frost, Shield - 1st Grease, Magic Missile, Ray of Enfeeblement - 2nd Acid Arrow, Glitterdust, Mirror Image - 3rd Blindness, Paralyze, Slow - 4th Confusion, Lightning Bolt, Suggestion - 5th Fireball, Magic Missile, Phantasmal Killer - 6th Chain Lightning, Cone of Cold, Flesh to Stone - 7th Power Word Blind, Spell Turning Resonant Wail Two Actions (Arcane, Emotion, Enchantment, Mental, Sonic) Talamira releases an anguish-filled cry of despair. All creatures within 30 feet must attempt a DC 33 Will save to resist. Talamira can't use Resonant Wail for 1d4 rounds. Critical Success The creature is unaffected. Success The creature wails with anguish for 3 rounds. The shrieks resonate within the room's wailing crystals, giving the crystals a +2 status bonus on attack rolls against that creature during this time. Failure As success, but the creature is slowed 1 for 1 minute as it sobs uncontrollably. If the creature is already slowed 1 by crushing despair , it is slowed 2 as long as it's under both effects simultaneously. Critical Failure As failure, but the creature is also stunned 3 from its overwhelming sadness. Telekinetic Crystalline Assault Two Actions (Divine, Evocation) Talamira fills the air with whirling crystals, dealing 7d6 slashing damage to all creatures in a 30-foot emanation (DC 33 basic Reflex save). ","skill_mod":{"nature":27,"arcana":27,"acrobatics":27},"primary_source":"Pathfinder #148: Fires of the Haunted City","spell":["Power Word Blind","Spell Turning","Chain Lightning","Cone of Cold","Flesh to Stone","Fireball","Magic Missile","Phantasmal Killer","Confusion","Lightning Bolt","Suggestion","Blindness","Paralyze","Slow","Acid Arrow","Glitterdust","Mirror Image","Grease","Ray of Enfeeblement","Acid Splash","Detect Magic","Mage Hand","Ray of Frost","Shield"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":6,"reflex_save":23,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Talamira","alignment":"CN","rarity":"unique","strike_damage_average":[28],"attack_bonus":[27],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[27],"will_save":26,"speed":{"fly":30,"max":30},"wisdom":5,"weakness":{},"creature_ability":["Site Bound","Rejuvenation","Resonant Wail","Telekinetic Crystalline Assault"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Aiudara Lore","Arcana","Nature"],"tradition":["Arcane"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1563","dexterity":4,"category":"creature","slug":"creature-1563"},{"primary_source_category":"Adventure Paths","strength":8,"hp":235,"language":["Aklo","Terran","Undercommon"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","charisma":4,"perception":26,"stealth":"23","trait":["Aberration","Unique","CE","Large"],"id":"creature-1564","text":" Xevalorg Recall Knowledge - Aberration (Occultism): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Xevalorg Source Pathfinder #148: Fires of the Haunted City pg. 14 Perception +26; darkvision Languages Aklo, Terran, Undercommon Skills Acrobatics +23, Athletics +27, Religion +26, Stealth +23, Survival +24 Str +8 Dex +4 Con +5 Int +2 Wis +7 Cha +4 --- AC 34 Fort +26 Ref +20 Will +23 HP 235 Attack of Opportunity Reaction --- Speed 40 feet, climb 20 feet Melee Single Action jaws +27 (reach 15 feet), Damage 3d12+14 piercing Melee Single Action claw +27 (Agile, reach 15 feet), Damage 3d8+14 slashing Occult Innate Spells DC 33, attack +27 - 2nd Invisibility - 3rd Earthbind, Vampiric Touch - 4th Divine Wrath, Shape Stone (×3) - 5th Black Tentacles, Wall of Stone - 6th Flesh to Stone - Constant (4th) Freedom of Movement, See Invisibility Furious Claws Two Actions Xevalorg makes up to four claw Strikes, each against a different target. These attacks count toward Xevalorg's multiple attack penalty, and the multiple attack penalty doesn't increase until after he makes all his attacks. Eerie Flexibility Despite his size, Xevalorg's multiple joints allow him to fit through tight spaces as if he were a Medium creature. While Squeezing, he can move at his full Speed. Rend Single Action claw ","skill_mod":{"survival":24,"stealth":23,"athletics":27,"acrobatics":23,"religion":26},"primary_source":"Pathfinder #148: Fires of the Haunted City","spell":["Flesh to Stone","Black Tentacles","Wall of Stone","Divine Wrath","Shape Stone","Earthbind","Vampiric Touch","Invisibility","Freedom of Movement","See Invisibility"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":26,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Xevalorg","alignment":"CE","rarity":"unique","strike_damage_average":[27,33],"attack_bonus":[27,27],"constitution":5,"spell_attack_bonus":[27],"will_save":23,"speed":{"climb":20,"max":40,"land":40},"wisdom":7,"weakness":{},"creature_ability":["Attack of Opportunity","Furious Claws","Eerie Flexibility","Rend"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Religion","Stealth","Survival"],"tradition":["Occult"],"trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1564","dexterity":4,"category":"creature","slug":"creature-1564"},{"attack_bonus":[25,28],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":215,"language":["Common","Dwarven"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","will_save":21,"charisma":1,"speed":{"max":20,"land":20},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Improved Knockdown"],"primary_source_group":"Age of Ashes","skill":["Athletics","Diplomacy","Intimidation","Society","Stealth"],"stealth":"25","trait":["Dwarf","Humanoid","Rare","LE","Medium"],"id":"creature-1565","text":" Corrupt Guards Recall Knowledge - Humanoid (Society): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Corrupt Guards Source Pathfinder #148: Fires of the Haunted City pg. 27 Perception +22; darkvision Languages Common, Dwarven Skills Athletics +25, Diplomacy +19, Intimidation +21, Society +20, Stealth +25 Str +7 Dex +3 Con +5 Int +0 Wis +4 Cha +1 Items +1 resilient breastplate , +1 composite shortbow (50 arrows), key to Chiselrock's Prison, +1 striking maul --- AC 32 Fort +24 Ref +20 Will +21 HP 215 Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action maul +28 (Shove), Damage 2d12+15 bludgeoning Ranged Single Action composite shortbow +25 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d8+8 piercing Improved Knockdown Two Actions A corrupt guard can dash their foe to the ground with a single blow. They attempt a single melee Strike. If this Strike hits, they also apply the critical success effect of a Trip. If they used a two-handed melee weapon (such as a maul) for the Strike, they can use the weapon's damage die size instead of the regular die size for the damage from a critical Trip, and they ignore Trip's requirement to have a hand free. ","skill_mod":{"society":20,"diplomacy":19,"stealth":25,"athletics":25,"intimidation":21},"primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":32,"item":["+1 resilient breastplate","+1 composite shortbow (50 arrows)","key to Chiselrock's Prison","+1 striking maul"],"level":12,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1565","intelligence":0,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":24,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Corrupt Guards","alignment":"LE","category":"creature","rarity":"rare","strike_damage_average":[12,28],"slug":"creature-1565"},{"attack_bonus":[27,31],"constitution":4,"primary_source_category":"Adventure Paths","strength":8,"hp":255,"language":["Common","Dwarven","Undercommon"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","will_save":25,"charisma":3,"speed":{"max":25,"land":25},"perception":24,"wisdom":4,"weakness":{},"creature_ability":["Light Blindness","Intimidating Attack of Opportunity","Fearsome Brute"],"primary_source_group":"Age of Ashes","skill":["Athletics","Intimidation","Occultism"],"trait":["Duergar","Dwarf","Humanoid","Unique","LE","Medium","Hryngar"],"id":"creature-1566","text":" Kralgurn Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Kralgurn Source Pathfinder #148: Fires of the Haunted City pg. 31 Perception +24; darkvision Languages Common, Dwarven, Undercommon Skills Athletics +28, Intimidation +28, Occultism +25 Str +8 Dex +4 Con +4 Int +0 Wis +4 Cha +3 Items +1 striking composite longbow (50 arrows), Manacles, +1 resilient scale mail, scroll of discern location , +2 striking corrosive whip , 50 gp --- AC 36 Fort +28 Ref +22 Will +25 HP 255 Light Blindness Intimidating Attack of Opportunity Reaction (emotion, fear, mental) Kralgurn's Attacks of Opportunity not only wound creatures, but also shatter their confidence. If Kralgurn hits and deals damage with an Attack of Opportunity, the target is frightened 2, or frightened 4 on a critical hit. --- Speed 25 feet Melee Single Action corrosive whip +31 (Disarm, Magical, Nonlethal, Reach, Trip), Damage 2d4+16 slashing plus 1d6 acid Ranged Single Action composite longbow +27 (deadly 1d10, Magical, range increment 60 feet, reload 0, volley 30 feet), Damage 2d8+12 piercing Occult Innate Spells DC 34 - 2nd Enlarge (self only), Invisibility (self only) Fearsome Brute When Kralgurn attacks a frightened creature, he gains a circumstance bonus to damage equal to three times the target's frightened value. ","tradition":["Occult"],"skill_mod":{"athletics":28,"intimidation":28,"occultism":25},"primary_source":"Pathfinder #148: Fires of the Haunted City","spell":["Enlarge","Invisibility"],"trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"ac":36,"item":["+1 striking composite longbow (50 arrows)","Manacles","+1 resilient scale mail","scroll of discern location","+2 striking corrosive whip","50 gp"],"level":14,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1566","intelligence":0,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":28,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Kralgurn","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[21,24],"slug":"creature-1566"},{"attack_bonus":[24,24],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":195,"language":["Common","Dwarven","Undercommon"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","will_save":21,"charisma":6,"speed":{"max":25,"land":25},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Efficient Capture","Precise Debilitations","Sneak Attack","Weapon Trick"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Arcana","Athletics","Deception","Nature","Stealth","Thievery"],"stealth":"24","trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-1567","text":" Scarlet Triad Agent Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Scarlet Triad Agent Source Pathfinder #148: Fires of the Haunted City pg. 31 Perception +21 Languages Common, Dwarven, Undercommon Skills Acrobatics +22, Arcana +15, Athletics +19, Deception +23, Nature +19, Stealth +24, Thievery +24 Str +2 Dex +7 Con +3 Int +0 Wis +4 Cha +6 Items +1 blowgun (20 darts), +1 resilient leather armor , Lethargy Poison (4 doses), Manacles, Purple Worm Venom (2 doses), +1 striking rapier , ruby and sapphire ring --- AC 32 Fort +18 Ref +24 Will +21 HP 195 --- Speed 25 feet Melee Single Action rapier +24 (deadly 1d8, Disarm, Finesse), Damage 2d6+8 piercing Ranged Single Action blowgun +24 (Agile, Nonlethal, range increment 20 feet, reload 1), Damage 7 piercing plus poison Arcane Spells Known DC 33 - Cantrips (3rd) Ghost Sound - 1st Fear - 2nd Hideous Laughter - 3rd Illusory Disguise Efficient Capture Three Actions (Attack, Manipulate) Requirements Thea has manacles in hand and is adjacent to a creature. Effect Thea attempts to bind the creature's wrists or ankles with the manacles. If she succeeds at an attack roll with a +24 modifier against the target's AC, she applies the manacles. Precise Debilitations Free Action Trigger Thea's Strike hits a flat-footed creature and deals damage. Effect Thea applies one of the following debilitations to the creature, which lasts until the end of her next turn. Brow Gash The target becomes flat-footed. Deep Cut The target takes an additional 2d6 precision damage from Thea's attacks. Hamstring The target takes a –10-foot status penalty to its Speeds. Low Blow The target becomes enfeebled 1. Sneak Attack 3d6 Weapon Trick When Thea critically succeeds at an attack roll against a flat-footed creature, she applies the critical specialization effect for the weapon she is wielding. ","tradition":["Arcane"],"skill_mod":{"deception":23,"nature":19,"thievery":24,"stealth":24,"arcana":15,"athletics":19,"acrobatics":22},"primary_source":"Pathfinder #148: Fires of the Haunted City","spell":["Illusory Disguise","Hideous Laughter","Fear","Ghost Sound"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":32,"item":["+1 blowgun (20 darts)","+1 resilient leather armor","Lethargy Poison (4 doses)","Manacles","Purple Worm Venom (2 doses)","+1 striking rapier","ruby and sapphire ring"],"level":11,"spell_dc":[33],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1567","intelligence":0,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":7,"fortitude_save":18,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Scarlet Triad Agent","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[15],"slug":"creature-1567"},{"attack_bonus":[31,31],"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":285,"language":["Common","Dwarven","Undercommon"],"immunity":["death effects","disease","fire","paralyzed","poison","unconscious"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","will_save":25,"charisma":2,"speed":{"max":20,"land":20},"perception":26,"wisdom":5,"weakness":{"cold":10},"creature_ability":["Eternal Damnation","Searing Heat","Inflate Bellows","Forge Breath","Soul Chain","Soul Siphon"],"primary_source_group":"Age of Ashes","skill":["Athletics","Crafting","Droskar Lore"],"trait":["Fire","Undead","Unique","NE","Large"],"id":"creature-1568","text":" Accursed Forge-Spurned Recall Knowledge - Undead (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Accursed Forge-Spurned Source Pathfinder #148: Fires of the Haunted City pg. 32 Perception +26; darkvision Languages Common, Dwarven, Undercommon Skills Athletics +29, Crafting +30, Droskar Lore +26 Str +8 Dex +4 Con +6 Int +3 Wis +5 Cha +2 Items +2 resilient full plate , soul chain ( +2 greater striking flaming adamantine spiked chain ; 11th level), +2 striking adamantine warhammer --- AC 37 Fort +28 Ref +24 Will +25 HP 285 (eternal damnation, negative healing) Immunities death effects, disease, fire, paralyzed, poison, unconscious Weaknesses cold 10 Eternal Damnation (divine, necromancy) As long as its soul chain remains intact, the accursed forge-spurned can't be truly destroyed and rises again fully healed at the next sundown, even if its physical body was destroyed. Information about soul chains appears here. Searing Heat (fire) A creature that touches the accursed forge-spurned (including grappling it or hitting it with an unarmed attack) takes 4d6 fire damage (DC 33 basic Reflex save). --- Speed 20 feet Melee Single Action soul chain +31 (Disarm, Finesse, Reach, Trip), Damage 3d8+14 slashing plus 1d6 fire and soul siphon Melee Single Action warhammer +31 (Shove), Damage 2d8+14 bludgeoning Inflate Bellows Two Actions Requirement The accursed forge-spurned has used Forge Breath. Effect The accursed forge-spurned re-inflates its flaccid lungs, enabling it to use Forge Breath again. Forge Breath Two Actions (Divine, Evocation, Fire) The accursed forge-spurned breathes a cloud of stinging soot, ash, and glowing embers. This can affect either a 30-foot cone or a 20-foot burst centered on the accursed forge-spurned and persists for 1d4 rounds. Creatures that move into or start their turn in the area take 12d6 fire damage (DC 36 basic Reflex save). A creature that fails its save is also blinded for 1 minute. Creatures within the cloud are concealed, though not from the accursed forge-spurned. The accursed forge-spurned can't use Forge Breath again until it has used Inflate Bellows. Soul Chain (Divine, Fire, Necromancy) If a creature is slain by an attack from the soul chain and the accursed forge-spurned is able to retain the creature's corpse, it can bind the creature's soul into the soul chain (as bind soul ) with a day of work at a forge and a DC 20 Crafting check. An individual whose soul is bound in this way can't be resurrected unless the soul chain is destroyed (Hardness 10, 40 HP, BT 20). Soul Siphon (Divine, Necromancy) When the accursed forge-spurned critically hits a target with its soul chain, the chain leeches away a portion of the target's soul. The target must attempt a DC 36 Fortitude save. Critical Success The target is unaffected. Success The target is drained 1. Failure The target is drained 2. Critical Failure The target is drained 2 and stunned 2 from the pain. ","element":["Fire"],"skill_mod":{"crafting":30,"athletics":29},"primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Energy","Elemental","Planar","Monster","Creature Type","Rarity"],"ac":37,"item":["+2 resilient full plate","soul chain ( +2 greater striking flaming adamantine spiked chain ; 11th level)","+2 striking adamantine warhammer"],"level":15,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1568","intelligence":3,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":28,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Accursed Forge-Spurned","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[23,31],"slug":"creature-1568"},{"attack_bonus":[30,30],"constitution":4,"primary_source_category":"Adventure Paths","strength":2,"hp":265,"language":["Common","Dwarven","Undercommon"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","will_save":27,"charisma":0,"speed":{"max":25,"land":25},"perception":26,"wisdom":7,"weakness":{},"creature_ability":["Infused Items","Alchemical Formulas","Expanded Splash","Quick Alchemy","Quick Bomber","True Debilitating Bomb","Uncanny Bombs"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Arcana","Crafting","Intimidation","Occultism","Stealth","Thievery"],"stealth":"26","trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-1569","text":" Zuferian Recall Knowledge - Humanoid (Society): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Zuferian Source Pathfinder #148: Fires of the Haunted City pg. 37 Perception +26 Languages Common, Dwarven, Undercommon Skills Acrobatics +26, Arcana +27, Crafting +31, Intimidation +23, Occultism +25, Stealth +26, Thievery +28 Str +2 Dex +7 Con +4 Int +8 Wis +7 Cha +0 Infused Items Zuferian's items listed as infused last for 24 hours, or until her next daily preparations. Items infused greater acid flask (4), greater alchemist goggles, infused greater alchemist's fire (4), Alchemist's Tools, greater elixirs of life, formula book, infused greater frost vial (4), +2 resilient leather armor , +2 striking light mace, infused greater thunderstone (4) --- AC 36 Fort +24 Ref +29 Will +27 HP 265 --- Speed 25 feet Melee Single Action light mace +30 (Agile, Finesse, shove), Damage 2d4+8 Ranged Single Action alchemical bomb +30 (range increment 60 feet, Splash), Damage varies by bomb Alchemical Formulas greater acid flask, greater alchemist's fire, greater bottled lightning, greater darkvision elixir, deathcap powder, greater elixir of life, greater frost vial, lethargy poison, purple worm venom, greater tanglefoot bag Expanded Splash Zuferian's bombs that have the splash trait deal 8 extra splash damage, and splash to 10 feet. Quick Alchemy Single Action Zuferian creates a single alchemical item from her formula book (see Alchemical Formulas). This item has the infused trait, but it remains potent only until the start of her next turn. With her typical preparations, she can use this ability 7 times per day. Quick Bomber Single Action Zuferian Interacts to draw a bomb, then Strikes with it. True Debilitating Bomb Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes. When you use Debilitating Bomb, add the following to the list of effects you can choose from: enfeebled 2, stupefied 2, or a –15-foot status penalty to Speeds. If you instead apply one of the effects listed in Debilitating Bomb, the target avoids the effect only if the result of its saving throw is a critical success. Uncanny Bombs You lob bombs unerringly, despite obstructions or distance. When you throw an alchemical item with the bomb trait, its range increment increases to 60 feet, you reduce any circumstance bonus to the target's AC from cover by 1, and you automatically succeed at the flat check when targeting a concealed creature. ","skill_mod":{"thievery":28,"crafting":31,"stealth":26,"arcana":27,"intimidation":23,"occultism":25,"acrobatics":26},"primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":36,"item":["infused greater acid flask (4)","greater alchemist goggles","infused greater alchemist's fire (4)","Alchemist's Tools","greater elixirs of life","formula book","infused greater frost vial (4)","+2 resilient leather armor","+2 striking light mace","infused greater thunderstone (4)"],"level":15,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1569","intelligence":8,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":7,"fortitude_save":24,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Zuferian","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[13],"slug":"creature-1569"},{"primary_source_category":"Adventure Paths","strength":6,"hp":195,"language":["Aklo","Celestial","Draconic","Dwarven","Necril","Undercommon"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","charisma":7,"perception":25,"trait":["Undead","Unique","LE","Medium"],"id":"creature-1570","text":" King Harral Recall Knowledge - Undead (Religion): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 King Harral Source Pathfinder #148: Fires of the Haunted City pg. 42 Perception +25; darkvision Languages Aklo, Celestial, Draconic, Dwarven, Necril, Undercommon Skills Arcana +29, Crafting +25, Diplomacy +27, Intimidation +27, Religion +25, Society +23 Str +6 Dex +5 Con +0 Int +7 Wis +5 Cha +7 Items +1 resilient full plate , +2 thundering striking maul , wand of smoldering fireballs (7th-level fireball ) --- AC 35 Fort +22 Ref +24 Will +28 +1 status to all saves vs. positive HP 195 (negative healing, rejuvenation) Immunities death effects, disease, paralysis, poison, unconscious Resistances cold 10, physical 10 (except magic bludgeoning) Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 33 Rejuvenation (arcane, necromancy) 24 hours after King Harral is destroyed, his body rebuilds itself on his throne (or, if the throne is destroyed, on the site where the throne once sat), similarly to how a lich's body is restored via its soul cage. If all of Saggorak's buildings are destroyed, or if heroes perform a great service in saving Saggorak (see Concluding the Adventure), King Harral loses this ability. Counterspell Reaction Trigger A creature casts a spell King Harral has prepared. Effect The king expends a prepared spell to counter the triggering creature's casting of that same spell. He can then attempt to dispel the triggering spell. --- Speed 25 feet Melee Single Action thundering maul +28 (Magical, Shove), Damage 2d12+12 bludgeoning plus 1d6 sonic Arcane Prepared Spells DC 35, attack +27 - Cantrips (7th) Detect Magic, Electric Arc, Mage Hand, Message, Shield - 1st Fleet Step, Ray of Enfeeblement (×2), True Strike - 2nd Deafness, False Life, Mirror Image, See Invisibility - 3rd Blindness, Magic Missile (×2), Vampiric Touch - 4th Dimension Door, Fire Shield, Fly, Freedom of Movement - 5th Black Tentacles (×2), Cloudkill, Dispel Magic - 6th Disintegrate (×2), Vampiric Exsanguination, Wall of Force - 7th Duplicate Foe, Eclipse Burst, Reverse Gravity Steady Spellcasting If another creature's reaction would disrupt King Harral's spell, he attempts a DC 15 flat check. If he succeeds, the spell isn't disrupted. ","skill_mod":{"society":23,"diplomacy":27,"crafting":25,"arcana":29,"intimidation":27,"religion":25},"primary_source":"Pathfinder #148: Fires of the Haunted City","spell":["Duplicate Foe","Eclipse Burst","Reverse Gravity","Disintegrate","Vampiric Exsanguination","Wall of Force","Black Tentacles","Cloudkill","Dispel Magic","Dimension Door","Fire Shield","Fly","Freedom of Movement","Blindness","Magic Missile","Vampiric Touch","Deafness","False Life","Mirror Image","See Invisibility","Fleet Step","Ray of Enfeeblement","True Strike","Detect Magic","Electric Arc","Mage Hand","Message","Shield"],"ac":35,"item":["+1 resilient full plate","+2 thundering striking maul","wand of smoldering fireballs (7th-level fireball )"],"level":14,"spell_dc":[35],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"cold":10,"physical":10},"intelligence":7,"reflex_save":24,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":22,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"King Harral","alignment":"LE","rarity":"unique","strike_damage_average":[28],"attack_bonus":[28],"constitution":0,"immunity":["death effects","disease","paralysis","poison","unconscious"],"spell_attack_bonus":[27],"will_save":28,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Frightful Presence","Rejuvenation","Counterspell","Steady Spellcasting"],"primary_source_group":"Age of Ashes","skill":["Arcana","Crafting","Diplomacy","Intimidation","Religion","Society"],"tradition":["Arcane"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1570","dexterity":5,"category":"creature","slug":"creature-1570"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":180,"language":["Dwarven","Necril"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","charisma":5,"perception":20,"stealth":"25","trait":["Incorporeal","Rare","Spirit","Undead","LE","Medium"],"id":"creature-1571","text":" Saggorak Poltergeist Recall Knowledge - Spirit (Occultism): DC 35 Recall Knowledge - Undead (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Saggorak Poltergeist Source Pathfinder #148: Fires of the Haunted City pg. 45 Perception +20; darkvision Languages Dwarven, Necril Skills Acrobatics +25, Intimidation +24, Stealth +25 Str -5 Dex +7 Con +2 Int -1 Wis +4 Cha +5 Site Bound The Saggorak poltergeists cannot travel more than 120 feet from area F2. --- AC 33 Fort +18 Ref +25 Will +22 HP 180 (rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Natural Invisibility A poltergeist is naturally invisible. It becomes visible only when it uses Frighten. Rejuvenation (necromancy, occult) When a poltergeist is destroyed, it re-forms, fully healed, where it was destroyed after 2d4 days. These Saggorak poltergeists no longer rejuvenate once King Harral no longer exists as an undead ruler of Saggorak. Telekinetic Defense Reaction Trigger A creature approaches within 10 feet of the poltergeist. Effect The poltergeist makes a telekinetic object Strike against the triggering creature. --- Speed fly 30 feet Ranged Single Action telekinetic object +27 (Evocation, Magical, Occult, range increment 60 feet), Damage 4d12 bludgeoning, piercing, or slashing (depending on object) Occult Innate Spells DC 33, attack +27 - Cantrips (6th) Mage Hand - 6th Telekinetic Haul (at will), Telekinetic Maneuver (at will) Frighten Single Action (Concentrate, Emotion, Fear, Incapacitation, Mental) Requirement The poltergeist must be invisible. Effect The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each creature within 30 feet must attempt a DC 33 Will save, becoming frightened 2 on a failure. On a critical failure, it's also fleeing for as long as it's frightened. On a success, the creature is temporarily immune for 1 minute. At the start of its next turn, the poltergeist becomes invisible again. Telekinetic Storm Two Actions (Concentrate, Evocation, Occult) The poltergeist telekinetically throws numerous small and jagged chunks of stone rubble, either spreading them out among multiple foes or directing them at one target. When this effect is spread out among multiple foes, the poltergeist makes a telekinetic object Strike at a –2 penalty against each creature within 30 feet. These count as one attack for the poltergeist's multiple attack penalty, and the penalty doesn't increase until after all the attacks. When this effect has only one target, the poltergeist makes a telekinetic object Strike against the target, and the damage increases to 6d12. It deals 2d12 damage on a failure, and no damage on a critical failure. ","skill_mod":{"stealth":25,"intimidation":24,"acrobatics":25},"primary_source":"Pathfinder #148: Fires of the Haunted City","spell":["Telekinetic Haul","Telekinetic Maneuver","Mage Hand"],"ac":33,"level":12,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":-1,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Saggorak Poltergeist","alignment":"LE","rarity":"rare","strike_damage_average":[26],"attack_bonus":[27],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[27],"will_save":22,"speed":{"fly":30,"max":30},"wisdom":4,"weakness":{},"creature_ability":["Site Bound","Natural Invisibility","Rejuvenation","Telekinetic Defense","Frighten","Telekinetic Storm"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Intimidation","Stealth"],"tradition":["Occult"],"trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1571","dexterity":7,"category":"creature","slug":"creature-1571"},{"attack_bonus":[26],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":195,"immunity":["acid","bleed","death effects","disease","doomed","drained","fatigued","healing","magic (see below)","mental","necromancy","nonlethal","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","will_save":20,"charisma":-5,"speed":{"max":20,"land":20},"perception":22,"wisdom":0,"weakness":{},"creature_ability":["Golem Antimagic","Necrotic Field","Vulnerable to Stone to Flesh","Inexorable March","Necrotic Affliction","Necrotic Pulse"],"primary_source_group":"Age of Ashes","skill":["Athletics"],"trait":["Construct","Golem","Mindless","Rare","N","Large"],"id":"creature-1572","text":" Lazurite-Infused Stone Golem Recall Knowledge - Construct (Arcana, Crafting): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Lazurite-Infused Stone Golem Source Pathfinder #148: Fires of the Haunted City pg. 45 Perception +22 Languages Skills Athletics +28 Str +8 Dex -1 Con +5 Int -5 Wis +0 Cha -5 --- AC 33 Fort +25 Ref +19 Will +20 HP 195 Immunities acid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal, paralyzed, poison, sickened, unconscious Golem Antimagic harmed by cold and positive (5d10, 2d8 from areas and persistent damage); healed by negative (area 2d8 HP); slowed by earth Necrotic Field (aura, divine, necromancy) 30 feet. Positive energy effects within the golem's necrotic field deal only half their normal damage. Additionally, all undead within its aura deal an additional 1d6 negative damage with their natural attacks. Vulnerable to Stone to Flesh a stone to flesh spell negates the golem's antimagic and its resistance to physical damage for 1 round. A flesh to stone spell reverses this effect immediately. --- Speed 20 feet Melee Single Action fist +26 (Magical, reach 10 feet), Damage 2d10+11 bludgeoning plus 2d6 negative Inexorable March Single Action The golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can bar the way by succeeding at a DC 36 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it takes damage equal to that dealt by the golem's fist Strike. Necrotic Affliction Reaction (Necromancy) Trigger The golem hits a slowed creature. Effect The creature must succeed at a DC 34 Fortitude save or become drained 1 (or drained 2 on a critical failure) as the golem's lazurite leeches vital energies and causes wounds to rot. Necrotic Pulse Single Action (Arcane, Concentrate, Disease, Necromancy, Negative) Each creature in a 10-foot emanation must succeed at a DC 32 Fortitude save or take 1d6 persistent necrotic damage and be slowed 1 for 1 minute as their flesh and bones temporarily atrophy. The golem can't use Necrotic Pulse again for 1d4 rounds. ","skill_mod":{"athletics":28},"primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Creature Type","Monster","Rarity"],"ac":33,"level":12,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1572","intelligence":-5,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":-1,"fortitude_save":25,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Lazurite-Infused Stone Golem","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[29],"slug":"creature-1572"},{"attack_bonus":[30,30],"constitution":5,"primary_source_category":"Adventure Paths","strength":4,"hp":250,"language":["Draconic","Dwarven","Necril","Undercommon"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","will_save":23,"charisma":6,"speed":{"max":30,"land":30,"burrow":20},"perception":28,"wisdom":2,"weakness":{},"creature_ability":["Lazurite-Infused Flesh","Stench","Opportune Backstab","Consume Flesh","Ghast Fever","Paralysis","Sneak Attack","Swift Leap","Scoundrel"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Crafting","Deception","Diplomacy","Saggorak Lore","Society","Stealth"],"stealth":"29","trait":["Ghoul","Undead","Unique","CE","Medium"],"id":"creature-1573","text":" Falrok Recall Knowledge - Undead (Religion): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Falrok Source Pathfinder #148: Fires of the Haunted City pg. 46 Perception +28; darkvision Languages Draconic, Dwarven, Necril, Undercommon Skills Acrobatics +29, Crafting +24, Deception +27, Diplomacy +27, Saggorak Lore +24, Society +24, Stealth +29 Str +4 Dex +8 Con +5 Int +3 Wis +2 Cha +6 Lazurite-Infused Flesh Falrok's flesh is infused with lazurite, and he gains the benefits undead creatures gain from this mineral at all times. When in an area infused with lazurite, such as the Sanctum of the Starved, these benefits increase to a +3 circumstance bonus to saving throws against positive effects. This infusion also grants Falrok his resistance to positive damage. --- AC 37 Fort +26 Ref +29 Will +23 +3 status to all saves vs. positive HP 250 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances positive 15 Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn there must succeed at a DC 34 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. Opportune Backstab Reaction Trigger A creature within Falrok's melee reach is hit by a melee attack from one of his allies. Effect When Falrok's enemy is hit by one of his allies, he capitalizes upon the distraction, making a Strike against the triggering creature. --- Speed 30 feet, burrow 20 feet Melee Single Action jaws +30 (Finesse), Damage 3d8+12 piercing plus ghast fever and paralysis Melee Single Action claw +30 (Agile, Finesse), Damage 3d6+12 slashing plus paralysis Consume Flesh Single Action (Manipulate) Requirements Falrok is adjacent to the corpse of a creature that died within the last hour. Effect Falrok devours a chunk of the corpse and regains 8d6 hit points. He can regain Hit Points from any given corpse only once. Ghast Fever (Disease, Virulent) Saving Throw DC 34 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 4d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 4d8 negative damage and gains no benefit from healing (1 day); Stage 4 dead, and rises as a ghast the next midnight. Paralysis (Incapacitation, Occult, Necromancy) Any living creature hit by Falrok's attack must succeed at a DC 34 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Sneak Attack 4d6 precision damage. Swift Leap Single Action (Move) Falrok jumps up to half his Speed. This movement doesn't trigger reactions. Scoundrel When Falrok successfully Feints, the target is flat-footed against melee attacks he attempts against it until the end of his next turn. On a critical success, the target is flat-footed against all melee attacks until the end of their next turn, not just Falrok's. ","skill_mod":{"society":24,"diplomacy":27,"deception":27,"crafting":24,"stealth":29,"acrobatics":29},"primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Monster","Creature Type","Rarity"],"ac":37,"level":14,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"vitality":15},"url":"/Monsters.aspx?ID=1573","intelligence":3,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":26,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Falrok","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[22,25],"slug":"creature-1573"},{"primary_source_category":"Adventure Paths","strength":4,"hp":240,"language":["Common","Dwarven","Undercommon"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","charisma":3,"perception":26,"stealth":"27","trait":["Duergar","Dwarf","Humanoid","Rare","LE","Medium","Hryngar"],"id":"creature-1574","text":" Duergar Slave Lord Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Duergar Slave Lord Source Pathfinder #148: Fires of the Haunted City pg. 50 Perception +26; darkvision Languages Common, Dwarven, Undercommon Skills Acrobatics +25, Athletics +23, Intimidation +22, Society +21, Stealth +27, Survival +26 Str +4 Dex +8 Con +3 Int +2 Wis +5 Cha +3 Items +2 striking composite longbow (100 arrows), +1 striking hatchet (2), key to the Temple of All Gods, +1 resilient studded leather --- AC 35 Fort +21 Ref +28 Will +23 +2 status to all saves vs. magic HP 240 Improved Evasion When a duergar slave lord rolls a success on a Reflex save, they get a critical success instead. When they roll a critical failure on a Reflex save, they get a failure instead. Finally, when they fail a Reflex save against a damaging effect, they take half damage. Light Blindness --- Speed 25 feet Melee Single Action hatchet +28 (Agile, Finesse, Magical, versatile S), Damage 2d6+10 slashing Ranged Single Action composite longbow +29 (deadly 1d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+8 piercing Occult Innate Spells DC 33 - 2nd Enlarge (self only), Invisibility (self only) Hunt Prey Single Action (Concentrate) The slave lord designates as its prey a single creature that they can see or hear or that they are Tracking. They gain a +2 circumstance bonus to Perception checks when they Seek their prey and a +2 circumstance bonus to Survival checks when they track their prey. They also ignore the penalty for making ranged attacks within their second range increment against their prey. The first time a slave lord hits their hunted prey in a round, they deal 2d8 additional precision damage. A slave lord can have only one prey designated at a time. Hunter's Flurry Single Action Frequency once per round; Effect The slave lord makes two bow Strikes or two melee Strikes, each using a different weapon. These Strikes must target the slave lord's prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses. ","skill_mod":{"society":21,"survival":26,"stealth":27,"athletics":23,"intimidation":22,"acrobatics":25},"primary_source":"Pathfinder #148: Fires of the Haunted City","spell":["Enlarge","Invisibility"],"ac":35,"item":["+2 striking composite longbow (100 arrows)","+1 striking hatchet (2)","key to the Temple of All Gods","+1 resilient studded leather"],"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":28,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":21,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Duergar Slave Lord","alignment":"LE","rarity":"rare","strike_damage_average":[17,17],"attack_bonus":[28,29],"constitution":3,"will_save":23,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Improved Evasion","Light Blindness","Hunt Prey","Hunter's Flurry"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Intimidation","Society","Stealth","Survival"],"tradition":["Occult"],"trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=1574","dexterity":8,"category":"creature","slug":"creature-1574"},{"attack_bonus":[20,20],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":135,"language":["Common","Dwarven","Undercommon"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","will_save":16,"charisma":3,"speed":{"max":20,"land":20},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Master Smith"],"primary_source_group":"Age of Ashes","skill":["Athletics","Crafting","Diplomacy","Kovlar Lore","Society"],"trait":["Dwarf","Humanoid","Unique","LN","Medium"],"id":"creature-1575","text":" Kelda Halrig Despite a diverse background in numerous skills and professions, Kelda Halrig's greatest passion is smithing, and her talents at the anvil are unrivaled in Kovlar. Kelda's siblings were all adults long before she was born. As a result, she effectively grew up with four parental figures, each of whom was invested in making sure the youngest member of their family grew up with a strong work ethic. Her mother was an officer in the Guild of Arms, a veteran who patrolled the roads between Kovlar and other cities in the Five Kings Mountains in search of monsters and bandits that threatened travelers. Her brother was a member of the same guild, but served in the division of the guild that keeps the peace within Kovlar's walls. Her father was a jeweler in the Guild of Finery, while her sister was an herbalist of the Physic Guild. Kelda exceeded her family's expectations, flourishing in her studies and becoming a prodigy in the forge, but as she grew older, the pressure of these combined expectations wore on her. In the hope of having a good reason to spend some time outside of Kovlar, Kelda followed her mother's footsteps into the Guild of Arms. Despite Kelda's desire to travel, her mother pressured her to join a division that remained within Kovlar, as she had seen too many horrors and had lost too many dear friends in the perilous tunnels beyond the city, and she didn't want her daughter to face the same pain. Kelda ignored her mother's advice, submitting an application to join a patrolling division. Her mother threw her weight as an officer into convincing the division's commander not to admit her youngest child to their ranks. When Kelda learned what her mother had done, she felt terribly betrayed, and her resentment only grew as her mother refused to relent or even apologize. Kelda still felt a sense of duty to her family and to the guild that had trained her, however, so she accepted a post within Kovlar and served for several decades. Her relationship with her mother remained strained during these years, and the well-meaning attempts of other members of the guild to reconcile them grated on Kelda's nerves. Eventually, she took the drastic step of resigning from the guild and leaving Kovlar, traveling to the metropolis of Highhelm to the south. Here, Kelda returned to blacksmithing, taking on an apprenticeship and quickly earning the approval of her mentors. She took particular interest in the history and evolution of traditional techniques. When she earned the right to sell her own work, she didn't settle for what she had already learned, instead dedicating her time to learning even more about the craft. She offered to work for other smiths, giving them labor in exchange for their insights. She also spent days poring over old tomes for clues about ancient techniques, using her research to create reproductions of historical weapons. Smithing alone proved unable to satisfy her curiosity, though, and she also took to studying stonemasonry, tailoring, and a variety of other trades. With each trade she studied, she learned insights and ways of thinking that sharpened her skills at other crafts. Though she wasn't living in Kovlar, she regularly returned to the city to visit her family and eventually reconciled with her mother. Kelda was certain that she would one day wish to return to Kovlar, but not before she felt she was ready to commit to a single guild. Eventually, she reached the conclusion that smithing was her favorite trade, and she returned to Kovlar to petition for membership in the Anvillers' Guild. Her first few months back in Kovlar were challenging. Though she was clearly quite skilled, she had trouble earning respect from other smiths. Because of her decision to leave for Highhelm and pursue an eclectic path of study, many of her guildmates saw her as flighty, impulsive, and immature. But in time, the quality of her work and her devotion to the craft earned her the respect of her peers. She proved to be an excellent mentor to new apprentices, and her own masterpieces came to surpass those of the Forgemaster of the Anvillers' Guild. In keeping with the Anvillers' Guild tradition, she was soon after selected to become the new Forgemaster. Though she has devoted the last few decades of her life to the service of Kovlar, she knows that her path isn't for everyone. Based in part on her own experiences, she believes it is important for young people to explore several different careers before committing to one. As a result, she has instituted an exchange program across Kovlar's guilds, in which apprentices can receive training in a variety of trades before choosing their favorite. This program is popular among Kovlar's youth, but some guild leaders, such as Torra Garnis of the Carpenters' Guild, view it with suspicion, believing that Kelda's true aim is to lure the most promising and diligent apprentices over to the Anvillers' Guild. Others worry that Kelda seeks to consolidate multiple guilds to grow her own influence. Kelda has been cultivating relationships with smiths outside of Kovlar as well, including her contacts from Highhelm, encouraging them to train with the Anvillers' Guild and share their own techniques in return. Kelda has a strong sense of duty and honor that guides her actions. She is disciplined and methodical in her work, both in the forge and on the floor of the Court of Regents. Because she has grown accustomed to the influence her words hold in Kovlar, she prefers to allow others to speak first and weigh their perspectives before sharing her own thoughts. She is disdainful of overly flowery and polite speech, which she insists exists to obscure the truth. As a result, she is unflinchingly honest, and she has little patience with people who are offended by her assessments. Kelda is a stocky, muscular dwarven woman with brown eyes and freckles. She usually keeps her graying auburn tied up in a pair of long, looped braids fastened with metal clasps to keep them away from the forge fires. When working, she wears a fine leather blacksmith's apron with ornate iron buckles, and she often carries her blacksmith's hammer. Campaign Use Kelda's roots are now firmly planted in Kovlar, so she is unlikely to leave the city. However, by the time “Fires of the Haunted City” concludes, she recognizes the great service the PCs have done for Kovlar in foiling Embermead's and Veshumirix's plots. After the PCs' victory, she is willing to personally take commissions to create weapons and armor for them and she can even arrange Earn Income tasks of up to 12th level among the various guilds, should the PCs wish to work in the city. If one of the PCs attempts to court Kelda, she finds their interest amusing. She has not given much attention to matters of the heart in recent decades, as she has found few capable of measuring up to her exacting standards. While she has no interest in short-term arrangements, a loyal, brave, honest PC of any gender with a strong drive toward self-improvement might capture her heart, particularly if that PC is also a master craftsperson. Kelda's ties to Kovlar may keep her from accepting a long-term post working for the PCs in Citadel Altaerein, but at your option, and if the PCs are particularly compelling (or tempt her with a large enough payment), she could be convinced to help for a short amount of time with downtime activities in Citadel Altaerein. Part of this might require the PCs installing additional protection in and around Jewelgate's exit into the Darklands and in the adjoining ruins within Saggorak. Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Kelda Halrig Source Pathfinder #148: Fires of the Haunted City pg. 87 Perception +22; darkvision Languages Common, Dwarven, Undercommon Skills Athletics +22, Crafting +27, Diplomacy +23, Kovlar Lore +25, Society +21 Str +4 Dex +2 Con +3 Int +5 Wis +4 Cha +3 Gear +2 greater striking greater flaming warhammer , +1 striking light hammer (3), leather armor, sterling blacksmith's tools --- AC 24 Fort +19 Ref +13 Will +16 HP 135 --- Speed 20 feet Melee Single Action warhammer +20 (Shove), Damage 2d8+13 bludgeoning Ranged Single Action light hammer +20 (Agile, thrown 20 feet), Damage 2d6+8 bludgeoning Master Smith As the most skillful blacksmith in Kovlar, Kelda's abilities far surpass those of typical smiths. She can Craft items as if she were 16th level. Additionally, she knows how to make a vast catalog of items, including numerous uncommon formulas and several rare formulas. The exact formulas she knows can be tailored to fit the needs of each particular group of PCs, but most are for weapons, armor, and other items that could reasonably be made in a forge. ","skill_mod":{"society":21,"diplomacy":23,"crafting":27,"athletics":22},"summary":"Despite a diverse background in numerous skills and professions, Kelda Halrig's greatest passion is smithing, and her talents at the anvil are …","primary_source":"Pathfinder #148: Fires of the Haunted City","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":24,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1575","intelligence":5,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":19,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Kelda Halrig","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[15,22],"slug":"creature-1575"},{"primary_source_category":"Adventure Paths","strength":6,"hp":270,"language":["Common","Gnoll","Undercommon"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","charisma":5,"perception":29,"trait":["Dwarf","Humanoid","Unique","NE","Medium"],"id":"creature-1576","text":" Ilssrah Embermead Second in command of the Scarlet Triad, Ilssrah Embermead has known the culture of her people only as a resource to be bought and sold, and her dwarven kin as fodder for slavery. Ilssrah began life as an exile. Her parents were skilled thieves, masters of pilfering from merchants without being caught. In their view, such wealthy individuals could easily afford to be parted with some of their coin. As time went on, they grew increasingly confident in their skills and began breaking into homes as well. On one such excursion, the home's owner came after the intruders with an axe in hand. Ilssrah's parents panicked and fought back with lethal force, killing their victim, only to be caught literally red-handed a few moments later by the city guards. For their crimes, the family was banished from their home in Tar Dorgin, the most traditionalist of all dwarven settlements. Their surname, Hrisvild, was changed to Hrisvild-slag, symbolizing the stain their actions had left upon their family's honor. They retreated to the surface, where they initially sought a means to perform a great act of heroism to redeem their name, so that their shame would not pass down through their family line. It was during this time that Ilssrah was born, as Ilssrah Hrisvild-slagdam. Her parents sent word to their family of their daughter's birth, but no one showed any interest in meeting Ilssrah. By the time Ilssrah was old enough to speak, her parents' initial desire to seek atonement had faded, replaced with a simmering resentment for the society that had rejected their daughter. Instead of seeking redemption, Ilssrah's parents poured all of their efforts into making sure Ilssrah could flourish without her ancestral society's approval. They taught her to view the world with detached cynicism, and encouraged her to eschew trust in anything but her own wits. They taught her to steal, lie, cheat, and manipulate for her own gain. The young Ilssrah took readily to manipulation, and she had no compunction about using her skills to force her parents into giving her what she wanted. Recognizing how precious she was to her parents, she often threatened to run away or to turn over evidence of her parents' crimes to the authorities in order to twist them to her will. Eventually, her mother grew fed up with her daughter's antics and, in a fit of rage, beat Ilssrah until the girl fell unconscious. When Ilssrah woke, she resolved that one of two things must be true: either her parent's claims of love had been only a manipulation on their part, or the beating was a test of her resolve. Either way, she no longer felt welcome in their home. In the dead of night, she slipped away, and she never saw her parents again. She was 15 years old, not even halfway to dwarven adulthood. The next decade passed with Ilssrah bouncing back and forth between the streets and the homes of wellmeaning families. The only times Ilssrah felt comfortable relating to others were moments when she was certain she was in complete control of the situation. In time, she found some measure of solace in the teachings of Droskar the Dark Smith, which glorified her behavior, and when she prayed to him, he granted her the power to rule over others that she so deeply craved. In the years following, she traveled from city to city across the surface, manipulating others to earn prestige and wealth. Ilssrah is a relatively recent addition to the Scarlet Triad, having joined the organization only after it developed connections with the slave trade. She proved herself a proficient slaver, with a good eye for selecting slaves with useful skills or bodies well-suited to hard labor. She refrained from certain acts of cruelty that other slavers practiced, such as killing or maiming slaves. This restraint had nothing to do with mercy or compassion; on the contrary, it stemmed from a desire to extract as much toil and profit as she could from each person under her control. Cold, ruthless, and merciless, Ilssrah believes that the only way to guarantee loyalty is through power and fear, and she sees other people— particularly dwarves—as tools to be manipulated. Ilssrah is a middle-aged dwarven woman with light-colored skin who often has a severe expression upon her face. She wears a blackened breastplate emblazoned with the holy symbol of Droskar along with the symbol of the Scarlet Triad. She carries two weapons: a wicked-looking spiked hammer, and a red-hot length of chain covered in barbs. She has long ago abandoned the family name her parents saddled her with, and now those who speak of her know her only as Ilssrah Embermead. Campaign Use While Ilssrah doesn't bother with revenge for petty slights, she has poured decades of effort into building her position within the Scarlet Triad and her hardearned duergar contacts. If the PCs thwart her plans and she survives, she devotes herself to bringing about their ruin. She can see no more appropriate fate for the PCs than to serve as her slaves. Recall Knowledge - Humanoid (Society): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Ilssrah Embermead Source Pathfinder #148: Fires of the Haunted City pg. 88 Perception +29; darkvision Languages Common, Gnoll, Undercommon Skills Acrobatics +25, Athletics +27, Deception +26, Intimidation +28, Religion +31 Str +6 Dex +4 Con +5 Int +4 Wis +8 Cha +5 Items +2 resilient adamantine breastplate , Fleshroaster ( +2 striking flaming spiked chain ), +1 striking returning light hammer , good manacles (4), religious symbol of Droskar --- AC 40 Fort +27 Ref +24 Will +30 HP 270 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action Fleshroaster +31 (Disarm, Finesse, Magical, Trip), Damage 2d8+14 slashing plus 1d6 fire Melee Single Action returning light hammer +30 (Agile, Magical), Damage 2d6+14 bludgeoning Ranged Single Action returning light hammer +28 (Agile, Magical, thrown 20 feet), Damage 2d6+14 bludgeoning Divine Prepared Spells DC 36, attack +32 - Cantrips (8th) Detect Magic, Disrupt Undead, Message, Shield, Sigil - 1st Command, Purify Food and Drink, Ray of Enfeeblement - 2nd Augury, Darkness, Silence - 3rd Circle of Protection, Locate (×2) - 4th Air Walk, Anathematic Reprisal, Divine Wrath - 5th Death Ward, Heal, Sending - 6th Blade Barrier, Heroism, True Seeing - 7th Divine Decree, Energy Aegis, Heal - 8th Divine Aura, Harm (×6), Spiritual Epidemic Cleric Domain Spells DC 36, 3 Focus Points - 8th Commanding Lash, Touch of Obedience Efficient Capture Three Actions (Attack, Manipulate) Requirements Ilssrah has manacles in hand and is adjacent to a creature. Effect Ilssrah attempts to bind the creature's wrists or ankles with the manacles. If she succeeds at an attack roll with a +30 modifier against the target's AC, she applies the manacles. Hammer the Chained Two Actions Ilssrah attempts a melee Strike with Fleshroaster . If she hits, she also draws her light hammer, makes a melee Strike with it against the same target, and immediately returns it to her belt. She then resumes her grip on Fleshroaster . Both Strikes count toward Ilssrah's multiple attack penalty, but the penalty doesn't increase until both Strikes have been made. If the hammer Strike hits, it deals damage as normal and the target must attempt a DC 35 Fortitude save. Critical Success The creature is unaffected. Success The creature is clumsy 1 and stupefied 1 for 1 round. Failure The creature is clumsy 1 and stupefied 1 for 1 minute. Critical Failure The creature is clumsy 2 and stupefied 2 for 1 minute. ","skill_mod":{"deception":26,"athletics":27,"intimidation":28,"acrobatics":25,"religion":31},"primary_source":"Pathfinder #148: Fires of the Haunted City","spell":["Divine Aura","Harm","Spiritual Epidemic","Divine Decree","Energy Aegis","Heal","Blade Barrier","Heroism","True Seeing","Death Ward","Sending","Air Walk","Anathematic Reprisal","Divine Wrath","Circle of Protection","Locate","Augury","Darkness","Silence","Command","Purify Food and Drink","Ray of Enfeeblement","Detect Magic","Disrupt Undead","Message","Shield","Sigil","Commanding Lash","Touch of Obedience"],"ac":40,"item":["+2 resilient adamantine breastplate","Fleshroaster ( +2 striking flaming spiked chain )","+1 striking returning light hammer","good manacles (4)","religious symbol of Droskar"],"level":15,"spell_dc":[36,36],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":24,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":27,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Ilssrah Embermead","alignment":"NE","rarity":"unique","strike_damage_average":[21,21,26],"attack_bonus":[28,30,31],"constitution":5,"spell_attack_bonus":[32],"will_save":30,"speed":{"max":25,"land":25},"wisdom":8,"weakness":{},"creature_ability":["Attack of Opportunity","Efficient Capture","Hammer the Chained"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Deception","Intimidation","Religion"],"tradition":["Divine"],"summary":"Second in command of the Scarlet Triad, Ilssrah Embermead has known the culture of her people only as a resource to be bought and sold, and her …","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=1576","dexterity":4,"category":"creature","slug":"creature-1576"},{"primary_source_category":"Adventure Paths","strength":7,"hp":300,"language":["Abyssal","Common","Draconic","Ignan","Terran","Undercommon"],"source":["Pathfinder #148: Fires of the Haunted City"],"type":"Creature","charisma":6,"perception":28,"stealth":"27","trait":["Dragon","Fire","Unique","CE","Huge"],"id":"creature-1577","text":" Veshumirix Veshumirix is capable of patience and farsighted behavior, but he is also prone to outbursts of cruelty and destruction. His ego is surprisingly fragile for a dragon of his strength, and he has no tolerance for the failures of his underlings. Veshumirix hatched in 3965 AR, one of a clutch of seven dragons tucked away in a magma chamber beneath the tallest pair of mountains in the Five King's Mountains: Torag's Crag. As typical among the fiercely independent magma dragons, Veshumirix and his siblings were left to fend for themselves. Conflict between Veshumirix and his siblings began almost immediately. Veshumirix was the second to hatch, shortly after his brother Moschabbatt, and proved the weaker of the two. Eventually, on the verge of death from his wounds, Veshumirix was forced to admit defeat, retreat, and plot revenge. But Veshumirix's plots were not to be fulfilled. He did not realize that far greater forces were at work in the volcano, paying no mind to the petty squabble of wyrmlings. When the gold dragon Mengkare inadvertently triggered the Rending, the massive volcanic eruption utterly destroyed Veshumirix's modest lair and swept the young dragon toward the volcano's core. Veshumirix let the current carry him in hopes of studying the source of the devastation, hoping he might one day learn to harness such power for himself and unleash it. He expected to see a mighty great wyrm magma dragon rising from the ruin, but instead, he arrived just in time to see Mengkare abandoning the site. Confused, he combed the area, looking for anyone who could explain what had happened. As he searched, he came across a beautiful, shiny fragment for his hoard: one of the shards of the destroyed Orb of Gold Dragonkind . The reports he gathered in bits and pieces from other creatures of the volcano were imperfect records, embellished in the stories of the few witnesses who had escaped the epicenter. While these tales revealed to Veshumirix that his magma dragon theory had been incorrect, they also gave him the false impression that the gold dragon Mengkare had mastered a means of triggering titanic eruptions. At first, Veshumirix was furious that a gold dragon had discovered such power and was being spoken of in reverent tones as a greater master of the volcanoes than the mightiest of magma dragons. Veshumirix swore to himself that he would one day surpass Mengkare. In his childish but malevolent fancies, he imagined himself tearing Mengkare limb from limb before triggering an even larger eruption, one large enough to blanket the whole world in magma and ash. Before slaying Mengkare, though, Veshumirix was first determined to bring ruin to his brother Moschabbatt. When Veshumirix returned to his birthplace—now called Droskar's Crag—to confront his brother, he was dealt another resounding defeat. Veshumirix could have easily died that day, but Moschabatt was so overconfident in his assault that he neglected to check for life remaining in his brother's battered form. After feigning death for several agonizing days, Veshumirix fled Droskar's Crag for other volcanic caverns. There, he licked his wounds and set his sights on more modest ambitions, at least for the short term. Still, his mercurial moods ruled his behavior. Sometimes he operated as a bandit, engaging in murderous raids along Darklands tunnels that ran near his home. Other times, he likened himself to a petty tyrant, enjoying his rule over whatever he could subjugate for months or years before tearing apart his underlings in a fit of rage. When he lacked the energy to kill or reign, he instead submerged himself in molten rock and brooded. Eventually, Veshumirix grew to adulthood, entering the second century of his life. This milestone rekindled his old obsessions. With renewed confidence in his abilities, he sought out whatever knowledge he could find on Mengkare. Yet his search disappointed him profoundly. No one under the mountains had heard anything of what had become of the dragon who caused the Rending. This failure sent him into a decade-long wandering rampage of destruction, during which he returned underground and terrorized various small outposts throughout the Darklands. Eventually, his obsession with revenge and destruction drew the attention of the servitors of the evil dragon god Dahak. Veshumirix began to receive a disturbing barrage of visions of ruin and destruction, but rather than turn away from this darkness, Veshumirix embraced it. He kept an eye on his brother's deeds from the distance, watching as Moschabbatt became a legendary figure, gaining the allegiance of hordes of kobolds and various creatures of flame. Veshumirix's jealousy festered and grew. Finally, he received a vision of a different kind: one that showed him reigning supreme atop a vast pile of treasure, a crown on his head and his brother's corpse at his feet. His obsessions shifted, and he knew he would stop at nothing to find that glorious victory he had seen. Fortunately for Veshumirix, this city of the dead was far easier to locate than Mengkare. Campaign Use If Veshumirix survives the adventure, he is likely to seek revenge against the PCs in the future. Beyond that, he is a ready ally for the Scarlet Triad in future adventures. He wants to aid the organization in the short term, but he is secretly planning a betrayal to steal the destructive power they are building so he can wield it against Moschabbatt. Recall Knowledge - Dragon (Arcana): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Veshumirix Source Pathfinder #148: Fires of the Haunted City pg. 90 Perception +28; darkvision, scent (imprecise) 60 feet Languages Abyssal, Common, Draconic, Ignan, Terran, Undercommon Skills Acrobatics +30, Athletics +30, Deception +26, Intimidation +32, Nature +24, Stealth +27, Survival +24 Str +7 Dex +4 Con +5 Int +4 Wis +4 Cha +6 --- AC 39 Fort +29 Ref +28 Will +26 +1 status to all saves vs. magic HP 300 Immunities fire, paralyzed, sleep Weaknesses cold 15 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 34 Wing Deflection Reaction Trigger The dragon is targeted with an attack; Effect The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack. --- Speed 50 feet, fly 160 feet; magma swim 50 feet Melee Single Action jaws +33 (Magical, reach 15 feet), Damage 3d10+15 piercing plus 4d6 fire Melee Single Action claw +33 (Agile, Magical, reach 10 feet), Damage 3d10+15 slashing Melee Single Action tail +31 (Magical, reach 20 feet), Damage 2d12+15 bludgeoning Melee Single Action horns +31 (Magical, reach 15 feet), Damage 2d12+15 piercing Primal Innate Spells DC 40 - Cantrips (8th) Produce Flame - 8th Burning Hands (at will), Fireball, Wall of Fire (at will) - Constant (4th) Fire Shield Breath Weapon Two Actions (Evocation, Fire, Primal) Veshumirix breathes a blast of magma that deals 9d6 fire damage and 4d12 bludgeoning damage in a 60-foot cone (DC 42 basic Reflex save). He can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Magma Swim A magma dragon's swim Speed functions only when the dragon is Swimming through magma or molten lava. Volcanic Purge Single Action If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 4d6 persistent fire damage, and as long as it has this persistent fire damage, it also takes a –10-foot status penalty to its Speeds. ","element":["Fire"],"skill_mod":{"deception":26,"nature":24,"survival":24,"stealth":27,"athletics":30,"intimidation":32,"acrobatics":30},"primary_source":"Pathfinder #148: Fires of the Haunted City","spell":["Burning Hands","Fireball","Wall of Fire","Produce Flame","Fire Shield"],"ac":39,"level":16,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":4,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":29,"source_group":["Age of Ashes"],"size":["Huge"],"spoilers":"Age of Ashes","name":"Veshumirix","alignment":"CE","rarity":"unique","strike_damage_average":[28,28,31,45],"attack_bonus":[31,31,33,33],"constitution":5,"immunity":["fire","paralyzed","sleep"],"will_save":26,"speed":{"fly":160,"max":160,"land":50,"swim":50},"wisdom":4,"weakness":{"cold":15},"creature_ability":["Frightful Presence","Wing Deflection","Breath Weapon","Draconic Frenzy","Draconic Momentum","Magma Swim","Volcanic Purge"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Veshumirix is capable of patience and farsighted behavior, but he is also prone to outbursts of cruelty and destruction. His ego is surprisingly …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1577","dexterity":4,"category":"creature","slug":"creature-1577"},{"attack_bonus":[35,35],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":330,"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","will_save":27,"charisma":5,"speed":{"max":30,"land":30},"perception":26,"wisdom":3,"weakness":{},"creature_ability":["Incredible Initiative","Attack of Opportunity","Graceful Double Slice","Fling Sand in the Eyes","Rend","Shield Breaker","Weapon Master"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Deception","Intimidation","Performance","Society"],"trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-1578","text":" Bshez “Sand Claws” Shak Recall Knowledge - Humanoid (Society): DC 46 Unspecific Lore : DC 44 Specific Lore : DC 41 Bshez “Sand Claws” Shak Source Pathfinder #149: Against the Scarlet Triad pg. 34 Perception +26 Languages Skills Acrobatics +30, Athletics +30, Deception +28, Intimidation +33, Performance +33, Society +28 Str +6 Dex +8 Con +5 Int +3 Wis +3 Cha +5 Incredible Initiative Bshez gains a +2 circumstance bonus to initiative rolls. Items +2 greater striking javelin , +2 greater striking thundering kukri (2), potion of flying , potion of quickness , +2 resilient scale mail --- AC 40 Fort +29 Ref +32 Will +27 HP 330 Attack of Opportunity Reaction --- Speed 30 feet Melee Single Action thundering kukri +35 (Agile, Finesse, Magical, Trip), Damage 3d6+14 slashing plus 1d6 sonic Ranged Single Action javelin +35 (Magical, thrown 30 feet), Damage 3d6+14 piercing Graceful Double Slice Two Actions Bshez makes two Strikes, one with each kukri, using her current multiple attack penalty. If both attacks hit, combine their damage and add any applicable effects from both weapons. This counts as one attack when calculating her multiple attack penalty. Fling Sand in the Eyes Single Action Requirements Bshez is standing in an area with loose sand or soil; Effect Bshez flings sand into an adjacent creature's eyes. If the target fails a DC 38 Reflex save, they are dazzled until the beginning of Bshez's next turn. If they critically fail, they are blinded until the beginning of Bshez's next turn. If they succeed, they are unaffected. Regardless of their save, they're temporarily immune until the battle ends. Rend Single Action thundering kukri Shield Breaker When the target of Bshez's javelin Strike uses Shield Block, the Strike deals an additional 4d6 damage to the shield. Weapon Master Bshez has access to the critical specialization effects of any weapon she wields. ","skill_mod":{"society":28,"performance":33,"deception":28,"athletics":30,"intimidation":33,"acrobatics":30},"primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":40,"item":["+2 greater striking javelin","+2 greater striking thundering kukri (2)","potion of flying","potion of quickness","+2 resilient scale mail"],"level":17,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1578","intelligence":3,"reflex_save":32,"strongest_save":["ref","reflex"],"dexterity":8,"fortitude_save":29,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Bshez “Sand Claws” Shak","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[24,28],"slug":"creature-1578"},{"attack_bonus":[31,32,32],"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":275,"language":["Common","Osiriani"],"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","will_save":24,"charisma":5,"speed":{"max":25,"land":25},"perception":25,"wisdom":4,"weakness":{},"creature_ability":["Stunning Retort","Dual Abuse","Efficient Capture"],"primary_source_group":"Age of Ashes","skill":["Athletics","Intimidation","Stealth","Thievery","Underworld Lore"],"stealth":"27","trait":["Human","Humanoid","Rare","LE","Medium"],"id":"creature-1579","text":" Scarlet Triad Enforcer Recall Knowledge - Humanoid (Society): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Scarlet Triad Enforcer Source Pathfinder #149: Against the Scarlet Triad pg. 41 Perception +25 Languages Common, Osiriani Skills Athletics +30, Intimidation +28, Stealth +27, Thievery +25, Underworld Lore +26 Str +8 Dex +6 Con +6 Int +3 Wis +4 Cha +5 Items +2 striking composite shortbow , good manacles, moderate healing potion , +1 striking sap , +2 greater striking scimitar , +2 resilient studded leather armor --- AC 36 Fort +30 Ref +26 Will +24 HP 275 Stunning Retort Reaction Trigger An enemy critically fails a Strike against the enforcer; Effect The enforcer Strikes with their sap against that enemy if they're within reach; otherwise, the enforcer attempts an Intimidation check to Demoralize that enemy. --- Speed 25 feet Melee Single Action scimitar +32 (Forceful, Magical, Sweep), Damage 3d6+15 slashing Melee Single Action sap +32 (Agile, Magical, Nonlethal), Damage 2d6+15 bludgeoning Ranged Single Action composite shortbow +31 (deadly 1d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 2d6+12 piercing Dual Abuse Two Actions The enforcer uses the pain of one attack as an opening to deal a devastating second blow. The enforcer makes two attacks against the same target: a scimitar Strike and sap Strike (in any order) or two composite shortbow Strikes. If both attacks hit, the second attack deals an additional 3d6 damage, and the enforcer gives the target one of the following conditions until the end of the enforcer's next turn: dazzled, enfeebled 2, flat-footed, or slowed 1. This counts as two attacks when calculating the enforcer's multiple attack penalty, but the penalty doesn't increase until after both attacks. Efficient Capture Three Actions (Attack, Manipulate) Requirements The enforcer has manacles in hand and is adjacent to a creature; Effect The enforcer attempts to bind the creature's wrists or ankles with the manacles. If the enforcer succeeds at an attack roll with a +30 modifier against the target's AC, they apply the manacles. ","skill_mod":{"thievery":25,"stealth":27,"athletics":30,"intimidation":28},"primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":36,"item":["+2 striking composite shortbow","good manacles","moderate healing potion","+1 striking sap","+2 greater striking scimitar","+2 resilient studded leather armor"],"level":15,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1579","intelligence":3,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":6,"fortitude_save":30,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Scarlet Triad Enforcer","alignment":"LE","category":"creature","rarity":"rare","strike_damage_average":[19,22,25],"slug":"creature-1579"},{"primary_source_category":"Adventure Paths","strength":9,"hp":340,"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","charisma":6,"perception":29,"stealth":"33","trait":["Beast","Unique","CE","Large"],"id":"creature-1580","text":" Ishti Recall Knowledge - Beast (Arcana, Nature): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Ishti Source Pathfinder #149: Against the Scarlet Triad pg. 47 Perception +29; darkvision Languages Skills Athletics +33, Crafting +31, Deception +32, Intimidation +30, Occultism +29, Stealth +33 Str +9 Dex +7 Con +3 Int +3 Wis +3 Cha +6 Items +2 corrosive greater striking dagger , nightmare salt poison (2), oblivion essence poison, weeping midnight poison (3) --- AC 41 Fort +27 Ref +33 Will +29 HP 340 Immunities controlled, poison Resistances mental 15 --- Speed 40 feet, climb 40 feet, fly 40 feet, swim 40 feet Melee Single Action corrosive dagger +37 (Agile, Magical, versatile S), Damage 3d4+17 piercing plus 1d6 acid Occult Innate Spells DC 40 - 6th Illusory Disguise (at will), Illusory Object (at will), Mirror Image, Ventriloquism (at will) - 8th Sleep - 9th Charm (×3), Nondetection, Suggestion (×3) - Constant (4th) Fly Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The lamia matriarch can take on the appearance of a Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it does prevent them from using their cursed touch. Each lamia matriarch has a fixed humanoid form—they cannot adopt a different appearance each time they use this ability, and the appearance resembles that of their upper torso when in their true form. Quick Dervish Strike Two Actions The lamia matriarch makes a dagger attack against each enemy within reach. Each attack counts toward their multiple attack penalty, but the penalty does not increase until after all the attacks. The first enemy she damages is subject to matriarch's caress. Matriarch's Caress Two Actions (Curse, Enchantment, Mental, Occult) The lamia touches a creature, who must succeed at a DC 40 Will save or become stupefied 1 (stupefied 2 if critically failed). If the target fails additional saves against this ability, the condition value increases by 1 if failed or 2 if critically failed (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours. Poison Weapon Single Action (Manipulate) Ishti applies a poison to a piercing or slashing weapon of her choice. ","skill_mod":{"deception":32,"crafting":31,"stealth":33,"athletics":33,"intimidation":30,"occultism":29},"primary_source":"Pathfinder #149: Against the Scarlet Triad","spell":["Charm","Nondetection","Suggestion","Sleep","Illusory Disguise","Illusory Object","Mirror Image","Ventriloquism","Fly"],"ac":41,"item":["+2 corrosive greater striking dagger","nightmare salt poison (2)","oblivion essence poison","weeping midnight poison (3)"],"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"mental":15},"intelligence":3,"reflex_save":33,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":27,"source_group":["Age of Ashes"],"size":["Large"],"spoilers":"Age of Ashes","name":"Ishti","alignment":"CE","rarity":"unique","strike_damage_average":[28],"attack_bonus":[37],"constitution":3,"immunity":["controlled","poison"],"will_save":29,"speed":{"climb":40,"fly":40,"max":40,"land":40,"swim":40},"wisdom":3,"weakness":{},"creature_ability":["Change Shape","Quick Dervish Strike","Matriarch's Caress","Poison Weapon"],"primary_source_group":"Age of Ashes","skill":["Athletics","Crafting","Deception","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1580","dexterity":7,"category":"creature","slug":"creature-1580"},{"attack_bonus":[30,30],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":255,"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","will_save":29,"charisma":4,"speed":{"max":25,"land":25},"perception":24,"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Adroit Disarm","Hampering Shot","Subduing Strikes"],"primary_source_group":"Age of Ashes","skill":["Athletics","Diplomacy","Intimidation","Katapesh Lore","Society"],"trait":["Human","Humanoid","Uncommon","N","Medium"],"id":"creature-1581","text":" Zephyr Guard Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Zephyr Guard Source Pathfinder #149: Against the Scarlet Triad pg. 51 Perception +24 Languages Skills Athletics +28, Diplomacy +24, Intimidation +24, Katapesh Lore +24, Society +22 Str +8 Dex +5 Con +5 Int +2 Wis +4 Cha +4 Items +1 resilient breastplate , greater healing potion , +1 striking heavy crossbow (10 bolts), +2 striking scimitar --- AC 36 Fort +26 Ref +26 Will +29 HP 255 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action scimitar +30 (Forceful, Magical, Sweep), Damage 2d6+14 slashing plus subduing strikes Ranged Single Action heavy crossbow +30 (Magical, range increment 120 feet, reload 2), Damage 2d10+6 piercing plus subduing strikes Adroit Disarm Two Actions The Zephyr Guard attempts to Disarm a creature, with a +2 circumstance bonus to the roll. On a critical success, the guard can also deal their scimitar damage to the creature. Hampering Shot Two Actions The Zephyr Guard makes a heavy crossbow Strike that deals one additional weapon damage die. If the Strike hits, the target takes a –10-foot status penalty to its Speeds and is slowed 1. These last for 1 round, or 2 rounds if the Strike was a critical success. Subduing Strikes A Zephyr Guard takes no penalty for making nonlethal attacks with a weapon that doesn't have the nonlethal trait. The guard's nonlethal Strikes against a creature that is not wielding a weapon deal an additional 2d6 damage. ","skill_mod":{"society":22,"diplomacy":24,"athletics":28,"intimidation":24},"primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":36,"item":["+1 resilient breastplate","greater healing potion","+1 striking heavy crossbow (10 bolts)","+2 striking scimitar"],"level":14,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1581","intelligence":2,"reflex_save":26,"strongest_save":["will"],"dexterity":5,"fortitude_save":26,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Zephyr Guard","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[17,21],"slug":"creature-1581"},{"attack_bonus":[34,34],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":315,"language":["Common","Gnoll","Kelish","Osiriani"],"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","will_save":29,"charisma":4,"speed":{"max":30,"land":30},"perception":30,"wisdom":5,"weakness":{},"creature_ability":["Return Fire","Darting Shot","Sneak Attack"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Deception","Diplomacy","Intimidation","Society","Stealth","Thievery"],"stealth":"30","trait":["Human","Humanoid","LE","Medium"],"id":"creature-1582","text":" Scarlet Triad Boss Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Scarlet Triad Boss Source Pathfinder #149: Against the Scarlet Triad pg. 57 Perception +30 Languages Common, Gnoll, Kelish, Osiriani Skills Acrobatics +32, Deception +29, Diplomacy +27, Intimidation +31, Society +28, Stealth +30, Thievery +33 Str +6 Dex +9 Con +5 Int +7 Wis +5 Cha +4 Items +2 greater striking composite shortbow (40 arrows), +2 striking shortsword , +2 resilient studded leather armor , infiltrator thieves' tools, arrow with weeping midnight poison --- AC 39 Fort +27 Ref +33 Will +29 HP 315 Return Fire Reaction Trigger The Scarlet Triad boss is the target of a physical ranged attack; Effect They gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses and the boss has their shortbow in hand, the boss Strikes the attacker with their shortbow. --- Speed 30 feet Melee Single Action shortsword +34 (Agile, Finesse, versatile S), Damage 2d6+12 piercing Ranged Single Action composite shortbow +34 (deadly 2d10, range increment 60 feet, reload 0), Damage 3d6+9 piercing Darting Shot Two Actions The Scarlet Triad boss Feints a target, Strides up to their Speed, and makes a Strike with their shortbow in any order. They can Feint any target within 30 feet when using this ability. Sneak Attack 4d6 ","skill_mod":{"society":28,"diplomacy":27,"deception":29,"thievery":33,"stealth":30,"intimidation":31,"acrobatics":32},"primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":39,"item":["+2 greater striking composite shortbow (40 arrows)","+2 striking shortsword","+2 resilient studded leather armor","infiltrator thieves' tools","arrow with weeping midnight poison"],"level":17,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1582","intelligence":7,"reflex_save":33,"strongest_save":["ref","reflex"],"dexterity":9,"fortitude_save":27,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Scarlet Triad Boss","alignment":"LE","category":"creature","rarity":"common","strike_damage_average":[19,19],"slug":"creature-1582"},{"attack_bonus":[30],"constitution":4,"primary_source_category":"Adventure Paths","strength":3,"hp":270,"language":["Abyssal","Common","Daemonic","Draconic","Infernal","Osiriani"],"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","spell_attack_bonus":[30],"will_save":29,"charisma":7,"speed":{"max":25,"land":25},"perception":26,"wisdom":4,"weakness":{},"primary_source_group":"Age of Ashes","skill":["Arcana","Crafting","Intimidation","Occultism"],"trait":["Human","Humanoid","Tiefling","LE","Medium"],"id":"creature-1583","text":" Scarlet Triad Mage Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Scarlet Triad Mage Source Pathfinder #149: Against the Scarlet Triad pg. 57 Perception +26; darkvision Languages Abyssal, Common, Daemonic, Draconic, Infernal, Osiriani Skills Arcana +30, Crafting +27, Intimidation +25, Occultism +27 Str +3 Dex +6 Con +4 Int +5 Wis +4 Cha +7 Items +2 striking dagger , greater healing potion , wand of crushing despair --- AC 37 Fort +23 Ref +26 Will +29 +2 status to all saves vs. arcane magic HP 270 Resistances electricity 10, fire 10 --- Speed 25 feet Melee Single Action dagger +30 (Agile, Finesse, versatile P), Damage 2d4+9 slashing Arcane Prepared Spells DC 36, attack +30 - Cantrips (8th) Detect Magic, Message, Ray of Frost, Read Aura, Shield - 5th Magic Missile (×2) - 6th Purple Worm Sting, Slow, Teleport (×2) - 7th Energy Aegis (×2), Fly, Power Word Blind - 8th Horrid Wilting, Lightning Bolt, Mind Blank Divine Innate Spells DC 36 - 2nd Darkness Rituals - 6th Planar Binding\n","tradition":["Arcane","Divine"],"skill_mod":{"crafting":27,"arcana":30,"intimidation":25,"occultism":27},"primary_source":"Pathfinder #149: Against the Scarlet Triad","spell":["Horrid Wilting","Lightning Bolt","Mind Blank","Energy Aegis","Fly","Power Word Blind","Purple Worm Sting","Slow","Teleport","Magic Missile","Detect Magic","Message","Ray of Frost","Read Aura","Shield","Darkness"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":37,"item":["+2 striking dagger","greater healing potion","wand of crushing despair"],"level":15,"spell_dc":[36,36],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"fire":10,"electricity":10},"url":"/NPCs.aspx?ID=1583","intelligence":5,"reflex_save":26,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":23,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Scarlet Triad Mage","alignment":"LE","category":"creature","rarity":"common","strike_damage_average":[14],"slug":"creature-1583"},{"primary_source_category":"Adventure Paths","strength":-3,"hp":300,"language":["Abyssal","Daemonic","Draconic","Elven","Infernal","Necril"],"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","charisma":6,"perception":25,"stealth":"33","trait":["Undead","Unique","NE","Tiny"],"id":"creature-1584","text":" Teyam Ishtori Recall Knowledge - Undead (Religion): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Teyam Ishtori Source Pathfinder #149: Against the Scarlet Triad pg. 61 Perception +25; darkvision, true seeing Languages Abyssal, Daemonic, Draconic, Elven, Infernal, Necril Skills Acrobatics +31, Arcana +38, Deception +33, Occultism +35, Religion +31, Stealth +33 Str -3 Dex +6 Con +0 Int +8 Wis -2 Cha +6 Torpor Typically, a demilich is inert when encountered and doesn't take actions until its contingency reaction has been triggered (see below). Items Demilich Eye Gem (2) --- AC 44 Fort +29 Ref +32 Will +35 +1 status to all saves vs. positive HP 300 (negative healing) Immunities disease, paralyzed, poison, polymorph, unconscious Resistances cold 10, electricity 10, fire 10, physical 10 (except bludgeoning) Telekinetic Whirlwind (arcane, aura, evocation) 20 feet; Telekinetic whirlwind activates when the demilich ends torpor. Loose debris in the area whip up into a whirling storm. This obscures vision, making any creature in the area concealed, and causes creatures in its area (except the demilich) to treat all creatures as concealed. Any creature other than the demilich that enters or begins its turn in the aura takes 2d12 bludgeoning damage. Contingency Reaction A demilich has one permanent 8th-level contingency spell in effect with one of its arcane innate spells of 5th level or lower as the companion spell— typically dimension door . Trigger While the lich is in torpor, a creature disturbs the demilich's remains, touches its treasure, or casts a spell that would affect the demilich. Effect The demilich ends torpor, rolls initiative, and gains the effect of its contingency's companion spell. The contingency resets after 24 hours. Countermeasures Free Action Trigger The demilich's turn begins. Effect The demilich casts blink , fly, spell turning , or true seeing on itself. It usually chooses spell turning unless it already has that spell in effect. --- Speed fly 30 feet Melee Single Action jaws +36 (reach 0 feet, Finesse, Magical), Damage 1d4+3 piercing plus 8d6 negative Arcane Innate Spells DC 43, attack +37 - Cantrips (10th) Mage Hand, Telekinetic Projectile - 4th Blink (at will), Dimension Door (at will), Telekinetic Maneuver (at will) - 8th Spell Turning (at will) - 10th Wail of the Banshee - Constant (6th) True Seeing Demilich Eye Gems (Arcane) A demilich has gemstone eyes that glow when the demilich is active. Each eye contains an 8th-level spell that targets one creature (usually one eye has maze and the other polar ray ). The demilich can Activate an eye. This uses the number of spellcasting actions the spell requires, and also requires command and envision components. When the demilich casts a spell from a gemstone eye, that eye stops glowing for 1d4 rounds, during which time that eye's spell can't be used. Occasionally, one or both of the two demilich eye gems can be harvested from a destroyed demilich as magic items. Devour Soul Single Action (Arcane, Necromancy, Negative) Requirements A soul has been trapped in one of the demilich's blight quartz gems (see Trap Soul) for 24 hours. Effect The demilich consumes the soul. The soul is utterly destroyed, and the demilich regains HP equal to double the creature's level. Mental Magic A demilich can replace all material and somatic components for casting spells with verbal components, and can replace all Interact components for activating magic items with envision components. Staff Gems A demilich long ago absorbed the spells from a staff into gemstone nodules embedded in its skull, with larger nodules representing higher-level spells. It can cast any of the spells as though it were Activating the staff, and regains 1 charge per 4 hours spent in torpor, to a maximum of 10 charges. Teyam Ishtori has the spells from a staff of power . Trap Soul Single Action; command Frequency once per day per gem; Effect Ten blight quartz gemstones on the demilich's skull can trap the souls of the living. The Activated gem casts bind soul . This bind soul can target and affect a dying creature instead of a corpse. The dying creature can attempt a DC 43 Fortitude save; if it succeeds, it doesn't die and its soul is not trapped but it's enervated 2 (or is unaffected entirely on a critical success). When the soul of a creature gets trapped, the creature's body swiftly turns to dust. The gemstones work like the black sapphires used in bind soul , except that they can hold creatures of up to 17th level and have a value of 200 gp apiece. The demilich can Devour a Soul it has trapped. ","skill_mod":{"deception":33,"stealth":33,"arcana":38,"occultism":35,"acrobatics":31,"religion":31},"primary_source":"Pathfinder #149: Against the Scarlet Triad","spell":["Wail of the Banshee","Spell Turning","Blink","Dimension Door","Telekinetic Maneuver","Mage Hand","Telekinetic Projectile","True Seeing"],"ac":44,"item":["Demilich Eye Gem (2)"],"level":19,"spell_dc":[43],"source_category":["Adventure Paths"],"sense":" darkvision , true seeing ","resistance":{"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10,"physical":10},"intelligence":8,"reflex_save":32,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":29,"source_group":["Age of Ashes"],"size":["Tiny"],"spoilers":"Age of Ashes","name":"Teyam Ishtori","alignment":"NE","rarity":"unique","strike_damage_average":[33],"attack_bonus":[36],"constitution":0,"immunity":["disease","paralyzed","poison","polymorph","unconscious"],"spell_attack_bonus":[37],"will_save":35,"speed":{"fly":30,"max":30},"wisdom":-2,"weakness":{},"creature_ability":["Torpor","Telekinetic Whirlwind","Contingency","Countermeasures","Demilich Eye Gems","Devour Soul","Mental Magic","Staff Gems","Trap Soul"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Arcana","Deception","Occultism","Religion","Stealth"],"tradition":["Arcane"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1584","dexterity":6,"category":"creature","slug":"creature-1584"},{"attack_bonus":[34,36,37],"constitution":5,"primary_source_category":"Adventure Paths","strength":9,"hp":350,"language":["Common","Draconic","Dwarven","Gnoll","Osiriani"],"source":["Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","will_save":35,"charisma":9,"speed":{"max":30,"land":30},"perception":35,"wisdom":8,"weakness":{},"creature_ability":["Perfect Will","Attack of Opportunity","Punish Imperfection","Shield Block","Slash and Slam","Swift Capture","Swift Slash","Reactionary"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Society","Stealth","Thievery","Underworld Lore"],"stealth":"31","trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-1585","text":" Uri Zandivar As the leader of the Scarlet Triad, Uri Zandivar has leveraged his extraordinary upbringing and training to dominate those he perceives as inferior in a bid for wealth, influence, and control of Hermea. As a third-generation son of Hermea, Uri received an exemplary education funded by the dragon Mengkare's bottomless pockets. Even among the other Hermean students, Uri was exceptional, excelling at physical exploits, oratory, mysticism, and business. Desiring to see the world beyond Promise, he attained an honored role as one of Hermea's recruiters. However, the more he saw of the world, the less convinced he was that the rest of humanity deserved any place alongside Mengkare. Jaded, he returned to Promise to seek the dragon's counsel. The golden sovereign was delighted in what he interpreted as Uri's growing wisdom and granted him a place on the Council of Enlightenment to help govern the island. As his influence increased, Uri earned ever-greater responsibilities, trust, and insight into Mengkare's vision for Hermea. But after witnessing the world's evils, he increasingly sensed derision and menace in Mengkare's words and mission. With his sister Emaliza (also a member of the Council of Enlightenment), Uri speculated as to their patron's nefarious designs and agreed to do whatever they could to protect Hermea. While Emaliza remained on the island to research Mengkare's schemes, Uri left his post at the Council of Enlightenment to join the Scarlet Triad. He swiftly took over the group, which had become an increasingly disorganized operation as its role of providing recruits for the Glorious Endeavor grew less relevant. Under his leadership, the Triad was reinvigorated—as much by his leadership as by his decision to engage in the lucrative slave trade. After several decades of prosperous chattel trafficking, keeping the Triad's new endeavors secret from Mengkare while still collecting the stipend of support from Hermea, Uri received a visit from his sister, who had come up with an audacious plan to seize control of Mengkare and his resources for themselves. In that fateful meeting, Emaliza revealed to Uri that she'd discovered one of Promise's greatest secrets—an ancient aiudara named Vengegate, within which was trapped the essence of the god Dahak. She further explained to Uri that Mengkare intends to use this essence somehow (misinterpreting Mengkare's goal of destroying Dahak for a wish to use the god's power as a weapon), and posited to her brother that if they could gain control of Mengkare and Alseta's Ring, this vast power would be theirs to use instead. But Mengkare is dangerous, and Emaliza warned Uri that should the gold dragon discover their plot, he would surely destroy them. She then gave her brother several shards of the Orb of Gold Dragonkind she'd smuggled out of Mengkare's treasury. She wasn't able to retrieve them all, but knew that Mengkare had sent out other shards to various movers and shakers around the world as tokens and gifts. If Uri could use the resources of the Scarlet Triad to gather enough of these shards, and then recruit (or enslave) enough talented help, he could secretly rebuild the orb, allowing him and Emaliza to seize control of Mengkare. Emaliza knew that pursuing such an audacious plan in Promise would be too risky, but in Katapesh, her brother wouldn't have to worry about hiding the work from the dragon's attention. Once Mengkare is controlled, Emaliza explained, nothing would stand in their way to harness the power of Dahak trapped in Alsetta's Ring. But until the orb was complete, Emaliza urged patience. In the meantime, she gave Uri the portal key for Vengegate and urged him to use his minions to gather up all the other portal keys to Alsetta's Ring they could find. Once Mengkare was under their control, they could then converge on the ring and harness the vast, destructive might hidden within, bolstering their position and making the Scarlet Triad a true global power. Convinced, Uri agreed to her plot. True to his upbringing in Promise, Uri has subjected himself to a lifetime of physically and mentally grueling training regimens to measure up to Hermea's unforgiving standards. As a result, he has transformed his body into a living weapon with mastery of countless fighting styles. His keen eyes, unforgiving demeanor, and practiced counterattacks punish the imperfections of all who would challenge him. Uri is also a skilled negotiator, deceiver, and orator, groomed for leadership and inadvertently taught to respect few beyond Hermea's shores. His composed exterior belies his prejudiced derision of nearly everyone he works with. Recall Knowledge - Humanoid (Society): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Uri Zandivar Source Pathfinder #149: Against the Scarlet Triad pg. 92 Perception +35 Languages Common, Draconic, Dwarven, Gnoll, Osiriani Skills Acrobatics +37, Arcana +33, Athletics +37, Deception +40, Diplomacy +37, Intimidation +40, Society +27, Stealth +31, Thievery +33, Underworld Lore +31 Str +9 Dex +7 Con +5 Int +7 Wis +8 Cha +9 Items +2 greater resilient chain mail , +2 striking returning dagger , superior manacles, Oblivion Essence, +3 major striking speed scimitar , steel shield with +2 greater striking shield spikes (Hardness 5, HP 20, BT 10), wasp trapped in amber, Weeping Midnight, winged boots --- AC 43 (45 with shield raised) Fort +32 Ref +29 Will +35 (perfect will) HP 350 Perfect Will If Uri rolls a success on a Will saving throw, he gets a critical success instead; if he rolls a critical failure on a Will save, he gets a failure instead. Attack of Opportunity Reaction Punish Imperfection Reaction Trigger A creature within Uri's reach fails an attack roll, saving throw, or skill check; Effect Uri makes an unarmed Strike against the triggering creature. If the attack hits, the target must succeed at a DC 41 Fortitude save or become enfeebled 3 until the end of its next turn (enfeebled 4 on a critical failure). Shield Block Reaction --- Speed 30 feet Melee Single Action speed scimitar +37 (Forceful, Magical, Sweep), Damage 4d6+17 slashing Melee Single Action shield spikes +36 (Magical), Damage 3d6+17 piercing Ranged Single Action dagger +34 (Agile, thrown 10 feet, versatile S), Damage 4d4+12 piercing Slash and Slam Two Actions Uri makes two Strikes: one with his scimitar and one with his shield spikes. If both hit, the overwhelming power of the attack leaves the target stunned 1 (stunned 2 if one of the Strikes was a critical hit, or stunned 3 if both Strikes were critical hits). These Strikes count as one attack for Uri's multiple attack penalty, and the penalty doesn't increase until after both attacks. Swift Capture Two Actions (Attack, Manipulate) Requirements Uri has manacles in his possession and is adjacent to a creature; Effect Uri sheathes a weapon he's carrying, then attempts to bind the creature's wrists or ankles with the manacles. If Uri succeeds at an attack roll with a +36 modifier against the target's AC, he applies the manacles. Swift Slash Single Action Uri Strides and makes a scimitar Strike at any point during the Stride. Reactionary Uri can use 2 reactions in a round, but he can't perform the same reaction more than once per round. ","skill_mod":{"society":27,"diplomacy":37,"deception":40,"thievery":33,"stealth":31,"arcana":33,"athletics":37,"intimidation":40,"acrobatics":37},"summary":"As the leader of the Scarlet Triad, Uri Zandivar has leveraged his extraordinary upbringing and training to dominate those he perceives as inferior …","primary_source":"Pathfinder #149: Against the Scarlet Triad","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":43,"item":["+2 greater resilient chain mail","+2 striking returning dagger","superior manacles","Oblivion Essence","+3 major striking speed scimitar","steel shield with +2 greater striking shield spikes (Hardness 5, HP 20, BT 10)","wasp trapped in amber","Weeping Midnight","winged boots"],"level":19,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1585","intelligence":7,"reflex_save":29,"strongest_save":["will"],"dexterity":7,"fortitude_save":32,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Uri Zandivar","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[22,27,31],"slug":"creature-1585"},{"attack_bonus":[35],"constitution":9,"primary_source_category":"Adventure Paths","strength":9,"hp":255,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","will_save":27,"charisma":-5,"speed":{"max":30,"land":30},"perception":30,"wisdom":5,"weakness":{"good":20},"creature_ability":["Vulnerable to Dispelling","Channel Dragonstorm","Destructive Strikes","Dragonstorm Strike"],"primary_source_group":"Age of Ashes","skill":["Athletics"],"trait":["Construct","Mindless","Rare","N","Huge"],"id":"creature-1586","text":" Animated Dragonstorms Recall Knowledge - Construct (Arcana, Crafting): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Animated Dragonstorms Source Pathfinder #150: Broken Promises pg. 10 Perception +30; darkvision Languages Skills Athletics +35 Str +9 Dex +7 Con +9 Int -5 Wis +5 Cha -5 --- AC 42 Fort +33 Ref +30 Will +27 HP 255 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances acid 15, cold 15, electricity 15, fire 15, physical 15 Weaknesses good 20 Vulnerable to Dispelling The animated dragonstorm can be targeted by disjunction and dispel magic . If targeted by such a spell of 9th level or higher, the construct loses its resistance to acid, cold, electricity, fire, and physical damage and is slowed 1 for 1d4 rounds. --- Speed 30 feet Melee Single Action fist +35 (deadly 3d12, Magical, reach 15 feet), Damage 5d10+12 bludgeoning plus dragonstorm strike Channel Dragonstorm Two Actions (Divine) The animated dragonstorm directs a 30-foot cone of dragonstorm energy. This deals 3d8 acid, 3d8 cold, 3d8 electricity, 3d8 fire, and 3d8 poison damage to creatures in the cone (DC 40 basic Reflex save). The animated dragonstorm can't use Channel Dragonstorm again for 1d4 rounds. Destructive Strikes The animated dragonstorm's attacks ignore the Hardness of objects with Hardness 20 or less. Dragonstorm Strike On a critical hit, the animated dragonstorm's fist bursts with dragonstorm energy. The target takes 1d6 acid, 1d6 cold, 1d6 electricity, 1d6 fire, and 1d6 poison damage. ","skill_mod":{"athletics":35},"primary_source":"Pathfinder #150: Broken Promises","trait_group":["Creature Type","Monster","Rarity"],"ac":42,"level":18,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"acid":15,"bludgeoning":15,"piercing":15,"slashing":15,"fire":15,"cold":15,"electricity":15,"physical":15},"url":"/Monsters.aspx?ID=1586","intelligence":-5,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":7,"vision":"Darkvision","fortitude_save":33,"source_group":["Age of Ashes"],"size":["Huge"],"spoilers":"Age of Ashes","name":"Animated Dragonstorms","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[39],"slug":"creature-1586"},{"primary_source_category":"Adventure Paths","strength":9,"hp":400,"language":["Auran","Common","Draconic","Jotun"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","charisma":2,"perception":30,"trait":["Giant","Humanoid","Rare","NE","Huge"],"id":"creature-1587","text":" Dragonstorm Fire Giant Recall Knowledge - Humanoid (Society): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Dragonstorm Fire Giant Source Pathfinder #150: Broken Promises pg. 12 Perception +30; low-light vision Languages Auran, Common, Draconic, Jotun Skills Acrobatics +31, Athletics +35, Intimidation +35 Str +9 Dex +6 Con +7 Int +3 Wis +5 Cha +2 Items +2 greater striking greatsword , +2 greater resilient hide armor , sack with 5 rocks --- AC 42 Fort +33 Ref +27 Will +30 HP 400 Immunities fire Resistances acid 20, electricity 20, cold 20, poison 20 Weaknesses good 20 Catch Rock Reaction --- Speed 35 feet Melee Single Action greatsword +35 (Magical, reach 15 feet, versatile P), Damage 3d12+20 slashing plus 1d6 electricity Ranged Single Action rock +35 (range increment 120 feet), Damage 3d10+12 bludgeoning plus 1d6 electricity Arcane Innate Spells DC 40 - 3rd Levitate (at will) - Constant (4th) Freedom of Movement Dragonstorm Blade Three Actions (Divine, Evocation) The dragonstorm fire giant raises one hand to the sky, channeling dragonstorm energy into the blade held in the other. The giant makes a greatsword Strike with a –2 circumstance penalty against each creature within its reach. It makes only one attack roll and compares the result against each creature's AC. This Strike deals an additional 1d8 acid, 1d8 cold, 1d8 electricity, 1d8 fire, and 1d8 poison damage and counts as two attacks for the giant's multiple attack penalty. Throw Rock Single Action ","skill_mod":{"athletics":35,"intimidation":35,"acrobatics":31},"primary_source":"Pathfinder #150: Broken Promises","spell":["Levitate","Freedom of Movement"],"ac":42,"item":["+2 greater striking greatsword","+2 greater resilient hide armor","sack with 5 rocks"],"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{"acid":20,"poison":20,"cold":20,"electricity":20},"intelligence":3,"reflex_save":27,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":33,"source_group":["Age of Ashes"],"size":["Huge"],"spoilers":"Age of Ashes","name":"Dragonstorm Fire Giant","alignment":"NE","rarity":"rare","strike_damage_average":[32,43],"attack_bonus":[35,35],"constitution":7,"immunity":["fire"],"will_save":30,"speed":{"max":35,"land":35},"wisdom":5,"weakness":{"good":20},"creature_ability":["Catch Rock","Dragonstorm Blade","Throw Rock"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Athletics","Intimidation"],"tradition":["Arcane"],"trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1587","dexterity":6,"category":"creature","slug":"creature-1587"},{"primary_source_category":"Adventure Paths","strength":10,"hp":500,"language":["Abyssal","Common","Draconic","Elven"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","charisma":7,"perception":39,"stealth":"35","trait":["Dragon","Fire","Unique","CE","Gargantuan"],"id":"creature-1588","text":" Lesser Manifestation Of Dahak Recall Knowledge - Dragon (Arcana): DC 54 Unspecific Lore : DC 52 Specific Lore : DC 49 Lesser Manifestation Of Dahak Source Pathfinder #150: Broken Promises pg. 16 Perception +39; darkvision, scent (imprecise) 60 feet, smoke vision Languages Abyssal, Common, Draconic, Elven Skills Acrobatics +37, Arcana +42, Athletics +42, Deception +42, Diplomacy +37, Intimidation +45, Stealth +35 Str +10 Dex +5 Con +9 Int +5 Wis +6 Cha +7 Smoke Vision Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke. --- AC 50 Fort +36 Ref +33 Will +39 +1 status to all saves vs. magic HP 500 Immunities fire, paralyzed, sleep Resistances acid 24, cold 24, electricity 24, poison 24 Weaknesses good 24 Dragon Heat (aura, divine evocation, fire) 10 feet, 6d6 fire damage (DC 42 basic Reflex save) Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 42 Attack of Opportunity Reaction Jaws only. Redirect Energy Reaction (abjuration, divine) Trigger A creature within 100 feet casts an acid, cold, fire, electricity, or poison spell, or such a spell otherwise comes into effect from a source within 100 feet; Effect The manifestation makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster. --- Speed 60 feet, fly 240 feet Melee Single Action jaws +42 (Fire, Magical, reach 20 feet), Damage 4d10+22 piercing plus 3d6 fire Melee Single Action claw +42 (Agile, Magical, reach 15 feet), Damage 4d8+22 slashing Melee Single Action tail +40 (Magical, reach 25 feet), Damage 4d10+17 slashing Melee Single Action wing +40 (Agile, Magical, reach 20 feet), Damage 3d8+17 slashing Arcane Innate Spells DC 46 - Cantrips (9th) Detect Magic, Read Aura - 4th Suggestion (×3) - 8th Wall of Fire (×4) Breath Weapon Two Actions (Divine, Evocation) Dahak's manifestation breathes a blast of dragonstorm energy that deals 5d6 acid, 5d6 cold, 5d6 electricity, 5d6 fire, and 5d6 poison damage in a 60-foot cone (DC 46 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Manipulate Energy Single Action (Concentrate, Divine, Transmutation) The manifestation attempts to take control of a magical acid, cold, electricity, fire, or poison spell within 100 feet. If it succeeds at a counteract check (counteract level 10, counteract modifier +36), the original caster loses control of the spell, control is transferred to the manifestation, and the manifestation counts as having Sustained the Spell with this action (if applicable). The manifestation can end the spell instead of taking control, if it chooses. ","element":["Fire"],"skill_mod":{"diplomacy":37,"deception":42,"stealth":35,"arcana":42,"athletics":42,"intimidation":45,"acrobatics":37},"primary_source":"Pathfinder #150: Broken Promises","spell":["Wall of Fire","Suggestion","Detect Magic","Read Aura"],"ac":50,"level":22,"spell_dc":[46],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet, smoke vision","resistance":{"acid":24,"poison":24,"cold":24,"electricity":24},"intelligence":5,"reflex_save":33,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":36,"source_group":["Age of Ashes"],"size":["Gargantuan"],"spoilers":"Age of Ashes","name":"Lesser Manifestation Of Dahak","alignment":"CE","rarity":"unique","strike_damage_average":[30,39,40,54],"attack_bonus":[40,40,42,42],"constitution":9,"immunity":["fire","paralyzed","sleep"],"will_save":39,"speed":{"fly":240,"max":240,"land":60},"wisdom":6,"weakness":{"good":24},"creature_ability":["Smoke Vision","Dragon Heat","Frightful Presence","Attack of Opportunity","Redirect Energy","Breath Weapon","Draconic Frenzy","Draconic Momentum","Manipulate Energy"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Stealth"],"tradition":["Arcane"],"trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1588","dexterity":5,"category":"creature","slug":"creature-1588"},{"primary_source_category":"Adventure Paths","strength":8,"hp":400,"language":["Common","Draconic","Elven"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","charisma":10,"perception":32,"trait":["Elf","Human","Humanoid","Unique","LN","Medium"],"id":"creature-1589","text":" Rinnarv Bontimar Recall Knowledge - Humanoid (Society): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Rinnarv Bontimar Source Pathfinder #150: Broken Promises pg. 24 Perception +32; low-light vision Languages Common, Draconic, Elven Skills Arcana +32, Athletics +38, Diplomacy +38, Deception +34, Hermea Lore +32, Occultism +34, Religion +38 Str +8 Dex +7 Con +8 Int +3 Wis +4 Cha +10 Items circlet of persuasion , +3 major striking elven curve blade , +2 greater resilient full plate --- AC 45 Fort +36 Ref +33 Will +30 HP 400 Attack of Opportunity Reaction Rinnarv can use Attack of Opportunity when a creature within his reach uses a concentrate action, in addition to its normal trigger. He can disrupt triggering concentrate actions, and he disrupts actions on any hit, not just a critical hit. --- Speed 30 feet Melee Single Action elven curve blade +38 (Finesse, Forceful, Magical), Damage 4d8+24 slashing Divine Spontaneous Spells DC 42, attack +38 - Cantrips (10th) Chill Touch, Forbidding Ward, Detect Magic, Guidance, light , Message, Shield, Stabilize - 1st Bane, Bless, heal , Protection (4 slots) - 2nd Darkvision, Resist Energy, See Invisibility, spiritual weapon - 3rd Circle of Protection, heal , Heroism, Resist Energy, searing light , Vampiric Touch (4 slots) - 4th Dimensional Anchor, divine wrath , Freedom of Movement, heal , Resist Energy, Spell Immunity, Vampiric Touch (4 slots) - 5th Breath of Life, divine wrath , Drop Dead, flame strike , heal , Resist Energy, Spiritual Guardian, Vampiric Touch (4 slots) - 6th blade barrier , divine wrath , Field of Life, Repulsion, Resist Energy, Spiritual Guardian, True Seeing, Vampiric Touch (4 slots) - 7th blade barrier , Dimensional Lock, divine decree , divine wrath , heal , Regenerate, Resist Energy, Spiritual Guardian, Sunburst, Vampiric Touch (4 slots) - 8th blade barrier , Discern Location, divine aura , Divine Inspiration, divine wrath , heal , Moment of Renewal, Regenerate, Resist Energy, Spiritual Guardian, Vampiric Touch (4 slots) - 9th blade barrier , divine wrath , foresight , heal , Massacre, Resist Energy, Spiritual Guardian, Telepathic Demand, Vampiric Touch, Weapon of Judgment (4 slots) - 10th Miracle, Revival (2 slots) Bloodline Spells DC 42, 3 Focus Points - 10th Angelic Halo, Angelic Wings, Celestial Brand Blood Magic When Rinnarv casts one of his bloodline spells or a spell from his list of granted spells, he creates an aura that protects himself or one of the targets of the spell. The aura grants a +1 status bonus to saving throws for 1 round. Spell Strike Free Action Frequency once per round; Trigger Rinnarv begins to Cast a Spell that targets at least 1 creature; Effect Rinnarv channels his spell through his blade. He makes a Strike with his blade against a target within reach. If the Strike is successful, the target is automatically subject to the spell. If the spell required an attack roll, the target is hit. If the spell required a saving throw, the target takes a –4 status penalty to its saving throw instead. If the spell could target multiple creatures, it targets only the creature Rinnarv hit with his Strike. ","skill_mod":{"diplomacy":38,"deception":34,"arcana":32,"athletics":38,"occultism":34,"religion":38},"primary_source":"Pathfinder #150: Broken Promises","spell":["Miracle","Revival","Blade Barrier","Divine Wrath","Foresight","Heal","Massacre","Resist Energy","Spiritual Guardian","Telepathic Demand","Vampiric Touch","Weapon of Judgment","Discern Location","Divine Aura","Divine Inspiration","Moment of Renewal","Regenerate","Dimensional Lock","Divine Decree","Sunburst","Field of Life","Repulsion","True Seeing","Breath of Life","Drop Dead","Flame Strike","Dimensional Anchor","Freedom of Movement","Spell Immunity","Circle of Protection","Heroism","Searing Light","Darkvision","See Invisibility","Spiritual Weapon","Bane","Bless","Protection","Chill Touch","Forbidding Ward","Detect Magic","Guidance","Light","Message","Shield","Stabilize","Angelic Halo","Angelic Wings","Celestial Brand"],"ac":45,"item":["circlet of persuasion","+3 major striking elven curve blade","+2 greater resilient full plate"],"level":20,"spell_dc":[42,42],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":3,"reflex_save":33,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":36,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Rinnarv Bontimar","alignment":"LN","rarity":"unique","strike_damage_average":[42],"attack_bonus":[38],"constitution":8,"spell_attack_bonus":[38],"will_save":30,"speed":{"max":30,"land":30},"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Blood Magic","Spell Strike"],"primary_source_group":"Age of Ashes","skill":["Arcana","Athletics","Diplomacy","Deception","Hermea Lore","Occultism","Religion"],"tradition":["Divine"],"trait_group":["Ancestry","Weapon","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=1589","dexterity":7,"category":"creature","slug":"creature-1589"},{"attack_bonus":[36,38],"constitution":9,"primary_source_category":"Adventure Paths","strength":8,"hp":330,"language":["Common","Draconic"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","will_save":29,"charisma":2,"speed":{"max":30,"land":30},"perception":29,"wisdom":3,"weakness":{},"creature_ability":["Promise Guard Stance","Shield Warden","Attack of Opportunity","Shield Block","Shield Shove","Sudden Charge"],"primary_source_group":"Age of Ashes","skill":["Athletics","Diplomacy","Hermea Lore","Intimidation","Society","Survival"],"trait":["Human","Humanoid","Rare","LN","Medium"],"id":"creature-1590","text":" Promise Guard Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Promise Guard Source Pathfinder #150: Broken Promises pg. 29 Perception +29 Languages Common, Draconic Skills Athletics +33, Diplomacy +30, Hermea Lore +33, Intimidation +33, Society +30, Survival +28 Str +8 Dex +2 Con +9 Int +2 Wis +3 Cha +2 Items +2 greater striking longsword , +2 greater resilient full plate , greater sturdy shield (Hardness 15, HP 120, BT 60), +2 striking composite shortbow (20 arrows), potion of flying --- AC 43 (45 with shield raised) Fort +32 Ref +26 Will +29 HP 330 Promise Guard Stance A Promise guard always has their shield raised as if they had used the Raise a Shield action, as long as they meet that action's requirements. Shield Warden A Promise guard can use their Shield Block reaction to prevent damage to an adjacent ally. Attack of Opportunity Reaction A Promise guard can use Attack of Opportunity when a creature within their reach uses a concentrate action, in addition to its normal trigger. They can disrupt triggering concentrate actions, and they disrupt actions on any hit, not just a critical hit. Shield Block Reaction --- Speed 30 feet Melee Single Action longsword +38 (Magical, versatile P), Damage 7d8+8 slashing Ranged Single Action composite shortbow +36 (deadly 3d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 4d8+8 piercing Shield Shove Two Actions The Promise guard makes a Strike with their longsword, then attempts to push the target back. If the Strike hits, the target is flat-footed until the start of the guard's next turn, and the guard can automatically Shove the target, with the same benefits as the Shove action (including the critical success effect if the Strike was a critical hit). If the guard moves to follow the target, this movement doesn't trigger reactions. In addition, if the target has to stop moving because it would hit an object, it takes damage equal to the guard's Strength modifier. Sudden Charge Two Actions The Promise guard Strides up to double their Speed. If the guard ends their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy. ","skill_mod":{"society":30,"diplomacy":30,"survival":28,"athletics":33,"intimidation":33},"primary_source":"Pathfinder #150: Broken Promises","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":43,"item":["+2 greater striking longsword","+2 greater resilient full plate","greater sturdy shield (Hardness 15, HP 120, BT 60)","+2 striking composite shortbow (20 arrows)","potion of flying"],"level":17,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1590","intelligence":2,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":32,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Promise Guard","alignment":"LN","category":"creature","rarity":"rare","strike_damage_average":[26,39],"slug":"creature-1590"},{"attack_bonus":[29,34,36],"constitution":9,"primary_source_category":"Adventure Paths","strength":8,"hp":350,"language":["Common","Draconic"],"immunity":["poison"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","will_save":32,"charisma":2,"speed":{"max":25,"land":25},"perception":33,"wisdom":5,"weakness":{},"creature_ability":["Infused Items","Inject Unstable Mutagen","Mutagenic Adaptation"],"primary_source_group":"Age of Ashes","skill":["Athletics","Crafting","Deception","Intimidation","Medicine","Society"],"trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-1591","text":" Ingnovim Recall Knowledge - Humanoid (Society): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Ingnovim Source Pathfinder #150: Broken Promises pg. 39 Perception +33 Languages Common, Draconic Skills Athletics +36, Crafting +39, Deception +32, Intimidation +32, Medicine +38, Society +36 Str +8 Dex +6 Con +9 Int +10 Wis +5 Cha +2 Infused Items Ingnovim carries 4 major acid flasks, 4 major alchemist's fire, 2 infused major bestial mutagens, 4 major bottled lightnings, 4 major frost vials, 2 infused major juggernaut mutagens, and 4 true elixirs of life. These items last for 24 hours or until the next time he makes his daily preparations. Items Alchemist's Tools, +2 greater resilient chain shirt , +2 greater striking dagger , formula book, syringe filled with unstable mutagen --- AC 43 Fort +35 Ref +29 Will +32 HP 350 Immunities poison --- Speed 25 feet Melee Single Action dagger +29 (Agile, Finesse, Magical, thrown 10 feet, versatile S), Damage 4d4+10 piercing Melee Single Action syringe +34 (Agile), Damage 2d8+10 piercing Ranged Single Action bomb +36 (range increment 20 feet, Splash), Damage varies by bomb Inject Unstable Mutagen Free Action (Alchemical, Mutagen, Polymorph) Trigger Ingnovim damages a creature with a syringe Strike; Effect The creature injected with unstable mutagen must attempt a DC 41 Fortitude save to resist the injection. Critical Success The target is unaffected. Success The target is sickened 2. Failure The target's body shifts and mutates, growing difficult to control; the target is clumsy 2 and enfeebled 2 for 24 hours. Critical Failure The target's body completely distorts into a shuddering blob of warped flesh that is incapable of action; the target is paralyzed. Every 24 hours, the target may attempt a new saving throw against this effect; on a critical success, the paralysis ends. Mutagenic Adaptation Ingnovim's body has adapted to the constant use of his mutagens. He does not suffer the drawback of any bestial mutagens but is still affected normally by other mutagens. ","skill_mod":{"society":36,"deception":32,"crafting":39,"medicine":38,"athletics":36,"intimidation":32},"primary_source":"Pathfinder #150: Broken Promises","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":43,"item":["Alchemist's Tools","+2 greater resilient chain shirt","+2 greater striking dagger","formula book","syringe filled with unstable mutagen"],"level":19,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1591","intelligence":10,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":6,"fortitude_save":35,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Ingnovim","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[19,20],"slug":"creature-1591"},{"attack_bonus":[33],"constitution":9,"primary_source_category":"Adventure Paths","strength":8,"hp":330,"language":["Common"],"immunity":["poison"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","will_save":29,"charisma":-4,"speed":{"max":30,"land":30},"perception":29,"wisdom":3,"weakness":{},"primary_source_group":"Age of Ashes","skill":["Athletics","Intimidation"],"trait":["Human","Humanoid","Rare","LN","Medium"],"id":"creature-1592","text":" Ingnovim's Assistants Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ingnovim's Assistants Source Pathfinder #150: Broken Promises pg. 40 Perception +29 Languages Common Skills Athletics +33, Intimidation +33 Str +8 Dex +2 Con +9 Int -4 Wis +3 Cha -4 Items +2 greater resilient full plate , +2 greater striking longsword --- AC 43 Fort +32 Ref +26 Will +29 HP 330 (fast healing 20) Immunities poison --- Speed 30 feet Melee Single Action longsword +33 (Magical, versatile P), Damage 7d8+8 slashing\n","skill_mod":{"athletics":33,"intimidation":33},"primary_source":"Pathfinder #150: Broken Promises","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":43,"item":["+2 greater resilient full plate","+2 greater striking longsword"],"level":17,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1592","intelligence":-4,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":32,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Ingnovim's Assistants","alignment":"LN","category":"creature","rarity":"rare","strike_damage_average":[39],"slug":"creature-1592"},{"attack_bonus":[36],"constitution":9,"primary_source_category":"Adventure Paths","strength":10,"hp":380,"source":["Pathfinder #150: Broken Promises"],"type":"Creature","will_save":27,"charisma":-4,"speed":{"max":30,"land":30},"perception":35,"wisdom":3,"weakness":{},"creature_ability":["Constrict","Grasping Hands"],"primary_source_group":"Age of Ashes","skill":["Athletics"],"trait":["Aberration","Mutant","Rare","LE","Medium"],"id":"creature-1593","text":" Hermean Mutant Recall Knowledge - Aberration (Occultism): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Hermean Mutant Source Pathfinder #150: Broken Promises pg. 40 Perception +35; darkvision Languages Skills Athletics +37 Str +10 Dex +0 Con +9 Int -3 Wis +3 Cha -4 --- AC 43 Fort +36 Ref +28 Will +27 HP 380 --- Speed 30 feet Melee Single Action fist +36 (Agile, reach 10 feet), Damage 6d8+10 bludgeoning plus Grab Constrict Single Action 4d8+10 bludgeoning, DC 41 Grasping Hands Two Actions The mutant's various hands stretch and reach out in an attempt to grab nearby creatures. The mutant attempts an Athletics check to Grapple all creatures within 10 feet. The mutant's multiple attack penalty doesn't increase until it has made all the Athletics checks that are part of its Grasping Hands. Creatures that are grabbed are pulled to a space adjacent to the mutant. This is forced movement. ","skill_mod":{"athletics":37},"primary_source":"Pathfinder #150: Broken Promises","trait_group":["Creature Type","Monster","Rarity"],"ac":43,"level":19,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1593","intelligence":-3,"reflex_save":28,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":36,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Hermean Mutant","alignment":"LE","category":"creature","rarity":"rare","strike_damage_average":[37],"slug":"creature-1593"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":315,"language":["Draconic","Elven","Sylvan"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","charisma":8,"perception":35,"stealth":"34","trait":["Ghost","Incorporeal","Spirit","N","Medium"],"id":"creature-1594","text":" Candlaron's Echo Recall Knowledge - Spirit (Occultism): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Candlaron's Echo Source Pathfinder #150: Broken Promises pg. 56 Perception +35; darkvision Languages Draconic, Elven, Sylvan Skills Arcana +40, Diplomacy +36, Occultism +40, Religion +36, Stealth +34 Str -5 Dex +10 Con +0 Int +10 Wis +7 Cha +8 Site Bound --- AC 46 Fort +30 Ref +33 Will +36 HP 315 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 15 (except force, ghost touch , or positive; double resistance vs. non-magical) Rejuvenation (divine, necromancy) Candlaron's echo rejuvenates so long as Dahak's manifestation lives. --- Speed fly 25 feet Melee Single Action ghostly hand +39 (Agile, Finesse, Magical), Damage 8d8+8 negative Arcane Innate Spells DC 44, attack +39 - Cantrips (10th) Detect Magic, Ghost Sound, Mage Hand, Prestidigitation - 1st Grease, Ray of Enfeeblement (×2) - 2nd Blur, Telekinetic Maneuver (×2) - 3rd Blindness, Dispel Magic, Slow - 4th Resilient Sphere, Suggestion (×2) - 5th Cone of Cold, Crushing Despair, Hallucination - 6th Chain Lightning (×2), Mislead - 7th Duplicate Foe, Prismatic Spray, Reverse Gravity - 8th Maze, Power Word Stun - 9th Disjunction, Telepathic Demand - 10th Wish Frightful Moan Single Action (Auditory, Divine, Emotion, Enchantment, Fear, Mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 44 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute. Telekinetic Assault Two Actions (Divine, Evocation) The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 12d6 bludgeoning damage , subject to a DC 44 basic Reflex save. ","skill_mod":{"diplomacy":36,"stealth":34,"arcana":40,"occultism":40,"religion":36},"primary_source":"Pathfinder #150: Broken Promises","spell":["Wish","Disjunction","Telepathic Demand","Maze","Power Word Stun","Duplicate Foe","Prismatic Spray","Reverse Gravity","Chain Lightning","Mislead","Cone of Cold","Crushing Despair","Hallucination","Resilient Sphere","Suggestion","Blindness","Dispel Magic","Slow","Blur","Telekinetic Maneuver","Grease","Ray of Enfeeblement","Detect Magic","Ghost Sound","Mage Hand","Prestidigitation"],"ac":46,"level":21,"spell_dc":[44],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"intelligence":10,"reflex_save":33,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":30,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Candlaron's Echo","alignment":"N","rarity":"common","strike_damage_average":[44],"attack_bonus":[39],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[39],"will_save":36,"speed":{"fly":25,"max":25},"wisdom":7,"weakness":{},"creature_ability":["Site Bound","Rejuvenation","Frightful Moan","Telekinetic Assault"],"primary_source_group":"Age of Ashes","skill":["Arcana","Diplomacy","Occultism","Religion","Stealth"],"tradition":["Arcane"],"trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1594","dexterity":10,"category":"creature","slug":"creature-1594"},{"attack_bonus":[35],"constitution":5,"primary_source_category":"Adventure Paths","strength":3,"hp":350,"language":["Abyssal","Common","Draconic","Dwarven","Ignan","Infernal","Undercommon"],"immunity":["fire"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","spell_attack_bonus":[36],"will_save":19,"charisma":6,"speed":{"max":25,"land":25},"perception":39,"wisdom":5,"weakness":{},"creature_ability":["Drain Bonded Item","Overwhelming Energy"],"primary_source_group":"Age of Ashes","skill":["Arcana","Athletics","Deception","Intimidation","Plane of Fire Lore","Occultism","Religion"],"trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-1595","text":" Ilgreth Recall Knowledge - Humanoid (Society): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Ilgreth Source Pathfinder #150: Broken Promises pg. 57 Perception +39 Languages Abyssal, Common, Draconic, Dwarven, Ignan, Infernal, Undercommon Skills Arcana +35, Athletics +28, Deception +34, Intimidation +32, Plane of Fire Lore +39, Occultism +35, Religion +28 Str +3 Dex +5 Con +5 Int +10 Wis +5 Cha +6 Items +3 major striking dagger , major staff of fire (arcane focus) --- AC 28 Fort +17 Ref +19 Will +19 HP 350 Immunities fire --- Speed 25 feet Melee Single Action dagger +35 (Agile, Finesse, versatile S), Damage 4d4+14 piercing Arcane Prepared Spells DC 44, attack +36 - Cantrips (10th) Acid Splash, Detect Magic, Electric Arc, Prestidigitation, Read Aura, Shield - 1st Command, Fear, Magic Missile, Shocking Grasp - 2nd Acid Arrow, Invisibility, Mirror Image, Obscuring Mist - 3rd Acid Arrow, Fireball, Invisibility Sphere, Slow - 4th Blink, Dimension Door, Fly, Wall of Fire - 5th Cone of Cold, Dispel Magic (×2), Fireball - 6th Chain Lightning (×2), Disintegrate, Dominate - 7th Energy Aegis, Fireball, Prismatic Spray, Warp Mind - 8th Earthquake, Maze, Polar Ray (×2) - 9th Fireball (×3), Meteor Swarm - 10th Cataclysm (×2) Wizard School Spells DC 44, 3 Focus Points - 10th Elemental Tempest, Force Bolt Arcane Rituals DC 44 - 2nd Inveigle - 8th Imprisonment Drain Bonded Item Free Action Frequency once per day; Requirements Ilgreth hasn't acted yet on this turn; Effect Ilgreth can cast one prepared spell he has already cast today without spending a spell slot. He must still Cast the Spell and meet the spell's other requirements. Overwhelming Energy Single Action If Ilgreth's next action is to Cast a Spell, the spell ignores 20 resistance to acid, cold, electricity, fire, or sonic damage. ","tradition":["Arcane"],"skill_mod":{"deception":34,"arcana":35,"athletics":28,"intimidation":32,"occultism":35,"religion":28},"primary_source":"Pathfinder #150: Broken Promises","spell":["Cataclysm","Fireball","Meteor Swarm","Earthquake","Maze","Polar Ray","Energy Aegis","Prismatic Spray","Warp Mind","Chain Lightning","Disintegrate","Dominate","Cone of Cold","Dispel Magic","Blink","Dimension Door","Fly","Wall of Fire","Acid Arrow","Invisibility Sphere","Slow","Invisibility","Mirror Image","Obscuring Mist","Command","Fear","Magic Missile","Shocking Grasp","Acid Splash","Detect Magic","Electric Arc","Prestidigitation","Read Aura","Shield","Elemental Tempest","Force Bolt"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":28,"item":["+3 major striking dagger","major staff of fire (arcane focus)"],"level":20,"spell_dc":[44,44],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1595","intelligence":10,"reflex_save":19,"strongest_save":["ref","reflex","will"],"dexterity":5,"fortitude_save":17,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Ilgreth","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[24],"slug":"creature-1595"},{"primary_source_category":"Adventure Paths","strength":12,"hp":600,"language":["Abyssal","Celestial","Common","Draconic","Elven","Infernal","Jotun","Orcish","Sylvan","<%UMR%37%%>telepathy<%END> 200 feet"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","charisma":9,"perception":46,"trait":["Acid","Cold","Dragon","Electricity","Fire","Poison","Unique","CE","Gargantuan"],"id":"creature-1596","text":" Manifestation Of Dahak Recall Knowledge - Dragon (Arcana): DC 58 Unspecific Lore : DC 56 Specific Lore : DC 53 Manifestation Of Dahak Source Pathfinder #150: Broken Promises pg. 63 Perception +46; darkvision, scent (precise) 120 feet, smoke vision Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal, Jotun, Orcish, Sylvan; telepathy 200 feet Skills Acrobatics +38, Arcana +45, Athletics +45, Deception +45, Diplomacy +38, Dragon Lore +48, Intimidation +48, Occultism +40, Religion +40, Society +38 Str +12 Dex +8 Con +10 Int +8 Wis +8 Cha +9 Smoke Vision Smoke doesn't impair a red dragon's vision; it ignores the concealed condition from smoke. --- AC 52 Fort +42 Ref +36 Will +38 +2 status to all saves vs. magic HP 600 Immunities fire, paralyzed, sleep Resistances acid 26, cold 26, electricity 26, poison 26 Weaknesses good 26 Dragonstorm Aura (aura, divine, evocation) 10 feet, 10d6 damage split evenly between acid, cold electricity, fire, and poison (DC 45 basic Reflex save) Frightful Presence (aura, emotion, fear, mental) 120 feet, DC 45 Imprisoned Dahak's manifestation can't physically exit the Adamantine Fen until conditions are right, as described in Dahak Escapes on page 65. Planar travel effects do not allow it to escape, nor can they banish it from the Adamantine Fen. Attack of Opportunity Reaction Jaws only. Redirect Energy Reaction (abjuration, divine) Trigger A creature within 100 feet casts an acid, cold, fire, electricity, or poison spell, or such a spell otherwise comes into effect from a source within 100 feet. Effect The manifestation of Dahak makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster. --- Speed 60 feet, fly 200 feet Melee Single Action claw +44 (Agile, Magical, reach 15 feet), Damage 8d8+8 slashing Melee Single Action jaws +44 (Fire, Magical, reach 20 feet), Damage 5d10+10 piercing plus 4d6 fire and Improved Grab Melee Single Action tail +43 (Magical, reach 25 feet), Damage 6d10+12 slashing plus Improved Push Melee Single Action wing +43 (Agile, Magical, reach 20 feet), Damage 8d8+8 slashing Divine Prepared Spells DC 48, attack +44 - Cantrips (10th) Detect Magic, Divine Lance, Guidance, Read Aura, Shield - 1st Command, Ray of Enfeeblement (×2) - 2nd Heal (×2), See Invisibility - 3rd Blindness, Chilling Darkness, Vampiric Touch - 4th Divine Wrath, Heal (×2) - 5th Abyssal Plague, Drop Dead, Heal - 6th Blade Barrier (×2), Spirit Blast - 7th Dispel Magic, Eclipse Burst, Finger of Death - 8th Harm, Heal - 9th Massacre, Telepathic Demand - 10th Miracle Constrict Single Action 2d10+10 plus 2d6 fire Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike. Dragonstorm Breath Two Actions (Divine, Evocation) The manifestation of Dahak breathes a blast of dragonstorm energy that deals 5d6 acid, 5d6 cold, 5d6 electricity, 5d6 fire, and 5d6 poison damage in a 60-foot cone (DC 48 basic Reflex save). It can't use Dragonstorm Breath again for 1d4 rounds. Focused Breath Weapon Single Action (Divine, Evocation) The manifestation of Dahak breathes a blast of energy that deals 12d12 damage in a 90-foot line (DC 44 basic Reflex save). The type of damage this Breath Weapon deals can be acid, cold, electricity, fire, or poison, as chosen by the manifestation when it attacks. The manifestation can't use its focused Breath Weapon again for 2 rounds, and the next time it uses its Breath Weapon, it must deal a different type of damage than the previous usage. ","element":["Fire"],"skill_mod":{"society":38,"diplomacy":38,"deception":45,"arcana":45,"athletics":45,"intimidation":48,"occultism":40,"acrobatics":38,"religion":40},"primary_source":"Pathfinder #150: Broken Promises","spell":["Miracle","Massacre","Telepathic Demand","Harm","Heal","Dispel Magic","Eclipse Burst","Finger of Death","Blade Barrier","Spirit Blast","Abyssal Plague","Drop Dead","Divine Wrath","Blindness","Chilling Darkness","Vampiric Touch","See Invisibility","Command","Ray of Enfeeblement","Detect Magic","Divine Lance","Guidance","Read Aura","Shield"],"ac":52,"level":24,"spell_dc":[48],"source_category":["Adventure Paths"],"sense":" darkvision , scent (precise) 120 feet, smoke vision","resistance":{"acid":26,"poison":26,"cold":26,"electricity":26},"intelligence":8,"reflex_save":36,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":42,"source_group":["Age of Ashes"],"size":["Gargantuan"],"spoilers":"Age of Ashes","name":"Manifestation Of Dahak","alignment":"CE","rarity":"unique","strike_damage_average":[44,44,45,51],"attack_bonus":[43,43,44,44],"constitution":10,"immunity":["fire","paralyzed","sleep"],"spell_attack_bonus":[44],"will_save":38,"speed":{"fly":200,"max":200,"land":60},"wisdom":8,"weakness":{"good":26},"creature_ability":["Smoke Vision","Dragonstorm Aura","Frightful Presence","Imprisoned","Attack of Opportunity","Redirect Energy","Constrict","Draconic Frenzy","Draconic Momentum","Dragonstorm Breath","Focused Breath Weapon"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Dragon Lore","Intimidation","Occultism","Religion","Society"],"tradition":["Divine"],"trait_group":["Energy","Monster","Creature Type","Elemental","Planar","Poison","Affliction","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1596","dexterity":8,"category":"creature","slug":"creature-1596"},{"attack_bonus":[31],"constitution":5,"primary_source_category":"Adventure Paths","strength":2,"hp":375,"language":["Abyssal","Common","Draconic","Dwarven","Ignan","Infernal","Kelish","Osiriani","Undercommon"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","spell_attack_bonus":[36],"will_save":36,"charisma":6,"speed":{"fly":30,"max":30,"land":25},"perception":36,"wisdom":5,"weakness":{},"creature_ability":["Contingency","Drain Bonded Item","Warded Casting"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Arcana","Deception","Dragon Lore","Intimidation","Hermea Lore","Occultism","Society"],"trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-1597","text":" Emaliza Zandivar Discontent with Mengkare, Emaliza schemes with her brother Uri of the Scarlet Triad, intending to become a powerful figure in Promise so that she can one day take full control of the city. Much like her brother Uri, Emaliza received excellent education and continual care while growing up in Promise, but rather than focus on physical training like her brother, Emaliza chose to sharpen her mind. She dove into her arcane studies with great enthusiasm, marveling at the power and control magic could give her, only to find herself frustrated by Promise's restrictions and Mengkare's demands. Uri eventually left Promise to serve Mengkare as a recruiter, leaving Emaliza to climb the political ladder in the Council of Enlightenment. Emaliza delighted in every message and letter from her brother, marveling at the opportunities those in the world beyond Hermea's shores had to seize power for themselves. Emaliza's appreciation for such prospects grew stronger after Uri returned from his multiyear mission and regaled her with tales of ambitious and powerful people encountered in his travels. It was then the siblings began to refine their plans for taking control of Hermea. Emaliza masterminded these plots and, realizing that the support of a distant but well-funded organization would support their goals, suggested that Uri leave Promise again to take control of the Scarlet Triad. She secretly began to investigate Mengkare, attempting to find weaknesses she could exploit. Unable to access the deepest archives of the palace due to the restrictions imposed by her citizenship, Emaliza focused on ingratiating herself to Mengkare instead. In time, she learned about Alseta's Ring, the imprisoned manifestation of Dahak, and the shards of the Orb of Gold Dragonkind . The details of Mengkare's plan eluded her, but she decided they were irrelevant. If she could rebuild the orb and control Mengkare, and if she could claim Alseta's Ring and weaponize the divine entity trapped within, the resulting power would be more than enough to meet her needs. She spent years gaining Mengkare's favor and furthering her position within the Council of Enlightenment, eventually becoming that organization's senior member, second only to the dragon. Decades later, Emaliza secured permission from Mengkare to make her first voyage beyond Hermea's borders—a trip to Katapesh to review the Scarlet Triad's finances and efficiency. She'd already been working to hide the Triad's dealings with slavery, but now she revealed to Uri what she'd learned. She gave Uri the few shards of the Orb of Gold Dragonkind she'd managed to recover, asked him to gather more shards and organize the orb's repair, and then returned to Hermea to set the stage for her coup. Today, as the high councilor, Emaliza has access to almost all of Hermea's resources. She has been using this access to continue supporting the Scarlet Triad in secret, partially shoring up the losses the group suffered when Mengkare cut its funding. Emaliza is an arrogant woman, believing herself to be the pinnacle of intelligence and an incomparable mastermind. The fact that she's been able to keep the efforts of the Scarlet Triad a secret from Mengkare for so long only reinforces her self-assessment and the indulgence of her ego. When speaking with others, she is curt and pedantic, except when she recognizes that kindness could be of more use. In this case, she adopts a persona appearing overly curious and almost naive to make her seem more innocent and unassuming. Campaign Role Emaliza spends most of her time during this adventure away from the PCs. She is unsure if the PCs know about the Orb of Dragonkind's abilities or whether she even has the orb. It's likely that Emaliza knows full well the PCs' role in defeating the Scarlet Triad, but with the faulty orb in her hands, she considers Uri's work a success, even if she doesn't particularly mourn his death (less power to share in the end, after all). She considers the PCs to be dupes powerful enough to trick into securing resources and information from the archives, and she hopes they can reach that part of the Golden Citadel and gather information for her. If Uri escaped death in the previous adventure, Emaliza keeps his return to Promise a secret. The PCs may hear rumors that Uri lives, but he should not make an appearance until the final confrontation when the PCs fight Emaliza, at which point Uri appears at her side, just in time to join the fight. Emaliza keeps mage armor active at all times; it's listed as one of her 8th-level spells but has already been cast for the day. Recall Knowledge - Humanoid (Society): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Emaliza Zandivar Source Pathfinder #150: Broken Promises pg. 86 Perception +36 Languages Abyssal, Common, Draconic, Dwarven, Ignan, Infernal, Kelish, Osiriani, Undercommon Skills Acrobatics +32, Arcana +41, Deception +38, Dragon Lore +32, Intimidation +38, Hermea Lore +38, Occultism +34, Society +34 Str +2 Dex +8 Con +5 Int +10 Wis +5 Cha +6 Items anklets of alacrity , Flawed Orb of Gold Dragonkind , ring of spell turning (arcane focus), +3 major striking staff , winged boots --- AC 45 Fort +30 Ref +33 Will +36 HP 375 Contingency Reaction Trigger Emaliza is attacked; Effect A 5th-level dimension door spell is cast on Emaliza; she uses this to escape an attack that she fears would incapacitate or kill her. --- Speed 25 feet, fly 30 feet. Melee Single Action staff +31 (Magical, two-hand d8), Damage 8d4+8 bludgeoning Arcane Prepared Spells DC 45, attack +36 - Cantrips (10th) Acid Splash, Detect Magic, Electric Arc, Prestidigitation, Read Aura, Shield - 1st Command, Fear, Magic Missile, Ray of Enfeeblement - 2nd Dispel Magic, Invisibility, Mirror Image, Resist Energy - 3rd Nondetection, Paralyze, Slow, Vampiric Touch - 4th Blink, Dimension Door, Freedom of Movement, Suggestion - 5th Chromatic Wall, Dimension Door ( This spell has been cast already.), Dispel Magic, Wall of Stone - 6th Dominate, Repulsion, Spellwrack, True Seeing - 7th Energy Aegis, Mask of Terror, Power Word Blind, Warp Mind - 8th Contingency ( This spell has been cast already.), Horrid Wilting, Mage Armor ( This spell has been cast already.), Uncontrollable Dance - 9th Disjunction, Implosion, Massacre, Prismatic Sphere - 10th Remake, Time Stop Arcane Rituals DC 45 - 6th Planar Binding - 7th Legend Lore - 8th Freedom Wizard School Spells DC 45, 3 Focus Points - 10th Energy Absorption, Protective Ward Drain Bonded Item Free Action Frequency once per day; Requirements Emaliza hasn't acted yet on this turn; Effect Emaliza can cast one prepared spell she has already cast today without spending a spell slot. She must still Cast the Spell and meet the spell's other requirements. Warded Casting Free Action Frequency once per round; Trigger Emaliza Casts a Spell; Effect Emaliza's magic creates a small defensive aura around her. She gains 20 temporary Hit Points and resistance 20 to either acid, cold, electricity, or fire damage. The defensive aura remains until the beginning of her next turn. ","tradition":["Arcane"],"skill_mod":{"society":34,"deception":38,"arcana":41,"intimidation":38,"occultism":34,"acrobatics":32},"summary":"Discontent with Mengkare, Emaliza schemes with her brother Uri of the Scarlet Triad, intending to become a powerful figure in Promise so that she …","primary_source":"Pathfinder #150: Broken Promises","spell":["Remake","Time Stop","Disjunction","Implosion","Massacre","Prismatic Sphere","Contingency","Horrid Wilting","Mage Armor","Uncontrollable Dance","Energy Aegis","Mask of Terror","Power Word Blind","Warp Mind","Dominate","Repulsion","Spellwrack","True Seeing","Chromatic Wall","Dimension Door","Dispel Magic","Wall of Stone","Blink","Freedom of Movement","Suggestion","Nondetection","Paralyze","Slow","Vampiric Touch","Invisibility","Mirror Image","Resist Energy","Command","Fear","Magic Missile","Ray of Enfeeblement","Acid Splash","Detect Magic","Electric Arc","Prestidigitation","Read Aura","Shield","Energy Absorption","Protective Ward"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":45,"item":["anklets of alacrity","Flawed Orb of Gold Dragonkind","ring of spell turning (arcane focus)","+3 major striking staff","winged boots"],"level":20,"spell_dc":[45,45],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1597","intelligence":10,"reflex_save":33,"strongest_save":["will"],"dexterity":8,"fortitude_save":30,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Emaliza Zandivar","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[28],"slug":"creature-1597"},{"attack_bonus":[38,38],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":375,"language":["Common","Draconic"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","will_save":31,"charisma":4,"speed":{"max":30,"land":30},"perception":36,"wisdom":2,"weakness":{},"creature_ability":["Boundless Reprisals","Paragon's Guard Stance","Mirror Shield","Shield Block","Weapon Supremacy"],"primary_source_group":"Age of Ashes","skill":["Arcana","Athletics","Diplomacy","Hermea Lore","Medicine","Society"],"trait":["Human","Humanoid","Unique","LG","Medium"],"id":"creature-1598","text":" Inizra Arumelo Ever hopeful, the captain of Promise's guard hopes to steer the city toward becoming a true haven for good. She sees Mengkare as someone who has lost his way and hopes to return him to the path of righteousness. Inizra Arumelo was born to a family of warriors in the Taldan city of Cassomir in 4695 AR. Her family dedicated themselves to becoming renowned sellswords throughout Taldor and the surrounding region, offering their services to any nobles willing to pay the family's hefty fees. This spread members of her family throughout the region, each serving separate houses and coming together only after their duties were complete—or in the unfortunate situation where conflict brought two opposing houses to blows. Inizra shared her relatives' ambitions and aimed to follow in her family's footsteps, training alongside her siblings and cousins under the tutelage of her uncle Bronthum, a local hero famed for his skill with a shield and blade. Inizra proved herself a fast learner and dedicated student, quickly becoming one of the most promising warriors of her generation. Having already served in minor bodyguard roles, Inizra was preparing to become a full-time guard for a noble house in Druma when she received a letter from Hermea penned by Mengkare himself. The letter noted her combat prowess and lauded her connection with the rest of the Arumelo family before inviting Inizra to join Mengkare and the people of Promise. Inizra was initially hesitant about the invitation, but her uncle encouraged her to honestly consider the request. Although arrangements had been made for Inizra's employment in Druma, she still had time to step back from that position if she desired. After serious consideration, she agreed to join the Glorious Endeavor, inspired by the good her uncle had done as a local figure in Cassomir. She believed that if she could follow in his footsteps, then she would be able to make a great impact on the world. After tearful goodbyes, Inizra set off for Hermea, intending to never return to Cassomir. When she arrived, she found herself in awe of the city that Mengkare had built and volunteered for every opportunity to learn from the greatest minds in Promise, only to be taken aback when Mengkare explained that she was an equal in Hermea and her skill and knowledge should be considered just as valuable as anyone else's. Inspired by the dragon's words, Inizra became a diligent student and an invaluable member of Promise. After just a few years, she joined up with the city guard, moved up through the ranks on her merits, and helped train the guard using the techniques she had learned from her uncle. Inizra's initiative and progress within Promise's guard impressed Mengkare. He personally guided her training, hoping to mold her into an exemplar of martial prowess in the city. As he learned more about her, he began to believe that she shared his convictions regarding the Glorious Endeavor. While he saw her as a spirited individual hoping to do the best for the world, his cynicism for those that had failed to embrace his vision compelled him to test her. He offered her a chance to choose a mate, something that Mengkare would normally simply choose himself. Inizra was taken aback by Mengkare's words, recognizing how rare it was in Hermea for Mengkare to offer an individual autonomy over any aspect of their life, but she nevertheless refused, seeing the choice as irrelevant. Pleased at this outcome, Mengkare decided that Inizra would be a perfect fit for the Council of Enlightenment. When the yearly nominations came around, Inizra was elated at the news of her nomination for the council. She thanked Mengkare again, her gratitude only cementing Mengkare's esteem. It was soon after she accepted this role that she met another of Mengkare's favorites—an elven scholar named Jonivar, who had been recruited to help Mengkare research elven magic. Inizra initially began meeting with Jonivar to work with him to developing what she intended to be a new city guard division focused on arcane magic, but as they two worked together, two significant developments occurred. First, her philosophical discussions with Jonivar on the nature of family and freedom kindled homesickness for Taldor and her family, and cast into doubt her opinions on the Glorious Endeavor. Secondly, she found herself falling in love with Jonivar. When she confessed her feelings to him and tried to explain that they needed to inform Mengkare, Jonivar confessed his own feelings for her. Their resulting conversation brought a swift change to Inizra's opinions on Promise, and she found herself wondering if Mengkare's control over the city's populace was a mistake. Then Jonivar went missing. Inizra began to investigate his disappearance, and in time she secured a meeting with Mengkare to ask what had happened to her elven friend. During the discussion, she brought up the dragon's earlier offer, saying she had decided to choose her own mate. She was shocked when Mengkare denied her permission, and grew increasingly suspicious when the dragon told her Jonivar's services to the city had finished and he had been sent back home. Since then, Inizra dug deeper, and what she's started to uncover worries her all the more. Not only is she convinced Jonivar never left the island, but she's begun to fear that Mengkare himself has become corrupted, and that his true plans for Promise are anything but just. Campaign Role Inizra is starting to see evidence of Mengkare's corruption, but she still believes the Glorious Endeavor can be salvaged. What she's learned so far about Mengkare's plans, including brief snippets about the Anima Invocation , have only increased her concern and her convictions. Recall Knowledge - Humanoid (Society): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Inizra Arumelo Source Pathfinder #150: Broken Promises pg. 88 Perception +36 Languages Common, Draconic Skills Arcana +32, Athletics +38, Diplomacy +38, Hermea Lore +41, Medicine +34, Society +38 Str +7 Dex +1 Con +5 Int +3 Wis +2 Cha +4 Items +3 greater resilient full plate , potion of flying (4), +3 major striking returning spear , supreme sturdy shield (Hardness 20, HP 160, BT 80) --- AC 46 (48 with shield raised) Fort +36 Ref +33 Will +31 HP 375 Boundless Reprisals Inizra gains a reaction at the start of each enemy's turn that she can use only during that turn. Paragon's Guard Stance Inizra always has her shield raised as if she had used the Raise a Shield action, as long as she meets that action's requirements. Attack of Opportunity reaction] Inizra can use Attack of Opportunity when a creature within her reach uses a [concentrate action, in addition to its normal trigger. She can disrupt triggering concentrate actions, and she disrupts actions on any hit, not just a critical hit. Mirror Shield Reaction Requirements You have a shield raised. Trigger An opponent casting a spell that targets you critically fails a spell attack roll against your AC. Effect You reflect the spell back against the triggering opponent. Make a ranged attack against the triggering creature using your highest proficiency with a ranged weapon. If you can cast spells, you can make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success). Shield Block Reaction --- Speed 30 feet Melee Single Action spear +38, Damage 6d6+20 piercing Ranged Single Action spear +38 (thrown 20 feet), Damage 6d6+8 piercing Weapon Supremacy Inizra is permanently quickened 1. She can use her extra action only to Strike. ","skill_mod":{"society":38,"diplomacy":38,"arcana":32,"medicine":34,"athletics":38},"summary":"Ever hopeful, the captain of Promise's guard hopes to steer the city toward becoming a true haven for good. She sees Mengkare as someone who has …","primary_source":"Pathfinder #150: Broken Promises","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":46,"item":["+3 greater resilient full plate","potion of flying (4)","+3 major striking returning spear","supreme sturdy shield (Hardness 20, HP 160, BT 80)"],"level":20,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1598","intelligence":3,"reflex_save":33,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":36,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Inizra Arumelo","alignment":"LG","category":"creature","rarity":"unique","strike_damage_average":[29,41],"slug":"creature-1598"},{"primary_source_category":"Adventure Paths","strength":11,"hp":575,"language":["Common","Draconic","Dwarven","Elven","Gnomish","Infernal","Sylvan","Utopian"],"source":["Pathfinder #150: Broken Promises"],"type":"Creature","charisma":7,"perception":40,"trait":["Dragon","Fire","Unique","LE","Gargantuan"],"id":"creature-1599","text":" Mengkare Intent on living up to his own unrealistic expectations as a force for good in Golarion, the gold dragon Mengkare has fallen far from his original intentions. Mengkare's parents made sure he knew that he was to help the other people of Golarion, particularly humans, in hopes of bringing out the best in everyone he met. The young gold dragon took to these early lessons well, only for them to be torn apart bit by bit by the cruelties of the world over the course of the centuries to come. The first and perhaps most bitter of these lessons came when Mengkare and his parents were magically controlled by the Orb of Gold Dragonkind . The resulting draconic uprising came to be known as the Dragon Plague, and as heroes rose up to save Taldor, Mengkare's parents were slain by dragonslayers while he was himself banished to the Wastelands of Axis by the violet ray of a prismatic spray . His grief at losing his family transformed into a simmering disappointment in humanity. The concept of how free will seemed to engender tragedy increasingly intrigued Mengkare. As his years on Axis reached the century mark and then beyond, Mengkare grew jaded and came to the conclusion that merely doing good was not enough to help the world. Not long after, Mengkare returned to Golarion and lived his life among humans to better understand them. Mengkare's travels during this time led him to join the Shining Crusade, where he witnessed the atrocities of humanity manifest in the lich Tar-Baphon. Mengkare fled to Hermea, only to return to Avistan to face the wizard Ilgreth, who had gained control of the Orb of Gold Dragonkind . Ilgreth used the orb to dominate Mengkare, and for some time the dragon found himself once again enslaved. When he was able to break free of the influence, his destruction of the orb resulted in the eruption of Droskar's Crag and countless deaths. Mengkare fled the mainland once again to lick his wounds on Hermea with the shattered remnants of the orb, where he spent many more years justifying the sacrifice of all those who perished in the volcanic eruption as a necessary price to secure the destruction of an object that had twice ruined his life and forced him to do evil. It was during this dark period of his life that Mengkare began to use the phrase, “Tomorrow must burn so the days thereafter can prosper” as justification for his actions. When he discovered the manifestation of Dahak trapped in Alseta's Ring, Mengkare took that phrase to heart, beginning the Glorious Endeavor with the secret goal of building up the perfect supply of perfect souls to weaponize against the dragon god. Since starting the Glorious Endeavor, however, Mengkare has increasingly lost sight of the tragic part of his plan and now sees himself as a self-appointed savior of Golarion. He believes that completing the Glorious Endeavor and destroying the manifestation of Dahak is the only act that would live up to the unrealistic expectations he set for himself. Mengkare is now committed to see the Glorious Endeavor through until the end, even if it means that he has to commit increasingly unscrupulous acts in the process. He believes the ends justify whatever means he takes to reach them and is willing to dispose of anyone that could pose a threat to his goal. As ever, tomorrow must burn so the days thereafter can prosper. Campaign Role Mengkare is the greatest force standing between the PCs and the manifestation of Dahak. Mengkare is so dedicated to the Glorious Endeavor that he sees the PCs as competition for the glory he believes himself entitled to. Mengkare is not entirely cruel and uncaring, however, and he still cares for the people of Promise, if only as a dog breeder cares for the kennel. His change in alignment to evil was a long time coming, and recent enough that, with the right argument from player characters, it can be reversed—but direct confrontation with a party of PCs eager to fight him only cements his opinion that tomorrow must burn. Recall Knowledge - Dragon (Arcana): DC 56 Unspecific Lore : DC 54 Specific Lore : DC 51 Mengkare Source Pathfinder #150: Broken Promises pg. 90 Perception +40; darkvision, scent (imprecise) 120 feet Languages Common, Draconic, Dwarven, Elven, Gnomish, Infernal, Sylvan, Utopian Skills Acrobatics +32, Arcana +38, Athletics +36, Diplomacy +43, Intimidation +43, Medicine +36, Nature +32, Occultism +38, Society +43 Str +11 Dex +5 Con +9 Int +8 Wis +7 Cha +7 --- AC 50 Fort +37 Ref +34 Will +42 +2 status to all saves vs. magic HP 575 Immunities fire, paralyzed, sleep Weaknesses cold 25 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 43 Extra Reaction Mengkare gains 2 reactions at the start of his turn each round. Attack of Opportunity Reaction Jaws only. Contingency Reaction Trigger Mengkare fails a saving throw against a spell. Effect Dispel magic (7th level) attempts to counteract the triggering spell. Golden Luck Reaction Trigger The gold dragon fails a saving throw. Effect The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can't use this ability again for 1d4 rounds. --- Speed 60 feet, fly 200 feet, swim 60 feet Melee Single Action jaws +42 (Fire, Magical, reach 20 feet), Damage 6d12+11 piercing plus 4d6 fire Melee Single Action claw +42 (Agile, Magical, reach 15 feet), Damage 6d10+11 slashing Melee Single Action tail +40 (Magical, reach 25 feet), Damage 6d10+11 slashing Melee Single Action horns +40 (Agile, Magical, reach 20 feet), Damage 5d12+11 piercing Arcane Innate Spells DC 45, attack +42 - Cantrips (10th) Daze, Detect Magic, Forbidding Ward, Prestidigitation, Read Aura - 1st Charm, Magic Missile, Unseen Servant - 2nd Comprehend Language, Invisibility, Water Breathing - 3rd Dream Message, Locate, Slow - 4th Creation, Dimension Door, Suggestion - 5th Chromatic Wall, Mind Probe, Sending - 6th Dominate, True Seeing, Wall of Force - 7th Dimensional Lock, Dispel Magic ( This spell has been cast already.), Plane Shift - 8th Dream Council, Maze, Power Word Stun - 9th Disjunction, Meteor Swarm, Telepathic Demand - 10th Contingency ( This spell has been cast already.), Wish Arcane Rituals DC 45 - 1st Anima Invocation - 2nd Animate Object, Inveigle - 3rd Geas - 5th Resurrect - 7th Legend Lore - 8th Imprisonment Breath Weapon Two Actions The gold dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. Flame (arcane, evocation, fire); The dragon breathes a blast of flame in a 80-foot cone that deals 24d6 fire damage (DC 46 basic Reflex save). Weakening Gas (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 80-foot cone must succeed at a DC 46 Fortitude save or become enfeebled 4 for 1 minute (or enfeebled 5 on a critical failure). Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) Mengkare assumes a Medium humanoid form, posing as the human wizard Lamond Breachton. Draconic Frenzy Two Actions The gold dragon makes two claw Strikes and one horns Strike in any order Draconic Momentum When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon. Explosive Breath When Mengkare uses Breath Weapon, he can expel an explosive orb of flame instead of a cone. When he does, he fires the orb at the corner of a square within 60 feet. The orb immediately detonates and deals 24d6 fire damage (DC 48 basic Reflex save) to all creatures within a 30-foot burst. Creatures that critically fail their save catch on fire and take 4d6 persistent fire damage. ","element":["Fire"],"skill_mod":{"society":43,"diplomacy":43,"nature":32,"arcana":38,"medicine":36,"athletics":36,"intimidation":43,"occultism":38,"acrobatics":32},"primary_source":"Pathfinder #150: Broken Promises","spell":["Contingency","Wish","Disjunction","Meteor Swarm","Telepathic Demand","Dream Council","Maze","Power Word Stun","Dimensional Lock","Dispel Magic","Plane Shift","Dominate","True Seeing","Wall of Force","Chromatic Wall","Mind Probe","Sending","Creation","Dimension Door","Suggestion","Dream Message","Locate","Slow","Comprehend Language","Invisibility","Water Breathing","Charm","Magic Missile","Unseen Servant","Daze","Detect Magic","Forbidding Ward","Prestidigitation","Read Aura"],"ac":50,"level":23,"spell_dc":[45],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 120 feet","resistance":{},"intelligence":8,"reflex_save":34,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":37,"source_group":["Age of Ashes"],"size":["Gargantuan"],"spoilers":"Age of Ashes","name":"Mengkare","alignment":"LE","rarity":"unique","strike_damage_average":[43,44,44,64],"attack_bonus":[40,40,42,42],"constitution":9,"immunity":["fire","paralyzed","sleep"],"spell_attack_bonus":[42],"will_save":42,"speed":{"fly":200,"max":200,"land":60,"swim":60},"wisdom":7,"weakness":{},"creature_ability":["Frightful Presence","Extra Reaction","Attack of Opportunity","Contingency","Golden Luck","Breath Weapon","Change Shape","Draconic Frenzy","Draconic Momentum","Explosive Breath"],"primary_source_group":"Age of Ashes","skill":["Acrobatics","Arcana","Athletics","Diplomacy","Intimidation","Medicine","Nature","Occultism","Society"],"tradition":["Arcane"],"summary":"Intent on living up to his own unrealistic expectations as a force for good in Golarion, the gold dragon Mengkare has fallen far from his original …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1599","dexterity":5,"category":"creature","slug":"creature-1599"},{"attack_bonus":[12],"constitution":0,"primary_source_category":"Adventure Paths","strength":0,"hp":60,"language":["Anadi","Common"],"source":["Pathfinder #145: Hellknight Hill"],"type":"Creature","will_save":12,"charisma":1,"speed":{"climb":25,"max":25,"land":25},"perception":12,"wisdom":4,"weakness":{},"creature_ability":["Anadi Venom","Change Shape","Spin Silk"],"primary_source_group":"Age of Ashes","skill":["Athletics","Crafting","Deception","Medicine","Nature","Stealth","Survival"],"stealth":"10","trait":["Anadi","Humanoid","Unique","CG","Medium"],"id":"creature-1600","text":" Renali This striking woman has an air of curiosity and recklessness about her. Only the strange sheen of her eyes, slightly jerky movements, and her tendency to lace her fingers together like a spider's web indicate that she is anything out of the ordinary. Although she takes pains to always appear in her graceful human form when in the presence of other humanoids, Renali is in reality an anadi—a member of a species of shapeshifting spider-like humanoids. Despite the ferocity some might attribute to their spider forms, anadis are a largely peace-loving people. Many generations ago, the anadis learned how off-putting their humanoid neighbors found talking, debating, and trading with what appear to be enormous arachnids. As a result, ingrained into their culture is a natural desire to never show their spider forms to humanoids unless displaying an open challenge or threat—which is a rarity. Anadis in general dislike war and conflict, but when threatened, they are not afraid to shift forms and use their vicious mandibles and natural venom to protect themselves, their families, or their villages. Anadis are most populous in Garund, particularly among rural and vegetated locales, though they are found in pockets elsewhere on Golarion, including in Azlant and Casmaron. A loner even by the standards of a people who value independence, Renali is an explorer, a wilderness survivalist, a subsistence hunter, an herbalist, a naturalist—and sometimes a reckless wanderer whose endless curiosity puts her into difficult situations. Renali was born into a reclusive anadi clan in the northern Mwangi Expanse, located far from the primary anadi nation to the south. From a young age, Renali found herself more at home in the wild jungles, studying and learning about the various flora and fauna she encountered, than she did among the safety and community of her village. When Renali was still a child, her parents recognized her practical intelligence and capacity for learning, and they pushed her to focus her studies on the various herbs and traditional remedies that were the specialty of their village's herbalist. Reyannon, Navina, and Liartel—the partners in the web marriage who birthed and raised Renali—rationalized that this was the best way for their daughter's talents to serve the village, and they believed that it was Grandmother Spider's will that she eventually take on that official role. Not one to question her family or their understanding of the beloved Weaver, for a time Renali tried to play the part everyone wanted for her. She studied under her village's herbalist, Yoneri, learning the techniques of mixing unguents and creating the potent salves her clan was known for. Yet never did she feel passionate or even terribly interested in the work. Still, Renali persisted in learning these traditions until Yoneri saw the young woman's ennui and grew concerned. When Yoneri finally sat her student down for a gentle discussion, the truth poured out: Renali did not want either the full training nor the life of a village herbalist, important and respected as the role might be. She'd rather explore uncharted territory, discover and experience new things, and protect the beautiful natural world around her. She worried, however, about letting down her parents, Yoneri, the village—everyone but herself. Yoneri was saddened by Renali's words, disheartened to hear that Renali valued herself so little she was willing to languish in unhappiness just to avoid disappointing those who had foisted expectations on her, however well intentioned. Acting as much as Renali's mentor and friend as her teacher, Yoneri spoke with the young woman's parents, and then she presented Renali with a plan. The village would give Renali any resources she needed to survive and thrive for 2 years. During that time, she was to follow her own callings—explore where she liked, camp where she liked, and cultivate and care for nature as she liked. At the end of those 2 years, Renali was to return to her village, either to resume her final studies to become her people's herbalist, or to inform them of a new role she had discovered and decided to pursue during her journeys. Delighted and shocked to be the focus of such a plan, Renali immediately accepted and began her wanderings. For the first few weeks, she stayed close to the jungles near her village, thrilled and a little scared to be entirely on her own. After some time, Renali began to roam farther and farther from her home base. Eventually, she spanned much of the length and width of the Mwangi Expanse. Every day brought a new sight for Renali, and the friends she met along the way have brought her closer and closer to finding an answer for Yoneri once her roaming period ends in about a year. Just a few days before the beginning of “Hellknight Hill,” Renali happened upon the Cinderclaw cult and their obsession with the nearby Huntergate. She stayed hidden from them and watched them manage to bumble through reactivating one side of Huntergate. When the cultists sent a band through the active portal, Renali followed—invisible and curious—only to find herself trapped in the dungeons below Hellknight Hill when the cultists tried to send a second force in and damaged the portal, causing it to shut down. Realizing she was trapped, Renali panicked and ran. By shifting into her spider form, she clambered up into the Goblinblood Caves, managed to sneak by the greater barghest, and settled into a small cave near a large nest of spiders. While these wild spiders were dangerous to her, they were also familiar, and as long as she stayed quiet and hunted in her spider form, she stayed relatively safe. Over time, she has become increasingly eager to find a way back home. Campaign Role Although the heroes encounter Renali relatively late in the adventure, it's possible for her to serve as a recurring NPC during subsequent chapters of this Adventure Path. If the PCs are on friendly terms with Renali and help her return to the Mwangi Expanse through Huntergate, her disappearance from the heroes' group need not be permanent. Instead, Renali could act as a scout and even an ambassador while the PCs traverse the Mwangi Expanse. Given her knowledge of local flora and fauna, she can also give them information about the creatures and monsters they encounter in that nation. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Renali Source Pathfinder #145: Hellknight Hill pg. 78 Perception +12 Languages Anadi, Common Skills Athletics +6, Crafting +10, Deception +7, Medicine +12, Nature +10, Stealth +10, Survival +10 Str +0 Dex +2 Con +0 Int +2 Wis +4 Cha +1 --- AC 18 Fort +8 Ref +10 Will +12 HP 60 --- Speed 25 feet, climb 25 feet Melee Single Action fangs +12 (Finesse), Damage 2d6+3 piercing plus anadi venom Arcane Innate Spells DC 22 - Cantrips (2nd) Detect Magic, Ghost Sound, Mage Hand, Message - 1st Color Spray, Illusory Disguise, Illusory Object - 2nd Illusory Creature, Invisibility Anadi Venom (Poison) Saving Throw DC 20 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and flat-footed (1 round); Stage 2 1d6 poison damage, flat-footed, and clumsy 1 (1 round) Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) The anadi changes into their hybrid form, spider form, or human form. The above statistics assume the anadi is in their hybrid form. While in their human form, the anadi hunter can't use their fangs attack and loses their climb Speed. When in spider form, they can't use weapons. Spin Silk (Concentrate, Exploration, Manipulate) By spending several minutes, an anadi can produce silk to craft items made of cloth. A single anadi can produce enough silk in a day to craft a single garment. ","tradition":["Arcane"],"skill_mod":{"deception":7,"nature":10,"crafting":10,"survival":10,"stealth":10,"medicine":12,"athletics":6},"summary":"This striking woman has an air of curiosity and recklessness about her. Only the strange sheen of her eyes, slightly jerky movements, and her …","primary_source":"Pathfinder #145: Hellknight Hill","spell":["Illusory Creature","Invisibility","Color Spray","Illusory Disguise","Illusory Object","Detect Magic","Ghost Sound","Mage Hand","Message"],"trait_group":["Monster","Ancestry","Creature Type","Rarity"],"ac":18,"level":4,"spell_dc":[22],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1600","intelligence":2,"reflex_save":10,"strongest_save":["will"],"dexterity":2,"fortitude_save":8,"source_group":["Age of Ashes"],"size":["Medium"],"spoilers":"Age of Ashes","name":"Renali","alignment":"CG","category":"creature","rarity":"unique","strike_damage_average":[10],"slug":"creature-1600"},{"attack_bonus":[11],"constitution":4,"primary_source_category":"Adventure Paths","strength":3,"hp":50,"language":["Undercommon","<%UMR%37%%>telepathy<%END> 100 feet (<%MONSTERS%1242%%>myceloids<%END> and those afflicted by purple pox only)"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","will_save":8,"charisma":0,"speed":{"max":20,"land":20},"perception":8,"wisdom":2,"weakness":{"slashing":5},"creature_ability":["Spore Pop","Emit Spores","Purple Pox","Spore Domination"],"primary_source_group":"Strength of Thousands","skill":["Stealth","Survival"],"stealth":"9","trait":["Fungus","Rare","NE","Medium"],"id":"creature-1601","text":" Umbo Recall Knowledge - Fungus (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Umbo Source Pathfinder #169: Kindled Magic pg. 22 Perception +8; darkvision, scent (imprecise) 30 feet Languages Undercommon; telepathy 100 feet (myceloids and those afflicted by purple pox only) Skills Stealth +9, Survival +8 Str +3 Dex +3 Con +4 Int -1 Wis +2 Cha +0 --- AC 18 Fort +12 Ref +7 Will +8 HP 50 Weaknesses slashing 5 Spore Pop If Umbo is reduced to 0 HP by a critical hit, he pops, forcing him to immediately Emit Spores, even if he has already used the ability that day. --- Speed 20 feet Melee Single Action fist +11, Damage 1d8+3 bludgeoning plus purple pox Emit Spores Single Action Frequency once per day; Effect Umbo expels spores in a 10-foot burst centered on a corner of his own space. This cloud lasts until the start of the myceloid's next turn. Each creature that is in the cloud or enters it is exposed to purple pox. Purple Pox (Disease) Myceloids are immune; Saving Throw DC 18 Fortitude; Onset 1 minute; Stage 1 1d6 poison damage and stupefied 1 (1 day); Stage 2 4d6 poison damage, stupefied 3, and the creature is compelled to seek out the nearest myceloid colony—this compulsion is a mental emotion effect (1 day); Stage 3 The creature dies. Over 24 hours, its corpse becomes bloated and bursts, releasing a new, fully grown myceloid. Spore Domination Two Actions (Emotion, Enchantment, Incapacitation, Mental, Primal) Umbo targets one creature affected by purple pox within 30 feet. That creature must attempt a DC 18 Will save. It is then temporarily immune to spore domination for 10 minutes. Critical Success The target is unaffected. Success Until the end of its next turn, the target is helpful to myceloids and can't take hostile actions against them. If attacked by Umbo, the target is freed from this effect at the end of Umbo's turn. Failure As success, but for 1 minute. Critical Failure As success, but until the purple pox is cured. ","skill_mod":{"survival":8,"stealth":9},"primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Creature Type","Rarity"],"ac":18,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1601","intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":12,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Umbo","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[7],"slug":"creature-1601"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":30,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","will_save":6,"charisma":-5,"speed":{"max":20,"land":20},"perception":6,"wisdom":0,"weakness":{"fire":3},"creature_ability":["Critical Vulnerability","Ridden Construct","Attack of Opportunity","Shield Block"],"primary_source_group":"Strength of Thousands","skill":["Athletics"],"trait":["Construct","Mindless","Rare","N","Large"],"id":"creature-1602","text":" Shieldbearer Construct Recall Knowledge - Construct (Arcana, Crafting): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Shieldbearer Construct Source Pathfinder #169: Kindled Magic pg. 41 Perception +6; low-light vision Languages Skills Athletics +8 Str +4 Dex +1 Con +3 Int -5 Wis +0 Cha -5 Items Wooden Shield (Hardness 3, HP 12, BT 6), wooden sword --- AC 17 Fort +11 Ref +7 Will +6 HP 30 Immunities bleed, death effects, disease, doomed, drained, fatigued, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses fire 3 Critical Vulnerability A critical hit damages the construct's controls, making it clumsy 1 until repaired. Additional critical hits increase this value, up to clumsy 4. Ridden Construct The construct is piloted by a leaf leshy, who can be targeted separately but has greater cover. The leshy can't take actions of their own while inside the construct, other than to leave it, which takes 1 minute. Attack of Opportunity Reaction Shield Block Reaction --- Speed 20 feet Melee Single Action wooden sword +11 (versatile P), Damage 1d8+4 slashing\n","skill_mod":{"athletics":8},"primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Creature Type","Monster","Rarity"],"ac":17,"item":["Wooden Shield (Hardness 3, HP 12, BT 6)","wooden sword"],"level":2,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1602","intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":11,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Shieldbearer Construct","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[8],"slug":"creature-1602"},{"attack_bonus":[8],"constitution":1,"primary_source_category":"Adventure Paths","strength":1,"hp":15,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","will_save":4,"charisma":-5,"speed":{"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{"fire":3},"creature_ability":["Critical Vulnerability","Ridden Construct","Menacing Sickles"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics"],"trait":["Construct","Mindless","Rare","N","Medium"],"id":"creature-1603","text":" Sicklehand Construct Recall Knowledge - Construct (Arcana, Crafting): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Sicklehand Construct Source Pathfinder #169: Kindled Magic pg. 41 Perception +6; low-light vision Languages Skills Acrobatics +7, Athletics +5 Str +1 Dex +3 Con +1 Int -5 Wis +0 Cha -5 Items wooden sickles (2) --- AC 16 Fort +5 Ref +9 Will +4 HP 15 Immunities bleed, death effects, disease, doomed, drained, fatigued, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses fire 3 Critical Vulnerability A critical hit damages the construct's controls, making it clumsy 1 until repaired. Additional critical hits increase this value, up to clumsy 4. Ridden Construct The construct is piloted by a leaf leshy, who can be targeted separately but has greater cover. The leshy can't take actions of their own while inside the construct, other than to leave it, which takes 1 minute. --- Speed 25 feet Melee Single Action wooden sickle +8 (Agile, Finesse, Trip), Damage 1d4+1 slashing Menacing Sickles The construct deals an additional 1d4 precision damage to flat-footed or prone creatures. ","skill_mod":{"athletics":5,"acrobatics":7},"primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Creature Type","Monster","Rarity"],"ac":16,"item":["wooden sickles (2)"],"level":0,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1603","intelligence":-5,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Sicklehand Construct","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[3],"slug":"creature-1603"},{"attack_bonus":[12],"constitution":1,"primary_source_category":"Adventure Paths","strength":4,"hp":45,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","will_save":8,"charisma":-5,"speed":{"max":20,"land":20},"perception":10,"wisdom":1,"weakness":{"fire":3},"creature_ability":["Critical Vulnerability","Ridden Construct","Hammer Block"],"primary_source_group":"Strength of Thousands","skill":["Athletics"],"trait":["Construct","Mindless","Rare","N","Large"],"id":"creature-1604","text":" Bramble Champion Construct Recall Knowledge - Construct (Arcana, Crafting): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Bramble Champion Construct Source Pathfinder #169: Kindled Magic pg. 41 Perception +10; low-light vision Languages Skills Athletics +9 Str +4 Dex +3 Con +1 Int -5 Wis +1 Cha -5 Items wooden maul --- AC 20 Fort +10 Ref +10 Will +8 HP 45 Immunities bleed, death effects, disease, doomed, drained, fatigued, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses fire 3 Critical Vulnerability A critical hit damages the construct's controls, making it clumsy 1 until repaired. Additional critical hits increase this value, up to clumsy 4. Ridden Construct The construct is piloted by a leaf leshy, who can be targeted separately but has greater cover. The leshy can't take actions of their own while inside the construct, other than to leave it, which takes 1 minute. Hammer Block Reaction Trigger An ally within the bramble champion's reach is targeted by an attack, and the bramble champion can see the attacker; Effect The bramble champion interposes with its hammer, giving the ally a +2 circumstance bonus to AC against the triggering attack. --- Speed 20 feet Melee Single Action wooden maul +12 (Nonlethal, reach 10 feet, Shove), Damage 1d12+4 bludgeoning\n","skill_mod":{"athletics":9},"primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Creature Type","Monster","Rarity"],"ac":20,"item":["wooden maul"],"level":3,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1604","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":10,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Bramble Champion Construct","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[10],"slug":"creature-1604"},{"primary_source_category":"Adventure Paths","strength":3,"hp":68,"language":["Undercommon"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","charisma":2,"perception":8,"stealth":"10","trait":["Fey","Gremlin","Unique","CE","Small"],"id":"creature-1605","text":" Urbel Recall Knowledge - Fey (Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Urbel Source Pathfinder #169: Kindled Magic pg. 55 Perception +8; darkvision Languages Undercommon Skills Acrobatics +10, Athletics +9, Crafting +7, Intimidation +12, Stealth +10 Str +3 Dex +4 Con +3 Int -1 Wis +0 Cha +2 Items pouch with 4 gold teeth worth 3 gp each, +1 striking pick --- AC 21 Fort +13 Ref +12 Will +8 HP 68 Weaknesses cold iron 4 Kneecapper Reaction Trigger A Medium creature within Urbel's reach leaves a square during its move action; Effect Urbel lashes out at the triggering creature's knees. He attempts an Acrobatics check against the creature's Reflex DC. On a success, the target falls and lands prone. --- Speed 30 feet, climb 20 feet Melee Single Action pick +14 (fatal d10, Shove), Damage 2d6+5 piercing Melee Single Action jaws +14 (Finesse), Damage 1d6+5 piercing plus Grab Melee Single Action claw +14 (Agile, Finesse), Damage 1d4+5 slashing Primal Innate Spells DC 21, attack +13 - Cantrips (2nd) Prestidigitation - 1st Grease, Shocking Grasp - 2nd Shatter Bully Any melee weapon Urbel uses gains the shove trait, and if he rolls a critical failure when attempting to Shove a creature with the weapon, he treats the result as a failure instead. Pound Down Urbel's melee Strikes deal an additional 1d6 damage to prone targets. ","skill_mod":{"crafting":7,"stealth":10,"athletics":9,"intimidation":12,"acrobatics":10},"primary_source":"Pathfinder #169: Kindled Magic","spell":["Shatter","Grease","Shocking Grasp","Prestidigitation"],"ac":21,"item":["pouch with 4 gold teeth worth 3 gp each","+1 striking pick"],"level":4,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":-1,"reflex_save":12,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":13,"source_group":["Strength of Thousands"],"size":["Small"],"spoilers":"Strength of Thousands","name":"Urbel","alignment":"CE","rarity":"unique","strike_damage_average":[7,8,12],"attack_bonus":[14,14,14],"constitution":3,"spell_attack_bonus":[13],"will_save":8,"speed":{"climb":20,"max":30,"land":30},"wisdom":0,"weakness":{"cold_iron":4},"creature_ability":["Kneecapper","Bully","Pound Down"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Crafting","Intimidation","Stealth"],"tradition":["Primal"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1605","dexterity":4,"category":"creature","slug":"creature-1605"},{"attack_bonus":[8,8],"constitution":-1,"primary_source_category":"Adventure Paths","strength":1,"hp":20,"language":["Anadi","Common"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","creature_family":"Anadi","will_save":7,"charisma":0,"speed":{"climb":25,"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Anadi Venom","Change Shape","Spin Silk"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Arcana","Athletics","Crafting","Nature","Occultism"],"trait":["Anadi","Humanoid","Uncommon","CG","Medium"],"id":"creature-1606","text":" Anadi Seeker Anadi seekers are knowledge seekers who often brave the outside world. Recall Knowledge - Humanoid (Society): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Anadi Seeker Source Pathfinder #169: Kindled Magic pg. 78 Perception +7 Languages Anadi, Common Skills Acrobatics +6, Arcana +7, Athletics +4, Crafting +7, Nature +5, Occultism +7 Str +1 Dex +3 Con -1 Int +4 Wis +2 Cha +0 Items Sling (20 sling bullets) --- AC 15 Fort +4 Ref +10 Will +7 HP 20 --- Speed 25 feet, climb 25 feet Melee Single Action fangs +8 (Finesse), Damage 1d6+1 piercing plus anadi venom Ranged Single Action sling +8 (Propulsive, range increment 50 feet, reload 1), Damage 1d6 bludgeoning Arcane Innate Spells DC 17 - Cantrips (1st) Dancing Lights, Detect Magic, Mage Hand, Read Aura, Shield - 1st Color Spray, Magic Missile, Unseen Servant Anadi Venom (Poison) Saving Throw DC 15 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and flat-footed (1 round); Stage 2 1d6 poison damage, flat-footed, and clumsy 1 (1 round) Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) The anadi changes into their hybrid, spider, or human form. The above statistics assume the anadi is in hybrid form. While in human form, the anadi seeker loses their climb Speed and can't use their fangs attack. When in spider form, they can't use weapons. Spin Silk (Concentrate, Exploration, Manipulate) By spending several minutes, an anadi can produce silk to craft items made of cloth. An anadi can produce enough silk in a day to craft a single garment. ","tradition":["Arcane"],"skill_mod":{"nature":5,"crafting":7,"arcana":7,"athletics":4,"occultism":7,"acrobatics":6},"summary":"Anadi seekers are knowledge seekers who often brave the outside world.","primary_source":"Pathfinder #169: Kindled Magic","spell":["Color Spray","Magic Missile","Unseen Servant","Dancing Lights","Detect Magic","Mage Hand","Read Aura","Shield"],"trait_group":["Monster","Ancestry","Creature Type","Rarity"],"ac":15,"item":["Sling (20 sling bullets)"],"level":1,"spell_dc":[17],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1606","intelligence":4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":4,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Anadi Seeker","alignment":"CG","category":"creature","rarity":"uncommon","strike_damage_average":[3,4],"slug":"creature-1606"},{"primary_source_category":"Adventure Paths","strength":3,"hp":45,"language":["Anadi","Common"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","charisma":1,"perception":11,"stealth":"11","trait":["Anadi","Humanoid","Uncommon","CN","Medium"],"id":"creature-1607","text":" Anadi Lurker These anadis lurkers combine their innate magical talents and wilderness lore to snare prey. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Anadi Lurker Source Pathfinder #169: Kindled Magic pg. 78 Perception +11 Languages Anadi, Common Skills Acrobatics +9, Athletics +10, Crafting +5, Nature +7, Stealth +11, Survival +9 Str +3 Dex +4 Con +0 Int +0 Wis +2 Cha +1 Items Kukri, Leather Armor --- AC 19 Fort +7 Ref +11 Will +9 HP 45 --- Speed 25 feet, climb 25 feet Melee Single Action fangs +12 (Finesse), Damage 1d8+3 piercing plus anadi venom Melee Single Action kukri +12 (Agile, Finesse, Trip), Damage 1d6+3 slashing Arcane Innate Spells DC 20 - Cantrips (2nd) Daze, Detect Magic, Mage Hand, Message - 1st Color Spray, Illusory Disguise, Illusory Object - 2nd Blur, Web Anadi Venom (Poison) Saving Throw DC 18 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and flat-footed (1 round); Stage 2 1d6 poison damage, flat-footed, and clumsy 1 (1 round) Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) The anadi changes into their hybrid, spider, or human form. The above statistics assume the anadi is in hybrid form. While in human form, the anadi seeker loses their climb Speed and can't use their fangs attack. When in spider form, they can't use weapons. Sneak Attack The anadi lurker deals an additional 1d6 precision damage to flat-footed creatures. Spin Silk (Concentrate, Exploration, Manipulate) By spending several minutes, an anadi can produce silk to craft items made of cloth. An anadi can produce enough silk in a day to craft a single garment. ","skill_mod":{"nature":7,"crafting":5,"survival":9,"stealth":11,"athletics":10,"acrobatics":9},"image":["/Images/Monsters/Anadi_Lurker.png"],"primary_source":"Pathfinder #169: Kindled Magic","spell":["Blur","Web","Color Spray","Illusory Disguise","Illusory Object","Daze","Detect Magic","Mage Hand","Message"],"ac":19,"item":["Kukri","Leather Armor"],"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"resistance":{},"intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"fortitude_save":7,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Anadi Lurker","alignment":"CN","rarity":"uncommon","strike_damage_average":[6,7],"attack_bonus":[12,12],"constitution":0,"creature_family":"Anadi","will_save":9,"speed":{"climb":25,"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Anadi Venom","Change Shape","Sneak Attack","Spin Silk"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Crafting","Nature","Stealth","Survival"],"tradition":["Arcane"],"summary":"These anadis lurkers combine their innate magical talents and wilderness lore to snare prey.","trait_group":["Monster","Ancestry","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1607","dexterity":4,"category":"creature","slug":"creature-1607"},{"primary_source_category":"Adventure Paths","strength":2,"hp":75,"language":["Anadi","Common"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","charisma":1,"perception":14,"trait":["Anadi","Humanoid","Uncommon","NG","Medium"],"id":"creature-1608","text":" Anadi Fateweaver The anadis manipulate the threads of fate as easily as they spin silk. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Anadi Fateweaver Source Pathfinder #169: Kindled Magic pg. 79 Perception +14 Languages Anadi, Common Skills Acrobatics +13, Athletics +11, Crafting +9, Medicine +12, Nature +14, Survival +12 Str +2 Dex +4 Con +0 Int +0 Wis +5 Cha +1 Items Composite Shortbow (20 arrows), Hide Armor, Shortsword --- AC 21 Fort +9 Ref +12 Will +15 HP 75 Fate's Threads Reaction (fortune) Frequency three times per day; Trigger An ally within 30 feet of the anadi fateweaver that they can see makes a skill check or a saving throw; Effect The creature rerolls the triggering check and takes the new result. --- Speed 25 feet, climb 25 feet Melee fangs +13 (Finesse), Damage 2d6+6 plus anadi venom Melee shortsword +13 (Agile, Finesse, versatile S), Damage 1d6+6 piercing Ranged composite shortbow +13 (deadly d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+1 piercing Arcane Spontaneous Spells DC 23, attack +15 - Cantrips (3rd) Daze, Ghost Sound, Produce Flame, Shield - 1st Illusory Object, Magic Missile, Ray of Enfeeblement (3 slots) - 2nd Augury, Invisibility, Status (3 slots) - 3rd Hypnotic Pattern, Mind Reading (2 slots) Arcane Innate Spells DC 23 - Cantrips (3rd) Dancing Lights, Detect Magic, Mage Hand, Message - 1st Color Spray, Mending, Unseen Servant - 2nd Blur, Web Rituals DC 23 - 3rd Arcane Weaving Anadi Venom (Poison) Saving Throw DC 20 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and flat-footed (1 round); Stage 2 1d6 poison damage, flat-footed, and clumsy 1 (1 round) Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) The anadi changes into their hybrid, spider, or human form. The above statistics assume the anadi is in hybrid form. While in human form, the anadi seeker loses their climb Speed and can't use their fangs attack. When in spider form, they can't use weapons. Spin Silk (Concentrate, Exploration, Manipulate) By spending several minutes, an anadi can produce silk to craft items made of cloth. An anadi can produce enough silk in a day to craft a single garment. ","skill_mod":{"nature":14,"crafting":9,"survival":12,"medicine":12,"athletics":11,"acrobatics":13},"image":["/Images/Monsters/Anadi_Fateweaver.png"],"primary_source":"Pathfinder #169: Kindled Magic","spell":["Hypnotic Pattern","Mind Reading","Augury","Invisibility","Status","Illusory Object","Magic Missile","Ray of Enfeeblement","Daze","Ghost Sound","Produce Flame","Shield","Blur","Web","Color Spray","Mending","Unseen Servant","Dancing Lights","Detect Magic","Mage Hand","Message"],"ac":21,"item":["Composite Shortbow (20 arrows)","Hide Armor","Shortsword"],"level":5,"spell_dc":[23,23],"source_category":["Adventure Paths"],"resistance":{},"intelligence":0,"reflex_save":12,"strongest_save":["will"],"fortitude_save":9,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Anadi Fateweaver","alignment":"NG","rarity":"uncommon","strike_damage_average":[4,9,13],"attack_bonus":[13,13,13],"constitution":0,"creature_family":"Anadi","spell_attack_bonus":[15],"will_save":15,"speed":{"climb":25,"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Fate's Threads","Anadi Venom","Change Shape","Spin Silk"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Crafting","Medicine","Nature","Survival"],"tradition":["Arcane"],"summary":"The anadis manipulate the threads of fate as easily as they spin silk.","trait_group":["Monster","Ancestry","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1608","dexterity":4,"category":"creature","slug":"creature-1608"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":16,"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","creature_family":"Giant Bee","will_save":3,"charisma":-1,"speed":{"fly":40,"max":40,"land":20},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Smoke Susceptibility"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics"],"trait":["Animal","N","Medium"],"id":"creature-1609","text":" Giant Worker Bee Worker bees, exclusively female, exist to feed and defend a hive. They have no qualms about sacrificing their lives when confronting intruders in their territory. Worker bees can fight singly, in small groups, or in swarms of dozens. Giant worker bees inject a venom with their stings, but this venom is rarely dangerous except to people sensitive to it. Other worker bees have no stinger and only bite their enemies. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Giant Worker Bee Source Pathfinder #169: Kindled Magic pg. 80 Perception +5; darkvision Languages Skills Acrobatics +6, Athletics +5 Str +2 Dex +3 Con +2 Int -5 Wis +1 Cha -1 --- AC 16 Fort +6 Ref +9 Will +3 HP 16 Weaknesses smoke susceptibility Smoke Susceptibility A giant bee is slowed 1 for 1 round if it starts its turn in heavy smoke. --- Speed 20 feet, fly 40 feet Melee Single Action stinger +8 (deadly d6, Finesse), Damage 1d4+2 piercing Melee Single Action mandibles +8 (Agile, Finesse), Damage 1d4+2 piercing\n","skill_mod":{"athletics":5,"acrobatics":6},"summary":"Worker bees, exclusively female, exist to feed and defend a hive. They have no qualms about sacrificing their lives when confronting intruders in …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Creature Type"],"ac":16,"level":0,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1609","intelligence":-5,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"source_group":["Strength of Thousands"],"size":["Medium"],"name":"Giant Worker Bee","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[4,4],"slug":"creature-1609"},{"attack_bonus":[11,11],"constitution":1,"primary_source_category":"Adventure Paths","strength":4,"hp":30,"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","creature_family":"Giant Bee","will_save":5,"charisma":0,"speed":{"fly":40,"max":40,"land":20,"burrow":10},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Smoke Susceptibility"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics"],"trait":["Animal","N","Medium"],"id":"creature-1610","text":" Giant Mining Bee Giant mining bees have smaller bodies than giant worker bees but sometimes look larger due to their bristles, which resemble fur. They dig tunnels in sand, old wood, or stone to create nests and aggressively defend their lairs. Although not truly subterranean, giant mining bees are the most likely type of giant bees to be found underground, and some dwarf apiarists breed and train them. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Mining Bee Source Pathfinder #169: Kindled Magic pg. 80 Perception +9; darkvision, tremorsense (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +8 Str +4 Dex +3 Con +1 Int -5 Wis +1 Cha +0 --- AC 18 Fort +9 Ref +11 Will +5 HP 30 Weaknesses smoke susceptibility Smoke Susceptibility A giant bee is slowed 1 for 1 round if it starts its turn in heavy smoke. --- Speed 20 feet, burrow 10 feet, fly 40 feet Melee Single Action stinger +11 (deadly d8), Damage 1d6+4 piercing Melee Single Action mandibles +11 (Agile), Damage 1d6+4 piercing\n","skill_mod":{"athletics":8,"acrobatics":7},"summary":"Giant mining bees have smaller bodies than giant worker bees but sometimes look larger due to their bristles, which resemble fur. They dig tunnels in …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1610","intelligence":-5,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"source_group":["Strength of Thousands"],"size":["Medium"],"name":"Giant Mining Bee","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[7,7],"slug":"creature-1610"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":30,"immunity":["disease","sleep"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","creature_family":"Fly","will_save":5,"charisma":-5,"speed":{"fly":40,"max":40,"land":10},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Blood Scent","Blood Draw","Sleeping Sickness"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Stealth"],"stealth":"5","trait":["Animal","N","Large"],"id":"creature-1611","text":" Giant Tsetse Fly This blood-sucking fly, the size of a horse, is widely despised as a harbinger of disease. Giant tsetse flies rarely congregate in large numbers, as they require gallons of blood each day to survive and thus crowd out or drive away rivals. Any group of creatures large enough to sustain multiple tsetse flies, such as a herd of dinosaurs, are quite likely to dominate the surrounding ecosystem on their own right. A single giant tsetse fly can kill an entire herd of large animals within a few weeks, and those they don't kill often succumb to disease. When not hunting, giant tsetse flies prefer to hide in warm, dark places in forests and swamps, though they sometimes inhabit wet cave systems where prey is plentiful. The thrumming drone of their wings echoes around such cave systems, warning travelers familiar with the noise that the creatures are lairing nearby. If food becomes scarce, a giant tsetse fly relocates elsewhere. They tend to follow rivers, animal tracks, or even roads to find food. This can take them to the fringes of civilization, where farms and ranches often have livestock that draws their attention. Settlers who find evidence of a giant tsetse fly should quickly seek out help to eliminate the pests, as all their animals (and, indeed, their families) are in jeopardy as long as the hungry insect is near. Giant tsetse flies are only moderately smarter than ordinary flies, but some creatures have learned that they can train the creatures with frequent offerings of fresh blood. Giant tsetse flies might therefore be put to use as guardians or even mounts, but any potential trainer must take care not to become the voracious insect's next meal. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Tsetse Fly Source Pathfinder #169: Kindled Magic pg. 81 Perception +9; blood scent, scent (imprecise) 60 feet Languages Skills Athletics +8, Stealth +5 Str +5 Dex +3 Con +3 Int -5 Wis +1 Cha -5 Blood Scent The giant tsetse fly can detect blood within 30 feet. This is a precise sense against creatures within 30 feet that are bleeding. --- AC 18 Fort +7 Ref +11 Will +5 HP 30 Immunities disease, sleep --- Speed 10 feet, fly 40 feet Melee Single Action proboscis +11, Damage 1d6+5 piercing plus sleeping sickness Blood Draw Single Action If the fly's last action was a successful proboscis Strike, it sucks its target's blood. The target takes 1d4 bleed damage (or 1d6 bleed damage if the target is an animal). Sleeping Sickness (Disease) Saving Throw DC 18 Fortitude; Stage 1 enfeebled 1 (1 day); Stage 2 enfeebled 1 and drained 1 (1 day); Stage 3 unconscious (1 day); Stage 4 as Stage 3 (1 day); Stage 5 dead Terrible Underestimation A group of evil druids near Bloodcove captured and bred large tsetse flies to distill and empower the disease they spread. The underestimated the flies' ingenuity; the insects escaped and fed on several animals the druids had ritually prepared for sacrifice. The flies grew to their enormous size, killed the druids, and scattered into the surrounding fens. ","skill_mod":{"stealth":5,"athletics":8},"summary":"This blood-sucking fly, the size of a horse , is widely despised as a harbinger of disease. Giant tsetse flies rarely congregate in large numbers, …","image":["/Images/Monsters/Fly_GiantTsetseFly.png"],"primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":"blood scent, scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1611","intelligence":-5,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":7,"source_group":["Strength of Thousands"],"size":["Large"],"name":"Giant Tsetse Fly","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[8],"slug":"creature-1611"},{"primary_source_category":"Adventure Paths","strength":1,"hp":18,"language":["Undercommon"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","charisma":0,"perception":6,"stealth":"7","trait":["Fey","Gremlin","Uncommon","CE","Tiny"],"id":"creature-1612","text":" Scrit Scrits are short, spindly gremlins with gray or beige leathery skin and a coat of smeared ink on their fingers. They make themselves the nightmare of many scribes and librarians, as they delight in nothing more than destroying books, scrolls, artwork, and other records or writing. The oils on a scrit's skin smears ink and renders text—even magical writing— completely illegible. Once they have smeared every page of a book, scrits devour them whole, absorbing the contents the book used to hold. After eating books they find stupid or funny, scrits hold skits for other gremlins which mock the mortal authors for the amusement of the other fey. Recall Knowledge - Fey (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Scrit Source Pathfinder #169: Kindled Magic pg. 82 Perception +6; darkvision Languages Undercommon Skills Athletics +5, Acrobatics +5, Deception +4, Stealth +7 Str +1 Dex +3 Con +2 Int +2 Wis +0 Cha +0 --- AC 16 Fort +6 Ref +9 Will +4 HP 18 Weaknesses cold iron 2 --- Speed 25 feet Melee Single Action sticky fingers +7 (Agile, Finesse), Damage 1d4+1 piercing plus nasty ink Primal Innate Spells DC 16, attack +8 - Cantrips (1st) Prestidigitation - 1st Grease - 2nd Speak with Animals (at will) Eat Book Three Actions A scrit can consume a book after smearing its pages to absorb its contents (it gains no benefit from consuming a book with pages smeared by another scrit). For 1 day after consuming the book, the scrit can make Recall Knowledge skill checks on the book's subject with a +4 item bonus, and it can speak and understand the languages the book was written in. If it Eats another Book, it replaces the benefits of the previous Eat Book. Nasty Ink (Poison) A scrit's fingers are perpetually covered in smeared ink from the writing it's destroyed. This ink mixes with its skin oils to create a disgusting, sticky poison. Saving Throw DC 14 Fortitude; Maximum Duration 4 rounds; Stage 1 1d4 poison damage and sickened 1 (1 round) Smear Text Single Action The scrit rubs its fingers against one page of writing, smearing the text and rendering it unreadable. The scrit can smear and destroy magical writing such as a glyph of warding or a sigil by succeeding at a counteract check (using the scrit's spell attack modifier) against the caster's DC. ","skill_mod":{"deception":4,"stealth":7,"athletics":5,"acrobatics":5},"image":["/Images/Monsters/Gremlin_Scrit.png"],"primary_source":"Pathfinder #169: Kindled Magic","spell":["Speak with Animals","Grease","Prestidigitation"],"ac":16,"level":0,"spell_dc":[16],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"source_group":["Strength of Thousands"],"size":["Tiny"],"spoilers":"Strength of Thousands","name":"Scrit","alignment":"CE","rarity":"uncommon","strike_damage_average":[3],"attack_bonus":[7],"constitution":2,"creature_family":"Gremlin","spell_attack_bonus":[8],"will_save":4,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{"cold_iron":2},"creature_ability":["Eat Book","Nasty Ink","Smear Text"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Acrobatics","Deception","Stealth"],"tradition":["Primal"],"summary":"Scrits are short, spindly gremlins with gray or beige leathery skin and a coat of smeared ink on their fingers. They make themselves the nightmare of …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1612","dexterity":3,"category":"creature","slug":"creature-1612"},{"primary_source_category":"Adventure Paths","strength":2,"hp":35,"language":["Undercommon"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","charisma":2,"perception":7,"stealth":"8","trait":["Fey","Gremlin","Uncommon","NE","Tiny"],"id":"creature-1613","text":" Gnagrif Squat, surly, and perpetually covered in wet mud, gnagrifs are gremlins that infest and destroy homes. They possess sharklike faces and two sets of jaws, allowing them to open their mouths 180 degrees and clamp onto flat rocks and walls. They delight in keeping their presence hidden, chewing holes into walls and foundations that weaken structures but don't bring them down until their inhabitants slam their doors too hard or step in the wrong place. Soon as the unwitting victims spring the trap, the building collapses around them. Like all fey, gnagrifs detest iron. Gnagrifs become obsessively vengeful if they accidentally swallow an iron nail or hinge, terrorizing families or whole villages for generations over the slight. Recall Knowledge - Fey (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Gnagrif Source Pathfinder #169: Kindled Magic pg. 83 Perception +7; darkvision Languages Undercommon Skills Acrobatics +8, Athletics +6, Intimidation +6, Stealth +8, Survival +5 Str +2 Dex +4 Con +3 Int -1 Wis -1 Cha +2 Items light hammer --- AC 18 Fort +9 Ref +10 Will +5 HP 35 Weaknesses cold iron 3 Soften Stone Reaction Trigger A creature Strides or Steps into difficult terrain adjacent to the gnagrif; Effect The gnagrif gives the ground a hearty pound and it shifts beneath the triggering creature's feet. The triggering creature must succeed on a DC 18 Reflex save or fall prone. --- Speed 20 feet, burrow 10 feet, climb 10 feet Melee Single Action light hammer +10 (Agile), Damage 1d6+4 bludgeoning Ranged Single Action light hammer +10 (Agile, thrown 20 feet), Damage 1d6+4 bludgeoning Primal Innate Spells DC 16 - Cantrips (1st) Prestidigitation - 1st Ant Haul, Feather Fall - 2nd Shatter, Speak with Animals (at will) Eat Rocks Single Action The gnagrif gnashes and tears at an object or structure, dealing 2d4+2 piercing damage and ignoring Hardness 2 or lower. Lurk Two Actions Requirements A structure made from stone or earth is within the gnagrif's reach; Effect The gnagrif partially melds with the stone. It Take Cover in the stone and makes a Stealth check to Hide. Rubble Stride A gnagrif ignores difficult terrain caused by rocks or rubble, including squares affected by their Stomp Around. Stomp Around Single Action (Move) The gnagrif huffs and stamps its feet, churning the ground around it. The square it is in and all unoccupied adjacent squares become difficult terrain. Wrecker Whenever two or more gnagrifs use Eat Rocks on the same object or structure, the value of Hardness they can ignore increases by 1 for every gnagrif, to a maximum of Hardness 10. ","skill_mod":{"survival":5,"stealth":8,"athletics":6,"intimidation":6,"acrobatics":8},"image":["/Images/Monsters/Gremlin_Gnagrif.png"],"primary_source":"Pathfinder #169: Kindled Magic","spell":["Shatter","Speak with Animals","Ant Haul","Feather Fall","Prestidigitation"],"ac":18,"item":["light hammer"],"level":2,"spell_dc":[16],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"source_group":["Strength of Thousands"],"size":["Tiny"],"spoilers":"Strength of Thousands","name":"Gnagrif","alignment":"NE","rarity":"uncommon","strike_damage_average":[7,7],"attack_bonus":[10,10],"constitution":3,"creature_family":"Gremlin","will_save":5,"speed":{"climb":10,"max":20,"land":20,"burrow":10},"wisdom":-1,"weakness":{"cold_iron":3},"creature_ability":["Soften Stone","Eat Rocks","Lurk","Rubble Stride","Stomp Around","Wrecker"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"tradition":["Primal"],"summary":"Squat, surly, and perpetually covered in wet mud, gnagrifs are gremlins that infest and destroy homes. They possess sharklike faces and two sets of …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1613","dexterity":4,"category":"creature","slug":"creature-1613"},{"constitution":0,"primary_source_category":"Adventure Paths","strength":-2,"hp":9,"immunity":["precision","swarm mind"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","creature_family":"Silverfish","will_save":4,"charisma":-2,"speed":{"climb":20,"max":40,"land":40},"perception":5,"wisdom":1,"weakness":{"area":2},"creature_ability":["Swarming Bites","Voracious Consumption"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Stealth"],"stealth":"4","trait":["Animal","Swarm","Uncommon","N","Large"],"id":"creature-1614","text":" Silverfish Swarm It's uncommon for silverfish to congregate in sufficient numbers to constitute a swarm, but forgotten libraries or similar out-of-the-way places might harbor a multitude of the voracious pests. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Silverfish Swarm Source Pathfinder #169: Kindled Magic pg. 84 Perception +5; darkvision Languages Skills Acrobatics +6, Stealth +4 Str -2 Dex +3 Con +0 Int -5 Wis +1 Cha -2 --- AC 13 Fort +5 Ref +8 Will +4 HP 9 Immunities precision, swarm mind Resistances physical 2 Weaknesses area damage 2, splash damage 2 --- Speed 40 feet, climb 20 feet Swarming Bites Single Action Each enemy in the silverfish swarm's space takes 1d4 piercing damage (DC 14 basic Fortitude save). A creature that fails its save is sickened 1. Voracious Consumption (1 minute) A silverfish swarm consumes up to 1 Bulk of paper, cloth, or similar material. It can consume up to 4 Bulk each day. ","skill_mod":{"stealth":4,"acrobatics":6},"summary":"It's uncommon for silverfish to congregate in sufficient numbers to constitute a swarm, but forgotten libraries or similar out-of-the-way places …","primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Creature Type","Monster","Rarity"],"ac":13,"level":-1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":2,"slashing":2,"physical":2},"url":"/Monsters.aspx?ID=1614","intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Silverfish Swarm","alignment":"N","category":"creature","rarity":"uncommon","slug":"creature-1614"},{"attack_bonus":[8],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":17,"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","creature_family":"Silverfish","will_save":5,"charisma":-2,"speed":{"climb":20,"max":40,"land":40},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Wriggle","Voracious Consumption"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","trait":["Animal","Uncommon","N","Small"],"id":"creature-1615","text":" Giant Silverfish Some silverfish can grow as large as a pig, particularly in magic colleges and ancient vault-libraries, where they terrify hapless students and destroy precious tomes. Popular academic lore attributes their unusual size to a steady diet of spellbooks. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Silverfish Source Pathfinder #169: Kindled Magic pg. 84 Perception +8; darkvision Languages Skills Acrobatics +6, Athletics +4, Stealth +6 Str +2 Dex +4 Con +1 Int -5 Wis +1 Cha -2 --- AC 15 Fort +7 Ref +8 Will +5 HP 17 Wriggle Reaction Trigger A creature the giant silverfish can see targets it with an attack; Effect The giant silverfish gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the silverfish Steps. --- Speed 40 feet, climb 20 feet Melee Single Action mandibles +8, Damage 1d6+2 piercing Voracious Consumption (1 minute) A giant silverfish consumes up to 1 Bulk of paper, cloth, or similar material. It can consume up to 8 Bulk each day ","skill_mod":{"stealth":6,"athletics":4,"acrobatics":6},"summary":"Some silverfish can grow as large as a pig, particularly in magic colleges and ancient vault-libraries, where they terrify hapless students and …","image":["/Images/Monsters/Silverfish_GiantSilverfish.png"],"primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Creature Type","Rarity"],"ac":15,"level":0,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1615","intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"source_group":["Strength of Thousands"],"size":["Small"],"spoilers":"Strength of Thousands","name":"Giant Silverfish","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[5],"slug":"creature-1615"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Adventure Paths","strength":-1,"hp":15,"language":["Common","(can't speak any language)"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","will_save":4,"charisma":-5,"speed":{"max":25,"land":25},"perception":2,"wisdom":0,"weakness":{},"creature_ability":["Collapse","Crane Glide","Frog Hop","Lizard Frill","Refold"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Stealth"],"stealth":"7","trait":["Construct","Uncommon","N","Tiny"],"id":"creature-1616","text":" Spellskein Magic can be used for many purposes—creating objects, summoning creatures, and manipulating the elements. Usually when a ritual is cast, the outcome is reliable and predictable, but sometimes magic takes unexpected turns and a spell's energy lands in unintended places. Spellskeins are scraps of fabric and paper infused with magic and brought to life. Once animated, they fold themselves into different shapes, changing both their appearance and their abilities based on their configuration. Spellskeins are only rarely aggressive and sometimes downright timid, but most have a playful streak. Though they are often made accidentally out of magical leakage from rituals, some ritualists intentionally create spellskeins to serve as magical toys or animated decor. These planned spellskeins tend to be more obedient and less mischievous than their accidental counterparts, following commands or routines set by their creators even after said creators are long gone. Scrap pieces torn from the body of a spellskein sometimes animate as ever smaller, more mischievous constructs, which usually dart away to hide until it's safe to come out and cause trouble. Recall Knowledge - Construct (Arcana, Crafting): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Spellskein Source Pathfinder #169: Kindled Magic pg. 85 Perception +2; darkvision Languages Common; (can't speak any language) Skills Acrobatics +5, Stealth +7 Str -1 Dex +3 Con +1 Int -4 Wis +0 Cha -5 --- AC 16 Fort +5 Ref +9 Will +4 HP 15 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious --- Speed 25 feet Melee Single Action sharp edge +7 (Agile, Finesse), Damage 1d6+1 slashing Collapse The spellskein can collapse flat to the ground to Hide; it can attempt to Hide even if it doesn't have any cover or concealment. Crane Glide Single Action Requirements The spellskein is folded into its crane shape; Effect The spellskein gains a 25-foot fly Speed until the beginning of its next turn. Frog Hop Two Actions Requirements The spellskein is folded into its frog shape; Effect The spellskein Leaps 15 feet horizontally or vertically and gains a 10-foot climb Speed until the beginning of its next turn. Lizard Frill Single Action (Arcane, Enchantment, Fear, Mental) Requirements The spellskein is folded into its lizard shape; Effect The spellskein puffs out its cloth frills and shakes them from side to side to look fierce. The first creature hit by its sharp edge Strike before the start of its next turn must succeed on a DC 14 Will save or become frightened 1 (frightened 2 on a critical failure). Refold Single Action The spellskein folds itself into a crane, frog, or lizard shape, as it chooses. More Shapes Some spellskeins have additional forms and abilities unique to the rituals that created them. Consecrate : Spellskeins created during consecrate rituals have a religious symbol form and can use the one-action activity anoint while in that form. One creature within 10 feet gains a +1 status bonus to saving throws for one round. Control Weather : Spellskeins created during control weather rituals have a storm cloud form and can gain the following attack in that form: Ranged Single Action zap +6 (range 30 feet), Damage 1d4+1 electricity. Heroes' Feast : Spellskeins created during heroes' feast rituals have a teapot form and can use the two-action activity serve tea while in that form. A living creature that drinks the tea with an Interact action regains 1d4 Hit Points and is temporarily immune for 10 minutes. Unconsumed tea disappears at the beginning of the spellskein's next turn. ","skill_mod":{"stealth":7,"acrobatics":5},"summary":"Magic can be used for many purposes—creating objects, summoning creatures, and manipulating the elements. Usually when a ritual is cast, the outcome …","image":["/Images/Monsters/Spellskein.png"],"primary_source":"Pathfinder #169: Kindled Magic","trait_group":["Creature Type","Rarity"],"ac":16,"level":0,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1616","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"source_group":["Strength of Thousands"],"size":["Tiny"],"spoilers":"Strength of Thousands","name":"Spellskein","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[4],"slug":"creature-1616"},{"primary_source_category":"Adventure Paths","strength":-2,"hp":50,"language":["Common","Gnoll","Undercommon"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","charisma":3,"perception":10,"stealth":"11","trait":["Fey","Gremlin","Unique","NE","Tiny"],"id":"creature-1617","text":" Kurshking, Gremlin Trickster Though her tiny stature and canine features would never suggest it, Kurshkin is an immortal trickster older than most members of the Magaambya. As a gremlin—a category of mischievous, malevolent fey—Kurshkin has spent most of her life with no real motives beyond childish cruelty. Like most pugwampi gremlins, Kurshkin delights in the misfortune of others, and especially enjoying making bad situations worse by introducing wasps, bleach, or other humiliating and painful substances to a situation where people are already suffering. After decades of tormenting workers and artists on the outskirts of Nantambu, several members of the squabbling collective of gremlins that Kurshkin was a part of developed a grudge against one of the youths that often helped out around the city—an obnoxiously mellow and good-humored young man named Takulu Ot. The young man was a student at the Magaambya with a terrible habit of helping people keep a positive attitude in bad circumstances. In a display of uncharacteristic boldness, the gremlins ventured into the academy to enact their revenge on the youth and the entire school. They knew that historically, gremlins tended to eschew the academy, but they didn't know why. Kurshkin, in particular, considered herself far too clever to have anything to fear at the Magaambya. After all, the academy only held people, and people are fun to torment. Unsurprisingly, the gremlins found they had bitten off more than they could chew in deciding to take on a university filled with mages. Kurshkin was one of the first “casualties” of the offensive—caught by a deft student, the pugwampi was stuffed in a sack, loaded onto an elephant, and was two weeks of travel away from Nantambu before she managed to chew her way out of her confinement. By the time Kurshkin made it back to the Magaambya, all of her fellow gremlins were dead. Though the pugwampi's first impulse was to run and hide, she was also paranoid that the killer would be coming for her next. Kurshkin began to spy on the campus, looking for any sign of a continued threat. In her vigil, she found herself paying attention to some of the magical lessons being taught at the school. After years of inadvertent osmosis, she even managed to develop a few new magical tricks of her own. The Magaambya's philosophy of understanding others and overcoming differences worked in Kurshkin's favor. If a few teachers or staff members noticed a creature that would skitter off when spotted, and seemed to be doing no harm, they said nothing about it. Kurshkin's caution eventually waned to the point where she would risk a few pranks on students, but her fear of attracting attention meant these tricks were all effectively harmless, and many of the scholars considered the gremlin's mischief to be a good lesson to teach students some care. Whether or not this situation would have remained tenable on its own is debatable, but it unraveled as soon as the being known as Stone Ghost reached out to Kurshkin. A strange creature that manifested from the rock of the Magaambya's walls, Stone Ghost was recruiting gremlins for his schemes against the university. He originally approached Kurshkin as a kindred spirit, promising a chance at revenge. When Kurshkin refused, citing what had happened to her own vengeful comrades, Stone Ghost revised his offer: obey, or Stone Ghost would kill her. It quickly became apparent that Kurshkin was somehow the most competent among Stone Ghost's gathered gremlins, and she was happy to take the leadership position and heap abuse on her underlings. A firm believer in leading from the back, Kurshkin obeys Stone Ghost's orders by telling her fellows what to do while she remains safe and sound, far away from any blowback their malicious antics might incur. Like most pugwampis, Kurshkin resembles a dog that has lost most of its fur to mange. Her head is too big for her body, and her eyes nearly seem to be popping out of their sockets. She has large, floppy ears but is mostly deaf. During her time at the Magaambya, her eyes have turned bright blue in color—a quirk that her fellow gremlins both mock and fear. Her clothing is unusually fine for a gremlin, due to her scavenging from the Magaambya's well-to-do students, and has become somewhat vain and fussy about what she wears. She enjoys decorating herself with threads or scraps of cloth that have been ripped off of students by mischance due to her unlucky aura. Campaign Role Kurshkin serves as a secondary villain to the adventure, a somewhat silly antagonist who can be dangerous nevertheless—if underestimated. Despite her sympathetic circumstances, she is still unrepentant in her malice. In combat, Kurshkin relies on her unluck aura to keep her safe, darting close to foes and hoping the ensuring misfortune will cause them to deal more harm to each other than to her. If her enemies seem too competent, she's happy to abandon her subordinates to her foes' whims so that she can flee to safety. Kurshkin is a petty sort of evil, the kind that delights in causing others misfortune because she thinks it's funny. While she's never done anything that warrants death by most human standards, it's undeniable that her presence and actions make people miserable and situations worse. Her dislike of deadly violence is mainly due to cowardice and the fact that she finds corpses to be less entertaining than living victims. This doesn't mean she won't stick a sword on someone who makes her mad by spoiling her fun; she's done so many times before, and likely will again. Even if the heroes deal with Kurshkin without lethal measures, she still endeavors to slowly grind down everyone around her, one minor annoyance at a time. Recall Knowledge - Fey (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Kurshkin Source Pathfinder #169: Kindled Magic pg. 86 Perception +10; (+2 to hear things) darkvision Languages Common, Gnoll, Undercommon Skills Arcana +8, Crafting +8, Deception +8, Nature +8, Stealth +11, Thievery +9 Str -2 Dex +4 Con +1 Int +1 Wis -1 Cha +3 Items Shortbow (60 arrows), Shortsword --- AC 19 Fort +8 Ref +11 Will +8 HP 50 Weaknesses cold iron 5 Collateral Damage Reaction Trigger A Strike critically misses Kurshkin; Effect Kurshkin redirects the strike to an adjacent creature. The attacker rerolls the Strike against that creature. Unluck Aura (aura, divination, mental, misfortune, primal) 20 feet. Creatures other than animals, gremlins, and gnolls in the aura become extremely unlucky (DC 20 Will save; a creature must roll this Will save twice and take the worse result). On a successful save, the creature is temporarily immune to pugwampi unluck auras for 24 hours. On a failure, the creature must roll twice and take the worse result on all checks as long as it remains within the aura's emanation. --- Speed 25 feet Melee Single Action shortsword +12 (Agile, Finesse, Magical, versatile S), Damage 1d6+4 piercing Ranged Single Action shortbow +12 (deadly d10, Magical, range increment 60 feet, reload 0), Damage 1d6 piercing Primal Innate Spells DC 20 - Cantrips (2nd) Prestidigitation - 1st Gust of Wind, Spider Sting - 2nd Speak with Animals (at will) Lucky Stabs Kurshkin deals an additional 1d6 damage with her melee Strikes against creatures affected by her unluck aura. Natural Thief When attacking with a finesse melee weapon, Kurshkin adds her Dexterity modifier to damage rolls instead of her Strength modifier. ","skill_mod":{"deception":8,"nature":8,"thievery":9,"crafting":8,"stealth":11,"arcana":8},"image":["/Images/Monsters/Kurshkin.png"],"primary_source":"Pathfinder #169: Kindled Magic","spell":["Speak with Animals","Gust of Wind","Spider Sting","Prestidigitation"],"ac":19,"item":["Shortbow (60 arrows)","Shortsword"],"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":"(+2 to hear things) darkvision ","resistance":{},"intelligence":1,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":8,"source_group":["Strength of Thousands"],"size":["Tiny"],"spoilers":"Strength of Thousands","name":"Kurshkin","alignment":"NE","rarity":"unique","strike_damage_average":[3,7],"attack_bonus":[12,12],"constitution":1,"will_save":8,"speed":{"max":25,"land":25},"wisdom":-1,"weakness":{"cold_iron":5},"creature_ability":["Collateral Damage","Unluck Aura","Lucky Stabs","Natural Thief"],"primary_source_group":"Strength of Thousands","skill":["Arcana","Crafting","Deception","Nature","Stealth","Thievery"],"tradition":["Primal"],"summary":"Though her tiny stature and canine features would never suggest it, Kurshkin is an immortal trickster older than most members of the Magaambya. As a …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=1617","dexterity":4,"category":"creature","slug":"creature-1617"},{"primary_source_category":"Adventure Paths","strength":3,"hp":40,"language":["Common","Gnoll","Terran"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","charisma":1,"perception":13,"stealth":"11","trait":["Human","Humanoid","Oread","Unique","NE","Medium"],"id":"creature-1618","text":" Stone Ghost, Spite-Filled Apparation and Failed Student As a young man, Uduak Basni seemed like a typical Magaambyan initiate. Born with a supernatural connection to the earth, he found himself drawn to the Magaambya. To the professors at the academy, Uduak was an obvious candidate for the school's education. He easily found a sponsor and was set upon his Perquisite to become a full-fledged attendant. Yet Uduak had a selfish streak. The pull he felt toward the Magaambya quickly bred a sense of entitlement. Feeling that he was meant to be building his own skills at the academy, he felt resentful about the community service he felt was being forced upon him. He performed his tasks with little effort and little concern for the people he was supposedly helping. Cracks began to form in his mild demeanor, and he increasingly drew reprimands for acts of carelessness or petty cruelty. Everything came to a head when his cohort was tasked with removing a group of pugwampi gremlins that had started causing mischief within the academy walls. Ignoring the spirited discussions of his fellow initiates, Uduak used his magic to slaughter the gremlins like vermin. The aftermath saw Uduak expelled from the school. It was the last straw in a long series of misdeeds, but the young man fixated on this one event, enraged that the school would rob him of his future over defending himself and his classmates from a group of mere pests. In his anger, he lashed out violently at the school and the teachers. His magic bounced off the ancient wards of the Magaambya like a pebble off a cliff, and the professors temporarily confined Uduak until the administration could decide what to do with him. Left to stew in his own resentment, Uduak ignored his guard's warning, drew on all of his strength, and attempted to shatter the spells that kept him imprisoned within his room. Under predictable circumstances, Uduak's magic would have splashed futilely against the Magaambya's wards once more, leaving his efforts entirely impotent. Yet magic is never entirely predictable—or perhaps the murdered pugwampis got one last scrap of revenge. In an incredibly unlikely reaction, the Magaambya's wards rebounded onto Uduak with the full force of their power. So far as any teacher at the school could tell, this reaction evaporated Uduak on the spot. The student that was Uduak was not gone, however, but found himself merged with the Magaambya's stone walls. The same wards that originally trapped him within the buildings now protected him from detection, and Uduak decided to use this to his advantage. He hid himself in an abandoned section of the school and began planning his vengeance. His first recruits to his cause were an assorted group of gremlins that snuck into the school with no clue as to the recent massacre of their kind. Through a series of promises and threats, the cursed student took command of the gremlins, considering it fitting that the initiators of his downfall would now serve him against the teachers who had so wronged him. The gremlins, impressed and fearful of their new leader's ability to move through stone walls, granted him a new moniker: Stone Ghost. Stone Ghost resembles a young man with a body made out of chunks of stone, his faceted skin matching the blocks that make up the Magaambya campus. His hair and face are made of ruined mosaics, and his body is covered in fragmentary runes: the shattered remains of the magic wards that caused his current condition. With nothing to temper his cruelty, Stone Ghost is abusive both in and out of combat. During his spare time, he shifts through walls to steal important items, learn secrets, and ruin friendships. Campaign Role Stone Ghost serves as the villain of this adventure. He's a spiteful and self-centered antagonist convinced he's been victimized and willing to take out his feelings on the vulnerable. Due to his fear of the Magaambyan teachers, he almost always targets weak and innocent school initiates or adjuncts, punishing them for their mere association with the professors. He has recently worked to corral the insects and other creatures— including gremlins—that have been mysteriously drawn to the school, waiting for the perfect moment to unleash them for his own ends. As his minions can't move about the academy as easily has he can, Stone Ghost has set them to digging tunnels while he plans sabotage on a grand scale. Stone Ghost isn't undead, but neither is he still living. His connection to elemental earth allows him to still take physical form, but in truth, he's closer to his new moniker in nature than he can understand or admit, even to himself. The former student is nothing more than a hateful will unmoored from a body, and the only way to free his tormented spirit to a peaceful afterlife is to destroy him. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Stone Ghost Source Pathfinder #169: Kindled Magic pg. 88 Perception +13 Languages Common, Gnoll, Terran Skills Arcana +12, Athletics +12, Intimidation +12, Magaambya Lore +12, Nature +13, Stealth +11 Str +3 Dex +0 Con +4 Int +3 Wis +4 Cha +1 Items Leather Armor, +1 morningstar , Sling (10 bullets) --- AC 20 Fort +11 Ref +9 Will +15 HP 40 Resistances all damage 5 (except force or ghost touch Stone Spirit Stone Ghost can pass through objects made of stone or soil, including walls. When inside an object, Stone Ghost can't perceive, attack, or interact with anything outside the object, and if he starts his turn inside an object, he is slowed 1. --- Speed 25 feet Melee Single Action morningstar +15 (Magical, versatile P), Damage 1d6+7 bludgeoning Ranged Single Action sling +11 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+5 bludgeoning Primal Prepared Spells DC 22, attack +14 - Cantrips (3rd) Acid Splash, Dancing Lights, Know Direction, Shield, Tanglefoot - 1st Command (animals only), Grease, Pass Without Trace - 2nd Darkvision, Glitterdust, Shatter - 3rd Earthbind, Summon Elemental (earth only) Entombing Grasp Two Actions (Earth, Manipulate) Requirements A foe within Stone Ghost's reach is standing on stone or soil; Effect Stone Ghost briefly extends his intangibility to a foe and drags or pounds them into the earth. He makes an Athletics check against the target's Fortitude DC. On a success, the foe is planted waist-deep in the ground and is immobilized and flat-footed until it Escapes (DC 22). On a critical success, the foe is completely buried and must hold its breath until it is free or else start suffocating. A successful Escape returns the foe to its original square on the surface, or the closest unoccupied square. ","skill_mod":{"nature":13,"stealth":11,"arcana":12,"athletics":12,"intimidation":12},"image":["/Images/Monsters/StoneGhost.png"],"primary_source":"Pathfinder #169: Kindled Magic","spell":["Earthbind","Summon Elemental","Darkvision","Glitterdust","Shatter","Command","Grease","Pass Without Trace","Acid Splash","Dancing Lights","Know Direction","Shield","Tanglefoot"],"ac":20,"item":["Leather Armor","+1 morningstar","Sling (10 bullets)"],"level":5,"spell_dc":[22],"source_category":["Adventure Paths"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":3,"reflex_save":9,"strongest_save":["will"],"fortitude_save":11,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Stone Ghost","alignment":"NE","rarity":"unique","strike_damage_average":[8,10],"attack_bonus":[11,15],"constitution":4,"spell_attack_bonus":[14],"will_save":15,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Stone Spirit","Entombing Grasp"],"primary_source_group":"Strength of Thousands","skill":["Arcana","Athletics","Intimidation","Magaambya Lore","Nature","Stealth"],"tradition":["Primal"],"summary":"As a young man, Uduak Basni seemed like a typical Magaambyan initiate. Born with a supernatural connection to the earth, he found himself drawn to …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1618","dexterity":0,"category":"creature","slug":"creature-1618"},{"primary_source_category":"Adventure Paths","strength":-1,"hp":60,"language":["Amurrun","Common","Elven","Iruxi","Sylvan","Xanmba"],"source":["Pathfinder #169: Kindled Magic"],"type":"Creature","charisma":1,"perception":11,"trait":["Human","Humanoid","Unique","LG","Medium"],"id":"creature-1619","text":" Takulu Ot, Kindly Teacher of Incoming Students Takulu was born in the scholarly town of Tunyani, a settlement dedicated to the worship of the Empyreal Lords of magic and knowledge. Due to protection agreements held with the Tempest-Sun Mages of Nantambu, Tunyani's people were afforded the luxury of scholarly focus, with no need for its youths to train as warriors or soldiers. Instead, custom dictated the eldest child of every family would be sent to the priests and become a theologian. Takulu, first born to his parents, arrived at the temples at the age of five. Though he clearly disliked the separation from the rest of his family, Takulu took to his initial lessons well, soon excelling in his studies beyond what even the most learned scholars of Tunyani could offer him. Recognizing their son would never be happy where he was, stifled in both mind and spirit, Takulu's parents invoked a different tradition—a gift of a sacred ibis went to the Empyreal scholars, and Takulu went to the Magaambya. Takulu had a considerate and kind nature even as a youth, and he immediately took to the Magaambyan ideals of responsibility and community service. He impressed his teachers with his thoughtfulness and his almost-supernatural levels of calm when dealing with difficult situations. His friendly and accepting demeanor meant that Takulu often found himself making friends with the unpopular or less successful students, helping them overcome bullying, shyness, and other social challenges to excel. These efforts found him surrounded by loyal friends and grateful acquaintances as he advanced his academic career. A year after achieving Conversant rank, he married his wife, a talented glass artist living in Nantambu; their relationship remains quietly happy and unshakable to this day. For over a decade, he was content, and this was enough. Yet as Takulu watched the next generation of Magaambya initiates work their way through their studies, he began to realize his beloved academy had flaws. The school was incredibly understanding of different methods of learning, but could be callous when it came to supporting students emotionally. The self-directed studies that had offered Takulu the freedom to pursue his own interests allowed similarly self-directed and ambitious students to flourish but left those less certain of their path in life adrift and lost. The Magaambya's teachers maintained informal schedules and often forced students to seek them out, considering the journey a valuable lesson, yet this method actively favored those with more social confidence. Recognizing that talented youths were being left behind by the Magaambya's practices, Takulu turned his research to a field that had often taken second place to other academic concerns at the university—the study of teaching itself. Like many subjects at the Magaambya, several scholars had dabbled in this research, but their knowledge had never been aggregated or catalogued. Takulu began the slow process of testing these approaches and adding his own refinements. He volunteered to personally teach many of the new initiates, a task that was usually left up to older students. The scholar also continued to tutor students that failed to thrive, doing what he could to learn the best methods of organizing lessons to help the most people learn. Imparting his knowledge to the rest of the Magaambya has been slow. Teachers who thrived under the self-guided tutelage of their mentors prefer things to remain as they are. Others approve of Takulu's goals but consider the implementation a project for him and his like-minded students, rather than something to be broadly embraced. For now, Takulu has satisfied his ambitions by making himself a resource to a generation of incoming initiates and by keeping notes on his process and observations with the same precision that he applies to all of his scholarly pursuits. In addition to his knowledge of magic and mathematics, Takulu is a skilled diplomat, as he deals with irate students and reticent academics on a daily basis. He's also a very capable mbira player. When not teaching, he can be found watching birds on campus or out in the city of Nantambu, where he's usually accompanied by his wife. Physically, Takulu is an average-looking man with a friendly smile. He wears clothing with crisp patterns and happy colors, which somehow never have a wrinkle on them no matter what the teacher has been doing recently. He has a favored wooden staff that he almost always carries with him—a gift from a student, which sometimes sprouts a tiny fruit or attracts a brave songbird—and also carries or wears a small trinket in the shape of an anteater, as he has a well-known and innocent delight for the animals. His wholesome image often causes students to gossip about him, making up conspiracy theories of violent hobbies or a secret dark past, but there's no truth to these haphazard stories. Takulu really is everything he appears to be. Campaign Role Takulu is the first impression of the Magaambya that this campaign offers, serving as a kindly mentor to the heroes while they are students and a reliable ally to them after they outgrow his guidance. Even-tempered and unbearably kind, Takulu can offer advice and help to heroes who are struggling, including being a mouthpiece for you to provide suggestions to players who are struggling to find their character's role in the campaign. Although he answers to Takulu when faculty members speak to him, he prefers that students call him “Teacher Ot.” When not teaching, he can usually be found in his office on the top floor of the Heron Archives. If placed into a dangerous situation, Takulu's first goal is to protect his students, then anyone else in the area who requires assistance. He isn't a violent man, nor is he very good at violence even if he tries, meaning any combat aid he might offer in the course of the Adventure Path is firmly relegated to a support role. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Takulu Ot Source Pathfinder #169: Kindled Magic pg. 90 Perception +11 Languages Amurrun, Common, Elven, Iruxi, Sylvan, Xanmba Skills Academia Lore +13, Arcana +13, Diplomacy +11, Library Lore +11, Nature +9, Performance +11 Str -1 Dex +2 Con +1 Int +5 Wis +3 Cha +1 Items anteater mask, potion of minor healing , Staff --- AC 21 Fort +9 Ref +12 Will +12 HP 60 Quick Lesson Reaction (auditory) Trigger An ally Takulu can see and who can hear Takulu makes a skill check or an attack roll; Effect Takulu grants the ally a +2 circumstance bonus to the triggering check. --- Speed 25 feet Melee Single Action staff +9 (two-hand d8), Damage 1d4+1 bludgeoning Arcane Prepared Spells DC 21, attack +13 - Cantrips (2nd) Daze, Detect Magic, Message, Prestidigitation, Read Aura - 1st Heal, Mending, Ray of Enfeeblement - 2nd Comprehend Language, Glitterdust, See Invisibility\n","skill_mod":{"diplomacy":11,"performance":11,"nature":9,"arcana":13},"image":["/Images/Monsters/TakuluOt.png"],"primary_source":"Pathfinder #169: Kindled Magic","spell":["Comprehend Language","Glitterdust","See Invisibility","Heal","Mending","Ray of Enfeeblement","Daze","Detect Magic","Message","Prestidigitation","Read Aura"],"ac":21,"item":["anteater mask","potion of minor healing","Staff"],"level":4,"spell_dc":[21],"source_category":["Adventure Paths"],"resistance":{},"intelligence":5,"reflex_save":12,"strongest_save":["ref","reflex","will"],"fortitude_save":9,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Takulu Ot","alignment":"LG","rarity":"unique","strike_damage_average":[3],"attack_bonus":[9],"constitution":1,"spell_attack_bonus":[13],"will_save":12,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Quick Lesson"],"primary_source_group":"Strength of Thousands","skill":["Academia Lore","Arcana","Diplomacy","Library Lore","Nature","Performance"],"tradition":["Arcane"],"summary":"Takulu was born in the scholarly town of Tunyani, a settlement dedicated to the worship of the Empyreal Lords of magic and knowledge. Due to …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1619","dexterity":2,"category":"creature","slug":"creature-1619"},{"attack_bonus":[30],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":265,"language":["Tien"],"source":["Pathfinder #168: King of the Mountain"],"type":"Creature","will_save":23,"charisma":3,"speed":{"max":25,"land":25},"perception":25,"wisdom":0,"weakness":{},"creature_ability":["Ancestral Airship Link","Shake ‘Em!","Deploy Countermeasures","I'll Get You into Position!","Punch It"],"primary_source_group":"Fists of the Ruby Phoenix","skill":["Acrobatics","Athletics","Piloting Lore","Ruby Phoenix Tournament Lore","Society"],"trait":["Human","Humanoid","Unique","CG","Medium"],"id":"creature-1620","text":" Yoh Souran, Ruby Phoenix Fan, Ace Pilot Yoh Souran first traveled from his hometown in Minkai when he was five years old, when his family's ferry company sailed wealthy tourists to Goka to see the Ruby Phoenix Tournament. There, sitting between his parents, eating a steamed black sugar bun and waving a white and orange pennant to support the one Minkaian team that had made it through the qualifiers (The Four Bright Carp), Yoh fell in love with the spectacle of blurring fists, flashing blades, and impossible feats of martial arts prowess. Though the Four Bright Carp were soundly defeated in the quarterfinals, this did nothing to dull Yoh's love of the sport, and as he grew up, Yoh avidly collected fight memorabilia and devoured tales of tournaments past and present from woodblock-printed picture books. Though he was never the best with numbers, often miscalculating ticket prices for his family's ferries, he was nevertheless able to recall win rates and other fight statistics with little effort and took great joy in theorizing matchups between fighters of different generations. Ironically, whatever team he roots for tends to get knocked out of the competition relatively early. Between tournaments, Yoh operates the transport business he inherited from his family, sailing cargo and passengers across Tian Xia and relishing the opportunity it grants him to see the world and experience new sights. On one such trip to Hwanggot, he butted heads with the harbormaster, a human woman named Kyoung-Yoo. This led to a number of squabbles between the two of them over several years (at least one of which involved a shipment of fireworks “accidentally” being set alight in port) before Kyoung-Yoo asked Yoh to marry her. The two now operate the ferry business out of Haseong, with Yoh in the field and Kyoung-Yoo keeping the operations afloat from shore. Though Yoh's skills as a captain are exceptional, economic pressure from shipping guilds looking to buy out the competition and carve out a monopoly in the region have caused business to dry up, and he worries for the future of his livelihood, especially now that he and Kyoung-Yoo and have had their first child, a baby boy named Soahiko (whom Yoh never tires of regaling his crew about). Though as far as he can remember, his family was always on the sea, Yoh remembered sometimes hearing his grandfather talk of a family legend. Several generations ago, his ancestor crafted a pair of beautiful ships that sailed not on the waves, but through the air itself. Yoh always thought it a tall tale, best told in a tavern over strong drink and good company, but when an ancient sorcerer with ruby hair appeared in front of his family's modest home to pull a sleek, winged airship from a tear in space, Yoh realized the stories had been true. He began practicing with the airship and found he was even more skilled at cutting across the skies than through the waves, and in doing so, he had an idea to save his livelihood: by transporting not across the tortuous sea routes, but in a straight line through the air. Naturally, when Lady Nai Yan Fei asked him to pilot the Solar Jian II at the finalists' processional, Yoh was overjoyed, not just as a lifelong fan who tends to divide the periods of his life by tournament cycles—4701 was the first tournament he attended presenting as male, 4711 was his first as a full-fledged captain operating the family business, and the current 4721 tournament is his first as a new father—but also because piloting on the world stage will let him show off his skills and airship for all of Tian Xia. He looks forward to coming home from the tournament with enough fame and exposure to live a comfortable life, and he looks forward to taking Soahiko to the tournament one day in the future, just like his parents did with him. Campaign Role Yoh serves as the team's pilot for much of this adventure as the team scours the Flying Mountains in Chapter 1. While he's a fan of fighters, he's not one himself and will stay with the ship rather than disembark to face the legendary monsters he grew up hearing cautionary stories about. His lifetime of tournament fandom means he's likely to push the PCs to interact with the other finalist teams they come into contact with, if only so he can find time to ask for their autographs. Yoh sees Hao Jin as something closer to a demigod than a person, but he nevertheless feels a deep debt to the sorceress for the return of his family heirlooms, making him as invested as the PCs in tracking her down. For encounters involving piloting, Yoh Souran faces these as if he were 18th-level. Recall Knowledge - Humanoid (Society): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Yoh Souran Source Pathfinder #168: King of the Mountain pg. 90 Perception +25 Languages Tien Skills Acrobatics +28, Athletics +24, Piloting Lore +38, Ruby Phoenix Tournament Lore +38, Society +28 Str +3 Dex +7 Con +3 Int +5 Wis +0 Cha +3 Ancestral Airship Link The Solar Jian II recognizes Yoh as a descendent of its creator, and the magical ship extends him protections beyond those that would be given to most other pilots. If Yoh is piloting the Solar Jian II, his AC and saves are increased by 4. Items Heavy Crossbow --- AC 38 (42 while piloting Solar Jian II ) Fort +26 Ref +28 Will +23 +4 to all saves while piloting Solar Jian II HP 265 Shake ‘Em! Reaction (manipulate) Requirements Yoh is piloting an airborne vessel; Trigger One or more creatures aboard Yoh's vessel are the target of an attack or attempt a Reflex save and the attacker is not aboard the ship; Effect Yoh attempts evasive maneuvers. All creatures aboard the vessel gain a +2 status bonus to their AC and saves against the triggering effect. --- Speed 25 feet Ranged Single Action heavy crossbow +30 (range increment 120 feet, reload 2), Damage 4d10+6 piercing Deploy Countermeasures Two Actions (Manipulate) Frequency once per hour; Requirements Yoh is piloting the Solar Jian II ; Effect While the Solar Jian II is not a combat vessel, it does have a magically renewing supply of fireworks for victory parades and the like. Yoh fires them at a 20-foot burst within 60 feet. Creatures in the area take 3d6 fire damage and 3d6 sonic damage with a Fortitude save. Critical Success The target is unaffected. Success The target takes half damage and is dazzled for 1 round. Failure The target takes full damage and is dazzled for 3 rounds. Critical Failure The target takes double damage, takes 3d4 persistent fire damage, and is dazzled for 1 minute. I'll Get You into Position! Two Actions (Manipulate) Requirements Yoh is piloting an airborne vessel; Effect Yoh pumps the brakes, banks quickly, or performs some other aerial maneuver to get the drop on an enemy. He attempts a Piloting Lore check against the enemy's Perception DC. If he succeeds, that enemy is flat-footed to the next attack from a creature onboard as long as it is made before Yoh's next turn. All enemies who witnessed the maneuver are then temporarily immune for 1 day. Punch It Single Action (Manipulate) Frequency once per hour; Requirements Yoh is piloting an airborne vessel; Effect Yoh pushes the ship, tripling its speed for 1 round. After this point, the ship stalls—though it Hovers in place, it can't move under its own power for 1 round. ","skill_mod":{"society":28,"athletics":24,"acrobatics":28},"summary":"Yoh Souran first traveled from his hometown in Minkai when he was five years old, when his family's ferry company sailed wealthy tourists to Goka to …","image":["/Images/Monsters/YohSouran.png"],"primary_source":"Pathfinder #168: King of the Mountain","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":38,"item":["Heavy Crossbow"],"level":15,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1620","intelligence":5,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":7,"fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"spoilers":"Fists of the Ruby Phoenix","name":"Yoh Souran","alignment":"CG","category":"creature","rarity":"unique","strike_damage_average":[28],"slug":"creature-1620"},{"attack_bonus":[14],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":62,"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","will_save":8,"charisma":0,"speed":{"max":30,"land":30,"swim":30},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Deep Breath","Echolocation","Fetch","Predatory Dive"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"10","trait":["Animal","N","Medium"],"id":"creature-1621","text":" Damibwa Damibwas are domesticated hounds capable of detecting prey or predators via echolocation thanks to their exceptionally large ears and keen hearing. Adept swimmers, damibwas have sleek bodies, short limbs, webbed feet, and long muscular tails that enable them to maneuver underwater with grace and speed. Trained as specialized hunting hounds, damibwas primarily catch fish, although they're also adept at diving for lobsters, crabs, and clams. While hunting, damibwas wait near the water's edge, typically on a boat or along the shore, listening for choice prey. When they detect prey in range, they dive down below the water, catch the animal in their jaws, and drag it back up to the surface. When large or dangerous aquatic predators approach, damibwas retreat to land and howl a warning, making them desirable guard dogs in coastal or riverside communities. Damibwas rarely attack terrestrial creatures unless they're threatened and unable to make an escape. Damibwas are popular pets along rivers, lakes, and swamps throughout Golarion, particularly in the River Kingdoms, Wanshou, and the canals of Nantambu in the Mwangi Expanse. Some Erutaki in Avistan's far north hunt seals alongside a particular hardy breed covered in thick fur and a layer of blubber. They are only universally called damibwas in the Mwangi Expanse, and are often called “diving dogs” in other regions. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Damibwa Source Pathfinder #170: Spoken on the Song Wind pg. 80 Perception +12; echolocation 60 feet, low-light vision Languages Skills Acrobatics +10, Athletics +12, Stealth +10, Survival +10 Str +4 Dex +4 Con +3 Int -4 Wis +2 Cha +0 Deep Breath A damibwa can hold its breath for 5 minutes. Echolocation A damibwa's hearing is a precise sense at the listed range. --- AC 21 Fort +11 Ref +14 Will +8 HP 62 --- Speed 30 feet, swim 30 feet Melee Single Action jaws +14, Damage 2d8+4 piercing plus Grab Fetch Single Action (Attack, Move) Requirements The damibwa has a Small or smaller creature grabbed in water; Effect The damibwa attempts an Athletics check against the creature's Fortitude DC. Critical Success The damibwa moves up to its swim Speed, dragging the grabbed creature along with it. Success The damibwa moves up to half its swim Speed, dragging the grabbed creature along with it. Failure The damibwa doesn't move and the creature isn't dragged. Critical Failure The damibwa no longer has the creature grabbed. Predatory Dive Two Actions (Move) Requirements The damibwa is in or adjacent to water; Effect The damibwa moves up to double its swim Speed, descending at least 10 feet, and then makes a jaws Strike. If it was undetected at the start of predatory dive, it remains undetected until after the attack. Wild Damibwas Although feral damibwas are rare, they aren't unheard of. Feral damibwas live in packs of up to a dozen. They fish in close proximity, so the attack of one damibwa drives fleeing fish toward their waiting packmates. Never truly wild in temperament, feral damibwas have a friendly disposition and bond easily with humanoids and other canines. ","skill_mod":{"survival":10,"stealth":10,"athletics":12,"acrobatics":10},"summary":"Damibwas are domesticated hounds capable of detecting prey or predators via echolocation thanks to their exceptionally large ears and keen hearing. …","image":["/Images/Monsters/Damibwa.png"],"primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":"echolocation 60 feet, low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1621","intelligence":-4,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":11,"source_group":["Strength of Thousands"],"size":["Medium"],"name":"Damibwa","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[13],"slug":"creature-1621"},{"attack_bonus":[21,21,21],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":170,"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","will_save":17,"charisma":-2,"speed":{"max":40,"land":40,"swim":30},"perception":17,"wisdom":4,"weakness":{},"creature_ability":["Deep Breath","Attack of Opportunity","Aquatic Ambush","Powerful Jumper","Swallow Whole"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Stealth","Survival"],"stealth":"17","trait":["Beast","Uncommon","N","Huge"],"id":"creature-1622","text":" Gbahali Resembling an enormous, long-legged alligator, the gbahali is larger, stronger, faster, and more cunning than all but the largest of its crocodilian kin. Gbahalis will range far from the banks of the rivers they inhabit to seek prey. With a powerful, squat snout, a gbahali viciously bites their quarry, while their powerful hind legs allow them to leap upon fleeing creatures or stride away to safety when threatened. Gbahalis are solitary creatures, splitting their time between the rivers that offer easy meals of fish and aquatic snakes and stalking the edges of the hunting territories of larger, meatier prey. Given the option, gbahalis much prefer warm-blooded food, but a hungry or injured gbahali remains near a river where it can more easily consume large fish, snakes, or even crocodiles until it's ready to hunt its preferred quarry once again. An adult gbahali can quickly take down and consume livestock, leaving no sign of its meals but enormous scuffed tracks in the ground, as its jaws are large enough to swallow many creatures whole. Gbahalis have a basic understanding of humanoid behavior. A gbahali learns quickly to evade trackers and traps, and can skillfully hunt along the fringes of a settlement for months before its presence becomes known. They usually avoid humanoid prey, even when hungry; they know that humanoid communities may hunt them in dogged retaliation for feasting upon a humanoid. Gbahalis therefore prefer to hunt far-ranging livestock like ranch or grazing animals. If another predator threatens a gbahali's territory, it might attack a humanoid, leave messy remains strewn about, and then retreat from the area for several weeks. In this time, it hopes the angry humanoids will hunt and kill its rival, leaving the gbahali an uncontested hunting ground when it returns. Recall Knowledge - Beast (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Gbahali Source Pathfinder #170: Spoken on the Song Wind pg. 81 Perception +17; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +20, Stealth +17, Survival +17 Str +7 Dex +4 Con +5 Int -3 Wis +4 Cha -2 Deep Breath A gbahali can hold its breath for 2 hours. --- AC 28 Fort +20 Ref +17 Will +17 HP 170 Attack of Opportunity Reaction --- Speed 40 feet, swim 30 feet; powerful jumper Melee Single Action jaws +21 (deadly d12, reach 10 feet), Damage 2d10+13 piercing plus Grab Melee Single Action claw +21 (Agile, reach 10 feet), Damage 2d6+13 slashing Melee Single Action tail +21 (Backswing, reach 15 feet), Damage 2d10+13 bludgeoning Aquatic Ambush Single Action 40 feet Powerful Jumper A gbahali jumps 10 feet up on a successful High Jump or 20 feet up on a critical success. Swallow Whole Single Action (Attack) Medium, 2d8+7 bludgeoning, Rupture 20 Gbahali Nests Long-lived, solitary, and rare, gbahalis have survived numerous attempts to hunt them into extinction by simply remaining far from each other's hunting grounds. A gbahali can survive for two centuries or more and can spend weeks away from its preferred rivers; naturalists assume the creatures come together to mate and perhaps raise young, but no gbahali mating grounds or nests have yet been found. Given the speed with which gbahali can bring down and consume prey, few ecologists relish the prospect of finding a nest of the creatures. ","skill_mod":{"survival":17,"stealth":17,"athletics":20},"summary":"Resembling an enormous, long-legged alligator, the gbahali is larger, stronger, faster, and more cunning than all but the largest of its crocodilian …","image":["/Images/Monsters/Gbahali.png"],"primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Creature Type","Rarity"],"ac":28,"level":9,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=1622","intelligence":-3,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":20,"source_group":["Strength of Thousands"],"size":["Huge"],"spoilers":"Strength of Thousands","name":"Gbahali","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[20,24,24],"slug":"creature-1622"},{"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":60,"language":["Common","Grippli"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","creature_family":"Grippli","will_save":9,"charisma":-1,"speed":{"climb":20,"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Springing Step","Hopping Dodge","Baneback Poison","Jungle Stride","Wily Attack"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Stealth","Survival","Thievery"],"stealth":"12","trait":["Grippli","Humanoid","NE","Small"],"id":"creature-1623","text":" Grippli Skirmisher Skirmishers are jittery baneback hunters or ambushers. Although they often fight in groups, they aren't loyal to each other and sometimes leave one member of the group behind to face punishment while the others flee. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Grippli Skirmisher Source Pathfinder #170: Spoken on the Song Wind pg. 82 Perception +12; darkvision Languages Common, Grippli Skills Acrobatics +12, Athletics +10, Stealth +12, Survival +11, Thievery +10 Str +2 Dex +4 Con +3 Int +0 Wis +3 Cha -1 Springing Step When the skirmisher uses the Step action they ignore difficult terrain and may move up to 10 feet instead of 5 feet. Items Composite Shortbow (30 arrows), Kukri, Leather Armor, Thieves' Tools --- AC 22 Fort +11 Ref +14 Will +9 HP 60 Hopping Dodge Reaction Trigger A creature misses the skirmisher with a melee Strike; Effect The skirmisher quickly takes advantage of the attacker's error and Steps. --- Speed 25 feet, climb 20 feet; jungle stride Melee Single Action kukri +14 (Agile, Finesse, Trip), Damage 1d6+4 slashing plus baneback poison Ranged Single Action composite shortbow +14 (deadly d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+3 piercing plus baneback poison Baneback Poison (Poison) Saving Throw Fortitude DC 21; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and stupefied 1 (1 round); Stage 2 2d4 poison damage and stupefied 2 (1 round); Stage 3 2d4 poison damage, stupefied 3, and flat-footed (1 round) Jungle Stride Gripplis ignore difficult terrain in forests and jungles. Wily Attack The skirmisher deals an extra 1d6 precision damage to flat-footed creatures and creatures afflicted by a poison. ","skill_mod":{"thievery":10,"survival":11,"stealth":12,"athletics":10,"acrobatics":12},"summary":"Skirmishers are jittery baneback hunters or ambushers. Although they often fight in groups, they aren't loyal to each other and sometimes leave one …","image":["/Images/Monsters/Grippli_Skirmisher.png"],"primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":22,"item":["Composite Shortbow (30 arrows)","Kukri","Leather Armor","Thieves' Tools"],"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1623","intelligence":0,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"source_group":["Strength of Thousands"],"size":["Small"],"name":"Grippli Skirmisher","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[6,7],"slug":"creature-1623"},{"primary_source_category":"Adventure Paths","strength":2,"hp":95,"language":["Common","Grippli"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","charisma":0,"perception":16,"stealth":"14","trait":["Grippli","Humanoid","NE","Small"],"id":"creature-1624","text":" Grippli Jinxer Baneback gripplis with innate magical ability may find themselves drawn to vile magic dealing with poison, vermin, and ill luck. Those who revel in the dreadful legends surrounding their kind often worship evil gods or demons associated with poison, tattooing themselves with mystic symbols to gain powerful control over toxins. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Grippli Jinxer Source Pathfinder #170: Spoken on the Song Wind pg. 83 Perception +16; darkvision Languages Common, Grippli Skills Acrobatics +14, Athletics +12, Intimidation +12, Nature +14, Occultism +10, Stealth +14 Str +2 Dex +4 Con +2 Int +0 Wis +4 Cha +0 Items Dart (8), Staff --- AC 23 Fort +12 Ref +14 Will +16 HP 95 Hypnotic Tattoos Reaction Trigger A hostile creature targets the jinxer with a melee Strike; Effect Tattoos on the jinxer's body swirl and shift in mesmerizing patterns. The creature must attempt a DC 22 Will save. Critical Success The creature is unaffected and is temporarily immune for 1 hour. Success The creature is unaffected and is temporarily immune for 1 minute. Failure The creature treats the jinxer as concealed until the end of its turn. Critical Failure The creature treats the jinxer as hidden until the end of its turn. --- Speed 25 feet, climb 20 feet; jungle stride Melee Single Action staff +14 (two-hand d8), Damage 1d4+6 bludgeoning plus baneback poison Ranged Single Action dart +16 (Agile, thrown 20 feet), Damage 1d4+6 piercing plus baneback poison Occult Spontaneous Spells DC 24, attack +16 - Cantrips (3rd) Chill Touch, Forbidding Ward, Know Direction, Shield, Telekinetic Projectile - 1st Bane, Ray of Enfeeblement, Spider Sting (3 slots) - 2nd Dispel Magic, Summon Animal (giant cockroach, giant fly, or giant tick only), Vomit Swarm (3 slots) - 3rd Blindness, Fear, Paralyze (3 slots) Baneback Poison (Poison) Saving Throw Fortitude DC 24; Maximum Duration 6 rounds; Stage 1 2d4 poison damage and stupefied 1 (1 round); Stage 2 3d4 poison damage and stupefied 2 (1 round); Stage 3 4d4 poison damage, stupefied 3, and flat-footed (1 round) Curse of Baneful Venom Three Actions (Necromancy, Occult) The jinxer magically intensifies toxins in their foes. Creatures within 30 feet of the jinxer that are currently afflicted by a poison immediately attempt their next saving throw against the poison with a –2 status penalty, then are temporarily immune to Curse of Baleful Venom for 1 hour. Jungle Stride Gripplis ignore difficult terrain in forests and jungles. ","skill_mod":{"nature":14,"stealth":14,"athletics":12,"intimidation":12,"occultism":10,"acrobatics":14},"image":["/Images/Monsters/Grippli_Jinxer.png"],"primary_source":"Pathfinder #170: Spoken on the Song Wind","spell":["Blindness","Fear","Paralyze","Dispel Magic","Summon Animal","Vomit Swarm","Bane","Ray of Enfeeblement","Spider Sting","Chill Touch","Forbidding Ward","Know Direction","Shield","Telekinetic Projectile"],"ac":23,"item":["Dart (8)","Staff"],"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":12,"source_group":["Strength of Thousands"],"size":["Small"],"name":"Grippli Jinxer","alignment":"NE","rarity":"common","strike_damage_average":[8,8],"attack_bonus":[14,16],"constitution":2,"creature_family":"Grippli","spell_attack_bonus":[16],"will_save":16,"speed":{"climb":20,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Hypnotic Tattoos","Baneback Poison","Curse of Baneful Venom","Jungle Stride"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Intimidation","Nature","Occultism","Stealth"],"tradition":["Occult"],"summary":"Baneback gripplis with innate magical ability may find themselves drawn to vile magic dealing with poison, vermin, and ill luck. Those who revel in …","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1624","dexterity":4,"category":"creature","slug":"creature-1624"},{"attack_bonus":[16,17],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":110,"language":["Common","Draconic"],"immunity":["paralyzed","sleep"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","will_save":10,"charisma":4,"speed":{"climb":30,"fly":60,"max":60,"land":30,"swim":30},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Breath Weapon","Cunning Capsize","Draconic Grandeur","Tackle"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Intimidation","Stealth","Thievery"],"stealth":"15","trait":["Amphibious","Dragon","Uncommon","CN","Small"],"id":"creature-1625","text":" I'iko Dragon I'iko dragons are greedy bullies with long muscular bodies, stubby legs, small wings, and shimmering glass-like scales. From their treetop nests overhanging well-traveled rivers, i'iko dragons land on passing watercrafts and extort the passengers, threatening to capsize boats if not paid with bright treasure. When faced with a well-armed group guarding their desired trinkets, they instead resort to stealth, stealing them under cover of darkness, using their claws to pick locks and disable traps as needed. I'iko dragons reside in the jungles of the Mwangi Expanse, particularly in Nantambu where they live under the tall arching bridges that cross the city's many canals, building roosts in the bridge supports. I'iko dragons eat fish and birds, and have a taste for glass, crystals, and gemstones, which they consume to harden and color their scales. Incredibly vain, i'iko dragons collect the most colorful glass they can find to transform their scales into a resplendent rainbow. Recall Knowledge - Dragon (Arcana): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 I'iko Dragon Source Pathfinder #170: Spoken on the Song Wind pg. 84 Perception +12; darkvision, scent (imprecise) 30 feet Languages Common, Draconic Skills Acrobatics +13, Athletics +14, Intimidation +14, Stealth +15, Thievery +13 Str +4 Dex +5 Con +2 Int +0 Wis +2 Cha +4 --- AC 23 Fort +14 Ref +17 Will +10 HP 110 Immunities paralyzed, sleep --- Speed 30 feet, climb 30 feet, fly 60 feet, swim 30 feet Melee Single Action jaws +16, Damage 2d10+6 piercing Melee Single Action claw +17 (Agile, Finesse), Damage 2d6+6 slashing Breath Weapon Single Action (Arcane, Evocation) The i'iko dragon breathes a spray of jagged glass shards that deals 7d6 piercing damage in a 15-foot cone (DC 23 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Cunning Capsize Single Action (Attack) The i'iko dragon attempts to capsize an aquatic vessel of Medium size or smaller that they're on or adjacent to. They must succeed at an Athletics check with a DC of 25 or the pilot's Sailing Lore DC, whichever is higher. Draconic Grandeur Single Action (Emotion, Fear, Mental) The i'iko dragon spreads their wings, bares their teeth, and threatens their opponent in a terrifying display of draconic majesty. All creatures within 30 feet must attempt a DC 24 Will save. Regardless of the result of the saving throw, the creatures are temporarily immune to Draconic Grandeur for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 4. Tackle Two Actions (Move) The i'iko dragon Flies up to their fly Speed, descending at least 10 feet, and then makes a jaws Strike. If the jaws Strike hits and the target is Medium or smaller, the target is knocked prone. I'iko Dragon Hoards I'iko dragons hoard small, easily transportable baubles in their nests, particularly magical trinkets and any objects incorporating glass, crystals, and gemstones—though these objects rarely remain whole long, as the dragons devour the most colorful components, leaving gemless rings and glassless mirrors. ","skill_mod":{"thievery":13,"stealth":15,"athletics":14,"intimidation":14,"acrobatics":13},"summary":"I'iko dragons are greedy bullies with long muscular bodies, stubby legs, small wings, and shimmering glass-like scales. From their treetop nests …","image":["/Images/Monsters/IikoDragon.png"],"primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Monster","Creature Type","Rarity"],"ac":23,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1625","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":14,"source_group":["Strength of Thousands"],"size":["Small"],"spoilers":"Strength of Thousands","name":"I'iko Dragon","alignment":"CN","category":"creature","rarity":"uncommon","strike_damage_average":[13,17],"slug":"creature-1625"},{"attack_bonus":[17,17],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":110,"immunity":["electricity"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":30,"land":30},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Lightning Aura","Thunderous Fall","Charging Leap","Cloud Walk"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Nature","Stealth"],"stealth":"12","trait":["Beast","Electricity","Rare","N","Large"],"id":"creature-1626","text":" Mpeshi In the heights of the world, where the hills and mountains reach up to touch the clouds, mpeshis fall to the earth in flashes of lightning and thunder. Most return to the heavens on the gossamer strands of web on which they descend, but those few that remain cry out, lamenting their inability to return to their homes in the sky. A mpeshi appears to be a monstrous goat with the foreclaws, hindquarters, and tail of a crocodile. Electricity arcs around its sharp horns, which it can use to both batter and gore with equal facility. Although mpeshis are always seeking methods to return to their homes in the clouds, they aggressively defend their earthbound lairs from outsiders. Mpeshis are generally solitary, though some congregate as pairs or small groups that watch cloud movements together. They can sometimes be seen trying to join reach the storm clouds, leaping from high places such as hills, mountains, or cliffs. Though these attempts are rarely successful, the mpeshis always resolve to try again—and some do manage succeed at returning to their mysterious homes amongst the clouds. Mpeshis are utterly unafraid of roc, dragons, or other monstrous flying creatures, usually seeing them as competition. Mpeshis are crafty, though, and sometimes try to negotiate transportation back to the clouds from flying creatures larger than they are. Recall Knowledge - Beast (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Mpeshi Source Pathfinder #170: Spoken on the Song Wind pg. 85 Perception +14; darkvision Languages Skills Athletics +16, Nature +14, Stealth +12 Str +6 Dex +2 Con +4 Int -2 Wis +4 Cha +0 --- AC 24 Fort +16 Ref +12 Will +14 HP 110 Immunities electricity Resistances sonic 10 Lightning Aura (aura, electricity) 5 feet. A buzzing static electricity surrounds the mpeshi. When a creature within the aura takes electricity damage, the damage arcs to a random adjacent creature, dealing 1d6 electricity damage. A creature can only receive arcing damage once from each attack or effect. Thunderous Fall Reaction Trigger The mpeshi falls at least 10 feet; Effect The mpeshi reorients itself to slam headfirst into the ground with a thundering crash. Creatures within 10 feet of the mpeshi take sonic damage equal to the bludgeoning damage the mpeshi took from the fall (DC 23 basic Fortitude save). Creatures that fail this save are stunned 1 (stunned 2 on a critical failure). --- Speed 30 feet; cloud walk Melee Single Action horn +17 (Electricity, reach 10 feet, versatile P), Damage 2d6+8 bludgeoning plus 1d6 electricity Melee Single Action tail +17 (Agile, reach 15 feet), Damage 2d6+8 bludgeoning Charging Leap Two Actions The mpeshi leaps up to 40 feet in any direction, including straight up. The mpeshi makes a horn Strike at any point during this leap. Cloud Walk The mpeshi can tread on clouds or fog as though on solid ground. Lightning Legends The mpeshi is based on the akampeshimpeshi, described by the real-world Lamba people of Zambia as a beast accompanying the lightning before becoming trapped on the land. The webs that the akampeshimpeshis ride down to earth are broken by their impact. Akampeshimpeshis are dangerous creatures; when sighted, they are hunted and burned by warriors with protective magics laid on them for this purpose. ","skill_mod":{"nature":14,"stealth":12,"athletics":16},"summary":"In the heights of the world, where the hills and mountains reach up to touch the clouds, mpeshis fall to the earth in flashes of lightning and …","image":["/Images/Monsters/Mpeshi.png"],"primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Creature Type","Energy","Monster","Rarity"],"ac":24,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"sonic":10},"url":"/Monsters.aspx?ID=1626","intelligence":-2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Mpeshi","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[15,18],"slug":"creature-1626"},{"remaster_name":["Aapoph Granitescale"],"primary_source_category":"Adventure Paths","strength":5,"hp":120,"language":["Aklo","Common","Undercommon","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","charisma":1,"perception":13,"trait":["Humanoid","Mutant","Serpentfolk","Uncommon","NE","Medium"],"id":"creature-1627","text":" Serpentfolk Granitescale Many burly aapoph serpentfolk bear minor mutations. Granitescales have bulky frames covered in hard, speckled gray plates. These scales offer additional protection but shed when struck with too much force. As granitescales regrow lost scales quickly, they make effective long-term sentinels and vanguards for guerilla tactics. Granitescales like to carve their shed scales into small chips and attach them as rattles to the ends of their spears. Many an unsuspecting victim has heard the shaking hiss of a granitescale's rattle too late. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Serpentfolk Granitescale Source Pathfinder #170: Spoken on the Song Wind pg. 86 Perception +13; darkvision, scent (imprecise) 30 feet Languages Aklo, Common, Undercommon; telepathy 100 feet Skills Acrobatics +13, Athletics +15, Intimidation +13 Str +5 Dex +4 Con +4 Int -2 Wis +1 Cha +1 Items Javelin (5), Longspear --- AC 24 (22 with shed scales) Fort +17 Ref +14 Will +12 (+2 status vs. mental) HP 120 Resistances poison 8 Attack of Opportunity Reaction Chipping Scales Reaction Frequency once per day; Trigger The granitescale takes piercing or slashing damage; Effect The granitescale twists to take the blow on their hardest scales, which they shed to reduce the incoming force. The granitescale reduces the damage by 10, but their AC is reduced by 2 for 1 day, when the shed scales regrow. --- Speed 25 feet Melee Single Action longspear +17 (Reach), Damage 2d8+6 piercing Melee Single Action fangs +17, Damage 2d8+6 piercing plus serpentfolk venom Ranged Single Action javelin +16 (range increment 30 feet), Damage 2d6+4 piercing Rattling Spear Single Action (Auditory, Emotion, Mental) Requirement The granitescale's last action was a successful spear Strike; Effect The granitescale rattles the base of their spear, attempting an Intimidation check to Demoralize all enemies within 30 feet (compare the granitescale's Intimidation check result to the targets' Will DCs individually). Serpentfolk Venom (Poison) Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 2d4 poison damage and enfeebled 1 (1 round) ","skill_mod":{"athletics":15,"intimidation":13,"acrobatics":13},"image":["/Images/Monsters/Serpentfolk_Granitescale.png"],"primary_source":"Pathfinder #170: Spoken on the Song Wind","ac":24,"item":["Javelin (5)","Longspear"],"level":6,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{"poison":8},"intelligence":-2,"reflex_save":14,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":17,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Serpentfolk Granitescale","alignment":"NE","rarity":"uncommon","strike_damage_average":[11,15,15],"attack_bonus":[16,17,17],"constitution":4,"creature_family":"Serpentfolk","will_save":12,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Chipping Scales","Rattling Spear","Serpentfolk Venom"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Intimidation"],"summary":"Many burly aapoph serpentfolk bear minor mutations. Granitescales have bulky frames covered in hard, speckled gray plates. These scales offer …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1627","dexterity":4,"category":"creature","slug":"creature-1627"},{"primary_source_category":"Adventure Paths","strength":0,"hp":105,"language":["Aklo","Common","Draconic","Undercommon","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","charisma":2,"perception":15,"trait":["Humanoid","Serpentfolk","Uncommon","NE","Medium"],"id":"creature-1628","text":" Venom Caller Venom callers are zyss serpentfolk spellcasters that specialize in the use of acid and poison magic, viewing them as natural extensions of their inherent venom. They have a reputation for bold action, something that puts them at odds with other zyss who prefer stealth and subterfuge. When a venom caller can't eliminate their rivals to seize control of their colony, they often leave in a dramatic demonstration of arrogance, insisting that slithering in shadows does the serpentfolk cause no favors. Though venom callers aren't considered subtle by their kin, their schemes—which often revolve around acquiring rare magical lore—can nevertheless take humanoid communities by surprise. Venom callers often lure away unsuspecting victims, murder them, and disfigure their venom-wracked bodies with acid; the venom caller then assumes the victim's form. Authorities, believing all members of the community are accounted for, assume the unrecognizable corpse must have been a traveler. Most venom callers have broken with other serpentfolk communities and have no qualms about murdering their kin or infiltrating other serpentfolk cells if it serves their purposes. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Serpentfolk Venom Caller Source Pathfinder #170: Spoken on the Song Wind pg. 87 Perception +15; darkvision, scent (imprecise) 30 feet Languages Aklo, Common, Draconic, Undercommon; telepathy 100 feet Skills Arcana +17, Deception +15, Nature +15, Occultism +17, Society +15, Survival +15 Str +0 Dex +4 Con +2 Int +6 Wis +4 Cha +2 Items Shortbow (20 arrows), Sickle --- AC 24 Fort +13 Ref +15 Will +17 (+4 status vs. mental) +1 status to all saves vs. magic HP 105 Resistances poison 10 --- Speed 25 feet Melee Single Action fangs +16 (Finesse), Damage 2d8+4 piercing plus serpentfolk venom Melee Single Action sickle +16 (Agile, Finesse, Trip), Damage 1d4+4 piercing plus serpentfolk venom Ranged Single Action shortbow +16 (deadly d10, range increment 60 feet, reload 0), Damage 1d6+4 piercing plus serpentfolk venom Arcane Spontaneous Spells DC 25, attack +17 - Cantrips (4th) Acid Splash, Detect Magic, Mage Hand, Read Aura, Shield - 1st Feather Fall, Item Facade, Magic Missile (3 slots) - 2nd Acid Arrow, False Life, Invisibility (3 slots) - 3rd Mind Reading, Slow, Stinking Cloud (3 slots) - 4th Acid Arrow, Noxious Vapors (2 slots) Occult Innate Spells DC 25 - 1st Ventriloquism (at will) - 2nd Mirror Image (at will) - 3rd Illusory Disguise (at will) - 4th Suggestion Serpentfolk Venom (Poison) Saving Throw DC 23 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 2d4 poison damage and enfeebled 1 (1 round) Venom Pool Two Actions (Arcane, Conjuration, Poison) Frequency once per day; Effect The venom caller conjures a 10-foot burst of liquid poison within 60 feet. Each creature that begins its turn in the area takes 4d6 poison damage (DC 25 basic Fortitude save). On a critical failure, creatures also take 1d6 persistent poison damage. Once per turn, starting the turn after the venom caller uses Venom Pool, the venom caller can use a single action, which has the concentrate trait, to increase the radius of the burst by 5 feet. The pool of venom lasts for 1 minute, at which time it evaporates without a trace. ","skill_mod":{"society":15,"deception":15,"nature":15,"survival":15,"arcana":17,"occultism":17},"image":["/Images/Monsters/Serpentfolk_Venomcaller.png"],"primary_source":"Pathfinder #170: Spoken on the Song Wind","spell":["Acid Arrow","Noxious Vapors","Mind Reading","Slow","Stinking Cloud","False Life","Invisibility","Feather Fall","Item Facade","Magic Missile","Acid Splash","Detect Magic","Mage Hand","Read Aura","Shield","Suggestion","Illusory Disguise","Mirror Image","Ventriloquism"],"ac":24,"item":["Shortbow (20 arrows)","Sickle"],"level":7,"spell_dc":[25,25],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{"poison":10},"intelligence":6,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Serpentfolk Venom Caller","alignment":"NE","rarity":"uncommon","strike_damage_average":[6,7,13],"attack_bonus":[16,16,16],"constitution":2,"creature_family":"Serpentfolk","spell_attack_bonus":[17],"will_save":17,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Serpentfolk Venom","Venom Pool"],"primary_source_group":"Strength of Thousands","skill":["Arcana","Deception","Nature","Occultism","Society","Survival"],"tradition":["Arcane","Occult"],"summary":"Venom callers are zyss serpentfolk spellcasters that specialize in the use of acid and poison magic, viewing them as natural extensions of their …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1628","dexterity":4,"category":"creature","slug":"creature-1628"},{"attack_bonus":[15,15],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":75,"language":["Common"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","will_save":11,"charisma":0,"speed":{"max":25,"land":25},"perception":13,"wisdom":4,"weakness":{},"creature_ability":["Opportunistic Maneuver","Sneak Attack","Surprise Attack"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Deception","Intimidation","Stealth","Thievery"],"stealth":"11","trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-1629","text":" Mashkudu The Bully Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Mashkudu The Bully Source Pathfinder #170: Spoken on the Song Wind pg. 27 Perception +13 Languages Common Skills Athletics +13, Deception +9, Intimidation +11, Stealth +11, Thievery +13 Str +4 Dex +4 Con +2 Int +0 Wis +4 Cha +0 Items Hand Crossbow (10 bolts), Leather Armor, Longsword, Thieves' Tools --- AC 22 Fort +12 Ref +14 Will +11 HP 75 --- Speed 25 feet Melee Single Action longsword +15 (versatile P), Damage 1d8+6 slashing Ranged Single Action hand crossbow +15 (range increment 60 feet, reload 1), Damage 1d6 piercing Opportunistic Maneuver Reaction Trigger Mashkudu Shoves, Trips, or Disarms a creature; Effect Mashkudu attempts a Thievery check to Steal an object the target carries. Sneak Attack Mashkudu deals an extra 1d6 precision damage to flat-footed creatures. Surprise Attack On the first round of combat, creatures that haven't acted yet are flat-footed to Mashkudu. ","skill_mod":{"deception":9,"thievery":13,"stealth":11,"athletics":13,"intimidation":11},"primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":22,"item":["Hand Crossbow (10 bolts)","Leather Armor","Longsword","Thieves' Tools"],"level":5,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1629","intelligence":0,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":12,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Mashkudu The Bully","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[3,10],"slug":"creature-1629"},{"attack_bonus":[12,12],"constitution":0,"primary_source_category":"Adventure Paths","strength":1,"hp":45,"language":["Common","Elven"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","will_save":9,"charisma":2,"speed":{"max":30,"land":30},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Knife Jab","Sneak Attack","Surprise Attack"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Intimidation","Stealth","Thievery","Underworld Lore"],"stealth":"9","trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-1630","text":" Kiru Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Kiru Source Pathfinder #170: Spoken on the Song Wind pg. 27 Perception +9; low-light vision Languages Common, Elven Skills Acrobatics +9, Intimidation +9, Stealth +9, Thievery +11, Underworld Lore +8 Str +1 Dex +4 Con +0 Int +1 Wis +2 Cha +2 Items Dagger (6), Studded Leather Armor, Thieves' Tools --- AC 20 Fort +7 Ref +11 Will +9 HP 45 --- Speed 30 feet Melee Single Action dagger +12 (Agile, Finesse, versatile S), Damage 1d4+4 piercing plus knife jab Ranged Single Action dagger +12 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing plus knife jab Knife Jab Creatures hit by Kiru's dagger Strike must succeed at a DC 20 Fortitude save or become clumsy 1 for 1 round (1 minute on a critical failure). If Kiru's Strike is a critical hit, the DC increases to 25. Sneak Attack Kiru deals an extra 1d6 precision damage to flat-footed creatures. Surprise Attack On the first round of combat, creatures that haven't acted yet are flat-footed to Kiru. ","skill_mod":{"thievery":11,"stealth":9,"intimidation":9,"acrobatics":9},"primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":20,"item":["Dagger (6)","Studded Leather Armor","Thieves' Tools"],"level":3,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1630","intelligence":1,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":7,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Kiru","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[6,6],"slug":"creature-1630"},{"attack_bonus":[16,16,16,17],"constitution":1,"primary_source_category":"Adventure Paths","strength":4,"hp":100,"language":["Common","Draconic","Iruxi"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":25,"land":25,"swim":15},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Battering Tail","Deep Breath"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Cooking Lore","Thievery"],"trait":["Humanoid","Lizardfolk","Unique","NE","Medium"],"id":"creature-1631","text":" Loakan Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Loakan Source Pathfinder #170: Spoken on the Song Wind pg. 28 Perception +13 Languages Common, Draconic, Iruxi Skills Acrobatics +12, Athletics +14, Cooking Lore +10, Thievery +12 Str +4 Dex +4 Con +1 Int +0 Wis +3 Cha +0 Items +1 greatclub , recipe books --- AC 23 Fort +11 Ref +14 Will +13 HP 100 --- Speed 25 feet, swim 15 feet Melee Single Action greatclub +17 (Backswing, Magical, Shove), Damage 1d10+6 bludgeoning Melee Single Action tail +16 (agile), Damage 1d8+6 bludgeoning Melee Single Action jaws +16, Damage 1d6+6 piercing Ranged Single Action book +16 (range increment 10 feet), Damage 1d4+6 bludgeoning Battering Tail Two Actions Loakan makes a greatclub Strike and two tail Strikes against the same creature. If the greatclub Strike hits, the target is flat-footed against both tail Strikes. Deep Breath Loakan can hold her breath for 200 rounds (20 minutes) ","skill_mod":{"thievery":12,"athletics":14,"acrobatics":12},"primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":23,"item":["+1 greatclub","recipe books"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1631","intelligence":0,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":11,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Loakan","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[8,9,10,11],"slug":"creature-1631"},{"attack_bonus":[16,16,16],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":115,"language":["Common","Draconic","Iruxi"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","will_save":11,"charisma":2,"speed":{"max":25,"land":25,"swim":15},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Deadly Bolts","Deep Breath","Running Reload","Skirmishing Shot"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Intimidation","Society","Stealth","Survival","Thievery"],"stealth":"15","trait":["Humanoid","Lizardfolk","Unique","NE","Medium"],"id":"creature-1632","text":" Reth Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Reth Source Pathfinder #170: Spoken on the Song Wind pg. 29 Perception +13 Languages Common, Draconic, Iruxi Skills Acrobatics +15, Intimidation +15, Society +12, Stealth +15, Survival +13, Thievery +15 Str +3 Dex +4 Con +1 Int +1 Wis +2 Cha +2 Items +1 hand crossbow (10 bolts), keyring, Leather Armor, Thieves' Tools --- AC 25 Fort +14 Ref +17 Will +11 HP 115 --- Speed 25 feet, swim 15 feet Melee Single Action jaws +16, Damage 1d6+5 piercing Melee Single Action tail +16 (agile), Damage 1d4+5 bludgeoning Ranged Single Action hand crossbow +16 (Magical, range increment 60 feet, reload 1), Damage 1d6+2 piercing plus 3d8 precision Deadly Bolts Single Action (Stance) Requirement Reth is wielding a crossbow; Effect Reth gains a deadly focus with crossbows while in this stance. His crossbow Strikes deal an additional 3d8 precision damage. He doesn't provoke reactions for making ranged Strikes with crossbows. Deep Breath Reth can hold his breath for 200 rounds (20 minutes). Running Reload Single Action Reth Strides, Steps, or Sneaks, then Interacts to reload. Skirmishing Shot Single Action (Flourish) Reth Strides or Steps, then Strikes with his hand crossbow. ","skill_mod":{"society":12,"thievery":15,"survival":13,"stealth":15,"intimidation":15,"acrobatics":15},"primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":25,"item":["+1 hand crossbow (10 bolts)","keyring","Leather Armor","Thieves' Tools"],"level":7,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1632","intelligence":1,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":14,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Reth","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[7,8,19],"slug":"creature-1632"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":45,"immunity":["acid","critical hits","mental","precision","unconscious","visual"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","will_save":10,"charisma":-5,"speed":{"max":10,"land":10},"perception":10,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Noxious Scent","Filth Wave"],"primary_source_group":"Strength of Thousands","skill":["Stealth"],"stealth":"9","trait":["Mindless","Mutant","Ooze","Unique","N","Large"],"id":"creature-1633","text":" Mutated Sewer Ooze Recall Knowledge - Ooze (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Mutated Sewer Ooze Source Pathfinder #170: Spoken on the Song Wind pg. 37 Perception +10; motion sense 60 feet, no vision Languages Skills Stealth +9 Str +5 Dex -2 Con +4 Int -5 Wis +0 Cha -5 Motion Sense A sewer ooze can sense nearby motion through vibration and air movements. --- AC 16 Fort +16 Ref +8 Will +10 HP 45 Immunities acid, critical hits, mental, precision, unconscious, visual Noxious Scent (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 23 Fortitude save. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). A creature taking persistent acid damage from the ooze's pseudopod can't recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 10 feet Melee Single Action pseudopod +17 (Agile, deadly d10, Finesse, versatile S), Damage 2d8+5 bludgeoning plus 1d4 acid and 1d4 persistent acid Filth Wave Single Action Frequency once per minute; Effect The sewer ooze unleashes a wave of filth, covering all creatures within a 20-foot emanation. Each creature in the area must succeed at a DC 24 Reflex save or take 1d4 acid damage and a –10-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls prone). A creature can spend an Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action ","skill_mod":{"stealth":9},"primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Monster","Creature Type","Rarity"],"ac":16,"level":6,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1633","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":-2,"fortitude_save":16,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Mutated Sewer Ooze","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[19],"slug":"creature-1633"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":140,"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","will_save":15,"charisma":-2,"speed":{"max":25,"land":20,"swim":25},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Death Roll","Deep Breath","Into the Deep","Thunderous Tail"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Stealth"],"stealth":"16","trait":["Animal","Unique","N","Large"],"id":"creature-1634","text":" Old Thrasher Recall Knowledge - Animal (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Old Thrasher Source Pathfinder #170: Spoken on the Song Wind pg. 48 Perception +16; low-light vision Languages Skills Athletics +18, Stealth +16 Str +6 Dex +2 Con +4 Int -5 Wis +3 Cha -2 --- AC 26 Fort +18 Ref +16 Will +15 HP 140 --- Speed 20 feet, swim 25 feet Melee Single Action jaws +20, Damage 2d10+8 piercing plus Grab Melee Single Action tail +20 (Agile, reach 10 feet), Damage 2d6+8 bludgeoning Death Roll Single Action (Attack) Requirement Old Thrasher must have a creature grabbed; Effect Old Thrasher tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it fails, it releases the creature. Deep Breath Old Thrasher can hold its breath for about 4 hours. Into the Deep Single Action Requirement Old Thrasher must have a creature grabbed; Effect Old Thrasher Swims, bringing its victim along with it. Thunderous Tail Two Actions Old Thrasher makes up to three tail Strikes against different targets. Any target hit must succeed at a DC 25 Fortitude save (DC 30 on a critical hit) or be knocked prone. ","skill_mod":{"stealth":16,"athletics":18},"primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Creature Type","Rarity"],"ac":26,"level":8,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1634","intelligence":-5,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":18,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Old Thrasher","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[15,19],"slug":"creature-1634"},{"attack_bonus":[15,17],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":115,"language":["Common","Draconic","Dwarven","Jotun"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","will_save":13,"charisma":3,"speed":{"max":20,"land":20},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["A Quick Word","Deny Advantage","Low Blow","Sneak Attack"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Deception","Intimidation","Society","Thievery"],"trait":["Dwarf","Humanoid","Unique","NE","Medium"],"id":"creature-1635","text":" Kolbo Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Kolbo Source Pathfinder #170: Spoken on the Song Wind pg. 49 Perception +12; darkvision Languages Common, Draconic, Dwarven, Jotun Skills Athletics +14, Deception +15, Intimidation +13, Society +12, Thievery +14 Str +4 Dex +2 Con +4 Int +2 Wis +1 Cha +3 A Quick Word If Kolbo is aware of his opponents and isn't prevented from speaking, he rolls Deception for initiative. Items Heavy Crossbow (10 bolts), lesser elixir of life, Leather Armor, Longsword, strongbox key, Thieves' Tools --- AC 24 Fort +16 Ref +14 Will +13 HP 115 Deny Advantage Kolbo isn't flat-footed to creatures of 6th level or lower that are hidden, undetected, flanking, or using surprise attack. --- Speed 20 feet Melee Single Action longsword +17 (versatile P), Damage 1d8+6 slashing Melee Single Action heavy crossbow +15 (range increment 60 feet, reload 1), Damage 1d10 piercing Low Blow Reaction Requirements Kolbo successfully Feints an opponent; Effect The foe is knocked prone. Sneak Attack Kolbo deals an extra 2d6 precision damage to flat-footed creatures. ","skill_mod":{"society":12,"deception":15,"thievery":14,"athletics":14,"intimidation":13},"primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":24,"item":["Heavy Crossbow (10 bolts)","lesser elixir of life","Leather Armor","Longsword","strongbox key","Thieves' Tools"],"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1635","intelligence":2,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Kolbo","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[5,10],"slug":"creature-1635"},{"attack_bonus":[17,17],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":95,"language":["Auran","Common","Sylvan","(can't speak any language)"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","will_save":14,"charisma":1,"speed":{"fly":60,"max":60,"land":10},"perception":15,"wisdom":3,"weakness":{"good":3},"creature_ability":["Evasion","Eagle Dive","Snatch"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics"],"trait":["Beast","Fiend","Unique","NE","Large"],"id":"creature-1636","text":" Kreekoss Recall Knowledge - Beast (Arcana, Nature): DC 32 Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Kreekoss Source Pathfinder #170: Spoken on the Song Wind pg. 53 Perception +15; low-light vision Languages Auran, Common, Sylvan; (can't speak any language) Skills Acrobatics +15, Athletics +12 Str +4 Dex +5 Con +2 Int +0 Wis +3 Cha +1 --- AC 24 Fort +11 Ref +16 Will +14 HP 95 Resistances fire 6 Weaknesses good 3 Evasion When Kreekoss rolls a success on a Reflex save, he gets a critical success instead. --- Speed 10 feet, fly 60 feet Melee Single Action beak +17, Damage 2d10+8 piercing Melee Single Action talon +17 (Agile), Damage 2d6+8 slashing plus Grab Eagle Dive Single Action Kreekoss Flies up to double his fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike. Snatch Kreekoss can Fly at half Speed while he has a creature grabbed or restrained in his talons, carrying that creature along with it. ","skill_mod":{"athletics":12,"acrobatics":15},"primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Creature Type","Rarity"],"ac":24,"level":6,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"fire":6},"url":"/Monsters.aspx?ID=1636","intelligence":0,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":11,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Kreekoss","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[15,19],"slug":"creature-1636"},{"attack_bonus":[16,18,18],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":130,"language":["Aquan","Common","Sylvan"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","will_save":14,"charisma":4,"speed":{"max":50,"land":25,"swim":50},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Death Flood","Muddy Field","Organ of Endless Water"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Intimidation","Nature","Performance","Survival"],"trait":["Amphibious","Beast","Fey","Unique","Water","CN","Large"],"id":"creature-1637","text":" Great Grodair Recall Knowledge - Beast (Arcana, Nature): DC 33 Recall Knowledge - Fey (Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Great Grodair Source Pathfinder #170: Spoken on the Song Wind pg. 59 Perception +16; darkvision Languages Aquan, Common, Sylvan Skills Athletics +17, Intimidation +15, Nature +15, Performance +17, Survival +14 Str +5 Dex +1 Con +4 Int +1 Wis +2 Cha +4 --- AC 23 Fort +18 Ref +12 Will +14 HP 130 Death Flood (conjuration, primal, water) When the great grodair dies, his body explodes in a blast of pressurized water that deals 6d6 bludgeoning damage to creatures within a 15-foot emanation (DC 25 basic Reflex save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure). --- Speed 25 feet, swim 50 feet Melee Single Action jaws +18, Damage 2d10+9 piercing Melee Single Action tentacle +18 (reach 10 feet), Damage 1d12+9 bludgeoning plus Knockdown Ranged Single Action water jet +16 (range increment 60 feet), Damage 4d6 bludgeoning plus Push 10 feet Primal Spontaneous Spells DC 25 - 5th Control Water Muddy Field Single Action (Primal, Transmutation, Water) The great grodair transforms all soil, sand, or similar sediment in a 10-foot emanation into mud for 1 round. This mud is difficult terrain for creatures other than grodairs. Organ of Endless Water Single Action (Conjuration, Manipulate, Primal, Water) The great grodair causes water to pour from a magical sac on his spine, either a stream of water at a rate of 1 gallon per round, or a fountain in a 5-foot-long stream at a rate of 5 gallons per round. He can stop the flow of water as a single action. ","tradition":["Primal"],"element":["Water"],"skill_mod":{"performance":17,"nature":15,"survival":14,"athletics":17,"intimidation":15},"primary_source":"Pathfinder #170: Spoken on the Song Wind","spell":["Control Water"],"trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"ac":23,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1637","intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":18,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Great Grodair","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[14,15,20],"slug":"creature-1637"},{"attack_bonus":[17,19,19],"constitution":1,"primary_source_category":"Adventure Paths","strength":1,"hp":140,"language":["Common","Draconic","Ignan","Jotun"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","spell_attack_bonus":[18],"will_save":13,"charisma":4,"speed":{"max":25,"land":25},"perception":16,"wisdom":1,"weakness":{},"creature_ability":["Infused Items","Distracting Spells","Quick Bomber"],"primary_source_group":"Strength of Thousands","skill":["Arcana","Crafting","Intimidation","Nature","Weapons Lore"],"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-1638","text":" Fire-Pot Ubanu, Fire Lover with a Grudge Ubanu never felt like he belonged. From an early age, he felt more comfortable playing with fire than with other children. When they went out to play games, Ubanu stayed home watch the fire dance in the hearth. He remained painfully shy during his youth, aware that the other children found him strange. Even he wondered why he was so different. Ubanu's parents tried to encourage him to be social, but when the boy tried to befriend the other children, they mocked his fascination with flames, calling him “Fire-Face Ubanu.” When the taunting became too much, Ubanu would strike back, lashing out against his tormentors. Once when he was overwhelmed with rage, a fiery lash manifested around his hand and struck another child. He didn't burn the child too badly, but the other kids all became afraid of him—and Ubanu became afraid of himself. Since that time Ubanu has been surrounded by a strong sulfurous smell, which grows more intense when he's angry. As soon as his parents smelled their son, they realized what had happened and revealed that some of their ancestors had been fire sorcerers. Neither of his parents possessed the powers of this bloodline, and they'd not told Ubanu in the hopes that there would be no need. He'd discovered the reason for his fascination with fire, but it made him no less awkward around people. Even when he could keep his temper in check, the faint sulfurous smell made others keep their distance. He assumed that if he went somewhere around more people with magical gifts—someplace like the Magaambya—he would finally find acceptance and perhaps friendship. Ubanu said goodbye to his parents and moved to Nantambu. His plan was as simple as it was naive: he would get into the Magaambya, learn to control his powers, find friends, and graduate to become a rich and powerful sorcerer. His initial request for admission was denied. Perhaps it was because he grew impatient and yelled at his proctor for making him wait, or perhaps they saw his stubborn petulance and inability to work with others. For five years, Ubanu tried to get accepted into the Magaambya—each time, his temper flared, and his hopes were dashed. If he hadn't found work as an apprentice to an alchemist, Ubanu would have had to return to his parents a broken and penniless young man. Instead, Ubanu found ways to express his fascination with fire through chemistry. Eventually, the alchemist discharged him for being too argumentative, and Ubanu once again had to look for new options. Ubanu drifted into an apprenticeship with an elderly weaponsmith named Nua Obi. He used his sorcerous powers to help maintain the forge's heat while learning all Nua Obi could teach him. Ubanu and the old woman fought furiously over the smallest details, but they had tremendous respect and affection for each other. For the first time in his life, Ubanu had found a place where he belonged. It was Nua who gave Ubanu the nickname Fire-Pot, both for his tendency to play with firebombs and erupt into fiery rages. For many years Ubanu worked crankily and happily at Nua's side. When Nua passed she left Ubanu her forge and enough money to expand it however he wished. Ubanu found that he couldn't run the shop like she could, however. He fought with the customers and had an awful habit of blowing things up for fun instead of working. He also kept a pet hellcat that he couldn't keep from causing fires in the city. Ubanu decided he needed a change of scenery, so he sold the shop and moved to the edge of town. There, he made a deal with a mercenary group of minotaurs looking for a place to settle down far from the troubles they'd left behind in other lands. If they would protect Ubanu's privacy and take care of his sales, he'd give them a cut of the merchandise they sold. Ubanu got to experiment on alchemy and weaponsmithing however he chose, and soon increased his talent in both. He's become known across Nantambu as one of its most skilled yet most irritable alchemists. He feels betrayed by the Magaambya. When serpentfolk came to Ubanu in the guise of Magaambyan students named Oyo and Mtembe, he almost turned them away. Yet their subtle persuasion and promises of significant reimbursement from the school convinced him to take their order for some unusual acid. Ubanu crafted the acid and turned it over to the “students,” but his promised payment never materialized. He tried to follow up at the school and was rebuffed. His anger overwhelmed him, and he hatched a plan to send a strong message to the school about paying their debts. If the Magaambya responds with the money he's due, he'll let the matter drop—but he suspects they won't, and he looks forward to taking out his anger on whomever the school sends his way. Campaign Role Fire-Pot Ubanu isn't actively malicious, but he has an explosive temper and no real ability or desire to keep it in check. One moment, Ubanu might be pleasant and friendly, and the next moment, he's hurling a firebomb at your house for some perceived insult. The heroes might quell his grudge, making him a good contact for training in incendiary alchemy, weaponsmithing, and fire spells. The heroes might even advocate for him to attend the Magaambya, once they learn about his past. If Ubanu joins the Magaambya, he becomes a rowdy and colorful character who can solve nearly as many problems as he causes. Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Fire-Pot Ubanu Source Pathfinder #170: Spoken on the Song Wind pg. 91 Perception +16 Languages Common, Draconic, Ignan, Jotun Skills Arcana +16, Crafting +20, Intimidation +16, Nature +15, Weapons Lore +16 Str +1 Dex +3 Con +1 Int +4 Wis +1 Cha +4 Infused Items Ubanu carries these infused items: 8 moderate alchemist's fires, 2 lesser elixirs of life, and 2 moderate tanglefoot bags. These items last for 24 hours, or until the next time Ubanu makes his daily preparations. Items smock (as padded armor), fulminating spear --- AC 26 Fort +17 Ref +19 Will +13 HP 140 Resistances fire 10 --- Speed 25 feet Melee Single Action spear +17 (Magical), Damage 2d6+3 piercing Ranged Single Action alchemist's fire +19 (range increment 20 feet, Splash), Damage 2d8+2 fire plus 4 persistent fire plus 6 fire splash Ranged Single Action spear +19 (Magical, range increment 20 feet), Damage 2d6+3 piercing Primal Spontaneous Spells DC 26, attack +18 - Cantrips (4th) Acid Splash, Detect Magic, Guidance, Prestidigitation, Produce Flame - 1st Gust of Wind, Jump, Mending (3 slots) - 2nd Flaming Sphere, Obscuring Mist, Resist Energy (3 slots) - 3rd Blindness, Fireball, Haste (3 slots) - 4th Burning Hands, Fire Shield (2 slots) Distracting Spells Creatures who fail a saving throw against one of Ubanu's spells are flat-footed to his attacks until the end of his turn or until the end of his next turn on a critical failure. Quick Bomber Single Action Ubanu Interacts to draw a bomb, then Strikes with it. ","tradition":["Primal"],"skill_mod":{"nature":15,"crafting":20,"arcana":16,"intimidation":16},"summary":"Ubanu never felt like he belonged. From an early age, he felt more comfortable playing with fire than with other children. When they went out to play …","primary_source":"Pathfinder #170: Spoken on the Song Wind","spell":["Burning Hands","Fire Shield","Blindness","Fireball","Haste","Flaming Sphere","Obscuring Mist","Resist Energy","Gust of Wind","Jump","Mending","Acid Splash","Detect Magic","Guidance","Prestidigitation","Produce Flame"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":26,"item":["smock (as padded armor )","fulminating spear"],"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{"fire":10},"url":"/NPCs.aspx?ID=1638","intelligence":4,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":17,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Fire-Pot Ubanu","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[10,10,11],"slug":"creature-1638"},{"attack_bonus":[19,20,20],"constitution":0,"primary_source_category":"Adventure Paths","strength":3,"hp":135,"language":["Common","Elven","Grippli","Iruxi"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","will_save":16,"charisma":4,"speed":{"climb":20,"max":30,"land":30},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Deny Advantage","Knife Fighter","Roll and Snatch","Twin Slash"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Thievery","Underworld Lore"],"stealth":"16","trait":["Grippli","Humanoid","Unique","NE","Small"],"id":"creature-1639","text":" Froglegs, Brutal Grippli Crime Boss The grippli known and feared today as Froglegs spent her early years wandering the streets of Nantambu as Ktaal, daughter of Tokywe. Tokywe was a lovable rogue who taught her daughter the skills to become a master thief. Tokywe and Ktaal were rootless— they happily spent their nights roaming Nantambu's rooftops under the stars or squatting in abandoned buildings, sharing dreams of what their next adventures would be. Mother and daughter spent many years getting into and out of trouble, and Ktaal always took comfort in her mother's cheerful demeanor and positive outlook no matter how desperate or bleak the situation appeared. Nantambu's thieves loved Tokywe for her personality, but what they respected most were her skills with a lockpick. She could pick any lock imaginable with her unusual tools—specially crafted for her grippli hands—and her keen sense of touch. Tokywe taught Ktaal her lockpicking skills from a young age, even showing her how to craft the special lockpicks that fit her hands so well. Mother and daughter were both in high demand once it became obvious that Ktaal was almost as good with locks as her mother. After some time, Tokywe began to tire of wandering. She wanted somewhere stable for her and her daughter to live and begin a new chapter. To transition into this life, Ktaal's mother planned to go by herself on one last heist with Habu the Cudgel's crew, a notorious group of thieves and ruffians. The heist went smoothly, but Habu's greed overtook him and he killed Tokywe for her share. Habu told Ktaal that the Nantambu authorities killed her mother, and that Tokywe's dying wish was for Ktaal to join Habu's crew so he could take care of her. Grief-stricken and in need of family, Ktaal believed Habu's lies and joined his crew. Keeping her mother's tradition of light-hearted professionalism, Ktaal soon became a trusted and valued member of the gang. She was an excellent planner and improvised well when those plans went awry. She rose though the ranks, and Habu's cutthroats began to whisper that she might be running the crew one day, especially if one of Habu's many enemies decided to eliminate him. Habu heard those whispers and he didn't like them. He had brought Ktaal to bolster his own successes, just as he had done with her mother, not to groom a successor. Habu's jealousy at the thought of this young grippli winning over his crew filled him with a quiet, seething rage. Habu learned of a large jewelry shipment traveling through Nantambu. He let Ktaal plan the heist and run the crew during the theft, but he directed the thieves most loyal to him to eliminate Ktaal and her supporters immediately after. This would leave bigger share for the survivors, he assured them. The heist went off without a hitch, but when Habu's handpicked thieves moved to betray Ktaal, they found her to be a smarter combatant and a more inspiring leader than Habu predicted. Ktaal struck down her would-be assassins and rallied those loyal to her to eliminate their killers as well. When she realized the extent of Habu's treachery, she finally guessed what actually happened to her beloved mother. Anguished at the realization she'd been deceived all these years, Ktaal's happy-go-lucky demeanor instantly transformed into hate. She gathered together the thieves loyal to her—predominantly disaffected grippli who had joined Habu's crew to work alongside Ktaal—and struck back against Habu and his remaining followers. It took the better part of a week, but she killed or drove out everyone loyal to Habu and learned where the gang boss was hiding out. Ktaal cornered Habu in his hideout, made him confess his betrayal, and then slowly bled him to death with her daggers. She still carries Habu's club as a trophy of vengeance, though she still prefers to use knives in combat. After taking over Habu's crew, Ktaal thought about his betrayal—how trust and connection killed Tokywe and almost killed Ktaal as well. She remembered something her mother had told her as a child when Ktaal asked about people eating frog legs at a fine restaurant. “Child, we aren't those frogs, but any time a grippli gets too comfortable, too trusting, too reckless... we can end up on someone else's plate.” Ktaal gave up her name. She began to call herself Froglegs as a reminder to stay alert and avoid becoming anyone's food. As she and her crew began to expand into extortion, robbery, and protection rackets all across Nantambu, she developed a new goal: she aims to rule the underworld of Nantambu from the shadows. Froglegs is through with others making her suffer and will never again allow anyone to take advantage of her. Campaign Role The heroes face off against Froglegs when they realize her gang is behind many of the troubles in Nantambu. If they capture Froglegs rather than kill her, she doesn't remain in custody for long. She has an extensive network of bribed or terrorized authorities, so she soon arranges for her release and goes to ground to recover, rebuild, and plan new criminal enterprises where the meddling heroes hopefully won't bother her again. Froglegs has one chance to leave her life of crime and vengeance behind her: if the heroes are forthright and honest with her (even though they're arresting her for what she's done), she realizes that not everyone in the world is out to make her suffer. She's not likely to be the heroes' ally, but she might be set upon a road to redemption knowing there are honest, good people in Nantambu. Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Froglegs Source Pathfinder #170: Spoken on the Song Wind pg. 91 Perception +16; darkvision Languages Common, Elven, Grippli, Iruxi Skills Acrobatics +16, Athletics +15, Deception +16, Intimidation +16, Stealth +16, Thievery +18, Underworld Lore +15 Str +3 Dex +4 Con +0 Int +1 Wis +2 Cha +4 Items +1 daggers (4), Habu's Cudgel (page 76), Leather Armor, infiltrator thieves' tools --- AC 27 Fort +14 Ref +18 Will +16 HP 135 Deny Advantage Froglegs isn't flat-footed to creatures of 8th level or lower that are hidden, undetected, flanking, or using surprise attack. --- Speed 30 feet, climb 20 feet Melee Single Action dagger +20 (Agile, deadly d10, Finesse, Magical, versatile S), Damage 1d4+5 piercing plus knife fighter Melee Single Action Habu's Cudgel +19 (Magical), Damage 2d6+5 bludgeoning Ranged Single Action dagger +20 (Agile, deadly d10, Magical, thrown 10 feet, versatile S), Damage 1d4+5 piercing plus knife fighter Knife Fighter Froglegs deals an additional 2d6 precision damage with weapons from the knife group, and knives gain the deadly d10 weapon property while she wields them. Roll and Snatch Free Action Trigger Froglegs successfully Tumbles Through an enemy's space; Effect Froglegs attempts to Disarm or Trip the enemy. She can use her tongue for this attempt and does not need to have a free hand. Twin Slash Single Action (Flourish) Froglegs makes two dagger Strikes. ","skill_mod":{"deception":16,"thievery":18,"stealth":16,"athletics":15,"intimidation":16,"acrobatics":16},"summary":"The grippli known and feared today as Froglegs spent her early years wandering the streets of Nantambu as Ktaal, daughter of Tokywe. Tokywe was a …","primary_source":"Pathfinder #170: Spoken on the Song Wind","trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"ac":27,"item":["+1 daggers (4)","Habu's Cudgel (page 76)","Leather Armor","infiltrator thieves' tools"],"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1639","intelligence":1,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":14,"source_group":["Strength of Thousands"],"size":["Small"],"spoilers":"Strength of Thousands","name":"Froglegs","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[7,7,12],"slug":"creature-1639"},{"primary_source_category":"Adventure Paths","strength":4,"hp":150,"language":["Aklo","Common","Draconic","Undercommon","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #170: Spoken on the Song Wind"],"type":"Creature","charisma":6,"perception":19,"stealth":"18","trait":["Humanoid","Mutant","Serpentfolk","Unique","NE","Medium"],"id":"creature-1640","text":" Salathiss, Serpentfolk Infiltrator Obsessed with his Role The subjugated lower caste of serpentfolk society, aapoph serpentfolk, are prone to strange mutations. Serpentfolk culture considers these mutations a sign of the aapophs' lesser status and think nothing of it— in fact, for the higher-ranking zyss serpentfolk these physical variations reinforce their twisted self-image of purity and superiority. While zyss serpentfolk can disguise themselves as other humanoids to achieve their goals, it's often seen as a duty and not a pleasure—zyss prefer the purity of the zyss form to all else. It is rare, but a zyss can also be born with mutations. This is a closely guarded secret, only mentioned in shameful whispers. Any zyss born with a mutation is immediately killed, as their very existence flies in the face of zyss's so-called superiority. Salathiss would have been destroyed, except his strange mutation took many years to materialize. As he matured, he sometimes lost control of his form: the skin and bone on a part of his body would slacken and soften into a thick ooze for a few moments before snapping back suddenly and painfully into its original shape. The first few times this occurred caused a panic in Salathiss's colony; he was only spared death because his mentor, Thissal, was a serpentfolk of great power and influence. To punish Salathiss would invite Thissal's wrath, and no one wished to anger him. None even dared to tell him of his pupil's mutation, though the powerful zyss eventually learned of it on his own. Salathiss knew his mutation set him apart from other zyss. He prayed day and night for Ydersius to take it away, to cut it from his body just as the Headless King had his own body severed. Salathiss's prayers were never answered, but the daily ritual of constant prayer gave him what he needed most: focus. Salathiss learned that by focusing his mind when his body lost control, he could shape that body part into something else. He could mold his shape, such as turning his arm into a tool or a weapon. Prayer turned into practice. Salathiss realized that his mutation was an advantage if he kept it hidden and under control. He absorbed lessons in spycraft while he studied magic, convinced that he could succeed at one of the infiltration missions important to serpentfolk society. Though he was too young for such an important task, Thissal saw a dangerous mission as a good way to dispose of Salathiss without personal disgrace and gave his consent. Salathiss spoiled Thissal's hopes by exceeding all expectations placed on him. He infiltrated a human village and became well respected in the community. When he stole an ancestral relic from the village shrine, no one thought to suspect him. When he vouched for other serpentfolk infiltrators, the people welcomed them completely. Over a year of long-term infiltration, Salathiss corrupted the human village from within and left it a place of confusion and paranoia. Even Thissal had to agree that his protégé had performed exceptionally and after silencing a few doubters with well-timed assassinations, Thissal declared Salathiss ready for more espionage work. Salathiss developed a knack for studying “warmbloods,” understanding their nature, and displaying empathy for those he would eventually betray. Though other zyss consider Salathiss's interest in warmbloods to be unseemly, his string of successes elevated his status and gave him the autonomy to determine his own assignments. He learned of the Vesicant Egg —an artifact he incorrectly believed to be a magical snake egg—and resolved to unlock its secrets to benefit all serpentfolk, and his own stature in particular. Salathiss wished to supplant Thissal, and a successful assignment of his own design could do just that. Campaign Role The heroes inadvertently deal Salathiss's mission a serious blow early in this adventure when they expose his secret operations in the Hababe Building on campus. Salathiss is nothing if not flexible, though, and he realizes he might have more to gain from impersonating one of Nantambu's nine influential magistrate-mayors. At first, Salathiss only sought this duplicity to regain access to the Vesicant Egg ; eventually, he realized the true scope of authority that his impersonation could give him. Yet he's gotten far too deep into his role, and the serpentfolk under his command whisper that he's practically become a warmblood himself. Salathiss is the heroes' final foe in this adventure. Defeating him is the only way to keep Magistrate-Mayor Asanda safe and the Vesicant Egg secure. If Salathiss survives but can't continue his plans to recover the artifact or impersonate Asanda, he impersonates someone close to the heroes and plans a murderous betrayal. He keeps this long goal in mind, and it might be months before he strikes. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Salathiss Source Pathfinder #170: Spoken on the Song Wind pg. 93 Perception +19; darkvision, scent (imprecise) 30 feet Languages Aklo, Common, Draconic, Undercommon; telepathy 100 feet Skills Arcana +18, Deception +21, Diplomacy +19, Intimidation +19, Occultism +18, Society +18, Stealth +18 Str +4 Dex +3 Con +2 Int +5 Wis +4 Cha +6 Items bracers of armor type I , choker of elocution (imparts Xanmba, a regional language spoken by many in Nantambu) --- AC 27 Fort +14 Ref +17 Will +20 (+4 status vs. mental) +1 status to all saves vs. magic HP 150 Resistances poison 10 --- Speed 25 feet Melee Single Action fangs +19, Damage 2d8+8 piercing plus serpentfolk venom Melee Single Action morphic weapon +20 (Magical, reach 10 feet, Sweep, versatile P), Damage 3d10+8 slashing Arcane Prepared Spells DC 28, attack +20 - Cantrips (5th) Dancing Lights, Daze, Detect Magic, Ghost Sound, Telekinetic Projectile - 1st Fleet Step, Item Facade, True Strike - 2nd Darkness, Hideous Laughter, Invisibility - 3rd Hypnotic Pattern, Magic Missile, Mind Reading - 4th Glibness, Phantasmal Killer, Veil - 5th Cloak of Colors, Passwall Occult Innate Spells DC 28 - 1st Ventriloquism (at will) - 2nd Mirror Image (at will) - 3rd Illusory Disguise (at will) - 4th Suggestion - 5th Command, Illusory Scene Morphic Weapon Single Action (Morph, Occult, Transmutation) Salathiss transforms one of his hands into a tentacle with a blade at the end, allowing him to make morphic weapon Strikes. If he's disguised, whether by magical or mundane means, his disguise immediately ends. He can return his hand to normal with another use of this ability, but doing so doesn't restore his disguise. Peerless Duplicate (Divination, Exploration, Fortune, Occult) If Salathiss interacts with a creature for 10 minutes, he can choose to expertly duplicate that person. He can roll any Deception check to Impersonate that person twice and take the higher result. This benefit lasts for 24 hours or until he uses this ability on a different creature. Serpentfolk Venom (Poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 2d4 poison damage and enfeebled 1 (1 round); Stage 2 3d4 poison damage and enfeebled 2 (1 round) ","skill_mod":{"society":18,"diplomacy":19,"deception":21,"stealth":18,"arcana":18,"intimidation":19,"occultism":18},"primary_source":"Pathfinder #170: Spoken on the Song Wind","spell":["Cloak of Colors","Passwall","Glibness","Phantasmal Killer","Veil","Hypnotic Pattern","Magic Missile","Mind Reading","Darkness","Hideous Laughter","Invisibility","Fleet Step","Item Facade","True Strike","Dancing Lights","Daze","Detect Magic","Ghost Sound","Telekinetic Projectile","Command","Illusory Scene","Suggestion","Illusory Disguise","Mirror Image","Ventriloquism"],"ac":27,"item":["bracers of armor type I","choker of elocution (imparts Xanmba","a regional language spoken by many in Nantambu)"],"level":9,"spell_dc":[28,28],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{"poison":10},"intelligence":5,"reflex_save":17,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":14,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Salathiss","alignment":"NE","rarity":"unique","strike_damage_average":[17,24],"attack_bonus":[19,20],"constitution":2,"spell_attack_bonus":[20],"will_save":20,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Morphic Weapon","Peerless Duplicate","Serpentfolk Venom"],"primary_source_group":"Strength of Thousands","skill":["Arcana","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth"],"tradition":["Arcane","Occult"],"summary":"The subjugated lower caste of serpentfolk society, aapoph serpentfolk , are prone to strange mutations. Serpentfolk culture considers these …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=1640","dexterity":3,"category":"creature","slug":"creature-1640"},{"attack_bonus":[38],"constitution":4,"primary_source_category":"Adventures","strength":-5,"hp":330,"language":["Common","telepathy 100 feet"],"immunity":["disease","fear","paralyzed","poison","precision","unconcious"],"source":["Night of the Gray Death"],"type":"Creature","will_save":33,"charisma":10,"speed":{"fly":60,"max":60},"perception":33,"wisdom":7,"weakness":{"mental":15},"creature_ability":["Lifesense","Soul Bleed","Flailing Touch","Life Sap","Resentful Possession","Spectral Lurker"],"primary_source_group":"Night of the Gray Death","skill":["Intimidation","Occultism","Performance","Society"],"trait":["Incorporeal","Rare","Spirit","Undead","NE","Huge"],"id":"creature-1641","text":" Gray Death Galt's final blades are feared not only for the swift death they bring, but because it's widely rumored the magical guillotines hold on to the souls of the slain and prevent them from passing on to the afterlife. The truth is even worse: a final blade contains only a limited amount of metaphysical space to hold souls, and once it's full, the souls coalesce into a fearsome, malevolent entity called a gray death. The more souls trapped by a final blade , the more powerful the gray death becomes. A gray death doesn't pose much of a threat while contained within the final blade , other than to give the guillotine an aura of palpable malevolence. When freed, however, the gray death becomes a nearly unstoppable menace. Recall Knowledge - Spirit (Occultism): DC 45 Recall Knowledge - Undead (Religion): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Gray Death Source Night of the Gray Death pg. 68 Perception +33; darkvision, lifesense 1,000 feet Languages Common; telepathy 100 feet Skills Intimidation +40, Occultism +34, Performance +38, Society +34 Str -5 Dex +7 Con +4 Int +6 Wis +7 Cha +10 Lifesense (divination, occult) A gray death senses the vital essence of living creatures within range. --- AC 44 Fort +31 Ref +35 Will +33 HP 330 Immunities disease, fear, paralyzed, poison, precision, unconcious Resistances all damage 15 (except force, ghost touch , or positive; double resistance vs. non-magical) Weaknesses mental 15 Soul Bleed (aura, necromancy, occult) 1,000 feet. Creatures that begin their turn in the area take 5d6 negative damage and must succeed at a DC 42 Fortitude save or become doomed 1. If the creature is 13th level or lower, this doomed condition from soul bleed is cumulative, increasing by 1 with each failed save until the creature dies (typically at doomed 4). --- Speed fly 60 feet Melee Single Action hand +38 (Finesse, Magical, reach 15 feet), Damage 4d10+16 negative plus life sap Flailing Touch Two Actions The gray death makes up to four hand Strikes, each against a different target it can reach. It increases its reach to 100 feet with these Strikes. These Strikes count as one attack for the gray death's multiple attack penalty, and the penalty doesn't increase until after the attacks. Life Sap A creature damaged by the gray death's hand Strike must succeed at a DC 42 Fortitude save or become drained 1, and paralyzed for 1 round on a critical failure. Resentful Possession Single Action (Curse, Occult, Enchantment, Mental, Possession) Frequency once per round; Effect The gray death chooses a living creature within 30 feet. The target must succeed at a DC 42 Will save or a fragment of embittered soul-stuff lodges within the target's spirit and turns it against its allies. While the target has this fragment, it doesn't count as anyone's ally for the purposes of providing flanking, and a would-be ally casting a spell that normally works only on an ally on the creature must succeed at a DC 42 counteract check (level 20) or the spell has no effect. The fragment fades after 24 hours. Spectral Lurker The gray death isn't slowed 1 when it starts its turn inside an object. Engineered Disaster Galt's Gray Gardeners have been intentional in their executions, ensuring each final blade has claimed as many souls as possible. After 50 years, every final blade now harbors a gray death. The oldest and most well-known final blade harbor more powerful and malevolent versions of the creature. ","skill_mod":{"society":34,"performance":38,"intimidation":40,"occultism":34},"summary":"Galt's final blades are feared not only for the swift death they bring, but because it's widely rumored the magical guillotines hold on to the …","primary_source":"Night of the Gray Death","trait_group":["Monster","Rarity","Creature Type"],"ac":44,"level":20,"source_category":["Adventures"],"sense":" darkvision , lifesense 1,000 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"url":"/Monsters.aspx?ID=1641","intelligence":6,"reflex_save":35,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":31,"source_group":["Night of the Gray Death"],"size":["Huge"],"spoilers":"Night of the Gray Death","name":"Gray Death","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[38],"slug":"creature-1641"},{"primary_source_category":"Adventures","strength":10,"hp":460,"language":["Abyssal","Aklo","Celestial","Common","Draconic","Dwarven","Elven","Infernal","Undercommon","<%UMR%37%%>telepathy<%END> 200 feet"],"source":["Night of the Gray Death"],"type":"Creature","charisma":10,"perception":37,"trait":["Aberration","Rare","NE","Gargantuan"],"id":"creature-1642","text":" Conqueror Worm Conqueror worms are deeply malevolent creatures with terrifying magical power. They are highly intelligent and see societies as playthings, enacting far-reaching and tyrannical changes to reshape or break them as they please. Conqueror worms are patient, often waiting for years (or sometimes decades) to enact plans, all the while observing from their lairs. A conqueror worm that takes interest in a region mentally commands its figureheads, such as political leaders and key rebels, manipulating them and playing them off each other like game pieces from behind the scenes—most frequently, from well-defended subterranean chambers. Most conqueror worms' victims don't even realize they're subject to its machinations, but some who do end up serving the creature—or worshipping it. The worms have no regards for their supplicants and are inclined to dispose of them the moment they're unneeded. Recall Knowledge - Aberration (Occultism): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Conqueror Worm Source Night of the Gray Death pg. 66 Perception +37; greater darkvision, tremorsense (imprecise) 100 feet, true seeing Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Undercommon; telepathy 200 feet Skills Arcana +37, Athletics +39, Deception +41, Diplomacy +39, Intimidation +41, Occultism +39, Religion +35, Society +41 Str +10 Dex +5 Con +7 Int +10 Wis +6 Cha +10 Convincing Telepathy (enchantment, mental, occult) When a conqueror worm communicates telepathically, its overwhelming will bolsters its lies. Its Deception checks and Deception DCs aren't penalized for elaborate or unbelievable telepathic lies. --- AC 46 Fort +35 Ref +32 Will +38 HP 460 Immunities acid, disease, mental Resistances acid 20 Weaknesses good 20, piercing 20 Mental Invader Reaction (enchantment, mental, occult) Trigger A creature communicates telepathically with the conqueror worm (even to respond to the conqueror worm's telepathy or through a mental spell like sending) or fails a saving throw against a mental spell cast by the conqueror worm; Effect The conqueror worm infects the mind of the creature, allowing it to mentally contact the creature from afar. The creature must attempt a DC 48 Will saving throw and is temporarily immune for 1 year. Critical Success The target is unaffected and can't be affected by the conqueror worm's Mental Invader ever again. Success The target is stupefied 1 for 1 minute. Failure As success, and the conqueror worm can target the creature with telepathy and mental spells regardless of distance, so long as the worm and target are on the same plane. This bond is permanent and can be broken only by miracle, wish, or similar magic. The conqueror worm can maintain a maximum of 10 connections with Mental Invader. If another creature would be infected, the worm must choose to one of its existing connections end, or if the worm prefers to keep its current 10 connections, the new creature isn't infected instead. Critical Failure As failure, and for as long as the mental link lasts, the target uses an outcome one degree of success worse than the result of its saving throw against mental spells cast by the conqueror worm. Telepathic Escape (enchantment, incapacitation, mental, occult, possession) When the conqueror worm dies, it telepathically projects its consciousness into a creature infected by its Mental Invader ability and who is on the same plane as the conqueror worm. The creature must succeed at a DC 48 Will save or it is overtaken by the conqueror worm. This has the same effect as the possession spell with an unlimited duration, except the conqueror worm has wholly foregone its physical body. A host body possessed by a conqueror worm undergoes terrible changes. Every day, the host must succeed at a DC 48 Will save or become permanently stupefied 1 (or increase its stupefied value by 1) and increasingly pale, balding, and bloated. When the host reaches stupefied 4, an ectoplasmic cocoon forms around it. Over the next 24 hours, the host undergoes a swift metamorphosis and emerges as a new conqueror worm with all the memories of its previous incarnation. At this point, the host is dead and can't be restored except by miracle , wish , or similar magic. Before that point, however, this horrid transformation can be ended by any effect that expels the conqueror worm's possession, meaning would be slayers of a conqueror worm had best locate its consciousness and end the possession before it's too late and the worm rises again. --- Speed 40 feet, burrow 30 feet; air walk Melee Single Action jaws +39 (Acid, Magical, reach 20 feet), Damage 4d10+18 piercing plus 2d6 acid and Improved Grab Occult Spontaneous Spells DC 48, attack +38 - Cantrips (10th) Daze, Detect Magic, Mage Hand, Shield, Telekinetic Projectile - 1st Mindlink, Sanctuary, True Strike, Ventriloquism (4 slots) - 2nd Death Knell, Misdirection, Status, Telekinetic Maneuver (4 slots) - 3rd Enthrall, Fear, Hypercognition, Nondetection (4 slots) - 4th Confusion, Dream Message, Modify Memory, Outcast's Curse (4 slots) - 5th Dimension Door, Mind Probe, Sending, Synesthesia (4 slots) - 6th Dominate, Feeblemind, Scrying, Zealous Conviction (4 slots) - 7th Magic Missile, Possession, Project Image, Warp Mind (4 slots) - 8th Discern Location, Dispel Magic, Mind Blank, Unrelenting Observation (4 slots) - 9th Foresight, Overwhelming Presence, Subconscious Suggestion, Telepathic Demand (4 slots) - 10th Fabricated Truth, Time Stop (2 slots) Occult Innate Spells DC 48 - 9th Mind Reading (at will) - 10th Dominate - Constant (9th) Air Walk, True Seeing Breath Weapon Two Actions (Evocation, Acid, Occult) The conqueror worm disgorges acid in a 120-foot-line that deals 14d10 acid damage to all creatures in the area (DC 44 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Fast Swallow Reaction Trigger The conqueror worm Grabs a creature; Effect The worm uses Swallow Whole. Muster Minions Three Actions (Conjuration, Teleportation) The conqueror worm selects up to three willing creatures subject to its Mental Invader ability that are on the same plane and teleports them to squares adjacent to the worm of the worm's choosing. Swallow Whole Single Action Huge, 4d10+10 bludgeoning plus 2d6 acid, Rupture 44 The End of the Game A conqueror worm might toy with a society for generations, sculpting it into a model of subjugation or tyranny to fit the worm's evil whims. At times, the conqueror worm might erase the slate by engineering a coup that gives hope to the populace but simply replaces one evil regime with another. When it grows bored of these renovations, the conqueror worm leaves the society for good and moves on to another. This is by no means the end; a conqueror planning to leave a society takes pains to leave it in such a broken state that no conqueror worm would ever want it again. The worm might engineer upheavals, plagues, or wars so devastating that few members of the society are left alive, and only echoes of a lost and wicked nation remain. ","skill_mod":{"society":41,"diplomacy":39,"deception":41,"arcana":37,"athletics":39,"intimidation":41,"occultism":39,"religion":35},"primary_source":"Night of the Gray Death","spell":["Fabricated Truth","Time Stop","Foresight","Overwhelming Presence","Subconscious Suggestion","Telepathic Demand","Discern Location","Dispel Magic","Mind Blank","Unrelenting Observation","Magic Missile","Possession","Project Image","Warp Mind","Dominate","Feeblemind","Scrying","Zealous Conviction","Dimension Door","Mind Probe","Sending","Synesthesia","Confusion","Dream Message","Modify Memory","Outcast's Curse","Enthrall","Fear","Hypercognition","Nondetection","Death Knell","Misdirection","Status","Telekinetic Maneuver","Mindlink","Sanctuary","True Strike","Ventriloquism","Daze","Detect Magic","Mage Hand","Shield","Telekinetic Projectile","Mind Reading","Air Walk","True Seeing"],"ac":46,"level":21,"spell_dc":[48,48],"source_category":["Adventures"],"sense":" greater darkvision , tremorsense (imprecise) 100 feet, true seeing ","resistance":{"acid":20},"intelligence":10,"reflex_save":32,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":35,"source_group":["Night of the Gray Death"],"size":["Gargantuan"],"spoilers":"Night of the Gray Death","name":"Conqueror Worm","alignment":"NE","rarity":"rare","strike_damage_average":[47],"attack_bonus":[39],"constitution":7,"immunity":["acid","disease","mental"],"spell_attack_bonus":[38],"will_save":38,"speed":{"max":40,"land":40,"burrow":30},"wisdom":6,"weakness":{"piercing":20,"good":20},"creature_ability":["Convincing Telepathy","Mental Invader","Telepathic Escape","Breath Weapon","Fast Swallow","Muster Minions","Swallow Whole"],"primary_source_group":"Night of the Gray Death","skill":["Arcana","Athletics","Deception","Diplomacy","Intimidation","Occultism","Religion","Society"],"tradition":["Occult"],"summary":"Conqueror worms are deeply malevolent creatures with terrifying magical power. They are highly intelligent and see societies as playthings, enacting …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1642","dexterity":5,"category":"creature","slug":"creature-1642"},{"primary_source_category":"Adventures","strength":6,"hp":410,"language":["Aquan","Common","Sylvan"],"source":["Night of the Gray Death"],"type":"Creature","charisma":10,"perception":31,"stealth":"35","trait":["Amphibious","Fey","Rare","Water","NE","Medium"],"id":"creature-1643","text":" Riekanoy Riekanoys lurk in the placid rivers of the First World, demanding that travelers dance with them or face their wrath. Bitterly jealous of anyone that professes to be a better dancer, riekanoys make wagers in contests to prove who is the most graceful and sure-footed. Recall Knowledge - Fey (Nature): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Riekanoy Source Night of the Gray Death pg. 69 Perception +31; low-light vision, true seeing Languages Aquan, Common, Sylvan Skills Acrobatics +35, Athletics +31, Deception +35, Nature +33, Performance +37, Stealth +35, Survival +33 Str +6 Dex +10 Con +2 Int +3 Wis +6 Cha +10 Sinuous Initiative A riekanoy's swaying motions propel it into the fray with grace. While a riekanoy can act and isn't immobilized, it can roll Performance for initiative. --- AC 45 Fort +28 Ref +37 Will +32 HP 410 Resistances fire 20 Weaknesses cold iron 20 --- Speed 25 feet, swim 50 feet; water walk Melee Single Action hair +24 (Agile, reach 15 feet, Finesse), Damage 4d10+12 bludgeoning plus Improved Grab Primal Innate Spells DC 41, attack +33 - 2nd Invisibility (at will), Obscuring Mist (at will) - 5th Control Water (at will) - 6th Baleful Polymorph (×3; aquatic animals only) - 8th Charm (at will), Fire Seeds (×3; see water lilies) - 9th Hydraulic Torrent, Nature's Enmity - Constant (9th) True Seeing, Water Walk Beckoning Dance Single Action (Concentrate, Enchantment, Incapacitation, Mental, Primal, Visual) The riekanoy sways in a compelling fashion. Each non-fey creature within a 300-foot emanation that can see the riekanoy must attempt a DC 38 Will save. The effect lasts for 1 round, but if the riekanoy uses Beckoning Dance again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Dance, that creature is temporarily immune for 24 hours. Success The creature is unaffected. Failure The creature is fascinated and must spend each of its actions to move closer to the riekanoy, avoiding obvious dangers. If a beckoned creature is adjacent to the riekanoy, it stays still and doesn't act. If attacked by the riekanoy, the creature is freed from captivation at the end of the riekanoy's turn. Critical Failure As failure, but if attacked by the riekanoy, the creature can attempt a new save only at the start of its next turn, rather than being freed at the end of the riekanoy's turn. Constrict Single Action 3d10+12 bludgeoning, DC 41 Entangling Hair A riekanoy can have up to eight creatures grabbed within their hair at a time. Waving Hair Single Action The riekanoy attempts an Acrobatics check against each grabbed creature's Reflex DC. The riekanoy moves each creature they succeed against up to 10 feet and each creature they critically succeed against up to 20 feet. This movement must all be within reach of its hair. ","element":["Water"],"skill_mod":{"performance":37,"deception":35,"nature":33,"survival":33,"stealth":35,"athletics":31,"acrobatics":35},"primary_source":"Night of the Gray Death","spell":["Hydraulic Torrent","Nature's Enmity","Charm","Fire Seeds","Baleful Polymorph","Control Water","Invisibility","Obscuring Mist","True Seeing","Water Walk"],"ac":45,"level":19,"spell_dc":[41],"source_category":["Adventures"],"sense":" low-light vision , true seeing ","resistance":{"fire":20},"intelligence":3,"reflex_save":37,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":28,"source_group":["Night of the Gray Death"],"size":["Medium"],"spoilers":"Night of the Gray Death","name":"Riekanoy","alignment":"NE","rarity":"rare","strike_damage_average":[34],"attack_bonus":[24],"constitution":2,"spell_attack_bonus":[33],"will_save":32,"speed":{"max":50,"land":25,"swim":50},"wisdom":6,"weakness":{"cold_iron":20},"creature_ability":["Sinuous Initiative","Beckoning Dance","Constrict","Entangling Hair","Waving Hair"],"primary_source_group":"Night of the Gray Death","skill":["Acrobatics","Athletics","Deception","Nature","Performance","Stealth","Survival"],"tradition":["Primal"],"summary":"Riekanoys lurk in the placid rivers of the First World, demanding that travelers dance with them or face their wrath. Bitterly jealous of anyone that …","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1643","dexterity":10,"category":"creature","slug":"creature-1643"},{"primary_source_category":"Adventures","strength":0,"hp":300,"language":["Abyssal","Celestial","Infernal","Requian","telepathy 100 feet"],"source":["Night of the Gray Death"],"type":"Creature","charisma":7,"perception":25,"stealth":"30","trait":["Fiend","Sahkil","NE","Tiny"],"id":"creature-1644","text":" Chakanaj Featureless, tiny bat-like flaps of pale skin with retractable, squirming legs, chakanajes prey upon people's shame and fears of disclosing humiliating secrets. Extremely diminutive and stealthy, they can slip into buildings or lurk under eaves with ease, making it easier to spy on others and learn their secrets. Chakanajes enjoy ferreting out secrets and tormenting their victims by leaving incriminating hints of the truth in places others might find them, or even messages threatening the victim that someone “knows the truth.” Fear of exposure can drive victims to commit atrocities, which a chakanaj uses to further exacerbate the victim's shame and fear, to the sahkil's ever-increasing enjoyment. A chakanaj can disguise themself as an item of roughly the same size, like a piece of clothing, and they especially enjoy forcing their victims to carry or wear them while they whisper hateful suggestions and stoke the victim's anxiety and suffering. While most sahkils don't have much to do with Norgorber, despite their shared alignment, chakanjes' love of secrets has led to more than one alliance over the years between the tiny sahkils and the minions of Norgorber, particularly in Norgorber's aspect of the Reaper of Reputation. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Chakanaj Source Night of the Gray Death pg. 70 Perception +25; (+29 to Sense Motive) darkvision, true seeing Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet Skills Acrobatics +28, Deception +27, Intimidation +25, Religion +25, Stealth +30, Thievery +26 Str +0 Dex +8 Con +4 Int +2 Wis +5 Cha +7 Ear for Secrets A chakanaj knows when a creature within 30 feet lies unless that creature critically succeeds on its Perception check to lie to the chakanaj. This ability doesn't reveal the truth. Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 36 Fort +22 Ref +28 Will +25 HP 300 Immunities fear Weaknesses good 15 Retaliate Reaction Trigger A creature within the chakanaj's reach attacks its host; Requirements The chakanaj is Bonded with a Host; Effect The chakanaj makes a leg Strike against the triggering creature. If the chakanaj was Impersonating clothing when it makes this strike, the Impersonation ends. --- Speed 10 feet, fly 40 feet Melee Single Action leg +29 (Agile, Finesse, Magical), Damage 3d6+14 slashing plus 2d6 evil Divine Innate Spells DC 34 - Cantrips (7th) Dancing Lights, Daze, Guidance - 5th Illusory Object (×3) - 7th Fear (at will), Mask of Terror (at will; self only) - Constant (7th) True Seeing Bond with Host Single Action (concentrate, move) Requirements The chakanaj is adjacent to a willing creature; Effect The chakanaj enters the space of the creature (thereafter called its host) and covers a suitable surface on the host, such as the face or back. The chakanaj occupies the same space as its host and moves with its host. It doesn't impair the host's senses or movement. While worn, the chakanaj establishes a constant shield other effect with its host. Attacks that target the chakanaj target the host instead, but use the higher AC or saving throw values between the chakanaj and the host. Area effects apply to both the chakanaj and the host, as normal for an area of effect. Interpose Single Action Requirements The chakanaj is Bonded with a Host; Effect The chakanaj interposes itself between the host and its foes, granting its host a +2 circumstance bonus to AC until the start of the chakanaj's next turn. Peel Away Single Action (Concentrate, Move) Requirements The chakanaj is Bonded with a Host; Effect The chakanaj removes itself from its host, peeling of the host's body and enters an adjacent space. Skip Between Single Action (Conjuration, Divine, Teleportation) The chakanaj sahkil moves from the Material Plane to the Ethereal Plane or vice versa, with the effects of ethereal jaunt except the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between. Chakanaj Masks Chakanajes like to cover a victim’s face and pretend to be a mundane mask. This not only lets them see anything their host does, but it lets them rest their sharp legs against the host’s face, a subtle threat of violence to keep a host in line. ","skill_mod":{"deception":27,"thievery":26,"stealth":30,"intimidation":25,"acrobatics":28,"religion":25},"primary_source":"Night of the Gray Death","spell":["Fear","Mask of Terror","Illusory Object","Dancing Lights","Daze","Guidance","True Seeing"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Adventures"],"sense":"(+29 to Sense Motive) darkvision , true seeing ","resistance":{},"intelligence":2,"reflex_save":28,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":22,"source_group":["Night of the Gray Death"],"size":["Tiny"],"name":"Chakanaj","alignment":"NE","rarity":"common","strike_damage_average":[31],"attack_bonus":[29],"constitution":4,"immunity":["fear"],"creature_family":"Sahkil","will_save":25,"speed":{"fly":40,"max":40,"land":10},"wisdom":5,"weakness":{"good":15},"creature_ability":["Ear for Secrets","Easy to Call","Retaliate","Bond with Host","Interpose","Peel Away","Skip Between"],"primary_source_group":"Night of the Gray Death","skill":["Acrobatics","Deception","Intimidation","Religion","Stealth","Thievery"],"tradition":["Divine"],"summary":"Featureless, tiny bat-like flaps of pale skin with retractable, squirming legs, chakanajes prey upon people's shame and fears of disclosing …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1644","dexterity":8,"category":"creature","slug":"creature-1644"},{"primary_source_category":"Adventures","strength":9,"hp":305,"language":["Abyssal","Celestial","Infernal","Requian","telepathy 100 feet"],"source":["Night of the Gray Death"],"type":"Creature","charisma":9,"perception":33,"stealth":"31","trait":["Fiend","Incorporeal","Sahkil","NE","Medium"],"id":"creature-1645","text":" Tumblak Tumblaks prey upon fears of constriction, claustrophobia, or being buried alive. They appear as a roughly rectangular mass of mismatched parts from multiple bodies, as though several people were compressed in a coffin together and became inextricably tangled. Tumblaks enjoy lairing in crypts and collapsed buildings, and they phase through the rubble and tombs to seek prey. Mortals struggle to breathe in a tumblak's presence, which further heightens their terror. Recall Knowledge - Fiend (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Tumblak Source Night of the Gray Death pg. 71 Perception +33; darkvision, true seeing Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet Skills Athletics +35, Deception +31, Grave Lore +28, Intimidation +35, Religion +29, Stealth +31 Str +9 Dex +5 Con +6 Int +2 Wis +5 Cha +9 Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. Focused Force Unlike most incorporeal creatures, a tumblak can make Strength-based checks against physical creatures and objects if it chooses, though such creatures still can't make Strength-based checks against the tumblak. --- AC 42 Fort +33 Ref +28 Will +31 HP 305 Immunities disease, fear, poison, precision Resistances physical 15 (except force or ghost touch ; double resistance vs. non-magical) Weaknesses good 15 Gasping Aura (air, aura, divine, transmutation) 100 feet. Creatures within the aura must succeed at a DC 37 Fortitude save. On a failure, they can't breathe and must hold their breath to avoid suffocation until they leave the aura. The tumblak can activate or deactivate the aura with a single free action, which has the concentrate trait. No Breath Tumblaks don't need to breathe. --- Speed fly 40 feet Melee Single Action fist +35 (Magical, reach 10 feet), Damage 3d12+17 bludgeoning plus 2d6 evil and Entombing Echoes Divine Innate Spells DC 40 - Cantrips (9th) Detect Magic - 9th Dispel Magic, Earthbind (at will), Fear (at will), Mask of Terror (at will; self only), Nightmare (at will) - Constant (9th) True Seeing Claustrophobic Nightmares (Curse, Divine, Enchantment, Mental) A creature fatigued by the tumblak's nightmare spell is subject to paralyzing glimpses of being buried alive. Anyone using an effect that would remove the fatigued condition through a means other than a full night's rest must succeed on a DC 44 counteract check or the fatigued condition isn't removed. When the fatigued creature enters a stressful situation, such as rolling initiative in combat or entering a high-stakes negotiation, it is affected by Entombing Echoes. Entombing Echoes (Divine, Emotion, Enchantment, Incapacitation, Mental) A creature struck by the tumblak's fist or impacted by Claustrophobic Nightmares must succeed on a DC 44 Will save or feel itself confined on all sides. The creature is immobilized and flat-footed until it Escapes (DC 44). Skip Between Single Action (conjuration, divine, teleportation) The Tumblak sahkil moves from the Material Plane to the Ethereal Plane or vice versa, with the effects of ethereal jaunt except the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between. Spiritual Aversions Tumblaks are well-versed in burial rites from many diferent cultures. Some tumblaks believe themselves to be subject to efects that ward or soothe ghosts, even though they themselves aren’t undead. For example, tumblaks might become calm upon hearing a prayer to soothe the dead, or uneasy around bells used to ward of restless spirits. ","skill_mod":{"deception":31,"stealth":31,"athletics":35,"intimidation":35,"religion":29},"primary_source":"Night of the Gray Death","spell":["Dispel Magic","Earthbind","Fear","Mask of Terror","Nightmare","Detect Magic","True Seeing"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Adventures"],"sense":" darkvision , true seeing ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"intelligence":2,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":33,"source_group":["Night of the Gray Death"],"size":["Medium"],"name":"Tumblak","alignment":"NE","rarity":"common","strike_damage_average":[43],"attack_bonus":[35],"constitution":6,"immunity":["disease","fear","poison","precision"],"creature_family":"Sahkil","will_save":31,"speed":{"fly":40,"max":40},"wisdom":5,"weakness":{"good":15},"creature_ability":["Easy to Call","Focused Force","Gasping Aura","No Breath","Claustrophobic Nightmares","Entombing Echoes","Skip Between"],"primary_source_group":"Night of the Gray Death","skill":["Athletics","Deception","Grave Lore","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Tumblaks prey upon fears of constriction, claustrophobia, or being buried alive. They appear as a roughly rectangular mass of mismatched parts …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1645","dexterity":5,"category":"creature","slug":"creature-1645"},{"attack_bonus":[16,19],"constitution":0,"primary_source_category":"Adventures","strength":0,"hp":150,"language":["Common","Elven","Tengu"],"source":["Night of the Gray Death"],"type":"Creature","will_save":21,"charisma":3,"speed":{"max":25,"land":25},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Expert Herbalist","Risky Treatment"],"primary_source_group":"Night of the Gray Death","skill":["Diplomacy","Medicine","Nature","Religion","Society","Survival"],"trait":["Humanoid","Tengu","Unique","NE","Medium"],"id":"creature-1646","text":" Keznin Nevarmo Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Keznin Nevarmo Source Night of the Gray Death pg. 8 Perception +18; low-light vision Languages Common, Elven, Tengu Skills Diplomacy +18, Medicine +17, Nature +21, Religion +17, Society +19, Survival +17 Str +0 Dex +3 Con +0 Int +4 Wis +4 Cha +3 Expert Herbalist Keznin can use Nature instead of Medicine to Treat Disease, Treat Poison, and Treat Wounds, and he can use Nature instead of Crafting to craft alchemical items with the healing trait, antidote, and antiplagues. Items Healer's Tools, Antidote (2), Antiplague (2), Elixir of Life (2), religious symbol of Pharasma --- AC 26 Fort +15 Ref +18 Will +21 HP 150 --- Speed 25 feet Melee Single Action beak +19 (Finesse, Unarmed), Damage 1d6+4 piercing Melee Single Action staff +16 (Magical, two-hand d8), Damage 1d4+4 bludgeoning Risky Treatment Reaction (Concentrate, Fortune, Manipulate) Trigger Keznin rolls a critical failure on a check to Treat Disease, Treat Poison, or Treat Wounds; Effect Keznin gives an emergency application of dangerous herbs to avert further harm. The creature Keznin is treating takes 2d6 poison damage, and Keznin rerolls the check. ","skill_mod":{"society":19,"diplomacy":18,"nature":21,"survival":17,"medicine":17,"religion":17},"primary_source":"Night of the Gray Death","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"ac":26,"item":["Healer's Tools","Antidote (2)","Antiplague (2)","Elixir of Life (2)","religious symbol of Pharasma"],"level":9,"source_category":["Adventures"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1646","intelligence":4,"reflex_save":18,"strongest_save":["will"],"dexterity":3,"vision":"Low-light vision","fortitude_save":15,"source_group":["Night of the Gray Death"],"size":["Medium"],"spoilers":"Night of the Gray Death","name":"Keznin Nevarmo","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[6,7],"slug":"creature-1646"},{"attack_bonus":[33,35],"constitution":5,"primary_source_category":"Adventures","strength":7,"hp":350,"language":["Common","Necril"],"source":["Night of the Gray Death"],"type":"Creature","will_save":30,"charisma":4,"speed":{"max":25,"land":25},"perception":28,"wisdom":5,"weakness":{"slashing":15},"creature_ability":["Nourishing Feast","Anonymity","Consecration Vulnerability","Rotting Flesh","Gardener's Resolve","Chain Garotte","Greater Constrict","Death Gasp"],"primary_source_group":"Night of the Gray Death","skill":["Athletics","Intimidation","Medicine","Society","Stealth"],"stealth":"30","trait":["Human","Humanoid","Mortic","Rare","NE","Medium"],"id":"creature-1647","text":" Gray Gardener Enforcer Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Gray Gardener Enforcer Source Night of the Gray Death pg. 14 Perception +28; darkvision Languages Common, Necril Skills Athletics +34, Intimidation +31, Medicine +30, Society +30, Stealth +30 Str +7 Dex +3 Con +5 Int +3 Wis +5 Cha +4 Nourishing Feast The Gray Gardener enforcer spends 1 hour consuming 1 Bulk of raw meat to reverse their body's putrescence. For 1 hour, the Gray Gardener enforcer appears to be a pale, bloated human. They have an automatic result of 32 on Deception checks and DCs to pass as a non-mortic human. While under the efects of Nourishing Feast, Rotting Flesh ceases to function. Items executioner's hood, +2 greater striking spiked chain , studded leather armor --- AC 39 Fort +26 Ref +27 Will +30 HP 350 (negative healing) Weaknesses slashing 15 Anonymity The Gray Gardener enforcer has a +2 circumstance bonus to Deception checks and saving throws to conceal their identity and a +2 circumstance bonus to their Deception DC against effects that ferret out information about the Gray Gardener's identity. Consecration Vulnerability A Gray Gardener enforcer in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by sanctified ground , is slowed 1. Rotting Flesh Any creature that hits the Gray Gardener enforcer with an unarmed attack, tries to Grapple them, or otherwise touches the gurgist is covered with rotten flesh and putrid fluids. The creature must succeed at a DC 36 Fortitude save or become sickened 1 (sickened 2 on a critical failure). Gardener's Resolve Reaction Trigger The Gray Gardener enforcer rolls a failure (but not a critical failure) on a Will save against an effect with the mental or fear trait; Requirements The Gray Gardener enforcer's features are obscured by a mask or hood; Effect The Gray Gardener enforcer takes 3d8 mental damage, and the saving throw is a success. --- Speed 25 feet Melee Single Action spiked chain +35 (Disarm, Trip), Damage 3d8+13 slashing plus 2d8 bleed and Grab Melee Single Action fist +33 (Agile), Damage 3d8+13 bludgeoning Chain Garotte The Gray Gardener enforcer's spiked chain Strike deals 2d8 persistent bleed damage, and they can use it to Grab up to two foes. The enforcer can still attack with their spiked chain if they Grab one creature, but not when they Grab two. Greater Constrict Single Action 3d8+7 slashing, DC 38 Death Gasp Single Action (Divine, Necromancy) The Gray Gardener enforcer draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The Gray Gardener enforcer gains the undead trait and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the Gray Gardener is currently suffering from are suspended but take effect again once they take a breath. Death Gasp lasts as long as the Gray Gardener enforcer holds their breath (up to 10 rounds). ","skill_mod":{"society":30,"stealth":30,"medicine":30,"athletics":34,"intimidation":31},"primary_source":"Night of the Gray Death","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"ac":39,"item":["executioner's hood","+2 greater striking spiked chain","studded leather armor"],"level":17,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1647","intelligence":3,"reflex_save":27,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":26,"source_group":["Night of the Gray Death"],"size":["Medium"],"spoilers":"Night of the Gray Death","name":"Gray Gardener Enforcer","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[26,35],"slug":"creature-1647"},{"attack_bonus":[29,29],"constitution":2,"primary_source_category":"Adventures","strength":4,"hp":255,"language":["Common"],"source":["Night of the Gray Death"],"type":"Creature","will_save":26,"charisma":3,"speed":{"max":25,"land":25},"perception":26,"wisdom":4,"weakness":{},"creature_ability":["Anonymity","Gardener's Resolve","Instant Opening","Mark for Death","Poison Weapon","Quick Draw","Sneak Attack","Surprise Attack"],"primary_source_group":"Night of the Gray Death","skill":["Acrobatics","Athletics","Deception","Intimidation","Society","Stealth"],"stealth":"27","trait":["Human","Humanoid","Rare","NE","Medium"],"id":"creature-1648","text":" Gray Gardener Assassin Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Gray Gardener Assassin Source Night of the Gray Death pg. 20 Perception +26 Languages Common Skills Acrobatics +25, Athletics +26, Deception +25, Intimidation +25, Society +22, Stealth +27 Str +4 Dex +5 Con +2 Int +0 Wis +4 Cha +3 Items executioner's hood, +2 striking hand crossbow (10 bolts), +2 striking kukri , shadow essence poison (3), studded leather --- AC 36 Fort +22 Ref +27 Will +26 HP 255 Anonymity The Gray Gardener assassin has a +2 circumstance bonus to Deception checks and saving throws to conceal their identity and a +2 circumstance bonus to their Deception DC against effects that ferret out information about the Gray Gardener's identity. Gardener's Resolve Reaction Trigger The Gray Gardener assassin rolls a failure (but not a critical failure) on a Will save against an effect with the mental or fear trait; Requirements The Gray Gardener assassins's features are obscured by a mask or hood; Effect The Gray Gardener assassin takes 3d8 mental damage, and the saving throw is a success. --- Speed 25 feet Melee Single Action kukri +29 (Agile, Finesse, Trip), Damage 2d6+8 slashing Ranged Single Action hand crossbow +29 (range increment 60 feet, reload 1), Damage 2d6+4 piercing Instant Opening Single Action (Concentrate) The Gray Gardener assassin distracts a creature within 30 feet, using a few choice words or gestures. The creature is flat-footed against the assassin's attacks until the end of the assassin's next turn. Depending on the distraction, this action gains either the auditory or the visual trait. Mark for Death Three Actions The Gray Gardener assassin designates a single creature they can see and hear as their mark. This effect lasts until the mark dies or the assassin uses Mark for Death again. The assassin gains a +2 circumstance bonus to Perception checks to Seek the mark and on Deception checks to Feint against the mark. The assassin's melee and ranged Strikes gain the deadly d8 weapon traits when attacking the mark. Poison Weapon Single Action (Manipulate) Requirements The Gray Gardener assassin is wielding a piercing or slashing weapon and has a free hand; Effect The assassin applies a poison to the weapon. Quick Draw Single Action The Gray Gardener assassin Interacts to draw a weapon and then Strikes with that weapon. Sneak Attack The Gray Gardener assassin deals an additional 6d6 precision damage to flat-footed creatures. Surprise Attack On the first round of combat, creatures that haven't acted yet are flat-footed to the Gray Gardener assassin. ","skill_mod":{"society":22,"deception":25,"stealth":27,"athletics":26,"intimidation":25,"acrobatics":25},"primary_source":"Night of the Gray Death","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":36,"item":["executioner's hood","+2 striking hand crossbow (10 bolts)","+2 striking kukri","shadow essence poison (3)","studded leather"],"level":14,"source_category":["Adventures"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1648","intelligence":0,"reflex_save":27,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":22,"source_group":["Night of the Gray Death"],"size":["Medium"],"spoilers":"Night of the Gray Death","name":"Gray Gardener Assassin","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[11,15],"slug":"creature-1648"},{"attack_bonus":[32,32,32],"constitution":1,"primary_source_category":"Adventures","strength":2,"hp":300,"language":["Common","Elven","Infernal","Requian"],"source":["Night of the Gray Death"],"type":"Creature","will_save":30,"charisma":5,"speed":{"max":25,"land":25},"perception":28,"wisdom":2,"weakness":{},"creature_ability":["Anonymity","Gardener's Resolve","Quick Draw","Skewer the Fearful","Stern Glare","Whispers of Superiority"],"primary_source_group":"Night of the Gray Death","skill":["Acrobatics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth"],"stealth":"27","trait":["Human","Humanoid","Rare","LE","Medium"],"id":"creature-1649","text":" Gray Gardener Director General Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Gray Gardener Director General Source Night of the Gray Death pg. 21 Perception +28 Languages Common, Elven, Infernal, Requian Skills Acrobatics +27, Deception +31, Diplomacy +29, Intimidation +31, Occultism +28, Society +28, Stealth +27 Str +2 Dex +5 Con +1 Int +4 Wis +2 Cha +5 Items +1 resilient glamered breastplate , ceramic mask, +2 striking dagger (2) , +2 greater striking sword cane --- AC 39 Fort +26 Ref +27 Will +30 HP 300 Anonymity The Gray Gardener director general has a +2 circumstance bonus to Deception checks and saving throws to conceal their identity and a +2 circumstance bonus to their Deception DC against effects that ferret out information about the Gray Gardener's identity. Gardener's Resolve Reaction Trigger The Gray Gardener director general rolls a failure (but not a critical failure) on a Will save against an effect with the mental or fear trait; Requirements The Gray Gardener director generals's features are obscured by a mask or hood; Effect The Gray Gardener director general takes 3d8 mental damage, and the saving throw is a success. --- Speed 25 feet Melee Single Action sword cane +32 (Agile, Concealable, Finesse), Damage 3d6+8 piercing Melee Single Action dagger +32 (Agile, Finesse, versatile S), Damage 2d4+8 piercing Ranged Single Action dagger +32 (Agile, thrown 10 feet, versatile S), Damage 2d4+8 piercing Quick Draw Single Action The director general Interacts to draw a weapon, and then Strikes with that weapon. Skewer the Fearful The director general's Strikes deal an additional 4d6 precision damage to frightened creatures. If the Strike against a frightened creature is a critical hit, the creature doesn't automatically reduce its frightened condition at the end of its next turn. Stern Glare Free Action (Concentrate, Visual) Trigger The director general's turn begins; Effect The director general attempts to Demoralize a creature within 60 feet that they can see and that can see the director general. Whispers of Superiority Single Action (Auditory, Concentrate, Mental) The director general utters a few words to a non-frightened target within 60 feet that can hear them, bolstering the target's indignation of cowards. The target creature must succeed at a DC 39 Will save, or it doesn't count frightened creatures as allies and can't Aid them or f ank with them. This effect lasts for 1 round (1 minute on a critical failure). ","skill_mod":{"society":28,"diplomacy":29,"deception":31,"stealth":27,"intimidation":31,"occultism":28,"acrobatics":27},"primary_source":"Night of the Gray Death","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":39,"item":["+1 resilient glamered breastplate","ceramic mask","+2 striking dagger (2)","+2 greater striking sword cane"],"level":16,"source_category":["Adventures"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1649","intelligence":4,"reflex_save":27,"strongest_save":["will"],"dexterity":5,"fortitude_save":26,"source_group":["Night of the Gray Death"],"size":["Medium"],"spoilers":"Night of the Gray Death","name":"Gray Gardener Director General","alignment":"LE","category":"creature","rarity":"rare","strike_damage_average":[13,13,18],"slug":"creature-1649"},{"attack_bonus":[36],"constitution":6,"primary_source_category":"Adventures","strength":9,"hp":270,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","fire","healing","magic (see below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious","fatigued"],"source":["Night of the Gray Death"],"type":"Creature","creature_family":"Golem","will_save":29,"charisma":-5,"speed":{"max":20,"land":20},"perception":28,"wisdom":0,"weakness":{},"creature_ability":["Golem Antimagic","Vulnerable to Neutralize Poison","Vulnerable to Rust","Breath Weapon","Decapitation","Guillotine Golem Poison","Inexorable March"],"primary_source_group":"Night of the Gray Death","skill":["Athletics"],"trait":["Construct","Golem","Mindless","Rare","N","Medium"],"id":"creature-1650","text":" Guillotine Golem Recall Knowledge - Construct (Arcana, Crafting): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Guillotine Golem Source Night of the Gray Death pg. 32 Perception +28; darkvision Languages Skills Athletics +38 Str +9 Dex +0 Con +6 Int -5 Wis +0 Cha -5 --- AC 42 Fort +33 Ref +28 Will +29 HP 270 Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious, fatigued Resistances physical 20 (except adamantine) Golem Antimagic harmed by acid (9d10, 3d8 from areas and persistent damage) healed by electricity (area 3d8 HP); slowed by fire Vulnerable to Neutralize Poison Casting neutralize poison on the golem deactivates its Breath Weapon for 1 minute. Vulnerable to Rust Magical rusting effects, like a rust monster's antennae, affect the guillotine golem normally. --- Speed 20 feet Melee Single Action blade +36 (Magical, reach 10 feet), Damage 3d12+15 slashing plus decapitation Breath Weapon Two Actions (Necromancy, Occult, Poison) The guillotine golem emits poisonous gas in a 10-foot radius centered on the corner of one of the golem's squares. The gas persists for 1 round. Any creature in the area (or that later enters the area) is exposed to the golem's poison. The golem can't use its Breath Weapon again for 1d4 rounds. Decapitation If the guillotine golem critically hits a creature with its blade Strike, the creature must succeed at a DC 40 Fortitude save or be decapitated, dying instantly unless it can survive without a head. Guillotine Golem Poison (Poison) Any drained value from this poison is reduced by 1 every hour. Saving Throw DC 40 Fortitude; Maximum Duration 4 rounds; Stage 1 3d6 poison and drained 1 (1 round); Stage 2 5d6 poison and drained 2 (1 round); Stage 3 10d6 poison and drained 3 (1 round). Inexorable March Single Action The guillotine golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 44 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem's blade Strike. ","skill_mod":{"athletics":38},"primary_source":"Night of the Gray Death","trait_group":["Creature Type","Monster","Rarity"],"ac":42,"level":18,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":20,"piercing":20,"slashing":20,"physical":20},"url":"/Monsters.aspx?ID=1650","intelligence":-5,"reflex_save":28,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":33,"source_group":["Night of the Gray Death"],"size":["Medium"],"spoilers":"Night of the Gray Death","name":"Guillotine Golem","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[34],"slug":"creature-1650"},{"attack_bonus":[32,32],"constitution":0,"primary_source_category":"Adventures","strength":1,"hp":335,"language":["Aklo","Common","Requian","Undercommon"],"source":["Night of the Gray Death"],"type":"Creature","spell_attack_bonus":[32],"will_save":33,"charisma":6,"speed":{"max":25,"land":25},"perception":28,"wisdom":4,"weakness":{},"creature_ability":["Anonymity","Invaded","Gardener's Resolve","Capture Spirit","Steady Spellcasting"],"primary_source_group":"Night of the Gray Death","skill":["Arcana","Crafting","Deception","Diplomacy","Intimidation","Occultism","Performance","Religion","Society"],"trait":["Human","Humanoid","Rare","LE","Medium"],"id":"creature-1651","text":" Worm Prophet Recall Knowledge - Humanoid (Society): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Worm Prophet Source Night of the Gray Death pg. 47 Perception +28 Languages Aklo, Common, Requian, Undercommon Skills Arcana +32, Crafting +32, Deception +36, Diplomacy +32, Intimidation +32, Occultism +34, Performance +32, Religion +32, Society +34 Str +1 Dex +3 Con +0 Int +6 Wis +4 Cha +6 Items +1 resilient chain shirt , silver veil, +2 greater striking dagger --- AC 42 Fort +27 Ref +30 Will +33 HP 335 Anonymity The Worm Prophet enforcer has a +2 circumstance bonus to Deception checks and saving throws to conceal their identity and a +2 circumstance bonus to their Deception DC against effects that ferret out information about the Gray Gardener's identity. Invaded The worm prophet is subject to the conqueror worm's Mental Invader effect. Gardener's Resolve Reaction Trigger The Worm Prophet rolls a failure (but not a critical failure on a Will save against an effect with the mental or fear trait) Requirements The Worm Prophet features are obscured by a mask or hood; Effect The Gray Gardener assassin takes 3d8 mental damage, and the saving throw is a success. --- Speed 25 feet Melee Single Action dagger +32 (Agile, versatile S), Damage 3d4+8 piercing Ranged Single Action dagger +32 (Agile, thrown 10 feet, versatile S), Damage 3d4+8 piercing Divine Prepared Spells DC 40, attack +32 - Cantrips (9th) Detect Magic, Divine Lance, Forbidding Ward, Light, Message - 1st Bane, Mending, Sanctuary - 2nd Calm Emotions, Death Knell, Enhance Victuals - 3rd Locate, Neutralize Poison, Zone of Truth - 4th Charm, Dream Message, Freedom of Movement - 5th Death Ward, Drop Dead, Mind Probe - 6th Restoration, Spellwrack, True Seeing - 8th Discern Location, Spirit Blast, Spiritual Epidemic, Resist Energy, Spiritual Guardian, Warp Mind - 9th Dispel Magic, Divine Vessel, Harm (×7), Zealous Conviction Cleric Domain Spells DC 40. 2 Focus Points - 9th Commanding Lash, Touch of Obedience Capture Spirit Reaction Trigger A target affected by one of the worm prophet's necromancy spells dies within 60 feet of the worm prophet; Effect The worm prophet harnesses a bit of the departing victim's soul, and the worm prophet is quickened 1 for 1 minute. They can use this extra action only to Step, Stride, or Sustain a Spell. Steady Spellcasting If a reaction would disrupt the worm prophet's spellcasting action, the worm prophet attempts a DC 15 flat check. On a success, the action isn't disrupted. ","tradition":["Divine"],"skill_mod":{"society":34,"diplomacy":32,"performance":32,"deception":36,"crafting":32,"arcana":32,"intimidation":32,"occultism":34,"religion":32},"primary_source":"Night of the Gray Death","spell":["Dispel Magic","Divine Vessel","Harm","Zealous Conviction","Discern Location","Spirit Blast","Spiritual Epidemic","Resist Energy","Spiritual Guardian","Warp Mind","Restoration","Spellwrack","True Seeing","Death Ward","Drop Dead","Mind Probe","Charm","Dream Message","Freedom of Movement","Locate","Neutralize Poison","Zone of Truth","Calm Emotions","Death Knell","Enhance Victuals","Bane","Mending","Sanctuary","Detect Magic","Divine Lance","Forbidding Ward","Light","Message","Commanding Lash","Touch of Obedience"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":42,"item":["+1 resilient chain shirt","silver veil","+2 greater striking dagger"],"level":18,"spell_dc":[40,40],"source_category":["Adventures"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1651","intelligence":6,"reflex_save":30,"strongest_save":["will"],"dexterity":3,"fortitude_save":27,"source_group":["Night of the Gray Death"],"size":["Medium"],"spoilers":"Night of the Gray Death","name":"Worm Prophet","alignment":"LE","category":"creature","rarity":"rare","strike_damage_average":[15,15],"slug":"creature-1651"},{"constitution":0,"primary_source_category":"Lost Omens","strength":4,"hp":60,"language":["(understands commands)"],"immunity":["disease","mental","non- magical attacks","paralysis","poison","precision","unconscious"],"source":["Grand Bazaar"],"type":"Creature","will_save":8,"charisma":0,"speed":{"fly":30,"max":30},"perception":14,"wisdom":0,"weakness":{},"creature_ability":["Force Body"],"skill":["Athletics","Sailing Lore"],"trait":["Mindless","No Alignment","Medium"],"id":"creature-1652","text":" Ethereal Sailor Ethereal Sailor Source Grand Bazaar pg. 77 Perception +14; darkvision Languages (understands commands) Skills Athletics +15, Sailing Lore +15 Str +4 Dex +4 Con +0 Int -5 Wis +0 Cha +0 --- AC 25 Fort +8 Ref +14 Will +8 HP 60 Immunities disease, mental, non-magical attacks, paralysis, poison, precision, unconscious Resistances all damage 10 (except force or ghost touch ) --- Speed fly 30 feet Force Body An ethereal sailor's body is made of force. It can't use attack actions. It can move and use actions necessary to pilot or crew a boat or ship. It can't leave its boat or ship. ","skill_mod":{"athletics":15},"primary_source":"Grand Bazaar","trait_group":["Monster"],"ac":25,"level":6,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"vitality":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=1652","intelligence":-5,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Ethereal Sailor","alignment":"No Alignment","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-1652"},{"primary_source_category":"Adventure Paths","strength":2,"hp":130,"language":["Cyclops"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","charisma":-2,"perception":16,"trait":["Construct","Uncommon","N","Small"],"id":"creature-1653","text":" Golgopo As their empire crumbled and fell into ruin, many cyclopes turned to increasingly depraved and vicious rituals to enhance their divinations and oracular powers. Some, especially those too fearful or suspicious of their fellow cyclopes to collaborate, constructed servants known as golgopos to aid in their rituals. These squat creatures are made from ancient bones dredged from fetid swamps and packed with mud to resemble a squat humanoid. Their heads are little more than the skull of whatever creature's bones were used in their creation with an extra eye socket punched in the forehead, glowing with eerie light. Golgopos spend most of their time perched on the shoulder of a cyclops master, acting as secondary casters for foul rituals and casting spells to aid them as needed. Golgopos are generally not evil, however, and one whose master has abandoned them or been destroyed might be convinced to employ their knowledge of ritual magic in service of another. Recall Knowledge - Construct (Arcana, Crafting): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Golgopo Source Pathfinder #171: Hurricane's Howl pg. 80 Perception +16; low-light vision Languages Cyclops Skills Acrobatics +16, Occultism +20 Str +2 Dex +4 Con +5 Int +6 Wis +2 Cha -2 Ritual Conduit Golgopos were created to assist with complex rituals. The golgopo can always use Occultism to attempt secondary checks during rituals, regardless of the skill normally required. If a golgopo would critically fail a secondary check, they fail instead. --- AC 26 Fort +18 Ref +16 Will +14 HP 130 Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances fire 6 Weaknesses acid 5 Warning Call Reaction Trigger A creature targets a flat-footed ally within 10 feet of the golgopo; Effect The golgopo has a premonition of the attack and shouts a warning to their ally. The ally gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 15 feet, climb 15 feet Melee Single Action fist +18 (Finesse), Damage 2d8+5 bludgeoning Occult Innate Spells DC 26 - 1st Ill Omen - 2nd Augury, Paranoia, Restore Senses - 3rd Locate, Nondetection (×2) - 4th Read Omens, Seal Fate Portents of Doom Single Action (Auditory, Divination, Emotion, Fear, Mental, Occult) The golgopo unleashes a wailing cry that heralds impending disaster. Each creature within 30 feet must attempt a DC 26 Will save. Golgopos and cyclopes are immune to this effect. Critical Success The creature is unaffected and temporarily immune for 1 minute. Success The creature is unaffected. Failure The creature is frightened 1. Critical Failure The creature is frightened 2 and confused for 1 round. Beings of Many Uses While a golgopo usually serves their master as a ritual assistant, they can also be useful in a more gruesome fashion. Particularly ruthless cyclopes sometimes tear their golgopo apart so that they can cast their servant's magically imbued bones while fortune-telling before rebuilding the golgopo once more. These bones can also be ground into a powder which can be used as a material component to enhance ritual magic, permanently destroying the golgopo. ","skill_mod":{"occultism":20,"acrobatics":16},"image":["/Images/Monsters/Golgopo.png"],"primary_source":"Pathfinder #171: Hurricane's Howl","spell":["Read Omens","Seal Fate","Locate","Nondetection","Augury","Paranoia","Restore Senses","Ill Omen"],"ac":26,"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{"fire":6},"intelligence":6,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":18,"source_group":["Strength of Thousands"],"size":["Small"],"spoilers":"Strength of Thousands","name":"Golgopo","alignment":"N","rarity":"uncommon","strike_damage_average":[14],"attack_bonus":[18],"constitution":5,"immunity":["bleed","death effects","diseased","doomed","drained","fatigued","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"will_save":14,"speed":{"climb":15,"max":15,"land":15},"wisdom":2,"weakness":{"acid":5},"creature_ability":["Ritual Conduit","Warning Call","Portents of Doom"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Occultism"],"tradition":["Occult"],"summary":"As their empire crumbled and fell into ruin, many cyclopes turned to increasingly depraved and vicious rituals to enhance their divinations and …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1653","dexterity":4,"category":"creature","slug":"creature-1653"},{"primary_source_category":"Adventure Paths","strength":3,"hp":60,"language":["Abyssal","Common","Infernal","Undercommon"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","charisma":0,"perception":11,"stealth":"12","trait":["Aberration","Uncommon","NE","Medium"],"id":"creature-1654","text":" Karumzek Karumzeks work with Norgorberites to further the secretive deity's goals. Recall Knowledge - Aberration (Occultism): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Karumzek Source Pathfinder #171: Hurricane's Howl pg. 81 Perception +11; darkvision, poison sense (precise) 30 feet Languages Abyssal, Common, Infernal, Undercommon Skills Acrobatics +10, Crafting +12, Nature +8, Religion +10, Stealth +12 Str +3 Dex +4 Con +3 Int -1 Wis +2 Cha +0 Poison Sense A karumzek senses any poisoned creature. It can spend an action with the concentrate trait to determine the poison's type and current stage. --- AC 21 Fort +12 Ref +12 Will +8 HP 60 Immunities poison Weaknesses good 5 --- Speed 40 feet, climb 30 feet Melee Single Action bite +12, Damage 2d6+4 piercing plus karumzek venom Occult Innate Spells DC 21 - 2nd Death Knell, Invisibility (at will; self only), Vomit Swarm - Constant (2nd) Negate Aroma Change Shape (Arcane, Concentrate, Polymorph, Transmutation) A karumzek can take the shape of a Tiny spider. This doesn't change its Speed or Strikes. Karumzek Venom (Poison, Virulent) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 1d6 poison and enfeebled 1 (1 round); Stage 3 2d6 poison, clumsy 1, and enfeebled 1 (1 round) ","skill_mod":{"nature":8,"crafting":12,"stealth":12,"acrobatics":10,"religion":10},"image":["/Images/Monsters/Karumzek.png"],"primary_source":"Pathfinder #171: Hurricane's Howl","spell":["Death Knell","Invisibility","Vomit Swarm","Negate Aroma"],"ac":21,"level":4,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision , poison sense (precise) 30 feet","resistance":{},"intelligence":-1,"reflex_save":12,"strongest_save":["fort","fortitude","ref","reflex"],"vision":"Darkvision","fortitude_save":12,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Karumzek","alignment":"NE","rarity":"uncommon","strike_damage_average":[11],"attack_bonus":[12],"constitution":3,"immunity":["poison"],"creature_family":"Karumzek","will_save":8,"speed":{"climb":30,"max":40,"land":40},"wisdom":2,"weakness":{"good":5},"creature_ability":["Poison Sense","Change Shape","Karumzek Venom"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Crafting","Nature","Religion","Stealth"],"tradition":["Occult"],"summary":"Karumzeks work with Norgorberites to further the secretive deity's goals.","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1654","dexterity":4,"category":"creature","slug":"creature-1654"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":2,"hp":175,"immunity":["poison","precision","swarm mind"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","creature_family":"Karumzek","will_save":18,"charisma":0,"speed":{"climb":30,"max":40,"land":40},"perception":21,"wisdom":3,"weakness":{"area":10,"good":10},"creature_ability":["Poison Sense","Swarming Bites","Karumzek Venom"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Crafting","Nature","Religion","Stealth"],"stealth":"23","trait":["Aberration","Swarm","Uncommon","NE","Large"],"id":"creature-1655","text":" Karumzek Swarm Groups of tiny karumzeks can form a dangerous swarm. Recall Knowledge - Aberration (Occultism): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Karumzek Swarm Source Pathfinder #171: Hurricane's Howl pg. 81 Perception +21; darkvision, poison sense (precise) 30 feet Languages Skills Acrobatics +21, Crafting +23, Nature +19, Religion +21, Stealth +23 Str +2 Dex +5 Con +4 Int -1 Wis +3 Cha +0 Poison Sense A karumzek senses any poisoned creature. It can spend an action with the concentrate trait to determine the poison's type and current stage. --- AC 30 Fort +21 Ref +24 Will +18 HP 175 Immunities poison, precision, swarm mind Resistances bludgeoning 5, piercing 10, slashing 10 Weaknesses area damage 10, splash damage 10, good 10 --- Speed 40 feet, climb 30 feet Occult Innate Spells DC 30 - 2nd Invisibility (at will; swarm only) - 6th Death Knell (×3), Vomit Swarm Swarming Bites Single Action Each enemy in the karumzek swarm's space takes 2d6 piercing damage (DC 27 basic Reflex save) plus karumzek venom. Karumzek Venom (Poison, Virulent) Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison and enfeebled 1 (1 round); Stage 2 5d6 poison, clumsy 1, and enfeebled 2 (1 round); Stage 3 6d6 poison, clumsy 2, and enfeebled 2 (1 round) ","tradition":["Occult"],"skill_mod":{"nature":19,"crafting":23,"stealth":23,"acrobatics":21,"religion":21},"summary":"Groups of tiny karumzeks can form a dangerous swarm.","primary_source":"Pathfinder #171: Hurricane's Howl","spell":["Death Knell","Vomit Swarm","Invisibility"],"trait_group":["Creature Type","Monster","Rarity"],"ac":30,"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision , poison sense (precise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":10,"slashing":10},"url":"/Monsters.aspx?ID=1655","intelligence":-1,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":21,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Karumzek Swarm","alignment":"NE","category":"creature","rarity":"uncommon","slug":"creature-1655"},{"primary_source_category":"Adventure Paths","strength":2,"hp":100,"language":["Common","Draconic","Iruxi"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","charisma":2,"perception":17,"trait":["Humanoid","Lizardfolk","Uncommon","N","Medium"],"id":"creature-1656","text":" Terwa Prodigy Among the Terwa Lord clans, iruxis display immense, unrefined magical talent from a very young age. These abilities reveal themselves in a wide number of ways, but advanced spellcasting is the most common. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Terwa Prodigy Source Pathfinder #171: Hurricane's Howl pg. 82 Perception +17 Languages Common, Draconic, Iruxi Skills Acrobatics +15, Arcana +13, Astrology Lore +11, Medicine +13, Nature +15, Survival +15 Str +2 Dex +5 Con +4 Int +3 Wis +5 Cha +2 Deep Breath A terwa prodigy can hold their breath for 10 minutes. Items Leather Armor, +1 longbow --- AC 23 Fort +13 Ref +15 Will +15 HP 100 --- Speed 25 feet Melee Single Action claw +15 (Agile, Finesse), Damage 2d6+5 slashing Ranged Single Action longbow +17 (deadly d10, Volley), Damage 1d8+5 piercing Primal Innate Spells DC 24, attack +16 - Cantrips (3rd) Acid Splash, Guidance, Stabilize - 1st Heal (×2), Pass Without Trace, Swampcall - 2nd Acid Arrow, Clawsong, Dispel Magic, Heal - 3rd Fireball (×2), Heal\n","skill_mod":{"nature":15,"survival":15,"arcana":13,"medicine":13,"acrobatics":15},"image":["/Images/Monsters/Lizardfolk_TerwaProdigy.png"],"primary_source":"Pathfinder #171: Hurricane's Howl","spell":["Fireball","Heal","Acid Arrow","Clawsong","Dispel Magic","Pass Without Trace","Swampcall","Acid Splash","Guidance","Stabilize"],"ac":23,"item":["Leather Armor","+1 longbow"],"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"resistance":{},"intelligence":3,"reflex_save":15,"strongest_save":["ref","reflex","will"],"fortitude_save":13,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Terwa Prodigy","alignment":"N","rarity":"uncommon","strike_damage_average":[9,12],"attack_bonus":[15,17],"constitution":4,"creature_family":"Lizardfolk","spell_attack_bonus":[16],"will_save":15,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Deep Breath"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Arcana","Astrology Lore","Medicine","Nature","Survival"],"tradition":["Primal"],"summary":"Among the Terwa Lord clans, iruxis display immense, unrefined magical talent from a very young age. These abilities reveal themselves in a wide …","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1656","dexterity":5,"category":"creature","slug":"creature-1656"},{"primary_source_category":"Adventure Paths","strength":1,"hp":115,"language":["Common","Draconic","Iruxi"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","charisma":3,"perception":18,"trait":["Humanoid","Lizardfolk","Uncommon","N","Medium"],"id":"creature-1657","text":" Terwa Star Reader While stargazers are important among all iruxi societies, Terwa star readers serve as lieutenants, advisors, and confidantes to important and influential members of the Terwa clans. Only one who is especially proud or foolish would turn away a star reader's counsel. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Terwa Star Reader Source Pathfinder #171: Hurricane's Howl pg. 82 Perception +18 Languages Common, Draconic, Iruxi Skills Acrobatics +19, Astrology Lore +19, Diplomacy +22, Nature +22, Religion +22 Str +1 Dex +5 Con +3 Int +4 Wis +6 Cha +3 Deep Breath A terwa star reader can hold their breath for 10 minutes. Items Hide Armor, staff of fire --- AC 24 Fort +12 Ref +15 Will +18 HP 115 Move the Stars Reaction (divination, occult) Frequency once per day; Trigger An attack or effect would reduce an ally within 30 feet to 0 Hit Points or would cause the ally to gain the dying condition; Effect The star reader interprets the meaning of astrological omens in an instant, determining a new fate for the ally. The triggering ally remains at 1 Hit Point, does not increase their dying or wounded condition, and gains 10 temporary Hit Points for 1 round. --- Speed 25 feet Melee Single Action claw +16 (Agile, Finesse), Damage 2d6+5 slashing Occult Spontaneous Spells DC 25, attack +17 4th discern lies, girzanje's march, heal (3 slots) - Cantrips (5th) Detect Magic, Guidance, Message, Shield - 1st Mending, Ray of Enfeeblement, Sanctuary (4 slots) - 2nd Augury, Calm Emotions, Restoration (4 slots) - 3rd Heroism, Searing Light, Wanderer's Guide (4 slots) Guiding Star Single Action (Divination, Fortune, Occult) The star reader finds the star that would guide their own attack or that of an ally. The star reader grants themselves or an ally within 30 feet the effects of true strike. If the star reader chooses an ally, the duration lasts until the end of that creature's turn. The target is then temporarily immune to Guiding Star for 1 day. ","skill_mod":{"diplomacy":22,"nature":22,"acrobatics":19,"religion":22},"primary_source":"Pathfinder #171: Hurricane's Howl","spell":["Heroism","Searing Light","Wanderer's Guide","Augury","Calm Emotions","Restoration","Mending","Ray of Enfeeblement","Sanctuary","Detect Magic","Guidance","Message","Shield"],"ac":24,"item":["Hide Armor","staff of fire"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"resistance":{},"intelligence":4,"reflex_save":15,"strongest_save":["will"],"fortitude_save":12,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Terwa Star Reader","alignment":"N","rarity":"uncommon","strike_damage_average":[12],"attack_bonus":[16],"constitution":3,"creature_family":"Lizardfolk","spell_attack_bonus":[17],"will_save":18,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Deep Breath","Move the Stars","Guiding Star"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Astrology Lore","Diplomacy","Nature","Religion"],"tradition":["Occult"],"summary":"While stargazers are important among all iruxi societies, Terwa star readers serve as lieutenants, advisors, and confidantes to important and …","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1657","dexterity":5,"category":"creature","slug":"creature-1657"},{"attack_bonus":[18,18,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":140,"language":["Common","Iruxi"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","creature_family":"Lizardfolk","will_save":15,"charisma":2,"speed":{"max":25,"land":25},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Deep Breath","Attack of Opportunity","Born Lucky","Celestial Might","Champion's Star"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Astrology Lore","Diplomacy","Intimidation","Religion"],"trait":["Humanoid","Lizardfolk","Uncommon","LN","Medium"],"id":"creature-1658","text":" Terwa Chosen Birthmarks, in the exact shape of constellations or abstract representations of them, are thought to signify a mighty destiny. These “chosen” put a faith in astrology that even some iruxis might call superstitious. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Terwa Chosen Source Pathfinder #171: Hurricane's Howl pg. 83 Perception +19 Languages Common, Iruxi Skills Acrobatics +16, Athletics +18, Astrology Lore +14, Diplomacy +14, Intimidation +14, Religion +18 Str +6 Dex +4 Con +4 Int +0 Wis +4 Cha +2 Deep Breath A terwa chosen can hold their breath for 10 minutes. Items Leather Armor, +1 striking returning mambele --- AC 27 Fort +18 Ref +16 Will +15 HP 140 Attack of Opportunity Reaction Born Lucky Reaction (divine) Frequency once per day; Trigger The Terwa chosen rolls a success or a critical failure on a check; Effect The Terwa chosen improves the triggering roll by one degree of success, only from a success to a critical success or from a critical failure to a failure. --- Speed 25 feet Melee Single Action mambele +20 (Disarm, deadly d8), Damage 2d6+9 slashing Melee Single Action claws +18 (Agile, Finesse), Damage 2d6+6 slashing Ranged Single Action mambele +18 (Disarm, deadly d8, thrown 20 feet), Damage 2d6+9 slashing Celestial Might Two Actions Frequency once per round; Effect The Terwa chosen calls upon the stars to empower their attack. They attempt a Strike. If the Strike hits, the Terwa chosen deals an additional 2d6 precision damage. Champion's Star Single Action (Divine, Divination, Fortune) Frequency once per hour; Effect The Terwa chosen looks to the sky for a star to guide their attack. The Terwa chosen gains the effects of true strike . ","skill_mod":{"diplomacy":14,"athletics":18,"intimidation":14,"acrobatics":16,"religion":18},"summary":"Birthmarks, in the exact shape of constellations or abstract representations of them, are thought to signify a mighty destiny. These “chosen” put a …","image":["/Images/Monsters/Lizardfolk_TerwaChosen.png"],"primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":27,"item":["Leather Armor","+1 striking returning mambele"],"level":8,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1658","intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":18,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Terwa Chosen","alignment":"LN","category":"creature","rarity":"uncommon","strike_damage_average":[13,16,16],"slug":"creature-1658"},{"attack_bonus":[21],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":125,"language":["Common"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","will_save":20,"charisma":3,"speed":{"fly":40,"max":40},"perception":22,"wisdom":7,"weakness":{},"creature_ability":["Site Bound","Agonizing Cries","Rejuvenation","Choke"],"primary_source_group":"Strength of Thousands","skill":["Stealth"],"stealth":"22","trait":["Incorporeal","Spirit","Uncommon","NE","Huge"],"id":"creature-1659","text":" Screaming Sulfur A screaming sulfur is a creature born from gasping death and suffocating suffering. When an earthquake or other geological phenomena releases toxic gases, these gases can build up beneath lakes and other large bodies of water. Eventually, they escape the water, expanding into massive clouds that cover the immediate area. Its silent, unexpected arrival can take thousands of lives in an instant. Confused, in pain, and desperate for a way out, the dying souls become trapped in the noxious cloud and amass into this horrifying creature. While not truly undead, a screaming sulfur shares many similarities with undead creatures, including the malice of vengeful spirits and the hatred of all living creatures who breathe freely and painlessly. A screaming sulfur resembles a cloud made of countless, featureless faces, mouths agape and releasing ghastly wails. Recall Knowledge - Spirit (Occultism): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Screaming Sulfur Source Pathfinder #171: Hurricane's Howl pg. 84 Perception +22; darkvision Languages Common Skills Stealth +22 Str -5 Dex +7 Con +0 Int +3 Wis +7 Cha +3 Site Bound A screaming sulfur becomes bound to the location where the people whose souls make up its form died. It can stray up to 1,000 feet from this site of death, or up to 100 feet from the edges of any waterway associated with its death, whichever distance is shorter. --- AC 27 Fort +16 Ref +20 Will +20 HP 125 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Agonizing Cries (auditory, aura, emotion, mental) 30 feet. The screaming sulfur constantly shrieks with the pained wails of countless spirits. A living creature that enters or starts its turn in the aura must succeed at a DC 26 Will save or become frightened 1 as long as it remains in the aura (frightened 2 on a critical failure). A creature that succeeds is temporarily immune for 1 hour. Rejuvenation (divine, necromancy) Blessing the site where the screaming sulfur was formed and burying whatever dead remain allows the spirits within the screaming sulfur to move on to the afterlife, rendering it inert. --- Speed fly 40 feet Melee Single Action ghostly hand +21 (Agile, Finesse, Magical, reach 15 feet), Damage 2d8+15 negative damage Choke Two Actions (Divine, Illusion, Mental) The screaming sulfur bombards all creatures within its Agonizing Cries aura with visions of death and a feeling of suffocation. Each creature takes 4d6 mental damage (DC 26 basic Will save). Screams of the Sodden Lands The countless lakes and waterways of both the Sodden Lands and Terwa Lands are rife with trapped gases, providing the perfect conditions for the creation of screaming sulfurs. These occurrences are common enough in the region that Lirgeni and Yamasan populations refer to the waterways near their homes as “Assassin Lakes,” due to the silent method through which these gases kill others. Whether or not a given waterway will be a cause of death is unclear, but many people in the Sodden Lands avoid taking chances, building their homes on stilts to avoid the unexpected release of deadly fog. ","skill_mod":{"stealth":22},"summary":"A screaming sulfur is a creature born from gasping death and suffocating suffering. When an earthquake or other geological phenomena releases toxic …","image":["/Images/Monsters/ScreamingSulfur.png"],"primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Monster","Creature Type","Rarity"],"ac":27,"level":10,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=1659","intelligence":3,"reflex_save":20,"strongest_save":["ref","reflex","will"],"dexterity":7,"vision":"Darkvision","fortitude_save":16,"source_group":["Strength of Thousands"],"size":["Huge"],"spoilers":"Strength of Thousands","name":"Screaming Sulfur","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[24],"slug":"creature-1659"},{"primary_source_category":"Adventure Paths","strength":5,"hp":201,"language":["Aklo","Common","Sylvan"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","charisma":3,"perception":25,"stealth":"25","trait":["Fey","Uncommon","CE","Medium"],"id":"creature-1660","text":" Ssumzili Ssumzilis are lanky, murderous fey who delight in the thrill of the hunt. They are particularly skilled/adept at stalking their prey in the rain and most commonly reside in rainforests and coastal regions, where frequent rain provides ample opportunity to hunt. Camouflaged by their cloud-gray skin, ssumzilis often compete in tests of stealth when hunting in groups, taking particular delight in approaching their quarry as closely as possible without being observed. Recall Knowledge - Fey (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Ssumzili Source Pathfinder #171: Hurricane's Howl pg. 85 Perception +25; low-light vision Languages Aklo, Common, Sylvan Skills Acrobatics +23, Athletics +21, Intimidation +19, Nature +17, Stealth +25, Survival +21 Str +5 Dex +7 Con +4 Int +3 Wis +5 Cha +3 Deluge Vision A ssumzili ignores sensory difficulties caused by rain. Precipitation Camouflage A ssumzili can Hide and Sneak in rainfall, even if it doesn't have cover. --- AC 33 Fort +20 Ref +25 Will +23 HP 201 Resistances fire 10 Weaknesses cold iron 10 Standing Water (aura, primal, transmutation) 10 feet. When it rains, the ground near a ssumzili becomes slick. When raining, all terrain within 10 feet of a ssumzili is slippery, with the effects of grease (DC 29). Ssumzilis are immune to this effect. --- Speed 40 feet; puddle stride Melee Single Action claw +24 (Agile, Finesse), Damage 3d8+7 slashing Primal Innate Spells DC 29 - 1st Negate Aroma - 2nd Pass Without Trace, Quench (at will), Water Walk - 3rd Earthbind - 4th Hydraulic Torrent - 5th Transmute Rock and Mud (rock to mud only) - Constant (2nd) Endure Elements (cold) Puddle Stride A ssumzili ignores difficult terrain caused by rain, such as puddles or wet rocks. Sneak Attack A ssumzili deals an additional 2d6 precision damage to flat-footed creatures. Soaking Strike Two Actions The ssumzili makes a melee Strike. If the Strike damages the target, the target must also attempt a DC 32 Fortitude save. Critical Success The creature is unaffected. Success The creature becomes soaked, causing them to treat the environmental temperature as one step colder (mild to severe, severe to extreme, and so on) until they dry off. Failure As success, and the creature is fatigued for 1 minute. Critical Failure As failure but the fatigue lasts until the target gets a full night's rest. Hunting Patterns of Ssumzilis Being ambush hunters, ssumzilis tend to avoid hunting without the cover of rainfall whenever possible. A ssumzili encountered hunting on a sunny day is doing so out of desperation and is likely to be unpredictable and erratic as a result. ","skill_mod":{"nature":17,"survival":21,"stealth":25,"athletics":21,"intimidation":19,"acrobatics":23},"image":["/Images/Monsters/Ssumzili.png"],"primary_source":"Pathfinder #171: Hurricane's Howl","spell":["Transmute Rock and Mud","Hydraulic Torrent","Earthbind","Pass Without Trace","Quench","Water Walk","Negate Aroma","Endure Elements"],"ac":33,"level":12,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{"fire":10},"intelligence":3,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":20,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Ssumzili","alignment":"CE","rarity":"uncommon","strike_damage_average":[20],"attack_bonus":[24],"constitution":4,"will_save":23,"speed":{"max":40,"land":40},"wisdom":5,"weakness":{"cold_iron":10},"creature_ability":["Deluge Vision","Precipitation Camouflage","Standing Water","Puddle Stride","Sneak Attack","Soaking Strike"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Ssumzilis are lanky, murderous fey who delight in the thrill of the hunt. They are particularly skilled/adept at stalking their prey in the rain and …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1660","dexterity":7,"category":"creature","slug":"creature-1660"},{"attack_bonus":[23,27],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":245,"immunity":["acid"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","will_save":23,"charisma":-2,"speed":{"max":30,"land":30,"burrow":20},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["Skeleton Sense","Reactive","Slime Squirt","Efiect","Caustic Acid","Caustic Rain","Stone Tunneler"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Stealth"],"stealth":"25","trait":["Beast","N","Medium"],"id":"creature-1661","text":" Ba'aupa Mdoudu Ba'aupa mdoudus are solitary, bone-eating creatures that prefer to feed on remains found on battlefields or within necropolises—the more ancient, the better. When unable to locate buried remains, ba'aupa mdoudus are drawn reluctantly to the surface in search of bones from the living; living bones can sustain a ba'aupa mdoudu, but the flavor (particularly the temperature of warm bones fresh from the flesh) unsettles them a bit. Ba'aupa mdoudus produce a slimy acid that liquefies minerals, allowing them to burrow though even solid stone and strip natural deposits of calcium from nearby rocks. In doing so, they leave smooth tunnels in their wake. When provoked, ba'aupa mdoudus secrete this acid through numerous pores along their length as a defensive response and accelerate this secretion under extreme circumstances. Recall Knowledge - Beast (Arcana, Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Ba'aupa Mdoudu Source Pathfinder #172: Secrets of the Temple City pg. 80 Perception +23; darkvision, skeleton sense 60 feet, tremorsense (imprecise) 30 feet Languages Skills Athletics +27, Stealth +25 Str +8 Dex +4 Con +5 Int -4 Wis +4 Cha -2 Skeleton Sense A ba'aupa mdoudu can sense the presence of bones and skeletons within 60 feet; this is a precise sense when detecting dead bones but an imprecise one when detecting living bones. --- AC 33 Fort +26 Ref +21 Will +23 HP 245 Immunities acid Resistances bludgeoning 15 Reactive A ba'aupa mdoudu gains an additional reaction at the start of its turn but can use this reaction only to Slime Squirt. Slime Squirt Reaction Trigger A creature infiicts slashing or piercing damage on the ba'aupa mdoudu with a melee Strike; Efiect The attacking creature takes 2d10 acid damage. --- Speed 30 feet, burrow 20 feet Melee Single Action jaws +27 (deadly d12), Damage 3d8+14 piercing plus 1d10 persistent acid Ranged Single Action spit +23 (Acid, range increment 60 feet), Damage 6d6 acid Caustic Acid Whenever a creature takes acid damage from any of a ba'aupa mdoudu's abilities or Strikes, it must succeed at a DC 30 Fortitude save or become drained 1 (drained 2 on a critical failure). On each subsequent failure, the drained condition value increases by 1 (or by 2 on a critical failure), to a maximum of drained 4. Caustic Rain Two Actions (Evocation, Primal) The ba'aupa mdoudu spews copious amounts of acid into the air, creating a cascading rain to fall in a 10- foot radius around itself. All creatures in the area take 14d6 acid damage (DC 33 basic Reflex save). The ba'aupa mdoudu can't use Caustic Rain again for 1d4 rounds. Stone Tunneler A ba'aupa mdoudu can leave a tunnel when it burrows through earth or stone, and it usually does. Inorganic Treasure The caustic acid of the ba'aupa mdoudu is extremely corrosive to organic material and stone but has minimal effect on metal and gems. Tombs raided by the ba'aupa mdoudu are thus typically devoid of any remains or organic materials; however, armor, weapons, and other inorganic artifacts are normally found intact. ","skill_mod":{"stealth":25,"athletics":27},"summary":"Ba'aupa mdoudus are solitary, bone-eating creatures that prefer to feed on remains found on battlefields or within necropolises—the more ancient, the …","image":["/Images/Monsters/BaaupaMdoudu.png"],"primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Creature Type"],"ac":33,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision , skeleton sense 60 feet, tremorsense (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15},"url":"/Monsters.aspx?ID=1661","intelligence":-4,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":26,"source_group":["Strength of Thousands"],"size":["Medium"],"name":"Ba'aupa Mdoudu","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[21,33],"slug":"creature-1661"},{"primary_source_category":"Adventure Paths","strength":7,"hp":230,"language":["Common","(can't speak any language)"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","charisma":3,"perception":21,"stealth":"23","trait":["Uncommon","Undead","Water","NE","Medium"],"id":"creature-1662","text":" Drenchdead When great heroes or other powerful individuals encounter misfortune and die at sea or to other water-related accidents, the anguished soul sometimes clings to its corpse, creating a drenchdead. Drenchdead prefer to lurk in water and attack from ambush, giving victims the same deadly surprise that led to their own deaths. A drenchdead can manipulate water to drown a victim directly but prefers to draw out this suffering. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Drenchdead Source Pathfinder #172: Secrets of the Temple City pg. 81 Perception +21; darkvision, wavesense (precise) 60 feet Languages Common; (can't speak any language) Skills Acrobatics +21, Athletics +25, Stealth +23, Survival +19 Str +7 Dex +3 Con +4 Int +0 Wis +1 Cha +3 --- AC 32 Fort +24 Ref +21 Will +19 HP 230 Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 10 --- Speed 20 feet, swim 35 feet Melee Single Action claw +26 (Agile), Damage 3d6+13 slashing plus Grab Melee Single Action jaws +26, Damage 3d10+13 piercing Aquatic Camouflage When fully submerged in water, the drenchdead can Hide from other creatures even if it doesn't have cover against them and isn't concealed from them. Drag Down Two Actions Requirements The drenchdead is swimming in water at least 10 feet deep; Effect The drenchdead attempts an Athletics check to Grapple an adjacent creature (on nearby land or in the water). On a success against a creature on land, in addition to the normal effects of Grapple, the drenchdead pulls the creature into the water into a space adjacent to itself. If the creature is already in the water, on a success, in addition the normal effects of Grapple, the drenchdead drags the creature 10 feet deeper, moving 10 feet with the creature. Moving a creature into water or deeper into water using Drag Down is forced movement for the target creature, but not for the drenchdead. Drowning Touch Two Actions (Conjuration, Incapacitation, Occult, Water) The drenchdead touches a creature and causes water from its own body to flow into the creature's lungs. If the creature can't breathe water, it must attempt a DC 32 Fortitude save. Success The creature is unaffected and is temporarily immune to Drowning Touch for 24 hours. Failure The creature becomes sickened 3. Critical Failure The creature chokes on the water and runs out of air. It falls unconscious and starts drowning. If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation. Surface Skimmer A drenchdead submerged in water has cover from attacks made by creatures out of the water. Drenchdead on Golarion Drenchdead are common along coasts but are particularly prevalent in the Shackles and near the Lands of the Linnorm Kings. Great pirates might meet their death at Besmara's hands just as they were returning home with a massive haul of treasure, or viking raiders could die on their journey across the ocean toward Vallenhall. These proud heroes might rise as draugr or other undead, but the most notable heroes of all become drenchdead. ","element":["Water"],"skill_mod":{"survival":19,"stealth":23,"athletics":25,"acrobatics":21},"image":["/Images/Monsters/Drenchdead.png"],"primary_source":"Pathfinder #172: Secrets of the Temple City","ac":32,"level":12,"source_category":["Adventure Paths"],"sense":" darkvision , wavesense (precise) 60 feet","resistance":{"cold":10},"intelligence":0,"reflex_save":21,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":24,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Drenchdead","alignment":"NE","rarity":"uncommon","strike_damage_average":[23,29],"attack_bonus":[26,26],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"will_save":19,"speed":{"max":35,"land":20,"swim":35},"wisdom":1,"weakness":{},"creature_ability":["Aquatic Camouflage","Drag Down","Drowning Touch","Surface Skimmer"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Stealth","Survival"],"summary":"When great heroes or other powerful individuals encounter misfortune and die at sea or to other water-related accidents, the anguished soul sometimes …","trait_group":["Rarity","Creature Type","Elemental","Planar","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1662","dexterity":3,"category":"creature","slug":"creature-1662"},{"primary_source_category":"Adventure Paths","strength":5,"hp":90,"language":["Common","Necril"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","charisma":3,"perception":14,"trait":["Uncommon","Undead","LE","Medium"],"id":"creature-1663","text":" Graveknight Captain Graveknight captains once proudly led squads of troops in battle. Recall Knowledge - Undead (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Graveknight Captain Source Pathfinder #172: Secrets of the Temple City pg. 82 Perception +14; darkvision Languages Common, Necril Skills Athletics +16, Intimidation +15, Survival +12, Warfare Lore +12 Str +5 Dex +3 Con +4 Int +1 Wis +2 Cha +3 Items +1 full plate , graveknight's shield, shock warhammer --- AC 25 Fort +16 Ref +14 Will +13 HP 90 (negative healing, rejuvenation) Immunities death, disease, electricity, paralyzed, poison, unconscious Graveknight's Shield (arcane, necromancy) The graveknight's curse extends to their shield, or the graveknight's armor uses a portion of itself to produce a shield. The graveknight has a shield that uses the statistics of a sturdy shield of a level no higher than the graveknight's level – 1. The shield is quasi-independent of the graveknight and automatically protects the graveknight from harm. When the shield is raised, it automatically uses Shield Block to reduce the damage of the first attack against the graveknight each round without the graveknight needing to spend their reaction to do so. The shield automatically rejuvenates with the rest of the graveknight and must be destroyed in the same manner as the graveknight's armor. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action warhammer +16 (Electricity, Magical, Shove), Damage 2d8+7 bludgeoning plus 1d6 electricity Melee Single Action fist +15 (Agile, Electricity), Damage 2d4+7 bludgeoning plus 1d6 electricity Devastating Blast Two Actions (Arcane, Electricity, Evocation) The graveknight unleashes a 30-foot cone of electricity. Creatures in the area take 4d12 electricity damage(DC 24 basic Reflex save). The graveknight can use this ability once every 1d4 rounds. Graveknight's Curse (Arcane, Curse, Necromancy) This curse affects anyone who wears a graveknight's armor for at least 1 hour. Saving Throw DC 24 Will save; Onset 1 hour; Stage 1 doomed 1 and cannot remove the armor (1 day); Stage 2 doomed 2, hampered 10, and cannot remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight. Weapon Master The graveknight has access to the critical specialization effects of any weapons it wields. ","skill_mod":{"survival":12,"athletics":16,"intimidation":15},"image":["/Images/Monsters/GraveknightCaptain.png"],"primary_source":"Pathfinder #172: Secrets of the Temple City","ac":25,"item":["+1 full plate","graveknight's shield","shock warhammer"],"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":14,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":16,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Graveknight Captain","alignment":"LE","rarity":"uncommon","strike_damage_average":[15,19],"attack_bonus":[15,16],"constitution":4,"immunity":["death","disease","electricity","paralyzed","poison","unconscious"],"creature_family":"Graveknight","will_save":13,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Graveknight's Shield","Attack of Opportunity","Devastating Blast","Graveknight's Curse","Weapon Master"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Intimidation","Survival","Warfare Lore"],"summary":"Graveknight captains once proudly led squads of troops in battle.","trait_group":["Rarity","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1663","dexterity":3,"category":"creature","slug":"creature-1663"},{"primary_source_category":"Adventure Paths","strength":8,"hp":275,"language":["Common","Necril"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","charisma":6,"perception":27,"trait":["Uncommon","Undead","LE","Medium"],"id":"creature-1664","text":" Graveknight Champion Once the servant of a deity, the graveknight champion returned as an undead after a life cut short in service to their god. Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Graveknight Champion Source Pathfinder #172: Secrets of the Temple City pg. 83 Perception +27; darkvision Languages Common, Necril Skills Athletics +31, Deity Lore +27, Intimidation +29, Religion +27 Str +8 Dex +4 Con +5 Int +2 Wis +4 Cha +6 Items greater flaming composite shortbow (20 arrows), +2 resilient full plate , greater flaming greatpick --- AC 38 Fort +28 Ref +26 Will +25 HP 275 (negative healing, rejuvenation) Immunities death, disease, fire, paralyzed, poison, unconscious Attack of Opportunity Reaction Clutching Armor Reaction ( <%TRAITS%11%%> arcane <%END>, <%TRAITS%157%%> transmutation <%END>) Trigger A creature attempts to move away from the graveknight; Effect The graveknight's armor animates and attempts to Grab the triggering creature. It makes an Athletics check to Grapple using the graveknight's Athletics modifier – 2. The armor can continue to Grapple the creature normally. Since the armor is grappling the creature, the graveknight doesn't need a free hand to do so. --- Speed 25 feet Melee Single Action greatpick +31 (fatal d12, Fire, Magical), Damage 3d10+16 slashing plus 1d6 fire Melee Single Action fist +30 (Agile, Fire), Damage 3d6+16 bludgeoning plus 1d6 fire Ranged Single Action composite shortbow +28 (deadly d10, Fire, Magical, range increment 60 feet, reload 0), Damage 3d6+10 piercing plus 1d6 fire Innate Divine Spells DC 33, attack +25 - Cantrips (7th) Chill Touch, Daze, Light, Shield - 4th Fireball - 5th Cone of Cold, Flame Strike - 6th Fireball, Scorching Ray - 7th Eclipse Burst, Finger of Death Channel Magic Two Actions The graveknight redirects magical energies through its armor, allowing it to deliver magic through an attack. The graveknight Casts a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into an attack instead. The graveknight then makes a melee Strike with a weapon or unarmed attack. The spell is coupled with the attack, using the attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the graveknight's multiple attack penalty but doesn't apply the penalty until after it's completed Channeling Magic. The graveknight can't use Channel Magic again for 1d4 rounds. Devastating Blast Two Actions (Arcane, Evocation, Fire) The graveknight unleashes a 30-foot cone of fire. Creatures in the area take 8d12 fire damage(DC 36 basic Reflex save). The graveknight can use this ability once every 1d4 rounds. Graveknight's Curse (Arcane, Curse, Necromancy) This curse affects anyone who wears a graveknight's armor for at least 1 hour. Saving Throw DC 24 Will save; Onset 1 hour; Stage 1 doomed 1 and cannot remove the armor (1 day); Stage 2 doomed 2, hampered 10, and cannot remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight. Weapon Master The graveknight has access to the critical specialization effects of any weapons it wields. ","skill_mod":{"athletics":31,"intimidation":29,"religion":27},"image":["/Images/Monsters/GraveknightChampion.png"],"primary_source":"Pathfinder #172: Secrets of the Temple City","spell":["Eclipse Burst","Finger of Death","Fireball","Scorching Ray","Cone of Cold","Flame Strike","Chill Touch","Daze","Light","Shield"],"ac":38,"item":["greater flaming composite shortbow (20 arrows)","+2 resilient full plate","greater flaming greatpick"],"level":15,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":28,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Graveknight Champion","alignment":"LE","rarity":"uncommon","strike_damage_average":[24,30,36],"attack_bonus":[28,30,31],"constitution":5,"immunity":["death","disease","fire","paralyzed","poison","unconscious"],"creature_family":"Graveknight","spell_attack_bonus":[25],"will_save":25,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Clutching Armor","Channel Magic","Devastating Blast","Graveknight's Curse","Weapon Master"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Deity Lore","Intimidation","Religion"],"tradition":["Divine"],"summary":"Once the servant of a deity, the graveknight champion returned as an undead after a life cut short in service to their god.","trait_group":["Rarity","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1664","dexterity":4,"category":"creature","slug":"creature-1664"},{"attack_bonus":[28,28,30],"constitution":3,"primary_source_category":"Adventure Paths","strength":7,"hp":345,"language":["Sylvan","(can't speak any language)"],"immunity":["critical hits","precision","vision-based effects"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","will_save":26,"charisma":0,"speed":{"max":25,"land":25},"perception":26,"wisdom":5,"weakness":{"slashing":15,"fire":15},"creature_ability":["Emotion Sense","Despairing Presence","Attack of Opportunity","Constrict","Consume Emotion"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Deception","Stealth"],"stealth":"28","trait":["Plant","Uncommon","N","Huge"],"id":"creature-1665","text":" Kilia Mwibo Beautiful and dangerous, kilia mwibos appear as lush, green trees with brightly colored and appealing fleshy seedpods that remain attached year round. Over time, these seedpods become hollow and create an eerie, forlorn wail that generates feelings of sadness and despair. Recall Knowledge - Plant (Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Kilia Mwibo Source Pathfinder #172: Secrets of the Temple City pg. 84 Perception +26; emotion sense 60 feet Languages Sylvan; (can't speak any language) Skills Athletics +30, Deception +25, Stealth +28 Str +7 Dex +5 Con +3 Int -2 Wis +5 Cha +0 Emotion Sense A kilia mwibo can sense nearby negative emotions. This is a precise sense against creatures who are under powerful emotion effects like rage, those who are frightened, or, at the GM's discretion, those who are in the grips of hatred, sadness, or other overwhelming negative emotions. Against all other creatures that possess emotions, this is an imprecise sense. A creature that has no emotions is effectively invisible to a kilia mwibo. A creature that knows about emotion sense can take precautions to Hide and Sneak from a kilia mwibo, in this case by suppressing feelings of negativity. You can flnd more details on hiding from special senses here. --- AC 36 Fort +24 Ref +29 Will +26 HP 345 Immunities critical hits, precision, vision-based effects Resistances sonic 15 Weaknesses fire 15, slashing 15 Despairing Presence (aura, emotion, enchantment, fear, incapacitation, mental, primal) 60 feet. A creature that enters the emanation or starts its turn within it tumbles down a deep well of dread and must attempt a DC 33 Will save. Critical Success The target is unaffected. Success The target becomes frightened 1. Failure The target becomes frightened 2. Critical Failure The target becomes frightened 3 and immobilized until it's no longer frightened. Attack of Opportunity Reaction Frond only. --- Speed 25 feet Melee Single Action frond +30 (deadly d12, reach 15 feet, Sweep, versatile P), Damage 3d10+15 slashing plus 1d6 bleed and Improved Grab Melee Single Action root +28 (reach 20 feet, Sweep, Trip), Damage 3d8+15 bludgeoning Ranged Single Action thorn +28 (deadly d12, range increment 60 feet), Damage 3d6+15 piercing Constrict Single Action 2d12+15, DC 36 Consume Emotion Two Actions (Divine, Mental, Necromancy) The kilia mwibo feeds on the negative emotions of a creature within 60 feet; this must be a creature that it can precisely sense with its emotion sense. The target must succeed at a DC 36 Will save or increase its drained condition value by 1 (by 2 on a critical failure), to a maximum of drained 4. Fear Feeders Instead of drawing sustenance from light and soil, kilia mwibos gorge themselves on the negative emotions of creatures, eventually draining them of their life force and discarding their carcasses. When creatures recognize the true nature of the kilia mwibos and attempt to flee, the trees send out buried roots to trip and slow them down before grabbing them with their thorny fronds. ","skill_mod":{"deception":25,"stealth":28,"athletics":30},"summary":"Beautiful and dangerous, kilia mwibos appear as lush, green trees with brightly colored and appealing fleshy seedpods that remain attached year …","image":["/Images/Monsters/KiliaMwibo.png"],"primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Creature Type","Rarity"],"ac":36,"level":15,"source_category":["Adventure Paths"],"sense":"emotion sense 60 feet","weakest_save":["fort","fortitude"],"resistance":{"sonic":15},"url":"/Monsters.aspx?ID=1665","intelligence":-2,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":24,"source_group":["Strength of Thousands"],"size":["Huge"],"spoilers":"Strength of Thousands","name":"Kilia Mwibo","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[25,28,35],"slug":"creature-1665"},{"attack_bonus":[25,29],"constitution":8,"primary_source_category":"Adventure Paths","strength":5,"hp":255,"language":["Common","(can't speak any language)"],"immunity":["blinded","dazzled","fire"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","will_save":25,"charisma":7,"speed":{"max":35,"land":35},"perception":25,"wisdom":3,"weakness":{"cold":10},"creature_ability":["Light Camouflage","Blinding Aura","Darkness Vulnerability","Constrict","Nova Burst","Residual Light"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Intimidation","Occultism"],"trait":["Uncommon","Undead","NE","Medium"],"id":"creature-1666","text":" Sunburst Corpse Warlords and heroes alike often fell their enemies and leave the corpses behind, exposed to the elements. Undead tend to rise in the dark of night and shun the cleansing rays of the sun, but this isn't the rule for all undead. The corpse of a particularly evil individual left exposed to the constant beating of the sun might become a sunburst corpse. These undead radiate light and wield sunlight as a weapon. Sunburst corpses initially seek revenge for their deaths but thereafter wander with undirected rage. Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Sunburst Corpse Source Pathfinder #172: Secrets of the Temple City pg. 85 Perception +25; darkvision Languages Common; (can't speak any language) Skills Athletics +23, Intimidation +29, Occultism +25 Str +5 Dex +1 Con +8 Int +1 Wis +3 Cha +7 Light Camouflage The sunburst corpse is concealed in areas of natural bright light, such as due to sunlight or torches, even to creatures that can see clearly in bright light. Magical bright light and light from the sunburst corpse's blinding aura don't conceal the sunburst corpse. --- AC 35 Fort +28 Ref +21 Will +25 HP 255 Immunities blinded, dazzled, fire Weaknesses cold 10, darkness vulnerability Blinding Aura (aura, evocation, incapacitation, light, occult, visual) 60 feet. The sunburst corpse sheds bright light. Any creature that starts its turn in the emanation must succeed at a DC 31 Fortitude save. If it fails, it's blinded for 1 minute, and if it critically fails, it's blinded permanently. A creature that succeeds at its save is temporarily immune to this effect for 24 hours. Darkness Vulnerability A sunburst corpse is sickened 1 while in areas of magical darkness. If the level of the magical darkness effect is at least half of the sunburst corpse's level (a 7th-level effect against most sunburst corpses), the sunburst corpse is also slowed 1 while in the area. --- Speed 35 feet Melee Single Action claw +29 (Agile, Finesse), Damage 3d6+13 slashing plus 2d8 fire and Grab and residual light Ranged Single Action sunfire +25 (range increment 40 feet), Damage 7d6 fire Constrict Single Action 2d6+6 bludgeoning plus 2d8 fire and residual light, DC 34 Nova Burst Three Actions (Evocation, Light, Occult) The sunburst corpse intensifies its light and unleashes a burning blast of energy. It deals 12d8 fire damage to all creatures in a 20-foot emanation (DC 34 basic Fortitude save). A creature that fails its save becomes dazzled until the end of its next turn. The sunburst corpse can't use Nova Burst again for 1d4 rounds, and its blinding aura becomes inactive during this time. Residual Light (Evocation, Light, Occult) When a sunburst corpse Strikes or Grapples a creature, some of the corpse's light clings to the creature for a moment. The creature must attempt a DC 34 Fortitude save. On a failure, the creature is dazzled until the end of its next turn. On a critical failure, the creature is dazzled for 1 minute. A dazzled creature can use an Interact action to wick off the light and remove the dazzled condition. Deathless Light A sunburst corpse's dead flesh is a spell catalyst. ","skill_mod":{"athletics":23,"intimidation":29,"occultism":25},"summary":"Warlords and heroes alike often fell their enemies and leave the corpses behind, exposed to the elements. Undead tend to rise in the dark of night …","image":["/Images/Monsters/SunburntCorpse.png"],"primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Rarity","Creature Type"],"ac":35,"level":14,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1666","intelligence":1,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":28,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Sunburst Corpse","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[24,32],"slug":"creature-1666"},{"primary_source_category":"Adventure Paths","strength":-2,"hp":32,"language":["Akitonian","<%UMR%37%%>telepathy<%END> 30 feet"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","charisma":3,"perception":8,"trait":["Aberration","Uncommon","N","Medium"],"id":"creature-1667","text":" Contemplative Even the average contemplative demonstrates an intellect that far surpasses those of most other beings. Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Contemplative Source Pathfinder #173: Doorway to the Red Star pg. 80 Perception +8; darkvision, thoughtsense (imprecise) 30 feet Languages Akitonian; telepathy 30 feet Skills Arcana +8, Medicine +6, Nature +8, Occultism +10, Society +8 Str -2 Dex +3 Con +0 Int +4 Wis +2 Cha +3 Thoughtsense (divination, mental, occult) The contemplative senses all non-mindless creatures at the listed range. --- AC 19 Fort +4 Ref +9 Will +10 HP 32 Resistances mental 5 Weaknesses physical 2 Atrophied A contemplative's limbs are withered and incapable of significant physical exertion. A contemplative can't properly wield a two-handed weapon or object without dedicating its telekinetic powers to supporting the weapon, and even then, it takes a –2 penalty to Strikes with such a weapon. It also can't use its spells or fly as long as it wields a two-handed weapon or object. --- Speed 5 feet, fly 25 feet Melee Single Action claw +7 (Finesse), Damage 1d6 slashing Occult Innate Spells DC 18, attack +10 - Cantrips (1st) Daze, Ghost Sound, Mage Hand, Read Aura, Telekinetic Projectile - 1st Magic Missile (×3), Mindlink\n","skill_mod":{"society":8,"nature":8,"arcana":8,"medicine":6,"occultism":10},"image":["/Images/Monsters/Contemplative.png"],"primary_source":"Pathfinder #173: Doorway to the Red Star","spell":["Magic Missile","Mindlink","Daze","Ghost Sound","Mage Hand","Read Aura","Telekinetic Projectile"],"ac":19,"level":2,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":" darkvision , thoughtsense (imprecise) 30 feet","resistance":{"mental":5},"intelligence":4,"reflex_save":9,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":4,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Contemplative","alignment":"N","rarity":"uncommon","strike_damage_average":[3],"attack_bonus":[7],"constitution":0,"creature_family":"Contemplative of Ashok","spell_attack_bonus":[10],"will_save":10,"speed":{"fly":25,"max":25,"land":5},"wisdom":2,"weakness":{"bludgeoning":2,"piercing":2,"slashing":2,"physical":2},"creature_ability":["Thoughtsense","Atrophied"],"primary_source_group":"Strength of Thousands","skill":["Arcana","Medicine","Nature","Occultism","Society"],"tradition":["Occult"],"summary":"Even the average contemplative demonstrates an intellect that far surpasses those of most other beings.","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1667","dexterity":3,"category":"creature","slug":"creature-1667"},{"primary_source_category":"Adventure Paths","strength":-2,"hp":275,"language":["Akitonian","<%UMR%37%%>telepathy<%END> 60 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","charisma":4,"perception":29,"trait":["Aberration","Rare","N","Medium"],"id":"creature-1668","text":" Contemplative Meditant Contemplative meditants focus their meditations and research on the vexing topic of time itself. Recall Knowledge - Aberration (Occultism): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Contemplative Meditant Source Pathfinder #173: Doorway to the Red Star pg. 80 Perception +29; darkvision, thoughtsense 60 feet Languages Akitonian; telepathy 60 feet, tongues Skills Arcana +31, Deception +27, Dimension of Time Lore +31, Diplomacy +27, Medicine +29, Nature +27, Occultism +33, Society +29 Str -2 Dex +6 Con +0 Int +8 Wis +6 Cha +4 Temporal Sense A contemplative meditant can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll as it acts on flashes of insight harvested from potential futures. Thoughtsense (divination, mental, occult) The contemplative senses all non-mindless creatures at the listed range --- AC 38 Fort +21 Ref +27 Will +29 HP 275 Resistances mental 15 Weaknesses physical 10 Atrophied A contemplative's limbs are withered and incapable of significant physical exertion. A contemplative can't properly wield a two-handed weapon or object without dedicating its telekinetic powers to supporting the weapon, and even then, it takes a –2 penalty to Strikes with such a weapon. It also can't use its spells or fly as long as it wields a two-handed weapon or object. --- Speed 5 feet, fly 25 feet Melee Single Action claw +27 (Finesse, Magical), Damage 3d6+4 slashing plus 4d6 mental Occult Innate Spells DC 39, attack +29 - Cantrips (8th) Daze, Ghost Sound, Mage Hand, Read Aura, Telekinetic Projectile - 7th Haste, Magic Missile (×3), Return to Essence, Sanctuary, Slow - 8th Dimensional Anchor, Disappearance (self only), Discern Location - Constant (8th) Tongues Temporal Suppression Single Action (Enchantment, Mental, Occult) Frequency once per round; Effect The contemplative attempts to hinder a target creature's personal flow of time. The target must be within 60 feet, and once targeted must attempt a DC 36 Will save, becoming slowed 1 on a failure or slowed 2 on a critical failure. Each time an affected creature ends its turn, its slowed value decreases by 1. A creature that critically succeeds on their save against Temporal Suppression is temporarily immune to it for 24 hours ","skill_mod":{"society":29,"diplomacy":27,"deception":27,"nature":27,"arcana":31,"medicine":29,"occultism":33},"image":["/Images/Monsters/Contemplative_Meditant.png"],"primary_source":"Pathfinder #173: Doorway to the Red Star","spell":["Dimensional Anchor","Disappearance","Discern Location","Haste","Magic Missile","Return to Essence","Sanctuary","Slow","Daze","Ghost Sound","Mage Hand","Read Aura","Telekinetic Projectile","Tongues"],"ac":38,"level":15,"spell_dc":[39],"source_category":["Adventure Paths"],"sense":" darkvision , thoughtsense 60 feet","resistance":{"mental":15},"intelligence":8,"reflex_save":27,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":21,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Contemplative Meditant","alignment":"N","rarity":"rare","strike_damage_average":[28],"attack_bonus":[27],"constitution":0,"creature_family":"Contemplative of Ashok","spell_attack_bonus":[29],"will_save":29,"speed":{"fly":25,"max":25,"land":5},"wisdom":6,"weakness":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"creature_ability":["Temporal Sense","Thoughtsense","Atrophied","Temporal Suppression"],"primary_source_group":"Strength of Thousands","skill":["Arcana","Deception","Dimension of Time Lore","Diplomacy","Medicine","Nature","Occultism","Society"],"tradition":["Occult"],"summary":"Contemplative meditants focus their meditations and research on the vexing topic of time itself.","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1668","dexterity":6,"category":"creature","slug":"creature-1668"},{"primary_source_category":"Adventure Paths","strength":-2,"hp":335,"language":["Akitonian","<%UMR%37%%>telepathy<%END> 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","charisma":6,"perception":31,"trait":["Aberration","Rare","N","Medium"],"id":"creature-1669","text":" Contemplative Mentor As they near the next phase of their journey through existence, contemplative mentors split their time between unlocking the highest secrets of time and space, and guiding their students and less-talented peers. Recall Knowledge - Aberration (Occultism): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Contemplative Mentor Source Pathfinder #173: Doorway to the Red Star pg. 81 Perception +31; darkvision, thoughtsense 100 feet Languages Akitonian; telepathy 100 feet, tongues Skills Arcana +35, Deception +32, Dimension of Time Lore +35, Diplomacy +32, Medicine +31, Nature +31, Occultism +37, Society +33 Str -2 Dex +6 Con +0 Int +9 Wis +5 Cha +6 Temporal Sense A contemplative meditant can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll as it acts on flashes of insight harvested from potential futures. Thoughtsense (divination, mental, occult) The contemplative senses all non-mindless creatures at the listed range --- AC 44 Fort +24 Ref +30 Will +33 HP 335 Resistances mental 20 Weaknesses physical 10 Atrophied A contemplative's limbs are withered and incapable of significant physical exertion. A contemplative can't properly wield a two-handed weapon or object without dedicating its telekinetic powers to supporting the weapon, and even then, it takes a –2 penalty to Strikes with such a weapon. It also can't use its spells or fly as long as it wields a two-handed weapon or object. --- Speed 5 feet, fly 30 feet Melee Single Action claw +32 (Finesse, Magical), Damage 3d8+6 slashing plus 4d6 mental Occult Innate Spells DC 43, attack +33 - Cantrips (9th) Daze, Ghost Sound, Mage Hand, Read Aura, Telekinetic Projectile - 7th Haste, Magic Missile (×3), Return to Essence, Sanctuary, Slow - 8th Dimensional Anchor, Disappearance (self only), Discern Location - 9th Foresight, Magic Missile (×3) - Constant (9th) Tongues Rituals - 8th Tattoo Whispers Project Calm Three Actions (Emotion, Enchantment, Mental, Occult) The contemplative mentor projects a field of perfect calm in a 60-foot emanation. All creatures within the area of effect must succeed at a DC 40 Will save or be unable to take hostile actions for 1 round. After using this ability, the contemplative is drained 1, or increases its drained value by 1 if it was already drained. A contemplative mentor can't use this ability if its drained value is 3 or more. Temporal Suppression Single Action (Enchantment, Mental, Occult) Frequency once per round; Effect The contemplative attempts to hinder a target creature's personal flow of time. The target must be within 60 feet, and once targeted must attempt a DC 40 Will save, becoming slowed 1 on a failure or slowed 2 on a critical failure. Each time an affected creature ends its turn, its slowed value decreases by 1. A creature that critically succeeds on their save against Temporal Suppression is temporarily immune to it for 24 hours. ","skill_mod":{"society":33,"diplomacy":32,"deception":32,"nature":31,"arcana":35,"medicine":31,"occultism":37},"primary_source":"Pathfinder #173: Doorway to the Red Star","spell":["Foresight","Magic Missile","Dimensional Anchor","Disappearance","Discern Location","Haste","Return to Essence","Sanctuary","Slow","Daze","Ghost Sound","Mage Hand","Read Aura","Telekinetic Projectile","Tongues"],"ac":44,"level":18,"spell_dc":[43],"source_category":["Adventure Paths"],"sense":" darkvision , thoughtsense 100 feet","resistance":{"mental":20},"intelligence":9,"reflex_save":30,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":24,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Contemplative Mentor","alignment":"N","rarity":"rare","strike_damage_average":[33],"attack_bonus":[32],"constitution":0,"creature_family":"Contemplative of Ashok","spell_attack_bonus":[33],"will_save":33,"speed":{"fly":30,"max":30,"land":5},"wisdom":5,"weakness":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"creature_ability":["Temporal Sense","Thoughtsense","Atrophied","Project Calm","Temporal Suppression"],"primary_source_group":"Strength of Thousands","skill":["Arcana","Deception","Dimension of Time Lore","Diplomacy","Medicine","Nature","Occultism","Society"],"tradition":["Occult"],"summary":"As they near the next phase of their journey through existence, contemplative mentors split their time between unlocking the highest secrets of time …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1669","dexterity":6,"category":"creature","slug":"creature-1669"},{"attack_bonus":[7],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":20,"language":["Akitonian","Formian","<%UMR%37%%>telepathy<%END> 30 feet"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","creature_family":"Formian","will_save":6,"charisma":0,"speed":{"max":30,"land":30,"burrow":5},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Hive Mind","Able Assistant","Heavy Lifter"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Survival"],"trait":["Formian","LN","Medium"],"id":"creature-1670","text":" Formian Worker By far the most common formian on Akiton, workers are focused and industrious, naturally skilled at manual labor and coordinating with peers. Formian Worker Source Pathfinder #173: Doorway to the Red Star pg. 82 Perception +6; darkvision, scent (imprecise) 30 feet Languages Akitonian, Formian; telepathy 30 feet Skills Athletics +7, Survival +6 Str +4 Dex +1 Con +3 Int +0 Wis +1 Cha +0 Hive Mind (divination, primal) Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian from the same hive mind, a formian worker gains a +2 circumstance bonus to initiative checks, Perception checks, and saving throws against mental effects. If one formian is aware of a combatant, all members of the hive mind within range are aware of it. --- AC 16 Fort +8 Ref +4 Will +6 HP 20 Resistances sonic 2 Able Assistant When using the Aid action to assist another formian from the same hive mind within range of its hive link, if the formian worker rolls a success, they get a critical success instead, and if they roll a critical failure, they get a failure instead. --- Speed 30 feet, burrow 5 feet Melee Single Action jaws +7, Damage 1d4+4 slashing Heavy Lifter Formian workers excel at heavy labor. A formian worker can carry 5 additional bulk beyond the normal limits for their Strength before becoming encumbered or overburdened. ","skill_mod":{"survival":6,"athletics":7},"summary":"By far the most common formian on Akiton, workers are focused and industrious, naturally skilled at manual labor and coordinating with peers.","image":["/Images/Monsters/Formian_Worker.png"],"primary_source":"Pathfinder #173: Doorway to the Red Star","trait_group":["Monster"],"ac":16,"level":1,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{"sonic":2},"url":"/Monsters.aspx?ID=1670","intelligence":0,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":8,"source_group":["Strength of Thousands"],"size":["Medium"],"name":"Formian Worker","alignment":"LN","category":"creature","rarity":"common","strike_damage_average":[6],"slug":"creature-1670"},{"primary_source_category":"Adventure Paths","strength":5,"hp":240,"language":["Akitonian","Formian"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","charisma":5,"perception":31,"stealth":"28","trait":["Formian","Mutant","Rare","LN","Medium"],"id":"creature-1671","text":" Formian Mageslayer Grim, twisted formians forced into existence through the machinations of the King of Biting Ants, formian mageslayers are created for the express purpose of neutralizing and destroying enemy spellcasters. Wired to never sleep, mageslayers are tortured hunters and guardians whose only relief is found in tearing apart the magic and flesh of spellcasters who oppose the King of Biting Ants. Formian mageslayers have wings resembling those of dragonflies and longer, sleeker bodies than most formians. Formian Mageslayer Source Pathfinder #173: Doorway to the Red Star pg. 83 Perception +31; darkvision, scent (imprecise) 30 feet, tremorsense 60 feet Languages Akitonian, Formian Skills Acrobatics +28, Arcana +32, Nature +30, Occultism +32, Religion +30, Stealth +28, Survival +28 Str +5 Dex +8 Con +5 Int +9 Wis +7 Cha +5 Disrupting Aura (abjuration, aura, primal) 30 feet. Formian mageslayers are surrounded by an aura of disruptive energy that disperses magical energy and makes spellcasting difficult for their enemies. Whenever an enemy creature within the aura attempts to Cast a Spell or Activate a magic item, they must roll a DC 5 flat check; on a failed check, the spell or activation is lost and the action is wasted. Free action activations disrupted by this aura can't be attempted again until the start of the activating creature's next turn. Hive Mind (divination, primal) Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian from the same hive mind, a formian worker gains a +2 circumstance bonus to initiative checks, Perception checks, and saving throws against mental effects. If one formian is aware of a combatant, all members of the hive mind within range are aware of it. --- AC 38 Fort +25 Ref +28 Will +30 HP 240 Immunities sleep Resistances sonic 15, spell resistance Spell Resistance A formian mageslayer takes 15 fewer damage from any arcane or primal spell that causes damage, and 10 less damage from any divine or occult spell that causes damage. Shred Spell Reaction (abjuration, primal) Trigger A creature within the formian mageslayer's disrupting aura that the formian mageslayer can see succeeds at a DC 5 flat check to Cast the Spell in the aura; Effect The mageslayer attempts to unravel the spell's magic and attempts to counteract the spell. They use their Arcana modifier as their counteract modifier with a counteract level of 8. If the formian mageslayer succeeds, they counter the spell and use the dispersed energy to gain a number of temporary Hit Points equal to twice the spell's level for 1 minute. If the formian mageslayer critically fails this counteract check, their disrupting aura deactivates for 1 minute. --- Speed 30 feet, fly 30 feet Melee Single Action claw +32 (Agile, Finesse), Damage 3d10+13 slashing plus 3d6 persistent mental damage and stupefying touch Ranged Single Action acid spit +32 (range 60 feet), Damage 3d6+8 acid plus 3d6 persistent acid damage Stupefying Touch (Abjuration, Curse, Primal) A creature damaged by a mageslayer's claw Strike must succeed at a DC 37 Will save. The creature becomes stupefied 2 for 1 round on a failure. On a critical failure, the creature is stupefied 2 for 1 hour. ","skill_mod":{"nature":30,"survival":28,"stealth":28,"arcana":32,"occultism":32,"acrobatics":28,"religion":30},"image":["/Images/Monsters/Formian_Mageslayer.png"],"primary_source":"Pathfinder #173: Doorway to the Red Star","ac":38,"level":16,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet, tremorsense 60 feet","resistance":{"sonic":15},"intelligence":9,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Formian Mageslayer","alignment":"LN","rarity":"rare","strike_damage_average":[29,40],"attack_bonus":[32,32],"constitution":5,"immunity":["sleep"],"creature_family":"Formian","will_save":30,"speed":{"fly":30,"max":30,"land":30},"wisdom":7,"weakness":{},"creature_ability":["Disrupting Aura","Hive Mind","Spell Resistance","Shred Spell","Stupefying Touch"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Arcana","Nature","Occultism","Religion","Stealth","Survival"],"summary":"Grim, twisted formians forced into existence through the machinations of the King of Biting Ants, formian mageslayers are created for the express …","trait_group":["Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1671","dexterity":8,"category":"creature","slug":"creature-1671"},{"primary_source_category":"Adventure Paths","strength":8,"hp":255,"language":["Akitonian","Formian","<%UMR%37%%>telepathy<%END> 200 feet"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","charisma":8,"perception":31,"trait":["Formian","Uncommon","LN","Large"],"id":"creature-1672","text":" Formian Queen The formian queen is the center of the formian hive. The queen identifies and attends to the hive's needs, laying egg clusters that vary from a single formian born to a particular task to hundreds of workers at a time. All formians are born with an instinctive deference for the queen that borders on slavish devotion, though this urge can be corrupted, as with the King of Biting Ants' mutant mageslayers. Formian Queen Source Pathfinder #173: Doorway to the Red Star pg. 84 Perception +31; darkvision, scent (imprecise) 60 feet, tremorsense 60 feet Languages Akitonian, Formian; telepathy 200 feet Skills Athletics +27, Arcana +30, Diplomacy +33, Intimidation +33, Medicine +31, Nature +31, Society +30 Str +8 Dex +5 Con +9 Int +5 Wis +6 Cha +8 Hive Mind (divination, primal) Formians operate from a shared hive intelligence that allows them to communicate nearly instantaneously. While within telepathic range of at least one other formian from the same hive mind, a formian worker gains a +2 circumstance bonus to initiative checks, Perception checks, and saving throws against mental effects. If one formian is aware of a combatant, all members of the hive mind within range are aware of it. --- AC 40 Fort +34 Ref +26 Will +31 HP 255 Resistances all physical 15, sonic 15 --- Speed 10 feet Melee Single Action claw +33 (Agile, reach 15 feet), Damage 3d12+12 slashing Primal Innate Spells DC 38, attack +30 - 7th Magic Missile (at will) - 8th Disappearance, Illusory Scene, Repulsion, Teleport - 9th Cone of Cold, Feeblemind Rituals - 6th Commune with Nature Hive Frenzy Single Action (Enchantment, Mental, Primal) Frequency once per day; Effect The formian queen stirs all formians within range of her telepathy into a frenzy. Each affected formian gains the quickened condition for 1 minute, and can use the extra action each round only to Strike or Stride. Possess Formian Single Action (Incapacitation, Mental, Necromancy, Possession, Primal) A formian queen transfers her consciousness to the body of any formian within range of her telepathy to whom she has a line of effect. As long as the queen's consciousness is outside her body, her body is unconscious (though she is aware if any damage is dealt to it). An unwilling target can attempt a DC 38 Will saving throw to resist being possessed, but the queen's offspring are part of her hive mind and thus are almost always willing. The queen receives all sensory input from the target creature; she can speak through it, and she can use her own modifier for Intelligence-, Wisdom-, and Charisma-based skill checks. If the target creature is slain or moves to a different plane from the queen's body, the queen returns to her own body immediately and is stunned 1; otherwise, she can return to her own body as a free action, ending the possession effect. Telepathic Feedback Two Actions (Enchantment, Mental, Primal) The formian queen unleashes a blast of debilitating telepathic feedback, targeting as many creatures as she wishes within range of her telepathy and to whom she has a line of effect. Targeted creatures must attempt a DC 38 Will save. Critical Success The creature is unaffected and is temporarily immune to Telepathic Feedback for 24 hours. Success The creature takes 3d6 mental damage, 1d6 persistent mental damage, and is sickened 1. Failure The creature takes 6d6 mental damage, 1d6 persistent mental damage, and is sickened 2. Critical Failure The creature takes 12d6 mental damage, 1d6 persistent mental damage, and is stunned 3. Upon recovering from the stunned condition, the creature becomes sickened 2. ","skill_mod":{"society":30,"diplomacy":33,"nature":31,"arcana":30,"medicine":31,"athletics":27,"intimidation":33},"image":["/Images/Monsters/Formian_Queen.png"],"primary_source":"Pathfinder #173: Doorway to the Red Star","spell":["Cone of Cold","Feeblemind","Disappearance","Illusory Scene","Repulsion","Teleport","Magic Missile"],"ac":40,"level":17,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet, tremorsense 60 feet","resistance":{"bludgeoning":15,"sonic":15,"piercing":15,"slashing":15,"physical":15},"intelligence":5,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":34,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Formian Queen","alignment":"LN","rarity":"uncommon","strike_damage_average":[31],"attack_bonus":[33],"constitution":9,"creature_family":"Formian","spell_attack_bonus":[30],"will_save":31,"speed":{"max":10,"land":10},"wisdom":6,"weakness":{},"creature_ability":["Hive Mind","Hive Frenzy","Possess Formian","Telepathic Feedback"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Arcana","Diplomacy","Intimidation","Medicine","Nature","Society"],"tradition":["Primal"],"summary":"The formian queen is the center of the formian hive. The queen identifies and attends to the hive's needs, laying egg clusters that vary from a …","trait_group":["Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1672","dexterity":5,"category":"creature","slug":"creature-1672"},{"attack_bonus":[33,37],"constitution":6,"primary_source_category":"Adventure Paths","strength":10,"hp":445,"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","will_save":32,"charisma":-1,"speed":{"max":40,"land":30,"burrow":40},"perception":32,"wisdom":5,"weakness":{},"creature_ability":["Dune Dispersal","Sand Armor","Inexorable","Fast Swallow","Gulping Charge","Spew Sandstorm","Swallow Whole"],"primary_source_group":"Strength of Thousands","skill":["Athletics"],"trait":["Beast","Uncommon","N","Gargantuan"],"id":"creature-1673","text":" Gluttonworm Akiton's gluttonworms share many features of Golarion's cave worms, yet these immense predators are their own distinct species. Gluttonworms “swim” through the vast deserts of Akiton, moving almost like whales through the ocean as they forage for their next meals. Recall Knowledge - Beast (Arcana, Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Gluttonworm Source Pathfinder #173: Doorway to the Red Star pg. 85 Perception +32; darkvision, tremorsense (imprecise) 100 feet Languages Skills Athletics +37 Str +10 Dex +4 Con +6 Int -4 Wis +5 Cha -1 --- AC 41 Fort +35 Ref +29 Will +32 HP 445 Dune Dispersal (aura) 15 feet. Ground in the aura is greater difficult terrain. Sand Armor (necromancy, primal) A gluttonworm in contact with a significant body of sand, such as a desert or beach, gains fast healing 10. If the gluttonworm is subject to persistent bleed, the flowing blood quickly congeals with the sand covering its body, instantly ending the bleed duration and giving the gluttonworm a +2 circumstance bonus to AC until the end of its next turn. Inexorable The gluttonworm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain. --- Speed 30 feet, burrow 40 feet (in sand or loose soil only) Melee Single Action jaws +37 (deadly 3d10, reach 20 feet), Damage 4d12+18 piercing and Improved Grab Melee Single Action body +33, Damage 4d8+18 bludgeoning Fast Swallow Reaction Trigger The gluttonworm Grabs a creature, or a creature fails a Reflex save against a Gulping Charge; Effect The gluttonworm uses Swallow Whole. Gulping Charge Three Actions The gluttonworm Strides up to double its Speed and can move through the spaces of Large or smaller creatures, gulping each creature whose space the worm enters and attempting a body Strike against each of them. The gluttonworm can use this Strike on each creature only once in a single use of Gulping Charge. Creatures can attempt a DC 41 basic Reflex save against this damage. Spew Sandstorm Three Actions (Air, Earth, Evocation, Primal) The gluttonworm exhales swirling sand in a 60-foot cone. Creatures in the area must attempt a DC 41 Reflex save. It can't Spew Sandstorm again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes 4d6 slashing damage and 4d6 bludgeoning damage from the scouring sand. Failure The creature takes 8d6 slashing damage and 8d6 bludgeoning damage from the sand, and is dazzled until the end of its next turn. Critical Failure The creature takes 12d6 slashing damage and 12d6 bludgeoning damage and is blinded for 1 hour. Swallow Whole Single Action (Attack) Huge, 3d10+17 bludgeoning plus 2d6 slashing, Rupture 36 Forever Ravenous A gluttonworm's metabolism is slow; they can go for years or even decades without a filling meal. Most gluttonworms exist in a constant state of ravenous pain as a result, and behave in an incredibly aggressive manner when they encounter anything edible. Most native creatures know to stay well away from the telltale rumbling and shifting dunes that portend a gluttonworm's approach. Thasteron This unusual mineral can be found throughout Akiton. While not suitable for crafting items, the shimmering greenish ore that contains thasteron can be refined into a volatile liquid fuel—either through technological methods or, more efficiently, through the use of khefak, arthropods who feed on the ore and secrete refined thasteron. Thasteron can be used to fuel a wide range of devices, ranging from weapons to appliances to vehicles. The fuel is slightly radioactive—not enough to cause immediate harm, but prolonged exposure can cause long-term health concerns for most living creatures. A significant part of Akiton's economy is based on the mining, refining, and trade of thasteron, but off-planet the liquid is relatively worthless without proper technology to take advantage of it. Prices for raw thasteron aren't included in this adventure as a result. A character foolish enough to ingest thasteron must make a DC 30 Fortitude save or become sickened 3 (and also drained 1 on a critical failure). Thasteron can be used to create alchemical bombs as well—these bombs are identical to alchemist's fire. ","skill_mod":{"athletics":37},"summary":"Akiton's gluttonworms share many features of Golarion's cave worms , yet these immense predators are their own distinct species. Gluttonworms “swim” …","image":["/Images/Monsters/Gluttonworm.png"],"primary_source":"Pathfinder #173: Doorway to the Red Star","trait_group":["Creature Type","Rarity"],"ac":41,"level":19,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 100 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1673","intelligence":-4,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":35,"source_group":["Strength of Thousands"],"size":["Gargantuan"],"spoilers":"Strength of Thousands","name":"Gluttonworm","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[36,44],"slug":"creature-1673"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Adventure Paths","strength":1,"hp":30,"language":["Akitonian","Ikeshti"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","creature_family":"Ikeshti","will_save":5,"charisma":0,"speed":{"max":30,"land":30},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Squirt Blood"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Diplomacy","Medicine","Survival"],"trait":["Humanoid","Ikeshti","N","Small"],"id":"creature-1674","text":" Ikeshti Brood-Minder Ikeshti young are near-mindless carnivores. They are watched over by brood-minders, male ikeshtis with a talent for influencing the ravenous spawn, who protect the tiny creatures until they grow into responsible adults. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Ikeshti Brood-Minder Source Pathfinder #173: Doorway to the Red Star pg. 86 Perception +7 Languages Akitonian, Ikeshti Skills Athletics +7, Diplomacy +6, Medicine +7, Survival +7 Str +1 Dex +4 Con +3 Int +1 Wis +1 Cha +0 --- AC 18 Fort +9 Ref +10 Will +5 HP 30 Resistances cold 2, fire 2 --- Speed 30 feet Melee Single Action claw +11 (Agile, Finesse), Damage 1d8+3 slashing Squirt Blood Single Action Frequency once per day; Effect The ikeshti squirts blood from one of their eyes at a target within 30 feet. The target must attempt a DC 18 Fortitude save or become sickened 1 (sickened 2 on a critical failure). ","skill_mod":{"diplomacy":6,"survival":7,"medicine":7,"athletics":7},"summary":"Ikeshti young are near-mindless carnivores. They are watched over by brood-minders, male ikeshtis with a talent for influencing the ravenous spawn, …","primary_source":"Pathfinder #173: Doorway to the Red Star","trait_group":["Creature Type","Monster"],"ac":18,"level":2,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{"fire":2,"cold":2},"url":"/Monsters.aspx?ID=1674","intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":9,"source_group":["Strength of Thousands"],"size":["Small"],"name":"Ikeshti Brood-Minder","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[7],"slug":"creature-1674"},{"attack_bonus":[29,29],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":280,"language":["Ikeshti","(can speak and understand only simple words)"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","creature_family":"Ikeshti","will_save":22,"charisma":0,"speed":{"max":30,"land":30},"perception":25,"wisdom":4,"weakness":{},"creature_ability":["Violent Instincts","Ferocity","Slaughter Tackle","Squirt Blood"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"25","trait":["Humanoid","Ikeshti","CE","Large"],"id":"creature-1675","text":" Ancient Rivener Ikeshtis who eschew their society are exiled and quickly devolve into violent creatures known as riveners. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Ancient Rivener Source Pathfinder #173: Doorway to the Red Star pg. 86 Perception +25 Languages Ikeshti; (can speak and understand only simple words) Skills Athletics +28, Intimidation +22, Stealth +25, Survival +24 Str +8 Dex +5 Con +5 Int -3 Wis +4 Cha +0 Violent Instincts An ancient rivener attacks the nearest creature when confused instead of any other effect, and ignores magical commands compelling them to do anything other than attack. --- AC 35 Fort +27 Ref +25 Will +22 HP 280 Resistances cold 15, fire 15, mental 15 Ferocity Reaction --- Speed 30 feet Melee Single Action jaws +29 (reach 10 feet), Damage 3d8+14 piercing and 2d8 persistent bleed Melee Single Action claw +29 (Agile), Damage 3d8+14 slashing Slaughter Tackle Two Actions The ancient rivener Leaps at a target within 30 feet, and then makes one jaws Strike and one claw Strike in any order. Squirt Blood Single Action Frequency once per day; Effect The ikeshti squirts blood from one of their eyes at a target within 30 feet. The target must attempt a DC 18 Fortitude save or become sickened 1 (sickened 2 on a critical failure). ","skill_mod":{"survival":24,"stealth":25,"athletics":28,"intimidation":22},"summary":"Ikeshtis who eschew their society are exiled and quickly devolve into violent creatures known as riveners.","image":["/Images/Monsters/Ikeshti_AncientRivener.png"],"primary_source":"Pathfinder #173: Doorway to the Red Star","trait_group":["Creature Type","Monster"],"ac":35,"level":14,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{"fire":15,"cold":15,"mental":15},"url":"/Monsters.aspx?ID=1675","intelligence":-3,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":27,"source_group":["Strength of Thousands"],"size":["Large"],"name":"Ancient Rivener","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[27,36],"slug":"creature-1675"},{"attack_bonus":[5],"constitution":3,"primary_source_category":"Adventure Paths","strength":0,"hp":7,"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","creature_family":"Khefak","will_save":2,"charisma":-3,"speed":{"climb":20,"max":20,"land":20,"burrow":5},"perception":4,"wisdom":0,"weakness":{},"creature_ability":["Consume Objects"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Stealth"],"stealth":"5","trait":["Animal","Uncommon","N","Small"],"id":"creature-1676","text":" Khefak Scuttler These small creatures are ubiquitous vermin found across much of Akiton. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Khefak Scuttler Source Pathfinder #173: Doorway to the Red Star pg. 87 Perception +4; darkvision, tremorsense (imprecise) 60 feet Languages Skills Acrobatics +5, Athletics +2, Stealth +5 Str +0 Dex +1 Con +3 Int -5 Wis +0 Cha -3 Consume Objects A khefak can gain nourishment by eating objects with hardness 10 or lower. When attacking an object with its mandibles, it ignores the first 10 points of that object's Hardness. --- AC 15 Fort +7 Ref +5 Will +2 HP 7 --- Speed 20 feet, burrow 5 feet, climb 20 feet Melee Single Action mandibles +5 (Agile, Finesse), Damage 1d6 piercing\n","skill_mod":{"stealth":5,"athletics":2,"acrobatics":5},"summary":"These small creatures are ubiquitous vermin found across much of Akiton.","image":["/Images/Monsters/Khefak_KhefakScuttler.png"],"primary_source":"Pathfinder #173: Doorway to the Red Star","trait_group":["Creature Type","Rarity"],"ac":15,"level":-1,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1676","intelligence":-5,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":7,"source_group":["Strength of Thousands"],"size":["Small"],"spoilers":"Strength of Thousands","name":"Khefak Scuttler","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[3],"slug":"creature-1676"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":42,"immunity":["radiation"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","creature_family":"Khefak","will_save":7,"charisma":-3,"speed":{"climb":20,"max":20,"land":20,"burrow":5},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Consume Objects","Radiation Aura"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Stealth"],"stealth":"9","trait":["Beast","Uncommon","N","Medium"],"id":"creature-1677","text":" Thasteron Khefak Thasteron khefaks are alchemically enhanced versions of standard khefaks, capable of converting the minerals they eat into thasteron. While thasteron remains highly valuable as fuel and for specialized weapons, finding an experienced thasteron khefak breeder is hard because the creatures become radioactive over time. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Thasteron Khefak Source Pathfinder #173: Doorway to the Red Star pg. 87 Perception +9; darkvision, tremorsense (imprecise) 60 feet Languages Skills Acrobatics +9, Athletics +10, Stealth +9 Str +3 Dex +2 Con +3 Int -5 Wis +2 Cha -3 Consume Objects A khefak can gain nourishment by eating objects with hardness 10 or lower. When attacking an object with its mandibles, it ignores the first 10 points of that object's Hardness. Radiation Aura (aura, radiation) 10 feet. Thasteron khefaks convert radioactive minerals they eat into thasteron, a combustive fuel. The more radioactive elements of the material concentrates in their chitin and taints the air around them. A creature who begins their turn within this aura must succeed at a DC 20 Fortitude saving throw or become sickened 1 (sickened 2 on a critical failure). --- AC 19 Fort +12 Ref +9 Will +7 HP 42 Immunities radiation Resistances 5 poison --- Speed 20 feet, burrow 5 feet, climb 20 feet Melee Single Action mandibles +11 (Agile), Damage 1d8+5 piercing\n","skill_mod":{"stealth":9,"athletics":10,"acrobatics":9},"summary":"Thasteron khefaks are alchemically enhanced versions of standard khefaks, capable of converting the minerals they eat into thasteron. While thasteron …","primary_source":"Pathfinder #173: Doorway to the Red Star","trait_group":["Creature Type","Rarity"],"ac":19,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1677","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":12,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Thasteron Khefak","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[9],"slug":"creature-1677"},{"primary_source_category":"Adventure Paths","strength":7,"hp":320,"language":["Akitonian","Shobhad"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","charisma":4,"perception":29,"stealth":"30","trait":["Humanoid","Uncommon","N","Large"],"id":"creature-1678","text":" Shobhad Enforcer In rough Akitonian cities like Seldo, shobhad bruisers and fist-fighters act as protection for businesses and enforcers for crime bosses. Shobhad enforcers are more rare and far more dangerous. In the wilds of Akiton, shobhad enforcers protect wealthy caravans using combat techniques honed and proven over multiple generations to devastate any creature that might mistake the caravan as an attractive target for a raid. “Enforcer” is a loose translation of a word in the Shobhad language that is only granted to a warrior who has proven themselves in combat against one of the deadly threats of the Akitonian desert, such as gluttonworms or ikeshti riveners. Every enforcer is a battle-tested veteran with the scars to prove their prowess. Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Shobhad Enforcer Source Pathfinder #173: Doorway to the Red Star pg. 88 Perception +29; darkvision Languages Akitonian, Shobhad Skills Athletics +31, Intimidation +30, Stealth +30, Survival +29 Str +7 Dex +4 Con +5 Int +2 Wis +5 Cha +4 Items +2 striking greatsword , +2 striking handwraps of mighty blows , +1 resilient chainmail armor --- AC 38 Fort +31 Ref +26 Will +27 HP 320 Attack of Opportunity Reaction Ferocity Reaction --- Speed 30 feet Melee Single Action greatsword +31 (Magical, reach 10 feet, versatile P), Damage 2d10+15 slashing plus 3d6 additional precision damage Melee Single Action fist +31 (Agile, Finesse, Magical, Nonlethal, reach 10 feet, Unarmed), Damage 2d4+15 bludgeoning plus 3d6 additional precision damage Brutal Blows Two Actions Requirements The shobhad enforcer has at least two free hands; Effect The shobhad enforcer makes a fist Strike against an adjacent creature. If the Strike hits, the enforcer automatically Grapples its target and makes a second fist Strike with the following success conditions. The second Strike applies the enforcer's multiple attack penalty normally. Critical Success The target is stunned 1, and stupefied 2 for 1 round. Success The target is stupefied 1 for 1 round. ","skill_mod":{"survival":29,"stealth":30,"athletics":31,"intimidation":30},"image":["/Images/Monsters/Shobhad_Enforcer.png"],"primary_source":"Pathfinder #173: Doorway to the Red Star","ac":38,"item":["+2 striking greatsword","+2 striking handwraps of mighty blows","+1 resilient chainmail armor"],"level":16,"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":31,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Shobhad Enforcer","alignment":"N","rarity":"uncommon","strike_damage_average":[30,36],"attack_bonus":[31,31],"constitution":5,"creature_family":"Shobhad","will_save":27,"speed":{"max":30,"land":30},"wisdom":5,"weakness":{},"creature_ability":["Attack of Opportunity","Ferocity","Brutal Blows"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Intimidation","Stealth","Survival"],"summary":"In rough Akitonian cities like Seldo, shobhad bruisers and fist-fighters act as protection for businesses and enforcers for crime bosses. Shobhad …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1678","dexterity":4,"category":"creature","slug":"creature-1678"},{"primary_source_category":"Adventure Paths","strength":6,"hp":320,"language":["Akitonian","Shobhad"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","charisma":2,"perception":30,"stealth":"34","trait":["Humanoid","Uncommon","N","Large"],"id":"creature-1679","text":" Shobhad Sniper Enemies rarely see a shobhad sniper before the deadly blast of their powerful rifles snatches away the offender's life. Selected from among the most talented enforcers after proving themselves in combat, shobhad snipers learn how to cross the desert sands undetected, combine their powerful ranged weapons with close-combat techniques, and survive Akiton's freezing nights for weeks on end while scouting potential settlements or enemy strongholds. Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Shobhad Sniper Source Pathfinder #173: Doorway to the Red Star pg. 89 Perception +30; darkvision Languages Akitonian, Shobhad Skills Athletics +31, Intimidation +30, Stealth +34, Survival +30 Str +6 Dex +9 Con +5 Int +2 Wis +5 Cha +2 Items +2 greater striking shobhad longrifle , +2 striking handwraps of mighty blows , +1 resilient leather armor --- AC 40 Fort +28 Ref +32 Will +26 HP 320 Attack of Opportunity Reaction Ferocity Reaction --- Speed 30 feet Melee Single Action fist +31 (Agile, Finesse, Magical, Nonlethal, reach 10 feet, Unarmed), Damage 2d10+14 bludgeoning Ranged Single Action longrifle +34 (Backstabber, Concussive, fatal d12, Kickback, Volley, reload 1, range increment 120 feet), Damage 3d8+9 bludgeoning; this includes the additional damage from kickback Sniping Shot Two Actions The shobhad sniper makes a Strike with their longrifle, gaining a +2 circumstance bonus to this Strike's attack roll and ignoring the target's concealment. Sniper's Devastation Three Actions The shobhad sniper makes a fist Strike against a Medium or smaller creature. If this attack is successful, the shobhad sniper deals no damage, but they immediately Grab and throw their target up to 30 feet in a direction of their choice and then make a ranged Strike with their longrifle against the target, after which the target falls prone in the designated location. As normal, the creature doesn't take any additional falling damage from the throw. ","skill_mod":{"survival":30,"stealth":34,"athletics":31,"intimidation":30},"image":["/Images/Monsters/Shobhad_Sniper.png"],"primary_source":"Pathfinder #173: Doorway to the Red Star","ac":40,"item":["+2 greater striking shobhad longrifle","+2 striking handwraps of mighty blows","+1 resilient leather armor"],"level":17,"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":32,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":28,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Shobhad Sniper","alignment":"N","rarity":"uncommon","strike_damage_average":[22,25],"attack_bonus":[31,34],"constitution":5,"creature_family":"Shobhad","will_save":26,"speed":{"max":30,"land":30},"wisdom":5,"weakness":{},"creature_ability":["Attack of Opportunity","Ferocity","Sniping Shot","Sniper's Devastation"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Intimidation","Stealth","Survival"],"summary":"Enemies rarely see a shobhad sniper before the deadly blast of their powerful rifles snatches away the offender's life. Selected from among the most …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1679","dexterity":9,"category":"creature","slug":"creature-1679"},{"primary_source_category":"Adventure Paths","strength":4,"hp":140,"language":["Common"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","charisma":0,"perception":15,"trait":["Human","Humanoid","Orc","Unique","LN","Medium"],"id":"creature-1680","text":" Onyiji Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Onyiji Source Pathfinder #171: Hurricane's Howl pg. 9 Perception +15; darkvision Languages Common Skills Acrobatics +14, Arcana +16, Athletics +18, Intimidation +16, Nature +14, Warfare Lore +16 Str +4 Dex +2 Con +2 Int +4 Wis +2 Cha +0 Items +1 striking staff --- AC 26 Fort +18 Ref +14 Will +16 HP 140 Attack of Opportunity Reaction Orc Superstition Reaction (concentrate) Trigger Onyiji is about to make a saving throw against a spell or magical effect; Effect Onyiji gains a +1 circumstance bonus to the triggering save. --- Speed 25 feet Melee Single Action staff +20 (Agile, two-handed d8), Damage 2d6+8 bludgeoning Arcane Prepared Spells DC 26, attack +18 - Cantrips (4th) Detect Magic, Produce Flame, Ray of Frost, Shield - 2nd Shocking Grasp, True Strike Spellstrike Two Actions Frequency twice per day; Effect Onyiji casts a spell and couples it with a staff Strike. She casts produce flame , ray of frost , or shocking grasp , but the effects don't occur immediately. She makes a melee Strike with her staff and uses the attack roll result as the effect of both the Strike and the spell. This counts as two attacks towards her multiple attack penalty, but the penalties don't apply until after the Spellstrike. Twisting Tree When Onyiji wields a staff in one hand, it gains the agile trait and its damage die size increases to d6 (these adjustments are reflected in the Strike above). When she wields a staff in two hands, it gains the parry, reach, and trip traits. She can Interact to Release or change her grip on her staff as a free action when she Strikes with the staff (including Strikes made in a Spellstrike). ","skill_mod":{"nature":14,"arcana":16,"athletics":18,"intimidation":16,"acrobatics":14},"primary_source":"Pathfinder #171: Hurricane's Howl","spell":["Shocking Grasp","True Strike","Detect Magic","Produce Flame","Ray of Frost","Shield"],"ac":26,"item":["+1 striking staff"],"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":14,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":18,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Onyiji","alignment":"LN","rarity":"unique","strike_damage_average":[15],"attack_bonus":[20],"constitution":2,"spell_attack_bonus":[18],"will_save":16,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Orc Superstition","Spellstrike","Twisting Tree"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Arcana","Athletics","Intimidation","Nature","Warfare Lore"],"tradition":["Arcane"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Weapon","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=1680","dexterity":2,"category":"creature","slug":"creature-1680"},{"attack_bonus":[20],"constitution":3,"primary_source_category":"Adventure Paths","strength":6,"hp":160,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","will_save":20,"charisma":0,"speed":{"max":20,"land":20,"burrow":15},"perception":18,"wisdom":3,"weakness":{"cold":10},"creature_ability":["Breath of Silt","Rise Up","Bog Rot","Fist Flurry"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Stealth"],"stealth":"16","trait":["Mummy","Undead","Unique","LE","Large"],"id":"creature-1681","text":" Bog Mummy Amalgamation Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Bog Mummy Amalgamation Source Pathfinder #171: Hurricane's Howl pg. 20 Perception +18; darkvision, tremorsense (imprecise) 30 feet Languages Common, Necril Skills Athletics +19, Stealth +16 Str +6 Dex +1 Con +3 Int +0 Wis +3 Cha +0 --- AC 27 Fort +19 Ref +15 Will +20 HP 160 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances fire 10 Weaknesses cold 10 Breath of Silt (aura, divine, enchantment, mental) 30 feet. A creature that begins its turn within the area feels as if its lungs are filling with silt and must succeed at a DC 25 Fortitude save or be unable to speak or breathe. The creature can still hold its breath and can attempt a new saving throw at the end of its turn. A creature that succeeds is temporarily immune to breath of silt for 24 hours. Rise Up Reaction Trigger A creature walks on top of the bog mummy amalgamation lying buried in the silt below; Requirements Initiative has not yet been rolled; Effect The bog mummy amalgamation notices the creature automatically and Burrows before rolling initiative. --- Speed 20 feet; burrow 15 feet Melee Single Action fist +20 (reach 10 feet), Damage 2d6+5 plus bog rot Bog Rot (Curse, Disease, Divine, Necromancy, Negative) This affliction can't be reduced below stage 1, nor can the damage from it be healed, until it's successfully treated with remove curse or a similar effect; the affliction can then be removed as normal for a disease. A creature killed by bog rot melts into a noxious sludge and can't be resurrected except by a 7th-level resurrect ritual or similar magic; Saving Throw DC 21 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 3d6 negative damage and clumsy 1 (1 day). Fist Flurry Two Actions The amalgamation makes two fist Strikes against two different targets within its reach. Its multiple attack penalty doesn't increase until after both attacks. ","skill_mod":{"stealth":16,"athletics":19},"primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Monster","Creature Type","Rarity"],"ac":27,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{"fire":10},"url":"/Monsters.aspx?ID=1681","intelligence":0,"reflex_save":15,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":19,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Bog Mummy Amalgamation","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[12],"slug":"creature-1681"},{"primary_source_category":"Adventure Paths","strength":7,"hp":175,"language":["Auran","Common","Draconic"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","charisma":4,"perception":22,"stealth":"18","trait":["Air","Dragon","Elemental","Undead","Unique","N","Large"],"id":"creature-1682","text":" Ixamè Recall Knowledge - Dragon (Arcana): DC 37 Recall Knowledge - Elemental (Arcana, Nature): DC 37 Recall Knowledge - Undead (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Ixamè Source Pathfinder #171: Hurricane's Howl pg. 22 Perception +22; darkvision, mist vision, scent (imprecise) 60 feet Languages Auran, Common, Draconic Skills Acrobatics +20, Athletics +21, Deception +20, Diplomacy +18, Intimidation +22, Nature +18, Stealth +18, Survival +16 Str +7 Dex +2 Con +5 Int +2 Wis +4 Cha +4 Mist Vision Fog and mist don't impair a cloud dragon's vision; Ixamè ignores the concealed condition from fog and mist. --- AC 30 Fort +21 Ref +18 Will +20 HP 175 (negative healing) Immunities electricity, paralyzed, poison, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 26 Deflecting Cloud Reaction Trigger Ixamè is the target of a ranged attack; Requirements Ixamè is aware of the attack and has a free wing; Effect Ixamè rapidly flexes one of her wings and creates a billowing cloud of mist. She is treated as if she were hidden for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 flat check to target her. Ixamè also gains a +4 circumstance bonus to AC against the triggering attack. --- Speed 40 feet, fly 140 feet; cloud walk Melee Single Action jaws +23 (Poison, reach 10 feet), Damage 2d10+13 piercing plus 1d12 poison Melee Single Action claw +23 (Agile), Damage 2d8+13 slashing Melee Single Action tail +21 (reach 15 feet), Damage 2d12+13 bludgeoning Melee Single Action horn +21 (deadly d8, reach 10 feet), Damage 1d12+11 piercing Primal Innate Spells DC 29 - 1st Gust of Wind (at will) - 2nd Obscuring Mist Breath Weapon Two Actions (Evocation, Poison, Primal) Ixamè breathes a cloud of poison like that emitted from Terwa Lake that deals 11d6 poison damage in a 40- foot cone (DC 29 basic Reflex save). She can't use Breath Weapon again for 1d4 rounds. Cloud Walk Ixamè can tread on clouds or fog as though on solid ground. Draconic Frenzy Two Actions Ixamè makes two claw Strikes and one horn Strike in any order. Draconic Momentum Ixamè recharges her Breath Weapon whenever she scores a critical hit when making a Strike. ","element":["Air"],"skill_mod":{"diplomacy":18,"deception":20,"nature":18,"survival":16,"stealth":18,"athletics":21,"intimidation":22,"acrobatics":20},"primary_source":"Pathfinder #171: Hurricane's Howl","spell":["Obscuring Mist","Gust of Wind"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" darkvision , mist vision, scent (imprecise) 60 feet","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":21,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Ixamè","alignment":"N","rarity":"unique","strike_damage_average":[17,22,26,30],"attack_bonus":[21,21,23,23],"constitution":5,"immunity":["electricity","paralyzed","poison","sleep"],"will_save":20,"speed":{"fly":140,"max":140,"land":40},"wisdom":4,"weakness":{},"creature_ability":["Mist Vision","Frightful Presence","Deflecting Cloud","Breath Weapon","Cloud Walk","Draconic Frenzy","Draconic Momentum"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1682","dexterity":2,"category":"creature","slug":"creature-1682"},{"attack_bonus":[23,24,24,24],"constitution":7,"primary_source_category":"Adventure Paths","strength":5,"hp":190,"language":["Common","Necril"],"immunity":["death","disease","electricity","paralyzed","poison","unconscious"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","will_save":18,"charisma":5,"speed":{"max":25,"land":25},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Rejuvenation","Sacrilegious Aura","No Escape","Brute Strength","Devastating Blast","Graveknight's Curse","Ruinous Weapons","Sodden Strike","Weapon Master"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"20","trait":["Undead","Unique","NE","Medium"],"id":"creature-1683","text":" Bharlen Sajor Recall Knowledge - Undead (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Bharlen Sajor Source Pathfinder #171: Hurricane's Howl pg. 27 Perception +21; darkvision Languages Common, Necril Skills Athletics +24, Intimidation +22, Stealth +20, Survival +20 Str +5 Dex +7 Con +7 Int +0 Wis +3 Cha +5 Items +1 breastplate , heavy crossbow (20 bolts and 2 storm bolts as [storm arrows]), Trident --- AC 32 Fort +22 Ref +24 Will +18 HP 190 (negative healing, rejuvenation) Immunities death, disease, electricity, paralyzed, poison, unconscious Rejuvenation (divine, necromancy) When Bharlen is destroyed, her armor rebuilds her body over the course of 1d10 days—or more quickly if the armor is worn by a living host (see Graveknight Armor). If the body is destroyed before then, the process restarts. Bharlen can only be permanently destroyed by obliterating her armor (such as with disintegrate ), transporting it to the Positive Energy Plane, or throwing it into the heart of a volcano. Sacrilegious Aura (abjuration, aura, divine, evil) 30 feet. When a creature in the aura uses a positive spell or ability, Bharlen automatically attempts to counteract it, with a +18 counteract modifier. No Escape Reaction Trigger A creature within Bharlen's reach moves away from her; Effect Bharlen Strides up to her Speed, following the foe and keeping it in reach throughout this movement. --- Speed 25 feet Melee Single Action shock trident +24 (Electricity, Magical, Shove), Damage 3d8+11 piercing plus 1d6 electricity Melee Single Action fist +23 (Agile, Electricity, Magical), Damage 2d6+11 bludgeoning plus 1d6 electricity and Push Ranged Single Action shock heavy crossbow +24 (Electricity, Magical, range increment 120 feet, reload 2), Damage 2d10+8 piercing plus 1d6 electricity Ranged Single Action shock trident +24 (Electricity, Magical, thrown 20 feet), Damage 3d8+11 piercing plus 1d6 electricity Brute Strength Bharlen deals an extra 1d8 damage with tridents, and a trident gains the shove trait while she is using it in melee (both the extra damage die and the shove trait have been included in Bharlen's trident Strikes above). Devastating Blast Two Actions (Arcane, Electricity, Evocation) Bharlen unleashes crackling lightning in a 30-foot cone. Creatures in the area take 6d12 electricity damage (DC 30 basic Reflex save). Bharlen can use this ability once every 1d4 rounds. Graveknight's Curse This curse affects anyone who wears a graveknight's armor for at least 1 hour. Saving Throw DC 40 Will save; Onset 1 hour; Stage 1 doomed 1 and cannot remove the armor (1 day); Stage 2 doomed 2, hampered 10, and cannot remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight. Ruinous Weapons Any weapons Bharlen wields gain the effects of the +1 striking and shock runes. Sodden Strike Two Actions (Conjuration, Divine, Water) Bharlen calls to the endless storm to lend murderous power to her blows. She makes a Strike; on a hit, seawater appears in the target's lungs and the target is sickened 1 (sickened 3 on a critical hit). Weapon Master Bharlen has access to the critical specialization effects of any weapon she wields. ","skill_mod":{"survival":20,"stealth":20,"athletics":24,"intimidation":22},"primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Creature Type","Rarity"],"ac":32,"item":["+1 breastplate","heavy crossbow (20 bolts and 2 storm bolts [as storm arrows ])","Trident"],"level":11,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1683","intelligence":0,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":22,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Bharlen Sajor","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[21,22,28,28],"slug":"creature-1683"},{"primary_source_category":"Adventure Paths","strength":4,"hp":185,"language":["Boggard"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","charisma":3,"perception":18,"trait":["Amphibious","Boggard","Humanoid","Unique","CE","Medium"],"id":"creature-1684","text":" Grouloop Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Grouloop Source Pathfinder #171: Hurricane's Howl pg. 33 Perception +18; darkvision Languages Boggard Skills Athletics +17, Deception +16, Intimidation +18, Nature +18, Religion +18 Str +4 Dex +0 Con +2 Int +0 Wis +5 Cha +3 Items bag of dead dragonflies, Leather Armor, Sickle --- AC 27 Fort +18 Ref +15 Will +21 HP 185 --- Speed 20 feet, swim 25 feet; swamp stride Melee Single Action sickle +20 (Agile, Trip), Damage 1d4+6 slashing Melee Single Action tongue +20 (reach 10 feet), Damage 1d4+6 bludgeoning and Tongue Grab Primal Spontaneous Spells DC 28, attack +20 - Cantrips (5th) Acid Splash, Detect Magic, Light, Read Aura, Tanglefoot - 1st Fleet Step, Grease, Mending (3 slots) - 2nd Darkness, Water Walk, Web (3 slots) - 3rd Animal Vision, Glyph of Warding, Stinking Cloud (3 slots) - 4th Acid Arrow, Freedom of Movement, Summon Elemental (3 slots) - 5th Cloudkill, Hydraulic Torrent (2 slots) Rituals DC 28 - 2nd Consecrate (2nd) - 6th Primal Call (6th) Soul-Shaking Croak Two Actions (Sonic) Grouloop utters a powerful croak that deals 6d10 sonic damage to any non-boggard within a 30-foot emanation (DC 27 basic Fortitude save). A creature with the frightened condition that fails its saving throw increases its frightened condition by 1 (on a critical failure, the creature is also fleeing for as long as it is frightened). Grouloop can't use Soul-Shaking Croak again for 1d4 rounds. Swamp Stride Grouloop ignores difficult terrain caused by swamp terrain features. Tongue Grab If Grouloop hits a creature with her tongue, that creature becomes grabbed. Unlike with a normal grab, the creature isn't immobilized, but it can't move beyond the reach of Grouloop's tongue. A creature can sever the tongue by hitting AC 24 and dealing at least 9 slashing damage. Though this doesn't deal any damage to the boggard, it prevents her from using her tongue Strike until she regrows her tongue, which takes a week. ","skill_mod":{"deception":16,"nature":18,"athletics":17,"intimidation":18,"religion":18},"primary_source":"Pathfinder #171: Hurricane's Howl","spell":["Cloudkill","Hydraulic Torrent","Acid Arrow","Freedom of Movement","Summon Elemental","Animal Vision","Glyph of Warding","Stinking Cloud","Darkness","Water Walk","Web","Fleet Step","Grease","Mending","Acid Splash","Detect Magic","Light","Read Aura","Tanglefoot"],"ac":27,"item":["bag of dead dragonflies","Leather Armor","Sickle"],"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":18,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Grouloop","alignment":"CE","rarity":"unique","strike_damage_average":[8,8],"attack_bonus":[20,20],"constitution":2,"spell_attack_bonus":[20],"will_save":21,"speed":{"max":25,"land":20,"swim":25},"wisdom":5,"weakness":{},"creature_ability":["Soul-Shaking Croak","Swamp Stride","Tongue Grab"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Deception","Intimidation","Nature","Religion"],"tradition":["Primal"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1684","dexterity":0,"category":"creature","slug":"creature-1684"},{"attack_bonus":[15,18,18],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":140,"language":["Boggard"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","will_save":12,"charisma":1,"speed":{"max":25,"land":20,"swim":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Sneak Attack","Swamp Stride","Terrifying Croak","Tongue Grab"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"15","trait":["Amphibious","Boggard","Humanoid","CE","Medium"],"id":"creature-1685","text":" Boggard Hunter Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Boggard Hunter Source Pathfinder #171: Hurricane's Howl pg. 34 Perception +14; darkvision Languages Boggard Skills Athletics +16, Intimidation +12, Stealth +15, Survival +14 Str +5 Dex +2 Con +3 Int -1 Wis +3 Cha +1 Items Greatclub, Javelin (5), Studded Leather Armor --- AC 24 Fort +18 Ref +15 Will +12 HP 140 --- Speed 20 feet, swim 25 feet; swamp stride Melee Single Action greatclub +18 (Backswing, Shove), Damage 1d10+7 bludgeoning Melee Single Action tongue +18 (reach 10 feet), Damage 1d4+7 bludgeoning and Tongue Grab Ranged Single Action javelin +15 (thrown 30 feet), Damage 1d6+7 piercing Sneak Attack A boggard hunter deals an additional 2d6 precision damage to flat-footed creatures. Swamp Stride A boggard hunter ignores difficult terrain caused by swamp terrain features. Terrifying Croak Single Action (Auditory, Emotion, Fear, Mental) The boggard unleashes a terrifying croak. Any non-boggard within 30 feet becomes frightened 1 unless they succeed at a DC 25 Will save; those who critically succeed are temporarily immune for 1 minute. Tongue Grab If a boggard hunter hits a creature with its tongue, that creature becomes grabbed. Unlike with a normal grab, the creature isn't immobilized, but it can't move beyond the reach of the boggard hunter's tongue. A creature can sever the tongue by hitting AC 22 and dealing at least 7 slashing damage. Though this doesn't deal any damage to the boggard, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week. ","skill_mod":{"survival":14,"stealth":15,"athletics":16,"intimidation":12},"primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Monster","Creature Type"],"ac":24,"item":["Greatclub","Javelin (5)","Studded Leather Armor"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1685","intelligence":-1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"source_group":["Strength of Thousands"],"size":["Medium"],"name":"Boggard Hunter","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[9,10,12],"slug":"creature-1685"},{"attack_bonus":[18,19,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":135,"language":["Common"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["No Escape","Brute Strength"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"14","trait":["Human","Humanoid","NE","Medium"],"id":"creature-1686","text":" Abendego Brute Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Abendego Brute Source Pathfinder #171: Hurricane's Howl pg. 37 Perception +15 Languages Common Skills Athletics +18, Intimidation +16, Stealth +14, Survival +15 Str +4 Dex +2 Con +4 Int -1 Wis +3 Cha +2 Items fighter's fork , religious symbol of Norgorber, scale armor --- AC 27 Fort +19 Ref +15 Will +14 HP 135 No Escape Reaction Trigger A creature within the brute's reach moves away from the brute; Effect The brute Strides up to their Speed, following the foe and keeping it in reach throughout this movement. --- Speed 25 feet Melee Single Action fighter's fork +20 (Magical, Shove), Damage 3d8+8 piercing Melee Single Action fist +19 (Agile, Unarmed), Damage 1d10+8 bludgeoning plus Push Ranged Single Action fighter's fork +18 (Magical, thrown 20 feet), Damage 3d8+8 piercing Brute Strength Abendego brutes deal an extra 2d8 damage with tridents, and a trident gains the shove trait while the brute is using it in melee (both the extra damage dice and the shove trait are included in the fighter's fork Strikes above). ","skill_mod":{"survival":15,"stealth":14,"athletics":18,"intimidation":16},"primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":27,"item":["fighter's fork","religious symbol of Norgorber","scale armor"],"level":8,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1686","intelligence":-1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":19,"source_group":["Strength of Thousands"],"size":["Medium"],"name":"Abendego Brute","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[13,21,21],"slug":"creature-1686"},{"attack_bonus":[22,23,23],"constitution":1,"primary_source_category":"Adventure Paths","strength":5,"hp":175,"language":["Common"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","will_save":17,"charisma":2,"speed":{"max":20,"land":20},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Restrain","Subduing Attack"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Intimidation","Thievery"],"trait":["Human","Humanoid","NE","Medium"],"id":"creature-1687","text":" Abendego Jailer Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Abendego Jailer Source Pathfinder #171: Hurricane's Howl pg. 42 Perception +19 Languages Common Skills Acrobatics +20, Athletics +21, Intimidation +18, Thievery +20 Str +5 Dex +4 Con +1 Int +0 Wis +3 Cha +2 Items Dagger, average manacles, mancatcher, religious symbol of Norgorber, +1 scale mail --- AC 30 Fort +20 Ref +21 Will +17 HP 175 Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action mancatcher +23 (reach 10 feet), Damage 1d8+9 slashing plus restrain Melee Single Action dagger +23 (Agile, versatile S), Damage 1d4+9 piercing Ranged Single Action dagger +22 (Agile, thrown 10 feet, versatile S), Damage 1d4+9 piercing Restrain When the jailer makes a successful mancatcher Strike, their target must succeed at a DC 27 Reflex save or become grabbed until the end of the jailer's next turn. Each time the target fails an attempt to Escape the jailer, it takes 2d6 piercing damage. Subduing Attack Abendego jailers deal an additional 3d6 precision damage to creatures that are frightened or within reach of at least one of their allies. The jailer can make an attack with this additional damage as a nonlethal attack, if they choose. ","skill_mod":{"thievery":20,"athletics":21,"intimidation":18,"acrobatics":20},"primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":30,"item":["Dagger","average manacles","mancatcher","religious symbol of Norgorber","+1 scale mail"],"level":10,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1687","intelligence":0,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":20,"source_group":["Strength of Thousands"],"size":["Medium"],"name":"Abendego Jailer","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[11,11,13],"slug":"creature-1687"},{"attack_bonus":[23,23,24],"constitution":0,"primary_source_category":"Adventure Paths","strength":4,"hp":200,"language":["Amurrun","Aquan","Common","Cyclops"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","will_save":21,"charisma":4,"speed":{"max":30,"land":30},"perception":21,"wisdom":2,"weakness":{},"creature_ability":["Cat's Luck","Hampering Strike","Subduing Attack"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Society","Stealth","Survival"],"stealth":"21","trait":["Catfolk","Humanoid","Unique","NE","Medium"],"id":"creature-1688","text":" Yonsuu Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Yonsuu Source Pathfinder #171: Hurricane's Howl pg. 44 Perception +21; low-light vision Languages Amurrun, Aquan, Common, Cyclops Skills Acrobatics +22, Athletics +21, Diplomacy +19, Intimidation +21, Society +19, Stealth +21, Survival +19 Str +4 Dex +5 Con +0 Int +2 Wis +2 Cha +4 Items Dagger, good manacles (3), religious symbol of Norgorber, +1 resilient studded leather , +2 striking trident --- AC 31 Fort +19 Ref +24 Will +21 HP 200 Cat's Luck Reaction (fortune) Frequency once per day; Trigger Yonsuu fails or critically fails a Reflex saving throw; Effect Yonsuu rerolls the saving throw and takes the better result. --- Speed 30 feet Melee Single Action trident +24 (Magical), Damage 2d8+6 piercing Melee Single Action dagger +23 (Agile, Finesse, versatile S), Damage 1d4+6 piercing Ranged Single Action dagger +23 (Agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing Hampering Strike A foe that takes damage from Yonsuu's melee Strike is slowed 1 for 1 round (slowed 3 if the Strike is a critical hit). Subduing Attack Yonsuu deals an additional 3d6 precision damage to creatures that are frightened or within reach of at least one of his allies. Yonsuu can choose to make an attack with this additional damage as a nonlethal attack. ","skill_mod":{"society":19,"diplomacy":19,"survival":19,"stealth":21,"athletics":21,"intimidation":21,"acrobatics":22},"primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"ac":31,"item":["Dagger","good manacles (3)","religious symbol of Norgorber","+1 resilient studded leather","+2 striking trident"],"level":11,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1688","intelligence":2,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":19,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Yonsuu","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[8,8,15],"slug":"creature-1688"},{"attack_bonus":[22,22,24],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":175,"language":["Common"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","spell_attack_bonus":[22],"will_save":17,"charisma":2,"speed":{"max":25,"land":25},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Sodden Defense","Sneak Attack","Steady Spellcasting"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Deception","Intimidation","Religion","Thievery"],"trait":["Human","Humanoid","NE","Medium"],"id":"creature-1689","text":" Abendego Priest Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Abendego Priest Source Pathfinder #171: Hurricane's Howl pg. 46 Perception +22 Languages Common Skills Athletics +21, Deception +21, Intimidation +19, Religion +22, Thievery +20 Str +4 Dex +3 Con +2 Int +0 Wis +5 Cha +2 Items Dagger, religious symbol of Norgorber, Shadow Essence (2 doses), +2 striking shortsword , Studded Leather Armor --- AC 30 Fort +20 Ref +21 Will +17 HP 175 Sodden Defense Reaction (conjuration, divine, water) Trigger An attacker misses or critically misses the Abendego priest with a melee Strike; Effect The priest calls upon the endless storm to punish the attacker. Seawater appears in the target's lungs and the target is sickened 1 (sickened 3 if the triggering attack was a critical miss). --- Speed 25 feet Melee Single Action shortsword +24 (Agile, Magical, versatile S), Damage 2d6+8 piercing Melee Single Action dagger +22 (Agile, versatile S), Damage 1d4+8 piercing Ranged Single Action dagger +22 (Agile, thrown 10 feet, versatile S), Damage 1d4+8 piercing Divine Prepared Spells DC 30, attack +22 - Cantrips (6th) Daze, Detect Magic, Divine Lance, Light, Guidance - 1st Command, Create Water, Sanctuary - 2nd Heal, Illusory Disguise, Silence - 3rd Blindness, Chilling Darkness, Water Breathing - 4th Freedom of Movement, Invisibility, Phantasmal Killer - 5th Flame Strike, Sending, Shadow Blast - 6th Harm (×3), Heal, Phantasmal Killer Cleric Domain Spells DC 30, 2 Focus Points - 6th Appearance of Wealth, Precious Metals Sneak Attack The Abendego priest deals an additional 2d6 precision damage to flat-footed creatures. Steady Spellcasting If a reaction would disrupt the priest's spellcasting action, they attempt a DC 15 flat check. On a success, the action isn't disrupted. ","tradition":["Divine"],"skill_mod":{"deception":21,"thievery":20,"athletics":21,"intimidation":19,"religion":22},"primary_source":"Pathfinder #171: Hurricane's Howl","spell":["Harm","Heal","Phantasmal Killer","Flame Strike","Sending","Shadow Blast","Freedom of Movement","Invisibility","Blindness","Chilling Darkness","Water Breathing","Illusory Disguise","Silence","Command","Create Water","Sanctuary","Daze","Detect Magic","Divine Lance","Light","Guidance","Appearance of Wealth","Precious Metals"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":30,"item":["Dagger","religious symbol of Norgorber","Shadow Essence (2 doses)","+2 striking shortsword","Studded Leather Armor"],"level":11,"spell_dc":[30,30],"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1689","intelligence":0,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":20,"source_group":["Strength of Thousands"],"size":["Medium"],"name":"Abendego Priest","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[10,10,15],"slug":"creature-1689"},{"attack_bonus":[21,21],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":155,"language":["Common","Cyclops","Jotun"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","will_save":17,"charisma":3,"speed":{"max":30,"land":30},"perception":17,"wisdom":4,"weakness":{},"creature_ability":["Brutal Recovery","Ferocity","Terrorizing Swing"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Intimidation","Survival"],"trait":["Giant","Humanoid","Uncommon","LE","Large"],"id":"creature-1690","text":" Cyclops Bully Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Cyclops Bully Source Pathfinder #171: Hurricane's Howl pg. 48 Perception +17; low-light vision Languages Common, Cyclops, Jotun Skills Athletics +19, Intimidation +18, Survival +17 Str +6 Dex +0 Con +4 Int -1 Wis +4 Cha +3 Items Greatclub, Hide Armor --- AC 28 Fort +21 Ref +15 Will +17 HP 155 Brutal Recovery Free Action (divination, fortune, occult) Frequency once per day; Trigger The cyclops bully fails (but does not critically fail) an attack roll or an Intimidation check; Effect The cyclops bully forces its will on an array of possible futures. It gets a success on the roll instead of a failure. Ferocity Reaction --- Speed 30 feet Melee Single Action greatclub +21 (Backswing, reach 10 feet, Shove), Damage 2d10+10 bludgeoning Melee Single Action fist +21 (Agile, Unarmed), Damage 2d6+10 bludgeoning Terrorizing Swing Two Actions The cyclops bully attempts to Demoralize a foe within its melee reach, then makes a melee Strike against that foe. If the creature is frightened and takes damage, it takes an additional 2d10 damage and is knocked prone. This counts as two attacks toward the cyclops's multiple attack penalty ","skill_mod":{"survival":17,"athletics":19,"intimidation":18},"primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Creature Type","Rarity"],"ac":28,"item":["Greatclub","Hide Armor"],"level":9,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1690","intelligence":-1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":21,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Cyclops Bully","alignment":"LE","category":"creature","rarity":"uncommon","strike_damage_average":[17,21],"slug":"creature-1690"},{"attack_bonus":[23,23],"constitution":0,"primary_source_category":"Adventure Paths","strength":2,"hp":170,"language":["Common"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","will_save":19,"charisma":4,"speed":{"max":25,"land":25},"perception":18,"wisdom":2,"weakness":{},"creature_ability":["Ranged Feint","Reaper's Protection","Quick Draw","Sneak Attack","Surprise Attack"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Deception","Diplomacy","Intimidation","Religion","Society","Thievery"],"trait":["Human","Humanoid","NE","Medium"],"id":"creature-1691","text":" Norgorberite Spy Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Norgorberite Spy Source Pathfinder #171: Hurricane's Howl pg. 63 Perception +18 Languages Common Skills Acrobatics +19, Deception +22, Diplomacy +20, Intimidation +20, Religion +18, Society +20, Thievery +19 Str +2 Dex +5 Con +0 Int +2 Wis +2 Cha +4 Ranged Feint When the Norgorberite spy successfully Feints a creature, the target is flat-footed against the spy's ranged attacks as well as melee attacks. Items Dagger (4), +1 glamered leather armor , religious symbol of Norgorber; one spy carries a greater cognitive mutagen and the other carries a vial of slumber wine, but the labels on each are switched. --- AC 29 Fort +17 Ref +22 Will +19 HP 170 Reaper's Protection Reaction (manipulate) Trigger The spy is about to attempt a saving throw; Effect The spy touches their religious symbol of Norgorber and gains a +2 circumstance bonus to the triggering save. --- Speed 25 feet Melee Single Action dagger +23 (Agile, versatile S), Damage 1d4+6 piercing Ranged Single Action dagger +23 (Agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing Quick Draw Single Action The Norgorberite spy Interacts to draw a weapon, then Strikes with that weapon. Sneak Attack The Norgorberite spy deals an additional 4d6 precision damage to flat-footed creatures or creatures within reach of at least two of their allies. Surprise Attack On the first round of combat, creatures that haven't acted yet are flat-footed to the Norgorberite spy ","skill_mod":{"society":20,"diplomacy":20,"deception":22,"thievery":19,"intimidation":20,"acrobatics":19,"religion":18},"primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":29,"item":["Dagger (4)","+1 glamered leather armor","religious symbol of Norgorber ; one spy carries a greater cognitive mutagen and the other carries a vial of slumber wine","but the labels on each are switched."],"level":10,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1691","intelligence":2,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":17,"source_group":["Strength of Thousands"],"size":["Medium"],"name":"Norgorberite Spy","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[8,8],"slug":"creature-1691"},{"attack_bonus":[23,25,25,27],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":225,"language":["Common"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","will_save":23,"charisma":3,"speed":{"max":20,"land":20},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["Deny Advantage","Evasion","Nimble Dodge","Hunt Prey","Sneak Attack","Tear the Wound","Trident Bully"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Society","Stealth","Survival"],"stealth":"24","trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-1692","text":" Ajbal Kimon, Brutal Gang Leader Life is hard in the Sodden Lands, but Ajbal Kimon knows self-interest and cruelty can go a long way toward making it easier. Ajbal never knew his parents and drifted from gang to gang in his youth. His keen eye and pugnacious nature meant he always rose to the top of whatever group of thieves or ne'er-do-wells he ran with, and by the time he was a teenager, Ajbal led a gang called the Fish Scale Slicers. He set his sights on the collective of disparate gangs known as the Sodden Scavengers, thinking that he might be able to join them or even lead them someday if he could show his grit and his might. And if it meant sacrificing the other Fish Scale Slicers along the way, he didn't mind. However, Ajbal was wholly unaware that the Sodden Scavengers shared a common religious connection. Once a unified group of Norgorberites who resolved to pillage what they could from the Sodden Lands in the wake of the Eye of Abendego, the Sodden Scavengers soon fell into infighting. The unified organization split into several smaller gangs that fought each other as much as they fought the desperate survivors eking out an existence in the Sodden Lands. Some of these fractures resulted from religious considerations; Norgorber is a god with four aspects, and some of the new, divided gangs prioritized one over the others (such as the Possum Gang, who revere the aspect of Blackfingers, patron of poison). Most often, however, the strong personalities of the gang leaders drove wedges that resulted in split allegiances. Few of the Sodden Scavenger gangs lasted longer than the despot or demagogue who founded them, and many members shifted between the gangs to find the greatest opportunities for plunder or mayhem. The Knights of Abendego were an exception. This group believed in the power of the permanent hurricane nearly as much as that of Norgorber and counted at least as many primal spellcasters among its membership as divine ones. This provided an unrivaled opportunity for success: with the ability to control winds and storms, the Knights of Abendego positioned themselves as saviors and helpers, though their protection rackets and shakedowns proved them anything but. Still, the Knights prospered. Ajbal knew nothing of the Knights' faith when he set his sights on joining them. He planned a raid against the Knights as they were leaving one safehouse for another, assuring his Slicers that the plunder would make them infamous while secretly double-crossing them. Ajbal had previously contacted the Knights to let them know about the pending raid, positioning himself as a lone traveler and informant. The Knights overwhelmed the Fish Scale Slicers, but not before several of its leaders had died (most due to some infighting of convenience during the attack, but some at the blades of lucky Slicers). This all resolved according to Ajbal's plans, granting him an opening to rapidly ascend within the organization. At only 16 years old, the wily Ajbal became the leader of the Knights of Abendego. Since they'd lost their old safehouse, they needed a new base of operations. Ajbal directed them to the cliffside city of Jula, once a trade hub that still had wealth despite decades of misfortune. First, he had the Knights offer their magical support to get a foothold in the community. Once the Knights had co-opted the local inn and alehouse, set up protection rackets in the town, and thoroughly oppressed the local populace, the Norgorberite priests set to work on Ajbal. They convinced the young leader that Norgorber's favor could be his if he showed enough piety. Eager for still more power, Ajbal promoted the Abendego priests within the gang and followed their guidance. Now secure in his role, he seeks more power than worldly plunder can give him. Campaign Role Ajbal is the heroes' final opponent in this adventure, and if they don't face him quickly enough, he's empowered by his sacrifices to Norgorber. Although the heroes might capture Ajbal and shake him of his faith—he's not a priest, after all, and merely adopts the mantle of piety for the power it promises—they can't change the fact that he's a wicked man. With Ajbal destroyed, the Knights have a crisis of leadership. If Bharlen Sajor still exists, she's able to seize control eventually, refocusing the gang's efforts away from the Sodden Lands to raid the Terwa Lords for wealth and vengeance. Absent Bharlen's single-minded leadership, the Knights simply scatter into small groups across the Sodden Lands and the northern part of the Mwangi Expanse. Each pocket claims to be the true Knights of Abendego, but none have the reach or the numbers to pose a serious threat to the region. Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ajbal Kimon Source Pathfinder #171: Hurricane's Howl pg. 86 Perception +23 Languages Common Skills Acrobatics +25, Athletics +26, Deception +24, Intimidation +24, Religion +25, Society +22, Stealth +24, Survival +25 Str +5 Dex +3 Con +2 Int +1 Wis +4 Cha +3 Items Dagger (4), +1 resilient mithral scale mail , +2 returning striking trident --- AC 34 Fort +21 Ref +24 Will +23 HP 225 Deny Advantage Ajbal isn't flat-footed to creatures of 13th level or lower that are hidden, undetected, flanking, or using surprise attack. Evasion When Ajbal rolls a success on a Reflex save, he gets a critical success instead. Nimble Dodge Reaction Trigger Ajbal is targeted with a melee or ranged attack by an attacker he can see; Effect Ajbal gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 20 feet Melee Single Action trident +27 (Magical, Shove), Damage 2d8+11 piercing Melee Single Action dagger +25 (Agile, versatile S), Damage 1d4+9 piercing Ranged Single Action trident +25 (Magical, thrown 20 feet), Damage 2d8+9 piercing Ranged Single Action dagger +23 (Agile, thrown 10 feet, versatile S), Damage 1d4+9 piercing Hunt Prey Single Action (Concentrate) Ajbal designates a single creature he can see and hear, or one he's Tracking, as his prey. Ajbal gains a +2 circumstance bonus to Perception checks to Seek his prey and Survival checks to Track his prey. The first time Ajbal hits his designated prey in a round, he deals an additional 2d8 precision damage. Ajbal also ignores the penalty for making ranged attacks within the second range increment when attacking his prey. These effects last until Ajbal uses Hunt Prey again. Sneak Attack Ajbal deals an additional 1d6 precision damage to flat-footed creatures. Tear the Wound Single Action Requirements Ajbal's last action was a melee Strike that dealt sneak attack damage to a flat-footed target; Effect Ajbal deals 6 persistent bleed damage to the target creature, and the target is enfeebled 1 for as long as it's bleeding. Trident Bully A trident Ajbal is using gains the shove trait, and any creature Ajbal critically hits with a trident is flat-footed until the start of Ajbal's next turn. ","skill_mod":{"society":22,"deception":24,"survival":25,"stealth":24,"athletics":26,"intimidation":24,"acrobatics":25,"religion":25},"summary":"Life is hard in the Sodden Lands, but Ajbal Kimon knows self-interest and cruelty can go a long way toward making it easier. Ajbal never knew his …","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":34,"item":["Dagger (4)","+1 resilient mithral scale mail","+2 returning striking trident"],"level":13,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1692","intelligence":1,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":21,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Ajbal Kimon","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[11,11,18,20],"slug":"creature-1692"},{"primary_source_category":"Adventure Paths","strength":7,"hp":195,"language":["Common","Cyclops","Jotun"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","charisma":5,"perception":21,"trait":["Giant","Humanoid","Unique","NE","Large"],"id":"creature-1693","text":" Halbrux Far-Sight, Cyclops Historian and Oracle Halbrux's family is larger than most cyclops kin groups, and they claim an entire—if relatively small— island in the storm-tossed Shackles. The hilly island bears several ruins of the Ghol-Gan empire, the culture that represented the greatness of the cyclopes in an age long since perished. It was while lying in the crumbling hall of one of these ruins one night that Halbrux had the vision that changed her life. Halbrux had always been something of an outcast in her family. She didn't experience the painful, never-ending hunger that drives the cyclops psyche to the extent that her kin did. Though not much more than a minor physiological difference, it meant that Halbrux developed a milder, more easy-going, and less gluttonous personality. Still, she exhibited her fair share of brutal strength and often responded with fury if attacked, as when an older cousin might be bored or want to take away her supper. As a result, she was typically ignored and left to wander the island on her own. She learned nothing to temper her natural inclinations toward selfishness and cruelty, though socializing more with her family wouldn't have done much to mitigate these tendencies. Because Halbrux wasn't determinedly hunting her next meal while wandering, she began to pay attention to the ruins that covered the island. She explored them in earnest, entering chambers that hadn't been disturbed in untold generations and finding the occasional historical clue or treasure. The day of her vision, teenage Halbrux had carefully worked her way through an opening in the ancient ceiling of a mostly submerged great hall. The walls contained faded murals depicting a celebration of some kind. She studied the murals for hours, trying to piece together its narrative but largely failing to comprehend it. Exhausted and demoralized, she fell asleep on the floor—and then the murals came alive! In a vision of vivid detail, Halbrux beheld the ancient day of celebration. The hall's murals recorded a victory over an immense dragon who had threatened the cyclopes' city, and the momentous defeat had ushered in a time of great prosperity. She experienced this moment with the most profound joy of her life. Halbrux's ability to see the future had never quite worked like it should; instead, she had suddenly gained the ability to see the past. Her explorations took on new intensity, and she sought to experience further visions. This passion solidified into a sense of greater purpose as she began to document and share what she learned. Her kin had little interest in her exploits, though a few of the wiser ones grasped that she was doing something important for cyclopskind. Documenting the ruins on the island took several years and inspired her to set off in search of new discoveries. Her voyages took her to several other islands in the Shackles. Though not averse to ridding an area of its occupants, she preferred to find uninhabited places or even to make a deal with locals to give her unfettered access. Halbrux has always considered uncovering the lost knowledge of the past empire and triggering her visions about it to be her most important role. Halbrux has pursued these goals for decades, and her personal knowledge of the Ghol-Gan empire surpasses most known lore about it. She's began to wonder whether her visions are part of something greater, perhaps something that will lead her to restoring the might of the Ghol-Gan empire in the present day. Campaign Role Halbrux is one of the heroes' chief antagonists in the Prison of the Vacant Eye. She not only works the prisoners hard and summarily executes those who shirk their labor, but she allows her brutish cyclops minions to bully them without repercussions. However, unlike the catfolk warden Yonsuu, Halbrux's main goal in the prison isn't to serve as a jailer. She's a historian captivated by the ruins and determined to study them at any cost. There's a slim chance the heroes might find common cause with Halbrux, as they also know the value of scholarly research. If they offer her the ability to keep studying the ruins in exchange for better behavior (including letting the prisoners go, and eschewing her relationship with her aggressive kin), she accepts—studying the ruins is more important to her than just about anything else. Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Halbrux Far-Sight Source Pathfinder #171: Hurricane's Howl pg. 88 Perception +21; low-light vision Languages Common, Cyclops, Jotun Skills Athletics +22, Crafting +22, Fortune-Telling Lore +22, Ghol-Gan Lore +24, Intimidation +22, Occultism +22, Religion +21, Survival +19 Str +7 Dex +0 Con +2 Int +7 Wis +2 Cha +5 Items +2 striking greatclub , average manacles (4) --- AC 30 Fort +23 Ref +17 Will +21 HP 195 Resolve When Halbrux rolls a success on a Will save, she gets a critical success instead. Flash of History Free Action (divination, fortune, occult) Frequency three times per day; Trigger Halbrux is about to attempt a skill check; Effect Halbrux peers into lore of the past and increases the level of success by one step (for example, a success becomes a critical success). --- Speed 30 feet Melee Single Action greatclub +24 (Backswing, Magical, Shove), Damage 2d10+9 bludgeoning Divine Spontaneous Spells DC 30, attack +22 - Cantrips (6th) Daze, Detect Magic, Light, Prestidigitation, Read Aura, Shield - 1st Create Water, Purify Food and Drink, Ray of Enfeeblement, Sanctuary (3 slots) - 2nd Augury, Continual Flame, Death Knell, Heal (3 slots) - 3rd Blindness, Haste, Neutralize Poison, Wanderer's Guide (3 slots) - 4th Freedom of Movement, Globe of Invulnerability, Outcast's Curse, Read Omens (3 slots) - 5th Flame Strike, Harm, Heal, Vampiric Touch (3 slots) - 6th Heroism, Stoneskin, True Seeing (2 slots) Revelation Spells DC 30, 3 Focus Points - 6th Brain Drain, Scholarly Recollection, Vision of Weakness Curse of Torrential Knowledge When Halbrux uses her revelation spells, her mind fills with a flood of disorienting information. The first time Halbrux casts one of her revelation spells in a day, she takes a –4 penalty to initiative rolls until the next time she makes her daily preparations. The second time Halbrux casts one of her revelation spells in a day, she is also flat-footed until the next time she makes her daily preparations. Predictive Blows Free Action (Concentrate, Divination, Occult, Visual) Trigger Halbrux's turn begins; Effect Halbrux identifies the immediate movements of a creature she can see and attempts a Fortune-Telling Lore check against that creature's Reflex DC. On a success, Halbrux's melee Strikes deal an additional 4d6 precision damage (6d6 precision damage on a critical success) to the creature until the end of Halbrux's turn. Quickened Casting Free Action Frequency once per day; Effect If Halbrux's next action is to cast a cantrip or a 4th-level or lower spell, reduce the number of actions to cast it by 1 (minimum of 1 action). Steady Spellcasting If a reaction would disrupt Halbrux's spellcasting action, she attempts a DC 15 flat check. On a success, the action isn't disrupted. ","skill_mod":{"crafting":22,"survival":19,"athletics":22,"intimidation":22,"occultism":22,"religion":21},"primary_source":"Pathfinder #171: Hurricane's Howl","spell":["Heroism","Stoneskin","True Seeing","Flame Strike","Harm","Heal","Vampiric Touch","Freedom of Movement","Globe of Invulnerability","Outcast's Curse","Read Omens","Blindness","Haste","Neutralize Poison","Wanderer's Guide","Augury","Continual Flame","Death Knell","Create Water","Purify Food and Drink","Ray of Enfeeblement","Sanctuary","Daze","Detect Magic","Light","Prestidigitation","Read Aura","Shield","Brain Drain","Scholarly Recollection","Vision of Weakness"],"ac":30,"item":["+2 striking greatclub","average manacles (4)"],"level":11,"spell_dc":[30,30],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":7,"reflex_save":17,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":23,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Halbrux Far-Sight","alignment":"NE","rarity":"unique","strike_damage_average":[20],"attack_bonus":[24],"constitution":2,"spell_attack_bonus":[22],"will_save":21,"speed":{"max":30,"land":30},"wisdom":2,"weakness":{},"creature_ability":["Resolve","Flash of History","Curse of Torrential Knowledge","Predictive Blows","Quickened Casting","Steady Spellcasting"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Crafting","Fortune-Telling Lore","Ghol-Gan Lore","Intimidation","Occultism","Religion","Survival"],"tradition":["Divine"],"summary":"Halbrux's family is larger than most cyclops kin groups, and they claim an entire—if relatively small— island in the storm-tossed Shackles. The hilly …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1693","dexterity":0,"category":"creature","slug":"creature-1693"},{"attack_bonus":[21],"constitution":0,"primary_source_category":"Adventure Paths","strength":0,"hp":150,"language":["Common","Draconic","Elven","Halfling","Iruxi"],"source":["Pathfinder #171: Hurricane's Howl"],"type":"Creature","will_save":18,"charisma":2,"speed":{"max":25,"land":25},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["Halfling Luck","Fighting Rod","Lethal Fighter","Slippery Halfling"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Deception","Diplomacy","Stealth","Survival","Thievery"],"stealth":"18","trait":["Halfling","Humanoid","Unique","CE","Small"],"id":"creature-1694","text":" Thiarvo The Quick, Ruthless Halfling Treasure Seeker A Song'o halfling from the Laughing Jungle, Thiarvo had a loving and nurtured upbringing in a big family. Yet he was always rebellious, restless, and never felt like he fit in. He practiced traditional Song'o stick fighting, both to distinguish himself from his many siblings and cousins and because he could disguise the beatings he frequently gave them as “practice.” His skills grew, and he competed in stick fighting at the Song'o gatherings called Kana Fetes. The gatherings are held three times each year, and anyone who wins all three tournaments in a year is given the title of Unbending Champion. In Thiarvo's first three Kana Fetes he was victorious, claiming the title of Unbending Champion with remarkable speed. Only then did Thiarvo learn that the title also carried a restriction: an Unbending Champion can't fight in future Kana Fetes, to give others an opportunity to demonstrate their skills. Thiarvo felt as though he was being punished for his mastery and took the exclusion particularly hard. Storming away from the settlement of Lakay Se, where the Kana Fetes are held, Thiarvo came across a human mercenary named Iron-Arm Iyeki dying in the jungle. Intruders in the Laughing Jungle are rare, and for one so large to have gotten so near Lakay Se puzzled Thiarvo. He nursed Iyeki back to health, if only to learn what secret ways the mercenary had taken through the jungle, and the two discovered a mutual infatuation despite their differences in size and upbringing. By the time Iyeki felt comfortable enough with Thiarvo to admit that his presence in the Laughing Jungle was only due to dumb luck and a terrible sense of direction, the two had become close. Against his family's protests, Thiarvo decided to pack his things and leave with Iyeki. The pair traveled the Mwangi Expanse together, working with various employers in need of warriors who didn't much care about the morality of the work they were hired to perform. Thiarvo learned of many unscrupulous mercenary companies operating in the region, and as he drifted among them he heard their tales of overgrown ruins, lost treasures, and secret caches of riches. Thiarvo decided these would be his. Thiarvo and Iyeki eventually drifted apart. Iyeki wanted to join a more powerful group of mercenaries, but Thiarvo was tired of working for others. He resolved to work only for himself, seeking out treasure-laden ruins and making his own fortune. In his first solo expedition—exploring a crumbling, flooded serpentfolk temple infested with a gang of demon-worshipping boggards—he discovered a strange wooden stick imbued with chaotic energies. This rod of wonder has been his most cherished trophy ever since, and he's learned to wield it just as well as he did the fighting sticks in Lakay Se. Thiarvo also carried out a backpack full of unusual gold coins, and his fortune had been made. Suddenly wealthy beyond even his own high expectations, Thiarvo realized that it wasn't the treasures that thrilled him, but the satisfaction of collecting them. With each relic or bauble he took, he knew that no one other than him would ever claim it from its hidden vault or crypt. He alone showed his mastery over the ruins and other treasure hunters by plundering lost troves. Thiarvo started spending his money on mercenaries, calling in contacts from his days as a warrior-for-hire. He paid well, but as his expeditions always took him to distant and dangerous places, only the desperate or erratic accompanied him. They were useful to keep rival explorers or dangerous monsters at bay, but Thiarvo always went alone in the ruins he explored, claiming treasures on his own. Few of these mercenaries ever made it back to civilization. Thiarvo was quick to talk about their bravery in the face of long odds, deadly diseases, and frightful monsters, but the truth is he'd frequently murder his companions just to keep the secrets of his finds to himself. His excess wealth allowed Thiarvo to indulge in expensive gear. He has a strong love for explosives, which derives from the unstable kiwano melons he loved as a young halfling in the Laughing Jungle. Thiarvo hadn't seen alchemical explosives until he left his home, and he considers them among the best inventions that larger humanoids have ever produced. He especially likes blowing up locked doors or ruin walls to reach the treasures inside, and he usually brings plenty of explosives on any expedition he undertakes. Though Thiarvo is approaching middle-age, he's still quite fit after spending a lifetime fighting to survive and exploring dangerous places. He has a disarming personality that he uses to put others at ease, often before turning against them. He prefers to wear broad-brimmed hats to keep both rain and sun off of his face, and to keep his eyes shadowed for when he invariably heads into another darkened ruin to see what treasures he can find. Campaign Role Thiarvo understands how far a friendly demeanor can go, so he adopts one when he meets the heroes. He doesn't have any respect for the Magaambya or archaeological exploration in general, and he sees the heroes and their small horde of students as nothing more than an impediment to his short-term goal of taking everything of value from Bloodsalt. But he doesn't like to open with confrontation, and therefore hopes to convince the heroes to leave, or at least delay long enough to eliminate them quickly. A confrontation with Thiarvo is inevitable, but heroes who capture rather than kill the halfling can convince him that they're in Bloodsalt to stay, at least for the time being. Ever one to cut his losses when he knows he's beaten, Thiarvo does his best to flee and not look back. If you'd like, the heroes might encounter him again in some other ruin later in this Adventure Path—by then, Thiarvo will be better prepared to face them and has likely restocked his prodigious store of explosives. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Thiarvo The Quick Source Pathfinder #171: Hurricane's Howl pg. 90 Perception +20 Languages Common, Draconic, Elven, Halfling, Iruxi Skills Acrobatics +19, Athletics +15, Deception +15, Diplomacy +15, Stealth +18, Survival +18, Thievery +20 Str +0 Dex +5 Con +0 Int +4 Wis +3 Cha +2 Items moderate alchemist's fire (4), moderate healing potion, +1 striking rod of wonder , Studded Leather Armor, infiltrator thieves' tools --- AC 28 Fort +15 Ref +20 Will +18 HP 150 Halfling Luck Reaction (fortune) Frequency once per day; Trigger Thiarvo fails a skill check or a saving throw; Effect Thiarvo rerolls the triggering check and must use the new result. --- Speed 25 feet Melee Single Action rod +21 (Backswing, Magical, Nonlethal, Shove), Damage 2d6+7 bludgeoning plus 2d8 precision Fighting Rod Thiarvo's rod of wonder is supple wood and can be used as a fighting stick. It can be enchanted with fundamental runes but not property runes, and it's currently enchanted with the +1 and striking runes. Lethal Fighter Thiarvo can make lethal attacks using weapons with the nonlethal trait without taking the usual –2 penalty. His attacks with weapons with the nonlethal trait deal an additional 2d8 precision damage, whether he's making nonlethal attacks or lethal attacks with them. This damage is included in his melee entry. Slippery Halfling Thiarvo ignores difficult terrain from trees, foliage, rubble, and undergrowth. ","skill_mod":{"diplomacy":15,"deception":15,"thievery":20,"survival":18,"stealth":18,"athletics":15,"acrobatics":19},"summary":"A Song'o halfling from the Laughing Jungle, Thiarvo had a loving and nurtured upbringing in a big family. Yet he was always rebellious, restless, and …","primary_source":"Pathfinder #171: Hurricane's Howl","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":28,"item":["moderate alchemist's fire (4)","moderate healing potion","+1 striking rod of wonder","Studded Leather Armor","infiltrator thieves' tools"],"level":9,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1694","intelligence":4,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":15,"source_group":["Strength of Thousands"],"size":["Small"],"spoilers":"Strength of Thousands","name":"Thiarvo The Quick","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[23],"slug":"creature-1694"},{"attack_bonus":[22,22,23],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":180,"language":["Common","Mzunu"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","will_save":18,"charisma":-1,"speed":{"max":30,"land":30},"perception":19,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block","Impaling Strike","Knocking Sweep","Spear Vault"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Religion","Society","Stealth"],"stealth":"18","trait":["Human","Humanoid","Uncommon","LE","Medium"],"id":"creature-1695","text":" Jackal Guard Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Jackal Guard Source Pathfinder #172: Secrets of the Temple City pg. 9 Perception +19 Languages Common, Mzunu Skills Acrobatics +20, Athletics +23, Religion +18, Society +17, Stealth +18 Str +5 Dex +4 Con +3 Int +1 Wis +2 Cha -1 Items Chain Shirt, religious symbol of Walkena, +1 striking returning spear , lesser sturdy shield (Hardness 10, HP 80, BT 40) --- AC 29 (31 with shield raised) Fort +21 Ref +18 Will +18 HP 180 Attack of Opportunity Reaction Shield Block Reaction --- Speed 30 feet Melee Single Action spear +23 (magical), Damage 2d8+13 piercing Melee Single Action fist +22 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+13 bludgeoning plus Grab Ranged Single Action spear +22 (Magical, thrown 20 feet), Damage 2d8+13 piercing Impaling Strike Two Actions Frequency once per round; Effect The Jackal Guard lunges forward with their spear and delivers a piercing blow. The Jackal Guard Steps and then makes a melee spear Strike. On a hit, the target also takes 1d6 persistent bleed damage. Knocking Sweep Two Actions Frequency once per round; Effect The Jackal Guard swings their weapon with a sweeping spin. They attempt separate Athletics checks to Trip any number of creatures within their reach. Each attempt counts toward the Jackal Guard's multiple attack penalty, but the multiple attack penalty doesn't increase until after they make all the attacks. Spear Vault Two Actions Frequency once per round; Effect The Jackal Guard uses their spear to jump over or around a creature and create an opening. The Jackal Guard Strides up to half their Speed. This movement doesn't trigger reactions. During this movement, they can move through the space of one creature, and when the Jackal Guard moves through a creature's space in this way, that creature becomes flat-footed until the end of the Jackal Guard's turn. If the Jackal Guard ends their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy. ","skill_mod":{"society":17,"stealth":18,"athletics":23,"acrobatics":20,"religion":18},"primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":29,"item":["Chain Shirt","religious symbol of Walkena","+1 striking returning spear","lesser sturdy shield (Hardness 10, HP 80, BT 40)"],"level":10,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=1695","intelligence":1,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":21,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Jackal Guard","alignment":"LE","category":"creature","rarity":"uncommon","strike_damage_average":[15,22,22],"slug":"creature-1695"},{"primary_source_category":"Adventure Paths","strength":4,"hp":195,"language":["Common","Necril"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","charisma":-1,"perception":24,"stealth":"23","trait":["Fire","Rare","Undead","LE","Medium"],"id":"creature-1696","text":" Reborn Sun Hunter Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Reborn Sun Hunter Source Pathfinder #172: Secrets of the Temple City pg. 10 Perception +24; darkvision Languages Common, Necril Skills Acrobatics +23, Athletics +21, Religion +19, Stealth +23, Survival +19 Str +4 Dex +6 Con +1 Int +3 Wis +2 Cha -1 Items +2 greater striking returning dagger , religious symbol of Walkena --- AC 30 Fort +18 Ref +23 Will +21 HP 195 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances fire 10, mental 10 Burning Sacrifice (divine, evocation, fire) When the sun hunter is destroyed, they explode in a blast of flame that deals 6d6 fire damage in a 10-foot emanation (DC 27 basic Reflex save). Creatures that critically fail their saves are marked with Walkena's religious symbol on a visible area of their body, which remains for 1 day. This mark allows Walkena to treat the creature as if he knew the creature's identity but not having met them for the purposes of scrying , lowering the spell's DC by 2. The sun hunter's gear and treasure are unaffected by the explosion and left in a pile where they die. Nimble Dodge Reaction Trigger The sun hunter is targeted with a melee or ranged attack by an attacker they can see; Effect The sun hunter gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 35 feet Melee Single Action dagger +22 (Agile, Finesse, Magical, versatile S), Damage 3d4+6 piercing plus 1d6 fire Melee Single Action fist +22 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning plus 1d6 fire Ranged Single Action dagger +22 (Agile, Magical, thrown 10 feet, versatile S), Damage 3d4+6 piercing plus 1d6 fire Divine Innate Spells DC 27, attack +19 - Cantrips (5th) Divine Lance (law or evil), Message, Shield, Sigil - 5th Burning Hands Sneak Attack The sun hunter's Strikes deal an additional 2d6 precision damage to flat-footed creatures. Study Foe Single Action The sun hunter reads a creature they can see within 30 feet to notice openings. The sun hunter attempts a Perception check against that creature's Deception DC or Will DC, whichever is higher. The target is then temporarily immune for 1 minute. Critical Success The sun hunter reads the target like a book. The target is flat-footed against the sun hunter's attacks until the end of the sun hunter's next turn. Success The sun hunter notices a brief opening. The target is flat-footed against the sun hunter's attacks until the end of the sun hunter's turn. Failure The target is unaffected. Critical Failure The sun hunter's intense focus opens them up to other attacks. The target is unaffected, and the sun hunter is flat-footed until the start of their next turn. ","element":["Fire"],"skill_mod":{"survival":19,"stealth":23,"athletics":21,"acrobatics":23,"religion":19},"primary_source":"Pathfinder #172: Secrets of the Temple City","spell":["Burning Hands","Divine Lance","Message","Shield","Sigil"],"ac":30,"item":["+2 greater striking returning dagger","religious symbol of Walkena"],"level":11,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"fire":10,"mental":10},"intelligence":3,"reflex_save":23,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Reborn Sun Hunter","alignment":"LE","rarity":"rare","strike_damage_average":[12,17,17],"attack_bonus":[22,22,22],"constitution":1,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[19],"will_save":21,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{},"creature_ability":["Burning Sacrifice","Nimble Dodge","Sneak Attack","Study Foe"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Religion","Stealth","Survival"],"tradition":["Divine"],"trait_group":["Energy","Elemental","Planar","Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1696","dexterity":6,"category":"creature","slug":"creature-1696"},{"primary_source_category":"Adventure Paths","strength":1,"hp":195,"language":["Common","Necril"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","charisma":5,"perception":24,"trait":["Fire","Rare","Undead","LE","Medium"],"id":"creature-1697","text":" Reborn Sun Mage Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Reborn Sun Mage Source Pathfinder #172: Secrets of the Temple City pg. 11 Perception +24; darkvision Languages Common, Necril Skills Acrobatics +21, Athletics +17, Intimidation +23, Nature +19, Religion +19 Str +1 Dex +3 Con +1 Int +0 Wis +2 Cha +5 Items major staff of fire, religious symbol of Walkena --- AC 28 Fort +18 Ref +21 Will +24 HP 195 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances fire 10, mental 10 Burning Sacrifice (divine, evocation, fire) When the sun mage is destroyed, they explode in a blast of flame that deals 6d6 fire damage in a 10-foot emanation (DC 27 basic Reflex save). Creatures that critically fail their saves are marked with Walkena's religious symbol on a visible area of their body, which remains for 1 day. This mark allows Walkena to treat the creature as if he knew the creature's identity but not having met them for the purposes of scrying , lowering the spell's DC by 2. The sun mage's gear and treasure are unaffected by the explosion and left in a pile where they die. --- Speed 25 feet Melee Single Action fist +19 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning plus 2d6 fire Melee Single Action staff +17 (Magical, two-hand d8), Damage 1d4+4 bludgeoning Ranged Single Action sunfire +19 (Fire, Magical, range increment 40 feet), Damage 3d6+12 fire Divine Innate Spells DC 30, attack +22 - Cantrips (5th) Divine Lance (law or evil), Message, Shield, Sigil - 5th Burning Hands Primal Spontaneous Spells DC 30, attack +22 - Cantrips (6th) Acid Splash, Detect Magic, Light, Produce Flame, Read Aura - 1st Grease, Gust of Wind, Shocking Grasp, Spider Sting (4 slots) - 2nd Barkskin, Faerie Fire, Flaming Sphere, Spider Climb (4 slots) - 3rd Fireball, Haste, Meld into Stone, Wall of Thorns (4 slots) - 4th Fly, Shape Stone, Stoneskin, Wall of Fire (4 slots) - 5th Dispel Magic, Fireball, Elemental Form, Wall of Stone (4 slots) - 6th Chain Lightning, Fire Seeds, Purple Worm Sting (3 slots) Revitalizing Flame Single Action (Divine, Healing, Necromancy) Frequency once per day; Effect The sun mage produces a specialized flame that burns away maladies and restores a creature. If the sun mage's next action is to Cast a Spell with the fire trait that deals damage and isn't a cantrip, the spell doesn't deal any damage. It instead restores a number of Hit Points equal to four times the spell's level to all targets or creatures. This restoration affects all creatures regardless of whether they are healed by positive or negative energy ","element":["Fire"],"skill_mod":{"nature":19,"athletics":17,"intimidation":23,"acrobatics":21,"religion":19},"primary_source":"Pathfinder #172: Secrets of the Temple City","spell":["Burning Hands","Divine Lance","Message","Shield","Sigil","Chain Lightning","Fire Seeds","Purple Worm Sting","Dispel Magic","Fireball","Elemental Form","Wall of Stone","Fly","Shape Stone","Stoneskin","Wall of Fire","Haste","Meld into Stone","Wall of Thorns","Barkskin","Faerie Fire","Flaming Sphere","Spider Climb","Grease","Gust of Wind","Shocking Grasp","Spider Sting","Acid Splash","Detect Magic","Light","Produce Flame","Read Aura"],"ac":28,"item":["major staff of fire","religious symbol of Walkena"],"level":11,"spell_dc":[30,30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"fire":10,"mental":10},"intelligence":0,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":18,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Reborn Sun Mage","alignment":"LE","rarity":"rare","strike_damage_average":[6,13,22],"attack_bonus":[17,19,19],"constitution":1,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[22,22],"will_save":24,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Burning Sacrifice","Revitalizing Flame"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Intimidation","Nature","Religion"],"tradition":["Divine","Primal"],"trait_group":["Energy","Elemental","Planar","Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1697","dexterity":3,"category":"creature","slug":"creature-1697"},{"primary_source_category":"Adventure Paths","strength":5,"hp":245,"language":["Common","Necril"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","charisma":-1,"perception":21,"stealth":"21","trait":["Fire","Rare","Undead","LE","Medium"],"id":"creature-1698","text":" Reborn Sun Warrior Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Reborn Sun Warrior Source Pathfinder #172: Secrets of the Temple City pg. 11 Perception +21; darkvision Languages Common, Necril Skills Acrobatics +21, Athletics +23, Intimidation +16, Religion +19, Stealth +21 Str +5 Dex +4 Con +5 Int +1 Wis +2 Cha -1 Items flame spike (as a flame tongue , but a spear rather than a longsword), religious symbol of Walkena --- AC 31 Fort +24 Ref +21 Will +18 HP 245 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances fire 10, mental 10 Burning Sacrifice (divine, evocation, fire) When the sun warrior is destroyed, they explode in a blast of flame that deals 6d6 fire damage in a 10-foot emanation (DC 27 basic Reflex save). Creatures that critically fail their saves are marked with Walkena's religious symbol on a visible area of their body, which remains for 1 day. This mark allows Walkena to treat the creature as if he knew the creature's identity but not having met them for the purposes of scrying , lowering the spell's DC by 2. The sun warrior's gear and treasure are unaffected by the explosion and left in a pile where they die. --- Speed 25 feet Melee Single Action spear +24 (magical), Damage 3d8+11 piercing plus 1d6 fire Melee Single Action fist +23 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+11 bludgeoning plus 1d6 fire and Grab Ranged Single Action spear +23 (Magical, thrown 20 feet), Damage 3d8+11 piercing plus 1d6 fire Divine Innate Spells DC 27, attack +19 - Cantrips (5th) Divine Lance (law or evil), Message, Shield, Sigil - 5th Burning Hands Constrict Single Action 1d4+9 bludgeoning plus 2d6 fire, DC 27 Knocking Sweep Two Actions Frequency once per round; Effect The sun warrior swings their weapon with a sweeping spin. They attempt separate Athletics checks to Trip any number of creatures within their reach. Each attempt counts toward the sun warrior's multiple attack penalty, but the multiple attack penalty doesn't increase until after they make all the attacks. Pinning Thrust Two Actions The sun warrior attempts to drive their spear through a foe to pin them in place. The sun warrior makes a spear Strike. On a hit, the target's clothes, armor, or other piece of equipment becomes pinned to the ground. The sun warrior Releases the spear, and the target is immobilized until they can remove the spear (Escape DC 27). If the Strike was a critical hit, the DC increases by 2. ","element":["Fire"],"skill_mod":{"stealth":21,"athletics":23,"intimidation":16,"acrobatics":21,"religion":19},"primary_source":"Pathfinder #172: Secrets of the Temple City","spell":["Burning Hands","Divine Lance","Message","Shield","Sigil"],"ac":31,"item":["flame spike (as a flame tongue , but a spear rather than a longsword)","religious symbol of Walkena"],"level":11,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"fire":10,"mental":10},"intelligence":1,"reflex_save":21,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":24,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Reborn Sun Warrior","alignment":"LE","rarity":"rare","strike_damage_average":[17,28,28],"attack_bonus":[23,23,24],"constitution":5,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[19],"will_save":18,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Burning Sacrifice","Constrict","Knocking Sweep","Pinning Thrust"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth"],"tradition":["Divine"],"trait_group":["Energy","Elemental","Planar","Monster","Rarity","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1698","dexterity":4,"category":"creature","slug":"creature-1698"},{"attack_bonus":[22,24,24],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":240,"language":["Common","Necril","(can't speak any language)"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","will_save":19,"charisma":7,"speed":{"fly":50,"max":50,"land":10},"perception":21,"wisdom":2,"weakness":{"good":10},"creature_ability":["Smoke Vision","Sound Imitation","Breath Weapon","Grave Blight","Mocking Cry","Shadow Command"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Deception","Stealth"],"stealth":"24","trait":["Beast","Fiend","Rare","NE","Large"],"id":"creature-1699","text":" Grave Karina Recall Knowledge - Beast (Arcana, Nature): DC 33 Recall Knowledge - Fiend (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Grave Karina Source Pathfinder #172: Secrets of the Temple City pg. 31 Perception +21; darkvision, smoke vision Languages Common, Necril; (can't speak any language) Skills Acrobatics +22, Athletics +21, Deception +22, Stealth +24 Str +4 Dex +7 Con +4 Int -1 Wis +2 Cha +7 Smoke Vision Smoke doesn't impair a grave karina's vision; they ignore the concealed condition from smoke, including the ash they create with their Breath Weapon. Sound Imitation A grave karina who succeeds at a Deception check to Lie can mimic any voice they have heard. They have a +4 circumstance bonus to this check. --- AC 30 Fort +21 Ref +24 Will +19 HP 240 Weaknesses good 10 --- Speed 10 feet, fly 50 feet Melee Single Action beak +24 (Magical, reach 10 feet), Damage 2d10+16 piercing plus grave blight Melee Single Action claw +22 (Agile, Magical), Damage 2d8+13 slashing plus grave blight Melee Single Action talon +24 (Magical), Damage 2d6+13 piercing plus Grab Breath Weapon Two Actions (Divine, Evocation, Fire) The grave karina breathes a cloud of burning ash in 30-foot cone that deals 9d8 fire damage (DC 30 basic Reflex save). The area becomes filled with ash for 1 round. All creatures within the cloud of ash become concealed, and all creatures outside the cloud become concealed to creatures within it. The grave karina can't use Breath Weapon again for 1d4 rounds. Grave Blight (Disease) Saving Throw DC 27 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 poison damage, and sickened 1 (1 day); Stage 3 2d8 poison damage, every hour the victim must succeed at another Fortitude save or be confused for 1 minute, and sickened 2 (1 day) Mocking Cry Single Action (Auditory) The grave karina mimics a voice and mocks a creature within 30 feet. They attempt a Deception check to Demoralize the creature. Regardless of whether the check succeeds, the target is temporarily immune to the grave karina's mocking cry for 1 hour. Shadow Command Two Actions (Concentrate, Manipulate) Frequency once per day; Requirements The grave karina is adjacent to a creature that's casting a shadow; Effect The grave karina drives a talon into a creature's shadow and attempts to manipulate it like a puppet with the effects of dominate (DC 27 Will save), except the duration is only 1 minute. ","skill_mod":{"deception":22,"stealth":24,"athletics":21,"acrobatics":22},"primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Creature Type","Rarity"],"ac":30,"level":11,"source_category":["Adventure Paths"],"sense":" darkvision , smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1699","intelligence":-1,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":21,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Grave Karina","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[20,22,27],"slug":"creature-1699"},{"primary_source_category":"Adventure Paths","strength":6,"hp":175,"language":["Common","Sylvan"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","charisma":1,"perception":19,"stealth":"19","trait":["Fey","Uncommon","CE","Small"],"id":"creature-1700","text":" Biloko Reaver Recall Knowledge - Fey (Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Biloko Reaver Source Pathfinder #172: Secrets of the Temple City pg. 36 Perception +19; low-light vision, scent (imprecise) 30 feet Languages Common, Sylvan Skills Athletics +22, Crafting +16, Intimidation +19, Stealth +19, Survival +21 Str +6 Dex +5 Con +3 Int +0 Wis +3 Cha +1 Items Leather Armor, +1 striking maul , Spear (3) --- AC 29 Fort +19 Ref +21 Will +19 HP 175 Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action maul +23 (Magical, Shove), Damage 2d12+12 bludgeoning Melee Single Action jaws +22, Damage 2d8+12 piercing Ranged Single Action spear +22 (thrown 20 feet), Damage 1d6+12 piercing Primal Innate Spells DC 26 - 1st Charm Inspired Feast (Emotion, Mental) If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour. Terrifying Roar Single Action (Auditory, Emotion, Fear, Mental) The biloko reaver unleashes a frightful roar. Any non-biloko within 30 feet must succeed at a DC 29 Will save or become frightened 1 (frightened 3 on a critical failure). Those who critically succeed are temporarily immune for 1 minute. ","skill_mod":{"crafting":16,"survival":21,"stealth":19,"athletics":22,"intimidation":19},"primary_source":"Pathfinder #172: Secrets of the Temple City","spell":["Charm"],"ac":29,"item":["Leather Armor","+1 striking maul","Spear (3)"],"level":10,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":19,"source_group":["Strength of Thousands"],"size":["Small"],"spoilers":"Strength of Thousands","name":"Biloko Reaver","alignment":"CE","rarity":"uncommon","strike_damage_average":[15,21,25],"attack_bonus":[22,22,23],"constitution":3,"will_save":19,"speed":{"max":20,"land":20},"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Inspired Feast","Terrifying Roar"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Crafting","Intimidation","Stealth","Survival"],"tradition":["Primal"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=1700","dexterity":5,"category":"creature","slug":"creature-1700"},{"primary_source_category":"Adventure Paths","strength":7,"hp":200,"language":["Aklo","Common","Sylvan"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","charisma":3,"perception":21,"stealth":"22","trait":["Fey","Unique","NE","Small"],"id":"creature-1701","text":" Gambulami Recall Knowledge - Fey (Nature): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Gambulami Source Pathfinder #172: Secrets of the Temple City pg. 37 Perception +21; low-light vision, scent (imprecise) 30 feet Languages Aklo, Common, Sylvan Skills Athletics +24, Crafting +18, Deception +20, Intimidation +22, Nature +21, Stealth +22, Survival +21 Str +7 Dex +5 Con +3 Int +1 Wis +4 Cha +3 Items deflecting branch , Leather Armor, Spear (3) --- AC 31 Fort +24 Ref +20 Will +21 HP 200 Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action deflecting branch +24 (Forceful, Magical, Sweep), Damage 3d10+13 bludgeoning Melee Single Action jaws +22, Damage 2d8+13 piercing plus Grab Ranged Single Action spear +22 (thrown 20 feet), Damage 1d6+13 piercing Primal Innate Spells DC 30 - 1st Charm Inspired Feast (Emotion, Human) If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour. Size Alteration Two Actions (Polymorph, Primal, Transmutation) Gambulami is affected by a 4th-level enlarge spell. This lasts for 1 minute, and Gambulami can Dismiss the Spell. Thrashing Chomp Two Actions Requirements Gambulami is larger than Small in size and has a creature grabbed with his jaws; Effect Gambulami whips the creature around, smashing it against other nearby creatures. He makes an Athletics check against the grabbed creature's Fortitude DC. Regardless of the result, the creature is released from Gambulami's jaws afterward, escaping into the space in which it was grabbed. Critical Success Gambulami uses a mighty spin to smash the held creature against every creature within his reach. Every creature, including the grabbed creature, takes 1d10+7 bludgeoning damage. Success As critical success, but creatures take 1d10 bludgeoning damage. Failure The creature breaks free. Critical Failure The creature breaks free and Gambulami's spin causes him to fall prone. ","skill_mod":{"deception":20,"nature":21,"crafting":18,"survival":21,"stealth":22,"athletics":24,"intimidation":22},"primary_source":"Pathfinder #172: Secrets of the Temple City","spell":["Charm"],"ac":31,"item":["deflecting branch","Leather Armor","Spear (3)"],"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","resistance":{},"intelligence":1,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":24,"source_group":["Strength of Thousands"],"size":["Small"],"spoilers":"Strength of Thousands","name":"Gambulami","alignment":"NE","rarity":"unique","strike_damage_average":[16,22,29],"attack_bonus":[22,22,24],"constitution":3,"will_save":21,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Inspired Feast","Size Alteration","Thrashing Chomp"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Crafting","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1701","dexterity":5,"category":"creature","slug":"creature-1701"},{"constitution":3,"primary_source_category":"Adventure Paths","strength":-5,"hp":234,"language":["Common"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","will_save":23,"charisma":4,"speed":{"max":30,"land":30},"perception":24,"wisdom":5,"weakness":{"area":15,"good":15},"creature_ability":["Frightful Presence","Troop Defenses","Cosmic Explosion","Form Up","Soul Grasp","Troop Movement"],"primary_source_group":"Strength of Thousands","skill":["Religion","Stealth"],"stealth":"24","trait":["Ghost","Incorporeal","Rare","Spirit","Troop","Undead","NE","Gargantuan"],"id":"creature-1702","text":" Soul Swarm Recall Knowledge - Spirit (Occultism): DC 36 Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Soul Swarm Source Pathfinder #172: Secrets of the Temple City pg. 42 Perception +24; darkvision Languages Common Skills Religion +26, Stealth +24 Str -5 Dex +5 Con +3 Int +2 Wis +5 Cha +4 --- AC 28 Fort +22 Ref +18 Will +23 HP 234 Resistances all damage 5 (except force, ghost touch , or positive; double resistance vs. non-magical) Weaknesses area damage 15, good 15, splash damage 15 Frightful Presence (aura, auditory, emotion, fear, mental) 60 feet, DC 30 Troop Defenses --- Speed 30 feet; air walk , troop movement Divine Innate Spells DC 30 - Constant (4th) Air Walk Cosmic Explosion Two Actions The soul swarm unleashes a blast of burning sunlight or moonlight, dealing 4d8+6 fire damage to creatures in a 10-foot burst within 20 feet (DC 30 basic Reflex save). When the soul swarm is reduced to 8 or fewer squares, this decreases to a 5-foot burst. Form Up Single Action Soul Grasp Single Action to Three Actions Frequency once per round; Effect The soul swarm reaches out and tries to tear at the spiritual energy of enemies within 5 feet (DC 32 basic Reflex save). The soul swarm can choose to deal slashing damage as it cuts away at a creature, fire damage as it burns other souls away, or negative damage as it attempts to unmake a soul. The damage depends on the number of actions. Single Action 2d6+1 damage Two Actions 4d6+11 damage Three Actions 6d6+11 damage Troop Movement Whenever the soul swarm Strides, the soul swarm first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves. This works just like a Gargantuan creature moving; for instance, if any square of the soul swarm enters difficult terrain, the extra movement cost applies to the whole soul swarm. ","tradition":["Divine"],"skill_mod":{"stealth":24,"religion":26},"primary_source":"Pathfinder #172: Secrets of the Temple City","spell":["Air Walk"],"trait_group":["Monster","Rarity","Creature Type"],"ac":28,"level":13,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=1702","intelligence":2,"reflex_save":18,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"source_group":["Strength of Thousands"],"size":["Gargantuan"],"spoilers":"Strength of Thousands","name":"Soul Swarm","alignment":"NE","category":"creature","rarity":"rare","slug":"creature-1702"},{"attack_bonus":[28],"constitution":4,"primary_source_category":"Adventure Paths","strength":8,"hp":190,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","fire","healing","magic","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","will_save":22,"charisma":-5,"speed":{"max":20,"land":20},"perception":21,"wisdom":0,"weakness":{},"creature_ability":["Death Throes","Golem Antimagic","Malleable Shape","Vulnerable to Telekinetic Haul","Inexorable March","Light Reflection","Gold Defender Poison"],"primary_source_group":"Strength of Thousands","skill":["Athletics"],"trait":["Construct","Golem","Mindless","Rare","N","Huge"],"id":"creature-1703","text":" Gold Defender Recall Knowledge - Construct (Arcana, Crafting): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Gold Defender Source Pathfinder #172: Secrets of the Temple City pg. 49 Perception +21; darkvision Languages Skills Athletics +30 Str +8 Dex -1 Con +4 Int -5 Wis +0 Cha -5 --- AC 34 Fort +26 Ref +21 Will +22 HP 190 Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 15 (except adamantine) Death Throes When the gold defender is destroyed, it melts into worthless slag. As it melts, it releases a 10-foot radius cloud of fumes and a 10-foot radius puddle of molten metal. Creatures that breathe fumes are exposed to gold defender poison. Creatures that move through the puddle take 10d6 fire damage. The fumes dissipate after 1 round and the puddle cools after 1 minute. Golem Antimagic harmed by cold (6d10, 2d8 from areas and persistent damage); healed by fire (area 2d8 HP); slowed by acid Malleable Shape The gold defender's body is made from soft gold, which is particularly pliable. If the gold defender is critically hit with an attack that deals bludgeoning damage, the attack partially bends and reshapes the gold defender. The gold defender becomes clumsy 2 until it spends an Interact action to bend itself back into shape. Vulnerable to Telekinetic Haul Casting telekinetic haul on the gold defender squeezes its form, compressing it into a smaller and much more awkward shape. The gold defender becomes clumsy 3 and can't use Light Reflection. The gold defender must take a 1-minute activity, which has the manipulate trait, to restore its shape, removing the clumsy condition and restoring its Light Reflection. --- Speed 20 feet Melee Single Action fist +28 (Magical, reach 10 feet), Damage 3d10+12 bludgeoning Inexorable March Single Action The gold defender Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 37 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the defender's fist Strike. Light Reflection Two Actions (Primal, Evocation) Requirements The gold defender is not in darkness; Effect The gold defender reshapes its skin into a reflective surface that magnifies ambient light into a precise beam that burns all creatures in a 30-foot cone, dealing 14d6 fire damage (DC 31 Reflex save if the gold defender is in dim light, DC 33 Reflex save if it's in bright light). It can't use Light Reflection again for 1d4 rounds. Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage and catches fire, taking 1d6 persistent fire damage. Critical Failure As failure, but the persistent fire damage is 5d6. Gold Defender Poison (Poison) Any drained value from this poison is reduced by 1 every hour; Saving Throw DC 33 Fortitude; Maximum Duration 4 rounds; Stage 1 2d6 poison and drained 1 (1 round); Stage 2 4d6 poison and drained 2 (1 round); Stage 3 8d6 poison and drained 3 (1 round). ","skill_mod":{"athletics":30},"primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Creature Type","Monster","Rarity"],"ac":34,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=1703","intelligence":-5,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":26,"source_group":["Strength of Thousands"],"size":["Huge"],"spoilers":"Strength of Thousands","name":"Gold Defender","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[28],"slug":"creature-1703"},{"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":240,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","fire","healing","magic","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","will_save":22,"charisma":-5,"speed":{"max":20,"land":20},"perception":22,"wisdom":0,"weakness":{"area":15,"bludgeoning":10},"creature_ability":["Death Throes","Golem Antimagic","Troop Defenses","Form Up","Golden Strike","Light Reflection","Troop Movement","Gold Defender Poison"],"primary_source_group":"Strength of Thousands","skill":["Athletics"],"trait":["Construct","Mindless","Rare","Troop","N","Gargantuan"],"id":"creature-1704","text":" Gold Defender Garrison Recall Knowledge - Construct (Arcana, Crafting): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Gold Defender Garrison Source Pathfinder #172: Secrets of the Temple City pg. 50 Perception +22; darkvision Languages Skills Athletics +30 Str +7 Dex +2 Con +6 Int -5 Wis +0 Cha -5 --- AC 29 Fort +26 Ref +22 Will +22 HP 240 Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 15 (except adamantine and bludgeoning) Weaknesses area damage 15, bludgeoning 10, splash damage 8 Death Throes As the garrison's numbers dwindle, gold defenders melt away into worthless slag. Every time that the garrison is reduced to a threshold, it leaves behind a 10-foot radius cloud of fumes and a 10-foot radius puddle of molten metal. Creatures that breathe fumes are exposed to gold defender poison. Creatures that move through the puddle take 10d6 fire damage. The fumes dissipate after 1 round and the puddle completely evaporates after 1 minute. Golem Antimagic harmed by cold (2d8 from areas and persistent damage); healed by fire (area 2d8 HP); slowed by acid Troop Defenses --- Speed 20 feet; troop movement Form Up Single Action Golden Strike Single Action to Three Actions Frequency once per round; Effect The garrison makes a melee attack against each enemy within 5 feet (DC 30 basic Reflex save). The damage depends on the number of actions. Single Action 2d8+2 bludgeoning damage Two Actions 3d8+12 bludgeoning damage Three Actions 4d8+15 bludgeoning damage Light Reflection Two Actions (Primal, Evocation) Requirements The gold defender is not in darkness; Effect The gold defender reshapes its skin into a reflective surface that magnifies ambient light into a precise beam that burns all creatures in a 30-foot cone, dealing 14d6 fire damage (DC 31 Reflex save if the gold defender is in dim light, DC 33 Reflex save if it's in bright light). It can't use Light Reflection again for 1d4 rounds. When the garrison is reduced to 8 or fewer squares, this area decreases to a 15-foot cone. Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage and catches fire, taking 1d6 persistent fire damage. Critical Failure As failure, but the persistent fire damage is 5d6. Troop Movement Whenever the garrison Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square enters difficult terrain, the extra movement cost applies to the whole troop. Gold Defender Poison (Poison) Any drained value from this poison is reduced by 1 every hour; Saving Throw DC 33 Fortitude; Maximum Duration 4 rounds; Stage 1 2d6 poison and drained 1 (1 round); Stage 2 4d6 poison and drained 2 (1 round); Stage 3 8d6 poison and drained 3 (1 round). ","skill_mod":{"athletics":30},"primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Creature Type","Monster","Rarity"],"ac":29,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=1704","intelligence":-5,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":26,"source_group":["Strength of Thousands"],"size":["Gargantuan"],"spoilers":"Strength of Thousands","name":"Gold Defender Garrison","alignment":"N","category":"creature","rarity":"rare","slug":"creature-1704"},{"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":216,"language":["Common","Mzunu"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","spell_attack_bonus":[21],"will_save":23,"charisma":4,"speed":{"max":25,"land":25},"perception":22,"wisdom":5,"weakness":{"area":15},"creature_ability":["Troop Defenses","Form Up","Frenetic Assault","Troop Movement","Troop Spellcasting","Walkena's Radiance"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Intimidation","Religion"],"trait":["Humanoid","Troop","Uncommon","LE","Gargantuan"],"id":"creature-1705","text":" Sun Warrior Brigade Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Sun Warrior Brigade Source Pathfinder #172: Secrets of the Temple City pg. 57 Perception +22 Languages Common, Mzunu Skills Athletics +23, Intimidation +22, Religion +23 Str +7 Dex +2 Con +6 Int +2 Wis +5 Cha +4 --- AC 33 Fort +24 Ref +18 Will +23 HP 216 Weaknesses area damage 15, splash damage 8 Troop Defenses --- Speed 25 feet; troop movement Divine Spontaneous Spells DC 29, attack +21 - Cantrips (6th) Daze, Detect Magic, Divine Lance (law or evil) - 5th Burning Hands, Fireball, Flame Strike (4 slots) - 6th Blade Barrier, Vampiric Exsanguination, Wall of Fire (3 slots) Form Up Single Action Frenetic Assault Single Action to Three Actions Frequency once per round; Effect The members of the brigade wildly swing their weapons—primarily spears—in a frenzied attack at each enemy adjacent to the troop (DC 29 basic Reflex save). The damage depends on the number of actions. Single Action 1d12+1 piercing damage Two Actions 2d12+11 piercing damage Three Actions 3d12+11 piercing damage Troop Movement Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop. Troop Spellcasting When the sun warrior brigade Casts a Spell, its constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. Walkena's Radiance Two Actions (Divine, Evocation, Fire, Light) The brigade calls upon Walkena to burn and blind their foes. The sun warriors present their religious symbols and create a white-hot flash of light in a 45-foot cone. Creatures in the cone take 10d8 fire damage (DC 29 basic Fortitude save). Creatures that fail their save become dazzled for 1 round. Creatures that critically fail become blinded for 1 round instead. When the troop is reduced to 8 or fewer squares, this area decreases to a 20-foot cone. ","tradition":["Divine"],"skill_mod":{"athletics":23,"intimidation":22,"religion":23},"primary_source":"Pathfinder #172: Secrets of the Temple City","spell":["Blade Barrier","Vampiric Exsanguination","Wall of Fire","Burning Hands","Fireball","Flame Strike","Daze","Detect Magic","Divine Lance"],"trait_group":["Creature Type","Monster","Rarity"],"ac":33,"level":12,"spell_dc":[29],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1705","intelligence":2,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":24,"source_group":["Strength of Thousands"],"size":["Gargantuan"],"spoilers":"Strength of Thousands","name":"Sun Warrior Brigade","alignment":"LE","category":"creature","rarity":"uncommon","slug":"creature-1705"},{"attack_bonus":[28,28,28],"constitution":8,"primary_source_category":"Adventure Paths","strength":9,"hp":200,"immunity":["death effects","disease","doomed","drained","fatigued","fire","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","will_save":17,"charisma":-5,"speed":{"max":20,"land":20},"perception":21,"wisdom":0,"weakness":{},"creature_ability":["Attack of Opportunity","Construct Armor","Steal the Sun","Beam of the Seven Suns","Trample"],"primary_source_group":"Strength of Thousands","skill":["Athletics"],"trait":["Construct","Mindless","N","Gargantuan"],"id":"creature-1706","text":" Living-Sun Spire Recall Knowledge - Construct (Arcana, Crafting): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Living-Sun Spire Source Pathfinder #172: Secrets of the Temple City pg. 57 Perception +21; darkvision Languages Skills Athletics +30 Str +9 Dex +2 Con +8 Int -5 Wis +0 Cha -5 --- AC 36 (32 when broken) Fort +29 Ref +19 Will +17 construct armor HP 200 Hardness 14 Immunities death effects, disease, doomed, drained, fatigued, fire, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Attack of Opportunity Reaction Construct Armor Like normal objects, the living sun-spire has Hardness. This Hardness reduces any damage the sun-spire takes by an amount equal to the Hardness. Once a sun-spire is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 32. Steal the Sun Reaction (divine, evocation) Trigger A creature within 30 feet of the sun-spire begins to Cast a Spell that has the fire or light trait; Effect The sun-spire attempts to redirect the energy from the triggering effect into its sunlight stores. The sun-spire attempts to counteract the triggering spell with a +22 counteract bonus. If it successfully counteracts the spell, the sun-spire's sunlight stores are empowered. While empowered, the sun-spire deals an additional 2d8 fire damage with all of its attacks and abilities. The sun-spire remains empowered until the end of its next turn. --- Speed 20 feet Melee Single Action arm +28 (Magical, reach 15 feet), Damage 3d12+11 bludgeoning plus Grab Melee Single Action spear +28 (Magical, reach 20 feet), Damage 3d12+11 piercing Ranged Single Action sunfire beam +28 (Fire, Evocation, Magical, range increment 100 feet), Damage 3d8+11 fire Beam of the Seven Suns Two Actions (Divine, Evocation, Fire) The sun-spire collects solar energy and uses the energy to create a deadly beam of fire. It fires the beam in a 120-foot line, dealing 11d8 fire damage to all creatures in the line (DC 33 basic Reflex save). The concentrated beam ignites everything in its path, including the air, creating a wall of burning flame along the line that continues to burn until the end of the sun-spire's next turn. This wall has the effects of a 5th-level wall of fire spell, dealing 5d6 fire damage to any creature that crosses the wall or occupies the wall's area at the start of its turn. The sun-spire can't use the Beam of the Seven Suns again for 1d4 rounds, although rounds it's not in sunlight don't count toward this number. Trample Three Actions Large or smaller, arm, DC 33 ","skill_mod":{"athletics":30},"primary_source":"Pathfinder #172: Secrets of the Temple City","trait_group":["Creature Type","Monster"],"ac":36,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1706","intelligence":-5,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":2,"hardness":14,"vision":"Darkvision","fortitude_save":29,"source_group":["Strength of Thousands"],"size":["Gargantuan"],"name":"Living-Sun Spire","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[24,30,30],"slug":"creature-1706"},{"primary_source_category":"Adventure Paths","strength":9,"hp":380,"language":["Common"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","charisma":8,"perception":29,"trait":["Divine","Humanoid","Rare","LE","Huge"],"id":"creature-1707","text":" Avatar Of Walkena Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Avatar Of Walkena Source Pathfinder #172: Secrets of the Temple City pg. 60 Perception +29; greater darkvision, smoke vision Languages Common Skills Acrobatics +29, Athletics +34, Intimidation +33, Religion +28, Walkena Lore +33 Str +9 Dex +4 Con +8 Int +2 Wis +3 Cha +8 Items Spear --- AC 40 Fort +31 Ref +25 Will +31 HP 380 Immunities death effects, disease, drained, fire, paralyzed, unconscious Resistances physical 10 Weaknesses cold 15 Attack of Opportunity Reaction Avatar's Resistance Reaction (abjuration, divine, fortune) Trigger The avatar fails or critically fails a saving throw; Frequency once per minute; Effect Walkena's will attempts to undo his avatar's fate. The avatar rerolls the saving throw and takes the better result. Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 38 Smoke Vision The avatar ignores the concealed condition from smoke. Sun's Touch (aura, divine, evocation, fire, light) 10 feet. The avatar of Walkena radiates with an intense light. Creatures that enter or begin their turn in the emanation are dazzled and take 3d8 fire damage (DC 35 basic Fortitude save). Creatures remain dazzled until they leave the emanation. --- Speed 60 feet, air walk Melee Single Action holy spear +33 (Magical, reach 20 feet, versatile fire), Damage 3d12+19 piercing Melee Single Action fist +33 (Agile, Finesse, Unarmed, versatile fire), Damage 3d6+19 bludgeoning plus Improved Grab Ranged Single Action sunfire +31 (Fire, Magical, range increment 120 feet), Damage 3d8+18 fire Divine Innate Spells DC 36, attack +28 - Cantrips (8th) Daze, Produce Flame, Shield, Telekinetic Projectile - 5th Command, Harm, Heal - 6th Flame Strike, Flaming Sphere, Freedom of Movement - 7th Fireball, Harm, Heal, Prismatic Spray - 8th Blade Barrier, Fire Seeds, Prismatic Wall - Constant (4th) Air Walk Constrict Single Action 2d4+11 bludgeoning plus 2d8 fire, DC 38 Pull Down the Sun Three Actions (Divine, Evocation, Fire, Light) The avatar of Walkena plucks a small drop of sunlight from the sky and rains down sunfire on the battlefield. The avatar selects a 20-foot burst within 90 feet. Sunfire rains down in the area, dealing 12d8 fire damage (DC 38 basic Reflex save) to all creatures that enter or begin their turn in the area. The power of the sun restores the avatar; it instead recovers an equal number of Hit Points while in the area. The sunfire continues to rain until the end of the avatar's next turn. The avatar can't use Pull Down the Sun again for 1d4 rounds. Radiate Glory Two Actions (Divine, Evocation, Light) The avatar intensifies its light. All creatures within 30 feet must attempt a DC 38 Fortitude save. The avatar can't use Radiate Glory again for 1d4 rounds. During this time, the avatar's Sun Touch no longer dazzles creatures. Critical Success The creature is unaffected and becomes temporarily immune for 24 hours. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round. Critical Failure The creature is blinded for 1 minute. ","skill_mod":{"athletics":34,"intimidation":33,"acrobatics":29,"religion":28},"primary_source":"Pathfinder #172: Secrets of the Temple City","spell":["Blade Barrier","Fire Seeds","Prismatic Wall","Fireball","Harm","Heal","Prismatic Spray","Flame Strike","Flaming Sphere","Freedom of Movement","Command","Daze","Produce Flame","Shield","Telekinetic Projectile","Air Walk"],"ac":40,"item":["Spear"],"level":17,"spell_dc":[36],"source_category":["Adventure Paths"],"sense":" greater darkvision , smoke vision","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":2,"reflex_save":25,"strongest_save":["fort","fortitude","will"],"vision":"Greater darkvision","fortitude_save":31,"source_group":["Strength of Thousands"],"size":["Huge"],"spoilers":"Strength of Thousands","name":"Avatar Of Walkena","alignment":"LE","rarity":"rare","strike_damage_average":[29,31,38],"attack_bonus":[31,33,33],"constitution":8,"immunity":["death effects","disease","drained","fire","paralyzed","unconscious"],"spell_attack_bonus":[28],"will_save":31,"speed":{"max":60,"land":60},"wisdom":3,"weakness":{"cold":15},"creature_ability":["Attack of Opportunity","Avatar's Resistance","Frightful Presence","Smoke Vision","Sun's Touch","Constrict","Pull Down the Sun","Radiate Glory"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Intimidation","Religion","Walkena Lore"],"tradition":["Divine"],"trait_group":["Tradition","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1707","dexterity":4,"category":"creature","slug":"creature-1707"},{"primary_source_category":"Adventure Paths","strength":12,"hp":550,"language":["Aklo","Arboreal","Celestial","Common","Draconic","Requian","Sphinx","Sylvan","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%294%%>speak with plants<%END>, <%UMR%37%%>telepathy<%END> 300 feet"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","charisma":10,"perception":43,"stealth":"36","trait":["Plant","Unique","N","Gargantuan"],"id":"creature-1708","text":" Dimari-Diji, Ancient Arboreal Guardian While Dimari-Diji's oldest memory is of the sky growing dark and becoming filled with fire, he was already several centuries old during the events of Earthfall. Memories of his earliest days no longer cling to his mind, and Dimari-Diji knows only that he is the youngest arboreal of his copse. His other siblings went their own way when Earthfall occurred, and of the few he managed to track down, only Silang-Sefa and Umdasi-Umalo still live. For years, Dimari-Diji wandered the darkened world of Golarion, surviving as best he could. He eventually met an old human man who sought knowledge. While Dimari-Diji shared what he knew, the man sought more. And so, Dimari-Diji joined the man as he slowly unraveled the secrets of magic. While Dimari-Diji was around to help Jatembe fulfill his destiny, the arboreal went only so far as point Jatembe to the correct locations; Jatembe's efforts in learning magic were entirely his own. After traveling for some more time, Dimari-Diji stumbled upon the nascent Osibu and spent some time with its people. It was here that he realized the world beyond the forests was changing. The people in Osibu were not like others he had met. They remained cut off, unknowing of the world around them. Dimari-Diji did his best to warn and prepare the people of the city for the dangers beyond. The people of Osibu did not want him to leave, however, and each of the city's wise women pleaded for his guidance and protection. After one hundred pleas, Dimari-Diji chose to stay and teach the women the secrets of his magic, and that of the other trees and animals. Today, Dimari-Diji is very old, even compared to other arboreals. Though he has occasionally traveled into the Mwangi Expanse since his arrival in Osibu, he spends nearly all his time in the city and, in fact, rarely moves throughout Osibu. The city's leader, Umanja-jinga, the current Uur Chyayu, typically comes to him. He sees the one hundred spirits of the first wise women in her, and trusts in her judgment and friendship. When speaking with others, Dimari-Diji is always kind and patient, listening with intent and allowing others to speak their minds freely and without interruption. Campaign Role As steward of Osibu, Dimari-Diji is intent on defending his city from all potential threats, but particularly those threats that might approach the Nemesis Well. Dimari-Diji feels he is approaching his final years, and he prefers to serve in an advisory or support role. When the heroes arrive in Osibu, Dimari-Diji is quick to question the outsiders and recognize the greater threat that Walkena poses to the city. He stays within the city walls, directing forces alongside Umanja-jinga and using his magic to support Osibu during the attack. If the heroes can earn Dimari-Diji's trust by defending the city, they make an invaluable ally with a vast wealth of knowledge and secrets. Recall Knowledge - Plant (Nature): DC 60 Unspecific Lore : DC 58 Specific Lore : DC 55 Dimari-Diji Source Pathfinder #172: Secrets of the Temple City pg. 86 Perception +43; low-light vision, tremorsense (imprecise) 120 feet Languages Aklo, Arboreal, Celestial, Common, Draconic, Requian, Sphinx, Sylvan; speak with animals , speak with plants , telepathy 300 feet Skills Arcana +42, Athletics +43, Diplomacy +41, Mwangi Expanse Lore +50, Nature +50, Stealth +36 Str +12 Dex -1 Con +7 Int +7 Wis +12 Cha +10 Fungus Sight (divination, primal) Dimari-Diji produces small clumps of fungus that he can use to see beyond his normal sight. He can use a single action, which has the concentrate trait, to project his senses into an intact fungus clump on the Material Plane or to end this projection. Dimari-Diji loses all sensory information from his own body while projecting his senses into fungus. --- AC 52 Fort +42 Ref +36 Will +48 HP 550 , regeneration 30 (deactivated by fire) Immunities disease, mental, poison Weaknesses axe vulnerability, fire 20 Resistances bludgeoning 20, piercing 20 Axe Vulnerability An arboreal nature-speaker takes 20 additional damage from axes. Aura of Growth (aura, plant, primal, transmutation) 120 feet. Plants near Dimari-Diji grow larger and more vibrant. Plants in the emanation gain the success effects of the plant growth ritual. Any plant spells cast in the area are empowered and use the effects of the spell 1 level higher than it was cast, to a maximum of 9th level (Dimari-Diji's spells are unaffected). Finally, other plant creatures gain fast healing 20 while in the area. Enriching Aura (aura, evocation, transmutation) 60 feet. Dimari-Diji's natural power enhances primal spellcasting around him. All creatures within the emanation can alter a primal spell as if they had just used Reach Spell or Widen Spell when they Cast the Spell. --- Speed 40 feet; freedom of movement Melee Single Action branch +44 (Magical, reach 20 feet), Damage 5d10+20 bludgeoning plus Improved Knockdown Ranged Single Action mental blast +44 (Magical, Mental, range increment 120 feet), Damage 5d6+20 mental plus Memories of Ages Primal Innate Spells DC 49, attack +41 - 2nd Entangle - 3rd Earthbind (at will) - 6th Tangling Creepers - 7th Regenerate, Sunburst - 8th Moment of Renewal, Punishing Winds, Wind Walk - 9th Nature's Enmity, Storm of Vengeance, Summon Plant or Fungus - 10th Primal Phenomenon, Revival - Constant (2nd) Speak with Animals - Constant (4th) Freedom of Movement, Speak with Plants - Constant (8th) True Seeing Forest Growth Once per month, Dimari-Diji can spend 1 hour to sprout a new forest. He causes the forest to sprout in a 50-foot burst within 300 feet. The forest instantly springs to life, and is composed of fungi, plants, and trees most appropriate to the area he selected. The forest grows to the height, density, and liveliness of a forest that has grown for 10 years. The forest doesn't feature any animals or other creatures, but animals within 1 mile are aware of the new forest and might make the forest their new habitat as appropriate. Memories of Ages Dimari-Diji's mental blasts cloud the minds of his foes, making it difficult for them to focus on combat. A creature that takes damage from Dimari-Diji's mental blast is dazzled for 1 round. If the attack was a critical hit, the creature is dazzled for 1 minute instead. Memory Maelstrom Three Actions (Concentrate, Incapacitation, Mental, Nonlethal, Primal) Dimari-Diji tries to overwhelm foes with a surge of information he has absorbed over his long life. This surge deals 12d6 mental damage to each enemy within 60 feet, who must attempt a DC 32 Will save. Critical Success The creature maintains its composure, takes no damage, and is temporarily immune to Memory Maelstrom for 1 minute. Success The creature is stunned 1 and takes half damage. Failure The creature takes full damage and is stunned 3. Critical Failure The creature takes double damage, is confused for 2d4 rounds, and is stunned 3. Nature's Concentration Free Action Trigger Dimari-Diji's turn begins; Effect Dimari-Diji calls upon the natural world around him to support his magic. He Sustains a Spell. ","skill_mod":{"diplomacy":41,"nature":50,"stealth":36,"arcana":42,"athletics":43},"primary_source":"Pathfinder #172: Secrets of the Temple City","spell":["Primal Phenomenon","Revival","Nature's Enmity","Storm of Vengeance","Summon Plant or Fungus","Moment of Renewal","Punishing Winds","Wind Walk","Regenerate","Sunburst","Tangling Creepers","Earthbind","Entangle","True Seeing","Freedom of Movement","Speak with Plants","Speak with Animals"],"ac":52,"level":25,"spell_dc":[49],"source_category":["Adventure Paths"],"sense":" low-light vision , tremorsense (imprecise) 120 feet","resistance":{},"intelligence":7,"reflex_save":36,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":42,"source_group":["Strength of Thousands"],"size":["Gargantuan"],"spoilers":"Strength of Thousands","name":"Dimari-Diji","alignment":"N","rarity":"unique","strike_damage_average":[37,47],"attack_bonus":[44,44],"constitution":7,"immunity":["disease","mental","poison"],"spell_attack_bonus":[41],"will_save":48,"speed":{"max":40,"land":40},"wisdom":12,"weakness":{},"creature_ability":["Fungus Sight","fire 20","Axe Vulnerability","Aura of Growth","Enriching Aura","Forest Growth","Memories of Ages","Memory Maelstrom","Nature's Concentration"],"primary_source_group":"Strength of Thousands","skill":["Arcana","Athletics","Diplomacy","Mwangi Expanse Lore","Nature","Stealth"],"tradition":["Primal"],"summary":"While Dimari-Diji's oldest memory is of the sky growing dark and becoming filled with fire, he was already several centuries old during the events of …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1708","dexterity":-1,"category":"creature","slug":"creature-1708"},{"primary_source_category":"Adventure Paths","strength":0,"hp":260,"language":["Common","Draconic","Elven","Mzunu"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","charisma":6,"perception":25,"trait":["Human","Humanoid","Unique","N","Medium"],"id":"creature-1709","text":" Nkiruka, Stern Diplomat and Prime Speaker of Walkena Nkiruka grew up as the latest in a line of esteemed envoys, ambassadors, and emissaries. Much like her father, grandmother, and great-grandfather, Nkiruka was skilled in the art of debate and conflict resolution, encouraging her to continue the family trade. She began her formal training at the age of 15, taking the first steps toward becoming an ambassador like her forebears. During this time, she tapped into something unexpected: magic. Nkiruka saw the secrets of the words she spoke and those that others spoke to her. She was furious. Nkiruka believed her skill above all else was the primary factor in her success, and revelation of her magical prowess would only serve to sully her reputation. Others would see only her magic and believe all of her success was a result of supernatural influence rather than her dedication and experience. For a time, Nkiruka fell into a slump, believing her unfortunate magical skill had ruined her credibility forever. Eventually, she chose to accept her magical knack and focused on refining her aptitude for spells. That's when she came to another realization: her spells could undo the tricks of others. As she gained a better understanding of her magic, she learned spells that would allow her to reveal lies or protect her from attempts at reading her mind. Rather than use her magic to succeed, Nkiruka could use it to level the playing field and properly allow her skill to shine. Nkiruka redoubled her efforts. She continued her practice in all things diplomatic while also gaining a greater understanding of her magic. Soon, she was able to wield her wit and magic together. She was quickly recognized as the best of her peers, using her magic to shut down any attempts at deception or cheating and besting her opponents when they couldn't rely on their tricks. Graduating at the head of her class, she left Anthusis in search of opportunities. Nkiruka spent many years serving as a diplomat for places such as Nantambu, Azir, Merab, and Senghor. She met every job head-on and, with the aid of her magic, was able to prove herself a diplomat worthy of continuing her family's legacy. She was proud of her work and even started a family, but she felt unfulfilled. While she had faced plenty of professional challenges, none of them ever felt worthy of her skill. Fifteen years into a wholly successful career, Nkiruka had yet to find a job that she felt really pushed her to her limit. During a visit to her in-laws in Kalabuto, Nkiruka learned of the latest ambassador to fall at the hand of Walkena in Mzali. After a bit of questioning and research, Nkiruka learned about the city, its god-king, and the strange and difficult life of Mzali's people. Here was her challenge. In Mzali, Nkiruka saw the opportunity to prove herself the ultimate diplomat. If she could make a tyrant bow to reason, she would know that her skill was unmatched. If she could make others eager to meet and speak with the people of Mzali, she would be a genius among ambassadors. Undeterred by the dangers that the city presented, Nkiruka traveled to Mzali and used her silver tongue to earn a meeting with Walkena. The god-king was impressed with Nkiruka's confidence, and he delivered many tests to prove her skill. Nkiruka passed every test and even established a trading accord with a group of lost merchants that had stumbled upon the city. Walkena was pleased and took Nkiruka on as his new ambassador. During negotiations and diplomatic talks, Nkiruka is completely serious. She suffers no fools, and she prefers to be direct and frank about all matters of her discussions. She always begins conversations by casting an array of spells, the function of which she is happy to describe, to make sure there's no trickery involved. Outside of her diplomatic endeavors, Nkiruka is a proud and stern woman. She is somewhat curt, but rarely to the degree where it sours her relationships with others. Only when dealing with her family do her walls come down. At home, Nkiruka is a surprisingly sweet and gentle person whose graciousness extends to any family guests and visitors. Campaign Role Nkiruka represents a significant obstacle for the heroes. The arrival of a large group in Mzali makes Nkiruka suspicious immediately, and dealings with her are slow. She's a key figure in negotiations with Mzali, the heroes must speak with Nkiruka on multiple occasions to finally earn a good standing with her and, eventually, Walkena. The heroes may need to meet with Nkiruka multiple times before making any progress in negotiations, but will find the results to be more than worth the effort. Though Nkiruka has formal combat training supplemented by her keen eye for detail, she prefers to leave combat to others. If pressed into combat, negotiations with Nkiruka are immediately a failure, and she flees as soon as possible. Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Nkiruka Source Pathfinder #172: Secrets of the Temple City pg. 88 Perception +25; (29 to notice lies and Sense Motive) Languages Common, Draconic, Elven, Mzunu Skills Acrobatics +24, Arcana +25, Deception +28, Diplomacy +28, Intimidation +28, Occultism +25, Performance +28, Religion +23, Society +25 Str +0 Dex +4 Con +4 Int +3 Wis +1 Cha +6 Ear for Lies Nkiruka's training allows her to recognize microexpressions, voice tone, and other tells. When a creature fails to Lie to Nkiruka, not only does she know they were lying, she also receives a clue about what that creature believes to be the truth. Group Impression When Nkiruka Makes an Impression, she can compare her Diplomacy check result to the Will DCs of up to four targets instead of one. Items +2 striking hand crossbow (20 bolts), +1 resilient leather armor , +2 striking sickle --- AC 36 Fort +24 Ref +26 Will +25 HP 260 --- Speed 25 feet Melee Single Action sickle +27 (Agile, Finesse, Magical, Trip), Damage 2d4+10 slashing Ranged Single Action hand crossbow +27 (Magical, range increment 60 feet, reload 1), Damage 2d6+10 piercing Occult Spontaneous Spells DC 34, attack +26 - Cantrips (7th) Detect Magic, Forbidding Ward, Mage Hand, Read Aura, Sigil - 1st Illusory Object, Sanctuary, Unseen Servant (3 slots) - 2nd Calm Emotions, Magic Mouth, Status (3 slots) - 3rd Dream Message, Hypercognition, Wanderer's Guide (3 slots) - 4th Discern Lies, Private Sanctum, Resilient Sphere (3 slots) - 5th Illusory Scene, Telepathic Bond, Tongues (3 slots) - 6th Mislead, Repulsion, True Seeing (3 slots) - 7th Dimensional Lock, Project Image, Retrocognition (3 slots) Eye for an Opening Nkiruka's Strikes against creatures she observes that don't have cover and aren't concealed deal an additional 2d10 precision damage. Size Up Single Action Nkiruka attempts a Perception check against the Deception DC or Will DC, whichever is higher, of a creature she can see. On a success, she gleans a notable detail about the creature as if she had successfully Recalled Knowledge about it. Once Nkiruka has Sized Up a creature, she can't do so again for 1 day ","skill_mod":{"society":25,"diplomacy":28,"performance":28,"deception":28,"arcana":25,"intimidation":28,"occultism":25,"acrobatics":24,"religion":23},"primary_source":"Pathfinder #172: Secrets of the Temple City","spell":["Dimensional Lock","Project Image","Retrocognition","Mislead","Repulsion","True Seeing","Illusory Scene","Telepathic Bond","Tongues","Discern Lies","Private Sanctum","Resilient Sphere","Dream Message","Hypercognition","Wanderer's Guide","Calm Emotions","Magic Mouth","Status","Illusory Object","Sanctuary","Unseen Servant","Detect Magic","Forbidding Ward","Mage Hand","Read Aura","Sigil"],"ac":36,"item":["+2 striking hand crossbow (20 bolts)","+1 resilient leather armor","+2 striking sickle"],"level":14,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":"(29 to notice lies and Sense Motive ) ","resistance":{},"intelligence":3,"reflex_save":26,"strongest_save":["ref","reflex"],"fortitude_save":24,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Nkiruka","alignment":"N","rarity":"unique","strike_damage_average":[15,17],"attack_bonus":[27,27],"constitution":4,"spell_attack_bonus":[26],"will_save":25,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Ear for Lies","Group Impression","Eye for an Opening","Size Up"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Arcana","Deception","Diplomacy","Intimidation","Occultism","Performance","Religion","Society"],"tradition":["Occult"],"summary":"Nkiruka grew up as the latest in a line of esteemed envoys, ambassadors, and emissaries. Much like her father, grandmother, and great-grandfather, …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1709","dexterity":4,"category":"creature","slug":"creature-1709"},{"primary_source_category":"Adventure Paths","strength":6,"hp":310,"language":["Common","Mzunu"],"source":["Pathfinder #172: Secrets of the Temple City"],"type":"Creature","charisma":3,"perception":28,"stealth":"27","trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-1710","text":" Worknesh, Walkena's Dedicated General Worknesh always knew war. At a young age, she lost most of her family to an outsider attack on Mzali. The outsiders, in a futile attempt to liberate the city, only brought death and destruction to Mzali's people. Left only with an injured father, Worknesh struggled to provide for her father's care and vowed to never let war cause her or her loved ones grief ever again. After her father recovered, she spent time with him learning the basics of combat. Her father served as a city guard and taught her what he could, but his injuries left him unable to complete Worknesh's training. After learning the fundamentals of fighting from him, Worknesh joined the guard to continue her father's legacy. Over the years, Worknesh became increasingly cruel, reveling in the power that her might granted her over others. Worknesh learned how to spot weaknesses in the techniques of her opponents and used her wit and ferocity to defeat much larger foes. Eventually, she earned the nickname Worknesh the Unstricken, as she had worked through every guard willing to spar her without even a scratch. Worknesh's skill moved her up the ranks of Mzali's infantry, and she was quick to join the ranks of the Jackal Guard, Walkena's elite unit. Only a year into her time with the Jackal Guard, Worknesh earned Walkena's attention, and soon, the god-king placed Worknesh at the head of the guard. Proud of her accomplishments, Worknesh returned home for the first time in several years, only to learn that her father had passed peacefully in his sleep. While Worknesh mourned, she also came to realize that she was without any obligations other than her own. She was free to push herself further into her career and earn yet more of Walkena's favor. A few years later, Worknesh finally achieved her goal and earned a place at Walkena's side. The god-king named Worknesh as his Master of Spears, granting her total command over Walkena's armies. In addition to her new role, Walkena granted Worknesh even greater gifts. First, he took the golden blade of Mzali from the ashes of the former Master of Spears and handed it to Worknesh, along with the title of Worknesh the Golden Blade. Additionally, Walkena used his deific power to grant Worknesh spells, commanding her to use them only to serve his will. Combined with her unrelenting might, Worknesh's new weapon and spellcasting made her the most formidable warrior in the city. Worknesh finally had total command over war and could wield it like a blade, directing it where she pleased. With her new weapon, she would strike down any who opposed Walkena. With her new magic, she would expose those who would sow discord in his city. Today, Worknesh is as cruel as ever, sending the guards after individuals for the slightest offense. Only Nkiruka's continued efforts at diplomacy have kept Worknesh in check, preventing the city from falling to total militaristic rule. Worknesh remains pleased with her current position, but she recognizes that even Mzali can't contain her might forever. Campaign Role Worknesh serves as the head of Mzali's armies and fully supports Walkena's laws. She would normally attempt to prevent any outsider from entering the city for any reason, to keep the city's purity as Walkena prefers. Thankfully for the heroes, Nkiruka's diplomatic efforts have earned them immunity from Worknesh's exclusion. During the first chapter, Worknesh arranges for an exhibition match between the heroes and her Jackal Guard to size up the martial threat they pose to Mzali. Cunning heroes might suspect Worknesh's motive and trick her into thinking they aren't a threat worthy of her consideration. She doesn't use her spells during this initial evaluation, as she doesn't have much reason to think the heroes are anything beyond what they claim to be. During the attack on Osibu in this adventure's final chapter, Worknesh leads the assault and ultimately faces off with the heroes directly. This time, she doesn't hesitate to use her spells to best effect (including casting a 5th-level see invisibility in advance). The heroes might have fooled her into thinking they don't pose much of a danger, but Worknesh doesn't stay fooled for long. Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Worknesh Source Pathfinder #172: Secrets of the Temple City pg. 952 Perception +28 Languages Common, Mzunu Skills Athletics +32, Intimidation +29, Religion +26, Society +26, Stealth +27, Survival +30, Warfare Lore +30 Str +6 Dex +1 Con +3 Int +2 Wis +4 Cha +3 Master's Cry Free Action Trigger Worknesh rolls initiative; Requirements Worknesh can perceive at least one foe within 60 feet; Effect Worknesh yells a mighty rallying cry. Worknesh attempts an Intimidation check to Demoralize a single foe within 60 feet. If successful, any of her allies within 30 feet can Stride up to double their speed as their first action on their first turn of the combat. Warmaster's Instinct Worknesh can recognize the skills of any combatants she faces. She can use Warfare Lore to Recall Knowledge about any creature, but only while in combat or observing the creature fight. Items Golden Blade of Mzali, +2 resilient splint mail , moderate sturdy shield (Hardness 13, HP 104, BT 52) --- AC 37 (39 with shield raised) Fort +29 Ref +25 Will +28 HP 310 Resistances piercing 4 Attack of Opportunity Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action golden blade +32, Damage 3d6+16 piercing plus 2d6 fire Ranged Single Action golden blade +27 (thrown 20 feet), Damage 3d6+16 piercing plus 2d6 fire Divine Spontaneous Spells DC 34, attack +26 - Cantrips (8th) Daze, Detect Magic, Divine Lance (law or evil), Message, Shield, Sigil - 4th Air Walk, Discern Lies, Freedom of Movement (3 slots) - 5th Prying Eye, See Invisibility, Tongues (3 slots) - 6th Dispel Magic, Heal, Wall of Fire (3 slots) - 7th Dispel Magic, Fireball, Heal (3 slots) Battle Cry Single Action (Auditory, Concentrate, Emotion, Mental) Worknesh unleashes a war cry, granting herself and all allies within 60 feet a +1 status bonus to attack and damage rolls until the start of her next turn. Walkena's Fury Single Action Frequency once per round; Requirements Worknesh is within reach of an enemy designated by Walkena's Judgment; Effect Worknesh makes two melee Strikes against the enemy of Walkena. If both attacks hit, she combines their damage for the purpose of the creature's resistances and weaknesses. Walkena's Judgment Single Action (Concentrate, Divine) Worknesh designates a single creature as an enemy of Walkena. She must be able to see or hear the creature, or she must be tracking the creature. Worknesh gains a +4 status bonus to damage against the designated creature, and she gains fast healing 5 while within 30 feet of the creature. In addition, she doesn't take the –2 circumstance penalty to attack rolls when attempting to deal nonlethal damage with an attack without the nonlethal trait and vice versa. Worknesh can have only one creature designated as an enemy of Walkena at a time. If she uses Walkena's Judgment against a creature when she already has a creature designated, the prior creature loses the designation and the new target gains the designation. This designation lasts for 24 hours. ","skill_mod":{"society":26,"survival":30,"stealth":27,"athletics":32,"intimidation":29,"religion":26},"primary_source":"Pathfinder #172: Secrets of the Temple City","spell":["Dispel Magic","Fireball","Heal","Wall of Fire","Prying Eye","See Invisibility","Tongues","Air Walk","Discern Lies","Freedom of Movement","Daze","Detect Magic","Divine Lance","Message","Shield","Sigil"],"ac":37,"item":["Golden Blade of Mzali","+2 resilient splint mail","moderate sturdy shield (Hardness 13, HP 104, BT 52)"],"level":16,"spell_dc":[34],"source_category":["Adventure Paths"],"resistance":{"piercing":4},"intelligence":2,"reflex_save":25,"strongest_save":["fort","fortitude"],"fortitude_save":29,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Worknesh","alignment":"LE","rarity":"unique","strike_damage_average":[33,33],"attack_bonus":[27,32],"constitution":3,"spell_attack_bonus":[26],"will_save":28,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Master's Cry","Warmaster's Instinct","Attack of Opportunity","Shield Block","Battle Cry","Walkena's Fury","Walkena's Judgment"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Intimidation","Religion","Society","Stealth","Survival","Warfare Lore"],"tradition":["Divine"],"summary":"Worknesh always knew war. At a young age, she lost most of her family to an outsider attack on Mzali. The outsiders, in a futile attempt to liberate …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=1710","dexterity":1,"category":"creature","slug":"creature-1710"},{"primary_source_category":"Adventure Paths","strength":5,"hp":285,"language":["Common","Draconic","Necril"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","charisma":0,"perception":26,"stealth":"27","trait":["Human","Humanoid","Unique","LN","Medium"],"id":"creature-1711","text":" Mpondo Recall Knowledge - Humanoid (Society): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Mpondo Source Pathfinder #173: Doorway to the Red Star pg. 20 Perception +26; Iobane vision Languages Common, Draconic, Necril Skills Arcana +29, Athletics +28, Diplomacy +23, Religion +24, Stealth +27 Str +5 Dex +2 Con +2 Int +6 Wis +3 Cha +0 Items high-grade black dragonhide buckler (Hardness 5, HP 20, BT 10; immune to acid), Chain Shirt, +2 greater striking bastard sword , signal horn, +2 striking spear --- AC 37 Fort +25 Ref +23 Will +27 HP 285 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action bastard sword +30 (Magical, two-hand d12), Damage 3d8+13 slashing Melee Single Action spear +30 (Magical), Damage 2d6+13 piercing Ranged Single Action spear +27 (Magical, thrown 20 feet), Damage 2d6+13 piercing Arcane Prepared Spells DC 37, attack +28 - Cantrips (8th) Chill Touch, Daze, Detect Magic, Electric Arc, Produce Flame - 4th Dimension Door, True Strike - 7th Dimensional Lock, Spell Turning - 8th Maze, Polar Ray Magus Conflux Spells 2 Focus Points - 8th Dimensional Assault, Hasted Assault Rituals - 8th Rite of the Red Star Iobane Vision (Fortune) Warder-Chief Mpondo can see invisible creatures and objects as though they are concealed. When he Seeks or Senses Motive, he can roll twice and take the higher result. Spellstrike Two Actions Frequency Until recharged; Effect Warder-Chief Mpondo Casts a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the attack instead. Mpondo makes a melee Strike. The spell is coupled with the attack, using the attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for Mpondo's multiple attack penalty, but don't apply the penalty until after he has completed the Spellstrike. After Mpondo uses Spellstrike, he can't do so again until he recharges his Spellstrike as a single action, which has the concentrate trait. Mpondo also recharges his Spellstrike when he casts a conflux spell. ","skill_mod":{"diplomacy":23,"stealth":27,"arcana":29,"athletics":28,"religion":24},"primary_source":"Pathfinder #173: Doorway to the Red Star","spell":["Maze","Polar Ray","Dimensional Lock","Spell Turning","Dimension Door","True Strike","Chill Touch","Daze","Detect Magic","Electric Arc","Produce Flame","Dimensional Assault","Hasted Assault"],"ac":37,"item":["high-grade black dragonhide buckler (Hardness 5, HP 20, BT 10; immune to acid )","Chain Shirt","+2 greater striking bastard sword","signal horn","+2 striking spear"],"level":15,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":"Iobane vision","resistance":{},"intelligence":6,"reflex_save":23,"strongest_save":["will"],"fortitude_save":25,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Mpondo","alignment":"LN","rarity":"unique","strike_damage_average":[20,20,26],"attack_bonus":[27,30,30],"constitution":2,"spell_attack_bonus":[28],"will_save":27,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Iobane Vision","Spellstrike"],"primary_source_group":"Strength of Thousands","skill":["Arcana","Athletics","Diplomacy","Religion","Stealth"],"tradition":["Arcane"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=1711","dexterity":2,"category":"creature","slug":"creature-1711"},{"attack_bonus":[24,27],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":235,"language":["Common","Draconic"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","spell_attack_bonus":[25],"will_save":24,"charisma":0,"speed":{"max":25,"land":25},"perception":23,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block","Iobane Vision","Spear Dance","Spellstrike"],"primary_source_group":"Strength of Thousands","skill":["Arcana","Athletics","Stealth"],"stealth":"23","trait":["Human","Humanoid","LN","Medium"],"id":"creature-1712","text":" Iobane Magi Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Iobane Magi Source Pathfinder #173: Doorway to the Red Star pg. 21 Perception +23; Iobane vision Languages Common, Draconic Skills Arcana +26, Athletics +26, Stealth +23 Str +5 Dex +2 Con +3 Int +5 Wis +2 Cha +0 Items high-grade dragonhide buckler (Hardness 5, HP 20, BT 10; immune to acid), +1 resilient chain shirt , signal horn, +1 striking spear --- AC 33 Fort +25 Ref +23 Will +24 HP 235 Attack of Opportunity Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action spear +27 (Magical), Damage 2d6+9 piercing Ranged Single Action spear +24 (Magical, thrown 20 feet), Damage 2d6+9 piercing Arcane Prepared Spells DC 33, attack +25 - Cantrips (7th) Chill Touch, Daze, Detect Magic, Electric Arc, Produce Flame - 4th Dimension Door, True Strike - 6th Chain Lightning, Disintegrate - 7th Dimensional Lock, Prismatic Spray Magus Conflux Spells 2 Focus Points - 7th Dimensional Assault Iobane Vision (Fortune) The Iobane magi can see invisible creatures and objects as though they are concealed. When he Seeks or Senses Motive, he can roll twice and take the higher result. Spear Dance Two Actions The Iobane magus makes three spear Strikes, each with a range of 10 feet. Spellstrike Two Actions Frequency Until recharged; Effect The Iobane magi Casts a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the attack instead. The Iobane magi makes a melee Strike. The spell is coupled with the attack, using the attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the Iobane magi's multiple attack penalty, but don't apply the penalty until after he has completed the Spellstrike. After the Iobane magi uses Spellstrike, he can't do so again until he recharges his Spellstrike as a single action, which has the concentrate trait. The Iobane magi also recharges his Spellstrike when he casts a conflux spell. ","tradition":["Arcane"],"skill_mod":{"stealth":23,"arcana":26,"athletics":26},"primary_source":"Pathfinder #173: Doorway to the Red Star","spell":["Dimensional Lock","Prismatic Spray","Chain Lightning","Disintegrate","Dimension Door","True Strike","Chill Touch","Daze","Detect Magic","Electric Arc","Produce Flame","Dimensional Assault"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":33,"item":["high-grade dragonhide buckler (Hardness 5, HP 20, BT 10; immune to acid )","+1 resilient chain shirt","signal horn","+1 striking spear"],"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":"Iobane vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1712","intelligence":5,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":25,"source_group":["Strength of Thousands"],"size":["Medium"],"name":"Iobane Magi","alignment":"LN","category":"creature","rarity":"common","strike_damage_average":[16,16],"slug":"creature-1712"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":200,"language":["Common","Infernal"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","charisma":6,"perception":26,"stealth":"29","trait":["Ghost","Incorporeal","Spirit","Undead","Unique","LE","Medium"],"id":"creature-1713","text":" Tollvych Recall Knowledge - Spirit (Occultism): DC 44 Recall Knowledge - Undead (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Tollvych Source Pathfinder #173: Doorway to the Red Star pg. 27 Perception +26; darkvision Languages Common, Infernal Skills Academia Lore +27, Arcana +29, Intimidation +27, Stealth +29 Str -5 Dex +4 Con +0 Int +6 Wis +5 Cha +6 --- AC 33 Fort +21 Ref +25 Will +28 HP 200 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 15 (except force, ghost touch , or positive; double resistance vs. non-magical) --- Speed fly 25 feet Melee Single Action ghostly hand +28 (Agile, Finesse, Magical), Damage 3d12+10 negative Arcane Innate Spells DC 36, attack +28 - Cantrips (8th) Detect Magic, Ghost Sound, Mage Hand, Prestidigitation - 1st Ray of Enfeeblement (×3) - 2nd Telekinetic Maneuver (×2) - 3rd Blindness, Nondetection - 4th Nightmare, Suggestion - 5th Cone of Cold, Hallucination - 6th Chain Lightning, Disintegrate - 7th Duplicate Foe - 8th Dispel Magic, Phantasmal Killer Bone-Shattering Cry Two Actions (Divine, Evocation, Sonic) Tollvych cries out in pain as his body twists and grinds into horrific, distorted shapes. All creatures within a 30-foot emanation take 16d6 bludgeoning damage (DC 36 basic Reflex save) as the sound of the Bone-Shattering Cry shakes and shatters their own bones. Tollvych can't use Bone-Shattering Cry for 1d4 rounds. Frightful Moan Two Actions (auditory, divine, emotion, enchantment, fear, mental); Tollvych laments his fate, forcing each living creature within 30 feet to attempt a DC 36 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to Tollvych's frightful moan for 1 minute. ","skill_mod":{"stealth":29,"arcana":29,"intimidation":27},"primary_source":"Pathfinder #173: Doorway to the Red Star","spell":["Dispel Magic","Phantasmal Killer","Duplicate Foe","Chain Lightning","Disintegrate","Cone of Cold","Hallucination","Nightmare","Suggestion","Blindness","Nondetection","Telekinetic Maneuver","Ray of Enfeeblement","Detect Magic","Ghost Sound","Mage Hand","Prestidigitation"],"ac":33,"level":15,"spell_dc":[36],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"intelligence":6,"reflex_save":25,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":21,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Tollvych","alignment":"LE","rarity":"unique","strike_damage_average":[29],"attack_bonus":[28],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[28],"will_save":28,"speed":{"fly":25,"max":25},"wisdom":5,"weakness":{},"creature_ability":["Bone-Shattering Cry","Frightful Moan"],"primary_source_group":"Strength of Thousands","skill":["Academia Lore","Arcana","Intimidation","Stealth"],"tradition":["Arcane"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1713","dexterity":4,"category":"creature","slug":"creature-1713"},{"attack_bonus":[24,24],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":175,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","will_save":19,"charisma":5,"speed":{"max":25,"land":25},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Paralysis"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Intimidation","Society","Stealth"],"stealth":"22","trait":["Rare","Undead","CE","Medium"],"id":"creature-1714","text":" Spawn Of Taon Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Spawn Of Taon Source Pathfinder #173: Doorway to the Red Star pg. 29 Perception +21; darkvision Languages Common, Necril Skills Acrobatics +20, Athletics +24, Intimidation +22, Society +19, Stealth +22 Str +7 Dex +5 Con +5 Int +1 Wis +4 Cha +5 --- AC 30 Fort +22 Ref +22 Will +19 HP 175 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances piercing 12, slashing 6 --- Speed 25 feet Melee Single Action claw +24, Damage 2d12+13 slashing plus Grab Melee Single Action tongue +24 (Agile), Damage paralysis Paralysis (Occult, Incapacitation, Necromancy) A living creature hit by a mohrg's tongue Strike must succeed at a DC 30 Fortitude save or become paralyzed. The creature can attempt a new save at the end of each of its turns. The DC cumulatively decreases by 1 on each attempt. ","skill_mod":{"society":19,"stealth":22,"athletics":24,"intimidation":22,"acrobatics":20},"primary_source":"Pathfinder #173: Doorway to the Red Star","trait_group":["Rarity","Creature Type"],"ac":30,"level":11,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":12,"slashing":6},"url":"/Monsters.aspx?ID=1714","intelligence":1,"reflex_save":22,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Spawn Of Taon","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[26],"slug":"creature-1714"},{"attack_bonus":[29,29,31],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":230,"language":["Common","Necril"],"immunity":["death effects","disease",""],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","will_save":23,"charisma":6,"speed":{"climb":25,"max":50,"land":50},"perception":25,"wisdom":4,"weakness":{},"creature_ability":["paralyzed , poison","Attack of Opportunity","Mohrg Spawn","Cruel Reactions","Paralysis"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Intimidation","Society","Stealth"],"stealth":"28","trait":["Undead","Unique","CE","Medium"],"id":"creature-1715","text":" Taon Recall Knowledge - Undead (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Taon Source Pathfinder #173: Doorway to the Red Star pg. 31 Perception +25; darkvision Languages Common, Necril Skills Acrobatics +26, Athletics +29, Intimidation +29, Society +22, Stealth +28 Str +6 Dex +5 Con +4 Int +1 Wis +4 Cha +6 Items Spellcutter --- AC 38 Fort +28 Ref +26 Will +23 HP 230 (negative healing) Immunities death effects, disease, paralyzed, poison Resistances piercing 15, slashing 10 Attack of Opportunity Reaction Mohrg Spawn (occult, necromancy) A living creature slain by a mohrg that had a lower level than the mohrg rises as a mohrg spawn after 1d4 rounds, on its turn. This mohrg spawn is under the command of the mohrg that created it. If the creator of the mohrg spawn is destroyed, the mohrg spawn is destroyed as well, immediately collapsing into a pile of decayed flesh and bones. --- Speed 50 feet, climb 25 feet Melee Single Action claw +29, Damage 3d12+14 slashing plus Grab Melee Single Action tongue +29 (Agile, reach 10 feet), Damage paralysis Melee Single Action Spellcutter +31 (Magical, versatile P), Damage 3d8+14 slashing (cannot damage living creatures) Cruel Reactions Taon gains an extra reaction each round that can be used only to make an Attack of Opportunity. Paralysis (Occult, Incapacitation, Necromancy) A living creature hit by Taon's tongue Strike must succeed at a DC 36 Fortitude save or become paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each attempt. ","skill_mod":{"society":22,"stealth":28,"athletics":29,"intimidation":29,"acrobatics":26},"primary_source":"Pathfinder #173: Doorway to the Red Star","trait_group":["Creature Type","Rarity"],"ac":38,"item":["Spellcutter"],"level":15,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1715","intelligence":1,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":28,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Taon","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[27,33],"slug":"creature-1715"},{"primary_source_category":"Adventure Paths","strength":0,"hp":270,"language":["Common","Necril","Undercommon"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","charisma":4,"perception":31,"trait":["Undead","Unique","NE","Medium"],"id":"creature-1716","text":" Dwandek Recall Knowledge - Undead (Religion): DC 46 Unspecific Lore : DC 44 Specific Lore : DC 41 Dwandek Source Pathfinder #173: Doorway to the Red Star pg. 32 Perception +31; darkvision Languages Common, Necril, Undercommon Skills Arcana +33, Crafting +31, Deception +27, Intimidation +29, Occultism +33, Religion +29 Str +0 Dex +5 Con +6 Int +8 Wis +4 Cha +4 Items diadem of intellect , wand of inexhaustible cynicism --- AC 40 Fort +31 Ref +27 Will +30 HP 270 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, unconscious Resistances arcane spell damage 5, cold 20, physical 15 (except magic bludgeoning) Counterspell Reaction Trigger A creature casts a spell Dwandek has prepared; Effect The lich expends a prepared spell to counter the triggering creature's casting of that same spell. The lich loses its spell slot as if it had cast the triggering spell. The lich then attempts to counteract the triggering spell. Resist Arcane Magic Reaction Frequency once per day; Trigger Dwandek attempts a save against an arcane spell but hasn't rolled yet; Effect Dwandek automatically succeeds at his save against the triggering spell. --- Speed 25 feet, fly 25 feet Melee Single Action hand +32 (Finesse, Magical), Damage 5d8 negative plus paralyzing touch Arcane Prepared Spells DC 39, attack +29 - Cantrips (9th) Detect Magic, Mage Hand, Message, Ray of Frost, Shield - 1st Magic Missile, Ray of Enfeeblement (×2), True Strike - 2nd False Life, Mirror Image, Resist Energy, See Invisibility - 3rd Blindness, Locate, Magic Missile, Vampiric Touch - 4th Fly, Phantasmal Killer, Vampiric Maiden (×2) - 5th Cloudkill, Cone of Cold (×2), Wall of Ice - 6th Chain Lightning, Dominate, Vampiric Exsanguination (×2) - 7th Duplicate Foe, Eclipse Burst (×2), Mask of Terror - 8th Horrid Wilting (×2), Maze, Prismatic Wall - 9th Massacre, Power Word Kill, Telepathic Demand Drain Soul Cage Free Action Frequency once per day; Effect Dwandek taps into his soul cage's power to cast any arcane spell up to 9th level, even if the spell being cast is not one of his prepared spells. The lich's soul cage doesn't need to be present for the lich to use this ability. Paralyzing Touch (Arcane, Curse, Incapacitation, Necromancy) A creature damaged by the lich's hand Strike must succeed at a DC 38 Fortitude save. The creature becomes paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls prone, and seems dead. A DC 25 Medicine check reveals the victim is alive. Unflinching Spellcasting If a reaction would disrupt Dwandek's spellcasting action, Dwandek attempts a DC 12 flat check. On a success, the action isn't disrupted. ","skill_mod":{"deception":27,"crafting":31,"arcana":33,"intimidation":29,"occultism":33,"religion":29},"primary_source":"Pathfinder #173: Doorway to the Red Star","spell":["Massacre","Power Word Kill","Telepathic Demand","Horrid Wilting","Maze","Prismatic Wall","Duplicate Foe","Eclipse Burst","Mask of Terror","Chain Lightning","Dominate","Vampiric Exsanguination","Cloudkill","Cone of Cold","Wall of Ice","Fly","Phantasmal Killer","Vampiric Maiden","Blindness","Locate","Magic Missile","Vampiric Touch","False Life","Mirror Image","Resist Energy","See Invisibility","Ray of Enfeeblement","True Strike","Detect Magic","Mage Hand","Message","Ray of Frost","Shield"],"ac":40,"item":["diadem of intellect","wand of inexhaustible cynicism"],"level":17,"spell_dc":[39],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"cold":20,"physical":15},"intelligence":8,"reflex_save":27,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":31,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Dwandek","alignment":"NE","rarity":"unique","strike_damage_average":[22],"attack_bonus":[32],"constitution":6,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[29],"will_save":30,"speed":{"fly":25,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Counterspell","Resist Arcane Magic","Drain Soul Cage","Paralyzing Touch","Unflinching Spellcasting"],"primary_source_group":"Strength of Thousands","skill":["Arcana","Crafting","Deception","Intimidation","Occultism","Religion"],"tradition":["Arcane"],"trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1716","dexterity":5,"category":"creature","slug":"creature-1716"},{"primary_source_category":"Adventure Paths","strength":6,"hp":250,"language":["Aklo"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","charisma":5,"perception":31,"stealth":"35","trait":["Aberration","Rare","Time","NE","Large"],"id":"creature-1717","text":" Ravager Of Tindalos Recall Knowledge - Aberration (Occultism): DC 43 Recall Knowledge - Time (Occultism): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Ravager Of Tindalos Source Pathfinder #173: Doorway to the Red Star pg. 39 Perception +31; greater darkvision, true seeing Languages Aklo Skills Acrobatics +35, Athletics +32, Occultism +35, Stealth +35, Survival +31 Str +6 Dex +9 Con +6 Int +6 Wis +7 Cha +5 --- AC 43 Fort +30 Ref +33 Will +31 HP 250 Immunities controlled, emotion Resistances mental 20, poison 20, physical 20 Otherworldly Mind (mental) Whenever a creature targets the ravager of Tindalos with a mental effect, that creature takes 9d6 mental damage (DC 40 basic Will save). On a critical failure, it also becomes confused for 1 minute. Ripping Gaze (aura, evocation, occult, visual) 60 feet. The hound of Tindalos's eyes glow balefully, causing painful but bloodless wounds to rip open in the body of a creature that meets its awful gaze. When a creature ends its turn in the aura's emanation, it takes 9d6 slashing damage (DC 37 basic Fortitude save). A creature that critically succeeds at its save is temporarily immune for 24 hours. Vulnerable to Curved Space When a hound of Tindalos is not adjacent to a structural angle of 90º (or more acute), its resistance to physical damage is suppressed and it becomes sickened 1. It can't recover from this sickened condition, but the condition ends automatically once the hound is again adjacent to a suitable angle. --- Speed 30 feet, fly 30 feet Melee Single Action jaws +34, Damage 3d10+14 piercing plus 2d6 mental Melee Single Action claw +34 (Agile), Damage 3d8+14 slashing plus 2d6 mental Occult Innate Spells DC 40, attack +32 - 6th Slow - 7th Haste - 8th Discern Location, Dimensional Anchor, Disappearance (self only) - Constant (9th) True Seeing Angled Entry Single Action The hound of Tindalos casts a 4th-level dimension door spell, but it must transport itself into a space adjacent to an angle of 90º (or more acute) in the structure or environment around it. For example, it could teleport to a space adjacent to a wall (using the angle between the wall and floor) or a corner in a room, or adjacent to a sizable tree growing straight up out of the ground, but not to a flat plain or a room with only curved corners and edges. Once per day, the hound can use this ability to plane shift to or from the Dimension of Time, with the same restrictions on what angles it can appear next to. Ferocious Bites Two Actions The ravager of Tindalos makes three Strikes with its jaws attack. Each Strike must be against a different opponent within its reach. Each attack counts toward the ravager's multiple attack penalty, but does not increase its penalty until it has made all the attacks. ","skill_mod":{"survival":31,"stealth":35,"athletics":32,"occultism":35,"acrobatics":35},"primary_source":"Pathfinder #173: Doorway to the Red Star","spell":["Discern Location","Dimensional Anchor","Disappearance","Haste","Slow","True Seeing"],"ac":43,"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" greater darkvision , true seeing ","resistance":{"bludgeoning":20,"poison":20,"piercing":20,"slashing":20,"mental":20,"physical":20},"intelligence":6,"reflex_save":33,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":30,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Ravager Of Tindalos","alignment":"NE","rarity":"rare","strike_damage_average":[34,37],"attack_bonus":[34,34],"constitution":6,"immunity":["controlled","emotion"],"spell_attack_bonus":[32],"will_save":31,"speed":{"fly":30,"max":30,"land":30},"wisdom":7,"weakness":{},"creature_ability":["Otherworldly Mind","Ripping Gaze","Vulnerable to Curved Space","Angled Entry","Ferocious Bites"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Occultism","Stealth","Survival"],"tradition":["Occult"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1717","dexterity":9,"category":"creature","slug":"creature-1717"},{"attack_bonus":[31,31],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":290,"language":["Akitonian","Shobhad"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","will_save":26,"charisma":5,"speed":{"max":25,"land":25,"burrow":15},"perception":28,"wisdom":2,"weakness":{},"creature_ability":["Nimble Dodge","Requirement","Cunning Discernment","Deadly Deception","Sneak Attack"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Deception","Diplomacy","Engineering Lore","Intimidation","Occultism","Society","Stealth","Thievery","Underworld Lore"],"stealth":"29","trait":["Humanoid","Ratfolk","Unique","LE","Small"],"id":"creature-1718","text":" Skartitch Chip-Tooth Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Skartitch Chip-Tooth Source Pathfinder #173: Doorway to the Red Star pg. 51 Perception +28; low-light vision Languages Akitonian, Shobhad Skills Acrobatics +29, Athletics +26, Deception +31, Diplomacy +29, Engineering Lore +27, Intimidation +31, Occultism +25, Society +27, Stealth +29, Thievery +31, Underworld Lore +29 Str +2 Dex +5 Con +2 Int +3 Wis +2 Cha +5 Items +2 greater striking crossbow (10 bolts), +2 striking handwraps of mighty blows , +2 resilient leather armor , disintegration bolt (3) --- AC 39 Fort +26 Ref +29 Will +26 HP 290 Nimble Dodge Reaction Requirement Skartitch can't use this reaction while encumbered; Trigger Skartitch is hit or critically hit by an attack made by a creature she can see; Effect Skartitch gains a +2 circumstance bonus to her Armor Class against the triggering attack. --- Speed 25 feet, burrow 15 feet Melee Single Action fangs +31 (Agile, Finesse, Magical, Unarmed), Damage 2d6+13 piercing Ranged Single Action crossbow +31 (Magical, range increment 120 feet, reload 1), Damage 3d8+8 piercing Cunning Discernment Single Action Skartitch attempts a Recall Knowledge check against an opponent using the standard DC for a creature of that level. On a success, that opponent is flat-footed against Skartitch's attacks until the start of her next turn; on a critical success, the opponent is flat-footed against Skartitch's attacks for 1 minute. Deadly Deception Two Actions Skartitch attempts a Deception check to Feint against an opponent she can see. On a success, Skartitch can immediately Strike with one unarmed attack and one ranged weapon attack against the target. The ranged attack does not trigger reactions from the target of the Feint. Both of these attacks count toward her multiple attack penalty, but do not apply the penalty until both attacks are completed. Sneak Attack Skartitch deals an extra 4d6 precision damage to flat-footed creatures. ","skill_mod":{"society":27,"diplomacy":29,"deception":31,"thievery":31,"stealth":29,"athletics":26,"intimidation":31,"occultism":25,"acrobatics":29},"primary_source":"Pathfinder #173: Doorway to the Red Star","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":39,"item":["+2 greater striking crossbow (10 bolts)","+2 striking handwraps of mighty blows","+2 resilient leather armor","disintegration bolt (3)"],"level":16,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=1718","intelligence":3,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":26,"source_group":["Strength of Thousands"],"size":["Small"],"spoilers":"Strength of Thousands","name":"Skartitch Chip-Tooth","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[20,21],"slug":"creature-1718"},{"attack_bonus":[26,27,27],"constitution":0,"primary_source_category":"Adventure Paths","strength":5,"hp":235,"language":["Akitonian","Aklo","Common"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","will_save":23,"charisma":0,"speed":{"max":30,"land":30},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["Ageless","Evasion","Guarded Movement","Flurry of Blows","Thousand Ants Stance","Sneak Attack"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Arcana","Stealth"],"stealth":"24","trait":["Human","Humanoid","Rare","CE","Medium"],"id":"creature-1719","text":" Crimson Acolyte Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Crimson Acolyte Source Pathfinder #173: Doorway to the Red Star pg. 62 Perception +23 Languages Akitonian, Aklo, Common Skills Acrobatics +24, Athletics +24, Arcana +22, Stealth +24 Str +5 Dex +4 Con +0 Int +3 Wis +4 Cha +0 Items +2 striking dueling pistol (10 thasteron rounds), +2 striking handwraps of mighty blows --- AC 34 Fort +21 Ref +25 Will +23 evasion HP 235 Ageless The crimson acolyte doesn't age and doesn't need food or drink to survive. Evasion When the acolyte rolls a success on a Reflex save, they get a critical success instead. Guarded Movement The acolyte gains a +4 circumstance bonus to AC against reactions triggered by their movement. --- Speed 30 feet Melee Single Action fist +27 (Agile, Magical, Unarmed), Damage 2d6+11 bludgeoning Melee Single Action thousand wounds +27 (Backstabber, Forceful, Magical, Unarmed), Damage 2d12+11 piercing Ranged Single Action dueling pistol +26 (Concealable, Concussive, fatal d10, Magical, range increment 60 feet, reload 1), Damage 2d6+10 piercing Flurry of Blows Single Action (Flourish) Frequency once per turn; Effect The acolyte makes two unarmed Strikes, or one unarmed Strike and a dueling pistol Strike. If both hit the same creature, combine their damages for the purposes of resistances and weaknesses. The acolyte's multiple attack penalty applies normally to these Strikes. Thousand Ants Stance Single Action (Stance) The acolyte takes the stance of thousand ants, a style mimicking the distracting strikes of a swarm of tiny, vicious creatures. The acolyte can make thousand wounds unarmed attacks. These deal 1d12 piercing damage; are in the brawling group; and have the backstabber, forceful, and unarmed traits. While in this stance, if the acolyte successfully Trips a target, the target is flat-footed until the start of the target's next turn. Sneak Attack The acolyte deals an extra 2d6 precision damage to flat-footed creatures. ","skill_mod":{"stealth":24,"arcana":22,"athletics":24,"acrobatics":24},"primary_source":"Pathfinder #173: Doorway to the Red Star","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":34,"item":["+2 striking dueling pistol (10 thasteron rounds)","+2 striking handwraps of mighty blows"],"level":13,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1719","intelligence":3,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":21,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Crimson Acolyte","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[17,18,24],"slug":"creature-1719"},{"primary_source_category":"Adventure Paths","strength":5,"hp":300,"language":["Abyssal","Akitonian","Aklo","Common","Infernal"],"source":["Pathfinder #173: Doorway to the Red Star"],"type":"Creature","charisma":9,"perception":32,"stealth":"36","trait":["Aberration","Swarm","Unique","LE","Medium"],"id":"creature-1720","text":" The King of Biting Ants, Megalomaniacal Sorcerer Among the many evil forces that Old-Mage Jatembe faced to bring the world back into light, perhaps none was as insidious as the sorcerer known as the King of Biting Ants. This villain's original name is long lost; indeed, the wicked sorcerer claims it was the first thing he consumed when he transformed within a strange ruin deep in the Mwangi Expanse known today as the Cathedral of Nothingness. The King of Biting Ants sought to grasp power within the ruin, only to become corrupted in mind and transformed in body into a swarm of ants held together only by his prodigious will. In his time with a nihilistic cult, he learned the secret of the nearby Doorway to the Red Star—that it was a gateway to the distant planet of Akiton established by the hyper-intelligent but erratic creatures of that world called the Contemplatives of Ashok—but he wasn't interested in that distant world. Instead, he used the doorway's magic to grant his armies of red-cloaked acolytes immortality and set about conquering the Mwangi Expanse. Jatembe would not let this evil stand. He traveled to the doorway and fought with the King of Biting Ants, scattering his form and driving him through the doorway along with his ageless acolytes. The King of Biting Ants was banished and his evil quelled—or so Jatembe thought. A few centuries ago, Jatembe learned that the King of Biting Ants was able to eventually restore some of his power on Akiton and had developed a flying airship bearing a devastating superweapon. Jatembe traveled to Akiton to confront his old foe, but he knew that another victory in combat would be as temporary as his previous one. Instead, he let the King of Biting Ants appear to defeat him, trusting that his foe's arrogance would blind him to Jatembe's plan. Sure enough, the King of Biting Ants captured Jatembe and imprisoned him aboard his fortress-airship, the Mandibles of Fate . Jatembe only pretends to be a prisoner; he makes regular trips across the planes, as he did before being captured, and leaves a magical duplicate in his cell when he does. Still, he spends much of his time aboard the Mandibles of Fate , infusing its half-living superstructure with his bodiless spirit. Meanwhile, the King of Biting Ants has greater plans for his superweapon: use it to destroy Jatembe's legacy while making the wizard witness the carnage firsthand. The superweapon the King of Biting Ants worked so hard to create, the soulshredder cannon , is indeed terrifying; it can pull souls from the living and compress them together into formidable (and loyal) nemhaiths. But the insectile sorcerer has greater plans; he wants to expand the power of his superweapon to destroy entire communities, starting with the Magaambya on Golarion. Jatembe has secretly stymied this latest goal, but the King of Biting Ants has proven too tenacious at pursuing his plan of revenge. Indeed, he's finally succeeded in mastering the community-shattering power of his ship-mounted soulshredder cannons , and he's just a few test-fires away from returning to Golarion with the Mandibles of Fate and a wicked plan for revenge. Campaign Role The King of Biting Ants is the heroes' final foe in this adventure. With Jatembe's assistance and their own skills, the heroes have the opportunity to stop the King's current plans and put an end to the wicked sorcerer at last. His psyche survives, in part, within the Vesicant Egg at the Magaambya, but ending his efforts on Akiton saves countless lives. Recall Knowledge - Aberration (Occultism): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 The King of Biting Ants Source Pathfinder #173: Doorway to the Red Star pg. 90 Perception +32; darkvision, tremorsense (imprecise) 30 feet Languages Abyssal, Akitonian, Aklo, Common, Infernal Skills Acrobatics +36, Arcana +34, Crafting +34, Deception +38, Intimidation +38, Occultism +34, Society +32, Stealth +36 Str +5 Dex +9 Con +6 Int +5 Wis +5 Cha +9 Items wand of manifold missiles (7th) --- AC 44 all-around vision Fort +31 Ref +36 Will +32 HP 300 Immunities disease, paralyzed, poison, precision, swarm mind, unconscious Resistances physical 15 Weaknesses area damage 15, splash damage 15 Counterspell Reaction Trigger A creature Casts a Spell the King of Biting Ants knows; Effect The King of Biting Ants expends a spell slot to counter the triggering creature's casting. The King of Biting Ants loses his spell slot as if he had cast the triggering spell. He then attempts to counteract the triggering spell. Discorporate When the King of Biting Ants is reduced to 0 HP, he discorporates, and the component ants that make up his body disperse in every direction. If even a single ant escapes, the King of Biting Ants will eventually reform using a process that typically takes 1d10 days. Applying area damage immediately after the King of Biting Ants is killed prevents his return. --- Speed 30 feet, climb 20 feet Melee Single Action tendril +34 (reach 10 feet), Damage 4d10+15 persistent piercing damage plus swarming bites Occult Spontaneous Spells DC 44, attack +34 - Cantrips (10th) Daze, Detect Magic, Light, Mage Hand, Shield - 1st Charm, Illusory Disguise, Mindlink, Ray of Enfeeblement (4 slots) - 2nd Comprehend Language, Illusory Creature, Mirror Image, Undetectable Alignment (4 slots) - 3rd Dream Message, Haste, Hypercognition, Slow (4 slots) - 4th Dimension Door, Modify Memory, Suggestion, Veil (4 slots) - 5th Black Tentacles, Mind Probe, Phantom Pain, Subconscious Suggestion (4 slots) - 6th Dominate, Paranoia, Slow, Teleport (4 slots) - 7th Dispel Magic, Phantasmal Killer, Visions of Danger (biting ants only), Warp Mind (4 slots) - 8th Disappearance, Dispel Magic, Maze, Mind Blank, Prismatic Wall (4 slots) - 9th Foresight, Wail of the Banshee, Weird (3 slots) - 10th Time Stop, Visions of Danger (biting ants only) (2 slots) Squirming Embrace Single Action The King of Biting Ants Strides to a creature, ends his movement sharing a space with it, and deals 3d8 piercing damage and 3d8 poison damage to it (DC 39 basic Reflex save). A creature that fails this save also takes 2d8 persistent piercing damage. Swarm Shape Single Action (Concentrate) The King of Biting Ants collapses into a shapeless swarm of ants. He drops all held, worn, and carried items. While discorporated, The King of Biting Ants can't use attack actions and can't cast spells, but he can move through areas small enough for his individual ants to fit without having to Squeeze. He can use the same action to coalesce back into his normal form. Swarming Bites While a creature is taking persistent piercing damage from the King of Biting Ants's tendril Strike or Squirming Embrace, or while within a visions of danger area that it has not disbelieved, it is also clumsy 1. If the creature attempts a concentrate or manipulate action while affected, it must succeed at a DC 5 flat check or the action is lost; roll the check after spending the action, but before any effects are applied. ","skill_mod":{"society":32,"deception":38,"crafting":34,"stealth":36,"arcana":34,"intimidation":38,"occultism":34,"acrobatics":36},"image":["/Images/Monsters/KingOfBitingAnts.png"],"primary_source":"Pathfinder #173: Doorway to the Red Star","spell":["Time Stop","Visions of Danger","Foresight","Wail of the Banshee","Weird","Disappearance","Dispel Magic","Maze","Mind Blank","Prismatic Wall","Phantasmal Killer","Warp Mind","Dominate","Paranoia","Slow","Teleport","Black Tentacles","Mind Probe","Phantom Pain","Subconscious Suggestion","Dimension Door","Modify Memory","Suggestion","Veil","Dream Message","Haste","Hypercognition","Comprehend Language","Illusory Creature","Mirror Image","Undetectable Alignment","Charm","Illusory Disguise","Mindlink","Ray of Enfeeblement","Daze","Detect Magic","Light","Mage Hand","Shield"],"ac":44,"item":["wand of manifold missiles (7th)"],"level":19,"spell_dc":[44],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"intelligence":5,"reflex_save":36,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":31,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"The King of Biting Ants","alignment":"LE","rarity":"unique","strike_damage_average":[37],"attack_bonus":[34],"constitution":6,"immunity":["disease","paralyzed","poison","precision","swarm mind","unconscious"],"spell_attack_bonus":[34],"will_save":32,"speed":{"climb":20,"max":30,"land":30},"wisdom":5,"weakness":{"area":15},"creature_ability":["Counterspell","Discorporate","Squirming Embrace","Swarm Shape","Swarming Bites"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Arcana","Crafting","Deception","Intimidation","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"Among the many evil forces that Old-Mage Jatembe faced to bring the world back into light, perhaps none was as insidious as the sorcerer known as the …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1720","dexterity":9,"category":"creature","slug":"creature-1720"},{"primary_source_category":"Lost Omens","strength":8,"hp":259,"language":["Erutaki","Jotun"],"source":["Monsters of Myth"],"type":"Creature","charisma":0,"perception":25,"stealth":"24","trait":["Cold","Humanoid","Unique","CN","Large"],"id":"creature-1721","text":" Ainamuuren Like all saumen kar, Ainamuuren is a large, muscular humanoid with large horns atop his head. Thick, white fur covers everywhere except his face, hands, and feet, which reveal darker skin beneath the fur, covered in an intricate pattern of stylized runes. Unlike other saumen kar, Ainamuuren possess not two but four long, curving horns, jutting from his head like a primal crown. The large, magical greataxe he carries bears intricate, stylized runic patterns that greatly resemble those carved upon his flesh, with the same sharp focus on angular lines and triangular shapes. Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Ainamuuren Source Monsters of Myth pg. 9 Perception +25; darkvision, scent (imprecise) 30 feet Languages Erutaki, Jotun Skills Athletics +28, Medicine +24, Nature +26, Stealth +24 Str +8 Dex +4 Con +5 Int +2 Wis +5 Cha +0 Frostbite Runes Ainamuuren is marked by the runes of the saumen kar, a gift tied to their ancient curse. Ainamuuren gains a +1 status bonus to saving throws against evil and necromancy spells and effects (indicated below). He can sense the presence of evil undead as a pervasive taste of oily corruption in the air. This is a vague sense that allows him to know when such a creature is within 60 feet, though he can't precisely pinpoint their location with this sense. This sense also extends to living creatures who have the negative healing ability, like dhampir. Snowblind Ainamuuren can Hide and Sneak during even light snowfall, even if it wouldn't be thick enough to normally grant concealment. Items +2 greater striking greataxe --- AC 33 Fort +25 Ref +22 Will +27 +1 status bonus to saves against evil and necromancy spells and effects HP 259 Immunities cold Resistances fire 20 Blizzard Evasion Reaction Trigger Ainamuuren takes at least 40 points of physical damage from a single attack, and he isn't currently discorporated; Effect Ainamuuren discorporates into a whirling blizzard for 3 rounds. During this time, he gains resistance 10 to physical damage and weakness 10 to force damage. He gains a fly speed of 40 feet, but the only action he can take is to Fly. While discorporated, the first time each round that Ainamuuren enters another creature's space or a creature enters Ainamuuren's space, that creature takes 4d8 cold damage and must succeed at a DC 34 Fortitude save or be stunned 1. At the start of his turn, Ainamuuren can end this effect as a free action. --- Speed 35 feet Melee Single Action greataxe +29 (Cold, Sweep), Damage 3d12+11 slashing plus 1d8 cold Melee Single Action horns +28 (Agile, Cold), Damage 3d10+11 bludgeoning plus 1d8 cold and Knockdown Primal Innate Spells DC 34 - 5th Wall of Ice (×3) - 7th Summon Animal (cave bear or woolly rhinoceros only) Curse of the Saumen Kar Two Actions (Cold, Conjuration, Primal) Frequency once per day; Effect Ainamuuren activates the runes covering his body to create an icy prison around a Huge or smaller creature he can see within 60 feet. The prison is a sphere made of unmelting ice, just large enough to fit his target. The target, and any creatures sharing its space, must attempt a DC 34 Reflex save. A creature that fails becomes trapped inside the prison. If it succeeds, the creature is pushed outside the prison into a space of its choice. If the target shares its space with a gargantuan creature, the effect fails. The dome has AC 10, Hardness 20, and 40 Hit Points; and is immune to cold, critical hits, and precision damage. The prison lasts until destroyed, until Ainamuuren uses this ability to create a new prison, or until he dies. ","skill_mod":{"nature":26,"stealth":24,"medicine":24,"athletics":28},"image":["/Images/Monsters/Ainamuuren.png"],"primary_source":"Monsters of Myth","spell":["Summon Animal","Wall of Ice"],"ac":33,"item":["+2 greater striking greataxe"],"level":14,"spell_dc":[34],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{"fire":20},"intelligence":2,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"size":["Large"],"name":"Ainamuuren","alignment":"CN","pfs":"Standard","rarity":"unique","strike_damage_average":[32,35],"attack_bonus":[28,29],"constitution":5,"immunity":["cold"],"will_save":27,"speed":{"max":35,"land":35},"wisdom":5,"weakness":{},"creature_ability":["Frostbite Runes","Snowblind","Blizzard Evasion","Curse of the Saumen Kar"],"skill":["Athletics","Medicine","Nature","Stealth"],"tradition":["Primal"],"summary":"Like all saumen kar, Ainamuuren is a large, muscular humanoid with large horns atop his head. Thick, white fur covers everywhere except his face, …","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1721","dexterity":4,"category":"creature","slug":"creature-1721"},{"attack_bonus":[31,31,33,33],"constitution":8,"primary_source_category":"Lost Omens","strength":9,"hp":360,"language":["Abyssal","Ignan","Requian","(can't speak any language)"],"immunity":["controlled","fire","paralyzed","sleep"],"source":["Monsters of Myth"],"type":"Creature","will_save":26,"charisma":3,"speed":{"climb":30,"fly":20,"max":40,"land":40},"perception":32,"wisdom":4,"weakness":{"good":15},"creature_ability":["Follower of the Flame","Smoke Vision","Searing Skin","Attack of Opportunity","Breath Weapon","Burning Venom","Constrict","Double Sting","Impaling Charge","Trample"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"28","trait":["Beast","Fire","Unique","NE","Huge"],"id":"creature-1722","text":" Cuetzmonquali Though stories call it the Burning Dragon, Cuetzmonquali is a unique creature with no draconic heritage. Cuetzmonquali resembles an enormous reptile with large frills, two tails ending in massive stingers, and scales that appear to be made of burning flame. Cuetzmonquali is capable of growing any number of horns from its head, on which it can impale and trap its enemies. Each horn grows in a burst of searing flame that burns flesh and scales and results in a blackened obsidian spike jutting from its forehead. These horns molt off occasionally, leaving behind warnings of the beast's presence. In combat, Cuetzmonquali is a terrifying foe who uses its horns to skewer foes, unleashes white-hot blasts of flame to devastate those who don't approach, and injects a potent burning venom that ignites a foe from within their own body, sapping their strength. Against groups of weaker foes, it simply tramples them to death underfoot. Anyone courageous enough to face Cuetzmonquali and powerful or cunning enough to slay the creature can lay claim to the treasure that lies in its belly: the legendary artifact known as the Spear of the Destroyer's Flame . Recall Knowledge - Beast (Arcana, Nature): DC 46 Unspecific Lore : DC 44 Specific Lore : DC 41 Cuetzmonquali Source Monsters of Myth pg. 16 Perception +32; greater darkvision, scent (imprecise) 60 feet, smoke vision Languages Abyssal, Ignan, Requian; (can't speak any language) Skills Acrobatics +30, Athletics +33, Intimidation +30, Stealth +28, Survival +30 Str +9 Dex +5 Con +8 Int -2 Wis +4 Cha +3 Follower of the Flame Cuetzmonquali recognizes the might of the wielder of the Spear of the Destroyer's Flame . Out of its respect for that strength, it follows the commands of the spear's wielder and can understand the wielder, regardless of the language the wielder speaks. Smoke Vision Smoke doesn't impair Cuetzmonquali's vision; it ignores concealment from smoke. --- AC 40 Fort +32 Ref +29 Will +26 HP 360 Immunities controlled, fire, paralyzed, sleep Weaknesses good 15 Searing Skin (aura, divine, evocation, fire) 5 feet. Cuetzmonquali's flesh burns as hot as flame. Creatures that end their turn in the emanation take 4d6 fire damage (DC 35 basic Fortitude save). Attack of Opportunity Reaction --- Speed 40 feet, climb 30 feet, fly 20 feet Melee Single Action jaws +33 (Magical, reach 10 feet), Damage 2d12+15 piercing plus 2d10 fire Melee Single Action claws +31 (Agile, Magical, reach 15 feet), Damage 2d6+15 slashing plus 2d10 fire and Improved Grab Melee Single Action tail +31 (Magical, reach 25 feet), Damage 2d4+15 piercing plus 2d10 fire and burning venom Melee Single Action horn +33 (Magical, reach 10 feet), Damage 2d8+15 piercing plus 2d10 fire Breath Weapon (Divine, Evocation, Fire) Cuetzmonquali unleashes a blast of fire that deals 12d10 fire damage in a 50-foot cone (DC 38 basic Reflex save). Creatures that fail their saves catch on fire and take 1d12 persistent fire damage. Cuetzmonquali can't use Breath Weapon again for 1d4 rounds. Burning Venom (Fire, Poison) Saving Throw Fortitude DC 38; Maximum Duration 6 rounds; Stage 1 4d6 poison, 2d10 fire, and enfeebled 1 (1 round); Stage 2 6d6 poison, 3d10 fire, and enfeebled 2 (1 round); Stage 3 8d6 poison, 4d10 fire, and enfeebled 3 (1 round) Constrict Single Action 2d6+8 plus 2d10 fire, DC 38 Double Sting Single Action Cuetzmonquali makes two tail Strikes, each targeting a different creature. These attacks count toward Cuetzmonquali's multiple attack penalty, but the penalty doesn't increase until after both attacks. Impaling Charge Two Actions Cuetzmonquali charges forward and attempts to gore a foe. It Strides and attempts a horn Strike. On a hit, the target becomes impaled on one of Cuetzmonquali's horns. The creature becomes grabbed. If Cuetzmonquali moves, it brings the grabbed creature along with it. Cuetzmonquali doesn't need to use additional actions to keep the creature grabbed; the creature remains grabbed as long as it's impaled. The grabbed creature can attempt to Escape as normal, but the DC to do so is 40, rather than Cuetzmonquali's Athletics DC. If Cuetzmonquali critically hit the creature to impale it, that creature is restrained for 1 round, in addition to being grabbed and impaled as per a success. Trample Three Actions (Attack) Large or smaller, claw, DC 38 ","element":["Fire"],"skill_mod":{"survival":30,"stealth":28,"athletics":33,"intimidation":30,"acrobatics":30},"summary":"Though stories call it the Burning Dragon, Cuetzmonquali is a unique creature with no draconic heritage. Cuetzmonquali resembles an enormous …","image":["/Images/Monsters/Cuetzmonquali.png"],"primary_source":"Monsters of Myth","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"ac":40,"level":17,"source_category":["Lost Omens"],"sense":" greater darkvision , scent (imprecise) 60 feet, smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1722","intelligence":-2,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Greater darkvision","fortitude_save":32,"size":["Huge"],"name":"Cuetzmonquali","alignment":"NE","category":"creature","pfs":"Standard","rarity":"unique","strike_damage_average":[31,33,35,39],"slug":"creature-1722"},{"primary_source_category":"Lost Omens","strength":10,"hp":330,"language":["Aklo","Osiriani"],"source":["Monsters of Myth"],"type":"Creature","charisma":5,"perception":33,"stealth":"33","trait":["Aberration","Unique","CE","Huge"],"id":"creature-1723","text":" Desert's Howl Desert's Howl is a towering, gray abomination with a shape vaguely similar to that of a bearded man with glowing yellow eyes, long ibex horns, deadly black claws, and cloven hooves. These features have sometimes caused those who encounter it to mistake it for some kind of fiend, a fatal mistake likely to lead to their demise, as Desert's Howl is in truth a twisted aberration composed of a disgusting mix of nightmares, smoke, and ash. As such, holy water and other measures that might be effective against fiends have no effect on Desert's Howl. According to the oral histories of the people who have survived in the Thuvian desert the longest, when Desert's Howl first appeared, it was in much the same shape but no larger than a human. Over time, its proportions lengthened and grew, as did its frightening abilities and appetite for suffering. Given the incredible range on Desert's Howl's namesake desolate exclamation, creatures are much more likely to hear Desert's Howl than see it. Though such forewarning potentially gives distant creatures additional time to prepare to face or escape the creature, Desert's Howl enjoys the steady build-up of fear that this approach allows, potentially breaking its victims' resolve long before it even appears. Besides, a creature of its power has little to fear from travelers, or even most adventurers, regardless of how much time they have to prepare. In the end, a greater struggle just makes destroying them all the sweeter. Recall Knowledge - Aberration (Occultism): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Desert's Howl Source Monsters of Myth pg. 22 Perception +33; greater darkvision, fear scent 120 feet Languages Aklo, Osiriani Skills Athletics +37, Deception +31, Desert Lore +32, Intimidation +33, Occultism +30, Stealth +33, Survival +31 Str +10 Dex +9 Con +10 Int +5 Wis +6 Cha +5 Fear Scent Desert's Howl can observe any frightened creatures within 120 feet using an incredibly accurate sense of psychic smell as a precise sense. However, its fear scent extends further if the creature was frightened by Desert's Howl. The taste of such a bouquet of fear in the air becomes irresistible and easy for Desert's Howl to detect, like a shark smelling blood in water. Desert's Howl can sense a creature frightened by its own fear effects as an imprecise sense at a distance of up to 1 mile away. --- AC 43 Fort +38 Ref +32 Will +29 HP 330 , regeneration 30 (deactivated by cold) Immunities controlled, emotion, fear, sleep Resistances fire 20 Weaknesses cold 15 Aura of Agony (aura, emotion, fear, mental) 10 miles. Desert's Howl exudes a massive psychic disturbance many miles away from its location, assaulting the minds and spirits of those who dare to sleep within the unsettling bounds of its aura of agony. Creatures that attempt to rest while they're within this emanation are beset by disturbing nightmares and hallucinations, regardless of whether they're aware of Desert's Howl's presence. This restlessness causes creatures to wake up fatigued, and they don't recover from fatigue by resting. Creatures affected by aura of agony don't reduce their frightened condition by resting as long as they remain within the area of the aura. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 38 Putrid Evanescence Reaction Frequency once per minute; Trigger Desert's Howl is damaged by another creature; Effect Desert's Howl bursts into a cloud of putrid smoke, ash, and nightmares, becoming invisible and teleporting up to 100 feet away to an unoccupied space it can see. It remains invisible until the end of its next turn or until it uses a hostile action, whichever comes first. --- Speed 50 feet, climb 25 feet, fly 20 feet, swim 35 feet Melee Single Action claw +36 (Agile, reach 15 feet), Damage 4d10+20 slashing plus Improved Grab and nightmare fuel Ranged Single Action spit +35 (range 50 feet), Damage 2d6 fire plus 2d6 mental and paralytic secretion Occult Innate Spells DC 43 - 2nd Invisibility (at will; self only), Mirror Image - 9th Dimension Door, Hallucination (at will), Hallucinatory Terrain (at will) Forlorn Howl Three Actions (Auditory, Emotion, Fear, Mental) Desert's Howl vents a long and desolate wail full of nightmares and despair. The devastating howl can be heard up to 1 mile away under the open sky. Any creature who hears it experiences a sudden sinking in its stomach and heart palpitations, its hair stands on end, and it must attempt a DC 38 Will save. Critical Success The creature is unaffected and becomes temporarily immune for 1 hour. Success The creature becomes frightened 2. Failure The creature becomes frightened 3. Critical Failure The creature becomes doomed 1, frightened 4, and is fleeing for 1 round. Illusory Ambush Two Actions Desert's Howl shimmers with illusions and devastates a foe who lost track of its position. Desert's Howl Strides up to twice its Speed. If it ends its movement within its melee reach of at least one enemy to which it's undetected, it can attempt two claw Strikes against that enemy. These attacks count toward Desert's Howl's multiple attack penalty, but the multiple attack penalty doesn't increase until after Desert's Howl makes both of these attacks. Desert's Howl remains undetected to the creature it's attacking until after resolving both of the claw attacks. Nightmare Fuel Desert's Howl's claws are infused with some of the nightmares that make up Desert's Howl's being, and they infect victims with lasting fear, cycling their victims' fears and anxieties in a horrific loop that takes time and rest to break. A creature that takes damage from Desert's Howl's claw Strike while frightened no longer reduces its frightened condition at the end of each turn. Instead, the creature can only decrease its frightened condition by 1 after each full night's rest or with magical effects counteracting the fear, such as remove fear . Paralytic Secretion Desert's Howl's saliva is a potent paralytic substance that drains the energy from prey. A creature hit by its spit Strike must succeed at a DC 41 Fortitude save or become drained 2 as well as paralyzed for 1 round. If the target was already drained, it instead increases the condition's value by 1, to a maximum of drained 4. Profane Feast Single Action Requirements Desert's Howl has a creature grabbed; Effect Desert's Howl begins to consume the creature, dealing 2d12+15 piercing damage (DC 41 basic Fortitude save) and exposing the creature to its paralytic secretion. Unsettling Dreams The nightmares induced by Desert's Howl's presence are vivid and disturbing. The first night often entails frequent wakening, often accompanied by gasping or screaming. On subsequent nights, dreams and reality can begin to blur together due to exhaustion, leaving the victim delirious and unable to discern upon waking whether the things they remember truly happened or not. At this point, Desert's Howl can use its illusions to bring to life things the victim saw in their dreams to unsettle them and sow distrust among their allies—perhaps glimpses of their companions acting suspiciously or strange omens and portents carried over from their nightmares. ","skill_mod":{"deception":31,"survival":31,"stealth":33,"athletics":37,"intimidation":33,"occultism":30},"image":["/Images/Monsters/DesertsHowl.png"],"primary_source":"Monsters of Myth","spell":["Dimension Door","Hallucination","Hallucinatory Terrain","Invisibility","Mirror Image"],"ac":43,"level":19,"spell_dc":[43],"source_category":["Lost Omens"],"sense":" greater darkvision , fear scent 120 feet","resistance":{"fire":20},"intelligence":5,"reflex_save":32,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":38,"size":["Huge"],"name":"Desert's Howl","alignment":"CE","pfs":"Standard","rarity":"unique","strike_damage_average":[14,42],"attack_bonus":[35,36],"constitution":10,"immunity":["controlled","emotion","fear","sleep"],"will_save":29,"speed":{"climb":25,"fly":20,"max":50,"land":50,"swim":35},"wisdom":6,"weakness":{"cold":15},"creature_ability":["Fear Scent","Aura of Agony","Frightful Presence","Putrid Evanescence","Forlorn Howl","Illusory Ambush","Nightmare Fuel","Paralytic Secretion","Profane Feast"],"skill":["Athletics","Deception","Desert Lore","Intimidation","Occultism","Stealth","Survival"],"tradition":["Occult"],"summary":"Desert's Howl is a towering, gray abomination with a shape vaguely similar to that of a bearded man with glowing yellow eyes, long ibex horns, deadly …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1723","dexterity":9,"category":"creature","slug":"creature-1723"},{"attack_bonus":[23,24],"constitution":7,"primary_source_category":"Lost Omens","strength":7,"hp":175,"language":["Aklo"],"immunity":["emotion","fear"],"source":["Monsters of Myth"],"type":"Creature","will_save":18,"charisma":3,"speed":{"climb":20,"fly":15,"max":35,"land":35,"swim":30},"perception":21,"wisdom":4,"weakness":{"cold":10},"creature_ability":["Fear Scent","Frightful Presence","Putrid Evanescence","Illusory Ambush","Paralytic Secretion","Profane Feast"],"skill":["Athletics","Deception","Intimidation","Stealth","Survival"],"stealth":"21","trait":["Aberration","Rare","CE","Large"],"id":"creature-1724","text":" Howling Spawn While Desert's Howl is presumed to be unique, given its inexplicable origin, there have been reports of creatures resembling Desert's Howl that stalk the sands of Thuvia. Though quite similar to the descriptions of Desert's Howl, they seem to be individuals who haven't yet fully completed their transformation into the terrifying beast. Whether these unfortunate people met a cruel fate similar to that which spawned Desert's Howl or are spawn of the nightmarish creature itself is unclear. Some reports of encounters with these creatures note that it's possible to revert the creature back to its humanoid form by cleansing its mind of nightmarish visions, though there's no solid evidence of such an event ever occurring. Recall Knowledge - Aberration (Occultism): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Howling Spawn Source Monsters of Myth pg. 23 Perception +21; darkvision, fear scent 60 feet Languages Aklo Skills Athletics +22, Deception +19, Intimidation +23, Stealth +21, Survival +19 Str +7 Dex +6 Con +7 Int +3 Wis +4 Cha +3 Fear Scent Howling spawn can sense frightened creatures within 60 feet, using an incredibly accurate sense of psychic smell as a precise sense. --- AC 31 Fort +24 Ref +21 Will +18 HP 175 , regeneration 20 (deactivated by cold) Immunities emotion, fear Resistances fire 15 Weaknesses cold 10 Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 27 Putrid Evanescence Reaction Frequency once per hour; Trigger The howling spawn is damaged by another creature; Effect The howling spawn bursts into a cloud of putrid smoke, ash, and nightmares, becoming invisible and teleporting up to 30 feet away to an unoccupied space it can see. It remains invisible until the end of its next turn or until it uses a hostile action, whichever comes first. --- Speed 35 feet, climb 20 feet, fly 15 feet, swim 30 feet Melee Single Action claw +24 (Agile, reach 10 feet), Damage 2d10+13 slashing plus Grab Ranged Single Action spit +23 (range 30 feet), Damage 1d6 fire plus 1d6 mental and paralytic secretion Occult Innate Spells DC 27 - 2nd Invisibility (self only), Mirror Image - 4th Dimension Door, Hallucinatory Terrain - 5th Hallucination Illusory Ambush Two Actions The howling spawn shimmers with illusions and devastates a foe who lost track of its position. It Strides up to twice its Speed. If it ends its movement within its melee reach of at least one enemy to which it is undetected, it can attempt two claw Strikes against that enemy. The howling spawn remains undetected to the creature it's attacking until after resolving both of the claw attacks. Paralytic Secretion The howling spawn's saliva is a potent paralytic substance that drains the energy from its prey. A creature hit by its spit Strike must succeed at a DC 30 Fortitude save or become drained 1 as well as paralyzed for 1 round. If the target was already drained, it instead increases the condition's value by 1, to a maximum of drained 4. Profane Feast Single Action Requirements The howling spawn has a creature grabbed; Effect The howling spawn begins to consume the creature, dealing 2d12+5 piercing damage (DC 30 basic Fortitude save) and exposing the creature to its paralytic secretion. ","tradition":["Occult"],"skill_mod":{"deception":19,"survival":19,"stealth":21,"athletics":22,"intimidation":23},"summary":"While Desert's Howl is presumed to be unique, given its inexplicable origin, there have been reports of creatures resembling Desert's Howl that …","primary_source":"Monsters of Myth","spell":["Hallucination","Dimension Door","Hallucinatory Terrain","Invisibility","Mirror Image"],"trait_group":["Creature Type","Rarity"],"ac":31,"level":11,"spell_dc":[27],"source_category":["Lost Omens"],"sense":" darkvision , fear scent 60 feet","weakest_save":["will"],"resistance":{"fire":15},"url":"/Monsters.aspx?ID=1724","intelligence":3,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":24,"size":["Large"],"name":"Howling Spawn","alignment":"CE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[7,24],"slug":"creature-1724"},{"primary_source_category":"Lost Omens","strength":12,"hp":500,"language":["Aklo","Common","Draconic","Skald","Sylvan"],"source":["Monsters of Myth"],"type":"Creature","charisma":9,"perception":38,"stealth":"40","trait":["Dragon","Unique","CE","Gargantuan"],"id":"creature-1725","text":" Fafnheir Fafnheir is the fabled Father of Linnorms. He's larger than all other linnorms on Golarion, with a length of 60 feet and a weight upwards of 10 tons. Fafnheir is a clever and powerful creature, worthy of the fear of all people in the Lands of the Linnorm Kings. Recall Knowledge - Dragon (Arcana): DC 58 Unspecific Lore : DC 56 Specific Lore : DC 53 Fafnheir Source Monsters of Myth pg. 28 Perception +38; darkvision, scent (imprecise) 120 feet, true seeing Languages Aklo, Common, Draconic, Skald, Sylvan Skills Acrobatics +40, Arcana +35, Athletics +48, First World Lore +40, Intimidation +45, Nature +35, Saga Lands Lore +35, Stealth +40, Survival +40 Str +12 Dex +9 Con +12 Int +4 Wis +9 Cha +9 --- AC 51 Fort +42 Ref +36 Will +38 +1 status to all saves vs. magic HP 500 , regeneration 20 (deactivated by cold iron) Immunities curse, electricity, fire, paralyzed, sleep Weaknesses cold iron 20 Curse of the Woeful Wyrd (curse, primal) When a creature slays Fafnheir, it becomes home to his soul, which slowly emerges from his killer's body. The creature must attempt a DC 52 Will save or become doomed 2 (doomed 1 on a success, unaffected on a critical success). Unless the creature critically succeeded at the saving throw, each day the doomed value increases by 1. If the creature dies while suffering the curse of the woeful wyrd, its corpse explodes in a 60-foot burst with the effect of Blasting Breath. Fafnheir is immediately returned to life in the nearest available space to the corpse with full Hit Points and no conditions. Even an indirect slaying usually still allows Fafnheir to curse the soul of his slayer through the metaphysical link between them. Enormous Fafnheir takes up a space of 6 squares by 6 squares (30 feet by 30 feet) and is 60 feet long. Extra Reactions Fafnheir gains 2 reactions at the start of each of his turns. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 45 Attack of Opportunity Reaction Tail only. Spit Boiling Blood Reaction Trigger A creature within 60 feet damages Fafnheir; Effect Fafnheir spits blood at the creature. It must immediately attempt a Fortitude save against boiling blood. --- Speed 50 feet, burrow 25 feet, fly 160 feet, swim 80 feet; freedom of movement Melee Single Action jaws +44 (Magical, reach 25 feet), Damage 4d12+26 piercing plus boiling blood Melee Single Action claw +44 (Agile, Magical, reach 25 feet), Damage 4d10+22 slashing Melee Single Action horns +44 (deadly d12, Magical, reach 25 feet), Damage 4d12+26 bludgeoning Melee Single Action tail +44 (Agile, Magical, reach 30 feet), Damage 4d10+22 bludgeoning plus Improved Grab Primal Innate Spells DC 45 - 10th Plane Shift (at will; only to the First World or the Material Plane), Spell Turning (at will) - Constant (10th) Freedom of Movement, True Seeing Blasting Breath Two Actions (Electricity, Evocation, Fire, Primal) Fafnheir exhales a cataclysmic firestorm laced with lightning and hurricane-strength winds, dealing 20d6 fire damage in a 90-foot cone (DC 48 basic Reflex save). Additionally, Fafnheir deals 10d6 additional electricity damage to one creature within the area of Blasting Breath of Fafnheir's choice, determined by the same basic Reflex save. Creatures in the area must also attempt a DC 48 Fortitude save to resist the powerful winds and deafening thunderclaps of the breath. Creatures that fail experience the effects of gust of wind , affecting Large or smaller creatures as normal. Finally, creatures that fail their Fortitude save become deafened for 1 minute (permanently deafened on a critical failure). Boiling Blood (Fire, Poison) Saving Throw DC 48 Fortitude; Maximum Duration 10 rounds; Stage 1 6d8 fire damage and drained 1 (1 round); Stage 2 6d10 fire damage and drained 2 (1 round); Stage 3 6d12 fire damage and drained 3 (1 round) Furious Frenzy Two Actions Fafnheir makes two claw Strikes and one Strike with his jaws, horns, or tail, in any order. ","skill_mod":{"nature":35,"survival":40,"stealth":40,"arcana":35,"athletics":48,"intimidation":45,"acrobatics":40},"image":["/Images/Monsters/Fafnheir.png"],"primary_source":"Monsters of Myth","spell":["Plane Shift","Spell Turning","Freedom of Movement","True Seeing"],"ac":51,"level":24,"spell_dc":[45],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 120 feet, true seeing ","resistance":{},"intelligence":4,"reflex_save":36,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":42,"size":["Gargantuan"],"name":"Fafnheir","alignment":"CE","pfs":"Standard","rarity":"unique","strike_damage_average":[44,44,52,52],"attack_bonus":[44,44,44,44],"constitution":12,"immunity":["curse","electricity","fire","paralyzed","sleep"],"will_save":38,"speed":{"fly":160,"max":160,"land":50,"burrow":25,"swim":80},"wisdom":9,"weakness":{"cold_iron":20},"creature_ability":["Curse of the Woeful Wyrd","Enormous","Extra Reactions","Frightful Presence","Attack of Opportunity","Spit Boiling Blood","Blasting Breath","Boiling Blood","Furious Frenzy"],"skill":["Acrobatics","Arcana","Athletics","First World Lore","Intimidation","Nature","Saga Lands Lore","Stealth","Survival"],"tradition":["Primal"],"summary":"Fafnheir is the fabled Father of Linnorms. He's larger than all other linnorms on Golarion, with a length of 60 feet and a weight upwards of 10 …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1725","dexterity":9,"category":"creature","slug":"creature-1725"},{"attack_bonus":[18,18,18],"constitution":5,"primary_source_category":"Lost Omens","strength":6,"hp":115,"language":["Aklo","Draconic","Sylvan","(can't speak any language)"],"immunity":["curse","paralyzed","sleep"],"source":["Monsters of Myth"],"type":"Creature","creature_family":"Linnorm","will_save":12,"charisma":5,"speed":{"fly":60,"max":60,"land":30,"swim":45},"perception":15,"wisdom":4,"weakness":{"cold_iron":5},"creature_ability":["Attack of Opportunity","Constrict","Young Linnorm Venom"],"skill":["Acrobatics","Athletics"],"trait":["Dragon","Uncommon","CE","Large"],"id":"creature-1726","text":" Young Linnorm As discussed under Newborn Linnorms, female linnorms lay eggs in the wilderness, where linnorms are known to hunt. A linnorm egg remains viable for many years, protected by a tough, leathery skin easily mistaken for stone. When a male linnorm eventually stumbles across the egg, he fertilizes it and takes it to a secure and remote location, leaving it alone to eventually hatch. Newborn linnorms remain hidden in their nests for several months as they mature, growing large enough to hunt on their own and setting out into the world. These linnorms are roughly the equivalent of older teenagers when compared to other species. Younger linnorms, while still primal creatures with a strong tie to the First World, haven't yet manifested most of their magical powers. They still can't breathe deadly fire or lightning or see invisible creatures, and, most importantly, they can be slain without prompting the linnorm's legendary death curse. They do, however, have voracious appetites, consuming any living thing to fuel their rapid growth. A linnorm is most vulnerable during this time; scouts who find tracks of a young linnorm quickly muster a hunting party of stalwart and experienced warriors to track the creature down and kill it quickly—before they draw the attention of the linnorm's father. Recall Knowledge - Dragon (Arcana): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Young Linnorm Source Monsters of Myth pg. 29 Perception +15; darkvision, low-light vision, scent (imprecise) 60 feet Languages Aklo, Draconic, Sylvan; (can't speak any language) Skills Acrobatics +15, Athletics +17 Str +6 Dex +3 Con +5 Int -4 Wis +4 Cha +5 --- AC 25 Fort +18 Ref +15 Will +12 +1 status to all saves vs. magic HP 115 , regeneration 5 (deactivated by cold iron) Immunities curse, paralyzed, sleep Weaknesses cold iron 5 Attack of Opportunity Reaction Tail only. --- Speed 30 feet, fly 60 feet, swim 45 feet Melee Single Action jaws +18 (Magical, reach 10 feet), Damage 2d10+9 piercing plus young linnorm venom Melee Single Action claw +18 (Agile, Magical, reach 10 feet), Damage 2d8+9 slashing Melee Single Action tail +18 (Agile, Magical, reach 15 feet), Damage 2d8+9 bludgeoning plus Improved Grab Constrict Single Action 2d8+4 bludgeoning, DC 25 Young Linnorm Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 10 rounds; Stage 1 4d6 poison damage and drained 1 Varieties of Young Linnorms While the statistics for young linnorms suit most uses, you might choose to customize a creature by giving it abilities and traits found in its adult variety. Cairn Linnorm : Immune to acid; venom inflicts acid damage instead of poison damage; gains a climb speed of 30 feet; loses Constrict. Crag Linnorm : Immune to fire; venom inflicts fire damage instead of poison damage. Fjord Linnorm : Immune to cold; venom inflicts cold damage instead of poison damage and clumsy instead of drained. Ice Linnorm : Immune to cold; venom inflicts cold damage instead of poison damage. Shoal Linnorm : Immune to fire; venom inflicts fire damage instead of poison damage. Taiga Linnorm : Immune to electricity; venom inflicts electricity damage instead of poison damage; gains Spines; loses Constrict. Tarn Linnorm : Immune to acid; venom inflicts acid damage instead of poison damage; gains Double Bite. Tor Linnorm : Immune to fire; venom inflicts fire damage instead of poison damage; gains a climb speed of 30 feet. Despite their sizable threat, presenting the head of one of these linnorm youths is more likely to see a warrior laughed out of town than crowned king. Young linnorms who survive for more than a few months become Huge, gaining elite adjustments and other distinctive linnorm traits, such as true seeing and freedom of movement . By the time a linnorm manifests its breath weapon and death curse after a year, it's fully grown into an adult. ","skill_mod":{"athletics":17,"acrobatics":15},"summary":"As discussed under Newborn Linnorms , female linnorms lay eggs in the wilderness, where linnorms are known to hunt. A linnorm egg remains viable for …","primary_source":"Monsters of Myth","trait_group":["Creature Type","Rarity"],"ac":25,"level":7,"source_category":["Lost Omens"],"sense":" darkvision , low-light vision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1726","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Young Linnorm","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18,18,20],"slug":"creature-1726"},{"primary_source_category":"Lost Omens","strength":9,"hp":295,"language":["Common","(can't speak any language)"],"source":["Monsters of Myth"],"type":"Creature","charisma":5,"perception":30,"stealth":"28","trait":["Beast","Primal","Unique","CN","Huge"],"id":"creature-1727","text":" Grogrisant Grogrisant is an enormous lion with multiple eyes and a golden, glowing mane. As it was originally slain by Taldor's founding emperor, the legendary hero Taldaris, Grogrisant's appearance marks both danger for the people of Taldor and the potential for Taldans to prove their might against a creature from their fabled past. How it continues to appear time and time again remains a mystery, one that Taldan scholars continuously attempt to decipher. Recall Knowledge - Beast (Arcana, Nature): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Grogrisant Source Monsters of Myth pg. 34 Perception +30; darkvision, low-light vision, scent (imprecise) 60 feet Languages Common; (can't speak any language) Skills Acrobatics +28, Athletics +35, Intimidation +32, Stealth +28, Survival +28 Str +9 Dex +6 Con +9 Int -2 Wis +5 Cha +5 --- AC 38 Fort +30 Ref +28 Will +25 HP 295 Immunities blinded, disease Resistances fire 15, physical 15 (except bludgeoning), poison 20 Aura of Blinding Light (aura, evocation, incapacitation, light, primal, visual) 40 feet. Any creature that begins its turn in the aura must attempt a DC 34 Fort save or be blinded for 1 minute and become temporarily immune for 1 day. If the creature critically fails this save, it's permanently blinded. --- Speed 40 feet, climb 20 feet Melee Single Action jaws +32, Damage 3d12+18 piercing plus Improved Grab Melee Single Action claw +32 (Agile), Damage 3d10+15 slashing Primal Innate Spells DC 34, spell attack +26 - Cantrips (8th) Dancing Lights - 8th Fire Shield, Searing Light - Constant (1st) Pass Without Trace - Constant (3rd) Nondetection Dual Pounce Two Actions Grogrisant Strides and makes two claw Strikes against the same creature at the end of that movement. Each attack counts against Grogrisant's multiple attack penalty, but the penalty doesn't increase until after Grogrisant makes both attacks. If both attacks hit, combine their damage for the purpose of resistances and weaknesses. Rend Single Action claw. If Grogrisant Rends after a successful Dual Pounce, combine the Rend's damage with that from the Dual Pounce for the purpose of resistances and weaknesses. Vicious Rend Reaction Trigger Grogrisant uses Rend; Effect The target's armor takes damage equal to the damage from Rend. The target can attempt a DC 37 basic Reflex save, negating the armor damage on a successful save. ","skill_mod":{"survival":28,"stealth":28,"athletics":35,"intimidation":32,"acrobatics":28},"image":["/Images/Monsters/Grogrisant.png"],"primary_source":"Monsters of Myth","spell":["Fire Shield","Searing Light","Dancing Lights","Nondetection","Pass Without Trace"],"ac":38,"level":16,"spell_dc":[34],"source_category":["Lost Omens"],"sense":" darkvision , low-light vision , scent (imprecise) 60 feet","resistance":{"poison":20,"piercing":15,"slashing":15,"fire":15,"physical":15},"intelligence":-2,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":30,"size":["Huge"],"name":"Grogrisant","alignment":"CN","pfs":"Standard","rarity":"unique","strike_damage_average":[31,37],"attack_bonus":[32,32],"constitution":9,"immunity":["blinded","disease"],"spell_attack_bonus":[26],"will_save":25,"speed":{"climb":20,"max":40,"land":40},"wisdom":5,"weakness":{},"creature_ability":["Aura of Blinding Light","Dual Pounce","Rend","Vicious Rend"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"tradition":["Primal"],"summary":"Grogrisant is an enormous lion with multiple eyes and a golden, glowing mane. As it was originally slain by Taldor's founding emperor, the legendary …","trait_group":["Creature Type","Tradition","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1727","dexterity":6,"category":"creature","slug":"creature-1727"},{"attack_bonus":[26,26],"constitution":7,"primary_source_category":"Lost Omens","strength":7,"hp":215,"language":["Common","(can't speak any language)"],"immunity":["disease"],"source":["Monsters of Myth"],"type":"Creature","will_save":19,"charisma":-2,"speed":{"climb":20,"max":35,"land":35},"perception":25,"wisdom":4,"weakness":{},"creature_ability":["Dual Pounce","Rend","Vicious Rend"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"22","trait":["Beast","Primal","Rare","CN","Huge"],"id":"creature-1728","text":" Grisantian Lion The appearance of the grogrisant is a once-in-a-generation event, but the spawn of that legendary creature are well known in the World's Edge Mountains and throughout Taldor. These primal beasts don't travel in a pride as ordinary lions do. Instead, they avoid others of their kind, even to mate, and they seek out ordinary lions once a year or so for this purpose. A grisantian lion who bears cubs nurses and tends their offspring only long enough for their young to become self-sufficient—which takes only a few months, thanks to their kind's incredibly rapid growth and development. A full-grown grisantian lion is as big as an elephant and exceedingly aggressive, hunting anything that comes across its path. While ordinary lions rely on stealth and pack tactics to secure a meal, the grisantian lion is too big to hide in tall grass. Instead, it has adapted to the mountains, where it selects a large and hard-to-reach cave as its home before claiming it from whatever creature is so unfortunate as to already inhabit the place. A grisantian lion is a canny hunter, able to track for miles, and remains behind rocky cliffs and outcroppings as it approaches its prey. Once close enough, it pounces, tearing open the prey's armor and shredding the flesh within. If threatened, a grisantian lion seizes its meal in its mouth and leaps off, scaling a nearby cliff face and retreating to its den. Although they're wild creatures that can never be tamed, grisantian lions understand Taldane and occasionally agree to help those who defend nature. However, such alliances are temporary and unreliable at best. Recall Knowledge - Beast (Arcana, Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Grisantian Lion Source Monsters of Myth pg. 34 Perception +25; low-light vision, scent (imprecise) 60 feet Languages Common; (can't speak any language) Skills Acrobatics +22, Athletics +25, Intimidation +25, Stealth +22, Survival +22 Str +7 Dex +5 Con +7 Int -3 Wis +4 Cha -2 --- AC 32 Fort +25 Ref +22 Will +19 HP 215 Immunities disease Resistances fire 10, physical 10 (except bludgeoning) --- Speed 35 feet, climb 20 feet Melee Single Action jaws +26, Damage 3d10+14 piercing plus Grab Melee Single Action claw +26 (Agile), Damage 3d8+12 slashing Dual Pounce Two Actions The grisantian lion Strides and makes two claw Strikes against the same creature at the end of that movement. Each attack counts against the grisantian lion's multiple attack penalty, but the penalty doesn't increase until after the grisantian lion makes both attacks. If both attacks hit, combine their damage for the purpose of resistances and weaknesses. Rend Single Action claw. If the grisantian lion Rends after a successful Dual Pounce, combine the Rend's damage with that from the Dual Pounce for the purpose of resistances and weaknesses. Vicious Rend Reaction Trigger The grisantian lion uses Rend; Effect The target's armor takes damage equal to the damage from Rend. The target can attempt a DC 29 basic Reflex save to reduce this damage. ","skill_mod":{"survival":22,"stealth":22,"athletics":25,"intimidation":25,"acrobatics":22},"summary":"The appearance of the grogrisant is a once-in-a-generation event, but the spawn of that legendary creature are well known in the World's Edge …","image":["/Images/Monsters/Grisantian_Lion.webp"],"primary_source":"Monsters of Myth","trait_group":["Creature Type","Tradition","Rarity"],"ac":32,"level":12,"source_category":["Lost Omens"],"sense":" low-light vision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{"piercing":10,"slashing":10,"fire":10,"physical":10},"url":"/Monsters.aspx?ID=1728","intelligence":-3,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":25,"size":["Huge"],"name":"Grisantian Lion","alignment":"CN","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[25,30],"slug":"creature-1728"},{"primary_source_category":"Lost Omens","strength":4,"hp":180,"language":["Aklo","Aquan","Common","Hallit"],"source":["Monsters of Myth"],"type":"Creature","charisma":5,"perception":21,"stealth":"16","trait":["Amphibious","Hag","Humanoid","Unique","NE","Medium"],"id":"creature-1729","text":" Kallas Devil Bearing a resemblance to the flayed nuckelavee that lurks in stagnant swamps, the Kallas Devil distinguishes herself by being able to separate herself from her mount without issue, as well as with her powers of disguise and subtlety. Though her wicked trident and violent fury are enough to sear her image into the minds of the local people, it's the Kallas Devil's ability to slip unseen among her would-be victims that elevates the creature beyond the ranks of a common horror. No matter how careful the residents of Riverton are with their youth and the vulnerable, the Kallas Devil claims her chosen target more often than not, luring the hapless victim toward doom while wearing a smiling child's face. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Kallas Devil Source Monsters of Myth pg. 46 Perception +21; darkvision, lifesense (imprecise) 30 feet, wavesense (imprecise) 30 feet Languages Aklo, Aquan, Common, Hallit Skills Athletics +18, Deception +18, Intimidation +18, Occultism +20, Stealth +16 Str +4 Dex +4 Con +3 Int +6 Wis +5 Cha +5 Coven The Kallas Devil adds dominate , false vision , invisibility , and subconscious suggestion to her coven's spells. Leatherwork Once a month, the Kallas Devil can spend 1 day stitching the skin of a person into her coat. This gives her skinned cloak a +1 circumstance bonus to her AC for one week. Skinned Steed The Kallas Devil has a horse minion known as the Skinned Steed. The horse has a swim speed equal to its standard Speed and the minion trait, and it's under the control of the Kallas Devil. The Kallas Devil automatically succeeds at all checks to Command the Skinned Steed. While mounted on the Skinned Steed, the Kallas Devil fuses with the horse, causing the two to become a single being. The Skinned Steed doesn't act on its own while fused with the Kallas Devil, instead acting as the Devil's legs to move around the battlefield. The Kallas Devil doesn't command the Skinned Steed in this state and instead replaces her Speeds with the mount's speeds until she dismounts. While the two are separated, the Kallas Devil needs to Command the Steed, as normal. If the Skinned Steed is killed, the Kallas Devil can replace it by spending 1 day to prepare another horse, converting it into her new Skinned Steed. Items Devil's Trident , skinned cloak --- AC 27 Fort +16 Ref +19 Will +20 HP 180 Resistances fire 5 Weaknesses cold iron 10 Frightful Presence (aura, emotion, fear, mental) 20 feet, DC 26 Loathsome Stench (aura, olfactory) 20 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 20 Fortitude save or become sickened 1 (sickened 2 on a critical failure). A creature that succeeds at its saves is temporarily immune for 1 minute. Mount Steed Reaction Trigger The Skinned Steed enters a space adjacent to the Kallas Devil; Effect The Kallas Devil mounts the horse. --- Speed 30 feet, swim 30 feet Melee Single Action jaws +21, Damage 2d12+7 piercing Melee Single Action claw +21 (Agile), Damage 2d8+7 slashing plus Grab Melee Single Action Devil's Trident +21, Damage 2d8+7 piercing plus sewer haze Ranged Single Action Devil's Trident +21 (thrown 20 feet), Damage 2d8+7 piercing plus sewer haze Occult Innate Spells DC 28, attack +20 - 1st Illusory Disguise (at will), Sleep (at will) - 2nd Invisibility (at will) - 3rd Haste, Mind Reading (at will) - 5th False Vision, Invisibility, Subconscious Suggestion - Constant (2nd) See Invisibility Aquatic Ambush Single Action Call Steed Single Action (Auditory) Requirements The Skinned Steed hasn't been killed and is within 60 feet; Effect The Kallas Devil whistles loudly and calls for her steed, prompting the creature to Stride twice toward the Kallas Devil. Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The Kallas Devil can take on the appearance of any Medium or Small female humanoid. This doesn't change her Speed or her attack and damage bonuses with her Strikes but might change the damage type her Strikes deal (typically to bludgeoning). Devil's Charge Two Actions Requirements The Kallas Devil is mounted on the Skinned Steed; Effect The Kallas Devil Strides twice. If she ends her movement within melee reach of at least one creature, she can make a melee Strike against that creature. Flay Alive Three Actions (Attack) Requirements The Kallas Devil has a creature grabbed, and it has been grabbed since her last turn. Effect The Kallas Devil flays her prey, dealing 2d12+17 slashing damage, and the target must attempt a DC 25 Fortitude save. On a failure, it becomes drained 1 (drained 2 on a critical failure). On a critical success, the creature escapes from being grabbed; otherwise, the Kallas Devil extends the grabbed condition until the end of her next turn. Alternative Abilities Rumors run rampant about the most mysterious and unique beings on Golarion, and any scholar who makes assumptions can easily be blindsided by reality. As the Kallas Devil takes the skin of others, she sometimes gains different abilities due to the differing natures of the souls she claims. GMs choosing to use one of these abilities can replace one of the Kallas Devil's abilities in the stat block on page 46. A GM can add two of these abilities and apply the elite adjustment to create a more powerful version of the Kallas Devil, perhaps one that has been empowered by a killing spree. Blameless While in disguise, the Kallas Devil can attempt to keep others from noticing her Loathsome Stench by attempting a Deception check to Lie. She has a +4 circumstance bonus to this check. Infectious Water The Kallas Devil has a vengeful streak and has the ability to infect wells and water supplies in Riverton with sewer haze. She can infect the water supply 1d6 days after the Festival of the Skinned Hooves if the ritual sacrifice of the festival isn't performed. Underwater Views While underwater, the Kallas Devil can blend in with the surrounding environment and hide from other creatures by attempting a Stealth check. She has a +4 circumstance bonus for this check. Cold Currents While the Kallas Devil is in water, she gains cold resistance 10 and electricity weakness 5. Suffer the Children (aura, charm, emotion, mental) 20 feet. While the Kallas Devil is disguised as a child, any creature in the aura who is considered an adult by their culture takes a –2 circumstance penalty to checks and DCs opposing the Kallas Devil's Deception. Freezing Touch When winter comes to Riverton, the Kallas Devil sharpens her claws with chunks of ice. When the Kallas Devil makes a jaws or claw attack, she deals an additional 1d6 cold damage. Waterfall Torrent The Kallas Devil controls any water she touches. When the Kallas Devil is in water, she can cast hydraulic push as an occult innate spell at will. The Skinned Steed As the Kallas Devil constantly replaces her mount with the latest offering from the locals, the Skinned Steed doesn't have a specific stat block. Instead, the Skinned Steed can have whatever statistics you need for the story you wish to tell or combat you wish to run. The Skinned Steed should be weaker than the Kallas Devil herself and, at most, should be a 7th-level creature. Assume the typical Skinned Steed is a war horse with the elite adjustment. ","skill_mod":{"deception":18,"stealth":16,"athletics":18,"intimidation":18,"occultism":20},"image":["/Images/Monsters/KallasDevil.png"],"primary_source":"Monsters of Myth","spell":["False Vision","Invisibility","Subconscious Suggestion","Haste","Mind Reading","Illusory Disguise","Sleep","See Invisibility"],"ac":27,"item":["Devil's Trident","skinned cloak"],"level":9,"spell_dc":[28],"source_category":["Lost Omens"],"sense":" darkvision , lifesense (imprecise) 30 feet, wavesense (imprecise) 30 feet","resistance":{"fire":5},"intelligence":6,"reflex_save":19,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Kallas Devil","alignment":"NE","pfs":"Standard","rarity":"unique","strike_damage_average":[16,16,16,20],"attack_bonus":[21,21,21,21],"constitution":3,"spell_attack_bonus":[20],"will_save":20,"speed":{"max":30,"land":30,"swim":30},"wisdom":5,"weakness":{"cold_iron":10},"creature_ability":["Coven","Leatherwork","Skinned Steed","Frightful Presence","Loathsome Stench","Mount Steed","Aquatic Ambush","Call Steed","Change Shape","Devil's Charge","Flay Alive"],"skill":["Athletics","Deception","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"Bearing a resemblance to the flayed nuckelavee that lurks in stagnant swamps, the Kallas Devil distinguishes herself by being able to separate …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1729","dexterity":4,"category":"creature","slug":"creature-1729"},{"attack_bonus":[39,39,39],"constitution":9,"primary_source_category":"Lost Omens","strength":10,"hp":400,"language":["Aklo","(can't speak any language)"],"immunity":["acid","clumsy","disease","drained","enfeebled","mental","paralyzed","petrified","poison","polymorph","stupefied"],"source":["Monsters of Myth"],"type":"Creature","creature_family":"Spawn of Rovagug","will_save":35,"charisma":6,"speed":{"fly":60,"max":80,"land":80,"swim":60},"perception":41,"wisdom":8,"weakness":{},"creature_ability":["Frightful Presence","Horrific Speed","Noxious Aura","Reactive","Tympanic Heartbeat","Attack of Opportunity","Disharmonic Door","Many-Eyed Blight","Pox the Land","Suppurating Passage","Swallow Whole"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"35","trait":["Beast","Unique","CE","Gargantuan"],"id":"creature-1730","text":" Kothogaz, Dance Of Disharmony Kothogaz is a towering horror of claws and eyes, surrounded by swarming insects. Recall Knowledge - Beast (Arcana, Nature): DC 52 Unspecific Lore : DC 50 Specific Lore : DC 47 Kothogaz, Dance Of Disharmony Source Monsters of Myth pg. 52 Perception +41; darkvision, scent (imprecise) 120 feet Languages Aklo; (can't speak any language) Skills Acrobatics +43, Athletics +41, Stealth +35 Str +10 Dex +10 Con +9 Int -3 Wis +8 Cha +6 --- AC 49 Fort +32 Ref +39 Will +35 HP 400 , regeneration 30 Immunities acid, clumsy, disease, drained, enfeebled, mental, paralyzed, petrified, poison, polymorph, stupefied Resistances sonic 20 Frightful Presence (aura, emotion, fear, mental) 300 feet, DC 41 Horrific Speed Kothogaz is permanently quickened 1. It can use this extra action to Stride or Strike. Noxious Aura (aura, poison) 120 feet. A creature that enters or begins its turn in the emanation must succeed at a DC 41 Fortitude save or be sickened 2 (sickened 3 on a critical failure). Reactive Kothogaz gains 3 reactions each round. Tympanic Heartbeat (aura, auditory) 120 feet. Kothogaz's heartbeat booms like a deity's drum. A creature that enters or begins its turn in the emanation must attempt a DC 41 Will save. On a failure, its next two actions must be move actions to move at least half its Speed away from Kothogaz. A creature that critically succeeds is temporarily immune to tympanic heartbeat for 1 minute. Attack of Opportunity Reaction --- Speed 80 feet, fly 60 feet, swim 60 feet Melee Single Action jaws +39 (reach 20 feet, versatile B), Damage 4d8+18 piercing plus 2d12 sonic plus many-eyed blight Melee Single Action claw +39 (Agile, reach 20 feet, versatile B), Damage 4d6+18 slashing plus 2d6 acid and Improved Grab Ranged Single Action bezoar +39 (range increment 100 feet), Damage 4d8+8 bludgeoning plus 2d6 acid and many-eyed blight Disharmonic Door Two Actions (Teleportation) Kothogaz disappears, then bursts as a cacophonous sound from the throat of a creature within 240 feet. Kothogaz appears within reach of the creature and makes a melee Strike against it. The Strike deals an additional 2d12 sonic damage. Many-Eyed Blight (Disease, Virulent) DC 44 Fortitude; Stage 1 stupefied 2; Stage 2 stupefied 2 and dazzled; Stage 3 stupefied 3, confused, and blinded; Stage 4 if you die, at the next new moon, your body splits, and your viscera become an undead under Kothogaz's control. Pox the Land Two Actions (Poison, Transmutation) Kothogaz raises a pustule from the ground within 120 feet, which erupts in a 10-foot radius, 200-foot-high cylinder of cloying filth. Creatures in the area must succeed at a DC 44 basic Reflex save or take 6d10 poison damage. On a failure, they can't fly for 1 round (1 minute on a critical failure); flying creatures fall safely to the ground. Suppurating Passage Single Action The earth festers in Kothogaz's wake. Kothogaz Strides up to its Speed. Squares through which Kothogaz passes are greater difficult terrain until the start of its next turn, and any creature that enters or begins its turn in those squares must succeed at a DC 44 Reflex save or take 4d10 poison damage and 4d10 acid damage (on a critical failure, double damage and exposed to many-eyed blight). Swallow Whole Single Action (Attack) Huge, 4d10+18 bludgeoning plus 2d12 sonic and clumsy 1 while swallowed, Rupture 40 Kothogaz's Destruction Many legends exist detailing methods of Kothogaz's final destruction. The most popular story is of the Raga of Remembrance , a performance powerful enough to summon the spirits of the millions who opposed Kothogaz so long ago. The raga's drone builds from a disharmonic instrument crafted with pieces of the beast's heart, and once the song swells, the musician becomes an anchor for the avatar of the legendary psychic Vanitapati.\n","skill_mod":{"stealth":35,"athletics":41,"acrobatics":43},"summary":"Kothogaz is a towering horror of claws and eyes, surrounded by swarming insects.","image":["/Images/Monsters/Kothogaz.png"],"primary_source":"Monsters of Myth","trait_group":["Creature Type","Rarity"],"ac":49,"level":21,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 120 feet","weakest_save":["fort","fortitude"],"resistance":{"sonic":20},"url":"/Monsters.aspx?ID=1730","intelligence":-3,"reflex_save":39,"strongest_save":["ref","reflex"],"dexterity":10,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Kothogaz, Dance Of Disharmony","alignment":"CE","category":"creature","pfs":"Standard","rarity":"unique","strike_damage_average":[33,39,49],"slug":"creature-1730"},{"attack_bonus":[17,17,17],"constitution":3,"primary_source_category":"Lost Omens","strength":4,"hp":70,"immunity":["acid"],"source":["Monsters of Myth"],"type":"Creature","will_save":10,"charisma":0,"speed":{"max":40,"land":40,"burrow":25},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Fusing Spit"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"13","trait":["Beast","Rare","NE","Large"],"id":"creature-1731","text":" Spawn Of Kothogaz Kothogaz's presence causes the land to sprout festering hives. Insectile, acid-drooling spawn slither from these growths as lesser versions of their creator. Recall Knowledge - Beast (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Spawn Of Kothogaz Source Monsters of Myth pg. 53 Perception +14 Languages Skills Acrobatics +15, Athletics +14, Stealth +13 Str +4 Dex +5 Con +3 Int -4 Wis +2 Cha +0 --- AC 24 Fort +13 Ref +17 Will +10 HP 70 , regeneration 10 (deactivated by good) Immunities acid --- Speed 40 feet, burrow 25 feet Melee Single Action mandibles +17 (Finesse, versatile S), Damage 2d10+7 piercing Melee Single Action wing shard +17 (Agile, Finesse), Damage 1d6+7 piercing plus 1d6 sonic Ranged Single Action putrid spit +17 (range increment 60 feet), Damage 2d8+4 acid Fusing Spit Two Actions (Acid) The spawn retches up thick, caustic sludge and spits it at a creature within 60 feet, causing equipment and flesh to melt and partially fuse together. The creature must succeed at a DC 23 Reflex save or be clumsy 2 for 1 minute. ","skill_mod":{"stealth":13,"athletics":14,"acrobatics":15},"summary":"Kothogaz's presence causes the land to sprout festering hives. Insectile, acid-drooling spawn slither from these growths as lesser versions of …","primary_source":"Monsters of Myth","trait_group":["Creature Type","Rarity"],"ac":24,"level":6,"source_category":["Lost Omens"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1731","intelligence":-4,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":13,"size":["Large"],"name":"Spawn Of Kothogaz","alignment":"NE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[13,14,18],"slug":"creature-1731"},{"attack_bonus":[20,20,20],"constitution":4,"primary_source_category":"Lost Omens","strength":5,"hp":125,"language":["Common"],"source":["Monsters of Myth"],"type":"Creature","will_save":13,"charisma":4,"speed":{"max":25,"land":25},"perception":19,"wisdom":3,"weakness":{"good":5},"creature_ability":["Frightful Presence","Frightful Parade","Relentless Torment","Snowstride","Vandal"],"skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"15","trait":["Humanoid","Rare","NE","Medium"],"id":"creature-1732","text":" Krampus Celebrant Fierce as he might be, Krampus rarely has the time to be everywhere at once. He doesn't have any particular ability to teleport or make speedy, long-distance travel, but he still strikes fear in the hearts of countless multitudes due to his power and the severity of the punishments he metes out. Due to this lack of ubiquity, most societies appreciate Krampus more as a folkloric bogeyman and less as a physical threat that they're likely to encounter during any particular year's solstice. Come winter festivals, adults delightfully dress up as Krampus, parading through the streets to carouse, spook youngsters, and wave birch switches around. However, if taken too far, this good-natured fun can attract Krampus's attention and blessing. Of course, this “blessing” is more of a dangerous curse that transforms those well-meaning revelers imitating him into sadistic tormentors dead-set on punishing the naughty before the festivities are through. These so-called Krampus celebrants maraud for several nights, executing ghoulish acts of terror, vandalism, and cruel justice upon those who have “misbehaved” according to Krampus's own twisted sense of decorum, before reverting to their normal forms. Those who survive swiftly throw off their bloodstained pelts and costumes, swearing to never again tempt Krampus. The Krampus celebrant statistics below befit these revelers for a festival gone wrong, yet in a pinch, depending upon your campaign, they're also suitable for a much less powerful Krampus who could be vanquished by lower-level PCs or a manifestation or aspect of Krampus that appears to haunt villages that Krampus himself can't reach. It could even represent a community's shared belief and paranoia in Krampus manifesting in a creature of belief similar to a brainchild. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Krampus Celebrant Source Monsters of Myth pg. 58 Perception +19; darkvision, scent (imprecise) 30 feet Languages Common Skills Athletics +17, Intimidation +18, Stealth +15, Survival +15 Str +5 Dex +3 Con +4 Int +1 Wis +3 Cha +4 --- AC 27 Fort +19 Ref +16 Will +13 HP 125 Resistances cold 10, physical 5 Weaknesses good 5 Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 23 --- Speed 25 feet; snowstride Melee Single Action claw +20 (Agile), Damage 2d8+9 slashing plus Grab Melee Single Action birch bundle +20 (Backswing, Forceful), Damage 2d10+9 bludgeoning Melee Single Action horn +20, Damage 2d12+9 piercing Primal Innate Spells DC 26 - Cantrips (4th) Tanglefoot - 2nd Obscuring Mist Frightful Parade Two Actions The Krampus celebrant Strides up to its Speed and attempts a birch bundle Strike against one creature within its reach at any point during that movement. Relentless Torment Reaction Trigger The Krampus celebrant hits a frightened creature with its birch bundle Strike; Effect The target must attempt a DC 26 Will save to resist the effects of the fearful assault. Success The target is unaffected. Failure The creature takes 1d8 mental damage. At the end of the creature's next turn, its frightened condition doesn't decrease by 1. Critical Failure The creature takes 2d8 mental damage, and its frightened condition increases by 1 (maximum 4). At the end of its next turn, its frightened condition doesn't decrease by 1. Snowstride The Krampus celebrant ignores difficult terrain caused by snow and ice, and it treats greater difficult terrain caused by snow and ice as difficult terrain. Vandal Whenever the Krampus celebrant deals damage to an object, it ignores the first 10 points of the object's Hardness. ","tradition":["Primal"],"skill_mod":{"survival":15,"stealth":15,"athletics":17,"intimidation":18},"summary":"Fierce as he might be, Krampus rarely has the time to be everywhere at once. He doesn't have any particular ability to teleport or make speedy, …","image":["/Images/Monsters/KrampusCelebrant.png"],"primary_source":"Monsters of Myth","spell":["Obscuring Mist","Tanglefoot"],"trait_group":["Creature Type","Rarity"],"ac":27,"level":8,"spell_dc":[26],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"cold":10,"physical":5},"url":"/Monsters.aspx?ID=1732","intelligence":1,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Krampus Celebrant","alignment":"NE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[18,20,22],"slug":"creature-1732"},{"attack_bonus":[27,28],"constitution":5,"primary_source_category":"Lost Omens","strength":7,"hp":213,"immunity":["bleed"],"source":["Monsters of Myth"],"type":"Creature","will_save":27,"charisma":4,"speed":{"climb":35,"max":35,"land":35},"perception":22,"wisdom":5,"weakness":{"acid":10,"fire":10},"creature_ability":["Infect Scent","Pinion","Addictive Exhaustion","Infectious Spores","Gauge Potential","Rear Back","Yank"],"skill":["Acrobatics","Athletics","Crafting","Stealth","Thievery"],"stealth":"28","trait":["Aberration","Unique","LE","Large"],"id":"creature-1733","text":" Kuworsys At a distance, the creature known as Kuworsys might be mistaken for a crawling undead hand, possessed of two thumbs instead of one. These “thumbs” are actually the being's hind limbs, which it can clumsily stand upon should it choose. Each of its fingerlike limbs bears a smaller hand on the end, giving Kuworsys an eerie gait possessed of too many moving joints. Wedged within the wrist-shaped tissue that makes up the creature's head are three bloodshot eyes, glaring balefully from lids twisted into shape from ropes of flesh. Whether part of its base nature or due to its long imprisonment, Kuworsys appears to be skinned and rotting, its body riddled with ragged holes held together by raw sinew. Despite its glistening and putrid appearance, it isn't undead, nor does it leave any trace of blood or gristle in its wake. Those who believe its condition might slow it down are often shocked by the creature's jittering speed, and those who believe they might be able to track it by the scent of rotting flesh find themselves inhaling the beast's deadly, exhausting spores instead. When encountering another creature, Kuworsys doesn't approach initially, instead observing the stranger while hidden or at a distance. While it might grow bolder and approach to examine or provoke another being, it prefers to avoid direct confrontation and is intelligent and stealthy enough to deftly avoid discovery. Its presence proves deadly enough, even without any further aggression, as those who Kuworsys stalks eventually succumb to a lethal lethargy. Recall Knowledge - Aberration (Occultism): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Kuworsys Source Monsters of Myth pg. 64 Perception +22; (26 vs traps) infect scent (imprecise) 60 feet Languages Skills Acrobatics +25, Athletics +22, Crafting +25, Stealth +28, Thievery +28 Str +7 Dex +8 Con +5 Int +7 Wis +5 Cha +4 Infect Scent Kuworsys can smell creatures infected with addictive exhaustion, as the scent ability. Items +1 striking sling (10 sling bullets, 3 explosive ammunition , 3 freezing ammunition ) --- AC 34 Fort +22 Ref +22 Will +27 HP 213 Immunities bleed Resistances poison 15 Weaknesses acid 10, fire 10 Pinion Reaction Trigger A creature within 10 feet of Kuworsys uses an action to Fly; Requirements Kuworsys is Reared Back; Effect Kuworsys lashes out at the triggering creature, attempting to swat it to the ground. Kuworsys attempts a melee Strike against the creature. If the Strike hits, the creature's movement is interrupted. The creature is knocked to the ground; on a critical hit, they also can't Fly again for 1 minute. --- Speed 35 feet, climb 35 feet Melee Single Action limb +27 (Finesse, reach 15 feet, Shove), Damage 3d12+7 bludgeoning Ranged Single Action sling +28 (Propulsive, range increment 50 feet, reload 1), Damage 2d6+13 bludgeoning Addictive Exhaustion (Disease) DC 32, see here Infectious Spores Two Actions Kuworsys releases a choking field of spores within a 30-foot radius, continuing to release them until the end of its next turn. Creatures who begin their turns within the area of the spores, or who enter the area, must attempt a DC 32 Fortitude save. On a failure, the creature becomes afflicted with addictive exhaustion. Kuworsys then can't use its Infectious Spores again for 1d4 rounds. Gauge Potential Single Action Kuworsys studies a creature it can see, attempting to predict its actions. The creature attempts a DC 32 Will save. On a failed save, Kuworsys predicts the creature's moves, gaining a +2 circumstance bonus to attack rolls and AC against the target creature for 1 minute. Rear Back Single Action Kuworsys stands on its two hind limbs, bringing its other four limbs to bear on its foes. Kuworsys stays Reared Back until it uses a single action to return to its normal stance. While Kuworsys is Reared Back, it is clumsy 1 but can use its Pinion and Yank abilities. Yank Two Actions Requirements Kuworsys is Reared Back; Effect Kuworsys makes a melee limb Strike against a creature and, on a success, attempts to steal the creature's weapon from its hands. Kuworsys attempts a Thievery check against the target's Reflex DC. Critical Success The creature's weapon falls to the floor in the creature's space. Success Until the start of that creature's turn, attempts to Disarm the creature of its weapon gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the weapon or other checks requiring a firm grasp on the weapon. Failure The creature is unaffected. Critical Failure The creature can use a reaction to attempt a melee Strike against Kuworsys with the weapon Kuworsys attempted to grab. Kuworsys Alternate Abilities The preceding stat block depicts how Kuworsys behaves around its targets of observation. However, rumors abound that it grows more aggressive when it has finished its observations. In battle, Kuworsys might unleash all the pent-up wrath of a creature trapped in a labyrinth for centuries. In that case, replace one or more of its abilities, especially observational abilities such as Gauge Potential, with one or more of the following abilities on a one-for-one basis. Careless Block Reaction Trigger A creature attempts a Strike against Kuworsys; Effect Kuworsys blocks the triggering Strike by snapping its sling or a stolen weapon into a blocking position. Damage is dealt to Kuworsys's weapon first. If the weapon would be destroyed, excess damage is dealt to Kuworsys. Rain Blows Three Actions Requirements Kuworsys is Reared Back; Effect Kuworsys Strikes each creature within its reach, to a maximum of four Strikes (one for each available limb). It can make limb Strikes or weapon Strikes, including with ranged weapons, but can use each weapon only once. Each attack counts toward Kuworsys's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks. Rapid Bombardment Kuworsys's sling becomes a reload 0 weapon instead of reload 1. Smash and Grab Three Actions Kuworsys Strides up to twice its Speed. At the end of its movement, it can make a melee limb Strike. On a successful Strike, the creature becomes grabbed until the end of Kuworsys's next turn. ","skill_mod":{"thievery":28,"crafting":25,"stealth":28,"athletics":22,"acrobatics":25},"summary":"At a distance, the creature known as Kuworsys might be mistaken for a crawling undead hand, possessed of two thumbs instead of one. These “thumbs” …","image":["/Images/Monsters/Kuworsys.png"],"primary_source":"Monsters of Myth","trait_group":["Creature Type","Rarity"],"ac":34,"item":["+1 striking sling (10 sling bullets, 3 explosive ammunition , 3 freezing ammunition )"],"level":12,"source_category":["Lost Omens"],"sense":"(26 vs traps) infect scent (imprecise) 60 feet","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{"poison":15},"url":"/Monsters.aspx?ID=1733","intelligence":7,"reflex_save":22,"strongest_save":["will"],"dexterity":8,"fortitude_save":22,"size":["Large"],"name":"Kuworsys","alignment":"LE","category":"creature","pfs":"Standard","rarity":"unique","strike_damage_average":[20,26],"slug":"creature-1733"},{"attack_bonus":[15,16,16],"constitution":4,"primary_source_category":"Lost Omens","strength":4,"hp":78,"language":["Aklo","Sylvan","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Monsters of Myth"],"type":"Creature","will_save":12,"charisma":1,"speed":{"fly":30,"max":30,"land":25},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Sporesight","Terrorspores","Reactive Growth","Envelop","Fulminate","Spore Cloud"],"skill":["Acrobatics","Athletics","Nature","Survival"],"trait":["Fungus","Unique","NE","Medium"],"id":"creature-1734","text":" Melfesh Monster Each Melfesh Monster is unique at any given time since the parent fungus only gives birth to a single monster at once, and each of these creations works a little differently and looks a little different from the last. However, their forms all bear similarities. A twisting mass of creeping vines creates the bulk of a Melfesh Monster's body, sculpted into a towering figure that can glide effortlessly across the ground. Mossy growths and trumpeting fungi cover the creature like matted fur, dripping from its back and shoulders in excess. A hood of dampened bark and thick moss covers its face, revealing only a crusty wooden jaw and a pair of gleaming red eyes. An acrid stench of burning manure follows the creature, often serving as the only warning that anyone gets before it attacks. Despite their fungal nature, Melfesh Monsters are undamaged by their own jets of flame and resistant to fires set by others, often surprising hunters who paid too little attention to the legends before encountering the creature. Their terrifying spores also mean that most survivors of their attacks tend to be disoriented and delirious, relating accounts of the monster that are distorted by confusion and fear. This, along with the natural variance between different Melfesh Monsters, means that even the most diligent of researchers will come across contradictory evidence. Even if they learn from all the prior information collected over the years, they're still often caught off guard when trying to hunt down and fell the threat since the new Melfesh Monster might have an ability never seen before. The canniest researchers, when faced with the seemingly contradictory evidence, speculate that the creature might evolve or change over time, which is closer to the truth but still falls short. Recall Knowledge - Fungus (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Melfesh Monster Source Monsters of Myth pg. 70 Perception +14; sporesight 100 feet Languages Aklo, Sylvan; telepathy 100 feet Skills Acrobatics +11, Athletics +13, Nature +13, Survival +13 Str +4 Dex +3 Con +4 Int +1 Wis +2 Cha +1 Sporesight If a creature has inhaled any of the Melfesh Monster's spores, the Melfesh Monster can sense the creature at the listed range. --- AC 23 Fort +16 Ref +14 Will +12 HP 78 Resistances fire 5, poison 5 Terrorspores (aura, emotion, fear, inhaled, mental, poison) 60 feet. A creature that enters the emanation must attempt a DC 21 Will save. Regardless of outcome, the creature is temporarily immune to terrorspores for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1 and inhales spores that remain in its body for 1 minute. Failure As success, but frightened 2 and the spores remain for 1 hour. Critical Failure As success, but frightened 3, the spores remain for 1 hour, and the creature's frightened condition can't be reduced below 1 as long as spores remain in its body. Reactive Growth Reaction Trigger The Melfesh Monster takes physical damage; Effect The Melfesh Monster shifts plant matter to blunt the attack. It gains resistance 5 against the triggering physical damage. --- Speed 25 feet, fly 30 feet Melee Single Action limb +16 (versatile P or S), Damage 2d12+4 bludgeoning Melee Single Action fungal limb +16 (Agile), Damage 2d8+4 bludgeoning Ranged Single Action firelance +15 (range 30 feet, Magical, Fire), Damage 2d8+2 fire Envelop Three Actions The Melfesh Monster attempts to Grapple a creature within reach. On a success, the creature is pulled into the Monster's body. The Melfesh Monster is slowed 1 while it envelops a creature, and this otherwise has the effects of Swallow Whole (the Melfesh Monster's size or smaller, 1d10 bludgeoning and 1d12 poison, Rupture 15). Fulminate Two Actions (Fire) Requirements The Melfesh Monster has created a spore cloud, and the cloud is within range of one of the Melfesh Monster's fire abilities; Effect The Melfesh Monster targets the cloud with one of its abilities with the fire trait. The spore cloud explodes, dealing 4d10 fire damage and 4 persistent fire damage in a 40-foot burst originating from a single square within the cloud (DC 24 basic Reflex). Spore Cloud Two Actions (Inhaled, Poison) Frequency once per minute; Effect The Melfesh Monster conjures a cloud of spores within 60 feet in a 20-foot burst. The cloud lasts 1 minute. Creatures that enter or begin their turn within the cloud must succeed at a DC 21 Fortitude save or take 3d8 poison damage, be sickened 2, and inhale spores that remain in their bodies for 1 minute (on a critical failure, sickened 3 and an additional 4 persistent poison damage). Alternate Abilities There have been many Melfesh Monsters, and there will be many more. No two of the progenitor fungus's spawn are identical. The following are a number of alternate abilities that the Melfesh Monster might possess; GMs choosing to use one of these abilities can use it to replace one of the Melfesh Monster's abilities in the stat block above. Smolderstench (aura, olfactory, poison) 60 feet. The Melfesh Monster emits the overwhelming stink of burning, rotting matter. A creature that enters or begins its turn in the area inhales spores and must attempt a DC 21 Fortitude save. On a failure, the creature takes 2d4 poison damage and is sickened 1; on a critical failure, the creature also takes 4 persistent poison damage and is sickened 2. A creature that succeeds at its save is temporarily immune to smolderstench for 1 minute. This ability replaces terrorspores. Death Throes Reaction Trigger The Melfesh Monster dies; Effect The Melfesh Monster explodes in a 30-foot burst. Creatures in the area take 3d8 fire and 3d8 poison damage (DC 24 basic Reflex save). This ability replaces Reactive Growth. Vent Flames Reaction Trigger The Melfesh Monster ends its movement next to or takes damage from an adjacent creature; Effect Rifts in the Melfesh Monster's body spew burning gas. The triggering creature must succeed at a DC 21 Reflex save or inhale spores which remain in its body for 1 minute, take 2d6 fire damage, and become sickened 1 (on a critical failure, double damage and sickened 2). This ability replaces Reactive Growth. Burrowing Grasp Two Actions The Melfesh Monster Burrows twice. At any point in this movement, it can shed a temporary fungal limb to grasp a creature within 10 feet. The creature must succeed at a DC 21 Reflex save or be immobilized for 1 round (on a critical failure, 2 rounds) or until it Escapes (DC 21). This ability grants the Melfesh Monster a burrow speed of 15 feet and replaces its fly speed and Envelop. Corpse Bomb The Melfesh Monster injects a creature's corpse with spores over the course of 10 minutes, priming it to explode. These spores last 1 day, and the Melfesh Monster can only have three corpses primed at a time; if it primes another, the oldest corpse bomb deactivates harmlessly. Creatures that succeed at a DC 21 Perception check while Seeking or Investigating notice a corpse bomb's explosive nature. Creatures can attempt to disarm a corpse bomb with a Nature, Survival, or Thievery check to Disable a Device (DC 21). A corpse bomb explodes in a 10-foot burst if a creature comes within 5 feet or if the Melfesh Monster detonates it as a single action, which it can use once per round. This deals 2d8 fire and 2d8 poison damage (DC 21 basic Reflex save) and leaves a lingering, 10-foot-radius spore cloud. A creature that enters or begins its turn within the cloud inhales spores, which remain in its body for 1 minute. This ability replaces Spore Cloud. False Synapses Two Actions (mental, poison) The Melfesh Monster partially controls a creature within 60 feet that has inhaled its spores. This has the effects of a command spell (DC 24 Will save). This ability replaces sporesight and Spore Cloud. Flame Lash Two Actions The Melfesh Monster sprays flaming gas in a 15-foot cone or a 30-foot line. Creatures in the area take 4d6 fire damage (DC 21 basic Reflex save). This ability replaces the firelance ranged Strike. Mycelial Tomb Two Actions Requirements A creature is within 90 feet of the Melfesh Monster and is standing on the ground; Effect Fungal threads burst from the ground. The creature must succeed at a DC 21 Reflex save or inhale Melfesh spores that remain in its body for 1 minute, be encased in mycelia, and be slowed 2. The mycelia have Hardness 8 and 16 HP, and the DC to Force them Open is 21. Breaking the mycelia frees the creature and ends the slowed effect. If someone other than the encased creatures breaks the mycelia from the outside, the creature is stunned 1 and takes any damage dealt by the breaking effect in excess of the mycelia's Hit Points. This replaces the Envelop ability. Swell Two Actions(transmutation) Frequency once per hour; Effect The Melfesh Monster inflates with gas for 1 minute. It grows to Huge size, and its reach increases to 15 feet. It also gains 12 temporary Hit Points, resistance 5 to bludgeoning, and a +2 status bonus to damage rolls, but it's clumsy 1. When the Melfesh Monster takes damage while swollen, all creatures within 15 feet inhale spores that remain in their body for 1 minute. This ability replaces terrorspores and Spore Cloud. Torrential Advance Three Actions The Melfesh Monster dissolves into a mass of fungal threads and surges forward. It Tramples (Medium or smaller, limb, DC 21), leaving a spore cloud in the squares through which it moves that last until the end of its next turn. A creature that enters or begins its turn in the cloud inhales spores and must succeed at a DC 21 Fortitude save or be sickened 1 (sickened 2 on a critical failure). This ability replaces Envelop and Spore Cloud. ","skill_mod":{"nature":13,"survival":13,"athletics":13,"acrobatics":11},"summary":"Each Melfesh Monster is unique at any given time since the parent fungus only gives birth to a single monster at once, and each of these creations …","image":["/Images/Monsters/MelfeshMonster.png"],"primary_source":"Monsters of Myth","trait_group":["Creature Type","Rarity"],"ac":23,"level":6,"source_category":["Lost Omens"],"sense":"sporesight 100 feet","weakest_save":["will"],"resistance":{"poison":5,"fire":5},"url":"/Monsters.aspx?ID=1734","intelligence":1,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":16,"size":["Medium"],"name":"Melfesh Monster","alignment":"NE","category":"creature","pfs":"Standard","rarity":"unique","strike_damage_average":[11,13,17],"slug":"creature-1734"},{"primary_source_category":"Lost Omens","strength":4,"hp":180,"language":["Aklo","Auran","Common","Sylvan","<%SPELLS%293%%>speak with animals<%END>"],"source":["Monsters of Myth"],"type":"Creature","charisma":4,"perception":22,"stealth":"22","trait":["Fey","Unique","CN","Medium"],"id":"creature-1735","text":" Mosquito Witch With unclear origins and even more mysterious powers, the Mosquito Witch's exact statistics and abilities might change depending upon her true nature in a given campaign. What follows is a representative rendition of the Witch and her core abilities. In addition, this article includes three variations of the Mosquito Witch, each embodying one of her enduring mythologies by providing a handful of additional abilities. Add or remove these abilities to create the Shimmerford cryptid of your imagination, and remember that the spookiest legends are often the ones the PCs barely encounter directly. Recall Knowledge - Fey (Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Mosquito Witch Source Monsters of Myth pg. 76 Perception +22; darkvision, swarmsense (imprecise) 30 feet Languages Aklo, Auran, Common, Sylvan; speak with animals Skills Acrobatics +18, Diplomacy +18, Intimidation +20, Medicine +19, Nature +21, Occultism +15, Stealth +22, Survival +21 Str +4 Dex +6 Con +3 Int +3 Wis +7 Cha +4 Swarmsense The Mosquito Witch receives constant updates from nearby insects and can use her touch as an imprecise sense at the listed range as long as there are insects around to guide her. Wild Empathy The Mosquito Witch can use Diplomacy to Make an Impression on and make Requests of arthropods (insects, spiders, and similar invertebrates like bloodseekers). Most arthropods have a starting attitude of indifferent to the Mosquito Witch. --- AC 30 Fort +17 Ref +20 Will +23 HP 180 Immunities disease Haunting Gaze (aura, emotion, enchantment, fear, mental, visual) 30 feet. When a creature ends its turn in the emanation, it must attempt a DC 29 Will save. If the creature fails, it becomes frightened 1. If it's already frightened, its frightened value instead increases by 1 (maximum frightened 3) and doesn't decrease by 1 at the end of the creature's next turn. If a creature's frightened value is 3 or higher before failing its save, the creature is also fleeing for 1 round. --- Speed 30 feet, climb 30 feet, fly 25 feet Melee Single Action bite +23 (Agile, Finesse), Damage 2d12+8 piercing plus 1d8 persistent bleed damage Ranged Single Action swarm strike +23 (range increment 30 feet), Damage 2d10+6 piercing plus dipteric dread Primal Innate Spells DC 29 - Cantrips (5th) Dancing Lights - 2nd Animal Messenger - 3rd Animal Vision - 4th Pest Form (at will) - 5th Tree Stride, Vomit Swarm (x2) - Constant (2nd) Speak with Animals Dipteric Dread (Poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 piercing and 2d6 poison (1 round); Stage 2 2d6 piercing and 3d6 poison (1 round); Stage 3 2d6 piercing and 5d6 poison Terror From Within The Mosquito Witch's powers feed on fear. When taking bleed or piercing damage dealt by the Mosquito Witch's bleed and dipteric dread, a creature takes additional damage equal to twice the creature's frightened value. The Hemoprophet Already versed in several folk divinations like dowsing and reading patterns in windblown winnowed husks, Shimmerford residents swiftly attributed divinatory powers to the Mosquito Witch. This “hemoprophet” aspect can supposedly smell conundrums, and she visits those facing difficult decisions or mysteries in their dreams. The witch offers an answer to the dreamer's deepest question, and if the dreamer accepts, the witch drinks their blood as they sleep, tastes their options, and leaves an answer nearby, written with some of the stolen fluids. This Mosquito Witch isn't necessarily malicious, but neither does she worry about draining too much or painting embarrassing blood-truths for all of Shimmerford to see. The blood's weight makes her footfalls heavy, and hunters often remark that especially deep tracks left by anyone are “heavy with answers” in homage to the Witch. The Hemoprophet variant gains the following abilities. Bloodbelly The Mosquito Witch steals and stores stolen blood to power her divinations. Whenever she deals piercing damage, the Mosquito Witch can gain an equal number of Blood Points, to a maximum of 100 Blood Points. She becomes clumsy 1 so long as she has at least 40 Blood Points stored, or clumsy 2 if she has at least 80 Blood Points stored. Slurp Reaction Trigger A creature adjacent to the Mosquito Witch takes persistent bleed damage; Effect The Mosquito Witch slurps up some of the creature's blood and gains Blood Points equal to the bleed damage dealt. Occult Innate Spells DC 29; 7th retrocognition (×3); 6th object reading (×3), scrying (×3); 5th locate (×3), prying eye (×3); 4th read omens (×3); 3rd wanderer's guide (×3) Prophecy in Red The Mosquito Witch can't Cast an occult Spell without simultaneously expending a number of Blood Points equal to 10 × the spell's level. The Legion Leech Mosquitoes are parasites. Like her namesake, the Mosquito Witch wanders the world before alighting in an unguarded area to drain it of life and happiness. Once sated, she withdraws to digest her stolen vitality. This Legion Leech is associated with inexplicable wasting sicknesses, bloodseekers bold enough to carry off lambs, and ravenous mosquito swarms that cover and drain a bull dead in moments. Whereas other aspects are occasionally helpful or curious, the Legion Leech cares for little beyond snuffing out life. This variant learns the mosquito blight ritual, which she uses to create a huge area of deadly disease. The Swamp Seer Few have seen the Mosquito Witch, yet almost everyone has suffered her namesake vermin at some point in time. Shimmerford summer skies shimmer with flies hatching from the river and myriad creeks, and “wherever pests fly, the Witch can spy.” In her Swarm Seer aspect, the Mosquito Witch is a haunting predator and verminous voyeur whose sanguineous appetites are equal to her fascination with societies. She keeps tabs on every inhabitant with parasocial glee, obsessing over their superstitions and abandoned trinkets—especially any representations of herself. This Mosquito Witch rarely acts with outright malice or to bring direct harm to those around her. However, her haunting appearance, alien values, and tendency to express emotions with sky-blotting swarms inspires terror in her neighbors. Depending on the circumstances she might represent a fearsome and ineffable ally, a demigod of fecundity, or a terrible foe who long ago lost patience with humanity. The Swarm Seer variant gains the following abilities. Perception +22; darkvision, swarmsense (imprecise) 100 feet, swarmsight (precise) 20 feet Swarmsight The Mosquito Witch can feel anything in contact with her obscuring host and can use her touch as a precise sense at the listed range. Obscuring Host (aura) 20 feet. A thick swarm of mosquitoes surrounds the Mosquito Witch, creating concealment in the aura. A creature that begins its turn in the emanation becomes sickened 1 unless it succeeds at a DC 26 Fortitude save. The Mosquito Witch and arthropods can see through this aura and are immune to its sickened effect. Fecund Wounds Insect larvae clog and wriggle out of open wounds within 100 feet of the Mosquito Witch. A creature that takes bleed damage in the area also becomes clumsy 1 for 1 round. Primal Innate Spells DC 29; 3rd animal vision (at will); 2nd animal messenger (at will); Cantrips (5th) dancing lights ; Constant speak with animals ","skill_mod":{"diplomacy":18,"nature":21,"survival":21,"stealth":22,"medicine":19,"intimidation":20,"occultism":15,"acrobatics":18},"image":["/Images/Monsters/MosquitoWitch.png"],"primary_source":"Monsters of Myth","spell":["Tree Stride","Vomit Swarm","Pest Form","Animal Vision","Animal Messenger","Dancing Lights","Speak with Animals"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Lost Omens"],"sense":" darkvision , swarmsense (imprecise) 30 feet","resistance":{},"intelligence":3,"reflex_save":20,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Mosquito Witch","alignment":"CN","pfs":"Standard","rarity":"unique","strike_damage_average":[17,25],"attack_bonus":[23,23],"constitution":3,"immunity":["disease"],"will_save":23,"speed":{"climb":30,"fly":25,"max":30,"land":30},"wisdom":7,"weakness":{},"creature_ability":["Swarmsense","Wild Empathy","Haunting Gaze","Dipteric Dread","Terror From Within"],"skill":["Acrobatics","Diplomacy","Intimidation","Medicine","Nature","Occultism","Stealth","Survival"],"tradition":["Primal"],"summary":"With unclear origins and even more mysterious powers, the Mosquito Witch's exact statistics and abilities might change depending upon her true nature …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1735","dexterity":6,"category":"creature","slug":"creature-1735"},{"primary_source_category":"Lost Omens","strength":-5,"hp":140,"language":["Abyssal","Varisian"],"source":["Monsters of Myth"],"type":"Creature","charisma":3,"perception":19,"stealth":"22","trait":["Fiend","Incorporeal","Spirit","Undead","Unique","NE","Large"],"id":"creature-1736","text":" Spectral Devil The Sandpoint Devil is a terrifying fiend resembling a bipedal horse with large, bat-like wings. It sports a draconic tail, deadly fangs, and milky eyes. The Sandpoint Devil haunts the town of Sandpoint and its surrounding hinterlands, ever elusive and yet popping up repeatedly to terrorize the locals, earning it a reputation as a living legend. Though many children who grow up in Sandpoint believe the devil to be just a story, the people of Sandpoint each have their own anecdotes of sightings or direct encounters, and over the years, one thing became clear: the Sandpoint Devil is a very real threat. The Sandpoint Devil's stat block is featured on page 230 of Pathfinder Bestiary 2 , and you can use that stat block to create an epic encounter between Sandpoint's mysterious monster and the PCs. In the end, this clash will likely result in the Sandpoint Devil's defeat and death at the PCs' hands, possibly after a difficult battle, depending on the PCs' level. However, evil as legendary as the Sandpoint Devil doesn't simply vanish when the creature is slain. As a fiend, the Sandpoint Devil's body is forged of raw spiritual essence connected to evil, malice, and hate— fertile ground for the corrupting touch of undeath, as negative energy intermingles with its dying spirit. Once the Sandpoint Devil is defeated, perhaps by your PCs or another group of adventurers, a unique spectral undead is quite likely to rise from its remains to carry on its legacy. Unbound from its physical body, the Sandpoint Devil becomes something else that is even more powerful, a being that comes to be known as the Spectral Devil. One option is to use the Spectral Devil as a sitebound spirit, doomed to forever haunt the Pit where the Sandpoint Devil once made its home, where it twists and changes the area into a haunted death trap from which few adventurers could escape. Alternatively, the Spectral Devil might not be bound to the Pit at all—it could become a roaming menace that stalks the region's moors or ambushes travelers on road or river. A group of adventurers who defeat the Sandpoint Devil could find their accomplishments called into doubt when the devil's torments on the region only increase in number, scope, and area in the wake of its reported death. The following statistics present an undead, spectral version of the Sandpoint Devil for use against PCs who think that their first fight against this local legend was their last. It's important to gauge your PCs before deciding to use the Spectral Devil in your campaign. While many groups are likely to enjoy the twist and callback to their old foe as it returns from the grave, for some groups, this kind of plot element can detract from their sense of accomplishment or make it feel like what they've done was ultimately meaningless. Use the Spectral Devil in the way that's right for your group. Recall Knowledge - Fiend (Religion): DC 37 Recall Knowledge - Spirit (Occultism): DC 37 Recall Knowledge - Undead (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Spectral Devil Source Monsters of Myth pg. 82 Perception +19; greater darkvision, scent (imprecise) 30 feet Languages Abyssal, Varisian Skills Acrobatics +22, Intimidation +23, Stealth +22, Survival +19 Str -5 Dex +7 Con +5 Int +0 Wis +4 Cha +3 --- AC 28 Fort +22 Ref +19 Will +16 +1 status to all saves vs. magic HP 140 (negative healing) Immunities disease, fear, paralyzed, poison, precision, unconscious Resistances all damage 10 (except cold iron, force, ghost touch , or positive^ double resistance vs. non-magical) Rejuvenation (divine, necromancy) Destroying the Spectral Devil releases its pure, evil essence into the world, where it can find a new body and re-form. When the Spectral Devil is destroyed, its essence finds the remains of a dead horse and rebuilds its physical body over the course of 1d10 days. Only completing a consecrate ritual heightened to at least 6th level, which consecrates the site of the Spectral Devil's destruction to a good deity, can prevent the Spectral Devil from returning and haunting the world once more. Attack of Opportunity Reaction ghostly hoof only --- Speed fly 50 feet Melee Single Action ghostly jaws +23 (Finesse, versatile P), Damage 2d12+13 negative Melee Single Action ghostly hoof +23 (Agile, Finesse, versatile B), Damage 2d8+13 negative Occult Innate Spells DC 26, attack +18 - Cantrips (4th) Produce Flame - 1st Gust of Wind (at will) - 2nd Obscuring Mist - 3rd Fireball - 4th Dimension Door, Phantasmal Killer Accursed Shriek Two Actions (Curse, Evocation, Occult, Sonic) The Spectral Devil unleashes a terrifying whinny in a 30-foot cone that deals 5d10 sonic damage. Each creature in the area must attempt a DC 29 Reflex save. The Spectral Devil can't use Accursed Shriek for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is frightened 2 by the eerie noise. Critical Failure The creature takes full damage, is frightened 2, and becomes cursed. The victim's mind echoes with the sound of the whinny, impairing concentration. The cursed creature is stupefied 2 until the curse is removed. Trample Three Actions Medium or smaller, ghostly hoof, DC 26 ","skill_mod":{"survival":19,"stealth":22,"intimidation":23,"acrobatics":22},"image":["/Images/Monsters/SpectralDevil.png"],"primary_source":"Monsters of Myth","spell":["Dimension Door","Phantasmal Killer","Fireball","Obscuring Mist","Gust of Wind","Produce Flame"],"ac":28,"level":10,"spell_dc":[26],"source_category":["Lost Omens"],"sense":" greater darkvision , scent (imprecise) 30 feet","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"vitality":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":0,"reflex_save":19,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":22,"size":["Large"],"name":"Spectral Devil","alignment":"NE","pfs":"Standard","rarity":"unique","strike_damage_average":[22,26],"attack_bonus":[23,23],"constitution":5,"immunity":["disease","fear","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[18],"will_save":16,"speed":{"fly":50,"max":50},"wisdom":4,"weakness":{},"creature_ability":["Rejuvenation","Attack of Opportunity","Accursed Shriek","Trample"],"skill":["Acrobatics","Intimidation","Stealth","Survival"],"tradition":["Occult"],"summary":"The Sandpoint Devil is a terrifying fiend resembling a bipedal horse with large, bat-like wings. It sports a draconic tail, deadly fangs, and milky …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1736","dexterity":7,"category":"creature","slug":"creature-1736"},{"primary_source_category":"Lost Omens","strength":9,"hp":290,"language":["Aklo","(can't speak any language), <%UMR%37%%>telepathy<%END> 60 feet"],"source":["Monsters of Myth"],"type":"Creature","charisma":4,"perception":29,"trait":["Aberration","Dream","Unique","NE","Huge"],"id":"creature-1737","text":" Somnalu With its lithe, sinuous body and a flexible, twisting spine, Somnalu bears a resemblance to a giant lizard, save for its striking visage. Spiny frills run down the creature's mottled black back, interlaced with dull red stripes that streak from head to tail. Its two sets of forelimbs are bound to each other by small webs of skin. Its distinctive face lacks any visible mouth, nose, or ears, instead possessing only a huge red eye surrounded by six smaller, secondary eyes. Recall Knowledge - Aberration (Occultism): DC 44 Recall Knowledge - Dream (Occultism): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Somnalu Source Monsters of Myth pg. 88 Perception +29; greater darkvision, sleep scent (imprecise) 60 feet Languages Aklo; (can't speak any language), telepathy 60 feet Skills Arcana +27, Athletics +27, Dreamlands Lore +33, Occultism +30, Survival +25 Str +9 Dex +6 Con +6 Int +8 Wis +8 Cha +4 Sleep Sense Somnalu can smell creatures that are asleep, as the scent ability. --- AC 37 Fort +25 Ref +25 Will +29 HP 290 Immunities acid Resistances mental 10, poison 15 Weaknesses cold 15 Corrosive Wounds The acid that coats the skin of Somnalu eats away at a weapon that Strikes it. As long as Digestive Secretions is active on Somnalu, whenever a creature hits Somnalu with a metal or wooden weapon, the creature must succeed at a DC 33 Reflex save or else the weapon takes 2d8 acid damage (after dealing damage to Somnalu as normal). Thrown weapons and ammunition take this damage automatically with no saving throw. Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 33 Baleful Gaze Reaction Trigger A creature within 100 feet makes a ranged attack or uses an action that has the concentrate trait; Effect Somnalu fixes its central eye upon the triggering creature in an attempt to frighten it, jolting it and disrupting its action. The creature must attempt a DC 36 Will save; on a failure, Somnalu disrupts the triggering action and the creature is frightened 1. --- Speed 30 feet, burrow 25 feet, climb 25 feet Melee Single Action claw +30 (reach 10 feet), Damage 3d12+17 slashing plus Improved Grab Melee Single Action tail barbs +30 (Agile, reach 20 feet), Damage 3d8+17 piercing Occult Innate Spells DC 36 - 4th Darkness (at will), Silence (at will), Sleep (at will) - 5th Strange Geometry (×3) - 6th Lure Dream (×2), Vibrant Pattern (×2) - 8th Hypnopompic Terrors Acid Spew Two Actions Somnalu jets acid from its skin, dousing all creatures in a 15-foot-wide, 60-foot-long line. Each creature in this area takes 10d8 acid damage (DC 33 basic Reflex save). It can't use this ability again for 1d4 rounds. Caustic Trench Three Actions Somnalu Burrows three times. It digs a trench along its path, filling the trench with acid pumped from its skin. The trench is hazardous terrain, and any creature that moves into it takes 4d6 persistent acid damage. While Burrowing, if Somnalu would move through a space occupied by another creature, that creature must attempt a DC 36 Reflex save to avoid falling into the trench and taking the acid damage. The acid remains for 1 minute. Digestive Secretions Single Action Somnalu secretes acid for 1 round. Whenever it makes a melee Strike, it deals an additional 2d8 acid splash damage. Like most splash damage, this damage applies to the target and adjacent creatures and applies even on a failure, though not on a critical failure. Drain Nutrients Two Actions Somnalu targets a creature with a claw Strike. On a success, Somnalu drains the creature's life through its skin. The creature must succeed at a DC 36 Fortitude save or become drained 2 (drained 1 on a success, no effect on a critical success). Somnalu gains temporary Hit Points equal to the amount of Hit Points the creature loses from this Strike. Vent Fumes Three Actions Somnalu blasts poison gas in a 30-foot radius. The gas lingers for 1 round, and all creatures that begin their turn in the gas or enter the gas take 4d8 poison damage (DC 36 basic Fortitude save). Any creature in the gas is concealed, and other creatures are concealed to all creatures in the gas. However, Somnalu can see through this concealment. ","skill_mod":{"survival":25,"arcana":27,"athletics":27,"occultism":30},"image":["/Images/Monsters/Somnalu.png"],"primary_source":"Monsters of Myth","spell":["Hypnopompic Terrors","Lure Dream","Vibrant Pattern","Strange Geometry","Darkness","Silence","Sleep"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Lost Omens"],"sense":" greater darkvision , sleep scent (imprecise) 60 feet","resistance":{"poison":15,"mental":10},"intelligence":8,"reflex_save":25,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":25,"size":["Huge"],"name":"Somnalu","alignment":"NE","pfs":"Standard","rarity":"unique","strike_damage_average":[30,36],"attack_bonus":[30,30],"constitution":6,"immunity":["acid"],"creature_family":"Somnalu","will_save":29,"speed":{"climb":25,"max":30,"land":30,"burrow":25},"wisdom":8,"weakness":{"cold":15},"creature_ability":["Sleep Sense","Corrosive Wounds","Frightful Presence","Baleful Gaze","Acid Spew","Caustic Trench","Digestive Secretions","Drain Nutrients","Vent Fumes"],"skill":["Arcana","Athletics","Dreamlands Lore","Occultism","Survival"],"tradition":["Occult"],"summary":"With its lithe, sinuous body and a flexible, twisting spine, Somnalu bears a resemblance to a giant lizard, save for its striking visage. Spiny …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=1737","dexterity":6,"category":"creature","slug":"creature-1737"},{"attack_bonus":[22,22],"constitution":3,"primary_source_category":"Lost Omens","strength":3,"hp":240,"language":["Aklo","(can't speak any language), <%UMR%37%%>telepathy<%END> 60 feet"],"source":["Monsters of Myth"],"type":"Creature","creature_family":"Somnalu","spell_attack_bonus":[26],"will_save":24,"charisma":5,"speed":{"fly":40,"max":40},"perception":26,"wisdom":6,"weakness":{"piercing":10},"creature_ability":["Scrutinizing Presence","Clearing Blink"],"skill":["Arcana","Occultism"],"trait":["Aberration","Dream","Unique","NE","Medium"],"id":"creature-1738","text":" Somnalu Oculus When Somnalu is defeated, its central eye abandons its dying body to create an ethereal body from the wisps of dreams. Over centuries—or sooner, if it can find a powerful source of nightmares—it can re-form a full body and return to its corporeal self. Recall Knowledge - Aberration (Occultism): DC 38 Recall Knowledge - Dream (Occultism): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Somnalu Oculus Source Monsters of Myth pg. 88 Perception +26; greater darkvision, true seeing Languages Aklo; (can't speak any language), telepathy 60 feet Skills Arcana +23, Occultism +26 Str +3 Dex +5 Con +3 Int +7 Wis +6 Cha +5 --- AC 28 Fort +18 Ref +21 Will +24 HP 240 , regeneration 10 (deactivated by mental) Weaknesses piercing 10 Scrutinizing Presence (aura, mental) 60 feet, DC 34. The Somnalu Oculus scrutinizes creatures around it, causing them to falter with nervousness and self-doubt. Upon entering the emanation, a creature must attempt a Will save. On a failed save, the creature is stupefied 2 for 1 round. Regardless of the result of the saving throw, the creature is temporarily immune to scrutinizing presence for 1 minute. Clearing Blink Reaction Trigger The Somnalu Oculus would be affected by a condition; Effect The Somnalu Oculus rapidly blinks, using dream wisps as an eyelid. The Somnalu Oculus attempts to counteract the source of the condition with a counteract modifier of +24 and a counteract level of 8. It can't use Clearing Blink again for 1d4 rounds. --- Speed fly 40 feet Melee Single Action dream tendril +22 (Finesse, Magical, reach 10 feet), Damage 2d10+9 bludgeoning Ranged Single Action dream bolt +22 (Magical, range 60 feet), Damage 2d12+7 piercing Occult Prepared Spells DC 34, attack +26 - Cantrips (6th) Daze, Detect Magic, Mage Hand, Shield, Telekinetic Projectile - 1st Fear, Phantom Pain (×2), Sleep (×2) - 2nd Animus Mine (×2), Dispel Magic (×2) - 3rd Agonizing Despair (×2), Paralyze (×2) - 4th Dimension Door, Nightmare, Phantasmal Killer, Rebounding Barrier (×2) - 5th Black Tentacles (×2), Strange Geometry (×3), Synaptic Pulse - 6th Lure Dream (×2), Repulsion, Vibrant Pattern (×2)\n","tradition":["Occult"],"skill_mod":{"arcana":23,"occultism":26},"summary":"When Somnalu is defeated, its central eye abandons its dying body to create an ethereal body from the wisps of dreams. Over centuries—or sooner, if …","primary_source":"Monsters of Myth","spell":["Lure Dream","Repulsion","Vibrant Pattern","Black Tentacles","Strange Geometry","Synaptic Pulse","Dimension Door","Nightmare","Phantasmal Killer","Rebounding Barrier","Agonizing Despair","Paralyze","Animus Mine","Dispel Magic","Fear","Phantom Pain","Sleep","Daze","Detect Magic","Mage Hand","Shield","Telekinetic Projectile"],"trait_group":["Creature Type","Rarity"],"ac":28,"level":11,"spell_dc":[34],"source_category":["Lost Omens"],"sense":" greater darkvision , true seeing ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1738","intelligence":7,"reflex_save":21,"strongest_save":["will"],"dexterity":5,"vision":"Greater darkvision","fortitude_save":18,"size":["Medium"],"name":"Somnalu Oculus","alignment":"NE","category":"creature","pfs":"Standard","rarity":"unique","strike_damage_average":[20,20],"slug":"creature-1738"},{"primary_source_category":"Lost Omens","strength":3,"hp":45,"language":["Common","Sylvan"],"source":["Monsters of Myth"],"type":"Creature","charisma":3,"perception":10,"stealth":"11","trait":["Fey","Rare","CE","Small"],"id":"creature-1739","text":" Spring-Heeled Jack The greatest secret of the murderous trickster known as Spring-Heeled Jack is that he isn't a unique creature. Instead, he's one of a rare type of fey native to the First World who enjoy causing bloody mayhem in the Material Plane. These fey are so rare and so distrustful of one another's company that two have never been seen together; the mistaken assumption that only a single Spring-Heeled Jack exists is therefore entirely understandable. The fact that sightings occur across Ustalav (and beyond) and across centuries of time is ascribed to the trickster's long lifespan and mysterious ability to travel quickly, or to the belief that there's no such creature, merely an urban legend that twisted minds attempt to bring to life through costumes, magic, and a series of murders and mayhem. Even in fear-drenched Ustalav, no one has yet guessed that multiple Spring-Heeled Jacks exist or postulated that some future event might drive them to overcome their mutual disdain and gather into a murderous cabal, far more powerful than the sum of its parts. Spring-Heeled Jacks are cruel-eyed, hairy fey with vaguely humanoid shapes and extra features that cause them to be easily mistaken for demons or devils. Glowing eyes, cloven hooves, menacing horns, and a pointed tail combine to create the mien of a wicked imp; his love of sudden and sadistic violence completes the impression. Almost all have jet-black skin and fur, though a few exceptions might exist. Spring-Heeled Jacks typically hide their features in tattered cloaks, appearing as a hunched elder or a youth in the nighttime conditions they enjoy. Such a disguise rarely holds up to any scrutiny, but that doesn't matter much to the Spring-Heeled Jack, who only needs something that offers just enough doubt for their target to move within striking distance, which can be from much farther away than most other creatures even realize. Once close enough, the Spring-Heeled Jack leaps startling distances in the blink of an eye to easily slash at a victim who had, until that moment, considered themself safe. A Spring-Heeled Jack has drastically more treasure for his creature level than usual, so even though Jacks aren't unique, be mindful of how much wealth you've added to your group. On top of giving too much treasure, fighting multiple encounters with several Spring-Heeled Jacks is anti-thematic for the creature's lore. Instead, you should consider balancing an encounter with Spring-Heeled Jack with encounters that give a little less treasure to keep in line with the expectations. Recall Knowledge - Fey (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Spring-Heeled Jack Source Monsters of Myth pg. 94 Perception +10; low-light vision Languages Common, Sylvan Skills Acrobatics +9, Athletics +10, Deception +8, Intimidation +10, Stealth +11, Thievery +9 Str +3 Dex +4 Con +1 Int +0 Wis +1 Cha +3 Items Jack's Tattered Cape , Little Love --- AC 18 Fort +6 Ref +13 Will +8 HP 45 Frightful Presence (aura, emotion, fear, mental) 15 feet, DC 17 Attack of Opportunity Reaction --- Speed 40 feet Melee Single Action Little Love +12 (Agile, Finesse, versatile S), Damage 1d4+5 piercing Ranged Single Action Little Love +12 (Agile, thrown 10 feet, versatile S), Damage 1d4+5 piercing Primal Innate Spells DC 20 - 1st Feather Fall (at will) - 5th Passwall - Constant (2nd) Pass Without Trace Breath Weapon Two Actions (Evocation, Fire, Primal) Spring-Heeled Jack exhales a gout of bright blue fire that deals 4d6 fire damage in a 15-foot cone (DC 20 basic Reflex save). He can't use Breath Weapon again for 1d4 rounds. Malicious Stab Spring-Heeled Jack deals an additional 1d6 precision damage to flat-footed or frightened creatures (2d6 precision damage to creatures that are both flat-footed and frightened). Vault Single Action (Move) Spring-Heeled Jack jumps up to 20 feet in any direction, including vertically. This movement doesn't trigger reactions based on movement. Greater Jacks Spring-Heeled Jack isn't unique, and more powerful versions of these malevolent terrors certainly exist. Adding one or two of the following abilities to Spring-Heeled Jack, along with the elite adjustment, is the fastest way to create a greater Spring-Heeled Jack. You can also add one of these abilities to an ordinary Spring-Heeled Jack to distinguish them from others, hinting to the players that more than one of these wicked creatures exist. Gentleman's Guise Some greater Spring-Heeled Jacks can take on a magical disguise to pass more easily among commonfolk. Change Shape Single Action (concentrate, polymorph, primal, transmutation) Spring-Heeled Jack takes on the appearance of a Medium humanoid dressed in exquisite finery. This doesn't change his Speed or his attack and damage modifiers with his Strikes. When in this form, Spring-Heeled Jack gains a Diplomacy modifier equal to his Intimidation modifier. Resonant Terror Instead of merely startling foes with his appearance, a greater Spring-Heeled Jack can plant his terrifying visage deep in a target's subconscious. This ever-present reminder of his ghastly face echoes long after in the mind. This ability replaces Frightful Presence. Resonant Terror Single Action (concentrate, curse, emotion, enchantment, fear, mental, primal) Spring-Heeled Jack glares at a creature he can see within 30 feet. The target must immediately attempt a Will save (DC equal to the DC of Jack's Breath Weapon) or become frightened 1 (frightened 2 on a critical failure), and it can't reduce its frightened condition below 1 for 24 hours or until this curse is removed. After attempting its save, the creature is temporarily immune to this ability for 24 hours. Vanishing Leap A greater Spring-Heeled Jack can disappear into thin air just as soon as he touches down after a mighty leap. Vanishing Leap Free Action (illusion, primal) Trigger Spring-Heeled Jack uses Vault; Effect Spring-Heeled Jack becomes invisible for 1 round. ","skill_mod":{"deception":8,"thievery":9,"stealth":11,"athletics":10,"intimidation":10,"acrobatics":9},"image":["/Images/Monsters/SpringHeeledJack.png"],"primary_source":"Monsters of Myth","spell":["Passwall","Feather Fall","Pass Without Trace"],"ac":18,"item":["Jack's Tattered Cape","Little Love"],"level":3,"spell_dc":[20],"source_category":["Lost Omens"],"sense":" low-light vision ","resistance":{},"intelligence":0,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":6,"size":["Small"],"name":"Spring-Heeled Jack","alignment":"CE","pfs":"Standard","rarity":"rare","strike_damage_average":[7,7],"attack_bonus":[12,12],"constitution":1,"will_save":8,"speed":{"max":40,"land":40},"wisdom":1,"weakness":{},"creature_ability":["Frightful Presence","Attack of Opportunity","Breath Weapon","Malicious Stab","Vault"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Thievery"],"tradition":["Primal"],"summary":"The greatest secret of the murderous trickster known as Spring-Heeled Jack is that he isn't a unique creature. Instead, he's one of a rare type of …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1739","dexterity":4,"category":"creature","slug":"creature-1739"},{"attack_bonus":[35,35],"constitution":7,"primary_source_category":"Lost Omens","strength":8,"hp":400,"language":["Hwan","Senzar","(can't speak any language)"],"source":["Monsters of Myth"],"type":"Creature","will_save":30,"charisma":9,"speed":{"max":50,"land":50,"swim":30},"perception":33,"wisdom":8,"weakness":{},"creature_ability":["Jelly Gluttony","Exit Stage","Change Characters","Prop Master","Second Act"],"skill":["Acrobatics","Athletics","Performance","Society"],"trait":["Fey","Unique","CN","Large"],"id":"creature-1740","text":" Taljjae The form of Taljjae's body can vary from visit to visit or even moment to moment, but it's easily recognized due to its signature cloak and masks. So long as Taljjae's mood is placid, it can be approached safely, but its mercurial temperament can be hard to predict. Recall Knowledge - Fey (Nature): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Taljjae Source Monsters of Myth pg. 100 Perception +33; darkvision, jelly sense 120 feet Languages Hwan, Senzar; (can't speak any language) Skills Acrobatics +35, Athletics +31, Performance +38, Society +31 Str +8 Dex +9 Con +7 Int +6 Wis +8 Cha +9 Items Taljjae's masks (see below) --- AC 43 Fort +27 Ref +33 Will +30 HP 400 Weaknesses jelly gluttony Jelly Gluttony If Taljjae detects buckwheat jelly with its jelly sense, it becomes fascinated by the food and the creature possessing it (if applicable) and flat-footed to all other creatures for 1d4 rounds, or until it uses an appropriate number of Interact actions to consume the jelly (generally 2: 1 to take the jelly, and another to eat it). If there's more than one helping of jelly, the condition ends once Taljjae consumes the jelly once. Exit Stage Reaction (conjuration, primal, teleportation) Trigger Taljjae is reduced to 0 Hit Points; Effect Taljjae retains 1 Hit Point and teleports to an empty space within 30 feet. One of its masks remains behind and is broken. --- Speed 50 feet, swim 30 feet Melee Single Action whirling sash +35 (Agile, Magical, reach 10 feet, versatile B), Damage 4d6+18 slashing Ranged Single Action goblinfire +35 (Fire, range 60 feet), Damage 4d6+18 fire Change Characters Single Action (Stance) Frequency once per round; Effect Taljjae removes its current mask and dons a new one. The change refreshes Taljjae, restoring 25 Hit Points. Once Taljjae has removed a mask, it can't Change Characters back to that mask until it has worn all of its unbroken masks at least once, after which the cycle starts again. Taljjae can't don a broken mask. Prop Master Taljjae has access to the critical specialization effects of any weapons it wields from one of its masks. Second Act Free Action Trigger Taljjae's turn begins; Requirements Taljjae has 200 or fewer Hit Points; Effect Taljjae's dance reaches a frantic climax, allowing it to change personas rapidly. Taljjae Changes Characters. Taljjae's Masks Taljjae carries three masks at any given time. While countless masks have been documented over the ages, the seven listed below are among those best known. In Taljjae's Possession : When Taljjae Changes Characters, it gains access to the listed abilities. Any items (such as weapons) associated with its previous mask immediately disappear and are replaced by fresh ones for its new mask, but the effects of any mask abilities it has active persist. Removing a mask and later reapplying it doesn't restore any limited-use abilities. As Player Items : Those who gain one of Taljjae's masks, either by defeating Taljjae or some other means, are known as its understudies and gain a fraction of its power. Each of Taljjae's masks is an 18th-level unique item with the invested and magical traits; if broken, they're automatically repaired to full HP when invested during daily preparations. The effect of a mask on a PC is noted in the mask's Understudy entry. Wearing one of Taljjae's masks also imposes Taljjae's jelly sense and jelly gluttony on the creature as long as it wears the mask. ### The Beast With this mask, Taljjae assumes a low stance and gathers power. Melee Single Action jaws +35 (deadly 3d12, magical, reach 10 feet), Damage 4d10+18 piercing plus Knockdown Melee Single Action claw +35 (agile, magical, reach 10 feet), Damage 4d6+18 slashing Rend Single Action claw --- Understudy The Beast brings out its wearer's feral nature, granting it a claw melee unarmed attack that deals 1d4 slashing damage and has the agile trait, or increasing the damage die of their claw unarmed attack from 1d4 to 1d6 damage if they have a claw unarmed attack that deals 1d4 damage. ### The General Carved scars mark the face of this severe mask, which gives Taljjae the skill at arms of a veteran commander. Attack of Opportunity Reaction Taljjae disrupts actions on any hit, not just a critical hit. Melee Single Action glaive +35 (deadly 3d8, forceful, magical, reach 15 feet), Damage 4d8+18 slashing plus 1d6 chaotic Masterful Engagement Single Action Frequency once per round; Effect Taljjae maintains the perfect distance between itself and its foe. It Steps and Strikes, in any order. --- Understudy Single Action Frequency once per day; Effect The General grants its wearer a +3 status bonus to attack rolls with polearms for 1 minute. ### The Grandmother The kind eyes of this mask sap any attackers' will to fight while granting Taljjae powerful supportive magic. Gentle Facade (aura, emotion, mental) 60 feet. Serenity and a sense of ease blot out all other emotions. Creatures in the emanation must succeed at a DC 37 Will save or become unable to be affected by beneficial emotion effects while within the aura and for 1 minute after leaving it. The creature is then temporarily immune for 10 minutes. Divine Spontaneous Spells DC 37, attack +29; 9th energy aegis , heal , heroism , spell immunity , true seeing ; 8th regenerate , repulsion , searing light ; 7th breath of life , outcast's curse , vital beacon --- Understudy The Grandmother allows its wearer to cast 8th-level heal and 7th-level breath of life , each as a divine innate spell, once per day. ### The Hermit This wizened male face draws upon the powers of a true sage. Flexible Counterspell Reaction Trigger A creature Casts a Spell of the same or lower level as one of Taljjae's unexpended spell slots; Effect Taljjae expends any prepared spell of the same or higher level, losing a spell slot as if it had Cast the triggering Spell. Taljjae then attempts to counteract the spell with a counteract modifier of +27. Divine Prepared Spells DC 37, attack +29; 9th dispel magic , finger of death (×2), weapon of judgment (war only); 8th spirit blast (×3), spiritual epidemic ; 7th blade barrier , dispel magic , flame strike , spellwrack ; Cantrips (8th) detect magic , divine lance , forbidding ward , produce flame , shield --- Understudy The Hermit allows its wearer to cast 8th-level spirit blast and 7th-level flame strike , each as a divine innate spell, once per day. ### The Hero The eyes of this female face seem to glint with determination. Ranged Single Action longbow +35 (deadly 3d8, magical, propulsive, range increment 100 feet, volley), Damage 4d8+14 piercing Cometfall Arrow Two Actions Taljjae fires an arrow that could shoot a star from the sky. All creatures in a 120-foot line take 10d12 piercing damage (DC 37 basic Reflex save); on a critical failure, the target falls to the ground without taking falling damage, and it can't Fly, Leap, levitate , or otherwise leave the ground until the end of Taljjae's next turn. Taljjae then can't use Cometfall Arrow for 1d4 rounds. Double Shot Single Action Taljjae fires two shots, making two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward its multiple attack penalty, but the penalty doesn't increase until after it makes both attacks. --- Understudy Single Action Frequency once per day; Effect The Hero grants its wearer a +3 status bonus to attack rolls with bows for 1 minute. ### The Nobleman This twisted mask mocks members of the nobility for their parasitic greed. Parasitic Healing Reaction Trigger A creature within 60 feet regains Hit Points; Effect Taljjae takes what should belong to another. The triggering creature regains only half the number of Hit Points, and Taljjae regains the full amount. Covetous Confiscation Two Actions Taljjae holds out a hand and attempts to take something that doesn't belong to it. It telekinetically attracts an unattended, unsecured object of up to 5 Bulk within 100 feet. If the object is in a creature's possession, Taljjae must critically succeed at an attempt to Disarm that creature, but it can't critically fail. --- Understudy Two Actions Frequency once per 10 minutes; Effect The Nobleman allows its wearer to use Covetous Confiscation. ### The Wanderer The slightly upturned smile of this mask depicts a sense of joy and wonder at travel and new experiences. Melee Single Action staff +35 (magical, reach 10 feet, two-hand 1d8), Damage 4d4+14 bludgeoning Divine Innate Spells DC 37; Constant (8th) air walk , freedom of movement , haste Circling the Kingdom Two Actions Taljjae Strides twice and makes two quarterstaff Strikes at any point along its movement. Sneak Attack Taljjae deals an additional 2d6 precision damage to flat-footed foes. Waypoints Taljjae leaves behind images of itself as it travels. Whenever it makes a Strike, it leaves behind a ghostly image of itself that lasts until the beginning of its next turn. These images block movement for Taljjae's enemies, and they provide flanking to Taljjae and its allies. --- Understudy The Wanderer allows its wearer to cast 7th-level air walk and 8th-level freedom of movement , each as a divine innate spell, once per day. ","skill_mod":{"society":31,"performance":38,"athletics":31,"acrobatics":35},"summary":"The form of Taljjae's body can vary from visit to visit or even moment to moment, but it's easily recognized due to its signature cloak and masks. So …","image":["/Images/Monsters/Taljjae.png"],"primary_source":"Monsters of Myth","trait_group":["Creature Type","Rarity"],"ac":43,"item":["Taljjae's masks (see below)"],"level":18,"source_category":["Lost Omens"],"sense":" darkvision , jelly sense 120 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1740","intelligence":6,"reflex_save":33,"strongest_save":["ref","reflex"],"dexterity":9,"vision":"Darkvision","fortitude_save":27,"size":["Large"],"name":"Taljjae","alignment":"CN","category":"creature","pfs":"Standard","rarity":"unique","strike_damage_average":[32,32],"slug":"creature-1740"},{"attack_bonus":[25,27],"constitution":4,"primary_source_category":"Lost Omens","strength":8,"hp":200,"language":["Aquan","Okaiyan"],"source":["Monsters of Myth"],"type":"Creature","will_save":23,"charisma":4,"speed":{"max":60,"land":30,"swim":60},"perception":26,"wisdom":6,"weakness":{},"creature_ability":["Exoskeletal Armory","Ship Armor","Capsize","Move Home","Pressurize Claw","Release Claw"],"skill":["Acrobatics","Athletics","Ocean Lore","Stealth","Survival"],"stealth":"24","trait":["Amphibious","Aquatic","Beast","Unique","CN","Gargantuan"],"id":"creature-1741","text":" Tehialai-Thief-Of-Ships Though her current form is but a small and pale shell of her former glory, Tehialai is a legend even in her waning days. The titanic crustacean wears the hulls of ruined ships as her shell, ripped into shape by vessel-rending claws, as nothing else in Golarion's oceans is large enough to shield her body—or perhaps nothing else will satisfy her. Few ships can withstand her might, and fewer still are prepared for her appearance. Those who don't know of the thief of ships won't know to watch for her coming, and those who do know Tehialai offer her tribute to ward off her predation. Recall Knowledge - Beast (Arcana, Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Tehialai-Thief-Of-Ships Source Monsters of Myth pg. 106 Perception +26; darkvision, wavesense 60 Languages Aquan, Okaiyan Skills Acrobatics +27, Athletics +28, Ocean Lore +30, Stealth +24, Survival +27 Str +8 Dex +5 Con +4 Int +4 Wis +6 Cha +4 Exoskeletal Armory At the beginning of each day, Tehialai can molt to change the morph of her two massive striking claws. She chooses two morphs (see below) and adds their Strikes and Release Claw effects to the stat block presented here. Tehialai can molt two different claws or two copies of the same claw. --- AC 36 (32 when ship armor is broken) Fort +26 Ref +20 Will +23 +2 status to all saves vs. water HP 200 (Hardness 10) Resistances ship armor Ship Armor Tehialai hides within a shell made of all the ships she has stolen. This ship armor reduces any damage Tehialai takes by an amount equal to its Hardness. Once Tehialai is reduced to fewer than half her Hit Points, or immediately upon being damaged by a critical hit, her ship armor breaks, removing her Hardness and reducing her Armor Class to 32. --- Speed 30 feet, swim 60 feet Melee Single Action mandibles +27 (Magical, reach 10 feet), Damage 4d8+10 bludgeoning Ranged Single Action water spit +25 (Magical, range 120 feet, Water), Damage 4d6+10 piercing Capsize Single Action (Attack) Tehialai attempts to capsize an aquatic vessel of her size or smaller that she's adjacent to. She must succeed at an Athletics check with a DC of 33 (reduced by 5 for each size smaller the vessel is) or the pilot's Sailing Lore DC, whichever is higher. Move Home Three Actions (Manipulate) Requirements Tehialai is adjacent to a broken ship, and her ship armor is broken; Effect Tehialai claims nearby ship pieces to rebuild her home. She destroys the adjacent ship and rebuilds her ship armor, restoring her Hardness and increasing her AC back to 36. Pressurize Claw Single Action Requirements Tehialai's claw isn't currently Pressurized; Effect Tehialai draws water into the base of one of her claws, building immense hydraulic pressure as she prepares to attack. The claw remains loaded until she Releases that Claw or 1 minute has passed, whichever comes first. While the claw is Pressurized, Tehialai can't use that claw to Strike. If Tehialai isn't at least partially within a body of water when she Pressurizes her Claw, she takes a –2 penalty to any attack rolls and DCs when she Releases that Claw. Release Claw Single Action Requirements Tehialai has Pressurized a Claw; Effect Tehialai lashes out with the force of the sea. See each claw for its released effect; the DC for any effect is 33. After Releasing a Claw, the claw depressurizes Tehialai's Exoskeletal Armory Upon Receding Tide notes several weapons Tehialai has refined in her predations on the ships of the Okaiyo Ocean. The least terrible ones are detailed below. Barbed Spear This long claw comes to a fine point, with barbs that can grip onto flesh and cloth alike. Melee Single Action barbed spear +27 (magical, reach 15 feet), Damage 4d8+12 piercing Release Claw Single Action Tehialai's spear shoots out, impaling prey and reeling them back. All creatures in a 40-foot line take 8d6 piercing damage (basic Reflex save); creatures that critically fail are grabbed until the end of Tehialai's next turn. Boiling Club The head of this short, blunt claw has a pattern not unlike a human face. Melee Single Action boiling club +25 (magical, reach 5 feet), Damage 4d12+12 bludgeoning plus 1d6 fire Release Claw Single Action (fire, sonic) The impact of Tehialai's claw begets a burning vacuum. Tehialai makes a boiling club Strike against one target within 15 feet. If she hits, a shock wave booms out, dealing 3d6 fire damage and 3d6 sonic damage to all creatures except her within 15 feet of the target, including the target itself (basic Fortitude save). If the Strike was a critical hit, the target uses the degree of success one lower than it rolled on its save. Unlike most fire abilities, this ability can be used underwater, and the typical 5 fire resistance for being underwater doesn't apply. Salt Darts A cluster of jagged salt crystals break off and regrow constantly as they draw salinity from the sea. Ranged Single Action salt dart +26 (magical, range 120 feet), Damage 2d8+12 piercing plus 2d8 acid Release Claw Single Action Tehialai launches a flurry of darts. She makes two salt dart Strikes against two different creatures. Both attacks count towards her multiple attack penalty, but she doesn't increase her penalty until after she has made both attacks. Tidal Gourd This spherical, transparent growth sprouts vesicles of frigid water that detach and fly like sling stones. Ranged Single Action tidal gourd +36 (magical, thrown 60 feet, water), Damage 2d8+4 bludgeoning plus 2d8 cold splash Release Claw Single Action (water) Tehialai atomizes the water in her claw to create a mist that fills a 40-foot emanation centered on her and that lasts until the end of her next turn or until dispersed by a strong wind. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. Wavesense functions through the mist and ignores the concealment. Toothed Shredder This chitinous disk bears numerous serrated protrusions, like a wheel of sharks' teeth. Melee Single Action toothed shredder +27 (fatal d10, magical, reach 15 feet), Damage 4d6+12 slashing Release Claw Single Action Tehialai's claw whirs and spins to cut through armor and ship hulls. Tehialai makes a toothed shredder Strike. On a hit, the target becomes flat-footed until the end of Tehialai's next turn and takes 2d12 persistent bleed damage. ","skill_mod":{"survival":27,"stealth":24,"athletics":28,"acrobatics":27},"summary":"Though her current form is but a small and pale shell of her former glory, Tehialai is a legend even in her waning days. The titanic crustacean wears …","image":["/Images/Monsters/Tehialai.png"],"primary_source":"Monsters of Myth","trait_group":["Monster","Creature Type","Rarity"],"ac":36,"level":13,"source_category":["Lost Omens"],"sense":" darkvision , wavesense 60","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1741","intelligence":4,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":26,"size":["Gargantuan"],"name":"Tehialai-Thief-Of-Ships","alignment":"CN","category":"creature","pfs":"Standard","rarity":"unique","strike_damage_average":[24,28],"slug":"creature-1741"},{"primary_source_category":"Lost Omens","strength":5,"hp":80,"language":["Sylvan","Terran","(can't speak any language)"],"source":["Monsters of Myth"],"type":"Creature","charisma":5,"perception":13,"stealth":"11","trait":["Earth","Elemental","Unique","LN","Medium"],"id":"creature-1742","text":" Temteki Though it superficially resembles a cypress tree and is easily mistaken for an arboreal or other similar plant creature, Temteki is actually an earth elemental, a creature of living earth and stone. In normal situations, Temteki is content to remain still and blend into the jungle when observing other creatures, using its natural camouflage to assist in harrying those it considers interlopers disturbing its home. Temteki usually dissuades such intruders with a combination of surprise attacks and nonlethal snares; the elemental is more interested in getting them to leave than in dealing them any permanent harm. However, to those who prove determined to harm Temteki or its home, Temteki can be an implacable foe. Temteki's asymmetrical gait and appearance often alarm and confuse creatures who aren't expecting to spot it, especially since it's surprisingly stealthy for its size and appearance. Recall Knowledge - Elemental (Arcana, Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Temteki Source Monsters of Myth pg. 112 Perception +13; darkvision, tremorsense (imprecise) 60 feet Languages Sylvan, Terran; (can't speak any language) Skills Athletics +12, Intimidation +14, Nature +11, Stealth +11 Str +5 Dex +0 Con +4 Int +2 Wis +2 Cha +5 Imposing Mien Temteki can use Intimidation to Coerce or Demoralize up to four targets instead of one, rolling separate Intimidation checks against the Will DCs of each target. In addition, since Temteki Demoralizes using its appearance alone, it doesn't take a penalty to Intimidation checks to Demoralize for not speaking a language. --- AC 21 Fort +15 Ref +9 Will +13 HP 80 Immunities bleed, paralyzed, poison, sleep Interposing Earth Reaction Trigger Temteki is targeted with a melee or ranged attack from an attacker it can see; Effect Temteki raises earth to block, gaining a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet, burrow 30 feet; earth glide Melee Single Action spike +15 (Magical), Damage 2d10+5 piercing plus Push 5 feet Primal Innate Spells DC 19, attack +11 - Cantrips (3rd) Acid Splash, Detect Magic, Tanglefoot - 3rd Earthbind, Quench, Shatter (×3; see Toolbreaker) Earth Glide Temteki can Burrow through any earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnel or sign of its passing. Earthen Cypress Single Action (Stance) Requirements Temteki is standing on the ground; Effect Temteki draws up the earth around itself into the shape of a cypress tree. While in this stance, Temteki's reach for spike Strikes increases to 15 feet, but Temteki can't move except to Burrow into the ground using Earth Glide. Doing so causes Temteki to leave this stance and creates a heap of earth in the square Temteki left, making the square difficult terrain. Toolbreaker Temteki can only target worked or crafted items with shatter , not natural objects. ","element":["Earth"],"skill_mod":{"nature":11,"stealth":11,"athletics":12,"intimidation":14},"image":["/Images/Monsters/Temteki.png"],"primary_source":"Monsters of Myth","spell":["Earthbind","Quench","Shatter","Acid Splash","Detect Magic","Tanglefoot"],"ac":21,"level":5,"spell_dc":[19],"source_category":["Lost Omens"],"sense":" darkvision , tremorsense (imprecise) 60 feet","resistance":{},"intelligence":2,"reflex_save":9,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Temteki","alignment":"LN","pfs":"Standard","rarity":"unique","strike_damage_average":[16],"attack_bonus":[15],"constitution":4,"immunity":["bleed","paralyzed","poison","sleep"],"spell_attack_bonus":[11],"will_save":13,"speed":{"max":30,"land":30,"burrow":30},"wisdom":2,"weakness":{},"creature_ability":["Imposing Mien","Interposing Earth","Earth Glide","Earthen Cypress","Toolbreaker"],"skill":["Athletics","Intimidation","Nature","Stealth"],"tradition":["Primal"],"summary":"Though it superficially resembles a cypress tree and is easily mistaken for an arboreal or other similar plant creature, Temteki is actually an earth …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1742","dexterity":0,"category":"creature","slug":"creature-1742"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Lost Omens","strength":6,"hp":130,"language":["Druidic","Necril","(can't speak any language)"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Monsters of Myth"],"type":"Creature","will_save":12,"charisma":4,"speed":{"max":30,"land":25,"burrow":10,"swim":30},"perception":18,"wisdom":-1,"weakness":{"fire":5},"creature_ability":["Frozen Contemplation","Baleful Glare","Ferocity","Territorial Rage","Aquatic Ambush","Swallow Whole","Unnatural Vengeance","Voltaic Blow"],"skill":["Athletics","Deception","Intimidation","Stealth"],"stealth":"16","trait":["Amphibious","Beast","Undead","Unique","CE","Large"],"id":"creature-1743","text":" Ulgrem-Axaan Whatever Ulgrem-Axaan looked like in life, undeath has revealed a rotting, crocodilian skeleton encased in a jagged hide of ice crystals. Steam rises from the creature's mouth and back as its icy skin melts in the sun or from the heat of the electricity it cycles through its body. Recall Knowledge - Beast (Arcana, Nature): DC 33 Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Ulgrem-Axaan Source Monsters of Myth pg. 118 Perception +18; darkvision, wavesense (imprecise) 60 feet Languages Druidic, Necril; (can't speak any language) Skills Athletics +17, Deception +15, Intimidation +17, Stealth +16 Str +6 Dex +4 Con +4 Int -2 Wis -1 Cha +4 Frozen Contemplation Being frozen stops the constant pain Ulgrem-Axaan has experienced since its death. Ulgrem-Axaan has fast healing 5 while in severe cold or colder environments, or for 1 round after taking cold damage. --- AC 24 Fort +18 Ref +15 Will +12 +2 status to all non-primal emotion effects HP 130 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 10, electricity 5, piercing 5 Weaknesses fire 5 Baleful Glare (aura, emotion, fear, visual) 15 feet. Creatures entering or starting their turn in the emanation that can see Ulgrem-Axaan must succeed at a DC 22 Will save or be frightened 1 (frightened 2 on a critical failure). A creature that succeeds at its save is temporarily immune to baleful glare for 1 minute. Ferocity Reaction Territorial Rage Reaction Trigger A creature comes within melee reach of Ulgrem-Axaan while it's burrowed underground or underwater; Effect Ulgrem-Axaan lunges and makes a jaws Strike against the creature, which is flat-footed against the attack and takes an additional 1d6 damage on a hit. --- Speed 25 feet, burrow 10 feet, swim 30 feet Melee Single Action jaws +18 (reach 10 feet), Damage 2d12+8 piercing plus Grab Melee Single Action tail +18 (Agile, reach 10 feet), Damage 2d8+8 bludgeoning plus Grab Aquatic Ambush Single Action 30 feet Swallow Whole Single Action (Attack) Medium, 1d12+8 bludgeoning, Rupture 18 Unnatural Vengeance Ulgrem-Axaan gains a +1 circumstance bonus to attack and damage rolls against undead. Voltaic Blow Single Action (Electricity) Requirements Ulgrem-Axaan has a creature grabbed with its tail; Effect An electric shock passes through Ulgrem-Axaan's tail, dealing 2d4+8 electricity damage to the creature (DC 25 basic Fortitude save). Alternate Abilities Rumors run rampant about the most mysterious and unique beings on Golarion, and any scholar who makes assumptions can easily be blindsided by reality. The following are a number of alternate abilities that Ulgrem-Axaan might possess; GMs choosing to use one of these abilities can replace one of Ulgrem-Axaan's abilities in the stat block above. Crocodile Tears Ulgrem-Axaan can mimic the sound of a wounded prey animal by attempting a Deception check to Lie. It has a +4 circumstance bonus to this check. Befouling Odor (aura, olfactory) 15 feet. Creatures entering or starting their turn in the emanation must succeed at a DC 20 Fortitude save or be sickened 1 (sickened 2 on a critical failure). A creature that succeeds at its save is temporarily immune to befouling odor for 1 minute. Ichor Coating (disease) Beneath the plates of bone and ice on Ulgrem-Axaan flow the viscous remains of its vital fluids. Creatures coming into physical contact with this fluid must succeed at a DC 22 Fortitude save or become infected with ghoul fever. Crushing Weight Single Action Requirements Ulgrem-Axaan has a creature grabbed with its tail; Effect Ulgrem-Axaan's tail clamps down around the creature, dealing 2d4+8 bludgeoning damage (DC 25 basic Fortitude save). Fallen Victim Two Actions (attack) Requirements A creature in Ulgrem-Axaan's reach is prone, and Ulgrem-Axaan isn't currently grabbing another creature; Effect Ulgrem-Axaan attempts a jaws Strike against the creature. If successful, Ulgrem-Axaan immediately Grabs the creature, and the creature takes an additional 2d10 bludgeoning damage. Ichor Trail Any square Ulgrem-Axaan moves into is coated in melting liquids from its body and becomes difficult terrain. After an hour, the ichor dries and the effect ends. ","skill_mod":{"deception":15,"stealth":16,"athletics":17,"intimidation":17},"summary":"Whatever Ulgrem-Axaan looked like in life, undeath has revealed a rotting, crocodilian skeleton encased in a jagged hide of ice crystals. Steam rises …","image":["/Images/Monsters/UlgremAxaan.png"],"primary_source":"Monsters of Myth","trait_group":["Monster","Creature Type","Rarity"],"ac":24,"level":7,"source_category":["Lost Omens"],"sense":" darkvision , wavesense (imprecise) 60 feet","weakest_save":["will"],"resistance":{"piercing":5,"cold":10,"electricity":5},"url":"/Monsters.aspx?ID=1743","intelligence":-2,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Ulgrem-Axaan","alignment":"CE","category":"creature","pfs":"Standard","rarity":"unique","strike_damage_average":[17,21],"slug":"creature-1743"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Lost Omens","strength":4,"hp":55,"language":["Druidic","(can't speak)"],"source":["Monsters of Myth"],"type":"Creature","will_save":5,"charisma":2,"speed":{"max":25,"land":20,"swim":25},"perception":12,"wisdom":-2,"weakness":{},"creature_ability":["Bump in the River","Attack of Opportunity","Nurtured Loathing","Sparking Bite","Swallow Whole"],"skill":["Athletics","Deception","Intimidation","Stealth"],"stealth":"10","trait":["Amphibious","Beast","Rare","CN","Large"],"id":"creature-1744","text":" Ulgrem-Lurann Ulgrem-Axaan has a limited ability to respond to magical telepathy with a handful of words in Necril. The name Ulgrem-Axaan originally comes from the creature itself, and the rough approximation in Necril suggests that Ulgrem was its species with Axaan noting it as the last of its kind. Characters capable of cleansing Ulgrem-Axaan's eggs can watch the hatchlings grow into creatures resembling Ulgrem-Axaan, save that they lack any kind of undead touch. Upon seeing these young for the first time, if Ulgrem-Axaan is able to do so, it grants them the name “Ulgrem-Lurann.” Through the same rough approximation, Ulgrem-Lurann means something akin to “Children of Ulgrem.” Recall Knowledge - Beast (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Ulgrem-Lurann Source Monsters of Myth pg. 119 Perception +12; darkvision Languages Druidic; (can't speak) Skills Athletics +10, Deception +8, Intimidation +11, Stealth +10 Str +4 Dex +3 Con +3 Int +1 Wis -2 Cha +2 Bump in the River An Ulgrem-Lurann can pretend to be a floating log while in water by attempting a Stealth check. It has a +2 circumstance bonus to its checks and DCs to do so. While using Stealth this way, creatures see the log but don't realize it's an Ulgrem-Lurann. --- AC 18 Fort +12 Ref +10 Will +5 HP 55 Resistances electricity 5, piercing 5 Attack of Opportunity Reaction --- Speed 20 feet, swim 25 feet Melee Single Action jaws +13 (reach 10 feet), Damage 1d8+6 piercing plus Grab Melee Single Action tail +13 (Agile, reach 10 feet), Damage 1d6+6 bludgeoning plus Grab Nurtured Loathing An Ulgrem-Lurann gains a +1 circumstance bonus to attack and damage rolls against creatures with the undead trait. Sparking Bite Two Actions (Attack, Electricity) Requirements The Ulgrem-Lurann has a creature grabbed with its jaws; Effect Electricity courses through its body and mouth, dealing an additional 1d4+6 electricity damage to the grabbed target with a DC 20 basic Fortitude save. Swallow Whole Single Action (Attack) Small, 1d6+6 bludgeoning, Rupture 9 ","skill_mod":{"deception":8,"stealth":10,"athletics":10,"intimidation":11},"summary":"Ulgrem-Axaan has a limited ability to respond to magical telepathy with a handful of words in Necril. The name Ulgrem-Axaan originally comes from …","primary_source":"Monsters of Myth","trait_group":["Monster","Creature Type","Rarity"],"ac":18,"level":3,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":5,"electricity":5},"url":"/Monsters.aspx?ID=1744","intelligence":1,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Ulgrem-Lurann","alignment":"CN","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[9,10],"slug":"creature-1744"},{"primary_source_category":"Lost Omens","strength":6,"hp":165,"language":["Auran","Common","Jistkan","Osiriani","Terran","Utopian","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Monsters of Myth"],"type":"Creature","charisma":3,"perception":22,"stealth":"19","trait":["Automaton","Construct","Unique","LE","Large"],"id":"creature-1745","text":" Ulistul Having replaced over half her body with scavenged and rebuilt parts, Ulistul is a patchwork juggernaut and stubborn survivor. Her pieces are in various colors, making it obvious even from a distance that not all her parts come from the same source. Her golemcraft in mortal life and millennia of practice since grant her intuitive understanding of constructs, including ways to subvert or sabotage those machines' programming. When she does fight, it's most often to abduct a scholar or artificer whose talents she craves. In preparation for battle, she replaces her left hand with a long claw that resembles a hooked sword. Recall Knowledge - Construct (Arcana, Crafting): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ulistul Source Monsters of Myth pg. 124 Perception +22; darkvision, statuesense (imprecise) 60 feet Languages Auran, Common, Jistkan, Osiriani, Terran, Utopian; telepathy 100 feet Skills Arcana +24, Athletics +21, Crafting +24, Diplomacy +18, Jistka Lore +24, Stealth +19 Str +6 Dex +5 Con +5 Int +7 Wis +5 Cha +3 Statuesense (arcane, divination) Ulistul built herself components granting her enhanced senses that can detect the location of other constructs and similar objects. She's aware of any constructs or inanimate statuary at the listed range. --- AC 31 Fort +22 Ref +18 Will +24 +2 status to all saves vs. effects created by constructs HP 165 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 10 (except adamantine) --- Speed 30 feet Melee Single Action claw +23 (Lawful, Magical, reach 10 feet), Damage 2d12+12 slashing plus 1d8 fire Melee Single Action fist +23 (Agile, Lawful, Magical, reach 10 feet), Damage 2d10+12 bludgeoning plus Grab Ranged Single Action energy beam +22 (Fire, Lawful, Magical, range increment 60 feet), Damage 2d12+12 fire Arcane Innate Spells DC 30, attack +22 - Cantrips (6th) Message, Shield, Telekinetic Projectile - 4th Fly, Resilient Sphere (×2), Shape Stone - 5th Secret Chest, Sending - 6th Cloudkill, Slow, Summon Construct - Constant (6th) Detect Magic Artificer's Command Free Action Frequency once per round; Effect Ulistul directs one construct within 60 feet that can perceive her and has a level lower than hers, delivering helpful commands that improve its capabilities. The construct gains a +1 status bonus to attack rolls, damage rolls, and saving throws. Artificer's Eye Single Action (Arcane, Divination, Scrying) Ulistul chooses one construct or statue she can currently perceive with a precise sense or with statuesense; usually, her only precise sense is vision. After choosing her target, she begins to perceive the target's surroundings as though she occupied its space. If the target is either an inanimate statue or a mindless creature, she can also verbally interact with nearby creatures (including issuing Artificer's Commands) or cause the target to move subtly, such as moving its mouth. This ability can be sustained indefinitely as long as Ulistul can perceive the target, though her visual stimuli from her own body are harder to process; she's dazzled when using her own senses for the effect's duration. Dismantler Ulistul's attacks against constructs and objects gain the deadly d12 trait and ignore up to 10 of the target's Hardness and resistances. Ivory Dictum Two Actions (Arcane, Enchantment, Incapacitation) Ulistul takes control of a construct within 30 feet. This has the effects of dominate (DC 32 Will) but can affect mindless creatures and ignores the target's golem antimagic, if any. ","skill_mod":{"diplomacy":18,"crafting":24,"stealth":19,"arcana":24,"athletics":21},"image":["/Images/Monsters/Ulistul.png"],"primary_source":"Monsters of Myth","spell":["Cloudkill","Slow","Summon Construct","Secret Chest","Sending","Fly","Resilient Sphere","Shape Stone","Message","Shield","Telekinetic Projectile","Detect Magic"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Lost Omens"],"sense":" darkvision , statuesense (imprecise) 60 feet","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":7,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Ulistul","alignment":"LE","pfs":"Standard","rarity":"unique","strike_damage_average":[23,25,29],"attack_bonus":[22,23,23],"constitution":5,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"spell_attack_bonus":[22],"will_save":24,"speed":{"max":30,"land":30},"wisdom":5,"weakness":{},"creature_ability":["Statuesense","Artificer's Command","Artificer's Eye","Dismantler","Ivory Dictum"],"skill":["Arcana","Athletics","Crafting","Diplomacy","Jistka Lore","Stealth"],"tradition":["Arcane"],"summary":"Having replaced over half her body with scavenged and rebuilt parts, Ulistul is a patchwork juggernaut and stubborn survivor. Her pieces are in …","trait_group":["Ancestry","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1745","dexterity":5,"category":"creature","slug":"creature-1745"},{"attack_bonus":[17,17],"constitution":4,"primary_source_category":"Lost Omens","strength":5,"hp":85,"language":["Common","Osiriani","one language depending on its mortal life; <%UMR%37%%>telepathy<%END> 30 feet"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Monsters of Myth"],"type":"Creature","will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":12,"wisdom":0,"weakness":{},"creature_ability":["Unsubstantiated Consciousness","Empty Wail","Impassioned Strikes","Mortal Reflection"],"skill":["Arcana","Athletics","Crafting","Intimidation","Society","Stealth"],"stealth":"10","trait":["Automaton","Construct","Rare","N","Medium"],"id":"creature-1746","text":" Imperfect Automaton For every true automaton Ulistul has created since Jistka's fall, at least a dozen more were utter failures. Perhaps worse still are the near misses: automaton cores that captured only a fragment of the mortal's mind, resulting in physically powerful constructs with gaping holes in their memories, reasoning, or ethics. Haunted by the certainty that something isn't right, each of these constructs responds to its predicament in different ways. Those craving purpose often work with Ulistul or wander off in search of some other mentor, sometimes scavenging materials to rebuild themselves into some more complete, idealized version of what they were meant to be. Others spiral into the delusion that reality is an illusion, testing this hypothesis repeatedly through atrocities in a vain attempt to validate their own existences. A few simply lose faith in their own self-awareness, gradually acting more mindlessly until inspired back to lucidity by some extraordinary act or person. Ulistul periodically dispatches imperfect automatons as spies, couriers, or enforcers when she pursues simultaneous objectives. Encountering such constructs could be a community's first exposure to Ulistul's machinations, allowing heroes to trace automatons back to Ulistul's closest lab, uncover her broader schemes, or secure an audience to negotiate her aid. In addition to the imperfect automatons below, which represent the mechanical constructs that house damaged consciousnesses, Ulistul periodically recycles the now-lifeless bodies of the mortal donors into flesh golems. Little goes to waste in her quest for perfection. Recall Knowledge - Construct (Arcana, Crafting): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Imperfect Automaton Source Monsters of Myth pg. 125 Perception +12; darkvision Languages Common, Osiriani; one language depending on its mortal life; telepathy 30 feet Skills Arcana +11, Athletics +13, Crafting +13, Intimidation +12, Society +11, Stealth +10 Str +5 Dex +3 Con +4 Int +3 Wis +0 Cha +2 --- AC 23 Fort +16 Ref +11 Will +14 HP 85 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 5 (except adamantine) Unsubstantiated Consciousness When an imperfect automaton succeeds at a Will save, it gets a critical success instead. When it fails at a Will save, it gets a critical failure instead. --- Speed 25 feet Melee Single Action fist +17 (Magical), Damage 2d8+8 bludgeoning plus Grab Ranged Single Action energy beam +17 (Cold, Magical, range increment 60 feet), Damage 2d10+3 cold Empty Wail Two Actions (Auditory, Emotion, Mental) The imperfect automaton utters a mournful cry in a 30-foot cone. The cry deals 4d6 mental damage to all creatures in the area (DC 22 Will save). The imperfect automaton can't use its Empty Wail again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is stupefied 1 for 1d4+1 rounds. Critical Failure The creature takes double damage and is stupefied 1 for 1d4+1 rounds and stunned 1. Impassioned Strikes While the imperfect automaton is affected by an emotion effect, its fist Strikes deal 1d6 additional mental damage. Mortal Reflection Single Action (Emotion) Requirements The imperfect automaton has a creature grabbed or restrained; Effect The imperfect automaton draws upon the target's emotions to recall a semblance of mortal feeling, gaining a +5-foot status bonus to its Speed for 1 minute. If the grabbed or restrained creature has an ongoing emotion or mental effect with a counteract level of 4 or lower, the imperfect automaton can gain a copy of that effect that lasts for 1 minute. ","skill_mod":{"society":11,"crafting":13,"stealth":10,"arcana":11,"athletics":13,"intimidation":12},"summary":"For every true automaton Ulistul has created since Jistka's fall, at least a dozen more were utter failures. Perhaps worse still are the near misses: …","image":["/Images/Monsters/ImperfectAutomaton.png"],"primary_source":"Monsters of Myth","trait_group":["Ancestry","Creature Type","Rarity"],"ac":23,"level":6,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=1746","intelligence":3,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Imperfect Automaton","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[14,17],"slug":"creature-1746"},{"attack_bonus":[7,7],"constitution":2,"primary_source_category":"Lost Omens","strength":2,"hp":15,"language":["Common"],"source":["Absalom, City of Lost Omens"],"type":"Creature","creature_family":"Azarketi","will_save":3,"charisma":1,"speed":{"max":25,"land":25,"swim":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Hydration","Swim Away","Requirement","Submerged Stealth"],"skill":["Athletics","Diplomacy","Nature","Stealth","Survival","Underwater Lore"],"stealth":"5","trait":["Amphibious","Azarketi","Humanoid","CG","Medium"],"id":"creature-1747","text":" Azarketi Crab Catcher The average azarketi citizen in Absalom makes a living fishing or catching crabs. The deep harbor floor beneath the city docks is covered with traps left by the azarketis, who use individual glyphs to mark one crabber's trap from the other. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Azarketi Crab Catcher Source Absalom, City of Lost Omens pg. 396 Perception +6 Languages Common Skills Athletics +4, Diplomacy +3, Nature +3, Stealth +5, Survival +5, Underwater Lore +4 Str +2 Dex +3 Con +2 Int +0 Wis +1 Cha +1 Items crab cage, Dagger, Sack --- AC 16 Fort +6 Ref +9 Will +3 HP 15 Hydration Azarketi must regularly submerge themselves in water to rehydrate their water-acclimated skin. After the first 24 hours outside of water, they gain a –1 status penalty to Fortitude saves as their skin cracks and their gills become painful. After 48 hours, they struggle to breathe air and begin to suffocate until returned to water. Swim Away Reaction Requirement The azarketi crab catcher is swimming; Trigger The azarketi crab catcher is targeted with an attack and can see the attacker; Effect The azarketi crab catcher gains a +2 circumstance bonus to AC against the triggering attack. After the attack, they Swim 5 feet. Submerged Stealth While submerged in water, an azarketi crab catcher gains a +2 circumstance bonus on their Stealth check, indicated above. --- Speed 25 feet; swim 25 feet Melee Single Action dagger +7 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Ranged Single Action dagger +7 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing\n","skill_mod":{"diplomacy":3,"nature":3,"survival":5,"stealth":5,"athletics":4},"summary":"The average azarketi citizen in Absalom makes a living fishing or catching crabs. The deep harbor floor beneath the city docks is covered with traps …","primary_source":"Absalom, City of Lost Omens","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":16,"item":["crab cage","Dagger","Sack"],"level":0,"source_category":["Lost Omens"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1747","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Azarketi Crab Catcher","alignment":"CG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,4],"slug":"creature-1747"},{"attack_bonus":[9,10],"constitution":2,"primary_source_category":"Lost Omens","strength":3,"hp":30,"language":["Common"],"source":["Absalom, City of Lost Omens"],"type":"Creature","creature_family":"Azarketi","will_save":5,"charisma":1,"speed":{"max":25,"land":25,"swim":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Hydration","Sea Legs","Submerged Stealth","Swinging Strike"],"skill":["Acrobatics","Athletics","Nature","Sailing Lore","Stealth"],"stealth":"8","trait":["Amphibious","Azarketi","Humanoid","CN","Medium"],"id":"creature-1748","text":" Azarketi Sailor Azarketis with more adventurous spirits often learn the art of sailing and join the crew of a ship. Such sailors get to enjoy their time above deck while also having near-constant access to large bodies of water. Ship captains also appreciate having azarketis on board, as they're able to easily scrape barnacles off the hull, check the rudder, and help patch any leaks. Though they have a talent for swimming more than sailing, they've earned a reputation as lucky to have on board. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Azarketi Sailor Source Absalom, City of Lost Omens pg. 396 Perception +8 Languages Common Skills Acrobatics +8, Athletics +7, Nature +5, Sailing Lore +6, Stealth +8 Str +3 Dex +4 Con +2 Int +0 Wis +1 Cha +1 Items Composite Longbow (20 arrows), Scimitar, studded leather --- AC 18 Fort +8 Ref +11 Will +5 HP 30 Hydration Azarketi must regularly submerge themselves in water to rehydrate their water-acclimated skin. After the first 24 hours outside of water, they gain a –1 status penalty to Fortitude saves as their skin cracks and their gills become painful. After 48 hours, they struggle to breathe air and begin to suffocate until returned to water Sea Legs (fortune) An azarketi sailor gains a +1 circumstance bonus to Acrobatics checks to Balance and can roll twice and take the better result on checks to Balance while aboard a ship. Submerged Stealth While submerged in water, an azarketi crab catcher gains a +2 circumstance bonus on their Stealth check, indicated above. --- Speed 25 feet; swim 25 feet Melee Single Action scimitar +9 (Forceful, Sweep), Damage 1d6+5 slashing Ranged Single Action composite longbow +10 (deadly d10, range increment 100 feet, Volley), Damage 1d8+1 piercing Swinging Strike Two Actions (Move) Requirement The azarketi sailor is hanging from a rope or vine; Effect The azarketi sailor swings a distance equal to up to twice their Speed, moving in a straight line, and makes a single Strike at any point during the movement. ","skill_mod":{"nature":5,"stealth":8,"athletics":7,"acrobatics":8},"summary":"Azarketis with more adventurous spirits often learn the art of sailing and join the crew of a ship. Such sailors get to enjoy their time above deck …","primary_source":"Absalom, City of Lost Omens","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":18,"item":["Composite Longbow (20 arrows)","Scimitar","studded leather"],"level":2,"source_category":["Lost Omens"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1748","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":8,"size":["Medium"],"name":"Azarketi Sailor","alignment":"CN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,8],"slug":"creature-1748"},{"attack_bonus":[17,18,18],"constitution":2,"primary_source_category":"Lost Omens","strength":4,"hp":115,"language":["Common"],"source":["Absalom, City of Lost Omens"],"type":"Creature","creature_family":"Azarketi","will_save":12,"charisma":2,"speed":{"max":25,"land":25,"swim":25},"perception":15,"wisdom":1,"weakness":{},"creature_ability":["Hydration","Speaker of the Oceans","Submerged Stealth","Aquatic Predator"],"skill":["Athletics","Intimidation","Nature","Stealth","Survival","Underwater Lore"],"stealth":"15","trait":["Amphibious","Azarketi","Humanoid","N","Medium"],"id":"creature-1749","text":" Azarketi Tide Tamer The most ambitious and capable azarketis become tide tamers, learning how to speak with aquatic animals and even train the strongest of these creatures to help defend their territory. Tide tamers act as guardians for their communities, scouts at sea and on the shore, or even entertainers for land-bound people's amusement. They're generally found with one or more aquatic allies whom they've befriended. Several serve alongside Absalom's Wave Riders as scouts, animal interlocutors, and guides. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Azarketi Tide Tamer Source Absalom, City of Lost Omens pg. 397 Perception +15 Languages Common Skills Athletics +15, Intimidation +15, Nature +12, Stealth +15, Survival +14, Underwater Lore +11 Str +4 Dex +4 Con +2 Int +0 Wis +1 Cha +2 Items +1 trident , Hand Crossbow, Studded Leather Armor --- AC 25 Fort +15 Ref +18 Will +12 HP 115 Hydration Azarketi must regularly submerge themselves in water to rehydrate their water-acclimated skin. After the first 24 hours outside of water, they gain a –1 status penalty to Fortitude saves as their skin cracks and their gills become painful. After 48 hours, they struggle to breathe air and begin to suffocate until returned to water. Speaker of the Oceans An azarketi tide tamer can speak with animals that have the aquatic or amphibious trait. Submerged Stealth While submerged in water, an azarketi tide tamer gains a +2 circumstance bonus on their Stealth check, indicated above. --- Speed 25 feet; swim 25 feet Melee Single Action trident +18 (thrown 20 feet), Damage 1d8+7 piercing Ranged Single Action trident +18 (thrown 20 feet), Damage 1d8+7 piercing Ranged Single Action hand crossbow +17 (range increment 60 feet, reload 1), Damage 1d6 piercing Aquatic Predator While submerged in water, an azarketi tide tamer takes advantage of the shifting tides to increase the deadliness of their attacks. They deal 2d8 additional damage on a successful weapon Strike while they are underwater. ","skill_mod":{"nature":12,"survival":14,"stealth":15,"athletics":15,"intimidation":15},"summary":"The most ambitious and capable azarketis become tide tamers, learning how to speak with aquatic animals and even train the strongest of these …","primary_source":"Absalom, City of Lost Omens","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":25,"item":["+1 trident","Hand Crossbow","Studded Leather Armor"],"level":7,"source_category":["Lost Omens"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1749","intelligence":0,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":15,"size":["Medium"],"name":"Azarketi Tide Tamer","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,11,11],"slug":"creature-1749"},{"primary_source_category":"Adventures","strength":3,"hp":16,"language":["Common","Elven","Mwangi"],"source":["Threshold of Knowledge"],"type":"Creature","charisma":0,"perception":4,"stealth":"7","trait":["Elf","Humanoid","Unique","LG","Medium"],"id":"creature-1750","text":" Ekene Many in the Mwangi Expanse believe Ekujae elves are dedicated isolationists, but they are actually close allies of the Magaambya. On a trip to deliver relics there, two Ekujae lore-bearers brought their daughter, Ekene. After concluding their business, they told Ekene that she was to stay and learn. Her first lonely night in the dormitory was also the first time the serious young elf ever wept. Ekene spent her youth training to be one of the Ekujae's defenders. She believed the warrior's road was her life's path, not that of a scholar. She works hard at her studies to make her parents proud, even though she still doesn't feel like she belongs. Ekene's traditional Ekujae paint markings have faded since her arrival and she has intentionally chosen not to reapply them. She hopes to have her family apply new markings upon her return that better represent the person she will become upon leaving the Magaambya, whether or not it's who they expect her to be. Ekene is generally amiable, but is particularly close with Muruwa, as the two share a love for climbing trees and spending time outdoors. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Ekene Source Threshold of Knowledge pg. 11 Perception +4; low-light vision Languages Common, Elven, Mwangi Skills Acrobatics +7, Arcana +4, Athletics +6, Nature +4, Stealth +7, Survival +4, Warfare Lore +4 Str +3 Dex +4 Con +0 Int +1 Wis +1 Cha +0 Items lesser alchemist's fire (2), Backpack, Chalk (10), Dagger (2), minor elixir of life (2), Rope, Writing Set, 9 sp --- AC 19 Fort +5 Ref +9 Will +6 HP 16 --- Speed 30 feet Melee Single Action fist +7 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d6+3 bludgeoning Melee Single Action crane wing +7 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d6+3 bludgeoning Melee Single Action dagger +7 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Ranged Single Action bomb +4 (thrown 20 feet), Damage varies Ranged Single Action dagger +7 (Agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing Arcane Innate Spells DC 13 - Cantrips (1st) Detect Magic, Shield Crane Stance Single Action Requirements Ekene is unarmored; Effect Ekene enters the stance of a crane, holding her arms in an imitation of a crane's wings and using flowing, defensive motions. She gains a +1 circumstance bonus to AC, but the only Strikes she can make are crane wing attacks. While in Crane Stance, reduce the DC for Ekene's High Jump and Long Jump by 5, and when she Leaps, she can move an additional 5 feet horizontally or 2 feet vertically. Flurry of Blows Single Action Frequency Once per turn; Effect Ekene makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply her multiple attack penalty to the Strikes normally. Ancestry Feat Otherworldly Magic Class Feat Crane Stance Skill Feats Cat Fall ","skill_mod":{"nature":4,"survival":4,"stealth":7,"arcana":4,"athletics":6,"acrobatics":7},"primary_source":"Threshold of Knowledge","spell":["Detect Magic","Shield"],"ac":19,"item":["lesser alchemist's fire (2)","Backpack","Chalk (10)","Dagger (2)","minor elixir of life (2)","Rope","Writing Set","9 sp"],"level":1,"spell_dc":[13],"source_category":["Adventures"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":5,"source_group":["Threshold of Knowledge"],"size":["Medium"],"spoilers":"Threshold of Knowledge","name":"Ekene","alignment":"LG","rarity":"unique","strike_damage_average":[5,5,6,6],"attack_bonus":[4,7,7,7,7],"constitution":0,"creature_family":"Threshold of Knowledge Pregenerated Characters","will_save":6,"speed":{"max":30,"land":30},"wisdom":1,"weakness":{},"creature_ability":["Crane Stance","Flurry of Blows","Ancestry Feat","Class Feat","Skill Feats"],"primary_source_group":"Threshold of Knowledge","skill":["Acrobatics","Arcana","Athletics","Nature","Stealth","Survival","Warfare Lore"],"tradition":["Arcane"],"summary":"Many in the Mwangi Expanse believe Ekujae elves are dedicated isolationists, but they are actually close allies of the Magaambya. On a trip to …","trait_group":["Ancestry","Weapon","Half-Elf","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=1750","dexterity":4,"category":"creature","slug":"creature-1750"},{"attack_bonus":[9,9,9,9],"constitution":2,"primary_source_category":"Adventures","strength":0,"hp":21,"language":["Common","Elven","Mwangi"],"source":["Threshold of Knowledge"],"type":"Creature","creature_family":"Threshold of Knowledge Pregenerated Characters","will_save":5,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Point-Blank Shot","Ancestry Feat","Class Feat","General Feat","Skill Feat"],"primary_source_group":"Threshold of Knowledge","skill":["Acrobatics","Athletics","Medicine","Nature","Society","Stealth","Survival","Tanning Lore","Thievery"],"stealth":"7","trait":["Human","Humanoid","Unique","LN","Medium"],"id":"creature-1751","text":" Kalaggi Nakutu Bundasu is one of countless villages that lie hidden in the depths of the Mwangi Jungle. As a child there, Kalaggi learned that the stars told a story with her in the role as Bundasu's next keeper, the village's physical and spiritual protector. Kalaggi was quick to learn combat and hunting. Tapping into her spiritual side, however, was much more difficult. Rather than push the young girl and risk her losing confidence, the villagers focused her training in the areas she was already competent. Once she mastered her martial skills, Kalaggi set her sights on the spiritual once again. She ventured from Bundasu and joined the Magaambya. She believes that learning the ways of magic will allow her to better understand her own spirit. Kalaggi seeks to return to Bundasu with greater inner knowledge to fulfill her destiny. Kalaggi is careful with her words around others. She feels an almost sibling-like bond with Ufi, however, and speaks freely with him. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Kalaggi Nakutu Source Threshold of Knowledge pg. 12 Perception +7 Languages Common, Elven, Mwangi Skills Acrobatics +7, Athletics +3, Medicine +5, Nature +5, Society +4, Stealth +7, Survival +5, Tanning Lore +4, Thievery +7 Str +0 Dex +4 Con +2 Int +1 Wis +2 Cha +0 Items Backpack, Climbing Kit, Dagger, minor elixir of life, Grappling Hook, Leather Armor, Light Mace, Longbow (30 arrows), Rope, Writing Set, 9 sp --- AC 18 Fort +7 Ref +9 Will +5 HP 21 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4 piercing Melee Single Action light mace +9 (Agile, Finesse, Shove), Damage 1d4 bludgeoning Ranged Single Action dagger +9 (Agile, thrown 10 feet, versatile S), Damage 1d4 piercing Ranged Single Action longbow +9 (deadly d10, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8 piercing Point-Blank Shot Single Action (Open, Stance) Requirements Kalaggi is wielding a ranged weapon; Effect Kalaggi takes aim to pick off nearby enemies quickly. When using a ranged volley weapon while she is in this stance, she doesn't take the penalty to her attack rolls from the volley trait. When using a ranged weapon that doesn't have the volley trait, she gains a +2 circumstance bonus to damage rolls on attacks against targets within the weapon's first range increment. Ancestry Feat Natural Skill (Athletics, Medicine) Class Feat Point-Blank Shot General Feat Toughness Skill Feat Survey Wildlife ","skill_mod":{"society":4,"nature":5,"thievery":7,"survival":5,"stealth":7,"medicine":5,"athletics":3,"acrobatics":7},"summary":"Bundasu is one of countless villages that lie hidden in the depths of the Mwangi Jungle. As a child there, Kalaggi learned that the stars told a …","primary_source":"Threshold of Knowledge","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["Backpack","Climbing Kit","Dagger","minor elixir of life","Grappling Hook","Leather Armor","Light Mace","Longbow (30 arrows)","Rope","Writing Set","9 sp"],"level":1,"source_category":["Adventures"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1751","intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":7,"source_group":["Threshold of Knowledge"],"size":["Medium"],"spoilers":"Threshold of Knowledge","name":"Kalaggi Nakutu","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[2,2,2,4],"slug":"creature-1751"},{"attack_bonus":[6,6,6,6,6],"constitution":1,"primary_source_category":"Adventures","strength":3,"hp":15,"language":["Common","Elven","Grippli","Mwangi"],"source":["Threshold of Knowledge"],"type":"Creature","creature_family":"Threshold of Knowledge Pregenerated Characters","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Nimble Dodge","Snaptongue Grippli","Sneak Attack","Surprise Attack","Ancestry Feat","Class Feat","Skill Feats"],"primary_source_group":"Threshold of Knowledge","skill":["Acrobatics","Athletics","Deception","Diplomacy","Insect Lore","Intimidation","Jungle Lore","Nature","Occultism","Stealth","Survival","Thievery"],"stealth":"6","trait":["Grippli","Humanoid","Unique","CG","Medium"],"id":"creature-1752","text":" Muruwa Muruwa grew up in the jungles just outside Nantambu, her village high aloft in the treetops towering just outside the city. She spent her younger days sneaking away from her village to explore Nantambu, and the need to avoid watchful eyes, be they grippli or Nantambiyan, quickly taught Muruwa the necessity of stealth. While she initially used her sojourns into the city to make off with sweets and other snacks, Muruwa found herself returning to learn more about the city's people. It was during one of these visits that Muruwa learned of the Magaambya and began to develop a fascination with magic. As her curiosity grew, Muruwa decided to enroll in the Magaambya, and so she set out for Nantambu one last time. After arriving, the intrepid grippli took to living on the streets and earning coin through various odd jobs. Once she saved enough money to buy her first set of supplies, she enrolled in the academy. Muruwa now dedicates most of her time to learning all that she can about magic and the world beyond the jungle she calls home. Muruwa has a difficult time relating with others and takes a while to open up. She's found that sharing stories about life in the jungle with Kalaggi comes naturally, though, and Muruwa considers the Ekujae elf to be her closest friend at the academy. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Muruwa Source Threshold of Knowledge pg. 13 Perception +6; low-light vision Languages Common, Elven, Grippli, Mwangi Skills Acrobatics +6, Athletics +6, Deception +3, Diplomacy +3, Insect Lore +4, Intimidation +3, Jungle Lore +4, Nature +4, Occultism +4, Stealth +6, Survival +4, Thievery +6 Str +3 Dex +3 Con +1 Int +1 Wis +1 Cha +0 Items Backpack, Chalk (10), Crowbar, Dagger (2), Hand Adze, Hand Crossbow (10 bolts), minor elixir of life, Studded Leather Armor, Thieves' Tools, Writing Set, 3 sp --- AC 18 Fort +4 Ref +8 Will +6 HP 15 Nimble Dodge Reaction Trigger Muruwa is targeted with a melee or ranged attack by an attacker she can see; Effect Muruwa gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 25 feet Melee Single Action dagger +6 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Melee Single Action hand adze +6 (Agile, Forceful, Grippli, Sweep), Damage 1d6+3 piercing Ranged Single Action dagger +6 (Agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing Ranged Single Action hand adze +6 (Agile, Forceful, Grippli, Sweep, thrown 10 feet), Damage 1d6+3 piercing Ranged Single Action hand crossbow +6 (range increment 60 feet, reload 1), Damage 1d6 piercing Snaptongue Grippli Muruwa increases her unarmed reach by 5 feet when delivering touch range spells and when performing any Interact actions she could perform with one hand. Sneak Attack Muruwa deals an additional 1d6 precision damage to flat-footed creatures. Surprise Attack On the first round of combat, if Muruwa rolls Deception or Stealth for initiative, creatures that haven't acted yet are flat-footed to her. Ancestry Feat Grippli Weapon Familiarity Class Feat Nimble Dodge Skill Feats Forager, Quick Jump ","skill_mod":{"diplomacy":3,"deception":3,"nature":4,"thievery":6,"survival":4,"stealth":6,"athletics":6,"intimidation":3,"occultism":4,"acrobatics":6},"summary":"Muruwa grew up in the jungles just outside Nantambu, her village high aloft in the treetops towering just outside the city. She spent her younger …","primary_source":"Threshold of Knowledge","trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"ac":18,"item":["Backpack","Chalk (10)","Crowbar","Dagger (2)","Hand Adze","Hand Crossbow (10 bolts)","minor elixir of life","Studded Leather Armor","Thieves' Tools","Writing Set","3 sp"],"level":1,"source_category":["Adventures"],"sense":"low-light vision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1752","intelligence":1,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":4,"source_group":["Threshold of Knowledge"],"size":["Medium"],"spoilers":"Threshold of Knowledge","name":"Muruwa","alignment":"CG","category":"creature","rarity":"unique","strike_damage_average":[3,5,5,6,6],"slug":"creature-1752"},{"primary_source_category":"Adventures","strength":3,"hp":17,"language":["Common","Mwangi"],"source":["Threshold of Knowledge"],"type":"Creature","charisma":1,"perception":7,"trait":["Human","Humanoid","Unique","NG","Medium"],"id":"creature-1753","text":" Ufi An orphan raised in the Mugumo Plains by doting farmers, Ufi always enjoyed the simple things in life. He grew to be a strong, thoughtful young man, eager to help harvest crops, build farmhouses, or haul furniture. Ufi loved his family and his village and considered himself blessed by the love they showed him in return. During an outing to collect wood, Ufi discovered an ancient set of stone beads engraved with an intricate design resembling rays of light. A passing pilgrim took note of the beads and identified them as sacred to Tlehar, an ancient goddess once worshipped in the city of Mzali. The pilgrim told the village that Ufi was blessed by Tlehar, destined for greater things, and he recommended Ufi hone his skills at the Magaambya. Ufi felt uncertain about leaving his village, but he traveled with the pilgrim to Nantambu, learning of Tlehar's lore along the way. He now wishes to learn as much as he can about magic and his new faith, and he hopes to protect his classmates and make his village proud. Ufi likes all his fellow students, but he's particularly captivated by Zane's easygoing demeanor and wit. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Ufi Source Threshold of Knowledge pg. 14 Perception +7 Languages Common, Mwangi Skills Athletics +6, Diplomacy +4, Farming Lore +3, Medicine +7, Nature +7, Religion +7 Str +3 Dex +0 Con +1 Int +0 Wis +4 Cha +1 Items Backpack, Chain Mail, Club, Healer's Tools, Morningstar, wooden religious symbol of Tlehar, Steel Shield (Hardness 5, HP 20, BT 10), 8 sp --- AC 17 (19 with shield raised) Fort +6 Ref +3 Will +9 HP 17 Shield Block Reaction Requirement Ufi has his shield raised; Effect Ufi's shield prevents him from taking an amount of damage up to the shield's Hardness. Ufi and the shield each take any remaining damage, possibly breaking or destroying the shield. --- Speed 20 feet Melee Single Action morningstar +6 (versatile P), Damage 1d8+3 bludgeoning Melee Single Action club +6, Damage 1d6+3 bludgeoning Ranged Single Action club +3 (thrown 10 feet), Damage 1d6+3 bludgeoning Divine Prepared Spells DC 17, attack +7 - Cantrips (1st) Daze, Detect Magic, Guidance, Light, Stabilize - 1st Bless, Heal (x2), Magic Weapon Ancestry Feat Natural Ambition Class Feat Deadly Simplicity Skill Feats Assurance (Athletics), Hefty Hauler Other Abilities anathema (lose your motivation to your regrets, spread despair, treat a loved one poorly), divine font (heal), edicts (give yourself fully to everything you attempt, always maintain hope that tomorrow will be a better day, treasure every gift you are given by those who matter to you) ","skill_mod":{"diplomacy":4,"nature":7,"medicine":7,"athletics":6,"religion":7},"primary_source":"Threshold of Knowledge","spell":["Bless","Heal","Magic Weapon","Daze","Detect Magic","Guidance","Light","Stabilize"],"ac":17,"item":["Backpack","Chain Mail","Club","Healer's Tools","Morningstar","wooden religious symbol of Tlehar","Steel Shield (Hardness 5, HP 20, BT 10)","8 sp"],"level":1,"spell_dc":[17],"source_category":["Adventures"],"resistance":{},"intelligence":0,"reflex_save":3,"strongest_save":["will"],"fortitude_save":6,"source_group":["Threshold of Knowledge"],"size":["Medium"],"spoilers":"Threshold of Knowledge","name":"Ufi","alignment":"NG","rarity":"unique","strike_damage_average":[6,6,7],"attack_bonus":[3,6,6],"constitution":1,"creature_family":"Threshold of Knowledge Pregenerated Characters","spell_attack_bonus":[7],"will_save":9,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{},"creature_ability":["Shield Block","Requirement","Ancestry Feat","Class Feat","Skill Feats","Other Abilities"],"primary_source_group":"Threshold of Knowledge","skill":["Athletics","Diplomacy","Farming Lore","Medicine","Nature","Religion"],"tradition":["Divine"],"summary":"An orphan raised in the Mugumo Plains by doting farmers, Ufi always enjoyed the simple things in life. He grew to be a strong, thoughtful young man, …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=1753","dexterity":0,"category":"creature","slug":"creature-1753"},{"primary_source_category":"Adventures","strength":0,"hp":15,"language":["Common","Mwangi","Sylvan"],"source":["Threshold of Knowledge"],"type":"Creature","charisma":4,"perception":3,"trait":["Half-Orc","Human","Humanoid","Orc","Unique","N","Medium","Dromaar"],"id":"creature-1754","text":" Zane Ikundi Zane is the scion of a noble family in the Nine Walls, the homeland of Matanji orcs in the Mwangi expanse. He has natural charm and good looks and fully expects to become an ambassador for his people when he's older. He considers his education at the Magaambya to be a pleasant dalliance, and he spends most his time with the friends he's made there. Zane is an intelligent young man with something of a lazy streak, simply putting in the necessary work to get by. When Zane was a toddler, his parents gave him to local priests for a blessing in a local river. Playful water spirits took notice of the baby and stole him from the inattentive priests. Zane's parents believed he'd been drowned and lost. A year and a day after Zane disappeared, he washed back up on the banks of the river and was reunited with his relieved but puzzled family. Since then, Zane has felt the stirring of fey magic within him, but his family insisted on putting the disappearance firmly in the past and moving on. Zane's budding powers frightened his family, so he learned to keep them hidden, something he no longer has to do since his enrollment in the Magaambya. Due to his charm, Zane is quick to make friends, but he's found he has the most in common with Ekene. The two both know how it feels to be misunderstood and understand the heavy weight of the expectations placed upon them by their families and communities. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Zane Ikundi Source Threshold of Knowledge pg. 15 Perception +3; low-light vision Languages Common, Mwangi, Sylvan Skills Arcana +5, Deception +7, Diplomacy +7, Genealogy Lore +5, Nature +3, Performance +7, Society +5 Str +0 Dex +2 Con +1 Int +2 Wis +0 Cha +4 Items Backpack, lesser bottled lightning, Dagger, minor elixir of life (3), Mirror, Writing Set, 7 sp --- AC 15 Fort +4 Ref +5 Will +5 HP 15 --- Speed 25 feet Melee Single Action dagger +3 (Agile, Finesse, versatile S), Damage 1d4 piercing Ranged Single Action bomb +2 (thrown 20 feet), Damage varies Ranged Single Action dagger +5 (Agile, thrown 10 feet, versatile S), Damage 1d4 piercing Primal Spontaneous Spells DC 17, attack +7 - Cantrips (1st) Electric Arc, Detect Magic, Ghost Sound, Prestidigitation, Produce Flame - 1st Charm, Gritty Wheeze, Nettleskin (3 slots) Sorcerer Bloodline Spells DC 17, 1 Focus Point - 1st Faerie Dust Dangerous Sorcery When Zane Casts a Spell from his spell slots, if the spell deals damage and doesn't have a duration, he gain a status bonus to that spell's damage equal to the spell's level. Ancestry Feat Natural Ambition Class Feat Dangerous Sorcery Skill Feats Courtly Graces ","skill_mod":{"society":5,"diplomacy":7,"performance":7,"deception":7,"nature":3,"arcana":5},"primary_source":"Threshold of Knowledge","spell":["Charm","Gritty Wheeze","Nettleskin","Electric Arc","Detect Magic","Ghost Sound","Prestidigitation","Produce Flame","Faerie Dust"],"ac":15,"item":["Backpack","lesser bottled lightning","Dagger","minor elixir of life (3)","Mirror","Writing Set","7 sp"],"level":1,"spell_dc":[17,17],"source_category":["Adventures"],"sense":"low-light vision","resistance":{},"intelligence":2,"reflex_save":5,"strongest_save":["ref","reflex","will"],"vision":"Low-light vision","fortitude_save":4,"source_group":["Threshold of Knowledge"],"size":["Medium"],"spoilers":"Threshold of Knowledge","name":"Zane Ikundi","alignment":"N","rarity":"unique","strike_damage_average":[2,2],"attack_bonus":[2,3,5],"constitution":1,"creature_family":"Threshold of Knowledge Pregenerated Characters","spell_attack_bonus":[7],"will_save":5,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Dangerous Sorcery","Ancestry Feat","Class Feat","Skill Feats"],"primary_source_group":"Threshold of Knowledge","skill":["Arcana","Deception","Diplomacy","Genealogy Lore","Nature","Performance","Society"],"tradition":["Primal"],"summary":"Zane is the scion of a noble family in the Nine Walls, the homeland of Matanji orcs in the Mwangi expanse. He has natural charm and good looks and …","trait_group":["Ancestry","Half-Orc","Half-Elf","Creature Type","Monster","Weapon","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=1754","dexterity":2,"category":"creature","slug":"creature-1754"},{"attack_bonus":[15,15],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":65,"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","will_save":9,"charisma":-2,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Carapace Block","Clobbering Tail"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics"],"trait":["Animal","N","Large"],"id":"creature-1755","text":" Glyptodon Glyptodons are enormous, armadillo-like megafauna that roam sandy riverbanks and ancient forests in search of their favorite foods, namely riparian grass and tender saplings. Surly and suspicious, glyptodons avoid predators not out of a defensive instinct—their armored hides protect them from most well-equipped carnivores—but rather because they simply prefer to be left alone to their placid foraging. Despite their great size, glyptodons can survive on surprisingly little food, and they'll eat just about anything. As a result, they're more likely to be encountered roaming across vast tundra or desert regions than other large herbivores, appearing as a single, lumbering hump against an otherwise-flat horizon. A glyptodon's scutes—the thick, bony plates of its carapace—grow in distinctive patterns and scar readily, making it easy for non-glyptodons to identify individual animals. Glyptodons have notoriously bad eyesight, even for prey animals, and rely on their sense of smell to get around and identify threats and each other. In combat, they primarily rely on their thick carapaces to protect them from attackers. Although southern merchants have occasionally attempted to create a glyptodon-mounted trading network, riding these giants is an exercise in frustration, as their rounded hides provide little purchase for humanoid riders' feet or saddles. However, some webbed-toed people of the plains, including bands of lizardfolk, have managed to maintain glyptodon mounts thanks to their strong, flexible, clawed feet. Other ancestries primarily view glyptodons as a source of meat and tough hides, the latter of which make for excellent impromptu shelters and river boats. When cornered, a glyptodon uses its powerful digging claws to scrape or scare away attackers. Glyptodons can use their tails to ward off smaller predators, but generally do so only as a last resort. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Glyptodon Source Pathfinder #175: Broken Tusk Moon pg. 82 Perception +9; scent (imprecise) 30 feet Languages Skills Athletics +14 Str +6 Dex +2 Con +4 Int -4 Wis +2 Cha -2 --- AC 23 Fort +15 Ref +11 Will +9 HP 65 Carapace Block Reaction Trigger An adjacent creature targets the glyptodon with an attack; Effect The glyptodon turns, blocking the attack with its carapace and thrusting its heavy body toward the attacker. It gains a +2 circumstance bonus to its AC against the triggering attack. If the attack critically fails, the glyptodon attempts to Shove the attacker. --- Speed 25 feet Melee Single Action claw +15 (Agile), Damage 2d6+6 slashing Melee Single Action tail +15 (reach 10 feet), Damage 2d10+6 bludgeoning plus clobbering tail Clobbering Tail A glyptodon's stiff tail is its strongest weapon. When a glyptodon critically hits with its tail Strike, the target is flat-footed for 1 round. Glyptodon Hide When properly treated, a freshly slain glyptodon's scutes contract into tough disks that repel blows. The carapace can be cut up and fashioned into a heavy but protective suit of hide armor with a distinctive, armadillo-like look. ","skill_mod":{"athletics":14},"summary":"Glyptodons are enormous, armadillo-like megafauna that roam sandy riverbanks and ancient forests in search of their favorite foods, namely riparian …","image":["/Images/Monsters/Glyptodon.png"],"primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Creature Type"],"ac":23,"level":5,"source_category":["Adventure Paths"],"sense":" scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1755","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":15,"source_group":["Quest for the Frozen Flame"],"size":["Large"],"name":"Glyptodon","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[13,17],"slug":"creature-1755"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":16,"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","will_save":4,"charisma":-2,"speed":{"max":25,"land":25,"swim":20},"perception":6,"wisdom":2,"weakness":{"fire":2},"creature_ability":["Flammable Grease","Greasy Slide","Hopping Charge","Incendiary Dollop"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Stealth"],"stealth":"5","trait":["Amphibious","Animal","Uncommon","N","Small"],"id":"creature-1756","text":" Groplit The groplit is a squat little animal shaped like a water droplet, with a bulbous rear end and an eel-like face that juts from a narrow skull. Its rear legs are more muscular than those in front, which it primarily uses for balance, giving it the gait and appearance of a toad. Groplits are best known for their greasy skin and queasy hygienic habits: they spend most of each day using their two long tongues to slurp up their own oily excretions or similarly viscous discharge originating from plants or other animals. Although they prefer to dwell in northern wetlands, fens, and moist caves, groplits can thrive in all but the most barren environments. They'll eat just about anything, though they tend to prefer small, crunchy animals like bugs and birds. Groplits are famously loyal and highly sociable companions, and they make for dedicated, if somewhat odd-looking, pets. They can be taught simple commands and appear to take great pride in obeying them, performing stunts even in the face of obvious danger. An unscrupulous master might train a groplit with the intent to sacrifice it in an emergency, a fate to which the groplit is happily resigned. This single-minded obedience and their slow reproductive rate make groplits fairly rare in the wild. As a result of the way their bones are structured, groplits exhibit an imperturbable smile, of sorts—a physical feature which some find as creepy (or enraging) as others find it endearing. Its apparently ceaseless jubilation has given this creature the nickname “the grinning toad” in some parts of the world. Because they love to lap up oily matter of all kinds, groplits are naturally drawn to greasy animals like slurks, giant slugs, and lagofirs. For the most part, such animals rarely mind the company of an amiable groplit, though there's no such thing as a free meal; groplits who drop their guard amid their found family often end up on the wrong side of their companions' intestinal tracts. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Groplit Source Pathfinder #175: Broken Tusk Moon pg. 83 Perception +6; darkvision Languages Skills Acrobatics +5, Athletics +6, Stealth +5 Str +2 Dex +3 Con +2 Int -4 Wis +2 Cha -2 --- AC 16 Fort +6 Ref +7 Will +4 HP 16 Weaknesses fire 2 Flammable Grease A groplit's DC to recover from persistent fire damage is increased by 2 (generally, from DC 15 to DC 17). Greasy Slide Reaction Trigger A creature misses the groplit with a melee Strike; Effect The groplit Strides or Swims up to 10 feet. This movement doesn't trigger reactions. --- Speed 25 feet, swim 20 feet Melee Single Action jaws +8 (Finesse), Damage 1d4+2 piercing plus incendiary dollop Melee Single Action tongue +8 (Agile, Finesse), Damage incendiary dollop Hopping Charge Two Actions The groplit Strides twice, Leaps twice, or Strides once and Leaps once. It then makes a jaws Strike at the end of the movement. Incendiary Dollop Creatures struck by the groplit are smeared with some of its flammable grease. For the following 1 minute, or until a creature scrubs away the grease dollop with a single Interact action, the DC of the creature's checks to recover from persistent fire damage is increased by 2. Groplit Grease The grease excreted from a groplit's skin might look repulsive but has many practical uses when collected and bottled. It naturally repels water and burns quickly, making it a useful fire-starter on wet or windy days. It's also handy for cooking to a high, fast heat, such as to char food. Groplit grease retains its viscous consistency in all but the most extreme temperatures and therefore makes a good lubricant for machines made of stone or metal (although it's a poor lubricant for wood, as friction makes it likely to set the wood aflame). This latter trait has made groplits highly attractive to southerners who rely on such machines. ","skill_mod":{"stealth":5,"athletics":6,"acrobatics":5},"summary":"The groplit is a squat little animal shaped like a water droplet, with a bulbous rear end and an eel-like face that juts from a narrow skull. Its …","image":["/Images/Monsters/Groplit.png"],"primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Monster","Creature Type","Rarity"],"ac":16,"level":0,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1756","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"source_group":["Quest for the Frozen Flame"],"size":["Small"],"spoilers":"Quest for the Frozen Flame","name":"Groplit","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[4],"slug":"creature-1756"},{"primary_source_category":"Adventure Paths","strength":3,"hp":60,"language":["Common","Sylvan"],"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","charisma":3,"perception":14,"stealth":"11","trait":["Beast","Rare","LN","Medium"],"id":"creature-1757","text":" Kadlaka Kadlakas—strong, lanky humanoids with raven-like features—combine the most formidable aspects of talented hunters and airborne scouts, to say nothing of their potent magical powers over thunder and lightning. Though they shy from most humanoids, kadlakas readily form friendships with ravens and other birds, and they sometimes make temporary alliances with people who prove themselves capable stewards of wild animals and the natural order of things. When they do settle on a roost—whether for a single season or a lifetime—kadlakas often position themselves as guardians of a natural feature or local flock. Because a kadlaka's natural form might frighten humanoid travelers, they often take on the guise of a human or other common bipedal ancestry to gain information and pass on warnings. Recall Knowledge - Beast (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Kadlaka Source Pathfinder #175: Broken Tusk Moon pg. 84 Perception +14; low-light vision Languages Common, Sylvan Skills Acrobatics +11, Crafting +10, Diplomacy +9, Intimidation +11, Nature +10, Stealth +11, Survival +10 Str +3 Dex +5 Con +0 Int +2 Wis +4 Cha +3 --- AC 21 Fort +8 Ref +13 Will +14 HP 60 Resistances electricity 5, sonic 5 --- Speed 25 feet, fly 50 feet Melee Single Action beak +12 (deadly d8), Damage 2d6+7 piercing Melee Single Action longspear +12 (reach 10 feet), Damage 1d8+7 piercing Ranged Single Action lightning echo +14 (Electricity, range 60 feet), Damage 2d10 electricity and 1d4 persistent electricity Primal Innate Spells DC 20 - 1st Charm, Feather Fall (×3) - 2nd Animal Messenger (ravens only), Speak with Animals - Constant (2nd) Pass Without Trace Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The kadlaka can change their appearance to that of a Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes but might change the type of damage their melee Strikes deal (typically to bludgeoning). While in their humanoid shape, the kadlaka can't use Wingbeat. Each kadlaka has a fixed humanoid form—they can't adopt a different appearance each time they use this ability. Silent Lightning (Illusion, Primal) A kadlaka's movements are practically silent. Against a creature using only hearing to perceive them, they gain a +4 circumstance bonus to their Stealth check. As normal, this benefit also improves the kadlaka's Stealth DC. Wingbeat Two Actions (Evocation, Primal, Sonic) The kadlaka beats their wings with a mighty peal of thunder. Creatures in a 15-foot emanation take 5d6 sonic damage (DC 21 basic Fortitude save). On a failed save, the creature is also pushed 5 feet away from the kadlaka. The kadlaka can't use Wingbeat again for 1d4 rounds. Kadlaka Feathers Kadlakas occasionally gift their feathers as tokens of friendship and esteem or to repay a debt of honor. This gift is usually a single feather, but it's no insignificant thing—a kadlaka's primary flight feathers can be as long as a human's arm, and once gifted, a feather doesn't grow back. Even more impressively, kadlakas can weave one of their feathers into a headband or armband to imbue it with magical properties. ","skill_mod":{"diplomacy":9,"nature":10,"crafting":10,"survival":10,"stealth":11,"intimidation":11,"acrobatics":11},"image":["/Images/Monsters/Kadlaka.png"],"primary_source":"Pathfinder #175: Broken Tusk Moon","spell":["Animal Messenger","Speak with Animals","Charm","Feather Fall","Pass Without Trace"],"ac":21,"level":4,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{"sonic":5,"electricity":5},"intelligence":2,"reflex_save":13,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":8,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Kadlaka","alignment":"LN","rarity":"rare","strike_damage_average":[11,13,14],"attack_bonus":[12,12,14],"constitution":0,"will_save":14,"speed":{"fly":50,"max":50,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Change Shape","Silent Lightning","Wingbeat"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Crafting","Diplomacy","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Kadlakas—strong, lanky humanoids with raven-like features—combine the most formidable aspects of talented hunters and airborne scouts, to say nothing …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1757","dexterity":5,"category":"creature","slug":"creature-1757"},{"primary_source_category":"Adventure Paths","strength":2,"hp":25,"language":["Aquan","Common","Sylvan"],"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","charisma":3,"perception":6,"stealth":"7","trait":["Fey","Uncommon","CE","Small"],"id":"creature-1758","text":" Loblobi In the First World, rivers don't always flow as expected; sometimes they run backward, upward, or just disappear into mist and reappear somewhere else entirely. Fey native to such rivers are often just as capricious. This quality is particularly true of loblobis, cunning carnivores who resemble small, chubby humans with the heads and wings of crested herons. These malicious tricksters love playing any pranks that result in other creatures being embarrassed, hurt, or even drowned. Their most common “antic” is to cast water walk on a hopeful river-crosser, only to dismiss the spell when their victim has traversed halfway across. Conversely, most loblobis are terrible sports when they're the butt of a joke. It's common wisdom that few creatures can hold a grudge like a loblobi. Exceptionally vain, loblobis flutter and dance constantly to show off their plumage. Failing to comment on a preening loblobi's appearance is a sure method to invite eternal enmity, but flattery might buy enough time to sneak away from the evil fey. Recall Knowledge - Fey (Nature): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Loblobi Source Pathfinder #175: Broken Tusk Moon pg. 85 Perception +6; low-light vision Languages Aquan, Common, Sylvan Skills Acrobatics +7, Crafting +5, Deception +8, Performance +6, Stealth +7, Thievery +7 Str +2 Dex +4 Con +1 Int +0 Wis +1 Cha +3 --- AC 16 Fort +4 Ref +9 Will +8 HP 25 Unflappable Self-Importance When a loblobi rolls a success on a Will save against an emotion effect or an effect that would make it controlled, it gets a critical success instead. When it rolls a critical failure against such an effect, it gets a failure instead. However, a loblobi is vulnerable to flattery. It takes a –4 circumstance penalty to its Will and Perception DCs against any fulsome Deception and Diplomacy checks to Lie, Make an Impression, or Request. --- Speed 20 feet, fly 30 feet Melee Single Action beak +9 (Agile, Finesse), Damage 1d6+2 piercing Primal Innate Spells DC 16, attack +8 - Cantrips (1st) Dancing Lights, Prestidigitation (only to move, clean, or soil small amounts of water) - 1st Grease, Hydraulic Push - 2nd Faerie Fire, Water Walk (at will; the loblobi can Dismiss the Spell) Arrogant Preen Single Action (Enchantment, Incapacitation, Mental, Primal) The loblobi tidies its feathered crest to look supernaturally regal. Each non-fey creature within 30 feet must attempt a DC 17 Will save, then is temporarily immune to Arrogant Preen for 1 hour. Critical Success The target is unaffected. Success The target is distracted by the preening and can't take reactions until the start of its next turn. Failure The target is fascinated by the loblobi and can't take reactions for 1 minute. Critical Failure As failure. Additionally, while the creature is fascinated, any hostile actions from the loblobi don't break the fascination, but instead allow the target to attempt a new Will save to end the effect at the start of its next turn. Loblobi Dupes Loblobis get along well with other river creatures who regularly flatter them and don't mind being the victims of the loblobi's inventive pranks. Since other loblobis rarely put up with this treatment, they don't often gather in groups. Loblobis particularly like to have companion creatures they find ugly, as they think it makes them look all the more regal by comparison. The one curious exception are gremlins; though loblobis hate gremlins' appearance, they don't want anything to do with gremlins, who they viciously drive away from their rivers and shores. ","skill_mod":{"performance":6,"deception":8,"thievery":7,"crafting":5,"stealth":7,"acrobatics":7},"image":["/Images/Monsters/Loblobi.png"],"primary_source":"Pathfinder #175: Broken Tusk Moon","spell":["Faerie Fire","Water Walk","Grease","Hydraulic Push","Dancing Lights","Prestidigitation"],"ac":16,"level":1,"spell_dc":[16],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":4,"source_group":["Quest for the Frozen Flame"],"size":["Small"],"spoilers":"Quest for the Frozen Flame","name":"Loblobi","alignment":"CE","rarity":"uncommon","strike_damage_average":[5],"attack_bonus":[9],"constitution":1,"spell_attack_bonus":[8],"will_save":8,"speed":{"fly":30,"max":30,"land":20},"wisdom":1,"weakness":{},"creature_ability":["Unflappable Self-Importance","Arrogant Preen"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Crafting","Deception","Performance","Stealth","Thievery"],"tradition":["Primal"],"summary":"In the First World , rivers don't always flow as expected; sometimes they run backward, upward, or just disappear into mist and reappear somewhere …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1758","dexterity":4,"category":"creature","slug":"creature-1758"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":38,"immunity":["cold","critical hits","mental","poison","precision","unconscious","visual"],"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","will_save":4,"charisma":-5,"speed":{"max":10,"land":10,"swim":10},"perception":4,"wisdom":1,"weakness":{"fire":2},"creature_ability":["Motion Sense","Noxious Sublimation","Slushy Undulation"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics"],"trait":["Mindless","Ooze","Rare","N","Medium"],"id":"creature-1759","text":" Rime Sludge Rot and decay play a natural role in swamps of all climates, and latent magical energies or other strange phenomena can transform decomposing matter into oozes and other monstrous creatures made of living muck. Tundra wetlands are no exception to this trend. Worse, in such regions, a quick freeze can prevent noxious sludge from breaking down, and sequential years of short, seasonal thaws can compress rot upon rot until the pestilential mass animates as a rime sludge. These rare, noxious oozes hungrily search for and consume any organic matter they find in their northland habitats. Like most oozes, rime sludges consist primarily of protoplasm, though theirs has a slushy consistency peppered with disgusting nuggets of indigestible matter, such as petrified wood, jagged arrowheads, and animal fossils. A rime sludge renews this protoplasm by consuming plants and animals and maintaining a careful balance of semifrozen decomposition in its mutable form. Rime sludges are among the few oozes that thrive in cold climates, as too much heat accelerates their natural decay. Rime sludges can't survive temperatures too far above freezing for more than a few days. Rising temperatures force them to migrate toward cooler climates or cold underground areas. Few intelligent creatures inhabiting cold climates want anything to do with rime sludges. These oozes can't be trained, tend to wander off at random, and emit a noxious stink at the slightest hint of warmth. Some inventive creatures try to trap rime sludges in pits to keep them contained and use them to dispose of prisoners or food scraps. Because of the oozes' overpowering stench, these pits tend to be quite deep. Recall Knowledge - Ooze (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Rime Sludge Source Pathfinder #175: Broken Tusk Moon pg. 86 Perception +4; motion sense 60 feet, no vision Languages Skills Athletics +7 Str +2 Dex -5 Con +2 Int -5 Wis +1 Cha -5 Motion Sense A rime sludge can sense nearby motion through vibration and air movement. --- AC 8 Fort +7 Ref +2 Will +4 HP 38 Immunities cold, critical hits, mental, poison, precision, unconscious, visual Weaknesses fire 2 Noxious Sublimation The first time each round that the rime sludge takes fire damage, a cloud of sickening decay roils outward, dealing 2d6 poison damage (DC 17 basic Fortitude save) to all creatures in a 10-foot emanation. A creature that fails its saving throw is also sickened 1 (or sickened 3 on a critical failure). --- Speed 10 feet, swim 10 feet; slushy undulation Melee Single Action pseudopod +9, Damage 1d4+2 bludgeoning plus 1d4 poison Slushy Undulation A rime sludge ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling prone when crossing ice. Frozen in Time At low enough temperatures, a rime sludge can freeze solid. Its basic biological processes shut down, and it can survive indefinitely in this frozen state. Thawing a frozen rime sludge can bring it back to life after being inanimate for hundreds or even thousands of years. Though thawed rime sludges can't express what the world was like in earlier ages, they occasionally contain important or relics of the past, such as tools, weapons, or even magical items. ","skill_mod":{"athletics":7},"summary":"Rot and decay play a natural role in swamps of all climates, and latent magical energies or other strange phenomena can transform decomposing matter …","image":["/Images/Monsters/RimeSludge.png"],"primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Monster","Creature Type","Rarity"],"ac":8,"level":1,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1759","intelligence":-5,"reflex_save":2,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":7,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Rime Sludge","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[7],"slug":"creature-1759"},{"attack_bonus":[10],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":30,"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Grinding Bite","Splayed Toes"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Stealth"],"stealth":"5","trait":["Animal","N","Large"],"id":"creature-1760","text":" Tapir, Giant With a blunt, prehensile trunk and a squat posture, giant tapirs resemble a cross between elephant and boar, though they're actually more closely related to horses and rhinoceroses. Tapirs live in loose herds that graze near rivers and lakes. They enjoy fresh water, not only for the lush plants that grow along the shores—which they eat in prodigious quantities— but also for the protection the water provides. When predators approach, tapirs retreat to the water to hide, keeping their snouts barely above the surface to breathe. Likewise, the breezes and scents that accompany creeks and rivers mask tapirs' musk as they travel along these waterways. Despite their ungainly movement, tapirs are remarkably sure-footed, easily traversing mud and similar terrain thanks to their broad toes. Humanoids often hunt giant tapirs for their meat and durable hides. Such hunts are far from guaranteed, though; tapirs can run at least as fast as their hunters, and most will fight if cornered. The docile giants do what they can to avoid confrontation whenever possible. If they sense danger approaching, giant tapirs make a loud whistling sound to warn other tapirs about predators. A community who befriends or domesticates a herd of tapirs can use this whistling habit as an alarm system against encroaching enemies. Giant tapirs are usually quite placid, but they can be fearsome when roused. Their tusk-like front teeth are suitable for gouging attackers, and a tapir that manages to get a mouthful of an enemy's arm or leg can use its blunt molars to grind the flesh to paste. Tapirs have good hearing and an excellent sense of smell, but like many prey animals, they have poor vision. In the chaos of combat against multiple enemies, giant tapirs can become overwhelmed and confused, lashing out at allies as well as foes or fleeing the scene entirely. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Tapir Source Pathfinder #175: Broken Tusk Moon pg. 87 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +8, Stealth +5 Str +4 Dex +1 Con +3 Int -4 Wis +2 Cha +0 --- AC 18 Fort +11 Ref +7 Will +6 HP 30 --- Speed 25 feet; splayed toes Melee Single Action jaws +10, Damage 1d8+6 piercing Grinding Bite Single Action Requirements The giant tapir's last action was a successful jaws Strike against a creature; Effect The tapir gnaws the target's flesh and muscle with its blunt teeth. The creature must attempt a DC 18 Fortitude save. Critical Success The creature is unaffected. Success The creature is enfeebled 1 until the start of its next turn. Failure The creature takes 2d4 bludgeoning damage and is enfeebled 1 until the end of its next turn. Critical Failure The creature takes 4d4 bludgeoning damage and is enfeebled 1 for 1 minute. Splayed Toes Giant tapirs ignore difficult terrain from mud and shallow water. Tapir Mounts Like horses, to which they're distantly related, giant tapirs make serviceable mounts. Few giant tapirs have the temperament to serve as war-steeds, even with years of training, and they aren't as fast as horses. Thus, most giant tapirs are suitable only for casual travel or carrying luggage. Giant tapirs eagerly charge into or across water, which can take an unready rider by surprise. Tapirs trained as mounts gain the Buck reaction (DC 16). ","skill_mod":{"stealth":5,"athletics":8},"summary":"With a blunt, prehensile trunk and a squat posture, giant tapirs resemble a cross between elephant and boar, though they're actually more closely …","image":["/Images/Monsters/Tapir_GiantTapir.png"],"primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1760","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":11,"source_group":["Quest for the Frozen Flame"],"size":["Large"],"name":"Giant Tapir","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[10],"slug":"creature-1760"},{"attack_bonus":[7,7,8],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":15,"language":["Hallit"],"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Spurred by Death","Muscle Slicer"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"stealth":"5","trait":["Human","Humanoid","Uncommon","NE","Medium"],"id":"creature-1761","text":" Burning Mammoth Hunters Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Burning Mammoth Hunters Source Pathfinder #175: Broken Tusk Moon pg. 17 Perception +7 Languages Hallit Skills Acrobatics +5, Athletics +4, Nature +5, Stealth +5, Survival +5 Str +2 Dex +3 Con +2 Int -1 Wis +3 Cha +0 Items Leather Armor, Rope, Sling (20 bullets), spears (3), tindertwigs (3) --- AC 16 Fort +4 Ref +7 Will +7 HP 15 Spurred by Death Reaction Trigger An ally within 30 feet reduces a creature to 0 HP; Effect The hunter Steps or Strides. --- Speed 25 feet Melee Single Action spear +8, Damage 1d6+2 piercing Ranged Single Action sling +7 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+1 bludgeoning Ranged Single Action spear +7 (thrown 20 feet), Damage 1d6+2 piercing Muscle Slicer A target critically hit by a hunter's Strike is flat-footed until the end of its next turn. ","skill_mod":{"nature":5,"survival":5,"stealth":5,"athletics":4,"acrobatics":5},"primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":16,"item":["Leather Armor","Rope","Sling (20 bullets)","spears (3)","tindertwigs (3)"],"level":0,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1761","intelligence":-1,"reflex_save":7,"strongest_save":["ref","reflex","will"],"dexterity":3,"fortitude_save":4,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Burning Mammoth Hunters","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[4,5,5],"slug":"creature-1761"},{"attack_bonus":[6,7,8],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":8,"language":["Hallit"],"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","will_save":4,"charisma":1,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Spurred by Death","Torch and Go"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"5","trait":["Human","Humanoid","Uncommon","NE","Medium"],"id":"creature-1762","text":" Burnbearer Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Burnbearer Source Pathfinder #175: Broken Tusk Moon pg. 23 Perception +6 Languages Hallit Skills Athletics +4, Intimidation +3, Stealth +5, Survival +4 Str +2 Dex +1 Con +2 Int -1 Wis +2 Cha +1 Items Club, Padded Armor, torches (3) --- AC 15 Fort +6 Ref +5 Will +4 HP 8 Spurred by Death Reaction Trigger An ally within 30 feet reduces a creature to 0 HP; Effect The burnbearer Steps or Strides. --- Speed 25 feet Melee Single Action club +8, Damage 1d6+2 bludgeoning Melee Single Action torch +6, Damage 1d4 fire Ranged Single Action club +7 (thrown 10 feet), Damage 1d6+2 bludgeoning Torch and Go Single Action Requirements The burnbearer is flanking a creature; Effect The burnbearer sets the distracted enemy ablaze. The burnbearer makes a torch Strike against the flanked creature, then Steps. If the burnbearer's Strike deals damage to the flanked creature, the creature also takes 1 persistent fire damage. ","skill_mod":{"survival":4,"stealth":5,"athletics":4,"intimidation":3},"primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":15,"item":["Club","Padded Armor","torches (3)"],"level":-1,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1762","intelligence":-1,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":6,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Burnbearer","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[2,5,5],"slug":"creature-1762"},{"attack_bonus":[7,9,9],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":20,"language":["Hallit"],"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","will_save":8,"charisma":1,"speed":{"max":20,"land":20},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Shield Block","Spurred by Death","Shield Shove","Opportunistic Defense"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Intimidation","Survival"],"trait":["Human","Humanoid","Uncommon","NE","Medium"],"id":"creature-1763","text":" Burning Mammoth Longshield Recall Knowledge - Humanoid (Society): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Burning Mammoth Longshield Source Pathfinder #175: Broken Tusk Moon pg. 25 Perception +8 Languages Hallit Skills Athletics +6, Intimidation +6, Survival +6 Str +3 Dex +1 Con +3 Int +0 Wis +1 Cha +1 Items everburning torch , Hide Armor, polished topaz worth 25 gp, spears (3), wooden shield (Hardness 3, 12 HP, BT 6) with shield boss --- AC 15 (17 with shield raised) Fort +10 Ref +4 Will +8 HP 20 Shield Block Reaction A longshield can use Shield Block to prevent fire damage in addition to physical damage. Spurred by Death Reaction Trigger An ally within 30 feet reduces a creature to 0 HP; Effect The longshield Steps or Strides. --- Speed 20 feet Melee Single Action spear +9, Damage 1d6+3 piercing Melee Single Action shield boss +9, Damage 1d6+3 bludgeoning Ranged Single Action spear +7 (thrown 20 feet), Damage 1d6+3 piercing Shield Shove Single Action Frequency once per round; Requirements The longshield's shield is raised; Effect The longshield rolls an Athletics check to Shove a creature in reach. If they roll a failure, they get a success instead, and if they roll a success, they get a critical success instead. The longshield's shield is lowered. Opportunistic Defense Free Action Trigger The longshield successfully Strikes with their shield boss; Effect The longshield Raises their Shield. ","skill_mod":{"survival":6,"athletics":6,"intimidation":6},"primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":15,"item":["everburning torch","Hide Armor","polished topaz worth 25 gp","spears (3)","wooden shield (Hardness 3, 12 HP, BT 6) with shield boss"],"level":1,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1763","intelligence":0,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":10,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Burning Mammoth Longshield","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[6,6,6],"slug":"creature-1763"},{"attack_bonus":[6],"constitution":0,"primary_source_category":"Adventure Paths","strength":1,"hp":4,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","will_save":3,"charisma":-5,"speed":{"fly":15,"max":15},"perception":3,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Tetanus"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics"],"trait":["Construct","Mindless","Uncommon","N","Tiny"],"id":"creature-1764","text":" Animated Blades Recall Knowledge - Construct (Arcana, Crafting): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Animated Blades Source Pathfinder #175: Broken Tusk Moon pg. 32 Perception +3; darkvision Languages Skills Athletics +6 Str +1 Dex +1 Con +0 Int -5 Wis +0 Cha -5 --- AC 16 (14 when broken) Fort +3 Ref +6 Will +3 construct armor HP 4 Hardness 4 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, an animated blade has Hardness. This Hardness reduces any damage the blade takes by an amount equal to the Hardness. Once an animated blade is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, and its Armor Class is reduced to 14. --- Speed fly 15 feet Melee Single Action rusty blade +6 (Sweep), Damage 1d4+1 slashing plus tetanus Tetanus (Disease) Saving Throw DC 15 Fortitude; Onset 1 week; Stage 1 clumsy 1 (1 week); Stage 2 clumsy 2 and can't speak (1 day); Stage 3 paralyzed (1 day); Stage 4 death ","skill_mod":{"athletics":6},"primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Creature Type","Monster","Rarity"],"ac":16,"level":-1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=1764","intelligence":-5,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":1,"hardness":4,"vision":"Darkvision","fortitude_save":3,"source_group":["Quest for the Frozen Flame"],"size":["Tiny"],"spoilers":"Quest for the Frozen Flame","name":"Animated Blades","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[3],"slug":"creature-1764"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":20,"language":["Common","Dwarven"],"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","will_save":6,"charisma":1,"speed":{"max":20,"land":20},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Stumbling Snag"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Intimidation"],"trait":["Dwarf","Humanoid","Rare","NE","Medium"],"id":"creature-1765","text":" Ardissa's Porters Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Ardissa's Porters Source Pathfinder #175: Broken Tusk Moon pg. 39 Perception +6; darkvision Languages Common, Dwarven Skills Athletics +6, Intimidation +3 Str +2 Dex +1 Con +2 Int -1 Wis +2 Cha +1 Items cargo hook (as light pick), Padded Armor --- AC 14 Fort +9 Ref +3 Will +6 HP 20 Stumbling Snag Reaction Requirements The porter is holding a cargo hook; Trigger An enemy within the porter's reach critically misses the porter with a melee Strike; Effect The porter moves the enemy 5 feet in a direction of the porter's choosing. --- Speed 20 feet Melee Single Action cargo hook +7 (Agile, fatal d8), Damage 1d4+2 piercing\n","skill_mod":{"athletics":6,"intimidation":3},"primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":14,"item":["cargo hook (as light pick )","Padded Armor"],"level":0,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1765","intelligence":-1,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":9,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Ardissa's Porters","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[4],"slug":"creature-1765"},{"attack_bonus":[11,11],"constitution":1,"primary_source_category":"Adventure Paths","strength":0,"hp":45,"language":["Common"],"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","spell_attack_bonus":[12],"will_save":11,"charisma":0,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Mesmerizing Sigil","Drain Bonded Item"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Arcana","Crafting","Nature","Stealth","Survival"],"stealth":"9","trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-1766","text":" Ardissa Prendergant Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Ardissa Prendergant Source Pathfinder #175: Broken Tusk Moon pg. 39 Perception +9 Languages Common Skills Acrobatics +7, Arcana +9, Crafting +9, Nature +9, Stealth +9, Survival +7 Str +0 Dex +2 Con +1 Int +4 Wis +2 Cha +0 Items Heavy Crossbow (20 bolts), Rapier (bonded item), scroll of fireball , scrolls of magic missile (2), spellbook --- AC 18 Fort +6 Ref +9 Will +11 HP 45 Mesmerizing Sigil Reaction (arcane, concentrate, enchantment) Trigger A creature targets Ardissa with a melee Strike; Effect Ardissa traces a dizzying symbol in the air. The creature must attempt a DC 20 Will save. The creature is then temporarily immune for 1 minute. Success The creature is unaffected. Failure Until the beginning of her next turn, Ardissa is concealed from the creature. Critical Failure Until the end of her next turn, Ardissa is hidden from the creature. --- Speed 25 feet Melee Single Action rapier +11 (deadly d8, Disarm, Finesse), Damage 1d6 piercing Ranged Single Action heavy crossbow +11 (range increment 120 feet, reload 2), Damage 1d10 piercing Arcane Prepared Spells DC 20, attack +12 - Cantrips (2nd) Dancing Lights, Daze, Mage Hand, Ray of Frost, Shield - 1st Magic Missile (×2), Ray of Enfeeblement, True Strike - 2nd Magic Missile, Obscuring Mist, Summon Animal Wizard School Spell DC 20, 1 Focus Point - 2nd Hand of the Apprentice Drain Bonded Item Free Action (Arcane) Frequency twice per day; Effect Ardissa regains the ability to cast one spell she has already cast. She must still Cast the Spell normally. She can use this ability once to recover a 1st-level spell and once to recover a 2nd-level spell. She typically uses this ability to recover her magic missile spells ","tradition":["Arcane"],"skill_mod":{"nature":9,"crafting":9,"survival":7,"stealth":9,"arcana":9,"acrobatics":7},"primary_source":"Pathfinder #175: Broken Tusk Moon","spell":["Magic Missile","Obscuring Mist","Summon Animal","Ray of Enfeeblement","True Strike","Dancing Lights","Daze","Mage Hand","Ray of Frost","Shield","Hand of the Apprentice"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["Heavy Crossbow (20 bolts)","Rapier (bonded item)","scroll of fireball","scrolls of magic missile (2)","spellbook"],"level":3,"spell_dc":[20,20],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1766","intelligence":4,"reflex_save":9,"strongest_save":["will"],"dexterity":2,"fortitude_save":6,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Ardissa Prendergant","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[3,5],"slug":"creature-1766"},{"attack_bonus":[12,12,13],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":45,"language":["Undercommon"],"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","will_save":9,"charisma":-1,"speed":{"climb":20,"max":30,"land":30},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Light Blindness","Sneak Attack","Strangling Grasp","Surprise Attack"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Crafting","Stealth","Thievery"],"stealth":"10","trait":["Humanoid","Morlock","Unique","CE","Medium"],"id":"creature-1767","text":" Hobji Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Hobji Source Pathfinder #175: Broken Tusk Moon pg. 45 Perception +8; darkvision Languages Undercommon Skills Athletics +9, Crafting +6, Stealth +10, Thievery +9 Str +4 Dex +2 Con +3 Int +1 Wis +3 Cha -1 Light Blindness Items Chalk, specialist snare kit, +1 warhammer --- AC 19 Fort +8 Ref +11 Will +9 +2 status to all saves vs. disease and poison HP 45 --- Speed 30 feet, climb 20 feet Melee Single Action fist +12, Damage 1d6+6 bludgeoning plus Strangling Grasp Melee Single Action warhammer +13 (Magical, Shove), Damage 1d8+6 bludgeoning Melee Single Action jaws +12 (Agile), Damage 1d4+6 piercing Sneak Attack Hobji's Strikes deal an additional 1d6 precision damage to flat-footed creatures. Strangling Grasp Free Action Trigger Hobji hits a Medium or smaller creature with his fist Strike; Effect The creature is grabbed, and Hobji begins to strangle the creature. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component. Surprise Attack In the first round of combat, creatures that haven't acted yet are flat-footed to Hobji. ","skill_mod":{"thievery":9,"crafting":6,"stealth":10,"athletics":9},"primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Creature Type","Monster","Rarity"],"ac":19,"item":["Chalk","specialist snare kit","+1 warhammer"],"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1767","intelligence":1,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":8,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Hobji","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[8,9,10],"slug":"creature-1767"},{"attack_bonus":[9,9,11],"constitution":1,"primary_source_category":"Adventure Paths","strength":4,"hp":30,"language":["Hallit"],"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Reaver's Howl","Spurred by Death","Cut Down"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Intimidation","Nature","Survival"],"trait":["Human","Humanoid","Rare","CE","Medium"],"id":"creature-1768","text":" Burning Mammoth Reaver Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Burning Mammoth Reaver Source Pathfinder #175: Broken Tusk Moon pg. 54 Perception +8 Languages Hallit Skills Athletics +8, Intimidation +7, Nature +8, Survival +8 Str +4 Dex +2 Con +1 Int +0 Wis +2 Cha +1 Reaver's Howl When the reaver attempts an Intimidation check to Demoralize, the reaver compares the result of the Intimidation check to the Will DC of each non–Burning Mammoth creature within 30 feet, determining the effect separately for each creature. The reaver's howl ignores the usual circumstance penalty to the Intimidation check for not speaking the same language as the target. Items Battle Axe, Chain Shirt, javelins (3), lesser tallow bombs (2) --- AC 18 Fort +9 Ref +8 Will +6 HP 30 Spurred by Death Reaction Trigger An ally within 30 feet reduces a creature to 0 HP; Effect The reaver Steps or Strides. --- Speed 25 feet Melee Single Action battle axe +11 (Sweep), Damage 1d8+4 slashing plus cut down Ranged Single Action javelin +9 (thrown 30 feet), Damage 1d6+4 piercing Ranged Single Action tallow bomb +9 (Splash, thrown 20 feet), Damage 1d4 persistent fire and 1 fire splash Cut Down When a reaver hits a creature with a battle axe Strike, the target must succeed at a DC 16 Fortitude save or fall prone. If the creature critically fails its save, it takes 1d6 bludgeoning damage as it falls prone. ","skill_mod":{"nature":8,"survival":8,"athletics":8,"intimidation":7},"primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["Battle Axe","Chain Shirt","javelins (3)","lesser tallow bombs (2)"],"level":2,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1768","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":9,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Burning Mammoth Reaver","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[2,7,8],"slug":"creature-1768"},{"attack_bonus":[10,10,12],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":70,"language":["Hallit"],"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","will_save":11,"charisma":0,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block","Spurred by Death","Hunt Prey","Spear Fighter"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Deception","Nature","Survival"],"trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-1769","text":" Pakano, Broken Tusk Bully And Traitor Pakano is a talented young scout whose pampered childhood, distorted sense of honor, and presumptive air of authority have resulted in a selfish and arrogant man. From an early age, Pakano discovered that he could use violence and false promises to get whatever he wanted, and he has operated in this way ever since. Even when he came of age and developed an impressive physique and striking features, Pakano's unbridled antagonism precluded friendships and alliances in his tight-knit community. A pariah in all but name, Pakano would have surely been cast out by now if not for his unspoken birthright. The great-grandson of Grandfather Eiwa's deceased sister, Pakano is the heir apparent to Eiwa's role as Mammoth Lord of Falcon House. Of all the Broken Tusk houses, Falcon House's family tree is both the oldest and the most gnarled. Pakano's grandmother fell in love with a respected Kellid aasimar named Lomok, and through their union, she bore a daughter named Kopua. Lomok ultimately joined the Burning Mammoths in their fight against the demons of the Worldwound, leaving his brokenhearted wife and infant child in the care of the Broken Tusks. Thankfully, the protectors of the Primordial Flame recognized Kopua's gifts—her sonorous laughter and unmatchable kindness—and she became a beloved fixture of Broken Tusk life, her bright golden hair as recognizable a symbol as their actual banner. Kopua married a grim but dashing Kellid man, and they soon announced their pregnancy to the following's joy. Just like so much of the Broken Tusks' good fortune, this too wasn't meant to last. Kopua died just after giving birth to a son, Pakano, and Pakano's maternal grandmother passed away of a broken heart not long after. Most of Falcon House, including Pakano's father, alternated between cherishing the young survivor and privately blaming him for Kopua's death. As Pakano grew, his father saw himself in the boy's one brown eye and his beloved wife in the yellow eye. Grief-stricken, Pakano's father fled the Broken Tusks one winter night, presumably to perish alone somewhere in the vast, desolate tundra. As the only other living member of their bloodline, Grandfather Eiwa took it upon himself to raise the orphaned Pakano, but by then, the seeds of resentment had already taken root. Pakano knows enough about his forebears, including his warrior grandfather Lomok, to disdain the original Broken Tusks for their cowardice in the face of the demonic incursion to the east. He has long fantasized about the Burning Mammoths—his “true kinfolk,” in his words—and of leaving the Tusks to reunite with his warmongering cousins. In fact, only the promise of eventually inheriting the title of Mammoth Lord has kept Pakano loyal to his birth following. It's now an open secret, however, that Grandfather Eiwa's title will be passed on to a more worthy candidate, not Pakano. Since catching wind of this rumor, Pakano has sworn to secure his birthright the only way he knows how: violence. Not long ago, head scout Wipa's late husband, a well-liked hunter named Weohatan, took Pakano on an auroch hunt. Weohatan believed that it wasn't too late to teach the young man something about the right way to achieve a meaningful life, and he hoped to use this trip as an excuse to take Pakano under his wing. However, Pakano regarded Weohatan only as a rival to his own ascendency. The vile youth purposefully botched their hunt, and when their auroch quarry charged them, he threw Weohatan in front of the stampeding animal. The young man came back to his people with his skin covered in Weohatan's blood, his eyes full of false tears, and his tongue coated in a well-practiced lie. Ultimately, he got away with his first murder. He found the taste delectable. Pakano usually keeps his black hair in a tight braid so that his dual-colored eyes are on full display. He wears hide armor made from animals he has killed but makes sure to keep his toned muscles on full display. Campaign Role From the outset of this adventure, Pakano views the characters as potential rivals for his title of Mammoth Lord. Pakano's past crimes, his disdain for his peers, and his belief in the inborn superiority of his bloodline all set the stage for his betrayal of the Broken Tusks. When Pakano abandons the Broken Tusks at the end of Chapter 1, he walks straight into the Burning Mammoth camp bearing his great-grandmother's shield. Spotting the symbol of her following, Ivarsa welcomes Pakano into her fold and uses him to learn all she can of the Broken Tusks. The two form an intense bond almost immediately, each drawn to the other by the tantalizing prospect of a long-lost cousin born into the same exceptional bloodline. Late in the night, they consecrate their pact with a passionate ritual that leaves Pakano's face permanently scarred with elaborate burns, marking him forever as Ivarsa's most favored consort. Fueled by dreams of revenge and bloodlust, Pakano readily undertakes Ivarsa's mission to spy on his former family's endeavors. Over the course of the adventure, he tracks the characters' flight across the Plains of Gornok and eastward, ultimately cutting them off at the pass to Lost Mammoth Valley. Here, he plots to create an avalanche that blocks the way forward, cornering the Broken Tusks and setting the stage for their annihilation. Pakano isn't likely to survive his encounter with the characters at Rimecrag Pass, but that doesn't mean his role in this story ends. In fact, the heroes' monstrous rival is slated to return in an unlikely form in the third volume of the Quest for the Frozen Flame Adventure Path, “Burning Tundra.” Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Pakano Source Pathfinder #175: Broken Tusk Moon pg. 88 Perception +11 Languages Hallit Skills Acrobatics +10, Athletics +12, Deception +8, Nature +9, Survival +11 Str +4 Dex +2 Con +2 Int +0 Wis +3 Cha +0 Items Hide Armor, Mad Mammoth's Juke, spears (3), moderate tallow bomb, wooden buckler (Hardness 3, 6 HP, BT 3) --- AC 20 (21 with shield raised) Fort +14 Ref +8 Will +11 HP 70 Attack of Opportunity Reaction Shield Block Reaction Spurred by Death Reaction Trigger An ally within 30 feet reduces a creature to 0 HP; Effect Pakano Steps or Strides. --- Speed 25 feet Melee Single Action spear +12 (Parry), Damage 2d6+6 piercing Ranged Single Action spear +10 (thrown 20 feet), Damage 2d6+6 piercing Ranged Single Action tallow bomb +10 (Splash, thrown 20 feet), Damage 2d4 persistent fire and 2 fire splash Hunt Prey Single Action (Concentrate) Pakano designates a single creature he can see and hear, or one he's Tracking, as his prey. He gains a +2 circumstance bonus to Perception checks to Seek his prey and to Survival checks to Track his prey. The first time Pakano hits his designated prey in a round, he deals an additional 1d8 precision damage. Pakano also ignores the penalty for making ranged attacks within his second range increment. These effects last until Pakano uses Hunt Prey again. Spear Fighter Pakano's spear has the parry weapon trait, and his Strikes with the spear deal an additional 1d6 damage. If he critically hits a creature with a spear, the creature is clumsy 1 until the start of Pakano's next turn. ","skill_mod":{"deception":8,"nature":9,"survival":11,"athletics":12,"acrobatics":10},"summary":"Pakano is a talented young scout whose pampered childhood, distorted sense of honor, and presumptive air of authority have resulted in a selfish and …","image":["/Images/Monsters/Pakano.png"],"primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":20,"item":["Hide Armor","Mad Mammoth's Juke","spears (3)","moderate tallow bomb","wooden buckler (Hardness 3, 6 HP, BT 3)"],"level":4,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1769","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":14,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Pakano","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[5,13,13],"slug":"creature-1769"},{"attack_bonus":[15,15],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":40,"language":["Hallit"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #175: Broken Tusk Moon"],"type":"Creature","will_save":16,"charisma":4,"speed":{"fly":30,"max":30},"perception":14,"wisdom":5,"weakness":{},"creature_ability":["Site Bound","Rejuvenation","Awaken Painting","Pounce","Sneak Attack"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Intimidation","Nature","Stealth"],"stealth":"14","trait":["Ghost","Incorporeal","Spirit","Undead","Unique","N","Large"],"id":"creature-1770","text":" Syarstik Painted-Tiger, Smilodon Ghost Guardian Syarstik remembers little of his before-life, the long nights stalking cold hills and days traversing vast frozen plains. Because of his great size and strength, all other animals feared him, with the exception, perhaps, of the mammoths. His body was striped with mottled patches of dark fur that allowed him to blend easily into shadows. Most creatures were his prey, and he knew no equal. This all changed when Syarstik met the Wise One— an old human who would have made little more than a mouthful for the great cat. The shriveled man didn't fear Syarstik, nor did he threaten him, but rather spoke to the cat as an equal. After some time traveling together, the Wise One took Syarstik to an important burrow in a remote part of the plains, a site of old, powerful magic. There, the Wise One whispered sacred words, and Syarstik felt the man's words wash over him like running water. At once, a haze the cat had never noticed was lifted from his eyes, and he knew his true name, Syarstik, which meant “now you speak.” He also knew that the Wise One was dying. The ritual had exhausted the venerable man, and he gave Syarstik a command with his dying breath: to protect this sacred place from any who would desecrate it. Syarstik faithfully fulfilled his old friend's final wish, remaining within the cave for many years, and found the sacred, solitary duty quite to his liking. When he was hungry, he would snatch white fish from the dark cave pond. When he was bored, he would chase deer or rodents in the dusty scrubs just outside the cavern's mouth. When intruders approached, he would coat his fur in red dirt to hide from his prey and, afterward, take long swims in the cave pool to cleanse himself of their blood. Human-folk calling themselves Mammoth Lords visited his “Red Cat Cave” to paint stories of their trials and consult the stars through tiny holes in the cavern's ceiling. Syarstik regarded these visitors cautiously, but when they prostrated themselves respectfully and laid down their weapons, he allowed them entry. He oversaw many generations of such pilgrims, watching them grow from cubs to adults to wise ones. Yet, Syarstik himself never aged. Over a century ago, a few of these human-folk came to Syarstik bearing a shrouded torch that somehow remained lit and that, when unsheathed, cast a blazing light that cut through the cave's darkness. The humans were clearly scared, and Syarstik nobly agreed to guard their sacred torch in his cavern. They spoke of demons who might come to take the torch, but Syarstik knew nothing of demons, and he felt no more fear of these foes than he did for any other animal. Syarstik was thus taken by surprise when a wild-eyed human entered the cave a few winters later, spear in hand, to claim the eternal torch. This human—if that's truly what he was—stunk of fire and death, but also of something far worse than any other human-folk Syarstik had met. When Syarstik refused to let him take the torch, the warrior's sudden attack surprised the cave's guardian. The human stuck fast a spear in Syarstik's flank, and he was dying. With his last breath, Syarstik covered the sacred torch with his body, hoping to extinguish its eternal flame, but the torch continued to burn, and the immortal cat howled as his body was set ablaze. With this final desperate act, Syarstik cursed the wretched artifact that had spelled his doom, preventing the bearer of the torch from ever willingly relinquishing it to another. From then on, the torch's bearer would know no peace and be shunned by all. The shadows of the howling tiger permeated the cavern walls, imbuing them with Syarstik's angry magic. Even after his mortal body turned to ashes, Syarstik's spirit lingered in the spot where he died. Haunted by his failure to protect the cave, the ghost of the great cat now rages against all intruders, human or otherwise. For more than a century, the people of the Gornok Plains have given Red Cat Cave a wide berth, telling tales of the ghostly predator that guards it and the ancestral cave paintings within that leap to life. Campaign Role When the characters first meet Syarstik in Chapter 2 of this adventure, he's still maddened with grief and rage owing to his failure to protect the Primordial Flame . He attacks with his full fury, trying to turn the cave itself against these new intruders by animating the cave paintings. Only once the characters have bested him in combat or broken his connection to the cave paintings does Syarstik realize that they're unaffiliated with the Kellid and the demon who took the artifact away. Once he has been calmed, Syarstik gives the characters his full account of what happened in Red Cat Cave 120 years ago. He tells them about the Kellid warrior Metuak and the demon who possessed him as well as the curse Syarstik levied upon the Primordial Flame before his death. He doesn't know Metuak's final destination, but he knows that the warrior intended to travel through Lost Mammoth Valley to get there. Recall Knowledge - Spirit (Occultism): DC 30 Recall Knowledge - Undead (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Syarstik Painted-Tiger Source Pathfinder #175: Broken Tusk Moon pg. 90 Perception +14; darkvision, scent (imprecise) 60 feet Languages Hallit Skills Acrobatics +14, Intimidation +12, Nature +14, Stealth +14 Str -5 Dex +5 Con +0 Int -1 Wis +5 Cha +4 Site Bound Syarstik can't leave Red Cat Cave, and he rarely ever leaves area E9. --- AC 21 Fort +9 Ref +12 Will +16 HP 40 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch , or positive; double vs non-magical) Rejuvenation (divine, necromancy) When Syarstik is destroyed, he re-forms after 2d4 days within area E9, fully healed. Syarstik can be permanently destroyed only by a non-possessed wielder of the Primordial Flame . --- Speed fly 30 feet Melee Single Action ghostly fangs +15 (Finesse, Magical), Damage 2d6+6 negative Melee Single Action ghostly claw +15 (Agile, Finesse, Magical), Damage 2d4+4 negative Awaken Painting Two Actions (Divine, Transmutation) Syarstik animates a cave painting within 60 feet for 10 minutes. The painting's movement mimics Syarstik's, so the connection between the ghost and the awakened painting is obvious. Creatures other than Syarstik within 10 feet of the awakened painting are flat-footed because of these eerie movements. Syarstik can make ghostly fangs Strikes at any creature within 10 feet of a cave painting; the target's cover or concealment from the cave painting, rather than from Syarstik, applies to this Strike. A creature adjacent to an awakened painting can spend 2 actions to attempt a DC 18 Occultism or Religion check (to compel the awakened painting to abate) or a DC 20 Crafting or Thievery check (to thoroughly smear the cave painting). On a success, the painting is destroyed, and the animation ceases. Either way, this activity has the concentrate trait. Destroying three awakened paintings quells Syarstik's anger, causing the great cat to cease his attacks. Pounce Single Action Syarstik Strides and makes a Strike at the end of that movement. If he began this action hidden, he remains hidden until after this ability's Strike. Sneak Attack Syarstik deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"nature":14,"stealth":14,"intimidation":12,"acrobatics":14},"summary":"Syarstik remembers little of his before-life, the long nights stalking cold hills and days traversing vast frozen plains. Because of his great size …","image":["/Images/Monsters/SyarstikPaintedTiger.png"],"primary_source":"Pathfinder #175: Broken Tusk Moon","trait_group":["Monster","Creature Type","Rarity"],"ac":21,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=1770","intelligence":-1,"reflex_save":12,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":9,"source_group":["Quest for the Frozen Flame"],"size":["Large"],"spoilers":"Quest for the Frozen Flame","name":"Syarstik Painted-Tiger","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[9,13],"slug":"creature-1770"},{"attack_bonus":[6],"constitution":3,"primary_source_category":"Adventure Paths","strength":1,"hp":8,"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","creature_family":"Beaver","will_save":4,"charisma":0,"speed":{"max":25,"land":15,"swim":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Deep Breath","Construct Shelter","Penetrating Bite","Prop"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Crafting","Survival"],"trait":["Animal","N","Small"],"id":"creature-1771","text":" Beaver A typical beaver can grow up to 4 feet long and weigh up to 65 pounds. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Beaver Source Pathfinder #176: Lost Mammoth Valley pg. 82 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +3, Crafting +2, Survival +4 Str +1 Dex +2 Con +3 Int -4 Wis +2 Cha +0 Deep Breath A beaver can hold its breath for 15 minutes. --- AC 15 Fort +7 Ref +4 Will +4 HP 8 --- Speed 15 feet, swim 25 feet Melee Single Action jaws +6, Damage 1d6+1 piercing Construct Shelter The beaver takes 1 minute to rapidly construct a simple mound along one side of its space, which can be used to Take Cover. Penetrating Bite Two Actions The beaver makes a jaws Strike. The Strike ignores the first 5 Hardness of organic materials, such as rope, leather, and wood. Prop Single Action The beaver stabilizes itself with its tail, gaining a +1 circumstance bonus to its Fortitude and Reflex DCs against Shove and Trip attempts until it next takes an action with the move trait. ","skill_mod":{"crafting":2,"survival":4,"athletics":3},"summary":"A typical beaver can grow up to 4 feet long and weigh up to 65 pounds.","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=1771","intelligence":-4,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":7,"source_group":["Quest for the Frozen Flame"],"size":["Small"],"name":"Beaver","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[4],"slug":"creature-1771"},{"attack_bonus":[12],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":45,"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","creature_family":"Beaver","will_save":8,"charisma":1,"speed":{"max":20,"land":20,"swim":20},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Deep Breath","Slap","Construct Shelter","Penetrating Bite","Prop","Gouge"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Crafting","Survival"],"trait":["Animal","N","Medium"],"id":"creature-1772","text":" Castoroides Castoroides are bear-sized beavers that build their lodges on land near a water source rather than in the water. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Castoroides Source Pathfinder #176: Lost Mammoth Valley pg. 82 Perception +10; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +10, Crafting +7, Survival +8 Str +4 Dex +1 Con +3 Int -4 Wis +3 Cha +1 Deep Breath A castoroides can hold its breath for 1 hour. --- AC 19 Fort +12 Ref +6 Will +8 HP 45 Slap Reaction Trigger The castoroides is targeted by a physical ranged Strike from an attacker it can see; Effect The castoroides swats at the projectile with its wide tail, gaining a +2 circumstance bonus to its AC against the triggering attack. --- Speed 20 feet, swim 20 feet Melee Single Action jaws +12, Damage 2d6+4 piercing plus Grab Construct Shelter Three Actions The beaver takes 1 minute to rapidly construct a simple mound along one side of its space, which can be used to Take Cover. Penetrating Bite Two Actions The beaver makes a jaws Strike. The Strike ignores the first 5 Hardness of organic materials, such as rope, leather, and wood. Prop Single Action The beaver stabilizes itself with its tail, gaining a +1 circumstance bonus to its Fortitude and Reflex DCs against Shove and Trip attempts until it next takes an action with the move trait. Gouge Two Actions The castoroides deals 2d8 piercing damage to a creature it has grabbed or restrained (DC 20 basic Fortitude save). A creature that fails its save also takes 1d4 persistent bleed damage. ","skill_mod":{"crafting":7,"survival":8,"athletics":10},"summary":"Castoroides are bear-sized beavers that build their lodges on land near a water source rather than in the water.","image":["/Images/Monsters/Castoroides.png"],"primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1772","intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":12,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"name":"Castoroides","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[11],"slug":"creature-1772"},{"attack_bonus":[16,16],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":110,"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","will_save":12,"charisma":0,"speed":{"max":35,"land":35},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Cold Adaptation","Toss","Pointed Charge","Rolling Thunder"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Survival"],"trait":["Animal","N","Huge"],"id":"creature-1773","text":" Bison, Long-Horned Much like their smaller bison cousins, long-horned bison are bovines with short faces, two horns, a shaggy coat, and a noticeable hump on their back. Despite their relation to more placid bovines, however, long-horned bison are ill-tempered and territorial. Their tread shakes the ground, while the thunder of their stampedes can be mistaken for an earthquake. Long-horned bison weigh upwards of 4,500 pounds and measure up to 9 feet tall and 16 feet long. Their horns, measured tip to tip, can be almost as wide as the bison are tall. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Long-Horned Bison Source Pathfinder #176: Lost Mammoth Valley pg. 83 Perception +13; scent (imprecise) 60 feet Languages Skills Athletics +16, Survival +13 Str +6 Dex +2 Con +5 Int -5 Wis +3 Cha +0 --- AC 23 Fort +17 Ref +12 Will +12 HP 110 Cold Adaptation The bison reduces the effects it suffers from cold environments by one step. Toss Reaction Trigger A creature ends its movement within reach of the bison's horn Strike; Effect The bison attempts to Shove the triggering creature with its horns. The bison can't Stride after the triggering creature on a success or critical success. --- Speed 35 feet Melee Single Action hoof +16 (reach 10 feet), Damage 2d8+8 bludgeoning Melee Single Action horn +16 (reach 10 feet), Damage 2d10+8 piercing plus Knockdown Pointed Charge Two Actions The bison surges toward its foe, horns lowered. It Strides twice. If the bison ends its movement with an enemy within its reach, it makes a horn Strike against that enemy. The strike gains the fatal d12 trait. Rolling Thunder Three Actions The bison kicks up dust and shakes the ground as it charges. The stampeding bison Strides up to twice its Speed in a straight line, dealing 4d8+8 bludgeoning damage (DC 24 basic Reflex save) to any Large or smaller creature in its path. Multiple bison can participate in Rolling Thunder by spending this ability's actions and waiting to charge until the herd is ready. Before the beginning of its next turn, a bison can then charge as a reaction triggered by an adjacent bison beginning its Rolling Thunder charge. All bison in the combined charge must charge in parallel lines, so the areas can't overlap. The combined charge deals an additional 3d8 bludgeoning damage to creatures in the area, and a creature that fails the Reflex saving throw is also knocked prone. Religious Significance Long-horned bison play a prominent role in the rituals and ceremonies of many Kellid followings. Bison horns mark the shelters of community leaders, hides and wool are used to create ceremonial dress, and meat is offered to spirits before undertaking dangerous hunts. Among some followings, approaching a long-horned bison is an important coming-of-age ritual, with youths who get closest to the irascible creatures gaining more bragging rights and respect. The rare children who manage to mount a long-horned bison during these ceremonies often become community leaders, respected hunters, or legendary heroes. ","skill_mod":{"survival":13,"athletics":16},"summary":"Much like their smaller bison cousins, long-horned bison are bovines with short faces, two horns, a shaggy coat, and a noticeable hump on their …","image":["/Images/Monsters/Bison_LongHorned.png"],"primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Creature Type"],"ac":23,"level":6,"source_category":["Adventure Paths"],"sense":" scent (imprecise) 60 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=1773","intelligence":-5,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":17,"source_group":["Quest for the Frozen Flame"],"size":["Huge"],"name":"Long-Horned Bison","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[17,19],"slug":"creature-1773"},{"primary_source_category":"Adventure Paths","strength":6,"hp":120,"language":["Abyssal","Celestial","Draconic","<%SPELLS%293%%>speak with animals<%END>, <%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","charisma":2,"perception":16,"trait":["Demon","Fiend","Uncommon","CE","Medium"],"id":"creature-1774","text":" Roru (Hunter Demon) Rorus, sometimes called hunter demons, are brutal fiends that arise from the souls of mortals who mutilated animal corpses. As demons, these individuals don animal pelts, then infiltrate packs or herds to corrupt entire swaths of animals, turning their victims bloodthirsty and feral. Recall Knowledge - Fiend (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Roru Source Pathfinder #176: Lost Mammoth Valley pg. 84 Perception +16; darkvision, scent (imprecise) 60 feet Languages Abyssal, Celestial, Draconic; speak with animals , telepathy 100 feet Skills Acrobatics +15, Athletics +17, Intimidation +15, Nature +14, Survival +16 Str +6 Dex +4 Con +2 Int +0 Wis +3 Cha +2 --- AC 25 Fort +15 Ref +17 Will +12 HP 120 Weaknesses cold iron 5, good 5 Disobedience Vulnerability The first time each round an attempt to Command an Animal fails within 60 feet of a roru, the roru takes 4d6 mental damage (10d6 if the roru failed the attempt). Predatory Aura (aura) 30 feet. An animal or beast entering or starting its turn in the emanation must succeed at a DC 25 Will save or become frightened 1 (frightened 2 on a critical failure). Frightened animals within the emanation can't attack the roru. A creature that succeeds at a saving throw against predatory aura is immune for 24 hours. --- Speed 40 feet Melee Single Action jaws +18 (Magical), Damage 2d10+8 piercing plus 1d6 evil Melee Single Action claw +18 (Agile, Magical), Damage 2d6+8 slashing plus 1d6 evil Divine Innate Spells DC 25 - 4th Dimension Door (at will) - 5th Dimension Door - 6th Dominate (animals only) - Constant (2nd) Speak with Animals Divine Rituals DC 25 - 1st Abyssal Pact Incite Ferocity Single Action (Divine, Enchantment, Mental) The roru focuses its corruption on an animal or beast it can see within 30 feet. The creature must succeed at a DC 25 Will save or become confused for 1d4 rounds. The confused creature can't attack the roru. A creature that succeeds at its saving throw is temporarily immune to Incite Ferocity for 24 hours. Wear Pelt Two Actions (Divine, Manipulate, Transmutation) The roru dons the pelt of an adjacent dead animal, transforming into its lookalike. The roru becomes the same size and gains the same Speeds as the target animal. The roru loses its claw and jaws unarmed Strikes and gains the types of melee Strikes of the animal whose pelt it wears. The Strike deals damage equal to the roru's jaws Strike or, if the Strike has the agile trait, the roru's claw Strike. Either way, the damage type changes to match the new unarmed attack. While a roru wears a pelt, half of physical damage dealt to the roru is instead dealt to the pelt. A pelt has Hardness 5 and 25 HP. When a pelt reaches 0 HP, the roru is immediately expelled from the pelt and it is destroyed. Hunting Grounds Rorus on the Material Plane prefer to corrupt animals in wilderness areas near humanoid-populated areas. The most brazen rorus operate within settlements, posing as mundane animals or leading cults in slaughterhouses. ","skill_mod":{"nature":14,"survival":16,"athletics":17,"intimidation":15,"acrobatics":15},"image":["/Images/Monsters/Demon_Roru.png"],"primary_source":"Pathfinder #176: Lost Mammoth Valley","spell":["Dominate","Dimension Door","Speak with Animals"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":15,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Roru","alignment":"CE","rarity":"uncommon","strike_damage_average":[18,22],"attack_bonus":[18,18],"constitution":2,"creature_family":"Demon","will_save":12,"speed":{"max":40,"land":40},"wisdom":3,"weakness":{"cold_iron":5,"good":5},"creature_ability":["Disobedience Vulnerability","Predatory Aura","Incite Ferocity","Wear Pelt"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Intimidation","Nature","Survival"],"tradition":["Divine"],"summary":"Rorus, sometimes called hunter demons, are brutal fiends that arise from the souls of mortals who mutilated animal corpses. As demons, these …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1774","dexterity":4,"category":"creature","slug":"creature-1774"},{"attack_bonus":[9,9],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":20,"source":["Pathfinder #176: Lost Mammoth Valley","Kingmaker Adventure Path"],"type":"Creature","creature_family":"Elk","will_save":5,"charisma":0,"speed":{"max":40,"land":40},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Startled Charge"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Survival"],"trait":["Animal","N","Medium"],"id":"creature-1775","text":" Elk Their size, strength, and antlers (for the males) enable common elk to contend with most of their environment's dangers, though herds generally favor flight over combat. Most elk stand between 3 and 5 feet tall and weigh between 350 and 550 pounds, with females slighter than the males. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Elk Source Pathfinder #176: Lost Mammoth Valley pg. 85, Kingmaker Adventure Path pg. 608 Perception +7; low-light vision, scent (imprecise 30 feet) Languages Skills Athletics +7, Survival +5 Str +4 Dex +2 Con +4 Int -4 Wis +2 Cha +0 --- AC 16 Fort +9 Ref +7 Will +5 HP 20 Buck Reaction DC 17 --- Speed 40 feet Melee Single Action antlers +9, Damage 1d6+4 piercing Melee Single Action hoof +9, Damage 1d4+4 bludgeoning Startled Charge Two Actions Requirements It's the first round of combat; Effect The elk Strides twice and makes a hoof Strike at the end of either Stride. If the Strike hits, the elk deals an additional 1d4 piercing damage. ","skill_mod":{"survival":5,"athletics":7},"summary":"Their size, strength, and antlers (for the males) enable common elk to contend with most of their environment's dangers, though herds generally favor …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise 30 feet) ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1775","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":9,"source_group":["Quest for the Frozen Flame","Kingmaker"],"size":["Medium"],"name":"Elk","alignment":"N","category":"creature","pfs":"Limited","rarity":"common","strike_damage_average":[6,7],"slug":"creature-1775"},{"attack_bonus":[13,13],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":58,"source":["Pathfinder #176: Lost Mammoth Valley","Kingmaker Adventure Path"],"type":"Creature","creature_family":"Elk","will_save":8,"charisma":0,"speed":{"max":50,"land":50},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Furious Charge"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Survival"],"trait":["Animal","Uncommon","N","Large"],"id":"creature-1776","text":" Megaloceros The megaloceros is similar in form to the elk, but far superior in size. The average male's antlers weigh nearly 100 pounds and can be wider than his body is long. Megaloceroses stand up to 9 feet tall, weigh 1,500 pounds, and grow antlers over 12 feet wide. Recall Knowledge - Animal (Nature): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Megaloceros Source Pathfinder #176: Lost Mammoth Valley pg. 85, Kingmaker Adventure Path pg. 608 Perception +10; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +13, Survival +10 Str +5 Dex +3 Con +5 Int -4 Wis +2 Cha +0 --- AC 21 Fort +13 Ref +11 Will +8 HP 58 Buck Reaction DC 21 --- Speed 50 feet Melee Single Action antlers +13 (deadly d8), Damage 2d6+7 piercing Melee Single Action hoof +13, Damage 2d4+7 bludgeoning Furious Charge Two Actions The megaloceros Strides twice and makes a hoof Strike after either Stride. If the Strike hits, the megaloceros deals an additional 2d4 bludgeoning damage. ","skill_mod":{"survival":10,"athletics":13},"summary":"The megaloceros is similar in form to the elk, but far superior in size. The average male's antlers weigh nearly 100 pounds and can be wider than his …","image":["/Images/Monsters/Elk_Megaloceros.png"],"primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1776","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":13,"source_group":["Quest for the Frozen Flame","Kingmaker"],"size":["Large"],"spoilers":"Quest for the Frozen Flame","name":"Megaloceros","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[12,14],"slug":"creature-1776"},{"attack_bonus":[11,12],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":55,"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","will_save":6,"charisma":1,"speed":{"max":30,"land":30,"swim":30},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Deep Breath","Cold Adaptation","Consuming Fumes","Flammable","Gnaw","Nimble Rush"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"9","trait":["Animal","Uncommon","N","Large"],"id":"creature-1777","text":" Lagofir Lagofirs are semiaquatic omnivores that resemble a rabbit the size of a large dog. They're social creatures, playful but territorial and protective of their kin. Lagofirs live in family units and gather in larger groups as often as their environment allows. They're commonly found in northern Avistan, congregating along rivers, lakes, and coasts, where they subsist on fish, crustaceans, marine plants, and small mammals. Lagofirs have a stout body, rounded back, large hind legs, long ears, and a short, fluffy tail. Their powerful incisors are capable of cracking through clam shells, chitin, and bone. Both their front and back paws are webbed, and their front paws are highly dexterous, enabling them to grasp objects and perform simple manual tasks. Lagofirs secrete a thick, sweet-smelling, flammable oil that coats their fur. Warm to the touch, this oil keeps them insulated and comfortable in frigid water and cold climates. Lagofirs mark their territory by brushing against solid surfaces, coating them in oil that, to other lagofirs, identifies an individual. This makes their lairs, known as burrows or forms, incredibly hazardous. A single spark in a lagofir form can cause an explosion. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Lagofir Source Pathfinder #176: Lost Mammoth Valley pg. 86 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +10, Athletics +8, Stealth +9, Survival +7 Str +3 Dex +4 Con +3 Int -4 Wis +2 Cha +1 Deep Breath A lagofir can hold its breath for 1 hour. --- AC 18 Fort +9 Ref +12 Will +6 HP 55 Cold Adaptation The lagofir reduces the effects it suffers from cold environments by one step. Consuming Fumes (aura, fire) 15 feet. The lagofir is surrounded by fumes from the flammable oil it exudes. Each nonmagical open flame the size of a torch or larger within the emanation explodes, dealing 4d4 fire damage to all creatures and objects adjacent to the flame (DC 17 basic Reflex save). After exploding, the fire source is extinguished. --- Speed 30 feet, swim 30 feet Melee Single Action jaws +12 (Agile, Finesse), Damage 1d8+3 piercing Melee Single Action feet +11, Damage 2d8+3 bludgeoning plus Push Flammable Lagofirs excrete a warm, flammable oil. Any creature that Grapples a lagofir or is grabbed or restrained by a lagofir becomes coated in lagofir oil for 10 minutes or until the oil is washed off, which takes 1 minute of vigorous scrubbing. Any time a lagofir or a creature coated in lagofir oil is dealt fire damage, it catches flame, taking 1d6 persistent fire damage. Gnaw Single Action Requirements The lagofir's last action was a successful jaws Strike; Effect The lagofir gnaws on the target, driving its teeth deeper into its prey. The target takes 1d8+3 piercing damage. Nimble Rush Two Actions The lagofir attacks while darting around its foes. The lagofir Strides twice and Strikes at any point during its movement. It can substitute a Swim action in place of any Stride. Social Creatures Lagofirs are wild animals and not truly domesticated, although they can be tamed. Lagofirs form tight social bonds and sicken when lonely. Individuals hoping to tame a lagofir must be prepared to invest a large amount of time in their care or to raise lagofirs in groups. Once befriended, a lagofir is a stalwart and loyal companion. ","skill_mod":{"survival":7,"stealth":9,"athletics":8,"acrobatics":10},"summary":"Lagofirs are semiaquatic omnivores that resemble a rabbit the size of a large dog. They're social creatures, playful but territorial and protective …","image":["/Images/Monsters/Lagofir.png"],"primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Creature Type","Rarity"],"ac":18,"level":3,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1777","intelligence":-4,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":9,"source_group":["Quest for the Frozen Flame"],"size":["Large"],"spoilers":"Quest for the Frozen Flame","name":"Lagofir","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[7,12],"slug":"creature-1777"},{"attack_bonus":[14,15,15],"constitution":1,"primary_source_category":"Adventure Paths","strength":5,"hp":75,"language":["Common","Hallit","Necril","can't speak"],"immunity":["death effects","disease","paralyzed","poison","prone","unconscious"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","will_save":12,"charisma":-1,"speed":{"climb":30,"max":30,"land":30},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Skitter","Frenzied Assault","Impaling Lunge","Vile Innards"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Stealth"],"stealth":"13","trait":["Rare","Undead","NE","Medium"],"id":"creature-1778","text":" Necrohusk Necrohusks are skittering, undead monstrosities, created when a humanoid is purposefully twisted into a new creature through necromantic experimentation. Unlike fleshwarps and recipients of successful necrografts, prospective necrohusks never survive the procedure. After reanimation, they're cunning, animalistic creatures that follow their creator's orders without question. Creating a necrohusk is an incredibly difficult endeavor, fraught with error. Most attempts result in lumps of useless, rotten slurry or malformed undead no more cunning or dangerous than a mundane zombie. The costs in time, experimental subjects, and expensive spell components lead some would-be necromancers to conclude that the results aren't worth the risk. Occasionally, spellcasters can harness the power of the Negative Energy Plane during the process, which lessens the monetary cost but vastly increases the danger, often producing a deadly backlash resulting in the creator's death and a masterless necrohusk. Among the Sutaki, only Ashen Swale and his lieutenants, Turkek and Azi, have the skill and knowledge to create necrohusks with any regularity, although Turkek's interests often lead him away from such gruesome endeavors. Necrohusks are created from volunteers in Ashen Swale's cult or from traitorous Sutaki whom Ashen Swale wants to punish with a ghastly fate. Recall Knowledge - Undead (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Necrohusk Source Pathfinder #176: Lost Mammoth Valley pg. 87 Perception +14; darkvision, lifesense (imprecise) 30 feet Languages Common, Hallit, Necril; can't speak Skills Acrobatics +13, Athletics +12, Stealth +13 Str +5 Dex +4 Con +1 Int -3 Wis +3 Cha -1 --- AC 22 Fort +10 Ref +15 Will +12 HP 75 (negative healing) Immunities death effects, disease, paralyzed, poison, prone, unconscious Skitter Reaction Trigger A creature misses the necrohusk with a melee Strike; Effect The necrohusk Steps. --- Speed 30 feet, climb 30 feet Melee Single Action jaws +15, Damage 2d6+5 piercing plus 1d6 poison Melee Single Action leg +15 (Agile), Damage 2d4+5 piercing Ranged Single Action ichor spit +14 (range 30 feet), Damage 3d8 poison and vile innards Frenzied Assault Two Actions The necrohusk makes three leg Strikes. If more than one Strike hits the same target, combine the damage of the Strikes that hit the creature and apply the creature's resistances and weaknesses only once. Impaling Lunge Two Actions The necrohusk Strides twice. If the necrohusk ends its movement within melee range of an enemy, it makes a leg Strike against that enemy. On a hit, the Strike deals an additional 1d6 persistent bleed damage. Vile Innards The necrohusk spews some of its rotting insides when it makes an ichor spit Strike. On a critical hit, the target is sickened 2. Further Experimentation Necrohusks range from Small to Large and often have alternative methods of locomotion and additional abilities. Suitable abilities from other undead creatures include bleeding and fiendish from beheaded, bloody and explosive death from skeletons, and feast and rotting aura from zombies. A necrohusk with additional abilities should be higher level than one without. Use the guidelines in Chapter 2 of the Gamemastery Guide to determine its new statistics. ","skill_mod":{"stealth":13,"athletics":12,"acrobatics":13},"summary":"Necrohusks are skittering, undead monstrosities, created when a humanoid is purposefully twisted into a new creature through necromantic …","image":["/Images/Monsters/Necrohusk.png"],"primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Rarity","Creature Type"],"ac":22,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision , lifesense (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1778","intelligence":-3,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Necrohusk","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[10,13,15],"slug":"creature-1778"},{"attack_bonus":[11],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":32,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","will_save":5,"charisma":0,"speed":{"fly":30,"max":30,"land":15},"perception":7,"wisdom":1,"weakness":{"vitality":3},"creature_ability":["Toss"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics"],"trait":["Mindless","Uncommon","Undead","NE","Medium"],"id":"creature-1779","text":" Long-Horned Bison Beheaded Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Long-Horned Bison Beheaded Source Pathfinder #176: Lost Mammoth Valley pg. 15 Perception +7; darkvision Languages Skills Acrobatics +8, Athletics +7 Str +3 Dex +4 Con +1 Int -5 Wis +1 Cha +0 --- AC 18 Fort +7 Ref +10 Will +5 HP 32 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 3 --- Speed 15 feet, fly 30 feet Melee Single Action horn +11, Damage 1d10+3 piercing plus Push 10 feet Toss Reaction Requirements The beheaded's previous action was a horn Strike that dealt damage to its target; Effect The beheaded tosses its head, attempting to move the target creature into another space within reach of its horns. It rolls an Athletics check against the target's Fortitude DC. On a failure, the target remains in place. ","skill_mod":{"athletics":7,"acrobatics":8},"primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Rarity","Creature Type"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1779","intelligence":-5,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Long-Horned Bison Beheaded","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[8],"slug":"creature-1779"},{"primary_source_category":"Adventure Paths","strength":3,"hp":70,"language":["Common","Elven","Sylvan","<%SPELLS%294%%>speak with plants<%END>"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","charisma":4,"perception":9,"stealth":"11","trait":["Fey","Nymph","Plant","Unique","CE","Medium"],"id":"creature-1780","text":" Bargott Recall Knowledge - Fey (Nature): DC 28 Recall Knowledge - Plant (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Bargott Source Pathfinder #176: Lost Mammoth Valley pg. 33 Perception +9; darkvision Languages Common, Elven, Sylvan; speak with plants Skills Acrobatics +9, Athletics +10, Intimidation +11, Nature +11, Stealth +11, Survival +9 Str +3 Dex +4 Con +1 Int +1 Wis +2 Cha +4 --- AC 18 Fort +8 Ref +11 Will +7 HP 70 Immunities emotion effects Weaknesses cold iron 5 --- Speed 35 feet Melee Single Action blighted branch +11 (Finesse, Magical, reach 10 feet), Damage 1d10+7 bludgeoning plus draining impact Melee Single Action claw +11 (Agile, Finesse, Magical), Damage 1d8+7 slashing Primal Innate Spells DC 17 - Cantrips (2nd) Tanglefoot - 2nd Darkness, Shatter - 3rd Fear - Constant (4th) Speak with Plants Draining Impact (Primal) When Bargott hits a creature with his blighted branch Strike, the creature must attempt a DC 20 Fortitude save. Whatever the result, the creature is immune to Bargott's draining impact for 24 hours. Success The creature is unaffected. Failure The creature is drained 1. Critical Failure The creature is drained 2. Impart Anguish Two Actions (Mental, Primal, Visual) Bargott twists his face into a visage of utter agony, sharing his anguish with those who gaze upon him. Creatures in a 15-foot cone take 3d6 mental damage (DC 19 basic Will save). On a critically failed save, the creature is also stupefied 1 for 1 round ","skill_mod":{"nature":11,"survival":9,"stealth":11,"athletics":10,"intimidation":11,"acrobatics":9},"primary_source":"Pathfinder #176: Lost Mammoth Valley","spell":["Fear","Darkness","Shatter","Tanglefoot","Speak with Plants"],"ac":18,"level":3,"spell_dc":[17],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":8,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Bargott","alignment":"CE","rarity":"unique","strike_damage_average":[11,12],"attack_bonus":[11,11],"constitution":1,"immunity":["emotion effects"],"will_save":7,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Draining Impact","Impart Anguish"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1780","dexterity":4,"category":"creature","slug":"creature-1780"},{"attack_bonus":[12,12,14,14],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":65,"language":["Common","Draconic","Hallit"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":11,"wisdom":1,"weakness":{},"creature_ability":["Sudden Charge"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Crafting","Intimidation","Nature","Survival"],"trait":["Human","Humanoid","Rare","NE","Medium"],"id":"creature-1781","text":" Bone Warrior Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Bone Warrior Source Pathfinder #176: Lost Mammoth Valley pg. 35 Perception +11 Languages Common, Draconic, Hallit Skills Acrobatics +10, Athletics +14, Crafting +9, Intimidation +8, Nature +7, Survival +7 Str +4 Dex +2 Con +3 Int +1 Wis +1 Cha +0 Items Bastard Sword, moderate dread ampoules (2), Hide Armor, javelins (4), bone religious symbol (Venexus), Wooden Shield (Hardness 3, HP 12, BT 6) --- AC 21 (23 with shield raised) Fort +13 Ref +11 Will +7 HP 65 Attack of Opportunity Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action bastard sword +14 (two-hand d12), Damage 1d8+6 slashing Melee Single Action fist +14 (Agile, Nonlethal), Damage 1d4+6 bludgeoning Ranged Single Action moderate dread ampoule +12 (Bomb, range increment 20 feet, Splash), Damage 2d6 mental plus 2 mental splash damage Ranged Single Action javelin +12 (range increment 30 feet), Damage 1d6+6 piercing Sudden Charge Two Actions The bone warrior Strides twice. If they end their movement within melee reach of an enemy, the bone warrior makes a melee Strike against that enemy. ","skill_mod":{"nature":7,"crafting":9,"survival":7,"athletics":14,"intimidation":8,"acrobatics":10},"primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":21,"item":["Bastard Sword","moderate dread ampoules (2)","Hide Armor","javelins (4)","bone religious symbol ( Venexus )","Wooden Shield (Hardness 3, HP 12, BT 6)"],"level":4,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1781","intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":13,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Bone Warrior","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[7,8,9,10],"slug":"creature-1781"},{"attack_bonus":[15,15],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":75,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","will_save":11,"charisma":0,"speed":{"max":35,"land":35},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Rhinoceros Charge","Trample"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics"],"trait":["Mindless","Skeleton","Uncommon","Undead","NE","Large"],"id":"creature-1782","text":" Skeletal Woolly Rhinoceros Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Skeletal Woolly Rhinoceros Source Pathfinder #176: Lost Mammoth Valley pg. 36 Perception +9; darkvision Languages Skills Athletics +14 Str +5 Dex +1 Con +4 Int -5 Wis +2 Cha +0 --- AC 22 Fort +15 Ref +8 Will +11 HP 75 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 35 feet Melee Single Action ? horn +15 (reach 10 feet), Damage 2d10+5 piercing Melee Single Action ? foot +15, Damage 2d6+6 bludgeoning Rhinoceros Charge Two Actions The rhino Strides twice, then makes a horn Strike. As long as the rhino moved at least 20 feet, the Strike's damage increases to 3d12+5. A Medium or smaller creature struck by this attack must succeed at a DC 22 Reflex save or be automatically Shoved back 5 feet and knocked prone by the force of the blow. Trample Three Actions Medium or smaller, foot, DC 19 ","skill_mod":{"athletics":14},"primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Ancestry","Rarity","Creature Type"],"ac":22,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=1782","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":15,"source_group":["Quest for the Frozen Flame"],"size":["Large"],"spoilers":"Quest for the Frozen Flame","name":"Skeletal Woolly Rhinoceros","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[13,16],"slug":"creature-1782"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":3,"hp":60,"language":["Common","Hallit","can't speak any language"],"immunity":["death effects","disease","paralyzed","poison","precision","swarm mind","unconscious","visual"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","will_save":9,"charisma":0,"speed":{"climb":30,"max":30,"land":30},"perception":11,"wisdom":2,"weakness":{"area":5},"creature_ability":["Stifle","Pummeling Grasp"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Stealth"],"stealth":"12","trait":["Swarm","Undead","NE","Large"],"id":"creature-1783","text":" Crawling Hand Swarm Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Crawling Hand Swarm Source Pathfinder #176: Lost Mammoth Valley pg. 38 Perception +11; lifesense 30 feet, tremorsense (imprecise) 30 feet Languages Common, Hallit; can't speak any language Skills Athletics +10, Stealth +12 Str +3 Dex +5 Con +4 Int -4 Wis +2 Cha +0 --- AC 21 Fort +11 Ref +15 Will +9 HP 60 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, swarm mind, unconscious, visual Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 Stifle Reaction Trigger A creature in the swarm's space attempts to Cast a Spell with a verbal component or attempts an action with the linguistic or vocal traits Effect The swarming hands clamp over the triggering creature's mouth, preventing it from vocalizing. The affected creature must succeed at a DC 22 Reflex save or the triggering action is disrupted. --- Speed 30 feet, climb 30 feet Pummeling Grasp Single Action Each enemy in the swarm's space takes 3d6 slashing damage (DC 20 basic Reflex save). A creature that fails its save against Pummeling Grasp is also knocked prone. ","skill_mod":{"stealth":12,"athletics":10},"primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Creature Type"],"ac":21,"level":5,"source_category":["Adventure Paths"],"sense":" lifesense 30 feet, tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=1783","intelligence":-4,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":11,"source_group":["Quest for the Frozen Flame"],"size":["Large"],"name":"Crawling Hand Swarm","alignment":"NE","category":"creature","rarity":"common","slug":"creature-1783"},{"primary_source_category":"Adventure Paths","strength":3,"hp":100,"language":["Common","Draconic","Hallit","Necril"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","charisma":1,"perception":12,"stealth":"13","trait":["Dhampir","Human","Humanoid","Unique","NE","Medium"],"id":"creature-1784","text":" Turkek Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Turkek Source Pathfinder #176: Lost Mammoth Valley pg. 39 Perception +12; bloodsense (imprecise) 30 feet, darkvision Languages Common, Draconic, Hallit, Necril Skills Arcana +17, Athletics +14, Deception +10, Intimidation +12, Stealth +13 Str +3 Dex +2 Con +2 Int +4 Wis +1 Cha +1 Items spellbook with all prepared spells, wand of widening (2nd-level darkness ) --- AC 23 Fort +16 Ref +16 Will +14 +2 circumstance to all saves vs. disease HP 100 (negative healing) Sanguine Aura (arcane, aura, necromancy) 30 feet. Around Turkek, wounds heal slowly and blood flows faster. The flat check to stop persistent bleed damage is DC 16, rather than DC 15. In addition, each time a creature in the emanation takes persistent bleed damage, it takes 1d6 additional bleed damage. Clot Reaction Trigger Turkek takes persistent bleed damage Effect Turkek's blood hardens, sealing her wounds. Turkek automatically passes her next flat check to recover from the triggering persistent bleed damage. --- Speed 25 feet Melee fangs +16 (Grapple, Unarmed), Damage 1d6+5 piercing plus 1d6 persistent bleed Arcane Prepared Spells DC 25, attack +17 - Cantrips (4th) Detect Magic, Ghost Sound, Mage Hand, Shield, Telekinetic Projectile - 1st Grim Tendrils, Mage Armor, Ray of Enfeeblement (×2) - 2nd False Life, Invisibility, Spider Climb - 3rd Bind Undead, Grim Tendrils (×2) - 4th Blood Vendetta, Grim Tendrils, Sanguine Mist Blood Let Single Action Requirements Turkek's last action was a fang Strike that hit the target; Effect Turkek rips her fangs across one of the target's arteries or veins, dealing an additional 1d6+5 slashing damage. Siphon Blood Two Actions Requirements A creature within Turkek's sanguine aura is taking persistent bleed damage; Effect Turkek draws her enemy's blood into her own body to heal her wounds. She regains 7 Hit Points. ","skill_mod":{"deception":10,"stealth":13,"arcana":17,"athletics":14,"intimidation":12},"primary_source":"Pathfinder #176: Lost Mammoth Valley","spell":["Blood Vendetta","Grim Tendrils","Sanguine Mist","Bind Undead","False Life","Invisibility","Spider Climb","Mage Armor","Ray of Enfeeblement","Detect Magic","Ghost Sound","Mage Hand","Shield","Telekinetic Projectile"],"ac":23,"item":["spellbook with all prepared spells","wand of widening (2nd-level darkness )"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":"bloodsense (imprecise) 30 feet, darkvision ","resistance":{},"intelligence":4,"reflex_save":16,"strongest_save":["fort","fortitude","ref","reflex"],"vision":"Darkvision","fortitude_save":16,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Turkek","alignment":"NE","rarity":"unique","strike_damage_average":[12],"attack_bonus":[16],"constitution":2,"spell_attack_bonus":[17],"will_save":14,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Sanguine Aura","Clot","Blood Let","Siphon Blood"],"primary_source_group":"Quest for the Frozen Flame","skill":["Arcana","Athletics","Deception","Intimidation","Stealth"],"tradition":["Arcane"],"trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=1784","dexterity":2,"category":"creature","slug":"creature-1784"},{"attack_bonus":[9,12],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":60,"language":["Common"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Guide's Warning","Snare Crafting","Guiding Words"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Crafting","Scouting Lore","Stealth","Survival"],"stealth":"11","trait":["Halfling","Humanoid","Unique","NG","Small"],"id":"creature-1785","text":" Varilyn \"Vare\" Eridge Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Varilyn \"Vare\" Eridge Source Pathfinder #176: Lost Mammoth Valley pg. 10 Perception +14 Languages Common Skills Acrobatics +14, Athletics +12, Crafting +14, Scouting Lore +12, Stealth +11, Survival +12 Str +4 Dex +1 Con +2 Int +1 Wis +3 Cha +0 Guide's Warning When Vare is about to roll a Perception or Survival check to determine her initiative, she can alert her allies as a free action. Vare visually or audibly warns allies, granting them a +1 circumstance bonus to their initiative rolls. Depending on how Vare warns allies, this action has the auditory or visual trait. Snare Crafting Vare can use the Crafting skill to create the following snares: alarm snare, hampering snare, irritating thorn snare, marking snare, signaling snare, and smoke screen snare. Vare can create four snares each day without paying for the materials, using 3 Interact actions to set up each snare. Items Crossbow (20 bolts), Scale Mail, low-grade cold iron shortsword --- AC 21 Fort +12 Ref +11 Will +14 HP 60 --- Speed 25 feet Melee Single Action shortsword +12 (Agile, versatile S), Damage 1d6+6 piercing Ranged Single Action crossbow +9 (range increment 120 feet, reload 1), Damage 1d8+2 piercing Guiding Words Single Action Vare points out a weakness of a creature within 30 feet. Vare and all allies that can hear or see her gain a +1 status bonus to attack and damage rolls against that creature until the beginning of Vare's next turn. Vare adds an extra 1d6 precision damage to her weapon and unarmed attacks that hit that creature for the duration. ","skill_mod":{"crafting":14,"survival":12,"stealth":11,"athletics":12,"acrobatics":14},"primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":21,"item":["Crossbow (20 bolts)","Scale Mail","low-grade cold iron shortsword"],"level":4,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1785","intelligence":1,"reflex_save":11,"strongest_save":["will"],"dexterity":1,"fortitude_save":12,"source_group":["Quest for the Frozen Flame"],"size":["Small"],"spoilers":"Quest for the Frozen Flame","name":"Varilyn \"Vare\" Eridge","alignment":"NG","category":"creature","rarity":"unique","strike_damage_average":[6,9],"slug":"creature-1785"},{"attack_bonus":[20,20,20],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":135,"language":["Common","Hallit","Necril"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":25,"land":25},"perception":16,"wisdom":1,"weakness":{},"creature_ability":["Dual Assault","Erupt Bone Spur"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"14","trait":["Aberration","Human","Unique","LE","Medium"],"id":"creature-1786","text":" Desiak Recall Knowledge - Aberration (Occultism): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Desiak Source Pathfinder #176: Lost Mammoth Valley pg. 53 Perception +16; low-light vision Languages Common, Hallit, Necril Skills Acrobatics +18, Athletics +16, Intimidation +12, Stealth +14 Str +4 Dex +4 Con +3 Int +2 Wis +1 Cha +0 Items +1 breastplate , bone religious symbol (Venexus), runescribed disk --- AC 27 Fort +16 Ref +18 Will +13 +1 status to all saves vs. disease and poisons HP 135 Resistances negative 4 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action bone spur +20, Damage 2d10+6 piercing plus 1d10 negative Melee Single Action claw +20 (Agile), Damage 2d8+6 slashing Ranged Single Action bone bolt +20 (range increment 30 feet), Damage 1d10+6 piercing plus 1d10 negative Dual Assault Single Action Frequency once per round; Effect Desiak makes either two claw Strikes or a bone spur Strike and a claw Strike. Both Strikes are against the same target and are made with his current multiple attack penalty. This counts as two attacks when calculating Desiak's multiple attack penalty. Erupt Bone Spur Single Action Desiak forces his bones to erupt from or retract back into his flesh. While his bones protrude from his flesh, he can use a bone spur Strike. On a critical hit with a bone spur, Desiak can drain his target's vital energy to restore a number of Hit Points equal to half the damage dealt. ","skill_mod":{"stealth":14,"athletics":16,"intimidation":12,"acrobatics":18},"primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity"],"ac":27,"item":["+1 breastplate","bone religious symbol ( Venexus )","runescribed disk"],"level":8,"source_category":["Adventure Paths"],"sense":"low-light vision","weakest_save":["will"],"resistance":{"void":4},"url":"/NPCs.aspx?ID=1786","intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":16,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Desiak","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[15,17,22],"slug":"creature-1786"},{"attack_bonus":[15],"constitution":2,"primary_source_category":"Adventure Paths","strength":0,"hp":97,"language":["Common","Draconic","Hallit","Necril"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","spell_attack_bonus":[18],"will_save":18,"charisma":4,"speed":{"max":25,"land":25},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Bloodline Magic","Reach Spell"],"primary_source_group":"Quest for the Frozen Flame","skill":["Arcana","Deception","Diplomacy","Intimidation","Religion"],"trait":["Human","Humanoid","LE","Medium"],"id":"creature-1787","text":" Azi Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Azi Source Pathfinder #176: Lost Mammoth Valley pg. 54 Perception +19 Languages Common, Draconic, Hallit, Necril Skills Arcana +13, Deception +16, Diplomacy +16, Intimidation +18, Religion +14 Str +0 Dex +3 Con +2 Int +1 Wis +4 Cha +4 Items Staff of Necromancy --- AC 24 Fort +14 Ref +15 Will +18 HP 97 --- Speed 25 feet Melee Single Action staff +15 (Magical, two-hand d8), Damage 1d6 bludgeoning Divine Spontaneous Spells DC 26, attack +18 - Cantrips (4th) Chill Touch, Daze, Detect Magic, Forbidding Ward, Guidance - 1st Bane, Fear, Harm, Ray of Enfeeblement (4 slots) - 2nd Bone Spray (NUL), Dispel Magic, False Life, Sudden Blight (4 slots) - 3rd Bind Undead, Blindness, False Life, Vampiric Touch (4 slots) - 4th Air Walk, Boneshaker, Enervation, Talking Corpse (4 slots) Sorcerer Bloodline Spells DC 26, 2 Focus Points - 4th Drain Life, Undeath's Blessing Bloodline Magic When Azi casts bind undead, drain life, false life, harm, talking corpse , or undeath's blessing , either Azi gains temporary Hit Points equal to the spell's level for 1 round, or a target takes 1 negative damage per spell level (if the spell already deals initial negative damage, combine this with the spell's initial damage before determining weaknesses and resistances). Reach Spell Single Action (metamagic) Azi can extend the range of her spells. If the next action Azi uses is to Cast a Spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, Azi extends its range to 30 feet. ","tradition":["Divine"],"skill_mod":{"diplomacy":16,"deception":16,"arcana":13,"intimidation":18,"religion":14},"primary_source":"Pathfinder #176: Lost Mammoth Valley","spell":["Air Walk","Boneshaker","Enervation","Talking Corpse","Bind Undead","Blindness","False Life","Vampiric Touch","Bone Spray","Dispel Magic","Sudden Blight","Bane","Fear","Harm","Ray of Enfeeblement","Chill Touch","Daze","Detect Magic","Forbidding Ward","Guidance","Drain Life","Undeath's Blessing"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":24,"item":["Staff of Necromancy"],"level":8,"spell_dc":[26,26],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1787","intelligence":1,"reflex_save":15,"strongest_save":["will"],"dexterity":3,"fortitude_save":14,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"name":"Azi","alignment":"LE","category":"creature","rarity":"common","strike_damage_average":[3],"slug":"creature-1787"},{"primary_source_category":"Adventure Paths","strength":3,"hp":115,"language":["Common","Draconic","Hallit"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","charisma":0,"perception":14,"stealth":"12","trait":["Beast","Beastkin","Humanoid","Rare","LE","Medium"],"id":"creature-1788","text":" Venexus's Chosen Recall Knowledge - Beast (Arcana, Nature): DC 27 Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Venexus's Chosen Source Pathfinder #176: Lost Mammoth Valley pg. 55 Perception +14; darkvision, scent (imprecise) 30 feet Languages Common, Draconic, Hallit Skills Acrobatics +14, Athletics +11, Intimidation +10, Stealth +12 Str +3 Dex +4 Con +2 Int +1 Wis +2 Cha +0 --- AC 23 Fort +14 Ref +16 Will +14 HP 115 Resistances cold 5 Weaknesses fire 5 Tail Lash Reaction Trigger A creature within reach of the chosen's tail Strike uses an action to Strike or attempt a skill check Effect Venexus's chosen attempts to Strike the triggering creature with their tail. If it hits, the creature takes a –2 circumstance penalty to the triggering roll. --- Speed 35 feet Melee Single Action fist +16 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 1d6+5 bludgeoning Melee Single Action tail +16 (Finesse, Magical, reach 10 feet, Unarmed), Damage 1d10+5 bludgeoning plus Knockdown. Primal Innate Spells DC 24, attack +16 - 3rd Ray of Frost (at will) Change Shape Single Action (concentrate, polymorph, primal, transmutation) Venexus's chosen changes between their humanoid shape and hybrid shape. They gain a tail unarmed Strike while in their hybrid shape. Flurry of Blows Single Action Frequency once per round; Effect Venexus's chosen makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Ice Walk Venexus's chosen ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice. Powerful Fists Venexus's chosen's fist Strikes are treated as cold iron and silver, and the chosen doesn't take penalties when making lethal attacks. ","skill_mod":{"stealth":12,"athletics":11,"intimidation":10,"acrobatics":14},"primary_source":"Pathfinder #176: Lost Mammoth Valley","spell":["Ray of Frost"],"ac":23,"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{"cold":5},"intelligence":1,"reflex_save":16,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":14,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Venexus's Chosen","alignment":"LE","rarity":"rare","strike_damage_average":[8,10],"attack_bonus":[16,16],"constitution":2,"spell_attack_bonus":[16],"will_save":14,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{"fire":5},"creature_ability":["Tail Lash","Change Shape","Flurry of Blows","Ice Walk","Powerful Fists"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"tradition":["Primal"],"trait_group":["Creature Type","Ancestry","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/NPCs.aspx?ID=1788","dexterity":4,"category":"creature","slug":"creature-1788"},{"attack_bonus":[20,20,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":7,"hp":200,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","will_save":15,"charisma":0,"speed":{"max":45,"land":45},"perception":13,"wisdom":3,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Slow","Dual Tusks","Grabbing Trunk","Impaling Tusks"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics"],"trait":["Mindless","Undead","Zombie","NE","Huge"],"id":"creature-1789","text":" Zombie Mammoths Recall Knowledge - Undead (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Zombie Mammoths Source Pathfinder #176: Lost Mammoth Valley pg. 56 Perception +13; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +19 Str +7 Dex +0 Con +4 Int -5 Wis +3 Cha +0 Slow A zombie is permanently slowed 1 and can't use reactions. --- AC 18 Fort +18 Ref +10 Will +15 HP 200 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 10, slashing 10 --- Speed 45 feet Melee Single Action tusk +20 (reach 15 feet), Damage 2d8+10 piercing Melee Single Action trunk +20 (reach 15 feet), Damage grabbing trunk Melee Single Action foot +20 (reach 10 feet), Damage 2d10+10 bludgeoning Dual Tusks Single Action The zombie mammoth makes two tusk Strikes, each against a different creature. This counts as one attack for the mammoth's multiple attack penalty, and the penalty doesn't increase until after both attacks. Grabbing Trunk A Medium or smaller creature hit by the zombie mammoth's trunk is grabbed. If the mammoth moves, it can bring the grabbed creature along with it. Impaling Tusks Single Action The zombie mammoth makes a tusk Strike against a creature it's grabbing with its trunk. If the attack hits, the creature is impaled upon one of the mammoth's tusks, freeing the trunk to make attacks. Each of the mammoth's tusks can hold two Medium or smaller creatures. A mammoth can attack with its tusks while creatures are impaled upon them. ","skill_mod":{"athletics":19},"primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Monster","Creature Type"],"ac":18,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1789","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":18,"source_group":["Quest for the Frozen Flame"],"size":["Huge"],"name":"Zombie Mammoths","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[19,21],"slug":"creature-1789"},{"attack_bonus":[13,15,15],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":90,"language":["Common","Draconic","Hallit"],"immunity":["cold","paralyzed","sleep"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","will_save":9,"charisma":0,"speed":{"climb":30,"fly":60,"max":60,"land":30},"perception":12,"wisdom":1,"weakness":{"fire":5},"creature_ability":["Snow Vision","Frightful Presence","Freezing Blood","Breath Weapon","Draconic Frenzy","Draconic Momentum","Ice Climb"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"12","trait":["Cold","Dragon","Rare","CE","Medium"],"id":"creature-1790","text":" Venexus's Wyrmlings Recall Knowledge - Dragon (Arcana): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Venexus's Wyrmlings Source Pathfinder #176: Lost Mammoth Valley pg. 58 Perception +12; darkvision, scent (imprecise) 60 feet, snow vision Languages Common, Draconic, Hallit Skills Acrobatics +12, Athletics +13, Intimidation +10, Stealth +12 Str +5 Dex +4 Con +2 Int -1 Wis +1 Cha +0 Snow Vision Snow doesn't impair a white dragon's vision; the wyrmling ignores concealment from snowfall. --- AC 22 Fort +12 Ref +15 Will +9 HP 90 Immunities cold, paralyzed, sleep Weaknesses fire 5 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 19 Freezing Blood Reaction (arcane, cold) Trigger An adjacent creature deals piercing or slashing damage to the wyrmling Effect The wyrmling's blood splatters onto the triggering creature, dealing 1d4 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round. --- Speed 30 feet, fly 60 feet, ice climb 30 feet Melee Single Action jaws +15 (Cold, Magical), Damage 2d8+5 piercing plus 1d4 cold Melee Single Action claw +15 (Agile, Magical), Damage 2d6+5 slashing Melee Single Action tail +13 (Magical, reach 10 feet), Damage 2d8+5 bludgeoning Breath Weapon Two Actions (arcane, cold, evocation) The wyrmling breathes a cloud of frost that deals 6d6 cold damage in a 30-foot cone (DC 22 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions The wyrmling makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the wyrmling scores a critical hit with a Strike, they recharge their Breath Weapon. Ice Climb A white dragon can climb on ice as though they had the listed climb Speed. They ignore difficult terrain and greater difficult terrain from ice and snow and don't risk falling when crossing ice. ","skill_mod":{"stealth":12,"athletics":13,"intimidation":10,"acrobatics":12},"primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Energy","Monster","Creature Type","Rarity"],"ac":22,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet, snow vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1790","intelligence":-1,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Venexus's Wyrmlings","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[12,14,16],"slug":"creature-1790"},{"primary_source_category":"Adventure Paths","strength":1,"hp":120,"language":["Common","Draconic","Hallit","Necril","Sylvan","<%UMR%37%%>telepathy<%END> telepathy 100 feet (Idovik only)"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","charisma":4,"perception":13,"trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-1791","text":" Ashen Swale Ashen Swale's past is shrouded in mystery. He was born among his Sutaki brethren, but violent voices no one else could hear drew him to the wilds of Lost Mammoth Valley. In these wilds, he discovered his spirit guide Idovik and the art of necromancy. He returned to Lyuba a changed man. With Idovik at his side, he established new customs and foul rituals that further cemented the white dragon Venexus's reign over his people. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Ashen Swale Source Pathfinder #176: Lost Mammoth Valley pg. 88 Perception +13 Languages Common, Draconic, Hallit, Necril, Sylvan; telepathy telepathy 100 feet (Idovik only) Skills Acrobatics +12, Arcana +15, Deception +17, Intimidation +17, Nature +15, Survival +13, Thievery +12 Str +1 Dex +1 Con +3 Int +2 Wis +2 Cha +4 Items +1 spear , sure-step crampons , wand of heal (3rd level) --- AC 23 Fort +18 Ref +12 Will +15 HP 120 Siphon Life Reaction ( <%ACTIONS%683%%> concentrate <%END>, <%TRAITS%117%%> necromancy <%END>, <%TRAITS%128%%> positive <%END>, <%TRAITS%134%%> primal Trigger A creature within 30 feet uses a spell or ability with the healing trait that restores Hit Points or is the target of a spell or ability with the healing trait that restores Hit Points <%END>) Effect Ashen Swale seizes upon the healing magic, drawing a portion of it into himself instead of the intended target. The healing effect restores 10 fewer Hit Points to one of its targets and Ashen Swale is restored 10 Hit Points or the total amount of healing, whichever is less. --- Speed 25 feet Melee Single Action spear +14 (Magical, thrown 20 feet), Damage 1d6+4 piercing Arcane Spontaneous Spells DC 25, attack +17 - Cantrips (4th) Chill Touch, Daze, Electric Arc, Forbidding Ward, Light - 3rd Bind Undead, Blindness, Envenom Companion, Vampiric Touch - 4th Animate Dead, Bone Spray, Boneshaker, Enervation Summoner Conduit Spells DC 25, 1 Focus Point - Cantrips (4th) Boost Eidolon, Reinforce Eidolon Rituals DC 25 - 2nd Create Undead Corpse Puppet Two Actions (concentrate, enchantment, incapacitation, manipulate, necromancy, primal) Ashen Swale seizes control of the body of a creature within 30 feet that is dead or unconscious. The target must attempt a Will save. Dead creatures automatically fail this save. On a success, the target is permanently immune to Corpse Puppet. On a failure, the target is controlled by Ashen Swale. It gains the minion trait and can act as though it were alive and conscious as long as it's controlled by Ashen Swale. Controlling each target requires Ashen Swale to take an action to Command a Minion. The only actions the target can take during this time are Interact, Stride, and Strike. Ashen Swale retains control of the target for 10 minutes. This control ends immediately if the target loses the unconscious condition or the target is dealt an additional 50 damage since Ashen Swale took control (which destroys the body completely). After he has lost control of a target, that target is permanently immune to Corpse Puppet. Ashen Swale can control up to two targets with Corpse Puppet at a time. Hasten Eidolon Single Action (concentrate) Ashen Swale focuses on the link he shares with Idovik to quicken his eidolon's actions. Idovik is quickened 1 until the beginning of Ashen Swale's next turn. Manifest Eidolon Three Actions (concentrate, conjuration, magical, manipulate, teleportation) Ashen Swale summons Idovik in an adjacent open space. If Idovik was already manifested, Ashen Swale chooses whether to unmanifest Idovik or to teleport Idovik to an adjacent open space. If Idovik unmanifested at 0 Hit Points, this process takes 1 minute instead of 3 actions, but Idovik regains 1 Hit Point when he remanifests. ","skill_mod":{"deception":17,"nature":15,"thievery":12,"survival":13,"arcana":15,"intimidation":17,"acrobatics":12},"image":["/Images/Monsters/AshenSwale.png"],"primary_source":"Pathfinder #176: Lost Mammoth Valley","spell":["Animate Dead","Bone Spray","Boneshaker","Enervation","Bind Undead","Blindness","Envenom Companion","Vampiric Touch","Chill Touch","Daze","Electric Arc","Forbidding Ward","Light","Boost Eidolon","Reinforce Eidolon"],"ac":23,"item":["+1 spear","sure-step crampons","wand of heal (3rd level)"],"level":7,"spell_dc":[25,25],"source_category":["Adventure Paths"],"resistance":{},"intelligence":2,"reflex_save":12,"strongest_save":["fort","fortitude"],"fortitude_save":18,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Ashen Swale","alignment":"NE","rarity":"unique","strike_damage_average":[7],"attack_bonus":[14],"constitution":3,"spell_attack_bonus":[17],"will_save":15,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Siphon Life","Corpse Puppet","Hasten Eidolon","Manifest Eidolon"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Arcana","Deception","Intimidation","Nature","Survival","Thievery"],"tradition":["Arcane"],"summary":"Ashen Swale's past is shrouded in mystery. He was born among his Sutaki brethren, but violent voices no one else could hear drew him to the wilds of …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=1791","dexterity":1,"category":"creature","slug":"creature-1791"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":125,"language":["Common","Hallit","Sylvan","<%UMR%37%%>telepathy<%END> 100 feet (Ashen Swale only)"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","will_save":15,"charisma":2,"speed":{"max":40,"land":40},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["God's Intervention","Independent Action","Indomitable Step","Otherworldly Roar","Rampaging Charge","Spirit Link"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Arcana","Athletics","Nature"],"trait":["Beast","Eidolon","Unique","CN","Large"],"id":"creature-1792","text":" Idovik Ashen Swale's past is shrouded in mystery. He was born among his Sutaki brethren, but violent voices no one else could hear drew him to the wilds of Lost Mammoth Valley. In these wilds, he discovered his spirit guide Idovik and the art of necromancy. He returned to Lyuba a changed man. With Idovik at his side, he established new customs and foul rituals that further cemented the white dragon Venexus's reign over his people. Recall Knowledge - Beast (Arcana, Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Idovik Source Pathfinder #176: Lost Mammoth Valley pg. 89 Perception +14; darkvision, scent (imprecise) 30 feet Languages Common, Hallit, Sylvan; telepathy 100 feet (Ashen Swale only) Skills Acrobatics +11, Arcana +13, Athletics +17, Nature +14 Str +6 Dex +0 Con +4 Int +2 Wis +3 Cha +2 --- AC 24 Fort +17 Ref +11 Will +15 HP 125 God's Intervention Reaction (conjuration, primal, teleportation) Trigger Ashen Swale is the target of a physical Strike <%END> Effect Sensing Ashen Swale's peril, Idovik teleports to his side and interposes himself between Ashen Swale and danger. Idovik teleports to a space adjacent to Ashen Swale, then shields Ashen Swale with his body. Idovik becomes the target of the triggering Strike. --- Speed 40 feet Melee Single Action tusk +18 (deadly d10, Magical), Damage 2d10+8 piercing Melee Single Action hoof +18 (Agile, Magical), Damage 2d8+8 bludgeoning Independent Action Idovik is even older and more powerful than most Sarkorian gods, and he knows how to manifest in some forms without a god caller at all. Idovik does not share an initiative, actions, Hit Points, or a multiple attack penalty with Ashen Swale. Indomitable Step Idovik ignores difficult terrain and uneven ground, and he treats greater difficult terrain as normal difficult terrain. Otherworldly Roar Two Actions (auditory) Idovik unleashes a powerful squeal while stomping his hooves and displaying his tusks. Idovik attempts Intimidation checks to Demoralize each foe within 30 feet. These checks take no penalty for not sharing a language. Rampaging Charge Two Actions Idovik rushes forward, using his momentum to power his attack. Idovik Strides twice and then makes a tusk Strike. As long as he moved at least 20 feet, he gains a +2 circumstance bonus to his attack roll. A Medium or smaller creature struck by this attack must succeed at a DC 25 Reflex save or be knocked prone by the force of the blow. Spirit Link Even if his link is unusual, Idovik is bound to his summoner; he must remain within 100 feet of Ashen Swale at all times. If he ever moves outside this range or is reduced to 0 Hit Points, Idovik's physical form dissolves. Because his link functions unusually and he does not share Hit Points with Ashen Swale, Idovik remains manifested when Ashen Swale is unconscious or dead, as long as he stays near Ashen Swale's body. If Ashen Swale dies, Idovik's form fades away over the next minute. When unmanifested, Idovik must be manifested before he can reappear. ","skill_mod":{"nature":14,"arcana":13,"athletics":17,"acrobatics":11},"summary":"Ashen Swale's past is shrouded in mystery. He was born among his Sutaki brethren, but violent voices no one else could hear drew him to the wilds of …","primary_source":"Pathfinder #176: Lost Mammoth Valley","trait_group":["Creature Type","Class-Specific","Rarity"],"ac":24,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1792","intelligence":2,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":17,"source_group":["Quest for the Frozen Flame"],"size":["Large"],"spoilers":"Quest for the Frozen Flame","name":"Idovik","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[17,19],"slug":"creature-1792"},{"primary_source_category":"Adventure Paths","strength":6,"hp":170,"language":["Common","Draconic","Hallit"],"source":["Pathfinder #176: Lost Mammoth Valley"],"type":"Creature","charisma":2,"perception":20,"stealth":"15","trait":["Cold","Dragon","Unique","CE","Large"],"id":"creature-1793","text":" Venexus The white dragon Venexus hatched in Winterwall Glacier, north of the Realm of the Mammoth Lords and Irrisen, alongside her brother Fezerod. Upon reaching maturity, Venexus and Fezerod migrated south to the Realm of the Mammoth Lords in search of unclaimed territory. Although the pair remained together for centuries, shortly after they conquered Lost Mammoth Valley together Venexus drove him off. The valley was, at the time, a highly frequented migratory route rich in resources, wildlife, and humanoids to subjugate. Fezerod fled in heartbreak and shame. In the centuries since, Venexus has maintained control of Lost Mammoth Valley, considering the region and everything within her property. The opening of the Worldwound to the east forever changed Lost Mammoth Valley and Venexus's role as its self-appointed ruler. Invading demons forced the Burning Mammoth following to abandon most of their ancient migratory route, including Lost Mammoth Valley, leaving Venexus without intelligent creatures to subjugate. Thankfully, it wasn't long before a group of Sarkorian refugees settled in the valley. After these people, who called themselves Sutaki, established a permanent settlement, she made herself known as their overlord. To ensure their cooperation, she built her glacial palace alongside them, blocking escape from the valley. Years later, a brave but foolish Burning Mammoth warrior named Metuak came to Lost Mammoth Valley seeking Venexus's aid. He asked her to end the curse placed upon him by the Primordial Flame and to free him of his possession by the shadow demon Xeleria. Rather than help, Venexus stole the Primordial Flame, forcing Metuak to flee for Hillcross. Although Venexus would have followed to ensure his death, she hadn't truly understood the artifact's curse or its powers. The lamp burned her badly and melted her palace, but she couldn't bear to part with it. It became, in time, both her most valuable asset and greatest weakness. Recall Knowledge - Dragon (Arcana): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Venexus Source Pathfinder #176: Lost Mammoth Valley pg. 91 Perception +20; darkvision, scent (imprecise) 60 feet, storm vision Languages Common, Draconic, Hallit Skills Acrobatics +17, Arcana +17, Athletics +21, Intimidation +19, Stealth +15 Str +6 Dex +2 Con +4 Int +2 Wis +3 Cha +2 Storm Vision Inclement weather doesn't impair Venexus's vision she ignores concealment from fog, mist, rain, and snowfall. Items Primordial Flame --- AC 28 Fort +21 Ref +15 Will +17 +1 status to all saves vs. magic HP 170 Immunities cold, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 25 Mist Shroud (arcane, aura, evocation, water) 10 feet. The Primordial Flame continually heats the cold emanating from Venexus's body, surrounding the dragon in a thin veil of fog. Creatures in the aura are concealed, and other creatures are concealed to creatures in the area. Venexus's storm vision allows her to see through this concealment, however. If wind disperses the aura, it returns automatically at the start of Venexus's turn. The aura is suppressed in water. Freezing Blood Reaction (arcane, cold Trigger An adjacent creature deals piercing or slashing damage to Venexus <%END>) Effect Venexus's blood splatters onto the triggering creature, dealing 2d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round. --- Speed 30 feet, fly 120 feet; ice climb 30 feet Melee Single Action jaws +21 (Cold, Magical, reach 10 feet), Damage 2d10+10 piercing plus 1d6 cold Melee Single Action claw +21 (Agile, Magical), Damage 2d8+10 slashing Melee Single Action tail +20 (Magical, reach 15 feet), Damage 2d6+8 bludgeoningMelee tail +20 Arcane Innate Spells DC 25 - 1st Gust of Wind (at will) - 2nd Obscuring Mist (at will) Primordial Flame Spells DC 25 - 5th Produce Flame (at will) - 7th Sunburst Breath Weapon Two Actions (Arcane, Cold, Evocation) Venexus breathes a cloud of frost that deals 10d6 cold damage in a 40-foot cone (DC 28 basic Reflex save). She can't use Breath Weapon again for 1d4 rounds. Draconic Frenzy Two Actions Venexus makes two claw Strikes and one tail Strike in any order. Draconic Momentum When Venexus scores a critical hit with a Strike, she recharges her Breath Weapon. Ice Climb Venexus can climb on ice as though she had the listed climb Speed. She ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice. Shape Ice Two Actions (Arcane, Transmutation, Water) Venexus magically reshapes a cube of ice or snow she touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatics check. On a failure, the creature falls prone on the ice; on a critical failure, it falls off the ice entirely and is also prone. Snuff Single Action (Arcane, Evocation, Water) Venexus releases a wave of sleet, which douses open flames within 30 feet. All non-magical fire is automatically extinguished. All creatures in the area suffering from persistent fire damage immediately attempt a DC 10 flat check to end the persistent damage. If Snuff overlaps with an ongoing fire effect, Snuff attempts to counteract the fire effect. ","skill_mod":{"stealth":15,"arcana":17,"athletics":21,"intimidation":19,"acrobatics":17},"image":["/Images/Monsters/Venexus.png"],"primary_source":"Pathfinder #176: Lost Mammoth Valley","spell":["Obscuring Mist","Gust of Wind","Sunburst","Produce Flame"],"ac":28,"item":["Primordial Flame"],"level":9,"spell_dc":[25,25],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet, storm vision","resistance":{},"intelligence":2,"reflex_save":15,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":21,"source_group":["Quest for the Frozen Flame"],"size":["Large"],"spoilers":"Quest for the Frozen Flame","name":"Venexus","alignment":"CE","rarity":"unique","strike_damage_average":[15,19,24],"attack_bonus":[20,21,21],"constitution":4,"immunity":["cold","paralyzed","sleep"],"will_save":17,"speed":{"climb":30,"fly":120,"max":120,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Storm Vision","Frightful Presence","Mist Shroud","Freezing Blood","Breath Weapon","Draconic Frenzy","Draconic Momentum","Ice Climb","Shape Ice","Snuff"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Arcana","Athletics","Intimidation","Stealth"],"tradition":["Arcane"],"summary":"The white dragon Venexus hatched in Winterwall Glacier, north of the Realm of the Mammoth Lords and Irrisen, alongside her brother Fezerod. Upon …","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1793","dexterity":2,"category":"creature","slug":"creature-1793"},{"attack_bonus":[33],"constitution":5,"primary_source_category":"Adventure Paths","strength":0,"hp":310,"language":["Common","Sylvan"],"immunity":["darkness","light","shadow (see one with shadows)"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","will_save":29,"charisma":9,"speed":{"max":40,"land":40},"perception":28,"wisdom":6,"weakness":{},"creature_ability":["One with Shadows","Cloying Pull","Enticing Invitation","Shifting Shadows","Weighty Shadow"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Deception","Diplomacy","Performance","Shadow Lore","Stealth"],"stealth":"36","trait":["Fey","Rare","Shadow","CN","Medium"],"id":"creature-1794","text":" Alapolo Short-lived, strange creatures called alapolos cling to the shadows in eerie moonlight, inviting others to dance. Although these “shadow dancers” aren't actively malevolent, they become petulant when others won't dance with them. Recall Knowledge - Fey (Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Alapolo Source Pathfinder #174: Shadows of the Ancients pg. 80 Perception +28; low-light vision Languages Common, Sylvan Skills Acrobatics +30, Deception +30, Diplomacy +30, Performance +30, Shadow Lore +30, Stealth +36 Str +0 Dex +9 Con +5 Int +0 Wis +6 Cha +9 --- AC 41 Fort +26 Ref +34 Will +29 HP 310 Immunities darkness, light, shadow (see one with shadows) One with Shadows The alapolo isn't affected by darkness, light, or shadow effects that target it unless it chooses to be. It can choose the degree of its saving throw result against darkness, light, or shadow effects that require it to make a saving throw. Cloying Pull Reaction Trigger A creature within the alapolo's reach attempts to move away from the alapolo; Effect The triggering creature must succeed at a DC 36 Reflex save or its movement ends before it leaves the alopolo's reach. --- Speed 40 feet Melee Single Action shadow claw +33 (Agile, Finesse, Magical, reach 10 feet), Damage 3d10+15 slashing damage Enticing Invitation Two Actions (Enchantment, Incapacitation, Mental, Primal) The alapolo whispers an invitation to a creature within 30 feet. The creature must attempt a DC 38 Will save. Critical Success The target is unaffected and temporarily immune to all Enticing Invitations for 24 hours. Success The target must spend 1 action on its next turn dancing in place. Failure The target becomes drained 1. It is also fascinated by the alapolo for 1 minute and can't attack the alapolo as long as it's fascinated. While fascinated, the target must spend 2 actions on each of its turns dancing in place. Critical Failure As failure, except the target is drained 3 and must spend 3 actions on each of its turns dancing in place. Shifting Shadows An alapolo's movement doesn't trigger reactions. Weighty Shadow Two Actions (Primal, Transmutation) Requirements The alapolo is adjacent to a target creature, or the GM determines the alapolo is adjacent to that creature's shadow; Effect The alapolo petulantly stomps on a target's shadow, making it incredibly heavy to drag around. The creature takes a –20-foot penalty to its Speeds for 1 minute. As normal, this penalty can't reduce a creature's Speed below 5 feet. Any creatures fascinated by the alapolo due to its Enticing Invitation are freed from their fascination when the alapolo uses this ability, jarred by the graceless stomping. Shadow Dancers Even fey avoid alapolos, for their dancing is both captivating and exhausting. When a potential dance partner resists their swaying invitations to dance, an alapolo becomes sulky and usually stomps upon the refuser's shadow, giving it a supernatural weight. Avoiding both the dance and the stomp requires incredible diplomacy. ","skill_mod":{"diplomacy":30,"performance":30,"deception":30,"stealth":36,"acrobatics":30},"summary":"Short-lived, strange creatures called alapolos cling to the shadows in eerie moonlight, inviting others to dance. Although these “shadow dancers” …","image":["/Images/Monsters/Alapolo.png"],"primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Creature Type","Rarity","Planar"],"ac":41,"level":17,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1794","intelligence":0,"reflex_save":34,"strongest_save":["ref","reflex"],"dexterity":9,"vision":"Low-light vision","fortitude_save":26,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Alapolo","alignment":"CN","category":"creature","rarity":"rare","strike_damage_average":[31],"slug":"creature-1794"},{"attack_bonus":[36,36],"constitution":7,"primary_source_category":"Adventure Paths","strength":10,"hp":325,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","creature_family":"Clockworks","will_save":31,"charisma":-5,"speed":{"max":40,"land":40},"perception":34,"wisdom":6,"weakness":{"orichalcum":20,"electricity":20},"creature_ability":["Wind-Up","Durable Exterior","Doleful Tolling","Overclock","Stutter Time","Trample"],"primary_source_group":"Strength of Thousands","skill":["Athletics"],"trait":["Clockwork","Construct","Mindless","Rare","N","Gargantuan"],"id":"creature-1795","text":" Clockwork Clock Tower Clockworks are machines built by engineers and augmented with magic. A clock tower reconfigured as an animated clockwork can rotate slices of time. Recall Knowledge - Construct (Arcana, Crafting): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Clockwork Clock Tower Source Pathfinder #174: Shadows of the Ancients pg. 81 Perception +34; darkvision Languages Skills Athletics +38 Str +10 Dex +6 Con +7 Int -5 Wis +6 Cha -5 Wind-Up 1 week, DC 40 --- AC 48 Fort +36 Ref +33 Will +31 HP 325 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 20 (except adamantine or orichalcum) Weaknesses electricity 20, orichalcum 20 Durable Exterior When a clockwork clock tower is reduced to fewer than 200 HP or is damaged by a critical hit, its exterior shatters to reveal internal mechanisms, reducing its AC to 44 until it recovers enough HP to reach 200 HP or more. Doleful Tolling Free Action (arcane, auditory, incapacitation) Trigger The clockwork clock tower rolls initiative; Effect The clock tower chimes, and all non-clockwork creatures within 300 feet who can hear it must succeed at a DC 42 Will save or be slowed 1 for 1 round (slowed 2 on a critical failure). --- Speed 40 feet Melee Single Action fist +36 (reach 30 feet), Damage 4d12+18 bludgeoning plus stutter time Melee Single Action foot +36 (Agile, reach 20 feet), Damage 4d8+18 bludgeoning Overclock Single Action The clockwork clock tower loses 1 day from its winding time and becomes quickened for 3 rounds. It can use this extra action to Step, Stride, or Strike. This quickened condition ends immediately if the clock tower is damaged by orichalcum. Stutter Time (Arcane, Incapacitation, Transmutation) A creature struck by a clockwork clock tower's fist must make a DC 40 Will save as time flows unevenly around it. Critical Success The creature is quickened for 1 round and can use this extra action to Step, Stride, or Strike. Success The creature is unaffected. Failure The creature is stunned 3. Critical Failure The creature is knocked out of time, which ceases to flow around the creature for 1 round. It is invulnerable to all damage, it can't be targeted or affected by anything, and no rounds elapse for any timed durations, conditions, afflictions, and other effects it has. The target can't act and remains fixed in place, defying gravity if applicable. After time begins to flow again for it, the creature is stunned 3. Trample Three Actions (Attack) Huge or smaller, foot, DC 42 Enemies Across Time Engineers who develop clockwork clock towers often draw unwelcome attention from creatures who protect the flow of time and don't like mortal machines meddling with it. These inventors might be attacked by hounds of Tindalos or even ravagers of Tindalos. ","skill_mod":{"athletics":38},"summary":"Clockworks are machines built by engineers and augmented with magic. A clock tower reconfigured as an animated clockwork can rotate slices of time.","image":["/Images/Monsters/ClockworkClockTower.png"],"primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":48,"level":20,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":20,"piercing":20,"slashing":20,"physical":20},"url":"/Monsters.aspx?ID=1795","intelligence":-5,"reflex_save":33,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":36,"source_group":["Strength of Thousands"],"size":["Gargantuan"],"spoilers":"Strength of Thousands","name":"Clockwork Clock Tower","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[36,44],"slug":"creature-1795"},{"attack_bonus":[32],"constitution":6,"primary_source_category":"Adventure Paths","strength":5,"hp":300,"immunity":["acid","critical hits","mental","poison","precision","unconscious","visual"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","creature_family":"Ooze","will_save":20,"charisma":-5,"speed":{"climb":20,"max":30,"land":30},"perception":26,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Splatter","Constrict","Crawling Slurry Acid","Engulf"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Stealth"],"stealth":"30","trait":["Acid","Mindless","Ooze","Rare","N","Medium"],"id":"creature-1796","text":" Crawling Slurry Acid damage can scar stone and reduce flesh to pitted chunks, but some organic compounds are resistant to acid and respond by combining into a mass of roiling, living slurry. These scarred clumps hunger to consume anything they can sense. They move with quick, darting contractions that surprise those used to facing slow-moving oozes. Recall Knowledge - Ooze (Occultism): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Crawling Slurry Source Pathfinder #174: Shadows of the Ancients pg. 82 Perception +26; motion sense 60 feet, no vision Languages Skills Athletics +35, Stealth +30 Str +5 Dex +9 Con +6 Int -5 Wis +0 Cha -5 Motion Sense A crawling slurry can sense nearby motion through vibration and air movement. --- AC 30 Fort +28 Ref +31 Will +20 HP 300 Immunities acid, critical hits, mental, poison, precision, unconscious, visual Splatter Reaction Trigger The crawling slurry takes bludgeoning damage from a creature it can sense within 10 feet; Effect The crawling slurry ejects a splash of acid onto the creature, dealing acid damage equal to the bludgeoning damage dealt to the crawling slurry (DC 37 basic Reflex). --- Speed 30 feet, climb 20 feet Melee Single Action pseudopod +32, Damage 3d10+11 bludgeoning plus 2d8 acid and Grab Constrict Single Action 2d10+3 bludgeoning plus 2d8 acid, DC 37 Crawling Slurry Acid A crawling slurry's acid damages metals and organic materials but not stone. Engulf Two Actions DC 37, 5d10 acid, Escape DC 37, Rupture 20. A crawling slurry regains 30 Hit Points if a living creature it is engulfing dies. Accidental Oozes Crawling slurries are almost always by-products of toxic waste or alchemical runoff into areas with a high concentration of acid, magic, or both. The first quickening pulses of animation in acid-pitted flesh are easy enough to end with counteracting chemicals or even isolation and starvation, but most crawling slurries are left to fester for a long time and become as large as a person. Left untended in a vat of nutritive acids and organic matter, a crawling slurry might become truly immense, but the power such a slithering horror holds is beyond comprehension. ","skill_mod":{"stealth":30,"athletics":35},"summary":"Acid damage can scar stone and reduce flesh to pitted chunks, but some organic compounds are resistant to acid and respond by combining into a mass …","image":["/Images/Monsters/Ooze_CrawlingSlurry.png"],"primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Energy","Monster","Creature Type","Rarity"],"ac":30,"level":16,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1796","intelligence":-5,"reflex_save":31,"strongest_save":["ref","reflex"],"dexterity":9,"fortitude_save":28,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Crawling Slurry","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[36],"slug":"creature-1796"},{"attack_bonus":[35],"constitution":10,"primary_source_category":"Adventure Paths","strength":9,"hp":550,"immunity":["critical hits","mental","precision","unconscious","visual"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","creature_family":"Ooze","will_save":20,"charisma":-5,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":30,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Caustic Aura","Chromatic Shift","Chromatic Slam","Greater Constrict","Pseudopod Eruption"],"primary_source_group":"Strength of Thousands","skill":["Athletics"],"trait":["Mindless","Ooze","Rare","N","Large"],"id":"creature-1797","text":" Chromatic Ooze Chromatic oozes result from the worst kind of alchemical mishaps: attempts to combine as many types of elemental damage as possible into a single alchemical substance. Although the source of these alchemical concatenations are as varied as the alchemists who attempt to distill them, one of the most common methods for creating them involves combining the essences of multiple types of chromatic dragons together using eldritch alchemical processes. When this type of experimentation goes dangerously wrong—as it often does—the result is a combination of terrible elemental power with the mindless destructive power of an ooze. A chromatic ooze is a rippling, seething substance that shifts through several different colors, but chemical reactions within the ooze can lock its energy and its color into a specific phase for a short time. Whether a chromatic ooze's destructive urges derive from the frustrated ingenuity of an alchemist creator or from the hunger of the chromatic dragons that so often constitute these oozes' forms, the best way to deal with a chromatic ooze is to stay out of its way. Recall Knowledge - Ooze (Occultism): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Chromatic Ooze Source Pathfinder #174: Shadows of the Ancients pg. 81 Perception +30; motion sense 240 feet, no vision Languages Skills Athletics +35 Str +9 Dex -5 Con +10 Int -5 Wis +0 Cha -5 Motion Sense A chromatic ooze can sense nearby motion through vibration and air movement. --- AC 28 Fort +33 Ref +16 Will +20 HP 550 Immunities critical hits, mental, precision, unconscious, visual Caustic Aura (alchemical, aura, olfactory) 90 feet. The chromatic ooze emanates noxious chemicals into the environment. A creature that enters the aura or starts its turn within it is sickened 1 unless it succeeds at a DC 37 Fortitude save. Creatures with the scent ability or a particularly heightened sense of smell are sickened 2, or sickened 1 on a successful Fortitude save. Creatures in the aura can't recover from the sickened condition. Chromatic Shift Reaction Trigger The chromatic ooze takes acid, cold, electricity, fire, or poison damage; Effect The chromatic ooze changes its color based on the triggering damage (to dark green, pale blue, dark blue, red, or light green, respectively) and gains resistance 20 to the triggering damage. If it already had resistance to another damage type from this ability, it loses the resistance to that damage type and gains weakness 20 to it. If it already had weakness to another damage type from this ability, it loses that weakness. After 1 minute, the chromatic ooze returns to its usual rippling, multicolored hue and loses the resistance and weakness from this ability. --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action pseudopod +35 (reach 10 feet), Damage 3d10+17 bludgeoning plus chromatic slam and Improved Grab Chromatic Slam The ooze's pseudopod Strikes deal an additional 2d10 damage of the same type it resists from its Chromatic Shift ability, if any. Greater Constrict Single Action 3d10+13 bludgeoning, DC 40 Pseudopod Eruption Two Actions The chromatic ooze concentrates its mass into several pseudopods, increasing its reach to 30 feet until the end of its turn. It then Strikes at up to four different creatures within its reach. This counts as two attacks for the ooze's multiple attack penalty, but the penalty doesn't increase until after it makes all the attacks. Dangers of Hubris Spend enough time among alchemists and you'll likely hear tales of bombs capable of producing multiple elemental effects at the same time. The process for making these bombs requires specialized ingredients and the utmost skill. Few alchemists manage to combine two damage types, much less five. These the latter efforts, when mishandled, create chromatic oozes. ","skill_mod":{"athletics":35},"summary":"Chromatic oozes result from the worst kind of alchemical mishaps: attempts to combine as many types of elemental damage as possible into a single …","image":["/Images/Monsters/Ooze_ChromaticOoze.png"],"primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Monster","Creature Type","Rarity"],"ac":28,"level":18,"source_category":["Adventure Paths"],"sense":"motion sense 240 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1797","intelligence":-5,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":33,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Chromatic Ooze","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[33],"slug":"creature-1797"},{"primary_source_category":"Adventure Paths","strength":10,"hp":380,"language":["Common","Sylvan"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","charisma":6,"perception":36,"stealth":"33","trait":["Humanoid","Rare","CN","Gargantuan"],"id":"creature-1798","text":" Slana The rolling thunder before the rain provides the massive, leonine humanoids known as slanas with a tremendous power. These solitary and nomadic creatures primarily dwell in the jungles and savannas of the Mwangi Expanse, but they can range into nearby areas in search of prey or when drawn by strange primal forces only slanas can recognize. Slanas view each other as rivals who test each other's prowess, so when drawn together by this strange calling they nearly always fight to the death. A slana's roar echoes like thunder across the countryside, and denizens of the Mwangi fear a slana's approach whenever an oncoming storm's thunder seems more ferocious than its rain. Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Slana Source Pathfinder #174: Shadows of the Ancients pg. 84 Perception +36; low-light vision, scent (imprecise) 120 feet Languages Common, Sylvan Skills Acrobatics +35, Athletics +38, Nature +35, Stealth +33, Survival +37 Str +10 Dex +7 Con +7 Int +2 Wis +7 Cha +6 --- AC 45 Fort +35 Ref +33 Will +33 HP 380 (fast healing 20) Immunities frightened Resistances sonic 30 --- Speed 60 feet, climb 30 feet, swim 30 feet; freedom of movement Melee Single Action jaws +38 (Magical, reach 20 feet, Sonic), Damage 4d10+20 piercing plus 2d8 sonic and Improved Grab Melee Single Action claw +38 (Agile, Magical, reach 20 feet, Sonic), Damage 4d6+20 piercing plus 2d8 sonic Ranged Single Action thunderclap +35 (Magical, range 120 feet, Sonic), Damage thunder trap Primal Innate Spells DC 40, attack +32 - 1st Obscuring Mist (at will) - 9th Dispel Magic, Storm Lord (×3) - 10th Earthquake, Storm of Vengeance - Constant (4th) Freedom of Movement Great Roar Two Actions (Evocation, Primal, Sonic) The slana emits a deafening roar. All creatures within a 100-foot cone take 16d8 sonic damage (DC 44 basic Reflex saving throw). On a failed save, a creature is also deafened for 1 minute and stunned 1 (or deafened permanently and stunned 3 on a critical failure). The slana can't use Great Roar again for 1d4 rounds. Pounce Single Action The slana Strides and makes a Strike at the end of that movement. If the slana began this action hidden, they remain hidden until after the ability's Strike. Thunder Trap A creature hit by the slana's thunderclap attack is immobilized and held in place by reverberations of sound until it Escape or Forces Open the bonds of thunder that constrain it (DC 44). The target is deafened as long as it is immobilized by a thunder trap. The Thunder Lion and the Rain The hours before an immense storm are hours to be feared, for it is said that this is when the thunder lion hunts. No mere hare or ibex can slake his great hunger; only large and ferocious creatures like elephants or dinosaurs will suffice. The rain won't come until the thunder lion eats, as it is the spirit of its kill that releases such precipitation as it flees into the sky. ","skill_mod":{"nature":35,"survival":37,"stealth":33,"athletics":38,"acrobatics":35},"image":["/Images/Monsters/Slana.png"],"primary_source":"Pathfinder #174: Shadows of the Ancients","spell":["Earthquake","Storm of Vengeance","Dispel Magic","Storm Lord","Obscuring Mist","Freedom of Movement"],"ac":45,"level":20,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 120 feet","resistance":{"sonic":30},"intelligence":2,"reflex_save":33,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":35,"source_group":["Strength of Thousands"],"size":["Gargantuan"],"spoilers":"Strength of Thousands","name":"Slana","alignment":"CN","rarity":"rare","strike_damage_average":[43,51],"attack_bonus":[35,38,38],"constitution":7,"immunity":["frightened"],"spell_attack_bonus":[32],"will_save":33,"speed":{"climb":30,"max":60,"land":60,"swim":30},"wisdom":7,"weakness":{},"creature_ability":["Great Roar","Pounce","Thunder Trap"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"The rolling thunder before the rain provides the massive, leonine humanoids known as slanas with a tremendous power. These solitary and nomadic …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=1798","dexterity":7,"category":"creature","slug":"creature-1798"},{"attack_bonus":[24],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":440,"language":["Common","Sylvan"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","will_save":33,"charisma":6,"speed":{"max":20,"land":20},"perception":35,"wisdom":10,"weakness":{"cold_iron":20,"fire":20},"creature_ability":["Greensight","Wood Resistance","Lignification","Branch Whip","Woodland Stride"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Nature","Stealth","Survival"],"stealth":"35","trait":["Fey","Plant","Rare","CN","Huge"],"id":"creature-1799","text":" Ta'apundo The First World still holds the first rough draft of many creatures in the Material Plane, but it's hard to tell what sort of creature the ta'apundo was ever intended to be. Its bark poses significant danger to metallic objects, as it converts any metal touching it into wood as fibrous and as flexible as its own body. Capricious and skittish, ta'apundos make friends easily but consider anyone who wields or wears metal to be a hated enemy. Recall Knowledge - Fey (Nature): DC 44 Recall Knowledge - Plant (Nature): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Ta'apundo Source Pathfinder #174: Shadows of the Ancients pg. 85 Perception +35; low-light vision, greensight Languages Common, Sylvan Skills Acrobatics +35, Nature +33, Stealth +35, Survival +37 Str +6 Dex +10 Con +5 Int +0 Wis +10 Cha +6 Greensight Vegetation doesn't impair a ta'apundo's vision and doesn't provide a creature cover or concealment from a ta'apundo. --- AC 45 Fort +30 Ref +35 Will +33 HP 440 Resistances wood 20 Weaknesses cold iron 20, fire 20 Wood Resistance (abjuration, primal) A ta'apundo has resistance 20 against wooden objects and unarmed attacks from creatures made mostly of wood (such as arboreals). Lignification Reaction (primal, transmutation) Trigger a non–cold iron metal object damages the ta'apundo; Effect The ta'apundo emits a jolt of magic into the object, transforming it into wood with an unlimited duration. A thrown weapon, ammunition, or other unattended item automatically transforms; the wielder of an attended object can resist this effect with a successful DC 41 Fortitude save. Dispel magic can end the effect. While a weapon is wood, the ta'apundo's resistance applies. Once transformed, a formerly metal item's Hardness and HP change to those of wood. This typically inflicts a –2 circumstance penalty to attack rolls made with metal weapons and a –2 circumstance penalty to AC for those wearing metal armor; the GM might determine a different penalty for a specific weapon or armor. --- Speed 20 feet; woodland stride Melee Single Action branch +24 (Agile, Finesse, Magical, reach 10 feet), Damage 4d8+12 bludgeoning Branch Whip Two Actions The ta'apundo makes four branch Strikes against different targets, increasing its reach to 20 feet for these Strikes. These attacks count toward its multiple attack penalty, but this penalty doesn't increase until after all four attacks. Woodland Stride The ta'apundo ignores difficult and greater difficult terrain from foliage. Seed Survivors The Green Mother, one of the erratic fey deities known collectively as the Eldest, planted the seeds for several ta'apundos across the world long ago. With the devastation of Earthfall and the destruction of natural places across much of the world, most ta'apundo seeds were destroyed. In the Mwangi Expanse, however, many seeds took root. Most ta'apundos that exist on Golarion—which are far fewer than the number in the First World—can be found in the Mwangi jungles. ","skill_mod":{"nature":33,"survival":37,"stealth":35,"acrobatics":35},"summary":"The First World still holds the first rough draft of many creatures in the Material Plane , but it's hard to tell what sort of creature the …","image":["/Images/Monsters/Taapundo.png"],"primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Creature Type","Rarity"],"ac":45,"level":19,"source_category":["Adventure Paths"],"sense":" low-light vision , greensight","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1799","intelligence":0,"reflex_save":35,"strongest_save":["ref","reflex"],"dexterity":10,"vision":"Low-light vision","fortitude_save":30,"source_group":["Strength of Thousands"],"size":["Huge"],"spoilers":"Strength of Thousands","name":"Ta'apundo","alignment":"CN","category":"creature","rarity":"rare","strike_damage_average":[30],"slug":"creature-1799"},{"attack_bonus":[29,32],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":305,"language":["Common","insect empathy, <%UMR%37%%>telepathy<%END> 120 feet"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","creature_family":"Werecreature, Wereant","will_save":25,"charisma":4,"speed":{"fly":60,"max":60,"land":40},"perception":28,"wisdom":6,"weakness":{"silver":15},"creature_ability":["Hive Mind","Insect Empathy","Gnawing Retort","Change Shape","Curse of the Wereant","Flying Leap","Moon Frenzy","Staggering Blow"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"29","trait":["Beast","Human","Humanoid","Rare","Werecreature","LE","Medium"],"id":"creature-1800","text":" Wereant Disciple Some wereants have a religious zeal about training to protect their community and gladly give their lives for the hive. Recall Knowledge - Beast (Arcana, Nature): DC 40 Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Wereant Disciple Source Pathfinder #174: Shadows of the Ancients pg. 86 Perception +28; darkvision, scent (imprecise) 30 feet Languages Common; insect empathy, telepathy 120 feet Skills Acrobatics +31, Athletics +28, Stealth +29, Survival +28 Str +6 Dex +9 Con +5 Int +0 Wis +6 Cha +4 Hive Mind (divination, primal) Wereants operate with a shared hive intelligence. While within telepathic range of at least one other wereant, a wereant disciple gains a +2 circumstance bonus to initiative checks, Perception checks, and saving throws against mental effects. If one wereant is aware of a combatant, all members of the hive mind within telepathic range are aware of it. Insect Empathy (divination, primal) The wereant can communicate with insects. --- AC 39 Fort +28 Ref +30 Will +25 HP 305 Weaknesses silver 15 Gnawing Retort Reaction Trigger A creature adjacent to the wereant critically misses the wereant with a melee Strike; Effect The wereant makes a mandibles Strike against the triggering creature. --- Speed 40 feet, fly 60 feet Melee Single Action mandibles +29, Damage 3d10+14 slashing plus curse of the wereant Melee Single Action carapace fist +32 (Agile, Finesse), Damage 3d8+14 bludgeoning plus staggering blow Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The wereant changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true wereant's natural form is their hybrid shape. In humanoid shape, they use their original humanoid size, lose their jaws and claw Strikes, and gain a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their mandibles. In animal shape, they take the form of a Medium giant ant, gain a climb Speed of 20 feet, gain Grab on their mandibles Strike, and lose their weapon Strikes. Curse of the Wereant (Curse, Necromancy, Primal) This curse affects only humanoids; Saving Throw DC 34 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wereant until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. Flying Leap Single Action Frequency once per round; Effect The wereant disciple Flies and makes two Strikes against different targets at any point during that movement. These Strikes deal an additional 2d6 precision damage if the disciple is above the target. If the wereant began this action hidden, they remain hidden until after this ability's Strikes. Both attacks count toward the disciple's multiple attack penalty, but the penalty doesn't increase until after both Strikes. Moon Frenzy (Polymorph, Primal, Transmutation) When a full moon appears in the night sky, the wereant must enter hybrid form, can't Change Shape, becomes one size larger, increases their reach by 5 feet, and increases the damage of their mandibles Strike by 2. When the moon sets or the sun rises, the wereant returns to humanoid form and is fatigued for 2d4 hours. Staggering Blow A creature damaged by the wereant disciple's carapace fist Strike must succeed at a DC 35 Fortitude save or become stunned 1 (stunned 2 on a critical failure). If the Strike is a critical hit, a creature that fails the save is also paralyzed for 1 round. ","skill_mod":{"survival":28,"stealth":29,"athletics":28,"acrobatics":31},"summary":"Some wereants have a religious zeal about training to protect their community and gladly give their lives for the hive.","image":["/Images/Monsters/Werecreature_WereantDisciple.png"],"primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity","Monster"],"ac":39,"level":16,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1800","intelligence":0,"reflex_save":30,"strongest_save":["ref","reflex"],"dexterity":9,"vision":"Darkvision","fortitude_save":28,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Wereant Disciple","alignment":"LE","category":"creature","rarity":"rare","strike_damage_average":[27,30],"slug":"creature-1800"},{"primary_source_category":"Adventure Paths","strength":6,"hp":350,"language":["Common","insect empathy, <%UMR%37%%>telepathy<%END> 120 feet"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","charisma":5,"perception":29,"stealth":"32","trait":["Beast","Human","Humanoid","Rare","Werecreature","LE","Medium"],"id":"creature-1801","text":" Wereant Poisoner When overwhelming force is inadvisable, a wereant hive sends a poison-dripping assassin for murderous work. These poisoners love to terrify those dying in agony from their toxins. Recall Knowledge - Beast (Arcana, Nature): DC 41 Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Wereant Poisoner Source Pathfinder #174: Shadows of the Ancients pg. 87 Perception +29; darkvision, scent (imprecise) 30 feet Languages Common; insect empathy, telepathy 120 feet Skills Acrobatics +33, Athletics +30, Intimidation +30, Society +25, Stealth +32, Survival +30, Thievery +30 Str +6 Dex +9 Con +3 Int +0 Wis +6 Cha +5 Hive Mind (divination, primal) Wereants operate with a shared hive intelligence. While within telepathic range of at least one other wereant, a wereant disciple gains a +2 circumstance bonus to initiative checks, Perception checks, and saving throws against mental effects. If one wereant is aware of a combatant, all members of the hive mind within telepathic range are aware of it. Insect Empathy (divination, primal) The wereant can communicate with insects. Items +2 greater striking kukri (2) --- AC 40 Fort +27 Ref +32 Will +29 HP 350 Weaknesses silver 15 Gnawing Retort Reaction Trigger A creature adjacent to the wereant critically misses the wereant with a melee Strike; Effect The wereant makes a mandibles Strike against the triggering creature. --- Speed 40 feet Melee Single Action mandibles +31, Damage 3d10+12 slashing plus 2d6 persistent poison and curse of the wereant Melee Single Action kukri +33 (Agile, Finesse, Magical, Trip), Damage 3d6+12 slashing plus 2d6 persistent poison Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The wereant changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true wereant's natural form is their hybrid shape. In humanoid shape, they use their original humanoid size, lose their jaws and claw Strikes, and gain a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their mandibles. In animal shape, they take the form of a Medium giant ant, gain a climb Speed of 20 feet, gain Grab on their mandibles Strike, and lose their weapon Strikes. Curse of the Wereant (Curse, Necromancy, Primal) This curse affects only humanoids; Saving Throw DC 34 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wereant until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. Envenomed Weapons Weapons the wereant poisoner holds deal an additional 2d6 persistent poison damage as poison seeps from the wereant's hands onto the weapon. Weapons cease to deal this persistent poison damage once the wereant lets them go. The kukri Strikes above include this persistent poison damage. Moon Frenzy (Polymorph, Primal, Transmutation) When a full moon appears in the night sky, the wereant must enter hybrid form, can't Change Shape, becomes one size larger, increases their reach by 5 feet, and increases the damage of their mandibles Strike by 2. When the moon sets or the sun rises, the wereant returns to humanoid form and is fatigued for 2d4 hours. Poisonous Flurry Two Actions The wereant poisoner makes two kukri Strikes and a mandibles Strike in any order. Vitriolic Strikes If the wereant critically hits a creature with a melee Strike, that creature can't recover from persistent poison damage for 1 round. ","skill_mod":{"society":25,"thievery":30,"survival":30,"stealth":32,"athletics":30,"intimidation":30,"acrobatics":33},"image":["/Images/Monsters/Werecreature_WereantPoisoner.png"],"primary_source":"Pathfinder #174: Shadows of the Ancients","ac":40,"item":["+2 greater striking kukri (2)"],"level":17,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":32,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":27,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Wereant Poisoner","alignment":"LE","rarity":"rare","strike_damage_average":[29,35],"attack_bonus":[31,33],"constitution":3,"creature_family":"Werecreature, Wereant","will_save":29,"speed":{"max":40,"land":40},"wisdom":6,"weakness":{"silver":15},"creature_ability":["Hive Mind","Insect Empathy","Gnawing Retort","Change Shape","Curse of the Wereant","Envenomed Weapons","Moon Frenzy","Poisonous Flurry","Vitriolic Strikes"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics","Intimidation","Society","Stealth","Survival","Thievery"],"summary":"When overwhelming force is inadvisable, a wereant hive sends a poison-dripping assassin for murderous work. These poisoners love to terrify those …","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1801","dexterity":9,"category":"creature","slug":"creature-1801"},{"attack_bonus":[33],"constitution":9,"primary_source_category":"Adventure Paths","strength":9,"hp":255,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","magic (see below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","will_save":27,"charisma":-5,"speed":{"max":30,"land":30},"perception":26,"wisdom":0,"weakness":{},"creature_ability":["Golem Antimagic","Repair Mode","Vulnerable to Dispelling and Shape Wood","Destructive Strike","Inexorable March","Self-Repair","Vent Splinters"],"primary_source_group":"Strength of Thousands","skill":["Athletics"],"trait":["Construct","Golem","Mindless","Rare","N","Large"],"id":"creature-1802","text":" Lignified Adamantine Golem Recall Knowledge - Construct (Arcana, Crafting): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Lignified Adamantine Golem Source Pathfinder #174: Shadows of the Ancients pg. 16 Perception +26; darkvision Languages Skills Athletics +36 Str +9 Dex -1 Con +9 Int -5 Wis +0 Cha -5 --- AC 40 Fort +31 Ref +25 Will +27 HP 255 (repair mode) Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 15 (except adamantine) Golem Antimagic harmed by acid (9d10, 2d10 from areas or persistent damage); healed by plant (area 2d10 HP); slowed by electricity Repair Mode When the golem is at 0 HP, it isn't destroyed. Instead, it enters repair mode, during which it is slowed 1, can't take reactions, and can take only the Self-Repair action. Once it has more than 30 HP, it can use any type of action and can use reactions, though it remains slowed 1 and can't take any reactions until the start of its next turn. If a critical hit with an adamantine weapon reduces the golem to 0 HP, or if such a weapon hits it while it's already at 0 HP, then the golem is destroyed. Vulnerable to Dispelling and Shape Wood The golem can be targeted by disjunction , dispel magic , and shape wood . If targeted by such a spell of 9th level or higher, the golem has its resistance to physical damage lowered to 10 and is slowed 1 (or slowed 2 if in repair mode) for 1d4 rounds. During this time, if the golem is reduced to 0 HP while already in repair mode, it is destroyed. --- Speed 30 feet Melee Single Action staff +33 (deadly 3d12, Magical, reach 15 feet), Damage 3d10+15 bludgeoning plus destructive strike Destructive Strike On a critical hit, the golem's staff Strike breaks the target's armor, if any, in addition to dealing damage to the target. If the target has a shield raised, the golem breaks the shield instead. Inexorable March Single Action The golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can try to bar the way by attempting a DC 43 Fortitude save. Critical Success The creature takes no damage and its armor takes no damage. Success The golem halts its movement and cannot enter the creature's square. Failure The resisting creature is damaged and its armor takes damage as if hit by the golem's staff. Self-Repair Single Action (Manipulate) The golem repairs itself, regaining 30 Hit Points. Vent Splinters Single Action (Arcane, Evocation, Fire) The golem vents a 30-foot cone of fiery splinters from its internal forge. This deals 13d6 piercing damage to all creatures in the cone (DC 38 basic Reflex save). Creatures who fail the save also take 2d6 persistent fire damage (4d6 persistent fire damage on a critical failure). The golem can't use Vent Splinters again for 1d4 rounds. ","skill_mod":{"athletics":36},"primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Creature Type","Monster","Rarity"],"ac":40,"level":17,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=1802","intelligence":-5,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":31,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Lignified Adamantine Golem","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[31],"slug":"creature-1802"},{"attack_bonus":[28,28],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":270,"language":["Common","Draconic","Elven","Terran"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","spell_attack_bonus":[32,32],"will_save":33,"charisma":5,"speed":{"max":25,"land":25},"perception":30,"wisdom":3,"weakness":{},"creature_ability":["Shadow's Displeasure","Vesicated Shadow","Observe Weakness","Push My Luck","Rupture Shadow"],"primary_source_group":"Strength of Thousands","skill":["Academia Lore","Athletics","Deception","Diplomacy","Games Lore","Performance","Occultism","Stealth"],"stealth":"29","trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-1803","text":" Unshadowed Okoro Recall Knowledge - Humanoid (Society): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Unshadowed Okoro Source Pathfinder #174: Shadows of the Ancients pg. 18 Perception +30 Languages Common, Draconic, Elven, Terran Skills Academia Lore +33, Athletics +31, Deception +35, Diplomacy +35, Games Lore +31, Performance +31, Occultism +35, Stealth +29 Str +2 Dex +3 Con +3 Int +4 Wis +3 Cha +5 Items +3 greater striking composite shortbow (30 arrows) --- AC 39 Fort +30 Ref +27 Will +33 HP 270 Resistances acid 20 Shadow's Displeasure When Okoro has fewer than 150 Hit Points, his shadow pulls at his essence to show the Vesicant Egg's displeasure. He looks pained and confused, and he becomes clumsy 1 and stupefied 1 until healed to 150 Hit Points or more. These conditions increase to 2 when below 100 Hit Points. When below 50 Hit Points, he falls unconscious. Vesicated Shadow Okoro's shadow has become corrupted via the power of the Vesicant Egg. His shredded shadow grants him some control over acid and shadows. He gains a +4 status bonus to resist acid and shadow effects. --- Speed 25 feet Melee Single Action fist +28 (Agile, Finesse, Nonlethal, Unarmed), Damage 3d4+6 bludgeoning Ranged Single Action composite shortbow +28 (deadly 2d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 3d6+22 piercing Occult Spontaneous Spells DC 40, attack +32 - Cantrips (9th) Chill Touch, Detect Magic, Guidance, Mage Hand, Telekinetic Projectile - 1st Grim Tendrils, Magic Missile, Unseen Servant (3 slots) - 2nd Blur, Hideous Laughter, Sound Burst (3 slots) - 3rd Blindness, Magic Missile, Vampiric Touch (3 slots) - 4th Blink, Fly, Grim Tendrils (3 slots) - 5th Black Tentacles, Magic Missile, Synaptic Pulse (3 slots) - 6th Collective Transposition, Phantasmal Calamity, Vampiric Exsanguination (3 slots) - 7th Grim Tendrils, Magic Missile, Prismatic Spray (3 slots) - 8th Maze, Prismatic Wall, Spirit Song (3 slots) - 9th Magic Missile, Prismatic Sphere, Telepathic Demand (3 slots) Occult Innate Spells DC 40, attack +32 - 9th Shadow Blast (acid only; ×2), Shadow Siphon (×2) Observe Weakness Single Action (Concentrate, Divination, Fortune, Occult) Okoro studies a creature within 30 feet to find an opening to attack. On his next attack roll against the creature this turn, he rolls twice and uses the higher result, and his attack gains the fortune trait. The target becomes temporarily immune for 1d4 rounds. Push My Luck Reaction Trigger Okoro targets a creature with an attack; Requirements The triggering creature was the target of Observe Weakness this turn; Effect Okoro draws upon his future luck to guarantee his attack. When he makes his attack roll, if he rolls lower than 10 on the die, he treats that attack roll as a 10 instead. This is in addition to rolling twice and taking the higher result from Observe Weakness. Afterward, Okoro's luck is temporarily spent, and he must roll twice and use the lower result of his next 3 checks; this is a misfortune effect. He can't use Push My Luck again until he's completed these 3 checks. Rupture Shadow Two Actions (Acid, Conjuration, Occult, Shadow) Okoro can create immense blisters on a creature's shadow, which immediately burst, dealing 20d6 acid damage. He targets a creature within 60 feet that is casting a shadow, which must attempt a DC 37 Will save. Okoro can't use Rupture Shadow again for 1d4 rounds. Critical Success The target is unaffected and becomes temporarily immune for 1 day. Success The target takes half damage. The bursting shadow deals 5 acid splash damage to all creatures within 5 feet of the target. Failure The target takes full damage, and the bursting shadow deals 10 acid splash damage. Critical Failure The target takes double damage, the bursting shadow deals 20 acid splash damage, and the target also takes 4d6 persistent acid damage ","tradition":["Occult"],"skill_mod":{"diplomacy":35,"performance":31,"deception":35,"stealth":29,"athletics":31,"occultism":35},"primary_source":"Pathfinder #174: Shadows of the Ancients","spell":["Magic Missile","Prismatic Sphere","Telepathic Demand","Maze","Prismatic Wall","Spirit Song","Grim Tendrils","Prismatic Spray","Collective Transposition","Phantasmal Calamity","Vampiric Exsanguination","Black Tentacles","Synaptic Pulse","Blink","Fly","Blindness","Vampiric Touch","Blur","Hideous Laughter","Sound Burst","Unseen Servant","Chill Touch","Detect Magic","Guidance","Mage Hand","Telekinetic Projectile","Shadow Blast","Shadow Siphon"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":39,"item":["+3 greater striking composite shortbow (30 arrows)"],"level":18,"spell_dc":[40,40],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{"acid":20},"url":"/NPCs.aspx?ID=1803","intelligence":4,"reflex_save":27,"strongest_save":["will"],"dexterity":3,"fortitude_save":30,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Unshadowed Okoro","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[13,32],"slug":"creature-1803"},{"attack_bonus":[30],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":330,"immunity":["critical hits","death effects","disease","doomed","drained","fatigued","grabbed","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","precision","prone","sickened","unconscious"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","will_save":35,"charisma":2,"speed":{"fly":20,"max":20},"perception":27,"wisdom":5,"weakness":{},"creature_ability":["Extra Reaction","Attack of Opportunity","Retaliate","Bond with Ward","Fly Free","Interpose"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics"],"trait":["Construct","Mindless","Rare","N","Small"],"id":"creature-1804","text":" Thorn Guardian Recall Knowledge - Construct (Arcana, Crafting): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Thorn Guardian Source Pathfinder #174: Shadows of the Ancients pg. 19 Perception +27; darkvision Languages Skills Acrobatics +33 Str +6 Dex +9 Con +6 Int -5 Wis +5 Cha +2 --- AC 39 Fort +27 Ref +30 Will +35 HP 330 Immunities critical hits, death effects, disease, doomed, drained, fatigued, grabbed, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, precision, prone, sickened, unconscious Extra Reaction A thorn guardian gains an additional reaction each turn but can use this extra reaction only to Retaliate. Attack of Opportunity Reaction Retaliate Reaction Trigger A creature within the thorn guardian's reach attacks the guardian's ward; Effect The thorn guardian makes a briar Strike against the triggering creature. If it hits, it deals an additional 2d6 persistent bleed. --- Speed fly 20 feet Melee Single Action briar +30, Damage 3d12+12 Bond with Ward Single Action (Concentrate, Move) Requirements The thorn guardian is adjacent to its ward; Effect The thorn guardian enters its ward's space and encases the creature. This doesn't interfere with its ward's senses or actions. The thorn guardian occupies the same space as its ward and moves with its ward. While worn, the thorn guardian establishes a constant shield other effect with its ward. Attacks that target the thorn guardian target the ward instead but use the higher AC or saving throw values between the thorn guardian and the ward. Area effects apply to both the thorn guardian and the ward, as normal for an area effect. Fly Free Single Action (Concentrate, Move) Requirements The thorn guardian is Bonded with its Ward; Effect The thorn guardian removes itself from the ward and enters an adjacent space. Interpose Single Action Requirements The thorn guardian is Bonded with or adjacent to its ward; Effect The thorn guardian interposes itself between the ward and its foes, granting its ward a +2 circumstance bonus to AC until the start of the thorn guardian's next turn. ","skill_mod":{"acrobatics":33},"primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Creature Type","Monster","Rarity"],"ac":39,"level":16,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1804","intelligence":-5,"reflex_save":30,"strongest_save":["will"],"dexterity":9,"vision":"Darkvision","fortitude_save":27,"source_group":["Strength of Thousands"],"size":["Small"],"spoilers":"Strength of Thousands","name":"Thorn Guardian","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[31],"slug":"creature-1804"},{"attack_bonus":[28],"constitution":4,"primary_source_category":"Adventure Paths","strength":1,"hp":270,"language":["Common","Dwarven","Gnoll","Sylvan"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","spell_attack_bonus":[32,32],"will_save":33,"charisma":3,"speed":{"max":25,"land":25},"perception":30,"wisdom":4,"weakness":{},"creature_ability":["Shadow's Displeasure","Vesicated Shadow","Weird Astrology","Bind Destinies","Rupture Shadow"],"primary_source_group":"Strength of Thousands","skill":["Academia Lore","Deception","Intimidation","Occultism","Religion","Stealth"],"stealth":"31","trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-1805","text":" Unshadowed Mariama Recall Knowledge - Humanoid (Society): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Unshadowed Mariama Source Pathfinder #174: Shadows of the Ancients pg. 20 Perception +30 Languages Common, Dwarven, Gnoll, Sylvan Skills Academia Lore +35, Deception +31, Intimidation +29, Occultism +35, Religion +31, Stealth +31 Str +1 Dex +3 Con +4 Int +5 Wis +4 Cha +3 --- AC 39 Fort +30 Ref +27 Will +33 HP 270 Resistances acid 20 Shadow's Displeasure When Mariama has fewer than 150 Hit Points, her shadow pulls at her essence to show the Vesicant Egg's displeasure. She looks pained and confused, and she becomes clumsy 1 and stupefied 1 until healed to 150 Hit Points or more. These conditions increase to 2 when below 100 Hit Points. When below 50 Hit Points, she falls unconscious. Vesicated Shadow Mariama's shadow has become corrupted via the power of the Vesicant Egg. Her shredded shadow grants her some control over acid and shadows. She gains a +4 status bonus to resist acid and shadow effects. Weird Astrology Perhaps because of Mariama's quirky nature, she has received all the effects of the astrological evaluator. When she gains any of the clumsy, drained, enfeebled, or stupefied conditions, she reduces the value by 1. This means her Shadow's Displeasure doesn't affect her until she has fewer than 50 Hit Points, when she falls unconscious. --- Speed 25 feet Melee Single Action fist +28 (Agile, Finesse, Nonlethal), Damage 3d4+4 bludgeoning Occult Prepared Spells DC 40, attack +32 - Cantrips (9th) Daze, Forbidding Ward, Ghost Sound, Read Aura, Telekinetic Projectile - 1st Bane, Fear, True Strike - 2nd Death Knell, Invisibility, Paranoia - 3rd Chilling Darkness, Hypnotic Pattern, Paralyze - 4th Confusion, Dimension Door, Fly - 5th Hallucination, Synaptic Pulse, Synesthesia - 6th Feeblemind, Spellwrack, Vibrant Pattern - 7th Duplicate Foe, Paralyze, Warp Mind - 8th Disappearance, Spiritual Epidemic, Uncontrollable Dance - 9th Foresight, Synesthesia, Unfathomable Song Occult Innate Spells DC 40, attack +32 - 9th Shadow Blast (acid only; ×2), Shadow Siphon (×2) Witch Hexes DC 40, 3 Focus Points - Cantrips (9th) Nudge Fate - 9th Blood Ward, Cackle, Curse of Death, Malicious Shadow Bind Destinies Three Actions (Abjuration, Curse, Occult) Frequency once per day; Effect Mariama ties her fate with that of another creature within 30 feet. The creature must attempt a DC 40 Will save. Regardless of the result of its save, the creature is temporarily immune for 1 day. Critical Success The creature is unaffected. Success The two fates are bound. Whenever Mariama takes damage, the creature takes damage of the same type equal to half the damage Mariama took (DC 37 basic Fortitude save). Immunities, resistances, and weaknesses still apply as normal. The creature can attempt to sever the bond by spending an action, which has the concentrate trait, to attempt another DC 40 Will save. On a success, the bond is severed, and the effect ends. The bond also ends when Mariama falls unconscious, or if she actively ends the effect herself as a free action. Failure As success, but the creature takes damage equal to the full amount Mariama took. Severing the bond requires a 2-action activity, which has the concentrate trait. Critical Failure As failure, but the basic Fortitude save is DC 40. Severing the bond requires a 3-action activity, which has the concentrate trait. Rupture Shadow Two Actions (Acid, Conjuration, Occult, Shadow) Mariama can create immense blisters on a creature's shadow, which immediately burst, dealing 20d6 acid damage. She targets a creature within 60 feet that is casting a shadow, which must attempt a DC 37 Will save. Mariama can't use Rupture Shadow again for 1d4 rounds. Critical Success The target is unaffected and becomes temporarily immune for 1 day. Success The target takes half damage. The bursting shadow deals 5 acid splash damage to all creatures within 5 feet of the target. Failure The target takes full damage, and the bursting shadow deals 10 acid splash damage. Critical Failure The target takes double damage, the bursting shadow deals 20 acid splash damage, and the target also takes 4d6 persistent acid damage. ","tradition":["Occult"],"skill_mod":{"deception":31,"stealth":31,"intimidation":29,"occultism":35,"religion":31},"primary_source":"Pathfinder #174: Shadows of the Ancients","spell":["Foresight","Synesthesia","Unfathomable Song","Disappearance","Spiritual Epidemic","Uncontrollable Dance","Duplicate Foe","Paralyze","Warp Mind","Feeblemind","Spellwrack","Vibrant Pattern","Hallucination","Synaptic Pulse","Confusion","Dimension Door","Fly","Chilling Darkness","Hypnotic Pattern","Death Knell","Invisibility","Paranoia","Bane","Fear","True Strike","Daze","Forbidding Ward","Ghost Sound","Read Aura","Telekinetic Projectile","Shadow Blast","Shadow Siphon","Blood Ward","Cackle","Curse of Death","Malicious Shadow","Nudge Fate"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":39,"level":18,"spell_dc":[40,40,40],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{"acid":20},"url":"/NPCs.aspx?ID=1805","intelligence":5,"reflex_save":27,"strongest_save":["will"],"dexterity":3,"fortitude_save":30,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Unshadowed Mariama","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[11],"slug":"creature-1805"},{"primary_source_category":"Adventure Paths","strength":8,"hp":330,"language":["Aklo","Common","Necril"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","charisma":4,"perception":32,"stealth":"38","trait":["Humanoid","Negative","Unique","LE","Large","Void"],"id":"creature-1806","text":" Shianshi Waymaker Recall Knowledge - Humanoid (Society): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Shianshi Waymaker Source Pathfinder #174: Shadows of the Ancients pg. 21 Perception +32; greater darkvision, scent (imprecise) 30 feet Languages Aklo, Common, Necril Skills Arcana +35, Athletics +34, Intimidation +32, Occultism +31, Stealth +38, Survival +31 Str +8 Dex +8 Con +3 Int +9 Wis +5 Cha +4 Items +3 greater striking orichalcum greatsword --- AC 42 Fort +27 Ref +35 Will +29 HP 330 (negative healing) Immunities death effects, drained Attack of Opportunity Reaction --- Speed 50 feet Melee Single Action greatsword +36 (Death, Magical, versatile P), Damage 3d12+14 slashing plus huntblade brutality Melee Single Action shadow whip +36 (Agile, Death, Disarm, Finesse, Magical, reach 10 feet, Trip), Damage 3d4+14 bludgeoning plus Improved Grab Arcane Prepared Spells DC 40, attack +32 - Cantrips (9th) Daze, Detect Magic, Electric Arc, Produce Flame, Read Aura - 5th Dimension Door, Sending, Shadow Walk - 6th Collective Transposition, Disintegrate, Teleport - 7th Dimensional Lock, Plane Shift, True Target - 8th Eclipse Burst, Maze, Unrelenting Observation - 9th Dispel Magic, Foresight, Telepathic Demand Arcane Innate Spells DC 40 - 4th Darkness, Earthbind Rituals DC 40 - 8th Imprisonment Claim Trophy Single Action Shianshi claims the soul of a creature she killed within the last minute. This works like bind soul , except that no black sapphire is required and the soul is turned into a glowing blue light called a soul trophy. Anyone who kills Shianshi can then free the soul from any soul trophy by touching it and speaking the word for “freedom” in any language. Huntblade Brutality Shianshi's greatsword Strikes have the death trait and deal an additional 2d8 damage to drained, flat-footed, or frightened creatures. Hunter's Leap Reaction (Occult, Conjuration, Teleportation) Trigger Shianshi kills a creature; Effect Shianshi teleports up to 30 feet and makes a greatsword Strike; on a hit, the target of the Strike is frightened 1 (frightened 3 on a critical hit). Whip Drain Single Action (Arcane, Death, Necromancy) Requirements Shianshi has a creature grabbed with her shadow whip; Effect The grabbed creature must succeed at a DC 41 Fortitude save or become drained 2 (drained 3 on a critical failure). If the creature is already drained, this increases its drained value instead, to a maximum of drained 4. ","skill_mod":{"survival":31,"stealth":38,"arcana":35,"athletics":34,"intimidation":32,"occultism":31},"primary_source":"Pathfinder #174: Shadows of the Ancients","spell":["Dispel Magic","Foresight","Telepathic Demand","Eclipse Burst","Maze","Unrelenting Observation","Dimensional Lock","Plane Shift","True Target","Collective Transposition","Disintegrate","Teleport","Dimension Door","Sending","Shadow Walk","Daze","Detect Magic","Electric Arc","Produce Flame","Read Aura","Darkness","Earthbind"],"ac":42,"item":["+3 greater striking orichalcum greatsword"],"level":18,"spell_dc":[40,40],"source_category":["Adventure Paths"],"sense":" greater darkvision , scent (imprecise) 30 feet","resistance":{},"intelligence":9,"reflex_save":35,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":27,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Shianshi Waymaker","alignment":"LE","rarity":"unique","strike_damage_average":[21,33],"attack_bonus":[36,36],"constitution":3,"immunity":["death effects","drained"],"will_save":29,"speed":{"max":50,"land":50},"wisdom":5,"weakness":{},"creature_ability":["Attack of Opportunity","Claim Trophy","Huntblade Brutality","Hunter's Leap","Whip Drain"],"primary_source_group":"Strength of Thousands","skill":["Arcana","Athletics","Intimidation","Occultism","Stealth","Survival"],"tradition":["Arcane"],"trait_group":["Creature Type","Energy","Planar","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1806","dexterity":8,"category":"creature","slug":"creature-1806"},{"primary_source_category":"Adventure Paths","strength":2,"hp":270,"language":["Amurrun","Common","Gnoll","Iruxi","Necril","Sylvan"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","charisma":-1,"perception":33,"stealth":"31","trait":["Gnoll","Humanoid","Unique","CE","Small","Kholo"],"id":"creature-1807","text":" Unshadowed Anchor Root Recall Knowledge - Humanoid (Society): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Unshadowed Anchor Root Source Pathfinder #174: Shadows of the Ancients pg. 23 Perception +33; low-light vision, scent (imprecise) 30 feet Languages Amurrun, Common, Gnoll, Iruxi, Necril, Sylvan Skills Academia Lore +31, Deception +35, Nature +35, Occultism +35, Religion +31, Stealth +31, Survival +33 Str +2 Dex +3 Con +4 Int +5 Wis +5 Cha -1 --- AC 39 Fort +30 Ref +27 Will +33 HP 270 Resistances acid 20 Shadow's Displeasure When Anchor Root has fewer than 150 Hit Points, her shadow pulls at her essence to show the Vesicant Egg's displeasure. She looks pained and confused, and she becomes clumsy 1 and stupefied 1 until healed to 150 Hit Points or more. These conditions increase to 2 when below 100 Hit Points. When below 50 Hit Points, she falls unconscious. Vesicated Shadow Anchor Root's shadow has become corrupted via the power of the Vesicant Egg . Her shredded shadow grants her some control over acid and shadows. She gains a +4 status bonus to resist acid and shadow effects. --- Speed 25 feet Melee Single Action bite +28, Damage 3d6+5 piercing Primal Prepared Spells DC 40, attack +32 - Cantrips (9th) Acid Splash, Disrupt Undead, Produce Flame, Stabilize, Tanglefoot - 1st Fear, Grease, Ventriloquism - 2nd Dispel Magic, Spider Climb, Ventriloquism - 3rd Fear, Lightning Bolt, Stinking Cloud - 4th Dispel Magic, Fly, Wall of Fire - 5th Cloudkill, Fireball, Wall of Thorns - 6th Dispel Magic, Lightning Bolt, True Seeing - 7th Eclipse Burst, Fireball, Volcanic Eruption - 8th Dispel Magic, Earthquake, Horrid Wilting - 9th Lightning Bolt, Nature's Enmity, Storm of Vengeance Occult Innate Spells DC 40, attack +32 - 2nd Augury (×2) - 5th Animal Form (canine form only) - 9th Shadow Blast (acid only; ×2), Shadow Siphon (×2) Rupture Shadow Two Actions (Acid, Conjuration, Occult, Shadow) Anchor Root can create immense blisters on a creature's shadow, which immediately burst, dealing 20d6 acid damage. She targets a creature within 60 feet that is casting a shadow, which must attempt a DC 37 Will save. Anchor Root can't use Rupture Shadow again for 1d4 rounds. Critical Success The target is unaffected and becomes temporarily immune for 1 day. Success The target takes half damage. The bursting shadow deals 5 acid splash damage to all creatures within 5 feet of the target. Failure The target takes full damage, and the bursting shadow deals 10 acid splash damage. Critical Failure The target takes double damage, the bursting shadow deals 20 acid splash damage, and the target also takes 4d6 persistent acid damage. ","skill_mod":{"deception":35,"nature":35,"survival":33,"stealth":31,"occultism":35,"religion":31},"primary_source":"Pathfinder #174: Shadows of the Ancients","spell":["Lightning Bolt","Nature's Enmity","Storm of Vengeance","Dispel Magic","Earthquake","Horrid Wilting","Eclipse Burst","Fireball","Volcanic Eruption","True Seeing","Cloudkill","Wall of Thorns","Fly","Wall of Fire","Fear","Stinking Cloud","Spider Climb","Ventriloquism","Grease","Acid Splash","Disrupt Undead","Produce Flame","Stabilize","Tanglefoot","Shadow Blast","Shadow Siphon","Animal Form","Augury"],"ac":39,"level":18,"spell_dc":[40,40],"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","resistance":{"acid":20},"intelligence":5,"reflex_save":27,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":30,"source_group":["Strength of Thousands"],"size":["Small"],"spoilers":"Strength of Thousands","name":"Unshadowed Anchor Root","alignment":"CE","rarity":"unique","strike_damage_average":[15],"attack_bonus":[28],"constitution":4,"spell_attack_bonus":[32,32],"will_save":33,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Shadow's Displeasure","Vesicated Shadow","Rupture Shadow"],"primary_source_group":"Strength of Thousands","skill":["Academia Lore","Deception","Nature","Occultism","Religion","Stealth","Survival"],"tradition":["Primal","Occult"],"trait_group":["Monster","Ancestry","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=1807","dexterity":3,"category":"creature","slug":"creature-1807"},{"primary_source_category":"Adventure Paths","strength":5,"hp":330,"language":["Common","Dwarven"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","charisma":-1,"perception":30,"stealth":"29","trait":["Dwarf","Humanoid","Unique","CE","Medium"],"id":"creature-1808","text":" Unshadowed Haibram Recall Knowledge - Humanoid (Society): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Unshadowed Haibram Source Pathfinder #174: Shadows of the Ancients pg. 24 Perception +30; darkvision Languages Common, Dwarven Skills Academia Lore +31, Acrobatics +33, Arcana +33, Athletics +35, Deception +29, Intimidation +31, Performance +31, Stealth +29, Survival +29 Str +5 Dex +4 Con +4 Int +4 Wis +2 Cha -1 Items +3 greater striking mambele --- AC 41 Fort +33 Ref +30 Will +27 HP 330 Resistances acid 20 Shadow's Displeasure When Haibram has fewer than 150 Hit Points, his shadow pulls at his essence to show the Vesicant Egg's displeasure. He looks pained and confused, and he becomes clumsy 1 and stupefied 1 until healed to 150 Hit Points or more. These conditions increase to 2 when below 100 Hit Points. When below 50 Hit Points, he falls unconscious. Vesicated Shadow Haibram's shadow has become corrupted via the power of the Vesicant Egg . His shredded shadow grants him some control over acid and shadows. He gains a +4 status bonus to resist acid and shadow effects. --- Speed 20 feet Melee Single Action mambele +33 (Disarm, deadly d8, Magical), Damage 3d6+16 slashing Ranged Single Action mambele +33 (Disarm, deadly d8, Magical, thrown 20 feet), Damage 3d6+16 slashing Arcane Prepared Spells DC 37, attack +29 - Cantrips (9th) Detect Magic, Electric Arc, Produce Flame, Ray of Frost, Shield - 1st Gust of Wind, Ray of Enfeeblement, True Strike - 2nd Endure Elements, Flaming Sphere, Obscuring Mist - 3rd Fireball, Lightning Bolt, Wall of Wind - 4th Fly, Gaseous Form, Wall of Fire - 5th Fireball, Mantle of the Magma Heart, Telekinetic Haul - 6th Chain Lightning, Flame Vortex, Repulsion - 7th Energy Aegis, Fly, True Target - 8th Boil Blood, Disappearance, Lightning Bolt - 9th Fireball, Implosion, Meteor Swarm Occult Innate Spells DC 40, attack +32 - 9th Shadow Blast (acid only; ×2), Shadow Siphon (×2) Rupture Shadow Two Actions (Acid, Conjuration, Occult, Shadow) Haibram can create immense blisters on a creature's shadow, which immediately burst, dealing 20d6 acid damage. He targets a creature within 60 feet that is casting a shadow, which must attempt a DC 37 Will save. Haibram can't use Rupture Shadow again for 1d4 rounds. Critical Success The target is unaffected and becomes temporarily immune for 1 day. Success The target takes half damage. The bursting shadow deals 5 acid splash damage to all creatures within 5 feet of the target. Failure The target takes full damage, and the bursting shadow deals 10 acid splash damage. Critical Failure The target takes double damage, the bursting shadow deals 20 acid splash damage, and the target also takes 4d6 persistent acid damage. Wind Step Two Actions or Three Actions (Air, Arcane, Transmutation) Haibram draws air around him to aid his movement. He Strides up to his Speed, gaining the effects of air walk and ignoring difficult terrain while moving. He can increase the number of actions to 3 to Stride up to three times his Speed instead. Haibram begins to fall immediately after using Wind Step but treats the fall as 60 feet shorter thanks to the supporting winds. Wind Touch Single Action (Air, Arcane, Evocation) Haibram imbues a weapon he's holding with the power of the wind until the start of his next turn. The wind's power allows Haibram to swing and hurl the weapon with great force, causing the weapon to deal an additional 2d10 damage. If the weapon does not have the thrown trait, it also gains the thrown 10 feet trait during this attack. ","skill_mod":{"performance":31,"deception":29,"survival":29,"stealth":29,"arcana":33,"athletics":35,"intimidation":31,"acrobatics":33},"primary_source":"Pathfinder #174: Shadows of the Ancients","spell":["Fireball","Implosion","Meteor Swarm","Boil Blood","Disappearance","Lightning Bolt","Energy Aegis","Fly","True Target","Chain Lightning","Flame Vortex","Repulsion","Mantle of the Magma Heart","Telekinetic Haul","Gaseous Form","Wall of Fire","Wall of Wind","Endure Elements","Flaming Sphere","Obscuring Mist","Gust of Wind","Ray of Enfeeblement","True Strike","Detect Magic","Electric Arc","Produce Flame","Ray of Frost","Shield","Shadow Blast","Shadow Siphon"],"ac":41,"item":["+3 greater striking mambele"],"level":18,"spell_dc":[37,40],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"acid":20},"intelligence":4,"reflex_save":30,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":33,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Unshadowed Haibram","alignment":"CE","rarity":"unique","strike_damage_average":[26,26],"attack_bonus":[33,33],"constitution":4,"spell_attack_bonus":[29,32],"will_save":27,"speed":{"max":20,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Shadow's Displeasure","Vesicated Shadow","Rupture Shadow","Wind Step","Wind Touch"],"primary_source_group":"Strength of Thousands","skill":["Academia Lore","Acrobatics","Arcana","Athletics","Deception","Intimidation","Performance","Stealth","Survival"],"tradition":["Arcane","Occult"],"trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=1808","dexterity":4,"category":"creature","slug":"creature-1808"},{"attack_bonus":[35,35],"constitution":9,"primary_source_category":"Adventure Paths","strength":10,"hp":340,"language":["Common"],"immunity":["acid"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","will_save":30,"charisma":5,"speed":{"climb":20,"max":30,"land":30},"perception":30,"wisdom":6,"weakness":{},"creature_ability":["Bombardier's Spray","Burning Pool"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Intimidation","Survival"],"trait":["Beast","Rare","N","Huge"],"id":"creature-1809","text":" Cataclysm Beetle Recall Knowledge - Beast (Arcana, Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Cataclysm Beetle Source Pathfinder #174: Shadows of the Ancients pg. 40 Perception +30; darkvision, scent (imprecise) 60 feet Languages Common Skills Athletics +36, Intimidation +31, Survival +30 Str +10 Dex +2 Con +9 Int -3 Wis +6 Cha +5 --- AC 44 Fort +35 Ref +26 Will +30 HP 340 Immunities acid --- Speed 30 feet, climb 20 feet Melee Single Action mandibles +35 (reach 10 feet), Damage 3d12+16 slashing plus Grab Melee Single Action acid glob +35 (Acid, Brutal, range increment 120 feet), Damage 2d8+16 bludgeoning plus 4d6 persistent acid Bombardier's Spray Two Actions (Acid, Primal) The cataclysm beetle sprays a 60-foot cone of acid from its abdomen that deals 12d10 acid damage (DC 40 basic Reflex save). It can't use Bombardier's Spray or Burning Pool for 1d4 rounds. Burning Pool Two Actions (Acid, Primal) The cataclysm beetle spills acid directly from its abdomen, creating a wave of acid that deals 10d12 acid damage to all creatures in a 30-foot emanation (DC 40 basic Fortitude save). Creatures that fail this save are pushed back 10 feet from the cataclysm beetle (30 feet on a critical failure). It can't use Bombardier's Spray or Burning Pool for 1d4 rounds. ","skill_mod":{"survival":30,"athletics":36,"intimidation":31},"primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Creature Type","Rarity"],"ac":44,"level":18,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1809","intelligence":-3,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":35,"source_group":["Strength of Thousands"],"size":["Huge"],"spoilers":"Strength of Thousands","name":"Cataclysm Beetle","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[35,39],"slug":"creature-1809"},{"attack_bonus":[35,35],"constitution":5,"primary_source_category":"Adventure Paths","strength":9,"hp":335,"language":["Common"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","will_save":29,"charisma":9,"speed":{"climb":20,"max":40,"land":40},"perception":30,"wisdom":6,"weakness":{},"creature_ability":["Attack of Opportunity","Lead by Example","Practiced Subterfuge","Red Ant Venom"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Deception","Diplomacy","Intimidation","Society","Survival"],"trait":["Beast","Unique","N","Huge"],"id":"creature-1810","text":" Red Queen Recall Knowledge - Beast (Arcana, Nature): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Red Queen Source Pathfinder #174: Shadows of the Ancients pg. 41 Perception +30; darkvision, scent (imprecise) 60 feet Languages Common Skills Athletics +31, Deception +37, Diplomacy +33, Intimidation +33, Society +28, Survival +30 Str +9 Dex +6 Con +5 Int +2 Wis +6 Cha +9 Items ornate platinum and ruby jewelry worth 12,000 gp --- AC 42 Fort +31 Ref +33 Will +29 HP 335 Attack of Opportunity Reaction Stinger only. --- Speed 40 feet, climb 20 feet Melee Single Action mandible +35 (Magical, reach 10 feet), Damage 3d12+19 slashing plus Improved Grab Melee Single Action stinger +35 (Agile, Magical), Damage 3d8+19 piercing plus red ant venom Lead by Example Two Actions (Visual) Frequency once per day; Effect The Red Queen Strikes a creature with a vicious display that inspires her allies. Allies who can see the Red Queen can use a reaction to Step or Stride to a space adjacent to an enemy, or to Strike. Practiced Subterfuge When the Red Queen makes a Deception check to Feint, she compares her result to the Will DC of each enemy within 30 feet to determine the effect against that enemy. On a critical success, the creature is flat-footed to all melee attacks, not just melee attacks from the Red Queen, until the end of her next turn. Red Ant Venom (Poison) Saving Throw DC 40 Fortitude; Maximum Duration 4 rounds; Stage 1 3d6 poison and enfeebled 1 (1 round); Stage 2 4d6 poison and enfeebled 2 (1 round); Stage 3 6d6 poison and enfeebled 3 (1 round) ","skill_mod":{"society":28,"diplomacy":33,"deception":37,"survival":30,"athletics":31,"intimidation":33},"primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Creature Type","Rarity"],"ac":42,"item":["ornate platinum and ruby jewelry worth 12,000 gp"],"level":18,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1810","intelligence":2,"reflex_save":33,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":31,"source_group":["Strength of Thousands"],"size":["Huge"],"spoilers":"Strength of Thousands","name":"Red Queen","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[32,38],"slug":"creature-1810"},{"attack_bonus":[37,39],"constitution":10,"primary_source_category":"Adventure Paths","strength":10,"hp":400,"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","will_save":35,"charisma":-1,"speed":{"fly":30,"max":30,"land":30},"perception":36,"wisdom":5,"weakness":{},"creature_ability":["Carapace Deflection","Constrict","Earthquake Stomp","Oviposit","Sunder Objects","Trample"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Athletics"],"trait":["Beast","Rare","N","Gargantuan"],"id":"creature-1811","text":" Ironclad Annihilator Beetle Recall Knowledge - Beast (Arcana, Nature): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Ironclad Annihilator Beetle Source Pathfinder #174: Shadows of the Ancients pg. 49 Perception +36; darkvision Languages Skills Acrobatics +36, Athletics +42 Str +10 Dex +6 Con +10 Int -5 Wis +5 Cha -1 --- AC 49 Fort +38 Ref +32 Will +35 HP 400 Carapace Deflection Reaction Trigger The ironclad annihilator beetle is targeted with an attack from an attacker it can see; Effect The ironclad annihilator pivots to place its tough carapace in the way of the attack, gaining a +2 circumstance bonus to its AC against the triggering attack. If the attack misses, the ironclad annihilator can Step after the attack. --- Speed 30 feet, fly 30 feet Melee Single Action mandible +39 (Magical, reach 20 feet), Damage 4d12+20 piercing plus Improved Grab Melee Single Action foot +37 (Magical, reach 15 feet), Damage 4d8+20 bludgeoning Constrict Single Action 4d6+20 bludgeoning, DC 44 Earthquake Stomp Single Action Frequency once per round; Effect The ironclad annihilator beetle stomps the ground. All creatures within a 30-foot emanation must succeed at a DC 44 Fortitude saving throw or fall prone and become stunned 1 (stunned for 1 round on a critical failure). Oviposit Two Actions Requirements The ironclad annihilator beetle has a creature grabbed; Effect The ironclad annihilator injects its ovipositor under the grabbed creature's skin. The creature takes 4d6+20 bludgeoning damage (DC 44 basic Fortitude save). On a failed save, the beetle implants an egg, and the target creature takes 4d6 persistent bleed damage that is unusually tenacious. The DC to stop the bleeding using Administer First Aid is 40, and healing the creature to full Hit Points doesn't automatically stop the bleeding. If the target creature dies from this bleed damage, its body is destroyed and unrecoverable except with powerful magic such as miracle or wish , and an immature ironclad annihilator beetle (with statistics as a giant stag beetle bursts forth. Sunder Objects When an ironclad annihilator damages an item or structure, it deals an additional 2d10 damage to that item or structure. Trample Three Actions Huge or smaller, foot, DC 44 ","skill_mod":{"athletics":42,"acrobatics":36},"primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Creature Type","Rarity"],"ac":49,"level":21,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1811","intelligence":-5,"reflex_save":32,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":38,"source_group":["Strength of Thousands"],"size":["Gargantuan"],"spoilers":"Strength of Thousands","name":"Ironclad Annihilator Beetle","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[38,46],"slug":"creature-1811"},{"attack_bonus":[36,38],"constitution":5,"primary_source_category":"Adventure Paths","strength":10,"hp":400,"language":["Common","insect empathy, <%UMR%37%%>telepathy<%END> 120 feet"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","creature_family":"Werecreature, Wereant","will_save":32,"charisma":6,"speed":{"max":40,"land":40},"perception":32,"wisdom":5,"weakness":{"silver":20},"creature_ability":["Gnawing Retort","Retributive Strike","Change Shape","Curse of the Wereant","Hasty Reposition","Moon Frenzy","Sentinel's Focus"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Intimidation","Society"],"trait":["Beast","Human","Humanoid","Rare","Werecreature","LE","Medium"],"id":"creature-1812","text":" Wereant Sentinel Recall Knowledge - Beast (Arcana, Nature): DC 44 Recall Knowledge - Humanoid (Society): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Wereant Sentinel Source Pathfinder #174: Shadows of the Ancients pg. 50 Perception +32; darkvision, scent (imprecise) 30 feet Languages Common; insect empathy, telepathy 120 feet Skills Athletics +37, Intimidation +33, Society +27 Str +10 Dex +5 Con +5 Int +0 Wis +5 Cha +6 Items +2 greater striking khopesh , major sturdy shield ( (Hardness 17, HP 136, BT 68)) --- AC 43 (45 with shield raised) Fort +35 Ref +29 Will +32 HP 400 Weaknesses silver 20 Gnawing Retort Reaction Trigger A creature adjacent to the wereant critically misses the wereant with a melee Strike; Effect The wereant makes a mandibles Strike against the triggering creature Retributive Strike Reaction Trigger An enemy damages the wereant sentinel's ally, and both are within 15 feet of the wereant sentinel; Effect The ally gains resistance 20 against the triggering damage. If the foe is within reach, the wereant sentinel makes a melee Strike against it. --- Speed 40 feet Melee Single Action mandibles +36, Damage 3d10+20 slashing plus Knockdown and curse of the wereant Melee Single Action khopesh +38 (Magical, Trip), Damage 3d8+20 slashing Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The wereant changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true wereant's natural form is their hybrid shape. In humanoid shape, they use their original humanoid size, lose their jaws and claw Strikes, and gain a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their mandibles. In animal shape, they take the form of a Medium giant ant, gain a climb Speed of 20 feet, gain Grab on their mandibles Strike, and lose their weapon Strikes. Curse of the Wereant (Curse, Necromancy, Primal) This curse affects only humanoids; Saving Throw DC 34 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wereant until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. Hasty Reposition Single Action Frequency once per round; Effect The wereant sentinel Steps, moving up to 15 feet. Moon Frenzy (Polymorph, Primal, Transmutation) When a full moon appears in the night sky, the wereant must enter hybrid form, can't Change Shape, becomes one size larger, increases their reach by 5 feet, and increases the damage of their mandibles Strike by 2. When the moon sets or the sun rises, the wereant returns to humanoid form and is fatigued for 2d4 hours. Sentinel's Focus Single Action The wereant sentinel plants its feet in defiance of those who would move it. It gains a +2 circumstance bonus to defenses against being Shoved or Tripped, and its melee Strikes deal an additional 2d8 mental damage. These effects end when it moves from its square using anything other than Hasty Reposition. ","skill_mod":{"society":27,"athletics":37,"intimidation":33},"primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity","Monster"],"ac":43,"item":["+2 greater striking khopesh","major sturdy shield ( (Hardness 17, HP 136, BT 68))"],"level":19,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1812","intelligence":0,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":35,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Wereant Sentinel","alignment":"LE","category":"creature","rarity":"rare","strike_damage_average":[33,36],"slug":"creature-1812"},{"primary_source_category":"Adventure Paths","strength":1,"hp":90,"language":["Common","Elven","Sylvan","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%294%%>speak with plants<%END>"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","charisma":5,"perception":14,"stealth":"15","trait":["Fey","Nymph","Rare","CG","Medium"],"id":"creature-1813","text":" Hora While most nymphs bond with a natural feature, such as a tree, pool, or cave, horai are rare nymphs associated with a specific time—the summer or winter solstice—rather than a location. Horai erect simple astronomical calendars near their home, which they use to mark the moment when the sun reaches its highest or lowest point in the sky. An hora tied to the summer solstice grows more powerful as the sun reaches its height, while an hora tied to the winter solstice is sickly and weak. The opposite holds true for winter horai, who are weak in summer and strong in winter. Meanwhile, autumn and spring horai draw power near the autumnal and vernal equinoxes, becoming weaker around the opposite equinox. Summer horai appear constantly bathed in sunlight, with skin and clothing of red, orange, and yellow, like the sunlight of high summer. Recall Knowledge - Fey (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Summer Hora Source Pathfinder #177: Burning Tundra pg. 80 Perception +14; low-light vision Languages Common, Elven, Sylvan; speak with animals , speak with plants Skills Acrobatics +13, Astronomy Lore +15, Athletics +11, Diplomacy +13, Nature +14, Stealth +15, Survival +14 Str +1 Dex +5 Con +2 Int +3 Wis +4 Cha +5 Summer Bound During the winter months, a summer hora can't take reactions, is sickened 1, and can't reduce their sickened condition below 1. --- AC 24 Fort +11 Ref +14 Will +17 HP 90 Resistances fire 5 Weaknesses cold iron 5 Solstice Dependent An hora is mystically bonded to a natural location with a simple astronomical calendar that marks the summer and winter solstice. If they aren't at that location at dawn when the sunlight touches the calendar, they become drained 1, increasing the value by 1 for each missed day and reducing by 1 only when they witness dawn's light touch the calendar. Even on a cloudy day, there's enough sunlight to satisfy the hora's need. An hora can perform a 24-hour ritual to bond to a new location. --- Speed 25 feet Melee Single Action solar blade +17 (Agile, Finesse, Magical, versatile P), Damage 2d8+4 slashing plus 1d6 fire Ranged Single Action solar ray +17 (Magical, range increment 60 feet), Damage 2d12+2 fire Primal Innate Spells DC 24 - Cantrips (3rd) Know Direction, Light - 1st Alarm, Pass Without Trace (at will) - 2nd Animal Messenger, Faerie Fire - 3rd Animal Vision, Curse of Lost Time - Constant (2nd) Speak with Animals - Constant (4th) Speak with Plants Summer's Salvation Reaction Trigger The summer hora or an ally within 30 feet that the summer hora can see fails a Perception check or saving throw; Effect If it's the month of the summer solstice, the hora's or ally's check retroactively gains a +4 status bonus, which can change the outcome from a critical failure to a failure or a failure to a success. If it's the month before or after the summer solstice, the check gains a retroactive +2 status bonus instead. In the other months except during the three winter solstice months, the check gains a retroactive +1 status bonus instead. During the winter solstice months, this ability has no effect. The summer hora can't use Summer's Fortune again for 1d4 rounds. Other Horai The statistics here are for summer horai, but you can represent the other three types of horai with the following alterations. Winter horai have resistance to cold rather than to fire and Strikes that deal cold damage rather than fire damage. Similarly, autumn horai have resistance to negative energy and Strikes that deal negative damage; spring horai have no resistance and Strikes that deal positive damage (which only harms undead and creatures with negative healing, as normal). Winter horai have the Winter Bound ability which impairs them during the summer months, and winter horai queens reverse the effects of their Tied to the Land ability (their land is healthy during the winter and withers during the summer). Similarly, autumn and spring horai are impaired during the opposing months, and their queens' Tied to the Land abilities change accordingly. Winter horai have Winter's Rescue rather than Summer's Salvation, which gives a +4 status bonus during the month of the winter solstice (Kuthona on Golarion), a +2 status bonus on the months before and after it (Neth and Abadius), a +1 bonus on most other months, and no benefit during the three summer months. Similarly, autumn and spring horai have reactions that grant a +4 status bonus during the month of their equinox, a +2 status bonus on the months just before and after, a +1 status bonus on other months, and no benefit during the opposing equinox and the months just before and after. ","skill_mod":{"diplomacy":13,"nature":14,"survival":14,"stealth":15,"athletics":11,"acrobatics":13},"image":["/Images/Monsters/Nymph_SummerHora.png"],"primary_source":"Pathfinder #177: Burning Tundra","spell":["Animal Vision","Curse of Lost Time","Animal Messenger","Faerie Fire","Alarm","Pass Without Trace","Know Direction","Light","Speak with Animals","Speak with Plants"],"ac":24,"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{"fire":5},"intelligence":3,"reflex_save":14,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":11,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Summer Hora","alignment":"CG","rarity":"rare","strike_damage_average":[15,16],"attack_bonus":[17,17],"constitution":2,"creature_family":"Nymph","will_save":17,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"cold_iron":5},"creature_ability":["Summer Bound","Solstice Dependent","Summer's Salvation"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Astronomy Lore","Athletics","Diplomacy","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"While most nymphs bond with a natural feature, such as a tree, pool, or cave, horai are rare nymphs associated with a specific time—the summer or …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1813","dexterity":5,"category":"creature","slug":"creature-1813"},{"primary_source_category":"Adventure Paths","strength":2,"hp":190,"language":["Common","Elven","Sylvan","<%SPELLS%293%%>speak with animals<%END>, <%SPELLS%294%%>speak with plants<%END>"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","charisma":8,"perception":26,"stealth":"27","trait":["Fey","Nymph","Rare","CG","Medium"],"id":"creature-1814","text":" Hora Queen Hora queens rule over wide stretches of land, nourishing and protecting native animals and plants. Most hora queens watch over their regions in pairs: one summer and one winter, or one autumn and one spring. Recall Knowledge - Fey (Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Summer Hora Queen Source Pathfinder #177: Burning Tundra pg. 81 Perception +26; low-light vision Languages Common, Elven, Sylvan; speak with animals , speak with plants Skills Acrobatics +25, Astronomy Lore +27, Athletics +23, Diplomacy +27, Nature +28, Stealth +27, Survival +24 Str +2 Dex +8 Con +4 Int +4 Wis +5 Cha +8 Summer Bound During the winter months, a summer hora can't take reactions, is sickened 1, and can't reduce their sickened condition below 1. Tied to the Land A summer hora queen is intrinsically tied to a specific region, such as a forest or hilly plain. For 3 months around the summer solstice, the environment is supernaturally resilient, allowing the queen to automatically attempt to counteract spells and rituals that would harm the environment, such as blight , with a +27 counteract modifier and a counteract level of 7. For the 3 months around the winter solstice, however, her warded region becomes twisted or unhealthy unless a winter hora queen is present. --- AC 35 Fort +21 Ref +25 Will +24 HP 190 Resistances fire 10 Weaknesses cold iron 10 Nymph's Beauty (aura, emotion, enchantment, incapacitation, mental, primal, visual) DC 30. On a failed save, the creature is dazzled and flat-footed for 1 minute. --- Speed 25 feet Melee Single Action solar blade +27 (Agile, Finesse, Magical, versatile P), Damage 3d8+8 slashing plus 1d6 fire Ranged Single Action solar ray +27 (Magical, range increment 60 feet), Damage 3d12+6 fire Primal Prepared Spells DC 33, attack +25 - Cantrips (7th) Dancing Lights, Detect Magic, Guidance, Stabilize, Tanglefoot - 1st Charm, Longstrider, Pest Form - 2nd Restore Senses, Tree Shape, Water Walk - 3rd Fireball, Nondetection, Slow - 4th Fire Shield, Fly, Vital Beacon - 5th Banishment, Heal, Tree Stride - 6th Baleful Polymorph, Blanket of Stars, Stone Tell - 7th Fiery Body, Regenerate Primal Innate Spells DC 33, attack +25 - Cantrips (7th) Know Direction, Light - 1st Alarm, Pass Without Trace (at will) - 2nd Animal Messenger, Faerie Fire - 3rd Animal Vision - 4th Speak with Plants - 6th True Seeing - 7th Sunburst, Curse of Lost Time - Constant (2nd) Speak with Animals Change Shape Single Action (Polymorph, Primal, Transmutation) Focus Beauty Single Action (Emotion, Enchantment, Incapacitation, Mental, Primal, Visual) On a failed save, if the creature was already affected by the hora queen's beauty, it's blinded until its sight is restored via restore senses or similar effect, or until the hora queen chooses to remove the effect using a single action, which has the concentrate trait. Inspiration Three Actions (Emotion, Enchantment, Mental, Primal) Summer's Salvation Reaction Trigger The summer hora queen or an ally within 30 feet that the summer hora queen can see fails an attack roll, skill check, Perception check, or saving throw; Effect If it's the month of the summer solstice, the hora queen's or ally's check retroactively gains a +4 status bonus, which can change the outcome from a critical failure to a failure or a failure to a success. If it's the month before or after the summer solstice, the check gains a retroactive +2 status bonus instead. In the other months except during the three winter solstice months, the check gains a retroactive +1 status bonus instead. During the winter solstice months, this ability has no effect. The summer hora queen can't use Summer's Fortune again for 1d4 rounds. Other Horai The statistics here are for summer horai, but you can represent the other three types of horai with the following alterations. Winter horai have resistance to cold rather than to fire and Strikes that deal cold damage rather than fire damage. Similarly, autumn horai have resistance to negative energy and Strikes that deal negative damage; spring horai have no resistance and Strikes that deal positive damage (which only harms undead and creatures with negative healing, as normal). Winter horai have the Winter Bound ability which impairs them during the summer months, and winter horai queens reverse the effects of their Tied to the Land ability (their land is healthy during the winter and withers during the summer). Similarly, autumn and spring horai are impaired during the opposing months, and their queens' Tied to the Land abilities change accordingly. Winter horai have Winter's Rescue rather than Summer's Salvation, which gives a +4 status bonus during the month of the winter solstice (Kuthona on Golarion), a +2 status bonus on the months before and after it (Neth and Abadius), a +1 bonus on most other months, and no benefit during the three summer months. Similarly, autumn and spring horai have reactions that grant a +4 status bonus during the month of their equinox, a +2 status bonus on the months just before and after, a +1 status bonus on other months, and no benefit during the opposing equinox and the months just before and after. ","skill_mod":{"diplomacy":27,"nature":28,"survival":24,"stealth":27,"athletics":23,"acrobatics":25},"primary_source":"Pathfinder #177: Burning Tundra","spell":["Fiery Body","Regenerate","Baleful Polymorph","Blanket of Stars","Stone Tell","Banishment","Heal","Tree Stride","Fire Shield","Fly","Vital Beacon","Fireball","Nondetection","Slow","Restore Senses","Tree Shape","Water Walk","Charm","Longstrider","Pest Form","Dancing Lights","Detect Magic","Guidance","Stabilize","Tanglefoot","Sunburst","Curse of Lost Time","True Seeing","Animal Vision","Animal Messenger","Faerie Fire","Alarm","Pass Without Trace","Know Direction","Light","Speak with Animals","Speak with Plants"],"ac":35,"level":13,"spell_dc":[33,33],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{"fire":10},"intelligence":4,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":21,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Summer Hora Queen","alignment":"CG","rarity":"rare","strike_damage_average":[25,25],"attack_bonus":[27,27],"constitution":4,"creature_family":"Nymph","spell_attack_bonus":[25,25],"will_save":24,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{"cold_iron":10},"creature_ability":["Summer Bound","Tied to the Land","Nymph's Beauty","Change Shape","Focus Beauty","Inspiration","Summer's Salvation"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Astronomy Lore","Athletics","Diplomacy","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Hora queens rule over wide stretches of land, nourishing and protecting native animals and plants. Most hora queens watch over their regions in …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1814","dexterity":8,"category":"creature","slug":"creature-1814"},{"attack_bonus":[23],"constitution":8,"primary_source_category":"Adventure Paths","strength":8,"hp":255,"immunity":["critical hits","mental","precision","unconscious","visual"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","will_save":15,"charisma":-5,"speed":{"climb":10,"max":15,"land":15},"perception":18,"wisdom":0,"weakness":{"fire":10},"creature_ability":["Motion Sense","Sticky","Engulf","Viscous Sludge","Zombification"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Stealth"],"stealth":"13","trait":["Mindless","Ooze","Uncommon","N","Huge"],"id":"creature-1815","text":" Tar Ooze When creatures carrying magical items die in a tar pit, the magic mixes with the tar itself. Over centuries, this energy animates the tar into a relentless and horrifying ooze. Tar oozes begin their existence in tar pits, naturally occurring lakes of thick and sticky petroleum. Tar pits make effective traps for animals and humanoids alike, as they're often covered with thin layers of dirt or grass or reflect sunlight in a way that resembles a watering hole. Once a creature steps or falls into the sticky tar of the pit, escape is all but impossible. Slowly, the caught creature—and any other victims lured near by its plaintive cries—sinks into the tar, suffocates, and dies. Magic inherent in a captive creature or carried in powerful magic items carried by the dead remains inside the tar, where it gathers, mixes, and slowly energizes it until it begins to move and seek prey. A tar ooze seeps slowly over the land, catching anything it touches in a sticky embrace and devouring it. Living things consumed by the ooze slowly have their flesh digested, only for the bones and fur to be replaced with blobs of sticky tar. These unnatural zombies eventually crawl away, hungry for flesh. Without a master to give them instructions, these tar zombies often follow the ooze that created them, swarming anyone bold or foolish enough to get in their way. Recall Knowledge - Ooze (Occultism): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Tar Ooze Source Pathfinder #177: Burning Tundra pg. 82 Perception +18; motion sense 60 feet, no vision Languages Skills Athletics +23, Stealth +13 Str +8 Dex -3 Con +8 Int -5 Wis +0 Cha -5 Motion Sense A tar ooze can sense nearby motion through vibration and movement. --- AC 18 Fort +22 Ref +10 Will +15 HP 255 Immunities critical hits, mental, precision, unconscious, visual Weaknesses fire 10 Sticky Reaction Trigger The tar ooze is hit by a melee attack; Effect The ooze attempts to Grapple the creature that hit it. The ooze must still spend an action to extend the duration of the Grab on subsequent rounds, as normal. --- Speed 15 feet, climb 10 feet; viscous sludge Melee Single Action pseudopod +23 (reach 10 feet), Damage 2d10+14 bludgeoning plus Improved Grab Engulf Two Actions DC 29, 6d6 bludgeoning, Escape DC 29, Rupture 17 Viscous Sludge The tar ooze can have up to eight creatures grappled at the same time; doing so doesn't prevent it from making pseudopod Strikes. A tar ooze can climb on ceilings and other inverted surfaces, though such surfaces are difficult terrain. Zombification (Necromancy, Ooze) A creature slain while engulfed by a tar ooze undergoes a horrifying transformation and crawls from the ooze a week later as a tar zombie. Tar Ooze Treasure A tar ooze is animated by the mixed magical auras of creatures and items trapped within it. Unlike most oozes, a tar ooze isn't acidic; it is massive, however, and objects caught inside are subjected to great pressure and force as the tar ooze moves. Anything small and hard— such as coins, jewels, rings, and aeon stones —are especially likely to remain relatively undamaged inside a tar ooze. Other metal objects, including most weapons and armor, are also likely to survive, though some might need repair. ","skill_mod":{"stealth":13,"athletics":23},"summary":"When creatures carrying magical items die in a tar pit, the magic mixes with the tar itself. Over centuries, this energy animates the tar into a …","image":["/Images/Monsters/Ooze_TarOoze.png"],"primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Monster","Creature Type","Rarity"],"ac":18,"level":10,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1815","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":-3,"fortitude_save":22,"source_group":["Quest for the Frozen Flame"],"size":["Huge"],"spoilers":"Quest for the Frozen Flame","name":"Tar Ooze","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[25],"slug":"creature-1815"},{"attack_bonus":[23],"constitution":3,"primary_source_category":"Adventure Paths","strength":7,"hp":145,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","will_save":16,"charisma":-5,"speed":{"max":25,"land":25},"perception":18,"wisdom":0,"weakness":{},"creature_ability":["Aura of Discarded Things","Debris Shield","Wasting Gaze"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Stealth"],"stealth":"17","trait":["Construct","Mindless","Uncommon","N","Medium"],"id":"creature-1816","text":" Weykoward Beneath the camps of Hillcross, Mammoth Lord followings store belongings both precious and mundane in unsecured vaults called weykos. As power changes hands among Mammoth Lords and followings go extinct or become forgotten, such weykos are often abandoned for so long that they become indistinguishable from trash heaps or middens. Furthermore, if the conditions are just so, such weykos can spring to life as a result of latent primal magic or ancestral memories locked within the forgotten weyko that refuse to be forgotten. Recall Knowledge - Construct (Arcana, Crafting): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Weykoward Source Pathfinder #177: Burning Tundra pg. 83 Perception +18; darkvision Languages Skills Athletics +21, Stealth +17 Str +7 Dex +5 Con +3 Int -4 Wis +0 Cha -5 --- AC 29 Fort +23 Ref +19 Will +16 HP 145 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 10 (except adamantine) Aura of Discarded Things (aura, occult, transmutation) 30 feet. Items in the emanation can't regain Hit Points unless the effect that attempts to repair them counteracts the aura, which has a counteract level of 5 and a counteract DC of 30. Debris Shield Reaction Trigger The weykoward is targeted by an attack from an attacker it can see; Effect The weykoward intercepts the attack with junk, gaining a +2 circumstance bonus to its AC against the triggering attack. If the attack misses and the attacker is within the weykoward's reach, it can Shove the attacker. It doesn't need a hand free to Shove. --- Speed 25 feet Melee Single Action fist +23 (Magical), Damage 2d12+13 bludgeoning plus Push Wasting Gaze Two Actions (Occult, Transmutation) The weykoward glances at an item of 4 Bulk or less it can see within 30 feet. A creature holding or wearing the object must attempt a DC 26 Will save. An unattended item always critically fails this save. Critical Success The targeted item is unaffected. All of the creature's equipment is immune to Wasting Gaze for 24 hours. Success The item is unaffected. Failure The item loses 10d6 Hit Points; this can make the item broken, but it can't reduce the target's Hit Points beyond its Broken Threshold. Critical Failure The target item loses 20d6 Hit Points. This can't reduce the item below 1 Hit Point. Spontaneous Guardians Most weykowards across Golarion guard out of the way places whose people moved on long ago. These weykowards are primarily a danger to explorers or tomb robbers who intrude on the areas they defend. Weykowards that arise in societies where cultural practices of trash disposal remain unchanged for millennia, such as the Five Kings Mountains and the Realm of the Mammoth Lords, defend locals as fervently as they do their middens. ","skill_mod":{"stealth":17,"athletics":21},"summary":"Beneath the camps of Hillcross, Mammoth Lord followings store belongings both precious and mundane in unsecured vaults called weykos. As power …","image":["/Images/Monsters/Weykoward.png"],"primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Creature Type","Monster","Rarity"],"ac":29,"level":10,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=1816","intelligence":-4,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":23,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Weykoward","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[26],"slug":"creature-1816"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":130,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","creature_family":"Zombie, Tar","will_save":13,"charisma":-3,"speed":{"climb":10,"max":25,"land":25},"perception":12,"wisdom":1,"weakness":{"slashing":5,"vitality":5,"fire":5},"creature_ability":["Slow","Flammable","Vomit Tar"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Stealth"],"stealth":"10","trait":["Mindless","Uncommon","Undead","Zombie","NE","Medium"],"id":"creature-1817","text":" Tar Zombie Snatcher Humanoids consumed by a tar ooze become sticky warriors in the tar ooze's mindless procession. Some carry weapons. Recall Knowledge - Undead (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Tar Zombie Snatcher Source Pathfinder #177: Burning Tundra pg. 84 Perception +12; darkvision Languages Skills Athletics +15, Stealth +10 Str +5 Dex +0 Con +4 Int -5 Wis +1 Cha -3 Slow A tar zombie is permanently slowed 1 and can't use reactions. --- AC 22 Fort +18 Ref +10 Will +13 HP 130 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses fire 5, positive 5, slashing 5 Flammable A tar zombie requires a successful DC 20 flat check to recover from persistent fire damage. This DC isn't reduced for assisted recovery. --- Speed 25 feet, climb 10 feet Melee Single Action fist +17, Damage 2d8+8 bludgeoning plus Improved Grab Vomit Tar Two Actions (Evocation, Primal) The tar zombie vomits a gout of sticky tar in a 15-foot cone that deals 5d6 bludgeoning damage (DC 24 basic Reflex save). Creatures that fail the save are slowed 1 and gain fire weakness 5. Both conditions end after 3 rounds or when the tar is scrubbed off (which requires 3 Interact actions). The tar zombie can't Vomit Tar again for 1d4 rounds. ","skill_mod":{"stealth":10,"athletics":15},"summary":"Humanoids consumed by a tar ooze become sticky warriors in the tar ooze's mindless procession. Some carry weapons.","image":["/Images/Monsters/Zombie_TarZombieSnatcher.png"],"primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Monster","Rarity","Creature Type"],"ac":22,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1817","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":18,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Tar Zombie Snatcher","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[17],"slug":"creature-1817"},{"attack_bonus":[18],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":180,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","creature_family":"Zombie, Tar","will_save":15,"charisma":-3,"speed":{"climb":10,"max":30,"land":30},"perception":15,"wisdom":2,"weakness":{"slashing":10,"vitality":10,"fire":10},"creature_ability":["Slow","Flammable","Tar-Spattered Charge","Vomit Tar"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Stealth"],"stealth":"11","trait":["Mindless","Uncommon","Undead","Zombie","NE","Large"],"id":"creature-1818","text":" Tar Zombie Predator A big predator, like a smilodon or dire wolf, might lurk near a tar pit to pick off helpless creatures. When consumed and returned to unlife by a tar ooze, these tar zombie predators are just as canny and vicious. Recall Knowledge - Undead (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Tar Zombie Predator Source Pathfinder #177: Burning Tundra pg. 84 Perception +15; darkvision Languages Skills Athletics +17, Stealth +11 Str +6 Dex +0 Con +4 Int -5 Wis +2 Cha -3 Slow A tar zombie is permanently slowed 1 and can't use reactions. --- AC 23 Fort +18 Ref +11 Will +15 HP 180 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses fire 10, positive 10, slashing 10 Flammable A tar zombie requires a successful DC 20 flat check to recover from persistent fire damage. This DC isn't reduced for assisted recovery. --- Speed 30 feet, climb 10 feet Melee Single Action jaws +18, Damage 2d10+10 bludgeoning plus Improved Grab Tar-Spattered Charge Two Actions The tar zombie predator lurches at its foe. It Strides twice and makes a claw Strike, or strides once and makes two claw Strikes. Both Strikes count toward its multiple attack penalty as normal. It can't make a Tar-Spattered Charge again for 1d4 rounds. Vomit Tar Two Actions (Evocation, Primal) The tar zombie vomits a gout of sticky tar in a 15-foot cone that deals 6d6 bludgeoning damage (DC 25 basic Reflex save). Creatures that fail the save are slowed 1 and gain fire weakness 5. Both conditions end after 3 rounds or when the tar is scrubbed off (which requires 3 Interact actions). The tar zombie can't Vomit Tar again for 1d4 rounds. ","skill_mod":{"stealth":11,"athletics":17},"summary":"A big predator, like a smilodon or dire wolf, might lurk near a tar pit to pick off helpless creatures. When consumed and returned to unlife by a tar …","primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Monster","Rarity","Creature Type"],"ac":23,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1818","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":18,"source_group":["Quest for the Frozen Flame"],"size":["Large"],"spoilers":"Quest for the Frozen Flame","name":"Tar Zombie Predator","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[21],"slug":"creature-1818"},{"attack_bonus":[21,21,21],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":240,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","creature_family":"Zombie, Tar","will_save":16,"charisma":-3,"speed":{"max":30,"land":30},"perception":18,"wisdom":1,"weakness":{"slashing":10,"vitality":10,"fire":10},"creature_ability":["Slow","Flammable","Fling","Shambling Trample","Vomit Tar"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Stealth"],"stealth":"12","trait":["Mindless","Uncommon","Undead","Zombie","NE","Huge"],"id":"creature-1819","text":" Tar Zombie Mammoth Because their massive size makes them difficult for tar oozes to fully digest, tar zombie mammoths tend to resemble their living forms more closely than other tar zombies. However, this doesn't make them any less malignant than smaller tar zombies. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Tar Zombie Mammoth Source Pathfinder #177: Burning Tundra pg. 85 Perception +18; darkvision Languages Skills Athletics +20, Stealth +12 Str +7 Dex -1 Con +5 Int -5 Wis +1 Cha -3 Slow A tar zombie is permanently slowed 1 and can't use reactions. --- AC 26 Fort +22 Ref +14 Will +16 HP 240 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses fire 10, positive 10, slashing 10 Flammable A tar zombie requires a successful DC 20 flat check to recover from persistent fire damage. This DC isn't reduced for assisted recovery. --- Speed 30 feet Melee Single Action tusk +21 (reach 15 feet), Damage 2d12+11 piercing Melee Single Action trunk +21 (reach 15 feet), Damage 2d8+11 bludgeoning plus Improved Grab Melee Single Action foot +21 (reach 10 feet), Damage 2d6+11 bludgeoning Fling Single Action Requirements The tar zombie mammoth has a creature grabbed or restrained by its trunk; Effect The tar zombie mammoth whips its prey violently into the air. It attempts an Athletics check against the grabbed or restrained creature's Fortitude DC. If the creature is restrained, the mammoth gains a +4 circumstance bonus to this check. On a success, the mammoth flings the creature up to 30 feet overhead and up to 30 feet away (the creature takes damage from the fall as normal, up to 15 damage for a 30-foot fall). If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage (DC 28 basic Reflex save). Shambling Trample Two Actions As Trample (Large or smaller, foot, DC 27), but the tar zombie mammoth Strides up to its Speed instead of double its Speed. Vomit Tar Two Actions (Evocation, Primal) The tar zombie vomits a gout of sticky tar in a 15-foot cone that deals 7d6 bludgeoning damage (DC 28 basic Reflex save). Creatures that fail the save are slowed 1 and gain fire weakness 5. Both conditions end after 3 rounds or when the tar is scrubbed off (which requires 3 Interact actions). The tar zombie can't Vomit Tar again for 1d4 rounds. ","skill_mod":{"stealth":12,"athletics":20},"summary":"Because their massive size makes them difficult for tar oozes to fully digest, tar zombie mammoths tend to resemble their living forms more closely …","image":["/Images/Monsters/Zombie_TarZombieMammoth.png"],"primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Monster","Rarity","Creature Type"],"ac":26,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1819","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":22,"source_group":["Quest for the Frozen Flame"],"size":["Huge"],"spoilers":"Quest for the Frozen Flame","name":"Tar Zombie Mammoth","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[18,20,24],"slug":"creature-1819"},{"primary_source_category":"Adventure Paths","strength":1,"hp":110,"language":["Common","Hallit","Jotun","Skald","<%SPELLS%293%%>speak with animals<%END>"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","charisma":4,"perception":13,"stealth":"17","trait":["Humanoid","Kitsune","Unique","CN","Medium"],"id":"creature-1820","text":" Yana No-Trail Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Yana No-Trail Source Pathfinder #177: Burning Tundra pg. 7 Perception +13; low-light vision Languages Common, Hallit, Jotun, Skald; speak with animals Skills Acrobatics +17, Deception +17, Diplomacy +17, Society +16, Stealth +17, Thievery +17 Str +1 Dex +4 Con +1 Int +3 Wis +0 Cha +4 Items standard potion of flying --- AC 25 Fort +14 Ref +19 Will +11 HP 110 Resistances cold 3 Cold Tolerant Yana treats environmental cold effects as if they were one step less extreme. Evasion When Yana rolls a success on a Reflex save, he gets a critical success instead. Nimble Dodge Reaction Trigger Yana is targeted by a melee or ranged attack from an attacker he can see; Effect Yana gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 25 feet, climb 10 feet Melee Single Action claw +19 (Agile, Finesse, Unarmed), Damage 2d4+3 slashing Primal Innate Spells DC 23 - 2nd Animal Messenger, Speak with Animals (at will) Change Shape Single Action (Concentrate, Divine, Kitsune, Polymorph, Transmutation) Yana can transform into an Ulfen human, Tiny fox, or hybrid kitsune form. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. He can remain in any of his forms indefinitely. Sneak Attack Yana deals an additional 3d6 precision damage to flat-footed creatures. ","skill_mod":{"society":16,"diplomacy":17,"deception":17,"thievery":17,"stealth":17,"acrobatics":17},"primary_source":"Pathfinder #177: Burning Tundra","spell":["Animal Messenger","Speak with Animals"],"ac":25,"item":["standard potion of flying"],"level":7,"spell_dc":[23],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{"cold":3},"intelligence":3,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":14,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Yana No-Trail","alignment":"CN","rarity":"unique","strike_damage_average":[8],"attack_bonus":[19],"constitution":1,"will_save":11,"speed":{"climb":10,"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Cold Tolerant","Evasion","Nimble Dodge","Change Shape","Sneak Attack"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Deception","Diplomacy","Society","Stealth","Thievery"],"tradition":["Primal"],"trait_group":["Creature Type","Ancestry","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=1820","dexterity":4,"category":"creature","slug":"creature-1820"},{"attack_bonus":[14],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":70,"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","will_save":10,"charisma":0,"speed":{"max":25,"land":25},"perception":11,"wisdom":1,"weakness":{},"creature_ability":["Counter-Charge","Dig In"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Intimidation"],"trait":["Human","Humanoid","Rare","CN","Medium"],"id":"creature-1821","text":" Rhino Warrior Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Rhino Warrior Source Pathfinder #177: Burning Tundra pg. 12 Perception +11 Languages Skills Athletics +12, Intimidation +10 Str +5 Dex +2 Con +3 Int -1 Wis +1 Cha +0 --- AC 20 Fort +12 Ref +14 Will +10 HP 70 Counter-Charge Reaction Trigger A creature Strides within reach of the warrior and critically fails to Strike the warrior with a melee weapon; Effect The rhino warrior knocks the creature to the ground, and the triggering creature falls prone and takes 2d6+5 bludgeoning damage. The rhino warrior is flat-footed until the end of their next turn. --- Speed 25 feet Melee Single Action pick +14 (fatal d10), Damage 1d6+7 piercing Dig In Single Action Frequency once per round; Effect The rhino warrior makes two pick Strikes against a creature within reach. The rhino warrior rolls only one attack roll for both Strikes, then compares the result against the creature's AC. The rhino warrior's multiple attack penalty doesn't increase until after both Strikes. ","skill_mod":{"athletics":12,"intimidation":10},"primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":20,"level":4,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1821","intelligence":-1,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":2,"fortitude_save":12,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Rhino Warrior","alignment":"CN","category":"creature","rarity":"rare","strike_damage_average":[10],"slug":"creature-1821"},{"attack_bonus":[18,21],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":100,"language":["Common","Jotun"],"immunity":["cold"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":30,"land":30},"perception":16,"wisdom":2,"weakness":{"fire":10},"creature_ability":["Ignite Greataxe","Ice Stride","Throw Bomb","Wide Swing"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Crafting","Intimidation"],"trait":["Cold","Giant","Humanoid","Uncommon","CE","Large"],"id":"creature-1822","text":" Graylok Artillerist Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Graylok Artillerist Source Pathfinder #177: Burning Tundra pg. 19 Perception +16; low-light vision Languages Common, Jotun Skills Athletics +21, Crafting +18, Intimidation +16 Str +5 Dex +3 Con +5 Int +3 Wis +2 Cha +0 Items Breastplate, +1 striking greataxe , sack with 10 firebombs (see Throw Bomb) --- AC 26 Fort +19 Ref +16 Will +13 HP 100 Immunities cold Weaknesses fire 10 --- Speed 30 feet; ice stride Melee Single Action greataxe +21 (Magical, reach 10 feet, Sweep), Damage 2d12+8 slashing Melee Single Action foot +18 (reach 10 feet), Damage 2d8+9 bludgeoning Ignite Greataxe Two Actions The Graylok artillerist combines gelatin and other substances over their greataxe to ignite it. For 1 minute, the greataxe gains the fire trait, and creatures hit by it take 4 persistent fire damage. Ice Stride A frost giant isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice. Throw Bomb Two Actions (Alchemical, Fire) Requirements The Graylok artillerist has two free hands; Effect The Graylok artillerist Interacts with a firebomb and then throws it at a point within 100 feet. The bomb erupts in a 10-foot burst, and works as moderate alchemist fire, except it inflicts 4d6 fire damage with a DC 23 basic Reflex save. Creatures that fail or critically fail this save also take 4 persistent fire damage. Wide Swing Single Action The frost giant makes a single greataxe Strike and compares the attack roll result to the ACs of up to two foes within their reach. This counts as two attacks for the frost giant's multiple attack penalty. ","skill_mod":{"crafting":18,"athletics":21,"intimidation":16},"primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Energy","Monster","Creature Type","Rarity"],"ac":26,"item":["Breastplate","+1 striking greataxe","sack with 10 firebombs (see Throw Bomb)"],"level":8,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1822","intelligence":3,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":19,"source_group":["Quest for the Frozen Flame"],"size":["Large"],"spoilers":"Quest for the Frozen Flame","name":"Graylok Artillerist","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[18,21],"slug":"creature-1822"},{"attack_bonus":[20,20],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":130,"language":["Common","Jotun"],"immunity":["cold"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{"fire":10},"creature_ability":["Shield Block","Freeze Blade","Ice Stride","Shielded Stride","Trampling Ram"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Intimidation"],"trait":["Cold","Giant","Humanoid","Uncommon","CE","Large"],"id":"creature-1823","text":" Graylok Gatebreaker Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Graylok Gatebreaker Source Pathfinder #177: Burning Tundra pg. 20 Perception +16; low-light vision Languages Common, Jotun Skills Athletics +21, Intimidation +16 Str +7 Dex +0 Con +5 Int +0 Wis +2 Cha +0 Items battering ram, +1 striking battle axe , Breastplate, large tower shield (Hardness 5, HP 30, BT 15) --- AC 28 (30 with shield raised, 32 behind cover) Fort +21 Ref +14 Will +14 HP 130 Immunities cold Weaknesses fire 10 Shield Block Reaction --- Speed 25 feet; ice stride Melee Single Action battleaxe +20 (Magical, reach 10 feet, Sweep), Damage 2d8+9 slashing Melee Single Action foot +20 (reach 10 feet), Damage 2d8+7 bludgeoning Freeze Blade Single Action The frost giant gatebreaker breathes on the blade of their battleaxe, coating it in a layer of magical ice. For 1 minute, the frost giant's battleaxe Strikes gain the cold trait, and creatures struck by the battleaxe are slowed 1; at the end of each of their turns, the slowed creature can attempt a DC 23 Fortitude save to end the condition. Ice Stride A frost giant isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice. Shielded Stride When the frost giant gatebreaker has their shield up, they can Stride to move half their Speed without triggering reactions that are triggered by their movement (such as Attack of Opportunity). Trampling Ram Three Actions Requirements Another frost giant gatebreaker has Readied to Stride on the frost giant gatebreaker's order; Effect The two frost giants Stride, with a maximum distance equal to the slowest giant's Speed. Every creature whose space they move through takes 2d8+9 bludgeoning damage (DC 23 basic Reflex save); creatures who fail their save fall prone. At the end of their movement, the giants make a single Strike with a +20 modifier (reach 15 feet), inflicting 4d6+16 bludgeoning damage on a hit and knocking the target prone. If the giants hit, they can immediately attempt to Shove the creature as a free action. ","skill_mod":{"athletics":21,"intimidation":16},"primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Energy","Monster","Creature Type","Rarity"],"ac":28,"item":["battering ram","+1 striking battle axe","Breastplate","large tower shield (Hardness 5, HP 30, BT 15)"],"level":8,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=1823","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":21,"source_group":["Quest for the Frozen Flame"],"size":["Large"],"spoilers":"Quest for the Frozen Flame","name":"Graylok Gatebreaker","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[16,18],"slug":"creature-1823"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":130,"language":["Common","Jotun"],"immunity":["cold"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":30,"land":30},"perception":19,"wisdom":2,"weakness":{"fire":10},"creature_ability":["Deny Advantage","Opportune Backstab","Brutal Beating","Dread Striker","Ice Stride","Light Step","Sneak Attack"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"18","trait":["Cold","Giant","Humanoid","Uncommon","CE","Large"],"id":"creature-1824","text":" Graylok Ambusher Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Graylok Ambusher Source Pathfinder #177: Burning Tundra pg. 21 Perception +19; low-light vision Languages Common, Jotun Skills Acrobatics +16, Athletics +21, Intimidation +16, Stealth +18, Survival +16 Str +5 Dex +3 Con +4 Int +1 Wis +2 Cha +0 Items Breastplate, +1 striking hatchet --- AC 26 Fort +16 Ref +19 Will +13 HP 130 Immunities cold Weaknesses fire 10 Deny Advantage A Graylok ambusher isn't flat-footed to hidden, undetected, or flanking creatures of 8th level or lower or creatures of 8th level or lower using sneak attack. However, such creatures can still help other creatures flank. Opportune Backstab Reaction Trigger A creature within melee reach is hit by a melee attack from one of the Graylok ambusher's allies; Effect The Graylok ambusher attempts a Strike against the triggering creature. --- Speed 30 feet; ice stride Melee Single Action hatchet +18 (Agile, Magical, reach 10 feet, Sweep, thrown 10 feet), Damage 2d6+9 slashing Melee Single Action fist +18 (reach 10 feet), Damage 2d6+8 bludgeoning Brutal Beating When the Graylok ambusher scores a critical hit with a melee Strike, the target is frightened 1. Dread Striker Any creature that has the frightened condition is flat-footed against the Graylok ambusher's attacks. Ice Stride A frost giant isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice. Light Step When the Graylok ambusher Strides or Steps, they ignore difficult terrain. Sneak Attack The Graylok ambusher deals an additional 2d6 precision damage to flat-footed creatures. ","skill_mod":{"survival":16,"stealth":18,"athletics":21,"intimidation":16,"acrobatics":16},"primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Energy","Monster","Creature Type","Rarity"],"ac":26,"item":["Breastplate","+1 striking hatchet"],"level":8,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1824","intelligence":1,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":16,"source_group":["Quest for the Frozen Flame"],"size":["Large"],"spoilers":"Quest for the Frozen Flame","name":"Graylok Ambusher","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[15,16],"slug":"creature-1824"},{"primary_source_category":"Adventure Paths","strength":6,"hp":175,"language":["Arboreal","Common","Necril","Sylvan"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","charisma":4,"perception":18,"stealth":"18","trait":["Plant","Rare","Undead","NE","Large"],"id":"creature-1825","text":" Arboreal Tar Tree Recall Knowledge - Plant (Nature): DC 31 Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Arboreal Tar Tree Source Pathfinder #177: Burning Tundra pg. 31 Perception +18; darkvision Languages Arboreal, Common, Necril, Sylvan Skills Athletics +20, Intimidation +18, Nature +15, Stealth +18 Str +6 Dex +3 Con +6 Int +2 Wis +4 Cha +4 --- AC 28 Fort +21 Ref +15 Will +18 HP 175 (negative healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances bludgeoning 10, piercing 10 Weaknesses axe vulnerability, fire 10 Axe Vulnerability An arboreal tar tree takes 10 additional damage from axes. --- Speed 20 feet Melee Single Action thorny branch +19 (reach 15 feet), Damage 2d8+11 slashing plus improved grab Ranged Single Action rock +19 (Brutal, range increment 60 feet), Damage 2d6+10 bludgeoning Primal Innate Spells DC 25 - 2nd Shape Wood (at will) - 3rd Earthbind, Slow, Wall of Thorns - 5th Black Tentacles, Cloudkill, Tree Stride (only between dead trees) Spawn Tar Tree (Necromancy, Primal) A living arboreal or animated tree slain by a tar tree's thorny branch Strike rises as a tar tree spawn after 1d4 rounds. This tar tree spawn is under the command of the tar tree that killed it. It doesn't have primal innate spells or the spawn tar tree ability and becomes clumsy 2 for as long as it's a tar tree spawn. If the creator of the tar tree spawn dies, the tar tree spawn becomes a full-fledged, autonomous tar tree; it regains its free will, gains primal innate spells and the spawn tar tree ability, and is no longer clumsy. Throw Rock Single Action ","skill_mod":{"nature":15,"stealth":18,"athletics":20,"intimidation":18},"primary_source":"Pathfinder #177: Burning Tundra","spell":["Black Tentacles","Cloudkill","Tree Stride","Earthbind","Slow","Wall of Thorns","Shape Wood"],"ac":28,"level":9,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":10,"piercing":10},"intelligence":2,"reflex_save":15,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":21,"source_group":["Quest for the Frozen Flame"],"size":["Large"],"spoilers":"Quest for the Frozen Flame","name":"Arboreal Tar Tree","alignment":"NE","rarity":"rare","strike_damage_average":[17,20],"attack_bonus":[19,19],"constitution":6,"immunity":["death effects","disease","paralyzed","poison","sleep"],"will_save":18,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{"fire":10},"creature_ability":["Spawn Tar Tree","Throw Rock"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Intimidation","Nature","Stealth"],"tradition":["Primal"],"trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1825","dexterity":3,"category":"creature","slug":"creature-1825"},{"primary_source_category":"Adventure Paths","strength":5,"hp":140,"language":["Aklo","Cyclops","Hallit","Jotun","Sylvan","Terran"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","charisma":3,"perception":21,"trait":["Earth","Fey","Unique","LE","Medium"],"id":"creature-1826","text":" Calcifda Recall Knowledge - Fey (Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Calcifda Source Pathfinder #177: Burning Tundra pg. 40 Perception +21; gemsight Languages Aklo, Cyclops, Hallit, Jotun, Sylvan, Terran Skills Athletics +19, Gem Lore +21, Nature +19, Occultism +21 Str +5 Dex +4 Con +5 Int +7 Wis +5 Cha +3 Gemsight As long as Calcifda holds a gemstone, she can see through the gem with darkvision and the effects of true seeing . When she uses her pearlescent pyramid aeon stone for this ability, she also knows the wounded and dying value of every creature she sees. Calcifda is blind when she isn't holding a gem in her hand. Items pearlescent pyramid aeon stone , opal worth 25 gp --- AC 31 Fort +19 Ref +17 Will +23 +1 status to all saves vs. magic HP 140 Immunities paralyzed, petrified, visual Resistances physical 10 (except adamantine) Weaknesses cold iron 5 Light Sickness Calcifda is sickened 1 in bright light. --- Speed 25 feet, burrow 25 feet; earth glide Melee Single Action claw +22 (Agile), Damage 3d6+11 slashing plus coal curse Occult Innate Spells DC 29 - Cantrips (5th) Know Direction, Read Aura - 2nd Augury, Undetectable Alignment - 3rd Clairaudience, Earthbind - 4th Clairvoyance, Read Omens, Shape Stone - 5th Incendiary Fog, Summon Giant (cyclops), Wall of Stone Coal Curse (Curse, Primal, Transmutation) Wounds dealt by Calcifda's claws stiffen flesh and turn the blood that runs from them into tar. Each time a creature is damaged by Calcifda's claw Strike, it must succeed at a DC 29 Fortitude save or become permanently slowed 1 (slowed 2 on a critical failure) as its flesh stiffens like stone. If a creature is reduced to 0 Hit Points from Calcifda's claw Strike and fails the saving throw against coal curse, it's petrified and turned to coal. A creature that spends 8 hours in direct sunlight can attempt a new saving throw to remove the effects of coal curse, even if it has been petrified. Earth Glide Calcifda can Burrow through any earthen matter, including rock. When she does so, she moves at her full burrow Speed, leaving no tunnels or signs of her passing. Gem Gaze Single Action (Emotion, Fear, Mental, Primal) Calcifda holds aloft a gem and gazes into the mind of a creature within 30 feet, infusing the creature's thoughts with visions of their body slowly turning to coal. The creature must succeed at a DC 29 Will save or become frightened 1 (frightened 2 on a critical failure). Lashing Stone Single Action (Concentrate) Frequency once per round; Effect Calcifda makes a claw Strike that originates from any stony or tarry surface within 60 feet. A creature that fails its Fortitude save against coal curse from this Strike increases its slowed value by 1 (slowed 2 on a failed save, slowed 3 on a critical failure). Steady Spellcasting If a reaction would disrupt Calcifda's spellcasting action, she attempts a DC 15 flat check. On a success, the action isn't disrupted. ","element":["Earth"],"skill_mod":{"nature":19,"athletics":19,"occultism":21},"primary_source":"Pathfinder #177: Burning Tundra","spell":["Incendiary Fog","Summon Giant","Wall of Stone","Clairvoyance","Read Omens","Shape Stone","Clairaudience","Earthbind","Augury","Undetectable Alignment","Know Direction","Read Aura"],"ac":31,"item":["pearlescent pyramid aeon stone","opal worth 25 gp"],"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":"gemsight","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":7,"reflex_save":17,"strongest_save":["will"],"fortitude_save":19,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Calcifda","alignment":"LE","rarity":"unique","strike_damage_average":[21],"attack_bonus":[22],"constitution":5,"immunity":["paralyzed","petrified","visual"],"will_save":23,"speed":{"max":25,"land":25,"burrow":25},"wisdom":5,"weakness":{"cold_iron":5},"creature_ability":["Gemsight","Coal Curse","Earth Glide","Gem Gaze","Lashing Stone","Steady Spellcasting"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Gem Lore","Nature","Occultism"],"tradition":["Occult"],"trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1826","dexterity":4,"category":"creature","slug":"creature-1826"},{"attack_bonus":[18,18,18],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":120,"language":["Hallit"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Evasion","Spurred by Death","Cruel Cutter","Hunt Prey"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"17","trait":["Human","Humanoid","Rare","NE","Medium"],"id":"creature-1827","text":" Burning Mammoth Commando Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Burning Mammoth Commando Source Pathfinder #177: Burning Tundra pg. 52 Perception +15 Languages Hallit Skills Acrobatics +15, Athletics +15, Stealth +17, Survival +15 Str +4 Dex +4 Con +2 Int +1 Wis +2 Cha +0 Items moderate alchemist's fire (3), carved wooden trinket worth 5 gp, +1 hatchets (2), Leather Armor --- AC 25 Fort +17 Ref +15 Will +13 HP 120 Evasion When the commando rolls a success on a Reflex save, they get a critical success instead. Spurred by Death Reaction Trigger An ally within 30 feet reduces a creature to 0 HP; Effect The commando Interacts to draw a weapon, Steps, Strides, or uses Hunt Prey. --- Speed 25 feet Melee Single Action hatchet +18 (Agile, Magical, Reach, Sweep), Damage 2d6+8 slashing Ranged Single Action alchemist's fire +18 (range increment 30 feet, Splash), Damage 2d8 fire damage plus 2 persistent fire damage and 2 fire splash damage Ranged Single Action hatchet +18 (Agile, Magical, Sweep, thrown 10 feet), Damage 2d6+8 slashing Cruel Cutter Burning Mammoth commandos ably carve flesh and wood with their axes. An axe the commando uses gains the reach trait and deals an additional 1d6 damage (included in the hatchet Strikes above). Hunt Prey Single Action (Concentrate) The commando designates a single creature they can see and hear, or one they're Tracking, as their prey. The commando gains a +2 circumstance bonus to Perception checks to Seek their prey and to Survival checks to Track their prey. The first time the commando hits their designated prey in a round, they deal an additional 1d8 precision damage. The commando also ignores the penalty for making ranged attacks within the second range increment when attacking their prey. These effects last until the commando uses Hunt Prey again. ","skill_mod":{"survival":15,"stealth":17,"athletics":15,"acrobatics":15},"primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":25,"item":["moderate alchemist's fire (3)","carved wooden trinket worth 5 gp","+1 hatchets (2)","Leather Armor"],"level":7,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1827","intelligence":1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":17,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Burning Mammoth Commando","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[9,15,15],"slug":"creature-1827"},{"attack_bonus":[19],"constitution":5,"primary_source_category":"Adventure Paths","strength":0,"hp":150,"language":["Common","Hallit"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","spell_attack_bonus":[21],"will_save":21,"charisma":2,"speed":{"max":25,"land":25},"perception":23,"wisdom":5,"weakness":{},"creature_ability":["Child of Winter","Signature Spells"],"primary_source_group":"Quest for the Frozen Flame","skill":["Mammoth Lord Lore","Medicine","Nature","Performance","Religion","Society","Survival"],"trait":["Human","Humanoid","Unique","N","Medium"],"id":"creature-1828","text":" Jesseri The Hailstorm Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Jesseri The Hailstorm Source Pathfinder #177: Burning Tundra pg. 52 Perception +23 Languages Common, Hallit Skills Mammoth Lord Lore +16, Medicine +23, Nature +23, Performance +20, Religion +21, Society +18, Survival +21 Str +0 Dex +4 Con +5 Int +2 Wis +5 Cha +2 Items moderate healing potion , +1 hide , +1 staff of divination --- AC 29 Fort +21 Ref +20 Will +21 HP 150 Resistances cold 10 --- Speed 25 feet Melee Single Action staff +19 (two-hand d8), Damage 1d4+6 bludgeoning Primal Spontaneous Spells DC 29, attack +21 - Cantrips (5th) Electric Arc, Light, Ray of Frost, Read Aura, Stabilize - 1st Air Bubble, Create Water, Gust of Wind, Heal (3 slots) - 2nd Create Food, Endure Elements, Water Walk (3 slots) - 3rd Lightning Bolt, Wall of Wind (3 slots) - 4th Hydraulic Torrent, Ice Storm (3 slots) - 5th Cone of Cold, Wall of Ice (3 slots) Rituals - 3rd Reincarnate - 5th Summerland Spell Child of Winter When Jesseri Casts a Spell that deals damage and doesn't have a duration, she deals additional cold damage that's equal to the spell's level and ignores cold resistance 10. Signature Spells Jesseri can heighten heal and lightning bolt to any level for which she has an available spell slot. ","tradition":["Primal"],"skill_mod":{"society":18,"performance":20,"nature":23,"survival":21,"medicine":23,"religion":21},"primary_source":"Pathfinder #177: Burning Tundra","spell":["Cone of Cold","Wall of Ice","Hydraulic Torrent","Ice Storm","Lightning Bolt","Wall of Wind","Create Food","Endure Elements","Water Walk","Air Bubble","Create Water","Gust of Wind","Heal","Electric Arc","Light","Ray of Frost","Read Aura","Stabilize"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":29,"item":["moderate healing potion","+1 hide","+1 staff of divination"],"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{"cold":10},"url":"/NPCs.aspx?ID=1828","intelligence":2,"reflex_save":20,"strongest_save":["fort","fortitude","will"],"dexterity":4,"fortitude_save":21,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Jesseri The Hailstorm","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[8],"slug":"creature-1828"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":135,"language":["Common","Hallit"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","will_save":16,"charisma":0,"speed":{"max":30,"land":30},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Spurred by Death","Drink Blood","Paralysis"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Stealth"],"stealth":"17","trait":["Rare","Undead","CE","Medium"],"id":"creature-1829","text":" Everburning Mammoths Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Everburning Mammoths Source Pathfinder #177: Burning Tundra pg. 56 Perception +16; darkvision Languages Common, Hallit Skills Acrobatics +17, Athletics +18, Stealth +17 Str +5 Dex +5 Con +4 Int +1 Wis +4 Cha +0 --- AC 26 Fort +16 Ref +17 Will +16 HP 135 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Spurred by Death Reaction Trigger An ally within 30 feet reduces a creature to 0 HP; Effect The everburning mammoth uses Drink Blood on a creature that meets the ability's requirements. --- Speed 30 feet Melee Single Action jaws +20 (Finesse), Damage 2d6+8 piercing plus paralysis Melee Single Action claw +20 (Agile, Finesse), Damage 2d6+6 slashing plus Grab Drink Blood Single Action (Divine, Necromancy) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within the everburning mammoth's reach; Effect The everburning mammoth tears into the creature with its jaws and gorges itself on the victim's blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1, and the everburning mammoth regains 15 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the everburning mammoth but increases the victim's drain value by 1. Paralysis (Incapacitation, Necromancy, Occult) Any nonliving creature hit by the everburning mammoth's jaws Strike must succeed at a DC 23 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. ","skill_mod":{"stealth":17,"athletics":18,"acrobatics":17},"primary_source":"Pathfinder #177: Burning Tundra","trait_group":["Rarity","Creature Type"],"ac":26,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=1829","intelligence":1,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":16,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Everburning Mammoths","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[13,15],"slug":"creature-1829"},{"attack_bonus":[22,24],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":210,"language":["Hallit"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","will_save":23,"charisma":2,"speed":{"max":20,"land":20},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Aura of Courage","Powerful Will","Retributive Strike","Shield Block","Spurred by Death","Oath of the Burning Mammoths"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Diplomacy","Nature","Religion","Survival"],"trait":["Aasimar","Human","Humanoid","Unique","LG","Medium"],"id":"creature-1830","text":" Lomok Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Lomok Source Pathfinder #177: Burning Tundra pg. 57 Perception +21; low-light vision Languages Hallit Skills Athletics +23, Diplomacy +19, Nature +21, Religion +19, Survival +21 Str +5 Dex +3 Con +3 Int +0 Wis +4 Cha +2 Items Full Plate, +2 striking longsword , spears (3), lesser sturdy shield ((Hardness 10, HP 80, BT 40)) --- AC 30 (32 with shield raised) Fort +20 Ref +18 Will +23 +1 status to all saves vs. disease HP 210 Aura of Courage 15 feet. Whenever Lomok becomes frightened, reduce the condition value by 1 (minimum 0). At the end of his turn, when he would reduce his frightened condition value by 1, also reduce the value by 1 for all allies in his aura. Powerful Will When Lomok rolls a success on a Will save, he gets a critical success instead. Retributive Strike Reaction Trigger An enemy damages one of Lomok's allies, and both combatants are within 15 feet of him; Effect Lomok shields his ally and calls for retribution upon the attacker. The ally reduces the triggering damage by 13. Lomok and any allies within reach of the triggering enemy can make melee Strikes against it. Shield Block Reaction Spurred by Death Reaction Trigger An ally within 30 feet reduces a creature to 0 HP; Effect Lomok Steps, Strides, or Strikes. --- Speed 20 feet Melee Single Action longsword +24 (versatile P), Damage 2d8+11 slashing plus 1d10 persistent fire Ranged Single Action spear +22 (thrown 20 feet), Damage 1d6+11 piercing Divine Innate Spells DC 28 - Cantrips (6th) Light - 1st Bless Champion Devotion Spells DC 28, 2 Focus Points - 6th Lay on Hands Oath of the Burning Mammoths Lomok's melee Strikes deal an additional 1d10 persistent fire damage. If he critically hits a creature with a melee Strike, the creature is flat-footed for as long as it takes persistent fire damage. ","tradition":["Divine"],"skill_mod":{"diplomacy":19,"nature":21,"survival":21,"athletics":23,"religion":19},"primary_source":"Pathfinder #177: Burning Tundra","spell":["Bless","Light","Lay on Hands"],"trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":30,"item":["Full Plate","+2 striking longsword","spears (3)","lesser sturdy shield ((Hardness 10, HP 80, BT 40))"],"level":11,"spell_dc":[28,28],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1830","intelligence":0,"reflex_save":18,"strongest_save":["will"],"dexterity":3,"vision":"Low-light vision","fortitude_save":20,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Lomok","alignment":"LG","category":"creature","rarity":"unique","strike_damage_average":[14,25],"slug":"creature-1830"},{"primary_source_category":"Adventure Paths","strength":6,"hp":225,"language":["Common","Hallit","Jotun"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","charisma":4,"perception":27,"stealth":"27","trait":["Cold","Giant","Humanoid","Unique","CE","Large"],"id":"creature-1831","text":" Hegremon, Human Hunter of the Tusk Mountains Leader of the Graylok clan of frost giants, Hegremon is a lonely and isolated creature feared by his own people. Growing up, Hegremon was never among the largest or the strongest of his kind. In frost giant culture, this meant he was destined to be something of a failure. While his kin competed in feats of fantastic strength, Hegremon retreated to the wilderness to avoid embarrassment. Keen-sighted, patient, and clever, he lived alone and learned the ways of the wild beasts that dwelled in the Tusk Mountains, returning occasionally to the Graylok village before departing again. Few even noticed his absence. From a remote mountaintop cabin, Hegremon tracked the migratory routes of mammoth herds, laid a trap, and slew a mighty bull. He fashioned his distinctive weapon, a bow of solid ivory, from the tusks of the mammoth. Hegremon crept to a safe position above the Graylok village and slew his clan leader with a single, well-placed arrow. This forged Hegremon's legend in an instant. His clanmates revered him as a mythic figure who vanished into the snow and returned with death at his command. They came to idolize and obey him, but Hegremon had only contempt for his followers—after all, they had treated him with scorn for years before he revealed himself a capable killer. His loneliness and isolation intensified, even as fanatical followers surrounded him. In sullen frustration and rage, he set his sights higher. Frost giants have many jarls, but the greatest among them is Jarl Gnargorak. When Hegremon became leader of the Grayloks, he led his people to Gnargorak's hall and paid homage to his king. But the mighty jarl dismissed the young hunter as weak, insignificant, and undeserving of his title. The humiliation wounded Hegremon deeply. He was—and always would be—a creature driven by a need for acceptance. Withdrawing to the Tusk Mountains, Hegremon sought allies. In his years of isolation during his youth, Hegremon met many wanderers. Among them was a Kellid named Ivarsa, a warrior-witch who wielded the banner of the legendary Burning Mammoth. Defying his people's long-held traditions of distrust for all Kellids, Hegremon invited Ivarsa to his village to learn more about her quest for allies. He learned she sought the Primordial Flame , a terrible artifact of fire and light spoken of by frost giants much the way humans talk of bogeymen. Ivarsa wanted the artifact for the power it gave her, but Hegremon considered other uses for it: If he were to win the flame, could he gain Gnargorak's acceptance? Would this prove his worth at last? Hardly able to contain his anticipation, he sent a missive to Gnargorak promising to obtain the mythical lantern. Hegremon and Ivarsa joined forces to search for the Primordial Flame , but their efforts were frustrated for years. Finally, in a raid on Hillcross, Hegremon captured Jesseri the Hailstorm, a historian who knew the tale of Metuak. From her, Hegremon and Ivarsa learned Metuak fled to the Tamarnian Tar Forest to rid himself of the flame's curse. Somewhere along the way, he lost the sacred lantern. Ivarsa rallied her following north and west to chase the Broken Tusk along the same route Metuak had taken. Hegremon mustered his Graylok kin to cut off fleeing Tusks. By the time the Broken Tusk took shelter in Hillcross, hundreds of frost giants were ready to assault the encampment in search of the Primordial Flame. Campaign Role Hegremon never intended to lead his fellows into battle against Hillcross. Rather, he correctly anticipates the siege will flush out Broken Tusk leaders and spur them to find a way to break the flame's curse in the Tamarnian Tar Forest, just as Metuak had. When the characters follow Metuak's path into the tar forest, Hegremon plans to follow and kill them one by one. He'll then take the Primordial Flame from their corpses and present it to Gnargorak. If the jarl still doesn't accept Hegremon, even in the face of such obvious strength, what then? He'll just have to kill Gnargorak, too. Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Hegremon Source Pathfinder #177: Burning Tundra pg. 86 Perception +27; low-light vision Languages Common, Hallit, Jotun Skills Acrobatics +27, Athletics +25, Crafting +24, Intimidation +23, Medicine +23, Nature +27, Stealth +27, Survival +27 Str +6 Dex +8 Con +4 Int +5 Wis +6 Cha +4 Items Chain Shirt, mammoth bow (30 arrows), moderate potion of fire resistance , +1 striking shortswords (2) --- AC 34 Fort +23 Ref +27 Will +21 HP 225 Immunities cold Weaknesses fire 10 Evasion When Hegremon rolls a success on a Reflex save, he gets a critical success instead. --- Speed 30 feet, climb 15 feet; ice stride Melee Single Action shortsword +26 (Agile, Finesse, Magical, reach 10 feet, versatile P), Damage 2d6+12 slashing Melee Single Action foot +25 (Agile, Finesse, reach 10 feet), Damage 3d6+12 bludgeoning Ranged Single Action mammoth bow +27 (deadly d10, Magical, Propulsive, range increment 180 feet, reload 0, volley 50 feet), Damage 3d8+9 piercing plus 2d6 additional piercing Aimed Shot Two Actions (Concentrate) Hegremon makes a single mammoth bow Strike against his prey; he gains a +2 circumstance bonus to the attack roll and ignores his prey's concealed condition. Chill Breath Single Action (Cold, Evocation, Primal) Hegremon breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 6d6 cold damage. Each creature in the cone must attempt a DC 28 basic Reflex save. A creature that fails its save is also immobilized and takes 2d6 cold damage at the end of each of its turns until it breaks free (Escape DC 28). Hegremon can't use Chill Breath again for 1d4 rounds. Hunt Prey Single Action (Concentrate) Hegremon designates a single creature he can see and hear, or one he's Tracking, as his prey. Hegremon has a +2 circumstance bonus to Perception checks to Seek his prey and a +2 circumstance bonus to Survival checks to Track his prey. He ignores the penalty to ranged attacks within his second range increment against his prey. The first time Hegremon hits his prey in a round, he inflicts an additional 2d8 precision damage. These effects last until Hegremon uses Hunt Prey again. Hunting Shot Single Action Frequency once per round; Effect Hegremon makes two mammoth bow Strikes against his prey. If both hit, combine their damage for the purposes of resistances and weaknesses. His multiple attack penalty applies to each Strike normally. Ice Stride Hegremon isn't impeded by difficult terrain caused by snow or ice, nor does he need to attempt Acrobatics checks to keep from falling on slippery ice. Nature's Edge Creatures in natural difficult terrain or on natural uneven ground are flat-footed to Hegremon. Penetrating Shot Two Actions Hegremon chooses a target that's giving lesser cover to his prey and makes a mammoth bow Strike against the chosen target and his prey. This attack ignores lesser cover the chosen target provides his prey. Hegremon rolls damage twice and applies it to each creature he hits. A Penetrating Shot counts as two attacks for his multiple attack penalty. ","skill_mod":{"nature":27,"crafting":24,"survival":27,"stealth":27,"medicine":23,"athletics":25,"intimidation":23,"acrobatics":27},"image":["/Images/Monsters/Hegremon.png"],"primary_source":"Pathfinder #177: Burning Tundra","ac":34,"item":["Chain Shirt","mammoth bow (30 arrows)","moderate potion of fire resistance","+1 striking shortswords (2)"],"level":13,"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":5,"reflex_save":27,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":23,"source_group":["Quest for the Frozen Flame"],"size":["Large"],"spoilers":"Quest for the Frozen Flame","name":"Hegremon","alignment":"CE","rarity":"unique","strike_damage_average":[19,22,29],"attack_bonus":[25,26,27],"constitution":4,"immunity":["cold"],"will_save":21,"speed":{"climb":15,"max":30,"land":30},"wisdom":6,"weakness":{"fire":10},"creature_ability":["Evasion","Aimed Shot","Chill Breath","Hunt Prey","Hunting Shot","Ice Stride","Nature's Edge","Penetrating Shot"],"primary_source_group":"Quest for the Frozen Flame","skill":["Acrobatics","Athletics","Crafting","Intimidation","Medicine","Nature","Stealth","Survival"],"summary":"Leader of the Graylok clan of frost giants, Hegremon is a lonely and isolated creature feared by his own people. Growing up, Hegremon was never …","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1831","dexterity":8,"category":"creature","slug":"creature-1831"},{"primary_source_category":"Adventure Paths","strength":5,"hp":212,"language":["Abyssal","Common","Hallit"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","charisma":3,"perception":21,"trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-1832","text":" Ivarsa, Leader of the Burning Mammoths Ivarsa grew up among the Burning Mammoth, enriched by the tales of her ancestors. As a child, she knew the story of the traitorous Broken Tusk who stole the following's sacred artifact, the Primordial Flame , while the true Burning Mammoth marched bravely east to fight the demons of the Worldwound. She particularly enjoyed the epic tale of Metuak the Hero, who dared to take a demon inside his body on a doomed quest to seek the Primordial Flame . These stories of betrayal and moral compromise forged Ivarsa's personality from her earliest years. Ivarsa's capacity for shrewd and calculated violence drew the attention of generals leading the Fifth Mendevian Crusades. A recruiter saw in the young warrior's eyes not only the promise of a future demon slayer, but also an undeveloped talent for powerful magic. The Mendevians offered her a position among the War Wizards of Kenabres, an elite unit of battle mages. Other Mammoth Lords might have rejected the offer, but Ivarsa saw in the southern magic an echo of Metuak's bargain with Xeleria the shadow demon, and she accepted. If she could deal more death by learning magic, then magic she would learn. She left her following and trained in Kenabres, learning to meld traditional Kellid fighting techniques with arcane magic. After growing up with a tradition of ceaseless travel over long distances, Ivarsa was drawn to the magic of teleportation, which she perceived as integral to winning campaigns against plane-hopping demons. Ivarsa's prowess as a soldier grew until victory was finally achieved and the Worldwound sealed. The end of the war created new problems, though, as Mendevian forces and others who had long occupied themselves with battles against demons were now without purpose. Many native Kellids returned to the Realm of the Mammoth Lords, only to discover their home was nearly unrecognizable. In the six generations since the Great Quake first opened the Worldwound, the followings that remained in the realm had claimed many of the land's resources for themselves. Hunting territories were fractured, and time-honored alliances were abandoned or forgotten. Veterans of the war—many bearing physical and psychological scars of warfare against evil incarnate— roamed the land, hungry and desperate. Ivarsa didn't celebrate the end of the Mendevian Crusades, as she'd come to know herself in the war. She felt alive only when surrounded by slaughter. Violence and death, the wailing of grieving families, and the stench of a funeral pyre—these things nourished her now, not old legends or ancient customs. When she returned to the Burning Mammoth, she found them devastated by demons; all her close kin were dead, and those who once counted themselves her friends barely recognized her. She placed the blame for her people's misfortune on a single source: the Broken Tusk, the splinter faction of the Burning Mammoth following that fled the fight against the demons and absconded with the Primordial Flame . If Burning Mammoths had wielded the flame, Ivarsa proclaimed, and if their numbers hadn't been weakened, their following would've used the artifact to seal the Worldwound long ago. The weary and humiliated Burning Mammoths welcomed this version of history and rallied around her. Under Ivarsa's leadership, Burning Mammoths went west in search of their ancient rivals. Along the way, she recruited or enslaved hundreds of aimless veterans, disenfranchised nomads, and others left without purpose. She brokered an alliance with Hegremon, leader of the Graylok clan of frost giants, and raided Hillcross for information on Metuak and the Primordial Flame . In this raid, Ivarsa captured one of the Hillcross Witches, Jesseri the Hailstorm, who provided her the location of Metuak's prison: Castle Grimgorge. Ivarsa led the Burning Mammoth north and west of the Broken Tusk, forcing the smaller following to flee eastward and lead Ivarsa to the Primordial Flame . That Broken Tusk scouts seized the Primordial Flame before she could was no matter; she knew they would soon have to enter the Tamarnian Tar Forest to defeat Metuak and break the artifact's curse. It was here, on the parapet of a Mendevian castle that very much reminded Ivarsa of her golden years, that the magus decided she would at last reclaim her people's glorious birthright. Campaign Role Ivarsa and her war party have dogged the Broken Tusk for nearly a year. In “Burning Tundra,” the party can finally confront the dread magus, who awaits them at Castle Grimgorge alongside the characters' traitorous old rival Pakano, reincarnated as Ivarsa's pet frost worm. Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ivarsa Source Pathfinder #177: Burning Tundra pg. 88 Perception +21 Languages Abyssal, Common, Hallit Skills Arcana +25, Athletics +25, Intimidation +23, Nature +21, Survival +21, Warfare Lore +25 Str +5 Dex +2 Con +4 Int +5 Wis +1 Cha +3 Items +2 greater striking greataxe , greater healing potion , +2 fire resistant resilient hide --- AC 33 Fort +24 Ref +22 Will +19 HP 212 Resistances fire 10 Attack of Opportunity Reaction Capture Magic Reaction Trigger Ivarsa succeeds at a save against a foe's harmful spell, or a foe fails a spell attack roll against her with a harmful spell; Effect Ivarsa enters her Arcane Cascade. If she's already in Arcane Cascade, she gains a +2 status bonus to damage from Arcane Cascade until the end of her next turn. --- Speed 25 feet Melee Single Action greataxe +25 (Magical, reach 10 feet, Sweep), Damage 3d12+13 slashing Prepared Arcane Spells DC 32, attack +24 - Cantrips (6th) Mage Hand, Produce Flame, Protect Companion, Ray of Frost, Shield - 2nd True Strike (2) - 3rd Earthbind, Haste - 4th Dimension Door, Dimensional Anchor - 5th Blink Charge, Weapon Storm - 6th Collective Transposition, Unexpected Transposition (Pathfinder Secrets of Magic 138) Magus Focus Spell - 6th Thunderous Strike Arcane Cascade Single Action (Concentrate, Stance) Requirements Ivarsa can enter this stance only if her most recent action was to Cast a Spell or make a Spellstrike, but she can remain in the stance even if she no longer meets the requirements; Effect When she enters this stance and at the beginning of each of her turns while she's in it, Ivarsa gains 6 temporary Hit Points. While in this stance, Ivarsa's melee Strikes gain the arcane trait, deal 2 extra fire damage, and deal 4 splash fire damage to foes adjacent to her target. Companion Bond When Ivarsa uses a teleportation effect while she's riding a mount, the mount teleports with her. Spellstrike Two Actions Ivarsa channels a spell into a punch or axe swing to deliver a magically charged attack. She casts produce flame or ray of frost . The effects of the spell don't occur immediately but are imbued into her attack instead. She makes a melee Strike with a weapon or unarmed attack, which gains the arcane trait. Her spell is coupled with the attack, using her attack roll to determine the effects of both the Strike and the spell. This counts as two attacks for her multiple attack penalty, but the penalty isn't applied until after she has completed the Spellstrike. After she uses Spellstrike, Ivarsa can't do so again until she recharges this ability as a single action, which has the concentrate trait. She also recharges her Spellstrike when she casts thunderous strike . ","skill_mod":{"nature":21,"survival":21,"arcana":25,"athletics":25,"intimidation":23},"image":["/Images/Monsters/Ivarsa.png"],"primary_source":"Pathfinder #177: Burning Tundra","spell":["Collective Transposition","Unexpected Transposition","Blink Charge","Weapon Storm","Dimension Door","Dimensional Anchor","Earthbind","Haste","True Strike","Mage Hand","Produce Flame","Protect Companion","Ray of Frost","Shield","Thunderous Strike"],"ac":33,"item":["+2 greater striking greataxe","greater healing potion","+2 fire resistant resilient hide"],"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"resistance":{"fire":10},"intelligence":5,"reflex_save":22,"strongest_save":["fort","fortitude"],"fortitude_save":24,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Ivarsa","alignment":"CE","rarity":"unique","strike_damage_average":[32],"attack_bonus":[25],"constitution":4,"spell_attack_bonus":[24],"will_save":19,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Capture Magic","Arcane Cascade","Companion Bond","Spellstrike"],"primary_source_group":"Quest for the Frozen Flame","skill":["Arcana","Athletics","Intimidation","Nature","Survival","Warfare Lore"],"tradition":["Arcane"],"summary":"Ivarsa grew up among the Burning Mammoth, enriched by the tales of her ancestors. As a child, she knew the story of the traitorous Broken Tusk who …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=1832","dexterity":2,"category":"creature","slug":"creature-1832"},{"primary_source_category":"Adventure Paths","strength":8,"hp":240,"language":["Abyssal","Common","Hallit","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #177: Burning Tundra"],"type":"Creature","charisma":5,"perception":20,"stealth":"25","trait":["Fiend","Human","Humanoid","Unique","CE","Medium"],"id":"creature-1833","text":" Metuak, Cursed Legendary Warrior Depending on the teller of the legend, the Burning Mammoth warrior Metuak was either a noble hero or a craven traitor. The truth, of course, lies somewhere between these two extremes. When the Great Quake opened a rift to the Abyss in northern Avistan, it sent the native people scrambling for safety. In response to the cataclysm that caused the creation of the Worldwound, the Burning Mammoth following disagreed on what to do with their people's ancestral artifact, the Primordial Flame . A small group of rebels (those who became the Broken Tusk) hid the sacred lantern in Red Cat Cave, where it would be safe from demonic hands. The majority of the following, including Metuak, went east to fight the demons, taking the Burning Mammoth banner with them. Metuak was one of the Burning Mammoth's bravest and best champions. He seemed immune to demons' temptations and mighty enough to overcome any single fiend. But the demons of the Worldwound were legion, and the Burning Mammoths quickly realized they had no hope of victory without the Primordial Flame . The following could scarcely spare a single warrior, so Metuak volunteered to retrieve their sacred artifact. No one knew how long this quest would take or what trials he would face. Few dared hope he'd succeed, since the Broken Tusk had placed the Primordial Flame where it would be safe from any thief, mortal or demonic. Metuak proposed a desperate plan: He would allow a demon into his body to grant him the strength necessary to reclaim the flame. Metuak was known to be resilient against the influence of demons, and so the Mammoth Lords agreed. An invidiak named Xeleria—a demon of shadows capable of inhabiting a mortal body—was captured and bound to him. At first, Xeleria struggled mightily to corrupt the impervious Metuak, even when the warrior called upon her aid to defeat the ancient cat spirit who guarded the Primordial Flame, Syarstik Painted-Tiger of Red Cat Cave. Together, merging fiendish shadow magic and sheer brawn, the man and the demon slew the cat. In turn, with his dying breath, Syarstik cursed the artifact he guarded. Metuak seized the Primordial Flame and instantly became obsessed, unable to part from it for even a moment without suffering unbearable anguish. In this state, Xeleria's magic finally found purchase in Metuak's torment. The invidiak intermittently possessed his body and amused herself with the Primordial Flame , scorching the land and terrorizing innocents. Ashamed, Metuak gave up his quest to return the Primordial Flame to his people; instead, he sought a way to lift the curse and somehow separate himself from Xeleria. Metuak heard legends of noble, ancient creatures with knowledge far surpassing that of mortals, and he eventually found the lair of a powerful white dragon named Venexus. Venexus was neither noble nor wise, however, and she wrested the Primordial Flame from Metuak, causing the warrior to flee despite his torment. Metuak knew he'd lost his way, but he trusted his people and ancestors. He sought the advice of the Hillcross Witches, but they banished him from their domain when they learned he'd lost the Primordial Flame . Despairing, Metuak wandered through the nearby Tamarnian Tar Forest, where his demonic hanger-on attracted the ire of the nymph who guarded the black woodland. Adalemma the Solstice Queen chased Metuak and his demonic possessor from her realm, and by the time Metuak regained control of his body, he was in the shadow of Castle Grimgorge, a remote Mendevian outpost on the forest's border. Metuak threw himself on the mercy of the soldiers, but they recognized only the demon inside him. The crusaders imprisoned Metuak beneath the castle, extinguishing his last hope. Resigned to his fate, Metuak yielded at last to Xeleria, who called on her demonic allies to descend upon Castle Grimgorge and slaughter the garrison. Sensing that her forest could be next if Xeleria's rampage were permitted to continue, Adalemma magically bound Metuak and Xeleria to their dungeon, where they remained for over a century. Campaign Role In the final chapter of this Adventure Path, the characters break the curse of the Primordial Flame and free Metuak from his eternal torment. To do so, they must face both the ancient warrior and his demonic possessor in the dungeons beneath Grimgorge Castle. Recall Knowledge - Fiend (Religion): DC 41 Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Metuak Source Pathfinder #177: Burning Tundra pg. 90 Perception +20; darkvision, scent (imprecise) 30 feet Languages Abyssal, Common, Hallit; telepathy 100 feet Skills Athletics +27, Deception +24, Intimidation +26, Nature +22, Stealth +25, Survival +24 Str +8 Dex +6 Con +7 Int +1 Wis +3 Cha +5 Items +2 greater striking grievous hatchet --- AC 33 Fort +26 Ref +23 Will +20 +1 to all saves vs. magic HP 240 (dual soul; 120 each for Metuak and Xeleria) Immunities death effects, disease, fear, poison, precision Resistances all 5 (except force, ghost touch , or positive>; double resistance vs. non-magical) Weaknesses cold iron 10, good 10 Attack of Opportunity Reaction Dual Deny Advantage Due to his dual nature with Xeleria, Metuak is never flat-footed. --- Speed 25 feet, fly 25 feet Melee Single Action claw +27 (Evil, Magical), Damage 3d8+14 cold plus 2d6 evil Melee Single Action hatchet +27 (Agile, Evil, Magical, Sweep, thrown 10 feet), Damage 3d6+14 slashing plus 1d6 evil Divine Innate Spells DC 34, attack +26 - Cantrips (7th) Telekinetic Projectile - 3rd Fear - 4th Darkness - 5th Shadow Siphon - 7th Shadow Blast Axe Master Metuak has access to the critical specialization effect of axe weapons. Due to his hatchet's grievous rune, he can damage a third creature with the same restrictions. Dual Soul A demon named Xeleria is bound to Metuak's soul. Though the two entities share one body and are a single creature for the purpose of both targeted and area effects, Metuak and Xeleria each have 120 Hit Points. Damage to each is tracked separately. Xeleria's HP is reduced by force, good, and positive damage, and any damage from a cold iron weapon, a weapon with a ghost touch rune, and any damage originating from the Primordial Flame . All other damage reduces Metuak's HP. Metuak and Xeleria must both be reduced to 0 HP for Metuak to die and Xeleria to be destroyed. If, at the beginning of Metuak's turn, either Metuak or Xeleria has been reduced to 0 HP but the other hasn't, Metuak and Xeleria each regain 15 HP. Shadow Blend Two Actions (Divine, Illusion) Metuak Strides up to twice his Speed. If he ends his movement in an area of dim light, he is hidden as long as he remains in dim light. Soul Swipe Two Actions Metuak makes a single hatchet or claw Strike and compares the result to the AC of up to four foes, each of whom must be within his reach. He rolls damage once and applies it to each creature he hits. A Soul Swipe counts as two attacks for his multiple attack penalty. Metuak's hatchet applies its sweep trait against all four targets. Terrifying Howl Single Action (Auditory) Metuak unleashes a terrifying howl, attempting to Demoralize each creature within 30 feet. These creatures are then immune to Terrifying Howl for 1 minute. ","skill_mod":{"deception":24,"nature":22,"survival":24,"stealth":25,"athletics":27,"intimidation":26},"image":["/Images/Monsters/Metauk.png"],"primary_source":"Pathfinder #177: Burning Tundra","spell":["Shadow Blast","Shadow Siphon","Darkness","Fear","Telekinetic Projectile"],"ac":33,"item":["+2 greater striking grievous hatchet"],"level":13,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":1,"reflex_save":23,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":26,"source_group":["Quest for the Frozen Flame"],"size":["Medium"],"spoilers":"Quest for the Frozen Flame","name":"Metuak","alignment":"CE","rarity":"unique","strike_damage_average":[28,34],"attack_bonus":[27,27],"constitution":7,"immunity":["death effects","disease","fear","poison","precision"],"spell_attack_bonus":[26],"will_save":20,"speed":{"fly":25,"max":25,"land":25},"wisdom":3,"weakness":{"cold_iron":10,"good":10},"creature_ability":["Attack of Opportunity","Dual Deny Advantage","Axe Master","Dual Soul","Shadow Blend","Soul Swipe","Terrifying Howl"],"primary_source_group":"Quest for the Frozen Flame","skill":["Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"tradition":["Divine"],"summary":"Depending on the teller of the legend, the Burning Mammoth warrior Metuak was either a noble hero or a craven traitor. The truth, of course, lies …","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=1833","dexterity":6,"category":"creature","slug":"creature-1833"},{"primary_source_category":"Adventure Paths","strength":7,"hp":400,"language":["Common","Jotun","Sylvan","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","charisma":7,"perception":39,"stealth":"36","trait":["Fey","Unique","CE","Large"],"id":"creature-1834","text":" Tatterthread, Evil Reflection of a Compassionate Norn Born of Hlakana's shadow, Tatterthread is in many ways a reflection and an inversion of everything the norn represents. Jealousy and selfishness boil within Tatterthread as Hlakana's memories flicker in and out of her mind—experiences she never had but remembers as her own. Trapped on the Endless Table by her connection to the Vesicant Egg , she's unable to reach the First World, where she wants to prove herself a capable replacement for Hlakana to Magdh so that she can assume her place in the reckoning of things. Worse, she fears that perhaps she is condemned to remain forever in the literal shadow of the Vesicant Egg , knowing that the being it contains is more powerful than she will ever become. The thought rankles Tatterthread, and she wonders if she will have to bow before this thing when it hatches forth. Like Hlakana, she can see the threads of fate wound around the egg and knows that it is a locus of change. Something big is coming, and she intends to exploit it. Tatterthread can't understand Hlakana's feelings of compassion and kindness, so she rejects them with vehement animosity. She sees Hlakana as a weakened and ineffectual creature that has lost the coldness and cruelty necessary to carry out the tasks set before the norns. Where Hlakana snips fate with kindly shears, Tatterthread rips through destiny with scissors of acid and a heart full of hate. Since escaping from Hlakana, Tatterthread has traveled over the table to sow conflict and paranoia. She whispered into the mind of the Red Queen, convincing her to start her table-wide subjugation while making her think it was the King of Biting Ants whispering to her. She magically urged Uncle Cinder to seek out the shadow scrap that put him in conflict with the beetle merchants. She set the clockwork goliath after the strange feline creature, watching the clumsy thing for a while before growing tired of the sport. Tatterthread learned too late that powerful heroes have arrived at the table. By the time she became aware of the heroes, Hlakana had already acquired their aid, so Tatterthread has lost the opportunity to sway them to her side and trick them into killing Hlakana. Tatterthread knows that she needs a powerful ally to overcome first the heroes and then Hlakana, so she's come with uncomfortable reluctance to the shores of the acid lake around the Vesicant Egg . There, she was pleased to encounter the tarn linnorm. This ally could ensure the death she longs to deliver. Unfortunately, the creature has proven more resistant to her compulsions than other denizens of the Endless Table. Yet she knows that it's only a matter of time before she's able to trick the linnorm as thoroughly as she's fooled the other creatures around her. Campaign Role In her awful cruelty, Tatterthread represents the dark mirror of Hlakana. Instead of fate being a possibility that can be molded to ensure the proper outcome for the world, Tatterthread intends to mutilate fate and set it on the course to aid her own ambition and drive for cruelty and revenge. Tatterthread serves as a background villain for the most part, someone spoken about among the creatures of the table as a legend, a witch capable of great evil who haunts the skies and threatens nightmares with her rusting, acid-dripping scissors that she uses to cut and mangle the threads of life. She is the frightening witch figure in opposition to Hlakana's role as a kindly seer. Her speech is a deep, grating cackle. If Tatterthread survives her initial encounter with the heroes, she does her best to seek out others on the Endless Table who hold a grudge against the heroes and stoke their desire for revenge. She ultimately hopes to put someone else in the path of the dangerous heroes, but she's willing create another confrontation on her own terms if she's unable to secure aid. Recall Knowledge - Fey (Nature): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Tatterthread Source Pathfinder #174: Shadows of the Ancients pg. 88 Perception +39; detect magic , greater darkvision, lifesense 120 feet, true seeing Languages Common, Jotun, Sylvan; tongues Skills Deception +35, Intimidation +37, Lore (all) +32, Occultism +38, Religion +32, Stealth +36, Thievery +34 Str +7 Dex +6 Con +7 Int +10 Wis +6 Cha +7 Deny Fate (misfortune) When Tatterthread rolls initiative, enemies she can see within 120 feet that are also rolling initiative automatically roll a 1. --- AC 46 Fort +35 Ref +30 Will +36 +1 status to all saves vs. magic HP 400 , regeneration 15 (deactivated by cold iron) Immunities flat-footed, negative Resistances acid 20 Weaknesses cold iron 20 --- Speed 35 feet, fly 35 feet Melee Single Action caustic shears +38 (deadly 2d12, Magical, reach 10 feet, versatile P), Damage 4d6+15 slashing plus 5d6 acid and shadow corrosion Melee Single Action acid stream +38 (Agile, Magical, reach 10 feet), Damage 4d10+15 acid plus shadow corrosion Occult Innate Spells DC 42 - 7th Dispel Magic (at will), Read Omens (at will), Spellwrack (at will) - 8th Maze, Wind Walk - 9th Power Word Kill, Weird - 10th Shadow Blast (acid only), Shadow Siphon, Time Stop - Constant (10th) Detect Magic, Mind Blank, Tongues, True Seeing Rituals DC 42 - 3rd Geas - 7th Legend Lore Fated When a creature is subject to a fortune effect from a norn and a misfortune effect from any source other than a norn (or vice versa), the norn's effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the fortune and misfortune effect are from a norn, then the two cancel each other out as normal. At the GM's discretion, powerful entities related to fate or luck, like Desna, Magdh, or Pharasma, count as a norn for the purpose of this ability. Shadow Corrosion (Acid, Necromancy, Occult) When Tatterthread deals acid damage with a Strike, she regains 10 Hit Points. The target must succeed at a DC 39 Fortitude save or become doomed 1 (doomed 2 on a critical failure). Shadow Snip Two Actions (Acid, Death, Manipulate, Necromancy, Occult) Frequency three times per day; Effect Tatterthread produces a scrap of shadow linked to the fate of a creature within 100 feet of her, then snips it with her caustic shears. The target takes 100 acid damage (DC 42 basic Fortitude save). If the target is reduced to 0 Hit Points from this damage, it melts into a puddle of fetid acid and dies immediately. If the target failed the saving throw, it loses any acid resistance it has for 1 minute (1 day on a critical failure). A creature slain by Shadow Snip can't be restored to life except by miracle , wish , or similarly powerful magic, or by divine intervention. Regardless of the outcome of its save, a creature targeted by Shadow Snip becomes temporarily immune for 24 hours. The norn can't use Shadow Snip again for 1d4 rounds. Shift Fate Reaction (Divination, Occult) Trigger A creature within 120 feet attempts a saving throw; Effect The creature rolls the save twice, and then Tatterthread decides which result applies. If she chooses the lower roll, this is a misfortune effect; if she chooses the higher roll, it's a fortune effect; if they're the same, she decides which trait to apply ","skill_mod":{"deception":35,"thievery":34,"stealth":36,"intimidation":37,"occultism":38,"religion":32},"image":["/Images/Monsters/Tatterthread.png"],"primary_source":"Pathfinder #174: Shadows of the Ancients","spell":["Shadow Blast","Shadow Siphon","Time Stop","Power Word Kill","Weird","Maze","Wind Walk","Dispel Magic","Read Omens","Spellwrack","Detect Magic","Mind Blank","Tongues","True Seeing"],"ac":46,"level":20,"spell_dc":[42],"source_category":["Adventure Paths"],"sense":" detect magic , greater darkvision , lifesense 120 feet, true seeing ","resistance":{"acid":20},"intelligence":10,"reflex_save":30,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":35,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Tatterthread","alignment":"CE","rarity":"unique","strike_damage_average":[37,46],"attack_bonus":[38,38],"constitution":7,"immunity":["flat-footed","negative"],"will_save":36,"speed":{"fly":35,"max":35,"land":35},"wisdom":6,"weakness":{"cold_iron":20},"creature_ability":["Deny Fate","Fated","Shadow Corrosion","Shadow Snip","Shift Fate"],"primary_source_group":"Strength of Thousands","skill":["Deception","Intimidation","Lore (all)","Occultism","Religion","Stealth","Thievery"],"tradition":["Occult"],"summary":"Born of Hlakana's shadow, Tatterthread is in many ways a reflection and an inversion of everything the norn represents. Jealousy and selfishness boil …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1834","dexterity":6,"category":"creature","slug":"creature-1834"},{"primary_source_category":"Adventure Paths","strength":1,"hp":290,"language":["Common","Draconic","Gnoll","Iruxi","Necril","Sylvan"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","charisma":4,"perception":33,"stealth":"31","trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-1835","text":" Unshadowed Koride, Misguided Professor Cursed with Curiosity Sometimes it is not cruelty but indifference that results in the greatest disasters. So it was with Koride Ulawa. Every time she did something without questioning her instinct, it resulted in disaster—and usually to others rather than herself. Koride's position in the Magaambya is evidence enough of her capability and talent. But unlike so many others who struggled for what they had, things came easily to Koride. Some of it had to do with her natural charm and wit, and some with the privilege of being born into a family that cherished their daughter and indulged her every whim. As a result, she grew up without understanding compromise or temperance, and with advantages that she took entirely for granted. Koride was always popular with her peers as a child, though she sometimes acted cruelly or, even at her best, simply lacked compassion. But she knew that those traits could get her into trouble, so she covered them up enough that adults looked the other way. When she made decisions that led to trouble for other children or created situations that required someone else to clean up after her, the adults around her figured this couldn't have been because Koride was cruel or wanted others to suffer. She was called impulsive, precocious, or thoughtless. Her indulgent parents and their long-suffering servants made excuses for her and cleaned up whatever Koride left behind. As she grew older, Koride developed a keen social instinct that she used to drop out of relationships and friendships just before they soured for good. She seldom stuck around long enough to take responsibility for broken hearts or abused friendships. Someone else was stuck with bitterness or confusion while Koride moved on, taking only good memories with her. This instinct has not served her well in the long term. Though she's earned every accolade of her distinguished academic career, Koride's personal life is a string of failed relationships and brief friendships that last a season or a year before fading. When she came to the Magaambya, she became attached to the Rain-Scribes because so many of them, like her, kept an emotional distance from others. For many Rain-Scribes, this is a well-honed skill, practiced to become a good observer of culture and society. Koride successfully covered up the fact that her emotional distance resulted from a fundamental absence, a sense of compassion for others that never truly developed. She developed charm and magnetism she could wear as a mask even more powerful than the feline mask she crafted as an attendant. Though Koride was among the most popular students and her cohort was large, few truly knew her. She used her peers for her own sake, expending them like loose change because there was always a new set of students to pick through for replacements if necessary. When she became a teacher, she kept the same serial favoritism, showering the obvious favorites among her students with privileges and indulgence until they weren't useful or interesting any longer. There were always more students, more favorites. Campaign Role Koride serves as an example of carelessness and pride leading to terrible consequences. She's not evil in the sense of the world's great villains; she's simply oblivious to the effects of her actions and careless when it comes to considering consequences. Her casual disregard for rules, her blatant favoritism, and her reckless push toward dangerous outcomes are all well known by the time the heroes arrive at the Magaambya. The heroes can learn a bit about Koride at the start of the campaign, but she's learned a bit about them, too. The heroes are a new generation of students: smarter, more generous, and as adventurous as she was in her prime. They're not just dedicated to carving their names into history, but they're so successful at doing so that Koride can't mask her dislike of them. She's their foil as a professor: the one who is quick with a biting comment and who accepts their successes with great reluctance. It's expected that the heroes won't like Koride much as students, and that this mutual animosity remains while they're teachers, as well. Deep inside, beneath the witty and sometimes biting veneer, Koride worries that she's increasingly irrelevant. She can cover up her minor cruelties and shallow relationships with practiced ease, but she doesn't know if she can make a permanent mark on the Magaambya or on the world. This anxiety is what led Koride to conceal the Vesicant Egg and continue studying it after she'd promised to stop. Its secrets called to her, promising a lasting legacy if only she could unlock its mysteries. In this drive to be remembered, Koride has far more in common with the villainous King of Biting Ants than she can ever realize or accept. The malevolent intelligence within the Vesicant Egg found Koride easy to control at first; her desire to understand and reveal everything about the artifact was just what the fractured psyche inside of it wanted anyway. Yet Koride's strength is greater than the egg has guessed. When faced with certain defeat, she's able to put aside her facade and speak to the heroes about what she's done and why, all with brutal honesty and remarkable self-awareness. She's willing to discard everything the Vesicant Egg can offer her when they're in true danger, showing Koride's genuine character for perhaps the first time. The statistics below don't reflect Koride's abilities throughout most of the Strength of Thousands Adventure Path; rather, they incorporate the effects of being Unshadowed by the Vesicant Egg , when the heroes confront her. Recall Knowledge - Humanoid (Society): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Unshadowed Koride Source Pathfinder #174: Shadows of the Ancients pg. 90 Perception +33 Languages Common, Draconic, Gnoll, Iruxi, Necril, Sylvan Skills Academia Lore +37, Crafting +37, Deception +33, Diplomacy +33, Medicine +35, Nature +33, Stealth +31, Survival +33 Str +1 Dex +3 Con +4 Int +6 Wis +3 Cha +4 Items +3 major striking major staff of nature's vengeance --- AC 40 Fort +32 Ref +29 Will +35 HP 290 Resistances acid 20 Shadow's Displeasure When Koride has fewer than 150 Hit Points, her shadow pulls at her essence to show the Vesicant Egg's displeasure. She looks pained and confused, and she becomes clumsy 1 and stupefied 1 until healed to 150 Hit Points or more. These conditions increase to 2 when below 100 Hit Points. When below 50 Hit Points, she falls unconscious. Vesicated Shadow Koride's shadow has become corrupted via the power of the Vesicant Egg . Her shredded shadow grants her some control over acid and shadows. She gains a +4 status bonus to resist acid and shadow effects. --- Speed 25 feet Melee Single Action staff +30 (two-hand d8), Damage 4d6+20 bludgeoning Primal Prepared Spells DC 41, attack +33 - Cantrips (10th) Detect Magic, Electric Arc, Prestidigitation, Ray of Frost, Tanglefoot - 1st Feather Fall, Fear, Gust of Wind - 2nd Darkvision, Entangle, Web - 3rd Fear, Slow, Wall of Wind - 4th Dispel Magic, Fly, Freedom of Movement - 5th Banishment, Blazing Fissure, Healing Well - 6th Flesh to Stone, Nature's Reprisal, True Seeing - 7th Finger of Death, Regenerate, Sunburst - 8th Dispel Magic, Moment of Renewal, Polar Ray - 9th Implosion, Shapechange, Chain Lightning - 10th Fated Confrontation Occult Innate Spells DC 41, attack +33 - 10th Shadow Blast (acid only; ×2), Shadow Siphon (×2) Rupture Shadow Two Actions (Acid, Conjuration, Occult, Shadow) Koride can create immense blisters on a creature's shadow, which immediately burst, dealing 20d6 acid damage. She targets a creature within 60 feet that is casting a shadow, which must attempt a DC 37 Will save. Koride can't use Rupture Shadow again for 1d4 rounds. Critical Success The target is unaffected and becomes temporarily immune for 1 day. Success The target takes half damage. The bursting shadow deals 5 acid splash damage to all creatures within 5 feet of the target. Failure The target takes full damage, and the bursting shadow deals 10 acid splash damage. Critical Failure The target takes double damage, the bursting shadow deals 20 acid splash damage, and the target also takes 4d6 persistent acid damage ","skill_mod":{"diplomacy":33,"deception":33,"nature":33,"crafting":37,"survival":33,"stealth":31,"medicine":35},"image":["/Images/Monsters/UnshadowedKoride.png"],"primary_source":"Pathfinder #174: Shadows of the Ancients","spell":["Fated Confrontation","Implosion","Shapechange","Chain Lightning","Dispel Magic","Moment of Renewal","Polar Ray","Finger of Death","Regenerate","Sunburst","Flesh to Stone","Nature's Reprisal","True Seeing","Banishment","Blazing Fissure","Healing Well","Fly","Freedom of Movement","Fear","Slow","Wall of Wind","Darkvision","Entangle","Web","Feather Fall","Gust of Wind","Detect Magic","Electric Arc","Prestidigitation","Ray of Frost","Tanglefoot","Shadow Blast","Shadow Siphon"],"ac":40,"item":["+3 major striking major staff of nature's vengeance"],"level":19,"spell_dc":[41,41],"source_category":["Adventure Paths"],"resistance":{"acid":20},"intelligence":6,"reflex_save":29,"strongest_save":["will"],"fortitude_save":32,"source_group":["Strength of Thousands"],"size":["Medium"],"spoilers":"Strength of Thousands","name":"Unshadowed Koride","alignment":"CE","rarity":"unique","strike_damage_average":[34],"attack_bonus":[30],"constitution":4,"spell_attack_bonus":[33,33],"will_save":35,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Shadow's Displeasure","Vesicated Shadow","Rupture Shadow"],"primary_source_group":"Strength of Thousands","skill":["Academia Lore","Crafting","Deception","Diplomacy","Medicine","Nature","Stealth","Survival"],"tradition":["Primal","Occult"],"summary":"Sometimes it is not cruelty but indifference that results in the greatest disasters. So it was with Koride Ulawa. Every time she did something …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=1835","dexterity":3,"category":"creature","slug":"creature-1835"},{"attack_bonus":[30,30],"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":275,"language":["Common"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","creature_family":"Gigantic Ant","will_save":26,"charisma":4,"speed":{"climb":20,"max":40,"land":40},"perception":27,"wisdom":6,"weakness":{},"creature_ability":["Attack of Opportunity","Formic Acid Spray","Haul Away","Pack Attack","Red Ant Venom","Swarming Flank"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Intimidation","Survival"],"trait":["Beast","Rare","N","Large"],"id":"creature-1836","text":" Red Guard Ant The rank-and-file members of the ant colony are not much taller than a shrunken hero but are much more massive, at the relative size of an ox. They are somewhat intelligent but very focused, engaging in unquestioning toil if ordered by higher-ranking ants. Red guard ants nearly always attack in groups but might be encountered alone if, for example, ordered to perform solitary guard duty. They typically spray acid before marching into melee, but only when doing so doesn't pose a risk to their allies and won't jeopardize any other objective they've been ordered to achieve. Recall Knowledge - Beast (Arcana, Nature): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Red Guard Ant Source Pathfinder #174: Shadows of the Ancients pg. 72 Perception +27; darkvision, scent (imprecise) 60 feet Languages Common Skills Athletics +31, Intimidation +27, Survival +27 Str +8 Dex +4 Con +6 Int -2 Wis +6 Cha +4 --- AC 37 Fort +29 Ref +23 Will +26 HP 275 Attack of Opportunity Reaction Stinger only. --- Speed 40 feet, climb 20 feet Melee Single Action mandibles +30, Damage 3d10+14 slashing plus Grab Melee Single Action stinger +30 (Agile), Damage 3d6+14 piercing plus red ant venom Formic Acid Spray Two Actions (Acid, Primal) The red guard ant sprays a 15-foot cone of acid from its abdomen that deals 10d10 acid damage (DC 34 basic Reflex save). It can't use Formic Acid Spray again for 1d4 rounds. Haul Away Single Action Requirements The red guard ant has a Huge or smaller creature grabbed; Effect The ant Strides up to its full Speed, carrying the grabbed creature with it. It's encumbered if the grabbed creature is Large or larger. Pack Attack A red guard ant deals an additional 2d6 precision damage to any creature within reach of at least two of the ant's allies. Red Ant Venom (Poison) Saving Throw DC 36 Fortitude; Maximum Duration 4 rounds; Stage 1 3d6 poison and enfeebled 1 (1 round); Stage 2 4d6 poison and enfeebled 2 (1 round); Stage 3 6d6 poison and enfeebled 3 (1 round) Swarming Flank If at least three red guard ants have a creature within their reach, they flank the creature, even if they can't draw a line to each other that passes through opposite sides of the creature's space. ","skill_mod":{"survival":27,"athletics":31,"intimidation":27},"summary":"The rank-and-file members of the ant colony are not much taller than a shrunken hero but are much more massive, at the relative size of an ox. They …","image":["/Images/Monsters/GiganticAnt_RedGuardAnt.png"],"primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Creature Type","Rarity"],"ac":37,"level":15,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1836","intelligence":-2,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":29,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Red Guard Ant","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[24,30],"slug":"creature-1836"},{"attack_bonus":[32,32],"constitution":6,"primary_source_category":"Adventure Paths","strength":4,"hp":295,"language":["Common"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","creature_family":"Gigantic Ant","will_save":28,"charisma":4,"speed":{"climb":20,"fly":40,"max":40,"land":40},"perception":28,"wisdom":6,"weakness":{},"creature_ability":["Darting Flight","Requirement","Pheromone Spray","Frenzy","Pack Attack","Red Ant Venom"],"primary_source_group":"Strength of Thousands","skill":["Acrobatics","Intimidation","Survival"],"trait":["Beast","Rare","N","Large"],"id":"creature-1837","text":" Alate Ant Alate ants are no less devoted and powerful than red guard ants, but they are slightly smaller in size and have delicate wings that bear them aloft. Alate ants secrete pheromones that addle the minds of the hive's enemies. A hive deploys alate ants as both defenders from aerial threats and as advance scouts. Recall Knowledge - Beast (Arcana, Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Alate Ant Source Pathfinder #174: Shadows of the Ancients pg. 72 Perception +28; darkvision, scent (imprecise) 60 feet Languages Common Skills Acrobatics +32, Intimidation +28, Survival +28 Str +4 Dex +8 Con +6 Int -1 Wis +6 Cha +4 --- AC 39 Fort +24 Ref +30 Will +28 HP 295 Darting Flight Reaction Requirement The alate ant is flying; Trigger The ant is targeted with an attack by an attacker it can see; Effect The ant gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 40 feet, climb 20 feet, fly 40 feet Melee Single Action mandibles +32 (Finesse), Damage 3d8+10 slashing plus Grab Melee Single Action stinger +32 (Agile, Finesse), Damage 3d4+10 piercing plus red ant venom Pheromone Spray Two Actions (Emotion, Enchantment, Mental) The alate ant sprays a cloud of pheromones in a 15-foot cone. Non-ant creatures in the cone must succeed at a DC 37 Will save or become confused for 1d4 rounds (1 minute on a critical failure). It can't use Pheromone Spray again for 1d4 rounds. Frenzy Single Action Frequency Once per day; Effect The alate ant enters a state of jittery agitation. It becomes quickened for 3 rounds and can use the extra action only to Fly or Strike. Pack Attack The alate ant deals an additional 3d6 precision damage to any creature within reach of at least two of the ant's allies. Red Ant Venom (Poison) While a creature is enfeebled from this poison, it is confused (this confusion is an emotion, enchantment, and mental effect). Saving Throw DC 37 Fortitude; Maximum Duration 4 rounds; Stage 1 3d6 poison and enfeebled 1 (1 round); Stage 2 4d6 poison and enfeebled 2 (1 round); Stage 3 6d6 poison and enfeebled 3 (1 round) ","skill_mod":{"survival":28,"intimidation":28,"acrobatics":32},"summary":"Alate ants are no less devoted and powerful than red guard ants, but they are slightly smaller in size and have delicate wings that bear them aloft. …","primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Creature Type","Rarity"],"ac":39,"level":16,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1837","intelligence":-1,"reflex_save":30,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":24,"source_group":["Strength of Thousands"],"size":["Large"],"spoilers":"Strength of Thousands","name":"Alate Ant","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[17,23],"slug":"creature-1837"},{"attack_bonus":[33,33],"constitution":6,"primary_source_category":"Adventure Paths","strength":9,"hp":315,"language":["Common"],"source":["Pathfinder #174: Shadows of the Ancients"],"type":"Creature","creature_family":"Gigantic Ant","will_save":31,"charisma":9,"speed":{"climb":20,"max":40,"land":40},"perception":30,"wisdom":6,"weakness":{},"creature_ability":["Attack of Opportunity","Constrict","For the Queen!","Red Ant Venom","The Queen's Enemy"],"primary_source_group":"Strength of Thousands","skill":["Athletics","Diplomacy","Intimidation","Nature","Survival"],"trait":["Beast","Rare","N","Huge"],"id":"creature-1838","text":" Red Commander Ant Second only to the hive's queen, red commanders hold absolute authority over the hive's other ants. Although no red commander can give orders to another, they nevertheless work in an eerie coordination to fulfill their missions as effectively as possible. They have a sense of adaptability and self-preservation that might lead them to abandon a dangerous task, even if doing so costs the lives of lower-ranking ants. Red commanders tend to show glimmers of individuality that other red ants don't, such as by marking their chitinous exoskeletons with commemorations of past battles and martial victories. Recall Knowledge - Beast (Arcana, Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Red Commander Ant Source Pathfinder #174: Shadows of the Ancients pg. 73 Perception +30; darkvision, scent (imprecise) 60 feet Languages Common Skills Athletics +30, Diplomacy +32, Intimidation +32, Nature +29, Survival +29 Str +9 Dex +5 Con +6 Int +0 Wis +6 Cha +9 --- AC 40 Fort +29 Ref +28 Will +31 HP 315 Attack of Opportunity Reaction --- Speed 40 feet, climb 20 feet Melee Single Action mandibles +33 (reach 10 feet), Damage 3d10+17 slashing plus Improved Grab Melee Single Action stinger +33 (Agile, reach 10 feet), Damage 3d6+17 piercing plus red ant venom Constrict Single Action 5d10, DC 38. Before using Constrict, the ant can choose to smash one creature that it has Grabbed or restrained against the ground. That creature uses the result one degree of success worse than its Fortitude save result against Constrict, but it is then no longer grabbed or restrained by the ant. For the Queen! Two Actions (Olfactory) The red commander ant gives a pheromone signal to spur other ants into a fury. All ants within 30 feet who can smell this signal gain a +1 status bonus to attack rolls, reduce their frightened condition to 0, and are immune to the frightened condition for 1 minute. Red Ant Venom (Poison) Saving Throw DC 38 Fortitude; Maximum Duration 4 rounds; Stage 1 3d6 poison and enfeebled 1 (1 round); Stage 2 4d6 poison and enfeebled 2 (1 round); Stage 3 6d6 poison and enfeebled 3 (1 round) The Queen's Enemy Single Action (Concentrate) The red commander ant designates a single creature within 60 feet that it can see as its queen's enemy. All ants within 120 feet of the red commander ant deal an additional 1d8 bleed damage when they hit the target with mandibles Strikes. These effects last for 1 minute, or until the red commander ant uses The Queen's Enemy on a different creature. ","skill_mod":{"diplomacy":32,"nature":29,"survival":29,"athletics":30,"intimidation":32},"summary":"Second only to the hive's queen, red commanders hold absolute authority over the hive's other ants. Although no red commander can give orders to …","image":["/Images/Monsters/GiganticAnt_RedCommanderAnt.png"],"primary_source":"Pathfinder #174: Shadows of the Ancients","trait_group":["Creature Type","Rarity"],"ac":40,"level":17,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1838","intelligence":0,"reflex_save":28,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":29,"source_group":["Strength of Thousands"],"size":["Huge"],"spoilers":"Strength of Thousands","name":"Red Commander Ant","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[27,33],"slug":"creature-1838"},{"attack_bonus":[9],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":18,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Beheaded","will_save":6,"charisma":0,"speed":{"fly":25,"max":25,"land":15},"perception":8,"wisdom":3,"weakness":{"vitality":2},"creature_ability":["Brain Rot"],"skill":["Acrobatics"],"trait":["Undead","NE","Tiny"],"id":"creature-1839","text":" Festering Gnasher A festering gnasher is a floating head covered in infectious pustules and hollowed out by decay. Recall Knowledge - Undead (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Festering Gnasher Source Book of the Dead pg. 74 Perception +8; darkvision Languages Skills Acrobatics +7 Str +3 Dex +4 Con +1 Int -3 Wis +3 Cha +0 --- AC 16 Fort +4 Ref +9 Will +6 HP 18 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses positive 2 --- Speed 15 feet, fly 25 feet Melee Single Action jaws +9 (Agile, Finesse, reach 0 feet), Damage 1d4+3 piercing plus brain rot Brain Rot (Disease) Saving Throw DC 14 Fortitude; Onset 1 day; Stage 1 stupefied 1 (3 days); Stage 2 stupefied 2 and slowed 1 (1 day); Stage 3 paralyzed with spasms (1 day); Stage 4 death ","skill_mod":{"acrobatics":7},"summary":"A festering gnasher is a floating head covered in infectious pustules and hollowed out by decay.","image":["/Images/Monsters/Beheaded_FesteringGnasher.png"],"primary_source":"Book of the Dead","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1839","intelligence":-3,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Festering Gnasher","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-1839"},{"attack_bonus":[14],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":80,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Beheaded","will_save":11,"charisma":1,"speed":{"fly":40,"max":40,"land":15},"perception":13,"wisdom":4,"weakness":{"vitality":5},"creature_ability":["Bite Back","Incessant Goading"],"skill":["Acrobatics","Intimidation"],"trait":["Undead","NE","Tiny"],"id":"creature-1840","text":" Taunting Skull Some beheaded are raised with their mental faculties mostly intact. These clever undead often provoke their victims into foolishly giving chase or harming themselves. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Taunting Skull Source Book of the Dead pg. 74 Perception +13; darkvision Languages Common, Necril Skills Acrobatics +12, Intimidation +12 Str +1 Dex +5 Con +1 Int +0 Wis +4 Cha +1 --- AC 22 Fort +10 Ref +14 Will +11 HP 80 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses positive 5 Bite Back Reaction Trigger The taunting skull is attacked by a creature within their reach; Effect The taunting skull makes a jaws Strike against that creature. --- Speed 15 feet, fly 40 feet Melee Single Action jaws +14 (Agile, Finesse, reach 0 feet), Damage 2d10+3 piercing Incessant Goading Single Action (Auditory, Emotion, Incapacitation, Mental) The skull chooses one creature within 60 feet and antagonizes it mercilessly. The target must attempt a DC 22 Will save to resist the effect. Critical Success The target is unaffected and is temporarily immune for 1 minute. Success The target is unaffected. Failure The target is flat-footed for 1 round. On its next turn, if the taunting skull is within the target's reach, the target wildly attacks the taunting skull as many times as possible. Critical Failure As failure, but the target also immediately performs a Strike against itself; this Strike doesn't take any actions. ","skill_mod":{"intimidation":12,"acrobatics":12},"summary":"Some beheaded are raised with their mental faculties mostly intact. These clever undead often provoke their victims into foolishly giving chase or …","primary_source":"Book of the Dead","trait_group":["Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1840","intelligence":0,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":10,"size":["Tiny"],"name":"Taunting Skull","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-1840"},{"attack_bonus":[21,21],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":170,"language":["Common","Necril","plus any one language spoken in life (can't speak any language)"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Beheaded","will_save":15,"charisma":0,"speed":{"fly":30,"max":30,"land":15},"perception":17,"wisdom":2,"weakness":{"vitality":5,"fire":10},"creature_ability":["Baleful Gaze","Snatch","Swallow Whole"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Rare","Undead","NE","Large"],"id":"creature-1841","text":" Daqqanoenyent A daqqanoenyent is a horrific monstrosity arising from a terrible crime against the dead, obsessed with exacting retribution. The creature manifests as an enormous, disembodied head, 10 feet in height and covered in coarse black hair, with bat-like wings and vicious fangs and talons. Daqqanoenyents are naturally conflicted creatures. As the product of the tortured wills of numerous victims, daqqanoenyents sometimes exhibit strange or contradictory behavior as various individual wills struggle for control. Their conflicting desires make daqqanoenyents relatively easy to trick or deceive, and the creatures are vulnerable to fire. One story of a daqqanoenyent encounter describes the creature attempting to eat an old woman, only to be tricked by the woman into devouring a live coal. Their mouth aflame, the daqqanoenyent fled into the wilderness, never to be seen again. Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Daqqanoenyent Source Book of the Dead pg. 75 Perception +17; darkvision Languages Common, Necril; plus any one language spoken in life (can't speak any language) Skills Acrobatics +17, Athletics +21, Survival +17 Str +6 Dex +4 Con +4 Int +0 Wis +2 Cha +0 --- AC 28 Fort +21 Ref +17 Will +15 HP 170 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses fire 10, positive 5 --- Speed 15 feet, fly 30 feet Melee Single Action jaws +21, Damage 2d12+9 piercing plus 1d4 negative and Grab Melee Single Action talon +21 (Agile), Damage 2d8+9 slashing plus 1d4 negative and Grab Baleful Gaze Two Actions (Curse, Emotion, Fear, Mental, Visual) The daqqanoenyent's face twists into an expression of unbridled rage. Each creature within 30 feet that can see the daqqanoenyent must attempt a DC 28 Will save. The creature is then temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3. Snatch A daqqanoenyent can Fly at half Speed while they have a Medium or smaller creature grabbed or restrained in their talons, carrying that creature along with them. Swallow Whole Single Action (Attack) Medium, 2d8+9 bludgeoning, Rupture 24 Tragic Origins Whereas most beheaded are created intentionally, a daqqanoenyent only arises spontaneously. Though documentation is rare, such an manifestation can occur after a mass murder and the subsequent beheading of the corpses. Typically, this is done as a callous act of desecration, meant to deny the victims the possibility of being laid to rest with respect. The daqqanoenyent consists of the combined tortured wills of the murdered victims. They will pursue the perpetrators and their associates without rest. This type of beheaded is both vengeful and easily distracted, however, making them a danger to anyone they happen across. ","skill_mod":{"survival":17,"athletics":21,"acrobatics":17},"summary":"A daqqanoenyent is a horrific monstrosity arising from a terrible crime against the dead, obsessed with exacting retribution. The creature manifests …","image":["/Images/Monsters/Daqqanoenyent.png"],"primary_source":"Book of the Dead","trait_group":["Rarity","Creature Type"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1841","intelligence":0,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Daqqanoenyent","alignment":"NE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[20,24],"slug":"creature-1841"},{"primary_source_category":"Rulebooks","strength":-5,"hp":175,"language":["Common","Necril","<%SPELLS%293%%>speak with animals<%END>"],"source":["Book of the Dead"],"type":"Creature","charisma":7,"perception":22,"trait":["Incorporeal","Undead","NE","Medium"],"id":"creature-1842","text":" Bhuta When sapient creatures die violently in a natural setting or a location infused with primal magic, they sometimes rise as a ghostlike undead called a bhuta. Resembling a translucent version of their mortal form, only shadowless and with backward feet, a bhuta's lust for vengeance or unquenchable desire to complete an unfinished task poisons the natural world, turning animals into agents of the bhuta's corrupted will. However, a bhuta's connection to their mortal life is weak and vague, more a series of compulsions and triggers than the torturous recollections of a ghost. Thus, while a bhuta might start by hunting down and devouring those who slew their mortal form, they find no relief and soon turn to predation through their domain. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Bhuta Source Book of the Dead pg. 76 Perception +22; darkvision Languages Common, Necril; speak with animals Skills Arcana +20, Deception +22, Nature +24, Survival +22 Str -5 Dex +7 Con +3 Int +5 Wis +5 Cha +7 Bound Bhutas are bound to a natural area or feature where they died and must remain within 120 feet of that anchor. A bhuta can only leave if invited to travel with living companions, an invitation bhutas often seek to obtain via trickery. While traveling, the bhuta must remain within 120 feet of at least one of the living creatures who invited them. If all members of the group die, the bhuta must return to their bound area by midnight the same day or be destroyed. Shadowless A bhuta casts no shadow. --- AC 30 Fort +18 Ref +24 Will +22 HP 175 (negative healing) Immunities death effects, disease, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Weaknesses cold iron 5 --- Speed fly 30 feet Melee Single Action fangs +24 (Finesse, Magical), Damage 2d12+13 piercing plus 1d8 persistent bleed Melee Single Action claw +24 (Agile, Finesse, Magical), Damage 2d10+13 slashing Primal Innate Spells DC 30, attack +22 - Cantrips (6th) Daze, Tanglefoot - 3rd Animal Vision - 4th Charm (animals only) - 5th Command (animals only), Vampiric Touch - 6th Summon Animal - 9th Nature's Enmity (only while within the area to which the bhuta is bound) - Constant (2nd) Speak with Animals Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The bhuta takes the form of a Large, Medium, or Small animal common to their bound area. This doesn't change the bhuta's Speed or attack and damage modifiers with their Strikes but might change the damage type their Strikes deal. No matter what form the bhuta takes, their feet remain backward and they cast no shadow. A bhuta in animal form is still incorporeal, though that isn't obvious just by looking at it. Possess Animal Two Actions The bhuta attempts to possess an adjacent animal. They cast 9th-level heightened possession with the following changes: since the bhuta has no physical body, they're unaffected by that restriction. On a critical failure, the duration extends to 1 full day. While possessed by a bhuta, the animal casts no shadow. Primal Corruption A bhuta corrupts wildlife near their bound area, worming their way into animals' minds. Animals who live within the bound area take a –4 circumstance penalty to saves against the bhuta's Possess Animal ability, the bhuta's charm innate spell, and the bhuta's command innate spell. Bunking with Bhutas Most often, bhutas ingratiate themselves with living travelers through deception, using their influence over animals to appear trustworthy, then picking their prey off one by one in secret. However, a few stories exist of bhutas finding true friendship among the living and, through it, attaining a measure of peace that allows them to pass on. ","skill_mod":{"deception":22,"nature":24,"survival":22,"arcana":20},"image":["/Images/Monsters/Bhuta.png"],"primary_source":"Book of the Dead","spell":["Nature's Enmity","Summon Animal","Command","Vampiric Touch","Charm","Animal Vision","Daze","Tanglefoot","Speak with Animals"],"ac":30,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":5,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"size":["Medium"],"name":"Bhuta","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[24,30],"attack_bonus":[24,24],"constitution":3,"immunity":["death effects","disease","poison","precision","unconscious"],"spell_attack_bonus":[22],"will_save":22,"speed":{"fly":30,"max":30},"wisdom":5,"weakness":{"cold_iron":5},"creature_ability":["Bound","Shadowless","Change Shape","Possess Animal","Primal Corruption"],"skill":["Arcana","Deception","Nature","Survival"],"tradition":["Primal"],"summary":"When sapient creatures die violently in a natural setting or a location infused with primal magic, they sometimes rise as a ghostlike undead called …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1842","dexterity":7,"category":"creature","slug":"creature-1842"},{"primary_source_category":"Rulebooks","strength":2,"hp":50,"language":["Common","Necril"],"source":["Book of the Dead","Pathfinder #151: The Show Must Go On"],"type":"Creature","charisma":5,"perception":11,"stealth":"14","trait":["Uncommon","Undead","NE","Medium"],"id":"creature-1843","text":" Bone Croupier For many, gambling is just fun and games, but for some, it can become a bad habit or even a life-consuming addiction. Bone croupiers take the meaning of “life-consuming” to its literal extreme. These gamblers' lust for cards and dice couldn't be sated in life, so in undeath they haunt the shadowy corners of gambling halls and continue their search for that next hit of adrenaline. For bone croupiers, gaming takes on a different flavor; with nothing left to lose, these undead turn their attentions toward others, cajoling and palavering normally casual gamers into committing themselves to ever-higher stakes. Before they know it, these unsuspecting victims have called in decadesold favors and put liens on their homes in the hope of winning back just a fraction of the pot. By then, the bone croupier has already claimed their prize—to this undead chiseler, any earnings are incidental, and the real prize is encouraging others to lose their own. Bone croupiers often enshroud themselves in thick layers of cigar smoke or voluminous robes to mask their undead nature, but they almost always wear wicked grins at the table. This smile is no ruse or part of their poker face, however—the truth is that bone croupiers truly delight in games, regardless of whether they win or lose, and despite their incredible skills of deception and trickery, most simply can't disguise their unbridled mirth. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Bone Croupier Source Book of the Dead pg. 77, Pathfinder #151: The Show Must Go On pg. 80 Perception +11; darkvision Languages Common, Necril Skills Acrobatics +14, Deception +14, Diplomacy +14, Games Lore +12, Stealth +14, Thievery +14 Str +2 Dex +5 Con +2 Int +1 Wis +2 Cha +5 --- AC 22 Fort +9 Ref +14 Will +14 HP 50 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 5, piercing 5, slashing 5 --- Speed 25 feet Melee Single Action claw +14 (Agile, Finesse), Damage 2d8+5 slashing Occult Innate Spells DC 22 - Cantrips (3rd) Prestidigitation - 1st Illusory Disguise - 3rd Mind Reading - 4th Discern Lies Change of Luck Free Action (Divination, Occult) Frequency once per day; Trigger A creature within 30 feet of the bone croupier attempts a check but hasn't rolled the check yet; Effect The bone croupier pulls on the threads of luck that bind all things. The target rolls twice, and then the bone croupier decides which result applies. If the bone croupier chooses the lower roll, this is a misfortune effect; if the bone croupier chooses the higher roll, it's a fortune effect; if they're the same, the croupier decides which trait to apply. If this ability is expended, the bone croupier rolls 2d6 at the start of each of their turns, recharging the ability if the sum is 7 or 11. Roll the Bones Two Actions (Necromancy, Occult) The bone croupier designates an adjacent living creature to roll the bones. The chosen creature finds a pair of dice in its hand and is compelled by fate to roll them; it can and must roll the dice even if its hands are full or it is unable to act. The creature rolls 2d6, adding them together to determine the effect. 7 or 11 (healing, positive) The target regains 15 HP. 2, 3, or 12 (negative) The target takes 30 negative damage. If the target is dying, this damage increases its dying condition by 2 instead of 1. Any Other Roll (negative) The target takes 15 negative damage. A Deal you Can't Refuse Bone croupiers rely on than their charm to manipulate their victims. Rather, these undying gamers pride themselves on using good old-fashioned guile and persuasion to drive others to destitution and doom. To these bone croupiers, magical compulsion is the laziest form of influence. This corrupt form of honor, of course, doesn’t extend toward using magic to cheat or swindle in games of chance—a bone croupier is all too glad to use its divinatory powers to change the outcomes of its dread bargains. ","skill_mod":{"diplomacy":14,"deception":14,"thievery":14,"stealth":14,"acrobatics":14},"image":["/Images/Monsters/BoneCroupier.png"],"primary_source":"Book of the Dead","spell":["Discern Lies","Mind Reading","Illusory Disguise","Prestidigitation"],"ac":22,"level":5,"spell_dc":[22],"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision ","resistance":{"piercing":5,"slashing":5,"cold":5},"intelligence":1,"reflex_save":14,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":9,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Bone Croupier","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14],"attack_bonus":[14],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"will_save":14,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Change of Luck","Roll the Bones"],"skill":["Acrobatics","Deception","Diplomacy","Games Lore","Stealth","Thievery"],"tradition":["Occult"],"summary":"For many, gambling is just fun and games, but for some, it can become a bad habit or even a life-consuming addiction. Bone croupiers take the meaning …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1843","dexterity":5,"category":"creature","slug":"creature-1843"},{"attack_bonus":[20],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":125,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":12,"charisma":4,"speed":{"max":30,"land":30},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Repartee Riposte","Parry Dance","Shadow Rapier","The Upper Hand"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Thievery"],"trait":["Uncommon","Undead","CE","Medium"],"id":"creature-1844","text":" Cadaverous Rake When a skilled duelist is killed, on occasion they rise as a cadaverous rake, refusing to let death get in the way of daring deeds. Appearing as a corpse-like version of their living form, a cadaverous rake retains their memories and much of their personality. The first act of many cadaverous rakes is to pay a surprise visit to family and friends, unveiling their revival. If they're met with revulsion or attempts to lay them to rest, the rake typically lashes out at the perceived betrayal or departs in offended confusion. Cadaverous rakes who are appropriately feted by friends and family often retain an affection and attachment, becoming undying protectors. This isn't necessarily a good thing, however, as the cadaverous rake's undead worldview creates impossible demands. The transition to undeath corrupts previously benevolent individuals, and their single-minded focus on finding more opponents to duel cuts a bloody swath across stretches of countryside they once protected. Rarely, those who were especially virtuous retain some of their moral code, though even then their dispositions are mercurial. All, however, retain the flamboyance and swagger that made them notable in life, as quick with a quip as they are with a blade. The impulse to toy with their opponents becomes the undoing of many an overconfident rake. Though most cadaverous rakes rise after losing a duel, especially those that involved foul play, any cause of death can suffice, save for a peaceful passing in old age. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Cadaverous Rake Source Book of the Dead pg. 78 Perception +16; (18 to initiative) darkvision Languages Common, Necril Skills Acrobatics +18, Athletics +19, Deception +16, Intimidation +18, Thievery +16 Str +5 Dex +6 Con +4 Int +3 Wis +2 Cha +4 Items +1 striking rapier --- AC 27 (29 with Parry Dance) Fort +16 Ref +20 Will +12 HP 125 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Repartee Riposte Reaction (emotion, mental) Trigger A creature within the cadaverous rake's reach critically fails at a melee Strike against the rake; Effect The cadaverous rake attempts a Strike against the creature, firing back a witty retort. If this Strike succeeds, the creature is frightened 1, or frightened 2 on a critical success. --- Speed 30 feet Melee Single Action rapier +20 (deadly d8, Disarm, Finesse, Magical), Damage 2d6+8 piercing plus 1d8 precision Parry Dance Single Action The cadaverous rake makes a melee Strike, then Steps, positioning their blade defensively. They gain a +2 circumstance bonus to AC until the end of their next turn. Shadow Rapier Single Action (Necromancy, Negative, Magical) The rake shrouds their sword in negative energy, changing the damage type to negative. This shadow-shrouded rapier has a reach of 30 feet. The effect lasts until the end of the rake's turn. The Upper Hand Single Action Requirements The cadaverous rake's last action was a melee Strike that critically succeeded; Effect The cadaverous rake Disarms the creature they hit, as a critical success on a Disarm attempt. The weapon falls to the ground in a space adjacent to the creature (rake's choice). Nemesis Mine! A cadaverous rake sometimes adopts a living duelist whose skill impressed them as a “rival,” if the two fought and both escaped. The rake relentlessly follows their rival, seeking an opportunity to duel again—though such pursuit can be an unexpected boon, as the rake refuses to allow anyone to harm their rival but them. ","skill_mod":{"deception":16,"thievery":16,"athletics":19,"intimidation":18,"acrobatics":18},"summary":"When a skilled duelist is killed, on occasion they rise as a cadaverous rake, refusing to let death get in the way of daring deeds. Appearing as a …","image":["/Images/Monsters/CadaverousRake.png"],"primary_source":"Book of the Dead","trait_group":["Rarity","Creature Type"],"ac":27,"item":["+1 striking rapier"],"level":8,"source_category":["Rulebooks"],"sense":"(18 to initiative) darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1844","intelligence":3,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Cadaverous Rake","alignment":"CE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[19],"slug":"creature-1844"},{"primary_source_category":"Rulebooks","strength":6,"hp":165,"language":["Common","Necril"],"source":["Book of the Dead"],"type":"Creature","charisma":5,"perception":18,"stealth":"13","trait":["Rare","Undead","NE","Large"],"id":"creature-1845","text":" Child of Urgathoa Only the most fanatic followers of Urgathoa, goddess of disease, gluttony, and undeath, could ever hope to become a child of Urgathoa. These “blessed” undead can't be created by any save Urgathoa herself, and the blessing must be bestowed at the moment of death. Those rare few chosen by their goddess to serve as undying vessels for her power are revered by Urgathoa's faithful. Most surround themselves with fanatic cults or undead armies, subjugating and terrorizing secluded communities. Children of Urgathoa are arrogant, notoriously cruel, and utterly devoted to their goddess and her teachings. They show no favor to members of their faith, inflicting pain and sowing infection throughout Urgathoa's clergy as often as unaffiliated victims. Children of Urgathoa are at their most sadistic while punishing heretics, particularly those who prove too afraid to accept the goddess's gifts of death and undeath. Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Child of Urgathoa Source Book of the Dead pg. 79 Perception +18; darkvision Languages Common, Necril Skills Acrobatics +13, Deception +15, Intimidation +15, Religion +18, Stealth +13 Str +6 Dex +3 Con +4 Int +2 Wis +6 Cha +5 --- AC 27 Fort +14 Ref +15 Will +18 HP 165 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses positive 10 Share Blessings (divine, disease, evil, necromancy) When the child of Urgathoa is destroyed, they explode in a blast of infectious rot. All creatures in a 10-foot emanation are exposed to pallid plague. --- Speed fly 40 feet Melee Single Action scything blade +20 (deadly d10, Evil, Magical, reach 10 feet, Trip), Damage 2d10+6 slashing plus 1d6 negative Melee Single Action pallid touch +20 (Agile, Disease, Evil, Magical, reach 10 feet), Damage 2d10+6 negative plus pallid plague Divine Innate Spells DC 26 - 3rd Bind Undead (×2) - 4th Harm, Sudden Blight Pallid Plague (Disease, Divine, Necromancy, Virulent) Saving Throw DC 26 Fortitude; Stage 1 carrier (3 days); Stage 2 3d8 negative damage and doomed 1 (1 day); Stage 3 3d8 negative damage, doomed 1, and drained 1 (1 day); Stage 4 4d8 negative damage, doomed 2, and drained 1 (1 day); Stage 5 4d8 negative damage, doomed 3, and drained 2 (1 day); Stage 6 dead. A creature that dies while infected with pallid plague rises as a zombie lord. Reap Two Actions The child of Urgathoa makes a scything blade Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within their melee reach. Roll damage only once and apply it to each creature hit. Reap counts as two attacks for the child of Urgathoa's multiple attack penalty. Wake the Dead Two Actions (Divine, Necromancy) Frequency once per minute; Requirements The child of Urgathoa is adjacent to a creature that died within the last minute; Effect The child of Urgathoa animates the dead with a touch of their hand. The creature must succeed at a DC 26 Will save or arise as a zombie lord. These zombies are controlled by the child of Urgathoa. A child of Urgathoa can control no more than four zombie lords at a time. If a child of Urgathoa has raised zombie lords before an encounter begins, they count toward the encounter's XP budget normally. Pawns of Urgathoa Children of Urgathoa's unlife begins with failure. They died, after all. Giving her failures a second chance is, admittedly, a good way for Urgathoa to surround herself with loyal pawns, but I prefer servants who did not fail the first time. ","skill_mod":{"deception":15,"stealth":13,"intimidation":15,"acrobatics":13,"religion":18},"image":["/Images/Monsters/ChildOfUrgathoa.png"],"primary_source":"Book of the Dead","spell":["Harm","Sudden Blight","Bind Undead"],"ac":27,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Child of Urgathoa","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[17,20],"attack_bonus":[20,20],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"will_save":18,"speed":{"fly":40,"max":40},"wisdom":6,"weakness":{"vitality":10},"creature_ability":["Share Blessings","Pallid Plague","Reap","Wake the Dead"],"skill":["Acrobatics","Deception","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Only the most fanatic followers of Urgathoa , goddess of disease, gluttony, and undeath, could ever hope to become a child of Urgathoa. These …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1845","dexterity":3,"category":"creature","slug":"creature-1845"},{"attack_bonus":[11,12],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":65,"language":["Common","Necril","can't speak any language"],"immunity":["death effects","disease","fire","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":-1,"weakness":{"cold":5},"creature_ability":["Intense Heat","Water Vulnerability","Blazing Howl"],"skill":["Acrobatics","Athletics"],"trait":["Fire","Undead","NE","Medium"],"id":"creature-1846","text":" Combusted Creatures whose lives end in flames can return as undead called combusted. Still burning even in death, they're consumed by everlasting anguish that drives them to reckless violence. Although combusted can no longer be truly harmed by fire, they endure the final moments of their death eternally, searing them with endless burning pain. Many combusted attempt to douse themselves in lakes or rivers, believing the flames that wreath their forms must be the source of their pain. However, water is more hindrance than help, and being immersed in it only amplifies their agony. No longer possessing the ability to communicate in anything other than agonized wails, combusted nonetheless retain their senses and memories. Yet they rarely seek to act on their past, for the pain drowns out thoughts of friendships, family, and vengeance. In time, combusted are driven to share their pain with others, for the instant their flames catch fire on another living being, they feel a single, fleeting moment of relief. This relief leads combusted into conflict with living creatures often, although those that attack large settlements rarely survive long. Some combusted form from those who died via spontaneous combustion, suddenly becoming so hot they burst into flames. This mysterious process isn't fully understood, though some scholars attribute it to shifts in power in the Plane of Fire causing hot spots in the Material Plane powerful enough to kill. Much more rarely, combusted arise around areas with especially intense magical flames, such as forges used to create magic weapons, when the fire sets creatures ablaze, so they burn to death and transcend into undeath in mere moments. Regardless of the source of their conflagration, the horrifying deaths that combusted suffered haunt them in the afterlife. Their charred, blackened corpses alight with flames are a constant reminder of their final moments in pain. The stench of burning flesh heralds their presence, each combusted leaving black smoke in their wake. Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Combusted Source Book of the Dead pg. 80 Perception +6; darkvision Languages Common, Necril; can't speak any language Skills Acrobatics +9, Athletics +10 Str +4 Dex +3 Con +3 Int -2 Wis -1 Cha +0 --- AC 19 Fort +10 Ref +12 Will +4 HP 65 (negative healing) Immunities death effects, disease, fire, paralyzed, poison, unconscious Weaknesses cold 5, water 5 Intense Heat (aura, fire) 5 feet, 2d6 fire, DC 17 basic Reflex. Water Vulnerability When a combusted is dealt damage by a water effect, the combusted is wracked by pain, becoming stunned 1. Water can't douse a combusted's flames. --- Speed 25 feet Melee Single Action fire fist +12, Damage 1d6+4 bludgeoning plus 1d6 persistent fire Ranged Single Action fire mote +11 (range increment 60 feet), Damage 1d4+4 fire plus 1d6 persistent fire Blazing Howl Single Action (Evocation, Fire, Occult) The combusted screams in agony, causing creatures in a 15-foot emanation to burst into flame, which deals 4d6 fire damage to each creature in the area (DC 17 basic Will save). A creature that critically fails its save is frightened 1; this frightened condition is an emotion, fear, and mental effect. The combusted can't use Blazing Howl for 1d4 rounds. Combusted in Golarion Until recently, combusted were found in only two locations: between two volcanoes in the ruined city of Shadun in Qadira and the blackened foundations of the Shojinawa manor in Minkai, cursed by a black flame. They've since been spotted in Iobaria, where wildfires are frequent; Nex, where arcane accidents are commonplace; and in hot, dry locations, such as Katapesh, Osirion, Rahadoum, and Thuvia. ","element":["Fire"],"skill_mod":{"athletics":10,"acrobatics":9},"summary":"Creatures whose lives end in flames can return as undead called combusted. Still burning even in death, they're consumed by everlasting anguish that …","image":["/Images/Monsters/Combusted.png"],"primary_source":"Book of the Dead","trait_group":["Energy","Elemental","Planar","Monster","Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1846","intelligence":-2,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Combusted","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,11],"slug":"creature-1846"},{"attack_bonus":[20,24,24],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":225,"language":["Arboreal","Necril","Sylvan","(can't speak any language)"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":18,"charisma":2,"speed":{"max":20,"land":20},"perception":18,"wisdom":3,"weakness":{"fire":10},"creature_ability":["Plant","Axe Vulnerability","Blight","Take Root"],"skill":["Athletics","Stealth"],"stealth":"18","trait":["Undead","NE","Huge"],"id":"creature-1847","text":" Corpseroot Corpseroots are rotten, undead trees that grow bright-red poisonous fruit and spread blight to surrounding plants, transforming healthy trees into new corpseroots. These cunning killers drain the life from creatures through their root systems, posing as dead trees until their victims come within reach. Corpseroots most commonly form from rotten husks of trees that died from supernatural blights, making them common threats in the Fangwood and Fierani forests. The most powerful are ancient trees used as shrines and sacrificial altars, their roots absorbing the blood, flesh, and terror of those condemned under their boughs. Some of these ancient corpseroots still command the respect and devotion of the cults that inadvertently created them. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Corpseroot Source Book of the Dead pg. 81 Perception +18; darkvision Languages Arboreal, Necril, Sylvan; (can't speak any language) Skills Athletics +24, Stealth +18 Str +7 Dex +3 Con +5 Int -2 Wis +3 Cha +2 Plant When it isn't in danger, the corpseroot spends 1 minute rooting to the earth, becoming planted in place. While the corpseroot is planted and immobile, creatures must actively Seek and succeed at a DC 36 Perception check (DC 40 in forests) to detect the corpseroot's true nature. --- AC 30 Fort +24 Ref +18 Will +18 HP 225 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances bludgeoning 10, piercing 10 Weaknesses axe vulnerability, fire 10 Axe Vulnerability The corpseroot takes 10 additional damage from axes. Blight (aura, necromancy, poison, primal) 30 feet. A plant entering or starting its turn in the corpseroot's aura begins to wither and must succeed at a DC 27 Fortitude save or become sickened 2 (sickened 4 on a critical failure). A plant that succeeds is temporarily immune for 1 minute. A plant that stays in the aura for 7 consecutive days must succeed at a DC 27 Fortitude save or die. If the plant was a creature or tree, it rises as a corpseroot. The newly risen corpseroot can't create more corpseroots but has all other corpseroot abilities. Plants that are neither magical nor creatures automatically fail saves against blight. --- Speed 20 feet Melee Single Action branch +24 (reach 15 feet), Damage 3d12+10 bludgeoning Melee Single Action root +24 (Agile, reach 20 feet, Trip), Damage 3d8+10 bludgeoning plus Grab Ranged Single Action rotten fruit +20 (range increment 20 feet, Splash), Damage 3d4+7 bludgeoning plus 2d6 poison splash damage Take Root Single Action (Necromancy, Primal) Frequency once per round; Requirements The corpseroot has a creature grabbed or restrained; Effect The corpseroot buries its roots into the creature, dealing 1d6+11 piercing damage and draining the target's life force (DC 30 basic Fortitude save). On a failure, the creature is drained 1 (or increases the value by 1 if already drained), and the corpseroot regains 10 HP. If this would make a creature drained 5, the creature dies. Fearsome Foes Although they lack the intelligence of most humanoids, corpseroots are cunning and understand the languages of their two most hated foes, arboreals and fey, both of whom strike against corpseroots upon discovering them. Most corpseroots strive to avoid the notice of these enemies by blending in among other dead plants and remaining immobile whenever arboreal or fey hunters pass by. ","skill_mod":{"stealth":18,"athletics":24},"summary":"Corpseroots are rotten, undead trees that grow bright-red poisonous fruit and spread blight to surrounding plants, transforming healthy trees into …","image":["/Images/Monsters/Corpseroot.png"],"primary_source":"Book of the Dead","trait_group":["Creature Type"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{"bludgeoning":10,"piercing":10},"url":"/Monsters.aspx?ID=1847","intelligence":-2,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":24,"size":["Huge"],"name":"Corpseroot","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[21,23,29],"slug":"creature-1847"},{"primary_source_category":"Rulebooks","strength":8,"hp":295,"language":["Abyssal","Common","Infernal","Necril","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Book of the Dead"],"type":"Creature","charisma":5,"perception":26,"stealth":"25","trait":["Darvakka","Shadow","Undead","CE","Huge"],"id":"creature-1848","text":" Vanyver (Nightwing) Vanyvers are large, humanoid bats shaped from void and shadowstuff, their red eyes glowing like tiny stars in an otherwise lightless night. Though powerful, they're the least of the darvakkas, and the most likely to submit to a master, either another of their kind or a mortal with a reputation for being especially murderous and destructive. Vanyvers agree to follow their masters as a temporary means of maximizing the death and destruction they can enact but will quickly turn on any master they feel falters in this goal. Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Vanyver Source Book of the Dead pg. 82 Perception +26; greater darkvision, lifesense 60 feet Languages Abyssal, Common, Infernal, Necril; telepathy 100 feet Skills Acrobatics +23, Arcana +23, Athletics +27, Negative Energy Plane Lore +25, Religion +24, Shadow Plane Lore +25, Stealth +25 Str +8 Dex +4 Con +6 Int +4 Wis +5 Cha +5 --- AC 34 Fort +29 Ref +23 Will +22 HP 295 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 10 Weaknesses good 10, silver 10 Entropy's Shadow (aura, divine, necromancy, negative) 40 feet. Vanyvers leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 3d6 negative damage with a DC 30 basic Fortitude save. If it fails, it's also enfeebled 1 for 1 minute and pulled 10 feet toward the vanyver. Sunlight Powerlessness A vanyver caught in sunlight is stunned 2 and clumsy 2. Catching Bite Reaction Trigger A creature within reach of the vanyver's jaws makes a melee Strike against the vanyver with a weapon; Effect The vanyver chooses to be hit. If the attack would've missed, it hits. The vanyver catches the weapon in their jaws and uses Drain Magic on it without fulfilling Drain Magic's requirements. --- Speed 25 feet, fly 60 feet Melee Single Action jaws +27 (Magical, reach 10 feet), Damage 3d10+11 piercing plus 1d10 cold and Drain Magic Melee Single Action talon +27 (Magical, reach 10 feet), Damage 3d10+11 bludgeoning plus 1d10 cold and Grab Melee Single Action wing +27 (Agile, Magical, reach 15 feet), Damage 3d6+11 bludgeoning plus 1d10 cold Divine Innate Spells DC 34 - Cantrips (7th) Detect Magic - 4th Darkness, See Invisibility - 6th Dispel Magic (at will), Harm (×3) - 7th Plane Shift (to Material Plane; Negative Energy Plane; or Shadow Plane only) Constrict Single Action 3d10+5 piercing, DC 33 Drain Magic Single Action Requirements The vanyver's last action was a successful jaws Strike against a creature, object, or spell effect; Effect The vanyver casts an innate dispel magic on the same target; if the target was a creature, the vanyver can target a spell affecting the creature instead. If a spell effect or item is successfully counteracted, the vanyver gains temporary Hit Points equal to double the counteract level of the effect that was counteracted. Snatch The vanyver can Fly at half Speed while they have a creature grabbed or restrained in either or both of their talons, carrying that creature along with them. ","skill_mod":{"stealth":25,"arcana":23,"athletics":27,"acrobatics":23,"religion":24},"image":["/Images/Monsters/Darvakka_Vanyver.png"],"primary_source":"Book of the Dead","spell":["Plane Shift","Dispel Magic","Harm","Darkness","See Invisibility","Detect Magic"],"ac":34,"level":13,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" greater darkvision , lifesense 60 feet","resistance":{"cold":10},"intelligence":4,"reflex_save":23,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":29,"size":["Huge"],"name":"Vanyver","alignment":"CE","pfs":"Restricted","rarity":"common","strike_damage_average":[27,33,33],"attack_bonus":[27,27,27],"constitution":6,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Darvakka","will_save":22,"speed":{"fly":60,"max":60,"land":25},"wisdom":5,"weakness":{"silver":10,"good":10},"creature_ability":["Entropy's Shadow","Sunlight Powerlessness","Catching Bite","Constrict","Drain Magic","Snatch"],"skill":["Acrobatics","Arcana","Athletics","Negative Energy Plane Lore","Religion","Shadow Plane Lore","Stealth"],"tradition":["Divine"],"summary":"Vanyvers are large, humanoid bats shaped from void and shadowstuff, their red eyes glowing like tiny stars in an otherwise lightless night. Though …","trait_group":["Monster","Planar","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1848","dexterity":4,"category":"creature","slug":"creature-1848"},{"primary_source_category":"Rulebooks","strength":8,"hp":335,"language":["Abyssal","Common","Infernal","Necril","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Book of the Dead"],"type":"Creature","charisma":7,"perception":29,"stealth":"27","trait":["Darvakka","Shadow","Undead","CE","Huge"],"id":"creature-1849","text":" Sykever (Nightwalker) The most common darvakkas are sykevers, walkers in the night. Bloodthirsty but calculating, they lead legions of dead into battle on the Material Plane, working toward the simple goal of ending all life. Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Sykever Source Book of the Dead pg. 83 Perception +29; greater darkvision, lifesense 60 feet Languages Abyssal, Common, Infernal, Necril; telepathy 100 feet Skills Arcana +27, Athletics +29, Intimidation +28, Negative Energy Plane Lore +27, Religion +27, Shadow Plane Lore +27, Stealth +27, Warfare Lore +27 Str +8 Dex +4 Con +6 Int +6 Wis +6 Cha +7 --- AC 37 Fort +25 Ref +25 Will +31 HP 335 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 10 Weaknesses good 10, silver 10 Entropy's Shadow (aura, divine, necromancy, negative) 40 feet. Sykever leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 4d6 negative damage with a DC 33 basic Fortitude save. If it fails, it's also enfeebled 1 for 1 minute and pulled 10 feet toward the skyever. Sunlight Powerlessness A skyever caught in sunlight is stunned 2 and clumsy 2. --- Speed 40 feet, air walk Melee Single Action horn +31 (Magical, reach 10 feet), Damage 3d8+12 bludgeoning plus 1d10 cold and 2d8 persistent bleed Melee Single Action arm spike +31 (Agile, Magical, reach 10 feet), Damage 3d8+12 piercing plus 1d10 cold Divine Innate Spells DC 36 - Cantrips (8th) Detect Magic - 4th Darkness (at will), Invisibility (×3) - 6th True Seeing - 7th Harm (×3), Paralyze, Plane Shift (to Material Plane; Negative Energy Plane; or Shadow Plane only) - Constant (8th) Air Walk Change Posture Single Action The sykever changes between their bipedal and quadrupedal stance. In their bipedal stance, the sykever can use all the abilities in their stat block except Horned Rush. In their quadrupedal stance, the sykever has a Speed of 80 feet but can't make arm spike Strikes, Disarm, cast spells, or use Crush Item. Crush Item Reaction Trigger The sykever gets a critical success to Disarm; Requirements The sykever is in their bipedal stance; Effect The sykever snatches the item and pierces it with their arm spikes. The item becomes broken and falls to the ground in the sykever's space. Items that are already broken aren't further damaged, and an item with 14 or higher Hardness is unaffected. Draining Gaze Single Action (Concentrate, Divine, Necromancy, Visual) The sykever fixes their nightmarish gaze on one creature they can see, who must attempt a DC 36 Will save. Regardless of the result, the target is temporarily immune for 10 minutes. Critical Success The target is unaffected. Success The target is enfeebled 2 for 1 round if the sykever is in bipedal stance, or clumsy 2 for 1 round if the sykever is in quadrupedal stance. Failure As success, but the effect lasts 1 minute. Critical Failure As success, but enfeebled 3 or clumsy 3, and the effect lasts 10 minutes. Horned Rush Single Action Requirements The sykever is in their quadrupedal stance; Effect The sykever Strides and then makes a horn Strike. ","skill_mod":{"stealth":27,"arcana":27,"athletics":29,"intimidation":28,"religion":27},"image":["/Images/Monsters/Darvakka_Sykever.png"],"primary_source":"Book of the Dead","spell":["Harm","Paralyze","Plane Shift","True Seeing","Darkness","Invisibility","Detect Magic","Air Walk"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" greater darkvision , lifesense 60 feet","resistance":{"cold":10},"intelligence":6,"reflex_save":25,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":25,"size":["Huge"],"name":"Sykever","alignment":"CE","pfs":"Restricted","rarity":"common","strike_damage_average":[31,40],"attack_bonus":[31,31],"constitution":6,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Darvakka","will_save":31,"speed":{"max":40,"land":40},"wisdom":6,"weakness":{"silver":10,"good":10},"creature_ability":["Entropy's Shadow","Sunlight Powerlessness","Change Posture","Crush Item","Draining Gaze","Horned Rush"],"skill":["Arcana","Athletics","Intimidation","Negative Energy Plane Lore","Religion","Shadow Plane Lore","Stealth","Warfare Lore"],"tradition":["Divine"],"summary":"The most common darvakkas are sykevers, walkers in the night. Bloodthirsty but calculating, they lead legions of dead into battle on the Material …","trait_group":["Monster","Planar","Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=1849","dexterity":4,"category":"creature","slug":"creature-1849"},{"primary_source_category":"Rulebooks","strength":10,"hp":460,"language":["Abyssal","Common","Infernal","Necril","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Book of the Dead"],"type":"Creature","charisma":6,"perception":32,"stealth":"31","trait":["Darvakka","Shadow","Undead","CE","Gargantuan"],"id":"creature-1850","text":" Urveth (Nightcrawler) An urveth is a massive, four-armed burrowing terror with a wormlike body and gaping maw that devours everything it can. Urveths burrow deep underground to hide from the sun, emerging under the cover of darkness to kill and consume. Recall Knowledge - Undead (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Urveth Source Book of the Dead pg. 84 Perception +32; greater darkvision, lifesense 60 feet Languages Abyssal, Common, Infernal, Necril; telepathy 100 feet Skills Arcana +29, Athletics +35, Negative Energy Plane Lore +31, Religion +32, Shadow Plane Lore +31, Stealth +31 Str +10 Dex +5 Con +8 Int +5 Wis +6 Cha +6 --- AC 40 Fort +32 Ref +29 Will +34 HP 460 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 15 Weaknesses good 15, silver 15 Entropy's Shadow (aura, divine, necromancy, negative) 60 feet. Urveth leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 5d6 negative damage with a DC 38 basic Fortitude save. If it fails, it's also enfeebled 1 for 1 minute and pulled 10 feet toward the urveth. Sunlight Powerlessness An urveth caught in sunlight is stunned 2 and clumsy 2. Attack of Opportunity Reaction Claw only. An urveth gains 3 extra reactions each round that they can use only to make Attacks of Opportunity. --- Speed 25 feet, burrow 60 feet, air walk Melee Single Action jaws +36 (Magical, reach 15 feet), Damage 3d10+14 slashing plus 2d10 cold and Improved Grab Melee Single Action claw +36 (Agile, Magical, reach 15 feet), Damage 3d6+14 slashing plus 2d10 cold Melee Single Action stinger +36 (Poison, Magical, reach 20 feet), Damage 3d6+14 piercing plus 2d10 cold and urveth venom Divine Innate Spells DC 40 - Cantrips (9th) Detect Magic - 4th Darkness (at will) - 7th Eclipse Burst, Plane Shift (to Material Plane; Negative Energy Plane; or Shadow Plane only), True Seeing - 8th Harm (×3) - Constant (9th) Air Walk Frenzy Two Actions The urveth makes two claw Strikes and one stinger Strike in any order. Swallow Whole Single Action Huge, 2d10+5 bludgeoning, Rupture 35. A living creature that ends its turn swallowed whole by an urveth becomes drained 1 or increases its drained condition by 1, and the urveth gains 10 temporary Hit Points. A creature whose drained condition increases to 5 in this way dies. Urveth Venom (Poison) Saving Throw DC 37 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 negative damage and 2d6 poison damage (1 round); Stage 2 3d6 negative damage, 2d6 poison damage, and enfeebled 2 (1 round); Stage 3 3d6 negative damage, 2d6 poison damage, and enfeebled 4 (1 round) ","skill_mod":{"stealth":31,"arcana":29,"athletics":35,"religion":32},"image":["/Images/Monsters/Darvakka_Urveth.png"],"primary_source":"Book of the Dead","spell":["Harm","Eclipse Burst","Plane Shift","True Seeing","Darkness","Detect Magic","Air Walk"],"ac":40,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" greater darkvision , lifesense 60 feet","resistance":{"cold":15},"intelligence":5,"reflex_save":29,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Urveth","alignment":"CE","pfs":"Restricted","rarity":"common","strike_damage_average":[35,35,41],"attack_bonus":[36,36,36],"constitution":8,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Darvakka","will_save":34,"speed":{"max":60,"land":25,"burrow":60},"wisdom":6,"weakness":{"silver":15,"good":15},"creature_ability":["Entropy's Shadow","Sunlight Powerlessness","Attack of Opportunity","Frenzy","Swallow Whole","Urveth Venom"],"skill":["Arcana","Athletics","Negative Energy Plane Lore","Religion","Shadow Plane Lore","Stealth"],"tradition":["Divine"],"summary":"An urveth is a massive, four-armed burrowing terror with a wormlike body and gaping maw that devours everything it can. Urveths burrow deep …","trait_group":["Monster","Planar","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1850","dexterity":5,"category":"creature","slug":"creature-1850"},{"primary_source_category":"Rulebooks","strength":11,"hp":510,"language":["Abyssal","Common","Infernal","Necril","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Book of the Dead"],"type":"Creature","charisma":7,"perception":36,"stealth":"34","trait":["Aquatic","Darvakka","Shadow","Undead","CE","Gargantuan"],"id":"creature-1851","text":" Nasurgeth (Nightwave) Nasurgeths are hungry voids with glowing eyestalks and thousands of teeth. They lurk deep beneath the waves where the sunlight doesn't reach. At night, they ascend to the skies and rain destruction and ruin down on all the living. Recall Knowledge - Undead (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Nasurgeth Source Book of the Dead pg. 85 Perception +36; greater darkvision, lifesense 60 feet Languages Abyssal, Common, Infernal, Necril; telepathy 100 feet Skills Arcana +36, Athletics +39, Negative Energy Plane Lore +36, Religion +36, Shadow Plane Lore +36, Stealth +34 Str +11 Dex +6 Con +7 Int +8 Wis +8 Cha +7 --- AC 45 Fort +35 Ref +32 Will +36 HP 510 (negative healing) Immunities cold, death effects, disease, paralyzed, poison, unconscious Weaknesses good 15, silver 15 Midnight Depths (aura, cold, darkness, divine, necromancy, negative) 60 feet. A nasurgeth's entropy grows even stronger underwater. All water within the aura is completely dark (as 4th-level darkness ). Magical light with a counteract level of 4th level or lower, along with magical light cantrips, are suppressed. A living creature entering or starting its turn in the aura takes 4d6 negative damage, and the creature also takes an additional 2d10 cold damage if it's in water (DC 39 basic Fortitude save). If it fails, it's also enfeebled 1 for 1 minute and pulled 10 feet toward the nasurgeth. Sunlight Powerlessness A nasurgeth caught in sunlight is stunned 2 and clumsy 2. Spray Black Bile Reaction Trigger The nasurgeth takes slashing or piercing damage from a critical hit, or a swallowed creature cuts itself free; Effect Darkness and negative energy spill out from the nasurgeth's wound, dealing 8d8 negative damage to creatures within 20 feet (DC 40 basic Fortitude). --- Speed fly 60 feet, swim 80 feet Melee Single Action jaws +39 (Magical, reach 15 feet), Damage 3d10+19 piercing plus 2d10 cold and Improved Grab Melee Single Action tail +39 (Agile, Magical, reach 20 feet), Damage 3d6+19 bludgeoning plus 2d10 cold Divine Innate Spells DC 43 - Cantrips (10th) Detect Magic - 7th Plane Shift (to Material Plane; Negative Energy Plane; or Shadow Plane only), True Seeing - 8th Eclipse Burst (×3), Harm (×3) Broken Barb Single Action Requirements A creature is grabbed or restrained in the nasurgeth's jaws; Effect The nasurgeth breaks a tooth off in the target, who takes 3d10 persistent bleed damage and is no longer grabbed or restrained. If the target is adjacent to a surface, the tooth also pins it in place, making it immobilized (Escape DC 45). Ravenous Void Three Actions The nasurgeth barrels forward with their mouth open, Swimming twice in a straight line and moving through the spaces of Huge or smaller creatures. The nasurgeth deals the damage of their jaws Strike to each creature whose space they enter (DC 45 basic Reflex save). Any creature that critically fails is automatically Swallowed Whole. Swallow Whole Single Action Huge, 2d10+9 bludgeoning, Rupture 40. A living creature that ends its turn swallowed whole by a nasurgeth becomes drained 1 or increases its drained condition by 1, and the nasurgeth gains 20 temporary Hit Points. A creature whose drained condition increases to 5 in this way dies. ","skill_mod":{"stealth":34,"arcana":36,"athletics":39,"religion":36},"image":["/Images/Monsters/Darvakka_Nasurgeth.png"],"primary_source":"Book of the Dead","spell":["Eclipse Burst","Harm","Plane Shift","True Seeing","Detect Magic"],"ac":45,"level":20,"spell_dc":[43],"source_category":["Rulebooks"],"sense":" greater darkvision , lifesense 60 feet","resistance":{},"intelligence":8,"reflex_save":32,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Nasurgeth","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[40,46],"attack_bonus":[39,39],"constitution":7,"immunity":["cold","death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Darvakka","will_save":36,"speed":{"fly":60,"max":80,"swim":80},"wisdom":8,"weakness":{"silver":15,"good":15},"creature_ability":["Midnight Depths","Sunlight Powerlessness","Spray Black Bile","Broken Barb","Ravenous Void","Swallow Whole"],"skill":["Arcana","Athletics","Negative Energy Plane Lore","Religion","Shadow Plane Lore","Stealth"],"tradition":["Divine"],"summary":"Nasurgeths are hungry voids with glowing eyestalks and thousands of teeth. They lurk deep beneath the waves where the sunlight doesn't reach. At …","trait_group":["Monster","Planar","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1851","dexterity":6,"category":"creature","slug":"creature-1851"},{"attack_bonus":[30],"constitution":2,"primary_source_category":"Rulebooks","strength":-5,"hp":228,"language":["Common","Daemonic","Infernal","Necril","(can't speak any language)"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":24,"charisma":5,"speed":{"fly":60,"max":60,"land":60},"perception":26,"wisdom":4,"weakness":{},"creature_ability":["Aura of Doom","Collect Soul","Soulbound Gallop","Trample"],"skill":["Acrobatics","Driving Lore","Intimidation","Society","Survival"],"trait":["Incorporeal","Spirit","Uncommon","Undead","NE","Huge"],"id":"creature-1852","text":" Death Coach Roads are liminal spaces, existing to connect people and places but rarely destinations in and of themselves. Some see them as avenues to profit. Roadside inns can be lucrative businesses between metropolitan areas, and even villains such as bandits can earn a living plying their larcenous trade on various highways. Occasionally, a road will gain a dire reputation from banditry, treacherous terrain, or a history of deadly accidents. Despite this notoriety, such roads often remain in use simply because they are an important artery of travel or alternative routes prove impractical. On such roads, those stained with the blood of travelers or flooded with fear and anger, do death coaches ride. A death coach is the spiritual manifestation of the dangers of travel. It appears as a faintly translucent wheeled carriage pulled by one or two ghostly mounts, usually in the dead of night on a lonely bit of road. The coach and the mounts are a single spirit and can never be separated. A death coach has no driver, and anyone able to peek past the thick curtains covering the carriage windows will find the vehicle empty… unless the death coach has recently collected a soul. A palpable aura of dread surrounds a death coach, its very presence a harbinger of what is to come. A creature that dies near a death coach might have their soul trapped within. Such unfortunates manifest as incorporeal likenesses of their former selves seated within the carriage, their faces showing no emotion. They seem unaware of their fate and fail to notice anyone outside the carriage. After a death coach collects a soul or two, it rides off into the darkness with its prizes. Over the next few hours, any souls trapped within simply fade into nothingness, consigned to oblivion. Some scholars believe the death coach feeds off the souls it collects to maintain its unlife, while others think the energy of those souls eventually coalesces into another death coach, though it never appears on the same road. No one knows for certain what causes a death coach to haunt a particular road, but once one begins killing travelers for their souls, the rumors soon reach nearby communities. Sometimes, the road is abandoned entirely, leaving the death coach without sustenance. If left alone for long enough, the negative energy infusing the area slowly dissipates until the road is safe to travel once more, but if even one group of misguided travelers looking for a shortcut heads down the weed-choked lane, the death coach rises from its torpor to forcefully transport these unwilling souls. If it succeeds, the cycle begins anew. Other times, the communities in the area can't afford to establish a new route (or are physically incapable of doing so, in the case of mountainous regions), and so must continue to use the haunted road. The locals often mark such roads with signs to warn outsiders of the dangers, but the surprisingly clever death coaches do their best to destroy such notices. Canny travelers passing through unknown areas at night should remain on the lookout for damaged or disturbed signs to ensure they don't heedlessly head into a death coach's domain. Destroying the death coach is the only way to render the road safe until such time as a new tragedy accumulates enough negative energy to create another death coach. Some might believe this incarnation to be the first death coach returning for vengeance, but in reality, it is an entirely different undead creature. A careful inspection (which is difficult to achieve) reveals minor differences between the two death coaches, perhaps reflecting more recent carriage designs, though the newer spirit is as hungry for souls as the old. Recall Knowledge - Spirit (Occultism): DC 34 Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Death Coach Source Book of the Dead pg. 86 Perception +26; darkvision, lifesense 60 feet Languages Common, Daemonic, Infernal, Necril; (can't speak any language) Skills Acrobatics +28, Driving Lore +25, Intimidation +25, Society +21, Survival +22 Str -5 Dex +8 Con +2 Int +3 Wis +4 Cha +5 --- AC 35 Fort +22 Ref +28 Will +24 HP 228 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Aura of Doom (aura, emotion, fear, mental, necromancy) 30 feet. A living creature that enters the area must succeed at a DC 31 Will save or gain the doomed 1 condition. A critical failure increases this condition to doomed 2. Regardless of the result of the saving throw, the creature is temporarily immune to this death coach's aura of doom for 1 minute. Collect Soul Reaction (death, necromancy) Trigger A dying creature within the death coach's Aura of Doom dies or its dying value increases; Effect The death coach attempts to collect the triggering creature's soul. The triggering creature must succeed at a DC 34 Will save or its soul becomes trapped within the death coach's interior. A creature whose soul has been collected can't be restored to life while the soul remains in the death coach by any means short of a 10th-level spell, such as miracle . Eventually, the death coach grinds the soul down into raw spiritual essence, typically several hours later. At this point, restoring the soul to life is slightly easier, requiring a spell or ritual of 8th level or higher. If a death coach with a collected soul is slain before the soul is completely dissolved, the creature's soul returns to its body, allowing it to be returned to life normally. A death coach can choose not to dissolve a collected soul, though it usually has no reason to keep the soul intact. --- Speed 60 feet, fly 60 feet; soulbound gallop Melee Single Action incorporeal wheel +30 (Agile, Magical), Damage 3d12+8 negative Divine Innate Spells DC 34 - 2nd Death Knell (×3) - 3rd Fear - 6th Agonizing Despair (×2) - 7th Finger of Death (×2) Soulbound Gallop When a death coach has Collected a Soul, its Speeds double. Trample Three Actions Large or smaller, incorporeal wheel, DC 34 Death Coach Appearance The iconic appearance of a death coach is an ornate carriage of black wood pulled by spectral horses, its windows obscured by heavy velvet curtains. This manifestation is typical in Ustalav and Taldor, but a death coach can embody the prevailing style of transport of wherever it collects souls. For example, a death coach spotted in Irrisen or the Realm of the Mammoth Lords might look like a covered sleigh pulled by ghostly caribou. In Thuvia or Osirion, a death coach could appear as a team of incorporeal camels or giant scorpions drawing an empty chariot. Death Coach Servants While death coaches typically manifest spontaneously to prey upon travelers of their own volition, one might consider deliberately creating one to serve various functions, such as harvesting particular souls, deterring aggressors, or collecting the ingredients for an important ritual. While uncertainties plague the creation of death coaches, a creature with true skill should overcome the obstacles involved. Arrange for an accident to occur on a stretch of road—the more well-traveled, the better. Ideally, the road will be part of one's own domain, and those meeting the horrific fate should possess a deep sense of trust or loyalty toward the spellcaster. These factors increase the odds of creating a pliable death coach. Rulers who find an uncontrolled death coach preying on their road have only their own incompetence to blame. A servitor death coach is not bound to a single stretch of road and can be made to roam far and wide in search of specific souls. However, it can only travel via roads, or currents and major nautical routes in the case of a seafaring death coach. A forward-thinking ruler would do well to establish an intricate system of roads connecting one's own domain to nearby enemies and harvesting locations. Trade, as always, can help grease the wheels. One should offer a good deal on tolls, but not too good, or the intended targets will be suspicious. ","tradition":["Divine"],"skill_mod":{"society":21,"survival":22,"intimidation":25,"acrobatics":28},"summary":"Roads are liminal spaces, existing to connect people and places but rarely destinations in and of themselves. Some see them as avenues to profit. …","image":["/Images/Monsters/DeathCoach.png"],"primary_source":"Book of the Dead","spell":["Finger of Death","Agonizing Despair","Fear","Death Knell"],"trait_group":["Monster","Creature Type","Rarity"],"ac":35,"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=1852","intelligence":3,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":22,"size":["Huge"],"name":"Death Coach","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[27],"slug":"creature-1852"},{"primary_source_category":"Rulebooks","strength":1,"hp":36,"language":["Common","Necril"],"source":["Book of the Dead"],"type":"Creature","charisma":2,"perception":9,"stealth":"7","trait":["Undead","NE","Medium"],"id":"creature-1853","text":" Deathless Acolyte PFS Note : While the Deathless Acolyte of Urgathoa can be used for the purpose of summoning spells and similar, the rules for Deathless Deity Adjustments may not be used in Organized Play. Deathless acolytes typically arise when a deity or their herald expends a minor amount of power to return a low-ranking priest. Some priests are powerful enough in life to return, greatly lessened, of their own volition. Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Deathless Acolyte of Urgathoa Source Book of the Dead pg. 88 Perception +9; darkvision Languages Common, Necril Skills Intimidation +9, Occultism +8, Religion +11, Stealth +7 Str +1 Dex +2 Con +0 Int +1 Wis +4 Cha +2 Items Scythe, religious symbol of Urgathoa --- AC 17 Fort +7 Ref +7 Will +11 HP 36 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Field of Undeath (aura, divine, necromancy) 20 feet. Allies within the aura who have negative healing gain fast healing 2. When a creature within the aura would receive positive healing, it must succeed at a DC 5 flat check or receive no healing from the effect. Denounce Heretic Reaction (abjuration, divine) Trigger A creature within 60 feet who the deathless acolyte can see and who doesn't worship Urgathoa casts a divine spell; Effect The deathless acolyte attempts to counteract the triggering spell using their spell attack modifier and a counteract level of 2. If the deathless acolyte fails to counteract the spell, the caster is temporarily immune to further uses of Denounce Heretic for 24 hours. --- Speed 25 feet Melee Single Action scythe +10 (deadly d10, Trip), Damage 1d10+4 slashing Divine Prepared Spells DC 19, attack +11 - Cantrips (2nd) Chill Touch, Detect Magic, Divine Lance, Forbidding Ward, Shield - 1st Bane, Fear, Ray of Enfeeblement - 2nd Animate Dead, Harm (×3) Cleric Domain Spells DC 19, 1 Focus Point - 2nd Touch of Undeath\n","skill_mod":{"stealth":7,"intimidation":9,"occultism":8,"religion":11},"image":["/Images/Monsters/DeathlessAcolyte.png"],"primary_source":"Book of the Dead","spell":["Animate Dead","Harm","Bane","Fear","Ray of Enfeeblement","Chill Touch","Detect Magic","Divine Lance","Forbidding Ward","Shield","Touch of Undeath"],"ac":17,"item":["Scythe","religious symbol of Urgathoa"],"level":3,"spell_dc":[19,19],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":7,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Deathless Acolyte of Urgathoa","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[9],"attack_bonus":[10],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Deathless Acolyte","spell_attack_bonus":[11],"will_save":11,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Field of Undeath","Denounce Heretic"],"skill":["Intimidation","Occultism","Religion","Stealth"],"tradition":["Divine"],"summary":"PFS Note : While the Deathless Acolyte of Urgathoa can be used for the purpose of summoning spells and similar, the rules for Deathless Deity …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=1853","dexterity":2,"category":"creature","slug":"creature-1853"},{"primary_source_category":"Rulebooks","strength":2,"hp":87,"language":["Common","Necril"],"source":["Book of the Dead"],"type":"Creature","charisma":4,"perception":15,"stealth":"13","trait":["Uncommon","Undead","NE","Medium"],"id":"creature-1854","text":" Deathless Hierophant Compared to deathless acolytes, deathless hierophants are often much more ambitious and far-reaching, with goals like seeking an entire nation's conversion to the worship of their deity. Recall Knowledge - Undead (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Deathless Hierophant of Urgathoa Source Book of the Dead pg. 88 Perception +15; darkvision Languages Common, Necril Skills Intimidation +15, Occultism +12, Religion +19, Stealth +13 Str +2 Dex +4 Con +0 Int +1 Wis +6 Cha +4 Items +1 scythe , religious symbol of Urgathoa --- AC 23 Fort +13 Ref +13 Will +17 HP 87 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Field of Undeath (aura, divine, necromancy) 40 feet. Allies within the aura who have negative healing gain fast healing 4. When a creature within the aura would receive positive healing, it must succeed at a DC 5 flat check or receive no healing from the effect. Chastise Heretic Reaction (divine) Trigger A creature within 60 feet who the deathless hierophant can see and who doesn't worship Urgathoa casts a divine spell; Effect The deathless hierophant attempts to counteract the triggering spell using their spell attack modifier and a counteract level of 4. If the spell is counteracted, the caster takes 1d10 persistent negative damage. If the deathless hierophant fails to counteract the spell, the caster is temporarily immune to further uses of this ability for 24 hours. --- Speed 25 feet Melee Single Action scythe +15 (deadly d10, Magical, Trip), Damage 1d10+8 slashing Cleric Domain Spells 2 Focus Points, DC 25 - 4th Malignant Sustenance, Touch of Undeath Divine Prepared Spells DC 25, attack +17 - 1st Bane, Fear, Goblin Pox - 2nd False Life, Ghoulish Cravings, Spiritual Weapon - 3rd Blindness, Vampiric Touch (x2) - 4th Anathematic Reprisal, Harm (x5), Chill Touch, Detect Magic, Divine Lance, Forbidding Ward, Shield\n","skill_mod":{"stealth":13,"intimidation":15,"occultism":12,"religion":19},"image":["/Images/Monsters/DeathlessHierophant.png"],"primary_source":"Book of the Dead","spell":["Malignant Sustenance","Touch of Undeath","Anathematic Reprisal","Harm","Blindness","Vampiric Touch","False Life","Ghoulish Cravings","Spiritual Weapon","Bane","Fear","Goblin Pox","Chill Touch","Detect Magic","Divine Lance","Forbidding Ward","Shield"],"ac":23,"item":["+1 scythe","religious symbol of Urgathoa"],"level":7,"spell_dc":[25,25],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Deathless Hierophant of Urgathoa","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13],"attack_bonus":[15],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Deathless Acolyte","spell_attack_bonus":[17],"will_save":17,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Field of Undeath","Chastise Heretic"],"skill":["Intimidation","Occultism","Religion","Stealth"],"tradition":["Divine"],"summary":"Compared to deathless acolytes, deathless hierophants are often much more ambitious and far-reaching, with goals like seeking an entire nation's …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=1854","dexterity":4,"category":"creature","slug":"creature-1854"},{"attack_bonus":[33],"constitution":7,"primary_source_category":"Rulebooks","strength":9,"hp":275,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":27,"charisma":5,"speed":{"max":25,"land":25},"perception":27,"wisdom":5,"weakness":{},"creature_ability":["Flaying Flurry","Muscular Leap","Tear Skin","Wear Skin"],"skill":["Athletics","Deception","Intimidation","Stealth"],"stealth":"28","trait":["Undead","CE","Medium"],"id":"creature-1855","text":" Ecorche When a necromancer has need of a versatile agent to serve as a bodyguard and do their bidding in disguise, they build an ecorche—a skinless monstrosity filled with putrid alchemical agents, covered in pulsing muscle and sinew grafts, and imbued with razor-sharp claws. The ecorche uses its claws to flay its victims, stripping off skin in seconds. It can then horrifyingly squeeze itself into the stolen skin and impersonate the deceased, which it does to covertly carry out orders or find more victims to expand its collection. If its deception is uncovered, it shreds its disguise, bursting forth in terrible skinless form. Recall Knowledge - Undead (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Ecorche Source Book of the Dead pg. 90 Perception +27; darkvision Languages Common, Necril Skills Athletics +33, Deception +31, Intimidation +27, Stealth +28 Str +9 Dex +6 Con +7 Int +0 Wis +5 Cha +5 --- AC 38 Fort +27 Ref +30 Will +27 HP 275 Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 25 feet Melee Single Action claw +33 (Agile), Damage 3d8+17 slashing Flaying Flurry Two Actions The ecorche attempts two claw Strikes against the same target. If both hit and deal damage, it attempts to pull the skin off its target. It attempts an Athletics check against the enemy's Fortitude DC. Critical Success The ecorche fully pulls the target's skin off its body. The creature takes 4d8 persistent bleed damage, and it's frightened 4 and stunned 4. The bleed damage can't end naturally, only ending if the creature regains at least 75 HP or regains at least 10 HP from regeneration. Success The target takes 2d8 persistent bleed damage and is stunned 1. Muscular Leap Single Action The ecorche over-stresses its leg muscles for a massive jump. It loses 20 HP and Leaps up to 120 feet in any direction. If its next action is a Strike or Flaying Flurry, it doesn't fall until after that action. Tear Skin Single Action (Emotion, Fear, Manipulate, Mental, Visual) Requirements The ecorche is wearing skin; Effect The ecorche destroys the skin it's currently wearing. The ecorche reverts to its true appearance and size, and anyone within 120 feet who witnesses this must succeed at a DC 37 Will save or become frightened 2 (frightened 4 on a critical failure). Regardless of the results of their saving throws, the creatures are temporarily immune for 24 hours. Wear Skin Single Action (Manipulate) Requirements The ecorche is holding the stolen skin of a Small, Medium, or Large creature and isn't already wearing a skin; Effect The ecorche wears the skin as a disguise. It assumes the creature's size, appearance, and voice. Wearing Skin counts as creating a disguise for the Impersonate use of Deception. The ecorche's transformation automatically defeats Perception DCs to determine whether it's a member of the ancestry or creature type into which it transformed, and the ecorche gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Wearing a skin gives the ecorche a +2 item bonus to AC and 75 temporary Hit Points. If the ecorche takes more than 50 slashing damage from a single source, the skin becomes broken. When broken, the skin no longer provides any of these benefits (any remaining temporary HP are immediately lost) but can still be used for Tear Skin. The Ecorche's Collection If the ecorche receives a space of its own, it decorates it by hanging skins on the walls and displaying any bodies it has claimed from victims on pedestals—skinless—to admire their musculature. It spends its time whispering to them, and the skins respond by whispering back. Anyone who eavesdrops on the unsettling conversation is treated to a dialogue like someone would have with a favored pet. ","skill_mod":{"deception":31,"stealth":28,"athletics":33,"intimidation":27},"summary":"When a necromancer has need of a versatile agent to serve as a bodyguard and do their bidding in disguise, they build an ecorche—a skinless …","image":["/Images/Monsters/Ecorche.png"],"primary_source":"Book of the Dead","trait_group":["Creature Type"],"ac":38,"level":16,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=1855","intelligence":0,"reflex_save":30,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":27,"size":["Medium"],"name":"Ecorche","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[30],"slug":"creature-1855"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":160,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Book of the Dead","Pathfinder #158: Sixty Feet Under"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":35,"land":35},"perception":18,"wisdom":1,"weakness":{"slashing":5,"vitality":10},"creature_ability":["Vein Walker","Bloody Handprint","Vital Transfusion","Vomit Blood"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"16","trait":["Uncommon","Undead","NE","Medium"],"id":"creature-1856","text":" Excorion These hideous undead creatures result from an exquisitely painful necromantic process where flayed humanoids are animated through their exposed blood vessels. Cults of undeath typically punish apostates and renegades with this cruel method of reanimation, though sacrificial victims or unfortunate prisoners might suffer a similar fate. Excorions have supernaturally strong, pulsing veins that extend outward from their bodies like thousands of tiny, bloody cilia. Excorions move their bulks not with their dead muscles but with heaving contractions of their blood vessels, which pull them along in a swift but jerky manner. Excorions can shift their magical blood easily throughout their bodies, allowing them to squirt blood from their gaping, skinless mouths or to messily mark their foes. Most excorions are so broken by the process of their creation that they retain few memories of their past lives or identities. This is, typically, a minor blessing in their cursed tale, protecting the excorion's former friends and family from truly realizing their horrific fate. Recall Knowledge - Undead (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Excorion Source Book of the Dead pg. 91, Pathfinder #158: Sixty Feet Under pg. 82 Perception +18; darkvision Languages Skills Acrobatics +16, Athletics +17, Stealth +16 Str +4 Dex +5 Con +4 Int -3 Wis +1 Cha +0 --- AC 24 Fort +17 Ref +18 Will +14 HP 160 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 10, slashing 5 Vein Walker The excorion moves about by way of hundreds of pulsating blood vessels, which stretch from its body in dozens of tight, ropy bundles and anchor it to the ground. An excorion can't be Tripped, Shoved, or otherwise forcibly moved except by magic, and the excorion ignores difficult terrain (but not greater difficult terrain). --- Speed 35 feet Melee Single Action fist +18 (Agile, Finesse), Damage 2d8+8 bludgeoning plus Grab Ranged Single Action bloody spew +18 (range 20 feet), Damage 3d6+4 bludgeoning and dazzled for 1 round Bloody Handprint Single Action The excorion plants a magical handprint on the target, marking them as chosen for death. The excorion makes a fist Strike against an adjacent creature; this doesn't count toward the excorion's multiple attack penalty. On a hit, the attack does no damage, but the creature becomes observed to every excorion within 60 feet, even if an excorion's line of sight would be blocked by a wall or other obstacle. This effect lasts until the handprint is washed off, which requires water and spending 3 actions to fully clean off. Vital Transfusion Two Actions Requirements The excorion has at least 70 Hit Points; Effect The excorion sacrifices itself and transfers its bloody, vital energy to a willing living creature within 30 feet. The excorion is immediately destroyed, and the targeted living creature heals a number of HP equal to half the excorion's remaining HP at the time that it used this ability. The living creature is slowed 1 during its next turn as its body adjusts to the newly transfused blood and vital energy; the living creature also counts as an excorion for 1 minute for the purpose of seeing other excorions' Bloody Handprint marks. Vomit Blood Single Action The excorion spews necrotic blood all over a foe it has grabbed or restrained. The grabbed creature must succeed at a DC 25 Fortitude save or become sickened 2. Excorion Behemoths Specialized necromantic rituals are required to make larger excorions, as their blood vessels demand exponentially greater strength to move their larger body masses. These excorion behemoths are usually created from giants, elephants, dinosaurs, or even titans in rare instances. ","skill_mod":{"stealth":16,"athletics":17,"acrobatics":16},"summary":"These hideous undead creatures result from an exquisitely painful necromantic process where flayed humanoids are animated through their exposed blood …","image":["/Images/Monsters/Excorion.png"],"primary_source":"Book of the Dead","trait_group":["Rarity","Creature Type"],"ac":24,"level":7,"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1856","intelligence":-3,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":17,"source_group":["Agents of Edgewatch"],"size":["Medium"],"name":"Excorion","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14,17],"slug":"creature-1856"},{"attack_bonus":[10,10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":30,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":9,"charisma":4,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Rhapsodic Flourish","Dance with Death","Destructive Finale"],"skill":["Acrobatics","Diplomacy","Intimidation","Performance","Theater Lore"],"trait":["Undead","NE","Medium"],"id":"creature-1857","text":" Fiddling Bones To some, music is more than a hobby—it's an obsession. Every musician who lived and died for their craft runs the risk of returning as a fiddling bones, as do musicians who died before completing their magnum opus or receiving the accolades they believe they deserved. Driven to prove themselves even in undeath, fiddling bones often challenge famous performers to music duels. Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Fiddling Bones Source Book of the Dead pg. 92 Perception +9; darkvision Languages Common, Necril Skills Acrobatics +10, Diplomacy +9, Intimidation +9, Performance +13, Theater Lore +10 Str +1 Dex +3 Con +1 Int +3 Wis +2 Cha +4 Items fiddle, flute --- AC 18 Fort +6 Ref +12 Will +9 HP 30 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5, sonic 5 Rhapsodic Flourish Reaction (abjuration, occult, sonic) Trigger The fiddling bones would roll a saving throw against an auditory or sonic effect; Effect The fiddling bones performs a refrain that deflects sonic vibrations. They roll a Performance check in place of the triggering saving throw. Sonic feedback rebounds from the effect, dealing 1d6 sonic damage to the source of the triggering effect if the Performance check succeeded or 2d6 sonic damage to the fiddling bones on a failure. --- Speed 25 feet Melee Single Action stamping foot +10 (Finesse), Damage 2d8+3 bludgeoning Melee Single Action fiddlestick +10 (Agile, Finesse), Damage 2d6+3 bludgeoning Ranged Single Action dissonant chord +10 (Magical, range 40 feet, Sonic), Damage 2d6+4 sonic Dance with Death Two Actions (Auditory, Emotion, Enchantment, Mental, Occult) The fiddling bones plays a catchy song that compels others to dance. Each creature in a 30-foot emanation must attempt a DC 19 Will save. Fiddling bones are immune. The effect lasts until the end of the fiddling bones's next turn, but the fiddling bones can Sustain the effect on all affected creatures that remain within the emanation. Critical Success The creature is unaffected and is temporarily immune for 1 hour. Success The creature can't use actions with the move trait except to dance, which uses the Stride action to move up to half the creature's Speed. If the creature has other Speeds, it can also dance using those modes of travel. Failure As success, and the creature must spend at least 1 action each turn dancing. Destructive Finale Two Actions (Evocation, Occult, Sonic) Requirements Dance with Death is in effect; Effect The fiddling bones performs a boisterous finale. They choose a 30-foot cone or 15-foot emanation, and they deal 4d6 sonic damage to all creatures in that area (DC 21 basic Reflex save). Dance with Death immediately ends, and the fiddling bones can't use Dance with Death or Destructive Finale for 1d4 rounds. Skeleton Songs Word on the street is you're a rising star, Voice of an angel, demon on the guitar, You've piqued my interest, So let's have a contest, Song versus song, And the crowd determines the best. You're spitting notes but your voice is too little, I'll play you to this crowd even slicker than this fiddle. ","skill_mod":{"diplomacy":9,"performance":13,"intimidation":9,"acrobatics":10},"summary":"To some, music is more than a hobby—it's an obsession. Every musician who lived and died for their craft runs the risk of returning as a fiddling …","image":["/Images/Monsters/FiddlingBones.png"],"primary_source":"Book of the Dead","trait_group":["Creature Type"],"ac":18,"item":["fiddle","flute"],"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"sonic":5,"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=1857","intelligence":3,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Fiddling Bones","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,11,12],"slug":"creature-1857"},{"primary_source_category":"Rulebooks","strength":-5,"hp":250,"language":["Common","Necril","plus any four languages (typically ancient languages)"],"source":["Book of the Dead"],"type":"Creature","charisma":6,"perception":35,"stealth":"28","trait":["Incorporeal","Rare","Spirit","Undead","NE","Medium"],"id":"creature-1858","text":" Fluxwraith To cheat mortality, the rare spellcaster turns to potent temporal stasis magic, or even cryogenic technology. However, such methods are highly unreliable and often fracture the sleeper's soul across the time stream as their physical body perishes. Such an individual can rise as a fluxwraith, an incorporeal undead with a kaleidoscopic consciousness. Recall Knowledge - Spirit (Occultism): DC 41 Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Fluxwraith Source Book of the Dead pg. 93 Perception +35; darkvision 60 feet, lifesense (imprecise) 60 feet Languages Common, Necril; plus any four languages (typically ancient languages) Skills Acrobatics +34, Arcana +30, Intimidation +29, Occultism +30, Stealth +28 Str -5 Dex +9 Con +0 Int +5 Wis +7 Cha +6 --- AC 39 Fort +25 Ref +34 Will +30 HP 250 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 15 (except force, ghost touch , or positive; double resistance vs. non-magical) --- Speed fly 40 feet Melee Single Action time-shifting touch +34 (Agile, Finesse, Magical), Damage 3d8+14 force plus time shift Ranged Single Action temporal fracturing ray +34 (Magical, range 30 feet), Damage 3d6+14 mental plus terrible foresight Occult Innate Spells DC 39, attack +31 - Cantrips (9th) Daze - 2nd Mirror Image - 3rd Haste (self only) - 7th Cast into Time, Day's Weight, Paralyze - 8th Déjà Vu (at will) - 10th Time Stop Terrible Foresight (Divination, Mental, Occult, Prediction) A creature struck by the fluxwraith's temporal fracturing ray receives a glimpse of a possible tragic event in its future. It must succeed at a DC 35 Will save or become slowed 1 and stupefied 1 (slowed 2 and stupefied 2 on a critical failure). If the creature is already affected by terrible foresight, it increases its stupefied value by 1 on a failed save, to a maximum of stupefied 4. Each time the creature gets a full night's rest, its condition values from terrible foresight decrease by 1. Time Shift (Occult, Transmutation) A creature struck by the fluxwraith's time-shifting touch must succeed at a DC 35 Will saving throw or be thrust forward in time, vanishing from its space. The target automatically reappears in the same location after 1d4 rounds but can attempt an additional Will save at the end of each of its turns to end the duration. If its original space is occupied when it returns, the creature appears in the nearest unoccupied space. Since the creature is shunted forward in time, it doesn't experience any of the intervening time. Likewise, any effects on the creature with a duration don't decrease their duration, resuming when the creature reappears. A creature that succeeds at any saving throw against time shift is temporarily immune for 1 hour. Creating a Fluxwraith A powerful necromancer can try to create a fluxwraith by subjecting someone to unstable temporal magic, usually by inflicting it on an unwilling victim. If the process succeeds, the created fluxwraith typically holds no loyalty to the necromancer and often turns its newfound powers on them first. A wise creator ensures they're nowhere nearby when the fluxwraith rises from death. ","skill_mod":{"stealth":28,"arcana":30,"intimidation":29,"occultism":30,"acrobatics":34},"image":["/Images/Monsters/Fluxwraith.png"],"primary_source":"Book of the Dead","spell":["Time Stop","Déjà Vu","Cast into Time","Day's Weight","Paralyze","Haste","Mirror Image","Daze"],"ac":39,"level":17,"spell_dc":[39],"source_category":["Rulebooks"],"sense":" darkvision 60 feet, lifesense (imprecise) 60 feet","resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"intelligence":5,"reflex_save":34,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":25,"size":["Medium"],"name":"Fluxwraith","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[24,27],"attack_bonus":[34,34],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[31],"will_save":30,"speed":{"fly":40,"max":40},"wisdom":7,"weakness":{},"creature_ability":["Terrible Foresight","Time Shift"],"skill":["Acrobatics","Arcana","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"To cheat mortality, the rare spellcaster turns to potent temporal stasis magic, or even cryogenic technology. However, such methods are highly …","trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1858","dexterity":9,"category":"creature","slug":"creature-1858"},{"attack_bonus":[29,31],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":280,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":27,"charisma":5,"speed":{"max":25,"land":25},"perception":27,"wisdom":4,"weakness":{},"creature_ability":["Eyes of the Tyrant","Aura of Whispers","Chains of the Dead","Gallow Curse","Chain Capture","Charge Chain"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"27","trait":["Undead","NE","Medium"],"id":"creature-1859","text":" Gallowdead The first gallowdead were hung from enormous, hooked chains from atop the Whispering Tyrant's prison, Gallowspire, and magically bonded to their chains after death. After Gallowspire's destruction, the gallowdead who remained were left to wander the ruins. Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Gallowdead Source Book of the Dead pg. 94 Perception +27; darkvision Languages Common, Necril Skills Acrobatics +27, Athletics +29, Intimidation +26, Stealth +27 Str +8 Dex +4 Con +5 Int +2 Wis +4 Cha +5 Eyes of the Tyrant Gallowdead are the eyes and ears of the Whispering Tyrant, so Tar-Baphon can see through them at any time as long as they're on the same plane of existence as him. Items +2 resilient full plate , +2 striking spiked chain --- AC 37 Fort +28 Ref +25 Will +27 HP 280 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Aura of Whispers (auditory, aura, divine, enchantment, fear, mental) 30 feet. A gallowdead is surrounded by an aura of blasphemous whispers. A creature who hears them understands them to be mutterings of its most closely guarded secrets and private failings laid bare. A creature that first enters the area must attempt a DC 34 Will save. Regardless of the result of the saving throw, the creature is temporarily immune to aura of whispers for 1 minute. The frightened condition from this aura can't be reduced while in the aura. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2 and stunned 1. Critical Failure The creature is frightened 3 and stunned 3. Chains of the Dead The spiked chain of a gallowdead is wrapped around and through their body, imbuing it with foul necromantic powers. The spiked chain can't be disarmed, deals an additional weapon die of damage, and has a greater reach while wielded by the gallowdead. Gallow Curse (curse, divine, necromancy) Those who destroy gallowdead are subject to a powerful death curse. When a creature reduces a gallowdead to 0 HP, the creature must attempt a DC 34 Will save. A creature that fails this saving throw is doomed 1 and can't remove the condition until the curse has been lifted. --- Speed 25 feet Melee Single Action spiked chain +31 (Disarm, reach 20 feet, Trip), Damage 3d8+14 slashing Melee Single Action claw +29 (Agile), Damage 3d12+14 slashing Chain Capture Reaction Trigger The gallowdead critically hits a target with their spiked chain; Effect The gallowdead attempts an Athletics check to Grapple the target. On a success, the gallowdead can also pull the target adjacent toward them to the distance the gallowdead chooses. Most often, a gallowdead chooses to pull a creature close enough that it's in their reach and out of defensive position, but so the creature still can't reach the gallowdead's body. At the start of the gallowdead's next turn, if the target hasn't Escaped, the target takes the damage of a spiked chain Strike, and the chain releases the creature. Charge Chain Free Action (Divine, Necromancy, Negative) Frequency once per round; Effect The gallowdead imbues their chain with necromantic power. The gallowdead chooses to make their next Strike with the chain this turn either deal an additional 4d6 negative damage or have 120-foot reach. The Hooked All gallowdead have massive hooks through their chests. For the oldest gallowdead, their hook signifies that they hung from the fabled Gallowspire. These gallowdead are even more powerful, bleeding raw necromantic power into the air around them. How Tar-Baphon creates new gallowdead with hooks of similar power, after the destruction of Gallowspire, is a topic of great interest to those who oppose the Whispering Tyrant. ","skill_mod":{"stealth":27,"athletics":29,"intimidation":26,"acrobatics":27},"summary":"The first gallowdead were hung from enormous, hooked chains from atop the Whispering Tyrant's prison, Gallowspire, and magically bonded to their …","image":["/Images/Monsters/Gallowdead.png"],"primary_source":"Book of the Dead","trait_group":["Creature Type"],"ac":37,"item":["+2 resilient full plate","+2 striking spiked chain"],"level":15,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1859","intelligence":2,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":28,"size":["Medium"],"name":"Gallowdead","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[27,33],"slug":"creature-1859"},{"attack_bonus":[27,27],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":230,"language":["Common","(can't speak any language)"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead","Pathfinder #148: Fires of the Haunted City"],"type":"Creature","will_save":24,"charisma":3,"speed":{"max":25,"land":25},"perception":24,"wisdom":3,"weakness":{},"creature_ability":["Starvation Aura","Breath Weapon","Corpse Consumption","Swallow Whole"],"skill":["Athletics","Intimidation"],"trait":["Uncommon","Undead","NE","Huge"],"id":"creature-1860","text":" Gashadokuro The dreaded gashadokuro is an undead haunter of the night, spawning as a giant skeleton that rises from the earth in the aftermath of a mass starvation event. These enormous creatures then seek to inflict their unending hunger on the living. A gashadokuro that comes about due to a poor growing season is more prone to stalk remote village farmlands at night, while a gashadokuro that arose from the victims of a government-instigated food shortage has few compunctions about stomping straight into bustling cities in broad daylight. These latter gashadokuro even seem to target aristocrats and government authorities—whether or not they were the same politicians whose negligence resulted in the famine in the first place—leading many to believe that the gashadokuro seeks to slake its thirst for revenge even more than it seeks to sate its unending hunger. Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Gashadokuro Source Book of the Dead pg. 95, Pathfinder #148: Fires of the Haunted City pg. 84 Perception +24; darkvision Languages Common; (can't speak any language) Skills Athletics +27, Intimidation +24 Str +8 Dex +4 Con +5 Int -3 Wis +3 Cha +3 --- AC 33 Fort +26 Ref +21 Will +24 HP 230 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10 Starvation Aura (aura, divine, mental, necromancy) 60 feet. Any creature that ends its turn in the aura feels the intense pain of starvation and must attempt a DC 30 Fortitude save. On a failure, the creature becomes fatigued and takes 6d6 damage. Damage and fatigue a creature takes from this aura can't be healed until the affected creature has eaten a full meal. --- Speed 25 feet Melee Single Action jaws +27 (reach 10 feet), Damage 3d12+14 piercing plus Grab Melee Single Action claw +27 (Agile, reach 15 feet), Damage 3d8+14 slashing Breath Weapon Two Actions (Divine, Necromancy) The gashadokuro breathes a spray of bone shards in a 30-foot cone. Each creature in the area takes 8d12 piercing damage (DC 34 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Corpse Consumption (Divine, Necromancy) If the gashadokuro kills a creature with Swallow Whole, it immediately regains Hit Points equal to the swallowed creature's level. As long as the gashadokuro still exists, creatures consumed in this way can't be resurrected except by wish or a similarly powerful effect. Swallow Whole Single Action (Attack) Large, 3d6+8 bludgeoning, Rupture 24 Nocturnal Terrors The gashadokuro hunts for victims mainly after dusk, especially in the hour just after midnight. In parts of Tian Xia, particularly in the tumultuous regions of war and famine following the collapse of Imperial Lung Wa, parents hush their hungry children to sleep by warning that nighttime cravings will cause a gashadokuro to visit the household. ","skill_mod":{"athletics":27,"intimidation":24},"summary":"The dreaded gashadokuro is an undead haunter of the night, spawning as a giant skeleton that rises from the earth in the aftermath of a mass …","image":["/Images/Monsters/Gashadokuro.png"],"primary_source":"Book of the Dead","trait_group":["Rarity","Creature Type"],"ac":33,"level":13,"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=1860","intelligence":-3,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":26,"source_group":["Age of Ashes"],"size":["Huge"],"name":"Gashadokuro","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[27,33],"slug":"creature-1860"},{"attack_bonus":[20],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":120,"language":["Common","Necril","<%UMR%37%%>telepathy<%END> 100 feet"],"immunity":["death effects","disease","paralyze","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":17,"charisma":5,"speed":{"fly":30,"max":30},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Power of the Haunt","Terrifying Laugh","Wrath of the Haunt"],"skill":["Acrobatics","Deception","Intimidation","Religion","Stealth"],"stealth":"20","trait":["Incorporeal","Undead","CE","Medium"],"id":"creature-1861","text":" Geist A geist is an ever-shifting mass of black sack cloth, teeth, and mouths, folding in and out of itself and cackling like a thousand frenzied and doomed souls. Created when a haunt kills an evil person, a geist rises from a soul trapped on the plane of their demise, now connected to the dark energy radiating from haunts everywhere. They wander the world, looking for solace and never finding it. In frustration, they turn their malice back onto the living, antagonizing any nearby creatures, hoping to fatally lure their victims into the clutches of a haunt to be turned into another geist and share the torment. Geists are occasionally mistaken for other incorporeal undead, such as wraiths and ghosts, but their proximity to haunts is one of the surest ways to determine the nature of the undead being encountered. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Geist Source Book of the Dead pg. 96 Perception +17; darkvision Languages Common, Necril; telepathy 100 feet Skills Acrobatics +20, Deception +18, Intimidation +20, Religion +17, Stealth +20 Str -5 Dex +5 Con +0 Int +2 Wis +2 Cha +5 --- AC 26 Fort +13 Ref +20 Will +17 HP 120 (negative healing) Immunities death effects, disease, paralyze, poison, unconscious Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Power of the Haunt If a geist is within 100 feet of a haunt that isn't disabled or destroyed, they gain a +2 status bonus to AC and saving throws and deal an additional 1d6 negative damage with bite Strikes. A creature that succeeds at a DC 20 check to Seek or Recall Knowledge about the geist sees that the tendrils from the geist's cloak grow thicker and more agitated the closer it gets to the haunt. --- Speed fly 30 feet Melee Single Action bite +20 (Agile, Magical), Damage 1d10+11 piercing Terrifying Laugh Single Action (Divine, Emotion, Enchantment, Fear, Mental) Frequency once per minute; Effect The geist unleashes soul-piercing laughter in a 20-foot emanation, lasting until the beginning of their next turn. Any creature in the area or entering it must succeed at a DC 26 Will save or be overcome with panicked laughter, becoming frightened 2 (or frightened 3 on a critical failure). A creature attempts only one save per Terrifying Laugh, and a creature that succeeds on its saving throw is temporarily immune for 24 hours. Wrath of the Haunt Two Actions (Divine, Necromancy) Frequency once per round; Requirements The geist is within 100 feet of an active haunt; Effect The haunt feeds necromantic power into the geist, becoming inactive until the end of the geist's next turn and deactivating the power of the haunt aura until the haunt becomes active again. The edges of the geist's cloak transform into whip-like tendrils that lash out at nearby creatures. Any living creature within 10 feet of the geist takes 4d10 slashing damage plus 4d6 negative damage (DC 28 basic Reflex save). The Beckoning Haunts beckon to geists, attracting them across large distances like animals to a watering hole. Geists fight to defend a haunt if they're within 100 feet of one, though they aren't compelled to remain. Small haunts might have no geists nearby, whereas large haunts can attract up to seven. Some instinctively flee the haunts that created them, while others are drawn to the source of their mortal demise by a force beyond their ability to understand. ","skill_mod":{"deception":18,"stealth":20,"intimidation":20,"acrobatics":20,"religion":17},"summary":"A geist is an ever-shifting mass of black sack cloth, teeth, and mouths, folding in and out of itself and cackling like a thousand frenzied and …","image":["/Images/Monsters/Geist.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Creature Type"],"ac":26,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=1861","intelligence":2,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Geist","alignment":"CE","category":"creature","pfs":"Restricted","rarity":"common","strike_damage_average":[16],"slug":"creature-1861"},{"attack_bonus":[19,23,23],"constitution":7,"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Cyclops","Jotun"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":14,"charisma":5,"speed":{"max":30,"land":30},"perception":16,"wisdom":2,"weakness":{"fire":10},"creature_ability":["Tumultuous Flash","Blinding Breath","Infectious Visions"],"skill":["Athletics","Intimidation","Religion","Soothsaying Lore"],"trait":["Rare","Undead","NE","Huge"],"id":"creature-1862","text":" Gholdako Cyclops necromancers created gholdakos untold ages ago by performing foul rituals over the corpses of their fellow cyclopes. Although these rituals varied through the history of Ghol-Gan, each involved the sacrifice of numerous humanoids whose blood was used to write the runes scribed upon a gholdako's linens. Rarely, a cyclops initiated their own transformation into a gholdako, scribing runes glimpsed from oracular visions and fevered dreams on their clothes or carving them into their bare flesh. Regardless of their origin, gholdakos are guardians, bound beyond death to protect a location, relic, or person—often the same thing they once defended in life. Despite their death and subsequent reanimation, gholdakos retain many of the quirks of living cyclopes, including their ceaseless hunger, volatile temper, single-mindedness, and great strength. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Gholdako Source Book of the Dead pg. 97 Perception +16; darkvision Languages Cyclops, Jotun Skills Athletics +21, Intimidation +19, Religion +16, Soothsaying Lore +16 Str +7 Dex +3 Con +7 Int +2 Wis +2 Cha +5 Items Javelin (4) --- AC 27 Fort +21 Ref +17 Will +14 HP 215 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses fire 10 Tumultuous Flash Free Action (divination, occult, fortune) Frequency once per day; Trigger The gholdako is about to roll a d20; Effect Instead of rolling normally, the gholdako attempts a DC 11 flat check, getting a critical success on the triggering roll if the flat check succeeds or a critical failure if it fails. --- Speed 30 feet Melee Single Action jaws +23 (reach 10 feet), Damage 3d10+10 piercing Melee Single Action claw +23 (Agile, reach 10 feet), Damage 1d10+10 slashing plus 1d6 mental and Infectious Visions Ranged Single Action javelin +19 (range increment 30 feet, Thrown), Damage 3d6+10 piercing Blinding Breath Two Actions (Concentrate, Divine, Necromancy, Negative) The gholdako exhales a 60-foot cone of noxious breath that deals 7d8 negative damage (DC 29 basic Reflex save). A creature that fails its save is also blinded until the end of its next turn (or for 1 minute on a critical failure) as a milky film coats its eyes. The gholdako can't use Blinding Breath again for 1d4 rounds. Infectious Visions (Divine, Enchantment, Mental, Poison) The first time each round the gholdako damages a creature with a claw Strike, the creature must attempt a DC 27 Will save, as its mind is assaulted by horrifying visions. On a failure, the creature is confused until the end of its next turn. On a critical success, the creature is immune for 24 hours. Forgotten Faith Throughout the time of fallen Ghol-Gan, the cyclopes worshipped numerous gods, from the sun and moon to alien beings, interdimensional horrors, nightmarish monsters, and worse. Although many of these gods were forgotten in the ensuing millennia, some gholdakos carry their faith forward into the present, performing profane, blood-soaked rituals to their cruel gods even now. ","skill_mod":{"athletics":21,"intimidation":19,"religion":16},"summary":"Cyclops necromancers created gholdakos untold ages ago by performing foul rituals over the corpses of their fellow cyclopes. Although these rituals …","image":["/Images/Monsters/Gholdako.png"],"primary_source":"Book of the Dead","trait_group":["Rarity","Creature Type"],"ac":27,"item":["Javelin (4)"],"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1862","intelligence":2,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Gholdako","alignment":"NE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[19,20,26],"slug":"creature-1862"},{"attack_bonus":[17],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":60,"language":["Common","Necril","one other language"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Ghost","will_save":15,"charisma":4,"speed":{"fly":25,"max":25},"perception":13,"wisdom":5,"weakness":{},"creature_ability":["Living Visage","Ravenous Undoing","Rejuvenation","Feed on the Living"],"skill":["Deception","Diplomacy","Ghost Lore","Religion"],"trait":["Ghost","Incorporeal","Spirit","Undead","N","Medium"],"id":"creature-1863","text":" Hungry Ghost Hungry ghosts arise from those who didn't receive proper burials or whose graves were neglected. They are not bound to a site or item but are compelled to see opportunities to commit good deeds in hopes of gaining favors that can aid them in achieving a final rest. Their need to feed on living energy often conflicts with this goal, however. Recall Knowledge - Spirit (Occultism): DC 22 Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Hungry Ghost Source Book of the Dead pg. 100 Perception +13; darkvision Languages Common, Necril; one other language Skills Deception +14, Diplomacy +14, Ghost Lore +18, Religion +17 Str -5 Dex +5 Con +0 Int +4 Wis +5 Cha +4 Living Visage While they have more than 30 HP, the hungry ghost appears to be a living creature. They have an automatic result of 34 on Deception checks and DCs to conceal their undead status and can Feed on the Living covertly (below). --- AC 23 Fort +12 Ref +17 Will +15 HP 60 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch , or positive; double resistance vs. non-magical) Ravenous Undoing In each 24-hour period, the hungry ghost must use Feed on the Living to consume 30 HP (any HP the ghost would gain count toward this total, even if the ghost has enough HP that they don't actually regain the full amount). If the ghost hasn't consumed enough HP, they mindlessly and recklessly feed on any living creature they come across until satiated. Rejuvenation (divine, necromancy) When destroyed, hungry ghosts reform after 2d4 days fully healed at whatever location they were at when last destroyed. They're only permanently destroyed when they have been given a proper burial, have had their grave cleaned and maintained for at least a year, or have been judged to be redeemed by Pharasma. --- Speed fly 25 feet Melee Single Action ghostly touch +17 (Agile, Finesse, Magical), Damage 2d8+4 negative Feed on the Living Two Actions (Divine, Necromancy, Negative) The hungry ghost touches a creature in reach. If the target is a living creature it takes damage from the ghost's ghostly touch with a DC 24 Fortitude save. If the ghost is in their living visage they can disguise Feed on the Living as a benign touch and delay the effects for 1 minute while keeping the target unaware of the effect. A creature can be affected by only one delayed Feed on the Living at a time and if the ghost loses their living visage during that minute the Feed on the Living is lost. Critical Success The target's life energy overpowers the ghost. The hungry ghost takes 5 positive damage, and the target is unaffected. Success The target takes half damage, and the hungry ghost regains HP equal to the damage dealt. Failure The target takes full damage and is enfeebled 1 for 1 minute and the hungry ghost regains HP equal to the damage dealt. Critical Failure The target takes double damage and is enfeebled 2 for 1 minute and the hungry ghost regains HP equal to the damage dealt. ","skill_mod":{"diplomacy":14,"deception":14,"religion":17},"summary":"Hungry ghosts arise from those who didn't receive proper burials or whose graves were neglected. They are not bound to a site or item but are …","image":["/Images/Monsters/Ghost_HungryGhost.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Creature Type"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=1863","intelligence":4,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Hungry Ghost","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-1863"},{"attack_bonus":[20,20],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":100,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Ghost","will_save":15,"charisma":5,"speed":{"fly":25,"max":25},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Ship Bound","Curse Ye Scallywags!","Rejuvenation","Combat Current","Savvy Joinin' Me Crew?"],"skill":["Acrobatics","Diplomacy","Intimidation","Sailing Lore"],"trait":["Ghost","Incorporeal","Spirit","Undead","CE","Medium"],"id":"creature-1864","text":" Ghost Pirate Undead prowling the ocean on derelict ships have long been threats sailors keep an eye out for. Other than corporeal undead, some undead pirates take on an incorporeal form, especially if their bodies have been lost to the fishes. Captains of crews in particular are likely to return from the dead, perhaps on account of their strong personalities. Recall Knowledge - Spirit (Occultism): DC 24 Recall Knowledge - Undead (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Ghost Pirate Captain Source Book of the Dead pg. 101 Perception +17; darkvision Languages Common, Necril Skills Acrobatics +18, Diplomacy +15, Intimidation +17, Sailing Lore +16 Str -5 Dex +6 Con +0 Int +2 Wis +3 Cha +5 Ship Bound The ghost is typically bound to a vessel, even one damaged beyond repair. They can't venture more than 120 feet away from the ship or site of its wreckage. --- AC 26 Fort +14 Ref +18 Will +15 HP 100 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Curse Ye Scallywags! (curse, divine, necromancy) When the ghost pirate captain is reduced to 0 HP, all creatures within 60 feet are subjected to a DC 25 mariner's curse spell. The locations of those that critically fail are known to the ghost until the curse is removed. This curse ends if the ghost is permanently destroyed. Rejuvenation (divine, necromancy) When the ghost pirate captain is destroyed, they re-form after 2d4 days within the ship or location they're bound to, fully healed. They can be permanently destroyed if their desires are fulfilled, which could involve being defeated in a great battle or ensuring their treasure has been hidden. --- Speed fly 25 feet Melee Single Action ghostly cutlass +20 (Forceful, Magical, Sweep), Damage 2d6+11 negative Ranged Single Action ghostly hand crossbow +20 (Magical, range increment 60 feet), Damage 2d6+8 negative Combat Current Two Actions The ghost makes a Strike with its cutlass or hand crossbow, then Flies up to half their Speed and makes a Strike with the other attack. If they moved through an enemy when they Flew, that enemy is flat-footed against the second Strike. Savvy Joinin' Me Crew? Reaction (Divine, Necromancy) Trigger The ghost reduces a living creature to 0 Hit Points with a melee Strike; Effect The creature attempts a DC 25 Fortitude save. If the creature fails its save, it remains conscious but is controlled by the ghost until it loses its dying condition. It continues to attempt recovery checks as normal for the dying condition. The effect ends if the creature loses the dying condition. If the creature dies while under this effect, it joins the ghost's undead crew in 1d4 days. If the ghost is destroyed before the creature dies, the creature is spared this terrible fate. Face of a Crew Just because a ship has a ghostly captain doesn't mean the entire crew—or what remains of them— are all ghosts. Many command skeletons, ghouls, and draugr as well. Occasionally, a ghost captain is an extension of a bone ship, giving its prey one last chance to surrender. ","skill_mod":{"diplomacy":15,"intimidation":17,"acrobatics":18},"summary":"Undead prowling the ocean on derelict ships have long been threats sailors keep an eye out for. Other than corporeal undead, some undead pirates take …","image":["/Images/Monsters/Ghost_GhostPirateCaptain.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Creature Type"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=1864","intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Ghost Pirate Captain","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,18],"slug":"creature-1864"},{"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":32,"language":["Aquan","Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Ghoul","will_save":7,"charisma":3,"speed":{"max":30,"land":25,"swim":30},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Corpse Scent","Aquatic Ambush","Consume Flesh","Ghoul Fever","Paralyzing Spew"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"8","trait":["Amphibious","Ghoul","Undead","CE","Medium"],"id":"creature-1865","text":" Lacedon Feared by mariners and coastal dwellers everywhere, the aquatic ghouls known as lacedons are said to be the spawn of an ancient crew of sailors who became lost at sea and were forced to resort to cannibalism to survive. Their appearance is the stuff of a diver's nightmare, supplementing the vicious traits of their land-bound kin with spines, fins, and wide mouths bristling with needle-sharp teeth like piscine predators of the nethermost ocean depths. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Lacedon Source Book of the Dead pg. 104 Perception +7; corpse scent (imprecise), darkvision Languages Aquan, Common, Necril Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +7 Str +3 Dex +4 Con +3 Int +1 Wis +1 Cha +3 Corpse Scent The lacedon can smell humanoid corpses in the water from up to 1 mile away. --- AC 18 Fort +7 Ref +10 Will +7 HP 32 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 25 feet, swim 30 feet Melee Single Action jaws +10 (Finesse), Damage 1d6+5 piercing plus ghoul fever Melee Single Action claw +10 (Agile, Finesse), Damage 1d4+5 slashing Aquatic Ambush Single Action 45 feet Consume Flesh Single Action (Manipulate) Requirements The lacedon is adjacent to the corpse of a creature that died within the last hour; Effect The lacedon devours a chunk of the corpse and regains 2d6 Hit Points. It can regain Hit Points from any given corpse only once. Ghoul Fever (Disease) Saving Throw DC 16 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead and rises as a ghoul the next midnight Paralyzing Spew Single Action (Incapacitation, Occult, Necromancy) The lacedon discharges a spray of carrion vomit at a creature within 20 feet, dealing 1d6 poison damage with a DC 17 basic Fortitude save. A non-elf creature that fails its save is also paralyzed. It can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. The lacedon can't use Paralyzing Spew again for 1d4 rounds. Lacedon Schools Lacedons travel in packs that can number as many as several dozen, typically led by the largest and oldest member, endlessly roaming the oceans with the sole objective of satisfying their boundless appetites for humanoid flesh. They have been known to emerge from the sea in ravenous swarms to devour entire populations of seaside fishing villages ","skill_mod":{"survival":7,"stealth":8,"athletics":9,"acrobatics":8},"summary":"Feared by mariners and coastal dwellers everywhere, the aquatic ghouls known as lacedons are said to be the spawn of an ancient crew of sailors who …","image":["/Images/Monsters/Ghoul_Lacedon.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":"corpse scent (imprecise), darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=1865","intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Lacedon","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-1865"},{"primary_source_category":"Rulebooks","strength":4,"hp":63,"language":["Common","Necril"],"source":["Book of the Dead"],"type":"Creature","charisma":2,"perception":13,"stealth":"12","trait":["Ghoul","Undead","CE","Medium"],"id":"creature-1866","text":" Priest of Kabriri A great number of powerful entities have vied for the mantle of patron of the undead, but none of these is more venerated among ghouls than the demon lord Kabriri, Him Who Gnaws. Nearly all ghouls who are inclined to worship gods dedicate themselves to Kabriri, who is honored through profane rituals and macabre ceremonies centered on the gluttonous consumption of sentient beings. Presiding over these liturgies are the priests of Kabriri, particularly vile and cunning ghouls who are specifically tasked by their primogenitor with the duty to ensure his numerous progeny need never go hungry. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Priest of Kabriri Source Book of the Dead pg. 105 Perception +13; darkvision Languages Common, Necril Skills Athletics +13, Diplomacy +11, Religion +13, Society +9, Stealth +12 Str +4 Dex +3 Con +1 Int +0 Wis +4 Cha +2 Items Flail --- AC 19 Fort +9 Ref +9 Will +12 HP 63 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Ecstatic Ululation Reaction (divine, necromancy, negative) Trigger A ghoul ally within 30 feet Consumes Flesh to regain Hit Points; Effect The priest of Kabriri unleashes a rapturous howl in praise of their god. All ghouls within 30 feet of the priest of Kabriri, including the priest but not the triggering ghoul, regain half as many Hit Points as the triggering ghoul. All living creatures within 30 feet take negative damage equal to half the number of Hit Points the triggering ghoul gained, with a DC 20 basic Fortitude save. Only one Ecstatic Ululation can affect a use of Consume Flesh. Any beyond the first have no effect. --- Speed 25 feet Melee Single Action flail +13 (Disarm, Sweep, Trip), Damage 1d6+6 bludgeoning plus 2d6 negative Melee Single Action jaws +13, Damage 2d6+6 piercing plus ghoul fever and paralysis Melee Single Action claw +13 (Agile), Damage 2d4+6 slashing plus paralysis Divine Prepared Spells DC 23, attack +13 - Cantrips (3rd) Chill Touch, Divine Lance, Forbidding Ward, Message - 1st Bane, Bless, Fear - 2nd Darkness, Death Knell, Silence - 3rd Chilling Darkness, Crisis of Faith, Harm (×3) Cleric Domain Spells 2 Focus Points, DC 23 - 3rd Overstuff, Touch of Undeath Consume Flesh Single Action (Manipulate) Requirements The priest of Kabriri is adjacent to the corpse of a creature that died within the last hour; Effect The priest of Kabriri devours a chunk of the corpse and regains 3d6 Hit Points. It can regain Hit Points from any given corpse only once. Ghoul Fever (Disease) Saving Throw DC 20 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead and rises as a ghoul the next midnight Paralysis (Incapacitation, Occult, Necromancy) Any living, non-elf creature hit by the priest's jaws or claws Strike must succeed at a DC 20 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Swift Leap Single Action (Move) The priest jumps up to half their Speed. This movement doesn't trigger reactions. ","skill_mod":{"society":9,"diplomacy":11,"stealth":12,"athletics":13,"religion":13},"image":["/Images/Monsters/Ghoul_PriestOfKabriri.png"],"primary_source":"Book of the Dead","spell":["Chilling Darkness","Crisis of Faith","Harm","Darkness","Death Knell","Silence","Bane","Bless","Fear","Chill Touch","Divine Lance","Forbidding Ward","Message","Overstuff","Touch of Undeath"],"ac":19,"item":["Flail"],"level":5,"spell_dc":[23,23],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Priest of Kabriri","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[11,13,16],"attack_bonus":[13,13,13],"constitution":1,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Ghoul","spell_attack_bonus":[13],"will_save":12,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Ecstatic Ululation","Consume Flesh","Ghoul Fever","Paralysis","Swift Leap"],"skill":["Athletics","Diplomacy","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"A great number of powerful entities have vied for the mantle of patron of the undead, but none of these is more venerated among ghouls than the demon …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=1866","dexterity":3,"category":"creature","slug":"creature-1866"},{"attack_bonus":[15,15],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":85,"language":["Common","Necril","one planar language (typically <%LANGUAGES%14%%>Aquan<%END>, <%LANGUAGES%15%%>Auran<%END>, <%LANGUAGES%18%%>Ignan<%END>, or <%LANGUAGES%22%%>Terran<%END>)"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":13,"charisma":5,"speed":{"climb":20,"max":30,"land":30},"perception":13,"wisdom":2,"weakness":{"good":5},"creature_ability":["Change Shape","Devour Flesh","Luring Laugh"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Stealth","Survival"],"stealth":"12","trait":["Genie","Ghul","Undead","CE","Medium"],"id":"creature-1867","text":" Ghul Legends claim the gods banished a number of evil, greedy, and gluttonous genies to the Material Plane in the early days of creation. There, the genies transformed into the first ghuls, cruel undead that feast on the flesh of the living. The greedy and gluttonous nature of the first ghuls lives on, cursing them with an insatiable need to consume. Ghuls haunt trade routes, cemeteries, and other locations with good hiding places and a regular influx of travelers. From here, ghuls use their abilities to confuse and captivate passersby, luring them toward dens where ghuls can feast on unsuspecting flesh. Unlike a ghoul, a ghul doesn't devour corpses—only live prey. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Ghul Source Book of the Dead pg. 106 Perception +13; darkvision, scent (imprecise) 30 feet Languages Common, Necril; one planar language (typically Aquan, Auran, Ignan, or Terran) Skills Athletics +11, Deception +14, Diplomacy +12, Intimidation +12, Stealth +12, Survival +11 Str +5 Dex +1 Con +2 Int +2 Wis +2 Cha +5 --- AC 21 Fort +13 Ref +10 Will +13 HP 85 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances fire 5 Weaknesses good 5 --- Speed 30 feet, climb 20 feet Melee Single Action jaws +15 (Magical), Damage 2d8+4 piercing plus 1d4 persistent bleed Melee Single Action claw +15 (Agile, Magical), Damage 2d8+4 slashing plus Grab Change Shape Single Action (Primal, Polymorph, Transmutation, Concentrate) The ghul takes on the appearance of a Small or Medium hyena. This doesn't change its Speed or Strikes. Effects or abilities that detect the presence of undead don't reveal the ghul as an undead while in this form. Devour Flesh Two Actions (Manipulate) Requirements The ghul has a creature grabbed or restrained; Effect The ghul attempts to eat a portion of the grabbed creature's flesh. It makes a jaws Strike against the grabbed creature. On a success, the ghul successfully devours some of the flesh and regains 3d6 Hit Points. The grabbed creature becomes drained 1 (or drained 2 if the jaws Strike was a critical success). The violent consumption requires the ghul to release the creature as it feasts. A ghul can regain Hit Points from consuming the flesh of a given creature only once per hour; it must consume the flesh of a different creature to gain additional Hit Points during this time. Luring Laugh Two Actions (Enchantment, Incapacitation, Mental, Primal) Requirements The ghul is in its hyena shape; Effect The ghul lets out an alluring chitter. Each creature in a 60-foot emanation must succeed at a DC 19 Will save or become fascinated, flat-footed, and compelled to move toward the ghul on the creature's turn. The effect lasts until the end of the ghul's next turn, but the ghul can Sustain a Spell on Luring Laugh. If the ghul attacks, the fascinated condition ends for only the creature that's attacked. On a successful save, a creature is temporarily immune to Luring Laugh for 24 hours. Genie Connections Though they're no longer true genies, ghuls derive a number of their abilities from their genie origins. It's said ghuls can transform into hyenas because of a desperate wish the first ghuls made as they transformed. Ghuls retain knowledge of the elemental tongues, with most ghuls able to speak one of the following: Aquan, Auran, Ignan, Terran, or another planar language. ","skill_mod":{"diplomacy":12,"deception":14,"survival":11,"stealth":12,"athletics":11,"intimidation":12},"summary":"Legends claim the gods banished a number of evil, greedy, and gluttonous genies to the Material Plane in the early days of creation. There, the …","image":["/Images/Monsters/Ghul.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=1867","intelligence":2,"reflex_save":10,"strongest_save":["fort","fortitude","will"],"dexterity":1,"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Ghul","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-1867"},{"attack_bonus":[21],"constitution":4,"primary_source_category":"Rulebooks","strength":-5,"hp":125,"language":["Common"],"immunity":["death effects","disease","paralyzed","poison","precision","sleep"],"source":["Book of the Dead"],"type":"Creature","will_save":15,"charisma":5,"speed":{"fly":60,"max":60},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Warrior's Mask","Ghostly Grasp","Submission Lock","Teleporting Clothesline","Victory Celebration"],"skill":["Acrobatics","Athletics","Diplomacy","Gladiatorial Lore","Intimidation","Performance"],"trait":["Incorporeal","Spirit","Uncommon","Undead","LN","Medium"],"id":"creature-1868","text":" Grappling Spirit When a great gladiator or wrestler meets their demise, their soul can sometimes linger out of a love for combat and sport. Every grappling spirit manifests a mask that represents the legacy of the warrior they were during their life. Recall Knowledge - Spirit (Occultism): DC 28 Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Grappling Spirit Source Book of the Dead pg. 107 Perception +17; darkvision Languages Common Skills Acrobatics +19, Athletics +21, Diplomacy +18, Gladiatorial Lore +15, Intimidation +20, Performance +20 Str -5 Dex +6 Con +4 Int +0 Wis +2 Cha +5 --- AC 27 Fort +19 Ref +19 Will +15 HP 125 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, sleep Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Warrior's Mask A grappling spirit wears a mask that allows them to abandon their original form and become a warrior focused solely on combat. This mask is quasi-corporeal, allowing it to be manipulated by both corporeal and incorporeal creatures. A creature who has the grappling spirit grabbed or restrained can remove the mask as an Interact action by succeeding at an Athletics check against the grappling spirit's Fortitude DC. Removing a grappling spirit's mask causes the spirit to fly into a frenzy. The grappling spirit becomes quickened and can use their extra action to Fly, Grapple, or Strike. They also gain a +4 status bonus to damage rolls, and they take a –4 status penalty to AC and Reflex saving throws. If the mask is put back on, the grappling spirit ends their frenzy. --- Speed fly 60 feet Melee Single Action ghostly hand +21 (Agile, Finesse, Magical, Nonlethal), Damage 2d10+12 negative plus Improved Grab Ghostly Grasp A grappling spirit can Grapple corporeal creatures despite being incorporeal. The grappling spirit uses their Athletics check to Grapple as normal but can't use Athletics for other actions that require corporeal contact, like Force Open or Trip. Submission Lock Two Actions (Nonlethal) Requirements The grappling spirit has a creature grabbed or restrained; Effect The spirit saps their opponent's strength with a supernatural grip. The grappling spirit attempts an Athletics check to Grapple a creature they have grabbed or restrained, also adding 4d10+12 negative damage, depending on the result. Critical Success The creature takes double damage. If it's already enfeebled, it falls unconscious. If not, it is enfeebled 2 until the end of its next turn and enfeebled 1 for 1 minute. Success The creature takes full damage and is enfeebled 1 until the end of its next turn. Teleporting Clothesline Two Actions (Conjuration, Occult, Teleportation) Requirements The grappling spirit has a creature grabbed or restrained; Effect The grappling spirit pushes the creature 15 feet in a straight line. The spirit immediately teleports 20 feet to intercept. They make a ghostly hand Strike against the creature. On a hit, the creature is knocked prone, and on a critical hit, it also takes an additional 2d6 bludgeoning damage as it's driven to the ground. Victory Celebration If a spirit knocks a creature unconscious, each creature within 60 feet that witnesses the victory is targeted with a DC 26 roaring applause spell. The spirit must spend all their actions until the end of the turn celebrating, and a new medal or belt appears on the spirit. Lands of Champions While a grappling spirit can be found almost anywhere notable combats are held, a few regions on Golarion are known for their prominence. The Hold of Belkzen is home to orc grapplers who become grappling spirits, while the wrestlers of Arcadia and Iblydos tend to return for one last glorious match. Grappling spirits are particularly common in the Lands of Second Souls in southern Arcadia. Retiring a Grappling Spirit The means of appeasing each grappling spirit, allowing it to pass on, vary. Some seek one last match worthy of their skill, while others wish to win a major bout in front of an adoring crowd or even suffer an epic defeat at the hands of a worthy successor. They tend not to be malicious, just entirely dedicated to competition. ","skill_mod":{"diplomacy":18,"performance":20,"athletics":21,"intimidation":20,"acrobatics":19},"summary":"When a great gladiator or wrestler meets their demise, their soul can sometimes linger out of a love for combat and sport. Every grappling spirit …","image":["/Images/Monsters/GrapplingSpirit.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Creature Type","Rarity"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=1868","intelligence":0,"reflex_save":19,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Grappling Spirit","alignment":"LN","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[23],"slug":"creature-1868"},{"attack_bonus":[25,29,29],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":255,"language":["Common","Necril"],"immunity":["death effects","disease","electricity","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Graveknight","will_save":24,"charisma":6,"speed":{"max":25,"land":25},"perception":26,"wisdom":4,"weakness":{},"creature_ability":["Hungry Armor","Rejuvenation","Sacrilegious Aura","Attack of Opportunity","Devastating Blast","Exemplar of Violence","Graveknight's Curse","Phantom Mount","Ruinous Weapons","Weapon Master"],"skill":["Athletics","Deception","Intimidation","Religion","Society","Warfare Lore"],"trait":["Uncommon","Undead","LE","Medium"],"id":"creature-1869","text":" Graveknight Warmaster Exemplars of undying violence, graveknight warmasters are devastating forces on the battlefield, able to spur allies to ever greater levels of violence. Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Graveknight Warmaster Source Book of the Dead pg. 110 Perception +26; darkvision Languages Common, Necril Skills Athletics +28, Deception +26, Intimidation +28, Religion +24, Society +25, Warfare Lore +27 Str +8 Dex +4 Con +5 Int +3 Wis +4 Cha +6 Items +1 resilient full plate , Heavy Crossbow (20 bolts), War Flail --- AC 38 Fort +27 Ref +24 Will +24 HP 255 (negative healing, rejuvenation) Immunities death effects, disease, electricity, paralyzed, poison, unconscious Hungry Armor A creature that Strikes a graveknight warmaster with a melee weapon must succeed at a DC 31 Reflex save or be disarmed of that weapon. If the creature critically fails, the weapon ends up in the graveknight's space. A creature that hits a graveknight warmaster with an unarmed attack must succeed at a DC 31 Reflex save or become grabbed by the graveknight until the end of its next turn, it Escapes, or the graveknight moves, whichever comes first. Rejuvenation (divine, necromancy) When a graveknight is destroyed, their armor rebuilds their body over the course of 1d10 days—or more quickly if the armor is worn by a living host (see Graveknight Armor below). If the body is destroyed before then, the process restarts. A graveknight can only be permanently destroyed by obliterating their armor (such as with disintegrate ), transporting it to the Positive Energy Plane, or throwing it into the heart of a volcano. Sacrilegious Aura (abjuration, aura, divine, evil) 30 feet. When a creature in the aura uses a positive spell or ability, the graveknight automatically attempts to counteract it, with a +23 counteract modifier. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action war flail +29 (Disarm, Electricity, Magical, Sweep, Trip), Damage 3d10+14 bludgeoning plus 1d6 electricity Melee Single Action fist +29 (Agile, Electricity, Magical), Damage 3d6+14 bludgeoning plus 1d6 electricity Ranged Single Action heavy crossbow +25 (Electricity, Magical, range increment 120 feet, reload 2), Damage 3d10+6 piercing plus 1d6 electricity Devastating Blast Two Actions (Arcane, Electricity, Evocation) The graveknight unleashes a 30-foot cone of lightning. Creatures in the area take 8d12 electricity damage (DC 34 basic Reflex save). The graveknight can use this ability once every 1d4 rounds. Exemplar of Violence Two Actions (Visual) Frequency once per round; Effect The graveknight attempts a Strike as their armor flashes with sinister power that spurs allies to violence. After the Strike, allies who can see the graveknight can use a reaction to Step or Stride, but they must end this movement in a space adjacent to an enemy. One ally of the graveknight's choice can instead use a reaction to Strike. Graveknight's Curse This curse affects anyone who wears a graveknight's armor for at least 1 hour; Saving Throw DC 39 Will save; Onset 1 hour; Stage 1 doomed 1 and can't remove the armor (1 day); Stage 2 doomed 2, hampered 10, and can't remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight Phantom Mount Three Actions (Arcane, Conjuration) The graveknight summons a supernatural mount as per phantom steed , heightened to 7th level. The steed has AC 34, Fort +23, Ref +20, Will +20, and 85 Hit Points. If the steed is destroyed, the graveknight must wait 1 hour before using this ability again. Ruinous Weapons Any weapon or unarmed attack the graveknight uses gains the effects of the +1 greater striking and greater shock weapon runes. Weapon Master The graveknight has access to the critical specialization effects of any weapons they wield. ","skill_mod":{"society":25,"deception":26,"athletics":28,"intimidation":28,"religion":24},"summary":"Exemplars of undying violence, graveknight warmasters are devastating forces on the battlefield, able to spur allies to ever greater levels of …","image":["/Images/Monsters/GraveknightWarmaster.png"],"primary_source":"Book of the Dead","trait_group":["Rarity","Creature Type"],"ac":38,"item":["+1 resilient full plate","Heavy Crossbow (20 bolts)","War Flail"],"level":14,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=1869","intelligence":3,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":27,"size":["Medium"],"name":"Graveknight Warmaster","alignment":"LE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[26,28,34],"slug":"creature-1869"},{"primary_source_category":"Rulebooks","strength":3,"hp":93,"language":["Common","Necril"],"source":["Book of the Dead"],"type":"Creature","charisma":4,"perception":16,"stealth":"13","trait":["Uncommon","Undead","NE","Medium"],"id":"creature-1870","text":" Faithless Ecclesiarch Faithless ecclesiarchs were powerful religious leaders in life—archpriests, hierarchs, oracles, and divine servitors personally blessed by their deities. They are adept at corrupting the pious and inspiring their fellow herexens, often becoming leaders among their kind. This faithless ecclesiarch once worshipped Nethys, god of magic. Recall Knowledge - Undead (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Faithless Ecclesiarch Source Book of the Dead pg. 112 Perception +16; darkvision Languages Common, Necril Skills Athletics +11, Deception +14, Intimidation +14, Nethys Lore +14, Religion +14, Stealth +13 Str +3 Dex +3 Con +2 Int +2 Wis +4 Cha +4 Items defiled religious symbol of Nethys, +1 staff --- AC 21 Fort +12 Ref +13 Will +16 HP 93 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Final Blasphemy (divine, necromancy, negative) When the herexen is destroyed, it explodes in a wave of negative energy with the effects of a 3rd-level, 3-action harm spell (DC 24). The herexen is destroyed, so it doesn't gain any Hit Points from this use of harm , and it doesn't need to have any harm spells remaining to use this ability. Inspire the Faithless (aura, divine, necromancy) 30 feet. Other herexens are bolstered by the presence of a faithless ecclesiarch. Whenever a herexen in the aura casts a harm spell, that harm spell is heightened by 1 level (to a maximum of 3rd). --- Speed 25 feet Melee Single Action staff +14 (Magical, two-hand d8), Damage 1d4+5 bludgeoning plus heretic's smite Divine Prepared Spells DC 24, attack +16 - Cantrips (3rd) Chill Touch, Daze, Detect Magic, Read Aura, Shield - 1st Fear, Magic Missile, Ray of Enfeeblement - 2nd Darkness, Dispel Magic, Resist Energy - 3rd Harm (×5), Levitate, Magic Missile Cleric Domain Spells DC 24, 1 Focus Point - 3rd Cry of Destruction Heretic's Smite (Divine, Necromancy) While wielding the favored weapon of its former deity (such as a staff for an ex-Nethys herexen), the herexen's Strikes deal an additional 2d6 evil damage against creatures that can cast divine spells. This damages divine spellcasters who follow the herexen's former faith regardless of their alignment. Siphon Faith Reaction (Divine, Necromancy) Trigger A creature fails a saving throw against a spell cast by the faithless ecclesiarch; Effect The faithless ecclesiarch siphons the triggering creature's spiritual energy to fuel their own magic. The triggering creature is stupefied 1 for 1 round, and the faithless ecclesiarch regains 1 Focus Point. ","skill_mod":{"deception":14,"stealth":13,"athletics":11,"intimidation":14,"religion":14},"image":["/Images/Monsters/Herexen_Ecclesiarch.png"],"primary_source":"Book of the Dead","spell":["Harm","Levitate","Magic Missile","Darkness","Dispel Magic","Resist Energy","Fear","Ray of Enfeeblement","Chill Touch","Daze","Detect Magic","Read Aura","Shield","Cry of Destruction"],"ac":21,"item":["defiled religious symbol of Nethys","+1 staff"],"level":6,"spell_dc":[24,24],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Faithless Ecclesiarch","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[7],"attack_bonus":[14],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Herexen","spell_attack_bonus":[16],"will_save":16,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Final Blasphemy","Inspire the Faithless","Heretic's Smite","Siphon Faith"],"skill":["Athletics","Deception","Intimidation","Nethys Lore","Religion","Stealth"],"tradition":["Divine"],"summary":"Faithless ecclesiarchs were powerful religious leaders in life—archpriests, hierarchs, oracles, and divine servitors personally blessed by their …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1870","dexterity":3,"category":"creature","slug":"creature-1870"},{"primary_source_category":"Rulebooks","strength":5,"hp":130,"language":["Common","Necril"],"source":["Book of the Dead"],"type":"Creature","charisma":5,"perception":17,"trait":["Uncommon","Undead","NE","Medium"],"id":"creature-1871","text":" Fallen Champion While most herexens were clerics or clergy in life, fallen champions were holy crusaders that upheld the ideals of their deity while fighting enemies of the church and defending its congregants. Fallen champions are direct in their actions and wage their divine war on a grand scale. This fallen champion once worshiped the Arcadian goddess Kazutal, also called Mother Jaguar. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Fallen Champion Source Book of the Dead pg. 113 Perception +17; darkvision Languages Common, Necril Skills Acrobatics +14, Athletics +19, Intimidation +19, Kazutal Lore +16, Religion +17 Str +5 Dex +2 Con +5 Int +2 Wis +3 Cha +5 Items +1 striking machete , defiled religious symbol of Kazutal, +1 scale mail, steel shield (Hardness 5, HP 20, BT 10) --- AC 28 Fort +19 Ref +14 Will +17 HP 130 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Agent of Despair (aura, divine, emotion, enchantment, fear, mental) 15 feet. A fallen champion emanates an aura of utter despair. Living creatures are frightened 1 while in a fallen champion's aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the aura. Final Blasphemy (divine, necromancy, negative) When the herexen is destroyed, it explodes in a wave of negative energy with the effects of a 4th-level, 3-action harm spell (DC 26). The herexen is destroyed, so it doesn't gain any Hit Points from this use of harm , and it doesn't need to have any harm spells remaining to use this ability. Attack of Opportunity Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action machete +20 (deadly d8, Magical, Sweep), Damage 2d6+11 slashing plus heretic's smite Divine Innate Spells DC 25 - 4th Harm (×2) Champion Devotion Spells DC 25, 2 Focus Points - 4th Touch of Corruption, Unimpeded Stride Heretic's Armaments (Divine, Enchantment) While the fallen champion wields the favored weapon of its former deity, that weapon gains the effect of a fearsome property rune. Heretic's Smite (Divine, Necromancy) While wielding the favored weapon of its former deity (such as a machete for an ex-Kazutal herexen), the herexen's Strikes deal an additional 2d6 evil damage against creatures that can cast divine spells. This damages divine spellcasters who follow the herexen's former faith regardless of their alignment. Reap Faith Single Action (Divine, Necromancy) Requirements The fallen champion's last action was a Strike that dealt damage to a living creature; Effect The fallen champion saps the hope and faith from that creature. It takes 3d6 negative damage with a DC 25 basic Will save. Regardless of the result of the save, the creature becomes frightened 1 or increases the value of its frightened condition by 1. ","skill_mod":{"athletics":19,"intimidation":19,"acrobatics":14,"religion":17},"image":["/Images/Monsters/Herexen_FallenChampion.png"],"primary_source":"Book of the Dead","spell":["Harm","Touch of Corruption","Unimpeded Stride"],"ac":28,"item":["+1 striking machete","defiled religious symbol of Kazutal","+1 scale mail","steel shield (Hardness 5, HP 20, BT 10)"],"level":8,"spell_dc":[25,25],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":14,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Fallen Champion","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18],"attack_bonus":[20],"constitution":5,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Herexen","will_save":17,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Agent of Despair","Final Blasphemy","Attack of Opportunity","Shield Block","Heretic's Armaments","Heretic's Smite","Reap Faith"],"skill":["Acrobatics","Athletics","Intimidation","Kazutal Lore","Religion"],"tradition":["Divine"],"summary":"While most herexens were clerics or clergy in life, fallen champions were holy crusaders that upheld the ideals of their deity while fighting enemies …","trait_group":["Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1871","dexterity":2,"category":"creature","slug":"creature-1871"},{"primary_source_category":"Rulebooks","strength":7,"hp":280,"language":["Aklo"],"source":["Book of the Dead"],"type":"Creature","charisma":3,"perception":27,"stealth":"29","trait":["Undead","NE","Large"],"id":"creature-1872","text":" Hollow Serpent A hollow serpent is the dried and shriveled husk of an enormous constrictor snake, animated by fell magic to serve its masters. According to the oldest holy books of serpentfolk, the first hollow serpents were raised by Ydersius. The god took the cast-off skins of great snakes and filled them with hunger and hatred, a bottomless yearning for mortal life that could never be filled. In due course, the priests of the serpentfolk learned to replicate their lord's trick, and in the millennia since the serpentfolk's fall, the knowledge has slithered into the libraries of other necromancers and sorcerers. Despite their menacing reputation and great power, hollow serpents are a relatively uncomplicated creation. They were designed first and foremost as guardians, and serpentfolk liches of a suitable level of power are sometimes accompanied by hollow serpents. A few have struck out on their own over the years, usually due to outliving their original creators. Driven by their hunger and dim intellect, they take up residence in remote ruins or deep caverns. Those that study such things believe at least one serpent, perhaps one of the original creatures made by Ydersius, survives in the mountains west of Geb. Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Hollow Serpent Source Book of the Dead pg. 114 Perception +27; darkvision, lifesense 60 feet, scent (imprecise) 60 feet Languages Aklo Skills Acrobatics +29, Athletics +30, Stealth +29 Str +7 Dex +8 Con +6 Int -2 Wis +4 Cha +3 --- AC 37 Fort +26 Ref +30 Will +24 HP 280 (negative healing) Immunities disease, paralyzed, poison, polymorph, unconscious Desiccation Aura (aura, divine, necromancy) 30 feet. A cloud of choking, acrid dust swirls about the hollow serpent, draining moisture from any enemy within. A creature entering the aura or starting its turn in the aura must succeed at a DC 34 Fortitude save or become enfeebled 2 and slowed 1 for 1d4 rounds (2d4 rounds on a critical failure). A creature that succeeds is temporarily immune for 24 hours. Divine Guardian Reaction Trigger An ally within the hollow serpent's reach is attacked; Effect The hollow serpent interposes a coil of its body or tail between the ally and attacker. The triggering attack targets the hollow serpent instead of the original target. --- Speed 50 feet, climb 50 feet; freedom of movement Melee Single Action jaws +30 (reach 10 feet), Damage 4d10+15 piercing plus Improved Grab Melee Single Action tail +30 (Agile, reach 15 feet), Damage 3d10+15 bludgeoning plus Improved Grab Divine Innate Spells DC 35 - 7th Vampiric Exsanguination (drawing in moisture rather than blood) - Constant (7th) Freedom of Movement Constrict Single Action 1d10+7 bludgeoning plus drained 1, DC 36 Swallow Whole Single Action Medium, 4d6 negative plus drained 1, Rupture 32 Slithering Strike Single Action The hollow serpent Strides or Climbs and makes a jaws Strike at the end of that movement. If the hollow serpent began this action hidden, it remains hidden until after this ability's Strike. Serpent Forms The original hollow serpents were based on the pythons of the Mwangi jungle. The ghouls of Nemret Noktoria have experimented with the skins of magically enlarged horned vipers and spitting cobras, hoping to create venomous variants. So far, they have only made hollow serpents of unusually ominous mien, as their venom fails to survive the transition to undeath. ","skill_mod":{"stealth":29,"athletics":30,"acrobatics":29},"image":["/Images/Monsters/HollowSerpent.png"],"primary_source":"Book of the Dead","spell":["Vampiric Exsanguination","Freedom of Movement"],"ac":37,"level":15,"spell_dc":[35],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet, scent (imprecise) 60 feet","resistance":{},"intelligence":-2,"reflex_save":30,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":26,"size":["Large"],"name":"Hollow Serpent","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[31,37],"attack_bonus":[30,30],"constitution":6,"immunity":["disease","paralyzed","poison","polymorph","unconscious"],"will_save":24,"speed":{"climb":50,"max":50,"land":50},"wisdom":4,"weakness":{},"creature_ability":["Desiccation Aura","Divine Guardian","Constrict","Swallow Whole","Slithering Strike"],"skill":["Acrobatics","Athletics","Stealth"],"tradition":["Divine"],"summary":"A hollow serpent is the dried and shriveled husk of an enormous constrictor snake, animated by fell magic to serve its masters. According to the …","trait_group":["Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1872","dexterity":8,"category":"creature","slug":"creature-1872"},{"attack_bonus":[13],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":65,"language":["Common","Necril","plus any one language"],"immunity":["death effects","disease","paralyzed","poisoned","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":10,"charisma":5,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Mystery Ingredients","Brew Tomb Juice","Exhume","Force Feed"],"skill":["Athletics","Crafting","Deception","Performance","Stealth"],"stealth":"9","trait":["Uncommon","Undead","NE","Medium"],"id":"creature-1873","text":" Ichor Slinger While the typical snake oil salesperson seeks riches, some medical fraudsters become so enamored with the swindler lifestyle they reanimate to keep living the lie. Known as ichor slingers, these cadaverous alchemists disguise themselves to walk among the living. There they gleefully concoct tonics and peddle cure-alls, charismatically convincing bystanders to overlook questionable ingredients and credentials. Ichor slingers feed on others' attention and trust, caring little for clients' health so long as buyers imbibe the offered medicines. Conversely, rejection infuriates ichor slingers. The undead often stalk, subdue, and administer unwanted medicines to those who snub them. When not selling “panaceas,” ichor slingers harvest macabre ingredients to make dubious new medicines. Recall Knowledge - Undead (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Ichor Slinger Source Book of the Dead pg. 115 Perception +10; darkvision Languages Common, Necril; plus any one language Skills Athletics +11, Crafting +13, Deception +13, Performance +11, Stealth +9 Str +3 Dex +1 Con +4 Int +3 Wis +2 Cha +5 Items Alchemist's Tools, Disguise Kit, infused reagents, Snake Oil (6) --- AC 20 Fort +12 Ref +11 Will +10 HP 65 (negative healing) Immunities death effects, disease, paralyzed, poisoned, unconscious Mystery Ingredients (auditory, aura, occult) 60 feet. Creatures in the aura take a –2 status penalty to checks to Identify Alchemy, Recall Knowledge about alchemical subjects, or examine snake oil effects. When a creature first enters the area, if it hears the ichor slinger talking, it must attempt a secret Will save against the slinger's Deception DC. On a failure, it treats its next failed check to Identify Alchemy or Recall Knowledge about alchemical subjects in the next 24 hours as though it were a critical failure instead. This is an auditory misfortune effect. --- Speed 25 feet Melee Single Action fist +13 (Agile), Damage 2d6+3 bludgeoning plus Grab Brew Tomb Juice Single Action (Manipulate) Cost 1 batch of infused reagents; Effect The ichor slinger creates a vial of tomb juice, an alchemical tonic that has the infused trait and becomes inert after 24 hours. Tomb juice has the effects of snake oil, and maybe more depending on the results of the ichor slinger's DC 20 Crafting check. Critical Success The slinger chooses one of the following items and adds its effects to the tomb juice: moderate antidote, moderate antiplague, lesser elixir of life, giant scorpion venom, or moderate juggernaut mutagen. Poisons created in this way gain an onset of 1 round, gain the ingested trait, and lose any contact, inhaled, or injury traits. Success As critical success, but the slinger chooses from lesser antidote, lesser antiplague, minor elixir of life, graveroot, or lesser juggernaut mutagen. Exhume Single Action (Manipulate) Requirements The ichor slinger is adjacent to a dead creature that hasn't already been affected by Exhume; Effect The ichor slinger harvests portions of the corpse to gain 1 dose of infused reagents, or 2 infused reagents if the creature was undead. Force Feed Single Action Requirements The ichor slinger has a creature grabbed or restrained and is holding tomb juice, an alchemical elixir, or an alchemical poison; Effect The ichor slinger forces the target to consume the alchemical item. Unlikely Allies Rarely, ichor slingers can be non-evil. These variants crave validation and might have once been a physician who failed to detect a plague or a similarly disgraced practitioner of medicine. These alchemists might provide unreliable assistance to heroes and innocents. It's even possible that helping such an ichor slinger cure a disease outbreak could peacefully lay their soul to rest. ","skill_mod":{"performance":11,"deception":13,"crafting":13,"stealth":9,"athletics":11},"summary":"While the typical snake oil salesperson seeks riches, some medical fraudsters become so enamored with the swindler lifestyle they reanimate to keep …","image":["/Images/Monsters/IchorSlinger.png"],"primary_source":"Book of the Dead","trait_group":["Rarity","Creature Type"],"ac":20,"item":["Alchemist's Tools","Disguise Kit","infused reagents","Snake Oil (6)"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1873","intelligence":3,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Ichor Slinger","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[10],"slug":"creature-1873"},{"attack_bonus":[11,14,14],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":76,"language":["Draconic","Iruxi","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":20,"land":20,"swim":10},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Twilight Spirit","Fossil Fury","Terrain Advantage","Totems of the Past"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"13","trait":["Lizardfolk","Undead","N","Medium"],"id":"creature-1874","text":" Iruxi Ossature Iruxis, also known as lizardfolk, are surrounded by the spirits of their ancestors—literally, as they honor their dead by incorporating their bones into the architecture of iruxi settlements. Decades of veneration by their descendants have caused primal power to accumulate within these remains. In times of crisis, these earth-encrusted bones reanimate as guardians of last resort. Iruxis often refer to these undead—spirits bathed in starlight animating bone and rock, fueled by the beliefs of the living—as “the twilight guardians.” Iruxi ossatures usually reanimate spontaneously when a nesting chamber is violated or blood is spilled in an iruxi settlement's main hall. Truly ancient settlements might be blessed with a few ossatures' presence at all times: guarding nurseries, reliquaries, and the sacred observatories where their descendants study the heavens. These particularly hardy ossatures are composed of fossilized bone and possess dinosaur-like shield frills, horns, or spiked tails. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Iruxi Ossature Source Book of the Dead pg. 116 Perception +13; darkvision, lifesense 30 feet Languages Draconic, Iruxi, Necril Skills Athletics +12, Intimidation +11, Stealth +13 Str +5 Dex +2 Con +4 Int -1 Wis +2 Cha +0 --- AC 22 Fort +15 Ref +9 Will +13 HP 76 (twilight spirit) Immunities death effects, disease, paralyzed, poison, unconscious Twilight Spirit The faith of its descendants protects the iruxi ossature. It takes no damage from positive or negative energy, and it can be healed by either positive or negative energy. --- Speed 20 feet, swim 10 feet Melee Single Action jaws +14, Damage 2d8+7 piercing Melee Single Action tail +14 (Agile), Damage 2d6+7 bludgeoning Ranged Single Action bone javelin +11 (thrown 30 feet), Damage 2d6+7 piercing Fossil Fury Two Actions (Earth, Primal, Transmutation) Frequency once per hour; Effects The iruxi ossature beckons with glowing hands, commanding the earth to trip up opponents and marshaling the bone walls of its protectorate to lash out at intruders. The floor in a 30-foot cone in front of the ossature becomes difficult terrain for 1 minute. Any square of a wall built by iruxis that's in the cone lashes out, with fossilized claws damaging any enemy within 5 feet of the wall. This deals 6d6 piercing damage with a DC 22 basic Reflex save. A creature attempts the save only once, even if adjacent to more than one affected square of the wall. Fossil Fury has no effect on the ossature's allies and never damages iruxi eggs. Terrain Advantage Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are flat-footed to the iruxi ossature. Totems of the Past Two Actions (Enchantment, Mental, Primal) The iruxi ossature visits visions made of starlight, resembling totemic paintings or constellation diagrams, upon creatures in a 30-foot emanation. Any lizardfolk allies in the area are inspired, gaining a +1 status bonus to attack rolls, and each enemy in the area must succeed at a DC 21 Will save or be dazzled. Both effects last for 1 minute or until the ossature is destroyed, whichever comes first. Ossatures Around the World Iruxis dwell all over Golarion, and their burial customs vary with the terrain and materials at hand. Ossatures composed of petrified wood, bones, and amber guard the rainforest-dwelling iruxis of Garund and Vudra. The red-sandstone ossatures of Casmaron's badlands follow their nomadic descendants' travels, erupting from the earth at sunset. ","skill_mod":{"stealth":13,"athletics":12,"intimidation":11},"summary":"Iruxis , also known as lizardfolk, are surrounded by the spirits of their ancestors—literally, as they honor their dead by incorporating their bones …","image":["/Images/Monsters/IruxiOssature.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Ancestry","Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , lifesense 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1874","intelligence":-1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Iruxi Ossature","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,14,16],"slug":"creature-1874"},{"constitution":10,"primary_source_category":"Rulebooks","strength":-5,"hp":330,"language":["Common","Elven","Necril"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":31,"charisma":6,"speed":{"fly":40,"max":40},"perception":33,"wisdom":7,"weakness":{"area":20},"creature_ability":["Battlefield Bound","Rejuvenation","Troop Defenses","Form Up","Frightful Battle Cry","Ghostly Blades","Spectral Charge","Troop Movement"],"skill":["Acrobatics","Stealth","Warfare Lore"],"stealth":"38","trait":["Incorporeal","Spirit","Troop","Uncommon","Undead","LN","Gargantuan"],"id":"creature-1875","text":" Last Guard Honor and broken oaths bind a last guard to a location they failed to defend in life. There they must keep watch until their duties are fulfilled or they are swayed by a compelling call to war, departing to march to battle. Recall Knowledge - Spirit (Occultism): DC 42 Recall Knowledge - Undead (Religion): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Last Guard Source Book of the Dead pg. 117 Perception +33; darkvision, lifesense 60 feet Languages Common, Elven, Necril Skills Acrobatics +38, Stealth +38, Warfare Lore +35 Str -5 Dex +10 Con +10 Int +7 Wis +7 Cha +6 Battlefield Bound Without a call to war, a last guard can stray only a short distance from the location they failed to defend, typically 120 feet. Some last guards are instead bound to a province, kingdom, or nation, rather than a specific location. --- AC 45 Fort +34 Ref +36 Will +31 HP 330 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Weaknesses area damage 20, splash damage 10 Rejuvenation (divine, necromancy) When a last guard is destroyed, they re-form after 2d4 days within the location they're bound to, fully healed. A last guard can be permanently destroyed and move on to the afterlife only if they successfully defend the location they're bound to from large-scale attack, or fulfill a call to war. Troop Defenses --- Speed fly 40 feet; troop movement Form Up Single Action The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures. Frightful Battle Cry Two Actions (Auditory, Divine, Emotion, Enchantment, Fear, Mental, Sonic) The last guards unleash a soul-shaking bellow in unison. All creatures in a 60-foot cone take 7d6 sonic damage (DC 42 basic Will save). Any creature that fails its save is also frightened 3 (or frightened 4 on a critical failure). If the troop occupies 8 or fewer squares, this area decreases to a 30-foot cone. Ghostly Blades Single Action to Three Actions Frequency once per round; Effect The last guards engage in a coordinated attack with their spectral curve blades against each enemy within 5 feet (DC 40 basic Reflex save). The damage depends on the number of actions. Single Action 1d8+2 slashing and 1d8 negative damage Two Actions 2d8+14 slashing and 2d8 negative damage Three Actions 3d8+14 slashing and 3d8 negative damage Spectral Charge Three Actions The last guards charge, swarming through their foes. The troop Flies up to double its Speed, dealing 4d8 negative damage to each creature whose space it moves through (DC 40 basic Reflex save). Any creature that fails its save is also drained 1 (or drained 2 on a critical failure). The troop can affect each creature only once in a single use of Spectral Charge. Troop Movement Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving. Armies of Legend Last guards are formed under very specific and tragic circumstances. While this last guard is composed of elves armed with curve blades who failed to defend an elven settlement, last guards can arise from any culture. They most commonly form from the spirits of dwarves, elves, humans, and orcs. ","skill_mod":{"stealth":38,"acrobatics":38},"summary":"Honor and broken oaths bind a last guard to a location they failed to defend in life. There they must keep watch until their duties are fulfilled or …","image":["/Images/Monsters/LastGuard.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Creature Type","Rarity"],"ac":45,"level":20,"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet","weakest_save":["will"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=1875","intelligence":7,"reflex_save":36,"strongest_save":["ref","reflex"],"dexterity":10,"vision":"Darkvision","fortitude_save":34,"size":["Gargantuan"],"name":"Last Guard","alignment":"LN","category":"creature","pfs":"Standard","rarity":"uncommon","slug":"creature-1875"},{"primary_source_category":"Rulebooks","strength":2,"hp":250,"language":["Abyssal","Aklo","Common","Draconic","Dwarven","Infernal","Jotun","Necril","Undercommon"],"source":["Book of the Dead"],"type":"Creature","charisma":6,"perception":25,"stealth":"27","trait":["Rare","Undead","NE","Medium"],"id":"creature-1876","text":" Horde Lich At first glance, a horde lich looks like a skeleton packed with too many bones. In combat, the true purpose of these extra parts becomes clear as limbs peel off, expanding and reassembling into another nimble skeletal form. Regardless of the number, the single lich mind controls them all, and if any of them survive an encounter, they can rebuild the whole given enough time and raw materials. Creating A Horde Lich A horde lich trades frightful presence, Drain Soul Cage, and paralyzing touch for the servitor abilities listed below and the Shatter Block reaction. Recall Knowledge - Undead (Religion): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Horde Lich Source Book of the Dead pg. 121 Perception +25; darkvision Languages Abyssal, Aklo, Common, Draconic, Dwarven, Infernal, Jotun, Necril, Undercommon Skills Acrobatics +27, Arcana +31, Crafting +29, Deception +27, Intimidation +27, Religion +25, Stealth +27, Thievery +27 Str +2 Dex +6 Con +0 Int +8 Wis +4 Cha +6 Items scroll of teleport , wand of dispel magic (6th) --- AC 35 Fort +21 Ref +27 Will +27 +1 status to all saves vs. positive HP 250 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 10, physical 10 (except magical bludgeoning) Rejuvenation (arcane, necromancy) When a lich is destroyed, their soul immediately transfers to their soul cage . A lich can be permanently destroyed only if their soul cage is found and destroyed. Shatter Block Reaction Trigger A creature scores a critical hit on the horde lich; Requirements The horde lich has at least one servitor attached (see Servitor Assembly); Effect The critical hit is a normal hit instead. One of the horde lich's servitors detaches from them and is placed in an open, adjacent space, prone. The servitor takes the damage from the triggering attack. --- Speed 25 feet Melee Single Action hand +27 (Finesse, Magical), Damage 5d8 negative Arcane Prepared Spells DC 39, attack +31 - Cantrips (8th) Daze, Detect Magic, Electric Arc, Mage Hand, Shield - 1st Alarm, Command, Illusory Disguise, Unseen Servant - 2nd Hideous Laughter, Invisibility, Mirror Image (×2) - 3rd Haste, Paralyze, Slow, Stinking Cloud - 4th Confusion, Fly, Freedom of Movement, Veil - 5th Command, Cone of Cold, Crushing Despair, Hallucination - 6th Disintegrate, Feeblemind, Repulsion, True Seeing - 7th Power Word Blind, Project Image, Spell Turning, True Target - 8th Horrid Wilting, Power Word Stun, Uncontrollable Dance Servitor Assembly Single Action (Manipulate) A horde lich has three servitor bodies folded up and attached to themself, usually in the ribcage, on the arms, and around the legs. The lich detaches one of these servitors and places it in any open, adjacent space. The lich can alternatively take this action to reattach an adjacent servitor. The lich and their servitors share actions and Hit Points, and the servitors use the same statistics as the lich. Spells and effects that target the lich or their servitors affect all of them equally, but they're still treated as just one creature when targeted by spells and attacks. The horde lich attempts only one save against such effects, but they take a –2 circumstance penalty to defend against effects that target both the lich and one or more detached servitors. Whenever the horde lich Casts a Spell, they can choose to have the spell originate from themself or from any one of their detached servitors. If the horde lich is destroyed, all attached servitors are destroyed as well. If a servitor is dealt a critical hit, it's destroyed (and the horde lich takes the damage as normal). Servitor Attack Two Actions (Concentrate) Each of the horde lich's detached servitors Strike, with a –2 circumstance penalty on the attack roll. Each of these Strikes counts toward the lich's multiple attack penalty, but the penalty doesn't increase until after all the attacks. Servitor Lunge Single Action Requirements The horde lich's last action was a critical hit with a melee Strike, and the horde lich has at least one servitor attached; Effect One of the lich's attached servitors detaches adjacent to the target, and the target is grabbed by that servitor. Servitor Realignment Single Action (Concentrate) Each of the horde lich's detached servitors can either Interact or take a basic action with the move trait. The lich chooses which action each of them takes. Steady Spellcasting If a reaction would disrupt the horde lich's spellcasting action, the lich attempts a DC 15 flat check. On a success, the action isn't disrupted. ","skill_mod":{"deception":27,"thievery":27,"crafting":29,"stealth":27,"arcana":31,"intimidation":27,"acrobatics":27,"religion":25},"image":["/Images/Monsters/Lich_HordeLich.png"],"primary_source":"Book of the Dead","spell":["Horrid Wilting","Power Word Stun","Uncontrollable Dance","Power Word Blind","Project Image","Spell Turning","True Target","Disintegrate","Feeblemind","Repulsion","True Seeing","Command","Cone of Cold","Crushing Despair","Hallucination","Confusion","Fly","Freedom of Movement","Veil","Haste","Paralyze","Slow","Stinking Cloud","Hideous Laughter","Invisibility","Mirror Image","Alarm","Illusory Disguise","Unseen Servant","Daze","Detect Magic","Electric Arc","Mage Hand","Shield"],"ac":35,"item":["scroll of teleport","wand of dispel magic (6th)"],"level":15,"spell_dc":[39],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"cold":10,"physical":10},"intelligence":8,"reflex_save":27,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":21,"size":["Medium"],"name":"Horde Lich","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[22],"attack_bonus":[27],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Lich","spell_attack_bonus":[31],"will_save":27,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Rejuvenation","Shatter Block","Servitor Assembly","Servitor Attack","Servitor Lunge","Servitor Realignment","Steady Spellcasting"],"skill":["Acrobatics","Arcana","Crafting","Deception","Intimidation","Religion","Stealth","Thievery"],"tradition":["Arcane"],"summary":"At first glance, a horde lich looks like a skeleton packed with too many bones. In combat, the true purpose of these extra parts becomes clear as …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1876","dexterity":6,"category":"creature","slug":"creature-1876"},{"primary_source_category":"Rulebooks","strength":5,"hp":330,"language":["Abyssal","Aklo","Celestial","Common","Draconic","Infernal","Necril","Undercommon"],"source":["Book of the Dead"],"type":"Creature","charisma":10,"perception":32,"stealth":"33","trait":["Rare","Undead","NE","Medium"],"id":"creature-1877","text":" Runecarved Lich In their relentless pursuit of more magical might, some liches use their rotting forms to hold magical secrets, hiding precious tomes in their ribcage, inscribing formulas on their withered flesh, even replacing some bones with powerful magical items. The process is painstaking, as the soul cage tries to repair any damage caused by such alterations. Creating A Runecarved Lich A runecarved lich trades Drain Soul Cage and paralyzing touch for the arm wands and summon weapon abilities. The spell tome and related abilities are acquired by giving up one spell slot of each level they can cast. Some runecarved liches might have other special abilities instead, placing aeon stones in empty eye sockets, reinforcing themselves with armor plates bearing powerful runes, or even creating reservoirs filled with alchemical poisons or bombs that pose little danger to the lich but are deadly to those who strike too hard with a bludgeoning attack. Recall Knowledge - Undead (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Runecarved Lich Source Book of the Dead pg. 122 Perception +32; darkvision Languages Abyssal, Aklo, Celestial, Common, Draconic, Infernal, Necril, Undercommon Skills Arcana +34, Crafting +38, Deception +35, Diplomacy +35, Intimidation +37, Occultism +36, Religion +34, Stealth +33 Str +5 Dex +6 Con +4 Int +7 Wis +7 Cha +10 Stored Items The runecarved lich can store items inside its body, as detailed below. The lich can Interact to remove or store an item. If the lich's body is destroyed, any stored items appear among their bones. Arm Wands (extradimensional) The runecarved lich can store up to two wands in the radius and ulna of one of their arms. These wands can be used as if wielded, and they can't be disarmed. If an arm wand is overcharged, the lich takes 20 damage if the wand is broken or 40 if it's destroyed. Spell Tome ; A runecarved lich has a carefully crafted tome, filled with magical power, placed inside their ribcage. This tome can hold up to three spells stolen by the Spellstealing Counter ability. Stored Weapon (extradimensional); The lich can store a single one-handed weapon of 1 Bulk or less, linked to special runes carved into the bones of one of the lich's arms. This runecarved lich has the battle axe listed in its items, but a different individual might have a different weapon. A weapon the lich wields deals additional damage equal to half the number of dice from its hand attack. Items +2 greater striking grievous battle axe , wand of manifold missiles (7th), wand of wall of force --- AC 42 Fort +27 Ref +33 Will +36 +1 status to all saves vs. positive HP 330 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, unconscious Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 38 Rejuvenation (arcane, necromancy) When a lich is destroyed, their soul immediately transfers to their soul cage . A lich can be permanently destroyed only if their soul cage is found and destroyed. Spellstealing Counter Reaction (abjuration, occult) Trigger A creature the lich can see Casts a Spell; Requirements The runecarved lich has fewer than three spells stored in its spell tome; Effect The lich expends a spell slot of the same level as the spell being cast to counter the triggering creature's casting. The runecarved lich loses their spell slot as if they'd cast the triggering spell. The lich then attempts to counteract the triggering spell (counteract modifier +35). If successful, the spell is countered and added to the runecarved lich's spell tome. --- Speed 25 feet Melee Single Action battle axe +34 (Magical, Sweep), Damage 3d8+13 slashing plus 3d8 negative Melee Single Action hand +31 (Finesse, Magical), Damage 6d8 negative Occult Spontaneous Spells DC 45, attack +37 - Cantrips (9th) Daze, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation - 1st Alarm, Illusory Disguise, Unseen Servant (3 slots) - 2nd Death Knell, Mirror Image, See Invisibility (3 slots) - 3rd Hypercognition, Mind Reading, Slow (3 slots) - 4th Confusion, Dimension Door, Fly (3 slots) - 5th Black Tentacles, False Vision, Prying Eye (3 slots) - 6th Spellwrack, Spirit Blast, Teleport (3 slots) - 7th Duplicate Foe, Energy Aegis, Paralyze (3 slots) - 8th Disappearance, Maze, Mind Blank (3 slots) - 9th Overwhelming Presence, Telepathic Demand, Wail of the Banshee (3 slots) Consult the Text Single Action (Manipulate) Frequency once per day; Effect The runecarved lich causes the pages of their spell tome to flip open, revealing an occult spell of 9th level or lower of their choice. For the remainder of the day, the lich can cast that spell as if it were one of their spells known for every level from its base level up to 9th. Drain Spell Tome Free Action Effect The lich draws upon the magic stored in their spell tome to cast one of the spells they've countered. This spell is the same level as the one countered, but it uses the runecarved lich's spell DC and spell attack. Casting a spell in this way removes it from the spell tome. Steady Spellcasting If a reaction would disrupt the runecarved lich's spellcasting action, the lich attempts a DC 15 flat check. On a success, the action isn't disrupted. Summon Weapon Free Action Requirements The lich has a stored weapon in its arm and has that hand free; Effect The runecarved lich summons its stored weapon into that arm's hand. ","skill_mod":{"diplomacy":35,"deception":35,"crafting":38,"stealth":33,"arcana":34,"intimidation":37,"occultism":36,"religion":34},"image":["/Images/Monsters/Lich_RunecarvedLich.png"],"primary_source":"Book of the Dead","spell":["Overwhelming Presence","Telepathic Demand","Wail of the Banshee","Disappearance","Maze","Mind Blank","Duplicate Foe","Energy Aegis","Paralyze","Spellwrack","Spirit Blast","Teleport","Black Tentacles","False Vision","Prying Eye","Confusion","Dimension Door","Fly","Hypercognition","Mind Reading","Slow","Death Knell","Mirror Image","See Invisibility","Alarm","Illusory Disguise","Unseen Servant","Daze","Detect Magic","Ghost Sound","Mage Hand","Prestidigitation"],"ac":42,"item":["+2 greater striking grievous battle axe","wand of manifold missiles (7th)","wand of wall of force"],"level":19,"spell_dc":[45],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":7,"reflex_save":33,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":27,"size":["Medium"],"name":"Runecarved Lich","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[27,40],"attack_bonus":[31,34],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Lich","spell_attack_bonus":[37],"will_save":36,"speed":{"max":25,"land":25},"wisdom":7,"weakness":{},"creature_ability":["Stored Items","Arm Wands","Spell Tome","Stored Weapon","Frightful Presence","Spellstealing Counter","Consult the Text","Drain Spell Tome","Steady Spellcasting","Summon Weapon"],"skill":["Arcana","Crafting","Deception","Diplomacy","Intimidation","Occultism","Religion","Stealth"],"tradition":["Occult"],"summary":"In their relentless pursuit of more magical might, some liches use their rotting forms to hold magical secrets, hiding precious tomes in their …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1877","dexterity":6,"category":"creature","slug":"creature-1877"},{"attack_bonus":[17,18],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":95,"language":["Common","Necril","one additional language"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":12,"charisma":4,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Voice Imitation","Adopt Guise","Strangle"],"skill":["Acrobatics","Athletics","Deception","Stealth"],"stealth":"16","trait":["Rare","Undead","CE","Small"],"id":"creature-1878","text":" Little Man in the Woods A murdered man left unburied in the wilds might return as a being called a “little man in the woods,” his decayed corpse shriveling until it shrinks to the size of a child. Denied the respect of a burial that would smooth his spirit's transition to the afterlife, he is unable to leave the mortal plane and enter the realm of the spirits. Forgotten, lost, and miserable, suffering from unbearable hunger and cold, the little man in the woods is desperate to return to his mortal home and be laid to rest properly. Despite his understandable motives, the little man in the woods has degenerated into a foul, twisted creature. He deceives travelers with plaintive cries then begs them to lead him to a home he barely recalls. He strangles all who can't or won't aid him, including those who lead him to the wrong home or otherwise delay his journey. The little man in the woods lays his victims' bodies out in the wilds, leaving the corpse unburied and exposed. He guards these rotting corpses over years as they shrivel and decay, until each one rises as another little man in the woods. Like any of the actions he has been compelled to perform, creating more of his kind brings the little man in the woods no pleasure. Recall Knowledge - Undead (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Little Man in the Woods Source Book of the Dead pg. 124 Perception +12; darkvision Languages Common, Necril; one additional language Skills Acrobatics +14, Athletics +14, Deception +14, Stealth +16 Str +4 Dex +5 Con +3 Int +1 Wis +2 Cha +4 Voice Imitation A little man in the woods can mimic the sounds of a person in distress by attempting a Deception check to Lie. The little man in the woods has a +4 circumstance bonus to this check. Items +1 shortbow --- AC 24 Fort +13 Ref +17 Will +12 HP 95 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 25 feet Melee Single Action fist +17 (Finesse, Nonlethal), Damage 2d6+7 bludgeoning plus Grab Ranged Single Action shortbow +18 (deadly d10, Magical, range increment 60 feet), Damage 1d6+3 piercing Adopt Guise Two Actions (Illusion, Mental, Occult) Playing on the expectations of surrounding creatures, the little man in the woods adopts the guise of a Small or Medium living person that matches the voice he imitates. This guise is subjective and entirely in the mind of each creature around him. A creature that doesn't believe the little man in the woods' voice imitation sees the little man in the woods as he truly is and isn't fooled by Adopt Guise. Strangle Single Action Requirements The little man in the woods has a creature grabbed or restrained; Effect The little man in the woods tightens his grip around the creature's neck, extending the Grab, dealing 2d6+3 bludgeoning damage with a DC 24 basic Fortitude save, and strangling the creature for as long as it remains grabbed or restrained. A strangled creature can't speak, which prevents it from casting spells with a verbal component or activating items with a command component. The strangled creature must hold its breath or start suffocating. To Curse a Corpse A little man in the woods usually begins undeath with nothing, his possessions having been taken, lost, or destroyed. Over his miserable existence, a little man in the woods seizes the possessions of those he kills, so the corpses retain nothing to link them to their past lives. He takes items he finds useful and abandons the rest, perhaps burying them in the earth, tossing them in water, or otherwise removing the items from the area around the corpses he hopes to curse. Thus, even if the corpses he tends are discovered, returning each one home for appropriate funerary rites is a challenging task. ","skill_mod":{"deception":14,"stealth":16,"athletics":14,"acrobatics":14},"summary":"A murdered man left unburied in the wilds might return as a being called a “little man in the woods,” his decayed corpse shriveling until it shrinks …","image":["/Images/Monsters/LittleManInTheWoods.png"],"primary_source":"Book of the Dead","trait_group":["Rarity","Creature Type"],"ac":24,"item":["+1 shortbow"],"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1878","intelligence":1,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":13,"size":["Small"],"name":"Little Man in the Woods","alignment":"CE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[6,14],"slug":"creature-1878"},{"attack_bonus":[25],"constitution":1,"primary_source_category":"Rulebooks","strength":-5,"hp":165,"language":["Common"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":20,"charisma":5,"speed":{"fly":60,"max":60},"perception":20,"wisdom":2,"weakness":{},"creature_ability":["Rejuvenation","Constrict","Funereal Touch","Ghostly Grasp","Wail"],"skill":["Athletics","Deception","Intimidation","Stealth"],"stealth":"23","trait":["Incorporeal","Spirit","Undead","NE","Medium"],"id":"creature-1879","text":" Llorona Vengeful spirits called lloronas arise from people who died overcome with the grief and shame that comes with the tragic drowning of a child. In life, a llorona may have contributed to the child's death or simply lost the child to a horrible accident. In death, a llorona's pain manifests as a malevolent desire to drown others, imparting the same grief that they share with the person's loved ones. To this end, lloronas remain along riversides and other bodies of water in hopes of drawing their next victim and compelling them to drown themselves. Lloronas look much like they did in life, except they wear elegant funeral attire in undeath. Though stories typically describe lloronas as women, reports from seasoned adventurers include accounts of lloronas appearing as different genders and with a variety of appearances. Recall Knowledge - Spirit (Occultism): DC 30 Recall Knowledge - Undead (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Llorona Source Book of the Dead pg. 125 Perception +20; darkvision Languages Common Skills Athletics +23, Deception +25, Intimidation +23, Stealth +23 Str -5 Dex +7 Con +1 Int +2 Wis +2 Cha +5 --- AC 32 Fort +19 Ref +23 Will +20 HP 165 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Rejuvenation (divine, necromancy) When a llorona is destroyed, they re-form after 1d6 days at the site of their death. Resolving the injustice that led to a llorona's death puts them to rest permanently. Alternatively, successfully performing a consecrate ritual at the site prevents them from re-forming. --- Speed fly 60 feet Melee Single Action ghostly hand +25 (Agile, Finesse, Magical), Damage 2d6+11 negative plus funereal touch and Grab Constrict Single Action 2d6+12 negative, DC 31 Funereal Touch A creature touched by a llorona must attempt a DC 29 Fortitude save. On a failure, the creature becomes drained 1 (drained 2 on a critical failure) or increases their drained value by 1 (2 on a critical failure), up to a maximum of drained 4. Every time a creature becomes drained in this way, the llorona gains 10 temporary Hit Points for 1 hour. Ghostly Grasp A llorona can Grapple corporeal creatures despite being incorporeal. The llorona uses their Athletics check to Grapple as normal but can't use Athletics for other actions that require corporeal contact, like Force Open or Trip. Wail Two Actions (Auditory, Concentrate, Enchantment, Incapacitation, Mental, Occult) The llorona unleashes a somber wail. Each living creature within 120 feet must attempt a DC 31 Will save. Regardless of its result, the creature is then temporarily immune for 24 hours. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is fascinated with the nearest body of water and compelled to move toward the water and drown itself. If there's no nearby body of water, the creature instead remains still. The creature can attempt another DC 31 Will save at the end of each of its turns. On a success, the creature is no longer fascinated. Once the fascinated condition ends, the creature becomes stunned 1. Critical Failure As failure, except the creature receives another Will save only at the end of a round in which it's submerged in water. Ghost Stories Stories about lloronas are common in settlements near rivers, lakes, and the sea. These stories are typically aimed at children, intending to keep them from staying out late or venturing near waterways alone. ","skill_mod":{"deception":25,"stealth":23,"athletics":23,"intimidation":23},"summary":"Vengeful spirits called lloronas arise from people who died overcome with the grief and shame that comes with the tragic drowning of a child. In …","image":["/Images/Monsters/Llorona.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Creature Type"],"ac":32,"level":12,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=1879","intelligence":2,"reflex_save":23,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Llorona","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18],"slug":"creature-1879"},{"attack_bonus":[9],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":21,"language":["Common","Goblin","Necril"],"immunity":["fire"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Mortic","will_save":3,"charisma":1,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Smoke Vision","Consecration Vulnerability","Death Gasp","Exhale","Smoldering Fist"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"7","trait":["Fire","Goblin","Humanoid","Mortic","Rare","CE","Small"],"id":"creature-1880","text":" Shadern Goblin mortics have blackened, charred flesh and smoldering burns all over their body, as if they'd been burned alive. They are highly flammable but inured to the pain, and they enjoy lighting themselves (and everything else) on fire. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Shadern Immolator Source Book of the Dead pg. 126 Perception +5; darkvision, smoke vision Languages Common, Goblin, Necril Skills Acrobatics +7, Athletics +5, Stealth +7, Survival +3 Str +2 Dex +4 Con +3 Int -1 Wis +0 Cha +1 Smoke Vision The shadern ignores the concealed condition from smoke. --- AC 15 Fort +6 Ref +9 Will +3 HP 21 (negative healing) Immunities fire Consecration Vulnerability A shadern in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by sanctified ground , is slowed 1. --- Speed 25 feet Melee Single Action fist +9 (Agile, Finesse, Unarmed), Damage 1d4+2 bludgeoning plus 1 fire and smoldering fist Death Gasp Single Action (Divine, Necromancy) The shadern draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The shadern gains the undead trait and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the shadern is currently inflicted with are suspended but take effect again once they take a breath. Death Gasp lasts as long as the shadern holds their breath (up to 8 rounds). Exhale Two Actions (Divine, Evocation, Fire) The shadern exhales a cloud of thick smoke in a 10-foot burst centered on them. The cloud remains in place for 1d4 rounds. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. Exhaling ends Death Gasp, as the shadern ceases holding their breath. Smoldering Fist On a critical hit, the shadern immolator's fist Strike also deals 1d4 persistent fire damage. ","element":["Fire"],"skill_mod":{"survival":3,"stealth":7,"athletics":5,"acrobatics":7},"summary":"Goblin mortics have blackened, charred flesh and smoldering burns all over their body, as if they'd been burned alive. They are highly flammable …","image":["/Images/Monsters/Mortic_ShadernImmolator.png"],"primary_source":"Book of the Dead","trait_group":["Energy","Elemental","Planar","Monster","Ancestry","Weapon","Creature Type","Rarity"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1880","intelligence":-1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Shadern Immolator","alignment":"CE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[4],"slug":"creature-1880"},{"attack_bonus":[14],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":56,"language":["Common","Halfling","Necril"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Mortic","will_save":10,"charisma":1,"speed":{"max":25,"land":25},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Consecration Vulnerability","Compression","Death Gasp","Osseous Defense"],"skill":["Acrobatics","Athletics","Deception","Stealth"],"stealth":"12","trait":["Halfling","Humanoid","Mortic","Rare","CN","Small"],"id":"creature-1881","text":" Jitterbone Aptly named jitterbones, halfling mortics are capable of controlling the density and rigidity of their skeletal structure. When relaxed, they have elongated, rubbery limbs. When they harden their bones, they become difficult to harm and bony spikes jut from their flesh. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Jitterbone Contortionist Source Book of the Dead pg. 126 Perception +10; darkvision Languages Common, Halfling, Necril Skills Acrobatics +12, Athletics +10, Deception +9, Stealth +12 Str +2 Dex +4 Con +3 Int +0 Wis +1 Cha +1 --- AC 20 Fort +10 Ref +14 Will +10 HP 56 (negative healing) Resistances see Osseous Defense Consecration Vulnerability A jitterbone in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by sanctified ground , is slowed 1. --- Speed 25 feet; compression Melee Single Action fist +14 (Agile, Finesse, Nonlethal, Unarmed), Damage 2d6+2 bludgeoning Compression The jitterbone can move through a gap at least 6 inches wide without Squeezing and can Squeeze through a gap at least 2 inches wide. When the jitterbone successfully Squeezes, they move through the tight space at full Speed. Narrow confines aren't difficult terrain for a jitterbone. Death Gasp Single Action (Divine, Necromancy) The jitterbone draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The jitterbone gains the undead trait and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the jitterbone is currently inflicted with are suspended but take effect again once they take a breath. Death Gasp lasts as long as the jitterbone holds their breath (up to 8 rounds). Osseous Defense Single Action (Divine, Transmutation) The jitterbone elongates their bones, causing jagged bone spikes to protrude from their skin. While Osseous Defense is active, the jitterbone can make bone spike and bone dart Strikes (see below) and gains resistance 5 to piercing damage and slashing damage. The jitterbone loses Compression while their Osseous Defense is active. The jitterbone can end Osseous Defense as a single action, retracting their bones back into their body. Melee Single Action bone spike +14 (finesse), Damage 2d8+2 piercing plus 1d6 persistent bleed Ranged Single Action bone dart +14 (agile, thrown 20 feet), Damage 2d6+2 piercing ","skill_mod":{"deception":9,"stealth":12,"athletics":10,"acrobatics":12},"summary":"Aptly named jitterbones, halfling mortics are capable of controlling the density and rigidity of their skeletal structure. When relaxed, they have …","image":["/Images/Monsters/Mortic_Jitterbone.png"],"primary_source":"Book of the Dead","trait_group":["Ancestry","Weapon","Creature Type","Monster","Rarity"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=1881","intelligence":0,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Jitterbone Contortionist","alignment":"CN","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[9],"slug":"creature-1881"},{"attack_bonus":[21,26],"constitution":7,"primary_source_category":"Rulebooks","strength":7,"hp":265,"language":["Common","Dwarven","Necril"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Mortic","will_save":21,"charisma":1,"speed":{"max":20,"land":20},"perception":23,"wisdom":5,"weakness":{},"creature_ability":["Lair Sense","Consecration Vulnerability","Weathering Aura","Crumble","Death Gasp","Demolition"],"skill":["Athletics","Crafting","Intimidation","Survival","Thievery"],"trait":["Dwarf","Humanoid","Mortic","Rare","LE","Medium"],"id":"creature-1882","text":" Relictner Regardless of age, relictners look like ancient dwarves with deep wrinkles, sparse white hair, and decrepit forms. As their bodies degrade, so too do their surroundings, with even the finest architecture crumbling to ruins. Recall Knowledge - Humanoid (Society): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Relictner Eroder Source Book of the Dead pg. 127 Perception +23; darkvision, lair sense Languages Common, Dwarven, Necril Skills Athletics +25, Crafting +22, Intimidation +19, Survival +23, Thievery +20 Str +7 Dex +2 Con +7 Int +4 Wis +5 Cha +1 Lair Sense (detection, divination, divine) The relictner bonds with a single structure they consider their lair, such as a house, temple, or ruin. A relictner is aware of any creature that enters the lair, and the direction and approximate distance to the creature. If the lair is destroyed, the relictner can bond with a new lair by residing within a structure they own or claim for 1 week. Items broken chain mail, broken dwarven war axe --- AC 32 Fort +25 Ref +18 Will +21 HP 265 (negative healing) Consecration Vulnerability A relictner in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by sanctified ground , is slowed 1. Weathering Aura (aura, divine, transmutation) 60 feet. The relictner radiates an aura of degradation. All objects in the area have their Hardness reduced by 10, to a minimum of 0, for as long as they remain in the aura and for 1 round after leaving it. The relictner can't deactivate this aura. --- Speed 20 feet Melee Single Action eroding touch +26 (Unarmed), Damage 3d12+10 acid Ranged Single Action targeted collapse +21 (Trip, versatile piercing), Damage 3d10+3 bludgeoning Crumble Two Actions (Divine, Transmutation) The relictner erodes an object within 30 feet, dealing 3d10 bludgeoning damage to it, with a DC 31 basic Reflex save if the object is attended. Death Gasp Single Action (Divine, Necromancy) The relictner draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The relictner gains the undead trait and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the relictner is currently inflicted with are suspended but take effect again once they take a breath. Death Gasp lasts as long as the relictner holds their breath (up to 8 rounds). Demolition Three Actions (Divine, Evocation) The relictner bellows in fury, causing the surrounding structure to collapse. All creatures in a 30-foot emanation take 8d10 bludgeoning damage from falling debris (DC 31 basic Reflex save). A creature that fails its save is knocked prone. The area becomes difficult terrain. The relictner can't use Demolition again for 1d4 rounds. ","skill_mod":{"thievery":20,"crafting":22,"survival":23,"athletics":25,"intimidation":19},"summary":"Regardless of age, relictners look like ancient dwarves with deep wrinkles, sparse white hair, and decrepit forms. As their bodies degrade, so too …","primary_source":"Book of the Dead","trait_group":["Ancestry","Weapon","Creature Type","Monster","Rarity"],"ac":32,"item":["broken chain mail","broken dwarven war axe"],"level":12,"source_category":["Rulebooks"],"sense":" darkvision , lair sense","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1882","intelligence":4,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":25,"size":["Medium"],"name":"Relictner Eroder","alignment":"LE","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[19,29],"slug":"creature-1882"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":17,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Mummy","will_save":7,"charisma":-2,"speed":{"climb":15,"max":25,"land":25},"perception":7,"wisdom":3,"weakness":{"fire":2},"creature_ability":["Aura of Repose","Pounce","Sneak Attack"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"9","trait":["Mummy","Undead","NE","Tiny"],"id":"creature-1883","text":" Mummified Cat Some of the wealthy have their favored pets mummified or wish to use the animal's fractured memories but strong instincts and natural weapons to turn them into formidable tomb guardians. No other animal was so trusted in the afterlife as felines, who were almost without exception buried alongside deceased pharaohs. Though small in stature, a clowder of mummified cats has ended the life of many a would-be tomb robber. Recall Knowledge - Undead (Religion): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Mummified Cat Source Book of the Dead pg. 130 Perception +7; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +4, Athletics +5, Stealth +9 Str +1 Dex +0 Con +2 Int -4 Wis +3 Cha -2 --- AC 15 Fort +8 Ref +4 Will +7 HP 17 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses fire 2 Aura of Repose (aura, divine, necromancy) 60 feet. Corpses within the aura don't decay. This aura also attempts to counteract any effect that would transform a creature in the aura into undead (counteract level 2, counteract modifier +5). --- Speed 25 feet, climb 15 feet Melee Single Action jaws +8 (reach 0 feet), Damage 1d6+1 piercing Melee Single Action claw +8 (Agile, reach 0 feet), Damage 1d4+1 piercing Divine Innate Spells DC 15 - 1st Fear Pounce Single Action The mummified cat Strides and makes a Strike at the end of its movement. If the mummified cat began this action hidden, it remains hidden until after this ability's Strike. Sneak Attack The mummified cat deals an additional 1d4 precision damage to flat-footed creatures ","tradition":["Divine"],"skill_mod":{"stealth":9,"athletics":5,"acrobatics":4},"summary":"Some of the wealthy have their favored pets mummified or wish to use the animal's fractured memories but strong instincts and natural weapons to turn …","primary_source":"Book of the Dead","spell":["Fear"],"trait_group":["Monster","Creature Type"],"ac":15,"level":0,"spell_dc":[15],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1883","intelligence":-4,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":8,"size":["Tiny"],"name":"Mummified Cat","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,4],"slug":"creature-1883"},{"attack_bonus":[11],"constitution":-2,"primary_source_category":"Rulebooks","strength":3,"hp":40,"language":["Necril","plus any one language they knew while alive"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Mummy","will_save":10,"charisma":2,"speed":{"max":20,"land":20},"perception":10,"wisdom":4,"weakness":{"fire":5},"creature_ability":["Crumbling Form","Lesser Mummy Rot"],"skill":["Athletics","Stealth"],"stealth":"9","trait":["Mummy","Undead","LE","Medium"],"id":"creature-1884","text":" Decrepit Mummy If a mummy has been in combat, endured the ravages of time, or been exposed to the elements, it can be so damaged it barely functions. These mummies continue guarding their tombs until they are too broken to even move. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Decrepit Mummy Source Book of the Dead pg. 130 Perception +10; darkvision Languages Necril; plus any one language they knew while alive Skills Athletics +7, Stealth +9 Str +3 Dex +1 Con -2 Int -2 Wis +4 Cha +2 --- AC 17 (15 when crumbling) Fort +6 Ref +7 Will +10 HP 40 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses fire 5 Crumbling Form A decrepit mummy is barely cohesive. Once a decrepit mummy is reduced to fewer than half their Hit Points, or immediately upon being damaged by a critical hit, they start falling apart, reducing their Armor Class to 15. --- Speed 20 feet Melee Single Action fist +11, Damage 1d8+3 bludgeoning plus lesser mummy rot Lesser Mummy Rot (Disease, Divine, Necromancy, Negative) The damage from this disease can't be healed while a creature still has the disease. A creature killed by lesser mummy rot turns to dust and can't be resurrected except by a 7th-level resurrect ritual or similar magic; Saving Throw DC 16 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 2d6 negative damage and stupefied 1 (1 day) ","skill_mod":{"stealth":9,"athletics":7},"summary":"If a mummy has been in combat, endured the ravages of time, or been exposed to the elements, it can be so damaged it barely functions. These mummies …","image":["/Images/Monsters/Mummy_DecrepitMummy.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1884","intelligence":-2,"reflex_save":7,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Decrepit Mummy","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-1884"},{"attack_bonus":[19,20],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":130,"language":["Common","Necril","plus any two languages they knew while alive"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Mummy","will_save":18,"charisma":6,"speed":{"max":20,"land":20},"perception":16,"wisdom":4,"weakness":{"fire":10},"creature_ability":["Snow Vision","Great Despair","Channel Rot","Cold Rot","Frozen Breath"],"skill":["Deception","Intimidation","Occultism","Stealth"],"stealth":"17","trait":["Cold","Mummy","Uncommon","Undead","NE","Medium"],"id":"creature-1885","text":" Ice Mummy The cold of high places coupled with strong winds and less oxygen creates an effect that can preserve bodies, mummifying them through natural processes. Many are created deliberately by cults, and a rare few voluntarily transform. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Ice Mummy Source Book of the Dead pg. 131 Perception +16; darkvision, snow vision Languages Common, Necril; plus any two languages they knew while alive Skills Deception +18, Intimidation +16, Occultism +17, Stealth +17 Str +5 Dex +3 Con +2 Int +5 Wis +4 Cha +6 Snow Vision The ice mummy ignores the concealed condition from falling snow. Items +1 striking staff --- AC 26 Fort +16 Ref +13 Will +18 HP 130 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 10 Weaknesses fire 10 Great Despair (aura, emotion, enchantment, fear, incapacitation, mental, occult) 30 feet. Living creatures are frightened 1 while in an ice mummy's great despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave it. When a creature first enters the area, it must succeed at a DC 24 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours. --- Speed 20 feet Melee Single Action staff +20 (Magical, two-hand d8), Damage 2d4+7 bludgeoning plus 1d6 cold and cold rot Melee Single Action fist +19 (Agile, Magical), Damage 2d6+7 bludgeoning plus 1d6 cold and cold rot Channel Rot (Occult, Necromancy) The ice mummy can deliver cold rot through melee weapons they wield. Cold Rot (Cold, Curse, Disease, Divine, Necromancy) This affliction can't be reduced below stage 1, nor can damage from it be healed, until successfully treated with remove curse or a similar effect. The affliction can then be removed as normal for a disease. A creature killed by cold rot turns to ice crystals and can't be resurrected except by a 7th-level resurrect ritual or similar magic; Saving Throw DC 24 Fortitude; Stage 1 slowed 1 for 1 round, then carrier with no ill effect (1 minute); Stage 2 5d6 negative damage plus 2d6 cold damage and stupefied 2 (1 day) Frozen Breath Two Actions (Cold, Concentrate, Divine, Evocation) The ice mummy exhales a 60-foot cone of razor-sharp ice that deals 5d6 cold and 4d6 slashing damage (DC 26 basic Reflex save). The ice mummy can't use Frozen Breath again for 1d4 rounds. Frozen in Time Cults that prepare ice mummies first dehydrate the victim, then take them to the top of a mountain or glacier for a gruesome ritual. The mummy-to-be is stripped naked and rubbed down with oil and fat infused with herbs. The skin is preserved for magical talismans or clothing. If the victim rises to undeath, it receives its own skin to wear. ","skill_mod":{"deception":18,"stealth":17,"intimidation":16,"occultism":17},"summary":"The cold of high places coupled with strong winds and less oxygen creates an effect that can preserve bodies, mummifying them through natural …","image":["/Images/Monsters/Mummy_IceMummy.png"],"primary_source":"Book of the Dead","trait_group":["Energy","Monster","Rarity","Creature Type"],"ac":26,"item":["+1 striking staff"],"level":8,"source_category":["Rulebooks"],"sense":" darkvision , snow vision","weakest_save":["ref","reflex"],"resistance":{"cold":10},"url":"/Monsters.aspx?ID=1885","intelligence":5,"reflex_save":13,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Ice Mummy","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15,17],"slug":"creature-1885"},{"primary_source_category":"Rulebooks","strength":5,"hp":190,"language":["Necril","plus any two languages they knew while alive"],"source":["Book of the Dead"],"type":"Creature","charisma":3,"perception":21,"trait":["Mummy","Rare","Undead","LN","Medium"],"id":"creature-1886","text":" Iroran Mummy Some enlightened members of the Iroran faith, particularly monks, are so aware of their own bodily processes they can sense their approaching death from old age. Pinpointing the occurrence to the exact hour, a chosen few employ a method of self-mummification. These masters of life and death leave behind their bodies to watch over Irori's temples. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Iroran Mummy Source Book of the Dead pg. 132 Perception +21; darkvision Languages Necril; plus any two languages they knew while alive Skills Acrobatics +25, Athletics +21, Irori Lore +25, Religion +21 Str +5 Dex +7 Con +4 Int +0 Wis +5 Cha +3 Items +1 striking returning shuriken --- AC 31 Fort +18 Ref +21 Will +21 HP 190 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses fire 10 Aura of Peace (aura, divine, emotion, enchantment, incapacitation, mental) 30 feet. When a creature enters or starts its turn in the aura, it's affected by calm emotions for 1 minute, with a DC 27 Will save. A creature that succeeds at the save is temporarily immune for 24 hours. If the Iroran mummy takes a hostile action, the aura of peace is suppressed and its effects end for anyone already affected. The Iroran mummy must spend 10 minutes in meditation to restore the aura. Robe Tangle Reaction (divine, move, transmutation) Trigger An adjacent creature misses the Iroran mummy with a melee Strike; Effect The mummy swaps positions with the attacker, and the attacker becomes grabbed by the mummy's animated sash. The Escape DC is 29, the Force Open DC is 27, and a creature can sever the sash by hitting AC 27 and dealing at least 20 slashing damage. The mummy can't use this reaction again until they've Interacted to reclaim the sash. --- Speed 30 feet Melee Single Action fist +23 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 2d10+11 bludgeoning Ranged Single Action shuriken +23 (Agile, thrown 20 feet), Damage 2d4+11 piercing Monk Ki Spells DC 29, 3 Focus Points - 5th Ki Blast, Ki Rush, Ki Strike, Wind Jump Stunning Flurry Single Action Frequency once per round; Effect The Iroran mummy makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses, and the target must succeed at a DC 29 Fortitude save or be stunned 1 (or stunned 3 on a critical failure); this save has the incapacitation trait. Iroran Preservation Irorans closely guard the process of creating their mummies. I have gleaned that it involves rituals of fasting and a diet of certain poisonous nuts and teas used as preservatives. The monk must also be in a trance-like meditation at the moment of death. Physical movement and battle strain a dead body, and long stretches of inactivity might turn skin and bone brittle. Many Iroran mummies treat themselves by rubbing their skin with alchemical oils and wrapping their bodies in magically treated cotton or linen. Choosing a suitable resting spot as well as trying to maintain this resting place is equally important. Upon awakening, Iroran mummies often discover they've become a nesting place for birds or bats or acquired a thin layer of moss. ","skill_mod":{"athletics":21,"acrobatics":25,"religion":21},"image":["/Images/Monsters/Mummy_IroranMummy.png"],"primary_source":"Book of the Dead","spell":["Ki Blast","Ki Rush","Ki Strike","Wind Jump"],"ac":31,"item":["+1 striking returning shuriken"],"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":21,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":18,"size":["Medium"],"name":"Iroran Mummy","alignment":"LN","pfs":"Standard","rarity":"rare","strike_damage_average":[16,22],"attack_bonus":[23,23],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Mummy","will_save":21,"speed":{"max":30,"land":30},"wisdom":5,"weakness":{"fire":10},"creature_ability":["Aura of Peace","Robe Tangle","Stunning Flurry"],"skill":["Acrobatics","Athletics","Irori Lore","Religion"],"summary":"Some enlightened members of the Iroran faith, particularly monks, are so aware of their own bodily processes they can sense their approaching death …","trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1886","dexterity":7,"category":"creature","slug":"creature-1886"},{"primary_source_category":"Rulebooks","strength":5,"hp":250,"language":["Necril","plus any two languages they knew while alive"],"source":["Book of the Dead"],"type":"Creature","charisma":6,"perception":23,"stealth":"23","trait":["Mummy","Uncommon","Undead","NE","Medium"],"id":"creature-1887","text":" Mummy Prophet of Set In ancient Osirion, worshipers completely devoted to the evil god Set often underwent a mummification process to serve as his prophets after their death. Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Mummy Prophet of Set Source Book of the Dead pg. 132 Perception +23; darkvision, sand vision Languages Necril; plus any two languages they knew while alive Skills Arcana +23, Deception +25, Intimidation +27, Occultism +25, Religion +27, Society +23, Stealth +23 Str +5 Dex +4 Con +5 Int +6 Wis +8 Cha +6 Sand Vision The prophet ignores the concealed condition from particles of sand and dust in the air. Items religious symbol of Set, +1 striking spear --- AC 33 Fort +22 Ref +21 Will +25 +1 status to all saves vs. magic HP 250 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses fire 15 Great Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 1 while in an mummy prophet's great despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave it. When a creature first enters the area, it must succeed at a DC 31 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours. --- Speed 20 feet Melee Single Action spear +25 (Magical), Damage 3d6+11 piercing plus sand rot Melee Single Action fist +24 (Agile), Damage 3d4+11 bludgeoning plus sand rot Ranged Single Action spear +24 (Magical, thrown 20 feet), Damage 3d6+11 piercing plus sand rot Divine Prepared Spells DC 33, attack +25 - Cantrips (7th) Chill Touch, Detect Magic, Divine Lance, Guidance, Shield - 1st Fear, Penumbral Shroud, Ray of Enfeeblement - 2nd Death Knell (×2), See Invisibility - 3rd Blindness, Cup of Dust, Chilling Darkness - 4th Air Walk, Freedom of Movement, Resist Energy - 5th Crisis of Faith, Shadow Blast, Wall of Flesh - 6th Disintegrate (×2), Divine Wrath - 7th Eclipse Burst (×2), Harm (×7) Channel Rot (Divine, Necromancy) The mummy prophet of Set can deliver devastating rot through melee weapons they wield. Breath of Sand Two Actions (Concentrate, Divine, Earth, Evocation, Negative) Requirements The prophet's Sandstorm is active; Effect The prophet inhales its Sandstorm, suppressing the effect until the end of the prophet's next turn. It then exhales a 120-foot cone of negatively charged sand that deals 7d6 negative and 7d6 slashing damage (DC 33 basic Reflex save). Sand Form Two Actions (Concentrate, Divine, Earth, Polymorph, Transmutation) Frequency once per day; Effect The prophet loses their coherent from and becomes an animated pile of sand. While in this form, the prophet gains resistance 10 to physical damage and is immune to precision damage. They can't cast spells, activate items, or use actions that have the attack or manipulate trait. They gain a fly Speed of 40 feet and can slip through tiny cracks. This lasts for 5 minutes, and the prophet can Dismiss the effect. Sand Rot (Curse, Disease, Divine, Necromancy) This affliction can't be reduced below stage 1, nor can damage from it be healed, until successfully treated with remove curse or a similar effect; the affliction can then be removed as normal for a disease. A creature killed by sand rot turns to sand and can't be resurrected except by a 7th-level resurrect ritual or similar magic; Saving Throw DC 31 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 12d6 negative damage, clumsy 1, and stupefied 2 (1 day) Sandstorm Three Actions (Conjuration, Divine, Earth) Frequency once per day; Effect The mummy creates a temporary sandstorm in a 30-foot emanation that lasts for 1 minute. Creatures within the emanation take a –4 circumstance penalty to Perception checks and must succeed at a DC 33 Fortitude save or be forced to hold their breath or start suffocating. A creature within the sandstorm at the end of its turn takes 2d6 negative and 1d6 slashing damage. Sand Mummification To keep from eating or drinking during mummification, prophets of Set grafted metal helmets to their bodies shaped like the heads of sha, sleek beasts that were a symbol of Set's religion. Through slits in their masks, the prophets consumed alchemically treated sands, which absorbed moisture, caused organ failure, and ruptured the stomach to cause death. ","skill_mod":{"society":23,"deception":25,"stealth":23,"arcana":23,"intimidation":27,"occultism":25,"religion":27},"image":["/Images/Monsters/Mummy_ProphetOfSet.png"],"primary_source":"Book of the Dead","spell":["Eclipse Burst","Harm","Disintegrate","Divine Wrath","Crisis of Faith","Shadow Blast","Wall of Flesh","Air Walk","Freedom of Movement","Resist Energy","Blindness","Cup of Dust","Chilling Darkness","Death Knell","See Invisibility","Fear","Penumbral Shroud","Ray of Enfeeblement","Chill Touch","Detect Magic","Divine Lance","Guidance","Shield"],"ac":33,"item":["religious symbol of Set","+1 striking spear"],"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision , sand vision","resistance":{},"intelligence":6,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Mummy Prophet of Set","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18,21,21],"attack_bonus":[24,24,25],"constitution":5,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Mummy","spell_attack_bonus":[25],"will_save":25,"speed":{"max":20,"land":20},"wisdom":8,"weakness":{"fire":15},"creature_ability":["Sand Vision","Great Despair","Channel Rot","Breath of Sand","Sand Form","Sand Rot","Sandstorm"],"skill":["Arcana","Deception","Intimidation","Occultism","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"In ancient Osirion, worshipers completely devoted to the evil god Set often underwent a mummification process to serve as his prophets after their …","trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1887","dexterity":4,"category":"creature","slug":"creature-1887"},{"primary_source_category":"Rulebooks","strength":6,"hp":250,"language":["Aquan","Common","Necril"],"source":["Book of the Dead","Pathfinder #161: Belly of the Black Whale"],"type":"Creature","charisma":7,"perception":26,"stealth":"26","trait":["Amphibious","Uncommon","Undead","NE","Medium"],"id":"creature-1888","text":" Obrousian Spawned from sorrow and hatred, obrousians are undead merfolk who lurk in shallow places to prey upon hated land dwellers. The genesis of an obrousian is a tragic one: some merfolk forsake their aquatic homes when they fall in love with a land dweller, only to be spurned or rejected. Having given up their entire world for another and then feeling that new world closed off to them as well, merfolk can become emotionally overwhelmed. When such merfolk die, often overcome with sorrow and regret, they rise as obrousians. Obrousians think of little other than taking revenge upon the land dwellers who specifically wronged them, and then upon anyone else with the misfortune to cross their paths. They can contort their bodies to take the guise of other humanoids, but doing so is painful, so obrousians use this ability only when absolutely necessary to enact their schemes. While they are capable of long-term planning, their underlying mental turmoil simmers beneath any careful preparation, and many obrousians foil their own plans with unexpected outbursts of emotion. Obrousians are recognizable as the merfolk they once were before they died, though their bodies show obvious decay and their hands have elongated into sharp claws. Their voices are melodic and entrancing, belying their rotting bodies and turbulent minds, so some obrousians hide in tall reeds or under docks before speaking to their victims, lulling them into false comfort with a pleasant voice. Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Obrousian Source Book of the Dead pg. 134, Pathfinder #161: Belly of the Black Whale pg. 86 Perception +26; darkvision Languages Aquan, Common, Necril Skills Athletics +26, Deception +27, Intimidation +25, Nature +24, Stealth +26 Str +6 Dex +4 Con +3 Int +0 Wis +4 Cha +7 --- AC 36 Fort +25 Ref +22 Will +28 HP 250 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Waves of Sorrow (aura, divine, enchantment, incapacitation, mental) 30 feet. When a creature ends its turn in the obrousian's waves of sorrow aura, the creature is overwhelmed by the sorrow that suffuses the obrousian's being. The creature must succeed at a DC 33 Will saving throw or become paralyzed for 1 round. --- Speed 5 feet, swim 30 feet Melee Single Action claw +29 (Agile, Magical), Damage 3d8+12 slashing plus Grab Divine Innate Spells DC 34 - 3rd Enthrall (at will) - 7th Warp Mind (×3) Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The obrousian can take on the appearance of any kind of Small or Medium humanoid creature. This transformation increases their Speed to 25 feet and might remove their swim Speed depending on the form. It doesn't change their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning damage). Drowning Grasp When a creature is grabbed by the obrousian, the creature's lungs magically fill with water. A creature that can't breathe water is suffocating while it is grabbed. Obrousian Allies Obrousians train aquatic monsters like sharks and bunyips, both to provide cover for their more subtle attacks and to dispose of any evidence left behind in their assaults. Clever obrousians can convince locals that simple monsters are responsible for their attacks. ","skill_mod":{"deception":27,"nature":24,"stealth":26,"athletics":26,"intimidation":25},"image":["/Images/Monsters/Obrousian.png"],"primary_source":"Book of the Dead","spell":["Warp Mind","Enthrall"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"source_group":["Agents of Edgewatch"],"size":["Medium"],"name":"Obrousian","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[25],"attack_bonus":[29],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"will_save":28,"speed":{"max":30,"land":5,"swim":30},"wisdom":4,"weakness":{},"creature_ability":["Waves of Sorrow","Change Shape","Drowning Grasp"],"skill":["Athletics","Deception","Intimidation","Nature","Stealth"],"tradition":["Divine"],"summary":"Spawned from sorrow and hatred, obrousians are undead merfolk who lurk in shallow places to prey upon hated land dwellers. The genesis of an …","trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1888","dexterity":4,"category":"creature","slug":"creature-1888"},{"primary_source_category":"Rulebooks","strength":2,"hp":180,"language":["Common"],"source":["Book of the Dead"],"type":"Creature","charisma":6,"perception":21,"stealth":"25","trait":["Uncommon","Undead","NE","Medium"],"id":"creature-1889","text":" Onryo Onryos are created when a person dies violently in the grip of extreme emotion, such as unbridled rage or overwhelming sorrow. These twisted undead return as beings of pure vengeance, seeking to endlessly spread suffering. Onryos torment those who killed them, but not by directly attacking their murderer. Instead, an onryo hunts down the friends, family members, and anyone connected to their foe. In doing so, the onryo inflicts as much torment as possible on the person responsible for their demise. An onryo's vengeful nature persists indefinitely; not even the death of their killer sates their lust for destruction. Vengeance is just a way for them to spread their pain to others, and they quickly find new targets for their ire. Onryos always wear funeral clothing, often dripping wet or covered in filth. Most of them also display wounds or signs indicating how they died. As they move, onryos seem to pop in and out of existence, making them difficult to track in combat. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Onryo Source Book of the Dead pg. 135 Perception +21; darkvision Languages Common Skills Acrobatics +25, Athletics +20, Stealth +25, Survival +23 Str +2 Dex +7 Con +5 Int +2 Wis +5 Cha +6 --- AC 32 Fort +21 Ref +23 Will +23 +1 status to all saves vs. magic HP 180 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances all damage 8 (except force) --- Speed 35 feet, climb 35 feet; flicker, spider climb , water walk Melee Single Action claw +25 (Agile, Finesse), Damage 3d8+8 slashing plus 2d6 mental Occult Innate Spells DC 32 - 6th Nightmare - Constant (4th) Blink, Spider Climb, Water Walk Flicker An onryo's erratic movement makes them difficult to target. If an onryo moves at least 10 feet during a move action, they gain concealment until the start of their next turn. Onryo's Rancor Single Action (Curse, Enchantment, Mental, Occult) Requirements The onryo's last action was a successful claw Strike; Effect The onryo attempts to instill its need for vengeance into the creature. The onryo, with their touch, casts a 5th-level geas on the creature they hit (DC 30 Will). On a failure, it's forced to seek and slay loved ones of the onryo's wrongdoer and anyone who attempts to defend them for up to one week. On a critical failure, the duration is 1 month and the creature gains Onryo's Rancor, which it's also compelled to use by the geas. Regardless of the outcome, the creature is temporarily immune to Onryo's Rancor from this individual for 1 year. Vengeful Suffocation Two Actions (Incapacitation, Occult, Necromancy) Frequency once per hour; Effect The onryo channels their boundless resentment, manifesting it as a tangled clump of wet hair, a clot of rancid swamp mud, or other disgusting mass of matter in the throat of a creature within 30 feet. The creature must attempt a DC 32 Fortitude save. Critical Success The creature is unaffected. Success The creature becomes sickened 1. Failure The creature becomes sickened 2. Critical Failure The creature becomes sickened 3 and the mass fully blocks the creature's airway. The creature begins suffocating. Daionryo Onryos born of the mighty can rise as daionryos with greater abilities related to their deaths or their killers, like controlling the weather to unleash disaster on a larger scale. A daionryo's spirit is so consumed with vengeance that even its destruction isn't enough to stop it. Daionryos have the ability to rejuvenate (as hungry ghost), returning again and again. ","skill_mod":{"survival":23,"stealth":25,"athletics":20,"acrobatics":25},"image":["/Images/Monsters/Onryo.png"],"primary_source":"Book of the Dead","spell":["Nightmare","Blink","Spider Climb","Water Walk"],"ac":32,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":8,"bludgeoning":8,"piercing":8,"precision":8,"cold_iron":8,"cold":8,"mental":8,"unholy":8,"good":8,"acid":8,"slashing":8,"vitality":8,"chaotic":8,"fire":8,"physical":8,"all":8,"area":8,"void":8,"holy":8,"poison":8,"sonic":8,"spirit":8,"electricity":8,"bleed":8,"orichalcum":8,"silver":8,"evil":8,"splash":8},"intelligence":2,"reflex_save":23,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":21,"size":["Medium"],"name":"Onryo","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[28],"attack_bonus":[25],"constitution":5,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"will_save":23,"speed":{"climb":35,"max":35,"land":35},"wisdom":5,"weakness":{},"creature_ability":["Flicker","Onryo's Rancor","Vengeful Suffocation"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"tradition":["Occult"],"summary":"Onryos are created when a person dies violently in the grip of extreme emotion, such as unbridled rage or overwhelming sorrow. These twisted undead …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1889","dexterity":7,"category":"creature","slug":"creature-1889"},{"attack_bonus":[28],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":298,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Book of the Dead"],"type":"Creature","will_save":28,"charisma":9,"speed":{"max":25,"land":25},"perception":28,"wisdom":6,"weakness":{},"creature_ability":["Demesne Confinement","Sense Visitors","Aura of Charm","Curse of Eternal Sleep","Siphon Vitality"],"skill":["Deception","Diplomacy","Intimidation","Occultism","Society"],"trait":["Rare","Undead","LN","Medium"],"id":"creature-1890","text":" Pale Sovereign A pale sovereign is a rare form of undead arising from a terrible curse that afflicts only those of royal blood. This curse drains its victim's vitality slowly over time, almost appearing to be a form of long-term wasting disease that no medicine can ever cure. The royal stricken by the curse sickens and wastes away until they finally perish, rising as a pale sovereign after death. The appearance of a pale sovereign is similar to their form in life, but so deathly pale and gaunt that no one who resists the mind-clouding effects of their aura would mistake them as living. The curse is known by many names across various worlds—the Wasting, Blighted Legacy, Unraveled Heraldry—but its effects are the same. After suffering the curse, members of a royal bloodline begin to die out, their descendants dwindling, until only one is left. Upon becoming the last remaining member of their line, the unfortunate royal undergoes the transformation into a pale sovereign, the power and potential of the entire line channeled into one extremely dangerous undead creature, even if the royal was relatively inconsequential and unskilled in life. The methods of inflicting the curse vary. Generally it's the result of rare occult rituals requiring a spellcaster of great power. Sometimes the curse is used to target a royal line abusing its authority, but just as often it's used by malicious forces against benevolent rulers or simply out of spite by the instigating caster. Mentioned only in whispers and veiled allusions, the curse is greatly feared by royal families who know of it. Be cautious in your dealings, the rumors say, and be careful who you spurn, for you never know what power they may wield. More rarely, a pale sovereign can arise spontaneously if the last of a royal line dies while under a curse or due to a curse, particularly if they died with tasks left unfinished or as the result of a betrayal. Any curse will do in these rare instances, and it's possible that the first pale sovereign formed in this way. Though morose and brooding, pale sovereigns are usually neutral rather than evil. They're very protective of their demesnes and whatever subjects remain to them, however, and attacking a pale sovereign's territory is the swiftest way to draw their ire. If a pale sovereign is ousted from their country's central throne, they retreat to any other holdings they might still possess and rule those. The attitudes of a pale sovereign's subjects vary. Many aren't even aware of their ruler's true nature. Among those who know the secret, some value their sovereign's protection and view them fondly. Others are uncomfortable with an undead eternal monarch, especially if the sovereign has become corrupt or bitter. A pale sovereign's territory is indelibly marked by their presence. Plants wither and blacken, struggling to grow in dry and lifeless soil. Wild animals often rise as undead unless they receive special ritual burials, leading to packs of skeletal and zombified beasts roaming the territory. Such monsters don't harm the demesne's residents but are quick to attack any intruders not bearing the sovereign's sigil. Even the living sapient inhabitants of a pale sovereign's demesne tend to have a drained, washed-out appearance, as if one step away from the grave themselves. Recall Knowledge - Undead (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Pale Sovereign Source Book of the Dead pg. 136 Perception +28; darkvision, sense visitors Languages Common, Necril Skills Deception +31, Diplomacy +31, Intimidation +33, Occultism +28, Society +28 Str +4 Dex +8 Con +4 Int +6 Wis +6 Cha +9 Demesne Confinement (curse, necromancy, occult) A pale sovereign is tied to their demesne, a territory of a 5-mile radius surrounding their home estate. They can't leave their demesne of their own accord. A pale sovereign taken from their demesne can't use any of their innate spells or rituals and gradually withers over the course of a week, turning to dust if they don't return before 7 days have passed. Sense Visitors (detection, divination, occult) A pale sovereign automatically knows when a creature enters or leaves their demesne, though this doesn't give them precise knowledge of the creature's location. --- AC 36 Fort +26 Ref +30 Will +28 –2 to all saves vs. curses HP 298 (negative healing) Immunities death effects, disease, paralyzed, poison, sleep Aura of Charm (aura, emotion, incapacitation, mental, occult) 80 feet. The aura of a pale sovereign is beguiling and inviting, affecting creatures beginning their turns within it with an 8th-level charm (DC 39 Will save). A creature that fails its Will save perceives the pale sovereign as they were in life, not their current undead form. A creature that succeeds at its save is then temporarily immune to that pale sovereign's aura for 24 hours. --- Speed 25 feet, air walk Melee Single Action rosebriar lash +28 (Finesse, Magical, reach 10 feet, versatile P), Damage 4d8+8 slashing plus 2d6 persistent bleed Occult Innate Spells DC 41 - 6th Bestial Curse, Cloak of Colors, Enthrall (at will), Outcast's Curse - 7th Curse of Lost Time, Feeblemind, Hallucination, Project Image, Suggestion - 8th Spirit Song, Spiritual Epidemic - Constant (5th) Air Walk Rituals DC 41 - 3rd Unseen Custodians - 4th Garden of Death - 6th Ward Domain Curse of Eternal Sleep Two Actions (Curse, Enchantment, Incapacitation, Mental, Occult, Sleep) The pale sovereign touches an adjacent living creature to send it into an endless slumber. The target must attempt a DC 39 Will save. Critical Success The target is unaffected and is temporarily immune for 24 hours. Success The target becomes drowsy and is slowed 1 for 1 minute. Failure The target falls unconscious, though it doesn't fall prone or release what it's holding. It can't awaken with a successful Perception check, though dealing any amount of damage to the creature breaks the slumber. If it's still unconscious after 1 hour, it awakens. Critical Failure The target falls unconscious permanently, falling prone, and can't be awoken as long as the curse remains. Siphon Vitality Three Actions (Necromancy, Negative, Occult) The pale sovereign siphons the life force from creatures around them. All living creatures in a 30-foot emanation take 6d8 negative damage (DC 39 basic Fortitude save). The pale sovereign regains HP equal to the highest damage a single creature took from this effect. Breaking the Curse The Blighted Legacy curse afflicts unprepared rulers. This form of undeath tends to limit their ambition, but lifting the curse for their benefit can end this limitation while also making them indebted to you. Tales say if the wrongdoing that prompted the curse is set right, the noble will recover their vitality and return to mortal life. These curses originate from anything from heinous transgressions to petty slights, so determining what counts as atonement isn't easy. Often, the subject is a generation or two removed from the curse's origin, ignorant of who caused it or why. After the impetus of the curse is identified (requiring investigation often accompanied by divination magic), the deed can be addressed. For example, a sovereign whose forebears stole from a powerful witch must return what was stolen or make amends to the witch's descendants. If the curse wasn't spurred by a grievous moral breach, but by cruelty or caprice, one must either convince a member of the caster's bloodline to rescind the curse or invent a purification ritual uniquely designed for that curse's incarnation. Sights in a Sovereign's Demesne A grove of apple trees, with new fruit rotting on the branches Flocks of skeletal songbirds, chirping silently through broken beaks A small pond that reflects the twisted undead form of living creatures passing by Occasional strains of eerie funeral dirges echoing through the air An insular village where no mirrors can be found ","tradition":["Occult"],"skill_mod":{"society":28,"diplomacy":31,"deception":31,"intimidation":33,"occultism":28},"summary":"A pale sovereign is a rare form of undead arising from a terrible curse that afflicts only those of royal blood. This curse drains its victim's …","image":["/Images/Monsters/PaleSovereign.png"],"primary_source":"Book of the Dead","spell":["Spirit Song","Spiritual Epidemic","Curse of Lost Time","Feeblemind","Hallucination","Project Image","Suggestion","Bestial Curse","Cloak of Colors","Enthrall","Outcast's Curse","Air Walk"],"trait_group":["Rarity","Creature Type"],"ac":36,"level":16,"spell_dc":[41],"source_category":["Rulebooks"],"sense":" darkvision , sense visitors","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1890","intelligence":6,"reflex_save":30,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":26,"size":["Medium"],"name":"Pale Sovereign","alignment":"LN","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[33],"slug":"creature-1890"},{"attack_bonus":[20],"constitution":2,"primary_source_category":"Rulebooks","strength":-5,"hp":100,"language":["any one language known by the polong's creator"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":19,"charisma":6,"speed":{"fly":35,"max":35},"perception":17,"wisdom":5,"weakness":{"good":5},"creature_ability":["Bottle Bound","Natural Invisibility","Regenerating Bond","Polong Possession","Rend"],"skill":["Deception","Medicine","Occultism","Stealth"],"stealth":"18","trait":["Incorporeal","Spirit","Uncommon","Undead","NE","Medium"],"id":"creature-1891","text":" Polong Polongs exist to serve their creators as loyal familiars, spies, and assassins. Their convenience makes them popular among the wicked, as each resides within a glass bottle which normally seems to contain only a small amount of red liquid. When addressed by their owner, a polong appears within their bottle as a tiny, beautiful humanoid drenched in blood. Forcing one to manifest outside the bottle reveals their true shape: a blood-soaked spirit with a hateful visage and sickle-shaped claws. The ritual to create a polong originated in Minata and is known primarily by Tian-Sing spellcasters, but only those willing to practice such evil. The ritualist must collect the blood of a murdered humanoid in a small bottle and perform daily incantations, which can take up to 14 days. Once the polong forms, they drink the blood of their creator every day, most often taken from a finger inserted into their bottle. At the master's order, a polong will travel up to 10 miles away to locate a particular person, possess them, and either slowly whittle them down via possession until they die, or force them to attack anyone nearby until someone slays the victim in self-defense. Recall Knowledge - Spirit (Occultism): DC 26 Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Polong Source Book of the Dead pg. 138 Perception +17; darkvision, lifesense 30 feet Languages any one language known by the polong's creator Skills Deception +18, Medicine +15, Occultism +13, Stealth +18 Str -5 Dex +6 Con +2 Int +1 Wis +5 Cha +6 Bottle Bound A polong is bound to the bottle from which they spawned. They can leave the bottle only at the will of their master and must return to it once every 24 hours to feed on their creator's blood. Otherwise, the polong withers and dies. --- AC 24 Fort +12 Ref +18 Will +19 HP 100 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 5 (except force, ghost touch , or positive; double resistance vs. non-magical) Weaknesses good 5 Natural Invisibility A polong is naturally invisible outside of their bottle. They become visible only when forced out of a possessed creature against their will. Shattering the polong's bottle also forces them to assume a visible form. Regenerating Bond (necromancy, occult) When a polong possesses a creature, the polong's master gains temporary Hit Points equal to the victim's level × the victim's drained value caused by the possession. These temporary Hit Points last as long as the possession lasts. --- Speed fly 35 feet Melee Single Action scythe claw +20 (Finesse, magical), Damage 2d4+9 slashing plus 1d6 negative Polong Possession Three Actions (Incapacitation, Mental, Necromancy, Occult, Possession) The polong attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell (DC 26 Will), except the duration is 24 hours and, since the polong doesn't have a physical body, they're unaffected by that restriction of the spell. If the target has critically failed its save and become fully possessed by this polong before, it gets a save result one degree of success worse than it rolled. A creature possessed by a polong becomes drained 1 and doomed 1. These conditions don't reduce naturally unless the polong spends an entire day without possessing the creature. For each consecutive day the polong is able to return and possess the creature, the drained and doomed values each increase by 1, to a maximum of 4. If the polong possesses a different creature, the conditions end for any creature it previously possessed. Rend Single Action scythe claw Are You My Mommy? A polong considers their creator to be their parent and refers to them as such. Thus, a cleric or exorcist who forces a polong out of their possessed victim often interrogates the spirit for their “parent's” name in order to apprehend the true mastermind. ","skill_mod":{"deception":18,"stealth":18,"medicine":15,"occultism":13},"summary":"Polongs exist to serve their creators as loyal familiars, spies, and assassins. Their convenience makes them popular among the wicked, as each …","image":["/Images/Monsters/Polong.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Creature Type","Rarity"],"ac":24,"level":8,"source_category":["Rulebooks"],"sense":" darkvision , lifesense 30 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=1891","intelligence":1,"reflex_save":18,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Polong","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17],"slug":"creature-1891"},{"attack_bonus":[20],"constitution":0,"primary_source_category":"Rulebooks","strength":3,"hp":150,"language":["Common","Necril","(can't speak any language); <%UMR%37%%>telepathy<%END> 100 feet"],"immunity":["death effects","disease","electricity","mental","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":19,"charisma":2,"speed":{"max":30,"land":30},"perception":17,"wisdom":3,"weakness":{"slashing":5},"creature_ability":["Thoughtsense","Accelerating Inquest","Float","Involuntary Reaction","Synaptic Overload"],"skill":["Intimidation","Lore","Medicine","Occultism","Stealth"],"stealth":"16","trait":["Undead","NE","Medium"],"id":"creature-1892","text":" Raw Nerve When a living creature is killed by massive amounts of electricity (such as by being struck by lightning or subjected to a magical attack), their dying terror sometimes causes their soul to linger on the Material Plane. Necromantic energy takes hold of their brain and nervous system, causing these organs to burst forth from the charred flesh and become a raw nerve. These horrific undead float a few inches off the ground in a macabre arrangement morbidly parodying the creature's living form, with its brain at the top and nerves dangling below, crackling with electrical energy. A raw nerve can sense the thoughts of the living, perceiving them as a chaotic jumble that evokes an uncontrollable rage. The undead seeks to destroy the sources of these thoughts, which often means killing every living creature it can sense. Once a raw nerve detects no more thoughts, it grows still, floating in an almost meditative state. However, its fury instantly reawakens should a thinking creature pass too close. Though it's not mindless, a raw nerve can't be reasoned with, and the only way to stop one is to destroy it. Recall Knowledge - Undead (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Raw Nerve Source Book of the Dead pg. 139 Perception +17; darkvision, thoughtsense 60 feet Languages Common, Necril; (can't speak any language); telepathy 100 feet Skills Intimidation +16, Lore +20, Medicine +15, Occultism +18, Stealth +16 Str +3 Dex +4 Con +0 Int +6 Wis +3 Cha +2 Thoughtsense (divination, mental, occult) The raw nerve senses all non-mindless creatures at the listed range. --- AC 26 Fort +14 Ref +16 Will +19 HP 150 (negative healing) Immunities death effects, disease, electricity, mental, paralyzed, poison, unconscious Weaknesses slashing 5 --- Speed 30 feet, float Melee Single Action nerve ending +20 (Agile, Finesse, Magical), Damage 2d10+9 electricity plus involuntary reaction Accelerating Inquest Single Action (Concentrate, Detection, Divination, Occult) The raw nerve mentally probes a creature within 100 feet, attempting an Occultism check against the creature's Will DC. On a success, the raw nerve can Step, and gains a +2 circumstance bonus to AC against that creature until the start of the raw nerve's next turn. Float A raw nerve floats a few inches from the ground. As such, it can ignore difficult terrain. Involuntary Reaction A creature struck by a raw nerve's nerve ending strike must succeed at a DC 26 Reflex saving throw or be unable to use reactions until the start of its next turn. Synaptic Overload Three Actions (Enchantment, Incapacitation, Mental, Occult) The raw nerve releases a burst of mental energy in a 30-foot cone, dealing 4d12 mental damage to each creature in the cone (DC 23 Will save). Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage and is stunned 1. Critical Failure The creature takes double damage and is stunned 2. Shock to the System A more powerful version of a raw nerve can be created when a creature is struck multiple times by lightning in a short period of time before dying. Raw nerves “born” in this way seem to appear and disappear at random intervals, like a flash of lightning during a storm. At the end of a powerful raw nerve's turns, roll 1d6. On a 1, 2, or 3, the raw nerve is visible, glowing with bright light that makes creatures dazzled while within 10 feet of it. On a 4, 5, or 6, it's invisible (as with a 4th-level invisibility spell). ","skill_mod":{"stealth":16,"medicine":15,"intimidation":16,"occultism":18},"summary":"When a living creature is killed by massive amounts of electricity (such as by being struck by lightning or subjected to a magical attack), their …","image":["/Images/Monsters/RawNerve.png"],"primary_source":"Book of the Dead","trait_group":["Creature Type"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":" darkvision , thoughtsense 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1892","intelligence":6,"reflex_save":16,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Raw Nerve","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20],"slug":"creature-1892"},{"attack_bonus":[20,21,24],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":155,"language":["any one language spoken in life by their murderer (typically <%LANGUAGES%1%%>Common<%END>)"],"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Revenant","will_save":15,"charisma":2,"speed":{"max":25,"land":25},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Sense Murderer","Self-Loathing","Undying Vendetta","Bullets of Vengeance","Dead Shot","Revenant Reload"],"skill":["Acrobatics","Athletics","Intimidation"],"trait":["Rare","Undead","LN","Medium"],"id":"creature-1893","text":" Pale Stranger A pale stranger arises when a gunslinger is slain in a duel by an underhanded foe. Buried with their pistols, the corpse claws out of the grave to wreak vengeance upon their killer for cheating. Sometimes a pale stranger is created when a particularly petty gunslinger is beaten fairly and refuses to accept defeat, though such an individual must be especially self-delusional to retain the hatred necessary to spur the transformation. Whatever the circumstance, a pale stranger can wield their firearms with deadly grace and efficacy. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Pale Stranger Source Book of the Dead pg. 140 Perception +19; darkvision, sense murderer Languages any one language spoken in life by their murderer (typically Common) Skills Acrobatics +21, Athletics +19, Intimidation +20 Str +5 Dex +7 Con +4 Int +0 Wis +3 Cha +2 Sense Murderer (detection, divination, occult) A pale stranger knows the direction of their murderer (as long as both are on the same plane), but not the distance. Items +1 striking flintlock pistol (2) --- AC 29 Fort +19 Ref +21 Will +15 HP 155 (negative healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 10 (except slashing) Self-Loathing (emotion, mental, visual) If a pale stranger sees their own reflection or any object important to them in life, they must attempt a DC 30 Will save. Critical Success The pale stranger is unaffected and can no longer be affected by that reflection or object in this way. Success The pale stranger is distracted by self-loathing and is slowed 1 for 1 round. Failure The pale stranger becomes fascinated by the source of their self-loathing and does everything they can to destroy it until the end of their next turn. Critical Failure The pale stranger becomes immobilized as long as the source of their self-loathing is apparent, until they're attacked, or until they see their murderer. Undying Vendetta (emotion, necromancy, occult) If the pale stranger's murderer dies, the pale stranger is immediately destroyed. A pale stranger that can't sense their murderer must attempt a DC 11 flat check once every 24 hours to avoid becoming immobilized and prone; they immediately rise again once they can sense their murderer. A murderer who becomes undead does not trigger the pale stranger's destruction until the murderer is finally destroyed. The pale stranger gains a +2 status bonus to checks and DCs against their murderer. --- Speed 25 feet Melee Single Action pistol whip +20 (Magical), Damage 2d6+9 bludgeoning Melee Single Action fist +21 (Agile, Finesse, Nonlethal), Damage 1d6+9 bludgeoning Ranged Single Action flintlock pistol +24 (Concussive, fatal d8, range increment 40 feet), Damage 2d4+6 piercing plus bullets of vengeance Bullets of Vengeance (Necromancy, Occult) Shots from a pale stranger's firearms deal an additional 1d6 precision damage, or 2d6 precision damage against the one who murdered them. A creature who has never killed a living being doesn't take this precision damage. When a pale stranger critically succeeds at a ranged Strike with a pistol, the target must succeed at a DC 29 Fortitude save or be stunned 1. Dead Shot Two Actions Frequency once per turn; Requirements The pale stranger is wielding two loaded firearms; Effect The pale stranger takes aim at a target and shoots both of their firearms simultaneously. The pale stranger makes two ranged Strikes, one with each of the firearms, each using the pale stranger's current multiple attack penalty. Both Strikes must have the same target, who must be within the first range increment of both weapons. If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. The pale stranger adds any precision damage only once, to the attack of their choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating the pale stranger's multiple attack penalty. Revenant Reload Single Action (Conjuration, Occult) The pale stranger reloads each firearm they're wielding, supernaturally generating new black powder and bullets. When firing these magical bullets, the firearm can't misfire, and the attack doesn't trigger reactions triggered by ranged attacks. Ghastly Guns The pistols carried by a pale stranger are valuable, but many believe they contain fragments of the creature's soul, making them cursed to slowly corrupt their wielder with the pale stranger's personality. As such, it can be difficult to sell a pale stranger's pistols. Luckily, most underworld markets trade in such goods regardless of their origin. ","skill_mod":{"athletics":19,"intimidation":20,"acrobatics":21},"summary":"A pale stranger arises when a gunslinger is slain in a duel by an underhanded foe. Buried with their pistols, the corpse claws out of the grave to …","image":["/Images/Monsters/Revenant_PaleStranger.png"],"primary_source":"Book of the Dead","trait_group":["Rarity","Creature Type"],"ac":29,"item":["+1 striking flintlock pistol (2)"],"level":10,"source_category":["Rulebooks"],"sense":" darkvision , sense murderer","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"physical":10},"url":"/Monsters.aspx?ID=1893","intelligence":0,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Pale Stranger","alignment":"LN","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[11,12,16],"slug":"creature-1893"},{"attack_bonus":[27],"constitution":3,"primary_source_category":"Rulebooks","strength":8,"hp":220,"language":["any one spoken in life by their murderer (typically <%LANGUAGES%1%%>Common<%END>; can't speak)"],"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Revenant","will_save":22,"charisma":3,"speed":{"max":25,"land":25},"perception":24,"wisdom":5,"weakness":{},"creature_ability":["Sense Murderer","Silent Aura","Self-Loathing","Undying Vendetta","Constrict","Implacable Advance"],"skill":["Athletics","Intimidation","Stealth"],"stealth":"28","trait":["Undead","LN","Small"],"id":"creature-1894","text":" Silent Stalker When a person is betrayed and killed in a way that their voice was silenced (such as through strangulation by a lover or close confidante), they might come back as a silent stalker. A silent stalker is a horrifying, twisted likeness of the person they were in life, with one obvious difference: the silent stalker has no mouth, simply a smooth patch of flesh where a mouth should be. Sound is suppressed in an area around a silent stalker, but once someone notices the quiet, it's often too late. Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Silent Stalker Source Book of the Dead pg. 141 Perception +24; darkvision, sense murderer Languages any one spoken in life by their murderer (typically Common; can't speak) Skills Athletics +27, Intimidation +24, Stealth +28 Str +8 Dex +5 Con +3 Int +0 Wis +5 Cha +3 Sense Murderer (detection, divination, occult) A silent stalker knows the direction of their murderer (as long as both are on the same plane), but not the distance. --- AC 34 Fort +22 Ref +24 Will +22 HP 220 (negative healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 15 (except slashing) Silent Aura (aura, illusion, occult) 10 feet. A silent stalker makes no sound <%END>, preventing creatures from noticing them using hearing or a similar sense alone. This silence stops all sound within it or passing through. The silent stalker and all creatures in the aura can't use sonic attacks or actions that have the auditory trait) this prevents creatures from casting spells with verbal components or activating items with command components. Self-Loathing (emotion, mental, visual) If a silent stalker sees their own reflection or any object important to them in life, they must attempt a DC 33 Will save. Critical Success The silent stalker is unaffected and can no longer be affected by that reflection or object in this way. Success The silent stalker is distracted by self-loathing and is slowed 1 for 1 round. Failure The silent stalker becomes fascinated by the source of their self-loathing and does everything they can to destroy it until the end of their next turn. Critical Failure The silent stalker becomes immobilized as long as the source of their self-loathing is apparent, until they're attacked, or until they see their murderer. Undying Vendetta (emotion, necromancy, occult) If the silent stalker's murderer dies, the silent stalker is immediately destroyed. A silent stalker that can't sense their murderer must attempt a DC 11 flat check once every 24 hours to avoid becoming immobilized and prone; they immediately rise again once they can sense their murderer. A murderer who becomes undead does not trigger the silent stalker's destruction until the murderer is finally destroyed. The silent stalker gains a +2 status bonus to checks and DCs against their murderer. --- Speed 25 feet Melee Single Action claw +27 (Agile), Damage 3d8+14 bludgeoning plus Grab Constrict Single Action 3d8+7 bludgeoning, DC 33 Implacable Advance Two Actions The silent stalker Strides twice and makes a claw Strike; they can ignore difficult terrain during these Strides if they advance toward their murderer. If they Strike and Grab their murderer this turn, they can Constrict as a free action immediately after the Grab. Silent Superstition One marvels at the way people misunderstand the most basic facts about the magic of the dead. The absolute silence of certain revenants has led ignorant fools to believe they fear sound. People espousing this folly claim one can simply retreat to noisier surroundings, such as a tavern full of rowdy patrons, to keep the stalker at bay. In truth, nothing can stop a silent stalker, apart from destroying them or killing their murderer. ","skill_mod":{"stealth":28,"athletics":27,"intimidation":24},"summary":"When a person is betrayed and killed in a way that their voice was silenced (such as through strangulation by a lover or close confidante), they …","image":["/Images/Monsters/Revenant_SilentStalker.png"],"primary_source":"Book of the Dead","trait_group":["Creature Type"],"ac":34,"level":13,"source_category":["Rulebooks"],"sense":" darkvision , sense murderer","weakest_save":["fort","fortitude","will"],"resistance":{"bludgeoning":15,"piercing":15,"physical":15},"url":"/Monsters.aspx?ID=1894","intelligence":0,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"size":["Small"],"name":"Silent Stalker","alignment":"LN","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[27],"slug":"creature-1894"},{"attack_bonus":[8],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":6,"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Risen Pet","will_save":3,"charisma":-1,"speed":{"max":40,"land":40},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Sense Companion","Stench","Feral Leap"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","trait":["Undead","CE","Tiny"],"id":"creature-1895","text":" Predatory Rabbit Skittish in life, predatory rabbits are fast and nimble predators in unassuming forms. They most enjoy hunting birds, squirrels, cats, and other rabbits. Recall Knowledge - Undead (Religion): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Predatory Rabbit Source Book of the Dead pg. 142 Perception +5; darkvision, sense companion Languages Skills Acrobatics +6, Athletics +2, Stealth +6 Str +0 Dex +4 Con +2 Int -4 Wis +1 Cha -1 Sense Companion (detection, divination, occult) A predatory rabbit knows the direction of its past owner or family (as long as they're both on the same plane), but not the distance. --- AC 16 Fort +4 Ref +8 Will +3 HP 6 (negative healing) Immunities death effects, disease, paralyzed, poison, sleep Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 13 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 40 feet Melee Single Action jaws +8 (Finesse, reach 0 feet), Damage 1d4 piercing Feral Leap Two Actions (Move) The predatory rabbit jumps with a maximum height and distance each equal to half its Speed. This movement doesn't trigger reactions. At any point, the predatory rabbit attempts a jaws Strike. ","skill_mod":{"stealth":6,"athletics":2,"acrobatics":6},"summary":"Skittish in life, predatory rabbits are fast and nimble predators in unassuming forms. They most enjoy hunting birds, squirrels, cats, and other …","image":["/Images/Monsters/RisenPet_Rabbit.png"],"primary_source":"Book of the Dead","trait_group":["Creature Type"],"ac":16,"level":-1,"source_category":["Rulebooks"],"sense":" darkvision , sense companion","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1895","intelligence":-4,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Predatory Rabbit","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-1895"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":22,"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Risen Pet","will_save":5,"charisma":-1,"speed":{"max":30,"land":30},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Sense Companion","Stench","Betray the Pack"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"5","trait":["Undead","NE","Small"],"id":"creature-1896","text":" Scorned Hound Scorned hounds rise from the most devoted dogs. They're incredibly possessive of their owners, allowing no living beings to approach and refusing to be parted. Recall Knowledge - Undead (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Scorned Hound Source Book of the Dead pg. 142 Perception +7; darkvision, scent (imprecise) 30 feet, sense companion Languages Skills Acrobatics +5, Athletics +7, Stealth +5, Survival +5 Str +4 Dex +2 Con +2 Int -4 Wis +2 Cha -1 Sense Companion (detection, divination, occult) A scorned hound knows the direction of its past owner or family (as long as they're both on the same plane), but not the distance. --- AC 15 Fort +9 Ref +7 Will +5 HP 22 (negative healing) Immunities death effects, disease, paralyzed, poison, sleep Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 14 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 30 feet Melee Single Action jaws +9, Damage 1d6+2 piercing Betray the Pack The hound's Strikes deal 1d4 additional damage to creatures that were once its owner, companion, fellow pet, family, household, or pack. ","skill_mod":{"survival":5,"stealth":5,"athletics":7,"acrobatics":5},"summary":"Scorned hounds rise from the most devoted dogs. They're incredibly possessive of their owners, allowing no living beings to approach and refusing to …","primary_source":"Book of the Dead","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet, sense companion","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1896","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":9,"size":["Small"],"name":"Scorned Hound","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-1896"},{"attack_bonus":[10,11],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Common","(can't speak any language)"],"immunity":["critical hits (except slashing)","death effects","disease","paralyzed","precision","poison","unconscious"],"source":["Book of the Dead","Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":8,"charisma":2,"speed":{"fly":30,"max":30},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Compression","Constrict","Control Body","Enshroud"],"skill":["Acrobatics","Athletics","Deception","Stealth"],"stealth":"8","trait":["Undead","NE","Small"],"id":"creature-1897","text":" Shredskin Shredskins are flying, flapping animate skins who wander the lands lamenting their fate and feeling hollow and adrift, as if they're missing something crucial inside them. They try to enshroud and seize humanoid bodies—either corpses or living creatures, anything to fill that void within themselves. Though many will take any body they can overpower, some know who created them and desire only that body to claim as their own, the truest fulfillment of their accursed nature. Shredskins come from people skinned as inhumane trophies, or who were killed in a gruesome way that left only their skin intact, such as being pulled into a machine and degloved. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Shredskin Source Book of the Dead pg. 143, Pathfinder #157: Devil at the Dreaming Palace pg. 60 Perception +6; darkvision Languages Common; (can't speak any language) Skills Acrobatics +10, Athletics +8, Deception +8, Stealth +8 Str +2 Dex +4 Con +0 Int -1 Wis +0 Cha +2 --- AC 16 Fort +6 Ref +10 Will +8 HP 30 (negative healing) Immunities critical hits (except slashing), death effects, disease, paralyzed, precision, poison, unconscious --- Speed fly 30 feet Melee Single Action claw +10 (Agile, Finesse, reach 0 feet), Damage 1d6+4 slashing plus Grab Melee Single Action jaws +11 (Finesse, reach 0 feet), Damage 1d8+4 piercing Compression When a shredskin successfully Squeezes, it moves through the tight space at full speed. Narrow confines are not difficult terrain for a shredskin. Constrict Single Action 1d6+2 bludgeoning, DC 16 Control Body Single Action Requirements The shredskin is in the same space as a Medium or Small humanoid-shaped corpse; Effect The shredskin wraps itself around the corpse as a new skin and takes control of the host body. While controlling a host, the shredskin uses the host's Speed but its own attacks, and it loses its Grab and Enshroud abilities. Attacks that target the shredskin while it controls a body deal half of the damage to the shredskin and half of the damage to the host body. Attacks that target an area deal damage to both the shredskin and host body normally. The shredskin can release the host body as a free action at the start of its turn. If the host is destroyed, the shredskin automatically releases the body and is flat-footed for 1 round. A Medium corpse typically has 15 Hit Points, while a Small corpse typically has 10 Hit Points. Creatures can notice that a corpse is controlled by a shredskin by succeeding at a Perception check against the shredskin's Deception DC (typically 18). Enshroud Single Action (Attack, Incapacitation) Requirements The shredskin is restraining a creature; Effect The shredskin wraps itself around the restrained creature like a shirt, seizing control. The shredskin rolls an Athletics check against the creature's Fortitude DC. On a success, the creature becomes restrained until it Escapes and the shredskin can control the creature as described in Control Body. At the start of each of its turns, the shredskin can attempt to Constrict the enshrouded creature as a free action. An enshrouded creature can attempt a DC 16 Escape check to break free (DC 18 if the shredskin critically succeeded its Athletics check to Enshroud). Under the Skin No segment of a creature need go to waste when necromantic reanimation provides such variety. A flayed skin has few uses, but enough to keep it from the dustbin. I have several animated skins tattooed with my personal emblem for use as flags. One also wonders if obstinate subjects, under the control of shredskins, might become productive members of society. Worth the attempt. ","skill_mod":{"deception":8,"stealth":8,"athletics":8,"acrobatics":10},"summary":"Shredskins are flying, flapping animate skins who wander the lands lamenting their fate and feeling hollow and adrift, as if they're missing …","image":["/Images/Monsters/Shredskin.png"],"primary_source":"Book of the Dead","trait_group":["Creature Type"],"ac":16,"level":2,"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1897","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"source_group":["Agents of Edgewatch"],"size":["Small"],"name":"Shredskin","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-1897"},{"primary_source_category":"Rulebooks","strength":6,"hp":218,"language":["Aklo","Common","Draconic","Necril","Sylvan","Undercommon"],"source":["Book of the Dead"],"type":"Creature","charisma":2,"perception":31,"stealth":"26","trait":["Rare","Undead","NE","Medium"],"id":"creature-1898","text":" Siabrae A siabrae is a determined and merciless foe, bound by a twisted sense of duty to nature so strong that it drove them to commit unspeakable acts and arise as an undead menace. Recall Knowledge - Undead (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Siabrae Source Book of the Dead pg. 145 Perception +31; darkvision, tremorsense (imprecise) 60 feet Languages Aklo, Common, Draconic, Necril, Sylvan, Undercommon Skills Athletics +28, Acrobatics +24, Crafting +26, Intimidation +24, Nature +33, Religion +29, Stealth +26, Survival +31 Str +6 Dex +4 Con +6 Int +4 Wis +9 Cha +2 Items scroll of true seeing , staff of nature's vengeance --- AC 36 Fort +28 Ref +24 Will +31 HP 218 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, unconscious Resistances fire 20, physical 15 (except magic bludgeoning) Miasma (aura, disease, primal) 20 feet, DC 37 --- Speed 25 feet, burrow 25 feet, earth glide Melee Single Action stone antler +28 (Magical), Damage 5d6+12 bludgeoning plus stony shards Primal Prepared Spells DC 41, attack +33 - Cantrips (8th) Dancing Lights, Detect Magic, Produce Flame, Sigil, Tanglefoot - 1st Longstrider, Pass Without Trace, Ventriloquism - 2nd Spider Climb, Water Walk, Web - 3rd Earthbind, Wall of Thorns, Wall of Wind - 4th Freedom of Movement, Rusting Grasp, Solid Fog - 5th Cloudkill, Cone of Cold, Tree Stride - 6th Flesh to Stone (×2), Tangling Creepers - 7th Chain Lightning, Eclipse Burst, Finger of Death - 8th Earthquake, Mask of Terror, Polar Ray Druid Order Spells DC 41, 3 Focus Points - 7th Wild Morph, Wild Shape (any form from animal form , elemental form , insect form , pest form , plant shape , or soaring shape ) Blight Mastery Steady Spellcasting If a reaction would disrupt the siabrae's spellcasting action, the siabrae attempts a DC 15 flat check. On a success, the action isn't disrupted. Stony Shards (Primal, Curse, Incapacitation, Necromancy) DC 37 ","skill_mod":{"nature":33,"crafting":26,"survival":31,"stealth":26,"athletics":28,"intimidation":24,"acrobatics":24,"religion":29},"image":["/Images/Monsters/Siabrae.png"],"primary_source":"Book of the Dead","spell":["Earthquake","Mask of Terror","Polar Ray","Chain Lightning","Eclipse Burst","Finger of Death","Flesh to Stone","Tangling Creepers","Cloudkill","Cone of Cold","Tree Stride","Freedom of Movement","Rusting Grasp","Solid Fog","Earthbind","Wall of Thorns","Wall of Wind","Spider Climb","Water Walk","Web","Longstrider","Pass Without Trace","Ventriloquism","Dancing Lights","Detect Magic","Produce Flame","Sigil","Tanglefoot","Wild Morph","Wild Shape"],"ac":36,"item":["scroll of true seeing","staff of nature's vengeance"],"level":16,"spell_dc":[41,41],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"fire":20,"physical":15},"intelligence":4,"reflex_save":24,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":28,"size":["Medium"],"name":"Siabrae","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[29],"attack_bonus":[28],"constitution":6,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Siabrae","spell_attack_bonus":[33],"will_save":31,"speed":{"max":25,"land":25,"burrow":25},"wisdom":9,"weakness":{},"creature_ability":["Miasma","Blight Mastery","Steady Spellcasting","Stony Shards"],"skill":["Athletics","Acrobatics","Crafting","Intimidation","Nature","Religion","Stealth","Survival"],"tradition":["Primal"],"summary":"A siabrae is a determined and merciless foe, bound by a twisted sense of duty to nature so strong that it drove them to commit unspeakable acts and …","trait_group":["Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1898","dexterity":4,"category":"creature","slug":"creature-1898"},{"attack_bonus":[8],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":12,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Skeleton","will_save":6,"charisma":0,"speed":{"max":35,"land":35},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Surge of Speed"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","trait":["Mindless","Skeleton","Undead","NE","Medium"],"id":"creature-1899","text":" Wolf Skeleton Without the burden of flesh, skeletal wolves charge across the battlefield with terrifying speed. Recall Knowledge - Undead (Religion): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Wolf Skeleton Source Book of the Dead pg. 147 Perception +8; darkvision Languages Skills Acrobatics +6, Athletics +4, Stealth +6 Str +2 Dex +4 Con +1 Int -5 Wis +2 Cha +0 --- AC 16 Fort +3 Ref +8 Will +6 HP 12 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 35 feet Melee Single Action jaws +8, Damage 1d4+2 piercing plus Knockdown Surge of Speed Two Actions The wolf skeleton Strides three times, but it's flat-footed until the start of its next turn. ","skill_mod":{"stealth":6,"athletics":4,"acrobatics":6},"summary":"Without the burden of flesh, skeletal wolves charge across the battlefield with terrifying speed.","image":["/Images/Monsters/Skeleton_Wolf.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Ancestry","Creature Type"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=1899","intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":3,"size":["Medium"],"name":"Wolf Skeleton","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-1899"},{"attack_bonus":[9,9,9],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":16,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Skeleton","will_save":5,"charisma":0,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Set Defense"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"5","trait":["Mindless","Skeleton","Undead","NE","Medium"],"id":"creature-1900","text":" Skeletal Soldier These soldiers continue to follow orders in death, still wielding the armaments they spent a lifetime learning how to use. While frequently made from the bones of humans or dwarves, other types of humanoids are quite common, such as bugbears, hobgoblins, and orcs. Often, these soldiers wield the weapons most common among their people instead of those listed here. Recall Knowledge - Undead (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Skeletal Soldier Source Book of the Dead pg. 147 Perception +5; darkvision Languages Skills Acrobatics +5, Athletics +7, Stealth +5 Str +2 Dex +2 Con +3 Int -5 Wis +0 Cha +0 Items Chain Shirt, Glaive, Longbow (20 arrows) --- AC 17 Fort +6 Ref +7 Will +5 HP 16 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 25 feet Melee Single Action glaive +9 (deadly d8, Forceful, reach 10 feet), Damage 1d8+2 slashing Melee Single Action claw +9 (Agile, Finesse), Damage 1d4+2 slashing Ranged Single Action longbow +9 (deadly d10, range increment 100 feet, volley 30 feet), Damage 1d8 piercing Set Defense Single Action The skeletal soldier sets its glaive (or other reach weapon) to defend the area around it. It gains the Attack of Opportunity reaction for that weapon only. This lasts until the skeleton takes an action with the move or attack trait or is destroyed. ","skill_mod":{"stealth":5,"athletics":7,"acrobatics":5},"summary":"These soldiers continue to follow orders in death, still wielding the armaments they spent a lifetime learning how to use. While frequently made from …","primary_source":"Book of the Dead","trait_group":["Monster","Ancestry","Creature Type"],"ac":17,"item":["Chain Shirt","Glaive","Longbow (20 arrows)"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=1900","intelligence":-5,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Skeletal Soldier","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,4,6],"slug":"creature-1900"},{"primary_source_category":"Rulebooks","strength":2,"hp":60,"language":["Necril"],"source":["Book of the Dead"],"type":"Creature","charisma":0,"perception":9,"stealth":"13","trait":["Skeleton","Undead","NE","Medium"],"id":"creature-1901","text":" Skeletal Mage Rarely, the bones of a spellcaster can be used to create a skeleton that retains a limited ability to cast spells. These spells are almost always offensive in nature, and the skeletal mage uses them with reckless abandon. Skeletal mages are often misidentified as liches, and while not nearly as cunning or deadly, they still pose a significant threat to their foes. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Skeletal Mage Source Book of the Dead pg. 148 Perception +9; darkvision Languages Necril Skills Arcana +14, Stealth +13 Str +2 Dex +4 Con +0 Int -1 Wis +2 Cha +0 --- AC 21 Fort +9 Ref +11 Will +13 HP 60 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 10, electricity 10, fire 10, piercing 5, slashing 5 --- Speed 25 feet Melee Single Action claw +11 (Agile, Finesse), Damage 2d8+2 slashing Arcane Innate Spells DC 22, attack +14 - Cantrips (3rd) Produce Flame, Ray of Frost - 1st Burning Hands (x2), Grease, Shocking Grasp - 2nd Acid Arrow, Enlarge, Telekinetic Maneuver - 3rd Lightning Bolt, Magic Missile, Paralyze\n","skill_mod":{"stealth":13,"arcana":14},"image":["/Images/Monsters/Skeleton_Mage.png"],"primary_source":"Book of the Dead","spell":["Lightning Bolt","Magic Missile","Paralyze","Acid Arrow","Enlarge","Telekinetic Maneuver","Burning Hands","Grease","Shocking Grasp","Produce Flame","Ray of Frost"],"ac":21,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"piercing":5,"slashing":5,"fire":10,"cold":10,"electricity":10},"intelligence":-1,"reflex_save":11,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Skeletal Mage","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[11],"attack_bonus":[11],"constitution":0,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"creature_family":"Skeleton","spell_attack_bonus":[14],"will_save":13,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"skill":["Arcana","Stealth"],"tradition":["Arcane"],"summary":"Rarely, the bones of a spellcaster can be used to create a skeleton that retains a limited ability to cast spells. These spells are almost always …","trait_group":["Monster","Ancestry","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1901","dexterity":4,"category":"creature","slug":"creature-1901"},{"attack_bonus":[15,15],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":90,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Skeleton","will_save":10,"charisma":-2,"speed":{"fly":20,"max":20,"land":20},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Abdomen Cache","Constrict"],"skill":["Acrobatics","Athletics"],"trait":["Mindless","Skeleton","Undead","NE","Large"],"id":"creature-1902","text":" Beetle Carapace Created from the exoskeleton of a giant stag beetle, this mindless husk can cut a foe in half using its powerful mandibles. The abdomen of this crawling undead is empty, and more than one necromancer has used this space to hide valuable cargo. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Beetle Carapace Source Book of the Dead pg. 148 Perception +12; darkvision Languages Skills Acrobatics +11, Athletics +15 Str +5 Dex +3 Con +4 Int -5 Wis +2 Cha -2 --- AC 25 Fort +16 Ref +13 Will +10 HP 90 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 20 feet, fly 20 feet Melee Single Action mandible +15, Damage 2d8+7 piercing plus Grab Melee Single Action foot +15, Damage 2d6+7 bludgeoning Abdomen Cache The abdomen of a beetle carapace can be fitted with a simple hinge, allowing it to open and be used as storage. The abdomen can hold up to one Medium or smaller creature, a Large or smaller swarm, or a similar amount of cargo. The beetle or a creature stored in it can Interact to open the hatch. If the beetle carapace takes a critical hit by a bludgeoning weapon, roll a DC 10 flat check. If the check fails, the cache is breached, and its contents spill out of the beetle. The hatch can also be Force Open (DC 22 Athletics). Constrict Single Action 2d8+2 piercing, DC 24 Crawling Cargo Undead make for the most common passengers inside a beetle carapace's abdomen, but swarms often pack tight inside the creatures. Insects tend to be more comfortable around undead than other types of animals. The following creatures make good options for combat encounters, in which they can be released at a dramatic moment for a grotesque surprise. Bestiary : Centipede swarm, scorpion swarm, wasp swarm Bestiary 2 : Army ant swarm, fen mosquito swarm, sportlebore swarm Bestiary 3 : Bore worm swarm, clacking skull swarm, hellwasp swarm, hermit crab swarm ","skill_mod":{"athletics":15,"acrobatics":11},"summary":"Created from the exoskeleton of a giant stag beetle , this mindless husk can cut a foe in half using its powerful mandibles. The abdomen of this …","image":["/Images/Monsters/Skeleton_Beetle.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Ancestry","Creature Type"],"ac":25,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=1902","intelligence":-5,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Beetle Carapace","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,16],"slug":"creature-1902"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":130,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Skeleton","will_save":12,"charisma":-1,"speed":{"fly":40,"max":40,"land":20},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Fragile Wings","Draconic Frenzy"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"16","trait":["Mindless","Skeleton","Undead","NE","Large"],"id":"creature-1903","text":" Drake Skeleton Moving with sinuous grace, these flying drake skeletons are held aloft by rotting membranes stretched between their bony wings. Although just as mindless as other skeletons, skeletal drakes maintain much of the draconic ferocity and raw spite they possessed in life, allowing them to attack viciously. Recall Knowledge - Undead (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Drake Skeleton Source Book of the Dead pg. 148 Perception +14; darkvision Languages Skills Acrobatics +14, Athletics +18, Stealth +16 Str +6 Dex +4 Con +4 Int -5 Wis +2 Cha -1 --- AC 26 Fort +16 Ref +14 Will +12 HP 130 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10 Fragile Wings When the drake skeleton is reduced to fewer than half its Hit Points, it can no longer fly. If it's aloft when this happens, it crashes immediately but can use the tatters of its wings to soften the landing, treating the fall as 20 feet shorter to calculate falling damage. --- Speed 20 feet, fly 40 feet Melee Single Action fangs +20, Damage 2d8+12 piercing Melee Single Action tail +20 (reach 10 feet), Damage 2d4+12 bludgeoning Draconic Frenzy Two Actions The skeletal drake makes two Fangs Strikes and one Tail Strike in any order. ","skill_mod":{"stealth":16,"athletics":18,"acrobatics":14},"summary":"Moving with sinuous grace, these flying drake skeletons are held aloft by rotting membranes stretched between their bony wings. Although just as …","primary_source":"Book of the Dead","trait_group":["Monster","Ancestry","Creature Type"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=1903","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Drake Skeleton","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,21],"slug":"creature-1903"},{"attack_bonus":[24,26,26,26],"constitution":4,"primary_source_category":"Rulebooks","strength":9,"hp":210,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Skeleton","will_save":21,"charisma":-1,"speed":{"max":40,"land":40},"perception":19,"wisdom":2,"weakness":{},"creature_ability":["Bone Debris","Mountain Slam","Trample"],"skill":["Athletics"],"trait":["Mindless","Skeleton","Undead","NE","Gargantuan"],"id":"creature-1904","text":" Skeletal Titan Only the powerful and foolish would raise the bones of a mighty titan or similarly gargantuan creature as a skeleton. Skilled practitioners see this as a waste of a powerful body and imbue them with air walking magic based on those of titans, while the wise know it's nearly impossible to control such a colossus and that it's just as likely to crush its creator underneath its mighty foot as it is to smite their foes. Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Skeletal Titan Source Book of the Dead pg. 149 Perception +19; darkvision Languages Skills Athletics +28 Str +9 Dex +3 Con +4 Int -5 Wis +2 Cha -1 --- AC 33 Fort +23 Ref +24 Will +21 HP 210 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 10, electricity 10, fire 10, piercing 15, slashing 15 --- Speed 40 feet; air walk Melee Single Action mountain sword +26 (reach 20 feet), Damage 3d12+13 bludgeoning Melee Single Action claw +26 (Agile, reach 15 feet), Damage 3d8+13 bludgeoning Melee Single Action foot +26 (reach 15 feet), Damage 3d8+13 bludgeoning Ranged Single Action bone +24 (Brutal, range increment 60 feet), Damage 2d10+13 plus bone debris Divine Innate Spells DC 31 - Constant (7th) Air Walk Bone Debris The bones a skeletal titan throws are large enough to clutter the battlefield. When the skeletal titan hits a creature with a bone attack, the projectile becomes difficult terrain in the square the creature occupies (or, if the creature occupies more than one square, one square it occupies of the titan's choice). If the titan misses with a bone attack, instead a random square adjacent to the creature becomes difficult terrain. Mountain Slam Three Actions The skeletal titan slams its mountain sword into the ground. The shock wave reverberates, dealing mountain sword damage to all creatures in a 20- foot line (DC 34 basic Reflex save). Those who fail are also knocked prone. Trample Three Actions Huge or smaller, foot, DC 34 ","tradition":["Divine"],"skill_mod":{"athletics":28},"summary":"Only the powerful and foolish would raise the bones of a mighty titan or similarly gargantuan creature as a skeleton. Skilled practitioners see …","image":["/Images/Monsters/Skeleton_Titan.png"],"primary_source":"Book of the Dead","spell":["Air Walk"],"trait_group":["Monster","Ancestry","Creature Type"],"ac":33,"level":13,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":15,"slashing":15,"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=1904","intelligence":-5,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":23,"size":["Gargantuan"],"name":"Skeletal Titan","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[24,26,26,32],"slug":"creature-1904"},{"primary_source_category":"Rulebooks","strength":3,"hp":175,"language":["Common","Necril","Sylvan"],"source":["Book of the Dead"],"type":"Creature","charisma":0,"perception":21,"stealth":"23","trait":["Fey","Uncommon","Undead","NE","Medium"],"id":"creature-1905","text":" Sluagh Reaper Most sluagh are reapers: powerful killers subservient to their queen. After they collect souls on a hunt, they dutifully return their plunder to the queen. Though quite clever, they're inscrutable, lacking the whimsy and sociability that characterize many living fey. They do show merriment on occasion though, giggling as their claws draw closer to their quarry's throat. Recall Knowledge - Fey (Nature): DC 29 Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Sluagh Reaper Source Book of the Dead pg. 150 Perception +21; greater darkvision, soulscent (imprecise) 100 feet Languages Common, Necril, Sylvan Skills Acrobatics +21, Intimidation +16, Stealth +23, Survival +21 Str +3 Dex +7 Con +3 Int +3 Wis +5 Cha +0 Soulscent (divination, occult) The sluagh is aware of all doomed creatures, dying creatures, and creatures that died within the last hour within the listed range. --- AC 29 Fort +17 Ref +21 Will +19 HP 175 (negative healing) Immunities death effects, disease, paralyzed, poison, sleep Weaknesses cold iron 10 Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 26 --- Speed 25 feet, fly 30 feet Melee Single Action claw +23 (Agile, Magical), Damage 3d6+9 slashing Primal Innate Spells DC 26 - Cantrips (5th) Ghost Sound - 2nd Invisibility Ghostly Swoop Single Action The sluagh reaper becomes incorporeal until the start of their next turn, and Flies up to their fly Speed. While incorporeal, they are immune to precision damage, and have resistance 10 to all damage (except force, ghost touch , or positive); this resistance is doubled against non-magical damage. After using Ghostly Swoop, the sluagh reaper can't use it again for 1d4 rounds. Sneak Attack The sluagh reaper deals an additional 3d6 precision damage to flat-footed creatures. Steal Soul Two Actions (Necromancy, Occult) The sluagh reaper touches a dying creature or a creature that died within the past 1 hour. If the target is a dying creature, it must attempt a DC 28 Fortitude save—on a failure, its dying value increases by 1 (2 on a critical failure). If the target is dead, it receives no save and the sluagh imprisons its soul in a small, grimy sack that keeps stolen souls fresh. The sack is magically locked. Any sluagh can open it without difficulty, but any others must Pick the Lock (DC 35) or use dispel magic (5th level; counteract DC 32). A creature can Interact to empty an unlocked sack, which frees the souls but doesn't return them to life. While a soul is imprisoned, it can't be brought back to life by any means short of a wish or miracle . The sack can hold 12 souls at a time. Sluagh reapers typically attempt to return the souls to a queen so she can devour them. ","skill_mod":{"survival":21,"stealth":23,"intimidation":16,"acrobatics":21},"image":["/Images/Monsters/Sluagh_Reaper.png"],"primary_source":"Book of the Dead","spell":["Invisibility","Ghost Sound"],"ac":29,"level":10,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" greater darkvision , soulscent (imprecise) 100 feet","resistance":{},"intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":17,"size":["Medium"],"name":"Sluagh Reaper","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[19],"attack_bonus":[23],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","sleep"],"creature_family":"Sluagh","will_save":19,"speed":{"fly":30,"max":30,"land":25},"wisdom":5,"weakness":{"cold_iron":10},"creature_ability":["Soulscent","Frightful Presence","Ghostly Swoop","Sneak Attack","Steal Soul"],"skill":["Acrobatics","Intimidation","Stealth","Survival"],"tradition":["Primal"],"summary":"Most sluagh are reapers: powerful killers subservient to their queen. After they collect souls on a hunt, they dutifully return their plunder to the …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1905","dexterity":7,"category":"creature","slug":"creature-1905"},{"primary_source_category":"Rulebooks","strength":9,"hp":417,"language":["Aklo","Common","Necril","Sylvan","voice of the soul"],"source":["Book of the Dead"],"type":"Creature","charisma":4,"perception":31,"stealth":"29","trait":["Fey","Rare","Undead","NE","Huge"],"id":"creature-1906","text":" Queen Sluagh A queen sluagh grows more powerful by devouring souls collected from underlings or drained directly through her proboscis. The muscular tongue inside is tipped with a cartilaginous, barbed quill that feeds the queen not only the soul, but the strengths of its owner. A queen conceals her nest deep in a secluded area, such as a forest or graveyard. Recall Knowledge - Fey (Nature): DC 43 Recall Knowledge - Undead (Religion): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Queen Sluagh Source Book of the Dead pg. 151 Perception +31; greater darkvision, soulscent (imprecise) 200 feet Languages Aklo, Common, Necril, Sylvan; voice of the soul Skills Acrobatics +29, Athletics +35, Deception +30, Intimidation +32, Stealth +29, Survival +31 Str +9 Dex +5 Con +9 Int +7 Wis +7 Cha +4 Soulscent (divination, occult) The sluagh is aware of all doomed creatures, dying creatures, and creatures that died within the last hour within the listed range. Voice of the Soul A sluagh queen knows any language of a creature whose soul they've devoured and can perfectly mimic its voice by attempting a Deception check to Lie, with a +4 circumstance bonus. --- AC 41 Fort +35 Ref +27 Will +33 HP 417 (negative healing) Immunities death effects, disease, paralyzed, poison, sleep Weaknesses cold iron 15, positive 10 Frightful Presence (aura, emotion, fear, mental) 120 feet, DC 37. --- Speed 30 feet, fly 80 feet Melee Single Action proboscis +35 (reach 20 feet), Damage 3d10+17 piercing plus Improved Grab Melee Single Action claw +35 (Agile, Magical), Damage 3d10+17 slashing Ranged Single Action negative ray +31 (Magical, Negative, range 100 feet), Damage 7d8 negative Primal Innate Spells DC 41 - Cantrips (9th) Ghost Sound - 2nd Invisibility (at will) - 7th Visions of Danger (a swarm of sluagh reapers) - 9th Overwhelming Presence Call of the Damned Two Actions (Auditory) The queen sends out shriek to all sluagh within 1 mile, summoning them to her. This typically calls 2d4 sluagh reapers. If the queen is facing foes strong enough to threaten her, these are likely too weak to pose a threat but can assist by fetching items or getting in enemies' way. Eat Soul Two Actions (Necromancy, Occult) The queen touches a dying creature or a creature that died within the past 1 hour with her proboscis. If the target is dying, it must attempt a DC 41 Fortitude save; on a failure, its dying value increases by 2 (3 on a critical failure). If the target is dead, the queen devours the soul. Unless the queen is destroyed, the target can't be returned to life through any means, even powerful magic such as wish . Ghostly Swoop Single Action The queen sluagh becomes incorporeal until the start of their next turn, and Flies up to their fly Speed. While incorporeal, they are immune to precision damage, and have resistance 10 to all damage (except force, ghost touch , or positive); this resistance is doubled against non-magical damage. After using Ghostly Swoop, the queen sluagh can't use it again for 1d4 rounds. Soul Theft Single Action (Occult, Necromancy, Negative) Requirements The queen has a creature grabbed or restrained with her proboscis; Effect The queen devours a portion of the creature's soul and steals some of its ability. The creature takes 5d8 negative damage (DC 41 Fortitude save). The queen gains temporary HP equal to the total amount of HP the target loses, including any HP lost from being drained. Critical Success The creature is unaffected. Success The creature takes half damage and is drained 1. Failure The creature takes full damage and is drained 1 and doomed 1. The queen steals a spell slot or training. If she steals a spell from a prepared caster, she transfers the spell to herself; if she steals from a spontaneous caster, she gains a prepared spell of the appropriate level and expends one of the creature's spell slots of that level. If she steals training, she chooses Perception, attack modifier, or any skill. For 24 hours, she gains a +2 status bonus to that statistic and the creature takes a –2 status penalty. The queen can have any number of stolen abilities, but only one from each creature. Critical Failure As failure, but double damage. ","skill_mod":{"deception":30,"survival":31,"stealth":29,"athletics":35,"intimidation":32,"acrobatics":29},"image":["/Images/Monsters/Sluagh_Queen.png"],"primary_source":"Book of the Dead","spell":["Overwhelming Presence","Visions of Danger","Invisibility","Ghost Sound"],"ac":41,"level":18,"spell_dc":[41],"source_category":["Rulebooks"],"sense":" greater darkvision , soulscent (imprecise) 200 feet","resistance":{},"intelligence":7,"reflex_save":27,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":35,"size":["Huge"],"name":"Queen Sluagh","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[31,33,33],"attack_bonus":[31,35,35],"constitution":9,"immunity":["death effects","disease","paralyzed","poison","sleep"],"creature_family":"Sluagh","will_save":33,"speed":{"fly":80,"max":80,"land":30},"wisdom":7,"weakness":{"vitality":10,"cold_iron":15},"creature_ability":["Soulscent","Voice of the Soul","Frightful Presence ( aura , emotion , fear , mental ) 120 feet, DC 37.","Call of the Damned","Eat Soul","Ghostly Swoop","Soul Theft"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Survival"],"tradition":["Primal"],"summary":"A queen sluagh grows more powerful by devouring souls collected from underlings or drained directly through her proboscis. The muscular tongue inside …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1906","dexterity":5,"category":"creature","slug":"creature-1906"},{"attack_bonus":[28],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":250,"language":["Aklo","Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":27,"charisma":8,"speed":{"fly":25,"max":25,"land":25},"perception":27,"wisdom":5,"weakness":{},"creature_ability":["Endless Suffering","Burning","Crushing","Dislocation","Drowning","Impalement","Starvation","Tortured Gaze","Scream in Agony"],"skill":["Athletics","Acrobatics","Intimidation","Stealth"],"stealth":"24","trait":["Undead","CE","Medium"],"id":"creature-1907","text":" Tormented Twisted caricatures of living beings, tormented arise from the remains of those who've been tortured to death. They appear as the mortals they were in life, horribly disfigured by acts of cruelty. Unable to rest, they haunt the sites of their deaths, doomed to relive their last moments of agony. The toxic psychic residue of their death is so great it spills over, afflicting anyone who meets the tormented's haunted gaze. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Tormented Source Book of the Dead pg. 152 Perception +27; darkvision, lifesense 60 feet Languages Aklo, Common, Necril Skills Athletics +26, Acrobatics +24, Intimidation +28, Stealth +24 Str +6 Dex +4 Con +4 Int -1 Wis +5 Cha +8 --- AC 35 Fort +22 Ref +26 Will +27 HP 250 (negative healing) , regeneration 10 (deactivated by a type listed in endless suffering) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses endless suffering 10 Endless Suffering The type of torture that killed a tormented determines the effect of their Tortured Gaze, as listed below. The damage type listed in parentheses deactivates their regeneration and is their damage weakness. The most common tortured deaths are as follows. Burning (fire) The tormented perished by fire and brand. The target takes 6d6 fire damage and is wreathed in ghostly flames for 1 minute, negating its concealed condition and rendering it concealed if it would be invisible. Crushing (bludgeoning) The tormented was crushed or broken on the wheel. The target takes 4d8 bludgeoning damage and is knocked prone. Dislocation (bludgeoning) The tormented had their limbs repeatedly broken or dislocated. For 1d4 rounds, the target is clumsy 2 and slowed 1. Drowning (cold) The tormented was repeatedly drowned, held underwater and pulled back at the last instant. The target takes 4d6 cold damage and is sickened 2. Impalement (piercing) The tormented was pierced with spears or blades and left to slowly die. The target takes 8d4 persistent bleed damage. (The creature doesn't take the persistent damage this turn, nor does it get its flat check to end the damage.) Starvation (cold) The tormented starved to death, denied food until the end. For 1 minute, the target is enfeebled 2 and fatigued. Tortured Gaze (aura, divine, illusion, mental) 30 feet, or 60 feet if the tormented is at 125 HP or lower. The psychic agony of a tormented spills into the world around them, inflicting murderous hallucinations replicating the tormented's last moments. A non-undead creature that ends its turn in the aura must succeed at a DC 32 Will save or take the effect listed under Endless Suffering. While it has a condition from Tortured Gaze, a creature can't gain a new condition from the aura but can take damage from it again. --- Speed 25 feet, fly 25 feet Melee Single Action painful touch +28 (Agile, Finesse, Magical), Damage 4d6+14 mental plus 2d6 persistent mental damage Scream in Agony Two Actions (Auditory, Divine, Enchantment, Mental) Each creature in the tormented's Tortured Gaze aura takes 14d6 mental damage (DC 34 basic Will save). A creature that fails is also sickened 1 (or sickened 2 on a critical failure). The tormented can't Scream in Agony again for 1d4 rounds, but recharges the ability whenever they take damage from an attacker's critical hit or their own critical failure on a saving throw Tormented In Golarion Tormented are most commonly encountered in places where torture and painful execution is a public spectacle, as if the act of witnessing strengthens the psychic horror that creates such entities. They are most common in Cheliax and Nidal, where public torture is considered high art, though the necromancers of Geb are said to use carefully bound tormented as personal torturers. ","skill_mod":{"stealth":24,"athletics":26,"intimidation":28,"acrobatics":24},"summary":"Twisted caricatures of living beings, tormented arise from the remains of those who've been tortured to death. They appear as the mortals they were …","image":["/Images/Monsters/Tormented.png"],"primary_source":"Book of the Dead","trait_group":["Creature Type"],"ac":35,"level":14,"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1907","intelligence":-1,"reflex_save":26,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Tormented","alignment":"CE","category":"creature","pfs":"Restricted","rarity":"common","strike_damage_average":[35],"slug":"creature-1907"},{"attack_bonus":[24,24],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":220,"language":["Common","(can't speak any language)"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","will_save":21,"charisma":3,"speed":{"max":30,"land":30},"perception":21,"wisdom":6,"weakness":{},"creature_ability":["Meant to Live","Resurrection Vulnerability","Rise Again","Agonized Howl","Awful Approach","Death Grip"],"skill":["Athletics","Stealth"],"stealth":"19","trait":["Undead","NE","Medium"],"id":"creature-1908","text":" Unrisen An unrisen is a mangled conglomeration of splintered bones, decaying organs, and rotting flesh, created when a ritual such as resurrect goes catastrophically wrong. Immense care must be taken, for if the ritual is a critical failure, an unrisen can be the result—as many a ritualist has learned to their horror. Unrisen are barely intelligent, aware only of the agony constantly inflicted by their flawed creation and their resentment for the living. They tend to attack the casters involved in the botched ritual first before lashing out at everyone else around them. Though an unrisen's twisted form is unrecognizable as the intended target of the resurrection, its wordless howls are often disturbingly similar to the deceased's voice. If an unrisen is destroyed before it can rise again, it's reduced to a handful of metallic blue-green salts referred to as essential salts. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Unrisen Source Book of the Dead pg. 153 Perception +21; darkvision, lifesense 30 feet Languages Common; (can't speak any language) Skills Athletics +24, Stealth +19 Str +7 Dex +4 Con +5 Int -2 Wis +6 Cha +3 --- AC 28 Fort +22 Ref +17 Will +21 HP 220 (meant to live, negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses resurrection vulnerability Meant to Live (occult, necromancy) Whenever an unrisen would take damage from positive energy, it instead heals half that number of Hit Points. Resurrection Vulnerability A creature with a prepared or spontaneous spell that can restore the dead to life (such as breath of life or raise dead ) can expend an appropriate spell slot as a 2-action activity to destroy an unrisen within 30 feet. The attempt fails if the unrisen succeeds at a Will save against the creature's spell DC. Rise Again (necromancy, occult) If the unrisen is reduced to 0 Hit Points by means other than fire damage, disintegration, or its resurrection vulnerability, it returns to unlife at the start of its next turn. It has 100 Hit Points and is prone in the space in which it was destroyed. The unrisen can't be returned by this ability again for 1 hour. --- Speed 30 feet Melee Single Action jaws +24 (deadly d10, Magical), Damage 3d8+13 piercing plus Grab Melee Single Action claw +24 (Agile, Magical), Damage 2d8+13 slashing plus Grab Agonized Howl Two Actions (Auditory, Enchantment, Mental, Occult) The unrisen howls in pain at its cursed existence. Creatures within a 30-foot emanation take 9d8 mental damage (DC 30 basic Will save). The unrisen can't use Agonized Howl again for 1d4 rounds. Awful Approach Single Action The unrisen reshapes its grotesque form to move swiftly. It Strides twice. Any living creature that can see the unrisen during this movement must succeed at a DC 28 Fortitude save or be sickened 1 (sickened 2 on a critical failure). This is a mental and visual effect. The unrisen can't use Awful Approach again for 1d4 rounds. Death Grip Single Action (Curse, Necromancy, Occult) Requirements The unrisen has a living creature grabbed or restrained; Effect The unrisen attempts to destroy its victim's life force to share the unrisen's fate. The creature must succeed at a DC 30 Fortitude save or become doomed 1. While the curse lasts, the creature regains only half as many HP from positive healing effects; if it dies, any attempt to raise it from the dead causes it to return as an unrisen. The curse ends automatically if the creature's doomed value is reduced to 0. Unrisen Salts An unrisen's essential salts, formed from its remaining distilled life essence, can be used for spells and rituals such as raise dead or resurrect , replacing 600 gp worth of diamonds. The existence of these essential salts doesn't damage the soul of the unrisen's source creature, but devout Pharasmins still frown on its use. ","skill_mod":{"stealth":19,"athletics":24},"summary":"An unrisen is a mangled conglomeration of splintered bones, decaying organs, and rotting flesh, created when a ritual such as resurrect goes …","image":["/Images/Monsters/Unrisen.png"],"primary_source":"Book of the Dead","trait_group":["Creature Type"],"ac":28,"level":11,"source_category":["Rulebooks"],"sense":" darkvision , lifesense 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1908","intelligence":-2,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Unrisen","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,26],"slug":"creature-1908"},{"primary_source_category":"Rulebooks","strength":5,"hp":130,"language":["Common","Necril","Tien"],"source":["Book of the Dead","Pathfinder #167: Ready? Fight!"],"type":"Creature","charisma":3,"perception":22,"trait":["Undead","Vampire","CE","Medium"],"id":"creature-1909","text":" Provincial Jiang-Shi Roused rudely from their nightmarish slumber, the provincial jiang-shi roams the villages and graveyards around their domain searching for sustenance to slake their hunger. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Provincial Jiang-Shi Source Book of the Dead pg. 158, Pathfinder #167: Ready? Fight! pg. 86 Perception +22; breathsense (precise) 60 feet, darkvision Languages Common, Necril, Tien Skills Acrobatics +16, Athletics +22, Intimidation +20, Religion +22 Str +5 Dex +3 Con +4 Int +3 Wis +7 Cha +3 Items +1 striking mace --- AC 31 Fort +21 Ref +18 Will +24 HP 130 (fast healing 10, negative healing, one more breath) Immunities death effects, disease, paralyzed, poison, sleep , prone Resistances physical 10 (except darkwood) Jiang-Shi Vulnerabilities Warped Fulu --- Speed 15 feet; rigor mortis Melee Single Action claw +22 (Agile), Damage 2d10+11 piercing plus Grab Melee Single Action mace +23 (Magical, Shove), Damage 2d6+11 bludgeoning Divine Innate Spells DC 32, attack +22 - 3rd Bind Undead, Fear (×3) - 4th Enervation, Ghostly Tragedy (×2) - 5th Shadow Blast - 6th Harm (×7), Spirit Blast, Vampiric Exsanguination Drain Qi Single Action (Divine, Necromancy) When Draining Qi, the provincial jiang-shi regains 13 HP. ","skill_mod":{"athletics":22,"intimidation":20,"acrobatics":16,"religion":22},"image":["/Images/Monsters/Vampire_ProvincialJiangShi.png"],"primary_source":"Book of the Dead","spell":["Harm","Spirit Blast","Vampiric Exsanguination","Shadow Blast","Enervation","Ghostly Tragedy","Bind Undead","Fear"],"ac":31,"item":["+1 striking mace"],"level":11,"spell_dc":[32],"source_category":["Rulebooks","Adventure Paths"],"sense":"breathsense (precise) 60 feet, darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":3,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":21,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"name":"Provincial Jiang-Shi","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[18,22],"attack_bonus":[22,23],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","sleep","prone"],"creature_family":"Vampire, Jiang-Shi","spell_attack_bonus":[22],"will_save":24,"speed":{"max":15,"land":15},"wisdom":7,"weakness":{},"creature_ability":["Jiang-Shi Vulnerabilities","Warped Fulu","Drain Qi"],"skill":["Acrobatics","Athletics","Intimidation","Religion"],"tradition":["Divine"],"summary":"Roused rudely from their nightmarish slumber, the provincial jiang-shi roams the villages and graveyards around their domain searching for sustenance …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1909","dexterity":3,"category":"creature","slug":"creature-1909"},{"primary_source_category":"Rulebooks","strength":7,"hp":190,"language":["Common","Necril","Tien"],"source":["Book of the Dead","Pathfinder #167: Ready? Fight!"],"type":"Creature","charisma":4,"perception":28,"stealth":"24","trait":["Undead","Vampire","LE","Medium"],"id":"creature-1910","text":" Minister Of Tumult Ministers of tumult are grandmasters of killing, having cultivated their prowess to supernatural levels through the qi reaved from countless mortals. Many such jiang-shi ministers rule over settlements or even entire city-states, cowing their subjects into unerring obedience. A settlement or city-state under the control of a minister of tumult typically seems, on the outside, like everything is running smoothly and with clockwork precision. Guard patrols, street cleanings, carriages, and more always arrive precisely at the designated time, neither early nor late. To a visitor who doesn't pay any heed to the unease behind the smiles on the inhabitants' faces, the minister of tumult's fiefdom might appear to be a marvelous place to live. But the truth is much more dire. Ministers of tumult keep control and engorge themselves with qi by draining qi from criminals. If the minister of tumult is hungry and there haven't been any serious crimes, they simply dole out this punishment for petty crimes, minor infractions, or simple failures to perform adequately. This keeps the people in check, as there always seems to be a way to avoid the penalty by acting perfectly. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Minister Of Tumult Source Book of the Dead pg. 159, Pathfinder #167: Ready? Fight! pg. 87 Perception +28; breathsense (precise) 60 feet, darkvision Languages Common, Necril, Tien Skills Acrobatics +24, Athletics +29, Diplomacy +24, Intimidation +24, Martial Arts Lore +22, Society +20, Stealth +24 Str +7 Dex +4 Con +6 Int +4 Wis +8 Cha +4 --- AC 36 Fort +26 Ref +24 Will +28 HP 190 (fast healing 10, negative healing, one more breath) Immunities death effects, disease, paralyzed, poison, sleep , prone Resistances physical 10 (except magical darkwood) Jiang-Shi Vulnerabilities Warped Fulu --- Speed 30 feet; rigor mortis Melee Single Action claw +29 (Agile, Finesse), Damage 3d10+13 piercing plus Grab Monk Focus Spells DC 34, 3 Focus Points - 8th Ki Rush, Medusa's Wrath, Wind Jump Drain Qi Single Action (Divine, Necromancy) When Draining Qi, the minister of tumult regains 19 HP. Premonition of Death Free Action Trigger The minister rolls initiative or their turn begins; Effect The minister is attuned to coming violence. The minister uses Stance of Death. Stance of Death Single Action (Stance, Necromancy) The minister's qi-engorged form allows perfect body control at all times. They assume one of the following stances. Bone Corpse When the minister successfully Drains Qi while in this stance, for 1 round each time the drained creature Strides it must succeed at a DC 5 flat check or waste the action and fall prone. Cloudless Void The jiang-shi gains a +1 circumstance bonus to AC and their claw Strikes gain the reach trait. Sundered Veins Creatures struck by the jiang-shi's claw Strikes take 1d10 persistent bleed damage . On a critical hit, they are also enfeebled 1. ","skill_mod":{"society":20,"diplomacy":24,"stealth":24,"athletics":29,"intimidation":24,"acrobatics":24},"image":["/Images/Monsters/Vampire_MinisterOfTumult.png"],"primary_source":"Book of the Dead","spell":["Ki Rush","Medusa's Wrath","Wind Jump"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Rulebooks","Adventure Paths"],"sense":"breathsense (precise) 60 feet, darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":4,"reflex_save":24,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":26,"source_group":["Fists of the Ruby Phoenix"],"size":["Medium"],"name":"Minister Of Tumult","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[29],"attack_bonus":[29],"constitution":6,"immunity":["death effects","disease","paralyzed","poison","sleep","prone"],"creature_family":"Vampire, Jiang-Shi","will_save":28,"speed":{"max":30,"land":30},"wisdom":8,"weakness":{},"creature_ability":["Jiang-Shi Vulnerabilities","Warped Fulu","Drain Qi","Premonition of Death","Stance of Death"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Martial Arts Lore","Society","Stealth"],"summary":"Ministers of tumult are grandmasters of killing, having cultivated their prowess to supernatural levels through the qi reaved from countless mortals. …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1910","dexterity":4,"category":"creature","slug":"creature-1910"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":100,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Vampire, Vetalarana","will_save":16,"charisma":4,"speed":{"climb":25,"max":25,"land":25},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Anticipatory Attack","Drain Thoughts"],"skill":["Acrobatics","Athletics","Intimidation","Occultism","Stealth"],"stealth":"17","trait":["Undead","Vampire","CE","Medium"],"id":"creature-1911","text":" Vetalarana Emergent A vetalarana emergent is inexperienced and ravenous, often caring more for the consumption of thoughts than the quality of the thoughts and memories consumed. These undead gluttons gorge themselves on memories, leaving a crowd of addled and terrified victims in their wake. Experienced emergents are cannier than their newly risen kin, stalking their chosen victims and being sure to abduct, kill, or render their victims comatose after draining their memories to ensure no witnesses remain to reveal the presence of a vetalarana. Recall Knowledge - Undead (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Vetalarana Emergent Source Book of the Dead pg. 162 Perception +14; darkvision, thoughtsense (precise) 100 feet Languages Common, Necril Skills Acrobatics +15, Athletics +18, Intimidation +16, Occultism +13, Stealth +17 Str +6 Dex +5 Con +4 Int +3 Wis +4 Cha +4 Items +1 striking crossbow --- AC 26 Fort +14 Ref +17 Will +16 HP 100 (fast healing 10, mental rebirth, negative healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances mental 10, physical 10 (except cold iron) Weaknesses vetalarana vulnerabilities --- Speed 25 feet, climb 25 feet Melee Single Action claw +20 (Agile), Damage 2d8+9 slashing plus Grab Ranged Single Action crossbow +20 (Magical, range increment 120 feet, reload 1), Damage 2d8+3 piercing Anticipatory Attack The vetalarana emergent uses consumed memories to anticipate their prey's movements. The vetalarana emergent's Strikes deal an additional 1d8 precision damage to creatures stupefied due to the vetalarana's Drain Thoughts. Drain Thoughts Single Action (Divination, Mental, Occult) When Draining Thoughts, the vetalarana emergent regains 10 HP. ","skill_mod":{"stealth":17,"athletics":18,"intimidation":16,"occultism":13,"acrobatics":15},"summary":"A vetalarana emergent is inexperienced and ravenous, often caring more for the consumption of thoughts than the quality of the thoughts and memories …","image":["/Images/Monsters/Vampire_VetalaranaEmergent.png"],"primary_source":"Book of the Dead","trait_group":["Creature Type","Monster"],"ac":26,"item":["+1 striking crossbow"],"level":8,"source_category":["Rulebooks"],"sense":" darkvision , thoughtsense (precise) 100 feet","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"mental":10,"physical":10},"url":"/Monsters.aspx?ID=1911","intelligence":3,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Vetalarana Emergent","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,18],"slug":"creature-1911"},{"primary_source_category":"Rulebooks","strength":4,"hp":140,"language":["Common","Necril","<%UMR%37%%>telepathy<%END> 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Book of the Dead"],"type":"Creature","charisma":7,"perception":22,"trait":["Uncommon","Undead","Vampire","NE","Medium"],"id":"creature-1912","text":" Vetalarana Manipulator A vetalarana manipulator is a gifted strategist, empowered by the memories, thoughts, and talents the manipulator has drained from countless victims and honed by centuries of survival. Certain of their own superiority, manipulators twist free-willed individuals for their own ends as easily as they control their comatose puppets. Recall Knowledge - Undead (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Vetalarana Manipulator Source Book of the Dead pg. 163 Perception +22; darkvision, thoughtsense (precise) 100 feet Languages Common, Necril; telepathy 100 feet, tongues Skills Athletics +22, Deception +24, Diplomacy +24, Intimidation +22, Occultism +23, Society +23 Str +4 Dex +4 Con +4 Int +6 Wis +7 Cha +7 --- AC 28 Fort +19 Ref +19 Will +24 HP 140 (fast healing 10, mental rebirth, negative healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances mental 10, physical 10 (except magical cold iron) Weaknesses vetalarana vulnerabilities Psychic Superiority Reaction (enchantment, mental, occult) Trigger A creature targets the vetalarana manipulator with a mental effect or spell; Effect The manipulator psychically lashes out at the triggering creature, dealing 3d8 mental damage (DC 24 basic Will save). --- Speed 25 feet, climb 25 feet Melee Single Action claw +21 (Agile, Finesse), Damage 3d8+10 slashing plus Grab and paralyzing claws Occult Innate Spells DC 30 - Constant (5th) Tongues Occult Prepared Spells DC 30, attack +22 - Cantrips (6th) Daze, Mage Hand, Read Aura, Sigil, Telekinetic Projectile - 1st Bane, Command (×2), Unseen Servant - 2nd Blur, Darkness, Telekinetic Maneuver (×2) - 3rd False Life, Hypercognition, Mind Reading, Paralyze - 4th Agonizing Despair, Fly, Suggestion, Talking Corpse - 5th Command, Mind Probe, Subconscious Suggestion, Synaptic Pulse - 6th Dominate (×2), Shadow Blast Control Comatose (Exploration, Incapacitation, Mental, Necromancy, Occult, Possession) Drain Thoughts Single Action (Divination, Mental, Occult) When Draining Thoughts, the vetalarana manipulator regains 14 HP. Paralyzing Claws DC 27 ","skill_mod":{"society":23,"diplomacy":24,"deception":24,"athletics":22,"intimidation":22,"occultism":23},"image":["/Images/Monsters/Vampire_VetalaranaManipulator.png"],"primary_source":"Book of the Dead","spell":["Tongues","Dominate","Shadow Blast","Command","Mind Probe","Subconscious Suggestion","Synaptic Pulse","Agonizing Despair","Fly","Suggestion","Talking Corpse","False Life","Hypercognition","Mind Reading","Paralyze","Blur","Darkness","Telekinetic Maneuver","Bane","Unseen Servant","Daze","Mage Hand","Read Aura","Sigil","Telekinetic Projectile"],"ac":28,"level":11,"spell_dc":[30,30],"source_category":["Rulebooks"],"sense":" darkvision , thoughtsense (precise) 100 feet","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"mental":10,"physical":10},"intelligence":6,"reflex_save":19,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Vetalarana Manipulator","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[23],"attack_bonus":[21],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","sleep"],"creature_family":"Vampire, Vetalarana","spell_attack_bonus":[22],"will_save":24,"speed":{"climb":25,"max":25,"land":25},"wisdom":7,"weakness":{},"creature_ability":["Psychic Superiority","Control Comatose","Drain Thoughts","Paralyzing Claws"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Occultism","Society"],"tradition":["Occult"],"summary":"A vetalarana manipulator is a gifted strategist, empowered by the memories, thoughts, and talents the manipulator has drained from countless victims …","trait_group":["Rarity","Creature Type","Monster"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=1912","dexterity":4,"category":"creature","slug":"creature-1912"},{"primary_source_category":"Rulebooks","strength":-5,"hp":100,"language":["Arboreal","Common","Sylvan","<%SPELLS%294%%>speak with plants<%END>"],"source":["Book of the Dead"],"type":"Creature","charisma":4,"perception":18,"stealth":"18","trait":["Incorporeal","Spirit","Uncommon","Undead","NE","Small"],"id":"creature-1913","text":" Waldgeist Waldgeists act as avatars of nature that seek vengeance for environmental abuse, such as pollution and deforestation. These undead spirits of destroyed trees form at the site of their destruction or in a nearby woodland, if the original location was entirely razed. They become guardians of the forest, possessing power over the plants within its boundaries. Waldgeists show no mercy to anyone caught damaging their bonded woodland, attacking loggers, fey, travelers, and invasive species with equal prejudice. Recall Knowledge - Spirit (Occultism): DC 26 Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Waldgeist Source Book of the Dead pg. 164 Perception +18; darkvision Languages Arboreal, Common, Sylvan; speak with plants Skills Acrobatics +16, Intimidation +16, Nature +18, Stealth +18, Woodland Lore +21 Str -5 Dex +6 Con +3 Int +3 Wis +6 Cha +4 --- AC 26 Fort +13 Ref +16 Will +18 HP 100 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch , or positive; double resistance vs. non-magical) Forest Guardian A waldgeist is compelled to investigate the sound of wood or trees being damaged, such as by being burned or chopped down. A waldgeist that hears such a sound must succeed at a DC 26 Will save or spend all their actions moving toward the sound until they identify the cause. This can't be used to compel a waldgeist to leave their bonded woodland. A waldgeist that succeeds at their saving throw is temporarily immune for 10 minutes. Woodland Dependent A waldgeist is mystically bonded to a single forest, jungle, orchard, grove, or other similar large, wooded area and must remain within it. If the waldgeist moves outside their bonded woodland, they're immediately destroyed. --- Speed fly 30 feet Melee Single Action lignifying hand +18 (Finesse, Magical), Damage 2d8+7 negative plus lignify Primal Innate Spells DC 24, attack +16 - Cantrips (4th) Tanglefoot - 2nd Entangle (at will) - 3rd Wall of Thorns - 5th Tree Stride - Constant (4th) Speak with Plants Lignify (Incapacitation, Primal, Transmutation) The touch of a waldgeist transforms flesh into wood. A living creature damaged by the waldgeist's lignifying hand Strike must succeed at a DC 24 Fortitude save or become slowed 1 (or slowed 2 on a critical failure). Further failed saves against lignify increases the slowed condition. Once a creature's actions are reduced to 0 by lignify, that creature becomes petrified, except they're transformed into wood instead of stone. Possess Tree Two Actions (Primal, Transmutation) Frequency once per 10 minutes; Effect The waldgeist touches a tree to merge with it, possessing it for up to 1 minute. They can end this possession early as a free action at the start of their turn. While the waldgeist possesses a tree, they lose the incorporeal trait, fly Speed, all resistances, their non-constant spells, and their lignifying hand Strike. Additionally, their size increases to Huge, they gain resistance 5 to bludgeoning and piercing damage, weakness 10 to fire, Speed 20 feet, and the following branch Strike. Melee Single Action branch (reach 15 feet) +20, Damage 2d12+9 bludgeoning. While a waldgeist possesses a tree, any damage that would be dealt to the waldgeist is instead dealt to the tree. The tree has 60 Hit Points. When the tree is reduced to 0 Hit Points, the waldgeist is immediately ejected, and the tree is destroyed. ","skill_mod":{"nature":18,"stealth":18,"intimidation":16,"acrobatics":16},"image":["/Images/Monsters/Verdorite_Waldgeist.png"],"primary_source":"Book of the Dead","spell":["Tree Stride","Wall of Thorns","Entangle","Tanglefoot","Speak with Plants"],"ac":26,"level":8,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":3,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"size":["Small"],"name":"Waldgeist","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16],"attack_bonus":[18],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Verdorite","spell_attack_bonus":[16],"will_save":18,"speed":{"fly":30,"max":30},"wisdom":6,"weakness":{},"creature_ability":["Forest Guardian","Woodland Dependent","Lignify","Possess Tree"],"skill":["Acrobatics","Intimidation","Nature","Stealth","Woodland Lore"],"tradition":["Primal"],"summary":"Waldgeists act as avatars of nature that seek vengeance for environmental abuse, such as pollution and deforestation. These undead spirits of …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1913","dexterity":6,"category":"creature","slug":"creature-1913"},{"constitution":7,"primary_source_category":"Rulebooks","strength":4,"hp":160,"immunity":["death effects","disease","mental","paralyzed","poison","precision","prone","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Verdorite","will_save":19,"charisma":2,"speed":{"max":40,"swim":40},"perception":19,"wisdom":3,"weakness":{"area":10},"creature_ability":["Necrotic Runoff","Putrid Assault"],"skill":["Athletics"],"trait":["Aquatic","Mindless","Swarm","Uncommon","Undead","NE","Huge"],"id":"creature-1914","text":" Seetangeist Seetangeists are composed of the bloated corpses of marine life, encrusted with bleached coral and wrapped in rotting seaweed. Although occasionally created by water-breathing necromancers, seetangeists most often arise when an aquatic ecosystem collapses, resulting in the deaths of countless creatures. Bound by spiritual trauma, these corpses merge together, forming a writhing school of flesh and decaying plant matter that seeks out and consumes what life remains in the region. The disasters that lead to the creation of seetangeists are typically caused by mortal interference: overhunting, ecological overexploitation, pollution, or necromantic magic and experimentation. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Seetangeist Source Book of the Dead pg. 165 Perception +19; darkvision, wavesense (imprecise) 100 feet Languages Skills Athletics +22 Str +4 Dex +4 Con +7 Int -5 Wis +3 Cha +2 --- AC 32 Fort +25 Ref +22 Will +19 HP 160 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, precision, prone, unconscious Resistances bludgeoning 5, cold 10, fire 10, slashing 10, piercing 10 Weaknesses area 10, splash damage 10 Necrotic Runoff (aura, poison) 60 feet. A seetangeist secretes foul fluids into the surrounding water, poisoning it. A creature that enters or starts its turn in the aura must succeed at a DC 29 Fortitude save or become sickened 2 (sickened 3 on a critical failure). Creatures that breathe water take a –2 circumstance penalty to this saving throw. As long as a creature remains in the aura, it can't reduce its sickened condition below 1. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed swim 40 feet Putrid Assault Single Action Each enemy in the seetangeist's space takes 3d6 slashing and 3d6 poison damage (DC 32 basic Reflex save). A creature that fails this save also takes 1d12 persistent poison damage. Verdorite Variants Although seetangeists are the most common type of verdorite swarm, other variants can form in any ecosystem, some of which are truly terrifying. Spells of cold and frost used to combat a red dragon in its volcanic lair can inadvertently wipe out entire colonies of algae and snails uniquely adapted to scorching environments. This occasionally gives rise to verdorite swarms that mindlessly grab and burn while being nearly indestructible thanks to their loosely cohesive “bodies” studded with iron-coated shells. ","skill_mod":{"athletics":22},"summary":"Seetangeists are composed of the bloated corpses of marine life, encrusted with bleached coral and wrapped in rotting seaweed. Although occasionally …","image":["/Images/Monsters/Verdorite_Seetangeist.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Rarity","Creature Type"],"ac":32,"level":12,"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 100 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":10,"slashing":10,"fire":10,"cold":10},"url":"/Monsters.aspx?ID=1914","intelligence":-5,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":25,"size":["Huge"],"name":"Seetangeist","alignment":"NE","category":"creature","pfs":"Standard","rarity":"uncommon","slug":"creature-1914"},{"attack_bonus":[16,18],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":112,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Wight","will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Final Snare","Drain Life","Spawn Hunter Wight"],"skill":["Athletics","Crafting","Intimidation","Stealth"],"stealth":"17","trait":["Uncommon","Undead","Wight","LE","Medium"],"id":"creature-1915","text":" Hunter Wight Dangers deep in the wilderness claim the life some lone scout or hunter. When they arise as wights, they renew their hunt with equal vigor, but all the living are now their prey. Hunter wights prefer to seek strategic ground, frequently taking residence atop hills or within abandoned watchtowers and keeps. Recall Knowledge - Undead (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Hunter Wight Source Book of the Dead pg. 168 Perception +16; darkvision Languages Common, Necril Skills Athletics +14, Crafting +14, Intimidation +12, Stealth +17 Str +3 Dex +4 Con +2 Int +1 Wis +3 Cha +2 Items +1 composite longbow , Leather Armor, Snare Kit --- AC 24 Fort +13 Ref +17 Will +14 HP 112 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Final Snare Reaction Trigger The hunter wight is reduced to 0 Hit Points; Effect The hunter wight has rigged their own body with a snare, which they trigger before being destroyed. Slivers of bone launch at an adjacent creature, dealing 4d8 piercing damage (DC 25 basic Reflex save). --- Speed 25 feet Melee Single Action claw +16 (Agile), Damage 1d8+9 slashing plus drain life Ranged Single Action composite longbow +18 (deadly d10, Propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+7 piercing plus drain life Drain Life (Divine, Necromancy) When the hunter wight damages a living creature using an unarmed attack or their bound weapon, they gain 7 temporary Hit Points, and the creature must succeed at a DC 22 Fortitude save or become drained 1. Further damage dealt by the hunter wight's unarmed and bound weapon attacks increases the value of the drained condition by 1 on a failed save, to a maximum of drained 4. Spawn Hunter Wight (Divine, Necromancy) A living humanoid killed by a hunter wight's weapon or claw Strike rises as a hunter wight spawn after 1d4 rounds. This spawn is under the command of the hunter wight that killed them. They don't have drain life or spawn hunter wight and are clumsy 2 for as long as they're a hunter wight spawn. If the creator of the hunter wight spawn dies, the hunter wight spawn becomes a fully autonomous hunter wight; they regain their free will, gain drain life and spawn hunter wight, and are no longer clumsy. Bone Arrowheads A hunter wight snaps bits of their ribs into arrowheads to drain life from a distance. These bones slowly regenerate over time. ","skill_mod":{"crafting":14,"stealth":17,"athletics":14,"intimidation":12},"summary":"Dangers deep in the wilderness claim the life some lone scout or hunter. When they arise as wights, they renew their hunt with equal vigor, but all …","image":["/Images/Monsters/Wight_HunterWight.png"],"primary_source":"Book of the Dead","trait_group":["Rarity","Creature Type","Monster"],"ac":24,"item":["+1 composite longbow","Leather Armor","Snare Kit"],"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1915","intelligence":1,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Hunter Wight","alignment":"LE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[11,13],"slug":"creature-1915"},{"attack_bonus":[20,21],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":155,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Wight","will_save":16,"charisma":3,"speed":{"max":25,"land":25},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Final Spite","Drain Life","Feign Death","Sneak Attack","Spawn Prowler Wight"],"skill":["Acrobatics","Deception","Stealth"],"stealth":"20","trait":["Uncommon","Undead","Wight","LE","Medium"],"id":"creature-1916","text":" Prowler Wight Often found lurking in the dark, prowler wights wield subterfuge as their greatest weapon. They frequently feign death in old sewers, graveyards, and mausoleums, waiting for hapless victims to pass by before striking. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Prowler Wight Source Book of the Dead pg. 168 Perception +18; darkvision Languages Common, Necril Skills Acrobatics +18, Deception +18, Stealth +20 Str +4 Dex +5 Con +2 Int +1 Wis +3 Cha +3 Items +1 striking dagger , Leather Armor --- AC 28 Fort +17 Ref +20 Will +16 HP 155 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Final Spite Reaction Trigger The prowler wight is reduced to 0 Hit Points; Effect The prowler wight makes a Strike before being destroyed. They don't gain any temporary HP from drain life on this Strike. --- Speed 25 feet Melee Single Action dagger +21 (Agile, Finesse, Magical, versatile S), Damage 2d4+7 piercing plus drain life Melee Single Action claw +20 (Agile, Finesse), Damage 1d8+7 slashing plus drain life Drain Life (Divine, Necromancy) When the prowler wight damages a living creature using an unarmed attack or their bound weapon, they gain 9 temporary Hit Points, and the creature must succeed at a DC 25 Fortitude save or become drained 1. Further damage dealt by the prowler wight's unarmed and bound weapon attacks increases the value of the drained condition by 1 on a failed save, to a maximum of drained 4. Feign Death Single Action (Concentrate) The prowler wight quenches the telltale red glow in their eye sockets, falls prone, and lies completely still. Until the next time they act, the prowler wight appears to be an ordinary corpse. They have an automatic result of 38 on Deception checks and DCs to pass as an ordinary corpse. Sneak Attack The prowler wight deals an additional 2d6 precision damage to flat-footed creatures. Spawn Prowler Wight (Divine, Necromancy) A living humanoid killed by a prowler wight's weapon or claw Strike rises as a prowler wight spawn after 1d4 rounds. This spawn is under the command of the prowler wight that killed them. They don't have drain life or spawn prowler wight and are clumsy 2 for as long as they're a prowler wight spawn. If the creator of the prowler wight spawn dies, the prowler wight spawn becomes a fully autonomous prowler wight; they regain their free will, gain drain life and spawn prowler wight, and are no longer clumsy. ","skill_mod":{"deception":18,"stealth":20,"acrobatics":18},"summary":"Often found lurking in the dark, prowler wights wield subterfuge as their greatest weapon. They frequently feign death in old sewers, graveyards, and …","primary_source":"Book of the Dead","trait_group":["Rarity","Creature Type","Monster"],"ac":28,"item":["+1 striking dagger","Leather Armor"],"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1916","intelligence":1,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Prowler Wight","alignment":"LE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[11,12],"slug":"creature-1916"},{"primary_source_category":"Rulebooks","strength":6,"hp":220,"language":["Common","Necril","<%SPELLS%340%%>tongues<%END>"],"source":["Book of the Dead"],"type":"Creature","charisma":3,"perception":22,"trait":["Rare","Undead","Wight","LE","Medium"],"id":"creature-1917","text":" Wight Commander When the beloved leader of a military unit is raised as a wight, sometimes the spirits of their comrades return with them, creating a gestalt being of impeccable tactical acumen. Recall Knowledge - Undead (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Wight Commander Source Book of the Dead pg. 169 Perception +22; (+26 when rolling initiative) darkvision Languages Common, Necril; tongues Skills Athletics +24, Intimidation +25, Warfare Lore +25 Str +6 Dex +3 Con +4 Int +5 Wis +3 Cha +3 Items Full Plate, +1 striking longsword, standard-grade adamantine shield (Hardness 10, HP 40, BT 20) --- AC 32 (34 with shield raised) Fort +24 Ref +19 Will +21 HP 220 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Attack of Opportunity Reaction Final Spite Reaction (auditory, divine, necromancy) Trigger The wight commander is reduced to 0 Hit Points; Effect The wight commander blows a battered war horn before being destroyed. The unnerving blast summons reinforcements, raising 1d4 corpses in a 200-foot emanation as wights. Shield Block Reaction --- Speed 25 feet Melee Single Action longsword +27 (Magical, versatile P), Damage 2d8+14 slashing plus drain life Melee Single Action claw +26 (Agile), Damage 2d8+14 slashing plus drain life Divine Innate Spells DC 29 - Constant (5th) Tongues Coordinated Strike The wight commander flanks with an ally as long as the target is within both their reaches, even if commander and ally aren't on opposite sides. Drain Life (Divine, Necromancy) When the wight commander damages a living creature using an unarmed attack or their bound weapon, they gain 12 temporary Hit Points, and the creature must succeed at a DC 29 Fortitude save or become drained 1. Further damage dealt by the wight commander's unarmed and bound weapon attacks increases the value of the drained condition by 1 on a failed save, to a maximum of drained 4. Spawn Wight Soldier (Divine, Necromancy) A living humanoid killed by a wight commander's weapon or claw Strike rises as a different wight spawn of the commander's level or lower (most often a hunter wight spawn or prowler wight spawn) after 1d4 rounds. This wight spawn is under the command of the wight commander that killed them. They don't have drain life or spawn wight and are clumsy 2 for as long as they're a wight spawn. If the creator of the wight spawn dies, the wight spawn becomes a fully autonomous wight; they regain their free will, gain drain life and spawn wight, and are no longer clumsy. Tactical Direction Two Actions (Auditory) Each wight ally in a 30-foot emanation gains the Attack of Opportunity reaction until the end of their next turn. ","skill_mod":{"athletics":24,"intimidation":25},"image":["/Images/Monsters/Wight_WightCommander.png"],"primary_source":"Book of the Dead","spell":["Tongues"],"ac":32,"item":["Full Plate","+1 striking longsword","standard-grade adamantine shield (Hardness 10, HP 40, BT 20)"],"level":12,"spell_dc":[29],"source_category":["Rulebooks"],"sense":"(+26 when rolling initiative) darkvision ","resistance":{},"intelligence":5,"reflex_save":19,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":24,"size":["Medium"],"name":"Wight Commander","alignment":"LE","pfs":"Standard","rarity":"rare","strike_damage_average":[23,23],"attack_bonus":[26,27],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Wight","will_save":21,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Final Spite","Shield Block","Coordinated Strike","Drain Life","Spawn Wight Soldier","Tactical Direction"],"skill":["Athletics","Intimidation","Warfare Lore"],"tradition":["Divine"],"summary":"When the beloved leader of a military unit is raised as a wight, sometimes the spirits of their comrades return with them, creating a gestalt being …","trait_group":["Rarity","Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1917","dexterity":3,"category":"creature","slug":"creature-1917"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":35,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Zombie","will_save":2,"charisma":-2,"speed":{"climb":20,"max":20,"land":20},"perception":2,"wisdom":0,"weakness":{"slashing":5,"vitality":5},"creature_ability":["Slow","Filth Fever"],"skill":["Athletics","Stealth"],"stealth":"5","trait":["Mindless","Undead","Zombie","NE","Medium"],"id":"creature-1918","text":" Zombie Snake At around 5 feet long, this massive, rotting serpent lacks potent venom, but its bite still injects putrid fluid that can cause infection. Recall Knowledge - Undead (Religion): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Zombie Snake Source Book of the Dead pg. 170 Perception +2; darkvision Languages Skills Athletics +5, Stealth +5 Str +3 Dex +1 Con +2 Int -5 Wis +0 Cha -2 Slow A zombie snake is permanently slowed 1 and can't use reactions. --- AC 13 Fort +6 Ref +3 Will +2 HP 35 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 5, slashing 5 --- Speed 20 feet, climb 20 feet Melee Single Action fangs +7, Damage 1d6+3 piercing plus filth fever Filth Fever (Disease) The sickened and unconscious conditions from filth fever can't end or be reduced until the disease is cured; Saving Throw DC 14 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened 1 (1 day); Stage 3 sickened 1 and slowed 1 (1 day); Stage 4 unconscious (1 day); Stage 5 dead ","skill_mod":{"stealth":5,"athletics":5},"summary":"At around 5 feet long, this massive, rotting serpent lacks potent venom, but its bite still injects putrid fluid that can cause infection.","primary_source":"Book of the Dead","trait_group":["Monster","Creature Type"],"ac":13,"level":0,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1918","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Zombie Snake","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-1918"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":55,"language":["Common","Necril"],"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Zombie","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":5,"wisdom":1,"weakness":{"slashing":5,"vitality":5},"creature_ability":["Slow","Sneak Attack","Sudden Surge"],"skill":["Athletics","Deception","Intimidation","Stealth"],"stealth":"7","trait":["Undead","Zombie","NE","Medium"],"id":"creature-1919","text":" Husk Zombie Rather than allow a body to rot, some necromancers attempt to dry-cure the corpse to prevent further deterioration. Combined with special reagents, this process can preserve a rudimentary form of intelligence, allowing husk zombies to act more like predators than their mindless kin. Most husk zombies have no memories of their prior lives, though some keep trinkets from that time, oblivious as to why they value such items. A rare few husk zombies retain most of their former knowledge, though they tend to have gaps in their memory. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Husk Zombie Source Book of the Dead pg. 170 Perception +5; darkvision Languages Common, Necril Skills Athletics +8, Deception +6, Intimidation +6, Stealth +7 Str +4 Dex +3 Con +3 Int -1 Wis +1 Cha +0 Slow A husk zombie is permanently slowed 1 and can't use reactions. Items Shortsword --- AC 17 Fort +7 Ref +9 Will +7 HP 55 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 5, slashing 5 --- Speed 25 feet Melee Single Action shortsword +11 (Agile, versatile S), Damage 1d6+4 piercing Melee Single Action fist +11 (Agile), Damage 1d8+4 bludgeoning Sneak Attack The husk zombie deals an additional 1d6 precision damage to flat-footed creatures. Sudden Surge Free Action Trigger The husk zombie's turn begins; Effect The husk zombie has a sudden burst of speed. They are quickened this turn and can use the extra action only to Stride or Strike. If the husk zombie's first action this turn is a melee Strike, the target is flat-footed against the attack. The husk zombie can't use Sudden Surge again until after they spend at least 10 minutes standing motionless. Saved Sentience The rituals to make husk zombies (and withered zombies) require extra steps that involve applying special herbs or tonics to the body before burial. Whether the process preserves the creature's memories is unpredictable at best. For most necromancers, this additional preparation seems like a waste of time as they prefer the total obedience of a mindless zombie. Though most husk zombies want only to hunt and kill, a few try to maintain a more balanced, even cosmopolitan lifestyle. ","skill_mod":{"deception":6,"stealth":7,"athletics":8,"intimidation":6},"summary":"Rather than allow a body to rot, some necromancers attempt to dry-cure the corpse to prevent further deterioration. Combined with special reagents, …","image":["/Images/Monsters/Zombie_HuskZombie.png"],"primary_source":"Book of the Dead","trait_group":["Creature Type","Monster"],"ac":17,"item":["Shortsword"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=1919","intelligence":-1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Husk Zombie","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-1919"},{"attack_bonus":[12,12],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":85,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Zombie","will_save":6,"charisma":-3,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Slow","Ground Slam","Horrifying Screech"],"skill":["Acrobatics","Athletics"],"trait":["Mindless","Undead","Zombie","NE","Large"],"id":"creature-1920","text":" Zombie Owlbear Zombie owlbears combine an owlbear's ferocity with mindless undead hatred. Once it draws near, it often stands up, unleashing a guttural, wet roar, before charging into combat without thought of self-preservation. Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Zombie Owlbear Source Book of the Dead pg. 171 Perception +8; darkvision Languages Skills Acrobatics +5, Athletics +12 Str +4 Dex +0 Con +3 Int -5 Wis +1 Cha -3 Slow A zombie owlbear is permanently slowed 1 and can't use reactions. --- AC 16 Fort +8 Ref +5 Will +6 HP 85 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 10, slashing 10 --- Speed 25 feet Melee Single Action talon +12, Damage 1d10+7 piercing plus Grab Melee Single Action beak +12, Damage 1d12+7 piercing Ground Slam Two Actions (Attack) Requirements The zombie owlbear has a creature grabbed or restrained with its talons; Effect The zombie owlbear repeatedly slams the creature into the ground. This deals 1d10+7 bludgeoning damage (DC 20 basic Fortitude save). On a critical failure, the creature is stunned 1, and on a critical success the creature is no longer grabbed or restrained. Horrifying Screech Single Action (Auditory, Emotion, Fear, Mental) The zombie owlbear unleashes a broken, snarling screech that unnerves those who hear it. Each creature in a 60-foot emanation must attempt a DC 19 Will save. Regardless of the result, creatures are temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is fleeing for 1 round and frightened 3. ","skill_mod":{"athletics":12,"acrobatics":5},"summary":"Zombie owlbears combine an owlbear's ferocity with mindless undead hatred. Once it draws near, it often stands up, unleashing a guttural, wet roar, …","image":["/Images/Monsters/Zombie_ZombieOwlbear.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Creature Type"],"ac":16,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1920","intelligence":-5,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":8,"size":["Large"],"name":"Zombie Owlbear","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,13],"slug":"creature-1920"},{"primary_source_category":"Rulebooks","strength":4,"hp":80,"language":["Common","Necril"],"source":["Book of the Dead"],"type":"Creature","charisma":2,"perception":13,"stealth":"10","trait":["Uncommon","Undead","Zombie","NE","Medium"],"id":"creature-1921","text":" Zombie Lord Cunning zombie lords command their lesser kin, which they can use in unexpected ways. They have been known to direct or collaborate with husk and withered zombies, creating cells of intelligent zombies hiding within the ranks of mindless undead. Recall Knowledge - Undead (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Zombie Lord Source Book of the Dead pg. 172 Perception +13; darkvision Languages Common, Necril Skills Athletics +10, Religion +13, Stealth +10 Str +4 Dex +4 Con +3 Int +1 Wis +5 Cha +2 Items Scythe --- AC 20 Fort +11 Ref +10 Will +13 HP 80 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses positive 5, slashing 5 --- Speed 25 feet Melee Single Action scythe +12 (deadly d10, Trip), Damage 1d10+8 slashing Melee Single Action fist +12, Damage 1d8+8 bludgeoning Divine Innate Spells DC 21, attack +13 - Cantrips (2nd) Chill Touch, Daze, Divine Lance - 1st Fear, Harm (×3), Ray of Enfeeblement - 2nd Death Knell, Sudden Blight Command Zombie Single Action (Concentrate, Divine, Incapacitation, Necromancy) The zombie lord intones blasphemous words to gain control over a zombie they can see within 100 feet. A zombie that is mindless and not under someone else's control falls under their control automatically; otherwise, the zombie or its controller can attempt a DC 22 Will save to avoid it being controlled (whichever has the higher modifier). The target zombie is temporarily immune for 24 hours if successful. The attempt fails if the zombie is the same level as the zombie lord or higher. The zombie remains controlled by the zombie lord until either is destroyed. A zombie lord can control up to 8 zombies at a time. If the zombie lord would control a number of zombies over this limit, they choose which to release. Create Zombies (Concentrate, Divine, Evil, Necromancy) A zombie lord can create lesser zombies with a 1-hour ritual. During this time, the zombie lord chants and performs an unholy dance over the corpses they intend to animate. Unlike normal rituals, this doesn't require a skill check or Cost. At the end of this hour, the zombie lord can create one 1st- or 2nd-level zombie, or two zombies of level 0 or lower. These are automatically under the zombie lord's control and count toward the limit of Command Zombie. Any zombies created by the zombie lord still count toward the XP budget of an encounter normally. Shamble Forth! Single Action (Concentrate, Divine, Necromancy) Frequency once per round; Effect Each zombie controlled by the zombie lord Strides 5 feet (or Burrows, Climbs, Flies, or Swims 5 feet if it has the corresponding movement type). ","skill_mod":{"stealth":10,"athletics":10,"religion":13},"image":["/Images/Monsters/Zombie_ZombieLord.png"],"primary_source":"Book of the Dead","spell":["Death Knell","Sudden Blight","Fear","Harm","Ray of Enfeeblement","Chill Touch","Daze","Divine Lance"],"ac":20,"item":["Scythe"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":10,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Zombie Lord","alignment":"NE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12,13],"attack_bonus":[12,12],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Zombie","spell_attack_bonus":[13],"will_save":13,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{"slashing":5,"vitality":5},"creature_ability":["Command Zombie","Create Zombies","Shamble Forth!"],"skill":["Athletics","Religion","Stealth"],"tradition":["Divine"],"summary":"Cunning zombie lords command their lesser kin, which they can use in unexpected ways. They have been known to direct or collaborate with husk and …","trait_group":["Rarity","Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1921","dexterity":4,"category":"creature","slug":"creature-1921"},{"attack_bonus":[13,14,14,14],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":80,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Zombie","will_save":9,"charisma":0,"speed":{"max":35,"land":35},"perception":11,"wisdom":2,"weakness":{"vitality":5},"creature_ability":["Slow","Sneak Attack","Sudden Surge"],"skill":["Athletics","Deception","Intimidation","Stealth"],"stealth":"13","trait":["Undead","Zombie","NE","Medium"],"id":"creature-1922","text":" Withered If a husk zombie survives for several years, their body continues to dry out, their flesh hardens, and their eyes turn into pale, glowing orbs set deep into otherwise empty sockets. Known as the withered, these zombies are cunning, capable of forming complex plans and even setting traps utilizing their less-intelligent brethren to lure the unsuspecting into deadly ambushes. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Withered Source Book of the Dead pg. 172 Perception +11; darkvision Languages Common, Necril Skills Athletics +14, Deception +9, Intimidation +9, Stealth +13 Str +5 Dex +4 Con +4 Int +0 Wis +2 Cha +0 Slow A withered is permanently slowed 1 and can't use reactions. Items Dagger (6), Leather Armor, Shortsword --- AC 22 Fort +11 Ref +13 Will +9 HP 80 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses positive 5 --- Speed 35 feet Melee Single Action shortsword +14 (Agile, versatile S), Damage 1d6+9 piercing Melee Single Action dagger +14 (Agile, versatile S), Damage 1d4+9 piercing Melee Single Action fist +14, Damage 1d8+7 bludgeoning Ranged Single Action dagger +13 (Agile, thrown 10 feet, versatile S), Damage 1d4+9 piercing Sneak Attack The withered zombie deals an additional 2d6 precision damage to flat-footed creatures. Sudden Surge Free Action Trigger The withered zombie's turn begins; Effect The withered zombie has a sudden burst of speed. They are quickened this turn and can use the extra action only to Stride or Strike. If the withered zombie's first action this turn is a melee Strike, the target is flat-footed against the attack. The withered zombie can't use Sudden Surge again for 1d4 rounds. ","skill_mod":{"deception":9,"stealth":13,"athletics":14,"intimidation":9},"summary":"If a husk zombie survives for several years, their body continues to dry out, their flesh hardens, and their eyes turn into pale, glowing orbs set …","primary_source":"Book of the Dead","trait_group":["Creature Type","Monster"],"ac":22,"item":["Dagger (6)","Leather Armor","Shortsword"],"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1922","intelligence":0,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Withered","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,11,11,12],"slug":"creature-1922"},{"attack_bonus":[24,24,24],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":290,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Book of the Dead"],"type":"Creature","creature_family":"Zombie","will_save":19,"charisma":-3,"speed":{"max":45,"land":45},"perception":17,"wisdom":2,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Slow","Severed Trunk","Greater Constrict","Shambling Trample"],"skill":["Athletics"],"trait":["Mindless","Undead","Zombie","NE","Huge"],"id":"creature-1923","text":" Zombie Mammoth This monstrous creature can overrun defenses and stomp foes into the ground, making it a terror on any battlefield. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Zombie Mammoth Source Book of the Dead pg. 173 Perception +17; darkvision Languages Skills Athletics +24 Str +7 Dex +0 Con +5 Int -5 Wis +2 Cha -3 Slow A zombie mammoth is permanently slowed 1 and can't use reactions. --- AC 27 Fort +22 Ref +15 Will +19 HP 290 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 10, slashing 10 Severed Trunk When the zombie mammoth is hit by a critical hit that deals slashing damage, the mammoth's trunk is severed from its body. Any creature grabbed or restrained with the trunk is released, and the mammoth loses its trunk Strike and Greater Constrict. The trunk slithers across the battlefield, still animated, and acts in initiative right after the mammoth. It retains Greater Constrict and trunk Strikes but can't use tusk Strikes, foot Strikes, or Shambling Trample. It has all the stats of the mammoth, except its AC is reduced to 23, it has only 50 Hit Points, and its Speed is 10 feet. Damage dealt to the severed trunk has no effect on the zombie mammoth. --- Speed 45 feet Melee Single Action tusk +24 (reach 15 feet), Damage 3d10+13 piercing Melee Single Action trunk +24 (reach 15 feet), Damage 2d10+7 bludgeoning plus Improved Grab Melee Single Action foot +24 (reach 10 feet), Damage 2d10+13 bludgeoning Greater Constrict Single Action 2d10+7 bludgeoning, DC 30 Shambling Trample Two Actions As Trample (Large or smaller, foot, DC 30), but the zombie mammoth Strides up to its Speed instead of double. ","skill_mod":{"athletics":24},"summary":"This monstrous creature can overrun defenses and stomp foes into the ground, making it a terror on any battlefield.","image":["/Images/Monsters/Zombie_ZombieMammoth.png"],"primary_source":"Book of the Dead","trait_group":["Monster","Creature Type"],"ac":27,"level":11,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1923","intelligence":-5,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":22,"size":["Huge"],"name":"Zombie Mammoth","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,24,29],"slug":"creature-1923"},{"primary_source_category":"Adventure Paths","strength":0,"hp":12,"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","charisma":-5,"perception":7,"stealth":"8","trait":["Clockwork","Construct","Mindless","Uncommon","N","Small"],"id":"creature-1924","text":" Clockwork Hunter Tasks like patrolling the sewers for vermin are mundane, perfect for the clockwork hunter. Its hound-like appearance mimics one of humanity's trustiest hunting companions—with a few choice modifications, of course. Few hunting dogs, for example, sport sturdy metal plating and an integrated crossbow bolt launcher. Over time, clockwork makers have unofficially adopted a common model for the hunter, making it fairly easy to find spare parts or compatible accessory modules. The city of Alkenstar owns a few dozen clockwork hunters for the purpose of keeping sewer tunnels free of vermin. Shieldmarshals sometimes drop boxes of extra crossbow bolts just inside sewer entrances, enabling clockwork hunters to resupply as needed. Other businesses that tend to purchase clockwork hunters include warehouses, butchers, and bakers—essentially, anywhere rats and other vermin tend to congregate. Though quick, a clockwork hunter's body isn't very sturdy and tends to fall apart after only minor abuse. Elite clockwork hunters are fitted with specialty armored plating, giving them resistance 2 to physical damage (except adamantine or orichalcum). Recall Knowledge - Construct (Arcana, Crafting): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Clockwork Hunter Source Pathfinder #178: Punks in a Powderkeg pg. 82 Perception +7; darkvision Languages Skills Athletics +4, Stealth +8 Str +0 Dex +4 Con +0 Int -5 Wis +3 Cha -5 Wind-Up 48 hours, DC 14, standby Items crossbow bolt (10) --- AC 18 Fort +2 Ref +8 Will +5 HP 12 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses electricity 2, orichalcum 2 --- Speed 25 feet, climb 25 feet Melee Single Action leg +8 (Agile, Finesse), Damage 1d4 bludgeoning Ranged Single Action crossbow bolt launcher +8 (range 60 feet, reload 1), Damage 1d6 piercing Salvage Ammunition Two Actions The clockwork hunter gathers up any unattended crossbow bolts within reach and reloads its bolt launcher. The hunter restocks its supply of bolts, up to 10 bolts maximum. Skirmish Strike Single Action The clockwork hunter shuffles its feet and its weapon in tandem. It either Steps and then Strikes, or Strikes and then Steps. Target Weakness Two Actions The clockwork hunter takes a moment to scan a creature for weaknesses, then Strikes with a +1 circumstance bonus to its attack roll. The hunter's Strike gains the deadly d4 trait for this attack. Clock-Catcher Kobolds A group of kobolds living in the Alkenstar sewers has created an entire enterprise out of catching clockwork hunters on patrol, dismantling them, and selling the parts back to repair shops on the surface. While the sewage maintenance team hasn't figured it out yet, they're getting suspicious and are about to borrow a clockwork soldier from the grand duchess to kill whatever is down there hunting their clockwork hunters. ","skill_mod":{"stealth":8,"athletics":4},"image":["/Images/Monsters/Clockwork_ClockworkHunter.png"],"primary_source":"Pathfinder #178: Punks in a Powderkeg","ac":18,"item":["crossbow bolt (10)"],"level":0,"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":2,"source_group":["Outlaws of Alkenstar"],"size":["Small"],"spoilers":"Outlaws of Alkenstar","name":"Clockwork Hunter","alignment":"N","rarity":"uncommon","strike_damage_average":[2,3],"attack_bonus":[8,8],"constitution":0,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"creature_family":"Clockworks","will_save":5,"speed":{"climb":25,"max":25,"land":25},"wisdom":3,"weakness":{"orichalcum":2,"electricity":2},"creature_ability":["Wind-Up","Salvage Ammunition","Skirmish Strike","Target Weakness"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics","Stealth"],"summary":"Tasks like patrolling the sewers for vermin are mundane, perfect for the clockwork hunter. Its hound-like appearance mimics one of humanity's …","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1924","dexterity":4,"category":"creature","slug":"creature-1924"},{"attack_bonus":[5,7],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":16,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","creature_family":"Clockworks","will_save":6,"charisma":-5,"speed":{"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{"orichalcum":2,"electricity":2},"creature_ability":["Wind-Up","Attack of Opportunity","Hog-tie","Siren"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics"],"trait":["Clockwork","Construct","Mindless","Uncommon","N","Medium"],"id":"creature-1925","text":" Clockwork Handler One of the jobs most commonly outsourced to clockworks is guard duty. Clockwork soldiers are often too costly to employ en masse, so municipalities looking to cut corners devised the much-cheaper clockwork handler, a budget-friendly construct sufficient for rat catching, door watching, and basic patrol work. Handlers are typically programmed to react efficiently to certain situations such as intruders or assailants. To that end, all handlers are equipped with an everburning torch fastened to their hooded lantern-like heads. Furthermore, most clockwork handlers used in public places have their fists covered in a padded material to ensure they don't accidentally beat suspects to death, though these modifications are removable (removing the nonlethal trait from their fist Strike). The nonlethal approach is considered the safest, as clockwork creatures don't always have the keenest judgement on who is a criminal and who is a customer. A healthy supply of rope allows the clockwork handler to quickly tie-up unruly vagabonds, that they might be brought to justice. Recall Knowledge - Construct (Arcana, Crafting): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Clockwork Handler Source Pathfinder #178: Punks in a Powderkeg pg. 83 Perception +8; darkvision Languages Skills Athletics +7 Str +4 Dex +2 Con +3 Int -5 Wis +3 Cha -5 Wind-Up 24 hours, DC 15, standby Items Everburning Torch, Javelin (4), Rope (100 feet) --- AC 16 Fort +10 Ref +7 Will +6 HP 16 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 2 (except adamantine or orichalcum) Weaknesses electricity 2, orichalcum 2 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action fist +7 (Agile, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning plus Grab Ranged Single Action javelin +5 (thrown 30 feet), Damage 1d6+4 piercing Hog-tie Two Actions Requirements The clockwork handler has a creature restrained; Effect The clockwork handler cuts a length of rope from the supply in its chassis to tie up the restrained creature. The creature is restrained until it Escapes or Forces Open the rope with a successful DC 15 check (typically an attack roll or Thievery check to Escape, or an Athletics check to Force Open the ropes; restrained creatures don't take a –2 penalty on this check for not using a crowbar). The rope has Hardness 2 and 8 Hit Points (BT 4). Siren Two Actions The clockwork handler emits a loud noise (such as a bell or highpitched mechanical scream) that can be easily heard by anyone within 500 feet. Creatures within 100 feet take a –2 circumstance penalty to Perception checks that are hearing-based. Creatures within 30 feet who fail a DC 14 Fortitude save can't hear anything but the siren, critically fail Perception checks that require hearing, and are immune to auditory effects. This effect lasts until the creature leaves the area and for 1 round afterward. Customized Handlers Many organizations customize their clockwork handlers, giving them different equipment, unusual weapons, or just shiny paint jobs to openly display their affiliation with an organization. Shieldmarshalowned clockwork handlers have a navy-blue enamel finish with a painted-on badge, while handlers in service to the Church of Brigh typically sport a pearlescent white veneer and painted-gold detail work. ","skill_mod":{"athletics":7},"summary":"One of the jobs most commonly outsourced to clockworks is guard duty. Clockwork soldiers are often too costly to employ en masse, so municipalities …","image":["/Images/Monsters/Clockwork_ClockworkHandler.png"],"primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":16,"item":["Everburning Torch","Javelin (4)","Rope (100 feet)"],"level":1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":2,"slashing":2,"physical":2},"url":"/Monsters.aspx?ID=1925","intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":10,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Clockwork Handler","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[6,7],"slug":"creature-1925"},{"attack_bonus":[9],"constitution":1,"primary_source_category":"Adventure Paths","strength":4,"hp":40,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","creature_family":"Clockworks","will_save":8,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{"orichalcum":3,"electricity":3},"creature_ability":["Wind-Up","Bottoms Up","Pre-Programmed Greeting"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics","Brewing Lore"],"trait":["Clockwork","Construct","Mindless","Uncommon","N","Medium"],"id":"creature-1926","text":" Clockwork Brewer With the rise of the automated workforce in Alkenstar came the “professional” line of clockworks, capable of carrying out more complex tasks and even interacting with the public. These clockworks were given modules inscribed with information and procedures for carrying out a specific profession. The clockwork brewer is one such example, capable of extracting wort, stirring a fermenter, or monitoring a boiling temperature. As many other types of clockwork professional exist as there are professions; clockworks have been programmed to reshelf library books, swab ship decks, and fill holes in heavily trafficked roads. Clockwork professionals made by reputable manufacturers are generally considered safe to interact with the public. Accidents have been known to occur, however, particularly when careless engineers fail to perform regular maintenance checks or when operators program a clockwork with insufficiently specific directives. Flesh and blood laborers forced to work in close proximity to a clockwork professional tend to keep a wide berth. Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Clockwork Brewer Source Pathfinder #178: Punks in a Powderkeg pg. 84 Perception +8; darkvision Languages Skills Athletics +9, Brewing Lore +8 Str +4 Dex +3 Con +1 Int -5 Wis +3 Cha +1 Wind-Up 24 hours, DC 18, standby Items Artisan's Tools (brewing) --- AC 18 Fort +8 Ref +10 Will +8 HP 40 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 3 (except adamantine or orichalcum) Weaknesses electricity 3, orichalcum 3 --- Speed 25 feet Melee Single Action leg +9 (Agile, Unarmed), Damage 2d4+4 bludgeoning plus Grab Bottoms Up Single Action Requirements The clockwork brewer has a creature grappled; Effect The clockwork brewer forcefeeds the grappled creature 1 serving of whatever liquid is in the clockwork brewer's tank (typically beer such as Smokeside Sour; see sidebar). The creature is exposed to the liquid's effects, and it can't breathe or speak until the start of its turn. Pre-Programmed Greeting Single Action (Auditory, Mental) The clockwork brewer clearly delivers a disarmingly friendly greeting to a creature within 30 feet. The creature attempts a DC 17 Will save. On a failure, the creature is flat-footed against the clockwork brewer's next attack before the end of the brewer's next turn. The target is then immune to Pre-Programmed Greeting for 1 day. Beer and Ale Beer, ale, and their many variants are the liquids most commonly contained inside the tanks of Alkenstar's clockwork brewers. The following type of beer was originally popular among factory workers in the industrial quarters of Alkenstar, though it can now be found in taverns throughout most of the Inner Sea region. Smokeside Sour (ingested, poison) Saving Throw DC 12 Fortitude; Maximum Duration 1 hour; Stage 1 clumsy 1 (10 minutes); Stage 2 clumsy 1 and stupefied 1 (10 minutes); Stage 3 clumsy 2, stupefied 2, and sickened (40 minutes) ","skill_mod":{"athletics":9},"summary":"With the rise of the automated workforce in Alkenstar came the “professional” line of clockworks, capable of carrying out more complex tasks and even …","image":["/Images/Monsters/Clockwork_ClockworkBrewer.png"],"primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":18,"item":["Artisan's Tools (brewing)"],"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{"bludgeoning":3,"piercing":3,"slashing":3,"physical":3},"url":"/Monsters.aspx?ID=1926","intelligence":-5,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Clockwork Brewer","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[9],"slug":"creature-1926"},{"attack_bonus":[14],"constitution":2,"primary_source_category":"Adventure Paths","strength":6,"hp":50,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","creature_family":"Clockworks","will_save":9,"charisma":-5,"speed":{"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{"orichalcum":4,"electricity":4},"creature_ability":["Wind-Up","Constrict","Modular Arms","Pull"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics","Crafting"],"trait":["Clockwork","Construct","Mindless","Uncommon","N","Medium"],"id":"creature-1927","text":" Clockwork Fabricator A common sight among Alkenstar work crews, construction teams, and mining operations, the clockwork fabricator is a one-size-fits-all construction companion. These clockworks can be programmed to perform up to two simple, repetitive tasks such as hauling equipment, chopping down trees, or grinding up hunks of ore. The modular nature of these units makes them even more valuable—after finishing a day's work sawing planks, the same machine can be unwound, updated with a new modular arm or two, and then re-wound and given new instructions. While it's possible to remove or replace an arm while a fabricator in use, doing so is dangerous and likely to void the manufacturer's warranty, to say nothing of the danger posed to the engineer doing the retrofitting. Recall Knowledge - Construct (Arcana, Crafting): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Clockwork Fabricator Source Pathfinder #178: Punks in a Powderkeg pg. 85 Perception +8; darkvision Languages Skills Athletics +12, Crafting +9 Str +6 Dex +3 Con +2 Int -5 Wis +3 Cha -5 Wind-Up 24 hours, DC 19, standby Items Artisan's Tools --- AC 19 Fort +10 Ref +11 Will +9 HP 50 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 4 (except adamantine or orichalcum) Weaknesses electricity 4, orichalcum 4 --- Speed 25 feet Melee Single Action arm +14 (Agile, Unarmed), Damage 2d4+6 bludgeoning plus Grab Constrict Single Action Requirements The clockwork fabricator has a creature grappled or restrained; Effect 2d4+4 bludgeoning, DC 21 Modular Arms A clockwork fabricator is built to perform a specific type of task repeatedly, and it comes with built-in artisan's tools and two detachable “arms.” An adjacent creature can forcibly remove a clockwork fabricator's arm with a successful DC 18 Thievery check to Disable a Device. A creature can Interact to install a new arm with a successful DC 18 Engineering Lore check. A fabricator has two of any of the following types of arms. Melee Single Action buzz-saw blade +16 (forceful, sweep), Damage 1d4+6 slashing plus 1d6 bleed Melee Single Action crushing vise +14 (grapple), Damage 2d6+6 bludgeoning plus Grab Melee Single Action sledgehammer +12, Damage 2d10+6 bludgeoning Ranged Single Action nail gun +11 (agile, range 10 feet), Damage 2d8 piercing Melee Single Action pneumatic chisel +14, Damage 2d8+6 piercing Ranged Single Action towing anchor +11 (thrown 30 feet), Damage 1d4+6 piercing Pull Single Action Requirements The clockwork fabricator's last action was a successful towing anchor Strike; Effect The clockwork fabricator reels in the anchor and attempts an Athletics check against the target's Fortitude DC. On a success, the clockwork fabricator pulls the target into a free square adjacent to it. This movement is forced movement. Anti-Automated Labor Protests Lately, groups of destitute laborers have been protesting the overuse of clockworks in the day-to-day workforce. They claim workplace injuries are up for those who can get a job, while others have had their positions entirely replaced with automated workers. Though the protests have remained nonviolent, tensions are on the rise, and the shieldmarshals are considering a strong crackdown on protesters. ","skill_mod":{"crafting":9,"athletics":12},"summary":"A common sight among Alkenstar work crews, construction teams, and mining operations, the clockwork fabricator is a one-size-fits-all construction …","image":["/Images/Monsters/Clockwork_ClockworkFabricator.png"],"primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":19,"item":["Artisan's Tools"],"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":4,"piercing":4,"slashing":4,"physical":4},"url":"/Monsters.aspx?ID=1927","intelligence":-5,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":10,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Clockwork Fabricator","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[11],"slug":"creature-1927"},{"attack_bonus":[9,9],"constitution":4,"primary_source_category":"Adventure Paths","strength":3,"hp":36,"language":["Draconic"],"immunity":["paralyzed","sleep"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","creature_family":"Drake","will_save":6,"charisma":1,"speed":{"fly":10,"max":25,"land":25,"burrow":20},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Dirt Breath","Draconic Frenzy","Speed Surge"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Dragon","Earth","Uncommon","NE","Small"],"id":"creature-1928","text":" Prairie Drake These squat, mud-brown drakes resemble scaly pit bulls with blunt, toothy snouts. The desert drake is the prairie drake's closest known relative, as both share a strong affinity for earth, can burrow through soil, and hack up balls of dirt that they aim at enemies. But whereas a desert drake is sleek and nimble, flying through lightning storms and siroccos with ease, the prairie drake has all the grace of a chicken, barely able to flutter clumsily up a low hill or over a boulder. Owing to their largely vestigial wings, it's no wonder prairie drakes prefer burrowing over soaring. The average prairie drake has a temperament similar to that of a wicked child who delights in tormenting others. They ambush tiny animals from underground and play with their food thoroughly before eating. To assert their supremacy over other scrubland predators, prairie drakes knock down their rivals and attack them mercilessly. They often make grisly displays from the corpses of their foes to intimidate other would-be competitors. Prairie drakes build and live in burrow mounds just beneath the surface of their environs. They make shallow tunnels in search of large insects, rodents, and ground snakes. Prairie drakes' presence helps to turn the topsoil and encourage new plant growth, supporting other animal life and making them a keystone species for the environment. Even their breath weapon leaves behind rich “drake soil,” coveted by farmers and gardeners for the potent effects it has on plants. Being seen as “useful” or “beneficial” annoys most prairie drakes, who believe such a reputation makes them look weak and conflicts with their “apex predator” mystique. After they've gotten too much positive attention, a prairie drake is apt to murder a farm animal or destroy croplands only to prove that they're far from harmless. Recall Knowledge - Dragon (Arcana): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Prairie Drake Source Pathfinder #178: Punks in a Powderkeg pg. 87 Perception +6; tremorsense 30 feet (imprecise) Languages Draconic Skills Acrobatics +6, Athletics +9, Intimidation +5, Survival +6 Str +3 Dex +2 Con +4 Int -2 Wis +2 Cha +1 --- AC 18 Fort +10 Ref +6 Will +6 HP 36 Immunities paralyzed, sleep Resistances electricity 4 --- Speed 25 feet, burrow 20 feet, fly 10 feet Melee Single Action jaws +9, Damage 1d6+6 piercing plus Grab Melee Single Action wing +9 (Agile, Finesse), Damage 1d6+3 slashing Dirt Breath Two Actions (Arcane, Earth, Evocation) The prairie drake spits a ball of dirt that explodes into a shower of rocks and mud. The attack has a range of 30 feet and explodes in a 5-foot radius burst. Creatures within the burst take 3d6 bludgeoning damage (DC 16 basic Reflex save). Plant creatures in the area take no damage on a successful save; regardless, once per day, plant creatures can spend 10 minutes in the area to absorb the nutrients and heal 1d8 Hit Points. The prairie drake can't use Dirt Breath again for 1d6 rounds. Draconic Frenzy Two Actions The prairie drake makes one jaws Strike and two wing Strikes in any order. Speed Surge Single Action Frequency three times per day; Effect The prairie drake Strides or Burrows twice. Drake Soil This nutrient-rich dirt is the result of a prairie drake's breath weapon. The first time they use their breath weapon after a large meal, they the especially enriched soil they spew out is enough to fill a sack weighing 1 Bulk and worth 1 gp to a farmer or gardener. A plant creature can nestle itself in a sack of enriched drake soil for 10 minutes to regain 1d8 Hit Points, using up all of the soil's additional nutrients. ","element":["Earth"],"skill_mod":{"survival":6,"athletics":9,"intimidation":5,"acrobatics":6},"summary":"These squat, mud-brown drakes resemble scaly pit bulls with blunt, toothy snouts. The desert drake is the prairie drake's closest known relative, …","image":["/Images/Monsters/Drake_PrairieDrake.png"],"primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":" tremorsense 30 feet (imprecise)","weakest_save":["ref","reflex","will"],"resistance":{"electricity":4},"url":"/Monsters.aspx?ID=1928","intelligence":-2,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":10,"source_group":["Outlaws of Alkenstar"],"size":["Small"],"spoilers":"Outlaws of Alkenstar","name":"Prairie Drake","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[6,9],"slug":"creature-1928"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":60,"immunity":["acid","critical hits","mental","precision","unconscious","visual"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","creature_family":"Ooze","will_save":6,"charisma":-5,"speed":{"max":20,"land":20,"swim":20},"perception":6,"wisdom":-1,"weakness":{"bludgeoning":5,"cold":5},"creature_ability":["Motion Sense","Monstrous Yeast"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics"],"trait":["Mindless","Ooze","Rare","N","Large"],"id":"creature-1929","text":" Yeast Ooze Wild yeast and alchemy combine to form this monstrous frothing ooze. Recall Knowledge - Ooze (Occultism): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Yeast Ooze Source Pathfinder #178: Punks in a Powderkeg pg. 88 Perception +6; motion sense 60 feet, no vision Languages Skills Athletics +7 Str +3 Dex -2 Con +2 Int -5 Wis -1 Cha -5 Motion Sense A yeast ooze can sense nearby creatures through vibration and air or water movement. --- AC 12 Fort +10 Ref +3 Will +6 HP 60 Immunities acid, critical hits, mental, precision, unconscious, visual Resistances slashing 5, piercing 5 Weaknesses bludgeoning 5, cold 5 --- Speed 20 feet, swim 20 feet Melee Single Action pseudopod +9, Damage 1d8+3 bludgeoning plus monstrous yeast Monstrous Yeast (Contact, Disease) Whenever a creature infected with monstrous yeast takes cold damage, they can make a new saving throw with a +2 circumstance bonus. Failure doesn't advance the disease; Saving Throw DC 16 Fortitude; Onset 1 round; Stage 1 flat-footed (1 hour); Stage 2 enfeebled 1 and flat-footed (1 hour); Stage 3 enfeebled 2 and flat-footed (1 day) ","skill_mod":{"athletics":7},"summary":"Wild yeast and alchemy combine to form this monstrous frothing ooze.","image":["/Images/Monsters/Ooze_YeastOoze.png"],"primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Monster","Creature Type","Rarity"],"ac":12,"level":2,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=1929","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-2,"fortitude_save":10,"source_group":["Outlaws of Alkenstar"],"size":["Large"],"spoilers":"Outlaws of Alkenstar","name":"Yeast Ooze","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[7],"slug":"creature-1929"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":80,"immunity":["critical hits","mental","precision","unconscious","visual"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","creature_family":"Ooze","will_save":6,"charisma":-5,"speed":{"max":30,"land":15,"swim":30},"perception":6,"wisdom":1,"weakness":{"electricity":5},"creature_ability":["Motion Sense","Corrode Weapon","Metal Resistance","Rust"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics","Stealth"],"stealth":"5","trait":["Mindless","Ooze","Uncommon","N","Medium"],"id":"creature-1930","text":" Rust Ooze These reddish-brown globs wriggle through sewers and other waterways in search of iron pipes, metal trash, and other objects that rust. Recall Knowledge - Ooze (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Rust Ooze Source Pathfinder #178: Punks in a Powderkeg pg. 87 Perception +6; motion sense 60 feet, no vision Languages Skills Athletics +9, Stealth +5 Str +4 Dex -4 Con +3 Int -5 Wis +1 Cha -5 Motion Sense A rust ooze can sense nearby creatures through vibration and air or water movement. --- AC 11 Fort +10 Ref +3 Will +6 HP 80 Immunities critical hits, mental, precision, unconscious, visual Resistances metal 5 Weaknesses electricity 5 Corrode Weapon Reaction Trigger The rust ooze is hit with a metal weapon; Effect The rust ooze deals 2d6 acid damage to the item, ignoring its Hardness. Metal Resistance A rust ooze has resistance 5 to metal weapons. --- Speed 15 feet, swim 30 feet Melee Single Action pseudopod +11, Damage 1d6+5 bludgeoning plus rust and tetanus Rust When a rust ooze critically succeeds at a pseudopod Strike, it deals 2d6 acid damage to a metal item the target is wearing or holding, ignoring the item's Hardness. If a creature uses the Shield Block reaction with a metal shield against a rust ooze's pseudopod attack, the shield is automatically broken, but no other item is rusted. Rust Oozes and Rust Monsters While no one is sure how the first rust ooze came to be, some theorize that Hubert Brunt, an ooze researcher at Blythir College, spilled some proto-ooze on a rust monster antennae a colleague was studying. The urban legend says it consumed the antennae and absorbed the rust monster's powers, then consumed all of the metal instruments in the lab before a frightened attendant hastily washed the animated muck down the drain. ","skill_mod":{"stealth":5,"athletics":9},"summary":"These reddish-brown globs wriggle through sewers and other waterways in search of iron pipes, metal trash, and other objects that rust.","primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Monster","Creature Type","Rarity"],"ac":11,"level":3,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1930","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-4,"fortitude_save":10,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Rust Ooze","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[8],"slug":"creature-1930"},{"primary_source_category":"Rulebooks","strength":4,"hp":80,"source":["Book of the Dead"],"type":"Creature","charisma":2,"perception":13,"stealth":"10","trait":["Undead","Unique","Zombie","NE","Medium"],"id":"creature-1931","text":" Harlo Krant Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Harlo Krant Source Book of the Dead pg. 210 Perception +13; darkvision Languages Skills Athletics +10, Mercantile Lore +9, Religion +13, Stealth +10 Str +4 Dex +4 Con +3 Int +1 Wis +5 Cha +2 Items bag of holding type I (contains two doses of arsenic, 6 invisibility potion , and 136 gp), Scythe --- AC 20 Fort +11 Ref +10 Will +13 HP 80 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses positive 5, slashing 5 --- Speed 25 feet Melee Single Action scythe +12 (deadly d10, Trip), Damage 1d10+8 slashing plus whispering scythe Melee Single Action fist +12, Damage 1d8+8 bludgeoning Divine Innate Spells DC 21, attack +13 - Cantrips (2nd) Chill Touch, Daze, Divine Lance - 1st Fear, Harm (×3), Ray of Enfeeblement - 2nd Silence, Sudden Blight Command Zombie Single Action (Concentrate, Divine, Incapacitation, Necromancy) Krant intones blasphemous words to gain control over a zombie he can see within 100 feet. A zombie that is mindless and not under someone else's control falls under his control automatically; otherwise, the zombie or its controller can attempt a DC 22 Will save to avoid being controlled (whichever has the higher modifier). The target zombie is temporarily immune for 24 hours if successful. The attempt fails if the zombie is the same level as Krant or higher. The zombie remains controlled by Krant until either is destroyed. Krant can control up to 8 zombies at a time. If Krant would control a number of zombies over this limit, he chooses which to release. Create Zombies (Concentrate, Divine, Evil, Necromancy) Krant can create lesser zombies with a 1-hour ritual. During this time, Krant chants and performs an unholy dance over the corpses he intends to animate. Unlike normal rituals, this doesn't require a skill check or Cost. At the end of this hour, Krant can create one 1st- or 2nd-level zombie, or two zombies of level 0 or lower. These are automatically under Krant's control and count toward the limit of Command Zombie. Any zombies created by Krant still count toward the XP budget of an encounter normally. Krant has created enough individual zombies to form shambler troops, which are effectively 4th-level creatures. Rather than creating them directly, he needed to train weaker zombies to work as troops. Shamble Forth! Single Action (Concentrate, Divine, Evil) Frequency once per round; Effect Each zombie controlled by Krant Strides 5 feet (or Burrows, Climbs, Flies, or Swims 5 feet if it has the corresponding movement type). Whispering Scythe Reaction (Divine, Necromancy) Trigger An undead controlled by Krant and within 20 feet of him is destroyed; Requirements Krant is holding his scythe; Effect Krant draws the creature's soul into his scythe. The next time he makes a scythe Strike, the soul is released and the Strike deals an extra 1d6 negative damage. The scythe can hold only one soul at a time. ","skill_mod":{"stealth":10,"athletics":10,"religion":13},"image":["/Images/Monsters/HarloKrant.png"],"primary_source":"Book of the Dead","spell":["Silence","Sudden Blight","Fear","Harm","Ray of Enfeeblement","Chill Touch","Daze","Divine Lance"],"ac":20,"item":["bag of holding type I (contains two doses of arsenic , 6 invisibility potion , and 136 gp)","Scythe"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":10,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Harlo Krant","alignment":"NE","pfs":"Standard","rarity":"unique","strike_damage_average":[12,13],"attack_bonus":[12,12],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[13],"will_save":13,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{"slashing":5,"vitality":5},"creature_ability":["Command Zombie","Create Zombies","Shamble Forth!","Whispering Scythe"],"skill":["Athletics","Mercantile Lore","Religion","Stealth"],"tradition":["Divine"],"trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1931","dexterity":4,"category":"creature","slug":"creature-1931"},{"attack_bonus":[4,4],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":8,"language":["Common"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","will_save":2,"charisma":1,"speed":{"max":25,"land":25},"perception":3,"wisdom":0,"weakness":{},"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics","Intimidation","Society"],"trait":["Human","Humanoid","Uncommon","LE","Medium"],"id":"creature-1932","text":" Gold Tank Investor Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Gold Tank Investor Source Pathfinder #178: Punks in a Powderkeg pg. 14 Perception +3 Languages Common Skills Athletics +3, Intimidation +4, Society +1 Str +2 Dex +3 Con +2 Int +0 Wis +0 Cha +1 Items Club --- AC 14 Fort +3 Ref +4 Will +2 HP 8 --- Speed 25 feet Melee Single Action club +4, Damage 1d4+2 bludgeoning Ranged Single Action club +4 (thrown 10 feet), Damage 1d4 bludgeoning\n","skill_mod":{"society":1,"athletics":3,"intimidation":4},"primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":14,"item":["Club"],"level":-1,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1932","intelligence":0,"reflex_save":4,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":3,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Gold Tank Investor","alignment":"LE","category":"creature","rarity":"uncommon","strike_damage_average":[2,4],"slug":"creature-1932"},{"attack_bonus":[8,9],"constitution":3,"primary_source_category":"Adventure Paths","strength":1,"hp":37,"language":["Common","Dwarven","Jotun"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","will_save":8,"charisma":0,"speed":{"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Defying Glare","Generous Distraction","Silver Shower Shot","Sneak Attack"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Banking Lore","Deception","Diplomacy","Intimidation","Nature","Society","Thievery"],"trait":["Dwarf","Humanoid","Unique","LE","Medium"],"id":"creature-1933","text":" Irkem Dresh Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Irkem Dresh Source Pathfinder #178: Punks in a Powderkeg pg. 17 Perception +8 Languages Common, Dwarven, Jotun Skills Acrobatics +9, Banking Lore +8, Deception +7, Diplomacy +5, Intimidation +9, Nature +7, Society +6, Thievery +6 Str +1 Dex +4 Con +3 Int +1 Wis +3 Cha +0 Items minor elixir of life, fine clothes, flintlock pistol (10 rounds), manager's keys --- AC 19 Fort +8 Ref +9 Will +8 HP 37 Defying Glare Reaction Trigger A creature uses a mental effect against Dresh and fails or critically fails; Effect Dresh Demoralizes that creature; when she does, Demoralize loses the auditory trait and gains the visual trait and she doesn't take a penalty if the creature doesn't understand her language. --- Speed 25 feet Melee Single Action fist +8 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+1 bludgeoning Ranged Single Action flintlock pistol +9 (Concussive, fatal d8, range 40 feet, reload 1), Damage 1d4 piercing Generous Distraction Dresh can use the promise of wealth to distract her foes. When she succeeds or critically succeeds on a Deception check to Feint against a target within 30 feet, the target is flat-footed against her ranged attacks as well as her melee Strikes. Silver Shower Shot Single Action Frequency once per round; Effect Dresh throws 2d6 silver pieces into the air, potentially distracting her target. Dresh makes a Deception check to Feint against a creature within 30 feet that can see her and which she can see. If her flintlock pistol is loaded, Dresh then makes a ranged flintlock pistol Strike against that target. Sneak Attack Dresh deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"society":6,"diplomacy":5,"deception":7,"nature":7,"thievery":6,"intimidation":9,"acrobatics":9},"primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":19,"item":["minor elixir of life","fine clothes","flintlock pistol (10 rounds)","manager's keys"],"level":3,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=1933","intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":8,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Irkem Dresh","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[2,3],"slug":"creature-1933"},{"attack_bonus":[5,6,6],"constitution":3,"primary_source_category":"Adventure Paths","strength":0,"hp":8,"language":["Common","Gnoll"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","will_save":5,"charisma":-1,"speed":{"max":25,"land":25},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Weeping Wounds","Pack Attack","Stealthy Abduction"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics","Intimidation","Stealth","Thievery"],"stealth":"4","trait":["Gnoll","Humanoid","Uncommon","CE","Medium","Kholo"],"id":"creature-1934","text":" Sludgespine Killers Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Sludgespine Killers Source Pathfinder #178: Punks in a Powderkeg pg. 25 Perception +5 Languages Common, Gnoll Skills Athletics +5, Intimidation +4, Stealth +4, Thievery +4 Str +0 Dex +1 Con +3 Int -1 Wis +2 Cha -1 Items Bola (2), Leather Armor, Sap --- AC 14 Fort +6 Ref +5 Will +5 HP 8 Weeping Wounds The fluid in a Sludgespine's pustules is harmful to other creatures. Whenever a creature hits a Sludgespine killer with a melee attack, the attacker must succeed at a DC 14 Reflex save or take 1 acid damage (2 acid damage on a critical failure). --- Speed 25 feet Melee Single Action jaws +6 (Unarmed), Damage 1d6 piercing Melee Single Action sap +6 (Agile, Nonlethal), Damage 1d6 bludgeoning Ranged Single Action bola +5 (Nonlethal, range 20 feet, Ranged Trip, Thrown), Damage 1d6 bludgeoning Pack Attack A gnoll deals 1d4 extra damage to any creature that's within reach of at least two of the gnoll's allies. Stealthy Abduction When a Sludgespine killer successfully Grapples a creature, that creature makes no sound; other creatures can't notice the grapple by hearing alone. As long as it's grappled, the creature can't use actions with the auditory trait or cast spells with a verbal component. ","skill_mod":{"thievery":4,"stealth":4,"athletics":5,"intimidation":4},"primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Monster","Ancestry","Creature Type","Rarity"],"ac":14,"item":["Bola (2)","Leather Armor","Sap"],"level":-1,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=1934","intelligence":-1,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":6,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Sludgespine Killers","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[3,3,3],"slug":"creature-1934"},{"attack_bonus":[6,7],"constitution":1,"primary_source_category":"Adventure Paths","strength":0,"hp":8,"language":["Common","Druidic","Sylvan","<%SPELLS%294%%>speak with plants<%END> (fungi only)"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","will_save":2,"charisma":-1,"speed":{"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Verdant Burst","Change Shape","Pack Attack","Spores"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics","Nature","Stealth"],"stealth":"5","trait":["Fungus","Leshy","Rare","CE","Small"],"id":"creature-1935","text":" Follower Of Shumfallow Recall Knowledge - Fungus (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Follower Of Shumfallow Source Pathfinder #178: Punks in a Powderkeg pg. 25 Perception +6; darkvision Languages Common, Druidic, Sylvan; speak with plants (fungi only) Skills Athletics +2, Nature +4, Stealth +5 Str +0 Dex +3 Con +1 Int -1 Wis +0 Cha -1 --- AC 15 Fort +5 Ref +7 Will +2 HP 8 Verdant Burst (healing) When a follower of Shumfallow dies, a burst of primal energy explodes from its body, restoring 1d8 Hit Points to each fungus creature in a 30-foot emanation. This area is filled with fungi, becoming difficult terrain. If the terrain is not a viable environment for this fungi, they wither after 24 hours. --- Speed 25 feet Melee Single Action fist +6 (Agile, Finesse), Damage 1d6 bludgeoning Ranged Single Action spore pod +7 (range increment 30 feet), Damage 1d4 bludgeoning plus spores Primal Innate Spells DC 14 - 4th Speak with Plants Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The follower of Shumfallow transforms into a Small giant mushroom or patch of fungi. This ability otherwise uses the effects of tree shape . Pack Attack A follower of Shumfallow's Strikes deal an additional 1d4 damage to creatures that are within the reach of at least two of the follower's allies. Spores A creature that takes damage from a follower of Shumfallow's spore pod Strike must succeed at a DC 15 Fortitude save or take 1 persistent poison damage. A creature has its vision reduced as long as the persistent damage continues and can see only within 20 feet (or 10 feet, on a critical failure). ","tradition":["Primal"],"skill_mod":{"nature":4,"stealth":5,"athletics":2},"primary_source":"Pathfinder #178: Punks in a Powderkeg","spell":["Speak with Plants"],"trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":15,"level":-1,"spell_dc":[14],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1935","intelligence":-1,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"source_group":["Outlaws of Alkenstar"],"size":["Small"],"spoilers":"Outlaws of Alkenstar","name":"Follower Of Shumfallow","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[2,3],"slug":"creature-1935"},{"attack_bonus":[7,9],"constitution":3,"primary_source_category":"Adventure Paths","strength":0,"hp":16,"language":["Common","Goblin"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","will_save":4,"charisma":3,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{"fire":3},"creature_ability":["Blaze of Glory","Bombing Run","Quick Bomber","Shake It Up"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics","Crafting","Intimidation","Stealth","Gunpowder Lore"],"stealth":"7","trait":["Humanoid","Uncommon","NE","Medium"],"id":"creature-1936","text":" Powderkeg Punk Bombardier Recall Knowledge - Humanoid (Society): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Powderkeg Punk Bombardier Source Pathfinder #178: Punks in a Powderkeg pg. 38 Perception +5 Languages Common, Goblin Skills Acrobatics +7, Athletics +3, Crafting +5, Intimidation +8, Stealth +7, Gunpowder Lore +7 Str +0 Dex +4 Con +3 Int +2 Wis +0 Cha +3 Items Blaze, lesser alchemist's fire (4) --- AC 17 Fort +6 Ref +7 Will +4 HP 16 Weaknesses fire 3 Blaze of Glory Reaction (concentrate, emotion, fear, visual, mental) Trigger The Powderkeg Punk takes fire damage; Effect The Powderkeg Punk Demoralizes the creature that dealt the fire damage. Demoralize loses the auditory trait and gains the visual trait, and the Powderkeg Punk doesn't take a penalty if the creature doesn't understand their language. The Powderkeg Punk can use this reaction even if the triggering damage reduced the Punk to 0 Hit Points. --- Speed 25 feet Melee Single Action fist +7 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning Ranged Single Action alchemist's fire +9 (Bomb, range increment 20 feet, Splash), Damage 1d8 fire plus 1 persistent fire plus 1 fire splash Bombing Run Two Actions The bombardier draws two bombs, and then Strides and makes two Strikes with a bomb before, after, or during the movement. Quick Bomber Single Action The bombardier can Interact to draw a bomb and then make a Strike with it. Shake It Up Two Actions The bombardier shakes a bottle of alchemist's fire, and then Strikes with it. The radius of the splash damage for this Strike increases to 10 feet. ","skill_mod":{"crafting":5,"stealth":7,"athletics":3,"intimidation":8,"acrobatics":7},"primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Creature Type","Rarity"],"ac":17,"item":["Blaze","lesser alchemist's fire (4)"],"level":1,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1936","intelligence":2,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":6,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Powderkeg Punk Bombardier","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[2,4],"slug":"creature-1936"},{"attack_bonus":[4,7],"constitution":2,"primary_source_category":"Adventure Paths","strength":0,"hp":13,"language":["Common","Goblin"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","will_save":2,"charisma":2,"speed":{"max":25,"land":25},"perception":4,"wisdom":0,"weakness":{"fire":3},"creature_ability":["Blaze of Glory","Gut Shot","Sneak Attack","Toss and Shoot"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics","Crafting","Intimidation","Stealth","Gunpowder Lore"],"stealth":"5","trait":["Humanoid","Uncommon","NE","Medium"],"id":"creature-1937","text":" Powderkeg Punk Gunner Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Powderkeg Punk Gunner Source Pathfinder #178: Punks in a Powderkeg pg. 39 Perception +4 Languages Common, Goblin Skills Acrobatics +5, Athletics +2, Crafting +3, Intimidation +6, Stealth +5, Gunpowder Lore +5 Str +0 Dex +3 Con +2 Int +1 Wis +0 Cha +2 Items lesser alchemist's fire, flintlock pistol (10 rounds), Leather Armor, lesser searing suture --- AC 16 Fort +5 Ref +6 Will +2 HP 13 Weaknesses fire 3 Blaze of Glory Reaction (concentrate, emotion, fear, visual, mental) Trigger The Powderkeg Punk takes fire damage; Effect The Powderkeg Punk Demoralize the creature that dealt the fire damage. Demoralize loses the auditory trait and gains the visual trait, and the Powderkeg Punk doesn't take a penalty if the creature doesn't understand their language. The Powderkeg Punk can use this reaction even if the triggering damage reduced the Punk to 0 Hit Points. --- Speed 25 feet Melee Single Action fist +4 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning Ranged Single Action flintlock pistol +7 (Concussive, fatal d8, range increment 40 feet, reload 1), Damage 1d4 piercing Gut Shot Single Action Frequency once per round; Requirements The gunner is flanked by two or more creatures and the gunner's pistol is loaded; Effect The gunner turns their pistol on themself and pulls the trigger, firing through their own gut to catch the foe behind them unawares. The gunner makes a flintlock pistol Strike against an adjacent creature, who becomes flat-footed against this Strike. The gunner takes 1d4 piercing damage. Sneak Attack The gunner deals an additional 1d6 precision damage to flat-footed creatures. Toss and Shoot Three Actions Requirements The gunner is holding a loaded firearm; Effect The gunner Interacts to draw an alchemist's fire, throws it at a point within 30 feet, and then shoots the bomb in midair. Creatures within a 10-foot radius of the shot bomb must succeed at a DC 15 Reflex save or take the splash and persistent damage from the alchemist's fire. ","skill_mod":{"crafting":3,"stealth":5,"athletics":2,"intimidation":6,"acrobatics":5},"primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Creature Type","Rarity"],"ac":16,"item":["lesser alchemist's fire","flintlock pistol (10 rounds)","Leather Armor","lesser searing suture"],"level":0,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1937","intelligence":1,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":5,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Powderkeg Punk Gunner","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[2,2],"slug":"creature-1937"},{"primary_source_category":"Adventure Paths","strength":0,"hp":40,"language":["Common","Draconic","Druidic","Sylvan","<%SPELLS%294%%>speak with plants<%END> (succulents only)"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","charisma":4,"perception":10,"trait":["Leshy","Plant","Unique","LN","Small"],"id":"creature-1938","text":" Dewey Daystar Recall Knowledge - Plant (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Dewey Daystar Source Pathfinder #178: Punks in a Powderkeg pg. 46 Perception +10; low-light vision Languages Common, Draconic, Druidic, Sylvan; speak with plants (succulents only) Skills Acrobatics +6, Alkenstar Lore +5, Intimidation +8, Medicine +8, Nature +8, Survival +8 Str +0 Dex +2 Con +3 Int +1 Wis +4 Cha +4 Items wand of heal (1st) --- AC 16 Fort +7 Ref +6 Will +10 HP 40 Spiny Body A cactus leshy is covered in spines. A creature that Grabs the cactus leshy takes 1d8+3 piercing damage. Verdant Burst When Dewey Daystar dies, a burst of primal energy explodes from his body, restoring 2d8 Hit Points to each plant creature in a 30-foot emanation. This area fills with cacti, becoming difficult terrain. If the terrain is not a viable environment for the cacti, they wither after 24 hours. --- Speed 25 feet Melee Single Action spine +8 (Finesse, Unarmed), Damage 1d8+3 piercing Ranged Single Action spine +8 (range increment 20 feet, Unarmed), Damage 1d6+3 piercing Primal Spells DC 18, attack +10 - Cantrips (1st) Acid Splash, Dancing Lights, Guidance, Stabilize, Tanglefoot - 1st Heal, Hydraulic Push, Magic Fang\n","skill_mod":{"nature":8,"survival":8,"medicine":8,"intimidation":8,"acrobatics":6},"primary_source":"Pathfinder #178: Punks in a Powderkeg","spell":["Heal","Hydraulic Push","Magic Fang","Acid Splash","Dancing Lights","Guidance","Stabilize","Tanglefoot"],"ac":16,"item":["wand of heal (1st)"],"level":2,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":6,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":7,"source_group":["Outlaws of Alkenstar"],"size":["Small"],"spoilers":"Outlaws of Alkenstar","name":"Dewey Daystar","alignment":"LN","rarity":"unique","strike_damage_average":[6,7],"attack_bonus":[8,8],"constitution":3,"spell_attack_bonus":[10],"will_save":10,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Spiny Body","Verdant Burst"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Alkenstar Lore","Intimidation","Medicine","Nature","Survival"],"tradition":["Primal"],"trait_group":["Monster","Ancestry","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=1938","dexterity":2,"category":"creature","slug":"creature-1938"},{"attack_bonus":[11,11],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":30,"language":["Common","Kelish"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","will_save":4,"charisma":1,"speed":{"max":25,"land":25},"perception":10,"wisdom":0,"weakness":{},"creature_ability":["Firearms Critical Specialization","Lawbringer"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics","Intimidation"],"trait":["Humanoid","Uncommon","LN","Medium"],"id":"creature-1939","text":" Gunmarshal Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Gunmarshal Source Pathfinder #178: Punks in a Powderkeg pg. 57 Perception +10 Languages Common, Kelish Skills Acrobatics +6, Athletics +9, Intimidation +7 Str +3 Dex +4 Con +2 Int +0 Wis +0 Cha +1 Items Flintlock Musket (10 rounds), Leather Armor, Shortsword --- AC 18 Fort +10 Ref +10 Will +4 HP 30 --- Speed 25 feet Ranged Single Action flintlock musket +11, Damage 1d6+4 piercing Melee Single Action shortsword +11, Damage 1d6+4 piercing Firearms Critical Specialization When the gunmarshal makes a critical hit with a firearm, the target must succeed at a DC 18 Fortitude save or be stunned 1. Lawbringer Single Action he gunmarshal marks a foe for judgment, granting the gunmarshal a +10-foot circumstance bonus to Speed when moving toward that creature. ","skill_mod":{"athletics":9,"intimidation":7,"acrobatics":6},"primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Creature Type","Rarity"],"ac":18,"item":["Flintlock Musket (10 rounds)","Leather Armor","Shortsword"],"level":2,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1939","intelligence":0,"reflex_save":10,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":4,"fortitude_save":10,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Gunmarshal","alignment":"LN","category":"creature","rarity":"uncommon","strike_damage_average":[7,7],"slug":"creature-1939"},{"attack_bonus":[12,14],"constitution":4,"primary_source_category":"Adventure Paths","strength":3,"hp":60,"language":["Common","Goblin"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","will_save":9,"charisma":2,"speed":{"climb":30,"max":30,"land":20},"perception":9,"wisdom":1,"weakness":{"electricity":5},"creature_ability":["Custom Armor","Leap Away","Buzz-Saw Knuckles","Escape Route","Really Big Gun","Knuckle Knock"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics","Crafting","Intimidation","Stealth","Underworld Lore"],"stealth":"14","trait":["Humanoid","Unique","CN","Small"],"id":"creature-1940","text":" Glaz “Brick Blaster” Nixbrix, Explosive Leader Of The Powderkeg Punks Almost a decade ago, Glaz Nixbrix left Jalmeray on a ship to Alkenstar, ready to start his new life. After growing up with his insular family in the Jalmeri treetops and raised as a young woman, he was sick of being treated like someone he was not. He wouldn't live by their rules anymore; he would never live by anyone's rules again except for his own. Nixbrix made his way to the Garundi continent with the intention of living for himself and no one else. Alkenstar sounded like the perfect place to do just that—a land with new technology and promises of a bright future. Furthermore, the region's frequent mana storms would stifle any divination spells his family might use to track him down. He felt like he'd just struck gold, a feeling reinforced by the metallic towers, auburn skies, and shiny brass clockworks that populated his new home. But after spending just a few days in the City of Smog, Nixbrix discovered that Alkenstar had just as many rules as his monkey goblin community, only he didn't know what they were. The immigrant's ignorance of the law didn't stop the shieldmarshals from trying to arrest him, though. Before Nixbrix knew what was what, he was on the run and scavenging to survive. He fell in with some petty criminals, pickpockets, con artists, and arsonists. These individuals would become his best friends in the world. They traveled the city together, taking what they wanted, running from the shieldmarshals, and living life only for themselves. This was the freedom Nixbrix was searching for: no rules to follow but his own, no matter what other people thought. The gang did pretty well for a time. They stole some fancy prototype wearable clockwork armor from a gnome inventor, though only Nixbrix was small enough to fit inside it. The gang took the thing for a spin, using the oversized firearm strapped to its back to blast through doors and windows when invading rival gangs' territories. Nixbrix, never one for subtlety, often aimed for the walls of buildings for the gang's entrances, and he quickly developed a reputation as the “Brick Blaster of Ferrous Quarter.” As time went on, Nixbrix lost touch with his old crew, often because of arrests or shoot-outs with the shieldmarshals, but he was always meeting new people. He also started to understand the ins and outs of his special armor. He even made a few modifications himself, like his innovative buzz-saw knuckles. One day, while staring at a massive factory fire that seemingly sprung out of nowhere, Nixbrix saw a group of people running from the conflagration, the shieldmarshals hot on their tail. Nixbrix decided to help some fellow criminals out, bust some shieldmarshal skulls, and maybe make a few friends on the way. After beating down the shieldmarshals, he hid out with the people they'd been chasing and learned why they'd set the fire. “For the fun of it,” it turns out, was exactly the kind of answer Nixbrix was hoping for. They became fast friends. Not long after, someone floated the idea of giving their little gang an official name, something to stoke fear into the hearts of other Alkenstar outlaws. Nixbrix suggested the Powderkeg Punks, and everyone liked this suggestion so much that they made Nixbrix their group's official boss. He liked the sound of that. Campaign Role As the leader of the Powderkeg Punks, a gang of arsonists hired to kidnap Vashon Gattlebee, Glaz Nixbrix is primarily an antagonist for the characters to confront and defeat in this adventure. However, his personal motives and attitude can make Nixbrix much more than a simple criminal to be beaten. The gang leader has nothing personal against the characters—he just wants to keep living and doing what he wants, when he wants. If the characters can help him maintain this lifestyle, then they're perfectly okay in his book. When Lyzerius hired the Powderkeg Punks to kidnap Gattlebee, Nixbrix saw the job as a chance to gain some real prestige in the Alkenstar underworld. The Punks had long developed a reputation for wanton mayhem—thanks in no small part to the explosive supplies they'd bought from Lyzerius for years—but organized kidnapping was totally new territory, and that which Nixbrix believed could launch his outfit's criminal careers to new heights. Lyzerius was always coming around in fancy suits and expensive shoes. Nixbrix decided that he wanted in on that fancy lifestyle, at least for a little while. He wanted to see what it'd be like to strut around town and be admired, but those goals all fall apart when the characters show up and foil his plans. After the botched kidnapping in Chapter 2 of this adventure but before the characters meet him in Chapter 3, Nixbrix looks into Lyzerius a bit closer and finds out that Lyzerius is no man about town—in reality, he's a pouty dropout with delusions of grandeur. With the realization that Lyzerius isn't going to be his ride to the top, Nixbrix sets his sights on the outlaws who outgunned his Punks at the Yeast of All Brewery. When they meet him at the Powderkeg Punks' hideout, Nixbrix decides to pit the characters against his monstrous serpentine pet to see if they're tough enough to take it down. If they are, then Nixbrix decides they're the right kinds of friends to have around. Even if the characters get into a shootout with Nixbrix, the gang leader still holds the party in high regard. If they establish a rapport with him, Nixbrix could easily become a recurring underworld contact or ally of convenience in future adventures. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Glaz “Brick Blaster” Nixbrix Source Pathfinder #178: Punks in a Powderkeg pg. 88 Perception +9; low-light vision Languages Common, Goblin Skills Acrobatics +14, Athletics +11, Crafting +9, Intimidation +10, Stealth +14, Underworld Lore +9 Str +3 Dex +6 Con +4 Int +3 Wis +1 Cha +2 Items moderate war blood mutagen --- AC 24 (20 when custom armor is broken) Fort +10 Ref +14 Will +9 HP 60 Resistances physical 5 (except adamantine or orichalcum) Weaknesses electricity 5 Custom Armor Nixbrix's custom armor, which only he knows how to operate, grants him physical resistance. Once Nixbrix is reduced to fewer than half his Hit Points, or immediately upon being damaged by a critical hit, his custom armor breaks, causing the following effects: his Armor Class is reduced to 20, he loses his physical resistance, he can't use his really big gun, and his buzzsaw knuckles no longer cause persistent bleed damage. Leap Away Reaction (move) Trigger Nixbrix is targeted with a ranged attack; Effect Nixbrix Leaps up to 10 feet vertically and 30 feet horizontally, and he gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 20 feet, climb 30 feet Melee Single Action buzz-saw knuckles +14 (Finesse, Free-Hand), Damage 2d6+5 slashing plus 1d6 persistent bleed Ranged Two Actions really big gun +12 (deadly d12, Free-Hand, range 60 feet, reload special [see below], volley 30 feet), Damage 2d12 piercing Buzz-Saw Knuckles Nixbrix has custom-built knuckledusters called buzz-saw knuckles. Only he knows how to operate them. Escape Route Three Actions Nixbrix flees the scene. He moves four times, each time using one of the following actions: Climb, Leap, Stand, Step, or Stride. Really Big Gun Nixbrix has a custom-built, extra-large firearm mounted to the shoulder of his custom armor. Only he knows how to fire the contraption, which is inscrutable in the hands of anyone else. Whenever Nixbrix fires his Really Big Gun, the armor automatically reloads the weapon, but it doesn't finish reloading until the end of his next turn. He can only fire it, at most, every other round. He can take 6 shots with this weapon before all the ammunition is spent. Knuckle Knock Two Actions Nixbrix Strides, Climbs, or Leaps once, then Strikes with his buzz-saw knuckles. As long as this Strike is a success, he unleashes a devastating black powder explosion afterward that deals 1d6 fire damage to both him and the target of the Strike. He then Strides or Leaps once more, propelled by the blast. ","skill_mod":{"crafting":9,"stealth":14,"athletics":11,"intimidation":10,"acrobatics":14},"summary":"Almost a decade ago, Glaz Nixbrix left Jalmeray on a ship to Alkenstar, ready to start his new life. After growing up with his insular family in the …","image":["/Images/Monsters/GlazNixbrix.png"],"primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Creature Type","Rarity"],"ac":24,"item":["moderate war blood mutagen"],"level":4,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/NPCs.aspx?ID=1940","intelligence":3,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":10,"source_group":["Outlaws of Alkenstar"],"size":["Small"],"spoilers":"Outlaws of Alkenstar","name":"Glaz “Brick Blaster” Nixbrix","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[13,15],"slug":"creature-1940"},{"attack_bonus":[8,10],"constitution":1,"primary_source_category":"Adventure Paths","strength":1,"hp":44,"language":["Common","Dwarven","Elven","Gnoll","Gnomish","Ignan","Kelish","Osiriani"],"source":["Pathfinder #178: Punks in a Powderkeg"],"type":"Creature","will_save":8,"charisma":4,"speed":{"max":25,"land":25},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Infused Items","Far Lob","Firebug","Natural-Born Burner","Quick Bomber"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Arcana","Crafting","Deception","Diplomacy","Society","Stealth","Thievery","Underworld Lore"],"stealth":"10","trait":["Human","Humanoid","Ifrit","Unique","CN","Medium"],"id":"creature-1941","text":" Shoma Lyzerius, Bitter Firebug Rival Dropout. Failure. Mediocre. These are the words people have used to describe Shoma his entire life. As a young boy, he was once seen as a prodigy who would change the face of alchemy forever, but his minor genius would also prove his greatest flaw. Lyzerius started attending school at Blythir College a full 2 years earlier than most of his class. Lyzerius was a late bloomer, physically speaking, as his small stature and boyish features compounded his childish looks. This apparently huge age gap made socialization awkward for him. Though he felt that he was smarter than the rest of his peers combined, they constantly treated him as a mere child. Even his teachers treated Lyzerius as less than, believing that someone so young must have cheated to gain entrance to the prestigious college. Determined to show everyone that he deserved his place at Blythir, Lyzerius snuck into the school's labs late at night to perform daring experiments that would prove his genius. One of these experiments—a new type of alchemist's fire that could burn brighter and hotter than any before—was such a catastrophic failure (or success, depending on one's point of view) that it burned the alchemy lab to the ground. He'd wanted to prove his grandiose theories to a doubtful audience, but all he did was destroy a fortune's worth of equipment. Before Blythir's administrators could kick him out, Lyzerius voluntarily withdrew from the college. As it turned out, he did so just as his ifrit blood manifested. Suddenly, he could spark fire from his fingertips, his eyes turned a burnished golden hue, and he grew to his full height. His skin darkened to a warm brown, the color of smoldering earth, and his pale hair literally burned away as follicles of living fire replaced it. At first, Lyzerius resented his ifrit blood, looking for a way to remove what he perceived to be a curse. He wasted years of research trying to rid himself of his elemental gift before he finally embraced it. At least, he realized, he would never get called small or puny again; few in Alkenstar would have the courage to say such things to a man bathed in perpetual flame. Confidence restored, Lyzerius dedicated himself to alchemy, studying the subject on his own and perfecting his formula for a substance he called “lyzerium.” He moved into an abandoned apartment, where he discovered the remains of a now-defunct cult of Norgorber. From there, he sold his creations on Alkenstar's black market and earned a strong reputation among other criminal alchemists and explosives enthusiasts. Recently, Lyzerius trespassed onto Blythir College to retrieve some old notes he'd left at the school. He discovered that, in the years since he left, other researchers had checked out his shelved plans from the college's library. One name in particular stood out from the list of researchers: the famous alchemist inventor Vashon Gattlebee, who was rumored to be on the precipice of a truly explosive discovery. When Lyzerius confronted Gattlebee about looking at his research notes, Gattlebee flatly stated that he hardly remembered the notes, but from what he could recall, they were almost entirely useless. Lyzerius fumed at Gattlebee's snub and left in a huff, annoyed but satisfied with the answer. He continued working on his formula until one day Gattlebee announced a new form of explosive: pyronite. Lyzerius attended Gattlebee's public demonstration at Blythir College and saw firsthand what pyronite was capable of. Utterly enraged by the genius inventor's far superior explosive, Lyzerius sent Gattlebee letters that were returned, unopened. He tried to confront Gattlebee in the latter's shack of a home but received no answer. With each rebuff, Lyzerius became further convinced that Gattlebee hadn't just used his research without crediting him, Gattlebee outright stole Lyzerius's materials. There was no way that anyone could create such a potent explosive without it at least being partially thanks to him. Desperate to find out Gattlebee's secret formula for pyronite, and to get the credit he rightfully deserved, Lyzerius turned to some criminal contacts and clients. He decided that if Gattlebee wouldn't willingly part with the formula, then Lyzerius would have to arrange for his rival's kidnapping. With an indignant and jealous fire burning in his heart, Lyzerius swore to pry the secrets from Gattlebee and to have the other inventor admit to stealing his life's work. Campaign Role In Chapter 3 of this adventure, Foebe Dunsmith pays the characters to figure out who hired the Powderkeg Punks to assail the party in the hopes of kidnapping Vashon Gattlebee. The party's investigation ultimately leads the characters to the embittered Shoma Lyzerius in the ramshackle hanging neighborhood of Hellside. To get to the pesky alchemist himself, the characters must get through his secret hideout, an abandoned temple of Norgorber he's repurposed as a laboratory. Once the party defeats his minions and catches him, Lyzerius is forced to admit defeat, but by then he's already given up hope anyway; he's accepted that he'll never be on par with the likes of Gattlebee. Furthermore, word on the street has it that another inventor—Lyzerius doesn't know who, exactly—has already reverse-engineered the pyronite formula. What would be the point in getting Gattlebee to fess up to his intellectual theft now, with the formula already in the hands of other Alkenstar crafters? Lyzerius tells the party about this development with frustrated tears in his eyes. The news might spell the end for Lyzerius's explosive escapades, but it's a startling revelation to the party's patron. At the end of this adventure, Dunsmith tells the characters that if the formula for pyronite has indeed been leaked, then the outlaws' work for the grand duchess has only just begun. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Shoma Lyzerius Source Pathfinder #178: Punks in a Powderkeg pg. 90 Perception +9; low-light vision Languages Common, Dwarven, Elven, Gnoll, Gnomish, Ignan, Kelish, Osiriani Skills Acrobatics +8, Arcana +9, Crafting +12, Deception +9, Diplomacy +9, Society +9, Stealth +10, Thievery +10, Underworld Lore +9 Str +1 Dex +3 Con +1 Int +4 Wis +1 Cha +4 Infused Items Shoma Lyzerius carries 2 moderate acid flasks, 2 moderate bottled lightnings, 2 lesser elixirs of life, 6 moderate lyzerium vials (see the Lyzerium sidebar on page 63), and 2 lesser tanglefoot bags. These items last for 24 hours, or until the next time he makes his daily preparations. He can spend an action to create an additional dose of any one of these items, or any of the items listed as formulas in his book. Items Crafter's Eyepiece, formula book, high-fashion fine clothes, moderate cognitive mutagen, moderate quicksilver mutagen --- AC 18 Fort +6 Ref +10 Will +8 HP 44 Resistances fire 3 --- Speed 25 feet Melee Single Action fist +8 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+1 plus 1d6 fire Ranged Single Action bomb +10 (thrown 30 feet), Damage varies Far Lob Lyzerius's bombs have a range increment of 30 feet (instead of 20 feet). Firebug Lyzerius's alchemical items deal an additional 1 fire damage on a successful Strike. Natural-Born Burner Any melee weapon Lyzerius uses deals an additional 1d6 fire damage. Quick Bomber Single Action Lyzerius can Interact to draw a bomb and then make a Strike with it. ","skill_mod":{"society":9,"diplomacy":9,"deception":9,"thievery":10,"crafting":12,"stealth":10,"arcana":9,"acrobatics":8},"summary":"Dropout. Failure. Mediocre. These are the words people have used to describe Shoma his entire life. As a young boy, he was once seen as a prodigy …","image":["/Images/Monsters/ShomaLyzerius.png"],"primary_source":"Pathfinder #178: Punks in a Powderkeg","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"ac":18,"item":["Crafter's Eyepiece","formula book","high-fashion fine clothes","moderate cognitive mutagen","moderate quicksilver mutagen"],"level":3,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"fire":3},"url":"/NPCs.aspx?ID=1941","intelligence":4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":6,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Shoma Lyzerius","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[7],"slug":"creature-1941"},{"primary_source_category":"Adventures","strength":3,"hp":155,"language":["Common","<%SPELLS%340%%>tongues<%END>"],"source":["Shadows at Sundown"],"type":"Creature","charisma":3,"perception":19,"stealth":"19","trait":["Astral","Rare","N","Small"],"id":"creature-1942","text":" Loreavor Rarely, when an ioton (the lowliest ennosite) leeches a particularly secretive thought, it can choke to death on the secret, only to be born from its previous body into that of a loreavor: an ennosite whose existence is shaped around the consumption of secrets and artistry. Loreavors sip at secrets throughout their lives and are instinctively drawn to obscure information. Their hunger places them firmly at odds with scholars and historians alike. Living victims lose memories; written texts become blank books. Loreavors' favorite sites are ruins and ancient libraries, but they can also survive on banal secrets of everyday life as well. While the creatures are secretive, typically staying out of sight and fleeing danger, they become aggressive when their favored food sources are threatened. A loreavor appears as a 3-foot-long, pale, wormlike creature with dozens of half-formed faces growing from its segmented body. Trapped in an area without secrets to eat, a loreavor won't starve and can live for years. Recall Knowledge - Astral (Occultism): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Loreavor Source Shadows at Sundown pg. 56 Perception +19; thoughtsense (imprecise) 60 feet Languages Common; tongues Skills Acrobatics +19, Arcana +17, Occultism +21, Society +17, Stealth +19 Str +3 Dex +6 Con +4 Int +6 Wis +4 Cha +3 Thoughtsense The loreavor senses all non-mindless creatures at the listed range. --- AC 28 Fort +15 Ref +21 Will +19 HP 155 Resistances mental 10 Reconstruct Spell Reaction (divination, mental, occult) Trigger A creature within 30 feet attempts and fails to Cast a Spell while stupefied; Effect The loreavor gains use of the failed spell as an occult innate spell. It can cast that spell once; if the spell is of a higher level than half the loreavor's level (5th level or higher for most loreavors), the loreavor must succeed at a flat check with a DC equal to 5 + the level of the spell it is attempting to cast; on a failure, the spell fails, and the loreavor becomes stupefied 1 for 1 minute. If the spell isn't cast within 24 hours, or if the loreavor uses Reconstruct Spell again before casting the spell, the spell is lost. No more than one loreavor can reconstruct a given spell this way. --- Speed 20 feet, fly 20 feet Melee Single Action touch +19 (Agile, Finesse), Damage 2d10+7 mental plus search memory Ranged Single Action mind bolt +21 (range 60 feet), Damage 2d12+4 mental Occult Innate Spells DC 28 - Cantrips (5th) Mage Hand - 4th Modify Memory (at will) - Constant (5th) Tongues Search Memory (Divination, Mental, Occult) When the loreavor damages a creature with its touch Strike, the creature must succeed at a 28 Will save or become stupefied 1, or stupefied 2 on a critical failure. Redact (Occult, Transmutation) By spending an hour in contact with a nonmagical document or piece of artwork no larger than 1 Bulk, a loreavor can consume either a few words from the text or render the artistry of the work more mundane. Doing so heals the loreavor of 4d8 HP. Words fade from the text, leaving an obvious blank space behind, while artwork is reduced in worth by 10% of its original value. A loreavor can consume incidental text in this manner from a spellbook but cannot consume actual spells recorded in the book. The loreavor can't use Redact for 24 hours A One-way Journey When a loreavor is “born,” it gains the ability to cast plane shift once as an innate spell that affects itself only and does so to travel to another plane— typically the Material Plane—when it senses a particularly enticing collection of unprotected secrets or artwork. The GM might determine a loreavor encountered on the Astral Plane might not have used this spell yet, affording it a one-time method of escaping conflict if a battle goes against it. ","skill_mod":{"society":17,"stealth":19,"arcana":17,"occultism":21,"acrobatics":19},"primary_source":"Shadows at Sundown","spell":["Modify Memory","Tongues","Mage Hand"],"ac":28,"level":9,"spell_dc":[28],"source_category":["Adventures"],"sense":"thoughtsense (imprecise) 60 feet","resistance":{"mental":10},"intelligence":6,"reflex_save":21,"strongest_save":["ref","reflex"],"fortitude_save":15,"source_group":["Shadows at Sundown"],"size":["Small"],"spoilers":"Shadows at Sundown","name":"Loreavor","alignment":"N","rarity":"rare","strike_damage_average":[17,18],"attack_bonus":[19,21],"constitution":4,"creature_family":"Ennosite","will_save":19,"speed":{"fly":20,"max":20,"land":20},"wisdom":4,"weakness":{},"creature_ability":["Thoughtsense","Reconstruct Spell","Search Memory","Redact"],"primary_source_group":"Shadows at Sundown","skill":["Acrobatics","Arcana","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"Rarely, when an ioton (the lowliest ennosite) leeches a particularly secretive thought, it can choke to death on the secret, only to be born from …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1942","dexterity":6,"category":"creature","slug":"creature-1942"},{"primary_source_category":"Adventures","strength":6,"hp":225,"language":["Aklo","Infernal","<%UMR%37%%>telepathy<%END> 300 feet"],"source":["Shadows at Sundown"],"type":"Creature","charisma":4,"perception":23,"stealth":"25","trait":["Aberration","Dream","Rare","LE","Huge"],"id":"creature-1943","text":" Scarlet Walker During the height of Thassilon's power, agents of Runelord Karzoug and Runelord Sorshen often called scarlet walkers to Golarion from Leng. Although these elephant-sized monstrosities largely despise other inhabitants of Leng, some swallow their pride to work alongside the denizens of Leng or Leng ghouls in exchange for passage into the waking world. Recall Knowledge - Aberration (Occultism): DC 35 Recall Knowledge - Dream (Occultism): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Scarlet Walker Source Shadows at Sundown pg. 57 Perception +23; bloodsense 60 feet, darkvision Languages Aklo, Infernal; telepathy 300 feet Skills Acrobatics +25, Arcana +22, Athletics +22, Blood Lore +26, Intimidation +23, Medicine +23, Occultism +24, Stealth +25 Str +6 Dex +7 Con +5 Int +4 Wis +5 Cha +4 Bloodsense The scarlet walker can sense living creatures with blood in their veins, as well as undead that feed on blood (such as vampires). --- AC 33 Fort +21 Ref +25 Will +21 +1 status to all saves vs. magic HP 225 Immunities cold Resistances poison 10 Weaknesses electricity 10 Blood-Draining Gaze (aura, necromancy, occult, visual) 20 feet. When a living, non–scarlet walker creature ends its turn in the aura, it must attempt a DC 29 Fortitude save to prevent thin streams of blood from streaming from its eyes and into the eyeless pits in the scarlet walker's face. On a failed save, the victim becomes drained 1 (drained 2 on a critical failure) and sickened 1 from the pain. No Breath The scarlet walker doesn't breathe and is immune to effects that require breathing (such as an inhaled poison). --- Speed 30 feet, climb 30 feet; air walk Melee Single Action claw +24 (Magical, reach 15 feet), Damage 3d6+12 piercing plus 2d12 persistent bleed Melee Single Action tentacle +24 (Agile, Magical, reach 15 feet), Damage 3d8+12 bludgeoning plus paralysis Occult Innate Spells DC 32 - Cantrips (6th) Daze - 4th Confusion (×3) - 5th Mind Probe, Sending (×3), Subconscious Suggestion - 6th Feeblemind, True Seeing, Vampiric Exsanguination - Constant (6th) Air Walk Eerie Flexibility The scarlet walker can fit through tight spaces as if it were a Medium creature. While Squeezing, it can move at its full Speed. Paralysis (Incapacitation, Occult, Necromancy) Any living, non–scarlet walker creature hit by a scarlet walker's tentacle Strike must attempt a Fortitude save. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature is paralyzed for 1 round, and is then slowed 1 for 1 round after recovering. Critical Failure As failure, but the paralysis doesn't automatically end after 1 round. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Pools of Blood In the ragged valleys and badlands of their home plane, Leng, scarlet walkers build grisly cities of braided flesh and coagulated blood. There, they spend their days gathering and discussing the values and uses of all types of blood and meat. Some who have looked upon the roiling blood pools of Leng whisper of similarities to the Everdawn Pool and wonder if these creations were the true inspirations for the infamous runewells of Thassilon. ","skill_mod":{"stealth":25,"arcana":22,"medicine":23,"athletics":22,"intimidation":23,"occultism":24,"acrobatics":25},"primary_source":"Shadows at Sundown","spell":["Feeblemind","True Seeing","Vampiric Exsanguination","Mind Probe","Sending","Subconscious Suggestion","Confusion","Air Walk","Daze"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Adventures"],"sense":"bloodsense 60 feet, darkvision ","resistance":{"poison":10},"intelligence":4,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":21,"source_group":["Shadows at Sundown"],"size":["Huge"],"spoilers":"Shadows at Sundown","name":"Scarlet Walker","alignment":"LE","rarity":"rare","strike_damage_average":[25,35],"attack_bonus":[24,24],"constitution":5,"immunity":["cold"],"will_save":21,"speed":{"climb":30,"max":30,"land":30},"wisdom":5,"weakness":{"electricity":10},"creature_ability":["Bloodsense","Blood-Draining Gaze","No Breath","Eerie Flexibility","Paralysis"],"primary_source_group":"Shadows at Sundown","skill":["Acrobatics","Arcana","Athletics","Blood Lore","Intimidation","Medicine","Occultism","Stealth"],"tradition":["Occult"],"summary":"During the height of Thassilon's power, agents of Runelord Karzoug and Runelord Sorshen often called scarlet walkers to Golarion from Leng. Although …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=1943","dexterity":7,"category":"creature","slug":"creature-1943"},{"primary_source_category":"Adventures","strength":8,"hp":180,"language":["Common","Necril","Shadowtongue","Thassilonian"],"source":["Shadows at Sundown"],"type":"Creature","charisma":5,"perception":23,"stealth":"27","trait":["Rare","Shadow","Undead","Vampire","LE","Medium"],"id":"creature-1944","text":" Strigoi Progenitor The most powerful strigoi are those intentionally summoned into the bodies of willing hosts in times long past. As the rites to do so are lost to time, very few strigoi progenitors exist today. Those who do trace their lives back well over ten thousand years ago to Thassilon, Azlant, or similar ancient empires. A strigoi progenitor may appear to possess the vitality of the living, yet closer inspection reveals sharp fangs, the faintest smell of decay, and the strange and unsettling shifting of their shadow. In life, this example strigoi progenitor was a powerful oracle and advisor in Runelord Sorshen's nation of Eurythnia. Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Strigoi Progenitor Source Shadows at Sundown pg. 60 Perception +23; greater darkvision Languages Common, Necril, Shadowtongue, Thassilonian Skills Acrobatics +25, Arcana +23, Athletics +25, Crafting +23, Deception +26, Religion +22, Stealth +27, Thassilon Lore +24 Str +8 Dex +8 Con +5 Int +5 Wis +4 Cha +5 Items +1 resilient studded leather armor , Religious Symbol --- AC 34 Fort +24 Ref +26 Will +22 HP 180 (coffin restoration, fast healing 10, negative healing) Immunities death effects, disease, paralyze, poison, sleep Resistances all physical 15 (except magical silver weapons or magical weapons shedding bright light) Weaknesses strigoi Shadow Escape Free Action --- Speed 25 feet, fly 25 feet Melee Single Action claws +25 (Agile, Magical), Damage 3d8+14 slashing plus Grab Divine Spontaneous Spells DC 33, attack +25, Spells marked with an asterisk are signature spells; the strigoi progenitor may heighten these spells freely - Cantrips (7th) Detect Magic, Divine Lance, Message, Read Aura, Shield, Sigil - 1st Command, harm , Ray of Enfeeblement, Sanctuary (3 slots) - 2nd Comprehend Language, dispel magic , See Invisibility, Undetectable Alignment (3 slots) - 3rd Blindness, chilling darkness , Fear, Heal (3 slots) - 4th Dimensional Anchor, divine wrath , Remove Curse, Talking Corpse (3 slots) - 5th flame strike , Gentle Repose, Sending, Tongues (3 slots) - 6th Blade Barrier, Spirit Blast, True Seeing, vampiric exsanguination - 7th Eclipse Burst, Ethereal Jaunt, Finger of Death (2 slots) Oracle Revelation Spell DC 33, 1 Focus Point - 7th Brain Drain Rituals DC 33 - 2nd Create Undead - 6th Planar Binding Oracle Mystery Lore Create Spawn (Divine, Downtime, Necromancy) Domain of Dusk Two Actions (Conjuration, Divine, Shadow) 7d6 negative damage (DC 31 basic Fortitude save). Dominate Two Actions (Divine, Enchantment, Incapacitation, Mental, Visual) DC 33 Drink Essence Single Action When drinking essence, the strigoi progenitor regains 18 HP. Shadow Form Single Action (Concentrate, Divine, Shadow, Transmutation) ","skill_mod":{"deception":26,"crafting":23,"stealth":27,"arcana":23,"athletics":25,"acrobatics":25,"religion":22},"primary_source":"Shadows at Sundown","spell":["Eclipse Burst","Ethereal Jaunt","Finger of Death","Blade Barrier","Spirit Blast","True Seeing","Vampiric Exsanguination","Flame Strike","Gentle Repose","Sending","Tongues","Dimensional Anchor","Divine Wrath","Remove Curse","Talking Corpse","Blindness","Chilling Darkness","Fear","Heal","Comprehend Language","Dispel Magic","See Invisibility","Undetectable Alignment","Command","Harm","Ray of Enfeeblement","Sanctuary","Detect Magic","Divine Lance","Message","Read Aura","Shield","Sigil","Brain Drain"],"ac":34,"item":["+1 resilient studded leather armor","Religious Symbol"],"level":13,"spell_dc":[33,33],"source_category":["Adventures"],"sense":" greater darkvision ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"intelligence":5,"reflex_save":26,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":24,"source_group":["Shadows at Sundown"],"size":["Medium"],"spoilers":"Shadows at Sundown","name":"Strigoi Progenitor","alignment":"LE","rarity":"rare","strike_damage_average":[27],"attack_bonus":[25],"constitution":5,"immunity":["death effects","disease","paralyze","poison","sleep"],"creature_family":"Vampire, Strigoi","spell_attack_bonus":[25],"will_save":22,"speed":{"fly":25,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Shadow Escape","Oracle Mystery","Create Spawn","Domain of Dusk","Dominate","Drink Essence","Shadow Form"],"primary_source_group":"Shadows at Sundown","skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Religion","Stealth","Thassilon Lore"],"tradition":["Divine"],"summary":"The most powerful strigoi are those intentionally summoned into the bodies of willing hosts in times long past. As the rites to do so are lost to …","trait_group":["Rarity","Planar","Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1944","dexterity":8,"category":"creature","slug":"creature-1944"},{"primary_source_category":"Adventures","strength":6,"hp":300,"language":["Abyssal","Aklo","Azlanti","Common","Draconic","Dwarven","Elven","Ignan","Infernal","Jotun","Shoanti","Thassilonian","Undercommon","Varisian","<%UMR%37%%>telepathy<%END> 300 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Shadows at Sundown"],"type":"Creature","charisma":9,"perception":27,"stealth":"32","trait":["Devil","Fiend","Unique","LE","Medium"],"id":"creature-1945","text":" Lorthact Once, Lorthact was a darling of the powers of Hell, an infernal duke beholden to no single archdevil and rumored to have the favor of the god Asmodeus himself. But Lorthact was not satisfied in his station—like so many devils— and concocted a plan to reverse roles with Eiseth, one of Hell's Queens of the Night. Lorthact hoped to gain control of the erinyes armies of Hell and a substantial portion of Dis, while Eiseth would take the role of his consort. Eiseth uncovered the plot, and Lorthact found himself the target of her legendary fury. His allies and patrons abandoned him, unwilling to bring Eiseth's wrath upon themselves, and Lorthact fled Hell entirely. He leapt from plane to plane, unable to find refuge until at last he slipped Eiseth's pursuit by hiding as a mortal in the city of Korvosa. Korvosa proved a fruitful haven and hideout for Lorthact. He quickly found a mortal powerful enough to further his ambition but foolish enough to bargain with him: Volshyenek Ornelos. It wasn't long before Lorthact replaced the man, and for over a century, Lorthact led the Acadamae directly. When Volshyenek's identity drew too much attention from Eiseth's minions, he faked “Ornelos's” death and continued to direct the wizards' college from the shadows until today. He collected souls over the years—primarily through an elaborate hoax known as the Breaching Festival—hoping to eventually rebuild his name and reputation in Hell's hierarchy, but patience was never one of Lorthact's virtues. His attempts to quicken the process have backfired twice in recent years, both as the direct result of adventurers accidentally interfering with his plots. In the years since these risky failures, Lorthact sacrificed much of his infernal power to maintain his metaphysical secrecy from Eiseth. Now but a shadow of his former power (already much reduced from his original strength as an Infernal Duke), Lorthact is risking everything in a final attempt to regain an edge by supporting the vampire, strigoi progenitor Aliriel, planning to betray her and claim complete control over Ileosa's soul once she returns to life. Recall Knowledge - Fiend (Religion): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Lorthact Source Shadows at Sundown pg. 62 Perception +27; greater darkvision Languages Abyssal, Aklo, Azlanti, Common, Draconic, Dwarven, Elven, Ignan, Infernal, Jotun, Shoanti, Thassilonian, Undercommon, Varisian; telepathy 300 feet, tongues Skills Academia Lore +32, Acrobatics +28, Arcana +30, Deception +33, Diplomacy +31, Intimidation +31, Legal Lore +30, Occultism +30, Religion +27, Society +30, Stealth +32 Str +6 Dex +6 Con +6 Int +6 Wis +3 Cha +9 Items Staff of Power --- AC 38 Fort +28 Ref +30 Will +25 HP 300 Immunities divination, fire Resistances mental 15, physical 15 (except silver) Weaknesses good 15 Divination Immunity As a side effect of existing slightly outside the normal time stream, Lorthact is difficult to detect via divination spells and abilities. These effects function as though Lorthact and items he carries are not present, and those specifically targeting him, such as scrying , fail entirely unless the source of the divination is a higher level than Lorthact—in which case they succeed only if the caster succeeds at a DC 16 secret flat check. --- Speed 25 feet, fly 20 feet Melee Single Action staff +32 (two-hand d8, versatile Piercing), Damage 3d4+14 bludgeoning plus 2d8 mental plus thought theft Melee Single Action claw +30 (Agile, Magical), Damage 3d4+14 slashing plus 2d8 mental plus thought theft Arcane Innate Spells DC 37, attack +29 - Cantrips (8th) Detect Magic, Mage Hand, Message, Produce Flame, Read Aura - 5th Dimension Door (at will) - 6th Dominate (×2), Feeblemind, Scrying (×3), Slow - 7th Divine Decree (lawful or evil), Magic Missile, Teleport - 8th Dispel Magic, Maze, Suggestion - Constant (8th) Tongues Arcane Prepared Spells DC 37, attack +29 - 1st Ray of Enfeeblement - 2nd Mirror Image - 3rd Mind Reading - 4th Invisibility - 5th Magic Missile - 6th Phantasmal Killer - 7th Shadow Blast - 8th Horrid Wilting Arcane Absorption Three Actions (Arcane, Enchantment, Manipulate, Mental) Requirements Any creature adjacent to Lorthact is stupefied, capable of casting prepared arcane spells, and is either immobilized, unconscious, or willing; Effect Lorthact attempts to drain a 1st- through 8th-level prepared spell from the target, who can resist with a successful DC 37 Will saving throw. On a failure or against a willing target, the prepared arcane spell is transferred from that creature as if it were cast, and Lorthact immediately prepares that spell in the same level slot. If he already had a spell prepared in that slot, the previously prepared spell is lost. That creature is then immune to Arcane Absorption for 24 hours. Arcane Spellcaster As long as Lorthact has one arcane spell prepared in this way, all arcane spells are on his spell list, which allows him to activate items such as scrolls, wands, and staves. He can recharge his staff of power as a prepared spellcaster by using his arcane spell slots. He has one spell slot to prepare arcane spells of each level from 1st to 8th, and can prepare any Common arcane spell in these slots during his daily preparations. The spells listed above represent those he most typically prepares, but given time, he can adjust this selection as needed for the task at hand. Scholastic Masquerade Single Action (Arcane, Concentrate, Polymorph, Transmutation) Lorthact takes on the appearance of Volshyenek Ornelos or reverts to his true form. In Volshyenek's form, he loses his fly Speed and claw Strikes, doesn't inflict additional mental damage with his Strikes, and reduces his AC to 34. He gains a +4 status bonus on Deception checks to appear human in this guise. Staff of Power Lorthact's staff of power is tipped with a pair of metal tines that grant the weapon the versatile piercing trait. Thought Theft (Curse, Divine, Enchantment, Mental) Any creature that takes mental damage from Lorthact's claws or staff must succeed at a DC 37 Will save or become stupefied 1 (stupefied 2 on a critical failure). Further mental damage dealt by Lorthact increases the value of the stupefied condition by 1 on a failed save to a maximum of stupefied 4. Whenever Lorthact causes a creature to become stupefied in this way, he absorbs some of those thoughts and gains a +1 status bonus on all Will saving throws and Intelligence-, Wisdom-, or Charisma-based skill checks until the end of his next turn. Lorthact's Cult Lorthact's cult is incredibly small. Even in his reduced state, he can still grant spells to his few remaining clerics (none of whom appear in this adventure). His symbol is a staff wrapped in scrolls. Edicts learn arcane secrets, take from others what you cannot make yourself, rule from the shadows Anathema reveal your actual identity, share power with the weak Follower Alignments LE, NE ### Devotee Benefits Divine Font harm Divine Skill Arcana Favored Weapon staff Domains magic, time, trickery, tyranny Cleric Spells 1st: magic missile , 3rd: slow , 6th: feeblemind Other Names Lorthact has used many names, and those who research him might come across references to names besides Volshyenek Ornelos. Lorthact has also been known as the Unraveler, the Dwimmerlaik, the Ur-Magius, and the Diabolus Mystere. ","skill_mod":{"society":30,"diplomacy":31,"deception":33,"stealth":32,"arcana":30,"intimidation":31,"occultism":30,"acrobatics":28,"religion":27},"primary_source":"Shadows at Sundown","spell":["Dispel Magic","Maze","Suggestion","Divine Decree","Magic Missile","Teleport","Dominate","Feeblemind","Scrying","Slow","Dimension Door","Tongues","Detect Magic","Mage Hand","Message","Produce Flame","Read Aura","Horrid Wilting","Shadow Blast","Phantasmal Killer","Invisibility","Mind Reading","Mirror Image","Ray of Enfeeblement"],"ac":38,"item":["Staff of Power"],"level":16,"spell_dc":[37,37],"source_category":["Adventures"],"sense":" greater darkvision ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"mental":15,"physical":15},"intelligence":6,"reflex_save":30,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":28,"source_group":["Shadows at Sundown"],"size":["Medium"],"spoilers":"Shadows at Sundown","name":"Lorthact","alignment":"LE","rarity":"unique","strike_damage_average":[30,30],"attack_bonus":[30,32],"constitution":6,"immunity":["divination","fire"],"spell_attack_bonus":[29,29],"will_save":25,"speed":{"fly":20,"max":25,"land":25},"wisdom":3,"weakness":{"good":15},"creature_ability":["Divination Immunity","Arcane Absorption","Arcane Spellcaster","Scholastic Masquerade","Staff of Power","Thought Theft"],"primary_source_group":"Shadows at Sundown","skill":["Academia Lore","Acrobatics","Arcana","Deception","Diplomacy","Intimidation","Legal Lore","Occultism","Religion","Society","Stealth"],"tradition":["Arcane"],"summary":"Once, Lorthact was a darling of the powers of Hell , an infernal duke beholden to no single archdevil and rumored to have the favor of the god …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1945","dexterity":6,"category":"creature","slug":"creature-1945"},{"attack_bonus":[12,14],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":50,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","creature_family":"Clockworks","will_save":14,"charisma":-5,"speed":{"max":25,"land":25},"perception":12,"wisdom":4,"weakness":{"orichalcum":5,"electricity":5},"creature_ability":["Wind-Up","Brace Door","Slam Door"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics"],"trait":["Clockwork","Construct","Mindless","Rare","N","Medium"],"id":"creature-1946","text":" Clockwork Door Warden This mechanical humanoid serves the role of a gatekeeper or even a greeter, but its strength also enables it to repel unwanted visitors. Recall Knowledge - Construct (Arcana, Crafting): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Clockwork Door Warden Source Pathfinder #179: Cradle of Quartz pg. 80 Perception +12; darkvision Languages Skills Athletics +10 Str +4 Dex +2 Con +2 Int -5 Wis +4 Cha -5 Wind-Up 24 hours, DC 19, standby Items Repeating Hand Crossbow (5 bolts) --- AC 20 Fort +10 (+12 vs. Disarm) Ref +8 Will +14 HP 50 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 5 (except adamantine or orichalcum) Weaknesses electricity 5, orichalcum 5 --- Speed 25 feet Melee Single Action fist +14 (reach 10 feet), Damage 2d6+7 bludgeoning plus Push Ranged Single Action repeating hand crossbow +12 (range 60 feet, reload 0, Repeating), Damage 1d6+3 piercing Brace Door Single Action The door warden holds shut an adjacent door. This ends the door warden's turn. Until the start of its next turn, as long as it remains functional and in the same square, other creatures trying to get through must succeed at a DC 21 Athletics check to Force Open the door. Slam Door Reaction Trigger The door warden Pushes a creature through an open doorway; Effect The door warden slams the door shut on the creature. ","skill_mod":{"athletics":10},"summary":"This mechanical humanoid serves the role of a gatekeeper or even a greeter, but its strength also enables it to repel unwanted visitors.","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":20,"item":["Repeating Hand Crossbow (5 bolts)"],"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=1946","intelligence":-5,"reflex_save":8,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":10,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Clockwork Door Warden","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[6,14],"slug":"creature-1946"},{"attack_bonus":[15,15],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":70,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","creature_family":"Clockworks","will_save":9,"charisma":-5,"speed":{"max":25,"land":25},"perception":13,"wisdom":0,"weakness":{"orichalcum":5,"electricity":5},"creature_ability":["Wind-Up","Furnace Belch"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics","Stealth"],"stealth":"12","trait":["Clockwork","Construct","Mindless","Uncommon","N","Small"],"id":"creature-1947","text":" Clockwork Disposer Wealthy business owners sometimes employ clockwork disposers to pick up trash around their establishment and keep the place tidy. Many are designed with handy (but dangerous) built-in furnaces, which they use to quickly incinerate collected refuse. Recall Knowledge - Construct (Arcana, Crafting): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Clockwork Disposer Source Pathfinder #179: Cradle of Quartz pg. 80 Perception +13; darkvision Languages Skills Athletics +12, Stealth +12 Str +2 Dex +4 Con +1 Int -5 Wis +0 Cha -5 Wind-Up 24 hours, DC 20, standby --- AC 21 Fort +12 Ref +15 Will +9 HP 70 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 5 (except adamantine or orichalcum) Weaknesses electricity 5, orichalcum 5 --- Speed 25 feet Melee Single Action gripper +15 (Agile, Finesse), Damage 2d8+4 bludgeoning Melee Single Action spike +15 (Agile, Finesse), Damage 2d8+4 piercing Furnace Belch Two Actions (Fire) The clockwork disposer coughs up a cloud of hot ash and embers that deals 6d6 fire damage in a 15-foot cone (DC 22 basic Reflex save). The clockwork disposer can't use Furnace Belch again for 1d4 rounds. ","skill_mod":{"stealth":12,"athletics":12},"summary":"Wealthy business owners sometimes employ clockwork disposers to pick up trash around their establishment and keep the place tidy. Many are designed …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":21,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=1947","intelligence":-5,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"source_group":["Outlaws of Alkenstar"],"size":["Small"],"spoilers":"Outlaws of Alkenstar","name":"Clockwork Disposer","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[13,13],"slug":"creature-1947"},{"attack_bonus":[20],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":130,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","creature_family":"Clockworks","will_save":13,"charisma":-5,"speed":{"fly":25,"max":25,"land":25},"perception":19,"wisdom":3,"weakness":{"orichalcum":10,"electricity":10},"creature_ability":["Wind-Up","Self-Destruct","Pounce"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics"],"trait":["Clockwork","Construct","Mindless","Rare","N","Large"],"id":"creature-1948","text":" Clockwork Sphinx This imposing construct resembles a bronze lion with the wings of a great bird and the head of a humanoid. Recall Knowledge - Construct (Arcana, Crafting): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Clockwork Sphinx Source Pathfinder #179: Cradle of Quartz pg. 81 Perception +19; darkvision Languages Skills Acrobatics +16, Athletics +18 Str +6 Dex +4 Con +4 Int -5 Wis +3 Cha -5 Wind-Up 24 hours, DC 24, standby --- AC 26 Fort +18 Ref +16 Will +13 HP 130 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 10 (except adamantine or orichalcum) Weaknesses electricity 10, orichalcum 10 Self-Destruct (arcane, aura, evocation) When a clockwork sphinx is reduced to 0 Hit Points, it collapses and emits a steady ticking sound. At the beginning of what would've been its next turn, the sphinx explodes into a 20-foot emanation of shrapnel, dealing 6d10 piercing damage (DC 26 basic Reflex save). An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 26 Thievery check to Disable a Device at any point before the sphinx explodes, but on a critical failure, it explodes immediately. --- Speed 25 feet, fly 25 feet Melee Single Action claw +20, Damage 2d12+9 slashing Pounce Single Action Frequency once per round; Effect The sphinx Strides and makes a Strike at the end of that movement. If the sphinx began this action hidden, it remains hidden until after the attack. Other Looks The clockwork sphinx bears a resemblance to an actual sphinx more out of tradition than any intrinsic requirement. As such, some creators build these creatures to resemble other flying quadrupedal creatures, such as chimeras, manticores, or even dragons. Regardless of appearance, the clockwork sphinx's statistics remain the same. ","skill_mod":{"athletics":18,"acrobatics":16},"summary":"This imposing construct resembles a bronze lion with the wings of a great bird and the head of a humanoid.","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":26,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=1948","intelligence":-5,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"source_group":["Outlaws of Alkenstar"],"size":["Large"],"spoilers":"Outlaws of Alkenstar","name":"Clockwork Sphinx","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[22],"slug":"creature-1948"},{"attack_bonus":[13,13,13],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":76,"language":["Common","Kelish","Osiriani"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Belly Hatch","Gallop","Shift Form","Smog Cloud"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics","Mining Lore","Survival"],"trait":["Construct","Rare","N","Large"],"id":"creature-1949","text":" Daelum During the height of the legendary war between Nex and Geb, Nex's agents grew increasingly creative in their “recruiting” methods for their armies. One such effort involved the construction of mechanical soldiers powered by arcane engines but directed by transplanted minds. While the process generally involved willing donors who were eager to give up dying bodies to “live on” in constructed frames, rumors persist that Nex harvested the minds of prisoners of war and criminals for these creations. Today, thousands of years after those wars ended, hundreds of daelums still live. Their intellects have, in large part, fully embraced their new “lives,” and very few remember their previous existences today. Daelums can be found throughout the Mana Wastes serving as guides, porters, mine workers, and mercenaries. Recall Knowledge - Construct (Arcana, Crafting): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Daelum Source Pathfinder #179: Cradle of Quartz pg. 82 Perception +11; darkvision Languages Common, Kelish, Osiriani Skills Athletics +11, Mining Lore +10, Survival +11 Str +5 Dex +3 Con +5 Int +2 Wis +3 Cha +0 Items Pick --- AC 21 Fort +13 Ref +11 Will +9 HP 76 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action pick +13 (fatal d10, reach 10 feet), Damage 1d6+7 piercing Melee Single Action claw +13 (Agile, reach 10 feet), Damage 2d4+7 slashing Melee Single Action hoof +13, Damage 2d6+7 bludgeoning Belly Hatch The daelum can Interact to stow or remove an item from their belly hatch, which can hold up to 10 Bulk. Gallop Two Actions Requirement The daelum is in quadruped form; Effect The daelum Strides twice. They have a +10-foot circumstance bonus to their Speed during these Strides. Shift Form Single Action The daelum transforms into a quadruped. While in this form, their Speed increases by 10 feet and they don't count the contents of their belly hatch against the total amount they can carry. The daelum can make hoof Strikes in quadruped form, but not pick or claw Strikes. Using this ability again returns the daelum to their bipedal form. Smog Cloud Two Actions (Arcane, Evocation, Poison) The daelum unleashes a cloud of smog in a 10-foot emanation. The cloud persists for 3 rounds, but doesn't move with the daelum. All creatures within the cloud are concealed. A creature that begins its turn in the smog cloud must attempt a DC 18 Fortitude save (creatures that must breathe and don't hold their breath take a –2 circumstance penalty on their save). Critical Success No effect and temporarily immune for 1 hour. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 2 and slowed 1. Daelum Claims Officials in Alkenstar regularly refuse to recognize claims purchased by daelums and have been known to hand down heavy penalties even if the claim was otherwise legally purchased. It's not surprising then, that daelum cohorts prefer to operate far from Alkenstar or, barring that, to ally with gangs of mutants or outlaws hoping to eke valuable metals from the ground. ","skill_mod":{"survival":11,"athletics":11},"summary":"During the height of the legendary war between Nex and Geb, Nex's agents grew increasingly creative in their “recruiting” methods for their armies. …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Creature Type","Rarity"],"ac":21,"item":["Pick"],"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1949","intelligence":2,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":13,"source_group":["Outlaws of Alkenstar"],"size":["Large"],"spoilers":"Outlaws of Alkenstar","name":"Daelum","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[10,12,14],"slug":"creature-1949"},{"attack_bonus":[16,18,18],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":145,"language":["Common","Jotun","Kelish"],"immunity":["ingested poisons"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","creature_family":"Giant","will_save":13,"charisma":2,"speed":{"max":35,"land":35},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Catch Rock","Explosive Headbutt","Shrapnel"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics","Intimidation","Survival"],"trait":["Giant","Humanoid","Rare","CE","Large"],"id":"creature-1950","text":" Giant, Smog Corrupting magical storms and the interference of unethical gearsmiths birthed the first of the so-called smog giants. These hot-tempered behemoths all originate from a clan of unfortunate hill giants which became so attuned to their strange environment they developed unique mutations and incredibly violent dispositions. For all their physical abnormalities, it's still fair to say the violent confrontations common along the Western Ravage are the true cause of smog giants' monstrous nature. Smog giants can eat meat and bone, but they prefer diets of black powder and the raw materials that make up this alchemical concoction. Their bodies store repositories of the stuff infused with the unstable occult energies that lace their flesh, granting them the ability to “crack” these pockets of subdermal explosives when they attack, much like a tough cracking their knuckles during a fight. In this case however, the results are much more violent—especially when coupled with the large quantities of weaponized body piercings and adornments smog giants often wear. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Smog Giant Source Pathfinder #179: Cradle of Quartz pg. 83 Perception +13; low-light vision Languages Common, Jotun, Kelish Skills Athletics +17, Intimidation +15, Survival +13 Str +6 Dex +2 Con +4 Int -2 Wis +2 Cha +2 --- AC 23 Fort +17 Ref +15 Will +13 HP 145 Immunities ingested poisons Resistances fire 10, poison 10 Attack of Opportunity Reaction Catch Rock Reaction --- Speed 35 feet Melee Single Action headbutt +18, Damage 2d10+8 bludgeoning Melee Single Action fist +18 (Agile, reach 10 feet), Damage 2d8+8 bludgeoning Ranged Single Action shrapnel +16 (range 30 feet, versatile P), Damage 2d4+8 bludgeoning Explosive Headbutt Two Actions The smog giant cracks their neck, triggering pockets of black powder at the base of their skull to impart additional power to their attack. The giant then attempts a headbutt Strike. This counts as two attacks when calculating the giant's attack penalty. If this Strike hits, it deals 2d10+8 bludgeoning damage and the creature struck must attempt a DC 25 Fortitude save. Critical Success The creature suffers no additional effect. Success The creature takes an additional 1d10 bludgeoning damage. Failure The creature takes an additional 2d10 bludgeoning damage and is knocked prone if it's Large or smaller. Critical Failure As failure, but without a size limit. Shrapnel A smog giant has a dozen implanted knives, rocks, chunks of metal, spikes, and other adornments that they can fire from their body with great force to make ranged shrapnel Strikes. Once a smog giant has used all 12 shots, they must replace them one at a time using a 1-minute Interact activity. Brow Beating Smog giants are fond of smashing their craniums together to establish dominance, under the logic that whoever's the strongest is usually right, with the first giant knocked prone being declared the loser. This simple ritual is used to determine rank, settle disputes, impress a mate, or even as a greeting between friends. Smog giant arguments are explosive, loud, violent, short, and sometimes fatal. ","skill_mod":{"survival":13,"athletics":17,"intimidation":15},"summary":"Corrupting magical storms and the interference of unethical gearsmiths birthed the first of the so-called smog giants. These hot-tempered behemoths …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Creature Type","Rarity"],"ac":23,"level":7,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"poison":10,"fire":10},"url":"/Monsters.aspx?ID=1950","intelligence":-2,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":17,"source_group":["Outlaws of Alkenstar"],"size":["Large"],"spoilers":"Outlaws of Alkenstar","name":"Smog Giant","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[13,17,19],"slug":"creature-1950"},{"attack_bonus":[12,12],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":44,"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","creature_family":"Mana Wastes Mutant","will_save":7,"charisma":-2,"speed":{"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Poisonous Warts","Giant Toad Poison","Squirt Acid","Swallow Whole","Tongue Grab"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics","Stealth"],"stealth":"7","trait":["Animal","Mutant","Rare","N","Large"],"id":"creature-1951","text":" Mutant Giant Toad Mutant giant toads prefer to dwell in polluted refuse heaps, contaminated swaths of sand, or other poisonous wastes. Often afflicted with a vestigial face or limbs, its back is studded with acid-filled pustules. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Mutant Giant Toad Source Pathfinder #179: Cradle of Quartz pg. 84 Perception +9; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +10, Stealth +7 Str +5 Dex +3 Con +3 Int -4 Wis +3 Cha -2 --- AC 18 Fort +10 Ref +9 Will +7 HP 44 Resistances acid 5 Poisonous Warts Any creature that hits the giant toad with an unarmed Strike or otherwise touches the toad is exposed to giant toad poison. --- Speed 25 feet Melee Single Action jaws +12, Damage 1d8+7 piercing plus Grab Melee Single Action tongue +12 (reach 10 feet), Damage tongue grab Giant Toad Poison (Poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 stupefied 1 (1 round); Stage 2 stupefied 1 and confused (1 round) Squirt Acid Two Actions (Acid, Evocation, Primal) The mutant giant toad squirts a 60-foot line of acid from the pustules on its back. Creatures in the area take 3d6 acid damage (DC 20 basic Reflex save). The mutant giant toad can't Squirt Acid for 1d4 rounds. Swallow Whole Single Action (Attack) Medium, 1d8+3 bludgeoning, Rupture 8 Tongue Grab A creature hit by the giant toad's tongue becomes grabbed by the giant toad. The creature isn't immobilized, but it can't move beyond the reach of the toad's tongue. A creature can sever the tongue with a successful Strike against AC 15 that deals at least 6 slashing damage. This deals no damage to the toad but prevents it from using its tongue Strike until it regrows its tongue, which takes a week. ","skill_mod":{"stealth":7,"athletics":10},"summary":"Mutant giant toads prefer to dwell in polluted refuse heaps, contaminated swaths of sand, or other poisonous wastes. Often afflicted with a vestigial …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Creature Type","Monster","Rarity"],"ac":18,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"acid":5},"url":"/Monsters.aspx?ID=1951","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":10,"source_group":["Outlaws of Alkenstar"],"size":["Large"],"spoilers":"Outlaws of Alkenstar","name":"Mutant Giant Toad","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[11],"slug":"creature-1951"},{"attack_bonus":[21,21],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":150,"immunity":["disease","paralyzed","poisoned","unconscious"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","creature_family":"Mana Wastes Mutant","will_save":15,"charisma":1,"speed":{"fly":50,"max":50,"land":20,"burrow":40},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Sensitive Eyes","Wing Deflection","Draconic Frenzy","Sandstorm Breath","Speed Surge","Surprise Attacker"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"16","trait":["Dragon","Earth","Mutant","Rare","NE","Large"],"id":"creature-1952","text":" Mutant Desert Drake A mutant desert drake often dwells in regions where magic has transformed the desert sands into sheets of glass or growths of strangely growing crystals. Recall Knowledge - Dragon (Arcana): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Mutant Desert Drake Source Pathfinder #179: Cradle of Quartz pg. 85 Perception +17; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +18, Athletics +19, Intimidation +14, Stealth +16, Survival +16 Str +6 Dex +3 Con +5 Int -1 Wis +3 Cha +1 --- AC 28 Fort +18 Ref +16 Will +15 HP 150 Immunities disease, paralyzed, poisoned, unconscious Resistances electricity 18 Sensitive Eyes The mutant desert drake's cluster of extra eyes are connected to a gland that, when punctured, causes the drake to rush into a fury. When a desert drake takes damage from a critical hit, it becomes dazzled and quickened for 1 round. Wing Deflection Reaction Trigger The desert drake is targeted with an attack. Effect The desert drake raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the desert drake is flying at the time it is attacked, it descends 10 feet after the attack is complete. --- Speed 20 feet, burrow 40 feet (sand only), fly 50 feet Melee Single Action fangs +21, Damage 2d12+9 piercing plus 1d6 electricity Melee Single Action tail +21 (reach 10 feet), Damage 2d10+9 bludgeoning plus Push 5 feet Draconic Frenzy Two Actions The desert drake makes two Fangs Strikes and one Tail Strike in any order. Sandstorm Breath Two Actions (Arcane, Electricity, Evocation) The desert drake spits a ball of electrically charged sand to a range of 60 feet that explodes into a cloud with a 15-foot-radius burst. Creatures in the area take 9d6 electricity damage (DC 28 basic Reflex save). The cloud remains for 1d4 rounds, granting concealment to everything within. The desert drake can't use Sandstorm Breath again for 1d6 rounds. Speed Surge Single Action (Move) The desert drake moves up to twice its Speed. It can do this three times per day. Surprise Attacker On the first round of combat, creatures that haven't acted yet are flat-footed to the desert drake. ","element":["Earth"],"skill_mod":{"survival":16,"stealth":16,"athletics":19,"intimidation":14,"acrobatics":18},"summary":"A mutant desert drake often dwells in regions where magic has transformed the desert sands into sheets of glass or growths of strangely growing …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"ac":28,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"electricity":18},"url":"/Monsters.aspx?ID=1952","intelligence":-1,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"source_group":["Outlaws of Alkenstar"],"size":["Large"],"spoilers":"Outlaws of Alkenstar","name":"Mutant Desert Drake","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[20,25],"slug":"creature-1952"},{"primary_source_category":"Adventure Paths","strength":5,"hp":100,"language":["Common","Necril","Osiriani"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","charisma":2,"perception":14,"trait":["Construct","Rare","LE","Large"],"id":"creature-1953","text":" Scarecophagus Originally created by Gebbite necromancers during the war against Nex, the scarecophagus is an evil construct that draws power directly from the undead mummy trapped forever within its sealed core. This necromantic energy is channeled throughout the construct's body, allowing it to scuttle about on legs of stone, animate tentacles to strike at foes, and use the mummy's trapped mind for its own sapience and magical powers. Recall Knowledge - Construct (Arcana, Crafting): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Scarecophagus Source Pathfinder #179: Cradle of Quartz pg. 86 Perception +14; darkvision, magic sense (imprecise) 30 feet Languages Common, Necril, Osiriani Skills Athletics +15 Str +5 Dex +2 Con +4 Int -2 Wis +4 Cha +2 Magic Sense (magical) The scarecophagus detects the presence of magic items and spell effects within 30 feet as an imprecise sense. --- AC 24 Fort +14 Ref +10 Will +16 HP 100 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 1 while in a scarecophagus' despair aura. They can't naturally recover from this fear while in the emanation but recover instantly once they leave it. When a creature first enters the emanation, it must succeed at a DC 22 Will save (after taking the penalty from being frightened 1) or be paralyzed for 1 round. The creature is then temporarily immune to this paralysis for 24 hours. Disgorge Mummy If a scarecophagus is reduced to 0 Hit Points by any damage other than positive energy, it cracks open as it's destroyed, allowing the undead mummy trapped for eons within its core to rise. This is a weak mummy guardian; if the mummy guardian survives on its own for a month, it loses the weak adjustment. If the scarecophagus is reduced to 0 Hit Points by positive energy, it cracks open as it's destroyed and the mummy within turns to dust, destroyed as well. Vulnerable to Positive Energy A scarecophagus takes damage from positive energy as if it were an undead creature. --- Speed 25 feet, climb 25 feet Melee Single Action tentacle +15 (Agile, Magical, reach 10 feet), Damage 2d6+7 bludgeoning Arcane Prepared Spells DC 24, attack +16 - Cantrips (3rd) Daze, Detect Magic, Electric Arc, Shield, Tanglefoot - 1st Magic Missile (×2), Ray of Enfeeblement - 2nd Acid Arrow, Dispel Magic (×2) - 3rd Fireball, Lightning Bolt, Wall of Wind Sarcophagus Single Action (Concentrate) Until the next time it acts, the scarecophagus appears to be a normal stone sarcophagus. It has an automatic result of 34 on Deception checks and DCs to pass as a sarcophagus. Shifting Scuttle Free Action Frequency once per turn; Effect The scarecophagus Steps up to 10 feet. What's in a Name The original name for this frightening construct has been lost to time, with the farcical nickname of “scarecophagus” granted it by a band of particularly infamous adventuring bards. As their comedic tales spread throughout the Impossible Lands, the name quickly stuck. The original creators of the monsters were, no doubt, displeased. ","skill_mod":{"athletics":15},"primary_source":"Pathfinder #179: Cradle of Quartz","spell":["Fireball","Lightning Bolt","Wall of Wind","Acid Arrow","Dispel Magic","Magic Missile","Ray of Enfeeblement","Daze","Detect Magic","Electric Arc","Shield","Tanglefoot"],"ac":24,"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":" darkvision , magic sense (imprecise) 30 feet","resistance":{},"intelligence":-2,"reflex_save":10,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":14,"source_group":["Outlaws of Alkenstar"],"size":["Large"],"spoilers":"Outlaws of Alkenstar","name":"Scarecophagus","alignment":"LE","rarity":"rare","strike_damage_average":[14],"attack_bonus":[15],"constitution":4,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"spell_attack_bonus":[16],"will_save":16,"speed":{"climb":25,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Magic Sense","Despair","Disgorge Mummy","Vulnerable to Positive Energy","Sarcophagus","Shifting Scuttle"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics"],"tradition":["Arcane"],"summary":"Originally created by Gebbite necromancers during the war against Nex, the scarecophagus is an evil construct that draws power directly from the …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=1953","dexterity":2,"category":"creature","slug":"creature-1953"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":-1,"hp":58,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","precision","sickened","swarm mind","unconscious"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","will_save":9,"charisma":-2,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{"area":4,"electricity":8},"creature_ability":["AC 22","Cling","Snapping Jaws","Trip and Tangle"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics","Stealth"],"stealth":"13","trait":["Construct","Rare","Swarm","N","Large"],"id":"creature-1954","text":" Trapjaw Tangle Sometimes the best intentions result in dire consequences and even a successful project can turn into an unending nightmare. Such is the grim tale of the first trapjaw tangles. These mechanical swarms were initially created as a solution to the pestilence of mutated rodents that plagued Alkenstar. These mobile rat traps, bound together by a magical matrix of occult energy, were programmed to wait in ambush or chase down their prey. The first trapjaw tangles proved effective and their creators were well rewarded for their ingenious designs. Soon trapjaw tangles were deployed throughout Alkenstar, Martel, and the Gunworks. Waves of them would be sent to roam into the Spellscar Desert, and the ever-present vermin were quickly forgotten. Then disaster struck. A rogue wave of magical energy washed over an airship that carried a trapjaw tangle in its hold. The magical affliction scrambled the tangle's programming and gave the swarm just enough intellect to send it on a red frenzy through the ship. When the airship crashed into the outskirts of Alkenstar, its crew perished but the infected tangle survived to infect every trapjaw it met with the same deadly scrambling of magic. Now, trapjaw tangles are an even greater menace to society than the vermin they were originally designed to eradicate. Recall Knowledge - Construct (Arcana, Crafting): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Trapjaw Tangle Source Pathfinder #179: Cradle of Quartz pg. 87 Perception +11; darkvision Languages Skills Acrobatics +12, Athletics +6, Stealth +13 Str -1 Dex +5 Con +4 Int -4 Wis +2 Cha -2 AC 22 Fort +11, Ref +14, Will +9 --- AC 22 Fort +11 Ref +14 Will +9 HP 58 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, precision, sickened, swarm mind, unconscious Resistances bludgeoning 4, piercing 8, slashing 8 Weaknesses area damage 4, electricity 8, splash damage 4 Cling Reaction Trigger A creature leaves the trapjaw tangle's space; Effect The swarm takes 1d6 damage as individual traps cling to the creature and continue chewing, dealing 2d10 persistent slashing damage. High winds or electricity damage reduces the DC of the flat check to end this persistent damage by 5. Any area damage dealt to the creature destroys these clinging trapjaws. --- Speed 25 feet Snapping Jaws Single Action Each enemy in the swarm's space takes 2d10 slashing damage (DC 22 basic Reflex save). Creatures that fail this save become sickened 1 from the numerous painful wounds caused by the swarm. Trip and Tangle Single Action Requirements A creature in the trapjaw tangle's space took damage from the swarm during this round; Effect The trapjaw tangle attempts an Athletics check with a +10 modifier against the creature's Fortitude DC. On a success, the creature is flat-footed until the start of the trapjaw tangle's next turn. On a critical success, the creature also falls prone. Trapjaw Factories The engineers of Alkenstar created large trapjaw factories to meet the initial demand for these constructions. By design, these factories were erected near the edges of the city, where the trapjaws could be released easily to effectively combat vermin originating in the Spellscar Desert. Today these factories lie dormant or have been repurposed. However, there's speculation that some hidden factories still function, filled to the racks with trapjaw tangles awaiting their next hunt. ","skill_mod":{"stealth":13,"athletics":6,"acrobatics":12},"summary":"Sometimes the best intentions result in dire consequences and even a successful project can turn into an unending nightmare. Such is the grim tale of …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Creature Type","Rarity","Monster"],"ac":22,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":4,"piercing":8,"slashing":8},"url":"/Monsters.aspx?ID=1954","intelligence":-4,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":11,"source_group":["Outlaws of Alkenstar"],"size":["Large"],"spoilers":"Outlaws of Alkenstar","name":"Trapjaw Tangle","alignment":"N","category":"creature","rarity":"rare","slug":"creature-1954"},{"primary_source_category":"Adventures","strength":5,"hp":130,"language":["Common","Necril","Shadowtongue","Thassilonian"],"source":["Shadows at Sundown"],"type":"Creature","charisma":3,"perception":20,"stealth":"23","trait":["Rare","Shadow","Undead","Vampire","LE","Medium"],"id":"creature-1955","text":" Strigoi Servant Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Strigoi Servant Source Shadows at Sundown pg. 25 Perception +20; greater darkvision Languages Common, Necril, Shadowtongue, Thassilonian Skills Acrobatics +21, Athletics +21, Deception +19, Stealth +23 Str +5 Dex +7 Con +5 Int +3 Wis +4 Cha +3 Items +1 leather armor , +1 striking longsword , Shortbow (20 arrows) --- AC 30 Fort +19 Ref +21 Will +18 HP 130 (coffin restoration, fast healing 10, negative healing) Immunities death effects, disease, paralyze, poison, sleep Resistances all physical 10 (except silver or weapons shedding bright light) Weaknesses strigoi Strigoi Weaknesses All strigoi possess the following weaknesses: Revulsion Strigoi are uncomfortable near mirrors or sources of bright light. Only a strigoi's shadow reflects in a mirror, and this often compels them to cover or destroy mirrors in their presence rather than risk their true nature being displayed. A strigoi can't voluntarily come within 10 feet of a brandished mirror or source of bright light. To brandish a mirror or light source, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the strigoi involuntarily comes within 10 feet of a brandished mirror or light source, it gains the fleeing condition, running from the brandished object until it ends an action beyond 10 feet. After 1 round of being exposed to the subject of its revulsion, a strigoi can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, it overcomes its revulsions for 1d6 rounds (or 1 hour on a critical success). A strigoi can move normally around mirrors or bright light sources that are not brandished, although doing so causes them discomfort that can be noticed with a successful Perception check to Sense Motive. Sunlight When exposed to direct sunlight, a strigoi immediately becomes unconscious and falls to the ground. It appears to be dead: it doesn't breathe, its body temperature matches its surroundings, and it doesn't react to pain or other stimuli. A successful Perception check against the strigoi's Reflex DC is enough to note one anomaly: the shadow cast by its “dead” body shifts and moves slightly, its edges twisting and active. Spells like detect evil , senses like lifesense, and the “corpse” taking damage from positive energy still function normally, and could reveal the truth without needing a successful Perception check. Viewing the “corpse” in a mirror's reflection can also reveal the truth, for only the body's shadow reflects. While in sunlight and unconscious, the strigoi loses its resistance to physical damage. If the strigoi takes enough damage that it would be reduced to 0 Hit Points, its body quickly decomposes, and the strigoi is destroyed. Water Revulsion A strigoi cannot cross a significant source of running water (such as a creek, river, or waves on a seashore). A strigoi capable of flight can cross running water provided it approaches no closer than 10 feet to the liquid's surface. If forced into running water against its will, the strigoi becomes slowed 2 and gains the fleeing condition as long as it remains in the water. At the end of any turn in which the strigoi remains in running water, it must succeed at a DC 5 flat check or be destroyed. --- Speed 25 feet Melee Single Action claw +21 (Agile, Magical), Damage 2d8+8 slashing plus Grab Melee Single Action longsword +22 (versatile P), Damage 2d8+8 slashing Ranged Single Action shortbow +23 (deadly d10, range 60 feet), Damage 1d6+8 piercing Divine Innate Spell DC 27 - 5th Levitate (at will) Drink Essence Single Action (Divine, Necromancy) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within the strigoi's reach; Effect The strigoi sinks their fangs into the targeted creature to drink its blood and draw out its vital essence. This requires an Athletics check against the creature's Fortitude DC if the creature is grabbed and is automatic for any of the other conditions. The creature becomes drained 1 and stupefied 1, and the strigoi regains 13 HP, gaining any excess HP as temporary Hit Points. Drinking Essence from a creature that's already drained or stupefied doesn't restore any HP, but increases either the creature's drained condition value or its stupefied condition value by 1 (whichever value is lesser is increased; if both values are equal, then the strigoi chooses which condition to increase the value of). A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. A victim's stupefied condition decreases by 1 per day after performing daily preparations. If the daily preparations are done in full sunlight, the stupefied condition is removed entirely. Sneak Attack The strigoi servant deals 1d6 extra precision damage to flat-footed creatures. Shadow Form Single Action (Concentrate, Divine, Shadow, Transmutation) The strigoi reverts to pure shadow and absorbs its body and its gear into the darkness, or it shifts back to its physical form. In shadow form, the strigoi gains a climb Speed equal to its land Speed and can move through any gap that isn't airtight. However, it can only move along solid surfaces that aren't highly reflective, not liquid or mirrored surfaces. If the surface it's on is destroyed, the strigoi returns to physical form and is stunned 1. The strigoi loses fast healing while in shadow form but can remain in shadow form indefinitely. A strigoi that is exposed to sunlight while in shadow form becomes slowed 2 and must attempt a DC 16 flat check at the end of each of its turns. If it fails this flat check, it is destroyed, the shadow vanishing with a blood-curdling wail. ","skill_mod":{"deception":19,"stealth":23,"athletics":21,"acrobatics":21},"primary_source":"Shadows at Sundown","spell":["Levitate"],"ac":30,"item":["+1 leather armor","+1 striking longsword","Shortbow (20 arrows)"],"level":10,"spell_dc":[27],"source_category":["Adventures"],"sense":" greater darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":19,"source_group":["Shadows at Sundown"],"size":["Medium"],"spoilers":"Shadows at Sundown","name":"Strigoi Servant","alignment":"LE","rarity":"rare","strike_damage_average":[11,17,17],"attack_bonus":[21,22,23],"constitution":5,"immunity":["death effects","disease","paralyze","poison","sleep"],"will_save":18,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Strigoi Weaknesses","Revulsion","Sunlight","Water Revulsion","Drink Essence","Sneak Attack","Shadow Form"],"primary_source_group":"Shadows at Sundown","skill":["Acrobatics","Athletics","Deception","Stealth"],"tradition":["Divine"],"trait_group":["Rarity","Planar","Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1955","dexterity":7,"category":"creature","slug":"creature-1955"},{"attack_bonus":[16],"constitution":2,"primary_source_category":"Adventures","strength":2,"hp":190,"language":["Common","Requian","Shoanti","Varisian"],"source":["Shadows at Sundown"],"type":"Creature","will_save":18,"charisma":4,"speed":{"max":25,"land":25},"perception":18,"wisdom":2,"weakness":{},"creature_ability":["False Faith","Marked by Urgathoa","Trick Item"],"primary_source_group":"Shadows at Sundown","skill":["Deception","Diplomacy","Medicine","Religion","Society"],"trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-1956","text":" Abridan Ashau Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Abridan Ashau Source Shadows at Sundown pg. 26 Perception +18 Languages Common, Requian, Shoanti, Varisian Skills Deception +22, Diplomacy +18, Medicine +20, Religion +18, Society +17 Str +2 Dex +4 Con +2 Int +1 Wis +2 Cha +4 Items +1 explorer's clothing (vestments of Pharasma), major staff of healing (6 charges; Trick DC 30), scroll of blindness (Trick DC 20), scroll of crisis of faith (Trick DC 20), 4 scrolls of heal (heightened to 5th level; Trick DC 26), scroll of flame strike (Trick DC 26), 3 scrolls of sound burst (heightened to 4th level; Trick DC 23), religious symbol of Pharasma, key ring --- AC 28 Fort +13 Ref +15 Will +18 HP 190 False Faith Abridan is an ex-cleric. While he's lost the magical abilities that come from his connection to Pharasma, he can still use the major staff of healing or any of his scrolls by tricking the item. Since he can't cast spells, he can't recharge his staff, and uses its remaining charges only as a last resort. Marked by Urgathoa Free Action (divine, evil, necromancy) Trigger Abridan dies before he's had a chance to atone for his blasphemies or has become an actual cleric of Urgathoa; Effect Urgathoa watched Abridan's fall from grace, and if he dies before he finishes his conversion, her disappointment causes his body to decay as if he had been dead for a week. This process also causes all living creatures within 30 feet to take 11d6 negative damage (DC 33 basic Fortitude save). If steps are not thereafter taken to prevent his soul from returning (such as by casting gentle repose on the partially decayed corpse), Abridan rises as a dybbuk on the site of his death a minute after the next sundown and seeks revenge on the PCs for killing him. --- Speed 25 feet Melee Single Action staff +16 (two-hand d8), Damage 1d4+4 bludgeoning Divine Rituals DC 29 - 4th Rest Eternal - 5th Call Spirit Trick Item Single Action (Manipulate) Abridan attempts to trick his staff or a scroll by attempting a Religion check against the item's Trick DC listed above. Success For the rest of his turn, Abridan can spend actions to activate the staff or scroll as if he could normally use it. Failure Abridan can't use the item or try to trick it again this turn, but can try again on subsequent turns. Critical Failure Abridan can't use the item, and can't try to trick it again until his next daily preparation at sunrise. ","tradition":["Divine"],"skill_mod":{"society":17,"diplomacy":18,"deception":22,"medicine":20,"religion":18},"primary_source":"Shadows at Sundown","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":28,"item":["+1 explorer's clothing (vestments of Pharasma )","major staff of healing (6 charges; Trick DC 30)","scroll of blindness (Trick DC 20)","scroll of crisis of faith (Trick DC 20)","4 scrolls of heal (heightened to 5th level; Trick DC 26)","scroll of flame strike (Trick DC 26)","3 scrolls of sound burst (heightened to 4th level; Trick DC 23)","religious symbol of Pharasma","key ring"],"level":10,"source_category":["Adventures"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1956","intelligence":1,"reflex_save":15,"strongest_save":["will"],"dexterity":4,"fortitude_save":13,"source_group":["Shadows at Sundown"],"size":["Medium"],"spoilers":"Shadows at Sundown","name":"Abridan Ashau","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[6],"slug":"creature-1956"},{"primary_source_category":"Adventures","strength":6,"hp":150,"language":["Common","Necril","Shadowtongue","Thassilonian"],"source":["Shadows at Sundown"],"type":"Creature","charisma":5,"perception":20,"stealth":"22","trait":["Shadow","Undead","Unique","Vampire","LE","Medium"],"id":"creature-1957","text":" Bishop Keppira D'bear Recall Knowledge - Undead (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Bishop Keppira D'bear Source Shadows at Sundown pg. 26 Perception +20; greater darkvision Languages Common, Necril, Shadowtongue, Thassilonian Skills Acrobatics +22, Athletics +23, Deception +22, Stealth +22 Str +6 Dex +7 Con +5 Int +3 Wis +5 Cha +5 --- AC 31 Fort +20 Ref +24 Will +22 HP 150 (coffin restoration, fast healing 10, negative healing) Immunities death effects, disease, paralyze, poison, sleep Resistances all physical 10 (except silver or weapons shedding bright light) Weaknesses strigoi Strigoi Weaknesses All strigoi possess the following weaknesses: Revulsion Strigoi are uncomfortable near mirrors or sources of bright light. Only a strigoi's shadow reflects in a mirror, and this often compels them to cover or destroy mirrors in their presence rather than risk their true nature being displayed. A strigoi can't voluntarily come within 10 feet of a brandished mirror or source of bright light. To brandish a mirror or light source, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the strigoi involuntarily comes within 10 feet of a brandished mirror or light source, it gains the fleeing condition, running from the brandished object until it ends an action beyond 10 feet. After 1 round of being exposed to the subject of its revulsion, a strigoi can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, it overcomes its revulsions for 1d6 rounds (or 1 hour on a critical success). A strigoi can move normally around mirrors or bright light sources that are not brandished, although doing so causes them discomfort that can be noticed with a successful Perception check to Sense Motive. Sunlight When exposed to direct sunlight, a strigoi immediately becomes unconscious and falls to the ground. It appears to be dead: it doesn't breathe, its body temperature matches its surroundings, and it doesn't react to pain or other stimuli. A successful Perception check against the strigoi's Reflex DC is enough to note one anomaly: the shadow cast by its “dead” body shifts and moves slightly, its edges twisting and active. Spells like detect evil , senses like lifesense, and the “corpse” taking damage from positive energy still function normally, and could reveal the truth without needing a successful Perception check. Viewing the “corpse” in a mirror's reflection can also reveal the truth, for only the body's shadow reflects. While in sunlight and unconscious, the strigoi loses its resistance to physical damage. If the strigoi takes enough damage that it would be reduced to 0 Hit Points, its body quickly decomposes, and the strigoi is destroyed. Water Revulsion A strigoi cannot cross a significant source of running water (such as a creek, river, or waves on a seashore). A strigoi capable of flight can cross running water provided it approaches no closer than 10 feet to the liquid's surface. If forced into running water against its will, the strigoi becomes slowed 2 and gains the fleeing condition as long as it remains in the water. At the end of any turn in which the strigoi remains in running water, it must succeed at a DC 5 flat check or be destroyed. --- Speed 25 feet Melee Single Action claw +22 (Agile, Magical), Damage 2d8+8 slashing plus Grab Divine Innate Spell DC 27 - 5th Levitate (at will) Blasphemous Invocation Two Actions (Divine, Necromancy, Negative) While Bishop Keppira D'Bear lost her spellcasting abilities and other clerical powers upon being transformed into a strigoi, Urgathoa is pleased with the development and granted the fallen bishop a boon. In time, and if she's allowed to continue her undeath, the bishop may well regain many of her spellcasting powers as a cleric of Urgathoa, but until that time she can draw upon this connection to the goddess of undeath to utter a blasphemous invocation. When she does so, shadows within a 20-foot emanation from Bishop Keppira twist, writhe, and animate before lashing out. All living creatures in the area must attempt a DC 30 Fortitude save. Bishop Keppira cannot use Blasphemous Invocation again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes 5d6 negative damage. Failure The creature takes 10d6 negative damage and is slowed 1 as their own shadows animate and pull against them. Critical Failure The creature takes 20d6 negative damage and is slowed 2 as their own shadows animate and pull against them. Drink Essence Single Action (Divine, Necromancy) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within the strigoi's reach; Effect The strigoi sinks their fangs into the targeted creature to drink its blood and draw out its vital essence. This requires an Athletics check against the creature's Fortitude DC if the creature is grabbed and is automatic for any of the other conditions. The creature becomes drained 1 and stupefied 1, and the strigoi regains 15 HP, gaining any excess HP as temporary Hit Points. Drinking Essence from a creature that's already drained or stupefied doesn't restore any HP, but increases either the creature's drained condition value or its stupefied condition value by 1 (whichever value is lesser is increased; if both values are equal, then the strigoi chooses which condition to increase the value of). A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. A victim's stupefied condition decreases by 1 per day after performing daily preparations. If the daily preparations are done in full sunlight, the stupefied condition is removed entirely. Shadow Form Single Action (Concentrate, Divine, Shadow, Transmutation) The strigoi reverts to pure shadow and absorbs its body and its gear into the darkness, or it shifts back to its physical form. In shadow form, the strigoi gains a climb Speed equal to its land Speed and can move through any gap that isn't airtight. However, it can only move along solid surfaces that aren't highly reflective, not liquid or mirrored surfaces. If the surface it's on is destroyed, the strigoi returns to physical form and is stunned 1. The strigoi loses fast healing while in shadow form but can remain in shadow form indefinitely. A strigoi that is exposed to sunlight while in shadow form becomes slowed 2 and must attempt a DC 16 flat check at the end of each of its turns. If it fails this flat check, it is destroyed, the shadow vanishing with a blood-curdling wail. ","skill_mod":{"deception":22,"stealth":22,"athletics":23,"acrobatics":22},"primary_source":"Shadows at Sundown","spell":["Levitate"],"ac":31,"level":11,"spell_dc":[27],"source_category":["Adventures"],"sense":" greater darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":3,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":20,"source_group":["Shadows at Sundown"],"size":["Medium"],"spoilers":"Shadows at Sundown","name":"Bishop Keppira D'bear","alignment":"LE","rarity":"unique","strike_damage_average":[17],"attack_bonus":[22],"constitution":5,"immunity":["death effects","disease","paralyze","poison","sleep"],"will_save":22,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Strigoi Weaknesses","Revulsion","Sunlight","Water Revulsion","Blasphemous Invocation","Drink Essence","Shadow Form"],"primary_source_group":"Shadows at Sundown","skill":["Acrobatics","Athletics","Deception","Stealth"],"tradition":["Divine"],"trait_group":["Planar","Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1957","dexterity":7,"category":"creature","slug":"creature-1957"},{"attack_bonus":[22,22],"constitution":5,"primary_source_category":"Adventures","strength":3,"hp":180,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Shadows at Sundown"],"type":"Creature","will_save":19,"charisma":5,"speed":{"max":30,"land":30,"burrow":10},"perception":19,"wisdom":5,"weakness":{},"creature_ability":["Ghoul Fever","Profane Paralysis","Profane Whispers","Scuttle"],"primary_source_group":"Shadows at Sundown","skill":["Acrobatics","Athletics","Religion","Stealth"],"stealth":"20","trait":["Ghoul","Rare","Undead","NE","Medium"],"id":"creature-1958","text":" Profane Ghoul Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Profane Ghoul Source Shadows at Sundown pg. 33 Perception +19; darkvision Languages Common, Necril Skills Acrobatics +22, Athletics +17, Religion +19, Stealth +20 Str +3 Dex +6 Con +5 Int +3 Wis +5 Cha +5 --- AC 30 Fort +17 Ref +22 Will +19 HP 180 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 30 feet, burrow 10 feet Melee Single Action jaws +22 (Finesse), Damage 2d10+7 piercing plus 2d6 negative and profane paralysis and ghoul fever Melee Single Action claw +22 (Agile, Finesse), Damage 2d6+7 slashing plus 2d6 negative and profane paralysis Ghoul Fever (Disease) Saving Throw Fortitude DC 29; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight. Profane Paralysis (Incapacitation, Necromancy, Occult) Any living, non-elf creature hit by the profane ghoul's attack must attempt a DC 29 Fortitude save. Critical Success The creature is unaffected. Success The creature is slowed 1. Failure The creature is paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Profane Whispers Two Actions (Auditory, Mental, Necromancy, Occult) The ghoul whispers profane secrets of undeath. Living creatures within 10 feet of the ghoul take 2d8 persistent mental damage. Those with ghoul fever must also succeed at a DC 29 Will save or have the disease advance one step. The profane ghoul can't use Profane Whispers again for 24 hours. Scuttle Single Action (Move) The profane ghoul crawls on all fours, moving up to half its Speed. This movement doesn't trigger reactions. ","skill_mod":{"stealth":20,"athletics":17,"acrobatics":22,"religion":19},"primary_source":"Shadows at Sundown","trait_group":["Monster","Rarity","Creature Type"],"ac":30,"level":10,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1958","intelligence":3,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":17,"source_group":["Shadows at Sundown"],"size":["Medium"],"spoilers":"Shadows at Sundown","name":"Profane Ghoul","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[21,25],"slug":"creature-1958"},{"attack_bonus":[11,18],"constitution":4,"primary_source_category":"Adventures","strength":4,"hp":120,"language":["Common","Infernal"],"source":["Shadows at Sundown"],"type":"Creature","will_save":14,"charisma":1,"speed":{"max":20,"land":20},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Erinyes Fury"],"primary_source_group":"Shadows at Sundown","skill":["Athletics","Crafting","Intimidation","Religion"],"trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-1959","text":" Yniesse Zenderholm Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Yniesse Zenderholm Source Shadows at Sundown pg. 35 Perception +16 Languages Common, Infernal Skills Athletics +17, Crafting +12, Intimidation +14, Religion +12 Str +4 Dex +0 Con +4 Int +1 Wis +3 Cha +1 Items lesser sturdy shield (Hardness 10, HP 80, BT 40), +1 glamered Gray Maiden plate , +1 longsword , Composite Shortbow (20 arrows) --- AC 25 Fort +17 Ref +11 Will +14 HP 120 --- Speed 20 feet Melee Single Action longsword +18 (versatile P), Damage 1d8+7 slashing Ranged Single Action shortbow +11 (deadly d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+6 piercing Erinyes Fury Two Actions Requirements The Erinyes Company agent is suffering from persistent damage; Effect The agent makes a Strike. If it hits, it deals an additional 1d6 points of persistent damage; the type of this extra damage is the same as the persistent damage from which they're suffering. The agent can choose to instead have this persistent damage be lawful or evil damage. This counts as two attacks when calculating their multiple attack penalty ","skill_mod":{"crafting":12,"athletics":17,"intimidation":14,"religion":12},"primary_source":"Shadows at Sundown","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":25,"item":["lesser sturdy shield (Hardness 10, HP 80, BT 40)","+1 glamered Gray Maiden plate","+1 longsword","Composite Shortbow (20 arrows)"],"level":7,"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1959","intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":17,"source_group":["Shadows at Sundown"],"size":["Medium"],"spoilers":"Shadows at Sundown","name":"Yniesse Zenderholm","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[9,11],"slug":"creature-1959"},{"attack_bonus":[4,4],"constitution":-1,"primary_source_category":"Adventures","strength":1,"hp":16,"language":["Common","Varisian"],"source":["Shadows at Sundown"],"type":"Creature","spell_attack_bonus":[9],"will_save":9,"charisma":1,"speed":{"max":25,"land":25},"perception":7,"wisdom":4,"weakness":{},"primary_source_group":"Shadows at Sundown","skill":["Crafting","Diplomacy","Occultism","Religion","Society"],"trait":["Human","Humanoid","Uncommon","N","Medium"],"id":"creature-1960","text":" Acolyte Of Pharasma Recall Knowledge - Humanoid (Society): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Acolyte Of Pharasma Source Shadows at Sundown pg. 35 Perception +7 Languages Common, Varisian Skills Crafting +5, Diplomacy +4, Occultism +5, Religion +7, Society +5 Str +1 Dex +2 Con -1 Int +2 Wis +4 Cha +1 Items Dagger, religious symbol of Pharasma --- AC 15 Fort +2 Ref +5 Will +9 HP 16 --- Speed 25 feet Melee Single Action dagger +4 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+2 piercing Ranged Single Action dagger +4 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+2 piercing Divine Prepared Spells DC 17, attack +9 - Cantrips (1st) Detect Magic, Disrupt Undead, Light, Prestidigitation, Read Aura - 1st Create Water, Heal (×2), Mending Cleric Domain Spells DC 17, 1 Focus Point - 1st Healer's Blessing\n","tradition":["Divine"],"skill_mod":{"society":5,"diplomacy":4,"crafting":5,"occultism":5,"religion":7},"primary_source":"Shadows at Sundown","spell":["Create Water","Heal","Mending","Detect Magic","Disrupt Undead","Light","Prestidigitation","Read Aura","Healer's Blessing"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":15,"item":["Dagger","religious symbol of Pharasma"],"level":1,"spell_dc":[17,17],"source_category":["Adventures"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1960","intelligence":2,"reflex_save":5,"strongest_save":["will"],"dexterity":2,"fortitude_save":2,"source_group":["Shadows at Sundown"],"size":["Medium"],"spoilers":"Shadows at Sundown","name":"Acolyte Of Pharasma","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[4,4],"slug":"creature-1960"},{"primary_source_category":"Adventures","strength":4,"hp":200,"language":["Aklo","Common","Necril","Undercommon"],"source":["Shadows at Sundown"],"type":"Creature","charisma":5,"perception":18,"stealth":"27","trait":["Ghoul","Undead","Unique","CE","Small"],"id":"creature-1961","text":" Ibrique Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ibrique Source Shadows at Sundown pg. 36 Perception +18; darkvision Languages Aklo, Common, Necril, Undercommon Skills Acrobatics +27, Crafting +25, Deception +24, Occultism +25, Performance +24, Stealth +27 Str +4 Dex +8 Con +5 Int +6 Wis -1 Cha +5 Items +1 resilient leather armor --- AC 35 Fort +25 Ref +28 Will +21 HP 200 Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses vulnerable to sunlight Vulnerable to Sunlight Ibrique takes 20 damage for each hour she is exposed to sunlight. --- Speed 25 feet, burrow 10 feet Melee Single Action jaws +27 (Finesse), Damage 3d10+10 piercing plus 2d6 negative and profane paralysis and ghoul fever Melee Single Action claw +27 (Agile, Finesse), Damage 3d6+10 slashing plus 2d6 negative and profane paralysis Occult Innate Spells DC 33, attack + 25 - Cantrips (7th) Daze, Ghost Sound, Telekinetic Projectile - 2nd Darkness (at will) - 4th Confusion (×3) - 5th Dimension Door - 6th Modify Memory, Phantasmal Killer, Teleport - 7th Sound Burst Cytillesh Stare Single Action (Concentrate, Incapacitation, Mental, Visual) Frequency once per round; Effect Ibrique focuses her gaze on a creature she can see within 30 feet. The target is dazzled for 1 round and must succeed at a DC 33 Will save or be confused for 1 round. Ghoul Fever (Disease) Saving Throw Fortitude DC 33; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight. Profane Paralysis (Incapacitation, Necromancy, Occult) Any living, non-elf creature hit by the profane ghoul's attack must attempt a DC 33 Fortitude save. Critical Success The creature is unaffected. Success The creature is slowed 1. Failure The creature is paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. ","skill_mod":{"performance":24,"deception":24,"crafting":25,"stealth":27,"occultism":25,"acrobatics":27},"primary_source":"Shadows at Sundown","spell":["Sound Burst","Modify Memory","Phantasmal Killer","Teleport","Dimension Door","Confusion","Darkness","Daze","Ghost Sound","Telekinetic Projectile"],"ac":35,"item":["+1 resilient leather armor"],"level":13,"spell_dc":[33],"source_category":["Adventures"],"sense":" darkvision ","resistance":{},"intelligence":6,"reflex_save":28,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":25,"source_group":["Shadows at Sundown"],"size":["Small"],"spoilers":"Shadows at Sundown","name":"Ibrique","alignment":"CE","rarity":"unique","strike_damage_average":[27,33],"attack_bonus":[27,27],"constitution":5,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"will_save":21,"speed":{"max":25,"land":25,"burrow":10},"wisdom":-1,"weakness":{},"creature_ability":["Vulnerable to Sunlight","Cytillesh Stare","Ghoul Fever","Profane Paralysis"],"primary_source_group":"Shadows at Sundown","skill":["Acrobatics","Crafting","Deception","Occultism","Performance","Stealth"],"tradition":["Occult"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1961","dexterity":8,"category":"creature","slug":"creature-1961"},{"primary_source_category":"Adventures","strength":6,"hp":210,"language":["Abyssal","Common","Infernal","Jotun","Necril","Shadowtongue","Thassilonian","Varisian"],"source":["Shadows at Sundown"],"type":"Creature","charisma":6,"perception":27,"stealth":"29","trait":["Shadow","Undead","Unique","Vampire","LE","Medium"],"id":"creature-1962","text":" Aliriel Recall Knowledge - Undead (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Aliriel Source Shadows at Sundown pg. 47 Perception +27; darkvision Languages Abyssal, Common, Infernal, Jotun, Necril, Shadowtongue, Thassilonian, Varisian Skills Acrobatics +27, Arcana +29, Athletics +25, Deception +27, Occultism +27, Society +25, Stealth +29, Thassilon Lore +29 Str +6 Dex +8 Con +4 Int +8 Wis +4 Cha +6 Items bracers of armor type II , ring of wizardry type IV --- AC 37 Fort +25 Ref +29 Will +27 HP 210 (coffin restoration, fast healing 15, negative healing) Immunities death effects, disease, paralyze, poison, sleep Resistances all physical 15 (except magical silver weapons or magical weapons shedding bright light) Weaknesses strigoi Slip Into Shadows Reaction (abjuration, divine) Trigger Aliriel succeeds at a save against an effect that is not a darkness or light effect; Effect Aliriel disappears into shadows at the last moment, critically succeeding at the save instead. Shadow Escape Free Action Trigger The strigoi is reduced to 0 HP; Effect The strigoi uses Shadow Form. It can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the strigoi is unaffected by further damage. Once the strigoi reaches its coffin, or if it hasn't done so within 2 hours, it automatically returns to its physical form, unconscious. Strigoi Weaknesses All strigoi possess the following weaknesses: Revulsion Strigoi are uncomfortable near mirrors or sources of bright light. Only a strigoi's shadow reflects in a mirror, and this often compels them to cover or destroy mirrors in their presence rather than risk their true nature being displayed. A strigoi can't voluntarily come within 10 feet of a brandished mirror or source of bright light. To brandish a mirror or light source, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the strigoi involuntarily comes within 10 feet of a brandished mirror or light source, it gains the fleeing condition, running from the brandished object until it ends an action beyond 10 feet. After 1 round of being exposed to the subject of its revulsion, a strigoi can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, it overcomes its revulsions for 1d6 rounds (or 1 hour on a critical success). A strigoi can move normally around mirrors or bright light sources that are not brandished, although doing so causes them discomfort that can be noticed with a successful Perception check to Sense Motive. Sunlight When exposed to direct sunlight, a strigoi immediately becomes unconscious and falls to the ground. It appears to be dead: it doesn't breathe, its body temperature matches its surroundings, and it doesn't react to pain or other stimuli. A successful Perception check against the strigoi's Reflex DC is enough to note one anomaly: the shadow cast by its “dead” body shifts and moves slightly, its edges twisting and active. Spells like detect evil , senses like lifesense, and the “corpse” taking damage from positive energy still function normally, and could reveal the truth without needing a successful Perception check. Viewing the “corpse” in a mirror's reflection can also reveal the truth, for only the body's shadow reflects. While in sunlight and unconscious, the strigoi loses its resistance to physical damage. If the strigoi takes enough damage that it would be reduced to 0 Hit Points, its body quickly decomposes, and the strigoi is destroyed. Water Revulsion A strigoi cannot cross a significant source of running water (such as a creek, river, or waves on a seashore). A strigoi capable of flight can cross running water provided it approaches no closer than 10 feet to the liquid's surface. If forced into running water against its will, the strigoi becomes slowed 2 and gains the fleeing condition as long as it remains in the water. At the end of any turn in which the strigoi remains in running water, it must succeed at a DC 5 flat check or be destroyed. --- Speed 25 feet, fly 25 feet Melee Single Action claw +29 (Agile), Damage 3d10+12 slashing plus Grab Wizard Spells Prepared DC 36, attack +28 - Cantrips (8th) Chill Touch, Detect Magic, Electric Arc, Mage Hand, Prestidigitation - 1st Ray of Enfeeblement (×2), True Strike - 2nd Deafness, Mirror Image, Spectral Hand - 3rd Blindness, Mind Reading, Slow (×2) - 4th Dimension Door (×2), Grim Tendrils (×2), Nightmare - 5th Cloudkill, Mind Probe, Sending, Shadow Walk - 6th Baleful Polymorph, Vampiric Exsanguination, Wall of Force - 7th Dispel Magic, Eclipse Burst, Magic Missile - 8th Horrid Wilting, Maze Wizard School Spells DC 36, 3 Focus Points - 8th Call of the Grave, Overstuff, Take its Course Rituals DC 33 - 2nd Create Undead - 5th Call Spirit - 6th Planar Binding Create Spawn (Divine, Downtime, Necromancy) If a creature dies after being reduced to 0 HP by Domain of Dusk or Drink Essence, the strigoi can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights. If the new vampire is lower level than its creator, it is under the creator's control. A victim that is 8th level or higher becomes a strigoi servant, while a lower-level victim instead becomes a moroi vampire. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire's Will DC. Domain of Dusk Two Actions (Conjuration, Divine, Shadow) With a wave of its hand, the strigoi calls fourth vile ruination from the surrounding shadows, causing coils of darkness and shadowy bats, rats, and wolves to lash out at living targets in a 30-foot emanation. Living creatures in this area take 8d6 negative damage(DC 34 basic Fortitude save). A creature that fails this save is also dazzled for 1 round (or blinded for 1 round and then dazzled for 1 round) by the darkness. The strigoi progenitor can't use Domain of Dusk for 1 minute. Dominate Two Actions (Divine, Enchantment, Incapacitation, Mental, Visual) The vampire can cast dominate (DC 34) at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait. A creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell. Drink Essence Single Action (Divine, Necromancy) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within the strigoi's reach; Effect The strigoi sinks their fangs into the targeted creature to drink its blood and draw out its vital essence. This requires an Athletics check against the creature's Fortitude DC if the creature is grabbed and is automatic for any of the other conditions. The creature becomes drained 2 and stupefied 2, and the strigoi regains 21 HP, gaining any excess HP as temporary Hit Points. Drinking Essence from a creature that's already drained or stupefied doesn't restore any HP, but increases either the creature's drained condition value or its stupefied condition value by 1 (whichever value is lesser is increased; if both values are equal, then the strigoi chooses which condition to increase the value of). A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. A victim's stupefied condition decreases by 1 per day after performing daily preparations. If the daily preparations are done in full sunlight, the stupefied condition is removed entirely. Shadow Form Single Action (Concentrate, Divine, Transmutation, Shadow) The strigoi reverts to pure shadow and absorbs its body and its gear into the darkness, or it shifts back to its physical form. In shadow form, the strigoi gains a climb Speed equal to its land Speed and can move through any gap that isn't airtight. However, it can only move along solid surfaces that aren't highly reflective, not liquid or mirrored surfaces. If the surface it's on is destroyed, the strigoi returns to physical form and is stunned 1. The strigoi loses fast healing while in shadow form but can remain in shadow form indefinitely. A strigoi that is exposed to sunlight while in shadow form becomes slowed 2 and must attempt a DC 16 flat check at the end of each of its turns. If it fails this flat check, it is destroyed, the shadow vanishing with a blood-curdling wail. Thassilonian Necromancer Aliriel cannot cast abjuration or enchantment spells. ","skill_mod":{"society":25,"deception":27,"stealth":29,"arcana":29,"athletics":25,"occultism":27,"acrobatics":27},"primary_source":"Shadows at Sundown","spell":["Horrid Wilting","Maze","Dispel Magic","Eclipse Burst","Magic Missile","Baleful Polymorph","Vampiric Exsanguination","Wall of Force","Cloudkill","Mind Probe","Sending","Shadow Walk","Dimension Door","Grim Tendrils","Nightmare","Blindness","Mind Reading","Slow","Deafness","Mirror Image","Spectral Hand","Ray of Enfeeblement","True Strike","Chill Touch","Detect Magic","Electric Arc","Mage Hand","Prestidigitation","Call of the Grave","Overstuff","Take its Course"],"ac":37,"item":["bracers of armor type II","ring of wizardry type IV"],"level":15,"spell_dc":[36,36],"source_category":["Adventures"],"sense":" darkvision ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"intelligence":8,"reflex_save":29,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":25,"source_group":["Shadows at Sundown"],"size":["Medium"],"spoilers":"Shadows at Sundown","name":"Aliriel","alignment":"LE","rarity":"unique","strike_damage_average":[28],"attack_bonus":[29],"constitution":4,"immunity":["death effects","disease","paralyze","poison","sleep"],"spell_attack_bonus":[28],"will_save":27,"speed":{"fly":25,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Slip Into Shadows","Shadow Escape","Strigoi Weaknesses","Revulsion","Sunlight","Water Revulsion","Create Spawn","Domain of Dusk","Dominate","Drink Essence","Shadow Form","Thassilonian Necromancer"],"primary_source_group":"Shadows at Sundown","skill":["Acrobatics","Arcana","Athletics","Deception","Occultism","Society","Stealth","Thassilon Lore"],"trait_group":["Planar","Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1962","dexterity":8,"category":"creature","slug":"creature-1962"},{"attack_bonus":[29,29],"constitution":5,"primary_source_category":"Adventures","strength":8,"hp":235,"language":["Aklo","Common","Elven","Infernal","Shadowtongue","Thassilonian","Varisian","(can't speak any languages)"],"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Shadows at Sundown"],"type":"Creature","will_save":24,"charisma":0,"speed":{"max":25,"land":25},"perception":24,"wisdom":5,"weakness":{"bleed":10},"creature_ability":["Escape From Hell","Blood Feast"],"primary_source_group":"Shadows at Sundown","skill":["Acrobatics","Athletics"],"trait":["Undead","Unique","NE","Medium"],"id":"creature-1963","text":" Ileosa's Shell Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ileosa's Shell Source Shadows at Sundown pg. 49 Perception +24; greater darkvision Languages Aklo, Common, Elven, Infernal, Shadowtongue, Thassilonian, Varisian; (can't speak any languages) Skills Acrobatics +24, Athletics +27 Str +8 Dex +5 Con +5 Int +0 Wis +5 Cha +0 Escape From Hell (auditory, divine, emotion, fear, mental, necromancy) When Ileosa's shell is reduced to 0 HP, the hollow corpse immediately melts into a pool of blood, at the center of which lies her still-beating heart. A moment later, a crimson ghostly shape—Queen Ileosa's soul—rises from the heart. After the soul shrieks in relief at escaping from Hell, it rises through the ceiling and vanishes while the heart dies and rots. All creatures within 30 feet of the shell when this occurs must attempt a DC 30 Will save. Critical Success A living creature becomes invigorated and elated by the sense of freedom from Hell, and becomes quickened for 1 minute. The creature can use the extra action each round only for Strike and Stride actions. An undead creature gains no benefit. Success As success, but the creature can use the extra action only for Stride actions. Failure The creature becomes frightened 1. Critical Failure The creature becomes frightened 2. --- AC 34 Fort +22 Ref +26 Will +24 HP 235 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances physical 10 (except silver) Weaknesses bleed 10 --- Speed 25 feet Melee Single Action fangs +29, Damage 3d12+8 piercing plus 2d6 persistent bleed and blood feast Melee Single Action claw +29 (Agile), Damage 3d8+8 slashing plus 2d6 persistent bleed Blood Feast When a creature takes damage from a fangs Strike, the creature must succeed at a DC 33 Fortitude save or become enfeebled 1 (enfeebled 1 and drained 1 on a critical failure). The shell becomes quickened for 1 round, and can use the extra action only for fangs Strike actions against a creature that is taking persistent bleed damage. Further damage dealt by the shell increases the enfeebled condition by 1 on a failed save, to a maximum of enfeebled 4. ","skill_mod":{"athletics":27,"acrobatics":24},"primary_source":"Shadows at Sundown","trait_group":["Creature Type","Rarity"],"ac":34,"level":13,"source_category":["Adventures"],"sense":" greater darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=1963","intelligence":0,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Greater darkvision","fortitude_save":22,"source_group":["Shadows at Sundown"],"size":["Medium"],"spoilers":"Shadows at Sundown","name":"Ileosa's Shell","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[28,34],"slug":"creature-1963"},{"attack_bonus":[6,6],"constitution":-2,"primary_source_category":"Adventure Paths","strength":-4,"hp":6,"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","will_save":6,"charisma":1,"speed":{"max":20,"land":20},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Get Underfoot"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Stealth"],"stealth":"6","trait":["Animal","Unique","N","Tiny"],"id":"creature-1964","text":" Masu Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Masu Source Pathfinder #179: Cradle of Quartz pg. 16 Perception +8; low-light vision Languages Skills Acrobatics +6, Stealth +6 Str -4 Dex +2 Con -2 Int -4 Wis +1 Cha +1 --- AC 14 Fort +3 Ref +8 Will +6 HP 6 --- Speed 20 feet Melee Single Action bite +6 (Finesse, Nonlethal), Damage 1 piercing Melee Single Action claw +6 (Agile, Finesse, Nonlethal), Damage 1 slashing Get Underfoot Single Action Masu Strides up to half her Speed, moving through one or more space occupied by allied creatures, rubbing against and around legs and feet. Each creature whose space Masu moves through is clumsy 1 for 1 round. ","skill_mod":{"stealth":6,"acrobatics":6},"primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Creature Type","Rarity"],"ac":14,"level":-1,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1964","intelligence":-4,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Low-light vision","fortitude_save":3,"source_group":["Outlaws of Alkenstar"],"size":["Tiny"],"spoilers":"Outlaws of Alkenstar","name":"Masu","alignment":"N","category":"creature","rarity":"unique","slug":"creature-1964"},{"attack_bonus":[13,14,14],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":60,"language":["Common"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","will_save":8,"charisma":0,"speed":{"max":25,"land":25},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Sneak Attack"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics","Acrobatics","Deception","Stealth"],"stealth":"12","trait":["Human","Humanoid","Uncommon","LE","Medium"],"id":"creature-1965","text":" Gilded Gunner Goon Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Gilded Gunner Goon Source Pathfinder #179: Cradle of Quartz pg. 19 Perception +8 Languages Common Skills Athletics +11, Acrobatics +12, Deception +10, Stealth +12 Str +3 Dex +4 Con +3 Int +1 Wis +0 Cha +0 Items black powder horn, Chain Shirt, Dagger, Flintlock Pistol (20 rounds) --- AC 20 Fort +11 Ref +14 Will +8 HP 60 --- Speed 25 feet Melee Single Action dagger +14 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+4 piercing Melee Single Action fist +13 (Agile, Nonlethal), Damage 1d4+3 bludgeoning Ranged Single Action flintlock pistol +14 (Concussive, fatal d8, range 40 feet, reload 1), Damage 1d4+4 piercing Sneak Attack A Gilded Gunner goon's Strikes deal 1d6 additional precision damage to flat-footed creatures. ","skill_mod":{"deception":10,"stealth":12,"athletics":11,"acrobatics":12},"primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":20,"item":["black powder horn","Chain Shirt","Dagger","Flintlock Pistol (20 rounds)"],"level":4,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1965","intelligence":1,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":11,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Gilded Gunner Goon","alignment":"LE","category":"creature","rarity":"uncommon","strike_damage_average":[5,6,6],"slug":"creature-1965"},{"attack_bonus":[15,15,15,16],"constitution":0,"primary_source_category":"Adventure Paths","strength":2,"hp":70,"language":["Common"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","will_save":12,"charisma":4,"speed":{"max":25,"land":25},"perception":11,"wisdom":0,"weakness":{},"creature_ability":["Scoundrel's Feint","Sneak Attack"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Deception","Diplomacy","Intimidation","Stealth","Thievery"],"stealth":"13","trait":["Halfling","Humanoid","Unique","LE","Small"],"id":"creature-1966","text":" \"Lucky\" Lanks Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 \"Lucky\" Lanks Source Pathfinder #179: Cradle of Quartz pg. 24 Perception +11 Languages Common Skills Acrobatics +13, Deception +13, Diplomacy +13, Intimidation +13, Stealth +13, Thievery +13 Str +2 Dex +4 Con +0 Int +2 Wis +0 Cha +4 Items chest feather token , Coat Pistol (20 rounds), Dagger (4), Hunting Spider Venom (3), +1 striking shortsword , Thieves' Tools --- AC 20 Fort +9 Ref +15 Will +12 HP 70 --- Speed 25 feet Melee Single Action shortsword +16 (Agile, Finesse, Magical, versatile S), Damage 2d6+4 piercing Melee Single Action dagger +15 (Agile, Finesse, versatile S), Damage 1d4+4 piercing Ranged Single Action coat pistol +15 (Concealable, Concussive, fatal d8, range increment 30 feet, reload 1), Damage 1d4+4 piercing Ranged Single Action dagger +15 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing Scoundrel's Feint When Lanks successfully Feints, his target is flat-footed against his attacks until the end of his next turn. On a critical success, the target is flat-footed against all attacks until the end of Lanks's next turn. Sneak Attack Lanks deals an additional 2d6 precision damage to flat-footed creatures. ","skill_mod":{"diplomacy":13,"deception":13,"thievery":13,"stealth":13,"intimidation":13,"acrobatics":13},"primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":20,"item":["chest feather token","Coat Pistol (20 rounds)","Dagger (4)","Hunting Spider Venom (3)","+1 striking shortsword","Thieves' Tools"],"level":5,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1966","intelligence":2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":9,"source_group":["Outlaws of Alkenstar"],"size":["Small"],"spoilers":"Outlaws of Alkenstar","name":"\"Lucky\" Lanks","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[6,6,6,11],"slug":"creature-1966"},{"primary_source_category":"Adventure Paths","strength":4,"hp":85,"language":["Common","Sphinx"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","charisma":-1,"perception":12,"stealth":"13","trait":["Humanoid","Mutant","Uncommon","CE","Medium"],"id":"creature-1967","text":" Spellscar Sky Marauder Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Spellscar Sky Marauder Source Pathfinder #179: Cradle of Quartz pg. 30 Perception +12; darkvision Languages Common, Sphinx Skills Acrobatics +13, Arcana +11, Athletics +13, Intimidation +10, Spellscar Desert Lore +13, Stealth +13 Str +4 Dex +4 Con +5 Int +0 Wis +3 Cha -1 Items Scimitar (2) --- AC 22 Fort +12 Ref +13 Will +10 HP 85 Immunities disease Resistances acid 5 Acidic Pustules The marauder's skin is covered with necrotic boils that burst when struck. Whenever a creature deals slashing or piercing damage to the marauder, each creature within 5 feet takes 2d6 acid damage (DC 22 basic Reflex save). On a critically failed save, a creature also takes 1d4 persistent acid damage. Runic Resistance Reaction (arcane, abjuration) Trigger The maftet takes damage from a Strike or spell effect; Effect The maftet's protective runic tattoos glow, granting them resistance 5 to one damage type dealt by the triggering attack. This resistance applies against the triggering effect and lasts for 1 minute or until the maftet uses this ability again, whichever comes first. If the triggering effect deals multiple damage types, the maftet chooses which type to resist. --- Speed 30 feet, fly 40 feet Melee Single Action scimitar +15 (Forceful, Magical, Sweep), Damage 2d6+6 slashing Melee Single Action talon +15 (Agile, Finesse), Damage 2d4+6 plus mana fever Arcane Innate Spells DC 22 - Cantrips (3rd) Sigil - 1st Sanctuary (×3), True Strike Paired Strike Two Actions Requirements The maftet is wielding two scimitars; Effect The maftet makes two Strikes against the same target, one with each of their scimitars. The maftet combines the damage of any attacks that hit and applies resistances and weaknesses only once. This counts as one attack when calculating the maftet's multiple attack penalty. Mana Fever (Disease) A creature can't remove the fatigued condition while infected; Saving Throw DC 22 Fortitude; Onset 1 day; Stage 1 fatigued and stupefied 1 (1 day); Stage 2 fatigued and stupefied 2 (1 day); Stage 3 fatigued and stupefied 3 (1 day); Stage 4 gain immunity to mana fever and become a Mana Wastes mutant Powerful Scimitars (Arcane, Evocation) Any non-magical scimitar becomes a +1 striking scimitar while a maftet wields it. Raptor Dive Three Actions Requirements The maftet is flying at least 10 feet above the target; Effect The maftet Flies up to twice their fly Speed and makes a Paired Strike at the end of the movement. If both Strikes hit, the target is also knocked prone. ","skill_mod":{"stealth":13,"arcana":11,"athletics":13,"intimidation":10,"acrobatics":13},"primary_source":"Pathfinder #179: Cradle of Quartz","spell":["Sanctuary","True Strike","Sigil"],"ac":22,"item":["Scimitar (2)"],"level":5,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"acid":5},"intelligence":0,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":12,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Spellscar Sky Marauder","alignment":"CE","rarity":"uncommon","strike_damage_average":[11,13],"attack_bonus":[15,15],"constitution":5,"immunity":["disease"],"will_save":10,"speed":{"fly":40,"max":40,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Acidic Pustules","Runic Resistance","Paired Strike","Mana Fever","Powerful Scimitars","Raptor Dive"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Arcana","Athletics","Intimidation","Spellscar Desert Lore","Stealth"],"tradition":["Arcane"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=1967","dexterity":4,"category":"creature","slug":"creature-1967"},{"attack_bonus":[16,18,18,18,18],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":120,"language":["Common","Draconic"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","will_save":12,"charisma":0,"speed":{"fly":40,"max":40,"land":25},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Three Headed","Triple Opportunity","Attack of Opportunity","Breath Weapon","Spike Volley","Three-Headed Strike"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"13","trait":["Beast","Rare","Zombie","CE","Large"],"id":"creature-1968","text":" Chimeric Manticore Recall Knowledge - Beast (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Chimeric Manticore Source Pathfinder #179: Cradle of Quartz pg. 31 Perception +15; darkvision, scent (imprecise) 30 feet Languages Common, Draconic Skills Acrobatics +13, Athletics +17, Intimidation +11, Stealth +13, Survival +15 Str +6 Dex +2 Con +4 Int -3 Wis +2 Cha +0 --- AC 25 Fort +18 Ref +15 Will +12 HP 120 Three Headed Any ability that would sever a chimera's head (such as a critical hit with a vorpal weapon) severs one head at random. Losing a head doesn't kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head's Breath Weapon. Triple Opportunity A chimera gains 2 extra reactions each round that it can use only to make Attacks of Opportunity. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions. Attack of Opportunity Reaction --- Speed 25 feet, fly 40 feet Melee Single Action dragon jaws +18, Damage 2d6+8 piercing plus 2d6 electricity Melee Single Action lion jaws +18, Damage 2d10+8 piercing Melee Single Action goat horns +18, Damage 2d10+8 piercing Melee Single Action claw +18 (Agile), Damage 2d6+8 slashing Ranged Single Action spike +16 (range increment 40 feet), Damage 1d10+8 piercing Breath Weapon Two Actions (Arcane, Evocation) The chimeric manticore's blue-dragon head breathes a 60-foot line of electricity that deals 8d6 electrical damage to all creatures in the area (DC 25 basic Reflex save). The chimeric manticore can't use Breath Weapon again for 1d4 rounds. Spike Volley Single Action The manticore flings up to two spikes from its tail, targeting either two different creatures or a single creature. If the manticore targets two different creatures, these creatures must be within 20 feet of one another, and the manticore makes a separate Strike against each; this counts as only one Strike for the manticore's multiple attack penalty, and the penalty doesn't increase until after both attacks. If the manticore fires both spikes at the same creature, it makes a single Strike. If the attack hits, it deals the damage of a single spike, but the target is pinned in place, Rendering it immobilized. A creature that succeeds at a DC 25 Athletics check (attempted as a single action) can pull the spike free. A manticore can hurl no more than 12 spikes in 24 hours. Three-Headed Strike Two Actions The chimera makes a Strike with its dragon jaws, lion jaws, and goat horns, each at a –2 penalty and targeting a different creature. These Strikes count as only one attack for the chimera's multiple attack penalty, and the penalty doesn't increase until after it has made all three attacks. ","skill_mod":{"survival":15,"stealth":13,"athletics":17,"intimidation":11,"acrobatics":13},"primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Creature Type","Rarity","Monster"],"ac":25,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1968","intelligence":-3,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"source_group":["Outlaws of Alkenstar"],"size":["Large"],"spoilers":"Outlaws of Alkenstar","name":"Chimeric Manticore","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[13,15,19,19,22],"slug":"creature-1968"},{"attack_bonus":[16,16],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":110,"language":["Common","Gnoll","Osiriani","(can't speak any language), <%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","will_save":14,"charisma":1,"speed":{"max":25,"land":25,"burrow":25},"perception":19,"wisdom":2,"weakness":{},"creature_ability":["Constrict","I Venom","Writhing Arms"],"primary_source_group":"Outlaws of Alkenstar","skill":["Arcana","Athletics","Diplomacy","Spellscar Lore","Thievery"],"trait":["Aberration","Unique","CN","Medium"],"id":"creature-1969","text":" I Recall Knowledge - Aberration (Occultism): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 I Source Pathfinder #179: Cradle of Quartz pg. 35 Perception +19; darkvision, tremorsense (imprecise) 30 feet Languages Common, Gnoll, Osiriani; (can't speak any language), telepathy 100 feet Skills Arcana +16, Athletics +16, Diplomacy +14, Spellscar Lore +19, Thievery +16 Str +4 Dex +1 Con +2 Int +4 Wis +2 Cha +1 Items thunder helm --- AC 25 Fort +14 Ref +12 Will +14 HP 110 Resistances bludgeoning 10 --- Speed 25 feet, burrow 25 feet Melee Single Action arm +16 (Agile, reach 10 feet), Damage 2d8+6 bludgeoning plus Grab Melee Single Action beak +16, Damage 2d8+6 piercing plus I venom Primal Innate Spells DC 25 - 1st Shockwave (at will) - 3rd Noxious Vapors, Shifting Sand Constrict Single Action 1d8+8 bludgeoning I Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 2d6 poison damage, enfeebled 1, and flat-footed (1 round); Stage 3 2d6 poison damage, enfeebled 2, and flat-footed (1 round) Writhing Arms Two Actions I makes up to four Strikes with different arms, each against a different target. Each attack counts separately for their multiple attack penalty, but the penalty doesn't increase until all attacks have been made. If I subsequently uses the Grab action, they can Grab any number of creatures they hit with Writhing Arms. ","tradition":["Primal"],"skill_mod":{"diplomacy":14,"thievery":16,"arcana":16,"athletics":16},"primary_source":"Pathfinder #179: Cradle of Quartz","spell":["Noxious Vapors","Shifting Sand","Shockwave"],"trait_group":["Creature Type","Rarity"],"ac":25,"item":["thunder helm"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10},"url":"/Monsters.aspx?ID=1969","intelligence":4,"reflex_save":12,"strongest_save":["fort","fortitude","will"],"dexterity":1,"vision":"Darkvision","fortitude_save":14,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"I","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[15,15],"slug":"creature-1969"},{"attack_bonus":[15,18,18],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":135,"language":["Gnoll"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","will_save":13,"charisma":2,"speed":{"max":25,"land":25},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Crack Shot","Howling Bullet","Rugged Travel"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"18","trait":["Gnoll","Humanoid","Unique","CN","Medium","Kholo"],"id":"creature-1970","text":" Palzu Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Palzu Source Pathfinder #179: Cradle of Quartz pg. 35 Perception +17; darkvision Languages Gnoll Skills Acrobatics +18, Athletics +15, Intimidation +16, Stealth +18, Survival +17 Str +3 Dex +4 Con +3 Int -1 Wis +3 Cha +2 Items Hide Armor, Jax (10 rounds), scimitar sheat (empty) --- AC 25 Fort +17 Ref +18 Will +13 HP 135 --- Speed 25 feet Melee Single Action Jax +18 (Critical Fusion, Finesse, Forceful, Magical, Sweep), Damage 2d4+7 slashing Melee Single Action jaws +15 (Agile), Damage 1d8+7 piercing Ranged Single Action Jax +18 (Concussive, fatal aim d10, Magical, range increment 40 feet, reload 1), Damage 2d6+4 piercing plus crack shot Crack Shot When Palzu critically hits a creature with a ranged Strike, the target must succeed at a DC 26 Fortitude save or be stunned 1. Howling Bullet Single Action (Fear) Requirements Palzu has rolled initiative but hasn't acted yet in combat; Effect Palzu lets loose a blood-curdling howl while firing his rifle, making the report sound unearthly and disturbing. Palzu makes a Jax Strike against a foe within 40 feet. On a hit, creatures in a 10-foot emanation centered on the target hit must attempt a DC 26 Will save or become frightened 1. Rugged Travel Palzu ignores the first square of difficult terrain he moves into each time he Steps or Strides. ","skill_mod":{"survival":17,"stealth":18,"athletics":15,"intimidation":16,"acrobatics":18},"primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Monster","Ancestry","Creature Type","Rarity"],"ac":25,"item":["Hide Armor","Jax (10 rounds)","scimitar sheat (empty)"],"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1970","intelligence":-1,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":17,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Palzu","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[11,11,12],"slug":"creature-1970"},{"attack_bonus":[8,11],"constitution":0,"primary_source_category":"Adventure Paths","strength":-3,"hp":40,"language":["Common","Sylvan","speak with bats"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","will_save":12,"charisma":4,"speed":{"fly":40,"max":40,"land":10},"perception":11,"wisdom":3,"weakness":{"cold_iron":3},"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Deception","Diplomacy","Nature","Occultism","Stealth"],"stealth":"9","trait":["Fey","Sprite","Unique","NG","Tiny"],"id":"creature-1971","text":" Kreeth-Ni Recall Knowledge - Fey (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Kreeth-Ni Source Pathfinder #179: Cradle of Quartz pg. 38 Perception +11; (13 to Seek creatures using hearing), low-light vision Languages Common, Sylvan; speak with bats Skills Acrobatics +11, Deception +11, Diplomacy +11, Nature +10, Occultism +9, Stealth +9 Str -3 Dex +4 Con +0 Int +0 Wis +3 Cha +4 Items Staff, ventriloquist's ring --- AC 19 Fort +7 Ref +11 Will +12 HP 40 Weaknesses cold iron 3 --- Speed 10 feet, fly 40 feet Melee Single Action staff +8, Damage 1d4–1 bludgeoning Ranged Single Action ultrasonic pulse +11 (Evocation, Magical, range 20 feet), Damage 1d4 sonic Primal Innate Spells DC 20 - Cantrips (1st) Dancing Lights, Ghost Sound - 1st Anticipate Peril, Heal, Mending - 2nd Heal, Remove Fear\n","tradition":["Primal"],"skill_mod":{"diplomacy":11,"deception":11,"nature":10,"stealth":9,"occultism":9,"acrobatics":11},"primary_source":"Pathfinder #179: Cradle of Quartz","spell":["Heal","Remove Fear","Anticipate Peril","Mending","Dancing Lights","Ghost Sound"],"trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":19,"item":["Staff","ventriloquist's ring"],"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":"(13 to Seek creatures using hearing), low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=1971","intelligence":0,"reflex_save":11,"strongest_save":["will"],"dexterity":4,"vision":"Low-light vision","fortitude_save":7,"source_group":["Outlaws of Alkenstar"],"size":["Tiny"],"spoilers":"Outlaws of Alkenstar","name":"Kreeth-Ni","alignment":"NG","category":"creature","rarity":"unique","strike_damage_average":[2,2],"slug":"creature-1971"},{"primary_source_category":"Adventure Paths","strength":5,"hp":60,"language":["Undercommon","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","charisma":0,"perception":10,"trait":["Animal","Mutant","Unique","CE","Small"],"id":"creature-1972","text":" Akrida Recall Knowledge - Animal (Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Akrida Source Pathfinder #179: Cradle of Quartz pg. 39 Perception +10; darkvision, scent (imprecise) 30 feet Languages Undercommon; telepathy 100 feet Skills Acrobatics +11, Athletics +13 Str +5 Dex +3 Con +4 Int +0 Wis +3 Cha +0 Items +1 striking light pick , Studded Leather Armor --- AC 21 Fort +12 Ref +11 Will +11 HP 60 Resistances acid 5 --- Speed 20 feet, burrow 10 feet Melee Single Action light pick +13 (Agile, fatal d8, Magical), Damage 2d4+7 piercing Melee Single Action mandibles +13, Damage 1d6+7 slashing plus 1d6 acid Melee Single Action claw +13 (Agile), Damage 1d6+7 slashing Primal Innate Spells DC 19, attack +11 - Cantrips (1st) Acid Splash - 1st Acidic Burst Breath Weapon Two Actions (Acid, Evocation, Primal) Akrida spits a gout of slimy green acid in a 30-foot line that deals 5d6 acid damage (DC 20 basic Reflex save). Akrida can't use Breath Weapon again for 1d4 rounds. Frantic Scrabble Two Actions Akrida makes three claw Strikes against a single creature within reach. His multiple attack penalty doesn't increase until after he makes all three Strikes. ","skill_mod":{"athletics":13,"acrobatics":11},"primary_source":"Pathfinder #179: Cradle of Quartz","spell":["Acidic Burst","Acid Splash"],"ac":21,"item":["+1 striking light pick","Studded Leather Armor"],"level":4,"spell_dc":[19],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{"acid":5},"intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":12,"source_group":["Outlaws of Alkenstar"],"size":["Small"],"spoilers":"Outlaws of Alkenstar","name":"Akrida","alignment":"CE","rarity":"unique","strike_damage_average":[10,12,14],"attack_bonus":[13,13,13],"constitution":4,"spell_attack_bonus":[11],"will_save":11,"speed":{"max":20,"land":20,"burrow":10},"wisdom":3,"weakness":{},"creature_ability":["Breath Weapon","Frantic Scrabble"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics"],"tradition":["Primal"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=1972","dexterity":3,"category":"creature","slug":"creature-1972"},{"primary_source_category":"Adventure Paths","strength":5,"hp":150,"language":["Aklo","(can't speak any language), <%UMR%37%%>telepathy<%END> 300 feet"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","charisma":3,"perception":21,"stealth":"22","trait":["Aberration","Time","Unique","NE","Medium"],"id":"creature-1973","text":" Claws Of Time Recall Knowledge - Aberration (Occultism): DC 37 Recall Knowledge - Time (Occultism): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Claws Of Time Source Pathfinder #179: Cradle of Quartz pg. 41 Perception +21; greater darkvision, lamp vision 30 feet Languages Aklo; (can't speak any language), telepathy 300 feet Skills Acrobatics +22, Athletics +19, Occultism +22, Stealth +22, Survival +17 Str +5 Dex +7 Con +3 Int +7 Wis +5 Cha +3 Lamp Vision The Claws of Time is specially attuned to the crystal lamps in the Cradle of Quartz. It can sense creatures within 30 feet of any crystal lamp in the Cradle of Quartz. These lamps are marked as glowing blue dots on the map on page 42. This is a precise sense. --- AC 30 Fort +17 Ref +21 Will +19 HP 150 Immunities controlled, emotion Resistances mental 10, physical 10, poison 10 Otherworldly Mind (mental) Whenever a creature targets the hound with a mental effect, that creature takes 4d6 mental damage (DC 29 basic Will save). On a critical failure, it also becomes confused for 1d4 rounds. Ripping Gaze (aura, evocation, occult, visual) 30 feet. The hound of Tindalos's eyes glow balefully, causing painful but bloodless wounds to rip open in the body of a creature that meets its awful gaze. When a creature ends its turn in the aura's emanation, it takes 6d6 slashing damage (DC 29 basic Fortitude save). A creature that critically succeeds at its save is temporarily immune for 24 hours. Vulnerable to Curved Space When a hound of Tindalos is not adjacent to a structural angle of 90º (or more acute), its resistance to physical damage is suppressed and it becomes sickened 1. It can't recover from this sickened condition, but the condition ends automatically once the hound is again adjacent to a suitable angle. --- Speed 30 feet, fly 30 feet Melee Single Action jaws +22, Damage 2d10+11 piercing Melee Single Action claw +22 (Agile), Damage 2d8+11 slashing Occult Innate Spells DC 28 - 2nd Invisibility (at will; self only) - 3rd Agonizing Despair, Haste, Slow - 4th Dimensional Anchor - 8th Discern Location Angled Entry Single Action (Structure) The Claws of Time casts a 4th-level dimension door spell, but it must transport itself into a space adjacent to an angle of 90º (or more acute) in the structure or environment around it. This means the hound can use dimension door to appear adjacent to any wall or corner in the Cradle of Quartz except for the central geode (area D16). Once per day, the hound can use this ability to plane shift to or from the Dimension of Time, with the same restrictions on what angles next to which it can appear. ","skill_mod":{"survival":17,"stealth":22,"athletics":19,"occultism":22,"acrobatics":22},"primary_source":"Pathfinder #179: Cradle of Quartz","spell":["Discern Location","Dimensional Anchor","Agonizing Despair","Haste","Slow","Invisibility"],"ac":30,"level":10,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" greater darkvision , lamp vision 30 feet","resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"mental":10,"physical":10},"intelligence":7,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":17,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Claws Of Time","alignment":"NE","rarity":"unique","strike_damage_average":[20,22],"attack_bonus":[22,22],"constitution":3,"immunity":["controlled","emotion"],"will_save":19,"speed":{"fly":30,"max":30,"land":30},"wisdom":5,"weakness":{},"creature_ability":["Lamp Vision","Otherworldly Mind","Ripping Gaze","Vulnerable to Curved Space","Angled Entry"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics","Occultism","Stealth","Survival"],"tradition":["Occult"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=1973","dexterity":7,"category":"creature","slug":"creature-1973"},{"attack_bonus":[15,15,15],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":75,"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","will_save":12,"charisma":1,"speed":{"max":25,"land":25},"perception":15,"wisdom":1,"weakness":{},"creature_ability":["Shot of Opportunity","Sneak Attack"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth"],"stealth":"13","trait":["Humanoid","Rare","NE","Medium"],"id":"creature-1974","text":" Gilded Gunner Assassin Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Gilded Gunner Assassin Source Pathfinder #179: Cradle of Quartz pg. 57 Perception +15 Languages Skills Acrobatics +13, Athletics +12, Deception +12, Intimidation +10, Stealth +13 Str +3 Dex +4 Con +2 Int +1 Wis +1 Cha +1 Items Concealed Holster, Dueling Pistol (10 rounds), golden silencer (affixed to dueling pistol), Knuckle Duster, moderate thunderstone (2) --- AC 22 Fort +13 Ref +15 Will +12 HP 75 Shot of Opportunity Reaction Requirements The Gilded Gunner has a loaded firearm in hand; Trigger A creature within 30 feet uses a manipulate action, uses a move action, or makes a ranged attack; Effect The Gilded Gunner makes a ranged Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the Gilded Gunner disrupts that action. This Strike doesn't count toward the Gilded Gunner's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike. --- Speed 25 feet Melee Single Action knuckle duster +15 (Agile, Free-Hand), Damage 1d4+6 bludgeoning Ranged Single Action thunderstone +15 (Alchemical, Bomb, Sonic, Splash, thrown 20 feet), Damage 2d4 sonic damage plus 2 sonic splash and deafened (DC 20) Ranged Single Action dueling pistol +15 (Concealable, Concussive, fatal d10, range increment 60 feet, reload 1), Damage 1d6+6 piercing Sneak Attack The Gilded Gunner assassin deals an additional 2d6 precision damage to flat-footed creatures. ","skill_mod":{"deception":12,"stealth":13,"athletics":12,"intimidation":10,"acrobatics":13},"primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Creature Type","Rarity"],"ac":22,"item":["Concealed Holster","Dueling Pistol (10 rounds)","golden silencer (affixed to dueling pistol)","Knuckle Duster","moderate thunderstone (2)"],"level":5,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1974","intelligence":1,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":13,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Gilded Gunner Assassin","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[5,8,9],"slug":"creature-1974"},{"attack_bonus":[14,14],"constitution":0,"primary_source_category":"Adventure Paths","strength":2,"hp":65,"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","will_save":10,"charisma":0,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Sneak Attack"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics","Stealth","Thievery"],"stealth":"12","trait":["Humanoid","Rare","NE","Medium"],"id":"creature-1975","text":" Gilded Gunner Safecracker Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Gilded Gunner Safecracker Source Pathfinder #179: Cradle of Quartz pg. 57 Perception +12 Languages Skills Acrobatics +12, Athletics +8, Stealth +12, Thievery +14 Str +2 Dex +4 Con +0 Int +3 Wis +2 Cha +0 Items Alchemical Fuse, Concealed Holster, Dagger, Dueling Pistol (10 rounds), golden silencer (affixed to dueling pistol), invisibility potion , Pyronite --- AC 20 Fort +10 Ref +14 Will +10 HP 65 --- Speed 25 feet Melee Single Action dagger +14 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+5 piercing Ranged Single Action dueling pistol +14 (Concealable, Concussive, fatal d10, range increment 60 feet, reload 1), Damage 1d6+4 piercing Sneak Attack The safecracker deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"thievery":14,"stealth":12,"athletics":8,"acrobatics":12},"primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Creature Type","Rarity"],"ac":20,"item":["Alchemical Fuse","Concealed Holster","Dagger","Dueling Pistol (10 rounds)","golden silencer (affixed to dueling pistol)","invisibility potion","Pyronite"],"level":5,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=1975","intelligence":3,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":10,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Gilded Gunner Safecracker","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[7,7],"slug":"creature-1975"},{"attack_bonus":[19,20,21],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":100,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","will_save":16,"charisma":-5,"speed":{"max":25,"land":25},"perception":16,"wisdom":4,"weakness":{"orichalcum":10,"electricity":10},"creature_ability":["Wind-Up","Integrated Weapons"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics"],"trait":["Clockwork","Construct","Mindless","Unique","N","Medium"],"id":"creature-1976","text":" Clockwork Gunner Recall Knowledge - Construct (Arcana, Crafting): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Clockwork Gunner Source Pathfinder #179: Cradle of Quartz pg. 61 Perception +16; darkvision Languages Skills Athletics +16 Str +4 Dex +6 Con +2 Int -5 Wis +4 Cha -5 Wind-Up 24 hours, DC 24, standby Items integrated dragon-mouth pistol, integrated +1 striking mace multipistol --- AC 26 Fort +14 Ref +18 Will +16 HP 100 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 10 (except adamantine or orichalcum) Weaknesses electricity 10, orichalcum 10 --- Speed 25 feet Melee Single Action mace multipistol +19 (Critical Fusion, Magical, Shove), Damage 2d6+7 bludgeoning Ranged Single Action dragon-mouth pistol +20 (Concussive, range increment 20 feet, reload 1, scatter 5 feet), Damage 1d6+3 piercing Ranged Single Action mace multipistol +21 (capacity 3, Concussive, fatal d8, Magical, range increment 20 feet, reload 1), Damage 2d4+3 piercing Integrated Weapons An integrated weapon is built into the limb of the clockwork gunner. They can't be disarmed, and they take 10 minutes to attach or remove. Each of a clockwork gunner's firearms can be loaded with 10 shots before they must be reloaded. Reloading a single round into either of these firearms takes 3 actions, or 10 minutes to fully reload a weapon. A clockwork gunner can't reload its own weapons. ","skill_mod":{"athletics":16},"primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":26,"item":["integrated dragon-mouth pistol","integrated +1 striking mace multipistol"],"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=1976","intelligence":-5,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":14,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Clockwork Gunner","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[6,8,14],"slug":"creature-1976"},{"attack_bonus":[15,18,19],"constitution":3,"primary_source_category":"Adventure Paths","strength":1,"hp":140,"language":["Common","Halfling","Osiriani"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","will_save":17,"charisma":4,"speed":{"max":25,"land":25},"perception":14,"wisdom":0,"weakness":{},"creature_ability":["Deny Advantage","Evasion","Exploit Blunder","Slippery Dodge","Quick Draw","Sneak Attack"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Alkenstar Lore","Athletics","Deception","Intimidation","Society","Stealth","Thievery","Underworld Lore"],"stealth":"18","trait":["Halfling","Humanoid","Unique","NE","Small"],"id":"creature-1977","text":" Ambrost Mugland, Cutthroat Underworld Mogul Ambrost Mugland is one of the most powerful underworld kingpins in Alkenstar—at least to hear him tell it. In truth, he's a mid-level crime lord with an ego far larger than his coffers. In spite of his petty and delusional personality (or perhaps because of it), he's nonetheless a very dangerous man to cross. Mugland believes he's worked hard to get to where he is today, and he's grown used to having everything he feels he deserves: money, power, and infamy. His most strongly held conviction of all though, is that he's totally immune from any negative consequences of his actions. Mugland comes from humble beginnings but always had a taste for the finer things in life. His parents owned a tavern on the outskirts of posh Graeson's Fingers, and from an early age the boy practiced taking advantage of patrons too distracted or deep in their cups to notice the server boy picking their pockets. His mischief extended to extracurricular activities when he fell in with some friends his parents deemed “undesirables”—cutpurses, cons, charlatans, and all the rest. He left home for good when he was just 12 years old to join one of Alkenstar's many nameless gangs of miscreant youths. Mugland swiftly built a reputation as one of the most ruthless go-getters in the city. He was a keen lookout and scout, known for his quick wits and feet; within a year, he was second in command. Shortly after that, the gang's leader was found dead in his room one night. Mugland assumed control and motivated his underlings with the promise of revenge. So spurred, Mugland and his goons set about enacting one of the grandest campaigns in Alkenstar's criminal underworld. They eliminated potential rivals, cut deals with corrupt shieldmarshals, cowed businesses into protection rackets, invested in unsavory businesses, and consolidated Mugland's control. At the apex of his power, he betrayed every last one of the minions who helped him ascend to the highest echelons of organized crime, leaving a river of blood in his wake. He can shed his public persona of the cunning businessman in an instant, revealing a cold-hearted killer devoid of mercy and regret. These days, Mugland is a silent partner in a number of successful inns and taverns in Alkenstar, brokering protection from one of his hired gangs in exchange for a cut of the take. He has repeatedly tried to bring Vivielle Ramslay and the Steaming Kingdom under his umbrella but has been rebuffed at every turn. Theft, extortion, and murder continue to be the tools of Mugland's trade—tools he wielded to dramatic effect against the protagonists of this Adventure Path shortly before launching on his latest criminal crusade. When Mugland witnessed Vashon Gattlebee's pyronite exhibition at Blythir College, he knew he had to get his hands on the deadly new invention. To say nothing of what it could do for him personally should he wield it against his rivals, pyronite also promised Mugland a fortune in blood money if he could find the right buyers. With the help of his highest-ranking accomplice among the shieldmarshals, a corrupt deputy named Anjelique Loveless, Mugland located not one, but two customers: a Nexian and a Gebbite who both claimed to seek pyronite to bolster their side of the interminable war between their nations. Mugland's persistence has paid off in the past, but it seems his luck may have finally run out. He's all but gone bankrupt funding his pyronite scheme, which has been stymied at every turn by the betrayed outlaws he'd all but disregarded. It's too late to turn back, so Mugland continues to double down on his plans to seize pyronite, heedless of the potentially dire consequences. Campaign Role Ambrost Mugland, along with Deputy Anjelique Loveless, the crooked high-ranking shieldmarshal he's (so far) kept in his pocket, functions as a common nemesis to unite the characters during their early adventures. The Outlaws of Alkenstar Player's Guide includes backgrounds that give the characters different reasons they might hold a grudge against this brutal business tycoon or Deputy Loveless, and the assumed personal impetus for much of this Adventure Path is to enact vengeance against this craven crook. Beyond these origin stories though, Mugland is also the chief instigator of the campaign's central events—it's by his hand that the secrets of pyronite are released to Alkenstar and, potentially, beyond. Unfortunately for Mugland, his grandiose pursuit ultimately cost him his entire fortune. After the characters stop the Gilded Gunners' assault on the Steaming Kingdom in Chapter 3 of this volume, Mugland has nowhere left to turn. He's forced to concede to the Gunners' demands, taking up residence with them until he can settle his debt. This precarious situation is what finally allows the party to corner Mugland and settle their score with their otherwise-untouchable archenemy. When the player characters meet the Gilded Gunners' leader, Sabora Sharkosa, in Chapter 4 of this adventure, they can either spend their hard-earned capital to strike a deal with her so she'll hand over Mugland peacefully, or they can fight their way through the Gilded Gunners to reach their target by force. Either way, Mugland—spiteful to the very end—doesn't go down without a fight. Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Ambrost Mugland Source Pathfinder #179: Cradle of Quartz pg. 88 Perception +14 Languages Common, Halfling, Osiriani Skills Acrobatics +16, Alkenstar Lore +16, Athletics +14, Deception +18, Intimidation +18, Society +18, Stealth +18, Thievery +18, Underworld Lore +16 Str +1 Dex +4 Con +3 Int +2 Wis +0 Cha +4 Items Cane Pistol (10 rounds), +1 striking dueling pistol (10 rounds), eroding bullet (5) --- AC 26 Fort +15 Ref +19 Will +17 HP 140 Deny Advantage Mugland isn't flat-footed to creatures of 8th level or lower that are hidden, undetected, flanking, or using Surprise Attack. Evasion When Mugland rolls a success on a Reflex save, he gets a critical success instead. Exploit Blunder Reaction Trigger A creature within 30 feet rolls a critical failure to Strike Mugland; Effect With a sneer, Mugland takes advantage of the opening. He makes a ranged dueling pistol or cane pistol Strike against the triggering creature. The creature is flat-footed to Mugland's attacks (including this one) until the beginning of its next turn. This attack doesn't count toward Mugland's multiple attack penalty, and his multiple attack penalty doesn't apply to this attack. Slippery Dodge Reaction Trigger Mugland is hit by a Strike, but wouldn't be hit with a +2 circumstance bonus to AC; Effect Mugland gains a +2 circumstance bonus to AC against the triggering attack and the attack misses. --- Speed 25 feet Melee Single Action cane pistol +15 (Critical Fusion, thrown 10 feet), Damage 1d6+4 bludgeoning Ranged Single Action dueling pistol +19 (Concealable, Concussive, fatal d10, Magical, range increment 60 feet, reload 1), Damage 2d6+6 piercing Ranged Single Action cane pistol +18 (Combination, Concussive, fatal d8, range increment 30 feet, reload 1), Damage 1d4+6 piercing Quick Draw Single Action Mugland Interacts to draw a weapon, then Strikes with that weapon. Sneak Attack Mugland deals an extra 2d6 precision damage to flat-footed creatures. ","skill_mod":{"society":18,"deception":18,"thievery":18,"stealth":18,"athletics":14,"intimidation":18,"acrobatics":16},"summary":"Ambrost Mugland is one of the most powerful underworld kingpins in Alkenstar—at least to hear him tell it. In truth, he's a mid-level crime lord with …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":26,"item":["Cane Pistol (10 rounds)","+1 striking dueling pistol (10 rounds)","eroding bullet (5)"],"level":8,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1977","intelligence":2,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":15,"source_group":["Outlaws of Alkenstar"],"size":["Small"],"spoilers":"Outlaws of Alkenstar","name":"Ambrost Mugland","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[7,8,13],"slug":"creature-1977"},{"attack_bonus":[16,16],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":120,"language":["Common","Elven","Kelish","Osiriani"],"source":["Pathfinder #179: Cradle of Quartz"],"type":"Creature","will_save":13,"charisma":2,"speed":{"max":30,"land":30},"perception":16,"wisdom":1,"weakness":{},"creature_ability":["Quickest Draw","Concussive Fist","Golden Bullets","One-Two Punch","Reload Trick","Sneak Attack"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Alkenstar Lore","Athletics","Deception","Diplomacy","Society","Stealth","Thievery"],"stealth":"17","trait":["Elf","Half-Elf","Human","Humanoid","Unique","LE","Medium","Aiuvarin"],"id":"creature-1978","text":" Sabora Sharkosa, Leader Of The Gilded Gunners Sabora Sharkosa was born on a ranch half a day's ride from Alkenstar in the harsh Spellscar Desert. Though life was tough, she inherited her father's determination and her mother's fighting spirit. Growing up in the Mana Wastes gave her a pragmatic sense of honor and justice. One night, a stranger collapsed on the Sharkosas' doorstep, weak from days of stumbling through the wilderness. He carried a mysterious bundle in his burn-scarred hands. Asking no questions, the family took him in and nursed him back to health as they would any living being. The man, a gunsmith named Regaro, recovered and quickly became a fixture around the farm, repairing the clockwork machines and improving the ranch's vital wind pumps. He even taught Sabora and her brothers hand-to-hand fighting and how to shoot. Sabora proved to be his best student, often matching her brother's strength with her speed and technique. Then one night, the shieldmarshals of Alkenstar arrived. Regaro confessed to the family he was a wanted man and revealed a pair of gold-studded gloves in the bundle he'd been carrying the night he first appeared. He fled into the desert, the shieldmarshals on his heels. Sabora followed after. That was the last she ever saw of her home. Regaro and Sharkosa traveled together for many months until the gunsmith met his undignified end on the streets of Alkenstar, shot in the back by petty thieves. From that day on, Sharkosa wore Regaro's golden gloves on her fists and golden pistol in her holster. She assembled Regaro's closest allies to avenge their fallen friend, but the group stayed together even after justice had been dealt, with Sharkosa now their de facto leader. By the time they excavated a hideout along the banks of the Ustradi, the group had grown into a veritable street gang, though one known more for ruthless efficiency than wanton violence. To Sharkosa, the Gilded Gunners, as they soon called themselves, were never in it for the money or power, but rather the support and camaraderie they offered one another. For many members, the Gunners are as close to a real family as they've ever had, and Sharkosa takes this responsibility seriously. That said, Sharkosa is no saint and the Gilded Gunners aren't a charity. Back on the farm, workers who were lazy or sloppy didn't get hired for the next harvest. Sharkosa runs the Gilded Gunners with the same ethos, brooking no cowards, hypocrites, or slackers. Though she'll go to great lengths for Gunners who have proven their loyalty, she's also quick to berate or banish them if they step out of line or besmirch the honor of the group. As for the Gilded Gunners' goals: Sharkosa is primarily concerned about the strength and honor of her gang. She loans her group's skills to high-paying clients, mainly for assassinations or robberies, though Sharkosa rarely takes part in the jobs herself anymore. Instead, she administrates the Gilded Gunners' schemes from their headquarters, the so-called Gilded Halls, though she also trains for hours every day in isolation to maintain her incredible strength and speed. As she fights dummies and performs drills, part of her heart is always with Regaro and her family back in the Mana Wastes. She sometimes dreams of leaving the gang to go back home and live with her aging parents, but something dark and heavy within always prevents her from truly considering such a possibility. In her heart of hearts, Sharkosa believes she has spilled too much blood to ever again be worthy of her old life. Some nights, she lies awake in her spartan bed, staring up at the ceiling, questioning everything that has led to her present circumstances. During such dark hours, she commandeers the Gilded Halls' training area and puts everything she has into each punch and kick. The Gunners' gilded equipment and golden bullet casings are an aesthetic as well as a way of life. To Sharkosa, gold is the perfect status symbol and a mark of her gang's magnificence. In her own words, “The gold standard always passes the acid test.” Meaning, there are no shortcuts to success—only true grit can ever suffice. Campaign Role The Gilded Gunners have been a recurring threat for the characters since the beginning of this Adventure Path, but Sharkosa herself only becomes a known quantity in the latter half of “Cradle of Quartz.” After her gang's failed siege on the Steaming Kingdom, the characters learn that Sharkosa's holding Ambrost Mugland prisoner in the Gilded Gunners' hideout until he can pay off his debt to her. The time is finally right for the party to attack Mugland and get their sweet revenge, but Sharkosa stands in the way. A formidable combatant, she offers the characters a choice: they can either pay off Mugland's debt—in which case she'll gladly hand him over—or they can fight their way through her and her best lieutenants. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Sabora Sharkosa Source Pathfinder #179: Cradle of Quartz pg. 91 Perception +16; low-light vision Languages Common, Elven, Kelish, Osiriani Skills Acrobatics +17, Alkenstar Lore +11, Athletics +17, Deception +15, Diplomacy +15, Society +11, Stealth +17, Thievery +17 Str +4 Dex +4 Con +2 Int +0 Wis +1 Cha +2 Items +1 striking knuckle dusters , +1 striking dueling pistol (10 rounds), meteor shot --- AC 25 Fort +15 Ref +17 Will +13 HP 120 Quickest Draw Reaction Requirements Sharkosa is aware of at least one of her enemies and not flat-footed; Trigger Sharkosa rolls for initiative; Effect Sharkosa makes two melee Strikes, or draws her pistol and makes a ranged Strike, against an enemy she is aware of. --- Speed 30 feet Melee Single Action knuckle duster +16 (Agile, Free-Hand, Magical), Damage 2d4+10 bludgeoning plus concussive fist Ranged Single Action dueling pistol +16 (Concealable, Concussive, fatal d10, Magical, range increment 60 feet, reload 1), Damage 2d6+6 piercing Concussive Fist (Incapacitation) A living creature hit by Sharkosa's knuckle duster must attempt a DC 23 Fortitude save. Critical Success The creature is immune to this ability for the next 24 hours. Success The creature is unaffected. Failure The creature is confused for 1 round. Critical Failure The creature is confused for 1 round and falls prone. Golden Bullets (Arcane, Transmutation) Sharkosa's supernatural connection to gold allows her to alter the trajectory of her gold-cased bullets in flight. As long as her target is within 120 feet, Sharkosa gains a +1 circumstance bonus to ranged Strikes against targets with lesser cover and a +2 circumstance bonus to ranged Strikes against targets with standard or greater cover. One-Two Punch Two Actions Sharkosa makes three melee Strikes with her knuckle duster. Each Strike counts against her multiple attack penalty as usual. Reload Trick Three Actions Requirements No enemies are within 60 feet of Sharkosa and her dueling pistol is loaded; Frequency once per minute; Effect Sharkosa makes two dueling pistol Strikes, reloading after each shot. Sneak Attack Sharkosa deals an extra 2d6 precision damage to flat-footed creatures. ","skill_mod":{"society":11,"diplomacy":15,"deception":15,"thievery":17,"stealth":17,"athletics":17,"acrobatics":17},"summary":"Sabora Sharkosa was born on a ranch half a day's ride from Alkenstar in the harsh Spellscar Desert. Though life was tough, she inherited her father's …","primary_source":"Pathfinder #179: Cradle of Quartz","trait_group":["Ancestry","Weapon","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":25,"item":["+1 striking knuckle dusters","+1 striking dueling pistol (10 rounds)","meteor shot"],"level":7,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1978","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":15,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Sabora Sharkosa","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[13,15],"slug":"creature-1978"},{"attack_bonus":[21,21],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":140,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Creature","creature_family":"Clockworks","will_save":15,"charisma":-5,"speed":{"max":25,"land":25},"perception":18,"wisdom":2,"weakness":{"orichalcum":10,"electricity":10},"creature_ability":["Wind Up","Firearms Critical Specialization","Pirate's Feint","Refill Tank","Sneak Attack","Water Jet","Water Jump"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics","Deception","Stealth"],"stealth":"20","trait":["Clockwork","Construct","Mindless","Uncommon","N","Medium"],"id":"creature-1980","text":" Clockwork Buccaneer Clockwork buccaneers are powerful constructs designed for naval combat. Whereas most clockwork creations sink to the ocean floor while at sea, clockwork buccaneers can use their water jets to easily propel themselves through the water or leap aboard enemy ships. In addition to an internal water tank and hydraulic pumps, most clockwork buccaneers are equipped with a cutlass and arm gun loaded with scatter shot. Recall Knowledge - Construct (Arcana, Crafting): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Clockwork Buccaneer Source Pathfinder #180: The Smoking Gun pg. 80 Perception +18; darkvision Languages Skills Athletics +18, Deception +12, Stealth +20 Str +5 Dex +6 Con +3 Int -5 Wis +2 Cha -5 Wind Up 24 hours, DC 26, standby Items +1 striking scimitar --- AC 28 Fort +17 Ref +21 Will +15 HP 140 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 10 (except adamantine or orichalcum) Weaknesses electricity 10, orichalcum 10 --- Speed 25 feet Melee Single Action scimitar +21 (Forceful, Magical, Sweep), Damage 2d6+11 slashing Ranged Single Action arm gun +21 (Concussive, Magical, range 40 feet, reload 1, scatter 10 feet), Damage 2d8+6 piercing Firearms Critical Specialization When the buccaneer makes a critical hit with a firearm, the target must succeed at a DC 28 Fortitude save or be stunned 1. Pirate's Feint Single Action (Mental) The clockwork buccaneer Feints. If the target becomes flat-footed to the buccaneer's melee attacks, it becomes flat-footed to the buccaneer's ranged attacks as well. Refill Tank Single Action Requirements The clockwork buccaneer is within 15 feet of a water source containing at least 100 gallons of water; Effect The clockwork buccaneer extends a clockwork tube and sucks up water to refill its water tank. Sneak Attack The clockwork buccaneer deals an extra 2d6 precision damage to flat-footed creatures. Water Jet Single Action Requirements The clockwork buccaneer has a full water tank; Effect The clockwork buccaneer fires a narrow but highly pressurized blast of water in a 60-foot line, dealing 10d6 bludgeoning damage to creatures and unattended objects in the area (DC 28 basic Fortitude save; unattended objects automatically fail). Creatures and objects that fail the save are also knocked back 5 feet (10 feet on a critical failure). This empties the buccaneer's water tank. Water Jump Single Action Requirements The clockwork buccaneer has a full water tank; Effect The clockwork buccaneer jumps 60 feet, propelling itself through the air with a jet of water. This empties the buccaneer's water tank. Clockwork Shanties Some inventors choose to imbue their clockwork buccaneers with automated voice modules instead of water tanks. Buccaneers can use these prerecorded songs or phrases to inspire living crew members or strike fear into enemies. ","skill_mod":{"deception":12,"stealth":20,"athletics":18},"summary":"Clockwork buccaneers are powerful constructs designed for naval combat. Whereas most clockwork creations sink to the ocean floor while at sea, …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":28,"item":["+1 striking scimitar"],"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=1980","intelligence":-5,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":17,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Clockwork Buccaneer","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[15,18],"slug":"creature-1980"},{"attack_bonus":[24,24],"constitution":2,"primary_source_category":"Adventure Paths","strength":6,"hp":205,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Creature","creature_family":"Clockworks","will_save":19,"charisma":-5,"speed":{"climb":25,"max":25,"land":25},"perception":20,"wisdom":2,"weakness":{"orichalcum":10,"electricity":10},"creature_ability":["Wind Up","Clockwork Swarm","Clockwork String","Create Puppet","Pull String"],"primary_source_group":"Outlaws of Alkenstar","skill":["Stealth"],"stealth":"25","trait":["Clockwork","Construct","Mindless","Uncommon","N","Large"],"id":"creature-1981","text":" Clockwork Puppeteer Clockwork puppeteers are grim constructs capable of controlling corpses like puppets. They typically stand 12 feet tall and have spindly legs and long arms ending with scalpel-like claws. Dozens of metallic strings, composed of interlocking clockwork links, hang from their wrists. Recall Knowledge - Construct (Arcana, Crafting): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Clockwork Puppeteer Source Pathfinder #180: The Smoking Gun pg. 81 Perception +20; darkvision Languages Skills Stealth +25 Str +6 Dex +6 Con +2 Int -5 Wis +2 Cha -5 Wind Up 24 hours, DC 22, standby --- AC 33 Fort +22 Ref +25 Will +19 HP 205 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 10 (except adamantine or orichalcum) Weaknesses electricity 10, orichalcum 10 Clockwork Swarm (aura) 30 feet. A cloud of flying, spiderlike clockworks surrounds the clockwork puppeteer. A creature that ends its turn in the cloud takes 4d8 piercing damage (DC 29 basic Reflex save). --- Speed 25 feet, climb 25 feet Melee Single Action claw +24, Damage 3d10+9 slashing Ranged Single Action string +24 (range 60 feet), Damage 3d8+9 slashing plus clockwork string Clockwork String Any creature hit by the puppeteer's string is grabbed. The puppeteer can move while it has a creature grabbed with its string, but it automatically releases the creature if the puppeteer moves beyond the string's 60-foot length. The puppeteer can use up to six strings at a time. It can release any creature grabbed by a string as a free action. Each string has AC 30, and its Escape DC is 32. A string can be severed by a Strike that deals at least 20 slashing damage to it. This doesn't deal any damage to the clockwork puppeteer. Create Puppet Reaction (Arcane) Trigger A creature grabbed by the puppeteer's clockwork string dies; Effect The triggering creature's body becomes infested with tiny clockworks. This puppet is fully under the clockwork puppeteer's control and has statistics identical to a zombie of its size with the following exceptions: It loses the undead trait, loses negative healing, loses its weakness to positive damage, and gains the construct trait. Pull String Single Action The puppeteer reins in a creature grabbed by its string. The puppeteer attempts an Athletics check against the creature's Fortitude DC. On a success, the puppeteer pulls the creature 15 feet closer to it (30 feet closer on a critical success). Clockwork Free Will Although mindless, clockwork puppeteers display an unusual ability to reason and make choices independently. This appearance of free will is, however, merely an illusion. In truth, a puppeteer's clockwork “brain” is so complex it bears a powerful semblance of agency. Creating these brains is a taxing and expensive endeavor, which is why clockwork puppeteers are among the rarest kinds of clockwork. ","skill_mod":{"stealth":25},"summary":"Clockwork puppeteers are grim constructs capable of controlling corpses like puppets. They typically stand 12 feet tall and have spindly legs and …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":33,"level":12,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=1981","intelligence":-5,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":22,"source_group":["Outlaws of Alkenstar"],"size":["Large"],"spoilers":"Outlaws of Alkenstar","name":"Clockwork Puppeteer","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[22,25],"slug":"creature-1981"},{"attack_bonus":[21,23],"constitution":3,"primary_source_category":"Adventure Paths","strength":7,"hp":220,"language":["Common","any languages spoken by its preserved heads"],"immunity":["death effects","disease","doomed","drained","fatigued","healing","necromancy","negative","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Creature","will_save":19,"charisma":0,"speed":{"max":25,"land":25},"perception":19,"wisdom":0,"weakness":{"vitality":10,"electricity":10},"creature_ability":["Undead Crafter","Jettison Cranium","Slosh"],"primary_source_group":"Outlaws of Alkenstar","skill":["Lore","Occultism","Religion"],"trait":["Construct","Rare","NE","Large"],"id":"creature-1982","text":" Cranium Preserver Cranium preservers serve necromancers as walking laboratories for undead. A typical cranium preserver has a metallic and spider-like body, which holds aloft a large central glass vat surrounded by a dozen or more smaller, head-sized glass vats. Each vat is filled with a special embalming fluid that can preserve the minds of slain enemies. Recall Knowledge - Construct (Arcana, Crafting): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Cranium Preserver Source Pathfinder #180: The Smoking Gun pg. 82 Perception +19; darkvision Languages Common; any languages spoken by its preserved heads Skills Lore +19, Occultism +22, Religion +22 Str +7 Dex +0 Con +3 Int +5 Wis +0 Cha +0 Undead Crafter The cranium preserver knows one version of the create undead ritual for every four heads it has preserved (a typical cranium preserver has 12 preserved heads). The cranium preserver can use its heads to make separate rolls as both the primary and secondary casters of the ritual. --- AC 28 Fort +22 Ref +16 Will +19 HP 220 Immunities death effects, disease, doomed, drained, fatigued, healing, necromancy, negative, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Weaknesses electricity 10, positive 10 --- Speed 25 feet Melee Single Action cranium remover +23 (deadly d12, Sweep), Damage 3d8+9 slashing Ranged Single Action embalming fluid +21 (range 120 feet), Damage 2d8+3 mental plus 2d8+3 negative Occult Rituals DC 29 - 2nd Create Undead (mummies, skeletons, and zombies) Jettison Cranium Two Actions (Incapacitation, Mental, Negative) The cranium preserver ejects one of its preserved-head jars at a point within 100 feet. The jar explodes, and all creatures in a 10-foot burst must attempt a DC 28 Will save. Critical Success The creature is unaffected. Success The creature takes 2d8 mental damage and 2d8 negative damage. Failure The creature takes 4d8 mental damage and 4d8 negative damage. The discharged mental anguish released from the preserved head causes the creature to become confused for 1 round. Critical Failure The creature takes 8d8 mental and 8d8 negative damage. The discharged mental anguish released from the preserved head causes the creature to become confused for 2 rounds. Slosh Whenever the cranium preserver ends a Stride, the movement causes necrotic embalming fluid and preserved body parts to slosh about and spill from its central vat. Each creature adjacent to the cranium preserver when it finishes its Stride must attempt a DC 26 Will save. Critical Success The creature is unaffected. Success The creature takes 1d8 mental damage and 1d8 negative damage. Failure The creature takes 2d8 mental damage and 2d8 negative damage. Critical Failure The creature takes 4d8 mental and 4d8 negative damage. If the creature is alive, the preserved body parts sense the presence of a living creature and cling to it, causing the creature to become clumsy 2 for 1 round. Amalgamated Personality A cranium preserver has its own independent personality that is derived from the amalgamated thoughts of the preserved heads it collected. These heads are subservient to the cranium preserver's overriding will, but swapping out preserved heads seems to affect the creature's desires. Some cranium preservers stocked with heads from good-hearted individuals even have moments where they appear to show remorse for their vile deeds. ","tradition":["Occult"],"skill_mod":{"occultism":22,"religion":22},"summary":"Cranium preservers serve necromancers as walking laboratories for undead. A typical cranium preserver has a metallic and spider-like body, which …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Creature Type","Rarity"],"ac":28,"level":10,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1982","intelligence":5,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":22,"source_group":["Outlaws of Alkenstar"],"size":["Large"],"spoilers":"Outlaws of Alkenstar","name":"Cranium Preserver","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[22,24],"slug":"creature-1982"},{"attack_bonus":[21,23],"constitution":7,"primary_source_category":"Adventure Paths","strength":7,"hp":350,"immunity":["bludgeoning","critical hits","fire","mental","precision","unconscious","visual"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Creature","creature_family":"Ooze","will_save":19,"charisma":-5,"speed":{"climb":20,"max":20,"land":20},"perception":14,"wisdom":0,"weakness":{"cold":15},"creature_ability":["Constant Explosions","Rejoin","Split","Exploding Split"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics"],"trait":["Mindless","Ooze","Rare","N","Large"],"id":"creature-1983","text":" Ooze, Pyronite With the discovery of the incredible gelatinous explosive called pyronite, it was perhaps inevitable alchemical monstrosities made of the stuff would soon follow. So-called pyronite oozes sometimes spontaneously manifest from stockpiles of pyronite or other powerful explosives, typically amid mana storms or when affected by powerful magic. Pyronite oozes have an extremely unstable life cycle and are defined by their ability to continuously explode and reform themselves. A pyronite ooze's violent explosions hinder observations, making it difficult to learn anything from the volatile jelly. To complicate matters further, pyronite oozes seem drawn to other unstable alchemical concoctions. Test subjects brought to the Spellscar Desert have been observed bathing themselves in pools of magic-polluted effluvia. Although they typically reform into a single entity after exploding, pyronite oozes bathed in chemicals sometimes remain apart after splitting, creating two independent oozes. Some speculate that an as yet unknown reagent must be essential for the oozes to reproduce on their own. Recall Knowledge - Ooze (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Pyronite Ooze Source Pathfinder #180: The Smoking Gun pg. 83 Perception +14; no vision, tremorsense (imprecise) 60 feet Languages Skills Athletics +22 Str +7 Dex -5 Con +7 Int -5 Wis +0 Cha -5 --- AC 19 Fort +24 Ref +14 Will +19 HP 350 Immunities bludgeoning, critical hits, fire, mental, precision, unconscious, visual Weaknesses cold 15 Constant Explosions (aura, fire) 5 feet. 4d6 fire, DC 29 basic Reflex save. This aura can't cause other pyronite oozes to split. Rejoin If two or more Medium pyronite oozes end their turn in adjacent spaces, they merge into a Large pyronite ooze, combining their current Hit Points. Split When a Large pyronite ooze is hit by an attack that would deal bludgeoning or fire damage and it has 10 or more HP, it explodes, dealing 6d6 fire damage to creatures in a 10-foot radius (DC 29 basic Reflex save). This explosion can't cause other pyronite oozes to split. After exploding, the ooze splits into two Medium pyronite oozes, each with half the original's HP, which each fly through the air and land 15 feet from the original ooze in a random direction. If no space is unoccupied where the ooze would land, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push). --- Speed 20 feet, climb 20 feet Melee Single Action pseudopod +23 (reach 10 feet), Damage 3d10+10 bludgeoning Ranged Single Action blast +21 (Fire, range increment 40 feet), Damage 3d8+3 fire; this can't cause other pyronite oozes to split Exploding Split Two Actions Requirements The pyronite ooze is Large; Effect The pyronite ooze explodes in a violent conflagration, dealing 3d6 fire and 3d6 bludgeoning damage to all creatures in a 30-foot radius (DC 29 basic Reflex save). This explosion can't cause other pyronite oozes to split. After exploding, the ooze splits into two Medium pyronite oozes (see above), but this splitting doesn't deal additional damage. Unstable Hibernation After crawling on the ceiling or into some other darkened corner, pyronite oozes sometimes go into a dormant state for days or months. While in this torpor, they become even more dangerous as unstable chemicals seep from the ooze and form into crystals on its surface. These crystals are highly explosive. The ooze's hibernation ends when a slight movement or small spark ignites the crystals, triggering its Exploding Split ability and dealing twice the usual amount of damage. ","skill_mod":{"athletics":22},"summary":"With the discovery of the incredible gelatinous explosive called pyronite, it was perhaps inevitable alchemical monstrosities made of the stuff would …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Monster","Creature Type","Rarity"],"ac":19,"level":10,"source_category":["Adventure Paths"],"sense":"no vision, tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1983","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":24,"source_group":["Outlaws of Alkenstar"],"size":["Large"],"spoilers":"Outlaws of Alkenstar","name":"Pyronite Ooze","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[16,26],"slug":"creature-1983"},{"attack_bonus":[21],"constitution":6,"primary_source_category":"Adventure Paths","strength":-5,"hp":110,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Creature","creature_family":"Wraith","will_save":21,"charisma":4,"speed":{"fly":60,"max":60},"perception":19,"wisdom":6,"weakness":{},"creature_ability":["Floating Corpses","Noxious Smog","Sunlight Powerlessness","Smog Wraith Spawn"],"primary_source_group":"Outlaws of Alkenstar","skill":["Deception","Nature","Stealth"],"stealth":"19","trait":["Incorporeal","Uncommon","Undead","Wraith","NE","Medium"],"id":"creature-1984","text":" Wraith, Smog Clouds of choking fumes and toxic smog continuously shroud these potent undead. They constantly belch forth noxious vapors and find great humor in the death of creatures too weak to resist their vile fumes. These fetid vapors are so dense the corpses of a smog wraith's victims can float among them. Though it's possible to create smog wraiths through necromancy, most are the result of industrialists, inventors, and polluters who in life relished opportunities to exploit nature for profit, power, or prestige. In death, these wretched souls can rise as smog wraiths to continue their spoliation. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Smog Wraith Source Pathfinder #180: The Smoking Gun pg. 84 Perception +19; darkvision, lifesense 60 feet Languages Common, Necril Skills Deception +20, Nature +19, Stealth +19 Str -5 Dex +4 Con +6 Int +3 Wis +6 Cha +4 Floating Corpses A smog wraith's victims are imbued with an eerie buoyancy; corpses of such creatures float up to 30 feet in the air while inside the wraith's noxious smog aura, though the wraith has no control over the corpse's movement. --- AC 27 Fort +17 Ref +17 Will +21 +1 status to all saves vs. positive HP 110 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Noxious Smog (aura, conjuration, poison) 30 feet. Creatures within the aura are concealed, and creatures outside the aura are concealed to creatures within it. A creature that ends its turn within the aura must attempt a DC 25 Fortitude save. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 1 and slowed 1 while within the cloud. Critical Failure The creature is sickened 2 and slowed 1 while within the cloud. Sunlight Powerlessness A smog wraith caught in sunlight is stunned 2 and clumsy 2. --- Speed fly 60 feet Melee Single Action noxious hand +21 (Finesse), Damage 3d6+9 poison Smog Wraith Spawn (Divine, Necromancy) A living humanoid slain by a smog wraith's noxious hand Strike rises as a smog wraith spawn after 1d4 rounds. This spawn is under the command of the smog wraith that killed it. It doesn't have noxious smog or smog wraith spawn and becomes clumsy 2 for as long as it's a smog wraith spawn. If the creator of the spawn dies, the spawn becomes a full-fledged, autonomous smog wraith; it regains its free will, gains smog wraith spawn and noxious smog, and is no longer clumsy Smog Lords In rare cases, evil druids slain by citydwelling foes rise as powerful smog wraiths called smog lords. These unholy beings wield all the usual powers of a smog wraith, as well as potent primal magic with which to wither and destroy civilization. ","skill_mod":{"deception":20,"nature":19,"stealth":19},"summary":"Clouds of choking fumes and toxic smog continuously shroud these potent undead. They constantly belch forth noxious vapors and find great humor in …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Monster","Rarity","Creature Type"],"ac":27,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 60 feet","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=1984","intelligence":3,"reflex_save":17,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":17,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Smog Wraith","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[19],"slug":"creature-1984"},{"attack_bonus":[17],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":140,"immunity":["death effects","disease","electricity","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Creature","creature_family":"Zombie","will_save":11,"charisma":-2,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{"slashing":5,"vitality":5},"creature_ability":["Electricity Absorption","Lightning Powered","Slow"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics"],"trait":["Electricity","Mindless","Uncommon","Undead","Zombie","NE","Medium"],"id":"creature-1985","text":" Zombie, Shock Shock zombies are hideous undead covered with bolts and electrical wiring. Most have two large electric coils mounted on their backs to absorb and project electricity. If uncontrolled, shock zombies often wander far afield in search of inventors' labs or lightning storms to draw power from. In a pinch, the natural electric currents inside living creatures more than suffice. Zombie Abilities You can modify shock zombies with the following zombie abilities, in addition to those available to all zombies. Most shock zombies have one of these abilities; if you give a shock zombie more, you might want to increase its level and adjust its statistics. Arcing Strikes (electricity) When a shock zombie hits a creature with a melee attack, an arc of lighting leaps to a second creature, dealing 1d12 electricity damage. This secondary target must be within 10 feet of the shock zombie's original target and must be the creature closest to the original target (if multiple creatures are equidistant, the shock zombie chooses which to affect). Breath Weapon Two Actions (electricity, evocation) The shock zombie breathes lightning, dealing 4d12 electricity damage in a 40-foot line (DC 24 basic Reflex save). It can't use its Breath Weapon again for 1 minute. Electromechanical Phasing Two Actions (electricity) Frequency once per day; Effect The shock zombie activates its electromechanical components and begins phasing in and out of reality. The shock zombie casts blink as a 4th-level divine innate spell. Lightning Rod Reaction (electricity) Trigger A spell or ability with the electricity trait is used within 30 feet of the shock zombie; Effect The shock zombie attempts to counteract the spell or ability (counteract level 3, counteract modifier +17), harmlessly redirecting the electricity into one of its electricity coils. Recall Knowledge - Undead (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Shock Zombie Source Pathfinder #180: The Smoking Gun pg. 85 Perception +12; darkvision Languages Skills Acrobatics +14, Athletics +15 Str +5 Dex +4 Con +2 Int -5 Wis +2 Cha -2 --- AC 21 Fort +14 Ref +17 Will +11 HP 140 (lightning powered, negative healing) Immunities death effects, disease, electricity, mental, paralyzed, poison, unconscious Weaknesses positive 5, slashing 5 Electricity Absorption For 1 minute after taking electricity damage, a shock zombie loses its usual slowed 1 condition, gains the ability to use reactions, and gains a +10-foot status bonus to its Speed. Lightning Powered Arcs of restorative electricity jolt between shock zombies. For each shock zombie within 30 feet, the shock zombie gains fast healing 2 (to a maximum of fast healing 10). Slow A shock zombie is typically slowed 1 and can't use reactions (but see electricity absorption above). --- Speed 25 feet Melee Single Action fist +17, Damage 2d6+7 bludgeoning plus 1d12 electricity Nature Shock While most shock zombies are created through combined necromancy and engineering, some have more natural origins. Corpses of creatures slain by lightning strikes or lightning magic sometimes arise as shock zombies without the need for mechanical components. ","skill_mod":{"athletics":15,"acrobatics":14},"summary":"Shock zombies are hideous undead covered with bolts and electrical wiring. Most have two large electric coils mounted on their backs to absorb and …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Energy","Monster","Rarity","Creature Type"],"ac":21,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1985","intelligence":-5,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":14,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Shock Zombie","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[20],"slug":"creature-1985"},{"attack_bonus":[17,19,19],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":120,"language":["Common","Dwarven","Kelish"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Creature","will_save":12,"charisma":2,"speed":{"max":25,"land":25},"perception":18,"wisdom":0,"weakness":{},"creature_ability":["Firearms Critical Specialization","Lawbringer","Reloading Strike"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Crafting","Diplomacy","Legal Lore"],"trait":["Humanoid","Uncommon","LE","Medium"],"id":"creature-1986","text":" Corrupt Shieldmarshal Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Corrupt Shieldmarshal Source Pathfinder #180: The Smoking Gun pg. 7 Perception +18; (20 to Sense Motive or vs. Conceal An Object) Languages Common, Dwarven, Kelish Skills Acrobatics +17, Crafting +15, Diplomacy +15, Legal Lore +13 Str +4 Dex +5 Con +2 Int +0 Wis +0 Cha +2 Items Breastplate, +1 clan pistol or +1 jezail , Longsword --- AC 25 Fort +15 Ref +18 Will +12 HP 120 --- Speed 25 feet Melee Single Action longsword +17 (versatile P), Damage 1d8+7 slashing Ranged Single Action clan pistol +19 (Concussive, fatal d10, Magical, range increment 80 feet, reload 1), Damage 1d6+3 piercing Ranged Single Action jezail +19 (Concussive, fatal aim d12, Magical, range increment 90 feet, reload 1), Damage 1d8+3 piercing Firearms Critical Specialization When the shieldmarshal makes a critical hit with a firearm weapon, the target must succeed at a DC 25 Fortitude save or be stunned 1. Lawbringer Single Action The shieldmarshal marks a foe for judgment, granting the shieldmarshal a +10-foot circumstance bonus to Speed whenever it Strides toward that creature. The shieldmarshal's Strikes against that creature deal an additional 2d8 precision damage. Reloading Strike Single Action The shieldmarshal makes a melee Strike against an opponent within reach and Interacts to reload a firearm in their other hand. ","skill_mod":{"diplomacy":15,"crafting":15,"acrobatics":17},"primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Creature Type","Rarity"],"ac":25,"item":["Breastplate","+1 clan pistol or +1 jezail","Longsword"],"level":7,"source_category":["Adventure Paths"],"sense":"(20 to Sense Motive or vs. Conceal An Object ) ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1986","intelligence":0,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":15,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Corrupt Shieldmarshal","alignment":"LE","category":"creature","rarity":"uncommon","strike_damage_average":[6,7,11],"slug":"creature-1986"},{"attack_bonus":[15,15,15],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":75,"language":["Common","Dwarven"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Creature","will_save":10,"charisma":0,"speed":{"max":20,"land":20},"perception":12,"wisdom":0,"weakness":{},"creature_ability":["Private Detective","Bully Effect","Clear A Path"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics","Crafting","Intimidation","Stealth","Society"],"stealth":"12","trait":["Dwarf","Humanoid","Uncommon","NE","Medium"],"id":"creature-1987","text":" Leadsmith Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Leadsmith Source Pathfinder #180: The Smoking Gun pg. 9 Perception +12; darkvision Languages Common, Dwarven Skills Athletics +17, Crafting +12, Intimidation +15, Stealth +12, Society +15 Str +4 Dex +4 Con +2 Int +2 Wis +0 Cha +0 Private Detective (1 minute) Frequency once per hour; Effect The Leadsmith spends 1 minute examining a subject for clues. For the next 24 hours, whenever the Leadsmith makes a Perception check or a skill check using Intelligence, Wisdom, or Charisma to Recall Knowledge about this subject, the Leadsmith gains a +2 circumstance bonus to the check. Items Breastplate, Club, Dwarven Scattergun --- AC 22 Fort +12 Ref +15 Will +10 HP 75 --- Speed 20 feet Melee Single Action club +15, Damage 1d6+6 bludgeoning Ranged Single Action club +15 (thrown 10 feet), Damage 1d6+6 bludgeoning Ranged Single Action dwarven scattergun +15 (Concussive, Dwarf, Kickback, scatter 10 feet, range increment 50 feet, reload 2), Damage 1d8 piercing Bully Effect The Leadsmith's melee and ranged Strikes deal an additional 2d6 bludgeoning damage to creatures that were Shoved within the past round. Clear A Path Single Action Requirements The Leadsmith is wielding a firearm or crossbow in one hand, and their other hand either wields a one-handed melee weapon or is empty; Effect The Leadsmith makes a melee attack and then reloads their gun in one fluid movement. The Leadsmith makes a one-handed melee weapon Strike or unarmed Strike against an opponent within reach, then Interacts to reload. The Leadsmith doesn't need a free hand to reload in this way. ","skill_mod":{"society":15,"crafting":12,"stealth":12,"athletics":17,"intimidation":15},"primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":22,"item":["Breastplate","Club","Dwarven Scattergun"],"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1987","intelligence":2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Leadsmith","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[4,9,9],"slug":"creature-1987"},{"attack_bonus":[19,21],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":161,"language":["Common","Cyclops","Jotun"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Creature","will_save":15,"charisma":-1,"speed":{"max":30,"land":30},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Ferocity","Flash of Insight","Pistolero's Retort","Deadeye","Firearms Critical Specialization","Ricochet"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics","Fortune-Telling Lore","Intimidation","Survival"],"trait":["Giant","Humanoid","Unique","LE","Large"],"id":"creature-1988","text":" Viewslog Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Viewslog Source Pathfinder #180: The Smoking Gun pg. 21 Perception +18; low-light vision Languages Common, Cyclops, Jotun Skills Athletics +20, Fortune-Telling Lore +19, Intimidation +16, Survival +18 Str +4 Dex +6 Con +3 Int +0 Wis +3 Cha -1 Items +1 striking dueling pistol (2, 40 rounds), Greataxe, Hide Armor --- AC 28 Fort +21 Ref +18 Will +15 HP 161 Ferocity Reaction Flash of Insight Free Action (divine, occult, fortune) Trigger Vewslog is about to roll a d20; Frequency once per day; Effect The cyclops peers into an occluded spectrum of possible futures. He gets a success (but not a critical success) on the roll instead of rolling. Pistolero's Retort Reaction Trigger A foe within 60 feet critically fails an attack roll against Vewslog; Effect Vewslog makes a dueling pistol Strike against the triggering foe. --- Speed 30 feet Melee Single Action greataxe +19 (reach 10 feet, Sweep), Damage 1d12+10 slashing Ranged Single Action dueling pistol +21 (Concealable, Concussive, fatal d10, Magical, range increment 60 feet, reload 1), Damage 2d6+3 piercing plus 4d6 precision Deadeye Vewslog's ranged attacks deal an additional 4d6 precision damage. Firearms Critical Specialization When Vewslog makes a critical hit with a firearm, the target must succeed at a DC 25 Fortitude save or become stunned 1. Ricochet Two Actions Frequency once per round; Effect Vewslog makes a ranged Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within 60 feet of Vewslog. Roll damage only once and apply it to each creature hit. A ricochet counts as two attacks for Vewslog's multiple attack penalty. ","skill_mod":{"survival":18,"athletics":20,"intimidation":16},"primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Creature Type","Rarity"],"ac":28,"item":["+1 striking dueling pistol (2, 40 rounds)","Greataxe","Hide Armor"],"level":9,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1988","intelligence":0,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Low-light vision","fortitude_save":21,"source_group":["Outlaws of Alkenstar"],"size":["Large"],"spoilers":"Outlaws of Alkenstar","name":"Viewslog","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[16,24],"slug":"creature-1988"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":75,"source":["Pathfinder #180: The Smoking Gun"],"type":"Creature","will_save":11,"charisma":-2,"speed":{"fly":30,"max":30,"land":15},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Echolocation","Wing Thrash"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Athletics","Stealth"],"stealth":"13","trait":["Animal","Uncommon","N","Huge"],"id":"creature-1989","text":" Mutant Bat Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Mutant Bat Source Pathfinder #180: The Smoking Gun pg. 22 Perception +16; echolocation (precise) 40 feet, low-light vision Languages Skills Acrobatics +13, Athletics +13, Stealth +13 Str +5 Dex +2 Con +4 Int -4 Wis +4 Cha -2 Echolocation A bat can use its hearing as a precise sense at the listed range. --- AC 22 Fort +13 Ref +12 Will +11 HP 75 Wing Thrash Reaction Trigger An adjacent enemy damages the mutant bat; Effect The bat makes one or two wing Strikes—one against the triggering creature and one against another adjacent creature. --- Speed 15 feet, fly 30 feet Melee Single Action fangs +14, Damage 2d10+7 slashing Ranged Single Action wing +14 (Agile), Damage 2d8+7 piercing\n","skill_mod":{"stealth":13,"athletics":13,"acrobatics":13},"primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Creature Type","Rarity"],"ac":22,"level":5,"source_category":["Adventure Paths"],"sense":"echolocation (precise) 40 feet, low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=1989","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":13,"source_group":["Outlaws of Alkenstar"],"size":["Huge"],"spoilers":"Outlaws of Alkenstar","name":"Mutant Bat","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[16,18],"slug":"creature-1989"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":240,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Creature","will_save":17,"charisma":-2,"speed":{"max":20,"land":20},"perception":14,"wisdom":2,"weakness":{"area":10,"slashing":10},"creature_ability":["Slow","Troop Defenses","Form Up","Grave Tide","Shambling Onslaught","Troop Movement"],"primary_source_group":"Outlaws of Alkenstar","trait":["Construct","Mindless","Troop","Uncommon","Zombie","NE","Gargantuan"],"id":"creature-1990","text":" Clockwork Shambler Horde Recall Knowledge - Construct (Arcana, Crafting): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Clockwork Shambler Horde Source Pathfinder #180: The Smoking Gun pg. 31 Perception +14; darkvision Languages Skills Str +6 Dex +0 Con +4 Int -5 Wis +2 Cha -2 Slow A shambler horde is permanently slowed 1 and can't use reactions. --- AC 25 Fort +21 Ref +16 Will +17 HP 240 Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses area damage 10, slashing 10, splash damage 5 Troop Defenses --- Speed 20 feet; troop movement Form Up Single Action Grave Tide The shambler troop is less organized than most troops. It can move into other creatures' spaces, and other creatures can move into its spaces. Its spaces are difficult terrain to other creatures. Shambling Onslaught Single Action to Two Actions Frequency once per round; Effect The shamblers lash out at any enemies in their squares or within 5 feet (DC 25 basic Reflex save). The damage depends on the number of actions. Single Action 3d6+9 bludgeoning damage Two Actions 3d8+13 bludgeoning damage Troop Movement Whenever a troop Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop. ","skill_mod":{},"primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Creature Type","Monster","Rarity"],"ac":25,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1990","intelligence":-5,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":21,"source_group":["Outlaws of Alkenstar"],"size":["Gargantuan"],"spoilers":"Outlaws of Alkenstar","name":"Clockwork Shambler Horde","alignment":"NE","category":"creature","rarity":"uncommon","slug":"creature-1990"},{"attack_bonus":[21,21,21],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":245,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Creature","will_save":17,"charisma":-5,"speed":{"max":45,"land":45},"perception":22,"wisdom":3,"weakness":{"sonic":15},"creature_ability":["Wind-Up","Vulnerable to Shatter","Spell Reflection","Dual Tusks","Grabbing Trunk","Trample"],"primary_source_group":"Outlaws of Alkenstar","skill":["Athletics"],"trait":["Clockwork","Construct","Mindless","Unique","N","Huge"],"id":"creature-1991","text":" Glass Elephant Recall Knowledge - Construct (Arcana, Crafting): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Glass Elephant Source Pathfinder #180: The Smoking Gun pg. 50 Perception +22; darkvision Languages Skills Athletics +25 Str +8 Dex +0 Con +5 Int -5 Wis +3 Cha -5 Wind-Up 24 hours, DC 29, standby --- AC 32 Fort +25 Ref +19 Will +17 HP 245 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 10 (except adamantine or bludgeoning) Weaknesses sonic 15 Vulnerable to Shatter The glass elephant is affected by the shatter spell as though it were an unattended object. Spell Reflection Reaction (abjuration, arcane) Trigger The glass elephant is targeted by a spell; Effect The elephant positions its reflective magical surfaces to turn the spell back on the caster. It tries to counteract the spell, making an Athletics check for its counteract check. If it successfully counteracts the spell, the effect is turned back on the caster. --- Speed 45 feet Melee Single Action tusk +21 (reach 15 feet), Damage 3d8+15 piercing Melee Single Action trunk +21 (reach 15 feet), Damage grabbing trunk Melee Single Action foot +21 (reach 10 feet), Damage 3d10+15 bludgeoning Dual Tusks Single Action The glass elephant makes two tusk Strikes, each against a different creature. This counts as one attack for the elephant's multiple attack penalty, and the penalty doesn't increase until after both attacks. Grabbing Trunk A Medium or smaller creature hit by the glass elephant's trunk is grabbed. If the elephant moves, it can bring the grabbed creature along with it. Trample Three Actions Large or smaller, foot, DC 32 ","skill_mod":{"athletics":25},"primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":32,"level":12,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=1991","intelligence":-5,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":25,"source_group":["Outlaws of Alkenstar"],"size":["Huge"],"spoilers":"Outlaws of Alkenstar","name":"Glass Elephant","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[28,31],"slug":"creature-1991"},{"attack_bonus":[24,24,24],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":200,"language":["Common","Dwarven","Elven"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Creature","will_save":21,"charisma":3,"speed":{"max":25,"land":25},"perception":24,"wisdom":0,"weakness":{},"creature_ability":["Stubborn Resolve","Firearms Critical Specialization","Lawbringer's Pursuit","Mentor's Curse","Parting Shot","Plant Pyronite Charge","Tormenting Shot"],"primary_source_group":"Outlaws of Alkenstar","skill":["Acrobatics","Crafting","Intimidation","Legal Lore","Thievery"],"trait":["Changeling","Elf","Humanoid","Unique","LE","Medium"],"id":"creature-1992","text":" Anjelique Loveless, Ruthless Corrupt Deputy Decades ago, an Osirian paladin named Entarish and a river hag named Gris Nightspittle fought a deadly battle inside a forgotten pharaoh's tomb. Both escaped from the conflict gravely injured, and after that day the two became mortal enemies hellbent on undoing the work of the other. After years of conflict, Gris eventually concocted a devious plan to bring Entarish to his knees. In the ruins of flooded temple beneath a hunter's moon, Gris gave birth to a changling infant and left the child on Entarish's doorstep. Gris knew that foolish Entarish, in his weakness, would care for the cursed babe. Even though he suspected Gris was tied to the child, Entarish played into the hag's plot. He named the infant Anjelique and served as her father and mentor, raising her to follow a virtuous path in spite of her wretched heritage. Yet for all Entarish's noble efforts, Anjelique possessed a cruel disposition and wicked temper. When she came of age, Gris approached the young woman in the dead of night and revealed the truth of her birth. Gris then commanded Anjelique to kill her adopted father and join the hag's side. To Gris's surprise, Anjelique refused her mother's grim commandment. In a rage, Gris gathered her most powerful minions and finally slew Entarish, overwhelming the paladin while Anjelique was away. When she discovered her father had been slain, Anjelique recovered his holy sword and set out to find Gris. The cunning hag thought Anjelique had finally given in to her evil birthright and returned home, but instead she avenged her fallen parent by soaking his sword in Gris's blood and claiming the hag's blackwood staff. After fulfilling her vendetta, Anjelique wandered through the world alone, aimless and in search of meaning. Although she constantly carries Entarish's virtuous words in her thoughts, her troubled past and cursed birthright cast an unholy pall across her mind. Finally Anjelique resolved to walk a righteous path in the name of her father by joining Alkenstar's shieldmarshals. She commissioned the grand duchy's best gunsmith to forge Entarish's blade into an enchanted silver pistol and Gris's staff into a magical long gun. For nearly a century, Anjelique brought law and order to the wilderness around Alkenstar. The long years wore on her, however, and she slowly lost touch with the short-lived humans that surrounded her. Now, she's torn between upholding lawful ideals and dealing out bloody punishment to those she deems unworthy. Her silver pistol still possesses some of Entarish's grace and frequently misfires when she attempts to use it for an evil act. Often, while away from prying eyes, she will draw the pistol on her captured fugitives and fire, allowing the gun to decide if the person is worthy of life. Anjelique's primary motivation is power. As an elf, she's been a shieldmarshal for nearly a century and has outlived her original peers. Because of her lengthy tenure and ruthless pursuit of her own personal brand of justice, few question her continued presence on the force. Anjelique has spent years advocating for a larger Alkenstari army, though she made little progress on this front until just recently. She believes that by arranging a series of disasters, she can shock the city's political elite into action. By way of this scheme, Anjelique hopes to disgrace the current shieldmarshal command structure while simultaneously rising through the ranks to assume control of a new army of conscripted shieldmarshals. Ultimately, she wants to use this army to bring order to the lawless frontier beyond Alkenstar's walls, which she believes is what Entarish would have wanted. Campaign Role Deputy Loveless has been a thorn in the player characters' sides since the first chapter of this Adventure Path, and possibly even before then. Her scheme to use pyronite as a means of securing political power is just one more entry on her lengthy resume of sins against the party, but it's this elaborate plot that ultimately enables the PCs to achieve vengeance when they face off against Anjelique on the Gearsmoke in this adventure's final chapter. Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Anjelique Loveless Source Pathfinder #180: The Smoking Gun pg. 86 Perception +24; low-light vision Languages Common, Dwarven, Elven Skills Acrobatics +26, Crafting +21, Intimidation +23, Legal Lore +19, Thievery +21 Str +3 Dex +7 Con +3 Int +0 Wis +0 Cha +3 Items blazons of shared power (attached to pistol and reinforced stock), +1 resilient breastplate , hex blaster (10 rounds), infused pyronite charge (6), redeemer's pistol (10 rounds) --- AC 30 Fort +24 Ref +26 Will +21 HP 200 Stubborn Resolve Reaction Frequency once per day; Trigger Anjelique fails or critically fails a saving throw; Effect Anjelique treats a critical failure as a failure, or a failure as a success. --- Speed 25 feet Melee Single Action reinforced stock +24 (Finesse, Magical, two-hand d6), Damage 2d4+6 bludgeoning plus plant pyronite charge Ranged Single Action hex blaster +24 (Concussive, fatal d12, Kickback, Magical, range increment 150 feet, reload 1), Damage 2d8+6 piercing Ranged Single Action redeemer's pistol +24 (Concealable, Concussive, fatal d10, Magical, range increment 60 feet, reload 1), Damage 2d6+6 piercing Firearms Critical Specialization When Anjelique makes a critical hit with a firearm, the target must succeed a DC 34 Fortitude save or be stunned 1. Lawbringer's Pursuit Single Action Anjelique Strides and then either Interacts to reload her gun or makes an Intimidation check to Demoralize a foe. Mentor's Curse The grace of Anjelique's champion mentor inhabits the redeemer's pistol she carries, passing judgment on her actions. If she attempts to make a redeemer's pistol Strike against a good-aligned creature, she must succeed at a DC 5 flat check or the gun misfires. Parting Shot Reaction Trigger Anjelique would die or gain the dying condition; Effect Anjelique reloads her currently wielded firearm if necessary and makes a ranged Strike against an enemy, treating a successful attack as a critical hit. Whether successful or not, after making this attack, Anjelique dies. Plant Pyronite Charge After making a successful melee Strike against a creature, Anjelique makes a Thievery check against the target's Perception DC. On a success, she activates and secretly plants a specially formulated sticky pyronite charge on the creature. This charge detonates after 3 rounds, dealing 4d8 fire damage to all creatures within a 10-foot radius (DC 34 basic Reflex save) and detonating any other pyronite charges within the area. After making a successful ranged Strike against a creature stuck with a planted charge, Anjelique can choose to shoot a bullet through the charge, dealing normal damage and detonating the charge immediately. A creature can use an Interact action to find and remove a planted charge from itself or an adjacent creature. These pyronite charges have the infused trait and are inert until activated by Anjelique. Tormenting Shot Two Actions Anjelique makes a ranged Strike and deals an additional 2d8 piercing damage on a hit. If the target is frightened, it also takes 2d6 persistent bleed damage on a hit. ","skill_mod":{"thievery":21,"crafting":21,"intimidation":23,"acrobatics":26},"summary":"Decades ago, an Osirian paladin named Entarish and a river hag named Gris Nightspittle fought a deadly battle inside a forgotten pharaoh's tomb. Both …","primary_source":"Pathfinder #180: The Smoking Gun","trait_group":["Monster","Ancestry","Weapon","Half-Elf","Creature Type","Rarity"],"ac":30,"item":["blazons of shared power (attached to pistol and reinforced stock )","+1 resilient breastplate","hex blaster (10 rounds)","infused pyronite charge (6)","redeemer's pistol (10 rounds)"],"level":11,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1992","intelligence":0,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Low-light vision","fortitude_save":24,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Anjelique Loveless","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[11,13,15],"slug":"creature-1992"},{"attack_bonus":[21,21],"constitution":0,"primary_source_category":"Adventure Paths","strength":0,"hp":145,"language":["Common","Terran"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Creature","spell_attack_bonus":[25],"will_save":22,"charisma":3,"speed":{"max":25,"land":25},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["Vitrumantic Stoneskin","Vitrumancy"],"primary_source_group":"Outlaws of Alkenstar","skill":["Arcana","Deception","Diplomacy","Elemental Lore","Nex Lore","Society"],"trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-1993","text":" Ibrium, Cold-Hearted Nexian Vitrumancer Ibrium was raised within the palaces of Nex's capital, Quantium. His mother, Tolliya, was a powerful mage who played a large role in the political machinations of the Council of Three and Nine, but Ibrium never showed much interest in politics. Instead, his interests lay firmly in the arcane, and in his youth he showed all the signs of a gifted wizard-to-be. Tolliya ensured her son had access to the best education possible, hiring private tutors from across the Inner Sea and conjuring eldritch creatures from distant planes to advise the young spellcaster. When Ibrium at last came of age, Tolliya gifted him a precious heirloom of their house—a wizard's staff topped with a basilisk eye. The gift turned out to be a formative one as it sparked Ibrium's interest in petrification and, soon after, a lifelong study of spells related to earth and fire. The promising young wizard developed his own personal form of magic, vitrumancy, specializing in the conjuration and transmutation of glass. Ibrium's passion for glass and petrification magic caused him to cross paths with a variety of colorful individuals. One such character was a young medusa named Alethsia, who'd journeyed to Quantium in the hopes of finding a magical way to remove her unusual curse—a petrifying gaze that turned her victims not to stone, but statues of solid glass. Ashamed of her cursed gaze, Alethsia was an artist at heart who hoped to someday live among humans and pursue her sculpture work in peace. Ibrium heard rumors of the unusual glassy-gazed medusa through some contacts and tracked her down. He was instantly smitten. He convinced her that her gaze wasn't a curse but a gift, and together they used her unique “talent” to destroy Ibrium's mother's political enemies. Ever since that day, the two have been steadfast lovers. Wherever she goes, Alethsia brings along a host of glass statues (her previous victims), which she sculpts and modifies to “perfect” their beauty. From time to time, she becomes frustrated with her work and smashes them into glass powder, which Ibrium then transforms into sand sentries. Several years ago, Ibrium's mother was assassinated in the midst of a power struggle in Quantium, leaving Ibrium as the sole heir to their estate. He quickly invested the bulk of his fortune in an ill-advised scheme to magically transform vast swathes of Nexian wasteland into arable farmland. The investment proved a disaster and Ibrium was financially ruined. During this dark hour, a mysterious Arclord of Nex named Kiamal approached the vitrumancer. She offered to provide a sizable loan to Ibrium in exchange for his services in Alkenstar. A new war between Nex and Geb was inevitable, Kiamal explained, and those with financial interests in Alkenstar would profit greatly once the conflict was ignited. In exchange for travelling to the city and finding a way to profit from the inevitable war, Kiamal promised Ibrium a lavish sum in Nexian gold. Ibrium was quick to accept the offer, even if Kiamal's motives didn't ring true. Why would the Arclord, whose wealth seemed bottomless, need to further fill her coffers through schemes in Alkenstar? Ibrium was too desperate to labor over such questions, so he simply embarked for the City of Smog with Alethsia in tow. When they arrived in the new city, Ibrium quickly fell in with prominent politicians and warmongering nobles who also believed a Geb-Nex conflict was imminent. Amid these grim social circles, he met Deputy Anjelique Loveless and Parsus. After Ibrium wrote to Kiamal describing Anjelique's plan to demolish Alken Falls, Kiamal provided Ibrium with an arcane ritual, supposedly transcribed from the books of Nex himself, which would allow the wizard to teleport the bomb-laden Gearsmoke directly to the waterfall at the city's center. Campaign Role Despite his haughty demeanor and role as one of the chief antagonists for this adventure, at the end of the day Ibrium is mostly a pawn in a great game being played by far more powerful entities. On one hand, he serves his mysterious patron Kiamal, who seems to have her own inscrutable plans for Alkenstar, while on the other he allows Anjelique to dictate their plans to demolish Alken Falls. If Ibrium survives the adventure, he likely discovers both his employers couldn't be trusted—Anjelique planned to have him killed via poison, and Kiamal washes her hands clean of Ibrium as soon as she receives word of his catastrophic failure. Deeper in debt than ever and with no allies left, Ibrium could prove a useful tool for the PCs, perhaps giving them information on his patron or revealing the location of her vault in Martel. Ibrium is an arrogant man who, despite living a life of extreme privilege, believes he has earned everything that's come his way and that he deserves only the best. He's a pathological liar and narcissist who sincerely doesn't recall any of his many failures or shortcomings. Ibrium's role in Anjelique's plan doesn't become clear until this adventure, but he's lived in the city of Alkenstar for nearly two years now and is known for displaying his obnoxious wealth (which is secretly funded by Kiamal). At your discretion, the party might meet Ibrium earlier in the campaign—perhaps as a guest at a high-class establishment like the Steaming Kingdom, or just as a passerby on the streets who splatters mud on the characters as he zooms past on a luxurious litter borne aloft by glass clockwork servants. Of course, the haughty wizard has little time or patience for those whom he deems beneath him, so it's unlikely he'd linger in the party's company. Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Ibrium Source Pathfinder #180: The Smoking Gun pg. 88 Perception +20 Languages Common, Terran Skills Arcana +24, Deception +19, Diplomacy +19, Elemental Lore +22, Nex Lore +22, Society +19 Str +0 Dex +4 Con +0 Int +5 Wis +3 Cha +3 Items wand of wall of stone --- AC 28 Fort +16 Ref +19 Will +22 HP 145 Vitrumantic Stoneskin Reaction Trigger An adjacent creature Strikes Ibrium with a melee weapon or unarmed attack and deals damage; Requirements Ibrium has a stoneskin spell currently active; Effect Ibrium's unique stoneskin spell manifests as a protective layer of deadly sharp glass. Glass shards burst out from Ibrium's skin, dealing 3d10 piercing damage to the attacker. --- Speed 25 feet Melee Single Action glass spike +21 (deadly d12, Earth, Finesse, Magical), Damage 3d10 piercing Ranged Single Action glass spike +21 (deadly d12, Earth, Magical, range increment 60 feet), Damage 3d10 piercing Arcane Prepared Spells DC 33, attack +25 - Cantrips (5th) Daze, Detect Magic, Message, Shield, Sigil - 1st Hydraulic Push, Pummeling Rubble (×2) - 2nd Heat Metal, Hydraulic Push (×2) - 3rd Earthbind, Fireball (×2) - 4th Fly, Stoneskin, Wall of Fire - 5th Elemental Form (earth only), Impaling Spike (×2) Vitrumancy Ibrium has modified certain spells to incorporate glass into their manifestation. Whenever Ibrium casts fireball , hydraulic push , or pummeling rubble , the spell deals slashing damage instead of its normal damage type as the damaging component is replaced with shards of razor-sharp glass. ","tradition":["Arcane"],"skill_mod":{"society":19,"diplomacy":19,"deception":19,"arcana":24},"summary":"Ibrium was raised within the palaces of Nex's capital, Quantium. His mother, Tolliya, was a powerful mage who played a large role in the political …","primary_source":"Pathfinder #180: The Smoking Gun","spell":["Elemental Form","Impaling Spike","Fly","Stoneskin","Wall of Fire","Earthbind","Fireball","Heat Metal","Hydraulic Push","Pummeling Rubble","Daze","Detect Magic","Message","Shield","Sigil"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":28,"item":["wand of wall of stone"],"level":10,"spell_dc":[33],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=1993","intelligence":5,"reflex_save":19,"strongest_save":["will"],"dexterity":4,"fortitude_save":16,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Ibrium","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[16,16],"slug":"creature-1993"},{"attack_bonus":[20,21,21],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":160,"language":["Common","Necril"],"source":["Pathfinder #180: The Smoking Gun"],"type":"Creature","spell_attack_bonus":[23],"will_save":20,"charisma":0,"speed":{"max":25,"land":25},"perception":20,"wisdom":0,"weakness":{},"creature_ability":["Clockwork Necromancy","Explode","Necromatic Winding","Necromechanical Innovation"],"primary_source_group":"Outlaws of Alkenstar","skill":["Arcana","Deception","Geb Lore","Intimidation","Society","Undead Lore"],"trait":["Dhampir","Human","Humanoid","Unique","NE","Medium"],"id":"creature-1994","text":" Parsus, Macabre Inventor Of Clockwork Abominations Parsus grew up on a large estate in the outskirts of the Axan Woods of Geb, in a lonely and twisted landscape of haunted trees, inscrutable ruins, and misty forest trails. Parsus and their six older siblings are all dhampirs, half-vampire progeny born from a vampire and mortal union. Their father is Drakar Fademore, a powerful vampire and Blood Lord of Geb—one of 60 undead leaders who oversee the dread empire's unholy administration. From an early age, Father Fademore taught his brood to revile magic users, and he instilled in the children an unquenchable thirst for arcanists' blood. Under the patriarch's guidance, Parsus and their siblings participated in “blood hunts.” On such occasions, the family would gather a host of vampiric yeth hounds and chase spellcasting victims through the woods for days at a time. Unlike their elder siblings, Parsus possessed little skill with martial arts and enjoyed neither combat nor hunting. Instead, their passions drew them to study magic and science. Parsus's father looked on these pursuits with disdain, viewing them as paltry hobbies that paled in comparison to the honor, glory, and bloodshed of a spirited hunt. The Fademore family had earned its status through bloodshed during Geb's great war with Nex, specializing in hunting and killing the wizards of Quantium. Instead of learning to hunt wizards, like a true Fademore, Parsus was interested in becoming one. After letting Parsus's obsession grow for years, Drakar eventually decided to draw them into the family hunts by force. He took Parsus deep into the Axan Woods and left them there, telling them to live or die as they wish, but not to return home without a fresh kill. Rather than giving into their feral instincts, Parsus instead studied the stars to navigate their way home and developed a magical snare to kill a forest dryad. They returned home triumphant, believing they proved the value of knowledge over instinct. Drakar, however, was displeased. For the next decade, Drakar's tests and challenges for Parsus grew ever more brutal. Through it all, Parsus refused to abandon their love of knowledge and magic. Each test only served to further strengthen their resolve and honed their skills until, one day, Parsus discovered they had become a potent necromancer. Parsus's siblings had meanwhile become master hunters and earned their father's favor, while Parsus was ultimately cast aside and forgotten. In time, their craving for approval turned into deep hatred for the entire Fademore family. Several years ago, Drakar turned over finances of the Fademore estate to Rhyst, Parsus's eldest sister. Ever the pragmatist, Rhyst quickly decided to save her father from any further embarrassment and sent Parsus away from the estate. If a new war between Nex and Geb were to break out, the city of Alkenstar to the north would be a ripe ground for investment, Rhyst explained to a seething Parsus. The necromancer had no choice but to board a Gebbite barge pulled by massive skeletal crocodiles (fruits of their own childhood projects) and set out for Alkenstar. Once in the city, they half-heartedly looked for ways their family might profit from war, but primarily focused on studying the city's fascinating clockwork wonders. Eventually, a shieldmarshal named Anjelique discovered Parsus and decided the promising spellcaster could help her further her own violent schemes. Campaign Role Although they were ordered to Alkenstar to find a way to profit from a war between Nex and Geb, Parsus has little interest in money and mainly thirsts for knowledge. More than anything, Parsus's true enemies are their family, particularly their father Drakar and eldest sister Rhyst. They dream of revenge daily and, though they would never admit it, below this hatred, some part of Parsus still yearns for acceptance from their family. Though a vile individual with disturbing sensibilities, the true Parsus is little more than a pawn in Anjelique and Ibrium's grand plan. Parsus was primarily following orders when they took over the Tinwound Hydroplant and slaughtered its caretakers, and the necromancer stoically explains as much when the player characters apprehend them in the factory's blood-soaked engine room. If Parsus survives the adventure, they hold no particular grudge against the characters, sensing a kinship with them, as they are themselves, after all, only following orders. Regardless, Parsus has no wish to confront Anjelique or Ibrium, recognizing the duo has thoroughly outplayed them. The only way to convinced Parsus to aid the characters' pursuits is by ensuring that doing so would mean snubbing Parsus's most hated adversary, their father Drakar. Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Parsus Source Pathfinder #180: The Smoking Gun pg. 90 Perception +20 Languages Common, Necril Skills Arcana +24, Deception +19, Geb Lore +22, Intimidation +19, Society +19, Undead Lore +22 Str +4 Dex +3 Con +3 Int +5 Wis +0 Cha +0 Items clockwork key to clockwork bomb in area F8, corpse compass, corpsecaller round, +2 striking slide pistol --- AC 29 Fort +18 Ref +18 Will +20 +2 status to saves vs. disease and mental HP 160 (negative healing) --- Speed 25 feet Melee Single Action claw +21 (Agile), Damage 3d8+7 slashing Melee Single Action necromechanical innovation +21, Damage 2d10+7 bludgeoning Ranged Single Action slide pistol +20 (capacity 5, Concussive, fatal d10, Magical, range increment 30 feet, reload 1), Damage 2d6+3 piercing Arcane Prepared Spells DC 31, attack +23 - Cantrips (5th) Acid Splash, Chill Touch, Detect Magic, Message, Ray of Frost - 1st Grim Tendrils (×2), Unseen Servant - 2nd False Life, Mirror Image, Spectral Hand - 3rd Bind Undead, Vampiric Touch (×2) - 4th Fly, Seal Fate, Vampiric Maiden - 5th Cloudkill, Enervation (×2) Clockwork Necromancy Two Actions (Evil, Necromancy, Unstable) Parsus winds their necromechanical innovation (see below) to infuse a corpse-riddled area with necromantic energy. The innovation casts black tentacles on a point within 100 feet, causing the dead body parts in a 10-foot burst to briefly animate and scrabble at creatures within the area for 1 round. Explode Two Actions (Manipulate, Necromancy, Unstable) Parsus pushes their necromechanical innovation beyond its normal limits, dealing 10d6 negative damage in a 10-foot emanation (DC 31 basic Reflex save). Parsus can choose to include themself in this effect. Necromatic Winding Single Action (Manipulate, Necromancy) Parsus winds up their necromechanical innovation. They choose an active effect with the necromancy trait that originated from one of their spells or abilities (such as Clockwork Necromancy). The effect's duration extends to the end of Parsus's next turn. Necromechanical Innovation Although a necromancer by training, Parsus recently developed a complex device called a necromechanical innovation. This device allows Parsus to use their Clockwork Necromancy, Explode, and Necromatic Winding abilities. It otherwise functions as an inventor weapon innovation with no modifications. ","tradition":["Arcane"],"skill_mod":{"society":19,"deception":19,"arcana":24,"intimidation":19},"summary":"Parsus grew up on a large estate in the outskirts of the Axan Woods of Geb, in a lonely and twisted landscape of haunted trees, inscrutable ruins, …","primary_source":"Pathfinder #180: The Smoking Gun","spell":["Cloudkill","Enervation","Fly","Seal Fate","Vampiric Maiden","Bind Undead","Vampiric Touch","False Life","Mirror Image","Spectral Hand","Grim Tendrils","Unseen Servant","Acid Splash","Chill Touch","Detect Magic","Message","Ray of Frost"],"trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":29,"item":["clockwork key to clockwork bomb in area F8","corpse compass","corpsecaller round","+2 striking slide pistol"],"level":10,"spell_dc":[31],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=1994","intelligence":5,"reflex_save":18,"strongest_save":["will"],"dexterity":3,"fortitude_save":18,"source_group":["Outlaws of Alkenstar"],"size":["Medium"],"spoilers":"Outlaws of Alkenstar","name":"Parsus","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[10,18,20],"slug":"creature-1994"},{"attack_bonus":[5,7,7],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":8,"language":["Common"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":2,"charisma":1,"speed":{"max":25,"land":25},"perception":4,"wisdom":2,"weakness":{},"creature_ability":["Opening Threat"],"primary_source_group":"Extinction Curse","skill":["Athletics","Deception","Gambling Lore","Intimidation","Thievery"],"trait":["Human","Humanoid","NE","Medium"],"id":"creature-1995","text":" Abberton Ruffian Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Abberton Ruffian Source Pathfinder #151: The Show Must Go On pg. 9 Perception +4 Languages Common Skills Athletics +5, Deception +3, Gambling Lore +1, Intimidation +3, Thievery +3 Str +3 Dex +1 Con +2 Int -1 Wis +2 Cha +1 Items bottles, Dagger --- AC 13 Fort +5 Ref +5 Will +2 HP 8 --- Speed 25 feet Melee Single Action dagger +7 (Agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing Melee Single Action fist +7 (Agile, Nonlethal), Damage 1d4+3 bludgeoning Ranged Single Action thrown bottle +5 (range 10 feet), Damage 1d6+3 bludgeoning Opening Threat Single Action Requirement The ruffian hasn't acted yet on their turn; Effect The ruffian uses an Interact action to draw their dagger, then uses Demoralize. ","skill_mod":{"deception":3,"thievery":3,"athletics":5,"intimidation":3},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["bottles","Dagger"],"level":-1,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1995","intelligence":-1,"reflex_save":5,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":1,"fortitude_save":5,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Abberton Ruffian","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[5,5,6],"slug":"creature-1995"},{"attack_bonus":[6,8],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":27,"language":["Common"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":7,"charisma":-1,"speed":{"max":25,"land":25},"perception":4,"wisdom":2,"weakness":{},"creature_ability":["Drunken Rage","Improvised Surprise"],"primary_source_group":"Extinction Curse","skill":["Athletics","Intimidation","Society"],"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-1996","text":" Jaleen Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Jaleen Source Pathfinder #151: The Show Must Go On pg. 9 Perception +4 Languages Common Skills Athletics +7, Intimidation +3, Society +3 Str +3 Dex +1 Con +3 Int -1 Wis +2 Cha -1 Items Leather Armor --- AC 14 Fort +9 Ref +4 Will +7 HP 27 Resistances mental 3 --- Speed 25 feet Melee Single Action fist +8 (Agile, Nonlethal), Damage 1d4+3 bludgeoning Melee Single Action improvised weapon +6, Damage 1d6+3 bludgeoning, piercing, or slashing Drunken Rage Single Action (Concentrate, Emotion, Mental) Requirement The drunken brawler isn't fatigued or raging; Effect The drunken brawler begins raging. They gain 4 temporary Hit Points and deal 1 additional damage with fist Strikes. They have a –1 penalty to AC and can't use actions with the concentrate trait unless those actions also have the rage trait. The drunken brawler can still Seek while in a drunken rage. The rage lasts for 1 minute or until the drunken brawler falls unconscious, whichever comes first. When the drunken rage is over, the drunken brawler is fatigued, loses all temporary Hit Points they received from the rage, and cannot rage again for 1 minute. Improvised Surprise Single Action The drunken brawler uses an Interact action to pick up an improvised weapon within reach and then Strikes with it. The drunken brawler has a +2 circumstance bonus to this attack. ","skill_mod":{"society":3,"athletics":7,"intimidation":3},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":14,"item":["Leather Armor"],"level":1,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{"mental":3},"url":"/NPCs.aspx?ID=1996","intelligence":-1,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":9,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Jaleen","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[5,6],"slug":"creature-1996"},{"attack_bonus":[6,8],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":27,"language":["Common"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":7,"charisma":-1,"speed":{"max":25,"land":25},"perception":4,"wisdom":2,"weakness":{},"creature_ability":["Drunken Rage","Improvised Surprise"],"primary_source_group":"Extinction Curse","skill":["Athletics","Intimidation","Society"],"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-1997","text":" Rhovo Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Rhovo Source Pathfinder #151: The Show Must Go On pg. 9 Perception +4 Languages Common Skills Athletics +7, Intimidation +3, Society +3 Str +3 Dex +1 Con +3 Int -1 Wis +2 Cha -1 Items Leather Armor --- AC 14 Fort +9 Ref +4 Will +7 HP 27 Resistances mental 3 --- Speed 25 feet Melee Single Action fist +8 (Agile, Nonlethal), Damage 1d4+3 bludgeoning Melee Single Action improvised weapon +6, Damage 1d6+3 bludgeoning, piercing, or slashing Drunken Rage Single Action (Concentrate, Emotion, Mental) Requirement The drunken brawler isn't fatigued or raging; Effect The drunken brawler begins raging. They gain 4 temporary Hit Points and deal 1 additional damage with fist Strikes. They have a –1 penalty to AC and can't use actions with the concentrate trait unless those actions also have the rage trait. The drunken brawler can still Seek while in a drunken rage. The rage lasts for 1 minute or until the drunken brawler falls unconscious, whichever comes first. When the drunken rage is over, the drunken brawler is fatigued, loses all temporary Hit Points they received from the rage, and cannot rage again for 1 minute. Improvised Surprise Single Action The drunken brawler uses an Interact action to pick up an improvised weapon within reach and then Strikes with it. The drunken brawler has a +2 circumstance bonus to this attack. ","skill_mod":{"society":3,"athletics":7,"intimidation":3},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":14,"item":["Leather Armor"],"level":1,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{"mental":3},"url":"/NPCs.aspx?ID=1997","intelligence":-1,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":9,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Rhovo","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[5,6],"slug":"creature-1997"},{"attack_bonus":[8],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":16,"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":5,"charisma":-2,"speed":{"max":30,"land":30},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Ferocity","Boar Charge"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","N","Small"],"id":"creature-1998","text":" Juvenile Boar Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Juvenile Boar Source Pathfinder #151: The Show Must Go On pg. 20 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +3, Athletics +5, Survival +5 Str +3 Dex +1 Con +2 Int -4 Wis +1 Cha -2 --- AC 15 Fort +9 Ref +3 Will +5 HP 16 Ferocity Reaction --- Speed 30 feet Melee Single Action tusk +8, Damage 1d6+3 piercing Boar Charge Two Actions The juvenile boar Strides up to two times and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. ","skill_mod":{"survival":5,"athletics":5,"acrobatics":3},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Creature Type"],"ac":15,"level":0,"source_category":["Adventure Paths"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=1998","intelligence":-4,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":9,"source_group":["Extinction Curse"],"size":["Small"],"name":"Juvenile Boar","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[6],"slug":"creature-1998"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":46,"language":["Common","Dwarven"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":7,"charisma":1,"speed":{"max":20,"land":20},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Haymaker"],"primary_source_group":"Extinction Curse","skill":["Abberton Lore","Athletics","Deception","Intimidation","Thievery"],"trait":["Dwarf","Humanoid","Unique","NE","Medium"],"id":"creature-1999","text":" Pruana Two-Punch Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Pruana Two-Punch Source Pathfinder #151: The Show Must Go On pg. 22 Perception +7; darkvision Languages Common, Dwarven Skills Abberton Lore +7, Athletics +9, Deception +8, Intimidation +8, Thievery +7 Str +4 Dex +0 Con +2 Int +0 Wis +2 Cha +1 Items Chain Mail --- AC 20 Fort +9 Ref +8 Will +7 +2 circumstance to Fortitude and Reflex vs. Shove or Trip HP 46 --- Speed 20 feet Melee Single Action fist +9 (Agile, Nonlethal), Damage 1d6+3 bludgeoning Haymaker Single Action (Press) Pruana makes a fist Strike against a target she has previously attacked this turn. If she hits, she gains a +3 circumstance bonus to the damage, and the creature must attempt a DC 20 Fortitude save to resist the staggering force of the blow. Critical Success The target is unaffected. Success The target is stunned 1. Failure The target is stunned 3. Critical Failure The target is knocked prone and stunned 5. ","skill_mod":{"deception":8,"thievery":7,"athletics":9,"intimidation":8},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":20,"item":["Chain Mail"],"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=1999","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":9,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Pruana Two-Punch","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[6],"slug":"creature-1999"},{"attack_bonus":[8,8],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":24,"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":7,"charisma":-2,"speed":{"max":30,"land":30},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Protect","Ram","Eat Anything"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","Unique","N","Small"],"id":"creature-2000","text":" Violet Recall Knowledge - Animal (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Violet Source Pathfinder #151: The Show Must Go On pg. 22 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +5, Athletics +6, Survival +5 Str +3 Dex +2 Con +3 Int -4 Wis +1 Cha -2 --- AC 16 Fort +10 Ref +4 Will +7 HP 24 Protect Reaction Trigger A creature adjacent to both Violet and Pruana Two-Punch hits Pruana with a melee attack; Effect Violet shields Pruana from the worst of the blow, taking half the damage from the attack and Pruana takes the remainder. --- Speed 30 feet Melee Single Action horns +8, Damage 1d6+3 bludgeoning Melee Single Action jaws +8, Damage 1d4+3 piercing Ram Two Actions Violet Strides twice and then makes a horns Strike. As long as he moved at least 20 feet, he gains a +2 circumstance bonus to his attack roll. Eat Anything If Violet hits with a jaws Strike, he can also deal the same amount of damage to either the target's armor or shield, ignoring 5 points of the item's Hardness. ","skill_mod":{"survival":5,"athletics":6,"acrobatics":5},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Creature Type","Rarity"],"ac":16,"level":1,"source_category":["Adventure Paths"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2000","intelligence":-4,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":10,"source_group":["Extinction Curse"],"size":["Small"],"spoilers":"Extinction Curse","name":"Violet","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[5,6],"slug":"creature-2000"},{"attack_bonus":[6,10],"constitution":1,"primary_source_category":"Adventure Paths","strength":0,"hp":30,"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":7,"charisma":3,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Sting of the Lash"],"primary_source_group":"Extinction Curse","skill":["Athletics","Diplomacy","Intimidation","Nature","Performance"],"trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-2001","text":" Daring Danika Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Daring Danika Source Pathfinder #151: The Show Must Go On pg. 28 Perception +7 Languages Skills Athletics +6, Diplomacy +7, Intimidation +7, Nature +6, Performance +7 Str +0 Dex +3 Con +1 Int +1 Wis +1 Cha +3 Items lion tamer's outfit, short stool, Whip --- AC 17 Fort +7 Ref +9 Will +7 +2 circumstance vs. Disarm HP 30 --- Speed 25 feet Melee Single Action whip +10 (Disarm, Finesse, Nonlethal, Reach, Trip), Damage 1d4+5 slashing Melee Single Action stool bash +6 (Disarm), Damage 1d6 bludgeoning Sting of the Lash Single Action Danika targets a single minion creature within reach of her whip to spur its ferocity. That creature gains 5 temporary Hit Points. The target is temporarily immune to Sting of the Lash for 24 hours. ","skill_mod":{"diplomacy":7,"performance":7,"nature":6,"athletics":6,"intimidation":7},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":17,"item":["lion tamer's outfit","short stool","Whip"],"level":2,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=2001","intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":7,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Daring Danika","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[3,7],"slug":"creature-2001"},{"attack_bonus":[9],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":30,"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":5,"charisma":1,"speed":{"max":35,"land":35},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Minion","Stalker"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Intimidation","Performance","Stealth"],"stealth":"6","trait":["Animal","Minion","Unique","N","Medium"],"id":"creature-2002","text":" Leandrus Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Leandrus Source Pathfinder #151: The Show Must Go On pg. 28 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +7, Intimidation +5, Performance +5, Stealth +6 Str +3 Dex +2 Con +3 Int -4 Wis +2 Cha +1 --- AC 18 Fort +8 Ref +8 Will +5 HP 30 --- Speed 35 feet Melee Single Action jaws +9, Damage 1d10+3 piercing Melee Single Action claw (Agile), Damage 1d8+3 slashing Minion If Danika uses the Command an Animal action, Leandrus can use 2 actions on her turn. Otherwise, he can use only 1 action, which he can use to Stride or Strike. Stalker Leandrus deals an extra 1d4 precision damage against flat-footed targets. ","skill_mod":{"performance":5,"stealth":6,"athletics":7,"intimidation":5,"acrobatics":6},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Creature Type","Mechanics","Rarity"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2002","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"vision":"Low-light vision","fortitude_save":8,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Leandrus","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[7,8],"slug":"creature-2002"},{"attack_bonus":[9,10,10,10],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":32,"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":6,"charisma":1,"speed":{"max":30,"land":30},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["Bob and Weave","Bounce","Bounce-Bounce","Juggler"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Performance","Stealth","Thievery"],"stealth":"7","trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-2003","text":" Jellico Bounce-Bounce Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Jellico Bounce-Bounce Source Pathfinder #151: The Show Must Go On pg. 28 Perception +7 Languages Skills Acrobatics +7, Performance +7, Stealth +7, Thievery +9 Str +2 Dex +3 Con +1 Int +2 Wis +0 Cha +1 Items bowling pins, clown costume, Dagger (6), pots of grease paint --- AC 17 Fort +7 Ref +9 Will +6 HP 32 Bob and Weave Reaction Trigger Jellico is the target of a Strike by an attacker he can see; Effect Jellico gains a +2 circumstance bonus to AC against the triggering Strike. --- Speed 30 feet Melee Single Action bowling pin +9 (Agile, Nonlethal), Damage 1d6+2 bludgeoning Melee Single Action dagger +10 (Agile, Finesse, versatile S), Damage 1d4+2 piercing Ranged Single Action bowling pin +10 (Agile, Nonlethal, thrown 10 feet), Damage 1d6+2 bludgeoning Melee Single Action dagger +10 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Bounce Single Action Jellico makes a High Jump or Long Jump Bounce-Bounce Two Actions Jellico Strides up to his Speed and does not trigger reactions during this movement. Juggler If Jellico's bowling pin ranged Strike hits, the bowling pin bounces off the target back toward Jellico. Jellico can catch it again if he has a free hand. ","skill_mod":{"performance":7,"thievery":9,"stealth":7,"acrobatics":7},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":17,"item":["bowling pins","clown costume","Dagger (6)","pots of grease paint"],"level":2,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2003","intelligence":2,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":7,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Jellico Bounce-Bounce","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[4,4,5,5],"slug":"creature-2003"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":30,"language":["Common"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["No Escape","Shield Block","Demonic Strength","Tainted Rage"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Survival"],"trait":["Human","Humanoid","CE","Medium"],"id":"creature-2004","text":" Corrupted Retainer Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Corrupted Retainer Source Pathfinder #151: The Show Must Go On pg. 35 Perception +6 Languages Common Skills Acrobatics +6, Athletics +6, Survival +6 Str +2 Dex +2 Con +3 Int +0 Wis +2 Cha +0 Items Hide Armor, gray robes, Trident, Wooden Shield (Hardness 3) --- AC 19 (21 with shield raised) Fort +9 Ref +6 Will +7 HP 30 No Escape Reaction (rage) Trigger A foe within the corrupted retainer's reach attempts to move away from them; Effect The corrupted retainer keeps pace with the triggering foe. The corrupted retainer Strides up to their Speed, following that foe and keeping it in reach throughout its movement until it stops moving or the corrupted retainer has moved their full Speed. Shield Block Reaction --- Speed 25 feet Melee Single Action trident +11 (fatal d10, thrown 20 feet), Damage 2d8+2 piercing Demonic Strength Corrupted retainers deal an extra 1d8 damage with their tridents, and any trident gains the fatal d10 trait while the corrupted retainer is using it (both the extra weapon damage die and the fatal trait have already been included in the corrupted retainer's trident Strike above). Tainted Rage Single Action (Concentrate, Emotion, Mental) The corrupted retainer begins to rage and gains 5 temporary Hit Points. The rage lasts for 1 minute or until they fall unconscious, whichever happens first. While raging, the corrupted retainer deals 2 additional damage with melee weapons, has a –1 penalty to AC, and cannot use actions that have the concentrate trait unless those actions also have the rage trait. The corrupted retainer can still Seek while raging. ","skill_mod":{"survival":6,"athletics":6,"acrobatics":6},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":19,"item":["Hide Armor","gray robes","Trident","Wooden Shield (Hardness 3)"],"level":2,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2004","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":9,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Corrupted Retainer","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[11],"slug":"creature-2004"},{"attack_bonus":[12,12,12],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":45,"language":["Common","Necril"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":8,"charisma":4,"speed":{"max":30,"land":30,"burrow":5},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Stench","Consume Flesh","Ghast Fever","Paralysis","Swift Leap"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"9","trait":["Ghoul","Undead","Unique","CE","Medium"],"id":"creature-2005","text":" Smiler Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Smiler Source Pathfinder #151: The Show Must Go On pg. 38 Perception +12; darkvision Languages Common, Necril Skills Acrobatics +9, Athletics +9, Intimidation +9, Stealth +9 Str +3 Dex +4 Con +2 Int +1 Wis +2 Cha +4 Items Composite Shortbow (20 arrows) --- AC 19 Fort +9 Ref +12 Will +8 HP 45 (negative healing) Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 18 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 30 feet, burrow 5 feet Melee Single Action jaws +12 (Finesse), Damage 2d6+4 piercing plus ghast fever and paralysis Melee Single Action claw +12 (Agile, Finesse), Damage 2d4+4 slashing plus paralysis Ranged Single Action shortbow +12 (deadly 1d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+4 piercing Consume Flesh Single Action (Manipulate) Requirements Smiler is adjacent to the corpse of a creature that died within the last hour; Effect Smiler devours a chunk of the corpse and regains 3d6 Hit Points. He can regain Hit Points from any given corpse only once. Ghast Fever (Disease) Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnight. Paralysis (Incapacitation, Occult, Necromancy) Any living creature hit by Smiler's attack must succeed at a DC 18 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Swift Leap Single Action (Move) Smiler jumps up to half his Speed. This movement doesn't trigger reactions. ","skill_mod":{"stealth":9,"athletics":9,"intimidation":9,"acrobatics":9},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Monster","Creature Type","Rarity"],"ac":19,"item":["Composite Shortbow (20 arrows)"],"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2005","intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Smiler","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[7,9,11],"slug":"creature-2005"},{"attack_bonus":[10],"constitution":1,"primary_source_category":"Adventure Paths","strength":1,"hp":45,"language":["Common"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","spell_attack_bonus":[12],"will_save":11,"charisma":2,"speed":{"max":25,"land":25},"perception":11,"wisdom":4,"weakness":{},"creature_ability":["Wild Empathy","Roiling Mind","Demonic Strength"],"primary_source_group":"Extinction Curse","skill":["Diplomacy","Gozreh Lore","Nature","Religion","Survival"],"trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-2006","text":" Corrupted Priest Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Corrupted Priest Source Pathfinder #151: The Show Must Go On pg. 39 Perception +11 Languages Common Skills Diplomacy +7, Gozreh Lore +8, Nature +9, Religion +9, Survival +9 Str +1 Dex +0 Con +1 Int +1 Wis +4 Cha +2 Wild Empathy The corrupted priest can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. Items Leather Armor, gray robes, Trident, wooden religious symbol of Gozreh defaced with demonic runes --- AC 17 Fort +8 Ref +5 Will +11 HP 45 Roiling Mind Reaction Trigger The corrupted priest is targeted by an effect with the mental trait or that requires a Will save; Effect The hermit's mind is a storm of chaos due to demonic influences. The creator of the triggering effect takes 3d8 mental damage (DC 20 basic Will save). --- Speed 25 feet Melee Single Action trident +10 (fatal d10, thrown 20 feet), Damage 2d8+1 piercing Primal Prepared Spells DC 20, spell attack +12 - Cantrips (2nd) Light, Produce Flame, Stabilize, Tanglefoot - 1st Fear, Heal, Spider Sting, Summon Animal - 2nd Barkskin, Flaming Sphere, Summon Elemental Demonic Strength Corrupted priests deal an extra 1d8 damage with their tridents, and any trident gains the fatal d10 trait while the priest is using it (both the extra weapon damage die and the fatal trait have already been included above). ","tradition":["Primal"],"skill_mod":{"diplomacy":7,"nature":9,"survival":9,"religion":9},"primary_source":"Pathfinder #151: The Show Must Go On","spell":["Barkskin","Flaming Sphere","Summon Elemental","Fear","Heal","Spider Sting","Summon Animal","Light","Produce Flame","Stabilize","Tanglefoot"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":17,"item":["Leather Armor","gray robes","Trident","wooden religious symbol of Gozreh defaced with demonic runes"],"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2006","intelligence":1,"reflex_save":5,"strongest_save":["will"],"dexterity":0,"fortitude_save":8,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Corrupted Priest","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[10],"slug":"creature-2006"},{"attack_bonus":[12],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":50,"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":7,"charisma":-1,"speed":{"max":30,"land":30},"perception":9,"wisdom":2,"weakness":{"good":3},"creature_ability":["Attack of Opportunity","Aggressive Rush","Pack Attack"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"8","trait":["Animal","Fiend","Uncommon","NE","Medium"],"id":"creature-2007","text":" Blood Wolf Recall Knowledge - Animal (Nature): DC 20 Recall Knowledge - Fiend (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Blood Wolf Source Pathfinder #151: The Show Must Go On pg. 43 Perception +9; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +10, Intimidation +8, Stealth +8, Survival +9 Str +5 Dex +3 Con +2 Int -4 Wis +2 Cha -1 --- AC 18 Fort +11 Ref +9 Will +7 HP 50 Resistances electricity 5, poison 5 Weaknesses good 3 Attack of Opportunity Reaction --- Speed 30 feet Melee Single Action jaws +12, Damage 1d8+5 piercing plus Knockdown Aggressive Rush Single Action (Move) The blood wolf moves up to half its Speed. This movement doesn't trigger reactions. At the end of the movement, it attempts an Intimidation check to Demoralize a target within 5 feet of it. This Intimidation check doesn't take the –4 circumstance penalty for the wolf not speaking a language. Pack Attack The blood wolf's Strikes deal an extra 1d6 damage to creatures within reach of at least two of the wolf's allies. ","skill_mod":{"survival":9,"stealth":8,"athletics":10,"intimidation":8,"acrobatics":8},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Creature Type","Rarity"],"ac":18,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{"poison":5,"electricity":5},"url":"/Monsters.aspx?ID=2007","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":11,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Blood Wolf","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[9],"slug":"creature-2007"},{"attack_bonus":[12,12],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":45,"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":6,"charisma":-2,"speed":{"climb":20,"max":30,"land":30},"perception":11,"wisdom":1,"weakness":{"good":3},"creature_ability":["Aura of Smoke","Pounce","Scorching Maul","Sneak Attack"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Stealth"],"stealth":"11","trait":["Animal","Fiend","Uncommon","NE","Medium"],"id":"creature-2008","text":" Smoldering Leopard Recall Knowledge - Animal (Nature): DC 20 Recall Knowledge - Fiend (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Smoldering Leopard Source Pathfinder #151: The Show Must Go On pg. 44 Perception +11; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +11, Athletics +10, Stealth +11 Str +3 Dex +4 Con +2 Int -4 Wis +1 Cha -2 --- AC 19 Fort +9 Ref +11 Will +6 HP 45 Resistances electricity 5, poison 5 Weaknesses good 3 Aura of Smoke 10 feet. Every creature within the aura is concealed; smoldering leopards can see through this concealment. --- Speed 30 feet, climb 20 feet Melee Single Action jaws +12 (Finesse), Damage 1d10+3 piercing plus 1d4 fire and Grab Melee Single Action claw +12 (Agile, Finesse), Damage 1d6+3 slashing plus 1d4 fire Pounce Single Action The smoldering leopard Strides and makes a Strike at the end of that movement. If the leopard began this action hidden, it remains hidden until after making this ability's Strike. Scorching Maul Single Action The smoldering leopard makes two claw Strikes against a creature it has grabbed. A creature hit by both claw Strikes also takes 1d4 persistent fire damage. Both attacks count toward its multiple attack penalty, but the penalty increases only after both attacks are made. Sneak Attack The smoldering leopard deals an extra 1d4 precision damage to flat-footed creatures. ","skill_mod":{"stealth":11,"athletics":10,"acrobatics":11},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Creature Type","Rarity"],"ac":19,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{"poison":5,"electricity":5},"url":"/Monsters.aspx?ID=2008","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Smoldering Leopard","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[9,11],"slug":"creature-2008"},{"attack_bonus":[11],"constitution":4,"primary_source_category":"Adventure Paths","strength":2,"hp":30,"immunity":["acid"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":5,"charisma":-2,"speed":{"max":30,"land":30,"swim":30},"perception":7,"wisdom":1,"weakness":{"good":3},"creature_ability":["Gnashing Bite Trigger","Gout of Acid","Lurching Charge"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Stealth"],"stealth":"6","trait":["Animal","Fiend","Uncommon","NE","Medium"],"id":"creature-2009","text":" Corrosive Lizard Recall Knowledge - Animal (Nature): DC 18 Recall Knowledge - Fiend (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Corrosive Lizard Source Pathfinder #151: The Show Must Go On pg. 45 Perception +7; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +8, Stealth +6 Str +2 Dex +2 Con +4 Int -4 Wis +1 Cha -2 --- AC 18 Fort +10 Ref +8 Will +5 HP 30 Immunities acid Weaknesses good 3 Gnashing Bite Reaction Trigger A creature grabbed by the corrosive lizard's jaws fails a check to Escape Effect The lizard's jaws deal 1d6 piercing damage and 1d6 acid damage to the triggering creature. --- Speed 30 feet, swim 30 feet Melee Single Action jaws +11, Damage 1d10+2 piercing plus 1d6 persistent acid damage and Grab Gout of Acid Two Actions (Acid, Primal) The corrosive lizard vomits a gout of acid in a 15-foot cone. Each creature in this area takes 3d6 acid damage (DC 20 basic Reflex save). The lizard can't use Gout of Acid again for 1d4 rounds. Lurching Charge Two Actions The corrosive lizard Strides up to double its Speed and then makes a jaws Strike. If the lizard moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll. ","skill_mod":{"stealth":6,"athletics":8,"acrobatics":6},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Creature Type","Rarity"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2009","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":10,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Corrosive Lizard","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[11],"slug":"creature-2009"},{"attack_bonus":[13,13],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":70,"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":8,"charisma":-1,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Punishing Tail","Trample"],"primary_source_group":"Extinction Curse","skill":["Athletics"],"trait":["Animal","Dinosaur","N","Large"],"id":"creature-2010","text":" Pinacosaurus Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Pinacosaurus Source Pathfinder #151: The Show Must Go On pg. 50 Perception +10; low-light vision Languages Skills Athletics +13 Str +5 Dex +0 Con +4 Int -4 Wis +2 Cha -1 --- AC 21 Fort +12 Ref +8 Will +8 HP 70 --- Speed 25 feet Melee Single Action tail +13 (Backswing, reach 10 feet), Damage 2d6+5 bludgeoning plus Punishing Tail Melee Single Action foot +13, Damage 1d8+5 bludgeoning Punishing Tail A creature hit by the pinacosaurus's tail must attempt a DC 21 Fortitude save. On a failure, it's slowed 1 until the end of its next turn; on a critical failure, it's stunned until the end of its next turn. Trample Three Actions Small or smaller, foot, DC 21 ","skill_mod":{"athletics":13},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Creature Type","Monster"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2010","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":12,"source_group":["Extinction Curse"],"size":["Large"],"name":"Pinacosaurus","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[9,12],"slug":"creature-2010"},{"primary_source_category":"Adventure Paths","strength":3,"hp":83,"language":["Common","Draconic","Undercommon"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","charisma":2,"perception":12,"stealth":"10","trait":["Humanoid","Unique","Xulgath","NE","Medium"],"id":"creature-2011","text":" Cavnakash This brutish xulgath priest is as dedicated to destruction as he is to Zevgavizeb, demon lord of caverns and reptiles. Cavnakash uses his spells and his stone hammer to crush any opposition. The less said about the childhood and adolescence of xulgaths, the better. Suffice it to say Cavnakash lived in a fetid, stinking cave in the Darklands for years, feasting on the flesh and blood of his kin. He survived only because he was fiercer than his rivals and better able to withstand pain and hardship. As he triumphed over his clutch mates, Cavnakash sacrificed them each to the demon lord Zevgavizeb, the Glutton in the Dark, and in this way established himself as a self-appointed priest. By virtue of his strength and aggression, he attracted followers willing to serve him in exchange for his protection, and after subjugating these followers to his will, Cavnakash received divine magic, the sanction of his deific master. Dominating lesser xulgaths wasn't enough for the power-hungry Cavnakash, though, and the priest began to reach out across the planes to call forth demonic allies. By a combination of domineering personality and utter faith in Zevgavizeb, Cavnakash became a talented and successful demon binder. With his allied demons and a massive stone maul enchanted by a human wizard—ostensibly in exchange for the wizard's life, although Cavnakash ate him anyway—Cavnakash soon ruled a sizable tribe of xulgaths. He eventually came to the attention of the priest Sarvel Ever-Hunger, who sought Cavnakash out. Cavnakash could do little other that marvel at this mighty priest who claimed the full measure of the demon lord's power, so when Sarvel sought loyal adherents for missions of destruction, Cavnakash practically begged to be included in Sarvel's crusade. Sarvel and Cavnakash are enough alike in faith and temperament that Sarvel knew to be cautious of the younger priest. Sarvel told Cavnakash only that an ancient tower on the east side of the Isle of Erran shone with a revolving magical orb, and that Sarvel wanted the orb destroyed. Missions of destruction being among Cavnakash's favorites, the xulgath quickly swore to complete Sarvel's task. Only then did Sarvel put additional conditions on Cavnakash's undertaking. First, Cavnakash needed to reach the tower in secret, and his minions must hunt only near the tower to avoid being spotted by locals. Cavnakash finds subterfuge distasteful and holds little respect for surface-dwelling creatures, but he knows better than to question Sarvel's commands. The journey under the Isle of Erran was straightforward, and the xulgaths emerged in the shadow of the Erran Tower, just as Sarvel had directed. No sooner had the last of the xulgaths cleared the passage than Cavnakash swung his mighty maul to collapse it. He was determined to finish his mission or to die in the attempt, and he wanted to ensure his minions couldn't make an easy retreat. The xulgaths found the Erran Tower to be virtually uninhabited, its rooms picked clean by looters over many long years. Cavnakash ascended the tower, and he spends most of his time attempting to destroy the aeon orb that encircles its top. His three lieutenants— the dinosaur-master Golgukan, the stealthy Lakkai One-Fang, and the scarred veteran Ashagith—have significant day-to-day authority, although they're each aware that Cavnakash will be quick to murder any of them whose actions displease him. Nevertheless, with the lack of either danger or firm command, the xulgaths have become careless, ranging much further from the tower than Cavnakash would prefer. As the xulgaths haven't yet encountered any resistance even as they travel further afield to capture food, they've started to wonder whether Cavnakash's insistence on secrecy stems from cowardice—although none would dare voice this in his presence. On the lofty platform atop the tower, Cavnakash is becoming increasingly desperate and discouraged. When it became clear that he couldn't simply smash the orb by hitting it with his maul, he was forced to consider more complex alternatives. Cavnakash is no great thinker, and the aeon orb's remarkable durability has provided him a great deal of frustration. The arrival of the succubus Balenni gave Cavnakash renewed hope, and he enlisted her aid in destroying the aeon orb . Yet Balenni initially pestered Cavnakash with irrelevant questions about what the orb did and what would be gained by destroying it. Cavnakash deflected all such questions with firm insistence that Zevgavizeb's will must be served. The succubus has ceased bothering Cavnakash so much, which he welcomes, but neither has the succubus been particularly helpful in destroying the orb. Cavnakash now sees Balenni only rarely, and she, like the xulgaths, wonders how long it will take him to admit he's not up to the task set before him. Campaign Role Cavnakash is unlikely to survive his encounter with the heroes. Apart from the bloodlust that compels him to fight to the bitter end, he has no real avenue of escape; his pteranodon's injured wing makes it unable to fly him to safety. If, against the odds, Cavnakash survives, he returns to Sarvel armed with convincing lies that place all the blame for his failure on the heroes. In this case, Cavnakash might reappear in a later adventure of the Extinction Curse Adventure Path seeking retribution. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Cavnakash Source Pathfinder #151: The Show Must Go On pg. 88 Perception +12; darkvision Languages Common, Draconic, Undercommon Skills Arcana +10, Athletics +13, Intimidation +13, Religion +15, Stealth +10 Str +3 Dex +0 Con +2 Int +1 Wis +5 Cha +2 Items +1 striking maul , wooden religious symbol, Scale Mail, wand of heal (2nd) --- AC 22 Fort +13 Ref +10 Will +15 HP 83 Stench (aura, olfactory) 30 feet. A creature that enters the aura must attempt a DC 22 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. --- Speed 20 feet Melee Single Action maul +17 (Shove, Magical), Damage 2d12+3 bludgeoning Melee Single Action jaws +16, Damage 2d8+3 piercing Melee Single Action claw +16 (Agile), Damage 2d6+3 slashing Divine Prepared Spells DC 24, spell attack +17 - Cantrips (3rd) Chill Touch, Divine Lance, Guidance, Shield - 1st Bane, Harm (2), Protection - 2nd Death Knell, Harm (2), See Invisibility - 3rd Chilling Darkness, Crisis of Faith, Harm (3) Cleric Domain Spell DC 22, 1 Focus Point - 3rd Cry of Destruction Channel Smite Single Action Cavnakash expends a harm spell and attempts a melee Strike. If he hits, he adds the spell's negative damage to his Strike damage. If he misses, the harm spell is still expended. Profane Gift Cavnakash has a profane gift from Balenni, giving him a +1 status bonus to attack rolls, skill checks, and saving throws (already factored into his statistics). ","skill_mod":{"stealth":10,"arcana":10,"athletics":13,"intimidation":13,"religion":15},"primary_source":"Pathfinder #151: The Show Must Go On","spell":["Chilling Darkness","Crisis of Faith","Harm","Death Knell","See Invisibility","Bane","Protection","Chill Touch","Divine Lance","Guidance","Shield","Cry of Destruction"],"ac":22,"item":["+1 striking maul","wooden religious symbol","Scale Mail","wand of heal (2nd)"],"level":5,"spell_dc":[22,24],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":10,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Cavnakash","alignment":"NE","rarity":"unique","strike_damage_average":[10,12,16],"attack_bonus":[16,16,17],"constitution":2,"spell_attack_bonus":[17],"will_save":15,"speed":{"max":20,"land":20},"wisdom":5,"weakness":{},"creature_ability":["Stench","Channel Smite","Profane Gift"],"primary_source_group":"Extinction Curse","skill":["Arcana","Athletics","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"This brutish xulgath priest is as dedicated to destruction as he is to Zevgavizeb , demon lord of caverns and reptiles. Cavnakash uses his spells …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2011","dexterity":0,"category":"creature","slug":"creature-2011"},{"primary_source_category":"Adventure Paths","strength":-1,"hp":45,"language":["Abyssal","Common","Druidic","Halfling","<%SPELLS%293%%>speak with animals<%END>"],"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","charisma":1,"perception":9,"stealth":"8","trait":["Halfling","Humanoid","Unique","NE","Small"],"id":"creature-2012","text":" Nemmia Bramblecloak A halfling druid dedicated to Gozreh, Nemmia sees all civilization as a blight to be ruthlessly exterminated. She has gone to great extremes—even coercing natural animals—to further her murderous plans. Nemmia was deposited at the door to the Hermitage of Blessed Lightning as an infant. For most of her life, she never left the hermitage and considered the devotees there to be her family. Even from a young age, Nemmia's empathy for nature was strong, and she had the supernatural ability to speak with animals and to see the world through their eyes. Nemmia likes to believe her parents were powerful druids whose calling to safeguard the wilds left no time for rearing children. A few years ago, Nemmia petitioned the hermitage's leader, Harlock Hamdeel, to leave the hermitage and explore the wider world for the first time. Nemmia was struck by the contrast between how the Isle of Erran was described in the hermitage's ancient texts and how she saw it. The grasslands were no longer green, the ground was barren, and the weather fiercer. Fish were less plentiful, and butterflies no longer filled the fields with color. For years, the hermits had tracked these changes, but the dry accounting didn't strike Nemmia's heart like seeing the decline firsthand. Nemmia soon realized that civilization was part of the problem. She had always assumed that people everywhere lived with the same respect for nature the hermits did. But she found “civilized” people to be noisy, polluting, and greedy. Nemmia returned to the hermitage and pleaded with Harlock. Civilized folk—such as those in the nearby town of Abberton—were causing the deterioration and needed to be culled like overpopulated herds. Harlock didn't agree; he knew from his own study that the aeon orb atop the Erran Tower, which had artificially augmented the land's bounty, was fading. This, not the town of Abberton, was responsible for the failing ecology. But Harlock made a decision while Nemmia was raging in his presence, and he chose poorly: he kept the truth of the aeon orb from Nemmia, hoping that if he could discover how to repair the orb's magic, Nemmia's resentment would ebb. Time passed, and Nemmia's desperation grew. She performed rituals intended to divine the answer to the isle's problems; her efforts were fruitless, but her passion convinced some of the other hermits to help her. She was prohibited from leaving the hermitage again, as Harlock worried she might take drastic or even violent action against Abberton. So Nemmia snuck out in secret, and witnessed the casual cruelty and violence performed by the local criminal gang, the Muggers. She decided the town's priest of Abadar was a hypocrite, the mayor a fool, the sheriff a brute, and the miller and her family greedy cheats and misers. She began to hate the people of Abberton not only for what she believed they were doing to the environment, but for who she believed they were. Nemmia soon built up a conspiracy within the hermitage consisting of those hermits willing to take drastic action to save the island from environmental destruction. Few shared Nemmia's dislike of Abberton, but they all agreed that action was necessary. When the succubus Balenni arrived at the hermitage in human guise, she quickly identified Nemmia's conspiracy as a key to corrupt the entire hermitage. She took Nemmia as her protege and her lover, whispering accursed secrets to the hateful halfling and sharing rituals using demonic energy. Nemmia shared these rituals with her coconspirators, hiding the evil nature of the rituals' power until her fellow hermits were wholly committed. By the time the adventure begins, Nemmia has become wholly corrupted by Balenni and her own desire to punish the people of Abberton. She has convinced herself that saving the Isle of Erran's ecosystem is a greater good that rationalizes almost any evil deed. Her goal is to force the complete evacuation of the town, and for weeks she has been waging a one-woman war. She has taken the miller's family hostage, interrogating them for a confession of their hateful schemes, but she has been unsatisfied by their repeated denials. She has led destructive demons to the temple in town and has been working to corrupt local animals. Nemmia was contemplating the best way to tip all of Abberton into a panic when the Circus of Wayward Wonders arrived. Seizing upon this opportunity, Nemmia resolved to infiltrate the circus camp, kill the circus performers to shock the townsfolk, and then send her animals against the terrorized townspeople. This, she thinks, should tip the balance and compel everyone to abandon Abberton. Nemmia is temporarily stymied when the heroes step forward to lead the show to success, but she soon decides that these strangers must pay with their lives. Campaign Role Nemmia is the primary villain of the adventure's first chapter. If Nemmia survives her encounter with the party, compassionate and patient heroes could potentially reform her. Separated from Balenni's profane influence, Nemmia could be receptive to demonstrations of how civilized people can also be kind, far-sighted, and dedicated to living in concert with nature. She'll never be comfortable in any community larger than the Hermitage of Blessed Lightning, however, and she knows that she has done too much damage to the hermitage to ever be allowed to return. She might therefore withdraw into the wilderness and use her powers to help animals and plants harmed by the island's environmental decline. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Nemmia Bramblecloak Source Pathfinder #151: The Show Must Go On pg. 90 Perception +9; keen eyes Languages Abyssal, Common, Druidic, Halfling; speak with animals Skills Diplomacy +8, Gozreh Lore +6, Nature +11, Religion +9, Stealth +8, Survival +11 Str -1 Dex +3 Con +1 Int +1 Wis +4 Cha +1 Items Hide Armor, key to the ringmaster's wagon, rat hood, +1 sickle , Staff --- AC 19 Fort +8 Ref +8 Will +11 HP 45 --- Speed 20 feet Melee Single Action sickle +9 (Agile, Finesse, Magical, Trip), Damage 1d4+3 slashing Melee Single Action staff +5 (two-hand d8), Damage 1d4–1 bludgeoning Primal Innate Spells DC 19 - 1st Charm (3; targets animals only) - 2nd Paranoia (targets animals only) - 3rd Animal Vision (at will; target must be a rodent, serpent, or similar animal considered troublesome by humans) - Constant (2nd) Speak with Animals Primal Spontaneous Spells DC 21, attack +11 - Cantrips (2nd) Produce Flame, Read Aura, Stabilize, Tanglefoot - 1st Fear, Goblin Pox, Shocking Grasp - 2nd Darkvision, Entangle Keen Eyes Nemmia has a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet. When she targets a concealed or hidden opponent, she reduces the DC of the flat check to 3 for a concealed target or 9 for a hidden one. Reach Spell Single Action If the next action Nemmia takes is to Cast a Spell that has a range, increase that spell's range by 30 feet. Wildwood Halfling Nemmia ignores difficult terrain from trees, foliage, and undergrowth. ","skill_mod":{"diplomacy":8,"nature":11,"survival":11,"stealth":8,"religion":9},"primary_source":"Pathfinder #151: The Show Must Go On","spell":["Animal Vision","Paranoia","Charm","Speak with Animals","Darkvision","Entangle","Fear","Goblin Pox","Shocking Grasp","Produce Flame","Read Aura","Stabilize","Tanglefoot"],"ac":19,"item":["Hide Armor","key to the ringmaster's wagon","rat hood","+1 sickle","Staff"],"level":3,"spell_dc":[19,21],"source_category":["Adventure Paths"],"sense":"keen eyes","resistance":{},"intelligence":1,"reflex_save":8,"strongest_save":["will"],"fortitude_save":8,"source_group":["Extinction Curse"],"size":["Small"],"spoilers":"Extinction Curse","name":"Nemmia Bramblecloak","alignment":"NE","rarity":"unique","strike_damage_average":[2,5],"attack_bonus":[5,9],"constitution":1,"spell_attack_bonus":[11],"will_save":11,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{},"creature_ability":["Keen Eyes","Reach Spell","Wildwood Halfling"],"primary_source_group":"Extinction Curse","skill":["Diplomacy","Gozreh Lore","Nature","Religion","Stealth","Survival"],"tradition":["Primal"],"summary":"A halfling druid dedicated to Gozreh , Nemmia sees all civilization as a blight to be ruthlessly exterminated. She has gone to great extremes—even …","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/NPCs.aspx?ID=2012","dexterity":3,"category":"creature","slug":"creature-2012"},{"attack_bonus":[10,10],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":40,"source":["Pathfinder #151: The Show Must Go On"],"type":"Creature","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["Breathe Fire","Ignite Baton","Set on Fire"],"primary_source_group":"Extinction Curse","skill":["Arcana","Athletics","Crafting","Performance"],"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2013","text":" Viktor Volkano Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Viktor Volkano Source Pathfinder #151: The Show Must Go On pg. 29 Perception +7 Languages Skills Arcana +6, Athletics +6, Crafting +4, Performance +8 Str +2 Dex +3 Con +2 Int +0 Wis +0 Cha +2 Items batons doused in flammable oil (2) --- AC 16 Fort +11 Ref +8 Will +8 HP 40 Resistances fire 5 --- Speed 25 feet Melee Single Action flaming baton +10, Damage 1d6+2 bludgeoning plus 1d6 fire Ranged Single Action flame spit +10 (range 10 feet), Damage 2d8 fire Breathe Fire Single Action (Primal, Fire) Requirements Viktor is holding an ignited baton; Effect Viktor breathes fire in a 20-foot cone. Creatures within the cone take 3d6 fire damage (DC 18 basic Reflex save). Once Viktor breathes fire, he cannot do so again for 1d4 rounds. Ignite Baton Two Actions Viktor ignites or douses a baton. Ignited batons burn for 10 minutes or until Viktor douses them. Set on Fire If Viktor critically hits a target with an attack that deals fire damage, or if a target of one of his effects that deals fire damage critically fails its saving throw, the target takes 1d4 persistent fire damage. ","skill_mod":{"performance":8,"crafting":4,"arcana":6,"athletics":6},"primary_source":"Pathfinder #151: The Show Must Go On","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":16,"item":["batons doused in flammable oil (2)"],"level":2,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex","will"],"resistance":{"fire":5},"url":"/NPCs.aspx?ID=2013","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":11,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Viktor Volkano","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[9,9],"slug":"creature-2013"},{"primary_source_category":"Adventure Paths","strength":2,"hp":56,"language":["Abyssal","Common"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","charisma":2,"perception":8,"stealth":"10","trait":["Humanoid","Tiefling","Unique","CN","Medium"],"id":"creature-2014","text":" Aives The Smoke Dragon Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Aives The Smoke Dragon Source Pathfinder #152: Legacy of the Lost God pg. 16 Perception +8; darkvision Languages Abyssal, Common Skills Acrobatics +10, Athletics +8, Deception +8, Performance +8, Stealth +10, Thievery +12 Str +2 Dex +4 Con +0 Int +1 Wis +0 Cha +2 Items Dagger (4), Leather Armor, Thieves' Tools --- AC 21 Fort +9 Ref +14 Will +9 HP 56 Immunities poison Surprise Attack On the first round of combat, if Aives rolled Deception or Stealth for initiative, creatures that haven't acted are flat-footed to him. --- Speed 25 feet Melee Single Action dagger +13 (Agile, Finesse, versatile S), Damage 1d4+4 piercing plus Smoke Exhalation Ranged Single Action dagger +13 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing plus Smoke Exhalation Divine Innate Spells DC 18 - 2nd Darkness Quick Draw Single Action Aives draws a weapon with an Interact action, then Strikes with the weapon he just drew. Smoke Exhalation Single Action (Poison) Aives breathes out a cloud of poisonous smoke that he can make curl around him or cling to his weapons. Until the cloud dissipates at the start of his next turn, Aives is concealed, his Strikes deal an extra 1d8 poison damage, and targets of his Strikes must succeed at a DC 22 Fortitude save or become sickened 1. Sneak Attack Aives deals an extra 1d6 precision damage to flat-footed creatures. ","skill_mod":{"performance":8,"deception":8,"thievery":12,"stealth":10,"athletics":8,"acrobatics":10},"primary_source":"Pathfinder #152: Legacy of the Lost God","spell":["Darkness"],"ac":21,"item":["Dagger (4)","Leather Armor","Thieves' Tools"],"level":4,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Aives The Smoke Dragon","alignment":"CN","rarity":"unique","strike_damage_average":[6,6],"attack_bonus":[13,13],"constitution":0,"immunity":["poison"],"will_save":9,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Surprise Attack","Quick Draw","Smoke Exhalation","Sneak Attack"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Deception","Performance","Stealth","Thievery"],"tradition":["Divine"],"trait_group":["Creature Type","Monster","Ancestry","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/NPCs.aspx?ID=2014","dexterity":4,"category":"creature","slug":"creature-2014"},{"attack_bonus":[16,17],"constitution":0,"primary_source_category":"Adventure Paths","strength":1,"hp":90,"language":["Common","Elven"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","will_save":14,"charisma":4,"speed":{"max":30,"land":30},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Deny Advantage","Nimble Opportunist","Surprise Attack","Quick Draw","Sneak Attack"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Circus Lore","Criminal Lore","Deception","Diplomacy","Society","Stealth","Thievery"],"stealth":"17","trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2015","text":" Delamar Gianvin Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Delamar Gianvin Source Pathfinder #152: Legacy of the Lost God pg. 16 Perception +14 Languages Common, Elven Skills Acrobatics +15, Circus Lore +10, Criminal Lore +10, Deception +14, Diplomacy +14, Society +12, Stealth +17, Thievery +15 Str +1 Dex +5 Con +0 Int +2 Wis +2 Cha +4 Items Hand Crossbow (10 bolts), Leather Armor, +1 rapier --- AC 24 Fort +11 Ref +17 Will +14 HP 90 Deny Advantage Delamar isn't flat-footed to creatures of 6th level or lower that are hidden, undetected, flanking, or using surprise attack. Nimble Opportunist Reaction Trigger A creature within Delamar's melee reach is hit by a melee attack from one of his allies; Effect Delamar makes a Strike against the triggering creature with a –2 penalty to the attack roll. He can't deal sneak attack damage on this Strike. After this Strike, Delamar can Stride without triggering reactions. Surprise Attack On the first round of combat, if Delamar rolled Deception or Stealth for initiative, creatures that haven't acted are flat-footed to him. --- Speed 30 feet Melee Single Action rapier +17 (deadly 1d8, Disarm, Finesse, Magical), Damage 1d6+5 piercing Ranged Single Action hand crossbow +16 (range increment 60 feet, reload 1), Damage 1d6+5 piercing Quick Draw Single Action Delamar draws a weapon with an Interact action, then Strikes with the weapon he just drew. Sneak Attack Delamar deals an extra 2d6 precision damage to flat-footed creatures. ","skill_mod":{"society":12,"diplomacy":14,"deception":14,"thievery":15,"stealth":17,"acrobatics":15},"primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":24,"item":["Hand Crossbow (10 bolts)","Leather Armor","+1 rapier"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2015","intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":11,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Delamar Gianvin","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[8,8],"slug":"creature-2015"},{"primary_source_category":"Adventure Paths","strength":1,"hp":66,"language":["Common","Elven"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","charisma":4,"perception":9,"stealth":"11","trait":["Elf","Human","Humanoid","Unique","CE","Medium"],"id":"creature-2016","text":" Ruanna Nyamma Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Ruanna Nyamma Source Pathfinder #152: Legacy of the Lost God pg. 17 Perception +9; low-light vision Languages Common, Elven Skills Acrobatics +11, Deception +11, Diplomacy +11, Occultism +6, Performance +14, Society +6, Stealth +11 Str +1 Dex +3 Con +0 Int +0 Wis +1 Cha +4 Items Kukri, Leather Armor, persona mask , Shortbow (20 arrows) --- AC 20 Fort +9 Ref +13 Will +11 HP 66 --- Speed 25 feet Melee Single Action kukri +11 (Agile, Finesse, Trip), Damage 1d6+3 slashing Ranged Single Action shortbow +11 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 piercing Occult Spontaneous Spells DC 19, attack +12 - Cantrips (2nd) Daze, Mage Hand, Message, Prestidigitation, Telekinetic Projectile - 1st Fear, Soothe, True Strike (3 slots) - 2nd Invisibility, Mirror Image, Silence (3 slots) Bard Composition Spells DC 21, 2 Focus Points - Cantrips (2nd) Inspire Competence, Inspire Courage - 2nd Counter Performance, Lingering Composition Elaborate Feint Two Actions Ruanna attempts to Feint using Performance rather than Deception. On a success, the target is flat-footed to any melee attack, not just Ruanna's. Ruanna then Strides. ","skill_mod":{"society":6,"diplomacy":11,"performance":14,"deception":11,"stealth":11,"occultism":6,"acrobatics":11},"primary_source":"Pathfinder #152: Legacy of the Lost God","spell":["Invisibility","Mirror Image","Silence","Fear","Soothe","True Strike","Daze","Mage Hand","Message","Prestidigitation","Telekinetic Projectile","Counter Performance","Lingering Composition","Inspire Competence","Inspire Courage"],"ac":20,"item":["Kukri","Leather Armor","persona mask","Shortbow (20 arrows)"],"level":4,"spell_dc":[19,21],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":0,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":9,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Ruanna Nyamma","alignment":"CE","rarity":"unique","strike_damage_average":[3,6],"attack_bonus":[11,11],"constitution":0,"spell_attack_bonus":[12],"will_save":11,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Elaborate Feint"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Deception","Diplomacy","Occultism","Performance","Society","Stealth"],"tradition":["Occult"],"trait_group":["Ancestry","Weapon","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2016","dexterity":3,"category":"creature","slug":"creature-2016"},{"primary_source_category":"Adventure Paths","strength":4,"hp":135,"language":["Abyssal","Celestial","Draconic","telepathy 100 feet"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","charisma":2,"perception":15,"stealth":"18","trait":["Demon","Fiend","CE","Medium"],"id":"creature-2017","text":" Gluttondark Babau Recall Knowledge - Fiend (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Gluttondark Babau Source Pathfinder #152: Legacy of the Lost God pg. 23 Perception +15; darkvision, see invisibility Languages Abyssal, Celestial, Draconic; telepathy 100 feet Skills Acrobatics +14, Athletics +15, Intimidation +16, Religion +12, Stealth +18, Thievery +16 Str +4 Dex +4 Con +4 Int +2 Wis +3 Cha +2 Items +1 longspear --- AC 26 Fort +16 Ref +18 Will +15 +1 to all saves vs. magic HP 135 Immunities acid Weaknesses cold iron 5, good 5 Mercy Vulnerability Babaus revel in the gore of a well-timed attack, and when brutal wounds are restored, they recoil in pain. When a creature heals from damage that the babau dealt on their last turn with Grievous Strike, sneak attack, or a critical hit, the demon takes 4d6 mental damage. The babau can take this mental damage only once per round. Reactive Slime Reaction Trigger A creature within the babau's reach successfully hits the babau with a Strike; Effect The babau excretes a gout of acidic, bloodlike slime against the attacker and its weapon. The attacker must attempt a DC 26 Reflex save. Critical Success The attacker avoids the reactive slime. Success The attacker takes 1d6 acid damage. Failure The attacker takes 2d6 acid damage. Critical Failure As failure, except the weapon used to Strike the babau automatically becomes broken unless the weapon is made of a material that is immune to acid. --- Speed 25 feet Melee Single Action longspear +19 (Evil, Magical, Reach), Damage 1d6+8 piercing plus 1d6 evil Melee Single Action jaws +18 (Evil, Magical), Damage 2d6+8 piercing plus 1d6 evil Melee Single Action claw +18 (Agile, Evil, Magical), Damage 1d6+8 slashing plus 1d6 evil Divine Innate Spells DC 26 - 4th Darkness, Dimension Door (at will) - 5th Dimension Door - Constant (5th) See Invisibility Divine Rituals DC 26 - 1st Abyssal Pact Grievous Strike Two Actions (Attack) The babau makes an attack with the intent of creating a particularly horrific and gory wound. It make a melee Strike. This counts as two attacks when calculating their multiple attack penalty. If this Strike hits, the babau deals an additional 1d6 damage and the creature struck is sickened 2 for 1 round; this sickened condition cannot be removed by retching. Sneak Attack A babau deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"thievery":16,"stealth":18,"athletics":15,"intimidation":16,"acrobatics":14,"religion":12},"primary_source":"Pathfinder #152: Legacy of the Lost God","spell":["Dimension Door","Darkness","See Invisibility"],"ac":26,"item":["+1 longspear"],"level":7,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" darkvision , see invisibility ","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":16,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Gluttondark Babau","alignment":"CE","rarity":"common","strike_damage_average":[15,15,18],"attack_bonus":[18,18,19],"constitution":4,"immunity":["acid"],"will_save":15,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"cold_iron":5,"good":5},"creature_ability":["Mercy Vulnerability","Reactive Slime","Grievous Strike","Sneak Attack"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth","Thievery"],"tradition":["Divine"],"trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2017","dexterity":4,"category":"creature","slug":"creature-2017"},{"primary_source_category":"Adventure Paths","strength":4,"hp":80,"language":["Draconic","Undercommon"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","charisma":2,"perception":11,"stealth":"10","trait":["Humanoid","Unique","Xulgath","CE","Medium"],"id":"creature-2018","text":" Xulgath Demon-Caller Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Xulgath Demon-Caller Source Pathfinder #152: Legacy of the Lost God pg. 26 Perception +11; darkvision Languages Draconic, Undercommon Skills Arcana +9, Athletics +13, Intimidation +11, Religion +9, Stealth +10, Survival +11 Str +4 Dex +1 Con +2 Int +0 Wis +4 Cha +2 Items religious symbol of Zevgavizeb, +1 striking spiked gauntlet --- AC 22 Fort +11 Ref +8 Will +13 HP 80 Stench (aura, olfactory) 30 feet. A creature entering the aura must attempt a DC 22 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stench for 1 minute. --- Speed 25 feet Melee Single Action spiked gauntlet +16 (Agile, Magical), Damage 2d4+4 piercing plus demonic condemnation Melee Single Action jaws +15, Damage 2d8+4 piercing Melee Single Action claw +15 (Agile), Damage 2d6+4 slashing Ranged Single Action javelin +12 (thrown 30 feet), Damage 1d6+4 piercing Divine Prepared Spells DC 24, attack +16 - Cantrips (3rd) Detect Magic, Forbidding Ward, Guidance, Shield - 1st Bane, Command (×2), Heal - 2nd Death Knell, Dispel Magic, Spiritual Weapon (×2) - 3rd Blindness, Harm, Vampiric Touch Cleric Domain Spells 1 Focus Point, DC 24 - 3rd Athletic Rush Demonic Condemnation The target must succeed at a DC 22 Fortitude save or become frightened 2 (frightened 4 on a critical failure). The target is enfeebled 1 for as long as it is frightened. ","skill_mod":{"survival":11,"stealth":10,"arcana":9,"athletics":13,"intimidation":11,"religion":9},"primary_source":"Pathfinder #152: Legacy of the Lost God","spell":["Blindness","Harm","Vampiric Touch","Death Knell","Dispel Magic","Spiritual Weapon","Bane","Command","Heal","Detect Magic","Forbidding Ward","Guidance","Shield","Athletic Rush"],"ac":22,"item":["religious symbol of Zevgavizeb","+1 striking spiked gauntlet"],"level":5,"spell_dc":[24,24],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":11,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Xulgath Demon-Caller","alignment":"CE","rarity":"unique","strike_damage_average":[7,9,11,13],"attack_bonus":[12,15,15,16],"constitution":2,"spell_attack_bonus":[16],"will_save":13,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Stench","Demonic Condemnation"],"primary_source_group":"Extinction Curse","skill":["Arcana","Athletics","Intimidation","Religion","Stealth","Survival"],"tradition":["Divine"],"trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2018","dexterity":1,"category":"creature","slug":"creature-2018"},{"attack_bonus":[14,14,15],"constitution":1,"primary_source_category":"Adventure Paths","strength":1,"hp":115,"language":["Common","Draconic","Undercommon"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","spell_attack_bonus":[18],"will_save":14,"charisma":5,"speed":{"max":25,"land":25},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Stench","Counterspell"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Society","Survival"],"trait":["Humanoid","Xulgath","CE","Medium"],"id":"creature-2019","text":" Xulgath Mage Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Xulgath Mage Source Pathfinder #152: Legacy of the Lost God pg. 27 Perception +12; darkvision Languages Common, Draconic, Undercommon Skills Acrobatics +15, Arcana +12, Athletics +13, Deception +15, Intimidation +17, Society +9, Survival +12 Str +1 Dex +2 Con +1 Int +0 Wis +1 Cha +5 Items +1 light mace --- AC 23 Fort +12 Ref +13 Will +14 HP 115 Stench (aura, olfactory) 30 feet. A creature entering the aura must attempt a DC 25 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgath's stench for 1 minute. Counterspell Reaction Trigger A creature Casts a Spell the xulgath mage has in her repertoire Effect The xulgath mage expends one of her spell slots to counter the triggering creature's casting of the spell in her repertoire. The xulgath mage loses the spell slot as if she had cast the triggering spell and attempts to counteract the triggering spell. --- Speed 25 feet Melee Single Action light mace +15 (Agile, Magical, Shove), Damage 1d4+4 bludgeoning Melee Single Action jaws +14, Damage 1d8+2 piercing Melee Single Action claw +14 (Agile), Damage 2d6+2 slashing Arcane Spontaneous Spells DC 26, spell attack +18 - Cantrips (4th) Acid Splash, Detect Magic, Mage Hand, Read Aura, Shield - 1st Burning Hands, Fear, Magic Missile, Ray of Enfeeblement (4 slots) - 2nd Create Food, Dispel Magic, Flaming Sphere, See Invisibility (4 slots) - 3rd Fireball, Haste, Magic Missile (4 slots) - 4th Acid Arrow, Dimension Door, Lightning Bolt (3 slots) Bloodline Spells 3 Focus Points, DC 26 - 4th Ancestral Memories, Extend Spell\n","tradition":["Arcane"],"skill_mod":{"society":9,"deception":15,"survival":12,"arcana":12,"athletics":13,"intimidation":17,"acrobatics":15},"primary_source":"Pathfinder #152: Legacy of the Lost God","spell":["Acid Arrow","Dimension Door","Lightning Bolt","Fireball","Haste","Magic Missile","Create Food","Dispel Magic","Flaming Sphere","See Invisibility","Burning Hands","Fear","Ray of Enfeeblement","Acid Splash","Detect Magic","Mage Hand","Read Aura","Shield","Ancestral Memories","Extend Spell"],"trait_group":["Creature Type","Monster"],"ac":23,"item":["+1 light mace"],"level":7,"spell_dc":[26,26],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2019","intelligence":0,"reflex_save":13,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":12,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Xulgath Mage","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[6,6,9],"slug":"creature-2019"},{"attack_bonus":[15,19,20],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":135,"language":["Common"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","will_save":13,"charisma":2,"speed":{"max":25,"land":25},"perception":14,"wisdom":0,"weakness":{},"creature_ability":["Opportunistic Brawler","Terrifying Sneer"],"primary_source_group":"Extinction Curse","skill":["Athletics","Circus Lore","Intimidation","Stealth","Survival","Thievery"],"stealth":"13","trait":["Human","Humanoid","NE","Medium"],"id":"creature-2020","text":" Celestial Menagerie Bruiser Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Celestial Menagerie Bruiser Source Pathfinder #152: Legacy of the Lost God pg. 47 Perception +14 Languages Common Skills Athletics +17, Circus Lore +12, Intimidation +16, Stealth +13, Survival +12, Thievery +13 Str +5 Dex +1 Con +2 Int +0 Wis +0 Cha +2 Items Chain Shirt, Dagger, (Mask), +1 striking greatclub --- AC 27 Fort +16 Ref +15 Will +13 HP 135 Opportunistic Brawler Reaction Trigger A creature hits the bruiser with a melee Strike; Effect The bruiser attempts to Shove the creature. On a success or a critical success, the target is also knocked prone. The bruiser can't Stride after a target it successfully Shoves in this way. --- Speed 25 feet Melee Single Action greatclub +20 (Backswing, Magical, Shove), Damage 2d10+10 bludgeoning Melee Single Action fist +19 (Agile, Nonlethal), Damage 1d4+8 bludgeoning Ranged Single Action dagger +15 (Agile, thrown 10 feet, versatile S), Damage 1d4+8 piercing Terrifying Sneer Single Action Frequency once per turn; Requirements The bruiser must target a creature they Shoved since the end of the bruiser's last turn; Effect The bruiser attempts to Demoralize the target. If the bruiser rolls a success, they gets a critical success instead. ","skill_mod":{"thievery":13,"survival":12,"stealth":13,"athletics":17,"intimidation":16},"primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":27,"item":["Chain Shirt","Dagger","(Mask)","+1 striking greatclub"],"level":8,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2020","intelligence":0,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":16,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Celestial Menagerie Bruiser","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[10,10,21],"slug":"creature-2020"},{"primary_source_category":"Adventure Paths","strength":3,"hp":210,"language":["Common","Sylvan"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","charisma":7,"perception":16,"stealth":"19","trait":["Fey","Unique","CE","Medium"],"id":"creature-2021","text":" Adrivallo Recall Knowledge - Fey (Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Adrivallo Source Pathfinder #152: Legacy of the Lost God pg. 49 Perception +16; low-light vision Languages Common, Sylvan Skills Athletics +16, Circus Lore +16, Deception +21, Diplomacy +21, Intimidation +19, Nature +16, Performance +21, Stealth +19, Thievery +16 Str +3 Dex +5 Con +1 Int +1 Wis +2 Cha +7 Sylvan Wine (enchantment, mental, primal) Adrivallo's wineskin magically enchants any alcohol inside. With an Interact action, a living creature can imbibe the alcohol and gain a +1 item bonus to Will saves and a +3 item bonus to Will saves against fear effects for the following hour. When the wineskin is removed from a satyr's person, the magic remains only until the wine spoils. The wineskin holds up to 8 draughts of wine. Items Dagger, keys to all the cages in the Glen of Uncommon Wonders, panpipes, wineskin --- AC 28 Fort +18 Ref +17 Will +14 HP 210 Weaknesses cold iron 10 Nimble Dodge Reaction Trigger Adrivallo is targeted with a melee or ranged attack by an attacker he can see; Effect Adrivallo gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 35 feet Melee Single Action dagger +23 (Agile, Finesse, versatile S), Damage 1d4+11 piercing Ranged Single Action dagger +23 (Agile, thrown 10 feet, versatile S), Damage 1d4+11 piercing Primal Innate Spells DC 29 - Cantrips (5th) Dancing Lights, Dirge of Doom, Ghost Sound, Inspire Competence, Inspire Courage, Triple Time - 4th Charm, Fear, Sleep, Suggestion Fleet Performer When Adrivallo Plays the Pipes to cast a spell, he can Step or Stride as part of the activity. Play the Pipes Three Actions (Auditory, Primal) Requirements Adrivallo is holding a musical instrument; Effect The satyr plays a melody on his instrument to cast charm , fear , sleep , or suggestion without expending the spell slot and using his music in place of providing the spell's component actions. The spell gains the auditory trait and targets all creatures in a 60-foot emanation instead of its usual targets. A creature that succeeds at its Will save against any spell cast using this ability is then temporarily immune to spells played from Adrivallo's pipes for 1 minute. Satyrs are immune to this music. ","skill_mod":{"diplomacy":21,"performance":21,"deception":21,"nature":16,"thievery":16,"stealth":19,"athletics":16,"intimidation":19},"primary_source":"Pathfinder #152: Legacy of the Lost God","spell":["Charm","Fear","Sleep","Suggestion","Dancing Lights","Dirge of Doom","Ghost Sound","Inspire Competence","Inspire Courage","Triple Time"],"ac":28,"item":["Dagger","keys to all the cages in the Glen of Uncommon Wonders","panpipes","wineskin"],"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":17,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":18,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Adrivallo","alignment":"CE","rarity":"unique","strike_damage_average":[13,13],"attack_bonus":[23,23],"constitution":1,"will_save":14,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{"cold_iron":10},"creature_ability":["Sylvan Wine","Nimble Dodge","Fleet Performer","Play the Pipes"],"primary_source_group":"Extinction Curse","skill":["Athletics","Circus Lore","Deception","Diplomacy","Intimidation","Nature","Performance","Stealth","Thievery"],"tradition":["Primal"],"trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2021","dexterity":5,"category":"creature","slug":"creature-2021"},{"attack_bonus":[18],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":115,"language":["Common","Hallit"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","will_save":13,"charisma":-1,"speed":{"max":35,"land":35},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Orc Ferocity","Stand Still","Flurry of Blows","Mountain Stance","Mountain Stronghold"],"primary_source_group":"Extinction Curse","skill":["Athletics","Acrobatics","Intimidation","Nature","Performance","Survival"],"trait":["Human","Humanoid","Orc","Unique","N","Medium"],"id":"creature-2022","text":" Evora Yarket Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Evora Yarket Source Pathfinder #152: Legacy of the Lost God pg. 52 Perception +14; low-light vision Languages Common, Hallit Skills Athletics +19, Acrobatics +11, Intimidation +10, Nature +13, Performance +10, Survival +13 Str +5 Dex +0 Con +3 Int +1 Wis +2 Cha -1 Items Bullhook --- AC 22 Fort +16 Ref +11 Will +13 successful Fortitude saves are critical successes instead HP 115 Orc Ferocity Reaction Frequency once per day; Trigger Evora would be reduced to 0 Hit Points but not immediately killed; Effect Evora avoids being knocked out and remains at 1 Hit Point, and her wounded condition increases by 1. Stand Still Reaction Trigger A creature within Evora's reach uses a move action or leaves a square during a move action it's using; Effect Evora makes a melee Strike against the triggering creature. If this attack is a critical hit and the trigger was a move action, she disrupts that action. --- Speed 35 feet Melee Single Action falling stone unarmed attack +18 (Forceful, Nonlethal, Unarmed), Damage 2d8+6 bludgeoning Flurry of Blows Single Action (Flourish) Effect Evora makes two unarmed Strikes. If both hit the same creature, combine their damage and apply resistances and weaknesses only once. She applies her multiple attack penalty to the Strikes normally. As it has the flourish trait, Evora can use Flurry of Blows only once per turn. Mountain Stance Single Action (Stance) Requirements Evora is unarmored and touching the ground; Effect Evora enters the stance of an implacable mountain until she is knocked out or the encounter ends. She gains a +4 status bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. Her Speed is reduced by 5 feet. Mountain Stronghold Single Action Requirements Evora is in Mountain Stance; Effect Evora gains a +2 circumstance bonus to AC until the beginning of her next turn. ","skill_mod":{"performance":10,"nature":13,"survival":13,"athletics":19,"intimidation":10,"acrobatics":11},"primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Weapon","Rarity"],"ac":22,"item":["Bullhook"],"level":7,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2022","intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":16,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Evora Yarket","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[15],"slug":"creature-2022"},{"attack_bonus":[16,21],"constitution":0,"primary_source_category":"Adventure Paths","strength":5,"hp":122,"language":["Common"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","will_save":15,"charisma":4,"speed":{"max":25,"land":25},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Sharp Eyes","Attack of Opportunity","Power Attack","Swipe"],"primary_source_group":"Extinction Curse","skill":["Athletics","Criminal Lore","Deception","Diplomacy","Intimidation","Society"],"trait":["Human","Humanoid","Unique","LE","Medium"],"id":"creature-2023","text":" Darricus Stallit Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Darricus Stallit Source Pathfinder #152: Legacy of the Lost God pg. 57 Perception +17; sharp eyes Languages Common Skills Athletics +17, Criminal Lore +13, Deception +14, Diplomacy +16, Intimidation +16, Society +14 Str +5 Dex +1 Con +0 Int +1 Wis +3 Cha +4 Sharp Eyes Darricus doesn't need to succeed at a flat check to target concealed creatures, and he is not flat-footed to creatures that are hidden from him. Items +1 striking bastard sword , Composite Shortbow (10 arrows), constable's badge, Half Plate, steel shield (Hardness 3, HP 20, BT 10) (Hardness 3, HP 20, BT 10) --- AC 28 Fort +14 Ref +15 Will +15 HP 122 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action bastard sword +21 (Magical, two-hand d12), Damage 2d8+9 slashing Ranged Single Action composite shortbow +16 (deadly 1d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+6 piercing Power Attack Two Actions Darricus makes a melee Strike that counts as two attacks when calculating his multiple attack penalty. If this strike hits, it deals an extra die of weapon damage. Swipe Two Actions Darricus makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within his melee reach and adjacent to each other. He rolls damage only once and applies it to each creature he hit. This Strike counts as two attacks for calculating his multiple attack penalty. ","skill_mod":{"society":14,"diplomacy":16,"deception":14,"athletics":17,"intimidation":16},"primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":28,"item":["+1 striking bastard sword","Composite Shortbow (10 arrows)","constable's badge","Half Plate","steel shield (Hardness 3, HP 20, BT 10) (Hardness 3, HP 20, BT 10)"],"level":8,"source_category":["Adventure Paths"],"sense":"sharp eyes","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2023","intelligence":1,"reflex_save":15,"strongest_save":["ref","reflex","will"],"dexterity":1,"fortitude_save":14,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Darricus Stallit","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[9,18],"slug":"creature-2023"},{"attack_bonus":[22],"constitution":5,"primary_source_category":"Adventure Paths","strength":3,"hp":175,"language":["Common","Elven","Halfling"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","will_save":21,"charisma":5,"speed":{"max":20,"land":20},"perception":21,"wisdom":5,"weakness":{},"creature_ability":["Attack of Opportunity","Call to Halt","Shrewd Eye"],"primary_source_group":"Extinction Curse","skill":["Athletics","Criminal Lore","Diplomacy","Intimidation","Society","Survival","Underworld Lore"],"trait":["Human","Humanoid","Unique","LN","Medium"],"id":"creature-2024","text":" Chief Constable Andera Paldreen Working to combat widespread corruption in Escadar, the no-nonsense Andera Paldreen is willing to engage talented strangers to make her city safer. Andera Paldreen, the chief constable of Escadar, is a beacon of law in an otherwise corrupt metropolis infected with a thriving criminal network. Though most of her constables affectionately call her “chief,” Andera has another nickname—the kestrel—inspired by her steely gray eyes and withering glare. She displays a portrait of her namesake in her office in Conclave Square, a gift from her fellow constables to commemorate her promotion to chief constable. Andera is rarely seen out of her official uniform and badge of office, and some of her subordinates joke that she even sleeps in uniform. The child of Hirana and Verno Paldreen, Andera was born and raised in Escadar. Hirana earned an honest living as a blacksmith, but Verno was a gambling addict who often dragged his young daughter to casinos and seedy taverns seeking his next win. As a child, Andera grew up idolizing her father's devil-may-care attitude and exuberant personality. She enjoyed their colorful outings, and though Verno showed poor parental responsibility in bringing his child to gambling parlors, he doted on Andera and lavished her and her mother with gifts purchased with his winnings. Eventually, Andera came face to face with the darker side of her father's lifestyle. At his lowest point, Verno agreed to work for a crime boss he owed money to in exchange for forgiveness of his gambling debts. One such ill-fated job resulted in an innocent man's death at Verno's hands. Verno was consumed with guilt and turned himself and his employer in to the authorities. Andera was thirteen when her father was sentenced to life in prison for manslaughter. The crime boss, however, blatantly bought his way out of trouble and went unpunished. Verno's trial left a lasting impression on the young Andera. She admired Verno for admitting his guilt, but saw her mother consumed by grief and shame. From that moment on, she resolved to uphold the law and seek justice for the victims of crime. Andera enlisted in Absalom's navy as soon as she came of age, and she returned from a four-year tour of duty as an accomplished young officer. Though she initially planned to reenlist, it was difficult for Andera to ignore her city's rampant crime. She left the military and joined the constabulary. After 5 years on the force, her career reached a turning point when she single-handedly captured the notorious thief Juniper Winzel. Andera's investigations not only led her to Juniper's capture, but to the realization that several fellow constables had been taking bribes from Juniper and other criminals to look the other way. With the outlaw behind bars, Andera turned her attention to the police force itself. After 6 years of helping expose the corruption within Escadar's constabulary, she was elected as chief constable in a record landslide. For the past 2 years, Andera has worked long hours fighting an uphill battle to eliminate corruption and organized crime in Escadar. She desperately wants to change Escadar's reputation, and she's frustrated by the quasi-legal way in which much of the city operates. Even though allowing the corruption would probably prolong her career, Andera refuses to ignore her principles. Andera is a practical, by-the-book official who dislikes flattery or long-winded conversations. Her statements are brief and to the point, and she respects brevity in others. Andera is quick to smile and joke with her few trusted friends, but she presents a stern, unemotional face to the wider world. Though Andera's personality can easily seem flat to acquaintances, her professional mask hides a jovial woman who loves the sea and appreciates fine whiskey. In her off hours, Andera helps care for her retired mother and maintains a friendship with the apprentice who took over the family smithy. The chief constable closely guards these personal connections, as she fears her enemies using her loved ones as collateral. Andera cannot be bribed or easily swayed by words, but those who prove themselves straightforward, resourceful, and honorable find themselves in the chief's good graces. Despite her accomplishments, Andera is a controversial public figure in Escadar. While the majority of the constabulary supports her, some quietly resent her for putting an end to the illegal but lucrative bribery that once ran rampant in the force. Plenty of criminals are more outspoken in their grudges against the meddling chief constable. With the upcoming election months away, Andera worries that the influential criminals and corrupt politicians she's angered might oust her. Andera considers the most frustrating aspect of her position as the chief constable to be what she views as imprisonment in her office. Instead of actively investigating cases or chasing criminals, she's relegated to overseeing her subordinates to carry out justice in her stead. Additionally, Andera's responsible for many tasks that she sees as paper pushing, including the authorizing and licensing of economic enterprises in Escadar. Andera longs to be back doing casework again, but she realizes that her bureaucratic duties are necessary and a good way to keep tabs on many aspects of Escadar. Andera's constables are severely overworked, and she occasionally deputizes citizens to aid her in specific investigations or even to make arrests. She's particularly fond of using talented but ultimately expendable people for complicated missions. Andera is a small-framed but athletic middle-aged woman with cropped-short white hair and sharp gray eyes that are frequently narrowed in a stern glare. She wears a battered but well-polished breastplate over her uniform and keeps her badge of office—a golden shield engraved with an osprey clutching a fish in its talons—pinned to her armor. Campaign Role Andera is the heroes' primary point of contact in Escadar. When the heroes first arrive, Andera is focused on matters of greater importance than a wandering troupe of entertainers. She sees that the Circus of Wayward Wonders has value, however; she hopes that having another circus in town can distract citizens from illicit entertainments and improve civic mood as her election approaches. Rather than simply dismiss the heroes, she asks them to earn their performance venue by clearing a dangerous parcel of land. As the heroes capably handle increasingly important affairs for Andera, she ultimately deputizes them to deal with Mistress Dusklight, who she suspects of illegal activities. Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Andera Paldreen Source Pathfinder #152: Legacy of the Lost God pg. 88 Perception +21 Languages Common, Elven, Halfling Skills Athletics +19, Criminal Lore +19, Diplomacy +22, Intimidation +21, Society +19, Survival +17, Underworld Lore +19 Str +3 Dex +0 Con +5 Int +3 Wis +5 Cha +5 Items Breastplate, chief constable's badge (as diplomat's badge ), +1 striking falchion --- AC 30 Fort +21 Ref +16 Will +21 HP 175 Attack of Opportunity Reaction Andera can use Attack of Opportunity when a creature within her reach uses a concentrate action, in addition to its normal trigger. If her attack hits, and the trigger was a concentrate or manipulate action, she disrupts that action (rather than disruption on only a critical hit). --- Speed 20 feet Melee Single Action falchion +22 (Forceful, Sweep), Damage 2d10+7 slashing Call to Halt Two Actions (Auditory, Concentrate, Emotion, Mental) Andera makes an Intimidation check and compares it to the Will DC of each creature she chooses within 30 feet. Regardless of her result, the targets are temporarily immune for 10 minutes. Critical Success The target is paralyzed for 1 minute and becomes frightened 2. Success The target takes a –10-foot penalty to all its Speeds for 1 minute and becomes frightened 1. Shrewd Eye Andera treats all Perception checks made to Sense Motive as one degree of success better than the result of her check. ","skill_mod":{"society":19,"diplomacy":22,"survival":17,"athletics":19,"intimidation":21},"summary":"Working to combat widespread corruption in Escadar, the no-nonsense Andera Paldreen is willing to engage talented strangers to make her city safer. …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":30,"item":["Breastplate","chief constable's badge (as diplomat's badge )","+1 striking falchion"],"level":10,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2024","intelligence":3,"reflex_save":16,"strongest_save":["fort","fortitude","will"],"dexterity":0,"fortitude_save":21,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Andera Paldreen","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[18],"slug":"creature-2024"},{"primary_source_category":"Adventure Paths","strength":0,"hp":195,"language":["Amurrun","Celestial","Common","Draconic"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","charisma":7,"perception":19,"stealth":"21","trait":["Catfolk","Humanoid","Unique","CE","Medium"],"id":"creature-2025","text":" Mistress Dusklight The cruel circus master of the Celestial Menagerie, Mistress Dusklight is a skillful entertainer who delights in controlling and abusing her performers. Mistress Dusklight is a self-styled artiste, a veteran entertainer who embodies the worst aspects of the circus industry. Though her original name is forgotten, even to herself, the catfolk who would take the name Dusklight grew up in an Andoran fishing village, but her dreams of stardom led her to run away with a traveling circus. Her natural beauty and grace lent themselves well to circus life, and “Mistress Dusklight” quickly became a star performer. As the years passed, Dusklight curated a laundry list of grievances against the circus master: his circuit was monotonous, his exhibits bland, and his acts much too mundane. Dusklight voiced her concerns to no avail, and soon a dark idea blossomed in her mind. She convinced her fellow performers that their circus master was holding them back from renown and riches. When the circus master died suddenly, a victim of Dusklight's secret poisoning, her supporters encouraged her to take over his position. Her first act as circus master was to establish a new identity, renaming her troupe the Celestial Menagerie and presenting it as a display of rare and fanciful marvels. She abandoned the circus's usual haunts and set her sights on Absalom, but her ambitions were nearly crushed when she relocated the Menagerie. Her ragtag band of performers simply couldn't compete with the city's established entertainers. Upon retreating to the hinterlands of the Isle of Kortos, Dusklight courted unusual performers— individuals with unique physical traits, humanoids of uncommon heritage, and sapient magical creatures. She displayed these creatures as oddities and freaks, reveling in the acclaim and coin that came from exhibiting the unusual. When she couldn't beguile or seduce her targets into willingly joining the Celestial Menagerie, she turned to blackmail, coercive magic, and even forceful abduction. Over time, she grew to enjoy exerting control over others, and any shred of decency she once had vanished beneath the entertainer's mask. By the time the Celestial Menagerie arrived in Escadar, Dusklight's reputation as a top-notch ringmaster preceded her. Still, she wasn't content with her lucrative shows and adoring fans. She sought more dangerous prizes, binding azatas, demons, and dragons to her will and exulting in her fantasy of absolute control over these powerful beings. Her increasingly cruel and domineering ways caused a mass desertion recently; several performers and workers fled the Celestial Menagerie to start their own circus far from Escadar. These defectors formed the core of what would become the Circus of Wayward Wonders. In seeking new help, Mistress Dusklight came to know of the interdicted Moonstone Hall. She dreamed of the holy treasures this temple might hold—treasures she could use to enhance the Celestial Menagerie even further. She quickly learned that xulgaths from the Darklands had crept into Moonstone Hall, but their presence didn't bother her; she negotiated free passage with a combination of cunning flattery and promises of human sacrifices. Mistress Dusklight rarely dirties her own hands, preferring to manipulate her cronies in her drive to control the greatest circus in the Inner Sea region. Campaign Role Mistress Dusklight acts as the ultimate villain of this adventure. As rumors of the Circus of Wayward Wonders reach her ears, Dusklight schemes to thwart her rival performers before they can gain a foothold in her territory. She initially relies on her agents, but she eventually learns that the heroes are closing in on her and, worse, they have the backing of the city guard. Though confronting Dusklight is the climax of this adventure, she first throws all of her minions and performers at the heroes to stop them. The one thing she's unwilling to do is flee; she'd rather risk death than leave the Celestial Menagerie to her rivals. The heroes might try to capture Mistress Dusklight rather than kill her, to bring her in chains to Chief Constable Andera Paldreen. If they do, Mistress Dusklight is an uncooperative and sullen prisoner, spitting curses and promises of revenge. Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Mistress Dusklight Source Pathfinder #152: Legacy of the Lost God pg. 88 Perception +19; low-light vision Languages Amurrun, Celestial, Common, Draconic Skills Acrobatics +21, Arcana +19, Circus Lore +19, Deception +24, Diplomacy +22, Intimidation +24, Occultism +19, Performance +26, Society +19, Stealth +21, Thievery +21 Str +0 Dex +5 Con +1 Int +3 Wis +2 Cha +7 Items daggers (3), religious symbol of Aroden, religious symbol of Zevgavizeb, studded leather, wand of magic mouth , wand of ray of enfeeblement , whip of compliance --- AC 30 Fort +17 Ref +23 Will +20 HP 195 Cat's Luck Reaction Frequency once per day; Trigger Mistress Dusklight fails or critically fails a Reflex saving throw; Effect Mistress Dusklight rerolls the saving throw and takes the better result. --- Speed 30 feet Melee Single Action whip of compliance +23 (Finesse, reach 10 feet, Trip), Damage 2d4+12 slashing Melee Single Action dagger +22 (Agile, thrown 10 feet, versatile S), Damage 1d4+5 piercing Occult Spontaneous Spells DC 30, attack +24 - Cantrips (6th) Daze, Dancing Lights, Detect Magic, Forbidding Ward, Prestidigitation - 1st Mindlink, Magic Aura, Unseen Servant (3 slots) - 2nd Hideous Laughter, Spectral Hand, Touch of Idiocy (3 slots) - 3rd Comprehend Language, Fear, Magic Missile (3 slots) - 4th Phantasmal Killer, Soothe, Vampiric Touch (3 slots) - 5th Cloak of Colors, Command, Crushing Despair (3 slots) - 6th Feeblemind, Paranoia (2 slots) Bard Composition Spells DC 30, 3 Focus Points - Cantrips (6th) Inspire Courage - 6th Counter Performance, House of Imaginary Walls Beguile the Addled Single Action (Enchantment, Emotion, Occult, Visual) Mistress Dusklight shoots a captivating look at one creature within 60 feet, who must be stupefied. Until the end of its next turn, the creature is fascinated by Mistress Dusklight and can't use hostile actions toward her. The victim is then temporarily immune for 10 minutes. Black Cat Curse Single Action (Auditory, Curse, Enchantment, Occult, Mental, Misfortune) Frequency once per round; Requirements Mistress Dusklight must have fewer than 98 Hit Points; Effect Mistress Dusklight spews a hatefully uttered curse at one creature within 30 feet that she can see. If the target fails a DC 32 Will save, whenever it attempts an attack roll or saving throw, it must roll twice and use the lower result. The target is then temporarily immune for 24 hours. The curse persists until it is removed or the target succeeds a later saving throw against it. The victim can attempt a new DC 32 Will save once per hour to end the curse. Steady Spellcasting If a reaction would disrupt Mistress Dusklight's spellcasting, she attempts a DC 15 flat check. On a success, the action isn't disrupted. ","skill_mod":{"society":19,"diplomacy":22,"performance":26,"deception":24,"thievery":21,"stealth":21,"arcana":19,"intimidation":24,"occultism":19,"acrobatics":21},"primary_source":"Pathfinder #152: Legacy of the Lost God","spell":["Feeblemind","Paranoia","Cloak of Colors","Command","Crushing Despair","Phantasmal Killer","Soothe","Vampiric Touch","Comprehend Language","Fear","Magic Missile","Hideous Laughter","Spectral Hand","Touch of Idiocy","Mindlink","Magic Aura","Unseen Servant","Daze","Dancing Lights","Detect Magic","Forbidding Ward","Prestidigitation","Counter Performance","House of Imaginary Walls","Inspire Courage"],"ac":30,"item":["daggers (3)","religious symbol of Aroden","religious symbol of Zevgavizeb","studded leather","wand of magic mouth","wand of ray of enfeeblement","whip of compliance"],"level":11,"spell_dc":[30,30],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":3,"reflex_save":23,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":17,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Mistress Dusklight","alignment":"CE","rarity":"unique","strike_damage_average":[7,17],"attack_bonus":[22,23],"constitution":1,"spell_attack_bonus":[24],"will_save":20,"speed":{"max":30,"land":30},"wisdom":2,"weakness":{},"creature_ability":["Cat's Luck","Beguile the Addled","Black Cat Curse","Steady Spellcasting"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Arcana","Circus Lore","Deception","Diplomacy","Intimidation","Occultism","Performance","Society","Stealth","Thievery"],"tradition":["Occult"],"summary":"The cruel circus master of the Celestial Menagerie, Mistress Dusklight is a skillful entertainer who delights in controlling and abusing her …","trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2025","dexterity":5,"category":"creature","slug":"creature-2025"},{"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":95,"language":["Azlanti","Common"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #152: Legacy of the Lost God"],"type":"Creature","will_save":19,"charisma":3,"speed":{"fly":25,"max":25},"perception":20,"wisdom":6,"weakness":{},"creature_ability":["Site Bound","Existential Agony","Rejuvenation","Draining Touch"],"primary_source_group":"Extinction Curse","skill":["Arcana","Aroden Lore","Diplomacy","Religion","Society","Stealth"],"stealth":"15","trait":["Incorporeal","Spirit","Undead","Unique","LN","Medium"],"id":"creature-2026","text":" Ulthadar Once a devout priest of Aroden, Ulthadar is a cantankerous ghost who haunts Moonstone Hall, a tragic and eccentric remnant of the site's long history In life, Ulthadar was a cleric of Aroden and one of the founding priests of Moonstone Hall. Ulthadar was a young adult when the temple's foundations were laid, and he remained active in the temple's hierarchy until his death, dedicating his life to serving his deity through administration, prayer, and scholarship. Though he served as the temple's first high priest for 20 years before his death, Ulthadar never excelled at ministering to the public. Like many who once dwelled within Moonstone Hall, he was an ascetic who preferred meditation and study to preaching and proselytizing. As high priest, he grudgingly spent time away from his true calling to give weekly sermons, but he was never a charismatic figure among his order. In fact, those who knew him considered him peevish at best; yet they suffered his abrasive personality for his deep well of religious knowledge and his talents for administering the many functions Moonstone Hall provided to the city of Escadar. Ulthadar left Moonstone Hall as rarely as possible, seeing in its gleaming walls and stately fixtures the truest connection to his god. When Ulthadar passed away in his sleep, his attachment to Moonstone Hall tethered his soul to it. Instead of moving on to dwell in Aroden's extraplanar realm, his soul instead remained in his longtime home. In a twisted way, becoming a ghost granted Ulthadar his greatest wish: he was given an eternity to peruse the temple's library, contemplate religious matters, and enjoy the silence of the Moonstone Sanctum. In death, Ulthadar relinquished his role as a guiding force for his order; in fact, many of those who lived and worked in Moonstone Hall remained unaware of the ghost's presence. Ulthadar only rarely interacted with the physical world, such as to organize the library to his preferences when careless priests misfiled books. Over 100 years ago, Aroden's death shook the foundations of Moonstone Hall and threatened Ulthadar's tranquil existence. Bereft of their divine powers, the living priests abandoned the temple and the city soon claimed the site, erecting new buildings directly above the temple. Meanwhile, in the temple that was now situated below ground, Aroden's disappearance created fractures in Ulthadar's consciousness. Even as a ghost, he'd always felt the presence of Aroden within the walls of Moonstone Hall. Now, this presence is gone, and Ulthadar restlessly searches for his lost connection to his deity. Ulthadar's last century has seen him become increasingly forgetful and confused. Before Aroden's death, Ulthadar understood and enjoyed his existence as one of Moonstone Hall's resident spirits, most of whom knew and respected him. Now, he fluctuates between episodes in which he believes he and his god are alive, and painful moments of clarity during which Ulthadar agonizes under the realization that his god is dead and that he is virtually alone in a crumbling ruin. The recent xulgath incursion distracted Ulthadar from his personal torment. Now, the ghostly priest wants nothing more than to banish the invaders from his temple. He's watched as these invaders from below and a thieving catfolk from the city above have plundered and vandalized his temple. He's proven insufficiently powerful to repel the xulgaths, and the catfolk is far too skilled at slipping past him when he's distracted by his troubles. Ulthadar may be impotent to stop the defilement of Moonstone Hall, but he's managed to keep one of the temple's moonstone diadems out of the intruders' hands. He's aware that the xulgath seek to corrupt the temple and use the moonstone pools for their own purposes, though he's unsure what those purposes may be. He operates as he often has, from hiding, although this time he seeks to confound and undermine the invaders rather than spend his days in pious contemplation. As a ghost, Ulthadar appears much as he did in life: as a white-bearded, elderly human who wears priestly robes of green and gold. He wears a moonstone diadem on his brow, and his connection to Moonstone Hall is not only strong enough to allow him to interact with the item, but sufficient to prevent its removal from his head unless he wills it. CAMPAIGN ROLE Ulthadar initially distrusts the heroes; he's angry about the xulgaths vandalizing his temple and he assumes that the heroes are new threats to his home. If he learns the heroes oppose the xulgaths, he realizes the they might be able to expel the intruders. Ulthadar then becomes a staunch ally, although he remains an irritable, ancient ghost who's prone to cryptic phrasing, long-winded explanations, and depressive episodes. Ulthadar isn't a constant presence in Moonstone Hall, but his ability to move freely throughout the area means he can show up at any time. Several interactions with Ulthadar are included in the adventure's text, but you can create unscripted encounters with the ghost if the heroes want to work more closely with him. Ulthadar is an ideal agent to steer the heroes' exploration of Moonstone Hall without stealing their thunder, particularly if the players are struggling to interpret their findings or figuring out how to use the moonstone pools. Ultimately, Ulthadar's role in the adventure depends on the players' choices. They might strive to destroy him, or they can look past Ulthadar's frustrating personality and undead nature to work toward their common goal of expelling the xulgaths. This is the best way for the heroes to learn what the aeon orbs do and why the xulgaths have come to destroy them. Recall Knowledge - Spirit (Occultism): DC 34 Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Ulthadar Source Pathfinder #152: Legacy of the Lost God pg. 90 Perception +20; darkvision Languages Azlanti, Common Skills Arcana +16, Aroden Lore +18, Diplomacy +15, Religion +18, Society +16, Stealth +15 Str -5 Dex +3 Con +0 Int +4 Wis +6 Cha +3 Site Bound Ulthadar can't leave Moonstone Hall. Items moonstone diadem --- AC 24 Fort +13 Ref +16 Will +19 HP 95 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch , or positive; double resistance vs. non-magical) Existential Agony (aura, divine, enchantment, mental) 30 feet. Creatures entering the aura or starting their turn in the aura must succeed at a DC 26 Will save or be stupefied 1 for 1 minute. On a critical failure, the creature is also stunned 3. As a reflection of Ulthadar's emotional state, this aura is active when Ulthadar is agitated or angry and is suppressed when he is calm. Rejuvenation (divine, necromancy) Ulthadar can't move on to the afterlife until Moonstone Hall is restored to a position of prominence within Escadar and staffed with new priests. --- Speed fly 25 feet Melee Single Action ghostly hand (Agile, Finesse, Magical), Damage 2d6+10 negative Draining Touch Two Actions Ulthadar attempts to drain a living creature's life force. He makes a ghostly hand Strike but deals no damage on a hit. Instead, the target is drained 1 for 1 day and Ulthadar regains 4 Hit Points. ","skill_mod":{"society":16,"diplomacy":15,"stealth":15,"arcana":16,"religion":18},"summary":"Once a devout priest of Aroden, Ulthadar is a cantankerous ghost who haunts Moonstone Hall, a tragic and eccentric remnant of the site's long history …","primary_source":"Pathfinder #152: Legacy of the Lost God","trait_group":["Monster","Creature Type","Rarity"],"ac":24,"item":["moonstone diadem"],"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=2026","intelligence":4,"reflex_save":16,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":13,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Ulthadar","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[17],"slug":"creature-2026"},{"attack_bonus":[8],"constitution":0,"primary_source_category":"Adventure Paths","strength":1,"hp":8,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","creature_family":"Animated Bones","will_save":3,"charisma":-5,"speed":{"max":20,"land":20},"perception":3,"wisdom":0,"weakness":{},"creature_ability":["Incessant Chattering","Gnashing Rage"],"primary_source_group":"Blood Lords","skill":["Athletics"],"trait":["Construct","Mindless","Uncommon","N","Tiny"],"id":"creature-2027","text":" Chattering Jaws Chattering jaws usually serve no purpose other unnerving people by clicking their teeth together. Some chattering jaws only chatter at regular intervals to help tell the time. Recall Knowledge - Construct (Arcana, Crafting): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Chattering Jaws Source Pathfinder #181: Zombie Feast pg. 82 Perception +3; darkvision Languages Skills Athletics +6 Str +1 Dex +2 Con +0 Int -5 Wis +0 Cha -5 Incessant Chattering jaws always chatter at a predetermined time, such as during specific times of day or in response to a trigger, such as noticing a creature within 30 feet. During these times, the chattering jaws can be automatically heard by all creatures within 60 feet. --- AC 13 Fort +3 Ref +6 Will +3 HP 8 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances cold 2, electricity 2, fire 2, piercing 2, slashing 2 Gnashing Rage When chattering jaws are destroyed, all other animated bones within 30 feet that can see or hear the chattering jaws become quickened 1 for 1 minute. The animated bones can use this extra action to Stride or Strike. --- Speed 20 feet Melee Single Action jaws +8, Damage 1d4+1 piercing\n","skill_mod":{"athletics":6},"summary":"Chattering jaws usually serve no purpose other unnerving people by clicking their teeth together. Some chattering jaws only chatter at regular …","image":["/Images/Monsters/AnimatedBones_ChatteringJaws.png"],"primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Creature Type","Monster","Rarity"],"ac":13,"level":-1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{"piercing":2,"slashing":2,"fire":2,"cold":2,"electricity":2},"url":"/Monsters.aspx?ID=2027","intelligence":-5,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":3,"source_group":["Blood Lords"],"size":["Tiny"],"spoilers":"Blood Lords","name":"Chattering Jaws","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[3],"slug":"creature-2027"},{"attack_bonus":[8],"constitution":1,"primary_source_category":"Adventure Paths","strength":1,"hp":7,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","creature_family":"Animated Bones","will_save":3,"charisma":-5,"speed":{"fly":25,"max":25},"perception":3,"wisdom":0,"weakness":{},"creature_ability":["Gotcha!"],"primary_source_group":"Blood Lords","skill":["Athletics","Stealth"],"stealth":"6","trait":["Construct","Mindless","Uncommon","N","Tiny"],"id":"creature-2028","text":" Floating Femur Floating femurs can deliver a powerful blow. They make handy weapons for those who manage to grab hold of them. Recall Knowledge - Construct (Arcana, Crafting): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Floating Femur Source Pathfinder #181: Zombie Feast pg. 82 Perception +3; darkvision Languages Skills Athletics +6, Stealth +6 Str +1 Dex +1 Con +1 Int -5 Wis +0 Cha -5 --- AC 14 Fort +4 Ref +6 Will +3 HP 7 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances cold 2, electricity 2, fire 2, piercing 2, slashing 2 --- Speed fly 25 feet Melee Single Action femur head +8 (fatal d10), Damage 1d4+1 bludgeoning Gotcha! A floating femur freezes up if grabbed. For 1 minute after the femur becomes grabbed or restrained by a creature, the femur can't act, and the creature holding it can use it as a +1 club with the fatal d10 trait. After that time, the floating femur can act and is generally quite aggressive toward whomever used it as a weapon. ","skill_mod":{"stealth":6,"athletics":6},"summary":"Floating femurs can deliver a powerful blow. They make handy weapons for those who manage to grab hold of them.","image":["/Images/Monsters/AnimatedBones_FloatingFemur.png"],"primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Creature Type","Monster","Rarity"],"ac":14,"level":-1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":2,"slashing":2,"fire":2,"cold":2,"electricity":2},"url":"/Monsters.aspx?ID=2028","intelligence":-5,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":1,"vision":"Darkvision","fortitude_save":4,"source_group":["Blood Lords"],"size":["Tiny"],"spoilers":"Blood Lords","name":"Floating Femur","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[3],"slug":"creature-2028"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":1,"hp":16,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","creature_family":"Animated Bones","will_save":5,"charisma":-5,"speed":{},"perception":5,"wisdom":0,"weakness":{"area":3},"creature_ability":["Predetermined Path","Countless Digits"],"primary_source_group":"Blood Lords","skill":["Acrobatics"],"trait":["Construct","Mindless","Swarm","Uncommon","N","Large"],"id":"creature-2029","text":" Phalanx Of Phalanges Made up of hundreds of finger and toe bones, a phalanx of phalanges clatters along the ground in an eerily uniform manner. Recall Knowledge - Construct (Arcana, Crafting): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Phalanx Of Phalanges Source Pathfinder #181: Zombie Feast pg. 83 Perception +5; darkvision Languages Skills Acrobatics +8 Str +1 Dex +3 Con +4 Int -5 Wis +0 Cha -5 --- AC 15 Fort +9 Ref +8 Will +5 HP 16 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances cold 3, electricity 3, fire 3, piercing 3, slashing 3 Weaknesses area damage 3, splash damage 3 Predetermined Path A phalanx of phalanges knows a single path on even ground no longer than 100 feet, as determined by its creator. The phalanx of phalanges makes no actions other than moving along this path or making Countless Digits attacks against creatures in its way. If impeded on this path or if it takes damage, the phalanx of phalanges is unbound from its path and is permanently berserk, attacking nearby creatures to the best of its ability. Speed 20 feet --- Speed Countless Digits Single Action Each other creature in the phalanx of phalanges' space takes 1d6 piercing damage (1d6+2 piercing damage if the swarm is berserk) (DC 17 basic Reflex save). On a critical failure, the target is thoroughly pinned by the phalanges, becoming immobilized until it Escapes (DC 17) or until any creature uses 2 Interact actions to scrape away the bones pinning them down. ","skill_mod":{"acrobatics":8},"summary":"Made up of hundreds of finger and toe bones, a phalanx of phalanges clatters along the ground in an eerily uniform manner.","primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Creature Type","Monster","Rarity"],"ac":15,"level":1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":3,"slashing":3,"fire":3,"cold":3,"electricity":3},"url":"/Monsters.aspx?ID=2029","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Phalanx Of Phalanges","alignment":"N","category":"creature","rarity":"uncommon","slug":"creature-2029"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":20,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","creature_family":"Animated Bones","will_save":5,"charisma":-5,"speed":{"climb":20,"max":20,"land":20},"perception":6,"wisdom":0,"weakness":{"bludgeoning":3},"creature_ability":["Scrabble","Constrict","Skittering Rush"],"primary_source_group":"Blood Lords","skill":["Athletics"],"trait":["Construct","Mindless","Uncommon","N","Small"],"id":"creature-2030","text":" Scrabbling Ribcage The ribs of a scrabbling ribcage are connected to either a sternum or vertebral column, but not both, allowing the ribs to function as legs. Recall Knowledge - Construct (Arcana, Crafting): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Scrabbling Ribcage Source Pathfinder #181: Zombie Feast pg. 83 Perception +6; darkvision Languages Skills Athletics +6 Str +2 Dex +2 Con +2 Int -5 Wis +0 Cha -5 --- AC 16 Fort +7 Ref +5 Will +5 HP 20 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances cold 3, electricity 3, fire 3, piercing 3, slashing 3 Weaknesses bludgeoning 3 Scrabble Reaction Trigger A creature moves away from the scrabbling ribcage, or a creature grabbed or restrained by the scrabbling ribcage Escapes from it; Effect The ribcage Strides or Climbs. This movement doesn't trigger reactions. --- Speed 20 feet, climb 20 feet Melee Single Action jagged ribs +7, Damage 1d6+2 piercing plus Grab Constrict Single Action 1d8 bludgeoning, DC 17 Skittering Rush Two Actions The scrabbling ribcage Strides or Climbs twice, with its Speeds increased by 10 feet for this movement. ","skill_mod":{"athletics":6},"summary":"The ribs of a scrabbling ribcage are connected to either a sternum or vertebral column, but not both, allowing the ribs to function as legs.","image":["/Images/Monsters/ScrabblingRibcage.png"],"primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Creature Type","Monster","Rarity"],"ac":16,"level":1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{"piercing":3,"slashing":3,"fire":3,"cold":3,"electricity":3},"url":"/Monsters.aspx?ID=2030","intelligence":-5,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":7,"source_group":["Blood Lords"],"size":["Small"],"spoilers":"Blood Lords","name":"Scrabbling Ribcage","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[5],"slug":"creature-2030"},{"attack_bonus":[13],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":35,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","will_save":10,"charisma":1,"speed":{"fly":25,"max":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Malevolent Mishaps","Create Spawn","Impart Fears"],"primary_source_group":"Blood Lords","skill":["Cooking Lore","Intimidation","Stealth"],"stealth":"12","trait":["Incorporeal","Spirit","Uncommon","Undead","CE","Medium"],"id":"creature-2031","text":" Charghar Common urban legends in Geb warn of the vengeful spirits of those who've been cooked alive, collectively called charghars. While many Gebbites eat people in ways that don't involve cooking, there are some undead who've grown bored after centuries of the same diet. There are also some living people in the nation who've resorted to cannibalism: either downtrodden folks who cook and eat their neighbors and kin out of necessity, or socialites who dine on such fare because it's fashionable. Regardless of the reason for cooking people, these efforts can create vengeful undead creatures who lurk wherever meals are being prepared, luring cooks into making careless or deadly mistakes. Charghars have spectral humanoid forms, while their physical manifestations appear much as they did after they were cooked—as charred remains, gory corpses bearing disembodied butchered chunks that float nearby, or loose assemblages of boiled bones. Recall Knowledge - Spirit (Occultism): DC 21 Recall Knowledge - Undead (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Charghar Source Pathfinder #181: Zombie Feast pg. 84 Perception +12; darkvision, lifesense 60 feet Languages Common, Necril Skills Cooking Lore +9, Intimidation +11, Stealth +12 Str -5 Dex +4 Con +0 Int +1 Wis +2 Cha +1 --- AC 20 Fort +8 Ref +12 Will +10 HP 35 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all 5 (except force, ghost touch , or positive^ double resistance against non-magical) Malevolent Mishaps (aura, emotion, enchantment, mental, occult) 10 feet. The charghar causes clumsiness and uncertainty in those nearby. Each creature that starts its turn in the aura must attempt a DC 21 Will save. Success The creature is temporarily immune to Malevolent Mishaps for 1 minute. Failure The creature becomes clumsy 1 and stupefied 1 until the start of its next turn. If the creature is living, the charghar Imparts Fears. Critical Failure As failure, but clumsy 2 and stupefied 2. --- Speed fly 25 feet Melee Single Action ghostly cookware +13 (Finesse, Magical), Damage 3d6 negative plus Impart Fears Create Spawn (Divine, Necromancy) Any humanoid creature killed by a charghar and left unburied in the vicinity of a stove, oven, cauldron, or similar object rises as a free-willed charghar at the next dawn. Impart Fears (Curse, Divine, Necromancy) A living creature that is struck by a charghar's ghostly cookware Strike or fails a saving throw against the charghar's malevolent mishaps must attempt a DC 21 Will save. A creature affected by Impart Fears can attempt a new saving throw each day to remove the effect. Success The creature is temporarily immune to Impart Fears for 24 hours. Failure The creature becomes frightened 1 each time it ingests anything or takes an action to prepare any food or drink. Critical Failure As failure, but frightened 2, and the creature can't reduce its frightened condition below 1. Recipe For Disaster Some malicious undead Gebbites are trying to create cooking instructions guaranteed to create a charghar with every meal. To aid in their research, they've captured and interrogated numerous peasants, hoping folktales and nursery rhymes about cooking mishaps might lead to an epiphany. ","skill_mod":{"stealth":12,"intimidation":11},"summary":"Common urban legends in Geb warn of the vengeful spirits of those who've been cooked alive, collectively called charghars. While many Gebbites eat …","image":["/Images/Monsters/Charghar.png"],"primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Monster","Creature Type","Rarity"],"ac":20,"level":4,"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 60 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=2031","intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Charghar","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[10],"slug":"creature-2031"},{"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":30,"immunity":["death effects","disease","paralyzed","poison","precision","swarm mind","unconscious"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","will_save":8,"charisma":0,"speed":{"fly":5,"max":20,"land":20},"perception":9,"wisdom":2,"weakness":{"area":3,"vitality":5},"creature_ability":["Hatred for Secret Doors","Jutting Bones","Settlement Bound","Phantasmal Pummeling"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Stealth"],"stealth":"11","trait":["Earth","Rare","Swarm","Undead","N","Large"],"id":"creature-2032","text":" Cobblebone Swarm Graydirge's necromancer-architects used a horrifying rending process to strip the flesh and souls off most bones involved in Graydirge's construction, but modern builders lack the benefit of such gruesomely efficient magic. When haunted bones are embedded in buildings alongside mundane materials, nearby bricks and cobblestones can be infused with necromantic energy. If no one exorcises the spirits haunting the bones, they become trapped and confused, their identities and memories intermingling. After several years, they can form cobblebone swarms, malevolent haunted amalgamations of brick and bone. These vengeful creatures conjure ghostly noises to lure victims down narrow alleys or into dark stone basements, where they pummel them to death and cover their remains beneath piles of bones and brick. Some have mistaken cobblebone swarms for cobbleswarms, but citizens of Graydirge know to look for nearby apparitions, or studded bones that move when you look away. These are sure signs of a cobblebone swarm, and an indication that one should take a different route to their destination. Cobblebone swarms look like piles of simple bricks or cobblestones with crooked bones embedded in them, often in the shape of crude faces. As they roll along or float slowly through the air, they leave a ghostly afterimage in their wake. Recall Knowledge - Undead (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Cobblebone Swarm Source Pathfinder #181: Zombie Feast pg. 85 Perception +9; lifesense 40 feet Languages Skills Acrobatics +9, Athletics +8, Stealth +11 Str +1 Dex +4 Con +2 Int -4 Wis +2 Cha +0 Hatred for Secret Doors Cobblebone swarms have a hatred for secret doors, trick drawers, or anything else that conceals hidden spaces, as such things remind them of years or decades spent trapped within stone. They gain a +5 competence bonus to Athletics checks to Force Open secret doors. Jutting Bones The cobblebone swarm's space is difficult terrain. Settlement Bound A typical cobblebone swarm must remain in the settlement where it originated and can travel no farther than 1 mile from it without falling apart into component pieces, reviving if its pieces are returned to this area. Occasionally, cobblebone swarms are bound to a specific building, road, or district, rather than a settlement. --- AC 19 Fort +9 Ref +11 Will +8 HP 30 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, swarm mind, unconscious Resistances piercing 5, slashing 5 Weaknesses area damage 3, positive 5, splash damage 3 --- Speed 20 feet, fly 5 feet Occult Innate Spells DC 18 - Cantrips (2nd) Ghost Sound Phantasmal Pummeling Single Action Each foe in the cobblebone swarm's space takes 1d6 bludgeoning damage and 1d6 negative damage (DC 17 basic Reflex save). Bricks And Bones Cobblebones form most commonly in the ossuary-city of Graydirge. While solid stone provides for sturdier construction, Graydirge's builders accentuate their projects using bones—both to send a message, and simply because they can. The accidental creation of tormented cobblebones often delights the builders, who see it as fitting punishment for betraying Geb. ","tradition":["Occult"],"element":["Earth"],"skill_mod":{"stealth":11,"athletics":8,"acrobatics":9},"summary":"Graydirge's necromancer-architects used a horrifying rending process to strip the flesh and souls off most bones involved in Graydirge's …","image":["/Images/Monsters/CobbleboneSwarm.png"],"primary_source":"Pathfinder #181: Zombie Feast","spell":["Ghost Sound"],"trait_group":["Elemental","Planar","Monster","Rarity","Creature Type"],"ac":19,"level":3,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":" lifesense 40 feet","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=2032","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":9,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Cobblebone Swarm","alignment":"N","category":"creature","rarity":"rare","slug":"creature-2032"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Adventure Paths","strength":-1,"hp":20,"language":["Necril","(can't speak any language), undead master link"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","will_save":3,"charisma":-2,"speed":{"fly":40,"max":40,"land":15},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Undead Master Link","Stupefying Touch"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Stealth"],"stealth":"6","trait":["Uncommon","Undead","NE","Tiny"],"id":"creature-2033","text":" Necromunculus A necromunculus is a tiny undead servant that can only be created by an undead creature. These servitors are common creations in Geb, where undead crafters and masterminds have countless years to dabble in necromantic crafts and a great need for unquestioning loyalty from servitors more cunning than other simple undead minions. Necromunculi are similar to homunculi, but there are a few notable differences between these undead creatures and the constructs they are named after. A necromunculus may be loyal to its master, but it also seethes with hatred for all undead, including itself. If left to its own devices, a necromunculus immediately begins plotting to kill and gnaw upon any undead with whom it must regularly interact, even its master, even though it has no need to eat. A necromunculus cannot willingly act on this urge so long as it has some other command to obey, so their creators work hard to ensure that they are constantly supplied with tasks to keep them occupied. Despite their cannibalistic urges, necromunculi are gaining increased in popularity among Geb's undead necromancers. Each creator wishes to see if they can imbue even more of their powers or personality in the delightfully treacherous servants. Besides, they make excellent practice in espionage and logical thinking for would-be Blood Lords. Necromunculi resemble skeletal, impish humanoids with leathery wings. They are created from a mixture of mud, bonemeal, juniper oil, a few drops of blood from a still-living mammal, and a pound of the creator's own flesh, blood, or bone. Undead creatures lacking a corporeal body can use a pound of flesh, blood, or bone from another willing, intelligent undead subject, but the process generally destroys the volunteer. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Necromunculus Source Pathfinder #181: Zombie Feast pg. 86 Perception +5; darkvision Languages Necril; (can't speak any language), undead master link Skills Acrobatics +4, Stealth +6 Str -1 Dex +2 Con +1 Int +0 Wis +1 Cha -2 Undead Master Link (arcane, divination, mental) A necromunculus can't speak, but it is telepathically linked to its undead creator. It can share information back and forth, including its master's knowledge and everything the necromunculus hears. The range of this link is 1,500 feet. If the necromunculus is destroyed, the master takes 2d10 mental damage. If the master is slain, the necromunculus becomes mindless and wanders aimlessly in search of undead to attack and try to eat. --- AC 16 Fort +3 Ref +6 Will +3 HP 20 Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 15 feet, fly 40 feet Melee Single Action claw +7 (Agile, Finesse, Magical), Damage 1d4 slashing plus stupefying touch Stupefying Touch A creature damaged by a necromunculus's claw Strike must succeed at a DC 15 Will saving throw or become stupefied 1 for 1 round. Ygabrak, Master Spy The high governor of Graydirge retains a necromunculus he received as a “gift” from an anonymous Blood Lord. This necromunculus, Ygabrak, serves as a diligent spy and confidante, but the governor has never been able to determine whether the creature is independent or serves another master in secret by spying on the governor himself. ","skill_mod":{"stealth":6,"acrobatics":4},"summary":"A necromunculus is a tiny undead servant that can only be created by an undead creature. These servitors are common creations in Geb, where undead …","image":["/Images/Monsters/Necromunculus.png"],"primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Rarity","Creature Type"],"ac":16,"level":0,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=2033","intelligence":0,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":3,"source_group":["Blood Lords"],"size":["Tiny"],"spoilers":"Blood Lords","name":"Necromunculus","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[2],"slug":"creature-2033"},{"primary_source_category":"Adventure Paths","strength":0,"hp":45,"language":["Aklo","Necril","Sylvan"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","charisma":2,"perception":10,"stealth":"11","trait":["Shadow","Uncommon","CE","Tiny"],"id":"creature-2034","text":" Skull Fairy Skull fairies are malicious beings spawned from the heads of those who die after exposure to the malignant energies of the Shadow Plane. They aren't fey, but their petite, winged forms and tendency for malevolent mischief has caused the appellation “skull fairy” to stick. After bursting from the skull of the deceased, a skull fairy seeks out victims to behead. Skull fairies enjoy nothing more than the horrific sound of wrenching a head free from a body. They often wear the skulls of their most recent victim like caps atop their bulbous, oversized heads. Skull fairies take heads they've acquired to isolated caves, where they carefully strip off the flesh and put the skulls on display. If the skull fairy feels the need for new headgear, they hollow out a fresh skull to wear and retire the old one to a place of prominence. A group of exactly three skull fairies who have each been alive for at least 13 years become much more powerful than their solitary or younger kin. Members of such a coven become stronger and more intelligent, and they set their minds to evil and chaos on a much wider scale—although anything more complicated than wandering about to twist off heads might seem aspirational to a skull fairy. Skull fairies that join a coven gain the elite adjustments and often acquire more powerful innate spells. Nondetection and stinking cloud are the most common spells a skull fairy coven can access, but others exist. A skull fairy can only join a coven consisting exclusively of other skull fairies Skull Fairy Source Pathfinder #181: Zombie Feast pg. 87 Perception +10; darkvision Languages Aklo, Necril, Sylvan Skills Acrobatics +9, Intimidation +9, Stealth +11, Thievery +9 Str +0 Dex +4 Con +0 Int +0 Wis +3 Cha +2 Coven A skull fairy adds nondetection and stinking cloud to their coven's spells. --- AC 19 Fort +6 Ref +11 Will +8 HP 45 Shadowy Pop When killed, a skull fairy explodes into shadowy, noxious tissue like a burst bubble. Each creature within 5 feet must succeed at a DC 18 Fortitude save or become sickened 2 (sickened 3 on a critical failure). --- Speed 15 feet, fly 30 feet Melee Single Action fist +11 (Agile, Finesse, Magical), Damage 1d10+4 bludgeoning plus Skull Twist Primal Innate Spells DC 17 - Cantrips (2nd) Mage Hand - 1st Fear - 2nd Faerie Fire Skull Twist Single Action (Manipulate) Requirements The skull fairy's last action was a successful fist Strike against a creature with a skull; Effect The skull fairy wrenches the creature's neck, disorienting it. The creature must succeed at a DC 20 Fortitude save or be stunned 1 (stunned 3 on a critical failure). Terminal Tug Two Actions (Death, Necromancy, Occult) The skull fairy attempts to rip the head off an adjacent dying creature. The target must attempt a DC 20 Fortitude save. If it fails, it dies, and the skull fairy gains 10 temporary Hit Points for 1 hour. Skull Fairy Friends Most skull fairies hold lengthy conversations with the skulls they've collected and even pretend they have arguments that the skull fairy can mediate. Skull fairies occasionally venture into nearby settlements to steal hats or spectacles for their skulls so they can better tell their “friends” apart. ","skill_mod":{"thievery":9,"stealth":11,"intimidation":9,"acrobatics":9},"image":["/Images/Monsters/SkullFairy.png"],"primary_source":"Pathfinder #181: Zombie Feast","spell":["Faerie Fire","Fear","Mage Hand"],"ac":19,"level":3,"spell_dc":[17],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"source_group":["Blood Lords"],"size":["Tiny"],"spoilers":"Blood Lords","name":"Skull Fairy","alignment":"CE","rarity":"uncommon","strike_damage_average":[9],"attack_bonus":[11],"constitution":0,"will_save":8,"speed":{"fly":30,"max":30,"land":15},"wisdom":3,"weakness":{},"creature_ability":["Coven","Shadowy Pop","Skull Twist","Terminal Tug"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Intimidation","Stealth","Thievery"],"tradition":["Primal"],"summary":"Skull fairies are malicious beings spawned from the heads of those who die after exposure to the malignant energies of the Shadow Plane . They …","trait_group":["Planar","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2034","dexterity":4,"category":"creature","slug":"creature-2034"},{"attack_bonus":[9,9],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":25,"language":["Jotun"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","creature_family":"Troll","will_save":5,"charisma":-2,"speed":{"max":25,"land":25,"burrow":5},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["Immunities negative","Attack of Opportunity","Death Feast","Grave Breath","Rend"],"primary_source_group":"Blood Lords","skill":["Athletics","Stealth"],"stealth":"7","trait":["Giant","Troll","Uncommon","CE","Small"],"id":"creature-2035","text":" Troll, Tombstone Sometimes, when a troll is regenerating from life-threatening wounds inflicted by necromancy or negative energy, the vile energy takes hold in the troll's supernaturally resilient regeneration. The force that should have killed the troll instead becomes a part of the troll's strange physiology. These trolls are not undead, but the force inside them eats at their bodies and souls, turning them into shrunken mockeries of their former selves. These so-called “tombstone trolls” resemble withered, diminutive trolls, bloated with starvation and obviously sickly. Their teeth, hair, and fingernails rot, fall out, and regenerate every few days in an endless cycle that is both painful to experience and sickening to see. Other trolls shun and despise tombstone trolls, who earn their name from their habit of digging up graves in their search for an easy meal that can't fight back. Tombstone trolls shun confrontation of any kind, especially in areas where their grave-robbing might put them at odds with powerful undead. They often lair underground, safe in their graveyard burrows for days at a time, gradually tunneling through the earth to devour nearby corpses. If the tombstone troll is clever, the surface might not bear any evidence of their presence except for a few divots or soft spots in the soil. Once a tombstone troll has run out of easy pickings in a cemetery, it moves on in the dead of night to find a new hunting ground. If their travel is lengthy or difficult, their hunger might drive them to attack the living. Unspecific Lore : DC 15 Specific Lore : DC 12 Tombstone Troll Source Pathfinder #181: Zombie Feast pg. 88 Perception +7; darkvision Languages Jotun Skills Athletics +7, Stealth +7 Str +3 Dex +2 Con +1 Int -3 Wis +0 Cha -2 --- AC 13 Fort +6 Ref +9 Will +5 HP 25 , regeneration 5 (deactivated by acid, fire, or positive) Immunities negative Weaknesses fire 5, positive 5 Attack of Opportunity Reaction --- Speed 25 feet, burrow 5 feet Melee Single Action jaws +9, Damage 1d6+3 piercing Melee Single Action claw +9 (Agile), Damage 1d4+3 slashing Death Feast Single Action (Manipulate) Requirements The troll's last action was a jaws Strike that damaged a living creature or a corpse; Effect The troll deals 1d6 bleed damage to the target as it swallows a mouthful of meat and converts it into negative energy. Its jaws and claw Strikes deal 1 additional negative damage for 1 minute or until it uses its Grave Breath, whichever comes first. Grave Breath Two Actions (Death, Negative, Occult) Requirements The troll is bloated with negative energy from a Death Feast; Effect The troll breathes a 15-foot cone of putrid, soul-chilling gas. Each living creature in the area takes 2d6 negative damage (DC 14 basic Fortitude save). On a failure, the creature also becomes sickened 1. The troll can't use Grave Breath until it uses Death Feast again. Rend Single Action claw Stolen Family Other trolls who encounter tombstone trolls pity these creatures for mere moments before disgust takes over and they try to slaughter their sickly kin. Tombstone trolls breed by stealing infant trolls and nearly killing them, then exposing them to their grave breath, hoping that the energy might take root in their victims ","skill_mod":{"stealth":7,"athletics":7},"summary":"Sometimes, when a troll is regenerating from life-threatening wounds inflicted by necromancy or negative energy, the vile energy takes hold in the …","image":["/Images/Monsters/Troll_Tombstone.png"],"primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Creature Type","Monster","Rarity"],"ac":13,"level":1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2035","intelligence":-3,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":6,"source_group":["Blood Lords"],"size":["Small"],"spoilers":"Blood Lords","name":"Tombstone Troll","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[5,6],"slug":"creature-2035"},{"attack_bonus":[12],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":95,"language":["Common","Necril","(can't speak any language)"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","creature_family":"Zombie","will_save":7,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":0,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Slow","Piping Dirge","Putrid Blast","Shambler's Lament"],"primary_source_group":"Blood Lords","skill":["Athletics","Performance"],"trait":["Rare","Undead","Zombie","NE","Medium"],"id":"creature-2036","text":" Zombie, Dirge Piper Under rare circumstances, an attempt to reanimate a skilled musician or performer as a mindless zombie is impeded by lingering occult magic that anchors a piece of the being's artistic soul to its shambling body. The resulting dirge piper retains a fragment of the person's former intellect and personality, but lacks the coordination and acuity to make true music any longer. Instead, they force air through the cavities and organs of their decomposing bodies to produce haunting piping, squelches, and trumpeting. Most dirge pipers cling to a sense of fashion from their former lives, often obsessing over the condition of their clothes. They are aware enough of their deteriorating bodies that their own decay drives them into deepening despair. The only thing more disturbing to a dirge piper than their corpse is their own music. Despite hating the sounds they make, they cannot help but produce constant noise from their mouths and their wounds. Although many necromancers consider the noisy dirge pipers a mistake, dirge pipers can be useful as leaders of other groups of zombies because their piping invigorates their fellow walking corpses. Even their putrid, trumpeting blasts resonate in a way that doesn't harm other zombies. Recall Knowledge - Undead (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Dirge Piper Source Pathfinder #181: Zombie Feast pg. 89 Perception +8; darkvision Languages Common, Necril; (can't speak any language) Skills Athletics +10, Performance +10 Str +5 Dex -3 Con +4 Int -3 Wis +0 Cha +1 Slow A zombie is permanently slowed 1 and can't use reactions. --- AC 16 Fort +11 Ref +4 Will +7 HP 95 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses positive 10, slashing 10 Piping Dirge (auditory, aura, emotion, enchantment, fear, mental, occult) 30 feet. Living creatures that enter the aura or start their turn within it become frightened 1 and can't reduce their frightened value below 1 while within the aura. --- Speed 25 feet Melee gut lash +12 (reach 10 feet), Damage 1d10+5 bludgeoning plus Grab Putrid Blast Two Actions (Evocation, Occult, Sonic) The dirge piper expels air and bile in a trumpeting blast from its exposed guts. Each non-zombie creature within a 30-foot emanation takes 4d6 sonic damage (DC 20 basic Fortitude save). A creature that fails the save is also sickened 1 (sickened 2 on a critical failure). The dirge piper can't use Putrid Blast again for 1d4 rounds. Shambler's Lament Two Actions (Auditory, Evocation, Occult) The dirge piper lets out an eerie keening through its rotting orifices that drives nearby zombies to feast more vigorously. Each other zombie within 10 feet of the dirge piper is quickened for 1 round and can use the extra action to Grab, Stride, or Strike. Dirge Choirs Attempts to raise a shambler troop or similar mass of zombies from a group of corpses who once demonstrated musical talent can result in the formation of a dirge choir. Dirge choirs form a bond that allows them to produce their disturbing piping sounds in unison, vastly increasing the occult potential of their grim songs ","skill_mod":{"performance":10,"athletics":10},"summary":"Under rare circumstances, an attempt to reanimate a skilled musician or performer as a mindless zombie is impeded by lingering occult magic that …","image":["/Images/Monsters/Zombie_DirgePiper.png"],"primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Rarity","Creature Type","Monster"],"ac":16,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2036","intelligence":-3,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":-3,"vision":"Darkvision","fortitude_save":11,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Dirge Piper","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[10],"slug":"creature-2036"},{"attack_bonus":[18,18],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":140,"language":["Common"],"source":["Dark Archive"],"type":"Creature","spell_attack_bonus":[18],"will_save":18,"charisma":4,"speed":{"max":25,"land":25},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Crystal Vitality Link","Ascension is Near"],"skill":["Deception","Diplomacy","Ludovica Lore","Nature","Religion","Society"],"trait":["Human","Unique","NE","Medium"],"id":"creature-2037","text":" Mother Mitera Mother Mitera Source Dark Archive pg. 152 Perception +18 Languages Common Skills Deception +20, Diplomacy +18, Ludovica Lore +16, Nature +18, Religion +18, Society +16 Str +1 Dex +3 Con +0 Int +2 Wis +4 Cha +4 Items ceremonial robes, crystal flower crown, +1 striking dagger --- AC 25 Fort +14 Ref +17 Will +18 HP 140 Crystal Vitality Link The power of the island links Mitera's vitality to her followers. As long as any of the three quartz formations are intact (see text), whenever Mitera takes damage, any of her followers within 10 miles lose the same amount of Hit Points. --- Speed 25 feet Melee Single Action dagger +18 (Agile, Finesse, Magical, versatile S), Damage 2d4+7 piercing plus 1d6 mental and 1d6 persistent bleed Ranged Single Action dagger +18 (Agile, Magical, Thrown, versatile S), Damage 2d4+7 piercing plus 1d6 mental and 1d6 persistent bleed Primal Prepared Spells DC 26, attack +18 - Cantrips (4th) Dancing Lights, Guidance, Message, Ray of Frost, Tanglefoot - 2nd Entangle, Glitterdust, Tree Shape - 3rd Lightning Bolt, Mind of Menace, Soothing Blossoms - 4th Freedom of Movement, Murderous Vine, Petal Storm Ascension is Near Single Action (Auditory, Concentrate, Emotion, Incapacitation, Mental) Frequency once per ascension ritual; Effect Mitera activates the moonflower link with her followers. Any followers within 30 feet who failed their saving throw against the moonflower tea become sickened 1. Anyone who critically failed and did not receive an antidote explodes (this is about half of Mitera's congregation if the PCs didn't successfully administer the antidote). If anyone's body explodes, Mitera gains 30 temporary Hit Points and is quickened for 3 rounds; she can use this additional action each round only for Strike and Stride actions. ","tradition":["Primal"],"skill_mod":{"society":16,"diplomacy":18,"deception":20,"nature":18,"religion":18},"primary_source":"Dark Archive","spell":["Freedom of Movement","Murderous Vine","Petal Storm","Lightning Bolt","Mind of Menace","Soothing Blossoms","Entangle","Glitterdust","Tree Shape","Dancing Lights","Guidance","Message","Ray of Frost","Tanglefoot"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Rarity"],"ac":25,"item":["ceremonial robes","crystal flower crown","+1 striking dagger"],"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2037","intelligence":2,"reflex_save":17,"strongest_save":["will"],"dexterity":3,"fortitude_save":14,"size":["Medium"],"name":"Mother Mitera","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[19,19],"slug":"creature-2037"},{"remaster_name":["The Morrowkin"],"attack_bonus":[29],"constitution":7,"primary_source_category":"Rulebooks","strength":8,"hp":320,"source":["Dark Archive"],"type":"Creature","will_save":25,"charisma":4,"speed":{"max":35,"land":35},"perception":24,"wisdom":4,"weakness":{},"creature_ability":["Disgusted by Food","Endless","Drain Potential","Swallow Future","Tomorrow's Fury"],"skill":["Athletics","Deception","Intimidation","Occultism","Stealth"],"stealth":"25","trait":["Aberration","Time","Unique","NE","Medium"],"id":"creature-2038","text":" Morrowkin Recall Knowledge - Aberration (Occultism): DC 42 Recall Knowledge - Time (Occultism): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Morrowkin Source Dark Archive pg. 192 Perception +24 Languages Skills Athletics +26, Deception +24, Intimidation +28, Occultism +25, Stealth +25 Str +8 Dex +7 Con +7 Int +5 Wis +4 Cha +4 Disgusted by Food The morrowkin eats dreams and potential, not food. A creature that spends an action to brandish food at the morrowkin automatically makes the creature sickened 1 (or increases its sickened value by 1, to a maximum of sickened 6), decreasing the morrowkin's AC, attack rolls, saves, skills, and ability DCs accordingly, as normal for the sickened condition. The morrowkin can't retch to reduce its sickened condition. Endless If reduced to 0 Hit Points or incapacitated for more than a few rounds, the morrowkin vanishes. In 1 minute, it reappears refreshed completely as if the previous battle never happened, with full HP, with all effects on it cleared, and with its Swallow Future ability ready to use again. --- AC 34 Fort +28 Ref +25 Will +25 HP 320 --- Speed 35 feet Melee Single Action claw +29 (Agile, Finesse, reach 10), Damage 3d8+14 slashing plus drain potential Drain Potential (Misfortune, Negative) The morrowkin tries to drain the motivation from its target, who must attempt a DC 31 Fortitude save. If the target fails, it is doomed 1 (doomed 2 on a critical failure) and must roll twice and use the worse result on all checks for 1 minute. Creatures wearing a hope talisman are unaffected. Swallow Future Two Actions (Mental, Necromancy, Negative) The morrowkin inhales and draws forth the future deeds of all creatures around it. All creatures within a 30-foot emanation of the morrowkin take 6d8+18 mental damage and must attempt a DC 39 Will save. The morrowkin can't Swallow Future again for 1 minute. Creatures wearing hope talismans can choose to let their hope talisman break in order to ignore the effect after seeing the result of their Will save. Critical Success The creature takes no damage. Success The creature takes half damage and is doomed 1. Failure The creature takes full damage and is doomed 2. Critical Failure The creature takes double damage and becomes doomed 4 (likely causing it to die immediately). Tomorrow's Fury Two Actions The morrowkin makes claw attacks against any number of targets within reach. The claw attacks count against the morrowkin's multiple attack penalty, but don't apply the penalty until after all attacks have been made. ","skill_mod":{"deception":24,"stealth":25,"athletics":26,"intimidation":28,"occultism":25},"primary_source":"Dark Archive","trait_group":["Creature Type","Rarity"],"ac":34,"level":14,"source_category":["Rulebooks"],"weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2038","intelligence":5,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":7,"fortitude_save":28,"size":["Medium"],"name":"Morrowkin","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[27],"slug":"creature-2038"},{"remaster_name":["K.H.W.'S Echo"],"attack_bonus":[29,29],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":280,"language":["Common","Tien"],"source":["Dark Archive"],"type":"Creature","will_save":28,"charisma":8,"speed":{"max":25,"land":25},"perception":30,"wisdom":5,"weakness":{},"creature_ability":["Destabilized Form","Attack of Opportunity","Astral Spindle Implement","Astral Thread Control","Contingency Oathday-Nine-Rova","Reconstitute from Thought","Spindle's Web"],"skill":["Acrobatics","Arcana","Athletics","Esoteric Lore","Nature","Occultism","Religion"],"trait":["Human","Humanoid","Unique","LN","Medium"],"id":"creature-2039","text":" K.H.W.'s Echo Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 K.H.W.'s Echo Source Dark Archive pg. 214 Perception +30 Languages Common, Tien Skills Acrobatics +28, Arcana +25, Athletics +25, Esoteric Lore +30, Nature +25, Occultism +25, Religion +25 Str +4 Dex +5 Con +4 Int +5 Wis +5 Cha +8 --- AC 36 Fort +23 Ref +24 Will +28 HP 280 Destabilized Form When the Echo has fewer than 140 Hit Points, his form destabilizes, large chunks disintegrating from his face, limbs, and torso. White moths constantly stream from the missing spaces, creating a 10-foot emanation that deals 6d6 mental damage with a DC 34 basic Will save. As long as the aura persists, he can dissolve into moths and re-form at another location within 15 feet as a free action at the beginning of each of his turns; this has the occult, conjuration, and teleportation traits. Attack of Opportunity Reaction The Echo has reach 15 for the purpose of determining when Attack of Opportunity triggers and when making Attacks of Opportunity. --- Speed 25 feet Melee Single Action rope dart +29 (Disarm, Finesse, Magical, Sweep, Tethered, Trip), Damage 4d4+13 piercing plus 2d6 mental Ranged Single Action rope dart +29 (Disarm, Finesse, Magical, Sweep, Tethered, thrown 80 feet, Trip), Damage 4d4+13 piercing plus 2d6 mental Astral Spindle Implement The Echo carries a drop spindle that constantly spins red astral thread, which is both his thaumaturgic implement and weapon. If his rope dart is lost or broken, he can re-form it with an Interact action. If he critically succeeds at a rope dart Strike, overwhelming thoughts and figments flow down the thread into the target's mind. The target becomes confused for 1 round. Astral Thread Control Single Action Frequency once per round; Requirements The Echo's previous action was a successful thrown rope dart Strike; Effect The Echo flicks his wrist and makes a follow-up thrown rope dart Strike at a different target within 30 feet of the first target, using the same multiple attack penalty as his previous Strike. Regardless of whether his attack hits, he then retrieves the weapon. Contingency Oathday-Nine-Rova Free Action Frequency once per day; Trigger The Echo's turn begins and he's stunned, slowed, confused, controlled, immobilized, grabbed, paralyzed, restrained, or otherwise can't act; Effect The Echo has set up numerous contingencies in the event he's compromised. Talismans on his body shatter, counteracting the triggering effect. The Echo can use this free action even if he can't act. Reconstitute from Thought Single Action (Necromancy, Healing) Requirements The Echo is standing on one of the eight large islands of the map, and the island hasn't darkened; Effect The Echo throws his rope dart into the island and uses it to absorb mental essence from the mindscape, repairing himself. He regains 45 Hit Points and the island turns a desaturated gray for 1 day, preventing future absorption and disabling the call of the void hazard on that island. Spindle's Web Two Actions The Echo's spindle revolves faster and faster until it's a blur, lashing red threads in every direction. The threads deal 7d6 slashing damage and 7d6 mental damage to all creatures in a 30-foot emanation, with a DC 34 basic Reflex save. If a creature fails its save, the threads awaken the mindscape anchor within it, affecting it differently based on which anchor that creature used to gain access to the center of the mindscape. (If there is a PC who didn't absorb a mindscape anchor, for instance because there are more than four PCs in the party, then use the anchor of the PC closest to them.) The Echo then can't use Spindle's Web for 1d4 rounds. Lantern The lantern outlines the creature with searing faerie fire that deals 2d6 persistent fire damage. Mirror The mirror reflects the creature to another location, teleporting them to a clear space within 25 feet of their current location. Chalice The chalice drains life force, granting the Echo temporary HP equal to half the damage dealt. Tome The tome floods the creature's mind with information; the target is slowed 1 for 1 round. ","skill_mod":{"nature":25,"arcana":25,"athletics":25,"occultism":25,"acrobatics":28,"religion":25},"primary_source":"Dark Archive","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":36,"level":14,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2039","intelligence":5,"reflex_save":24,"strongest_save":["will"],"dexterity":5,"fortitude_save":23,"size":["Medium"],"name":"K.H.W.'s Echo","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[30,30],"slug":"creature-2039"},{"attack_bonus":[11],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":70,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","will_save":7,"charisma":-2,"speed":{"max":25,"land":25},"perception":4,"wisdom":0,"weakness":{},"creature_ability":["Slow","Trundling Gore"],"primary_source_group":"Blood Lords","skill":["Athletics"],"trait":["Mindless","Undead","Unique","Zombie","NE","Large"],"id":"creature-2040","text":" Mosghuta, Boss Cow Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Mosghuta, Boss Cow Source Pathfinder #181: Zombie Feast pg. 15 Perception +4; darkvision Languages Skills Athletics +9 Str +5 Dex -2 Con +4 Int -5 Wis +0 Cha -2 Slow A zombie is permanently slowed 1 and can't use reactions. --- AC 15 Fort +11 Ref +3 Will +7 Will +7 HP 70 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances all damage 3 Weaknesses critical hits 6 --- Speed 25 feet Melee Single Action horn +11, Damage 1d12+5 piercing plus Knockdown Trundling Gore Two Actions Mosghuta surges forward at her foe, horn lowered. She Strides once. If she ends her movement within melee range of an enemy, she makes a horn Strike against that enemy. If that Strike succeeds, Mosghuta uses Knockdown as a free action. ","skill_mod":{"athletics":9},"primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Monster","Creature Type","Rarity"],"ac":15,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"lawful":3,"bludgeoning":3,"piercing":3,"precision":3,"cold_iron":3,"cold":3,"mental":3,"unholy":3,"good":3,"acid":3,"slashing":3,"vitality":3,"chaotic":3,"fire":3,"physical":3,"all":3,"area":3,"void":3,"holy":3,"poison":3,"sonic":3,"spirit":3,"electricity":3,"bleed":3,"orichalcum":3,"force":3,"silver":3,"evil":3,"splash":3},"url":"/Monsters.aspx?ID=2040","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-2,"vision":"Darkvision","fortitude_save":11,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Mosghuta, Boss Cow","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[11],"slug":"creature-2040"},{"attack_bonus":[6],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":18,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","will_save":3,"charisma":-2,"speed":{"max":25,"land":25},"perception":1,"wisdom":0,"weakness":{"slashing":5,"vitality":5},"creature_ability":["Slow","Flesh Tearer"],"primary_source_group":"Blood Lords","skill":["Athletics"],"trait":["Mindless","Uncommon","Undead","Zombie","NE","Small"],"id":"creature-2041","text":" Zombie Hound Recall Knowledge - Undead (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Zombie Hound Source Pathfinder #181: Zombie Feast pg. 16 Perception +1; darkvision Languages Skills Athletics +5 Str +2 Dex -1 Con +2 Int -5 Wis +0 Cha -2 Slow A zombie is permanently slowed 1 and can't use reactions. --- AC 13 Fort +5 Ref +0 Will +3 Will +3 HP 18 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 5, slashing 5 --- Speed 25 feet Melee Single Action jaws +6, Damage 1d4+3 piercing plus Knockdown Flesh Tearer The zombie hound's Strikes deal 1d4 extra damage to prone creatures. ","skill_mod":{"athletics":5},"primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Monster","Rarity","Creature Type"],"ac":13,"level":-1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2041","intelligence":-5,"reflex_save":0,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":5,"source_group":["Blood Lords"],"size":["Small"],"spoilers":"Blood Lords","name":"Zombie Hound","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[5],"slug":"creature-2041"},{"attack_bonus":[9],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":50,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","will_save":4,"charisma":-2,"speed":{"max":30,"land":30},"perception":3,"wisdom":0,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Slow","Chomp at the Bone","Feast"],"primary_source_group":"Blood Lords","skill":["Athletics"],"trait":["Mindless","Uncommon","Undead","Zombie","NE","Large"],"id":"creature-2042","text":" Zombie Horse Recall Knowledge - Undead (Religion): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Zombie Horse Source Pathfinder #181: Zombie Feast pg. 16 Perception +3; darkvision Languages Skills Athletics +7 Str +5 Dex -1 Con +4 Int -5 Wis +0 Cha -2 Slow A zombie is permanently slowed 1 and can't use reactions. --- AC 13 Fort +6 Ref +3 Will +4 Will +4 HP 50 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 10, slashing 10 --- Speed 30 feet Melee Single Action jaws +9, Damage 1d8+4 piercing Chomp at the Bone Single Action Requirements The zombie horse's previous action was a jaws Strike that dealt damage to its target; Effect the zombie horse makes a second jaws Strike as it violently gnashes its teeth and bites deep into the target's flesh. On a success, the target takes an additional 1d4 persistent bleed damage. Feast Two Actions (Manipulate) If the zombie horse is adjacent to a helpless or unconscious creature, or a deceased creature that died in the past hour, the zombie can feast upon its flesh to heal itself. This restores 1 Hit Point. If the creature is alive, the zombie horse deals damage equal to its jaws damage. ","skill_mod":{"athletics":7},"primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Monster","Rarity","Creature Type"],"ac":13,"level":1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2042","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":6,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Zombie Horse","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[8],"slug":"creature-2042"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":20,"language":["Common"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Puncture"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Graydirge Lore","Stealth"],"stealth":"5","trait":["Human","Humanoid","Uncommon","NE","Medium"],"id":"creature-2043","text":" Bone Shard Toughs Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Bone Shard Toughs Source Pathfinder #181: Zombie Feast pg. 35 Perception +6 Languages Common Skills Acrobatics +5, Athletics +5, Graydirge Lore +4, Stealth +5 Str +1 Dex +3 Con +2 Int +0 Wis +2 Cha +0 Items bone shards, Lantern, Leather Armor --- AC 15 Fort +6 Ref +7 Will +4 HP 20 --- Speed 25 feet Melee Single Action bone shard +8 (Finesse), Damage 1d6+2 piercing Ranged Single Action bone shard +8 (thrown 20 feet), Damage 1d6+2 piercing Puncture Two Actions (Attack) Requirements The tough has two bone shards in hand; Effect The tough attempts to use one shard of bone to hammer another into a creature, creating a gaping wound. The tough attempts an Athletics check against the target's Reflex DC. On a hit, the target takes the listed bone shard damage and 1d4 persistent bleed damage. ","skill_mod":{"stealth":5,"athletics":5,"acrobatics":5},"primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":15,"item":["bone shards","Lantern","Leather Armor"],"level":0,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2043","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Bone Shard Toughs","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[5,5],"slug":"creature-2043"},{"attack_bonus":[11],"constitution":0,"primary_source_category":"Adventure Paths","strength":0,"hp":30,"language":["Common"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","spell_attack_bonus":[10],"will_save":9,"charisma":4,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"primary_source_group":"Blood Lords","skill":["Acrobatics","Deception","Diplomacy","Graydirge Lore","Occultism","Performance","Society","Stealth","Thievery"],"stealth":"7","trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-2044","text":" Sahreg the Dirge Screamer Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Sahreg the Dirge Screamer Source Pathfinder #181: Zombie Feast pg. 35 Perception +6 Languages Common Skills Acrobatics +7, Deception +8, Diplomacy +8, Graydirge Lore +6, Occultism +6, Performance +8, Society +6, Stealth +7, Thievery +7 Str +0 Dex +3 Con +0 Int +2 Wis +1 Cha +4 Items flute, Shortsword, Thieves' Tools --- AC 18 Fort +6 Ref +9 Will +9 HP 30 --- Speed 25 feet Melee Single Action shortsword +11 (Agile, Finesse, versatile S), Damage 1d6 piercing Occult Spontaneous Spells DC 18, attack +10 - Cantrips (1st) Chill Touch, Daze, Ghost Sound, Mage Hand, Telekinetic Projectile - 1st Command, Illusory Disguise, Unseen Servant (3 slots) Bard Composition Spells DC 18, 1 Focus Point - Cantrips (1st) Inspire Courage - 1st Counter Performance\n","tradition":["Occult"],"skill_mod":{"society":6,"diplomacy":8,"performance":8,"deception":8,"thievery":7,"stealth":7,"occultism":6,"acrobatics":7},"primary_source":"Pathfinder #181: Zombie Feast","spell":["Command","Illusory Disguise","Unseen Servant","Chill Touch","Daze","Ghost Sound","Mage Hand","Telekinetic Projectile","Counter Performance","Inspire Courage"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["flute","Shortsword","Thieves' Tools"],"level":2,"spell_dc":[18,18],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2044","intelligence":2,"reflex_save":9,"strongest_save":["ref","reflex","will"],"dexterity":3,"fortitude_save":6,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Sahreg the Dirge Screamer","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[3],"slug":"creature-2044"},{"attack_bonus":[12],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":50,"language":["Abyssal","Common"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","will_save":12,"charisma":2,"speed":{"max":20,"land":20},"perception":10,"wisdom":3,"weakness":{"good":5},"creature_ability":["Key Conditioning","Sunlight Vulnerability","Draining Peek","Death Grip","Zombie Spawn"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"10","trait":["Undead","Unique","CE","Medium"],"id":"creature-2045","text":" Opkherab Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Opkherab Source Pathfinder #181: Zombie Feast pg. 44 Perception +10; darkvision, lifesense 30 feet Languages Abyssal, Common Skills Acrobatics +10, Athletics +8, Intimidation +11, Stealth +10 Str +3 Dex +1 Con +1 Int -3 Wis +3 Cha +2 --- AC 19 Fort +6 Ref +9 Will +12 HP 50 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses good 5 Key Conditioning Opkherab has a –1 circumstance penalty to attacks against anyone holding one of the bank's keys. Sunlight Vulnerability If exposed to direct sunlight, Opkherab can't use actions with the death trait and becomes slowed 1. The slowed value increases by 1 each time Opkherab ends his turn in sunlight. If he loses all his actions this way, he is destroyed. Draining Peek Reaction (death, necromancy, occult, visual) Trigger A living creature within 30 feet that Opkherab can perceive with his lifesense starts its turn; Effect The target must attempt a DC 17 Fortitude save. If it fails, Opkherab regains 3 Hit Points, and the target becomes drained 1. Opkherab can't use Draining Peek for 1d4 rounds. --- Speed 20 feet Melee Single Action fist +12 (Agile, Finesse), Damage 1d6+4 bludgeoning plus Grab Death Grip (Death, Necromancy, Occult) When Opkherab Grab a living creature, including a Grab to extend the effect on a grappled creature, he gains 3 temporary Hit Points, and the creature must succeed at a DC 17 Fortitude save or become drained 1. This increases the value of the creature's drained condition by 1, to a maximum of drained 4. Zombie Spawn (Necromancy, Occult) Any humanoid who dies while drained by Opkherab rises as an autonomous zombie 24 hours after their death. You might use this opportunity to allow the player to keep playing the same character, rebuilt with the zombie archetype. ","skill_mod":{"stealth":10,"athletics":8,"intimidation":11,"acrobatics":10},"primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Creature Type","Rarity"],"ac":19,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2045","intelligence":-3,"reflex_save":9,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":6,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Opkherab","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[7],"slug":"creature-2045"},{"constitution":0,"primary_source_category":"Adventure Paths","strength":2,"hp":28,"language":["Common","Infernal","<%UMR%37%%>telepathy<%END> 60 feet"],"immunity":["disease","paralyzed","petrified","poison"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","will_save":10,"charisma":0,"speed":{"fly":25,"max":25,"land":20},"perception":10,"wisdom":4,"weakness":{},"creature_ability":["Anchored Soul","Bonded Vessel","Reconstitution","Spirit Receptacle","Inhabit Vessel","Spirit Body"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Religion"],"trait":["Fiend","Rare","LE","Medium"],"id":"creature-2046","text":" Granite Vulture Recall Knowledge - Fiend (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Granite Vulture Source Pathfinder #181: Zombie Feast pg. 46 Perception +10; darkvision, scent (imprecise) 30 feet Languages Common, Infernal; telepathy 60 feet Skills Acrobatics +8, Athletics +6, Religion +8 Str +2 Dex +4 Con +0 Int +1 Wis +4 Cha +0 Anchored Soul A granite vulture is mystically bonded to a vulture-shaped stone vessel. It must remain within 60 feet of it. --- AC 18 Fort +6 Ref +8 Will +10 +1 status to all saves vs. good HP 28 Immunities disease, paralyzed, petrified, poison Bonded Vessel The condition of a granite vulture's primary vessel dictates the vulture's maximum Hit Point value. Undamaged, the vulture-shaped vessel is an object with 28 Hit Points (BT 14). While the vulture is in spirit form, damaging them doesn't hurt the vessel, but damaging the vessel deals an equal amount of damage to the vulture. While the vulture Inhabits their vessel, they're a single target, and damage reduces the Hit Points of both the vulture and the vessel. If the vessel is broken, the vulture can still fight normally while inhabiting the vessel and suffers no ill effect; if the vessel is destroyed, the vulture is instantly incorporated into its secondary vessel. Reconstitution (divine, necromancy) When the vulture reaches 0 Hit Points, their spirit dissipates. If their vessel remains intact, the vulture re-forms within it after 2d4 days, fully healed. If the vessel is broken, their receptacle reconstitutes the vessel in 2d4 days, and the vulture re-forms within it in another 2d4 days. In the meantime, the vulture's consciousness inhabits their spirit receptacle. If both their vessel and receptacle are destroyed, the vulture is instantly slain and can't reconstitute. Spirit Receptacle If the granite vulture's bonded vessel is destroyed, their spirit inhabits an inanimate skull-shaped receptacle. In this state, they're petrified and can take no actions other than to speak telepathically until they are Reconstituted. The spirit receptacle has 56 Hit Points (BT 14, Hardness 7). --- Speed 20 feet, fly 25 feet Melee Single Action jaws (Agile, Finesse), Damage 1d6+4 piercing plus 1 persistent bleed damage Divine Innate Spells DC 17 - 1st Detect Alignment (at will; chaos or good only) Inhabit Vessel Two Actions (Manipulate) The vulture touches and melds with their bonded vessel, bringing the statue to life. They can cease Inhabiting their Vessel by spending a single action, which has the concentrate trait. While Inhabiting the Vessel, they gain Immunities healing, nonlethal; Resistances physical 3 (except bludgeoning); and the following Strike. Spirit Body When not Inhabiting their vessel or receptacle, the vulture is incorporeal, is slowed 1, and gains resistance 3 to all damage (except force damage and damage from Strikes with the ghost touch property rune; double resistance against non-magical). ","tradition":["Divine"],"skill_mod":{"athletics":6,"acrobatics":8,"religion":8},"primary_source":"Pathfinder #181: Zombie Feast","spell":["Detect Alignment"],"trait_group":["Creature Type","Rarity"],"ac":18,"level":2,"spell_dc":[17],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2046","intelligence":1,"reflex_save":8,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Granite Vulture","alignment":"LE","category":"creature","rarity":"rare","strike_damage_average":[7],"slug":"creature-2046"},{"attack_bonus":[8,8],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":25,"language":["Common","Osiriani"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Hasty Impediment","Chug"],"primary_source_group":"Blood Lords","skill":["Alcohol Lore","Athletics","Crafting","Intimidation"],"trait":["Human","Humanoid","Uncommon","LN","Medium"],"id":"creature-2047","text":" Crooked Coffin Brewer Recall Knowledge - Humanoid (Society): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Crooked Coffin Brewer Source Pathfinder #181: Zombie Feast pg. 55 Perception +6 Languages Common, Osiriani Skills Alcohol Lore +5, Athletics +6, Crafting +4, Intimidation +4 Str +2 Dex +2 Con +3 Int +1 Wis +1 Cha +0 Items flagon, Leather Armor --- AC 14 Fort +8 Ref +6 Will +4 HP 25 --- Speed 25 feet Melee Single Action flagon +8 (Agile), Damage 1d6+2 bludgeoning Ranged Single Action flagon +8 (Agile, thrown 20 feet), Damage 1d6+2 bludgeoning Hasty Impediment Two Actions (Manipulate) Requirements The brewer is adjacent to a barrel, crate, chair, table, or similar wooden object; Effect The brewer heaves the object up to 15 feet and it breaks, sending splinters in a 5-foot burst. Each creature in the area of splinters takes 2d6 piercing damage (DC 14 basic Reflex save), and the area becomes difficult terrain. Chug Single Action (Manipulate) Requirements The brewer is holding a flagon of ale; Effect The brewer Interacts to quickly quaff the flagon's contents. For 1 minute, the brewer gains a +2 item bonus to Athletics checks, damage rolls, and saving throws against fear, but becomes clumsy 1. ","skill_mod":{"crafting":4,"athletics":6,"intimidation":4},"primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":14,"item":["flagon","Leather Armor"],"level":1,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2047","intelligence":1,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":8,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Crooked Coffin Brewer","alignment":"LN","category":"creature","rarity":"uncommon","strike_damage_average":[5,5],"slug":"creature-2047"},{"attack_bonus":[12,12,13,13],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":60,"language":["Aklo","Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","will_save":11,"charisma":1,"speed":{"max":30,"land":30,"burrow":5},"perception":11,"wisdom":1,"weakness":{},"creature_ability":["Infused Items","Consume Flesh","Ghoul Fever","Paralysis","Quick Bomber","Swift Leap"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Crafting","Medicine","Poison Lore","Stealth"],"stealth":"11","trait":["Ghoul","Undead","Unique","NE","Medium"],"id":"creature-2048","text":" Pesgahi the Poisoner Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Pesgahi the Poisoner Source Pathfinder #181: Zombie Feast pg. 57 Perception +11; darkvision Languages Aklo, Common, Necril Skills Acrobatics +10, Athletics +8, Crafting +12, Medicine +9, Poison Lore +12, Stealth +11 Str +1 Dex +4 Con +2 Int +4 Wis +1 Cha +1 Infused Items Pesgahi carries the following infused items, which last for 24 hours or until the next time he makes his daily preparations: lesser antidote (2), lesser smokestick (2), moderate acid flask (6), moderate frost vials (4) Items Alchemist's Tools, bracelet of dashing , formula book --- AC 21 Fort +10 Ref +12 Will +11 HP 60 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 30 feet, burrow 5 feet Melee Single Action jaws +12 (Finesse), Damage 2d6+5 piercing plus ghoul fever and paralysis Melee Single Action claw +12 (Agile, Finesse), Damage 1d4+9 slashing plus paralysis Ranged Single Action acid flask +13 (range increment 20 feet, Splash), Damage 1 acid damage plus 2d6 persistent acid damage and 2 acid splash damage Ranged Single Action frost vial +13 (range increment 20 feet, Splash), Damage 2d6 cold damage plus 2 cold splash damage Consume Flesh Single Action (Manipulate) Requirements Pesgahi is adjacent to the corpse of a creature that died within the last hour. Effect Pesgahi devours a chunk of the corpse and regains 2d6 Hit Points. He can regain Hit Points from any given corpse only once. Ghoul Fever (Disease) Saving Throw Fortitude DC 19; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight. Paralysis (Incapacitation, Occult, Necromancy) Any living, non-elf creature hit by Pesgahi's attack must succeed at a DC 19 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Quick Bomber Single Action Pesgahi can use Interact to draw a bomb and then Strike with it. Swift Leap Single Action (Move) Pesgahi jumps up to half his Speed. This movement doesn't trigger reactions ","skill_mod":{"crafting":12,"stealth":11,"medicine":9,"athletics":8,"acrobatics":10},"primary_source":"Pathfinder #181: Zombie Feast","trait_group":["Monster","Creature Type","Rarity"],"ac":21,"item":["Alchemist's Tools","bracelet of dashing","formula book"],"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2048","intelligence":4,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Pesgahi the Poisoner","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[7,7,11,12],"slug":"creature-2048"},{"primary_source_category":"Adventure Paths","strength":2,"hp":75,"language":["Aklo","Common","Necril","Osiriani"],"source":["Pathfinder #181: Zombie Feast"],"type":"Creature","charisma":2,"perception":12,"trait":["Changeling","Human","Humanoid","Unique","NE","Medium"],"id":"creature-2049","text":" Kepgeda the Hag-Nailed, Three-Fingered Hand Gang Leader When the members of the Three-Fingered Hand speak of their leader, Kepgeda the Hag-Nailed, they say she was born of iron and raised under the gaze of a hag. Fanatically devoted to her mother, but starved for attention, she hungers for the power that would satisfy her mother's demands. Kepgeda is a changeling and the daughter of Iron Taviah, an annis hag who lives in a shadowy cottage in the Axan Wood. Under the twisted trees of this haunted forest in central Geb, Iron Taviah raised Kepgeda from a young age to serve her faithfully. Occult magic and necromancy came naturally to Kepgeda. She suspects this is one of the reasons Iron Taviah raised her, rather than sending Kepgeda away or locking her up, like her less-talented siblings. She doesn't know their fate, but she suspects it was unpleasant. But Kepgeda never questions her mother about her siblings, her father, and certainly not why she, of all her siblings, was allowed to serve. Kepgeda loves Iron Taviah. Deep in her heart, she knows that she should hate the hag. She should hate the way she was raised. She should hate the vile things her mother expected of her. She should hate that she is still alive not because she is Iron Taviah's child, but because she is Iron Taviah's useful servant. But she loves her mother nonetheless. She loves every cruel thing Iron Taviah did to her that helped harden Kepgeda against the terrors of Geb. She even loves that her mother took a finger from her left hand and keeps its bones in a tattered leather pouch as a form of occult insurance against her daughter. Kepgeda loves that Iron Taviah is filled with hatred for all people, including Kepgeda herself. So, she didn't question when Iron Taviah sent her to help poison the people of Graydirge. Away from the sheltering shadows of the Axan Wood and the protection of her mother, Kepgeda knew it safest to form a coven of her own. Her mother, after all, was part of a coven, though Kepgeda rarely met its other members, and then only at a distance. So Kepgeda sought out two companions. It didn't take long to find others living in Graydirge with an interest in foul necromancy and occultism. Kepgeda's new “sisters” included a dhampir human witch named Samaygdi and an aging human necromancer named Naunylet. Neither of them lived up to her expectations, so Kepgeda dismembered and cooked each of her sisters alive. She bound their screaming souls to the cauldron they'd shared. Now, she draws on their souls' power to fuel her necromancy. One day, Kepgeda hopes to return to the Axan Wood having surpassed her mother in power, and join the Graveclaw herself. She's begun to have thoughts of murdering Iron Taviah, but she hates these thoughts and tries to drown them out by spending as much time near her constantly screaming cauldron as possible. In the meantime, Kepgeda pushes her followers in the Three-Fingered Hand to make every sacrifice necessary to poison Graydirge. This gang consists of a few humans and ghouls who initially followed Kepgeda out of fear; as she helped them overcome rivals and expand their operations, they've steadily gained respect for her. The gang's recent catastrophic losses at Old Ergagh's Farm and Graydirge Bank threaten to undo everything Kepgeda has worked for, and the gang waits tensely to see what will happen next. Kepgeda and her poisoner, Pesgahi, could perfect another poison and concoct a new plan to introduce it to Graydirge's food supply. Or she might murder them all out of spite and start over with a new gang. Campaign Role Kepgeda is the primary villain of this adventure and is unlikely to survive her encounter with the player characters—and her vengeful sisters—at the conclusion of Chapter 3. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Kepgeda the Hag-Nailed Source Pathfinder #181: Zombie Feast pg. 90 Perception +12; darkvision Languages Aklo, Common, Necril, Osiriani Skills Crafting +13, Intimidation +11, Nature +10, Occultism +13, Society +11, Survival +10 Str +2 Dex +2 Con +1 Int +4 Wis +1 Cha +2 Called In constantly resisting her desire to return to her mother, Kepgeda has developed a mental bulwark. If she rolls a success on a saving throw against a mental effect that would make her controlled, she gets a critical success instead. Items +1 striking dagger , familiar, keys to area E13 and the Crooked Coffin grates, ventriloquist's ring --- AC 20 Fort +12 Ref +11 Will +12 +1 circumstance bonus to Will saves against mental effects HP 75 --- Speed 25 feet Melee Single Action dagger +12 (Agile, Magical, versatile S), Damage 2d4+6 piercing Melee Single Action claw +11 (cold iron, Grapple, Unarmed), Damage 1d6+6 slashing Ranged Single Action dagger +12 (Agile, Magical, thrown 10 feet, versatile S), Damage 2d4+6 piercing Occult Prepared Spells DC 22, attack +14 - Cantrips (3rd) Daze, Forbidding Ward, Guidance, Shield, Telekinetic Projectile - 1st Bane, Command, Ray of Enfeeblement (×2) - 2nd Invisibility, Phantom Pain (×2), Touch of Idiocy - 3rd Blindness, Dream Message, Slow Occult Rituals DC 22 - 2nd Create Undead (crawling hands, zombies) Witch Hexes DC 22, 2 Focus Points - Cantrips (3rd) Evil Eye - 3rd Needle of Vengeance, Phase Familiar Cackling Coven Free Action Trigger Kepgeda's turn begins; Requirements Kepgeda is within 30 feet of her keening cauldron; Effect Kepgeda draws on the souls of her dead sisters for a burst of occult power, for a price. Kepgeda takes 10 mental damage, then chooses one: Kepgeda Sustains a Spell. If her next action is to cast a witch hex, the DC of that hex increases by 1. Kepgeda reduces her stupefied condition value to 0. If Kepgeda begins casting a create undead ritual within the next minute, she attempts a DC 18 flat check when the ritual is complete; on a success, the undead she's created is 3 levels higher than the ritual would provide (for example, creating a zombie brute instead of a zombie shambler). Familiar Kepgeda's familiar is Iskessous, a rat with a climb Speed of 25 feet, darkvision, and scent as an imprecise sense to a range of 30 feet. ","skill_mod":{"society":11,"nature":10,"crafting":13,"survival":10,"intimidation":11,"occultism":13},"image":["/Images/Monsters/Kepgeda.png"],"primary_source":"Pathfinder #181: Zombie Feast","spell":["Blindness","Dream Message","Slow","Invisibility","Phantom Pain","Touch of Idiocy","Bane","Command","Ray of Enfeeblement","Daze","Forbidding Ward","Guidance","Shield","Telekinetic Projectile","Needle of Vengeance","Phase Familiar","Evil Eye"],"ac":20,"item":["+1 striking dagger","familiar","keys to area E13 and the Crooked Coffin grates","ventriloquist's ring"],"level":5,"spell_dc":[22,22],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":11,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":12,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Kepgeda the Hag-Nailed","alignment":"NE","rarity":"unique","strike_damage_average":[9,11,11],"attack_bonus":[11,12,12],"constitution":1,"spell_attack_bonus":[14],"will_save":12,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Called","Cackling Coven","Familiar"],"primary_source_group":"Blood Lords","skill":["Crafting","Intimidation","Nature","Occultism","Society","Survival"],"tradition":["Occult"],"summary":"When the members of the Three-Fingered Hand speak of their leader, Kepgeda the Hag-Nailed, they say she was born of iron and raised under the gaze of …","trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=2049","dexterity":2,"category":"creature","slug":"creature-2049"},{"attack_bonus":[12,12,12],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":45,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","will_save":8,"charisma":0,"speed":{"max":20,"land":20},"perception":8,"wisdom":1,"weakness":{"fire":5},"creature_ability":["Axe Vulnerability","Putrid Sap","Attack of Opportunity","Throw Rock"],"primary_source_group":"Blood Lords","skill":["Athletics","Intimidation","Stealth"],"stealth":"7","trait":["Mindless","Uncommon","Undead","NE","Large"],"id":"creature-2050","text":" Arboreal Snag Arboreals can be victims of undeath like any other living creature, but without bones or flesh, their undead take a different form. When an arboreal shivers to life as undead, it often animates as a snag—a leafless, skeletal dead tree that haunts its forest, attacking any living creature it can catch. An arboreal snag is mindless and difficult to control, but some necromancers use them as forest guardians. While many arboreals are comfortable remaining still for prolonged periods of time, arboreal snags tend to be restless, meandering in a region they consider their domain. This territory is sometimes evident from battered forest animals or trampled undergrowth that litters the ground, but forest creatures soon learn to avoid the area entirely. It doesn't take long for regions haunted by arboreal snags to grow desolate and unhealthy, and locals often dub such regions as haunted or cursed. Variant Arboreal Snags Like skeletons and zombies, snags can demonstrate variant abilities. You can remove the arboreal snag's Putrid Sap to give it one of these other abilities instead. Blood Roots (necromancy, primal) The snag's roots go deep into corpses buried beneath and around it. It has regeneration 5 (deactivated by positive) as long as it remains in an area where corpses are buried. Death Blossom Two Actions (manipulate, necromancy, poison, primal) The snag shakes branches covered in sickly flowers, showering all creatures within reach of its branch Strike with poisonous pollen, dealing 3d6 poison damage (DC 20 basic Fortitude save). If the snag is critically hit, it can use Death Blossom as a reaction. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Arboreal Snag Source Pathfinder #182: Graveclaw pg. 80 Perception +8; darkvision Languages Skills Athletics +10, Intimidation +7, Stealth +7 Str +4 Dex +1 Con +3 Int -5 Wis +1 Cha +0 --- AC 19 Fort +12 Ref +6 Will +8 HP 45 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances bludgeoning 5, piercing 5 Weaknesses axe vulnerability, fire 5 Axe Vulnerability An arboreal snag takes 5 additional damage from axes. Putrid Sap (disease, necromancy, primal) If the arboreal snag takes damage from a piercing attack, nauseating green pus spurts from the wound. Creatures within 10 feet of the snag must succeed at a DC 20 Fortitude save or be sickened 1 (sickened 2 on a critical failure). Creatures that attempt this save are then temporarily immune for 1 hour. Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action branch +12 (reach 10 feet), Damage 1d10+6 bludgeoning plus Grab Melee Single Action root +12, Damage 1d8+6 bludgeoning plus Knockdown Ranged Single Action rock +12 (Brutal, range increment 30 feet), Damage 1d8+6 bludgeoning Throw Rock Single Action Undead Trees Rumors persist of evil primal spellcasters who summon undead arboreals for malevolent purposes. These summoned creatures might be arboreal snags at low levels or arboreal tar trees at higher levels. ","skill_mod":{"stealth":7,"athletics":10,"intimidation":7},"summary":"Arboreals can be victims of undeath like any other living creature, but without bones or flesh, their undead take a different form. When an …","image":["/Images/Monsters/ArborealSnag.png"],"primary_source":"Pathfinder #182: Graveclaw","trait_group":["Monster","Rarity","Creature Type"],"ac":19,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5},"url":"/Monsters.aspx?ID=2050","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":12,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Arboreal Snag","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[10,10,11],"slug":"creature-2050"},{"attack_bonus":[18,18],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":110,"language":["Common","Infernal"],"immunity":["death effects","disease","doomed","drained","fatigued","healing","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","will_save":15,"charisma":2,"speed":{"max":30,"land":30},"perception":15,"wisdom":1,"weakness":{},"creature_ability":["Breath Weapon","Powerful Charge"],"primary_source_group":"Blood Lords","skill":["Athletics","Intimidation","Stealth"],"stealth":"13","trait":["Construct","Fiend","Rare","CE","Large"],"id":"creature-2051","text":" Azmakian Effigy Xar-Azmak, the demonic Lord of Rust, was destroyed long ago by Dispater. Some weapons of his infernal legions remain and among the most infamous are Azmakian effigies: fearsome infernal constructs shaped in his image. Although made of iron, an Azmakian effigy's exterior is thick with rust that flakes off as the construct moves and fights. Effigies charge into battle on massive hooves, impaling enemies on long, curving horns. The effigy's most well-known attack—and the ability that makes even the bravest warrior tremble—is their terrible rusting breath, which can reduce even legendary magical weapons to useless scrap. Wise adventurers attempt to fight an effigy at a distance, but these constructs are surprisingly swift and able to outrun many foes. The secret to creating Azmakian effigies is thought to be lost, but infernal libraries might still contain the necessary rituals and list of ingredients. Xar-Azmak once commanded ranks of effigies that numbered in the thousands, but most of those who survived his destruction were trapped in Hell, where they were pursued by Dispater's forces and eventually destroyed. Those few who offered their services to Xar-Azmak's devoted worshippers on Golarion survived this purge. With the death of Xar-Azmak, much of the lore to repair the effigies was lost. When one of these constructs is found, they're often suffering some form of long-term damage. Recall Knowledge - Construct (Arcana, Crafting): DC 28 Recall Knowledge - Fiend (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Azmakian Effigy Source Pathfinder #182: Graveclaw pg. 81 Perception +15; darkvision Languages Common, Infernal Skills Athletics +17, Intimidation +15, Stealth +13 Str +6 Dex +4 Con +5 Int +0 Wis +1 Cha +2 --- AC 25 Fort +18 Ref +12 Will +15 HP 110 Immunities death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances fire 10, physical 10 (except adamantine) --- Speed 30 feet Melee Single Action horn +18, Damage 2d10+10 piercing Melee Single Action hoof +18 (Agile), Damage 2d8+10 bludgeoning Breath Weapon Two Actions (Divine) The Azmakian effigy exhales rusting gas in a 15-foot cone. The gas deals 2d6 damage to the highest-level metal item carried by every creature in the area, ignoring these items' Hardness (DC 22 basic Fortitude save); unattended metal items in the area take this damage automatically. The Azmakian effigy can't use its Breath Weapon again for 1d4 rounds. Powerful Charge Two Actions The Azmakian effigy Strides twice and then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 3d10+10. The Azmakian Formula Rumor identifies a tome called the Azmakian Formula as the most complete directions to create an Azmakian effigy and bind a demon into it. The rare book also contains a hodgepodge of information about the long-vanished Jistka Imperium's fiend-binders and Xar-Azmak's now-depopulated realm of Vlorus. Picking out the directions from the other tangentially related topics poses a challenge. ","skill_mod":{"stealth":13,"athletics":17,"intimidation":15},"summary":"Xar-Azmak, the demonic Lord of Rust, was destroyed long ago by Dispater . Some weapons of his infernal legions remain and among the most infamous …","image":["/Images/Monsters/AzmakianEffigy.png"],"primary_source":"Pathfinder #182: Graveclaw","trait_group":["Creature Type","Rarity"],"ac":25,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"fire":10,"physical":10},"url":"/Monsters.aspx?ID=2051","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Azmakian Effigy","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[19,21],"slug":"creature-2051"},{"primary_source_category":"Adventure Paths","strength":7,"hp":210,"language":["Aklo","Common","Jotun","Necril"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","charisma":6,"perception":21,"stealth":"20","trait":["Rare","Undead","NE","Medium"],"id":"creature-2052","text":" Creeping Crone Hags are neither immortal nor unageing; if not slain by an enemy, a hag eventually succumbs to old age. A hag who dies in agony or rage can rise again as a witchfire, while those who die of old age might rise again as an undead creature known as a creeping crone. A creeping crone has lost far more than her life; they can't form or join covens, denying them one of a living hag's most distinguishing abilities. This inability, more than their rotting bodies or hunger for flesh, makes creeping crones exiled among their former kin. Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Creeping Crone Source Pathfinder #182: Graveclaw pg. 82 Perception +21; darkvision Languages Aklo, Common, Jotun, Necril Skills Crafting +22, Deception +21, Intimidation +21, Occultism +22, Stealth +20 Str +7 Dex +3 Con +3 Int +5 Wis +5 Cha +6 Items walking stick --- AC 30 Fort +21 Ref +18 Will +24 HP 210 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Stick Support If a creeping crone is deprived of her walking stick, her Speed is reduced to 5 feet (though she can use some other Speed she gains, such as from her fly spell) until she recovers her walking stick or fashions another. --- Speed 20 feet Melee Single Action walking stick +24 (Magical, two-hand d8), Damage 2d4+12 bludgeoning plus 2d6 evil Melee Single Action claw +22 (Agile, Magical), Damage 2d8+12 slashing Occult Prepared Spells DC 30, attack +22 - Cantrips (6th) Dancing Lights, Detect Magic, Ghost Sound, Message, Ray of Frost - 1st Bane, Mindlink, Ray of Enfeeblement, Unseen Servant - 2nd Detect Alignment, Invisibility, Pass Without Trace, Tree Shape - 3rd Dream Message, Enthrall, Paralyze, Wall of Wind - 4th Fly, Nightmare, Read Omens, Talking Corpse - 5th Confusion, Fear, See Invisibility, Tongues - 6th Ice Storm, Lightning Bolt, Magic Missile Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The creeping crone can take on the appearance of any Medium humanoid woman, changing her walking stick to suit her new appearance. This doesn't change her Speed or Strikes, but it might change the damage type her Strikes deal (typically to bludgeoning). Discipline the Righteous Reaction Frequency once per day; Trigger The creeping crone critically hits a good creature with her walking stick Strike ; Effect The target takes 2d8 bleed damage. Walking Stick A creeping crone can spend 1 day enchanting her walking stick with the powers of a +2 striking greater staff of necromancy . A crone replaces any material component of an occult spell she casts by using the walking stick as a focus component instead. The walking stick's magic functions only for the crone who created it; for anyone else, it's a mundane stick. If the crone enchants a new walking stick, the previous stick loses all its powers. Night Hags For some reason, night hags never become creeping crones after they die. Although this is probably due to the protection provided by their heartstones, it might also be a side effect of long years of soul-trading in the foulest pits of the evil planes. Some stain lingers on night hags, whisking away their souls upon death so they're unable to rise as undead. Perhaps night hags can't resist making a bargain with their own souls and, upon their deaths, this payment becomes due. ","skill_mod":{"deception":21,"crafting":22,"stealth":20,"intimidation":21,"occultism":22},"image":["/Images/Monsters/CreepingCrone.png"],"primary_source":"Pathfinder #182: Graveclaw","spell":["Ice Storm","Lightning Bolt","Magic Missile","Confusion","Fear","See Invisibility","Tongues","Fly","Nightmare","Read Omens","Talking Corpse","Dream Message","Enthrall","Paralyze","Wall of Wind","Detect Alignment","Invisibility","Pass Without Trace","Tree Shape","Bane","Mindlink","Ray of Enfeeblement","Unseen Servant","Dancing Lights","Detect Magic","Ghost Sound","Message","Ray of Frost"],"ac":30,"item":["walking stick"],"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":21,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Creeping Crone","alignment":"NE","rarity":"rare","strike_damage_average":[21,24],"attack_bonus":[22,24],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[22],"will_save":24,"speed":{"max":20,"land":20},"wisdom":5,"weakness":{},"creature_ability":["Stick Support","Change Shape","Discipline the Righteous","Walking Stick"],"primary_source_group":"Blood Lords","skill":["Crafting","Deception","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"Hags are neither immortal nor unageing; if not slain by an enemy, a hag eventually succumbs to old age. A hag who dies in agony or rage can rise …","trait_group":["Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2052","dexterity":3,"category":"creature","slug":"creature-2052"},{"constitution":3,"primary_source_category":"Adventure Paths","strength":-5,"hp":105,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","precision","sleep"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","will_save":18,"charisma":4,"speed":{"fly":25,"max":25},"perception":16,"wisdom":4,"weakness":{"area":15},"creature_ability":["Site Bound","Rejuvenation","Troop Defenses","Form Up","Clutching Hands","Frightful Chorus","Troop Movement"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Local Lore","Stealth"],"stealth":"16","trait":["Ghost","Incorporeal","Troop","Uncommon","Undead","CE","Gargantuan"],"id":"creature-2053","text":" Ghostly Mob When a horrific tragedy results in mass death, the restless spirits of the numerous dead might arise as a ghostly mob. Like other ghosts, ghostly mobs are often unaware they're dead. The spirits trapped within the mob may try to carry out a semblance of their former lives, even though their memories are fragmentary and their forms are insubstantial. When forced to confront their true state, the spirits lash out in pain and violence. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Ghostly Mob Source Pathfinder #182: Graveclaw pg. 83 Perception +16; darkvision Languages Common, Necril Skills Acrobatics +16, Local Lore +14, Stealth +16 Str -5 Dex +4 Con +3 Int +0 Wis +4 Cha +4 Site Bound A ghostly mob can stray only a moderate distance from where its members were killed or the place it haunts. A typical limit is 240 feet. --- AC 25 Fort +15 Ref +14 Will +18 HP 105 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, sleep Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Weaknesses area damage 15, splash damage 10 Rejuvenation (divine, necromancy) When a ghostly mob is destroyed, it re-forms after 2d4 days, fully healed. A ghostly mob can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the troop from resting. Troop Defenses --- Speed fly 25 feet, troop movement Form Up Single Action Clutching Hands Single Action to Three Actions (Divine, Necromancy) Frequency once per round; Effect The troop attacks enemies within 5 feet (DC 25 basic Reflex save), with damage depending on the number of actions. Single Action 1d6+3 negative damage Two Actions 3d6+6 negative damage Three Actions 4d6+9 negative damage Frightful Chorus Two Actions (Auditory, Divine, Emotion, Enchantment, Fear, Mental) The ghostly mob howls in anguish, forcing each living creature in a 30-foot emanation to attempt a DC 25 Will save or become frightened 2 (frightened 3 on a critical failure). Regardless of the save result, the creature is then temporarily immune to the troop's Frightful Chorus for 1 minute. Troop Movement Whenever the ghostly mob Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), and then moves. This works just like a Gargantuan creature moving; for instance, if any of the ghostly mob's squares enter difficult terrain, the extra movement cost applies to the whole group. Echoes of Tragedy The specific tragedy that created a ghostly mob might alter its abilities. For example, a ghostly mob spawned from a fire might have Burning Grasp rather than Clutching Hands, which deals fire damage instead of negative damage. A ghostly mob created in an earthquake might have Earthshaking Chorus rather than Frightful Chorus, which causes living victims to be slowed rather than frightened. ","skill_mod":{"stealth":16,"acrobatics":16},"summary":"When a horrific tragedy results in mass death, the restless spirits of the numerous dead might arise as a ghostly mob. Like other ghosts, ghostly …","image":["/Images/Monsters/GhostlyMob.png"],"primary_source":"Pathfinder #182: Graveclaw","trait_group":["Monster","Rarity","Creature Type"],"ac":25,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=2053","intelligence":0,"reflex_save":14,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"source_group":["Blood Lords"],"size":["Gargantuan"],"spoilers":"Blood Lords","name":"Ghostly Mob","alignment":"CE","category":"creature","rarity":"uncommon","slug":"creature-2053"},{"attack_bonus":[20,20,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":135,"language":["Aklo","Common","Jotun","Terran"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","creature_family":"Hag","will_save":18,"charisma":4,"speed":{"max":25,"land":25},"perception":16,"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Coven","Change Shape","Hagshot","Rusting Touch"],"primary_source_group":"Blood Lords","skill":["Athletics","Crafting","Intimidation","Occultism","Survival"],"trait":["Hag","Humanoid","Uncommon","CE","Medium"],"id":"creature-2054","text":" Rust Hag Rust hags have a knack for technology. They make their homes in hollowedout factories, abandoned tenements, and other sites of urban decay. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Rust Hag Source Pathfinder #182: Graveclaw pg. 84 Perception +16; darkvision Languages Aklo, Common, Jotun, Terran Skills Athletics +18, Crafting +16, Intimidation +16, Occultism +16, Survival +16 Str +6 Dex +5 Con +4 Int +3 Wis +4 Cha +4 Coven A rust hag adds curse of lost time , rusting grasp , and summon construct to her coven's spells. Items Arquebus (10 rounds), Flintlock Pistol (20 rounds) --- AC 26 Fort +16 Ref +15 Will +18 +1 status to all saves vs. magic HP 135 Weaknesses cold iron 10 --- Speed 25 feet Melee Single Action claw +20 (Agile, Magical), Damage 2d6+10 slashing plus rusting touch Ranged Single Action ghost touch arquebus +20 (Concussive, fatal d12, Kickback, Magical, range increment 150 feet, reload 1), Damage 2d8+11 piercing plus hagshot Ranged Single Action ghost touch flintlock pistol +20 (Concussive, fatal d8, Magical, range increment 40 feet, reload 1), Damage 2d4+11 piercing plus hagshot Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The rust hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning). Hagshot Any firearm wielded by a rust hag gains the benefits of +1 striking and ghost touch runes, and it functions properly no matter how rusty it gets. In addition, when a rust hag critically hits a target with a firearm, the target must succeed at a DC 26 Fortitude save or be stunned 1. Rusting Touch A rust hag's touch causes metal to rapidly rust and corrode. If the hag succeeds at a Strike with her claw, she deals 2d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If the hag hits an unattended metal item, the item takes this damage automatically. If a creature uses the Shield Block reaction with a metal shield against the hag's claw attack, the shield is automatically broken, but no other item is rusted on that attack. Objects made of skymetal, such as adamantine and orichalcum, are immune to rusting touch. Rust Hag Guns Rust hags use guns presented in Pathfinder Guns & Gears . The concussive and kickback weapon traits appear on page 150 of that book. If you don't want to use firearms in your campaign, then a rust hag's guns are so corroded they're valueless. ","skill_mod":{"crafting":16,"survival":16,"athletics":18,"intimidation":16,"occultism":16},"summary":"Rust hags have a knack for technology. They make their homes in hollowedout factories, abandoned tenements, and other sites of urban decay.","image":["/Images/Monsters/Hag_RustHag.png"],"primary_source":"Pathfinder #182: Graveclaw","trait_group":["Monster","Creature Type","Rarity"],"ac":26,"item":["Arquebus (10 rounds)","Flintlock Pistol (20 rounds)"],"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2054","intelligence":3,"reflex_save":15,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":16,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Rust Hag","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[16,17,20],"slug":"creature-2054"},{"primary_source_category":"Adventure Paths","strength":6,"hp":155,"language":["Aklo","Common","Jotun","Necril"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","charisma":4,"perception":18,"stealth":"18","trait":["Hag","Humanoid","Uncommon","CE","Medium"],"id":"creature-2055","text":" Grave Hag Rot-skinned grave hags usually lair in cemeteries, mausoleums, and other burial sites; unlike most hags, they can't alter their appearance into a comely shape, so they hide from most observers. Grave hags consider such a predatory life hiding out in graveyards to be pitiful and squalid—they prefer to dwell in lands where necromancy is common and undeath isn't unusual. These grave hags become adept at necromantic magic and love posing as scholars. Schemers and plotters, they surround themselves with minions whom they send on missions to collect corpses for ghastly rituals. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Grave Hag Source Pathfinder #182: Graveclaw pg. 85 Perception +18; darkvision Languages Aklo, Common, Jotun, Necril Skills Arcana +19, Athletics +19, Crafting +17, Deception +17, Medicine +18, Occultism +19, Society +17, Stealth +18 Str +6 Dex +3 Con +4 Int +6 Wis +3 Cha +4 Coven A grave hag adds harm , mimic undead , and the call spirit ritual to her coven's spells. --- AC 28 Fort +19 Ref +16 Will +18 +1 status to all saves vs. magic HP 155 Immunities negative Weaknesses cold iron 10 Sacrifice Ally Reaction Trigger The grave hag is adjacent to an ally when the hag is targeted by an attack or an effect that requires a Reflex saving throw; Effect The triggering effect is redirected to target the ally. --- Speed 25 feet Melee Single Action claw +21 (Agile, Magical), Damage 2d8+10 slashing plus Grab Ranged Single Action grave ray +18 (Necromancy, Occult, range 60 feet), Damage 2d12+10 negative Occult Innate Spells DC 29, attack +19 - 2nd Death Knell (at will) - 3rd Bind Undead (×3), Vampiric Touch - 5th Abyssal Plague, Animate Dead, Cloudkill Curse of the Grave Three Actions (Curse, Necromancy, Occult) The grave hag names a single creature within 30 feet; that creature must succeed at a DC 28 Will save or be afflicted with a grave curse equal to the hag's level. The curse lasts until the hag chooses to end it or is slain, rather than by returning items. Regardless of the save result, the target is then temporarily immune to the hag's grave curse for 24 hours. Grave's Grip Creatures grappled or restrained by the grave hag take a –1 circumstance penalty to saving throws against the grave hag's spells and abilities. Grave Impressions Two Actions (Incapacitation, Necromancy, Occult) The hag targets a living creature within 30 feet and overwhelms it with feelings of entombment. The target attempts a DC 28 Fortitude save and is then temporarily immune to the hag's Grave Impressions for 24 hours. Critical Success The target is unaffected. Success The target is paralyzed for 1 round. Failure The target is unconscious. Critical Failure The target is unconscious and can't awaken for 1 hour. Undead Mien A grave hag appears as an undead creature to magical effects. Grave Hag Arrogance Grave hags often bear a sense of smug superiority and are quick to enumerate their advantages over other types of hags. They dismiss anything other hags can do but which they can't (such as changing shape) as valueless trickery. Night hags provide a notable exception to this self-importance; many grave hags try to ingratiate themselves with night hags and emulate them when they can. ","skill_mod":{"society":17,"deception":17,"crafting":17,"stealth":18,"arcana":19,"medicine":18,"athletics":19,"occultism":19},"image":["/Images/Monsters/Hag_GraveHag.png"],"primary_source":"Pathfinder #182: Graveclaw","spell":["Abyssal Plague","Animate Dead","Cloudkill","Bind Undead","Vampiric Touch","Death Knell"],"ac":28,"level":9,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":6,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":19,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Grave Hag","alignment":"CE","rarity":"uncommon","strike_damage_average":[19,23],"attack_bonus":[18,21],"constitution":4,"immunity":["negative"],"creature_family":"Hag","spell_attack_bonus":[19],"will_save":18,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"cold_iron":10},"creature_ability":["Coven","Sacrifice Ally","Curse of the Grave","Grave's Grip","Grave Impressions","Undead Mien"],"primary_source_group":"Blood Lords","skill":["Arcana","Athletics","Crafting","Deception","Medicine","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"Rot-skinned grave hags usually lair in cemeteries, mausoleums, and other burial sites; unlike most hags, they can't alter their appearance into a …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2055","dexterity":3,"category":"creature","slug":"creature-2055"},{"primary_source_category":"Adventure Paths","strength":4,"hp":45,"language":["Common","Necril"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","charisma":1,"perception":8,"stealth":"10","trait":["Uncommon","Undead","NE","Medium"],"id":"creature-2056","text":" Virulak Villager A village of commoners raised to undeath by a mass poisoning might continue to go about the settled routines of life, posing an eerie scene for living creatures who enter their village. Virulak villagers prefer to attack with an advantage of numbers, but even a lone villager can pose a problem for unaware or inexperienced travelers. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Virulak Villager Source Pathfinder #182: Graveclaw pg. 97 Perception +8; darkvision Languages Common, Necril Skills Athletics +9, Crafting +7, Intimidation +8, Stealth +10 Str +4 Dex +3 Con +1 Int +0 Wis +1 Cha +1 --- AC 19 Fort +10 Ref +10 Will +8 HP 45 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Mob Mentality As long as the virulak villager and their allies aren't outnumbered by enemies, the virulak villager is immune to fear. Lingering Ichor Reaction Trigger The virulak takes piercing or slashing damage from a melee Strike Effect The virulak squirts a jet of poisonous ichor from the wound. The creature making the triggering Strike takes 3 persistent poison damage equal to the virulak's level. --- Speed 25 feet Melee Single Action claw +12 (Agile), Damage 1d8+4 slashing plus Grab and undead virulence Undead Virulence (Poison, Virulent) Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d12 poison damage (1 round); Stage 3 2d10 poison damage (1 round) The Mob's Spoils Virulak villagers tear apart those who fall prey to their ruse of an ordinary village at work and consume the remains. They don't generally have much use for their victim's valuables and often stash them somewhere, such as in a root cellar or hayloft. A stealthy and canny infiltrator might discover a pile of blood-soaked valuables and escape without alerting the villagers. ","skill_mod":{"crafting":7,"stealth":10,"athletics":9,"intimidation":8},"image":["/Images/Monsters/Virulak_Villager.png"],"primary_source":"Pathfinder #182: Graveclaw","ac":19,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":10,"strongest_save":["fort","fortitude","ref","reflex"],"vision":"Darkvision","fortitude_save":10,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Virulak Villager","alignment":"NE","rarity":"uncommon","strike_damage_average":[8],"attack_bonus":[12],"constitution":1,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Virulak","will_save":8,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Mob Mentality","Lingering Ichor Trigger","Undead Virulence"],"primary_source_group":"Blood Lords","skill":["Athletics","Crafting","Intimidation","Stealth"],"summary":"A village of commoners raised to undeath by a mass poisoning might continue to go about the settled routines of life, posing an eerie scene for …","trait_group":["Rarity","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2056","dexterity":3,"category":"creature","slug":"creature-2056"},{"primary_source_category":"Adventure Paths","strength":4,"hp":115,"language":["Common","Necril"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","charisma":6,"perception":13,"trait":["Rare","Undead","NE","Medium"],"id":"creature-2057","text":" Virulak Necromancer Virulak necromancers are often intrigued by the interplay between poison and undeath, testing toxins on their dead flesh or, more commonly, on hapless living victims. This virulak necromancer was once a sorcerer but now considers their bloodline irrelevant. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Virulak Necromancer Source Pathfinder #182: Graveclaw pg. 87 Perception +13; darkvision Languages Common, Necril Skills Arcana +15, Crafting +15, Diplomacy +17, Intimidation +17, Religion +13 Str +4 Dex +0 Con +4 Int +2 Wis +2 Cha +6 --- AC 24 Fort +15 Ref +12 Will +18 HP 115 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 25 feet Melee Single Action claw +18 (Agile), Damage 2d8+6 slashing plus undead virulence Arcane Spontaneous Spells DC 25, attack +17 - Cantrips (4th) Chill Touch, Electric Arc, Mage Hand, Read Aura, Shield - 1st Grim Tendrils, Ray of Enfeeblement, True Strike (4 slots) - 2nd False Life, Gentle Repose, Spectral Hand (4 slots) - 3rd Bind Undead, Blindness, Vampiric Touch (4 slots) - 4th Enervation, Vampiric Maiden (3 slots) Uncanny Necromancy The virulak necromancer can freely heighten false life , grim tendrils , and vampiric touch to any level they can cast without knowing them at higher levels. Undead Virulence (Poison, Virulent) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d8 poison damage (1 round); Stage 2 3d8 poison damage (1 round); Stage 3 4d8 poison damage (1 round) Venomous Gaze Two Actions (Concentrate, Divine, Necromancy, Poison, Visual) The virulak locks its gaze on a single creature within 30 feet. The target is exposed to the virulak's undead virulence. Necropoisons Many virulak necromancers seek to find or recreate the fabled “necropoisons,” or toxins that work on undead despite their immunity to poison. Rumored to be a magical combination of positive energy and venom from magical creatures, necropoisons have eluded even the most talented virulaks—so far. ","skill_mod":{"diplomacy":17,"crafting":15,"arcana":15,"intimidation":17,"religion":13},"image":["/Images/Monsters/Virulak_Necromancer.png"],"primary_source":"Pathfinder #182: Graveclaw","spell":["Enervation","Vampiric Maiden","Bind Undead","Blindness","Vampiric Touch","False Life","Gentle Repose","Spectral Hand","Grim Tendrils","Ray of Enfeeblement","True Strike","Chill Touch","Electric Arc","Mage Hand","Read Aura","Shield"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":12,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Virulak Necromancer","alignment":"NE","rarity":"rare","strike_damage_average":[15],"attack_bonus":[18],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Virulak","spell_attack_bonus":[17],"will_save":18,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Uncanny Necromancy","Undead Virulence","Venomous Gaze"],"primary_source_group":"Blood Lords","skill":["Arcana","Crafting","Diplomacy","Intimidation","Religion"],"tradition":["Arcane"],"summary":"Virulak necromancers are often intrigued by the interplay between poison and undeath, testing toxins on their dead flesh or, more commonly, on …","trait_group":["Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2057","dexterity":0,"category":"creature","slug":"creature-2057"},{"primary_source_category":"Adventure Paths","strength":6,"hp":115,"language":["Aklo","Common","Sylvan"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","charisma":6,"perception":17,"stealth":"15","trait":["Fey","Unique","CN","Medium"],"id":"creature-2058","text":" Drusilla Recall Knowledge - Fey (Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Drusilla Source Pathfinder #182: Graveclaw pg. 9 Perception +17; darkvision, scent (imprecise) 60 feet Languages Aklo, Common, Sylvan Skills Athletics +17, Deception +15, Diplomacy +15, Intimidation +15, Nature +17, Stealth +15 Str +6 Dex +4 Con +1 Int +1 Wis +4 Cha +6 --- AC 25 Fort +12 Ref +15 Will +17 HP 115 , regeneration 10 (deactivated by acid or fire) Weaknesses cold iron 10, fire 10 --- Speed 30 feet Melee Single Action fist +18, Damage 2d8+10 bludgeoning Melee Single Action tail +18 (Agile, Backswing), Damage 2d4+10 bludgeoning plus befuddling lash Primal Innate Spells DC 25, attack +17 - Cantrips (4th) Electric Arc, Read Aura, Tanglefoot - 2nd Speak with Animals (at will) - 4th Searing Light, Summon Animal, Wall of Fire Axan Walk Drusilla ignores non-magical difficult and greater difficult terrain within Axan Wood. Befuddling Lash (Curse, Enchantment, Mental) When Drusilla damages a creature with her tail, a wave of befuddlement clouds the target's thoughts. The creature must succeed at a DC 23 Will save or become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. Manipulate Luck Single Action (Curse, Primal) Drusilla touches another creature to manipulate the creature's luck. The creature must attempt a DC 25 Will save. On a failure, Drusilla chooses good luck or bad luck. If she chooses good luck, the affected creature can roll twice on one d20 roll within the next day and use the higher result; this is a fortune effect. If Drusilla chooses bad luck, the creature must roll twice and use the lower result on its next d20 roll; this is a misfortune effect. Once Drusilla has affected a target with Manipulate Luck, that target is temporarily immune to Manipulate Luck from any huldra for 1 day. ","skill_mod":{"diplomacy":15,"deception":15,"nature":17,"stealth":15,"athletics":17,"intimidation":15},"primary_source":"Pathfinder #182: Graveclaw","spell":["Searing Light","Summon Animal","Wall of Fire","Speak with Animals","Electric Arc","Read Aura","Tanglefoot"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":1,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":12,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Drusilla","alignment":"CN","rarity":"unique","strike_damage_average":[15,19],"attack_bonus":[18,18],"constitution":1,"spell_attack_bonus":[17],"will_save":17,"speed":{"max":30,"land":30},"wisdom":4,"weakness":{"cold_iron":10,"fire":10},"creature_ability":["Axan Walk","Befuddling Lash","Manipulate Luck"],"primary_source_group":"Blood Lords","skill":["Athletics","Deception","Diplomacy","Intimidation","Nature","Stealth"],"tradition":["Primal"],"trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2058","dexterity":4,"category":"creature","slug":"creature-2058"},{"attack_bonus":[15],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":65,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","will_save":8,"charisma":-5,"speed":{"max":15,"land":15},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Bellow Soot","Fan the Flames","Swallow Whole"],"primary_source_group":"Blood Lords","skill":["Athletics"],"trait":["Construct","Mindless","Unique","N","Large"],"id":"creature-2059","text":" Animated Fireplace Recall Knowledge - Construct (Arcana, Crafting): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Animated Fireplace Source Pathfinder #182: Graveclaw pg. 14 Perception +9; darkvision Languages Skills Athletics +15 Str +6 Dex -2 Con +5 Int -5 Wis +0 Cha -5 --- AC 24 (20 when broken) Fort +15 Ref +6 Will +8 construct armor HP 65 Hardness 7 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, the animated fireplace has Hardness. This Hardness reduces any damage the fireplace takes by 7. Once the animated fireplace is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 20. --- Speed 15 feet Melee Single Action hearth +15 (Magical), Damage 2d8+6 bludgeoning plus 1d6 fire and Grab Bellow Soot Two Actions The animated fireplace coughs out a cloud of soot, filling a 20-foot emanation; creatures within the soot are concealed, and creatures outside the cloud are concealed to creatures within it. Creatures that begin their turn within the cloud must succeed at a DC 19 Fortitude save or be sickened 1 (sickened 2 on a critical failure); creatures immune to inhaled effects automatically succeed at this save. The fireplace can't Bellow Soot again for 1d4 rounds. Fan the Flames Three Actions The animated fireplace releases a gout of flame in a 30-foot cone that deals 3d6 fire damage (DC 22 basic Reflex save). Swallow Whole Single Action (Attack) Medium, 2d6+5 fire, Rupture 5 ","skill_mod":{"athletics":15},"primary_source":"Pathfinder #182: Graveclaw","trait_group":["Creature Type","Monster","Rarity"],"ac":24,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2059","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":-2,"hardness":7,"vision":"Darkvision","fortitude_save":15,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Animated Fireplace","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[18],"slug":"creature-2059"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":40,"language":["Aquan","Common","Terran"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","will_save":10,"charisma":-2,"speed":{"max":40,"land":25,"swim":40},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Wing Buffet","Coral Reef"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Stealth"],"stealth":"11","trait":["Aquatic","Beast","Earth","CE","Medium"],"id":"creature-2060","text":" Kapoacinth Recall Knowledge - Beast (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Kapoacinth Source Pathfinder #182: Graveclaw pg. 28 Perception +10; darkvision Languages Aquan, Common, Terran Skills Acrobatics +9, Athletics +10, Stealth +11 Str +4 Dex +1 Con +3 Int -2 Wis +2 Cha -2 --- AC 20 Fort +13 Ref +9 Will +10 HP 40 Resistances physical 5 (except adamantine) Attack of Opportunity Reaction Wing Buffet Reaction Trigger An adjacent creature attacks the kapoacinth while the kapoacinth is Swimming; Effect The kapoacinth pushes the triggering creature 5 feet away from them, and the kapoacinth moves 10 feet in the opposite direction. If the triggering creature can no longer attack the kapoacinth from its new location, the attack misses. --- Speed 25 feet, swim 40 feet Melee Single Action jaws +13, Damage 2d8+6 piercing Melee Single Action claw +13 (Agile), Damage 2d6+6 slashing Coral Reef Single Action (Concentrate) Until the next time they act, the kapoacinth appears to be a lump of coral. They have an automatic result of 31 on Deception checks and DCs to pass as coral. ","element":["Earth"],"skill_mod":{"stealth":11,"athletics":10,"acrobatics":9},"primary_source":"Pathfinder #182: Graveclaw","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":20,"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=2060","intelligence":-2,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":13,"source_group":["Blood Lords"],"size":["Medium"],"name":"Kapoacinth","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[13,15],"slug":"creature-2060"},{"attack_bonus":[9,9],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":25,"language":["Common"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":20,"land":20},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Entangling Net","Spear Fisher"],"primary_source_group":"Blood Lords","skill":["Athletics","Crafting","Sallowshore Lore"],"trait":["Human","Humanoid","Rare","N","Medium"],"id":"creature-2061","text":" Sallowdrudge Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Sallowdrudge Source Pathfinder #182: Graveclaw pg. 30 Perception +7 Languages Common Skills Athletics +6, Crafting +6, Sallowshore Lore +4 Str +3 Dex +2 Con +2 Int +1 Wis +1 Cha +0 Items Net, potion of water breathing , Scale Mail, Trident --- AC 16 Fort +10 Ref +7 Will +4 HP 25 --- Speed 20 feet Melee Single Action trident +9, Damage 1d8+4 piercing Ranged Single Action trident +9 (range increment 20 feet), Damage 1d8+4 piercing Entangling Net Single Action A Sallowdrudge uses their net to Grapple a Medium or smaller creature within 30 feet. On a success, the target is grabbed until it Escapes (DC 16) or until an adjacent creature Interacts to remove the net. On a critical hit, the target is restrained rather than grabbed. The Sallowdrudge can't use Entangling Net again until they take 1 minute to refold their net. Spear Fisher (Fortune) A Sallowdrudge attacking an immobilized target rolls the attack roll twice and takes the better result. ","skill_mod":{"crafting":6,"athletics":6},"primary_source":"Pathfinder #182: Graveclaw","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":16,"item":["Net","potion of water breathing","Scale Mail","Trident"],"level":1,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2061","intelligence":1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":10,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Sallowdrudge","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[8,8],"slug":"creature-2061"},{"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":60,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","will_save":8,"charisma":-4,"speed":{"max":25,"land":20,"swim":25},"perception":11,"wisdom":1,"weakness":{},"creature_ability":["Corpse Scent","Aquatic Ambush","Consume Flesh","Death Roll","Ghoul Fever","Paralysis"],"primary_source_group":"Blood Lords","skill":["Athletics","Stealth"],"stealth":"9","trait":["Amphibious","Ghoul","Uncommon","Undead","NE","Large"],"id":"creature-2062","text":" Ghoul Crocodile Recall Knowledge - Undead (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Ghoul Crocodile Source Pathfinder #182: Graveclaw pg. 32 Perception +11; corpse scent (imprecise), darkvision Languages Skills Athletics +12, Stealth +9 Str +4 Dex +1 Con +3 Int -5 Wis +1 Cha -4 Corpse Scent The ghoul crocodile can smell humanoid corpses in the water up to 1 mile away. --- AC 20 Fort +14 Ref +11 Will +8 HP 60 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 20 feet, swim 25 feet Melee Single Action jaws +14, Damage 2d8+6 piercing plus ghoul fever and Grab Melee Single Action tail +14 (Agile), Damage 2d6+6 bludgeoning and paralysis Aquatic Ambush Single Action 35 feet Consume Flesh Single Action (Manipulate) Requirements The ghoul crocodile is adjacent to the corpse of a creature that died within the last hour; Effect The ghoul crocodile devours a chunk of the corpse and regains 2d6 Hit Points. It can regain HP from any given corpse only once. Death Roll Single Action (Attack) Requirements The ghoul crocodile must have a creature grabbed; Effect The ghoul crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it fails, it releases the creature. Ghoul Fever (Disease) Saving Throw DC 19 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight Paralysis (Incapacitation, Occult, Necromancy) Any living non-elf creature hit by a ghoul crocodile's tail must succeed at a DC 20 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. ","skill_mod":{"stealth":9,"athletics":12},"primary_source":"Pathfinder #182: Graveclaw","trait_group":["Monster","Rarity","Creature Type"],"ac":20,"level":4,"source_category":["Adventure Paths"],"sense":"corpse scent (imprecise), darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2062","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":14,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Ghoul Crocodile","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[13,15],"slug":"creature-2062"},{"attack_bonus":[18],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":200,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","will_save":13,"charisma":-1,"speed":{"max":30,"land":30,"swim":25},"perception":11,"wisdom":0,"weakness":{"slashing":15,"vitality":15},"creature_ability":["Slow","Constrict","Mandibles","Paralytic Venom","Tentacle Transfer"],"primary_source_group":"Blood Lords","skill":["Athletics","Stealth"],"stealth":"11","trait":["Amphibious","Mindless","Undead","Unique","Zombie","NE","Large"],"id":"creature-2063","text":" Zombie Chuul Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Zombie Chuul Source Pathfinder #182: Graveclaw pg. 33 Perception +11; darkvision, tremorsense (imprecise) 30 feet Languages Skills Athletics +18, Stealth +11 Str +7 Dex +0 Con +6 Int -5 Wis +0 Cha -1 Slow The zombie chuul is permanently slowed 1 and can't use reactions. --- AC 22 Fort +18 Ref +10 Will +13 HP 200 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 15, slashing 15 --- Speed 30 feet, swim 25 feet Melee Single Action claw +18 (reach 10 feet), Damage 2d12+12 slashing plus Grab Constrict Single Action 1d12+7 bludgeoning, DC 25 (grabbed by claw only) Mandibles Single Action Requirements A creature is grabbed and paralyzed by the zombie chuul's tentacles; Effect The creature takes 3d6 piercing damage. Paralytic Venom (Incapacitation, Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 paralyzed (1 round) Tentacle Transfer Single Action Requirements The zombie chuul has a creature grabbed; Effect The zombie chuul transfers the grabbed creature from its claws to its tentacles, or vice versa. The creature is exposed to the zombie chuul's paralytic venom when transferred into the tentacles and at the start of each of the zombie chuul's turns if it remains grabbed by the tentacles. ","skill_mod":{"stealth":11,"athletics":18},"primary_source":"Pathfinder #182: Graveclaw","trait_group":["Monster","Creature Type","Rarity"],"ac":22,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2063","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":18,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Zombie Chuul","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[25],"slug":"creature-2063"},{"attack_bonus":[15,15,15],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":60,"immunity":["bleed","death effects","disease","doomed","drained","electricity","fatigued","healing","magic (see Golem Antimagic below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","spell_attack_bonus":[12],"will_save":11,"charisma":-5,"speed":{"max":25,"land":25},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["Divine Destruction","Faith Bound","Golem Antimagic","Vulnerable to Gentle Repose","Faithful Weapon","Filth Fever","Instrument of Faith"],"primary_source_group":"Blood Lords","skill":["Athletics"],"trait":["Construct","Divine","Golem","Mindless","Uncommon","NE","Medium"],"id":"creature-2064","text":" Meat Guardian Recall Knowledge - Construct (Arcana, Crafting): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Meat Guardian Source Pathfinder #182: Graveclaw pg. 34 Perception +7; darkvision Languages Skills Athletics +15 Str +4 Dex -2 Con +3 Int -5 Wis +0 Cha -5 --- AC 20 Fort +14 Ref +9 Will +11 HP 60 Immunities bleed, death effects, disease, doomed, drained, electricity, fatigued, healing, magic (see Golem Antimagic below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 5 (except adamantine or slashing) Divine Destruction (divine, necromancy, negative) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 5d6 negative damage. Each creature in the area must attempt a DC 20 Will save with the following outcomes. Critical Success The creature takes half damage. Success The creature takes full damage. Failure The creature takes full damage and becomes temporarily cursed by the patron deity. The creature becomes enfeebled 1 and stupefied 1 for 1 day; this is a curse effect that uses the Will save DC as the counteract DC. Critical Failure As failure, except the creature becomes enfeebled 2 and stupefied 2. Faith Bound (abjuration, divine) A divine warden can't attack a creature that openly wears or displays the religious symbol of the divine warden's patron deity unless that creature uses a hostile action against the divine warden first. If the divine warden is intelligent, it can also attack a creature it believes isn't faithful to its deity or who wears the religious symbol as a ruse (typically after succeeding at a Perception check to Sense Motive). Golem Antimagic harmed by fire (4d6, 1d8 from areas or persistent damage); healed by electricity (area 1d6 HP); slowed by cold Vulnerable to Gentle Repose Casting a gentle repose spell on a meat guardian causes it to grow stiff. The golem attempts a DC 20 Fortitude save. It's unaffected on a critical success, slowed 1 for 1d4 rounds on a success, and is immobilized and slowed for 1d4 rounds on a failure. --- Speed 25 feet Melee Single Action scythe +15 (deadly d10, Magical, Trip), Damage 2d10+4 slashing Melee Single Action jaws +15 (Magical), Damage 2d10+4 piercing plus filth fever Melee Single Action claw +15 (Agile, Magical), Damage 2d6+4 slashing plus filth fever Divine Innate Spells DC 20, attack +12 - Cantrips (3rd) Divine Lance Divine Domain Spells DC 20, 1 Focus Point - 3rd Overstuff, Touch of Undeath Faithful Weapon A divine warden always wields its patron deity's favored weapon. If the weapon is a ranged weapon, the divine warden automatically generates new ammunition with each attack. For a divine warden of 4th level or higher, the deity's favored weapon gains the effects of a striking rune while the divine warden wields it. Scythe Filth Fever (Disease) The sickened and unconscious conditions from filth fever can't end or be reduced until the disease is cured; Saving Throw DC 20 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened 1 (1 day); Stage 3 sickened 1 and slowed 1 as long as it remains sickened (1 day); Stage 4 unconscious (1 day); Stage 5 dead Instrument of Faith The divine warden is a beacon for its deity's faith. A cleric of the divine warden's patron deity can channel a heal spell through a divine warden they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden's space ","tradition":["Divine"],"skill_mod":{"athletics":15},"primary_source":"Pathfinder #182: Graveclaw","spell":["Divine Lance","Overstuff","Touch of Undeath"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":20,"level":5,"spell_dc":[20,20],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5,"physical":5},"url":"/Monsters.aspx?ID=2064","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":-2,"vision":"Darkvision","fortitude_save":14,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Meat Guardian","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[11,15,15],"slug":"creature-2064"},{"attack_bonus":[15],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":55,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","will_save":8,"charisma":-5,"speed":{"max":25,"land":25},"perception":11,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor"],"primary_source_group":"Blood Lords","skill":["Athletics"],"trait":["Construct","Earth","Mindless","Uncommon","N","Large"],"id":"creature-2065","text":" Mechanical Laborer Recall Knowledge - Construct (Arcana, Crafting): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Mechanical Laborer Source Pathfinder #182: Graveclaw pg. 41 Perception +11; darkvision Languages Skills Athletics +14 Str +5 Dex +1 Con +4 Int -5 Wis +0 Cha -5 --- AC 22 (18 when broken, construct armor) Fort +15 Ref +10 Will +8 HP 55 Hardness 8 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, a mechanical laborer has Hardness. This Hardness reduces any damage it takes by 8. Once a mechanical laborer is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks. It loses its Hardness, and its Armor Class is reduced to 18. --- Speed 25 feet Melee Single Action fist +15 (Magical), Damage 2d8+7 bludgeoning plus Grab\n","element":["Earth"],"skill_mod":{"athletics":14},"primary_source":"Pathfinder #182: Graveclaw","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"ac":22,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2065","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":1,"hardness":8,"vision":"Darkvision","fortitude_save":15,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Mechanical Laborer","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[16],"slug":"creature-2065"},{"attack_bonus":[17,18],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":80,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","will_save":12,"charisma":-5,"speed":{"max":25,"land":25},"perception":16,"wisdom":4,"weakness":{"orichalcum":5,"electricity":5},"creature_ability":["Wind-Up","Bayonet Charge"],"primary_source_group":"Blood Lords","skill":["Athletics"],"trait":["Clockwork","Construct","Mindless","Uncommon","N","Medium"],"id":"creature-2066","text":" Clockwork Rifler Recall Knowledge - Construct (Arcana, Crafting): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Clockwork Rifler Source Pathfinder #182: Graveclaw pg. 44 Perception +16; darkvision Languages Skills Athletics +15 Str +5 Dex +3 Con +4 Int -5 Wis +4 Cha -5 Wind-Up 24 hours, DC 22, standby Items +1 striking double-barreled musket with bayonet (10 rounds) --- AC 24 Fort +16 Ref +15 Will +12 HP 80 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Resistances physical 5 (except adamantine or orichalcum) Weaknesses electricity 5, orichalcum 5 --- Speed 25 feet Melee Single Action bayonet +17 (Agile, Finesse, reach 10 feet), Damage 1d4+9 piercing Ranged Single Action double-barreled musket +18 (Concussive, Double Barrel, fatal d10, range 60 feet, reload 1), Damage 2d6+9 piercing Bayonet Charge Two Actions The clockwork rifler Strides twice and Strikes with its bayonet ","skill_mod":{"athletics":15},"primary_source":"Pathfinder #182: Graveclaw","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":24,"item":["+1 striking double-barreled musket with bayonet (10 rounds)"],"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=2066","intelligence":-5,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":16,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Clockwork Rifler","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[11,16],"slug":"creature-2066"},{"attack_bonus":[21,21],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":190,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","will_save":16,"charisma":4,"speed":{"max":35,"land":35},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Independent Brains","Mohrg Spawn","Attack of Opportunity","Paralysis"],"primary_source_group":"Blood Lords","skill":["Athletics","Intimidation","Stealth"],"stealth":"18","trait":["Undead","Unique","CE","Large"],"id":"creature-2067","text":" Sulvik Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Sulvik Source Pathfinder #182: Graveclaw pg. 56 Perception +21; darkvision Languages Common, Necril Skills Athletics +21, Intimidation +19, Stealth +18 Str +6 Dex +3 Con +4 Int -2 Wis +3 Cha +4 Independent Brains Each of Sulvik's heads rolls its own initiative and has its own turn. Neither head can Delay. At the start of a head's turn, that head gets 2 actions and 1 reaction. Each brain controls its own tongue and one of Sulvik's arms, but both can move the legs. Any ability that would sever Sulvik's head (such as the vorpal weapon property) doesn't cause him to die if he has his other head, but does cause him to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of Sulvik's heads.Perception +11; darkvision --- AC 27 Fort +21 Ref +16 Will +16 HP 190 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances piercing 10, slashing 10 Mohrg Spawn (occult, necromancy) When Sulvik kills a living creature of 8th level or less, that creature rises as a mohrg spawn after 1d4 rounds, on its turn. This mohrg spawn is under Sulvik's command. If Sulvik is destroyed, the mohrg spawn is destroyed as well, immediately collapsing into a pile of decayed flesh and bones. Attack of Opportunity Reaction --- Speed 35 feet Melee Single Action claw +21 (reach 10 feet), Damage 2d10+12 slashing plus Grab Melee Single Action tongue +21 (Agile, reach 10 feet), Damage paralysis Paralysis (Incapacitation, Necromancy, Occult) A living creature hit by Sulvik's tongue Strike must succeed at a DC 28 Fortitude save or become paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each attempt. ","skill_mod":{"stealth":18,"athletics":21,"intimidation":19},"primary_source":"Pathfinder #182: Graveclaw","trait_group":["Creature Type","Rarity"],"ac":27,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{"piercing":10,"slashing":10},"url":"/Monsters.aspx?ID=2067","intelligence":-2,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":21,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Sulvik","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[23],"slug":"creature-2067"},{"attack_bonus":[15],"constitution":2,"primary_source_category":"Adventure Paths","strength":0,"hp":55,"language":["Common","Necril"],"immunity":["olfactory effects"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","spell_attack_bonus":[14],"will_save":13,"charisma":5,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Sacrifice Minion","Necromantic Revitalization"],"primary_source_group":"Blood Lords","skill":["Arcana","Crafting","Deception","Medicine","Occultism","Religion","Twilight Castrum Lore"],"trait":["Human","Humanoid","Rare","CE","Medium"],"id":"creature-2068","text":" Teaching Assistant Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Teaching Assistant Source Pathfinder #182: Graveclaw pg. 57 Perception +11 Languages Common, Necril Skills Arcana +11, Crafting +11, Deception +12, Medicine +9, Occultism +13, Religion +11, Twilight Castrum Lore +11 Str +0 Dex +4 Con +2 Int +4 Wis +2 Cha +5 Items moderate cognitive mutagen, Padded Armor, Shortsword --- AC 22 Fort +9 Ref +11 Will +13 HP 55 Immunities olfactory effects Resistances negative 7 Sacrifice Minion Reaction Trigger The teaching assistant is adjacent to a minion ally when they're targeted by an attack or an effect that requires a Reflex saving throw; Effect The triggering effect is redirected to target the minion ally. --- Speed 25 feet Melee Single Action shortsword +15 (Agile, Finesse, versatile S), Damage 1d6+4 piercing plus 2d6 negative Occult Prepared Spells DC 22, attack +14 - Cantrips (3rd) Chill Touch, Mage Hand, Shield, Sigil - 1st Grim Tendrils, Ray of Enfeeblement - 2nd Death Knell, False Life, Spirit Link - 3rd Animate Dead, Vampiric Touch Necromantic Revitalization Three Actions (Concentrate, Necromancy, Negative) Frequency once per day; Effect The teaching assistant disperses negative energy in a 30-foot emanation. Living creatures in the area take 3d8 negative damage (DC 22 basic Fortitude save); willing undead creatures in the area regain an equal amount of Hit Points. ","tradition":["Occult"],"skill_mod":{"deception":12,"crafting":11,"arcana":11,"medicine":9,"occultism":13,"religion":11},"primary_source":"Pathfinder #182: Graveclaw","spell":["Animate Dead","Vampiric Touch","Death Knell","False Life","Spirit Link","Grim Tendrils","Ray of Enfeeblement","Chill Touch","Mage Hand","Shield","Sigil"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":22,"item":["moderate cognitive mutagen","Padded Armor","Shortsword"],"level":5,"spell_dc":[22],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{"void":7},"url":"/NPCs.aspx?ID=2068","intelligence":4,"reflex_save":11,"strongest_save":["will"],"dexterity":4,"fortitude_save":9,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Teaching Assistant","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[14],"slug":"creature-2068"},{"primary_source_category":"Adventure Paths","strength":6,"hp":85,"language":["Aklo","Common","Jotun","Mwangi","Necril"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","charisma":3,"perception":14,"stealth":"14","trait":["Hag","Humanoid","Unique","NE","Large"],"id":"creature-2069","text":" Iron Taviah, Shadow-Weaving Annis Hag Iron Taviah doesn't remember where her story begins. Old even for an annis hag, who can live exceptionally long lives, she wandered south of the Inner Sea for over a century. Ruthazek, the Gorilla King, occasionally bartered for her services, trading her prisoners and rare alchemical ingredients. For decades, she kept a floating hut built on the corpse of a megalodon in the Sodden Lands. Eventually members of the Magaambya had enough of her villainy and drove Taviah from the Mwangi Expanse. Wounded, she fled east through the Mana Wastes. Repelled by the golem guardians of Nex, she turned south to Geb. In a land where the undead rule and corpses openly walk the streets, an annis hag attracted relatively little attention. Dragging her wounded leg—the scars left by the Magaambyans would never fully heal—Taviah took shelter in Axan Wood and built a cottage. The site of her new home was no accident; she constructed it where she saw the boundary with the Shadow Plane was especially thin. She swiftly dominated the local wildlife and those who dared to share this corner of the gloomy forest with her. When Nathnelma went looking for hags to form a coven called the Graveclaw, Iron Taviah's reputation spoke for itself. Taviah accepted Nathnelma's offer on the condition that their coven should remain scattered. Taviah had grown comfortable in the Axan Wood and didn't trust a new home Nathnelma or her other “sisters” might provide her. Taviah's life took a tragic turn when she first saw Neboah, a handsome human necromancer, passing time in the woods with his beloved, a fey woman named Drusilla. At once, Taviah thought of nothing but capturing him. When Drusilla left to bathe nearby, Taviah seized Neboah and retreated to her cottage, protected by occult magic and supernatural allies. Neboah, held prisoner, desperately seduced Taviah to lower her guard and the lonely hag fell for his charm. After they conceived twins, Neboah took his chance to escape, but Taviah caught him and killed him in a rage. Taviah's many other children had been sent abroad, seeded among innocent families as changelings, in the way of hags. But her new children were Taviah's only link to the man she loved, in her cruel and twisted way. She named the daughter Kepgeda and raised her, teaching her occult rituals and necromancy. Taviah's son Nebumi was too much like his father for the hag to bear; she neglected the boy, who died of loneliness. When Kepgeda was old enough to earn her own reputation, Taviah allowed her to go, but took one of her daughter's fingers as insurance and punishment. Taviah has cried bitter tears ever since, for though she's surrounded by sycophants and minions, the hag is again alone. Meanwhile, Chancellor Kemnebi hatched his scheme to dominate the entire region with undead armies loyal only to him. To execute this plan, he needs a necromantic toxin that will turn Geb's neighbors into a source of undead soldiers. He turned to the Graveclaw, and now Iron Taviah and her sisters toil in their kitchens to make the Blood Lord's poison. Campaign Role Iron Taviah isn't the source of all the problems plaguing the player characters in the Blood Lords Adventure Path—that's Kemnebi—but she's a recurring character, and many plot threads in the first half of the Adventure Path ultimately lead back to her. First, she's Kepgeda's mother. When the characters investigated Kepgeda in Pathfinder Adventure Path #181: Zombie Feast , they learned of her connection to the Graveclaw. The characters learn more about Iron Taviah and the coven from the vengeful Drusilla, and the first member of the coven they face in battle is Taviah herself. But Iron Taviah is a creature of many secrets. After her defeat her body is secreted away on the Shadow Plane, but the characters are destined to see Taviah again, in a fashion, during the events of Pathfinder Adventure Path #183: Field of Maidens. Coven Spells When the characters meet Iron Taviah in Chapter 1, the Graveclaw is at the height of its power. As a scattered coven (page 72), the Graveclaw grants Taviah the ability to cast the following spells as 3rd-level occult spells, once per day each, without requiring help from her fellow coven members: acid arrow , curse of lost time , earthbind , harm , mimic undead , summon construct , and water walk . Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Iron Taviah Source Pathfinder #182: Graveclaw pg. 88 Perception +14; darkvision Languages Aklo, Common, Jotun, Mwangi, Necril Skills Arcana +11, Athletics +14, Crafting +13, Deception +11, Intimidation +11, Occultism +14, Religion +11, Stealth +14 Str +6 Dex +3 Con +4 Int +3 Wis +3 Cha +3 Coven Iron Taviah adds earthbind , passwall , and spellwrack to her coven's spells. Items leather bag containing finger bones --- AC 24 Fort +16 Ref +11 Will +14 +1 status to all saves vs. magic HP 85 Resistances physical 5 (except bludgeoning) Weaknesses Magaambya scar Magaambya Scar Taviah has an old injury that sometimes causes her pain. A physical attack on Taviah that scores a critical hit exacerbates the injury in her wounded leg; in addition to the other effects of the critical hit, Taviah is stunned 1. --- Speed 20 feet Melee Single Action iron claws +16 (Agile, cold iron, Magical, reach 10 feet), Damage 2d8+6 slashing plus Grab Occult Innate Spells DC 21, attack +13 - 3rd False Life, Haste Rituals DC 21 - 1st Elemental Sentinel - 2nd Create Undead (zombie), Heartbond, Inveigle - 3rd Mystic Carriage, Unseen Custodians Bonds of Iron Two Actions (Attack, Conjuration, Occult) Frequency once per day; Effect Iron Taviah can cause a cage built of cold iron fingernails to spring from nothingness around a target at a range of up to 30 feet, attempting an Athletics check to Grapple against the target's Fortitude DC; if the target has a weakness to cold iron, Taviah gains a +2 circumstance bonus to this check. Unlike a normal Grapple, Taviah doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature Escapes (DC 24), causing the cage to crumble into rust. Any creature can attempt to destroy the cage by attacking it; the cage has an AC of 19, Hardness 10, and 40 Hit Points. Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) Iron Taviah can take on the appearance of any Medium female humanoid. This doesn't change her Speed, or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning). Rend Single Action claw Ritual Specialist Iron Taviah has a +2 circumstance bonus to the primary checks to perform a ritual. In addition, she can reduce the number of secondary casters for a ritual by 1. When she does, she must fulfill any requirements for the secondary caster, and she attempts the secondary check normally performed by that secondary caster. She can't replace a secondary caster who is the target of the spell (as in the atone ritual). ","skill_mod":{"deception":11,"crafting":13,"stealth":14,"arcana":11,"athletics":14,"intimidation":11,"occultism":14,"religion":11},"image":["/Images/Monsters/IronTaviah.png"],"primary_source":"Pathfinder #182: Graveclaw","spell":["False Life","Haste"],"ac":24,"item":["leather bag containing finger bones"],"level":6,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"piercing":5,"slashing":5,"physical":5},"intelligence":3,"reflex_save":11,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":16,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Iron Taviah","alignment":"NE","rarity":"unique","strike_damage_average":[15],"attack_bonus":[16],"constitution":4,"spell_attack_bonus":[13],"will_save":14,"speed":{"max":20,"land":20},"wisdom":3,"weakness":{},"creature_ability":["Coven","Magaambya Scar","Bonds of Iron","Change Shape","Rend","Ritual Specialist"],"primary_source_group":"Blood Lords","skill":["Arcana","Athletics","Crafting","Deception","Intimidation","Occultism","Religion","Stealth"],"tradition":["Occult"],"summary":"Iron Taviah doesn't remember where her story begins. Old even for an annis hag, who can live exceptionally long lives, she wandered south of the …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2069","dexterity":3,"category":"creature","slug":"creature-2069"},{"primary_source_category":"Adventure Paths","strength":3,"hp":120,"language":["Aklo","Common","Necril"],"source":["Pathfinder #182: Graveclaw"],"type":"Creature","charisma":6,"perception":15,"stealth":"16","trait":["Amphibious","Hag","Humanoid","Unique","NE","Medium"],"id":"creature-2070","text":" Sahni Bride-Of-The-Sea, Sea Hag Dealmaker Sahni grew up in the Iblydos archipelago of far-off Casmaron. She considered herself a perfectly normal human girl in a perfectly normal human family, but she was, in fact, a changeling. She married a humble but handsome carpenter. On the morning after her wedding night, Sahni awoke to her husband's screams—she had taken on her true appearance as a hideous hag. Her husband tried to flee, but she imprisoned him; by the time he died a few days later at Sahni's hands, she felt she had somehow fulfilled her social obligations and fled Iblydos forever. Without any firm destination in mind, she took to the sea. In her long and aimless journey west, Sahni made use of many sailing vessels, one after the other. She sometimes ruled them in terror and sometimes crept below decks to pick off and devour the crew one at a time. She became enamored of the sea—not for its beauty or its timelessness, but for its cruel and implacable power. How many sailors prayed to gods of the sea for mercy and safe travels, she wondered, only for the uncaring sea to drag them down to watery death? To the sea, people were entirely inconsequential, even the ones who dedicated themselves to mastering the tides or plumbing the ocean's depths. The sea's awesome resilience and its ability to care nothing— even for those who loved it—seduced Sahni. In a wedding ritual of her own making, she wed herself to the sea and its most ancient master: Dagon. Geb wasn't the first realm of the Inner Sea where Sahni tried to live, but it proved a perfect home for her. In Avistan, hags like Sahni usually hid from sight, and she might have been forced to lair in a wretched coastal ruin or an isolated hovel. Although Sahni hadn't come from a wealthy or influential family, she felt in her heart she deserved better than to live in isolated squalor. In Geb, Sahni could live a relatively normal life without fear. Thanks to Dagon's patronage, her magical powers increased, and she secured many bargains with hapless inhabitants of the town of Sallowshore. She attained a level of power she had never experienced or even dared to imagine. In dedication to Dagon, she built a shrine in a flooded temple of Urgathoa. She knows Dagon neither knows nor cares about her dedication to him; that's what she loves about him. Campaign Role Sahni is the second member of the Graveclaw coven the characters face. Once the player characters reach Sallowshore, they quickly learn Sahni is an active member of the community, well-known as the town's lawyer. This label has an unusual meaning in Sallowshore, however, as there are no courts, no judges, and no real legal system or authorities. Instead, townsfolk who seek justice for some misdeed against them (or even a perceived slight) engage Sahni as a sort of vigilante. The sea hag strikes a bargain with her client, securing them the vengeance they crave in return for something dear to them. Sahni doesn't need the prices she collects for her services; she collects them because she enjoys inflicting suffering and believes her skills have value. Sahni is producing tremor paste in Sallowshore. This is one of the vital ingredients in Kemnebi's necrotic toxin that not only kills its victims but primes them for revivification as undead. She knows Iron Taviah is enhancing brain grit using fey magic, Nathnelma is trying to acquire a mysterious ingredient called shadow ash, and Decrosia is building an assembly line in Pagked where all the toxin's ingredients can be combined at industrial scale. Like most hags, Sahni harbors a deep, jealous hatred for her coven-mates. She avoids talking to them whenever possible, so she doesn't know how successful her “sisters” have been or what obstacles they might have encountered in the task. If Sahni discovers the player characters killed Iron Taviah, she swears murderous vengeance—not because she cared for Taviah but because the loss of one member makes the entire coven weaker. As the player characters investigate the town, they meet some of Sahni's former clients, learn the prices she's collected from them, and discover a few of her many enemies. Eventually, they must confront her in her lair, a temple to Urgathoa that Sahni rededicated to her aquatic patron, Dagon. To stop the creation of tremor paste, the player characters must defeat Sahni in battle. If they do so, they simultaneously free all her former clients from the price they paid, making the player characters heroes of Sallowshore, regardless of their alignment, origin, or personal missions. Coven Spells When the player characters battle Sahni in Chapter 2, the Graveclaw has been weakened by the loss of Iron Taviah, but it's not yet broken. As a scattered coven (page 72), the Graveclaw grants Sahni the ability to cast the following spells as 3rd-level occult spells, once per day each, without requiring help from her fellow coven members: acid arrow , curse of lost time , earthbind , harm , mimic undead , summon construct , and water walk . If Sahni is the third hag they confront, the coven is broken and she lacks these coven spells. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Sahni Bride-Of-The-Sea Source Pathfinder #182: Graveclaw pg. 90 Perception +15; darkvision Languages Aklo, Common, Necril Skills Acrobatics +14, Diplomacy +16, Legal Lore +19, Occultism +14, Stealth +16 Str +3 Dex +4 Con +4 Int +6 Wis +2 Cha +6 Coven Sahni adds acid arrow , mariner's curse , and water walk to her coven's spells. Items stony hag eye --- AC 24 Fort +13 Ref +14 Will +18 +1 status to saves vs. magic HP 120 Weaknesses cold iron 10 --- Speed 25 feet, swim 35 feet Melee Single Action claw +16 (Agile, Magical), Damage 2d10+4 slashing Divine Spontaneous Spells DC 25, attack +17 - Cantrips (4th) Divine Lance, Mage Hand, Message, Prestidigitation, Sigil - 1st Alarm, Charm, Command (3 slots) - 2nd Animal Messenger, Mending, See Invisibility (3 slots) - 3rd Animal Vision, Crashing Wave, Fear (3 slots) - 4th Bestial Curse, Vampiric Maiden (2 slots) Bride's Bargain (Necromancy, Occult) Sahni can make a bargain with a willing creature of sound mind. The creature gives away a special quality—such as its courage, beauty, or voice—or sacrifices a loved one in exchange for a boon or a promise from Sahni. As long as Sahni keeps her end of the bargain, the only way to restore a lost quality is to defeat Sahni or make another bargain for its return. Loved ones sacrificed for Sahni's bargain can't be restored except with wish , miracle , or similarly powerful magic. Curse of Futility Two Actions (Curse, Emotion, Enchantment, Fear, Mental, Occult) Sahni gazes upon a creature, affecting it with an overwhelming sense that every action it takes is futile; that humiliating failure is their only possible future. The target attempts a DC 25 Will save; the target doesn't need to be able to see Sahni. Critical Success The target is unaffected and temporarily immune to Sahni's Curse of Futility for 24 hours. Success The target is stupefied 1 for 1 round and then temporarily immune for 1 hour. Failure The target is stupefied 2 for 1 minute. Critical Failure The target is stupefied 2 for 1 hour and is doomed 1 as long as it is stupefied. ","skill_mod":{"diplomacy":16,"stealth":16,"occultism":14,"acrobatics":14},"image":["/Images/Monsters/SahniBrideOfTheSea.png"],"primary_source":"Pathfinder #182: Graveclaw","spell":["Bestial Curse","Vampiric Maiden","Animal Vision","Crashing Wave","Fear","Animal Messenger","Mending","See Invisibility","Alarm","Charm","Command","Divine Lance","Mage Hand","Message","Prestidigitation","Sigil"],"ac":24,"item":["stony hag eye"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":6,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Sahni Bride-Of-The-Sea","alignment":"NE","rarity":"unique","strike_damage_average":[15],"attack_bonus":[16],"constitution":4,"spell_attack_bonus":[17],"will_save":18,"speed":{"max":35,"land":25,"swim":35},"wisdom":2,"weakness":{"cold_iron":10},"creature_ability":["Coven","Bride's Bargain","Curse of Futility"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Diplomacy","Legal Lore","Occultism","Stealth"],"tradition":["Divine"],"summary":"Sahni grew up in the Iblydos archipelago of far-off Casmaron. She considered herself a perfectly normal human girl in a perfectly normal human …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2070","dexterity":4,"category":"creature","slug":"creature-2070"},{"attack_bonus":[32,32],"constitution":4,"primary_source_category":"Adventures","strength":4,"hp":310,"language":["Common","Tien"],"immunity":["nameless nightmare"],"source":["In Darkness"],"type":"Creature","will_save":32,"charisma":8,"speed":{"fly":25,"max":25,"land":25},"perception":33,"wisdom":5,"weakness":{},"creature_ability":["Dreams Unraveling","Nameless Nightmare","Stitch into the Web","Separate Astral Body","Sever Astral Threads","Stalker in Dreams","String Astral Body"],"primary_source_group":"Dark Archive","skill":["Acrobatics","Athletics","Intimidation","Occultism","Stealth"],"stealth":"31","trait":["Aberration","Human","Humanoid","Unique","CE","Medium"],"id":"creature-2071","text":" Redacted, The Weaver In Dreams Recall Knowledge - Aberration (Occultism): DC 44 Recall Knowledge - Humanoid (Society): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Redacted, The Weaver In Dreams Source In Darkness pg. 16 Perception +33 Languages Common, Tien Skills Acrobatics +30, Athletics +29, Intimidation +33, Occultism +33, Stealth +31 Str +4 Dex +7 Con +4 Int +5 Wis +5 Cha +8 --- AC 39 Fort +28 Ref +29 Will +32 HP 310 Immunities nameless nightmare Dreams Unraveling (aura, emotion, fear, mental, visual) When the Weaver has fewer than 155 Hit Points, his form partially unravels, revealing patches of pure horror acute enough to leave physical wounds. This creates a 10-foot emanation that deals 3d6 mental damage and 3d6 slashing damage, with a DC 36 basic Will save. A creature Averting its Gaze is immune to the aura. Nameless Nightmare The Weaver has torn off his own name to become a being of fear. He is immune to linguistic effects and any effect that would impose the frightened condition. Without a name, he is difficult for phenomena to affect; the Weaver recovers from the paralyzed, slowed, and stunned conditions at the end of his turn, and his flat check to clear persistent damage is 5. If anyone utters, writes, or otherwise attempts to record his name, that creature automatically takes 10 mental damage and the attempt fails. Stitch into the Web Reaction Trigger The Weaver is moved against his will, or a creature attempts to leave a square within 20 feet of him by any means, including teleportation; Effect The Weaver's silk stitches a body in place to prevent movement. The creature stops moving and the action is disrupted. The disruption doesn't affect astral bodies. --- Speed 25 feet, fly 25 feet; Stalker in Dreams Melee Single Action claw +32 (Agile, Finesse, versatile P), Damage 5d6+14 slashing Melee Single Action astral silk +32 (Disarm, Finesse, Magical, reach 20 feet, Sweep), Damage 5d4+14 slashing plus 3d6 mental and Separate Astral Body Separate Astral Body Single Action The Weaver buries a silk thread in the target's psyche and tugs, wrenching the target's astral form out of their body. Unless the target succeeds at a DC 36 Will save, their astral form is pulled out, causing a ghostly image of them to appear in an adjacent space of the Weaver's choosing. An astral body is immune to physical damage but affected normally by mental effects, force effects, and effects that directly target the spirit. The target remains connected to their physical body by a silver cord, which is always visible and possibly foils attempts to Hide. Separation from one's astral body takes a toll on the psyche, imposing a –1 status penalty to Will saves and dealing 1d6 persistent mental damage for as long as the body is separated; this increases to 3d6 if the target is ever more than 30 feet from its astral body. The target can use a single action, which has the concentrate trait, to move their astral body an amount equal to their Speed. When the target stops taking persistent mental damage from this ability, the astral body snaps back to the physical body, ending the effect. If a target is carrying silver, then the first time this ability is used on them, the ability fails and any silver they're carrying larger than a coin tarnishes—while this doesn't outright destroy items like weapons or thaumaturge implements, it does prevent them from protecting against this ability more than once. Sever Astral Threads Two Actions The Weaver uses a claw to cut the silver cord connecting a creature's astral and physical bodies. This deals 16d6 mental damage to any target affected by Separate Astral Body whose physical or astral body is within 10 feet of the Weaver (DC 37 basic Will save). After being targeted by this ability, the astral body slams violently back into the target's physical body, causing the target's vision to swim and blinding them until the start of their next turn unless they critically succeeded at their saving throw. Stalker in Dreams Free Action (Teleportation) Trigger The Weaver becomes concealed to all creatures within 60 feet or is not observed by any creatures within 60 feet; Effect The Weaver's presence on the Material Plane is connected to others' perception of him, and when that perception falters, he can skitter to a new location. The Weaver teleports to an unoccupied space within 60 feet not within line of sight of any creatures within 60 feet. If the Weaver became concealed or unobserved as part of a movement action he was taking, he can resume its movement after teleporting. A creature who Averts its Gaze from the Weaver is not observing him. String Astral Body Single Action The Weaver attaches strings to a creature's astral body to move it. He forcefully moves an exposed astral body within reach of his astral silk Strike up to 20 feet, with no saving throw. ","skill_mod":{"stealth":31,"athletics":29,"intimidation":33,"occultism":33,"acrobatics":30},"primary_source":"In Darkness","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity"],"ac":39,"level":15,"source_category":["Adventures"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2071","intelligence":5,"reflex_save":29,"strongest_save":["will"],"dexterity":7,"fortitude_save":28,"source_group":["Dark Archive"],"size":["Medium"],"spoilers":"Dark Archive","name":"Redacted, The Weaver In Dreams","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[31,37],"slug":"creature-2071"},{"attack_bonus":[27],"constitution":5,"primary_source_category":"Adventures","strength":5,"hp":290,"language":["Common","Tien","(can't speak any language)"],"source":["In Darkness"],"type":"Creature","spell_attack_bonus":[27],"will_save":29,"charisma":8,"speed":{"max":0,"land":0},"perception":26,"wisdom":1,"weakness":{},"creature_ability":["Anchored in Silk","In There Somewhere","Give of Oneself","Of Same Essence"],"primary_source_group":"Dark Archive","skill":["Acrobatics","Athletics"],"trait":["Aberration","Unique","NE","Gargantuan"],"id":"creature-2072","text":" Cocoon Of Lucid Potential Recall Knowledge - Aberration (Occultism): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Cocoon Of Lucid Potential Source In Darkness pg. 17 Perception +26 Languages Common, Tien; (can't speak any language) Skills Acrobatics +30, Athletics +30 Str +5 Dex +1 Con +5 Int +1 Wis +1 Cha +8 Anchored in Silk The cocoon is incapable of movement beyond slight wriggling in place. It has no Speed and can't move or be moved, even through means such as teleportation, as the Weaver's threads tether it in place physically and astrally. The cocoon casts any spells psychically, substituting verbal and somatic components for expressions of pure unbridled will and removing the manipulate trait from its Cast a Spell action. --- AC 33 Fort +26 Ref +20 Will +29 HP 290 Weaknesses in there somewhere In There Somewhere Killia's individuality still rests within the cocoon, yet trying to resist assimilation. If a PC succeeds at a DC 32 Diplomacy check on the cocoon, the cocoon takes 5d6 mental damage and is stunned 1 as Killia's consciousness fights the Weaver. The cocoon can't be affected in this way more than once per turn. Give of Oneself Free Action Trigger The Weaver would be reduced to 0 Hit Points; Effect The cocoon's vitality is linked to the Weaver's. It loses 30 Hit Points, restoring 15 Hit Points to the Weaver. It can use this ability even if it would otherwise be unable to act. --- Speed 0 feet Ranged Single Action psychic scream +27 (Mental, Occult, range 120 feet, Sonic), Damage 4d6 sonic plus 4d6 mental Occult Spontaneous Spells DC 33, attack +27 - Cantrips (7th) Daze, Mage Hand, Phase Bolt, Shield, Telekinetic Projectile - 5th Darkness, Etheric Shards, Sea of Thought, Synaptic Pulse (4 slots) - 6th Collective Transposition, Dispel Magic, Feeblemind, Soothe (4 slots) - 7th Invisibility Curtain, Spirit Blast, Telekinetic Bombardment (3 slots) Of Same Essence The cocoon and the Weaver share the same essence. Its spells never affect the Weaver if they would harm him, and the Weaver can ignore the any of the cocoon's active spell effects if he desires (such as sea of thought ). ","tradition":["Occult"],"skill_mod":{"athletics":30,"acrobatics":30},"primary_source":"In Darkness","spell":["Invisibility Curtain","Spirit Blast","Telekinetic Bombardment","Collective Transposition","Dispel Magic","Feeblemind","Soothe","Darkness","Etheric Shards","Sea of Thought","Synaptic Pulse","Daze","Mage Hand","Phase Bolt","Shield","Telekinetic Projectile"],"trait_group":["Creature Type","Rarity"],"ac":33,"level":13,"spell_dc":[33],"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2072","intelligence":1,"reflex_save":20,"strongest_save":["will"],"dexterity":1,"fortitude_save":26,"source_group":["Dark Archive"],"size":["Gargantuan"],"spoilers":"Dark Archive","name":"Cocoon Of Lucid Potential","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[28],"slug":"creature-2072"},{"attack_bonus":[5,5],"constitution":3,"primary_source_category":"Lost Omens","strength":3,"hp":16,"source":["Travel Guide"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":35,"land":35},"perception":4,"wisdom":2,"weakness":{},"creature_ability":["Buck","Gallop"],"skill":["Acrobatics","Athletics"],"trait":["Animal","N","Medium"],"id":"creature-2073","text":" Baccali Alpaca A Druman breed of alpaca, the baccali alpaca is prized for its exceptionally soft wool. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Baccali Alpaca Source Travel Guide pg. 99 Perception +4; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +4, Athletics +7 Str +3 Dex +2 Con +3 Int -4 Wis +2 Cha +0 --- AC 14 Fort +7 Ref +4 Will +4 HP 16 Buck Reaction DC 15 --- Speed 35 feet Melee Single Action hoof +5, Damage 1d4+3 bludgeoning Ranged Single Action spit +5 (range 10 feet), Damage 1d3+1 bludgeoning Gallop Two Actions The alpaca Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. ","skill_mod":{"athletics":7,"acrobatics":4},"summary":"A Druman breed of alpaca, the baccali alpaca is prized for its exceptionally soft wool.","primary_source":"Travel Guide","trait_group":["Creature Type"],"ac":14,"level":0,"source_category":["Lost Omens"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2073","intelligence":-4,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Baccali Alpaca","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[2,5],"slug":"creature-2073"},{"attack_bonus":[9],"constitution":1,"primary_source_category":"Lost Omens","strength":2,"hp":24,"source":["Travel Guide"],"type":"Creature","creature_family":"Wolf","will_save":5,"charisma":-2,"speed":{"max":35,"land":35},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Pack Attack"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"7","trait":["Animal","N","Medium"],"id":"creature-2074","text":" Sarkorian Wolf To survive living in the Worldwound, Sarkorian wolves developed defenses against the Abyss. They've become symbols for Mendevian crusaders who struggled to adapt to the world after the war ended. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Sarkorian Wolf Source Travel Guide pg. 99 Perception +7; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +5, Stealth +7, Survival +7 Str +2 Dex +4 Con +1 Int -4 Wis +2 Cha -2 --- AC 15 Fort +6 Ref +9 Will +5 HP 24 Resistances evil 5 --- Speed 35 feet Melee Single Action jaws +9, Damage 1d6+2 piercing plus Knockdown Pack Attack The wolf's Strikes deal 1d4 extra damage to creatures within reach of at least two of the wolf's allies. ","skill_mod":{"survival":7,"stealth":7,"athletics":5,"acrobatics":7},"summary":"To survive living in the Worldwound, Sarkorian wolves developed defenses against the Abyss . They've become symbols for Mendevian crusaders who …","primary_source":"Travel Guide","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Lost Omens"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"evil":5},"url":"/Monsters.aspx?ID=2074","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Sarkorian Wolf","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[5],"slug":"creature-2074"},{"attack_bonus":[16,16],"constitution":5,"primary_source_category":"Lost Omens","strength":6,"hp":85,"source":["Travel Guide"],"type":"Creature","creature_family":"Owlbear","will_save":13,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Bloodcurdling Screech","Gnaw","Screeching Advance"],"skill":["Acrobatics","Athletics","Intimidation"],"trait":["Animal","N","Large"],"id":"creature-2075","text":" Irriseni Owlbear A cultural symbol for Irrisen, the Irriseni owlbear is particularly well adapted to frosty conditions. These owlbears are larger than their temperate zone counterparts. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Irriseni Owlbear Source Travel Guide pg. 99 Perception +15; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +9, Athletics +16, Intimidation +12 Str +6 Dex +1 Con +5 Int -4 Wis +3 Cha +0 --- AC 23 Fort +15 Ref +9 Will +13 HP 85 Resistances cold 5 --- Speed 25 feet Melee Single Action talon +16 (Agile), Damage 1d10+8 piercing plus Grab Melee Single Action beak +16, Damage 1d12+8 piercing Bloodcurdling Screech Single Action (Auditory, Emotion, Fear, Mental) The owlbear unleashes a loud screech that terrifies its prey. Each creature in an 80-foot emanation must attempt a DC 22 Will save. Regardless of the result, creatures are temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is fleeing for 1 round and frightened 3. Gnaw Single Action Requirements The owlbear has a creature grabbed with its talons. Effect The owlbear attempts to disembowel the creature with a beak Strike. If the Strike hits, the target must attempt a DC 24 Will save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 1 and slowed 1 as long as it remains sickened. Screeching Advance Two Actions (Auditory, Emotion, Fear, Mental) The owlbear makes a Bloodcurdling Screech and Strides twice. All creatures within 80 feet of the owlbear at any point during this movement are subjected to the effects of Bloodcurdling Screech. ","skill_mod":{"athletics":16,"intimidation":12,"acrobatics":9},"summary":"A cultural symbol for Irrisen, the Irriseni owlbear is particularly well adapted to frosty conditions. These owlbears are larger than their temperate …","primary_source":"Travel Guide","trait_group":["Creature Type"],"ac":23,"level":5,"source_category":["Lost Omens"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{"cold":5},"url":"/Monsters.aspx?ID=2075","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":15,"size":["Large"],"name":"Irriseni Owlbear","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[13,14],"slug":"creature-2075"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Lost Omens","strength":1,"hp":8,"source":["Travel Guide"],"type":"Creature","creature_family":"Rat","will_save":3,"charisma":-3,"speed":{"climb":10,"max":30,"land":30},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Filth Fever"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"5","trait":["Animal","N","Small"],"id":"creature-2076","text":" Vulture Rat Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Vulture Rat Source Travel Guide pg. 99 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +5, Athletics +2, Stealth +5 Str +1 Dex +3 Con +2 Int -4 Wis +1 Cha -3 --- AC 15 Fort +6 Ref +7 Will +3 HP 8 --- Speed 30 feet, climb 10 feet Melee Single Action jaws +7 (Agile, deadly d8, Finesse), Damage 1d6+1 piercing plus filth fever Filth Fever (Disease) The sickened and unconscious conditions from filth fever don't improve on their own until the disease is cured. Saving Throw DC 14 Fortitude; Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sickened 1 (1 day), Stage 3 sickened 1 and slowed 1 (1 day), Stage 4 unconscious (1 day), Stage 5 dead ","skill_mod":{"stealth":5,"athletics":2,"acrobatics":5},"primary_source":"Travel Guide","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Lost Omens"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2076","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":6,"size":["Small"],"name":"Vulture Rat","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[4],"slug":"creature-2076"},{"attack_bonus":[6,6],"constitution":2,"primary_source_category":"Lost Omens","strength":2,"hp":16,"source":["Travel Guide"],"type":"Creature","creature_family":"Dolphin","will_save":5,"charisma":0,"speed":{"max":60,"swim":60},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Aquatic Echolocation","Deep Breath","Ramming Speed"],"skill":["Athletics"],"trait":["Animal","N","Large"],"id":"creature-2077","text":" Whalesteed Whalesteeds were first tamed in the Shackles as part of an ambush between rival pirate captains. Whalesteed riders are still an unusual sight, as learning to master the skill takes years of training. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Whalesteed Source Travel Guide pg. 99 Perception +7; aquatic echolocation 120 feet, low-light vision Languages Skills Athletics +6 Str +2 Dex +3 Con +2 Int -4 Wis +3 Cha +0 Aquatic Echolocation A whalesteed can use its hearing as a precise sense at the listed range, but only underwater. Deep Breath A whalesteed can hold its breath for 2 hours. --- AC 15 Fort +6 Ref +7 Will +5 HP 16 --- Speed swim 60 feet Melee Single Action snout +6, Damage 1d6+2 bludgeoning Melee Single Action jaws +6, Damage 1d6+2 piercing Ramming Speed Two Actions The whalesteed Swims twice and then makes a snout Strike. As long as it moved at least 20 feet, it gains a +1 circumstance bonus to its attack roll. A Large or smaller creature hit by this attack must succeed at a DC 16 Fortitude save or be slowed 1 for 1 round. ","skill_mod":{"athletics":6},"summary":"Whalesteeds were first tamed in the Shackles as part of an ambush between rival pirate captains. Whalesteed riders are still an unusual sight, as …","primary_source":"Travel Guide","trait_group":["Creature Type"],"ac":15,"level":0,"source_category":["Lost Omens"],"sense":"aquatic echolocation 120 feet, low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2077","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":6,"size":["Large"],"name":"Whalesteed","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[5,5],"slug":"creature-2077"},{"primary_source_category":"Adventure Paths","strength":7,"hp":250,"language":["Celestial","Common","Draconic","Infernal","<%SPELLS%293%%>speak with animals<%END>"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","charisma":3,"perception":23,"trait":["Agathion","Celestial","Uncommon","NG","Small"],"id":"creature-2078","text":" Agathion, Guloval Agathions are born from petitioners who achieved enlightenment in life or after death and received Nirvana's blessing. A guloval is small in stature but fierce, appearing as an anthropomorphic wolverine with gray and black fur, a white strip down the snout, and fearsome digging claws that can be easily used as weapons. A guloval's core value is aggressive protection, and as such, they are one of the most militant of the normally peaceful agathions. A guloval attacks with a frightening ferocity to protect others, and they particularly seek out roles as guardians of children or the elderly. Despite this compulsion to protect those who may not be able to defend themselves, gulovals are also known for grumpy temperaments and impatience with social niceties. Most prefer to live as hermits when they're not assisting someone in need. Recall Knowledge - Celestial (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Guloval Source Pathfinder #183: Field of Maidens pg. 81 Perception +23; darkvision Languages Celestial, Common, Draconic, Infernal; speak with animals Skills Athletics +25, Intimidation +21, Nature +23, Nirvana Lore +22, Survival +23 Str +7 Dex +4 Con +5 Int +4 Wis +5 Cha +3 --- AC 32 Fort +22 Ref +21 Will +24 +1 status bonus to all saves vs. magic HP 250 Weaknesses evil 10 Interposition Reaction Trigger A ward within the guloval's reach would take damage from a Strike, and the guloval is within the attacker's reach; Effect The guloval blocks the attack with their own body, taking the triggering attack's damage. The ward takes no damage. --- Speed 25 feet, burrow 20 feet Melee Single Action jaws +25 (Good, Magical), Damage 3d8+13 piercing plus 1d6 good Melee Single Action claw +25 (Agile, Good, Magical), Damage 3d4+13 slashing plus 1d6 good Divine Innate Spells DC 32, attack +24 - 2nd Shield Other - 3rd Remove Disease - 4th Circle of Protection, Remove Curse - 5th Blink Charge, Breath of Life - 6th Divine Wrath, Remove Fear, Righteous Might - Constant (6th) Speak with Animals Righteous Wound (Divine, Emotion, Enchantment, Fear, Mental) When a guloval critically hits an evil creature with any melee Strike, the evil creature becomes frightened 1. If that evil creature has damaged one of the guloval's wards within the last round, it's instead frightened 2. Shield Ward Single Action (Abjuration, Divine) The guloval enhances the magical link with their ward, granting that creature a +1 status bonus to its Armor Class and saving throws until the start of the guloval's next turn. Wolverine's Protection Two Actions (Abjuration, Divine) The guloval selects a single willing ally within 30 feet as their ward; that ally can't already be the ward of another guloval. Once an ally becomes a ward, a magical link forms between the guloval and the ward, and as long as they are on the same plane and both are alive, the guloval knows the ward's direction from them, distance from them, and any conditions affecting them. A guloval can maintain this link with up to 4 wards—if they select a fifth, one of the previous wards (chosen by the guloval) loses the link and is no longer a ward. Holoma Gulovals A few Holoma clans maintain close relationships with gulovals who have traveled far from their home in Nirvana to dwell on Golarion. These gulovals are truly ferocious when marching into battle alongside Holoma allies. All gulovals have internal codes that help guide and prevent them from harming innocents, and those allied with Holoma families are no exception. ","skill_mod":{"nature":23,"survival":23,"athletics":25,"intimidation":21},"image":["/Images/Monsters/Agathion_Guloval.png"],"primary_source":"Pathfinder #183: Field of Maidens","spell":["Divine Wrath","Remove Fear","Righteous Might","Blink Charge","Breath of Life","Circle of Protection","Remove Curse","Remove Disease","Shield Other","Speak with Animals"],"ac":32,"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":22,"source_group":["Blood Lords"],"size":["Small"],"spoilers":"Blood Lords","name":"Guloval","alignment":"NG","rarity":"uncommon","strike_damage_average":[24,30],"attack_bonus":[25,25],"constitution":5,"creature_family":"Agathion","spell_attack_bonus":[24],"will_save":24,"speed":{"max":25,"land":25,"burrow":20},"wisdom":5,"weakness":{"evil":10},"creature_ability":["Interposition","Righteous Wound","Shield Ward","Wolverine's Protection"],"primary_source_group":"Blood Lords","skill":["Athletics","Intimidation","Nature","Nirvana Lore","Survival"],"tradition":["Divine"],"summary":"Agathions are born from petitioners who achieved enlightenment in life or after death and received Nirvana's blessing. A guloval is small in …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2078","dexterity":4,"category":"creature","slug":"creature-2078"},{"remaster_name":["Giylea"],"primary_source_category":"Adventure Paths","strength":6,"hp":230,"language":["Celestial","Draconic","Infernal","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","charisma":3,"perception":28,"trait":["Archon","Celestial","Rare","LG","Huge"],"id":"creature-2079","text":" Archon, Wheel Among the most terrifying archons to behold, and easily the most difficult for mortals to comprehend, is the wheel archon, so named for its appearance as a flying, armor-plated wheel of fire with eyes on each spoke. Wheel archons often serve as messengers or harbingers for the armies of heaven, as their stubborn, indomitable natures make them ill-suited for missions requiring diplomacy or tact. Indeed, they have a legendary intolerance and single-mindedness in the pursuit of the punishment of evil. Wheel archons can't tolerate deceit and easily see through lies. The sensation of this celestial being's divine eyes all fixing upon a single target is usually enough to encourage honesty, but when a wheel archon detects a falsehood, their righteous wrath takes over and they mete out punishment to sinners without quarter. Recall Knowledge - Celestial (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Wheel Archon Source Pathfinder #183: Field of Maidens pg. 82 Perception +28; darkvision, discern lies , true seeing Languages Celestial, Draconic, Infernal; tongues Skills Acrobatics +31, Athletics +30, Intimidation +29, Religion +28, Warfare Lore +29 Str +6 Dex +9 Con +6 Int +5 Wis +6 Cha +3 --- AC 41 Fort +26 Ref +31 Will +28 +1 status to all saves vs. magic HP 230 Weaknesses evil 15 All-Knowing Eyes (aura, divination, divine, mental, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 34 Will save. If the creature fails, any Deception check it attempts until the end of its next turn has its result reduced by one degree of success. On a failed saving throw, a creature that is currently disguised or in a shape other than its true form also becomes stupefied 1 until the end of its next turn. --- Speed fly 50 feet Melee Single Action slam +30 (Good, Magical), Damage 3d12+14 bludgeoning plus 1d6 good Ranged Single Action tongue of flame +33 (Fire, Good, Magical, range 30 feet), Damage 3d4+8 fire plus 1d6 good Divine Innate Spells DC 37, attack +29 - 7th Divine Decree, Flame Strike, Prying Eye, Zealous Conviction - 8th Antimagic Field, Divine Wrath - Constant (8th) Discern Lies, True Seeing, Tongues Fiery Spokes Two Actions (Divine, Evocation, Fire, Good) The wheel archon spins furiously, emitting a rain of divine fire. All creatures in a 60-foot emanation take 12d6 fire damage and 5d6 good damage (DC 37 basic Reflex save). The wheel archon can't use Fiery Spokes for 1d4 rounds. Focus Gaze Single Action (Concentrate, Divination, Divine, Mental, Visual) The wheel archon fixes its gaze on a creature they can see within 30 feet. The target must immediately attempt a DC 37 Will save against the wheel archon's all-knowing eyes. If the creature is under any magical effect that disguises it or has altered its shape, the wheel archon attempts to counter that magical disguise effect (counteract +29, 8th level). After attempting its save, the creature is then temporarily immune until the start of the wheel archon's next turn. Unforgiving Archons More so than other archons, the wheel archon's view of good and evil is rigid, almost to the point of absolute inflexibility. They carry out other celestials' instructions to the letter—sometimes in ways that incur grave consequences when they're faced with situations that would be served better with moderation and forgiveness. A wheel archon never regrets or feels remorse for their actions, as they see themself as an arbiter of heavenly law. ","skill_mod":{"athletics":30,"intimidation":29,"acrobatics":31,"religion":28},"image":["/Images/Monsters/WheelArchon.png"],"primary_source":"Pathfinder #183: Field of Maidens","spell":["Antimagic Field","Divine Wrath","Divine Decree","Flame Strike","Prying Eye","Zealous Conviction","Discern Lies","True Seeing","Tongues"],"ac":41,"level":16,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" darkvision , discern lies , true seeing ","resistance":{},"intelligence":5,"reflex_save":31,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":26,"source_group":["Blood Lords"],"size":["Huge"],"spoilers":"Blood Lords","name":"Wheel Archon","alignment":"LG","rarity":"rare","strike_damage_average":[19,37],"attack_bonus":[30,33],"constitution":6,"creature_family":"Archon","spell_attack_bonus":[29],"will_save":28,"speed":{"fly":50,"max":50},"wisdom":6,"weakness":{"evil":15},"creature_ability":["All-Knowing Eyes","Fiery Spokes","Focus Gaze"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Intimidation","Religion","Warfare Lore"],"tradition":["Divine"],"summary":"Among the most terrifying archons to behold, and easily the most difficult for mortals to comprehend, is the wheel archon, so named for its …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2079","dexterity":9,"category":"creature","slug":"creature-2079"},{"remaster_name":["Aeolaeka"],"primary_source_category":"Adventure Paths","strength":5,"hp":250,"language":["Celestial","Draconic","Terran","<%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","charisma":2,"perception":23,"trait":["Azata","Celestial","Uncommon","CG","Large"],"id":"creature-2080","text":" Azata, Aeolaeka Aeolaekas, also known as stone azatas, embody the slow but inevitable chaos of rock itself. Stone is often thought to be steadfast and unchanging, but, when viewed on a grander scale over vast periods of time, stone can transform into things as diverse as intricate crystals and fine powder. To the aeolaeka, anything that could become either sand or diamond is the very incarnation of the chaos of reality—just on a slower scale. As a result of their stone affinity, aeolaekas are less capricious than other azatas, and some have willingly forged lasting accords or agreements with mortals. Stone-skinned aeolaekas are sometimes mistaken for statues and use this fact to hide in plain sight when they don't want their presence known. Recall Knowledge - Celestial (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Aeolaeka (Stone Azata) Source Pathfinder #183: Field of Maidens pg. 83 Perception +23; darkvision, tremorsense (precise) 60 feet Languages Celestial, Draconic, Terran; tongues Skills Athletics +25, Diplomacy +22, Intimidation +22, Nature +23 Str +5 Dex +4 Con +7 Int +2 Wis +5 Cha +2 Items +1 warhammer --- AC 33 Fort +25 Ref +20 Will +23 HP 250 Weaknesses cold iron 15, evil 15 --- Speed 25 feet, burrow 25 feet; earth glide Melee Single Action holy warhammer +24 (Good, Magical, Shove), Damage 2d8+11 bludgeoning plus 2d6 good Divine Innate Spells DC 32, attack +24 - 3rd Earthbind (at will) - 5th Locate, Wall of Stone, Weapon Storm - 6th Flesh to Stone, Stone Tell, Stone to Flesh - Constant (5th) Tongues Earth Glide An aeolaeka can Burrow through any earthen matter, including rock. When they do so, the aeolaeka moves at their full burrow Speed, leaving no tunnels or signs of their passing. Liberate the Earth Two Actions (Conjuration, Divine, Earth) The aeolaeka conjures churning stones, creating a 60-foot-long line of rolling boulders that deals 10d6 bludgeoning damage. All creatures in the area must attempt a DC 32 Reflex save, after which the area becomes difficult terrain for 24 hours before the leftover stone crumbles to dust. The aeolaeka can't Liberate the Earth for 1d4 rounds. Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage and is knocked prone. Critical Failure The creature takes double damage, is knocked prone, and is immobilized by the rubble (Escape DC 32). Sacred Hammer (Divine, Evocation) Any bludgeoning weapon becomes a holy striking weapon while the aeolaeka wields it. Statue Single Action (Concentrate) Until the next time they act, the aeolaeka appears to be a statue. They have an automatic result of 45 on Deception checks and DCs to pass as a statue. Elemental Allies Aeolaekas often visit the Plane of Earth. There, they fight against evil earth elementals or simply wander the veins and tunnels of that realm as they bask in its stony wonders. Aeolaekas often ally with elementals, particularly against evil fire creatures like salamanders. ","skill_mod":{"diplomacy":22,"nature":23,"athletics":25,"intimidation":22},"image":["/Images/Monsters/Azata_Aeolaeka.png"],"primary_source":"Pathfinder #183: Field of Maidens","spell":["Flesh to Stone","Stone Tell","Stone to Flesh","Locate","Wall of Stone","Weapon Storm","Earthbind","Tongues"],"ac":33,"item":["+1 warhammer"],"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (precise) 60 feet","resistance":{},"intelligence":2,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":25,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Aeolaeka (Stone Azata)","alignment":"CG","rarity":"uncommon","strike_damage_average":[27],"attack_bonus":[24],"constitution":7,"creature_family":"Azata","spell_attack_bonus":[24],"will_save":23,"speed":{"max":25,"land":25,"burrow":25},"wisdom":5,"weakness":{"cold_iron":15,"evil":15},"creature_ability":["Earth Glide","Liberate the Earth","Sacred Hammer","Statue"],"primary_source_group":"Blood Lords","skill":["Athletics","Diplomacy","Intimidation","Nature"],"tradition":["Divine"],"summary":"Aeolaekas, also known as stone azatas, embody the slow but inevitable chaos of rock itself. Stone is often thought to be steadfast and unchanging, …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2080","dexterity":4,"category":"creature","slug":"creature-2080"},{"attack_bonus":[17,17],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":120,"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","will_save":12,"charisma":-2,"speed":{"max":35,"land":25,"swim":35},"perception":14,"wisdom":0,"weakness":{},"creature_ability":["Gaping Chomp","Shimmer Step"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics"],"trait":["Amphibious","Beast","Rare","CN","Medium"],"id":"creature-2081","text":" Shimmernewt Native to the coastal provinces of eastern Holomog, these strange amphibians have frilled, iridescent gills that appear asymmetrically on either side of their bodies. Random arrays of spots, stripes, and other patterns decorate their flanks, and it's said no two shimmernewts have the same coloration. Originally, shimmernewts were ordinary (if oversized) amphibians, living their lives between brackish coastal lakes or tidal pools and the steamy jungles nearby. Over time, the ambient chaotic energies flowing through Holomog magically altered their evolution. The shimmernewts of today barely resemble their ancestors. Their inherent chaotic nature has resulted in shimmernewts operating on different cycles from one another. Some are diurnal, some are nocturnal, but most are crepuscular. Shimmernewts that live close to peaceful humanoid settlements are often docile, but wild populations, whether deep in the jungle or in proximity to more violent settlements, can be quite aggressive. When provoked, all shimmernewts can inflate their gills in impressive displays to appear more attractive to mates or more intimidating to rivals. The capricious amphibians lack any natural predators, and conservation-minded locals are trying to prevent them from migrating further inland. Some underground rings host shimmernewt fights, an unsavory form of entertainment made alluring by lucrative betting. Strolling down the docks of any port town in Holomog for a few minutes provokes whispered invitations to these fights. Though many locals decry these fights as inhumane, each time a ring is shut down, another group pops up sooner or later. Recall Knowledge - Beast (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Shimmernewt Source Pathfinder #183: Field of Maidens pg. 85 Perception +14; darkvision Languages Skills Acrobatics +12, Athletics +15 Str +5 Dex +2 Con +4 Int -4 Wis +0 Cha -2 --- AC 22 Fort +16 Ref +14 Will +12 HP 120 --- Speed 25 feet, swim 35 feet Melee Single Action jaws +17, Damage 2d10+8 piercing plus Grab Melee Single Action tail +17 (reach 10 feet), Damage 2d8+8 bludgeoning plus Trip Gaping Chomp Single Action The shimmernewt chews on a creature that it has grabbed or restrained. The target creature must attempt a DC 24 Fortitude save. Critical Success The creature takes no damage. Success The creature takes 1d10 piercing damage. Failure The creature takes 2d10 piercing damage and 1d6 persistent bleed damage. Critical Failure The creature takes 4d10 piercing damage, 1d6 persistent bleed damage, and is sickened 2 by the pain of the chomp. Shimmer Step Two Actions (Conjuration, Primal, Teleportation) The shimmernewt surges forward so quickly it slips through space, teleporting to a target for an unexpected attack. The shimmernewt teleports to an empty space adjacent to a creature it can see within 60 feet, then attempts a jaws Strike against the creature. The target creature is flat-footed against this Strike. Mutant Shimmernewts The chaotic energies that have infused the shimmernewt can sometimes manifest in dramatic ways. These shimmernewts gain the mutant trait and the elite adjustment to their statistics and typically have an additional magical ability or defense, such as resistance 5 to two energy damage types, a fly Speed of 40 feet, or the ability to spit blobs of fire or acid. ","skill_mod":{"athletics":15,"acrobatics":12},"summary":"Native to the coastal provinces of eastern Holomog, these strange amphibians have frilled, iridescent gills that appear asymmetrically on either side …","image":["/Images/Monsters/Shimmernewt.png"],"primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Monster","Creature Type","Rarity"],"ac":22,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2081","intelligence":-4,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Shimmernewt","alignment":"CN","category":"creature","rarity":"rare","strike_damage_average":[17,19],"slug":"creature-2081"},{"primary_source_category":"Adventure Paths","strength":5,"hp":175,"language":["Celestial","Common"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","charisma":4,"perception":19,"stealth":"17","trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2082","text":" Grace “The Rhino” Owano, Incendiary Field Commander Grace Owano has been a fighter for longer than she can remember. Her first fight for life occurred before the dreamlike haze of her earliest memories, when Greenblades patrolling the quays of Fisher's Row discovered an infant nestled amid the ropes and nets. The baby's powerful squalling drew their attention; if her companions hadn't teased that the babe mewled like a drowning kitten, the catfolk captain Ten Lives wouldn't have investigated. Against her better judgment, the young captain knelt in the fish guts and scooped up the howling baby. One of Ten Lives' companions chuckled and dubbed the naked, dirty, and stinking child “Grace.” Ten Lives returned to Boscage Tower with little Grace in her arms. Growing up in a fortress among soldiers shaped Grace's early years. Instead of one parent, she had a hundred. The warriors stationed at Boscage Tower were mostly women, all battle-hardened from years of hunting the undead abominations that cross into Nwanyi from Geb. Prone to crude humor and quick to anger, these unlikely mothers nevertheless doted on the child they thought of as the Greenblades' daughter. The second name Owano, in fact, came from an old word for “favored daughter.” Grace learned to defend herself with a sword by the age of six and was proficient in the six Greenblade disciplines—bow, fist, hammer, shield, spear, and sword—by twelve. Always a precocious child, her vocabulary of obscenities and bawdy stories only grew under the tutelage of her unusual military family. While the others doted on Grace, Ten Lives meted out discipline with an iron will matched by Grace's own. Ten Lives saw the growing girl as her personal responsibility and glimpsed her tremendous potential. As Grace grew into a rebellious teen, the two butted heads more frequently. She earned the nickname “the Rhino” among her peers, inspired by her stubbornness and signature reckless charge. By sixteen the Rhino was already a shining star in the ranks of hopeful Greenblades, believed by many to have an illustrious career ahead of her. Yet her promotions were blocked at every turn by Ten Lives, who always demanded more from her ward. Eventually Grace had enough. After a successful campaign in which she'd lost not a single soldier, Grace marched right up to Ten Lives in her dirty leathers, smeared with over a week's worth of blood and grime, stinking of sweat and zebra hide. She demanded an immediate promotion to field commander. Now, Ten Lives realized, was the time for Grace's final test. The grizzled general challenged her to a duel, and Grace hefted the sword that had served her well for years. The duel was a drawn-out dance between talented fighters, a swirl of shining blades and righteous might. But, in the end, Grace stood over Ten Lives, dripping sweat and blood with her trembling sword pressed against the catfolk's throat. Thus Grace “the Rhino” Owano earned her rightful place as field commander of the Greenblades. The duel didn't settle their conflicts, and the two were known to bicker fiercely about the militia's role in the increasingly tense border conflict with Geb. When Ten Lives' time finally ran out in a border skirmish with a pack of ghasts, Grace was already nearing her fortieth year. Ten Lives had never once professed her love for Grace, or proclaimed her as her heir, but the Rhino stood watch over her memorial stone for seven nights, her face tracked with silent tears. When her final duty to Ten Lives was done, she accepted the mantle of general of the Greenblades. Campaign Role Many had fancied Ten Lives to be immortal and her death was a tremendous blow to the militia's morale. The power vacuum created within leaderless Nwanyi province further demoralized the dejected residents of Anuli. Now in command, Grace looked to Geb. War would reinvigorate Nwanyi, she knew. The nation would pull together, gain support from newly ascendant Nex, and receive the appointment of a new war omwa. Grace doesn't desire that position for herself, but wants more than anything for her nation to cease its squabbling. She's in a position to provide it, even at the cost of her life, so she marched in Omwa Slash's footsteps toward Geb and the Field of Maidens. Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Grace “The Rhino” Owano Source Pathfinder #183: Field of Maidens pg. 86 Perception +19 Languages Celestial, Common Skills Acrobatics +19, Athletics +21, Deception +18, Intimidation +20, Stealth +17, Warfare Lore +16 Str +5 Dex +3 Con +3 Int +0 Wis +0 Cha +4 Items Composite Longbow (20 arrows), +1 striking wounding greatsword , Studded Leather Armor --- AC 29 Fort +21 Ref +19 Will +16 HP 175 Devastator Grace's Strikes ignore 10 points of a creature's resistance to physical damage. Attack of Opportunity Reaction --- Speed 30 feet Melee Single Action greatsword +23 (Magical, versatile P), Damage 2d12+11 slashing plus 1d6 persistent bleed Melee Single Action fist +23 (Agile, Nonlethal, Unarmed), Damage 2d6+11 bludgeoning Ranged Single Action composite longbow +26 (deadly d10, Propulsive, volley 30 feet, range increment 100 feet), Damage 1d8 +11 piercing Divine Innate Spells DC 29 - Cantrips (5th) Divine Lance (good only) - 5th Divine Wrath (good only) Focus Spells DC 29, 2 Focus Points - 5th Angelic Wings, Celestial Brand Celestial Rage Two Actions (Concentrate, Emotion, Mental) Requirements Grace isn't fatigued or raging; Effect Grace unleashes her inner fury. She gains 20 temporary Hit Points that last until her Celestial Rage ends and she casts one divine innate spell or focus spell she knows. While raging, she gains weakness to evil 10, gains a +10-foot status bonus to her Speed, and takes a –1 penalty to AC. She can't use actions with the concentrate trait unless they also have the rage trait. This Celestial Rage lasts for 1 minute, until there are no enemies Grace can perceive, or until she falls unconscious, whichever comes first. When the Celestial Rage ends, Grace can't use Celestial Rage again for 1 minute. Great Cleave Single Action When Grace's melee Strike reduces a creature to 0 Hit Points, she can make a melee Strike against another foe adjacent to that creature. If that Strike also reduces the creature to 0 Hit Points, she can continue making melee Strikes until she makes a Strike that doesn't reduce a creature to 0 Hit Points, or until there are no creatures adjacent to the most recent creature she attacked while cleaving, whichever comes first. Rhino Charge Two Actions Grace Strides twice; if she ends her movement within melee reach of at least one enemy, she can make a melee Strike against that enemy. Grace can Fly instead of Stride if she has a fly speed (such as with angelic wings ). ","skill_mod":{"deception":18,"stealth":17,"athletics":21,"intimidation":20,"acrobatics":19},"image":["/Images/Monsters/GraceTheRhino.png"],"primary_source":"Pathfinder #183: Field of Maidens","spell":["Divine Wrath","Divine Lance","Angelic Wings","Celestial Brand"],"ac":29,"item":["Composite Longbow (20 arrows)","+1 striking wounding greatsword","Studded Leather Armor"],"level":10,"spell_dc":[29,29],"source_category":["Adventure Paths"],"resistance":{},"intelligence":0,"reflex_save":19,"strongest_save":["fort","fortitude"],"fortitude_save":21,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Grace “The Rhino” Owano","alignment":"CN","rarity":"unique","strike_damage_average":[4,18,27],"attack_bonus":[23,23,26],"constitution":3,"will_save":16,"speed":{"max":30,"land":30},"wisdom":0,"weakness":{},"creature_ability":["Devastator","Attack of Opportunity","Celestial Rage","Great Cleave","Rhino Charge"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Warfare Lore"],"tradition":["Divine"],"summary":"Grace Owano has been a fighter for longer than she can remember. Her first fight for life occurred before the dreamlike haze of her earliest …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=2082","dexterity":3,"category":"creature","slug":"creature-2082"},{"primary_source_category":"Adventure Paths","strength":4,"hp":235,"language":["Common","Draconic","Varisian"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","charisma":4,"perception":23,"stealth":"25","trait":["Humanoid","Unique","CE","Medium"],"id":"creature-2083","text":" Kerinza, Legendary Medusa And “Lonely Maiden” Of Southern Geb Comport yourself with elegance and pride. Mind your manners until they become a useless weight. Never trust anyone except yourself. Friendship is a weakness that can always be exploited . These were the lessons Kerinza learned before she could even walk. Her mother did her best—perhaps a hundred years ago or a thousand, as Kerinza's lost the count—to prepare Kerinza for the realities of life in Kaer Maga. A medusa's life is a complicated one, full of blessings and curses. They can turn their enemies to stone with a glance. Lethal venom is as much a part of their body as their own life's blood. A medusa born into human society faces dozens of rivals and earns a thousand enemies before they've drawn their first breath. They must learn exquisite self-control or risk endangering others with their magical vision. A reputation for treachery and ruthlessness follows them always, whether earned or not. This is the life Phaedele lead in Kaer Maga, where she influenced prominent politicians by day and ran a thieves' guild by night. She assumed her daughter would follow in her footsteps and instructed Kerinza to harden her heart and master the art of guile while she was still young and pliable, knowing anything less would mean an early death. Kerinza took to her training, always eager to please others, especially her own mother. Unfortunately, she failed to fully master control of her deadly gaze, though Phaedele berated and drilled Kerinza night and day to no avail. The only other piece of Phaedele's training she failed was the prohibition of friendship. Kerinza befriended a boy her own age, Doriel Brozan, who lived a few streets over in the wealthier part of town. The two played together whenever they could, inventing intricate pretend games, enjoying tea parties, and dressing up as heroes and monsters. Phaedele's apartments were beautiful, clean, and filled with expensive trinkets, but Doriel's family lived in a well-appointed townhouse that to Kerinza seemed like a mansion. She was awed by her friend's living space and bustling family. When Phaedele found out about Doriel, she tried to put a stop to the friendship, locking Kerinza in her room. But when Doriel bravely showed up outside their apartment, Kerinza escaped and sought shelter with Doriel and his family. She passed three months of bliss as his adopted sister—until she inadvertently pierced him with her direct gaze one morning. Kerinza petrified her best friend with a single look. When her screams summoned his parents, they too fell victim to her glare. Heartbroken, Kerinza returned to her mother ready to accept her fate of being friendless forever. Yet the desire remained within her. Kerinza heard a traveler's tale of the petrified maidens who sometimes walked an ancient battlefield in the land of the dead. Kerinza wanted to go there, where hundreds of friends she couldn't hurt waited for her. She packed her things and said goodbye to her shocked mother, paying her way to Geb by working as a bodyguard and assassin. It took years, but at last the lonely medusa reached the Field of Maidens. She made a home for herself in the deserted land and terrorized the thieves who came to loot her beloved statues. Kerinza focused her entire being on waking the maidens from their slumber. She became obsessed with the idea and long years of isolation only intensified her fixation. Kerinza's early experiments were all unsuccessful. She brought stone sisters home, but they proved destructive and unruly. She tried to revive their memories by telling them stories, singing, and holding tea parties like those from her youth. She dressed them in pretty clothes she sewed herself. She anointed them in herbal salves and recited strange spells to break through their stone hearts. Nothing could stop their violent tendencies and Kerinza was often forced to punish the maidens. She wept bitter tears while sweeping up the broken remnants of her friends. Why couldn't she save them? When she heard of haunted Gristlehall, Kerinza hoped she might find powerful magic within the manor that could bring the statues back to true life, but she was stymied by the dangers of infiltrating the manor. Then she discovered the Holoma invaders, who were committing the worst sin imaginable: trying to take her friends away! Kerinza realized these warriors were too powerful for her to oppose by herself, but she knew she had to do something to sabotage their mission. If only she could count on her mother's lessons to trick someone into helping her. Campaign Role Kerinza senses an opportunity to charm or trick the characters into dealing with the foreign interlopers. Perhaps she might even convince them to enter Gristlehall on her behalf. She doesn't mind that she'll have to dispatch the characters later, since she views them as wholly expendable—nothing will stand in the way of her reviving her petrified friends. Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Kerinza Source Pathfinder #183: Field of Maidens pg. 88 Perception +23; darkvision Languages Common, Draconic, Varisian Skills Acrobatics +23, Deception +22, Diplomacy +22, Intimidation +22, Nature +21, Stealth +25 Str +4 Dex +7 Con +2 Int +2 Wis +5 Cha +4 Items +1 striking light mace , smoked goggles --- AC 32 Fort +18 Ref +23 Will +21 HP 235 Petrifying Gaze (arcane, aura, transmutation, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 32 Fortitude save. If the creature fails, it becomes slowed 1 for 1 minute. Kerinza can activate or deactivate this aura by using a single action, which has the concentrate trait, but deactivating it is painful for her; she gains weakness 15 to physical damage while her petrifying gaze is deactivated. Biting Snakes Reaction Trigger A creature ends its turn adjacent to Kerinza; Effect Kerinza makes a snake fangs Strike against the creature. --- Speed 30 feet Melee Single Action light mace +26 (Agile, Finesse, Magical, Shove), Damage 2d4+8 bludgeoning Melee Single Action snake fangs +25 (Agile, Finesse), Damage 2d6+8 piercing plus serpent venom Arcane Spontaneous Spells DC 32, attack +24 - Cantrips (6th) Detect Magic, Electric Arc, Ghost Sound, Produce Flame, Shield - 4th Charm, Dream Message, Stoneskin (3 slots) - 5th Cloudkill, Dispel Magic, Wall of Stone (3 slots) - 6th Chain Lightning, Stone Tell, Stone to Flesh (3 slots) Focus Gaze Single Action (Arcane, Concentrate, Incapacitation, Transmutation, Visual) Kerinza fixes her glare on a creature she can see within 30 feet. The target must attempt a Fortitude save against Kerinza's petrifying gaze. If the target was already slowed before attempting its save, a failed save causes it to be petrified permanently. After attempting its save, the creature is then temporarily immune until the start of Kerinza's next turn. Quick Responses If Kerinza isn't slowed, her Strikes deal an additional 2d6 precision damage to slowed targets. Serpent Venom (Poison) Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 3d6 poison damage and enfeebled 2 (1 round); Stage 3 5d6 poison damage and enfeebled 3 (1 round) ","skill_mod":{"diplomacy":22,"deception":22,"nature":21,"stealth":25,"intimidation":22,"acrobatics":23},"image":["/Images/Monsters/Kerinza.png"],"primary_source":"Pathfinder #183: Field of Maidens","spell":["Chain Lightning","Stone Tell","Stone to Flesh","Cloudkill","Dispel Magic","Wall of Stone","Charm","Dream Message","Stoneskin","Detect Magic","Electric Arc","Ghost Sound","Produce Flame","Shield"],"ac":32,"item":["+1 striking light mace","smoked goggles"],"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":23,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Kerinza","alignment":"CE","rarity":"unique","strike_damage_average":[13,15],"attack_bonus":[25,26],"constitution":2,"spell_attack_bonus":[24],"will_save":21,"speed":{"max":30,"land":30},"wisdom":5,"weakness":{},"creature_ability":["Petrifying Gaze","Biting Snakes","Focus Gaze","Quick Responses","Serpent Venom"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Deception","Diplomacy","Intimidation","Nature","Stealth"],"tradition":["Arcane"],"summary":"Comport yourself with elegance and pride. Mind your manners until they become a useless weight. Never trust anyone except yourself. Friendship is a …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2083","dexterity":7,"category":"creature","slug":"creature-2083"},{"attack_bonus":[23],"constitution":3,"primary_source_category":"Adventure Paths","strength":7,"hp":170,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","will_save":14,"charisma":-5,"speed":{"fly":30,"max":30,"land":30},"perception":18,"wisdom":0,"weakness":{"slashing":10},"creature_ability":["Eager Shadows","Induction Word","Twilight Aura","Shadow Breath"],"primary_source_group":"Blood Lords","skill":["Athletics"],"trait":["Construct","Mindless","Rare","N","Medium"],"id":"creature-2084","text":" Shadowforged Guardian Shadowforged guardians are created through the intricate and dangerous process of siphoning penumbral energies and matter from the Shadow Plane and then binding them to a physical skeleton of wood and metal. The first shadowforged guardians were created thousands of years ago in Nidal and were usually crafted in the likeness of that nation's patron deity, Zon-Kuthon. Shadowforged guardians are understandably in high demand; unfortunately, only the person who speaks a special word or phrase at the moment of the construct's creation can command it. Those who know the hidden formula to craft these constructs guard the secret well and only a few shadowcasters deign to create these guardians on another person's behalf—for a hefty price. Recall Knowledge - Construct (Arcana, Crafting): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Shadowforged Guardian Source Pathfinder #183: Field of Maidens pg. 84 Perception +18; greater darkvision Languages Skills Athletics +23 Str +7 Dex +5 Con +3 Int -5 Wis +0 Cha -5 Eager Shadows The shadowforged guardian increases all of its Speeds by 30 feet during the first round of combat after rolling initiative. --- AC 29 Fort +19 Ref +21 Will +14 HP 170 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances cold 10, physical 10 (except adamantine) Weaknesses slashing 10 Induction Word Each shadowforged guardian is activated during creation by a special word or short phrase spoken by its creator, and hearing this induction word resets its functions. If the guardian hears a creature within 30 feet utter its induction word, the guardian must succeed at a DC 26 Will save or become stunned 1 (stunned 3 on a critical failure). Regardless of the result of this save, it's immune to utterances of its induction word until the end of its next turn. Twilight Aura (aura, illusion, occult, shadow) 30 feet. The shadowforged guardian's presence dims light and brightens shadows to a strange, twilit half-light. Light can't emanate brighter than dim light in this area while darkness is simultaneously illuminated to dim light. The shadowy aura automatically attempts to counteract any 5th-level or lower magical light or darkness effect brought into this aura or created in this area (counteract check +21, 5th level). As long as the guardian is in dim light, it gains a fly Speed of 30 feet. --- Speed 30 feet, fly 30 feet in dim light Melee Single Action claw +23 (Agile, reach 10 feet), Damage 2d8+11 slashing plus 1d6 cold and Push Shadow Breath Two Actions (Necromancy, Occult, Shadow) The shadowforged guardian expels a 30-foot cone of twisting shadows from its mouth. All creatures in the area must attempt a DC 29 Fortitude save. The guardian can't use Shadow Breath for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is enfeebled 1 until the end of its next turn. Failure The creature is enfeebled 1 for 1 hour and slowed 1 for 1 minute. Critical Failure The creature is enfeebled 2 for 24 hours and slowed 2 for 1 minute. Feral Guardians Once created, a shadowforged guardian is entirely loyal to its creator, who must utter an induction word during the process of creation to secure their permanent control over the mindless construct. ","skill_mod":{"athletics":23},"summary":"Shadowforged guardians are created through the intricate and dangerous process of siphoning penumbral energies and matter from the Shadow Plane and …","image":["/Images/Monsters/ShadowforgedGuardian_.png"],"primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Creature Type","Monster","Rarity"],"ac":29,"level":10,"source_category":["Adventure Paths"],"sense":" greater darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"cold":10,"physical":10},"url":"/Monsters.aspx?ID=2084","intelligence":-5,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Greater darkvision","fortitude_save":19,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Shadowforged Guardian","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[23],"slug":"creature-2084"},{"primary_source_category":"Adventure Paths","strength":3,"hp":109,"language":["Common","Daemonic","<%UMR%37%%>telepathy 100 feet<%END>"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","charisma":7,"perception":17,"stealth":"18","trait":["Div","Fiend","Unique","NE","Medium"],"id":"creature-2085","text":" Yshula Recall Knowledge - Fiend (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Yshula Source Pathfinder #183: Field of Maidens pg. 11 Perception +17; greater darkvision Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +16, Arcana +15, Deception +22, Diplomacy +22, Intimidation +18, Religion +15, Society +15, Stealth +18 Str +3 Dex +5 Con +3 Int +2 Wis +4 Cha +7 Items bone key to the basement tunnels --- AC 26 Fort +12 Ref +18 Will +19 +1 status to all saves vs. magic HP 109 Immunities disease Weaknesses cold iron 5, good 5 Hatred of Red Pairakas hate the color red. They won't wear the color or willingly enter any place painted red. Given a choice, they'll attack a creature wearing red first. If barred from expressing their displeasure toward the color by force or some magical effect, they take 2d6 mental damage at the end of their turn. --- Speed 25 feet, fly 35 feet Melee Single Action claw +16 (Agile, Evil, Finesse, Magical), Damage 2d8+6 slashing plus 1d6 evil and bubonic plague Divine Innate Spells DC 25 - Cantrips (4th) Detect Magic - 4th Charm (at will), Dimension Door (at will), Misdirection (at will; self only), Outcast's Curse (at will), Suggestion (at will) Rituals DC 25 - 1st Div Pact Bubonic Plague (Disease) A creature can't remove the fatigued condition while infected; Saving Throw DC 23 Fortitude; Onset 1 day; Stage 1 fatigued (1 day); Stage 2 enfeebled 2 and fatigued (1 day); Stage 3 enfeebled 3, fatigued, and take 1d6 persistent bleed damage every 1d20 minutes (1 day) Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) Yshula can take the appearance of any Small or Medium humanoid or animal. This doesn't change his Speed or his attack and damage modifiers with the Strikes, but it might change the damage type his strikes deal. Cottage-Drained Yshula is drained 2 and can't recover from his drained condition while he's in the cottage. These reductions are included in his statistics. Tormenting Dreams Two Actions (Divine, Emotion, Enchantment, Mental) Frequency once per day; Effect Yshula torments a sleeping creature within 100 feet with visions of betrayals by loved ones and friends. The target must attempt a DC 25 Will save, with the effects of the nightmare spell. ","skill_mod":{"society":15,"diplomacy":22,"deception":22,"stealth":18,"arcana":15,"intimidation":18,"acrobatics":16,"religion":15},"primary_source":"Pathfinder #183: Field of Maidens","spell":["Charm","Dimension Door","Misdirection","Outcast's Curse","Suggestion","Detect Magic"],"ac":26,"item":["bone key to the basement tunnels"],"level":8,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":12,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Yshula","alignment":"NE","rarity":"unique","strike_damage_average":[18],"attack_bonus":[16],"constitution":3,"immunity":["disease"],"will_save":19,"speed":{"fly":35,"max":35,"land":25},"wisdom":4,"weakness":{"cold_iron":5,"good":5},"creature_ability":["Hatred of Red","Bubonic Plague","Change Shape","Cottage-Drained","Tormenting Dreams"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Arcana","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2085","dexterity":5,"category":"creature","slug":"creature-2085"},{"attack_bonus":[18],"constitution":6,"primary_source_category":"Adventure Paths","strength":5,"hp":145,"immunity":["disease","drained","fatigued","paralyzed","poison","unconscious"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","will_save":12,"charisma":0,"speed":{"max":15,"land":15},"perception":15,"wisdom":1,"weakness":{"slashing":10},"creature_ability":["Part of the Attic","Constrict"],"primary_source_group":"Blood Lords","skill":["Athletics","Stealth","Survival"],"stealth":"15","trait":["Aberration","Uncommon","CE","Small"],"id":"creature-2086","text":" Hungering Growths Recall Knowledge - Aberration (Occultism): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Hungering Growths Source Pathfinder #183: Field of Maidens pg. 13 Perception +15; darkvision Languages Skills Athletics +17, Stealth +15, Survival +14 Str +5 Dex +2 Con +6 Int -4 Wis +1 Cha +0 --- AC 24 Fort +19 Ref +15 Will +12 HP 145 Immunities disease, drained, fatigued, paralyzed, poison, unconscious Weaknesses slashing 10 Part of the Attic The hungering growth's hostile actions don't cause creatures fascinated by the tempting aroma in the attic to recover from being fascinated. --- Speed 15 feet Melee Single Action slam +18, Damage 2d10+9 bludgeoning plus Grab Constrict Single Action 1d10+5 bludgeoning, DC 25; on a failed save, the target is also drained 1 (drained 2 on a critical failure). ","skill_mod":{"survival":14,"stealth":15,"athletics":17},"primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Creature Type","Rarity"],"ac":24,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2086","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":19,"source_group":["Blood Lords"],"size":["Small"],"spoilers":"Blood Lords","name":"Hungering Growths","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[20],"slug":"creature-2086"},{"attack_bonus":[15],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":130,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","will_save":11,"charisma":-2,"speed":{"max":25,"land":25},"perception":9,"wisdom":0,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Slow","Memory Drain"],"primary_source_group":"Blood Lords","skill":["Athletics"],"trait":["Mindless","Rare","Undead","Zombie","NE","Medium"],"id":"creature-2087","text":" Hollow Husks Recall Knowledge - Undead (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Hollow Husks Source Pathfinder #183: Field of Maidens pg. 26 Perception +9; darkvision Languages Skills Athletics +14 Str +5 Dex -1 Con +4 Int -5 Wis +0 Cha -2 Slow A hollow husk is permanently slowed 1 and can't use reactions. --- AC 20 Fort +15 Ref +9 Will +11 HP 130 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 10, slashing 10 --- Speed 25 feet Melee Single Action fist +15, Damage 2d8+7 bludgeoning plus Grab Memory Drain Single Action Requirements The hollow husk has a creature grabbed or restrained; Effect Memories flow from the grabbed creature into the empty void that is the hollow husk's mind. The hollow husk deals the creature 3d6 mental damage, and the creature must attempt a DC 16 Will save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is stupefied 1 for 1 minute. Critical Failure The creature takes full damage and is stupefied 2 for 1 minute. ","skill_mod":{"athletics":14},"primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Monster","Rarity","Creature Type"],"ac":20,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2087","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":15,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Hollow Husks","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[16],"slug":"creature-2087"},{"attack_bonus":[18,18],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":115,"language":["Drooni"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","will_save":12,"charisma":0,"speed":{"max":30,"land":30},"perception":17,"wisdom":4,"weakness":{},"creature_ability":["Swift Sneak","Spry Dodge","Sneak Attack","Surprise Attack"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"17","trait":["Human","Humanoid","Uncommon","CG","Medium"],"id":"creature-2088","text":" Nwanyian Archer Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Nwanyian Archer Source Pathfinder #183: Field of Maidens pg. 36 Perception +17 Languages Drooni Skills Acrobatics +15, Athletics +15, Stealth +17, Survival +15 Str +2 Dex +4 Con +2 Int +1 Wis +4 Cha +0 Swift Sneak The archer can move their full Speed while Sneaking. Items +1 striking composite longbow (20 arrows), holy water , Leather Armor, Shortsword --- AC 25 Fort +15 Ref +18 Will +12 HP 115 Spry Dodge Reaction Trigger The archer is targeted with a melee or ranged attack by an attacker they can see; Effect The archer gains a +2 circumstance bonus to AC against the triggering attack. If the attack misses, the archer can Step. --- Speed 30 feet Melee Single Action shortsword +18 (Agile, Finesse, versatile S), Damage 1d6+8 piercing Ranged Single Action composite longbow +18 (deadly d10, Magical, Propulsive, volley 30 feet, range increment 100 feet), Damage 2d8+8 piercing Sneak Attack The archer's Strikes deal an additional 1d6 precision damage to flat-footed creatures. Surprise Attack On the first round of combat, creatures that haven't acted yet are flat-footed to the archer. ","skill_mod":{"survival":15,"stealth":17,"athletics":15,"acrobatics":15},"primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":25,"item":["+1 striking composite longbow (20 arrows)","holy water","Leather Armor","Shortsword"],"level":7,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2088","intelligence":1,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":15,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Nwanyian Archer","alignment":"CG","category":"creature","rarity":"uncommon","strike_damage_average":[11,17],"slug":"creature-2088"},{"attack_bonus":[11,15],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":80,"language":["Drooni"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","will_save":12,"charisma":0,"speed":{"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Bravery","Attack of Opportunity","Offensive Line"],"primary_source_group":"Blood Lords","skill":["Athletics","Intimidation","Survival"],"trait":["Human","Humanoid","Uncommon","NG","Medium"],"id":"creature-2089","text":" Nwanyian Defender Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Nwanyian Defender Source Pathfinder #183: Field of Maidens pg. 38 Perception +12 Languages Drooni Skills Athletics +13, Intimidation +11, Survival +12 Str +4 Dex +1 Con +3 Int +0 Wis +3 Cha +0 Bravery Whenever the defender rolls a success at a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, they reduce its value by 1. Items Breastplate, Composite Shortbow (20 arrows), +1 guisarme --- AC 22 Fort +15 Ref +9 Will +12 HP 80 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action guisarme +15 (Magical, Reach, Trip), Damage 1d10+8 slashing Ranged Single Action composite shortbow +11 (deadly d10, Propulsive, range increment 60 feet), Damage 1d6+4 piercing Offensive Line The defender's Strikes deal an extra 1d6 damage when adjacent to an ally. ","skill_mod":{"survival":12,"athletics":13,"intimidation":11},"primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":22,"item":["Breastplate","Composite Shortbow (20 arrows)","+1 guisarme"],"level":5,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2089","intelligence":0,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":15,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Nwanyian Defender","alignment":"NG","category":"creature","rarity":"uncommon","strike_damage_average":[7,13],"slug":"creature-2089"},{"attack_bonus":[17,17],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":120,"language":["Drooni"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","will_save":15,"charisma":1,"speed":{"max":25,"land":25},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Warded Ground"],"primary_source_group":"Blood Lords","skill":["Athletics","Diplomacy","Religion","Survival"],"trait":["Human","Humanoid","Uncommon","NG","Medium"],"id":"creature-2090","text":" Zuntishan Guard Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Zuntishan Guard Source Pathfinder #183: Field of Maidens pg. 42 Perception +15 Languages Drooni Skills Athletics +14, Diplomacy +11, Religion +13, Survival +13 Str +4 Dex +2 Con +2 Int +0 Wis +3 Cha +1 Items Chain Shirt, Composite Shortbow (20 arrows), holy water , Kukri (2) --- AC 22 Fort +14 Ref +12 Will +15 HP 120 --- Speed 25 feet Melee Single Action kukri +17 (Agile, Finesse, Trip), Damage 1d6+8 slashing Ranged Single Action composite shortbow +17 (deadly d10, Propulsive, range increment 60 feet), Damage 1d6+4 piercing Warded Ground Single Action (Stance) The guard designates a 10- foot radius area within 30 feet as a protected zone. The guard's Strikes against targets in the protected zone deal an additional 2d6 precision damage. ","skill_mod":{"diplomacy":11,"survival":13,"athletics":14,"religion":13},"primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":22,"item":["Chain Shirt","Composite Shortbow (20 arrows)","holy water","Kukri (2)"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2090","intelligence":0,"reflex_save":12,"strongest_save":["will"],"dexterity":2,"fortitude_save":14,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Zuntishan Guard","alignment":"NG","category":"creature","rarity":"uncommon","strike_damage_average":[7,11],"slug":"creature-2090"},{"attack_bonus":[21,21],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":155,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","will_save":16,"charisma":1,"speed":{"max":30,"land":30,"burrow":5},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Stench","Attack of Opportunity","Consume Flesh","Ghast Fever","Paralysis","Sneak Attack","Swift Leap"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Deception","Stealth","Survival","Thievery"],"stealth":"21","trait":["Ghoul","Uncommon","Undead","CE","Medium"],"id":"creature-2091","text":" Ghast Outlaw Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Ghast Outlaw Source Pathfinder #183: Field of Maidens pg. 45 Perception +15; darkvision Languages Common, Necril Skills Acrobatics +19, Athletics +19, Deception +16, Stealth +21, Survival +18, Thievery +19 Str +4 Dex +6 Con +3 Int +0 Wis +3 Cha +1 Items backpack with components for a striking snare, infiltrator thieves' tools --- AC 28 Fort +18 Ref +20 Will +16 HP 155 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 26 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. Attack of Opportunity Reaction --- Speed 30 feet, burrow 5 feet Melee Single Action jaws +21 (Finesse), Damage 2d8+8 piercing plus ghast fever and paralysis Melee Single Action claw +21 (Agile, Finesse), Damage 2d6+8 slashing plus paralysis Consume Flesh Single Action (Manipulate) Requirements The ghast is adjacent to the corpse of a creature that died within the last hour; Effect The ghast devours a chunk of the corpse and regains 6d6 Hit Points. It can regain Hit Points from any given corpse only once. Ghast Fever (Disease) Saving Throw Fortitude DC 26; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnight. Paralysis (Incapacitation, Occult, Necromancy) Any living creature hit by a ghast's attack must succeed at a DC 26 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Sneak Attack The ghast's Strikes deal an additional 2d6 precision damage to flat-footed creatures. Swift Leap Single Action (Move) The ghast jumps up to half its Speed. This movement doesn't trigger reactions. ","skill_mod":{"deception":16,"thievery":19,"survival":18,"stealth":21,"athletics":19,"acrobatics":19},"primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Monster","Rarity","Creature Type"],"ac":28,"item":["backpack with components for a striking snare","infiltrator thieves' tools"],"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2091","intelligence":0,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":18,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Ghast Outlaw","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[15,17],"slug":"creature-2091"},{"primary_source_category":"Adventure Paths","strength":5,"hp":195,"language":["Common","Necril"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","charisma":3,"perception":21,"stealth":"21","trait":["Ghoul","Undead","Unique","CE","Medium"],"id":"creature-2092","text":" Yulthruk Recall Knowledge - Undead (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Yulthruk Source Pathfinder #183: Field of Maidens pg. 46 Perception +21; darkvision Languages Common, Necril Skills Acrobatics +20, Arcana +22, Deception +18, Society +20, Stealth +21, Thievery +19 Str +5 Dex +5 Con +1 Int +7 Wis +3 Cha +3 Items wand of manifold missiles (3rd level) --- AC 30 Fort +21 Ref +23 Will +19 HP 195 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 28 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. Consume Arcana Reaction Trigger Yulthruk succeeds at a saving throw against an arcane spell cast by another creature; Effect Yulthruk inhales some of the averted energy and becomes quickened until the start of his next turn. He can use this extra action to Cast a Spell or Sustain a Spell. --- Speed 30 feet, burrow 5 feet Melee Single Action jaws +23 (Finesse), Damage 3d8+10 piercing plus ghast fever and paralysis Melee Single Action claw +23 (Agile, Finesse), Damage 3d6+10 slashing plus paralysis Arcane Prepared Spells DC 33, attack +25 - Cantrips (6th) Electric Arc, Ghost Sound, Ray of Frost, Shield - 1st Grim Tendrils, Magic Missile, Ray of Enfeeblement - 2nd Invisibility, See Invisibility, Spectral Hand - 3rd Blindness, Paralyze, Vampiric Touch - 4th Blink, Phantasmal Killer, Weapon Storm - 5th Black Tentacles, Cone of Cold, Shadow Siphon - 6th Chain Lightning, Vampiric Exsanguination Consume Flesh Single Action (Manipulate) Requirements The ghast is adjacent to the corpse of a creature that died within the last hour; Effect The ghast devours a chunk of the corpse and regains 6d6 Hit Points. It can regain Hit Points from any given corpse only once. Drain Wand Free Action Frequency once per day; Requirements Yulthruk hasn't acted yet on his turn; Effect On his turn Yulthruk can Cast a Spell he's prepared and already cast this day without spending a spell slot. Yulthruk must still meet the spell's other requirements. Ghast Fever (Disease) Saving Throw Fortitude DC 28; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnight. Paralysis (Incapacitation, Occult, Necromancy) Any living creature hit by a ghast's attack must succeed at a DC 28 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Swift Leap Single Action (Move) Yulthruk jumps up to half his Speed. This movement doesn't trigger reactions. ","skill_mod":{"society":20,"deception":18,"thievery":19,"stealth":21,"arcana":22,"acrobatics":20},"primary_source":"Pathfinder #183: Field of Maidens","spell":["Chain Lightning","Vampiric Exsanguination","Black Tentacles","Cone of Cold","Shadow Siphon","Blink","Phantasmal Killer","Weapon Storm","Blindness","Paralyze","Vampiric Touch","Invisibility","See Invisibility","Spectral Hand","Grim Tendrils","Magic Missile","Ray of Enfeeblement","Electric Arc","Ghost Sound","Ray of Frost","Shield"],"ac":30,"item":["wand of manifold missiles (3rd level)"],"level":11,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":7,"reflex_save":23,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":21,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Yulthruk","alignment":"CE","rarity":"unique","strike_damage_average":[20,23],"attack_bonus":[23,23],"constitution":1,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[25],"will_save":19,"speed":{"max":30,"land":30,"burrow":5},"wisdom":3,"weakness":{},"creature_ability":["Consume Arcana","Consume Flesh","Drain Wand","Ghast Fever","Paralysis","Swift Leap"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Arcana","Deception","Society","Stealth","Thievery"],"tradition":["Arcane"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2092","dexterity":5,"category":"creature","slug":"creature-2092"},{"primary_source_category":"Adventure Paths","strength":0,"hp":205,"language":["Common"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","charisma":0,"perception":19,"stealth":"23","trait":["Construct","Soulbound","Unique","NE","Small"],"id":"creature-2093","text":" Prachalla Recall Knowledge - Construct (Arcana, Crafting): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Prachalla Source Pathfinder #183: Field of Maidens pg. 51 Perception +19; darkvision Languages Common Skills Acrobatics +21, Society +18, Stealth +23, Thievery +21 Str +0 Dex +7 Con +5 Int +2 Wis +4 Cha +0 Personality Fragments A soulbound doll shares fragments of the donor's soul personality, though none of that creature's memories. The Prachalla doll is animated by the soul of a spy who worked for an organized crime ring in Kaer Maga; she was working undercover as a maid when she died. Items soul focus gem in her back worth 150 gp --- AC 30 Fort +19 Ref +22 Will +16 HP 205 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Weaknesses bludgeoning 10 --- Speed 25 feet Melee Single Action fist +23 (Agile, Finesse, Magical), Damage 2d8+6 bludgeoning Occult Innate Spells DC 28, attack +20 - Cantrips (5th) Light, Mage Hand, Prestidigitation - 4th Fly, Phantasmal Killer - 5th Crushing Despair, Harm Sneak Attack Prachalla deals an additional 2d6 precision damage to flat-footed creatures. Surprise Attack On the first round of combat, creatures that haven't acted are flat-footed to Prachalla. ","skill_mod":{"society":18,"thievery":21,"stealth":23,"acrobatics":21},"primary_source":"Pathfinder #183: Field of Maidens","spell":["Crushing Despair","Harm","Fly","Phantasmal Killer","Light","Mage Hand","Prestidigitation"],"ac":30,"item":["soul focus gem in her back worth 150 gp"],"level":10,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":22,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":19,"source_group":["Blood Lords"],"size":["Small"],"spoilers":"Blood Lords","name":"Prachalla","alignment":"NE","rarity":"unique","strike_damage_average":[15],"attack_bonus":[23],"constitution":5,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poisoned","sickened","unconscious"],"spell_attack_bonus":[20],"will_save":16,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"bludgeoning":10},"creature_ability":["Personality Fragments","Sneak Attack","Surprise Attack"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Society","Stealth","Thievery"],"tradition":["Occult"],"trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2093","dexterity":7,"category":"creature","slug":"creature-2093"},{"attack_bonus":[15,15],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":120,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","will_save":12,"charisma":-5,"speed":{"max":25,"land":25},"perception":13,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Scald"],"primary_source_group":"Blood Lords","skill":["Athletics","Stealth"],"stealth":"16","trait":["Construct","Mindless","Uncommon","N","Medium"],"id":"creature-2094","text":" Animated Tea Cart Recall Knowledge - Construct (Arcana, Crafting): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Animated Tea Cart Source Pathfinder #183: Field of Maidens pg. 51 Perception +13; darkvision Languages Skills Athletics +18, Stealth +16 Str +4 Dex +6 Con +4 Int -5 Wis +0 Cha -5 Items dishes --- AC 28 (24 when broken, construct armor) Fort +16 Ref +18 Will +12 HP 120 Hardness 8 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, an animated tea cart has Hardness. This Hardness reduces any damage the tea cart takes by an amount equal to the Hardness. Once an animated tea cart is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 24. --- Speed 25 feet Melee Single Action slam +15 (Magical), Damage 2d8+9 bludgeoning Ranged Single Action dish +15 (Magical, range increment 30 feet, versatile P and S), Damage 2d6+8 bludgeoning Scald Single Action Frequency once per round; Effect The tea cart ejects piping-hot tea in a 15-foot cone that deals 5d6 fire damage (DC 26 basic Reflex save). ","skill_mod":{"stealth":16,"athletics":18},"primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Creature Type","Monster","Rarity"],"ac":28,"item":["dishes"],"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2094","intelligence":-5,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":6,"hardness":8,"vision":"Darkvision","fortitude_save":16,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Animated Tea Cart","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[15,18],"slug":"creature-2094"},{"attack_bonus":[14,21],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":120,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","will_save":11,"charisma":-5,"speed":{"max":30,"land":30},"perception":15,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Clinging Gloom","Cowl of Shadow"],"primary_source_group":"Blood Lords","skill":["Athletics"],"trait":["Construct","Earth","Mindless","Rare","Shadow","N","Large"],"id":"creature-2095","text":" Shadowbound Monk Statue Recall Knowledge - Construct (Arcana, Crafting): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Shadowbound Monk Statue Source Pathfinder #183: Field of Maidens pg. 56 Perception +15; darkvision Languages Skills Athletics +19 Str +6 Dex -1 Con +6 Int -5 Wis +0 Cha -5 --- AC 28 (24 when broken, construct armor) Fort +19 Ref +12 Will +11 HP 120 Hardness 10 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, the statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once the statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, and its Armor Class is reduced to 24. --- Speed 30 feet Melee Single Action stone fist +21 (Magical, reach 10 feet), Damage 2d12+8 bludgeoning plus Grab Ranged Single Action darkness mote +14 (Magical, range increment 80 feet), Damage 4d8 negative Clinging Gloom Single Action The statue pulls a creature it has grabbed into its grasping shadows. The target takes 3d8 negative damage and 1d8 persistent negative damage. Cowl of Shadow Shifting shadows cover the statue. If the statue is dealt at least 15 positive damage or brought within an area of magical light, the shadows recede, and the statue can't make darkness mote attacks or use Clinging Gloom. ","element":["Earth"],"skill_mod":{"athletics":19},"primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"ac":28,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2095","intelligence":-5,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":-1,"hardness":10,"vision":"Darkvision","fortitude_save":19,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Shadowbound Monk Statue","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[18,21],"slug":"creature-2095"},{"attack_bonus":[20,20],"constitution":3,"primary_source_category":"Adventure Paths","strength":6,"hp":110,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":20,"land":20},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block","Lancer"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics"],"trait":["Mindless","Skeleton","Uncommon","Undead","NE","Medium"],"id":"creature-2096","text":" Skeletal Knight Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Skeletal Knight Source Pathfinder #183: Field of Maidens pg. 58 Perception +5; darkvision Languages Skills Acrobatics +16, Athletics +18 Str +6 Dex +4 Con +3 Int -5 Wis +0 Cha +0 Items Full Plate, +1 striking lance , Steel Shield (Hardness 5, 20 HP, BT 10) --- AC 28 Fort +17 Ref +16 Will +14 HP 110 (negative healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10 Attack of Opportunity Reaction Shield Block Reaction --- Speed 20 feet Melee Single Action lance +20 (deadly d8, jousting d6, Magical, reach 10 feet), Damage 2d8+12 piercing Melee Single Action claw +20 (Agile, Finesse), Damage 2d4+12 slashing Lancer The skeletal knight uses a lance in one hand, even when it isn't mounted. If the skeletal knight critically hits a creature with its lance Strike, the target is clumsy 1 until the start of the skeletal knight's next turn. ","skill_mod":{"athletics":18,"acrobatics":16},"primary_source":"Pathfinder #183: Field of Maidens","trait_group":["Monster","Ancestry","Rarity","Creature Type"],"ac":28,"item":["Full Plate","+1 striking lance","Steel Shield (Hardness 5, 20 HP, BT 10)"],"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=2096","intelligence":-5,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":17,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Skeletal Knight","alignment":"NE","category":"creature","rarity":"uncommon","strike_damage_average":[17,21],"slug":"creature-2096"},{"primary_source_category":"Adventure Paths","strength":7,"hp":180,"language":["Aklo","Common","Jotun","Mwangi","Necril","tongues"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","charisma":5,"perception":23,"stealth":"21","trait":["Undead","Unique","Vampire","NE","Large"],"id":"creature-2097","text":" Vampire Taviah Recall Knowledge - Undead (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Vampire Taviah Source Pathfinder #183: Field of Maidens pg. 59 Perception +23; darkvision, thoughtsense Languages Aklo, Common, Jotun, Mwangi, Necril; tongues Skills Arcana +21, Athletics +23, Crafting +21, Deception +21, Intimidation +23, Occultism +21, Religion +19, Stealth +21 Str +7 Dex +5 Con +4 Int +3 Wis +3 Cha +5 Thoughtsense (divination, mental, occult) Taviah senses non-mindless creatures within 100 feet as a precise sense. --- AC 33 Fort +25 Ref +19 Will +22 HP 180 (fast healing 10, negative healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances mental 10, physical 10 (except cold iron bludgeoning) Weaknesses barred senses, Magaambya scar, revulsion, vetalarana vulnerabilities Magaambya Scar A physical attack on Taviah that scores a critical hit exacerbates the injury in her wounded leg; in addition to the other effects of the critical hit, Taviah is stunned 1. --- Speed 20 feet, climb 20 feet Melee Single Action iron claw +26 (Agile, cold iron, Magical, reach 10 feet), Damage 3d12+12 slashing plus Grab and paralyzing claws Occult Innate Spells DC 30, attack +22 - 6th False Life, Feeblemind, Haste, Shadow Blast - Constant (5th) Tongues Bonds of Iron Two Actions (Attack, Conjuration, Occult) Frequency once per day; Effect Taviah can cause a cage built of cold-iron fingernails to spring from nothingness around a target at a range of up to 30 feet, attempting an Athletics check to Grapple against the target's Fortitude DC. If the target has a weakness to cold iron, Taviah gains a +2 circumstance bonus to this check. Unlike a normal Grapple, Taviah doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature escapes (DC 29), causing the cage to crumble into rust. Any creature can attempt to destroy the cage by attacking it; it has an AC of 19, Hardness 10, and 40 Hit Points. Drain Thoughts Single Action (Divination, Mental, Occult) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within Taviah's reach; Effect Taviah seizes a creature and consumes its memories. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is stupefied 1 (stupefied 2 if Taviah's Athletics check is a critical success), and Taviah regains 18 Hit Points, gaining any excess as temporary Hit Points. Draining Thoughts from a creature that is already stupefied doesn't restore any HP to Taviah but increases the victim's stupefied value by 1. Additionally, Taviah views one of the victim's memories, and can choose to alter, enhance, or erase the memory she views as a 4th-level modify memory spell. A victim's stupefied condition value decreases by 1 every week. A victim that becomes stupefied 5 in this way is rendered comatose until Taviah is destroyed, becoming permanently unconscious. While unconscious, its stupefied condition doesn't decrease. Mental Rebirth (Curse, Incapacitation, Mental, Necromancy, Occult) Unlike most other undead, a vetalarana isn't destroyed when they reach 0 HP. Instead, their body is destroyed, crumbling to ash, and their mind is immediately transferred into a creature they rendered comatose through Drain Thoughts. This creature must be within 1 mile; if no such creature is in range, the vetalarana is destroyed. The creature becomes controlled by the vetalarana and loses the stupefied and unconscious conditions. If the creature controlled by a vetalarana in this way is killed, the vetalarana's mind transfers to another creature within 1 mile who they rendered comatose through Drain Thoughts. After 1d6 days of being controlled, the controlled creature dies, and its body transforms into that of the vetalarana who rendered it comatose. When the characters arrive, Taviah has no comatose creatures to transfer her consciousness to. Paralyzing Claws (Incapacitation, Necromancy, Occult) Any living creature hit by Taviah's claw Strike must succeed at a DC 29 Fortitude save or become paralyzed. The target can attempt a new save at the end of each of its turns to end the effect, and the DC cumulatively decreases by 1 on each such save. Rend Single Action claw ","skill_mod":{"deception":21,"crafting":21,"stealth":21,"arcana":21,"athletics":23,"intimidation":23,"occultism":21,"religion":19},"primary_source":"Pathfinder #183: Field of Maidens","spell":["False Life","Feeblemind","Haste","Shadow Blast","Tongues"],"ac":33,"level":12,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision , thoughtsense","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"mental":10,"physical":10},"intelligence":3,"reflex_save":19,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":25,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Vampire Taviah","alignment":"NE","rarity":"unique","strike_damage_average":[31],"attack_bonus":[26],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","sleep"],"spell_attack_bonus":[22],"will_save":22,"speed":{"climb":20,"max":20,"land":20},"wisdom":3,"weakness":{},"creature_ability":["Thoughtsense","Magaambya Scar","Bonds of Iron","Drain Thoughts","Mental Rebirth","Paralyzing Claws","Rend"],"primary_source_group":"Blood Lords","skill":["Arcana","Athletics","Crafting","Deception","Intimidation","Occultism","Religion","Stealth"],"tradition":["Occult"],"trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2097","dexterity":5,"category":"creature","slug":"creature-2097"},{"attack_bonus":[17,17],"constitution":2,"primary_source_category":"Lost Omens","strength":5,"hp":75,"language":["Celestial","Drooni","(can't speak)"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Impossible Lands"],"type":"Creature","will_save":11,"charisma":4,"speed":{"max":25,"land":25},"perception":11,"wisdom":1,"weakness":{},"creature_ability":["Reconstitution","Stone Flesh","Attack of Opportunity","Curse of Stone","Statue"],"skill":["Athletics","Deception","Intimidation","Stealth"],"stealth":"12","trait":["Rare","Undead","N","Medium"],"id":"creature-2098","text":" Stone Sister Stone sisters are the tragic undead remains of an ancient Holoma army, petrified en masse by the necromancer Geb. The armies of Holomog were once a dominant force in the region, repelling several invasions from powerful rivals. However, when they sought to expand into the nation of Geb, their campaign quickly ended. Shortly after crossing Geb's southern border, the entire army was struck by a terrible curse that turned every warrior into a stone statue. Now known as the Field of Maidens, the statues have stood frozen for centuries, weapons in hand. Yet some of these warriors possess a will even stronger than stone. When approached, there's a chance the spirits of the fallen will animate their statues and attack outsiders with the same deadly coordination they had in life. Recall Knowledge - Undead (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Stone Sister Source Impossible Lands pg. 338 Perception +11; darkvision Languages Celestial, Drooni; (can't speak) Skills Athletics +17, Deception +14, Intimidation +14, Stealth +12 Str +5 Dex +2 Con +2 Int +0 Wis +1 Cha +4 Items Scimitar --- AC 24 Fort +17 Ref +11 Will +11 HP 75 (negative healing, reconstitution, stone flesh) Immunities death effects, disease, paralyzed, poison, unconscious Resistances physical 5 (except adamantine) Reconstitution Until Geb's curse is broken, any stone sister who's destroyed gradually reforms in her original shape. A stone sister who's reduced to 0 Hit Points will reform after 24 hours, while one reduced to rubble or dust might take a year or more to reform. Stone sisters who are removed from the Field of Maidens always attempt to return to it when they reconstitute. Stone Flesh A stone sister is made of a bizarre stone that never stops bleeding from numerous cracks along her skin. She reacts to certain spells in unique ways, as listed below. Spells that alter earth, such as shape stone , either deal 3d10 points of damage or heal 3d10 Hit Points, as decided by the caster. If the spell is specifically harmful or beneficial to earth and stone, the GM might decide it can only harm the stone sister, or only heal her. Stone to flesh doesn't revert a stone sister to flesh and blood but instead weakens her. She loses her resistance to physical damage for 1 minute. If she's reduced to 0 Hit Points during this time, she's permanently destroyed and can't reform. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action scimitar +17 (Earth, Forceful, Sweep), Damage 1d6+8 slashing plus 1d6 bludgeoning and curse of stone Melee Single Action fist +17 (Agile, Earth), Damage 2d6+8 bludgeoning plus curse of stone Curse of Stone (Curse) Curse of Stone (curse) The creature must succeed at a DC 21 Fortitude save or become clumsy 2 (clumsy 3 on a critical failure) and gain a +1 status bonus to AC as their skin hardens to stone. The clumsy condition can be temporarily relieved for 24 hours by casting stone to flesh on the cursed creature but can't be removed or reduced by any other means short of removing the curse; during this time, the cursed creature also no longer receives the status bonus to AC. Statue Single Action (Concentrate) Until the next time she acts, the stone sister appears to be a statue. She has an automatic result of 34 on Deception checks and DCs to pass as a statue. Since the Field of Maidens is filled with thousands of statues just like her, most of which aren't stone sisters, it's incredibly difficult to recognize her true nature. ","skill_mod":{"deception":14,"stealth":12,"athletics":17,"intimidation":14},"summary":"Stone sisters are the tragic undead remains of an ancient Holoma army, petrified en masse by the necromancer Geb. The armies of Holomog were once a …","image":["/Images/Monsters/StoneSister.png"],"primary_source":"Impossible Lands","trait_group":["Rarity","Creature Type"],"ac":24,"item":["Scimitar"],"level":6,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=2098","intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Stone Sister","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[15,15],"slug":"creature-2098"},{"primary_source_category":"Adventure Paths","strength":0,"hp":127,"language":["Celestial","Common","Drooni"],"source":["Pathfinder #183: Field of Maidens"],"type":"Creature","charisma":5,"perception":19,"trait":["Aasimar","Human","Humanoid","Unique","N","Medium"],"id":"creature-2099","text":" Lasheeli Aminda, Serene Field Commander When divine beings take notice of a mortal lineage, they might bless their descendants with good luck, or punish them with generations of misfortune. Lasheeli's family suffered the latter when they attracted divine attention and became the bearers of a curse, or so Lasheeli was always told. Born deep in the steaming jungles of Zuntisha, Lasheeli was the youngest child of a poor family with memories of noble blood. Hundreds of years ago, her mother claimed, a daughter of the Aminda family was chosen to become omwa. Omwa Daol remembered her family after her becoming rites and lavished her parents, siblings, and cousins with gifts. She built them a mansion of marble and pearl in the heart of Zuntisha. The Amindas sewed clothing from the finest materials, seasoned their food with the best spices, and were sought after as friends and lovers from those all over Zuntisha. The Amindas enjoyed many blessings, but it was because the omwa proved selfish and hoarded the best resources for her own household. She shirked her duties to the people of Zuntisha by uplifting her natal family above all others. She called for a heavy tax on goods and property, from which the Amindas were spared, and enforced it with vicious sellswords. Unhappy with this leadership, the people of Zuntisha petitioned heaven to choose a new omwa. Daol was cast out, stripped of her wings and enhancements, and removed of her title. She returned to the Aminda mansion in shame, diminished by heaven's judgment. Ever since, the Aminda name bore an ugly mark. The family's wealth dwindled over the generations and their mansion crumbled. Aminda matriarchs struggled to provide for their children and sold their ancestors' treasures to buy rice meal and dried fish. Their children were weak and prone to sickness, and never again was an omwa chosen from the Aminda line. Some Amindas became martyrs hoping to purge their familial curse. Lasheeli's own aunt and grandmother were among the ill-fated soldiers to follow Mastrien Slash into Geb. After generations of strife, Lasheeli's birth was a miracle. The first three Aminda children of her generation were sickly, but Lasheeli and her twin were born with radiant golden eyes and halo-like birthmarks encircling their dusky brows. As they grew, they displayed an innate talent for conjuring white fire that didn't burn. Outside the decaying mansion, all agreed the twins were touched by heaven's blessing and wondered whether the Aminda family was now ascending from their humbling decline. Growing up, Lasheeli was obedient and shy, while her twin was a firebrand with a magnetic personality. Lasheeli kept silent, making no promises out of fear of overpromising that which she didn't know, but her twin spoke out about Zuntisha's brilliant future. One by one the three eldest Amindas succumbed to illness, leaving the twins alone to inherit control of the household. But there was a complication: Lasheeli's sibling was the first Aminda in nearly a millennium to be chosen as omwa. Though she was born in a masculine body, Celeste Aminda completely transformed during her rites of becoming and chose her own name. Omwa Celeste defied Daol's memory by acting with kindness and intelligence. She treated all her people as family equal to her own. Lasheeli rejoiced for Celeste, but even as her family's fortunes were rising, she felt herself sinking into an abyss. Lasheeli was next in line to govern an entire household. With her family's status changing, Lasheeli faced situations she didn't understand—social calls, trade negotiations, and financial decisions for over a dozen extended family members. She didn't have the busy Celeste to rely on. In her sleepless nights of obsessive prayer, Lasheeli experienced waking dreams of her grandmother and aunt, whom she had barely known. She decided to take a small retinue to Geb to recover their bodies, believing her ancestors could help guide her down the strange new path she found herself walking. Campaign Role Surprisingly, the journey to recover her petrified family members sparked growth in the young scion. In her taciturn childhood, Lasheeli always thought long and hard before speaking, often content to remain silent and let Celeste speak for both sisters. In the field, she no longer has this luxury, and she's responsible for issuing orders and gauging morale. To Lasheeli's surprise, however, her thoughtful pronouncements inspire those around her, and her retinue listens avidly when she recites the old stories of glory she learned on her mother's knee. She has to temper the passion these stories instill, however, since she hasn't come to the Field of Maidens to provoke any conflict, but to quietly find and recover her ancestors' statues. When the characters meet Lasheeli, she's coming into her authority and confidence. Her interactions with the characters are likely to put both to the test. Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Lasheeli Aminda Source Pathfinder #183: Field of Maidens pg. 90 Perception +19; darkvision Languages Celestial, Common, Drooni Skills Acrobatics +19, Bardic Lore +18, Diplomacy +21, Holomog Lore +20, Occultism +20, Performance +21, Religion +19, Society +20 Str +0 Dex +3 Con +0 Int +4 Wis +3 Cha +5 Bardic Lore Lasheeli can use Bardic Lore to Recall Knowledge on any topic. Items +1 striking returning bola , Dagger --- AC 27 Fort +16 Ref +19 Will +19 HP 127 Cautionary Tale Reaction (linguistic, verbal) Trigger Lasheeli or an ally within 30 feet attempts a Will save; Effect Lasheeli orates a line or two from one of her stories and makes a Performance check. Lasheeli and any allies can use the better result of her check or their saving throw. Divine Aegis (abjuration, divine) Once per day when Lasheeli takes damage that would reduce her to 0 Hit Points, a radiant, holy shield flashes over her, negating all of the attack's evil damage and half of any other damage the attack deals. If the attacker is within 60 feet, divine aegis deals the attacker the same amount of damage it prevented (of the same type, except that if divine aegis prevents evil damage, it deals the attacker good damage instead). --- Speed 30 feet Melee Single Action dagger +21 (Agile, Finesse, versatile S), Damage 1d4+9 piercing Ranged Single Action bola +22 (Magical, Nonlethal, Ranged Trip, thrown 20 feet), Damage 2d6+9 bludgeoning Ranged Single Action dagger +21 (Agile, thrown 10 feet, versatile S), Damage 1d4+9 piercing Occult Spontaneous Spells DC 29, attack +21 - Cantrips (5th) Detect Magic, Guidance, Message, Prestidigitation, Shield - 1st Celestial Accord, Mindlink, Sanctuary, True Strike (3 slots) - 2nd Augury, Calm Emotions, Dispel Magic (3 slots) - 3rd Enthrall, Haste, Heroism (3 slots) - 4th Confusion, Procyal Philosophy, Restoration (3 slots) - 5th Chromatic Wall, Crushing Despair, Prying Eye (3 slots) Occult Innate Spells DC 29 - Cantrips (5th) Light - 2nd Continual Flame, Faerie Fire Bard Composition Spells DC 29, 3 Focus Points - Cantrips (5th) Dirge of Doom, Inspire Courage - 5th Counter Performance, Loremaster's Etude Steady Spellcasting If a reaction would disrupt Lasheeli's spellcasting, she attempts a DC 15 flat check; on a success, the spell isn't disrupted. ","skill_mod":{"society":20,"diplomacy":21,"performance":21,"occultism":20,"acrobatics":19,"religion":19},"image":["/Images/Monsters/LasheeliAminda.png"],"primary_source":"Pathfinder #183: Field of Maidens","spell":["Chromatic Wall","Crushing Despair","Prying Eye","Confusion","Procyal Philosophy","Restoration","Enthrall","Haste","Heroism","Augury","Calm Emotions","Dispel Magic","Celestial Accord","Mindlink","Sanctuary","True Strike","Detect Magic","Guidance","Message","Prestidigitation","Shield","Continual Flame","Faerie Fire","Light","Counter Performance","Loremaster's Etude","Dirge of Doom","Inspire Courage"],"ac":27,"item":["+1 striking returning bola","Dagger"],"level":10,"spell_dc":[29,29,29],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":19,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":16,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Lasheeli Aminda","alignment":"N","rarity":"unique","strike_damage_average":[11,11,16],"attack_bonus":[21,21,22],"constitution":0,"spell_attack_bonus":[21],"will_save":19,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Bardic Lore","Cautionary Tale","Divine Aegis","Steady Spellcasting"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Bardic Lore","Diplomacy","Holomog Lore","Occultism","Performance","Religion","Society"],"tradition":["Occult"],"summary":"When divine beings take notice of a mortal lineage, they might bless their descendants with good luck, or punish them with generations of misfortune. …","trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2099","dexterity":3,"category":"creature","slug":"creature-2099"},{"attack_bonus":[11,12],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":65,"language":["Common"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Nimble Dodge","Quick Draw","Rattling Blow","Sneak Attack"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Thievery"],"stealth":"12","trait":["Human","Humanoid","Rare","CN","Medium"],"id":"creature-2100","text":" Swardlands Delinquent Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Swardlands Delinquent Source Pathfinder #153: Life's Long Shadows pg. 15 Perception +8 Languages Common Skills Acrobatics +10, Athletics +9, Deception +8, Intimidation +8, Stealth +12, Thievery +12 Str +3 Dex +4 Con +1 Int +1 Wis +0 Cha +2 Items Leather Armor, Club, dagger; one delinquent carries a crowbar and another carries a brush and pot of red paint --- AC 21 Fort +9 Ref +14 Will +8 HP 65 Nimble Dodge Reaction Trigger The delinquent is targeted with a melee or ranged attack by an attacker she can see; Effect The delinquent gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 25 feet Melee club +11, Damage 1d6+5 bludgeoning Ranged dagger +12 (Agile, thrown 10 feet, versatile S), Damage 1d4+5 piercing Quick Draw Single Action The delinquent draws a weapon with an Interact action, then Strikes with the weapon they just drew. Rattling Blow Creatures the delinquent critically hits are clumsy 1 and can't make reactions until the end of the delinquent's next turn. Sneak Attack The delinquent deals 1d6 extra precision damage to flat-footed creatures. ","skill_mod":{"deception":8,"thievery":12,"stealth":12,"athletics":9,"intimidation":8,"acrobatics":10},"primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":21,"item":["Leather Armor","Club","dagger; one delinquent carries a crowbar and another carries a brush and pot of red paint"],"level":4,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2100","intelligence":1,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":9,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Swardlands Delinquent","alignment":"CN","category":"creature","rarity":"rare","strike_damage_average":[7,8],"slug":"creature-2100"},{"attack_bonus":[19,20],"constitution":1,"primary_source_category":"Adventure Paths","strength":4,"hp":155,"language":["Common"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","will_save":10,"charisma":1,"speed":{"max":30,"land":30},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Attack of Opportunity","Hunt Prey","Incredible Reload","Mobile Shot Stance"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival","Thievery"],"stealth":"17","trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-2101","text":" Tanesse Fleer Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Tanesse Fleer Source Pathfinder #153: Life's Long Shadows pg. 16 Perception +19 Languages Common Skills Acrobatics +19, Athletics +17, Intimidation +16, Stealth +17, Survival +19, Thievery +17 Str +4 Dex +4 Con +1 Int +0 Wis +4 Cha +1 Items Chain Shirt, +1 striking hand crossbow (2, 20 bolts), Shortsword --- AC 22 Fort +15 Ref +16 Will +10 HP 155 Attack of Opportunity Reaction Tanessa can make Attacks of Opportunity with a loaded ranged weapon she's wielding if the triggering creature is within 5 feet of her. --- Speed 30 feet; mobility Melee Single Action shortsword +19 (Agile, Finesse, versatile S), Damage 1d6+10 piercing Ranged Single Action hand crossbow +20 (Magical, range increment 60 feet, reload 1), Damage 2d6+10 piercing Hunt Prey Single Action Tanessa designates as her prey a single creature that she can see and hear or that she is Tracking. She gains a +2 circumstance bonus to Perception checks when she Seeks her prey and a +2 circumstance bonus to Survival checks when she Tracks her prey. She also ignores the penalty for making ranged attacks within her second range increment against her prey. Lastly, she deals 1d8 precision damage to her prey the first time she hits her prey each round. Tanessa can have only one prey designated at a time. Incredible Reload Single Action (Concentrate, Manipulate) Requirement Tanessa has a hand crossbow in each hand; Effect Tanessa quickly juggles her hand crossbows from one hand to another, reloading them both as she does so. Mobile Shot Stance Tanessa's ranged Strikes don't trigger Attacks of Opportunity or other reactions triggered by ranged attacks. ","skill_mod":{"thievery":17,"survival":19,"stealth":17,"athletics":17,"intimidation":16,"acrobatics":19},"primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":22,"item":["Chain Shirt","+1 striking hand crossbow (2, 20 bolts)","Shortsword"],"level":9,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2101","intelligence":0,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":15,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Tanesse Fleer","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[13,17],"slug":"creature-2101"},{"attack_bonus":[16,16,16],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":95,"language":["Common"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","will_save":10,"charisma":2,"speed":{"max":30,"land":30},"perception":12,"wisdom":0,"weakness":{},"creature_ability":["Experienced Ambusher","Muscle Striker","Sneak Attack"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Intimidation","Society","Stealth","Survival"],"stealth":"16","trait":["Human","Humanoid","Rare","CN","Medium"],"id":"creature-2102","text":" Bitter Truth Bandit Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Bitter Truth Bandit Source Pathfinder #153: Life's Long Shadows pg. 17 Perception +12 Languages Common Skills Acrobatics +14, Athletics +14, Intimidation +12, Society +10, Stealth +16, Survival +12 Str +4 Dex +4 Con +3 Int +0 Wis +0 Cha +2 Items Composite Shortbow (20 arrows), hatchets (2), Padded Armor --- AC 22 Fort +15 Ref +16 Will +10 HP 95 --- Speed 30 feet, mobility Melee Single Action hatchet +16 (Agile, Sweep), Damage 1d6+6 slashing Ranged Single Action composite shortbow +16 (deadly d10, range increment 60 feet), Damage 1d6+8 piercing plus muscle striker Ranged Single Action hatchet +16 (Agile, Sweep, thrown 10 feet), Damage 1d6+6 slashing Experienced Ambusher Striking from concealment doesn't cause the bandit to become observed. Muscle Striker A target damaged by the bandit's shortbow Strike must succeed at a DC 22 Fortitude save or be slowed 1 until the end of the bandit's next turn. Sneak Attack A bandit deals an additional 2d6 precision damage to flat-footed creatures. ","skill_mod":{"society":10,"survival":12,"stealth":16,"athletics":14,"intimidation":12,"acrobatics":14},"primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":22,"item":["Composite Shortbow (20 arrows)","hatchets (2)","Padded Armor"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2102","intelligence":0,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":15,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Bitter Truth Bandit","alignment":"CN","category":"creature","rarity":"rare","strike_damage_average":[9,9,11],"slug":"creature-2102"},{"primary_source_category":"Adventure Paths","strength":0,"hp":95,"language":["Common"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","charisma":4,"perception":19,"stealth":"21","trait":["Fey","Sprite","Unique","CN","Small"],"id":"creature-2103","text":" Pin Tingwheely Recall Knowledge - Fey (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Pin Tingwheely Source Pathfinder #153: Life's Long Shadows pg. 20 Perception +19; low-light vision Languages Common Skills Acrobatics +18, Deception +16, Nature +15, Performance +18, Stealth +21 Str +0 Dex +6 Con +1 Int +2 Wis +3 Cha +4 Items +1 striking longbow (60 arrows), Shortsword --- AC 29 Fort +15 Ref +20 Will +17 +1 status to all saves vs. magic HP 95 Weaknesses cold iron 10 Evasion When Pin rolls a success on a Reflex save, he gets a critical success instead. Nimble Dodge Reaction Trigger Pin is targeted with a melee or ranged attack by an attacker he can see; Effect Pin gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 15 feet, fly 45 feet Melee Single Action shortsword +18 (Agile, Finesse, Magical, versatile S), Damage 1d6+10 piercing Ranged Single Action longbow +19 (deadly d10, Magical, range increment 100 feet, volley 20 feet), Damage 2d6+10 piercing Primal Innate Spells DC 26 - Cantrips (4th) Dancing Lights, Detect Magic, Ghost Sound, Shield - 2nd Entangle, Faerie Fire - 3rd Dispel Magic, Illusory Disguise - 4th Invisibility (at will; self only) Sprinkle Pixie Dust Single Action (Manipulate) Pin sprinkles pixie dust onto one of his arrows. If Pin hits a creature with that arrow before his next turn, the arrow inflicts one of the following special effects instead of dealing damage. Each effect depends on the target's DC 26 Will save. On a critical hit, the target treats its save result as one degree worse. Befuddlement (enchantment, mental) On a failed Will save, the target is stupefied 1 for 1 minute (stupefied 2 on a critical failure). Charm (emotion, enchantment, incapacitation, mental) The target suffers the result of a 4th-level charm spell, except it doesn't gain a bonus to its save if the only hostile act was Pin firing his bow, and Pin can choose to direct the target's adoration to another creature rather than himself. Memory Loss (divination, mental) On a failed Will save, the target loses the last 5 minutes of its memory. Pin can add a single false memory if he chooses, which is the only memory the target retains in that time period. Reckless Pride (emotion, enchantment, mental) The target suffers the result of delusional pride . ","skill_mod":{"performance":18,"deception":16,"nature":15,"stealth":21,"acrobatics":18},"primary_source":"Pathfinder #153: Life's Long Shadows","spell":["Invisibility","Dispel Magic","Illusory Disguise","Entangle","Faerie Fire","Dancing Lights","Detect Magic","Ghost Sound","Shield"],"ac":29,"item":["+1 striking longbow (60 arrows)","Shortsword"],"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":2,"reflex_save":20,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":15,"source_group":["Extinction Curse"],"size":["Small"],"spoilers":"Extinction Curse","name":"Pin Tingwheely","alignment":"CN","rarity":"unique","strike_damage_average":[13,17],"attack_bonus":[18,19],"constitution":1,"will_save":17,"speed":{"fly":45,"max":45,"land":15},"wisdom":3,"weakness":{"cold_iron":10},"creature_ability":["Evasion","Nimble Dodge","Sprinkle Pixie Dust"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Deception","Nature","Performance","Stealth"],"tradition":["Primal"],"trait_group":["Creature Type","Monster","Ancestry","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2103","dexterity":6,"category":"creature","slug":"creature-2103"},{"attack_bonus":[16,16,16,16],"constitution":1,"primary_source_category":"Adventure Paths","strength":4,"hp":95,"language":["Draconic","Undercommon"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":30,"land":30},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Powerful Stench","Light Step","Powerful Arm","Skirmishing Movement"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"16","trait":["Humanoid","Uncommon","Xulgath","CE","Medium"],"id":"creature-2104","text":" Xulgath Skirmisher Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Xulgath Skirmisher Source Pathfinder #153: Life's Long Shadows pg. 27 Perception +15; darkvision Languages Draconic, Undercommon Skills Acrobatics +16, Athletics +14, Stealth +16, Survival +15 Str +4 Dex +4 Con +1 Int +0 Wis +3 Cha +0 Items javelins (6), Scimitar, Studded Leather Armor --- AC 24 Fort +13 Ref +16 Will +13 HP 95 Powerful Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 23 Fortitude save. On a failure, the creature is sickened 2, and on a critical failure, the creature is also slowed 1 for as long as it is sickened. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. --- Speed 30 feet, light step Melee Single Action scimitar +16 (Forceful, Sweep), Damage 1d6+4 slashing Melee Single Action jaws +16, Damage 1d6+4 piercing Melee Single Action claw +16 (Agile, Finesse), Damage 1d4+4 slashing Ranged Single Action javelin +16 (thrown 60 feet), Damage 1d6+4 piercing damage Light Step When a skirmisher Strides or Steps, they ignore difficult terrain and treat greater difficult terrain as difficult terrain. Powerful Arm The xulgath skirmisher doubles the range increment of its thrown weapons. Skirmishing Movement Two Actions (Attack, Move) The xulgath skirmisher Strides or Steps, then Strikes. This Strike deals an additional 3d6 precision damage. ","skill_mod":{"survival":15,"stealth":16,"athletics":14,"acrobatics":16},"primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Creature Type","Rarity","Monster"],"ac":24,"item":["javelins (6)","Scimitar","Studded Leather Armor"],"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=2104","intelligence":0,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":13,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Xulgath Skirmisher","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[6,7,7,7],"slug":"creature-2104"},{"attack_bonus":[16,16,16,17,17],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":115,"language":["Draconic","Undercommon"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","will_save":15,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Infused Items","Powerful Stench","Concentrated Xulgath Bile","Quick Bomber"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Crafting","Stealth","Thievery"],"stealth":"15","trait":["Humanoid","Uncommon","Xulgath","CE","Medium"],"id":"creature-2105","text":" Xulgath Bomber Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Xulgath Bomber Source Pathfinder #153: Life's Long Shadows pg. 28 Perception +15; darkvision Languages Draconic, Undercommon Skills Acrobatics +17, Athletics +14, Crafting +17, Stealth +15, Thievery +15 Str +3 Dex +4 Con +1 Int +4 Wis +2 Cha +0 Infused Items A xulgath bomber carries the following infused items: 2 doses of concentrated xulgath bile, 2 moderate acid flasks, and 2 moderate alchemist's fire. These items last for 24 hours, or until the next time they make their daily preparations. Items Alchemist's Tools, Greatpick, Studded Leather Armor --- AC 25 Fort +12 Ref +17 Will +15 HP 115 Resistances poison 5 Powerful Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 24 Fortitude save. On a failure, the creature is sickened 2, and on a critical failure, the creature is also slowed 1 for as long as it is sickened. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. --- Speed 25 feet Melee Single Action greatpick +16 (fatal d12), Damage 1d12+5 piercing plus concentrated xulgath bile Melee Single Action jaws +16, Damage 2d6+5 piercing Melee Single Action claw +16 (Agile, Finesse), Damage 2d4+5 slashing Ranged Single Action acid flask +17 (range increment 20 feet, Splash), Damage 5 acid damage plus 2d6+2 persistent acid and 4 acid splash Ranged Single Action alchemist's fire +17 (range increment 20 feet, Splash), Damage 2d8+2 fire plus 4 persistent fire and 4 fire splash Concentrated Xulgath Bile (Poison) The sickened condition from concentrated xulgath bile doesn't improve on its own until the target recovers from the poison. A target who recovers from concentrated xulgath bile is immune to being sickened by this poison for 1 minute; Saving Throw Fortitude DC 22; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and sickened 1 (1 round); Stage 2 2d10 poison damage and sickened 2 (1 round); Stage 3 2d10 poison damage and sickened 3 (1 round). Quick Bomber Single Action The bomber Interacts to draw a bomb, then Strikes with it. ","skill_mod":{"thievery":15,"crafting":17,"stealth":15,"athletics":14,"acrobatics":17},"primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Creature Type","Rarity","Monster"],"ac":25,"item":["Alchemist's Tools","Greatpick","Studded Leather Armor"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"poison":5},"url":"/Monsters.aspx?ID=2105","intelligence":4,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Xulgath Bomber","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[9,10,11,11,12],"slug":"creature-2105"},{"attack_bonus":[22],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":195,"language":["Draconic","Undercommon","(can't speak any language)"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","will_save":22,"charisma":3,"speed":{"max":20,"land":20},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["Motion Sense","Attack of Opportunity","Powerful Stench","Choke Slam","Furious Claws"],"primary_source_group":"Extinction Curse","skill":["Athletics","Intimidation","Survival"],"trait":["Humanoid","Unique","Xulgath","CE","Large"],"id":"creature-2106","text":" Headless Xulgath Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Headless Xulgath Source Pathfinder #153: Life's Long Shadows pg. 50 Perception +20; motion sense, no vision Languages Draconic, Undercommon; (can't speak any language) Skills Athletics +23, Intimidation +21, Survival +21 Str +7 Dex +3 Con +5 Int +0 Wis +3 Cha +3 Motion Sense The headless xulgath can sense nearby motion through vibrations and air movement --- AC 29 Fort +24 Ref +20 Will +22 HP 195 Attack of Opportunity Reaction Powerful Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 29 Fortitude save. On a failure, the creature is sickened 2, and on a critical failure, the creature is also slowed 1 for as long as it is sickened. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. --- Speed 20 feet Melee Single Action claw +22 (Agile, reach 15 feet), Damage 2d8+13 slashing plus Grab Choke Slam Single Action Frequency once per round; Requirements The headless xulgath has a creature grabbed; Effect The headless xulgath slams the creature against a nearby surface. The creature takes 6d6+6 bludgeoning damage and must attempt a DC 30 Fortitude save. Critical Success The creature is no longer grabbed. Failure The creature is slowed 1 for 1 round. Critical Failure The creature is stunned for 1 round. Furious Claws Three Actions (Attack) The headless xulgath makes up to four claws Strikes, each against a different target. These attacks all count toward the headless xulgath's multiple attack penalty, but the penalty doesn't increase until after the headless xulgath makes all its attacks. ","skill_mod":{"survival":21,"athletics":23,"intimidation":21},"primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Creature Type","Rarity","Monster"],"ac":29,"level":11,"source_category":["Adventure Paths"],"sense":"motion sense, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2106","intelligence":0,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":24,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Headless Xulgath","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[22],"slug":"creature-2106"},{"attack_bonus":[20,20,21,21],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":195,"language":["Draconic","Undercommon"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","will_save":17,"charisma":0,"speed":{"max":25,"land":25},"perception":19,"wisdom":3,"weakness":{"acid":10,"slashing":10},"creature_ability":["Resin Crust","Resin Spray"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Intimidation","Survival","Thievery"],"trait":["Humanoid","Rare","Xulgath","CE","Medium"],"id":"creature-2107","text":" Resin-Seep Xulgath Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Resin-Seep Xulgath Source Pathfinder #153: Life's Long Shadows pg. 51 Perception +19; darkvision Languages Draconic, Undercommon Skills Acrobatics +23, Athletics +20, Intimidation +16, Survival +19, Thievery +21 Str +4 Dex +5 Con +3 Int +1 Wis +3 Cha +0 Items +1 striking dagger --- AC 30 Fort +19 Ref +23 Will +17 HP 195 Weaknesses acid 10, slashing 10 --- Speed 25 feet Melee Single Action dagger +21 (Agile, Finesse, Magical, versatile S), Damage 2d4+11 piercing Melee Single Action jaws +20, Damage 1d8+11 piercing plus resin crust Melee Single Action claw +20 (Agile, Finesse), Damage 1d6+11 slashing plus resin crust Ranged Single Action dagger +21 (Agile, Magical, thrown 10 feet, versatile S), Damage 2d4+11 piercing plus xulgath bile Resin Crust (Incapacitation, Poison) A creature damaged by a resin-seep xulgath's jaws or claw Strike must succeed at a DC 28 Reflex save or be covered with clumps of noxious resin, taking 2d8 poison damage and a –15-foot penalty to its Speeds for 1 minute (on a critical failure, the creature is also clumsy 1 for 1 minute). The creature is sickened 1 for as long it has a Speed penalty. A creature can spend an Interact action to scrape the resin off, decreasing the Speed penalty by 5 with each such action. Resin Spray Two Actions (Poison) The resin-seep xulgath flexes its pores and emits a 30-foot line of resin that deals 3d12 poison damage and knocks the target 5 feet back (DC 28 basic Reflex save; on a success or critical success the target isn't knocked back, and on a critical failure the target is knocked back 10 feet). The resin-seep xulgath can't use Resin Spray again for 1d4 rounds. ","skill_mod":{"thievery":21,"survival":19,"athletics":20,"intimidation":16,"acrobatics":23},"primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Creature Type","Rarity","Monster"],"ac":30,"item":["+1 striking dagger"],"level":10,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2107","intelligence":1,"reflex_save":23,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":19,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Resin-Seep Xulgath","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[14,15,16,16],"slug":"creature-2107"},{"attack_bonus":[22,22],"constitution":3,"primary_source_category":"Adventure Paths","strength":7,"hp":190,"language":["Draconic","Undercommon"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","will_save":16,"charisma":0,"speed":{"climb":25,"max":25,"land":25},"perception":18,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Powerful Stench","Quick Catch","Raking Claws","Rend"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"19","trait":["Humanoid","Rare","Xulgath","NE","Medium"],"id":"creature-2108","text":" Hooklimb Xulgath Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Hooklimb Xulgath Source Pathfinder #153: Life's Long Shadows pg. 55 Perception +18; darkvision Languages Draconic, Undercommon Skills Acrobatics +25, Athletics +21, Intimidation +16, Stealth +19, Survival +16 Str +7 Dex +5 Con +3 Int +0 Wis +2 Cha +0 --- AC 29 Fort +21 Ref +21 Will +16 HP 190 Attack of Opportunity Reaction Powerful Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 28 Fortitude save. On a failure, the creature is sickened 2, and on a critical failure, the creature is also slowed 1 for as long as it is sickened. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. --- Speed 25 feet, climb 25 feet Melee Single Action jaws +22, Damage 1d6+13 piercing Melee Single Action claw +22 (Agile), Damage 2d8+13 slashing Quick Catch The hooklimb always critically succeeds at checks to Grab a Ledge. Raking Claws Single Action The hooklimb flexes hooklike barbs on its claws. Until the start of the hooklimb's next turn, its claws Strikes deal an additional 1d10 persistent bleed damage. Rend Single Action claw ","skill_mod":{"survival":16,"stealth":19,"athletics":21,"intimidation":16,"acrobatics":25},"primary_source":"Pathfinder #153: Life's Long Shadows","trait_group":["Creature Type","Rarity","Monster"],"ac":29,"level":10,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2108","intelligence":0,"reflex_save":21,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":21,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Hooklimb Xulgath","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[16,22],"slug":"creature-2108"},{"primary_source_category":"Adventure Paths","strength":3,"hp":195,"language":["Aklo","Common","Undercommon"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","charisma":2,"perception":22,"stealth":"26","trait":["Dero","Humanoid","Unique","CE","Small"],"id":"creature-2109","text":" Ginjana Mindkeeper Ginjana is a dero who serves the xulgaths in the Swardlands out of convenience. Her true calling is brain experimentation, and she's seized the opportunity to venture to the surface to expand her gruesome research. Like many deros, Ginjana Mindkeeper is obsessed with discovering a way to overcome her people's allergy to the rays of Golarion's sun. She experimented for years, engaging in the usual kidnapping and vivisection of other residents of the Darklands under the eerie blue glow of the cytillesh fungus growing in dero lairs. One night, while heavily under the influence of cytillesh, Ginjana experienced an epiphany. While examining the brain and nervous system she had carefully extracted from a kidnapped deep gnome, she theorized that the brain was sending invisible messages of some sort along the nervous system. She realized that if she could find the source of these messages in the brain, she might be able to manipulate it to overcome deros' light sensitivity. Feeling on the verge of a breakthrough, she sought brains to experiment on with a new fervor. Keeping her subjects alive as long as possible, Ginjana cut open different parts of their cerebral tissue and poked and prodded until she saw signs of the messages she was looking for—physical and emotional responses. Through considerable trial and error, she managed to narrow these signals down to a message source: a small lump of glandular tissue nestled in a saddle-like niche above the bones separating the nose from the brain. Ginjana learned to stimulate this gland—the pituitary gland—to cause specific results in her victims. Having determined the source of her invisible brain messages, Ginjana set out to learn how this gland works differently between species. She believes that in some, these messages allow creatures to survive easily under the light of the harsh surface sun. In others— such as deros—the messages cause them to react to the presence of the sun with great pain. Ginjana believes the secret of surviving the Overburn—the dero name for the surface world—lies within this gland. She developed a collection technique that involved shoving a steel rod up the nose of a captive creature to break through the bone and then using a hooked probe to reach up to the gland and extract it. But her collection of glands extracted from various Darklands inhabitants (including no small number of her fellow deros) failed to endear her to her comrades. As the number of dero discontent with her studies grew, Ginjana realized that to truly expand her understanding, she needed to collect specimens from the surface creatures of the Overburn. To this end, she set out—barely one step ahead of a dero mob—to explore the world above and expand her studies. She stumbled upon Surkitama's xulgath war bands as they too made their way to the surface in search of the stolen aeon orbs . Ginjana had long ago exhausted the possibilities from extracted xulgath brains, so she saw no need to prey upon these travelers. She instead offered her services as a researcher and an expert on the peoples of the surface world—a lie, but one Ginjana hoped she could back up once she'd been able to engage in a few experiments on the Overburn. Most of the xulgaths ignored her, but one—the alchemist Thessekka—accepted Ginjana's offer and allowed the dero to accompany her raiding band to the Swardlands of Kortos. Today, Ginjana assists Thessekka in keeping the Old Forest Tower secure, while still managing to collect brain matter from a variety of surface creatures for her gruesome experiments. Despite Ginjana's usefulness, it has become clear to Thessekka that the dero has ulterior motives, so Thessekka has been relying on Ginjana less and less. Yet Ginjana is more treacherous than Thessekka realizes. She has managed to search Thessekka's private chamber a number of times, and has corrupted or poisoned some of the Thessekka's alchemical materials to slow the xulgath's progress in mutating other xulgaths. Ginjana has even climbed the vine-covered shaft up to the aeon orb at the tower's top. As Ginjana had no particular wish to destroy the aeon orb , she received its reflection of light (page 51); the dero keeps this ability hidden from Thessekka. Ginjana is a wiry, balding dero woman with large, expressive eyebrows. She dresses in tight leather armor crisscrossed with bandoliers containing scalpels, metal hooks, bone saws, and other paraphernalia used in the dissection and examination of living creatures. She tends to idly fondle these tools, particularly when in conversation, and the echoing clinking of her metal rods and hooks often alerts others to her presence. Campaign Role In this adventure, Ginjana operates as a menacing presence behind the scenes. The heroes likely encounter her handiwork several times before they meet her in the Old Forest Tower. Gruesome signs of Ginjana's experiments are likely to confuse the heroes at first, since she represents a vastly different threat than the dangers they know about in the Swardlands. The heroes eventually gain enough insight into the nature of Ginjana's killings to uncover the difference between her work and that of the xulgaths or the night hag Skarja. However, after facing the cruel dero and discovering her personal notes, the heroes are likely to be much better equipped to deal with the night hag tormenting Opper Vandy. Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ginjana Mindkeeper Source Pathfinder #153: Life's Long Shadows pg. 86 Perception +22; darkvision Languages Aklo, Common, Undercommon Skills Acrobatics +24, Anatomy Lore +24, Athletics +20, Intimidation +19, Medicine +20, Stealth +26, Thievery +24 Str +3 Dex +7 Con +3 Int +5 Wis +3 Cha +2 Items expanded healer's tools, +2 striking heavy crossbow (18 bolts and 2 bolts coated with shadow essence), +2 resilient leather armor , +1 striking shortsword --- AC 31 Fort +14 Ref +18 Will +12 HP 195 Weaknesses vulnerable to sunlight Deny Advantage Ginjana isn't flat-footed to hidden, undetected, or flanking creatures of 11th level or lower, or by creatures of 11th level or lower using surprise attack. Evasion When Ginjana rolls a success on a Reflex save, she gets a critical success instead. Vulnerable to Sunlight Ginjana takes 20 damage for every hour she's exposed to sunlight. Sidestep Reaction Trigger An attack roll to Strike Ginjana fails or critically fails; Effect Ginjana redirects the attack to a creature of her choice that is adjacent to her and within reach of the triggering attack. The attacker rerolls the Strike's attack roll against the new target. --- Speed 20 feet; light step, mobility Melee Single Action shortsword +24 (Agile, Finesse, Magical, versatile S), Damage 2d6+13 piercing Ranged Single Action heavy crossbow +25 (Magical, range increment 120 feet, reload 2), Damage 2d10+13 piercing plus shadow essence Divine Innate Spell DC 30, attack +24 - 6th Searing Light Hampering Blow When Ginjana critically succeeds at an attack roll, the target of the attack is clumsy 1 and flat-footed until the end of Ginjana's next turn. Light Step When Ginjana Strides or Steps, she ignores difficult terrain. Mobility Ginjana's movement doesn't trigger reactions when she Strides to move half her Speed or less. Shadow Essence (Poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 negative damage and 2d6 poison damage (1 round); Stage 2 3d6 negative damage, 2d6 poison damage, and enfeebled 1 (1 round); Stage 3 3d6 negative damage; 2d6 poison damage; and enfeebled 2 (1 round) Sneak Attack Ginjana deals an extra 2d6 precision damage to flat-footed creatures. Surprise Attack On the first round of combat, if Ginjana rolls Deception or Stealth for initiative, creatures that haven't acted are flat-footed to her. ","skill_mod":{"thievery":24,"stealth":26,"medicine":20,"athletics":20,"intimidation":19,"acrobatics":24},"primary_source":"Pathfinder #153: Life's Long Shadows","spell":["Searing Light"],"ac":31,"item":["expanded healer's tools","+2 striking heavy crossbow (18 bolts and 2 bolts coated with shadow essence )","+2 resilient leather armor","+1 striking shortsword"],"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":14,"source_group":["Extinction Curse"],"size":["Small"],"spoilers":"Extinction Curse","name":"Ginjana Mindkeeper","alignment":"CE","rarity":"unique","strike_damage_average":[20,24],"attack_bonus":[24,25],"constitution":3,"spell_attack_bonus":[24],"will_save":12,"speed":{"max":20,"land":20},"wisdom":3,"weakness":{},"creature_ability":["Deny Advantage","Evasion","Vulnerable to Sunlight","Sidestep","Hampering Blow","Light Step","Mobility","Shadow Essence","Sneak Attack","Surprise Attack"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Anatomy Lore","Athletics","Intimidation","Medicine","Stealth","Thievery"],"tradition":["Divine"],"summary":"Ginjana is a dero who serves the xulgaths in the Swardlands out of convenience. Her true calling is brain experimentation, and she's seized the …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2109","dexterity":7,"category":"creature","slug":"creature-2109"},{"primary_source_category":"Adventure Paths","strength":7,"hp":260,"language":["Abyssal","Aklo","Celestial","Common","Infernal"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","charisma":5,"perception":25,"trait":["Fiend","Hag","Humanoid","Unique","NE","Medium"],"id":"creature-2110","text":" Skarja Skarja has been collecting souls on the Isle of Kortos for many years. Recently, the night hag set her sights on corrupting and culling the soul of the Swardlands' most prominent citizen, Opper Vandy. Skarja arrived in Absalom long ago as a captive on an ancient Azlanti ether ship called the King Xeros . She was inadvertently released from her captivity by Pathfinder Society agents and found herself free to roam among the abundance of souls just waiting to be harvested in the City at the Center of the World. However, she didn't want to attract the Pathfinders' attention, so she elected to haunt the city's outskirts. Night hags value souls, which they hoard as keepsakes or trade in extraplanar markets. Over the years, Skarja has found collecting souls of already-corrupt mortals too easy to be truly satisfying. She instead prefers to slowly corrupt honorable mortals herself; there are secret soul-markets where only souls of corrupted mortals are traded, and the debased souls of once-virtuous mortals command the highest prices. By trading in this market, Skarja has unlocked secrets that most other night hags don't know, such as the ability to maintain her heartstone at a distance. Yet for all her care, Skarja has had to operate further and further from Absalom. She recently came to the Swardlands and found a land rife with opportunity. Opper Vandy is Skarja's current target because he is not only virtuous, but beloved by his community. She learned of Vandy's arrangement with Rogor Swinten while claiming the soul of a wicked farmer named Currew, and the hag saw this crack in Vandy's integrity as a valuable opportunity. The thought of corrupting a pillar of the community delights her, and Skarja is in no hurry to see this delectable corruption completed. She torments Vandy with foreknowledge of deaths in the Swardlands, and thereafter reaps a chaotic or evil soul she's carefully primed just for that purpose. While Vandy's guilt and shame grow, Skarja's collection of souls grows as well. Soon, she hopes, Vandy will perform some great, desperate act of wickedness, and the upright mortician's soul will be hers at last. Like all hags, Skarja appears as a twisted crone with curving horns and sharp fangs, though Skarja also has blue-black skin covered with sharp, thorny protrusions and thick legs that end with elephantine feet. Campaign Role Skarja has survived this long because she is careful and cautious. She learns about the heroes' arrival early on, and she is canny enough to realize that they might pose a threat. She plans to keep entirely out of the heroes' sight, hoping they never discover her existence. Skarja doesn't appear to Vandy while the heroes are in Kerrick, but to keep close to Vandy, both spiritually and physically, Skarja keeps her heartstone hidden on his property. She doesn't consider it dangerous to leave it there, as she knows the mortician's habits well enough to know he won't discover it. Skarja isn't aware of how many clues she left while collecting souls throughout the Swardlands. The heroes might pick up on these clues and put the pieces together when they recover Ginjana's notes. If the heroes collect enough evidence to convince Vandy to confide in them, he suggests they search his home. Skarja isn't expecting the heroes to discover her hidden heartstone , either. If they claim it, she has no choice to but to eliminate them, lest all her hard work to claim Vandy's soul go to waste. Recall Knowledge - Fiend (Religion): DC 41 Recall Knowledge - Humanoid (Society): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Skarja Source Pathfinder #153: Life's Long Shadows pg. 88 Perception +25; darkvision Languages Abyssal, Aklo, Celestial, Common, Infernal Skills Arcana +23, Deception +26, Diplomacy +24, Intimidation +24, Occultism +25, Religion +25 Str +7 Dex +5 Con +6 Int +4 Wis +6 Cha +5 Coven Skarja adds dominate , nightmare, scrying , and spellwrack to her coven's spells. Nightmare Rider When Skarja rides a nightmare, the nightmare also gains her status bonus to saves against magic, and both the hag and rider benefit when Skarja uses her heartstone's ethereal jaunt innate spell. Items Skarja's heartstone --- AC 34 Fort +23 Ref +22 Will +23 HP 260 Immunities sleep Resistances mental 15 Weaknesses cold iron 15 --- Speed 25 feet Melee Single Action jaws +26 (Magical), Damage 3d8+9 piercing plus 1d10 evil and Abyssal plague Melee Single Action claw +26 (Agile, Magical), Damage 3d10+9 slashing plus 1d10 evil Occult Innate Spells DC 33, attack +25 - 1st Ray of Enfeeblement (at will), Sleep (at will) - 2nd Invisibility (at will) - 4th Dream Message (at will), Magic Missile (at will) - 5th Nightmare - 6th Shadow Blast (×2; from heartstone ), Spirit Blast (from heartstone ) - 8th Dream Council - 9th Bind Soul (at will; from heartstone ), Ethereal Jaunt (at will; from heartstone ) - Constant (2nd) Detect Alignment (all alignments simultaneously) - Constant (3rd) Detect Magic Abyssal Plague (Disease) A creature can't recover from the drained condition until Abyssal plague is cured; Saving Throw DC 33 Fortitude; Stage 1 drained 1 (1 day); Stage 2 drained increases by 2 (1 day) Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) Skarja can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack or damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning). Dream Haunting (Enchantment, Occult, Mental) If Skarja is ethereal and hovering over a sleeping chaotic or evil creature, she can ride the victim's back until dawn. The creature endures tormenting dreams as Skarja casts nightmare on it, and is exposed to Abyssal plague. Any drained condition caused by dream haunting is cumulative. Only an ethereal being can confront the night hag and stop her dream haunting. Spell Ambush A creature flat-footed to the night hag takes a –2 circumstance penalty to checks and DCs to defend against her spells. ","skill_mod":{"diplomacy":24,"deception":26,"arcana":23,"intimidation":24,"occultism":25,"religion":25},"primary_source":"Pathfinder #153: Life's Long Shadows","spell":["Bind Soul","Ethereal Jaunt","Dream Council","Shadow Blast","Spirit Blast","Nightmare","Dream Message","Magic Missile","Invisibility","Ray of Enfeeblement","Sleep","Detect Magic","Detect Alignment"],"ac":34,"item":["Skarja's heartstone"],"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"mental":15},"intelligence":4,"reflex_save":22,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":23,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Skarja","alignment":"NE","rarity":"unique","strike_damage_average":[28,31],"attack_bonus":[26,26],"constitution":6,"immunity":["sleep"],"spell_attack_bonus":[25],"will_save":23,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Coven","Nightmare Rider","Abyssal Plague","Change Shape","Dream Haunting","Spell Ambush"],"primary_source_group":"Extinction Curse","skill":["Arcana","Deception","Diplomacy","Intimidation","Occultism","Religion"],"tradition":["Occult"],"summary":"Skarja has been collecting souls on the Isle of Kortos for many years. Recently, the night hag set her sights on corrupting and culling the soul of …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2110","dexterity":5,"category":"creature","slug":"creature-2110"},{"primary_source_category":"Adventure Paths","strength":6,"hp":255,"language":["Aklo","Common","Draconic","Undercommon"],"source":["Pathfinder #153: Life's Long Shadows"],"type":"Creature","charisma":1,"perception":26,"trait":["Humanoid","Unique","Xulgath","CE","Medium"],"id":"creature-2111","text":" Thessekka As a leader in the xulgath incursion of the surface of the Isle of Kortos, Thessekka—a xulgath alchemist with the powers of a stoneliege and more—has risen swiftly through the ranks of her Darklands kin, although her hunger for domination is far from sated. Thessekka has hungered from the moment of her birth: hungered for food, hungered for companionship, and hungered for power. As she grew, she began to learn stone-binding, with an eye toward earning her place as a stoneliege, a rare and prestigious position. Such was her desire for power, however, that moments after she completed the ritual to become a stoneliege, she threatened the alchemist who performed the ritual and demanded he teach her all he knew of mixing chemicals and warping flesh. Thessekka proved an eager and intelligent student, and once she had exhausted the alchemist's knowledge, she killed and ate him. But this, too, failed to fill the ravenous void within her. When rumors of an invasion of the sun-blighted surface rippled among xulgath tribes, Thessekka knew she had found a mission that might finally satisfy her. Thessekka bullied a few minions into joining this invasion force alongside her, but she lacked the influence of a true leader. Instead she was given the position of a hardscale, a subsidiary position below Surkitama, a leader in her clutch. Surkitama's force was assigned to a surface region called the Swardlands, where three aeon towers stood that held aeon orbs stolen from the xulgaths five millennia ago. Surkitama's force was to secure these towers from uplander interference before finding a way to crack the stolen orbs to bring destruction to the surface world. Always looking for opportunities to seize power, Thessekka used the journey to gather misfits to her side, including the dero Ginjana Mindkeeper and the roper Ro'oosk. She also won the trust of a duergar explorer, eyeing his useful magical ring, only to kill him and take the ring for herself. Surkitama's force moved swiftly upon reaching the Swardlands, locating and securing the three aeon towers. By this time, Thessekka had risen in prominence enough to command one of the tower garrisons. She quickly established a hold over her assigned garrison, the Wellspring Tower, and set up an alchemist laboratory within it. Without much oversight from Surkitama, who had underestimated the difficulty of travel among the towers and was preoccupied with trying (and failing) to conquer the Swardlands, Thessekka devised a way to siphon the aeon orb's energy even as Surkitama's leadership began to falter. Thessekka used her ring of stoneshifting to secretly journey between the towers and foment rebellion in the discontented clutches under Surkitama's command. When golems at the Liferoot Stone decimated the xulgath garrison there, Thessekka knew her time to strike was at hand. Traveling via the ring of stoneshifting , she rallied her disgruntled allies to move against Surkitama's loyalists. Able to appear and disappear in an instant, she prevented the xulgath leader from bringing the full force of his power to bear against her. And when the shadowy form of a dero slipped unseen into Surkitama's personal chambers, Surkitama became just another of Ginjana's experiments, and Thessekka stepped into the power vacuum to lead all the xulgaths in the Swardlands. By the time her xulgath superiors discovered her coup, Thessekka's efforts to siphon the Wellspring Tower aeon orb were proving successful, so she was given official command of the Swardland forces. Campaign Role Thessekka is the true mastermind behind the xulgaths in the Swardlands. Once she has drained away the energy of all the aeon orbs and met her obligations to her xulgath masters, she plans to carve out her own surface world kingdom. She sees the soft humanoids who currently inhabit the Swardlands as mere cattle for her consumption, and she plans to subjugate them as the bountiful land that has sustained them dies. With her ring of stoneshifting , Thessekka can move freely between the three aeon towers and directly oversee operations. At first, she dismisses the heroes as too feeble and too few in number to pose a real threat, and she keeps her focus on other towers. By the time the heroes prove themselves a true threat by clearing the xulgaths out of two aeon towers, Thessekka realizes that dismissing them was a mistake. She confronts them at the final tower, where she plans to end their threat and devour their charred corpses. Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Thessekka Source Pathfinder #153: Life's Long Shadows pg. 90 Perception +26; darkvision, tremorsense (imprecise) 30 feet Languages Aklo, Common, Draconic, Undercommon Skills Arcana +24, Athletics +28, Crafting +28, Intimidation +23, Medicine +24, Nature +22, Survival +22 Str +6 Dex +1 Con +4 Int +4 Wis +2 Cha +1 Infused Items Thessekka carries the following infused items: 1 greater acid flask, 2 greater alchemist's fires, 1 moderate bravo's brew, 2 greater frost vials, 1 greater quicksilver mutagen, 1 greater tanglefoot bag. These items last for 24 hours, or until the next time Thessekka makes her daily preparations. Items greater alchemist goggles , expert alchemist's tools, formula book, infused reagents, ring of stoneshifting --- AC 35 Fort +26 Ref +19 Will +22 HP 255 Resistances physical 14 Powerful Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 34 Fortitude save. On a failure, the creature is sickened 2, and on a critical failure, the creature is also slowed 1 for as long as it is sickened. While within range of Thessekka's stench, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. --- Speed 20 feet, burrow 10 feet Melee Single Action jaws +28, Damage 3d8+12 piercing Melee Single Action claw +28 (Agile), Damage 3d6+12 slashing plus Grab Ranged Single Action alchemical bomb +27 (range increment 30 feet, Splash), Damage varies by bomb Primal Innate Spells DC 34 - 4th Shape Stone Alchemical Formulas greater acid flask, greater alchemist's fire, greater antidote, moderate bravo's brew, greater comprehension elixir, greater frost vial, greater quicksilver mutagen, stone fist elixir, greater tanglefoot bag Earthen Blow Single Action (Earth, Transmutation) Frequency once per round; Effect Thessekka commands nearby earth to attack a foe. Thessekka makes a claw Strike against a creature that is within 60 feet of her and 10 feet of an earthen surface, such as dirt, mud, stone, or sand. The Strike originates from the surface's square and has a reach of 10 feet. On a critical hit, the target is also knocked prone. Earthen Torrent Two Actions (Earth, Transmutation) Frequency once per minute; Requirements Thessekka is standing on or next to at least 10 cubic feet of dirt, stone, or other earthen material; Effect Thessekka creates a violent wave of roiling earth. Creatures in a 15-foot cone take 10d10 bludgeoning damage (DC 34 basic Reflex save; on a critical failure, creatures are also knocked prone). Expanded Splash Thessekka's bombs with the splash trait deal 4 additional splash damage and deal splash damage to all creatures within 10 feet. Quick Alchemy Single Action Cost 1 batch of infused reagents; Effect Thessekka creates a single alchemical item from her formula book (see Alchemical Formulas). This item has the infused trait, but it remains potent only until the end of her next turn. Quick Bomber Single Action Thessekka Interacts to draw a bomb, then Strikes with it. Stone Throes Single Action (Earth, Transmutation) Thessekka turns her own body into solid stone like a statue and immediately becomes petrified. Any creature grappled or restrained by her becomes immobilized; to get free, the creature must damage the statue enough to break it or succeed at a DC 36 Acrobatics check to Escape. The only action Thessekka can take while petrified is to use Stone Throes again to end the effect. ","skill_mod":{"nature":22,"crafting":28,"survival":22,"arcana":24,"medicine":24,"athletics":28,"intimidation":23},"primary_source":"Pathfinder #153: Life's Long Shadows","spell":["Shape Stone"],"ac":35,"item":["greater alchemist goggles","expert alchemist's tools","formula book","infused reagents","ring of stoneshifting"],"level":14,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet","resistance":{"bludgeoning":14,"piercing":14,"slashing":14,"physical":14},"intelligence":4,"reflex_save":19,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":26,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Thessekka","alignment":"CE","rarity":"unique","strike_damage_average":[22,25],"attack_bonus":[27,28,28],"constitution":4,"will_save":22,"speed":{"max":20,"land":20,"burrow":10},"wisdom":2,"weakness":{},"creature_ability":["Infused Items","Powerful Stench","Alchemical Formulas","Earthen Blow","Earthen Torrent","Expanded Splash","Quick Alchemy","Quick Bomber","Stone Throes"],"primary_source_group":"Extinction Curse","skill":["Arcana","Athletics","Crafting","Intimidation","Medicine","Nature","Survival"],"tradition":["Primal"],"summary":"As a leader in the xulgath incursion of the surface of the Isle of Kortos, Thessekka—a xulgath alchemist with the powers of a stoneliege and more—has …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2111","dexterity":1,"category":"creature","slug":"creature-2111"},{"attack_bonus":[19,19,19,20,20],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":135,"language":["Draconic","Undercommon"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Mounted Defense","Prerequisite","Powerful Stench","Feral Directive","Mounted Superiority"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Dinosaur Lore","Intimidation","Nature","Stealth","Survival"],"stealth":"16","trait":["Humanoid","Xulgath","CE","Medium"],"id":"creature-2112","text":" Xulgath Herd-Tender Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Xulgath Herd-Tender Source Pathfinder #154: Siege of the Dinosaurs pg. 10 Perception +17; darkvision Languages Draconic, Undercommon Skills Acrobatics +16, Athletics +18, Dinosaur Lore +11, Intimidation +16, Nature +17, Stealth +16, Survival +17 Str +4 Dex +4 Con +2 Int -1 Wis +3 Cha +2 Items moderate alchemist's fire (4), +1 striking composite shortbow (20 arrows), Hide Armor, Whip --- AC 27 Fort +18 Ref +16 Will +14 HP 135 Mounted Defense Reaction Prerequisite The herd-tender is mounted; Trigger The herd-tender is targeted with a melee or ranged attack by an attacker they can see; Effect The herd-tender gains a +2 circumstance bonus to AC against the triggering attack. Powerful Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 26 Fortitude save. On a failure, the creature is sickened 2, and on a critical failure, the creature is also slowed 1 for as long as it is sickened. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. --- Speed 25 feet Melee Single Action whip +19 (Disarm, Finesse, Nonlethal, reach 10 feet, Trip), Damage 1d4+10 slashing Melee Single Action jaws +19, Damage 2d8+10 piercing Melee Single Action claw +19 (Agile), Damage 2d6+10 slashing Ranged Single Action composite shortbow +20 (deadly 2d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 2d6+10 piercing Ranged Single Action moderate alchemist's fire +20 (range increment 20 feet, Splash), Damage 2d8 plus 2 persistent fire damage and 2 fire splash damage Feral Directive Two Actions The xulgath attempts to Command an Animal on their mount, but instead of demanding a specific action such as Stride or Strike, the xulgath gives a general directive, such as to return to camp or to attack a small group the mount can see. The mount and the xulgath each retain 3 actions on their turns, but the mount doesn't change its general tactics until the xulgath uses Feral Directive or Command an Animal again. Mounted Superiority A mounted xulgath's Strikes deal an additional 1d8 damage to creatures that aren't mounted. ","skill_mod":{"nature":17,"survival":17,"stealth":16,"athletics":18,"intimidation":16,"acrobatics":16},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Creature Type","Monster"],"ac":27,"item":["moderate alchemist's fire (4)","+1 striking composite shortbow (20 arrows)","Hide Armor","Whip"],"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2112","intelligence":-1,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Xulgath Herd-Tender","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[9,12,17,17,19],"slug":"creature-2112"},{"attack_bonus":[29,29],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":250,"language":["Common","(can't speak any language)"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","will_save":21,"charisma":3,"speed":{"max":25,"land":25},"perception":26,"wisdom":3,"weakness":{},"creature_ability":["Starvation Aura","Breath Weapon","Corpse Consumption","Swallow Whole"],"primary_source_group":"Extinction Curse","skill":["Athletics","Intimidation"],"trait":["Undead","Unique","NE","Huge"],"id":"creature-2113","text":" Starved Staff Recall Knowledge - Undead (Religion): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Starved Staff Source Pathfinder #154: Siege of the Dinosaurs pg. 16 Perception +26; darkvision Languages Common; (can't speak any language) Skills Athletics +29, Intimidation +26 Str +8 Dex +4 Con +5 Int -3 Wis +3 Cha +3 --- AC 32 Fort +24 Ref +16 Will +21 HP 250 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10 Starvation Aura (aura, divine, mental, necromancy) 60 feet. Any creature that ends its turn in the aura feels the intense pain of starvation and must attempt a DC 32 Fortitude save. On a failure, the creature becomes fatigued and takes 7d6 damage. The damage and fatigue a creature takes from this aura can't be healed until the affected creature has eaten a full meal. --- Speed 25 feet Melee Single Action jaws +29 (reach 10 feet), Damage 3d12+16 piercing plus Grab Melee Single Action claw +29 (Agile, reach 15 feet), Damage 3d8+16 slashing Breath Weapon Two Actions (Divine, Necromancy) The gashadokuro breathes a spray of bone shards in a 30-foot cone. Each creature in the area takes 9d12 piercing damage (DC 36 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds. Corpse Consumption (Divine, Necromancy) If the gashadokuro kills a creature with Swallow Whole, it immediately regains Hit Points equal to the swallowed creature's level. As long as the gashadokuro still exists, creatures consumed in this way can't be resurrected except by wish or a similarly powerful effect. Swallow Whole Single Action (Attack) Large, 3d10 bludgeoning, Rupture 26 ","skill_mod":{"athletics":29,"intimidation":26},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Creature Type","Rarity"],"ac":32,"level":14,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=2113","intelligence":-3,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":24,"source_group":["Extinction Curse"],"size":["Huge"],"spoilers":"Extinction Curse","name":"Starved Staff","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[29,35],"slug":"creature-2113"},{"attack_bonus":[22,23,23,24],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":195,"language":["Draconic","Undercommon"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","will_save":19,"charisma":1,"speed":{"max":30,"land":30},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Hasty Sacrifice","Prerequisite","Powerful Stench","Feral Directive","Mounted Superiority"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Dinosaur Lore","Intimidation","Nature","Survival"],"trait":["Humanoid","Xulgath","CE","Medium"],"id":"creature-2114","text":" Xulgath Roughrider Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Xulgath Roughrider Source Pathfinder #154: Siege of the Dinosaurs pg. 23 Perception +21; darkvision Languages Draconic, Undercommon Skills Acrobatics +21, Athletics +22, Dinosaur Lore +16, Intimidation +18, Nature +21, Survival +19 Str +5 Dex +4 Con +3 Int -1 Wis +4 Cha +1 Items +1 striking halberd , Hide Armor, javelins (6) --- AC 31 Fort +22 Ref +23 Will +19 HP 195 Hasty Sacrifice Reaction (concentrate, move) Prerequisite The roughrider is mounted; Trigger The roughrider is targeted with an attack from a creature they can see; Effect The roughrider's mount becomes the target of the attack instead. The roughrider must succeed at a DC 5 flat check or they fall off their mount and land prone. If the check is a critical failure, the roughrider also takes 1d6 bludgeoning damage in addition to the normal damage from the fall. Powerful Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 30 Fortitude save. On a failure, the creature is sickened 2, and on a critical failure, the creature is also slowed 1 for as long as it is sickened. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. --- Speed 30 feet Melee Single Action halberd +24 (Magical, Reach, versatile S), Damage 2d10+11 piercing Melee Single Action jaws +23, Damage 2d8+11 piercing Melee Single Action claw +23 (Agile), Damage 2d6+11 slashing Ranged Single Action javelin +22 (thrown 30 feet), Damage 1d6+11 piercing Feral Directive Two Actions The xulgath attempts to Command an Animal on their mount, but instead of demanding a specific action such as Stride or Strike, the xulgath gives a general directive, such as to return to camp or to attack a small group the mount can see. The mount and the xulgath each retain 3 actions on their turns, but the mount doesn't change its general tactics until the xulgath uses Feral Directive or Command an Animal again. Mounted Superiority A mounted roughrider's Strikes deal an additional 1d10 damage to creatures that aren't mounted. ","skill_mod":{"nature":21,"survival":19,"athletics":22,"intimidation":18,"acrobatics":21},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Creature Type","Monster"],"ac":31,"item":["+1 striking halberd","Hide Armor","javelins (6)"],"level":11,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2114","intelligence":-1,"reflex_save":23,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":22,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Xulgath Roughrider","alignment":"CE","category":"creature","rarity":"common","strike_damage_average":[14,18,20,22],"slug":"creature-2114"},{"attack_bonus":[24],"constitution":7,"primary_source_category":"Adventure Paths","strength":8,"hp":320,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","will_save":19,"charisma":-2,"speed":{"max":25,"land":25},"perception":15,"wisdom":0,"weakness":{"slashing":15,"vitality":15},"creature_ability":["Slow","Tainted Guts","Pummel the Fallen","Seawater Retch"],"primary_source_group":"Extinction Curse","skill":["Athletics"],"trait":["Rare","Undead","NE","Medium"],"id":"creature-2115","text":" Sodden Sentinel Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Sodden Sentinel Source Pathfinder #154: Siege of the Dinosaurs pg. 32 Perception +15; darkvision Languages Skills Athletics +26 Str +8 Dex -1 Con +7 Int -5 Wis +0 Cha -2 Slow A sodden sentinel is permanently slowed 1 and can't use reactions. --- AC 28 Fort +24 Ref +14 Will +19 HP 320 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Weaknesses positive 15, slashing 15 Tainted Guts When a sodden sentinel is reduced to 0 Hit Points, it explodes, dealing 6d6 bludgeoning damage to each creature in a 10-foot emanation (DC 30 basic Reflex save). A creature that fails this save is also blinded for 1d4 rounds (1 minute on a critical failure). --- Speed 25 feet Melee Single Action fist +24, Damage 2d12+16 bludgeoning plus Improved Knockdown Pummel the Fallen A sodden sentinel's fist Strike deals an additional 2d6 damage to prone creatures. Seawater Retch Two Actions (Necromancy, Occult, Water) The sodden sentinel vomits up a supernaturally tainted wave of seawater in a 30-foot cone. Each living creature in the area takes 6d10 negative damage (DC 30 basic Reflex save). It can't use Seawater Retch again for 1d4 rounds. ","skill_mod":{"athletics":26},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Rarity","Creature Type"],"ac":28,"level":11,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2115","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":24,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Sodden Sentinel","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[29],"slug":"creature-2115"},{"primary_source_category":"Adventure Paths","strength":7,"hp":235,"language":["Common"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","charisma":4,"perception":22,"stealth":"22","trait":["Rare","Undead","NE","Medium"],"id":"creature-2116","text":" Wight Cultist Recall Knowledge - Undead (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Wight Cultist Source Pathfinder #154: Siege of the Dinosaurs pg. 34 Perception +22; darkvision Languages Common Skills Athletics +25, Intimidation +24, Occultism +17, Stealth +22 Str +7 Dex +4 Con +6 Int -1 Wis +6 Cha +4 Items +1 striking ranseur , platinum religious symbol of Bokrug worth 150 gp --- AC 32 Fort +24 Ref +20 Will +22 HP 235 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Dreadful Spite Reaction Trigger The wight cultist is reduced to 0 Hit Points; Effect The wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike. A creature hit by this Strike is also doomed 1 for 1 minute. --- Speed 25 feet Melee Single Action ranseur +26 (Disarm, Magical, Reach), Damage 2d10+13 piercing plus drain life Melee Single Action claw +25, Damage 3d6+13 bludgeoning plus drain life Divine Innate Spells DC 29 - Cantrips (6th) Daze, Shield - 3rd Paralyze (at will) - 5th Confusion, Downpour - 6th Crushing Despair Drain Life (Divine, Necromancy) When the wight damages a living creature with its claw or ranseur Strike, the wight gains 12 temporary Hit Points and the creature must succeed at a DC 29 Fortitude save or become drained 1. Further damage dealt by the wight increases the amount of drain by 1 on a failed save, to a maximum of drained 4. Wight Spawn (Divine, Necromancy) A living humanoid slain by a wight's claw or ranseur Strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the wight that killed it. It doesn't have drain life or wight spawn and becomes clumsy 2 for as long as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains drain life and wight spawn, and is no longer clumsy ","skill_mod":{"stealth":22,"athletics":25,"intimidation":24,"occultism":17},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","spell":["Crushing Despair","Confusion","Downpour","Paralyze","Daze","Shield"],"ac":32,"item":["+1 striking ranseur","platinum religious symbol of Bokrug worth 150 gp"],"level":12,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":-1,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":24,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Wight Cultist","alignment":"NE","rarity":"rare","strike_damage_average":[23,24],"attack_bonus":[25,26],"constitution":6,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"will_save":22,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Dreadful Spite","Drain Life","Wight Spawn"],"primary_source_group":"Extinction Curse","skill":["Athletics","Intimidation","Occultism","Stealth"],"tradition":["Divine"],"trait_group":["Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2116","dexterity":4,"category":"creature","slug":"creature-2116"},{"attack_bonus":[24],"constitution":3,"primary_source_category":"Adventure Paths","strength":0,"hp":230,"language":["Common"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","spell_attack_bonus":[24],"will_save":21,"charisma":5,"speed":{"max":25,"land":25},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Duck Away","Bloodline Magic","Dangerous Sorcery","Steady Spellcasting"],"primary_source_group":"Extinction Curse","skill":["Arcana","Deception","Diplomacy","Intimidation","Society"],"trait":["Human","Humanoid","Unique","N","Medium"],"id":"creature-2117","text":" Stirvyn Banyan Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Stirvyn Banyan Source Pathfinder #154: Siege of the Dinosaurs pg. 39 Perception +21; detect magic Languages Common Skills Arcana +20, Deception +23, Diplomacy +21, Intimidation +23, Society +20 Str +0 Dex +4 Con +3 Int +2 Wis +3 Cha +5 Items major mentalist's staff , scroll of false life , Sheriff Banyan's map of the sea caves --- AC 31 Fort +21 Ref +22 Will +21 HP 230 Duck Away Reaction (concentrate, move) Trigger Stirvyn is targeted with an attack and is adjacent to an ally; Effect Stirvyn and the ally swap places, and the ally becomes the target of the attack. --- Speed 25 feet Melee Single Action staff +24 (Magical, two-hand d8), Damage 1d4+6 bludgeoning Arcane Spontaneous Spells DC 32, attack +24 - Cantrips (6th) Chill Touch, Daze, Prestidigitation, Ray of Frost, Shield - 1st Illusory Disguise, Lock, Magic Missile, True Strike (4 slots) - 2nd Blur, Dispel Magic, Hideous Laughter, Touch of Idiocy (4 slots) - 3rd Enthrall, Haste, Meld into Stone, Mind Reading (4 slots) - 4th Dimension Door, Freedom of Movement, Outcast's Curse, Suggestion (4 slots) - 5th Cloak of Colors, Dispel Magic, Lightning Bolt, Prying Eye (4 slots) - 6th Disintegrate, Mislead, Slow, Vampiric Touch (4 slots) - Constant (6th) Detect Magic Sorcerer Bloodline Spells DC 32, 3 Focus Points - 6th Ancestral Memories, Arcane Countermeasure, Extend Spell Bloodline Magic When Stirvyn casts a bloodline spell, a surge of ancestral memories grants either him or a target of the spell a +1 status bonus to skill checks for 1 round. Dangerous Sorcery When Stirvyn Casts a Spell from a spell slot, if the spell deals damage and doesn't have a duration, he gains a status bonus to that spell's damage equal to the spell's level. Steady Spellcasting If a reaction would disrupt Stirvyn's spellcasting action, he attempts a DC 15 flat check. On a success, the action isn't disrupted. ","tradition":["Arcane"],"skill_mod":{"society":20,"diplomacy":21,"deception":23,"arcana":20,"intimidation":23},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","spell":["Disintegrate","Mislead","Slow","Vampiric Touch","Cloak of Colors","Dispel Magic","Lightning Bolt","Prying Eye","Dimension Door","Freedom of Movement","Outcast's Curse","Suggestion","Enthrall","Haste","Meld into Stone","Mind Reading","Blur","Hideous Laughter","Touch of Idiocy","Illusory Disguise","Lock","Magic Missile","True Strike","Chill Touch","Daze","Prestidigitation","Ray of Frost","Shield","Detect Magic","Ancestral Memories","Arcane Countermeasure","Extend Spell"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":31,"item":["major mentalist's staff","scroll of false life","Sheriff Banyan's map of the sea caves"],"level":12,"spell_dc":[32,32],"source_category":["Adventure Paths"],"sense":" detect magic ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=2117","intelligence":2,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":21,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Stirvyn Banyan","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[8],"slug":"creature-2117"},{"attack_bonus":[24,26],"constitution":0,"primary_source_category":"Adventure Paths","strength":3,"hp":215,"language":["Common"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","will_save":19,"charisma":3,"speed":{"max":25,"land":25},"perception":20,"wisdom":2,"weakness":{},"creature_ability":["Swift Sneak","Deny Advantage","Nimble Dodge","Pierced Tendon","Quick Draw","Sneak Attack","Sneak Savant","Surprise Attack"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Society","Stealth","Survival","Thievery"],"stealth":"23","trait":["Human","Humanoid","Unique","N","Medium"],"id":"creature-2118","text":" Tashlock Banyan Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Tashlock Banyan Source Pathfinder #154: Siege of the Dinosaurs pg. 39 Perception +20 Languages Common Skills Acrobatics +23, Athletics +19, Deception +19, Diplomacy +17, Intimidation +19, Society +16, Stealth +23, Survival +16, Thievery +21 Str +3 Dex +5 Con +0 Int +2 Wis +2 Cha +3 Swift Sneak Tashlock can move his full Speed when Sneaking. Items Chalk, +1 striking composite shortbow (20 arrows), lesser darkvision elixir, invisibility potion , +1 resilient leather armor , +1 rapier --- AC 33 Fort +19 Ref +24 Will +19 HP 215 Deny Advantage Tashlock isn't flat-footed to creatures of 12th level or lower that are hidden, undetected, flanking, or using surprise attack. Nimble Dodge Reaction Trigger Tashlock is targeted with a melee or ranged attack by an attacker he can see; Effect Tashlock gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 25 feet Melee Single Action rapier +24 (deadly 1d8, Disarm, Finesse, Magical), Damage 1d6+11 piercing Ranged Single Action composite shortbow +26 (deadly 2d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 2d6+11 piercing Pierced Tendon When Tashlock deals damage to a target on a critical hit, the target is slowed 2 until the end of Tashlock's next turn. Quick Draw Single Action Tashlock Interacts to draw a weapon, then Strikes with that weapon. Sneak Attack Tashlock deals an extra 3d6 precision damage to flat-footed creatures. Sneak Savant When Tashlock rolls a failure on a Sneak action, he gets a success instead. Surprise Attack On the first round of combat, creatures that haven't acted yet are flat-footed to Tashlock. ","skill_mod":{"society":16,"diplomacy":17,"deception":19,"thievery":21,"survival":16,"stealth":23,"athletics":19,"intimidation":19,"acrobatics":23},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":33,"item":["Chalk","+1 striking composite shortbow (20 arrows)","lesser darkvision elixir","invisibility potion","+1 resilient leather armor","+1 rapier"],"level":12,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=2118","intelligence":2,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":19,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Tashlock Banyan","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[14,18],"slug":"creature-2118"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":280,"language":["Abyssal","Aklo","Common","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","charisma":8,"perception":27,"stealth":"28","trait":["Incorporeal","Spirit","Undead","Unique","NE","Medium"],"id":"creature-2119","text":" Lyrt Cozurn Recall Knowledge - Spirit (Occultism): DC 44 Recall Knowledge - Undead (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Lyrt Cozurn Source Pathfinder #154: Siege of the Dinosaurs pg. 40 Perception +27; darkvision Languages Abyssal, Aklo, Common; telepathy 100 feet Skills Acrobatics +28, Deception +31, Diplomacy +27, Intimidation +29, Stealth +28 Str -5 Dex +7 Con +0 Int +1 Wis +6 Cha +8 --- AC 35 Fort +19 Ref +28 Will +29 HP 280 (negative healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 15 (except force, &lt;%TRAITS%217%%&gt; ghost touch &lt;%END>, or positive^ double resistance vs. non-magical) Frightful Presence (aura, divine, emotion, enchantment, fear, mental) 30 feet, DC 33 --- Speed fly 50 feet Melee Single Action pain touch +28 (Agile, Evil, Finesse, Magical), Damage 8d6 negative plus 2d6 evil Occult Innate Spells DC 35, attack +31 - Cantrips (6th) Telekinetic Projectile - 3rd Fear (at will) - 4th Modify Memory - 5th Chilling Darkness (×2), Fear - 6th Dominate, Feeblemind, Telekinetic Maneuver (at will) Inhabit Object Single Action Lyrt possesses a Large or smaller object within 20 feet, making it an animated object. This animated object's level can be no higher than Lyrt's level – 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or Lyrt leaves it. At this point, Lyrt reappears in the object's square and can't Inhabit an Object again for 1d4 rounds. Malevolent Possession Two Actions Lyrt attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell with an unlimited duration, except since Lyrt doesn't have a physical body, he is unaffected by that restriction. When Lyrt departs, the target has only confused and incoherent memories of the period during which they were possessed. If a creature dies while possessed by Lyrt and its corpse remains intact, Lyrt can immediately inhabit the corpse (see Inhabit Object) as a reaction, in which case the corpse acts like an animated object. ","skill_mod":{"diplomacy":27,"deception":31,"stealth":28,"intimidation":29,"acrobatics":28},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","spell":["Dominate","Feeblemind","Telekinetic Maneuver","Chilling Darkness","Fear","Modify Memory","Telekinetic Projectile"],"ac":35,"level":15,"spell_dc":[35],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"vitality":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"intelligence":1,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Lyrt Cozurn","alignment":"NE","rarity":"unique","strike_damage_average":[35],"attack_bonus":[28],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[31],"will_save":29,"speed":{"fly":50,"max":50},"wisdom":6,"weakness":{},"creature_ability":["Frightful Presence","Inhabit Object","Malevolent Possession"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Deception","Diplomacy","Intimidation","Stealth"],"tradition":["Occult"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2119","dexterity":7,"category":"creature","slug":"creature-2119"},{"attack_bonus":[24,24],"constitution":7,"primary_source_category":"Adventure Paths","strength":7,"hp":220,"immunity":["olfactory e"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","will_save":22,"charisma":0,"speed":{"max":25,"land":25},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["Buck","Dogged Persistence","Punishing Tail","Trample"],"primary_source_group":"Extinction Curse","skill":["Athletics"],"trait":["Animal","Dinosaur","Uncommon","N","Large"],"id":"creature-2120","text":" War Sauropelta Recall Knowledge - Animal (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 War Sauropelta Source Pathfinder #154: Siege of the Dinosaurs pg. 46 Perception +23; low-light vision Languages Skills Athletics +25 Str +7 Dex +2 Con +7 Int -4 Wis +4 Cha +0 --- AC 34 Fort +25 Ref +20 Will +22 HP 220 Immunities olfactorye Buck Reaction DC 32 Dogged Persistence Reaction Frequency once per minute; Trigger The war sauropelta would be affected by the immobilized, paralyzed, slowed, or stunned conditions, or by an effect that would give it a penalty to its Speeds, from a source of 14th level or less; Effect The war sauropelta negates the triggering condition or effect. --- Speed 25 feet Melee Single Action tail +24 (Backswing, reach 10 feet), Damage 3d8+13 bludgeoning plus Push and punishing tail Melee Single Action foot +24, Damage 3d6+13 bludgeoning Punishing Tail A creature struck by the war sauropelta's tail must attempt a DC 32 Fortitude save. On a failure, it's stunned 1; on a critical failure, it's stunned 3. Trample Three Actions Medium or smaller, foot, DC 32 ","skill_mod":{"athletics":25},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Creature Type","Monster","Rarity"],"ac":34,"level":12,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2120","intelligence":-4,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":25,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"War Sauropelta","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[23,26],"slug":"creature-2120"},{"primary_source_category":"Adventure Paths","strength":9,"hp":265,"language":["Common","(can't speak any language)"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","charisma":7,"perception":28,"stealth":"31","trait":["Humanoid","Unique","NE","Medium"],"id":"creature-2121","text":" The Vanish Man Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 The Vanish Man Source Pathfinder #154: Siege of the Dinosaurs pg. 47 Perception +28; darkvision Languages Common; (can't speak any language) Skills Acrobatics +29, Athletics +33, Deception +33, Intimidation +29, Stealth +31 Str +9 Dex +5 Con +6 Int +1 Wis +4 Cha +7 Vanished Alignment The Vanish Man doesn't have an alignment aura and cannot be detected by spells such as detect alignment . Items bag of faces, cleaver --- AC 39 Fort +29 Ref +28 Will +27 HP 265 Resistances bludgeoning 10 Frightful Presence (aura, emotion, fear, mental) 10 feet, DC 33. This aura is suppressed while the Vanish Man is using Change Shape. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action cleaver +32 (deadly d12, Forceful, Sweep), Damage 3d12+9 slashing Melee Single Action fist +32 (Agile, Nonlethal), Damage 3d10+9 bludgeoning Ranged Single Action cleaver +30 (deadly d12, thrown 10 feet), Damage 3d12+9 slashing Occult Innate Spells DC 34 - 2nd Invisibility (×3) - 4th Invisibility (self only) - Constant (8th) Pass Without Trace Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The faceless butcher can take on the exact form of any Small, Medium, or Large humanoid whose face they carry in their bag of faces, changing their shape and physical features to precisely match that of the victim whose face they wear. This doesn't change the butcher's Speed or attack or damage bonuses with their Strikes. Remove Face Two Actions Requirements The faceless butcher is within reach of a dying, immobilized, or unconscious creature; Effect The faceless butcher attempts a cleaver Strike or an Athletics check against the creature's Fortitude DC. On a success, the faceless butcher deals damage as if they had made a successful cleaver Strike against the creature and removes the creature's face. On a critical success, the damage doubles and the creature takes 4d6 persistent bleed damage. Once its face is removed, the creature takes a permanent –4 status penalty to Charisma checks and Charisma-based skill checks. This penalty can be removed only if the victim recovers its face from the faceless butcher and has a restoration spell cast on it. Sudden Slices Two Actions Requirements The faceless butcher is undetected by their target; Effect The faceless butcher Strides once and makes two cleaver Strikes against the target. During the Stride, they gain a +10-foot circumstance bonus to their Speed. ","skill_mod":{"deception":33,"stealth":31,"athletics":33,"intimidation":29,"acrobatics":29},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","spell":["Invisibility","Pass Without Trace"],"ac":39,"item":["bag of faces","cleaver"],"level":16,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":10},"intelligence":1,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":29,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"The Vanish Man","alignment":"NE","rarity":"unique","strike_damage_average":[25,28,28],"attack_bonus":[30,32,32],"constitution":6,"will_save":27,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Vanished Alignment","Frightful Presence","Attack of Opportunity","Change Shape","Remove Face","Sudden Slices"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth"],"tradition":["Occult"],"trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2121","dexterity":5,"category":"creature","slug":"creature-2121"},{"constitution":5,"primary_source_category":"Adventure Paths","strength":4,"hp":210,"immunity":["precision","swarm mind"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","will_save":13,"charisma":-2,"speed":{"max":35,"land":35,"burrow":35},"perception":18,"wisdom":1,"weakness":{"area":10},"creature_ability":["Burrowing Agony","Expeditious Evolution"],"primary_source_group":"Extinction Curse","skill":["Athletics"],"trait":["Aberration","Amphibious","Swarm","Uncommon","CE","Huge"],"id":"creature-2122","text":" Aukashungi Swarm Recall Knowledge - Aberration (Occultism): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Aukashungi Swarm Source Pathfinder #154: Siege of the Dinosaurs pg. 50 Perception +18; greater darkvision, tremorsense (imprecise) 30 feet Languages Skills Athletics +20 Str +4 Dex +6 Con +5 Int -4 Wis +1 Cha -2 --- AC 28 Fort +17 Ref +24 Will +13 HP 210 Immunities precision, swarm mind Resistances bludgeoning 5, piercing 10, slashing 10 Weaknesses area damage 10, splash damage 10 --- Speed 35 feet, burrow 35 feet Burrowing Agony Single Action The swarm deals 4d6 piercing damage and 2d4 persistent bleed damage to every creature in its space (DC 29 basic Reflex save). The first time per round that a creature is affected by an aukashungi swarm's Burrowing Agony, the creature is also exposed to expeditious evolution. Expeditious Evolution (Curse, Disease) This affliction can't be reduced below stage 1, nor the damage from it healed, until successfully treated with remove curse or a similar effect; the affliction can then be removed as normal for a disease. Saving Throw DC 27 Fortitude; Stage 1 The aukashungi swarm chooses two of the victim's ability modifiers (such as Strength and Charisma). The victim gains a +1 status bonus to any skill checks that use those ability modifiers. The victim takes a –1 status penalty to all other skill checks (1 day); Stage 2 The status penalty increases to –2 (1 day); Stage 3 The status bonus increases to +2, and the penalty increases to –3 (1 day); Stage 4 The status penalty increases to –4 (1 day). ","skill_mod":{"athletics":20},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Creature Type","Monster","Rarity"],"ac":28,"level":10,"source_category":["Adventure Paths"],"sense":" greater darkvision , tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":10,"slashing":10},"url":"/Monsters.aspx?ID=2122","intelligence":-4,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Greater darkvision","fortitude_save":17,"source_group":["Extinction Curse"],"size":["Huge"],"spoilers":"Extinction Curse","name":"Aukashungi Swarm","alignment":"CE","category":"creature","rarity":"uncommon","slug":"creature-2122"},{"attack_bonus":[21,23,23,24],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":215,"language":["Draconic","Undercommon"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","will_save":19,"charisma":1,"speed":{"max":25,"land":25},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Hardscale Shield Stance","Powerful Stench","Shield Warden","Aggressive Block","Attack of Opportunity","Shield Block","Hammer Mastery"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature","Stealth","Survival"],"stealth":"19","trait":["Humanoid","Xulgath","NE","Medium"],"id":"creature-2123","text":" Xulgath Hardscale Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Xulgath Hardscale Source Pathfinder #154: Siege of the Dinosaurs pg. 53 Perception +21; (23 when using for initiative) Languages Draconic, Undercommon Skills Acrobatics +19, Athletics +23, Diplomacy +19, Intimidation +21, Nature +19, Stealth +19, Survival +21 Str +5 Dex +3 Con +4 Int +0 Wis +3 Cha +1 Items +1 resilient breastplate , moderate elixir of life, javelins (3), necklace of bone and gems worth 100 gp, lesser sturdy shield (Hardness 10, HP 80, BT 40), +1 striking warhammer --- AC 32 (34 with shield raised) Fort +25 Ref +22 Will +19 HP 215 Hardscale Shield Stance A hardscale always has their shield raised as if they had used the Raise a Shield action, as long as they meet that action's requirements. Powerful Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 32 Fortitude save. On a failure, the creature is sickened 2, and on a critical failure, the creature is also slowed 1 for as long as it is sickened. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. Shield Warden If the hardscale has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the hardscale. Aggressive Block Free Action Trigger The hardscale uses the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to the hardscale and is not more than one size larger than it; Effect The hardscale makes an Athletics check to Shove the opponent. This Shove doesn't increase the hardscale's multiple attack penalty. If they roll a critical failure, they get a failure instead. If they roll a success, they get a critical success instead. Attack of Opportunity Reaction Shield Block Reaction At the beginning of each of their turns, the hardscale receives an additional reaction that they can use only for Shield Block. --- Speed 25 feet Melee Single Action warhammer +24 (deadly 2d8, Magical, Shove), Damage 3d8+11 bludgeoning Melee Single Action jaws +23, Damage 3d6+11 piercing Melee Single Action claw +23 (Agile), Damage 3d4+11 slashing Ranged Single Action javelin +21 (thrown 20 feet), Damage 1d6+11 piercing Hammer Mastery The hardscale deals an extra 1d8 damage with weapons with the shove trait, and weapons with the shove trait gain the deadly 2d8 trait when the hardscale uses them (both the extra weapon damage die and the deadly trait have already been included in the hardscale's warhammer Strike above). ","skill_mod":{"diplomacy":19,"nature":19,"survival":21,"stealth":19,"athletics":23,"intimidation":21,"acrobatics":19},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Creature Type","Monster"],"ac":32,"item":["+1 resilient breastplate","moderate elixir of life","javelins (3)","necklace of bone and gems worth 100 gp","lesser sturdy shield (Hardness 10, HP 80, BT 40)","+1 striking warhammer"],"level":12,"source_category":["Adventure Paths"],"sense":"(23 when using for initiative)","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2123","intelligence":0,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":25,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Xulgath Hardscale","alignment":"NE","category":"creature","rarity":"common","strike_damage_average":[14,18,21,24],"slug":"creature-2123"},{"attack_bonus":[23,23,25],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":270,"language":["Draconic","Undercommon"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","will_save":22,"charisma":2,"speed":{"max":25,"land":25},"perception":22,"wisdom":4,"weakness":{"vitality":15},"creature_ability":["Minion"],"primary_source_group":"Extinction Curse","skill":["Athletics","Intimidation"],"trait":["Minion","Undead","Unique","NE","Medium"],"id":"creature-2124","text":" Arskuva The Gnasher Recall Knowledge - Undead (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Arskuva The Gnasher Source Pathfinder #154: Siege of the Dinosaurs pg. 55 Perception +22; darkvision Languages Draconic, Undercommon Skills Athletics +25, Intimidation +20 Str +7 Dex +0 Con +5 Int -2 Wis +4 Cha +2 Minion Arskuva can't use reactions. If Helg issues a mental command as an action with the concentrate trait, Arskuva can use 2 actions on her turn. Otherwise, she can use only 1 action to Stride or Strike. Items noxious jerkin , +2 greater striking greater flaming war flail --- AC 31 Fort +25 Ref +18 Will +22 HP 270 Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses positive 15 --- Speed 25 feet Melee Single Action war flail +25 (Disarm, Magical, Sweep, Trip), Damage 3d10+11 bludgeoning plus 1d6 fire Melee Single Action jaws +23, Damage 3d8+11 piercing Melee Single Action claw +23 (Agile), Damage 3d4+11 slashing\n","skill_mod":{"athletics":25,"intimidation":20},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Mechanics","Creature Type","Rarity"],"ac":31,"item":["noxious jerkin","+2 greater striking greater flaming war flail"],"level":12,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2124","intelligence":-2,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":25,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Arskuva The Gnasher","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[18,24,31],"slug":"creature-2124"},{"primary_source_category":"Adventure Paths","strength":7,"hp":275,"language":["Aklo","Common","Draconic","Undercommon"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","charisma":0,"perception":26,"stealth":"24","trait":["Aberration","Unique","CE","Large"],"id":"creature-2125","text":" Helg Eats-The-Eaters A crafty gug with a command of necromantic powers, Helg has turned the tables on the xulgath slavers and now indirectly commands their forces through the animated corpse of their murdered leader, Arskuva. While most humans have difficulty telling one gug from another, Helg Eats-the-Eaters is fairly distinctive. She is slimmer than most of her kind, though just as tall. She always wears a large religious symbol of Bokrug around her neck, depicting a bearded lizard with a curled tail. Helg's primary devotion in life is to serve Bokrug. She began dreaming of the Water Lizard as a whelp, and it took her years to understand the visions that she was receiving. She finally found a gug savant who could explain her visions to her and teach her more about Bokrug's faith, as well as certain necromantic magic. One night after the savant had died and left Helg on her own again, she began dreaming of an undersea cavern with a large and incredibly lifelike statue of her patron, which turned to look at her and beckoned. When she awoke, Helg knew that she had to find that statue, and she left her home in the Darklands. Through her ongoing dreams, she triangulated the location of the old and forgotten shrine to the caves beneath the town of Willowside. She felt compelled to take it to a deeper, safer place beneath the earth. As Helg approached the shrine from her dreams, she noticed xulgath troops gathering nearby in the forest, near an old tower. Knowing that such creatures were rare on the surface, especially in such numbers, Helg investigated. The xulgaths' gug slaves proved to be Helg's easiest way into the camp: no one, not even the other browbeaten gugs, noticed or questioned an extra slave. While eavesdropping on the xulgaths' leader, Arskuva, Helg learned that the xulgaths weren't interested in Willowside at all, but in the aeon tower just outside of town. She decided to take matters into her own claws. Helg murdered the unsuspecting Arskuva and animated her body, and now commands the xulgath army by proxy. Yet Helg understands that her surreptitious command is precarious—a dramatic change to the xulgaths' mission might raise suspicions. Helg faces two obstacles in recovering the Bokrug statue and relocating it to someplace safer and deeper than its current shrine. First, although the townspeople of Willowside are individually weak, even compared to a xulgath (much less a gug), surface-dwellers have a distressing tendency to defend one another and seek help from other communities. Helg needed to isolate Willowside, so she has slowly maneuvered the xulgaths into besieging the town. Bored with the dull work of camping near a sealed tower, the xulgaths are eager for action. Second, Helg needs a way to transport the statue in secret, as the Zevgavizeb-worshipping xulgaths aren't likely to approve of a statue to another god in their midst. Helg hit upon the idea of a mobile siege tower, which could move in secret amid the protection of a xulgath army unlikely to question a construction useful in their assault on the aeon tower. Helg drafted the plans and had Arskuva present them. Fortunately, the xulgaths bought her ruse and now work diligently to complete the three-story siege engine. When the tower is complete, Helg will put the rest of her plan into motion. She'll recommend testing the siege tower against Willowside, and in the confusion, she'll slip into the sea caves, shrink the statue to a manageable size with her statuette ritual, and hide it in the siege tower before it regains its normal mass. Arskuva will then receive further instructions to return to the Darklands with their siege tower (and, along with it, Helg's precious statue). Helg generally hides in the shadows rather than confront her enemies directly, preferring deceit and subtlety even when directness might be more effective. Helg is thus happy using Arskuva to command the army rather than openly attempting to take control. Campaign Role The heroes might see Helg as merely another monster to overcome, but they can also negotiate with her. Helg's driving goal is to acquire the statue of Bokrug from the shrine. While she has no compunction about attacking Willowside, its destruction isn't necessary to her plans, so she's willing to call off the xulgath siege in exchange for the statue. She sees no useful purpose in making an enemy of the heroes if she doesn't have to. Helg doesn't have a further role to play in this adventure path, but heroes who get into trouble in the Darklands in Pathfinder Adventure Path #155: Lord of the Black Sands might need to visit the closest thing to a friendly face they have in the region. Recall Knowledge - Aberration (Occultism): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Helg Eats-The-Eaters Source Pathfinder #154: Siege of the Dinosaurs pg. 86 Perception +26; darkvision Languages Aklo, Common, Draconic, Undercommon Skills Acrobatics +26, Arcana +29, Athletics +28, Deception +21, Occultism +27, Stealth +24, Survival +22 Str +7 Dex +3 Con +4 Int +6 Wis +3 Cha +0 Items religious symbol of Bokrug, spellbook --- AC 37 Fort +29 Ref +23 Will +26 HP 275 Attack of Opportunity Reaction --- Speed 40 feet, climb 20 feet Melee Single Action jaws +30 (reach 15 feet), Damage 3d12+13 piercing Melee Single Action claw +30 (Agile, reach 15 feet), Damage 3d8+13 slashing Arcane Prepared Spells DC 36, attack +28 - Cantrips (8th) Chill Touch, Daze, Detect Magic, Light, Read Aura - 1st Fear (×2), Mending, Ray of Enfeeblement - 2nd Acid Arrow, Grim Tendrils, Hideous Laughter, See Invisibility - 3rd Blindness, Glyph of Warding, Slow, Vampiric Touch - 4th Confusion, False Life, Freedom of Movement, Resilient Sphere - 5th Blood Feast, Cloudkill, Lightning Bolt, Prying Eye - 6th Acid Arrow, Phantasmal Calamity, Purple Worm Sting, Wall of Force - 7th Entrancing Eyes, Vampiric Exsanguination, Warp Mind (×2) - 8th Horrid Wilting (×2), Maze Arcane Rituals DC 36 - 2nd Create Undead, Inveigle - 6th Statuette Wizard School Spells DC 36, 1 Focus Point - 8th Call of the Grave, Life Siphon Eerie Flexibility Despite her size, Helg's multiple joints allow her to fit through tight spaces as if she were a Medium creature. While Squeezing, she can move at her full Speed. Enervating Tug Free Action (Necromancy) Frequency once per turn; Requirements Helg's most recent action was to cast a non-cantrip necromancy spell; Effect Helg drains away the life force from a creature targeted by the spell, with a result depending on its Fortitude save (DC 36). This effect is magical and can be counteracted with dispel magic (Level 15, DC 36). This ability cannot affect a creature that critically succeeded at the spell's saving throw, if any. Critical Success No effect. Success Enfeebled 1 for 1 round. Failure Fatigued. Critical Failure Fatigued, and rest does not remove the creature's fatigued condition for 1 week. Furious Claws Two Actions Helg makes up to three claw Strikes, each against a different target. These attacks all count toward Helg's multiple attack penalty, but the penalty doesn't increase until after she makes all her attacks. Rend Single Action claw ","skill_mod":{"deception":21,"survival":22,"stealth":24,"arcana":29,"athletics":28,"occultism":27,"acrobatics":26},"primary_source":"Pathfinder #154: Siege of the Dinosaurs","spell":["Horrid Wilting","Maze","Entrancing Eyes","Vampiric Exsanguination","Warp Mind","Acid Arrow","Phantasmal Calamity","Purple Worm Sting","Wall of Force","Blood Feast","Cloudkill","Lightning Bolt","Prying Eye","Confusion","False Life","Freedom of Movement","Resilient Sphere","Blindness","Glyph of Warding","Slow","Vampiric Touch","Grim Tendrils","Hideous Laughter","See Invisibility","Fear","Mending","Ray of Enfeeblement","Chill Touch","Daze","Detect Magic","Light","Read Aura","Call of the Grave","Life Siphon"],"ac":37,"item":["religious symbol of Bokrug","spellbook"],"level":15,"spell_dc":[36,36],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":6,"reflex_save":23,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":29,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Helg Eats-The-Eaters","alignment":"CE","rarity":"unique","strike_damage_average":[26,32],"attack_bonus":[30,30],"constitution":4,"spell_attack_bonus":[28],"will_save":26,"speed":{"climb":20,"max":40,"land":40},"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Eerie Flexibility","Enervating Tug","Furious Claws","Rend"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Arcana","Athletics","Deception","Occultism","Stealth","Survival"],"tradition":["Arcane"],"summary":"A crafty gug with a command of necromantic powers, Helg has turned the tables on the xulgath slavers and now indirectly commands their forces …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2125","dexterity":3,"category":"creature","slug":"creature-2125"},{"attack_bonus":[27,27,29],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":260,"language":["Common"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","will_save":22,"charisma":5,"speed":{"max":25,"land":25},"perception":24,"wisdom":2,"weakness":{},"creature_ability":["Juggernaut","Attack of Opportunity","Dueling Riposte","Dueling Parry","Guiding Finish","Show-Off","Sudden Charge"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Society","Willowside Lore"],"trait":["Human","Humanoid","Unique","N","Medium"],"id":"creature-2126","text":" Ledorick Banyan The handsome Ledorick Banyan leads the Banyan Boys and serves as Willowside's primary protector. Although beloved by his town, Ledorick's first priority is always his own ego, and the xulgath siege has put him in over his head. A human man in his late twenties, Ledorick is tall, broad-shouldered, and incredibly handsome. His long, flowing brown hair and rakish grin form a striking impression of Willowside's primary protector. He has a habit of wearing his chain shirt unfastened to show off his muscles. He radiates health and vitality, in striking contrast to most other residents of Willowside, who have a gaunt appearance from insufficient food. Ledorick Banyan has known his role to play in life almost from birth. The Banyan family has held the position of Willowside's protectors going back for generations. While early Banyans held titles like “sheriff,” “sergeant,” or “chief guard,” the role has simply become known as “protector” in recent years. Ledorick is the oldest child of his generation, and when his mother retired from serving as protector, Ledorick happily took over. Along with his two younger brothers, Stirvyn and Tashlock, the trio is commonly known as “the Banyan Boys” around town. Knowing that he would one day be called into service for the town, Ledorick trained hard from an early age and became comfortable with a variety of weapons. He showed a particular talent for the blade, and quickly established himself as a master swordsman, outpacing his instructors in the small town. Unfortunately, the combination of natural talent, trained skill, and a birthright position of authority combined to give Ledorick an insufferable ego. While he genuinely cares about protecting the town of Willowside, he talks about himself constantly and belittles others almost as often. Worse, he takes perceived insults to himself as seriously as attacks on the town, throwing people in cells overnight simply for doubting his ability, his dedication, or even his looks. Ledorick loves to be the center of attention, and he takes umbrage with anyone else who spends time in the spotlight. This creates a natural rivalry with the Circus of Wayward Wonders that even the most understanding and openhanded intermediaries can't resolve. Ledorick therefore greets the heroes only with sarcasm and disdain, bragging about how he could do half the acts better than the real circus does. Even so, he's quick to help the heroes if the town is at stake, though he is unlikely to let them forget his assistance. Ledorick resents the Welt and its detrimental effects on Willowside, and he is bitter toward the residents who choose to simply leave town. This animosity primarily stems from the fact that there is a major threat to the town that he can't simply hit with his sword or send running with a few bold words. Everyone in town knows of the iconic Banyan family longsword Ledorick carries in battle, but he secretly keeps a second family heirloom to himself: a ring of sustenance . This ring is why he's remained hale and strong even as most of the residents of the town slowly waste away. Campaign Role When Ledorick learns there might be resources available in the sea caves under the town, his braggadocio compels him to enter the caves with his brothers without much preparation. While the map from Mayor Vandy enables the Banyan Boys to bypass most of the cavern's dangers, they inadvertently trigger a collapse and Ledorick loses his family's sword in the rubble. Angry at this setback, he recklessly leads the Banyan Boys toward Bokrug's shrine without any caution, putting himself in danger from the dybbuk, Lyrt Cozurn, who still haunts the site. The dybbuk recognizes the descendants of Sheriff Banyan who killed him so many years ago and possesses Ledorick before Stirvyn or Tashlock even realize what's happened. Ledorick's critical failure against Lyrt's possession means the dybbuk is in complete control of Ledorick's body. By the time the PCs arrive in the caverns, the dybbuk is using Ledorick to manipulate the other Banyan Boys to find out what has happened with the town since his death and plot his revenge. It's possible that Ledorick doesn't survive this adventure, as the dybbuk possessing his body doesn't hold back from using lethal force and doesn't much care if his vessel survives. The heroes may not realize the possession or just might not be able to resist taking out their rival. If the heroes slay Ledorick but Tashlock or Stirvyn survives, one of them takes on the official role of town protector, and either or both develop a bitter hatred toward the heroes for killing their brother. If Ledorick survives, he is substantially changed by the experience of being possessed. He deeply thanks the heroes for freeing him from the dybbuk's control, and pledges himself to help them. Even if the heroes don't end up on good terms with Ledorick, he nevertheless strives to protect Willowside. Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Ledorick Banyan Source Pathfinder #154: Siege of the Dinosaurs pg. 88 Perception +24; (26 when using for initiative) Languages Common Skills Acrobatics +24, Athletics +25, Deception +23, Diplomacy +25, Intimidation +25, Society +20, Willowside Lore +18 Str +5 Dex +4 Con +2 Int +0 Wis +2 Cha +5 Items +1 resilient chain shirt , +1 striking composite longbow (40 arrows), moderate healing potion , +2 greater striking longsword , ring of sustenance --- AC 36 Fort +28 Ref +26 Will +22 HP 260 Juggernaut When Ledorick rolls a success on a Fortitude save, it is a critical success instead. Attack of Opportunity Reaction Ledorick gains an additional reaction at the beginning of each of his turns that he can use only for an Attack of Opportunity. Dueling Riposte Reaction Requirements Ledorick is using Dueling Parry; Trigger A creature within Ledorick's reach critically fails a Strike against him; Effect Ledorick makes a melee Strike against the triggering creature or attempts to Disarm the triggering creature. --- Speed 25 feet Melee Single Action longsword +29 (Magical, versatile P), Damage 3d8+13 slashing Melee Single Action fist +27 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+11 bludgeoning Ranged Single Action composite longbow +27 (deadly 2d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+11 piercing Dueling Parry Single Action Requirements Ledorick has a single one-handed melee weapon in one hand and has his other hand free; Effect Ledorick gains a +2 circumstance bonus to AC until the start of his next turn. Guiding Finish Single Action Requirements Ledorick has a single one-handed melee weapon in one hand and has his other hand free; Effect Ledorick Strikes with the required weapon. On a hit, he moves the target up to 10 feet into a space he can reach, even moving the target through his own space. On a failed Strike, Ledorick can still move the target 5 feet in this way. This action can be used only if Ledorick has a multiple attack penalty. Show-Off When Ledorick can see and be seen by at least two allies, his attacks deal 3d6 extra precision damage. Sudden Charge Two Actions Ledorick Strides twice and makes a melee Strike. ","skill_mod":{"society":20,"diplomacy":25,"deception":23,"athletics":25,"intimidation":25,"acrobatics":24},"summary":"The handsome Ledorick Banyan leads the Banyan Boys and serves as Willowside's primary protector. Although beloved by his town, Ledorick's first …","primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":36,"item":["+1 resilient chain shirt","+1 striking composite longbow (40 arrows)","moderate healing potion","+2 greater striking longsword","ring of sustenance"],"level":14,"source_category":["Adventure Paths"],"sense":"(26 when using for initiative) ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2126","intelligence":0,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":28,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Ledorick Banyan","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[13,20,26],"slug":"creature-2126"},{"attack_bonus":[25,28,28,30],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":250,"language":["Common","Draconic","Undercommon"],"source":["Pathfinder #154: Siege of the Dinosaurs"],"type":"Creature","will_save":26,"charisma":2,"speed":{"max":35,"land":35},"perception":27,"wisdom":4,"weakness":{},"creature_ability":["Coward Sense","Fanatical Juggernaut","Powerful Stench","Attack of Opportunity","Intimidating Strike","Rage","Renewed Vigor","Sudden Charge","Whirlwind Strike"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth","Survival"],"stealth":"22","trait":["Humanoid","Unique","Xulgath","NE","Medium"],"id":"creature-2127","text":" Zashathal Head-Taker The most devout and fervent subcommander in the xulgath forces is the fearsome zealot Zashathal Head-Taker. He has started to suspect that something is wrong with his leader, and the truth drives him into a dangerous fury. Rising almost a full head and shoulders above most other xulgaths, Zashathal is a proud and powerful warrior. He forgoes armor, and nearly all his skin is covered with scars from a life of violence. He has an impressive spiked crest in which he's burned Zevgavizeb's symbol, a twisted tentacle with talons. His cruel grin reveals a mouth of sharp teeth, and he wears bones taken from his fiercest foes. Alongside half a dozen siblings, Zashathal grew up in a calm headed by Deepmouth Kartakine, a high priest of Zevgavizeb for a whole clutch. Zashathal began making traditional xulgath art early, carving stories of Zevgavizeb into the bones left after meals. When Zashathal was an adolescent, his calm came under attack by a larger clutch who wanted its territory. Most of his calmkith were slain, including Kartakine. Zashathal killed over a dozen xulgaths from the attacking clutch, whose survivors spared and recruited him, naming him “Head-Taker.” As Sarvel Ever-Hunger began to gather forces for his assaults on the aeon towers, Zashathal clamored for a leadership position. He was rewarded with a role as hardscale, or subcommander, in a large clutch beneath Arskuva the Gnasher for an important mission: to destroy the aeon orb at the Marsh Stone Tower and guard the site until Sarvel's greater plan came to fruition. Believing Sarvel speaks the will of Zevgavizeb himself, Zashathal dedicated himself to the mission with a fervent intensity. Unlike many of the xulgaths in the clutch, Zashathal feels no discomfort around the fiends and aberrant monsters drawn from Gluttondark to aid their assault, and he is even on good terms with the terrifying, bat-like qurashith. From the beginning, the course of the mission confounded Zashathal. The orb atop the tower was long gone when the xulgaths arrived, and Zashathal is among those xulgaths who mistakenly believe the tower's defenders took it inside to better defend it. Zashathal was surprised when Arskuva ordered the troops to cease preparations to attack on the tower and instead begin assaulting a nearby human town. Zashathal was at least grateful for the chance at action, but he couldn't quite shake his confusion. Over the last several days, Zashathal has noticed more odd things about Arskuva. Where she previously conferred with him and the other hardscales, she now makes proclamations unilaterally. She was previously social, but now spends most of her time either alone or attended to by a single gug slave. She doesn't bother undercutting and bullying her hardscales either, something all xulgaths leaders must do to preserve their commanding positions. Even her smell is off. Her once-powerful stench has faded, becoming barely noticeable. For a time, Zashathal suggested that priests attend to Arskuva, but she turned them down and insisted on her solitude. Zashathal is strong and canny on a battlefield, but he is cautious and not very intuitive when out of his depth. Without understanding why Arskuva is acting oddly, he has been hesitant to challenge her leadership. Campaign Role When the heroes intrude on the xulgath camp, Zashathal calls on his most experienced warriors, singing praises to Zevgavizeb as he fights. Zashathal retreats to alert Arskuva if the heroes prove too powerful, and when he barges in on Arskuva and Helg together, he finally figures out that his leader is an undead puppet. Helg wastes no time in overpowering Zashathal and sending him away. Even though his leader is a sham and Helg's necromantic magic has weakened him, Zashathal is unwilling to give up Sarvel's sacred mission, and so he faces the heroes at the adventure's conclusion. Recall Knowledge - Humanoid (Society): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Zashathal Head-Taker Source Pathfinder #154: Siege of the Dinosaurs pg. 90 Perception +27; coward sense (imprecise) 60 feet, darkvision Languages Common, Draconic, Undercommon Skills Acrobatics +22, Athletics +29, Intimidation +25, Religion +25, Stealth +22, Survival +25 Str +6 Dex +1 Con +5 Int +0 Wis +4 Cha +2 Coward Sense Zashathal's disgust for cowardice is so powerful that he can detect the presence of frightened creatures, even if he can't see them. Items ankylostar , religious symbol of Zevgavizeb, stoneraiser javelin --- AC 36 Fort +29 Ref +23 Will +26 fanatical juggernaut HP 250 Resistances physical 14 (from weapons only) Fanatical Juggernaut When Zashathal rolls a success on a Fortitude save, it is a critical success instead. Zashathal halves damage he takes from failing a Fortitude save. Powerful Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 34 Fortitude save. On a failure, the creature is sickened 2, and on a critical failure, the creature is also slowed 1 for as long as it is sickened. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. Attack of Opportunity Reaction --- Speed 35 feet Melee Single Action ankylostar +30 (Backswing, Magical, Shove, versatile P), Damage 3d10+12 bludgeoning Melee Single Action jaws +28, Damage 3d8+12 piercing Melee Single Action claw +28 (Agile), Damage 3d6+12 slashing Ranged Single Action stoneraiser javelin +25 (thrown 30 feet), Damage 2d6+12 piercing Intimidating Strike Free Action (Rage) Trigger Zashathal hits a creature with a melee Strike; Effect Zashathal makes an Intimidate check to Demoralize the target creature. If the target creature was reduced to 0 Hit Points by the triggering Strike, Zashathal can instead Demoralize all opponents within 30 feet by comparing the result of his Intimidation check to each creature's Will DC. Zashathal doesn't take a penalty to these Intimidation checks for not speaking a target's language. Rage Single Action (Concentrate, Emotion, Mental) Requirements Zashathal isn't fatigued or raging; Effect Zashathal gains 20 temporary Hit Points that last until the rage ends. While raging, he deals 12 additional damage with melee attacks and takes a –1 penalty to AC. Zashathal can't use concentrate actions except Seek and rage actions. The rage lasts for 1 minute, until there are no enemies Zashathal can perceive, or until Zashathal falls unconscious. Once the rage ends, Zashathal can't Rage again for 1 minute. Renewed Vigor Single Action (Concentrate, Rage) Zashathal gains 12 temporary Hit Points. Sudden Charge Two Actions Zashathal Strides twice and makes a melee Strike. Whirlwind Strike Three Actions Zashathal makes a melee Strike against all creatures within his reach. Each attack counts toward his multiple attack penalty, but his multiple attack penalty doesn't increase until he's made all his attacks. ","skill_mod":{"survival":25,"stealth":22,"athletics":29,"intimidation":25,"acrobatics":22,"religion":25},"summary":"The most devout and fervent subcommander in the xulgath forces is the fearsome zealot Zashathal Head-Taker. He has started to suspect that …","primary_source":"Pathfinder #154: Siege of the Dinosaurs","trait_group":["Creature Type","Rarity","Monster"],"ac":36,"item":["ankylostar","religious symbol of Zevgavizeb","stoneraiser javelin"],"level":15,"source_category":["Adventure Paths"],"sense":"coward sense (imprecise) 60 feet, darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":14,"piercing":14,"slashing":14,"physical":14},"url":"/Monsters.aspx?ID=2127","intelligence":0,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":29,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Zashathal Head-Taker","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[19,22,25,28],"slug":"creature-2127"},{"attack_bonus":[24,26,26,27],"constitution":3,"primary_source_category":"Adventure Paths","strength":8,"hp":240,"language":["Draconic","Necril","Undercommon"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","will_save":21,"charisma":4,"speed":{"max":25,"land":25},"perception":22,"wisdom":3,"weakness":{},"creature_ability":["Death Stench","Attack of Opportunity","Drain Life","Hungry Spear","Terror Master","Wight Spawn"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"24","trait":["Rare","Undead","NE","Medium"],"id":"creature-2128","text":" Raptor Guard Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Raptor Guard Source Pathfinder #155: Lord of the Black Sands pg. 32 Perception +22; darkvision Languages Draconic, Necril, Undercommon Skills Acrobatics +24, Athletics +27, Intimidation +27, Stealth +24, Survival +22 Str +8 Dex +5 Con +3 Int +0 Wis +3 Cha +4 Items +1 resilient bone armor (as hide armor), greater demon mask in the form of a dinosaur-skull helm, +1 striking spear --- AC 34 Fort +26 Ref +23 Will +21 HP 240 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Death Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 32 Fortitude save. On a failure, the creature is sickened 2 and doomed 1 for as long as it is sickened; on a critical failure, the creature is instead doomed 2 for as long as it is sickened. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to any creature's death stench for 1 minute. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action spear +27 (Magical), Damage 2d6+14 piercing plus drain life and terror master Melee Single Action claw +26 (Agile), Damage 3d6+14 slashing plus drain life and terror master Melee Single Action jaws +26, Damage 3d8+14 piercing plus drain life and terror master Ranged Single Action spear +24 (Magical, range increment 20 feet), Damage 2d6+14 piercing plus terror master and hungry spear Drain Life (Divine, Necromancy) When the Raptor Guard wight damages a living creature with a melee Strike, the wight gains 13 temporary Hit Points and the target creature must succeed at a DC 32 Fortitude save or become drained 1. Further damage dealt by the wight increases the drained condition by 1 on a failed save, to a maximum of drained 4. Hungry Spear (Divine, Necromancy) The Raptor Guard wight's ranged spear Strikes apply drain life, but the wight doesn't gain any temporary Hit Points if the attack hits. Terror Master As long as the Raptor Guard wears its dinosaur-skull helm, its Strikes deal an additional 1d10 negative damage, or an additional 2d10 damage to frightened creatures. Wight Spawn (Divine, Necromancy) A living humanoid slain by a Raptor Guard wight's melee Strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the Raptor Guard that killed it. It doesn't have the drain life or wight spawn abilities and is clumsy 2. If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains the drain life and wight spawn abilities, and is no longer clumsy. ","skill_mod":{"survival":22,"stealth":24,"athletics":27,"intimidation":27,"acrobatics":24},"primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["Rarity","Creature Type"],"ac":34,"item":["+1 resilient bone armor (as hide armor )","greater demon mask in the form of a dinosaur-skull helm","+1 striking spear"],"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2128","intelligence":0,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":26,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Raptor Guard","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[21,21,24,27],"slug":"creature-2128"},{"primary_source_category":"Adventure Paths","strength":5,"hp":240,"language":["Elven","Necril","Undercommon"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","charisma":6,"perception":28,"stealth":"28","trait":["Undead","Unique","Vampire","CE","Large"],"id":"creature-2129","text":" Zinogyvaz Recall Knowledge - Undead (Religion): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Zinogyvaz Source Pathfinder #155: Lord of the Black Sands pg. 35 Perception +28; darkvision Languages Elven, Necril, Undercommon Skills Acrobatics +28, Athletics +26, Deception +28, Intimidation +28, Religion +33, Society +26, Stealth +28 Str +5 Dex +7 Con +4 Int +2 Wis +7 Cha +6 Children of the Night (divine, enchantment, mental) The vampire's presence brings forth creatures of the night to do the master's bidding. Zinogyvaz can only bring forth hunting spiders and spider swarms. The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back. Items bracers of armor II , +2 greater striking composite shortbow (20 arrows), religious symbol of Urgathoa --- AC 39 Fort +26 Ref +27 Will +30 HP 240 (coffin restoration (as vampire), fast healing 20, negative healing) Immunities death effects, disease, paralyze, poison, sleep Weaknesses vampire Resistances physical 20 (except magical silver) Mist Escape Free Action Trigger The vampire is reduced to 0 HP. Effect The vampire uses Turn to Mist. It can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage. It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first. --- Speed 30 feet, climb 30 feet Melee Single Action fangs +32, Damage 4d6+15 piercing plus Grab and vampire drider venom Ranged Single Action composite shortbow (deadly d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 3d6+13 piercing Ranged Single Action web +32 (range increment 30 feet), Damage web trap Divine Prepared Spells DC 37, attack +29 - Cantrips (8th) Guidance, Know Direction, Sigil - 1st Alarm, Ray of Enfeeblement (×2) - 2nd False Life, Silence, Spiritual Weapon - 3rd Blindness, Crisis of Faith, Vampiric Touch - 4th Harm, Freedom of Movement, Spell Immunity - 5th Shadow Blast, Spiritual Guardian - 6th True Seeing, Vampiric Exsanguination - 7th Finger of Death, Mask of Terror Divine Innate Spells DC 37 - Cantrips (8th) Dancing Lights, Detect Magic - 2nd Darkness (at will), Faerie Fire (at will) - 3rd Dispel Magic, Levitate - 4th Darkness Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The vampire transforms into one of its animal forms or back into its normal form. Use the options in the aerial form and animal form spells as guidelines. Zinogyvaz can turn into a hunting spider or spider swarm only, and she keeps her fangs and web Strikes in either form. Create Spawn (Divine, Downtime, Necromancy) If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights. If the new vampire is lower level than its creator, it is under the creator's control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire's Will DC. Drink Blood Single Action (Divine, Necromancy) Requirement A grabbed, paralyzed, restrained, unconscious, or willing creature is within the vampire's reach. Effect The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and Zinogyvaz regains 24 Hit Points, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes. When Drinking Blood, Zinogyvaz may inject the victim with vampire drider venom. Turn to Mist Single Action (Concentrate, Divine, Transmutation) The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely. Vampire Drider Venom (Poison) Saving Throw DC 35 Fortitude; Maximum Duration 6 rounds; Stage 1 3d8 poison damage and enfeebled 2 (1 round); Stage 2 4d8 poison damage and paralyzed (1 round) Web Trap A creature hit by Zinogyvaz's web attack is immobilized and stuck to the nearest surface (Escape DC 35). ","skill_mod":{"society":26,"deception":28,"stealth":28,"athletics":26,"intimidation":28,"acrobatics":28,"religion":33},"primary_source":"Pathfinder #155: Lord of the Black Sands","spell":["Finger of Death","Mask of Terror","True Seeing","Vampiric Exsanguination","Shadow Blast","Spiritual Guardian","Harm","Freedom of Movement","Spell Immunity","Blindness","Crisis of Faith","Vampiric Touch","False Life","Silence","Spiritual Weapon","Alarm","Ray of Enfeeblement","Guidance","Know Direction","Sigil","Darkness","Dispel Magic","Levitate","Faerie Fire","Dancing Lights","Detect Magic"],"ac":39,"item":["bracers of armor II","+2 greater striking composite shortbow (20 arrows)","religious symbol of Urgathoa"],"level":16,"spell_dc":[37,37],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":27,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":26,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Zinogyvaz","alignment":"CE","rarity":"unique","strike_damage_average":[23,29],"attack_bonus":[32,32],"constitution":4,"immunity":["death effects","disease","paralyze","poison","sleep"],"spell_attack_bonus":[29],"will_save":30,"speed":{"climb":30,"max":30,"land":30},"wisdom":7,"weakness":{},"creature_ability":["Children of the Night","Mist Escape","Change Shape","Create Spawn","Drink Blood","Turn to Mist","Vampire Drider Venom","Web Trap"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2129","dexterity":7,"category":"creature","slug":"creature-2129"},{"attack_bonus":[27,27],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":235,"language":["Elven","Necril","Undercommon"],"immunity":["death effects","disease","paralyze","poison","unconscious"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","will_save":23,"charisma":4,"speed":{"climb":30,"max":30,"land":30},"perception":24,"wisdom":5,"weakness":{},"creature_ability":["Sack of Spiders","Death Drider Venom","Hungering Web"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"30","trait":["Uncommon","Undead","CE","Large"],"id":"creature-2130","text":" Death Drider Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Death Drider Source Pathfinder #155: Lord of the Black Sands pg. 35 Perception +24; darkvision Languages Elven, Necril, Undercommon Skills Acrobatics +30, Athletics +28, Intimidation +24, Stealth +30 Str +6 Dex +8 Con +4 Int -1 Wis +5 Cha +4 --- AC 34 Fort +24 Ref +26 Will +23 HP 235 (negative healing) Immunities death effects, disease, paralyze, poison, unconscious Sack of Spiders Reaction Trigger The death drider is reduced to 0 Hit Points; Effect The death drider explodes in a shower of spiders. Each adjacent creature must succeed at a DC 31 Reflex save or take 3d6 piercing damage and be exposed to death drider venom. --- Speed 30 feet, climb 30 feet Melee Single Action fangs +27, Damage 4d6+13 piercing plus death drider venom Ranged Single Action web +27 (range increment 30 feet), Damage hungering web Death Drider Venom (Poison) The drained condition persists after the poison's duration ends; Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 2d8 poison damage and drained 1 (1 round); Stage 2 3d8 poison damage and drained 2 (1 round); Stage 3 4d8 poison damage and drained 2 (1 round) Hungering Web A creature hit by a death drider's web attack is immobilized and stuck to the nearest surface (Escape DC 31). Each round thereafter until it breaks free, the creature takes 3d6 piercing damage (DC 31 basic Reflex save) and, on a failed save, is exposed to death drider venom. ","skill_mod":{"stealth":30,"athletics":28,"intimidation":24,"acrobatics":30},"primary_source":"Pathfinder #155: Lord of the Black Sands","trait_group":["Rarity","Creature Type"],"ac":34,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2130","intelligence":-1,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":24,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Death Drider","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[27],"slug":"creature-2130"},{"attack_bonus":[35],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":355,"language":["Aklo","(can't speak any language); <%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","will_save":35,"charisma":9,"speed":{"max":40,"land":40},"perception":33,"wisdom":7,"weakness":{},"creature_ability":["Emotional Focus","Emotional Frenzy","Feed on Emotion","Rapid Strikes","Spiral of Despair"],"primary_source_group":"Extinction Curse","skill":["Athletics","Deception","Intimidation","Medicine","Occultism","Stealth"],"stealth":"31","trait":["Aberration","Unique","CE","Large"],"id":"creature-2131","text":" Hollow Hush Recall Knowledge - Aberration (Occultism): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Hollow Hush Source Pathfinder #155: Lord of the Black Sands pg. 39 Perception +33; tremorsense (imprecise) 60 feet Languages Aklo; (can't speak any language); telepathy 100 feet Skills Athletics +32, Deception +35, Intimidation +35, Medicine +33, Occultism +31, Stealth +31 Str +6 Dex +5 Con +4 Int +5 Wis +7 Cha +9 --- AC 41 Fort +31 Ref +30 Will +35 (+37 vs. emotion effects) HP 355 Resistances mental 20 --- Speed 40 feet; air walk Melee Single Action claw +35 (Agile, Magical, reach 10 feet), Damage 3d10+14 slashing Occult Innate Spells DC 42 - 2nd Hideous Laughter - 3rd Fear (at will) - 4th Restoration - 7th Crushing Despair (×3), Warp Mind (×3) - 9th Unfathomable Song - Constant (4th) Air Walk Emotional Focus Hollow Hush can cast the following cleric domain spells as 9th-level occult innate spells at will without spending Focus Points: blind ambition , captivating adoration , and delusional pride . Emotional Frenzy Three Actions Hollow Hush casts up to three spells chosen from its at-will innate spells and its emotional focus spells. Feed on Emotion Single Action (Attack, Emotion, Incapacitation, Mental) Frequency once per round; Effect Hollow Hush feeds on the emotional unrest of a single creature within 30 feet that's currently affected by an emotion effect. The target must succeed at a DC 41 Will save or take 5d10 mental damage and be stunned for 1 round. If the target fails its saving throw, Hollow Hush regains the same number of Hit Points and Feed on Emotion does not cost Hollow Hush an action, allowing it to use another action this turn. Rapid Strikes Two Actions Hollow Hush attempts three claw Strikes, each against a different target within reach. The multiple attack penalty applies to each attack, but increases only after all the attacks have been made. Spiral of Despair Free Action (Emotion, Mental) Trigger A creature fails a saving throw to resist one of Hollow Hush's innate spells or emotional focus spells; Effect As Hollow Hush invades the triggering creature's mind and plants the seeds of negative emotions, it also strips away the target's feelings of hope or positivity. Hollow Hush can immediately end a single emotion effect from which the triggering creature is benefiting. ","tradition":["Occult"],"skill_mod":{"deception":35,"stealth":31,"medicine":33,"athletics":32,"intimidation":35,"occultism":31},"primary_source":"Pathfinder #155: Lord of the Black Sands","spell":["Unfathomable Song","Crushing Despair","Warp Mind","Restoration","Fear","Hideous Laughter","Air Walk"],"trait_group":["Creature Type","Rarity"],"ac":41,"level":18,"spell_dc":[42],"source_category":["Adventure Paths"],"sense":" tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"mental":20},"url":"/Monsters.aspx?ID=2131","intelligence":5,"reflex_save":30,"strongest_save":["will"],"dexterity":5,"fortitude_save":31,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Hollow Hush","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[30],"slug":"creature-2131"},{"primary_source_category":"Adventure Paths","strength":4,"hp":295,"language":["Elven","Necril","Undercommon"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","charisma":6,"perception":26,"stealth":"27","trait":["Undead","CE","Medium"],"id":"creature-2132","text":" Shraen Graveknight Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Shraen Graveknight Source Pathfinder #155: Lord of the Black Sands pg. 52 Perception +26; darkvision Languages Elven, Necril, Undercommon Skills Acrobatics +31, Intimidation +27, Religion +24, Stealth +27 Str +4 Dex +8 Con +4 Int +2 Wis +3 Cha +6 Items +2 greater resilient standard-grade elven chain , Hand Crossbow (10 bolts), Main-gauche, Purple Worm Venom (2), Rapier --- AC 37 Fort +25 Ref +27 Will +26 +1 status bonus to all saves vs. magic effects, +2 status bonus to all saves vs. mental effects HP 295 (negative healing, rejuvenation) Immunities cold, death, disease, paralyzed, poison, sleep, unconscious Resistances positive 30 Sacrilegious Aura 30 feet. 30 feet. When a creature in the aura uses a positive spell or ability, the graveknight automatically attempts to counteract it, with a +24 counteract modifier. Attack of Opportunity Reaction --- Speed 30 feet Melee Single Action greater frost rapier +31 (Cold, deadly 2d8, Disarm, Finesse, Magical), Damage 3d6+14 piercing plus 1d6 cold Melee Single Action greater frost main-gauche +31 (Agile, Cold, Disarm, Finesse, Magical, Parry, versatile S), Damage 3d4+14 piercing plus 1d6 cold Melee Single Action fist +29 (Agile, Cold), Damage 3d6+10 piercing plus 1d6 cold Ranged Single Action greater frost hand crossbow +31 (Cold, Magical, range increment 60 feet, reload 1), Damage 3d6+14 piercing plus 1d6 cold and purple worm venom Divine Innate Spells DC 36 - Cantrips (6th) Dancing Lights - 2nd Faerie Fire (at will) - 4th Darkness (at will) Devastating Blast Two Actions (Arcane, Cold, Evocation) The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 8d12 cold damage (DC 36 basic Reflex save). The graveknight can use this ability once every 1d4 rounds. Graveknight's Curse (Arcane, Curse, Necromancy) This curse affects anyone who wears a graveknight's armor for at least 1 hour. Saving Throw DC 36 Will save; Onset 1 hour; Stage 1 doomed 1 and cannot remove the armor (1 day); Stage 2 doomed 2, hampered 10, and cannot remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight. Heart-Seeking Strike Three Actions The Shraen graveknight Steps once then Strikes with its rapier. A creature damaged by the attack must attempt a DC 36 Fortitude save. On a failure, the creature takes 4d6 persistent bleed damage. On a critical failure, the attack pierces the creature's heart, and the creature dies. Quick Draw Single Action The Shraen graveknight draws a weapon, then Strikes with it. Ruinous Weapons At the time of its creation, a graveknight chooses one of the following energy types that was relevant to its life or death: The Shraen Graveknight's energy type is cold. Any weapon the graveknight wields gains the effects of the greater frost and a +1 greater striking weapon rune. Weapon Master The graveknight has access to the critical specialization effects of any weapons it wields. ","skill_mod":{"stealth":27,"intimidation":27,"acrobatics":31,"religion":24},"primary_source":"Pathfinder #155: Lord of the Black Sands","spell":["Darkness","Faerie Fire","Dancing Lights"],"ac":37,"item":["+2 greater resilient standard-grade elven chain","Hand Crossbow (10 bolts)","Main-gauche","Purple Worm Venom (2)","Rapier"],"level":15,"spell_dc":[36],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"vitality":30},"intelligence":2,"reflex_save":27,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":25,"source_group":["Extinction Curse"],"size":["Medium"],"name":"Shraen Graveknight","alignment":"CE","rarity":"common","strike_damage_average":[24,25,28,28],"attack_bonus":[29,31,31,31],"constitution":4,"immunity":["cold","death","disease","paralyzed","poison","sleep","unconscious"],"will_save":26,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Devastating Blast","Graveknight's Curse","Heart-Seeking Strike","Quick Draw","Ruinous Weapons","Weapon Master"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Intimidation","Religion","Stealth"],"tradition":["Divine"],"trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2132","dexterity":8,"category":"creature","slug":"creature-2132"},{"primary_source_category":"Adventure Paths","strength":2,"hp":380,"language":["Abyssal","Common","Elven","Necril","Undercommon"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","charisma":9,"perception":32,"stealth":"31","trait":["Mummy","Undead","Unique","NE","Medium"],"id":"creature-2133","text":" Dyzallin Shraen Dyzallin Shraen wants nothing more than bring the city of Shraen under his sole control. Having secured the aeon orb that Aroden left behind, Dyzallin labors to unlock its secrets. When House Shraen was exiled from Zirnakaynin for vile religious practices deemed unsavory even by other drow, Dyzallin Shraen sought a new home with the rest of his clan. Many drow perished along the way, including several of Dyzallin's relatives and rivals. Because the survival of the house was at stake and House Shraen didn't balk at the idea of raising their fallen as undead, many of his rivals returned—often more powerful than before. By the time the exiled drow house discovered the ancient xulgath city that would bear their name, the living among them had become an underprivileged minority. While Dyzallin was one of the few who had survived the deadly exodus, in the end, he too chose undeath, deeming life detrimental to his quest for power. Leveraging all his connections within his faction, the Sunscar Oath, Dyzallin acquired a set of scrolls detailing a secret method of attaining immortality through mummification atop a specially prepared mirror. More powerful than ever before, the newly undead Dyzallin swiftly accumulated wealth and influence, rivaling even Zyra and Nyrinda Shraen, the city's leaders. He isn't yet ready to challenge the status quo in Shraen, but he believes his time is near at hand. Dyzallin has recently focused his attention on the magic orb he learned about in Xul-Khundur. He initially thought the orb was designed to control cave worms; this power alone he might have leveraged into a plot to surprise and eliminate his rivals. But he learned the orb's true purpose, and believes that its life-giving energies might allow him to utterly destroy the undead kin who stand in his way. He has acquired the orb's resonant reflection, and as a curious side effect, his rotten skin is beginning to heal, and he feels more energetic than he has in millennia. Convinced of the orb's power, Dyzallin believes it is only a matter of time before he unlocks its magic and gains control of Shraen. Campaign Role As the current keeper of the aeon orb that the heroes seek, Dyzallin has unwittingly become the adventure's main antagonist. Until the heroes arrive in Shraen and start causing trouble, Dyzallin isn't even aware of them; even while they're in Shraen, Dyzallin is too involved in his research to spare them much attention. When the heroes finally assault his tower, he arranges for the most powerful defense he can muster. Dyzallin isn't interested in why the heroes want the orb, and he's prepared to keep it from them at any cost. Because of Dyzallin's mirror rejuvenation ability, it's likely he survives the encounter with the heroes. After his defeat, the eternally patient mummy starts anew, determined to find another way to gain control of Shraen. If the heroes angered him enough, he might pursue them to the surface, only to discover the other aeon orbs there for the taking. Dyzallin could become a significant threat to the Starstone Isles and might return as an ongoing threat to the heroes. Recall Knowledge - Undead (Religion): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Dyzallin Shraen Source Pathfinder #155: Lord of the Black Sands pg. 86 Perception +32; darkvision Languages Abyssal, Common, Elven, Necril, Undercommon Skills Acrobatics +31, Arcana +33, Deception +38, Diplomacy +34, Intimidation +36, Occultism +35, Religion +28, Shraen Lore +31, Society +33, Stealth +31 Str +2 Dex +6 Con +4 Int +6 Wis +3 Cha +9 Items circlet of persuasion , +2 greater striking hand crossbow (10 bolts), scroll of heroism (9th), scroll of maze , scroll of unrelenting observation , wand of manifold missiles (7th) --- AC 42 Fort +30 Ref +32 Will +33 +1 status to all saves vs. magical effects and positive effects, +2 status to all saves vs. mental effects HP 380 (negative healing) Immunities death effects, disease, paralyzed, poison, sleep, unconscious Resistances electricity 20 Weaknesses fire 15 Mirror Rejuvenation (divine, necromancy) When Dyzallin is destroyed, necromantic energies rebuild his body inside the mirror in his laboratory over the next 1d10 days. His re-forming body is visible in the mirror, but the mirror can't be destroyed while he is re-forming unless a consecrate ritual is first cast upon it. Once Dyzallin's rejuvenation is complete, he steps out of the mirror. Utter Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 2 while in Dyzallin's utter despair aura. They can't naturally recover from this fear while in the area but lose the frightened condition immediately upon leaving the area. When a creature first enters the aura, it must succeed at a DC 39 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune to the paralysis caused by the utter despair aura for 24 hours. Attack of Opportunity Reaction Dyzallin can use Attack of Opportunity when a creature within his reach uses a concentrate action, in addition to the usual trigger. He can disrupt triggering concentrate actions, and he disrupts actions with a successful attack roll, not just a critical success. --- Speed 25 feet Melee Single Action fist +34 (Agile, Finesse), Damage 4d10+12 bludgeoning plus insidious mummy rot Ranged Single Action hand crossbow +36 (range increment 60 feet, reload 1), Damage 3d6+12 piercing plus insidious mummy rot Occult Spontaneous Spells DC 41 - Cantrips (10th) Detect Magic, Ghost Sound, Mage Hand, Read Aura, Sigil - 1st Charm, Floating Disk, Illusory Object, Item Facade - 2nd Augury, Blur, Hideous Laughter, Invisibility (4 slots) - 3rd Blindness, Clairaudience, Dispel Magic, Nondetection (4 slots) - 4th Clairvoyance, Fly, Read Omens, Suggestion (4 slots) - 5th Dispel Magic, Hallucination, Shadow Blast, Synaptic Pulse (4 slots) - 6th Feeblemind, Mislead, Repulsion, True Seeing (4 slots) - 7th Duplicate Foe, Paralyze, Visions of Danger, Warp Mind (5 slots) - 8th Magic Missile, Phantasmal Calamity, Scintillating Pattern, Uncontrollable Dance (4 slots) - 9th Dispel Magic, Foresight, Overwhelming Presence, Telepathic Demand (4 slots) - 10th Time Stop (1 slot) Divine Innate Spells DC 41 - Cantrips (10th) Dancing Lights - 2nd Darkness (at will), Faerie Fire (at will) - 8th Moment of Renewal Occult Rituals DC 41 - 6th Commune, Terminate Bloodline - 7th Legend Lore Channel Rot (Divine, Necromancy) Dyzallin can deliver insidious mummy rot through any weapons he wields. Familiar Dyzallin has an undead raven named Grimbeak as a familiar. Grimbeak can fly, has negative healing, shares all of Dyzallin's immunities, and grants him an additional 7th-level spell slot (already incorporated into the stat block). Insidious Mummy Rot (Curse, Disease, Divine, Necromancy) This disease and damage from it can't be healed until the curse is removed. A creature killed by this curse turns to sand and can't be resurrected except by a 9th-level resurrect ritual or similar magic; Saving Throw DC 39 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 15d6 negative damage and stupefied 2 (1 day) ","skill_mod":{"society":33,"diplomacy":34,"deception":38,"stealth":31,"arcana":33,"intimidation":36,"occultism":35,"acrobatics":31,"religion":28},"primary_source":"Pathfinder #155: Lord of the Black Sands","spell":["Time Stop","Dispel Magic","Foresight","Overwhelming Presence","Telepathic Demand","Magic Missile","Phantasmal Calamity","Scintillating Pattern","Uncontrollable Dance","Duplicate Foe","Paralyze","Visions of Danger","Warp Mind","Feeblemind","Mislead","Repulsion","True Seeing","Hallucination","Shadow Blast","Synaptic Pulse","Clairvoyance","Fly","Read Omens","Suggestion","Blindness","Clairaudience","Nondetection","Augury","Blur","Hideous Laughter","Invisibility","Charm","Floating Disk","Illusory Object","Item Facade","Detect Magic","Ghost Sound","Mage Hand","Read Aura","Sigil","Moment of Renewal","Darkness","Faerie Fire","Dancing Lights"],"ac":42,"item":["circlet of persuasion","+2 greater striking hand crossbow (10 bolts)","scroll of heroism (9th)","scroll of maze","scroll of unrelenting observation","wand of manifold missiles (7th)"],"level":19,"spell_dc":[41,41],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"electricity":20},"intelligence":6,"reflex_save":32,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":30,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Dyzallin Shraen","alignment":"NE","rarity":"unique","strike_damage_average":[22,34],"attack_bonus":[34,36],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","sleep","unconscious"],"will_save":33,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"fire":15},"creature_ability":["Mirror Rejuvenation","Utter Despair","Attack of Opportunity","Channel Rot","Familiar","Insidious Mummy Rot"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Arcana","Deception","Diplomacy","Intimidation","Occultism","Religion","Shraen Lore","Society","Stealth"],"tradition":["Occult","Divine"],"summary":"Dyzallin Shraen wants nothing more than bring the city of Shraen under his sole control. Having secured the aeon orb that Aroden left behind, …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2133","dexterity":6,"category":"creature","slug":"creature-2133"},{"primary_source_category":"Adventure Paths","strength":6,"hp":280,"language":["Aklo","Common","Daemonic","Undercommon"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","charisma":4,"perception":29,"stealth":"28","trait":["Fiend","Humanoid","Unique","Urdefhan","NE","Large"],"id":"creature-2134","text":" War Champion Kharostan Kharostan is a half-daemon urdefhan and the primary leader of the largest urdefhan settlement in the Black Desert. The urdefhans say an astradaemon lives in the left side of his body, giving him his great strength and strange abilities. Kharostan grew up knowing he bore the blood of daemons; he was much bigger than other young urdefhans, and his anger gave him undeniable strength. Yet he saw his potent daemonic blood as a curse. His back and limbs were plagued by terrible aches and he was often overwhelmed by rages and visions he didn't understand. No one dared mock him to his face, but behind his back, young urdefhans and adults alike called him names and questioned his competence. Once Kharostan became an adult, he announced his intention to claim the throne of the Spear Hill cult, challenging Urserf to single combat. Much to Urserf's dismay, none of the cult's daemon-binders objected, and Urserf grudgingly accepted the challenge to save face. Kharostan was too fast and strong for the old war champion, and he quickly defeated and killed him. Upon claiming his position as the Spear Hill cult's war champion, Kharostan made many lofty promises to his subjects—he pledged to unify the urdefhans of the desert and take the city of Shraen from the undead drow. But years have passed, few of his promises have been realized, and Kharostan now finds his position increasingly tenuous. No urdefhan is strong enough to challenge him alone, but he knows he must fulfill his promises, and quickly, to avoid unifying his foes. Kharostan loves to fight, slaughter, and take slaves, but to him, death and destruction are only a means to an end. He dreams of a future where his people can rise above endless warfare and become something even stronger. As is traditional for many war champions, Kharostan has a trio of dominators who act as his personal advisors, though he doesn't trust them. The advisors seldom agree with one another, and while Kharostan listens to each one carefully, he usually chooses a solution that combines the best ideas of the three rather than siding with one advisor over the others. When the three advisors agree, Kharostan completely disregards their advice. In addition to being much larger than other urdefhans, Kharostan bears a mismatched appearance. The left side of his body is clearly more muscular than the right side, which is strong but sinewy. He is blind in his right eye, and black blood constantly oozes from its corner. He wears only loose strips of cloth wrapped around his body beneath piecemeal armor, intentionally leaving much of his transparent skin exposed. Campaign Role Kharostan is suspicious of intruders within his territory and has instructed the Spear Hill warriors to capture any humanoids or beasts worth taking as slaves or using for food, and to kill the rest. When he learns of a group of surface-dwellers who defeat his hunters and daemons with relative ease, however, he becomes curious. Kharostan is something of an unlikely ally for the heroes. He is willing to ally with strangers because he is desperate to gain information about the drow's interest in the Cradle of Worms. But if the heroes anger him, he goes to great lengths to obtain revenge. Recall Knowledge - Fiend (Religion): DC 45 Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 War Champion Kharostan Source Pathfinder #155: Lord of the Black Sands pg. 88 Perception +29; greater darkvision, true seeing Languages Aklo, Common, Daemonic, Undercommon Skills Acrobatics +28, Athletics +31, Black Desert Lore +25, Crafting +25, Intimidation +28, Religion +27, Stealth +28, Survival +29 Str +6 Dex +6 Con +4 Int +1 Wis +3 Cha +4 Items +1 striking composite longbow (40 arrows), +2 greater striking rhoka sword , Studded Leather Armor --- AC 38 Fort +28 Ref +30 Will +25 HP 280 (negative healing) Immunities death effects, disease, fear Weaknesses positive 15 Necrotic Decay (divine, necromancy, negative) When Kharostan dies, his daemon-tainted flesh quickly rots away and sublimates into a foul-smelling gas that fills a 10-foot emanation around his body. All creatures within the area take 20d6 negative damage as their flesh curdles and rots as well (DC 37 basic Fortitude save). Attack of Opportunity Reaction --- Speed 30 feet, climb 30 feet Melee Single Action rhoka sword +32 (fatal d10, Magical, reach 10 feet, two-hand d12), Damage 3d8+12 slashing Melee Single Action jaws +31, Damage 3d8+12 piercing plus wicked bite Ranged Single Action composite longbow +32 (deadly d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+9 piercing Divine Innate Spells DC 37 - 1st Feather Fall (at will; self only), Ray of Enfeeblement - 2nd Death Knell - Constant (8th) True Seeing Devastating Strikes Kharostan's melee Strikes ignore 10 points of a creature's resistance to physical damage. Furious Sprint Two Actions (Rage) Kharostan Strides up to five times his Speed in a straight line. He can increase the number of actions for this activity to 3 in order to Stride up to eight times his Speed in a straight line instead. Rage Single Action (Concentrate, Emotion, Mental) Requirements Kharostan isn't fatigued or raging; Effect Kharostan gains 30 temporary Hit Points that last until the rage ends. While raging, he deals an additional 12 damage with melee attacks and takes a –1 penalty to AC. Kharostan can't use concentrate actions except Seek and actions with the rage trait. The rage lasts for 1 minute, until there are no enemies Kharostan can perceive, or until Kharostan falls unconscious. Once the rage ends, Kharostan can't Rage again for 1 minute. Reckless Abandon Free Action (Rage) Trigger Kharostan's turn begins and he has 140 or fewer Hit Points; Effect Kharostan throws caution to the wind to finish the fight. He gains a +2 status bonus to attack rolls, a –2 status penalty to AC, and a –1 status penalty to saves. He can also make a Wicked Bite each time he damages a creature with his jaws Strike, in addition to the usual once per round usage for a free action. These effects last until his rage ends or he has more than 140 Hit Points, whichever comes first. Wicked Bite Free Action Trigger Kharostan damages a creature with a jaws Strike; Frequency once per round; Effect Kharostan's bite leaves the victim's flesh translucent around the site of the injury. He chooses one of the effects below, each of which requires the damaged creature to attempt a DC 37 Fortitude save. If the jaws Strike was a critical hit, the creature takes both effects, rolling the saving throw once and using the result for both effects. Drain Blood Kharostan drinks some of the victim's blood. On a failed save, the victim is doomed 1 and drained 1, and Kharostan regains 20 HP (on a critical failure, the creature is doomed 2 and drained 2, and Kharostan regains 40 HP). Drain Vitality (necromancy) Kharostan draws out some of the creature's vital essence. The creature becomes enfeebled 2 for 1 hour on a failed save (or enfeebled 3 for 1 hour on a critical failure). ","skill_mod":{"crafting":25,"survival":29,"stealth":28,"athletics":31,"intimidation":28,"acrobatics":28,"religion":27},"primary_source":"Pathfinder #155: Lord of the Black Sands","spell":["Death Knell","Feather Fall","Ray of Enfeeblement","True Seeing"],"ac":38,"item":["+1 striking composite longbow (40 arrows)","+2 greater striking rhoka sword","Studded Leather Armor"],"level":16,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" greater darkvision , true seeing ","resistance":{},"intelligence":1,"reflex_save":30,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":28,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"War Champion Kharostan","alignment":"NE","rarity":"unique","strike_damage_average":[18,25,25],"attack_bonus":[31,32,32],"constitution":4,"immunity":["death effects","disease","fear"],"will_save":25,"speed":{"climb":30,"max":30,"land":30},"wisdom":3,"weakness":{"vitality":15},"creature_ability":["Necrotic Decay","Attack of Opportunity","Devastating Strikes","Furious Sprint","Rage","Reckless Abandon","Wicked Bite"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Black Desert Lore","Crafting","Intimidation","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Kharostan is a half- daemon urdefhan and the primary leader of the largest urdefhan settlement in the Black Desert. The urdefhans say an …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2134","dexterity":6,"category":"creature","slug":"creature-2134"},{"primary_source_category":"Adventure Paths","strength":2,"hp":295,"language":["Common","Dwarven","Elven","Undercommon"],"source":["Pathfinder #155: Lord of the Black Sands"],"type":"Creature","charisma":1,"perception":29,"stealth":"27","trait":["Duergar","Dwarf","Humanoid","Unique","LE","Medium","Hryngar"],"id":"creature-2135","text":" Qormintur As the seneschal of the influential drow mummy Dyzallin Shraen, Qormintur administers most of her master's business transactions and assets. She is Dyzallin's trusted ally, and upon his departure, she continues to study the ruins of Xul-Khundur on his behalf. When Qormintur was just 10 years old, her family decided to sell their business in a small duergar settlement and look for new opportunities in the Darklands city of Hagegraf. A few days after departing, duergar slavers attacked their caravan, murdered her father, and captured everyone else. Qormintur was sold as a slave in Shraen, and she never found out where her mother or siblings were taken. She did discover, however, that one of her father's business rivals had blackmailed her parents to leave, and the same duergar had arranged for the slavers to attack the caravan. The memories of that betrayal and the loss of her family still haunt her, and her deepest desire is to get her revenge. When she arrived in Shraen, Qormintur was first taken to the city's slave pens to be sold as a laborer, personal attendant, or fodder for one of Shraen's undead nobles. Despite the hopelessness, fear, and anxiety she witnessed in the slave pens of Shraen, her spirit never broke. When she was brought to auction, a sadistic vampire named Zihain Shraen attempted to purchase her (and likely make her one of his many playthings). The mummy Dyzallin Shraen outbid the vampire; Qormintur believes that pity or compassion caused Dyzallin to save her from a fate worse than death, but in truth, Dyzallin simply wanted to spite Zihain. During her first few years as Dyzallin's slave, the ancient drow never failed to remind Qormintur that he had saved her, and that her life was his to take if she ever disobeyed him. At first, Qormintur resented Dyzallin, but as years turned into decades, a strange bond of mutual trust formed between the soulless drow and the young duergar. In a city where trust was a commodity harder to come by than adamantine or diamonds, Dyzallin formed a bond with his servant. Dyzallin kept her close to him and encouraged her personal interests in alchemy. As a reward for her service, Dyzallin has promised to transform her into a mummy. So far, she hasn't considered the offer very seriously; after all, at barely a century old, she's young for a duergar. Appearances matter in Shraen, so despite Qormintur's trusted position, Dyzallin still makes her display her slave brands on her forearms. As Dyzallin's seneschal, Qormintur takes care of many administrative tasks for him, including buying and selling magic items and other slaves. This position has often put her into contact with the same duergar slavers who once brought ruin to her family. For now, she is forced to hide her feelings, but when the opportunity presents itself, she will not hesitate to exact her revenge. She is more than capable of doing just that—Qormintur is a potent combat alchemist and often leads Dyzallin's forces against urdefhans and other threats. Dyzallin tasked Qormintur with marshalling his forces from Shraen to the lost pyramid of Xul-Khundur, and with securing the site so Dyzallin could study the magic orb at the pyramid in peace. After Dyzallin returned to Shraen with the orb, Qormintur organized guards and has continued her master's research to unearth more of the pyramid's secrets. This research hasn't met with many results so far, and Qormintur is starting to get bored and to wonder whether she's been abandoned. Despite her loyalty to Dyzallin, Qormintur is painfully aware that she doesn't really belong in Shraen, but also that she can never return to her people. Now that she has spent time outside of Shraen and out of Dyzallin's domineering presence, a new thirst for independence is brewing inside her. Qormintur is a lean, young duergar woman who wears a fine blue cloak over beautifully crafted mithral armor. Her forearms bear sinister-looking brands that match those on her armor and cloak; these brands mark her and her equipment as property of Dyzallin. Her eyes are cold and betray a hint of sadness. Campaign Role If Qormintur survives the encounter with the heroes, she tries to warn Dyzallin about their interference. If you decide to add a greater challenge to the climactic battle, she can fight alongside Dyzallin in his tower (replacing one of the uthuls accompanying him). If the heroes capture Qormintur, she might suggest they offer to trade her for the orb. Of course, Dyzallin won't give up the orb for Qormintur; when he refuses, she could have a change of heart and side with the heroes if they have treated her well. Finally, if the heroes are remarkably persuasive, they might convince Qormintur to abandon Dyzallin's cause and leave the Black Desert to find a new home. Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Qormintur Source Pathfinder #155: Lord of the Black Sands pg. 90 Perception +29; darkvision Languages Common, Dwarven, Elven, Undercommon Skills Acrobatics +29, Crafting +32, Deception +25, Occultism +28, Shraen Lore +28, Society +30, Stealth +27, Survival +27 Str +2 Dex +5 Con +3 Int +6 Wis +3 Cha +1 Infused Items Qormintur carries the following infused items: 6 greater acid flasks, 6 greater alchemist's fires, 2 major antidotes, and 2 greater elixirs of life. These items last for 24 hours, or until the next time Qormintur makes her daily preparations. Items expanded alchemist's tools, +2 greater resilient standard-grade mithral breastplate , greater comprehension elixir, infused reagents, greater messenger's ring, +2 greater striking shortsword --- AC 39 Fort +28 Ref +30 Will +26 +2 status on all saves vs. magical effects HP 295 Resistances poison 15 Iron Mind Qormintur automatically disbelieves all illusions of 8th level or lower. Juggernaut When Qormintur rolls a success on a Fortitude save, she gets a critical success instead. Light Blindness --- Speed 20 feet Melee Single Action shortsword +32 (Agile, Finesse, Magical, versatile S), Damage 3d6+11 piercing Ranged Single Action acid flask +32 (range increment 60 feet, splash 10 feet), Damage 7 acid damage plus 3d6 persistent acid damage and 9 acid splash damage Ranged Single Action alchemist's fire +32 (range increment 60 feet, splash 10 feet), Damage 3d8+6 fire plus 3 persistent fire and 9 fire splash Occult Innate Spells DC 35 - 2nd Enlarge (self only) - 4th Invisibility (self only) Bomber When throwing an alchemical bomb with the splash trait, Qormintur can choose to deal splash damage to her primary target only, rather than dealing the usual splash damage. Dire Warning Single Action (Auditory, Concentrate, Emotion, Linguistic, Mental) Qormintur reminds others of the punishments Shraens mete out for failure. Qormintur and all allies within 60 feet of her gain a +1 status bonus to attack rolls and damage rolls until the end of Qormintur's next turn. Quick Bomber Single Action Qormintur Interacts to draw an alchemical bomb, then Strikes with it. Sticky Poison Single Action (Manipulate) Requirements Qormintur is wielding a piercing or slashing weapon and has a free hand; Cost 1 batch of infused reagents; Effect Qormintur applies reagents to the weapon. The weapon deals an additional 2d10 poison damage for 1 minute. Uncanny Bombs Qormintur's range increment for bombs is 60 feet. She reduces any circumstance bonus to the target's AC from cover by 1, and she automatically succeeds at the flat check when she targets a concealed creature. ","skill_mod":{"society":30,"deception":25,"crafting":32,"survival":27,"stealth":27,"occultism":28,"acrobatics":29},"primary_source":"Pathfinder #155: Lord of the Black Sands","spell":["Invisibility","Enlarge"],"ac":39,"item":["expanded alchemist's tools","+2 greater resilient standard-grade mithral breastplate","greater comprehension elixir","infused reagents","greater messenger's ring","+2 greater striking shortsword"],"level":16,"spell_dc":[35],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"poison":15},"intelligence":6,"reflex_save":30,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":28,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Qormintur","alignment":"LE","rarity":"unique","strike_damage_average":[10,19,21],"attack_bonus":[32,32,32],"constitution":3,"will_save":26,"speed":{"max":20,"land":20},"wisdom":3,"weakness":{},"creature_ability":["Iron Mind","Juggernaut","Light Blindness","Bomber","Dire Warning","Quick Bomber","Sticky Poison","Uncanny Bombs"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Crafting","Deception","Occultism","Shraen Lore","Society","Stealth","Survival"],"tradition":["Occult"],"summary":"As the seneschal of the influential drow mummy Dyzallin Shraen , Qormintur administers most of her master's business transactions and assets. …","trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=2135","dexterity":5,"category":"creature","slug":"creature-2135"},{"attack_bonus":[30,30],"constitution":3,"primary_source_category":"Adventure Paths","strength":6,"hp":290,"language":["Auran","Elven","Sylvan","Utopian","(can't speak any language); convergent link"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","will_save":21,"charisma":2,"speed":{"fly":60,"max":60,"land":10},"perception":29,"wisdom":4,"weakness":{"chaotic":10},"creature_ability":["Convergent Link","Disrupted Link","Evasion","Eagle Dive","Convergent Tactics","Snatch"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Stealth"],"stealth":"28","trait":["Beast","Rare","LN","Large"],"id":"creature-2136","text":" Convergent Giant Eagle Recall Knowledge - Beast (Arcana, Nature): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Convergent Giant Eagle Source Pathfinder #156: The Apocalypse Prophet pg. 13 Perception +29; low-light vision Languages Auran, Elven, Sylvan, Utopian; (can't speak any language); convergent link Skills Acrobatics +29, Athletics +25, Stealth +28 Str +6 Dex +8 Con +3 Int +2 Wis +4 Cha +2 Convergent Link Creatures with this ability can communicate with each other by manifesting an aura of wispy Utopian runes. This has the effects of telepathy with a range of 300 feet, but requires line of sight. --- AC 37 Fort +25 Ref +27 Will +21 HP 290 Weaknesses chaotic 10 Disrupted Link While a convergent giant eagle is confused, fascinated, or frightened, it loses its convergent link and convergent tactics abilities. Evasion When a giant eagle succeeds at a Reflex save, it critically succeeds instead. --- Speed 10 feet, fly 60 feet Melee Single Action beak +30, Damage 4d8+6 piercing plus convergent tactics Melee Single Action talons +30 (Agile), Damage 2d10+6 slashing plus convergent tactics and Grab Eagle Dive Two Actions The giant eagle Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talons Strike. Convergent Tactics The convergent eagle's attacks deal an extra 4d8 damage to creatures within reach of one of its allies with convergent tactics. Snatch A convergent eagle can Fly at half speed while it has a creature grabbed or restrained in its talons, carrying that creature along with it. ","skill_mod":{"stealth":28,"athletics":25,"acrobatics":29},"primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Creature Type","Rarity"],"ac":37,"level":15,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2136","intelligence":2,"reflex_save":27,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Low-light vision","fortitude_save":25,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Convergent Giant Eagle","alignment":"LN","category":"creature","rarity":"rare","strike_damage_average":[17,24],"slug":"creature-2136"},{"attack_bonus":[29,31],"constitution":9,"primary_source_category":"Adventure Paths","strength":6,"hp":315,"language":["Common","Sylvan","Utopian","convergent link"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","will_save":25,"charisma":2,"speed":{"max":25,"land":25},"perception":28,"wisdom":4,"weakness":{"chaotic":10},"creature_ability":["Convergent Link","Disrupted Link","Attack of Opportunity","Convergent Tactics","Force Communication"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Survival"],"trait":["Human","Humanoid","Rare","LN","Medium"],"id":"creature-2137","text":" Convergent Soldier Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Convergent Soldier Source Pathfinder #156: The Apocalypse Prophet pg. 14 Perception +28 Languages Common, Sylvan, Utopian; convergent link Skills Acrobatics +29, Athletics +32, Survival +28 Str +6 Dex +5 Con +9 Int +2 Wis +4 Cha +2 Convergent Link Creatures with this ability can communicate with each other by manifesting an aura of wispy Utopian runes. This has the effects of telepathy with a range of 300 feet, but requires line of sight. Items +1 striking bastard sword , Eagle Garrison badge, Longbow (20 arrows), +1 studded leather armor --- AC 39 Fort +30 Ref +28 Will +25 HP 315 Weaknesses chaotic 10 Disrupted Link While a convergent soldier is confused, fascinated, or frightened, they lose their convergent link and convergent tactics abilities. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action bastard sword +31 (Magical, two-hand d12), Damage 2d8+12 slashing plus convergent tactics Ranged Single Action longbow +29 (deadly 1d10, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+9 piercing plus convergent tactics Convergent Tactics The convergent soldier's attacks deal an extra 4d8 damage to creatures within reach of one of their allies with convergent tactics. Force Communication Single Action (Divine, Illusion, Mental, Visual) Utopian runes burst from the convergent soldier. Any creature stupefied by the convergence lattice who is within 100 feet of the convergent soldier and can see the runes must attempt a DC 34 Will save. Failure For 1 round, the creature is flat-footed to creatures with the convergent link ability and counts as an ally with convergent tactics for the purposes of activating the convergent tactics ability. Critical Failure As failure, and the creature is also slowed 1 for 1 round due to the information overload. ","skill_mod":{"survival":28,"athletics":32,"acrobatics":29},"primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":39,"item":["+1 striking bastard sword","Eagle Garrison badge","Longbow (20 arrows)","+1 studded leather armor"],"level":16,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2137","intelligence":2,"reflex_save":28,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":30,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Convergent Soldier","alignment":"LN","category":"creature","rarity":"rare","strike_damage_average":[13,21],"slug":"creature-2137"},{"primary_source_category":"Adventure Paths","strength":8,"hp":380,"language":["Abyssal","Celestial","Common","Draconic","<%UMR%37%%>telepathy<%END> 100 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","charisma":8,"perception":30,"stealth":"27","trait":["Demon","Fiend","Unique","CE","Huge"],"id":"creature-2138","text":" Kimilekki Recall Knowledge - Fiend (Religion): DC 46 Unspecific Lore : DC 44 Specific Lore : DC 41 Kimilekki Source Pathfinder #156: The Apocalypse Prophet pg. 17 Perception +30; darkvision, true seeing Languages Abyssal, Celestial, Common, Draconic; telepathy 100 feet, tongues Skills Deception +34, Diplomacy +32, Intimidation +32, Religion +28, Society +28, Stealth +27 Str +8 Dex +2 Con +9 Int +4 Wis +3 Cha +8 --- AC 40 Fort +32 Ref +25 Will +30 +1 status to all saves vs. magic HP 380 Weaknesses cold iron 15, good 15 Truth Vulnerability A glabrezu's lies sustain them, and the truth can destroy them. Whenever a revelation effect counteracts or reveals the glabrezu's illusions or the glabrezu fails a save against an effect that would prevent them from lying (such as zone of truth ), the demon takes 5d6 mental damage. They take this damage only once per effect, even if the effect reveals multiple illusions or prevents multiple lies. --- Speed 35 feet Melee Single Action pincer +33 (deadly 3d10, Evil, Magical, reach 15 feet), Damage 3d10+14 bludgeoning plus 2d6 evil and Grab Melee Single Action claw +33 (Agile, Evil, Magical, reach 10 feet), Damage 3d6+14 slashing plus 2d6 evil Melee Single Action jaws +33 (Evil, Magical, reach 10 feet), Damage 3d12+14 piercing plus 2d6 evil Divine Innate Spells DC 38, attack +30 - Cantrips (9th) Telekinetic Projectile - 2nd Mirror Image (at will) - 4th Confusion (at will), Dimension Door (at will) - 5th Dimension Door - 7th Illusory Disguise (at will), Reverse Gravity - 8th Dispel Magic (at will), Spiritual Epidemic - 9th Wail of the Banshee - Constant (5th) Tongues - Constant (6th) True Seeing Divine Rituals DC 38 - 1st Abyssal Pact Captive Rake Single Action Requirements A creature is grabbed in the glabrezu's pincer; Effect The glabrezu pulls the grabbed creature up to 5 feet closer, then makes two claw Strikes against it. Those Strikes count as one attack when determining the glabrezu's multiple attack penalty, and the penalty doesn't increase until after both Strikes. Steady Spellcasting When a reaction would disrupt the glabrezu's spell, the demon can attempt a DC 15 flat check, avoiding the disruption on a success. Sudden Betrayal A glabrezu can always use Deception when rolling initiative as long as they're aware of at least one opponent before initiative is rolled. When using Deception for initiative, the demon gains a +2 circumstance bonus to Deception. Treacherous Veil A glabrezu's illusory disguise enables it to appear as a creature of any size. Twisted Desires (Divination, Divine) Once per month, a glabrezu can grant a mortal humanoid the effects of a miracle spell granted by an Abyssal patron, though the glabrezu always perverts the miracle according to their own treacherous nature. ","skill_mod":{"society":28,"diplomacy":32,"deception":34,"stealth":27,"intimidation":32,"religion":28},"primary_source":"Pathfinder #156: The Apocalypse Prophet","spell":["Wail of the Banshee","Dispel Magic","Spiritual Epidemic","Illusory Disguise","Reverse Gravity","Dimension Door","Confusion","Mirror Image","Telekinetic Projectile","True Seeing","Tongues"],"ac":40,"level":17,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision , true seeing ","resistance":{},"intelligence":4,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":32,"source_group":["Extinction Curse"],"size":["Huge"],"spoilers":"Extinction Curse","name":"Kimilekki","alignment":"CE","rarity":"unique","strike_damage_average":[31,37,40],"attack_bonus":[33,33,33],"constitution":9,"spell_attack_bonus":[30],"will_save":30,"speed":{"max":35,"land":35},"wisdom":3,"weakness":{"cold_iron":15,"good":15},"creature_ability":["Truth Vulnerability","Captive Rake","Steady Spellcasting","Sudden Betrayal","Treacherous Veil","Twisted Desires"],"primary_source_group":"Extinction Curse","skill":["Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2138","dexterity":2,"category":"creature","slug":"creature-2138"},{"attack_bonus":[16,16],"constitution":4,"primary_source_category":"Adventure Paths","strength":2,"hp":140,"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","will_save":12,"charisma":-1,"speed":{"max":40,"land":40},"perception":18,"wisdom":3,"weakness":{"evil":5},"creature_ability":["Nimble Grazer","Cowardly","Trample"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","Rare","NG","Large"],"id":"creature-2139","text":" Elysian Sheep Recall Knowledge - Animal (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Elysian Sheep Source Pathfinder #156: The Apocalypse Prophet pg. 32 Perception +18; low-light vision Languages Skills Acrobatics +17, Athletics +15, Survival +16 Str +2 Dex +6 Con +4 Int -4 Wis +3 Cha -1 Nimble Grazer Inclines and rocky areas are not difficult terrain for an Elysian sheep. --- AC 25 Fort +15 Ref +18 Will +12 +1 status to all saves vs. magic HP 140 Weaknesses evil 5 Cowardly An Elysian sheep gains the fleeing condition whenever it has the frightened condition. --- Speed 40 feet Melee Single Action horn +16, Damage 2d8+5 plus 1d6 good Melee Single Action hoof +16, Damage 2d6+5 plus 1d6 good Trample Three Actions Medium or smaller, hoof, DC 24 ","skill_mod":{"survival":16,"athletics":15,"acrobatics":17},"primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Creature Type","Rarity"],"ac":25,"level":7,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2139","intelligence":-4,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":15,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Elysian Sheep","alignment":"NG","category":"creature","rarity":"rare","strike_damage_average":[15,17],"slug":"creature-2139"},{"attack_bonus":[16,16],"constitution":4,"primary_source_category":"Adventure Paths","strength":8,"hp":245,"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","will_save":23,"charisma":1,"speed":{"max":45,"land":45},"perception":28,"wisdom":5,"weakness":{},"creature_ability":["Foil the Hunt","Arrow Vulnerability","Antler Toss","Trample"],"primary_source_group":"Extinction Curse","skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","Rare","N","Large"],"id":"creature-2140","text":" Barking Stag Recall Knowledge - Animal (Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Barking Stag Source Pathfinder #156: The Apocalypse Prophet pg. 40 Perception +28; low-light vision Languages Skills Acrobatics +24, Athletics +27, Survival +26 Str +8 Dex +5 Con +4 Int -4 Wis +5 Cha +1 Foil the Hunt When it isn't injured, a barking stag benefits from Cover Tracks, regardless of its travel Speed. --- AC 34 Fort +21 Ref +26 Will +23 HP 245 Weaknesses arrow vulnerability Arrow Vulnerability A barking stag takes 10 additional damage from arrows (but not bolts or other ammunition). --- Speed 45 feet Melee Single Action antler +16 (Grapple), Damage 3d10+12 piercing plus Grab Melee Single Action hoof +16, Damage 3d8+12 bludgeoning Antler Toss Single Action Requirements The barking stag has a creature grabbed with its antler; Effect The barking stag tosses the grabbed creature 20 feet into the air and up to 15 feet away in a direction of its choice, dealing 3d10+12 piercing damage plus falling damage to the creature. Trample Three Actions Medium or smaller, hoof, DC 30 ","skill_mod":{"survival":26,"athletics":27,"acrobatics":24},"primary_source":"Pathfinder #156: The Apocalypse Prophet","trait_group":["Creature Type","Rarity"],"ac":34,"level":13,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2140","intelligence":-4,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":21,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Barking Stag","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[25,28],"slug":"creature-2140"},{"attack_bonus":[29,34],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":440,"language":["Common","Elven","Sylvan","Utopian","convergent link"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","spell_attack_bonus":[31],"will_save":32,"charisma":6,"speed":{"max":25,"land":25},"perception":35,"wisdom":3,"weakness":{"chaotic":20},"creature_ability":["Convergent Link","Disrupted Link","Convergent Calm","Convergent Tactics"],"primary_source_group":"Extinction Curse","skill":["Athletics","Diplomacy","Intimidation","Survival"],"trait":["Elf","Human","Humanoid","Unique","LN","Medium"],"id":"creature-2141","text":" Kendley Nathrael The captain of the Eagle Garrison is a skilled, experienced ranger in her own right, but the influence of the convergence lattice imakes her a deadly foe and a threat to the region she's supposed to be monitoring—all in the name of unification. Kendley Nathrael was born and raised in a small community in Nirmathas along the southwestern border of the Fangwood. She spent a significant part of her youth evading military incursions from Molthune. She sought out mentorship and opportunities to continue learning over the years, slowing rising through the ranks, informal as they were, of the Nirmathi militia. Her life was dangerous, thrilling, and deeply rewarding. Then the hobgoblins came. The Ironfang Invasion swept indiscriminately across southern Nirmathas and Molthune, razing villages and driving the survivors into the forest. Kendley found herself leading a desperate group of refugees to the Nirmathi capital of Tamran, where the survivors found refuge and Kendley found herself working alongside other militia leaders to respond to the sudden and dire hobgoblin threat. Higher-ranking militia members in Nirmathas took note of Kendley's abilities, so when strange reports started trickling down from the Nirmathas-Lastwall border, they assigned Kendley to scout and evaluate the situation. She traveled north along Lake Encarthan and up the Tourondel River, hoping to make a circuit of the nation, but that circuit was abruptly cut short when the Whispering Tyrant obliterated Vigil, Lastwall's capital. Overnight, Kendley went from scouting a region for danger to fleeing from it, once again leading a band of refugees into the Fangwood for safety. For several weeks, she managed to keep her ragtag followers alive in the face of the undead horrors rising up across the devastated nation, and when she stumbled across the Knights of Lastwall making their own way to Absalom, she insisted they take along her group of survivors. To her surprise, those survivors insisted she remain with them; with the region in shambles, she agreed to accompany them to the City at the Center of the World. Absalom completely overwhelmed Kendley, and so she sought out the only structure she was familiar with: the military. She enlisted in Absalom's First Watch, and the skills she had built over her years in Nirmathas helped her quickly rise through the ranks. It was only a few months before she was promoted to a captain's post, but despite her success, Kendley still found the city uncomfortable and oppressive; she missed the cool hills and dense forests of her homeland terribly. A few days after mentioning this longing in passing to a few guard colleagues, however, her commanding officer came by with a question: Had Kendley heard of the Eagle Garrison? The opportunity seemed too good to be true. A position outside of the confines of Absalom's walls, high in the foothills of the nearby mountains. A role centered around the scouting and reconnaissance work she had excelled at in Nirmathas. Even her command of the Sylvan language—learned through her interactions with the Fangwood's fey—would serve her well communicating with the noble giant eagles allied with the Eagle Garrison. Moreover, the garrison's present captain was looking to retire once a suitable replacement had been found. Perhaps, the officer suggested, that role might appeal to her? She accepted immediately. Captain Nathrael has been posted at the Eagle Garrison for just under 6 months. Though she operates within a larger hierarchy, the bureaucracy is a distant thing and she rarely has to deal with it. The mountains are different from the woodlands of her home, but the work is largely the same, and she's found a kinship with the other rangers similar to what she had with her old colleagues further north. Having lived through several crisis events, she gauges everything with a level head and a keen eye that her subordinates have rapidly come to trust and respect. Campaign Role When the heroes first encounter Kendley, she's been incorporated into the convergence lattice . The convergent effect identified her as the most capable creature in the hive mind and centered itself on her as the “authority,” drastically augmenting her power. Unfortunately, the lattice's goal of forced unification for all puts her at odds with the heroes, and she does everything she can to incorporate the heroes into the hive mind. As with all the Eagle Garrison rangers caught up in the convergence lattice, Kendley is simply being controlled. Killing her certainly lessens the immediate threat the convergence lattice poses, but if the heroes can remove the effect or destroy the lattice without killing her, she regains the behaviors and abilities she had before the lattice empowered her (without the convergent abilities, Kendley is a 12th-level creature). If returned to her own senses, Kendley can serve as an ally and source of reliable information. She's familiar with the region and she knows Sarvel and his entourage (consisting of several dozen xulgaths, over a dozen saurians, and several demons) passed by the garrison and headed into the Vale of Aroden. She's also heard many rumors about what might be found in the Vale, although she's never seen it herself. Recall Knowledge - Humanoid (Society): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Convergent Kendley Nathrael Source Pathfinder #156: The Apocalypse Prophet pg. 86 Perception +35 Languages Common, Elven, Sylvan, Utopian; convergent link Skills Athletics +32, Diplomacy +35, Intimidation +33, Survival +30 Str +5 Dex +0 Con +4 Int +3 Wis +3 Cha +6 Convergent Link Creatures with this ability can communicate with each other by manifesting an aura of wispy Utopian runes. This has the effects of telepathy with a range of 300 feet, but requires line of sight. Items +2 greater striking bastard sword , +2 greater resilient chain mail , +2 greater striking composite longbow (20 arrows), key to strongbox in area A10 --- AC 41 Fort +33 Ref +29 Will +32 HP 440 Weaknesses chaotic 20 Disrupted Link While Kendley is confused, fascinated, or frightened, she loses her innate spells and her convergent link and convergent tactics abilities. --- Speed 25 feet Melee Single Action bastard sword +34 (Magical, two-hand d12), Damage 3d8+11 slashing plus convergent tactics Melee Single Action composite longbow +29 (deadly 2d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 3d8+11 piercing plus convergent tactics Divine Innate Spells DC 39, attack +31 - Cantrips (10th) Shield, Telekinetic Projectile - 2nd Calm Emotions (at will), Telekinetic Maneuver (at will) - 10th Divine Wrath (lawful only) Convergent Calm When Kendley casts calm emotions , creatures controlled by the convergence lattice automatically fail their saving throws against the effect, but they can still use hostile actions against creatures who aren't controlled by the convergence lattice . Each time she Sustains the Spell, creatures affected by the spell are exposed to the convergence lattice as though they had been in conversation with her. Convergent Tactics Kendley's attacks (including telekinetic projectile ) deal an extra 4d8 damage to creatures within reach of one of her allies who has convergent tactics. ","tradition":["Divine"],"skill_mod":{"diplomacy":35,"survival":30,"athletics":32,"intimidation":33},"summary":"The captain of the Eagle Garrison is a skilled, experienced ranger in her own right, but the influence of the convergence lattice imakes her a …","primary_source":"Pathfinder #156: The Apocalypse Prophet","spell":["Divine Wrath","Calm Emotions","Telekinetic Maneuver","Shield","Telekinetic Projectile"],"trait_group":["Ancestry","Weapon","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":41,"item":["+2 greater striking bastard sword","+2 greater resilient chain mail","+2 greater striking composite longbow (20 arrows)","key to strongbox in area A10"],"level":19,"spell_dc":[39],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2141","intelligence":3,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":33,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Convergent Kendley Nathrael","alignment":"LN","category":"creature","rarity":"unique","strike_damage_average":[24,24],"slug":"creature-2141"},{"primary_source_category":"Adventure Paths","strength":3,"hp":375,"language":["Abyssal","Common","Daemonic","Draconic","Undercommon","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","charisma":7,"perception":36,"stealth":"37","trait":["Humanoid","Unique","Xulgath","NE","Medium"],"id":"creature-2142","text":" Kirosthrek A cunning historian and summoner from a line of xulgaths who retain the psychic might of their fearsome ancestors, Kirosthrek serves Sarvel Ever-Hunger in the hopes of gaining the power she needs to restore the xulgaths' ruined Darklands empire. Thoughtmaw xulgaths are larger, more intelligent, and more powerful than others of their kind, and Kirosthrek has long embraced that truth. Where many of her kin heard only fanciful legend and exaggerated myth in the tales told by her clutch's elders, those recountings of powerful xulgaths ruling the Darklands resonated with Kirosthrek. Most of her kin feared the spirits of the past and looked only to the present and the future, but Kirosthrek dug into that past, hunting through the ruins of the long-dead xulgath empire around her for fragments of lost lore and forgotten secrets. Bit by bit, Kirosthrek expanded her knowledge. From ancient texts, she began to piece together even more powerful spells and rituals. Others in her clutch came to fear the ancient magic she commanded, and so she found herself with followers willing to do her bidding if she spared their minds. She took her elders' place, telling not mere tales but true histories of their people, of the Darklands vault they once ruled and the abrupt end of that empire. The thoughtmaws were the true descendants of that empire, she insisted, and some day they would rule it again. The isolated clutch she led was too small to retake an empire single-handedly, so Kirosthrek sought allies. This search brought to her attention a high priest of Zevgavizeb calling himself Sarvel Ever-Hunger, leading a fierce conquest in the upper Darklands. He was a lesser xulgath, but one infused with fiendish might and the blessings of a demon lord, and so Kirosthrek led her clutch to join forces with this new conqueror, hoping to subjugate the priest into furthering her own goals. Sarvel was not easily subjugated, however, and while he welcomed the thoughtmaws' addition to his might, Kirosthrek was forced to adjust her own plans and serve as Sarvel's chief advisor. The priest's interests were not so different from her own, she found; furthermore, he held his own scraps of knowledge about the ancient empire Kirosthrek so admired. From him, she learned that the vault they ruled had been known as Vask, and that some sudden tragedy had darkened the life-giving suns of that realm. She took that name to her daemonic allies, seeking to learn more about that catastrophe, and from them, she learned about Aroden's theft. For Kirosthrek, this revelation was a clear directive: she would go find the sun-orbs Aroden had stolen and reclaim them, using their power to rebuild the empire of old. And for a time, it seemed Sarvel shared her goals. The conquering high priest fixed his sights on the surface world, organizing an operation with enough subtlety and savvy that Kirosthrek began to consider him a suitable leader. But Sarvel's true goal with the orbs is now clear to her: rather than reclaim the orbs, he wants them destroyed. Hoping to make the most of a plan gone wrong, Kirosthrek continues to aid Sarvel, but only from a lack of better options; her opinion of the priest now calling himself the Apocalypse Prophet continues to sour. Campaign Role Kirosthrek is not the heroes' ally, but neither is she an unreasonable zealot. She fights alongside Sarvel and views the heroes as soft-skinned surface dwellers who don't deserve the privileges that have benefited them throughout their lives. But she is a quick thinker and a survivor; if the odds are obviously stacked against her, she doesn't hesitate to prioritize her own self-preservation. She doesn't like the heroes, but she respects their power, and she is no stranger to bartering with powerful beings for their aid. Should the heroes defeat Sarvel while Kirosthrek lives, she loses all interest in the surface campaign. Her first instinct is to flee, but if the heroes offer a truce, she's also willing to negotiate with them. She doesn't limit her opening requests, however: she wants the aeon orbs so she can restore the xulgath empire in the Vault of the Black Desert. She also isn't any kinder or gentler than other xulgaths, and she makes no attempt to hide her intentions of subjugating and enslaving other peoples in the areas she intends to claim (such as the urdefhans and drow that now live in what she considers xulgath lands). Even so, the heroes may feel they owe the xulgaths some form of reparations for Aroden's theft millennia ago, and Kirosthrek is willing to entertain reasonable offers to benefit her people, in lieu of the aeon orbs . The details and repercussions of such an arrangement are beyond the scope of this adventure. Recall Knowledge - Humanoid (Society): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Kirosthrek Source Pathfinder #156: The Apocalypse Prophet pg. 88 Perception +36; darkvision, thoughtsense (imprecise) 60 Languages Abyssal, Common, Daemonic, Draconic, Undercommon; telepathy 100 feet Skills Arcana +36, Deception +33, Diplomacy +41, Intimidation +33, Medicine +38, Occultism +38, Stealth +37 Str +3 Dex +3 Con +1 Int +4 Wis +4 Cha +7 Thoughtsense (divination, mental, occult) Kirosthrek senses a creature's mental essence at the listed range. Items +2 greater resilient studded leather , planar ribbon , true elixir of life --- AC 45 Fort +31 Ref +33 Will +36 HP 375 Resistances mental 20 Psychogenic Secretions (aura, mental) 30 feet. A creature that enters the emanation must attempt a DC 42 Will save. On a failure, the creature is stupefied 1 for 1 minute (stupefied 2 and also paralyzed for 1 round on a critical failure). A creature that succeeds at its save is temporarily immune to psychogenic secretions for 1 minute. Divert Thoughts Reaction (mental) Trigger Kirosthrek attempts a saving throw against a spell; Effect Kirosthrek diverts some of the spell's energy, gaining a +2 circumstance bonus to the saving throw or +4 if the spell has the mental trait. If she critically succeeds at the saving throw, she can use the Cast a Spell action on her next turn to cast the triggering spell at the same level without expending any spell slots. --- Speed 25 feet, fly 35 feet (from fly ) Melee Single Action jaws +34 (Magical), Damage 4d8+6 piercing plus 4d6 mental Melee Single Action claw +34 (Agile, Magical), Damage 4d4+6 slashing plus 4d6 mental Occult Spontaneous Spells DC 42 - Cantrips (10th) Daze, Forbidding Ward, Message, Shield - 1st Fear, Sleep, True Strike - 2nd Invisibility, Mirror Image, Silence (3 slots) - 3rd Enthrall, Haste, Paralyze (3 slots) - 4th Invisibility, Modify Memory, Suggestion (3 slots) - 5th Hallucination, Mind Probe, Synaptic Pulse (3 slots) - 6th Phantasmal Calamity, Scrying, Wall of Force (3 slots) - 7th Phantasmal Killer, Visions of Danger, Warp Mind (3 slots) - 8th Confusion, Disappearance, Maze, Wall of Force (3 slots) - 9th Foresight, Synesthesia, Weird (3 slots) - 10th Alter Reality, Summon Fiend (2 slots) Occult Innate Spells DC 42, attack +34 - Cantrips (10th) Telekinetic Projectile - 2nd Telekinetic Maneuver (at will) - 5th Telekinetic Haul (at will) - 8th Phantom Pain (at will) - Constant (10th) Fly, True Seeing Occult Rituals DC 42 - 2nd Inveigle - 5th Call Spirit - 6th Planar Binding Consume Knowledge Two Actions (Divination, Mental, Occult) The thoughtmaw invades the mind of a creature within 100 feet and attempts to swallow its capacity for higher thought. The creature must attempt a DC 42 Will save. Using Consume Knowledge immediately ends any of the ability's previous effects on a different creature. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature is slowed 1 and can take no actions other than basic actions for 1 minute. Critical Failure As failure, and the thoughtmaw is quickened 1 for 1 minute. It can use this extra action to Stride, Strike, or Cast a Spell if the target had prepared spells or a spell repertoire. ","skill_mod":{"diplomacy":41,"deception":33,"stealth":37,"arcana":36,"medicine":38,"intimidation":33,"occultism":38},"primary_source":"Pathfinder #156: The Apocalypse Prophet","spell":["Alter Reality","Summon Fiend","Foresight","Synesthesia","Weird","Confusion","Disappearance","Maze","Wall of Force","Phantasmal Killer","Visions of Danger","Warp Mind","Phantasmal Calamity","Scrying","Hallucination","Mind Probe","Synaptic Pulse","Invisibility","Modify Memory","Suggestion","Enthrall","Haste","Paralyze","Mirror Image","Silence","Fear","Sleep","True Strike","Daze","Forbidding Ward","Message","Shield","Phantom Pain","Telekinetic Haul","Telekinetic Maneuver","Telekinetic Projectile","Fly","True Seeing"],"ac":45,"item":["+2 greater resilient studded leather","planar ribbon","true elixir of life"],"level":20,"spell_dc":[42,42],"source_category":["Adventure Paths"],"sense":" darkvision , thoughtsense (imprecise) 60","resistance":{"mental":20},"intelligence":4,"reflex_save":33,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":31,"source_group":["Extinction Curse"],"size":["Medium"],"spoilers":"Extinction Curse","name":"Kirosthrek","alignment":"NE","rarity":"unique","strike_damage_average":[30,38],"attack_bonus":[34,34],"constitution":1,"spell_attack_bonus":[34],"will_save":36,"speed":{"fly":35,"max":35,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Thoughtsense","Psychogenic Secretions","Divert Thoughts","Consume Knowledge"],"primary_source_group":"Extinction Curse","skill":["Arcana","Deception","Diplomacy","Intimidation","Medicine","Occultism","Stealth"],"tradition":["Occult"],"summary":"A cunning historian and summoner from a line of xulgaths who retain the psychic might of their fearsome ancestors, Kirosthrek serves Sarvel …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2142","dexterity":3,"category":"creature","slug":"creature-2142"},{"primary_source_category":"Adventure Paths","strength":9,"hp":430,"language":["Abyssal","Common","Draconic","Undercommon"],"source":["Pathfinder #156: The Apocalypse Prophet"],"type":"Creature","charisma":4,"perception":39,"trait":["Fiend","Humanoid","Unique","Xulgath","CE","Large"],"id":"creature-2143","text":" Sarvel Ever-Hunger The fiendish xulgath priest of Zevgavizeb known as the Apocalypse Prophet is an ambitious, hateful monster fixated solely on bringing death and destruction to the reviled surface-dwellers upon the Isle of Kortos. In a squalid colony nestled deep in the Darklands realm of Nar-Voth, the xulgath Sarvel hatched, first of his clutch to break free from the shell. Sarvel was also the last of that clutch to do so, for upon breaking free of his calcified prison, he promptly crushed the other eggs and devoured their contents in a fit of ravenous fratricide. This gluttonous rampage served him well, for the sustenance helped him grow swiftly among kin who recognized only strength and might. As he grew older, he gorged himself upon fallen foes and allies he found too weak to provide any other benefit. Sarvel became known as a leader to be feared and followed. Though it hadn't been Sarvel's intention to draw the attention of his clutch's priests, they recognized in Sarvel the gifts of their vile god Zevgavizeb. In an ill-conceived effort to bring forth those gifts, they beseeched their patron to bestow further blessings upon him. The demon who responded feasted upon the startled priests, but Sarvel conquered the demon and consumed it in turn. This meal profoundly changed Sarvel. Perhaps it was the Abyssal power of the demon, the divine energy carried within the priests' bodies, or a combination of the two. Fiendish power surged within him, and he was seized with a desperate hunger beyond any he had ever known. Sarvel emerged from the priests' sanctum bearing the blessings of Zevgavizeb in the form of writhing tentacles emerging from his back, and he commanded the demon lord's own power through his spells. Few dared oppose him when he declared himself high priest and took the name Ever-Hunger, and those who did became his next screaming meals. For years, Sarvel led his clutch to many conquests in the Darklands, but these victories were never enough. From his communion with Zevgavizeb, he learned that a sacred vault called Vask once existed as a haven for his people. With help from one of his xulgath allies—the thoughtmaw Kirosthrek—he painstakingly reconstructed records of scattered xulgaths from millennia ago, learning of Aroden's theft in the process. A kinder or more reasonable xulgath might have tried to steal the orbs back, or even negotiate for their return, but Sarvel is neither kind nor reasonable. He instead embarked on a mission to destroy what Aroden had wrought and crush those surface-dwellers who dared benefit from the slight to his people. A conquest of deific scale must surely sate his hunger; if not, he shall feast upon the bodies left in its wake. Campaign Role Sarvel Ever-Hunger is the final foe of the Extinction Curse Adventure Path. His machinations threaten the stability of the Starstone Isles. He knows that the heroes are the ones who have foiled each of the champions he placed at the aeon towers, and he harbors a grudge as enormous as his hunger. Sarvel holds no compassion—only hatred and a vicious thirst for destruction fueled by fiendish spite. Granted some degree of power over the aeon orbs by the extinction curse ritual, he is difficult to defeat, and he holds no reservations about slaying the heroes and feasting upon their flesh. Recall Knowledge - Fiend (Religion): DC 54 Recall Knowledge - Humanoid (Society): DC 54 Unspecific Lore : DC 52 Specific Lore : DC 49 Sarvel Ever-Hunger Source Pathfinder #156: The Apocalypse Prophet pg. 90 Perception +39; darkvision Languages Abyssal, Common, Draconic, Undercommon Skills Athletics +41, Arcana +38, Intimidation +40, Religion +42, Survival +40, Zevgavizeb Lore +40 Str +9 Dex +2 Con +6 Int +2 Wis +6 Cha +4 Items +3 major striking handwraps of mighty blows , +2 greater resilient full plate , +3 major striking unholy spiked gauntlet --- AC 48 Fort +37 Ref +34 Will +36 HP 430 Weaknesses cold iron 15, good 15 Echoes of Aeons At the start of Sarvel's turn, if he is dead, unconscious, or otherwise unable to act, his efforts in the unfinished extinction curse ritual pull on the power of an aeon orb . The surge of power heals his body completely without causing the wounded condition, causes him to grow an additional tentacle, and attempts to counteract all detrimental effects on Sarvel as a 10th-level effect with a +42 counteract modifier. An aeon orb used by Sarvel or the heroes is depleted and can't be used to power this ability. Enraging Stench (aura, emotion, mental, olfactory) 30 feet. A creature that enters or begins their turn in the emanation must attempt a DC 45 Fortitude save. On a failure, the creature is sickened 2 and confused for 1 round; on a critical failure, it can't target Sarvel with any Strikes or other effects from its confused condition. While within the emanation, the creature takes a –2 penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. Sarvel can suppress or resume this aura as a free action. Touch of Zevgavizeb Sarvel begins combat with two tentacles. Each tentacle has 66 HP and is immune to area damage. A creature can attempt to sever one of Sarvel's tentacles by specifically targeting it and dealing damage equal to the tentacle's Hit Points. A tentacle not completely severed returns to full HP at the end of any creature's turn. For each tentacle he has, Sarvel gains an extra reaction at the start of his turn that can be used only for an Attack of Opportunity. If he has no tentacles, he can no longer make tentacle Strikes, Writhe Independently, or Constrict. Attack of Opportunity Reaction tentacle only --- Speed 30 feet; air walk , freedom of movement Melee Single Action spiked gauntlet +41 (Agile, Magical), Damage 4d8+19 piercing plus 1d6 evil Melee Single Action tentacle +41 (Agile, Magical, reach 20 feet), Damage 4d8+19 slashing plus Grab Melee Single Action jaws +41 (Magical), Damage 4d12+19 piercing Divine Prepared Spells DC 45, attack +37 - Cantrips (10th) Divine Lance, Message, Read Aura, Shield - 5th Abyssal Plague, Prying Eye, See Invisibility - 6th Divine Wrath, Flame Strike, Restore Senses - 7th Paralyze, Resist Energy (×2) - 8th Eclipse Burst, Finger of Death (×2) - 9th Blade Barrier, Devour Life, Wail of the Banshee - 10th Harm (×5), Miracle, Weapon of Judgment - Constant (4th) Air Walk, Freedom of Movement Rituals DC 45 - 1st Abyssal Pact - 4th Atone - 6th Commune Constrict Single Action 4d8+12 bludgeoning, DC 45 Writhe Independently Single Action Frequency once per round; Effect Sarvel makes one tentacle Strike with each tentacle he currently has (to a maximum of six Strikes), but he can't target a single creature with more than one Strike. Each attack counts toward his multiple attack penalty, but the penalty doesn't increase until all the attacks have been made. ","skill_mod":{"survival":40,"arcana":38,"athletics":41,"intimidation":40,"religion":42},"primary_source":"Pathfinder #156: The Apocalypse Prophet","spell":["Harm","Miracle","Weapon of Judgment","Blade Barrier","Devour Life","Wail of the Banshee","Eclipse Burst","Finger of Death","Paralyze","Resist Energy","Divine Wrath","Flame Strike","Restore Senses","Abyssal Plague","Prying Eye","See Invisibility","Divine Lance","Message","Read Aura","Shield","Air Walk","Freedom of Movement"],"ac":48,"item":["+3 major striking handwraps of mighty blows","+2 greater resilient full plate","+3 major striking unholy spiked gauntlet"],"level":22,"spell_dc":[45],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":34,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":37,"source_group":["Extinction Curse"],"size":["Large"],"spoilers":"Extinction Curse","name":"Sarvel Ever-Hunger","alignment":"CE","rarity":"unique","strike_damage_average":[37,40,45],"attack_bonus":[41,41,41],"constitution":6,"spell_attack_bonus":[37],"will_save":36,"speed":{"max":30,"land":30},"wisdom":6,"weakness":{"cold_iron":15,"good":15},"creature_ability":["Echoes of Aeons","Enraging Stench","Touch of Zevgavizeb","Attack of Opportunity","Constrict","Writhe Independently"],"primary_source_group":"Extinction Curse","skill":["Athletics","Arcana","Intimidation","Religion","Survival","Zevgavizeb Lore"],"tradition":["Divine"],"summary":"The fiendish xulgath priest of Zevgavizeb known as the Apocalypse Prophet is an ambitious, hateful monster fixated solely on bringing death and …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2143","dexterity":2,"category":"creature","slug":"creature-2143"},{"primary_source_category":"Adventure Paths","strength":1,"hp":190,"language":["Abyssal","Common","Draconic","Kelish","Necril"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","charisma":7,"perception":18,"stealth":"19","trait":["Ghoul","Uncommon","Undead","NE","Medium"],"id":"creature-2144","text":" Ghoul Gnawer Recall Knowledge - Undead (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Ghoul Gnawer Source Pathfinder #184: The Ghouls Hunger pg. 23 Perception +18; darkvision Languages Abyssal, Common, Draconic, Kelish, Necril Skills Arcana +21, Crafting +21, Diplomacy +23, Deception +23, Intimidation +23, Kabriri Lore +21, Occultism +21, Secret Eater Lore +21, Stealth +19 Str +1 Dex +3 Con +1 Int +5 Wis +3 Cha +7 Items hooded robe, staff of necromancy --- AC 28 Fort +18 Ref +21 Will +24 HP 190 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 30 feet Melee Single Action jaws +19 (Finesse), Damage 2d10+12 piercing plus ghoul fever and paralysis Melee Single Action claw +19 (Agile, Finesse), Damage 2d8+10 slashing plus paralysis Melee Single Action staff +19 (two-hand 1d8), Damage 2d8+10 bludgeoning Occult Spontaneous Spells DC 34 - Cantrips (6th) Chill Touch, Detect Magic, Haunting Hymn, Shield, Sigil - 4th Chroma Leach, Clairvoyance, Dimension Door, Talking Corpse (4 slots) - 5th Abyssal Plague, Invoke Spirits, Rip the Spirit, Wall of Flesh (4 slots) - 6th Dominate, Scrying, Spirit Blast, Vampiric Exsanguination (3 slots) Consume Flesh Single Action (Manipulate) Requirements The ghoul gnawer is adjacent to the corpse of a creature that died within the last hour; Effect The ghoul gnawer devours a chunk of the corpse and regains 5d6 Hit Points. It can regain Hit Points from any given corpse only once. Drain Corpse Reaction (Occult) Frequency once per day; Trigger The ghoul gnawer uses Consume Flesh; Effect In addition to gaining Hit Points, using Consume Flesh refreshes one spell slot the cultist has already expended. Ghoul Fever (Disease) Saving Throw DC 29 Fortitude; Stage 1 carrier with no effect (1 day); Stage 2 3d6 negative damage and regains half as many hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight Paralysis (Incapacitation, Occult, Necromancy) Any living, non-elf creature hit by a ghoul gnawer's attack must succeed at a DC 27 Fortitude save or become paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Swift Leap Single Action (Move) The ghoul gnawer jumps up to half its Speed. This movement doesn't trigger reactions. ","skill_mod":{"diplomacy":23,"deception":23,"crafting":21,"stealth":19,"arcana":21,"intimidation":23,"occultism":21},"primary_source":"Pathfinder #184: The Ghouls Hunger","spell":["Dominate","Scrying","Spirit Blast","Vampiric Exsanguination","Abyssal Plague","Invoke Spirits","Rip the Spirit","Wall of Flesh","Chroma Leach","Clairvoyance","Dimension Door","Talking Corpse","Chill Touch","Detect Magic","Haunting Hymn","Shield","Sigil"],"ac":28,"item":["hooded robe","staff of necromancy"],"level":11,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":18,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Ghoul Gnawer","alignment":"NE","rarity":"uncommon","strike_damage_average":[19,19,23],"attack_bonus":[19,19,19],"constitution":1,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Ghoul","will_save":24,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Consume Flesh","Drain Corpse","Ghoul Fever","Paralysis","Swift Leap"],"primary_source_group":"Blood Lords","skill":["Arcana","Crafting","Diplomacy","Deception","Intimidation","Kabriri Lore","Occultism","Secret Eater Lore","Stealth"],"tradition":["Occult"],"trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2144","dexterity":3,"category":"creature","slug":"creature-2144"},{"attack_bonus":[23,23],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":180,"language":["Abyssal","<%UMR%37%%>telepathy<%END> 100 feet"],"immunity":["controlled","fear"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","will_save":20,"charisma":3,"speed":{"climb":40,"fly":40,"max":40,"land":40},"perception":20,"wisdom":3,"weakness":{"lawful":10},"creature_ability":["Confusing Display","Inhale Vitality","Rotting Curse"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Intimidation"],"trait":["Fiend","Qlippoth","Unique","CE","Huge"],"id":"creature-2145","text":" Nydazuul Recall Knowledge - Fiend (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Nydazuul Source Pathfinder #184: The Ghouls Hunger pg. 25 Perception +20; greater darkvision, scent (imprecise) 30 feet, true seeing Languages Abyssal; telepathy 100 feet Skills Acrobatics +21, Athletics +23, Intimidation +20 Str +6 Dex +4 Con +6 Int -2 Wis +3 Cha +3 --- AC 31 Fort +23 Ref +21 Will +20 HP 180 Immunities controlled, fear Resistances mental 10, physical 10 (except cold iron) Weaknesses lawful 10 --- Speed 40 feet, climb 40 feet, fly 40 feet Melee Single Action bite +23 (Chaotic, Magical, reach 10 feet), Damage 2d10+12 plus 2d6 persistent bleed, 1d6 chaotic, and rotting curse Melee Single Action sting +23 (Agile, Chaotic, Magical, Finesse, reach 15 feet), Damage 2d4+12 slashing plus 2d6 persistent bleed and 1d6 chaotic Occult Innate Spells DC 31 - 5th Dimension Door (×3) - Constant (7th) True Seeing Confusing Display Two Actions (Concentrate, Emotion, Enchantment, Fear, Incapacitation, Mental, Occult, Visual) The augnagar's writhing limbs and flesh seethe and squirm in a disorienting and unsettling manner. Creatures in a 30-foot emanation must attempt a DC 30 Will save, after which they are temporarily immune to further Confusing Displays for 1 minute. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1 and confused for 1 minute. Critical Failure As failure, but the creature can't attempt a flat check to recover from confusion whenever it takes damage from an attack or spell. Inhale Vitality Two Actions (Necromancy, Occult) Frequency once per day; Effect The augnagar inhales sharply, drawing life force out of creatures in a 50-foot cone. Creatures in the area take 12d6 negative damage (DC 30 basic Fortitude save, and the creature is fatigued on a failure). The augnagar becomes quickened for 1 round on its next turn, and it can use the extra action only to Stride or Strike. Rotting Curse (Curse, Disease, Necromancy, Occult) Saving Throw DC 30 Fortitude; Stage 1 drained 1 (1 day); Stage 2 drained 2 and the creature displays hideous, festering wounds exuding a horrific stench. Any creature within 30 feet of the victim must succeed at a DC 30 Fortitude save or become sickened 1 (plus slowed 1 on a critical failure, for as long as it's sickened). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. The victim of the disease doesn't roll a save, but takes the failure effects automatically and can't reduce its sickened value below 1 (1 day). ","tradition":["Occult"],"skill_mod":{"athletics":23,"intimidation":20,"acrobatics":21},"primary_source":"Pathfinder #184: The Ghouls Hunger","spell":["Dimension Door","True Seeing"],"trait_group":["Creature Type","Monster","Rarity"],"ac":31,"level":11,"spell_dc":[31],"source_category":["Adventure Paths"],"sense":" greater darkvision , scent (imprecise) 30 feet, true seeing ","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"mental":10,"physical":10},"url":"/Monsters.aspx?ID=2145","intelligence":-2,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Greater darkvision","fortitude_save":23,"source_group":["Blood Lords"],"size":["Huge"],"spoilers":"Blood Lords","name":"Nydazuul","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[27,33],"slug":"creature-2145"},{"primary_source_category":"Adventure Paths","strength":4,"hp":240,"language":["Abyssal","Common","Necril","Undercommon"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","charisma":6,"perception":29,"stealth":"26","trait":["Ghoul","Undead","Unique","CE","Medium"],"id":"creature-2146","text":" Yurgak Recall Knowledge - Undead (Religion): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Yurgak Source Pathfinder #184: The Ghouls Hunger pg. 30 Perception +29; darkvision Languages Abyssal, Common, Necril, Undercommon Skills Acrobatics +24, Arcana +24, Crafting +24, Deception +26, Intimidation +26, Medicine +28, Occultism +24, Religion +28, Society +24, Stealth +26 Str +4 Dex +6 Con +5 Int +4 Wis +8 Cha +6 Items cloak of the bat , +2 greater striking corrosive flail --- AC 36 Fort +24 Ref +25 Will +28 HP 240 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 30 feet, burrow 5 feet Melee Single Action flail +26 (Disarm, Sweep, Trip), Damage 3d6+10 bludgeoning plus 1d6 acid Melee Single Action jaws +27 (Finesse), Damage 3d12+10 piercing plus ghoul fever and paralysis Melee Single Action claw +27 (Agile, Finesse), Damage 3d10+10 slashing plus paralysis Divine Spells Prepared DC 34, attack +26 - Cantrips (7th) Detect Magic, Divine Lance, Prestidigitation, Read Aura, Shield - 1st Command, Ray of Enfeeblement, Sanctuary - 2nd Darkness, See Invisibility, Spiritual Weapon - 3rd Blindness, Fear, Vampiric Touch - 4th Freedom of Movement, Silence, Talking Corpse - 5th Command, Flame Strike, Shadow Blast - 6th Blade Barrier, Spirit Blast, Vampiric Exsanguination - 7th Dispel Magic, Finger of Death, Harm (×7) Rituals - 2nd Corpse Communion - 6th Planar Binding Cleric Domain Spells DC 34, 2 Focus Points - 7th Overstuff, Touch of Undeath Consume Flesh Single Action (Manipulate) Requirements The ghoul is adjacent to the corpse of a creature that died within the last hour. Effect The ghoul devours a chunk of the corpse and regains 7d6 Hit Points. It can regain Hit Points from any given corpse only once. Yurgak also absorbs a portion of the memories once possessed by the creature she fed upon, potentially revealing secrets held by the flesh at the GM's discretion, and also gains a +1 status bonus to all skill checks for 1 minute. Ghoul Fever (Disease) Saving Throw Fortitude DC 32; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight. Paralysis (Incapacitation, Occult, Necromancy) Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 32 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Recall Memory Two Actions (Concentrate) Frequency once per day; Effect Yurgak focuses her thoughts and recalls a memory from a previously fed-upon corpse. She can attempt to Recall Knowledge using any Lore as if she has legendary proficiency with it (+26 on the check). Swift Leap Single Action (Move) The ghoul jumps up to half its Speed. This movement doesn't trigger reactions. ","skill_mod":{"society":24,"deception":26,"crafting":24,"stealth":26,"arcana":24,"medicine":28,"intimidation":26,"occultism":24,"acrobatics":24,"religion":28},"primary_source":"Pathfinder #184: The Ghouls Hunger","spell":["Dispel Magic","Finger of Death","Harm","Blade Barrier","Spirit Blast","Vampiric Exsanguination","Command","Flame Strike","Shadow Blast","Freedom of Movement","Silence","Talking Corpse","Blindness","Fear","Vampiric Touch","Darkness","See Invisibility","Spiritual Weapon","Ray of Enfeeblement","Sanctuary","Detect Magic","Divine Lance","Prestidigitation","Read Aura","Shield","Overstuff","Touch of Undeath"],"ac":36,"item":["cloak of the bat","+2 greater striking corrosive flail"],"level":14,"spell_dc":[34,34],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":25,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":24,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Yurgak","alignment":"CE","rarity":"unique","strike_damage_average":[24,26,29],"attack_bonus":[26,27,27],"constitution":5,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[26],"will_save":28,"speed":{"max":30,"land":30,"burrow":5},"wisdom":8,"weakness":{},"creature_ability":["Consume Flesh","Ghoul Fever","Paralysis","Recall Memory","Swift Leap"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Arcana","Crafting","Deception","Intimidation","Medicine","Occultism","Religion","Society","Stealth"],"tradition":["Divine"],"trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2146","dexterity":6,"category":"creature","slug":"creature-2146"},{"attack_bonus":[24],"constitution":7,"primary_source_category":"Adventure Paths","strength":7,"hp":195,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","magic (see Golem Antimagic below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","creature_family":"Golem","will_save":17,"charisma":-5,"speed":{"max":25,"land":25},"perception":17,"wisdom":0,"weakness":{},"creature_ability":["Golem Antimagic","Vulnerable to Shatter","Spell Reflection","Solar Flare"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Stealth"],"stealth":"18","trait":["Construct","Golem","Mindless","Rare","N","Medium"],"id":"creature-2147","text":" Solar Glass Golem Recall Knowledge - Construct (Arcana, Crafting): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Solar Glass Golem Source Pathfinder #184: The Ghouls Hunger pg. 40 Perception +17; darkvision Languages Skills Acrobatics +20, Athletics +22, Stealth +18 Str +7 Dex +5 Con +7 Int -5 Wis +0 Cha -5 --- AC 31 Fort +20 Ref +20 Will +17 HP 195 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see Golem Antimagic below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 10 (except adamantine or bludgeoning) Golem Antimagic harmed by sonic (8d6, 2d6 from areas or persistent magic); healed by fire (2d6 HP); slowed by cold Vulnerable to Shatter A glass golem is affected by the shatter spell as though the golem were an unattended object. Spell Reflection Reaction (abjuration, arcane) Trigger The glass golem is targeted by a spell; Effect The glass golem positions its magical, reflective surfaces to turn the spell back on the caster. It tries to counteract the spell by attempting an Acrobatics check for its counteract check. If it successfully counteracts the spell, the effect is turned back on the caster. --- Speed 25 feet Melee Single Action stained glass frame +24 (Agile, Magical, versatile P), Damage 2d6+13 slashing plus 1d6 bleed Solar Flare Two Actions (Evocation, Light) The glass golem holds up its stained-glass frame and angles it downward, causing the image of the sun in the artwork to flash brightly, illuminating a 30-foot cone. This blast of light deals 8d6 fire damage to creatures in the area, plus 4d6 additional positive damage to undead creatures. Each creature in the area must attempt a DC 30 Reflex save. If this solar flare overlaps an area of magical darkness, it attempts to counteract the darkness effect (+22 counteract check). Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is dazzled for 1 minute. Critical Failure The creature takes full damage and is blinded permanently. ","skill_mod":{"stealth":18,"athletics":22,"acrobatics":20},"primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["Creature Type","Monster","Rarity"],"ac":31,"level":11,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=2147","intelligence":-5,"reflex_save":20,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":20,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Solar Glass Golem","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[23],"slug":"creature-2147"},{"primary_source_category":"Adventure Paths","strength":0,"hp":190,"language":["Common","Gnomish","Kelish","Necril"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","charisma":5,"perception":17,"stealth":"21","trait":["Gnome","Humanoid","Unique","CE","Small"],"id":"creature-2148","text":" Rumin Purgo Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Rumin Purgo Source Pathfinder #184: The Ghouls Hunger pg. 42 Perception +17; low-light vision Languages Common, Gnomish, Kelish, Necril Skills Arcana +22, Crafting +22, Deception +22, Mechitar Lore +20, Society +20, Stealth +21, Thievery +23 Str +0 Dex +4 Con +2 Int +3 Wis +2 Cha +5 Items bag of holding IV , +1 striking light mace , key to all locks in Cerulean Glade, +1 leather armor , wand of cone of cold --- AC 31 Fort +19 Ref +21 Will +19 HP 190 Evasion If Rumin rolls a success on a Reflex save, he gets a critical success instead. Susceptible to Mockery A character can attempt to Feint or Demoralize Rumin by mocking the fact that he hasn't yet been turned into a vampire. On a success, in addition to the normal effects, Rumin becomes sickened 1 (or sickened 3 on a critical success), but on a critical failure he becomes enraged and gains a +1 status bonus to Strikes and damage rolls against foes for 1 minute, during which time he can't be mocked further. --- Speed 25 feet Melee Single Action light mace +22 (Agile, Finesse, Shove), Damage 2d4+10 bludgeoning Arcane Spontaneous Spells DC 30, attack +22 - Cantrips (6th) Daze, Detect Magic, Light, Mage Hand, Shield, Telekinetic Projectile - 1st Charm, Floating Disk, Magic Missile, Unseen Servant - 2nd Blindness, Dispel Magic, Glitterdust, Hideous Laughter, Mirror Image (3 slots) - 3rd Haste, Magic Missile, Shrink Item (3 slots) - 4th Dimension Door, Fly, Invisibility, Shatter (3 slots) - 5th Dispel Magic, Hallucination, Prying Eye, Subconscious Suggestion (3 slots) - 6th Disintegrate, Mislead, Phantasmal Killer (2 slots) Sorcerer Bloodline Spells DC 30, attack +22, 2 Focus Points - 6th Ancestral Memories, Extend Spell Sneak Attack Rumin's Strikes deal an additional 2d6 precision damage to flat-footed creatures ","skill_mod":{"society":20,"deception":22,"thievery":23,"crafting":22,"stealth":21,"arcana":22},"primary_source":"Pathfinder #184: The Ghouls Hunger","spell":["Disintegrate","Mislead","Phantasmal Killer","Dispel Magic","Hallucination","Prying Eye","Subconscious Suggestion","Dimension Door","Fly","Invisibility","Shatter","Haste","Magic Missile","Shrink Item","Blindness","Glitterdust","Hideous Laughter","Mirror Image","Charm","Floating Disk","Unseen Servant","Daze","Detect Magic","Light","Mage Hand","Shield","Telekinetic Projectile","Ancestral Memories","Extend Spell"],"ac":31,"item":["bag of holding IV","+1 striking light mace","key to all locks in Cerulean Glade","+1 leather armor","wand of cone of cold"],"level":11,"spell_dc":[30,30],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":19,"source_group":["Blood Lords"],"size":["Small"],"spoilers":"Blood Lords","name":"Rumin Purgo","alignment":"CE","rarity":"unique","strike_damage_average":[15],"attack_bonus":[22],"constitution":2,"spell_attack_bonus":[22,22],"will_save":19,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Evasion","Susceptible to Mockery","Sneak Attack"],"primary_source_group":"Blood Lords","skill":["Arcana","Crafting","Deception","Mechitar Lore","Society","Stealth","Thievery"],"tradition":["Arcane"],"trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/NPCs.aspx?ID=2148","dexterity":4,"category":"creature","slug":"creature-2148"},{"attack_bonus":[20,21,22],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":132,"language":["Common","Necril"],"immunity":["death effects","disease","paralyze","poison","sleep"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","creature_family":"Vampire","will_save":21,"charisma":3,"speed":{"climb":25,"max":25,"land":25},"perception":21,"wisdom":5,"weakness":{},"creature_ability":["Children of the Night","Mist Escape","Change Shape","Create Spawn","Dominate","Drink Blood","Turn to Mist","Sneak Attack"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Deception","Intimidation","Society","Stealth"],"stealth":"19","trait":["Rare","Undead","Vampire","CE","Medium"],"id":"creature-2149","text":" Vampire Guardian Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Vampire Guardian Source Pathfinder #184: The Ghouls Hunger pg. 50 Perception +21; darkvision Languages Common, Necril Skills Acrobatics +19, Athletics +21, Deception +19, Intimidation +19, Society +18, Stealth +19 Str +5 Dex +3 Con +2 Int +2 Wis +5 Cha +3 Children of the Night (divine, enchantment, mental) The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include rat swarms, bat swarms, and wolves, but can include other creatures. The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back. Items +1 striking rapier , +1 leather armor , +1 striking composite shortbow (20 arrows) --- AC 29 Fort +17 Ref +19 Will +21 HP 132 (coffin restoration, fast healing 10, negative healing) Immunities death effects, disease, paralyze, poison, sleep Resistances physical 10 (except magical silver) Weaknesses vampire weaknesses Mist Escape Free Action Trigger The vampire is reduced to 0 HP. Effect The vampire uses Turn to Mist. It can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage. It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first. --- Speed 25 feet, climb 25 feet Melee Single Action rapier +22 (deadly d8, Disarm, Finesse), Damage 2d6+11 piercing Melee Single Action claw +21 (Agile), Damage 2d6+11 slashing plus Grab Ranged Single Action shortbow +20 (deadly d10, Propulsive, range 60 feet), Damage 2d6+11 piercing Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf. Use the options in the aerial form and animal form spells as guidelines. A vampire guardian's giant bat form's fangs have a +21 attack bonus and deal 2d6+11 piercing damage. Bat The vampire changes into a bat swarm or giant bat. It gains echolocation 40 feet, a land Speed of 20 feet and a fly Speed of 30 feet, and a fangs Strike with the same attack bonus as its highest melee attack. These fangs deal the same amount of damage as the vampire's claws, but deal piercing damage rather than slashing damage. Create Spawn (Divine, Downtime, Necromancy) If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights. If the new vampire is lower level than its creator, it is under the creator's control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire's Will DC. Dominate Two Actions (Divine, Enchantment, Incapacitation, Mental, Visual) The vampire can cast dominate at will as a divine innate spell (DC 26). Casting it requires staring into the target's eyes, giving the spell the visual trait. A creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell. Drink Blood Single Action (Divine, Necromancy) Requirement A grabbed, paralyzed, restrained, unconscious, or willing creature is within the vampire's reach. Effect The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and the vampire guardian regains 13 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes. Turn to Mist Single Action (Concentrate, Divine, Transmutation) The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely. Sneak Attack A vampire guardian deals 1d6 extra precision damage to flat-footed creatures. ","skill_mod":{"society":18,"deception":19,"stealth":19,"athletics":21,"intimidation":19,"acrobatics":19},"primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["Rarity","Creature Type","Monster"],"ac":29,"item":["+1 striking rapier","+1 leather armor","+1 striking composite shortbow (20 arrows)"],"level":10,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=2149","intelligence":2,"reflex_save":19,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Vampire Guardian","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[18,18,18],"slug":"creature-2149"},{"primary_source_category":"Adventure Paths","strength":4,"hp":200,"language":["Common","Necril","Varisian"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","charisma":7,"perception":23,"trait":["Undead","Unique","Vampire","NE","Medium"],"id":"creature-2150","text":" Harmony In Agony Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Harmony In Agony Source Pathfinder #184: The Ghouls Hunger pg. 60 Perception +23; darkvision Languages Common, Necril, Varisian Skills Acrobatics +26, Deception +26, Diplomacy +24, Occultism +22, Performance +26, Society +24 Str +4 Dex +7 Con +4 Int +5 Wis +4 Cha +7 Children of the Night (divine, enchantment, mental) The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include rat swarms, bat swarms, and wolves, but can include other creatures. The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back. Items +1 striking thundering bladed scarf --- AC 34 Fort +22 Ref +24 Will +25 HP 200 Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 10 (except magical silver) Weaknesses vampire weaknesses Distracting Bitterness A character can attempt to incite Harmony's bitterness by mentioning how Hyrune treats her like a servant rather than a companion by attempting a DC 32 Deception or Intimidation check. Critical Success Harmony shrieks in anger and abandons the fight at once, screaming “I'll teach him a lesson he won't soon forget!” as she Turns to Mist and leaves to seek out Hyrune. Success Harmony shrieks in anger, then becomes slowed 1 as her fury distracts her on the following round. Failure The attempt fails, and Harmony is temporarily immune to further attempts to distract her in this way from that character for 24 hours Critical Failure The attempt backfires, instead enraging Harmony. She is temporarily immune to further attempts to distract her in this way from anyone for 24 hours, and gains a +2 status bonus on Strikes made against the character who failed this check during this time. Mist Escape Free Action Trigger The vampire is reduced to 0 HP. Effect The vampire uses Turn to Mist. It can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage. It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first. --- Speed 25 feet, climb 25 feet Melee Single Action bladed scarf +27 (Disarm, Reach, Sweep, Trip), Damage 2d8+10 slashing plus 1d6 sonic Melee Single Action claw +26 (Agile), Damage 3d10+10 slashing plus Grab Occult Spontaneous Spells DC 33, attack +25 - Cantrips (7th) Daze, Detect Magic, Message, Shield, Telekinetic Projectile ( signature spell) - 1st Fear, Ray of Enfeeblement, soothe - 2nd dispel magic , Invisibility, Telekinetic Maneuver (3 slots) - 3rd Haste, Paralyze, vampiric touch - 4th dimension door , Fly, Modify Memory (3 slots) - 5th Prying Eye, shadow blast , Sound Burst (3 slots) - 6th Mislead, Scrying, vampiric exsanguination - 7th Prismatic Spray, Visions of Danger (2 slots) Bard Composition Spells DC 33, 2 Focus Points - Cantrips (7th) Inspire Courage - 7th Counter Performance, Lingering Composition Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf. Use the options in the aerial form and animal form spells as guidelines. Harmony in Agony's giant bat shape's fangs have a +26 attack bonus and deal 3d8+10 piercing damage. Bat The vampire changes into a bat swarm or giant bat. It gains echolocation 40 feet, a land Speed of 20 feet and a fly Speed of 30 feet, and a fangs Strike with the same attack bonus as its highest melee attack. These fangs deal the same amount of damage as the vampire's claws, but deal piercing damage rather than slashing damage. Create Spawn (Divine, Downtime, Necromancy) If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights. If the new vampire is lower level than its creator, it is under the creator's control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire's Will DC. Dominate Two Actions (Divine, Enchantment, Incapacitation, Mental, Visual) The vampire can cast dominate at will as a divine innate spell (DC 30). Casting it requires staring into the target's eyes, giving the spell the visual trait. A creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell. Drink Blood Single Action (Divine, Necromancy) Requirement A grabbed, paralyzed, restrained, unconscious, or willing creature is within the vampire's reach. Effect The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and the vampire regains 16 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. Signature Spells Harmony in Agony can freely heighten her signature spells (noted in her spell list above by asterisks. Turn to Mist Single Action (Concentrate, Divine, Transmutation) The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely. ","skill_mod":{"society":24,"diplomacy":24,"performance":26,"deception":26,"occultism":22,"acrobatics":26},"primary_source":"Pathfinder #184: The Ghouls Hunger","spell":["Prismatic Spray","Visions of Danger","Mislead","Scrying","Vampiric Exsanguination","Prying Eye","Shadow Blast","Sound Burst","Dimension Door","Fly","Modify Memory","Haste","Paralyze","Vampiric Touch","Dispel Magic","Invisibility","Telekinetic Maneuver","Fear","Ray of Enfeeblement","Soothe","Daze","Detect Magic","Message","Shield","Telekinetic Projectile","Counter Performance","Lingering Composition","Inspire Courage"],"ac":34,"item":["+1 striking thundering bladed scarf"],"level":13,"spell_dc":[33,33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":5,"reflex_save":24,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":22,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Harmony In Agony","alignment":"NE","rarity":"unique","strike_damage_average":[22,26],"attack_bonus":[26,27],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","sleep"],"spell_attack_bonus":[25],"will_save":25,"speed":{"climb":25,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Children of the Night","Distracting Bitterness","Mist Escape","Change Shape","Create Spawn","Dominate","Drink Blood","Signature Spells","Turn to Mist"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Deception","Diplomacy","Occultism","Performance","Society"],"tradition":["Occult"],"trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2150","dexterity":7,"category":"creature","slug":"creature-2150"},{"attack_bonus":[29,29],"constitution":4,"primary_source_category":"Adventure Paths","strength":8,"hp":270,"language":["Aklo","Necril","Undercommon"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","will_save":29,"charisma":4,"speed":{"fly":30,"max":30,"land":15},"perception":29,"wisdom":8,"weakness":{},"creature_ability":["Echolocation","Bone-Shattering Screech","Ghoul Fever","Paralysis"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Intimidation"],"trait":["Undead","Unique","CE","Large"],"id":"creature-2151","text":" Ancient Skaveling Recall Knowledge - Undead (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Ancient Skaveling Source Pathfinder #184: The Ghouls Hunger pg. 63 Perception +29; darkvision, echolocation 60 feet Languages Aklo, Necril, Undercommon Skills Acrobatics +27, Athletics +29, Intimidation +25 Str +8 Dex +6 Con +4 Int +3 Wis +8 Cha +4 Echolocation The ancient skaveling can use its hearing as a precise sense at the listed range. --- AC 37 Fort +25 Ref +27 Will +29 HP 270 --- Speed 15 feet, fly 30 feet Melee Single Action fangs +29 (Magical), Damage 3d12+16 piercing plus ghoul fever and paralysis Melee Single Action wing +29 (Agile, Magical), Damage 3d8+16 bludgeoning plus paralysis Bone-Shattering Screech Two Actions (Auditory, Emotion, Fear, Mental, Necromancy, Occult, Sonic) The ancient skaveling unleashes a devastating screech that not only chills the bones but shatters them. The screech can be heard throughout the region and alerts all creatures in the Hanging Castle. Creatures in a 20-foot emanation take 12d6 sonic damage and must attempt a DC 36 Will save. The ancient skaveling can't use Bone-Shattering Screech again for 1d4 rounds. Critical Success The creature is unaffected and is temporarily immune to Bone-Shattering Screech for 24 hours. Success The creature takes half damage and is frightened 1. Failure The creature takes full damage and is frightened 2 Critical Failure The creature takes double damage, is frightened 3, and is stunned 3. Ghoul Fever (disease) Saving Throw DC 36 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight Paralysis (Incapacitation, Necromancy, Occult) Any creature hit by the skaveling's Strikes must attempt a DC 36 Fortitude save. Critical Success The creature is unaffected. Success The creature is slowed 1. Failure The creature is paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each save. ","skill_mod":{"athletics":29,"intimidation":25,"acrobatics":27},"primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["Creature Type","Rarity"],"ac":37,"level":15,"source_category":["Adventure Paths"],"sense":" darkvision , echolocation 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2151","intelligence":3,"reflex_save":27,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":25,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Ancient Skaveling","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[29,35],"slug":"creature-2151"},{"primary_source_category":"Adventure Paths","strength":5,"hp":210,"language":["Abyssal","Celestial","Common","Draconic","Necril"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","charisma":4,"perception":23,"stealth":"24","trait":["Uncommon","Undead","NE","Medium"],"id":"creature-2152","text":" Bloodshroud During the war between Geb and Nex, necromancers conducted dangerous magical experiments to gain every possible advantage over their enemies. One such endeavor attempted to distill the essence of vampiric mists to create a protective shroud for an army of undead maguses. Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Bloodshroud Source Pathfinder #184: The Ghouls Hunger pg. 82 Perception +23; darkvision, lifesense 60 feet Languages Abyssal, Celestial, Common, Draconic, Necril Skills Acrobatics +27, Arcana +27, Athletics +22, Occultism +27, Stealth +24 Str +5 Dex +8 Con +2 Int +5 Wis +5 Cha +4 Items +1 striking greatsword --- AC 33 Fort +20 Ref +26 Will +23 HP 210 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10 Sanguine Shroud (death, necromancy, occult) The bloodshroud is enveloped by a shroud of flowing blood. If a creature deals damage to a bloodshroud with a melee Strike or touches the bloodshroud, the creature must attempt a DC 30 Fortitude save. Any temporary Hit Points the bloodshroud gains from Sanguine Shroud fade after 1 hour. Critical Success As success, but the creature becomes temporarily immune to Sanguine Shroud for 24 hours. Success The creature is unaffected. Failure The creature becomes drained 1 and takes 2d6 persistent bleed damage. The bloodshroud gains 15 temporary Hit Points. Critical Failure As failure, but the creature becomes drained 2, and the bloodshroud gains 25 temporary Hit Points. Bloodshift Reaction (conjuration, necromancy, teleportation) Trigger A creature within 30 feet of the bloodshroud takes damage; Effect The bloodshroud transports itself and any items it's carrying to any unoccupied space adjacent to the triggering creature. --- Speed fly 30 feet Melee Single Action greatsword +26 (Magical, versatile P), Damage 3d10+15 slashing Melee Single Action claw +25 (Agile, Finesse), Damage 3d8+14 slashing Arcane Innate Spells DC 33, attack +25 - 6th Acid Arrow (×3), Chromatic Ray (×3), Scorching Ray (×3), Shocking Grasp (×3) - 7th Disintegrate - 8th Polar Ray (×3) Spellstrike Two Actions Frequency until recharged; Effect The bloodshroud channels a spell that takes 1 or 2 actions to cast and requires a spell attack roll into a claw or greatsword Strike. The effects of the spell don't occur immediately but are imbued into the bloodshroud's attack instead. The bloodshroud makes a melee Strike with a weapon or claw. The spell is coupled with the bloodshroud's attack, using the attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the purposes of determining the bloodshroud's multiple attack penalty, but the penalty is not applied until after the Spellstrike. Using Bloodshift automatically recharges the bloodshroud's Spellstrike. Blood-Borne Protectors Vampires, liches, demons, devils, and other powerful evil creatures throughout Golarion might attempt to bind bloodshrouds to their will, perhaps by promising to reverse the magical misfortune that stripped them of their flesh and encased them in permanent shrouds of blood. However, whether such creatures could deliver such a prize remains to be seen. ","skill_mod":{"stealth":24,"arcana":27,"athletics":22,"occultism":27,"acrobatics":27},"image":["/Images/Monsters/Bloodshroud.png"],"primary_source":"Pathfinder #184: The Ghouls Hunger","spell":["Polar Ray","Disintegrate","Acid Arrow","Chromatic Ray","Scorching Ray","Shocking Grasp"],"ac":33,"item":["+1 striking greatsword"],"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 60 feet","resistance":{"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10},"intelligence":5,"reflex_save":26,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":20,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Bloodshroud","alignment":"NE","rarity":"uncommon","strike_damage_average":[27,31],"attack_bonus":[25,26],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[25],"will_save":23,"speed":{"fly":30,"max":30},"wisdom":5,"weakness":{},"creature_ability":["Sanguine Shroud","Bloodshift","Spellstrike"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Arcana","Athletics","Occultism","Stealth"],"tradition":["Arcane"],"summary":"During the war between Geb and Nex, necromancers conducted dangerous magical experiments to gain every possible advantage over their enemies. One …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2152","dexterity":8,"category":"creature","slug":"creature-2152"},{"primary_source_category":"Adventure Paths","strength":9,"hp":290,"language":["Abyssal","Celestial","Common","Draconic","Necril","<%UMR%37%%>telepathy<%END> 100 feet"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","charisma":4,"perception":20,"stealth":"27","trait":["Demon","Fiend","Uncommon","CE","Large"],"id":"creature-2153","text":" Urglid (Grave Demon) The hulking monstrosities known as urglids form from the souls of murderous undertakers, sadists who buried their victims alive, and intentionally neglectful grave keepers who gave up their watch over the dead. Standing over 30 feet tall and weighing over 3,000 pounds, the demon's head seems sunken into its torso, and a gaping, toothy mouth opens at the top of its chest. Recall Knowledge - Fiend (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Urglid Source Pathfinder #184: The Ghouls Hunger pg. 83 Perception +20; darkvision, tremorsense (imprecise) 60 feet, true seeing Languages Abyssal, Celestial, Common, Draconic, Necril; telepathy 100 feet Skills Abyss Lore +24, Athletics +27, Crafting +24, Deception +22, Intimidation +27, Religion +24, Society +22, Stealth +27 Str +9 Dex +4 Con +8 Int +4 Wis +3 Cha +4 Consecration Vulnerability Dedicated to the desecration of graves, an urglid takes 3d6+6 mental damage each round it's within the area of an effect with the consecration trait. In addition, the demon takes triple the damage from holy water . --- AC 31 Fort +26 Ref +20 Will +20 +1 status to all saves vs. magic HP 290 Weaknesses cold iron 10, good 10 --- Speed 30 feet, burrow 40 feet, climb 20 feet; earth glide Melee Single Action claw +27 (Agile, deadly 2d10, Evil, Magical, reach 10 feet), Damage 3d10+16 slashing damage Melee Single Action leg +25 (Agile, Evil, Magical, reach 15 feet), Damage 3d12+21 bludgeoning Divine Innate Spells DC 30 - 3rd Earthbind (at will) - 5th Passwall (at will), Wall of Stone (×3) - 8th Earthquake - Constant (6th) True Seeing Divine Rituals DC 32 - 1st Abyssal Pact Earth Glide The urglid can Burrow through any earthen matter, including rock. When they do so, the urglid moves at their full burrow Speed, leaving no tunnels or signs of its passing unless they choose to do so. Gravechoke Two Actions (Concentrate, Conjuration, Divine, Earth, Olfactory) The urglid emits a putrid pulse that targets all living creatures within a 30-foot emanation. Creatures in this area that fail a DC 30 Fortitude save become sickened 1 (sickened 2 on a critical failure). Ravenous Earth Single Action (Concentrate, Conjuration, Earth, Evil) With a single, devious thought, the urglid causes a mound of grave soil to well up at a creature's feet. A creature failing a DC 30 Reflex save is restrained. The restrained creature then begins sinking below the ground into a spontaneously formed grave. A creature restrained by this ability for three rounds is buried 6 feet deep in the ground and begins suffocating within 1 minute. A buried creature must be dug up to be freed (see Burial). A creature who is slain by Ravenous Earth rises as a ghoul the next midnight. Kabriri's Excavators While many loathe urglids for their ravenous appetite for burial and wanton destruction, priests of Kabriri insist that the demon lord blessed and oversaw their creation, trusting the fiends with digging the labyrinthine network of tunnels that connect Everglut with the Material Plane. It's no surprise, then, that where there's an urglid, there's possibly a pathway to the Abyss— and plenty of ghouls. ","skill_mod":{"society":22,"deception":22,"crafting":24,"stealth":27,"athletics":27,"intimidation":27,"religion":24},"image":["/Images/Monsters/Demon_Urglid.png"],"primary_source":"Pathfinder #184: The Ghouls Hunger","spell":["Earthquake","Passwall","Wall of Stone","Earthbind","True Seeing"],"ac":31,"level":13,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 60 feet, true seeing ","resistance":{},"intelligence":4,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":26,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Urglid","alignment":"CE","rarity":"uncommon","strike_damage_average":[32,40],"attack_bonus":[25,27],"constitution":8,"creature_family":"Demon","will_save":20,"speed":{"climb":20,"max":40,"land":30,"burrow":40},"wisdom":3,"weakness":{"cold_iron":10,"good":10},"creature_ability":["Consecration Vulnerability","Earth Glide","Gravechoke","Ravenous Earth"],"primary_source_group":"Blood Lords","skill":["Abyss Lore","Athletics","Crafting","Deception","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"The hulking monstrosities known as urglids form from the souls of murderous undertakers, sadists who buried their victims alive, and intentionally …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=2153","dexterity":4,"category":"creature","slug":"creature-2153"},{"primary_source_category":"Adventure Paths","strength":6,"hp":155,"language":["Common","Necril"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","charisma":4,"perception":15,"trait":["Ghoul","Uncommon","Undead","CE","Medium"],"id":"creature-2154","text":" Ghoul Antipaladin The church of Kabriri selects only the most devoted and deadly ghouls to protect their libraries of secret-filled tomes. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Ghoul Antipaladin Source Pathfinder #184: The Ghouls Hunger pg. 84 Perception +15; darkvision Languages Common, Necril Skills Acrobatics +18, Athletics +20, Intimidation +20, Kabriri Lore +18, Religion +18, Survival +18 Str +6 Dex +4 Con +6 Int +1 Wis +4 Cha +4 Items Flail, Full Plate, Heavy Crossbow (20 bolts), Steel Shield (Hardness 5, HP 20, BT 10) --- AC 29 (31 with shield raised) Fort +21 Ref +15 Will +18 HP 155 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Destructive Vengeance Reaction Trigger The ghoul antipaladin takes damage from an enemy within 15 feet; Effect The ghoul antipaladin increases the amount of damage they take by 3d6, and they deal 3d6 damage to the triggering enemy, choosing evil or negative damage to deal to the enemy each time the antipaladin uses this reaction. In addition, the antipaladin deals 4 extra damage of the chosen type with their Strikes against the triggering creature until the end of the antipaladin's turn. An enemy damaged from the ghoul antipaladin's Destructive Vengeance also takes 4 persistent evil damage; this applies only to the damage the reaction itself deals to the triggering creature, not the damage the antipaladin deals with subsequent Strikes. Shield Block Reaction --- Speed 20 feet Melee Single Action jaws +19, Damage 2d8+11 piercing plus ghoul fever and paralysis Melee Single Action claw +19 (Agile), Damage 2d6+9 slashing plus paralysis Melee Single Action flail +19 (Disarm, Sweep, Trip), Damage 2d10+13 bludgeoning Ranged Single Action heavy crossbow +19 (range increment 120 feet, reload 2), Damage 2d8+11 piercing Champion Devotion Spells DC 25, 1 Focus Point - 5th Touch of Corruption Consume Flesh Single Action (Manipulate) Requirements The ghoul antipaladin is adjacent to the corpse of a creature that died within the last hour; Effect The ghoul antipaladin devours a chunk of the corpse and regains 4d6 Hit Points. It can regain Hit Points from any given corpse only once. Ghoul Fever (Disease) Saving Throw Fortitude DC 27; Stage 1 carrier with no effect (1 day); Stage 2 3d6 negative damage and regains half as many hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight Paralysis (Incapacitation, Occult, Necromancy) Any living, non-elf creature hit by a ghoul antipaladin's attack must succeed at a DC 25 Fortitude save or become paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Swift Leap Single Action (Move) The ghoul antipaladin jumps up to half its Speed. This movement doesn't trigger reactions. ","skill_mod":{"survival":18,"athletics":20,"intimidation":20,"acrobatics":18,"religion":18},"image":["/Images/Monsters/Ghoul_GhoulAntipaladin.png"],"primary_source":"Pathfinder #184: The Ghouls Hunger","spell":["Touch of Corruption"],"ac":29,"item":["Flail","Full Plate","Heavy Crossbow (20 bolts)","Steel Shield (Hardness 5, HP 20, BT 10)"],"level":9,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":15,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":21,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Ghoul Antipaladin","alignment":"CE","rarity":"uncommon","strike_damage_average":[16,20,20,24],"attack_bonus":[19,19,19,19],"constitution":6,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Ghoul","will_save":18,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{},"creature_ability":["Destructive Vengeance","Shield Block","Consume Flesh","Ghoul Fever","Paralysis","Swift Leap"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Intimidation","Kabriri Lore","Religion","Survival"],"summary":"The church of Kabriri selects only the most devoted and deadly ghouls to protect their libraries of secret-filled tomes.","trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2154","dexterity":4,"category":"creature","slug":"creature-2154"},{"primary_source_category":"Adventure Paths","strength":6,"hp":230,"language":["Abyssal","Common","Draconic","Kelish","Necril","Undercommon"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","charisma":5,"perception":25,"stealth":"27","trait":["Ghoul","Uncommon","Undead","NE","Medium"],"id":"creature-2155","text":" Ghoul Razorclaw Ghoul assassins who survive dipping their claws in molten adamantine transform into razorclaws. Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Ghoul Razorclaw Source Pathfinder #184: The Ghouls Hunger pg. 85 Perception +25; darkvision Languages Abyssal, Common, Draconic, Kelish, Necril, Undercommon Skills Acrobatics +27, Athletics +24, Deception +24, Diplomacy +24, Intimidation +24, Medicine +24, Society +24, Stealth +27, Thievery +27, Underworld Lore +24 Str +6 Dex +7 Con +2 Int +5 Wis +4 Cha +5 Items +1 striking composite shortbow (20 arrows), Leather Armor, Shadow Essence (3), infiltrator thieves' tools --- AC 34 Fort +20 Ref +26 Will +23 HP 230 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Deny Advantage The razorclaw isn't flat-footed to creatures of 13th level or lower that are hidden, undetected, flanking, or using surprise attack. --- Speed 40 feet, climb 30 feet Melee Single Action jaws +27 (Finesse), Damage 3d8+12 piercing plus ghoul fever and paralysis Melee Single Action claw +27 (Agile, Finesse), Damage 3d6+12 slashing plus adamantine edges Ranged Single Action composite shortbow +27 (deadly 2d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 2d6+10 piercing Adamantine Edges The ghoul's claws have been dipped in adamantine. The razorclaw treats any object they hit with a claw Strike as if it had half as much Hardness and any creature they hit as if they had half as much physical resistance. Consume Flesh Single Action (Manipulate) Requirements The ghoul razorclaw is adjacent to the corpse of a creature that died within the last hour; Effect The ghoul razorclaw devours a chunk of the corpse and regains 7d6 Hit Points. It can regain Hit Points from any given corpse only once. Ghoul Fever (Disease) Saving Throw Fortitude DC 31; Stage 1 carrier with no effect (1 day); Stage 2 4d6 negative damage and regains half as many hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 4d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight. Paralysis (Incapacitation, Occult, Necromancy) Any living, non-elf creature hit by a ghoul razorclaw's attack must succeed at a DC 31 Fortitude save or become paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Sneak Attack The ghoul razorclaw deals an extra 3d6 precision damage to flat-footed creatures. Surprise Attacker On the first round of combat, creatures that haven't acted yet are flat-footed to the ghoul razorclaw. Swift Leap Single Action (Move) The ghoul razorclaw jumps up to half its Speed. This movement doesn't trigger reactions. Fists Full of Gold While little is known about origin of the order of ghoul assassins who dip their claws into molten adamantine, survivors of razorclaw assassination attempts often find themselves with a lucrative opportunity should they be able to extract the precious metal from the claws of their would-be killers. A player character who uses an adamantine weapon or cutting tool to remove the adamantine and succeeds at a DC 35 Crafting check for each claw (up to 10) can remove 50 gp of adamantine, which can then be sold or Crafted into adamantine weapons or armor. ","skill_mod":{"society":24,"diplomacy":24,"deception":24,"thievery":27,"stealth":27,"medicine":24,"athletics":24,"intimidation":24,"acrobatics":27},"image":["/Images/Monsters/Ghoul_GhoulRazorclaw.png"],"primary_source":"Pathfinder #184: The Ghouls Hunger","ac":34,"item":["+1 striking composite shortbow (20 arrows)","Leather Armor","Shadow Essence (3)","infiltrator thieves' tools"],"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":26,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":20,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Ghoul Razorclaw","alignment":"NE","rarity":"uncommon","strike_damage_average":[17,22,25],"attack_bonus":[27,27,27],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Ghoul","will_save":23,"speed":{"climb":30,"max":40,"land":40},"wisdom":4,"weakness":{},"creature_ability":["Deny Advantage","Adamantine Edges","Consume Flesh","Ghoul Fever","Paralysis","Sneak Attack","Surprise Attacker","Swift Leap"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Medicine","Society","Stealth","Thievery","Underworld Lore"],"summary":"Ghoul assassins who survive dipping their claws in molten adamantine transform into razorclaws.","trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2155","dexterity":7,"category":"creature","slug":"creature-2155"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":130,"language":["Common","Necril"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","charisma":5,"perception":20,"stealth":"22","trait":["Incorporeal","Spirit","Uncommon","Undead","CE","Large"],"id":"creature-2156","text":" Pyrogeist Born from the deaths of arsonists who died in the fires they started, pyrogeists are roiling infernos whose spectral fire emits no actual heat and harms only living creatures. Obsessed with sharing their torment with the living, pyrogeists haunt the area of their demise until whatever wrong they refuse to forgive has been righted, and they are finally put to rest. While pyrogeists can't set their own fires, they often use their terrifying illusory capabilities and telekinetic powers to lure their victims into setting themselves ablaze. Recall Knowledge - Spirit (Occultism): DC 29 Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Pyrogeist Source Pathfinder #184: The Ghouls Hunger pg. 86 Perception +20; darkvision Languages Common, Necril Skills Acrobatics +22, Intimidation +22, Stealth +22 Str -5 Dex +7 Con +0 Int -1 Wis +3 Cha +5 --- AC 29 Fort +16 Ref +19 Will +18 +1 status to all saves vs. positive HP 130 (negative healing) Immunities death effects, disease, paralyzed, precision, poison, unconscious Resistances all damage 5 (except force, ghost touch , or positive, double resistance against non-magical), channeling resistance (see below) Rejuvenation (necromancy, occult) When a pyrogeist is destroyed, it reforms where it was destroyed after 2d4 days, fully healed. The pyrogeist can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting. --- Speed fly 40 feet Melee Single Action ghastly flames +23 (Agile, Finesse, Magical, Negative, reach 10 feet), Damage 2d12+8 negative Occult Innate Spells DC 29, attack +21 - Cantrips (5th) Ghost Sound, Mage Hand - 2nd Telekinetic Maneuver (at will) - 5th Illusory Scene (at will), Telekinetic Haul (at will) Breath Weapon Two Actions (Arcane, Evocation, Negative) A pyrogeist can spit a cone of spectral fire in a 30-foot cone, dealing 10d6 negative damage (DC 29 basic Fortitude save). A creature that fails the save also takes 1d6 persistent negative damage and is subject to the effects of faerie fire until the persistent damage ends. Pyrokinetic Whirlwind Single Action (Concentrate, Negative, Occult, Transmutation, Polymorph) The pyrogeist transforms into a 40-foot tall vortex of spectral flame that appears to immolate everything within a 10-foot burst. A creature within this area take 2d12+20 negative damage (DC 29 basic Fortitude save). Soul Consumption (Divine, Evil, Necromancy) The spirit of a creature that dies from damage dealt by the pyrogeist's Pyrokinetic Whirlwind is trapped within the pyrogeist as if subjected to the effects of the bind soul spell. This effect persists until the pyrogeist is destroyed or chooses to set the soul free. The spirit remains trapped whether or not the pyrogeist is using Pyrokinetic Whirlwind. A pyrogeist can contain only one soul at a time in this manner. Extinguishing the Spectral Flames Putting a pyrogeist to rest permanently often requires a ritualist to perform burial rites with at least some fragment of the pyrogeist's mortal remains. Because what's left of a pyrogeist's living form has most likely melted beyond recognition, it can often be difficult to locate. Pyrogeists can sense innately when what lingers of their mortal forms has been disturbed, and often attack without provocation to quell the threat. When a pyrogeist is finally laid to rest and the appropriate sacraments have been performed, the pyrogeist fails to return to and no longer terrorizes the site of its death. ","skill_mod":{"stealth":22,"intimidation":22,"acrobatics":22},"image":["/Images/Monsters/Pyrogeist.png"],"primary_source":"Pathfinder #184: The Ghouls Hunger","spell":["Illusory Scene","Telekinetic Haul","Telekinetic Maneuver","Ghost Sound","Mage Hand"],"ac":29,"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":-1,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":16,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Pyrogeist","alignment":"CE","rarity":"uncommon","strike_damage_average":[21],"attack_bonus":[23],"constitution":0,"immunity":["death effects","disease","paralyzed","precision","poison","unconscious"],"spell_attack_bonus":[21],"will_save":18,"speed":{"fly":40,"max":40},"wisdom":3,"weakness":{},"creature_ability":["Rejuvenation","Breath Weapon","Pyrokinetic Whirlwind","Soul Consumption"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Intimidation","Stealth"],"tradition":["Occult"],"summary":"Born from the deaths of arsonists who died in the fires they started, pyrogeists are roiling infernos whose spectral fire emits no actual heat and …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2156","dexterity":7,"category":"creature","slug":"creature-2156"},{"attack_bonus":[20,24,26],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":250,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","will_save":19,"charisma":-3,"speed":{"climb":20,"max":40,"land":40},"perception":25,"wisdom":4,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Slow","Pressurized Pustules","Gaseous Smash","Necrotic Rot","Propulsive Pestilence"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics"],"trait":["Mindless","Uncommon","Undead","CE","Large"],"id":"creature-2157","text":" Rotbomber Disgusting and dangerous, rotbombers bound around on all four limbs, ripping off the pressurized and explosive necrotic pustules that grow out of their backs to lob them toward their enemies. When they explode, the pustules emit concussive blasts of force and deadly pestilence that can infect a victim. Though slow and overburdened by the intense weight of the pustules, rotbombers can move with a surprising speed when they need to hunt down their quarry. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Rotbomber Source Pathfinder #184: The Ghouls Hunger pg. 87 Perception +25; darkvision Languages Skills Acrobatics +25, Athletics +25 Str +5 Dex +7 Con +4 Int -3 Wis +4 Cha -3 Slow A rotbomber is permanently slowed 1 and can't use reactions. --- AC 31 Fort +19 Ref +25 Will +19 HP 250 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses positive 10, slashing 10 Pressurized Pustules When a rotbomber takes acid, fire, physical or sonic damage, there is a chance a prematurely developed pustule bursts open, determined by a DC 11 flat check. All creatures in a 10-foot emanation must succeed at DC 29 Fortitude save or become sickened 2. A creature that gets a critical failure becomes sickened 3. Any creature who attempts this save becomes temporarily immune to pressurized pustules for 24 hours. --- Speed 40 feet, climb 20 feet Melee Single Action jaws +24, Damage 3d8+12 piercing plus necrotic rot Melee Single Action fist +20 (reach 10 feet), Damage 3d6+10 bludgeoning Ranged Single Action necrotic pustule +26 (Negative, range increment 60 feet, Splash), Damage 3d10+14 bludgeoning and negative damage plus necrotic rot Gaseous Smash Two Actions Frequency once per round; Effect The rotbomber pulls two necrotic pustules from its body, one in each hand, and leaps into the air in an attempt to detonate them simultaneously on a hapless victim. The rotbomber Leaps up to 15 feet horizontally and 10 feet vertically to land in a square adjacent to a target creature and makes a necrotic pustule Strike against the target. If the Strike hits, it deals an additional 4d6 bludgeoning damage to the target. This counts as two attacks for the purposes of determining the rotbomber's multiple attack penalty, but the penalty does not increase until after the Gaseous Smash. Necrotic Rot (Disease, Necromancy, Negative) Necrotic rot withers and corrupts living tissue at an alarming rate. An infected creature can't heal damage it takes from necrotic rot until it has been cured of the disease. Saving Throw DC 29 Fortitude; Stage 1 2d6 negative damage (1 day); Stage 2 drained 1; Stage 3 3d6 negative damage and drained 2; Stage 4 dead, rising as a rotbomber immediately. Propulsive Pestilence The pressurized necrotic gases within the rotbomber's pustules make them explode far more dramatically than most alchemists' bombs. The rotbomber's necrotic pustules deal splash damage to every creature within 15 feet of the target. Rotbomber Variants Warning - this sidebar contains spoilers for the Blood Lords adventure path. Though the stat block presented for the rotbomber represents the most common version of the creature, GMs can feel free to experiment within the paradigms of the campaign to produce their own variants if they wish. For example, the Church of Urgathoa magically treats the shadow ash discovered by the player characters in chapter three to create frostbombers, whose necrotic pustules deal cold damage instead of negative damage. Such rotbomber variants can easily be made to harm foes with fire, electricity, sonic vibrations, or any other damage type the GM deems appropriate. ","skill_mod":{"athletics":25,"acrobatics":25},"summary":"Disgusting and dangerous, rotbombers bound around on all four limbs, ripping off the pressurized and explosive necrotic pustules that grow out of …","image":["/Images/Monsters/Rotbomber.png"],"primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["Monster","Rarity","Creature Type"],"ac":31,"level":12,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=2157","intelligence":-3,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":19,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Rotbomber","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[20,25,30],"slug":"creature-2157"},{"attack_bonus":[23,23],"constitution":7,"primary_source_category":"Adventure Paths","strength":8,"hp":220,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","will_save":16,"charisma":0,"speed":{"max":30,"land":30,"burrow":20},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Consume Flesh","Fetid Screech","Ghoul Fever","Paralysis","Rock Tunneler","Tunneling Strike"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"22","trait":["Ghoul","Uncommon","Undead","CE","Large"],"id":"creature-2158","text":" Straugh When skirmishes break out between tunneling ghouls and creatures that dwell beneath the surface of Golarion, there's a chance that ghoul fever could infect such animals, producing strange new variants of ghoul beasts. However, letting the natural corruption run its course sometimes results in unsatisfying monsters, so some necromancers speed the process. This is the situation that led to the creation of the first straugh. A priest of Kabriri made the monstrosity to defend a claimed cemetery from another sect of ghouls who were preying upon the interred bodies. In some places, ghouls use straughs to tunnel into rival warrens or highly fortified mausoleums. Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Straugh Source Pathfinder #184: The Ghouls Hunger pg. 88 Perception +17; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +17, Athletics +22, Intimidation +17, Stealth +22, Survival +22 Str +8 Dex +3 Con +7 Int -4 Wis +3 Cha +0 --- AC 29 Fort +22 Ref +16 Will +16 HP 220 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 30 feet, burrow 20 feet Melee Single Action beak +23, Damage 2d12+12 piercing plus ghoul fever and paralysis Melee Single Action talon +23, (Agile, reach 10 feet), Damage 2d8+12 piercing plus Improved Grab and paralysis Consume Flesh Single Action (Manipulate) Requirements The straugh is adjacent to the corpse of a creature that died within the last hour; Effect The straugh devours a chunk of the corpse and regains 7d6 Hit Points. It can regain Hit Points from any given corpse only once. Fetid Screech Single Action (Olfactory) Unaware that its vocal organs have withered and decayed, the straugh instinctively but ineffectively attempts to screech, instead releasing malodorous gas, half-digested corpse flesh, and small swarms of maggots from its open beak. The straugh releases a disgusting cloud of gas and decaying detritus in a 15-foot cone; any creature within the area must attempt a DC 28 Fortitude save. On a failure, the creature is sickened 2. On a critical failure, the creature also takes a –5 foot status penalty to its Speeds for 1 round. Any creature that succeeds at the save is temporarily immune to Fetid Screech for 24 hours. Ghoul Fever (Disease) Saving Throw Fortitude DC 28; Stage 1 carrier with no effect (1 day); Stage 2 4d8 negative damage and regains half as many hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 4d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight Paralysis (Incapacitation, Occult, Necromancy) Any living, non-elf creature hit by a ghoul antipaladin's attack must succeed at a DC 26 Fortitude save or become paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Rock Tunneler A straugh can burrow through solid stone at a Speed of 10 feet. It can leave a tunnel if it desires, and it usually does. Tunneling Strike Two Actions (Earth) Requirements The straugh has Burrowed underground and remains undetected by the creature it plans to attack; Effect The straugh Burrows twice to emerge from the ground adjacent to at least one enemy and immediately makes a Strike against that foe. Hungry Beasts Some creatures are especially engineered by foul necromancers to have traits like that of ghouls. Skavelings and straughs are examples of this. As a GM you can create your own ghoul variants if you wish. Pathfinder Book of the Dead (see Undead Adjustments) provides advice on how to accomplish this on the fly with nearly any creature, though some make more sense than others. The best creatures to receive the ghoul treatment are those normally associated with being ravenous and dangerous. When you want a creature that is significantly more powerful than the base creature, it's sometimes best to be your own necromancer and design a ghoul-like undead beast from the ground up to reflect their increased threat level. ","skill_mod":{"survival":22,"stealth":22,"athletics":22,"intimidation":17,"acrobatics":17},"summary":"When skirmishes break out between tunneling ghouls and creatures that dwell beneath the surface of Golarion, there's a chance that ghoul fever …","image":["/Images/Monsters/Straugh.png"],"primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["Monster","Rarity","Creature Type"],"ac":29,"level":10,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=2158","intelligence":-4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":22,"source_group":["Blood Lords"],"size":["Large"],"spoilers":"Blood Lords","name":"Straugh","alignment":"CE","category":"creature","rarity":"uncommon","strike_damage_average":[21,25],"slug":"creature-2158"},{"attack_bonus":[29,29],"constitution":8,"primary_source_category":"Adventure Paths","strength":8,"hp":255,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","will_save":22,"charisma":-5,"speed":{"max":25,"land":25},"perception":25,"wisdom":2,"weakness":{},"creature_ability":["Breath of Phantasms","Draw the Line","Nightmare Essence","Skull Charge"],"primary_source_group":"Blood Lords","skill":["Athletics"],"trait":["Construct","Dream","Mindless","Rare","N","Medium"],"id":"creature-2159","text":" Terrorguard Spellcasters who harness the power of the Dimension of Dreams may use it to fuel vicious servitors known as terrorguards—hulking terrors adorned with frames made of an Abysium alloy. Terrorguards come in many forms; creators often design the constructs' frames to mimic grotesque aberrations by mixing-and-matching parts. Recall Knowledge - Construct (Arcana, Crafting): DC 37 Recall Knowledge - Dream (Occultism): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Terrorguard Source Pathfinder #184: The Ghouls Hunger pg. 89 Perception +25; darkvision Languages Skills Athletics +28 Str +8 Dex +5 Con +8 Int -5 Wis +2 Cha -5 --- AC 37 Fort +28 Ref +25 Will +22 HP 255 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious --- Speed 25 feet Melee Single Action dreamscythe +29 (deadly d10, Magical, Negative, reach 10 feet, Trip), Damage 3d10+18 slashing plus nightmare essence Melee Single Action horn +29, Damage 3d10+18 bludgeoning Breath of Phantasms Three Actions (Death, Emotion, Fear, Illusion, Mental, Occult) Frequency once per day; Effect The terrorguard's ram-skull head opens at the jaw, allowing a horde of swirling phantasms to escape from its maw in a 30-foot cone. Each creature in the area is subjected to a 5th-level phantasmal killer spell (DC 31). Draw the Line Two Actions (Emotion, Fear, Illusion, Mental, Occult) A terrorguard plunges its dreamscythe into the ground and rends a glowing line across the surface that reverberates with the essence of the Dimension of Dreams. Chose up to four unoccupied squares which are adjacent to one another and adjacent to the terrorguard. For 1d4 rounds, any creature besides the terrorguard who enters such a square must succeed at a DC 31 Will save or become stunned 4 as they behold grotesque visions from the nightmare realm. A creature that succeeds at this save is temporarily immune to the effect for 24 hours. Nightmare Essence (Emotion, Fear, Illusion, Mental, Occult) A creature damaged by a terrorguard's dreamscythe hallucinates that the environment and creatures around them have transformed into a hellscape reminiscent of their most horrifying dreams. A creature hit with a dreamscythe Strike must succeed at a DC 31 Will save or become confused for 1 round. A creature who succeeds at this save is temporarily immune for 24 hours. Skull Charge Two Actions The terrorguard Strides twice in a straight line and then makes a horn Strike with a +1 circumstance bonus to its attack roll. Blades of Terror A terrorguard's dreamscythes have been carefully forged in the darkest places in the Dimension of Dreams, causing anyone cut by the blade to see the world around them as if they were trapped in their own worst nightmare. As such, some sinister artisans attempt to repurpose dreamscythe blades as components of new magic weapons. A character who spends two hours and succeeds at a DC 27 Crafting check can carefully extract the blade without harming it. Should a character fail, the blade crumbles into a choking dust, a swarm of harmless but disgusting insects, or dissolves into an oily fluid. Salvaged dreamscythes are treated as a scythe and do not carry along the terrorguard's nightmare essence ability. ","skill_mod":{"athletics":28},"summary":"Spellcasters who harness the power of the Dimension of Dreams may use it to fuel vicious servitors known as terrorguards—hulking terrors adorned …","image":["/Images/Monsters/Terrorguard.png"],"primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["Creature Type","Monster","Rarity"],"ac":37,"level":14,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2159","intelligence":-5,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":28,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Terrorguard","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[34,34],"slug":"creature-2159"},{"primary_source_category":"Adventure Paths","strength":8,"hp":240,"language":["Aklo","Ancient Osiriani","Common","Necril","Undercommon"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","charisma":5,"perception":27,"stealth":"27","trait":["Undead","Unique","Vampire","CE","Medium"],"id":"creature-2160","text":" Hyrune Loxenna, Blood Lord Of Geb Hyrune had been a vampire for well over a century before he finally caught Geb's attention by exposing a sect of Nexian spies. Geb elevated him to the role of Blood Lord, stationed him atop one of the alcazars, and awarded him an additional holding—a hidden fortress below Mechitar called the Hanging Castle. Hyrune's investigation of this abandoned ruin is where he first came into contact with images of the Great Old One Orgesh, and the strange visions and inspirations he felt tested his faith in Urgathoa. He's come to believe that somewhere between Urgathoa and Orgesh there exists a shadowy amalgamation of the two gods of gluttony. Campaign Role Hyrune is this adventure's primary antagonist, and as such he's not expected to survive. If he does manage to escape, he could flee to Kemnebi's side and face the characters again. Once the characters learn that Hyrune has taken an interest in them, they might wish to Research him (see Research). Each of these in-depth Research checks take 4 hours of downtime to attempt. Recall Knowledge - Undead (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Hyrune Loxenna Source Pathfinder #184: The Ghouls Hunger pg. 90 Perception +27; darkvision Languages Aklo, Ancient Osiriani, Common, Necril, Undercommon Skills Athletics +29, Deception +28, Intimidation +28, Occultism +29, Society +29, Stealth +27 Str +8 Dex +4 Con +5 Int +6 Wis +4 Cha +5 Children of the Deep (divine, enchantment, mental) Hyrune's presence brings forth creatures of the deep to do his bidding. These typically include bat swarms, giant spiders, and giant centipede, but can include other Darklands creatures. Hyrune can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back. Items Hungerfang ( +2 greater striking returning spell-storing spear ; contains paralyze at start of combat), +2 greater resilient leather armor --- AC 37 Fort +27 Ref +25 Will +29 HP 240 (coffin restoration, fast healing 15, negative healing) Immunities death effects, disease, paralyze, poison, sleep Resistances physical 15 (except magical silver) Weaknesses vampire Divided Faith Hyrune's devotion to Urgathoa has become undermined by his obsession with Orgesh. Urgathoa's religious symbol can be brandished at Hyrune to trigger his revulsion, provided the person attempting to do so accuses Hyrune of being a heretic or of betraying his faith. Hyrune takes a –2 circumstance penalty to Will saves to overcome this revulsion. Mist Escape Free Action Trigger The vampire is reduced to 0 HP. Effect The vampire uses Turn to Mist. It can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage. It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first. --- Speed 25 feet, climb 25 feet Melee Single Action spear +31 (thrown 20 feet), Damage 3d6+16 piercing Melee Single Action fangs +29 (Agile), Damage 3d6+16 piercing Melee Single Action claw +29 (Agile), Damage 3d8+16 slashing plus Grab Ranged Single Action spear +26 (thrown 20 feet), Damage 3d6+16 piercing Occult Prepared Spells DC 36, attack +28 - Cantrips (8th) Daze, Mage Hand, Message, Shield, Telekinetic Projectile - 1st Command, Fear, Sleep - 2nd Mirror Image, See Invisibility, Status - 3rd Blindness, Dream Message, Slow - 4th Fly, Nightmare, Suggestion - 5th Black Tentacles, Dimension Door, Sending - 6th Dispel Magic, Feeblemind, Repulsion - 7th Project Image, Reverse Gravity, Warp Mind - 8th Confusion, Maze Witch Hexes DC 36, attack +28, 3 Focus Points - Cantrips (8th) Shroud of Night - 8th Blood Ward, Malicious Shadow, Phase Familiar Witch Patron night (Orgesh) Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf. Use the options in the aerial form and animal form spells as guidelines. Hyrune's giant bat shape's fangs have a +28 attack bonus and deal 3d12+16 piercing damage Bat The vampire changes into a bat swarm or giant bat. It gains echolocation 40 feet, a land Speed of 20 feet and a fly Speed of 30 feet, and a fangs Strike with the same attack bonus as its highest melee attack. These fangs deal the same amount of damage as the vampire's claws, but deal piercing damage rather than slashing damage. Create Spawn (Divine, Downtime, Necromancy) If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights. If the new vampire is lower level than its creator, it is under the creator's control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire's Will DC. Dominate Two Actions (Divine, Enchantment, Incapacitation, Mental, Visual) The vampire can cast dominate at will as a divine innate spell (DC 36). Casting it requires staring into the target's eyes, giving the spell the visual trait. A creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell. Drink Blood Single Action (Divine, Necromancy) Requirement A grabbed, paralyzed, restrained, unconscious, or willing creature is within the vampire's reach. Effect The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and Hyrune regains 22 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes. Familiar Hyrune's familiar is Taulzhalotel, a one-eyed, long-tailed hairless bat with a fly speed of 25 feet, darkvision, manual dexterity (with its tail), speech, and spell delivery. Gluttonous Gulp Two Actions (Divine, Necromancy) Hyrune dislocates his jaw to open his mouth far wider than it should, growing a thicket of additional fangs as he does. He attempts a fangs Strike and deals an additional 3d6 piercing damage on a successful hit and can attempt to Drink Blood if he as an action remaining, gaining a +2 circumstance bonus on his Athletics check to do so. Turn to Mist Single Action (Concentrate, Divine, Transmutation) The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely. ","skill_mod":{"society":29,"deception":28,"stealth":27,"athletics":29,"intimidation":28,"occultism":29},"image":["/Images/Monsters/HyruneLoxenna.png"],"primary_source":"Pathfinder #184: The Ghouls Hunger","spell":["Confusion","Maze","Project Image","Reverse Gravity","Warp Mind","Dispel Magic","Feeblemind","Repulsion","Black Tentacles","Dimension Door","Sending","Fly","Nightmare","Suggestion","Blindness","Dream Message","Slow","Mirror Image","See Invisibility","Status","Command","Fear","Sleep","Daze","Mage Hand","Message","Shield","Telekinetic Projectile","Blood Ward","Malicious Shadow","Phase Familiar","Shroud of Night"],"ac":37,"item":["Hungerfang ( +2 greater striking returning spell-storing spear ; contains paralyze at start of combat)","+2 greater resilient leather armor"],"level":15,"spell_dc":[36,36],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"intelligence":6,"reflex_save":25,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":27,"source_group":["Blood Lords"],"size":["Medium"],"spoilers":"Blood Lords","name":"Hyrune Loxenna","alignment":"CE","rarity":"unique","strike_damage_average":[26,26,26,29],"attack_bonus":[26,29,29,31],"constitution":5,"immunity":["death effects","disease","paralyze","poison","sleep"],"spell_attack_bonus":[28,28],"will_save":29,"speed":{"climb":25,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Children of the Deep","Divided Faith","Mist Escape","Witch Patron","Change Shape","Create Spawn","Dominate","Drink Blood","Familiar","Gluttonous Gulp","Turn to Mist"],"primary_source_group":"Blood Lords","skill":["Athletics","Deception","Intimidation","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"Hyrune had been a vampire for well over a century before he finally caught Geb's attention by exposing a sect of Nexian spies. Geb elevated him to …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2160","dexterity":4,"category":"creature","slug":"creature-2160"},{"attack_bonus":[3,5],"constitution":1,"primary_source_category":"Adventures","strength":1,"hp":10,"language":["Common"],"source":["Crown of the Kobold King"],"type":"Creature","will_save":3,"charisma":2,"speed":{"max":25,"land":25},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Slightly Drunk"],"primary_source_group":"Crown of the Kobold King","skill":["Acrobatics","Deception","Hunting Lore","Survival"],"trait":["Human","Humanoid","N","Medium"],"id":"creature-2161","text":" Foolish Hunters Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Foolish Hunters Source Crown of the Kobold King pg. 25 Perception +9 Languages Common Skills Acrobatics +5, Deception +4, Hunting Lore +4, Survival +3 Str +1 Dex +3 Con +1 Int +0 Wis +1 Cha +2 Items Dagger, Leather Armor, Shortbow (20 arrows), hip flasks of cheap ale and wine, not enough food to last long in the woods --- AC 16 Fort +5 Ref +7 Will +3 HP 10 Slightly Drunk When first encountered, the hunters are slightly drunk and take a –1 penalty to all checks until they sober up. --- Speed 25 feet Melee Single Action dagger +3 (Agile, versatile S), Damage 1d4+1 piercing Ranged Single Action shortbow +5 (deadly d10, range 60 feet), Damage 1d6 piercing\n","skill_mod":{"deception":4,"survival":3,"acrobatics":5},"primary_source":"Crown of the Kobold King","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":16,"item":["Dagger","Leather Armor","Shortbow (20 arrows)","hip flasks of cheap ale and wine","not enough food to last long in the woods"],"level":-1,"source_category":["Adventures"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2161","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":5,"source_group":["Crown of the Kobold King"],"size":["Medium"],"name":"Foolish Hunters","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[3,3],"slug":"creature-2161"},{"attack_bonus":[8],"constitution":4,"primary_source_category":"Adventures","strength":2,"hp":20,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Crown of the Kobold King"],"type":"Creature","will_save":6,"charisma":-5,"speed":{"max":15,"land":15},"perception":4,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Swallow Whole"],"primary_source_group":"Crown of the Kobold King","skill":["Athletics"],"trait":["Construct","Mindless","N","Small"],"id":"creature-2162","text":" Ulizmila's Cauldron Recall Knowledge - Construct (Arcana, Crafting): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Ulizmila's Cauldron Source Crown of the Kobold King pg. 28 Perception +4; darkvision Languages Skills Athletics +8 Str +2 Dex -2 Con +4 Int -5 Wis +0 Cha -5 --- AC 17 (13 when broken) Fort +8 Ref +4 Will +6 construct armor HP 20 Hardness 9 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, Ulizmila's cauldron has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once Ulizmila's cauldron is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 13. --- Speed 15 feet Melee Single Action lid +8, Damage 1d10+2 bludgeoning plus Grab Swallow Whole Single Action (Attack) Small, 2d6 fire, Rupture 3 ","skill_mod":{"athletics":8},"primary_source":"Crown of the Kobold King","trait_group":["Creature Type","Monster"],"ac":17,"level":2,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2162","intelligence":-5,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":-2,"hardness":9,"vision":"Darkvision","fortitude_save":8,"source_group":["Crown of the Kobold King"],"size":["Small"],"name":"Ulizmila's Cauldron","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[7],"slug":"creature-2162"},{"attack_bonus":[10,10],"constitution":2,"primary_source_category":"Adventures","strength":1,"hp":30,"language":["Draconic"],"source":["Crown of the Kobold King"],"type":"Creature","will_save":5,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Knife 'n Run","Sneak Attack"],"primary_source_group":"Crown of the Kobold King","skill":["Acrobatics","Crafting","Stealth","Thievery"],"stealth":"10","trait":["Humanoid","Kobold","LE","Small"],"id":"creature-2163","text":" Gurtlekep Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Gurtlekep Source Crown of the Kobold King pg. 34 Perception +7; darkvision Languages Draconic Skills Acrobatics +8, Crafting +6, Stealth +10, Thievery +8 Str +1 Dex +4 Con +2 Int +4 Wis +1 Cha +0 Items daggers (4), Leather Armor, minor healing potions (2), Shortsword, Thieves' Tools --- AC 18 Fort +10 Ref +8 Will +5 HP 30 --- Speed 25 feet Melee Single Action shortsword +10 (Agile, Finesse), Damage 1d6+3 slashing Ranged Single Action dagger +10 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+3 Knife 'n Run Single Action Requirements Gurtlekep is adjacent to at least one enemy and holds a dagger in a hand; Effect Gurtlekep Strides up to his Speed plus 5 feet and then attempts a ranged Strike with his held dagger. He must end this movement in a space that isn't adjacent to any enemy. Sneak Attack Gurtlekep deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"thievery":8,"crafting":6,"stealth":10,"acrobatics":8},"primary_source":"Crown of the Kobold King","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"ac":18,"item":["daggers (4)","Leather Armor","minor healing potions (2)","Shortsword","Thieves' Tools"],"level":2,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2163","intelligence":4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"source_group":["Crown of the Kobold King"],"size":["Small"],"name":"Gurtlekep","alignment":"LE","category":"creature","rarity":"common","strike_damage_average":[5,6],"slug":"creature-2163"},{"attack_bonus":[11,11],"constitution":2,"primary_source_category":"Adventures","strength":1,"hp":30,"language":["Common","Draconic"],"source":["Crown of the Kobold King"],"type":"Creature","will_save":5,"charisma":2,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Intimidating Retreat","Sneak Attack"],"primary_source_group":"Crown of the Kobold King","skill":["Acrobatics","Crafting","Intimidation","Stealth","Survival"],"stealth":"7","trait":["Humanoid","Kobold","Unique","LE","Small"],"id":"creature-2164","text":" Ygrik Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Ygrik Source Crown of the Kobold King pg. 50 Perception +7; darkvision Languages Common, Draconic Skills Acrobatics +7, Crafting +6, Intimidation +8, Stealth +7, Survival +5 Str +1 Dex +4 Con +2 Int +0 Wis +1 Cha +2 Items +1 flying talon , Leather Armor, keys to prisoner cages --- AC 17 Fort +8 Ref +10 Will +5 HP 30 --- Speed 25 feet Melee Single Action flying talon +11 (Finesse, Trip), Damage 1d4+3 piercing Ranged Single Action flying talon +11 (Ranged Trip, Tethered, thrown 10 feet), Damage 1d4+3 piercing Intimidating Retreat Single Action Requirements Ygrik is adjacent to at least one enemy and at least one ally; Effect Ygrik commands an adjacent ally to fight harder and threatens dire punishment if the ally fails to obey; that ally gains a +1 circumstance bonus to its next melee Strike attack roll, as long as that attack is made before the start of Ygrik's next turn. Ygrik then Strides up to his Speed and gains a +2 circumstance bonus to AC against reactions triggered by this movement. He must end this movement in a space that isn't adjacent to any enemy. Sneak Attack Ygrik deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"crafting":6,"survival":5,"stealth":7,"intimidation":8,"acrobatics":7},"primary_source":"Crown of the Kobold King","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"ac":17,"item":["+1 flying talon","Leather Armor","keys to prisoner cages"],"level":2,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2164","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"source_group":["Crown of the Kobold King"],"size":["Small"],"spoilers":"Crown of the Kobold King","name":"Ygrik","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[5,5],"slug":"creature-2164"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Adventures","strength":-1,"hp":32,"language":["Common","Draconic","Halfling"],"source":["Crown of the Kobold King"],"type":"Creature","spell_attack_bonus":[10],"will_save":5,"charisma":4,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Bardic Lore"],"primary_source_group":"Crown of the Kobold King","skill":["Acrobatics","Deception","Diplomacy","Performance","Society","Stealth"],"stealth":"7","trait":["Halfling","Humanoid","Unique","CG","Small"],"id":"creature-2165","text":" Edgrin Galesong Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Edgrin Galesong Source Crown of the Kobold King pg. 51 Perception +7 Languages Common, Draconic, Halfling Skills Acrobatics +7, Deception +8, Diplomacy +8, Performance +8, Society +7, Stealth +7 Str -1 Dex +3 Con +2 Int +1 Wis +1 Cha +4 Bardic Lore Edgrin can Recall Knowledge on any subject with a +7 modifier Items broken lute, dirty clothes --- AC 17 Fort +8 Ref +8 Will +5 HP 32 --- Speed 25 feet Melee Single Action fist +7 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4–1 bludgeoning Occult Spontaneous Spells DC 18, attack +10 - Cantrips (1st) Dancing Lights, Detect Magic, Mage Hand, Read Aura, Telekinetic Projectile - 1st Alarm, Bless, Soothe, Spirit Link (3 slots) Bard Composition Spells DC 18, 2 Focus Points - Cantrips (1st) Inspire Courage - 1st Counter Performance, Lingering Composition\n","tradition":["Occult"],"skill_mod":{"society":7,"diplomacy":8,"performance":8,"deception":8,"stealth":7,"acrobatics":7},"primary_source":"Crown of the Kobold King","spell":["Alarm","Bless","Soothe","Spirit Link","Dancing Lights","Detect Magic","Mage Hand","Read Aura","Telekinetic Projectile","Counter Performance","Lingering Composition","Inspire Courage"],"trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":17,"item":["broken lute","dirty clothes"],"level":2,"spell_dc":[18,18],"source_category":["Adventures"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2165","intelligence":1,"reflex_save":8,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"fortitude_save":8,"source_group":["Crown of the Kobold King"],"size":["Small"],"spoilers":"Crown of the Kobold King","name":"Edgrin Galesong","alignment":"CG","category":"creature","rarity":"unique","strike_damage_average":[2],"slug":"creature-2165"},{"primary_source_category":"Adventures","strength":-1,"hp":20,"language":["Draconic","Infernal"],"source":["Crown of the Kobold King"],"type":"Creature","charisma":3,"perception":5,"stealth":"7","trait":["Humanoid","Kobold","Unique","LE","Small"],"id":"creature-2166","text":" Kerrdremak Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Kerrdremak Source Crown of the Kobold King pg. 54 Perception +5; darkvision Languages Draconic, Infernal Skills Deception +6, Intimidation +6, Occultism +7, Religion +5, Stealth +7 Str -1 Dex +2 Con +1 Int +4 Wis +0 Cha +3 Items Dagger --- AC 15 Fort +6 Ref +7 Will +5 HP 20 --- Speed 25 feet Melee Single Action dagger +7 (Agile, Finesse, versatile S), Damage 1d4–1 piercing Divine Spells Prepared DC 17, attack +9 - Cantrips (1st) Divine Lance, Guidance, Message, Shield, Sigil - 1st Command, Fear, Ray of Enfeeblement Hex Cantrips DC 17 - 1st Stoke the Heart Whispering Retreat Two Actions (Divine, Emotion, Enchantment, Fear, Mental) Requirements Kerrdremak is adjacent to at least one enemy; Effect Kerrdremak whispers under his breath, and one adjacent enemy must attempt a DC 17 Will save or become frightened 1 as they hear a whispering voice just behind them that claims to know when the target will die; the target is then temporarily immune to Whispering Retreat for 1 hour. Kerrdremak then Strides, and this movement doesn't trigger reactions from frightened creatures. He must end this movement in a space that isn't adjacent to any enemy ","skill_mod":{"deception":6,"stealth":7,"intimidation":6,"occultism":7,"religion":5},"primary_source":"Crown of the Kobold King","spell":["Command","Fear","Ray of Enfeeblement","Divine Lance","Guidance","Message","Shield","Sigil","Stoke the Heart"],"ac":15,"item":["Dagger"],"level":1,"spell_dc":[17,17],"source_category":["Adventures"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"source_group":["Crown of the Kobold King"],"size":["Small"],"spoilers":"Crown of the Kobold King","name":"Kerrdremak","alignment":"LE","rarity":"unique","strike_damage_average":[2],"attack_bonus":[7],"constitution":1,"spell_attack_bonus":[9],"will_save":5,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Whispering Retreat"],"primary_source_group":"Crown of the Kobold King","skill":["Deception","Intimidation","Occultism","Religion","Stealth"],"tradition":["Divine"],"trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=2166","dexterity":2,"category":"creature","slug":"creature-2166"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Adventures","strength":4,"hp":56,"language":["Common","Draconic"],"source":["Crown of the Kobold King"],"type":"Creature","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Bark Command","False Retreat"],"primary_source_group":"Crown of the Kobold King","skill":["Athletics","Crafting","Intimidation","Mining Lore","Survival"],"trait":["Humanoid","Kobold","Unique","LE","Small"],"id":"creature-2167","text":" Lekmek Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Lekmek Source Crown of the Kobold King pg. 57 Perception +8; darkvision Languages Common, Draconic Skills Athletics +11, Crafting +7, Intimidation +9, Mining Lore +7, Survival +8 Str +4 Dex +0 Con +3 Int +0 Wis +1 Cha +2 Items Greatpick, Studded Leather Armor --- AC 16 Fort +10 Ref +7 Will +8 HP 56 --- Speed 25 feet Melee Single Action greatpick +11 (fatal d12), Damage 1d10+6 piercing Bark Command Single Action (Auditory, Mental) Requirements Lekmek hasn't attempted a Strike on this turn yet; Effect Lekmek barks a command to a lower-level kobold within 30 feet. That kobold can immediately take a Stride or Strike action. False Retreat Single Action Requirements Lekmek is adjacent to at least one enemy; Effect Lekmek Strides, as if he were attempting to run away but is actually attempting to open a foe up for an attack. If Lekmek's Stride triggers a reaction, he can attempt a greatpick Strike (using his highest attack modifier) on the creature that takes this reaction. If he does so, Lekmek gains a +1 circumstance bonus on his attack roll. ","skill_mod":{"crafting":7,"survival":8,"athletics":11,"intimidation":9},"primary_source":"Crown of the Kobold King","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"ac":16,"item":["Greatpick","Studded Leather Armor"],"level":3,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=2167","intelligence":0,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":10,"source_group":["Crown of the Kobold King"],"size":["Small"],"spoilers":"Crown of the Kobold King","name":"Lekmek","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[11],"slug":"creature-2167"},{"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Adventures","strength":1,"hp":26,"language":["Common","Draconic"],"source":["Crown of the Kobold King"],"type":"Creature","creature_family":"Kobold","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["No Retreat","Sneak Attack"],"primary_source_group":"Crown of the Kobold King","skill":["Acrobatics","Athletics","Crafting","Stealth","Survival"],"stealth":"8","trait":["Humanoid","Kobold","Rare","LE","Small"],"id":"creature-2168","text":" Dark Talon Kobold Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Dark Talon Kobold Source Crown of the Kobold King pg. 59 Perception +8; darkvision Languages Common, Draconic Skills Acrobatics +8, Athletics +7, Crafting +6, Stealth +8, Survival +8 Str +1 Dex +4 Con +3 Int +0 Wis +2 Cha +0 Items Flying Talon, studded leather --- AC 19 Fort +9 Ref +10 Will +6 HP 26 --- Speed 25 feet Melee Single Action flying talon +10 (Finesse, Trip), Damage 1d4+3 piercing Ranged Single Action flying talon +10 (Ranged Trip, Tethered, thrown 10 feet), Damage 1d4+3 piercing No Retreat Single Action (Necromancy, Primal) Frequency once per day; Requirement The Dark Talon kobold is adjacent to at least one enemy, and the Dark Talon has fewer than 12 Hit Points; Effect The Dark Talon shrieks in fury and regains 2d6 Hit Points. Sneak Attack A Dark Talon kobold deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"crafting":6,"survival":8,"stealth":8,"athletics":7,"acrobatics":8},"primary_source":"Crown of the Kobold King","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"ac":19,"item":["Flying Talon","studded leather"],"level":2,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2168","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"source_group":["Crown of the Kobold King"],"size":["Small"],"spoilers":"Crown of the Kobold King","name":"Dark Talon Kobold","alignment":"LE","category":"creature","rarity":"rare","strike_damage_average":[5,5],"slug":"creature-2168"},{"attack_bonus":[9,9,12],"constitution":2,"primary_source_category":"Adventures","strength":1,"hp":60,"language":["Draconic"],"source":["Crown of the Kobold King"],"type":"Creature","will_save":9,"charisma":1,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Hurried Retreat","Quick Poison Dip","Sneak Attack"],"primary_source_group":"Crown of the Kobold King","skill":["Acrobatics","Nature","Stealth","Survival"],"stealth":"10","trait":["Humanoid","Kobold","Unique","LE","Small"],"id":"creature-2169","text":" Kapmek Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Kapmek Source Crown of the Kobold King pg. 60 Perception +11; darkvision Languages Draconic Skills Acrobatics +10, Nature +11, Stealth +10, Survival +11 Str +1 Dex +4 Con +2 Int +0 Wis +3 Cha +1 Items Black Adder Venom (3 doses), Crossbow (10 bolts), Hatchet, Studded Leather Armor --- AC 21 Fort +10 Ref +12 Will +9 HP 60 --- Speed 25 feet Melee Single Action hatchet +9 (Agile, Sweep), Damage 1d6+3 slashing Ranged Single Action crossbow +12, Damage 1d8+3 piercing Ranged Single Action hatchet +9 (Agile, thrown 10 feet), Damage 1d6+3 slashing Hurried Retreat Single Action Requirements The kobold warrior is adjacent to at least one enemy. Effect The kobold warrior Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy. Quick Poison Dip Reaction Trigger Kapmek loads his crossbow while he carries a dose of poison; Effect As he loads his crossbow, Kapmek can dip the crossbow bolt into a dose of carried poison as part of the action taken to load his crossbow. Sneak Attack Kapmek deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"nature":11,"survival":11,"stealth":10,"acrobatics":10},"primary_source":"Crown of the Kobold King","trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"ac":21,"item":["Black Adder Venom (3 doses)","Crossbow (10 bolts)","Hatchet","Studded Leather Armor"],"level":4,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2169","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"source_group":["Crown of the Kobold King"],"size":["Small"],"spoilers":"Crown of the Kobold King","name":"Kapmek","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[6,6,7],"slug":"creature-2169"},{"primary_source_category":"Adventures","strength":0,"hp":60,"language":["Common","Draconic"],"source":["Crown of the Kobold King"],"type":"Creature","charisma":4,"perception":9,"stealth":"11","trait":["Humanoid","Kobold","Unique","LE","Small"],"id":"creature-2170","text":" Jekkajak Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Jekkajak Source Crown of the Kobold King pg. 62 Perception +9; darkvision Languages Common, Draconic Skills Arcana +7, Deception +12, Intimidation +12, Religion +9, Stealth +11 Str +0 Dex +3 Con +2 Int +1 Wis +1 Cha +4 Items greater hat of disguise , heartripper blade --- AC 21 Fort +10 Ref +13 Will +9 HP 60 --- Speed 25 feet Melee Single Action heartripper blade +10 (Agile, Finesse, versatile S), Damage 2d4 piercing Divine Spontaneous Spells DC 21, attack +13 - Cantrips (2nd) Detect Magic, Divine Lance, Message, Prestidigitation, Shield - 1st Command, Fear, Heal, Ray of Enfeeblement (4 slots) - 2nd Death Knell, Dispel Magic, Heal, Sound Burst (4 slots) Sorcerer Bloodline Spells DC 21, 1 Focus Point - 1st Diabolic Edict Smoky Retreat Three Actions (Divine, Evocation, Move) Frequency once per hour; Requirements Jekkajak is adjacent to at least one enemy; Effect Jekkajak squeals in fright as she exhales a noxious cloud of stinking smoke. This smoke fills a 10-foot emanation around her and grants concealment to all creatures within the smoke. In addition, any non-kobold starting their turn in the smoke must succeed at a DC 21 Fortitude save or become sickened 1 by the foul smoke (or sickened 2 on a critical failure). Once created, the cloud of smoke is immobile and persists for 3 rounds. Jekkajak can move up to her Speed, but she must end her movement in a space that isn't adjacent to any enemies. This is a 2nd-level spell that requires a somatic component. ","skill_mod":{"deception":12,"stealth":11,"arcana":7,"intimidation":12,"religion":9},"primary_source":"Crown of the Kobold King","spell":["Death Knell","Dispel Magic","Heal","Sound Burst","Command","Fear","Ray of Enfeeblement","Detect Magic","Divine Lance","Message","Prestidigitation","Shield","Diabolic Edict"],"ac":21,"item":["greater hat of disguise","heartripper blade"],"level":4,"spell_dc":[21,21],"source_category":["Adventures"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":10,"source_group":["Crown of the Kobold King"],"size":["Small"],"spoilers":"Crown of the Kobold King","name":"Jekkajak","alignment":"LE","rarity":"unique","strike_damage_average":[5],"attack_bonus":[10],"constitution":2,"spell_attack_bonus":[13],"will_save":9,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Smoky Retreat"],"primary_source_group":"Crown of the Kobold King","skill":["Arcana","Deception","Intimidation","Religion","Stealth"],"tradition":["Divine"],"trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=2170","dexterity":3,"category":"creature","slug":"creature-2170"},{"attack_bonus":[16],"constitution":0,"primary_source_category":"Adventures","strength":-5,"hp":75,"language":["Common","Dwarven"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Crown of the Kobold King"],"type":"Creature","will_save":13,"charisma":2,"speed":{"fly":25,"max":25},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Site Bound","Rejuvenation","Drain Mind"],"primary_source_group":"Crown of the Kobold King","skill":["Stealth"],"stealth":"14","trait":["Ghost","Incorporeal","Spirit","Undead","Unique","NE","Medium"],"id":"creature-2171","text":" Grimbal Recall Knowledge - Spirit (Occultism): DC 32 Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Grimbal Source Crown of the Kobold King pg. 76 Perception +13; darkvision Languages Common, Dwarven Skills Stealth +14 Str -5 Dex +4 Con +0 Int +2 Wis +3 Cha +2 Site Bound --- AC 22 Fort +10 Ref +16 Will +13 HP 75 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch , or positive, double resistance vs. non-magical) Rejuvenation (divine, necromancy) Restoring Grimbal's head from area F4 to his remains in this room allows him to move on to the afterlife. --- Speed fly 25 feet Melee Single Action ghostly hand +16 (Agile, Finesse, Magical), Damage 2d8+6 negative plus drain mind Drain Mind (Divine, Necromancy) When Grimbal damages a living creature with his ghostly hand Strike, the ghost gains 5 temporary Hit Points, and the creature must succeed at a DC 24 Will save or become stupefied 1. Further damage dealt by the ghost increases this stupefied value by 1 on a failed save to a maximum of stupefied 4. Each time a creature affected by drain mind gets a full night's rest, decrease its stupefied value caused by drain mind by 1. ","skill_mod":{"stealth":14},"primary_source":"Crown of the Kobold King","trait_group":["Monster","Creature Type","Rarity"],"ac":22,"level":6,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=2171","intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"source_group":["Crown of the Kobold King"],"size":["Medium"],"spoilers":"Crown of the Kobold King","name":"Grimbal","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[15],"slug":"creature-2171"},{"attack_bonus":[14,14],"constitution":2,"primary_source_category":"Adventures","strength":5,"hp":80,"language":["Common","Hallit","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Crown of the Kobold King"],"type":"Creature","will_save":13,"charisma":2,"speed":{"max":30,"land":30,"burrow":5},"perception":13,"wisdom":4,"weakness":{},"creature_ability":["Consume Flesh","Ghoul Fever","Hungry Rage","Gnaw and Chew","Paralysis","Swift Leap"],"primary_source_group":"Crown of the Kobold King","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"11","trait":["Ghoul","Undead","Unique","CE","Medium"],"id":"creature-2172","text":" Hymmir Urath Recall Knowledge - Undead (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Hymmir Urath Source Crown of the Kobold King pg. 82 Perception +13; darkvision Languages Common, Hallit, Necril Skills Acrobatics +13, Athletics +14, Intimidation +11, Stealth +11, Survival +13 Str +5 Dex +4 Con +2 Int +0 Wis +4 Cha +2 --- AC 21 Fort +9 Ref +15 Will +13 HP 80 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 30 feet, burrow 5 feet Melee Single Action jaws +14 (Finesse), Damage 2d6+7 plus ghoul fever and paralysis Melee Single Action claw +14 (Agile, Finesse), Damage 2d4+7 plus paralysis Consume Flesh Single Action (Manipulate) Requirements The ghoul is adjacent to the corpse of a creature that died within the last hour. Effect The ghoul devours a chunk of the corpse and regains 3d6 Hit Points. It can regain Hit Points from any given corpse only once. Ghoul Fever (Disease) Saving Throw Fortitude DC 22; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight. Hungry Rage Reaction (Concentrate, Emotion, Mental) Trigger Hymmir damages a living creature with his jaws Strike; Effect The taste of flesh and blood throws Hymmir into a violent rage. He gains 9 temporary Hit Points, deals an additional 2 damage with melee Strikes, and takes a –1 penalty to AC for 1 minute. Gnaw and Chew Three Actions Requirements Hymmir is in a hungry rage; Effect Hymmir attempts a jaws Strike. If he hits, he chews at his target and inflicts an additional 1d6 slashing damage. Hymmir regains 3d6 Hit Points. Paralysis (Incapacitation, Necromancy, Occult) Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 22 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Swift Leap Single Action (Move) The ghoul jumps up to half its Speed. This movement doesn't trigger reactions. ","skill_mod":{"survival":13,"stealth":11,"athletics":14,"intimidation":11,"acrobatics":13},"primary_source":"Crown of the Kobold King","trait_group":["Monster","Creature Type","Rarity"],"ac":21,"level":5,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2172","intelligence":0,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"source_group":["Crown of the Kobold King"],"size":["Medium"],"spoilers":"Crown of the Kobold King","name":"Hymmir Urath","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[12,14],"slug":"creature-2172"},{"attack_bonus":[17,17],"constitution":4,"primary_source_category":"Adventures","strength":6,"hp":130,"language":["Dwarven","(can't speak any language)"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Crown of the Kobold King"],"type":"Creature","will_save":15,"charisma":2,"speed":{"max":30,"land":30},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Rise Again","Agonized Howl","Awful Approach"],"primary_source_group":"Crown of the Kobold King","skill":["Athletics","Stealth"],"stealth":"14","trait":["Undead","Unique","NE","Medium"],"id":"creature-2173","text":" The Disciples Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 The Disciples Source Crown of the Kobold King pg. 89 Perception +15; darkvision, lifesense 30 feet Languages Dwarven; (can't speak any language) Skills Athletics +17, Stealth +14 Str +6 Dex +3 Con +4 Int -2 Wis +4 Cha +2 --- AC 22 Fort +17 Ref +14 Will +15 HP 130 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Rise Again (necromancy, occult) If the Disciples are reduced to 0 Hit Points by means other than fire or positive damage, they return to unlife at the start of their next turn. They have 45 Hit Points and are prone in the space in which they were destroyed. The Disciples can't be returned by this ability again for 1 hour, and if destroyed before this time passes, they remain truly dead. --- Speed 30 feet Melee Single Action jaws +17 (deadly d10, Magical), Damage 2d8+9 piercing Melee Single Action claw +17 (Agile, Magical), Damage 2d6+9 Agonized Howl Two Actions (Auditory, Enchantment, Mental, Occult) The Disciples howl in pain at their cursed existence. Creatures within a 30-foot emanation take 6d8 mental damage (DC 25 basic Will save). The Disciples can't use Agonized Howl again for 1d4 rounds. Awful Approach Single Action The Disciples reshape their grotesque form to move swiftly. They Stride twice. Any living creature that can see the Disciples during this movement must succeed at a DC 22 Fortitude save or be sickened 1 (sickened 2 on a critical failure). This is a mental and visual effect. The Disciples can't use Awful Approach again for 1d4 rounds. ","skill_mod":{"stealth":14,"athletics":17},"primary_source":"Crown of the Kobold King","trait_group":["Creature Type","Rarity"],"ac":22,"level":7,"source_category":["Adventures"],"sense":" darkvision , lifesense 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2173","intelligence":-2,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"source_group":["Crown of the Kobold King"],"size":["Medium"],"spoilers":"Crown of the Kobold King","name":"The Disciples","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[16,18],"slug":"creature-2173"},{"primary_source_category":"Adventures","strength":2,"hp":115,"language":["Common","Dwarven","Necril"],"source":["Crown of the Kobold King"],"type":"Creature","charisma":2,"perception":16,"stealth":"15","trait":["Undead","Unique","Wight","LE","Medium"],"id":"creature-2174","text":" Drazmorg the Damned Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Drazmorg the Damned Source Crown of the Kobold King pg. 92 Perception +16; darkvision Languages Common, Dwarven, Necril Skills Academia Lore +17, Arcana +17, Crafting +15, Deception +13, Intimidation +15, Medicine +15, Occultism +17, Religion +13, Society +15, Stealth +15 Str +2 Dex +4 Con +2 Int +6 Wis +4 Cha +2 Items Drazmorg's Staff of All-Sight , In the Shadows of Toil --- AC 23 Fort +13 Ref +15 Will +17 HP 115 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Final Spite Reaction Trigger The wight is reduced to 0 Hit Points. Effect The wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike. --- Speed fly 25 feet Melee Single Action claw +15, Damage 2d6+4 plus drain life Arcane Prepared Spells DC 25, attack +17 - Cantrips (4th) Chill Touch, Light, Mage Hand, Read Aura, Shield - 1st Command, Fear, Ray of Enfeeblement - 2nd False Life, Mirror Image, Spectral Hand - 3rd Lightning Bolt, Mind Reading, Vampiric Touch - 4th Clairvoyance, Dispel Magic, Grim Tendrils Drain Life (Divine, Necromancy) When the wight damages a living creature with its claw Strike, the wight gains 3 temporary Hit Points and the creature must succeed at a DC 25 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4. Raise Bone Wall Two Actions (Divine, Necromancy) Frequency once per day; Requirements Drazmorg is in the Lower Vault of Droskar's Crucible; Effect Drazmorg draws upon the necromantic energy that infuses the area and causes a tangled wall of bones to rise from the ground. The wall is 5 feet thick, 10 feet wide, and 10 feet tall; once created, it's permanent until Drazmorg uses this ability again, whereupon a previously created bone wall (such as the one at area G2) crumbles. The bone wall has AC 10, Hardness 10, and 25 Hit Points. It's immune to critical hits and precision damage, and it heals damage to itself at a rate of 2d6 Hit Points at the end of a round. Everything on each side of the wall has greater cover from creatures on the opposite side, and the wall can't be moved through. A destroyed section of the wall of bones can be moved through freely and no longer heals damage. A creature caught in a space when a bone wall is created must attempt a DC 25 Reflex save. Critical Success The creature is unaffected, and the bone wall fails to form in any square occupied by that creature. Success The creature is forced into an adjacent square of its choice as the bone wall forms in its previous space. Failure As success, but the creature is also knocked prone. Critical Failure As failure, but the creature also takes 4d6 piercing and 4d6 bludgeoning damage from the force of being struck by the bone wall. Wight Spawn (Divine, Necromancy) A living humanoid slain by a wight's claw Strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the wight that killed it. It doesn't have Drain Life or Wight Spawn and becomes clumsy 2 for as long as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains Drain Life and Wight Spawn, and is no longer clumsy. ","skill_mod":{"society":15,"deception":13,"crafting":15,"stealth":15,"arcana":17,"medicine":15,"intimidation":15,"occultism":17,"religion":13},"primary_source":"Crown of the Kobold King","spell":["Clairvoyance","Dispel Magic","Grim Tendrils","Lightning Bolt","Mind Reading","Vampiric Touch","False Life","Mirror Image","Spectral Hand","Command","Fear","Ray of Enfeeblement","Chill Touch","Light","Mage Hand","Read Aura","Shield"],"ac":23,"item":["Drazmorg's Staff of All-Sight","In the Shadows of Toil"],"level":8,"spell_dc":[25],"source_category":["Adventures"],"sense":" darkvision ","resistance":{},"intelligence":6,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"source_group":["Crown of the Kobold King"],"size":["Medium"],"spoilers":"Crown of the Kobold King","name":"Drazmorg the Damned","alignment":"LE","rarity":"unique","strike_damage_average":[11],"attack_bonus":[15],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[17],"will_save":17,"speed":{"fly":25,"max":25},"wisdom":4,"weakness":{},"creature_ability":["Final Spite","Drain Life","Raise Bone Wall","Wight Spawn"],"primary_source_group":"Crown of the Kobold King","skill":["Academia Lore","Arcana","Crafting","Deception","Intimidation","Medicine","Occultism","Religion","Society","Stealth"],"tradition":["Arcane"],"trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2174","dexterity":4,"category":"creature","slug":"creature-2174"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Adventures","strength":5,"hp":56,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Crown of the Kobold King"],"type":"Creature","will_save":9,"charisma":-5,"speed":{"max":25,"land":25},"perception":11,"wisdom":0,"weakness":{"vitality":8},"creature_ability":["Construct Armor","Haunted","Disabling Strike"],"primary_source_group":"Crown of the Kobold King","skill":["Athletics"],"trait":["Construct","Mindless","N","Medium"],"id":"creature-2175","text":" Dismemberment Table Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Dismemberment Table Source Crown of the Kobold King pg. 104 Perception +11; darkvision Languages Skills Athletics +13 Str +5 Dex +2 Con +4 Int -5 Wis +0 Cha -5 --- AC 22 (18 when broken, construct armor) Fort +13 Ref +11 Will +9 HP 56 Hardness 8 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Weaknesses positive 8 Construct Armor Like normal objects, an animated object has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated object is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 18. Haunted The dismemberment table is powered by unquiet spirits, and it takes damage from positive energy as if it were undead. Positive energy bypasses the table's hardness. --- Speed 25 feet Melee Single Action blade +14 (Magical), Damage 2d8+7 slashing Melee Single Action strap +14, Damage 2d4+7 bludgeoning plus Grab Disabling Strike Single Action The dismemberment table attempts a blade Strike on a single target that it has grabbed or restrained. If this Strike hits, the blade cuts deep into one of the target's limbs. The target must attempt a DC 22 Fortitude save. Critical Success The creature suffers no additional effect. Success The creature takes 1d6 persistent bleed damage. Failure The creature takes 2d6 persistent bleed damage and is clumsy 1. This clumsy condition ends once the creature is restored to full Hit Points. Critical Failure As failure, but clumsy 2. ","skill_mod":{"athletics":13},"primary_source":"Crown of the Kobold King","trait_group":["Creature Type","Monster"],"ac":22,"level":5,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2175","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"hardness":8,"vision":"Darkvision","fortitude_save":13,"source_group":["Crown of the Kobold King"],"size":["Medium"],"name":"Dismemberment Table","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[12,16],"slug":"creature-2175"},{"primary_source_category":"Adventures","strength":6,"hp":135,"language":["Common","Dwarven","Necril"],"source":["Crown of the Kobold King"],"type":"Creature","charisma":4,"perception":16,"trait":["Undead","Unique","NE","Medium"],"id":"creature-2176","text":" Kieragan Skross Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Kieragan Skross Source Crown of the Kobold King pg. 105 Perception +16; darkvision Languages Common, Dwarven, Necril Skills Athletics +18, Deception +16, Intimidation +18, Religion +16 Str +6 Dex +2 Con +4 Int +0 Wis +4 Cha +4 Items +1 striking returning light hammer , defiled religious symbol of Droskar --- AC 26 Fort +18 Ref +14 Will +16 HP 135 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Final Blasphemy (divine, necromancy, negative) When the herexen is destroyed, it explodes in a wave of negative energy with the effects of a 3-action, 4th-level harm spell (DC 26). The herexen is destroyed, so it doesn't gain any Hit Points from this use of harm , and it doesn't need to have any harm spells remaining to use this ability. --- Speed 25 feet Melee Single Action light hammer +19 (Agile), Damage 2d6+9 bludgeoning Ranged Single Action light hammer +15 (Agile, thrown 20 feet), Damage 2d6+9 bludgeoning Divine Prepared Spells DC 26, attack +18 - 4th Harm (×4) Cleric Domain Spells DC 20, 2 Focus Points - 4th Commanding Lash, Touch of Obedience Heretic's Smite (Divine, Necromancy) While wielding the favored weapon of its former deity (such as a dagger for an ex-Pharasmin herexen), the herexen's Strikes deal an additional 2d6 evil damage against creatures that can cast divine spells. ","skill_mod":{"deception":16,"athletics":18,"intimidation":18,"religion":16},"primary_source":"Crown of the Kobold King","spell":["Harm","Commanding Lash","Touch of Obedience"],"ac":26,"item":["+1 striking returning light hammer","defiled religious symbol of Droskar"],"level":8,"spell_dc":[20,26],"source_category":["Adventures"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":18,"source_group":["Crown of the Kobold King"],"size":["Medium"],"spoilers":"Crown of the Kobold King","name":"Kieragan Skross","alignment":"NE","rarity":"unique","strike_damage_average":[16,16],"attack_bonus":[15,19],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[18],"will_save":16,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Final Blasphemy","Heretic's Smite"],"primary_source_group":"Crown of the Kobold King","skill":["Athletics","Deception","Intimidation","Religion"],"tradition":["Divine"],"trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2176","dexterity":2,"category":"creature","slug":"creature-2176"},{"primary_source_category":"Adventures","strength":0,"hp":75,"language":["Common","Draconic","Undercommon"],"source":["Crown of the Kobold King"],"type":"Creature","charisma":2,"perception":13,"stealth":"12","trait":["Humanoid","Kobold","Unique","NE","Small"],"id":"creature-2177","text":" Narlynark Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Narlynark Source Crown of the Kobold King pg. 106 Perception +13; darkvision Languages Common, Draconic, Undercommon Skills Acrobatics +12, Deception +11, Nature +13, Stealth +12, Survival +13 Str +0 Dex +3 Con +3 Int +0 Wis +4 Cha +2 Items Sickle, Leather Armor, primal focus ( wand of spider climb made from a giant spider's foot) --- AC 22 Fort +14 Ref +10 Will +13 HP 75 Resistances electricity 5, poison 5 --- Speed 25 feet Melee Single Action sickle +12 (Agile, Finesse, Trip), Damage 1d4+2 slashing Primal Prepared Spells DC 22, attack +14 - Cantrips (3rd) Acid Splash, Electric Arc, Produce Flame, Ray of Frost - 1st Create Water, Heal, Spider Sting - 2nd Burning Hands, Create Food, Heal - 3rd Fireball, Lightning Bolt Wild Retreat Three Actions (Move, Primal, Transmutation) Frequency once per hour; Requirements Narlynark is adjacent to at least one enemy; Effect Narlynark shrieks in terror, a sound that quickly transitions from a kobold cry to the shrill cry of a bird. A pair of feathery wings grows from his back and his feet turn into bird talons. As he leaps into the air to flee, his talons lash out—one adjacent enemy of Narlynark's choice takes 3d6+6 slashing damage (DC 22 basic Reflex save). Narlynark can then fly up to 35 feet away. He must end his movement in a space that isn't adjacent to any enemies, and if he doesn't end the movement on the ground, he falls to the ground as his wings vanish and his feet return to normal. ","skill_mod":{"deception":11,"nature":13,"survival":13,"stealth":12,"acrobatics":12},"primary_source":"Crown of the Kobold King","spell":["Fireball","Lightning Bolt","Burning Hands","Create Food","Heal","Create Water","Spider Sting","Acid Splash","Electric Arc","Produce Flame","Ray of Frost"],"ac":22,"item":["Sickle","Leather Armor","primal focus ( wand of spider climb made from a giant spider's foot)"],"level":5,"spell_dc":[22],"source_category":["Adventures"],"sense":" darkvision ","resistance":{"poison":5,"electricity":5},"intelligence":0,"reflex_save":10,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":14,"source_group":["Crown of the Kobold King"],"size":["Small"],"spoilers":"Crown of the Kobold King","name":"Narlynark","alignment":"NE","rarity":"unique","strike_damage_average":[4],"attack_bonus":[12],"constitution":3,"spell_attack_bonus":[14],"will_save":13,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Wild Retreat"],"primary_source_group":"Crown of the Kobold King","skill":["Acrobatics","Deception","Nature","Stealth","Survival"],"tradition":["Primal"],"trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2177","dexterity":3,"category":"creature","slug":"creature-2177"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Adventures","strength":5,"hp":72,"source":["Crown of the Kobold King"],"type":"Creature","creature_family":"Bat","will_save":11,"charisma":-2,"speed":{"fly":30,"max":30,"land":15},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Echolocation","Wing Thrash"],"primary_source_group":"Crown of the Kobold King","skill":["Acrobatics","Athletics","Stealth"],"stealth":"12","trait":["Animal","N","Large"],"id":"creature-2178","text":" Albino Giant Bat Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Albino Giant Bat Source Crown of the Kobold King pg. 108 Perception +15; echolocation (precise) 40 feet, low-light vision Languages Skills Acrobatics +12, Athletics +12, Stealth +12 Str +5 Dex +3 Con +4 Int -4 Wis +4 Cha -2 Echolocation A bat can use its hearing as a precise sense at the listed range. --- AC 22 Fort +15 Ref +12 Will +11 HP 72 Wing Thrash Reaction Trigger An adjacent enemy damages the giant bat. Effect The bat makes one or two wing Strikes—one against the triggering creature and one against another adjacent creature. --- Speed 15 feet, fly 30 feet Melee Single Action fangs +14, Damage 2d8+7 slashing Melee Single Action wing +14 (Agile), Damage 2d4+7 piercing\n","skill_mod":{"stealth":12,"athletics":12,"acrobatics":12},"primary_source":"Crown of the Kobold King","trait_group":["Creature Type"],"ac":22,"level":5,"source_category":["Adventures"],"sense":"echolocation (precise) 40 feet, low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2178","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":15,"source_group":["Crown of the Kobold King"],"size":["Large"],"name":"Albino Giant Bat","alignment":"N","category":"creature","rarity":"common","strike_damage_average":[12,16],"slug":"creature-2178"},{"primary_source_category":"Adventures","strength":4,"hp":140,"language":["Common","Draconic"],"source":["Crown of the Kobold King"],"type":"Creature","charisma":6,"perception":16,"stealth":"18","trait":["Humanoid","Kobold","Unique","LE","Small"],"id":"creature-2179","text":" King Merlokrep Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 King Merlokrep Source Crown of the Kobold King pg. 109 Perception +16; darkvision Languages Common, Draconic Skills Acrobatics +18, Arcana +16, Athletics +16, Crafting +14, Intimidation +20, Mining Lore +14, Stealth +18 Str +4 Dex +6 Con +4 Int +2 Wis +4 Cha +6 Items Crown of the Kobold King , Man-Feller , gold horn bangles worth 12 gp, 2 gold lip rings, oversized red and gold satin cloak with a crude painting of a gold dragon on the back --- AC 26 Fort +14 Ref +18 Will +16 HP 140 Rise from Death (aura, divine, necromancy) If King Merlokrep is slain, the Crown of the Kobold King glows brighter with an awful yellow radiance; this light slithers down inside the dead kobold's flesh, emanating from within as his body begins to twitch and writhe. If the Crown is allowed to remain on his head for 3 rounds, King Merlokrep rises from death as an undead Kobold King—this restores him to full hit points and grants him the Undead trait (along with negative healing and susceptibility to positive energy). Once the undead king is defeated, he remains destroyed—the absorbed energy of the Third Seal allows him to Rise from Death only once. If the Crown is removed before 3 rounds pass, the light winks out, and the energy absorbed by the Third Seal dissipates harmlessly. --- Speed 25 feet Melee Single Action battle axe +19 (Sweep), Damage 2d8+7 slashing Arcane Spontaneous Spells DC 26 (DC 27 with emotional spells) - Cantrips (4th) Dancing Lights, Daze, Detect Magic, Electric Arc, Shield - 1st fear E , Feather Fall, magic missile S - 2nd dispel magic S , hideous laughter E , Mirror Image - 3rd fireball S , Levitate, Paralyze - 4th confusion E , phantasmal killer E , Weapon Storm S Signature spell E emotion spell Imperious Retreat Two Actions (Manipulate, Move) Requirements King Merlokrep is adjacent to at least one enemy; Effect King Merlokrep whips his fabulous satin cloak into the face of an adjacent creature and attempts an Intimidation check against that creature's Will DC. On a success, the creature is humiliated and distracted by the act and is flat-footed until the end of King Merlokrep's next turn. King Merlokrep then Strides up to his Speed and gains a +2 circumstance bonus to AC against reactions triggered by this movement. He must end this movement in a space that isn't adjacent to any enemy. Signature Spells King Merlokrep can cast any of his signature spells (indicated on his list of spontaneous spells above with an S ) as heightened versions freely. Sneak Attack King Merlokrep deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"crafting":14,"stealth":18,"arcana":16,"athletics":16,"intimidation":20,"acrobatics":18},"primary_source":"Crown of the Kobold King","spell":["Confusion","Phantasmal Killer","Weapon Storm","Fireball","Levitate","Paralyze","Dispel Magic","Hideous Laughter","Mirror Image","Fear","Feather Fall","Magic Missile","Dancing Lights","Daze","Detect Magic","Electric Arc","Shield"],"ac":26,"item":["Crown of the Kobold King","Man-Feller","gold horn bangles worth 12 gp","2 gold lip rings","oversized red and gold satin cloak with a crude painting of a gold dragon on the back"],"level":8,"spell_dc":[26],"source_category":["Adventures"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":14,"source_group":["Crown of the Kobold King"],"size":["Small"],"spoilers":"Crown of the Kobold King","name":"King Merlokrep","alignment":"LE","rarity":"unique","strike_damage_average":[16],"attack_bonus":[19],"constitution":4,"will_save":16,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Rise from Death","S Signature spell E emotion spell","Imperious Retreat","Signature Spells","Sneak Attack"],"primary_source_group":"Crown of the Kobold King","skill":["Acrobatics","Arcana","Athletics","Crafting","Intimidation","Mining Lore","Stealth"],"tradition":["Arcane"],"trait_group":["Creature Type","Monster","Ancestry","Weapon","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2179","dexterity":6,"category":"creature","slug":"creature-2179"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Adventures","strength":1,"hp":20,"source":["Crown of the Kobold King"],"type":"Creature","will_save":4,"charisma":0,"speed":{"fly":25,"max":25,"land":15},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Constrict","Shed Darkness"],"primary_source_group":"Crown of the Kobold King","skill":["Stealth"],"stealth":"7","trait":["Beast","Uncommon","N","Small"],"id":"creature-2180","text":" Darkmantle These dark blue or black mollusk-like creatures have a similar appearance to an octopus, save that they have only six tentacles, all of which are connected by a thick leathery shroud. While darkmantle aren't a particularly good climber, they excel at clinging and can clutch onto a cave roof for days, patiently waiting to ambush any prey that walks below them with a disorienting blob of darkness. When clinging to a cave roof, and with their bulbous red eyes closed down to squints, darkmantles in ambush look similar to stalactites. Their preferred hunting method works best on creatures without darkvision, so they frequent ruins aboveground or shallow caves not far from the outside world. When darkmantles sense prey, they shed darkness down onto their prey before dropping away from the ceiling to flap quickly down to their victim, whereupon these beasts clutch and squeeze with their thick, muscular tentacles. Despite the shape of darkmantles, their bodies's texture is more like thick leather or even rubber—they can't cause damage with their spike-shaped bodies by dropping down onto other creatures. Darkmantles have a swift life cycle—their young grow to maturity in a matter of months, and most of these creatures die of old age after living for only a few years. As a result, generations of darkmantles quickly accrue, and over the years, they've developed a similarly rapid propensity to adapt to new locations. Aquatic caverns, for example, might be infested with darkmantles that can swim instead of fly; on the other hand, icy caverns would've led to darkmantles that developed white or pale blue colorations, and these specimens might produce blasts of obscuring fog instead of darkness. The deepest, darkest reaches of the Darklands are rumored to host darkmantles of incredible size, capable of smothering multiple human-sized victims simultaneously. These deep-dwelling darkmantles have the capacity to shed more powerful darkness that can plunge even creatures with darkvision into inky blackness— darkness in which these deep-dwelling creatures can, of course, still see well within. Recall Knowledge - Beast (Arcana, Nature): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Darkmantle Source Crown of the Kobold King pg. 118 Perception +6; darkvision, tremorsense (precise) 60 feet Languages Skills Stealth +7 Str +1 Dex +2 Con +2 Int -4 Wis +1 Cha +0 --- AC 15 Fort +7 Ref +7 Will +4 HP 20 --- Speed 15 feet, fly 25 feet Melee Single Action tentacles +7 (Agile, Finesse), Damage 1d8+1 bludgeoning plus Grab Constrict Single Action 1d8 bludgeoning, DC 17 Shed Darkness Two Actions (Darkness, Evocation, Primal) The darkmantle sheds an inky blob of black fluid from the folds of its body. It can shed this blob horizontally to a distance of up to 30 feet, or simply let it fall up to 120 feet below itself (shed darkness that falls more than 120 feet before striking a surface evaporates without effect). When the blob of darkness lands, it explodes into a 10-foot burst of darkness that prevents light from penetrating or emanating within the area. Light doesn't enter this area, and any non-magical light sources, such as a torch or lantern, don't emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of 1st level or lower but has no effect on magical light from 2nd-level or higher spells. From the outside, it appears as a globe of pure darkness. The darkmantle can't shed darkness again for 24 hours. Frustrating Sheddings The liquid darkness shed by darkmantles has long fascinated alchemists, who have tried countless methods of extracting and preserving the fluid to generate dark-spewing bombs of their own design. While some alchemists have succeeded in their attempts, the cost and trouble of doing so tend to make the process a great way for an aspiring alchemist to lose a lot of money and waste a lot of time. ","skill_mod":{"stealth":7},"summary":"These dark blue or black mollusk-like creatures have a similar appearance to an octopus, save that they have only six tentacles, all of which are …","primary_source":"Crown of the Kobold King","trait_group":["Creature Type","Rarity"],"ac":15,"level":1,"source_category":["Adventures"],"sense":" darkvision , tremorsense (precise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2180","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":7,"source_group":["Crown of the Kobold King"],"size":["Small"],"spoilers":"Crown of the Kobold King","name":"Darkmantle","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[5],"slug":"creature-2180"},{"attack_bonus":[14,15],"constitution":4,"primary_source_category":"Adventures","strength":5,"hp":75,"language":["Common","Dwarven","Undercommon"],"immunity":["death effects","disease","fire","paralyzed","poison","unconscious"],"source":["Crown of the Kobold King","Pathfinder #148: Fires of the Haunted City"],"type":"Creature","will_save":11,"charisma":0,"speed":{"max":20,"land":20},"perception":11,"wisdom":2,"weakness":{"cold":5},"creature_ability":["Eternal Damnation","Searing Heat","Inflate Bellows","Forge Breath","Soul Chain"],"primary_source_group":"Crown of the Kobold King","skill":["Athletics","Crafting","Droskar Lore"],"trait":["Fire","Uncommon","Undead","LE","Medium"],"id":"creature-2181","text":" Forge-Spurned Evil dwarves who die having failed to live up to the exacting standards of the duergar god Droskar are sometimes forced to return to the material world as undead abominations known as forge-spurned. Forge-spurned look like dwarves with pupilless eyes and leathery flesh, and with their hair and beard made of smoke and fire—newly formed forge-spurned can almost be mistaken for living creatures as a result. The longer forge-spurned exist, the more skeletal and fiery their visage becomes; those who have existed for centuries or more often look as if they have skulls for faces and fire for hair. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Forge-Spurned Source Crown of the Kobold King pg. 119, Pathfinder #148: Fires of the Haunted City pg. 83 Perception +11; darkvision Languages Common, Dwarven, Undercommon Skills Athletics +14, Crafting +14, Droskar Lore +12 Str +5 Dex +2 Con +4 Int +1 Wis +2 Cha +0 Items soul chain , warhammer --- AC 22 Fort +15 Ref +9 Will +11 HP 75 (eternal damnation, negative healing) Immunities death effects, disease, fire, paralyzed, poison, unconscious Weaknesses cold 5 Eternal Damnation (divine, necromancy) As long as their soul chain remains intact, a forge-spurned can't be truly destroyed. They rise again fully healed at the next sundown, even if their physical body was destroyed. Searing Heat (fire) A creature who touches a forge-spurned (including by Grappling them or hitting them with an unarmed attack) takes 2d6 fire damage with a DC 21 basic Reflex save. --- Speed 20 feet Melee Single Action soul chain +15 (Disarm, Trip), Damage 2d8+5 slashing plus 1d6 fire Melee Single Action warhammer +14 (Shove), Damage 1d8+7 bludgeoning Inflate Bellows Two Actions Requirements The forge-spurned has used Forge Breath; Effect The forge-spurned draws a massive breath to refill their emptied lungs, enabling them to use Forge Breath again. Forge Breath Two Actions (Divine, Evocation, Fire) The forge-spurned breathes a cloud of stinging soot, ash, and glowing embers. This can affect either a 30-foot cone or a 20-foot burst centered on the forge-spurned and persists for 1d4 rounds. Each creature that moves into or starts their turn in the area takes 6d6 fire damage, with a DC 21 basic Reflex save. A creature who fails its save is also blinded for 1 minute. Creatures within the cloud are concealed, though not from the forge-spurned. The forge-spurned can't use Forge Breath again until they've used Inflate Bellows. Soul Chain (Divine, Fire, Necromancy) If a creature is slain by an attack from the soul chain and the forge-spurned is able to retain the creature's corpse, they can bind the creature's soul into a soul chain (as bind soul ) with a day of work at a forge and a successful DC 20 Crafting check. An individual whose soul is bound in this way can't be resurrected unless the soul chain is destroyed (Hardness 5, HP 20, BT 10). Haunted Forges Forge-spurned are often encountered near abandoned forges, and the presence of these undead dwarves can infest that forge with an ever-burning fire. Such “haunted” forges burn without the need for fuel, though they extinguish automatically when their forge-spurned source is destroyed. Soul Chains A forge-spurned wields a soul chain: a cursed +1 striking flaming spiked chain . Any other creature that has a soul chain must succeed at a DC 22 Will save each day at sundown or transform into a forge-spurned permanently. A forge-spurned stops at nothing to retrieve its soul chain if it’s lost. ","element":["Fire"],"skill_mod":{"crafting":14,"athletics":14},"summary":"Evil dwarves who die having failed to live up to the exacting standards of the duergar god Droskar are sometimes forced to return to the …","primary_source":"Crown of the Kobold King","trait_group":["Energy","Elemental","Planar","Monster","Rarity","Creature Type"],"ac":22,"item":["soul chain","warhammer"],"level":5,"source_category":["Adventures","Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2181","intelligence":1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"source_group":["Crown of the Kobold King","Age of Ashes"],"size":["Medium"],"spoilers":"Crown of the Kobold King","name":"Forge-Spurned","alignment":"LE","category":"creature","rarity":"uncommon","strike_damage_average":[11,17],"slug":"creature-2181"},{"attack_bonus":[11,11],"constitution":2,"primary_source_category":"Adventures","strength":4,"hp":35,"language":["Aklo","(can't speak any language)"],"source":["Crown of the Kobold King","Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":10,"charisma":-2,"speed":{"climb":20,"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Gripping Tentacle"],"primary_source_group":"Crown of the Kobold King","skill":["Athletics","Stealth"],"stealth":"8","trait":["Aberration","Uncommon","N","Medium"],"id":"creature-2182","text":" Grick The wormlike gricks terrorize the caverns and tunnels in which it dwells, lying in wait near heavily traveled underground passages or subterranean cities for the chance to reach forth from the darkness and take its prey. Those laid low by a grick are rarely consumed on the spot. Instead, gricks haul back fresh food back to their lair in a tight burrow or high on a cavern ledge, where they consume their spoils in small bites at the gricks' leisure. The origin of gricks is unknown. Even though these creatures have a rudimentary intelligence, they don't have any social structure to speak of. Most gricks are encountered alone. Even on those occasions when unfortunate travelers meet multiple gricks in small groups, those gricks don't appear to communicate or work together; each instead attacks an individual target and retreats with its prize as soon as it manages to bring down an opponent. Capable predators, gricks also have a strangely weapon-resistant hide that makes them especially dangerous to the unprepared. Many novice adventurers have fallen to grick attacks merely because they couldn't damage these creatures with their non-magical weapons. Those familiar with gricks (especially dwarves, morlocks, and xulgaths) know the best strategy for dealing with them when one lacks access to magic weapons is to fall back and wait for more powerful or magical reinforcements. Gricks rely on their dark coloration and ability to climb walls to keep them out of sight until they're ready to spring an ambush. On occasions, when food becomes scarce in a particular area, gricks have been known to travel to the surface and roam the wilderness in search of prey, but they make these sojourns almost always out of necessity, lasting only as long as it takes them to find entrances to new subterranean lairs. These creatures prefer darkness and the comfort of a ceiling overhead; they avoid the open sky and go to great lengths to keep the cover of trees, low clouds, or buildings between them and the empty gulf overhead. Some Darklands societies have tried to recruit gricks as guardians or even beasts of burden, but their intelligence—while middling at best—is more than enough for them to stubbornly resist and even resent attempts at “training.” The best most societies can manage is to keep a grick guardian happy by making sure it remains well-fed and comfortable. Recall Knowledge - Aberration (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Grick Source Crown of the Kobold King pg. 120, Pathfinder #157: Devil at the Dreaming Palace pg. 35 Perception +8; darkvision, scent (imprecise) 30 feet Languages Aklo; (can't speak any language) Skills Athletics +9, Stealth +8 Str +4 Dex +3 Con +2 Int -3 Wis +3 Cha -2 --- AC 20 Fort +7 Ref +10 Will +10 HP 35 Resistances physical 5 (except magic) Gripping Tentacle Reaction Trigger A creature in the grick's reach uses a move action or leaves a square during a move action it's using; Effect The grick makes a tentacle Strike against the target. If the attack is a critical hit and the trigger was a move action, the grick disrupts that action. --- Speed 25 feet, climb 20 feet Melee Single Action jaws +11, Damage 1d12+6 slashing Melee Single Action tentacle +11 (Agile), Damage 1d8+6 bludgeoning Jungle Gricks These surface-adapted varieties of the underground grick appear in shades of green. They lurk in the undergrowth of jungles or climb low-hanging branches to drop on unsuspecting prey. Their greater skill at Stealth checks applies in forested terrain instead of rocky terrain. Jungle gricks are heartier creatures than their underground-dwelling kin; all jungle gricks have the elite creature adjustments as a result. ","skill_mod":{"stealth":8,"athletics":9},"summary":"The wormlike gricks terrorize the caverns and tunnels in which it dwells, lying in wait near heavily traveled underground passages or subterranean …","primary_source":"Crown of the Kobold King","trait_group":["Creature Type","Rarity"],"ac":20,"level":3,"source_category":["Adventures","Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=2182","intelligence":-3,"reflex_save":10,"strongest_save":["ref","reflex","will"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"source_group":["Crown of the Kobold King","Agents of Edgewatch"],"size":["Medium"],"spoilers":"Crown of the Kobold King","name":"Grick","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[10,12],"slug":"creature-2182"},{"primary_source_category":"Adventures","strength":5,"hp":105,"language":["Common","Undercommon","(can't speak any language); <%UMR%37%%>telepathy<%END> 60 feet"],"source":["Crown of the Kobold King"],"type":"Creature","charisma":4,"perception":15,"stealth":"15","trait":["Amphibious","Ooze","Rare","N","Medium"],"id":"creature-2183","text":" Id Ooze Not all oozes are mindless predators capable of little more than ambushing and consuming prey. The id ooze is a thinking, calculating creature with the capacity to carry out complex plots and plans—not always to secure a meal. Left to its own devices, an id ooze is just as content to spend decades or even centuries in introspective philosophical pursuits as it is to crawl through the underground rivers and moist caverns it prefers to call home. An id ooze can derive sustenance from the consumption of organic material, but without easy access to plants or animals to eat, they can subsist in a state of semi-hibernation for centuries while slowly absorbing residual psychic energies in locations that have been host to powerful emotions, such as long-standing temples that once hosted generations of worshippers, settlements that endured horrific wars or devastating disasters, or even just the home of a powerful occult spellcaster whose thoughts left marks upon the walls long after they moved on. An id ooze prefers water but is equally at home on land. The slimy creature appears as a patch of water until it attacks, when its gelatinous body piles up on itself to form a single pseudopod that strikes like an angry snake. Recall Knowledge - Ooze (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Id Ooze Source Crown of the Kobold King pg. 121 Perception +15; motion sense 60 feet, no vision Languages Common, Undercommon; (can't speak any language); telepathy 60 feet Skills Athletics +16, Deception +15, Occultism +15, Stealth +15 Str +5 Dex +2 Con +4 Int +2 Wis +4 Cha +4 Motion Sense An id ooze can sense nearby creatures through vibration and air or water movement. Puddled Ambush Reaction Trigger A creature enters or interacts with a space occupied by an id ooze; Requirements Initiative hasn't yet been rolled; Effect The id ooze automatically notices the creature, then makes a pseudopod Strike against one creature adjacent to itself before rolling initiative. --- AC 21 Fort +15 Ref +13 Will +17 HP 105 Immunities acid, critical hits, precision, unconscious, visual Resistances slashing 5, piercing 5 --- Speed 10 feet, climb 10 feet, swim 20 feet Melee Single Action pseudopod +18 (Agile), Damage 2d4+8 bludgeoning plus 1d6 acid and Grab Occult Innate Spells DC 25 - Cantrips (4th) Daze - 3rd Fear, Hypnotic Pattern - 4th Confusion, Phantom Pain Constrict Single Action 1d4+8 bludgeoning plus 1d6 acid, DC 25 Id Ooze Acid An id ooze's acid damages only metal and organic materials, not stone. Manipulate Ooze Free Action (Enchantment, Occult) Frequency once per turn; Effect The id ooze manipulates the senses and impulses within a mindless ooze of the id ooze's level or lower within 30 feet, issuing it telepathic orders to undertake a specific action. The orders must be simple, such as a directive to attack a specific target in preference to another, or to hold ground in a spot to protect a location, or even to adjust its positioning and body to form crude shapes or symbols. A manipulated ooze performs the direction to the best of its ability on its next turn, after which it returns to its normal behavior. Brain Ooze Just as id oozes are an evolution of the lesser gray ooze, so do there exist evolutions of id oozes known as brain oozes. While brain oozes aren't much more powerful than an id ooze, they tend to be much crueler and more sadistic in their behavior. Brain oozes appear as disembodied brains that lash out with slimy tentacles. Where the id ooze possesses occult magic that allows them to confuse and hinder thought, brain oozes specialize in controlling thoughts and revels in the resulting feelings of superiority before, inevitably, they consume their mind-controlled victims. ","skill_mod":{"deception":15,"stealth":15,"athletics":16,"occultism":15},"primary_source":"Crown of the Kobold King","spell":["Confusion","Phantom Pain","Fear","Hypnotic Pattern","Daze"],"ac":21,"level":7,"spell_dc":[25],"source_category":["Adventures"],"sense":"motion sense 60 feet, no vision","resistance":{"piercing":5,"slashing":5},"intelligence":2,"reflex_save":13,"strongest_save":["will"],"fortitude_save":15,"source_group":["Crown of the Kobold King"],"size":["Medium"],"spoilers":"Crown of the Kobold King","name":"Id Ooze","alignment":"N","rarity":"rare","strike_damage_average":[16],"attack_bonus":[18],"constitution":4,"immunity":["acid","critical hits","precision","unconscious","visual"],"creature_family":"Ooze","will_save":17,"speed":{"climb":10,"max":20,"land":10,"swim":20},"wisdom":4,"weakness":{},"creature_ability":["Motion Sense","Puddled Ambush","Constrict","Id Ooze Acid","Manipulate Ooze"],"primary_source_group":"Crown of the Kobold King","skill":["Athletics","Deception","Occultism","Stealth"],"tradition":["Occult"],"summary":"Not all oozes are mindless predators capable of little more than ambushing and consuming prey. The id ooze is a thinking, calculating creature with …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2183","dexterity":2,"category":"creature","slug":"creature-2183"},{"attack_bonus":[18],"constitution":2,"primary_source_category":"Adventures","strength":5,"hp":145,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Crown of the Kobold King"],"type":"Creature","will_save":13,"charisma":-5,"speed":{"max":20,"land":20},"perception":13,"wisdom":0,"weakness":{"cold":10},"creature_ability":["Melt","Slowed by Cold","Encase","Molten Wax"],"primary_source_group":"Crown of the Kobold King","skill":["Athletics"],"trait":["Construct","Mindless","Rare","N","Medium"],"id":"creature-2184","text":" Tallow Guardian A tallow guardian typically appears as a vaguely humanoid-shaped mass of tallow or wax, its surface constantly melting, running down its body, and then hardening only to be reabsorbed into the central mass. The tallow guardian's face seems constantly on the verge of melting into a shapeless blob, yet the unsettling construct can still sense the world around it with ease. Recall Knowledge - Construct (Arcana, Crafting): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Tallow Guardian Source Crown of the Kobold King pg. 122 Perception +13; darkvision Languages Skills Athletics +17 Str +5 Dex +0 Con +2 Int -5 Wis +0 Cha -5 --- AC 23 Fort +15 Ref +11 Will +13 HP 145 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances fire 5, physical 5 (except bludgeoning) Weaknesses cold 10 Melt If a tallow guardian takes any fire damage, its body melts somewhat and becomes even more difficult to damage. Until the end of its next turn, its resistance to slashing and piercing damage increases to 10, and its resistance to bludgeoning damage increases to 5. Slowed by Cold If a tallow guardian takes any cold damage, it loses the benefits granted by melt and becomes slowed 1. --- Speed 20 feet Melee Single Action fist +18 (Magical), Damage 2d8+8 bludgeoning plus 1d6 persistent fire and Grab Encase Single Action (Attack) The tallow guardian attempts to pull a Medium or smaller creature it has grabbed into its body. The tallow guardian attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it encases the creature with its body. An encased creature is grabbed, is slowed 1, and must hold its breath or start suffocating. It takes 2d6 fire damage from the tallow guardian's molten hot wax when it's first encased, and at the end of each of its turns while it's encased. A tallow guardian can only have one encased creature at a time; if a tallow guardian encases a new creature, a previously encased creature is forced out of its body into an adjacent square of the creature's choice. An encased creature can break free with a successful DC 22 check to Escape. An encased creature can attack the tallow guardian, but only with unarmed attacks or with weapons of light Bulk or less. The tallow guardian is flat-footed against the attack. If the tallow guardian takes 7 or more bludgeoning or slashing damage from an encased creature, the creature wrenches itself free. A creature that gets free by either method can immediately breathe and exits the tallow guardian's space, but it continues to take 1d6 persistent fire damage from the molten wax that clings to its body. If a tallow guardian is destroyed, any creature it has encased is automatically released as the guardian's body collapses into a shapeless mound of tallow. Molten Wax All persistent fire damage caused by a tallow guardian comes from globs of molten hot tallow that cling to its foes. This tallow cools automatically after 4 rounds, or immediately if the creature takes any cold damage; once the tallow cools, the persistent fire damage ends. From Evil Intent While a tallow guardian itself isn't intrinsically evil, the traditional methods of creating it involve rendering humanoid corpses to generate the tallow needed to construct its frame. The guardian is then animated by siphoning fragments of souls that linger in the area into a rudimentary but mindless animating force. Other methods of infusing tallow guardians with raw positive energy or voluntary donations could work, but the traditional method persists, giving these constructs an unsettling legacy. ","skill_mod":{"athletics":17},"summary":"A tallow guardian typically appears as a vaguely humanoid-shaped mass of tallow or wax, its surface constantly melting, running down its body, and …","primary_source":"Crown of the Kobold King","trait_group":["Creature Type","Monster","Rarity"],"ac":23,"level":7,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"piercing":5,"slashing":5,"fire":5,"physical":5},"url":"/Monsters.aspx?ID=2184","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":15,"source_group":["Crown of the Kobold King"],"size":["Medium"],"spoilers":"Crown of the Kobold King","name":"Tallow Guardian","alignment":"N","category":"creature","rarity":"rare","strike_damage_average":[20],"slug":"creature-2184"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Adventures","strength":3,"hp":45,"language":["Ignan","(can't speak any language)"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Crown of the Kobold King"],"type":"Creature","will_save":5,"charisma":0,"speed":{"max":25,"land":25,"burrow":15},"perception":7,"wisdom":1,"weakness":{"cold":5},"creature_ability":["Molten Body","Reactive Thrash","Critical Ignition"],"primary_source_group":"Crown of the Kobold King","skill":["Acrobatics","Stealth"],"stealth":"5","trait":["Earth","Elemental","Fire","Uncommon","N","Medium"],"id":"creature-2185","text":" Thoqqua Thoqquas are cantankerous creatures of fire and slag. Their bodies generate incredible heat that allows them to burrow or melt through most surfaces, even solid rock. Thoqquas are native to the vast ash deserts and lava fields of the Plane of Fire. There, they consume ore and minerals, which their furnace-like bodies then smelt into armor plates that grant the creatures their armored forms. These creatures' foremost body segment tapers into a straight, hornlike beak that glows with a blistering heat. Steam and smoke constantly hiss from their joints, and from a distance, thoqquas can be mistaken for strange metallic constructs. Adult thoqquas are 5 feet long and weigh 200 pounds. Thoqquas are dangerous to approach—they attack without thinking when startled or frustrated. If they don't immediately chase away intruders within their territory, then they might gradually come to view that area as property and even guard it. Mephit seem to understand this curious thoqqua thought process, occasionally brokering deals with the magma worms. The mephits claim that the mountain-sized ancestors of modern thoqquas were servants of the elemental lords and dug the first volcanoes in the young worlds of the Material Plane. These “progenitor worms” then retired to the worlds' cores, where their heat warms the planets even today. Thoqquas on the Material Plane do congregate around volcanoes—though whether this tendency is to protect a mineral-rich food site or sacred place, or simply out of comfort, depends on the thoqqua in question. Recall Knowledge - Elemental (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Thoqqua Source Crown of the Kobold King pg. 123 Perception +7; darkvision, tremorsense (imprecise) 60 feet Languages Ignan; (can't speak any language) Skills Acrobatics +7, Stealth +5 Str +3 Dex +1 Con +2 Int -2 Wis +1 Cha +0 --- AC 17 Fort +8 Ref +7 Will +5 HP 45 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 5 Molten Body (evocation, fire, primal) A thoqqua's body is hot enough to melt stone. A creature who grabs a thoqqua, is grabbed by a thoqqua, or critically fails a melee Strike with an unarmed attack or agile weapon takes 1d4 fire damage (DC 15 basic Reflex save). Reactive Thrash Reaction Trigger A creature within the thoqqua's reach hits the thoqqua with a melee Strike; Effect The thoqqua instinctively thrashes into the attack, pressing its molten hot scales forward. The attacker must attempt a DC 15 Reflex save. Critical Success The attacker is unaffected. Success The attacker takes 1d4 fire damage. Failure The attacker takes 2d4 fire damage. Critical Failure As failure, but the weapon used to Strike the thoqqua becomes broken unless the weapon is made of metal, has more than 10 Hardness, or is resistant to or immune to fire. --- Speed 25 feet, burrow 15 feet Melee beak +9, Damage 1d8+3 piercing plus 1d6 fire and critical ignition Critical Ignition On a critical hit with a body Strike, a thoqqua inflicts an additional 1d6 persistent fire damage. Starving Thoqquas A thoqqua feeds on a combination of raw stone, ore, and heat. When denied these nourishments, a thoqqua won't perish from starvation, but it does grow less armored as it's forced to absorb and weaken its armored body plates. A starved thoqqua's Armor Class is reduced by 2, but it gains a +1 circumstance bonus on all attack rolls. ","element":["Earth","Fire"],"skill_mod":{"stealth":5,"acrobatics":7},"summary":"Thoqquas are cantankerous creatures of fire and slag. Their bodies generate incredible heat that allows them to burrow or melt through most surfaces, …","primary_source":"Crown of the Kobold King","trait_group":["Elemental","Planar","Monster","Creature Type","Energy","Rarity"],"ac":17,"level":2,"source_category":["Adventures"],"sense":" darkvision , tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=2185","intelligence":-2,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":8,"source_group":["Crown of the Kobold King"],"size":["Medium"],"spoilers":"Crown of the Kobold King","name":"Thoqqua","alignment":"N","category":"creature","rarity":"uncommon","strike_damage_average":[11],"slug":"creature-2185"},{"attack_bonus":[10],"constitution":2,"primary_source_category":"Adventures","strength":0,"hp":28,"language":["Daemonic"],"source":["Crown of the Kobold King","Pathfinder #157: Devil at the Dreaming Palace"],"type":"Creature","will_save":8,"charisma":0,"speed":{"fly":25,"max":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Vargouille's Kiss","Vargouille's Shriek","Tenacious Wounds"],"primary_source_group":"Crown of the Kobold King","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"8","trait":["Aberration","Fiend","Rare","NE","Small"],"id":"creature-2186","text":" Vargouille Vargouilles are scavengers from the swamps of Abaddon, where they flop and flap through strange and haunted skies in constant search of fresh souls to torment. In this daemonic nightmare realm, vargouilles play a role similar to that of a raven or vulture, although they augment these roles with a malevolent delight in causing pain and anguish that no scavenger bird could ever hope to match. A vargouille is larger than a human head, typically between 12 and 20 inches high with a 15- to 35-inch wingspan. While vargouilles aren't natives of the Material Plane, they can be found there nevertheless, occupying graveyards, ancient battlefields, or anywhere one can find remnants of death and decay. Recall Knowledge - Aberration (Occultism): DC 21 Recall Knowledge - Fiend (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Vargouille Source Crown of the Kobold King pg. 124, Pathfinder #157: Devil at the Dreaming Palace pg. 35 Perception +8; darkvision Languages Daemonic Skills Acrobatics +8, Athletics +4, Intimidation +6, Stealth +8 Str +0 Dex +4 Con +2 Int -3 Wis +2 Cha +0 --- AC 18 Fort +6 Ref +10 Will +8 HP 28 --- Speed fly 25 feet Melee bite +10 (Agile, Finesse), Damage 1d8 piercing plus 1d6 poison Vargouille's Kiss Three Actions (Disease, Occult, Transmutation) Requirements The vargouille is adjacent to a paralyzed, unconscious, or willing humanoid creature; Effect The vargouille nuzzles up against a helpless or willing humanoid creature in a parody of a lover's kiss—the creature must then attempt a saving throw or begin an unsettling transformation into a vargouille. The sickened, stupefied, and unconscious conditions from Vargouille's Kiss don't improve on their own until the disease is cured. This disease can't progress in stage as long as the victim is in sunlight or in the area of a 3rd-level or higher light effect. Saving Throw DC 18 Fortitude; Stage 1 no ill effect (2 hours); Stage 2 victim's hair falls out, sickened 1 (2 hours); Stage 3 victim's ears elongate into winglike shapes and their teeth grow tangled and sharp, stupefied 1 (2 hours); Stage 4 as Stage 3, but the victim falls unconscious (2 hours); Stage 5 death, and the victim's head transforms into a new vargouille that detaches from the body and flies off to spread evil on its own. Vargouille's Shriek Two Actions (Auditory, Evocation, Incapacitation, Occult, Visual) The vargouille distends its jaw awfully and emits an unnerving shriek. All creatures within 60 feet who can see and hear the vargouille must attempt a DC 15 Fortitude save. Success The creature is unaffected and is temporarily immune to Vargouille's Shriek for 24 hours. Failure The creature is paralyzed until the end of its next turn. Critical Failure The creature is paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Tenacious Wounds (Curse, Necromancy, Occult) A creature who takes poison damage from a vargouille must succeed at a DC 18 Fortitude save or be cursed. The cursed creature can't regain HP except via magic, and anyone Casting a Spell to heal the creature must succeed at a DC 18 counteract check or the healing has no effect. The vargouille's counteract level is equal to its creature level. A creature can attempt a new DC 18 Fortitude save once per day (typically when it makes its daily preparations) to end this curse. The curse ends automatically if the creature is healed to maximum HP. Infestations of Evil While an evil spellcaster can certainly conjure vargouilles and seed them through a region to spread their kind, these minor fiends have an even more insidious method of crossing the planar boundary. In graveyards that have become corrupted by daemonic influences or cults devoted to the Horsemen of the Apocalypse, fresh corpses can spontaneously serve as portals from Abaddon, allowing brand new vargouilles to be “born” from the heads of the dead. ","skill_mod":{"stealth":8,"athletics":4,"intimidation":6,"acrobatics":8},"summary":"Vargouilles are scavengers from the swamps of Abaddon , where they flop and flap through strange and haunted skies in constant search of fresh souls …","primary_source":"Crown of the Kobold King","trait_group":["Creature Type","Rarity"],"ac":18,"level":2,"source_category":["Adventures","Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2186","intelligence":-3,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"source_group":["Crown of the Kobold King","Agents of Edgewatch"],"size":["Small"],"spoilers":"Crown of the Kobold King","name":"Vargouille","alignment":"NE","category":"creature","rarity":"rare","strike_damage_average":[8],"slug":"creature-2186"},{"attack_bonus":[25,26],"constitution":4,"primary_source_category":"Adventure Paths","strength":7,"hp":210,"language":["Common","Halfling","Necril"],"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Pathfinder #184: The Ghouls Hunger"],"type":"Creature","will_save":24,"charisma":4,"speed":{"climb":25,"max":25,"land":25},"perception":23,"wisdom":5,"weakness":{},"creature_ability":["Children of the Night","Mist Escape","Change Shape","Create Spawn","Dominate","Dread Striker","Drink Blood","Sneak Attack","Turn to Mist"],"primary_source_group":"Blood Lords","skill":["Acrobatics","Athletics","Intimidation","Society","Stealth","Thievery"],"stealth":"25","trait":["Undead","Unique","Vampire","CE","Small"],"id":"creature-2187","text":" Weeping Jack Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Weeping Jack Source Pathfinder #184: The Ghouls Hunger pg. 61 Perception +23; darkvision Languages Common, Halfling, Necril Skills Acrobatics +23, Athletics +25, Intimidation +24, Society +25, Stealth +25, Thievery +23 Str +7 Dex +5 Con +4 Int +7 Wis +5 Cha +4 Children of the Night (divine, enchantment, mental) The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include rat swarms, bat swarms, and wolves, but can include other creatures. The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back. Items +1 striking spiked chain , +1 resilient studded leather armor , greater demon mask --- AC 33 Fort +21 Ref +24 Will +24 HP 210 Immunities death effects, disease, paralyzed, poison, sleep Weaknesses vampire Mist Escape Free Action Trigger The vampire is reduced to 0 HP. Effect The vampire uses Turn to Mist. It can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage. It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first. --- Speed 25 feet, climb 25 feet Melee Single Action spiked chain +26 (Disarm, Finesse, Trip), Damage 2d8+13 slashing Melee Single Action claw +25 (Agile), Damage 2d6+13 slashing plus Grab Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf. Use the options in the aerial form and animal form spells as guidelines. Weeping Jack's bat form's fangs strike have a +25 attack bonus and deal 2d8+13 piercing damage. Bat The vampire changes into a bat swarm or giant bat. It gains echolocation 40 feet, a land Speed of 20 feet and a fly Speed of 30 feet, and a fangs Strike with the same attack bonus as its highest melee attack. These fangs deal the same amount of damage as the vampire's claws, but deal piercing damage rather than slashing damage. Create Spawn (Divine, Downtime, Necromancy) If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights. If the new vampire is lower level than its creator, it is under the creator's control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire's Will DC. Dominate Two Actions (Divine, Enchantment, Incapacitation, Mental, Visual) The vampire can cast dominate at will as a divine innate spell (DC 29 Will save). Casting it requires staring into the target's eyes, giving the spell the visual trait. A creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell. Dread Striker Any creature that has the frightened condition is also flat-footed to Weeping Jack's attacks. Drink Blood Single Action (Divine, Necromancy) Requirement A grabbed, paralyzed, restrained, unconscious, or willing creature is within the vampire's reach. Effect The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and Weeping Jack regains 16 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes. Sneak Attack Weeping Jack deals 3d6 extra precision damage to flat-footed creatures. Turn to Mist Single Action (Concentrate, Divine, Transmutation) The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely. ","skill_mod":{"society":25,"thievery":23,"stealth":25,"athletics":25,"intimidation":24,"acrobatics":23},"primary_source":"Pathfinder #184: The Ghouls Hunger","trait_group":["Creature Type","Rarity","Monster"],"ac":33,"item":["+1 striking spiked chain","+1 resilient studded leather armor","greater demon mask"],"level":13,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=2187","intelligence":7,"reflex_save":24,"strongest_save":["ref","reflex","will"],"dexterity":5,"vision":"Darkvision","fortitude_save":21,"source_group":["Blood Lords"],"size":["Small"],"spoilers":"Blood Lords","name":"Weeping Jack","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[20,22],"slug":"creature-2187"},{"attack_bonus":[27,29],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":300,"language":["Hallit"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":25,"charisma":4,"speed":{"max":30,"land":30},"perception":24,"wisdom":2,"weakness":{},"creature_ability":["No Time to Die","Second Wind","Attack of Opportunity","Armag's Rage","Awesome Blow","Greatsword Critical Specialization","Shoulder Slam"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation","Survival"],"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2188","text":" Armag Twice-Born Armag was not born with that name, but today, he fully believes he is the legendary ancient leader reborn to lead the Tiger Lords back to an age of glory. He has long forgotten his birth name, as well as much of his childhood, as his brief but overwhelming recent experiences forced these memories out of his mind to make room for bloodlust, an addiction to violence, and obsession with mayhem. Only his worship of Gorum remains today, yet even this has been corrupted—tainted by the fell influence of the Sisters of the Bloodshot Eye. Little remains in Armag's mind today save for a desire to conquer, to wield the mighty greatsword Ovinrbaane in battle, and to revel in the glory of war. While he claims to be the reborn ancient hero, his “memories” of this previous life are largely hallucinations and fantasies implanted by the influence of his weapon. Armag himself appears as a muscular human with unruly brown hair, a full beard, and an expression that seems incapable of any other visage than anger, wrath, or fury. Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Armag Source Kingmaker Adventure Path pg. 592 Perception +24 Languages Hallit Skills Athletics +27, Intimidation +26, Survival +24 Str +5 Dex +2 Con +5 Int +0 Wis +2 Cha +4 Items +1 resilient breastplate , Ovinrbaane --- AC 35 Fort +28 Ref +23 Will +25 HP 300 Resistances physical 10 (weapons only) No Time to Die As long as Armag wields Ovinrbaane and is raging, the combination of the sword's magic and Armag's furious conviction that he is the true Armag protects him from death. His eyes and the sword's blade weep with blood and glow with red light at this time. As long as these conditions persist, he never increases beyond dying 3 and is not rendered unconscious. Instead, Armag becomes confused and continues to fight. If Ovinrbaane is taken from him (such as via a successful Disarm), or if his rage ends while he is dying, he immediately dies regardless of his dying condition value. If he's healed to at least 1 Hit Point, the confusion effect immediately ends. Second Wind Reaction Trigger Armag is fatigued and scores a critical hit with a melee strike or reduces a creature to 0 Hit Points with a melee Strike; Effect Armag draws upon inner reserves of furious energy. He is no longer fatigued. Attack of Opportunity Reaction --- Speed 30 feet Melee Single Action Ovinrbaane +29 (versatile P), Damage 2d12+13 slashing plus 1d6 bleed Melee Single Action shoulder spikes +27, Damage 3d6+13 piercing Armag's Rage Free Action Requirements Armag is not fatigued or raging. Effect Armag flies into a rage that lasts 1 minute. While raging, he gains a +6 status bonus to damage rolls and suffers a –1 status penalty to AC. During his rage, Armag gains an additional reaction at the start of his turn, but he can only use this additional reaction for Attacks of Opportunity. After the rage ends, Armag is fatigued. Awesome Blow Single Action Requirements Armag's last action was a successful Strike. Effect The weight of Armag's previous swing drives his foe back. He attempts an Athletics check against the target's Fortitude DC. Critical Success Armag gains the critical success effects of a Shove, then the critical success effect of a Trip against the target. Success Armag gains the success effect of a Shove, then the success effect of a Trip against the target. Failure Armag pushes the foe back 5 feet. Greatsword Critical Specialization On a critical hit from a greatsword Strike, the target is made off-balance and becomes flat-footed until the start of Armag's next turn. Shoulder Slam Single Action Armag Strides forward and hunkers down to attempt a shoulder spike Strike against a target at the end of that movement. If he critically hits a creature with this Strike, that creature is knocked prone. ","skill_mod":{"survival":24,"athletics":27,"intimidation":26},"summary":"Armag was not born with that name, but today, he fully believes he is the legendary ancient leader reborn to lead the Tiger Lords back to an age of …","image":["/Images/Monsters/Armag.png"],"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":35,"item":["+1 resilient breastplate","Ovinrbaane"],"level":14,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/NPCs.aspx?ID=2188","intelligence":0,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":28,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Armag","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[23,29],"slug":"creature-2188"},{"primary_source_category":"Adventure Paths","strength":4,"hp":300,"language":["Aklo","Common","Hallit","Jotun","Skald","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":5,"perception":26,"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2189","text":" Castruccio Irovetti Since his flight from Numeria, Castruccio Irovetti has ruled Pitax for over half a decade, and in that time, he has firmly established his hold over this River Kingdom's political scene through a mix of cunning choice and luck. While he does have the support of the nymph Nyrissa, he hid from her the fact that he's managed to recover the magical sword she charged him with retrieving, making him loath to call upon her for aid. Furthermore, if he can defeat the PCs, surely that show of strength will bolster his reputation in her eyes, so that he can then present Briar to her for an even greater reward. In Nyrissa, Irovetti sees the only candidate he could imagine taking on as his Queen. Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Castruccio Irovetti Source Kingmaker Adventure Path pg. 593 Perception +26; darkvision, see invisibility Languages Aklo, Common, Hallit, Jotun, Skald, Sylvan Skills Acrobatics +31, Arcana +27, Athletics +28, Deception +31, Intimidation +31, Nature +26, Occultism +29, Performance +29, Society +29 Str +4 Dex +5 Con +2 Int +3 Wis +0 Cha +5 Nyrissa's Favor Nyrissa infused Irovetti with additional abilities. He gained darkvision and the ability to see invisible creatures as a result of this favor, in addition to the typical +2 status bonus to Performance when determining the effect of compositions. Items boots of speed , +2 resilient mithral breastplate , mindrender baton, palace key, rod of razors, wand of dimension door , wand of paralyze --- AC 39 Fort +28 Ref +31 Will +26 HP 300 --- Speed 30 feet Melee Single Action rod of razors +30 (reach 10 feet, versatile P), Damage 3d10+12 slashing Ranged Single Action flechette +32 (range increment 100 feet, deadly d10, volley 30 ft.), Damage 3d8+12 piercing Occult Spontaneous Spells DC 37, attack +30 - Cantrips (8th) Daze, Mage Hand, Message, Prestidigitation, Read Aura - 1st Charm, Soothe, Unseen Servant (3 slots) - 2nd Dispel Magic, Mirror Image, Telekinetic Maneuver (3 slots) - 3rd Item Facade, Mind Reading, Vampiric Touch (3 slots) - 4th Fly, Invisibility, Private Sanctum (3 slots) - 5th Illusory Object, Sending, Subconscious Suggestion (3 slots) - 6th Dominate, Sound Burst, Teleport (3 slots) - 7th Duplicate Foe, Prismatic Spray, Tongues (3 slots) - 8th Maze, Scintillating Pattern, Uncontrollable Dance (3 slots) Bard Composition Spells 3 Focus Points - Cantrips (4th) Inspire Courage - 4th Counter Performance, Lingering Composition, Inspire Heroics Rituals DC 37 inveigle Signature Spells Irovetti can heighten the following spells freely: dispel magic , dominate , duplicate foe , private sanctum , sending , soothe , and vampiric touch . Songstrike Two Actions (Evocation, Occult) Irovetti sings out a short aria that resonates within his rod of razors, causing it to become infused with sonic energy. He attempts a Strike with the rod of razors, and if he hits, he inflicts an additional 5d10 sonic damage (DC 37 basic Fortitude save) ","skill_mod":{"society":29,"performance":29,"deception":31,"nature":26,"arcana":27,"athletics":28,"intimidation":31,"occultism":29,"acrobatics":31},"image":["/Images/Monsters/CastruccioIrovetti.png"],"primary_source":"Kingmaker Adventure Path","spell":["Maze","Scintillating Pattern","Uncontrollable Dance","Duplicate Foe","Prismatic Spray","Tongues","Dominate","Sound Burst","Teleport","Illusory Object","Sending","Subconscious Suggestion","Fly","Invisibility","Private Sanctum","Item Facade","Mind Reading","Vampiric Touch","Dispel Magic","Mirror Image","Telekinetic Maneuver","Charm","Soothe","Unseen Servant","Daze","Mage Hand","Message","Prestidigitation","Read Aura","Counter Performance","Lingering Composition","Inspire Heroics","Inspire Courage"],"ac":39,"item":["boots of speed","+2 resilient mithral breastplate","mindrender baton","palace key","rod of razors","wand of dimension door","wand of paralyze"],"level":16,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" darkvision , see invisibility ","resistance":{},"intelligence":3,"reflex_save":31,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":28,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Castruccio Irovetti","alignment":"CN","rarity":"unique","strike_damage_average":[25,28],"attack_bonus":[30,32],"constitution":2,"spell_attack_bonus":[30],"will_save":26,"speed":{"max":30,"land":30},"wisdom":0,"weakness":{},"creature_ability":["Nyrissa's Favor","Signature Spells","Songstrike"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Nature","Occultism","Performance","Society"],"tradition":["Occult"],"summary":"Since his flight from Numeria, Castruccio Irovetti has ruled Pitax for over half a decade, and in that time, he has firmly established his hold over …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=2189","dexterity":5,"category":"creature","slug":"creature-2189"},{"primary_source_category":"Adventure Paths","strength":4,"hp":220,"language":["Abyssal","Aklo","Common","Orcish","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":5,"perception":19,"trait":["Human","Humanoid","Orc","Unique","CE","Medium"],"id":"creature-2190","text":" Darivan Darivan is not the classic image of a Lamashtan cultist. While deeply religious, his magical power stems not from his faith, but from a link to his ancestral past. The favor of a dryad helped his grandfather escape from a brutal life and find a safe new homeland for his people, but Darivan never held patience for that. To Darivan, his sorcerous legacy and his sinister faith are two wholly separate elements, but his recent visions of the bloom of Lamashtu bringing a new swath of monsters to the Stolen Lands has compelled him strongly, showing him how his fey ancestry and his demonic faith can be made stronger. In combat, Darivan relies on his spells against ranged foes and his falchion and claw in melee. He activates Bloom Regeneration if an attack reduces him to 100 Hit Points or fewer, then shifts tactics to casting air walk and retreating upward to use spells against foes. Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Darivan Source Kingmaker Adventure Path pg. 594 Perception +19; darkvision Languages Abyssal, Aklo, Common, Orcish, Sylvan Skills Athletics +20, Deception +21, Diplomacy +19, First World Lore +18, Intimidation +21, Nature +19, Religion +19, Survival +19 Str +4 Dex +2 Con +1 Int +0 Wis +3 Cha +5 Items +1 striking falchion , +1 leather armor , gold religious symbol of Lamashtu , explorer's yurt --- AC 28 Fort +17 Ref +18 Will +21 HP 220 Bloom Regeneration Reaction (divine, necromancy) Trigger Darivan takes damage while he's within the Cradle of Lamashtu. Effect Darivan cries out a quick prayer to the Mother of Monsters, and filaments of fungus slither up into his wounded body, healing 4d6 points of damage. For the next 4 rounds, Darivan gains regeneration 10; this regeneration can be deactivated by cold iron or good damage. Darivan can't activate Bloom Regeneration again for 24 hours. --- Speed 25 feet Melee Single Action falchion +23 (Forceful, Sweep), Damage 2d10+8 slashing Melee Single Action claw +20 (Agile), Damage 2d6+8 slashing Primal Spontaneous Spells DC 29, attack +21 - Cantrips (5th) Acid Splash, Detect Magic, Electric Arc, Prestidigitation, Ray of Frost, Tanglefoot - 1st Charm, Fear, Longstrider, Pass Without Trace, Spider Sting (4 slots) - 2nd Barkskin, Calm Emotions, Create Food, Entangle, Glitterdust (4 slots) - 3rd Animal Vision, Blindness, Dispel Magic, Shocking Grasp, Slow (4 slots) - 4th Air Walk, Shape Stone, Speak with Plants, Vital Beacon, Weapon Storm (4 slots) - 5th Cone of Cold, Crushing Despair, Heal, Passwall, Wall of Stone (4 slots) Sorcerer Bloodline Spells DC 29, 1 Focus Point - 1st Nymph's Token Rituals - 1st monstrous bloom Bloodline Magic When Darivan's bloodline magic activates, his movements become supernaturally graceful and distracting, granting him a +1 status bonus to Diplomacy checks for 1 round or imposing a –1 status penalty on one target's Will saves for 1 round. Bleed for Lamashtu Single Action Requirement Darivan hasn't attempted a falchion strike yet. Effect Darivan attempts a Strike with a falchion. On a hit, he inflicts an additional 2d6 bleed damage. ","skill_mod":{"diplomacy":19,"deception":21,"nature":19,"survival":19,"athletics":20,"intimidation":21,"religion":19},"image":["/Images/Monsters/Darivan.png"],"primary_source":"Kingmaker Adventure Path","spell":["Cone of Cold","Crushing Despair","Heal","Passwall","Wall of Stone","Air Walk","Shape Stone","Speak with Plants","Vital Beacon","Weapon Storm","Animal Vision","Blindness","Dispel Magic","Shocking Grasp","Slow","Barkskin","Calm Emotions","Create Food","Entangle","Glitterdust","Charm","Fear","Longstrider","Pass Without Trace","Spider Sting","Acid Splash","Detect Magic","Electric Arc","Prestidigitation","Ray of Frost","Tanglefoot","Nymph's Token"],"ac":28,"item":["+1 striking falchion","+1 leather armor","gold religious symbol of Lamashtu","explorer's yurt"],"level":10,"spell_dc":[29,29],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":17,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Darivan","alignment":"CE","rarity":"unique","strike_damage_average":[15,19],"attack_bonus":[20,23],"constitution":1,"spell_attack_bonus":[21],"will_save":21,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Bloom Regeneration","Bloodline Magic","Bleed for Lamashtu"],"primary_source_group":"Kingmaker","skill":["Athletics","Deception","Diplomacy","First World Lore","Intimidation","Nature","Religion","Survival"],"tradition":["Primal"],"summary":"Darivan is not the classic image of a Lamashtan cultist. While deeply religious, his magical power stems not from his faith, but from a link to his …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Weapon","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2190","dexterity":2,"category":"creature","slug":"creature-2190"},{"primary_source_category":"Adventure Paths","strength":0,"hp":355,"language":["Aklo","Hallit"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":6,"perception":33,"trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-2191","text":" Foras The man who would take the name Foras grew up millennia ago among worshipers of Pharasma, yet he came to believe that the Outer Gods were the keys to claiming personal power. He tricked his people's priests into to imparting eldritch truths they would not normally share, then shared them with a few fellow secretive scholars of the occult. Gathering those whom Foras could manipulate, he retreated to a new stronghold—a location now known as Candlemere. Here, Foras's cult gave up their sight and their souls, only to become trapped with him within their own compound when their leader's brother tracked them down and imprisoned them. Yet even this hasn't stymied Foras, and he continues to this day to work toward his goal of drawing Yog-Sothoth into the world. Recall Knowledge - Humanoid (Society): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Foras Source Kingmaker Adventure Path pg. 595 Perception +33; unseen sight Languages Aklo, Hallit Skills Acrobatics +33, Arcana +34, Deception +37, Intimidation +35, Occultism +37, Religion +33, YogSothoth Lore +37 Str +0 Dex +4 Con +2 Int +5 Wis +4 Cha +6 Unseen Sight This is a precise sense that mimics darkvision yet functions even if the eye sockets themselves are covered. More importantly, the unseen sight allows a Thresholder to see the truth of the world, granting them the ability to see things as they actually are as if they were under the effects of true seeing , provided they are located within a region under the influence of YogSothoth. Currently in the Stolen Lands, this is limited to the island of Candlemere and the dungeons within it; beyond this area, the Thresholder cultists are blind. Items religious symbol of Yog-Sothoth, +2 greater resilient explorer's clothing , staff of power --- AC 43 Fort +31 Ref +31 Will +35 resolve HP 355 Resistances mental 20 Outside of Time Foras exists outside of time; he doesn't age, doesn't need food or drink to survive, and can't be quickened or slowed unless he chooses to be Resolve When Foras rolls a success on a Will save, he gets a critical success instead. Time Siphon (aura, occult) 60 feet. A living creature that enters the aura or ends its turn within it has some of its temporal essence drained away to Yog-Sothoth. It must succeed at a DC 38 Will save or become slowed 1 for 1 round (slowed 2 on a critical failure). Worshipers of Yog-Sothoth are immune to Time Siphon. --- Speed 25 feet Melee Single Action staff +31 (Magical, two-hand d8), Damage 3d4+10 bludgeoning Occult Spontaneous Spells DC 41, attack +36 - Cantrips (10th) Chill Touch, Dancing Lights, Daze, Prestidigitation, Read Aura - 1st Color Spray, Mending, Ray of Enfeeblement, Spider Sting (4 slots) - 2nd Death Knell, Hideous Laughter, See Invisibility, Touch of Idiocy (4 slots) - 3rd Enthrall, Hypercognition, Slow, Vampiric Touch (4 slots) - 4th Confusion, Fly, Read Omens, Telepathy (4 slots) - 5th Black Tentacles, Crushing Despair, Synesthesia, Tongues (4 slots) - 6th Confusion, Feeblemind, Slow, True Seeing (4 slots) - 7th Magic Missile, Spirit Blast, Visions of Danger, Warp Mind (4 slots) - 8th Mask of Terror, Maze, Scintillating Pattern, Uncontrollable Dance (4 slots) - 9th Magic Missile, Overwhelming Presence, Telepathic Demand, Unfathomable Song (4 slots) - 10th Time Stop (1 slot) Sorcerer Bloodline Spells DC 41, 3 Focus Points - 10th Aberrant Whispers, Tentacular Limbs, Unusual Anatomy Accelerated Existence Foras is quickened 1, and he can use this additional action to Step, Stride, or Sustain a Spell. Steady Spellcasting If a reaction would disrupt Foras's spellcasting action, he attempts a DC 15 flat check; on a success, the action isn't disrupted. ","skill_mod":{"deception":37,"arcana":34,"intimidation":35,"occultism":37,"acrobatics":33,"religion":33},"image":["/Images/Monsters/Foras.png"],"primary_source":"Kingmaker Adventure Path","spell":["Time Stop","Magic Missile","Overwhelming Presence","Telepathic Demand","Unfathomable Song","Mask of Terror","Maze","Scintillating Pattern","Uncontrollable Dance","Spirit Blast","Visions of Danger","Warp Mind","Confusion","Feeblemind","Slow","True Seeing","Black Tentacles","Crushing Despair","Synesthesia","Tongues","Fly","Read Omens","Telepathy","Enthrall","Hypercognition","Vampiric Touch","Death Knell","Hideous Laughter","See Invisibility","Touch of Idiocy","Color Spray","Mending","Ray of Enfeeblement","Spider Sting","Chill Touch","Dancing Lights","Daze","Prestidigitation","Read Aura","Aberrant Whispers","Tentacular Limbs","Unusual Anatomy"],"ac":43,"item":["religious symbol of Yog-Sothoth","+2 greater resilient explorer's clothing","staff of power"],"level":19,"spell_dc":[41,41],"source_category":["Adventure Paths"],"sense":"unseen sight","resistance":{"mental":20},"intelligence":5,"reflex_save":31,"strongest_save":["will"],"fortitude_save":31,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Foras","alignment":"CE","rarity":"unique","strike_damage_average":[17],"attack_bonus":[31],"constitution":2,"spell_attack_bonus":[36],"will_save":35,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Unseen Sight","Outside of Time","Resolve","Time Siphon","Accelerated Existence","Steady Spellcasting"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Arcana","Deception","Intimidation","Occultism","Religion","YogSothoth Lore"],"tradition":["Occult"],"summary":"The man who would take the name Foras grew up millennia ago among worshipers of Pharasma , yet he came to believe that the Outer Gods were the keys …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/NPCs.aspx?ID=2191","dexterity":4,"category":"creature","slug":"creature-2191"},{"primary_source_category":"Adventure Paths","strength":1,"hp":110,"language":["Common","Hallit"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":4,"perception":15,"trait":["Human","Humanoid","Unique","CN","Medium"],"id":"creature-2192","text":" Grigori The bard Grigori is a charismatic orator and an agent of Pitax who seeks to undermine the PCs' authority while spying on their kingdom. He shows up in the kingdom's capital city while the PCs are out adventuring and immediately begins giving speeches criticizing and denigrating their leadership and actions. More and more of the townsfolk gather to hear him talk and, as the days wear on, he builds a wellspring of support among the disaffected settlers in the town. Every decision the PCs make has a winner and a loser, and Grigori is gifted at shifting focus to the losers in these decisions and riling them up. Whether it is appealing to the citizens who didn't get what they wanted when the PCs built a new city block, to spinning a narrative that paints a recent event in the most horrid light for those for whom the outcome was a negative, a properly played Grigori should become a constant barb in the players' side and one of the most memorable villains they encounter. Grigori takes great pains to avoid breaking any of the PCs' laws so that they have no legal justification to arrest him other than that they want to silence him. Grigori is more than just an itinerant storyteller; he's a spy and agent provocateur sent by King Irovetti, the Lord of Pitax, to spread chaos and dissent in the town with the aim of overthrowing the PCs and possibly paving the way for Pitax to annex the settlement. In order to cover his tracks and retain plausible deniability, Irovetti used several layers of agents to hire Grigori; as far as the bard knows, he was hired to cause trouble in this fledgling town by agents from Fort Drelev to the west. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Grigori Source Kingmaker Adventure Path pg. 596 Perception +15 Languages Common, Hallit Skills Deception +17, Diplomacy +15, Performance +17, Society +16, Thievery +13 Str +1 Dex +2 Con +1 Int +3 Wis +2 Cha +4 Items infiltrator's elixirs (2), Leather Armor, lesser healing potion (2), +1 rapier , Shortbow (20 arrows) --- AC 23 Fort +12 Ref +15 Will +18 HP 110 --- Speed 25 feet Melee Single Action rapier +16 (deadly d8, Disarm, Finesse), Damage 1d6+4 piercing Ranged Single Action shortbow +15 (deadly d10, range 60 feet, reload 0), Damage 1d6+4 piercing Occult Spontaneous Spells DC 25, attack +17 - Cantrips (4th) Daze, Mage Hand, Prestidigitation, Shield, Sigil - 1st Alarm, Charm, Sanctuary (3 slots) - 2nd Hideous Laughter, Invisibility, Paranoia (3 slots) - 3rd Enthrall, Mind Reading, Zone of Truth (3 slots) - 4th Glibness, Suggestion (2 slots) Bard Composition Spells DC 25, 2 Focus Points - Cantrips (3rd) Inspire Courage, Dirge of Doom - 3rd Counter Performance, Lingering Composition Rhetorical Spell Single Action (Concentrate, Manipulate, Metamagic) If the next action Grigori takes is to Cast a Spell, he attempts a Performance check against all observers' Perception DCs. On a success, he hides his spellcasting as part of his oratory, and observers don't realize he's Casting a Spell. ","skill_mod":{"society":16,"diplomacy":15,"performance":17,"deception":17,"thievery":13},"image":["/Images/Monsters/Grigori.png"],"primary_source":"Kingmaker Adventure Path","spell":["Glibness","Suggestion","Enthrall","Mind Reading","Zone of Truth","Hideous Laughter","Invisibility","Paranoia","Alarm","Charm","Sanctuary","Daze","Mage Hand","Prestidigitation","Shield","Sigil","Counter Performance","Lingering Composition","Inspire Courage","Dirge of Doom"],"ac":23,"item":["infiltrator's elixirs (2)","Leather Armor","lesser healing potion (2)","+1 rapier","Shortbow (20 arrows)"],"level":7,"spell_dc":[25,25],"source_category":["Adventure Paths"],"resistance":{},"intelligence":3,"reflex_save":15,"strongest_save":["will"],"fortitude_save":12,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Grigori","alignment":"CN","rarity":"unique","strike_damage_average":[7,7],"attack_bonus":[15,16],"constitution":1,"spell_attack_bonus":[17],"will_save":18,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Rhetorical Spell"],"primary_source_group":"Kingmaker","skill":["Deception","Diplomacy","Performance","Society","Thievery"],"tradition":["Occult"],"summary":"The bard Grigori is a charismatic orator and an agent of Pitax who seeks to undermine the PCs' authority while spying on their kingdom. He shows up …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2192","dexterity":2,"category":"creature","slug":"creature-2192"},{"attack_bonus":[23,25,26],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":220,"language":["Common","Skald"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":18,"charisma":4,"speed":{"max":25,"land":25},"perception":17,"wisdom":-1,"weakness":{},"creature_ability":["Attack of Opportunity","Defensive Slice","Dramatic Disarm","Harrying Swordfighter","Skirmish Strike","Sneak Attack"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Brevoy Lore","Deception","Intimidation","Society","Stealth","Thievery"],"stealth":"22","trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-2193","text":" Hannis Drelev Hannis Drelev spent his youth in Brevoy frustrated at the lack of opportunity for advancement. When he heard Lady Jamandi was looking for volunteers to aid her in exploring and taming the Stolen Lands, he saw an opportunity to bolster his fame. In the months since, Hannis has come to regret his decision, and now that he has been forced to surrender to Irovetti and Armag, his attitude has shifted from frustration to outright cruelty. Drelev comes across as a sullen, greedy, conceited man, never satisfied with his lot in life, but always disdainful of anyone who has less than him. Though skilled at politics, the baron fancies himself a skilled swordsman as well. He loves dueling and often spars against his own guardsmen and senior officers. He likes to show off, taunting and belittling those he overpowers, but reacts angrily to situations where others get the best of him. A patient opponent who prides himself on his ability to skillfully outmaneuver his foes, Baron Drelev begins nearly every turn with Defensive Slice. He favors disarming foes, and attempts to do so once per round when facing an armed foe, mocking them wickedly if he's successful and cursing them violently if not. Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Hannis Drelev Source Kingmaker Adventure Path pg. 597 Perception +17 Languages Common, Skald Skills Acrobatics +22, Athletics +23, Brevoy Lore +19, Deception +24, Intimidation +24, Society +19, Stealth +22, Thievery +20 Str +5 Dex +4 Con +3 Int +1 Wis -1 Cha +4 Items +1 resilient breastplate , Crossbow (10 bolts), +1 grievous striking longsword , Hatchet, key ring, moderate healing potions (3) --- AC 33 Fort +23 Ref +25 Will +18 HP 220 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action longsword +26 (Disarm, versatile P), Damage 2d8+11 slashing Melee Single Action hatchet +25 (Agile, Sweep), Damage 1d6+11 slashing Ranged Single Action crossbow+23 (range 120 feet, reload 1), Damage 1d8+6 piercing Defensive Slice Single Action Requirement Baron Drelev hasn't attempted a Strike during this turn. Effect Baron Drelev assumes a defensive position with his weapons out, then attempts a melee Strike. He takes a –2 status penalty on all Strikes (including this one) and gains a +2 status bonus to his AC until the start of his next turn. Dramatic Disarm If Baron Drelev scores a critical success on an Athletics check to Disarm an opponent, he can choose to have the disarmed item fly 1d4 × 5 feet in a random direction rather than have it fall to the ground in the opponent's space. If this causes the item to land in a space occupied by a creature with at least one free hand, that creature can attempt a DC 20 Reflex save to catch the item (otherwise it falls to the ground in that space). Harrying Swordfighter Baron Drelev adds the disarm weapon trait to any sword he wields. Skirmish Strike Single Action Frequency once per turn; Effect Baron Drelev Steps and then Strikes or Strikes and then Steps. Sneak Attack Baron Drelev deals 2d6 extra precision damage to flat-footed creatures. ","skill_mod":{"society":19,"deception":24,"thievery":20,"stealth":22,"athletics":23,"intimidation":24,"acrobatics":22},"summary":"Hannis Drelev spent his youth in Brevoy frustrated at the lack of opportunity for advancement. When he heard Lady Jamandi was looking for volunteers …","image":["/Images/Monsters/HannisDrelev.png"],"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":33,"item":["+1 resilient breastplate","Crossbow (10 bolts)","+1 grievous striking longsword","Hatchet","key ring","moderate healing potions (3)"],"level":12,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2193","intelligence":1,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":23,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Hannis Drelev","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[10,14,20],"slug":"creature-2193"},{"attack_bonus":[20,20,21],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":190,"language":["Common","Jotun"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":16,"charisma":4,"speed":{"max":30,"land":30},"perception":16,"wisdom":2,"weakness":{"fire":15},"creature_ability":["Dream of Rulership","Attack of Opportunity","Rend","Royal Command","Shield Rip and Chew"],"primary_source_group":"Kingmaker","skill":["Athletics","Intimidation","Survival"],"trait":["Giant","Troll","Unique","CE","Large"],"id":"creature-2194","text":" Hargulka Before his dreams were invaded and his ambitions enhanced by Nyrissa's eldritch manipulations, Hargulka had already established himself as a leader among trollkind, though his goals never reached beyond bullying his fellow trolls into rampaging the immediate environs for food and wealth to bring back to him as offerings. The notion of becoming a “king” never crossed his mind until he had a vivid, unforgettable dream of himself sitting atop a throne and basking in the fear and adoration of not only trolls, but hobgoblins, harpies, and all manner of slavering monsters—creatures who might be viewed as dangerous enemies but, to Hargulka, were now his loyal minions. To Hargulka, the PCs' kingdom is rightfully his own. He intends to conquer them, claim their capital for himself, and dine on the flesh and bones of their citizens. Yet despite these violent goals, the troll knows better than to simply attack his enemies mindlessly. Instead, he spends his time working with his loyal trolls to seek out like-minded monsters in the wilds to recruit them to his cause. As a result, the longer Hargulka remains in power, the more dangerous and aggressive the monsters of the Stolen Lands will become! Unspecific Lore : DC 32 Specific Lore : DC 29 Hargulka Source Kingmaker Adventure Path pg. 598 Perception +16; darkvision Languages Common, Jotun Skills Athletics +18, Intimidation +18, Survival +16 Str +6 Dex +2 Con +6 Int +0 Wis +2 Cha +4 Items Hide Armor, +1 darkwood thundering morningstar --- AC 26 Fort +20 Ref +14 Will +16 HP 190 , regeneration 25 (deactivated by acid or fire) Weaknesses fire 15 Dream of Rulership (abjuration, primal) The lingering effects of Nyrissa's inspiration are stronger than any fear Hargulka faces. Whenever he attempts a saving throw against a fear effect, he treats his actual result as one degree of success better than his rolled result. Attack of Opportunity Reaction --- Speed 30 feet Melee Single Action morningstar +21 (reach 10 feet, versatile P), Damage 1d8+9 piercing plus 1d6 sonic Melee Single Action jaws +20 (reach 10 feet), Damage 2d10+9 piercing Melee Single Action claw +20 (Agile, reach 10 feet), Damage 2d8+9 slashing Rend Single Action claw Royal Command Single Action (Auditory, Fear, Linguistic) Hargulka issues an order to his followers. Each ally who hears and understands this command becomes quickened until the end of that ally's next turn but can use the extra action only to Strike. Hargulka can't issue a Royal Command on his next turn. Shield Rip and Chew Two Actions Requirement An opponent within reach has Raised a Shield. Effect Hargulka snatches at a foe's shield, pulling it out of the way. He attempts an Athletics check against the Reflex DC of an opponent who has Raised a Shield before making a jaws Strike against the opponent. If the Athletics check succeeds, the shield is not considered raised against the jaws Strike. On a critical success, Hargulka pulls the shield out of position, so it is no longer raised until the opponent Raises the Shield again. This counts as two attacks toward Hargulka's multiple attack penalty, but the multiple attack penalty doesn't increase until after the jaws Strike. ","skill_mod":{"survival":16,"athletics":18,"intimidation":18},"summary":"Before his dreams were invaded and his ambitions enhanced by Nyrissa's eldritch manipulations, Hargulka had already established himself as a leader …","image":["/Images/Monsters/Hargulka.png"],"primary_source":"Kingmaker Adventure Path","trait_group":["Creature Type","Monster","Rarity"],"ac":26,"item":["Hide Armor","+1 darkwood thundering morningstar"],"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=2194","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":20,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Hargulka","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[17,18,20],"slug":"creature-2194"},{"attack_bonus":[29],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":260,"language":["Common","Elven","Hallit"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":24,"charisma":4,"speed":{"max":25,"land":25},"perception":23,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Aldori Parry","Aldori Riposte","Saving Slash","Unnerving Prowess"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Restov Lore","Diplomacy","Intimidation","Society"],"trait":["Elf","Human","Humanoid","Unique","CG","Medium"],"id":"creature-2195","text":" Jamandi Aldori Jamandi Aldori's upbringing in Restov could have ensured her a safe and relaxed life as one of that city's nobles, but her restlessness and frustration with “meddling” from the north increasingly pushed her away from the aristocratic lifestyle. She quickly mastered the art of the Aldori sword, and over the years has become one of Restov's most well-known swordlords, in part due to her skill in dueling, but of late as a result of her increasingly obvious pushes to expand Restov's power in directions that minimize reliance upon the rest of Brevoy. Beyond organizing the push into the Stolen Lands and her desire to foster a new ally to the south, she hopes some day to found additional dueling schools beyond Brevoy's borders where the Aldori style can be taught—a pursuit that not all of her peers equally approve of. Characters who earn Jamandi's trust and support can unlock access to the Aldori duelist archetype at your option. Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Jamandi Aldori Source Kingmaker Adventure Path pg. 599 Perception +23; low-light vision Languages Common, Elven, Hallit Skills Acrobatics +29, Athletics +27, Restov Lore +23, Diplomacy +24, Intimidation +26, Society +23 Str +3 Dex +5 Con +2 Int +1 Wis +3 Cha +4 Items +1 resilient breastplate , daredevil boots , +2 striking Aldori dueling sword --- AC 36 Fort +23 Ref +27 Will +24 HP 260 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action Aldori dueling sword +29 (Finesse, versatile P), Damage 2d8+9 slashing Aldori Parry Single Action Requirement Jamandi wields only an Aldori dueling sword and her other hand is free; Effect Jamandi parries attacks against her with her sword, and gains a +2 circumstance bonus to her AC until the start of her next turn as long as she continues to meet the requirement. Aldori Riposte Reaction Requirements Jamandi is benefiting from Aldori Parry; Trigger An opponent within Jamandi's reach critically fails a Strike against her; Effect Jamandi ripostes with her sword and makes a melee Strike or uses a Disarm action against the triggering opponent. Saving Slash Reaction Trigger an opponent critically hits Jamandi with a melee attack; Effect Jamandi whirls her blade, trying to deflect enough momentum to avoid the worst of the attack. If she succeeds at a DC 16 flat check, the attack becomes a normal hit, instead of a critical hit. Unnerving Prowess Free Action Trigger Jamandi critically succeeds at a Strike or Disarm with her sword; Effect Jamandi attempts to Demoralize the creature she struck or disarmed; this Demoralize attempt does not have the auditory trait, nor does she take a penalty to the check if the target doesn't understand her language. ","skill_mod":{"society":23,"diplomacy":24,"athletics":27,"intimidation":26,"acrobatics":29},"summary":"Jamandi Aldori's upbringing in Restov could have ensured her a safe and relaxed life as one of that city's nobles, but her restlessness and …","image":["/Images/Monsters/JamandiAldori.png"],"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Weapon","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":36,"item":["+1 resilient breastplate","daredevil boots","+2 striking Aldori dueling sword"],"level":14,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=2195","intelligence":1,"reflex_save":27,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":23,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Jamandi Aldori","alignment":"CG","category":"creature","rarity":"unique","strike_damage_average":[18],"slug":"creature-2195"},{"primary_source_category":"Adventure Paths","strength":9,"hp":500,"language":["Aklo","Common","Sylvan","<%UMR%37%%>telepathy<%END> 300 feet, <%SPELLS%340%%>tongues<%END>"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":12,"perception":39,"stealth":"42","trait":["Fey","Fire","Unique","CN","Gargantuan"],"id":"creature-2196","text":" The Lantern King The Lantern King is one of the Eldest—a pantheon of demigods whose rule over the First World is one of capriciousness that can be at times playful, enigmatic, bizarre, or even downright mean. For the most part, the Lantern King's plots and shenanigans tilt toward the cruel, and while he's long been a master at riding the proverbial razor's edge between mischief and outright sadism (if only by conserving his cruelest plans for those who invite that cruelty by being cruel themselves, as in the case of Nyrissa), his latest actions have certainly drawn the notice of the other Eldest. As such, they have largely distanced themselves from him, and as a result of this, any defeat the PCs deal to him in this adventure goes not only unpunished by the Lantern King's demigod siblings but will even be enforced, in a manner of speaking, by the other Eldest so that the Lantern King won't seek continued revenge against the PCs for their victories. Whether or not this also serves to teach the capricious eldest a lesson to temper his need for mischief with occasional bouts of patience and even mercy, only time can tell. The Lantern King's direct interactions with the PCs in this campaign are via an avatar—a powerful proxy created from himself to rule over the Lantern Kingdom. While this avatar isn't as powerful as the Lantern King himself, it remains the single most dangerous foe the party faces in Kingmaker. As a demigod, the Lantern King is an even more dangerous foe, equivalent in power to a 29th-level creature and possessing abilities beyond the scope of the core experience in the Pathfinder Roleplaying Game . Some of these abilities, such as the power to manipulate reality, to create powerful artifacts like the Apology , and to build entire demiplane realms like the Hunting Dream or the Lantern Kingdom, manifest during the course of the Kingmaker Adventure Path not as rules content but as story elements the PCs will need to endure—see Chapter 11 of this book for more details. In combat, the Lantern King's avatar uses flight to remain out of melee for the first several rounds of combat, relying upon his spells to soften up the party before using his Strikes against them. He's fond of taking actions that disrupt, torment, or mock the PCs rather than those specifically tailored to maximize damage. For example, he often uses Playful Switch to swap a flying PC in the air with one who's on the ground and can't fly, or he uses illusions to create false foes or locations that play off of previous failures or embarrassments the PCs may have endured during the campaign itself. By playing the Lantern King's avatar in battle as more of a trickster than a cold-blooded killer, you'll not only enforce his legendary personality upon your players, but you'll also give their characters a bit more of a fighting chance against him in battle. He prefers to hold primal phenomenon in reserve to recover from an unwanted condition or situation, and as he realizes the PCs are dangerous foes, he abandons “playful tactics” for more serious or tactical decisions aimed toward defeating the party rather than toying with them. While the Lantern King faces no lasting inconvenience if his avatar is slain, the sting of such a defeat is enough to compel the avatar to back down and ask for a truce if the PCs reduce him to fewer than 75 Hit Points. If the PCs agree to a truce, the avatar compliments their prowess and promises to turn his attentions away from the Stolen Lands. Furthermore, he agrees to any additional terms the PCs ask for, provided they are within his ability to grant. This includes restoring Nyrissa's place and realm to the First World (although he cannot provide further information about her lost lover) and unmaking Briar to restore her capacity to love. Recall Knowledge - Fey (Nature): DC 58 Unspecific Lore : DC 56 Specific Lore : DC 53 Avatar of the Lantern King Source Kingmaker Adventure Path pg. 600 Perception +39; darkvision, true seeing Languages Aklo, Common, Sylvan; telepathy 300 feet, tongues Skills Acrobatics +46, Arcana +41, Athletics +41, Deception +49, Diplomacy +42, First World Lore +43, Intimidation +46, Nature +46, Occultism +41, Religion +41, Society +39, Stealth +42, Thievery +42 Str +9 Dex +12 Con +7 Int +9 Wis +7 Cha +12 --- AC 54 Fort +36 Ref +39 Will +41 HP 500 Immunities bleed, blinded, controlled, dazzled, death effects, doomed, fire, sleep, unconscious Resistances physical 20 (except cold iron) Weaknesses cold iron 20, cold 25 Fortune's Friend Reaction (divination, fortune, primal) Trigger The Lantern King fails or critically fails a saving throw. Effect The result of the saving throw is improved one degree. The Lantern King can't Fortune's Friend for 1d4 rounds. Lantern King's Glow (aura, evocation, light, primal) 120 feet. The Lantern King illuminates his aura with bright light. At the start of his turn, this aura attempts to counteract any ongoing darkness effect in the aura (counteract check +44). The Lantern King can suppress or activate this aura as a free action. Mocking Laughter (aura, emotion, enchantment, incapacitation, mental, primal) 30 feet. Whenever a creature misses the Lantern King with an attack or fails a skill check or saving throw, the creature is overtaken by overwhelming mirth at its mistake, as hideous laughter (DC 45 Will save). The creature is thereafter temporarily immune to mocking laughter for 1 hour. Reactive The Lantern King gains an additional reaction at the start of his turn, but he can use this additional reaction only to take a reaction he hasn't already taken since the end of his previous turn. Attack of Opportunity Reaction --- Speed fly 60 feet Melee Single Action searing rune +44 (Agile, Finesse, Fire, Magical, reach 20 feet), Damage 4d6+24 bludgeoning plus 4d6 fire plus drain luck Ranged Single Action blinding beam +44 (Fire, Magical, Mental, range 100 feet), Damage 4d8+19 fire plus blindness Primal Innate Spells DC 48, attack +40 - Cantrips (10th) Dancing Lights, Light, Produce Flame, Read Aura - 7th Plane Shift, Prismatic Spray (at will) - 8th Illusory Object, Illusory Scene, Sunburst, Teleport, Wall of Fire - 9th Disjunction, Illusory Creature, Meteor Swarm - 10th Fireball, Primal Phenomenon - Constant (6th) Tongues, True Seeing Rituals DC 48 - 3rd Geas - 6th Commune with Nature, Primal Call - 8th Control Weather, Create Demiplane, Freedom - 9th Fantastic Facade Adjust Temperature Single Action (Primal, Transmutation) The Lantern King adjusts the temperature of his flames. He shifts from orange to blue, and his Strikes inflict cold damage until he takes this action again to switch back to fire damage. Blindness A creature damaged by the Lantern King's blinding beam Strike must make a DC 48 Fortitude save. If the Strike was a critical hit, the save's result is worsened one degree. Critical Success The creature is unaffected by blindness. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 minute. At the end of each of its turns, the creature can attempt a DC 48 Fortitude save to end this blindness early. Critical Failure The creature is blinded permanently. Change Shape Free Action (Concentrate, Polymorph, Primal, Transmutation) The Lantern King can take on the appearance of any fey or humanoid, but he typically does so only to trick and confuse creatures. He loses his searing rune and blinding beam Strikes, but he gains a melee fist Strike that inflicts 4d8+19 bludgeoning damage. Drain Luck (Curse, Enchantment, Mental, Primal, Misfortune) When the Lantern King damages a creature with his searing rune Strike, he drains the creature's luck. The creature must succeed at a DC 48 Will save or gain a –1 status penalty to all checks; it is then temporarily immune to Drain Luck for 1 round. Further damage dealt by the Lantern King's searing rune Strikes increases the status penalty by 1 on a failed save to a maximum status penalty of –4. This status penalty is reduced by one every time the affected creature achieves a critical success on a die roll against a creature that is at least equal to them in level, but otherwise is permanent until removed. Playful Switch Single Action (Conjuration, Primal, Teleportation) The Lantern King targets two creatures within 60 feet, causing each to become surrounded by glowing runes. The Lantern King attempts a single Thievery check against each target's Reflex DC. The Lantern King can't use Playful Switch again for 1 round. Critical Success If the Thievery check achieves a critical success against both targets, they swap places and are both stunned 1. Each creature must be able to fit into their new spaces or the effect fails. Success If the Thievery check achieves a success against both targets (or a critical success on one and a success on another), the two targets swap places. Each creature must be able to fit into their new spaces or the effect fails. Failure If the Thievery check fails against either target, neither target is affected. Critical Failure As failure, but both creatures are temporarily immune to Playful Switch for 24 hours. Prismatic Burst Reaction Trigger A creature achieves a critical hit against the Lantern King or damages it with a cold iron weapon. Effect The Lantern King casts prismatic spray . ","element":["Fire"],"skill_mod":{"society":39,"diplomacy":42,"deception":49,"nature":46,"thievery":42,"stealth":42,"arcana":41,"athletics":41,"intimidation":46,"occultism":41,"acrobatics":46,"religion":41},"image":["/Images/Monsters/TheLanternKing.png"],"primary_source":"Kingmaker Adventure Path","spell":["Fireball","Primal Phenomenon","Disjunction","Illusory Creature","Meteor Swarm","Illusory Object","Illusory Scene","Sunburst","Teleport","Wall of Fire","Plane Shift","Prismatic Spray","Tongues","True Seeing","Dancing Lights","Light","Produce Flame","Read Aura"],"ac":54,"level":24,"spell_dc":[48],"source_category":["Adventure Paths"],"sense":" darkvision , true seeing ","resistance":{"bludgeoning":20,"piercing":20,"slashing":20,"physical":20},"intelligence":9,"reflex_save":39,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":36,"source_group":["Kingmaker"],"size":["Gargantuan"],"spoilers":"Kingmaker","name":"Avatar of the Lantern King","alignment":"CN","rarity":"unique","strike_damage_average":[37,52],"attack_bonus":[44,44],"constitution":7,"immunity":["bleed","blinded","controlled","dazzled","death effects","doomed","fire","sleep","unconscious"],"spell_attack_bonus":[40],"will_save":41,"speed":{"fly":60,"max":60},"wisdom":7,"weakness":{"cold_iron":20,"cold":25},"creature_ability":["Fortune's Friend","Lantern King's Glow","Mocking Laughter","Reactive","Attack of Opportunity","Adjust Temperature","Blindness","Change Shape","Drain Luck","Playful Switch","Prismatic Burst"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","First World Lore","Intimidation","Nature","Occultism","Religion","Society","Stealth","Thievery"],"tradition":["Primal"],"summary":"The Lantern King is one of the Eldest —a pantheon of demigods whose rule over the First World is one of capriciousness that can be at times …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2196","dexterity":12,"category":"creature","slug":"creature-2196"},{"primary_source_category":"Adventure Paths","strength":4,"hp":495,"language":["Aklo","Common","Draconic","Elven","Gnomish","Hallit"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":11,"perception":41,"stealth":"36","trait":["Fey","Nymph","Unique","CE","Medium"],"id":"creature-2197","text":" Nyrissa Nyrissa has not always been a power in the First World, but when she fell in love with Count Ranalc, one of the realm's Eldest, she challenged her place in the plane's hierarchy. The lovers inspired each other to increasing acts of audacity, and it wasn't long before Nyrissa began to think of herself as the newest of the Eldest and proclaimed this to any who would listen, beginning to build her own nation in the First World. Another of the Eldest, the Lantern King, saw opportunity for mayhem here. He spread his influence among his fellow demigods, and before long, several among the Eldest opposed Nyrissa's claim and took steps to challenge her. First, they sent a jabberwock to destroy her, but Nyrissa defeated it and used its blood to create lesser jabberwocks under her own control. Then they attempted to rally a thousand powerful fey against her, but Nyrissa convinced those fey to serve her instead in return for a place in her domain. Finally, the Eldest exiled Count Ranalc to the Shadow Plane for helping to cause the problem in the first place. Suddenly, Nyrissa found herself without an ally among the Eldest. Having expended much of her energy and resources to defeat the jabberwock and recruit the thousand, she knew that she had lost the war and surrendered, apologizing for her acts. The Lantern King decided that Nyrissa's apology would suffice only for the jabberwock's death; for her other deeds, he demanded a further punishment— Nyrissa's capacity to love. Without love, the Lantern King argued to the other Eldest, Nyrissa would not be able to sway another of them to her side. However, if she could replace the “thousand fey breaths” she stole from the First World with a thousand stolen nations, they would accept her apology for her other actions and restore her capacity to love. Faced with no real option, Nyrissa agreed. She was allowed to keep her domain, now known as Thousandbreaths, but it was carved off to form its own demiplane to serve as a sort of prison. Her love was taken from her and transformed into the sword Briar , which was then entrusted to the Lantern King for safekeeping. He gifted Nyrissa with a chalice he called the Apology , an artifact capable of transforming Material Plane kingdoms she conquered into motes of sand. Once the Apology held a thousand motes of sand, those lands would be absorbed into the First World, Nyrissa would be forgiven, and love would be restored to her. The matter settled, the Eldest quickly moved on with their own inscrutable agendas. Yet while they eventually forget about what they'd done to Nyrissa, the nymph herself did not. She grew more and more obsessed with her loss of love—or perhaps it was the loss of love that caused her to grow more violent and obsessed. In her early attempts to discover the location of Briar , she received the visions that would come to haunt her—that Briar would be returned to her, but only as an instrument of her own death. Now she has but one kingdom left to claim: the new kingdom risen in the Stolen Lands. With the War of the River Kings over and one kingdom a victor, the time is right for the final grain to be added to the Apology . That this will destroy a significant region on Golarion is irrelevant to the loveless nymph; in her obsession, she fails to see that this act may be the very thing that drives her enemies from to slay her as in the vision. Recall Knowledge - Fey (Nature): DC 56 Unspecific Lore : DC 54 Specific Lore : DC 51 Nyrissa Source Kingmaker Adventure Path pg. 602 Perception +41; darkvision Languages Aklo, Common, Draconic, Elven, Gnomish, Hallit Skills Acrobatics +43, Arcana +43, Athletics +37, Deception +44, Diplomacy +44, First World Lore +43, Intimidation +44, Nature +45, Religion +41, Stealth +36 Str +4 Dex +8 Con +8 Int +6 Wis +8 Cha +11 Shame Nyrissa is focused on her goal to conquer the final kingdom she promised the Lantern King, but she still suffers from shame (page 459) when she attacks anyone who wields Briar or any character who rules a kingdom (particularly, any PC who serves as Ruler). Forgive Foe can be attempted against Nyrissa with a DC 51 Diplomacy check or Performance check. If Nyrissa is affected by a critical success from Forgive Foe, she calls for a truce to speak to the PCs as detailed on page 460. Wild Empathy Nyrissa can use Diplomacy to Make an Impression on and make very simple Requests of animals and plant creatures. Items anklets of alacrity , major ring of fire resistance <%END>, ring of spell turning --- AC 49 Fort +39 Ref +43 Will +41 +1 status to all saves vs. magic HP 495 Immunities controlled Weaknesses cold iron 20 Blinding Beauty (aura, emotion, enchantment, mental, primal, visual) 30 feet. Creatures that start their turn in the aura must succeed at a DC 43 Will save or be permanently blinded (plus stunned 3 on a critical failure). Evasion When Nyrissa rolls a success on a Reflex save, she gets a critical success instead. Protection from Decapitation The first time Nyrissa is decapitated by any effect (including a vorpal weapon like Briar ), the effect is negated. She takes no damage from the attack and is not decapitated, but she then loses her protection from decapitation for 24 hours. --- Speed 30 feet, climb 20 feet, fly 30 feet Melee Single Action thorny lash +41 (Agile, Finesse, Magical), Damage 4d6+14 slashing plus 4d10 poison Ranged Single Action hurled thorn +41 (range increment 60 feet), Damage 2d6+14 piercing plus 2d10 poison Arcane Spontaneous Spells DC 46, attack +42 - Cantrips (10th) Detect Magic, Electric Arc, Mage Hand, Message, Shield - 1st Color Spray, Fear, Ray of Enfeeblement, True Strike (4 slots) - 2nd Glitterdust, Mirror Image, Telekinetic Maneuver, Touch of Idiocy (4 slots) - 3rd Hypnotic Pattern, Meld into Stone, Mind Reading, Shrink Item (4 slots) - 4th Freedom of Movement, Outcast's Curse, Private Sanctum, Shape Stone (4 slots) - 5th False Vision, Mind Probe, Sending, Tongues (4 slots) - 6th Baleful Polymorph, Flesh to Stone, Mislead, True Seeing (4 slots) - 7th Dispel Magic, Plane Shift, Prismatic Spray, Project Image (4 slots) - 8th Chain Lightning, Discern Location, Maze, Uncontrollable Dance (4 slots) - 9th Contingency, Disintegrate, Disjunction, Dominate, Teleport (4 slots; 1 already used to cast contingency ) - 10th Wish (1 slot) Bloodline Spells DC 46, 3 Focus Points - 10th Faerie Dust, Fey Disappearance, Fey Glamour Primal Innate Spells DC 46, attack +42 - 6th Restore Senses (at will), Tree Shape - 7th Charm (×3) - 8th Heal (×3), Horrid Wilting, Wall of Thorns - 9th Nature's Enmity, Regenerate, Tree Stride - Constant (10th) Speak with Animals, Speak with Plants Rituals - 2nd Inveigle - 3rd Geas - 6th Awaken Animal, Commune with Nature, Primal Call - 8th Control Weather, Create Demiplane Change Shape Single Action (Polymorph, Primal, Transmutation) Nymph queens can transform between their original form, which looks much like a typical nymph of their kind, and any Small or Medium humanoid form, typically choosing a more humanoid-looking version of their natural form.. Contingency Reaction Trigger Nyrissa is damaged by a melee strike; Effect Mislead activates on Nyrissa. Focus Beauty Single Action (Emotion, Enchantment, Mental, Primal, Visual) Nyrissa focuses her beauty upon a target within her blinding beauty aura. The creature takes 6d12 mental damage (DC 46 basic Will save) and is blinded until the end of their next turn (12d12 mental damage and permanent blindness on a critical failure). Nyrissa can Focus Beauty on a given creature only once per turn. Inspiration Three Actions (Emotion, Enchantment, Mental, Primal) Nyrissa can inspire an intelligent, willing creature by scratching that creature with a thorn from her body. This reduces that creature's Hit Points by 1 permanently, but grants the creature several abilities: darkvision, the ability to see invisible creatures, and an ability boost to an ability of Nyrissa's choice. A bard granted this inspiration gains a +2 status bonus to Performance when determining the effect of compositions. Only one creature at a time can benefit from this inspiration. For the bulk of this Adventure Path, King Irovetti carries this inspiration, but once he is slain or defeated, who Nyrissa grants the bonus to instead (if anyone) is left to the GM to determine. Quickened Casting Free Action Frequency three times per day; Requirement Nyrissa hasn't used Quickened Casting since the start of her previous turn; Effect If Nyrissa's next action is to cast an arcane spontaneous spell that is 8th level or lower, reduce the number of actions to cast it by 1 (minimum 1 action). Switch Fables Single Action (Conjuration, Move, Primal, Teleportation) Requirement Nyrissa is located in the twenty-foot diameter central area of one of the four Fables (areas M7a– M7d of the House at the Edge of Time); Frequency once per minute; Effect Nyrissa Strides a minimum distance of ten feet, after which the reality of the demiplane folds around her in a tangle of vines and flowers. She then teleports from her current Fable to one of the other three of her choice, appearing in a square of her choosing within the central twenty feet of the chosen Fable. ","skill_mod":{"diplomacy":44,"deception":44,"nature":45,"stealth":36,"arcana":43,"athletics":37,"intimidation":44,"acrobatics":43,"religion":41},"image":["/Images/Monsters/Nyrissa.png"],"primary_source":"Kingmaker Adventure Path","spell":["Wish","Contingency","Disintegrate","Disjunction","Dominate","Teleport","Chain Lightning","Discern Location","Maze","Uncontrollable Dance","Dispel Magic","Plane Shift","Prismatic Spray","Project Image","Baleful Polymorph","Flesh to Stone","Mislead","True Seeing","False Vision","Mind Probe","Sending","Tongues","Freedom of Movement","Outcast's Curse","Private Sanctum","Shape Stone","Hypnotic Pattern","Meld into Stone","Mind Reading","Shrink Item","Glitterdust","Mirror Image","Telekinetic Maneuver","Touch of Idiocy","Color Spray","Fear","Ray of Enfeeblement","True Strike","Detect Magic","Electric Arc","Mage Hand","Message","Shield","Faerie Dust","Fey Disappearance","Fey Glamour","Nature's Enmity","Regenerate","Tree Stride","Heal","Horrid Wilting","Wall of Thorns","Charm","Restore Senses","Tree Shape","Speak with Animals","Speak with Plants"],"ac":49,"item":["anklets of alacrity","major ring of fire resistance","ring of spell turning"],"level":23,"spell_dc":[46,46,46],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":6,"reflex_save":43,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":39,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"Nyrissa","alignment":"CE","rarity":"unique","strike_damage_average":[32,50],"attack_bonus":[41,41],"constitution":8,"immunity":["controlled"],"spell_attack_bonus":[42,42],"will_save":41,"speed":{"climb":20,"fly":30,"max":30,"land":30},"wisdom":8,"weakness":{"cold_iron":20},"creature_ability":["Shame","Wild Empathy","Blinding Beauty","Evasion","Protection from Decapitation","Change Shape","Contingency","Focus Beauty","Inspiration","Quickened Casting","Switch Fables"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","First World Lore","Intimidation","Nature","Religion","Stealth"],"tradition":["Arcane","Primal"],"summary":"Nyrissa has not always been a power in the First World , but when she fell in love with Count Ranalc , one of the realm's Eldest , she challenged …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=2197","dexterity":8,"category":"creature","slug":"creature-2197"},{"attack_bonus":[14,16],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":110,"language":["Common"],"source":["Kingmaker Adventure Path"],"type":"Creature","will_save":8,"charisma":3,"speed":{"max":20,"land":20},"perception":15,"wisdom":-1,"weakness":{},"creature_ability":["Perpetual Hangover","Dread Striker","Hunt Prey","Unfair Aim","Sneak Attack"],"primary_source_group":"Kingmaker","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"13","trait":["Human","Humanoid","Unique","CE","Medium"],"id":"creature-2198","text":" The Stag Lord The Stag Lord never had a name, for his father Nugrah only called him “boy,” and then only when the old man demanded some sort of backbreaking chore or was looking for something to beat on. Times remained tough for the boy until the night he had the dream. A blindingly beautiful woman approached him, challenging him with a simple question: Why did he defer to his father when he himself deserved the honor of rule? The woman gave him a magical helm crafted from the skull of a stag, then promised him that taking command from his father would be but the first step toward commanding an army of his own. When he woke, he assumed his dream was just that, but then he saw that he still clutched the helm his nocturnal visitor had gifted him. So when his father, drunk and angry, came at him that afternoon, the boy fought back, beating his father to within an inch of death before setting out on his own into the wilderness. In the following years, the Stag Lord gathered outcasts and criminals to his side, commanding them with the same brutality he'd learned from his father. He also inherited a fondness for drink from his father, and today spends much of his time in a drunken haze. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 The Stag Lord Source Kingmaker Adventure Path pg. 604 Perception +15 Languages Common Skills Acrobatics +13, Athletics +12, Intimidation +14, Stealth +13, Survival +8 Str +3 Dex +4 Con +3 Int +0 Wis -1 Cha +3 Items +1 composite longbow (20 arrows), flask of wine, Hide Armor, lesser potion of healing (2), lock of green hair bound with red twine, Longsword, stag's helm --- AC 22 Fort +14 Ref +15 Will +8 HP 110 Perpetual Hangover The Stag Lord is in a constant cycling state of being drunk or hungover. As a result, he is constantly sickened 1, and cannot reduce his sickened state to lower than 1 (although if effects increase his sickened value, he can reduce them back toward 1 as normal). The Stag Lord can willingly ingest food and drink (including potions and elixirs) while sickened. The values in this stat block have been adjusted to account for his sickened state. --- Speed 20 feet Melee Single Action longsword +14 (versatile P), Damage 1d8+5 slashing Ranged Single Action composite longbow +16 (deadly 1d10, Propulsive, range increment 100 feet, reload 1, volley 30 feet), Damage 1d8+5 piercing Dread Striker The Stag Lord capitalizes on his enemies' fear; any creature that has the frightened condition is also flat-footed against his attacks. Hunt Prey Single Action (Concentrate) The Stag Lord designates a single creature as his prey and focuses his attacks against that creature. He must be able to see or hear the prey, or he must be tracking the prey during exploration. He gains a +2 circumstance bonus to Perception checks when he Seeks his prey and a +2 circumstance bonus to Survival checks when he Tracks his prey. The Stag Lord also ignores the penalty for making ranged attacks within his second range increment against the prey he's hunting. The Stag Lord can have only one creature designated as his prey at a time. If he uses Hunt Prey against a creature when he already has a creature designated, the prior creature loses the designation and the new prey gains the designation. His designation lasts until his next daily preparations. Unfair Aim Two Actions (Concentrate) The Stag Lord lines up a shot and then attempts a ranged Strike against a hunted prey. On this strike, he treats the target as if they were flat-footed. Sneak Attack The Stag Lord deals 2d6 extra precision damage to flat-footed creatures. ","skill_mod":{"survival":8,"stealth":13,"athletics":12,"intimidation":14,"acrobatics":13},"summary":"The Stag Lord never had a name, for his father Nugrah only called him “boy,” and then only when the old man demanded some sort of backbreaking chore …","image":["/Images/Monsters/TheStagLord.png"],"primary_source":"Kingmaker Adventure Path","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":22,"item":["+1 composite longbow (20 arrows)","flask of wine","Hide Armor","lesser potion of healing (2)","lock of green hair bound with red twine","Longsword","stag's helm"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=2198","intelligence":0,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":14,"source_group":["Kingmaker"],"size":["Medium"],"spoilers":"Kingmaker","name":"The Stag Lord","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[9,9],"slug":"creature-2198"},{"primary_source_category":"Adventure Paths","strength":0,"hp":65,"language":["Common","Draconic","Gnomish","Hallit","Sylvan"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":4,"perception":9,"stealth":"11","trait":["Gnome","Humanoid","Unique","NE","Small"],"id":"creature-2199","text":" Tartuccio (Tartuk) Tartuccio likes to think of himself as having been hand-picked by King Irovetti of Pitax in his mission to claim the Stolen Lands for himself, but in fact King Irovetti has never met Tartuccio. The gnome grew up in Pitax and, of all that nation's rulers he'd observed, Irovetti impressed him the most with his admiration of art and style. That the king wasn't very supportive of art styles and pursuits he didn't enjoy never even registered in Tartuccio's mind, as his tastes were so similar. And so Tartuccio set into motion plans to catch the king's attention, so as to become first his student, then his trusted advisor, and in time his replacement. He even went as far as to seek out, research, and learn a potent magical technique that allowed him to change shape, intending to use this newfound supernatural power to adjust his appearance to be something more pleasing to the king's eye when the time came to petition to become his student. Tartuccio spent months scouring the rumor mills for opportunities, and when he heard of Lady Jamandi's call for heroes to expand into the Stolen Lands, he saw his chance. Tartuccio gathered his supplies and headed east. Once the events of Chapter 1 play out, Tartuccio is unsettled by the amount of competition he faces. He travels into the Stolen Lands where he's heard rumors of a kobold settlement that's ripe for the taking, uses his ability to change shape to assume the appearance of an unusual purple kobold, and work the Sootscales into a sort of private army he intends on using to wrest control of the PCs' nation just as they get started. His hopes of using the PCs' kingdom as a stepping-stone are threatened by the untimely conflict with the mitflits of the Old Sycamore, as detailed in Chapter 2. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Tartuccio Source Kingmaker Adventure Path pg. 605 Perception +9; low-light vision Languages Common, Draconic, Gnomish, Hallit, Sylvan Skills Bardic Lore +8, Crafting +8, Deception +12, Intimidation +10, Occultism +10, Performance +12, Society +10, Stealth +11, Thievery +9 Str +0 Dex +3 Con +1 Int +2 Wis +1 Cha +4 Items cold iron sickle, wand of magic missile --- AC 20 Fort +9 Ref +11 Will +11 HP 65 --- Speed 25 feet Melee Single Action sickle (Agile, Finesse, Trip), Damage 1d4+2 slashing Occult Spontaneous Spells DC 20, attack +12 - Cantrips (2nd) Daze, Light, Message, Shield, Telekinetic Projectile - 1st Fear, Illusory Object, Mage Armor (already cast), True Strike - 2nd Invisibility, Mirror Image, Phantom Pain Occult Focus Spells DC 20, 2 Focus Points - 2nd Counter Performance, Inspire Courage, Loremaster's Etude Change Shape (Concentrate, Occult, Polymorph, Transmutation) Frequency once per week; Effect By performing a ten-minute long incantation, Tartuccio takes on the appearance of any uniquely-appearing Small humanoid. He can't disguise himself as a specific individual. This doesn't change his Speed or his attack and damage modifiers with his Strikes. He can do this again to resume his true form, and must do so before he uses the ability again to assume a different appearance. He reverts to his true form if he is slain. Invoke Old Sharptooth Reaction (Auditory, Emotion, Mental) Requirement Tartuccio is in Tartuk's form; Trigger A Sootscale kobold causes Tartuccio harm. Effect Tartuccio (as Tartuk) can Demoralize the kobold who harmed him with a short warning such as “Old Sharptooth will punish you for your transgressions!” He gains a +2 circumstance bonus on the Intimidate check to do so. ","skill_mod":{"society":10,"performance":12,"deception":12,"thievery":9,"crafting":8,"stealth":11,"intimidation":10,"occultism":10},"image":["/Images/Monsters/Tartuccio.png"],"primary_source":"Kingmaker Adventure Path","spell":["Invisibility","Mirror Image","Phantom Pain","Fear","Illusory Object","Mage Armor","True Strike","Daze","Light","Message","Shield","Telekinetic Projectile","Counter Performance","Inspire Courage","Loremaster's Etude"],"ac":20,"item":["cold iron sickle","wand of magic missile"],"level":4,"spell_dc":[20,20],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":2,"reflex_save":11,"strongest_save":["ref","reflex","will"],"vision":"Low-light vision","fortitude_save":9,"source_group":["Kingmaker"],"size":["Small"],"spoilers":"Kingmaker","name":"Tartuccio","alignment":"NE","rarity":"unique","strike_damage_average":[4],"constitution":1,"spell_attack_bonus":[12],"will_save":11,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Change Shape","Invoke Old Sharptooth"],"primary_source_group":"Kingmaker","skill":["Bardic Lore","Crafting","Deception","Intimidation","Occultism","Performance","Society","Stealth","Thievery"],"tradition":["Occult"],"summary":"Tartuccio likes to think of himself as having been hand-picked by King Irovetti of Pitax in his mission to claim the Stolen Lands for himself, but …","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=2199","dexterity":3,"category":"creature","slug":"creature-2199"},{"primary_source_category":"Adventure Paths","strength":5,"hp":200,"language":["Cyclops","Daemonic","Jotun","Necril"],"source":["Kingmaker Adventure Path"],"type":"Creature","charisma":5,"perception":23,"trait":["Undead","Unique","NE","Large"],"id":"creature-2200","text":" Vordakai At the height of his power well over 10,000 years ago, the original Vordakai was among the most powerful necromancers of the land. When this cyclops tyrant was defeated during the chaos following Earthfall, one of his apprentices claimed his name as well as his greatest treasure, the Oculus of Abaddon . Though he had been the least of the necromancer's apprentices, the new Vordakai was nevertheless a powerful wizard, but it would take more than power to claim the true Vordakai's mantle. Betrayed by followers of the original leader who refused to serve him, the new Vordakai was sealed into his own tomb, and over the passage of eons, the cyclops lich atrophied. Although much weakened today, Vordakai remains a dangerous opponent who can devastate a poorly prepared party on his own. Don't be afraid to play Vordakai as arrogant creature—he has existed for longer than most creatures on Golarion, after all, and if he makes arrogant mistakes (such as neglecting to cast spells defensively or provoking Attacks of Opportunity), that not only gives the PCs a chance to survive but also helps to establish the ancient lich as both overconfident and a bit careless from his long period of quiescence. Keep in mind that Vordakai is the most powerful foe the PCs have encountered in the Kingmaker Adventure Path thus far, and in defeating him, they will accomplish something truly legendary. If Vordakai has the chance to prepare for battle before combat, he takes 3 rounds to cast tongues , resist energy (choosing an energy type he knows the PCs favor as a result of watching them via his familiar), and then mirror image just before entering battle. Finally, he activates true seeing using the Oculus of Abaddon before entering combat (doing so in the first round of a fight if instead he's caught by surprise by the PCs). Once combat begins, Vordakai starts by casting dominate on the party's strongest healer; if successful, he commands the healer to his side to defend him by attacking anyone who attacks the lich in melee. On subsequent rounds, Vordakai uses ranged magic against the party, casting vampiric exsanguination as soon as he's reduced to 100 Hit Points or fewer. When facing only one or two foes, he prefers to attack with Consume Memories followed by a hand Strike, opting to save his spells for an emergency. The greatest diminishment of Vordakai's power is represented through the loss of his soul cage —the magical item he initially used to trap his own soul and enable his transformation into a lich in the first place. He cannot create a replacement as long as he remains atrophied, but his arrogance works against him here. Only if he's reduced below 20 Hit Points does he realize that the PCs have a very good chance to defeat him, and if he survives long enough to take a turn after this realization, he casts his 5th-level dimension door to flee to area C5 of his tomb. If he's able to escape in this way, he'll wait for a few days before returning to his tomb, infuriated if the PCs have released his prisoners and robbed him blind. At this point, Vordakai can become a recurring villain in your campaign! Recall Knowledge - Undead (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Vordakai Source Kingmaker Adventure Path pg. 606 Perception +23; darkvision, true seeing Languages Cyclops, Daemonic, Jotun, Necril Skills Abaddon Lore +27, Acrobatics +20, Arcana +25, Athletics +21, Crafting +23, Deception +21, Intimidation +21, Occultism +25, Religion +25 Str +5 Dex +4 Con +5 Int +7 Wis +5 Cha +5 Items Oculus of Abaddon , spellbook --- AC 33 Fort +23 Ref +20 Will +25 +1 status bonus vs. positive HP 200 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 10, physical 10 (except magical bludgeoning) Atrophied Lich Sometimes, a lich that remains immobile and insensible for extended periods of time—as Vordakai did after he was imprisoned in his tomb just prior to Earthfall 10,000 years ago—can become atrophied. The exact effects of atrophy vary from lich to lich but always result in a reduction of spellcasting power and damage to their soul cage link. In Vordakai's case, he has forgotten much arcane lore and lost a significant amount of his spellcasting ability. At the height of his power, he was a 20th-level wizard, but today, his power has reduced to that of a 12th-level wizard. More troubling to the lich is the fact that he can no longer use a soul cage to rejuvenate—if Vordakai is destroyed, he crumbles to dust, forever dead. Given time, Vordakai could recover his power and regain his rejuvenation ability, but it's unlikely the PCs will give him that chance, as it would take the lich several years to undo the ravages of centuries. Counterspell Reaction Trigger A creature casts a spell Vordakai has prepared. Effect Vordakai expends a prepared spell to counter the triggering creature's casting of that same spell. He loses its spell slot as if he had cast the triggering spell. He then attempts to counteract the triggering spell. Flash of Insight Free Action (divination, occult, fortune) Frequency once per day. Trigger Vordakai is about to roll a d20. Effect Vordakai peers into an occluded spectrum of possible futures. He gets a success (but not a critical success) without rolling. Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 29 Steady Spellcasting If a reaction would disrupt Vordakai's spellcasting action, the lich attempts a DC 15 flat check. On a success, the action isn't disrupted. --- Speed 25 feet Melee Single Action hand +24 (reach 10 feet, Finesse, Magical), Damage 4d8 negative plus paralyzing touch Arcane Prepared Spells DC 35, attack +27 - Cantrips (6th) Chill Touch, Mage Hand, Read Aura, Shield, Telekinetic Projectile - 1st Command, Ray of Enfeeblement, True Strike - 2nd Mirror Image, Resist Energy, Telekinetic Maneuver - 3rd Magic Missile, Mind Reading, Paralyze - 4th Dimension Door, Phantasmal Killer, Suggestion - 5th Dimension Door, Mind Probe, Tongues - 6th Dispel Magic, Dominate, Vampiric Exsanguination Rituals - 2nd Create Undead - 6th Planar Binding - 8th Imprisonment (cannot currently cast) Consume Memories Two Actions (Attack, Arcane, Enchantment, Mental) Vordakai draws out a creature's memories and consumes them, learning bits and pieces of the world through the victim's thoughts. The lich makes a hand Strike against the target; if he hits, he deals 6d6 negative energy damage. The target must attempt a DC 32 Will save, after which it is temporarily immune to Consume Memories for 24 hours. Critical Success The target takes no additional ill effects. Success The target becomes stupefied 1 for 1 round. Failure The target becomes stupefied 1 with an unlimited duration. Vordakai gains a +1 status bonus to all skill checks for 1 minute as a result of the consumed memories. Critical Failure As failure, but the target is stupefied 2 with an unlimited duration. In addition, Vordakai can telepathically learn one specific bit of secret information known by the victim, subject to the GM's discretion. Drain Oculus Free Action Frequency once per day; Effect Vordakai taps into the Oculus of Abaddon's power to cast any arcane spell up to 6th level, even if the spell being cast is not one of his prepared spells. Familiar Vordakai's familiar, Horagnamon, is on page 254. Paralyzing Touch (Arcane, Curse, Incapacitation, Necromancy) A creature damaged by the lich's hand Strike must succeed at a DC 32 Fortitude save. The creature becomes paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls prone, and seems dead. A DC 25 Medicine check reveals the victim is alive. ","skill_mod":{"deception":21,"crafting":23,"arcana":25,"athletics":21,"intimidation":21,"occultism":25,"acrobatics":20,"religion":25},"image":["/Images/Monsters/Vordakai.png"],"primary_source":"Kingmaker Adventure Path","spell":["Dispel Magic","Dominate","Vampiric Exsanguination","Dimension Door","Mind Probe","Tongues","Phantasmal Killer","Suggestion","Magic Missile","Mind Reading","Paralyze","Mirror Image","Resist Energy","Telekinetic Maneuver","Command","Ray of Enfeeblement","True Strike","Chill Touch","Mage Hand","Read Aura","Shield","Telekinetic Projectile"],"ac":33,"item":["Oculus of Abaddon","spellbook"],"level":12,"spell_dc":[35],"source_category":["Adventure Paths"],"sense":" darkvision , true seeing ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"cold":10,"physical":10},"intelligence":7,"reflex_save":20,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":23,"source_group":["Kingmaker"],"size":["Large"],"spoilers":"Kingmaker","name":"Vordakai","alignment":"NE","rarity":"unique","strike_damage_average":[18],"attack_bonus":[24],"constitution":5,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[27],"will_save":25,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Atrophied Lich","Counterspell","Flash of Insight","Frightful Presence","Steady Spellcasting","Consume Memories","Drain Oculus","Familiar","Paralyzing Touch"],"primary_source_group":"Kingmaker","skill":["Abaddon Lore","Acrobatics","Arcana","Athletics","Crafting","Deception","Intimidation","Occultism","Religion"],"tradition":["Arcane"],"summary":"At the height of his power well over 10,000 years ago, the original Vordakai was among the most powerful necromancers of the land. When this cyclops …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=2200","dexterity":4,"category":"creature","slug":"creature-2200"},{"constitution":4,"primary_source_category":"Lost Omens","strength":5,"hp":90,"language":["Common","Diabolic"],"source":["Hellfire Dispatches"],"type":"Creature","creature_family":"Arch of Aroden Troops","will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":15,"wisdom":1,"weakness":{"area":5,"splash":5},"creature_ability":["Troop Defenses","Bola Barrage","Coordinated Subdual","Identify Targets","Pacify","Whirling Onslaught","You're Coming with Us"],"skill":["Acrobatics","Athletics","Hell Lore","Intimidation","Religion","Society","Survival"],"trait":["Human","Humanoid","Troop","Uncommon","No Alignment","Gargantuan"],"id":"creature-4742","text":" Hellknight Retrieval Unit These bands of Hellknight armigers sworn to the Order of the Chain are tasked with tracking down and apprehending those deemed criminals by House Thrune. They are trained to take their targets alive whenever possible but will employ lethal tactics when necessary. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Hellknight Retrieval Unit Source Hellfire Dispatches pg. 58 Perception +15 Languages Common, Diabolic Skills Acrobatics +10, Athletics +15, Hell Lore +12, Intimidation +14, Religion +9, Society +9, Survival +9 Str +5 Dex +0 Con +4 Int +1 Wis +1 Cha +2 --- AC 24 Fort +16 Ref +11 Will +14 HP 90 (4 segments) Resistances mental 5 Weaknesses area damage 5, splash damage 5 Troop Defenses --- Speed 25 feet; troop movement Bola Barrage Two Actions The unit draws bolas and hurls them in a 15-foot cone, inflicting 3d6 nonlethal bludgeoning damage to creatures in the area (DC 21 basic Reflex save). Any creature who critically fails its save is also knocked prone and takes an additional 1d4 nonlethal bludgeoning damage. Coordinated Subdual Two Actions Requirements The retrieval unit's last action was a Whirling Onslaught that dealt damage to at least one creature of Medium size or smaller; Effect The unit attempts a single Athletics check to Grapple, comparing the result to the Fortitude DC of each creature that they currently have grabbed or restrained or was damaged by the required Whirling Onslaught. It can target up to a maximum number of creatures equal to double the troop's current number of segments. Identify Targets Single Action The unit Seeks in a 30-foot burst within line of sight and Points Out up to three creatures in that area. Pacify Single Action The unit's Whirling Onslaught gains the nonlethal trait until the end of their next turn. Whirling Onslaught Single Action to Three Actions Frequency once per round; Effect The unit brutally pummels all enemies in a 5-foot emanation with their flails (DC 21 basic Reflex save). The damage depends on the number of actions. Single Action 1d8 bludgeoning damage Two Actions 2d8+5 bludgeoning damage Three Actions 2d8+10 bludgeoning damage You're Coming with Us Free Action Trigger The unit Strides; Requirements The unit has one or more creatures grabbed or restrained; Effect Before moving any of its segments, the unit attempts a single Athletics check against the Fortitude DC of all creatures it has grabbed or restrained. On a success, the creature is moved alongside the unit, moving the same distance and direction until the end of the unit's current turn. The unit can't move a total number of creatures greater than double its current number of segments. ","skill_mod":{"society":9,"survival":9,"athletics":15,"intimidation":14,"acrobatics":10,"religion":9},"summary":"These bands of Hellknight armigers sworn to the Order of the Chain are tasked with tracking down and apprehending those deemed criminals by House …","image":["/Images/Monsters/Hellknight_Retrieval_Unit.webp"],"primary_source":"Hellfire Dispatches","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"ac":24,"level":6,"source_category":["Lost Omens"],"weakest_save":["ref","reflex"],"resistance":{"mental":5},"url":"/Monsters.aspx?ID=4742","intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":16,"size":["Gargantuan"],"name":"Hellknight Retrieval Unit","alignment":"No Alignment","category":"creature","rarity":"uncommon","slug":"creature-4742"},{"constitution":2,"primary_source_category":"Lost Omens","strength":5,"hp":180,"language":["Common","Osiriani"],"source":["Hellfire Dispatches"],"type":"Creature","creature_family":"Arch of Aroden Troops","will_save":22,"charisma":2,"speed":{"max":25,"land":25},"perception":19,"wisdom":7,"weakness":{"area":10,"splash":10},"creature_ability":["Nonbelievers","Troop Defenses","Crossbow Volley","Denounce Divinity","Rebuking Strike"],"skill":["Acrobatics","Athletics","Intimidation","Religion"],"trait":["Human","Humanoid","Troop","Uncommon","No Alignment","Gargantuan"],"id":"creature-4743","text":" Pure Legion Regiment The Pure Legion is the national law enforcement agency responsible for imposing Rahadoum's Laws of Mortality by ensuring that the nation is kept free from religion in any form. This includes worship of or proselytizing for deities, as well as possession of written scripture or religious paraphernalia. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Pure Legion Regiment Source Hellfire Dispatches pg. 58 Perception +19; detect magic (divine magic only) Languages Common, Osiriani Skills Acrobatics +20, Athletics +22, Intimidation +22, Religion +21 Str +5 Dex +3 Con +2 Int +2 Wis +7 Cha +2 --- AC 29 Fort +16 Ref +19 Will +22 HP 180 (4 segments) Weaknesses area damage 10, splash damage 10 Nonbelievers When attempting a saving throw against a spell or effect with the divine trait, a Pure Legion regiment gets an outcome one degree better than the result of their roll. However, the regiment can't ever be a willing target for helpful divine spells. Troop Defenses --- Speed 25 feet; troop movement Occult Innate Spells DC 26 - 3rd Ring of Truth (at will) - Constant (5th) Detect Magic Crossbow Volley Two Actions The regiment draws or reloads their crossbows and concentrates fire on creatures in a 10-foot burst within 60 feet that deals 4d8 piercing damage (DC 26 basic Reflex save). When the regiment is reduced to 2 segments, this area decreases to a 5-foot burst. Denounce Divinity Two Actions (Auditory, linguistic, mental) Frequency once per day; Effect With one voice, the Pure Legion regiment decries the authority of a single deity of their choice, forcing all worshippers of that deity within a 30-foot emanation to attempt a DC 28 Will save. Regardless of the result of the saving throw, a creature is temporarily immune to Denounce Divinity for 24 hours. Critical Success The creature is unaffected. Success The creature becomes stupefied 1 for 1 hour, with the flat check from stupefied for Casting a Spell applying exclusively to spells from the divine tradition. Failure As success, but the creature is stupefied 2. Critical Failure As success, but the creature is stupefied 3 and frightened 1 as their faith is shaken to its core. Rebuking Strike Single Action to Three Actions Frequency once per round; Effect The regiment strikes with their longswords against enemies in a 5-foot emanation (DC 26 basic Reflex save). Damage dealt depends on the number of actions. If a creature critically fails the Reflex save while affected by the regiment's Denounce Divinity, it is unable to reduce its stupefied or frightened condition by any means for 1 round. Single Action 1d8+2 slashing damage Two Actions 2d8+11 slashing damage Three Actions 3d8+13 slashing damage. ","tradition":["Occult"],"skill_mod":{"athletics":22,"intimidation":22,"acrobatics":20,"religion":21},"summary":"The Pure Legion is the national law enforcement agency responsible for imposing Rahadoum's Laws of Mortality by ensuring that the nation is kept free …","primary_source":"Hellfire Dispatches","spell":["Ring of Truth","Detect Magic"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"ac":29,"level":10,"spell_dc":[26],"source_category":["Lost Omens"],"sense":" detect magic (divine magic only)","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4743","intelligence":2,"reflex_save":19,"strongest_save":["will"],"dexterity":3,"fortitude_save":16,"size":["Gargantuan"],"name":"Pure Legion Regiment","alignment":"No Alignment","category":"creature","rarity":"uncommon","slug":"creature-4743"},{"constitution":2,"primary_source_category":"Lost Omens","strength":5,"hp":75,"language":["Common","Mwangi"],"source":["Hellfire Dispatches"],"type":"Creature","creature_family":"Arch of Aroden Troops","will_save":12,"charisma":1,"speed":{"max":25,"land":25},"perception":12,"wisdom":1,"weakness":{"area":4,"splash":4},"creature_ability":["Troop Defenses","Disarming Twist","Scurvy Strike"],"skill":["Acrobatics","Athletics","Intimidation"],"trait":["Human","Humanoid","Troop","Uncommon","No Alignment","Gargantuan"],"id":"creature-4744","text":" Shackles Pirate Crew The fleets of ships sent by the Free Captains of the Shackles have proven invaluable to Andoran's efforts to break the Hespereth blockade, all while acting as a consistent thorn in the side of Cheliax by conducting regular raids to plunder its settlements along the southern coast. Pirate crews will sometimes get rowdy when their ship docks and start drunken bar brawls. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Shackles Pirate Crew Source Hellfire Dispatches pg. 59 Perception +12 Languages Common, Mwangi Skills Acrobatics +12, Athletics +13, Intimidation +12 Str +5 Dex +4 Con +2 Int +0 Wis +1 Cha +1 --- AC 21 Fort +10 Ref +15 Will +12 HP 75 (4 segments) Weaknesses area damage 4, splash damage 4 Troop Defenses --- Speed 25 feet; troop movement Disarming Twist Single Action Requirements The crew's previous action was a Scurvy Strike that dealt damage to at least one enemy; Effect The crew uses their weapons to knock the weapons out of their enemies' hands. The crew attempts a single Athletics check to Disarm, comparing the result to the Reflex DC of each creature that was damaged by the required Scurvy Strike. If the result is a critical failure, the crew gets a failure instead. Scurvy Strike Single Action to Three Actions Frequency once per round; Effect The crew strikes with belaying pins, hooks, and cutlasses at enemies in a 5-foot emanation (DC 19 basic Reflex save). The damage depends on the number of actions. Single Action 1d6 bludgeoning, piercing, or slashing damage Two Actions 2d6+4 bludgeoning, piercing, or slashing damage Three Actions 3d6+6 bludgeoning, piercing, or slashing damage ","skill_mod":{"athletics":13,"intimidation":12,"acrobatics":12},"summary":"The fleets of ships sent by the Free Captains of the Shackles have proven invaluable to Andoran's efforts to break the Hespereth blockade, all while …","primary_source":"Hellfire Dispatches","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"ac":21,"level":5,"source_category":["Lost Omens"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4744","intelligence":0,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":10,"size":["Gargantuan"],"name":"Shackles Pirate Crew","alignment":"No Alignment","category":"creature","rarity":"uncommon","slug":"creature-4744"},{"constitution":0,"primary_source_category":"Lost Omens","strength":1,"hp":60,"language":["Common","Gnomish"],"source":["Hellfire Dispatches"],"type":"Creature","creature_family":"Aspodean Wall Troops","will_save":11,"charisma":2,"speed":{"max":25,"land":25,"burrow":10},"perception":11,"wisdom":2,"weakness":{"area":4,"splash":4},"creature_ability":["Demolition Expertise","Troop Defenses","Excavation","Fire in the Hole!","Pick Assault","Undermine"],"skill":["Acrobatics","Crafting","Stealth","Survival"],"trait":["Gnome","Humanoid","Troop","Uncommon","No Alignment","Gargantuan"],"id":"creature-4745","text":" Brastlewark Sapper Squad Discoveries made in Brastlewark played as substantial a role in the construction of the Aspodean Wall as in the battles now raging in its shadow, as teams of gnomish sappers trained in the creation and deployment of powerful explosives developed by alchemists seize the opportunity to put their studies to practical use. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Brastlewark Sapper Squad Source Hellfire Dispatches pg. 70 Perception +11; low-light vision Languages Common, Gnomish Skills Acrobatics +12, Crafting +10, Stealth +12, Survival +10 Str +1 Dex +4 Con +0 Int +2 Wis +2 Cha +2 --- AC 20 Fort +8 Ref +14 Will +11 HP 60 (4 segments) Weaknesses area damage 4, splash damage 4 Demolition Expertise A sapper squad's offensive abilities ignore the first 5 points of Hardness when deployed against inanimate objects or structures. Troop Defenses --- Speed 25 feet, burrow 10 feet; excavation, troop movement Excavation While Burrowing, the sapper squad can position its segments into a 20-foot-wide straight line and move at half Speed to leave a 20-foot-wide tunnel behind them that can be safely traversed by other creatures. Unless shored up by a crew of skilled laborers, the tunnel collapses after 10 minutes. Fire in the Hole! Two Actions The squad bombards a 10-foot burst within 30 feet with satchel charges, dealing 2d6 fire damage and 1d6 bludgeoning damage to all creatures in the area (DC 18 basic Reflex save). On a critical failure, a creature is also deafened for 1 round. When the squad is reduced to 2 segments, this area decreases to a 5-foot burst. Pick Assault Single Action to Three Actions Frequency once per round; Effect The sapper squad strikes with their picks against enemies in a 5-foot emanation with a DC 18 basic Reflex save. The damage depends on the number of actions. Single Action 1d6 piercing damage Two Actions 2d6+4 piercing damage Three Actions 2d6+7 piercing damage Undermine Three Actions Requirements The sapper squad is underground; Effect The sappers deploy explosive charges to displace the earth above them. The surface area within 15 feet directly above the sappers' spaces becomes difficult terrain until the start of their next turn. Any creature already in the area takes 1d6 bludgeoning damage (DC 18 basic Reflex save). On a critical failure, the creature also falls prone. ","skill_mod":{"crafting":10,"survival":10,"stealth":12,"acrobatics":12},"summary":"Discoveries made in Brastlewark played as substantial a role in the construction of the Aspodean Wall as in the battles now raging in its shadow, as …","primary_source":"Hellfire Dispatches","trait_group":["Ancestry","Weapon","Creature Type","Monster","Rarity"],"ac":20,"level":4,"source_category":["Lost Omens"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4745","intelligence":2,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Gargantuan"],"name":"Brastlewark Sapper Squad","alignment":"No Alignment","category":"creature","rarity":"uncommon","slug":"creature-4745"},{"constitution":5,"primary_source_category":"Lost Omens","strength":7,"hp":210,"language":["Common","Diabolic"],"source":["Hellfire Dispatches"],"type":"Creature","creature_family":"Aspodean Wall Troops","will_save":21,"charisma":4,"speed":{"max":25,"land":25},"perception":22,"wisdom":3,"weakness":{"area":10,"holy":10,"splash":10},"creature_ability":["Frightful Presence","Final Reward","Opportunistic Strikes","Troop Defenses","Crush the Spirit","Vigor of the Damned"],"skill":["Acrobatics","Athletics","Hell Lore","Intimidation","Religion","Society"],"trait":["Human","Humanoid","Troop","Uncommon","No Alignment","Gargantuan"],"id":"creature-4746","text":" Hellbound Honor Guard Chelaxian nobles, military officers, and other dignitaries deemed deserving by House Thrune are sometimes granted the protection of a detail of these elite soldiers: unwavering champions of the Chelaxian military machine who have sworn themselves to Asmodeus in exchange for unmatched strength and resilience. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Hellbound Honor Guard Source Hellfire Dispatches pg. 70 Perception +22 Languages Common, Diabolic Skills Acrobatics +20, Athletics +23, Hell Lore +21, Intimidation +22, Religion +21, Society +21 Str +7 Dex +2 Con +5 Int +3 Wis +3 Cha +4 --- AC 33 Fort +24 Ref +18 Will +21 HP 210 (4 segments) Resistances physical 5, fire 8, mental 5 Weaknesses area damage 10, holy 10, splash damage 10 Frightful Presence (aura, divine, emotion, fear, mental) 30 feet, DC 29 Final Reward (divine, unholy) When the hellbound honor guard is reduced to 0 Hit Points, a fiery fissure forms beneath their feet and a host of screeching devils pours forth to drag their souls to Hell. All creatures within a 5-foot emanation take 3d8 fire and 3d8 spirit damage (DC 29 basic Reflex save), and all creatures within a 10-foot emanation must attempt a DC 29 Will save or be frightened 1 (frightened 2 on a critical failure). The rift then immediately closes. Opportunistic Strikes Reaction Trigger A creature within 5 feet uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using; Effect The honor guard mobs the triggering creature, inflicting 2d6+9 bludgeoning plus 2d6 spirit damage (DC 29 basic Reflex save). Troop Defenses --- Speed 25 feet; troop movement Crush the Spirit Single Action to Three Actions (Magical, unholy) Frequency once per round; Effect The honor guard strikes with their maces against enemies in a 5-foot emanation, battering souls as well as bodies (DC 29 basic Reflex save). The damage depends on the number of actions. Single Action 1d6+1 bludgeoning damage plus 1d6 spirit damage Two Actions 2d6+9 bludgeoning damage plus 2d6 spirit damage Three Actions 3d6+12 bludgeoning damage plus 2d6 spirit damage. Vigor of the Damned Single Action (Concentrate, divine, healing, vitality) Frequency once per round; Requirements The hellbound honor guard has only 2 segments; Effect On the edge of defeat, the honor guard calls a paean to Asmodeus for aid. The honor guard regains 3d8 Hit Points. As standard for troops reduced to 2 segments, they can't regain Hit Points above the lowest listed threshold. ","skill_mod":{"society":21,"athletics":23,"intimidation":22,"acrobatics":20,"religion":21},"summary":"Chelaxian nobles, military officers, and other dignitaries deemed deserving by House Thrune are sometimes granted the protection of a detail of these …","primary_source":"Hellfire Dispatches","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"ac":33,"level":12,"source_category":["Lost Omens"],"weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"fire":8,"mental":5,"physical":5},"url":"/Monsters.aspx?ID=4746","intelligence":3,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":24,"size":["Gargantuan"],"name":"Hellbound Honor Guard","alignment":"No Alignment","category":"creature","rarity":"uncommon","slug":"creature-4746"},{"constitution":3,"primary_source_category":"Lost Omens","strength":5,"hp":75,"immunity":["fire","mental"],"source":["Hellfire Dispatches"],"type":"Creature","creature_family":"Aspodean Wall Troops","will_save":11,"charisma":-3,"speed":{"max":20,"land":20},"perception":9,"wisdom":2,"weakness":{"area":5,"holy":5,"splash":5},"creature_ability":["Troop Defenses","Subservience","Grasping Claws"],"skill":["Athletics"],"trait":["Devil","Fiend","Mindless","Troop","Uncommon","Unholy","No Alignment","Gargantuan"],"id":"creature-4747","text":" Ort Mob Pathetic masses of quivering flesh crafted from the souls of the damned, orts are the least of devilkind, making them the perfect cannon fodder for more powerful devils and mortal diabolists alike. Recall Knowledge - Fiend (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Ort Mob Source Hellfire Dispatches pg. 71 Perception +9; greater darkvision Languages Skills Athletics +14 Str +5 Dex +0 Con +3 Int -5 Wis +2 Cha -3 --- AC 21 Fort +14 Ref +9 Will +11 HP 75 (4 segments) Immunities fire, mental Resistances physical 5 (except silver), poison 5 Weaknesses area damage 5, holy 5, splash damage 5 Troop Defenses --- Speed 20 feet; troop movement Subservience An ort mob can be commandeered by any non-ort devil within 60 feet of it with a single action, which has the auditory and concentrate traits. The devil picks one of the following commands, and the ort mob follows it to the best of their ability. The command and its effects end once the commander is out of the mob's sight or when a new command is issued by the same or another devil. Hustle The mob gains a +10-foot circumstance bonus to its Speed until the command ends. Kill The mob moves adjacent to one target singled out by its commander and spends all its available actions to use Grasping Claws until the target is dead or the command ends. The targeted creature takes a –1 circumstance penalty to its Reflex save against Grasping Claws and it takes an additional 1d6 slashing damage from the attack. Rally The mob moves so that it shares a space with its commander. The commander doesn't treat the mob's spaces as difficult terrain and gains lesser cover while it's in the mob's spaces until the command ends. Work The mob performs drudge work dictated by its commander. Faceless Horde An ort mob is less organized than most troops. It can move into other creatures' spaces, and other creatures can move into its spaces. Its spaces are difficult terrain to other creatures. Grasping Claws Single Action to Three Actions (Magical, unholy) Frequency once per round; Effect The ort mob claws at all enemies in a 5-foot emanation (DC 19 basic Reflex save). The damage depends on the number of actions. Single Action 1d6+1 slashing damage Two Actions 2d6+5 slashing damage Three Actions 3d6+6 slashing damage ","skill_mod":{"athletics":14},"summary":"Pathetic masses of quivering flesh crafted from the souls of the damned, orts are the least of devilkind, making them the perfect cannon fodder for …","image":["/Images/Monsters/Ort_Mob.webp"],"primary_source":"Hellfire Dispatches","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"ac":21,"level":5,"source_category":["Lost Omens"],"sense":" greater darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"poison":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=4747","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Greater darkvision","fortitude_save":14,"size":["Gargantuan"],"name":"Ort Mob","alignment":"No Alignment","category":"creature","rarity":"uncommon","slug":"creature-4747"},{"constitution":0,"primary_source_category":"Lost Omens","strength":1,"hp":60,"language":["Common","Elven","Empyrean","Varisian"],"immunity":["fear"],"source":["Hellfire Dispatches"],"type":"Creature","creature_family":"Fangwood Troops","will_save":11,"charisma":1,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{"area":4,"splash":4},"creature_ability":["Troop Defenses","Hail of Thorns","Strike from the Heart","Thus Always to Tyrants"],"skill":["Acrobatics","Athletics","Diplomacy","Stealth","Survival"],"trait":["Human","Humanoid","Troop","Uncommon","No Alignment","Gargantuan"],"id":"creature-4748","text":" Fangwood Sentinel Corps These disparate groups of insurgents seek to defend Nirmathas from conquest by launching a guerrilla offensive from the depths of the Fangwood against the armies marching across their border. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Fangwood Sentinel Corps Source Hellfire Dispatches pg. 82 Perception +11 Languages Common, Elven, Empyrean, Varisian Skills Acrobatics +12, Athletics +7, Diplomacy +7, Stealth +12, Survival +10 Str +1 Dex +6 Con +0 Int +1 Wis +2 Cha +1 --- AC 20 Fort +8 Ref +14 Will +11 HP 60 (4 segments) Immunities fear Weaknesses area damage 4, splash damage 4 Troop Defenses --- Speed 25 feet; troop movement Hail of Thorns Two Actions Frequency once per round; Effect The sentinels draw or reload their longbows, then let fly an arcing volley of arrows as a 10-foot burst within 100 feet that deals 4d4 piercing damage (DC 18 basic Reflex save). When the troop is reduced to 2 segments, this area decreases to a 5-foot burst. Strike from the Heart Single Action to Three Actions Frequency once per round; Effect The sentinels bring their morningstars to bear against enemies in a 5-foot emanation (DC 18 basic Reflex save). Damage dealt depends on the number of actions. Single Action 1d6 bludgeoning damage Two Actions 2d6+4 bludgeoning damage Three Actions 3d6+4 bludgeoning damage Thus Always to Tyrants Free Action (Aura, emotion, mental, visual) Frequency once per hour; Trigger The sentinels reduce an enemy with a level equal to or greater than their own to 0 Hit Points; Effect The sentinels' victory inspires allies and demoralizes enemies. Each ally in a 15-foot emanation gains a +1 status bonus to attack rolls for 1 round. Each enemy in the same area must succeed at a DC 18 Will save or take a –1 penalty to attack rolls for 1 round. ","skill_mod":{"diplomacy":7,"survival":10,"stealth":12,"athletics":7,"acrobatics":12},"summary":"These disparate groups of insurgents seek to defend Nirmathas from conquest by launching a guerrilla offensive from the depths of the Fangwood …","primary_source":"Hellfire Dispatches","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"ac":20,"level":4,"source_category":["Lost Omens"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4748","intelligence":1,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":8,"size":["Gargantuan"],"name":"Fangwood Sentinel Corps","alignment":"No Alignment","category":"creature","rarity":"uncommon","slug":"creature-4748"},{"constitution":4,"primary_source_category":"Lost Omens","strength":5,"hp":90,"language":["Common","Daemonic","Varisian"],"immunity":["fear"],"source":["Hellfire Dispatches"],"type":"Creature","creature_family":"Fangwood Troops","will_save":12,"charisma":2,"speed":{"max":40,"land":40},"perception":14,"wisdom":0,"weakness":{},"creature_ability":["Crushing Despair","Troop Defenses","Astride a Red Horse","Mounted Troop","Rain of Ruin","Swords of Szuriel","Trample"],"skill":["Abaddon Lore","Acrobatics","Athletics","Intimidation","Religion"],"trait":["Animal","Human","Humanoid","Troop","Uncommon","Unholy","No Alignment","Gargantuan"],"id":"creature-4749","text":" Devastation Cavalry Brigade Despite the influence of the Apocalypse Rider of War, the Molthuni armies pushing into Nirmathas remain efficient and disciplined units, acting tactically and with purpose. The same can't be said for Szuriel's devastation cavalries, chaotic mobs of wild-eyed warriors mounted on blood-red steeds suffused with the daemonic essence of Abaddon. Recall Knowledge - Animal (Nature): DC 24 Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Devastation Cavalry Brigade Source Hellfire Dispatches pg. 82 Perception +14; darkvision Languages Common, Daemonic, Varisian Skills Abaddon Lore +11, Acrobatics +11, Athletics +15, Intimidation +13, Religion +10 Str +5 Dex +1 Con +4 Int +1 Wis +0 Cha +2 --- AC 23 Fort +16 Ref +13 Will +12 HP 90 (4 segments) Immunities fear Weaknesses area damage 5, holy 5, splash damage 5 Crushing Despair (aura, divine, emotion, fear, mental) 10 feet, DC 24. Enemy creatures that enter or begin their turn in the area must attempt a Will save. Regardless of the result of the saving throw, the creature is then temporarily immune to the aura for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 1 and can’t use reactions for 1 round. Critical Failure As failure, and the creature slowed 1 as it sobs uncontrollably. Troop Defenses --- Speed 40 feet; troop movement Astride a Red Horse While moving on land, a devastation cavalry brigade ignores all difficult terrain. Mounted Troop Effects that target only animals, humans, or humanoids may not work on the brigade, subject to the GM's discretion. Rain of Ruin Two Actions The brigade draws or reloads their crossbows, then launches a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 3d8 piercing damage (DC 21 basic Reflex save). When the troop is reduced to 2 segments, this area decreases to a 5-foot burst. Swords of Szuriel Single Action to Three Actions (Magical, unholy) Frequency once per round; Effect The brigade slashes mercilessly at enemies in a 10-foot emanation (DC 21 basic Reflex save). The damage depends on the number of actions. Single Action 1d8 piercing damage plus 1d4 spirit Two Actions 2d8 piercing damage plus 2d4 spirit Three Actions 2d8+4 piercing damage plus 2d4 spirit Trample Three Actions Medium or smaller, 4d8 bludgeoning, DC 21; a creature that critically fails the save is also knocked prone. ","skill_mod":{"athletics":15,"intimidation":13,"acrobatics":11,"religion":10},"summary":"Despite the influence of the Apocalypse Rider of War, the Molthuni armies pushing into Nirmathas remain efficient and disciplined units, acting …","image":["/Images/Monsters/Devastation_Cavalry_Brigade.webp"],"primary_source":"Hellfire Dispatches","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster","Rarity","Mechanics"],"ac":23,"level":6,"source_category":["Lost Omens"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4749","intelligence":1,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":16,"size":["Gargantuan"],"name":"Devastation Cavalry Brigade","alignment":"No Alignment","category":"creature","rarity":"uncommon","slug":"creature-4749"},{"constitution":2,"primary_source_category":"Lost Omens","strength":2,"hp":120,"language":["Common","Goblin"],"source":["Hellfire Dispatches"],"type":"Creature","creature_family":"Fangwood Troops","will_save":12,"charisma":1,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{"area":5,"splash":5},"creature_ability":["Troop Defenses","Blaze of Glory","Close Ranks","Rain of Fire","Surgical Strikes"],"skill":["Acrobatics","Athletics","Crafting","Intimidation"],"trait":["Hobgoblin","Humanoid","Troop","Uncommon","No Alignment","Gargantuan"],"id":"creature-4750","text":" Oprak Firestorm Battalion Among the troops sent by Oprak's Ironfang Legion to aid Nirmathas against the Molthuni invasion are its dreaded firestorm battalions, units with special training in the tactical use of bombs and explosives. Each of these battalions carries enough alchemical ordnance to bathe an entire battlefield in flame several times over. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Oprak Firestorm Battalion Source Hellfire Dispatches pg. 83 Perception +15; darkvision Languages Common, Goblin Skills Acrobatics +15, Athletics +13, Crafting +17, Intimidation +12 Str +2 Dex +4 Con +2 Int +6 Wis +2 Cha +1 --- AC 24 Fort +18 Ref +15 Will +12 HP 120 (4 segments) Resistances fire 10 Weaknesses area damage 5, splash damage 5 Troop Defenses --- Speed 25 feet; troop movement Blaze of Glory Three Actions Requirements The firestorm battalion has been reduced to 2 segments; Effect In the face of imminent defeat, the battalion detonates its remaining explosives to take its enemies with it. All creatures within a 10-foot emanation, including the battalion itself, takes 5d8 fire damage with a DC 22 basic Reflex save; a creature that fails the save also takes 1d8 persistent fire damage. The battalion automatically critically fails this save and, should any members survive, can't use its Rain of Fire ability until it spend 8 hours crafting a new batch of incendiary devices. Close Ranks Single Action The battalion raises a perfect guard against explosions and enemy attacks. It gains a +2 circumstance bonus to AC and Reflex saves until the start of its next turn. Rain of Fire Two Actions The battalion draws and hurls alchemical bombs with practiced precision. The bombs rain down in a 10-foot burst within 30 feet that deals 3d8 fire damage and 1d4 persistent fire damage (DC 22 basic Reflex save). When the troop is reduced to 2 segments, this area decreases to a 5-foot burst. Creatures adjacent to the burst take 1d4 splash fire damage. Surgical Strikes Single Action to Three Actions Frequency once per round; Effect The battalion stabs with their pikes at enemies in a 5-foot emanation (DC 22 basic Reflex save). The damage depends on the number of actions. Single Action 1d6+1 piercing damage Two Actions 2d6+8 piercing damage Three Actions 3d6+10 piercing damage ","skill_mod":{"crafting":17,"athletics":13,"intimidation":12,"acrobatics":15},"summary":"Among the troops sent by Oprak's Ironfang Legion to aid Nirmathas against the Molthuni invasion are its dreaded firestorm battalions, units with …","primary_source":"Hellfire Dispatches","trait_group":["Monster","Ancestry","Creature Type","Rarity"],"ac":24,"level":7,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":10},"url":"/Monsters.aspx?ID=4750","intelligence":6,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"size":["Gargantuan"],"name":"Oprak Firestorm Battalion","alignment":"No Alignment","category":"creature","rarity":"uncommon","slug":"creature-4750"},{"constitution":3,"primary_source_category":"Lost Omens","strength":2,"hp":75,"language":["Common","Diabolic"],"source":["Hellfire Dispatches"],"type":"Creature","creature_family":"Troops in Isger","will_save":11,"charisma":2,"speed":{"max":35,"land":35},"perception":12,"wisdom":2,"weakness":{"area":5,"splash":5},"creature_ability":["Opportunistic Halt","Troop Defenses","Unholy Quickness","Flurry of Vengeance","Pain Points","Storm of Blades"],"skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth"],"trait":["Human","Humanoid","Troop","Uncommon","Unholy","No Alignment","Gargantuan"],"id":"creature-4751","text":" Golden Erinys Novitiate Circle The convents of the Sisterhood of the Golden Erinys train female monks who study a form of martial arts based on the devils of Hell. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Golden Erinys Novitiate Circle Source Hellfire Dispatches pg. 106 Perception +12 Languages Common, Diabolic Skills Acrobatics +13, Athletics +12, Intimidation +11, Religion +12, Stealth +13 Str +2 Dex +5 Con +3 Int +0 Wis +2 Cha +2 --- AC 21 Fort +9 Ref +14 Will +11 HP 75 (4 segments) Weaknesses area damage 5, splash damage 5 Opportunistic Halt Reaction Trigger A creature within 5 feet uses a move action or leaves a square during a move action it's using; Effect The novitiates strike at the triggering creature, dealing 2d8+3 bludgeoning damage (DC 19 basic Reflex save). If the save is a critical failure and the trigger was a move action, that action is disrupted. Troop Defenses Unholy Quickness Sisters of the Golden Erinys are renowned for their uncanny reflexes, which grant them a +2 circumstance bonus to AC against ranged attacks. --- Speed 35 feet; troop movement Flurry of Vengeance Single Action to Three Actions (Magical, unholy) Frequency once per round; Effect The novitiates unleash a barrage of painful unarmed blows against enemies in a 5-foot emanation (DC 19 basic Reflex save). The damage dependson the number of actions. Single Action 1d8 piercing damage Two Actions 2d8+3 piercing damage Three Actions 2d8+7 piercing damage Pain Points Two Actions Frequency once per round; Effect The novitiates are taught how best to cause pain with their strikes. The novitiates use a 1-action Flurry of Vengeance. Each creature that fails its Reflex save is also clumsy 1 for 1 round as its body is wracked with excruciating agony. Storm of Blades The novitiates unleash a hail of thrown blades, dealing 3d8 slashing damage in a 10-foot burst within 20 feet (DC 19 basic Reflex save). When the novitiates are reduced to 2 segments, this area decreases to a 5-foot burst. ","skill_mod":{"stealth":13,"athletics":12,"intimidation":11,"acrobatics":13,"religion":12},"summary":"The convents of the Sisterhood of the Golden Erinys train female monks who study a form of martial arts based on the devils of Hell.","primary_source":"Hellfire Dispatches","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity","Mechanics"],"ac":21,"level":5,"source_category":["Lost Omens"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4751","intelligence":0,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":9,"size":["Gargantuan"],"name":"Golden Erinys Novitiate Circle","alignment":"No Alignment","category":"creature","rarity":"uncommon","slug":"creature-4751"},{"constitution":5,"primary_source_category":"Lost Omens","strength":6,"hp":195,"language":["Common","Diabolic"],"source":["Hellfire Dispatches"],"type":"Creature","creature_family":"Troops in Isger","will_save":21,"charisma":1,"speed":{"max":25,"land":25},"perception":21,"wisdom":2,"weakness":{"area":10,"holy":10,"splash":10},"creature_ability":["Troop Defenses","Massacre","Unleash Hell","Wrath of Asmodeus"],"skill":["Acrobatics","Athletics","Hell Lore","Intimidation","Religion","Society"],"trait":["Human","Humanoid","Troop","Uncommon","Unholy","No Alignment","Gargantuan"],"id":"creature-4752","text":" Thrune Champion Army When House Thrune asserted its authority over all Hellknights, those willing to declare their loyalty to the rulers of Cheliax joined with champions of the Asmodean faith to enforce the will of their Infernal Majestrix. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Thrune Champion Army Source Hellfire Dispatches pg. 106 Perception +21 Languages Common, Diabolic Skills Acrobatics +19, Athletics +23, Hell Lore +18, Intimidation +18, Religion +19, Society +19 Str +6 Dex +2 Con +5 Int +1 Wis +2 Cha +1 --- AC 30 Fort +24 Ref +18 Will +21 HP 195 (4 segments) Weaknesses area damage 10, holy 10, splash damage 10 Troop Defenses --- Speed 25 feet; troop movement Massacre Single Action to Three Actions Frequency once per round; Effect The champions slash mercilessly with their broadswords against enemies in a 5-foot emanation (DC 27 basic Reflex save). The damage depends on the number of actions. Single Action 1d8+3 slashing damage Two Actions 2d8+12 slashing damage Three Actions 3d8+14 slashing damage Unleash Hell Two Actions The champions draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 5d8 piercing damage (DC 27 basic Reflex save). When the troop is reduced to 2 segments, this area decreases to a 5-foot burst. Wrath of Asmodeus Single Action (Divine, emotion, fear, mental, unholy) The champions channel the infernal power of Hell itself into their strikes. If their next action is a Massacre that deals damage to at least one creature, all creatures that take damage from Massacre must also attempt a DC 27 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2, becomes stupefied 2 for 1 round, and takes 1d6 persistent fire damage. ","skill_mod":{"society":19,"athletics":23,"intimidation":18,"acrobatics":19,"religion":19},"summary":"When House Thrune asserted its authority over all Hellknights, those willing to declare their loyalty to the rulers of Cheliax joined with champions …","image":["/Images/Monsters/Thrune_Champion_Army.webp"],"primary_source":"Hellfire Dispatches","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity","Mechanics"],"ac":30,"level":11,"source_category":["Lost Omens"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4752","intelligence":1,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":24,"size":["Gargantuan"],"name":"Thrune Champion Army","alignment":"No Alignment","category":"creature","rarity":"uncommon","slug":"creature-4752"},{"constitution":0,"primary_source_category":"Lost Omens","strength":2,"hp":135,"language":["Common"],"source":["Hellfire Dispatches"],"type":"Creature","creature_family":"Troops in Isger","will_save":16,"charisma":4,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{"area":8,"splash":8},"creature_ability":["Now!!","Troop Defenses","Undercover","Blindside","Faces in the Crowd","Snap Shot"],"skill":["Acrobatics","Athletics","Deception","Stealth"],"trait":["Human","Humanoid","Troop","Uncommon","No Alignment","Gargantuan"],"id":"creature-4753","text":" Twilight Talon Infiltrator Team These teams of elite Andoren field agents possess specialized training in executing covert operations. Many have recently been dispatched to Isger to assist the insurgents of the Hellbreakers League in throwing off the yoke of Chelaxian oppression. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Twilight Talon Infiltrator Team Source Hellfire Dispatches pg. 107 Perception +16 Languages Common Skills Acrobatics +16, Athletics +14, Deception +18, Stealth +18 Str +2 Dex +4 Con +0 Int +1 Wis +2 Cha +4 --- AC 27 Fort +12 Ref +18 Will +16 HP 135 (4 segments) Weaknesses area damage 8, splash damage 8 Now!! Reaction Trigger A creature moves adjacent to the infiltrators or takes a hostile action against them; Requirements The infiltrators are disguised; Effect The infiltrators cast aside their disguises and unleash a 2-action Blindside against all enemies in a 5-foot emanation. A creature that critically fails the save takes an additional 1d6 precision damage. Troop Defenses Undercover (concentrate, exploration, manipulate, secret) By spending 2 hours preparing disguises, performing reconnaissance, and the like, the infiltrators can convincingly impersonate any troop unit of their level or lower that has the humanoid trait. Alternatively, they can disguise themselves as a mixed assortment of humanoid noncombatants who don't obviously form a cohesive unit. This functions as the Impersonate action with the infiltrators gaining a +2 circumstance bonus to their Deception DC. Infiltrators can't use Undercover to appear as specific individuals, nor can they impersonate groups that require resources unavailable to them, at the GM's discretion (impersonating a cavalry unit without access to mounts, for example). --- Speed 25 feet; troop movement Blindside Single Action to Three Actions Frequency once per round; Effect The infiltrators strike against enemies in a 5-foot emanation, dealing damage of a type appropriate to any weapons or implements incorporated into their disguise, with a DC 23 basic Reflex save. The damage depends on the number of actions. Single Action 1d8+1 bludgeoning, piercing, or slashing damage Two Actions 2d8+8 bludgeoning, piercing, or slashing damage Three Actions 3d8+9 bludgeoning, piercing, or slashing damage Faces in the Crowd Twilight Talon infiltrators are masters of blending into and dispersing seamlessly among large groups. While disguised as noncombatants, they can move into other creatures' spaces, and other creatures can move into the team's spaces. Snap Shot Two Actions The infiltrators draw or reload concealed hand crossbows and launch a hail of bolts in a 10-foot burst within 60 feet that deals 5d6 piercing damage (DC 23 basic Reflex save). When the unit is reduced to 2 segments, this area decreases to a 5-foot burst. ","skill_mod":{"deception":18,"stealth":18,"athletics":14,"acrobatics":16},"summary":"These teams of elite Andoren field agents possess specialized training in executing covert operations. Many have recently been dispatched to Isger to …","primary_source":"Hellfire Dispatches","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"ac":27,"level":8,"source_category":["Lost Omens"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4753","intelligence":1,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":12,"size":["Gargantuan"],"name":"Twilight Talon Infiltrator Team","alignment":"No Alignment","category":"creature","rarity":"uncommon","slug":"creature-4753"},{"constitution":2,"primary_source_category":"Lost Omens","strength":4,"hp":120,"language":["Common","Shadowtongue","Varisian"],"source":["Hellfire Dispatches"],"type":"Creature","creature_family":"Troops in Nidal","will_save":14,"charisma":3,"speed":{"max":40,"land":40},"perception":14,"wisdom":1,"weakness":{"area":7,"splash":7},"creature_ability":["Elusive Target","Troop Defenses","Mounted Charge","Mounted Troop","Mounted Volley","Shatter Shadows","Skewering Strikes"],"skill":["Acrobatics","Athletics","Intimidation","Occultism","Survival"],"trait":["Animal","Human","Humanoid","Troop","Uncommon","No Alignment","Gargantuan"],"id":"creature-4754","text":" Iriatykian Outrider Band Named for Horselord Iriatykis, forger of the mythic spear Shadowpiercer and instigator of the most successful rebellion against Nidal's shadowy overlords in living memory, these grimly determined riders seek to resist the brutal authority of the Umbral Court over the lands and peoples they call their own. While their efforts have mostly been focused on liberating rural communities on the nation's outskirts thus far, they have also begun targeted strikes against mercenary bands and supply caravans traveling through Nidal on their way to aid the Chelaxian war effort. Recall Knowledge - Animal (Nature): DC 25 Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Iriatykian Outrider Band Source Hellfire Dispatches pg. 118 Perception +14; low-light vision Languages Common, Shadowtongue, Varisian Skills Acrobatics +17, Athletics +15, Intimidation +14, Occultism +12, Survival +15 Str +4 Dex +6 Con +2 Int +0 Wis +1 Cha +3 --- AC 24 Fort +13 Ref +17 Will +14 +2 status bonus to all saves vs. darkness and shadow HP 120 (4 segments) Weaknesses area damage 7, splash damage 7 Elusive Target The Iriatykian outriders gain a +1 circumstance bonus to AC and a +1 circumstance bonus to Reflex saving throws against attacks and effects from unmounted enemies. Troop Defenses --- Speed 40 feet; troop movement Mounted Charge Three Actions The outriders Stride twice with a +10-foot circumstance bonus to their Speed. If they move at least 10 feet, they deal 2d8+6 piercing damage (DC 22 basic Reflex save) to enemies in a 10-foot emanation at the end of their movement. If at least one enemy damaged by the charge is the source of a magical darkness effect, the outriders can immediately use their Shatter Shadows ability as a free action, gaining a +1 circumstance bonus to the counteract check. Mounted Troop Effects that target only animals, humans, or humanoids might not work on the outriders, subject to the GM's discretion. Mounted Volley Two Actions The outriders draw or reload their longbows, then launch a volley of arrows at creatures in a 10-foot burst within 100 feet, dealing 3d8 piercing damage (DC 22 basic Reflex save). When the squadron is reduced to 2 segments, this area decreases to a 5-foot burst. Shatter Shadows Two Actions (Concentrate, manipulate, occult) Requirements The outriders are within an area of magical darkness; Frequency once per day; Effect The outriders call on the power wielded by Iriatykis, attempting to dispel any darkness effects in a 20-foot emanation with a +14 counteract modifier and a counteract rank of 4th. Each successfully counteracted effect explodes in a storm of tenebrous fragments, inflicting 2d6 spirit damage to enemies in a 20-foot burst centered on the effect (DC 22 Reflex save). Velstracs and worshippers of Zon-Kuthon get an outcome one degree worse than the result of their rolls on this saving throw. Skewering Strikes Single Action to Three Actions Frequency once per round; Effect The outriders plunge their longspears at enemies in a 10-foot emanation (DC 22 basic Reflex save). The damage depends on the number of actions. Single Action 1d8 piercing damage [two-actions] 2d8+6 piercing damage [three-actions] 2d8+11 piercing damage ","skill_mod":{"survival":15,"athletics":15,"intimidation":14,"occultism":12,"acrobatics":17},"summary":"Named for Horselord Iriatykis, forger of the mythic spear Shadowpiercer and instigator of the most successful rebellion against Nidal's shadowy …","primary_source":"Hellfire Dispatches","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster","Rarity"],"ac":24,"level":7,"source_category":["Lost Omens"],"sense":"low-light vision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4754","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":13,"size":["Gargantuan"],"name":"Iriatykian Outrider Band","alignment":"No Alignment","category":"creature","rarity":"uncommon","slug":"creature-4754"},{"constitution":6,"primary_source_category":"Lost Omens","strength":7,"hp":270,"language":["Common","Diabolic","Shadowtongue"],"source":["Hellfire Dispatches"],"type":"Creature","creature_family":"Troops in Nidal","will_save":24,"charisma":2,"speed":{"max":25,"land":25},"perception":26,"wisdom":3,"weakness":{"area":15,"holy":15,"silver":15,"splash":15},"creature_ability":["Painsight","Staggering Servitude","Troop Defenses","Focus Gaze","Shadow Scream","Storm of Agony"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Torture Lore"],"trait":["Fiend","Troop","Uncommon","Unholy","Velstrac","No Alignment","Gargantuan"],"id":"creature-4755","text":" Sacristan Scourge Pressed into servitude by the shadowcasters of the Umbral Court, these shambling assemblies of scarred flesh, jagged metal, and darkness incarnate would be pitiable if they did not pose such a deadly threat to those who meet them on the battlefield. Each of these companies is made up of dozens of velstracs whose bodies and spirits have been utterly broken by the agonies of the Netherworld. The horror of their brutal combat tactics is exceeded only by the chilling howls that herald their arrival, shattering the minds of even the most disciplined soldiers. Once a battle has concluded, many members of a sacristan scourge search for those who were wounded but are not yet dead to taste their exquisite suffering in their final moments. Recall Knowledge - Fiend (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Sacristan Scourge Source Hellfire Dispatches pg. 118 Perception +26; greater darkvision, painsight Languages Common, Diabolic, Shadowtongue Skills Acrobatics +28, Athletics +30, Intimidation +25, Stealth +28, Torture Lore +21 Str +7 Dex +5 Con +6 Int +0 Wis +3 Cha +2 Painsight (divine) Each member of a sacristan scourge automatically knows whether a creature they can see has any of the doomed, dying, and wounded conditions, as well as the value of those conditions. --- AC 36 Fort +29 Ref +25 Will +24 +1 status to all saves vs. magic HP 270 (4 segments) , regeneration 10 (deactivated by holy or silver) Weaknesses area damage 15, holy 15, silver 15, splash damage 15 Staggering Servitude (aura, divine, fear, mental, visual) 30 feet. When a creature ends its turn in the sacristan scourge's aura, it is subjected to an overwhelming vision of the entire scourge groveling piteously before it. The creature must succeed at a DC 33 Will save or become stunned 1. Troop Defenses --- Speed 25 feet; troop movement Divine Innate Spells DC 35 - 3rd Fear (×2) - 5th Chilling Darkness (×2) Focus Gaze Single Action (Concentrate, divine, fear, mental, visual) The sacristans stare at a creature they can see within 30 feet. The creature must immediately attempt a Will save against staggering servitude. In addition, if the creature was already stunned, on a failed save its revulsion toward the sacristans' presence causes it to be stupefied 2 for 1 minute. After attempting this save, the creature is then temporarily immune to staggering servitude until the start of the scourge's next turn. Shadow Scream Three Actions (Aura, concentrate, darkness, divine, mental, sonic) Frequency once per hour; Effect The sacristans open their mouths in unison to unleash a chorus of ghastly wailing infused with the mind-shattering darkness of the Netherworld. This creates a 30-foot emanation of darkness and pandemonium around it that's impenetrable even to creatures with darkvision (but not greater darkvision). They can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those that enter or start their turn in the area, must attempt a DC 33 Will save. Critical Success The creature is unaffected and is temporarily immune for 24 hours. Success The creature is deafened for 1 round. Failure The creature is confused and deafened for 1 round. Critical Failure The creature takes 60 mental damage and is confused and deafened for 1 round. Storm of Agony Single Action to Three Actions (Divine, unholy) Frequency once per round; Effect The scourge lashes with barbed chains against enemies in a 10-foot emanation (DC 33 basic Reflex save). The damage depends on the number of actions. A creature that critically fails is also knocked prone. Single Action 1d8 piercing plus 1d6 spirit and 1d4 persistent bleed [two-actions] 3d8+6 piercing plus 1d6 spirit and 1d6 persistent bleed [three-actions] 4d8+9 piercing plus 1d6 spirit and 1d8 persistent bleed ","tradition":["Divine"],"skill_mod":{"stealth":28,"athletics":30,"intimidation":25,"acrobatics":28},"summary":"Pressed into servitude by the shadowcasters of the Umbral Court, these shambling assemblies of scarred flesh, jagged metal, and darkness incarnate …","image":["/Images/Monsters/Sacristan_Scourge.webp"],"primary_source":"Hellfire Dispatches","spell":["Chilling Darkness","Fear"],"trait_group":["Creature Type","Monster","Rarity","Mechanics"],"ac":36,"level":15,"spell_dc":[35],"source_category":["Lost Omens"],"sense":" greater darkvision , painsight","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4755","intelligence":0,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Greater darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Sacristan Scourge","alignment":"No Alignment","category":"creature","rarity":"uncommon","slug":"creature-4755"},{"primary_source_category":"Adventures","strength":3,"hp":35,"language":["one spoken by its creator (typically <%LANGUAGES%155%%>Common<%END>)"],"source":["Troubles in Grayce"],"type":"Creature","charisma":0,"perception":9,"trait":["Construct","Soulbound","Uncommon","Medium"],"id":"creature-4770","text":" Automatic Butler An automatic butler is a magical construct shaped like a wooden humanoid mannequin, usually tailored in a simple black suit and tie. It has only the barest hint of a face on its round head, though its jaw opens on a hinge to simulate regular mouth movements when it speaks. Its voice is often calm and measured, and it speaks quite politely. It follows the orders given to it by its creator (or anyone whom the creator has given permission to issue commands), which usually involves fetching items, keeping a room tidy, or ushering out guests. If unwanted guests become belligerent, an automatic butler can defend itself by battering intruders or using its innate magic to hurl objects with deadly force. Once a fight has ended, an automatic butler usually spends the next hour or so cleaning up the mess left behind. Automatic butlers are built on designs similar to soulbound dolls. Like other soulbound constructs, an automatic butler is animated by a fragment of the soul of a deceased mortal. This fragment can come from either a willing donor or an unwilling victim, who can resist the process with a successful Will save against the creator’s Crafting DC. While resisting ruins the construct, the soul extraction process is often fatal, and the person dies regardless. Unlike with other soulbound constructs, the personality of the soul used to create an automatic butler is wholly suppressed. Instead, the automatic butler comports itself in the way a stereotypical servant would. Some automatic butlers are created with slightly different skill sets. They can be created to speak more languages beyond that of their creator, making them passable family diplomats who might welcome foreign guests. Some are trained to take care of tasks that require specialization, such as tutoring the youth of the household or tailoring the family’s clothes. The sidebar covers some other options for a whole domestic staff of constructed servants. Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Automatic Butler Source Troubles in Grayce pg. 120 Perception +9; darkvision Languages one spoken by its creator (typically Common) Skills Acrobatics +9, Athletics +10, Occultism +9 Str +3 Dex +2 Con +4 Int +0 Wis +2 Cha +0 Soul Fragment Like other soulbound constructs, an automatic butler is animated by soul energy, though the donor soul’s personality is suppressed in favor of a simple demeanor, either politely helpful or stoically pragmatic. It also has none of that creature’s memories. This soul fragment removes the immunity to spirit most constructs have, but because the automatic butler’s personality overrides that of the original creature, the butler does have some resistance to spirit damage. --- AC 18 Fort +12 Ref +7 Will +9 HP 35 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Resistances bludgeoning 4, piercing 5, slashing 4, spirit 3 --- Speed 25 feet Melee Single Action fist +11 (Agile, magical), Damage 1d6+5 bludgeoning Occult Innate Spells DC 20, attack +12 - Cantrips (2nd) Light, Prestidigitation, Telekinetic Hand, Telekinetic Projectile - 1st Alarm - 2nd Mending Right This Way Single Action Frequency once per round; Effect The automatic butler attempts to usher a creature along while removing their coat. The automatic butler attempts an Athletics check to Reposition a Large or smaller creature within reach. On a success, the target is also clumsy1 (clumsy 2 on a critical success) as the automatic butler pulls at some part of their clothing or gear. The target can remove this condition by taking an Interact action. Automatic Cooks and Gardeners Should the designs for creating automatic butlers reach the wider world, someone would likely end up creating variations of the magical construct. These creatures would use the same basic statistics as an automatic butler, with a few minor changes. An automatic cook might have cleanse cuisine as an innate spell, a knife Strike, and the ability to shoot a jet of boiling hot water. An automatic gardener might have scatter scree and other spells with the earth or plant traits as innate spells, a hoe or shovel Strike, and the ability to pelt foes at range with seeds. ","skill_mod":{"athletics":10,"occultism":9,"acrobatics":9},"primary_source":"Troubles in Grayce","spell":["Mending","Alarm","Light","Prestidigitation","Telekinetic Hand","Telekinetic Projectile"],"ac":18,"level":3,"spell_dc":[20],"source_category":["Adventures"],"sense":" darkvision ","resistance":{"bludgeoning":4,"piercing":5,"slashing":4,"spirit":3},"intelligence":0,"reflex_save":7,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":12,"source_group":["Troubles in Grayce"],"size":["Medium"],"spoilers":"Troubles in Grayce","name":"Automatic Butler","rarity":"uncommon","strike_damage_average":[8],"attack_bonus":[11],"constitution":4,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"spell_attack_bonus":[12],"will_save":9,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Soul Fragment","Right This Way"],"primary_source_group":"Troubles in Grayce","skill":["Acrobatics","Athletics","Occultism"],"tradition":["Occult"],"summary":"An automatic butler is a magical construct shaped like a wooden humanoid mannequin, usually tailored in a simple black suit and tie. It has only the …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4770","dexterity":2,"category":"creature","slug":"creature-4770"},{"attack_bonus":[12,12,12],"constitution":1,"primary_source_category":"Adventures","strength":3,"hp":42,"language":["Common","Sakvroth"],"source":["Troubles in Grayce"],"type":"Creature","spell_attack_bonus":[9],"will_save":12,"charisma":2,"speed":{"max":30,"land":30},"perception":9,"wisdom":-1,"weakness":{"cold_iron":3},"creature_ability":["Sneak Attack","Highly Confusing Scheme","Mechanized Animus"],"primary_source_group":"Troubles in Grayce","skill":["Acrobatics","Crafting","Deception","Engineering Lore","Intimidation","Thievery"],"trait":["Fey","Gremlin","Small"],"id":"creature-4771","text":" Durtik Unlike other gremlins who are satisfied with causing discomfort or pain to a few individuals, durtiks think big. They enjoy overwrought plans and complicated devices that often cause chaos. Durtiks live on the outskirts of societies that possess great engineering prowess, gleaning technical knowledge and expertise. They use these gathered skills to build elaborate death traps. A durtik will happily spend years building a device that chips away at a mountain until it causes an avalanche that destroys a town. Fortunately for the civilizations they lurk near, durtik plans almost never reach fruition; the fey abhor simplicity and directness, insisting on complexity and grandiosity, making their plans easy to disrupt. Often, these plans overlook a crucial detail or avoid some basic truth that causes them to implode halfway through without anyone in the nearby town any wiser there was a plan at all. This penchant for self-sabotage, however, doesn’t make durtiks less dangerous. Their desire for grand destruction makes them uniquely inspiring among other gremlins. It’s common to find a durtik surrounded by other gremlins inspired by their vision, even if those followers don’t fully understand it. The gremlins stick around until they lose interest or the plans implode. Until then, a durtik and their crew concentrate their chaos and spread plenty of misfortune as they enact their ill-fated scheme. Recall Knowledge - Fey (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Durtik Source Troubles in Grayce pg. 121 Perception +9; darkvision Languages Common, Sakvroth Skills Acrobatics +9, Crafting +10, Deception +7, Engineering Lore +10, Intimidation +7, Thievery +9 Str +3 Dex +4 Con +1 Int +5 Wis -1 Cha +2 Items Shortbow (10 arrows), Shortsword --- AC 18 Fort +6 Ref +9 Will +12 HP 42 Weaknesses cold iron 3 --- Speed 30 Melee Single Action shortsword +12 (Agile, finesse, versatile S), Damage 1d6+5 piercing Melee Single Action fist +12 (Agile, finesse, nonlethal, unarmed), Damage 1d4+5 bludgeoning Melee Single Action shortbow +12 (deadly d10, range increment 60 feet, reload 0), Damage 1d6+3 piercing Primal Innate Spells DC 17, attack +9 - Cantrips (1st) Live Wire Sneak Attack The durtik's Strikes deal an extra 1d6 precision damage to off-guard creatures. Highly Confusing Scheme Single Action (Auditory, concentrate, linguistic, mental) The durtik provides so much detail about their confusing scheme that it overwhelms their target. The durtik attempts a Deception check to Feint against an opponent up to 30 feet away. If they succeed, the off-guard penalty applies when the durtik or any construct it controls with Mechanized Animus makes a melee or ranged Strike. Mechanized Animus Two Actions (Concentrate, incapacitation, magical) The durtik channels their antipathy and disdain for others into a construct within 60 feet,seizing control or making it come to life. The durtik attempts a Crafting check against the construct's Will DC or its controller's (if any) Will DC, whichever is higher. The durtik can't use Mechanized Animus again for 1d4 rounds. Critical Success The construct immediately takes two basic actions of the durtik's choosing and is then stunned 2. Success The construct immediately takes one basic action of the durtik's choosing and is then stunned 1 Critical Failure The destructive antipathy rebounds, and the durtik is stupefied 2 for 1 minute. Smarter Than You Because durtiks are often smarter than other gremlins around them, they think they are the smartest person in the room wherever they go. Canny adventurers who are aware of this can butter them up with grandiose compliments, distracting the durtik and making them more likely to accidentally share information. ","tradition":["Primal"],"skill_mod":{"deception":7,"thievery":9,"crafting":10,"intimidation":7,"acrobatics":9},"summary":"Unlike other gremlins who are satisfied with causing discomfort or pain to a few individuals, durtiks think big. They enjoy overwrought plans and …","primary_source":"Troubles in Grayce","spell":["Live Wire"],"trait_group":["Creature Type","Monster"],"ac":18,"item":["Shortbow (10 arrows)","Shortsword"],"level":3,"spell_dc":[17],"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4771","intelligence":5,"reflex_save":9,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"source_group":["Troubles in Grayce"],"size":["Small"],"name":"Durtik","category":"creature","rarity":"common","strike_damage_average":[6,7,8],"slug":"creature-4771"},{"attack_bonus":[10],"constitution":3,"primary_source_category":"Adventures","strength":4,"hp":50,"immunity":["death effects","disease"],"source":["Troubles in Grayce"],"type":"Creature","will_save":6,"charisma":-2,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Frightful Presence","Rend","Soul Ravage"],"primary_source_group":"Troubles in Grayce","skill":["Athletics","Stealth"],"trait":["Beast","Rare","Unholy","Medium"],"id":"creature-4772","text":" Gauntling In places like the Gravelands, undeath permeates the very soil of the land. This unholy pollution can have significant effects on regional flora and fauna over the course of generations, causing plants to become twisted and diseased looking and contaminates wildlife so their remains spontaneously rise as mindless undead. Yet in some cases, particularly for those beasts who forage primarily through the act of scavenging, the consumption of undead flesh can have an entirely different effect over the course of months. How quickly an animal is affected depends on whether it ate from the remains of an undead creature left behind after its destruction or consumed it “fresh” from an undead in a desperate throe of starvation. Assuming the unfortunate creature survives any onset of disease or other afflictions brought on by their ghastly repast, these scavengers sometimes undergo a transformation into a twisted, ravenous beast known as a gauntling. Most gauntlings arise from scavengers, carnivores, or omnivores, but in certain cases, desperate herbivores can become transformed as well—these creatures are perhaps the most disturbing type of gauntling, due to the significant change in their behaviors pushing them toward diets of fresh meat. Once animals become gauntlings, these creatures abandon their previous wilderness habitats in favor of those near more settled regions and often choose sewers or other underground locales as dens from which they emerge to hunt. In their transformation into a gauntling, regardless of what the creature’s previous dietary leanings might have been, all gauntlings share one horrific hunger—the flesh of sapient humanoids. A gauntling looks similar to the animal it was before its transformation, but with large sharp fangs and with painfully emaciated frames, regardless of how much they eat. The gauntling presented below (as are all of those encountered in Troubles in Grayce ) were once boars, but you can use these statistics to represent any terrestrial Medium animal that’s succumbed to this unholy transformation. Regardless of its original form, all gauntlings share a mouthful of sharp, twisted fangs. Recall Knowledge - Beast (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Gauntling Source Troubles in Grayce pg. 122 Perception +8; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +10, Stealth +8 Str +4 Dex +2 Con +3 Int -4 Wis +2 Cha -2 --- AC 18 Fort +11 Ref +8 Will +6 HP 50 (void healing) Immunities death effects, disease Frightful Presence (aura, emotion, fear, mental) 20 feet, DC 15 --- Speed 25 feet Melee Single Action jaws +10, Damage 1d8+6 piercing plus soul ravage Rend Single Action jaws Soul Ravage (Curse, divine) A gauntling's fangs carry with them a potent curse that eagerly seeps into living flesh. The first time in a round that a creature takes damage from a gauntling's jaws Strike, they must attempt a DC 18 Fortitude save. Critical Success The creature is unaffected. Success Success The creature becomes sickened 1 Failure The creature becomes sickened 2 and can't reduce its sickened value below 1 for 1 minute. Critical Failure As failure, but for 1 hour. A creature that dies while under this curse's effects rises within 24 hours as a zombie. Other Gauntlings The gauntling presented here comes from a Medium terrestrial animal (a boar, to be precise), but other animals can be transformed in this way by consuming undead flesh. To represent one from a swimming or flying Medium animal, simply grant it a swim or fly speed equal to its base speed. To represent a smaller or larger creature, use the statistics presented here as a starting point, then rebuild the statistics using the guidelines for building creatures. ","skill_mod":{"stealth":8,"athletics":10},"summary":"In places like the Gravelands, undeath permeates the very soil of the land. This unholy pollution can have significant effects on regional flora and …","primary_source":"Troubles in Grayce","trait_group":["Creature Type","Rarity","Mechanics"],"ac":18,"level":3,"source_category":["Adventures"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4772","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":11,"source_group":["Troubles in Grayce"],"size":["Medium"],"spoilers":"Troubles in Grayce","name":"Gauntling","category":"creature","rarity":"rare","strike_damage_average":[10],"slug":"creature-4772"},{"attack_bonus":[10],"constitution":2,"primary_source_category":"Adventures","strength":3,"hp":55,"source":["Troubles in Grayce"],"type":"Creature","will_save":6,"charisma":-1,"speed":{"climb":20,"max":30,"land":30},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Echolocation","Sensitive Ears","Flight Response","Rend","Blood Run Cold","Otherworldly Cry"],"primary_source_group":"Troubles in Grayce","skill":["Acrobatics","Athletics","Stealth"],"trait":["Beast","Shadow","Unique","Medium"],"id":"creature-4773","text":" Path River Peeler Like many cryptids, even the name of the Path River Peeler is a matter of dispute. Some say the creature earns its name from the corpses of its victims, which are often found stripped clean of skin but otherwise untouched. Others claim that corpses left in such condition are the exception to the rule. More frequently, no trace of the Peeler’s victims is ever found—perhaps these skinless kills were simply abandoned by the Peeler before it could finish with its meal. Those who subscribe to this theory argue that a better name would be the “Pealer,” after the echoing cries the beast makes while on the hunt. But what sense does it make to call it the Pealer, when everyone knows loud noises are the best way to drive off the monster? The arguments go round and round, with no end to the debate in sight. The Peeler is most frequently encountered in a wild and largely unoccupied area north of Grayce called the Shivering Bluffs. Most people in Grayce, with the exception of the elderly who have tales from their youth, think the Peeler is just a story to frighten children and explain the killed and missing sheep that fall victim to wolves or other predators. Even so, everyone who grew up in Grayce can sing a few lines of a popular skipping rhyme the children in town sing while playing. Recall Knowledge - Beast (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Path River Peeler Source Troubles in Grayce pg. 123 Perception +10; echolocation (precise) 60 feet, low-light vision Languages Skills Acrobatics +10, Athletics +9, Stealth +12 Str +3 Dex +4 Con +2 Int -3 Wis +1 Cha -1 Echolocation The Path River Peeler can use its hearing as a precise sense at the listed range. --- AC 18 Fort +10 Ref +11 Will +6 HP 55 Resistances cold 5 Weaknesses sensitive ears Sensitive Ears The Path River Peeler's oversized ears make it particularly sensitive to loud noises. A creature that attempts to Demoralize the Peeler by shouting, banging on a shield, or similar tactic ignores the usual –4 circumstance penalty for not sharing a language with the Peeler. Whenever the Peeler takes sonic damage, it must succeed at a DC 16 Will saving throw or be frightened 1 (or frightened 2 on a critical failure). Flight Response Reaction Trigger The Path River Peeler gains the frightened condition or its frightened condition increases; Effect The Peeler Strides or Climbs up to its Speed. The Peeler gains a +2 circumstance bonus to AC against reactions triggered by this movement. --- Speed 30 feet, climb 20 feet Melee Single Action claw +10 (Agile, finesse), Damage 1d8+5 slashing Rend Single Action claw Blood Run Cold Two Actions (Cold, concentrate, manipulate, occult) The Path River Peeler extends a bony finger at a creature it can see within 60 feet, draining heat from the creature's body and sapping the strength from their muscles. The creature takes 4d6 cold damage with a DC 20 basic Will save. On a failure, the creature is also enfeebled 1 for 10 minutes (or enfeebled 2 for an hour on a critical failure). The Peeler can't use Blood Run Cold again for 1d4 rounds. Otherworldly Cry Single Action (Auditory, emotion, fear, mental) The Path River Peeler makes an eerie, spine-tingling vocalization that can be heard up to a mile away. Each creature in a 60-foot emanation must attempt a DC 20 Will save. Regardless of the result, a creature is temporarily immune to the Peeler's Otherworldly Cry for 10 minutes. Critical Success The creature is unaffected Success The creature is frightened 1 Failure The creature is frightened 2 Critical Failure The creature is frightened 3 and fleeing for 1 round. Barrow Claw Purported sightings of the Path River Peeler often coincide with an outbreak of barrow claw: a rare, disease-bearing fungus that is cold to the touch and devastates nearby vegetation. Outbreaks of barrow claw have led some enthusiastic scholars to postulate that the cryptid itself is the source of the fungus. A more likely theory is that the Peeler and barrow claw share a habitat in the Netherworld, and that the former simply carries spores of the latter on its bristly hide. ","skill_mod":{"stealth":12,"athletics":9,"acrobatics":10},"summary":"Like many cryptids, even the name of the Path River Peeler is a matter of dispute. Some say the creature earns its name from the corpses of its …","primary_source":"Troubles in Grayce","trait_group":["Creature Type","Planar","Rarity"],"ac":18,"level":3,"source_category":["Adventures"],"sense":"echolocation ( precise ) 60 feet, low-light vision ","weakest_save":["will"],"resistance":{"cold":5},"url":"/Monsters.aspx?ID=4773","intelligence":-3,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":10,"source_group":["Troubles in Grayce"],"size":["Medium"],"spoilers":"Troubles in Grayce","name":"Path River Peeler","category":"creature","rarity":"unique","strike_damage_average":[9],"slug":"creature-4773"},{"attack_bonus":[9],"constitution":1,"primary_source_category":"Adventures","strength":2,"hp":30,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Troubles in Grayce"],"type":"Creature","will_save":8,"charisma":1,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Blood Scent","Blood Vigor","Bloodletter"],"primary_source_group":"Troubles in Grayce","skill":["Acrobatics","Athletics","Stealth","Survival"],"trait":["Human","Uncommon","Unholy","Medium"],"id":"creature-4774","text":" Sangrist Sangrists are born from the bodies of those who bled out completely, often when they are left unburied without proper rites in places tainted by void energy, though the strong presence of void energy is not a requirement. Some victims who rise as sangrists suffered an accident or attack in a remote region and were never found and properly laid to rest, be it a slip of a blade when cleaning game or being gored by a wild hog. After rising as undead, these tragic creatures are drawn to sites of past carnage where the scent of blood and death lingers. They are commonly found in the war-torn lands of Lastwall, the haunted ruins of Ustalav, and the cursed battlefields of Geb, embodying a relentless hunger for the life they lost. Sangrists rely on stealth and ambushes, becoming more active at night. During times of inactivity, they fall into a strange stupor. In this state, they rock back and forth and frequently twitch, sometimes emitting a haunting humming sound. Some sangrists are solitary hunters, often stalking a solitary target for hours if not days. Others form packs, especially if they shared a bond in life. These packs exhibit a chilling, coordinated cunning, reminiscent of wolves on the prowl. Sangrists are patient hunters, sometimes tracking their victims for miles or observing them for hours before making a move. They target the weak and isolated, picking off those they can easily wound so that they bleed out even if they manage to outrun the sangrists. Retaining only a shadow of their former selves, sangrists rarely utter more than single-word sentences, usually to express their hatred for the living, their unending hunger, or where victims can be found. Although sangrists can’t drink blood or gain nourishment from it, they sometimes pool blood in their cupped hands and pour it on their faces and bodies. They may also lie down next to the body of a slain enemy. This macabre ritual seems to be a desperate attempt to reconnect with the life they once had. These strange proclivities toward blood, nighttime activity, and the yearning for some semblance of their previous lives lead some sangrists to associate with vampires. Vampires generally don’t find sangrists distasteful and find the undead creatures easy to manipulate into serving them as guardians and attendants. Sangrist Source Troubles in Grayce pg. 124 Perception +11; blood scent 30 feet, darkvision Languages Common, Necril Skills Acrobatics +8, Athletics +6, Stealth +8, Survival +7 Str +2 Dex +4 Con +1 Int -1 Wis +3 Cha +1 Blood Scent A sangrist can detect creatures taking persistent bleed damage as an imprecise sense at the listed range. --- AC 17 Fort +5 Ref +11 Will +8 HP 30 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Blood Vigor While adjacent to a creature taking persistent bleed damage, the sangrist gains fast healing 3 and is quickened until the start of its next turn. The sangrist can use its extra action only to Step or Stride. --- Speed 25 feet Melee Single Action claw +9 (Agile), Damage 1d6+2 slashing plus 1d4 persistent bleed Bloodletter A sangrist intuitively exacerbates open cuts on living creatures with its attacks. The sangrint’s claw Strikes deal an additional 1 precision damage to living creatures taking persistent bleed damage. Taste For Blood These rare creatures have been mistaken for either feral vampires or blood obsessed zombies by soldiers and adventurers who don’t have a firm understanding of the myriad forms undeath can come in. Those familiar with sangrists and who aim to hunt them often set out blood, frequently pig blood, as a lure. ","skill_mod":{"survival":7,"stealth":8,"athletics":6,"acrobatics":8},"summary":"Sangrists are born from the bodies of those who bled out completely, often when they are left unburied without proper rites in places tainted by void …","primary_source":"Troubles in Grayce","trait_group":["Ancestry","Half-Elf","Half-Orc","Rarity","Mechanics"],"ac":17,"level":2,"source_category":["Adventures"],"sense":"blood scent 30 feet, darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4774","intelligence":-1,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":5,"source_group":["Troubles in Grayce"],"size":["Medium"],"spoilers":"Troubles in Grayce","name":"Sangrist","category":"creature","rarity":"uncommon","strike_damage_average":[8],"slug":"creature-4774"},{"attack_bonus":[8,9,9],"constitution":5,"primary_source_category":"Adventures","strength":3,"hp":60,"immunity":["critical hits","precision","sonic","unconscious"],"source":["Troubles in Grayce"],"type":"Creature","will_save":6,"charisma":-4,"speed":{"max":20,"land":20},"perception":6,"wisdom":2,"weakness":{"slashing":5,"cold_iron":5,"fire":5},"creature_ability":["Motion Sense","Water Soluble","Overcooked","Sticky Paws","Toffee Sauce"],"primary_source_group":"Troubles in Grayce","skill":["Athletics","Survival"],"trait":["Ooze","Rare","Small"],"id":"creature-4775","text":" Sticky Toffee Hound Sweet hags have an affinity for baking and take delight in corrupting all that is sweet and scrumptious. Like most bakers, each hag cultivates a personal collection of favorite recipes they keep coming back to. For Larmine, the hag occupying Dalmira’s Bakery, the most loyal of her specialties are her sticky toffee hounds. Though modeled after noble hunting hounds, there’s only so much magic can do to hold sponge cake and toffee sauce in a roughly canine shape. These sticky-sweet creations therefore have all the loyalty of a dog and all the versatility of an ooze, to the point that they practically hold themselves together through sheer force of devotion to their creator. However, the saccharine hounds have little awareness of their creator’s mortality; were Larmine ever to die, Grayce would be serenaded nightly for weeks by the burbling howls of her mourning pets. In fact, the toffee oozes might eventually become so desperate for attention that they latch onto defenseless civilians, even suffocating their new (and unwitting) owners in a desperate quest for affection. A sticky toffee hound is an irresistible trap for insects, whose congregation can give away the ooze’s presence. The hound’s body is ultimately lethal, though, trapping animals in its gooey hide like mosquitoes in amber. Recall Knowledge - Ooze (Occultism): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Sticky Toffee Hound Source Troubles in Grayce pg. 125 Perception +6; low-light vision, motion sense (imprecise) 60 feet, scent (imprecise) 30 feet Languages Skills Athletics +8, Survival +6 Str +3 Dex +0 Con +5 Int -4 Wis +2 Cha -4 Motion Sense A sticky toffee hound can sense nearby creatures through vibration and air movement. --- AC 12 Fort +11 Ref +4 Will +6 HP 60 Immunities critical hits, precision, sonic, unconscious Resistances bludgeoning 5, cold 5, piercing 5 Weaknesses cold iron 5, fire 5, slashing 5, water soluble Water Soluble When exposed to at least 1 bulk of water, or a spell or effect with the water trait (even one that normally doesn't do any damage), the sticky toffee hound takes 10 acid damage as the sugar that makes up their body melts away, in addition to any damage that would normally be applied. Overcooked Reaction Trigger The sticky toffee hound is reduced to 0 hit points by any method other than its water soluble weakness; Effect The sticky toffee hound explodes, dealing 1d4 bludgeoning and 1d4 fire damage in a 15-foot emanation with a DC 15 basic Reflex save. --- Speed 20 feet Melee Single Action headbutt +9, Damage 1d10+3 bludgeoning plus toffee sauce Melee Single Action jaws +9 (Agile), Damage 1d8+3 piercing Ranged Single Action spit dates +8 (range increment 30 feet), Damage 2d6 bludgeoning Sticky Paws A sweet residue cakes the tracks left by a sticky toffee hound. A creature Tracking the hound can roll a Cooking Lore or Crafting check instead of a Survival check. The creature can apply any modifiers to this check that involve identifying or preparing food, such as those granted by the Seasoned skill feat or the Supertaster general feat. Toffee Sauce A creature hit by the sticky toffee hound's headbutt Strike is splattered by the sticky toffee sauce that soaks the creature's body, becoming clumsy 1 until the end of their next turn. On a critical hit, the creature instead becomes clumsy 2. Half Baked Creations Sticky toffee hounds aren’t the only option for enterprising sweet hags who want to make companions. Creatures like this can be in any form and shape, but animal shapes and behaviors are the most often mimicked. Sweet hags can also make companions out of breads, doughs, and other confections, lending to a buffet of dangerous and potentially tasty allies. ","skill_mod":{"survival":6,"athletics":8},"summary":"Sweet hags have an affinity for baking and take delight in corrupting all that is sweet and scrumptious. Like most bakers, each hag cultivates a …","primary_source":"Troubles in Grayce","trait_group":["Creature Type","Rarity"],"ac":12,"level":2,"source_category":["Adventures"],"sense":" low-light vision , motion sense ( imprecise ) 60 feet, scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5,"cold":5},"url":"/Monsters.aspx?ID=4775","intelligence":-4,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":11,"source_group":["Troubles in Grayce"],"size":["Small"],"spoilers":"Troubles in Grayce","name":"Sticky Toffee Hound","category":"creature","rarity":"rare","strike_damage_average":[7,7,8],"slug":"creature-4775"},{"attack_bonus":[16,17],"constitution":3,"primary_source_category":"Society","strength":4,"hp":110,"language":["Common","Draconic","Hallit","Pyric","Skald"],"source":["PFS Scenario #7-19: The Lost Legacy"],"type":"Creature","will_save":12,"charisma":0,"speed":{"fly":30,"max":30,"land":30},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Reactive Strike","Break Legs!","Breath of the Dragon","Stampeding Shove"],"primary_source_group":"PFS Year 7","skill":["Athletics","Intimidation","Stealth","Thievery"],"trait":["Dragonblood","Human","Humanoid","Rare","Medium"],"id":"creature-4816","text":" Claw Of Choral Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Claw Of Choral Source PFS Scenario #7-19: The Lost Legacy pg. 9 Perception +14 Languages Common, Draconic, Hallit, Pyric, Skald Skills Athletics +16, Intimidation +15, Stealth +15, Thievery +13 Str +4 Dex +3 Con +3 Int -1 Wis +2 Cha +0 Items +1 maul , studded leather --- AC 23 Fort +15 Ref +15 Will +12 HP 110 Resistances fire 5 Reactive Strike Reaction --- Speed 30 feet, fly 30 feet Melee Single Action maul +17 (Magical, shove), Damage 1d10+10 bludgeoning Melee Single Action fist +16 (Agile, nonlethal, unarmed), Damage 1d4+10 bludgeoning Break Legs! Two Actions The claw makes a maul Strike against an adjacent creature. If it hits, the creature is knocked prone and becomes clumsy 1 for 1 minute. As long as this clumsy condition lasts, the creature also takes a –5-foot penalty to its Speeds and has weakness 5 to the claw’s Strikes. Breath of the Dragon Two Actions (Fire, primal) The claw breathes a blast of flame that deals 6d6 fire damage in a 20-foot cone (DC 21 basic Reflex save). The claw can’t use Breath of the Dragon again for 1d4 rounds. Stampeding Shove Single Action The claw Shoves a creature, gaining a +2 circumstance bonus to their Athletics check if the target is prone. If the Shove succeeds, the target takes 2d10 bludgeoning damage (double damage on a critical success). ","skill_mod":{"thievery":13,"stealth":15,"athletics":16,"intimidation":15},"primary_source":"PFS Scenario #7-19: The Lost Legacy","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":23,"item":["+1 maul","studded leather"],"level":6,"source_category":["Society"],"weakest_save":["will"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=4816","intelligence":-1,"reflex_save":15,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"fortitude_save":15,"source_group":["PFS Year 7"],"size":["Medium"],"spoilers":"PFS Year 7","name":"Claw Of Choral","category":"creature","rarity":"rare","strike_damage_average":[12,15],"slug":"creature-4816"},{"attack_bonus":[16,16,16,18,18],"constitution":4,"primary_source_category":"Society","strength":5,"hp":115,"language":["Common","Draconic","Hallit","Pyric","Skald"],"immunity":["bleed","death effects","disease","fire","paralyzed","poison","precision","unconscious"],"source":["PFS Scenario #7-19: The Lost Legacy"],"type":"Creature","will_save":15,"charisma":3,"speed":{"fly":120,"max":120,"land":40},"perception":16,"wisdom":2,"weakness":{"cold":10},"creature_ability":["Frightful Presence","Key Sense","Shadow Construct","Reactive Strike","Draconic Frenzy","Draconic Momentum","Pyre Breath","Stoke the Flames"],"primary_source_group":"PFS Year 7","skill":["Acrobatics","Athletics","Brevoy Lore","Diplomacy","Deception","House Rogarvia Lore","Intimidation","Library Lore","Nature","Society"],"trait":["Construct","Dragon","Fire","Incorporeal","Primal","Shadow","Unique","Large"],"id":"creature-4817","text":" Eye Of Choral Recall Knowledge - Construct (Arcana, Crafting): DC 33 Recall Knowledge - Dragon (Arcana): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Eye Of Choral Source PFS Scenario #7-19: The Lost Legacy pg. 8 Perception +16; darkvision, key sense, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Hallit, Pyric, Skald Skills Acrobatics +11, Athletics +17, Brevoy Lore +15, Diplomacy +15, Deception +17, House Rogarvia Lore +20, Intimidation +17, Library Lore +20, Nature +14, Society +15 Str +5 Dex +1 Con +4 Int +4 Wis +2 Cha +3 --- AC 24 Fort +17 Ref +13 Will +15 HP 115 Immunities bleed, death effects, disease, fire, paralyzed, poison, precision, unconscious Resistances all 5 (except cold, force, ghost touch , or spirit) Weaknesses cold 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 23 Key Sense (detection) The Eye of Choral was created alongside several magical keys. It can sense the presence of these keys anywhere in Rahasia Rinca, communicate telepathically with anyone bearing a key within the complex, and always knows whether a creature possesses such a key. Shadow Construct (illusion) The Eye of Choral is only semi-real. The first time each round a PC is hit by one of the Eye’s Strikes, the creature makes a DC 23 Will save to realize the creature’s attacks aren’t wholly real. The result applies to the damage of that Strike and lasts until the start of the creature’s next turn. Critical Success The creature gains resistance to damage from the Eye’s Strikes equal to its level. Success The creature gains resistance to damage from the Eye’s Strikes equal to half its level. Failure The creature is affected by the Eye’s Strikes as normal. Reactive Strike Reaction (jaws only) --- Speed 40 feet, fly 120 feet Melee Single Action jaws +18, (Fire, illusion, magical, reach 10 feet), Damage 2d10+5 piercing plus 1d6 persistent fire Melee Single Action horn +16 (Illusion, magical, reach 10 feet), Damage 2d10+7 piercing Melee Single Action claw +18 (Agile, illusion, magical), Damage 2d8+5 slashing Melee Single Action tail +16 (Illusion, magical, reach 15 feet), Damage 2d10+5 bludgeoning Melee Single Action wing +16 (Agile, illusion, magical, reach 10 feet), Damage 2d6+7 slashing Draconic Frenzy Two Actions The Eye makes two claw Strikes and one wing Strike in any order. Draconic Momentum The Eye recharges their Pyre Breath whenever they score a critical hit with a Strike. Pyre Breath Two Actions (Fire, primal) The Eye breathes a blast of flame that deals 7d6 fire damage in a 40-foot cone (DC 23 basic Reflex save). Creatures that critically fail their save catch fire, taking 1d6 persistent fire damage. The area then fills with black smoke for 1 minute. This has the effects of mist , except it fills the cone’s area. The Eye can’t use Pyre Breath again for 1d4 rounds. Stoke the Flames Single Action (Fire, primal) The Eye intensifies nearby fires. Every foe within 60 feet that is taking persistent fire damage takes 2d6 fire damage. ","element":["Fire"],"skill_mod":{"society":15,"diplomacy":15,"deception":17,"nature":14,"athletics":17,"intimidation":17,"acrobatics":11},"primary_source":"PFS Scenario #7-19: The Lost Legacy","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Tradition","Rarity"],"ac":24,"level":7,"source_category":["Society"],"sense":" darkvision , key sense, scent ( imprecise ) 60 feet, smoke vision","weakest_save":["ref","reflex"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=4817","intelligence":4,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":17,"source_group":["PFS Year 7"],"size":["Large"],"spoilers":"PFS Year 7","name":"Eye Of Choral","category":"creature","rarity":"unique","strike_damage_average":[14,14,16,18,19],"slug":"creature-4817"},{"primary_source_category":"Adventures","strength":8,"hp":405,"language":["Common","Diabolic","telepathy 100 feet"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","charisma":9,"perception":33,"trait":["Devil","Fiend","Uncommon","Unholy","Huge"],"id":"creature-4821","text":" Advodaza These devils prey upon the superstitious, masquerading as lost or obscure divinities, and ultimately corrupt whatever cults they rule. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Advodaza Source Pathfinder #223: Hell's Destiny pg. 234 Perception +33; greater darkvision Languages Common, Diabolic; telepathy 100 feet Skills Deception +35, Diplomacy +31, Intimidation +31, Occultism +29, Religion +31, Stealth +28 Str +8 Dex +3 Con +6 Int +6 Wis +5 Cha +9 --- AC 41 Fort +30 Ref +27 Will +33 +1 status to all saves vs. magic HP 405 Immunities fire Resistances idol armor 15, physical 15 (except silver), poison 15 Weaknesses holy 15 Idol Armor The advodaza’s defiled idols grant them resistance 15 to two damage types of their choice except fire, physical, poison, and spirit (typically mental and void). The advodaza can spend 10 minutes to change which damage types are resisted. Any holy effect that affects the fiend can also counteract their idol armor (DC 40), which the advodaza can reactivate with a Sustain action. --- Speed 30 feet, fly 50 feet Melee Single Action claw +33 (Agile, magical, unholy), Damage 3d8+16 slashing plus 1d12 persistent bleed Melee Single Action jaws +33 (Magical, unholy), Damage 3d12+16 piercing Melee Single Action tail +33 (Backswing, magical, unholy), Damage 3d12+16 bludgeoning Ranged Single Action blasphemous blast +31 (Fire, magical, range 120 feet, spirit, unholy), Damage 4d8 spirit plus 4d8 fire Divine Innate Spells DC 40, attack +32 - Cantrips (9th) Detect Magic, Message - 4th Enthrall (at will), Invisibility (×3), Vapor Form (at will) - 6th Heal (×3), Zealous Conviction - 8th Divine Decree, Teleport - 9th Dispel Magic (×2) Rituals DC 37 - 1st Diabolic Pact Domain Spells 3 Focus Points, DC 40, attack +32; 9th see false divinity False Divinity The advodaza chooses two domains, typically chosen from the following list: ambition, darkness, fire, might, trickery, tyranny, wealth, or zeal. The advodaza gains both domains' initial domain spells as well as the advanced domain spell from one of the domains, all heightened to 9th rank. Infernal Mark Three Actions (Manipulate) The advodaza touches a willing creature and marks it with a glyph that functions as a 9th-rank sigil , which the devil can make visible or invisible. The target gains 1 Focus Point if it didn’t already have any, and the advodaza grants it one of their initial domain spells as a focus spell. The marked creature and the advodaza can communicate telepathically with each other while on the same plane. The advodaza can maintain up to 10 Infernal Marks at a time; if they create another after reaching this limit, the oldest mark is Dismissed. The advodaza can Dismiss any number of Infernal Marks with a single action. Punish Disciple Single Action (Spirit) Frequency once per round; Effect The advodaza chooses up to three creatures bearing their Infernal Mark that are on the same plane as the advodaza, dealing 8d6 spirit damage to each creature (DC 40 basic Fortitude save). Apotheosis Aspirations The advodazas outside Hell often fill the vacancy left by a dead or missing god. They masquerade as the lost deity, tempting ex-priests with a new patron and ultimately corrupting their new cult. The more followers an advodaza commands, the more their divine power grows. Large cults might allow an advodaza to access an additional domain—or, in exceptional cases, even grant divine spells to worshippers. Hell's scholars have posited that especially powerful advodazas seek to perform a ritual that would sacrifice most of their cult and transform the devil into an infernal duke. ","skill_mod":{"diplomacy":31,"deception":35,"stealth":28,"intimidation":31,"occultism":29,"religion":31},"image":["/Images/Monsters/Advodaza.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","spell":["Dispel Magic","Divine Decree","Teleport","Heal","Zealous Conviction","Enthrall","Invisibility","Vapor Form","Detect Magic","Message"],"ac":41,"level":18,"spell_dc":[40,40],"source_category":["Adventures"],"sense":" greater darkvision ","resistance":{"bludgeoning":15,"poison":15,"piercing":15,"slashing":15,"physical":15},"intelligence":6,"reflex_save":27,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":30,"source_group":["Hell's Destiny"],"size":["Huge"],"spoilers":"Hell's Destiny","name":"Advodaza","rarity":"uncommon","strike_damage_average":[35,35,36,36],"attack_bonus":[31,33,33,33],"constitution":6,"immunity":["fire"],"spell_attack_bonus":[32,32],"will_save":33,"speed":{"fly":50,"max":50,"land":30},"wisdom":5,"weakness":{"holy":15},"creature_ability":["Idol Armor","False Divinity","Infernal Mark","Punish Disciple"],"primary_source_group":"Hell's Destiny","skill":["Deception","Diplomacy","Intimidation","Occultism","Religion","Stealth"],"tradition":["Divine"],"summary":"These devils prey upon the superstitious, masquerading as lost or obscure divinities, and ultimately corrupt whatever cults they rule.","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4821","dexterity":3,"category":"creature","slug":"creature-4821"},{"primary_source_category":"Adventures","strength":6,"hp":250,"language":["Common","Diabolic","Empyrean","telepathy 100 feet, truespeech"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","charisma":9,"perception":28,"trait":["Devil","Fiend","Uncommon","Unholy","Large"],"id":"creature-4822","text":" Bdellavritra Masters of possession, bdellavritras enact complex schemes through pawns in the mortal world. Even if expelled from their hosts, these fiends retain fearsome physical strength with bodies that bely their agility. Recall Knowledge - Fiend (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Bdellavritra Source Pathfinder #223: Hell's Destiny pg. 235 Perception +28; greater darkvision Languages Common, Diabolic, Empyrean; telepathy 100 feet, truespeech Skills Acrobatics +26, Athletics +30, Deception +35, Diplomacy +32, Intimidation +32, Religion +27, Stealth +32 Str +6 Dex +5 Con +4 Int +6 Wis +3 Cha +9 --- AC 38 Fort +25 Ref +28 Will +30 +1 status to all saves vs. magic HP 250 Immunities fire Resistances physical 10 (except silver), poison 10 Weaknesses holy 10 --- Speed 20 feet, fly 40 feet Melee Single Action tongue +30 (Agile, magical, reach 15 feet, unholy), Damage 3d10+12 bludgeoning plus Improved Grab Melee Single Action jaws +30 (Magical, reach 10 feet, unholy), Damage 3d12+12 piercing plus 1d6 persistent bleed Divine Innate Spells DC 37, attack +29 - Cantrips (8th) Divine Lance, Guidance - 4th Translocate (at will) - 5th Translocate - 6th Blinding Fury, Illusory Scene, Truesight - 7th Dispel Magic, Never Mind - 8th Divine Decree, Dominate - Constant (5th) Truespeech Rituals DC 37 - 1st Diabolic Pact Constrict Single Action (Unholy) 3d8+6 bludgeoning, DC 34 Mental Synergy Free Action (Concentrate, spellshape) Frequency once per minute; Requirements The bdellavritra is possessing a host using Mind Worm; Effect If the bdellavritra’s next action is to Cast a Spell, they reduce the number of actions to cast it by 1 (minimum 1 action). Mind Worm (concentrate, incapacitation, mental, possession) The bdellavritra spends 10 minutes adjacent to an unconscious or willing living creature, then attempts to possess its body. This functions as possession heightened to 9th rank (DC 37 Will save), except that it has a duration of 1 month. If affected, the host receives new saving throws only at the start of each day. If the host dies, the bdellavritra must attempt a Fortitude save as normal but is only stunned 2 on a failure (or stunned 4 on a critical failure). Pleasant Voices Single Action (Auditory, concentrate, emotion, mental) Requirements The bdellavritra isn’t possessing a host; Effect One of the bdellavritra’s mouths sings to a living creature within 30 feet. Unless the target succeeds at a DC 37 Will save (with a +4 circumstance bonus if the devil or their allies recently threatened the target), they can’t use hostile actions against the bdellavritra for 1 round. The bdellavritra can Sustain this effect for up to 1 hour; each time they do, they can affect an additional target (maximum four targets). Each affected target can attempt a new saving throw to end the effect whenever they can’t hear the bdellavritra for 1 round or the devil uses a hostile action against one of them. Belier Devils At War While formidable in a fight, bdellavritras are at their most dangerous when possessing important figures within an opposing army. Taking command of political leaders to subvert support for a war effort or key commanders to undermine opponents’ military stratagems are but a few of their more obvious tactics. Belier devils seek to spread confusion and despair. Manipulating their victims to commit dishonorable or detestable acts, with the only defense being “I was possessed,” can cause confusion and shatter morale, even if an investigation proves the victim innocent. ","skill_mod":{"diplomacy":32,"deception":35,"stealth":32,"athletics":30,"intimidation":32,"acrobatics":26,"religion":27},"image":["/Images/Monsters/Bdellavritra.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","spell":["Divine Decree","Dominate","Dispel Magic","Never Mind","Blinding Fury","Illusory Scene","Truesight","Translocate","Divine Lance","Guidance","Truespeech"],"ac":38,"level":16,"spell_dc":[37],"source_category":["Adventures"],"sense":" greater darkvision ","resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"physical":10},"intelligence":6,"reflex_save":28,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":25,"source_group":["Hell's Destiny"],"size":["Large"],"spoilers":"Hell's Destiny","name":"Bdellavritra","rarity":"uncommon","strike_damage_average":[28,35],"attack_bonus":[30,30],"constitution":4,"immunity":["fire"],"spell_attack_bonus":[29],"will_save":30,"speed":{"fly":40,"max":40,"land":20},"wisdom":3,"weakness":{"holy":10},"creature_ability":["Constrict","Mental Synergy","Mind Worm","Pleasant Voices"],"primary_source_group":"Hell's Destiny","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Masters of possession, bdellavritras enact complex schemes through pawns in the mortal world. Even if expelled from their hosts, these fiends retain …","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4822","dexterity":5,"category":"creature","slug":"creature-4822"},{"constitution":4,"primary_source_category":"Adventures","strength":6,"hp":165,"language":["Common","Diabolic"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","will_save":18,"charisma":2,"speed":{"max":25,"land":25},"perception":21,"wisdom":3,"weakness":{"area":8},"creature_ability":["Troop Defenses","Long Arm of the Law","Bash It Down","Beat the Lawbreakers","Stop Where You Are"],"primary_source_group":"Hell's Destiny","skill":["Athletics","Intimidation","Legal Lore","Religion","Society"],"trait":["Human","Humanoid","Troop","Uncommon","Gargantuan"],"id":"creature-4823","text":" Dottari Excruciator Division The dottari serve as Cheliax’s elite city guards, assembled and deployed to quash serious threats. Queen Abrogail Thrune I founded the original excruciator divisions to restore order to a nation torn by civil war and not yet fully submissive to Thrune rule. To this day, the dottari are empowered to destroy property (or break a few bones) in carrying out their duties. Dottari are trained to neutralize foes nonlethally, but they empowered to use lethal force at their discretion (and often do). They’re also famed for their alchemical crossbow bolts—many tipped with fast-acting, explosive glue—ending altercations before they’ve really begun. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Dottari Excruciator Division Source Pathfinder #223: Hell's Destiny pg. 236 Perception +21 Languages Common, Diabolic Skills Athletics +20, Intimidation +18, Legal Lore +14, Religion +16, Society +14 Str +6 Dex +1 Con +4 Int +2 Wis +3 Cha +2 --- AC 27 Fort +21 Ref +15 Will +18 HP 165 (4 segments) Weaknesses area damage 8, splash damage 8 Troop Defenses Long Arm of the Law Reaction Trigger A creature adjacent to the dottari excruciator division leaves a square during a move action it’s using; Effect The excruciators deal 2d8+9 bludgeoning damage to the triggering creature with a DC 25 basic Reflex save. On a critical failure, the creature’s move action is disrupted. --- Speed 25 feet; troop movement Bash It Down Two Actions Frequency once per round; Effect The excruciators make a coordinated effort to shove outward with their shields, taking down opponents and impediments alike. The troop attempts to either Shove or Trip each enemy in a 5-foot emanation and Force Open each object in a 5-foot emanation. The troop rolls a single Athletics check and compares the result to each target’s appropriate DC. The troop doesn’t take a penalty for not having a crowbar. It’s possible for the troop to get a different degree of success for each target. The troop can’t automatically Stride after any creature they successfully Shove. Beat the Lawbreakers Single Action to Three Actions (Magical) Frequency once per round; Effect The excruciators swing their maces in a coordinated melee attack against each enemy in a 5-foot emanation (DC 25 basic Reflex save). The damage depends on the number of actions. The excruciators can choose to deal nonlethal damage with this attack. Single Action 1d6+2 bludgeoning Two Actions 2d6+11 bludgeoning Three Actions 3d6+14 bludgeoning Stop Where You Are Two Actions (Magical) The excruciators draw or reload their crossbows with special hindering bolts, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 80 feet that deals 4d6 piercing damage (DC 25 basic Reflex save). When the dottari excruciator division is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. On a failure, a creature also takes a –10-foot circumstance penalty to its Speeds for 1 round. On a critical failure, a creature also gains the immobilized condition (Escape DC 25). Historical Divisions Queen Abrogail I established the mandate for the original 11 divisions of excruciators, tasked with pacifying her post-war empire. The number of divisions has grown considerably since, though the original 11 maintain almost cultlike pride in their seniority. Division 7, the Trifeather Dottari of Ostenso, are especially vindictive, having lobbied for laws that allow them to punish anyone who disrespects them. ","skill_mod":{"society":14,"athletics":20,"intimidation":18,"religion":16},"summary":"The dottari serve as Cheliax’s elite city guards, assembled and deployed to quash serious threats. Queen Abrogail Thrune I founded the original …","image":["/Images/Monsters/Dottari_Excruciator_Division.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"ac":27,"level":9,"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4823","intelligence":2,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":21,"source_group":["Hell's Destiny"],"size":["Gargantuan"],"spoilers":"Hell's Destiny","name":"Dottari Excruciator Division","category":"creature","rarity":"uncommon","slug":"creature-4823"},{"primary_source_category":"Adventures","strength":6,"hp":220,"language":["Aklo","Common","Sakvroth","Thalassic","telepathy 100 feet"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","charisma":6,"perception":22,"trait":["Aberration","Aquatic","Rare","Large"],"id":"creature-4824","text":" Dream Drowner Dream drowners are anemone-like predators from Orv’s flooded vaults. A dream drowner indefinitely parasitizes and mentally controls a host to serve as its mount as it seeks out the thoughts of thinking prey to consume. So far, any attempt to communicate with these creatures elicits aggression, yet the beings’ behavior demonstrates extraordinary intelligence. Recall Knowledge - Aberration (Occultism): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Dream Drowner Source Pathfinder #223: Hell's Destiny pg. 237 Perception +22; darkvision, wavesense (imprecise) 20 feet Languages Aklo, Common, Sakvroth, Thalassic; telepathy 100 feet Skills Arcana +25, Architecture Lore +25, Athletics +23, Cave Lore +25, Deception +23, Intimidation +23, Occultism +25, Society +25, Stealth +22 Str +6 Dex +6 Con +7 Int +7 Wis +5 Cha +6 --- AC 31 Fort +25 Ref +19 Will +22 +1 status to all saves vs. magic HP 220 Immunities mental, poison Resistances cold 10 Entrancing Movement (aura, occult, visual) 30 feet. The dream drowner’s tentacles move with hypnotic grace. When a creature ends its turn in the dream drowner’s aura, it must attempt a DC 32 Will save, becoming stupefied 1 on a failure (or increasing its stupefied value by 1, to a maximum of 4). The dream drowner can deactivate or activate this aura by using a single action, which has the concentrate trait. --- Speed 10 feet, swim 80 feet Melee Single Action tentacle +26 (Agile, magical, poison, reach 10 feet), Damage 3d8+6 bludgeoning plus 2d6 poison and eldritch toxin Melee Single Action pincer +24, Damage 3d10+12 bludgeoning plus Grab Occult Innate Spells DC 32 - 3rd Hypnotize (at will), Mind Reading (at will) - 4th Suggestion (at will) - 5th Sending (at will) - 6th Dominate (×3) Rituals DC 32 - 7th Collective Memories Eldritch Toxin (Curse, occult) A creature touched by a dream drowner’s tentacles must succeed at a DC 29 Will save or become stunned 1 (stunned 2 on a critical failure). Entangled Thoughts (Emotion, mental, occult) A creature affected by a dream drowner’s dominate spell becomes confused for 1 minute after the dominate spell ends. The creature can attempt a DC 32 Will save at the end of each of its turns to end the condition. Mind Leech (Mental, occult) When a creature fails or critically fails a Will save against a dream drowner’s occult innate spells, the creature takes 1d6 nonlethal mental damage per rank of the spell. Subjugate Minds Two Actions (Concentrate, mental, occult) A dream drowner assaults the minds of distracted creatures. Each creature within a 20-foot emanation that has the fascinated or stupefied condition takes 10d8 mental damage (DC 32 basic Will save). The dream drowner can’t use this ability again for 1d4 rounds. Tentacle Flurry Two Actions The dream drowner makes a tentacle Strike against each creature within its reach. These Strikes count toward the dream drowner’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after the dream drowner makes all its attacks. A Rising Tide Of Dream Drowners Reports of singular dream drowners go back to the Age of Anguish. However, they were considered footnotes of adventuring esoterica until scholars began to observing large numbers of the creatures emerging near submerged sites of legend or historic import—including Riddleport’s Cyphergate, flooded sea caves on Kortos, and the freshwater Lake Ocota in the Mwangi Jungle. ","skill_mod":{"society":25,"deception":23,"stealth":22,"arcana":25,"athletics":23,"intimidation":23,"occultism":25},"image":["/Images/Monsters/Dream_Drowner.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","spell":["Dominate","Sending","Suggestion","Hypnotize","Mind Reading"],"ac":31,"level":12,"spell_dc":[32],"source_category":["Adventures"],"sense":" darkvision , wavesense ( imprecise ) 20 feet","resistance":{"cold":10},"intelligence":7,"reflex_save":19,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":25,"source_group":["Hell's Destiny"],"size":["Large"],"spoilers":"Hell's Destiny","name":"Dream Drowner","rarity":"rare","strike_damage_average":[26,28],"attack_bonus":[24,26],"constitution":7,"immunity":["mental","poison"],"will_save":22,"speed":{"max":80,"land":10,"swim":80},"wisdom":5,"weakness":{},"creature_ability":["Entrancing Movement","Eldritch Toxin","Entangled Thoughts","Mind Leech","Subjugate Minds","Tentacle Flurry"],"primary_source_group":"Hell's Destiny","skill":["Arcana","Architecture Lore","Athletics","Cave Lore","Deception","Intimidation","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"Dream drowners are anemone-like predators from Orv’s flooded vaults. A dream drowner indefinitely parasitizes and mentally controls a host to serve …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4824","dexterity":6,"category":"creature","slug":"creature-4824"},{"constitution":4,"primary_source_category":"Adventures","strength":7,"hp":150,"language":["Common","Diabolic"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","will_save":18,"charisma":2,"speed":{"max":25,"land":25},"perception":18,"wisdom":3,"weakness":{"area":6},"creature_ability":["Break the Weak Link","Troop Defenses","Bind Them in Chains","Arrow Volley","Fear the Chain","Flail Assault"],"primary_source_group":"Hell's Destiny","skill":["Athletics","Intimidation","Religion","Society","Survival"],"trait":["Human","Humanoid","Troop","Uncommon","Gargantuan"],"id":"creature-4825","text":" Hellknight Dragoon Squad Some fugitives are so dangerous or numerous that they warrant a whole Hellknight squadron who can ride after quarry and dismount to give chase in crowded settlements. These Hellknights wield flails as capably as they wield fear, using both to subdue and restrain foes. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Hellknight Dragoon Squad Source Pathfinder #223: Hell's Destiny pg. 238 Perception +18 Languages Common, Diabolic Skills Athletics +20, Intimidation +20, Religion +18, Society +14, Survival +16 Str +7 Dex +1 Con +4 Int +2 Wis +3 Cha +2 --- AC 28 Fort +21 Ref +15 Will +18 +2 circumstance bonus to saves vs fear effects HP 150 (4 segments) Weaknesses area damage 6, splash damage 6 Break the Weak Link (aura, emotion, fear, mental) 10 feet. As long as the dragoon squad has at least 3 segments, all enemy troops within the aura take a –2 circumstance penalty to saves against emotion effects. Troop Defenses Bind Them in Chains Reaction Trigger A creature or troop adjacent to the dragoon squad gains the frightened condition, or an adjacent troop is reduced to 2 segments; Effect Sensing their foes’ faltering morale, the dragoons lash out with their manacles. The triggering creature must attempt a DC 25 Reflex save. Critical Success The creature is unaffected. Success The creature becomes clumsy 1 until the end of the squad’s next turn. Failure The creature becomes clumsy 2 until the end of the squad’s next turn and is immobilized until it Escapes (DC 25). Critical Failure As failure, but restrained instead of immobilized. --- Speed 25 feet; troop movement Arrow Volley Two Actions (Magical) The dragoons draw bows and fire arrows as a ranged attack. This volley is a 10-foot burst within 80 feet that deals 4d8 piercing damage (DC 25 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Fear the Chain Single Action (Concentrate, emotion, fear, mental) Frequency once per round; Effect The dragoons attempt to Demoralize all foes in a 15-foot emanation, comparing the result of a single Intimidation check to each target’s Will DC. The squad doesn’t take the penalty if they don’t speak the same language as a target. It’s possible for the dragoon squad to get a different degree of success for each target, and a target is temporarily immune to this ability only if the squad critically fails the check against them. Flail Assault Single Action to Three Actions (Magical) Frequency once per round; Effect The dragoons lash out with their flails in a melee attack against each enemy in a 5-foot emanation (DC 25 basic Reflex save). The damage depends on the number of actions. Single Action 1d8+2 bludgeoning Two Actions 2d8+9 bludgeoning Three Actions 3d8+11 bludgeoning Broken Chains A schism recently split the Order of the Chain, with roughly half offering their loyalty to Cheliax following the order’s defeat at Citadel Altaerein at the outset of the Hellfire Crisis. The dissenters, insisting their organization remain an apolitical force of order, split away. They now struggle to establish themselves in Corentyn. Meanwhile, the Order of the Manacle (as the loyalists now call themselves) hunts fewer fugitives and instead focuses on capturing Andoren warriors and breaking their bravado with flails and chains. ","skill_mod":{"society":14,"survival":16,"athletics":20,"intimidation":20,"religion":18},"summary":"Some fugitives are so dangerous or numerous that they warrant a whole Hellknight squadron who can ride after quarry and dismount to give chase in …","image":["/Images/Monsters/Hellknight_Dragoon_Squad.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"ac":28,"level":9,"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4825","intelligence":2,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":21,"source_group":["Hell's Destiny"],"size":["Gargantuan"],"spoilers":"Hell's Destiny","name":"Hellknight Dragoon Squad","category":"creature","rarity":"uncommon","slug":"creature-4825"},{"constitution":6,"primary_source_category":"Adventures","strength":8,"hp":285,"language":["Common","Diabolic"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","will_save":26,"charisma":2,"speed":{"max":25,"land":25},"perception":29,"wisdom":4,"weakness":{"area":15},"creature_ability":["Hunters of Monsters","Troop Defenses","Pin It Down","Disciplined Barricade","Hurl Javelins","Medic!","Phalanx Strike"],"primary_source_group":"Hell's Destiny","skill":["Athletics","Intimidation","Medicine","Monster Lore","Survival","Warfare Lore"],"trait":["Human","Humanoid","Troop","Uncommon","Gargantuan"],"id":"creature-4826","text":" Hellknight Hunter Squad Against immense prey, Order of the Pike Hellknights assemble elite squads trained to strike as one, shield each other from fiery breath, protect civilians, and stand strong against foes that would terrify lesser troops. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Hellknight Hunter Squad Source Pathfinder #223: Hell's Destiny pg. 239 Perception +29 Languages Common, Diabolic Skills Athletics +30, Intimidation +25, Medicine +25, Monster Lore +29, Survival +27, Warfare Lore +25 Str +8 Dex +3 Con +6 Int +4 Wis +4 Cha +2 --- AC 37 Fort +29 Ref +24 Will +26 +1 circumstance vs. emotion effects HP 285 (4 segments) Weaknesses area damage 15, splash damage 15 Hunters of Monsters Hellknight hunters can use Monster Lore to Recall Knowledge about creatures of any type. Whenever one of the squad's damaging abilities would affect only a single creature that lacks the swarm or troop trait, they gain a +2 status bonus to that ability's Reflex save DC. Troop Defenses Pin It Down Reaction Trigger An adjacent enemy uses a manipulate or move action, or leaves an adjacent space during a move action it's using; Effect The hunters stab with their longspears. The triggering enemy takes 4d8+9 piercing damage (DC 33 basic Reflex save). If the enemy critically fails this saving throw, the triggering action is disrupted. --- Speed 25 feet; troop movement Disciplined Barricade Single Action The Hellknights defensively lock their shields. Until the start of this troop’s next turn, the troop and all allies within a 5-foot emanation gain a +1 circumstance bonus to their AC and Reflex saving throws. Hurl Javelins Two Actions The squad’s members throw a volley of javelins. Each creature in a 10-foot burst within 30 feet of the troop takes 5d6+9 piercing damage with a DC 33 basic Reflex save. When the Hellknight hunters are reduced to 2 segments, this area decreases to a 5-foot burst. Medic! Single Action (Healing) The hunters bandage an adjacent creature. The target regains 5d8+20 Hit Points, after which the target is immune to this ability for 1 day. Phalanx Strike Single Action to Three Actions (Magical) Frequency once per round; Effect The Hellknight hunters strike outward with their longspears in a uniform melee attack against each enemy in a 10-foot emanation (DC 33 basic Reflex save). The damage depends on the number of actions. Single Action 1d8+5 piercing damage Two Actions 4d8+9 piercing damage Three Actions 5d8+13 piercing damage Monster Hunters The Order of the Pike is one of the smallest orders of Hellknights, even among the minor orders. Their objective is simple: protect civilization from the monsters that threaten it—even if doing so requires traversing dangerous wilderness to confront beasts on their own turf. Potent Trophies Like many hunters, Order of the Pike Hellknights often collect trophies and harvest valuable parts from their quarry. A whole troop’s collection might include dragon scales, basilisk blood, and other ingredients that collectively reduce the cost of crafting alchemical or magical items by hundreds of gold pieces. ","skill_mod":{"survival":27,"medicine":25,"athletics":30,"intimidation":25},"summary":"Against immense prey, Order of the Pike Hellknights assemble elite squads trained to strike as one, shield each other from fiery breath, protect …","image":["/Images/Monsters/Hellknight_Hunter_Squad.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"ac":37,"level":15,"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4826","intelligence":4,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":29,"source_group":["Hell's Destiny"],"size":["Gargantuan"],"spoilers":"Hell's Destiny","name":"Hellknight Hunter Squad","category":"creature","rarity":"uncommon","slug":"creature-4826"},{"constitution":5,"primary_source_category":"Adventures","strength":8,"hp":240,"language":["Diabolic","Empyrean","telepathy 100 feet"],"immunity":["fire"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","spell_attack_bonus":[22],"will_save":23,"charisma":3,"speed":{"fly":25,"max":30,"land":25,"swim":30},"perception":25,"wisdom":4,"weakness":{"area":10,"holy":10},"creature_ability":["Heavy Aura","Troop Defenses","Stygian Guardian","Drown","Sarglagon Venom","Tentacle Onslaught"],"primary_source_group":"Hell's Destiny","skill":["Arcana","Athletics","Deception","Intimidation"],"trait":["Amphibious","Devil","Fiend","Troop","Uncommon","Unholy","Gargantuan"],"id":"creature-4827","text":" Infernal Tide Sarglagons can gather to form an infernal tide, a troop that displays unnerving fluidity in the way its devils seem to flow around each other. Recall Knowledge - Fiend (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Infernal Tide Source Pathfinder #223: Hell's Destiny pg. 240 Perception +25; greater darkvision, see the unseen Languages Diabolic, Empyrean; telepathy 100 feet Skills Arcana +22, Athletics +27, Deception +23, Intimidation +25 Str +8 Dex +3 Con +5 Int +2 Wis +4 Cha +3 --- AC 33 Fort +26 Ref +20 Will +23 +1 status to all saves vs. magic HP 240 (4 segments) Immunities fire Resistances physical 10 (except silver), poison 15 Weaknesses area damage 10, holy 10, splash damage 10 Heavy Aura (aura, divine, incapacitation) 10 feet. A creature that enters the aura becomes encumbered while it remains in the aura unless it succeeds at a DC 30 Will save, after which it’s immune for 10 minutes. Troop Defenses Stygian Guardian Reaction Trigger A creature or object within 5 feet of the troop is targeted by an attack or offensive troop ability; Effect Some of the infernal tide interpose themselves, giving the target standard cover against the attack, or greater cover if the troop was already granting it lesser cover. --- Speed 25 feet, fly 25 feet, swim 30 feet; troop movement Divine Innate Spells DC 30, attack +22 - 4th Hydraulic Torrent, Translocate (at will), Unfettered Movement - 5th Control Water, Translocate - 6th Hydraulic Torrent - Constant (2nd) See the Unseen Rituals DC 30 - 1st Diabolic Pact Drown Two Actions (Divine, incapacitation, water) The infernal tide conjures murky water to fill the lungs of all creatures that can’t breathe water within a 30-foot cone. Each target in the area must attempt a DC 30 Fortitude save. Critical Success The target is unaffected. Success The target coughs up water and becomes sickened 1. Failure The target must hold its breath. The only action it can take is to attempt a DC 30 Fortitude save to expel the water, which is a single action. Critical Failure The target falls unconscious and begins suffocating. If the target succeeds at its Fortitude save while suffocating, it coughs up the water and can breathe again. Sarglagon Venom (Poison) Saving Throw; DC 33 Fortitude; Maximum Duration; 6 rounds; Stage 1 3d6 poison damage and clumsy 1 (1 round); Stage 2 4d6 poison damage and clumsy 2 (1 round) Tentacle Onslaught Single Action to Three Actions (Magical, unholy) Frequency once per round; Effect The troop lashes out their tentacles in a coordinated melee attack against each enemy in a 5-foot emanation (DC 30 basic Reflex save). The damage depends on the number of actions. A creature that fails its save is also exposed to sarglagon venom. Single Action 1d8+3 bludgeoning Two Actions 4d8+6 bludgeoning Three Actions 5d8+10 bludgeoning Guardians On The Go Mortal spellcasters often bind sarglagons as guardians of secrets and treasures. However, when the drowning devils sense a greater duty to Hell and gather in an infernal tide, they don’t abandon their wards; they often carry the treasures with them. Thus, adventurers looting an infernal tide might uncover an eclectic mix of strange trinkets, carefully waterproofed tomes, and priceless wonders. ","tradition":["Divine"],"skill_mod":{"deception":23,"arcana":22,"athletics":27,"intimidation":25},"summary":"Sarglagons can gather to form an infernal tide, a troop that displays unnerving fluidity in the way its devils seem to flow around each other.","image":["/Images/Monsters/Infernal_Tide.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","spell":["Hydraulic Torrent","Control Water","Translocate","Unfettered Movement","See the Unseen"],"trait_group":["Monster","Creature Type","Rarity","Mechanics"],"ac":33,"level":13,"spell_dc":[30],"source_category":["Adventures"],"sense":" greater darkvision , see the unseen ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"poison":15,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=4827","intelligence":2,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Greater darkvision","fortitude_save":26,"source_group":["Hell's Destiny"],"size":["Gargantuan"],"spoilers":"Hell's Destiny","name":"Infernal Tide","category":"creature","rarity":"uncommon","slug":"creature-4827"},{"primary_source_category":"Adventures","strength":11,"hp":440,"language":["Common","Diabolic","Draconic","Empyrean","telepathy 100 feet"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","charisma":2,"perception":30,"trait":["Devil","Fiend","Uncommon","Unholy","Gargantuan"],"id":"creature-4828","text":" Merztorlegon Merztorlegons are walking siege engines, their bodies bristling with ballistae and siege towers bolted to their shoulders. Their frontal armor leaves their back less defended, forcing Hell’s commanders to support these juggernauts with infantry that can shield them from flanking strikes. Recall Knowledge - Fiend (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Merztorlegon Source Pathfinder #223: Hell's Destiny pg. 241 Perception +30; greater darkvision Languages Common, Diabolic, Draconic, Empyrean; telepathy 100 feet Skills Athletics +40, Intimidation +35, Religion +27, Warfare Lore +37 Str +11 Dex +5 Con +10 Int +4 Wis +6 Cha +2 --- AC 42 Fort +36 Ref +28 Will +32 +1 status to all saves vs. magic HP 440 Immunities fire Resistances physical 20 (except silver), poison 20 Weaknesses holy 20, precision 20 Reactive Strike Reaction --- Speed 20 feet Melee Single Action fist +36 (Agile, deadly 2d8, magical, reach 20 feet, unholy), Damage 4d8+17 bludgeoning Melee Single Action siege hammer +36 (deadly 2d12, magical, reach 20 feet, unholy), Damage 4d12+17 bludgeoning plus Improved Knockdown or Improved Push Divine Innate Spells DC 38 - 4th Translocate (at will) - 5th Translocate - 10th Gate Arrow Volley Single Action (Magical, unholy) Frequency once per round; Effect The vordines fire projectiles, dealing 7d8 piercing damage to creatures in a 10-foot burst within 200 feet (DC 38 basic Reflex save). Besieging Fury A merztorlegon and their crew can Demoralize creatures at a range of 120 feet and don't take a penalty for not sharing a language with the target. Shoulder Ballista A shoulder ballista is an extension of the merztorlegon's body, functioning as a siege weapon that shares the demon's space, can't be targeted, and ceases to function after the merztorlegon's death. Either the merztorlegon or their siege crew can Aim or Load the ballista, but only the crew can Launch it. Aim Single Action 80 feet, minimum distance 30 feet Load Single Action (Manipulate) 1 time Launch Single Action (attack, magical, manipulate, range increment 120 feet, unholy) 8d12 piercing, single target, DC 41 Reflex Siege Crew Several vordines inhabit the siege tower and are an extension of the merztorlegon, use the devil's skill modifiers, and can't be targeted individually. On the siege devil's turn, the crew can take 2 actions that can be used only to launch an Arrow Volley; Demoralize; or to Aim, Load, or Launch the devil's shoulder ballista. Once the merztorlegon is reduced to half their maximum Hit Points, the siege crew is injured and takes only 1 action per turn. Sunder Structures A merztorlegon's melee Strikes deal an additional 3d12 damage to items and structures. Troop Transport Single Action (Manipulate) The merztorlegon gathers a willing adjacent troop into their siege tower or shunts a stored troop into an adjacent space. The devil can store only one troop at a time, during which time the troop can't take actions, can't be targeted by effects, can be transported by the devil's translocate spell, and increases the damage dealt by Arrow Volley by 2d8. If the merztorlegon is defeated, any stored troop immediately reappears in or adjacent to the siege devil's space. Climbing The Ladder Vordines often consider merztorlegon siege tower duty an onerous assignment of boredom and cramped conditions. However, merztorlegons rank quite low in Hell’s hierarchy, despite their strength and cunning, and a charismatic vordine can bully their resentful siege devil into following orders and ceding credit for victories to the vordine, helping the smaller devil achieve promotions to a more prestigious post. ","skill_mod":{"athletics":40,"intimidation":35,"religion":27},"image":["/Images/Monsters/Mertorlegon.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","spell":["Gate","Translocate"],"ac":42,"level":19,"spell_dc":[38],"source_category":["Adventures"],"sense":" greater darkvision ","resistance":{"bludgeoning":20,"poison":20,"piercing":20,"slashing":20,"physical":20},"intelligence":4,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":36,"source_group":["Hell's Destiny"],"size":["Gargantuan"],"spoilers":"Hell's Destiny","name":"Merztorlegon","rarity":"uncommon","strike_damage_average":[35,43],"attack_bonus":[36,36],"constitution":10,"immunity":["fire"],"will_save":32,"speed":{"max":20,"land":20},"wisdom":6,"weakness":{"holy":20,"precision":20},"creature_ability":["Reactive Strike","Arrow Volley","Besieging Fury","Shoulder Ballista","Aim","Load","Launch","Siege Crew","Sunder Structures","Troop Transport"],"primary_source_group":"Hell's Destiny","skill":["Athletics","Intimidation","Religion","Warfare Lore"],"tradition":["Divine"],"summary":"Merztorlegons are walking siege engines, their bodies bristling with ballistae and siege towers bolted to their shoulders. Their frontal armor leaves …","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4828","dexterity":5,"category":"creature","slug":"creature-4828"},{"attack_bonus":[27,27],"constitution":6,"primary_source_category":"Adventures","strength":5,"hp":235,"language":["Sussuran","oathsense"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","will_save":23,"charisma":8,"speed":{"fly":50,"max":50,"land":35},"perception":26,"wisdom":4,"weakness":{"spirit":10},"creature_ability":["Oathsense","Rebuking Smoke","Storm of Blasphemies","Swiftness"],"primary_source_group":"Hell's Destiny","skill":["Acrobatics","Intimidation","Occultism","Performance","Stealth"],"trait":["Air","Elemental","Uncommon","Unholy","Huge"],"id":"creature-4829","text":" Oath Howler Sometimes the wind catches a profane oath as it’s uttered, carrying it far away before the blasphemy can form a tortured eddy that repeats the curse again and again. Such winds eventually tie themselves in a knot and take on a sinister intelligence. The unholy negotiations Abrogail I held with Hell deep in the Whisperwood spun off an untold number of oath howlers, most of whom haunt that forest and its skies to this day. Oath howlers delight in other creatures’ profanities. A potential victim can distract the elementals indefinitely so long as the speaker varies their languages, insults, and intonation. If done artfully, a creature might sandwich a request between pejoratives and so earn an oath howler’s morbid cooperation—at least so long as they continue encouraging the elemental with fresh profane oaths. Recall Knowledge - Elemental (Arcana, Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Oath Howler Source Pathfinder #223: Hell's Destiny pg. 242 Perception +26; darkvision, oathsense Languages Sussuran; oathsense Skills Acrobatics +27, Intimidation +27, Occultism +19, Performance +25, Stealth +23 Str +5 Dex +6 Con +6 Int +1 Wis +4 Cha +8 Oathsense The oath howler can hear profanities—anything from foul language to someone casting an unholy spell that lacks the subtle trait—uttered within 1 mile, after which they can detect the speaker as a vague sense for 1 minute (or as an imprecise sense within 100 feet). The oath howler can understand profanities in any language, including several words that precede and follow the profanity for context, and thereafter can mimic and repeat those profanities. --- AC 34 Fort +21 Ref +25 Will +23 +2 status to all saves vs. auditory and sonic HP 235 Resistances sonic 10 Weaknesses spirit 10 Rebuking Smoke Reaction (air) Trigger A creature within 30 feet damages the oath howler; Effect The oath howler’s wound belches foul smoke onto the triggering creature, who must attempt a DC 30 Fortitude save. The creature is then immune to that oath howler’s Rebuking Smoke for 1 minute. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is dazzled for 1 round and sickened 1. Critical Failure The creature is sickened 1 and blinded until the sickened condition ends. --- Speed 35 feet, fly 50 feet; swiftness Melee Single Action gust +27 (Agile, finesse, reach 20 feet), Damage 3d8+13 bludgeoning Melee Single Action jaws +27 (Finesse, reach 20 feet, sonic), Damage 3d8+13 piercing plus 1d8 sonic Storm of Blasphemies Two Actions (Sonic, unholy) The oath howler roars in a 30-foot cone, shouting dozens of pejoratives in as many languages. Creatures in the area take 10d8 sonic damage (DC 33 basic Fortitude save). Creatures that critically fail also take 2d8 persistent sonic damage and are deafened until the persistent damage ends. The oath howler can’t use this ability again for 1d4 rounds. Swiftness The oath howler’s movement doesn’t trigger reactions. Remembered Expletives Oath howlers have an impeccable memory for profanities they’ve heard before, and that can include uncommon or even rare spells with the auditory, sonic, or unholy traits. If properly plied with vulgar colloquies, an oath howler might recite these incantations so that a spellcaster could record them. An oath howler who overhears inexpert profanities sometimes swoops down to coach a novice blasphemer, expanding their vocabulary—or even teaching them Intimidation or Performance skill feats—before sending off the hapless mortal to verbally terrorize others. ","element":["Air"],"skill_mod":{"performance":25,"stealth":23,"intimidation":27,"occultism":19,"acrobatics":27},"summary":"Sometimes the wind catches a profane oath as it’s uttered, carrying it far away before the blasphemy can form a tortured eddy that repeats the curse …","image":["/Images/Monsters/Oath_Howler.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity","Mechanics"],"ac":34,"level":13,"source_category":["Adventures"],"sense":" darkvision , oathsense","weakest_save":["fort","fortitude"],"resistance":{"sonic":10},"url":"/Monsters.aspx?ID=4829","intelligence":1,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":21,"source_group":["Hell's Destiny"],"size":["Huge"],"spoilers":"Hell's Destiny","name":"Oath Howler","category":"creature","rarity":"uncommon","strike_damage_average":[26,31],"slug":"creature-4829"},{"primary_source_category":"Adventures","strength":4,"hp":245,"language":["Common","Diabolic","telepathy 100 feet"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","charisma":6,"perception":29,"trait":["Devil","Fiend","Uncommon","Unholy","Medium"],"id":"creature-4830","text":" Ochiastis While Hell prefers to subjugate mortals by force, cow them with majesty, or bind them through contracts, even the most principled archdevil sometimes needs an assassin. In their natural form, an ochiastis resembles a nephilim with a narrow mane of venomous quills running from the top of their head to the small of their back. This fiend is a capable shapeshifter, yet their quills remain no matter the shape they take—a drawback an ochiastis tries to keep hidden by wearing a cloak or other bulky clothing. When not on missions, an ochiastis often lurks in urban areas, familiarizing themself with local behaviors and shortcuts. Recall Knowledge - Fiend (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Ochiastis Source Pathfinder #223: Hell's Destiny pg. 243 Perception +29; greater darkvision Languages Common, Diabolic; telepathy 100 feet Skills Acrobatics +27, Athletics +25, Deception +30, Society +26, Stealth +33, Survival +25, Thievery +27 Str +4 Dex +8 Con +5 Int +5 Wis +5 Cha +6 --- AC 37 Fort +24 Ref +29 Will +23 +1 status to all saves vs. magic HP 245 Immunities fire Resistances physical 12 (except silver), poison 12 Weaknesses holy 12 Assassin’s Pursuit Reaction Trigger The ochiastis’s hunted prey is within their reach and attempts to move away from them; Effect The ochiastis Climbs or Strides up to their Speed, following their hunted prey and keeping it in reach throughout its movement until it stops moving or the ochiastis has moved their full Speed. Faceless Escape Reaction (move) Trigger The ochiastis takes damage; Requirements The ochiastis is in or adjacent to a crowd of at least 10 people; Effect The ochiastis attempts to Hide by blending into the crowd, even if the devil lacks cover or concealment. The ochiastis can then Sneak. Each time the ochiastis becomes hidden from a creature in this way, that creature gains a cumulative +2 circumstance bonus to its Perception DC for 1 hour against the ochiastis’s Stealth checks when using Faceless Escape. --- Speed 35 feet, climb 25 feet Melee Single Action claw +30 (Agile, finesse), Damage 3d8+12 slashing plus ochiastis venom Ranged Single Action quill +30 (Propulsive, range increment 30 feet), Damage 3d6+10 piercing plus 1d8 persistent bleed Divine Innate Spells DC 33 - 5th Translocate - 6th Mislead, Noise Blast - 8th Dispel Magic, Teleport Change Shape Single Action (Concentrate, divine, polymorph) The ochiastis can take the appearance of any Small or Medium humanoid creature. This doesn't change the ochiastis's Speed or their attack and damage bonuses with their claw Strike but might change the damage type this Strike deals (typically to bludgeoning). They lose their quill Strike. Creatures that Grapple the ochiastis or otherwise touch their back gain a +4 circumstance bonus to see through their disguise. Hunt Prey Single Action The ochiastis designates a single creature as its prey and focuses its attacks against that creature. The ochiastis must be able to see or hear the prey, or it must be tracking the prey during exploration. It gains a +2 circumstance bonus to Perception checks when it Seeks its prey and a +2 circumstance bonus to Survival checks when it Tracks its prey. It also ignores the penalty for making ranged attacks within the second range increment against the prey it's hunting. The ochiastis can have only one creature designated as its prey at a time. If it uses Hunt Prey against a creature when it already have a creature designated, the prior creature loses the designation and the new prey gains the designation. The designation lasts until the ochiastis's next daily preparations. Ochiastis Venom (Poison, virulent) Saving Throw DC 36 Fortitude; Maximum Duration 6 rounds; Stage 1 enfeebled 1 and off-guard (1 round); Stage 2 enfeebled 2 and off-guard (1 round); Stage 3 enfeebled 2, off-guard, and slowed 1 (1 round); Stage 4 enfeebled 3 and paralyzed (1 round) Sneak Attack An ochiastis's Strikes deal an additional 3d6 precision damage against off-guard creatures. Quills And Covers Since so many ochiastises don accessories to hide their quills, these devils often invest in magical cloaks, capes, and even backpacks that adventurers might repurpose. In addition, an assassin devil’s quills have exceptional acupuncture and anesthetic properties. Properly harvested, such quills can provide up to 500 gp in raw materials for Crafting marvelous medicines . ","skill_mod":{"society":26,"deception":30,"thievery":27,"survival":25,"stealth":33,"athletics":25,"acrobatics":27},"image":["/Images/Monsters/Ochiastis.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","spell":["Dispel Magic","Teleport","Mislead","Noise Blast","Translocate"],"ac":37,"level":15,"spell_dc":[33],"source_category":["Adventures"],"sense":" greater darkvision ","resistance":{"bludgeoning":12,"poison":12,"piercing":12,"slashing":12,"physical":12},"intelligence":5,"reflex_save":29,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":24,"source_group":["Hell's Destiny"],"size":["Medium"],"spoilers":"Hell's Destiny","name":"Ochiastis","rarity":"uncommon","strike_damage_average":[25,25],"attack_bonus":[30,30],"constitution":5,"immunity":["fire"],"will_save":23,"speed":{"climb":25,"max":35,"land":35},"wisdom":5,"weakness":{"holy":12},"creature_ability":["Assassin’s Pursuit","Faceless Escape","Change Shape","Hunt Prey","Ochiastis Venom","Sneak Attack"],"primary_source_group":"Hell's Destiny","skill":["Acrobatics","Athletics","Deception","Society","Stealth","Survival","Thievery"],"tradition":["Divine"],"summary":"While Hell prefers to subjugate mortals by force, cow them with majesty, or bind them through contracts, even the most principled archdevil sometimes …","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4830","dexterity":8,"category":"creature","slug":"creature-4830"},{"attack_bonus":[38,38],"constitution":7,"primary_source_category":"Adventures","strength":10,"hp":470,"language":["Common","Diabolic","Draconic","Empyrean","telepathy 100 feet"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","will_save":33,"charisma":6,"speed":{"climb":35,"fly":30,"max":35,"land":25},"perception":39,"wisdom":6,"weakness":{"holy":15},"creature_ability":["Anchored Form","Stand Still","Force an Opening","Personal Portal","Portal Throw"],"primary_source_group":"Hell's Destiny","skill":["Acrobatics","Athletics","Intimidation","Occultism","Religion","Stealth","Survival"],"trait":["Fiend","Rare","Unholy","Gargantuan"],"id":"creature-4831","text":" Threshold Kerulkagon Kerulkagons are elite, griffon-like guardians specially chosen and transformed by the archdevil Barbatos to interrogate anyone using his plane’s myriad portals. Recall Knowledge - Fiend (Religion): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Threshold Kerulkagon Source Pathfinder #223: Hell's Destiny pg. 244 Perception +39; greater darkvision, truesight Languages Common, Diabolic, Draconic, Empyrean; telepathy 100 feet Skills Acrobatics +36, Athletics +38, Intimidation +34, Occultism +36, Religion +38, Stealth +34, Survival +32 Str +10 Dex +6 Con +7 Int +5 Wis +6 Cha +6 --- AC 44 Fort +36 Ref +30 Will +33 +2 status to all saves vs. magic HP 470 Resistances acid 20 Weaknesses holy 15 Anchored Form A kerulkagon can’t be teleported against its will. Stand Still Reaction Trigger A creature within the kerulkagon’s reach uses a move action or leaves a square during a move action it’s using; Effect The kerulkagon makes a melee Strike against the triggering creature. If the attack is a critical hit, the action is disrupted. --- Speed 25 feet, fly 30 feet, climb 35 feet Melee Single Action beak +38 (Magical, reach 10 feet, unholy), Damage 4d10+18 piercing Melee Single Action tail +38 (Agile, magical, reach 10 feet, unholy), Damage 4d6+18 bludgeoning plus Improved Grab Divine Innate Spells DC 40 - 4th Translocate (at will) - 5th Translocate - 8th Divine Decree, Flicker - 9th Collective Transposition, Planar Seal - 10th Knock (at will), Lock (at will) - Constant (6th) Truesight Force an Opening Single Action (Manipulate, teleportation) Frequency once per round; Effect The kerulkagon creates a momentary portal next to a creature within 30 feet and makes a melee Strike through the portal as if the target were within its reach. The target is off-guard and gains no cover against the Strike. Personal Portal Single Action (Concentrate, teleportation) Frequency once per round; Effect The kerulkagon teleports to an unoccupied space it can see within 30 feet. Portal Throw Single Action (Attack, manipulate, teleportation) Requirements The kerulkagon has a creature grabbed or restrained; Effect The kerulkagon creates a portal and attempts to throw the required creature through it. The kerulkagon attempts an Athletics check against the Fortitude DC of the creature it has grabbed or restrained. Critical Success The kerulkagon hurls the target through the portal. The target is teleported violently to a location with 100 feet that the kerulkagon can see, dealing 12d10 bludgeoning damage to the target and knocking it prone on impact. Success As critical success, but the target takes only 6d10 bludgeoning damage. Failure The kerulkagon fails to throw the creature. Critical Failure As failure, but the creature is no longer grabbed or restrained. Kerulkagons Of A Different Kind Threshold kerulkagons are but one variety of kerulkagon. Barbatos can freely alter his rituals to shape the chosen devil into the desired end form. Other kerulkagons differ in shape and function, like the commanding shepherd kerulkagons and the singular silent judgment kerulkagon who dwells in the innermost heart of the Promised Land. The few diabolic scholars aware of this singular threat believe that they’re the judgment kerulkagon who creates of all Barbatos’s other warped fiends atop that floating isle. ","tradition":["Divine"],"skill_mod":{"survival":32,"stealth":34,"athletics":38,"intimidation":34,"occultism":36,"acrobatics":36,"religion":38},"summary":"Kerulkagons are elite, griffon-like guardians specially chosen and transformed by the archdevil Barbatos to interrogate anyone using his plane’s …","image":["/Images/Monsters/Threshold_Kerulkagon.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","spell":["Knock","Lock","Collective Transposition","Planar Seal","Divine Decree","Flicker","Translocate","Truesight"],"trait_group":["Creature Type","Rarity","Mechanics"],"ac":44,"level":20,"spell_dc":[40],"source_category":["Adventures"],"sense":" greater darkvision , truesight ","weakest_save":["ref","reflex"],"resistance":{"acid":20},"url":"/Monsters.aspx?ID=4831","intelligence":5,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Greater darkvision","fortitude_save":36,"source_group":["Hell's Destiny"],"size":["Gargantuan"],"spoilers":"Hell's Destiny","name":"Threshold Kerulkagon","category":"creature","rarity":"rare","strike_damage_average":[32,40],"slug":"creature-4831"},{"attack_bonus":[22,22],"constitution":5,"primary_source_category":"Adventures","strength":7,"hp":240,"language":["Common","Diabolic","Empyrean","telepathy 100 feet"],"immunity":["fire"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","will_save":20,"charisma":3,"speed":{"climb":30,"max":30,"land":30},"perception":24,"wisdom":3,"weakness":{"holy":10},"creature_ability":["Fearsense","Jingling Approach","No Liberation","Constrict Constrict","Master of Manacles","Prisoner Transfer","To the Cells","Whispers of Despair"],"primary_source_group":"Hell's Destiny","skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth","Survival"],"trait":["Devil","Fiend","Uncommon","Unholy","Large"],"id":"creature-4832","text":" Vinculatti Warden devils exist to capture and imprison mortals, whether as jailers in Hell or hunters summoned by diabolists. Vinculattis exercise little discretion and show less interest in a prisoner’s sentence or condition. Warden devils take cruel satisfaction in heaping psychological distress on their charges, enumerating the pleasures a prisoner is now denied. Recall Knowledge - Fiend (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Vinculatti Source Pathfinder #223: Hell's Destiny pg. 245 Perception +24; darkvision, fearsense (precise) 60 feet Languages Common, Diabolic, Empyrean; telepathy 100 feet Skills Acrobatics +19, Athletics +26, Intimidation +23, Religion +19, Stealth +16, Survival +19 Str +7 Dex +3 Con +5 Int +3 Wis +3 Cha +3 Fearsense (divine, mental) The vinculatti is aware of all frightened creatures within the listed range. --- AC 30 Fort +24 Ref +21 Will +20 +1 status to all saves vs. magic HP 240 Immunities fire Resistances physical 10 (except silver), poison 10 Weaknesses holy 10 Jingling Approach (auditory, emotion, fear, mental) When a creature rolls Perception for its initiative in combat against the vinculatti or succeeds at a Perception check against the vinculatti’s Stealth DC, it must attempt a DC 27 Will save. On a failure, it’s frightened 1 (frightened 2 on a critical failure). No Liberation Reaction Trigger A creature grabbed or restrained by the vinculatti attempts to Escape; Effect The triggering creature takes a –2 circumstance penalty to the check to Escape. --- Speed 30 feet, climb 30 feet Melee Single Action mandibles +22 (Magical, reach 10 feet, unholy), Damage 2d12+13 piercing plus Grab Melee Single Action manacles +22 (Agile, magical, reach 10 feet, unholy), Damage 2d10+13 bludgeoning plus Improved Grab Constrict Constrict Single Action 1d12+13 bludgeoning, DC 30 Master of Manacles The vinculatti's manacles can grapple or restrain any number of creatures within the devil's reach. They can apply the nonlethal trait to Constrict when damaging foes grabbed or restrained by their manacles. Prisoner Transfer Single Action Requirements A Large or smaller creature is grabbed or restrained by the vinculatti's mandibles; Effect The vinculatti moves the creature to their manacles, freeing their mandibles to make attacks, and then Constricts the creature it moved. To the Cells Single Action The vinculatti Strides or Climbs up to half their Speed, moving any creatures it has grabbed or restrained the same distance in that direction. Whispers of Despair Single Action (Auditory, emotion, fear, mental) Requirements A creature is grabbed or restrained by the vinculatti; Effect The vinculatti taunts the creature about its captivity. The creature must attempt a DC 30 Will save. On a failure, it becomes frightened 2 (frightened 3 on a critical failure). Regardless of the save's result, the target is temporarily immune to Whispers of Despair for 1 hour. Another Link In The Chain Those who die trapped in the clutches of a warden devil slowly transform until their bones metallicize and warp. They become new links and manacles in the endless chains that provide the millipede-like fiends their ambulation. Persistent rumors of archwardens who coil for miles in the deepest dungeons of Hell are dismissed as fiction meant to keep other devils in check. ","skill_mod":{"survival":19,"stealth":16,"athletics":26,"intimidation":23,"acrobatics":19,"religion":19},"summary":"Warden devils exist to capture and imprison mortals, whether as jailers in Hell or hunters summoned by diabolists. Vinculattis exercise little …","image":["/Images/Monsters/Vinculatti.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"ac":30,"level":11,"source_category":["Adventures"],"sense":" darkvision , fearsense ( precise ) 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=4832","intelligence":3,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":24,"source_group":["Hell's Destiny"],"size":["Large"],"spoilers":"Hell's Destiny","name":"Vinculatti","category":"creature","rarity":"uncommon","strike_damage_average":[24,26],"slug":"creature-4832"},{"attack_bonus":[36],"constitution":3,"primary_source_category":"Adventures","strength":3,"hp":355,"language":["Common","Diabolic","Empyrean"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","spell_attack_bonus":[33],"will_save":38,"charisma":5,"speed":{"max":20,"land":20},"perception":32,"wisdom":6,"weakness":{},"creature_ability":["Cast Down","Channel Smite","Deadly Simplicity","Rebounding Smite"],"primary_source_group":"Hell's Destiny","skill":["Deception","Diplomacy","Hell Lore","Intimidation","Religion","Society"],"trait":["Human","Humanoid","Unholy","Unique","Medium"],"id":"creature-4833","text":" Aspexia Rugatonn Aspexia was born to privilege in a minor noble family and has wielded it like an iron cudgel her entire life. As a child, her nannies often departed or disappeared after taking the blame for the smashed crockery and broken toys resulting from Aspexia's many tantrums. Her tutors were sternly lectured and sometimes severely punished after her parents heard her lies about what they were teaching her. Her friends (what few she had) were forced to play her games, with rules that she would quickly change in her favor should she start losing or growing bored. Her pets… well, she wasn't allowed any more pets after an unfortunate incident in which Brother Mittens somehow lost all his fur. In all these instances, her parents supported and believed her, no matter how outrageous her explanations. The only things that really held Aspexia's interest were myths of Asmodeus and the history of his faith on Golarion, especially his instrumental role in House Thrune's rise to power in Cheliax. She would sit in rapt attention during sermons and religious lectures. In them, she learned the lessons of how the mighty should wield power over the weak and that mercy is never deserved. Aspexia yearned for that power in ways her young mind couldn't yet express. Her parents recognized this fascination and continued her education with the Church of Asmodeus, rightfully assuming she would don the mantle of cleric in adulthood. If they were all lucky, she would rise through the ranks of the clergy to increase the prestige of the Rugatonn name. Over the next two decades, Aspexia exceeded her parents' expectations. As a novitiate, she mastered the basic precepts of clerical life, never failing to note when another acolyte was late to a gathering or misspoke a prayer. As a full priest, she was happy to be assigned to one of the poorer districts of Egorian, as it afforded her a position of superiority over her congregation. She would often stalk through those streets, giving stern glances and raising eyebrows at those she believed weren't following the tenets of Asmodeus. Eventually, she schemed and plotted her way to a position in the Midnight Temple, overseeing the education of new acolytes and being second-in-command to the elderly Grand High Priest Septeriano Volus. During this time, Aspexia married the oldest son of another minor noble house, Eustate Scarpo. An accomplished barrister for Egorian's courts, Eustate was an acceptable match in Aspexia's eyes. Their two houses joined would hold more prominence than either could alone, and he was handsome enough. The wedding was the season's social event, but if pressed, none of the attendees would say it was a union of love. Aspexia soon gave birth to a son, Ludoviro, who's since followed in her footsteps as a cleric. Then one cloudless summer night, Septeriano plummeted from one of the highest towers of the cathedral, body landing upon the stones of Thrune Square below. No one knows what happened to the old priest or why he was even atop the tower so late, but the very next morning, officials anointed Aspexia as the next Grand High Priestess of the church. She immediately purged the rolls of Egorian's upper priesthood, sending the clerics who'd been loyal to Septeriano to far-flung corners of the nation and replacing them with those she could more easily bend to her will. In her new role, Aspexia also took control over the Infernal Inquisition, an organization within the church that has jurisdiction over suspected subversive activity against Cheliax's Infernal Compact—the agreement between Asmodeus and House Thrune. With her husband's aid, the rate at which citizens have been arrested and convicted by the inquisition has nearly tripled. Aspexia has been the high priestess of the Church of Asmodeus for over two decades now, but her thirst for control hasn't yet been sated. Campaign Role When Egorian begins transforming into Hell at the beginning of Chapter 10, Aspexia rules the city as its seneschal in Abrogail II's absence. Asmodeus dispatches a small devil army to aid in her tyranny, though it isn't enough to maintain a total iron grip on the populace. The PCs can still traverse the city fairly easily, but everyday citizens are forced to cower in their homes or be arrested or punished by patrols of devils for even the smallest crime against the church. Aspexia has also ordered the city gates closed to all. Merchants have been barred from entering or leaving, an unsustainable policy that will lead to eventual starvation should it be allowed to continue. The PCs' allies in Egorian want to help evacuate people from the metropolis in case the fires of Hell continue their encroachment. They ask the PCs for aid, and the most effective way to free Egorian is to eliminate Aspexia. Doing so will also allow them to enter the Midnight Temple and find a way to travel to Hell and stop Abrogail Thrune II's ritual. As such, Aspexia is a major obstacle for the PCs' plans (to say nothing of her devils). The PCs will need to field an army of their own if they want to defeat her. Recall Knowledge - Humanoid (Society): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Aspexia Rugatonn Source Pathfinder #223: Hell's Destiny pg. 247 Perception +32 Languages Common, Diabolic, Empyrean Skills Deception +33, Diplomacy +33, Hell Lore +35, Intimidation +33, Religion +37, Society +35 Str +3 Dex +1 Con +3 Int +4 Wis +6 Cha +5 Items +2 resilient breastplate , +2 greater flaming greater striking unholy mace , reliquary key --- AC 42 Fort +35 Ref +32 Will +38 HP 355 --- Speed 20 feet Melee Single Action mace +36 (Magical, shove, unholy), Damage 3d8+13 bludgeoning plus 1d6 fire plus 1d4 spirit Cleric Focus Spells 2 Focus Points, DC 41 - 10th Commanding Lash, Touch of Obedience Prepared Divine Spells DC 41, attack +33 - Cantrips (10th) Daze, Detect Magic, Divine Lance, Shield, Void Warp - 1st Bane, Charm, Enfeeble - 2nd Blood Vendetta, Darkvision, See the Unseen - 3rd Blindness, Chilling Darkness, Crisis of Faith - 4th Divine Wrath, Suggestion, Outcast's Curse - 5th Banishment, Divine Immolation, Spiritual Guardian - 6th Mislead, Repulsion, Truesight - 7th Eclipse Burst, Energy Aegis, Execute - 8th Divine Decree, Divine Immolation (×2) - 9th Massacre, Wails of the Damned - 10th Avatar, Harm (×6) Cast Down in Flames Single Action (concentrate, spellshape) Aspexia brings the sheer force of her faith crashing down on a foe. If the next action she takes is to cast harm to damage one creature, the target is knocked prone if it takes any damage from the spell. If the target fails its saving throw against the spell, it also takes 3d6 persistent fire damage. Channel Smite Two Actions (Divine) Requirements Aspexia expends a harm spell; Effect Aspexia makes a melee Strike. If it hits, she damages the target with a 1-action harm spell, The target automatically gets a failure (or a critical failure if the Strike was a critical hit). The spell doesn’t have the manipulate trait when cast this way. Deadly Simplicity Aspexia deals 1d8 damage with her mace instead of 1d6. Rebounding Smite Reaction Trigger Aspexia misses with her Strike during Channel Smite; Effect Aspexia retains the energy from her smite. She Casts the 1-action version of the harm spell she expended, targeting a creature other than the target of her Strike. ","tradition":["Divine"],"skill_mod":{"society":35,"diplomacy":33,"deception":33,"intimidation":33,"religion":37},"summary":"Aspexia was born to privilege in a minor noble family and has wielded it like an iron cudgel her entire life. As a child, her nannies often departed …","image":["/Images/Monsters/Aspexia.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","spell":["Commanding Lash","Touch of Obedience","Avatar","Harm","Massacre","Wails of the Damned","Divine Decree","Divine Immolation","Eclipse Burst","Energy Aegis","Execute","Mislead","Repulsion","Truesight","Banishment","Spiritual Guardian","Divine Wrath","Suggestion","Blindness","Chilling Darkness","Crisis of Faith","Blood Vendetta","Darkvision","See the Unseen","Bane","Charm","Enfeeble","Daze","Detect Magic","Divine Lance","Shield","Void Warp","Outcast's Curse"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Mechanics","Rarity"],"ac":42,"item":["+2 resilient breastplate","+2 greater flaming greater striking unholy mace","reliquary key"],"level":19,"spell_dc":[41,41],"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=4833","intelligence":4,"reflex_save":32,"strongest_save":["will"],"dexterity":1,"fortitude_save":35,"source_group":["Hell's Destiny"],"size":["Medium"],"spoilers":"Hell's Destiny","name":"Aspexia Rugatonn","category":"creature","rarity":"unique","strike_damage_average":[32],"slug":"creature-4833"},{"primary_source_category":"Adventures","strength":10,"hp":365,"language":["Common","Diabolic","Draconic","Empyrean","telepathy 100 feet"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","charisma":8,"perception":39,"trait":["Devil","Fiend","Unholy","Unique","Large"],"id":"creature-4834","text":" Gorthoklek If there's any trace of his former mortal soul within Gorthoklek, it's deeply buried beneath centuries of fiendish influence. Somewhere within his mind, Gorthoklek remembers a burning human village and peasants being trampled under hooves, but whether he was a victim of this massacre or one of its perpetrators is a distinction he doesn't care to make. Like many devils, Gorthoklek was forged and reforged in the depths of Hell, at first torturing mortal souls and then eventually claiming them. His ascension as a nessari took dozens of centuries, and even after Asmodeus himself granted Gorthoklek this honor, he had to continue to prove his infernal worth. By fighting tirelessly against celestial forces and occasionally appearing on Golarion to tempt powerful mortals into selling their souls, Gorthoklek was given the rank of general and control over his own domain within Avernus, the topmost layer of Hell. There, he constructed the Iron Fortress, a towering edifice of blackened iron from which he forged and commanded armies of devils in the unending fight against all that's holy. Though Asmodeus was the main architect of the Infernal Compact that allowed House Thrune to gain control over Cheliax, General Gorthoklek was present at the signing, where he oversaw the fiendish forces granted to House Thrune. Decades later, when Abrogail Thrune II ascended to the throne, Gorthoklek was assigned to be her royal advisor on the mortal plane. He doesn't resent the queen for linking their fates in this way; like most devils, he understands that a contract is a contract, and services must be rendered when purchased. In truth, he's enjoyed his time in Abrogail's court, often donning a mortal guise to avoid frightening the lesser nobles overmuch. However, it's an open secret that Abrogail's painfully handsome Chelaxian advisor is a powerful devil in disguise; Gorthoklek has allowed the rumors to continue, as they only enhance his charge's reputation. As Cheliax's war with Andoran escalated, Gorthoklek subtly steered Abrogail to effect the capture of Talmandor and renegotiate the Infernal Compact one more time. He then accompanied Abrogail to Hell, where she began the ritual to create a new layer. Though this ritual has the potential to transform Abrogail into a new archdevil, Gorthoklek is eager to take up residence in a hellish Cheliax. With his armies, an archdevil Abrogail could conquer the entire world. Campaign Role Gorthoklek is the final encounter of the adventure, and his defeat disrupts Abrogail Thrune II's ritual to transform the Inner Sea region into the tenth layer of Hell. If the PCs don't succeed here, the lives and souls of millions of people on Golarion will be forfeit to Asmodeus. The stakes are incredibly high, and the PCs are facing off against this foe in his own domain. The PCs must use every trick and tactic at their disposal to defeat the tyrant devil and his retinue. Recall Knowledge - Fiend (Religion): DC 52 Unspecific Lore : DC 50 Specific Lore : DC 47 Gorthoklek Source Pathfinder #223: Hell's Destiny pg. 248 Perception +39; greater darkvision, truesight Languages Common, Diabolic, Draconic, Empyrean; telepathy 100 feet Skills Acrobatics +36, Arcana +34, Athletics +35, Deception +41, Diplomacy +36, Intimidation +41, Religion +39, Society +38, Stealth +36 Str +10 Dex +8 Con +9 Int +8 Wis +10 Cha +8 Shape Devils (divine, downtime) Gorthoklek reshapes a large number of orts within a 600-foot emanation into more powerful devils to swell Hell’s legions. Gorthoklek must have enough orts availiable. Gorthoklek can shape 100 orts per day, to a maximum of 1,100 orts in 11 days. Devils created in this way whose level is 19 or lower are in thrall to Gorthoklek and follow his orders. At the end of the Shape Devils activity, Gorthoklek attempts an incredibly hard Religion check of the desired devil’s level, with results as follows. If Gorthoklek gets a critical failure, he gets a failure instead. Critical Success Gorthoklek shapes two devils from the massed orts instead of one. Success Gorthoklek shapes a devil of the desired type and level. Failure The devil shaped from the orts is 2 levels lower than the intended devil. Critical Failure Gorthoklek fails to shape any devils and draws the ire of an archdevil for his waste of resources. Items +3 major striking flaming unholy spiked chain --- AC 48 Fort +39 Ref +34 Will +37 +1 status to all saves vs. magic HP 365 , regeneration 30 (deactivated by holy) Immunities fire Resistances physical 15 (except silver), poison 15 Weaknesses holy 15 Frightful Presence (aura, divine, emotion, fear, mental) 20 feet, DC 44 General’s Aura (aura, divine) 150 feet. Commanded or allied unholy creatures in the aura of lower level than Gorthoklek gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks. Once per turn, a commanded or allied unholy creature in this aura can Step as a free action. Reactive Strike Reaction --- Speed 35 feet, fly 50 feet Melee Single Action jaws +41 (Magical, poison, reach 10 feet, unholy), Damage 4d10+19 piercing plus nessari venom Melee Single Action spiked chain +41 (Disarm, magical, reach 10 feet, trip, unholy), Damage 4d8+19 slashing Melee Single Action claw +39 (Agile, magical, reach 10 feet, unholy), Damage 4d6+19 slashing Melee Single Action tail +37 (Magical, reach 10 feet, unholy), Damage 4d10+19 bludgeoning plus Improved Grab Melee Single Action wing +37 (Magical, reach 15 feet, unholy), Damage 4d6+19 slashing Divine Innate Spells DC 44 - 4th Translocate (at will) - 5th Translocate - 8th Dispel Magic (at will), Divine Decree (at will), Fireball (at will), Scrying, Wall of Fire (at will) - 9th Dispel Magic, Seize Soul (at will) - 10th Falling Stars, Manifestation - Constant (9th) Truesight Rituals DC 44 - 1st Diabolic Pact Chain Sweep Two Actions Gorthoklek makes a spiked chain Strike and compares the attack roll result to the AC of up to three foes, each of whom must be within his melee reach and no more than 10 feet from each other. Gorthoklek rolls damage only once and applies it to each creature hit. A creature that’s critically hit is also knocked prone. Chain Sweep counts as two attacks for his multiple attack penalty. Change Shape Single Action (Concentrate, divine, polymorph) Gorthoklek takes on the shape of any Large or smaller humanoid. This doesn’t change his Speed or attack and damage bonuses with his Strikes but might change the damage type his Strikes deal (typically to bludgeoning). Constrict Single Action (Unholy) 2d10+19 bludgeoning, DC 45 Fast Swoop Single Action Gorthoklek Flies and makes a wing Strike at any point during his movement. Masterful Quickened Casting Free Action (Concentrate) Frequency once per round; Effect If Gorthoklek’s next action is to cast an 8th-rank or lower innate spell, reduce the number of actions to cast it by 1 (minimum 1 action). Nessari Venom (Poison) Saving Throw DC 45 Fortitude; Maximum Duration 10 rounds; Stage 1 6d6 poison damage and drained 1 (1 round); Stage 2 8d6 poison damage and drained 2 (1 round); Stage 3 9d6 poison damage and drained 3 (1 round) ","skill_mod":{"society":38,"diplomacy":36,"deception":41,"stealth":36,"arcana":34,"athletics":35,"intimidation":41,"acrobatics":36,"religion":39},"image":["/Images/Monsters/Gorthoklek.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","spell":["Falling Stars","Manifestation","Dispel Magic","Seize Soul","Divine Decree","Fireball","Scrying","Wall of Fire","Translocate","Truesight"],"ac":48,"item":["+3 major striking flaming unholy spiked chain"],"level":21,"spell_dc":[44],"source_category":["Adventures"],"sense":" greater darkvision , truesight ","resistance":{"bludgeoning":15,"poison":15,"piercing":15,"slashing":15,"physical":15},"intelligence":8,"reflex_save":34,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":39,"source_group":["Hell's Destiny"],"size":["Large"],"spoilers":"Hell's Destiny","name":"Gorthoklek","rarity":"unique","strike_damage_average":[33,33,37,41,41],"attack_bonus":[37,37,39,41,41],"constitution":9,"immunity":["fire"],"will_save":37,"speed":{"fly":50,"max":50,"land":35},"wisdom":10,"weakness":{"holy":15},"creature_ability":["Shape Devils","Frightful Presence","General’s Aura","Reactive Strike","Chain Sweep","Change Shape","Constrict","Fast Swoop","Masterful Quickened Casting","Nessari Venom"],"primary_source_group":"Hell's Destiny","skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"If there's any trace of his former mortal soul within Gorthoklek, it's deeply buried beneath centuries of fiendish influence. Somewhere within his …","trait_group":["Monster","Creature Type","Mechanics","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=4834","dexterity":8,"category":"creature","slug":"creature-4834"},{"primary_source_category":"Adventures","strength":7,"hp":450,"language":["Common","Diabolic","Draconic","Empyrean","Sussuran","speak with animals, truespeech"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","charisma":9,"perception":43,"trait":["Celestial","Holy","Unique","Large"],"id":"creature-4835","text":" Talmandor Borne on magnificently feathered wings, Talmandor is a powerful celestial with a mix of humanoid and avian features. He spends much of his time traveling Nirvana, periodically veering into other planes to explore, mediate disputes, or act as an ambassador for holy deities like Erastil, Iomedae, and Shelyn. Those celestials powerful enough to be considered empyreal lords often relish their quasi-divine status, adopting areas of interest, new responsibilities, and a coterie of worshippers. Not Talmandor. Though powerful enough to grant spells, even the faintest hint of a deity-disciple relationship feels too autocratic to him. Instead, he offers advice to mortals, believing that everyone should have opportunities to discuss their challenges and find solutions for themselves. It's no surprise this philosophy also shapes how Talmandor has guided Andoran. Intrigued by the cries for freedom in Galt as it seceded from Cheliax, Talmandor balked at the hateful violence that followed. Even so, he recovered and read the works of the poet Darl Jubannich (whose writing inspired Galt's rebellion), believing these same words could liberate a nation peacefully if guided properly. As Andoren readers paged through Darl Jubannich's publications and contemplated a future free from Cheliax, Talmandor visited them and tempered their rage enough that they could imagine not revenge, but a brighter future. Talmandor's influence in Andoran can't be underplayed. While his aversion to veneration prevents Andorens from forming cults to worship him, numerous works that promote Andoran's virtues of freedom, integrity, and democracy bear his name or have been created in his honor. Andoran's ambitious settlement in the Arcadian Ocean built upon the ruins of Azlant is called Talmandor's Bounty, for example. (It's unclear if Talmandor is even aware of the existence of this island frontier.) His association with birds of prey and his own raptorlike visage is the inspiration for not only Andoran's Eagle Knights, but also its factions the Steel Falcons and Twilight Talons. Campaign Role Historically, Talmandor has visited Andoran roughly once a year to marvel in the nation's progress, advise its leaders about difficult challenges, and assure Andoran that it's never alone in the cosmos. Even then, he refuses to act as anything other than a mentor and occasional mascot, denying any attempt to deify or worship him. In Hell's Destiny , Andoran faces a war like never before. Where previously Talmandor wanted no part in fighting mortals' battles, he recognizes that Cheliax's otherworldly mercenaries and the war's monumental stakes are so considerable that Andoran could be destroyed without his help. Still, the press of massed formations is too restrictive to him, so Talmandor helps assemble and lead agile strike teams to clear the way for Andoran's armies. His participation is a poorly kept secret and quickly becomes a rallying cry for Andoran, which is thrilled to have his direct aid during Chapter 7 of this Adventure Path. Unfortunately, Cheliax has prepared for this contingency. By the end of Chapter 7, Talmandor has been captured and delivered to Abrogail II, who intends to use him as her bargaining chip when making a new deal with Hell! Liberating Talmandor becomes a new goal for the PCs, for not only would it save a righteous being, but it would deny Cheliax what it needs to transform the country into a new layer of Hell. Recall Knowledge - Celestial (Religion): DC 56 Unspecific Lore : DC 54 Specific Lore : DC 51 Talmandor Source Pathfinder #223: Hell's Destiny pg. 250 Perception +43; darkvision, see the unseen , truesight Languages Common, Diabolic, Draconic, Empyrean, Sussuran; speak with animals , truespeech Skills Acrobatics +43, Athletics +38, Diplomacy +40, Intimidation +36, Nature +38, Religion +38, Stealth +39, Survival +38 Str +7 Dex +10 Con +8 Int +6 Wis +8 Cha +9 Items +3 returning major striking spear --- AC 50 Fort +35 Ref +41 Will +37 HP 450 Immunities controlled, fear Resistances electricity 20, physical damage 15, sonic 15 Weaknesses unholy 15 Reactive Strike Reaction --- Speed 35 feet, fly 100 feet Melee Single Action claw +42 (Agile, finesse, holy, magical, reach 10 feet), Damage 4d8+20 slashing plus captors’ bane Melee Single Action spear +42 (Electricity, holy, magical, reach 10 feet), Damage 4d8+20 piercing plus 2d12 electricity plus captors’ bane Ranged Single Action spear +42 (Electricity, holy, magical, thrown 60 feet), Damage 4d8+20 piercing plus 2d12 electricity plus captors’ bane Divine Innate Spells DC 43 - Cantrips (9th) Bullhorn, Detect Magic, Light, Message - 3rd Ring of Truth (at-will) - 7th Interplanar Teleport (×3) - 8th Gentle Breeze (×3), Heal (×3), Sacred Beasts (at-will) - 9th Clear Mind (×3), Dispel Magic (×3), Spell Riposte, Sunburst, Sure Footing (at-will) - 10th Manifestation - Constant (8th) See the Unseen, Speak with Animals, Truesight, Truespeech, Unfettered Movement Rituals DC 43 - 6th Sky Signs - 8th Control Weather Captors’ Bane (Holy) Talmandor’s Strikes deal an additional 2d8 spirit damage against any creature that has hindered another creature— by imposing a penalty to a creature’s Speed or imposing the clumsy, grabbed, immobilized, paralyzed, or restrained conditions (including using an action to extend the duration of a grab) to another creature— since the beginning of Talmandor’s last turn. One ally hindered by the target can attempt to break free of one of the hindering effects; they can either attempt a new save against the effect that allows a save or attempt to Escape from the effect as a free action. Coruscating Charge Two Actions (Air, holy, light, spirit) Talmandor briefly transforms into a luminous cloud, which doubles his resistance to physical damage, grants him immunity to precision damage, and allows him to move through most creatures and tiny cracks. He then Flies his Speed before returning to his solid form. A burst of searing radiance surrounds Talmandor in a 20-foot burst either before or after he becomes a cloud. Each enemy in the area must succeed at a DC 46 Reflex save or take 2d8 persistent spirit damage and be dazzled until the persistent spirit damage ends. Unholy creatures that fail their save are blinded for 1 round, after which they’re dazzled for the persistent damage’s duration. Once Talmandor uses this ability, he can’t do so again for 1d6 rounds. Twin-Talon Swipe Single Action (Flourish) Talmandor makes two claw Strikes, targeting either the same foe or two adjacent targets. Each attack uses Talmandor’s current multiple attack penalty. If they both hit the same target, he combines both Strikes’ damage and applies resistances and weaknesses only once. Zephyr Strikes When Talmandor scores a critical hit with a weapon or unarmed Strike, he can Fly or Stride up to 10 feet without triggering reactions. ","skill_mod":{"diplomacy":40,"nature":38,"survival":38,"stealth":39,"athletics":38,"intimidation":36,"acrobatics":43,"religion":38},"image":["/Images/Monsters/Talmandor.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","spell":["Manifestation","Clear Mind","Dispel Magic","Spell Riposte","Sunburst","Sure Footing","Gentle Breeze","Heal","Sacred Beasts","Interplanar Teleport","Ring of Truth","Bullhorn","Detect Magic","Light","Message","See the Unseen","Speak with Animals","Truesight","Truespeech","Unfettered Movement"],"ac":50,"item":["+3 returning major striking spear"],"level":23,"spell_dc":[43],"source_category":["Adventures"],"sense":" darkvision , see the unseen , truesight ","resistance":{"bludgeoning":15,"sonic":15,"piercing":15,"slashing":15,"electricity":20,"physical":15},"intelligence":6,"reflex_save":41,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":35,"source_group":["Hell's Destiny"],"size":["Large"],"spoilers":"Hell's Destiny","name":"Talmandor","rarity":"unique","strike_damage_average":[38,51,51],"attack_bonus":[42,42,42],"constitution":8,"immunity":["controlled","fear"],"will_save":37,"speed":{"fly":100,"max":100,"land":35},"wisdom":8,"weakness":{"unholy":15},"creature_ability":["Reactive Strike","Captors’ Bane","Coruscating Charge","Twin-Talon Swipe","Zephyr Strikes"],"primary_source_group":"Hell's Destiny","skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Borne on magnificently feathered wings, Talmandor is a powerful celestial with a mix of humanoid and avian features. He spends much of his time …","trait_group":["Creature Type","Mechanics","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4835","dexterity":10,"category":"creature","slug":"creature-4835"},{"attack_bonus":[18,21],"constitution":2,"primary_source_category":"Adventures","strength":4,"hp":165,"language":["Common","Fey","Halfling","Osiriani"],"source":["Pathfinder #223: Hell's Destiny"],"type":"Creature","will_save":20,"charisma":6,"speed":{"max":35,"land":35},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Deep Cover Specialist","Favored City","City Shepherd","Fighting Drink","Soused Ruse","Break Bottle","Ruse Drinker","Sneak Attack","Sobering Stride","Soused Blow"],"primary_source_group":"Hell's Destiny","skill":["Athletics","Favored City Lore","Crafting","Deception","Performance","Stealth","Thievery"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4836","text":" Urdun Gravelhands Ask any swillhouse bartender in Corentyn if they know Urdun Gravelhands, and they'll say yes. He's a city drunk who can't hold his drink, they'll say. A blacksmith, if you could believe it from the way he spent his nights stumbling home. He hasn't been seen for a few weeks, yet that's no surprise; most assumed he would suffer some intoxicated tragedy eventually. Urdun's infamy as a drunkard is a practiced ruse, honed by his acting flair and the apparent alcohol tolerance of an ogre. Once seemingly inebriated, he's able to hide in plain sight as a dull-witted oaf whom city officials assume couldn't be listening in on their secretive conversations. In truth, he's the ranking undercover Eagle Knight in Corentyn—a member of its Twilight Talons branch. As he totters about at odd hours, Urdun deposits secret messages at dead drops, spies on the Chelaxian naval movements, shepherds fugitives beyond city limits, gathers blackmail, and opportunistically pushes the occasional villain into the harbor. Unfortunately, one of the recent captives he ushered out of Corentyn double-crossed him, making it easy for the dottari to arrest him. They gripped their longtime rival and threw him to the Order of the Manacle. In their stronghold, Citadel Gheradesca, Urdun rots. Lifetimes of imprisonment await him, the accumulated sentences for the hundreds he helped escape. Lictor Uro Adom didn't bother with a trial, preferring to please the queen and prove his loyalty. The life of a Twilight Talon means understanding risk, and Urdun considers his one life for hundreds to be a fair deal. Linetta disagrees, as she's been left to complete Operation Broken Key. The uprising was always meant to coincide with Tessa Fairwind's naval operation, and his work was already running out of time. Faction Relationships Before his arrest, Urdun and Linetta were preparing Corentyn for liberation, as well as its sister city Khari. Due to his long-term relationship with the Bellflower Network, Urdun entrusted Silent Silhouette with the Twilight Talons' plans. She was in the process of connecting him with their tiller in Khari so they could prepare for potential conflict. It was one of the Bellflower Network who witnessed his arrest and subsequent hauling off to Citadel Gheradesca without a trial. Silent Silhouette knew he had an ally in the city, but not who it was. Once Linetta contacted her about the raid on the Museum of History, the Bellflower Network could finally share Urdun's whereabouts. However, Urdun's connection with the other factions are more strained. The Crowncrushers don't trust him, as Triumph and Eryr noticed him sneaking through the back alleys of Corentyn too many times and saw through his drunken ruse. They assume that he's an informer for the dottari or the Hellknights, despite his initial attempts to convince them otherwise. They're particularly hesitant about his initial promise for a violent overthrow of Chelaxian control, as that's exactly what an undercover dottari agent would say. Of course, their rejection might be out of a desire to remain independent anarchists—and the likelihood that a real Twilight Talon would prove that Triumph had been lying about being a member for years. Abrogail Croon of the Thin Wisps began talking with him before her untimely arrest. The action seemed against their interests, as urban warfare would harm civilians and make a greater protest movement less effective. Urdun offered to meet with the entire faction, explain the necessity of Corentyn's freedom, and offer them a vision of the future, but his arrest cut short that possibility. Campaign Role At the start of this adventure, Urdun Gravelhands is imprisoned in Citadel Gheradesca. His arrest starts Linetta Seacarver's push to unite the broken rebellion. To rescue him, she must begin Operation Broken Key before the dottari are even aware that the escape route from Corentyn is blocked. His disappearance at the start of the adventure creates the absence of power that the PCs step into, even if they aren't aware of it. As the original agent assigned to Operation Broken Key, Urdun brings experience to the mission that Linetta lacks. His years spent undercover also provided him with a deep knowledge of Corentyn, though that proves less useful as the fallout from the infiltration of Citadel Gheradesca forces the rebellion to flee the city. Still, the Twilight Talons' spycraft techniques mean that he might prove useful as an ally throughout the campaign—and a particularly loyal one since he owes the PCs his life. He's most likely to reappear during the infiltration of Egorian, where his knowledge of infernal- warded Corentyn fortresses can assist the PCs with breaking into the Imperial Palace. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Urdun Gravelhands Source Pathfinder #223: Hell's Destiny pg. 253 Perception +21 Languages Common, Fey, Halfling, Osiriani Skills Athletics +18, Favored City Lore +25, Crafting +18, Deception +22, Performance +18, Stealth +24, Thievery +20 Str +4 Dex +1 Con +2 Int +2 Wis +3 Cha +6 Deep Cover Specialist For matters relating to spycraft and undercover operations, Urdun Gravelhands is a 14th-level challenge. Favored City Urdun can establish a settlement of at least 5,000 people as his favored city by spending 1 week exploring and making contacts there. He can use his Favored City Lore skill to Recall Knowledge about the city; he gains a +4 circumstance bonus to his Deception and Stealth checks while in his favored city; and he applies abilities like city shepherd to his allies while in his favored city. Urdun can have only one favored city at a time (Corentyn, at the beginning of this adventure), replacing his prior settlement whenever he establishes a new favored city. Items bottles of cheap beer, moderate darkvision elixir, +1 striking handwraps of mighty blows , moderate healing potions (2), moderate mistform elixir, Sling (20 sling bullets), 5 freezing sling bullets --- AC 27 Fort +21 Ref +16 Will +20 +2 vs. poison HP 165 Resistances poison 10 City Shepherd While in his favored city, all allies who can observe Urdun can add their level + 2 as their proficiency bonus when attempting Deception or Stealth checks, as if Following the Expert. Fighting Drink Free Action Trigger Urdun rolls Initiative; Effect He consumes a dose of alcohol and begins his Soused Ruse as a free action. He rolls Deception for Initiative. Creatures that haven’t acted yet are off-guard to him. Soused Ruse Reaction Trigger Urdun consumes a dose of alcohol; Effect He appears to become drunk (the same as succumbing to stage 1 of alcohol’s poison) without suffering from the condition, and he gains a +2 circumstance bonus to Deception checks to Feint against creatures that assume he’s intoxicated. A creature can identify his ruse either by Sensing Motive or by succeeding at a Medicine check against his Deception DC while observing him within 30 feet. --- Speed 35 feet Melee Single Action fist +21 (Agile, finesse, magical, unarmed), Damage 2d6+10 bludgeoning Ranged Single Action sling +18 (range increment 50 feet), Damage 2d6+8 bludgeoning Break Bottle Single Action (Manipulate) Frequency once per round; Effect Urdun shatters a bottle and uses it to brawl. For the next 1 minute when he makes a fist Strike, he can choose for the Strike to lose the unarmed trait, gain the versatile P trait, and deal 1d6 persistent bleed damage on critical hits. Ruse Drinker Single Action (Manipulate) Urdun Draws and Activates a consumable item he can drink, such as a potion, elixir, or alcoholic drink. Sneak Attack Urdun’s Strikes deal an additional 2d6 precision damage against off-guard creatures. Sobering Stride Single Action (Move) Requirements Urdun’s Soused Ruse is active; Effect Urdun pretends to sober up as he moves more quickly. He Strides twice and ends his Soused Ruse. Soused Blow Single Action (Flourish) Requirements Urdun’s Soused Ruse is active; Effect Urdun pretends to stumble while preparing a punch. He Feints then makes a melee Strike. ","skill_mod":{"performance":18,"deception":22,"thievery":20,"crafting":18,"stealth":24,"athletics":18},"summary":"Ask any swillhouse bartender in Corentyn if they know Urdun Gravelhands, and they'll say yes. He's a city drunk who can't hold his drink, they'll …","image":["/Images/Monsters/Urdun_Gravelhands.webp"],"primary_source":"Pathfinder #223: Hell's Destiny","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":27,"item":["bottles of cheap beer","moderate darkvision elixir","+1 striking handwraps of mighty blows","moderate healing potions (2)","moderate mistform elixir","Sling (20 sling bullets)","5 freezing sling bullets"],"level":9,"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{"poison":10},"url":"/NPCs.aspx?ID=4836","intelligence":2,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":21,"source_group":["Hell's Destiny"],"size":["Medium"],"spoilers":"Hell's Destiny","name":"Urdun Gravelhands","category":"creature","rarity":"unique","strike_damage_average":[15,17],"slug":"creature-4836"},{"attack_bonus":[24,24,25,26,26,26],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":200,"language":["Abyssal","Aklo","Common","Necril","Thassilonian","Undercommon","Varisian"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #200: Seven Dooms for Sandpoint"],"type":"Creature","will_save":22,"charisma":5,"speed":{"max":30,"land":30,"burrow":5},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Infused Items","Evasion","Stench","Consume Flesh","Expanded Splash","Ghast Fever","Paralysis","Quick Bomber","Swift Leap","Toxic Effluvium"],"primary_source_group":"Seven Dooms for Sandpoint","skill":["Acrobatics","Arcana","Crafting","Deception","Intimidation","Occultism","Religion","Stealth"],"trait":["Ghoul","Undead","Unique","CE","Medium"],"id":"creature-3370","text":" Kanker Endinyon Greethe was Sandpoint's first alchemist. After arriving in the bustling new town a mere 2 years after it was founded in 4666 ar, the talented Nidalese expatriate set up shop near the southern waterfront and achieved moderate success, providing the townsfolk with a ready source of herbal remedies, alchemically enhanced fishing bait, and other helpful elixirs and tinctures. Yet Endinyon kept his biggest source of income a secret, for it was this that had gotten him run out of Nidal—he was an accomplished body snatcher. For the next three years, he supplied corpses to disreputable sorts in Magnimar to the south and smaller villages like Galduria, Wolf's Ear, and even Ravenmoor to the north. But when a particularly large and complicated order to Riddleport involving bodies that weren't quite dead yet backfired, the citizens of Sandpoint rose up and burned his shop to the ground. Endinyon fled into the smuggler's tunnels underneath the city, traveling away from Sandpoint where his enemies were searching high and low for him. Ironically, he followed the smuggler's tunnels into a network of ghoul warrens and eventually ended up below Pauper's Graves to the east of town: a site where he'd stolen many bodies in the past. Unfortunately, those thefts had particularly enraged the ghasts who still dwelt there. Endinyon died, captured and tortured by the ghasts whose “pantry” he'd raided too often, only to rise as a ghast himself. Over the next several years, the man who was once Endinyon reinvented himself into something new—a ghast called Kanker. It was in the deeper ghoul caves below Pauper's Graves that he first discovered Kabriri's faith, and it wasn't long before he converted. Eventually, Kanker's enterprising nature and leadership skills helped him rise to power among the undead who dwelt below the Sandpoint hinterlands. Yet he always harbored anger and a need for revenge against the people of Sandpoint for ruining what he had started to build. Kanker left the other ghasts, explored the Darklands below the Lost Coast, and eventually found his way into the chambers surrounding the Pit. There, he discovered the ancient temple that occupied its lowest reaches, and he knew he'd found his new calling. He began the task of clearing out the temple to be one appropriate to the demon lord of ghouls and secrets kept by the dead, and in time he was joined by a small following of like-minded Kanker ghast cultists—most of whom also bore grudges against the ghouls of the Lost Coast and the citizens of Sandpoint alike. For years, Kanker was content to study and worship, but during a trip through the Sandpoint hinterlands to forage for alchemical supplies, a chance meeting with a looming presence who possessed haunting red eyes gave the ghast a new direction. His encounter with the Red Bishop inspired Kanker, making him realize that he deserved more than just an ancient crypt temple in the hinterlands. He and his ghasts deserved Sandpoint, and if Kanker would aid the Red Bishop by assisting another group who had become active in the region, the Midnight Dawn, the dooms that would soon come to Sandpoint would give Kanker all he needed to turn the town into his own domain of undeath. Campaign Use Kanker is no fool. He suspects the Red Bishop has his own hidden agenda, but the idea of returning to Sandpoint after all these years to rule his former home is too tempting for the ghast to resist, and so he has made his temple and its resources available to the Midnight Dawn and introduced Tiluatchek to his pawn, Aliver Podiker. Now he bides his time, waiting for the right moment to strike. This adventure assumes Kanker largely remains in the shadows until the PCs reach the lowest level below the Pit, where he becomes the most significant threat they'll face. In combat, Kanker prefers to fight at range with his alchemical bombs but won't shy away from melee if he can avoid being surrounded by foes. His typical attack is to use Toxic Effluvium, strike with his flail, and then strike with a claw—he prefers to avoid using his jaws attacks on living foes, since he regards ghastly undeath as a gift and is choosy on who and what he potentially inflicts ghast fever upon. If the PCs don't defeat Kanker during their first encounter with him, he won't hesitate to gather new allies through the use of his rituals. Recall Knowledge - Undead (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Kanker Source Pathfinder #200: Seven Dooms for Sandpoint pg. 194 Perception +22; darkvision Languages Abyssal, Aklo, Common, Necril, Thassilonian, Undercommon, Varisian Skills Acrobatics +20, Arcana +25, Crafting +25, Deception +23, Intimidation +23, Occultism +23, Religion +22, Stealth +24 Str +5 Dex +6 Con +5 Int +7 Wis +4 Cha +5 Infused Items Kanker carries the following infused items, which last for 24 hours or until the next time he makes his daily preparations: greater acid flask (8), greater alchemist's fire (8), blightburn resin, greater cheetah's elixir (2), refined midnight milk (5), greater mistform elixir, shadow essence (5), greater thunderstone (8) Items Alchemist's Tools, +2 striking nightmare flail , Formula Book (Blank), +1 resilient studded leather armor , pouch of black onyx worth 3,000 gp, incense and offerings for planar ally worth 1,440 gp --- AC 33 Fort +23 Ref +24 Will +22 HP 200 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances fire 10 Evasion When Kanker rolls a success on a Reflex save, he gets a critical success instead. Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 29 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 30 feet, burrow 5 feet Melee Single Action flail +25 (Disarm, Magical, Sweep, Trip), Damage 2d6+11 bludgeoning and 1d6 mental Melee Single Action jaws +24 (Finesse), Damage 3d6+11 piercing plus ghast fever and paralysis Melee Single Action claw +24 (Agile, Finesse), Damage 3d4+11 slashing plus paralysis Ranged Single Action greater acid flask +26 (range increment 30 feet), Damage 1 acid damage, 3d6 persistent acid damage, and 2 acid splash damage Ranged Single Action greater alchemist's fire +26 (range increment 30 feet), Damage 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage Ranged Single Action greater thunderstone +26 (range increment 30 feet), Damage 3d4 sonic damage and 3 sonic splash damage plus deafened until the end of the target's next turn (Fort DC 28) Rituals DC 32 - 2nd Create Undead - 5th Planar Ally Consume Flesh Single Action (Manipulate) Requirements The ghast is adjacent to the corpse of a creature that died within the last hour. Effect The ghast devours a chunk of the corpse and regains 7d6 Hit Points. It can regain Hit Points from any given corpse only once. Kanker can Consume Flesh from the trough of gore in the northern alcove of his laboratory (area J12 ) if he's adjacent to it. Expanded Splash When Kanker throws a bomb, he can maximize the bomb's explosive potential, allowing him to cause the bomb to deal 7 splash damage rather than the normal amount, and the splash damage affects every creature within 10 feet of the target. Ghast Fever (Disease) Saving Throw Fortitude DC 16; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnight Paralysis (Incapacitation, Necromancy, Occult) Any living creature (including elves) hit by a ghast's attack must succeed at a DC 32 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Quick Bomber Single Action Kanker draws an alchemical bomb with an Interact action and throws it as a ranged Strike. Swift Leap Single Action (Move) The ghast jumps up to half its Speed. This movement doesn't trigger reactions. Toxic Effluvium Single Action (Occult, Poison) Kanker has exposed himself to so many toxins and poisons over the years that it's all seeped into his undead flesh. When he activates Toxic Effluvium, these foul-smelling fluids seep from his flesh, causing his jaws and claws to secrete drooling rivulets of foul green venom that coat his teeth and talons, as well as any weapon he wields. Until the start of his next turn, Kanker's melee Strikes deal an additional 2d6 poison damage. ","skill_mod":{"deception":23,"crafting":25,"stealth":24,"arcana":25,"intimidation":23,"occultism":23,"acrobatics":20,"religion":22},"summary":"Endinyon Greethe was Sandpoint's first alchemist. After arriving in the bustling new town a mere 2 years after it was founded in 4666 ar, the …","image":["/Images/Monsters/Kanker.webp"],"primary_source":"Pathfinder #200: Seven Dooms for Sandpoint","trait_group":["Monster","Creature Type","Rarity"],"ac":33,"item":["Alchemist's Tools","+2 striking nightmare flail","Formula Book (Blank)","+1 resilient studded leather armor","pouch of black onyx worth 3,000 gp","incense and offerings for planar ally worth 1,440 gp"],"level":12,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":10},"url":"/NPCs.aspx?ID=3370","intelligence":7,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":23,"source_group":["Seven Dooms for Sandpoint"],"size":["Medium"],"spoilers":"Seven Dooms for Sandpoint","name":"Kanker","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[7,10,13,18,21,21],"slug":"creature-3370"},{"attack_bonus":[20,22],"constitution":4,"primary_source_category":"Adventures","strength":5,"hp":175,"language":["Common","Skald"],"source":["Prey for Death"],"type":"Creature","will_save":19,"charisma":0,"speed":{"max":25,"land":25},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Exquisite Kokogiak Harness","Catch and Release","Ruinous Rage"],"primary_source_group":"Prey for Death","skill":["Athletics","Intimidation","Nature","Survival"],"trait":["Human","Humanoid","Uncommon","Medium"],"id":"creature-3371","text":" Rage Rider Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Rage Rider Source Prey for Death pg. 23 Perception +19 Languages Common, Skald Skills Athletics +21, Intimidation +16, Nature +19, Survival +19 Str +5 Dex +3 Con +4 Int +0 Wis +3 Cha +0 Items +1 cold-resistant studded leather , +1 returning striking spear , exquisite kokogiak harness --- AC 29 Fort +20 Ref +17 Will +19 HP 175 Resistances cold 5 Exquisite Kokogiak Harness A rage rider is equipped with an exquisitely crafted harness when riding a kokogiak. Two rage riders can ride a willing kokogiak at once using such a harness, and both of their hands remain free while doing so. When a rage rider is attached to a kokogiak, they can't use any action that uses their speed (such as Step or Stride, and all DCs to forcibly move the rage rider or to knock them from their mount are increased by 5. If a kokogiak being ridden by a rage rider using such a harness is killed or falls unconscious, the rage rider takes 3d6 bludgeoning damage from the fall) Catch and Release Reaction Requirements The rage rider has a hand free Trigger An enemy critically misses the rage rider with a thrown weapon attack; Effect The rage rider catches the thrown weapon and makes a ranged Strike with it. --- Speed 25 feet Melee Single Action spear +22 (Magical), Damage 2d6+11 piercing Ranged Single Action spear +20 (Magical, thrown 20 feet), Damage 2d6+11 piercing Ruinous Rage Single Action (Concentrate, Emotion, Mental) The rage rider enters a state of pure rage that lasts either for 1 minute, until there are no enemies they can perceive, or until they fall unconscious, whichever comes first. While raging, the rage rider has AC 27 and their spear Strikes deal 2d6+15 damage plus 2d6 persistent bleed damage. While raging, the rage rider can't use actions that have the concentrate trait, except for Seek. After they've stopped raging, a rage rider can't use Rage again for 1 minute. ","skill_mod":{"nature":19,"survival":19,"athletics":21,"intimidation":16},"summary":"","primary_source":"Prey for Death","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":29,"item":["+1 cold-resistant studded leather","+1 returning striking spear","exquisite kokogiak harness"],"level":10,"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{"cold":5},"url":"/Monsters.aspx?ID=3371","intelligence":0,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":20,"source_group":["Prey for Death"],"size":["Medium"],"spoilers":"Prey for Death","name":"Rage Rider","category":"creature","rarity":"uncommon","strike_damage_average":[18,18],"slug":"creature-3371"},{"primary_source_category":"Adventures","strength":6,"hp":256,"language":["Adlet","Common"],"source":["Prey for Death"],"type":"Creature","charisma":2,"perception":26,"trait":["Cold","Humanoid","Uncommon","Medium"],"id":"creature-3372","text":" Roc Rider Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Roc Rider Source Prey for Death pg. 23 Perception +26; low-light vision, scent (imprecise) 30 feet Languages Adlet, Common Skills Acrobatics +28, Athletics +26, Nature +26, Stealth +28, Survival +24 Str +6 Dex +8 Con +4 Int +0 Wis +6 Cha +2 Items +2 returning wounding striking spear --- AC 36 Fort +22 Ref +28 Will +26 HP 256 Immunities cold Weaknesses fire 15 Aerial Wolfstorm (aura, cold, primal) 60 feet. A clammy, frigid mist billows forth ahead of the adlet. Creatures within the mist become concealed, and creatures outside the mist become concealed to creatures within it. An adlet can see through the aura without penalty. When mounted on a frost roc, this aura emanates from the roc, not the adlet, and the roc gains the ability to see through the aura without penalty as well. Avenging Bite Reaction Trigger A creature within reach of an adlet's jaws Strike attacks one of the adlet's allies Effect The adlet makes a jaws Strike against the triggering creature. --- Speed 40 feet Melee Single Action spear +28 (Magical), Damage 2d6+14 piercing plus 1d6 cold and 1d6 persistent bleed Melee Single Action jaws +26, Damage 3d10+14 slashing plus 1d6 persistent cold Ranged Single Action spear +30 (Magical, thrown 20 feet), Damage 2d6+14 piercing plus 1d6 cold and 1d6 persistent bleed Primal Innate Spells DC 31, attack +23 - Cantrips (7th) Frostbite - 7th Howling Blizzard Aerial Wolfrime Single Action (Cold, Concentrate, Primal) The roc rider's mist turns biting cold and coalesces into a thick rime of frost that deals 7d6 cold damage to creatures inside the roc rider's aerial wolfstorm aura (DC 31 basic Fortitude), and the aura is deactivated until the start of the roc rider's next turn. Frozen Weapons (Evocation) Weapons wielded by an adlet gain the effect of the frost property rune. Pack Attack An adlet's Strikes deal an additional 2d6 damage to creatures that are within the reach of at least two of the adlet's allies. ","skill_mod":{"nature":26,"survival":24,"stealth":28,"athletics":26,"acrobatics":28},"primary_source":"Prey for Death","spell":["Howling Blizzard","Frostbite"],"ac":36,"item":["+2 returning wounding striking spear"],"level":14,"spell_dc":[31],"source_category":["Adventures"],"sense":" low-light vision , scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":28,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":22,"source_group":["Prey for Death"],"size":["Medium"],"spoilers":"Prey for Death","name":"Roc Rider","rarity":"uncommon","strike_damage_average":[28,28,34],"attack_bonus":[26,28,30],"constitution":4,"immunity":["cold"],"spell_attack_bonus":[23],"will_save":26,"speed":{"max":40,"land":40},"wisdom":6,"weakness":{"fire":15},"creature_ability":["Aerial Wolfstorm","Avenging Bite","Aerial Wolfrime","Frozen Weapons","Pack Attack"],"primary_source_group":"Prey for Death","skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3372","dexterity":8,"category":"creature","slug":"creature-3372"},{"attack_bonus":[26,26],"constitution":6,"primary_source_category":"Adventures","strength":7,"hp":240,"language":["Common","Skald"],"source":["Prey for Death"],"type":"Creature","will_save":19,"charisma":3,"speed":{"max":20,"land":20},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Reactive Strike","Consecrated","Greatsword Critical Specialization","Heavy Swing","Pinning Throw"],"primary_source_group":"Prey for Death","skill":["Athletics","Crafting","Intimidation","Medicine","Warfare Lore"],"trait":["Human","Humanoid","Uncommon","Medium"],"id":"creature-3373","text":" Gorumite Veteran Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Gorumite Veteran Source Prey for Death pg. 25 Perception +21 Languages Common, Skald Skills Athletics +23, Crafting +16, Intimidation +20, Medicine +21, Warfare Lore +20 Str +7 Dex +4 Con +6 Int +2 Wis +4 Cha +3 Items +1 resilient full plate , +1 striking wounding greatsword , javelins (3) --- AC 33 Fort +23 Ref +21 Will +19 +2 circumstance vs. fear HP 240 Reactive Strike Reaction --- Speed 20 feet Melee Single Action greatsword +26 (Magical, versatile P), Damage 2d12+11 slashing plus 1d6 persistent bleed Ranged Single Action javelin +26 (ranged 30 feet, Thrown), Damage 1d6+11 piercing Consecrated As long as the consecrate ritual effects persist in Crownhold, a Gorumite veteran gains a +1 status bonus to attack rolls, skill checks, saving throws, and Perception checks; these bonuses are not calculated into the stat block. Greatsword Critical Specialization On a critical hit with a greatsword, the target of the critical hit is knocked off-balance and becomes off-guard until the start of the Gorumite veteran's next turn. Heavy Swing Two Actions The Gorumite veteran Strikes with their greatsword, dealing 4d12+22 slashing damage plus 1d6 persistent bleed. This counts as two attacks when calculating their multiple attack penalty. Pinning Throw Two Actions The Gorumite veteran attempts a ranged Strike with their javelin, dealing 3d6+22 piercing damage. If the target is adjacent to a solid surface, they become stuck to that surface by the javelin. The target is immobilized until they Escape (DC 33). The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort. ","skill_mod":{"crafting":16,"medicine":21,"athletics":23,"intimidation":20},"summary":"","primary_source":"Prey for Death","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":33,"item":["+1 resilient full plate","+1 striking wounding greatsword","javelins (3)"],"level":12,"source_category":["Adventures"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3373","intelligence":2,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":23,"source_group":["Prey for Death"],"size":["Medium"],"spoilers":"Prey for Death","name":"Gorumite Veteran","category":"creature","rarity":"uncommon","strike_damage_average":[14,27],"slug":"creature-3373"},{"attack_bonus":[23],"constitution":3,"primary_source_category":"Adventures","strength":4,"hp":212,"language":["Common","Skald"],"source":["Prey for Death"],"type":"Creature","spell_attack_bonus":[24],"will_save":24,"charisma":3,"speed":{"max":25,"land":25},"perception":23,"wisdom":5,"weakness":{},"creature_ability":["Consecrated","Fervent Casting"],"primary_source_group":"Prey for Death","skill":["Athletics","Crafting","Intimidation","Religion","Warfare Lore"],"trait":["Human","Humanoid","Uncommon","Medium"],"id":"creature-3374","text":" Gorumite Warpriest Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Gorumite Warpriest Source Prey for Death pg. 25 Perception +23 Languages Common, Skald Skills Athletics +22, Crafting +18, Intimidation +21, Religion +23, Warfare Lore +18 Str +4 Dex +1 Con +3 Int +0 Wis +5 Cha +3 Items +1 resilient breastplate , +1 striking greatsword , iron religious symbol of Gorum, universal Crownhold key --- AC 32 Fort +22 Ref +20 Will +24 HP 212 --- Speed 25 feet Melee Single Action greatsword +23 (Magical, versatile P), Damage 2d12+7 slashing Divine Prepared Spells DC 32, attack +24 - Cantrips (6th) Daze, Forbidding Ward, Guidance, Shield, Stabilize - 1st Bless, Enfeeble, Mending - 2nd Clear Mind, Darkvision, Share Life - 3rd Blindness, Cleanse Affliction, Noise Blast - 4th Divine Wrath, Fly, Unfettered Movement - 5th Breath of Life, Dispel Magic, See the Unseen - 6th Blessed Boundary, Harm, Heal (×4), Heroism Cleric Domain Spells 2 Focus Points, DC 32 - 6th Athletic Rush, Enduring Might Consecrated As long as the consecrate ritual effects persist in Crownhold, a Gorumite warpriest gains a +1 status bonus to attack rolls, skill checks, saving throws, and Perception checks; these bonuses are not calculated into the stat block. Fervent Casting Reaction (Auditory, Divine, Spellshape) Frequency once per day; Effect The Gorumite warpriest loudly proclaims the glory of Gorum. The next divine spell they cast takes one fewer action (minimum of one), but must only target the warpriest. If the spell affects an area or multiple targets, such as bless, it only affects the warpriest, even if it lasts more than one round. ","tradition":["Divine"],"skill_mod":{"crafting":18,"athletics":22,"intimidation":21,"religion":23},"summary":"","primary_source":"Prey for Death","spell":["Blessed Boundary","Harm","Heal","Heroism","Breath of Life","Dispel Magic","See the Unseen","Divine Wrath","Fly","Unfettered Movement","Blindness","Cleanse Affliction","Noise Blast","Clear Mind","Darkvision","Share Life","Bless","Enfeeble","Mending","Daze","Forbidding Ward","Guidance","Shield","Stabilize","Athletic Rush","Enduring Might"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":32,"item":["+1 resilient breastplate","+1 striking greatsword","iron religious symbol of Gorum","universal Crownhold key"],"level":12,"spell_dc":[32,32],"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3374","intelligence":0,"reflex_save":20,"strongest_save":["will"],"dexterity":1,"fortitude_save":22,"source_group":["Prey for Death"],"size":["Medium"],"spoilers":"Prey for Death","name":"Gorumite Warpriest","category":"creature","rarity":"uncommon","strike_damage_average":[20],"slug":"creature-3374"},{"attack_bonus":[26,26],"constitution":7,"primary_source_category":"Adventures","strength":7,"hp":232,"language":["Common","Jotun","Skald"],"source":["Prey for Death"],"type":"Creature","spell_attack_bonus":[24],"will_save":22,"charisma":5,"speed":{"max":40,"land":40,"swim":20},"perception":26,"wisdom":5,"weakness":{},"creature_ability":["Voice Imitation","Reactive Strike","Mauling Rush","Sneak Attack","Tormented Snarl","Trackless Step"],"primary_source_group":"Prey for Death","skill":["Athletics","Deception","Intimidation","Religion","Stealth","Survival"],"trait":["Beast","Uncommon","Huge"],"id":"creature-3375","text":" Frostripper Recall Knowledge - Beast (Arcana, Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Frostripper Source Prey for Death pg. 26 Perception +26; darkvision, scent (imprecise) 60 feet Languages Common, Jotun, Skald Skills Athletics +29, Deception +24, Intimidation +26, Religion +24, Stealth +22, Survival +26 Str +7 Dex +5 Con +7 Int +1 Wis +5 Cha +5 Voice Imitation Kokogiaks can mimic the sounds of a person in distress by attempting a Deception check to Lie. The kokogiak has a +4 circumstance bonus to this check. --- AC 34 Fort +26 Ref +20 Will +22 HP 232 Resistances cold 15 Reactive Strike Reaction --- Speed 40 feet, swim 20 feet, trackless step Melee Single Action jaws +26 (reach 20 feet), Damage 3d10+13 piercing Melee Single Action claw +26 (reach 15 feet), Damage 3d8+13 slashing Primal Innate Spells DC 33, attack +24 - Cantrips (6th) Frostbite - 5th Earthbind, Wall of Ice - 6th Howling Blizzard Mauling Rush Three Actions The kokogiak Strides up to its Speed. It can make up to four claw Strikes at any point during this movement, each against a different target. These attacks count toward the kokogiak's multiple attack penalty, but the multiple attack penalty doesn't increase until after the kokogiak makes all of its attacks. Sneak Attack The kokogiak's Strikes deal an additional 2d6 precision damage to off-guard creatures. Tormented Snarl Two Actions (Auditory, Illusion, Mental, Primal) Using their voice imitation abilities, a kokogiak emits the horrific wails of its former victims. Each creature within 120 feet takes 4d6 mental damage and must attempt a DC 33 Will save. A creature frightened by this ability is flat-footed to the kokogiak. Critical Success The creature is unaffected and is temporarily immune for 1 minute. Success The creature takes half damage and becomes frightened 1. Failure The creature takes full damage and becomes frightened 2. Critical Failure The creature takes double damage, becomes frightened 3, and is fleeing until the end of its next turn. Trackless Step The kokogiak always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed. ","tradition":["Primal"],"skill_mod":{"deception":24,"survival":26,"stealth":22,"athletics":29,"intimidation":26,"religion":24},"summary":"","primary_source":"Prey for Death","spell":["Howling Blizzard","Earthbind","Wall of Ice","Frostbite"],"trait_group":["Creature Type","Rarity"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Adventures"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"cold":15},"url":"/Monsters.aspx?ID=3375","intelligence":1,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":26,"source_group":["Prey for Death"],"size":["Huge"],"spoilers":"Prey for Death","name":"Frostripper","category":"creature","rarity":"uncommon","strike_damage_average":[26,29],"slug":"creature-3375"},{"constitution":5,"primary_source_category":"Adventures","strength":8,"hp":255,"language":["Common","Skald"],"source":["Prey for Death"],"type":"Creature","will_save":24,"charisma":2,"speed":{"max":20,"land":20},"perception":22,"wisdom":4,"weakness":{"area":20,"splash":15},"creature_ability":["Troop Defenses","Fire Crossbows!","Form Up","Raise Swords!","Troop Movement"],"primary_source_group":"Prey for Death","skill":["Athletics","Gorum Lore","Intimidation"],"trait":["Human","Humanoid","Troop","Unique","Gargantuan"],"id":"creature-3376","text":" Gorumite Infantry Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Gorumite Infantry Source Prey for Death pg. 27 Perception +22 Languages Common, Skald Skills Athletics +28, Gorum Lore +20, Intimidation +22 Str +8 Dex +4 Con +5 Int +0 Wis +4 Cha +2 --- AC 36 Fort +27 Ref +22 Will +24 HP 255 (16 squares) Weaknesses area damage 20, splash damage 15 Troop Defenses --- Speed 20 feet; troop movement Fire Crossbows! Two Actions The Gorumite infantry draw or reload their crossbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 6d8 piercing damage (DC 31 basic Reflex save). When the Gorumite infantry city guards are reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Form Up Single Action Raise Swords! Single Action to Three Actions Frequency once per round; Effect The Gorumite infantry engages in a frenzied attack against each enemy within 10 feet, with a DC 31 basic Reflex save. The damage depends on the number of actions. Single Action1d12+4 slashing damage. Two Actions2d12+10 slashing damage and 1d6 persistent bleed damage. Three Actions 3d12+10 slashing damage and 2d6 persistent bleed damage. Troop Movement Whenever the Gorumite infantry Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the infantry enters difficult terrain, the extra movement cost applies to all the guards. ","skill_mod":{"athletics":28,"intimidation":22},"summary":"","primary_source":"Prey for Death","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Rarity"],"ac":36,"level":14,"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3376","intelligence":0,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":27,"source_group":["Prey for Death"],"size":["Gargantuan"],"spoilers":"Prey for Death","name":"Gorumite Infantry","category":"creature","rarity":"unique","slug":"creature-3376"},{"attack_bonus":[32,32],"constitution":4,"primary_source_category":"Adventures","strength":5,"hp":300,"language":["Common","Jotun","Skald"],"source":["Prey for Death"],"type":"Creature","will_save":28,"charisma":5,"speed":{"max":25,"land":25},"perception":28,"wisdom":4,"weakness":{},"creature_ability":["Battle Arrogance","Gorum's Major Boon","Reactive Strikes","Battle Cry","Cleaving Blow","Crushing Insult","Deadly Display","Whirlwind Strike"],"primary_source_group":"Prey for Death","skill":["Acrobatics","Athletics","Crafting","Fishing Lore","Intimidation","Religion","Survival","Warfare Lore"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-3377","text":" Ordulf Bladecaller Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Ordulf Bladecaller Source Prey for Death pg. 35 Perception +28 Languages Common, Jotun, Skald Skills Acrobatics +25, Athletics +29, Crafting +24, Fishing Lore +24, Intimidation +31, Religion +28, Survival +28, Warfare Lore +26 Str +5 Dex +1 Con +4 Int +0 Wis +4 Cha +5 Items +2 greater resilient greater cold-resistant full plate , +2 greater striking animated greataxe , +2 greater striking greater frost greatsword , greater potions of flying (3) --- AC 38 Fort +30 Ref +25 Will +28 HP 300 Resistances cold 10 Battle Arrogance Ordulf hasn't met a significant combat challenge in ages, and even when facing deadly foes like the PCs his arrogance can be used against him. If a PC successfully disarms, feints, frightens, or trips Ordulf, his arrogance gets the better of him and he grows sloppy in his tactics, reducing his AC to 34 until the start of his next turn. A PC can also attempt to issue a more debilitating insult to Ordulf, as detailed in Insulting Ordulf. Gorum's Major Boon (healing) When Ordulf is reduced to 0 Hit Points, Gorum feeds him the zeal of his Aesir, allowing Ordulf to draw upon his own life force to fight on and on without falling. He is healed to 150 Hit Points and becomes doomed 1 (or increases his doomed condition by 1), causing his features to look progressively more gaunt and scarred. Once he reaches doomed 4, he dies. Reactive Strikes Reaction --- Speed 25 feet Melee Single Action greatsword +32 (Magical, versatile P), Damage 3d12+11 slashing plus 1d6 cold Melee Single Action greataxe +32 (Magical, Sweep), Damage 3d12+11 slashing plus 1d6 persistent bleed Battle Cry Reaction Frequency once per day; Trigger Ordulf rolls initiative; Effect Ordulf attempts to Demoralize an observed foe. Cleaving Blow Two Actions Ordulf Strikes two adjacent creatures within his reach. Both attacks count against his multiple attack penalty, but do not increase his penalty until he has made both attacks. Crushing Insult Single Action (Auditory, Linguistic, Mental) Frequency once per round; Effect Ordulf issues a devastating and humiliating insult to a creature within 30 feet that he can see. Ordulf attempts an Intimidation check against the target's Will DC. That character is then temporarily immune to Crushing Insult for 24 hours. Critical Success The insult is distracting and humiliating; the target is stupefied 1 and off-guard for 1 minute. Success The insult is distracting, but its effects pass quickly; the target is stupefied 1 and off-guard until the start of Ordulf’s next turn. Failure The insult barely cuts, but is distracting enough that the target is off-guard until the end of Ordulf’s turn. Critical Failure Ordulf’s attempted insult fails spectacularly, and the PC who he was attempting to insult can instantly insult him back, using Insult Ordulf as a free action. Deadly Display Two Actions Requirements Ordulf is wielding a melee weapon; Effect Ordulf brandishes his weapon in a threatening display. He Demoralizes all enemies within 30 feet, rolling once and comparing the result to each target's Will DC. Whirlwind Strike Three Actions Ordulf Strikes each enemy within his reach. Each attack counts toward his multiple attack penalty, but do not increase his penalty until he has made all his attacks. Insulting Ordulf A PC can take advantage of Ordulf’s arrogance with the following activity. ","skill_mod":{"crafting":24,"survival":28,"athletics":29,"intimidation":31,"acrobatics":25,"religion":28},"summary":"","primary_source":"Prey for Death","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":38,"item":["+2 greater resilient greater cold-resistan t full plate","+2 greater striking animated greataxe","+2 greater striking greater frost greatsword","greater potions of flying (3)"],"level":16,"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{"cold":10},"url":"/Monsters.aspx?ID=3377","intelligence":0,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":30,"source_group":["Prey for Death"],"size":["Medium"],"spoilers":"Prey for Death","name":"Ordulf Bladecaller","category":"creature","rarity":"unique","strike_damage_average":[34,34],"slug":"creature-3377"},{"attack_bonus":[26,28,28],"constitution":2,"primary_source_category":"Adventures","strength":4,"hp":272,"language":["Common","Elven","Mwangi"],"source":["Prey for Death"],"type":"Creature","will_save":24,"charisma":3,"speed":{"max":30,"land":30},"perception":25,"wisdom":2,"weakness":{},"creature_ability":["Prescient Dodge","Change Shape","Crimson Shroud","Prayer Attack","Sneak Attack","Surprise Attack"],"primary_source_group":"Prey for Death","skill":["Achaekek Lore","Acrobatics","Athletics","Deception","Religion","Society","Stealth","Thievery"],"trait":["Humanoid","Kitsune","Unique","Medium"],"id":"creature-3378","text":" Talaro Recall Knowledge - Humanoid (Society): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Talaro Source Prey for Death pg. 38 Perception +25; low-light vision Languages Common, Elven, Mwangi Skills Achaekek Lore +25, Acrobatics +28, Athletics +27, Deception +26, Religion +23, Society +23, Stealth +26, Thievery +26 Str +4 Dex +5 Con +2 Int +2 Wis +2 Cha +3 Items assassin's skin , assassination contract, explorer's yurt , greater mask of the mantis , +2 greater striking extending sawtooth saber , +2 striking wounding sawtooth saber , shurikens (×5 with blightburn resin) --- AC 36 Fort +25 Ref +30 Will +24 HP 272 Prescient Dodge Reaction Trigger A creature attempts to Strike Talaro and he's not off-guard; Effect Talaro anticipates the Strike and gains a +2 circumstance bonus to AC against the triggering attack. He can use this once the results of the attack are known. If the attack misses, Talaro can do a quick backflip as a free action to Step. --- Speed 30 feet Melee Single Action extending sawtooth saber +28 (Agile, Finesse, Twin), Damage 3d6+10 slashing Melee Single Action wounding sawtooth saber +28 (Agile, Finesse, Twin), Damage 2d6+12 slashing plus 1d6 persistent bleed Ranged Single Action shuriken +26 (Agile, Monk, range 20 feet, Thrown), Damage 1d4+10 piercing plus blightburn resin Divine Prepared Spells DC 33 - Cantrips (4th) Figment, Sigil - 1st Sure Strike - 2nd Mist - 3rd Paralyze - 4th Translocate Red Mantis Focus Spells 1 Focus Point, DC 33 - 4th Achaekek's Clutch Change Shape Single Action (Divine, Polymorph) As kitsune. Crimson Shroud Single Action (Healing, Magical) Frequency five times per day; Effect Talaro shrouds himself in a veil of red mist for 1 minute. While the shroud is active, he gains fast healing 7. He can Interact with his shroud, swirling it around himself to gain a +1 circumstance bonus to AC until the beginning of his next turn. If he dies while the shroud is active, his entire body vanishes into red mist, leaving behind only his gear. Prayer Attack Single Action (Concentrate) Requirements Talaro wields a sawtooth saber in each hand; Effect Talaro attempts to Feint an enemy within 30 feet. If the Feint is successful, his next successful Strike with a sawtooth saber in that same turn deals 2d6 persistent bleed damage to the target. In addition, provided he remains visible to that target and that target remains within 30 feet of him, additional Prayer Attacks against that target automatically cause them to become off-guard against Talaro's attacks until the end of their turn. Sneak Attack Talaro deals an extra 3d6 precision damage to off-guard creatures. Surprise Attack On the first round of combat, creatures that haven't acted yet are off-guard to Talaro. ","tradition":["Divine"],"skill_mod":{"society":23,"deception":26,"thievery":26,"stealth":26,"athletics":27,"acrobatics":28,"religion":23},"summary":"","primary_source":"Prey for Death","spell":["Translocate","Paralyze","Mist","Sure Strike","Figment","Sigil","Achaekek's Clutch"],"trait_group":["Creature Type","Ancestry","Rarity"],"ac":36,"item":["assassin's skin","assassination contract","explorer's yurt","greater mask of the mantis","+2 greater striking extending sawtooth saber","+2 striking wounding sawtooth saber","shurikens (×5 with blightburn resin )"],"level":15,"spell_dc":[33,33],"source_category":["Adventures"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3378","intelligence":2,"reflex_save":30,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":25,"source_group":["Prey for Death"],"size":["Medium"],"spoilers":"Prey for Death","name":"Talaro","category":"creature","rarity":"unique","strike_damage_average":[12,20,22],"slug":"creature-3378"},{"attack_bonus":[21,22],"constitution":2,"primary_source_category":"Adventures","strength":4,"hp":193,"language":["Common","Mwangi"],"source":["Prey for Death"],"type":"Creature","will_save":19,"charisma":3,"speed":{"max":30,"land":30},"perception":21,"wisdom":2,"weakness":{},"creature_ability":["Prayer Attack","Sneak Attack","Surprise Attack"],"primary_source_group":"Prey for Death","skill":["Achaekek Lore","Acrobatics","Athletics","Deception","Religion","Society","Stealth","Thievery"],"trait":["Human","Humanoid","Medium"],"id":"creature-3379","text":" Red Mantis Assassin Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Red Mantis Assassin Source Prey for Death pg. 38 Perception +21 Languages Common, Mwangi Skills Achaekek Lore +18, Acrobatics +21, Athletics +21, Deception +20, Religion +17, Society +18, Stealth +21, Thievery +19 Str +4 Dex +4 Con +2 Int +1 Wis +2 Cha +3 Items +1 leather armor , potion of flying , mask of the mantis , +1 striking wounding sawtooth saber (×2), shurikens (×5 with blightburn resin) --- AC 31 Fort +19 Ref +21 Will +19 HP 193 --- Speed 30 feet Melee Single Action sawtooth saber +22 (Agile, Finesse, Twin), Damage 2d6+7 slashing plus 1d6 persistent bleed Ranged Single Action shuriken +21 (Agile, Monk, range 20 feet, Thrown), Damage 1d4+7 piercing plus blightburn resin Divine Prepared Spells DC 27 - Cantrips (4th) Figment, Sigil - 1st Sure Strike - 2nd Mist - 3rd Paralyze - 4th Translocate Prayer Attack Single Action (Concentrate) Requirements The Red Mantis assassin wields a sawtooth saber in each hand; Effect The Red Mantis assassin attempts to Feint an enemy within 30 feet. If the Feint is successful, the assassin's next successful strike with a sawtooth saber in that same turn deals 2d6 persistent bleed damage to the target. In addition, provided they remain visible to that target and that target remains within 30 feet of the assassin, additional Prayer Attacks against that target automatically cause them to become off-guard against the assassin's attacks until the end of their turn. Sneak Attack The Red Mantis assassin deals an extra 2d6 precision damage to off-guard creatures. Surprise Attack On the first round of combat, creatures that haven't acted yet are off-guard to the Red Mantis assassin. ","tradition":["Divine"],"skill_mod":{"society":18,"deception":20,"thievery":19,"stealth":21,"athletics":21,"acrobatics":21,"religion":17},"summary":"","primary_source":"Prey for Death","spell":["Translocate","Paralyze","Mist","Sure Strike","Figment","Sigil"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":31,"item":["+1 leather armor","potion of flying","mask of the mantis","+1 striking wounding sawtooth saber (×2)","shurikens (×5 with blightburn resin )"],"level":11,"spell_dc":[27],"source_category":["Adventures"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3379","intelligence":1,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":19,"source_group":["Prey for Death"],"size":["Medium"],"name":"Red Mantis Assassin","category":"creature","rarity":"common","strike_damage_average":[9,17],"slug":"creature-3379"},{"attack_bonus":[25,27],"constitution":2,"primary_source_category":"Adventures","strength":4,"hp":255,"language":["Common","Mwangi"],"source":["Prey for Death"],"type":"Creature","will_save":23,"charisma":3,"speed":{"max":30,"land":30},"perception":23,"wisdom":1,"weakness":{},"creature_ability":["Prayer Attack","Sneak Attack","Vernai Training"],"primary_source_group":"Prey for Death","skill":["Achaekek Lore","Acrobatics","Athletics","Deception","Religion","Society","Stealth","Thievery"],"trait":["Human","Humanoid","Rare","Medium"],"id":"creature-3380","text":" Red Mantis Conspirator Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Red Mantis Conspirator Source Prey for Death pg. 44 Perception +23 Languages Common, Mwangi Skills Achaekek Lore +23, Acrobatics +25, Athletics +24, Deception +25, Religion +21, Society +23, Stealth +27, Thievery +27 Str +4 Dex +5 Con +2 Int +3 Wis +1 Cha +3 Items +1 resilient leather armor , mask of the mantis , +2 striking wounding sawtooth saber (×2), shurikens (×5 with blightburn resin) --- AC 35 Fort +25 Ref +27 Will +23 HP 255 --- Speed 30 feet Melee Single Action sawtooth saber +27 (Agile, Finesse, Twin), Damage 2d6+7 slashing plus 1d6 persistent bleed Ranged Single Action shuriken +25 (Agile, Monk, range 20 feet, Thrown), Damage 1d4+7 piercing plus blightburn resin Divine Prepared Spells DC 34 - Cantrips (4th) Figment, Sigil - 1st Sure Strike - 2nd Mist - 3rd Bone Flense - 4th Fly - 5th Sending Prayer Attack Single Action (Concentrate) Requirements The Red Mantis conspirator wields a sawtooth saber in each hand; Effect The Red Mantis conspirator attempts to Feint an enemy within 30 feet. If the Feint is successful, the conspirator's next successful Strike with a sawtooth saber in that same turn deals 2d6 persistent bleed damage to the target. In addition, provided they remain visible to that target and that target remains within 30 feet of the conspirator, additional Prayer Attacks against that target automatically cause them to become off-guard against the conspirator's attacks until the end of their turn. Sneak Attack The Red Mantis conspirator deals an extra 2d6 precision damage to off-guard creatures. Vernai Training In order to resurrect a creature slain by a Red Mantis conspirator, a creature must counteract the conspirator's influence over the dead's remains as they cast the spell or perform the ritual (DC 34). ","tradition":["Divine"],"skill_mod":{"society":23,"deception":25,"thievery":27,"stealth":27,"athletics":24,"acrobatics":25,"religion":21},"summary":"","primary_source":"Prey for Death","spell":["Sending","Fly","Bone Flense","Mist","Sure Strike","Figment","Sigil"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":35,"item":["+1 resilient leather armor","mask of the mantis","+2 striking wounding sawtooth saber (×2)","shurikens (×5 with blightburn resin )"],"level":14,"spell_dc":[34],"source_category":["Adventures"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3380","intelligence":3,"reflex_save":27,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":25,"source_group":["Prey for Death"],"size":["Medium"],"spoilers":"Prey for Death","name":"Red Mantis Conspirator","category":"creature","rarity":"rare","strike_damage_average":[9,17],"slug":"creature-3380"},{"primary_source_category":"Adventures","strength":2,"hp":290,"language":["Common","Diabolic","Elven","Empyrean"],"source":["Prey for Death"],"type":"Creature","charisma":4,"perception":28,"trait":["Elf","Humanoid","Unique","Medium"],"id":"creature-3381","text":" Sister Maeri Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Sister Maeri Source Prey for Death pg. 48 Perception +28; low-light vision Languages Common, Diabolic, Elven, Empyrean Skills Athletics +24, Deception +30, Diplomacy +28, Medicine +29, Religion +31, Society +28, Stealth +30, Thievery +28 Str +2 Dex +4 Con +2 Int +2 Wis +5 Cha +4 Items greater boots of bounding , letter from Mantis Keeper, religious symbol, +2 greater striking sawtooth saber , shurikens (×5 with blightburn resin), Sisters in Serenity --- AC 38 Fort +26 Ref +28 Will +30 HP 290 --- Speed 40 feet Melee Single Action sawtooth saber +30 (Agile, Finesse, Twin), Damage 3d8+10 slashing Ranged Single Action shuriken +28 (Agile, Monk, range 20 feet, Thrown), Damage 1d4+10 piercing plus blightburn resin Divine Prepared Spells DC 37, attack +29 - Cantrips (8th) Daze, Detect Magic, Guidance, Light, Stabilize - 1st Enfeeble, Heal (×2) - 2nd Calm, Heal (×2) - 3rd Blindness, Heal, Dream Message - 4th Clear Mind, Fly, Sound Body - 5th Divine Immolation, Heal, Sending - 6th Cleanse Affliction, Sure Footing, Truesight - 7th Blessed Boundary, Dispel Magic, Divine Decree - 8th Divine Wrath, Harm (×6), Heal, Vampiric Exsanguination Cleric Domain Spells 3 Focus Points, DC 37, attack +29 - 8th Sudden Shift, Trickster's Twin, Weapon Surge, Zeal for Battle Rituals DC 37 - 5th Resurrect Deadly Saber When Sister Maeri wields a sawtooth saber, she increases the damage die size of the weapon by one step and deals an extra 2d6 precision damage to off-guard creatures. When she critically succeeds at an attack roll with a sawtooth saber, she applies the weapon's critical specialization effect. Divine Weapon Reaction Frequency once per turn; Trigger Sister Maeri finishes Casting a Spell; Effect Until the end of her turn, Sister Maeri's sawtooth saber deals an additional 1d4 spirit damage. ","skill_mod":{"society":28,"diplomacy":28,"deception":30,"thievery":28,"stealth":30,"medicine":29,"athletics":24,"religion":31},"primary_source":"Prey for Death","spell":["Divine Wrath","Harm","Heal","Vampiric Exsanguination","Blessed Boundary","Dispel Magic","Divine Decree","Cleanse Affliction","Sure Footing","Truesight","Divine Immolation","Sending","Clear Mind","Fly","Sound Body","Blindness","Dream Message","Calm","Enfeeble","Daze","Detect Magic","Guidance","Light","Stabilize","Sudden Shift","Trickster's Twin","Weapon Surge","Zeal for Battle"],"ac":38,"item":["greater boots of bounding","letter from Mantis Keeper","religious symbol","+2 greater striking sawtooth saber","shurikens (×5 with blightburn resin )","Sisters in Serenity"],"level":16,"spell_dc":[37,37],"source_category":["Adventures"],"sense":" low-light vision ","resistance":{},"intelligence":2,"reflex_save":28,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":26,"source_group":["Prey for Death"],"size":["Medium"],"spoilers":"Prey for Death","name":"Sister Maeri","rarity":"unique","strike_damage_average":[12,23],"attack_bonus":[28,30],"constitution":2,"spell_attack_bonus":[29,29],"will_save":30,"speed":{"max":40,"land":40},"wisdom":5,"weakness":{},"creature_ability":["Deadly Saber","Divine Weapon"],"primary_source_group":"Prey for Death","skill":["Athletics","Deception","Diplomacy","Medicine","Religion","Society","Stealth","Thievery"],"tradition":["Divine"],"summary":"","trait_group":["Ancestry","Weapon","Half-Elf","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=3381","dexterity":4,"category":"creature","slug":"creature-3381"},{"primary_source_category":"Adventures","strength":4,"hp":318,"language":["Aklo","Common","Diabolic","Elven","Fey","Wildsong"],"source":["Prey for Death"],"type":"Creature","charisma":3,"perception":31,"trait":["Leshy","Plant","Unique","Small"],"id":"creature-3382","text":" Mantis Keeper Recall Knowledge - Plant (Nature): DC 46 Unspecific Lore : DC 44 Specific Lore : DC 41 Mantis Keeper Source Prey for Death pg. 51 Perception +31; low-light vision Languages Aklo, Common, Diabolic, Elven, Fey, Wildsong Skills Acrobatics +29, Athletics +29, Nature +33, Religion +31, Survival +31 Str +4 Dex +4 Con +1 Int +2 Wis +6 Cha +3 Items + 2 greater striking greater corrosive greater thundering verdant scythe --- AC 39 Fort +26 Ref +29 Will +31 +1 status vs. poison HP 318 Resistances poison 8 --- Speed 25 feet Melee Single Action ; verdant scythe +31 (deadly d10, Magical, Trip), Damage 3d10+12 slashing plus 1d6 acid and 1d6 sonic Primal Prepared Spells DC 38, attack +30 - Cantrips (9th) Detect Magic, Electric Arc, Guidance, Stabilize, Tangle Vine - 1st Charm, Gust of Wind, Heal - 2nd Animal Messenger, Entangling Flora, Revealing Light - 3rd Blindness, Haste, Slow - 4th Fly, Resist Energy, Unfettered Movement - 5th Heal, Wall of Stone, Wall of Thorns - 6th Cursed Metamorphosis, Petrify, Truesight - 7th Chain Lightning, Execute, Regenerate - 8th Dispel Magic, Heal, Lightning Bolt - 9th Implosion, Massacre Druid Order Spells 1 Focus Point, DC 38, attack +30 - 8th Heal Animal Rituals DC 38 - 6th Awaken Animal, Commune, Primal Call - 8th Control Weather Mantis Commander Mantis Keeper belongs to the animal druidic order, yet they don't have a single animal companion. Instead, they are served by the deadly mantises that dwell upon Mediogalti Isle, and their command over them is bolstered by the Mantis Stones. At any one time, Mantis Keeper is attended by two of these enormous insects, each of which treat Mantis Keeper as a valued ally. Mantis Keeper can communicate with any form of deadly mantis by speaking Wildsong to them, although the mantises cannot reply. These deadly mantises do not have the minion trait, and Mantis Keeper need not Command an Animal to command them—they can simply issue orders via Wildsong as a free action. Mantis Stone Stride Two Actions (Electricity, Move, Primal, Teleportation) Mantis Keeper Steps, Strides, or Flies into one of the Mantis Stones, then immediately exits a different Mantis Stone into a square adjacent to the stone and continues the rest of their movement. When Mantis Keeper exits a Mantis Stone, they create a pulse of lightning that inflicts 8d6 electricity damage (DC 38 basic Reflex save) to all creatures within 10 feet of Mantis Keeper when they emerge from the Mantis stone. Steady Spellcasting If a reaction would disrupt Mantis Keeper's spellcasting action, they attempt a DC 15 flat check. If they succeed, the action isn't disrupted. Verdant Scythe Single Action Mantis Keeper has cultivated a unique seed to serve as a special verdant weapon. When they activate this ability, the seed transforms into a scythe, or the scythe transforms back into a seed. This scythe appears to be made entirely of wood, with a short upper blade that extends into a lengthy mantis-like arm when they attack. Although made of wood, Mantis Keeper's verdant scythe functions as if its blade were made of iron. If they're slain, the weapon quickly rots away, leaving behind rune-inscribed seeds that function as runestones that are inscribed with the weapon's qualities. ","skill_mod":{"nature":33,"survival":31,"athletics":29,"acrobatics":29,"religion":31},"primary_source":"Prey for Death","spell":["Implosion","Massacre","Dispel Magic","Heal","Lightning Bolt","Chain Lightning","Execute","Regenerate","Cursed Metamorphosis","Petrify","Truesight","Wall of Stone","Wall of Thorns","Fly","Resist Energy","Unfettered Movement","Blindness","Haste","Slow","Animal Messenger","Entangling Flora","Revealing Light","Charm","Gust of Wind","Detect Magic","Electric Arc","Guidance","Stabilize","Tangle Vine","Heal Animal"],"ac":39,"item":["+ 2 greater striking greater corrosive greater thundering verdant scythe"],"level":17,"spell_dc":[38,38],"source_category":["Adventures"],"sense":" low-light vision ","resistance":{"poison":8},"intelligence":2,"reflex_save":29,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":26,"source_group":["Prey for Death"],"size":["Small"],"spoilers":"Prey for Death","name":"Mantis Keeper","rarity":"unique","strike_damage_average":[35],"attack_bonus":[31],"constitution":1,"spell_attack_bonus":[30,30],"will_save":31,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Mantis Commander","Mantis Stone Stride","Steady Spellcasting","Verdant Scythe"],"primary_source_group":"Prey for Death","skill":["Acrobatics","Athletics","Nature","Religion","Survival"],"tradition":["Primal"],"summary":"","trait_group":["Monster","Ancestry","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=3382","dexterity":4,"category":"creature","slug":"creature-3382"},{"attack_bonus":[28,28,30,30,30],"constitution":3,"primary_source_category":"Adventures","strength":2,"hp":295,"language":["Common","Diabolic","Dwarven","Gnomish","Goblin","Osiriani","Tien","Vudrani"],"source":["Prey for Death"],"type":"Creature","will_save":26,"charisma":2,"speed":{"max":25,"land":25},"perception":25,"wisdom":3,"weakness":{},"creature_ability":["Infused Items","Quick Bomber","Reactive Bombing","Sneak Attack","Twinned Combat"],"primary_source_group":"Prey for Death","skill":["Acrobatics","Crafting","Diplomacy","Mercantile Lore","Performance","Society"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-3383","text":" Shirota Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Shirota Source Prey for Death pg. 54 Perception +25 Languages Common, Diabolic, Dwarven, Gnomish, Goblin, Osiriani, Tien, Vudrani Skills Acrobatics +28, Crafting +33, Diplomacy +26, Mercantile Lore +29, Performance +26, Society +29 Str +2 Dex +4 Con +3 Int +5 Wis +3 Cha +2 Infused Items Shirota carries the following infused items, which last for 24 hours or until the next time he makes his daily preparations: 12 greater alchemist fires, 3 greater blood sight elixir, 12 greater dread ampoules, 10 major elixirs of life, and 5 greater glue bombs. Items greater crafter's eyepiece , +2 greater resilient greater fire resistant raiment explorer's clothing , spacious pouch (type III) --- AC 38 Fort +29 Ref +30 Will +26 HP 295 Resistances fire 10 --- Speed 25 feet Melee Single Action fist +28 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning Melee Single Action claw +28 (Agile, Finesse, Grapple), Damage 2d6+10 slashing plus 1d6 persistent bleed Ranged Single Action alchemist fire +30 (Bomb, Fire, range 20 feet, Thrown), Damage 3d8 fire plus 3 persistent fire and 3 fire splash Ranged Single Action dread ampoule +30 (Bomb, Emotion, Fear, Mental, Poison, range 20 feet, Thrown), Damage 3d6 mental and 3 mental splash plus frightened Ranged Single Action glue bomb +30 (Bomb, range 20 feet, Thrown), Damage special Quick Bomber Single Action Shirota Interacts to draw a bomb, then Strikes with it. Reactive Bombing Reaction Trigger A creature is damaged by one of Zaiho's Strikes; Effect Shirota attacks the triggering creature with a bomb Strike. Sneak Attack Shirota deals 3d6 extra precision damage with his melee Strikes to off-guard creatures. Twinned Combat Any enemy is off-guard against Shirota's Strikes as long as that enemy is within Zaiho's reach. Shirota doesn't inflict splash damage to Zaiho with his bombs. ","skill_mod":{"society":29,"diplomacy":26,"performance":26,"crafting":33,"acrobatics":28},"summary":"","primary_source":"Prey for Death","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":38,"item":["greater crafter's eyepiece","+2 greater resilient greater fire resistant raiment explorer's clothing","spacious pouch (type III)"],"level":16,"source_category":["Adventures"],"weakest_save":["will"],"resistance":{"fire":10},"url":"/NPCs.aspx?ID=3383","intelligence":5,"reflex_save":30,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":29,"source_group":["Prey for Death"],"size":["Medium"],"spoilers":"Prey for Death","name":"Shirota","category":"creature","rarity":"unique","strike_damage_average":[10,12,13,20],"slug":"creature-3383"},{"attack_bonus":[29,31],"constitution":1,"primary_source_category":"Adventures","strength":3,"hp":265,"language":["Common","Diabolic","Dwarven","Gnomish","Goblin","Osiriani","Tien","Vudrani"],"source":["Prey for Death"],"type":"Creature","will_save":28,"charisma":3,"speed":{"max":25,"land":25},"perception":24,"wisdom":2,"weakness":{},"creature_ability":["Zaiho's Gun Sword","Gadget Defense","Fiery Leap","Twinned Combat"],"primary_source_group":"Prey for Death","skill":["Acrobatics","Athletics","Crafting","Deception","Ilizmagorti Lore","Intimidation","Society"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-3384","text":" Zaiho Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Zaiho Source Prey for Death pg. 54 Perception +24; darkvision Languages Common, Diabolic, Dwarven, Gnomish, Goblin, Osiriani, Tien, Vudrani Skills Acrobatics +29, Athletics +27, Crafting +31, Deception +29, Ilizmagorti Lore +29, Intimidation +29, Society +29 Str +3 Dex +5 Con +1 Int +5 Wis +2 Cha +3 Zaiho's Gun Sword Zaiho's innovation is an unusual-looking gun sword. He's enhanced this weapon with runes to become a +2 greater striking wounding weapon. He's further modified this weapon as follows: He's given the sword a hooked tip and razor-sharp prongs, granting the weapon the disarm and trip traits with melee Strikes. He's made the weapon lightweight. Zaiho's gun sword is 1 Bulk and only requires 1 hand to wield. Strikes with the weapon deal an additional 1d6 electricity damage. He's revolutionized the damage output and increased the gun sword's base damage die of d8 to d10. As an inventor innovation, Zaiho's gun sword only works due to his constant maintenance and tinkering, and anyone else is untrained in it and cannot use the special modifications listed in the bullet points above. Its weapon runes can be transferred to other weapons normally. Items +2 greater resilient greater fire resistant raiment explorer's clothing , eye of the mantis , Zaiho's Gun Sword with 20 rounds, greater obsidian goggles --- AC 39 Fort +25 Ref +31 Will +28 HP 265 Gadget Defense Reaction Trigger Zaiho would roll a saving throw against an effect that would cause Hit Point damage; Effect Zaiho quickly procures some outlandish gadget or device from his pouches to protect himself from the triggering effect. Rather than roll the normal saving throw against the effect, Zaiho instead attempts a Crafting check in place of that saving throw, treating the result of this check as the result of the saving throw instead. If this results in a critical failure, Zaiho's gadgets are damaged, and he can no longer use this reaction for 24 hours. --- Speed 25 feet Melee Single Action Zaiho's gun sword +29 (Critical Fusion, Disarm, Magical, Trip, versatile P), Damage 3d10+11 slashing plus 1d6 electricity and 1d6 persistent bleed Ranged Single Action Zaiho's gun sword +31 (Concussive, Kickback, Magical, range 50 feet, reload 1), Damage 3d10+8 piercing plus 1d6 electricity Fiery Leap Two Actions (Fire) Frequency once per day; Effect Zaiho Leaps. As he does so, he throws a handful of explosive devices into a square he was adjacent to just before he Leaped. A creature in this square takes 11d10 fire damage (DC 37 basic Reflex save); that creature and all creatures adjacent to the target square also take 11 fire splash damage. Twinned Combat Any enemy is off-guard against Zaiho's Strikes if that enemy is currently taking persistent damage from or is frightened by any of Shirota's bombs. Zaiho doesn't inflict splash damage to Shirota with Fiery Leap. ","skill_mod":{"society":29,"deception":29,"crafting":31,"athletics":27,"intimidation":29,"acrobatics":29},"summary":"","primary_source":"Prey for Death","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":39,"item":["+2 greater resilient greater fire resistant raiment explorer's clothing","eye of the mantis","Zaiho's Gun Sword with 20 rounds","greater obsidian goggles"],"level":16,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3384","intelligence":5,"reflex_save":31,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":25,"source_group":["Prey for Death"],"size":["Medium"],"spoilers":"Prey for Death","name":"Zaiho","category":"creature","rarity":"unique","strike_damage_average":[28,34],"slug":"creature-3384"},{"attack_bonus":[30,32],"constitution":5,"primary_source_category":"Adventures","strength":8,"hp":300,"language":["Aklo","Azlanti","polyglot"],"immunity":["critical hits","precision","unconscious"],"source":["Prey for Death"],"type":"Creature","will_save":30,"charisma":5,"speed":{"max":30,"land":30},"perception":30,"wisdom":5,"weakness":{"acid":15},"creature_ability":["Polyglot","Absorb Spell","Discorporate","Access Pipe Ambush","Change Shape","Extend Limb","Navigate Pipes","Up From Below","Viscous Trap"],"primary_source_group":"Prey for Death","skill":["Athletics","Deception","Library Lore","Occultism","Religion","Stealth"],"trait":["Ooze","Unique","Medium"],"id":"creature-3385","text":" Niesha Recall Knowledge - Ooze (Occultism): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Niesha Source Prey for Death pg. 65 Perception +30; darkvision Languages Aklo, Azlanti; polyglot Skills Athletics +30, Deception +28, Library Lore +31, Occultism +29, Religion +32, Stealth +30 Str +8 Dex +6 Con +5 Int +4 Wis +5 Cha +5 Polyglot A mezlan can speak and understand any language they hear spoken after listening to the language for 1 minute. These languages fade from their mind after 24 hours. --- AC 36 Fort +25 Ref +28 Will +30 +1 status to all saves vs. magic HP 300 , regeneration 15 (deactivated by acid) Immunities critical hits, precision, unconscious Weaknesses acid 15 Absorb Spell Reaction Trigger The mezlan succeeds at a saving throw against a single-target spell; Effect The mezlan absorbs the spell, nullifying its effect and storing it for later. They can Cast the Spell using the original caster's spell attack modifier and DC. They can store only one spell at a time, but they can absorb a new spell to replace the spell they currently have stored. A willing caster can allow the mezlan to Absorb a Spell without requiring a save. Discorporate When the mezlan is reduced to 0 Hit Points, their body dissolves into colorless slime and begins seeping into nearby cracks or porous surfaces. If this material is not immediately contained or destroyed, the mezlan will eventually re-form, though they may lie dormant for years or even decades before doing so. --- Speed 30 feet Melee Single Action polymorphic appendage +32 (Magical, versatile P, versatile S), Damage 3d12+16 bludgeoning Ranged Single Action ooze globule +30 (range increment 30 feet), Damage viscous trap Access Pipe Ambush Reaction Trigger Niesha emerges from one of the Sarzari access pipes; Effect Niesha makes a melee Strike against an adjacent creature as she emerges. Change Shape Single Action (concentrate, polymorph, transmutation) The mezlan assumes the form of any Medium or Small creature, excluding those with the elemental, incorporeal, or swarm traits but including specific individuals whose appearance they've seen. This doesn't change the mezlan's Speed or their attack and damage bonus with their Strikes, but the damage type dealt by their Strikes might change based on their new form. Extend Limb Single Action The mezlan extends one of their limbs, granting themself a reach of 20 feet with their polymorphic appendages until the end of their next turn. Navigate Pipes Niesha can move though the Sarzari Access Pipes, even though they're only two feet wide; she treats these pipes as difficult terrain. Up From Below Niesha can Shove or Trip a creature that's standing atop a Sarzari access pipe grate while she's directly beneath that creature. Viscous Trap A creature hit by the mezlan's ooze globule takes a –15-foot circumstance penalty to all Speeds for 1 minute. On a critical hit, a target standing on a solid surface also becomes immobilized, while a target Flying via wings falls to the ground and becomes unable to Fly. A target can end all effects by Escaping (DC 34) or spending a total of 3 Interact actions to free itself ","skill_mod":{"deception":28,"stealth":30,"athletics":30,"occultism":29,"religion":32},"summary":"","primary_source":"Prey for Death","trait_group":["Creature Type","Rarity"],"ac":36,"level":16,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3385","intelligence":4,"reflex_save":28,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":25,"source_group":["Prey for Death"],"size":["Medium"],"spoilers":"Prey for Death","name":"Niesha","category":"creature","rarity":"unique","strike_damage_average":[35],"slug":"creature-3385"},{"primary_source_category":"Adventures","strength":6,"hp":330,"language":["Common","Diabolic","Dwarven","Sakvroth"],"source":["Prey for Death"],"type":"Creature","charisma":4,"perception":30,"trait":["Dwarf","Humanoid","Nephilim","Unique","Medium"],"id":"creature-3386","text":" Dronuk Recall Knowledge - Humanoid (Society): DC 46 Unspecific Lore : DC 44 Specific Lore : DC 41 Dronuk Source Prey for Death pg. 65 Perception +30; darkvision Languages Common, Diabolic, Dwarven, Sakvroth Skills Athletics +31, Deception +27, Intimidation +29, Religion +24, Stealth +27 Str +6 Dex +2 Con +5 Int +1 Wis +3 Cha +4 Items belt of long life , eye of the mantis (kept in one of his Vernai shell's extradimensional spaces), +2 greater striking corrosive wounding sawtooth sabers (2), note from Saviya, Vernai shell --- AC 39 Fort +31 Ref +29 Will +26 HP 330 Tail Trip Reaction Trigger A creature within Dronuk's reach uses a move action or leaves a square during a move action it's using; Effect Dronuk lashes out at the creature with his tail in an attempt to trip the triggering creature up. Dronuk attempts to Trip the triggering creature. --- Speed 25 feet Melee Single Action sawtooth saber +33 (Agile, Finesse, Magical, Twin), Damage 3d6+14 slashing plus 1d6 acid and 1d6 persistent bleed Divine Prepared Spells DC 35, attack +27 - Cantrips (4th) Figment, Sigil - 1st Fear - 2nd See the Unseen - 3rd Paralyze - 4th Fly - 5th Translocate - 6th Crimson Breath - 7th Mantis's Grasp - 8th Sawtooth Terrain - 9th Massacre Mantis's Flurry Dronuk's multiple attack penalty for attacks with his sawtooth sabers is –2 for his second attack, and –4 with his third and any subsequent attacks. Prayer Attack Single Action (Concentrate) Requirements Dronuk wields a sawtooth saber in each hand; Effect Dronuk attempts to Feint an enemy within 30 feet. If the Feint is successful, Dronuk's next successful Strike with a sawtooth saber in that same turn deals 2d6 persistent bleed damage to the target. In addition, provided they remain visible to that target and that target remains within 30 feet of Dronuk, additional Prayer Attacks against that target automatically cause them to become off-guard against Dronuk's attacks until the end of their turn. You're Next Free Action (Emotion, Fear, Mental, Visual) Trigger Dronuk reduces an enemy to 0 Hit Points; Effect Dronuk attempts to Demoralize a single creature he can see. He gains a +2 circumstance bonus to this check. ","skill_mod":{"deception":27,"stealth":27,"athletics":31,"intimidation":29,"religion":24},"primary_source":"Prey for Death","spell":["Massacre","Sawtooth Terrain","Mantis's Grasp","Crimson Breath","Translocate","Fly","Paralyze","See the Unseen","Fear","Figment","Sigil"],"ac":39,"item":["belt of long life","eye of the mantis (kept in one of his Vernai shell's extradimensional spaces)","+2 greater striking corrosive wounding sawtooth sabers (2)","note from Saviya","Vernai shell"],"level":17,"spell_dc":[35],"source_category":["Adventures"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":29,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":31,"source_group":["Prey for Death"],"size":["Medium"],"spoilers":"Prey for Death","name":"Dronuk","rarity":"unique","strike_damage_average":[31],"attack_bonus":[33],"constitution":5,"spell_attack_bonus":[27],"will_save":26,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Tail Trip","Mantis's Flurry","Prayer Attack","You're Next"],"primary_source_group":"Prey for Death","skill":["Athletics","Deception","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=3386","dexterity":2,"category":"creature","slug":"creature-3386"},{"primary_source_category":"Adventures","strength":8,"hp":338,"language":["Common","Draconic","Elven","Empyrean","Fey","Pyric","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Prey for Death"],"type":"Creature","charisma":9,"perception":31,"trait":["Celestial","Fire","Unique","Medium"],"id":"creature-3387","text":" Rhysaphine Recall Knowledge - Celestial (Religion): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Rhysaphine Source Prey for Death pg. 74 Perception +31; darkvision, smoke vision Languages Common, Draconic, Elven, Empyrean, Fey, Pyric; telepathy 100 feet Skills Acrobatics +34, Arcana +30, Athletics +32, Diplomacy +35, Elysium Lore +32, Performance +35, Religion +29 Str +8 Dex +8 Con +5 Int +6 Wis +5 Cha +9 Smoke Vision Rhysaphine can see through smoke with ease, and he ignores the concealed condition from smoke. --- AC 42 Fort +27 Ref +34 Will +31 HP 338 Immunities fire Resistances cold 10 Weaknesses cold iron 15, unholy 15 Shining Blaze (aura, divine, fire) 5 feet, 8d6 fire damage (DC 37 basic Reflex) --- Speed 30 feet, fly 50 feet Melee Single Action scimitar +34 (Forceful, Holy, Magical, Sweep), Damage 3d6+16 slashing plus 4d6 fire Melee Single Action burning wings +34 (Agile, Finesse, Fire, Holy, Magical, reach 10 feet), Damage 3d10+16 fire Ranged Single Action flame ray +34 (Fire, Holy, Magical, range 60 feet), Damage 9d6 fire Divine Innate Spells DC 40, attack +32 - Cantrips (9th) Ignition - 9th Humanoid Form (at will), Wall of Fire (×3) - Constant (6th) Fire Shield Flame Jump Two Actions (Divine, Teleportation) Frequency once per hour; Effect Rhysaphine Strides into an open flame of medium size or larger and instantly transports himself to any other flame of sufficient size within 100 miles. Once he enters the first flame, he instantly learns the locations of all other flames within range. Greater Flameheart Weapon Rhysaphine can call forth a powerful weapon from his heart of flame. In his hands, this is a +3 greater striking greater flaming scimitar that deals 4d6 fire damage instead of 1d6. Flamewing Buffet Two Actions Rhysaphine makes one scimitar Strike and two burning wings Strikes, in any order. Trick Rider Free Action Frequency once per round; Requirements Rhysaphine is currently mounted-or adjacent to an allied creature that can function as a mount; Effect If Rhysaphine is mounted, he dismounts; if Rhysaphine is not mounted, he mounts the adjacent creature. Wildfire Storm Single Action (Divine, Fire) Rhysaphine spreads his wings and spins, forming a whirlwind of flame that deals 19d6 fire damage in a 20-foot emanation (DC 40 basic Reflex save). He can't use Wildfire Storm again for 1d4 rounds. ","element":["Fire"],"skill_mod":{"diplomacy":35,"performance":35,"arcana":30,"athletics":32,"acrobatics":34,"religion":29},"primary_source":"Prey for Death","spell":["Humanoid Form","Wall of Fire","Ignition","Fire Shield"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Adventures"],"sense":" darkvision , smoke vision","resistance":{"cold":10},"intelligence":6,"reflex_save":34,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":27,"source_group":["Prey for Death"],"size":["Medium"],"spoilers":"Prey for Death","name":"Rhysaphine","rarity":"unique","strike_damage_average":[31,32,40],"attack_bonus":[34,34,34],"constitution":5,"immunity":["fire"],"spell_attack_bonus":[32],"will_save":31,"speed":{"fly":50,"max":50,"land":30},"wisdom":5,"weakness":{"cold_iron":15,"unholy":15},"creature_ability":["Smoke Vision","Shining Blaze","Flame Jump","Greater Flameheart Weapon","Flamewing Buffet","Trick Rider","Wildfire Storm"],"primary_source_group":"Prey for Death","skill":["Acrobatics","Arcana","Athletics","Diplomacy","Elysium Lore","Performance","Religion"],"tradition":["Divine"],"summary":"","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=3387","dexterity":8,"category":"creature","slug":"creature-3387"},{"attack_bonus":[37,37,37],"constitution":8,"primary_source_category":"Adventures","strength":10,"hp":300,"language":["Chthonian","Empyrean","Protean","<%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Prey for Death"],"type":"Creature","spell_attack_bonus":[35],"will_save":30,"charisma":8,"speed":{"fly":50,"max":50,"land":40,"swim":40},"perception":30,"wisdom":5,"weakness":{},"creature_ability":["Burst of Creation","Entropy Sense","Two As One","Protean Anatomy","Eat Death","Eat Life","Reactive Strike","Change Shape","Constrict","Reshape Reality","Warpwave Strike"],"primary_source_group":"Prey for Death","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Religion","Stealth"],"trait":["Monitor","Protean","Unique","Huge"],"id":"creature-3388","text":" Alktherisa and Omprisgor Recall Knowledge - Monitor (Religion): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Alktherisa and Omprisgor Source Prey for Death pg. 86 Perception +30; entropy sense (imprecise) 60 feet, darkvision Languages Chthonian, Empyrean, Protean; telepathy 100 feet, truespeech Skills Acrobatics +33, Athletics +37, Deception +35, Diplomacy +35, Intimidation +37, Religion +34, Stealth +33 Str +10 Dex +6 Con +8 Int +6 Wis +5 Cha +8 Burst of Creation (healing, vitality) When Alktherisa and Omprisgor die, they explode in a 30-foot burst, washing all creatures in the area with protean energy. These creatures are healed 20d6 Hit Points and must succeed at a DC 38 Fortitude Save or be affected by a warpwave for 1 round. Entropy Sense (divine, prediction) A protean can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants them the ability to sense creatures within the listed range. Veil of privacy prevents a creature from being detected via entropy sense automatically (without a counteract check). Two As One Alktherisa and Omprisgor are a single creature, but each of their heads rolls its own initiative and has its own turn. At the start of a head's turn, it gets 2 actions and 1 reaction. Each head controls one set of arms, but both control the serpentine body. Any ability that would sever a head doesn't cause the conjoined protean to die if it still has its other head, but it does cause it to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of the keketar's heads. --- AC 43 Fort +35 Ref +33 Will +30 +1 status to all saves vs. magic HP 300 (fast healing 15) Resistances precision 15, protean anatomy 25 Protean Anatomy (divine) A protean's vital organs shift and change shape and position constantly. Immediately after the protean takes acid, electricity, or sonic damage, they gain the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case their resistance changes to match that type), whichever comes first. The protean is immune to polymorph effects unless they're a willing target. If blinded or deafened, the protean automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones. Spatial Riptide (aura, divine) 30 feet. A creature using a teleportation ability within the aura or arriving in it via teleportation must succeed at a DC 41 Fortitude save or wink out of existence for 1d4 rounds before completing the teleport. The creature can't act, sense anything, or be targeted. On a successful save, the creature completes the teleport normally but is stunned 1. Keketars are immune to this effect. Eat Death Reaction Trigger A creature within Omprisgor's reach is targeted by a spell that deals Hit Point damage; Effect Omprisgor attempts to counteract the spell with a Religion check; if he succeeds, the spell is countered and Omprisgor becomes quickened for 1 round; he may use the additional action to Stride or Strike. Eat Life Reaction Trigger A creature within Alktherisa's reach is targeted by a spell that heals Hit Points or grants temporary Hit Points; Effect Alktherisa and Omprisgor become additional targets of that spell, even if that spell normally couldn't target an additional creature. Reactive Strike Reaction --- Speed 40 feet, fly 50 feet, swim 40 feet; unfettered movement Melee Single Action jaws +37 (Magical, reach 10 feet), Damage 4d12+18 piercing plus warpwave strike Melee Single Action claw +37 (Agile, Magical, reach 10 feet), Damage 4d8+18 slashing plus warpwave strike Melee Single Action tail +37 (reach 15 feet), Damage 4d8+18 bludgeoning plus Grab Divine Innate Spells DC 44, attack +35 - 4th Confusion (at will), Translocate (at will), Unfettered Movement - 5th Creation (at will), Mirage (×2; see Reshape Reality), Translocate - 6th Teleport (at will; self only) - 7th Disintegrate, Dispel Magic (at will), Shatter (at will), Warp Mind (×3) - 8th Cursed Metamorphosis, Confusion - 9th Divine Wrath, Unfathomable Song - Constant (5th) Truespeech Change Shape Single Action (Concentrate, Divine, Polymorph) The keketar can take the appearance of any Huge or smaller creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal. Constrict Single Action 1d10+15 bludgeoning, DC 41; Reshape Reality (Concentrate, Divine, Polymorph) When the keketar casts mirage , they infuse the illusion with quasi-real substance. Creatures that do not disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. Warpwave Strike (Divine, Polymorph) A creature struck by a keketar's jaws or claw Strike must succeed at a DC 38 Fortitude save or be subject to a warpwave. ","tradition":["Divine"],"skill_mod":{"diplomacy":35,"deception":35,"stealth":33,"athletics":37,"intimidation":37,"acrobatics":33,"religion":34},"summary":"","primary_source":"Prey for Death","spell":["Divine Wrath","Unfathomable Song","Cursed Metamorphosis","Confusion","Disintegrate","Dispel Magic","Shatter","Warp Mind","Teleport","Creation","Mirage","Translocate","Truespeech","Unfettered Movement"],"trait_group":["Creature Type","Monster","Rarity"],"ac":43,"level":19,"spell_dc":[44],"source_category":["Adventures"],"sense":"entropy sense ( imprecise ) 60 feet, darkvision ","weakest_save":["will"],"resistance":{"precision":15},"url":"/Monsters.aspx?ID=3388","intelligence":6,"reflex_save":33,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":35,"source_group":["Prey for Death"],"size":["Huge"],"spoilers":"Prey for Death","name":"Alktherisa and Omprisgor","category":"creature","rarity":"unique","strike_damage_average":[36,36,44],"slug":"creature-3388"},{"attack_bonus":[33],"constitution":6,"primary_source_category":"Adventures","strength":-5,"hp":250,"language":["Aklo"],"immunity":["bleed","precision"],"source":["Prey for Death"],"type":"Creature","will_save":27,"charisma":0,"speed":{"fly":40,"max":40},"perception":29,"wisdom":6,"weakness":{"fire":15},"creature_ability":["Misty Form","Sense Blood","Blood Siphon","Blood Vengeance"],"primary_source_group":"Prey for Death","skill":["Acrobatics","Stealth"],"trait":["Aberration","Rare","Gargantuan"],"id":"creature-3389","text":" Bloodfog A bloodfog is an immense creature composed of hungry crimson mist. Vaguely humanoid faces, often little more than gaping skulls, constantly form and dissolve within their vaporous bodies. Much more solid are their ruby-red tendrils that slither out from their mass and cause deep slashing wounds. Bloodfogs prefer to hunt near populated areas or sites of massive violence, drifting in to feed, then drifting out again. They roll through vibrant villages, leaving behind only silence and desiccated corpses. Bloodfogs are thought to be created in the place where they're most often encountered: the killing fields, where armies cause massive bloodshed and death. Recall Knowledge - Aberration (Occultism): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Bloodfog Source Prey for Death pg. 110 Perception +29; darkvision, sense blood (precise) 60 feet Languages Aklo Skills Acrobatics +33, Stealth +33 Str -5 Dex +8 Con +6 Int +0 Wis +6 Cha +0 Misty Form A bloodfog's body is composed of a semisolid red fog similar in consistency to thick foam. This enables a bloodfog to move through spaces as narrow as 1 inch in diameter with no reduction to its Speed. However, a bloodfog can't wear or interact with objects. It also can't enter water or other fluids, and it's treated as Tiny for the purpose of how wind affects it. Sense Blood A bloodfog can sense creatures that have blood within 120 feet. It can sense exposed blood within a mile. --- AC 41 Fort +29 Ref +33 Will +27 HP 250 Immunities bleed, precision Resistances physical 15 Weaknesses fire 15 --- Speed fly 40 feet Melee Single Action misty tendril +33 (Agile, Finesse, reach 15 feet), Damage 5d6 slashing plus 3d6 persistent bleed and blood siphon Occult Innate Spells DC 35 - 6th Blood Vendetta (at will) - 7th Vampiric Feast (×3) - 8th Vampiric Exsanguination (×3) Blood Siphon When a bloodfog damages a creature with a misty tendril Strike, the creature must attempt a DC 38 Fortitude save. If the Strike was a critical hit, the outcome of the creature's save is one degree worse than the result of the saving throw. Any temporary Hit Points the bloodfog gains from blood siphon fade after 1 hour. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is drained 1, and the bloodfog gains 20 temporary Hit Points. Critical Failure The creature is drained 2. The bloodfog gains 40 temporary Hit Points and takes on an intense red hue until the end of its next turn. During this time, it gains a +2 status bonus to AC and saves and is quickened. It can use its extra action only to Strike. Blood Vengeance A bloodfog can cast blood vendetta even though it can't actually bleed. In addition to the spell's normal trigger, a bloodfog can cast blood vendetta as a reaction even if the target's piercing, slashing, or persistent bleed damage didn't actually result in damage to the bloodfog itself (either as a result of its resistance blocking the damage or its immunity to bleed coming into effect). Blood of the Empty Death It's believed that bloodfogs first came into being due to the influence of the sinister goddess known as Nhimbaloth. Voidbracken, the name Nhimbaloth's long-dead homeworld, is said to contain entire islands, even subcontinents, swathed in immense bloodfogs. Some claim that the smaller fogs encountered elsewhere are merely “feelers for feeding,” extended through one-way portals on Voidbracken to other planes of existence. ","tradition":["Occult"],"skill_mod":{"stealth":33,"acrobatics":33},"summary":"A bloodfog is an immense creature composed of hungry crimson mist. Vaguely humanoid faces, often little more than gaping skulls, constantly form and …","primary_source":"Prey for Death","spell":["Vampiric Exsanguination","Vampiric Feast","Blood Vendetta"],"trait_group":["Creature Type","Rarity"],"ac":41,"level":17,"spell_dc":[35],"source_category":["Adventures"],"sense":" darkvision , sense blood ( precise ) 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=3389","intelligence":0,"reflex_save":33,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":29,"source_group":["Prey for Death"],"size":["Gargantuan"],"spoilers":"Prey for Death","name":"Bloodfog","category":"creature","rarity":"rare","strike_damage_average":[28],"slug":"creature-3389"},{"constitution":6,"primary_source_category":"Adventures","strength":7,"hp":270,"language":["Common","Hallit","Jotun"],"source":["Prey for Death"],"type":"Creature","will_save":25,"charisma":3,"speed":{"max":40,"land":40},"perception":22,"wisdom":4,"weakness":{"area":18,"splash":9},"creature_ability":["Troop Defenses","Form Up","Dagger Volley","Jotun Slayer","Pay For Every Inch","Raise Shields","Song of Freedom","Strike as One","Troop Movement"],"primary_source_group":"Prey for Death","skill":["Athletics","Intimidation"],"trait":["Aesir","Monitor","Rare","Troop","Gargantuan"],"id":"creature-3390","text":" Einherji Host Einherjar were mighty warriors in life, selected by the valkyries to continue fighting after death. Their souls are forged from the Universe's greatest heroes into the foot soldiers of the gods. While many einherjar chose to fight alone, functioning as an army of one, there are some who learn group tactics and use their combined battle-hardened skills to defeat their god's enemies together. These einherji hosts rarely leave the battlegrounds of their divine commanders' domains, where they eagerly battle against any they deem worthy of combat. Recall Knowledge - Monitor (Religion): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Einherji Host Source Prey for Death pg. 111 Perception +22; darkvision Languages Common, Hallit, Jotun Skills Athletics +28, Intimidation +24 Str +7 Dex +4 Con +6 Int +0 Wis +4 Cha +3 --- AC 35 (37 with shields raised) Fort +29 Ref +23 Will +25 (+29 vs. fear) HP 270 Resistances piercing 15 Weaknesses area damage 18, splash damage 9 Troop Defenses --- Speed 40 feet; troop movement Form Up Single Action Dagger Volley Two Actions The einherji host launches a ranged attack in the form of a volley of thrown daggers. This volley fills a 30-foot cone; all creatures in the area take 5d4+15 piercing damage (DC 36 basic Reflex save). When the troop is reduced to 8 or fewer squares, this area decreases to a 15-foot cone. Jotun Slayer An einherji host has a +4 circumstance bonus to Strike as One damage rolls made against giants and creatures that are Huge or larger. Pay For Every Inch Three Actions The einherji host Form Up, Raises Shields, and prepares to counterattack. Until the start of the troop's next turn, each time an enemy takes an action to move through a space adjacent to the troop, they take 4d8+18 slashing damage (DC 36 basic Reflex save). Raise Shields Single Action The troop raises their shields, increasing their Armor Class by 2 until the start of the troop's next turn. Song of Freedom Single Action (Mental) The troop sings of freedom, bolstering their conviction and morale. Until the start of the troop's next turn, their Will saves increase to +29 against all mental effects, not just against fear effects. Strike as One Single Action to Three Actions Frequency once per round; Effect The einherji host makes melee attacks against each enemy within 5 feet (DC 36 basic Reflex save). The damage depends on the number of actions. Single Action 2d8+7 slashing damage Two Actions 3d8+14 slashing damage Three Actions 4d8+14 slashing damage Troop Movement Whenever the einherji host Strides, they first Form Up as a free action to condense into a 20-foot-by-20- foot area (minus any missing squares they may have as the result of having taken Hit Point damage), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop. Gorum's Einherjar The einherjar who serve Gorum believe that a grand battle shall rage across all of existence in the final days before reality comes to an end, and that those who survive will be elevated when the next version of reality is born. They clash together in endless mock battles to sharpen their skills and ready their blades. Each one who falls in these battles is reborn again in the Clashing Shore, ready to keep fighting. ","skill_mod":{"athletics":28,"intimidation":24},"summary":"Einherjar were mighty warriors in life, selected by the valkyries to continue fighting after death. Their souls are forged from the Universe's …","primary_source":"Prey for Death","trait_group":["Monster","Creature Type","Rarity"],"ac":35,"level":15,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"piercing":15},"url":"/Monsters.aspx?ID=3390","intelligence":0,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":29,"source_group":["Prey for Death"],"size":["Gargantuan"],"spoilers":"Prey for Death","name":"Einherji Host","category":"creature","rarity":"rare","slug":"creature-3390"},{"attack_bonus":[29,29,31],"constitution":6,"primary_source_category":"Adventures","strength":8,"hp":300,"language":["Chthonian","Common","Diabolic","Empyrean","Jotun","Protean"],"immunity":["bleed","death effects","fatigued"],"source":["Prey for Death"],"type":"Creature","will_save":27,"charisma":8,"speed":{"max":25,"land":25},"perception":27,"wisdom":6,"weakness":{},"creature_ability":["Battle Sense","Disarm Vulnerability","Fortification","Halo of Blades","Reactive Strike","Conjure Weapon","Lord of Battle","Whirling Blades"],"primary_source_group":"Prey for Death","skill":["Acrobatics","Athletics","Intimidation","Religion","Warfare Lore"],"trait":["Aesir","Herald","Monitor","Unique","Large"],"id":"creature-3391","text":" The First Blade The Herald of Gorum, God of War, is said to have been formed from an unthinking sliver of steel splintered from Gorum's blade eons ago. As a living tool of war, the First Blade has been reforged countless times by Gorum as the face of war evolves. The First Blade does not identify as any particular ancestry; a mirror to his master, the armor and weapon themselves serve as his body—only emptiness lies within. Also like Gorum, the First Blade identifies as male. Recall Knowledge - Monitor (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 The First Blade Source Prey for Death pg. 112 Perception +27; darkvision, battle sense (precise) 60 feet Languages Chthonian, Common, Diabolic, Empyrean, Jotun, Protean Skills Acrobatics +27, Athletics +31, Intimidation +31, Religion +27, Warfare Lore +27 Str +8 Dex +4 Con +6 Int +4 Wis +6 Cha +8 Battle Sense The First Blade can detect metal weapons and metal heavy armor as a precise sense to a range of 60 feet. --- AC 37 Fort +29 Ref +23 Will +27 +1 status to all saves vs magic HP 300 Immunities bleed, death effects, fatigued Resistances poison 15 Disarm Vulnerability If the First Blade is disarmed, he takes 8d6 mental damage (DC 36 basic Will save, plus stunned 1 on a critical failure). He also can't Conjure Weapon for 1 round. Fortification Each time the First Blade is critically hit, he attempts a DC 17 flat check. On a success, it becomes a normal hit. Halo of Blades (aura, divine) 10 feet, 3d6 slashing damage (DC 33 basic Reflex save) Reactive Strike Reaction --- Speed 25 feet; fly Melee Single Action greatsword +31 (Magical, reach 10 feet, versatile P), Damage 2d12+16 slashing plus 1d6 persistent bleed and 1d6 spirit Melee Single Action fist +29 (Agile, reach 10 feet), Damage 3d6+16 bludgeoning Ranged Single Action light hammer +29 (Agile, Magical, thrown 20 feet), Damage 2d6+16 bludgeoning plus 1d6 spirit Divine Innate Spells DC 36 - 5th Translocate (×3), Weapon Storm - 6th Blessed Boundary - Constant (6th) Fly Conjure Weapon Single Action (Divine) Requirements The First Blade has a free hand; Frequency once per round; Effect The First Blade extends an arm and makes a fist; as he does so, a common +2 greater striking greater astral melee weapon made of cold iron or silver appears in his fist. If he drops a conjured weapon or it is disarmed, the weapon vanishes. If he throws a conjured weapon, it vanishes after it is thrown and potentially damages its target. The First Blade prefers using a greatsword for melee Strikes and a light hammer for thrown ranged Strikes, but cannot have more than one conjured weapon in his possession at any time. Lord of Battle The First Blade is highly skilled with all melee and thrown weapons, and gains the advantage of any such weapon's critical specialization effects. He inflicts an additional 1d6 persistent bleed damage with all melee Strikes made with melee weapons. Whirling Blades Three Actions (Divine, Move) Frequency once per minute; Effect To the faint sound of fell warhorns, the First Blade transforms into a Large cloud of whirling metal shards, then Strides twice. This movement doesn't trigger reactions, and while he can move through occupied spaces, he must end his movement in an unoccupied space, at which point he resumes his true form. All creatures who the First Blade moves through at least once during his Strides take 10d10 slashing damage (DC 36 basic Reflex save). ","tradition":["Divine"],"skill_mod":{"athletics":31,"intimidation":31,"acrobatics":27,"religion":27},"summary":"The Herald of Gorum , God of War, is said to have been formed from an unthinking sliver of steel splintered from Gorum's blade eons ago. As a living …","primary_source":"Prey for Death","spell":["Blessed Boundary","Translocate","Weapon Storm","Fly"],"trait_group":["Monster","Creature Type","Rarity"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Adventures"],"sense":" darkvision , battle sense ( precise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{"poison":15},"url":"/Monsters.aspx?ID=3391","intelligence":4,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":29,"source_group":["Prey for Death"],"size":["Large"],"spoilers":"Prey for Death","name":"The First Blade","category":"creature","rarity":"unique","strike_damage_average":[26,26,36],"slug":"creature-3391"},{"attack_bonus":[29,29,29],"constitution":6,"primary_source_category":"Adventures","strength":9,"hp":300,"immunity":["cold"],"source":["Prey for Death"],"type":"Creature","will_save":23,"charisma":0,"speed":{"fly":60,"max":60,"land":15},"perception":25,"wisdom":5,"weakness":{"fire":15},"creature_ability":["Mist Sight","Wing Rebuff","Flying Strafe","Frozen Feathers","Snack","Snatch"],"primary_source_group":"Prey for Death","skill":["Acrobatics","Athletics"],"trait":["Beast","Cold","Rare","Gargantuan"],"id":"creature-3392","text":" Frost Roc Stories of immense rocs swooping down to carry off livestock or strafing armies into bleeding ruin are popular in taverns, but what many don't realize is that there are even more dangerous magical rocs dwelling in the remote corners of the world. These oversized birds have supernatural abilities linked to the region they favor, but they share one thing with the common roc—their vast size. Frost rocs are owl-like predators adapted to life in arctic regions. They nest among the craggy peaks of snowcapped mountains or amid rifts of sprawling glaciers, treating the taigas and tundras as their sprawling hunting grounds. Frost rocs are nocturnal and tend to hunt nightly for a few weeks at a time, as the moon is waxing or waning full. They go into short periods of hibernation for the weeks on either side of a new moon, or during prolonged periods of cloud coverage, such as during a storm. They abandon these habits when they're trained to work as mounts or guardians—something that giants or the church of Gorum often does in the remote reaches of the Lands of the Linnorm Kings or the Realm of the Mammoth Lords. Recall Knowledge - Beast (Arcana, Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Frost Roc Source Prey for Death pg. 113 Perception +25; darkvision Languages Skills Acrobatics +24, Athletics +29 Str +9 Dex +4 Con +6 Int -4 Wis +5 Cha +0 Mist Sight A frost roc can see through clouds, fog, mists, and other water vapors. --- AC 34 Fort +28 Ref +24 Will +23 HP 300 Immunities cold Resistances electricity 15 Weaknesses fire 15 Wing Rebuff Reaction Trigger A creature moves into the reach of the frost roc's wing; Effect The frost roc makes a wing Strike against the triggering creature. If the frost roc Pushes the creature, it disrupts the triggering move action. --- Speed 15 feet, fly 60 feet Melee Single Action beak +29 (reach 15 feet), Damage 3d12+15 piercing Melee Single Action talon +29 (Agile, reach 15 feet), Damage 3d8+15 slashing plus Improved Grab Melee Single Action wing +29 (Agile, reach 30 feet), Damage 3d4+15 bludgeoning plus Improved Push 10 feet Flying Strafe Two Actions The frost roc Flies up to its Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. Each attack takes the normal multiple attack penalty. Frozen Feathers Two Actions (Cold, Primal) The frost roc spreads its wings and then flaps them furiously, unleashing a blast of ice-rimed feathers in a 60-foot cone. All creatures in the area must attempt a DC 34 Reflex save. The frost roc can't use Frozen Feathers again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes 3d6 piercing damage and 5d6 cold damage. Failure The creature takes 5d6 piercing damage and 10d6 cold damage. Critical Failure The creature takes 8d6 piercing damage, 15d6 cold damage, and is slowed 1 for 1 minute. Snack A frost roc gains a +2 circumstance bonus to hit with its beak Strike if the target is grabbed or restrained in its talon. Snatch A frost roc can Fly at half Speed while it has a creature grabbed or restrained in either or both of its talons, carrying that creature along with it. Other Bestial Rocs Additional varieties of roc have evolved to adapt to remote, hostile environments and, like the frost roc, often possess some form of elemental magic. The albatross-like wind rocs of western Azlant nest among the ragged cliffs of shattered isles, commanding mighty winds with their wings. In remote Arcadian archipelagos, bright pink, long-legged swamp rocs stride through wetlands and use watery magic to aid their hunts. Others doubtless exist in even more remote reaches of the world. ","skill_mod":{"athletics":29,"acrobatics":24},"summary":"Stories of immense rocs swooping down to carry off livestock or strafing armies into bleeding ruin are popular in taverns, but what many don't …","primary_source":"Prey for Death","trait_group":["Creature Type","Energy","Monster","Rarity"],"ac":34,"level":14,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"electricity":15},"url":"/Monsters.aspx?ID=3392","intelligence":-4,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":28,"source_group":["Prey for Death"],"size":["Gargantuan"],"spoilers":"Prey for Death","name":"Frost Roc","category":"creature","rarity":"rare","strike_damage_average":[22,28,34],"slug":"creature-3392"},{"attack_bonus":[33,33],"constitution":8,"primary_source_category":"Adventures","strength":9,"hp":300,"language":["Chthonian","Empyrean","Jotun","Protean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Prey for Death"],"type":"Creature","creature_family":"Servitors of Gorum","will_save":28,"charisma":5,"speed":{"max":30,"land":30,"swim":30},"perception":28,"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Battle Reek","Bloody Mess","Leaping Slam"],"primary_source_group":"Prey for Death","skill":["Athletics","Intimidation","Religion"],"trait":["Amphibious","Demon","Fiend","Unique","Large"],"id":"creature-3393","text":" Bloody Hands Bloody Hands was no agent of Gorum when he first rose from the polluted swamps of a remote fen in the Outer Rifts. For the first several millennia of his life, he fought for his own domain in the sprawling slime, eventually securing a realm the size of a small continent where his rule was unquestioned—at least, until it was invaded by a host of Gorum's einherjar. Bloody Hands was taken aback at the aesirs' battle prowess, and he gloried in the fall of his empire to the extent that, by the end of the invasion, he was proudly fighting on their side, mercilessly destroying hordes of demons who had so recently served him out of fear. The einherjar admired his lust for battle but didn't quite know what to make of the frog-like demon, especially when he followed them back across the Maelstrom to Clashing Shore. After several centuries of brawling along the borders of that realm, growing increasingly less interested in sadism and more enthralled with the tactics of battle, Bloody Hands was granted permission by Gorum to become one of his servitors. Bloody Hands appears as a vaguely humanoid frog-like demon whose stance evokes that of a lumbering gorilla. His slimy green skin shifts to a bloody red along the length of his arms, so that his claws look as though they're constantly glistening with fresh blood. He has four beady eyes and a wide mouth filled with sharp teeth. Recall Knowledge - Fiend (Religion): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Bloody Hands Source Prey for Death pg. 114 Perception +28; darkvision Languages Chthonian, Empyrean, Jotun, Protean; telepathy 100 feet Skills Athletics +33, Intimidation +29, Religion +28 Str +9 Dex +4 Con +8 Int +5 Wis +6 Cha +5 --- AC 39 Fort +30 Ref +24 Will +28 +1 to all saves vs. magic HP 300 Weaknesses cold iron 15 Battle Reek (aura, olfactory) 30 feet. Bloody Hands exudes the carrion stink of a sprawling battlefield—a cloying mixture of death and mud. Any creature entering the aura or starting its turn in the aura must succeed at a DC 34 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against fear and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 30 feet, swim 30 feet Melee Single Action jaws +33 (Magical, reach 10 feet, Unholy), Damage 3d12+17 piercing Melee Single Action claw +33 (Agile, Magical, reach 10 feet, Unholy), Damage 3d6+17 slashing plus 1d6 persistent bleed Divine Innate Spells DC 34 - Cantrips (8th) Divine Lance, Telekinetic Projectile - 4th Translocate (at will) - 5th Translocate - 6th Phantasmal Calamity - 7th Divine Decree - 8th Divine Wrath Bloody Mess Two Actions (Divine) Frequency once per day; Effect Bloody Hands slashes his claws out in all directions, causing blood from all living creatures within a 20-foot-radius to leap out and fill the air with a fine red mist. All creatures in the area must attempt a DC 37 Fortitude save—creatures that are already wounded take a –2 penalty to this saving throw. If more than 3 creatures fail this saving throw, the 20-foot-radius becomes so thick with bloody mist that all creatures in the area become concealed until the end of Bloody Hands' next turn. Critical Success The creature is unaffected. Success The creature takes 8d6 slashing damage. Failure The creature takes 8d6 slashing damage, 4d6 persistent bleed damage, and becomes enfeebled 1 from blood loss for 1 minute. Critical Failure The creature takes 12d6 persistent bleed damage and becomes enfeebled 2 from blood loss. Leaping Slam Three Actions (Incapacitation) Bloody Hands Strides, then makes a High Jump or a Long Jump, and can land in a space occupied by creatures. All creatures in the 10-foot space he lands in must attempt a DC 37 Reflex save. Critical Success The creature dodges aside and takes no damage, and it can choose any square adjacent to Bloody Hands to immediately move into; this movement does not trigger reactions. Success The creature takes 4d6 bludgeoning damage and is pushed into an adjacent space of Bloody Hands' choice. Failure The creature takes 8d6 bludgeoning damage, is pushed into an adjacent space of Bloody Hands' choice, and is knocked prone. Critical Failure The creature takes 8d6 bludgeoning damage, is knocked prone, and becomes pinned by Bloody Hands Ex-Demons Demons are known for their cruelty and wanton embrace of chaos and destruction, but now and then an individual demon encounters something that draws them away from their very nature. Such was the case with Bloody Hands, who discovered, through Gorum, that warfare in its purest form was of little interest to the concerns of demons. ","tradition":["Divine"],"skill_mod":{"athletics":33,"intimidation":29,"religion":28},"summary":"Bloody Hands was no agent of Gorum when he first rose from the polluted swamps of a remote fen in the Outer Rifts . For the first several …","primary_source":"Prey for Death","spell":["Divine Wrath","Divine Decree","Phantasmal Calamity","Translocate","Divine Lance","Telekinetic Projectile"],"trait_group":["Monster","Creature Type","Rarity"],"ac":39,"level":16,"spell_dc":[34],"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3393","intelligence":5,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":30,"source_group":["Prey for Death"],"size":["Large"],"spoilers":"Prey for Death","name":"Bloody Hands","category":"creature","rarity":"unique","strike_damage_average":[31,36],"slug":"creature-3393"},{"attack_bonus":[33,35,35],"constitution":7,"primary_source_category":"Adventures","strength":9,"hp":365,"language":["Common","Draconic","Dwarven","Jotun"],"immunity":["paralyzed","sleep"],"source":["Prey for Death"],"type":"Creature","creature_family":"Servitors of Gorum","will_save":29,"charisma":6,"speed":{"fly":130,"max":130,"land":40},"perception":31,"wisdom":5,"weakness":{},"creature_ability":["Forge Vision","Frightful Presence","Spiked Scales","Buck","Wing Deflection","Dragon Breath","Draconic Frenzy","Draconic Momentum"],"primary_source_group":"Prey for Death","skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Medicine","Religion","Society","Warfare Lore"],"trait":["Divine","Dragon","Unique","Huge"],"id":"creature-3394","text":" Saint Fang This dragon is haughty and proud, often coming across as self-righteous. As the very embodiment of just wars, he feels he can't possibly be wrong. His polished steel scales make the distinctive sound of blade scraping against blade as he moves, and his needle-like spines clink against each other with every mighty flap of his broad wings. Saint Fang is war given a dragon's form, with the temperament of a master strategist. Of late, more and more of Gorum's followers have declared war for the sake of battle. They revel in causing bloodshed for any excuse, calling on Gorum's servants for aid, but Saint Fang doesn't answer those calls. He is more likely to appear for a group of villagers who band together to unseat a local bandit king or for a native population defending their homes against colonizers. He believes that war is inevitable as long as the greedy and bloodthirsty are given weapons, and he seeks to aid those whose justification for war is because they've run out of peaceful options. Saint Fang rarely takes a rider, but he obeys the commands of his Lord in Iron, Gorum. The god occasionally commands Saint Fang to take one of his faithful into battle, and he obeys him to the letter of his command, often unseating riders he finds unworthy once they reach the battlefield. Recall Knowledge - Dragon (Arcana): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Saint Fang Source Prey for Death pg. 115 Perception +31; darkvision, forge vision, scent (imprecise) 60 feet Languages Common, Draconic, Dwarven, Jotun Skills Acrobatics +30, Athletics +35, Diplomacy +32, Intimidation +32, Medicine +29, Religion +29, Society +28, Warfare Lore +30 Str +9 Dex +4 Con +7 Int +4 Wis +5 Cha +6 Forge Vision Saint Fang ignores the concealed condition from smoke and fire. --- AC 42 Fort +33 Ref +28 Will +29 +1 status to all saves vs. magic HP 365 Immunities paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 37 Spiked Scales A creature that critically fails to Strike Saint Fang in melee takes 6d6 piercing damage (DC 40 basic Reflex save). Buck Reaction DC 37 Wing Deflection Reaction Trigger Saint Fang is targeted with an attack; Effect Saint Fang raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If he is flying, he descends 10 feet after the attack is complete. --- Speed 40 feet, fly 130 feet Melee Single Action jaws +35 (Magical, reach 15 feet), Damage 3d12+17 piercing plus 1d6 fire Melee Single Action claw +35 (Agile, Magical, reach 10 feet), Damage 3d6+17 slashing plus 2d6 persistent bleed Melee Single Action tail +33 (Magical, reach 20 feet), Damage 3d6+17 piercing Dragon Breath Two Actions Saint Fang breathes in one of two ways. He can't use Dragon Breath again for 1d4 rounds. Blade Breath (arcane) He breathes a 100-foot line of sharp blades that deals 19d6 slashing damage (DC 40 basic Reflex save). The blades created by this breath vanish at the end of the round. Forge Breath (arcane) He breathes a blast of embers and smoke, as if from an immense forge. Each creature within a 40-foot cone takes 6d6 fire damage and 12d6 poison damage (DC 40 basic Reflex save). Smoke lingers in the area until the end of Saint Fang's next turn; all creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within. Draconic Frenzy Two Actions Saint Fang makes two claw Strikes and one tail Strike in any order. Draconic Momentum When Saint Fang scores a critical hit with a Strike, he recharges his Dragon Breath. Saint Fang's Past Many theological scholars on Golarion have sought the truth behind Saint Fang's origins. The most likely (and widely believed) explanation is that he once flew the skies above Golarion, looking to protect innocent mortals from the ravages of war, but became so jaded over time, that he eventually changed into a perfect weapon for Gorum. ","skill_mod":{"society":28,"diplomacy":32,"medicine":29,"athletics":35,"intimidation":32,"acrobatics":30,"religion":29},"summary":"This dragon is haughty and proud, often coming across as self-righteous. As the very embodiment of just wars, he feels he can't possibly be wrong. …","primary_source":"Prey for Death","trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":42,"level":18,"source_category":["Adventures"],"sense":" darkvision , forge vision, scent ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3394","intelligence":4,"reflex_save":28,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":33,"source_group":["Prey for Death"],"size":["Huge"],"spoilers":"Prey for Death","name":"Saint Fang","category":"creature","rarity":"unique","strike_damage_average":[27,34,40],"slug":"creature-3394"},{"attack_bonus":[35,35],"constitution":9,"primary_source_category":"Adventures","strength":9,"hp":335,"language":["Common","Jotun","Pyric"],"immunity":["fire"],"source":["Prey for Death"],"type":"Creature","creature_family":"Servitors of Gorum","will_save":27,"charisma":5,"speed":{"climb":30,"max":30,"land":30,"burrow":10},"perception":31,"wisdom":5,"weakness":{"cold":15},"creature_ability":["Vulnerable to Water","Molten Spray","Hurl Slagblade","Ooze Form","Slagblade Storm","Trample"],"primary_source_group":"Prey for Death","skill":["Athletics","Crafting","Intimidation"],"trait":["Elemental","Fire","Metal","Unique","Huge"],"id":"creature-3395","text":" Temperbrand Temperbrand is a 14-foot-tall elemental with a shape reminiscent of a dwarf, but she appears to be made entirely from orange-and-white heated metal. Blades form and collapse on her skin, the metal folding over itself constantly as she moves and fights, but the swordlike lengths that replace her hands remain in place at all times. She fights with vicious gusto, slicing through foes as her limbs either transform into fiery blades or eject metal shrapnel from her body, propelled by pockets of steam and super-heated air. Temperbrand was created by Gorum as the embodiment of modern weapons and the potential of the forge to create any instrument of war. She is a merger of Forgeheart, a powerful fire elemental, and Slageater, a powerful metal elemental. Gorum had the two elementals fight side by side for 300 years before merging them into one entity. Temperbrand is often sent to bolster soldiers who are outmatched in an attempt to even the odds on the battlefield, making for a more spectacular war in Gorum's eyes. She might appear before a quartermaster and supply as many blades, shields, and suits of armor as they require, creating the armaments from her own body. Recall Knowledge - Elemental (Arcana, Nature): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Temperbrand Source Prey for Death pg. 117 Perception +31; darkvision, tremorsense (imprecise) 60 feet Languages Common, Jotun, Pyric Skills Athletics +35, Crafting +29, Intimidation +31 Str +9 Dex +5 Con +9 Int +3 Wis +5 Cha +5 --- AC 41 Fort +35 Ref +29 Will +27 HP 335 Immunities fire Resistances physical 15 Weaknesses cold 15 Vulnerable to Water Whenever Temperbrand is targeted with a water effect, she takes 6d6 cold damage and becomes slowed 1 for 1d4 rounds as her body hardens into solid metal. As long as she remains slowed, her Armor Class increase to 43. Molten Spray Reaction (fire, primal) Trigger Temperbrand takes physical damage; Effect Temperbrand's body erupts at the site of the damage to spray molten iron into an adjacent square of her choice. Any creature occupying that square takes 9d6 fire damage (DC 37 basic Reflex save). --- Speed 30 feet, climb 30 feet, burrow 10 feet Melee Single Action slagblade +35 (reach 15 feet, versatile P), Damage 3d10+17 slashing plus 2d6 fire Melee Single Action foot +35 (Magical), Damage 3d10+17 bludgeoning plus 2d6 fire Hurl Slagblade Two Actions (Divine, Fire, Incapacitation, Primal) Temperbrand whips an arm at a target within 120 feet, causing her slagblade to detach and fly through the air. The target creature must attempt a DC 40 Reflex save. Temperbrand regrows a new slagblade instantly but can't use Hurl Slag again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes 5d10 fire damage. Failure The creature takes 10d10 fire damage, and the slag hardens, causing the creature to become slowed 1 for 3 rounds. A creature can end the slowed condition early by Escaping (DC 40) the confining slag. Critical Failure The creature takes 20d10 fire damage, and the slag swiftly anchors them in place, causing the creature to become restrained until they Escape (DC 40). Ooze Form Single Action (Concentrate, Polymorph, Primal) Temperbrand's body becomes amorphous. Her AC becomes 30, and she becomes immune to critical hits and precision damage. While in this form she is blind (but retains her tremorsense), and her Speeds are reduced by 15 feet (to a minimum of 5 feet). She can move through spaces as if she were a Tiny creature without penalty. As long as she remains in Ooze Form, she can't make slagblade Strikes or Hurl Slagblade, but she gains Trample. She can end Ooze Form by using this action again. Slagblade Storm Three Actions Temperbrand Strikes all creatures within her reach with a slagblade Strike. Her multiple attack penalty doesn't increase until the end of this activity. Trample Three Actions Large or smaller, foot, DC 40 Temperbrand's Corpse It hasn't happened yet to the powerful elemental, but if Temperbrand is slain, her body collapses swiftly in upon itself, transforming into a powerful magic maul which bears her name. ","element":["Fire","Metal"],"skill_mod":{"crafting":29,"athletics":35,"intimidation":31},"summary":"Temperbrand is a 14-foot-tall elemental with a shape reminiscent of a dwarf , but she appears to be made entirely from orange-and-white heated …","primary_source":"Prey for Death","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"ac":41,"level":18,"source_category":["Adventures"],"sense":" darkvision , tremorsense ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=3395","intelligence":3,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":35,"source_group":["Prey for Death"],"size":["Huge"],"spoilers":"Prey for Death","name":"Temperbrand","category":"creature","rarity":"unique","strike_damage_average":[40,40],"slug":"creature-3395"},{"attack_bonus":[33,33],"constitution":6,"primary_source_category":"Adventures","strength":8,"hp":260,"language":["Common","Diabolic","Osiriani"],"immunity":["death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Prey for Death"],"type":"Creature","will_save":28,"charisma":5,"speed":{"climb":30,"max":40,"land":40},"perception":32,"wisdom":6,"weakness":{"cold":15},"creature_ability":["Evasion","Faith Bound","Reflect Truths","Focus Gaze","Liquefy","Mirror","Silver Strikes","Swift Steps"],"primary_source_group":"Prey for Death","skill":["Achaekek Lore","Acrobatics","Athletics","Deception","Society"],"trait":["Construct","Unique","Huge"],"id":"creature-3396","text":" Silver Saber This construct was built hundreds of years ago by Red Mantis arcanists, then imbued with intelligence as a divine protector by priests of Achaekek not long after the assassin cult fled Rahadoum. Silver Saber's single purpose is to guard the secrets of the Blood Mistress from those who are unworthy. When at rest, Silver Saber appears as an ornate mirror, but when confronted in battle they animate into the form of a praying mantis made of polished, almost liquid silver with a blank humanoid face. Recall Knowledge - Construct (Arcana, Crafting): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Silver Saber Source Prey for Death pg. 118 Perception +32; darkvision Languages Common, Diabolic, Osiriani Skills Achaekek Lore +31, Acrobatics +33, Athletics +34, Deception +33, Society +31 Str +8 Dex +7 Con +6 Int +3 Wis +6 Cha +5 --- AC 43 Fort +30 Ref +33 Will +28 HP 260 Immunities death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 15 (except adamantine) Weaknesses cold 15 Evasion When Silver Saber rolls a success on a Reflex save, they get a critical success instead. Faith Bound (divine) Silver Saber can't attack a creature that openly wears or displays Achaekek's religious symbol unless that creature uses a hostile action against Silver Saber first. They can also attack a creature they believe isn't faithful to Achaekek or who wears the religious symbol as a ruse (typically after succeeding at a Perception check to Sense Motive). Reflect Truths (aura, divine, mental, visual) 20 feet. A creature that enters the area must succeed at a DC 37 Will save or they see their own visage in Silver Saber's reflective face looking back at them. For 1 minute, that creature can't speak any deliberate and intentional lies and takes a –2 status penalty to Deception checks. On a critical failure, the status penalty is increased to –4. --- Speed 40 feet, climb 30 feet Melee Single Action leg +33 (Magical, reach 10 feet), Damage 3d10+16 slashing plus 2d6 persistent bleed Ranged Single Action spike +33 (Magical, range 30 feet), Damage 3d6+16 piercing Focus Gaze Single Action (Aura, Divine, Incapacitation, Mental, Visual) Silver Saber focuses their gaze on a creature they can see within 30 feet. The target must immediately attempt a Will save against Reflect Truths. If the creature was already so affected, it becomes stunned 1. After attempting its save, the creature is then temporarily immune until the start of Silver Saber's next turn. Liquefy Single Action Silver Saber becomes fully liquid and amorphous. They gain immunity to precision damage but take double cold damage. The only actions they can use while liquefied are move actions and spike ranged Strikes. They can resume their normal form by taking this action again. Mirror Single Action (Concentrate) Until the next time they act, Silver Saber appears to be a mirror. They have an automatic result of 53 on Deception checks and DCs to pass as a mirror. Silver Strikes Silver Saber's leg and spike Strikes count as silver weapons. Swift Steps Silver Saber is permanently quickened, but they can use the extra action only to Step or Stride. Life As A Mirror Silver Saber has watched the followers of Achaekek for centuries, sitting silently in their gold frame and pretending to be a mirror. They know more about the secret lives of the Red Mantis than has ever been recorded in the Sarzari, but their objective isn't to record history, it's to function as a guardian—no more, no less. ","skill_mod":{"society":31,"deception":33,"athletics":34,"acrobatics":33},"summary":"This construct was built hundreds of years ago by Red Mantis arcanists, then imbued with intelligence as a divine protector by priests of Achaekek …","primary_source":"Prey for Death","trait_group":["Creature Type","Rarity"],"ac":43,"level":18,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=3396","intelligence":3,"reflex_save":33,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":30,"source_group":["Prey for Death"],"size":["Huge"],"spoilers":"Prey for Death","name":"Silver Saber","category":"creature","rarity":"unique","strike_damage_average":[26,39],"slug":"creature-3396"},{"constitution":6,"primary_source_category":"Adventures","strength":9,"hp":312,"language":["Common","Jotun","ravenspeaker, <%SPELLS%1728%%>truespeech<%END>"],"source":["Prey for Death"],"type":"Creature","will_save":23,"charisma":6,"speed":{"fly":60,"max":60,"land":25},"perception":28,"wisdom":5,"weakness":{"area":19},"creature_ability":["Troop Defenses","Bolster the Wounded","Form Up","Troop Movement","Troop Spellcasting","Rain of Spears","Tempest of Battle"],"primary_source_group":"Prey for Death","skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Religion"],"trait":["Aesir","Monitor","Rare","Troop","Gargantuan"],"id":"creature-3397","text":" Valkyrie Tempest While valkyries tend to travel alone or in small groups of two or three, they won't hesitate to rely on the old adage of “strength in numbers.” Recall Knowledge - Monitor (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Valkyrie Tempest Source Prey for Death pg. 119 Perception +28; darkvision Languages Common, Jotun; ravenspeaker, truespeech Skills Acrobatics +29, Athletics +30, Diplomacy +29, Intimidation +29, Religion +28 Str +9 Dex +6 Con +6 Int +4 Wis +5 Cha +6 --- AC 37 Fort +24 Ref +20 Will +23 HP 312 Resistances electricity 15 Weaknesses area damage 19, splash damage 10 Troop Defenses --- Speed 25 feet, fly 60 feet Divine Innate Spells DC 35 - 6th Blessed Boundary, Divine Wrath, Weapon Storm - 7th Interplanar Teleport (troop and mounts only) - Constant (5th) Truespeech Bolster the Wounded Reaction (Divine, Healing) Trigger The tempest ends its turn and is not at maximum HP; Effect The tempest restores 5d10 HP. This healing can't increase a tempest's Hit Points beyond the maximum of its current Hit Point threshold. Form Up Single Action Troop Movement Whenever the troop Strides or Flies, they first Form Up as a free action into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop. Troop Spellcasting When the tempest Casts a Spell, its members combine their efforts into casting a more powerful version of the spell. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. Rain of Spears Single Action to Three Actions Frequency once per round; Effect The tempest attacks with their electrified spears, targeting all adjacent enemies (DC 38 basic Reflex save). The damage depends on the number of actions. Single Action 1d6+10 piercing damage plus 1d12 electricity Two Actions 2d6+10 piercing damage plus 2d12 electricity Three Actions 3d6+10 piercing damage plus 3d12 electricity Tempest of Battle Two Actions (Divine, Electricity) Frequency once per day; Effect The tempest calls down a massive lightning storm in a 60-foot emanation. Spears of lightning rain down upon enemies in the area, dealing 10d12 electricity damage (DC 38 basic Reflex save). Tempest Cavalry A valkyrie tempest often rides into battle on the backs of pegasi or other flying mounts. In such a case, the valkyrie tempest troop gains the following ability. Mounted Troop Effects that target only animals or only humanoids may not work on the valkyrie tempest, subject to the GM's discretion. ","tradition":["Divine"],"skill_mod":{"diplomacy":29,"athletics":30,"intimidation":29,"acrobatics":29,"religion":28},"summary":"While valkyries tend to travel alone or in small groups of two or three, they won't hesitate to rely on the old adage of “strength in numbers.”","primary_source":"Prey for Death","spell":["Interplanar Teleport","Blessed Boundary","Divine Wrath","Weapon Storm","Truespeech"],"trait_group":["Monster","Creature Type","Rarity"],"ac":37,"level":17,"spell_dc":[35],"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"electricity":15},"url":"/Monsters.aspx?ID=3397","intelligence":4,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":24,"source_group":["Prey for Death"],"size":["Gargantuan"],"spoilers":"Prey for Death","name":"Valkyrie Tempest","category":"creature","rarity":"rare","slug":"creature-3397"},{"primary_source_category":"Adventures","strength":9,"hp":345,"language":["Azlanti","Common","Draconic","Shadowtongue","Sussuran","Thassilonian","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Prey for Death"],"type":"Creature","charisma":8,"perception":30,"trait":["Dragon","Occult","Unique","Huge"],"id":"creature-3398","text":" Vatumledor, Draconic Agent Of Achaekek When the world was young, Achaekek was the arbiter of the gods. He acted as judge and executioner for any who opposed them. When asked, he would also rein in the strength of unruly gods who threatened what the deities had created. Yet, by the time an alliance of the divine rose to oppose the god Rovagug and imprison him within the Dead Vault, Achaekek had already lost his way and retreated into hiding. It would be countless eons before Achaekek began interacting with the world again, at which point a family of dragons who respected peace and order heard Achaekek's whispers. They took care of the suffering deity, as much as any mortal—even a dragon—could care for a god, and their worship and their daily recitation of his teachings helped refocus Achaekek. Millennia passed, and the family of dragons fostered new broods, grew ancient and died, and younger dragons took their place. When humans, specifically the Azlanti, discovered Achaekek, they worshipped him as the god of monsters and natural disasters, inspired by his horrific shape and violent nature. The dragons stealthily infiltrated Azlanti society and tried to teach the Azlanti about Achaekek's true purpose, but they would not listen. And so, the dragon family kept his original purpose and ancient role to themselves, opting to wait for a time when these short-lived mortals were ready to understand. When Earthfall devastated Golarion, though, this family of dragons perished, and Achaekek's faith once again receded into obscurity. For thousands of years, Achaekek's faith remained hidden until his legacy was discovered by a powerful conspirator dragon named Szandinal. More taken with the legacy of the mysterious dragons who kept the god's faith alive, Szandinal revived the worship of Achaekek among his siblings and children. In time, a new draconic dynasty associated with the Mantis God arose. They watched with amusement as the Red Mantis assassins rose to power, and marked the way in which Achaekek and these assassins seemed to influence each other more and more with each passing century. Over the years, this family of conspirator dragons never grew particularly large, but with each new generation the dragons grew more devoted to Achaekek, reveling in the hidden lore they alone knew about the god and venerating him in the old ways as a god of arbitration rather than assassination. Tragedy struck in 4534 AR, when then Blood Mistress Behezamine discovered the existence of this “conspiracy of heretical dragons” who venerated Achaekek in secret. She gathered her best and most promising assassins and hunted down Szandinal's five surviving scions and assassinated them. Yet one dragon, Vatumledor, escaped her notice—in no small part due to a conspiracy between him and one of Behezamine's most ambitious followers, a talented but unproven assassin named Jakalyn. In return for her aid in escaping from Blood Mistress Behezamine's wrath, Vatumledor became a close confidant and ally for Jakalyn. In time, this hidden alliance would not only help to increase Jakalyn's influence and power—it would culminate in her overthrowing Behezamine, an act Vatumledor considered to be Achaekek's justice for what she did to his family. With his talent at weaving conspiracies and altering historical records, Vatumledor played a key role in Jakalyn's erasure of Behezamine from history itself. Adventure Role Vatumledor still serves as a secret ally for Jakalyn, and in that capacity he acts as a guide and ally for the PCs. Always eager to take part in conspiracies, the complicated plan to catch the hidden traitors who plot against Jakalyn from within the ranks of the Vernai delights the dragon's sense of irony. For now, he works to maintain the current leadership of the Red Mantis rather than conspire for its change. Once he finally brings the PCs into his confidence at the end of Chapter 1, he becomes a potent ally and source of information they can call upon. Recall Knowledge - Dragon (Arcana): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Vatumledor Source Prey for Death pg. 120 Perception +30; (32 to Sense Motive) darkvision, scent (imprecise) 60 feet Languages Azlanti, Common, Draconic, Shadowtongue, Sussuran, Thassilonian; telepathy 100 feet Skills Achaekek Lore +31, Acrobatics +30, Athletics +30, Deception +35, Diplomacy +33, Intimidation +33, Mediogalti Island Lore +33, Occultism +31, Religion +32, Society +31, Stealth +30 Str +9 Dex +5 Con +6 Int +6 Wis +7 Cha +8 --- AC 40 Fort +27 Ref +28 Will +32 +2 status to all saves vs. occult HP 345 Immunities controlled, paralyzed, sleep Retract Body Reaction Trigger Vatumledor is hit or critically hit by an attack made by a creature the dragon can see; Effect Vatumledor retracts the targeted body part or twists away to avoid the attack, gaining a +2 circumstance bonus to his Armor Class against the triggering attack. --- Speed 50 feet, climb 50 feet, fly 200 feet Melee Single Action jaws +32 (Magical, reach 15 feet), Damage 3d8+17 piercing Melee Single Action claw +32 (Agile, Magical, reach 10 feet), Damage 3d6+17 slashing Melee Single Action tail +30 (Magical, reach 20 feet), Damage 2d10+17 bludgeoning Ranged Single Action mental blast +31 (range 100 feet), Damage 6d6+6 mental Occult Innate Spells DC 41 - 4th Charm (at will), Rewrite Memory (at will) - 9th Dominate, Mind Probe, Mind Reading (at will), Rewrite Memory Occult Prepared Spells DC 37, attack +29 - Cantrips (7th) Daze, Detect Magic, Light, Read Aura, Telekinetic Projectile - 1st Command, Sanctuary, Sure Strike - 2nd Blur, Telekinetic Maneuver, Translate - 3rd Fear, Paralyze, Slow - 4th Charm, Clairvoyance, Sleep - 5th See the Unseen, Soothe, Translocate - 6th Detect Scrying (already cast), Scrying, Soothe - 7th Haste, Soothe, Teleport Conjure Disguise (Manipulate, Occult, polymorph Frequency once per day) Effect Vatumledor conjures a flesh suit that's a replica of a humanoid he has seen and compresses himself into the suit, along with clothing appropriate for the humanoid. This process takes 1 minute, during which Vatumledor is off-guard. If he stops or is interrupted in this process, the suit is destroyed. Once the process is complete, he can remain in his disguise indefinitely. The transformation has the effects of change shape, except that the disguise is not actively magical in nature and doesn't register as magical to detect magic and similar effects. Vatumledor loses Retract Body while transformed. If Vatumledor is critically hit while wearing the disguise, the suit is destroyed, and immediately explodes. This has the effects of Detonate Disguise, except that creatures use the outcome one degree of success better than they rolled on their save. Detonate Disguise Two Actions (Occult) Requirements Vatumledor is wearing his conjured disguise; Effect Vatumledor erupts from the disguise, destroying it. The explosive revelation deals 18d6 bludgeoning damage to creatures adjacent to the dragon (DC 39 basic Reflex save). Creatures that fail their save become dazzled for 1 round as they become covered in scraps from the disguise. Any creatures sharing a space with Vatumledor after he erupts are pushed into the nearest empty space. Draconic Frenzy Two Actions Vatumledor makes two claw Strikes and one tail Strike in any order. Draconic Momentum When Vatumledor scores a critical hit with a Strike, he recharges Smoke Breath. Rushed Transformation Three Actions (Concentrate, Manipulate, Occult) Frequency once per hour; Effect Vatumledor quickly reshapes his body into the form of a generic humanoid figure. This has the effects of humanoid form except that it only lasts 1 minute, and he doesn't gain the +4 status bonus to Deception as the transformation makes use of his own scales and plating to crudely mimic a humanoid form. Vatumledor can Dismiss the effect. Whenever the effect ends, Vatumledor leaves behind scraps of magically conjured flesh, which could give away his presence. Smoke Breath Two Actions (Occult, Poison) Vatumledor unleashes a 60-foot cone of smoke that deals 16d6 poison damage (DC 39 basic Fortitude save). The smoke remains for 1 minute, obscuring sight with the effects of mist in the cone's area. He can't use Smoke Breath again for 1d4 rounds. Sneak Attack Vatumledor's Strikes deal an additional 3d6 precision damage to off-guard targets. ","skill_mod":{"society":31,"diplomacy":33,"deception":35,"stealth":30,"athletics":30,"intimidation":33,"occultism":31,"acrobatics":30,"religion":32},"primary_source":"Prey for Death","spell":["Dominate","Mind Probe","Mind Reading","Rewrite Memory","Charm","Haste","Soothe","Teleport","Detect Scrying","Scrying","See the Unseen","Translocate","Clairvoyance","Sleep","Fear","Paralyze","Slow","Blur","Telekinetic Maneuver","Translate","Command","Sanctuary","Sure Strike","Daze","Detect Magic","Light","Read Aura","Telekinetic Projectile"],"ac":40,"level":16,"spell_dc":[37,41],"source_category":["Adventures"],"sense":"(32 to Sense Motive ) darkvision , scent ( imprecise ) 60 feet","resistance":{},"intelligence":6,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":27,"source_group":["Prey for Death"],"size":["Huge"],"spoilers":"Prey for Death","name":"Vatumledor","rarity":"unique","strike_damage_average":[27,27,28,30],"attack_bonus":[30,31,32,32],"constitution":6,"immunity":["controlled","paralyzed","sleep"],"spell_attack_bonus":[29],"will_save":32,"speed":{"climb":50,"fly":200,"max":200,"land":50},"wisdom":7,"weakness":{},"creature_ability":["Retract Body","Conjure Disguise","Detonate Disguise","Draconic Frenzy","Draconic Momentum","Rushed Transformation","Smoke Breath","Sneak Attack"],"primary_source_group":"Prey for Death","skill":["Achaekek Lore","Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Mediogalti Island Lore","Occultism","Religion","Society","Stealth"],"tradition":["Occult"],"summary":"When the world was young, Achaekek was the arbiter of the gods. He acted as judge and executioner for any who opposed them. When asked, he would …","trait_group":["Creature Type","Tradition","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3398","dexterity":5,"category":"creature","slug":"creature-3398"},{"primary_source_category":"Adventures","strength":4,"hp":360,"language":["Aklo","Azlanti","Common","Diabolic","Elven","Sakvroth"],"source":["Prey for Death"],"type":"Creature","charisma":5,"perception":34,"trait":["Elf","Humanoid","Unique","Medium"],"id":"creature-3399","text":" Saviya, High Priest Of Achaekek Saviya's association with the Red Mantis began during her days as a mate on the pirate ship Storm Shark over 100 years ago. The infamous, cruel commander of the ship was a man named Captain Dargi—as notorious a pirate as ever prowled the Shackles. As a member of the crew, Saviya followed Captain Dargi's commands to loot, pillage, and sink many ships of the Chelaxian Navy, all while worshipping Besmara, the Pirate Goddess as a faithful priest. The Storm Shark was very successful and very brutal; they took pride in leaving none alive after their raids, and Saviya came to delight in the dread she inspired when name-dropping the ship. Like many far-ranging pirate captains of the Shackles, Captain Dargi kept a berth in Ilizmagorti. Whenever the Storm Shark visited this port, the crew always abided by the laws of the Red Mantis, even if doing so was a challenge for a bloodthirsty pirate like Captain Dargi, who (while at sea) often derided the assassins and made bold claims of some day pillaging Ilizmagorti and making the city his own. Saviya initially found the captain's bravado intimidating, even a bit inspiring. But each time they sailed into Ilizmagorti and she saw the power, respect, and fear afforded to the Red Mantis among the city's citizens, her respect and fear of her blowhard captain dwindled, replaced by derision. She knew better than to voice her growing dissatisfaction with Captain Dargi, of course, but as her interest in the Red Mantis assassins grew, she increasingly kept an eye out for an opportunity to make her move. One day, Captain Dargi met with a Rahadoum cruiser to fence stolen booty, as he had done many times in the past. Saviya happened to overhear the captain and the fence discussing their wares: secrets about Mediogalti Island's defenses. Saviya knew this betrayal would certainly be discovered and lethally punished the next time their ship sailed into Ilizmagorti, so when the Storm Shark arrived there a few months later, Saviya swiftly but secretly reported her captain's misdeeds to the Red Mantis and begged to be allowed to help with his assassination. The Red Mantis agents were impressed and agreed, with one requirement: they insisted that if she came along, she would be the one to kill Captain Dargi. Saviya eagerly accepted, and for several days she met in secret with her assassin contacts to learn their ways as best she could in preparation for her big chance. When the moment came, Saviya relished the kill, striking at her captain with the sawtooth saber she'd smuggled aboard, and then using her magic to break every bone in Dargi's body so that when death finally came, it did in glorious agony. From that day forward Saviya was a faithful devotee of Achaekek instead of Besmara. Saviya could have claimed the Storm Shark as her own and served as a captain, but instead she offered the entire crew a choice—they could be marooned on an island far from any shipping lane and take their chances, or they could return with her to Ilizmagorti as servants of He Who Walks in Blood. Many of the crew chose to become marooned, only to learn (much to their horror) that this simply changed the venue and method of their offering to Achaekek, for the island Saviya had chosen was infested with immense deadly mantises who made quick work of the doomed crew. Saviya served He Who Walks in Blood dutifully for the next several decades, starting by converting those of the Storm Shark crew who accepted her offer. Eventually, she was asked to join the priesthood at the Pagoda of the Mantis in Ilizmagorti. Over the next several decades, she rose in the ranks and became the current high priest. She's been a member of the Vernai for the past two decades—which, as it turns out, is plenty of time for her to revert to her old ways of plotting her commander's downfall. Adventure Role Just over 10 years ago, Saviya returned from a contract where she had used an experimental alchemical elixir to give her the ability to track by scent like a bloodhound. She used it to sniff out her target's location and shattered the columns of the building he was hiding in, flushing him out for a very public killing blow. The alchemically granted ability lingered as she met with Blood Mistress Jakalyn to report her success, during which Saviya smelled something she never detected before: elven blood. This intrigued the high priest, for while Jakalyn was human, the faint scent of elf exuding from her was, to Saviya's enhanced senses, unmistakable. Jakalyn's mysterious longevity was well-known, of course, but the more Saviya watched and observed, the more she began to think that, somehow, Blood Mistress Jakalyn had inherited elven longevity. This vexed Saviya greatly, for she had designs on Jakalyn's position and had previously intended to take the very elven route of patience—simply outlive her human superior and then step into her vacant role. The realization that Jakalyn may well outlive her forced Saviya's hand, and she began to slowly recruit members to a conspiracy eventually meant to dethrone Jakalyn and secure the god-given right to rule the Red Mantis from Achaekek. By the time the PCs finally catch up to Saviya, she's close enough to her goal that not only can she smell it, she can taste it. As the favored agents of Jakalyn, the PCs are as much Saviya's enemies as their leader is, but when the PCs encounter her in Elysium, her frustration at being so close to success forces her to finally commit a likely fatal mistake—she challenges the PCs directly. Recall Knowledge - Humanoid (Society): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Saviya Source Prey for Death pg. 123 Perception +34; (37 to Seek) darkvision, perfect scent 60 feet Languages Aklo, Azlanti, Common, Diabolic, Elven, Sakvroth Skills Achaekek Lore +33, Acrobatics +34, Athletics +36, Deception +36, Diplomacy +34, Intimidation +34, Nature +33, Religion +35, Society +31, Stealth +34 Str +4 Dex +5 Con +1 Int +4 Wis +6 Cha +5 Items bracers of strength , +3 greater resilient antimagic greater winged mantis shell armor , greater doubling rings , major mask of the mantis , +3 major striking greater astral greater shocking wounding high-grade dawnsilver sawtooth saber , high-grade dawnsilver sawtooth saber --- AC 43 Fort +31 Ref +35 Will +38 HP 360 Fading Reaction Frequency once per use of Crimson Shroud; Trigger Saviya is targeted by a Strike from a creature she can detect; Requirements Saviya's Crimson Shroud is active; Effect Saviya fades from reality. The creature making the triggering Strike must attempt a DC 11 flat check; on a failure, the attack passes harmlessly through the immaterial image of Saviya's body, after which she returns to her physical form. --- Speed 30 feet, fly 25 feet Melee Single Action sawtooth saber +35 (Agile, Finesse, Magical, Twin), Damage 4d6+12 slashing plus 1d6 electricity, 1d6 spirit, and 1d6 persistent bleed Cleric Divine Prepared Spells DC 41, attack +33 - Cantrips (10th) Daze, Divine Lance, Guidance, Shield, Void Warp - 1st Command, Fear, Sanctuary - 2nd Create Food, Resist Energy, Silence - 3rd Blindness, Cleanse Affliction, Heal - 4th Outcast's Curse, Talking Corpse, Unfettered Movement - 5th Command, Heal, Truespeech - 6th Crimson Breath, Dominate, Truesight - 7th Cleanse Affliction, Execute, Mantis's Grasp - 8th Dispel Magic, Sawtooth Terrain, Teleport - 9th Harm (×6), Heal, Massacre, Wails of the Damned - 10th Manifestation (already cast) Red Mantis Divine Prepared Spells DC 41, attack +33 - Cantrips (4th) Figment, Sigil - 1st Fear - 2nd Mist - 3rd Paralyze - 4th Translocate - 5th Sending - 6th Phantasmal Calamity - 7th Project Image - 8th Disappearance Rituals DC 41 - 5th Call Spirit, Planar Servitor, Resurrect - 6th Commune Crimson Shroud Single Action (Healing, Magical) Frequency seven times a day; Effect Saviya swathes herself in red mist for 1 minute, during which time she gains fast healing 9. She can Interact with the mist to gain a +1 circumstance bonus to AC until the beginning of her next turn. If she dies while Crimson Shroud is active, her body vanishes, leaving behind only her gear. Prayer Attack Single Action (Concentrate) Requirements Saviya wields a sawtooth saber in each hand; Effect Saviya attempts to Feint an enemy within 30 feet. If the Feint is successful, Saviya's next successful Strike with a sawtooth saber in that same turn deals 2d6 persistent bleed damage to the target. In addition, provided they remain visible to that target and that target remains within 30 feet of Saviya, additional Prayer Attacks against that target automatically cause them to become off-guard against Saviya's attacks until the end of their turn. Vernai Training In order to resurrect a creature slain by Saviya, a creature must counteract Saviya's influence on that creature's death as they Cast the Spell or perform the ritual (DC 41). ","skill_mod":{"society":31,"diplomacy":34,"deception":36,"nature":33,"stealth":34,"athletics":36,"intimidation":34,"acrobatics":34,"religion":35},"primary_source":"Prey for Death","spell":["Manifestation","Harm","Heal","Massacre","Wails of the Damned","Dispel Magic","Sawtooth Terrain","Teleport","Cleanse Affliction","Execute","Mantis's Grasp","Crimson Breath","Dominate","Truesight","Command","Truespeech","Outcast's Curse","Talking Corpse","Unfettered Movement","Blindness","Create Food","Resist Energy","Silence","Fear","Sanctuary","Daze","Divine Lance","Guidance","Shield","Void Warp","Disappearance","Project Image","Phantasmal Calamity","Sending","Translocate","Paralyze","Mist","Figment","Sigil"],"ac":43,"item":["bracers of strength","+3 greater resilient antimagic greater winged mantis shell armor","greater doubling rings","major mask of the mantis","+3 major striking greater astral greater shocking wounding high-grade dawnsilver sawtooth saber","high-grade dawnsilver sawtooth saber"],"level":19,"spell_dc":[41,41],"source_category":["Adventures"],"sense":"(37 to Seek) darkvision , perfect scent 60 feet","resistance":{},"intelligence":4,"reflex_save":35,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":31,"source_group":["Prey for Death"],"size":["Medium"],"spoilers":"Prey for Death","name":"Saviya","rarity":"unique","strike_damage_average":[36],"attack_bonus":[35],"constitution":1,"spell_attack_bonus":[33,33],"will_save":38,"speed":{"fly":25,"max":30,"land":30},"wisdom":6,"weakness":{},"creature_ability":["Fading","Crimson Shroud","Prayer Attack","Vernai Training"],"primary_source_group":"Prey for Death","skill":["Achaekek Lore","Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"Saviya's association with the Red Mantis began during her days as a mate on the pirate ship Storm Shark over 100 years ago. The infamous, cruel …","trait_group":["Ancestry","Weapon","Half-Elf","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=3399","dexterity":5,"category":"creature","slug":"creature-3399"},{"attack_bonus":[26,26],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":250,"language":["Sakvroth","(can't speak any language)"],"source":["War of Immortals"],"type":"Creature","will_save":20,"charisma":0,"speed":{"climb":30,"max":40,"land":40},"perception":21,"wisdom":1,"weakness":{},"creature_ability":["Hazard Immunity","Skittering Reposition","Mythic Power","Carry Off Prey","Constrict","Skittering Assault"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"trait":["Aberration","Mythic","Rare","Large"],"id":"creature-3400","text":" Mythic Ambusher Biter, gnasher, it lurks in the dark, the gogiteth waits to devour its mark. It skitters and climbs, on webs or on vines, hungry and fierce as the victims it binds. A god of war died and his blood soaked the sands, seeping and creeping into the Darklands. Drink the sweet nectar! Drink and grow strong, then reach into light places with arms that are long. Gnash them with teeth and savor their screams—let weak little bipeds know what true terror means. —The Gogiteth's Rhyme Gogiteths are horrific nightmares with grasping, spider-like legs; vicious, gnashing teeth; and far too many eyes. Of all the creatures on Golarion for whom the acquisition of mythic power might prove a nightmare for others, the gogiteth is arguably one of the most terrible. Normally, a gogiteth's victims at least have the possible salvation of hearing the horrible crackling and popping of its joints as it clambers towards them through the dark, an opportunity to flee the slavering nightmare seeking them. Mythic ambusher gogiteths are unnaturally silent, however. The first sound a creature might hear when being hunted by such a monstrosity is the sharp wheeze of their own fleeting breath as the gogiteth's jaws snap shut around them, or the tearing of their flesh and clothing as one of its legs pierces them through. Though little is known about the origins of gogiteths, mythic gogiteths generally acquire mythic power in the same way that other creatures do. Golarion has no shortage of vile deities who might take cruel delight in bestowing a sliver of mythic power upon a creature as frightful and terrible as a gogiteth. Their traditional hive homes in the Darklands make it unlikely that they would be affected by the Godsrain, but it is not impossible that droplets of Gorum's spilled blood could seep through cracks and make their way down into the thirsty jaws of one of these nightmarish monstrosities. Recall Knowledge - Aberration (Occultism): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Mythic Gogiteth Source War of Immortals pg. 170 Perception +21; darkvision Languages Sakvroth; (can't speak any language) Skills Acrobatics +19, Athletics +24, Stealth +28, Survival +17 Str +6 Dex +3 Con +4 Int -2 Wis +1 Cha +0 --- AC 31 all-around vision Fort +25 Ref +22 Will +20 mythic resilience (Ref and Will) HP 250 Resistances poison 10 Hazard Immunity Skittering Reposition Reaction (move) Trigger A creature that starts its move outside the gogiteth's reach moves into its reach; Effect The gogiteth moves 10 feet. This does not trigger reactions. --- Speed 40 feet, climb 30 feet Melee Single Action jaws +26, Damage 3d10+12 piercing plus Improved Grab Melee Single Action leg +26 (Agile, reach 10 feet), Damage 3d6+12 piercing Mythic Power 3 Mythic Points Mythic Skill Free Action Cost 1 Mythic Point; Athletics or Stealth (page 168) Remove a Condition Single Action (concentrate) Cost 1 Mythic Point; Effect The gogiteth ends one condition affecting it. Carry Off Prey The gogiteth can move at its full Speed while it has a creature grabbed in its jaws, bringing the grabbed creature along. Constrict Single Action 3d6+12 bludgeoning, DC 32 Skittering Assault Two Actions The gogiteth Strides three times. Once per Stride, it can attempt a leg Strike against a creature in its reach at any point during the Stride; it must make each attack against a different creature, but it doesn't apply its multiple attack penalty until after making all its Strikes. If the result of any of the Strikes is a critical failure, Skittering Assault ends. ","skill_mod":{"survival":17,"stealth":28,"athletics":24,"acrobatics":19},"summary":"Biter, gnasher, it lurks in the dark, the gogiteth waits to devour its mark. It skitters and climbs, on webs or on vines, hungry and fierce as the …","image":["/Images/Monsters/Mythic_Gogiteth.webp"],"primary_source":"War of Immortals","trait_group":["Creature Type","Mythic","Rarity"],"ac":31,"level":12,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"poison":10},"url":"/Monsters.aspx?ID=3400","intelligence":-2,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":25,"size":["Large"],"name":"Mythic Gogiteth","category":"creature","rarity":"rare","strike_damage_average":[22,28],"slug":"creature-3400"},{"attack_bonus":[12,19],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":130,"language":["Common","Jotun"],"source":["War of Immortals"],"type":"Creature","will_save":15,"charisma":1,"speed":{"max":25,"land":25},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Titanic Might","Mythic Ferocity","Cost","Reactive Strike","Mythic Power","Bellowing Command","Sweeping Hook"],"skill":["Athletics","Intimidation","Stealth"],"trait":["Giant","Humanoid","Mythic","Rare","Large"],"id":"creature-3401","text":" Mythic Brute For ogres, the biggest, strongest, and most violent among them are the ones who claim the right to lead. When such a creature gains mythic power, its cruelty is likely to be matched only by its immense durability. Mythic ogre bosses are capable of felling even mighty and enormous prey like gigantic dinosaurs with their ogre hooks, using preposterously unbelievable strength to drag them down and rend them asunder. If a group of mythic ogre bosses were to band together, they could prove a terrifying threat, conquering villages or even a small city with relative ease. Fortunately, their philosophies of violence and strength over all else means that whenever such beings come into contact, they are far more likely to immediately war with each other to prove who is the strongest. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Mythic Ogre Boss Source War of Immortals pg. 171 Perception +12; darkvision Languages Common, Jotun Skills Athletics +20, Intimidation +16, Stealth +11 Str +7 Dex +0 Con +4 Int +0 Wis +1 Cha +1 Titanic Might Items Breastplate, Javelin (6), +1 ogre hook --- AC 25 Fort +17 Ref +12 Will +15 HP 130 Resistances mythic resistance 7 Mythic Ferocity Reaction Cost 1 Mythic Point, 65 HP Reactive Strike Reaction --- Speed 25 feet Melee Single Action ; ogre hook +19 (deadly d10, reach 10 feet, Trip), Damage 1d10+11 piercing Ranged Single Action javelin +12 (thrown 30 feet), Damage 1d6+11 piercing Mythic Power 3 Mythic Points Mythic Skill Free Action Cost 1 Mythic Point; Athletics Bellowing Command Single Action (Auditory, Emotion, Fear, Linguistic, Mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes quickened until the end of that ally's next turn, but can use the extra action only to Step or Stride. Sweeping Hook Reaction Trigger The ogre boss successfully Trips a creature using an ogre hook; Effect The ogre boss makes an ogre hook Strike against the creature they tripped. ","skill_mod":{"stealth":11,"athletics":20,"intimidation":16},"summary":"For ogres, the biggest, strongest, and most violent among them are the ones who claim the right to lead. When such a creature gains mythic power, its …","image":["/Images/Monsters/Mythic_Ogre_Boss.webp"],"primary_source":"War of Immortals","trait_group":["Creature Type","Mythic","Rarity"],"ac":25,"item":["Breastplate","Javelin (6)","+1 ogre hook"],"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3401","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Mythic Ogre Boss","category":"creature","rarity":"rare","strike_damage_average":[14,16],"slug":"creature-3401"},{"attack_bonus":[24],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":190,"language":["Aklo","Chthonian","Common","Diabolic","Draconic","Elven","Necril","Sakvroth"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["War of Immortals"],"type":"Creature","spell_attack_bonus":[26],"will_save":23,"charisma":3,"speed":{"max":25,"land":25},"perception":20,"wisdom":4,"weakness":{},"creature_ability":["Frightful Presence","Counterspell : Trigger","Mythic Power","Drain Soul Cage","Siphon Life","Steady Spellcasting"],"skill":["Arcana","Crafting","Deception","Diplomacy","Religion","Stealth"],"trait":["Mythic","Rare","Undead","Unholy","Medium"],"id":"creature-3402","text":" Mythic Caster A mythic lich could be a lich who came into contact with a source of mythic power after their transformation—or one whose transformation was designed to instill mythic power in them. Such rituals might entail using a mythic artifact as a soul cage, slaying a mythic creature, or luring a mythic being into striking the killing blow against the spellcaster. Among adherents of the Whispering Way, it is commonly believed that the Whispering Tyrant tricked the god Aroden into killing him as a mortal so he could siphon some of Aroden's power into creating his soul cage and allowing him to become a mythic lich. Recall Knowledge - Undead (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Mythic Lich Source War of Immortals pg. 172 Perception +20; darkvision Languages Aklo, Chthonian, Common, Diabolic, Draconic, Elven, Necril, Sakvroth Skills Arcana +28, Crafting +24, Deception +17, Diplomacy +19, Religion +22, Stealth +20 Str +0 Dex +4 Con +0 Int +6 Wis +4 Cha +3 Items invisibility potion , scroll of teleport , greater staff of fire --- AC 31 Fort +17 Ref +21 Will +23 mythic resilience (Ref and Will) HP 190 (rejuvenation, void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances cold 10, physical 10 (except magical bludgeoning) Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 29 Counterspell Reaction: Trigger A creature casts a spell the lich has prepared Effect The lich expends a prepared spell to counter the triggering creature's casting of that same spell. The lich loses their spell slot as if they had cast the triggering spell. The lich then attempts to counteract the triggering spell. --- Speed 25 feet Melee Single Action hand +24 (Finesse, Magical), Damage 4d8 void plus siphon life Arcane Prepared Spells DC 36, attack +26 - Cantrips (6th) Detect Magic, Frostbite, Message, Shield, Telekinetic Hand - 1st Enfeeble (×2), Fleet Step, Sure Strike - 2nd Blur, False Vitality, Resist Energy, See the Unseen - 3rd Blindness, Force Barrage, Locate, Vampiric Feast - 4th Dispel Magic, Fire Shield, Fly, Translocate - 5th Howling Blizzard (×2), Toxic Cloud, Wall of Ice - 6th Chain Lightning, Dominate, Vampiric Exsanguination Mythic Power 3 Mythic Points Recharge Spell Single Action (concentrate) Cost 1 Mythic Point; Effect The mythic lich regains one spell. Remove a Condition Single Action (concentrate) Cost 1 Mythic Point; Effect The mythic lich ends one condition affecting it. Drain Soul Cage Free Action Frequency once per day; Effect The lich taps into their soul cage's power to cast any arcane spell up to 6th rank, even if the spell being cast is not one of the lich's prepared spells. The lich's soul cage doesn't need to be present for the lich to use this ability. Siphon Life A lich's form draws forth life from those who come into contact with it. When the lich damages a living creature with an unarmed attack, the lich gains 5 temporary Hit Points and the creature must succeed at a DC 34 Fortitude save or become drained 1. If the lich is grabbed or restrained at the start of its turn, each creature grabbing or restraining it must succeed at a Fortitude save or become drained 1. If the lich siphons a creature's life again, the drained value increase by 1, to a maximum of drained 4. Steady Spellcasting If a reaction would disrupt the lich's spellcasting action, the lich attempts a DC 15 flat check. On a success, the action isn't disrupted. Mythic Soul Cages Though a standard soul cage appears in Monster Core , a truly powerful mythic lich is likely to have a soul cage that is much more spectacular and unusual in nature. The mightiest mythic lich might bind a fearsome and nearly immortal creature to serve as its soul cage , or a majestic fortress, or even an entire island. ","tradition":["Arcane"],"skill_mod":{"diplomacy":19,"deception":17,"crafting":24,"stealth":20,"arcana":28,"religion":22},"summary":"A mythic lich could be a lich who came into contact with a source of mythic power after their transformation—or one whose transformation was designed …","image":["/Images/Monsters/Mythic_Lich.webp"],"primary_source":"War of Immortals","spell":["Chain Lightning","Dominate","Vampiric Exsanguination","Howling Blizzard","Toxic Cloud","Wall of Ice","Dispel Magic","Fire Shield","Fly","Translocate","Blindness","Force Barrage","Locate","Vampiric Feast","Blur","False Vitality","Resist Energy","See the Unseen","Enfeeble","Fleet Step","Sure Strike","Detect Magic","Frostbite","Message","Shield","Telekinetic Hand"],"trait_group":["Mythic","Rarity","Creature Type","Mechanics"],"ac":31,"item":["invisibility potion","scroll of teleport","greater staff of fire"],"level":12,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"cold":10,"physical":10},"url":"/Monsters.aspx?ID=3402","intelligence":6,"reflex_save":21,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Mythic Lich","category":"creature","rarity":"rare","strike_damage_average":[18],"slug":"creature-3402"},{"attack_bonus":[14,14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":60,"source":["War of Immortals"],"type":"Creature","will_save":7,"charisma":2,"speed":{"fly":60,"max":60,"land":25},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Mythic Power","Deadly Striker","Flying Strafe","Pounce","Regal Shriek","Unimpeded"],"skill":["Acrobatics","Athletics","Intimidation","Survival","Stealth"],"trait":["Animal","Mythic","Rare","Large"],"id":"creature-3403","text":" Mythic Striker Griffons are revered as symbols of freedom and strength, and perhaps no animal is quite so free as a griffon who has gained mythic power. Capable of deadly and devastating attacks, nearly impossible to capture, and devoid of morality or loyalty to any party or country, a mythic griffon is a perfect weapon to some. Many druids and rangers instead see them as a fusion not unlike themselves, a creature of the natural world imbued with magical power to elevate it above its more mundane peers. Mythic griffons often display particular features that make them easy to discern from their non-mythic counterparts. A metallic sheen to their feathers, beaks, or claws is a relatively common manifestation. A golden or silver aura surrounding them has also been documented, and some reports indicate the existence of mythic griffons shrouded in magical energy like fire or electricity. Since they're no more intelligent than their non-mythic counterparts, mythic griffons are appealing as mounts. No one has yet been successful in capturing one, but would-be heroes and avid adventure seekers have dared and died. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Mythic Griffon Source War of Immortals pg. 173 Perception +13; darkvision, scent (imprecise) 60 feet Languages Skills Acrobatics +15, Athletics +12, Intimidation +10, Survival +9, Stealth +11 Str +4 Dex +3 Con +3 Int -4 Wis +1 Cha +2 --- AC 21 Fort +13 Ref +13 Will +7 HP 60 --- Speed 25 feet, fly 60 feet Melee Single Action beak +14 (deadly d10), Damage 2d8+4 piercing Melee Single Action talon +14 (Agile), Damage 2d6+4 piercing Melee Single Action wing +14 (reach 10 feet), Damage 2d6+4 bludgeoning Mythic Power 3 Mythic Points Mythic Skill Free Action Cost 1 Mythic Point; Acrobatics Deadly Striker 1d6 Flying Strafe Two Actions The griffon Flies up to its fly Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty. Pounce Single Action The griffon Strides and makes a talon Strike at the end of that movement. If the griffon began this action hidden, it remains hidden until after the attack. Regal Shriek Single Action (Auditory, Emotion, Fear, Mental) The griffon unleashes a shriek that transitions into a terrifying roar. Each creature in a 60-foot emanation must attempt a DC 20 Will save. Regardless of the result, creatures are temporarily immune to all griffons' Regal Shrieks for 10 minutes. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Animals are slowed 1 for as long as they're frightened. Critical Failure The creature is frightened 3. Animals are paralyzed as long as they're frightened. Unimpeded Single Action Cost 1 Mythic Point ","skill_mod":{"survival":9,"stealth":11,"athletics":12,"intimidation":10,"acrobatics":15},"summary":"Griffons are revered as symbols of freedom and strength, and perhaps no animal is quite so free as a griffon who has gained mythic power. Capable …","image":["/Images/Monsters/Mythic_Griffon.webp"],"primary_source":"War of Immortals","trait_group":["Creature Type","Mythic","Rarity"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3403","intelligence":-4,"reflex_save":13,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Mythic Griffon","category":"creature","rarity":"rare","strike_damage_average":[11,11,13],"slug":"creature-3403"},{"attack_bonus":[37,37],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":425,"language":["Chthonian","Common","Draconic","Empyrean","all languages spoken by their collective identities; <%UMR%79%%>telepathy<%END> 200 feet (unlimited range to other stolen identities worn by cultists of Vulot)"],"immunity":["mental","mythic immunity"],"source":["War of Immortals"],"type":"Creature","will_save":38,"charisma":10,"speed":{"max":30,"land":30},"perception":38,"wisdom":7,"weakness":{"holy":15,"cold_iron":10},"creature_ability":["Absolute Surety","Many Eyes in Many Places","Another Face","Mythic Immunity","Suffocated by a Thousand Breaths","Perfect Mimicry","Mythic Power","Steal Face","Steal Thoughts"],"skill":["Deception","Diplomacy","Society","Thievery"],"trait":["Demon","Fiend","Mythic","Unholy","Unique","Large"],"id":"creature-3404","text":" Demon Lord, Vulot Vulot is nascent demon lord of lies, loss of identity, and suffocation. If one of their forms is ever destroyed, they are able to reincorporate as one of their many stolen identities a day later. Recall Knowledge - Fiend (Religion): DC 52 Unspecific Lore : DC 50 Specific Lore : DC 47 Vulot Source War of Immortals pg. 177 Perception +38; darkvision, many eyes in many places, truesight Languages Chthonian, Common, Draconic, Empyrean; all languages spoken by their collective identities; telepathy 200 feet (unlimited range to other stolen identities worn by cultists of Vulot) Skills Deception +43, Diplomacy +40, Society +40, Thievery +40 Str +4 Dex +6 Con +4 Int +7 Wis +7 Cha +10 Absolute Surety Vulot is dependent on deception and charm to achieve their goals. If Vulot fails to deceive someone, for example failing the Deception check associated with a mislead spell to convince an observer that an action came from the duplicate, Vulot takes 4d6 mental damage. This damage ignores Vulot's usual immunity. Many Eyes in Many Places Vulot can extend their senses through any cultist wearing one of their stolen identities as long as the cultist is in the Universe or the Outer Rifts. Vulot can't maintain their attention through more than three cultists at one time. Vulot can't speak through these cultists. --- AC 46 Fort +32 Ref +35 Will +38 HP 425 Immunities mental, mythic immunity Weaknesses cold iron 10, holy 15 Another Face When Vulot is reduced to 0 Hit Points, they regenerate themself from a stolen identity of their choice in 24 hours. If Vulot has no stolen identities remaining or is otherwise unable to reach them, they are killed permanently. Mythic Immunity Vulot is immune to harmful spells cast by non-mythic creatures, Strikes made with non-mythic weapons, and unarmed Strikes from non-mythic characters. Suffocated by a Thousand Breaths (aura, incapacitation) 30 feet. Vulot's breath-stealing influence radiates out from their body, causing victims to feel like they are being smothered. Any creature that starts its turn within the aura must attempt a DC 41 Fortitude save. Critical Success ; The creature is unaffected. Success ; The creature becomes short of breath and is off-guard until the beginning of its next turn. Failure The creature finds it very difficult to catch its breath. It can't speak or use auditory actions until the beginning of its next turn; this prevents it from casting spells that don't have the subtle trait. Critical Failure All the air immediately leaves the creature's lungs and it begins to suffocate. When it succeeds at the saving throw to regain consciousness at the end of its turn, it becomes fatigued until it gets a full night's rest. Perfect Mimicry Reaction (magical, mental) Trigger A spell is cast within 60 feet of Vulot; Effect Vulot copies the spell and may cast it once by spending a Mythic Point within the next 24 hours. Vulot can't hold more than two copied spells at one time. --- Speed 30 feet Melee Single Action claw +37 (Agile, Finesse, Magical, Unholy), Damage 4d8+14 slashing plus 2d6 bleed Ranged Single Action thought spike +37 (Magical, Mental, range increment 120 feet, Unholy), Damage 4d6+14 mental plus steal thoughts Divine Innate Spells DC 44 - Cantrips (10th) Daze, Figment - 5th Translocate (at will) - 6th Mislead (×3), Repulsion - 7th Divine Decree (×2) - 9th Overwhelming Presence - 10th Dominate, Manifestation, Shadow Blast (×2) - Constant (6th) Truesight Rituals DC 44 - 1st Demonic Pact Mythic Power 3 Mythic Points Recharge Spell Single Action (concentrate) Cost 1 Mythic Point; Effect Vulot gains an additional use of any of their innate spells. Remove a Condition Single Action (concentrate) Cost 1 Mythic Point; Effect Vulot removes any one condition currently affecting them. Steal Face Two Actions Cost 1 Mythic Point; Effect Vulot makes a claw Strike. On a hit, Vulot attempts a Deception check against the target's Will DC to steal that creature's face; on a critical hit, Vulot treats the result of their Deception check as one degree of success higher. On a success, Vulot steals the target's face for 1d4 rounds (1 minute on a critical success); a creature whose face has been stolen isn't considered an ally by any creature. Steal Thoughts (Emotion, Mental) Vulot's mental attacks can confuse and disorient. A creature struck by Vulot's thought spike must attempt a DC 44 Will save. A creature stupefied by this effect is off-guard to Vulot's Steal Face ability. Critical Success The creature is unaffected. Success The creature becomes stupefied 1 for 1 round. Failure The creature becomes stupefied 1 for 1 minute. If it's already stupefied, its stupefied value increases by 1 instead (to a maximum of stupefied 4). Critical Failure As failure, plus the creature is confused for 1 minute. ","tradition":["Divine"],"skill_mod":{"society":40,"diplomacy":40,"deception":43,"thievery":40},"summary":"Vulot is nascent demon lord of lies, loss of identity, and suffocation. If one of their forms is ever destroyed, they are able to reincorporate as …","image":["/Images/Monsters/Vulot.webp"],"primary_source":"War of Immortals","spell":["Dominate","Manifestation","Shadow Blast","Overwhelming Presence","Divine Decree","Mislead","Repulsion","Translocate","Daze","Figment","Truesight"],"trait_group":["Monster","Creature Type","Mythic","Mechanics","Rarity"],"ac":46,"level":21,"spell_dc":[44],"source_category":["Rulebooks"],"sense":" darkvision , many eyes in many places, truesight ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3404","intelligence":7,"reflex_save":35,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":32,"size":["Large"],"name":"Vulot","category":"creature","rarity":"unique","strike_damage_average":[28,39],"slug":"creature-3404"},{"attack_bonus":[23,23],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":198,"language":["Common","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["disease","paralyzed"],"source":["War of Immortals"],"type":"Creature","will_save":23,"charisma":7,"speed":{"max":30,"land":30},"perception":24,"wisdom":3,"weakness":{},"creature_ability":["Trickster's Network","Immortal Tricks","Mythic Resistance","Mythic Power","Bond with Mortals","Change Shape","Confounding Theft","Cunning Escape"],"skill":["Deception","Diplomacy","Nature","Society","Stealth","Thievery"],"trait":["Beast","Humanoid","Mythic","Spirit","Unique","Medium"],"id":"creature-3405","text":" Immortal Trickster The Immortal Trickster is an immortal spirit guide who always returns to life no matter how he's killed. After his death, he often recorporates in the same area, though if his body is destroyed in its entirety, he sometimes awakens in an entirely different continent. Recall Knowledge - Beast (Arcana, Nature): DC 38 Recall Knowledge - Humanoid (Society): DC 38 Recall Knowledge - Spirit (Occultism): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Immortal Trickster Source War of Immortals pg. 183 Perception +24; darkvision Languages Common; truespeech Skills Deception +26, Diplomacy +23, Nature +21, Society +21, Stealth +23, Thievery +26 Str +4 Dex +7 Con +4 Int +3 Wis +3 Cha +7 Trickster's Network The Immortal Trickster can extend his senses through any coyote, fox, or raven in the Universe, making it his sensory animal. He cannot maintain his attention through more than three sensory animals at one time. He can speak through his sensory animals, but only in a single short phrase per animal of no more than two words. He has little control over his sensory animals' actions, though they usually act in a way that is consistent with his desires unless they have a specific reason not to. When extending his senses through a sensory animal, he can use that animal to determine line of effect for any of his spells or abilities. Items wandering pipe --- AC 31 Fort +21 Ref +26 Will +23 HP 198 Immunities disease, paralyzed Resistances mythic resistance 11 Immortal Tricks When the Immortal Trickster is reduced to 0 Hit Points, he returns to life at full health and with all his powers and Mythic Points recharged after 24 hours. He usually, but not always, returns at the site of his death, though he can appear anywhere on the same world where there are coyotes, foxes, or ravens. Mythic Resistance The Immortal Trickster has resistance 11 to all damage from attacks and spells from non-mythic creatures. --- Speed 30 feet Melee Single Action pipe +23 (Agile, Finesse, Magical, Fire), Damage 2d6+7 bludgeoning plus 2d6 fire Ranged Single Action telekinetic manipulation +23 (Force, Magical, range increment 60 feet), Damage 2d6+7 force plus Pull or Push Primal Innate Spells DC 31 - Cantrips (6th) Detect Magic, Prestidigitation, Tangle Vine - 4th Creation (×2) - 5th Magic Passage, Wall of Stone - 6th Cursed Metamorphosis - Constant (5th) Truespeech Mythic Power 3 Mythic Points Mythic Skill Free Action Cost 1 Mythic Point; Effect The Immortal Trickster can spend a Mythic Point whenever he makes a check using Deception or Thievery to make the check at mythic proficiency. Recharge Spell Single Action (concentrate) Cost 1 Mythic Point; Effect The Immortal Trickster gains an additional casting of any of his innate primal spells that he has already cast. Remove a Condition Single Action (concentrate) Cost 1 Mythic Point; Effect The Immortal Trickster removes any one condition currently affecting him. Bond with Mortals Two Actions (Mental, Primal) Frequency once per day; Effect The Immortal Trickster forms a bond with a mortal creature. While the bond exists, the mortals bonded to the Immortal Trickster increase their current and maximum Hit Points by 10 and gain a +2 status bonus to their attack and damage rolls, as well as to skill checks they make using Deception, Stealth, or Thievery. The Immortal Trickster can communicate telepathically with any of his bonded mortals as long as both beings are on the same plane. Each week that they are bonded to the Trickster, the bonded mortals increase their doomed value by 1; their doomed value cannot be increased above 3 by this ability and their doomed value cannot decrease while they remain bonded to the Trickster. The Immortal Trickster can be bonded with up to six mortals at a time, and they can take this action again to end the bond or to form a new bond. The bond also ends if the mortal dies. Whenever one of his bonded mortals dies, the Immortal Trickster becomes drained 1 or increases the value of his drained condition by 1, and the Trickster gains a +2 status bonus on the next attack roll or skill check he attempts. Change Shape Single Action (Concentrate, Primal, Polymorph) The Immortal Trickster takes on the appearance of a coyote, fox, or raven. In areas where another Tiny or Small animal is known for wiliness and trickery, the Immortal Trickster can assume that animal's shape instead. While transformed, the Immortal Trickster loses his innate spells, attacks, and special actions, but doesn't otherwise change his statistics and can still speak. In fox or coyote form, the Immortal Trickster's size changes to Tiny (for a fox) or Small (for a coyote), his Speed increases to 35 feet, and he gains a bite (+23 to hit for 2d6+4 piercing damage). In raven form, he is Tiny, gains a fly Speed of 25 feet, and gains a beak (agile, +23 to-hit for 2d4+4 piercing damage). Confounding Theft Two Actions (Manipulate) Cost 1 Mythic Point; Effect The Immortal Trickster makes a Thievery check against the Perception DC of one creature he can see within 60 feet. On a success, the Trickster gains possession of any one item he chooses of up to 2 Bulk that the target is currently holding, wearing, wielding, or has stowed on their person. This must be a single item and does not include full sets of clothing like worn armor or garments. Cunning Escape Single Action (Concentrate, Teleportation) Frequency once per day; Effect The Immortal Trickster trades places with one of his sensory animals (see trickster's network, above). The animal appears in the square the Trickster is currently occupying and the Trickster teleports to the animal's original location with all of his possessions. If a creature has witnessed the Trickster's Change Shape, they must succeed at a DC 38 Perception check to Sense Motive or be fooled into thinking that the Trickster has simply changed shape into an animal instead of teleported. ","tradition":["Primal"],"skill_mod":{"society":21,"diplomacy":23,"deception":26,"nature":21,"thievery":26,"stealth":23},"summary":"The Immortal Trickster is an immortal spirit guide who always returns to life no matter how he's killed. After his death, he often recorporates in …","image":["/Images/Monsters/Immortal_Trickster.webp"],"primary_source":"War of Immortals","spell":["Cursed Metamorphosis","Magic Passage","Wall of Stone","Creation","Detect Magic","Prestidigitation","Tangle Vine","Truespeech"],"trait_group":["Creature Type","Mythic","Rarity"],"ac":31,"item":["wandering pipe"],"level":11,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3405","intelligence":3,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":21,"size":["Medium"],"name":"Immortal Trickster","category":"creature","rarity":"unique","strike_damage_average":[14,21],"slug":"creature-3405"},{"attack_bonus":[40,40,40,42],"constitution":9,"primary_source_category":"Rulebooks","strength":10,"hp":475,"language":["Tien","(can't speak any language)"],"immunity":["death effects","disease","drained","electricity","fear","mythic immunity","paralyzed"],"source":["War of Immortals"],"type":"Creature","will_save":34,"charisma":6,"speed":{"fly":60,"max":60,"land":40},"perception":38,"wisdom":6,"weakness":{},"creature_ability":["Stormsight","Electrified Rebirth","Mythic Immunity","Mythic Resilience","Mythic Power","Blinding Flash","Conjure Hurricane","Lightning Breath","Stormflight","Thunderous Departure"],"skill":["Acrobatics","Athletics"],"trait":["Beast","Kaiju","Mythic","Unique","Gargantuan"],"id":"creature-3406","text":" Agyra Agyra is a massive kaiju who protects Spinescar Island and its inhabitants. Recall Knowledge - Beast (Arcana, Nature): DC 56 Unspecific Lore : DC 54 Specific Lore : DC 51 Agyra Source War of Immortals pg. 189 Perception +38; darkvision, stormsight Languages Tien; (can't speak any language) Skills Acrobatics +43, Athletics +41 Str +10 Dex +11 Con +9 Int -2 Wis +6 Cha +6 Stormsight Wind, precipitation, and clouds don't impair Agyra's vision; she ignores the concealed condition from storms, mist, precipitation, and the like. --- AC 49 Fort +37 Ref +40 Will +34 mythic resilience (Fort and Ref) HP 475 , regeneration 30 Immunities death effects, disease, drained, electricity, fear, mythic immunity, paralyzed Resistances acid 20, fire 20, sonic 20 Electrified Rebirth (electricity, primal) Frequency once per year; Effect When Agyra dies, her corpse crackles and sparks with electrical energy. Any creature that touches Agyra's body within 1 hour of her death takes 11d6 electricity damage (basic DC 43 Reflex save). After being dead for 1 minute, Agyra is immediately resurrected in the same place, at full health, with all abilities fully restored. She normally takes advantage of this rebirth to flee to safety, using Thunderous Departure to retreat. If Agyra has already died and been reborn in the same year, she remains permanently dead upon being slain a second time. Mythic Immunity Strikes Mythic Resilience Agyra treats her saving throws with Fortitude and Reflex saves as one step better than they actually are (so a critical failure is a failure, a failure is a success, and a success is a critical success). Whenever a character rolls a critical hit against Agyra, they must reroll the attack roll and take the new result. --- Speed 40 feet, fly 60 feet Melee Single Action talon +40 (Agile, Magical, reach 15 feet), Damage 4d10+14 slashing plus 2d8 electricity Melee Single Action jaws +40 (Magical, reach 10 feet), Damage 3d12+14 piercing plus 2d8 electricity Melee Single Action tail +40 (deadly d10, Magical, reach 20 feet), Damage 4d8+14 bludgeoning plus 2d6 persistent bleed Ranged Single Action spike +42 (Magical, range increment 60 feet), Damage 7d6+10 piercing Mythic Power 3 Mythic Points Recharge Ability Single Action (concentrate) Cost 1 Mythic Point; Effect Agyra gains an additional use of lightning breath. Remove a Condition Single Action (concentrate) Cost 1 Mythic Point; Effect Agyra removes any one condition currently affecting her. Blinding Flash Three Actions (Light, Manipulate, Primal, Visual) Cost 1 Mythic Point; Effect By spreading her wings while she stands upon the ground, Agyra can create a blinding flash of light that targets all creatures within 100 feet. Affected creatures must succeed at a DC 43 Fortitude check. Critical Success The target is unaffected. Success The target is dazzled and stupefied 1 for 1d4 rounds. Failure The target is blinded and stupefied 2 for 1 minute. Critical Failure The target is blinded and stupefied 2 for 10 minutes. Conjure Hurricane Three Actions (Air, Manipulate, Primal) Frequency once per day; Cost 1 Mythic Point; Effect Agyra generates a hurricane that spreads across a 4-mile radius and lasts 24 hours, with a 500-foot calm eye of the storm at its center. Agyra is at the center of this hurricane when it is formed, but it moves normally (according to surrounding weather conditions and the GM's discretion) afterward. Lightning Breath Two Actions (Electricity, Primal) Agyra exhales a line of electricity from each of her two heads. Each line is 120 feet long and 10 feet wide, and the two lines may be pointed in different directions. A creature in a line takes 22d6 electricity damage (basic DC 44 Reflex save). On a failed save, the target is also slowed 1 for 1d4 rounds. A creature can be affected only once by a line, even if they are in an overlapping area. A character slain by Agyra's Lightning Breath remains electrified for 2d4 rounds after death. A creature touching such a corpse takes 3d6 electricity damage (no save). Agyra can't use Lightning Breath for 1d4 rounds. Stormflight Agyra can move in strong winds with ease. She doesn't treat wind as difficult terrain or need to Maneuver in Flight in high winds. Thunderous Departure Three Actions (Primal, Sonic) Frequency once per day; Effect Agyra Flies in a straight line at incredible speed, moving at least 120 feet but up to 1 mile. This movement doesn't provoke reactions. Her departure leaves behind a thunderous sonic boom, creating a 100-foot burst centered on her point of departure. All creatures in the area take 15d10 sonic damage (basic DC 46 Fortitude save). A creature who fails is also knocked prone, and a creature who critically fails is knocked prone and deafened permanently. ","skill_mod":{"athletics":41,"acrobatics":43},"summary":"Agyra is a massive kaiju who protects Spinescar Island and its inhabitants.","image":["/Images/Monsters/Agyra.webp"],"primary_source":"War of Immortals","trait_group":["Creature Type","Monster","Mythic","Rarity"],"ac":49,"level":23,"source_category":["Rulebooks"],"sense":" darkvision , stormsight","weakest_save":["will"],"resistance":{"acid":20,"sonic":20,"fire":20},"url":"/Monsters.aspx?ID=3406","intelligence":-2,"reflex_save":40,"strongest_save":["ref","reflex"],"dexterity":11,"vision":"Darkvision","fortitude_save":37,"size":["Gargantuan"],"name":"Agyra","category":"creature","rarity":"unique","strike_damage_average":[34,39,42,45],"slug":"creature-3406"},{"attack_bonus":[43,45,45,45],"constitution":10,"primary_source_category":"Rulebooks","strength":12,"hp":680,"language":["Aklo","(can't speak any language)"],"immunity":["clumsy","cold","disease","drained","enfeebled","mental","mythic immunity","paralyzed","persistent damage","petrified","poison","polymorph","prone","slowed","stunned","stupefied"],"source":["War of Immortals"],"type":"Creature","will_save":39,"charisma":7,"speed":{"fly":40,"max":60,"land":60},"perception":39,"wisdom":7,"weakness":{},"creature_ability":["Frightful Presence","Mythic Immunity","Mythic Resilience","Reactive","Reactive Strike","Mythic Power","Brutal Drag","Destructive Frenzy","Devastating Launch","Legendary Vigor","Trample","Trumpeting Blast"],"skill":["Athletics"],"trait":["Monitor","Mythic","Unique","Gargantuan"],"id":"creature-3407","text":" Oliphaunt of Jandelay The Oliphaunt of Jandelay is drawn to worlds that are hurtling toward imminent annihilation. Recall Knowledge - Monitor (Religion): DC 60 Unspecific Lore : DC 58 Specific Lore : DC 55 Oliphaunt of Jandelay Source War of Immortals pg. 195 Perception +39; darkvision, scent (imprecise) 120 feet Languages Aklo; (can't speak any language) Skills Athletics +50 Str +12 Dex +5 Con +10 Int -1 Wis +7 Cha +7 --- AC 48 Fort +48 Ref +37 Will +39 mythic resilience (all saves) HP 680 , regeneration 30 Immunities clumsy, cold, disease, drained, enfeebled, mental, mythic immunity, paralyzed, persistent damage, petrified, poison, polymorph, prone, slowed, stunned, stupefied Resistances acid 20, fire 20, physical 15 Frightful Presence (aura, emotion, fear, mental) 300 feet, DC 46 Mythic Immunity The Oliphaunt of Jandelay is immune to harmful spells cast by non-mythic creatures, Strikes made with non-mythic weapons, and unarmed Strikes from nonmythic characters. Mythic Resilience The Oliphaunt treats its saving throws with the associated save as one step better than they actually are (so a critical failure is a failure, a failure is a success, and a success is a critical success). The first time each round that a character rolls a critical hit against the Oliphaunt, they must reroll the attack roll and take the new result. Reactive The Oliphaunt of Jandelay gains 3 reactions each round. It can still use only one reaction per trigger. Reactive Strike Reaction --- Speed 60 feet, fly 40 feet; legendary vigor, unfettered movement Melee Single Action tusk +45 (Magical, reach 20 feet), Damage 4d10+22 piercing plus Improved Grab Melee Single Action foot +45 (Agile, Magical, reach 15 feet), Damage 4d6+22 bludgeoning plus Improved Knockdown Melee Single Action trunk +45 (Magical, reach 30 feet), Damage 2d12+22 bludgeoning Ranged Single Action debris toss +43 (deadly 2d8, Propulsive, range increment 150 feet), Damage 4d8+16 bludgeoning Divine Innate Spells DC 46 - 10th Cataclysm - Constant (4th) Unfettered Movement Mythic Power 3 Mythic Points Remove a Condition Single Action (concentrate) Cost 1 Mythic Point; Effect The Oliphaunt of Jandelay removes any one condition currently affecting it. Undying Myth Free Action Cost all the creature's Mythic Points; Effect When the Oliphaunt of Jandelay would die, as long as it has at least 1 Mythic Point, it immediately expends all remaining Mythic Points it has, remains standing and conscious, and recovers 50% of its maximum Hit Points. Brutal Drag When the Oliphaunt takes a Stride action, any creature grabbed by the Oliphaunt of Jandelay's tusk is moved along with it to a location within 20 feet of the Oliphaunt's ending location. They remain grabbed and the GM determines which square they end up in. Destructive Frenzy Three Actions The Oliphaunt of Jandelay makes two tusk Strikes, two foot Strikes, and one trunk Strike in any order. Devastating Launch Two Actions Cost 1 Mythic Point; Effect The Oliphaunt of Jandelay buries its tusks into the ground in a 15- foot burst centered within 20 feet of it, collecting everything in that area, including any creature currently grabbed by its tusk attack, and flinging it all up to 120 feet away. Everything lands in a 30-foot burst, dealing 12d6 bludgeoning damage to each creature in the area (DC 51 basic Reflex save). This damage also applies to any creatures, vehicles, or objects the Oliphaunt flung as well. A creature in the area being flung that succeeds or critically succeeds on their Reflex save remains in the square they started in. Anything launched by the Oliphaunt lands in a square in the burst as determined by the GM. Legendary Vigor The Oliphaunt of Jandelay is immune to penalties to its Speeds, and it ignores difficult terrain and greater difficult terrain. Trample Three Actions Huge or smaller, foot, DC 46. When the Oliphaunt of Jandelay Tramples, it can Stride up to triple its Speed, and any creature that fails or critically fails the Reflex save is knocked prone. Trumpeting Blast Two Actions (Sonic) The Oliphaunt of Jandelay emits a cacophonous blast from its trunk in a 120-foot cone. Each creature in the area must attempt a DC 49 Fortitude save. If the Oliphaunt spends 1 Mythic Point as part of the activity, the DC becomes 51 and the damage dice are increased to d12s. The Oliphaunt of Jandelay can't use Trumpeting Blast again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes 7d10 sonic damage and is deafened for 1 round. Failure The creature takes 14d10 sonic damage, is slowed 1 for 2 rounds, and is deafened for 2 rounds. Critical Failure The creature takes 28d10 sonic damage, is slowed 2 for 2 rounds, and is deafened for 4 rounds. ","tradition":["Divine"],"skill_mod":{"athletics":50},"summary":"The Oliphaunt of Jandelay is drawn to worlds that are hurtling toward imminent annihilation.","image":["/Images/Monsters/Oliphaunt_of_Jandelay.webp"],"primary_source":"War of Immortals","spell":["Cataclysm","Unfettered Movement"],"trait_group":["Creature Type","Mythic","Rarity"],"ac":48,"level":25,"spell_dc":[46],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 120 feet","weakest_save":["ref","reflex"],"resistance":{"acid":20,"bludgeoning":15,"piercing":15,"slashing":15,"fire":20,"physical":15},"url":"/Monsters.aspx?ID=3407","intelligence":-1,"reflex_save":37,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":48,"size":["Gargantuan"],"name":"Oliphaunt of Jandelay","category":"creature","rarity":"unique","strike_damage_average":[34,35,36,44],"slug":"creature-3407"},{"attack_bonus":[16,16],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":111,"language":["Common","Fey","<%SPELLS%1728%%>truespeech<%END>"],"source":["War of Immortals"],"type":"Creature","will_save":17,"charisma":5,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Immaculate Instrument","Artistic Specialist","Thought Slips Away","Mythic Resilience","Mythic Power","Artistic Creation","Artistic Destruction","Change Shape","Hours Go By"],"skill":["Acrobatics","Athletics","Crafting","Deception","Diplomacy","Nature","Performance"],"trait":["Fey","Mythic","Unique","Medium"],"id":"creature-3408","text":" Sublime Breath A sublime breath seeks to perfect their craft, or, when they see the seed of potential in a worthy mortal, to inspire them to new heights. Recall Knowledge - Fey (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Sublime Breath Source War of Immortals pg. 201 Perception +16 Languages Common, Fey; truespeech Skills Acrobatics +14, Athletics +12, Crafting +26, Deception +18, Diplomacy +16, Nature +15, Performance +26 Str +2 Dex +4 Con +2 Int +4 Wis +2 Cha +5 Immaculate Instrument A sublime breath carries a single tool, prop, or instrument related to its chosen craft, such as a mask, sash, or paintbrush. As long as they possess their immaculate instrument, they treat any critical failures on Crafting or Performance checks as failures. Artistic Specialist In a recital, competition, or other measure of artistic skill, a sublime breath is a 12th-level challenge. Thought Slips Away The sublime breath's ephemeral lightness makes them impossible to grasp. They use their Performance modifier to Escape, Tumble Through, High Jump, or Long Jump. When they Leap, High Jump, or Long Jump, the movement does not provoke reactions. Items immaculate instrument --- AC 24 Fort +11 Ref +14 Will +17 mythic resilience (Will) HP 111 Mythic Resilience The sublime breath treats their Will saving throws as one step better than it actually is (so a critical failure is a failure, a failure is a success, and a success is a critical success). --- Speed 25 feet Melee Single Action soft touch +16 (Mental, Spirit), Damage 2d4+8 bludgeoning plus 1d6 mental and 1d6 spirit Ranged Single Action feigned strike +16 (Mental, range 60 feet, Spirit), Damage 2d6 mental and 2d6 spirit Mythic Power 3 Mythic Points Remove a Condition Single Action (concentrate) Cost 1 Mythic Point; Effect The sublime breath removes any one condition currently affecting them. Artistic Creation Single Action (Illusion, Mental) Frequency once per round; Effect The sublime breath's art is so real that it takes shape in the hearts of those who witness it. The sublime breath crafts, acts, recites a tale or song, or otherwise uses their art to create a work of art in a 10-foot burst within 60 feet. The creation is perceptible and tangible to creatures that don't disbelieve it and it affects them accordingly; for instance a ladder could be climbed, and a campfire would provide heat and even be able to cook food for an affected creature. A hazardous creation deals 4d6 damage to creatures that enter or begin their turn in the area (DC 24 basic Will save), of a type matching the creation, usually a physical damage type or a common energy type such as fire, acid, or cold. The creation lasts until the end of the sublime breath's next turn, though the sublime breath can Sustain it to prolong the effect for up to 1 minute. The sublime breath can Sustain any number of Artistic Creations with a single action. Artistic Destruction Single Action (Illusion, Mental) Requirements The sublime breath has either used Artistic Creation this turn or Sustained an Artistic Creation this turn; Effect The sublime breath destroys their creations to make way for new growth. All of their currently sustained Artistic Creations detonate, dealing 8d6 damage to all enemy creatures either within a creation or within a 10-foot burst of it (DC 24 basic Will save). The damage type matches the creation. Creatures in multiple overlapping bursts take damage only once, of the type of their choice. The sublime breath then cannot use Artistic Creation for 1d4 turns. Change Shape Single Action (Concentrate, Divine, Polymorph) The sublime breath can take on the appearance of any Medium or Large humanoid creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but might change the damage type their Strikes deal. The sublime breath instinctively takes on the appearance an observer finds most inspiring. The first time they become observed, they use Change Shape as a free action, even if they were unaware they were being observed, they take on a specific appearance reflecting the hidden desires, hopes, artistic inclinations, or similar deep-seated emotions of a single observer. As long as the sublime breath can be observed by this creature and maintains this shape, the observer gains a +1 circumstance bonus to Crafting and Performance checks and takes a –1 circumstance penalty to Will saves against the sublime breath or to any check or DC that would attempt to capture or restrain them, such as attempts to Grapple or the DC of a paralyze spell. Hours Go By Single Action (Emotion, Mental) A sublime breath's presence can allow artists and artisans to work almost effortlessly in a state of perfect flow. The sublime breath encourages a single creature within 60 feet, who becomes quickened. They can spend the extra action only to Sustain a spell or other ability. ","skill_mod":{"diplomacy":16,"performance":26,"deception":18,"nature":15,"crafting":26,"athletics":12,"acrobatics":14},"summary":"A sublime breath seeks to perfect their craft, or, when they see the seed of potential in a worthy mortal, to inspire them to new heights.","image":["/Images/Monsters/Sublime_Breath.webp"],"primary_source":"War of Immortals","trait_group":["Creature Type","Mythic","Rarity"],"ac":24,"item":["immaculate instrument"],"level":6,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3408","intelligence":4,"reflex_save":14,"strongest_save":["will"],"dexterity":4,"fortitude_save":11,"size":["Medium"],"name":"Sublime Breath","category":"creature","rarity":"unique","strike_damage_average":[14,20],"slug":"creature-3408"},{"attack_bonus":[42,44,44,44],"constitution":11,"primary_source_category":"Rulebooks","strength":12,"hp":550,"language":["Aklo","Common","Orcish"],"immunity":["acid","death effects","disease","mental","mythic immunity","poison"],"source":["War of Immortals"],"type":"Creature","creature_family":"Spawn of Rovagug","will_save":36,"charisma":4,"speed":{"max":50,"land":50,"burrow":30},"perception":42,"wisdom":7,"weakness":{"holy":20},"creature_ability":["Frightful Presence","Mythic Immunity","Mythic Resilience","Symphony of Pain","Mythic Power","Battlefield Eruption","Bloodboils","Leap into the Fray","Swallow Whole","War Cry of Destruction"],"skill":["Athletics","Intimidation"],"trait":["Aberration","Mythic","Unique","Gargantuan"],"id":"creature-3409","text":" Verex-That-Was Once an orc god, Verex-That-Was has been reshaped into a towering creature of mangled flesh and bone. Recall Knowledge - Aberration (Occultism): DC 58 Unspecific Lore : DC 56 Specific Lore : DC 53 Verex-That-Was Source War of Immortals pg. 207 Perception +42; darkvision, truesight Languages Aklo, Common, Orcish Skills Athletics +45, Intimidation +45 Str +12 Dex +9 Con +11 Int +7 Wis +7 Cha +4 --- AC 51 Fort +42 Ref +38 Will +36 mythic resilience (all saves) HP 550 , regeneration 30 (deactivated by sloughstone weapons) Immunities acid, death effects, disease, mental, mythic immunity, poison Resistances cold 25, fire 25, physical 20 (except sloughstone and holy) Weaknesses holy 20 Frightful Presence (aura, emotion, fear, mental) 150 feet, DC 45 Mythic Immunity Verex-That-Was is immune to harmful spells cast by non-mythic creatures, Strikes made with non-mythic weapons, and unarmed Strikes from non-mythic characters. Mythic Resilience Verex-That-Was treats his saving throws with the associated save as one step better than they actually are (so a critical failure is a failure, a failure is a success, and a success is a critical success). Symphony of Pain Reaction Trigger A creature within Verex-That-Was's frightful presence damages Verex-That-Was; Effect Verex unleashes an echo of psychic pain throughout his vicinity, inflicting mental damage equal to half of the damage he sustained on all creatures, friend or foe, within 150 feet (DC 45 basic Fortitude save). --- Speed 50 feet, burrow 30 feet Melee Single Action claw +44 (Magical, Unholy, reach 15 feet), Damage 5d10+22 slashing plus bloodboils Melee Single Action jaws +44 (Magical, Unholy, reach 10 feet), Damage 4d12+22 piercing plus bloodboils and Improved Grab Melee Single Action tail +44 (Agile, Magical, Unholy, reach 20 feet), Damage 3d8+22 bludgeoning plus bloodboils Ranged Single Action teeth +42 (Magical, Unholy, range increment 60 feet), Damage 5d6+16 piercing Mythic Power 3 Mythic Points Undying Myth Free Action Cost all Verex's Mythic Points; Trigger Verex-That-Was would die and has at least 1 Mythic Point; Effect Verex remains standing and conscious, and recovers 50% of his maximum Hit Points. Battlefield Eruption Three Actions (Mythic, Teleportation) Cost 1 Mythic Point; Effect Verex-That-Was burrows into the ground, reemerging anywhere on the same plane where either he or his worshippers have previously killed at least 10 sapient creatures in battle. A fountain of gore and shattered bone erupts from the ground when Verex arrives, dealing 16d10 piercing damage in a 30-foot emanation (DC 48 basic Reflex save). Bloodboils (Disease) Wounds caused by direct contact with Verex-That-Was erupt into painful, blood-filled boils. A creature struck by Verex-That-Was's jaws or tail must succeed at a DC 45 Fortitude or gain weakness 10 to physical damage for 1 day as the boils explode messily each time the creature sustains another wound. The bloodboils can be counteracted with a 3rd-rank (or higher) cleanse affliction spell, but the disease also ends if the victim receives magical healing that brings them to their Hit Point maximum. Leap into the Fray Three Actions Verex-That-Was Leaps up to 20 feet horizontally and up to 10 feet vertically and then makes one claw Strike, one jaws Strike, and one tail Strike in any order. If Verex-That-Was spends 1 Mythic Point as part of this action, he doubles the distances he can Leap and each creature he lands adjacent to is off-guard until the end of his turn. Swallow Whole Single Action Huge, 4d10+10 bludgeoning, Rupture 50 War Cry of Destruction Two Actions (Sonic, Unholy, Void) Verex-That-Was unleashes a terrible howl in a 60-foot-cone, dealing 12d6 sonic damage and 12d6 void damage to all creatures (DC 45 basic Fortitude save). The damage bypasses up to 25 Hardness of materials other than sloughstone. Creatures in the area with the orc trait can use a reaction to roar in defiance of their corrupted god, granting themselves a +2 circumstance bonus on the saving throw but extending the area of the war cry to also include a 30-foot emanation centered on themself; orc creatures also automatically howl in their death throes if they are reduced to 0 Hit Points by this ability. This area can extend as long as orc creatures remain within the area and choose to roar, but creatures within multiple overlapping areas of effect must attempt only one save. Verex-That-Was cannot loose another War Cry of Destruction for 1d4 rounds. ","skill_mod":{"athletics":45,"intimidation":45},"summary":"Once an orc god, Verex-That-Was has been reshaped into a towering creature of mangled flesh and bone.","image":["/Images/Monsters/Verex-That-Was.webp"],"primary_source":"War of Immortals","trait_group":["Creature Type","Mythic","Rarity"],"ac":51,"level":24,"source_category":["Rulebooks"],"sense":" darkvision , truesight ","weakest_save":["will"],"resistance":{"bludgeoning":20,"piercing":20,"slashing":20,"fire":25,"cold":25,"physical":20},"url":"/Monsters.aspx?ID=3409","intelligence":7,"reflex_save":38,"strongest_save":["fort","fortitude"],"dexterity":9,"vision":"Darkvision","fortitude_save":42,"size":["Gargantuan"],"name":"Verex-That-Was","category":"creature","rarity":"unique","strike_damage_average":[33,35,48,49],"slug":"creature-3409"},{"attack_bonus":[24,28,28],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":335,"language":["Aklo","Chthonian","Common","Diabolic","Draconic","Dwarven","Empyrean","Jotun","Sakvroth","<%FEATS%2296%%>truespeech<%END>"],"immunity":["mental","poison"],"source":["War of Immortals"],"type":"Creature","spell_attack_bonus":[28],"will_save":29,"charisma":6,"speed":{"climb":60,"max":60,"land":60},"perception":32,"wisdom":6,"weakness":{},"creature_ability":["Countless Eyes","Greater Web Sense","Mythic Resistance","Spilled Secrets","Adopted Brood","Mythic Power","Nightmare Cocoon","Weaver Venom","Webbed Conveyance"],"skill":["Acrobatics","Athletics","Crafting","Deception","Diplomacy","Intimidation","Nature","Occultism","Religion","Society","Stealth"],"trait":["Beast","Mythic","Unique","Gargantuan"],"id":"creature-3410","text":" Weaver Of Webs Once a servitor of an ancient god of secrets, the Weaver of Webs now seeks to attain her own godhood. Recall Knowledge - Beast (Arcana, Nature): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Weaver Of Webs Source War of Immortals pg. 214 Perception +32; all-around vision, greater darkvision, tremorsense (imprecise) Languages Aklo, Chthonian, Common, Diabolic, Draconic, Dwarven, Empyrean, Jotun, Sakvroth; truespeech Skills Acrobatics +25, Athletics +30, Crafting +21, Deception +30, Diplomacy +27, Intimidation +30, Nature +25, Occultism +27, Religion +27, Society +27, Stealth +30 Str +6 Dex +4 Con +6 Int +8 Wis +6 Cha +6 Countless Eyes (scrying) The Weaver of Webs can see through the eyes of any spider, living or dead, in one of her many lairs. When the Weaver casts her scrying spell and targets a spider in her lair, the spell is not expended, and the spider automatically critically fails its saving throw. Greater Web Sense The Weaver of Webs' tremorsense also extends to any of her webs, regardless of distance or area, and her tremorsense is a precise sense against any creature in contact with one of her webs. --- AC 36 Fort +26 Ref +23 Will +29 HP 335 , regeneration 10 (deactivated by bright light) Immunities mental, poison Resistances cold 10, mythic resistance 15, void 10 Mythic Resistance The Weaver of Webs has resistance 15 to all attacks made with non-mythic weapons and unarmed attacks made by non-mythic creatures. Spilled Secrets (aura, mental) 60 feet. Any creature that speaks within this aura must succeed at a DC 34 Will save or divulge some kind of secret instead of whatever speech they intended. Linguistic spells and effects gain the concentrate trait if they didn't have it already and are wasted if the creature fails this save. On a critical failure, the character betrays a secret they least want to reveal to the Weaver or those present. Adopted Brood Reaction Trigger A creature deals precision damage to the Weaver; Effect A spray of smaller spiders pours out of the open wound. These spiders deal 3d6 piercing damage to a single creature within 15 feet of the Weaver and expose that creature to Weaver venom before skittering away. --- Speed 60 feet, climb 60 feet Melee Single Action fangs +28 (Magical, reach 10 feet), Damage 2d8+16 piercing plus Weaver venom Melee Single Action tarsal claw +28 (Magical, reach 15 feet), Damage 2d6+16 slashing plus Improved Grab Ranged Single Action web +24 (Nonlethal, Magical, range 120 feet), Damage 4d4+10 bludgeoning plus nightmare cocoon and Weaver venom Occult Innate Spells DC 36, attack +28 - 2nd See the Unseen (at will) - 3rd Dream Message, Fear, Mind Reading - 4th Darkness (at will), Invisibility, Nightmare, Read Omens, Web (at will) - 5th Sending (at will) - 6th Phantasmal Calamity, Repulsion, Scrying, Teleport - 7th Retrocognition, Warp Mind - 8th Dream Council - Constant (7th) Truespeech Mythic Power 3 Mythic Points Remove a Condition Single Action (concentrate) Cost 1 Mythic Point; Effect The Weaver removes any one condition currently affecting her. Nightmare Cocoon (Incapacitation, Mental) A creature struck by the Weaver's web Strike must succeed at a DC 34 Reflex save or become immobilized (Escape DC 34). If the Weaver spends 1 Mythic Point as a free action when a creature fails this save, the creature is also paralyzed, experiencing terrible nightmares of their deepest-held anxieties. The Weaver can view these dreams using a Sustain action, which imparts a –2 circumstance penalty to any Will saves the target attempts against the Weaver's spells until the beginning of the Weaver's next turn. At the end of a paralyzed victim's turn, they can attempt a DC 34 Will save to end the paralyzed condition (though they are still immobilized until they Escape). Weaver Venom (Poison) Saving Throw DC 34; Maximum Duration 6 rounds; Stage 1 2d10 poison (1 round); Stage 2 2d10 poison and slowed 1 (2 rounds); Stage 3 3d10 poison and slowed 2 (1 round); Stage 4 4d10 poison (1 round) and the target permanently forgets the Weaver exists, including any previous mention of her. Webbed Conveyance Single Action Requirements The Weaver is within 15 feet of a creature paralyzed in her nightmare cocoon; Effect The Weaver grabs the paralyzed target, webs them to her back or one of her legs, and then Strides. As long as the creature is immobilized by the Weaver's nightmare cocoon, it shares the Weaver's space and moves with her. The DC to Escape the nightmare cocoon increases to 36. ","tradition":["Occult"],"skill_mod":{"society":27,"diplomacy":27,"deception":30,"nature":25,"crafting":21,"stealth":30,"athletics":30,"intimidation":30,"occultism":27,"acrobatics":25,"religion":27},"summary":"Once a servitor of an ancient god of secrets, the Weaver of Webs now seeks to attain her own godhood.","image":["/Images/Monsters/Weaver_of_Webs.webp"],"primary_source":"War of Immortals","spell":["Dream Council","Retrocognition","Warp Mind","Phantasmal Calamity","Repulsion","Scrying","Teleport","Sending","Darkness","Invisibility","Nightmare","Read Omens","Web","Dream Message","Fear","Mind Reading","See the Unseen","Truespeech"],"trait_group":["Creature Type","Mythic","Rarity"],"ac":36,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" all-around vision , greater darkvision , tremorsense ( imprecise )","weakest_save":["ref","reflex"],"resistance":{"void":10,"cold":10},"url":"/Monsters.aspx?ID=3410","intelligence":8,"reflex_save":23,"strongest_save":["will"],"dexterity":4,"vision":"Greater darkvision","fortitude_save":26,"size":["Gargantuan"],"name":"Weaver Of Webs","category":"creature","rarity":"unique","strike_damage_average":[20,23,25],"slug":"creature-3410"},{"attack_bonus":[4,4,4],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":8,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Artisan","will_save":2,"charisma":0,"speed":{"max":25,"land":25},"perception":2,"wisdom":0,"weakness":{},"creature_ability":["Apprentice's Ambition"],"skill":["Athletics","Crafting","Geography Lore"],"legacy_id":["creature-955"],"trait":["Human","Humanoid","Medium"],"id":"creature-3411","text":" Apprentice Ambitious apprentices can be found in all cities. These individuals are generally younger and seek the approval of their masters as they learn their craft. Many yearn to exemplify the artistry behind their craft, one day becoming masters themselves. Depicted below is an apprentice cartographer. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Apprentice Source NPC Core pg. 8 Perception +2 Languages Common Skills Athletics +3, Crafting +5, Geography Lore +5 Str +1 Dex +2 Con +1 Int +3 Wis +0 Cha +0 Items Artisan's Toolkit, assorted maps, Dagger, rugged clothes with tool belt (functions as padded armor) --- AC 14 Fort +5 Ref +6 Will +2 HP 8 --- Speed 25 feet Melee Single Action dagger +4 (Agile, Finesse, versatile S), Damage 1d4+1 piercing Melee Single Action fist +4 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+1 bludgeoning Ranged Single Action dagger +4 (Agile, thrown 10 feet, versatile S), Damage 1d4+1 piercing Apprentice's Ambition Free Action Frequency once per day; Requirements A direct superior is supervising the apprentice; Effect The apprentice gains a +2 circumstance bonus to attack rolls, damage rolls, saving throws, and skill checks until the end of their next turn. ","skill_mod":{"crafting":5,"athletics":3},"summary":"Ambitious apprentices can be found in all cities. These individuals are generally younger and seek the approval of their masters as they learn their …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["Artisan's Toolkit","assorted maps","Dagger","rugged clothes with tool belt (functions as padded armor )"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3411","intelligence":3,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":2,"fortitude_save":5,"size":["Medium"],"name":"Apprentice","category":"creature","rarity":"common","strike_damage_average":[3,3,3],"slug":"creature-3411"},{"attack_bonus":[4,4,4],"constitution":-1,"primary_source_category":"Rulebooks","strength":2,"hp":7,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Artisan","will_save":10,"charisma":3,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Sales Specialist","Appraising Eye"],"skill":["Deception","Diplomacy","Mercantile Lore","Performance","Society"],"legacy_id":["creature-956"],"trait":["Human","Humanoid","Medium"],"id":"creature-3412","text":" Merchant Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists—experts in one type of product. Merchants range from vendors hustling in the public square to wealthy tycoons running entire commercial organizations. A merchant might have an additional Lore skill about a specific category of item (such as jewelry or magic weapons), with a skill modifier equal to their Mercantile Lore. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Merchant Source NPC Core pg. 8 Perception +6 Languages Common Skills Deception +10, Diplomacy +12, Mercantile Lore +12, Performance +8, Society +8 Str +2 Dex +0 Con -1 Int +2 Wis +2 Cha +3 Sales Specialist For encounters involving negotiation or mercantile skill, a merchant is a 4th-level challenge. Appraising Eye The merchant can use Mercantile Lore to Recall Knowledge about items, including determining their value. They can also attempt to Identify Magic using Mercantile Lore and can do so without first knowing whether the item is magical. Items Club, Padded Armor --- AC 13 Fort +1 Ref +2 Will +10 HP 7 --- Speed 25 feet Melee Single Action club +4, Damage 1d6+2 bludgeoning Melee Single Action fist +4 (Agile, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action club +4 (thrown 10 feet), Damage 1d6+2 bludgeoning\n","skill_mod":{"society":8,"diplomacy":12,"performance":8,"deception":10},"summary":"Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists—experts in one type of product. …","image":["/Images/Monsters/Merchant.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["Club","Padded Armor"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3412","intelligence":2,"reflex_save":2,"strongest_save":["will"],"dexterity":0,"fortitude_save":1,"size":["Medium"],"name":"Merchant","category":"creature","rarity":"common","strike_damage_average":[4,5,5],"slug":"creature-3412"},{"attack_bonus":[8,10,10],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":50,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Artisan","will_save":5,"charisma":0,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Smithing Specialist","Smith's Fury"],"skill":["Athletics","Crafting","Diplomacy","Smithy Lore","Society"],"legacy_id":["creature-957"],"trait":["Human","Humanoid","Medium"],"id":"creature-3413","text":" Smith Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and cities often have a variety of smiths, many specializing in blacksmithing, weapon smithing, armor smithing, or even smelting coins in a mint. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Smith Source NPC Core pg. 9 Perception +5 Languages Common Skills Athletics +8, Crafting +15, Diplomacy +5, Smithy Lore +15, Society +8 Str +3 Dex +1 Con +2 Int +3 Wis +0 Cha +0 Smithing Specialist For encounters involving smithing or other crafting tasks, the smith is a 6th-level challenge. Items Artisan's Toolkit, leather apron (functions as padded armor), light hammer --- AC 17 Fort +9 Ref +8 Will +5 HP 50 --- Speed 25 feet Melee Single Action light hammer +10 (Agile), Damage 1d6+3 bludgeoning plus smith's fury Melee Single Action fist +10 (Agile, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action light hammer +8 (Agile, thrown 20 feet), Damage 1d6+3 bludgeoning plus smith's fury Smith's Fury The smith deals an additional 1d6 damage when they hit with a weapon they created. ","skill_mod":{"society":8,"diplomacy":5,"crafting":15,"athletics":8},"summary":"Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Artisan's Toolkit","leather apron (functions as padded armor )","light hammer"],"level":3,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3413","intelligence":3,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":9,"size":["Medium"],"name":"Smith","category":"creature","rarity":"common","strike_damage_average":[5,6,6],"slug":"creature-3413"},{"attack_bonus":[14,16,16],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":135,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Artisan","will_save":17,"charisma":3,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Craft Specialist","Call to Action","Sworn Duty"],"skill":["Architecture Lore","Athletics","Bureaucracy Lore","Crafting","Diplomacy","Intimidation","Society"],"legacy_id":["creature-958"],"trait":["Human","Humanoid","Medium"],"id":"creature-3414","text":" Guildmaster In cities, artisans working in a common trade often form guilds to set standards of quality, establish common prices, engage in collective bargaining with business owners, and lobby local governments for favorable laws. The guildmaster— often a master artisan in their own right—also acts as an administrator and politician, advocating for artisans in their trade. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Guildmaster Source NPC Core pg. 9 Perception +16 Languages Common Skills Architecture Lore +25, Athletics +13, Bureaucracy Lore +19, Crafting +25, Diplomacy +24, Intimidation +22, Society +21 Str +3 Dex +1 Con +2 Int +4 Wis +2 Cha +3 Craft Specialist For encounters involving matters of crafting or architecture, the guildmaster is a 12th-level challenge. Items Artisan's Tools, construction schematics, guildmaster's uniform (functions as hide armor), +1 striking light hammer , tax ledgers --- AC 26 Fort +14 Ref +14 Will +17 HP 135 --- Speed 25 feet Melee Single Action light hammer +16 (Agile, Magical), Damage 2d6+5 bludgeoning Melee Single Action fist +16 (Agile, Nonlethal, Unarmed), Damage 1d4+5 bludgeoning Ranged Single Action light hammer +14 (Agile, Magical, thrown 20 feet), Damage 2d6+5 bludgeoning Call to Action Single Action (Auditory, Concentrate, Emotion, Mental) The guildmaster gives a speech to inspire themself and all guild-member allies within 60 feet, granting a +1 status bonus to attack and damage rolls until the start of the guildmaster's next turn. Sworn Duty While within the guild or presiding over guild business, the guildmaster gains a +2 circumstance bonus to weapon attack rolls and deals an additional 2d6 damage on a successful weapon attack. ","skill_mod":{"society":21,"diplomacy":24,"crafting":25,"athletics":13,"intimidation":22},"summary":"In cities, artisans working in a common trade often form guilds to set standards of quality, establish common prices, engage in collective bargaining …","image":["/Images/Monsters/Guildmaster.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":26,"item":["Artisan's Tools","construction schematics","guildmaster's uniform (functions as hide armor )","+1 striking light hammer","tax ledgers"],"level":8,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3414","intelligence":4,"reflex_save":14,"strongest_save":["will"],"dexterity":1,"fortitude_save":14,"size":["Medium"],"name":"Guildmaster","category":"creature","rarity":"common","strike_damage_average":[7,12,12],"slug":"creature-3414"},{"attack_bonus":[5,5],"constitution":-1,"primary_source_category":"Rulebooks","strength":0,"hp":7,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Courtier","will_save":9,"charisma":2,"speed":{"max":25,"land":25},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Historical Specialist","Records Don't Lie","Distracting Diatribe"],"skill":["Genealogy Lore","Lore","Lore","Scribing Lore","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3415","text":" Court Historian Amid the political machinations of the court stand the court historians, observing and recording events for future generations. Their loyalty is to the preservation of history, and they will defy even royalty in the name of truth. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Court Historian Source NPC Core pg. 12 Perception +7 Languages Common Skills Genealogy Lore +13, Lore +13, Lore +13, Scribing Lore +13, Society +9 Str +0 Dex +1 Con -1 Int +5 Wis +3 Cha +2 Historical Specialist In matters regarding history or court records, the court historian is a 5th-level challenge. Records Don't Lie The court historian has a Perception DC of 25 against Deception checks asserting false current or historical events. Items court record, fine clothing, inkwell, Writing Set --- AC 13 Fort +3 Ref +5 Will +9 HP 7 --- Speed 25 feet Melee Single Action fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning Ranged Single Action inkwell +5 (thrown 10 feet), Damage 1d4 bludgeoning Distracting Diatribe Single Action (Auditory, Linguistic, Mental) The court historian monotonously recites facts to distract a creature within 30 feet that can hear them. The target is off-guard for 1 round. ","skill_mod":{"society":9},"summary":"Amid the political machinations of the court stand the court historians, observing and recording events for future generations. Their loyalty is to …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["court record","fine clothing","inkwell","Writing Set"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3415","intelligence":5,"reflex_save":5,"strongest_save":["will"],"dexterity":1,"fortitude_save":3,"size":["Medium"],"name":"Court Historian","category":"creature","rarity":"common","strike_damage_average":[2,2],"slug":"creature-3415"},{"attack_bonus":[5,5,5],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":12,"language":["Common","plus two additional languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Courtier","will_save":11,"charisma":3,"speed":{"max":25,"land":25},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Diplomatic Specialist","Diplomatic Immunity"],"skill":["Deception","Diplomacy","Intimidation","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3416","text":" Envoy Envoys are guests of a given court, representing the interests of another court or organization. Some envoys stay in one place so long they're practically considered locals, though those with whom they parley are swiftly reminded where their loyalty lies. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Envoy Source NPC Core pg. 12 Perception +7; (13 to Sense Motive) Languages Common; plus two additional languages Skills Deception +13, Diplomacy +15, Intimidation +7, Society +15 Str +0 Dex +1 Con +0 Int +4 Wis +3 Cha +3 Diplomatic Specialist When dealing with matters of statecraft and negotiation, the envoy is a 6th-level challenge. Items Dagger, fine clothing, letter of diplomatic status, signet ring --- AC 13 Fort +2 Ref +3 Will +11 HP 12 --- Speed 25 feet Melee Single Action dagger +5 (Agile, Finesse, versatile S), Damage 1d4+2 piercing Melee Single Action fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action dagger +5 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Diplomatic Immunity Single Action (Auditory, Concentrate, Emotion, Linguistic, Mental) The envoy invokes their diplomatic status. Until the end of the envoy's next turn, any creature that attempts to attack them must succeed at a DC 15 Will save or have their attack disrupted. The attacker gains weakness 2 to all damage from the envoy's allies while Diplomatic Immunity lasts, whether their attack was disrupted or not. The envoy can Sustain this ability. If the envoy takes a hostile action, Diplomatic Immunity ends and can't be used again for 1 hour. ","skill_mod":{"society":15,"diplomacy":15,"deception":13,"intimidation":7},"summary":"Envoys are guests of a given court, representing the interests of another court or organization. Some envoys stay in one place so long they're …","image":["/Images/Monsters/Envoy.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["Dagger","fine clothing","letter of diplomatic status","signet ring"],"level":0,"source_category":["Rulebooks"],"sense":"(13 to Sense Motive ) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3416","intelligence":4,"reflex_save":3,"strongest_save":["will"],"dexterity":1,"fortitude_save":2,"size":["Medium"],"name":"Envoy","category":"creature","rarity":"common","strike_damage_average":[4,4,4],"slug":"creature-3416"},{"attack_bonus":[9,9],"constitution":0,"primary_source_category":"Rulebooks","strength":-1,"hp":25,"language":["Common","plus two additional languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Courtier","will_save":11,"charisma":4,"speed":{"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Group Impression","Social Specialist","Beguiling Presence","Cutting Remarks","Words of Encouragement"],"skill":["Art Lore","Deception","Diplomacy","Performance","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3417","text":" Courtesan Courtesans are high-class entertainers and professional companions, paid in favors and privileges for the honor of their company. These trendsetting socialites levy their clout to consort with those above their station, maneuvering connections to build exclusive clientele and climb the social ladder. A courtesan's discretion and mobility among the different ranks of society make their friendship well worth the price. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Courtesan Source NPC Core pg. 13 Perception +9; (13 to Sense Motive) Languages Common; plus two additional languages Skills Art Lore +12, Deception +12, Diplomacy +12, Performance +13, Society +10 Str -1 Dex +3 Con +0 Int +2 Wis +3 Cha +4 Group Impression When the courtesan Makes an Impression, they can compare their Diplomacy check result to the Will DCs of up to four targets instead of one. Social Specialist When entertaining or socializing, the courtesan is a 5th-level challenge. Items fine clothing, flute, jewelry, sword cane --- AC 17 Fort +6 Ref +7 Will +11 HP 25 Beguiling Presence (aura, emotion, mental) 10 feet. Creatures in the area that can observe the courtesan take a –2 status penalty on their Will DC against the courtesan's attempts to make a Request of them. --- Speed 25 feet Melee Single Action sword cane +9 (Agile, Concealable, Finesse), Damage 1d6+3 piercing Melee Single Action fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Cutting Remarks Single Action The courtesan levies insults or backhanded compliments, attempting to Demoralize a creature using their Performance modifier instead of Intimidation. Words of Encouragement Single Action (Auditory, Emotion, Linguistic, Mental) The courtesan praises the performance of one ally who can hear them. The targeted ally ignores any circumstance and status penalties they have until the start of the courtesan's next turn. The target then becomes temporarily immune to this ability for 10 minutes. Elegant Establishments Courtesans thrive both in business and status by catering to the elite upper class through creating private, exclusive spaces such as theaters, art galleries, tea houses, and boutiques. This allows both the courtesans and the upper class to strengthen alliances and accumulate secrets. ","skill_mod":{"society":10,"diplomacy":12,"performance":13,"deception":12},"summary":"Courtesans are high-class entertainers and professional companions, paid in favors and privileges for the honor of their company. These trendsetting …","image":["/Images/Monsters/Courtesan.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["fine clothing","flute","jewelry","sword cane"],"level":2,"source_category":["Rulebooks"],"sense":"(13 to Sense Motive ) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3417","intelligence":2,"reflex_save":7,"strongest_save":["will"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Courtesan","category":"creature","rarity":"common","strike_damage_average":[5,6],"slug":"creature-3417"},{"attack_bonus":[10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":50,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Courtier","will_save":11,"charisma":4,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Lip Reader","Noble's Ruse","Sneak Attack"],"skill":["Deception","Diplomacy","Games Lore","Intimidation","Society"],"legacy_id":["creature-882"],"trait":["Human","Humanoid","Medium"],"id":"creature-3418","text":" Noble Envied by many and detested by some, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. Day-to-day life for a noble is usually a mixture of business and leisure, and to an onlooker, such a lifestyle can appear to be nothing more than a string of meals, parties, and game halls. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Noble Source NPC Core pg. 13 Perception +11 Languages Common Skills Deception +10, Diplomacy +10, Games Lore +8, Intimidation +9, Society +10 Str +2 Dex +3 Con +1 Int +1 Wis +2 Cha +4 Lip Reader After years of sticking their nose where it doesn't belong, the noble has learned to read lips from afar. If they're trying to read lips in an encounter or attempting a difficult feat of lip reading, they are fascinated and off-guard, and might need to succeed at a Society check with a DC determined by the GM. Items fashionable fine clothes, Loaded Dice, Rapier, silver flask, signet ring --- AC 18 Fort +6 Ref +10 Will +11 HP 50 --- Speed 25 feet Melee Single Action rapier +10 (deadly d8, Disarm, Finesse), Damage 1d6+6 piercing Melee Single Action fist +10 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Noble's Ruse Single Action Frequency once per round; Effect The noble FeintS. On a success, the noble Strikes the target. Sneak Attack The noble deals 1d6 extra precision damage to off-guard creatures. ","skill_mod":{"society":10,"diplomacy":10,"deception":10,"intimidation":9},"summary":"Envied by many and detested by some, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. Day-to-day life …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["fashionable fine clothes","Loaded Dice","Rapier","silver flask","signet ring"],"level":3,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3418","intelligence":1,"reflex_save":10,"strongest_save":["will"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Noble","category":"creature","rarity":"common","strike_damage_average":[8,9],"slug":"creature-3418"},{"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Courtier","will_save":10,"charisma":0,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Guard's Parry","Reactive Strike","Crowd Control"],"skill":["Athletics","Diplomacy","Intimidation"],"legacy_id":["creature-883"],"trait":["Human","Humanoid","Medium"],"id":"creature-3419","text":" Palace Guard Often the younger offspring of minor nobility or those from long lines of trusted staff, palace guards are in charge of defending the royal family and their inner stronghold. Their days consist of guarding doorways, escorting nobles, and keeping those in their charge as safe as possible. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Palace Guard Source NPC Core pg. 14 Perception +12; (14 when rolling initiative) Languages Common Skills Athletics +14, Diplomacy +8, Intimidation +8 Str +4 Dex +2 Con +3 Int +0 Wis +2 Cha +0 Items chain mail with palace insignia, Halberd, simple manacles --- AC 21 Fort +12 Ref +10 Will +10 HP 60 Guard's Parry Reaction Trigger A creature attacks the palace guard's liege, and the liege is within the guard's melee reach; Effect The liege gains a +2 circumstance bonus to AC against the triggering attack, and the palace guard gains a +2 circumstance bonus to attack and damage rolls until the end of their next turn. Reactive Strike Reaction --- Speed 25 feet Melee Single Action halberd +14 (reach 10 feet, versatile S), Damage 1d10+7 piercing Melee Single Action fist +14 (Agile, Nonlethal, Unarmed), Damage 1d4+7 bludgeoning Crowd Control Single Action Requirements The palace guard's last action was a successful halberd Strike; Effect The palace guard attempts to Reposition the creature they hit using their halberd's reach. This attempt neither applies nor counts toward the guard's multiple attack penalty ","skill_mod":{"diplomacy":8,"athletics":14,"intimidation":8},"summary":"Often the younger offspring of minor nobility or those from long lines of trusted staff, palace guards are in charge of defending the royal family …","image":["/Images/Monsters/Palace_Guard.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["chain mail with palace insignia","Halberd","simple manacles"],"level":4,"source_category":["Rulebooks"],"sense":"(14 when rolling initiative) ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=3419","intelligence":0,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":12,"size":["Medium"],"name":"Palace Guard","category":"creature","rarity":"common","strike_damage_average":[9,12],"slug":"creature-3419"},{"attack_bonus":[11,11,11],"constitution":-1,"primary_source_category":"Rulebooks","strength":0,"hp":60,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Courtier","spell_attack_bonus":[14],"will_save":14,"charisma":5,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Placate"],"skill":["Deception","Diplomacy","Legal Lore","Occultism","Performance","Society"],"legacy_id":["creature-884"],"trait":["Human","Humanoid","Medium"],"id":"creature-3420","text":" Advisor Trusted counselors of the court, advisors whisper words of guidance into the ears of those in power. Many nobles lean so heavily on their advisor's counsel that they make few decisions without them and insist on their attendance at all meetings and public events. Advisors are often master manipulators. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Advisor Source NPC Core pg. 14 Perception +14 Languages Common Skills Deception +14, Diplomacy +14, Legal Lore +12, Occultism +10, Performance +12, Society +12 Str +0 Dex +2 Con -1 Int +3 Wis +3 Cha +5 Placate An advisor is well versed in soothing agitated nobles. Their calming voice gives them a +2 circumstance bonus to Deception and Diplomacy checks when dealing with members of the nobility. Items Dagger (2), fine clothes, minor healing potion , small harp, Whip --- AC 21 Fort +8 Ref +11 Will +14 HP 60 --- Speed 25 feet Melee Single Action whip +11 (Disarm, Finesse, Nonlethal, reach 10 feet, Trip), Damage 1d4+4 slashing Melee Single Action fist +11 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action dagger +11 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing Occult Spontaneous Spells DC 22, attack +14 - Cantrips (3rd) Daze, Light, Prestidigitation, Shield, Void Warp - 1st Command, Force Barrage, Protection, Soothe (3 slots) - 2nd Augury, Cleanse Affliction, Soothe, Stupefy (3 slots) - 3rd Mind Reading, Soothe, Ring of Truth (2 slots) Bard Composition Spells DC 22, 1 Focus Point - Cantrips (3rd) Rallying Anthem, Courageous Anthem, Uplifting Overture - 3rd Counter Performance\n","tradition":["Occult"],"skill_mod":{"society":12,"diplomacy":14,"performance":12,"deception":14,"occultism":10},"summary":"Trusted counselors of the court, advisors whisper words of guidance into the ears of those in power. Many nobles lean so heavily on their advisor's …","primary_source":"NPC Core","spell":["Mind Reading","Soothe","Ring of Truth","Augury","Cleanse Affliction","Stupefy","Command","Force Barrage","Protection","Daze","Light","Prestidigitation","Shield","Void Warp","Counter Performance","Rallying Anthem","Courageous Anthem","Uplifting Overture"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Dagger (2)","fine clothes","minor healing potion","small harp","Whip"],"level":5,"spell_dc":[22,22],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3420","intelligence":3,"reflex_save":11,"strongest_save":["will"],"dexterity":2,"fortitude_save":8,"size":["Medium"],"name":"Advisor","category":"creature","rarity":"common","strike_damage_average":[6,6,6],"slug":"creature-3420"},{"attack_bonus":[16,16,16,17],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":90,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Courtier","will_save":14,"charisma":4,"speed":{"max":25,"land":25},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Noble's Ally","Hidden Blade","Sneak Attack"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Local Court Lore","Society","Stealth","Thievery"],"legacy_id":["creature-885"],"trait":["Human","Humanoid","Medium"],"id":"creature-3421","text":" Spy Any number of nobles could be spies—a beloved confidante of the queen or even the court jester. Spies use their skills to subtly manipulate courtiers, turn enemies against one another, and collect valuable information. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Spy Source NPC Core pg. 15 Perception +14 Languages Common Skills Acrobatics +14, Deception +16, Diplomacy +14, Intimidation +14, Local Court Lore +16, Society +14, Stealth +16, Thievery +14 Str +0 Dex +4 Con +0 Int +2 Wis +2 Cha +4 Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court. Items Dagger (4), Disguise Kit, fine clothes, Leather Armor, +1 rapier , Thieves' Toolkit --- AC 23 Fort +12 Ref +16 Will +14 HP 90 --- Speed 25 feet Melee Single Action rapier +17 (deadly d8, Disarm, Finesse, Magical), Damage 1d6+7 piercing Melee Single Action dagger +16 (Agile, Finesse, versatile S), Damage 1d4+7 piercing Melee Single Action fist +16 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+7 bludgeoning Ranged Single Action dagger +16 (Agile, thrown 10 feet, versatile S), Damage 1d4+7 piercing Hidden Blade Single Action Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is off-guard against the attack. Sneak Attack The spy deals an extra 2d6 precision damage to off-guard creatures. ","skill_mod":{"society":14,"diplomacy":14,"deception":16,"thievery":14,"stealth":16,"intimidation":14,"acrobatics":14},"summary":"Any number of nobles could be spies—a beloved confidante of the queen or even the court jester. Spies use their skills to subtly manipulate …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["Dagger (4)","Disguise Kit","fine clothes","Leather Armor","+1 rapier","Thieves' Toolkit"],"level":6,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3421","intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":12,"size":["Medium"],"name":"Spy","category":"creature","rarity":"common","strike_damage_average":[9,9,9,10],"slug":"creature-3421"},{"attack_bonus":[15,15,15,16],"constitution":0,"primary_source_category":"Rulebooks","strength":3,"hp":85,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Courtier","will_save":16,"charisma":2,"speed":{"max":20,"land":20},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Battle Scarred","Noble Pride","Tactical Command"],"skill":["Athletics","Deception","Diplomacy","Heraldry Lore","Intimidation","Warfare Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3422","text":" Veteran Noble Veteran nobles have survived battles in the past, both social and physical. These movers and shakers are often the patrons or mentors of bold adventurers. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Veteran Noble Source NPC Core pg. 15 Perception +15 Languages Common Skills Athletics +13, Deception +12, Diplomacy +12, Heraldry Lore +14, Intimidation +14, Warfare Lore +14 Str +3 Dex +2 Con +0 Int +2 Wis +3 Cha +2 Items Dagger, Half Plate, +1 longsword , signet ring --- AC 24 Fort +12 Ref +14 Will +16 HP 85 Battle Scarred The first time each day the veteran noble would be reduced to 0 HP, they remain at 1 HP and are enfeebled 2 for the rest of the day. Noble Pride Reaction (auditory, emotion, mental) Trigger An opponent attempts to Demoralize the veteran noble or one of the noble's allies within 30 feet; Effect The veteran noble attempts to Demoralize the triggering opponent before the opponent rolls. On a critical success, the triggering action is disrupted as well. --- Speed 20 feet Melee Single Action longsword +16 (Magical, versatile P), Damage 1d8+11 slashing Melee Single Action dagger +15 (Agile, versatile S), Damage 1d4+11 piercing Melee Single Action gauntlet +15 (Agile, Free-Hand), Damage 1d4+11 bludgeoning Ranged Single Action dagger +15 (Agile, thrown 10 feet, versatile S), Damage 1d4+11 piercing Tactical Command Single Action (Auditory, Concentrate, Linguistic, Mental) Frequency once per round; Effect The veteran noble directs an ally. The ally can immediately use their reaction to Strike or to Stride without triggering reactions. The ally gains a +2 status bonus to their Strike if the veteran noble has dealt with that creature or an organization that creature belongs to before, as the veteran offers hard-earned tactical advice. ","skill_mod":{"diplomacy":12,"deception":12,"athletics":13,"intimidation":14},"summary":"Veteran nobles have survived battles in the past, both social and physical. These movers and shakers are often the patrons or mentors of bold …","image":["/Images/Monsters/Veteran_Noble.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":24,"item":["Dagger","Half Plate","+1 longsword","signet ring"],"level":6,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3422","intelligence":2,"reflex_save":14,"strongest_save":["will"],"dexterity":2,"fortitude_save":12,"size":["Medium"],"name":"Veteran Noble","category":"creature","rarity":"common","strike_damage_average":[13,13,13,15],"slug":"creature-3422"},{"attack_bonus":[17,17,17,18],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":110,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Courtier","will_save":13,"charisma":1,"speed":{"max":25,"land":25},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Knight's Courage","Reactive Strike","Shield Block","Intimidating Strike","Rearming Advance","Warding Shift"],"skill":["Athletics","Diplomacy","Intimidation","Society","Warfare Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3423","text":" Knight Elite fighters from the lowest ranks of nobility, knights are proud champions of their court. Unlike other nobles, knights must earn their title through loyalty and strength-of-arms rather than inheritance. Ideals such as chivalry, honor, and virtue are associated with knights but not all meet such romantic standards. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Knight Source NPC Core pg. 16 Perception +13 Languages Common Skills Athletics +17, Diplomacy +12, Intimidation +16, Society +13, Warfare Lore +15 Str +4 Dex +3 Con +3 Int +0 Wis +2 Cha +1 Items +1 bastard sword , full plate with livery, Spear (3), Steel Shield (Hardness 5, 20 HP, BT 10) --- AC 25 (27 with shield raised) Fort +14 Ref +14 Will +13 HP 110 Knight's Courage Any time the knight gains the frightened condition, they reduce its value by 1. Reactive Strike Reaction Shield Block Reaction The knight can Shield Block for an adjacent ally, preventing that ally from taking damage instead of themself. --- Speed 25 feet Melee Single Action bastard sword +18 (Magical, two-hand d12), Damage 1d8+10 slashing Melee Single Action spear +17, Damage 1d6+10 piercing Melee Single Action gauntlet +17 (Agile, Free-Hand), Damage 1d4+10 bludgeoning Ranged Single Action spear +17 (thrown 20 feet), Damage 1d6+10 piercing Intimidating Strike Two Actions (Emotion, Fear, Fighter, Mental) The knight makes a melee Strike. If it hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit. Rearming Advance Single Action The knight Strides or Steps. During this movement, they can Interact to swap from wielding their bastard sword in two hands to wielding it in one hand and wielding their shield in the other, or vice versa. This Interact action doesn't trigger reactions that can be triggered by manipulate actions. Warding Shift Single Action Requirements The knight is adjacent to a willing ally; Effect The knight moves an adjacent willing ally 5 feet in any direction and can Step into the space the ally vacated. Knighthood While most are knighted after years of training under an established knight, there are other ways to earn the title. It might be presented as a tournament prize, a reward for prowess in battle, or an honor bestowed upon adventurers for aiding a grateful noble. Knighthood is the fastest way to join the ranks of nobility outside of marriage and bestows land and properties along with a rise in station. ","skill_mod":{"society":13,"diplomacy":12,"athletics":17,"intimidation":16},"summary":"Elite fighters from the lowest ranks of nobility, knights are proud champions of their court. Unlike other nobles, knights must earn their title …","image":["/Images/Monsters/Knight.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":25,"item":["+1 bastard sword","full plate with livery","Spear (3)","Steel Shield (Hardness 5, 20 HP, BT 10)"],"level":7,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3423","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"fortitude_save":14,"size":["Medium"],"name":"Knight","category":"creature","rarity":"common","strike_damage_average":[12,13,13,14],"slug":"creature-3423"},{"attack_bonus":[6,7,7],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Criminal","will_save":5,"charisma":-1,"speed":{"max":25,"land":25},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Alchemical Embalming"],"skill":["Crafting","Deception","Intimidation","Society","Stealth","Underworld Lore"],"legacy_id":["creature-886"],"trait":["Human","Humanoid","Medium"],"id":"creature-3424","text":" Grave Robber Many cultures have a tradition of burying their dead with a selection of the deceased's most precious possessions. Such valuables can be easy pickings for those with no respect for—or fear of—the dead. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Grave Robber Source NPC Core pg. 18 Perception +5 Languages Common Skills Crafting +6, Deception +2, Intimidation +2, Society +6, Stealth +5, Underworld Lore +6 Str +1 Dex +2 Con +2 Int +3 Wis +2 Cha -1 Items embalming flask, Holy Water, shovel --- AC 15 Fort +7 Ref +7 Will +5 HP 20 --- Speed 25 feet Melee Single Action shovel +6, Damage 1d6+1 bludgeoning Melee Single Action fist +7 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+1 bludgeoning Ranged Single Action embalming flask +7 (Alchemical, range increment 20 feet, Splash), Damage 1d4 acid plus 1 acid splash damage and alchemical embalming Alchemical Embalming The grave robber carries alchemical vials of specially prepared embalming fluid meant to hinder pursuit by anyone who interrupts their grave-robbing. A creature hit by a grave robber's embalming flask takes a –10-foot penalty to all its Speeds for 1 round. On a critical hit from an embalming flask, the target is also clumsy 1 for 1 minute. ","skill_mod":{"society":6,"deception":2,"crafting":6,"stealth":5,"intimidation":2},"summary":"Many cultures have a tradition of burying their dead with a selection of the deceased's most precious possessions. Such valuables can be easy …","image":["/Images/Monsters/Grave_Robber.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["embalming flask","Holy Water","shovel"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3424","intelligence":3,"reflex_save":7,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"fortitude_save":7,"size":["Medium"],"name":"Grave Robber","category":"creature","rarity":"common","strike_damage_average":[2,3,4],"slug":"creature-3424"},{"attack_bonus":[9,9,9,9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":30,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Criminal","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Bandit's Ambush","Dread Striker","Forest Passage"],"skill":["Athletics","Deception","Forest Lore","Intimidation","Stealth","Survival","Thievery"],"legacy_id":["creature-887"],"trait":["Human","Humanoid","Medium"],"id":"creature-3425","text":" Bandit Bandits waylay travelers and plunder their valuables before disappearing back to their wilderness hideouts. Many bandits seek only to steal and release their victims alive, though a few prefer to leave no witnesses. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Bandit Source NPC Core pg. 18 Perception +6 Languages Common Skills Athletics +6, Deception +5, Forest Lore +4, Intimidation +6, Stealth +8, Survival +6, Thievery +8 Str +3 Dex +3 Con +1 Int +0 Wis +2 Cha +1 Bandit's Ambush When the bandit rolls initiative using Deception or Stealth, they can attempt to Demoralize one creature as a free action. Items Dagger, Machete, Sling (10 bullets), studded leather --- AC 19 Fort +7 Ref +9 Will +6 HP 30 --- Speed 25 feet; forest passage Melee Single Action machete +9 (deadly d8, Sweep), Damage 1d6+5 slashing Melee Single Action dagger +9 (Agile, versatile S), Damage 1d4+5 piercing Melee Single Action fist +9 (Agile, Nonlethal, Unarmed), Damage 1d4+5 bludgeoning Ranged Single Action sling +9 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+3 bludgeoning Ranged Single Action dagger +9 (Agile, thrown 10 feet, versatile S), Damage 1d4+5 piercing Dread Striker Frightened creatures are off-guard to the bandit. Forest Passage The bandit ignores any difficult terrain caused by plants, such as bushes, vines, and undergrowth. ","skill_mod":{"deception":5,"thievery":8,"survival":6,"stealth":8,"athletics":6,"intimidation":6},"summary":"Bandits waylay travelers and plunder their valuables before disappearing back to their wilderness hideouts. Many bandits seek only to steal and …","image":["/Images/Monsters/Bandit.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":19,"item":["Dagger","Machete","Sling (10 bullets)","studded leather"],"level":2,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3425","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":7,"size":["Medium"],"name":"Bandit","category":"creature","rarity":"common","strike_damage_average":[6,7,7,7,8],"slug":"creature-3425"},{"attack_bonus":[9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":25,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Criminal","will_save":10,"charisma":4,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Business Savvy","Loan Specialist","Never off the Hook","Interest is Due!"],"skill":["Accounting Lore","Athletics","Deception","Diplomacy","Intimidation","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3426","text":" Loan Shark Loan sharks lend money to those in need but charge high interest. If there's ever an issue with repayment, they'll send their gang to ensure clients pay in full. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Loan Shark Source NPC Core pg. 19 Perception +8 Languages Common Skills Accounting Lore +17, Athletics +9, Deception +8, Diplomacy +8, Intimidation +8, Society +15 Str +3 Dex +0 Con +1 Int +2 Wis +2 Cha +4 Business Savvy When making monetary deals, the loan shark gets a +8 circumstance bonus to Deception checks, Diplomacy checks, and their Perception DC. Loan Specialist For encounters involving monetary deals, the loan shark is a 7th-level challenge. Items Breastplate, dragon-headed cane (functions as a staff) --- AC 18 Fort +7 Ref +6 Will +10 HP 25 Never off the Hook (aura, emotion, mental) 60 feet. Creatures in the aura who owe the loan shark money take a –3 circumstance penalty to their Will DC against the loan shark's attempts to Demoralize or Coerce them and can't reduce their frightened value below 1 while in the aura. --- Speed 25 feet Melee Single Action dragon-headed cane +9 (two-hand d8), Damage 1d4+5 bludgeoning Melee Single Action fist +9 (Agile, Nonlethal, Unarmed), Damage 1d4+5 bludgeoning Interest is Due! Single Action (Auditory, Concentrate, Linguistic, Mental) Frequency once per round; Effect The loan shark commands an ally within 30 feet to attack a creature who owes the loan shark money. The ally can use a reaction to Strike the debtor, dealing an additional 1d6 mental damage. ","skill_mod":{"society":15,"diplomacy":8,"deception":8,"athletics":9,"intimidation":8},"summary":"Loan sharks lend money to those in need but charge high interest. If there's ever an issue with repayment, they'll send their gang to ensure clients …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Breastplate","dragon-headed cane (functions as a staff )"],"level":2,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3426","intelligence":2,"reflex_save":6,"strongest_save":["will"],"dexterity":0,"fortitude_save":7,"size":["Medium"],"name":"Loan Shark","category":"creature","rarity":"common","strike_damage_average":[7,7],"slug":"creature-3426"},{"attack_bonus":[8,8,9,9],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":30,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Criminal","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Reactive Strike","Brutal Beating","Combat Grab","Sneak Attack"],"skill":["Athletics","Intimidation","Stealth"],"legacy_id":["creature-888"],"trait":["Human","Humanoid","Medium"],"id":"creature-3427","text":" Ruffian Ruffians often work as bodyguards and enforcers for powerful criminals, using their strength to bully others into submission. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Ruffian Source NPC Core pg. 19 Perception +8 Languages Common Skills Athletics +7, Intimidation +6, Stealth +6 Str +3 Dex +2 Con +3 Int -1 Wis +2 Cha +0 Items Club, Sling (10 bullets), Studded Leather Armor --- AC 18 Fort +9 Ref +8 Will +6 HP 30 Reactive Strike Reaction --- Speed 25 feet Melee Single Action club +9, Damage 1d6+5 bludgeoning Melee Single Action fist +9 (Agile, Nonlethal, Unarmed), Damage 1d4+5 bludgeoning Ranged Single Action sling +8 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+5 bludgeoning Ranged Single Action club +8 (thrown 10 feet), Damage 1d6+5 bludgeoning Brutal Beating The ruffian's brutality shakes foes' confidence. When the ruffian deals damage on a critical hit, the target is frightened 1, and the ruffian can push the target up to 10 feet. Combat Grab Single Action Trigger The ruffian has one hand free; Effect The ruffian makes a melee Strike while keeping one hand free. If this Strike hits, the ruffian Grabs the target using their free hand. The creature remains grabbed until the end of the ruffian's next turn or until it Escapes, whichever comes first. Sneak Attack The ruffian deals an extra 1d6 precision damage to off-guard creatures. ","skill_mod":{"stealth":6,"athletics":7,"intimidation":6},"summary":"Ruffians often work as bodyguards and enforcers for powerful criminals, using their strength to bully others into submission.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Club","Sling (10 bullets)","Studded Leather Armor"],"level":2,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3427","intelligence":-1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":9,"size":["Medium"],"name":"Ruffian","category":"creature","rarity":"common","strike_damage_average":[7,8,8,8],"slug":"creature-3427"},{"attack_bonus":[10,10,10],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":40,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Criminal","spell_attack_bonus":[12],"will_save":10,"charisma":4,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Versatile Performance","Sneak Attack"],"skill":["Acrobatics","Deception","Diplomacy","Occultism","Performance","Society","Stealth","Thievery","Underworld Lore"],"legacy_id":["creature-889"],"trait":["Human","Humanoid","Medium"],"id":"creature-3428","text":" Charlatan Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and confused. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Charlatan Source NPC Core pg. 20 Perception +6 Languages Common Skills Acrobatics +8, Deception +11, Diplomacy +9, Occultism +7, Performance +11, Society +7, Stealth +8, Thievery +8, Underworld Lore +9 Str +0 Dex +3 Con +0 Int +2 Wis +1 Cha +4 Versatile Performance The charlatan can use their Performance skill to Make an Impression, to Demoralize, and they can use an acting Performance to Impersonate. Items Disguise Kit, lute, Shortsword, Thieves' Toolkit, Whip --- AC 18 Fort +5 Ref +8 Will +10 HP 40 --- Speed 25 feet Melee Single Action shortsword +10 (Agile, Finesse, versatile S), Damage 1d6+2 piercing Melee Single Action whip +10 (Disarm, Finesse, Nonlethal, Reach, Trip), Damage 1d4+2 slashing Melee Single Action fist +10 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Occult Spontaneous Spells DC 20, attack +12 - Cantrips (2nd) Daze, Figment, Message, Prestidigitation, Telekinetic Hand - 1st Disguise Magic, Illusory Disguise, Ventriloquism (3 slots) - 2nd Charm, Illusory Disguise, Invisibility (2 slots) Bard Composition Spells 1 Focus Point, DC 19 - Cantrips (1st) Courageous Anthem - 1st Counter Performance Sneak Attack The charlatan deals an extra 1d6 precision damage to off-guard creatures. ","tradition":["Occult"],"skill_mod":{"society":7,"diplomacy":9,"performance":11,"deception":11,"thievery":8,"stealth":8,"occultism":7,"acrobatics":8},"summary":"Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and confused.","primary_source":"NPC Core","spell":["Charm","Illusory Disguise","Invisibility","Disguise Magic","Ventriloquism","Daze","Figment","Message","Prestidigitation","Telekinetic Hand","Counter Performance","Courageous Anthem"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Disguise Kit","lute","Shortsword","Thieves' Toolkit","Whip"],"level":3,"spell_dc":[19,20],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3428","intelligence":2,"reflex_save":8,"strongest_save":["will"],"dexterity":3,"fortitude_save":5,"size":["Medium"],"name":"Charlatan","category":"creature","rarity":"common","strike_damage_average":[4,4,5],"slug":"creature-3428"},{"attack_bonus":[14,14,14],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":60,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Criminal","will_save":10,"charisma":1,"speed":{"max":30,"land":30},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Deny Advantage","Nimble Dodge","Mobility","Sneak Attack","Surprise Attack"],"skill":["Acrobatics","Athletics","Deception","Society","Stealth","Thievery","Underworld Lore"],"legacy_id":["creature-890"],"trait":["Human","Humanoid","Medium"],"id":"creature-3429","text":" Burglar These criminals specialize in breaking and entering, gaining access to secure buildings and bypassing security measures undetected. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Burglar Source NPC Core pg. 20 Perception +10; (11 to find traps) Languages Common Skills Acrobatics +10, Athletics +8, Deception +7, Society +7, Stealth +12, Thievery +12, Underworld Lore +7 Str +2 Dex +4 Con +1 Int +1 Wis +2 Cha +1 Items Climbing Kit, Composite Shortbow (10 arrows), lesser darkvision elixir, Leather Armor, Shortsword, Thieves' Toolkit --- AC 21 (22 vs. traps) Fort +7 Ref +12 Will +10 +1 circumstance to all saves vs. traps HP 60 Deny Advantage The burglar isn't off-guard to creatures of 4th level or lower that are hidden, undetected, flanking, or using surprise attack. Nimble Dodge Reaction Trigger The burglar is targeted with a melee or ranged attack by an attacker it can see; Effect The burglar gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet Melee Single Action shortsword +14 (Agile, Finesse, versatile S), Damage 1d6+5 piercing Melee Single Action fist +14 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+5 bludgeoning Ranged Single Action composite shortbow +14 (deadly d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+4 piercing Mobility When the burglar Strides half their Speed or less, that movement does not trigger reactions. Sneak Attack The burglar deals an extra 1d6 precision damage to off-guard creatures. Surprise Attack On the first round of combat, creatures that haven't acted yet are off-guard to the Burglar. ","skill_mod":{"society":7,"deception":7,"thievery":12,"stealth":12,"athletics":8,"acrobatics":10},"summary":"These criminals specialize in breaking and entering, gaining access to secure buildings and bypassing security measures undetected.","image":["/Images/Monsters/Burglar.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Climbing Kit","Composite Shortbow (10 arrows)","lesser darkvision elixir","Leather Armor","Shortsword","Thieves' Toolkit"],"level":4,"source_category":["Rulebooks"],"sense":"(11 to find traps) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3429","intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":7,"size":["Medium"],"name":"Burglar","category":"creature","rarity":"common","strike_damage_average":[7,7,8],"slug":"creature-3429"},{"attack_bonus":[14,14,14,14],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":70,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Criminal","will_save":15,"charisma":4,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Fence's Eye","Fence's Feint","Quick Rummage","Sneak Attack"],"skill":["Accounting Lore","Acrobatics","Crafting","Deception","Diplomacy","Intimidation","Society","Stealth","Thievery","Underworld Lore"],"legacy_id":["creature-891"],"trait":["Human","Humanoid","Medium"],"id":"creature-3430","text":" Fence Fences make themselves indispensable to the underworld by paying for stolen goods only to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Fence Source NPC Core pg. 21 Perception +11 Languages Common Skills Accounting Lore +13, Acrobatics +10, Crafting +13, Deception +13, Diplomacy +11, Intimidation +11, Society +11, Stealth +10, Thievery +10, Underworld Lore +15 Str +0 Dex +3 Con +0 Int +4 Wis +2 Cha +4 Fence's Eye Fences can use Underworld Lore to identify an item's value and Identify Magic on an item. They gain a +2 circumstance bonus to Underworld Lore checks when doing so, and to all Underworld Lore checks related to stolen items. Items Dagger (10), lesser darkvision elixir, Disguise Kit, Shortsword, lesser smoke ball (2), Thieves' Toolkit --- AC 20 Fort +9 Ref +12 Will +15 HP 70 --- Speed 25 feet Melee Single Action shortsword +14 (Agile, Finesse, versatile S), Damage 1d6+6 piercing Melee Single Action dagger +14 (Agile, Finesse, versatile S), Damage 1d4+6 piercing Melee Single Action fist +14 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Ranged Single Action dagger +14 (Agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing Fence's Feint Single Action The fence Feints, then can Step. If the Feint succeeds, the target is off-guard against the fence's melee attacks until the end of the fence's next turn (or to all melee attacks on a critical success). Quick Rummage Single Action The fence always has a few items close at hand. The fence Interacts to draw a weapon or an item that takes a single action to activate, and then Strikes with the weapon or Activates the Item. Sneak Attack The fence deals an extra 2d6 precision damage to off-guard creatures. ","skill_mod":{"society":11,"diplomacy":11,"deception":13,"thievery":10,"crafting":13,"stealth":10,"intimidation":11,"acrobatics":10},"summary":"Fences make themselves indispensable to the underworld by paying for stolen goods only to resell them later, whether through a seemingly legitimate …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Dagger (10)","lesser darkvision elixir","Disguise Kit","Shortsword","lesser smoke ball (2)","Thieves' Toolkit"],"level":5,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3430","intelligence":4,"reflex_save":12,"strongest_save":["will"],"dexterity":3,"fortitude_save":9,"size":["Medium"],"name":"Fence","category":"creature","rarity":"common","strike_damage_average":[8,8,8,9],"slug":"creature-3430"},{"attack_bonus":[16,17],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":110,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Criminal","will_save":12,"charisma":0,"speed":{"max":30,"land":30},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Reactive Strike","Break Legs!","Rushing Strike","Stampeding Shove"],"skill":["Athletics","Intimidation","Stealth","Thievery"],"trait":["Human","Humanoid","Medium"],"id":"creature-3431","text":" Legbreaker Criminal organizations are always happy to loan out money at exorbitant rates, and their legbreakers are always happy to collect. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Legbreaker Source NPC Core pg. 21 Perception +14 Languages Common Skills Athletics +16, Intimidation +15, Stealth +15, Thievery +13 Str +4 Dex +3 Con +3 Int -1 Wis +2 Cha +0 Items +1 maul , studded leather --- AC 23 Fort +15 Ref +15 Will +12 HP 110 Reactive Strike Reaction --- Speed 30 feet Melee Single Action maul +17 (Magical, Shove), Damage 1d10+10 bludgeoning Melee Single Action fist +16 (Agile, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning Break Legs! Two Actions The legbreaker makes a maul Strike against an adjacent creature. If it hits, the creature is knocked prone and becomes clumsy 1 for 1 minute. As long as this clumsy condition lasts, the creature also takes a –5-foot penalty to its Speeds and has weakness 5 to the legbreaker's Strikes. Rushing Strike Two Actions The legbreaker Strides twice. If they end their movement within melee reach of an enemy, they can make a melee Strike against that enemy. Stampeding Shove Single Action The legbreaker Shoves a creature, gaining a +2 circumstance bonus to their Athletics check if the target is prone. If the Shove succeeds, the target takes 2d10 bludgeoning damage (double damage on a critical success). ","skill_mod":{"thievery":13,"stealth":15,"athletics":16,"intimidation":15},"summary":"Criminal organizations are always happy to loan out money at exorbitant rates, and their legbreakers are always happy to collect.","image":["/Images/Monsters/Legbreaker.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["+1 maul","studded leather"],"level":6,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3431","intelligence":-1,"reflex_save":15,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"fortitude_save":15,"size":["Medium"],"name":"Legbreaker","category":"creature","rarity":"common","strike_damage_average":[12,15],"slug":"creature-3431"},{"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":120,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Criminal","will_save":13,"charisma":3,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{"area":8,"splash":8},"creature_ability":["Lie in Wait","Sudden Ambush","Troop Defenses","Chop ‘em Down!","Forest Passage","Launch Slings!","Stand and Deliver!"],"skill":["Athletics","Deception","Intimidation","Stealth","Survival","Thievery"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3432","text":" Bandit Gang Cutthroat crews of criminals form gangs to take out larger scores and intimidate their victims. Bandit gangs are often accompanied by a gang leader. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Bandit Gang Source NPC Core pg. 22 Perception +15 Languages Common Skills Athletics +16, Deception +14, Intimidation +16, Stealth +17, Survival +11, Thievery +16 Str +3 Dex +5 Con +2 Int +1 Wis +2 Cha +3 Lie in Wait (exploration) The troop can spend 10 minutes preparing the ground before combat to gain a +2 circumstance bonus to their initiative roll. Sudden Ambush When the troop rolls initiative using Deception or Stealth, they can use Stand and Deliver! as a free action. --- AC 24 Fort +15 Ref +16 Will +13 HP 120 (4 segments) Weaknesses area damage 8, splash damage 8 Troop Defenses --- Speed 25 feet; forest passage, troop movement Chop ‘em Down! Single Action to Three Actions Frequency once per round; Effect The bandits make a coordinated attack with their axes against each enemy in a 5-foot emanation with a DC 22 basic Reflex save. The damage depends on the number of actions. Single Action 1d6+3 slashing damage Two Actions 2d6+9 slashing damage Three Actions 3d6+9 slashing damage Forest Passage The bandit ignores any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Launch Slings! Two Actions The bandits draw or reload their slings, then launch a volley of sling bullets. This is a 10-foot burst within 50 feet that deals 2d6+4 bludgeoning damage with a DC 22 basic Reflex save. When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Stand and Deliver! Single Action The troop attempts to Demoralize up to 4 creatures. ","skill_mod":{"deception":14,"thievery":16,"survival":11,"stealth":17,"athletics":16,"intimidation":16},"summary":"Cutthroat crews of criminals form gangs to take out larger scores and intimidate their victims. Bandit gangs are often accompanied by a gang leader.","image":["/Images/Monsters/Bandit_Gang.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":24,"level":7,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3432","intelligence":1,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":15,"size":["Gargantuan"],"name":"Bandit Gang","category":"creature","rarity":"common","slug":"creature-3432"},{"attack_bonus":[16,16,16],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":110,"language":["Common","Dwarven","Elven","Gnomish","Halfling"],"source":["NPC Core"],"type":"Creature","creature_family":"Criminal","will_save":16,"charisma":5,"speed":{"max":25,"land":25},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Deep Cover","Disguise Specialist","Double Take","Impeccable Disguise","Shocking Reveal","Sneak Attack"],"skill":["Deception","Diplomacy","Performance","Society","Stealth","Thievery","Underworld Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3433","text":" Master Of Disguise A master of disguise uses costuming, makeup, and minor illusions to deceive. Some conceal their identity for years, infiltrating organizations under deep cover. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Master Of Disguise Source NPC Core pg. 22 Perception +17; (21 to Sense Motive) Languages Common, Dwarven, Elven, Gnomish, Halfling Skills Deception +18, Diplomacy +16, Performance +16, Society +17, Stealth +17, Thievery +15, Underworld Lore +15 Str +0 Dex +4 Con +0 Int +2 Wis +3 Cha +5 Deep Cover At most times, a master of disguise has infiltrated a specific organization, gaining a +2 circumstance bonus to Gather Information, Impersonate, Lie, or Request when dealing with its members. Disguise Specialist For social encounters involving impersonation, the master of disguise is a 10th-level challenge. Items Dagger (5), elite disguise kit, masquerade scarf --- AC 25 Fort +11 Ref +17 Will +16 HP 110 --- Speed 25 feet Melee Single Action dagger +16 (Agile, Finesse, versatile S), Damage 1d4+6 piercing Melee Single Action fist +16 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Ranged Single Action dagger +16 (Agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing Double Take If the master of disguise and the creature they're Impersonating are in each others' presence, the genuine creature must Lie if they're vouching for their own identity, and are treated as though they were Impersonating themself if someone Seeks in an attempt to pierce their disguise. The genuine creature can use their Deception modifier, Diplomacy modifier, or a +15 modifier, whichever is highest. Impeccable Disguise Three Actions The master of disguise creates a disguise and Impersonates. They gain a +5 status bonus to Deception checks to Impersonate or to tell a Lie that helps them maintain their disguise. When a spell or magical effect tries to read their mind, detect whether they're lying, or reveal their identity, they can attempt a Deception check against the spell or effect's DC. If they succeed, the effect reveals information appropriate to their cover identity or nothing (the GM determines which). Shocking Reveal Single Action (Manipulate) The master of disguise removes their disguise with a dramatic gesture. Any creatures that previously failed to see through the disguise is off-guard to the master of disguise until the end of the turn. Sneak Attack The master of disguise deals an additional 3d6 precision damage to off-guard creatures. Know Your Enemy A master of disguise presents an opportunity for GMs to make past events relevant again. An NPC who was previously significant may well have been a master of disguise who is now revealing themself to the PCs years later, opening a web of connections the PCs never knew existed until now. ","skill_mod":{"society":17,"diplomacy":16,"performance":16,"deception":18,"thievery":15,"stealth":17},"summary":"A master of disguise uses costuming, makeup, and minor illusions to deceive. Some conceal their identity for years, infiltrating organizations under …","image":["/Images/Monsters/Master_of_Disguise.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":25,"item":["Dagger (5)","elite disguise kit","masquerade scarf"],"level":7,"source_category":["Rulebooks"],"sense":"(21 to Sense Motive ) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3433","intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":11,"size":["Medium"],"name":"Master Of Disguise","category":"creature","rarity":"common","strike_damage_average":[8,8,8],"slug":"creature-3433"},{"attack_bonus":[19,20,20],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":130,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Criminal","will_save":14,"charisma":0,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Deny Advantage","Nimble Dodge","Assassin's Poison","Quick Draw","Sneak Attack","Surprise Attack","Swift Sneak"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Medicine","Society","Stealth","Thievery","Underworld Lore"],"legacy_id":["creature-892"],"trait":["Human","Humanoid","Medium"],"id":"creature-3434","text":" Assassin Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Many are members of assassins' guilds: organizations that accept contracts to kill in return for money, favors, or both. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Assassin Source NPC Core pg. 23 Perception +16 Languages Common Skills Acrobatics +17, Athletics +13, Deception +12, Diplomacy +10, Intimidation +10, Medicine +14, Society +12, Stealth +19, Thievery +15, Underworld Lore +14 Str +3 Dex +5 Con +2 Int +2 Wis +2 Cha +0 Items +1 striking composite shortbow (20 arrows), lesser darkvision elixir, Giant Centipede Venom (4), invisibility potion , Leather Armor, Lethargy Poison (3), +1 rapier --- AC 26 Fort +12 Ref +19 Will +14 HP 130 Deny Advantage The assassin isn't off-guard to creatures of 8th level or lower that are hidden, undetected, flanking, or using surprise attack. Nimble Dodge Reaction Trigger The assassin is targeted with a melee or ranged attack by an attacker it can see; Effect The assassin gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 25 feet, swift sneak Melee Single Action rapier +20 (deadly d8, Disarm, Finesse, Magical), Damage 1d6+9 piercing Melee Single Action fist +19 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+9 bludgeoning Ranged Single Action composite shortbow +20 (deadly 2d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 2d6+7 piercing Assassin's Poison Single Action (Manipulate) Requirements The assassin is wielding a piercing or slashing weapon and has a free hand; Effect The assassin applies a poison to the weapon. That poison's DC is increased to 24 if it was lower. Quick Draw Single Action The assassin Interacts to draw a weapon, then Strikes with that weapon. Sneak Attack The assassin deals an extra 2d6 precision damage to off-guard creatures. Surprise Attack On the first round of combat, creatures that haven't acted yet are off-guard to the assassin. Swift Sneak The assassin can move their full Speed when Sneaking. ","skill_mod":{"society":12,"diplomacy":10,"deception":12,"thievery":15,"stealth":19,"medicine":14,"athletics":13,"intimidation":10,"acrobatics":17},"summary":"Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Many are members of assassins' …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":26,"item":["+1 striking composite shortbow (20 arrows)","lesser darkvision elixir","Giant Centipede Venom (4)","invisibility potion","Leather Armor","Lethargy Poison (3)","+1 rapier"],"level":8,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3434","intelligence":2,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":12,"size":["Medium"],"name":"Assassin","category":"creature","rarity":"common","strike_damage_average":[11,12,14],"slug":"creature-3434"},{"attack_bonus":[26,26,26],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":250,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Criminal","will_save":22,"charisma":6,"speed":{"max":25,"land":25},"perception":22,"wisdom":2,"weakness":{},"creature_ability":["Kingpin's Presence","Deny Advantage","Reactive Strike","You'll Pay for That","Fencing Brawl","Kick Away","Kingpin's Command","Sneak Attack"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Society","Stealth","Thievery","Underworld Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3435","text":" Crime Kingpin Kingpins build empires from the shadows, ruling their territory ruthlessly and keeping their business private. Most forge connections with the rich and powerful, doing dirty work for politicians and minor nobles in return for influence and favors that can be called in at any time. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Crime Kingpin Source NPC Core pg. 24 Perception +22; (24 to Sense Motive) Languages Common Skills Athletics +25, Deception +24, Diplomacy +22, Intimidation +28, Society +24, Stealth +23, Thievery +24, Underworld Lore +24 Str +3 Dex +5 Con +3 Int +2 Wis +2 Cha +6 Items +1 striking hand crossbow (10 bolts), +1 leather armor , potion of flying , moderate potion of healing (2), +1 striking rapier --- AC 32 Fort +23 Ref +23 Will +22 HP 250 Kingpin's Presence (aura, emotion, mental) 30 feet. Allies in the aura gain a +2 status bonus to saving throws against mental effects. Deny Advantage The kingpin isn't off-guard to creatures of 12th level or lower that are hidden, undetected, flanking, or using surprise attack. Reactive Strike Reaction You'll Pay for That Reaction (auditory, concentrate, emotion, linguistic, mental) Trigger An enemy damages the kingpin; Effect The kingpin issues a vendetta against the enemy. Each of the kingpin's allies who hears the command gains a +5 status bonus to their next damage roll against that enemy. --- Speed 25 feet Melee Single Action rapier +26 (deadly d8, Disarm, Finesse, Magical), Damage 2d6+11 piercing Melee Single Action fist +26 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+11 bludgeoning Ranged Single Action hand crossbow +26 (Magical, range increment 60 feet, reload 1), Damage 2d6+8 piercing Fencing Brawl Two Actions The kingpin attempts a rapier Strike followed by a Disarm or Grapple attempt against the same enemy. These count as one attack for the kingpin's multiple attack penalty, and the penalty doesn't increase until after both attacks. Kick Away Reaction Trigger The kingpin knocks an item out of a creature's grasp using Disarm; Effect The kingpin kicks the weapon up to 20 feet in any direction. If the kingpin kicks the weapon into an ally's square, that ally can catch the weapon as a free action, Releasing anything else they're holding if necessary. Kingpin's Command Single Action (Auditory, Concentrate, Linguistic, Mental) The crime kingpin shouts a command to an ally of their choice. That ally can spend a reaction to Stride and Strike. The ally becomes immune to Kingpin's Command for 24 hours. Sneak Attack The crime kingpin deals an additional 3d6 precision damage to off-guard creatures. ","skill_mod":{"society":24,"diplomacy":22,"deception":24,"thievery":24,"stealth":23,"athletics":25,"intimidation":28},"summary":"Kingpins build empires from the shadows, ruling their territory ruthlessly and keeping their business private. Most forge connections with the rich …","image":["/Images/Monsters/Crime_Kingpin.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":32,"item":["+1 striking hand crossbow (10 bolts)","+1 leather armor","potion of flying","moderate potion of healing (2)","+1 striking rapier"],"level":12,"source_category":["Rulebooks"],"sense":"(24 to Sense Motive ) ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3435","intelligence":2,"reflex_save":23,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":5,"fortitude_save":23,"size":["Medium"],"name":"Crime Kingpin","category":"creature","rarity":"common","strike_damage_average":[13,15,18],"slug":"creature-3435"},{"attack_bonus":[27,29,29],"constitution":1,"primary_source_category":"Rulebooks","strength":5,"hp":225,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Criminal","will_save":26,"charisma":5,"speed":{"max":30,"land":30},"perception":27,"wisdom":4,"weakness":{},"creature_ability":["Flamboyant Performance","Vanishing Act","Dramatic Entrance","I Say When I'm Here","Nimble Dodge Trigger","Dancing Dagger","Dramatic Exit","Spectacular Attack"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Performance","Society","Stealth","Thievery","Underworld Lore"],"trait":["Human","Humanoid","Rare","Medium"],"id":"creature-3436","text":" Flamboyant Thief There's no honor among thieves, but if there were points for style, these thieves would have 10s across the board. Some would say flamboyant thieves value showcasing their skills rather than successfully stealing an item, but what better way to show that you're the best than with an audience? Recall Knowledge - Humanoid (Society): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Flamboyant Thief Source NPC Core pg. 25 Perception +27 Languages Common Skills Acrobatics +29, Athletics +26, Deception +28, Intimidation +26, Performance +28, Society +24, Stealth +31, Thievery +31, Underworld Lore +28 Str +5 Dex +6 Con +1 Int +3 Wis +4 Cha +5 Flamboyant Performance A flamboyant thief's attempts to Steal don't automatically fail even if a creature is in combat or on guard. While being observed, the thief gains a +2 circumstance bonus to Deception checks to Create a Diversion or Feint and to Thievery checks to Palm an Object or Steal. However, they are compelled to leave a tangible sign of their presence, such as a calling card or symbol—often in place of a stolen item. Vanishing Act The flamboyant thief can Hide and Sneak even without having cover or being concealed. Items +2 striking returning dagger , elite disguise kit, fine clothes, +1 resilient leather armor , potion of flying , greater smoke ball, infiltrator thieves' toolkit --- AC 37 Fort +23 Ref +30 Will +26 HP 225 Dramatic Entrance Free Action (emotion, mental, visual) Trigger The flamboyant thief rolls initiative; Effect The flamboyant thief draws all eyes to them. They attempt a Performance check, comparing the result against the Will DC of any number of creatures within 120 feet. Each creature the thief succeeds against is fascinated with the thief until the end of the thief's next turn. I Say When I'm Here When any detection, revelation, or scrying magic would reveal the flamboyant thief, the thief becomes aware of it and can attempt to counteract the magic with a counteract rank of 8th level and using their Stealth as their counteract modifier. Nimble Dodge Reaction Trigger The thief is targeted with a melee or ranged attack by an attacker it can see Effect The thief gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet Melee Single Action dagger +29 (Agile, Finesse, Magical, versatile S), Damage 2d4+11 piercing plus spectacular attack Melee Single Action fist +27 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+11 bludgeoning plus spectacular attack Ranged Single Action dagger +29 (Agile, Magical, thrown 10 feet, versatile S), Damage 2d4+11 piercing plus spectacular attack Dancing Dagger Two Actions The flamboyant thief can Step, attempt a melee dagger Strike, and attempt a ranged dagger Strike, taking the actions in any order. Both Strikes count toward the thief's multiple attack penalty, but it doesn't increase until after both attacks. Dramatic Exit Three Actions The flamboyant thief throws down their smoke ball, then Hides, then Sneaks up to three times with a +2 circumstance bonus to their Stealth checks. Spectacular Attack All the flamboyant thief's Strikes deal an additional 3d6 precision damage or 6d6 if the target is fascinated with the thief. After the thief Strikes a creature, that creature becomes fascinated with the thief until the end of the thief's next turn. Calling Cards Flamboyant thieves love to build personas for themselves and gain an infamous reputation. Their choice of calling card is the primary way they accomplish this. It must be something unique and difficult to replicate to prevent pretenders. Some calling cards may include the feather of a phoenix, a rare flower, an intricate clockwork toy, or a custom playing card. ","skill_mod":{"society":24,"performance":28,"deception":28,"thievery":31,"stealth":31,"athletics":26,"intimidation":26,"acrobatics":29},"summary":"There's no honor among thieves, but if there were points for style, these thieves would have 10s across the board. Some would say flamboyant thieves …","image":["/Images/Monsters/Flamboyant_Thief.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":37,"item":["+2 striking returning dagger","elite disguise kit","fine clothes","+1 resilient leather armor","potion of flying","greater smoke ball","infiltrator thieves' toolkit"],"level":15,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3436","intelligence":3,"reflex_save":30,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":23,"size":["Medium"],"name":"Flamboyant Thief","category":"creature","rarity":"rare","strike_damage_average":[13,16,16],"slug":"creature-3436"},{"attack_bonus":[4,5,5],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":9,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Devotee","will_save":7,"charisma":1,"speed":{"max":25,"land":25},"perception":5,"wisdom":3,"weakness":{},"creature_ability":["Ambulatory Oration","Path of the Faithful"],"skill":["Athletics","Irori Lore","Religion","Society","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3437","text":" Pilgrim Pilgrims traverse the lands spurred on by some holy reason, be it to visit a sacred place or follow a prophetic vision. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Pilgrim of Irori Source NPC Core pg. 28 Perception +5 Languages Common Skills Athletics +5, Irori Lore +6, Religion +5, Society +4, Survival +5 Str +1 Dex +0 Con +2 Int +0 Wis +3 Cha +1 Ambulatory Oration Creatures that engage in conversation with the pilgrim gain a +1 circumstance bonus to all Recall Knowledge checks and Gather Information checks for 4 hours related to any topics discussed with the pilgrim. Path of the Faithful The pilgrim can use their Religion modifier instead of their Diplomacy modifier to Gather Information or Make an Impression as long as the pilgrim includes their religious teachings. Items Explorer's Clothing, religious symbol of Irori, walking stick (functions as a staff) --- AC 14 Fort +4 Ref +4 Will +7 HP 9 --- Speed 25 feet Melee Single Action staff +5 (two-hand 1d8), Damage 1d4+1 bludgeoning Melee Single Action fist +5 (Agile, Nonlethal, Unarmed), Damage 1d6+1 bludgeoning Ranged Single Action rock +4 (thrown 10 feet), Damage 1d4+1 bludgeoning\n","skill_mod":{"society":4,"survival":5,"athletics":5,"religion":5},"summary":"Pilgrims traverse the lands spurred on by some holy reason, be it to visit a sacred place or follow a prophetic vision.","image":["/Images/Monsters/Pilgrim_of_Irori.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["Explorer's Clothing","religious symbol of Irori","walking stick (functions as a staff )"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3437","intelligence":0,"reflex_save":4,"strongest_save":["will"],"dexterity":0,"fortitude_save":4,"size":["Medium"],"name":"Pilgrim of Irori","category":"creature","rarity":"common","strike_damage_average":[3,3,4],"slug":"creature-3437"},{"attack_bonus":[5,6,6,6],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":18,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Devotee","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":4,"wisdom":2,"weakness":{},"creature_ability":["Agonizing Drive","Repentant Defiance"],"skill":["Athletics","Calistria Lore","Deception","Intimidation","Religion"],"trait":["Human","Humanoid","Medium"],"id":"creature-3438","text":" Penitent Atonement is seen as an ultimate act of supplication for those who have wronged their faith. Repentance takes several forms—acts of service, a pilgrimage, flagellation, or divine quests. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Penitent Of Calistria Source NPC Core pg. 28 Perception +4 Languages Common Skills Athletics +6, Calistria Lore +6, Deception +5, Intimidation +3, Religion +4 Str +2 Dex +1 Con +2 Int +0 Wis +2 Cha +1 Items Dagger, Explorer's Clothing, religious symbol of Calistria, Whip --- AC 15 Fort +6 Ref +5 Will +6 HP 18 --- Speed 25 feet Melee Single Action whip +6 (Disarm, Nonlethal, Reach, Trip), Damage 1d4+2 slashing Melee Single Action dagger +6 (Agile, versatile S), Damage 1d4+2 piercing Melee Single Action fist +6 (Agile, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action dagger +5 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Agonizing Drive The penitent ignores the penalty to attack rolls from being frightened and gains a status bonus to damage rolls equal to their frightened value. Repentant Defiance Two Actions The penitent Strikes, then increases their own frightened value by 2 and deals 3 slashing damage to themselves, bypassing resistance. The penitent then gains resistance 3 to physical damage until the start of their next turn. ","skill_mod":{"deception":5,"athletics":6,"intimidation":3,"religion":4},"summary":"Atonement is seen as an ultimate act of supplication for those who have wronged their faith. Repentance takes several forms—acts of service, a …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["Dagger","Explorer's Clothing","religious symbol of Calistria","Whip"],"level":0,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3438","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude","will"],"dexterity":1,"fortitude_save":6,"size":["Medium"],"name":"Penitent Of Calistria","category":"creature","rarity":"common","strike_damage_average":[4,4,4,4],"slug":"creature-3438"},{"attack_bonus":[6,6,6],"constitution":-2,"primary_source_category":"Rulebooks","strength":1,"hp":15,"language":["Common","Empyrean","Utopian"],"source":["NPC Core"],"type":"Creature","creature_family":"Devotee","will_save":11,"charisma":3,"speed":{"max":25,"land":25},"perception":7,"wisdom":4,"weakness":{},"creature_ability":["Religious Specialist","True Faith","Divine Protection"],"skill":["Deception","Diplomacy","Religion","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3439","text":" Abbot Abbots are often the heads of religious institutions less focused on spellcasting, such as orphanages, religious schools, or charities. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Abbot of Abadar Source NPC Core pg. 28 Perception +7 Languages Common, Empyrean, Utopian Skills Deception +6, Diplomacy +8, Religion +21, Society +7 Str +1 Dex +1 Con -2 Int +2 Wis +4 Cha +3 Religious Specialist For encounters involving religious debates or conflicts of doctrine, the abbot is a 9th-level challenge. True Faith The abbot uses lessons from scripture to foil others trying to deceive them. They can use their Religion modifier to Sense Motive instead of Perception, and their Religion DC instead of their Perception DC against attempts to Lie to them. Items Crossbow (10 bolts), griffon cane (functions as a staff), religious symbol of Abadar --- AC 14 Fort +3 Ref +4 Will +11 HP 15 --- Speed 25 feet Melee Single Action griffon cane +6 (two-hand d8), Damage 1d4+3 bludgeoning Melee Single Action fist +6 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Melee Single Action crossbow +6 (range increment 120 feet, reload 1), Damage 1d8+2 piercing Divine Protection Two Actions (Concentrate) Frequency once per day; Effect The abbot beseeches their deity to protect someone in their charge, attempting a DC 25 Religion check. If it succeeds, a divine sanctuary spell affects one of the abbot's allies within 60 feet. The Will DC is 17 ","skill_mod":{"society":7,"diplomacy":8,"deception":6,"religion":21},"summary":"Abbots are often the heads of religious institutions less focused on spellcasting, such as orphanages, religious schools, or charities.","image":["/Images/Monsters/Abbot_of_Abadar.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["Crossbow (10 bolts)","griffon cane (functions as a staff )","religious symbol of Abadar"],"level":1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3439","intelligence":2,"reflex_save":4,"strongest_save":["will"],"dexterity":1,"fortitude_save":3,"size":["Medium"],"name":"Abbot of Abadar","category":"creature","rarity":"common","strike_damage_average":[5,5,6],"slug":"creature-3439"},{"attack_bonus":[6,7,7],"constitution":-1,"primary_source_category":"Rulebooks","strength":1,"hp":15,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Devotee","spell_attack_bonus":[9],"will_save":9,"charisma":2,"speed":{"max":25,"land":25},"perception":7,"wisdom":4,"weakness":{},"skill":["Diplomacy","Intimidation","Religion","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3440","text":" Acolyte Underling clerics are still learning the tenets of their faith and answering to a superior priest. Their days are spent in devotion and learning, sequestered in temples. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Acolyte of Iomedae Source NPC Core pg. 29 Perception +7 Languages Common Skills Diplomacy +5, Intimidation +5, Religion +7, Society +4 Str +1 Dex +2 Con -1 Int +1 Wis +4 Cha +2 Items Crossbow (10 bolts), Longsword, religious symbol of Iomedae, religious text of Iomedae --- AC 15 Fort +2 Ref +5 Will +9 HP 15 --- Speed 25 feet Melee Single Action longsword +6 (versatile P), Damage 1d8+1 slashing Melee Single Action fist +7 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+1 bludgeoning Ranged Single Action crossbow +7 (range increment 120 feet, reload 1), Damage 1d8 piercing Divine Prepared Spells DC 17, attack +9 - Cantrips (1st) Detect Magic, Light, Read Aura, Shield, Void Warp - 1st Heal (×4), Sanctuary, Sure Strike Cleric Domain Spells 1 Focus Point, DC 17 - 1st Weapon Surge\n","tradition":["Divine"],"skill_mod":{"society":4,"diplomacy":5,"intimidation":5,"religion":7},"summary":"Underling clerics are still learning the tenets of their faith and answering to a superior priest. Their days are spent in devotion and learning, …","image":["/Images/Monsters/Acolyte_of_Iomedae.webp"],"primary_source":"NPC Core","spell":["Heal","Sanctuary","Sure Strike","Detect Magic","Light","Read Aura","Shield","Void Warp","Weapon Surge"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["Crossbow (10 bolts)","Longsword","religious symbol of Iomedae","religious text of Iomedae"],"level":1,"spell_dc":[17,17],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3440","intelligence":1,"reflex_save":5,"strongest_save":["will"],"dexterity":2,"fortitude_save":2,"size":["Medium"],"name":"Acolyte of Iomedae","category":"creature","rarity":"common","strike_damage_average":[3,4,5],"slug":"creature-3440"},{"attack_bonus":[7,9,9],"constitution":0,"primary_source_category":"Rulebooks","strength":3,"hp":35,"language":["Common","Shadowtongue"],"source":["NPC Core"],"type":"Creature","creature_family":"Devotee","will_save":10,"charisma":3,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Twisted Faith","False Blessing"],"skill":["Deception","Intimidation","Performance","Religion","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3441","text":" Blasphemer Blasphemers spread messages contrary to the tenets of their faith, often out of the belief that the gods are specifically targeting them to spread this message. In some cultures, such as Nidal, this is a heretical crime and can send a blasphemer on the run from the law. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Blasphemer of Zon-Kuthon Source NPC Core pg. 29 Perception +8 Languages Common, Shadowtongue Skills Deception +9, Intimidation +7, Performance +7, Religion +6, Society +7 Str +3 Dex +1 Con +0 Int +1 Wis +2 Cha +3 Twisted Faith When attempting a Religion skill check, the blasphemer can roll Deception instead, so long as they have an intelligent creature around as a witness. If the creature is a follower of the blasphemer's faith, the blasphemer receives a +2 circumstance bonus to the check. Items Hand Crossbow, religious symbol of Zon-Kuthon, spiked chain --- AC 17 Fort +6 Ref +7 Will +10 HP 35 --- Speed 25 feet Melee Single Action spiked chain +9 (Disarm, Trip), Damage 1d8+5 slashing Melee Single Action fist +9 (Agile, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Ranged Single Action hand crossbow +7 (range increment 60 feet, reload 1), Damage 1d6+2 piercing False Blessing Single Action (Manipulate) The blasphemer attempts a DC 15 Religion check to attempt to cast the 1st-rank spell their deity grants to clerics ( phantom pain for Zon-Kuthon). The spell must take 1, 2, or 3 actions to Cast. The blasphemer can use twisted faith to roll Deception instead if they have a witness, as normal. Critical Success The blasphemer successfully Casts the Spell, then is stunned with a value equal to the number of actions the spell takes – 1. Success As critical success, plus the blasphemer takes 1d6 mental damage. Failure The blasphemer fails to Cast the Spell and takes 1d6 mental damage. Critical Failure The blasphemer fails to Cast the Spell, takes 2d6 mental damage, and is stunned 1. ","skill_mod":{"society":7,"performance":7,"deception":9,"intimidation":7,"religion":6},"summary":"Blasphemers spread messages contrary to the tenets of their faith, often out of the belief that the gods are specifically targeting them to spread …","image":["/Images/Monsters/Blasphemer_of_Zon-Kuthon.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Hand Crossbow","religious symbol of Zon-Kuthon","spiked chain"],"level":2,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3441","intelligence":1,"reflex_save":7,"strongest_save":["will"],"dexterity":1,"fortitude_save":6,"size":["Medium"],"name":"Blasphemer of Zon-Kuthon","category":"creature","rarity":"common","strike_damage_average":[5,8,9],"slug":"creature-3441"},{"attack_bonus":[7,8,8],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":25,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Devotee","spell_attack_bonus":[10],"will_save":11,"charisma":4,"speed":{"max":25,"land":25},"perception":10,"wisdom":3,"weakness":{},"skill":["Diplomacy","Performance","Religion","Survival"],"legacy_id":["creature-894"],"trait":["Human","Humanoid","Medium"],"id":"creature-3442","text":" Prophet The gods occasionally send messages in dreams to individuals who wander the lands. Some prophets have not received true divine missives but have misinterpreted normal dreams. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Prophet Source NPC Core pg. 30 Perception +10 Languages Common Skills Diplomacy +8, Performance +8, Religion +7, Survival +7 Str +2 Dex +1 Con +0 Int +1 Wis +3 Cha +4 Items Flail, manifesto (functions as a religious text), pouch of rocks, robes --- AC 17 Fort +8 Ref +7 Will +11 HP 25 --- Speed 25 feet Melee Single Action flail +8 (Disarm, Sweep, Trip), Damage 1d6+2 bludgeoning Melee Single Action fist +8 (Agile, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action rock +7 (thrown 10 feet), Damage 1d4+2 bludgeoning Divine Spontaneous Spells DC 18, attack +10 - Cantrips (1st) Daze, Detect Magic, Guidance, Know the Way, Light, Read Aura - 1st Bless, Enfeeble, Heal, Sanctuary (4 slots) Cleric Domain Spells DC 18, 1 Focus Point - 1st Read Fate\n","tradition":["Divine"],"skill_mod":{"diplomacy":8,"performance":8,"survival":7,"religion":7},"summary":"The gods occasionally send messages in dreams to individuals who wander the lands. Some prophets have not received true divine missives but have …","primary_source":"NPC Core","spell":["Bless","Enfeeble","Heal","Sanctuary","Daze","Detect Magic","Guidance","Know the Way","Light","Read Aura","Read Fate"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Flail","manifesto (functions as a religious text )","pouch of rocks","robes"],"level":2,"spell_dc":[18,18],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3442","intelligence":1,"reflex_save":7,"strongest_save":["will"],"dexterity":1,"fortitude_save":8,"size":["Medium"],"name":"Prophet","category":"creature","rarity":"common","strike_damage_average":[4,4,5],"slug":"creature-3442"},{"attack_bonus":[10,10,10],"constitution":-1,"primary_source_category":"Rulebooks","strength":0,"hp":40,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Devotee","spell_attack_bonus":[11],"will_save":12,"charisma":4,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Induce Awe","Foresight","Divine Frenzy"],"skill":["Diplomacy","Occultism","Performance","Religion"],"trait":["Human","Humanoid","Uncommon","Medium"],"id":"creature-3443","text":" Sibyl Sibyls are oracular diviners who often fall deep into trances with their oracular curses to spur a frenzied mental state. In this trance, they connect with gods and spirits, albeit in a disorganized haze. Some false sibyls will use substances to try and attempt to bring on this same frantic connection, often with deadly results. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Sibyl Source NPC Core pg. 30 Perception +9; lifesense 60 feet Languages Common Skills Diplomacy +9, Occultism +9, Performance +9, Religion +11 Str +0 Dex +3 Con -1 Int +2 Wis +2 Cha +4 Induce Awe The sibyl can use Religion instead of Intimidation to Coerce or Demoralize. Items bundles of herbs, Dagger --- AC 18 Fort +6 Ref +8 Will +12 HP 40 Foresight Reaction Trigger The sibyl becomes the target of a spell with the detection, prediction, revelation, or scrying trait; Effect The sibyl's oracular awareness alerts them to danger. They gain a +2 circumstance bonus to their saving throw or AC against the spell. --- Speed 25 feet Melee Single Action dagger +10 (Agile, Finesse, versatile S), Damage 1d4+4 piercing plus 1d6 spirit Melee Single Action fist +10 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning plus 1d6 spirit Ranged Single Action dagger +10 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing plus 1d6 spirit Divine Spontaneous Spells DC 19, attack +11 - Cantrips (2nd) Detect Magic, Divine Lance, Guidance, Haunting Hymn, Know the Way - 1st Command, Concordant Choir, Fear, Mindlink (4 slots) - 2nd Augury, Darkness, Sudden Blight (3 slots) Oracle Focus Spells 1 Focus Point, DC 19 - 2nd Brain Drain Divine Frenzy Single Action (Concentrate, Divine, Emotion, Mental) Requirements The sibyl isn't fatigued or in a frenzy; Effect The sibyl enters into a divine frenzy that lasts 1 minute. The sibyl can't voluntarily stop frenzying. While in a divine frenzy, the sibyl takes a –2 penalty to Perception checks and Will saves and gains a +2 status bonus to their spell DC and spell attack modifier. During a divine frenzy, the sibyl can't use actions with the concentrate trait unless they're Casting a Spell or Seeking. The frenzy lasts for 1 minute, until the sibyl falls unconscious, or the encounter ends, whichever comes first. The sibyl can't voluntarily end the frenzy. ","tradition":["Divine"],"skill_mod":{"diplomacy":9,"performance":9,"occultism":9,"religion":11},"summary":"Sibyls are oracular diviners who often fall deep into trances with their oracular curses to spur a frenzied mental state. In this trance, they …","image":["/Images/Monsters/Sibyl.webp"],"primary_source":"NPC Core","spell":["Augury","Darkness","Sudden Blight","Command","Concordant Choir","Fear","Mindlink","Detect Magic","Divine Lance","Guidance","Haunting Hymn","Know the Way","Brain Drain"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["bundles of herbs","Dagger"],"level":3,"spell_dc":[19,19],"source_category":["Rulebooks"],"sense":" lifesense 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3443","intelligence":2,"reflex_save":8,"strongest_save":["will"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Sibyl","category":"creature","rarity":"uncommon","strike_damage_average":[10,10,10],"slug":"creature-3443"},{"attack_bonus":[9,12,12],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Devotee","spell_attack_bonus":[11],"will_save":11,"charisma":2,"speed":{"max":20,"land":20},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Shield Block","Swear Vengeance","Channel Smite","Deadly Simplicity"],"skill":["Athletics","Deception","Intimidation","Religion","Society"],"legacy_id":["creature-895"],"trait":["Human","Humanoid","Unholy","Medium"],"id":"creature-3444","text":" Zealot Zealots ferret out plots against their religion and seek justice for their church's followers. This zealot serves Asmodeus, but others might serve Abadar, Calistria, Iomedae, Norgorber, Pharasma, Sarenrae, or Zon-Kuthon. They often ride a war horse (Monster Core 201) wearing light barding. To depict a zealot's mount, add this horse to the encounter as an additional monster with its own actions, adjusting the encounter's XP budget accordingly. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Zealot of Asmodeus Source NPC Core pg. 31 Perception +9 Languages Common Skills Athletics +9, Deception +10, Intimidation +10, Religion +12, Society +7 Str +4 Dex +1 Con +1 Int +0 Wis +3 Cha +2 Items Composite Shortbow (20 arrows), Half Plate, Mace, Steel Shield (Hardness 5, HP 20, BT 10) --- AC 22 (24 with shield raised) Fort +9 Ref +7 Will +11 HP 60 Shield Block Reaction Swear Vengeance Reaction Trigger A creature the zealot can see damages a follower of Asmodeus other than the zealot Effect The zealot is affected by a sure strike spell. If the zealot makes an attack roll against anyone other than the triggering creature, the sure strike ends with no effect. --- Speed 20 feet Melee Single Action mace +12 (Shove), Damage 1d8+4 bludgeoning Melee Single Action fist +12 (Agile, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action composite shortbow +9 (deadly 1d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+2 piercing Divine Prepared Spells DC 19, attack +11 - Cantrips (2nd) Detect Magic, Divine Lance, Forbidding Ward, Read Aura, Sigil - 1st Command, Runic Weapon, Spirit Link - 2nd Cleanse Affliction, Harm (×4), See the Unseen, Share Life Channel Smite Two Actions (Divine) Cost the zealot expends a harm spell; Effect The zealot makes a melee Strike. If it hits, they damage the target with a 1-action harm spell. The target automatically gets a failure (or a critical failure if the Strike was a critical hit). The spell doesn't have the manipulate trait when cast this way. Deadly Simplicity The zealot deals 1d8 damage with their mace instead of 1d6. ","tradition":["Divine"],"skill_mod":{"society":7,"deception":10,"athletics":9,"intimidation":10,"religion":12},"summary":"Zealots ferret out plots against their religion and seek justice for their church's followers. This zealot serves Asmodeus , but others might serve …","image":["/Images/Monsters/Zealot_of_Asmodeus.webp"],"primary_source":"NPC Core","spell":["Cleanse Affliction","Harm","See the Unseen","Share Life","Command","Runic Weapon","Spirit Link","Detect Magic","Divine Lance","Forbidding Ward","Read Aura","Sigil"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Mechanics"],"ac":22,"item":["Composite Shortbow (20 arrows)","Half Plate","Mace","Steel Shield (Hardness 5, HP 20, BT 10)"],"level":4,"spell_dc":[19],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3444","intelligence":0,"reflex_save":7,"strongest_save":["will"],"dexterity":1,"fortitude_save":9,"size":["Medium"],"name":"Zealot of Asmodeus","category":"creature","rarity":"common","strike_damage_average":[5,6,8],"slug":"creature-3444"},{"attack_bonus":[13,14],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":80,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Devotee","spell_attack_bonus":[16],"will_save":16,"charisma":2,"speed":{"max":25,"land":25},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Healing Hands","Steady Spellcasting"],"skill":["Diplomacy","Medicine","Religion","Society","Survival"],"trait":["Holy","Human","Humanoid","Medium"],"id":"creature-3445","text":" Priest Cloistered priests safeguard their temples and communities. They are the stalwart keepers of their god's tenets, devoted to spreading the word. Their guidance or healing services come at the cost of a donation. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Priest of Sarenrae Source NPC Core pg. 32 Perception +14 Languages Common Skills Diplomacy +12, Medicine +14, Religion +14, Society +11, Survival +12 Str +3 Dex +3 Con +1 Int +0 Wis +4 Cha +2 Items +1 scimitar , religious symbol of Sarenrae --- AC 21 Fort +11 Ref +13 Will +16 HP 80 --- Speed 25 feet Melee Single Action scimitar +14 (Forceful, Magical, Sweep), Damage 1d6+8 slashing Melee Single Action fist +13 (Agile, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Divine Prepared Spells DC 24, attack +16 - Cantrips (3rd) Detect Magic, Divine Lance, Light, Read Aura, Vitality Lash - 1st Infuse Vitality, Breathe Fire, Spirit Link - 2nd Resist Energy, Revealing Light, Spiritual Armament - 3rd Fireball, Heal (×5), Holy Light (×2) Cleric Domain Spells DC 24, 1 Focus Point - 3rd Dazzling Flash Divine Rituals DC 24 - 2nd Consecrate Healing Hands When the priest casts heal , they roll d10s instead of d8s. Steady Spellcasting If another creature's reaction disrupts the priest's spellcasting action, the priest attempts a DC 15 flat check. If the priest succeeds, their action isn't disrupted. ","tradition":["Divine"],"skill_mod":{"society":11,"diplomacy":12,"survival":12,"medicine":14,"religion":14},"summary":"Cloistered priests safeguard their temples and communities. They are the stalwart keepers of their god's tenets, devoted to spreading the word. Their …","image":["/Images/Monsters/Priest_of_Sarenrae.webp"],"primary_source":"NPC Core","spell":["Fireball","Heal","Holy Light","Resist Energy","Revealing Light","Spiritual Armament","Infuse Vitality","Breathe Fire","Spirit Link","Detect Magic","Divine Lance","Light","Read Aura","Vitality Lash","Dazzling Flash"],"trait_group":["Mechanics","Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["+1 scimitar","religious symbol of Sarenrae"],"level":6,"spell_dc":[24,24],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3445","intelligence":0,"reflex_save":13,"strongest_save":["will"],"dexterity":3,"fortitude_save":11,"size":["Medium"],"name":"Priest of Sarenrae","category":"creature","rarity":"common","strike_damage_average":[10,11],"slug":"creature-3445"},{"attack_bonus":[14,17,18],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":120,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Devotee","will_save":15,"charisma":3,"speed":{"max":20,"land":20},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Champion's Aura","Champion's Courage","Liberating Step","Blessed Weapon","Smite"],"skill":["Athletics","Diplomacy","Performance","Religion","Society"],"trait":["Holy","Human","Humanoid","Medium"],"id":"creature-3446","text":" Champion Champions are bastions of their deities' virtues and are living beacons for their causes. Those who walk these paths must adhere to the tenets of their patron deity or risk losing their abilities altogether. The champion depicted here follows the example of Shelyn, embodying the spirit of inspiring beauty and fighting for the cause of peace. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Champion of Shelyn Source NPC Core pg. 32 Perception +15 Languages Common Skills Athletics +17, Diplomacy +16, Performance +14, Religion +15, Society +12 Str +4 Dex +1 Con +2 Int +1 Wis +2 Cha +3 Items Crossbow (10 bolts), Half Plate, +1 glaive , religious symbol of Shelyn --- AC 25 Fort +15 Ref +12 Will +15 HP 120 Champion's Aura (aura, divine) 15 feet. Any follower of Shelyn in the aura knows the champion is a champion of Shelyn. At the end of the champion's turn, each ally in the aura reduces its frightened value by 1. The aura can be suppressed or resumed with a single action, which has the concentrate trait, and ends if the champion falls unconscious. Champion's Courage When the champion becomes frightened, they reduce the condition value by 1 (to a minimum of 0). Liberating Step Reaction (divine) Trigger An enemy damages, grabs, or restrains the champion's ally, and both are in the champion's aura; Effect The champion frees an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance 10 to all damage against the triggering damage. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save or attempt to Escape from one effect as a free action. Whether or not it needed to escape, the ally can then Step as a free action if it's able to move. --- Speed 20 feet Melee Single Action glaive +18 (deadly d8, Forceful, Magical, Reach), Damage 1d8+10 slashing plus 1d6 persistent vitality Melee Single Action fist +17 (Agile, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning Ranged Single Action crossbow +14 (range increment 120 feet, reload 1), Damage 1d8+6 piercing Champion Devotion Spells DC 22, 2 Focus Points - 4th Lay on Hands, Protector's Sacrifice Blessed Weapon If a champion's glaive Strike is a critical hit, the weapon deals an additional 1d6 persistent vitality damage, and they can force the target to move 5 feet in a direction of their choice. Smite Single Action (Concentrate) The champion chooses one enemy they can see. Their Strikes against that enemy gain a +4 status bonus to damage, or +8 if the target is unholy. This benefit lasts until the start of the champion's next turn, but if the target takes a hostile action against the champion or one of their allies, the duration is extended until the end of the target's next turn (this can be extended indefinitely if the target keeps taking hostile actions on subsequent rounds). Champion Causes Champions represent the martial forces tied to the various faiths all around Golarion. You can customize a champion to a different deity by swapping in their deity's favored weapon, selecting an appropriate blessing of the devoted, and choosing a cause fitting that deity's sanctification options. Use that cause to determine the champion's sanctification and champion's reaction. ","skill_mod":{"society":12,"diplomacy":16,"performance":14,"athletics":17,"religion":15},"summary":"Champions are bastions of their deities' virtues and are living beacons for their causes. Those who walk these paths must adhere to the tenets of …","image":["/Images/Monsters/Champion_of_Shelyn.webp"],"primary_source":"NPC Core","spell":["Lay on Hands","Protector's Sacrifice"],"trait_group":["Mechanics","Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":25,"item":["Crossbow (10 bolts)","Half Plate","+1 glaive","religious symbol of Shelyn"],"level":7,"spell_dc":[22],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3446","intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude","will"],"dexterity":1,"fortitude_save":15,"size":["Medium"],"name":"Champion of Shelyn","category":"creature","rarity":"common","strike_damage_average":[10,12,18],"slug":"creature-3446"},{"attack_bonus":[17,17,17,18],"constitution":-1,"primary_source_category":"Rulebooks","strength":1,"hp":150,"language":["Common","Requian"],"source":["NPC Core"],"type":"Creature","creature_family":"Devotee","spell_attack_bonus":[20],"will_save":21,"charisma":4,"speed":{"max":25,"land":25},"perception":20,"wisdom":5,"weakness":{},"creature_ability":["Religious Specialist","Steward of the Faithful","Unshakable Faith","Healing Hands","Restorative Channel"],"skill":["Boneyard Lore","Diplomacy","Intimidation","Medicine","Performance","Religion"],"trait":["Human","Humanoid","Medium"],"id":"creature-3447","text":" High Priest High priests are the leaders of larger churches and similar religious establishments, watching over the lower-ranking clergy and ensuring the surrounding community is taken care of. This can be a highly political position, as the leader of the faith in an area has a powerful influence over everyday citizens. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 High Priest of Pharasma Source NPC Core pg. 33 Perception +20 Languages Common, Requian Skills Boneyard Lore +27, Diplomacy +25, Intimidation +17, Medicine +18, Performance +17, Religion +26 Str +1 Dex +2 Con -1 Int +3 Wis +5 Cha +4 Religious Specialist For encounters involving religious debates, church politics, and conflicts of doctrine, the high priest is a 13th-level challenge. Items +1 striking dagger , Hand Crossbow (20 bolts), Healer's Toolkit, holy water (4), religious symbol of Pharasma, religious text of Pharasma, scroll of cleanse affliction (4th rank) --- AC 26 Fort +16 Ref +17 Will +21 HP 150 Resistances void 5 Steward of the Faithful (aura, divine, vitality) 30 feet. Each ally in the aura who worships Pharasma gains resistance 5 to void and a +1 status bonus to Will saves, Diplomacy checks, and Medicine checks. Unshakable Faith During a religious debate, clash of church politics, or similar conflict, the high priest gains a +4 circumstance bonus to Perception check to Sense Motive and to their Perception DC against attempt to lie to them. --- Speed 25 feet Melee Single Action dagger +18 (Agile, Finesse, Magical, versatile S), Damage 2d4+7 piercing plus 1d10 spirit Melee Single Action fist +17 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+7 bludgeoning plus 1d10 spirit Ranged Single Action hand crossbow +17 (range increment 60 feet, reload 1), Damage 1d6+7 piercing plus 1d10 spirit Ranged Single Action dagger +17 (Agile, Magical, thrown 10 feet, versatile S), Damage 2d4+7 piercing plus 1d10 spirit Divine Prepared Spells DC 28, attack +20 - Cantrips (4th) Daze, Detect Magic, Message, Read Aura, Vitality Lash - 1st Command, Mindlink, Spirit Link - 2nd Augury, Darkvision, Status - 3rd Fear, Ghostly Weapon, Heroism - 4th Holy Light (×2), Vital Beacon - 5th Breath of Life, Heal (×5), Vision of Death Cleric Domain Spells DC 28, 2 Focus Points - 5th Death's Call, Eradicate Undeath Rituals DC 28 - 2nd Consecrate, Heartbond - 4th Atone, Rest Eternal - 5th Resurrect Healing Hands When the high priest casts heal , they roll d10s instead of d8s. Restorative Channel The high priest can sacrifice one prepared heal spell to instead cast cleanse affliction , clear mind , sound body , or sure footing at the same spell rank. ","tradition":["Divine"],"skill_mod":{"diplomacy":25,"performance":17,"medicine":18,"intimidation":17,"religion":26},"summary":"High priests are the leaders of larger churches and similar religious establishments, watching over the lower-ranking clergy and ensuring the …","image":["/Images/Monsters/High_Priest_of_Pharasma.webp"],"primary_source":"NPC Core","spell":["Breath of Life","Heal","Vision of Death","Holy Light","Vital Beacon","Fear","Ghostly Weapon","Heroism","Augury","Darkvision","Status","Command","Mindlink","Spirit Link","Daze","Detect Magic","Message","Read Aura","Vitality Lash","Death's Call","Eradicate Undeath"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":26,"item":["+1 striking dagger","Hand Crossbow (20 bolts)","Healer's Toolkit","holy water (4)","religious symbol of Pharasma","religious text of Pharasma","scroll of cleanse affliction (4th rank)"],"level":9,"spell_dc":[28,28],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{"void":5},"url":"/NPCs.aspx?ID=3447","intelligence":3,"reflex_save":17,"strongest_save":["will"],"dexterity":2,"fortitude_save":16,"size":["Medium"],"name":"High Priest of Pharasma","category":"creature","rarity":"common","strike_damage_average":[15,16,17,17],"slug":"creature-3447"},{"attack_bonus":[19,20,20],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":140,"language":["Common","Elven","Empyrean"],"source":["NPC Core"],"type":"Creature","creature_family":"Devotee","spell_attack_bonus":[19],"will_save":19,"charisma":2,"speed":{"max":30,"land":30},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Path of the Faithful","Traveler's Lesson","Messenger's Amnesty","Blessing of Travel","Zealous Rush"],"skill":["Acrobatics","Diplomacy","Religion","Society","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3448","text":" Traveling Priest Deities and their religions are only as strong as the belief of their faithful. Traveling priests spread word to all corners of Golarion, building the numbers devoted to their denomination through their journeys. No matter where they may be headed or found, a traveling priest is likely to be healing someone with a spell, delivering a message, or simply trying to ensure their faith is spread. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Traveling Priest of Desna Source NPC Core pg. 34 Perception +19 Languages Common, Elven, Empyrean Skills Acrobatics +17, Diplomacy +17, Religion +21, Society +16, Survival +19 Str +2 Dex +4 Con +1 Int +1 Wis +4 Cha +2 Path of the Faithful The pilgrim can evangelize their religious teachings to use their Religion modifier instead of Diplomacy to Gather Information or Make an Impression. Traveler's Lesson Creatures that engage in conversation with the traveling priest gain a +2 circumstance bonus to all Recall Knowledge checks and Gather Information checks for 4 hours related to any topics discussed with the traveling priest. Items shining symbol , +1 striking starknife --- AC 27 Fort +16 Ref +19 Will +19 HP 140 Messenger's Amnesty (divine) A traveling priest with a message to deliver is continually protected by a DC 25 sanctuary spell. If the traveling priest breaks the sanctuary , the effect returns if the traveling priest ceases hostility for 10 minutes. --- Speed 30 feet Melee Single Action starknife +20 (Agile, deadly d6, Magical, Finesse, versatile S), Damage 2d4+8 piercing Melee Single Action fist +19 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Melee Single Action starknife +20 (Agile, deadly d6, Magical, thrown 20 feet, versatile S), Damage 2d4+8 piercing Divine Prepared Spells DC 27, attack +19 - Cantrips (5th) Detect Magic, Divine Lance, Know the Way, Light, Read Aura - 1st Alarm, Create Water, Ventriloquism - 2nd Create Food, Environmental Endurance, Silence - 3rd Dream Message, Holy Light, Safe Passage - 4th Sleep, Spiritual Armament, Unfettered Movement - 5th Heal (×5), Sending, Translocate Cleric Domain Spells DC 27, 2 Focus Points - 5th Agile Feet, Traveler's Transit Blessing of Travel If the traveling priest takes an action with the move trait, their Strikes deal an extra 2d8 spirit damage until the end of their turn. Zealous Rush Reaction Trigger The traveling priest casts a spell that takes 1 or more actions and affects only them; Effect The traveling priest Strides up to 10 feet, or up to their full Speed if the triggering spell took 2 actions or more to cast. ","tradition":["Divine"],"skill_mod":{"society":16,"diplomacy":17,"survival":19,"acrobatics":17,"religion":21},"summary":"Deities and their religions are only as strong as the belief of their faithful. Traveling priests spread word to all corners of Golarion, building …","image":["/Images/Monsters/Traveling_Priest_of_Desna.webp"],"primary_source":"NPC Core","spell":["Heal","Sending","Translocate","Sleep","Spiritual Armament","Unfettered Movement","Dream Message","Holy Light","Safe Passage","Create Food","Environmental Endurance","Silence","Alarm","Create Water","Ventriloquism","Detect Magic","Divine Lance","Know the Way","Light","Read Aura","Agile Feet","Traveler's Transit"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":27,"item":["shining symbol","+1 striking starknife"],"level":9,"spell_dc":[27,27],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3448","intelligence":1,"reflex_save":19,"strongest_save":["ref","reflex","will"],"dexterity":4,"fortitude_save":16,"size":["Medium"],"name":"Traveling Priest of Desna","category":"creature","rarity":"common","strike_damage_average":[10,13,13],"slug":"creature-3448"},{"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":195,"language":["Chthonian","Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Devotee","spell_attack_bonus":[22,22],"will_save":22,"charisma":4,"speed":{"max":25,"land":25},"perception":21,"wisdom":5,"weakness":{"area":10,"splash":10},"creature_ability":["Troop Defenses","Troop Spellcasting","Wild Swing"],"skill":["Athletics","Intimidation","Religion"],"legacy_id":["creature-1275"],"trait":["Human","Humanoid","Troop","Unholy","Gargantuan"],"id":"creature-3449","text":" Rancorous Priesthood Followers of Rovagug must usually conceal their devotion to the Rough Beast, hiding in remote cave complexes or abandoned ruins, but they emerge when they sense weakness, gathering together into a destructive, homicidal mob to hunt down priests of rival deities or slaughter entire towns. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Rancorous Priesthood Source NPC Core pg. 35 Perception +21 Languages Chthonian, Common Skills Athletics +22, Intimidation +21, Religion +22 Str +7 Dex +2 Con +6 Int +2 Wis +5 Cha +4 --- AC 31 Fort +23 Ref +17 Will +22 HP 195 (4 segments) Weaknesses area damage 10, splash damage 10 Troop Defenses --- Speed 25 feet, troop movement Divine Spontaneous Spells DC 30, attack +22 - Cantrips (6th) Daze, Detect Magic, Divine Lance - 5th Divine Immolation, Noise Blast, Shadow Blast (3 slots) Cleric Domain Spells DC 30, attack +22, 2 Focus Points - 6th Cry of Destruction, Destructive Aura Rituals DC 30 - 4th Blight (doesn't require secondary casters) Troop Spellcasting When the rancorous priesthood Casts a Spell, their constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. Wild Swing Single Action to Three Actions Frequency once per round; Effect The members of the mob wildly swing their weapons in a chaotic attack at each enemy in a 5-foot emanation with a DC 25 basic Reflex save. The damage depends on the number of actions. Single Action 1d12+2 slashing damage Two Actions 2d12+9 slashing damage Three Actions 3d12+9 slashing damage Troops With Spells Though Rovagug's followers are the most common, other deities might have rancorous priesthoods. You can use these statistics to represent other devotee troops capable of casting spells by replacing the spells in the list, changing the domain spells, and altering the sanctification. Note that the spell slots are 1 below the maximum rank a spellcaster of their level could normally cast. Heightened lower-level spells can be a good fit, representing the combined effect of several lower-rank spells cast at the same time. ","tradition":["Divine"],"skill_mod":{"athletics":22,"intimidation":21,"religion":22},"summary":"Followers of Rovagug must usually conceal their devotion to the Rough Beast, hiding in remote cave complexes or abandoned ruins, but they emerge …","image":["/Images/Monsters/Rancorous_Priesthood.webp"],"primary_source":"NPC Core","spell":["Divine Immolation","Noise Blast","Shadow Blast","Daze","Detect Magic","Divine Lance","Cry of Destruction","Destructive Aura"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster","Mechanics"],"ac":31,"level":11,"spell_dc":[30,30],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3449","intelligence":2,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":23,"size":["Gargantuan"],"name":"Rancorous Priesthood","category":"creature","rarity":"common","slug":"creature-3449"},{"attack_bonus":[23,25,26],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":220,"language":["Common","Empyrean"],"source":["NPC Core"],"type":"Creature","creature_family":"Devotee","will_save":22,"charisma":4,"speed":{"max":20,"land":20},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Blessed Shield","Deific Reactions","Champion's Aura","Champion's Courage","Exalted Retributive Strike","Reactive Strike","Shield Block","Will Not Fall","Will Not Falter"],"skill":["Athletics","Diplomacy","Intimidation","Religion"],"trait":["Holy","Human","Humanoid","Rare","Medium"],"id":"creature-3450","text":" Deific Champion The deific champion is the paragon of champions, representing the truest form of devotion and dedication to a deity. Recall Knowledge - Humanoid (Society): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Deific Champion of Iomedae Source NPC Core pg. 36 Perception +19 Languages Common, Empyrean Skills Athletics +25, Diplomacy +22, Intimidation +26, Religion +23 Str +5 Dex +2 Con +2 Int +0 Wis +3 Cha +4 Blessed Shield In the deific champion's hands, a shield gains the moderate reinforcing rune , giving it Hardness 8, 84 HP, and BT 42. Deific Reactions At the start of each of their turns, the deific champion gains an additional reaction they can only use to make a Reactive Strike or to Shield Block. Items +1 striking crossbow (20 bolts), +1 resilient full plate , +1 striking longsword , potion of flying , religious symbol of Iomedae, Steel Shield --- AC 33 (35 with shield raised) Fort +23 Ref +19 Will +22 HP 220 Champion's Aura (aura, divine) 15 feet. Any follower of Iomedae in the aura knows the champion is a champion of Iomedae. At the end of the champion's turn, each ally in the aura reduces its frightened value by 1. The aura can be suppressed or resumed with a single action, which has the concentrate trait, and ends if the champion falls unconscious. Champion's Courage When the champion becomes frightened, they reduce the condition value by 1 (to a minimum of 0). Exalted Retributive Strike Reaction (divine) Trigger An enemy damages the deific champion's ally, and both are in the deific champion's aura; Effect The ally gains resistance 14 to all damage against the triggering damage. If the enemy is within reach, the deific champion makes a melee Strike against it. Each ally in the champion's aura can spend a reaction to Strike the target with a –5 penalty. Reactive Strike Reaction Shield Block Reaction Will Not Fall Free Action Trigger The deific champion's Hit Points are reduced to 0 for the first time that day; Effect The champion presses on, refusing to fail their god. They remain standing with 25 Hit Points. --- Speed 20 feet Melee Single Action longsword +26 (Magical, versatile P), Damage 2d8+13 slashing Melee Single Action fist +25 (Agile, Nonlethal, Unarmed), Damage 1d4+13 bludgeoning Ranged Single Action crossbow +23 (Magical, range 120 feet, reload 1), Damage 2d8+5 piercing Champion Devotion Spells DC 30, 2 Focus Points - 6th Champion's Sacrifice, Lay on Hands Will Not Falter Two Actions Effect The deific champion declares their devotion to their deity and their cause. They Stride, then make a melee Strike. If the Strike hits an enemy, all allies within their champion's aura gain a +2 status bonus to attack rolls and saving throws against fear until the start of the deific champion's next turn. ","skill_mod":{"diplomacy":22,"athletics":25,"intimidation":26,"religion":23},"summary":"The deific champion is the paragon of champions, representing the truest form of devotion and dedication to a deity.","image":["/Images/Monsters/Deific_Champion_of_Iomedae.webp"],"primary_source":"NPC Core","spell":["Champion's Sacrifice","Lay on Hands"],"trait_group":["Mechanics","Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":33,"item":["+1 striking crossbow (20 bolts)","+1 resilient full plate","+1 striking longsword","potion of flying","religious symbol of Iomedae","Steel Shield"],"level":12,"spell_dc":[30],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3450","intelligence":0,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":23,"size":["Medium"],"name":"Deific Champion of Iomedae","category":"creature","rarity":"rare","strike_damage_average":[14,15,22],"slug":"creature-3450"},{"attack_bonus":[27,28,28],"constitution":6,"primary_source_category":"Rulebooks","strength":5,"hp":300,"language":["Common","Necril","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["death effects","disease","paralyzed","unconscious"],"source":["NPC Core"],"type":"Creature","creature_family":"Devotee","spell_attack_bonus":[31],"will_save":26,"charisma":6,"speed":{"fly":25,"max":25,"land":25},"perception":27,"wisdom":4,"weakness":{"holy":15},"creature_ability":["Mark of Fate","Void Tendrils","Limited Lifespan","Shattered Vessel","Borrow Time","Grave Chill"],"skill":["Athletics","Deception","Intimidation","Religion","Undead Lore"],"trait":["Divine","Human","Humanoid","Unholy","Medium"],"id":"creature-3451","text":" Deific Vessel Through direct intervention in the mortal world, a deity creates a deific vessel to do their will, whether from a willing servant or through possession, a contract, or a curse. A candle to the flame of their progenitor, a divine vessel burns fast and quickly extinguishes. Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Deific Vessel of Urgathoa Source NPC Core pg. 37 Perception +27; lifesense 60 feet Languages Common, Necril; truespeech Skills Athletics +26, Deception +27, Intimidation +29, Religion +31, Undead Lore +33 Str +5 Dex +4 Con +6 Int +2 Wis +4 Cha +6 Mark of Fate (curse, divine) A creature that slays the deific vessel must succeed at a DC 35 Will save or be visibly marked as anathema to Urgathoa. It gains weakness 10 to unholy and takes a –2 circumstance penalty to Charisma-based skill checks against followers of Urgathoa. Creatures attempting to Gather Information about or Track the marked creature gain a +2 circumstance bonus to their checks. The mark can't be hidden and can be removed only by participating in an atone ritual led by a worshipper of Urgathoa who is 12th level or higher. Items +2 resilient explorer's clothing , Scythe --- AC 35 Fort +28 Ref +24 Will +26 HP 300 Immunities death effects, disease, paralyzed, unconscious Resistances void 15 Weaknesses holy 15 Void Tendrils (aura, divine, void) 30 feet. When a creature in the aura would be healed by a vitality effect, the healing is reduced by 15 and the deific vessel regains 15 Hit Points. Limited Lifespan (divine) The deific vessel takes 25 damage at the end of its turn if it Cast a Spell, used Borrow Time, or made a Strike that turn. This damage ignores resistance. Shattered Vessel (divine, unholy) When the deific vessel dies, the divine power barely contained within their form explodes outward, dealing 6d8 spirit damage to each creature in a 30-foot emanation with a DC 33 basic Reflex save. --- Speed 25 feet, fly 25 feet Melee Single Action decaying frost scythe +28 (deadly d10, Death, Magical, Trip, Unholy), Damage 3d10+11 slashing plus 1d6 cold and 1d4 void Melee Single Action decaying frost fist +28 (Agile, Death, Magical, Unarmed, Unholy), Damage 3d4+11 bludgeoning plus 1d6 cold and 1d4 void Ranged Single Action grave pulse +27 (Cold, Death, ranged 120 feet, Unholy, Void), Damage 3d6 cold plus 2d8 void Divine Innate Spells DC 39, attack +31 - Cantrips (8th) Detect Magic, Divine Lance, Message - 4th Harm (at will) - 6th Truesight, Vampiric Exsanguination, Zealous Conviction - 7th Divine Decree, Eclipse Burst, Execute - 8th Dominate, Harm (×4), Mask of Terror - Constant (5th) Truespeech Borrow Time Single Action (Divine, Void) The vessel chooses two different creatures in their void tendrils aura. Each one must be either undead or the vessel themself. One target loses 25 HP and the other regains that many HP. If a target is unwilling, it can negate the transfer with a successful DC 39 Fortitude save. Grave Chill (Divine) The vessel's unarmed attacks and scythe gain the +2 decaying frost greater striking runes when used by the vessel, and their Strikes gain the death trait. Consequences Of Magnitude Directly interceding in the mortal plane opens deities up to direct consequences from other divine entities and the very forces of fate itself. The moment a deific vessel comes into existence, a clock begins ticking down, ready to change the fate of all involved in the creation of this powerful entity. The gods and their heralds, from their unassailable positions, face far fewer consequences than the relatively unprotected vessels themselves. ","tradition":["Divine"],"skill_mod":{"deception":27,"athletics":26,"intimidation":29,"religion":31},"summary":"Through direct intervention in the mortal world, a deity creates a deific vessel to do their will, whether from a willing servant or through …","image":["/Images/Monsters/Deific_Vessel_of_Urgathoa.webp"],"primary_source":"NPC Core","spell":["Dominate","Harm","Mask of Terror","Divine Decree","Eclipse Burst","Execute","Truesight","Vampiric Exsanguination","Zealous Conviction","Detect Magic","Divine Lance","Message","Truespeech"],"trait_group":["Tradition","Monster","Ancestry","Half-Elf","Half-Orc","Creature Type","Mechanics"],"ac":35,"item":["+2 resilient explorer's clothing","Scythe"],"level":15,"spell_dc":[39],"source_category":["Rulebooks"],"sense":" lifesense 60 feet","weakest_save":["ref","reflex"],"resistance":{"void":15},"url":"/NPCs.aspx?ID=3451","intelligence":2,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":28,"size":["Medium"],"name":"Deific Vessel of Urgathoa","category":"creature","rarity":"common","strike_damage_average":[19,24,33],"slug":"creature-3451"},{"attack_bonus":[5,5],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":10,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Downtrodden","will_save":3,"charisma":1,"speed":{"max":25,"land":25},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Beat a Retreat"],"skill":["Athletics","Deception","Diplomacy","Stealth","Underworld Lore"],"legacy_id":["creature-897"],"trait":["Human","Humanoid","Medium"],"id":"creature-3452","text":" Beggar Wherever there is poverty, there are beggars. Beggars are truly the downtrodden of society, as folks who have been cast out into the streets due to a variety of setbacks or the weight of circumstance. Some beggars work for underworld organizations as lookouts, spies, or even hired muscle on the cheap—sometimes by choice, but often not. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Beggar Source NPC Core pg. 40 Perception +3 Languages Common Skills Athletics +3, Deception +3, Diplomacy +3, Stealth +5, Underworld Lore +2 Str +1 Dex +3 Con +2 Int +0 Wis +1 Cha +1 --- AC 14 Fort +4 Ref +7 Will +3 HP 10 --- Speed 25 feet Melee Single Action fist +5 (Agile, Nonlethal, Unarmed), Damage 1d4+1 bludgeoning Ranged Single Action rock +5 (thrown 10 feet), Damage 1d4+1 bludgeoning Beat a Retreat Two Actions The beggar Strides three times and gains a +2 circumstance bonus to AC during those actions. ","skill_mod":{"diplomacy":3,"deception":3,"stealth":5,"athletics":3},"summary":"Wherever there is poverty, there are beggars. Beggars are truly the downtrodden of society, as folks who have been cast out into the streets due to a …","image":["/Images/Monsters/Beggar.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"level":-1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3452","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":4,"size":["Medium"],"name":"Beggar","category":"creature","rarity":"common","strike_damage_average":[3,3],"slug":"creature-3452"},{"attack_bonus":[5,5,5],"constitution":0,"primary_source_category":"Rulebooks","strength":-1,"hp":8,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Downtrodden","will_save":3,"charisma":2,"speed":{"max":25,"land":25},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Collaborative Thievery","Pickpocket"],"skill":["Acrobatics","Deception","Society","Stealth","Survival","Thievery"],"legacy_id":["creature-899"],"trait":["Human","Humanoid","Small"],"id":"creature-3453","text":" Urchin Although their escapades might be notorious, few urchins are thrill-seekers. For some urchins, when begging alone isn't enough to fill their bellies, theft becomes a viable survival tactic. Many criminal groups also use urchins as spies and messengers, while training them to become future pickpockets, burglars, and foot soldiers. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Urchin Source NPC Core pg. 40 Perception +3 Languages Common Skills Acrobatics +5, Deception +4, Society +3, Stealth +5, Survival +3, Thievery +7 Str -1 Dex +3 Con +0 Int +1 Wis +1 Cha +2 Items shiv --- AC 15 Fort +2 Ref +7 Will +3 HP 8 --- Speed 25 feet Melee Single Action shiv +5 (Agile), Damage 1d4–1 piercing Melee Single Action fist +5 (Agile, Nonlethal, Unarmed), Damage 1d4–1 bludgeoning Ranged Single Action rock +5 (thrown 10 feet), Damage 1d4–1 bludgeoning Collaborative Thievery The urchin gains a +1 circumstance bonus to Steal or Palm an Object while within 10 feet of an ally who has the pickpocket ability. Pickpocket For an urchin, the DC to Steal or Palm an Object isn't increased by 5 for an item that's closely guarded. They can Steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes, armor, or actively wielded objects). ","skill_mod":{"society":3,"deception":4,"thievery":7,"survival":3,"stealth":5,"acrobatics":5},"summary":"Although their escapades might be notorious, few urchins are thrill-seekers. For some urchins, when begging alone isn't enough to fill their bellies, …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["shiv"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3453","intelligence":1,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":2,"size":["Small"],"name":"Urchin","category":"creature","rarity":"common","strike_damage_average":[2,2,2],"slug":"creature-3453"},{"attack_bonus":[7,7],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":17,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Downtrodden","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Sneak Attack","Surprise Attack","You're Next"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Thievery"],"legacy_id":["creature-900"],"trait":["Human","Humanoid","Medium"],"id":"creature-3454","text":" Prisoner Most who end up in a jail, dungeon, or prison are just biding their time through the interminable days until their imprisonment ends. Some, however, use force and intimidation to gain status, and create makeshift weapons to take down their enemies or use in a jailbreak. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Prisoner Source NPC Core pg. 40 Perception +6 Languages Common Skills Acrobatics +7, Athletics +6, Intimidation +3, Stealth +7, Thievery +7 Str +3 Dex +4 Con +1 Int +0 Wis +1 Cha +0 Items shiv --- AC 16 Fort +4 Ref +9 Will +6 HP 17 --- Speed 25 feet Melee Single Action shiv +7 (Agile), Damage 1d4+3 piercing Melee Single Action fist +7 (Agile, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Sneak Attack The prisoner deals an extra 1d6 precision damage to off-guard creatures. Surprise Attack On the first round of combat, creatures that haven't acted yet are off-guard to the prisoner. You're Next Reaction (Emotion, Fear, Mental) Trigger The prisoner reduces a creature to 0 Hit Points; Effect The prisoner attempts to Demoralize a creature that saw their victory, with a +2 circumstance bonus to the Intimidation check. ","skill_mod":{"thievery":7,"stealth":7,"athletics":6,"intimidation":3,"acrobatics":7},"summary":"Most who end up in a jail, dungeon, or prison are just biding their time through the interminable days until their imprisonment ends. Some, however, …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":16,"item":["shiv"],"level":1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3454","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":4,"size":["Medium"],"name":"Prisoner","category":"creature","rarity":"common","strike_damage_average":[5,5],"slug":"creature-3454"},{"attack_bonus":[8,9],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":40,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Downtrodden","will_save":6,"charisma":2,"speed":{"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Drunken Flailing","Drunken Rage"],"skill":["Alcohol Lore","Athletics","Intimidation"],"legacy_id":["creature-946"],"trait":["Human","Humanoid","Medium"],"id":"creature-3455","text":" Drunkard Every tavern has one—that person intent on forgetting their sorrows along with everything else. Though many are harmless, a few have a hair trigger. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Drunkard Source NPC Core pg. 41 Perception +6 Languages Common Skills Alcohol Lore +3, Athletics +7, Intimidation +8 Str +3 Dex +2 Con +4 Int -1 Wis +0 Cha +2 Items drunkard's outfit (functions as padded armor), pewter mug --- AC 17 Fort +10 Ref +8 Will +6 HP 40 --- Speed 25 feet Melee Single Action fist +9 (Agile, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action pewter mug +8 (thrown 10 feet), Damage 1d4+3 bludgeoning Drunken Flailing Single Action Requirements The drunkard is raging; Effect The drunkard attempts two fist Strikes, each against a different creature. Drunken Rage Single Action (Concentrate, Emotion, Mental) Requirements The drunkard is drunk, and isn't fatigued or raging; Effect The drunkard flies into a drunken rage. They gain 6 temporary Hit Points that last until the drunken rage ends. While raging, they deal 4 additional damage with melee attacks and take a –1 penalty to AC. The drunkard can't use concentrate actions except Seek. The rage lasts for 1 minute, until the drunkard falls unconscious, or until the drunkard sobers up. The drunkard can't voluntarily stop raging. Once the rage ends, the drunkard can't gain temporary HP from this action for 1 minute. ","skill_mod":{"athletics":7,"intimidation":8},"summary":"Every tavern has one—that person intent on forgetting their sorrows along with everything else. Though many are harmless, a few have a hair trigger.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["drunkard's outfit (functions as padded armor )","pewter mug"],"level":2,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3455","intelligence":-1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":10,"size":["Medium"],"name":"Drunkard","category":"creature","rarity":"common","strike_damage_average":[5,5],"slug":"creature-3455"},{"attack_bonus":[8,8],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":16,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Engineer","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":3,"weakness":{},"creature_ability":["Firearm Specialist","Crafty Reload","Firearm Sabotage"],"skill":["Athletics","Crafting","Firearm Lore","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3456","text":" Gunsmith Even though every gunslinger learns the basics of maintaining and repairing firearms as a part of their training, few would question the expertise of a master gunsmith regarding the weapons by which they live and die. Although professional gunsmiths are rarely found outside of settlements where firearms are common, such as Alkenstar or Dongun Hold, true masters of this specialized craft tend to quickly build reputations for themselves that extend well beyond the borders of whatever region they call home. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Gunsmith Source NPC Core pg. 42 Perception +6 Languages Common Skills Athletics +4, Crafting +13, Firearm Lore +13, Society +5 Str +1 Dex +3 Con +0 Int +2 Wis +3 Cha +0 Firearm Specialist For encounters involving the crafting or maintenance of firearms, the gunsmith is a 6th-level challenge. Items Artisan's Toolkit (gunsmithing), Dueling Pistol (2, 20 rounds) --- AC 16 Fort +5 Ref +8 Will +6 HP 16 --- Speed 25 feet Melee Single Action fist +8 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+1 bludgeoning Ranged Single Action dueling pistol +8 (Concealable, Concussive, fatal d10, range increment 60 feet, reload 1), Damage 1d6+2 piercing Crafty Reload The gunsmith can Interact to reload a firearm without a free hand if they have a firearm in each hand. In addition, each time the gunsmith reloads a firearm, they can attempt a Crafting check against the hard DC for the firearm's level (DC 17 for a dueling pistol). On a success, they gain a +1 circumstance bonus on the next attack roll they make with that firearm before the start of their next turn. Firearm Sabotage Single Action (Manipulate) Requirements The gunsmith is wielding or holding a one-handed firearm and has a free hand; Effect The gunsmith deftly makes a minor modification to a firearm that can be detected with a Perception check opposed by the gunsmith's Crafting DC. If the sabotage is not reversed with a successful Crafting check against the gunsmith's Crafting DC, the firearm automatically misfires the next time it is used (the flat check is an automatic failure; see the Misfires sidebar). ","skill_mod":{"society":5,"crafting":13,"athletics":4},"summary":"Even though every gunslinger learns the basics of maintaining and repairing firearms as a part of their training, few would question the expertise of …","image":["/Images/Monsters/Gunsmith.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":16,"item":["Artisan's Toolkit (gunsmithing)","Dueling Pistol (2, 20 rounds)"],"level":1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3456","intelligence":2,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":5,"size":["Medium"],"name":"Gunsmith","category":"creature","rarity":"common","strike_damage_average":[3,5],"slug":"creature-3456"},{"attack_bonus":[7,7,8],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":22,"source":["NPC Core"],"type":"Creature","creature_family":"Engineer","will_save":3,"charisma":0,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Mechanical Repair","Mechanical Specialist","Risky Upgrade"],"skill":["Athletics","Crafting","Engineering Lore","Thievery"],"trait":["Human","Humanoid","Medium"],"id":"creature-3457","text":" Mechanic No one knows how to get the most out of their equipment better than a mechanic. A mechanic can repair just about any mechanical device you put in front of them with aplomb. However, they can also push the device to achieve more than you ever could have hoped for, provided you do not mind a small explosion every now and again. Don't get distracted by their impressive work, or you might be blindsided by a fast-swinging wrench. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Mechanic Source NPC Core pg. 42 Perception +5 Languages Skills Athletics +7, Crafting +16, Engineering Lore +16, Thievery +6 Str +4 Dex +1 Con +1 Int +3 Wis +0 Cha +0 Mechanical Repair The mechanic is trained in Crafting, but a master in Crafting for mechanical devices, siege weapons, and vehicles. They can Repair in 1 minute instead of 10 minutes, or in 3 actions for a mechanical device, siege weapon, or vehicle. Mechanical Specialist For encounters involving mechanical repair, the mechanic is an 8th-level challenge. Items Arbalest (20 bolts), heavy wrench, Repair Toolkit --- AC 14 Fort +8 Ref +6 Will +3 HP 22 --- Speed 25 feet Melee Single Action heavy wrench +7 (Shove), Damage 1d6+4 bludgeoning Melee Single Action fist +7 (Agile, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action arbalest +8 (Backstabber, range increment 110 feet, reload 1), Damage 1d10 piercing Risky Upgrade Two Actions (Concentrate, Manipulate) The mechanic pushes a mechanical device, siege weapon, or vehicle pasts its regular limits with a temporary upgrade chosen from the list below. An item can have only one risky upgrade at a time. If an item has an upgrade at the start of the mechanic's turn, the mechanic must attempt a DC 5 flat check. (These flat checks continue even if the mechanic is dead or otherwise can't take turns.) On a failure, the item explodes, dealing damage equal to the item's level to all adjacent creatures and ending the upgrade. Overheat Weapons If the item would deal damage, it deals an additional 1d6 fire damage. This increases to 2d6 if the item is 8th level or higher. Pressured Plating The item gains a +3 status bonus to its Hardness and gains temporary Hit Points equal to double its level that last for 10 minutes. Propelled Boost If the item has a Speed, the item gains a +15-foot status bonus to Speed. ","skill_mod":{"thievery":6,"crafting":16,"athletics":7},"summary":"No one knows how to get the most out of their equipment better than a mechanic. A mechanic can repair just about any mechanical device you put in …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["Arbalest (20 bolts)","heavy wrench","Repair Toolkit"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3457","intelligence":3,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":8,"size":["Medium"],"name":"Mechanic","category":"creature","rarity":"common","strike_damage_average":[5,6,7],"slug":"creature-3457"},{"attack_bonus":[7,10,10],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":28,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Engineer","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Driving Specialist","Express Driver","Skilled Driver","Vehicle Block","Sideswipe"],"skill":["Acrobatics","Athletics","Deception","Driving Lore","Engineering Lore","Intimidation","Piloting Lore","Stealth"],"trait":["Human","Humanoid","Medium"],"id":"creature-3458","text":" Driver With daring and charm, a driver is a professional operator of mechanical vehicles. Their skill and recklessness give them a reputation that puts even the quickest horse riders to shame. A driver's vehicle becomes an extension of themselves, allowing the driver to perform near-impossible feats of maneuverability. Drivers have other tricks up their sleeve, as their charm is undeniable. When needed, they can talk, lie, or frighten their way out of a bumpy situation in and out of a vehicle. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Driver Source NPC Core pg. 43 Perception +8 Languages Common Skills Acrobatics +8, Athletics +7, Deception +7, Driving Lore +8, Engineering Lore +8, Intimidation +7, Piloting Lore +8, Stealth +8 Str +1 Dex +4 Con +0 Int +2 Wis +2 Cha +1 Driving Specialist For encounters involving driving, the driver is an 8th-level challenge. Rules for vehicles appear here. Express Driver A driver can attempt a Driving Lore check to increase a vehicle's travel Speed when calculating the value for a day. The DC is determined by the GM but is typically based on the vehicle's piloting DC or the difficulty of traversing the environment, whichever is harder. On a success, increase the vehicle's travel Speed by half. Skilled Driver The driver gains a +10 circumstance bonus to any skill check involved in driving a vehicle, and is considered a master in the skill for such checks. This bonus also applies to any initiative roll while the driver is piloting a vehicle. Items crowbar (functions as a pick), Hand Crossbow (10 bolts), Leather Armor --- AC 18 Fort +6 Ref +8 Will +6 +6 status to all defenses while driving HP 28 Vehicle Block Reaction Requirements The driver is driving a vehicle; Trigger The driver would take damage from an attack or from a damaging effect that requires a Reflex save; Effect With swift steering, the driver puts the bulk of the vehicle in between themself and the problem, causing the vehicle to take the damage instead of the driver. --- Speed 25 feet Melee Single Action crowbar +7 (fatal d10), Damage 1d6+3 piercing Melee Single Action fist +10 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action hand crossbow +10 (range increment 60 feet, reload 1), Damage 1d6+2 piercing Sideswipe Reaction Requirements The driver is taking a Drive action with a vehicle and moves the vehicle adjacent to a creature; Effect All creatures adjacent to the vehicle take the vehicle's collision damage with a basic Reflex save against the vehicle's collision DC. The vehicle continues to move normally after the Sideswipe. Aviator Not all drivers limit themselves to the earth. Aviators are drivers who specialize in driving mechanical flying machines. Many see such drivers as being reckless, as they are often unsatisfied with simply flying from point A to point B. Instead, they take full advantage of the freedom of the sky to find the most exciting path available, which often involves dubiously named stunts. ","skill_mod":{"deception":7,"stealth":8,"athletics":7,"intimidation":7,"acrobatics":8},"summary":"With daring and charm, a driver is a professional operator of mechanical vehicles. Their skill and recklessness give them a reputation that puts even …","image":["/Images/Monsters/Driver.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["crowbar (functions as a pick )","Hand Crossbow (10 bolts)","Leather Armor"],"level":2,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3458","intelligence":2,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":6,"size":["Medium"],"name":"Driver","category":"creature","rarity":"common","strike_damage_average":[5,5,6],"slug":"creature-3458"},{"attack_bonus":[10,10,10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":45,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Engineer","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Siege Acumen","Siege Shield","Bombard"],"skill":["Crafting","Diplomacy","Engineering Lore","Explosive Lore","Society","Thievery"],"trait":["Human","Humanoid","Medium"],"id":"creature-3459","text":" Artillerist The maintenance and operation of a siege weapon is the highest form of art for the artillerist. They are second to none in terms of reliability and speed due to years of experience and training. Their mastery is such that they often construct smaller models of their preferred weapon to mount on their shoulders. Many will insist this is in case of an emergency, but they often truly enjoy crafting, designing, and perfecting their personal piece of artillery. Traditionally, artillerists are used on both side of a siege. Massive weapons are both fired towards the walls and from the walls. In such battles, artillerists are invaluable. However, artillerists are seen in other places outside of massive wars. For example, artillerists are often employed on ships to manage their cannons and harpoons. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Artillerist Source NPC Core pg. 44 Perception +8; (10 if the artillerist is crewing a siege weapon) Languages Common Skills Crafting +9, Diplomacy +9, Engineering Lore +11, Explosive Lore +9, Society +9, Thievery +8 Str +3 Dex +3 Con +1 Int +2 Wis +1 Cha +0 Siege Acumen The artillerist is permanently quickened. They can use this extra action only to Aim, Load, or Launch a siege weapon. Items Artisan's Toolkit (siege weaponry), Dueling Pistol (20 rounds), Light Hammer, Repair Toolkit --- AC 18 Fort +8 Ref +12 Will +6 HP 45 Siege Shield While adjacent to a siege weapon, the artillerist gains a +1 circumstance bonus to AC. --- Speed 25 feet Melee Single Action light hammer +10 (Agile), Damage 1d6+5 bludgeoning Melee Single Action fist +10 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+5 bludgeoning Ranged Single Action dueling pistol +10 (Concealable, Concussive, fatal d10, range increment 60 feet, reload 1), Damage 1d6+3 piercing Ranged Single Action light hammer +10 (Agile, thrown 20 feet), Damage 1d6+5 bludgeoning Bombard Two Actions (Manipulate) The artillerist activates a shoulder-mounted artillery piece to launch an explosive shell up to 120 feet away that explodes in 10-foot burst. Creatures within the burst take 2d6 piercing damage and 2d6 fire damage with a DC 19 basic Reflex save. A creature that fails its save is also knocked prone. The artillerist can't use Bombard again until they reload the artillery with 2 Interact actions; these actions don't have to be consecutive. Siege Weapons The artillerist is meant to pair with siege weapons, and engineers in general often pair well with these large instruments of war. Siege weapons usually work best with multiple NPCs crewing them. Rules for siege weapons can be found here. ","skill_mod":{"society":9,"diplomacy":9,"thievery":8,"crafting":9},"summary":"The maintenance and operation of a siege weapon is the highest form of art for the artillerist. They are second to none in terms of reliability and …","image":["/Images/Monsters/Artillerist.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Artisan's Toolkit (siege weaponry)","Dueling Pistol (20 rounds)","Light Hammer","Repair Toolkit"],"level":3,"source_category":["Rulebooks"],"sense":"(10 if the artillerist is crewing a siege weapon) ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3459","intelligence":2,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":8,"size":["Medium"],"name":"Artillerist","category":"creature","rarity":"common","strike_damage_average":[6,7,8,8],"slug":"creature-3459"},{"attack_bonus":[10,12],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":45,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Engineer","will_save":10,"charisma":2,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Punchout Bolts","Scatter Blocks","Wind-Up Soldier"],"skill":["Crafting","Diplomacy","Performance","Society","Toys Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3460","text":" Toymaker The whimsy of a toymaker is only matched by their ruthlessness when cornered. Most of their creations are designed solely for the enjoyment of others. However, every toymaker knows—whether through failed designs or intentional creations—how to turn their toys into dangerous weapons. They are often hesitant to use toys in such ways, and more often than not, they will attempt to solve problems with diplomacy first. Some toymakers have fully turned to the profession of making deadly toys. They often have dangerous patrons or nefarious intentions. Some use dangerous toys as a means of vigilantism, while others use them as a means to sneak weapons into guarded areas. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Toymaker Source NPC Core pg. 45 Perception +8 Languages Common Skills Crafting +10, Diplomacy +9, Performance +9, Society +8, Toys Lore +12 Str +0 Dex +3 Con +1 Int +3 Wis +2 Cha +2 Items Artisan's Toolkit (toymaking), Hand Crossbow (10 punchout bolts) --- AC 18 Fort +6 Ref +10 Will +10 HP 45 --- Speed 25 feet Melee Single Action fist +10 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action hand crossbow +12 (Nonlethal, range increment 60 feet, reload 1), Damage 1d6+5 bludgeoning plus punchout bolts Punchout Bolts The toymaker's crossbow bolts are specially constructed with heavy, sap-like heads instead of piercing tips. Strikes with these bolts deal bludgeoning damage instead of piercing and have the nonlethal trait. In addition, a creature hit by one must succeed a DC 20 Fortitude saving throw or be pushed 10 feet back (or 20 feet on a critical failure). Scatter Blocks Single Action (Manipulate) The toymaker throws out a handful of toy building blocks of various sizes 20 feet away in a 5-foot burst. The area becomes difficult terrain and hazardous terrain. A creature that moves on the ground through the area takes 1 piercing damage for every square of that area it moves into. Wind-Up Soldier Two Actions (Manipulate) The toymaker releases a wind-up soldier that Strides 15 feet in a straight line. Whenever the soldier moves adjacent to a creature or a creature moves into a space adjacent to the soldier, the creature takes 2d8 slashing damage with a DC 20 basic Reflex save as the soldier wildly slashes its sword. A creature can take damage from the wind-up soldier only once per round. At the start of each of the toymaker's turns, the solder Strides 15 feet further along the same path. The soldier falls apart after it moves three times. ","skill_mod":{"society":8,"diplomacy":9,"performance":9,"crafting":10},"summary":"The whimsy of a toymaker is only matched by their ruthlessness when cornered. Most of their creations are designed solely for the enjoyment of …","image":["/Images/Monsters/Toymaker.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Artisan's Toolkit (toymaking)","Hand Crossbow (10 punchout bolts)"],"level":3,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3460","intelligence":3,"reflex_save":10,"strongest_save":["ref","reflex","will"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Toymaker","category":"creature","rarity":"common","strike_damage_average":[6,8],"slug":"creature-3460"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":1,"hp":60,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Engineer","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":10,"wisdom":0,"weakness":{},"creature_ability":["Explosive Demise","Replenish Explosives","Plant Mine","Toss Dynamite","Wall Charge"],"skill":["Athletics","Crafting","Explosive Lore","Intimidation","Thievery"],"trait":["Human","Humanoid","Medium"],"id":"creature-3461","text":" Demolitionist While most engineers take immense pride in their work constructing something that may survive many lifetimes, the demolitionist takes pride in destroying such pompous things in the most spectacular way possible. Every design has a flaw, and that flaw usually involves large quantities of explosives. Demolitionists are often pragmatic and calculated, taking great care to destroy whatever lies before them as efficiently as possible. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Demolitionist Source NPC Core pg. 45 Perception +10 Languages Common Skills Athletics +9, Crafting +12, Explosive Lore +14, Intimidation +10, Thievery +11 Str +1 Dex +3 Con +3 Int +4 Wis +0 Cha +0 Items bag of explosives, Leather Armor, Light Mace --- AC 20 Fort +11 Ref +13 Will +6 HP 60 Resistances fire 5 Explosive Demise (fire) When the demolitionist is reduced to 0 Hit Points while they have any explosives still in their bag, the remaining explosives detonate, unleashing an explosion of fire upon all creatures in a 30-foot emanation. Each creature in the area takes 3d6 fire damage with a DC 19 Reflex save. Replenish Explosives The demolitionist can replenish their stock of explosives with 4 hours of downtime. --- Speed 25 feet Melee Single Action light mace +13 (Agile, Finesse, Shove), Damage 1d4+7 bludgeoning Melee Single Action fist +13 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+7 bludgeoning Plant Mine Single Action to Two Actions (Fire, Manipulate) The demolitionist plants a mine in an adjacent square. If a creature moves onto a space with a mine, the mine explodes. This deals 3d8 fire damage to the creature with a DC 21 basic Reflex save. The demolitionist can use 2 actions to Plant a Mine to hide the mine, granting it a Stealth DC of 21. Creatures that didn't see the mine as it was planted must actively search for it (using the Search activity while exploring or the Seek action in an encounter). Toss Dynamite Two Actions (Fire, Manipulate) The demolitionist quickly throws a stick of dynamite up to 20 feet away that explodes in 5-foot burst. Creatures within the burst take 4d4 fire damage with a DC 21 basic Reflex save. Wall Charge Three Actions (Fire, Manipulate) the demolitionist plants a powerful wall charge on a flat surface such as a door or wall. Once the charge is planted, it explodes after 1 minute, dealing 60 fire damage to the surface and ignoring up to 15 of the surface's Hardness. The explosive also deals 5d6 fire damage to creatures within 30 feet of the explosive with a basic Reflex save DC 25. ","skill_mod":{"thievery":11,"crafting":12,"athletics":9,"intimidation":10},"summary":"While most engineers take immense pride in their work constructing something that may survive many lifetimes, the demolitionist takes pride in …","image":["/Images/Monsters/Demolitionist.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["bag of explosives","Leather Armor","Light Mace"],"level":4,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{"fire":5},"url":"/NPCs.aspx?ID=3461","intelligence":4,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":11,"size":["Medium"],"name":"Demolitionist","category":"creature","rarity":"common","strike_damage_average":[9,9],"slug":"creature-3461"},{"attack_bonus":[13,16,16],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":95,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Engineer","will_save":14,"charisma":0,"speed":{"max":25,"land":25},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Gadget Specialist","Create Gadget"],"skill":["Crafting","Engineering Lore","Society","Thievery"],"trait":["Human","Humanoid","Medium"],"id":"creature-3462","text":" Gadgeteer Few are as prepared to be unprepared as a gadgeteer, who are masters at building seemingly impossible creations out of almost anything. They're always useful to have when a plan inevitably goes wrong because they can quickly craft the perfect tool needed to get out of even the stickiest predicament. Every now and again, someone tries to hire a gadgeteer to perfect a single design to replicate it and make more permanent versions of their thrown-together gadgets. This effort is often in vain, as even the most talented gadgeteers are unlikely to perfectly replicate a design they made in the moment, even with the same materials. In fact, when put on the spot, they will likely create a functional gadget differently every time, even if they have access to the same material. This process makes duplication nearly impossible. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Gadgeteer Source NPC Core pg. 46 Perception +14 Languages Common Skills Crafting +16, Engineering Lore +18, Society +12, Thievery +14 Str +1 Dex +4 Con +1 Int +4 Wis +2 Cha +0 Gadget Specialist For encounters involving crafting gadgets, the gadgeteer is a 9th-level challenge. Items bag of junk, Crossbow (10 bolts), heavy wrench (functions as a mace), Leather Armor --- AC 23 Fort +11 Ref +16 Will +14 HP 95 --- Speed 25 feet Melee Single Action fist +16 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+7 bludgeoning Melee Single Action heavy wrench +13 (Shove), Damage 1d6+7 bludgeoning Ranged Single Action crossbow +16 (range increment 120 feet, reload 1), Damage 1d8+6 piercing Create Gadget Three Actions (Concentrate, Manipulate) The gadgeteer uses their bag of junk and nearby scraps to create one of the following gadgets. Gadgets created this way fall apart after a single use or after 1 hour, whichever happens first. Flash Bang Single Action (manipulate) The gadgeteer throws a flash bang up to 20 feet away that explodes in a 5-foot burst. Creatures in the burst must succeed a DC 24 Fortitude save or become blinded for 1 round. Glider Single Action (move) The gadgeteer leaps off a precipice with the glider in their hands. They fall only 60 feet per round, and for every 10 feet they fall, they can travel 5 feet forward. Makeshift Key Single Action (manipulate) The gadgeteer attempts to Pick a Lock with a +4 item bonus to the check. Recorder Single Action (manipulate) The gadgeteer records up to 25 spoken words on this device. Activating this gadget causes it to either repeat the recorded words once before falling apart or play the message on a loop for up to 10 minutes before falling apart. Shocking Rod Single Action (manipulate) An adjacent creature takes 3d12 electricity damage with a DC 24 basic Reflex save. ","skill_mod":{"society":12,"thievery":14,"crafting":16},"summary":"Few are as prepared to be unprepared as a gadgeteer, who are masters at building seemingly impossible creations out of almost anything. They're …","image":["/Images/Monsters/Gadgeteer.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["bag of junk","Crossbow (10 bolts)","heavy wrench (functions as a mace )","Leather Armor"],"level":6,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3462","intelligence":4,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":11,"size":["Medium"],"name":"Gadgeteer","category":"creature","rarity":"common","strike_damage_average":[9,10,10],"slug":"creature-3462"},{"attack_bonus":[14,16,17],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":85,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Engineer","will_save":14,"charisma":0,"speed":{"fly":30,"max":30,"land":25},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Fuel Tank Vulnerability","Explosive Liftoff","Mid-air Collision","Rocketing Strafe"],"skill":["Acrobatics","Crafting","Engineering Lore","Performance"],"trait":["Human","Humanoid","Uncommon","Medium"],"id":"creature-3463","text":" Rocketeer It takes a very specific personality to strap on a tank filled with a highly flammable alchemical substance and set it afire to launch oneself into the sky, so it is perhaps unsurprising that most rocketeers are reckless and bombastic individuals who delight in the theatrics inherent in their craft. While the unpredictability of rocketeering devices and the high casualty rate among those who use them make such devices generally unsuitable for military applications, a few courageous souls have used them to become dashing folk heroes or performing daredevils, many of whose most memorable performances culminate in their own dramatic demises. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Rocketeer Source NPC Core pg. 47 Perception +14 Languages Common Skills Acrobatics +13, Crafting +14, Engineering Lore +14, Performance +12 Str +2 Dex +4 Con +2 Int +2 Wis +2 Cha +0 Items Artisan's Toolkit (rocketry), flight suit (functions as leather armor), heavy wrench (functions as a mace), moderate alchemist's fire (4), +1 slide pistol (20 rounds) --- AC 23 Fort +12 Ref +16 Will +14 HP 85 Fuel Tank Vulnerability When the rocketeer is struck by a critical hit that deals piercing or fire damage, they must attempt a DC 5 flat check. On a failure, the rocketeer's fuel tank explodes, dealing 6d6 fire damage to the rocketeer and all creatures in a 20-foot emanation and knocking the rocketeer prone. The rocketeer loses their fly Speed and can't use Explosive Liftoff, Mid-air Collision, or Rocketing Strafe until they repair their jet pack, which requires an appropriate set of artisan's tools and takes 2 hours. --- Speed 25 feet, fly 30 feet Melee Single Action heavy wrench +14 (Shove), Damage 1d6+8 bludgeoning Melee Single Action fist +16 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Ranged Single Action slide pistol +17 (capacity 5, Concussive, fatal d10, range increment 30 feet, reload 1), Damage 1d6+6 piercing Explosive Liftoff Two Actions Frequency once per 10 minutes; Requirements The rocketeer is standing on a horizontal surface; Effect The rocketeer unleashes the full strength of their jets to launch themself into the air, dealing 7d6 fire and bludgeoning damage to all creatures in a 15-foot emanation with a DC 24 basic Reflex save. The rocketeer Flies twice, straight up into the air. Mid-air Collision Two Actions The rocketeer Flies twice, then attempts to Trip or Shove another flying creature. If they roll a success on the Athletics check, they get a critical success instead. Rocketing Strafe Two Actions The rocketeer Flies and makes two melee Strikes at any point during that movement. Each Strike must target a different creature. The rocketeer can forgo the melee Strikes to instead make one slide pistol Strike at any point during that movement and Interact to select the next loaded chamber of their slide pistol; they can do these in either order. Any Strike made as part of a Rocketing Strafe deals an additional 2d6 damage and takes the normal multiple attack penalty. ","skill_mod":{"performance":12,"crafting":14,"acrobatics":13},"summary":"It takes a very specific personality to strap on a tank filled with a highly flammable alchemical substance and set it afire to launch oneself into …","image":["/Images/Monsters/Rocketeer.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":23,"item":["Artisan's Toolkit (rocketry)","flight suit (functions as leather armor )","heavy wrench (functions as a mace )","moderate alchemist's fire (4)","+1 slide pistol (20 rounds)"],"level":6,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3463","intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":12,"size":["Medium"],"name":"Rocketeer","category":"creature","rarity":"uncommon","strike_damage_average":[9,10,11],"slug":"creature-3463"},{"attack_bonus":[18,20],"constitution":2,"primary_source_category":"Rulebooks","strength":6,"hp":145,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Engineer","will_save":14,"charisma":0,"speed":{"max":20,"land":20},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Extend Arms","Extend Legs","Modular Prostheses"],"skill":["Acrobatics","Athletics","Crafting","Engineering Lore","Medicine","Thievery"],"trait":["Human","Humanoid","Uncommon","Medium"],"id":"creature-3464","text":" Dynamo The intricate clockwork prostheses known as sterling dynamos have become increasingly common in recent years, particularly in havens of technological progress like Dongun Hold and the city of Absalom, but a few specialized engineers have elevated their dedication to research and development of such devices to an entirely new level. These individuals seek to achieve bodily perfection through augmentation, replacing their own limbs with advanced and sometimes untested prototypes that grant them a wide variety of abilities. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Dynamo Source NPC Core pg. 48 Perception +16 Languages Common Skills Acrobatics +17, Athletics +18, Crafting +17, Engineering Lore +17, Medicine +16, Thievery +17 Str +6 Dex +3 Con +2 Int +3 Wis +2 Cha +0 Items Artisan's Toolkit (blacksmithing), +1 dragon mouth pistol (10 rounds), Repair Toolkit, steel plating (functions as half plate) --- AC 26 Fort +14 Ref +17 Will +14 HP 145 --- Speed 20 feet Melee Single Action modular prosthesis +20, Damage 2d8+12 and see Modular Prostheses Ranged Single Action dragon mouth pistol +18 (Concussive, range increment 20 feet, reload 1, scatter 5 feet), Damage 1d6+6 piercing Extend Arms Single Action The dynamo extends their collapsible steel arms, giving them both a reach of 20 feet with all melee attacks. However, the dynamo becomes enfeebled 1 and can't use the Interact action. The dynamo can Dismiss this ability. Extend Legs Single Action The dynamo rises into the air on 10-foot-tall telescoping steel legs. While their legs are extended, the dynamo gains a +10-foot status bonus to land Speed and ignores any cover granted by barriers less than 10 feet tall. However, the dynamo becomes clumsy 1 and can't use the Climb, Leap, Swim, or Tumble Through actions. The dynamo can Dismiss this ability. Modular Prostheses Single Action The dynamo configures one or both of their mechanical prosthetic hands into a specific configuration. Each configuration deals a specific damage type and has its own weapon traits: fist (bludgeoning; free-hand), gaff hook (piercing; grapple), impact driver (bludgeoning; shove), or spinning blade (slashing; trip). The dynamo can alternatively transform a hand into a steel shield with Hardness 8, HP 72, and BT 36. A broken prosthesis can't be reconfigured until repaired. ","skill_mod":{"thievery":17,"crafting":17,"medicine":16,"athletics":18,"acrobatics":17},"summary":"The intricate clockwork prostheses known as sterling dynamos have become increasingly common in recent years, particularly in havens of …","image":["/Images/Monsters/Dynamo.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":26,"item":["Artisan's Toolkit (blacksmithing)","+1 dragon mouth pistol (10 rounds)","Repair Toolkit","steel plating (functions as half plate )"],"level":8,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3464","intelligence":3,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":14,"size":["Medium"],"name":"Dynamo","category":"creature","rarity":"uncommon","strike_damage_average":[9,21],"slug":"creature-3464"},{"attack_bonus":[27,27],"constitution":4,"primary_source_category":"Rulebooks","strength":8,"hp":250,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Engineer","will_save":21,"charisma":2,"speed":{"max":20,"land":20},"perception":21,"wisdom":2,"weakness":{},"creature_ability":["Integrated Weapon","Power Source","Galvanized Plating","Self-Destruct","Energy Projector","Jump Jets","Trample"],"skill":["Athletics","Crafting","Intimidation","Engineering Lore"],"trait":["Human","Humanoid","Rare","Large"],"id":"creature-3465","text":" Juggernaut The heavy suit of mechanical metal armor a juggernaut wears is custom-built and highly complex and specialized to its wearer. Other creatures can't make use of the armor unless they have similar skill and customize it thoroughly. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Juggernaut Source NPC Core pg. 49 Perception +21; darkvision Languages Common Skills Athletics +27, Crafting +26, Intimidation +26, Engineering Lore +24 Str +8 Dex +3 Con +4 Int +2 Wis +2 Cha +2 Integrated Weapon A juggernaut's armor includes one integrated melee weapon, such as a diamond-tipped rotary saw blade, massive pneumatic drill, or heavy spiked gauntlet. The specifics don't change the damage dealt by its Strikes, but determines whether it deals bludgeoning, piercing, or slashing damage. A juggernaut with tools and a workshop can spend 2 hours to swap their armor's integrated weapon. Power Source Juggernaut armor requires a power source built into the armor—such as a steam boiler, Stasian coil, or alchemical reservoir. This determines a damage type—cold, electricity, fire, or poison—for certain abilities. Items Artisan's Toolkit (blacksmithing), juggernaut armor, Repair Toolkit --- AC 33 Fort +25 Ref +19 Will +21 HP 250 Resistances galvanized plating Galvanized Plating The juggernaut has resistance 10 to the damage type of the armor's power source. Self-Destruct Reaction Trigger The juggernaut is reduced to 0 Hit Points; Effect The juggernaut collapses and their armor emits a steady ticking sound. At the beginning of what would have been the juggernaut's next turn, the armor's power source explodes, destroying it completely and dealing 10d6 damage in a 30-foot emanation with a DC 33 basic Reflex save. The explosion deals the damage type of the armor's power source. An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 31 Thievery check to Disable a Device. --- Speed 20 feet Melee Single Action integrated weapon +27, Damage 3d8+12 and see integrated weapon Melee Single Action plated fist +27, Damage 3d4+14 bludgeoning Energy Projector Two Actions (Alchemical) A juggernaut carries a powerful cannon-like projectile weapon that requires two hands to wield and deals 14d6 damage to all creatures in its area with a DC 31 basic save; the damage type, area, and save are based on the armor's power source, as listed below. Once activated, Energy Projector can't be used again for 1d4 rounds. Cold 30-foot cone of cold (Reflex) Electricity 60-foot line of electricity (Reflex) Fire 30-foot cone of fire (Reflex) Poison 30-foot cone of poison gas (Fortitude) Jump Jets Single Action (Alchemical) The juggernaut gains a Fly speed of 15 feet until the end of their current turn. If the juggernaut isn't on solid ground when they lose their fly Speed, they fall. After the effect ends, the juggernaut can't use Jump Jets again for 1 round. Trample Three Actions Medium or smaller, plated fist, DC 33 Juggernaut Rumors Legend has it that the first suit of juggernaut armor was built by a brilliant but misanthropic inventor who leveled his own workshop before embarking on a spree of indiscriminate destruction. Though the rampage quickly came to an end when his creation crashed through a wooden floor and became trapped in a basement, the story has inspired a new generation of machinists to diligently refine and improve on the original design. ","skill_mod":{"crafting":26,"athletics":27,"intimidation":26},"summary":"The heavy suit of mechanical metal armor a juggernaut wears is custom-built and highly complex and specialized to its wearer. Other creatures can't …","image":["/Images/Monsters/Juggernaut.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":33,"item":["Artisan's Toolkit (blacksmithing)","juggernaut armor","Repair Toolkit"],"level":13,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3465","intelligence":2,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":25,"size":["Large"],"name":"Juggernaut","category":"creature","rarity":"rare","strike_damage_average":[21,25],"slug":"creature-3465"},{"attack_bonus":[5,6,6,6,6],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":15,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Explorer","will_save":4,"charisma":1,"speed":{"max":25,"land":25},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Torch Combatant"],"skill":["Acrobatics","Architecture Lore","Athletics","Stealth","Survival"],"legacy_id":["creature-901"],"trait":["Human","Humanoid","Medium"],"id":"creature-3466","text":" Torchbearer Torchbearers carry light sources for seasoned explorers. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Torchbearer Source NPC Core pg. 52 Perception +5 Languages Common Skills Acrobatics +5, Architecture Lore +2, Athletics +4, Stealth +5, Survival +3 Str +2 Dex +3 Con +1 Int +0 Wis +1 Cha +1 Items Climbing Kit, Dagger, Hand Crossbow (20 bolts), Matchstick (5), Torch (4) --- AC 15 Fort +5 Ref +9 Will +4 HP 15 --- Speed 25 feet Melee Single Action torch +5, Damage 1d6+2 bludgeoning plus 1 fire Melee Single Action dagger +6 (Agile, Finesse, versatile S), Damage 1d4+2 piercing Melee Single Action fist +6 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action dagger +6 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Ranged Single Action hand crossbow +6 (range increment 60 feet, reload 1), Damage 1d6 piercing Torch Combatant A torchbearer is adept at attacking with torches and deals 1 persistent fire damage when they critically hit a creature with a torch. ","skill_mod":{"survival":3,"stealth":5,"athletics":4,"acrobatics":5},"summary":"Torchbearers carry light sources for seasoned explorers.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["Climbing Kit","Dagger","Hand Crossbow (20 bolts)","Matchstick (5)","Torch (4)"],"level":0,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3466","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":5,"size":["Medium"],"name":"Torchbearer","category":"creature","rarity":"common","strike_damage_average":[3,4,4,4,5],"slug":"creature-3466"},{"attack_bonus":[7,7,7,7],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Explorer","will_save":8,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":4,"weakness":{},"creature_ability":["Expert Subsistence","Natural Specialist","Local Poison"],"skill":["Local Lore","Medicine","Nature","Stealth","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3467","text":" Forager Foragers know the areas they live and work in like no other. They can tell you exactly where to find a rare medicinal fern, when to harvest it, and how to use it; just don't expect them to be up-to-date on the latest town gossip. They spend as much time in the wilderness as they can, filling their baskets with a variety of useful plants. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Forager Source NPC Core pg. 52 Perception +7; (11 to notice flora and fauna) Languages Common Skills Local Lore +5, Medicine +6, Nature +10, Stealth +3, Survival +10 Str +1 Dex +3 Con +1 Int +0 Wis +4 Cha +0 Expert Subsistence While using Survival to Subsist, if the forager rolls any result worse than a success, they get a success. On a success, they can provide subsistence living for themselves and four additional creatures, and on a critical success, they can take care of twice as many creatures as on a success. Natural Specialist For encounters involving Nature or Survival, the forager is a 3rd-level challenge. Items Dagger, pouches, wicker baskets --- AC 15 Fort +5 Ref +8 Will +8 HP 20 --- Speed 25 feet Melee Single Action dagger +7 (Agile, Finesse, versatile S), Damage 1d4+1 piercing Ranged Single Action dagger +7 (Agile, thrown 10 feet, versatile S), Damage 1d4+1 piercing Melee Single Action fist +7 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+1 bludgeoning Ranged Single Action fruit or vegetable +7 (thrown 20 feet), Damage 1d4+1 bludgeoning Local Poison Single Action (Manipulate) The forager coats their dagger in a diluted, locally sourced poison. Until the end of their turn, Strikes with their dagger deal an additional 2 persistent poison damage. ","skill_mod":{"nature":10,"survival":10,"stealth":3,"medicine":6},"summary":"Foragers know the areas they live and work in like no other. They can tell you exactly where to find a rare medicinal fern, when to harvest it, and …","image":["/Images/Monsters/Forager.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["Dagger","pouches","wicker baskets"],"level":1,"source_category":["Rulebooks"],"sense":"(11 to notice flora and fauna) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3467","intelligence":0,"reflex_save":8,"strongest_save":["ref","reflex","will"],"dexterity":3,"fortitude_save":5,"size":["Medium"],"name":"Forager","category":"creature","rarity":"common","strike_damage_average":[3,3,3,3],"slug":"creature-3467"},{"attack_bonus":[7,7,7],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":25,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Explorer","will_save":11,"charisma":1,"speed":{"max":25,"land":25},"perception":11,"wisdom":4,"weakness":{},"creature_ability":["Never Lost","Trained Observer"],"skill":["Diplomacy","Nature","Scouting Lore","Stealth","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3468","text":" Natural Scientist If there's a mystery of nature that requires firsthand evidence to solve, natural scientists collect that data. They spend months documenting and observing events and creatures in the natural world before returning to their academies, labs, and royal studies. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Natural Scientist Source NPC Core pg. 53 Perception +11 Languages Common Skills Diplomacy +5, Nature +8, Scouting Lore +10, Stealth +5, Survival +8 Str +1 Dex +1 Con +2 Int +2 Wis +4 Cha +1 Never Lost The natural scientist can always tell true north and gains a +4 circumstance bonus to Survival checks to Sense Direction. They don't take a –2 item penalty to the check if they don't have a compass. Trained Observer The natural scientist is accustomed to blending into their surroundings and taking notes, giving them a +2 circumstance bonus to Gather Information. Items Explorer's Clothing, Staff, Writing Set --- AC 16 Fort +8 Ref +5 Will +11 HP 25 --- Speed 25 feet Melee Single Action staff +7 (two-handed d8), Damage 1d4+3 bludgeoning Melee Single Action fist +7 (Agile, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action rock +7 (thrown 10 feet), Damage 1d4+3 bludgeoning Natural Sciences And Those Who Study Them There's a wide variety of things to explore and notate, and natural scientists want to document it all: Astronomers make detailed observations of the night sky. Biologists may study the impact of civilization on wilderness areas. Botanists may protect a newly discovered plant species. Chemists may try to locate the source of a mysterious oil. Geologists may rush to study a volcano. Zoologists may try to track down a rare and elusive animal. ","skill_mod":{"diplomacy":5,"nature":8,"survival":8,"stealth":5},"summary":"If there's a mystery of nature that requires firsthand evidence to solve, natural scientists collect that data. They spend months documenting and …","image":["/Images/Monsters/Natural_Scientist.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":16,"item":["Explorer's Clothing","Staff","Writing Set"],"level":2,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3468","intelligence":2,"reflex_save":5,"strongest_save":["will"],"dexterity":1,"fortitude_save":8,"size":["Medium"],"name":"Natural Scientist","category":"creature","rarity":"common","strike_damage_average":[5,5,5],"slug":"creature-3468"},{"attack_bonus":[11,11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Explorer","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Expert Subsistence","Snare Crafting","On the Hunt"],"skill":["Crafting","Deception","Nature","Stealth","Survival"],"legacy_id":["creature-905"],"trait":["Human","Humanoid","Medium"],"id":"creature-3469","text":" Poacher Rules against hunting may insulate the private reserves of nobles or guard the viability of animal populations in shared forests during specific seasons. Poachers violate those laws—sometimes out of greed, sometimes out of desperation, and sometimes for sport. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Poacher Source NPC Core pg. 53 Perception +9 Languages Common Skills Crafting +4, Deception +4, Nature +7, Stealth +8, Survival +7 Str +2 Dex +4 Con +1 Int +0 Wis +3 Cha +0 Expert Subsistence While using Survival to Subsist, if the poacher rolls any result worse than a success, they get a success. On a success, they can provide subsistence living for themselves and four additional creatures, and on a critical success, they can take care of twice as many creatures as on a success Snare Crafting The poacher knows how to craft the following snares: alarm snare, hampering snare, marking snare, and signaling snare. The poacher can create up to four snares each day without paying for the materials, using 3 Interact actions to deploy a snare. The snare becomes inert after 24 hours. Items Composite Shortbow (20 arrows), Light Mace, Padded Armor, snare toolkit (functions as artisan's toolkit) --- AC 18 Fort +7 Ref +10 Will +7 HP 30 --- Speed 25 feet Melee Single Action light mace +11, Damage 1d4+4 bludgeoning Melee Single Action fist +11 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action composite shortbow +11 (deadly 1d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+3 piercing On the Hunt Single Action (Concentrate) The poacher designates one creature they're observing or tracking as their prey. The poacher gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the poacher hits the designated prey in a round, they deal an additional 1d4 precision damage. These effects last until the poacher uses On the Hunt again. Penalties For Poaching Punishment for poaching on noble land can be vicious. Maiming poachers by removing fingers is a common practice. Crueler punishments include snaring poachers in their own traps and leaving them helpless, binding them in the bloody skins of their catch, and setting dogs to chase them through the woods. ","skill_mod":{"deception":4,"nature":7,"crafting":4,"survival":7,"stealth":8},"summary":"Rules against hunting may insulate the private reserves of nobles or guard the viability of animal populations in shared forests during specific …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Composite Shortbow (20 arrows)","Light Mace","Padded Armor","snare toolkit (functions as artisan's toolkit )"],"level":2,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3469","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":7,"size":["Medium"],"name":"Poacher","category":"creature","rarity":"common","strike_damage_average":[6,6,6],"slug":"creature-3469"},{"attack_bonus":[7,8,8,8,8],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Explorer","spell_attack_bonus":[12],"will_save":10,"charisma":0,"speed":{"max":25,"land":25},"perception":12,"wisdom":4,"weakness":{},"creature_ability":["Live to Tell the Tale","Scroll Mastery"],"skill":["Nature","Scribing Lore","Society","Survival","Lore"],"legacy_id":["creature-902"],"trait":["Human","Humanoid","Medium"],"id":"creature-3470","text":" Chronicler Exploration means very little if no account of the expedition exists. Members of adventuring bands cherish chroniclers who record tales of their deeds. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Chronicler Source NPC Core pg. 54 Perception +12 Languages Common Skills Nature +10, Scribing Lore +13, Society +9, Survival +7, Lore +10 Str +2 Dex +2 Con +1 Int +3 Wis +4 Cha +0 Items Crossbow (20 bolts), Dagger, journal, Leather Armor, maps, scroll of acid grip , scroll of heal , Staff --- AC 18 Fort +8 Ref +9 Will +10 HP 45 Live to Tell the Tale Reaction Frequency once per day; Trigger The chronicler would gain the dying condition; Effect The chronicler instead falls unconscious for 1d4 hours or until they regain 1 Hit Point. --- Speed 25 feet Melee Single Action dagger +8 (Agile, versatile S), Damage 1d4+5 piercing Melee Single Action staff +8 (two-hand d8), Damage 1d4+5 bludgeoning Melee Single Action fist +8 (Agile, Nonlethal, Unarmed), Damage 1d4+5 bludgeoning Ranged Single Action crossbow +7 (range increment 120 feet, reload 1), Damage 1d8+3 piercing Ranged Single Action dagger +8 (Agile, thrown 10 feet, versatile S), Damage 1d4+5 piercing Primal Prepared Spells DC 20, attack +12 - Cantrips (2nd) Frostbite, Know the Way, Light, Sigil, Tangle Vine - 1st Fleet Step, Tailwind, Vanishing Tracks - 2nd Entangling Flora, Floating Flame Scroll Mastery The chronicler can activate any scroll of a 2nd-rank spell or lower, regardless of its magical tradition. ","tradition":["Primal"],"skill_mod":{"society":9,"nature":10,"survival":7},"summary":"Exploration means very little if no account of the expedition exists. Members of adventuring bands cherish chroniclers who record tales of their …","image":["/Images/Monsters/Chronicler.webp"],"primary_source":"NPC Core","spell":["Entangling Flora","Floating Flame","Fleet Step","Tailwind","Vanishing Tracks","Frostbite","Know the Way","Light","Sigil","Tangle Vine"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Crossbow (20 bolts)","Dagger","journal","Leather Armor","maps","scroll of acid grip","scroll of heal","Staff"],"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3470","intelligence":3,"reflex_save":9,"strongest_save":["will"],"dexterity":2,"fortitude_save":8,"size":["Medium"],"name":"Chronicler","category":"creature","rarity":"common","strike_damage_average":[7,7,7,7,7],"slug":"creature-3470"},{"attack_bonus":[11,11,11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":40,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Explorer","will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":12,"wisdom":4,"weakness":{},"creature_ability":["Expert Subsistence","Master Tracker","On the Hunt"],"skill":["Forest Lore","Nature","Stealth","Survival"],"legacy_id":["creature-906"],"trait":["Human","Humanoid","Medium"],"id":"creature-3471","text":" Tracker An untrained eye might spot a sign or two of a wild creature's passing, but only a skilled tracker can identify several such signs and discern their relationship to each other, connecting one to the next until they form a trail of prints, scat, fur, feathers, and blood that leads to the quarry's lair. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Tracker Source NPC Core pg. 54 Perception +12 Languages Common Skills Forest Lore +5, Nature +11, Stealth +9, Survival +13 Str +2 Dex +4 Con +2 Int +0 Wis +4 Cha +0 Expert Subsistence While using Survival to Subsist, if the tracker rolls any result worse than a success, they get a success. On a success, they can provide subsistence living for themselves and eight additional creatures, and on a critical success, they can take care of twice as many creatures as on a success. Master Tracker The tracker can Track while moving at full speed. Items Composite Longbow (60 arrows), Dagger, Leather Armor --- AC 19 Fort +7 Ref +11 Will +9 HP 40 --- Speed 25 feet Melee Single Action dagger +11 (Agile, Finesse, versatile S), Damage 1d4+6 piercing Melee Single Action fist +11 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Ranged Single Action dagger +11 (Agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing Ranged Single Action composite longbow +11 (deadly 1d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+5 piercing On the Hunt Single Action (Concentrate) The tracker designates one creature they're observing or tracking as their prey. The tracker gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the tracker hits the designated prey in a round, they deal an additional 1d4 precision damage. These effects last until the tracker uses On the Hunt again. ","skill_mod":{"nature":11,"survival":13,"stealth":9},"summary":"An untrained eye might spot a sign or two of a wild creature's passing, but only a skilled tracker can identify several such signs and discern their …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":19,"item":["Composite Longbow (60 arrows)","Dagger","Leather Armor"],"level":3,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3471","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":7,"size":["Medium"],"name":"Tracker","category":"creature","rarity":"common","strike_damage_average":[8,8,8,9],"slug":"creature-3471"},{"attack_bonus":[9,12,12],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Explorer","will_save":11,"charisma":0,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Guide's Warning","Guiding Words"],"skill":["Athletics","Nature","Scouting Lore","Stealth","Survival"],"legacy_id":["creature-903"],"trait":["Human","Humanoid","Medium"],"id":"creature-3472","text":" Guide Guides bring travelers, tourists, and adventurers into the wondrous natural world, using their expertise to avoid deadly monsters and gruesome hazards. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Guide Source NPC Core pg. 55 Perception +14 Languages Common Skills Athletics +12, Nature +8, Scouting Lore +12, Stealth +10, Survival +12 Str +4 Dex +1 Con +2 Int +1 Wis +3 Cha +0 Items Composite Shortbow (40 arrows), Greataxe, Scale Mail --- AC 20 Fort +14 Ref +8 Will +11 HP 60 Guide's Warning Reaction Trigger The guide is about to roll a Perception or Survival check to determine their initiative; Effect The guide visually or audibly warns allies, granting them a +1 circumstance bonus to their initiative rolls. This bonus increases to +2 if the guide was Scouting. Depending on how the guide warns allies, this action has the auditory or visual trait. --- Speed 25 feet Melee Single Action greataxe +12 (Sweep), Damage 1d12+8 slashing Melee Single Action fist +12 (Agile, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Ranged Single Action composite shortbow +9 (deadly 1d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+6 piercing Guiding Words Single Action The guide points out a weakness of a creature within 30 feet. Until the start of the guide's next turn, the guide and all allies that can hear the guiding words gain a +1 circumstance bonus to attack rolls against that creature, and the guide's Strikes deal an extra 1d4 precision damage to that creature. ","skill_mod":{"nature":8,"survival":12,"stealth":10,"athletics":12},"summary":"Guides bring travelers, tourists, and adventurers into the wondrous natural world, using their expertise to avoid deadly monsters and gruesome …","image":["/Images/Monsters/Guide.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Composite Shortbow (40 arrows)","Greataxe","Scale Mail"],"level":4,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3472","intelligence":1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":14,"size":["Medium"],"name":"Guide","category":"creature","rarity":"common","strike_damage_average":[9,10,14],"slug":"creature-3472"},{"attack_bonus":[13,14,14,14],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":80,"language":["Common","Petran","Pyric"],"source":["NPC Core"],"type":"Creature","creature_family":"Explorer","will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Experienced Steps","Professional Climber","Lost My Footing","Tuck and Roll","Arctic Passage","Team Awareness","Chasm Crossing","Quick Draw"],"skill":["Acrobatics","Athletics","Mountain Lore","Nature","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3473","text":" Mountaineer Mountaineers usually travel solo, but some guide expeditions into dangerous terrain. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Mountaineer Source NPC Core pg. 55 Perception +15 Languages Common, Petran, Pyric Skills Acrobatics +13, Athletics +13, Mountain Lore +15, Nature +12, Survival +12 Str +4 Dex +3 Con +2 Int +0 Wis +3 Cha +0 Experienced Steps A mountaineer isn't impeded by difficult terrain caused by snow or ice. They gain a +2 circumstance bonus to Acrobatics checks to Balance on slippery ice. Professional Climber While climbing, the mountaineer can have up to five allies Following the Expert and grants a +3 circumstance bonus to Athletics checks to Climb. Items Chalk (10), extreme climbing kit, Compass, Hatchet (2), Hide Armor, Pick, Spyglass, Survey Map --- AC 21 Fort +14 Ref +12 Will +9 HP 80 Lost My Footing Reaction Frequency once per day; Trigger The mountaineer critically fails a check to Balance or Climb; Effect Training kicks in, and the mountaineer catches themself, improving the check from a critical failure to a failure. Tuck and Roll During an avalanche, the mountaineer gains a +2 circumstance bonus to their Reflex save against bludgeoning damage and natural disasters. --- Speed 25 feet; arctic passage Melee Single Action pick +14 (fatal d10), Damage 1d6+10 piercing Melee Single Action hatchet +14 (Agile, Sweep), Damage 1d6+10 slashing Melee Single Action fist +14 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning Ranged Single Action hatchet +13 (Agile, thrown 10 feet), Damage 1d6+10 slashing Arctic Passage The mountaineer ignores difficult terrain caused by ice or snow. Team Awareness Single Action Requirements A creature is undetected by one or more of the mountaineer's allies but is observed by the mountaineer; Effect The mountaineer Points Out an enemy and makes a Strike against them. Chasm Crossing Two Actions The mountaineer Strides twice and Leaps up to 20 feet horizontally. Quick Draw Single Action The mountaineer Interacts to draw their hatchet or pick, then Strikes with the weapon. ","skill_mod":{"nature":12,"survival":12,"athletics":13,"acrobatics":13},"summary":"Mountaineers usually travel solo, but some guide expeditions into dangerous terrain.","image":["/Images/Monsters/Mountaineer.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Chalk (10)","extreme climbing kit","Compass","Hatchet (2)","Hide Armor","Pick","Spyglass","Survey Map"],"level":5,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3473","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":14,"size":["Medium"],"name":"Mountaineer","category":"creature","rarity":"common","strike_damage_average":[12,13,13,13],"slug":"creature-3473"},{"attack_bonus":[15,15,15],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":75,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Explorer","will_save":11,"charisma":0,"speed":{"climb":15,"max":25,"land":25},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Hazard Spotter","Trick Attack"],"skill":["Acrobatics","Architecture Lore","Athletics","Deception","Engineering Lore","Society","Stealth","Thievery"],"legacy_id":["creature-904"],"trait":["Human","Humanoid","Medium"],"id":"creature-3474","text":" Tomb Raider Great treasure awaits those willing to explore the hazardous depths of ancient tombs and forgotten dungeons. Some tomb raiders seek the riches of bygone eras; others recover pieces of history thought lost to the sands of time. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Tomb Raider Source NPC Core pg. 56 Perception +13 Languages Common Skills Acrobatics +13, Architecture Lore +11, Athletics +13, Deception +7, Engineering Lore +11, Society +9, Stealth +11, Thievery +13 Str +3 Dex +4 Con +1 Int +2 Wis +2 Cha +0 Hazard Spotter Even if the tomb raider isn't Searching, they get a check to find traps that normally require them to be Searching. Items Climbing Kit, Hand Crossbow (20 bolts), Kukri --- AC 21 Fort +10 Ref +15 Will +11 HP 75 --- Speed 25 feet, climb 15 feet Melee Single Action kukri +15 (Agile, Trip), Damage 1d6+9 slashing Melee Single Action fist +15 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+9 bludgeoning Ranged Single Action hand crossbow +15 (range increment 60 feet, reload 1), Damage 1d6+6 piercing Trick Attack Single Action The tomb raider chooses one of their weapons. The next attack with that weapon this turn deals an additional 2d6 precision damage. In addition, the tomb raider can Interact to draw or reload the weapon. ","skill_mod":{"society":9,"deception":7,"thievery":13,"stealth":11,"athletics":13,"acrobatics":13},"summary":"Great treasure awaits those willing to explore the hazardous depths of ancient tombs and forgotten dungeons. Some tomb raiders seek the riches of …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Climbing Kit","Hand Crossbow (20 bolts)","Kukri"],"level":5,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3474","intelligence":2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":10,"size":["Medium"],"name":"Tomb Raider","category":"creature","rarity":"common","strike_damage_average":[9,11,12],"slug":"creature-3474"},{"attack_bonus":[15,15,17],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":95,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Explorer","will_save":12,"charisma":1,"speed":{"max":25,"land":25},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Move It!","Sic 'Em!","Keeper's Revenge","Leader of the Pack"],"skill":["Athletics","Diplomacy","Hunting Lore","Intimidation","Nature","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3475","text":" Gamekeeper Gamekeepers know every beast that walks, slithers, flies, or swims in their territory and where to find them; try to keep up with the pack if you think you can. The land has chosen these people as guardians, giving them mysterious powers while in their territory. They are prepared to keep balance. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Gamekeeper Source NPC Core pg. 56 Perception +14 Languages Common Skills Athletics +13, Diplomacy +11, Hunting Lore +11, Intimidation +13, Nature +15, Survival +15 Str +3 Dex +4 Con +2 Int +0 Wis +2 Cha +1 Move It! The gamekeeper can Hustle for 30 minutes longer and is not affected by difficult terrain while in their territory. Items animal treats, +1 arbalest (40 bolts), Club --- AC 23 Fort +17 Ref +13 Will +12 HP 95 Sic 'Em! Reaction (auditory, emotion, mental) Trigger An animal within 60 feet of the gamekeeper is killed; Effect The gamekeeper stokes the ire of the wild. Until the end of the gamekeeper's next turn, they and all animals in a 60-foot emanation gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls. Keeper's Revenge (curse, primal) When the gamekeeper dies, all creatures in a 60-foot emanation that have damaged the gamekeeper in the last minute must succeed a DC 24 Will saving throw or be cursed. All animals the cursed creature encounters have an initial attitude toward them that is one step worse. This curse can be removed only by an effect that specifically targets curses. --- Speed 25 feet Melee Single Action club +15, Damage 1d6+9 bludgeoning Melee Single Action fist +15 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+9 bludgeoning Ranged Single Action arbalest +17 (backstabber 1, Magical, range increment 110 feet, reload 1), Damage 1d10+6 piercing Leader of the Pack The gamekeeper depends on a small pack of dogs or other pack animals suitable for the environment to patrol their area. Creatures that are adjacent to a hostile animal are considered off-guard to the gamekeeper. ","skill_mod":{"diplomacy":11,"nature":15,"survival":15,"athletics":13,"intimidation":13},"summary":"Gamekeepers know every beast that walks, slithers, flies, or swims in their territory and where to find them; try to keep up with the pack if you …","image":["/Images/Monsters/Gamekeeper.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["animal treats","+1 arbalest (40 bolts)","Club"],"level":6,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3475","intelligence":0,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":17,"size":["Medium"],"name":"Gamekeeper","category":"creature","rarity":"common","strike_damage_average":[11,11,12],"slug":"creature-3475"},{"attack_bonus":[17,17,17,18],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":115,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Explorer","will_save":15,"charisma":0,"speed":{"max":25,"land":25},"perception":17,"wisdom":4,"weakness":{},"creature_ability":["Expert Subsistence","Forest Walker","On the Hunt"],"skill":["Forest Lore","Medicine","Nature","Stealth","Survival"],"legacy_id":["creature-907"],"trait":["Human","Humanoid","Medium"],"id":"creature-3476","text":" Hunter As is reflected in the many depictions of the elk-headed Erastil, god of the hunt, the hunter is very much a creature of the forest, known by the forest and familiar with every aspect of it. After all, the final determination of who is the hunter and who is prey often depends on who can make an ally of the terrain. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Hunter Source NPC Core pg. 57 Perception +17 Languages Common Skills Forest Lore +13, Medicine +15, Nature +17, Stealth +17, Survival +17 Str +4 Dex +4 Con +2 Int +1 Wis +4 Cha +0 Expert Subsistence While using Survival to Subsist, if the hunter rolls any result worse than a success, they get a success. On a success, they can provide subsistence living for themselves and sixteen additional creatures, and on a critical success, they can take care of twice as many creatures as on a success. Forest Walker The hunter ignores the effects of difficult terrain in a forest environment. Items +1 composite longbow , Dagger, Leather Armor, Shortsword --- AC 25 Fort +12 Ref +17 Will +15 HP 115 --- Speed 25 feet Melee Single Action dagger +17 (Agile, Finesse, versatile S), Damage 1d4+10 piercing Melee Single Action shortsword +17 (Agile, Finesse, versatile S), Damage 1d6+10 piercing Melee Single Action fist +17 (Agile, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning Ranged Single Action composite longbow +18 (deadly d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+8 piercing On the Hunt Single Action (Concentrate) The hunter designates one creature they're observing or tracking as their prey. The hunter gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the hunter hits the designated prey in a round, they deal an additional 1d8 precision damage. These effects last until the hunter uses On the Hunt again. ","skill_mod":{"nature":17,"survival":17,"stealth":17,"medicine":15},"summary":"As is reflected in the many depictions of the elk-headed Erastil , god of the hunt, the hunter is very much a creature of the forest, known by the …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":25,"item":["+1 composite longbow","Dagger","Leather Armor","Shortsword"],"level":7,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3476","intelligence":1,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":12,"size":["Medium"],"name":"Hunter","category":"creature","rarity":"common","strike_damage_average":[12,12,12,13],"slug":"creature-3476"},{"attack_bonus":[19,19,20],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":125,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Explorer","will_save":16,"charisma":2,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["In Balance","Uneven Footing","Reactive Strike","Wrangling Whip"],"skill":["Athletics","Intimidation","Mountain Lore","Nature","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3477","text":" Wooly Wrangler When a giant, dangerous animal is found, there's always someone who tries to pet it. A woolly wrangler is usually accompanied by an elephant or mammoth. They can Command this Animal without needing to succeed at a Nature check. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Wooly Wrangler Source NPC Core pg. 57 Perception +16 Languages Common Skills Athletics +14, Intimidation +14, Mountain Lore +18, Nature +16, Survival +18 Str +6 Dex +3 Con +4 Int +0 Wis +2 Cha +2 In Balance Whenever the woolly wrangler rolls a success on a Recall Knowledge check using Nature or Mountain Lore, they get a critical success instead. Items animal treats, +1 striking greatclub , Leather Armor, Whip --- AC 26 Fort +19 Ref +12 Will +16 HP 125 Resistances cold 10 Uneven Footing (aura) 10 feet. While the woolly wrangler is mounted on a Huge or Gargantuan creature, the ground near the mount shakes and buckles. Squares in the aura are difficult terrain for Medium or smaller creatures. Reactive Strike Reaction --- Speed 25 feet Melee Single Action greatclub +20 (Backswing, Magical, Shove), Damage 2d10+12 bludgeoning Melee Single Action whip +19 (Disarm, Nonlethal, Reach, Trip), Damage 1d4+12 slashing Melee Single Action fist +19 (Agile, Nonlethal, Unarmed), Damage 1d4+12 bludgeoning Wrangling Whip Two Actions The woolly wrangler makes a whip Strike. On a hit, the woolly wrangler can either knock the target prone or pull it up to 5 feet. If the creature ends this movement adjacent to the wrangler's mount, the mount can make a melee unarmed Strike against the creature as a free action. ","skill_mod":{"nature":16,"survival":18,"athletics":14,"intimidation":14},"summary":"When a giant, dangerous animal is found, there's always someone who tries to pet it. A woolly wrangler is usually accompanied by an elephant or …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":26,"item":["animal treats","+1 striking greatclub","Leather Armor","Whip"],"level":8,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{"cold":10},"url":"/NPCs.aspx?ID=3477","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":19,"size":["Medium"],"name":"Wooly Wrangler","category":"creature","rarity":"common","strike_damage_average":[14,14,23],"slug":"creature-3477"},{"attack_bonus":[19,20,21],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":160,"language":["Common","Erutaki","Skald","Tien","Varki"],"source":["NPC Core"],"type":"Creature","creature_family":"Explorer","will_save":15,"charisma":0,"speed":{"max":25,"land":25},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Familiarity with the Land","On Guard","Reactive Strike","Memories of Expeditions Past","Quick Draw","Think Fast!"],"skill":["Acrobatics","Athletics","Diplomacy","Nature","Scouting Lore","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3478","text":" Expedition Leader Full-scale expeditions require a central leader. Expedition leaders tend to have level heads in dangerous situations and can make decisions quickly when time is of the essence. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Expedition Leader Source NPC Core pg. 58 Perception +21 Languages Common, Erutaki, Skald, Tien, Varki Skills Acrobatics +20, Athletics +20, Diplomacy +18, Nature +19, Scouting Lore +21, Survival +18 Str +4 Dex +2 Con +4 Int +2 Wis +3 Cha +0 Familiarity with the Land The expedition leader isn't affected by severe weather and ignores difficult terrain. On Guard When the expedition leader Scouts, they grant their party a +2 circumstance bonus to their initiative rolls. Items Compass, four-person tent, +1 hide armor , hooded lantern, +1 striking machete , Repair Toolkit, Shortbow (20 arrows), Spyglass, Sun Goggles, Survey Map --- AC 27 Fort +21 Ref +18 Will +15 HP 160 Reactive Strike Reaction Memories of Expeditions Past Reaction Frequency once per day; Trigger The expedition leader fails a Survival check; Effect The expedition leader rethinks their choices based on prior experience. The degree of success increases by one step, from critical failure to failure or from failure to success. --- Speed 25 feet Melee Single Action machete +21 (deadly d8, Magical, Sweep), Damage 2d6+10 slashing Melee Single Action fist +20 (Agile, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning Ranged Single Action shortbow +19 (deadly d10, range increment 60 feet), Damage 1d6+6 piercing Quick Draw Single Action The expedition leader Interacts to take out their machete or shortbow, then Strikes with the weapon. Think Fast! Single Action Requirements The expedition leader has a hand free; Effect The expedition leader scoops up a handful of rubble and throws it. Each creature in a 15-foot cone must succeed at a DC 27 Reflex save or be dazzled and off-guard until the start of the expedition leader's next turn. ","skill_mod":{"diplomacy":18,"nature":19,"survival":18,"athletics":20,"acrobatics":20},"summary":"Full-scale expeditions require a central leader. Expedition leaders tend to have level heads in dangerous situations and can make decisions quickly …","image":["/Images/Monsters/Expedition_Leader.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":27,"item":["Compass","four-person tent","+1 hide armor","hooded lantern","+1 striking machete","Repair Toolkit","Shortbow (20 arrows)","Spyglass","Sun Goggles","Survey Map"],"level":9,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3478","intelligence":2,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":21,"size":["Medium"],"name":"Expedition Leader","category":"creature","rarity":"common","strike_damage_average":[9,12,17],"slug":"creature-3478"},{"attack_bonus":[4,5,5],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":8,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Healer","will_save":5,"charisma":1,"speed":{"max":25,"land":25},"perception":5,"wisdom":3,"weakness":{},"creature_ability":["Medical Specialist","Medical Wisdom"],"skill":["Crafting","Medicine","Nature"],"legacy_id":["creature-908"],"trait":["Human","Humanoid","Medium"],"id":"creature-3479","text":" Apothecary The apothecary skillfully combines materials into unguents and medicines using crushed herbs, curative minerals, and potent extracts. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Apothecary Source NPC Core pg. 60 Perception +5 Languages Common Skills Crafting +5, Medicine +10, Nature +8 Str +0 Dex +1 Con +1 Int +3 Wis +3 Cha +1 Medical Specialist For encounters involving making medicine or alchemical contests, the apothecary is a 3rd-level challenge. Medical Wisdom The apothecary can identify the effect of any alchemical composition or medical ingredient using only their senses. This typically takes 1 minute. Items lesser acid flask (2), Dagger, minor elixir of life (2), Healer's Toolkit, leather apron (functions as padded armor), mortar and pestle --- AC 14 Fort +8 Ref +3 Will +5 +1 circumstance to all saves vs. poisons HP 8 Resistances poison 2 --- Speed 25 feet Melee Single Action stone pestle +4, Damage 1d6 bludgeoning Melee Single Action fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning Ranged Single Action acid flask +5 (range increment 20 feet, Splash), Damage 1 acid plus 1d6 persistent acid and 1 splash acid\n","skill_mod":{"nature":8,"crafting":5,"medicine":10},"summary":"The apothecary skillfully combines materials into unguents and medicines using crushed herbs, curative minerals, and potent extracts.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["lesser acid flask (2)","Dagger","minor elixir of life (2)","Healer's Toolkit","leather apron (functions as padded armor )","mortar and pestle"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{"poison":2},"url":"/NPCs.aspx?ID=3479","intelligence":3,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":8,"size":["Medium"],"name":"Apothecary","category":"creature","rarity":"common","strike_damage_average":[2,3,3],"slug":"creature-3479"},{"attack_bonus":[5,5],"constitution":1,"primary_source_category":"Rulebooks","strength":-1,"hp":8,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Healer","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Medical Specialist","Bedside Manner","Doctor's Hand"],"skill":["Diplomacy","Medicine","Society"],"legacy_id":["creature-909"],"trait":["Human","Humanoid","Medium"],"id":"creature-3480","text":" Physician The art of medicine is a blend of the intellectual and the practical, concerned with how diseases work and how to prevent them. The physician can be found consulting well-thumbed tomes while meticulously examining patients to better understand their condition, before determining the most effective treatment. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Physician Source NPC Core pg. 60 Perception +6; (8 to notice ailments) Languages Common Skills Diplomacy +6, Medicine +12, Society +5 Str -1 Dex +1 Con +1 Int +4 Wis +2 Cha +2 Medical Specialist For medical matters, the physician is a 4th-level challenge. Bedside Manner A physician has a +4 circumstance bonus to Diplomacy checks to Make an Impression on or make a Request of a diseased, poisoned, or wounded creature. Doctor's Hand When the physician rolls a critical failure on a check to Treat Disease, Treat Poison, or Treat Wounds, they get a failure instead. Items minor elixir of life (2), Healer's Toolkit, medical textbook --- AC 13 Fort +9 Ref +3 Will +8 HP 8 --- Speed 25 feet Melee Single Action fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4–1 bludgeoning Ranged Single Action medical textbook +5 (Nonlethal, thrown 10 feet), Damage 1d4–1 bludgeoning\n","skill_mod":{"society":5,"diplomacy":6,"medicine":12},"summary":"The art of medicine is a blend of the intellectual and the practical, concerned with how diseases work and how to prevent them. The physician can be …","image":["/Images/Monsters/Physician.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["minor elixir of life (2)","Healer's Toolkit","medical textbook"],"level":-1,"source_category":["Rulebooks"],"sense":"(8 to notice ailments) ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3480","intelligence":4,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":9,"size":["Medium"],"name":"Physician","category":"creature","rarity":"common","strike_damage_average":[2,2],"slug":"creature-3480"},{"attack_bonus":[5,5,7],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":24,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Healer","will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":4,"weakness":{},"creature_ability":["Herbalism Specialist","Natural Medicine","Saving Touch","Prompt Poultice"],"skill":["Crafting","Diplomacy","Nature","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3481","text":" Local Herbalist Local herbalists use their understanding of the natural world to heal and restore balance. Most join a secret lodge that teaches these ancient arts. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Local Herbalist Source NPC Core pg. 60 Perception +7 Languages Common Skills Crafting +6, Diplomacy +4, Nature +7, Survival +7 Str +3 Dex +0 Con +1 Int +1 Wis +4 Cha +0 Herbalism Specialist For encounters involving collecting herbs or making medicine from them, the local herbalist is a 3rd-level challenge. Natural Medicine The herbalist can use Nature instead of Medicine to Treat Wounds or Administer First Aid, and gains a +3 circumstance bonus to the check if they're in the wilderness with access to fresh herbal ingredients. Items cooking pot, medicine bag (functions as a healer's toolkit), Staff --- AC 13 Fort +8 Ref +5 Will +9 HP 24 Saving Touch Reaction Frequency once per 10 minutes; Trigger An ally close enough for the herbalist to reach with a Stride is reduced to 0 Hit Points; Effect The herbalist Strides until adjacent to the allye and Administers First Aid to that ally. --- Speed 25 feet Melee Single Action staff +5 (two-hand d8), Damage 1d4+2 bludgeoning Melee Single Action fist +5 (Agile, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action fungal spores +7 (Fungus, Poison, range increment 10 feet), Damage 1d4 poison plus 1d4 persistent poison Prompt Poultice Single Action (Manipulate) Frequency once per day; Effect The local herbalist quickly mixes together a potent healing salve with the most precious ingredients from their medicine bag. They create a temporary lesser elixir of life. This elixir remains potent for 1 round before becoming sour and useless. ","skill_mod":{"diplomacy":4,"nature":7,"crafting":6,"survival":7},"summary":"Local herbalists use their understanding of the natural world to heal and restore balance. Most join a secret lodge that teaches these ancient arts.","image":["/Images/Monsters/Local_Herbalist.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["cooking pot","medicine bag (functions as a healer's toolkit )","Staff"],"level":1,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3481","intelligence":1,"reflex_save":5,"strongest_save":["will"],"dexterity":0,"fortitude_save":8,"size":["Medium"],"name":"Local Herbalist","category":"creature","rarity":"common","strike_damage_average":[4,4,5],"slug":"creature-3481"},{"attack_bonus":[9,11,11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":30,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Healer","will_save":10,"charisma":0,"speed":{"max":25,"land":25},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Medical Specialist","Medical Malpractice"],"skill":["Crafting","Diplomacy","Medicine"],"legacy_id":["creature-910"],"trait":["Human","Humanoid","Medium"],"id":"creature-3482","text":" Surgeon The surgeon specializes in the physical alteration of the body to prevent the spread of disease, removing necrotic and decaying flesh to help the whole to survive. Few healers know the science of anatomy and physiology better. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Surgeon Source NPC Core pg. 61 Perception +14 Languages Common Skills Crafting +10, Diplomacy +8, Medicine +16 Str +1 Dex +3 Con +1 Int +2 Wis +4 Cha +0 Medical Specialist In medical matters, a surgeon is a 6th-level challenge. Doctor's Hand When the surgeon rolls a critical failure on a check to Treat Disease, Treat Poison, or Treat Wounds, they get a failure instead. Items bonesaw (functions as a temple sword), Healer's Toolkit, scalpel (3. functions as a dagger) --- AC 17 Fort +7 Ref +7 Will +10 HP 30 --- Speed 25 feet Melee Single Action bonesaw +9 (Trip), Damage 1d8+1 slashing Melee Single Action scalpel +11 (Agile, Finesse, versatile S), Damage 1d4+1 piercing Melee Single Action fist +11 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+1 bludgeoning Ranged Single Action scalpel +11 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+1 piercing Medical Malpractice Single Action The surgeon attempts a Medicine check against the Fortitude DC of one living creature they can see within 60 feet. On a success, the surgeon's melee Strikes deal an extra 1d6 precision damage against that creature (2d6 on a critical success) until 1 minute passes or the surgeon critically hits that creature, whichever comes first. Using this action again ends any previous one. A surgeon can target an individual creature no more than once per day with this ability. ","skill_mod":{"diplomacy":8,"crafting":10,"medicine":16},"summary":"The surgeon specializes in the physical alteration of the body to prevent the spread of disease, removing necrotic and decaying flesh to help the …","image":["/Images/Monsters/Surgeon.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["bonesaw (functions as a temple sword )","Healer's Toolkit","scalpel (3. functions as a dagger )"],"level":2,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3482","intelligence":2,"reflex_save":7,"strongest_save":["will"],"dexterity":3,"fortitude_save":7,"size":["Medium"],"name":"Surgeon","category":"creature","rarity":"common","strike_damage_average":[3,3,3,5],"slug":"creature-3482"},{"attack_bonus":[10,10,10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":50,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Healer","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Healing Bomb"],"skill":["Crafting","Diplomacy","Medicine","Mercantile Lore","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3483","text":" Tonic Merchant This alchemist sells healing potables, but might offer their services without a fee to those truly in need. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Tonic Merchant Source NPC Core pg. 62 Perception +6 Languages Common Skills Crafting +11, Diplomacy +9, Medicine +10, Mercantile Lore +9, Society +9 Str +0 Dex +2 Con +1 Int +4 Wis +1 Cha +2 Items moderate acid flask (×8), Alchemist's Toolkit, Dagger, formula book, Healer's Toolkit --- AC 17 Fort +10 Ref +9 Will +8 HP 50 --- Speed 25 feet Melee Single Action dagger +10 (Agile, Finesse, versatile S), Damage 1d4+4 piercing Melee Single Action fist +10 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action acid flask +10 (Splash, thrown 30 feet), Damage 2d6 persistent acid damage plus 2 acid splash damage Ranged Single Action dagger +10 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing Healing Bomb Two Actions (Manipulate) The tonic merchant quickly crafts a lesser antidote, lesser antiplague, or minor elixir of life and lobs it at a willing or unconscious ally within 30 feet. The elixir affects the ally as though they imbibed it. The tonic merchant can use the rarest materials in their toolkit to improve the item to a moderate antidote, moderate antiplague, or lesser elixir of life. Afterward, they must spend 10 minutes gathering new ingredients before they can do so again. ","skill_mod":{"society":9,"diplomacy":9,"crafting":11,"medicine":10},"summary":"This alchemist sells healing potables, but might offer their services without a fee to those truly in need.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["moderate acid flask (×8)","Alchemist's Toolkit","Dagger","formula book","Healer's Toolkit"],"level":3,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3483","intelligence":4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":10,"size":["Medium"],"name":"Tonic Merchant","category":"creature","rarity":"common","strike_damage_average":[6,6,6,7],"slug":"creature-3483"},{"attack_bonus":[9,10,10],"constitution":4,"primary_source_category":"Rulebooks","strength":0,"hp":70,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Healer","will_save":13,"charisma":2,"speed":{"max":25,"land":25},"perception":13,"wisdom":4,"weakness":{},"creature_ability":["Healing Hands","Improved Communal Healing"],"skill":["Intimidation","Medicine","Plague Lore","Religion"],"legacy_id":["creature-911"],"trait":["Human","Humanoid","Medium"],"id":"creature-3484","text":" Plague Doctor These healers, often seen wearing distinctive masks and burning powders to defend against airborne plagues, are as much feared as they are respected. To see a plague doctor signals that disease has infested the land—and that it might have already taken hold. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Plague Doctor Source NPC Core pg. 62 Perception +13 Languages Common Skills Intimidation +9, Medicine +13, Plague Lore +13, Religion +13 Str +0 Dex +1 Con +4 Int +2 Wis +4 Cha +2 Items Crossbow (10 bolts), Healer's Toolkit, minor potion of healing (4), Staff, studded leather --- AC 20 Fort +13 Ref +8 Will +13 +2 circumstance to all saves vs. disease HP 70 --- Speed 25 feet Melee Single Action staff +9 (two-hand d8), Damage 1d4 bludgeoning Melee Single Action fist +10 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning Ranged Single Action crossbow +10 (range increment 120 feet, reload 1), Damage 1d8 piercing Divine Prepared Spells DC 23 - Cantrips (3rd) Guidance, Light, Message, Sigil, Stabilize - 1st Detect Poison, Cleanse Cuisine (×2) - 2nd Clear Mind (×2), Peaceful Rest - 3rd Cleanse Affliction (×2), Heal (×3) Cleric Domain Spells DC 23, 1 Focus Point - 3rd Healer's Blessing Healing Hands When the plague doctor casts heal , they roll d10s instead of d8s. Improved Communal Healing When the plague doctor casts heal targeting a single creature, the plague doctor also restores Hit Points equal to the spell's level to themself or any other creature within range of the spell. ","tradition":["Divine"],"skill_mod":{"medicine":13,"intimidation":9,"religion":13},"summary":"These healers, often seen wearing distinctive masks and burning powders to defend against airborne plagues, are as much feared as they are respected. …","primary_source":"NPC Core","spell":["Cleanse Affliction","Heal","Clear Mind","Peaceful Rest","Detect Poison","Cleanse Cuisine","Guidance","Light","Message","Sigil","Stabilize","Healer's Blessing"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Crossbow (10 bolts)","Healer's Toolkit","minor potion of healing (4)","Staff","studded leather"],"level":5,"spell_dc":[23,23],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3484","intelligence":2,"reflex_save":8,"strongest_save":["fort","fortitude","will"],"dexterity":1,"fortitude_save":13,"size":["Medium"],"name":"Plague Doctor","category":"creature","rarity":"common","strike_damage_average":[2,2,4],"slug":"creature-3484"},{"attack_bonus":[13,13],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":110,"language":["Common","two additional humanoid languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Healer","spell_attack_bonus":[17],"will_save":18,"charisma":4,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Doctor's Hand","Emotionally Invested","Therapeutic Care"],"skill":["Diplomacy","Medicine","Occultism","Performance","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3485","text":" Therapeutic Healer Some healers feel great empathy for their charges and take great pains to help shoulder their allies' burdens both in and out of combat. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Therapeutic Healer Source NPC Core pg. 63 Perception +14; (16 to Sense Motive) Languages Common; two additional humanoid languages Skills Diplomacy +17, Medicine +17, Occultism +16, Performance +15, Society +14 Str +2 Dex +1 Con +0 Int +3 Wis +3 Cha +4 Doctor's Hand When the therapeutic healer rolls a critical failure on a check to Treat Disease, Treat Poison, or Treat Wounds, they get a failure instead. Items Chain Shirt, expanded healer's toolkit, Staff --- AC 24 Fort +15 Ref +12 Will +18 HP 110 Resistances mental 5 --- Speed 25 feet Melee Single Action staff +13 (two-handed d8), Damage 1d8+6 bludgeoning Melee Single Action fist +13 (Agile, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Occult Spontaneous Spells DC 25, attack +17 - Cantrips (4th) Guidance, Shield, Message, Prestidigitation, Telekinetic Projectile - 1st Protection, Sanctuary, Soothe (3 slots) - 2nd Soothe, Status, Translate (3 slots) - 3rd Clear Mind, Soothe, Veil of Privacy (3 slots) - 4th Cleanse Affliction, Clear Mind, Soothe (3 slots) Bard Composition Spells DC 25, 2 Focus Points - 4th Hymn of Healing Emotionally Invested (Emotion, Healing, Mental) When the therapeutic healer casts a spell with the healing trait on a creature other than themself, the healer regains HP equal to the spell's rank. Therapeutic Care When Treating Wounds, the therapeutic healer can treat up to four targets. If they succeed at a DC 20 check to Treat Wounds, they can also reduce the value of one clumsy, enfeebled, or stupefied condition affecting a single patient by 1. They can reduce a drained or doomed condition instead if they succeed at a DC 30 check. This can't reduce permanent doomed conditions. ","tradition":["Occult"],"skill_mod":{"society":14,"diplomacy":17,"performance":15,"medicine":17,"occultism":16},"summary":"Some healers feel great empathy for their charges and take great pains to help shoulder their allies' burdens both in and out of combat.","image":["/Images/Monsters/Therapeutic_Healer.webp"],"primary_source":"NPC Core","spell":["Cleanse Affliction","Clear Mind","Soothe","Veil of Privacy","Status","Translate","Protection","Sanctuary","Guidance","Shield","Message","Prestidigitation","Telekinetic Projectile","Hymn of Healing"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":24,"item":["Chain Shirt","expanded healer's toolkit","Staff"],"level":7,"spell_dc":[25,25],"source_category":["Rulebooks"],"sense":"(16 to Sense Motive ) ","weakest_save":["ref","reflex"],"resistance":{"mental":5},"url":"/NPCs.aspx?ID=3485","intelligence":3,"reflex_save":12,"strongest_save":["will"],"dexterity":1,"fortitude_save":15,"size":["Medium"],"name":"Therapeutic Healer","category":"creature","rarity":"common","strike_damage_average":[8,10],"slug":"creature-3485"},{"attack_bonus":[19,20],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":150,"language":["Common","Fey","Wildsong"],"source":["NPC Core"],"type":"Creature","creature_family":"Healer","spell_attack_bonus":[19],"will_save":19,"charisma":1,"speed":{"max":25,"land":25},"perception":17,"wisdom":4,"weakness":{},"creature_ability":["Cleansing Earth","Primal Staff","Steady Spellcasting"],"skill":["Athletics","Diplomacy","Medicine","Nature","Society","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3486","text":" Humanitarian Hermit Some druids look after those forgotten by society and thrive at the borders of civilization. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Humanitarian Hermit Source NPC Core pg. 63 Perception +17 Languages Common, Fey, Wildsong Skills Athletics +19, Diplomacy +14, Medicine +21, Nature +19, Society +14, Survival +17 Str +4 Dex +1 Con +3 Int +1 Wis +4 Cha +1 Plant Empathy The humanitarian hermit can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungus. Items Hide Armor, expanded healer's toolkit, Primal Symbol, +1 striking staff of healing --- AC 26 Fort +18 Ref +16 Will +19 HP 150 --- Speed 25 feet Melee Single Action staff +20 (Parry, Reach, Trip, two-hand d8), Damage 2d4+10 bludgeoning plus 2d8 vitality Melee Single Action fist +19 (Agile, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning Primal Prepared Spells DC 27, attack +19 - Cantrips (5th) Electric Arc, Light, Know the Way, Stabilize, Vitality Lash - 1st Cleanse Cuisine, Create Water, Vanishing Tracks - 2nd Create Food, Environmental Endurance, Peaceful Rest - 3rd Earthbind, Haste, Safe Passage - 4th Cleanse Affliction (×2), Mountain Resilience - 5th Heal (×4), Vital Beacon Rituals DC 27 - 3rd Reincarnate Cleansing Earth Three Actions (Plant, Primal) Frequency once per hour; Effect The humanitarian blesses the land and their allies. In a 30-foot emanation, plants grow and become difficult terrain. Additionally, all allies in the emanation gain 20 temporary Hit Points and can ignore the difficult terrain. These effects last for 1 minute. Primal Staff A staff wielded by the humanitarian hermit gains the parry, reach, and trip traits, and Strikes with it deal an additional 2d8 vitality damage. Steady Spellcasting If a reaction would disrupt the humanitarian hermit's spellcasting action, the hermit attempts a DC 15 flat check. On a success, the action isn't disrupted. Reincarnation Transitions In cases of death from communal enacted injustice, reincarnate can give the perished a renewed chance at life, free from the weight of their past and the trappings of their old society. The humanitarian hermit acts as a caretaker during this transition, helping the individual reach out to old friends for emotional healing and closure. If the hermit believes them to be a good candidate, they may help the reincarnated find a new life within their druidic order. ","tradition":["Primal"],"skill_mod":{"society":14,"diplomacy":14,"nature":19,"survival":17,"medicine":21,"athletics":19},"summary":"Some druids look after those forgotten by society and thrive at the borders of civilization.","primary_source":"NPC Core","spell":["Heal","Vital Beacon","Cleanse Affliction","Mountain Resilience","Earthbind","Haste","Safe Passage","Create Food","Environmental Endurance","Peaceful Rest","Cleanse Cuisine","Create Water","Vanishing Tracks","Electric Arc","Light","Know the Way","Stabilize","Vitality Lash"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":26,"item":["Hide Armor","expanded healer's toolkit","Primal Symbol","+1 striking staff of healing"],"level":9,"spell_dc":[27],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3486","intelligence":1,"reflex_save":16,"strongest_save":["will"],"dexterity":1,"fortitude_save":18,"size":["Medium"],"name":"Humanitarian Hermit","category":"creature","rarity":"common","strike_damage_average":[12,24],"slug":"creature-3486"},{"attack_bonus":[24,25],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":200,"language":["Common","Empyrean"],"source":["NPC Core"],"type":"Creature","creature_family":"Healer","spell_attack_bonus":[29],"will_save":27,"charisma":5,"speed":{"max":25,"land":25},"perception":25,"wisdom":4,"weakness":{},"creature_ability":["Medical Specialist","Community Healer","Healing Echo","Healing Hands"],"skill":["Diplomacy","Medicine","Nature","Religion","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3487","text":" Peerless Healer Peerless healers are legendary, blending divine and natural medicine. Often pillars in their respective communities, they see to the health of the populace. Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Peerless Healer Source NPC Core pg. 64 Perception +25 Languages Common, Empyrean Skills Diplomacy +26, Medicine +33, Nature +27, Religion +25, Society +23 Str +3 Dex +1 Con +3 Int +2 Wis +4 Cha +5 Doctor's Hand When the peerless healer rolls a critical failure on a check to Treat Disease, Treat Poison, or Treat Wounds, they get a failure instead. Medical Specialist The peerless healer is a 17th-level challenge for contests of medicine. Items +1 resilient breastplate , expanded healer's toolkit, +1 striking greater staff of healing --- AC 35 Fort +26 Ref +24 Will +27 +2 status vs. poison and disease HP 200 Resistances poison 15 --- Speed 25 feet Melee Single Action staff +25 (two-handed d8), Damage 2d4+9 bludgeoning plus 4d8 vitality Melee Single Action fist +24 (Agile, Nonlethal, Unarmed), Damage 1d4+9 bludgeoning plus 4d8 vitality Divine Spontaneous Spells DC 37, attack +29 - Cantrips (5th) Detect Magic, Divine Lance, Message, Shield, Stabilize - 1st Air Bubble, Cleanse Cuisine, Create Water, Sanctuary (4 slots) - 2nd Everlight, Revealing Light, Share Life, Water Breathing (4 slots) - 3rd Heroism, Locate, Ring of Truth, Safe Passage (4 slots) - 4th Fly, Talking Corpse, Resist Energy, Unfettered Movement (4 slots) - 5th Creation, Locate, Sending, Truespeech (4 slots) - 6th Clear Mind, Field of Life, Sound Body, Sure Footing (4 slots) - 7th Breath of Life, Heal, Regenerate, Vital Beacon (4 slots) - 8th Cleanse Affliction, Heal, Moment of Renewal (3 slots) Rituals (8th) DC 37 - 5th Resurrect Community Healer When Treating Disease or Treating Wounds, the humanitarian healer can treat up to eight targets. In addition, each time the peerless healer successfully Treats Wounds, they can also either reduce the value of one clumsy, enfeebled, drained, or stupefied condition affecting a single patient by 2 or cast a 7th-rank clear mind , sound body , or sure footing spell on one patient without expending a spell slot. Healing Echo Free Action (Manipulate, Vitality) Trigger The peerless healer restores Hit Points to an ally using heal ; Effect One willing creature within 30 feet who didn't benefit from the triggering spell regains Hit Points equal to half the healing granted. The peerless healer can't use Healing Echo again for 1d4 rounds. Healing Hands When the peerless healer casts heal , they roll d10s instead of d8s. ","tradition":["Divine"],"skill_mod":{"society":23,"diplomacy":26,"nature":27,"medicine":33,"religion":25},"summary":"Peerless healers are legendary, blending divine and natural medicine. Often pillars in their respective communities, they see to the health of the …","image":["/Images/Monsters/Peerless_Healerl.webp"],"primary_source":"NPC Core","spell":["Cleanse Affliction","Heal","Moment of Renewal","Breath of Life","Regenerate","Vital Beacon","Clear Mind","Field of Life","Sound Body","Sure Footing","Creation","Locate","Sending","Truespeech","Fly","Talking Corpse","Resist Energy","Unfettered Movement","Heroism","Ring of Truth","Safe Passage","Everlight","Revealing Light","Share Life","Water Breathing","Air Bubble","Cleanse Cuisine","Create Water","Sanctuary","Detect Magic","Divine Lance","Message","Shield","Stabilize"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":35,"item":["+1 resilient breastplate","expanded healer's toolkit","+1 striking greater staff of healing"],"level":15,"spell_dc":[37],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{"poison":15},"url":"/NPCs.aspx?ID=3487","intelligence":2,"reflex_save":24,"strongest_save":["will"],"dexterity":1,"fortitude_save":26,"size":["Medium"],"name":"Peerless Healer","category":"creature","rarity":"common","strike_damage_average":[29,32],"slug":"creature-3487"},{"attack_bonus":[3,5,5],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":10,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Laborer","will_save":3,"charisma":0,"speed":{"max":25,"land":25},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Power of the Mob"],"skill":["Athletics","Lore","Society"],"legacy_id":["creature-898"],"trait":["Human","Humanoid","Medium"],"id":"creature-3488","text":" Commoner Many commoners live hard lives of toil as they work to keep their families fed and housed in relative comfort. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Commoner Source NPC Core pg. 66 Perception +3 Languages Common Skills Athletics +5, Lore +6, Society +2 Str +3 Dex +1 Con +2 Int +0 Wis +1 Cha +0 Items Sickle --- AC 13 Fort +6 Ref +3 Will +3 HP 10 --- Speed 25 feet Melee Single Action sickle +5 (Agile, Trip), Damage 1d4+2 slashing Melee Single Action fist +5 (Agile, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action rock +3 (thrown 10 feet), Damage 1d4+2 bludgeoning Power of the Mob When three or more commoners are adjacent to each other, each commoner gets a +1 circumstance bonus to Athletic checks to Shove, attack rolls, and damage rolls. ","skill_mod":{"society":2,"athletics":5},"summary":"Many commoners live hard lives of toil as they work to keep their families fed and housed in relative comfort.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["Sickle"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=3488","intelligence":0,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":6,"size":["Medium"],"name":"Commoner","category":"creature","rarity":"common","strike_damage_average":[4,4,4],"slug":"creature-3488"},{"attack_bonus":[6,6,6],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":7,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Laborer","will_save":3,"charisma":2,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Quick Catch","Protective Platter"],"skill":["Acrobatics","Diplomacy","Lore","Society"],"legacy_id":["creature-912"],"trait":["Human","Humanoid","Medium"],"id":"creature-3489","text":" Servant A servant might be a maid or butler, keeping a home in working order, or a server in an establishment like an inn, taking orders and serving customers. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Servant Source NPC Core pg. 66 Perception +7 Languages Common Skills Acrobatics +5, Diplomacy +4, Lore +6, Society +2 Str +1 Dex +3 Con +1 Int +0 Wis +1 Cha +2 Items cutlery, servant's uniform, serving platter --- AC 14 (15 with platter raised) Fort +5 Ref +7 Will +3 HP 7 Quick Catch Reaction Trigger An object the servant could hold in one hand is dropped within the servant's reach; Requirements The servant has at least one hand free; Effect The servant catches the dropped object before it hits the floor or leaves their reach. --- Speed 25 feet Melee Single Action cutlery +6 (Agile, Finesse, versatile S), Damage 1d4+1 piercing Melee Single Action fist +6 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+1 bludgeoning Ranged Single Action cutlery +6 (Agile, thrown 15 feet, versatile S), Damage 1d4+1 piercing Protective Platter The servant can raise their serving platter using the Raise a Shield action. The platter has the same statistics as a buckler but requires a hand to hold. ","skill_mod":{"society":2,"diplomacy":4,"acrobatics":5},"summary":"A servant might be a maid or butler, keeping a home in working order, or a server in an establishment like an inn, taking orders and serving …","image":["/Images/Monsters/Servant.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["cutlery","servant's uniform","serving platter"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3489","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":5,"size":["Medium"],"name":"Servant","category":"creature","rarity":"common","strike_damage_average":[3,3,3],"slug":"creature-3489"},{"attack_bonus":[5,7],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":20,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Laborer","will_save":3,"charisma":0,"speed":{"max":25,"land":25},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Heft Crate","Swig"],"skill":["Acrobatics","Athletics","Intimidation","Labor Lore"],"legacy_id":["creature-913"],"trait":["Human","Humanoid","Medium"],"id":"creature-3490","text":" Dockhand Working to load and unload cargo from ships, dockhands are considered unruly, but many stay focused and work hard until the job is done. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Dockhand Source NPC Core pg. 66 Perception +3 Languages Common Skills Acrobatics +3, Athletics +7, Intimidation +4, Labor Lore +4 Str +3 Dex +1 Con +3 Int +0 Wis +1 Cha +0 Items empty bottle, whiskey, work clothes (functions as leather armor) --- AC 14 Fort +7 Ref +5 Will +3 HP 20 --- Speed 25 feet Melee Single Action fist +7 (Agile, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action bottle +5 (Agile, thrown 15 feet), Damage 1d4+3 bludgeoning Heft Crate Two Actions (Manipulate) Requirements The dockhand is adjacent to a crate; Effect The dockhand picks up a crate and heaves it up to 15 feet. Upon landing, the crate breaks open in a 5-foot burst. Each creature in the area takes 2d6 bludgeoning damage with a DC 13 basic Reflex save, and the area is difficult terrain until cleared. Swig Two Actions (Manipulate) The dockhand Interacts to either draw a bottle of alcohol or pick up a nearby unattended bottle of alcohol, then drinks the whole thing. For 1 minute, the dockhand gains a +2 item bonus to melee damage rolls and saving throws against fear but is off-guard. ","skill_mod":{"athletics":7,"intimidation":4,"acrobatics":3},"summary":"Working to load and unload cargo from ships, dockhands are considered unruly, but many stay focused and work hard until the job is done.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["empty bottle","whiskey","work clothes (functions as leather armor )"],"level":0,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3490","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":7,"size":["Medium"],"name":"Dockhand","category":"creature","rarity":"common","strike_damage_average":[5,5],"slug":"creature-3490"},{"attack_bonus":[6,7,7],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":18,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Laborer","will_save":5,"charisma":0,"speed":{"max":25,"land":25},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Whistling","Hogtie","Lasso"],"skill":["Athletics","Livestock Lore","Nature","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3491","text":" Drover Drovers specialize in moving herds of livestock over large distances. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Drover Source NPC Core pg. 67 Perception +5 Languages Common Skills Athletics +7, Livestock Lore +6, Nature +5, Survival +5 Str +3 Dex +2 Con +2 Int +0 Wis +1 Cha +0 Whistling Drovers can whistle instead of speaking when communicating simple messages (such as “go left,” “split the herd,” and “danger ahead”) to other drovers or when using the Command an Animal action on their herding dogs. Items lasso, overalls, Signal Whistle, Sling (20 bullets), Whip --- AC 15 Fort +6 Ref +6 Will +5 HP 18 --- Speed 25 feet Melee Single Action whip +7 (Disarm, Nonlethal, Reach, Trip), Damage 1d4+3 slashing Melee Single Action fist +7 (Agile, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action sling +6 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+1 piercing Hogtie Two Actions Requirements A creature is grappled or restrained by the drover's lasso; Effect The drover can pull the grappled creature up to 20 feet. Then, if the creature is within reach, the drover hogties it, attempting to Grapple it again. On a success, the creature is restrained with the lasso, and the drover doesn't need to maintain the grapple. The hogtie lasts until the creature Escapes or the lasso is Forced Open. The drover can Interact to free a hogtied creature within reach. Lasso Two Actions The drover uses their lasso to Grapple a Large or smaller creature up to 20 feet away. They can continue to Grapple to keep their hold on the target so long as the target remains within 20 feet and they continue to hold the end of the lasso. In addition to the grabbed creature being able to Escape, a successful DC 16 Athletics check to Force Open can remove the lasso entirely. ","skill_mod":{"nature":5,"survival":5,"athletics":7},"summary":"Drovers specialize in moving herds of livestock over large distances.","image":["/Images/Monsters/Drover.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["lasso","overalls","Signal Whistle","Sling (20 bullets)","Whip"],"level":0,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3491","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"fortitude_save":6,"size":["Medium"],"name":"Drover","category":"creature","rarity":"common","strike_damage_average":[4,5,5],"slug":"creature-3491"},{"attack_bonus":[5,6,6],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":18,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Laborer","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Pitch Bale"],"skill":["Athletics","Farming Lore","Nature","Survival"],"legacy_id":["creature-914"],"trait":["Human","Humanoid","Medium"],"id":"creature-3492","text":" Farmer Workers of the fields, vineyards, and orchards of the world, farmers are known for their rugged endurance and skill with plants and animals. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Farmer Source NPC Core pg. 67 Perception +6 Languages Common Skills Athletics +5, Farming Lore +6, Nature +4, Survival +4 Str +3 Dex +1 Con +3 Int +0 Wis +2 Cha +0 Items apple, pitchfork, work clothes (functions as leather armor) --- AC 14 Fort +7 Ref +5 Will +4 HP 18 --- Speed 25 feet Melee Single Action pitchfork +6 (reach 10 feet), Damage 1d6+3 piercing Melee Single Action fist +6 (Agile, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action apple +5 (Agile, Nonlethal, thrown 20 feet), Damage 1d4+3 bludgeoning Pitch Bale Single Action Requirements The farmer's last action was a successful pitchfork Strike; Effect The farmer moves the creature they hit with their pitchfork up to 5 feet, and the target falls prone. The target can attempt a DC 13 Reflex save to avoid falling prone and avoids being moved altogether on a critical success. ","skill_mod":{"nature":4,"survival":4,"athletics":5},"summary":"Workers of the fields, vineyards, and orchards of the world, farmers are known for their rugged endurance and skill with plants and animals.","image":["/Images/Monsters/Farmer.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["apple","pitchfork","work clothes (functions as leather armor )"],"level":0,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3492","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":7,"size":["Medium"],"name":"Farmer","category":"creature","rarity":"common","strike_damage_average":[5,5,6],"slug":"creature-3492"},{"attack_bonus":[6,6,7,7],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":15,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Laborer","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Fishhooked"],"skill":["Athletics","Fishing Lore","Nature","Sailing Lore","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3493","text":" Fisher More than just hobbyists, fishers catch fish and other seafood with the intention of selling most of or all of their catch. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Fisher Source NPC Core pg. 68 Perception +6; (8 to spot fish) Languages Common Skills Athletics +7, Fishing Lore +8, Nature +4, Sailing Lore +6, Survival +4 Str +3 Dex +2 Con +1 Int +0 Wis +2 Cha +0 Items assorted knives, fishing rod, Net, Rope (50 feet), Spear, tackle box --- AC 14 Fort +7 Ref +6 Will +4 HP 15 --- Speed 25 feet Melee Single Action spear +7, Damage 1d6+3 piercing Melee Single Action fist +7 (Agile, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action fishing line +6 (range increment 20 feet), Damage 1 piercing plus 1 persistent bleed and fishhooked Ranged Single Action spear +6 (thrown 20 feet), Damage 1d6+3 piercing Fishhooked While it has persistent bleed damage from the fisher's fishing line Strike, a creature has a fishhook embedded in it. The creature can't move farther away from the fisher (though it can move laterally). The fisher can reel the creature in as a single action with the attack and manipulate trait, attempting an Athletics check against the creature's Fortitude DC. On a success, the creature takes 2d4 slashing damage and is pulled 10 feet closer to the fisher (double the damage and distance on a critical success). ","skill_mod":{"nature":4,"survival":4,"athletics":7},"summary":"More than just hobbyists, fishers catch fish and other seafood with the intention of selling most of or all of their catch.","image":["/Images/Monsters/Fisherman.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["assorted knives","fishing rod","Net","Rope (50 feet)","Spear","tackle box"],"level":0,"source_category":["Rulebooks"],"sense":"(8 to spot fish) ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3493","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":7,"size":["Medium"],"name":"Fisher","category":"creature","rarity":"common","strike_damage_average":[5,6,6],"slug":"creature-3493"},{"attack_bonus":[6,6],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":20,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Laborer","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Piton Pin"],"skill":["Acrobatics","Athletics","Mining Lore","Survival"],"legacy_id":["creature-915"],"trait":["Human","Humanoid","Medium"],"id":"creature-3494","text":" Miner Miners explore deep underground in search of minerals and rare ores, taking numerous precautions to keep themselves safe. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Miner Source NPC Core pg. 68 Perception +6 Languages Common Skills Acrobatics +3, Athletics +6, Mining Lore +4, Survival +4 Str +2 Dex +1 Con +3 Int +0 Wis +2 Cha +0 Items Hammer, Lantern, miner's harness (functions as leather armor), Pick, Piton (5), Rope (100 feet) --- AC 14 Fort +7 Ref +5 Will +4 HP 20 --- Speed 25 feet Melee Single Action pick +6 (fatal d10), Damage 1d6+2 piercing Melee Single Action fist +6 (Agile, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Piton Pin Single Action (Attack) Requirements The miner has their hammer in hand; Effect The miner Interacts to draw a piton, then hammers it into a creature to pin them in place, attempting an Athletics check against the target's Reflex DC. On a hit, the target is immobilized until it removes the piton with a successful DC 10 Athletics check made as an Interact action. ","skill_mod":{"survival":4,"athletics":6,"acrobatics":3},"summary":"Miners explore deep underground in search of minerals and rare ores, taking numerous precautions to keep themselves safe.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["Hammer","Lantern","miner's harness (functions as leather armor )","Pick","Piton (5)","Rope (100 feet)"],"level":0,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3494","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":7,"size":["Medium"],"name":"Miner","category":"creature","rarity":"common","strike_damage_average":[4,5],"slug":"creature-3494"},{"attack_bonus":[9,9],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":20,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Laborer","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Light in the Dark"],"skill":["Athletics","Graveyard Lore","Religion","Stealth"],"legacy_id":["creature-916"],"trait":["Human","Humanoid","Medium"],"id":"creature-3495","text":" Gravedigger An often-overlooked group of laborers, gravediggers have a reputation for being as quiet and grim as their workplace. They're usually strong and tough from their long hours of backbreaking labor, and they tend to have a unique perspective on life and death. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Gravedigger Source NPC Core pg. 69 Perception +6 Languages Common Skills Athletics +7, Graveyard Lore +7, Religion +5, Stealth +4 Str +4 Dex +1 Con +3 Int +0 Wis +2 Cha +0 Items bull's-eye lantern (2 oils), gravedigger's garb (functions as leather armor), religious symbol of Pharasma, shovel --- AC 15 Fort +8 Ref +4 Will +7 HP 20 Resistances void 2 --- Speed 25 feet Melee Single Action shovel +9, Damage 1d4+4 bludgeoning Melee Single Action fist +9 (Agile, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Light in the Dark Two Actions (Concentrate, Divine, Manipulate, Vitality) Requirements The gravedigger is holding a bull's-eye lantern in one hand and their religious symbol in the other, and the lantern contains oil; Effect The gravedigger recites a brief chant to ignite their lantern with vital energy. Each undead creature in a 15-foot line takes 3d6 vitality damage with a DC 14 basic Fortitude save. This action uses all remaining oil in the bull's-eye lantern. ","skill_mod":{"stealth":4,"athletics":7,"religion":5},"summary":"An often-overlooked group of laborers, gravediggers have a reputation for being as quiet and grim as their workplace. They're usually strong and …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["bull's-eye lantern (2 oils)","gravedigger's garb (functions as leather armor )","religious symbol of Pharasma","shovel"],"level":1,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{"void":2},"url":"/NPCs.aspx?ID=3495","intelligence":0,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":8,"size":["Medium"],"name":"Gravedigger","category":"creature","rarity":"common","strike_damage_average":[6,6],"slug":"creature-3495"},{"attack_bonus":[5,7,7],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":20,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Laborer","will_save":9,"charisma":3,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Font of Gossip","Home Base Brawler","Innkeeper's Advice"],"skill":["Accounting Lore","Alcohol Lore","Cooking Lore","Deception","Diplomacy","Society"],"legacy_id":["creature-945"],"trait":["Human","Humanoid","Medium"],"id":"creature-3496","text":" Innkeeper The sight of an inn is a welcome one to any weary traveler. Innkeepers can often be found cleaning the common room, overseeing the evening meal, or settling in new lodgers. Innkeepers keep an eye on their neighbors' doings and are often excellent sources of information. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Innkeeper Source NPC Core pg. 69 Perception +7 Languages Common Skills Accounting Lore +5, Alcohol Lore +7, Cooking Lore +5, Deception +6, Diplomacy +6, Society +7 Str +2 Dex +0 Con +0 Int +2 Wis +2 Cha +3 Font of Gossip The innkeeper's business gives them insight into the neighborhood's happenings. A person can Gather Information from an innkeeper in 30 minutes rather than canvassing an entire neighborhood. Each person can learn gossip from an innkeeper only once per day, and only if the innkeeper is friendly or helpful to that individual. Whatever information the innkeeper knows about a given topic doesn't change if someone else asks the innkeeper about that topic, unless the innkeeper has since learned more. Items broom (functions as a staff), innkeeper's apron (functions as leather armor), ledger, pewter mug --- AC 14 Fort +7 Ref +3 Will +9 HP 20 --- Speed 25 feet Melee Single Action broom +7 (two-hand d8), Damage 1d4+2 bludgeoning Melee Single Action fist +7 (Agile, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action pewter mug +5 (thrown 10 feet), Damage 1d4+2 bludgeoning Home Base Brawler The innkeeper knows how to settle fights that break out. When the innkeeper is fighting in their establishment, their Strikes gain a +1 circumstance bonus to the attack roll, deal an additional 1d4 damage, and gain the nonlethal trait if they don't already have it. The innkeeper can choose not to gain this benefit. Innkeeper's Advice Three Actions (Auditory, Fortune, Linguistic, Mental) Frequency once per day; Effect The innkeeper gives some pertinent advice to a single creature other than themself. For 24 hours, when that creature fails a skill check or saving throw, they can recall this advice and reroll the check, using the second result instead. Once that creature uses this ability, its effect ends. A creature that receives the Innkeeper's Advice is temporarily immune to the ability for 1 month. ","skill_mod":{"society":7,"diplomacy":6,"deception":6},"summary":"The sight of an inn is a welcome one to any weary traveler. Innkeepers can often be found cleaning the common room, overseeing the evening meal, or …","image":["/Images/Monsters/Innkeeper.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["broom (functions as a staff )","innkeeper's apron (functions as leather armor )","ledger","pewter mug"],"level":1,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3496","intelligence":2,"reflex_save":3,"strongest_save":["will"],"dexterity":0,"fortitude_save":7,"size":["Medium"],"name":"Innkeeper","category":"creature","rarity":"common","strike_damage_average":[4,4,4],"slug":"creature-3496"},{"attack_bonus":[8,8,8,8],"constitution":4,"primary_source_category":"Rulebooks","strength":0,"hp":20,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Laborer","will_save":4,"charisma":1,"speed":{"max":30,"land":30},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Don't Shoot the Messenger","Road Runner","Express Messenger","Special Delivery"],"skill":["Acrobatics","Athletics","Diplomacy","Society","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3497","text":" Messenger When a message, mail, or package needs to be delivered, messengers make deliveries—typically from large towns and cities or to other towns and cities. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Messenger Source NPC Core pg. 70 Perception +6 Languages Common Skills Acrobatics +8, Athletics +5, Diplomacy +6, Society +7, Survival +4 Str +0 Dex +3 Con +4 Int +0 Wis +1 Cha +1 Don't Shoot the Messenger Messengers get a +2 circumstance bonus to Diplomacy checks to convince another creature not to blame them for any news they deliver. Road Runner Messengers can use Society in place of Survival to Sense Direction when they're on a road. Items Dagger, satchel of mail, Sling (10 bullets) --- AC 16 Fort +7 Ref +10 Will +4 HP 20 --- Speed 30 feet Melee Single Action dagger +8 (Agile, Finesse, versatile S), Damage 1d4+2 piercing Melee Single Action fist +8 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action dagger +8 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Ranged Single Action sling +8 (range increment 50 feet, Propulsive), Damage 1d6+2 bludgeoning Express Messenger Allies traveling with the messenger gain a +5-foot circumstance bonus to travel Speed, to a maximum of the messenger's travel Speed. If they use the Hustle activity, they can Hustle for a minimum of 1 hour instead of the usual amount. Special Delivery Two Actions The messenger Interacts to take an item of light Bulk or less held by a willing ally within reach, Strides, then delivers the item to a willing ally in reach at their new location. ","skill_mod":{"society":7,"diplomacy":6,"survival":4,"athletics":5,"acrobatics":8},"summary":"When a message, mail, or package needs to be delivered, messengers make deliveries—typically from large towns and cities or to other towns and cities.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":16,"item":["Dagger","satchel of mail","Sling (10 bullets)"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3497","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":7,"size":["Medium"],"name":"Messenger","category":"creature","rarity":"common","strike_damage_average":[4,4,4,5],"slug":"creature-3497"},{"attack_bonus":[6,10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":35,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Laborer","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Specialty Contractor","By Design","Demolishing Swing"],"skill":["Architecture Lore","Athletics","Crafting","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3498","text":" Construction Worker A brilliant architect can contemplate wondrous structural marvels, but someone must pick up a hammer and make these dreams real. Construction workers are the backbone of any city's infrastructure. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Construction Worker Source NPC Core pg. 70 Perception +5 Languages Common Skills Architecture Lore +15, Athletics +10, Crafting +13, Society +6 Str +4 Dex +0 Con +3 Int +2 Wis +1 Cha +0 Specialty Contractor For encounters involving architecture or construction, the construction worker is a 6th-level challenge. Items Artisan's Toolkit, bricks (4), Chalk, safety gear (functions as leather armor), sledgehammer (functions as a maul) --- AC 17 Fort +11 Ref +6 Will +7 HP 35 --- Speed 25 feet Melee Single Action maul +10 (Shove), Damage 1d12+4 bludgeoning Melee Single Action fist +10 (Agile, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Melee Single Action brick +6 (thrown 10 feet), Damage 1d6+4 bludgeoning By Design (Exploration) The construction worker spends 1 minute inspecting the layout of a room and attempts a DC 22 Architecture Lore check. On a success, they learn the size and layout of all adjacent rooms on the same floor (or all rooms on the floor on a critical success). They can inspect each room only once per day. Demolishing Swing Two Actions The construction worker makes a maul Strike against a creature. If it hits, the creature is pushed 10 feet. If the target is wearing metal armor, its armor also takes the damage, which bypasses 5 of the armor's Hardness. ","skill_mod":{"society":6,"crafting":13,"athletics":10},"summary":"A brilliant architect can contemplate wondrous structural marvels, but someone must pick up a hammer and make these dreams real. Construction workers …","image":["/Images/Monsters/Construction_Worker.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Artisan's Toolkit","bricks (4)","Chalk","safety gear (functions as leather armor )","sledgehammer (functions as a maul )"],"level":2,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3498","intelligence":2,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":11,"size":["Medium"],"name":"Construction Worker","category":"creature","rarity":"common","strike_damage_average":[6,7,10],"slug":"creature-3498"},{"attack_bonus":[8,9,9],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":35,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Laborer","will_save":6,"charisma":-2,"speed":{"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Giant Rat Trap","Sneak Attack"],"skill":["Athletics","Nature","Stealth","Survival","Vermin Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3499","text":" Vermin Catcher Paid exterminators keep streets and sewers clear of pests like rats, snakes, weasels, and insects—even giant rats. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Vermin Catcher Source NPC Core pg. 71 Perception +6 Languages Common Skills Athletics +9, Nature +6, Stealth +8, Survival +6, Vermin Lore +9 Str +3 Dex +2 Con +4 Int +1 Wis +0 Cha -2 Items Arsenic, Club, Leather Armor, rat traps (4) --- AC 17 Fort +10 Ref +8 Will +6 HP 35 --- Speed 25 feet Melee Single Action club +9, Damage 1d6+5 bludgeoning Melee Single Action fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+5 bludgeoning Ranged Single Action club +8 (thrown 10 feet), Damage 1d6+5 bludgeoning Giant Rat Trap Three Actions The vermin catcher places a rat trap in an adjacent space. Any Small or Medium creature that moves into the space with the trap triggers it and must attempt a DC 18 basic Reflex save. On a failure, the creature takes 1d4 persistent bleed damage (2d4 on a critical failure) and is immobilized and off-guard for 1 round. Sneak Attack The vermin catcher deals 1d6 extra precision damage to off-guard creatures. ","skill_mod":{"nature":6,"survival":6,"stealth":8,"athletics":9},"summary":"Paid exterminators keep streets and sewers clear of pests like rats, snakes, weasels, and insects—even giant rats.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Arsenic","Club","Leather Armor","rat traps (4)"],"level":2,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3499","intelligence":1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":10,"size":["Medium"],"name":"Vermin Catcher","category":"creature","rarity":"common","strike_damage_average":[7,8,8],"slug":"creature-3499"},{"attack_bonus":[11],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":40,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Martial Artist","will_save":6,"charisma":0,"speed":{"max":35,"land":35},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Fancy Footwork","Flurry of Blows","Powerful Fists"],"skill":["Acrobatics","Athletics"],"trait":["Human","Humanoid","Medium"],"id":"creature-3500","text":" Martial Student Every warrior must begin somewhere. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Martial Student Source NPC Core pg. 72 Perception +9 Languages Common Skills Acrobatics +9, Athletics +10 Str +4 Dex +3 Con +2 Int +0 Wis +1 Cha +0 Items handwraps --- AC 18 Fort +8 Ref +10 Will +6 HP 40 --- Speed 35 feet Melee Single Action fist +11 (Agile, Nonlethal, Unarmed), Damage 1d6+4 bludgeoning Fancy Footwork Single Action The martial student Steps and Strides in any order. Flurry of Blows Single Action Frequency once per round; Effect The martial student makes two fist Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Powerful Fists The martial student's fist Strikes don't take penalties when making lethal attacks. ","skill_mod":{"athletics":10,"acrobatics":9},"summary":"Every warrior must begin somewhere.","image":["/Images/Monsters/Martial_Student.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["handwraps"],"level":3,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3500","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":8,"size":["Medium"],"name":"Martial Student","category":"creature","rarity":"common","strike_damage_average":[7],"slug":"creature-3500"},{"attack_bonus":[14,14,14],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":75,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Martial Artist","will_save":10,"charisma":2,"speed":{"max":35,"land":35},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Flying Attack","Somersault Attack","Powerful Fists","Work The Crowd"],"skill":["Acrobatics","Athletics","Intimidation","Performance"],"trait":["Human","Humanoid","Medium"],"id":"creature-3501","text":" Tournament Combatant Tournaments attract martial artists like moths to a flame, with participants crossing vast distances for the chance to test their might. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Tournament Combatant Source NPC Core pg. 72 Perception +12 Languages Common Skills Acrobatics +13, Athletics +12, Intimidation +11, Performance +11 Str +3 Dex +5 Con +1 Int +0 Wis +1 Cha +2 Items Nunchaku, Shuriken (5) --- AC 21 Fort +10 Ref +15 Will +10 HP 75 --- Speed 35 feet Melee Single Action fist +14 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d8+5 bludgeoning Melee Single Action nunchaku +14 (Backswing, Disarm, Finesse), Damage 1d6+5 bludgeoning Ranged Single Action shuriken +14 (Agile, reload 0, thrown 20 feet), Damage 1d6+5 piercing Flying Attack Two Actions The tournament combatant makes a Leap, High Jump, or Long Jump. At any point during the jump, if they're adjacent to an enemy, they can Strike that enemy with a fist or nunchaku Strike, even in midair. The combatant falls to the ground after the Strike. If the distance they fall is no more than the height of their jump, they land upright and take no damage. Somersault Attack Single Action The tournament combatant attempts to Tumble Through a target's space. If they succeed on their Acrobatics check, the tournament combatant can make a fist or nunchaku Strike against that target while moving through its space. Powerful Fists The martial artist's fist Strikes don't take penalties when making lethal attacks. Work The Crowd Single Action (Emotion, Mental) Frequency once per 10 minutes; Requirements The combatant is within 50 feet of at least three spectators; Effect With a flashy flurry of moves, the tournament combatant elicits cheers. The tournament combatant is quickened for 1 minute. They can use the extra action only to Strike or Stride. ","skill_mod":{"performance":11,"athletics":12,"intimidation":11,"acrobatics":13},"summary":"Tournaments attract martial artists like moths to a flame, with participants crossing vast distances for the chance to test their might.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Nunchaku","Shuriken (5)"],"level":5,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3501","intelligence":0,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":10,"size":["Medium"],"name":"Tournament Combatant","category":"creature","rarity":"common","strike_damage_average":[8,8,9],"slug":"creature-3501"},{"attack_bonus":[16],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":130,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Martial Artist","will_save":12,"charisma":1,"speed":{"max":35,"land":35},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Powerful Fists","Stance Shift","Takedown Fluidity"],"skill":["Acrobatics","Athletics","Martial Arts Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3502","text":" Mixed Martial Artist These fighters combine the takedowns of a wrestler with aggressive stances and unorthodox blows, ensuring that contenders won't know what hit them. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Mixed Martial Artist Source NPC Core pg. 73 Perception +15 Languages Common Skills Acrobatics +15, Athletics +17, Martial Arts Lore +17 Str +4 Dex +2 Con +3 Int +1 Wis +2 Cha +1 Items +1 handwraps of mighty blows --- AC 24 Fort +18 Ref +15 Will +12 HP 130 --- Speed 35 feet Melee Single Action fist +16 (Agile, Magical, Nonlethal, Unarmed), Damage 1d8+6 bludgeoning Powerful Fists The martial artist's fist Strikes don't take penalties when making lethal attacks. Stance Shift Single Action (Stance) The mixed martial artist enters a stance of their choice, gaining the listed circumstance bonus and Strike but losing the ability to make other Strikes. Elbow Knockout Stance +2 to Athletics checks to Shove or Trip; Melee Single Action cross elbow +16 (nonlethal, trip, unarmed) Damage 2d6+8 bludgeoning Secure Grapple Stance +2 to Athletics checks to Grapple; Melee Single Action grappling limb + 16 (grapple, nonlethal, unarmed) Damage 2d4+8 bludgeoning Thrashing Barrage Stance +2 to damage against off-guard opponents; Melee Single Action thrashing fist + 16 (forceful, nonlethal, unarmed) Damage 2d8+8 bludgeoning Takedown Fluidity Reaction Trigger The mixed martial artist's last action was a successful Grapple, Shove, or Trip. Effect The mixed martial artist uses Stance Shift. ","skill_mod":{"athletics":17,"acrobatics":15},"summary":"These fighters combine the takedowns of a wrestler with aggressive stances and unorthodox blows, ensuring that contenders won't know what hit them.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":24,"item":["+1 handwraps of mighty blows"],"level":7,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3502","intelligence":1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":18,"size":["Medium"],"name":"Mixed Martial Artist","category":"creature","rarity":"common","strike_damage_average":[10],"slug":"creature-3502"},{"attack_bonus":[31,33,33],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":310,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Martial Artist","spell_attack_bonus":[34],"will_save":27,"charisma":1,"speed":{"max":50,"land":50},"perception":35,"wisdom":5,"weakness":{},"creature_ability":["Disrupt Qi","Flurry of Blows","Forbidden Palm","One-Millimeter Punch","Powerful Fists"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Martial Arts Lore","Medicine","Stealth"],"trait":["Human","Humanoid","Medium"],"id":"creature-3503","text":" Grandmaster Beyond the black belt, there is the grandmaster. If a battle breaks out, this incredible warrior possesses unparalleled qi adeptness and punches that can kill. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Grandmaster Source NPC Core pg. 74 Perception +35; lifesense (imprecise) 60 feet Languages Common Skills Acrobatics +33, Athletics +33, Diplomacy +25, Intimidation +25, Martial Arts Lore +30, Medicine +25, Stealth +25 Str +6 Dex +4 Con +3 Int +1 Wis +5 Cha +1 Items +2 greater striking returning shuriken , +2 greater striking handwraps of mighty blows , +2 greater striking temple sword , bands of force --- AC 40 Fort +28 Ref +32 Will +27 HP 310 --- Speed 50 feet Melee Single Action temple sword +33 (Magical, Trip), Damage 3d8+14 slashing Melee Single Action fist +33 (Agile, Magical, Nonlethal, Unarmed), Damage 3d6+14 bludgeoning Ranged Single Action shuriken +31 (Magical, reload 0, thrown 20 feet), Damage 3d4+14 piercing Monk Focus Spells DC 38, attack +34, 3 Focus Points - 8th Harmonize Self, Qi Blast, Touch of Death, Wind Jump Disrupt Qi Two Actions (Void) The grandmaster attempts an unarmed Strike against a living creature. On a hit, the creature takes 3d6 persistent void damage and is enfeebled 2 until the persistent damage ends. Flurry of Blows Single Action Frequency once per round; Effect The grandmaster makes two fist Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. The grandmaster can substitute any number of the attacks with temple sword Strikes or attempts to Grapple, Reposition, Shove, or Trip. Forbidden Palm Three Actions Requirements The grandmaster has at least 1 Focus Point; Effect The grandmaster casts touch of death (spending 1 Focus Point as normal). Any time the target attempts a Fortitude save against this touch of death, the grandmaster takes 40 damage and is permanently enfeebled 1. If the target gets a critical success, it's stunned 1; if it gets a success or failure the stunned condition it gains is increased by 1, and any damage it takes is increased by 40. One-Millimeter Punch Two Actions or Three Actions The grandmaster makes a single, carefully controlled unarmed Strike that deals 2 additional dice of damage, or 4 additional dice if the grandmaster spent 3 actions. If this damages the target, the grandmaster can choose to make the target attempt a DC 38 Fortitude save. Critical Success The target is unaffected. Success The target is pushed back 5 feet. Failure The target is pushed back 10 feet. Critical Failure The target is pushed back 10 feet for each action the grandmaster spent on One-Millimeter Punch. Powerful Fists The grandmaster's fist Strikes don't take penalties when making lethal attacks, and the grandmaster's fist Strikes are treated as adamantine, cold iron, and silver. ","skill_mod":{"diplomacy":25,"stealth":25,"medicine":25,"athletics":33,"intimidation":25,"acrobatics":33},"summary":"Beyond the black belt, there is the grandmaster. If a battle breaks out, this incredible warrior possesses unparalleled qi adeptness and punches that …","image":["/Images/Monsters/Grandmaster.webp"],"primary_source":"NPC Core","spell":["Harmonize Self","Qi Blast","Touch of Death","Wind Jump"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":40,"item":["+2 greater striking returning shuriken","+2 greater striking handwraps of mighty blows","+2 greater striking temple sword","bands of force"],"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" lifesense ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3503","intelligence":1,"reflex_save":32,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":28,"size":["Medium"],"name":"Grandmaster","category":"creature","rarity":"common","strike_damage_average":[21,24,27],"slug":"creature-3503"},{"attack_bonus":[25,25],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":220,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Martial Artist","spell_attack_bonus":[23],"will_save":20,"charisma":0,"speed":{"max":40,"land":40},"perception":25,"wisdom":3,"weakness":{},"creature_ability":["Blocking Counterattack","Flurry of Blows","Powerful Fists","Rapid Barrage"],"skill":["Acrobatics","Athletics","Martial Arts Lore","Stealth"],"trait":["Human","Humanoid","Medium"],"id":"creature-3504","text":" Black Belt Many martial arts schools use colored belts to differentiate skill levels. Above all is the black belt, an advanced practitioner who can counter any attack. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Black Belt Source NPC Core pg. 73 Perception +25 Languages Common Skills Acrobatics +25, Athletics +25, Martial Arts Lore +22, Stealth +20 Str +5 Dex +4 Con +3 Int +1 Wis +3 Cha +0 Items +1 striking handwraps of mighty blows , +1 striking bo staff , bands of force --- AC 32 Fort +23 Ref +23 Will +20 HP 220 Blocking Counterattack Reaction Trigger A creature within the black belt's reach targets them with a melee attack Effect The black belt blocks, gaining a +2 circumstance bonus to their AC against the triggering attack. If the attack misses, the black belt retaliates with a Strike. This Strike doesn't count toward the black belt's multiple attack penalty, and the multiple attack penalty doesn't apply to this Strike. --- Speed 40 feet Melee Single Action bo staff +25 (Magical, Parry, Reach, Trip), Damage 2d8+9 bludgeoning Melee Single Action fist +25 (Agile, Magical, Nonlethal, Unarmed), Damage 2d8+9 bludgeoning Monk Focus Spells DC 32, attack +23, 2 Focus Points - 6th Inner Upheaval, Qi Rush Flurry of Blows Single Action Frequency once per round; Effect The black belt makes two fist Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. The black belt can substitute any number of the attacks with bo staff Strikes or attempts to Grapple, Reposition, Shove, or Trip. Powerful Fists The martial artist's fist Strikes don't take penalties when making lethal attacks, and their fist Strikes are treated as cold iron and silver. Rapid Barrage Two Actions (Incapacitation) The black belt pummels their fists in a fast onslaught. They make three fist Strikes against one target. If more than one Strike hits, combine damage for the purpose of resistances and weaknesses. Regardless of whether any Strikes hit, the target must succeed at a DC 32 Fortitude save or be clumsy 1 until the end of their next turn and stunned 1 (clumsy 2 and stunned 2 on a critical failure). ","skill_mod":{"stealth":20,"athletics":25,"acrobatics":25},"summary":"Many martial arts schools use colored belts to differentiate skill levels. Above all is the black belt, an advanced practitioner who can counter any …","image":["/Images/Monsters/Blackbelt.webp"],"primary_source":"NPC Core","spell":["Inner Upheaval","Qi Rush"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":32,"item":["+1 striking handwraps of mighty blows","+1 striking bo staff","bands of force"],"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3504","intelligence":1,"reflex_save":23,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":4,"fortitude_save":23,"size":["Medium"],"name":"Black Belt","category":"creature","rarity":"common","strike_damage_average":[18,18],"slug":"creature-3504"},{"attack_bonus":[5],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":15,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Maverick","will_save":10,"charisma":3,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Rhetoric Specialist","Retort","Fiery Rhetoric","Fascinating Speech"],"skill":["Deception","Diplomacy","Legal Lore","Performance","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3505","text":" Political Upstart Fiery and heady, a political upstart actively pushes against the status quo. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Political Upstart Source NPC Core pg. 76 Perception +8; (11 to Sense Motive) Languages Common Skills Deception +8, Diplomacy +10, Legal Lore +11, Performance +10, Society +11 Str +0 Dex +1 Con +0 Int +2 Wis +2 Cha +3 Rhetoric Specialist For social encounters involving debate and legal logic, the political upstart is a 3rd-level challenge. Items long coat (functions as leather armor), political pamphlets, soapbox, Writing Set --- AC 14 Fort +4 Ref +7 Will +10 HP 15 Retort Reaction Trigger A creature fails a Charisma-based skill check against the political upstart; Effect The political upstart targets the creature with Fiery Rhetoric. --- Speed 25 feet Melee Single Action fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning Fiery Rhetoric Single Action (Auditory, Concentrate, Emotion, Linguistic, Mental) The upstart rattles off talking points at an enemy within 30 feet. The target takes a –2 status penalty to Perception and Will saves for 1 minute. Fascinating Speech Two Actions (Auditory, Concentrate, Emotion, Linguistic, Mental) The political upstart begins a rousing speech which they can Sustain up to 1 minute. Any creature within 30 feet that can hear the speech, must attempt a DC 17 Will save. Success The creature is unaffected. Failure The creature is fascinated with the upstart for 1 round. Critical Failure The creature is fascinated with the upstart as long as the speech lasts. ","skill_mod":{"society":11,"diplomacy":10,"performance":10,"deception":8},"summary":"Fiery and heady, a political upstart actively pushes against the status quo.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["long coat (functions as leather armor )","political pamphlets","soapbox","Writing Set"],"level":0,"source_category":["Rulebooks"],"sense":"(11 to Sense Motive ) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3505","intelligence":2,"reflex_save":7,"strongest_save":["will"],"dexterity":1,"fortitude_save":4,"size":["Medium"],"name":"Political Upstart","category":"creature","rarity":"common","strike_damage_average":[2],"slug":"creature-3505"},{"attack_bonus":[9,9,11,11],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":28,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Maverick","will_save":9,"charisma":3,"speed":{"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Arms Dealing Specialist","You Call That a Gun?","Take Stock"],"skill":["Crafting","Deception","Diplomacy","Firearm Lore","Intimidation","Society","Underworld Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3506","text":" Arms Dealer A seedy arms dealer has access to all kinds of deadly weapons and can quickly provide them to clients in need… for the right price, of course. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Arms Dealer Source NPC Core pg. 76 Perception +9; (11 to Sense Motive) Languages Common Skills Crafting +7, Deception +7, Diplomacy +7, Firearm Lore +14, Intimidation +9, Society +9, Underworld Lore +9 Str +0 Dex +3 Con +0 Int +1 Wis +3 Cha +3 Arms Dealing Specialist For encounters involving the purchase of weapons, the arms dealer is a 5th-level challenge. Items Flintlock Musket (20 rounds), Hand Cannon (20 rounds), sword cane --- AC 17 Fort +6 Ref +7 Will +9 HP 28 You Call That a Gun? The arms dealer seems unaffected by your attempts to threaten them. The arms dealer gains a +2 circumstance bonus to their Will DC against Intimidation checks while they're holding a firearm. --- Speed 25 feet Melee Single Action sword cane +9 (Agile, Concealable, Finesse), Damage 1d6+2 piercing Melee Single Action fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action flintlock musket +11 (Concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6+3 piercing Ranged Single Action hand cannon +11 (modular B, or S; range increment 30 feet; reload 1), Damage 1d6+3 modular Take Stock Single Action (Auditory, Concentrate, Linguistic, Mental) The arms dealer advises an ally on how to properly use a firearm. The arms dealer chooses an ally within 30 feet wielding a firearm. That ally can use a reaction to Interact to reload their firearm. ","skill_mod":{"society":9,"diplomacy":7,"deception":7,"crafting":7,"intimidation":9},"summary":"A seedy arms dealer has access to all kinds of deadly weapons and can quickly provide them to clients in need… for the right price, of course.","image":["/Images/Monsters/Arms_Dealer.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Flintlock Musket (20 rounds)","Hand Cannon (20 rounds)","sword cane"],"level":2,"source_category":["Rulebooks"],"sense":"(11 to Sense Motive ) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3506","intelligence":1,"reflex_save":7,"strongest_save":["will"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Arms Dealer","category":"creature","rarity":"common","strike_damage_average":[4,5,6,6],"slug":"creature-3506"},{"attack_bonus":[11,11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":40,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Maverick","will_save":6,"charisma":3,"speed":{"max":25,"land":25},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Musketeer's Advance","One for All","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Thievery"],"trait":["Human","Humanoid","Medium"],"id":"creature-3507","text":" Musketeer Flashy and confident, the musketeer isn't above using dirty tricks to gain the upper hand in a fight. Despite their bravado, musketeers are fiercely loyal to their allies. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Musketeer Source NPC Core pg. 77 Perception +10 Languages Common Skills Acrobatics +11, Athletics +8, Deception +8, Intimidation +10, Stealth +11, Thievery +9 Str +1 Dex +4 Con +1 Int +0 Wis +1 Cha +3 Items Flintlock Musket (10 rounds), Leather Armor, Rapier --- AC 20 Fort +8 Ref +11 Will +6 HP 40 --- Speed 25 feet Melee Single Action rapier +11 (deadly d8, Disarm, Finesse), Damage 1d6+5 piercing Melee Single Action fist +11 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+5 bludgeoning Ranged Single Action flintlock musket +11 (Concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6+4 piercing Musketeer's Advance Two Actions Requirements The musketeer is wielding a flintlock musket; Effect The musketeer makes a flintlock musket Strike. If the Strike hits, the target is off-guard to melee attacks by the musketeer until the end of the musketeer's next turn. Regardless of whether the Strike hit, the musketeer then Interacts to swap their flintlock musket for their rapier and Strides toward the creature they attacked. One for All Single Action Requirements The musketeer is wielding a single one-handed weapon in one hand and has their other hand free; Effect The musketeer grants a +1 circumstance bonus to AC to themself until the start of their next turn. Allies also gain this bonus while adjacent to the musketeer. If a creature would benefit from more than one creature's One for All ability, the bonus is +2 instead of +1. Sneak Attack The musketeer deals an extra 1d6 precision damage to off-guard creatures. ","skill_mod":{"deception":8,"thievery":9,"stealth":11,"athletics":8,"intimidation":10,"acrobatics":11},"summary":"Flashy and confident, the musketeer isn't above using dirty tricks to gain the upper hand in a fight. Despite their bravado, musketeers are fiercely …","image":["/Images/Monsters/Musketeer.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Flintlock Musket (10 rounds)","Leather Armor","Rapier"],"level":3,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3507","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":8,"size":["Medium"],"name":"Musketeer","category":"creature","rarity":"common","strike_damage_average":[7,7,8],"slug":"creature-3507"},{"attack_bonus":[10,10,10],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":45,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Maverick","will_save":9,"charisma":4,"speed":{"max":25,"land":25},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["“Courageous” Retreat","Sneak Attack"],"skill":["Deception","Diplomacy","Genealogy Lore","Society"],"trait":["Human","Humanoid","Uncommon","Medium"],"id":"creature-3508","text":" Runaway Blueblood Dissatisfied with their privileged upbringing, the runaway blueblood has left the life of luxury behind to forge a new path for themself. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Runaway Blueblood Source NPC Core pg. 77 Perception +7 Languages Common Skills Deception +9, Diplomacy +9, Genealogy Lore +9, Society +11 Str +1 Dex +3 Con +0 Int +2 Wis +0 Cha +4 Items Dueling Pistol (10 rounds), fine clothing, signet ring, Shortsword --- AC 18 Fort +7 Ref +10 Will +9 HP 45 --- Speed 25 feet Melee Single Action shortsword +10 (Agile, Finesse, versatile S), Damage 1d6+5 piercing Melee Single Action fist +10 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+5 bludgeoning Ranged Single Action dueling pistol +10 (Concealable, Concussive, fatal d10, range increment 60 feet, reload 1), Damage 1d6+4 piercing “Courageous” Retreat Single Action Requirements The runaway blueblood is adjacent to at least one enemy; Effect The runaway blueblood gains the fleeing condition, gains a +5- foot status bonus to their Speed, and gains a +2 circumstance bonus to their AC against reactions triggered by their movement. The blueblood Strides. The effects last until the end of the blueblood's current turn. Sneak Attack The runaway blueblood deals an extra 1d6 damage to off-guard creatures. ","skill_mod":{"society":11,"diplomacy":9,"deception":9},"summary":"Dissatisfied with their privileged upbringing, the runaway blueblood has left the life of luxury behind to forge a new path for themself.","image":["/Images/Monsters/Runaway_Blueblood.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["Dueling Pistol (10 rounds)","fine clothing","signet ring","Shortsword"],"level":3,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3508","intelligence":2,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":7,"size":["Medium"],"name":"Runaway Blueblood","category":"creature","rarity":"uncommon","strike_damage_average":[7,7,8],"slug":"creature-3508"},{"attack_bonus":[13,15,15],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":75,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Maverick","will_save":13,"charisma":2,"speed":{"max":25,"land":25},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Reactive Strike","Lay Down the Law"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3509","text":" Unsanctioned Sheriff Believing the ends justify the means, the unsanctioned sheriff is unafraid to use others for their own gain, through bribes, manipulation, or force. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Unsanctioned Sheriff Source NPC Core pg. 78 Perception +13; (15 to Sense Motive) Languages Common Skills Athletics +13, Deception +11, Diplomacy +11, Intimidation +13, Society +13 Str +4 Dex +2 Con +2 Int +0 Wis +2 Cha +2 Items badge, Dueling Pistol (2, 20 rounds), Sap, Scale Mail --- AC 22 Fort +11 Ref +11 Will +13 HP 75 Reactive Strike Reaction --- Speed 25 feet Melee Single Action sap +15 (Agile, Nonlethal), Damage 1d6+7 bludgeoning Melee Single Action fist +15 (Agile, Nonlethal, Unarmed), Damage 1d4+7 bludgeoning Ranged Single Action dueling pistol +13 (Concealable, Concussive, fatal d10, range increment 60 feet, reload 1), Damage 1d6+5 piercing Lay Down the Law Single Action (Auditory, Concentrate, Linguistic, Mental) Requirements The sheriff's last action this turn was a successful Strike against a creature within 30 feet; Effect The sheriff yells a command at the creature they hit. The target must succeed at a DC 22 Will save or spend the first action on its next turn doing as commanded (or all its actions on its next turn on a critical failure). The sheriff can command a creature to approach the sheriff, release what its holding, or drop prone. Regardless of the result of its save, the creature is temporarily immune for 10 minutes. ","skill_mod":{"society":13,"diplomacy":11,"deception":11,"athletics":13,"intimidation":13},"summary":"Believing the ends justify the means, the unsanctioned sheriff is unafraid to use others for their own gain, through bribes, manipulation, or force.","image":["/Images/Monsters/Unsanctioned_Sheriff.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":22,"item":["badge","Dueling Pistol (2, 20 rounds)","Sap","Scale Mail"],"level":5,"source_category":["Rulebooks"],"sense":"(15 to Sense Motive ) ","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3509","intelligence":0,"reflex_save":11,"strongest_save":["will"],"dexterity":2,"fortitude_save":11,"size":["Medium"],"name":"Unsanctioned Sheriff","category":"creature","rarity":"common","strike_damage_average":[8,9,10],"slug":"creature-3509"},{"attack_bonus":[15,15,18],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":90,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Maverick","spell_attack_bonus":[17],"will_save":15,"charisma":2,"speed":{"max":25,"land":25},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Firearm Familiar","Acrobatic Dodge","Bewitched Shot","Bullet Storm","Hex Bullet","Recall Firearm"],"skill":["Acrobatics","Crafting","Intimidation","Occultism","Patron Lore"],"trait":["Human","Humanoid","Rare","Medium"],"id":"creature-3510","text":" Gunwitch As wielders of both occult power and firearms, gunwitches pride themselves in using both unconventional weapons and obscure magic. To change their patron (The Spinner of Threads), swap out nudge fate and sure strike . Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Gunwitch Source NPC Core pg. 78 Perception +13 Languages Common Skills Acrobatics +17, Crafting +15, Intimidation +15, Occultism +17, Patron Lore +15 Str +0 Dex +4 Con +1 Int +4 Wis +2 Cha +2 Firearm Familiar The gunwitch's firearm acts as their familiar but remains a mindless item with no actions. The master abilities it grants are included in the stat block. Items musket staff of force (20 rounds) --- AC 23 Fort +12 Ref +15 Will +15 HP 90 Acrobatic Dodge Reaction Trigger An attacker the gunwitch can observe targets them with an attack; Effect The gunwitch gains a +2 circumstance bonus to AC against the triggering attack, and after the attack the gunwitch Leaps. --- Speed 25 feet Melee Single Action musket staff +15 (Finesse, Magical, two-hand d6), Damage 1d4+6 bludgeoning plus 1d6 force Melee Single Action fist +15 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Ranged Single Action musket staff +18 (Concussive, fatal d10, Magical, range increment 70 feet, reload 1), Damage 1d6+6 piercing plus 1d6 force Occult Prepared Spells DC 25, attack +17 - Cantrips (4th) Daze, Detect Magic, Light, Read Aura, Telekinetic Projectile - 1st Enfeeble (×2), Sure Strike - 2nd Invisibility, Telekinetic Maneuver (×2) - 3rd Haste, Paralyze, Slow - 4th Confusion, Flicker, Phantom Pain Witch Hex Spells DC 25, 1 Focus Point - Cantrips (4th) Nudge Fate - 4th Needle of Vengeance Bewitched Shot Two Actions Requirements The gunwitch is wielding their firearm familiar and has a hex bullet loaded in it (see Hex Bullet); Effect The gunwitch Casts a Spell that takes 1 or 2 actions to cast into their bullet, then Strikes with their firearm familiar, shooting the magic bullet. This counts as two attacks for the gunwitch's multiple attack penalty. On a hit, the target is also affected by the spell, though the target gets any normal defenses allowed by the spell. If the spell is targeted, it targets the creature that was hit and no one else. If the spell is an area, the target must be in the area. A burst is centered on a corner of the target's square if the target is Medium or smaller or the corner of a square closest to the creature's center if it's Large or larger. A cone or line emits from a square of the gunwitch's choice adjacent to the target. Bullet Storm Two Actions (Concentrate, Occult) Requirements The gunwitch is wielding their firearm familiar and has a hex bullet loaded into it (see Hex Bullet); Effect The gunwitch unleashes a flurry of projectiles. Each creature in a 60-foot emanation takes 8d6 piercing damage with a DC 25 basic Reflex save. Hex Bullet Single Action (Concentrate, Occult) Frequency once per round; Effect The gunwitch conjures a magical hex bullet in their firearm. It can be used as a normal bullet or for the Bewitched Shot and Bullet Storm abilities. The bullet vanishes if not fired by the end of the turn. Recall Firearm Three Actions (Concentrate, Occult, Teleportation) Frequency once per day; Requirement The gunwitch's firearm familiar is within 1 mile; Effect The gunwitch summons their firearm into their hand or hands. The Code Most mavericks adhere to a code of conduct, often one that's in direct opposition to the norms of society. This can make them outsiders or rebels, but it also allows them to be true to themselves and follow their own path, rather than conforming to expectations or rules imposed on them by others. ","tradition":["Occult"],"skill_mod":{"crafting":15,"intimidation":15,"occultism":17,"acrobatics":17},"summary":"As wielders of both occult power and firearms, gunwitches pride themselves in using both unconventional weapons and obscure magic. To change their …","image":["/Images/Monsters/Gunwitch.webp"],"primary_source":"NPC Core","spell":["Confusion","Flicker","Phantom Pain","Haste","Paralyze","Slow","Invisibility","Telekinetic Maneuver","Enfeeble","Sure Strike","Daze","Detect Magic","Light","Read Aura","Telekinetic Projectile","Needle of Vengeance","Nudge Fate"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":23,"item":["musket staff of force (20 rounds)"],"level":7,"spell_dc":[25,25],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3510","intelligence":4,"reflex_save":15,"strongest_save":["ref","reflex","will"],"dexterity":4,"fortitude_save":12,"size":["Medium"],"name":"Gunwitch","category":"creature","rarity":"rare","strike_damage_average":[8,12,13],"slug":"creature-3510"},{"attack_bonus":[22,23,23,23],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":150,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Maverick","will_save":22,"charisma":5,"speed":{"max":25,"land":25},"perception":22,"wisdom":3,"weakness":{},"creature_ability":["Tip the Scales","Lucky Momentum","Royal Flush Flurry"],"skill":["Deception","Games Lore","Intimidation","Society","Thievery"],"trait":["Human","Humanoid","Medium"],"id":"creature-3511","text":" High Roller Those with a particular mastery over luck can make a living through games of chance as professional gamblers. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 High Roller Source NPC Core pg. 79 Perception +22; (26 for Sense Motive) Languages Common Skills Deception +24, Games Lore +26, Intimidation +22, Society +21, Thievery +22 Str +1 Dex +5 Con +0 Int +2 Wis +3 Cha +5 Gaming Arsenal The high roller treats all game tools—such as cards (used in the stat block's Strike entries), dice, coins, and gambling tokens—as melee weapons with a d4 damage die and the agile, finesse and thrown 20 feet traits. The high roller gets a +1 item bonus to attack rolls with them and deals two damage dice. The damage type depends on the item and is determined by the GM. Items Playing Cards (54-card deck), predictable silver piece , +1 striking rapier --- AC 30 Fort +17 Ref +24 Will +22 HP 150 Tip the Scales Reaction (divine, fortune) Trigger A creature the high roller is observing critically fails a check; Effect The high roller picks up on luck that others dropped. They roll twice on their next d20 roll before the end of their next turn and take the better result. --- Speed 25 feet Melee Single Action rapier +23 (deadly d8, Disarm, Finesse, Magical), Damage 2d6+11 piercing Melee Single Action fist +22 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+11 bludgeoning Melee Single Action card +23 (Agile, Finesse), Damage 2d4+11 slashing Ranged Single Action card +23 (Agile, thrown 20 feet), Damage 2d4+11 slashing Lucky Momentum Single Action Requirements The high roller's last action was a critical success; Effect The high roller either Strides twice or attempts a Strike that deals an additional 4d6 precision damage and deals half damage on a failure (but not a critical failure). Royal Flush Flurry Two Actions Frequency once per hour; Requirements The high roller has at least 16 cards in one hand; Effect The high roller unleashes the cards in a 30-foot cone, dealing 16d4 slashing damage to all creatures in the area with a DC 30 basic Reflex save. This ability expends the full deck of cards held. ","skill_mod":{"society":21,"deception":24,"thievery":22,"intimidation":22},"summary":"Those with a particular mastery over luck can make a living through games of chance as professional gamblers.","image":["/Images/Monsters/High_Roller.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":30,"item":["Playing Cards (54-card deck)","predictable silver piece","+1 striking rapier"],"level":11,"source_category":["Rulebooks"],"sense":"(26 for Sense Motive ) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3511","intelligence":2,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":17,"size":["Medium"],"name":"High Roller","category":"creature","rarity":"common","strike_damage_average":[13,16,16,18],"slug":"creature-3511"},{"attack_bonus":[25,26],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":200,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Maverick","will_save":21,"charisma":2,"speed":{"max":25,"land":25},"perception":24,"wisdom":3,"weakness":{},"creature_ability":["I See You","Threatening Aura","Shoot First","Requirement","Ace Shooter","Disarming Shot","Double Reload"],"skill":["Acrobatics","Athletics","Crafting","Deception","Dueling Lore","Intimidation"],"trait":["Human","Humanoid","Medium"],"id":"creature-3512","text":" Peerless Duelist Rumors circulate in the saloons that an undefeated master duelist roams the roads, waiting for their next contest. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Peerless Duelist Source NPC Core pg. 80 Perception +24; (27 for initiative) tremorsense 30 feet Languages Common Skills Acrobatics +25, Athletics +23, Crafting +22, Deception +24, Dueling Lore +25, Intimidation +26 Str +3 Dex +5 Con +3 Int +0 Wis +3 Cha +2 I See You The peerless duelist's Perception checks and firearm Strikes ignore lesser cover and the concealed condition. Items obsidian goggles , +1 striking dueling pistol ( 2, 40 rounds) --- AC 33 Fort +21 Ref +25 Will +21 HP 200 Threatening Aura (aura, emotion, fear, mental) 60 feet, Will DC 30. The duelist's presence makes foes hesitate. Any enemy that enters or starts its turn in the aura must succeed at the Will save or be stunned 1. Regardless of the result of its save, the creature is temporarily immune for 1 day. Shoot First Reaction Trigger An attacker the duelist can see targets them with a Strike or spell; Requirement The duelist is holding a loaded firearm; Effect The duelist makes a firearm Strike against the triggering creature. On a critical hit, they disrupt the triggering action. --- Speed 25 feet Melee Single Action fist +25 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+11 bludgeoning Ranged Single Action dueling pistol +26 (Concealable, Concussive, fatal d10, Magical, range increment 60 feet, reload 1), Damage 3d6+13 piercing Ace Shooter The peerless duelist deals an extra die of damage on any firearm Strike they attempt. This extra damage is already included in their dueling pistol Strike. Disarming Shot Single Action The duelist fires a dueling pistol to attempt a Disarm an enemy at range with the bullet. The duelist attempts an attack roll with the dueling pistol instead of an Athletics check, taking any penalty appropriate for the firearm's range increment. The duelist doesn't have to meet the requirements of the Disarm action. Instead of Disarming, the duelist can use Disarming Shot to attempt an Escape action for the benefit of themself or an ally within range. Double Reload Single Action Requirements The peerless duelist has an empty dueling pistol in each hand; Effect The peerless duelist Interacts to reload both dueling pistols. ","skill_mod":{"deception":24,"crafting":22,"athletics":23,"intimidation":26,"acrobatics":25},"summary":"Rumors circulate in the saloons that an undefeated master duelist roams the roads, waiting for their next contest.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":33,"item":["obsidian goggles","+1 striking dueling pistol ( 2, 40 rounds)"],"level":12,"source_category":["Rulebooks"],"sense":"(27 for initiative) tremorsense 30 feet","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3512","intelligence":0,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":21,"size":["Medium"],"name":"Peerless Duelist","category":"creature","rarity":"common","strike_damage_average":[13,23],"slug":"creature-3512"},{"attack_bonus":[5,7,7,7],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":25,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Mercenary","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Bodyguard's Reprisal","Bodyguard's Defense"],"skill":["Athletics","Intimidation","Society"],"legacy_id":["creature-921"],"trait":["Human","Humanoid","Medium"],"id":"creature-3513","text":" Bodyguard Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's personal guards, but with special directives to safeguard their patrons. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Bodyguard Source NPC Core pg. 82 Perception +8 Languages Common Skills Athletics +7, Intimidation +6, Society +2 Str +4 Dex +2 Con +3 Int -1 Wis +1 Cha +0 Items Greatclub, Sap, Sling, studded leather --- AC 16 Fort +8 Ref +7 Will +4 HP 25 Bodyguard's Reprisal Reaction Trigger A creature attacks the subject of bodyguard's defense; Effect The bodyguard makes a Strike against the triggering creature. --- Speed 25 feet Melee Single Action greatclub +7 (Backswing, Shove), Damage 1d10+4 bludgeoning Melee Single Action sap +7 (Agile, Nonlethal), Damage 1d6+4 bludgeoning Melee Single Action fist +7 (Agile, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Melee Single Action sling +5 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+2 bludgeoning Bodyguard's Defense Single Action The bodyguard grants an adjacent ally a +2 circumstance bonus to AC. This lasts until the start of the bodyguard's next turn or until the ally is no longer adjacent, whichever comes first. ","skill_mod":{"society":2,"athletics":7,"intimidation":6},"summary":"Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries …","image":["/Images/Monsters/Bodyguard.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":16,"item":["Greatclub","Sap","Sling","studded leather"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3513","intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":8,"size":["Medium"],"name":"Bodyguard","category":"creature","rarity":"common","strike_damage_average":[5,6,7,9],"slug":"creature-3513"},{"legacy_name":["Mage for Hire"],"attack_bonus":[7],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":30,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Mercenary","spell_attack_bonus":[12],"will_save":10,"charisma":1,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"skill":["Arcana","Society","Stealth","Thievery"],"legacy_id":["creature-922"],"trait":["Aiuvarin","Human","Humanoid","Medium","Half-Elf"],"id":"creature-3514","text":" Mage For Hire Some mercenaries sell magical talents to earn a living. While there are many types of mages for hire, some of the sneakiest are specialized in scrying, using their skills for infiltration and sabotage. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Mage For Hire Source NPC Core pg. 82 Perception +7 Languages Common Skills Arcana +11, Society +9, Stealth +7, Thievery +9 Str +0 Dex +2 Con +1 Int +4 Wis +1 Cha +1 Items invisibility potion , spellbook, Staff, Thieves' Toolkit --- AC 17 Fort +8 Ref +9 Will +10 HP 30 --- Speed 25 feet Melee Single Action staff +7 (two-hand d8), Damage 1d4 bludgeoning Arcane Prepared Spells DC 20, attack +12 - Cantrips (2nd) Daze, Detect Magic, Electric Arc, Light, Message, Shield, Telekinetic Hand - 1st Force Barrage, Grease, Mystic Armor, Sure Strike - 2nd Floating Flame, Knock, See the Unseen\n","tradition":["Arcane"],"skill_mod":{"society":9,"thievery":9,"stealth":7,"arcana":11},"summary":"Some mercenaries sell magical talents to earn a living. While there are many types of mages for hire, some of the sneakiest are specialized in …","primary_source":"NPC Core","spell":["Floating Flame","Knock","See the Unseen","Force Barrage","Grease","Mystic Armor","Sure Strike","Daze","Detect Magic","Electric Arc","Light","Message","Shield","Telekinetic Hand"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["invisibility potion","spellbook","Staff","Thieves' Toolkit"],"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3514","intelligence":4,"reflex_save":9,"strongest_save":["will"],"dexterity":2,"fortitude_save":8,"size":["Medium"],"name":"Mage For Hire","category":"creature","rarity":"common","strike_damage_average":[2],"slug":"creature-3514"},{"attack_bonus":[13,14],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":60,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Mercenary","will_save":11,"charisma":0,"speed":{"max":25,"land":25},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Hunt Prey","Running Reload","Precision Edge","Posse's Edge"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Stealth","Survival"],"legacy_id":["creature-923"],"trait":["Human","Humanoid","Medium"],"id":"creature-3515","text":" Bounty Hunter Bounty hunters are constantly on the move, whether within city walls or the wilderness, trailing their fugitive quarries for capture... or disposal. Often relying on stealth or deception as much as martial skill, bounty hunters employ a vast array of talents to accomplish their goals and collect the hefty payout. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Bounty Hunter Source NPC Core pg. 82 Perception +13 Languages Common Skills Athletics +9, Deception +10, Diplomacy +8, Intimidation +8, Stealth +12, Survival +9 Str +3 Dex +4 Con +1 Int +0 Wis +3 Cha +0 Items Crossbow (10 bolts), Falchion, simple manacles, studded leather --- AC 21 Fort +9 Ref +12 Will +11 HP 60 --- Speed 25 feet Melee Single Action falchion +13 (Forceful, Sweep), Damage 1d10+6 slashing Ranged Single Action crossbow +14 (range increment 120 feet, reload 1), Damage 1d8+3 piercing Hunt Prey Single Action (Concentrate) The bounty hunter designates a single creature they can see and hear, or one they're Tracking or Gathering Information about, as their prey. The bounty hunter gains a +2 circumstance bonus to Perception checks to Seek the prey, to Survival checks to Track the prey, and to Diplomacy checks to Gather Information about the prey. This effect lasts until they use Hunt Prey again. Running Reload Single Action The bounty hunter Stride, Steps, or Sneaks, and then Interacts to reload. Precision Edge The first time the bounty hunter hits their hunted prey in a round, they deal an additional 1d8 precision damage. Posse's Edge The bounty hunter and their allies gain a +1 circumstance bonus on initiative rolls if the opposing side includes their hunted prey. ","skill_mod":{"diplomacy":8,"deception":10,"survival":9,"stealth":12,"athletics":9,"intimidation":8},"summary":"Bounty hunters are constantly on the move, whether within city walls or the wilderness, trailing their fugitive quarries for capture... or disposal. …","image":["/Images/Monsters/Bounty_Hunter.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Crossbow (10 bolts)","Falchion","simple manacles","studded leather"],"level":4,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3515","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":9,"size":["Medium"],"name":"Bounty Hunter","category":"creature","rarity":"common","strike_damage_average":[7,11],"slug":"creature-3515"},{"attack_bonus":[14,15],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":105,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Mercenary","will_save":13,"charisma":1,"speed":{"max":20,"land":20},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Favored Game","Reactive Strike","Hunter's Onslaught","Primal Fear","Sudden Charge"],"skill":["Athletics","Monster Lore","Stealth","Survival"],"legacy_id":["creature-924"],"trait":["Human","Humanoid","Medium"],"id":"creature-3516","text":" Monster Hunter Some mercenaries eschew the complications of politics and fealty and just get paid to hunt monsters. It's a straightforward form of mercenary service, often dangerous in the extreme, but one that can yield glory and fame. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Monster Hunter Source NPC Core pg. 83 Perception +13 Languages Common Skills Athletics +15, Monster Lore +13, Stealth +13, Survival +11 Str +4 Dex +3 Con +3 Int +1 Wis +1 Cha +1 Favored Game A monster hunter specializes in bringing down certain non-humanoid creatures. These favored game are typically animals and beasts, but an individual might hunt dragons, plants, or more specialized creatures like tigers or manticores. Items Composite Longbow (20 arrows), +1 greataxe , Hide Armor --- AC 22 Fort +15 Ref +11 Will +13 HP 105 Reactive Strike Reaction --- Speed 20 feet Melee Single Action greataxe +15 (Magical, Sweep), Damage 1d12+8 slashing plus primal fear Ranged Single Action composite longbow +14 (deadly d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+6 piercing plus primal fear Hunter's Onslaught Single Action (Concentrate, Emotion, Mental) Frequency once per hour; Requirements The monster hunter isn't fatigued; Effect The monster hunter leads an attack against their monstrous foe. The monster hunter chooses an enemy they can see that qualifies as their favored game. The monster hunter becomes fascinated by that creature and gains 10 temporary Hit Points that last as long as the onslaught does. During the onslaught, the hunter gains a +8 status bonus to damage rolls against the designated enemy, and allies in a 30- foot aura around the hunter gain half that bonus. The onslaught lasts for 1 minute or until either the monster hunter or the designated creature falls unconscious. Primal Fear (Emotion, Fear, Mental) When the monster hunter hits a creature that qualifies as their favored game, that creature is frightened 1 (or frightened 2 on a critical hit). Sudden Charge Two Actions The monster hunter Strides twice and makes a melee Strike. How To Hunt A Monster Monster hunters fight in different ways. You can replace Sudden Charge with one of the following. Mighty Swing Two Actions The monster hunter makes a melee Strike that deals an additional 1d12 damage. This counts as two attacks when calculating their multiple attack penalty. Far Swing Single Action The monster hunter makes a Strike with a melee weapon, increasing their reach by 5 feet for that Strike. Brutish Maneuvers The monster hunter can Reposition, Shove, or Trip an enemy up to two sizes larger than them, and can use these actions while wielding a two-handed weapon. Big Game Hunter The monster hunter gains a +1 circumstance bonus to AC against attacks made by creatures that are Large or larger. Additionally, whenever the monster hunter deals damage to a creature that is Large or larger, they gain 5 temporary Hit Points that last until the start of their next turn. ","skill_mod":{"survival":11,"stealth":13,"athletics":15},"summary":"Some mercenaries eschew the complications of politics and fealty and just get paid to hunt monsters. It's a straightforward form of mercenary …","image":["/Images/Monsters/Monster_Hunter.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":22,"item":["Composite Longbow (20 arrows)","+1 greataxe","Hide Armor"],"level":6,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3516","intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":15,"size":["Medium"],"name":"Monster Hunter","category":"creature","rarity":"common","strike_damage_average":[10,14],"slug":"creature-3516"},{"attack_bonus":[19,19,19,20],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":145,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Mercenary","will_save":16,"charisma":0,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Spell Dodge","Spell Interception","Magical Static","Shift Energy Runes","Sudden Charge"],"skill":["Acrobatics","Arcana","Athletics","Stealth"],"trait":["Human","Humanoid","Medium"],"id":"creature-3517","text":" Mage Killer Whenever high command needs an enemy spellcaster taken off the board in the midst of battle, they send in a mage killer. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Mage Killer Source NPC Core pg. 84 Perception +16 Languages Common Skills Acrobatics +17, Arcana +13, Athletics +16, Stealth +18 Str +4 Dex +5 Con +2 Int +1 Wis +2 Cha +0 Items daggers (4), +1 striking rapier , Studded Leather Armor --- AC 25 Fort +16 Ref +17 Will +16 HP 145 Resistances cold 10 Spell Dodge Reaction Trigger The mage killer is targeted by a spell; Effect The mage killer gains a +2 circumstance bonus to AC and saving throws against the triggering spell. Spell Interception Reaction Trigger A creature within 10 feet of the mage killer Casts a Spell; Effect The mage killer makes a melee Strike or thrown dagger Strike against the triggering creature. If it hits, the spell is disrupted. --- Speed 25 feet Melee Single Action rapier +20 (deadly d8, Disarm, Finesse, Magical), Damage 2d6+10 piercing plus magical static Melee Single Action dagger +19 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+10 piercing plus magical static Melee Single Action fist +19 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning plus magical static Ranged Single Action dagger +19 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+10 piercing plus magical static Magical Static (Arcane, Mental) The mage killer's Strikes deal an additional 1d8 mental damage to a creature that has Cast (or attempted to Cast) a Spell within the last round, and on a critical hit, the creature is stupefied 1 for 1 minute. Shift Energy Runes Single Action (Arcane, Concentrate) Frequency once per hour; Effect The mage killer alters the magical countermeasures in the runes on their armor. They change their resistance to the energy type of their choice (acid, cold, electricity, fire, force, sonic, vitality, or void). Sudden Charge Two Actions The mage killer Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against it. ","skill_mod":{"stealth":18,"arcana":13,"athletics":16,"acrobatics":17},"summary":"Whenever high command needs an enemy spellcaster taken off the board in the midst of battle, they send in a mage killer.","image":["/Images/Monsters/Mage_Killer.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":25,"item":["daggers (4)","+1 striking rapier","Studded Leather Armor"],"level":8,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{"cold":10},"url":"/NPCs.aspx?ID=3517","intelligence":1,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":16,"size":["Medium"],"name":"Mage Killer","category":"creature","rarity":"common","strike_damage_average":[12,12,12,17],"slug":"creature-3517"},{"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":180,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Mercenary","will_save":15,"charisma":1,"speed":{"max":25,"land":25},"perception":17,"wisdom":2,"weakness":{"area":10},"creature_ability":["Troop Defenses","Let 'em Have It!","Ready… Fire!","Spoils of War"],"skill":["Athletics","Intimidation","Military Lore","Society","Survival","Thievery"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3518","text":" Mercenary Band Some bands of experienced soldiers have storied reputations, their rolls filled with legendary warriors. Others are whispered of for their cruel deeds and opportunistic betrayals. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Mercenary Band Source NPC Core pg. 84 Perception +17 Languages Common Skills Athletics +19, Intimidation +18, Military Lore +14, Society +14, Survival +15, Thievery +19 Str +4 Dex +2 Con +3 Int -1 Wis +2 Cha +1 --- AC 26 Fort +18 Ref +17 Will +15 HP 180 Weaknesses area damage 10, splash damage 10 Troop Defenses --- Speed 25 feet; troop movement Let 'em Have It! Single Action to Three Actions Frequency once per round; Effect The mercenary band engages in a coordinated attack with its wide array of melee weapons against each enemy in a 5-foot emanation with a DC 25 basic Reflex save. The damage depends on the number of actions. Single Action 1d8+2 bludgeoning, piercing, or slashing Two Actions 3d8+4 bludgeoning, piercing, or slashing Three Actions 4d8+6 bludgeoning, piercing, or slashing Ready… Fire! Two Actions The mercenary band draws or reloads their bows, crossbows, and slings, then launches a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 2d8+4 piercing or bludgeoning damage with a DC 25 basic Reflex save. When the mercenary band is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Spoils of War Single Action Requirements The band's last action was Let 'em Have It and at least one creature failed its save; Effect The mercenary band attempts to Steal one object from each enemy that failed its save, even if the enemy is in combat or on guard. ","skill_mod":{"society":14,"thievery":19,"survival":15,"athletics":19,"intimidation":18},"summary":"Some bands of experienced soldiers have storied reputations, their rolls filled with legendary warriors. Others are whispered of for their cruel …","image":["/Images/Monsters/Mercenary_Band.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":26,"level":9,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3518","intelligence":-1,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":18,"size":["Gargantuan"],"name":"Mercenary Band","category":"creature","rarity":"common","slug":"creature-3518"},{"attack_bonus":[20,21,21],"constitution":0,"primary_source_category":"Rulebooks","strength":4,"hp":140,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Mercenary","will_save":17,"charisma":4,"speed":{"max":25,"land":25},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Former Courtier","Follow Me","It's… You!","Reactive Strike","Darting Feint","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Lore","Society","Stealth","Thievery"],"trait":["Human","Humanoid","Medium"],"id":"creature-3519","text":" Exiled Revolutionary Forces hire an exiled revolutionary because they were once part of the enemy. A lost scion, noble who spoke against tyranny, or wrongly persecuted politician possesses an intimate knowledge of their foe's tactics, logistics, and territory. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Exiled Revolutionary Source NPC Core pg. 85 Perception +17; (20 to Sense Motive) Languages Common Skills Acrobatics +18, Athletics +15, Deception +19, Diplomacy +19, Intimidation +17, Lore +22, Society +20, Stealth +20, Thievery +18 Str +4 Dex +5 Con +0 Int +3 Wis +2 Cha +4 Former Courtier An exiled revolutionary remembers well their former realm. In their home realm, be it a manor, castle, or capital city, the exiled revolutionary gains a +4 circumstance bonus to Perception checks and Will saves, and to Deception, Diplomacy, Intimidation, and Stealth checks, and is a 12th-level challenge in the arena of noble politics. Items +1 composite longbow (20 arrows), Leather Armor, +1 striking longsword , signet ring, Thieves' Toolkit, Wyvern Poison (2) --- AC 28 Fort +17 Ref +20 Will +17 HP 140 Follow Me (aura, visual) 20 feet. This aura is active only while in the exiled revolutionary's home realm, as they share knowledge to avoid guard patrols and get past checkpoints. Any ally in the aura gets a +2 circumstance bonus to Deception and Stealth checks. It's… You! (emotion, mental) When the exiled revolutionary sees or hears someone who was part of their downfall in person, they break cover and attack their betrayer immediately, even if their actions would doom them and their allies. The revolutionary must succeed at a DC 35 Will save or be fascinated by their betrayer and unable to cease targeting them exclusively until the betrayer is defeated. An ally can convince the revolutionary to forgo their vengeance with a DC 30 Diplomacy check to make a Request. This lasts for 1 minute, but talking the revolutionary down after that time requires more thorough engagement. Reactive Strike Reaction --- Speed 25 feet Melee Single Action longsword +21 (Magical, versatile P), Damage 2d8+10 slashing Melee Single Action fist +20 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning Ranged Single Action composite longbow +21 (deadly d10, Propulsive, Magical, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+8 piercing Darting Feint Two Actions The exiled revolutionary Feints, Steps, and Strikes in any order. Sneak Attack The exiled revolutionary deals an additional 2d6 precision damage to off-guard creatures. Betraying The Betrayed Exiled revolutionaries can make for valuable allies, especially if their goals align with the PCs. However, the exiled revolutionary has been a victim of extreme betrayal and constantly guards against it. PCs should take care when considering going back on their word with an exiled revolutionary. Should anyone act in a way that the exiled revolutionary might perceive as a betrayal, the revolutionary will dedicate their life to avenging the perceived transgression, even becoming a villainous instrument of evil should that become necessary. ","skill_mod":{"society":20,"diplomacy":19,"deception":19,"thievery":18,"stealth":20,"athletics":15,"intimidation":17,"acrobatics":18},"summary":"Forces hire an exiled revolutionary because they were once part of the enemy. A lost scion, noble who spoke against tyranny, or wrongly persecuted …","image":["/Images/Monsters/Exiled_Revolutionary.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":28,"item":["+1 composite longbow (20 arrows)","Leather Armor","+1 striking longsword","signet ring","Thieves' Toolkit","Wyvern Poison (2)"],"level":10,"source_category":["Rulebooks"],"sense":"(20 to Sense Motive ) ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3519","intelligence":3,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":17,"size":["Medium"],"name":"Exiled Revolutionary","category":"creature","rarity":"common","strike_damage_average":[12,12,19],"slug":"creature-3519"},{"attack_bonus":[25,27,27],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":300,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Mercenary","will_save":23,"charisma":0,"speed":{"max":25,"land":25},"perception":24,"wisdom":2,"weakness":{},"creature_ability":["Alchemical Grenades","Explosive Compounds","Expanded Splash","Quick Grenadier","The Wall Must Fall"],"skill":["Acrobatics","Athletics","Crafting","Engineering Lore","Siege Lore","Stealth","Thievery"],"trait":["Human","Humanoid","Medium"],"id":"creature-3520","text":" Siegebreaker When a well-constructed or magically warded fortification repels every assault, a siegebreaker is called in. These masters of alchemical destruction find that the bigger and more protected the wall, the more satisfying it is to break it. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Siegebreaker Source NPC Core pg. 86 Perception +24 Languages Common Skills Acrobatics +25, Athletics +23, Crafting +27, Engineering Lore +29, Siege Lore +29, Stealth +25, Thievery +23 Str +2 Dex +5 Con +4 Int +5 Wis +2 Cha +0 Alchemical Grenades A siegebreaker carries 15 alchemical grenades that deal either acid, cold, or fire damage plus 10 persistent damage and 10 splash damage of the same type (typically five of each damage type). They replenish these grenades each day. Items Alchemist's Toolkit, formula book, +2 striking light mace , +1 resilient leather armor --- AC 34 Fort +25 Ref +28 Will +23 Resistances alchemical items 10 HP 300 Explosive Compounds When an attacker scores a critical hit against the siegebreaker, one of the siegebreaker's alchemical grenades bursts. The GM determines the grenade randomly. The siegebreaker takes damage from the grenade as though they were hit by the grenade (applying their resistance normally), and any creature in a 10-foot emanation takes the splash damage. --- Speed 25 feet Melee Single Action light mace +27 (Agile, Finesse, Magical, Shove), Damage 2d4+18 bludgeoning Melee Single Action fist +25 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+18 bludgeoning Ranged Single Action alchemical grenade +27 (range increment 60 feet, Splash), Damage 3d6 acid, cold, or fire plus 10 persistent damage and 10 splash damage of the same type Expanded Splash The siegebreaker's grenades deal splash damage in a 10-foot radius. Quick Grenadier Single Action The siegebreaker Interacts to draw a grenade, then Strikes with it. The Wall Must Fall (Exploration) Requirements The siegebreaker is at the base of a fortified wall; Effect The siegebreaker has studied for years to gain exact knowledge of how to combine the alchemical ingredients in their grenades to exponentially multiply their power, creating a terrifying siege-ender bomb that can break open a city wall. The siegebreaker spends 10 minutes combining the ingredients from 9 different alchemical grenades of their choice. The siegebreaker then sets a fuse timer up to 1 minute long. When time's up, the bomb explodes in a concentrated 20-foot burst, dealing 20d6 acid, cold, or fire damage that ignores up to 10 Hardness of structures. Any creature in the area can reduce the damage they take with a DC 37 basic Reflex save. ","skill_mod":{"thievery":23,"crafting":27,"stealth":25,"athletics":23,"acrobatics":25},"summary":"When a well-constructed or magically warded fortification repels every assault, a siegebreaker is called in. These masters of alchemical destruction …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":34,"item":["Alchemist's Toolkit","formula book","+2 striking light mace","+1 resilient leather armor"],"level":14,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3520","intelligence":5,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":25,"size":["Medium"],"name":"Siegebreaker","category":"creature","rarity":"common","strike_damage_average":[10,20,23],"slug":"creature-3520"},{"attack_bonus":[7,8,8],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":20,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Military","will_save":7,"charisma":1,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Logistics Specialist","Fortify","Improvised Barricade"],"skill":["Athletics","Crafting","Engineering Lore","Warfare Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3521","text":" Combat Engineer Be it a bridge to get a battalion across a river, watchtowers to pierce the fog of war, or fortifications to secure territory, armies have always needed those who can build. The combat engineer is a soldier specializing in these sorts of constructions. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Combat Engineer Source NPC Core pg. 88 Perception +7 Languages Common Skills Athletics +8, Crafting +13, Engineering Lore +15, Warfare Lore +13 Str +3 Dex +2 Con +1 Int +4 Wis +2 Cha +1 Logistics Specialist In situations involving battlefield engineering or logistics, the combat engineer is a 5th-level challenge. Items entrenching tool (functions as a pick), Heavy Crossbow (10 bolts), Studded Leather Armor --- AC 15 Fort +8 Ref +5 Will +7 HP 20 --- Speed 25 feet Melee Single Action entrenching tool +8 (fatal d10), Damage 1d6+3 piercing Melee Single Action fist +8 (Agile, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action heavy crossbow +7 (range increment 120 feet, reload 2), Damage 1d10 piercing Fortify (Concentrate, Exploration, Manipulate) The combat engineer digs trenches and constructs earthen barricades at a rate of one 5-foot cube per hour. A combat engineer can instead direct the work of four allied Small or larger creatures to quadruple this rate. Improvised Barricade Two Actions (Manipulate) Requirements The combat engineer has at least 5 Bulk of loose items or material within reach; Effect The combat engineer slaps together a 5-foot high barrier in an adjacent square. The barrier is an object with 10 Hit Points, 5 Hardness, AC 10, and it provides standard cover. After 1 minute, the barrier collapses under its own weight. ","skill_mod":{"crafting":13,"athletics":8},"summary":"Be it a bridge to get a battalion across a river, watchtowers to pierce the fog of war, or fortifications to secure territory, armies have always …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["entrenching tool (functions as a pick )","Heavy Crossbow (10 bolts)","Studded Leather Armor"],"level":1,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3521","intelligence":4,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":8,"size":["Medium"],"name":"Combat Engineer","category":"creature","rarity":"common","strike_damage_average":[5,5,6],"slug":"creature-3521"},{"attack_bonus":[6,10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":28,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Military","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Reactive Strike","Shield Block","Guardian Shield"],"skill":["Athletics","Intimidation","Warfare Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3522","text":" Infantry Soldier Though low on the military hierarchy, infantry are still highly disciplined warriors, challenging for any ordinary person to face in combat. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Infantry Soldier Source NPC Core pg. 88 Perception +8 Languages Common Skills Athletics +10, Intimidation +7, Warfare Lore +6 Str +4 Dex +0 Con +3 Int +0 Wis +2 Cha +1 Items chainmail, Crossbow (10 bolts), Shortsword, Wooden Shield (Hardness 3, Hit Points 12, BT 6) --- AC 18 (20 with shield raised) Fort +9 Ref +6 Will +6 HP 28 Reactive Strike Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action shortsword +10 (Agile, versatile S), Damage 1d6+6 piercing Melee Single Action fist +10 (Agile, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Ranged Single Action crossbow +6 (range increment 120 feet, reload 1), Damage 1d8+2 piercing Guardian Shield Single Action The infantry soldier Raises their Shield, but grants the benefit to an adjacent ally and can Shield Block for that ally. Guardian Shield ends early if at any point the ally is no longer adjacent. ","skill_mod":{"athletics":10,"intimidation":7},"summary":"Though low on the military hierarchy, infantry are still highly disciplined warriors, challenging for any ordinary person to face in combat.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["chainmail","Crossbow (10 bolts)","Shortsword","Wooden Shield (Hardness 3, Hit Points 12, BT 6)"],"level":2,"source_category":["Rulebooks"],"weakest_save":["ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=3522","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":9,"size":["Medium"],"name":"Infantry Soldier","category":"creature","rarity":"common","strike_damage_average":[6,8,9],"slug":"creature-3522"},{"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":54,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Military","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":8,"wisdom":-1,"weakness":{"area":5},"creature_ability":["Untrained Rabble","Troop Defenses","Indiscriminate Assault"],"skill":["Athletics"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3523","text":" Conscript Squad Not all soldiers are on the battlefield by choice. Often armed with modified farm implements, conscripts are usually poorly trained and poorly organized. In the heat of battle, they're prone to misunderstand or disobey orders, causing casualties on both sides. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Conscript Squad Source NPC Core pg. 89 Perception +8 Languages Common Skills Athletics +9 Str +4 Dex +2 Con +2 Int +0 Wis -1 Cha +0 Untrained Rabble At the start of each of its turns, the conscript squad must succeed at a DC 10 Will save or be confused that turn. --- AC 18 Fort +11 Ref +9 Will +6 –2 circumstance to all saves vs. fear HP 54 (4 segments) Weaknesses area damage 5, splash damage 5 Troop Defenses --- Speed 25 feet; troop movement Indiscriminate Assault Single Action to Three Actions Frequency once per round; Effect The conscript squad lashes out at each other creature in a 5-foot emanation, friend and foe, with a DC 17 basic Reflex save. The damage depends on the number of actions. Single Action 1d8 piercing damage Two Actions 1d8+4 piercing damage Three Actions 2d8+4 piercing damage ","skill_mod":{"athletics":9},"summary":"Not all soldiers are on the battlefield by choice. Often armed with modified farm implements, conscripts are usually poorly trained and poorly …","image":["/Images/Monsters/Conscript_Squad.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":18,"level":3,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3523","intelligence":0,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":11,"size":["Gargantuan"],"name":"Conscript Squad","category":"creature","rarity":"common","slug":"creature-3523"},{"attack_bonus":[12,12,12],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":60,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Military","will_save":14,"charisma":3,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Inspiring Aura","Signal the Advance!","Stay in the Fight!"],"skill":["Diplomacy","Medicine","Society","Warfare Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3524","text":" Standard Bearer Within a troop, the standard bearer is a beacon of morale, cohesion, and camaraderie. They proudly wave the flag of the entity they fight for. Whether they lead the spearhead or provide support from the back lines, their presence alone is usually enough to rally the soldiers around them to continue fighting. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Standard Bearer Source NPC Core pg. 89 Perception +12 Languages Common Skills Diplomacy +11, Medicine +10, Society +8, Warfare Lore +10 Str +2 Dex +2 Con +2 Int +0 Wis +2 Cha +3 Items battle standard (attached to ranseur), Chain Shirt, Healer's Tools, Ranseur, Shortsword --- AC 20 Fort +10 Ref +8 Will +14 HP 60 Inspiring Aura (aura, emotion, mental, visual) 60 feet. The standard bearer and each ally in the aura who can see their battle standard gains a +1 status bonus to initiative rolls and saves against fear effects. Each time an affected creature gains the frightened condition, reduce the frightened value by 1. --- Speed 25 feet Melee Single Action ranseur +12 (Disarm, reach 10 feet), Damage 1d10+8 piercing Melee Single Action shortsword+12 (Agile, versatile S), Damage 1d6+8 piercing Melee Single Action fist+12 (Agile, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Signal the Advance! Two Actions (Mental, Visual) The standard bearer raises their flag to the sky, signaling their allies to charge. Each ally affected by inspiring aura can use a reaction to Stand, Step, or Stride. Stay in the Fight! Two Actions (Auditory, Mental) The standard bearer shouts an inspiring cry. Each ally affected by inspiring aura gains 10 temporary Hit Points that last for 1 minute. The Standard's Significance To be a standard bearer is no easy task. On the battlefield, they serve as the premier representative of the organization they serve, and should their standard be captured or destroyed, it would result in a huge loss of morale. If a standard bearer returns to their company alive and without their battle standard, harsh punishments will soon follow. Outside of battle, standard bearers often make great efforts to befriend the rest of their platoon, as they're the soldier who will need the most protection once combat begins. ","skill_mod":{"society":8,"diplomacy":11,"medicine":10},"summary":"Within a troop, the standard bearer is a beacon of morale, cohesion, and camaraderie. They proudly wave the flag of the entity they fight for. …","image":["/Images/Monsters/Standard_Bearer.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["battle standard (attached to ranseur)","Chain Shirt","Healer's Tools","Ranseur","Shortsword"],"level":4,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3524","intelligence":0,"reflex_save":8,"strongest_save":["will"],"dexterity":2,"fortitude_save":10,"size":["Medium"],"name":"Standard Bearer","category":"creature","rarity":"common","strike_damage_average":[10,11,13],"slug":"creature-3524"},{"attack_bonus":[15,15,15,15],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":65,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Military","will_save":11,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Silencer","Concussive Shot","Full Bore","Sniper's Edge","Surprise Attack"],"skill":["Acrobatics","Athletics","Medicine","Stealth","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3525","text":" Sniper A keen eye, a steady hand, and a killer instinct combine to form a ruthless, emotionless harbinger of death. A sniper usually works alone, though they're occasionally seen alongside a spotter or as part of a larger squad. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Sniper Source NPC Core pg. 90 Perception +15 Languages Common Skills Acrobatics +11, Athletics +11, Medicine +11, Stealth +15, Survival +11 Str +2 Dex +4 Con +1 Int +1 Wis +4 Cha +0 Silencer A silencer is an uncommon item worth 1 sp. It has light Bulk and can be attached to a firearm in 1 minute; the sniper typically already has one attached before going into combat. The first time a shot is fired through it, the silencer is consumed and reduces the report to a quiet noise. A silencer doesn't work on scatter firearms. Items Arquebus (20 cartridges), Dagger, Silencer (4) --- AC 21 Fort +10 Ref +15 Will +11 HP 65 --- Speed 25 feet Melee Single Action dagger +15 (Agile, Finesse, versatile S +15), Damage 1d4+8 piercing Melee Single Action fist +15 (Agile, Finesse, Nonlethal, unarmed +15), Damage 1d4+8 bludgeoning Ranged Single Action arquebus +15 (range 150 feet, Concussive, fatal d12, Kickback, reload 1), Damage 1d8+6 piercing Ranged Single Action dagger +15 (Agile, thrown 10 feet, versatile S +15), Damage 1d4+8 piercing Concussive Shot Two Actions The sniper makes an arquebus Strike against a creature within the weapon's first range increment. On a success, the creature must succeed at a DC 21 Fortitude save or be stunned 1 (stunned 2 on a critical failure). Full Bore Two Actions The sniper makes an arquebus Strike against two creatures that are adjacent to each other. The attack ignores any lesser cover one target provides the other. Roll damage once, and apply it to each creature the sniper hits. This counts as two attacks when determining the sniper's multiple attack penalty. Sniper's Edge The sniper's ranged Strikes deal 2d6 extra precision damage to off-guard creatures. Surprise Attack All enemy creatures that have not yet acted in combat are off-guard to the sniper. Outfitting A Sniper The weapons and armor of a sniper vary depending on how they wish to get the job done. Though this one uses an arquebus, many snipers choose to use longbows if gunpowder isn't an option or if they prefer more subtle means of killing. Snipers usually forgo wearing the colors of their company in favor of hues that best match their surroundings. They usually only carry a small insignia for identification purposes, and their position is usually on a need-to-know basis. ","skill_mod":{"survival":11,"stealth":15,"medicine":11,"athletics":11,"acrobatics":11},"summary":"A keen eye, a steady hand, and a killer instinct combine to form a ruthless, emotionless harbinger of death. A sniper usually works alone, though …","image":["/Images/Monsters/Sniper.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Arquebus (20 cartridges)","Dagger","Silencer (4)"],"level":5,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3525","intelligence":1,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":10,"size":["Medium"],"name":"Sniper","category":"creature","rarity":"common","strike_damage_average":[10,10,10,10],"slug":"creature-3525"},{"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":96,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Military","will_save":13,"charisma":0,"speed":{"max":20,"land":20},"perception":13,"wisdom":1,"weakness":{"area":5},"creature_ability":["No Retreat","Troop Defenses","Bolt Salvo","Clash of Steel","Drilled in Formations"],"skill":["Athletics","Warfare Lore"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3526","text":" Line Infantry Infantry are the backbone of most armies. These professional soldiers, marked by matching uniforms, straightforward tactics, and the drive to follow well-practiced orders, make up the bulk of most military forces—but are often considered the most expendable. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Line Infantry Source NPC Core pg. 90 Perception +13 Languages Common Skills Athletics +15, Warfare Lore +12 Str +5 Dex +2 Con +3 Int +0 Wis +1 Cha +0 --- AC 24 Fort +15 Ref +14 Will +13 HP 96 (4 segments) Weaknesses area damage 5, splash damage 5 No Retreat These soldiers have been extensively trained to hold their ground no matter the situation. If any effect would force the line infantry to move, reduce the distance by 5 feet. Any time they would be affected by the fleeing condition, the line infantry is instead slowed 2 for the same duration. Troop Defenses --- Speed 20 feet; troop movement Bolt Salvo Three Actions The line infantry draws, loads, and shoots a salvo from their crossbows. The salvo is a 10-foot burst within 120 feet that deals 2d8 piercing damage (DC 21 basic Reflex save). When the line infantry is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Clash of Steel Single Action to Three Actions Frequency once per round; Effect The line infantry lays into each enemy in a 5-foot emanation, with a DC 21 basic Reflex save. The damage depends on the number of actions. Single Action 1d6+2 slashing damage Two Actions 2d6+7 slashing damage Three Actions 3d6+10 slashing damage Drilled in Formations Single Action Frequency once per round; Effect The line infantry uses Change Formation (see below in Military). A line infantry unit typically knows the marching column and wedge formations. ","skill_mod":{"athletics":15},"summary":"Infantry are the backbone of most armies. These professional soldiers, marked by matching uniforms, straightforward tactics, and the drive to follow …","image":["/Images/Monsters/Line_Infantry.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":24,"level":6,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3526","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":15,"size":["Gargantuan"],"name":"Line Infantry","category":"creature","rarity":"common","slug":"creature-3526"},{"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":99,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Military","will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{"area":5},"creature_ability":["Troop Defenses","Hurl Javelins","Spears Out!","Shields Up!"],"skill":["Athletics","Intimidation","Warfare Lore"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3527","text":" Phalanx Formation A proper phalanx formation requires the simultaneous use of spear and shield in order to attack enemies near and far while defending each other. Impressive amounts of teamwork are not only beneficial but essential to the survival of the troop. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Phalanx Formation Source NPC Core pg. 91 Perception +16 Languages Common Skills Athletics +17, Intimidation +14, Warfare Lore +11 Str +5 Dex +0 Con +2 Int +1 Wis +2 Cha +2 --- AC 23 Fort +16 Ref +12 Will +14 HP 99 (4 segments) Weaknesses area damage 5, splash damage 5 Troop Defenses --- Speed 25 feet; troop movement Hurl Javelins Two Actions The troop's members throw a volley of spears. Each creature in a 10-foot burst within 30 feet of the troop takes 2d6+5 piercing damage with a DC 21 basic Reflex save. When the phalanx formation is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Spears Out! Single Action to Three Actions Frequency once per round; Effect The phalanx formation thrusts their longspears out in all directions, striking all unfortunate enough to be near them. Each enemy in a 10-foot emanation must attempt a DC 21 basic Reflex save. The damage depends on the number of actions. Single Action 1d8+2 piercing damage Two Actions 2d8+5 piercing damage Three Actions 3d8+5 piercing damage Shields Up! Single Action The phalanx formation raises their shields to protect one another. The formation gains a +2 circumstance bonus to AC and Reflex until the start of their next turn. This bonus increases to +3 against physical ranged attacks. ","skill_mod":{"athletics":17,"intimidation":14},"summary":"A proper phalanx formation requires the simultaneous use of spear and shield in order to attack enemies near and far while defending each other. …","image":["/Images/Monsters/Phalanx_Formation.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":23,"level":6,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3527","intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":16,"size":["Gargantuan"],"name":"Phalanx Formation","category":"creature","rarity":"common","slug":"creature-3527"},{"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":105,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Military","will_save":14,"charisma":2,"speed":{"max":40,"land":40},"perception":14,"wisdom":1,"weakness":{"area":8,"splash":8},"creature_ability":["Mounted Troop","Troop Defenses","Join the Fray","Thunder of Hooves","Trample"],"skill":["Acrobatics","Athletics","Intimidation","Nature","Warfare Lore"],"trait":["Animal","Human","Humanoid","Troop","Gargantuan"],"id":"creature-3528","text":" Heavy Cavalry A charging band of knights, mounted upon heavy warhorses and clad in steel plate, is a sight to be feared on the battlefield. The weight of their armor, however, makes them ill-suited to extended overland maneuvers. Squads of squires are needed to tend to horses, repair armor, and otherwise support the heavy cavalry group between battles. Despite these limitations, their ability to crash through enemy lines makes them an invaluable tool for professional armies. Recall Knowledge - Animal (Nature): DC 23 Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Heavy Cavalry Source NPC Core pg. 92 Perception +14 Languages Common Skills Acrobatics +13, Athletics +17, Intimidation +15, Nature +12, Warfare Lore +15 Str +7 Dex +2 Con +4 Int +0 Wis +1 Cha +2 --- AC 25 Fort +17 Ref +13 Will +14 HP 105 (4 segments) Weaknesses area damage 8, splash damage 8 Mounted Troop Effects that target only animals or only humanoids might not work on the cavalry brigade, subject to the GM's discretion. Troop Defenses --- Speed 40 feet; troop movement Join the Fray Single Action to Three Actions Frequency once per round; Effect The heavy cavalry swing flails at each enemy in a 5-foot emanation, with a DC 22 basic Reflex save. The damage depends on the number of actions. Single Action 1d6+3 bludgeoning damage Two Actions 2d6+7 bludgeoning damage Three Actions 3d6+10 bludgeoning damage Thunder of Hooves Single Action Frequency once per round; Effect The heavy cavalry Strides. At the end of their movement, the cavalry can either attempt an Athletics check to Trip each adjacent enemy or an Intimidation check to Demoralize each enemy within 30 feet. Roll only once and compare the result to each enemy's Reflex DC (for Trip) or Will DC (for Demoralize). Trample Three Actions Medium or smaller, 2d8+7 bludgeoning, DC 22; creatures that fail the save are also knocked prone. ","skill_mod":{"nature":12,"athletics":17,"intimidation":15,"acrobatics":13},"summary":"A charging band of knights, mounted upon heavy warhorses and clad in steel plate, is a sight to be feared on the battlefield. The weight of their …","image":["/Images/Monsters/Heavy_Cavalry.webp"],"primary_source":"NPC Core","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster"],"ac":25,"level":7,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3528","intelligence":0,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":17,"size":["Gargantuan"],"name":"Heavy Cavalry","category":"creature","rarity":"common","slug":"creature-3528"},{"attack_bonus":[19,20,21],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":120,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Military","will_save":20,"charisma":4,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Commanding Aura","You Don't Have My Permission to Die!","Chastising Enforcement","Keep Up With Me!"],"skill":["Athletics","Intimidation","Warfare Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3529","text":" Drill Sergeant Maintaining discipline is of the utmost importance when conducting a military campaign. Often elevated from veteran soldiers, drill sergeants are responsible for training common troops, ensuring they can follow orders and fight well in the thick of battle. Though drill sergeants can be brash and hard-nosed, harsh discipline is often crucial to maintaining order and keeping soldiers alive. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Drill Sergeant Source NPC Core pg. 93 Perception +16 Languages Common Skills Athletics +18, Intimidation +20, Warfare Lore +18 Str +4 Dex +3 Con +2 Int +2 Wis +2 Cha +4 Items Chain Shirt, Javelin (6), +1 striking longsword --- AC 25 Fort +14 Ref +15 Will +20 HP 120 Commanding Aura (aura, emotion, mental, visual) 60 feet. An ally that starts its turn in the aura gains 8 temporary Hit Points. These last until the start of the creature's next turn. You Don't Have My Permission to Die! Reaction (auditory, emotion, fear, linguistic, mental) Trigger An allied creature within 30 feet would be reduced to 0 Hit Points; Effect With a stern rebuke, the drill sergeant berates the target for their failure. The creature avoids being knocked out and remains at 1 HP. The creature is then temporarily immune for 24 hours. --- Speed 25 feet Melee Single Action longsword +21 (Magical, versatile P), Damage 2d8+12 slashing Melee Single Action fist +20 (Agile, Nonlethal, Unarmed), Damage 1d4+12 bludgeoning Ranged Single Action javelin +19 (thrown 30 feet), Damage 1d6+12 piercing Chastising Enforcement Single Action (Auditory, Emotion, Linguistic, Mental) The drill sergeant exhorts a faltering comrade with a stern word and attempts an Intimidation check against the Will DC of one ally within 30 feet. On a success, the target's frightened condition is reduced by 2 and the drill sergeant can attempt to counteract one mental effect that ally is suffering from with a +18 counteract modifier. On a critical success, the drill sergeant also reduces the frightened condition of each other ally in a 10-foot emanation around the target by 1. Keep Up With Me! Single Action (Auditory, Emotion, Linguistic, Mental) Requirements The drill sergeant's last action was a Strike that hit; Effect The drill sergeant shouts that one ally within 30 feet can't keep up with them. That ally gains a +3 status bonus to their attack roll on the next Strike they make before the start of the drill sergeant's next turn. If the ally is a troop, this bonus instead applies to the DC of their next offensive activity (such as Join the Fray for heavy cavalry). ","skill_mod":{"athletics":18,"intimidation":20},"summary":"Maintaining discipline is of the utmost importance when conducting a military campaign. Often elevated from veteran soldiers, drill sergeants are …","image":["/Images/Monsters/Drill_Sergeant.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":25,"item":["Chain Shirt","Javelin (6)","+1 striking longsword"],"level":8,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3529","intelligence":2,"reflex_save":15,"strongest_save":["will"],"dexterity":3,"fortitude_save":14,"size":["Medium"],"name":"Drill Sergeant","category":"creature","rarity":"common","strike_damage_average":[14,15,21],"slug":"creature-3529"},{"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":135,"language":["Common","Diabolic"],"source":["NPC Core"],"type":"Creature","creature_family":"Military","will_save":16,"charisma":3,"speed":{"max":40,"land":40},"perception":16,"wisdom":2,"weakness":{"area":8},"creature_ability":["Mounted Troop","Troop Defenses","Arrow Volley","Lance Charge","Stab from the Saddle","Trailblazing Stride"],"skill":["Acrobatics","Athletics","Hell Lore","Intimidation","Religion","Society"],"legacy_id":["creature-1091"],"trait":["Animal","Human","Humanoid","Troop","Gargantuan"],"id":"creature-3530","text":" Hellknight Cavalry Brigade A Hellknight cavalry brigade consists of several Hellknights and a single field-maralictor, all wearing the distinctive armor of their order and wielding lances. The maralictor speaks for the brigade, questioning travelers the brigade encounters and barking orders. A Hellknight brigade is typically based at a keep or other fortification controlling an area measured by a day's ride in every direction—about 25 miles. Farther-ranging missions are possible but require substantial logistical support. Recall Knowledge - Animal (Nature): DC 24 Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Hellknight Cavalry Brigade Source NPC Core pg. 93 Perception +16 Languages Common, Diabolic Skills Acrobatics +13, Athletics +18, Hell Lore +12, Intimidation +17, Religion +12, Society +12 Str +7 Dex +1 Con +4 Int +2 Wis +2 Cha +3 --- AC 27 Fort +18 Ref +13 Will +16 HP 135 (4 segments) Resistances mental 5, slashing 5 Weaknesses area damage 8, splash damage 8 Mounted Troop Effects that target only animals or only humanoids might not work on the Hellknight cavalry brigade, subject to the GM's discretion. Troop Defenses --- Speed 40 feet; trailblazing stride, troop movement Arrow Volley Two Actions The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 3d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Lance Charge Three Actions The brigade Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+14 piercing damage with a DC 26 basic Reflex save to each enemy in a 10-foot emanation at the end of its movement. Stab from the Saddle Single Action to Three Actions Frequency once per round; Effect The brigade engages in a coordinated lance attack against each enemy in a 10-foot emanation with a DC 23 basic Reflex save. The damage depends on the number of actions. Single Action 1d6+3 piercing damage Two Actions 2d6+10 piercing damage Three Actions 3d6+14 piercing damage Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores difficult terrain. ","skill_mod":{"society":12,"athletics":18,"intimidation":17,"acrobatics":13,"religion":12},"summary":"A Hellknight cavalry brigade consists of several Hellknights and a single field-maralictor, all wearing the distinctive armor of their order and …","primary_source":"NPC Core","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster"],"ac":27,"level":8,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{"slashing":5,"mental":5},"url":"/NPCs.aspx?ID=3530","intelligence":2,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":18,"size":["Gargantuan"],"name":"Hellknight Cavalry Brigade","category":"creature","rarity":"common","slug":"creature-3530"},{"attack_bonus":[21,22],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":140,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Military","spell_attack_bonus":[20],"will_save":21,"charisma":0,"speed":{"max":20,"land":20},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Shield Block","Bespell Strikes","Drain Bonded Item"],"skill":["Arcana","Athletics","Warfare Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3531","text":" Mage Knight Though many spellcasters prefer to defend themselves with magic, some recognize that there's no substitute for a suit of steel. Mage knights defy the stereotype that spellcasters are frail, delicate, and passive and instead choose to hold their own in close-quarter combat. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Mage Knight Source NPC Core pg. 94 Perception +17 Languages Common Skills Arcana +22, Athletics +21, Warfare Lore +20 Str +5 Dex +1 Con +2 Int +4 Wis +3 Cha +0 Items +1 full plate , +1 striking mace , spellbook, Steel Shield (Hardness 5, HP 20, BT 10) --- AC 29 Fort +18 Ref +13 (+16 against damaging effects) Will +21 HP 140 Shield Block Reaction --- Speed 20 feet Melee Single Action mace +22 (Magical, Shove), Damage 2d6+11 bludgeoning Melee Single Action fist +21 (Agile, Nonlethal, Unarmed), Damage 1d4+11 bludgeoning Arcane Prepared Spells DC 28, attack +20 - Cantrips (5th) Detect Magic, Electric Arc, Frostbite, Light, Read Aura, Telekinetic Hand, Telekinetic Projectile - 1st Enfeeble, Fleet Step, Sure Strike - 2nd Invisibility (×2), Mist - 3rd Earthbind, Vampiric Feast, Wall of Thorns - 4th Fireball, Fly, Weapon Storm - 5th Force Barrage, Impaling Spike, Toxic Cloud Wizard School Spells DC 28, 2 Focus Points - 5th Energy Absorption, Force Bolt Bespell Strikes Free Action Frequency once per turn; Requirements The mage knight's most recent action was to cast a non-cantrip spell; Effect The mage knight siphons spell energy into one weapon they're wielding, or into one of their unarmed attacks. Until the end of the turn, the weapon or unarmed attack deals an extra 2d6 force damage and gains the arcane trait if it didn't have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead. Drain Bonded Item Free Action (Arcane) Frequency once per day; Requirements The mage knight hasn't acted yet on this turn; Effect The mage knight expends the power stored in their bonded item (typically their shield). This gives them the ability to cast one prepared spell they prepared today and already cast, without spending a slot. ","tradition":["Arcane"],"skill_mod":{"arcana":22,"athletics":21},"summary":"Though many spellcasters prefer to defend themselves with magic, some recognize that there's no substitute for a suit of steel. Mage knights defy the …","image":["/Images/Monsters/Mage_Knight.webp"],"primary_source":"NPC Core","spell":["Force Barrage","Impaling Spike","Toxic Cloud","Fireball","Fly","Weapon Storm","Earthbind","Vampiric Feast","Wall of Thorns","Invisibility","Mist","Enfeeble","Fleet Step","Sure Strike","Detect Magic","Electric Arc","Frostbite","Light","Read Aura","Telekinetic Hand","Telekinetic Projectile","Energy Absorption","Force Bolt"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":29,"item":["+1 full plate","+1 striking mace","spellbook","Steel Shield (Hardness 5, HP 20, BT 10)"],"level":10,"spell_dc":[28,28],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3531","intelligence":4,"reflex_save":13,"strongest_save":["will"],"dexterity":1,"fortitude_save":18,"size":["Medium"],"name":"Mage Knight","category":"creature","rarity":"common","strike_damage_average":[13,18],"slug":"creature-3531"},{"attack_bonus":[6,6],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":8,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Mystic","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":4,"wisdom":2,"weakness":{},"creature_ability":["Focused Thinker"],"skill":["Arcana","Diplomacy","Occultism","Scribing Lore","Society"],"legacy_id":["creature-925"],"trait":["Human","Humanoid","Medium"],"id":"creature-3532","text":" Adept Adepts have unlocked only the most minor of occult mysteries. A few are chosen by accomplished practitioners for further training. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Adept Source NPC Core pg. 96 Perception +4 Languages Common Skills Arcana +5, Diplomacy +3, Occultism +5, Scribing Lore +5, Society +5 Str +0 Dex +2 Con +0 Int +3 Wis +2 Cha +1 Items journal, robes, scroll case, Writing Set --- AC 14 Fort +2 Ref +4 Will +6 HP 8 --- Speed 25 feet Melee Single Action fist +6 (Agile, Nonlethal), Damage 1d4 bludgeoning Ranged Single Action journal +6 (Nonlethal, thrown 10 feet), Damage 1d6 bludgeoning Occult Spells Known DC 15 - Cantrips (1st) Daze, Detect Magic, Telekinetic Hand Focused Thinker Single Action (Concentrate) The adept concentrates to muster knowledge and wisdom. While focusing, they gain a +2 status bonus to checks to Recall Knowledge, but take a –2 penalty to Perception. They can Dismiss this focused state. ","tradition":["Occult"],"skill_mod":{"society":5,"diplomacy":3,"arcana":5,"occultism":5},"summary":"Adepts have unlocked only the most minor of occult mysteries. A few are chosen by accomplished practitioners for further training.","primary_source":"NPC Core","spell":["Daze","Detect Magic","Telekinetic Hand"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["journal","robes","scroll case","Writing Set"],"level":-1,"spell_dc":[15],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3532","intelligence":3,"reflex_save":4,"strongest_save":["will"],"dexterity":2,"fortitude_save":2,"size":["Medium"],"name":"Adept","category":"creature","rarity":"common","strike_damage_average":[2,3],"slug":"creature-3532"},{"attack_bonus":[6,6],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":8,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Mystic","will_save":10,"charisma":3,"speed":{"max":25,"land":25},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Cold Reading Specialist","Fated Doom","Read the Harrow"],"skill":["Diplomacy","Fortune-Telling Lore","Occultism","Performance","Society"],"legacy_id":["creature-926"],"trait":["Human","Humanoid","Medium"],"id":"creature-3533","text":" Harrow Reader A harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by those who know better than to tempt fate, many harrow readers live and work in traveling communities, often moving from town to town as opportunities arise. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Harrow Reader Source NPC Core pg. 96 Perception +7 Languages Common Skills Diplomacy +10, Fortune-Telling Lore +11, Occultism +5, Performance +5, Society +5 Str +1 Dex +2 Con +1 Int +2 Wis +3 Cha +3 Cold Reading Specialist For encounters involving fortune-telling, the harrow reader is a 3rd-level challenge. Items Harrow Deck, Sickle --- AC 14 Fort +3 Ref +6 Will +10 HP 8 --- Speed 25 feet Melee Single Action sickle +6 (Agile, Finesse, Trip), Damage 1d4+1 slashing Melee Single Action fist +6 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+1 bludgeoning Fated Doom Though harrow readers try to avoid combat, no throw of the cards can avoid fate, so a harrow reader learns how best to survive. In the harrow reader's first encounter each day, they gain a +1 status bonus to their initiative roll, attack rolls, and AC. Read the Harrow (Exploration, Occult, Prediction) The harrow reader can conduct a reading over the course of 10 minutes to duplicate the effects of the augury spell. The harrow reader can conduct up to five readings per day, but the flat check DC increases by 2. This is cumulative, to a maximum of DC 14 for the fifth. Forms Of Fortune-Telling Anthomancy : flowers Astrology : the Cosmic Caravan Astromancy : movement and brightness of stars Chiromancy : reading the palm's heart, life, and head lines Demonomancy : asking demons Harrowing : harrow card readings Haruspicy : entrails Ichthyomancy : the next fish caught Mazomancy : a nursing babe Oneiromancy : dreams Pendulum Reading : answering yes or no questions with a pendulum Pyromancy : throwing substances into fire Tasseomancy : tea leaves Tyromancy : coagulation of cheese ","skill_mod":{"society":5,"diplomacy":10,"performance":5,"occultism":5},"summary":"A harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["Harrow Deck","Sickle"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3533","intelligence":2,"reflex_save":6,"strongest_save":["will"],"dexterity":2,"fortitude_save":3,"size":["Medium"],"name":"Harrow Reader","category":"creature","rarity":"common","strike_damage_average":[3,3],"slug":"creature-3533"},{"attack_bonus":[6,7,7],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":20,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Mystic","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":4,"wisdom":-1,"weakness":{},"creature_ability":["Fanatical Frenzy"],"skill":["Lore","Deception","Intimidation","Occultism","Society","Stealth"],"legacy_id":["creature-927"],"trait":["Human","Humanoid","Medium"],"id":"creature-3534","text":" Cultist Cultists have passed an initiation ritual to a secret sect or organization; now, they devote themselves to achieving their most perfect spiritual form. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Cultist Source NPC Core pg. 97 Perception +4 Languages Common Skills Lore +8, Deception +3, Intimidation +3, Occultism +4, Society +4, Stealth +6 Str +4 Dex +3 Con +2 Int +1 Wis -1 Cha +0 Items cultist garb (functions as leather armor), Dagger, occult text --- AC 17 Fort +7 Ref +8 Will +4 (or +2 vs. higher-ranking members of the cult) HP 20 --- Speed 25 feet Melee Single Action dagger +7 (Agile, versatile S), Damage 1d4+4 piercing Melee Single Action fist +7 (Agile, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action dagger +6 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing Fanatical Frenzy Single Action Requirements The cultist has taken damage and is neither fatigued nor already in a frenzy; Effect The cultist flies into a frenzy that lasts 1 minute. While frenzied, the cultist gains a +1 status bonus to attack rolls and a +2 status bonus to damage rolls, and they take a –2 penalty to AC. The cultist can't voluntarily stop their frenzy. After their frenzy, the cultist is fatigued. ","skill_mod":{"society":4,"deception":3,"stealth":6,"intimidation":3,"occultism":4},"summary":"Cultists have passed an initiation ritual to a secret sect or organization; now, they devote themselves to achieving their most perfect spiritual …","image":["/Images/Monsters/Cultist.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["cultist garb (functions as leather armor )","Dagger","occult text"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3534","intelligence":1,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":7,"size":["Medium"],"name":"Cultist","category":"creature","rarity":"common","strike_damage_average":[6,6,6],"slug":"creature-3534"},{"attack_bonus":[7,8,8],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":35,"language":["Common","Fey","Jotun"],"source":["NPC Core"],"type":"Creature","creature_family":"Mystic","spell_attack_bonus":[10],"will_save":9,"charisma":1,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Shared Confidence","Forge Pact"],"skill":["Deception","Intimidation","Medicine","Occultism","Stealth","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3535","text":" Coven Aspirant Only the foolish would bring themselves to the attention of hags, but some aspirants strive to join a hag coven out of a desire for power or companionship. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Coven Aspirant Source NPC Core pg. 97 Perception +7 Languages Common, Fey, Jotun Skills Deception +7, Intimidation +5, Medicine +5, Occultism +8, Stealth +7, Survival +5 Str +2 Dex +1 Con +1 Int +4 Wis +1 Cha +1 Items cauldron, Dagger, Dart (4) --- AC 15 Fort +7 Ref +7 Will +9 (shared confidence) HP 35 Shared Confidence When a coven aspirant is within 30 feet of at least two allies, they and their allies gain a +1 status bonus to Will saves. --- Speed 25 feet Melee Single Action dagger +8 (Agile, versatile S), Damage 1d4+4 slashing Melee Single Action fist +8 (Agile, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action dart +7 (Agile, thrown 20 feet), Damage 1d4+4 piercing Occult Prepared Spells DC 18, attack +10 - Cantrips (1st) Daze, Figment, Light, Prestidigitation, Void Warp - 1st Fear, Grim Tendrils, Ill Omen Witch Hex Spells 1 Focus Point, DC 18 - Cantrips (1st) Shroud of Night - 1st Needle of Vengeance Forge Pact Single Action (Auditory, Concentrate, Linguistic, Mental, Occult) The coven aspirant forms a temporary coven with two or more willing creatures within 30 feet, all of whom must be able to cast spells. Members of the temporary coven can cast charm , entangling flora , and illusory disguise as 2nd-rank occult innate spells at will, using DC 17 or their spellcasting DC, whichever is higher. The coven is dissolved after 3 rounds or when all but one member is dead, whichever comes first. A creature can be a member of only one temporary coven at a time and can join a temporary coven no more than once per 24 hours. Unusual Covens Though rare, covens can form that include non-hags, as long as at least two hags are a part of the coven. Changeling, vengeful nature spirits, intelligent undead, and fiends sometimes ally themselves with hags. The unusual composition of the coven alters the spells granted by the partnership, typically replacing the cursed metamorphosis spell with a spell appropriate to the coven's new member. ","tradition":["Occult"],"skill_mod":{"deception":7,"survival":5,"stealth":7,"medicine":5,"intimidation":5,"occultism":8},"summary":"Only the foolish would bring themselves to the attention of hags, but some aspirants strive to join a hag coven out of a desire for power or …","image":["/Images/Monsters/Coven_Aspirant.webp"],"primary_source":"NPC Core","spell":["Fear","Grim Tendrils","Ill Omen","Daze","Figment","Light","Prestidigitation","Void Warp","Needle of Vengeance","Shroud of Night"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["cauldron","Dagger","Dart (4)"],"level":2,"spell_dc":[18,18],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3535","intelligence":4,"reflex_save":7,"strongest_save":["will"],"dexterity":1,"fortitude_save":7,"size":["Medium"],"name":"Coven Aspirant","category":"creature","rarity":"common","strike_damage_average":[6,6,6],"slug":"creature-3535"},{"attack_bonus":[14,14,14],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":60,"language":["Aklo","Common","Elven","Sakvroth"],"source":["NPC Core"],"type":"Creature","creature_family":"Mystic","will_save":12,"charisma":3,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Knowing Glance","Spill Secrets","Unbelievable Connection"],"skill":["Acrobatics","Deception","Intimidation","Occultism","Secret Society Lore","Society","Stealth"],"trait":["Human","Humanoid","Medium"],"id":"creature-3536","text":" Enigmatic Conspiracist Powerful organizations work out of public view, shaping lives while facing few consequences. Searching for these secret societies, whether to join them or destroy them, has given the enigmatic conspiracist uncanny insight. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Enigmatic Conspiracist Source NPC Core pg. 98 Perception +10; (12 to Sense Motive) Languages Aklo, Common, Elven, Sakvroth Skills Acrobatics +12, Deception +9, Intimidation +11, Occultism +12, Secret Society Lore +14, Society +12, Stealth +10 Str +0 Dex +4 Con +0 Int +2 Wis +2 Cha +3 Items everlight crystal , Leather Armor, Rapier, Shortbow (20 arrows) --- AC 21 Fort +8 Ref +12 Will +12 HP 60 Resistances mental 5 Knowing Glance Reaction (concentrate, emotion, fear, visual, mental) Trigger The enigmatic conspiracist is targeted by a melee Strike or touch spell; Effect With an uncanny look, the enigmatic conspiracist Demoralizes the creature that targeted them. Demoralize loses the auditory trait and gains the visual trait, and the conspiracist doesn't take a penalty if the creature doesn't understand their language. If the Intimidation check critically succeeds, the conspiracist disrupts the triggering action. --- Speed 25 feet Melee Single Action rapier +14 (deadly d8, Disarm, Finesse), Damage 1d8+6 piercing plus spill secrets Melee Single Action fist +14 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Ranged Single Action shortbow +14 (deadly d10, range increment 60 feet, reload 0), Damage 1d6+6 piercing plus spill secrets Spill Secrets (Mental, Occult) When the conspiracist critically hits with a Strike, the target must succeed at a DC 21 Will save or the enigmatic conspiracist perceives the target's surface thoughts for 1 round, as mind reading . This grants the conspiracist a +1 circumstance bonus to AC and saving throws against any creature whose mind they're reading. Unbelievable Connection Two Actions (Auditory, Concentrate, Occult) The enigmatic conspiracist recites a convoluted conspiracy theory about a creature within 30 feet, then attempts an Occultism check against the Will DC of that creature. On a success, the target is stupefied 1 for 1 minute and off-guard against the conspiracist's attacks until no longer stupefied. Mystic Organizations Golarion has numerous secretive societies. The Church of Razmir offers a plan of 31 steps to divinity. The Esoteric Order of the Palatine Eye seeks celestial truths said to be granted by an ancient angel. The Knights of the Aeon Star search for secret lore. Followers of Rivethun , dwarven animism, reach out to spirits to gain knowledge and earn favors. ","skill_mod":{"society":12,"deception":9,"stealth":10,"intimidation":11,"occultism":12,"acrobatics":12},"summary":"Powerful organizations work out of public view, shaping lives while facing few consequences. Searching for these secret societies, whether to join …","image":["/Images/Monsters/Enigmatic_Conspiracist.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["everlight crystal","Leather Armor","Rapier","Shortbow (20 arrows)"],"level":4,"source_category":["Rulebooks"],"sense":"(12 to Sense Motive ) ","weakest_save":["fort","fortitude"],"resistance":{"mental":5},"url":"/NPCs.aspx?ID=3536","intelligence":2,"reflex_save":12,"strongest_save":["ref","reflex","will"],"dexterity":4,"fortitude_save":8,"size":["Medium"],"name":"Enigmatic Conspiracist","category":"creature","rarity":"common","strike_damage_average":[8,9,10],"slug":"creature-3536"},{"attack_bonus":[12,12,12],"constitution":3,"primary_source_category":"Rulebooks","strength":0,"hp":50,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Mystic","will_save":10,"charisma":4,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Deceiver's Surprise","Fickle Prophecy","The Jig Is Up","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Performance","Religion","Society"],"legacy_id":["creature-928"],"trait":["Human","Humanoid","Medium"],"id":"creature-3537","text":" False Priest Belief is perhaps the strongest force in the universe. Instilling belief only to use it against someone in deceit, however, is the purview of a false priest. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 False Priest Source NPC Core pg. 98 Perception +10 Languages Common Skills Acrobatics +10, Athletics +8, Deception +12, Performance +12, Religion +8, Society +6 Str +0 Dex +4 Con +3 Int +0 Wis +2 Cha +4 Items alchemical tools (used as “blessed items” to fool marks), Backpack, cloak, collection of fake relics, Hand Crossbow (20 bolts), Rapier, wooden religious symbol, Studded Leather Armor --- AC 21 Fort +11 Ref +12 Will +10 HP 50 --- Speed 25 feet Melee Single Action rapier +12 (deadly d8, Disarm, Finesse), Damage 1d6+8 piercing Melee Single Action fist +12 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Ranged Single Action hand crossbow +12 (range increment 60 feet, reload 1), Damage 1d6+4 piercing Deceiver's Surprise On the first round of combat, if the false priest rolls Deception or Performance for initiative, creatures that haven't acted yet are off-guard to them. Fickle Prophecy Single Action (Emotion, Mental) The false priest convinces another creature of their omnipotence by attempting a Deception check compared to the creature's Will DC. If successful, the target gains 1d8+4 temporary Hit Points that last for 1 hour or until the false priest removes them by rebuking the target, whichever occurs first. The Jig Is Up Reaction Frequency once per hour; Trigger The false priest critically fails a Deception or Performance check; Effect The false priest Strides. Sneak Attack The false priest deals an additional 1d6 precision damage to off-guard creatures. This increases to 2d6 against creatures off-guard due to the false priest's Feint or deceiver's surprise. ","skill_mod":{"society":6,"performance":12,"deception":12,"athletics":8,"acrobatics":10,"religion":8},"summary":"Belief is perhaps the strongest force in the universe. Instilling belief only to use it against someone in deceit, however, is the purview of a false …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["alchemical tools (used as “blessed items” to fool marks)","Backpack","cloak","collection of fake relics","Hand Crossbow (20 bolts)","Rapier","wooden religious symbol","Studded Leather Armor"],"level":4,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3537","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":11,"size":["Medium"],"name":"False Priest","category":"creature","rarity":"common","strike_damage_average":[7,10,11],"slug":"creature-3537"},{"attack_bonus":[14,14],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":65,"language":["Common","Necril"],"source":["NPC Core"],"type":"Creature","creature_family":"Mystic","will_save":11,"charisma":-1,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Stench of Decay","Undead, Arise!","Undead, Attack!","Wave of Death"],"skill":["Arcana","Intimidation","Occultism"],"legacy_id":["creature-929"],"trait":["Human","Humanoid","Medium"],"id":"creature-3538","text":" Necromancer Defiling the natural order and spitting in the face of convention, the necromancer remains dutifully committed to understanding what forces await beyond the mortal boundaries of life and death. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Necromancer Source NPC Core pg. 99 Perception +10 Languages Common, Necril Skills Arcana +11, Intimidation +8, Occultism +13 Str +2 Dex +3 Con +2 Int +4 Wis +2 Cha -1 Stench of Decay (aura, occult, olfactory) The necromancer emits a scent of putrid rot in a 5-foot emanation. A living creature that enters or begins its turn in the aura is sickened 1. Items hooded robe, Light Mace --- AC 20 Fort +11 Ref +12 Will +11 HP 65 --- Speed 25 feet Melee Single Action light mace +14 (Agile, Finesse, Shove), Damage 1d4+8 bludgeoning Melee Single Action fist +14 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Occult Innate Spells DC 23 - Cantrips (3rd) Void Warp Undead, Arise! Single Action (Concentrate, Manipulate, Occult) The necromancer summons two Medium undead entities in different empty squares up to 30 feet away. These undead entities can take the form of zombies, skeletons, or ghosts, chosen by the necromancer. The entities block movement as though they were creatures and can be attacked. Each entity has 1 Hit Point and the same AC and saves as the necromancer. They can't take actions of their own and deteriorate if the necromancer is reduced to 0 Hit Points. The necromancer can have up to four undead entities at any given time. If they call another, the oldest undead entity deteriorates. Undead, Attack! Two Actions (Concentrate, Occult) Requirements The necromancer has at least one undead entity active; Effect The necromancer commands all their undead entities to attack. Each entity can Stride up to 20 feet into an empty square and make a Strike. The Strike has a +15 attack modifier and deals 2d12 bludgeoning damage (or spirit damage if the entity is a spirit). The Strike has the magical trait, and no multiple attack penalty applies to it. Wave of Death Two Actions (Concentrate, Manipulate, Occult, Void) Requirements The necromancer isn't drained and has at least one undead entity active; Effect The necromancer overloads their undead entities with void energy, causing all of them to explode. Each entity is destroyed, dealing 4d12 void damage to each creature in a 10-foot emanation with a DC 23 basic Fortitude save. A creature in more than one explosion is damaged only once. The necromancer becomes drained 1. ","tradition":["Occult"],"skill_mod":{"arcana":11,"intimidation":8,"occultism":13},"summary":"Defiling the natural order and spitting in the face of convention, the necromancer remains dutifully committed to understanding what forces await …","image":["/Images/Monsters/Necromancer.webp"],"primary_source":"NPC Core","spell":["Void Warp"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["hooded robe","Light Mace"],"level":5,"spell_dc":[23],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3538","intelligence":4,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":11,"size":["Medium"],"name":"Necromancer","category":"creature","rarity":"common","strike_damage_average":[10,10],"slug":"creature-3538"},{"attack_bonus":[15,16],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":95,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Mystic","spell_attack_bonus":[18],"will_save":18,"charisma":5,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Protect the Master!","Gather Converts"],"skill":["Arcana","Lore","Deception","Diplomacy","Intimidation","Occultism","Society"],"legacy_id":["creature-930"],"trait":["Human","Humanoid","Medium"],"id":"creature-3539","text":" Cult Leader A career of mystical accomplishments combined with a lifetime of subterfuge and intimidation has elevated this occultist to a powerful position. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Cult Leader Source NPC Core pg. 100 Perception +14 Languages Common Skills Arcana +13, Lore +19, Deception +16, Diplomacy +14, Intimidation +16, Occultism +17, Society +13 Str +0 Dex +4 Con +1 Int +4 Wis +3 Cha +5 Items ceremonial robes, indecipherable book of sigils (spellbook), +1 shortsword --- AC 23 Fort +12 Ref +15 Will +18 HP 95 Protect the Master! Reaction (auditory, concentrate, emotion, linguistic, mental, move) Trigger The cult leader is targeted with an attack, and a lower-ranking cultist is adjacent to them; Effect The cult leader orders their cultist to leap in front of the attack. The cultist and cult leader swap places, and the cultist becomes the target of the attack. If the cultist has Fanatical Frenzy or a similar ability, they can activate it as a reaction if they take damage from the triggering attack. --- Speed 25 feet Melee Single Action shortsword +16 (Agile, Finesse, Magical, versatile S), Damage 1d6+6 piercing plus 2d8 void Melee Single Action fist +15 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Occult Spontaneous Spells DC 26, attack +18 - Cantrips (4th) Daze, Detect Magic, Guidance, Shield, Void Warp - 1st Bless, Illusory Disguise, Lock, Phantasmal Minion (4 slots) - 2nd Augury, Calm, Laughing Fit, Stupefy (4 slots) - 3rd Enthrall, Grim Tendrils, Haste, Mind Reading (4 slots) - 4th Honeyed Words, Outcast's Curse, Suggestion (3 slots) Gather Converts Three Actions (Auditory, Concentrate, Emotion, Linguistic, Mental) With a short emotional phrase, the cult leader tries to sway the public to do their bidding. The cult leader tries to convince up to four bystanders in a crowd to cause a commotion, turn against a person or group, leave the area, protect the cult leader, or calm down. The cult leader attempts a single Deception check against the highest Perception DC among the targets. Critical Success The targets believe the lie and act as directed for 1 minute. Additionally, one bystander remains by the cult leader's side, influenced enough to join the cult. All other targets become wise to the cult leader after 1 minute, at which point their attitude toward the leader worsens by one step. Success As a critical success, but no bystander joins the cult permanently. Critical Failure The crowd is unmoved and unamused, and their attitude toward the cult leader worsens by one step. ","tradition":["Occult"],"skill_mod":{"society":13,"diplomacy":14,"deception":16,"arcana":13,"intimidation":16,"occultism":17},"summary":"A career of mystical accomplishments combined with a lifetime of subterfuge and intimidation has elevated this occultist to a powerful position.","image":["/Images/Monsters/Cult_Leader.webp"],"primary_source":"NPC Core","spell":["Honeyed Words","Outcast's Curse","Suggestion","Enthrall","Grim Tendrils","Haste","Mind Reading","Augury","Calm","Laughing Fit","Stupefy","Bless","Illusory Disguise","Lock","Phantasmal Minion","Daze","Detect Magic","Guidance","Shield","Void Warp"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["ceremonial robes","indecipherable book of sigils ( spellbook )","+1 shortsword"],"level":7,"spell_dc":[26],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3539","intelligence":4,"reflex_save":15,"strongest_save":["will"],"dexterity":4,"fortitude_save":12,"size":["Medium"],"name":"Cult Leader","category":"creature","rarity":"common","strike_damage_average":[8,18],"slug":"creature-3539"},{"attack_bonus":[16,17],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":100,"language":["Chthonian","Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Mystic","spell_attack_bonus":[17],"will_save":15,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Demonic Temptation","Breach the Outer Rifts","Demon Summoning"],"skill":["Academia Lore","Arcana","Demon Lore","Diplomacy","Religion"],"legacy_id":["creature-931"],"trait":["Human","Humanoid","Medium"],"id":"creature-3540","text":" Demonologist Demonologists can pull a creature from the Outer Rifts and bend it to their will... for a time. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Demonologist Source NPC Core pg. 100 Perception +15 Languages Chthonian, Common Skills Academia Lore +14, Arcana +16, Demon Lore +18, Diplomacy +11, Religion +15 Str +3 Dex +1 Con +2 Int +4 Wis +4 Cha +0 Demonic Temptation (divine, mental) Demonic study has garnered the attention of at least one demon who is actively trying to possess the demonologist. When the demonologist publicly espouses the benefits of demonic power (whether they believe it a good thing or not), they gain a +1 status bonus to skill checks, AC, and saves for 1 day. These bonuses don't apply against demons. At the end of the day, the demonologist must attempt a DC 20 Will save, becoming possessed for 1 day on a failure (or permanently on a critical failure). Items +1 longspear , robes, Fiendish Hypotheses and Protections from Same (spellbook) --- AC 22 Fort +13 Ref +12 Will +15 HP 100 --- Speed 25 feet Melee Single Action longspear +17 (Magical, Reach), Damage 1d8+9 piercing Melee Single Action fist +16 (Agile, Nonlethal, Unarmed), Damage 1d4+9 bludgeoning Arcane Prepared Spells DC 25, attack +17 - Cantrips (4th) Caustic Blast, Daze, Detect Magic, Light, Read Aura - 1st Fear (×2), Fleet Step, Mending - 2nd Blur, Environmental Endurance, Laughing Fit, See the Unseen - 3rd Acid Grip, Fireball, Grease, Slow - 4th Clairvoyance, Dispelling Globe, Wall of Fire Breach the Outer Rifts Free Action Requirements The demonologist's last action was to cast a non-cantrip spell; Effect The demonologist siphons energy drawn from the Outer Rifts into their weapon. Until the end of the turn, the weapon deals an extra 2d6 damage. Roll 1d20 to determine the type: 1–7 acid, 8–9 cold, 10–11 electricity, 12–18 fire, 19–20 void. Demon Summoning The demonologist can cast a 5th-rank summon fiend arcane spell to summon a demon. To do so, they must sacrifice two 4th-rank prepared spells and voluntarily take 4d12 mental damage that can't be reduced or prevented. If the demonologist is unable to Sustain the Spell, including if they're knocked out or killed, the spell continues, but the GM rolls a DC 10 flat check each round, ending the spell on a failure. ","tradition":["Arcane"],"skill_mod":{"diplomacy":11,"arcana":16,"religion":15},"summary":"Demonologists can pull a creature from the Outer Rifts and bend it to their will... for a time.","primary_source":"NPC Core","spell":["Clairvoyance","Dispelling Globe","Wall of Fire","Acid Grip","Fireball","Grease","Slow","Blur","Environmental Endurance","Laughing Fit","See the Unseen","Fear","Fleet Step","Mending","Caustic Blast","Daze","Detect Magic","Light","Read Aura"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":22,"item":["+1 longspear","robes","Fiendish Hypotheses and Protections from Same ( spellbook )"],"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3540","intelligence":4,"reflex_save":12,"strongest_save":["will"],"dexterity":1,"fortitude_save":13,"size":["Medium"],"name":"Demonologist","category":"creature","rarity":"common","strike_damage_average":[11,13],"slug":"creature-3540"},{"attack_bonus":[18,19,19,19],"constitution":-1,"primary_source_category":"Rulebooks","strength":2,"hp":140,"language":["Common","Diabolic","Fey","Shadowtongue"],"source":["NPC Core"],"type":"Creature","creature_family":"Mystic","spell_attack_bonus":[21],"will_save":20,"charisma":5,"speed":{"max":25,"land":25},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Looking Glass Magic","Malefic Mirror","Enchanted Hand Mirror","Rightfully Mine","A Fairer Face","Hall of Mirrors"],"skill":["Deception","Diplomacy","Occultism","Performance","Society","Stealth"],"trait":["Human","Humanoid","Rare","Medium"],"id":"creature-3541","text":" Mirror Seer Seeking to be the most powerful and perfect creature in their domain, a mirror seer forges a deal with a nefarious entity for more power. Through a magic mirror called a malefic mirror , they communicate with this entity and spy on the events that unfold in their realm. Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Mirror Seer Source NPC Core pg. 101 Perception +16 Languages Common, Diabolic, Fey, Shadowtongue Skills Deception +21, Diplomacy +17, Occultism +19, Performance +17, Society +17, Stealth +17 Str +2 Dex +2 Con -1 Int +4 Wis +3 Cha +5 Looking Glass Magic The mirror seer accesses power from their wicked benefactor through two mirrors: one full-sized malefic mirror in their sanctum and an enchanted hand mirror they can carry on their person. Malefic Mirror The mirror seer must visit the malefic mirror once per day to retain their spellcasting abilities, and they can activate the mirror for special scrying and illusory disguise spells as noted in the mirror's stat block. Enchanted Hand Mirror Without their enchanted hand mirror on their person, the mirror seer takes a –2 circumstance penalty to spell attack rolls and DCs and can't cast their 7th-rank spells. If it's not attended by the mirror seer, the hand mirror has AC 10, Hardness 0, and 1 HP. Items +1 dagger , enchanted hand mirror , scroll of false vision , +1 striking staff --- AC 27 Fort +14 Ref +17 Will +20 HP 140 Rightfully Mine Reaction Trigger The mirror seer observes a creature making a Strike, casting a spell of 4th rank or lower, or using a special action (the triggering action must take 2 actions or fewer); Effect The mirror seer expends a 4th-rank spell slot (or higher) to duplicate the triggering action. This mimicked action occurs immediately after the triggering action, using the triggering creature's statistics unless the mirror seer's are higher. The creature the mirror seer mimicked is then temporarily immune to this ability for 10 minutes. --- Speed 25 feet Melee Single Action staff +19 (Magical, two-hand d8), Damage 2d4+8 bludgeoning Melee Single Action dagger +19 (Agile, Magical, versatile S), Damage 1d4+8 piercing Melee Single Action fist +18 (Agile, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Ranged Single Action dagger +19 (Agile, Magical, thrown 10 feet, versatile S), Damage 1d4+8 piercing Occult Spontaneous Spells DC 29, attack +21 - Cantrips (5th) Daze, Figment, Prestidigitation, Telekinetic Projectile, Void Warp - 1st Alarm, Fear, Item Facade (3 slots) - 2nd Invisibility, Revealing Light, Status (3 slots) - 3rd Clairaudience, Hypnotize, Locate (3 slots) - 4th Clairvoyance, Detect Scrying, Peaceful Bubble (3 slots) - 5th Illusory Scene, Shadow Blast (2 slots) - 7th Illusory Disguise (self only), Scrying (2 slots) A Fairer Face Single Action (Concentrate, Emotion, Mental, Occult) The mirror seer chooses a creature within 100 feet that can see its own reflection in a mirror. The creature must succeed at a DC 29 Will save or become fascinated by their reflection for 1 minute. The creature can attempt a new save to end the effect at the end of each of its turns. Hall of Mirrors Three Actions (Concentrate, Illusion, Manipulate, Occult) Frequency once per day; Effect The mirror seer causes all surfaces in a 30-foot burst within 100 feet to become reflective for 1 minute. Every creature in the area or that later enters the area must succeed at a DC 27 Will save or become confused by the reflections and refractions. The confusion ends if the creature leaves the area, and the creature can attempt a new save to end the effect at the end of each of its turns. When the effect ends for a creature, that creature becomes temporarily immune for 10 minutes. The Mirror Gazes Back The mirror seer's great power stems from their malefic mirror . The story of the being and power behind the mirror can be told in many ways. Is it a demon trapped in the confines of the item, loathing its prison and yearning to be released? An entity working its will in our world through the mirror seer? Both of these have been true of mirror seers in history. And those who defeat a mirror seer might find themselves speaking to the mirror. Or even making their own pact, secure that they, surely, can avoid being corrupted... ","tradition":["Occult"],"skill_mod":{"society":17,"diplomacy":17,"performance":17,"deception":21,"stealth":17,"occultism":19},"summary":"Seeking to be the most powerful and perfect creature in their domain, a mirror seer forges a deal with a nefarious entity for more power. Through a …","image":["/Images/Monsters/Mirror_Seer.webp"],"primary_source":"NPC Core","spell":["Illusory Disguise","Scrying","Illusory Scene","Shadow Blast","Clairvoyance","Detect Scrying","Peaceful Bubble","Clairaudience","Hypnotize","Locate","Invisibility","Revealing Light","Status","Alarm","Fear","Item Facade","Daze","Figment","Prestidigitation","Telekinetic Projectile","Void Warp"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":27,"item":["+1 dagger","enchanted hand mirror","scroll of false vision","+1 striking staff"],"level":9,"spell_dc":[29],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3541","intelligence":4,"reflex_save":17,"strongest_save":["will"],"dexterity":2,"fortitude_save":14,"size":["Medium"],"name":"Mirror Seer","category":"creature","rarity":"rare","strike_damage_average":[10,10,10,13],"slug":"creature-3541"},{"attack_bonus":[20,21],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":150,"language":["Common","Fey","<%UMR%79%%>telepathy<%END> 100 feet (with eidolon only)"],"source":["NPC Core"],"type":"Creature","creature_family":"Mystic","spell_attack_bonus":[21],"will_save":19,"charisma":5,"speed":{"max":25,"land":25},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Bonded Eidolon","Beseech the Spirits","Manifest Eidolon","Tandem Trick"],"skill":["Athletics","Intimidation","Nature","Religion","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3542","text":" God Caller The summoners called god callers have a magical link to eidolons, revered as gods by the people of Sarkoris. Though this NPC is based on Sarkorian god callers, they can be adapted to different types of summoners by changing out the eidolon for another creature and making thematic tweaks to skills and spells. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 God Caller Source NPC Core pg. 102 Perception +19 Languages Common, Fey; telepathy 100 feet (with eidolon only) Skills Athletics +20, Intimidation +21, Nature +19, Religion +15, Survival +15 Str +4 Dex +2 Con +1 Int +0 Wis +3 Cha +5 Bonded Eidolon The god caller fights alongside a mystical ally called an eidolon, most likely the beast eidolon. The eidolon has the standard number of actions, uses its normal stat block, and counts toward the encounter's XP budget normally. The eidolon must remain within 100 feet of the god caller, or its physical form will dissolve. The god caller can make their eidolon take form or disappear with the Manifest Eidolon action. Items +1 explorer's clothing , +1 striking war flail , wand of environmental endurance --- AC 29 Fort +18 Ref +16 Will +19 HP 150 --- Speed 25 feet Melee Single Action war flail +21 (Disarm, Magical, Sweep, Trip), Damage 2d10+10 bludgeoning Melee Single Action fist +20 (Agile, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning Primal Spontaneous Spells DC 29, attack +21 - Cantrips (5th) Electric Arc, Gouging Claw, Guidance, Light, Tangle Vine - 4th Wall of Fire, Weapon Storm (2 slots) - 5th Howling Blizzard, Impaling Spike (2 slots) Beseech the Spirits Single Action (Concentrate, Primal) Frequency once per day; Effect The god caller reaches out to local entities for enhanced perception and perspective. The god caller gains lifesense 60 feet and all-around vision for 10 minutes. The god caller can't use this ability again until after propitiating the spirits during their next daily preparation. Manifest Eidolon Three Actions (Concentrate, Manipulate, Primal, Teleportation) The god caller causes their eidolon to manifest in a space adjacent to them if it's unmanifested, or to unmanifest and disappear from physical reality if it was already manifested. Tandem Trick (Primal) Frequency once per round; Effect The god caller uses a team tactic with their eidolon, chosen from the following list, with the listed number of actions and traits. Enlarge Two Actions (concentrate, manipulate) The god caller casts enlarge on their eidolon even if the eidolon is beyond range or line of effect. The god caller doesn't need to expend a spell slot, and can choose 2nd or 4th rank. Tandem Strike Two Actions The god caller makes a Strike and their eidolon can Strike as a reaction. Both attacks count toward the god caller's multiple attack penalty, but the penalty doesn't increase until both attacks have been made. Transfer Single Action The god caller transfers 50 HP from themself to their eidolon or vice versa. If the creature losing HP has 50 HP or fewer, this effect transfers as many HP as possible without reducing that creature below 1 HP. Transpose Single Action (concentrate, manipulate, teleportation) The god caller and their eidolon teleport to swap places. God Callers And The Divine Some spirits called by god callers of Sarkoris are divine beings capable of granting spells. Consider granting a god caller NPC a cleric focus spell appropriate to one of the god's domains if they worship such a deity (using the same DC and spell attack as their primal spells). For instance, the Stag Mother of the Forest of Stones might grant the savor the sting domain spell from the pain domain. ","tradition":["Primal"],"skill_mod":{"nature":19,"survival":15,"athletics":20,"intimidation":21,"religion":15},"summary":"The summoners called god callers have a magical link to eidolons, revered as gods by the people of Sarkoris. Though this NPC is based on Sarkorian …","image":["/Images/Monsters/God_Caller.webp"],"primary_source":"NPC Core","spell":["Howling Blizzard","Impaling Spike","Wall of Fire","Weapon Storm","Electric Arc","Gouging Claw","Guidance","Light","Tangle Vine"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":29,"item":["+1 explorer's clothing","+1 striking war flail","wand of environmental endurance"],"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3542","intelligence":0,"reflex_save":16,"strongest_save":["will"],"dexterity":2,"fortitude_save":18,"size":["Medium"],"name":"God Caller","category":"creature","rarity":"common","strike_damage_average":[12,21],"slug":"creature-3542"},{"attack_bonus":[19,19],"constitution":3,"primary_source_category":"Rulebooks","strength":1,"hp":175,"language":["Common","Necril","Shadowtongue"],"source":["NPC Core"],"type":"Creature","creature_family":"Mystic","spell_attack_bonus":[23],"will_save":24,"charisma":6,"speed":{"max":25,"land":25},"perception":20,"wisdom":4,"weakness":{},"creature_ability":["Spiritsense","Haunting Spirits","Spirit Scrying","Succumb to the Void"],"skill":["Diplomacy","Intimidation","Occultism","Spirits Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3543","text":" Spirit Binder Ghosts and other spirits swirl around the spirit binder, creating a constant aura of flickering faces and forms. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Spirit Binder Source NPC Core pg. 103 Perception +20; spiritsense (imprecise) 60 feet Languages Common, Necril, Shadowtongue Skills Diplomacy +21, Intimidation +21, Occultism +22, Spirits Lore +24 Str +1 Dex +3 Con +3 Int +5 Wis +4 Cha +6 Spiritsense (detection, occult) The spirit binder can sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. Since spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells (such as project image ) or possessing otherwise soulless objects. It can't detect soulless bodies, constructs, or objects, and like most senses, it doesn't penetrate through solid objects. --- AC 28 Fort +19 Ref +19 Will +24 HP 175 Haunting Spirits (aura, occult, spirit) 30 feet. The spirits bound by a spirit binder swirl around, lashing out at their foes. An enemy that enters or starts its turn in the aura must succeed at a DC 27 Will save or take 3d6 spirit damage and be frightened 1 (double damage and frightened 2 on a critical failure). --- Speed 25 feet Melee Single Action ghost claw +19 (Finesse, Magical, Spirit, Unarmed), Damage 2d10+6 slashing plus 2d6 spirit Ranged Two Actions spirit pitch +19 (Magical, range increment 60 feet, Spirit), Damage 3d6 spirit plus 2d6 persistent spirit Occult Spontaneous Spells DC 31, attack +23 - Cantrips (6th) Detect Magic, Figment, Telekinetic Hand, Telekinetic Projectile, Void Warp - 1st Bane, Command, Fear (3 slots) - 2nd Darkness, Ghostly Carrier, Peaceful Rest (3 slots) - 3rd Clairaudience, Ghostly Weapon, Levitate (3 slots) - 4th Clairvoyance, Fly, Talking Corpse (3 slots) - 5th Invoke Spirits, Spiritual Guardian, Wave of Despair (3 slots) - 6th Dominate, Spirit Blast (2 slots) - 7th Interplanar Teleport (to or from the Ethereal Plane only) Spirit Scrying The spirit binder's scrying spells can target or detect spirits on other planes as though the spirits were in the Universe. Succumb to the Void Single Action (Concentrate, Occult, Void) The spirit binder taps into the more nefarious spirits of the Void, becoming something morbid and cruel. For 1d4 rounds, their resistance, aura of spirits, Strikes, and spirit spells change their damage type from spirit damage to void damage and replace their spirit trait with the void trait. ","tradition":["Occult"],"skill_mod":{"diplomacy":21,"intimidation":21,"occultism":22},"summary":"Ghosts and other spirits swirl around the spirit binder, creating a constant aura of flickering faces and forms.","image":["/Images/Monsters/Spirit_Binder.webp"],"primary_source":"NPC Core","spell":["Interplanar Teleport","Dominate","Spirit Blast","Invoke Spirits","Spiritual Guardian","Wave of Despair","Clairvoyance","Fly","Talking Corpse","Clairaudience","Ghostly Weapon","Levitate","Darkness","Ghostly Carrier","Peaceful Rest","Bane","Command","Fear","Detect Magic","Figment","Telekinetic Hand","Telekinetic Projectile","Void Warp"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":28,"level":11,"spell_dc":[31],"source_category":["Rulebooks"],"sense":"spiritsense (imprecise) 60 feet","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3543","intelligence":5,"reflex_save":19,"strongest_save":["will"],"dexterity":3,"fortitude_save":19,"size":["Medium"],"name":"Spirit Binder","category":"creature","rarity":"common","strike_damage_average":[17,24],"slug":"creature-3543"},{"attack_bonus":[24,25],"constitution":3,"primary_source_category":"Rulebooks","strength":1,"hp":230,"language":["Aklo","Chthonian","Common","Daemonic","Fey"],"source":["NPC Core"],"type":"Creature","creature_family":"Mystic","spell_attack_bonus":[29],"will_save":26,"charisma":4,"speed":{"max":25,"land":25},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["Incurable Curse","Cursed Aura","Share Burden"],"skill":["Arcana","Deception","Intimidation","Occultism","Stealth"],"trait":["Human","Humanoid","Rare","Medium"],"id":"creature-3544","text":" Curse Monger Oracles who have been consumed by their visions and the divine gifts bestowed upon them turn to more sinister paths, becoming curse mongers. Seeking to rid themselves of the shadows that haunt them, curse mongers lash out and attempt to bind others to their fate. Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Curse Monger Source NPC Core pg. 104 Perception +23 Languages Aklo, Chthonian, Common, Daemonic, Fey Skills Arcana +25, Deception +25, Intimidation +23, Occultism +29, Stealth +24 Str +1 Dex +5 Con +3 Int +8 Wis +4 Cha +4 Incurable Curse (curse) The curse monger is permanently clumsy 1, drained 1, enfeebled 1, or stupefied 1 by a curse that can't be removed from them in any way. The GM chooses the condition and decides whether the curse is arcane, divine, occult, or primal. Items +1 resilient explorer's clothing , +1 striking wounding sickle , scroll of fly --- AC 35 Fort +23 Ref +25 Will +26 –2 to all saves vs. curses HP 230 Cursed Aura (aura, curse, occult) 30 feet. The very earth and air around the curse monger are poisoned by the curses that burden their soul. Any creature who enters or starts their turn in the aura must succeed at a DC 31 Will save or be doomed 1 (or doomed 2 on a critical failure). Regardless of the result of its save, the creature is then temporarily immune for 1 hour. --- Speed 25 feet Melee Single Action sickle +25 (Agile, Finesse, Magical, Trip), Damage 2d4+13 slashing plus 1d6 persistent bleed Melee Single Action fist +24 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+13 bludgeoning Occult Spontaneous Spells DC 37, attack +29 - Cantrips (7th) Daze, Figment, Telekinetic Hand, Message, Void Warp - 1st Bane, Fear, Ill Omen (3 slots) - 2nd Darkness, Laughing Fit, Paranoia (3 slots) - 3rd Hypercognition, Slow, Mind Reading (3 slots) - 4th Blood Vendetta, Outcast's Curse, Vision of Death (3 slots) - 5th False Vision, Mariner's Curse, Wave of Despair (3 slots) - 6th Never Mind, Phantasmal Calamity, Spellwrack (3 slots) - 7th Cursed Metamorphosis, Dominate, Possession (3 slots) Share Burden Single Action (Concentrate, Curse) The curse monger shares their awful burden with one creature they can see within 120 feet. The target must succeed at a DC 37 Will save or be afflicted with the same condition as the curse monger's incurable curse for 24 hours. On a critical failure, the curse's value is 2. The curse lasts for 24 hours but can be removed (unlike the incurable curse), and ends if the curse monger dies. This action has the same tradition trait as incurable curse. Jinxed Curse Mongers For certain curse mongers, spreading the curse is an involuntary part of the curse itself. When a jinxed curse monger starts their turn, Share Burden automatically attempts to curse a random creature in range that's not already cursed; this doesn't require an action. If the attempt fails, the curse monger must spend their first actions on that turn casting a curse spell ( cursed metamorphosis , never mind , spellwrack , mariner's curse , outcast's curse , or ill omen ). If the curse monger doesn't want to curse anyone, the GM determines a target at random. The target doesn't have to be an enemy but can't be the curse monger. ","tradition":["Occult"],"skill_mod":{"deception":25,"stealth":24,"arcana":25,"intimidation":23,"occultism":29},"summary":"Oracles who have been consumed by their visions and the divine gifts bestowed upon them turn to more sinister paths, becoming curse mongers. Seeking …","image":["/Images/Monsters/Curse_Monger.webp"],"primary_source":"NPC Core","spell":["Cursed Metamorphosis","Dominate","Possession","Never Mind","Phantasmal Calamity","Spellwrack","False Vision","Mariner's Curse","Wave of Despair","Blood Vendetta","Outcast's Curse","Vision of Death","Hypercognition","Slow","Mind Reading","Darkness","Laughing Fit","Paranoia","Bane","Fear","Ill Omen","Daze","Figment","Telekinetic Hand","Message","Void Warp"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":35,"item":["+1 resilient explorer's clothing","+1 striking wounding sickle","scroll of fly"],"level":14,"spell_dc":[37],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3544","intelligence":8,"reflex_save":25,"strongest_save":["will"],"dexterity":5,"fortitude_save":23,"size":["Medium"],"name":"Curse Monger","category":"creature","rarity":"rare","strike_damage_average":[15,21],"slug":"creature-3544"},{"attack_bonus":[28,28,30,30],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":320,"language":["Common","Diabolic","Empyrean","Fey"],"source":["NPC Core"],"type":"Creature","creature_family":"Mystic","spell_attack_bonus":[34],"will_save":33,"charisma":8,"speed":{"max":25,"land":25},"perception":31,"wisdom":6,"weakness":{},"creature_ability":["Ritual Caster","Aura of Contentment","Fool's Feast"],"skill":["Arcana","Diplomacy","Deception","Nature","Occultism","Religion"],"trait":["Human","Humanoid","Uncommon","Medium"],"id":"creature-3545","text":" Enchanting Ritualist Possessing great stores of knowledge on mental magic and rituals, enchanting ritualists can also be solitary and capricious, tricking and transforming their visitors. The GM can change the selection of rituals this NPC knows freely, choosing any rituals of 9th rank or lower. Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Enchanting Ritualist Source NPC Core pg. 105 Perception +31 Languages Common, Diabolic, Empyrean, Fey Skills Arcana +34, Diplomacy +31, Deception +35, Nature +34, Occultism +36, Religion +34 Str +4 Dex +3 Con +1 Int +6 Wis +6 Cha +8 Ritual Caster the enchanting ritualist gains a +2 circumstance to skill checks for rituals Items +2 greater striking club , greater bands of force , ornate ritual book --- AC 40 Fort +27 Ref +28 Will +33 HP 320 Resistances mental 20 Aura of Contentment (aura, emotion, incapacitation, mental, occult) 30 feet. A creature that enters or starts its turn in the aura must succeed at a DC 38 Will save or lose the desire to do anything except rest and relax. Hostile actions taken against creatures affected by the aura end the effect. If a creature in the aura succeeds on their Will save or is the subject of a hostile action, it's temporarily immune to the aura of contentment for 24 hours. The enchanting ritualist can exempt creatures from the aura's effects. --- Speed 25 feet Melee Single Action club +30 (Magical), Damage 3d6+12 bludgeoning plus 2d6 mental and fool's feast Melee Single Action fist +28 (Agile, Magical, Nonlethal, Unarmed), Damage 1d4+12 bludgeoning plus 2d6 mental and fool's feast Ranged Single Action enchanting wisps +30 (Magical, Mental, range 100 feet), Damage 9d6 mental plus fool's feast Ranged Single Action club +28 (Magical, thrown 10 feet), Damage 3d6+12 bludgeoning plus 2d6 mental and fool's feast Occult Spontaneous Spells DC 42, attack +34 - Cantrips (9th) Daze, Detect Magic, Light, Read Aura, Telekinetic Hand - 1st Alarm, Fear, Ill Omen, Illusory Object (4 slots) - 2nd Augury, Darkvision, See the Unseen, Status (4 slots) - 3rd Dream Message, Hypnotize, Illusory Disguise, Levitate (4 slots) - 4th Confusion, Fly, Honeyed Words, Translocate (4 slots) - 5th Dreaming Potential, Hallucination, Scouting Eye, Sending (4 slots) - 6th Mislead, Repulsion, Truesight, Zealous Conviction (4 slots) - 7th Mask of Terror, Project Image, Truespeech, Wave of Despair (4 slots) - 8th Canticle of Everlasting Grief, Quandary, Spirit Song, Uncontrollable Dance (4 slots) - 9th Foresight, Overwhelming Presence, Synesthesia, Telepathic Demand (4 slots) Rituals DC 44 - 2nd Heartbond - 3rd Geas - 4th Atone, Rest Eternal - 5th Astral Projection, Fortifying Brew, Call Spirit, Planar Servitor, Resurrect - 6th Binding Circle, Commune - 7th Collective Memories, Planar Displacement - 9th Fantastic Facade Fool's Feast Recipients of the ritualist's generosity pay dearly if the ritualist decides to turn against them. The ritualist gets a +4 circumstance bonus to attack rolls against any creature that has willingly participated in or benefited from one of their spells or rituals conducted in the last 12 hours. A creature that didn't help conduct a ritual still qualifies if it benefited in other ways, such as drinking a serving of fortifying brew . When the enchanting ritualist damages such a creature with a Strike, the target is affected by a 9th-rank cursed metamorphosis spell (DC 42). If the Strike was a critical hit, the creature gets a degree of success one worse than it rolled. Once a creature succeeds at a save against this spell, it is temporarily immune for 24 hours. ","tradition":["Occult"],"skill_mod":{"diplomacy":31,"deception":35,"nature":34,"arcana":34,"occultism":36,"religion":34},"summary":"Possessing great stores of knowledge on mental magic and rituals, enchanting ritualists can also be solitary and capricious, tricking and …","image":["/Images/Monsters/Enchanting_Ritualist.webp"],"primary_source":"NPC Core","spell":["Foresight","Overwhelming Presence","Synesthesia","Telepathic Demand","Canticle of Everlasting Grief","Quandary","Spirit Song","Uncontrollable Dance","Mask of Terror","Project Image","Truespeech","Wave of Despair","Mislead","Repulsion","Truesight","Zealous Conviction","Dreaming Potential","Hallucination","Scouting Eye","Sending","Confusion","Fly","Honeyed Words","Translocate","Dream Message","Hypnotize","Illusory Disguise","Levitate","Augury","Darkvision","See the Unseen","Status","Alarm","Fear","Ill Omen","Illusory Object","Daze","Detect Magic","Light","Read Aura","Telekinetic Hand"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":40,"item":["+2 greater striking club","greater bands of force","ornate ritual book"],"level":18,"spell_dc":[42],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{"mental":20},"url":"/NPCs.aspx?ID=3545","intelligence":6,"reflex_save":28,"strongest_save":["will"],"dexterity":3,"fortitude_save":27,"size":["Medium"],"name":"Enchanting Ritualist","category":"creature","rarity":"uncommon","strike_damage_average":[21,29,29,31],"slug":"creature-3545"},{"attack_bonus":[4],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":8,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":12,"charisma":4,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Legal Specialist","Sway the Judge and Jury","Cite Precedent"],"skill":["Deception","Diplomacy","Legal Lore","Performance","Society"],"legacy_id":["creature-932"],"trait":["Human","Humanoid","Medium"],"id":"creature-3546","text":" Barrister Barristers may serve as criminal prosecutors or legal advocates, defending the rights of those accused of crimes or named as defendants in civil cases. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Barrister Source NPC Core pg. 108 Perception +6 Languages Common Skills Deception +10, Diplomacy +12, Legal Lore +13, Performance +10, Society +9 Str +0 Dex +1 Con +1 Int +3 Wis +2 Cha +4 Legal Specialist In a court case or other legal proceeding, the barrister is a 4thlevel challenge. Sway the Judge and Jury A barrister gains a +2 circumstance bonus to Diplomacy checks to Make an Impression or Request something of the deciding members within a courtroom. If the barrister successfully Performs against a DC of 20 during the 20 minutes prior to the check, they increase the circumstance bonus to +4. Items court garb (functions as fine clothing), law book (functions as scholarly journal), Writing Set --- AC 13 Fort +3 Ref +3 Will +12 HP 8 --- Speed 25 feet Melee Single Action fist +4 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning Cite Precedent Single Action (Auditory, Linguistic) The barrister uses existing case law to undermine their opposition. If they succeed at a DC 20 Legal Lore check, they impose a –2 circumstance penalty on the next Diplomacy check an opponent attempts in a legal argument. Any further attempts to Cite Precedent fail until a new topic with different precedents is being argued. ","skill_mod":{"society":9,"diplomacy":12,"performance":10,"deception":10},"summary":"Barristers may serve as criminal prosecutors or legal advocates, defending the rights of those accused of crimes or named as defendants in civil …","image":["/Images/Monsters/Barrister.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["court garb (functions as fine clothing )","law book (functions as scholarly journal )","Writing Set"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3546","intelligence":3,"reflex_save":3,"strongest_save":["will"],"dexterity":1,"fortitude_save":3,"size":["Medium"],"name":"Barrister","category":"creature","rarity":"common","strike_damage_average":[2],"slug":"creature-3546"},{"attack_bonus":[3,4,4],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":5,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":12,"charisma":2,"speed":{"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Group Impression","Legal Specialist","Remember, You're Under Oath"],"skill":["Deception","Diplomacy","Intimidation","Legal Lore","Society"],"legacy_id":["creature-917"],"trait":["Human","Humanoid","Medium"],"id":"creature-3547","text":" Judge Properly exercised, the duties of a judge include strict adherence to the law regardless of station, with minimal sentimentality. Yet for every unbiased justice, there's one who is zealously confident in their own agenda. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Judge Source NPC Core pg. 108 Perception +8; (15 to Sense Motive) Languages Common Skills Deception +8, Diplomacy +12, Intimidation +12, Legal Lore +16, Society +14 Str +0 Dex -1 Con +1 Int +3 Wis +3 Cha +2 Group Impression When the judge Makes an Impression, they can compare their Diplomacy check result to the Will DCs of up to four targets instead of one. Legal Specialist In a legal proceeding, the judge is a 6th-level challenge. Items gavel (functions as a club), judge's robes, Law and Rhetoric --- AC 13 Fort +5 Ref +1 Will +12 HP 5 --- Speed 25 feet Melee Single Action gavel +4, Damage 1d6 bludgeoning Melee Single Action fist +4 (Agile, Nonlethal, Unarmed), Damage 1d4 bludgeoning Ranged Single Action gavel +3 (thrown 10 feet), Damage 1d4 bludgeoning Remember, You're Under Oath Two Actions (Auditory, Concentrate, Emotion, Fear, Mental) The judge reminds a creature of the oath they swore to the court. The judge makes an Intimidation check against the target' s Will DC. On a success, the target takes a –2 status penalty to Deception checks to Lie for 10 minutes (or a –4 status penalty on a critical success). Regardless of the result, the target is temporarily immune to this ability for 24 hours. ","skill_mod":{"society":14,"diplomacy":12,"deception":8,"intimidation":12},"summary":"Properly exercised, the duties of a judge include strict adherence to the law regardless of station, with minimal sentimentality. Yet for every …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["gavel (functions as a club )","judge's robes","Law and Rhetoric"],"level":-1,"source_category":["Rulebooks"],"sense":"(15 to Sense Motive ) ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3547","intelligence":3,"reflex_save":1,"strongest_save":["will"],"dexterity":-1,"fortitude_save":5,"size":["Medium"],"name":"Judge","category":"creature","rarity":"common","strike_damage_average":[2,2,3],"slug":"creature-3547"},{"attack_bonus":[5,5,5],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":6,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Financial Specialist","Glittering Distraction"],"skill":["Deception","Diplomacy","Intimidation","Legal Lore","Mercantile Lore","Society","Thievery"],"legacy_id":["creature-918"],"trait":["Human","Humanoid","Medium"],"id":"creature-3548","text":" Tax Collector Ledgers and marks, positive and negative flows, and levies and allotments are a tax collector's daily bread. Where coin is gained, from whom it's collected, and to whom it's disbursed are their concerns—not who can afford the taxes. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Tax Collector Source NPC Core pg. 109 Perception +6; (DC 19 against Stealing) Languages Common Skills Deception +8, Diplomacy +8, Intimidation +8, Legal Lore +9, Mercantile Lore +10, Society +9, Thievery +6 Str +0 Dex +1 Con +0 Int +3 Wis +2 Cha +2 Financial Specialist When dealing with matters of taxes and finance, the tax collector is a 3rd-level challenge. Items Crossbow (10 bolts), Dagger, collection of expired documents with intact seals, Merchant's Scale, Padded Armor, tax documents in scroll case --- AC 14 Fort +2 Ref +3 Will +8 HP 6 --- Speed 25 feet Melee Single Action dagger +5 (Agile, Finesse, versatile S), Damage 1d4 piercing Melee Single Action fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning Ranged Single Action crossbow +5 (range increment 120 feet, reload 1), Damage 1d8 piercing Glittering Distraction Single Action (Emotion, Mental) The tax collector Strides. At any point during this movement, they can Interact to hurl a handful of coins. If there are commoners about, this typically causes a scene. Crowds are usually difficult terrain and have other effects. ","skill_mod":{"society":9,"diplomacy":8,"deception":8,"thievery":6,"intimidation":8},"summary":"Ledgers and marks, positive and negative flows, and levies and allotments are a tax collector's daily bread. Where coin is gained, from whom it's …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["Crossbow (10 bolts)","Dagger","collection of expired documents with intact seals","Merchant's Scale","Padded Armor","tax documents in scroll case"],"level":-1,"source_category":["Rulebooks"],"sense":"(DC 19 against Stealing ) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3548","intelligence":3,"reflex_save":3,"strongest_save":["will"],"dexterity":1,"fortitude_save":2,"size":["Medium"],"name":"Tax Collector","category":"creature","rarity":"common","strike_damage_average":[2,2,4],"slug":"creature-3548"},{"attack_bonus":[6,6],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":16,"language":["Common","up to 2 additional languages spoken in their settlement"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":14,"charisma":3,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Political Specialist","Pulse of the Electorate","But Will It Lose Me Votes"],"skill":["Deception","Diplomacy","Guild Lore","Intimidation","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3549","text":" Mayor The mayor is the political leader of a settlement. While not always an elected position, it usually involves devoting time to both civic and ceremonial functions and knowing the needs of their settlement. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Mayor Source NPC Core pg. 109 Perception +9 Languages Common; up to 2 additional languages spoken in their settlement Skills Deception +15, Diplomacy +15, Guild Lore +11, Intimidation +15, Society +13 Str +0 Dex +2 Con +1 Int +1 Wis +2 Cha +3 Political Specialist For encounters involving seeking political favors, the mayor is a 6th-level challenge. Pulse of the Electorate The mayor can quickly find things out, and 1 hour after anyone in their settlement becomes aware of an event or activity, the mayor becomes aware of it, so long as they have had time to hobnob with their constituents. Items decorative sword of station (functions as shortsword) --- AC 14 Fort +6 Ref +3 Will +14 HP 16 But Will It Lose Me Votes Reaction Frequency once per hour; Trigger A creature succeeds (but doesn't critically succeed) at a Diplomacy check to make a Request of the mayor; Effect The triggering creature (or one of its allies) must attempt the check again within the next hour, this time against the mayor's Society DC. Society or a relevant Lore skill may be used for this check instead of Diplomacy. --- Speed 25 feet Melee Single Action decorative sword of station +6 (Agile, Finesse, versatile S), Damage 1d6 piercing Melee Single Action fist +6 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning\n","skill_mod":{"society":13,"diplomacy":15,"deception":15,"intimidation":15},"summary":"The mayor is the political leader of a settlement. While not always an elected position, it usually involves devoting time to both civic and …","image":["/Images/Monsters/Mayor.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["decorative sword of station (functions as shortsword )"],"level":0,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3549","intelligence":1,"reflex_save":3,"strongest_save":["will"],"dexterity":2,"fortitude_save":6,"size":["Medium"],"name":"Mayor","category":"creature","rarity":"common","strike_damage_average":[2,3],"slug":"creature-3549"},{"attack_bonus":[5,5],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":15,"language":["Common","up to 3 additional languages spoken in their nation"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":19,"charisma":4,"speed":{"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Political Specialist","Unshakable Confidence","Cutting Counterpoint"],"skill":["Deception","Diplomacy","Guild Lore","Intimidation","Legal Lore","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3550","text":" Prime Minister The prime minister is the leader of a nation's bureaucracy. They are experienced politicians in charge of the laws and regulations of their territory, answering only to a monarch, if there is one. Often, though, a vote of “No Confidence” or similar legal procedure exists for removing the prime minister. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Prime Minister Source NPC Core pg. 110 Perception +9; (19 to Sense Motive) Languages Common; up to 3 additional languages spoken in their nation Skills Deception +22, Diplomacy +22, Guild Lore +17, Intimidation +19, Legal Lore +19, Society +22 Str +0 Dex +2 Con +1 Int +3 Wis +3 Cha +4 Political Specialist For encounters involving politics, the prime minister is a 10th-level challenge. Unshakable Confidence All attempts to Coerce the prime minister have a result one degree worse. Items Rapier --- AC 14 Fort +6 Ref +3 Will +19 HP 15 Cutting Counterpoint Reaction Trigger The prime minister hears a creature attempt a Deception, Diplomacy, or an Intimidation check against any creature other than the prime minister; Effect The prime minister interrupts with a witty barb, cutting the credibility of the creature's argument. The prime minister attempts their own check of the same type. If the result is higher than that of the triggering check, the triggering check is considered a failure regardless of its roll. In extended negotiations, like a Victory Point challenge, the prime minister can't use this ability again until every creature in the discussion has had an opportunity to attempt a check (even if they decide not to make one). --- Speed 25 feet Melee Single Action rapier +5 (deadly d8, Disarm, Finesse), Damage 1d6 piercing Melee Single Action fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning\n","skill_mod":{"society":22,"diplomacy":22,"deception":22,"intimidation":19},"summary":"The prime minister is the leader of a nation's bureaucracy. They are experienced politicians in charge of the laws and regulations of their …","image":["/Images/Monsters/Prime_Minister.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["Rapier"],"level":0,"source_category":["Rulebooks"],"sense":"(19 to Sense Motive ) ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3550","intelligence":3,"reflex_save":3,"strongest_save":["will"],"dexterity":2,"fortitude_save":6,"size":["Medium"],"name":"Prime Minister","category":"creature","rarity":"common","strike_damage_average":[2,3],"slug":"creature-3550"},{"attack_bonus":[6,7,7],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":20,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":5,"charisma":-1,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Reactive Strike"],"skill":["Athletics","Intimidation","Legal Lore"],"legacy_id":["creature-933"],"trait":["Human","Humanoid","Medium"],"id":"creature-3551","text":" Guard Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Guard Source NPC Core pg. 110 Perception +7; (8 to find concealed objects) Languages Common Skills Athletics +7, Intimidation +5, Legal Lore +3 Str +3 Dex +2 Con +2 Int +0 Wis +2 Cha -1 Items Crossbow (10 bolts), Dagger, Sap, Scale Mail, Signal Whistle --- AC 16 Fort +7 Ref +5 Will +5 HP 20 Reactive Strike Reaction --- Speed 25 feet Melee Single Action sap +7 (Agile, Nonlethal), Damage 1d6+3 bludgeoning Melee Single Action fist +7 (Agile, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action crossbow +6 (range increment 120 feet, reload 1), Damage 1d8 piercing Raise The Alarm! In a settlement with an alarm, brawls, or other major disruptions trigger an alarm 1 round after the watch is alerted. Guards start to arrive after about 5 rounds, usually in patrols of 2 or 3 members, with larger groups of 8–12 near important locations. ","skill_mod":{"athletics":7,"intimidation":5},"summary":"Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":16,"item":["Crossbow (10 bolts)","Dagger","Sap","Scale Mail","Signal Whistle"],"level":1,"source_category":["Rulebooks"],"sense":"(8 to find concealed objects) ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=3551","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":7,"size":["Medium"],"name":"Guard","category":"creature","rarity":"common","strike_damage_average":[4,5,6],"slug":"creature-3551"},{"attack_bonus":[10,10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Sentry's Aim"],"skill":["Acrobatics","Athletics","Intimidation","Legal Lore"],"legacy_id":["creature-934"],"trait":["Human","Humanoid","Medium"],"id":"creature-3552","text":" Archer Sentry Archer sentries slightly outrank rank-and-file guards, taking positions on walls, garrisons, and other important locations where they can stay out of the fray and pick off criminals or assailants. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Archer Sentry Source NPC Core pg. 111 Perception +11 Languages Common Skills Acrobatics +8, Athletics +6, Intimidation +4, Legal Lore +4 Str +2 Dex +4 Con +1 Int +0 Wis +3 Cha +0 Items Composite Longbow (100 arrows), Leather Armor, Shortsword, Signal Whistle --- AC 17 Fort +7 Ref +10 Will +7 HP 30 --- Speed 25 feet Melee Single Action shortsword +10 (Agile, Finesse, versatile S), Damage 1d6+4 piercing Melee Single Action fist +10 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action composite longbow +10 (deadly d10, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+3 piercing Sentry's Aim Two Actions (Concentrate) The archer sentry aims carefully and fires. They make a ranged weapon Strike with a +1 circumstance bonus. The Strike ignores the concealed condition, lesser cover, and standard cover, and reduces greater cover to standard cover. ","skill_mod":{"athletics":6,"intimidation":4,"acrobatics":8},"summary":"Archer sentries slightly outrank rank-and-file guards, taking positions on walls, garrisons, and other important locations where they can stay out of …","image":["/Images/Monsters/Archer_Sentry.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Composite Longbow (100 arrows)","Leather Armor","Shortsword","Signal Whistle"],"level":2,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3552","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":7,"size":["Medium"],"name":"Archer Sentry","category":"creature","rarity":"common","strike_damage_average":[6,7,7],"slug":"creature-3552"},{"attack_bonus":[10,12,12],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Common","up to 2 additional languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":8,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Steady Balance","Experienced Hand"],"skill":["Acrobatics","Athletics","Diplomacy","Fishing Lore","Intimidation","Sailing Lore"],"legacy_id":["creature-919"],"trait":["Human","Humanoid","Medium"],"id":"creature-3553","text":" Harbormaster A port must sustain itself on different types of flows: the seaward and coastal flows, marked by the rising and falling of the tides, and the constant flow of trade. A harbormaster is expected to know the former reflexively and encourage the latter within the jurisdictional rules of law. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Harbormaster Source NPC Core pg. 111 Perception +6 Languages Common; up to 2 additional languages Skills Acrobatics +9, Athletics +9, Diplomacy +5, Fishing Lore +8, Intimidation +5, Sailing Lore +10 Str +4 Dex +2 Con +2 Int +2 Wis +1 Cha +0 Steady Balance Whenever the harbormaster rolls a success on a check to Balance, they get a critical success instead. They're not off-guard while Balancing on narrow surfaces and uneven ground. Items Fishing Tackle, Hatchet (2), ledger, Manacles, Spyglass --- AC 18 Fort +8 Ref +10 Will +8 HP 45 --- Speed 25 feet Melee Single Action hatchet +12 (Agile, Sweep), Damage 1d6+7 slashing Melee Single Action fist +12 (Agile, Nonlethal, Unarmed), Damage 1d4+7 bludgeoning Ranged Single Action hatchet +10 (Agile, Sweep, thrown 10 feet), Damage 1d6+7 slashing Experienced Hand The harbormaster has endured their share of adverse conditions at sea. Any creature that's in adverse weather or aboard a vessel on rough water is off-guard to the harbormaster. ","skill_mod":{"diplomacy":5,"athletics":9,"intimidation":5,"acrobatics":9},"summary":"A port must sustain itself on different types of flows: the seaward and coastal flows, marked by the rising and falling of the tides, and the …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Fishing Tackle","Hatchet (2)","ledger","Manacles","Spyglass"],"level":3,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3553","intelligence":2,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":2,"fortitude_save":8,"size":["Medium"],"name":"Harbormaster","category":"creature","rarity":"common","strike_damage_average":[9,10,10],"slug":"creature-3553"},{"attack_bonus":[12,12],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":40,"language":["Common","up to 3 additional languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":12,"charisma":1,"speed":{"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Investigation Specialist","Sense Demise","Unavoidable Question"],"skill":["Athletics","Diplomacy","Intimidation","Legal Lore","Medicine","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3554","text":" Inspector Inspectors cultivate a wide selection of skills to investigate arson, murder, and other serious crimes, usually in major urban centers. They can assist adventurers, perhaps noticing an object or creature that seems out of the ordinary without being sure why. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Inspector Source NPC Core pg. 112 Perception +12; (15 to Sense Motive, Seek, or Search) Languages Common; up to 3 additional languages Skills Athletics +9, Diplomacy +12, Intimidation +13, Legal Lore +13, Medicine +8, Society +12 Str +1 Dex +3 Con +0 Int +4 Wis +3 Cha +1 Investigation Specialist For encounters involving investigation, the inspector is a 5th-level challenge. Sense Demise The inspector can Sense Motive on a corpse, learning about the creature in the moments before its death. Items Leather Armor, Shortsword --- AC 19 Fort +5 Ref +10 Will +12 HP 40 --- Speed 25 feet Melee Single Action shortsword +12 (Agile, Finesse, versatile S), Damage 1d6+4 piercing plus 1 precision Melee Single Action fist +12 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning plus 1 precision Unavoidable Question Single Action (Linguistic) Frequency once per turn; Effect The inspector Demoralizes a creature and asks a question. On a success, the next Strike the inspector attempts against that target deals an additional 1d6 precision damage. If the target spends an action on their next turn to answer the question, either truthfully or by succeeding at a DC 25 Deception check, they are temporarily immune to the inspector's Unavoidable Question for 1 minute. ","skill_mod":{"society":12,"diplomacy":12,"medicine":8,"athletics":9,"intimidation":13},"summary":"Inspectors cultivate a wide selection of skills to investigate arson, murder, and other serious crimes, usually in major urban centers. They can …","image":["/Images/Monsters/Inspector.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":19,"item":["Leather Armor","Shortsword"],"level":3,"source_category":["Rulebooks"],"sense":"(15 to Sense Motive , Seek , or Search ) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3554","intelligence":4,"reflex_save":10,"strongest_save":["will"],"dexterity":3,"fortitude_save":5,"size":["Medium"],"name":"Inspector","category":"creature","rarity":"common","strike_damage_average":[6,7],"slug":"creature-3554"},{"attack_bonus":[10,10,11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Reactive Strike","Efficient Capture","Intimidating Strike","Subdue Prisoners"],"skill":["Athletics","Diplomacy","Intimidation"],"legacy_id":["creature-935"],"trait":["Human","Humanoid","Medium"],"id":"creature-3555","text":" Jailer A jailer's primary responsibility is to keep prisoners from escaping. Jailers must often use force, or the threat of force, to keep their charges in line, as even the most carefully crafted cells, manacles, or chains can fail with time and persistence when the prisoners have the will to attempt an escape. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Jailer Source NPC Core pg. 112 Perception +9; (10 to find concealed objects) Languages Common Skills Athletics +11, Diplomacy +5, Intimidation +7 Str +4 Dex +3 Con +1 Int +0 Wis +2 Cha +0 Items Club, Crossbow (20 bolts), keyring, simple manacles, Signal Whistle, Studded Leather Armor --- AC 18 Fort +8 Ref +10 Will +7 HP 45 Reactive Strike Reaction --- Speed 25 feet Melee Single Action club +11, Damage 1d6+8 bludgeoning Melee Single Action fist +11 (Agile, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Ranged Single Action crossbow +10 (range increment 120 feet, reload 1), Damage 1d8+4 piercing Ranged Single Action club +10 (thrown 10 feet), Damage 1d6+8 bludgeoning Efficient Capture Three Actions (Attack, Manipulate) Requirements The jailer has manacles in hand and is adjacent to a creature; Effect The jailer attempts to bind the creature's wrists or ankles with the manacles. If the jailer succeeds at an attack roll with a +9 modifier against the target's AC, they apply the manacles. Intimidating Strike Two Actions (Emotion, Fear, Mental) The jailer makes a melee Strike. If it hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit. Subdue Prisoners The jailer doesn't take the normal penalty for making a nonlethal attack when attacking with their club. ","skill_mod":{"diplomacy":5,"athletics":11,"intimidation":7},"summary":"A jailer's primary responsibility is to keep prisoners from escaping. Jailers must often use force, or the threat of force, to keep their charges in …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Club","Crossbow (20 bolts)","keyring","simple manacles","Signal Whistle","Studded Leather Armor"],"level":3,"source_category":["Rulebooks"],"sense":"(10 to find concealed objects) ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3555","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":8,"size":["Medium"],"name":"Jailer","category":"creature","rarity":"common","strike_damage_average":[8,10,11,11],"slug":"creature-3555"},{"attack_bonus":[10,13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":8,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Air of Authority","Bravery","Reactive Strike","Shield Block","Sudden Charge"],"skill":["Athletics","Diplomacy","Intimidation","Legal Lore","Society"],"legacy_id":["creature-936"],"trait":["Human","Humanoid","Medium"],"id":"creature-3556","text":" Watch Officer Often leading a small team of lower-ranking guards, watch officers patrol their assigned areas to maintain order and enforce laws. Watch officers get the job done, though their methods aren't always gentle or kind. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Watch Officer Source NPC Core pg. 113 Perception +8; (9 to Sense Motive) Languages Common Skills Athletics +11, Diplomacy +6, Intimidation +9, Legal Lore +7, Society +5 Str +4 Dex +1 Con +3 Int +0 Wis +1 Cha +1 Items Breastplate, Crossbow (20 bolts), Dagger, Signal Whistle, Steel Shield (Hardness 5, HP 20, BT 10), warhammer --- AC 19 (21 with shield raised) Fort +10 Ref +6 Will +8 HP 45 Air of Authority (aura, emotion, mental) 10 feet. Creatures in the aura who are the same or lower level than the watch officer take a –2 status penalty to their Will DC against the watch officer's attempts to Coerce or Demoralize them. Bravery When the watch officer rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1. Reactive Strike Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action warhammer +13 (Shove), Damage 1d8+7 bludgeoning Melee Single Action fist +13 (Agile, Nonlethal, Unarmed), Damage 1d4+7 bludgeoning Ranged Single Action crossbow +10 (range increment 120 feet, reload 1), Damage 1d8+3 piercing Sudden Charge Two Actions Frequency once per round; Effect The watch officer Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy. ","skill_mod":{"society":5,"diplomacy":6,"athletics":11,"intimidation":9},"summary":"Often leading a small team of lower-ranking guards, watch officers patrol their assigned areas to maintain order and enforce laws. Watch officers get …","image":["/Images/Monsters/Watch_Officer.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":19,"item":["Breastplate","Crossbow (20 bolts)","Dagger","Signal Whistle","Steel Shield (Hardness 5, HP 20, BT 10)","warhammer"],"level":3,"source_category":["Rulebooks"],"sense":"(9 to Sense Motive ) ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3556","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":10,"size":["Medium"],"name":"Watch Officer","category":"creature","rarity":"common","strike_damage_average":[7,9,11],"slug":"creature-3556"},{"attack_bonus":[11,14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":10,"charisma":1,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Trained Animal","Opportune Maneuver","Vigilant Vantage"],"skill":["Athletics","Nature","Settlement Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3557","text":" Equestrian Constable Equestrian constables patrol for criminals on horseback in wealthy areas or serve as reeves to enforce court orders. Some patrol major roads far from the protection of the city guard. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Equestrian Constable Source NPC Core pg. 113 Perception +11 Languages Common Skills Athletics +12, Nature +10, Settlement Lore +8 Str +4 Dex +1 Con +3 Int +0 Wis +2 Cha +1 Trained Animal The equestrian constable rides a trained mount of their level or lower, usually a war horse or, for elite equestrian constables, a veteran war horse. The animal has the standard number of actions, uses its normal stat block, and counts toward the encounter's XP budget normally. Items Crossbow (20 bolts), Guisarme, Half Plate, poor manacles, Rope, Signal Whistle --- AC 21 Fort +14 Ref +8 Will +10 HP 60 Opportune Maneuver Reaction Trigger A creature within 10 feet uses an action with the move trait or leaves a space within the constable's reach during its move action; Effect The constable attempts to Trip the triggering creature. On a success, the triggering action is disrupted. --- Speed 25 feet Melee Single Action guisarme +14 (reach 10 feet, Trip), Damage 1d8+8 slashing plus Knockdown Melee Single Action fist +14 (Agile, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Ranged Single Action crossbow +11 (range increment 120 feet, reload 1), Damage 1d8+4 piercing Vigilant Vantage Single Action The equestrian constable Seeks or Points Out a target. They can Interact to draw an item or Command an Animal to approach or attack the target. ","skill_mod":{"nature":10,"athletics":12},"summary":"Equestrian constables patrol for criminals on horseback in wealthy areas or serve as reeves to enforce court orders. Some patrol major roads far from …","image":["/Images/Monsters/Equestrian_Constable.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Crossbow (20 bolts)","Guisarme","Half Plate","poor manacles","Rope","Signal Whistle"],"level":4,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3557","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":14,"size":["Medium"],"name":"Equestrian Constable","category":"creature","rarity":"common","strike_damage_average":[8,10,12],"slug":"creature-3557"},{"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":75,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":11,"charisma":2,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{"area":5},"creature_ability":["Seek Quarry","Troop Defenses","City Passage","Lower Halberds!","Shoot Crossbows!"],"skill":["Athletics","Intimidation","Settlement Lore"],"legacy_id":["creature-1094"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3558","text":" City Guard Squadron Garrisons of professional guards are given the duties of patrolling the streets, assisting citizenry, and acting as a quick military response in times of crisis. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 City Guard Squadron Source NPC Core pg. 114 Perception +12 Languages Common Skills Athletics +14, Intimidation +11, Settlement Lore +9 Str +5 Dex +0 Con +3 Int +0 Wis +2 Cha +2 Seek Quarry City guards can spend 1 minute to designate a single creature for whom they have a physical description as their quarry. They gain a +2 circumstance bonus to Perception checks against their quarry. --- AC 22 Fort +14 Ref +9 Will +11 HP 75 (4 segments) Weaknesses area damage 5, splash damage 5 Troop Defenses --- Speed 25 feet; city passage, troop movement City Passage City guards ignore difficult terrain caused by crowds or from movement through narrow spaces such as alleyways. Lower Halberds! Single Action to Three Actions Frequency once per round; Effect The city guards engage in a coordinated melee attack against each enemy in a 10-foot emanation, with a DC 19 basic Reflex save. The damage depends on the number of actions. Single Action 1d10 piercing or slashing damage Two Actions 1d10+7 piercing or slashing damage Three Actions 1d10+10 piercing or slashing damage Shoot Crossbows! Two Actions The city guards draw or reload their crossbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 2d8 piercing damage with a DC 19 basic Reflex save. When the city guards are reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Local Guards The city guard squadron depicted here consists of humans armed with halberds and crossbows. You can alter these details to match the settlements in your game, adding ancestry traits, regional languages, and other abilities as necessary, and swapping out their weaponry for ones appropriate to the local culture. Some of the ancestry entries in chapter 2 also include troops even more suited to settlements inhabited by different ancestries! ","skill_mod":{"athletics":14,"intimidation":11},"summary":"Garrisons of professional guards are given the duties of patrolling the streets, assisting citizenry, and acting as a quick military response in …","image":["/Images/Monsters/City_Guard_Squadron.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":22,"level":5,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3558","intelligence":0,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":14,"size":["Gargantuan"],"name":"City Guard Squadron","category":"creature","rarity":"common","slug":"creature-3558"},{"attack_bonus":[15,15],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":70,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","spell_attack_bonus":[12],"will_save":14,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":1,"weakness":{},"creature_ability":["Arcane Watch","Counter Escape","Eldritch Arms","Spellbound Strike"],"skill":["Arcana","Athletics","Intimidation","Legal Lore","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3559","text":" Watchmage A watchmage uses a mix of magic and martial training to enforce the law. They magically detect invisible criminals, locate stolen property, and counter illegal spells. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Watchmage Source NPC Core pg. 115 Perception +15 Languages Common Skills Arcana +13, Athletics +10, Intimidation +9, Legal Lore +13, Society +11 Str +1 Dex +4 Con +2 Int +4 Wis +1 Cha +0 Arcane Watch The watchmage can either Investigate or Search while using the Detect Magic exploration activity. Items Leather Armor, Shortbow (20 arrows), spellbook (contains all prepared spells plus earthbind , revealing light , sleep , and tailwind ) --- AC 21 Fort +9 Ref +12 Will +14 HP 70 Counter Escape Reaction (arcane) Trigger A creature Casts a Spell with the teleportation trait or as a reaction; Effect The watchmage expends a spell slot of the same rank or higher as the trigger creature's spell and attempts to counteract the triggering spell (counteract modifier +11). --- Speed 25 feet Melee Single Action fist +15 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d6+5 bludgeoning Ranged Single Action shortbow +15 (deadly d10, Magical, range increment 60 feet), Damage 1d6+4 piercing plus 1d6 force Arcane Prepared Spells DC 20, attack +12 - Cantrips (3rd) Detect Magic, Frostbite, Ignition, Read Aura, Tangle Vine - 1st Command, Force Barrage, Sure Strike - 2nd Dispel Magic, See the Unseen - 3rd Haste, Slow Eldritch Arms (Concentrate) In a brief ritual that takes 10 minutes, the watchmage chooses a single weapon or unarmed attack through which they can focus their magic. Strikes the watchmage makes with that weapon are magical and deal 1d6 additional force damage. Spellbound Strike Three Actions Requirements The watchmage is wielding the weapon chosen with Eldritch Arms; Effect The watchmage Casts a Spell that takes 1 or 2 actions to cast, imbuing that spell into the weapon. The watchmage Strikes with the required weapon. This counts as two attacks for the watchmage's multiple attack penalty. On a hit, the target is also affected by the spell, though the target gets any normal defenses allowed by the spell. If the spell is targeted, it targets the creature that was hit and no one else. If the spell is an area, the target must be in the area. A burst is centered on a corner of the target's square if the target is Medium or smaller, or the corner of a square closest to the creature's center if it's Large or larger. A cone or line emits from a square of the watchmage's choice adjacent to the target. ","tradition":["Arcane"],"skill_mod":{"society":11,"arcana":13,"athletics":10,"intimidation":9},"summary":"A watchmage uses a mix of magic and martial training to enforce the law. They magically detect invisible criminals, locate stolen property, and …","image":["/Images/Monsters/Watchmage.webp"],"primary_source":"NPC Core","spell":["Haste","Slow","Dispel Magic","See the Unseen","Command","Force Barrage","Sure Strike","Detect Magic","Frostbite","Ignition","Read Aura","Tangle Vine"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Leather Armor","Shortbow (20 arrows)","spellbook (contains all prepared spells plus earthbind , revealing light , sleep , and tailwind )"],"level":5,"spell_dc":[20],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3559","intelligence":4,"reflex_save":12,"strongest_save":["will"],"dexterity":4,"fortitude_save":9,"size":["Medium"],"name":"Watchmage","category":"creature","rarity":"common","strike_damage_average":[8,11],"slug":"creature-3559"},{"attack_bonus":[12,17,18],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":95,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":15,"charisma":3,"speed":{"max":20,"land":20},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Aura of Command","Bravery","Shield Warden","Reactive Strike","Shield Block","Shielded Advance"],"skill":["Athletics","Diplomacy","Intimidation","Legal Lore","Society","Warfare Lore"],"legacy_id":["creature-937"],"trait":["Human","Humanoid","Medium"],"id":"creature-3560","text":" Captain of the Guard The captain of the guard leads a troop of soldiers who serve as security forces for a powerful individual, most often a high-ranking noble or very rich merchant, though this stat block could also represent a lower-ranking captain of the guard for the leader of a nation. A formidable opponent in their own right, the captain of the guard skillfully employs their troops to protect the life and health of their ward. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Captain of the Guard Source NPC Core pg. 115 Perception +15 Languages Common Skills Athletics +15, Diplomacy +11, Intimidation +13, Legal Lore +12, Society +10, Warfare Lore +8 Str +5 Dex +0 Con +2 Int +0 Wis +3 Cha +3 Items Crossbow (20 bolts), Dagger, Full Plate, +1 longsword , Steel Shield (Hardness 5, HP 20, BT 10) --- AC 24 (26 with shield raised) Fort +14 Ref +12 Will +15 HP 95 Aura of Command (aura, emotion, mental) 30 feet. The captain of the guard bolsters lower-level guards under their command, granting them a +1 status bonus to their attack rolls and a +2 status bonus to their Will saves. Bravery When the captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1. Shield Warden When the captain has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the captain. Reactive Strike Reaction Shield Block Reaction --- Speed 20 feet Melee Single Action longsword +18 (Magical, versatile P), Damage 1d8+11 slashing Melee Single Action fist +17 (Agile, Nonlethal, Unarmed), Damage 1d4+11 bludgeoning Ranged Single Action crossbow +12 (range increment 120 feet, reload 1), Damage 1d8+6 piercing Shielded Advance Single Action Requirements The captain of the guard has their shield raised; Effect The captain of the guard presses forward, using their shield to push back foes. The captain Strides and Shoves, in either order. The multiple attack penalty doesn't apply to this Shove, though the Shove does count toward the captain's multiple attack penalty. ","skill_mod":{"society":10,"diplomacy":11,"athletics":15,"intimidation":13},"summary":"The captain of the guard leads a troop of soldiers who serve as security forces for a powerful individual, most often a high-ranking noble or very …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":24,"item":["Crossbow (20 bolts)","Dagger","Full Plate","+1 longsword","Steel Shield (Hardness 5, HP 20, BT 10)"],"level":6,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3560","intelligence":0,"reflex_save":12,"strongest_save":["will"],"dexterity":0,"fortitude_save":14,"size":["Medium"],"name":"Captain of the Guard","category":"creature","rarity":"common","strike_damage_average":[10,13,15],"slug":"creature-3560"},{"attack_bonus":[15,16],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":105,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Behead","Intimidating Strike","Mark for Death"],"skill":["Athletics","Intimidation","Medicine"],"legacy_id":["creature-938"],"trait":["Human","Humanoid","Medium"],"id":"creature-3561","text":" Executioner Executioners carry out sentences from cruel tyrants and legitimate rulers alike. Most remain numb to the necessity of their duty, but some evil executioners grow to love the power of having someone else's life in their hands. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Executioner Source NPC Core pg. 116 Perception +12 Languages Common Skills Athletics +15, Intimidation +13, Medicine +10 Str +5 Dex +2 Con +3 Int -1 Wis +2 Cha +2 Items chainmail, +1 greataxe , hood --- AC 23 Fort +15 Ref +12 Will +14 HP 105 --- Speed 25 feet Melee Single Action greataxe +16 (Magical, Sweep), Damage 1d12+9 slashing Melee Single Action fist +15 (Agile, Nonlethal, Unarmed), Damage 1d4+9 bludgeoning Behead Three Actions Requirements The executioner is adjacent to a dying creature or a creature specifically prepared for a killing blow; Effect The executioner Strikes the creature with their greataxe. On a hit, in addition to taking damage, the target must attempt a DC 23 Fortitude save or be reduced to 0 HP and become dying 1. If the creature was already dying (including if it was reduced to 0 HP by the Strike's damage), the creature's dying value increases by 1, in addition to any increase from the Strike. On a critical failure, the creature dies instantly. If the executioner's Strike was a critical hit, the target uses the outcome one degree of success worse than the result of their saving throw. Intimidating Strike Two Actions (Emotion, Fear, Mental) The executioner makes a melee Strike. If it hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit. Mark for Death Single Action (Concentrate) The executioner marks a single creature they can see for death. The first time each round the executioner Strikes that creature, the Strike deals an extra 1d12 precision damage. The creature remains marked for death until the executioner is knocked out, marks a different creature for death, or the encounter ends. ","skill_mod":{"medicine":10,"athletics":15,"intimidation":13},"summary":"Executioners carry out sentences from cruel tyrants and legitimate rulers alike. Most remain numb to the necessity of their duty, but some evil …","image":["/Images/Monsters/Executioner.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["chainmail","+1 greataxe","hood"],"level":6,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3561","intelligence":-1,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":15,"size":["Medium"],"name":"Executioner","category":"creature","rarity":"common","strike_damage_average":[11,15],"slug":"creature-3561"},{"attack_bonus":[16,16,17],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":100,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":11,"charisma":1,"speed":{"max":25,"land":25},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Warding Strike","Warden's Protection"],"skill":["Athletics","Nature","Stealth","Survival"],"legacy_id":["creature-920"],"trait":["Human","Humanoid","Medium"],"id":"creature-3562","text":" Warden Wardens are the chief guardians of borders and frontiers. Whether standing watch over a single village or an entire region, wardens keep a vigilant eye out for threats to their charges. Wardens are stalwart folk, often called to duty by Erastil to protect those around them. Be it times of war or along the frontier, wardens are often the balanced edge of a blade between a community and the wilds at its fringes. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Warden Source NPC Core pg. 117 Perception +17 Languages Common Skills Athletics +15, Nature +11, Stealth +13, Survival +13 Str +4 Dex +2 Con +3 Int +1 Wis +2 Cha +1 Items Backpack, Bastard Sword, Bedroll, Compass, +1 composite longbow (10 arrows), Flint and Steel, maps, pup tent, Scale Mail --- AC 24 Fort +15 Ref +15 Will +11 HP 100 Warding Strike Reaction Trigger One of the warden's enemies within 100 feet attacks one of the warden's allies or a person the warden is sworn to protect; Effect The warden Strikes the triggering enemy. If the Strike hits, the enemy's attack is deflected, reducing its damage by 8, or by 16 if the warden's Strike was a critical hit. --- Speed 25 feet Melee Single Action bastard sword +16 (two-hand d12), Damage 1d8+10 slashing Melee Single Action fist +16 (Agile, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning Ranged Single Action composite longbow +17 (deadly d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+8 piercing Warden's Protection A warden deals an extra 1d8 damage to any creature trespassing on the territory the warden protects. ","skill_mod":{"nature":11,"survival":13,"stealth":13,"athletics":15},"summary":"Wardens are the chief guardians of borders and frontiers. Whether standing watch over a single village or an entire region, wardens keep a vigilant …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":24,"item":["Backpack","Bastard Sword","Bedroll","Compass","+1 composite longbow (10 arrows)","Flint and Steel","maps","pup tent","Scale Mail"],"level":6,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3562","intelligence":1,"reflex_save":15,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"fortitude_save":15,"size":["Medium"],"name":"Warden","category":"creature","rarity":"common","strike_damage_average":[12,12,14],"slug":"creature-3562"},{"attack_bonus":[16,19,19],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":120,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":17,"charisma":2,"speed":{"max":25,"land":25},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Nerves of Steel","Reactive Strike","Stop in the Name of the Law!","Shoot Down"],"skill":["Athletics","Intimidation","Legal Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3563","text":" Gendarme Powerful governments retain gendarmes to guard important magistrates, enforce laws protecting national security, reinstate order amid unrest, and capture unusually dangerous criminals. They're also sent to deal with important cases in rural areas without substantial guards of their own. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Gendarme Source NPC Core pg. 117 Perception +19 Languages Common Skills Athletics +18, Intimidation +16, Legal Lore +14 Str +4 Dex +1 Con +4 Int +0 Wis +3 Cha +2 Items +1 composite longbow (20 arrows), +1 striking flail , +1 gauntlet , Half Plate --- AC 26 Fort +19 Ref +14 Will +17 (nerves of steel) HP 120 Nerves of Steel When the gendarme succeeds against a fear effect, they get a critical success instead. Reactive Strike Reaction The gendarme can Disarm instead of Striking. --- Speed 25 feet Melee Single Action flail +19 (Disarm, Magical, Sweep, Trip), Damage 2d6+10 bludgeoning plus Improved Knockdown Melee Single Action gauntlet +19 (Agile, Free-Hand, Magical), Damage 1d4+10 bludgeoning plus Improved Grab Ranged Single Action composite longbow +16 (deadly d10, Magical, Propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+8 piercing Stop in the Name of the Law! Two Actions (Incapacitation, Linguistic) The gendarme Strides twice and then Demoralizes. On a success, the target is slowed with a value equal to its frightened value until it is no longer frightened. Shoot Down Two Actions The gendarme carefully makes a ranged Strike. If the Strike deals damage, the target must succeed at a DC 26 Reflex saving throw or fall prone. ","skill_mod":{"athletics":18,"intimidation":16},"summary":"Powerful governments retain gendarmes to guard important magistrates, enforce laws protecting national security, reinstate order amid unrest, and …","image":["/Images/Monsters/Gendarme.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":26,"item":["+1 composite longbow (20 arrows)","+1 striking flail","+1 gauntlet","Half Plate"],"level":8,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3563","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":19,"size":["Medium"],"name":"Gendarme","category":"creature","rarity":"common","strike_damage_average":[12,12,17],"slug":"creature-3563"},{"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":17,"charisma":2,"speed":{"max":25,"land":25},"perception":17,"wisdom":3,"weakness":{"area":10},"creature_ability":["Troop Defenses","Coordinated Step","Fire Longbows!","Seize Them!","Sweep the Area"],"skill":["Athletics","Intimidation","Settlement Lore"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3564","text":" Arrester Squadron These guards have been extensively trained to perform complex maneuvers together. They are sent to capture accused criminals believed to be especially dangerous (whether due to their own abilities or due to their allies). Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Arrester Squadron Source NPC Core pg. 118 Perception +17 Languages Common Skills Athletics +18, Intimidation +16, Settlement Lore +14 Str +6 Dex +1 Con +4 Int +0 Wis +3 Cha +2 --- AC 27 Fort +18 Ref +13 Will +17 HP 135 (4 segments) Weaknesses area damage 10, splash damage 10 Troop Defenses --- Speed 25 feet; troop movement Coordinated Step Single Action The arrester squadron Steps twice. Fire Longbows! Two Actions The arrester squadron fire a coordinated volley with their longbows against each enemy in a 10-foot burst within 150 feet that deals 3d8 piercing damage with a DC 23 basic Reflex save. When the arresters are reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Seize Them! Single Action to Three Actions (Nonlethal) The arresters attack with saps and tackle foes. Each enemy in a 5-foot emanation must attempt a DC 23 basic Reflex save. The damage and additional effects depend on the number of actions. The DC to Escape any of the following conditions is 26. Single Action 1d6+3 bludgeoning damage (plus grabbed for 1 round on a critical failure) Two Actions 3d6+6 bludgeoning damage (plus grabbed for 1 round on a failure or restrained for 1 round on a critical failure) Three Actions 4d6+9 bludgeoning damage (plus grabbed for 1 round on a failure or restrained for 1 round on a critical failure) Sweep the Area Single Action The arresters Seek in a 40-foot burst or 80-foot cone and Point Out up to four targets. ","skill_mod":{"athletics":18,"intimidation":16},"summary":"These guards have been extensively trained to perform complex maneuvers together. They are sent to capture accused criminals believed to be …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":27,"level":8,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3564","intelligence":0,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":18,"size":["Gargantuan"],"name":"Arrester Squadron","category":"creature","rarity":"common","slug":"creature-3564"},{"attack_bonus":[20,20,20,20],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":115,"language":["Common","up to 3 additional languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":19,"charisma":3,"speed":{"max":25,"land":25},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Insightful","Objection!","Debilitating Sneak Attack"],"skill":["Deception","Diplomacy","Intimidation","Legal Lore","Stealth","Society","Thievery"],"trait":["Human","Humanoid","Medium"],"id":"creature-3565","text":" Accuser Agent Accuser agents might be high court advocates, official spymasters, or innocuous adjutants delivering important messages to magistrates, generals, officers, or mercenaries. They have ample latitude in matters of government security, though they sometimes have little oversight. When their findings demand an official response, accuser agents present cases before national tribunals or in royal courts. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Accuser Agent Source NPC Core pg. 118 Perception +19; (21 to Sense Motive) Languages Common; up to 3 additional languages Skills Deception +20, Diplomacy +18, Intimidation +18, Legal Lore +20, Stealth +17, Society +18, Thievery +19 Str +0 Dex +4 Con +0 Int +3 Wis +4 Cha +3 Insightful When the accuser agent succeeds at a Perception check, they critically succeed instead. Items +1 striking dagger , Scholarly Journal, +1 striking sword cane , Writing Set --- AC 28 Fort +15 Ref +19 Will +19 HP 115 Objection! Reaction (auditory, linguistic) Trigger A creature within 30 feet takes an action with the linguistic trait; Effect The triggering creature must succeed a DC 28 Will saving throw or their action is disrupted. --- Speed 25 feet Melee Single Action dagger +20 (Agile, deadly d6, Finesse, Magical, versatile S), Damage 2d4+8 piercing Melee Single Action sword cane +20 (Agile, Concealable, Finesse, Magical), Damage 2d8+8 piercing Melee Single Action fist +20 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Ranged Single Action dagger +20 (Agile, deadly d6, Finesse, Magical, thrown 20 feet, versatile S), Damage 2d4+8 piercing Debilitating Sneak Attack The accuser agent's Strikes deal an extra 3d6 precision damage to off-guard creatures. A target who takes this additional precision damage also either becomes enfeebled 1 or takes a –10-foot status penalty to its Speeds until the end of the agent's next turn. ","skill_mod":{"society":18,"diplomacy":18,"deception":20,"thievery":19,"stealth":17,"intimidation":18},"summary":"Accuser agents might be high court advocates, official spymasters, or innocuous adjutants delivering important messages to magistrates, generals, …","image":["/Images/Monsters/Accuser_Agent.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":28,"item":["+1 striking dagger","Scholarly Journal","+1 striking sword cane","Writing Set"],"level":9,"source_category":["Rulebooks"],"sense":"(21 to Sense Motive ) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3565","intelligence":3,"reflex_save":19,"strongest_save":["ref","reflex","will"],"dexterity":4,"fortitude_save":15,"size":["Medium"],"name":"Accuser Agent","category":"creature","rarity":"common","strike_damage_average":[10,13,13,17],"slug":"creature-3565"},{"attack_bonus":[18,19],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":180,"language":["Common","Diabolic"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","spell_attack_bonus":[21],"will_save":33,"charisma":4,"speed":{"max":25,"land":25},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Contract Specialist","Death is a Promotion","Friends in Low Places","Technically Correct","A Favor for a Favor","Request Document"],"skill":["Deception","Diplomacy","Legal Lore","Religion","Scribe Lore","Society"],"trait":["Human","Humanoid","Rare","Unholy","Medium"],"id":"creature-3566","text":" Infernal Registrar The infernal registrar is a mortal representative of Hell's bureaucracy. They can access copies of all infernal contracts signed by a denizen of their world and can navigate the machinations of Hell's many devils. They can grant special access—for a price. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Infernal Registrar Source NPC Core pg. 119 Perception +19; (33 to Sense Motive) Languages Common, Diabolic Skills Deception +22, Diplomacy +33, Legal Lore +33, Religion +30, Scribe Lore +30, Society +33 Str +2 Dex +2 Con +2 Int +5 Wis +3 Cha +4 Contract Specialist For encounters involving matters of contracts and dealings with Hell, the infernal registrar is an 18th-level challenge. Death is a Promotion The infernal registrar does not fear death, as they have a signed infernal contract for immediate promotion to a mid-ranked devil upon their soul's arrival in Hell. They're immune to all Intimidation checks to Coerce involving threats of death. Friends in Low Places Though devils do not respect most mortals, they respect the office of infernal registrar. No creature with the devil trait of 18th level or lower will knowingly and willingly attack an infernal registrar. Technically Correct The infernal registrar uses their Legal Lore modifier on all Deception checks to Lie. Items staff of office (functions as +1 flaming striking staff ) --- AC 27 Fort +19 Ref +16 Will +33 +2 circumstance to all saves vs. fear HP 180 Resistances fire 10 --- Speed 25 feet Melee Single Action staff of office +19 (Magical, two-hand d8), Damage 2d4+8 bludgeoning plus 1d6 fire Melee Single Action fist +18 (Agile, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Divine Innate Spells DC 29, attack +21 - Cantrips (5th) Detect Magic, Ignition, Read Aura - 2nd Translate (at will) - 3rd Chilling Darkness, Fear, Ring of Truth - 4th Detect Scrying, Suggestion - 5th Banishment, Divine Immolation, Locate A Favor for a Favor Three Actions (Concentrate, Divine) The infernal registrar has the authority to make limited infernal contracts with other mortals. They summon a contract with the legal language they desire. Detecting hidden clauses in the contract requires a successful DC 43 Society or a DC 38 Legal Lore check. Once signed, the contract vanishes into the infernal filing system in Hell. The infernal registrar cannot grant any boons beyond their own personal power (usually limited to information, advice, or access to elements of the infernal bureaucracy). Request Document Three Actions (Concentrate, Divine) The infernal registrar makes a request to summon a copy of any infernal contract a specific creature has signed. They must know enough information to specifically identify the individual who signed. The infernal registrar attempts a Legal Lore check with a DC equal to a hard DC of the level of the creature in question. The infernal registrar will never promise a successful use of this ability in the agreements they make. Each agreement is typically for one attempt. Any copy summoned is simply a copy, has no impact on the original contract if destroyed or altered, and will vanish if taken more than 20 feet from the infernal registrar. Critical Success A copy of the contract appears before the infernal registrar after 10 minutes. Success A copy of the contract appears before the infernal registrar after 1 hour. Failure The attempt fails, but the infernal registrar can try again after 24 hours. Critical Failure The attempt fails, and the infernal registrar can't try again for the named creature for 1 year. The Devil Out Of The Details Instead of Hell, an infernal registrar might run the bureaucracy of a vast magical city or a commune of otherworldly entities. To represent this, replace any reference to devils with a more appropriate creature type, and replace the registrar's divine spells with arcane or occult spells, respectively. They also speak a more appropriate language, like Draconic or Aklo. Their contract abilities remain essentially the same, though details can be described differently. ","tradition":["Divine"],"skill_mod":{"society":33,"diplomacy":33,"deception":22,"religion":30},"summary":"The infernal registrar is a mortal representative of Hell's bureaucracy. They can access copies of all infernal contracts signed by a denizen of …","image":["/Images/Monsters/Infernal_Registrar.webp"],"primary_source":"NPC Core","spell":["Banishment","Divine Immolation","Locate","Detect Scrying","Suggestion","Chilling Darkness","Fear","Ring of Truth","Translate","Detect Magic","Ignition","Read Aura"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity","Mechanics"],"ac":27,"item":["staff of office (functions as +1 flaming striking staff )"],"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":"(33 to Sense Motive ) ","weakest_save":["ref","reflex"],"resistance":{"fire":10},"url":"/NPCs.aspx?ID=3566","intelligence":5,"reflex_save":16,"strongest_save":["will"],"dexterity":2,"fortitude_save":19,"size":["Medium"],"name":"Infernal Registrar","category":"creature","rarity":"rare","strike_damage_average":[10,16],"slug":"creature-3566"},{"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":180,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","spell_attack_bonus":[18],"will_save":19,"charisma":0,"speed":{"max":25,"land":25},"perception":22,"wisdom":2,"weakness":{"area":10},"creature_ability":["Invisibility Scan","Troop Defenses","Troop Spellcasting","Bash Heads","Fire Shortbows!"],"skill":["Arcana","Athletics","Intimidation","Legal Lore","Society"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3567","text":" Watchmage Squadron Governments often organize and deploy squadrons of watchmages in places where dangerous magic is expected. Members combine their spellcasting to cast at a higher level than they could alone. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Watchmage Squadron Source NPC Core pg. 120 Perception +22; invisibility scan Languages Common Skills Arcana +21, Athletics +19, Intimidation +20, Legal Lore +21, Society +19 Str +3 Dex +4 Con +3 Int +5 Wis +2 Cha +0 Invisibility Scan Invisibility can't make anything undetected or unnoticed to the watchmage squadron. --- AC 30 Fort +22 Ref +16 Will +19 HP 180 (4 segments) Weaknesses area damage 10, splash damage 10 Troop Defenses --- Speed 25 feet, troop movement Arcane Prepared Spells DC 26, attack +18 - Cantrips (5th) Detect Magic, Frostbite, Light, Tangle Vine - 2nd Revealing Light - 4th Dispel Magic, Grim Tendrils - 5th Fireball, Locate, Slither Troop Spellcasting When the watchmage squadron Casts a Spell, the individual members combine their efforts into casting a more powerful version than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. Bash Heads Two Actions (Nonlethal) The watchmages lash out against all enemies in a 5-foot emanation with their fists, dealing 4d4+4 bludgeoning damage with a DC 29 basic Reflex save. Fire Shortbows! Single Action to Three Actions (Arcane) Frequency once per round; Effect The watchmages fire a volley against each enemy in a 10-foot burst within 150 feet, with a DC 26 basic Reflex save. The damage depends on the number of actions. When the squadron is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Single Action 1d6+3 piercing plus 1d6 force damage Two Actions 3d6+6 piercing plus 1d6 force damage Three Actions 4d6+6 piercing plus 1d6 force damage ","tradition":["Arcane"],"skill_mod":{"society":19,"arcana":21,"athletics":19,"intimidation":20},"summary":"Governments often organize and deploy squadrons of watchmages in places where dangerous magic is expected. Members combine their spellcasting to cast …","image":["/Images/Monsters/Watchmage_Squadron.webp"],"primary_source":"NPC Core","spell":["Fireball","Locate","Slither","Dispel Magic","Grim Tendrils","Revealing Light","Detect Magic","Frostbite","Light","Tangle Vine"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":30,"level":10,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"invisibility scan","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3567","intelligence":5,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":22,"size":["Gargantuan"],"name":"Watchmage Squadron","category":"creature","rarity":"common","slug":"creature-3567"},{"attack_bonus":[27,30,30,30],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":215,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Official","will_save":28,"charisma":4,"speed":{"max":25,"land":25},"perception":28,"wisdom":5,"weakness":{},"creature_ability":["Searching Gaze","Symbol of Loyalty","Reactive Strike","Condemn","I Am the Law!","Twisting Fear"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3568","text":" Grand Inquisitor A grand inquisitor leads powerful governmental forces. They're often champions of oppressive empires or overzealous intelligence networks. Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Grand Inquisitor Source NPC Core pg. 121 Perception +28; (31 to Sense Motive) Languages Common Skills Athletics +25, Deception +27, Diplomacy +30, Intimidation +30, Society +28 Str +5 Dex +2 Con +2 Int +3 Wis +5 Cha +4 Items +2 resilient full plate , +2 striking scimitar , +2 striking starknife --- AC 38 Fort +26 Ref +20 (+23 vs. damaging effects) Will +28 HP 215 Searching Gaze (aura, emotion, fear, mental, visual) 30 feet. When an opponent ends its turn in the aura, it must attempt a DC 36 Will save or it becomes frightened 1 (frightened 2 on a critical failure), and the grand inquisitor learns its surface thoughts (and underlying motive on a critical failure). Symbol of Loyalty (aura, emotion, mental, visual) 60 feet. Allies in the aura who are 14th level and lower and are loyal to the grand inquisitor's cause get a +3 status bonus to Will saves. Reactive Strike Reaction If the grand inquisitor's attack hits and this reaction was triggered by a frightened creature, the triggering action is disrupted. --- Speed 25 feet Melee Single Action scimitar +30 (Forceful, Magical, Sweep), Damage 2d6+15 slashing Melee Single Action starknife +30 (Agile, deadly d6, Magical, versatile S), Damage 2d4+15 piercing Melee Single Action fist +30 (Agile, Nonlethal, Unarmed), Damage 1d4+15 bludgeoning Ranged Single Action starknife +27 (Agile, deadly d6, Magical, thrown 20 feet, versatile S), Damage 2d4+15 piercing Condemn Single Action (Incapacitation, Linguistic) The grand inquisitor Demoralizes. On a success, the target is stunned with a value equal to its frightened condition. I Am the Law! Two Actions (Auditory, Linguistic) The grand inquisitor vows to bring down all the fury of a nation down upon their foes. Up to three lower-level allies within 60 feet of the grand inquisitor can use their reaction to Grapple, Strike, or Trip with a +2 status bonus. Twisting Fear The grand inquisitor's Strikes deal an extra 3d6 precision damage to frightened creatures. ","skill_mod":{"society":28,"diplomacy":30,"deception":27,"athletics":25,"intimidation":30},"summary":"A grand inquisitor leads powerful governmental forces. They're often champions of oppressive empires or overzealous intelligence networks.","image":["/Images/Monsters/Grand_Inquistor.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":38,"item":["+2 resilient full plate","+2 striking scimitar","+2 striking starknife"],"level":15,"source_category":["Rulebooks"],"sense":"(31 to Sense Motive ) ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3568","intelligence":3,"reflex_save":20,"strongest_save":["will"],"dexterity":2,"fortitude_save":26,"size":["Medium"],"name":"Grand Inquisitor","category":"creature","rarity":"common","strike_damage_average":[17,20,20,22],"slug":"creature-3568"},{"attack_bonus":[7,7,7],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Performer","will_save":3,"charisma":4,"speed":{"max":25,"land":25},"perception":4,"wisdom":0,"weakness":{},"creature_ability":["Dance Specialist","Fascinating Dance"],"skill":["Acrobatics","Athletics","Diplomacy","Performance","Stealth","Theater Lore"],"legacy_id":["creature-939"],"trait":["Human","Humanoid","Medium"],"id":"creature-3569","text":" Dancer Dance can be used to tell stories, share emotions, provide entertainment, and display a performer's athletic ability. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Dancer Source NPC Core pg. 124 Perception +4 Languages Common Skills Acrobatics +7, Athletics +7, Diplomacy +6, Performance +13, Stealth +6, Theater Lore +5 Str +1 Dex +3 Con +1 Int +0 Wis +0 Cha +4 Dance Specialist For encounters involving contests of dancing, the dancer is a 5thlevel challenge. Items Dagger (3), jewelry and clothes (worth 10 gp) --- AC 16 Fort +6 Ref +8 Will +3 HP 20 --- Speed 25 feet Melee Single Action dagger +7 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Melee Single Action foot +7 (Agile, Finesse, Nonlethal), Damage 1d4+3 bludgeoning Ranged Single Action dagger +7 (Agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing Fascinating Dance Single Action Frequency once per round; Effect The dancer Strides up to their Speed. Once during this movement, when the dancer is adjacent to a creature, the dancer can attempt to mesmerize that creature, who attempts a DC 17 Will save. On a failure, that creature is fascinated with the dancer until the end of its next turn. ","skill_mod":{"diplomacy":6,"performance":13,"stealth":6,"athletics":7,"acrobatics":7},"summary":"Dance can be used to tell stories, share emotions, provide entertainment, and display a performer's athletic ability.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":16,"item":["Dagger (3)","jewelry and clothes (worth 10 gp)"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3569","intelligence":0,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Dancer","category":"creature","rarity":"common","strike_damage_average":[5,5,5],"slug":"creature-3569"},{"attack_bonus":[10,10,10],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Performer","will_save":4,"charisma":1,"speed":{"max":30,"land":30},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Acrobatic Specialist","Steady Balance","Cat Fall","Nimble Dodge","Sneak Attack","Swinging Strike"],"skill":["Acrobatics","Athletics","Circus Lore","Deception","Performance","Stealth"],"legacy_id":["creature-940"],"trait":["Human","Humanoid","Medium"],"id":"creature-3570","text":" Acrobat Acrobats perform feats of agility, balance, and strength. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Acrobat Source NPC Core pg. 124 Perception +6 Languages Common Skills Acrobatics +15, Athletics +8, Circus Lore +5, Deception +5, Performance +9, Stealth +8 Str +2 Dex +4 Con +2 Int +1 Wis +0 Cha +1 Acrobatic Specialist For encounters involving contests of acrobatics and similar activities, the acrobat is a 5th-level challenge. Steady Balance When the acrobat rolls a success on an Acrobatics check, they get a critical success instead. They aren't off-guard when attempting to Balance and can attempt an Acrobatics check instead of a Reflex save to Grab an Edge. Items Climbing Kit, Dagger (5), Rope (50 feet) --- AC 18 Fort +8 Ref +11 Will +4 HP 30 Cat Fall The acrobat treats all falls as 25 feet shorter. Nimble Dodge Reaction Trigger The acrobat is targeted with a melee or ranged attack by an attacker they can see; Effect The acrobat gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet Melee Single Action dagger +10 (Agile, Finesse, versatile S), Damage 1d4+4 piercing Melee Single Action foot +10 (Agile, Finesse, Nonlethal), Damage 1d4+4 bludgeoning Ranged Single Action dagger +10 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing Sneak Attack The acrobat deals an extra 1d6 precision damage to off-guard creatures. Swinging Strike Two Actions The acrobat swings on a rope or trapeze, moving up to double their Speed. At any point during the swing, they can make a melee Strike. ","skill_mod":{"performance":9,"deception":5,"stealth":8,"athletics":8,"acrobatics":15},"summary":"Acrobats perform feats of agility, balance, and strength.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Climbing Kit","Dagger (5)","Rope (50 feet)"],"level":2,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3570","intelligence":1,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":8,"size":["Medium"],"name":"Acrobat","category":"creature","rarity":"common","strike_damage_average":[6,6,6],"slug":"creature-3570"},{"attack_bonus":[8,9,9],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":32,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Performer","spell_attack_bonus":[10],"will_save":9,"charisma":4,"speed":{"max":25,"land":25},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Distracting Drone","Sneak Attack"],"skill":["Athletics","Crafting","Deception","Diplomacy","Performance","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3571","text":" Street Musician Many musicians make their living off stage by playing at markets, fairs, or crossroads. While their fame may not be as widespread as theatrical performers, they are nonetheless staples of many communities. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Street Musician Source NPC Core pg. 125 Perception +9 Languages Common Skills Athletics +6, Crafting +5, Deception +8, Diplomacy +8, Performance +8, Society +6 Str +2 Dex +1 Con +2 Int +0 Wis +1 Cha +4 Items Dagger, Musical Instrument (handheld) --- AC 17 Fort +8 Ref +8 Will +9 HP 32 --- Speed 25 feet Melee Single Action dagger +9 (Agile, versatile S), Damage 1d4+4 piercing Melee Single Action fist +9 (Agile, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action dagger +8 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing Occult Spontaneous Spells DC 18, attack +10 - Cantrips (1st) Daze, Figment, Light, Summon Instrument - 1st Charm, Force Barrage, Ventriloquism (3 slots) Distracting Drone Single Action Requirements The street musician is playing their instrument; Effect The street musician attempts a Performance check compared to the Will DC of an observer within 30 feet. On a success, the target is fascinated by the street musician and off-guard for 1 round. Sneak Attack The street musician deals an additional 1d4 precision damage to off-guard creatures. This increases to 1d6 against creatures off-guard due to the street musician's Feint or distracting drone. ","tradition":["Occult"],"skill_mod":{"society":6,"diplomacy":8,"performance":8,"deception":8,"crafting":5,"athletics":6},"summary":"Many musicians make their living off stage by playing at markets, fairs, or crossroads. While their fame may not be as widespread as theatrical …","image":["/Images/Monsters/Street_Musician.webp"],"primary_source":"NPC Core","spell":["Charm","Force Barrage","Ventriloquism","Daze","Figment","Light","Summon Instrument"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Dagger","Musical Instrument (handheld)"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3571","intelligence":0,"reflex_save":8,"strongest_save":["will"],"dexterity":1,"fortitude_save":8,"size":["Medium"],"name":"Street Musician","category":"creature","rarity":"common","strike_damage_average":[6,6,6],"slug":"creature-3571"},{"attack_bonus":[9,10,10,10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Performer","will_save":7,"charisma":3,"speed":{"max":25,"land":25},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Juggling Specialist","Return Throw","Juggle","Juggling Bounce"],"skill":["Acrobatics","Athletics","Circus Lore","Performance"],"trait":["Human","Humanoid","Medium"],"id":"creature-3572","text":" Juggler Jugglers are physical performers who master the art of manipulating props. Usually, this involves throwing multiple objects up in a flowing pattern, but some use ricocheting items, spinning items, or other objects to keep them aloft. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Juggler Source NPC Core pg. 125 Perception +9 Languages Common Skills Acrobatics +8, Athletics +8, Circus Lore +8, Performance +11 Str +2 Dex +3 Con +1 Int +0 Wis +1 Cha +3 Juggling Specialist For encounters involving juggling and other circus acts, the juggler is a 5th-level challenge. Items juggling club (3, functions as a light hammer), Dart (10), Torch (3) --- AC 17 Fort +6 Ref +11 Will +7 HP 30 Return Throw Reaction Trigger A physical ranged attack with a throwing weapon critically fails to hit the juggler; Effect The juggler snatches the weapon from the air and immediately makes a ranged Strike against the attacker using that weapon. --- Speed 25 feet Melee Single Action juggling club +9 (Agile), Damage 1d6+4 bludgeoning Melee Single Action fist +10 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action dart +10 (Agile, thrown 20 feet), Damage 1d4+4 piercing Ranged Single Action juggling club +10 (Agile, thrown 20 feet), Damage 1d6+4 bludgeoning Ranged Single Action torch +10 (thrown 10 feet), Damage 1d4+4 bludgeoning plus 1 fire Juggle Single Action (Concentrate, Manipulate) The juggler begins juggling up to three items of light or negligible Bulk. They can choose items in their hands or Interact to draw items on their person or pick up unattended items in reach. While juggling, they can Interact to add up to two items to their juggle, though they must drop an item for each one they add. The juggler is wielding all items they juggle, but the only actions they can take that require their hands are Return Throw, Juggling Bounce, Strike using a juggled weapon, Interact to add items to their juggle, or Dismiss to stop juggling. When the juggler Dismisses Juggle, they can choose to continue to wield, drop, or stow each juggled item, though they can't wield more items than they have hands. If at any point the juggler isn't wielding any items or becomes restrained or unconscious, the juggle ends and the juggler drops all the items. Juggling Bounce Single Action The juggler Strikes with a thrown weapon they're juggling. If the Strike hits, the weapon bounces to a different creature in the weapon's first range increment. The juggler repeats the Strike, which uses the same multiple attack penalty and doesn't increase their multiple attack penalty. Juggling Props The weapons presented in the juggler stat block are examples, but other good options include starknives, hatchets, daggers, and even alchemical bombs. Practically any item of light Bulk can work. Jugglers are proficient in any ranged Strikes they make with thrown weapons. Higher level versions of this NPC might increase their maximum number of props to four or five. ","skill_mod":{"performance":11,"athletics":8,"acrobatics":8},"summary":"Jugglers are physical performers who master the art of manipulating props. Usually, this involves throwing multiple objects up in a flowing pattern, …","image":["/Images/Monsters/Juggler.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["juggling club (3, functions as a light hammer )","Dart (10)","Torch (3)"],"level":2,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3572","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Juggler","category":"creature","rarity":"common","strike_damage_average":[6,6,6,7,7],"slug":"creature-3572"},{"attack_bonus":[12],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":45,"language":["Common","sign language"],"source":["NPC Core"],"type":"Creature","creature_family":"Performer","will_save":12,"charisma":4,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Mimicry Specialist","Skill Mimicry","Versatile Performance","Mimic Assault","Pantomime"],"skill":["Acrobatics","Athletics","Deception","Performance","Stealth"],"trait":["Human","Humanoid","Medium"],"id":"creature-3573","text":" Mime Mimes are performers who use movement, gestures, and expressions without any speech to act out a scene or situation for onlookers. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Mime Source NPC Core pg. 126 Perception +11 Languages Common; sign language Skills Acrobatics +10, Athletics +8, Deception +10, Performance +10, Stealth +10 Str +1 Dex +3 Con +0 Int +1 Wis +2 Cha +4 Mimicry Specialist For encounters involving mimicry or pantomime, the mime is a 6th-level challenge. --- AC 18 Fort +6 Ref +9 Will +12 HP 45 Resistances sonic 5 Skill Mimicry The mime receives a +1 circumstance bonus to skill checks to perform actions they have witnessed another creature successfully perform in the last minute, or +2 if they witness a creature critically succeed instead. Versatile Performance The mime can use Performance instead of Diplomacy to Make an Impression, instead of Intimidation to Demoralize, and instead of Deception to Impersonate. --- Speed 25 feet Melee Single Action fist +12 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+5 bludgeoning Mimic Assault Two Actions (Attack, Mental, Visual) Frequency once per round; Requirements A creature damaged the mime with a weapon Strike since their previous turn; Effect The mime makes a Performance check against the Perception DC of the creature who damaged them, gesturing as if making an attack with the same weapon. On a success, the mime deals two dice of damage to the creature, using the same type and die size as the required weapon Strike. Pantomime Two Actions (Illusion, Mental, Visual) The mime uses exaggerated movements to emulate one of the following effects, which lasts until the end of their next turn. Any creature who sees this ability can attempt to disbelieve this ability as it is used with a DC 14 Will save. Creatures that disbelieve are temporarily immune to pantomime for 1 minute. Barrier : The mime creates an invisible 10-foot-by-10-foot stretch of wall adjacent to them and within their reach. The wall has AC 10, 5 hardness, and 10 HP. If the mime Sustains this effect, they can add an additional wall in the same manner. Rope : The mime tugs an invisible rope, trying to knock over or pull at a creature within 15 feet. If the creature fails to disbelieve the pantomime, the mime can choose to either knock the creature prone or to move it 5 feet towards them. Wind : The mime creates a 30-foot line of imaginary wind. Creatures who don't disbelieve the pantomime treat this area as difficult terrain, and if they enter or begin their turn in the area, they fall prone. ","skill_mod":{"performance":10,"deception":10,"stealth":10,"athletics":8,"acrobatics":10},"summary":"Mimes are performers who use movement, gestures, and expressions without any speech to act out a scene or situation for onlookers.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{"sonic":5},"url":"/NPCs.aspx?ID=3573","intelligence":1,"reflex_save":9,"strongest_save":["will"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Mime","category":"creature","rarity":"common","strike_damage_average":[7],"slug":"creature-3573"},{"attack_bonus":[12,12],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":35,"language":["Common","up to 4 other languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Performer","will_save":9,"charisma":4,"speed":{"max":25,"land":25},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Dramatic Death","Versatile Performance","Overacted Strike"],"skill":["Acrobatics","Athletics","Deception","Performance","Society","Theater Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3574","text":" Traveling Actor The life of a traveling actor is, contrary to belief, not one of glamor but effort. To be on the road going from town to town wearing a thousand faces invites little reward, save the adoration of the crowd. Even so, this is where they thrive. Actors typically travel in troupes, composed not only of other actors but also of stagehands, drivers, and assorted hangers-on. All of them fall under the thumb of a singular director, acting as both parent and manager to all within the troupe. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Traveling Actor Source NPC Core pg. 127 Perception +12 Languages Common; up to 4 other languages Skills Acrobatics +7, Athletics +7, Deception +10, Performance +10, Society +9, Theater Lore +9 Str +2 Dex +3 Con +0 Int +1 Wis +1 Cha +4 Items Padded Armor, wooden sword (functions as a light mace) --- AC 18 Fort +6 Ref +12 Will +9 HP 35 Dramatic Death Reaction Trigger The traveling actor takes any damage; Effect The traveling actor falls prone and dramatically announces their death. They appear to have died. Anyone who is suspicious of this “death” can Seek to attempt a secret Perception check against the traveling actor's Performance DC. On a success, they see through the ruse. Versatile Performance The traveling actor can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. --- Speed 25 feet Melee Single Action wooden sword +12 (Agile, Finesse, Shove), Damage 1d4+6 bludgeoning Melee Single Action fist +12 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Overacted Strike Two Actions (Emotion, Fear, Mental, Visual) The traveling actor puts all their expertise into an attack that strikes fear in those who witness it. The traveling actor Strikes. On a success, the traveling actor chooses another creature within 30 feet who can see the attack, who becomes frightened 1 (or frightened 2 on a critical success). ","skill_mod":{"society":9,"performance":10,"deception":10,"athletics":7,"acrobatics":7},"summary":"The life of a traveling actor is, contrary to belief, not one of glamor but effort. To be on the road going from town to town wearing a thousand …","image":["/Images/Monsters/Traveling_Actor.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Padded Armor","wooden sword (functions as a light mace )"],"level":3,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3574","intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Traveling Actor","category":"creature","rarity":"common","strike_damage_average":[8,8],"slug":"creature-3574"},{"attack_bonus":[11,11],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":40,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Performer","spell_attack_bonus":[12],"will_save":9,"charisma":4,"speed":{"max":25,"land":25},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Bardic Lore"],"skill":["Acrobatics","Deception","Diplomacy","Performance","Occultism","Society","Stealth","Storytelling Lore"],"legacy_id":["creature-941"],"trait":["Human","Humanoid","Medium"],"id":"creature-3575","text":" Troubadour Troubadours keep alive the traditional songs of their cultural and write original works to commemorate major events. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Troubadour Source NPC Core pg. 127 Perception +9 Languages Common Skills Acrobatics +8, Deception +9, Diplomacy +9, Performance +13, Occultism +7, Society +7, Stealth +8, Storytelling Lore +9 Str +0 Dex +3 Con +0 Int +2 Wis +1 Cha +4 Bardic Lore The troubadour can Recall Knowledge on any subject with a +7 modifier. Items Leather Armor, lute, poetry book, Rapier --- AC 18 Fort +6 Ref +11 Will +9 HP 40 --- Speed 25 feet Melee Single Action fist +11 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Melee Single Action rapier +11 (deadly 1d8, Disarm, Finesse), Damage 1d6+4 piercing Occult Spontaneous Spells DC 20, attack +12 - Cantrips (2nd) Daze, Figment, Message, Prestidigitation, Read Aura - 1st Charm, Illusory Disguise, Soothe, Ventriloquism (3 slots) - 2nd Calm, Charm, Embed Message (2 slots) Bard Composition Spells DC 20, 2 Focus Points - Cantrips (2nd) Courageous Anthem - 2nd Counter Performance, Lingering Composition\n","tradition":["Occult"],"skill_mod":{"society":7,"diplomacy":9,"performance":13,"deception":9,"stealth":8,"occultism":7,"acrobatics":8},"summary":"Troubadours keep alive the traditional songs of their cultural and write original works to commemorate major events.","image":["/Images/Monsters/Troubadour.webp"],"primary_source":"NPC Core","spell":["Calm","Charm","Embed Message","Illusory Disguise","Soothe","Ventriloquism","Daze","Figment","Message","Prestidigitation","Read Aura","Counter Performance","Lingering Composition","Courageous Anthem"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Leather Armor","lute","poetry book","Rapier"],"level":3,"spell_dc":[20,20],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3575","intelligence":2,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Troubadour","category":"creature","rarity":"common","strike_damage_average":[6,7],"slug":"creature-3575"},{"attack_bonus":[12,12],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":55,"language":["Common","Wildsong"],"source":["NPC Core"],"type":"Creature","creature_family":"Performer","spell_attack_bonus":[13],"will_save":12,"charisma":2,"speed":{"max":25,"land":25},"perception":12,"wisdom":4,"weakness":{},"creature_ability":["Wild Empathy","Animal Trick"],"skill":["Athletics","Circus Lore","Diplomacy","Intimidation","Nature","Performance","Survival"],"legacy_id":["creature-942"],"trait":["Human","Humanoid","Medium"],"id":"creature-3576","text":" Beast Tamer Beast tamers bring the wild to civilization, rearing and training creatures to follow their commands and perform flashy tricks that entertain audiences. The beast tamer typically fights alongside a trained animal ally of its level or lower, most likely a tiger. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Beast Tamer Source NPC Core pg. 128 Perception +12 Languages Common, Wildsong Skills Athletics +8, Circus Lore +6, Diplomacy +8, Intimidation +8, Nature +12, Performance +8, Survival +10 Str +2 Dex +1 Con +2 Int +0 Wis +4 Cha +2 Wild Empathy The beast tamer can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. Items animal claw necklace (primal symbol), Leather Armor, Rope (50 feet), Whip --- AC 20 Fort +10 Ref +7 Will +12 HP 55 --- Speed 25 feet Melee Single Action fist +12 (Agile, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Melee Single Action whip +12 (Disarm, Nonlethal, Reach, Trip), Damage 1d4+6 slashing Primal Prepared Spells DC 22, attack +13 - Cantrips (2nd) Light, Guidance, Ignition, Stabilize, Tangle Vine - 1st Grease, Jump, Runic Body - 2nd Animal Form, Animal Messenger, Speak with Animals Druid Order Spells 1 Focus Point, DC 22 - 1st Heal Animal Animal Trick Single Action The beast tamer gains the support benefit appropriate to its trainedanimal companion. Unlike for an animal companion, this doesn't require the animal to use any of its actions. The benefit for a tiger is as follows: Until the start of the beast tamer's next turn, their Strikes that deal damage to a creature within the tiger's reach make the target off-guard until the end of the beast tamer's next turn. Ethical Taming Throughout the history of Golarion many entertainers thought very little about the conditions of the animals they kept. However, this is very rarely the case today. In fact, it is not uncommon that show animals are treated better than some of the performers. They are trained with positive reinforcement learning, and once safety can be assured, they live outside of a cage with the trainer themselves. ","tradition":["Primal"],"skill_mod":{"diplomacy":8,"performance":8,"nature":12,"survival":10,"athletics":8,"intimidation":8},"summary":"Beast tamers bring the wild to civilization, rearing and training creatures to follow their commands and perform flashy tricks that entertain …","primary_source":"NPC Core","spell":["Animal Form","Animal Messenger","Speak with Animals","Grease","Jump","Runic Body","Light","Guidance","Ignition","Stabilize","Tangle Vine","Heal Animal"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["animal claw necklace ( primal symbol )","Leather Armor","Rope (50 feet)","Whip"],"level":4,"spell_dc":[22,22],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3576","intelligence":0,"reflex_save":7,"strongest_save":["will"],"dexterity":1,"fortitude_save":10,"size":["Medium"],"name":"Beast Tamer","category":"creature","rarity":"common","strike_damage_average":[8,8],"slug":"creature-3576"},{"attack_bonus":[14,14,14],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":95,"language":["Aklo","Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Performer","will_save":15,"charisma":4,"speed":{"max":25,"land":25},"perception":14,"wisdom":1,"weakness":{},"creature_ability":["Puppets","Manipulate Puppets"],"skill":["Crafting","Occultism","Performance","Thievery"],"trait":["Human","Humanoid","Medium"],"id":"creature-3577","text":" Puppeteer On the surface, puppeteers are simply providers of entertainment to the masses. With their little puppets and simple stories, their pantomimes are fun for the whole family. However, some puppeteers have a secret. They can animate their puppets with magic, sending them out to cause all manner of mischief in the dead of night. Puppeteers of this ilk tend to travel by themselves, though they might be found as part of a traveling group if they become lonely. They may serve as an innocent front for more illicit dealings or as lackeys to a larger group of thieves and ne'er do wells. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Puppeteer Source NPC Core pg. 129 Perception +14 Languages Aklo, Common Skills Crafting +15, Occultism +13, Performance +13, Thievery +9 Str +1 Dex +2 Con +1 Int +4 Wis +1 Cha +4 Puppets The puppeteer has three animate puppets under their control—a smart puppet, a strong puppet, and a swift puppet. A puppet is a Tiny object that can be share a space with another creature. The usually begin combat in the puppeteer's space. A puppet has AC 23, Hardness 5, 20 Hit Points, and object immunities. If a puppet is destroyed, the puppeteer takes 15 nonlethal mental damage. A puppeteer can rebuild a puppet with 7 days of work. If the puppeteer dies while any of their puppets are still active, the active puppets become independent, but lose the will to fight in their grief. Items +1 dagger , puppets --- AC 23 Fort +11 Ref +14 Will +15 HP 95 --- Speed 25 feet Melee Single Action dagger +14 (Agile, Finesse, Magical, versatile S), Damage 1d4+7 piercing Melee Single Action fist +14 (Agile, Nonlethal, Unarmed), Damage 1d4+7 bludgeoning Ranged Single Action dagger +14 (Agile, Magical, thrown 10 feet, versatile S), Damage 1d4+7 piercing Manipulate Puppets Two Actions (Concentrate, Manipulate, Occult) The puppeteer pulls at invisible strings to control their puppets. Each puppet Strides up to 30 feet. Each puppet can then make a Strike as described below. Each attack counts towards the puppeteer's multiple attack penalty, but their penalty does not increase until all attacks have been made. Smart Puppet The smart puppet is covered in runes that give it occult power. It makes a ranged Strike against a creature within 30 feet at a +15 attack modifier. A successful Strike deals 2d6 mental damage. Strong Puppet The strong puppet wields a tiny sword and shield. It makes a melee Strike against a creature whose space it shares at a +15 attack modifier. A successful Strike deals 2d8 slashing damage. In addition, the strong puppet gains a +1 circumstance bonus to AC for 1 round. Swift Puppet The swift puppet wields two tiny daggers. It makes a melee Strike against a creature whose space it shares at a +15 attack modifier. A successful Strike deals 2d4 piercing damage. If the swift puppet hits a creature that was hit by another puppet this round, its Strike deals an additional 1d4 precision damage. Alternative Puppets This alternate set of villainous puppets Strikes with a +15 attack modifier. Fiend Puppet The puppet makes a ranged Strike against a creature within 30 feet for 1d10 spirit damage, plus 1d4 spirit damage if the target is holy. Poisoner Puppet The puppet makes a melee Strike with a tiny syringe of poison against a creature whose space it shares, dealing 1d4 piercing damage plus 1d6 persistent poison damage. Undead Puppet The puppet makes a melee Strike against a creature whose space it shares, dealing 2d8 void damage and making the target frightened 1 (or frightened 2 on a critical hit). ","skill_mod":{"performance":13,"thievery":9,"crafting":15,"occultism":13},"summary":"On the surface, puppeteers are simply providers of entertainment to the masses. With their little puppets and simple stories, their pantomimes are …","image":["/Images/Monsters/Puppeteer.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["+1 dagger","puppets"],"level":6,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3577","intelligence":4,"reflex_save":14,"strongest_save":["will"],"dexterity":2,"fortitude_save":11,"size":["Medium"],"name":"Puppeteer","category":"creature","rarity":"common","strike_damage_average":[9,9,9],"slug":"creature-3577"},{"attack_bonus":[21,22,22],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":170,"language":["Common","up to 4 others"],"source":["NPC Core"],"type":"Creature","creature_family":"Performer","will_save":22,"charisma":5,"speed":{"max":30,"land":30},"perception":21,"wisdom":1,"weakness":{},"creature_ability":["Pointed Joke","Poisoned Blade","No Peeking!"],"skill":["Acrobatics","Deception","Diplomacy","Performance","Society","Stealth"],"trait":["Human","Humanoid","Medium"],"id":"creature-3578","text":" Court Jester Though court jesters are often put-upon as the targets of easy mockery and idle amusements, do not mistake their self-deprecation for weakness. Beneath, the jester hides malice, a sharp tongue, and even sharper knives. They can often be found entertaining the nobles of court or preparing their next japes. During the indiscreet hours of the night, they may be found in the company of servants and spymasters. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Court Jester Source NPC Core pg. 129 Perception +21 Languages Common; up to 4 others Skills Acrobatics +22, Deception +19, Diplomacy +19, Performance +22, Society +19, Stealth +19 Str +2 Dex +4 Con +1 Int +2 Wis +1 Cha +5 Items +1 striking dagger (3), face paints --- AC 29 Fort +16 Ref +19 Will +22 HP 170 Resistances poison 10 Pointed Joke The court jester can use Performance instead of Intimidation to Demoralize. --- Speed 30 feet Melee Single Action dagger +22 (Agile, Finesse, Magical, versatile S), Damage 2d4+8 piercing plus 4d4 persistent poison Melee Single Action fist +21 (Agile, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Ranged Single Action dagger +22 (Agile, Magical, thrown 10 feet, versatile S), Damage 2d4+8 piercing plus 4d4 persistent poison Poisoned Blade The jester coats their dagger in poison. These daggers inflict an additional 4d4 persistent poison damage. The poison expires 1 hour after leaving the jester's possession. No Peeking! Single Action The jester blows chalk or face powder in an adjacent enemy's face. The target must make a DC 29 Fortitude saving throw. Critical Success The target is unaffected. Success The target is dazzled for 1 round. Failure target is dazzled and off-guard for 1 round. Critical Failure The target is blinded for 1 round. ","skill_mod":{"society":19,"diplomacy":19,"performance":22,"deception":19,"stealth":19,"acrobatics":22},"summary":"Though court jesters are often put-upon as the targets of easy mockery and idle amusements, do not mistake their self-deprecation for weakness. …","image":["/Images/Monsters/Court_Jester.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":29,"item":["+1 striking dagger (3)","face paints"],"level":10,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{"poison":10},"url":"/NPCs.aspx?ID=3578","intelligence":2,"reflex_save":19,"strongest_save":["will"],"dexterity":4,"fortitude_save":16,"size":["Medium"],"name":"Court Jester","category":"creature","rarity":"common","strike_damage_average":[10,23,23],"slug":"creature-3578"},{"attack_bonus":[23,24,24],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":180,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Performer","spell_attack_bonus":[22],"will_save":21,"charisma":5,"speed":{"max":25,"land":25},"perception":22,"wisdom":3,"weakness":{},"creature_ability":["Bardic Lore","Performing Specialist","Resolve","Resonating Weaponry"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Music Lore","Occultism","Performance","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3579","text":" Maestro A maestro is a performer who has achieved true excellence. These virtuosos can inspire those around them to greater heights or strike fear in their enemies' hearts. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Maestro Source NPC Core pg. 130 Perception +22 Languages Common Skills Acrobatics +21, Deception +23, Diplomacy +23, Intimidation +23, Music Lore +21, Occultism +19, Performance +30, Society +21 Str +2 Dex +4 Con +1 Int +2 Wis +3 Cha +5 Bardic Lore The maestro can Recall Knowledge on any subject with a +19 modifier. Performing Specialist For encounters involving acting, music, or storytelling, the maestro is a 15th-level challenge. Items +1 striking composite shortbow (30 arrows), +1 leather armor , lyre ( moderate maestro's instrument ), +1 striking rapier --- AC 30 Fort +18 Ref +24 Will +21 +1 circumstance bonus to saves vs. auditory, illusion, linguistic, sonic, or visual HP 180 Resolve When the maestro rolls a success on a Will save, they get a critical success instead. --- Speed 25 feet Melee Single Action rapier +24 (deadly 1d8, Disarm, Finesse, Magical), Damage 2d6+10 piercing plus resonating weaponry Melee Single Action fist +23 (Agile, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning Ranged Single Action composite shortbow +24 (deadly d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 2d6+9 piercing plus resonating weaponry Occult Spontaneous Spells DC 30, attack +22 - Cantrips (6th) Light, Figment, Message, Summon Instrument, Telekinetic Projectile - 4th Fly, Shatter, Translocate (3 slots) - 5th Illusory Scene, Truespeech, Wave of Despair (3 slots) - 6th Spirit Blast, Vibrant Pattern (2 slots) Bard Composition Spells DC 30, 1 Focus Point - Cantrips (6th) Courageous Anthem, Dirge of Doom - 6th Counter Performance Resonating Weaponry The maestro funnels musical energy from their compositions into attacks, dealing additional 1d6 sonic damage with their weapon Strikes on any turn they cast a composition spell. ","tradition":["Occult"],"skill_mod":{"society":21,"diplomacy":23,"performance":30,"deception":23,"intimidation":23,"occultism":19,"acrobatics":21},"summary":"A maestro is a performer who has achieved true excellence. These virtuosos can inspire those around them to greater heights or strike fear in their …","image":["/Images/Monsters/Maestro.webp"],"primary_source":"NPC Core","spell":["Spirit Blast","Vibrant Pattern","Illusory Scene","Truespeech","Wave of Despair","Fly","Shatter","Translocate","Light","Figment","Message","Summon Instrument","Telekinetic Projectile","Counter Performance","Courageous Anthem","Dirge of Doom"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":30,"item":["+1 striking composite shortbow (30 arrows)","+1 leather armor","lyre ( moderate maestro's instrument )","+1 striking rapier"],"level":11,"spell_dc":[30,30],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3579","intelligence":2,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":18,"size":["Medium"],"name":"Maestro","category":"creature","rarity":"common","strike_damage_average":[12,16,17],"slug":"creature-3579"},{"attack_bonus":[6,7,7],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":18,"language":["Common","Wildsong"],"source":["NPC Core"],"type":"Creature","creature_family":"Performer","will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":4,"weakness":{},"skill":["Diplomacy","Medicine","Nature","Stealth","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3580","text":" Druid Initiate A neophyte druid learns basic techniques and spellcasting soon after being initiated into their druidic order. The druid initiate has already learned much from their mentors—elders among the order—but hasn't had a chance to develop their own identity. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Druid Initiate Source NPC Core pg. 547 Perception +7 Languages Common, Wildsong Skills Diplomacy +3, Medicine +7, Nature +7, Stealth +4, Survival +7 Str +2 Dex +1 Con +2 Int +0 Wis +4 Cha +0 Items Healer's Toolkit, Leather Armor, Primal Symbol, Sling (10 bullets), Staff --- AC 15 Fort +5 Ref +4 Will +9 HP 18 --- Speed 25 feet Melee Single Action staff +7 (two-hand d8), Damage 1d4+2 bludgeoning Melee Single Action fist +7 (Agile, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action sling +6 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+1 bludgeoning Spells Primal Spellcasting DC 17 - Cantrips (1st) Detect Magic, Ignition, Know the Way, Light, Tangle Vine - 1st Heal, Thunderstrike Druid Order Spells DC 17, 1 Focus Point - 1st Cornucopia\n","tradition":["Primal"],"skill_mod":{"diplomacy":3,"nature":7,"survival":7,"stealth":4,"medicine":7},"summary":"A neophyte druid learns basic techniques and spellcasting soon after being initiated into their druidic order. The druid initiate has already learned …","image":["/Images/Monsters/Druid_Initiate.webp"],"primary_source":"NPC Core","spell":["Heal","Thunderstrike","Detect Magic","Ignition","Know the Way","Light","Tangle Vine","Cornucopia"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["Healer's Toolkit","Leather Armor","Primal Symbol","Sling (10 bullets)","Staff"],"level":1,"spell_dc":[17,17],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3580","intelligence":0,"reflex_save":4,"strongest_save":["will"],"dexterity":1,"fortitude_save":5,"size":["Medium"],"name":"Druid Initiate","category":"creature","rarity":"common","strike_damage_average":[4,4,4],"slug":"creature-3580"},{"attack_bonus":[11,11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":55,"language":["Common","Wildsong"],"source":["NPC Core"],"type":"Creature","creature_family":"Primalist","spell_attack_bonus":[12],"will_save":12,"charisma":3,"speed":{"max":25,"land":25},"perception":12,"wisdom":4,"weakness":{},"creature_ability":["Animal Empathy","Stay Strong!","Timely Trick"],"skill":["Athletics","Diplomacy","Nature","Stealth","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3581","text":" Pack Leader Primal spellcasters with a particular affinity for animals often aid their community by training and healing their domesticated animals. Others focus their time on preserving endangered species and helping them propagate or adapt to a changing environment. The pack leader is most often paired with the trained bat companion; see the Pack Leader Companions sidebar for other options. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Pack Leader Source NPC Core pg. 132 Perception +12 Languages Common, Wildsong Skills Athletics +6, Diplomacy +9, Nature +12, Stealth +9, Survival +10 Str +0 Dex +3 Con +1 Int +0 Wis +4 Cha +3 Animal Empathy The pack leader can ask questions of, receive answers from, and use the Diplomacy skill with animals. Items Leather Armor, Sickle, Sling (10 bullets) --- AC 20 Fort +9 Ref +9 Will +12 HP 55 Stay Strong! Reaction Trigger An allied animal within 30 feet attempts a saving throw; Effect The pack leader shouts a word of encouragement, granting the allied animal a +1 circumstance bonus to the save. --- Speed 25 feet Melee Single Action sickle +11 (Agile, Finesse, Trip), Damage 1d4+4 slashing Melee Single Action fist +11 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action sling +11 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+4 bludgeoning Primal Prepared Spells DC 20, attack +12 - Cantrips (2nd) Gouging Claw, Guidance, Ignition, Stabilize, Tangle Vine - 1st Gentle Landing, Heal, Pet Cache - 2nd Animal Messenger, Enlarge, Summon Animal Druid Order Focus Spells DC 20, 1 Focus Point - 2nd Heal Animal Timely Trick Single Action (Auditory, Concentrate, Mental) The pack leader commands an animal ally within 30 feet to perform a specific action; the target can spend its reaction to immediately Step, Stride, or Strike. Pack Leader Companions In addition to the trained bat companion (and, optionally, with one of the support benefits), these Monster Core animals make good companions for the pack leader. Level 3 dire wolf, giant mantis, giant scorpion, giant wasp, gorilla, grizzly bear, hyaenodon, lion, pachycephalosaurus; Level 4 daeodon, giant stag beetle, great white shark, griffon, hadrosaurid, rhinoceros, tiger. ","tradition":["Primal"],"skill_mod":{"diplomacy":9,"nature":12,"survival":10,"stealth":9,"athletics":6},"summary":"Primal spellcasters with a particular affinity for animals often aid their community by training and healing their domesticated animals. Others focus …","image":["/Images/Monsters/Pack_Leader.webp"],"primary_source":"NPC Core","spell":["Animal Messenger","Enlarge","Summon Animal","Gentle Landing","Heal","Pet Cache","Gouging Claw","Guidance","Ignition","Stabilize","Tangle Vine","Heal Animal"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Leather Armor","Sickle","Sling (10 bullets)"],"level":4,"spell_dc":[20,20],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3581","intelligence":0,"reflex_save":9,"strongest_save":["will"],"dexterity":3,"fortitude_save":9,"size":["Medium"],"name":"Pack Leader","category":"creature","rarity":"common","strike_damage_average":[6,6,7],"slug":"creature-3581"},{"attack_bonus":[14,16,16],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":100,"language":["Common","Petran"],"source":["NPC Core"],"type":"Creature","creature_family":"Primalist","will_save":11,"charisma":2,"speed":{"max":20,"land":20},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Kinetic Aura","Base Kinesis","Channel Elements","Empowered Blast","Tremor","Weight of Stone"],"skill":["Acrobatics","Athletics","Intimidation","Nature","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3582","text":" Mountain Guardian Those who have unlocked the secrets of opening a kinetic gate to an elemental plane within themselves wield immense power over that element. Practitioners who specialize in elemental earth are hardy and defense-minded. The mountain guardian is surrounded by heavy armor made of stone held together with elemental magic. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Mountain Guardian Source NPC Core pg. 133 Perception +9; tremorsense 10 feet Languages Common, Petran Skills Acrobatics +9, Athletics +15, Intimidation +13, Nature +11, Survival +9 Str +4 Dex +1 Con +4 Int +0 Wis +1 Cha +2 --- AC 24 Fort +14 Ref +11 (+13 vs. damaging effects) Will +11 HP 100 Resistances earth 6, poison 6 Kinetic Aura (aura, earth, primal) 10 feet. Pieces of rock and earth float in the aura. The aura must be active for the guardian to use impulse actions, and deactivates if the guardian uses an overflow impulse, is knocked out, or Dismisses it. The guardian can Channel Elements to reactivate it. --- Speed 20 feet Melee Single Action elemental blast +16 (Concentrate, Earth, Impulse, Primal, versatile P), Damage 2d8+4 bludgeoning Melee Single Action fist +14 (Agile, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action elemental blast +16 (Concentrate, Earth, Impulse, Primal, range increment 30 feet, versatile P), Damage 2d8 bludgeoning Base Kinesis Two Actions The mountain guardian generates, moves, or suppresses up to 1 Bulk of naturally occurring earthen matter within 15 feet. Generating creates earthen matter, moving moves existing matter up to 20 feet into any direction, and suppressing destroys a piece of that element (which can't be a durable crafted good, only natural forms of the element). Channel Elements Single Action (Primal) The mountain guardian reactivates their kinetic aura and can make an elemental blast Strike. Empowered Blast Two Actions The mountain guardian makes a melee or ranged elemental blast Strike with a +4 status bonus to damage. Tremor Two Actions (Concentrate, Earth, Impulse, Overflow, Primal) The mountain guardian stomps on natural earth or stone, causing a localized tremor. All creatures in a 10-foot burst within 30 feet take 3d10 bludgeoning damage with a DC 24 basic Fortitude save. A creature hat critically fails is knocked prone. Earth and stone in the area is difficult terrain until the start of the mountain guardian's next turn. Weight of Stone Three Actions (Concentrate, Earth, Impulse, Overflow, Primal) The mountain guardian calls down boulders in a cylinder 20 feet in diameter and 80 feet high within 120 feet. Each creature in the area takes 4d8 bludgeoning damage with a DC 24 basic Reflex save. A creature that fails is also pushed downward 40 feet (80 feet on a critical failure) without taking falling damage and can't leave the ground for 1 round. Kineticist Rules The mountain guardian is based on the kineticist class from Pathfinder Rage of Elements , though simplified for use and an NPC. Their actions with the impulse trait can be used only if their kinetic aura is active and they have a hand free. When they use an action with the overflow trait (Tremor or Weight of Stone), their kinetic aura deactivates until they Channel Elements. ","skill_mod":{"nature":11,"survival":9,"athletics":15,"intimidation":13,"acrobatics":9},"summary":"Those who have unlocked the secrets of opening a kinetic gate to an elemental plane within themselves wield immense power over that element. …","image":["/Images/Monsters/Mountain_Guardian.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" tremorsense 10 feet","weakest_save":["ref","reflex","will"],"resistance":{"poison":6},"url":"/NPCs.aspx?ID=3582","intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":14,"size":["Medium"],"name":"Mountain Guardian","category":"creature","rarity":"common","strike_damage_average":[6,9,13],"slug":"creature-3582"},{"attack_bonus":[14,15,16],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":100,"language":["Common","Wildsong"],"source":["NPC Core"],"type":"Creature","creature_family":"Primalist","spell_attack_bonus":[17],"will_save":15,"charisma":1,"speed":{"max":25,"land":25},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Plant Empathy","Shield Block","Nature's Patient Healing"],"skill":["Diplomacy","Intimidation","Nature","Religion","Stealth","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3583","text":" Dedicated Druid Individuals who dedicate their life to the protection and preservation of the natural world often become druids. These devoted practitioners of primal magic might work alone or in a circle of like-minded individuals, all of whom have primal powers more terrifying than the last. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Dedicated Druid Source NPC Core pg. 134 Perception +15; lifesense (imprecise) 30 feet Languages Common, Wildsong Skills Diplomacy +14, Intimidation +12, Nature +17, Religion +15, Stealth +13, Survival +17 Str +4 Dex +2 Con +1 Int +1 Wis +4 Cha +1 Plant Empathy The dedicated druid can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungus. Items Hide Armor, scroll of revealing light (2), +1 spear , Wooden Shield (Hardness 3, HP 12, BT 6) --- AC 24 Fort +12 Ref +13 Will +15 HP 100 Shield Block Reaction --- Speed 25 feet Melee Single Action spear +16 (Magical), Damage 1d6+8 piercing Melee Single Action fist +15 (Agile, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Ranged Single Action spear +14 (Magical, thrown 20 feet), Damage 1d6+8 piercing Primal Prepared Spells DC 25, attack +17 - Cantrips (4th) Electric Arc, Ignition, Know the Way, Tangle Vine, Vitality Lash - 1st Air Bubble, Gentle Landing, Gust of Wind - 2nd Entangling Flora, Mist, One with Plants - 3rd Earthbind, Fireball, Wall of Thorns - 4th Fly, Lightning Bolt Druid Order Spells 1 Focus Point, DC 25 - 4th Cornucopia Nature's Patient Healing Three Actions (Primal) Requirement The dedicated druid is in a natural environment; Effect The dedicated druid camouflages themself to blend in with the surrounding area, sprouting leaves or covering themself with scree. They gain concealment until the end of their next turn, they can Hide with a +4 circumstance bonus, and they recover 4d8 Hit Points. If the druid moves or otherwise leaves their space, these benefits end. ","tradition":["Primal"],"skill_mod":{"diplomacy":14,"nature":17,"survival":17,"stealth":13,"intimidation":12,"religion":15},"summary":"Individuals who dedicate their life to the protection and preservation of the natural world often become druids. These devoted practitioners of …","image":["/Images/Monsters/Dedicated_Druid.webp"],"primary_source":"NPC Core","spell":["Fly","Lightning Bolt","Earthbind","Fireball","Wall of Thorns","Entangling Flora","Mist","One with Plants","Air Bubble","Gentle Landing","Gust of Wind","Electric Arc","Ignition","Know the Way","Tangle Vine","Vitality Lash","Cornucopia"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":24,"item":["Hide Armor","scroll of revealing light (2)","+1 spear","Wooden Shield (Hardness 3, HP 12, BT 6)"],"level":7,"spell_dc":[25,25],"source_category":["Rulebooks"],"sense":" lifesense ( imprecise ) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3583","intelligence":1,"reflex_save":13,"strongest_save":["will"],"dexterity":2,"fortitude_save":12,"size":["Medium"],"name":"Dedicated Druid","category":"creature","rarity":"common","strike_damage_average":[10,11,11],"slug":"creature-3583"},{"attack_bonus":[17,18],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":140,"language":["Common","Wildsong"],"source":["NPC Core"],"type":"Creature","creature_family":"Primalist","will_save":16,"charisma":1,"speed":{"max":25,"land":25},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Animal Empathy","Gift of the Wild Spirits"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature","Stealth","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3584","text":" Skin Shifter Skin shifters are defenders of nature, blessed by the spirits of the wild with the ability to shape shift into powerful animal forms. Prowling as beasts or charging across the field, they protect the balance of nature and punish those who would upset it. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Skin Shifter Source NPC Core pg. 134 Perception +16; (18 in animal form) Languages Common, Wildsong Skills Acrobatics +12, Athletics +14, Diplomacy +13, Intimidation +11, Nature +18, Stealth +12, Survival +18 Str +4 Dex +2 Con +3 Int +0 Wis +4 Cha +1 Animal Empathy The skin shifter can ask questions of, receive answers from, and use the Diplomacy skill with animals. Items Hide Armor, +1 striking longbow (20 arrows), Spiked Gauntlet --- AC 25 (26 in animal form) Fort +15 Ref +14 Will +16 HP 140 --- Speed 25 feet Melee Single Action spiked gauntlet +18 (Agile, Free-Hand), Damage 1d4+10 piercing Ranged Single Action longbow +17 (deadly d10, Magical, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+6 piercing Primal Innate Spells DC 26 - Cantrips (4th) Gouging Claw, Know the Way Gift of the Wild Spirits Single Action (Primal) Frequency once per round; Effect The skin shifter casts their choice of a 4th-rank aerial form , animal form , dinosaur form , or pest form spell. They must transform into an animal of a kind they've seen within the last 24 hours. They can't gain temporary HP again from a spell cast with Gift of the Wild Spirits for 10 minutes. Their Strikes for forms other than pest form have reach 10 feet, a +20 attack modifier, and a +13 damage bonus (or a +9 damage bonus for aerial form). Most other changes to their statistics are listed above. While polymorphed, the skin shifter can still use Gift of the Wild Spirits, though they're still prevented from casting other spells as normal. ","tradition":["Primal"],"skill_mod":{"diplomacy":13,"nature":18,"survival":18,"stealth":12,"athletics":14,"intimidation":11,"acrobatics":12},"summary":"Skin shifters are defenders of nature, blessed by the spirits of the wild with the ability to shape shift into powerful animal forms. Prowling as …","primary_source":"NPC Core","spell":["Gouging Claw","Know the Way"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":25,"item":["Hide Armor","+1 striking longbow (20 arrows)","Spiked Gauntlet"],"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"(18 in animal form) ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3584","intelligence":0,"reflex_save":14,"strongest_save":["will"],"dexterity":2,"fortitude_save":15,"size":["Medium"],"name":"Skin Shifter","category":"creature","rarity":"common","strike_damage_average":[12,15],"slug":"creature-3584"},{"attack_bonus":[23,23,24],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":220,"language":["Common","Wildsong"],"source":["NPC Core"],"type":"Creature","creature_family":"Primalist","spell_attack_bonus":[25],"will_save":25,"charisma":4,"speed":{"max":25,"land":25},"perception":22,"wisdom":3,"weakness":{},"creature_ability":["Bloodthirsty Plants","Plant Empathy","Verdant Aria"],"skill":["Athletics","Diplomacy","Intimidation","Nature","Performance","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3585","text":" Tree Singer Singers can speak the words of creation in song, a forgotten art from the First World. Their melodies turn grass into blades and make trees stir. Through their music, plants rise to defend and seek vengeance for nature. Taught by woodland spirits or fey agents of the First World, they master the magic of primal song. Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Tree Singer Source NPC Core pg. 135 Perception +22 Languages Common, Wildsong Skills Athletics +23, Diplomacy +25, Intimidation +23, Nature +26, Performance +27, Survival +22 Str +4 Dex +3 Con +1 Int +2 Wis +3 Cha +4 Items +1 resilient leather armor , +1 striking longspear , +1 striking composite longbow --- AC 32 Fort +23 Ref +21 Will +25 HP 220 Bloodthirsty Plants Reaction (concentrate) Trigger An enemy in the tree singer's Verdant Aria aura (see below) attacks one of the tree singer's allies; Effect Vines and branches to lash out at the attacker, dealing 3d6 piercing damage. Plant Empathy The tree singer can ask questions of, receive answers from, and use the Diplomacy skill with plants and fungus. --- Speed 25 feet Melee Single Action longspear +24 (Magical, reach 10 feet), Damage 2d8+10 piercing plus 2d10 sonic Melee Single Action fist +23 (Agile, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning plus 2d10 sonic Ranged Single Action composite longbow +23 (deadly d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+8 piercing plus 1d10 sonic Primal Prepared Spells DC 33, attack +25 - Cantrips (7th) Detect Magic, Light, Prestidigitation, Stabilize, Tangle Vine - 1st Gentle Landing (×2), Ventriloquism - 2nd Entangling Flora, One with Plants (×2) - 3rd Earthbind (×2), Slow - 4th Oaken Resilience, Resist Energy, Vapor Form - 5th Elemental Form (wood only), Nature's Pathway, Plant Form - 6th Plant Form, Tangling Creepers, Wall of Thorns - 7th Regenerate, Tree of Seasons Druid Order Spells DC 33, 1 Focus Point - 7th Cornucopia Verdant Aria Single Action (Auditory, Aura, Concentrate, Linguistic, Plant, Primal, Wood) The tree singer raises their voice in a haunting melody, creating an aura in a 30-foot emanation. Plants in the aura seem to come to life, swaying and rustling in response to the music. The tree singer's allies in the aura gain a +2 status bonus to AC and saving throws as the foliage around them shields and defends them from harm. The aura lasts until the end of the tree singer's next turn but can be Sustained. It can be Sustained even if the tree singer is polymorphed. The effect ends early if the tree singer stops singing. ","tradition":["Primal"],"skill_mod":{"diplomacy":25,"performance":27,"nature":26,"survival":22,"athletics":23,"intimidation":23},"summary":"Singers can speak the words of creation in song, a forgotten art from the First World . Their melodies turn grass into blades and make trees stir. …","image":["/Images/Monsters/Tree_Singer.webp"],"primary_source":"NPC Core","spell":["Regenerate","Tree of Seasons","Plant Form","Tangling Creepers","Wall of Thorns","Elemental Form","Nature's Pathway","Oaken Resilience","Resist Energy","Vapor Form","Earthbind","Slow","Entangling Flora","One with Plants","Gentle Landing","Ventriloquism","Detect Magic","Light","Prestidigitation","Stabilize","Tangle Vine","Cornucopia"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":32,"item":["+1 resilient leather armor","+1 striking longspear","+1 striking composite longbow"],"level":13,"spell_dc":[33,33],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3585","intelligence":2,"reflex_save":21,"strongest_save":["will"],"dexterity":3,"fortitude_save":23,"size":["Medium"],"name":"Tree Singer","category":"creature","rarity":"common","strike_damage_average":[22,23,30],"slug":"creature-3585"},{"attack_bonus":[32],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":360,"language":["Common","Sussuran","Thalassic"],"source":["NPC Core"],"type":"Creature","creature_family":"Primalist","spell_attack_bonus":[37],"will_save":31,"charisma":6,"speed":{"fly":60,"max":60,"land":25},"perception":29,"wisdom":4,"weakness":{},"creature_ability":["Wind Rider","Hurricane Cloak","Earthbound Vulnerability","Intimidating Storm","Swiftness"],"skill":["Acrobatics","Intimidation","Nature","Stealth","Survival"],"trait":["Human","Humanoid","Rare","Medium"],"id":"creature-3586","text":" Tempest Incarnate When a sorcerer's blood calls to storm and sky, they can become a frightening force to behold. When that power matures, they become living conduits of the tempest. Recall Knowledge - Humanoid (Society): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Tempest Incarnate Source NPC Core pg. 136 Perception +29 Languages Common, Sussuran, Thalassic Skills Acrobatics +35, Intimidation +37, Nature +34, Stealth +35, Survival +31 Str +2 Dex +5 Con +3 Int +1 Wis +4 Cha +6 Wind Rider A tempest incarnate ignores penalties and difficult terrain from strong winds. When flying, they don't need to Fly each round to avoid falling. Items +2 greater resilient explorer's clothing , +2 greater striking handwraps of mighty blows --- AC 40 Fort +30 Ref +34 Will +31 HP 360 Resistances cold 15, electricity 20 Weaknesses earthbound vulnerability Hurricane Cloak (air, aura, primal) 10 feet. A creature that enters the area must succeed at a DC 38 Athletics check (if on the ground) or Acrobatics check to Maneuver in Flight (if flying) or end its movement. A creature that critically fails is also knocked back 5 feet and falls prone. Creatures making ranged projectile and thrown attacks that pass through the area must succeed on a DC 5 flat check or the attack fails. Massive projectiles, such as thrown boulders, are not affected. A tempest incarnate can activate or deactivate this ability with a single action that has the concentrate trait. Earthbound Vulnerability A tempest incarnate who is hit by or fails a saving throw against an effect that prevents them from flying (such as earthbind or Felling Strike) takes 20 mental damage in addition to the usual effects. --- Speed 25 feet, fly 60 feet; swiftness Melee Single Action fist +32 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 3d4+8 bludgeoning plus 3d12 electricity and Push 10 feet Primal Spontaneous Spells DC 44, attack +37 - Cantrips (10th) Caustic Blast, Electric Arc, Frostbite, Know the Way, Sigil - 1st Air Bubble, Gust of Wind (4 slots) - 2nd Mist, Water Breathing - 3rd Haste, Wall of Wind (4 slots) - 4th Hydraulic Torrent, Unfettered Movement (4 slots) - 5th Control Water, Environmental Endurance (4 slots) - 6th Field of Life, Truesight (4 slots) - 7th Fly, Unfettered Pack (4 slots) - 8th Arctic Rift, Chain Lightning (4 slots) - 9th Detonate Magic (items that grant flight only), Wrathful Storm (4 slots) - 10th Cataclysm (1 slot) Intimidating Storm (Emotion, Fear, Mental) A creature that fails a saving throw against a cataclysm or wrathful storm spell cast by the tempest incarnate becomes frightened 2 (or frightened 3 on a critical failure). A creature can only be frightened once by each casting of wrathful storm . Swiftness The tempest incarnate's movement doesn't trigger reactions. ","tradition":["Primal"],"skill_mod":{"nature":34,"survival":31,"stealth":35,"intimidation":37,"acrobatics":35},"summary":"When a sorcerer's blood calls to storm and sky, they can become a frightening force to behold. When that power matures, they become living conduits …","image":["/Images/Monsters/Tempest_Incarnate.webp"],"primary_source":"NPC Core","spell":["Cataclysm","Detonate Magic","Wrathful Storm","Arctic Rift","Chain Lightning","Fly","Unfettered Pack","Field of Life","Truesight","Control Water","Environmental Endurance","Hydraulic Torrent","Unfettered Movement","Haste","Wall of Wind","Mist","Water Breathing","Air Bubble","Gust of Wind","Caustic Blast","Electric Arc","Frostbite","Know the Way","Sigil"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":40,"item":["+2 greater resilient explorer's clothing","+2 greater striking handwraps of mighty blows"],"level":19,"spell_dc":[44],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{"cold":15,"electricity":20},"url":"/NPCs.aspx?ID=3586","intelligence":1,"reflex_save":34,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":30,"size":["Medium"],"name":"Tempest Incarnate","category":"creature","rarity":"rare","strike_damage_average":[35],"slug":"creature-3586"},{"attack_bonus":[4,5,5],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":6,"language":["Common","Draconic","Elven","up to 4 additional languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Scholar","will_save":7,"charisma":1,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Research Specialist","Methodical Research"],"skill":["Academia Lore","Arcana","Library Lore","Nature","Religion"],"legacy_id":["creature-947"],"trait":["Human","Humanoid","Medium"],"id":"creature-3587","text":" Librarian Keepers of knowledge, librarians document discoveries, events, and laws. The best librarians record events twice: once for public record and again to record how events truly unfolded. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Librarian Source NPC Core pg. 138 Perception +7 Languages Common, Draconic, Elven; up to 4 additional languages Skills Academia Lore +11, Arcana +9, Library Lore +13, Nature +8, Religion +8 Str +0 Dex +1 Con +0 Int +3 Wis +2 Cha +1 Research Specialist A librarian is a 3rd-level challenge for encounters involving research. Methodical Research (concentrate) When Searching through stacks of books, a librarian can find the answer to almost any question. This allows the librarian to use Library Lore in place of other lore skills, given enough time. The GM determines the DC of the check and the amount of time it takes (typically, a librarian can attempt three or four checks during 1 day of downtime). Items books, Dagger, Writing Set --- AC 13 Fort +2 Ref +3 Will +7 HP 6 --- Speed 25 feet Melee Single Action book +4 (Nonlethal), Damage 1d4 bludgeoning Melee Single Action fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning Ranged Single Action book +5 (Nonlethal, thrown 10 feet), Damage 1d4 bludgeoning\n","skill_mod":{"nature":8,"arcana":9,"religion":8},"summary":"Keepers of knowledge, librarians document discoveries, events, and laws. The best librarians record events twice: once for public record and again to …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":13,"item":["books","Dagger","Writing Set"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3587","intelligence":3,"reflex_save":3,"strongest_save":["will"],"dexterity":1,"fortitude_save":2,"size":["Medium"],"name":"Librarian","category":"creature","rarity":"common","strike_damage_average":[2,2,2],"slug":"creature-3587"},{"attack_bonus":[4,5],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":7,"language":["Common","up to 3 additional uncommon languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Scholar","will_save":7,"charisma":-1,"speed":{"max":25,"land":25},"perception":3,"wisdom":0,"weakness":{},"creature_ability":["Monomania","World-Class Authority","Idée Fixe","Furious Harangue"],"skill":["Academia Lore","Library Lore","Narrow Lore","Stealth"],"trait":["Human","Humanoid","Medium"],"id":"creature-3588","text":" Obsessive Researcher Academia rewards specialization, and so the universities and athenaeums of the Inner Sea are full to the brim of sunlight-deprived scholars who are the world experts in such obscure topics such as the migratory habits of bogwids or the folklore of pre-Choral Brevoy. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Obsessive Researcher Source NPC Core pg. 138 Perception +3 Languages Common; up to 3 additional uncommon languages Skills Academia Lore +19, Library Lore +23, Narrow Lore +25, Stealth +5 Str +0 Dex +1 Con +2 Int +5 Wis +0 Cha -1 Monomania Each obsessive researcher is preoccupied with a hyper-specialized, niche body of knowledge (their Narrow Lore) in which they are the acknowledged world authority. The catch is that when such an expert goes wrong, they go badly wrong— if an obsessive researcher gets a success on a Narrow Lore roll, they get a critical success instead. But if they roll a failure, then they get a critical failure instead. World-Class Authority In their narrow field of interest, the obsessive researcher is a 10th-level challenge. Items Writing Set, entirely too many books --- AC 14 Fort +3 Ref +2 Will +7 HP 7 Idée Fixe Nothing gets between the obsessive researcher and their subject. If the obsessive researcher is targeted by a spell or ability with a Will save that would prompt them to give up, ignore, or divert course from the subject of their Narrow Lore (for example, using a suggestion to get a specialist in Jistkan artificing to give up a construct part), then the obsessive researcher can use their Narrow Lore skill in place of their Will save. --- Speed 25 feet Melee Single Action fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning Melee Single Action pen +4 (Agile, Finesse, Nonlethal), Damage 1d4 piercing Furious Harangue Two Actions (Auditory, Emotion, Fear, Mental) The researcher starts hectoring an enemy within 30 feet, upbraiding them for daring to interrupt such valuable research. The target must attempt a DC 15 Will save. On a failure, they are frightened 2 (frightened 3 and fleeing for 1 round on a critical failure). Regardless of the result of its save, the target is temporarily immune for 1 hour. ","skill_mod":{"stealth":5},"summary":"Academia rewards specialization, and so the universities and athenaeums of the Inner Sea are full to the brim of sunlight-deprived scholars who are …","image":["/Images/Monsters/Obsessive_Researcher.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["Writing Set","entirely too many books"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3588","intelligence":5,"reflex_save":2,"strongest_save":["will"],"dexterity":1,"fortitude_save":3,"size":["Medium"],"name":"Obsessive Researcher","category":"creature","rarity":"common","strike_damage_average":[2,2],"slug":"creature-3588"},{"attack_bonus":[4,4],"constitution":-1,"primary_source_category":"Rulebooks","strength":0,"hp":5,"language":["Common","up to 3 additional languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Scholar","will_save":6,"charisma":3,"speed":{"max":25,"land":25},"perception":4,"wisdom":2,"weakness":{},"creature_ability":["Academic Specialist","Font of Knowledge","Inspirational Presence"],"skill":["Academia Lore","Diplomacy","Intimidation","one additional Lore"],"legacy_id":["creature-948"],"trait":["Human","Humanoid","Medium"],"id":"creature-3589","text":" Teacher The passing of knowledge and traditions from generation to generation is a time-honored occupation. Teachers exist to strengthen their populations with literacy, history, and advanced sciences, but most of all with inspiration. Most teachers provide general knowledge so their students are well-rounded, but some are experts or even masters of a single discipline. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Teacher Source NPC Core pg. 139 Perception +4 Languages Common; up to 3 additional languages Skills Academia Lore +14, Diplomacy +5, Intimidation +5, one additional Lore +14 Str +0 Dex +0 Con -1 Int +4 Wis +2 Cha +3 Academic Specialist For academic encounters, a teacher is a 4th-level challenge. Font of Knowledge The teacher can attempt to Recall Knowledge on any general subject with a +10 modifier. Inspirational Presence (aura, emotion, mental) 50 feet. Any of the teacher's students in the aura gain a +1 circumstance bonus to Recall Knowledge. Items cane (functions as staff), textbook, Writing Set --- AC 12 Fort +1 Ref +2 Will +6 HP 5 --- Speed 25 feet Melee Single Action cane +4 (two-hand d8), Damage 1d4 bludgeoning Melee Single Action fist +4 (Agile, Nonlethal, Unarmed), Damage 1d4 bludgeoning\n","skill_mod":{"diplomacy":5,"intimidation":5},"summary":"The passing of knowledge and traditions from generation to generation is a time-honored occupation. Teachers exist to strengthen their populations …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":12,"item":["cane (functions as staff )","textbook","Writing Set"],"level":-1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3589","intelligence":4,"reflex_save":2,"strongest_save":["will"],"dexterity":0,"fortitude_save":1,"size":["Medium"],"name":"Teacher","category":"creature","rarity":"common","strike_damage_average":[2,2],"slug":"creature-3589"},{"attack_bonus":[7,8],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":23,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Scholar","spell_attack_bonus":[9],"will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Living Sextant","Reject Myth"],"skill":["Arcana","Astronomy Lore","Occultism"],"legacy_id":["creature-949"],"trait":["Human","Humanoid","Medium"],"id":"creature-3590","text":" Astronomer Different cultures have created stories about the hows and whys of the universe, if things exist beyond the stars, and if the gods manipulate the heavenly bodies. But astronomers aren't interested in folktales—they desire truth. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Astronomer Source NPC Core pg. 139 Perception +10 Languages Common Skills Arcana +8, Astronomy Lore +12, Occultism +8 Str +0 Dex +1 Con +2 Int +4 Wis +3 Cha +0 Living Sextant If the astronomer is able to see the night sky, they can Sense Direction using Astronomy Lore. Items Astrolabe, spellbook, Staff --- AC 15 Fort +6 Ref +5 Will +9 HP 23 Reject Myth Reaction Trigger A creature within 30 feet Casts a Spell or uses an ability with the fortune or misfortune trait; Effect The astronomer's rejection of such fantasy becomes manifest. The astronomer attempts to counteract the triggering effect with a counteract modifier of +9 and a counteract rank of 1. --- Speed 25 feet Melee Single Action fist +8 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Melee Single Action staff +7 (two-hand d8), Damage 1d4+4 bludgeoning Arcane Prepared Spells DC 17, attack +9 - Cantrips (1st) Detect Magic, Read Aura, Sigil, Telekinetic Hand, Telekinetic Projectile - 1st Alarm, Gentle Landing, Phantasmal Minion, Sleep\n","tradition":["Arcane"],"skill_mod":{"arcana":8,"occultism":8},"summary":"Different cultures have created stories about the hows and whys of the universe, if things exist beyond the stars, and if the gods manipulate the …","image":["/Images/Monsters/Astronomer.webp"],"primary_source":"NPC Core","spell":["Alarm","Gentle Landing","Phantasmal Minion","Sleep","Detect Magic","Read Aura","Sigil","Telekinetic Hand","Telekinetic Projectile"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["Astrolabe","spellbook","Staff"],"level":2,"spell_dc":[17],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3590","intelligence":4,"reflex_save":5,"strongest_save":["will"],"dexterity":1,"fortitude_save":6,"size":["Medium"],"name":"Astronomer","category":"creature","rarity":"common","strike_damage_average":[6,6],"slug":"creature-3590"},{"attack_bonus":[12,13],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":65,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Scholar","spell_attack_bonus":[13],"will_save":8,"charisma":4,"speed":{"max":25,"land":25},"perception":11,"wisdom":-2,"weakness":{},"creature_ability":["Overambitious Spell"],"skill":["Academia Lore","Arcana","Library Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3591","text":" Exuberant Apprentice Bright-eyed and bushy-tailed, these young mages seamlessly combine boundless curiosity, vigorous enthusiasm, and a complete lack of survival instincts. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Exuberant Apprentice Source NPC Core pg. 140 Perception +11 Languages Common Skills Academia Lore +10, Arcana +12, Library Lore +12 Str +1 Dex +2 Con +2 Int +4 Wis -2 Cha +4 Items late homework assignment, spellbook, textbooks, Writing Set --- AC 20 Fort +10 Ref +10 Will +8 HP 65 --- Speed 25 feet Melee Single Action textbook +12, Damage 1d6+5 bludgeoning Melee Single Action fist +13 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+5 bludgeoning Arcane Prepared Spells DC 21, attack +13 - Cantrips (2nd) Detect Magic, Frostbite, Prestidigitation, Read Aura, Telekinetic Hand - 1st Force Barrage, Grease, Gust of Wind, Phantasmal Minion - 2nd Acid Grip, Darkvision, Revealing Light Overambitious Spell Two Actions (arcane Frequency once per day) Effect The exuberant apprentice's teacher has told them they're not ready for this spell, but desperate times call for desperate measures. The exuberant apprentice attempts to cast fireball as a 3rd-rank arcane spell but must first attempt a DC 11 flat check. Critical Success The spell is cast flawlessly and heightened to 4th rank. The apprentice is stunned 2 from sheer shock. Success Nothing goes wrong, and the spell is cast normally. Failure The spell fizzles and creates only a harmless puff of smoke. Critical Failure Academic ablaze! The apprentice takes 6d6 fire damage as the magic backfires. ","tradition":["Arcane"],"skill_mod":{"arcana":12},"summary":"Bright-eyed and bushy-tailed, these young mages seamlessly combine boundless curiosity, vigorous enthusiasm, and a complete lack of survival …","primary_source":"NPC Core","spell":["Acid Grip","Darkvision","Revealing Light","Force Barrage","Grease","Gust of Wind","Phantasmal Minion","Detect Magic","Frostbite","Prestidigitation","Read Aura","Telekinetic Hand"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["late homework assignment","spellbook","textbooks","Writing Set"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3591","intelligence":4,"reflex_save":10,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"fortitude_save":10,"size":["Medium"],"name":"Exuberant Apprentice","category":"creature","rarity":"common","strike_damage_average":[7,8],"slug":"creature-3591"},{"attack_bonus":[11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":75,"language":["Common","up to 4 additional languages, including at least one obscure or long-dead language that the avuncular professor likes to quote"],"source":["NPC Core"],"type":"Creature","creature_family":"Scholar","spell_attack_bonus":[14],"will_save":15,"charisma":4,"speed":{"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Academic Politics Specialist","Duelist of Wits"],"skill":["Academia Lore","Deception","Diplomacy","Occultism","Performance","Society","one additional Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3592","text":" Avuncular Professor These world-wise scholars know that there's more to life than just research. There are also good meals at the university refectory, comfortable beds, and captive audiences of students. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Avuncular Professor Source NPC Core pg. 140 Perception +12 Languages Common; up to 4 additional languages, including at least one obscure or long-dead language that the avuncular professor likes to quote Skills Academia Lore +16, Deception +18, Diplomacy +18, Occultism +12, Performance +18, Society +16, one additional Lore +18 Str +0 Dex +0 Con +1 Int +4 Wis +3 Cha +4 Academic Politics Specialist When it comes to wining and dining or other social situations, the avuncular professor is an 8th-level challenge. Duelist of Wits The avuncular professor may cultivate the appearance of an unworldly academic, but they know how to stick the rhetorical knife in. Once per hour, if the avuncular professor succeeds at a Deception or Diplomacy check, they can choose to roll a Society or Academia Lore check at the same DC—if they succeed on the second check, the initial success is upgraded to a critical success, though if they fail the second check, their initial success also turns into a failure. Items copy of a book that they wrote, fine clothes, sword cane, writing kit --- AC 21 Fort +12 Ref +11 Will +15 HP 75 --- Speed 25 feet Melee Single Action sword cane +11 (Agile, Concealable), Damage 1d6+6 piercing Melee Single Action fist +11 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Occult Spontaneous Spells DC 22, attack +14 - Cantrips (3rd) Detect Magic, Figment, Light, Prestidigitation, Sigil - 1st Command, Fear, Ventriloquism (3 slots) - 2nd Calm, Laughing Fit, Translate (3 slots) - 3rd Enthrall, Hypnotize (2 slots) Bard Composition Spells DC 22, 1 Focus Point - Cantrips (3rd) Uplifting Overture\n","tradition":["Occult"],"skill_mod":{"society":16,"diplomacy":18,"performance":18,"deception":18,"occultism":12},"summary":"These world-wise scholars know that there's more to life than just research. There are also good meals at the university refectory, comfortable beds, …","image":["/Images/Monsters/Avuncular_Professor.webp"],"primary_source":"NPC Core","spell":["Enthrall","Hypnotize","Calm","Laughing Fit","Translate","Command","Fear","Ventriloquism","Detect Magic","Figment","Light","Prestidigitation","Sigil","Uplifting Overture"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["copy of a book that they wrote","fine clothes","sword cane","writing kit"],"level":5,"spell_dc":[22,22],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3592","intelligence":4,"reflex_save":11,"strongest_save":["will"],"dexterity":0,"fortitude_save":12,"size":["Medium"],"name":"Avuncular Professor","category":"creature","rarity":"common","strike_damage_average":[8,9],"slug":"creature-3592"},{"attack_bonus":[12,13],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":86,"language":["Common","up to 4 additional languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Scholar","will_save":16,"charisma":0,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Timely Advice","Sage's Analysis"],"skill":["Arcana","Diplomacy","Medicine","Nature","Occultism","Religion","Society"],"legacy_id":["creature-950"],"trait":["Human","Humanoid","Medium"],"id":"creature-3593","text":" Sage The greatest knowledge comes from experience. Village elders, ancient seers, and advisors to royalty are examples of those valued for such wisdom. Sages educate and guide their people from straying from their cultures' norms and traditions. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Sage Source NPC Core pg. 141 Perception +14 Languages Common; up to 4 additional languages Skills Arcana +12, Diplomacy +13, Medicine +12, Nature +14, Occultism +12, Religion +12, Society +14 Str +2 Dex +2 Con +1 Int +4 Wis +3 Cha +0 Items religious symbol, +1 staff --- AC 22 Fort +10 Ref +12 Will +16 HP 86 Timely Advice Reaction (auditory, concentrate, linguistic, mental) Trigger An ally is about to attempt an attack roll or skill check and has not yet rolled; Effect The sage gives the ally a savvy piece of advice, providing valuable insight. The ally gains a +2 circumstance bonus to the triggering roll. --- Speed 25 feet Melee Single Action staff +13 (Magical, two-hand d8), Damage 1d4+6 bludgeoning Melee Single Action fist +12 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Sage's Analysis Single Action (Concentrate) The sage studies a creature, attempting an Arcana, Nature, Occultism, Religion, or Society check against the creature's Recall Knowledge DC. On a success, the sage gains a +2 circumstance bonus to attack rolls and AC against that creature and deals an additional 2d6 damage to the creature with weapon attacks. These benefits last for 1 minute or until the sage uses this ability again. ","skill_mod":{"society":14,"diplomacy":13,"nature":14,"arcana":12,"medicine":12,"occultism":12,"religion":12},"summary":"The greatest knowledge comes from experience. Village elders, ancient seers, and advisors to royalty are examples of those valued for such wisdom. …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":22,"item":["religious symbol","+1 staff"],"level":6,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3593","intelligence":4,"reflex_save":12,"strongest_save":["will"],"dexterity":2,"fortitude_save":10,"size":["Medium"],"name":"Sage","category":"creature","rarity":"common","strike_damage_average":[8,8],"slug":"creature-3593"},{"attack_bonus":[12,13],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":115,"language":["Common","up to 4 additional languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Scholar","spell_attack_bonus":[17],"will_save":18,"charisma":3,"speed":{"max":25,"land":25},"perception":16,"wisdom":5,"weakness":{},"creature_ability":["Veteran Researcher","Paper Pusher"],"skill":["Academia Lore","Arcana","Diplomacy","Occultism","Society","one additional Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3594","text":" Departmental Chair All the departmental chair really wants is a chance to quietly do their research. Instead, they've been roped into dealing with every emergency—political, supernatural, or emotional—in the university. They are not thrilled about this. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Departmental Chair Source NPC Core pg. 141 Perception +16 Languages Common; up to 4 additional languages Skills Academia Lore +25, Arcana +22, Diplomacy +15, Occultism +22, Society +17, one additional Lore +22 Str +0 Dex +1 Con +0 Int +5 Wis +5 Cha +3 Veteran Researcher On the rare occasions the departmental chair still deals with their research, they are a 10th-level challenge. Items spellbook, +1 staff , writing kit --- AC 24 Fort +13 Ref +14 Will +18 HP 115 --- Speed 25 feet Melee Single Action staff +13 (Magical, two-hand d8), Damage 1d4+6 bludgeoning Melee Single Action fist +12 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Arcane Prepared Spells DC 25, attack +17 - Cantrips (4th) Detect Magic, Ignition, Prestidigitation, Telekinetic Hand - 3rd Fireball (×2), Haste, Lightning Bolt - 4th Mountain Resilience, Wall of Fire Paper Pusher Single Action (Arcane, Concentrate, Spellshape) The departmental chair has spent so much time dealing with bureaucracy recently that papers and forms have worked their way into the chair's spellcasting. If the departmental chair's next action is to Cast a Spell that deals energy damage, the spell conjures a burst of sharp-edged paper instead. Change the damage type to slashing, and the spell deals an additional 1d6 persistent bleed damage. ","tradition":["Arcane"],"skill_mod":{"society":17,"diplomacy":15,"arcana":22,"occultism":22},"summary":"All the departmental chair really wants is a chance to quietly do their research. Instead, they've been roped into dealing with every …","image":["/Images/Monsters/Departmental_Chair.webp"],"primary_source":"NPC Core","spell":["Mountain Resilience","Wall of Fire","Fireball","Haste","Lightning Bolt","Detect Magic","Ignition","Prestidigitation","Telekinetic Hand"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":24,"item":["spellbook","+1 staff","writing kit"],"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3594","intelligence":5,"reflex_save":14,"strongest_save":["will"],"dexterity":1,"fortitude_save":13,"size":["Medium"],"name":"Departmental Chair","category":"creature","rarity":"common","strike_damage_average":[8,8],"slug":"creature-3594"},{"attack_bonus":[24,25,25],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":235,"language":["Common","up to 5 additional languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Scholar","spell_attack_bonus":[22],"will_save":20,"charisma":3,"speed":{"max":25,"land":25},"perception":26,"wisdom":1,"weakness":{},"creature_ability":["Following Spell","Magnificent…!"],"skill":["Acrobatics","Athletics","Crafting","Nature","Stealth","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3595","text":" Globetrotting Scholar It takes a particular kind of personality to leave the creature comforts of academia in order to explore trap-ridden ancient tombs or observe man-eating monstrosities in their native habitats. The sort of personality that finds joy in the life cycle of parasitic wasps or recounts grisly Ghol-Gani sacrificial rites with a decidedly gruesome relish. Academia would not survive without such globetrotting scholars, but to their more sedate colleagues, they do tend to come off as an odd bunch. Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Globetrotting Scholar Source NPC Core pg. 142 Perception +26 Languages Common; up to 5 additional languages Skills Acrobatics +24, Athletics +27, Crafting +22, Nature +27, Stealth +24, Survival +27 Str +3 Dex +4 Con +3 Int +3 Wis +1 Cha +3 Items Climbing Kit, +1 striking frost dagger , +1 striking flintlock pistol , +1 resilient leather armor , notebook filled with sketches of wild animals and ancient ruins, writing kit --- AC 33 Fort +23 Ref +26 Will +20 HP 235 --- Speed 25 feet Melee Single Action frost dagger +25 (Agile, Finesse, Magical, versatile S), Damage 2d4+11 piercing plus 1d6 cold Melee Single Action fist +24 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+11 bludgeoning Ranged Single Action flintlock pistol +25 (Concussive, fatal d8, Magical, range increment 40 feet, reload 1), Damage 2d4+8 piercing plus 1d6 electricity Arcane Prepared Spells DC 30, attack +22 - Cantrips (7th) Detect Magic, Figment, Gouging Claw, Ignition, Tangle Vine - 5th Sure Strike - 6th Mislead, Thunderstrike - 7th Disintegrate, Project Image Following Spell Single Action (Arcane) Frequency once per round; Requirement The globetrotting scholar's last action was a successful Strike; Effect The globetrotting scholar immediately casts gouging claw , ignition , or tangle vine at the target of the Strike. Magnificent…! Single Action (Auditory, Linguistic, Visual) The globetrotting scholar enthusiastically describes certain features of whatever dread horror they are currently facing, pointing out the weaknesses of a creature within 30 feet. The globetrotting scholar and all allies that can hear or see them gain a +1 status bonus to attack and damage rolls against that creature until the beginning of the globetrotting scholar's next turn. The scholar deals an extra 3d6 precision damage with their weapon and unarmed Strikes that hit that creature during the same duration. ","tradition":["Arcane"],"skill_mod":{"nature":27,"crafting":22,"survival":27,"stealth":24,"athletics":27,"acrobatics":24},"summary":"It takes a particular kind of personality to leave the creature comforts of academia in order to explore trap-ridden ancient tombs or observe …","image":["/Images/Monsters/Globetrotting_Scholar.webp"],"primary_source":"NPC Core","spell":["Disintegrate","Project Image","Mislead","Thunderstrike","Sure Strike","Detect Magic","Figment","Gouging Claw","Ignition","Tangle Vine"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":33,"item":["Climbing Kit","+1 striking frost dagger","+1 striking flintlock pistol","+1 resilient leather armor","notebook filled with sketches of wild animals and ancient ruins","writing kit"],"level":13,"spell_dc":[30],"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3595","intelligence":3,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":23,"size":["Medium"],"name":"Globetrotting Scholar","category":"creature","rarity":"common","strike_damage_average":[13,16,19],"slug":"creature-3595"},{"attack_bonus":[30,31,31],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":290,"language":["Common","Draconic","up to 6 additional languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Scholar","spell_attack_bonus":[30],"will_save":32,"charisma":-1,"speed":{"max":50,"land":50},"perception":32,"wisdom":1,"weakness":{},"creature_ability":["Counterspell","Third Contingent Sequencer","Didactic Arcanism","Steady Spellcasting"],"skill":["Academia Lore","Arcana","Intimidation","Nature","Occultism","Religion"],"trait":["Human","Humanoid","Medium"],"id":"creature-3596","text":" Eldritch Emeritus To outsiders, the eldritch emeritus looks something like a joke—a befuddled old scholar, their mind so stuffed with obscure theorems and abstract metaphysics that concerns about mere daily reality fade away. Those who know them, however, know that the eldritch emeritus wrote more treatises of spells than most wizards have had hot dinners, and if sufficiently annoyed, is entirely capable of providing a brief, thorough, and fatal demonstration. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Eldritch Emeritus Source NPC Core pg. 143 Perception +32 Languages Common, Draconic; up to 6 additional languages Skills Academia Lore +30, Arcana +36, Intimidation +30, Nature +33, Occultism +33, Religion +33 Str +4 Dex +4 Con +4 Int +8 Wis +1 Cha -1 Items somewhat disheveled accolade robe , spellbook, +2 greater striking major staff of fire --- AC 39 Fort +27 Ref +27 Will +32 HP 290 Resistances acid 10, cold 10, electricity 10, fire 10, force 10, sonic 10, vitality 10, void 10 Counterspell Reaction Trigger A creature casts a spell the eldritch emeritus has prepared. Effect The emeritus expends a prepared spell to counter the triggering creature's casting of that same spell. The emeritus loses their spell slot as if they had cast the triggering spell. The emeritus then attempts to counteract the triggering spell. Third Contingent Sequencer Reaction Frequency once per day; Trigger A creature attacks or uses a spell or ability that would affect the eldritch emeritus; Effect A masterpiece of complex spellwork instantly takes shape, casting fire shield , mislead , and mountain resilience on the eldritch emeritus, each as an 8th-rank arcane spell. --- Speed 25 feet, teleport 50 feet Melee Single Action staff +31 (Magical, two-hand d8), Damage 3d4+14 bludgeoning Melee Single Action fist +30 (Agile, Nonlethal, Unarmed), Damage 1d4+14 bludgeoning Ranged Single Action arcane beam +31 (Arcane, Fire, Magical), Damage 6d6+10 fire Arcane Prepared Spells DC 38, attack +30 - Cantrips (9th) Detect Magic, Light, Prestidigitation, Sigil, Telekinetic Hand - 1st Fleet Step (x2), Sure Strike - 2nd Gecko Grip, Translate, Water Walk - 3rd Earthbind, Haste, Locate - 4th Creation, Dispel Magic, Fly - 5th Banishment, Howling Blizzard, Slither - 6th Disintegrate, Teleport, Wall of Force - 7th Chain Lightning (×2), Project Image - 8th Earthquake, Quandary (×2) - 9th Detonate Magic, Falling Stars - Constant (9th) Energy Aegis Didactic Arcanism Single Action to Three Actions (Arcane, Magical) Requirement The eldritch emeritus has seen a creature Cast a Spell of 7th rank or lower during the previous round, that spell takes between one and three actions to cast, and that spell is on the arcane spell list; Effect The eldritch emeritus mastered that spell 30 years ago, and is happy to show how a real master does it. The emeritus Casts the same Spell but heightened to 8th rank. Didactic Arcanism uses the same number of actions as the original spell took to cast. Steady Spellcasting If a reaction would disrupt the eldritch emeritus's spellcasting action, the eldritch emeritus attempts a DC 15 flat check. On a success, the action isn't disrupted. ","tradition":["Arcane"],"skill_mod":{"nature":33,"arcana":36,"intimidation":30,"occultism":33,"religion":33},"summary":"To outsiders, the eldritch emeritus looks something like a joke—a befuddled old scholar, their mind so stuffed with obscure theorems and abstract …","image":["/Images/Monsters/Eldritch_Emeritus.webp"],"primary_source":"NPC Core","spell":["Detonate Magic","Falling Stars","Earthquake","Quandary","Chain Lightning","Project Image","Disintegrate","Teleport","Wall of Force","Banishment","Howling Blizzard","Slither","Creation","Dispel Magic","Fly","Earthbind","Haste","Locate","Gecko Grip","Translate","Water Walk","Fleet Step","Sure Strike","Detect Magic","Light","Prestidigitation","Sigil","Telekinetic Hand","Energy Aegis"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":39,"item":["somewhat disheveled accolade robe","spellbook","+2 greater striking major staff of fire"],"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{"acid":10,"void":10,"sonic":10,"vitality":10,"fire":10,"cold":10,"electricity":10,"force":10},"url":"/NPCs.aspx?ID=3596","intelligence":8,"reflex_save":27,"strongest_save":["will"],"dexterity":4,"fortitude_save":27,"size":["Medium"],"name":"Eldritch Emeritus","category":"creature","rarity":"common","strike_damage_average":[16,21,31],"slug":"creature-3596"},{"attack_bonus":[9,9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":20,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Seafarer","will_save":5,"charisma":0,"speed":{"max":30,"land":30},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Death from Above","Practiced Climber","Rope Tension Spring"],"skill":["Acrobatics","Athletics","Sailing Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3597","text":" Rigger A knack for knots and no fear of heights are the prime qualifications of these high-flying rope wranglers and lookouts. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Rigger Source NPC Core pg. 146 Perception +10 Languages Common Skills Acrobatics +6, Athletics +7, Sailing Lore +6 Str +3 Dex +4 Con +1 Int +0 Wis +1 Cha +0 Items Dagger (2), Rope (50 feet) --- AC 15 Fort +7 Ref +10 Will +5 HP 20 --- Speed 30 feet Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Melee Single Action fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action dagger +9 (Agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing Death from Above The rigger deals an additional 1d4 precision damage to any creature at a lower elevation than themself. Practiced Climber The rigger requires only one hand free to Climb and is not off-guard when Climbing. Rope Tension Spring Two Actions (Manipulate, Move) Requirements The rigger is adjacent to a vertical rope on board a ship and is wielding a dagger; Effect The rigger loops the rope around one arm and severs the rope with their dagger. Counterweight and tension pull the rigger 20 feet straight up. ","skill_mod":{"athletics":7,"acrobatics":6},"summary":"A knack for knots and no fear of heights are the prime qualifications of these high-flying rope wranglers and lookouts.","image":["/Images/Monsters/Rigger.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["Dagger (2)","Rope (50 feet)"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3597","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":7,"size":["Medium"],"name":"Rigger","category":"creature","rarity":"common","strike_damage_average":[5,5,5],"slug":"creature-3597"},{"attack_bonus":[9,9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":30,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Seafarer","will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Chart a Course","Sailing Specialist","Navigator's Edge"],"skill":["Acrobatics","Nature","Sailing Lore","Society","Survival"],"legacy_id":["creature-951"],"trait":["Human","Humanoid","Medium"],"id":"creature-3598","text":" Navigator A navigator uses celestial bodies and shipping lanes to determine routes. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Navigator Source NPC Core pg. 146 Perception +9 Languages Common Skills Acrobatics +6, Nature +11, Sailing Lore +14, Society +8, Survival +9 Str +0 Dex +2 Con +1 Int +4 Wis +3 Cha +0 Chart a Course (concentrate) By spending 10 minutes of work and succeeding at a DC 22 Sailing Lore check, the navigator plots an optimal course. The severity of environmental conditions during the journey is reduced by one step for 24 hours (two steps on a critical success). This changes moderate damage to minor damage, winds that create greater difficult terrain cause only difficult terrain, and so on. Sailing Specialist For encounters involving navigation or sailing, the navigator is a 4th-level challenge. Items Dagger, scroll case with ship's charts, Writing Set --- AC 17 Fort +7 Ref +8 Will +9 HP 30 --- Speed 25 feet Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4+4 piercing plus navigator's edge Melee Single Action fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action dagger +9 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing plus navigator's edge Navigator's Edge The navigator's Strikes deal an additional 1d6 damage when on a ship. ","skill_mod":{"society":8,"nature":11,"survival":9,"acrobatics":6},"summary":"A navigator uses celestial bodies and shipping lanes to determine routes.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Dagger","scroll case with ship's charts","Writing Set"],"level":2,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3598","intelligence":4,"reflex_save":8,"strongest_save":["will"],"dexterity":2,"fortitude_save":7,"size":["Medium"],"name":"Navigator","category":"creature","rarity":"common","strike_damage_average":[6,6,6],"slug":"creature-3598"},{"attack_bonus":[10,11,11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":32,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Seafarer","will_save":6,"charisma":2,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Bravery","Reactive Strike","Boarding Action"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Sailing Lore"],"legacy_id":["creature-952"],"trait":["Human","Humanoid","Medium"],"id":"creature-3599","text":" Pirate These scourges are a threat to anyone who spends time away from land. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Pirate Source NPC Core pg. 147 Perception +6 Languages Common Skills Acrobatics +7, Athletics +8, Deception +6, Intimidation +6, Sailing Lore +8 Str +2 Dex +3 Con +1 Int +0 Wis +2 Cha +2 Items cutlass (functions as a scimitar), Dagger, Padded Armor --- AC 17 Fort +7 Ref +8 Will +6 HP 32 Bravery When the pirate rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, anytime they gain the frightened condition, reduce its value by 1. Reactive Strike Reaction --- Speed 25 feet Melee Single Action cutlass +10 (Forceful, Sweep), Damage 1d6+5 slashing Melee Single Action dagger +11 (Agile, Finesse, versatile S), Damage 1d4+5 piercing Melee Single Action fist +11 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action dagger +11 (Agile, thrown 10 feet, versatile S), Damage 1d4+5 piercing Boarding Action Two Actions The pirate swings on a rope or Strides, moving up to double their Speed. If the pirate boarded or disembarked a boat during this movement, they can make a melee Strike at the end of their movement that deals one extra damage die on a hit. ","skill_mod":{"deception":6,"athletics":8,"intimidation":6,"acrobatics":7},"summary":"These scourges are a threat to anyone who spends time away from land.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["cutlass (functions as a scimitar )","Dagger","Padded Armor"],"level":2,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3599","intelligence":0,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":7,"size":["Medium"],"name":"Pirate","category":"creature","rarity":"common","strike_damage_average":[6,7,7,8],"slug":"creature-3599"},{"attack_bonus":[11,13,13,13],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Seafarer","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Bosun's Command","Pike and Strike"],"skill":["Acrobatics","Athletics","Intimidation","Sailing Lore"],"legacy_id":["creature-953"],"trait":["Human","Humanoid","Medium"],"id":"creature-3600","text":" Bosun A ship's boatswain, or bosun, leads the deckhands who maintain the ship. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Bosun Source NPC Core pg. 147 Perception +8 Languages Common Skills Acrobatics +9, Athletics +9, Intimidation +9, Sailing Lore +11 Str +2 Dex +4 Con +1 Int +0 Wis +1 Cha +2 Items Dagger, naval pike (functions as a spear) --- AC 18 Fort +6 Ref +11 Will +8 HP 45 --- Speed 25 feet Melee Single Action dagger +13 (Agile, Finesse, versatile S), Damage 1d4+5 piercing Melee Single Action fist +13 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+5 bludgeoning Melee Single Action naval pike +11, Damage 1d6+5 piercing Ranged Single Action naval pike +13 (thrown 20 feet), Damage 1d6+5 piercing Bosun's Command Single Action (Auditory, Concentrate, Emotion, Linguistic, Mental) Frequency once per round; Effect The bosun orders an ally to attack or to get in position. Until the end of the ally's next turn, they gain the bosun's choice of a +2 status bonus to attack rolls or a +10-foot status bonus to their Speeds. Pike and Strike Two Actions The bosun makes a melee Strike with their naval pike. If this Strike hits, the bosun can either move the target 5 feet within the pike's reach or make a fist Strike against the target without increasing their multiple attack penalty until after the fist Strike. Shipboard Spells A bosun with magical training can exchange Pike and Strike for the following spells. Primal Prepared Spells DC 18, attack +10; 1st ant haul , gentle landing , hydraulic push ; Cantrips (1st) electric arc , guidance , know the way , light , sigil ","skill_mod":{"athletics":9,"intimidation":9,"acrobatics":9},"summary":"A ship's boatswain, or bosun, leads the deckhands who maintain the ship.","image":["/Images/Monsters/Bosun.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":18,"item":["Dagger","naval pike (functions as a spear )"],"level":3,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3600","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":6,"size":["Medium"],"name":"Bosun","category":"creature","rarity":"common","strike_damage_average":[7,7,8,8],"slug":"creature-3600"},{"attack_bonus":[12,12,12],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":50,"language":["Common","Thalassic"],"source":["NPC Core"],"type":"Creature","creature_family":"Seafarer","will_save":6,"charisma":0,"speed":{"max":30,"land":25,"swim":30},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Underwater Fighter","Underwater Awareness","Dive"],"skill":["Acrobatics","Athletics","Nature","Ocean Lore","Thievery"],"trait":["Human","Humanoid","Medium"],"id":"creature-3601","text":" Diver Divers can often make large amounts of money by diving for treasures and selling them at a markup to tourists and antiquities dealers. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Diver Source NPC Core pg. 148 Perception +9 Languages Common, Thalassic Skills Acrobatics +10, Athletics +10, Nature +9, Ocean Lore +11, Thievery +9 Str +3 Dex +3 Con +2 Int +0 Wis +2 Cha +0 Underwater Fighter The diver isn't off-guard underwater and doesn't take penalties for using a bludgeoning or slashing melee weapon in water. Items Trident --- AC 17 Fort +9 Ref +12 Will +6 HP 50 Underwater Awareness Reaction Trigger An enemy Strikes the diver while they're underwater; Effect The diver senses the movement of their enemy in the water and jerks back in time. They gain a +2 circumstance bonus to their AC against the triggering attack. --- Speed 25 feet, swim 30 feet Melee Single Action trident +12, Damage 1d8+5 piercing Melee Single Action fist +12 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+5 bludgeoning Ranged Single Action trident +12 (thrown 20 feet), Damage 1d8+5 piercing Dive Single Action The diver moves up to twice their swim Speed downward. ","skill_mod":{"nature":9,"thievery":9,"athletics":10,"acrobatics":10},"summary":"Divers can often make large amounts of money by diving for treasures and selling them at a markup to tourists and antiquities dealers.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Trident"],"level":3,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3601","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":9,"size":["Medium"],"name":"Diver","category":"creature","rarity":"common","strike_damage_average":[7,9,9],"slug":"creature-3601"},{"attack_bonus":[15,15,15],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":80,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Seafarer","will_save":11,"charisma":-1,"speed":{"max":30,"land":30},"perception":13,"wisdom":4,"weakness":{},"creature_ability":["Skittish","Cockamamie Rant","Snare Master","Sneak Attack"],"skill":["Athletics","Crafting","Nature","Survival","Stealth"],"trait":["Human","Humanoid","Medium"],"id":"creature-3602","text":" Castaway Be it the result of shipwreck, forcible marooning, or personal choice, surviving alone on an island long enough tends to weed out the weak of body and mind. Lack of social interaction tends to breed belligerence towards outsiders, but hostilities are not a certainty. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Castaway Source NPC Core pg. 148 Perception +13 Languages Common Skills Athletics +13, Crafting +12, Nature +11, Survival +15, Stealth +11 Str +4 Dex +2 Con +3 Int +0 Wis +4 Cha -1 Items Blowgun (10 blowgun darts), Hatchet --- AC 21 Fort +14 Ref +13 Will +11 HP 80 Skittish Reaction Trigger The castaway takes damage from a Strike; Effect The castaway Steps away from the source of the Strike. --- Speed 30 feet Melee Single Action hatchet +15 (Agile, Sweep), Damage 1d6+7 slashing Melee Single Action fist +15 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+7 bludgeoning Ranged Single Action blowgun +15 (Agile, Nonlethal, reload 1), Damage 1 piercing plus 2d6 poison and 1d6 persistent poison Cockamamie Rant Two Actions (Auditory, Concentrate, Linguistic, Mental) The castaway launches into a nonsensical verbal stream of consciousness. Creatures in a 30-foot emanation must succeed at a DC 19 Will save or be confused for 1 round. Once a creature has succeeded at a save against the castaway's Cockamamie Rant, they are immune to its effects for 24 hours. Snare Master Three Actions (Manipulate, Trap) Frequency five times per day; Effect By scrounging local materials, the castaway constructs a simple but effective deadfall without expending resources. Treat this as a snare with a DC 19 Perception check to spot, and a DC 23 Thievery check to disable. It occupies a single 5-foot square and lasts 24 hours before falling apart. The first creature that enters the space takes 6d6 bludgeoning damage Sneak Attack The castaway deals 1d6 extra precision damage to off-guard creatures. ","skill_mod":{"nature":11,"crafting":12,"survival":15,"stealth":11,"athletics":13},"summary":"Be it the result of shipwreck, forcible marooning, or personal choice, surviving alone on an island long enough tends to weed out the weak of body …","image":["/Images/Monsters/Castaway.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["Blowgun (10 blowgun darts)","Hatchet"],"level":5,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3602","intelligence":0,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":14,"size":["Medium"],"name":"Castaway","category":"creature","rarity":"common","strike_damage_average":[9,10,10],"slug":"creature-3602"},{"attack_bonus":[15,15],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common"],"immunity":["gases and other inhaled effects"],"source":["NPC Core"],"type":"Creature","creature_family":"Seafarer","will_save":12,"charisma":0,"speed":{"max":20,"land":20,"swim":20},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Sealed Diving Suit","Depth Charge","Retract"],"skill":["Athletics","Crafting","Ocean Lore"],"trait":["Human","Humanoid","Uncommon","Medium"],"id":"creature-3603","text":" Subaquatic Marauder A new breed of pirate, these raiders strike at unsuspecting ships from beneath the cover of the waves. The bulky, reinforced diving suits they wear also serve as armor and clockwork mechanisms augment their strength. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Subaquatic Marauder Source NPC Core pg. 149 Perception +12 Languages Common Skills Athletics +13, Crafting +13, Ocean Lore +12 Str +4 Dex +2 Con +4 Int +2 Wis +1 Cha +0 Sealed Diving Suit The marauder's diving suit is a technological marvel. When sealed, it provides 1 hour of fresh air and protects the wearer from exposure to inhaled threats. Personalized modifications and a need for constant tinkering mean that other creatures are unable to take advantage of the special abilities of the diving suit and treat it as an ordinary suit of half plate. Items Chain (30 feet), diving suit (functions as half plate), Gauntlet, Javelin --- AC 23 Fort +15 Ref +7 Will +12 HP 60 Immunities gases and other inhaled effects --- Speed 20 feet, swim 20 feet Melee Single Action gauntlet +15 (Agile, Free-Hand), Damage 1d4+8 bludgeoning Ranged Single Action javelin +15 (range 30 feet, Tethered), Damage 1d6+8 piercing Depth Charge Two Actions (Air, Manipulate, Sonic) The marauder pulls a release valve on their suit, expelling a pressure wave that deals 3d6 sonic and 3d6 bludgeoning damage (DC 22 basic Fortitude save) to all creatures in a 10-foot emanation. Creatures that fail the save take a –2 circumstance penalty to Acrobatics checks to Balance and Athletics checks to Swim for 1 minute as their inner ear is impaired. Creatures that critically fail the save are also deafened for 1 minute. The marauder can't use Depth Charge again for 1d4 rounds. Retract Single Action Requirements The marauder's last action was a successful javelin strike; Effect The marauder reels in a chain connected to the javelin, pulling the target up to 10 feet closer. They then Interact to return the javelin to their hand. ","skill_mod":{"crafting":13,"athletics":13},"summary":"A new breed of pirate, these raiders strike at unsuspecting ships from beneath the cover of the waves. The bulky, reinforced diving suits they wear …","image":["/Images/Monsters/Subaquatic_Marauder.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":23,"item":["Chain (30 feet)","diving suit (functions as half plate )","Gauntlet","Javelin"],"level":5,"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3603","intelligence":2,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":15,"size":["Medium"],"name":"Subaquatic Marauder","category":"creature","rarity":"uncommon","strike_damage_average":[10,11],"slug":"creature-3603"},{"attack_bonus":[14,16,16,17],"constitution":0,"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Seafarer","will_save":14,"charisma":3,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Bravery","Dual Disarm","No Quarter!"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Sailing Lore","Survival"],"legacy_id":["creature-954"],"trait":["Human","Humanoid","Medium"],"id":"creature-3604","text":" Ship Captain The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Ship Captain Source NPC Core pg. 149 Perception +12 Languages Common Skills Acrobatics +10, Athletics +12, Diplomacy +11, Intimidation +13, Sailing Lore +17, Survival +10 Str +4 Dex +2 Con +0 Int +1 Wis +2 Cha +3 Items Dagger, Hand Crossbow (10 bolts), Leather Armor, Main-gauche, +1 rapier --- AC 23 Fort +12 Ref +12 Will +14 HP 90 Bravery When the ship captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, anytime they gain the frightened condition, reduce its value by 1. --- Speed 25 feet Melee Single Action rapier +17 (deadly d8, Disarm, Magical), Damage 1d6+10 piercing Melee Single Action main-gauche +16 (Agile, Disarm, Parry, versatile S), Damage 1d4+10 piercing Melee Single Action fist +16 (Agile, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning Ranged Single Action hand crossbow +14 (range increment 60 feet, reload 1), Damage 1d6+6 piercing Dual Disarm Two Actions The captain makes two Strikes, one with their rapier and one with their main-gauche (in either order). If both Strikes hit, the ship captain can attempt to Disarm the target. Their multiple attack penalty increases only after all the attacks are made. No Quarter! Single Action (Auditory, Concentrate, Emotion, Linguistic, Mental) The captain orders their shipmates to fight without mercy. All allied creatures of equal or lower level within 20 feet of the ship captain gain a +1 status bonus to attack rolls and damage rolls until the end of the ship captain's next turn. Shipboard Spells The ship captain can gain the following spells in place of Dual Disarm. Primal Prepared Spells DC 24, attack +16; 2nd summon elemental , water breathing , water walk ; 1st gentle landing , gust of wind (×2); Cantrips (2nd) electric arc , guidance , know the way , light , sigil ","skill_mod":{"diplomacy":11,"survival":10,"athletics":12,"intimidation":13,"acrobatics":10},"summary":"The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["Dagger","Hand Crossbow (10 bolts)","Leather Armor","Main-gauche","+1 rapier"],"level":6,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3604","intelligence":1,"reflex_save":12,"strongest_save":["will"],"dexterity":2,"fortitude_save":12,"size":["Medium"],"name":"Ship Captain","category":"creature","rarity":"common","strike_damage_average":[9,12,12,13],"slug":"creature-3604"},{"attack_bonus":[16,17,17],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":100,"language":["Common","Thalassic"],"source":["NPC Core"],"type":"Creature","creature_family":"Seafarer","will_save":11,"charisma":0,"speed":{"max":25,"land":25,"swim":25},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Tidal Pressure","Stab and Twist"],"skill":["Athletics","Nature","Sailing Lore","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3605","text":" Ocean Nomad For some, the ocean is not merely a means of getting from port to port, but a home in and of itself. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Ocean Nomad Source NPC Core pg. 150 Perception +16 Languages Common, Thalassic Skills Athletics +15, Nature +10, Sailing Lore +18, Survival +13 Str +4 Dex +4 Con +2 Int +0 Wis +3 Cha +0 Items Leather Armor, Net, +1 trident --- AC 24 Fort +14 Ref +17 Will +11 HP 100 Tidal Pressure Reaction (water) Trigger An adjacent creature attempts an Athletics check to Swim Effect The ocean nomad chooses to either prop the swimmer up or yanks them down into the depths. Increase or decrease the result of the Athletics check by one step. If the ocean nomad chooses to decrease the result, the creature can attempt a DC 24 Fortitude save to negate the effect. --- Speed 25 feet, swim 25 feet Melee Single Action trident +17, Damage 1d8+10 piercing Ranged Single Action trident +17 (thrown 20 feet), Damage 1d8+10 piercing Melee Single Action fist +16 (Agile, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning Stab and Twist Single Action Requirements The ocean nomad's last action was a successful melee trident Strike; Effect The ocean nomad wrenches out the barbed tines of their trident, inflicting 1d6 persistent bleed to the target. ","skill_mod":{"nature":10,"survival":13,"athletics":15},"summary":"For some, the ocean is not merely a means of getting from port to port, but a home in and of itself.","image":["/Images/Monsters/Ocean_Nomad.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":24,"item":["Leather Armor","Net","+1 trident"],"level":6,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3605","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":14,"size":["Medium"],"name":"Ocean Nomad","category":"creature","rarity":"common","strike_damage_average":[12,14,14],"slug":"creature-3605"},{"attack_bonus":[4],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":15,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","will_save":10,"charisma":4,"speed":{"max":25,"land":25},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Compulsive Liar","Social Specialist","Evoke Pity","Sow Doubt"],"skill":["Conspiracy Lore","Deception","Occultism","Performance","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3606","text":" Conspiracist Conspiracists misinform and falsify facts to further their own causes. Though they pose little physical threat, conspiracists can have more powerful allies, such as a deluded mob that respond to the conspiracist's signal. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Conspiracist Source NPC Core pg. 152 Perception +8 Languages Common Skills Conspiracy Lore +11, Deception +10, Occultism -1, Performance +10, Society +11 Str +0 Dex +2 Con +0 Int +3 Wis +0 Cha +4 Compulsive Liar The conspiracist can use Deception instead of Diplomacy to Make an Impression or Request. Any creature attempting a Perception check to Sense Motive against the conspiracist gets a result one degree of success worse than they rolled. Social Specialist For encounters involving deception and social manipulation, the conspiracist is a 4th-level challenge. Items Signal Whistle, Writing Set --- AC 14 Fort +4 Ref +6 Will +10 HP 15 Evoke Pity Reaction (auditory, concentrate, emotion, linguistic, mental) Trigger An enemy reduces the conspiracist to below half their maximum HP; Effect The conspiracist begs their assailants to “see reason” and let them live. The conspiracist attempts a single Performance check against the Will DCs of all enemies in a 30-foot emanation. Any creature the attempt succeeds against takes a –2 circumstance penalty to damaging attacks without the nonlethal trait they make against the conspiracist for 10 minutes. --- Speed 25 feet Melee Single Action fist +4 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning Sow Doubt Two Actions (Auditory, Concentrate, Emotion, Linguistic, Mental) The conspiracist argues that their enemies have been hoodwinked into attacking them by nefarious powers. The conspiracist attempts a single Deception check against the Will DCs of all enemies that can hear them. Critical Success The enemy fully believes the conspiracist, becoming stupefied 2 for 1 minute. If the creature was already stupefied 2, they become controlled by the conspiracist until the end of the encounter. Success The enemy has trouble disbelieving the conspiracist's logic, becoming stupefied 1 for 1 minute. If they're already stupefied 1, they become stupefied 2. Failure The enemy is unconvinced, but a seed of doubt remains. Critical Failure The enemy sees through the conspiracist's act, becoming immune to Sow Doubt for 24 hours. ","skill_mod":{"society":11,"performance":10,"deception":10,"occultism":-1},"summary":"Conspiracists misinform and falsify facts to further their own causes. Though they pose little physical threat, conspiracists can have more powerful …","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["Signal Whistle","Writing Set"],"level":0,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3606","intelligence":3,"reflex_save":6,"strongest_save":["will"],"dexterity":2,"fortitude_save":4,"size":["Medium"],"name":"Conspiracist","category":"creature","rarity":"common","strike_damage_average":[2],"slug":"creature-3606"},{"attack_bonus":[6,6],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":20,"language":["Common","one additional language spoken by their boss"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","will_save":3,"charisma":0,"speed":{"max":25,"land":25},"perception":3,"wisdom":1,"weakness":{"mental":2},"creature_ability":["Master Sends Their Regards","Human Shield","Scurry","Throw Cargo"],"skill":["Athletics","Deception","Stealth","Thievery"],"trait":["Human","Humanoid","Medium"],"id":"creature-3607","text":" Toady These minions perform the thankless tasks that keep their master's vile machine running. Whether out of loyalty or fear, a toady serves their boss faithfully. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Toady Source NPC Core pg. 152 Perception +3; (9 to eavesdrop) Languages Common; one additional language spoken by their boss Skills Athletics +4, Deception +2, Stealth +6, Thievery +4 Str +2 Dex +2 Con +3 Int -1 Wis +1 Cha +0 Master Sends Their Regards A toady can deliver a message from their boss to Demoralize using their boss's Intimidation modifier instead of their own. Items Sap, supplies for the boss --- AC 14 Fort +9 Ref +6 Will +3 HP 20 Weaknesses mental 2 Human Shield Reaction Trigger The toady's boss takes damage from an attack, and the toady is adjacent to them; Effect The toady takes the damage instead, along with any secondary effects of attack. This damage can't be reduced in any way. --- Speed 25 feet Melee Single Action sap +6 (Agile, Nonlethal), Damage 1d6+2 bludgeoning Melee Single Action fist +6 (Agile, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Scurry Single Action The toady Strides, then can Hide. They can attempt to Hide from creatures without cover or being concealed, but at a –2 circumstance penalty. Throw Cargo Two Actions A toady carries a heavy load of supplies at their boss's behest. They hurl a heavy item they're carrying, which explodes on impact to deal 1d10 bludgeoning damage to all creatures in a 5-foot burst with a DC 14 basic Reflex save. Perks Of The Job A toady who works for a powerful boss may be granted special abilities or gifts. For example, a high-level spellcaster might give them a wand of sending , or an assassin may give them a single dose of a deadly poison to use on a problematic enemy. ","skill_mod":{"deception":2,"thievery":4,"stealth":6,"athletics":4},"summary":"These minions perform the thankless tasks that keep their master's vile machine running. Whether out of loyalty or fear, a toady serves their boss …","image":["/Images/Monsters/Toady.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":14,"item":["Sap","supplies for the boss"],"level":0,"source_category":["Rulebooks"],"sense":"(9 to eavesdrop) ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3607","intelligence":-1,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":9,"size":["Medium"],"name":"Toady","category":"creature","rarity":"common","strike_damage_average":[4,5],"slug":"creature-3607"},{"attack_bonus":[7,9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":28,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","will_save":8,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Snare Crafting","Sneak Attack"],"skill":["Acrobatics","Athletics","Crafting","Deception","Diplomacy","Engineering Lore","Intimidation","Society","Stealth","Survival","Thievery","Underworld Lore"],"legacy_id":["creature-959"],"trait":["Human","Humanoid","Medium"],"id":"creature-3608","text":" Saboteur Saboteurs excel at infiltration, using it to perform destructive acts. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Saboteur Source NPC Core pg. 153 Perception +8; (10 to find traps) Languages Common Skills Acrobatics +7, Athletics +5, Crafting +6, Deception +7, Diplomacy +5, Engineering Lore +8, Intimidation +5, Society +6, Stealth +9, Survival +6, Thievery +9, Underworld Lore +6 Str +1 Dex +3 Con +1 Int +2 Wis +2 Cha +1 Snare Crafting The saboteur can Craft snares and has the supplies to make up to two caltrop snares and up to two hampering snares. Snare rules can be found here. Items Artisan's Toolkit (snare toolkit), Crowbar, Disguise Kit, Hand Crossbow (10 bolts), Sap, Thieves' Toolkit --- AC 17 (19 vs. traps) Fort +5 Ref +9 (+11 vs. traps) Will +8 HP 28 --- Speed 25 feet Melee Single Action sap +7 (Agile, Nonlethal), Damage 1d6+3 bludgeoning Melee Single Action fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action hand crossbow +9 (range increment 60 feet, reload 1), Damage 1d6+2 piercing Sneak Attack The saboteur deals an extra 1d6 precision damage to off-guard creatures. ","skill_mod":{"society":6,"diplomacy":5,"deception":7,"thievery":9,"crafting":6,"survival":6,"stealth":9,"athletics":5,"intimidation":5,"acrobatics":7},"summary":"Saboteurs excel at infiltration, using it to perform destructive acts.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Artisan's Toolkit (snare toolkit)","Crowbar","Disguise Kit","Hand Crossbow (10 bolts)","Sap","Thieves' Toolkit"],"level":2,"source_category":["Rulebooks"],"sense":"(10 to find traps) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3608","intelligence":2,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":5,"size":["Medium"],"name":"Saboteur","category":"creature","rarity":"common","strike_damage_average":[5,5,6],"slug":"creature-3608"},{"attack_bonus":[9,9,9],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":35,"language":["Chthonian","Common","Daemonic","Diabolic","Requian"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","spell_attack_bonus":[12],"will_save":8,"charisma":3,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Legal Specialist","Fiendish Contract","Fiendish Ritualist","Planar Communique"],"skill":["Deception","Diplomacy","Fiend Lore","Intimidation","Legal Lore","Occultism","Religion","Society"],"trait":["Human","Humanoid","Rare","Unholy","Medium"],"id":"creature-3609","text":" Fiend Caller Fiend callers act as intermediaries to help mortals sell their souls or make other deals with fiends. You can adjust a fiend caller to be accompanied by a bound fiend. The fiend gains the minion trait, and you can replace the fiend caller's spiritual armament spell with final sacrifice . Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Fiend Caller Source NPC Core pg. 153 Perception +8 Languages Chthonian, Common, Daemonic, Diabolic, Requian Skills Deception +10, Diplomacy +15, Fiend Lore +18, Intimidation +10, Legal Lore +18, Occultism +16, Religion +13, Society +12 Str +2 Dex +2 Con +0 Int +4 Wis +1 Cha +3 Legal Specialist For encounters involving contracts and negotiations, the fiend caller is an 8th-level challenge. Items Dagger, ritual materials, Chalk, ink, parchment, quill, vial of blood) --- AC 17 Fort +7 Ref +9 Will +8 HP 35 --- Speed 25 feet Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4+6 piercing plus 1d4 persistent bleed Melee Single Action fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Ranged Single Action dagger +9 (Agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing plus 1d4 persistent bleed Occult Prepared Spells DC 20, attack +12 - Cantrips (2nd) Detect Magic, Message, Sigil, Telekinetic Hand, Void Warp - 1st Command, Fear, Force Barrage, Grim Tendrils - 2nd Calm, Paranoia, Spiritual Armament Rituals DC 20 - 6th Binding Circle, Commune Fiendish Contract (Downtime, Occult) The fiend caller spends 1 day of downtime setting up a bargain between a mortal creature and a fiend the fiend caller knows well. The fiend caller attempts a Legal Lore check against the higher of the fiend's Will DC or Diplomacy DC. Success The mortal party receives one favor from the fiend, or the fiend becomes the mortal's minion for 1d4 days if they're on the same plane. Alternatively, if the GM allows the option, the mortal can receive a bargained contract of the fiend's level or lower. Failure The fiend caller fails to strike the bargain. Critical Failure The process fails, and the magical backlash makes the fiend caller drained 2. Fiendish Ritualist A fiend caller can cast binding circle and commune to contact fiends even though the rituals are beyond the normal rank the fiend caller could cast. Furthermore, they can use Legal Lore for the primary check when they do so instead of the listed skill. Planar Communique A fiend caller can cast sending at will as an occult innate spell, but only to target a fiend they know well. The fiend can be on any plane. Keeping Enemies Close Heroes may have an easier time dealing with a fiend caller peacefully than they would another villain. Fiend callers are willing to work with just about anyone as long as they receive adequate compensation and may even be helpful in stopping more dangerous fiends. But they are opportunistic above all else. Once the transaction is over, they aren't likely to stick around as a friend, and if a better deal comes along, they might void a prior contract. ","tradition":["Occult"],"skill_mod":{"society":12,"diplomacy":15,"deception":10,"intimidation":10,"occultism":16,"religion":13},"summary":"Fiend callers act as intermediaries to help mortals sell their souls or make other deals with fiends. You can adjust a fiend caller to be accompanied …","image":["/Images/Monsters/Fiend_Caller.webp"],"primary_source":"NPC Core","spell":["Calm","Paranoia","Spiritual Armament","Command","Fear","Force Barrage","Grim Tendrils","Detect Magic","Message","Sigil","Telekinetic Hand","Void Warp"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity","Mechanics"],"ac":17,"item":["Dagger","ritual materials","Chalk","ink","parchment","quill","vial of blood)"],"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3609","intelligence":4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":2,"fortitude_save":7,"size":["Medium"],"name":"Fiend Caller","category":"creature","rarity":"rare","strike_damage_average":[8,11,11],"slug":"creature-3609"},{"attack_bonus":[9,9,9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":40,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","spell_attack_bonus":[13],"will_save":12,"charisma":4,"speed":{"max":25,"land":25},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Nuanced Spin","No Hard Feelings"],"skill":["Diplomacy","Legal Lore","Performance","Society"],"trait":["Human","Humanoid","Medium"],"id":"creature-3610","text":" Propagandist The misleadings, half-facts, and effortless spin propagandists cast over events create proof of whatever their bosses need them to prove. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Propagandist Source NPC Core pg. 154 Perception +10; (12 to Sense Motive) Languages Common Skills Diplomacy +11, Legal Lore +8, Performance +10, Society +10 Str +0 Dex +2 Con +1 Int +1 Wis +3 Cha +4 Nuanced Spin The propagandist phrases everything loosely and vaguely enough that, though it's always misleading, none of it is false. The propagandist can use Diplomacy instead of Deception to Create a Diversion or Feint, and instead of Intimidation to Coerce. A creature attempting to Sense Motive against the propagandist gets a result one degree of success worse than they rolled. Items Dagger (3), lute, Shortsword, Writing Set --- AC 17 Fort +6 Ref +9 Will +12 HP 40 --- Speed 25 feet Melee Single Action shortsword +9 (Agile, Finesse, versatile S), Damage 1d6+4 piercing Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4+4 piercing Melee Single Action fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Ranged Single Action dagger +9 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing Occult Spontaneous Spells DC 21, attack +13 - Cantrips (2nd) Bullhorn, Detect Magic, Haunting Hymn, Message, Summon Instrument - 1st Concordant Choir, Fear, Sanctuary (3 slots) - 2nd Blistering Invective, Paranoia (2 slots) Bard Composition Spells DC 21, 2 Focus Points - Cantrips (2nd) Courageous Anthem, Rallying Anthem - 2nd Hymn of Healing, Lingering Composition No Hard Feelings Two Actions (Auditory, Concentrate, emotional, Linguistic, Mental) The propagandist offers amnesty and other benefits to all who choose to join them. All enemies who can hear the propagandist must attempt a DC 19 Will save. If any of the propagandist's allies is currently benefiting from one of the propagandist's bard composition spells, any enemy who is aware of that takes a –2 circumstance penalty to the save. Critical Success The creature sees through the propagandist's pitch and is temporarily immune for 24 hours. Success The creature is unaffected. Failure The creature's conviction stumbles. Until the end of its next turn, the creature must succeed at a DC 5 flat check to target the propagandist with a hostile action. Critical Failure The creature finds the propagandist's offer too good to pass up, switching sides in the combat and instantly gaining any benefits the propagandist is currently granting their allies. At the end of each of its turns, the creature can attempt another DC 19 Will save to snap out of it and rejoin their allies. ","tradition":["Occult"],"skill_mod":{"society":10,"diplomacy":11,"performance":10},"summary":"The misleadings, half-facts, and effortless spin propagandists cast over events create proof of whatever their bosses need them to prove.","image":["/Images/Monsters/Propagandist.webp"],"primary_source":"NPC Core","spell":["Blistering Invective","Paranoia","Concordant Choir","Fear","Sanctuary","Bullhorn","Detect Magic","Haunting Hymn","Message","Summon Instrument","Hymn of Healing","Lingering Composition","Courageous Anthem","Rallying Anthem"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":17,"item":["Dagger (3)","lute","Shortsword","Writing Set"],"level":3,"spell_dc":[21,21],"source_category":["Rulebooks"],"sense":"(12 to Sense Motive ) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3610","intelligence":1,"reflex_save":9,"strongest_save":["will"],"dexterity":2,"fortitude_save":6,"size":["Medium"],"name":"Propagandist","category":"creature","rarity":"common","strike_damage_average":[6,6,6,7],"slug":"creature-3610"},{"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":75,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","will_save":7,"charisma":1,"speed":{"max":25,"land":25},"perception":7,"wisdom":-1,"weakness":{"area":5,"splash":5},"creature_ability":["Irrational","Troop Defenses","Victim Complex","Flail Desperately","Surrounded","Throw Detritus"],"skill":["Athletics","Conspiracy Lore","Intimidation"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3611","text":" Deluded Mob Pulled astray by lies, bribes, and propaganda, these desperate people are convinced to fight on their behalf of utter villains. Conspiracists, propagandists, masterminds, despots, and more take advantage of these mobs. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Deluded Mob Source NPC Core pg. 155 Perception +7 Languages Common Skills Athletics +12, Conspiracy Lore +6, Intimidation +9 Str +6 Dex +1 Con +4 Int +0 Wis -1 Cha +1 Irrational The deluded mob is severely disconnected from reality. Diplomacy checks to Make an Impression or otherwise sway their worldview automatically fail. --- AC 19 Fort +12 Ref +9 Will +7 victim complex HP 75 (4 segments) Weaknesses area damage 5, splash damage 5 Troop Defenses Victim Complex As they lose members, the deluded mob takes the opposition against them as proof that they're right, bolstering their resolve. The deluded mob gains a +2 circumstance bonus to Will saves at 50 or fewer Hit Points, or a +4 circumstance bonus at 25 HP or fewer. --- Speed 25 feet; troop movement Flail Desperately Single Action to Three Actions Frequency once per round; Effect The deluded mob uses their fists, wooden planks, and anything else they can pick up to attack each enemy in a 5-foot emanation with fervor, if not coordination (DC 18 basic Reflex save). The damage depends on the number of actions. Single Action 1d8 piercing or bludgeoning damage Two Actions 1d8+6 piercing or bludgeoning damage Three Actions 2d8+6 piercing or bludgeoning damage Surrounded When they feel cornered, the mob lashes out more recklessly. While the deluded mob is flanked, Flail Desperately and Throw Detritus are DC 17 and deal an additional 2 damage per action spent on the activity. Throw Detritus Two Actions The deluded mob hurls detritus in a 10-foot burst within 30 feet that deals 2d8 bludgeoning damage with a DC 18 basic Reflex save. When the mob is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. ","skill_mod":{"athletics":12,"intimidation":9},"summary":"Pulled astray by lies, bribes, and propaganda, these desperate people are convinced to fight on their behalf of utter villains. Conspiracists, …","image":["/Images/Monsters/Deluded_Mob.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":19,"level":4,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3611","intelligence":0,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":12,"size":["Gargantuan"],"name":"Deluded Mob","category":"creature","rarity":"common","slug":"creature-3611"},{"attack_bonus":[13,13,13],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":55,"language":["Common","two additional languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","spell_attack_bonus":[14],"will_save":16,"charisma":4,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Manipulation Specialist","Versatile Performance","Scoundrel's Feint","Sneak Attack"],"skill":["Arcana","Deception","Diplomacy","Intimidation","Occultism","Performance","Religion","Society","Stealth","Thievery","Underworld Lore"],"legacy_id":["creature-960"],"trait":["Human","Humanoid","Medium"],"id":"creature-3612","text":" Mastermind Masterminds weave long-ranged plots to see their nefarious goals come to fruition, deftly manipulating those around them, turning enemies into friends and then pitting them against one another. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Mastermind Source NPC Core pg. 156 Perception +10; (17 to Sense Motive) Languages Common; two additional languages Skills Arcana +13, Deception +15, Diplomacy +15, Intimidation +15, Occultism +15, Performance +17, Religion +11, Society +17, Stealth +11, Thievery +9, Underworld Lore +17 Str +0 Dex +3 Con +0 Int +4 Wis +2 Cha +4 Manipulation Specialist When competing in a social or intellectual arena, the mastermind is a 7th-level challenge. Versatile Performance The mastermind can use Performance instead of Diplomacy to Make an Impression and instead of Deception to Impersonate. Items Disguise Kit, Hand Crossbow (10 bolts), Leather Armor, Shortsword --- AC 20 Fort +6 Ref +11 Will +16 HP 55 --- Speed 25 feet Melee Single Action shortsword +13 (Agile, Finesse, versatile S), Damage 1d6+6 slashing Melee Single Action fist +13 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Ranged Single Action hand crossbow +13 (range increment 60 feet, reload 1), Damage 1d6+6 piercing Occult Spontaneous Spells DC 22, attack +14 - Cantrips (2nd) Daze, Detect Magic, Message, Prestidigitation, Sigil - 1st Charm, Illusory Disguise, Illusory Object (3 slots) - 2nd Blur, Charm, Invisibility, Paranoia (3 slots) Bard Composition Spells DC 22 - Cantrips (2nd) Courageous Anthem, Uplifting Overture Scoundrel's Feint When the mastermind successfully Feints, the target is off-guard against the mastermind's melee attacks until the end of the mastermind's next turn. On a critical success, the target is off-guard against all melee attacks for that time, not just the mastermind's. Sneak Attack The mastermind deals an extra 1d6 precision damage to off-guard creatures. ","tradition":["Occult"],"skill_mod":{"society":17,"diplomacy":15,"performance":17,"deception":15,"thievery":9,"stealth":11,"arcana":13,"intimidation":15,"occultism":15,"religion":11},"summary":"Masterminds weave long-ranged plots to see their nefarious goals come to fruition, deftly manipulating those around them, turning enemies into …","primary_source":"NPC Core","spell":["Blur","Charm","Invisibility","Paranoia","Illusory Disguise","Illusory Object","Daze","Detect Magic","Message","Prestidigitation","Sigil","Courageous Anthem","Uplifting Overture"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Disguise Kit","Hand Crossbow (10 bolts)","Leather Armor","Shortsword"],"level":4,"spell_dc":[22,22],"source_category":["Rulebooks"],"sense":"(17 to Sense Motive ) ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3612","intelligence":4,"reflex_save":11,"strongest_save":["will"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Mastermind","category":"creature","rarity":"common","strike_damage_average":[8,9,9],"slug":"creature-3612"},{"legacy_name":["Antipaladin"],"attack_bonus":[10,13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":70,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","will_save":10,"charisma":3,"speed":{"max":20,"land":20},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Champion's Aura","Destructive Vengeance","Axe Swipe","Fearsome Armament"],"skill":["Athletics","Deception","Intimidation","Religion","Survival"],"legacy_id":["creature-961"],"trait":["Human","Humanoid","Unholy","Medium"],"id":"creature-3613","text":" Champion of Rovagug There are perhaps no mortals more anathematic to peace than champions of Rovagug or other destructive deities. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Champion of Rovagug Source NPC Core pg. 156 Perception +10 Languages Common Skills Athletics +13, Deception +10, Intimidation +12, Religion +8, Survival +8 Str +4 Dex +1 Con +3 Int +0 Wis +1 Cha +3 Items Greataxe, Half Plate, Javelin (3) --- AC 25 Fort +12 Ref +8 Will +10 HP 70 Champion's Aura (aura, divine) 15 feet. Any follower of Rovagug in the aura knows the champion is a champion of Rovagug. Enemies in the aura take a –1 circumstance penalty to saves against fear, and an enemy that ends its turn in the aura can't reduce the value of its frightened condition below 1. The aura can be suppressed or resumed with a single action, which has the concentrate trait, and ends if the champion falls unconscious. Destructive Vengeance Reaction (divine) Trigger An enemy in the champion's aura damages the champion; Effect The champion increases the amount of damage they take by 2d6 and deals 2d6 spirit damage to the triggering enemy. In addition, until the end of the champion's next turn, the champion's Strikes against the triggering creature deals 2 extra spirit damage. --- Speed 20 feet Melee Single Action fearsome greataxe +13 (Magical, Sweep), Damage 1d12+8 slashing Melee Single Action gauntlet +13 (Agile, Free-Hand), Damage 1d4+8 bludgeoning Ranged Single Action javelin +10 (thrown 30 feet), Damage 1d6+8 piercing Champion Devotion Spells DC 20, 1 Focus Point - 3rd Touch of the Void Axe Swipe Two Actions The champion makes a melee Strike with a +1 circumstance bonus to the attack roll and compares the roll to the AC of up to two foes that are in reach and adjacent to each other. The champion rolls damage only once and applies it to each creature they hit. This counts as two attacks toward their multiple attack penalty. Fearsome Armament The champion grants their greataxe the fearsome rune while they wield it. Other Grim Champions The most sinister champions of unholy gods are devoted to desecration or iniquity. This champion serves Rovagug, but Lamashtu, Urgathoa, and demon lords have similar champions. If you switch their deity, change their favored weapon (see the Deity table). If it's a one-handed weapon, reduce the champion's AC by 2, give them a steel shield, and replace Axe Swipe with Defensive Advance, a 2-action activity that lets the champion Raise their Shield, Stride, and make a melee Strike. ","skill_mod":{"deception":10,"survival":8,"athletics":13,"intimidation":12,"religion":8},"summary":"There are perhaps no mortals more anathematic to peace than champions of Rovagug or other destructive deities.","image":["/Images/Monsters/Champion_of_Rovagug.webp"],"primary_source":"NPC Core","spell":["Touch of the Void"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Mechanics"],"ac":25,"item":["Greataxe","Half Plate","Javelin (3)"],"level":5,"spell_dc":[20],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3613","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":12,"size":["Medium"],"name":"Champion of Rovagug","category":"creature","rarity":"common","strike_damage_average":[10,11,14],"slug":"creature-3613"},{"attack_bonus":[11],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":60,"language":["Common","Diabolic"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","spell_attack_bonus":[14],"will_save":13,"charisma":4,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Persistent Lies","Sorcerous Potency","Tongue of Flame"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Performance","Religion","Society","Warfare Lore"],"legacy_id":["creature-962"],"trait":["Human","Humanoid","Medium"],"id":"creature-3614","text":" Despot Despots live to amass and exploit power over others. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Despot Source NPC Core pg. 157 Perception +11 Languages Common, Diabolic Skills Athletics +11, Deception +13, Diplomacy +11, Intimidation +13, Performance +13, Religion +11, Society +13, Warfare Lore +13 Str +2 Dex +2 Con +0 Int +4 Wis +2 Cha +4 Persistent Lies Any creature deceived by the despot's Deception skill believes the deception more readily on the next day. Any later Perception checks attempted against the despot's Deception DC take a –2 circumstance penalty, as do other creatures' attempts to convince the creature otherwise, such as through Diplomacy or further Deception. Items lesser darkvision elixir, lesser healing potion (2), Spiked Gauntlet --- AC 21 Fort +9 Ref +9 Will +13 HP 60 --- Speed 25 feet Melee Single Action spiked gauntlet +11 (Agile, Free-Hand), Damage 1d4+6 piercing Divine Spontaneous Spells DC 23, attack +14 - Cantrips (3rd) Daze, Ignition, Message, Shield, Void Warp - 1st Bane, Command, Fear, Sanctuary (4 slots) - 2nd Blood Vendetta, Calm, Floating Flame, See the Unseen (4 slots) - 3rd Chilling Darkness, Enthrall, Harm (3 slots) Sorcerer Bloodline Spells DC 23, 1 Focus Point - 3rd Diabolic Edict Sorcerous Potency When the despot Casts a Spell from a spell slot that deals damage, they gain a status bonus to the spell's initial damage equal to the spell's rank. Tongue of Flame When the despot casts charm , diabolic edict , enthrall , or floating flame , either a target takes 1 fire damage per spell rank, or the despot gains a +2 status bonus to Deception checks for 1 round. ","tradition":["Divine"],"skill_mod":{"society":13,"diplomacy":11,"performance":13,"deception":13,"athletics":11,"intimidation":13,"religion":11},"summary":"Despots live to amass and exploit power over others.","image":["/Images/Monsters/Despot.webp"],"primary_source":"NPC Core","spell":["Chilling Darkness","Enthrall","Harm","Blood Vendetta","Calm","Floating Flame","See the Unseen","Bane","Command","Fear","Sanctuary","Daze","Ignition","Message","Shield","Void Warp","Diabolic Edict"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":21,"item":["lesser darkvision elixir","lesser healing potion (2)","Spiked Gauntlet"],"level":5,"spell_dc":[23,23],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3614","intelligence":4,"reflex_save":9,"strongest_save":["will"],"dexterity":2,"fortitude_save":9,"size":["Medium"],"name":"Despot","category":"creature","rarity":"common","strike_damage_average":[8],"slug":"creature-3614"},{"attack_bonus":[15,16,17],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","will_save":11,"charisma":2,"speed":{"max":25,"land":25},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Blood and Fear","Hobble","Torment"],"skill":["Athletics","Intimidation","Medicine"],"trait":["Human","Humanoid","Medium"],"id":"creature-3615","text":" Interrogator Interrogators use pain and intimidation against prisoners and other helpless victims to force “confessions.” Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Interrogator Source NPC Core pg. 158 Perception +13 Languages Common Skills Athletics +15, Intimidation +13, Medicine +13 Str +4 Dex +3 Con +1 Int +0 Wis +2 Cha +2 Items Dart (5), Healer's Toolkit, leather apron (functions as leather armor), +1 war razor --- AC 22 Fort +12 Ref +12 Will +11 HP 90 --- Speed 25 feet Melee Single Action war razor +17 (Agile, Backstabber, deadly d8, Magical), Damage 1d4+10 slashing plus torment Melee Single Action fist +16 (Agile, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning plus torment Ranged Single Action dart +15 (Agile, thrown 20 feet), Damage 1d4+7 piercing plus torment Blood and Fear Two Actions The interrogator Strikes with a slashing melee weapon. If they hit and deal damage, the target takes an additional 1d4 persistent bleed damage and is frightened 1 (or 2d4 persistent bleed damage and frightened 2 on a critical hit). Each of the interrogator's other enemies in a 30-foot emanation around the target that witnesses the bloodshed must succeed at a DC 19 Will save or be frightened 1. The frightened part of this ability is an emotion, fear, mental, and visual effect. Hobble Single Action Requirements A creature is grabbed or restrained by the interrogator; Effect One creature grabbed or restrained by the interrogator takes 2d6 bludgeoning damage with a DC 23 basic Fortitude save. If the creature fails its save, it also gains a condition of the interrogator's choice: clumsy 2 for 1 minute, enfeebled 2 for 1 minute, or drained 1. Torment The interrogator's Strikes deal an additional 1d8 mental damage to frightened creatures. ","skill_mod":{"medicine":13,"athletics":15,"intimidation":13},"summary":"Interrogators use pain and intimidation against prisoners and other helpless victims to force “confessions.”","image":["/Images/Monsters/Interrogator.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":22,"item":["Dart (5)","Healer's Toolkit","leather apron (functions as leather armor )","+1 war razor"],"level":6,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3615","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"fortitude_save":12,"size":["Medium"],"name":"Interrogator","category":"creature","rarity":"common","strike_damage_average":[9,12,12],"slug":"creature-3615"},{"attack_bonus":[16,16,17],"constitution":4,"primary_source_category":"Rulebooks","strength":1,"hp":95,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","will_save":10,"charisma":-1,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Unstable Collection","Unstable Explosion","Quick Grenadier","Reckless Alchemy"],"skill":["Acrobatics","Crafting","Deception","Engineering Lore","Medicine","Stealth","Underworld Lore"],"legacy_id":["creature-963"],"trait":["Human","Humanoid","Medium"],"id":"creature-3616","text":" Reckless Scientist It's the reckless scientist's job to break the rules of reality, no matter the cost. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Reckless Scientist Source NPC Core pg. 158 Perception +12 Languages Common Skills Acrobatics +12, Crafting +16, Deception +9, Engineering Lore +14, Medicine +10, Stealth +14, Underworld Lore +14 Str +1 Dex +4 Con +4 Int +4 Wis +2 Cha -1 Unstable Collection A reckless scientist carries a collection of poorly stowed alchemical items: 3 elixirs of life and 6 alchemical grenades. The scientist replenishes these items each day using scavenged materials. The alchemical grenades deal either acid, cold, or fire damage plus 2 persistent damage and 2 splash damage of the same type (typically the collection contains two of each grenade). Items Alchemist's Toolkit, +1 sickle , work coat (functions as leather armor) --- AC 23 Fort +16 Ref +14 Will +10 +1 status to all saves vs. poison HP 95 Resistances poison 5 Unstable Explosion When an attacker scores a critical hit against the reckless scientist, one of the scientist's alchemical items bursts. The GM determines the item randomly. If it was a bomb, the alchemist takes damage from the bomb, and any creature adjacent to the alchemist takes the splash damage. Any other item is wasted. --- Speed 25 feet Melee Single Action sickle +17 (Agile, Finesse, Magical, Trip), Damage 1d4+7 slashing Melee Single Action fist +16 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+7 bludgeoning Ranged Single Action alchemical grenade +16 (range increment 20 feet, Splash), Damage 2d6 acid, cold, or fire plus 2 persistent damage and 2 splash damage of the same type Quick Grenadier Single Action The reckless scientist Interacts to draw an alchemical grenade with an Interact action and throws it as a ranged Strike. Reckless Alchemy Two Actions (Concentrate, Manipulate) The reckless scientist attempts to combine two alchemical grenades or two elixirs of life into one item. They can Interact to draw the items if necessary. They attempt a DC 22 Crafting check, destroying both component items to create one new item. Success The new item has the full effect of both component items, and the reckless scientist can Activate it. If they don't Activate it before the end of their turn, the item explodes (as critical failure). Failure The new item is inert. Critical Failure The unstable item explodes, dealing 3d6 piercing damage to the reckless scientist ","skill_mod":{"deception":9,"crafting":16,"stealth":14,"medicine":10,"acrobatics":12},"summary":"It's the reckless scientist's job to break the rules of reality, no matter the cost.","primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":23,"item":["Alchemist's Toolkit","+1 sickle","work coat (functions as leather armor )"],"level":6,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{"poison":5},"url":"/NPCs.aspx?ID=3616","intelligence":4,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":16,"size":["Medium"],"name":"Reckless Scientist","category":"creature","rarity":"common","strike_damage_average":[7,9,9],"slug":"creature-3616"},{"attack_bonus":[17,17,18,18],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":110,"language":["Common","Sakvroth"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","will_save":15,"charisma":-1,"speed":{"max":25,"land":25},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Conduct the Experiment","Flesh Mutation","Restore My Masterpiece"],"skill":["Aberration Lore","Crafting","Fleshwarping Lore","Medicine","Occultism","Stealth"],"trait":["Human","Humanoid","Medium"],"id":"creature-3617","text":" Fleshwarper Cruel scientists called fleshwarpers create horrors from the flesh of others. Many desire to push science forward, but others need only grotesque glee. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Fleshwarper Source NPC Core pg. 159 Perception +13 Languages Common, Sakvroth Skills Aberration Lore +15, Crafting +17, Fleshwarping Lore +17, Medicine +16, Occultism +15, Stealth +15 Str +3 Dex +4 Con +2 Int +4 Wis +2 Cha -1 Items fleshwarping concoction, Healer's Toolkit, +1 scalpel (functions as a dagger) --- AC 24 Fort +15 Ref +15 Will +15 HP 110 --- Speed 25 feet Melee Single Action scalpel +18 (Agile, Finesse, Magical, versatile S), Damage 1d4+9 piercing Melee Single Action fist +17 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+9 bludgeoning Ranged Single Action fleshwarping concoction +17 (Alchemical, Poison, range increment 20 feet), Damage 4d6 poison plus flesh mutation Ranged Single Action scalpel +18 (Agile, Magical, thrown 10 feet, versatile S), Damage 1d4+9 piercing Conduct the Experiment Single Action The fleshwarper assesses vulnerabilities in a creature's anatomy. They attempt a Medicine check against the Fortitude DC of one living creature they can see within 60 feet. On a success, the fleshwarper's melee Strikes deal an extra 2d8 precision damage against that creature for 1 minute or until the fleshwarper critically hits that creature, whichever comes first. Using this action again designates a new target and ends the effect for any previous target. A fleshwarper can target an individual no more than once per day with this ability. Flesh Mutation (Alchemical, Morph) A creature made of flesh that's hit by a fleshwarping concoction Strike is subject to a random fleshwarping mutation determined by rolling 1d4 and consulting the list below. The creature attempts a DC 25 Fortitude save at the end of each of its turns, ending the mutation on a success. A creature that becomes mutated is thereafter temporarily immune to flesh mutation for 1 day. Spongy Flesh The creature has weakness 5 to physical damage. Caustic Blood The creature takes 2d4 persistent acid damage that can't be removed normally, but ends when the mutation does. Sprouting Eyes The creature is dazzled, but also immune to flanking. Mutated Mind The creature is confused. It can still recover as noted in the condition, but if it does it remains off-guard until the mutation ends. Restore My Masterpiece Single Action (Healing, Manipulate) Requirements The fleshwarper is holding or wearing a healer's toolkit; Effect The fleshwarper stitches the wounds of an adjacent, willing aberration or creature they modified using fleshwarping. The creature regains 20 HP and is then temporarily immune for 1 day. Warped Menagerie A fleshwarper is a master at their dark craft, and creating monsters is practically second nature to them. However, they have no great skill at controlling monsters. Some may keep their creations caged for further study, or to use as grim guard dogs. The especially careless may simply abandon their awful abominations in the wild to become someone else's problem. Classically, their creations are fleshwarps like the grothlut and irnakurse. Other created creatures might resemble charnel creations, globsters, or sinspawn. ","skill_mod":{"crafting":17,"stealth":15,"medicine":16,"occultism":15},"summary":"Cruel scientists called fleshwarpers create horrors from the flesh of others. Many desire to push science forward, but others need only grotesque …","image":["/Images/Monsters/Fleshwarper.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":24,"item":["fleshwarping concoction","Healer's Toolkit","+1 scalpel (functions as a dagger )"],"level":7,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude","ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=3617","intelligence":4,"reflex_save":15,"strongest_save":["fort","fortitude","ref","reflex","will"],"dexterity":4,"fortitude_save":15,"size":["Medium"],"name":"Fleshwarper","category":"creature","rarity":"common","strike_damage_average":[11,11,11,14],"slug":"creature-3617"},{"attack_bonus":[17,17,18],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":110,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","will_save":12,"charisma":4,"speed":{"max":30,"land":30},"perception":14,"wisdom":-1,"weakness":{},"creature_ability":["Deny Advantage","Evasive Reflexes","Nimble Dodge","Brutal Rally","Gang Up","Quick Draw","Sneak Attack","Surprise Attacker"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Society","Stealth","Thievery","Underworld Lore"],"legacy_id":["creature-964"],"trait":["Human","Humanoid","Medium"],"id":"creature-3618","text":" Gang Leader Gang leaders direct cutthroats, killers, thieves, and toughs. The gang leader often appears alongside a bandit gang or other criminals. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Gang Leader Source NPC Core pg. 160 Perception +14 Languages Common Skills Acrobatics +15, Athletics +17, Deception +15, Intimidation +17, Society +11, Stealth +17, Thievery +15, Underworld Lore +15 Str +4 Dex +4 Con +2 Int +2 Wis -1 Cha +4 Items moderate glue bomb, lesser healing potion, +1 shortsword , Sling (10 bullets), studded leather --- AC 24 Fort +13 Ref +17 Will +12 HP 110 Deny Advantage The gang leader isn't off-guard to creatures of 7th level or lower that are hidden, undetected, flanking, or using surprise attack. Evasive Reflexes When the gang leader rolls a success on a Reflex save, they get a critical success instead. Nimble Dodge Reaction Trigger The gang leader is targeted with an attack by an attacker they can see; Effect The gang leader gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet Melee Single Action fist +17 (Agile, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning Melee Single Action shortsword +18 (Agile, Magical, versatile S), Damage 1d6+10 piercing Ranged Single Action sling +17 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+8 bludgeoning Brutal Rally Single Action (Auditory, Emotion, Linguistic, Mental) Trigger The gang leader rolls a critical hit against a creature; Effect All allies that can see the gang leader gain a +1 circumstance bonus to attack rolls until the start of the gang leader's next turn. Gang Up Any enemy is off-guard against the gang leader's melee attacks due to flanking as long as the enemy is within melee reach of both the gang leader and one of the gang leader's allies. Quick Draw Single Action The gang leader Interacts to draw a weapon, then Strikes with that weapon. Sneak Attack The gang leader deals an extra 2d6 precision damage to off-guard creatures. Surprise Attacker On the first round of combat, creatures that haven't acted are off-guard to the gang leader. Gang Structure A gang leader might run a gang, and several other NPCs in this section and the Criminal section make for good gang members. A gang of significant size typically has a pyramid structure so that only a few members report directly to the boss and it's harder to link crimes directly to those in charge if someone gets arrested. ","skill_mod":{"society":11,"deception":15,"thievery":15,"stealth":17,"athletics":17,"intimidation":17,"acrobatics":15},"summary":"Gang leaders direct cutthroats, killers, thieves, and toughs. The gang leader often appears alongside a bandit gang or other criminals.","image":["/Images/Monsters/Gang_Leader.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":24,"item":["moderate glue bomb","lesser healing potion","+1 shortsword","Sling (10 bullets)","studded leather"],"level":7,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3618","intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":13,"size":["Medium"],"name":"Gang Leader","category":"creature","rarity":"common","strike_damage_average":[11,12,13],"slug":"creature-3618"},{"attack_bonus":[17,18,19],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":120,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","will_save":15,"charisma":3,"speed":{"max":25,"land":25},"perception":15,"wisdom":1,"weakness":{},"creature_ability":["Custom Gear","Talisman Prepper","Quick Replace","Calculated Strike"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Society","Stealth"],"trait":["Human","Humanoid","Rare","Medium"],"id":"creature-3619","text":" Wealthy Vigilante By night, this member of the nobility dons a false identity to mete out violent, extralegal justice on petty criminals and the downtrodden. They're possessed of unwavering self-righteousness and the best equipment money can buy. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Wealthy Vigilante Source NPC Core pg. 160 Perception +15 Languages Common Skills Acrobatics +16, Athletics +16, Deception +17, Intimidation +17, Society +16, Stealth +17 Str +4 Dex +2 Con +1 Int +3 Wis +1 Cha +3 Custom Gear The wealthy vigilante's support team has spent years tailoring and tuning the vigilante's equipment. Anyone but the vigilante attempting to use the items takes the same drawbacks they would if they were shoddy items. These peculiarities make the items have no value if sold. Talisman Prepper The vigilante goes on patrol with six talismans of 6th level or lower. The typical set includes a fear gem and emerald grasshopper affixed, with a dragon turtle scale , effervescent ampoule , feather step stone , and iron cube in storage. Items crimefighting pouches (function as sleeves of storage ), +1 striking flintlock musket (10 rounds), lifting belt , +1 striking longsword , moderate healing potion , Studded Leather Armor --- AC 27 Fort +12 Ref +17 Will +15 HP 120 Quick Replace Reaction (manipulate) Trigger The wealthy vigilante Activates one of their affixed talismans; Requirements The wealthy vigilante has a hand free; Effect As soon as one of their talismans burns out, the wealthy vigilante pulls another from their crimefighting pouches and deftly Affixes it to replace the used talisman. --- Speed 25 feet Melee Single Action longsword +19 (Magical, versatile P), Damage 2d8+10 slashing Melee Single Action fist +18 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning Ranged Single Action flintlock musket +17 (Concussive, fatal d10, Magical, range increment 70 feet, reload 1), Damage 2d6+6 piercing Calculated Strike Two Actions The wealthy vigilante makes a melee Strike. If the Strike hits, the vigilante can then Shove the target. This Shove uses the same multiple attack penalty as the Strike and doesn't count toward the vigilante's multiple attack penalty, but the vigilante must Stride after the pushed creature. If the Strike misses, the vigilante can Step up to three times, each of which must take it further from the target. The vigilante can Hide if, after the Steps, they have cover or concealment from the target. Vigilante's Arsenal A wealthy vigilante's threat (and flexibility) as a combatant comes from their ability to use the right gear at the right time. A canny vigilante enters combat with the best consumables readied and talismans affixed for the type of encounter to come, along with a plan for what to use next. As a GM, you can swap out the wealthy vigilante's talismans over multiple engagements to make them appear much more threatening than they are. Keep the PCs guessing! ","skill_mod":{"society":16,"deception":17,"stealth":17,"athletics":16,"intimidation":17,"acrobatics":16},"summary":"By night, this member of the nobility dons a false identity to mete out violent, extralegal justice on petty criminals and the downtrodden. They're …","image":["/Images/Monsters/Wealthy_Vigilante.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":27,"item":["crimefighting pouches (function as sleeves of storage )","+1 striking flintlock musket (10 rounds)","lifting belt","+1 striking longsword","moderate healing potion","Studded Leather Armor"],"level":8,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3619","intelligence":3,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":2,"fortitude_save":12,"size":["Medium"],"name":"Wealthy Vigilante","category":"creature","rarity":"rare","strike_damage_average":[12,13,19],"slug":"creature-3619"},{"attack_bonus":[21,22,23],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":200,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","will_save":16,"charisma":0,"speed":{"climb":10,"max":30,"land":30,"swim":20},"perception":16,"wisdom":0,"weakness":{},"creature_ability":["War Ready","Pain Training","Reactive Strike","Patch and Set","Power Through","Sight Prey","War Cry"],"skill":["Athletics","Intimidation","Stealth","Survival","Warfare Lore"],"trait":["Human","Humanoid","Medium"],"id":"creature-3620","text":" Warmonger Warmongers believe the base state of life is violence. They stay in peak physical condition with constant training and keep their supplies ready for marching to war. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Warmonger Source NPC Core pg. 161 Perception +16 Languages Common Skills Athletics +24, Intimidation +20, Stealth +19, Survival +14, Warfare Lore +21 Str +6 Dex +4 Con +5 Int +1 Wis +0 Cha +0 War Ready The warmonger can always roll Warfare Lore for initiative. Items +1 striking battle axe (2), +1 composite longbow (10 arrows), +1 hide armor --- AC 29 Fort +21 Ref +20 Will +16 HP 200 Pain Training The warmonger treats the value of any drained, dying, enfeebled, sickened, and wounded conditions affecting them as 1 lower. The warmonger still has the condition and must remove it normally. Reactive Strike Reaction --- Speed 30 feet, climb 10 feet, swim 20 feet Melee Single Action battle axe +23 (Magical, Sweep), Damage 2d8+12 slashing Melee Single Action fist +22 (Agile, Nonlethal, Unarmed), Damage 1d4+12 bludgeoning Ranged Single Action composite longbow +21 (deadly d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+9 piercing Patch and Set Single Action (Healing, Manipulate) Frequency once per day; Requirements The warmonger has a hand free; Effect The warmonger grits their teeth and ties off a wound or sets a bone or joint. They regain 20 Hit Points. Power Through Two Actions Requirements The warmonger is wielding two melee weapons and isn't fatigued; Effect The warmonger attempts up to three melee Strikes against different creatures. These count toward the warmonger's multiple attack penalty normally, but the penalty doesn't increase until after all the attacks. The warmonger overexerts themself with the attacks, becoming fatigued. The warmonger can attempt a DC 30 Fortitude save to recover from this fatigued condition at the start of each of their turns. Sight Prey Single Action (Concentrate) The warmonger singles out one enemy to bring down with ranged attacks until the end of the current turn. The warmonger's ranged Strikes against that creature gain a +1 circumstance bonus to the attack roll and deal an extra 3d6 precision damage. Each time the warmonger hits that creature with a ranged Strike, the creature takes a –10-foot penalty to its Speeds for 1 minute and falls 20 feet if it's flying. War Cry Reaction (Auditory, Emotion, Mental) Frequency once per hour; Trigger The warmonger critically hits or knocks out an enemy; Effect The warmonger screams a battle cry. Each ally in a 30-foot emanation that hears it deals an additional 1d6 damage with its Strikes for 1 round. ","skill_mod":{"survival":14,"stealth":19,"athletics":24,"intimidation":20},"summary":"Warmongers believe the base state of life is violence. They stay in peak physical condition with constant training and keep their supplies ready for …","image":["/Images/Monsters/Warmorger.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":29,"item":["+1 striking battle axe (2)","+1 composite longbow (10 arrows)","+1 hide armor"],"level":10,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3620","intelligence":1,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":21,"size":["Medium"],"name":"Warmonger","category":"creature","rarity":"common","strike_damage_average":[13,14,21],"slug":"creature-3620"},{"attack_bonus":[26,26,27],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":230,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","will_save":21,"charisma":0,"speed":{"climb":10,"max":25,"land":25},"perception":25,"wisdom":2,"weakness":{},"creature_ability":["Prepared Trapper","Nimble Dodge","Reactive Strike","Deadly Snares","Felling Shot","Hunter's Precision"],"skill":["Acrobatics","Athletics","Crafting","Deception","Nature","Stealth","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3621","text":" Hero Hunter Some hunters grow bored of simple beasts and monsters. For them, a battle-tested warrior is the finest prey. Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Hero Hunter Source NPC Core pg. 162 Perception +25 Languages Common Skills Acrobatics +23, Athletics +26, Crafting +24, Deception +19, Nature +21, Stealth +27, Survival +25 Str +5 Dex +4 Con +3 Int +3 Wis +2 Cha +0 Prepared Trapper A hero hunter carries the materials to Craft two alarm snares, two grasping snares, one snagging hook snare, and one stunning snare. The hero hunter replenishes any used supplies each time they make their daily preparations. Snare rules can be found here. Items +1 striking greataxe , +1 striking hand crossbow (20 bolts), +1 resilient studded leather --- AC 33 Fort +22 Ref +25 Will +21 HP 230 Nimble Dodge Reaction Trigger The hero hunter is targeted with a melee or ranged attack by an attacker they can see Effect The hero hunter gains a +2 circumstance bonus to AC against the triggering attack. Reactive Strike Reaction --- Speed 25 feet, climb 10 feet Melee Single Action greataxe +27 (Magical, Sweep), Damage 2d12+13 slashing plus hunter's precision Melee Single Action fist +26 (Agile, Nonlethal, Unarmed), Damage 1d4+13 bludgeoning plus hunter's precision Ranged Single Action hand crossbow +26 (Magical, range increment 60 feet, reload 1), Damage 2d6+8 piercing plus hunter's precision Deadly Snares Three Actions (Manipulate) The hero hunter Crafts a snare that would normally take 1 minute or less to Craft. The Stealth DC to locate the snare and DC to disable it with Thievery are equal to the hero hunter's Crafting DC if it's higher than the snare's DC. Felling Shot Single Action The hero hunter makes a ranged Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet but takes no damage from the fall. The creature can't Fly, Leap, levitate or otherwise leave the ground until the end of the hero hunter's next turn. Hunter's Precision Single Action (Stance) The hero hunter knows how to hunt and kill any game. While in this stance, all the hero hunter's Strikes deal an additional 2d8 precision damage, and the range increment for their ranged weapon Strikes is 20 feet longer than normal. If the hunter gets a critical hit with a weapon Strike, the target also takes 2d6 persistent bleed damage. Home Advantage A cocky hero hunter may attack the heroes on their own turf, simply trusting in their skills to win the battle. However, their best move is to lure the PCs to a battlefield they are familiar with, where they've had time to set up their traps. A hero hunter can choose an advantageous place to set their ambush and place snares. They rarely call in allies to assist them unless it's to keep their prey from escaping. ","skill_mod":{"deception":19,"nature":21,"crafting":24,"survival":25,"stealth":27,"athletics":26,"acrobatics":23},"summary":"Some hunters grow bored of simple beasts and monsters. For them, a battle-tested warrior is the finest prey.","image":["/Images/Monsters/Hero_Hunter.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":33,"item":["+1 striking greataxe","+1 striking hand crossbow (20 bolts)","+1 resilient studded leather"],"level":13,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3621","intelligence":3,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":22,"size":["Medium"],"name":"Hero Hunter","category":"creature","rarity":"common","strike_damage_average":[15,15,26],"slug":"creature-3621"},{"attack_bonus":[27,28],"constitution":7,"primary_source_category":"Rulebooks","strength":4,"hp":275,"language":["Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Villain","spell_attack_bonus":[33],"will_save":28,"charisma":2,"speed":{"max":25,"land":25},"perception":25,"wisdom":3,"weakness":{},"creature_ability":["Unyielding Purpose","Monologue","Overwhelming Energy"],"skill":["Intimidation","Nature","Religion","Society"],"trait":["Human","Humanoid","Rare","Medium"],"id":"creature-3622","text":" World Ender Unlike most villains, world enders are unburdened by nuance. Their ultimate goal is simple, if lofty: destroy the world and everyone in it. Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 World Ender Source NPC Core pg. 163 Perception +25 Languages Common Skills Intimidation +28, Nature +27, Religion +25, Society +27 Str +4 Dex +3 Con +7 Int +7 Wis +3 Cha +2 Items +1 striking major staff of fire --- AC 36 Fort +30 Ref +26 Will +28 HP 275 Resistances fire 15 Unyielding Purpose Reaction Trigger The world ender would be reduced to 0 HP; Requirements The world ender has a volcanic eruption spell remaining; Effect The world ender refuses to let their destructive dream go unrealized, stabilizing at 1 HP just long enough to cast volcanic eruption , centered on themself. They die, immolated in the eruption. --- Speed 25 feet Melee Single Action staff of fire +28 (Magical, two-hand d8), Damage 2d4+10 bludgeoning plus 3d6 fire Melee Single Action fist +27 (Agile, Nonlethal, Unarmed), Damage 1d4+10 bludgeoning plus 3d6 fire Primal Prepared Spells DC 41, attack +33 - Cantrips (8th) Caustic Blast, Electric Arc, Gouging Claw, Ignition, Light - 1st Air Bubble, Fleet Step, Gentle Landing, Gust of Wind - 2nd Darkvision, Enlarge, Revealing Light, Water Walk - 3rd Earthbind (×2), Haste, Slow - 4th Fly (×2), Unfettered Movement (×2) - 5th Fireball (×2), Magic Passage, Wall of Stone - 6th Chain Lightning (×2), Floating Flame, Wall of Fire - 7th Blazing Bolt, Fiery Body, Volcanic Eruption (×2) - 8th Desiccate, Punishing Winds, Sunburst (×2) Monologue Free Action (Concentrate) Frequency once per round; Effect Throughout combat, the world ender ceaselessly expounds upon the righteous reasons for their destructive aims and the futility of their enemies' efforts to stop them. They gain a +1 status bonus to Will saves and a +2 status bonus to damage rolls with their spells. Each time they take this action again, the bonuses increase by 1 and 2, respectively. The monologue ends (and the bonuses are lost) if the world ender becomes unable to act or speak, or if they end their turn without having taken this action. Overwhelming Energy Single Action (Spellshape) If the next action the world ender uses is to Cast a Spell, the spell ignores 20 resistance to energy damage. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell. A creature's immunities are unaffected. ","tradition":["Primal"],"skill_mod":{"society":27,"nature":27,"intimidation":28,"religion":25},"summary":"Unlike most villains, world enders are unburdened by nuance. Their ultimate goal is simple, if lofty: destroy the world and everyone in it.","image":["/Images/Monsters/World_Ender.webp"],"primary_source":"NPC Core","spell":["Desiccate","Punishing Winds","Sunburst","Blazing Bolt","Fiery Body","Volcanic Eruption","Chain Lightning","Floating Flame","Wall of Fire","Fireball","Magic Passage","Wall of Stone","Fly","Unfettered Movement","Earthbind","Haste","Slow","Darkvision","Enlarge","Revealing Light","Water Walk","Air Bubble","Fleet Step","Gentle Landing","Gust of Wind","Caustic Blast","Electric Arc","Gouging Claw","Ignition","Light"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":36,"item":["+1 striking major staff of fire"],"level":16,"spell_dc":[41],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{"fire":15},"url":"/NPCs.aspx?ID=3622","intelligence":7,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":30,"size":["Medium"],"name":"World Ender","category":"creature","rarity":"rare","strike_damage_average":[23,25],"slug":"creature-3622"},{"attack_bonus":[11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":38,"language":["Amurrun","Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Catfolk","will_save":7,"charisma":3,"speed":{"climb":10,"max":25,"land":25},"perception":10,"wisdom":0,"weakness":{},"creature_ability":["Coiled Leap","Sneak Attack","Stealthy Pad","Unexpected Angle"],"skill":["Acrobatics","Athletics","Deception","Society","Stealth","Thievery"],"trait":["Catfolk","Humanoid","Medium"],"id":"creature-3623","text":" Leaping Thief Some catfolk take advantage of their natural agility to steal from those too slow to catch them. They usually target notorious misers and others who obviously have money to spare—sometimes to help the needy, sometimes for simple profit. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Leaping Thief Source NPC Core pg. 172 Perception +10; low-light vision Languages Amurrun, Common Skills Acrobatics +11, Athletics +7, Deception +10, Society +9, Stealth +11, Thievery +9 Str +0 Dex +4 Con +2 Int +1 Wis +0 Cha +3 Items Claw Blade, Leather Armor, Thieves' Toolkit --- AC 20 Fort +7 Ref +11 Will +7 HP 38 --- Speed 25 feet, climb 10 feet Melee Single Action claw blade +11 (Agile, deadly d8, Disarm, Finesse, versatile P), Damage 1d4+6 slashing Melee Single Action claw +11 (Agile, Finesse, Unarmed), Damage 1d4+6 slashing Coiled Leap Two Actions The leaping thief Leaps up to 10 feet vertically or 30 feet horizontally. Sneak Attack The leaping thief deals an extra 1d6 precision damage to off-guard creatures. Stealthy Pad Single Action Frequency once per round; Effect The leaping thief Steps, then Hides or Sneaks, ignoring difficult terrain for this movement. Unexpected Angle When the leaping thief successfully Tumbles Through a foe's space or Leaps to a position higher than a foe, the foe is off-guard against the next attack the leaping thief makes before the end of their turn. ","skill_mod":{"society":9,"deception":10,"thievery":9,"stealth":11,"athletics":7,"acrobatics":11},"summary":"Some catfolk take advantage of their natural agility to steal from those too slow to catch them. They usually target notorious misers and others who …","image":["/Images/Monsters/Leaping_Thief.webp"],"primary_source":"NPC Core","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":20,"item":["Claw Blade","Leather Armor","Thieves' Toolkit"],"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3623","intelligence":1,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Leaping Thief","category":"creature","rarity":"common","strike_damage_average":[8,8],"slug":"creature-3623"},{"attack_bonus":[14,15],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":70,"language":["Amurrun","Common"],"source":["NPC Core"],"type":"Creature","creature_family":"Catfolk","spell_attack_bonus":[16],"will_save":13,"charisma":4,"speed":{"max":25,"land":25},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Spiritsense","Name the Worthy"],"skill":["Catfolk Lore","Occultism","Performance","Society"],"trait":["Catfolk","Humanoid","Medium"],"id":"creature-3624","text":" Catfolk Name Collector Name collectors are esteemed touchstones of catfolk culture. They record the adventures of catfolk heroes, speak to spirits, and tell legends about strange and faraway places. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Catfolk Name Collector Source NPC Core pg. 172 Perception +13; low-light vision, spiritsense (imprecise) 30 feet Languages Amurrun, Common Skills Catfolk Lore +15, Occultism +12, Performance +14, Society +12 Str +0 Dex +4 Con +1 Int +2 Wis +1 Cha +4 Spiritsense The name collector senses spirits, embodied or not (including living creatures, most non-mindless undead, and haunts). Items Leather Armor, +1 sickle , scroll of command , scroll of protection --- AC 24 Fort +11 Ref +14 Will +13 HP 70 Name the Worthy Reaction (auditory, linguistic, mental) Frequency once per day; Trigger Another creature critically succeeds at a check; Effect The name collector honors the achievement with a new name. The creature gets a +1 status bonus on the same check until their next daily preparations. They become temporarily immune for 1 month. --- Speed 25 feet Melee Single Action sickle +15 (Agile, Finesse, Magical, Trip), Damage 1d4+9 slashing Melee Single Action claw +14 (Agile, Finesse, Unarmed), Damage 1d4+9 slashing Occult Prepared Spells DC 24, attack +16 - Cantrips (3rd) Daze, Detect Magic, Read Aura - 1st Bless, Spirit Link, Sure Strike - 2nd Laughing Fit, See the Unseen, Soothe - 3rd Heroism, Illusory Creature\n","tradition":["Occult"],"skill_mod":{"society":12,"performance":14,"occultism":12},"summary":"Name collectors are esteemed touchstones of catfolk culture. They record the adventures of catfolk heroes, speak to spirits, and tell legends about …","primary_source":"NPC Core","spell":["Heroism","Illusory Creature","Laughing Fit","See the Unseen","Soothe","Bless","Spirit Link","Sure Strike","Daze","Detect Magic","Read Aura"],"trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":24,"item":["Leather Armor","+1 sickle","scroll of command","scroll of protection"],"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" low-light vision , spiritsense (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3624","intelligence":2,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":11,"size":["Medium"],"name":"Catfolk Name Collector","category":"creature","rarity":"common","strike_damage_average":[11,11],"slug":"creature-3624"},{"attack_bonus":[19,20,20],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":140,"language":["Amurrun","Common","Fey"],"source":["NPC Core"],"type":"Creature","creature_family":"Catfolk","will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":18,"wisdom":2,"weakness":{},"creature_ability":["Warning Ears","Guide to Fortune","Elusive Hunter","Feline Skirmish","Head Shot"],"skill":["Acrobatics","Athletics","Deception","Nature","Lore","Stealth","Survival"],"trait":["Catfolk","Humanoid","Medium"],"id":"creature-3625","text":" Lucky Courser Masterful catfolk hunters travel the far corners of the world, stalking terrible the monsters who dwell there in hopes of someday putting an end to their predations. They eagerly cooperate with other adventurers to defeat demons, aberrations, and malevolent beasts and fey. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Lucky Courser Source NPC Core pg. 173 Perception +18; low-light vision, scent (imprecise) 30 feet Languages Amurrun, Common, Fey Skills Acrobatics +16, Athletics +14, Deception +14, Nature +16, Lore +16, Stealth +18, Survival +16 Str +2 Dex +4 Con +3 Int +1 Wis +2 Cha +2 Warning Ears Free Action (visual) Trigger The lucky courser rolls initiative using Perception or Survival; Effect Their expressive ears twitch in alarm, granting allies within 10 feet a +2 circumstance bonus to initiative rolls. Items +1 striking arbalest (20 cold iron bolts, 20 dawnsilver bolts), +1 whip, Leather Armor --- AC 27 Fort +17 Ref +18 Will +14 HP 140 Guide to Fortune Reaction (fortune) Frequency once per hour; Trigger The lucky courser or an ally within 10 feet fails a Reflex save, Acrobatics check, or Athletics check; Effect The triggering creature rerolls the save or check and uses the better result. --- Speed 25 feet Melee Single Action whip +20 (Disarm, Finesse, Nonlethal, Reach, Trip), Damage 1d4+12 slashing Melee Single Action claw+19 (Agile, Finesse, Unarmed), Damage 1d4+12 slashing Ranged Single Action arbalest +20 (Backstabber, Magical, range increment 110 feet, reload 1), Damage 2d10+6 piercing Elusive Hunter The lucky courser can Hide and Sneak in any natural terrain and in lesser cover from allies. Feline Skirmish Single Action Frequency once per round; Effect The lucky courser can Interact to reload their arbalest, Step, and Strike, taking the actions in any order. The Step ignores difficult terrain. Head Shot Two Actions (Manipulate) The lucky courser Creates a Diversion and then Strikes. The target is dazzled until the end of the lucky courser's next turn on a successful Strike (or blinded on a critical hit). ","skill_mod":{"deception":14,"nature":16,"survival":16,"stealth":18,"athletics":14,"acrobatics":16},"summary":"Masterful catfolk hunters travel the far corners of the world, stalking terrible the monsters who dwell there in hopes of someday putting an end to …","image":["/Images/Monsters/Lucky_Courser.webp"],"primary_source":"NPC Core","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"ac":27,"item":["+1 striking arbalest (20 cold iron bolts, 20 dawnsilver bolts)","+1 whip","Leather Armor"],"level":8,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3625","intelligence":1,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":17,"size":["Medium"],"name":"Lucky Courser","category":"creature","rarity":"common","strike_damage_average":[14,14,17],"slug":"creature-3625"},{"attack_bonus":[4,6,6,6],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":12,"language":["Common","Dwarven"],"source":["NPC Core"],"type":"Creature","creature_family":"Dwarf","will_save":5,"charisma":-1,"speed":{"max":20,"land":20},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Blacksmithing Specialist","Temper Armament","Crack the Shell"],"skill":["Athletics","Crafting","Society"],"trait":["Dwarf","Humanoid","Medium"],"id":"creature-3626","text":" Dwarf Smith Many dwarves become smiths as their attention to detail, lifestyles that keep them close to useful materials such as iron, and a pride in their work all come together to become a brilliant skill set for working with armaments. Though dwarves are capable of smithing most any kind of item, most focus on armaments as a way of creating objects to defend their fellow dwarves. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Dwarf Smith Source NPC Core pg. 174 Perception +5; darkvision Languages Common, Dwarven Skills Athletics +6, Crafting +12, Society +6 Str +2 Dex +1 Con +2 Int +3 Wis +1 Cha -1 Blacksmithing Specialist For encounters involving blacksmithing, the dwarf smith is a 5th-level challenge. Temper Armament (downtime) The smith spends 1 day tempering a single suit of metallic armor, metallic shield, or metallic weapon. Tempering armor or a shield increases its Hardness by 1. Tempering a weapon grants the weapon a +1 circumstance bonus to damage rolls. Regardless of the item, the tempering remains for 3 days, after which item is temporarily immune to further tempering for 1 week as the technique would otherwise damage it. Items Artisan's Toolkit (blacksmithing), Clan Dagger, leather apron (functions as padded armor), Light Hammer --- AC 14 Fort +6 Ref +3 Will +5 HP 12 Resistances fire 1 --- Speed 20 feet Melee Single Action light hammer +6 (Agile), Damage 1d6+2 bludgeoning Melee Single Action clan dagger +6 (Agile, Parry, versatile B), Damage 1d4+2 piercing Melee Single Action fist +6 (Agile, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action light hammer +4 (Agile, thrown 20 feet), Damage 1d6+2 bludgeoning Crack the Shell Two Actions The dwarf smith makes a Strike to break a creature's defenses. If the Strike hits and the creature is wearing armor with Hardness 9 or lower, the armor is broken. This Strike doesn't further damage armor that's already broken. ","skill_mod":{"society":6,"crafting":12,"athletics":6},"summary":"Many dwarves become smiths as their attention to detail, lifestyles that keep them close to useful materials such as iron, and a pride in their work …","image":["/Images/Monsters/Dwarf_Smith.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Weapon","Creature Type"],"ac":14,"item":["Artisan's Toolkit (blacksmithing)","Clan Dagger","leather apron (functions as padded armor )","Light Hammer"],"level":0,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"fire":1},"url":"/NPCs.aspx?ID=3626","intelligence":3,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Dwarf Smith","category":"creature","rarity":"common","strike_damage_average":[4,4,5,5],"slug":"creature-3626"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":78,"language":["Common","Dwarven","Empyrean","Fey","Petran","Pyric"],"source":["NPC Core"],"type":"Creature","creature_family":"Dwarf","spell_attack_bonus":[14],"will_save":14,"charisma":2,"speed":{"max":20,"land":20},"perception":12,"wisdom":5,"weakness":{},"creature_ability":["Spirit's Interference","Spiritual Edge"],"skill":["Athletics","Diplomacy","Dwarf Lore","Occultism","Religion"],"trait":["Dwarf","Humanoid","Medium"],"id":"creature-3627","text":" Spirit Priest While dwarves worship gods like most any other ancestry, many dwarves also look to the spirits of the world for guidance and support. Most every object and environment in the world, from a simple rock to an expansive river to the largest of mountains, contains some kind of spirit. Dwarven spirit priests learn how to communicate with these spirits. This spiritual attunement allows these priests to use magic, as well as call on these spirits in times of need. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Spirit Priest Source NPC Core pg. 174 Perception +12; darkvision Languages Common, Dwarven, Empyrean, Fey, Petran, Pyric Skills Athletics +12, Diplomacy +12, Dwarf Lore +10, Occultism +10, Religion +14 Str +2 Dex +0 Con +3 Int +0 Wis +5 Cha +2 Items Clan Dagger --- AC 19 Fort +12 Ref +9 Will +14 HP 78 --- Speed 20 feet Melee Single Action clan dagger +11 (Agile, Parry, versatile B), Damage 1d4+6 piercing Melee Single Action fist +11 (Agile, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Divine Spontaneous Spells DC 22, attack +14 - Cantrips (2nd) Detect Magic, Divine Lance, Guidance, Shield, Stabilize - 1st Bless, Fear, Infuse Vitality, Spirit Link (4 slots) - 2nd Augury, Heal, Noise Blast, See the Unseen (4 slots) - 3rd Noise Blast, Safe Passage, Spiritual Armament (3 slots) Spirit's Interference Two Actions The spirit priest calls out to a local spirit to assault the priest's enemies. The spirit unleashes a blast of rocks, attacks with a set of vines, or uses some other appropriate part of the environment to attack all creatures in a 10-foot burst within 30 feet of the priest. The attack deals 6d6 bludgeoning damage with a DC 18 basic Reflex save. The spirit priest can't use Spirit's Interference for 1d4 rounds. The GM might have this ability deal a different damage type based on the local spirits, such as fire damage when calling on a fire spirit. Spiritual Edge Single Action (Concentrate, Spellshape, Spirit) The spirit priest aligns their spirit with their magical effects, enhancing the power of their spells. If their next action is to Cast a Spell that deals damage and doesn't have a duration, the spell deals additional spirit damage equal to the spell's rank. ","tradition":["Divine"],"skill_mod":{"diplomacy":12,"athletics":12,"occultism":10,"religion":14},"summary":"While dwarves worship gods like most any other ancestry, many dwarves also look to the spirits of the world for guidance and support. Most every …","image":["/Images/Monsters/Spirit_Priest.webp"],"primary_source":"NPC Core","spell":["Noise Blast","Safe Passage","Spiritual Armament","Augury","Heal","See the Unseen","Bless","Fear","Infuse Vitality","Spirit Link","Detect Magic","Divine Lance","Guidance","Shield","Stabilize"],"trait_group":["Ancestry","Weapon","Creature Type"],"ac":19,"item":["Clan Dagger"],"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3627","intelligence":0,"reflex_save":9,"strongest_save":["will"],"dexterity":0,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Spirit Priest","category":"creature","rarity":"common","strike_damage_average":[8,8],"slug":"creature-3627"},{"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":105,"language":["Common","Dwarven"],"source":["NPC Core"],"type":"Creature","creature_family":"Dwarf","will_save":13,"charisma":-1,"speed":{"max":20,"land":20},"perception":13,"wisdom":3,"weakness":{"area":5},"creature_ability":["Dwarven Doughtiness","Troop Defenses","Reactive Strike","Shield Block","Bombing Barrage","Coordinated Pummel","Dwarven War Song","Shields Up!"],"skill":["Athletics","Survival","Warfare Lore"],"trait":["Dwarf","Humanoid","Troop","Gargantuan"],"id":"creature-3628","text":" Dwarf Battalion Dwarven soldiers make formidable units, capable of holding their own against most enemies. In combat, a dwarf battalion is a well-oiled machine, unleashing coordinated attacks against foes. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Dwarf Battalion Source NPC Core pg. 175 Perception +13; darkvision Languages Common, Dwarven Skills Athletics +15, Survival +13, Warfare Lore +11 Str +5 Dex +1 Con +4 Int +0 Wis +3 Cha -1 --- AC 22 Fort +16 Ref +11 Will +13 HP 105 (4 segments) Weaknesses area damage 5, splash damage 5 Dwarven Doughtiness Dwarves are often calm and collected in the face of imminent danger. At the end of the battalion's turn, reduce its frightened condition by 2 instead of 1. Troop Defenses Reactive Strike Reaction Shield Block Reaction --- Speed 20 feet; troop movement Bombing Barrage Two Actions The dwarf battalion draws alchemical bombs, then hurls them at distant foes. This volley is a 10-foot burst within 60 feet that deals 3d6 damage with a DC 21 basic Reflex save. The damage is either acid, fire, or electricity damage, depending on which type of bombs the battalion used. When the dwarf battalion is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Coordinated Pummel Single Action to Three Actions Frequency once per round; Effect The dwarf battalion unleashes a storm of warhammer blows against each enemy in a 5-foot emanation (DC 21 basic Reflex save). The damage depends on the number of actions. Single Action 1d8 bludgeoning damage Two Actions 2d8+5 bludgeoning damage Three Actions 3d8+5 bludgeoning damage Dwarven War Song Single Action (Auditory, Concentrate, Emotion, Fear, Mental) The battalion joins together to sing a traditional song of battle. Each enemy in a 30-foot emanation must succeed at a DC 23 Will save or be frightened 1 (or frightened 2 on a critical failure). Each enemy is then temporarily immune for 10 minutes. Shields Up! Reaction The battalion raises their steel shields. It gains a +2 circumstance bonus to AC and Reflex saves until the start of its next turn. ","skill_mod":{"survival":13,"athletics":15},"summary":"Dwarven soldiers make formidable units, capable of holding their own against most enemies. In combat, a dwarf battalion is a well-oiled machine, …","image":["/Images/Monsters/Dwarf_Battalion.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Weapon","Creature Type","Monster"],"ac":22,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3628","intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":16,"size":["Gargantuan"],"name":"Dwarf Battalion","category":"creature","rarity":"common","slug":"creature-3628"},{"attack_bonus":[15,19,19,20],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":150,"language":["Common","Dwarven"],"source":["NPC Core"],"type":"Creature","creature_family":"Dwarf","will_save":16,"charisma":1,"speed":{"max":20,"land":20},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Opening Orders","Dwarven Doughtiness","Reactive Strike","Shield Block","Advancing Orders","Hammer Critical Specialization","Sudden Charge"],"skill":["Athletics","Diplomacy","Intimidation","Medicine","Society","Survival","Warfare Lore"],"trait":["Dwarf","Humanoid","Medium"],"id":"creature-3629","text":" Dwarf General Dwarven generals embody pride in knowledge and tactical acumen, using their understanding of warfare and battlefield strategy to coordinate their subordinates into optimal locations. They also remain ready to enter combat at a moment's notice and bring a fight to an enemy themselves. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Dwarf General Source NPC Core pg. 176 Perception +16; darkvision Languages Common, Dwarven Skills Athletics +19, Diplomacy +12, Intimidation +14, Medicine +15, Society +13, Survival +15, Warfare Lore +15 Str +5 Dex +0 Con +4 Int +2 Wis +2 Cha +1 Opening Orders (auditory, linguistic [free-action]) Trigger The dwarf general rolls initiative and can see at least one enemy; Effect The general unleashes a command to ready for combat. Each ally within 120 feet that can hear the general can either Raise a Shield or Step as a free action when it rolls initiative. Items Arbalest (10 bolts), Clan Dagger, Full Plate, Steel Shield (Hardness 5, HP 20, BT 10), +1 striking warhammer --- AC 26 Fort +18 Ref +14 Will +16 HP 150 Dwarven Doughtiness Dwarves are often calm and collected in the face of imminent danger. At the end of the general's turn, reduce its frightened condition by 2 instead of 1. Reactive Strike Reaction The dwarf general gains an additional reaction at the beginning of each of their turns that they can use only for a Reactive Strike. Shield Block Reaction --- Speed 20 feet Melee Single Action warhammer +20 (Magical, Shove), Damage 2d8+11 bludgeoning Melee Single Action clan dagger +19 (Agile, Parry, versatile B), Damage 1d4+11 piercing Melee Single Action fist +19 (Agile, Nonlethal, Unarmed), Damage 1d4+11 bludgeoning Ranged Single Action arbalest +15 (Backstabber, range increment 110 feet, reload 1), Damage 1d10+6 piercing Advancing Orders Single Action (Auditory, Linguistic) The dwarf general issues a command to push forward on the battlefield. Each ally who hears and understands this command becomes quickened until the end of its next turn but can use the extra action only to Step or Stride. Hammer Critical Specialization When the general critically hits with a hammer, the target of the critical hit is knocked prone unless it succeeds at a DC 26 Fortitude save. Sudden Charge Two Actions Frequency once per round; Effect The dwarf general Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy. ","skill_mod":{"society":13,"diplomacy":12,"survival":15,"medicine":15,"athletics":19,"intimidation":14},"summary":"Dwarven generals embody pride in knowledge and tactical acumen, using their understanding of warfare and battlefield strategy to coordinate their …","image":["/Images/Monsters/Dwarf_General.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Weapon","Creature Type"],"ac":26,"item":["Arbalest (10 bolts)","Clan Dagger","Full Plate","Steel Shield (Hardness 5, HP 20, BT 10)","+1 striking warhammer"],"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3629","intelligence":2,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":18,"size":["Medium"],"name":"Dwarf General","category":"creature","rarity":"common","strike_damage_average":[11,13,13,20],"slug":"creature-3629"},{"attack_bonus":[4,6,6],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":12,"language":["Common","Elven","two other common or <%TRAITS%721%%>uncommon<%END> languages"],"source":["NPC Core"],"type":"Creature","creature_family":"Elf","will_save":9,"charisma":2,"speed":{"max":25,"land":25},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Linguistic Mastery","Translation Specialist","Crosstalk"],"skill":["Arcana","Diplomacy","Occultism","Performance","Religion","Society"],"trait":["Aiuvarin","Elf","Humanoid","Medium","Half-Elf"],"id":"creature-3630","text":" Aiuvarin Translator Many societies recognize aiuvarins' skills as adept translators. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Aiuvarin Translator Source NPC Core pg. 178 Perception +5; low-light vision Languages Common, Elven; two other common or uncommon languages Skills Arcana +7, Diplomacy +8, Occultism +7, Performance +6, Religion +5, Society +7 Str +0 Dex +2 Con +0 Int +3 Wis +1 Cha +2 Linguistic Mastery The translator gains a +5 circumstance bonus to skill checks involving translating or deciphering languages. If the translator rolls a critical failure on a check to Decipher Writing, they get a failure instead. Translation Specialist For encounters involving translating or deciphering languages, the translator is a 4th-level challenge. Items book of translations, quill pen (functions as a dart), Staff, Writing Set --- AC 14 Fort +2 Ref +6 Will +9 HP 12 Crosstalk Reaction (auditory, concentrate, linguistic, mental) Trigger A creature within 20 feet of the translator would be targeted by or in the area of an ability with the linguistic trait; Effect The translator attempts a Performance check with a +5 circumstance bonus against the Will DC of the creature. On a success, the creature is unaffected by the linguistic effect, and the translator can choose to make the creature confused until the end of the creature's next turn. --- Speed 25 feet Melee Single Action staff +4 (two-hand d8), Damage 1d4+2 bludgeoning Melee Single Action fist +6 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action quill pen +6 (Agile, thrown 20 feet), Damage 1d4+2 piercing\n","skill_mod":{"society":7,"diplomacy":8,"performance":6,"arcana":7,"occultism":7,"religion":5},"summary":"Many societies recognize aiuvarins' skills as adept translators.","image":["/Images/Monsters/Aiuvarin_Translator.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Half-Elf","Weapon","Creature Type"],"ac":14,"item":["book of translations","quill pen (functions as a dart )","Staff","Writing Set"],"level":0,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3630","intelligence":3,"reflex_save":6,"strongest_save":["will"],"dexterity":2,"vision":"Low-light vision","fortitude_save":2,"size":["Medium"],"name":"Aiuvarin Translator","category":"creature","rarity":"common","strike_damage_average":[4,4,4],"slug":"creature-3630"},{"attack_bonus":[9,9],"constitution":-1,"primary_source_category":"Rulebooks","strength":0,"hp":26,"language":["Common","Elven","one regional language"],"source":["NPC Core"],"type":"Creature","creature_family":"Elf","will_save":9,"charisma":3,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Art Specialist","Flick Ink","Cry of Ages"],"skill":["Art Lore","Crafting","Diplomacy","Society"],"trait":["Elf","Humanoid","Medium"],"id":"creature-3631","text":" Forlorn Artist Forlorn elves, who spend their lives among shorter-lived peoples, often grow morose from constant loss. Some channel this melancholy into their art. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Forlorn Artist Source NPC Core pg. 178 Perception +7; (9 to notice unusual artwork) low-light vision Languages Common, Elven; one regional language Skills Art Lore +11, Crafting +11, Diplomacy +9, Society +8 Str +0 Dex +3 Con -1 Int +4 Wis +1 Cha +3 Art Specialist For encounters involving crafting or evaluating art, the forlorn artist is a 4th-level challenge. Items art supplies, Leather Armor, Rapier --- AC 18 Fort +3 Ref +9 Will +9 +1 circumstance vs. emotion effects HP 26 Flick Ink Reaction Trigger The artist is targeted with a melee or ranged Strike by a creature within 15 feet; Effect The artist flings ink in the attacker's eyes. The attacker must succeed at a DC 18 Reflex save or be blinded. This takes effect before the attacker targets the artist. The blindness lasts until the end of the target's next turn, but the creature can Interact to rub its eyes to attempt a new save to end the condition. --- Speed 25 feet Melee Single Action rapier +9 (deadly d8, Disarm, Finesse), Damage 1d6+4 piercing Melee Single Action fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 bludgeoning Arcane Innate Spells DC 18 - Cantrips (1st) Figment, Prestidigitation, Sigil Cry of Ages Single Action The artist channels their loneliness into a wordless wail that forces others to contemplate their mortality. Each enemy in a 30-foot emanation must succeed at a DC 17 Will save or be frightened 1. A creature that critically fails is also stupefied 1 for 1 minute. Each creature is then temporarily immune for 1 minute. ","tradition":["Arcane"],"skill_mod":{"society":8,"diplomacy":9,"crafting":11},"summary":"Forlorn elves, who spend their lives among shorter-lived peoples, often grow morose from constant loss. Some channel this melancholy into their art.","primary_source":"NPC Core","spell":["Figment","Prestidigitation","Sigil"],"trait_group":["Ancestry","Weapon","Half-Elf","Creature Type"],"ac":18,"item":["art supplies","Leather Armor","Rapier"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":"(9 to notice unusual artwork) low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3631","intelligence":4,"reflex_save":9,"strongest_save":["ref","reflex","will"],"dexterity":3,"vision":"Low-light vision","fortitude_save":3,"size":["Medium"],"name":"Forlorn Artist","category":"creature","rarity":"common","strike_damage_average":[6,7],"slug":"creature-3631"},{"attack_bonus":[15,15,15],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":76,"language":["Chthonian","Common","Elven"],"source":["NPC Core"],"type":"Creature","creature_family":"Elf","will_save":11,"charisma":0,"speed":{"max":30,"land":30},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Sin Sense","Demonbane","Imbue Righteousness"],"skill":["Acrobatics","Demon Lore","Religion","Stealth","Survival"],"trait":["Elf","Humanoid","Medium"],"id":"creature-3632","text":" Demonbane Warrior Much of the land the elves left behind in ancient times was overtaken by demons. In the centuries since their return, elven demonbane warriors have sworn to reclaim their ancestral lands and fight the forces of evil. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Demonbane Warrior Source NPC Core pg. 179 Perception +13; low-light vision Languages Chthonian, Common, Elven Skills Acrobatics +13, Demon Lore +12, Religion +11, Stealth +10, Survival +11 Str +3 Dex +4 Con +2 Int +1 Wis +2 Cha +0 Sin Sense A demonbane warrior automatically learns all weaknesses of a demon they've identified by Recalling Knowledge. Items Chain Shirt, Composite Shortbow (20 arrows), cold iron elven branched spear; --- AC 22 Fort +11 Ref +13 Will +11 HP 76 --- Speed 30 feet Melee Single Action cold iron elven branched spear +15 (deadly d8, Finesse, Reach), Damage 1d6+9 piercing Melee Single Action fist +15 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+9 bludgeoning Ranged Single Action composite shortbow +15 (deadly d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+7 piercing Demonbane A demonbane warrior gains a +1 circumstance bonus to damage rolls against demons. If their actions force a demon to take damage from its sin vulnerability, increase the damage from the vulnerability by 2. Imbue Righteousness Single Action (Divine, Holy) The warrior imbues a weapon they wield with holy energy. Until the start of their next turn, their Strikes with that weapon gain the holy trait and deal an additional 1d6 spirit damage to unholy creatures. ","skill_mod":{"survival":11,"stealth":10,"acrobatics":13,"religion":11},"summary":"Much of the land the elves left behind in ancient times was overtaken by demons. In the centuries since their return, elven demonbane warriors have …","primary_source":"NPC Core","trait_group":["Ancestry","Weapon","Half-Elf","Creature Type"],"ac":22,"item":["Chain Shirt","Composite Shortbow (20 arrows)","cold iron elven branched spear ;"],"level":5,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3632","intelligence":1,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":11,"size":["Medium"],"name":"Demonbane Warrior","category":"creature","rarity":"common","strike_damage_average":[10,11,12],"slug":"creature-3632"},{"constitution":0,"primary_source_category":"Rulebooks","strength":3,"hp":120,"language":["Common","Elven","Fey"],"source":["NPC Core"],"type":"Creature","creature_family":"Elf","will_save":16,"charisma":2,"speed":{"max":30,"land":30},"perception":18,"wisdom":4,"weakness":{"area":8,"splash":8},"creature_ability":["Troop Defenses","Among the Trees","Forest Passage","Longbow Barrage","Thicket of Blades","Stealthy Formation"],"skill":["Acrobatics","Athletics","Forest Lore","Medicine","Nature","Stealth","Survival"],"trait":["Elf","Humanoid","Troop","Gargantuan"],"id":"creature-3633","text":" Woodland Scouts Elves of the forest or jungle take advantage of the terrain, operating in units that seemingly appear from the trees themselves. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Woodland Scouts Source NPC Core pg. 179 Perception +18; low-light vision Languages Common, Elven, Fey Skills Acrobatics +16, Athletics +15, Forest Lore +17, Medicine +14, Nature +16, Stealth +18, Survival +16 Str +3 Dex +4 Con +0 Int +1 Wis +4 Cha +2 --- AC 27 Fort +12 Ref +18 Will +16 HP 120 (4 segments) Weaknesses area damage 8, splash damage 8 Troop Defenses --- Speed 30 feet; forest passage, troop movement Among the Trees Single Action Requirements Every square the woodland scouts occupy is in forest terrain; Effect The woodland scouts disperse among the trees. They Take Cover and then use that cover to Hide, attempting a Stealth check. Forest Passage Woodland scouts ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth. Longbow Barrage Two Actions The scouts draw or reload their longbows, then send forth a flurry of arrows. This barrage is a 10-foot burst within 100 feet that deals 3d8 piercing damage with a DC 24 basic Reflex save. If the scouts are hidden or undetected, this deals an additional 2d6 precision damage. When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Thicket of Blades Single Action to Three Actions Frequency once per round; Effect The scouts engage in a coordinated melee attack against each enemy in a 5-foot emanation, with a DC 24 basic Reflex save. The damage depends on the number of actions. Single Action 1d8+3 slashing damage Two Actions 2d8+6 slashing damage Three Actions 3d8+9 slashing damage Stealthy Formation If the scouts become hidden or undetected, they remain so until they take a hostile action. ","skill_mod":{"nature":16,"survival":16,"stealth":18,"medicine":14,"athletics":15,"acrobatics":16},"summary":"Elves of the forest or jungle take advantage of the terrain, operating in units that seemingly appear from the trees themselves.","image":["/Images/Monsters/Woodland_Scouts.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Weapon","Half-Elf","Creature Type","Monster"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3633","intelligence":1,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":12,"size":["Gargantuan"],"name":"Woodland Scouts","category":"creature","rarity":"common","slug":"creature-3633"},{"attack_bonus":[26,27,27],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":225,"language":["Common","Elven","Fey","plus one regional language"],"source":["NPC Core"],"type":"Creature","creature_family":"Elf","will_save":23,"charisma":1,"speed":{"max":30,"land":30},"perception":24,"wisdom":3,"weakness":{},"creature_ability":["Vigilance","Interposition","Avenge the Fallen","Dancing Blade"],"skill":["Acrobatics","Athletics","Intimidation","Heraldry Lore","Society"],"trait":["Elf","Humanoid","Medium"],"id":"creature-3634","text":" Elven Court Guard In the tangled web of lineages, rivalries, and shifting alliances that is an elven noble court, aristocratic families employ bodyguards loyal to them alone. Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Elven Court Guard Source NPC Core pg. 180 Perception +24; plus vigilance Languages Common, Elven, Fey; plus one regional language Skills Acrobatics +26, Athletics +23, Intimidation +24, Heraldry Lore +21, Society +19 Str +4 Dex +5 Con +2 Int +2 Wis +3 Cha +1 Vigilance A court guard gains a +1 circumstance bonus on Perception checks to Sense Motive and Seek creatures, and if they succeed, they get a critical success instead. Items +1 resilient chain shirt , +1 striking low-grade cold iron elven curve blade , +1 striking composite longbow --- AC 35 Fort +20 Ref +27 Will +23 +1 status vs. mental effects HP 225 Interposition Reaction Trigger An ally within 15 feet of the guard would take damage; Effect The guard Strides. This movement does not trigger reactions, and the guard must end the Stride in a space adjacent to the ally. The guard then switches places with the ally, taking all damage and associated effects instead of the ally. --- Speed 30 feet Melee Single Action elven curve blade +27 (Finesse, Forceful, Magical), Damage 2d8+12 slashing Melee Single Action fist +26 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+12 bludgeoning Ranged Single Action composite longbow +27 (deadly d10, Magical, Propulsive, volley 30 feet), Damage 2d8+10 piercing Avenge the Fallen Single Action (Fortune) Frequency once per round; Requirements The guard is within 30 feet of the creature they were guarding, and that creature is either dying or died since the guard's last turn; Effect The guard Strikes the creature that damaged their ally. They roll the attack roll twice and use the higher result. Dancing Blade Two Actions The guard makes a Strike against a creature, then Strides. This Stride doesn't trigger reactions. If the guard ends this Stride in a different space adjacent to the same creature, they make another Strike against it. If both Strikes succeed, the creature is off-guard until the start of the guard's next turn. Each attack counts toward the guard's multiple attack penalty, but the penalty doesn't increase until they've made both attacks. ","skill_mod":{"society":19,"athletics":23,"intimidation":24,"acrobatics":26},"summary":"In the tangled web of lineages, rivalries, and shifting alliances that is an elven noble court, aristocratic families employ bodyguards loyal to them …","image":["/Images/Monsters/Elven_Court_Guard.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Weapon","Half-Elf","Creature Type"],"ac":35,"item":["+1 resilient chain shirt","+1 striking low-grade cold iron elven curve blade","+1 striking composite longbow"],"level":13,"source_category":["Rulebooks"],"sense":"plus vigilance","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3634","intelligence":2,"reflex_save":27,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":20,"size":["Medium"],"name":"Elven Court Guard","category":"creature","rarity":"common","strike_damage_average":[14,19,21],"slug":"creature-3634"},{"attack_bonus":[4,5],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":7,"language":["Common","Fey","Gnomish"],"source":["NPC Core"],"type":"Creature","creature_family":"Gnome","will_save":8,"charisma":1,"speed":{"max":25,"land":25},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Local Records Specialist","Helpful Hoard","Mind if I Borrow That?"],"skill":["Athletics","Crafting","History Lore","One Additional Lore","Society","Thievery"],"trait":["Gnome","Humanoid","Small"],"id":"creature-3635","text":" Gnome Philomath The innate gnomish inclination to revel in new experiences leads gnome philomaths to delve as deeply as they can into the multitudes of knowledge contained within a library. These shrewd observers have encyclopedic memories and tend to surround themselves with piles of documents and trinkets pertaining to whatever subject currently holds their attention. As their interests branch from one topic to the next, a gnome philomath files away their discoveries to be referenced again another day. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Gnome Philomath Source NPC Core pg. 182 Perception +5; low-light vision Languages Common, Fey, Gnomish Skills Athletics +3, Crafting +1, History Lore +5, One Additional Lore +5, Society +4, Thievery +3 Str +0 Dex +1 Con +0 Int +3 Wis +2 Cha +1 Local Records Specialist For encounters involving local records and histories, the gnome philomath is a 5th-level challenge. Helpful Hoard Gnome philomaths can quickly find almost any document in their vast collection. They gain a +8 circumstance bonus to skill checks involving local records and histories. Items Staff, Writing Set --- AC 12 Fort +2 Ref +5 Will +8 HP 7 --- Speed 25 feet Melee Single Action staff +4 (two-hand d8), Damage 1d4 bludgeoning Melee Single Action fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4 bludgeoning Innate Primal Spells DC 13 - Cantrips (1st) Detect Magic, Light, Prestidigitation Mind if I Borrow That? Single Action The gnome philomath designates a single item within their sight as an item of interest to their studies. They then gain a +2 circumstance bonus to Disarm or Steal that item. They can only designate one item at a time in this way. If they use Mind if I Borrow That? to designate a new item of interest, they lose the bonus with the previous item. ","tradition":["Primal"],"skill_mod":{"society":4,"thievery":3,"crafting":1,"athletics":3},"summary":"The innate gnomish inclination to revel in new experiences leads gnome philomaths to delve as deeply as they can into the multitudes of knowledge …","primary_source":"NPC Core","spell":["Detect Magic","Light","Prestidigitation"],"trait_group":["Ancestry","Weapon","Creature Type"],"ac":12,"item":["Staff","Writing Set"],"level":-1,"spell_dc":[13],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3635","intelligence":3,"reflex_save":5,"strongest_save":["will"],"dexterity":1,"vision":"Low-light vision","fortitude_save":2,"size":["Small"],"name":"Gnome Philomath","category":"creature","rarity":"common","strike_damage_average":[2,2],"slug":"creature-3635"},{"attack_bonus":[9,9,9,9],"constitution":3,"primary_source_category":"Rulebooks","strength":1,"hp":34,"language":["Common","Fey","Gnomish"],"source":["NPC Core"],"type":"Creature","creature_family":"Gnome","will_save":12,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Unflappable","Flinch Back","Sneak Attack"],"skill":["Intimidation","Medicine","Occultism","Survival"],"trait":["Gnome","Humanoid","Uncommon","Small"],"id":"creature-3636","text":" Bleachling Survivor It is almost unheard of for gnomes to survive the horrendous sickness known as the Bleaching, but those few who do are permanently altered. Having lived through the worst disease known to their kind, bleachling survivors often emerge jaded and reckless, traveling to seek out mind-bending experiences and heady thrills that will awaken something in them again. Though their experiences may toughen them, they are not unfriendly. Most try to help others they meet during their travels who might not be as unshakable. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Bleachling Survivor Source NPC Core pg. 182 Perception +8; low-light vision Languages Common, Fey, Gnomish Skills Intimidation +7, Medicine +8, Occultism +7, Survival +8 Str +1 Dex +1 Con +3 Int +1 Wis +3 Cha +1 Unflappable When the bleachling survivor rolls a critical failure on a check with the emotion trait, they get a failure instead. Items Dagger, Longbow (20 arrows) --- AC 17 Fort +5 Ref +8 Will +12 HP 34 Flinch Back Reaction Trigger An enemy moves into an adjacent space; Effect The bleachling survivor Steps up to 10 feet. They must end this movement in a space that is not adjacent to an enemy. --- Speed 25 feet Melee Single Action dagger +9 (Agile, Finesse, versatile S), Damage 1d4+1 piercing Melee Single Action fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+1 bludgeoning Ranged Single Action longbow +9 (deadly d10, range increment 100 feet, volley 30 feet, reload 0), Damage 1d8 piercing Ranged Single Action dagger +9 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+1 piercing Sneak Attack The bleachling survivor deals an extra 1d6 precision damage to off-guard creatures. ","skill_mod":{"survival":8,"medicine":8,"intimidation":7,"occultism":7},"summary":"It is almost unheard of for gnomes to survive the horrendous sickness known as the Bleaching, but those few who do are permanently altered. Having …","image":["/Images/Monsters/Bleachling_Survivor.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":17,"item":["Dagger","Longbow (20 arrows)"],"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3636","intelligence":1,"reflex_save":8,"strongest_save":["will"],"dexterity":1,"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Bleachling Survivor","category":"creature","rarity":"uncommon","strike_damage_average":[3,3,3,4],"slug":"creature-3636"},{"attack_bonus":[9,11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":30,"language":["Common","Gnomish"],"source":["NPC Core"],"type":"Creature","creature_family":"Gnome","will_save":5,"charisma":3,"speed":{"max":25,"land":25},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Daredevil Strike"],"skill":["Acrobatics","Athletics","Performance","Thievery"],"trait":["Gnome","Humanoid","Small"],"id":"creature-3637","text":" Gnome Daredevil These nimble warriors capitalize on their slight stature and dexterous movements to evade and overtake their foes on the battlefield. Their unmatched skill with the gnome flickmace allows a daredevil to strike from a short distance and twirl away unscathed, sometimes hitting hard enough to topple their foes. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Gnome Daredevil Source NPC Core pg. 183 Perception +5; low-light vision Languages Common, Gnomish Skills Acrobatics +8, Athletics +7, Performance +8, Thievery +7 Str +3 Dex +4 Con +1 Int +1 Wis +1 Cha +3 Items Composite Shortbow (20 arrows), Gnome Flickmace --- AC 18 Fort +8 Ref +12 Will +5 HP 30 --- Speed 25 feet Melee Single Action gnome flickmace +11 (Reach, Sweep), Damage 1d6+3 bludgeoning plus Knockdown Melee Single Action fist +11 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action composite shortbow +9 (deadly d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+3 piercing Daredevil Strike Two Actions Frequency once per round; Effect The gnome daredevil Strides up to their Speed, makes a melee Strike, then Steps. ","skill_mod":{"performance":8,"thievery":7,"athletics":7,"acrobatics":8},"summary":"These nimble warriors capitalize on their slight stature and dexterous movements to evade and overtake their foes on the battlefield. Their unmatched …","primary_source":"NPC Core","trait_group":["Ancestry","Weapon","Creature Type"],"ac":18,"item":["Composite Shortbow (20 arrows)","Gnome Flickmace"],"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3637","intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Small"],"name":"Gnome Daredevil","category":"creature","rarity":"common","strike_damage_average":[5,6,6],"slug":"creature-3637"},{"attack_bonus":[13,13,13,13],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":78,"language":["Common","Elven","Fey","Gnomish"],"source":["NPC Core"],"type":"Creature","creature_family":"Gnome","spell_attack_bonus":[15],"will_save":15,"charisma":4,"speed":{"max":25,"land":25},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Daunting Charisma","Dazzling Duplicate"],"skill":["Arcana","Deception","Diplomacy","Intimidation","Performance","Thievery"],"trait":["Gnome","Humanoid","Small"],"id":"creature-3638","text":" Razzle Dazzler The razzle dazzler is a particularly beguiling sort of entertainer who specializes in delighting with illusions and showy displays. Whether with their illusory double or some well-timed fireworks, they are exceptionally good at keeping their audiences focused on one display to distract from the secrets that make their magic possible. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Razzle Dazzler Source NPC Core pg. 183 Perception +12; low-light vision Languages Common, Elven, Fey, Gnomish Skills Arcana +10, Deception +14, Diplomacy +14, Intimidation +12, Performance +14, Thievery +12 Str +1 Dex +3 Con +1 Int +2 Wis +1 Cha +4 Items Dagger, Dueling Cape, Hand Crossbow (20 bolts) --- AC 20 Fort +9 Ref +12 Will +15 HP 78 Daunting Charisma Free Action Trigger The razzle dazzler rolls initiative using Deception or Performance; Effect The razzle dazzler can attempt to Demoralize one creature they can see. --- Speed 25 feet Melee Single Action dagger +13 (Agile, Finesse, versatile S), Damage 1d4+3 piercing Melee Single Action fist +13 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action hand crossbow +13 (range increment 60 feet, reload 1), Damage 1d6+2 piercing Ranged Single Action dagger +13 (Agile, Finesse, thrown 10 feet), Damage 1d4+3 piercing Arcane Spontaneous Spells DC 22, attack +15 - Cantrips (3rd) Figment, Light, Prestidigitation, Telekinetic Hand, Telekinetic Projectile - 1st Dizzying Colors, Illusory Disguise, Illusory Object, Ventriloquism (4 slots) - 2nd Illusory Creature, Illusory Object, Laughing Fit, Revealing Light (4 slots) - 3rd Enthrall, Hypnotize, Illusory Disguise (3 slots) Dazzling Duplicate Single Action (Arcane, Concentrate, Illusion, Manipulate) The razzle dazzler creates an illusory duplicate of themself in their space that lasts for 1 round. A creature who attacks the razzle dazzler must first attempt a DC 11 flat check. On a failure, the attack misses the razzle dazzler and destroys the illusion instead, ending this effect. ","tradition":["Arcane"],"skill_mod":{"diplomacy":14,"performance":14,"deception":14,"thievery":12,"arcana":10,"intimidation":12},"summary":"The razzle dazzler is a particularly beguiling sort of entertainer who specializes in delighting with illusions and showy displays. Whether with …","image":["/Images/Monsters/Razzle_Dazzler.webp"],"primary_source":"NPC Core","spell":["Enthrall","Hypnotize","Illusory Disguise","Illusory Creature","Illusory Object","Laughing Fit","Revealing Light","Dizzying Colors","Ventriloquism","Figment","Light","Prestidigitation","Telekinetic Hand","Telekinetic Projectile"],"trait_group":["Ancestry","Weapon","Creature Type"],"ac":20,"item":["Dagger","Dueling Cape","Hand Crossbow (20 bolts)"],"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3638","intelligence":2,"reflex_save":12,"strongest_save":["will"],"dexterity":3,"vision":"Low-light vision","fortitude_save":9,"size":["Small"],"name":"Razzle Dazzler","category":"creature","rarity":"common","strike_damage_average":[5,5,5,5],"slug":"creature-3638"},{"attack_bonus":[14,14,16],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":100,"language":["Common","Gnomish"],"source":["NPC Core"],"type":"Creature","creature_family":"Gnome","spell_attack_bonus":[17],"will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":17,"wisdom":4,"weakness":{},"creature_ability":["Animal Elocutionist","Wild Leadership"],"skill":["Athletics","Crafting","Nature","Survival"],"trait":["Gnome","Humanoid","Small"],"id":"creature-3639","text":" Gnome Conservationist The natural world boasts unsurpassed beauty and countless variety, and the gnome conservationist is devoted to experiencing and protecting as many examples of this grandeur as they possibly can. These gnomes are stalwart allies to animals and plants, and they find it exceptionally easy to build an outstanding rapport with almost all creatures they encounter on their travels. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Gnome Conservationist Source NPC Core pg. 184 Perception +17; low-light vision Languages Common, Gnomish Skills Athletics +13, Crafting +11, Nature +15, Survival +15 Str +2 Dex +1 Con +1 Int +2 Wis +4 Cha +2 Animal Elocutionist The conservationist can ask questions of, receive answers from, and use the Diplomacy skill with animals. Items seeds (functions as sling bullets), +1 sling , trowel (functions as a sickle) --- AC 23 Fort +17 Ref +11 Will +14 HP 100 --- Speed 25 feet Melee Single Action trowel +14 (Agile, Finesse, Trip), Damage 1d4+8 slashing Melee Single Action fist +14 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Ranged Single Action sling +16 (Magical, Propulsive, range increment 60 feet, reload 1), Damage 1d6+7 bludgeoning Primal Prepared Spells DC 24, attack +17 - Cantrips (3rd) Detect Magic, Gouging Claw, Know the Way, Light, Tangle Vine - 1st Charm, Gentle Landing, Runic Body, Spider Sting - 2nd Animal Messenger, Darkvision, Entangling Flora, Oaken Resilience - 3rd Grease, Mad Monkeys, Safe Passage Wild Leadership Single Action (Auditory, Concentrate, Primal) With a primal incantation, the gnome conservationist inspires a willing animal. The animal becomes quickened for 1 round. It can use this additional action only to Climb, Burrow, Fly, Stride, or Strike. ","tradition":["Primal"],"skill_mod":{"nature":15,"crafting":11,"survival":15,"athletics":13},"summary":"The natural world boasts unsurpassed beauty and countless variety, and the gnome conservationist is devoted to experiencing and protecting as many …","image":["/Images/Monsters/Gnome_Conservationist.webp"],"primary_source":"NPC Core","spell":["Grease","Mad Monkeys","Safe Passage","Animal Messenger","Darkvision","Entangling Flora","Oaken Resilience","Charm","Gentle Landing","Runic Body","Spider Sting","Detect Magic","Gouging Claw","Know the Way","Light","Tangle Vine"],"trait_group":["Ancestry","Weapon","Creature Type"],"ac":23,"item":["seeds (functions as sling bullets )","+1 sling","trowel (functions as a sickle )"],"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3639","intelligence":2,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":17,"size":["Small"],"name":"Gnome Conservationist","category":"creature","rarity":"common","strike_damage_average":[10,10,10],"slug":"creature-3639"},{"attack_bonus":[7,7],"constitution":3,"primary_source_category":"Rulebooks","strength":1,"hp":24,"language":["Common","Goblin"],"immunity":["sickened"],"source":["NPC Core"],"type":"Creature","creature_family":"Goblin","will_save":5,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Good Enough to Eat","Kitchen Specialist","Eat a Pickle"],"skill":["Cooking Lore","Nature","Society","Stealth","Survival"],"trait":["Goblin","Humanoid","Small"],"id":"creature-3640","text":" Goblin Chef Goblins eat almost anything. Though they'll survive on raw or little-cooked meat, some prefer searing or frying their food first—or better yet, pickling it! A goblin chef can make anything edible (at least to a goblin). Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Goblin Chef Source NPC Core pg. 186 Perception +7; darkvision Languages Common, Goblin Skills Cooking Lore +10, Nature +7, Society +4, Stealth +6, Survival +7 Str +1 Dex +1 Con +3 Int +2 Wis +2 Cha +0 Good Enough to Eat The goblin chef can turn otherwise inedible items into meals for others. They can provide food for any number of creatures without using the Subsist downtime activity as long as garbage is readily available. A non-goblin who eats the goblin chef's food must attempt a DC 14 Fortitude save. On a failure, they suffer an upset stomach for 1 day; if they attempt to willingly ingest anything else during that period, they must first succeed at a DC 4 flat check or the action is disrupted. Kitchen Specialist For encounters involving cooking, a goblin chef is a 3rd-level challenge. Items cleaver (functions as dogslicer), leather apron (functions as leather armor), pickles (6) --- AC 16 Fort +10 Ref +6 Will +5 +2 circumstance bonus against ingested poisons HP 24 Immunities sickened --- Speed 25 feet Melee Single Action jaws +7 (Finesse, Unarmed), Damage 1d6+1 piercing Melee Single Action cleaver +7 (Agile, Backstabber, Finesse), Damage 1d4+1 slashing Eat a Pickle Two Actions Effect The goblin chef draws a pickle and eats it or feeds it to an adjacent ally. The chef or ally gains 4 temporary Hit Points and ignores any penalties from emotion effects or fatigued for 1 round. ","skill_mod":{"society":4,"nature":7,"survival":7,"stealth":6},"summary":"Goblins eat almost anything. Though they'll survive on raw or little-cooked meat, some prefer searing or frying their food first—or better yet, …","image":["/Images/Monsters/Goblin_Chef.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Weapon","Creature Type"],"ac":16,"item":["cleaver (functions as dogslicer )","leather apron (functions as leather armor )","pickles (6)"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3640","intelligence":2,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Goblin Chef","category":"creature","rarity":"common","strike_damage_average":[3,4],"slug":"creature-3640"},{"attack_bonus":[12,12,14],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":70,"language":["Common","Goblin"],"source":["NPC Core"],"type":"Creature","creature_family":"Goblin","will_save":13,"charisma":0,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Finders Keepers","Fireworks Barrage","One Person's Junk"],"skill":["Crafting","Society","Stealth","Survival","Thievery"],"trait":["Goblin","Humanoid","Small"],"id":"creature-3641","text":" Goblin Scavenger Many goblins scavenge materials, shiny objects, and anything else they can get their hands on, but a goblin scavenger is the best at finding such useful items. More importantly, they're great at making use of them without killing themselves. Most of the time. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Goblin Scavenger Source NPC Core pg. 186 Perception +14; darkvision Languages Common, Goblin Skills Crafting +12, Society +8, Stealth +11, Survival +10, Thievery +9 Str +1 Dex +3 Con +2 Int +2 Wis +3 Cha +0 Items Big Boom Gun (10 rounds), bundle of fireworks, dogslicer, Leather Armor --- AC 21 Fort +9 Ref +11 Will +13 HP 70 Finders Keepers Reaction Trigger A creature within 15 feet drops an item; Requirements The goblin scavenger has a hand free; Effect The goblin scavenger Strides up to their speed to an adjacent square and Interacts to pick up the item. The movement triggers reactions as normal, but the Interact action to pick up the item does not. --- Speed 25 feet Melee Single Action dogslicer +12 (Agile, Backstabber, Finesse), Damage 2d6+3 slashing Melee Single Action jaws +12 (Unarmed), Damage 1d8+3 piercing Ranged Single Action big boom gun +14 (cobbled; fatal d12; modular B, or S; range 20 feet; reload 1), Damage 2d6+2 modular Fireworks Barrage Two Actions (Manipulate) Requirement The goblin scavenger has a free hand; Effect The goblin scavenger draws a bundle of fireworks and launches them toward a point within 60 feet, where they explode, dealing 1d10 fire damage and 1d10 sonic damage in a 10-foot burst. Every creature in the area must attempt a DC 21 Reflex save. Critical Success The creature is unaffected. The goblin scavenger realizes that's because a firework fell at their feet and takes 2 fire damage when it explodes in their face. Success The creature takes half damage. Failure The creature takes full damage and is dazzled and deafened for 1 round. Critical Failure As failure, except the creature is also stunned 1. One Person's Junk The goblin scavenger intuitively knows how to make use of junk. When they use a weapon with the goblin trait or an improvised weapon, they do an additional die of damage (already included in the Strikes above). ","skill_mod":{"society":8,"thievery":9,"crafting":12,"survival":10,"stealth":11},"summary":"Many goblins scavenge materials, shiny objects, and anything else they can get their hands on, but a goblin scavenger is the best at finding such …","image":["/Images/Monsters/Goblin_Scavenger.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Weapon","Creature Type"],"ac":21,"item":["Big Boom Gun (10 rounds)","bundle of fireworks","dogslicer","Leather Armor"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3641","intelligence":2,"reflex_save":11,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"size":["Small"],"name":"Goblin Scavenger","category":"creature","rarity":"common","strike_damage_average":[7,9,10],"slug":"creature-3641"},{"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":90,"language":["Common","Goblin"],"source":["NPC Core"],"type":"Creature","creature_family":"Goblin","will_save":9,"charisma":4,"speed":{"max":25,"land":25},"perception":12,"wisdom":-1,"weakness":{"area":5},"creature_ability":["Goblins Chant and Goblins Sing!","Troop Defenses","Goblins Bound and Goblins Swing!","Goblins Burn and Goblins Char!","Goblins Slash and Goblins Scar!"],"skill":["Athletics","Intimidation","Performance","Stealth"],"trait":["Goblin","Humanoid","Troop","Gargantuan"],"id":"creature-3642","text":" Goblin Get Gang There is little more terrifying than a goblin raiding party out to take from its neighbors. A swarming mix of commandos, pyros, and war chanters armed with dogslicers, horsechoppers, burning torches, and sharp teeth, this troop enjoys pillaging unprepared communities. Their song is an unsettling counterpart to the screams of their victims. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Goblin Get Gang Source NPC Core pg. 187 Perception +12; darkvision Languages Common, Goblin Skills Athletics +12, Intimidation +13, Performance +13, Stealth +10 Str +3 Dex +2 Con +3 Int +0 Wis -1 Cha +4 --- AC 21 Fort +13 Ref +14 Will +9 HP 90 (4 segments) Weaknesses area damage 5, splash damage 5 Goblins Chant and Goblins Sing! (auditory, aura) 30 feet. The goblin get gang's disharmonious chorus of disturbing lyrics makes it difficult to concentrate. Any creature performing a concentrate action in the area must succeed at a DC 19 Will save or the action is lost. On a critical success, the creature is temporarily immune for 1 minute. Troop Defenses --- Speed 25 feet; troop movement Goblins Bound and Goblins Swing! Goblins have difficulty staying in formation, especially during combat. The goblin get gang can take a move action only if it has used at least one action to Goblins Slash and Goblins Scar! this turn or if there are no conscious enemies adjacent to it. Goblins Burn and Goblins Char! Two Actions The troop's members throw a barrage of burning torches. Each creature in a 10-foot burst within 30 feet of the troop takes 2d8 fire damage with a DC 20 basic Reflex save. When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Goblins Slash and Goblins Scar! Single Action to Three Actions Frequency once per round; Effect The goblin get gang uses dogslicers, horsechoppers, and burning torches to attack each enemy in a 5-foot emanation, with a DC 20 basic Reflex save. The damage depends on the number of actions. Single Action 1d6 slashing damage and 1d6 fire damage Two Actions 1d6+6 slashing damage and 1d6 fire damage Three Actions 1d6+9 slashing damage and 1d6 fire damage. ","skill_mod":{"performance":13,"stealth":10,"athletics":12,"intimidation":13},"summary":"There is little more terrifying than a goblin raiding party out to take from its neighbors. A swarming mix of commandos, pyros, and war chanters …","image":["/Images/Monsters/Goblin_Get_Gang.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Weapon","Creature Type","Monster"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3642","intelligence":0,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":13,"size":["Gargantuan"],"name":"Goblin Get Gang","category":"creature","rarity":"common","slug":"creature-3642"},{"attack_bonus":[14,15,17],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":100,"language":["Common","Goblin"],"source":["NPC Core"],"type":"Creature","creature_family":"Goblin","will_save":14,"charisma":3,"speed":{"max":25,"land":25},"perception":16,"wisdom":1,"weakness":{},"creature_ability":["Reactive Strike","Not Me!","No Fight Fair","Stab it! Stab it! Stab it!"],"skill":["Athletics","Diplomacy","Intimidation","Stealth"],"trait":["Goblin","Humanoid","Small"],"id":"creature-3643","text":" Big Boss Goblin Big boss goblins order members of their band around and deal with any longshanks they come across—sometimes via violence or diplomacy, and sometimes by ordering another goblin to deal with them (in ways that the big boss goblin approves of if they work or claims were awful ideas they never would have tried if they don't). These goblin leaders often insist on impressive titles or sobriquets like “The Exceedingly Incendiary,” “Snake Singer,” or “Most Gluttonest,” though these can often be exaggerated by several degrees for dramatic effect or even change at the big boss goblin's whim (often to one-up a rival). Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Big Boss Goblin Source NPC Core pg. 188 Perception +16; darkvision Languages Common, Goblin Skills Athletics +15, Diplomacy +13, Intimidation +15, Stealth +11 Str +3 Dex +1 Con +3 Int +1 Wis +1 Cha +3 Items battered crown (or other symbol of authority), Hide Armor, +1 horsechopper , Shortbow (20 arrows) --- AC 22 Fort +17 Ref +11 Will +14 HP 100 Reactive Strike Reaction Not Me! Reaction (manipulate) Trigger The big boss goblin is targeted with an attack, and a goblin is adjacent to them; Effect The big boss goblin yanks the goblin in front of the attack to face the consequences in their stead. The big boss goblin gains a +2 circumstance bonus to their AC against the triggering attack. If it hits, the big boss goblin takes half damage, and the other goblin takes the remaining half. --- Speed 25 feet Melee Single Action horsechopper +17 (Magical, reach 10 feet, Trip, versatile P), Damage 1d8+5 slashing Melee Single Action jaws +15 (Finesse, Unarmed), Damage 1d6+5 piercing Ranged Single Action shortbow +14 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6+2 piercing No Fight Fair A big boss goblin fights dirty, slashing at a foe's hamstrings. Whenever the big boss goblin hits an off-guard foe, the creature takes a –5-foot status penalty to its speed (–10-foot on a critical hit) until the creature regains any amount of Hit Points. As with all penalties to Speed, this can't reduce a creature's Speed below 5 feet. Stab it! Stab it! Stab it! Single Action The big boss goblin picks a target they can see within 30 feet and orders any allied goblins to attack. A single goblin with a lower level than the big boss goblin that is adjacent to the target can immediately use their reaction to Strike the target. In addition, until the start of the big boss goblin's next turn, their attacks against that target deal 1 additional damage dice as the big boss goblin leads them. ","skill_mod":{"diplomacy":13,"stealth":11,"athletics":15,"intimidation":15},"summary":"Big boss goblins order members of their band around and deal with any longshanks they come across—sometimes via violence or diplomacy, and sometimes …","image":["/Images/Monsters/Big_Goblin_Boss.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Weapon","Creature Type"],"ac":22,"item":["battered crown (or other symbol of authority)","Hide Armor","+1 horsechopper","Shortbow (20 arrows)"],"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3643","intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":17,"size":["Small"],"name":"Big Boss Goblin","category":"creature","rarity":"common","strike_damage_average":[5,8,9],"slug":"creature-3643"},{"attack_bonus":[9,9,9,9],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":36,"language":["Common","Halfling"],"source":["NPC Core"],"type":"Creature","creature_family":"Halfling","will_save":7,"charisma":1,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Culinary Specialist","Keen Eyes","Dash of Spice","Angry Rant","Spice Mix"],"skill":["Acrobatics","Baking Lore","Cooking Lore","Intimidation","Society"],"trait":["Halfling","Humanoid","Small"],"id":"creature-3644","text":" Halfling Head Chef Renowned for their culinary expertise, halfling head chefs navigate the complex world of high cuisine with flavorful creations and fiery tempers. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Halfling Head Chef Source NPC Core pg. 190 Perception +7; (15 to smell and taste) keen eyes, scent (imprecise) 30 feet Languages Common, Halfling Skills Acrobatics +7, Baking Lore +15, Cooking Lore +17, Intimidation +7, Society +6 Str +1 Dex +3 Con +2 Int +2 Wis +1 Cha +1 Culinary Specialist For encounters involving cooking and taste, the head chef is a 7th-level challenge. Keen Eyes The halfling gains a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of them. Whenever the halfling targets a creature that is concealed or hidden from them, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. Items chef's hat, Filcher's Fork, Frying Pan, herbs and spices --- AC 17 Fort +8 Ref +7 Will +7 HP 36 Dash of Spice Reaction Trigger The head chef is targeted with a melee attack by an adjacent attacker they can see; Effect The head chef uses Spice Mix against the attacker. --- Speed 25 feet Melee Single Action hot frying pan +9 (fatal d8), Damage 1d4+3 bludgeoning plus 1d4 fire Melee Single Action filcher's fork +9 (Agile, Backstabber, deadly d6), Damage 1d4+3 piercing Melee Single Action fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action filcher's fork +9 (Agile, Backstabber, deadly d6, thrown 20 feet), Damage 1d4+3 piercing Angry Rant Single Action (Auditory, Emotion, Linguistic, Mental) Frequency once per round; Effect The chef shouts a flurry of insults and criticisms at either an ally or enemy within 30 feet with the following effects: Ally The chef's assistant is shaken by the barrage of criticism but is determined to work faster and harder. The target becomes quickened for 1 round but is also frightened 1. They can use the extra action to Interact, Step, or Stride, or as part of an action or activity to prepare, cook, or serve food. Enemy The target must succeed a DC 18 Will save or take 1d6 mental damage and become frightened 1 (or 2d6 mental damage and frightened 2 on a critical failure). Spice Mix Single Action The head chef throws a mixture of irritating spices into an adjacent creature's eyes, causing the creature to be dazzled until it Interacts to clear its vision. Chef's Menu A halfling head chef crafts exquisite dishes that tantalize the taste buds. Delights like honeyblossom pudding (honey, cream, and flower petals), stuffed burrow rolls (meat and vegetables wrapped in flaky pastry), sunberry glazed roast (meat marinated in sunberry sauce), and root medley gratin (layers of root vegetables and cheese) showcase their prowess. ","skill_mod":{"society":6,"intimidation":7,"acrobatics":7},"summary":"Renowned for their culinary expertise, halfling head chefs navigate the complex world of high cuisine with flavorful creations and fiery tempers.","image":["/Images/Monsters/Halfling_Head_Chef.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Weapon","Creature Type"],"ac":17,"item":["chef's hat","Filcher's Fork","Frying Pan","herbs and spices"],"level":2,"source_category":["Rulebooks"],"sense":"(15 to smell and taste) keen eyes, scent ( imprecise ) 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/NPCs.aspx?ID=3644","intelligence":2,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":8,"size":["Small"],"name":"Halfling Head Chef","category":"creature","rarity":"common","strike_damage_average":[5,5,5,8],"slug":"creature-3644"},{"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Common","Halfling"],"source":["NPC Core"],"type":"Creature","creature_family":"Halfling","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":10,"wisdom":-1,"weakness":{"area":5},"creature_ability":["Keen Eyes","Troop Defenses","Down to Our Level","Firecracker Salvo","Overwhelming Scrum","Stick It to 'Em!"],"skill":["Acrobatics","Athletics","Intimidation","Sports Lore"],"trait":["Halfling","Humanoid","Troop","Gargantuan"],"id":"creature-3645","text":" Bill-Band Boisterous collectives of thrill-seeking halflings join in bill-bands to engage in spirited competitions and lively sports. They foster a sense of camaraderie among their members while leaving a trail of chaos in their wake. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Bill-Band Source NPC Core pg. 190 Perception +10; keen eyes Languages Common, Halfling Skills Acrobatics +12, Athletics +13, Intimidation +13, Sports Lore +11 Str +4 Dex +3 Con +4 Int +0 Wis -1 Cha +2 Keen Eyes The halfling gains a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of them. Whenever the halfling targets a creature that is concealed or hidden from them, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. --- AC 20 Fort +13 Ref +12 Will +8 +3 status vs. Intimidation checks HP 90 (4 segments) Weaknesses area damage 5, splash damage 5 Troop Defenses --- Speed 25 feet; overwhelming scrum, troop movement Down to Our Level Two Actions Frequency once per round; Effect The bill-band deliberately gets under the feet of their opponents, proving they are greater than the sum of their parts. The bill-band attempts to Trip all creatures in or adjacent to their space. They roll one Athletics check and compare the result to the Reflex DC of each target. Firecracker Salvo Two Actions Frequency once per round; Effect The bill-band launches a barrage of lit firecrackers that, upon impact, burst into light and sound. Each creature in a 10-foot burst within 60 feet takes 1d12 sonic damage with a DC 19 basic Reflex save. A creature that fails its save is also dazzled for 1 round. When the bill-band is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Overwhelming Scrum The bill-band swarms in and around other creatures. They can move into other creatures' spaces, and other creatures can move into their spaces. The bill-band's spaces are difficult terrain to other creatures. Stick It to 'Em! Single Action to Three Actions Frequency once per round; Effect The bill-band swings barely coordinated fists and feet at each enemy in their space and in a 5-foot emanation, with a DC 19 basic Reflex save. The damage depends on the number of actions. Single Action 1d6 bludgeoning damage Two Actions 2d6+4 bludgeoning damage Three Actions 3d6+6 bludgeoning damage. ","skill_mod":{"athletics":13,"intimidation":13,"acrobatics":12},"summary":"Boisterous collectives of thrill-seeking halflings join in bill-bands to engage in spirited competitions and lively sports. They foster a sense of …","image":["/Images/Monsters/Bill-Band.webp"],"primary_source":"NPC Core","trait_group":["Ancestry","Weapon","Creature Type","Monster"],"ac":20,"level":5,"source_category":["Rulebooks"],"sense":"keen eyes","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3645","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":13,"size":["Gargantuan"],"name":"Bill-Band","category":"creature","rarity":"common","slug":"creature-3645"},{"attack_bonus":[16,16,17,17],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":95,"language":["Common","Halfling"],"source":["NPC Core"],"type":"Creature","creature_family":"Halfling","will_save":13,"charisma":2,"speed":{"max":25,"land":25},"perception":13,"wisdom":1,"weakness":{},"creature_ability":["Grease Some Palms","Keen Eyes","Distracting Escape","Hidden Pockets","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Society","Stealth","Thievery","Underworld Lore"],"trait":["Halfling","Humanoid","Small"],"id":"creature-3646","text":" Halfling Smuggler Halfling smugglers are sought out for their ability to deftly navigate the shadowy underworld to move illicit goods and information. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Halfling Smuggler Source NPC Core pg. 191 Perception +13; keen eyes Languages Common, Halfling Skills Acrobatics +14, Athletics +11, Deception +14, Intimidation +14, Society +10, Stealth +15, Thievery +16, Underworld Lore +14 Str +3 Dex +4 Con +2 Int +0 Wis +1 Cha +2 Grease Some Palms A smuggler is adept at navigating official channels and makes network contacts in order to keep their goods moving. They gain a +2 circumstance bonus to Make an Impression and Request with members of the local bureaucracy. Keen Eyes The halfling gains a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of them. Whenever the halfling targets a creature that is concealed or hidden from them, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. Items Arsenic, Disguise Kit, lesser elixir of life, +1 filcher's fork , fine clothes, Leather Armor, Sling, lesser smoke ball, Thieves' Toolkit --- AC 23 Fort +12 Ref +16 Will +13 HP 95 --- Speed 25 feet Melee Single Action filcher's fork +17 (Agile, Backstabber, deadly d6, Finesse, Magical), Damage 1d4+9 piercing Melee Single Action fist +16 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+9 bludgeoning Ranged Single Action filcher's fork +17 (Agile, Backstabber, deadly d6, Magical, thrown 20 feet), Damage 1d4+9 piercing Ranged Single Action sling +16 (Propulsive, range increment 50 feet, reload 1), Damage 1d4+7 bludgeoning Distracting Escape Single Action Frequency once per round; Effect Smugglers succeed by making a move only after they've diverted others' attention. The smuggler Creates a Diversion. If the smuggler became hidden to at least one creature, the smuggler can then Sneak. Hidden Pockets Free Action Frequency once per round; Effect The smuggler Interacts to draw an item of light Bulk concealed in one of their hidden pockets. The pockets can store up to four objects of light Bulk. For most smugglers, these items are arsenic, a lesser elixir of life, a lesser smoke ball, and a thieves' toolkit. The smuggler can refill the pockets over the course of 1 minute. Sneak Attack The smuggler deals an extra 2d6 precision damage to off-guard creatures. ","skill_mod":{"society":10,"deception":14,"thievery":16,"stealth":15,"athletics":11,"intimidation":14,"acrobatics":14},"summary":"Halfling smugglers are sought out for their ability to deftly navigate the shadowy underworld to move illicit goods and information.","primary_source":"NPC Core","trait_group":["Ancestry","Weapon","Creature Type"],"ac":23,"item":["Arsenic","Disguise Kit","lesser elixir of life","+1 filcher's fork","fine clothes","Leather Armor","Sling","lesser smoke ball","Thieves' Toolkit"],"level":6,"source_category":["Rulebooks"],"sense":"keen eyes","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3646","intelligence":0,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":12,"size":["Small"],"name":"Halfling Smuggler","category":"creature","rarity":"common","strike_damage_average":[9,11,11,11],"slug":"creature-3646"},{"attack_bonus":[15,16,16],"constitution":0,"primary_source_category":"Rulebooks","strength":-1,"hp":110,"language":["Common","Halfling"],"source":["NPC Core"],"type":"Creature","creature_family":"Halfling","spell_attack_bonus":[18],"will_save":18,"charisma":5,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Keen Eyes","Tale Specialist","Guidance Through Tales","Mesmerizing Tale","Resonant Weapons"],"skill":["Arcana","Deception","Diplomacy","Intimidation","History Lore","Occultism","Performance","Religion","Society"],"trait":["Halfling","Humanoid","Small"],"id":"creature-3647","text":" Halfling Yarnspinner Yarnspinners weave captivating tales that entertain, educate, and preserve the rich heritage of the halfling people across generations. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Halfling Yarnspinner Source NPC Core pg. 192 Perception +14; keen eyes Languages Common, Halfling Skills Arcana +16, Deception +16, Diplomacy +16, Intimidation +14, History Lore +19, Occultism +17, Performance +19, Religion +15, Society +15 Str -1 Dex +4 Con +0 Int +4 Wis +3 Cha +5 Keen Eyes The halfling gains a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of them. Whenever the halfling targets a creature that is concealed or hidden from them, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. Tale Specialist For encounters involving storytelling, local history, or lore, the yarnspinner is a 10th-level challenge. Items book of fables, Chain Shirt, +1 halfling sling staff (20 bullets), +1 shortsword --- AC 24 Fort +11 Ref +15 Will +18 HP 110 Guidance Through Tales Reaction (auditory, concentrate, linguistic, mental) Trigger An ally the yarnspinner can see fails a skill check; Effect The yarnspinner offers a brief reminder about a legendary hero, granting their ally a +2 circumstance bonus to the triggering skill check, potentially turning the failure into a success. --- Speed 25 feet Melee Single Action shortsword +16 (Agile, Finesse, Magical, versatile S), Damage 1d6+3 piercing plus resonant weapons Melee Single Action fist +15 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Ranged Single Action halfling sling staff +16 (Magical, Propulsive, range increment 30 feet, reload 1), Damage 1d10+3 bludgeoning plus resonant weapons Occult Spontaneous Spells DC 26, attack +18 - Cantrips (4th) Daze, Detect Magic, Figment, Light, Read Aura - 1st Illusory Disguise, Illusory Object, Mindlink, Ventriloquism (4 slots) - 2nd Invisibility, Laughing Fit, Revealing Light, Soothe (4 slots) - 3rd Haste, Heroism, Ring of Truth, Soothe (4 slots) - 4th Confusion, Honeyed Words, Translocate (3 slots) Mesmerizing Tale Two Actions (Auditory, Aura, Incapacitation, Linguistic, Mental, Occult) The yarnspinner weaves a long-winded but captivating narrative that enchants those nearby. Any creature that's in a 20-foot emanation or starts its turn in the aura must attempt a DC 24 Will save. The Mesmerizing Tale lasts until the end of the yarnspinner's next turn, but can be Sustained. The first time the yarnspinner Sustains the aura on subsequent rounds, the aura expands by 10 feet, to a maximum of 60 feet. Critical Success The creature is unaffected, and is temporarily immune for 24 hours. Success The creature is unaffected. Failure The creature becomes fascinated with the yarnspinner until the start of its next turn, and must spend all its actions to move closer to the yarnspinner and listen to the tale. Resonant Weapons (Occult, Sonic) If the yarnspinner's Mesmerizing Tale aura is active or they have cast a spell within the last round, their Strikes with magic weapons deal an additional 2d10 sonic damage. ","tradition":["Occult"],"skill_mod":{"society":15,"diplomacy":16,"performance":19,"deception":16,"arcana":16,"intimidation":14,"occultism":17,"religion":15},"summary":"Yarnspinners weave captivating tales that entertain, educate, and preserve the rich heritage of the halfling people across generations.","image":["/Images/Monsters/Halfling_Yarnspinner.webp"],"primary_source":"NPC Core","spell":["Confusion","Honeyed Words","Translocate","Haste","Heroism","Ring of Truth","Soothe","Invisibility","Laughing Fit","Revealing Light","Illusory Disguise","Illusory Object","Mindlink","Ventriloquism","Daze","Detect Magic","Figment","Light","Read Aura"],"trait_group":["Ancestry","Weapon","Creature Type"],"ac":24,"item":["book of fables","Chain Shirt","+1 halfling sling staff (20 bullets)","+1 shortsword"],"level":7,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"keen eyes","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3647","intelligence":4,"reflex_save":15,"strongest_save":["will"],"dexterity":4,"fortitude_save":11,"size":["Small"],"name":"Halfling Yarnspinner","category":"creature","rarity":"common","strike_damage_average":[5,6,8],"slug":"creature-3647"},{"attack_bonus":[10,12,12,12],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":50,"language":["Common","Goblin"],"source":["NPC Core"],"type":"Creature","creature_family":"Hobgoblin","will_save":9,"charisma":1,"speed":{"max":25,"land":25},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Arcane Magic Sense","Spellbreaking Reactive Strike","Shatter Spell"],"skill":["Acrobatics","Arcana","Athletics","Intimidation","Stealth"],"trait":["Hobgoblin","Humanoid","Medium"],"id":"creature-3648","text":" Hobgoblin Spellbreaker Largely due to an ancestral grudge against all things elven, many hobgoblins have an inherent distrust for magic, particularly the “elf magic” of the arcane tradition. Most hobgoblin armies maintain a contingent of special “spellbreaker” forces trained to assassinate high-value spellcasting targets prior to military engagement or quickly identify and terminate enemy battle mages. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Hobgoblin Spellbreaker Source NPC Core pg. 194 Perception +9; darkvision, arcane magic sense (imprecise) 60 feet Languages Common, Goblin Skills Acrobatics +9, Arcana +10, Athletics +10, Intimidation +9, Stealth +9 Str +3 Dex +1 Con +1 Int +3 Wis +1 Cha +1 Arcane Magic Sense The hobgoblin spellbreaker can detect the source of any arcane magic within range as an imprecise sense. Items Breaching Pike, Crossbow (10 bolts), Scale Mail, Shortsword --- AC 18 Fort +12 Ref +6 Will +9 HP 50 Spellbreaking Reactive Strike Reaction As Reactive Strike, but if it was triggered by a creature casting an arcane spell, the target must succeed at a DC 11 flat check or the spell is disrupted. If the Strike was a critical hit, the spell is disrupted automatically. --- Speed 25 feet Melee Single Action breaching pike +12 (Razing, Reach), Damage 1d6+6 piercing Melee Single Action shortsword +12 (Agile, versatile S), Damage 1d6+6 piercing Melee Single Action fist +12 (Agile, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Ranged Single Action crossbow +10 (range increment 120 feet, reload 1), Damage 1d8+3 piercing Shatter Spell Two Actions The hobgoblin spellbreaker attempts a melee Strike against a creature under the effects of a beneficial arcane spell. If the Strike hits and deals damage, the hobgoblin spellbreaker can attempt to counteract a single arcane spell or arcane magical effect on the target (counteract rank 2, counteract modifier +10). If it fails, the hobgoblin spellbreaker can't attempt to counteract the same effect for 1 hour. ","skill_mod":{"stealth":9,"arcana":10,"athletics":10,"intimidation":9,"acrobatics":9},"summary":"Largely due to an ancestral grudge against all things elven , many hobgoblins have an inherent distrust for magic, particularly the “elf magic” of …","primary_source":"NPC Core","trait_group":["Monster","Ancestry","Creature Type"],"ac":18,"item":["Breaching Pike","Crossbow (10 bolts)","Scale Mail","Shortsword"],"level":3,"source_category":["Rulebooks"],"sense":" darkvision , arcane magic sense ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3648","intelligence":3,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Hobgoblin Spellbreaker","category":"creature","rarity":"common","strike_damage_average":[7,8,9,9],"slug":"creature-3648"},{"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Common","Goblin"],"source":["NPC Core"],"type":"Creature","creature_family":"Hobgoblin","will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{"area":8},"creature_ability":["Reactive Strike","Troop Defenses","Coordinated Strikes","Focused Volley","Perfect Formation"],"skill":["Athletics","Intimidation","Warfare Lore"],"trait":["Hobgoblin","Humanoid","Troop","Gargantuan"],"id":"creature-3649","text":" Hobgoblin Battalion A hobgoblin battalion is usually composed of multiple soldiers and archers commanded by a single captain, although every battalion also has its own internal hierarchy that clearly defines the chain of command should the current captain fall in battle. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Hobgoblin Battalion Source NPC Core pg. 194 Perception +15; darkvision Languages Common, Goblin Skills Athletics +15, Intimidation +14, Warfare Lore +12 Str +5 Dex +0 Con +3 Int +0 Wis +2 Cha +2 --- AC 23 Fort +15 Ref +12 Will +14 HP 90 (4 segments) Weaknesses area damage 8, splash damage 8 Reactive Strike Reaction Troop Defenses --- Speed 25 feet; troop movement Coordinated Strikes Single Action to Three Actions Frequency once per round; Effect The battalion thrusts their spears at each enemy in a 5-foot emanation with a DC 21 basic Reflex save. The damage depends on the number of actions. Single Action 1d6+2 slashing damage Two Actions 2d6+5 slashing damage Three Actions 3d12+7 slashing damage Focused Volley Two Actions The hobgoblin battalion's archers draw or reload their crossbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 2d8 piercing damage with a DC 21 basic Reflex save. When the hobgoblin battalion is reduced to 2 or fewer segments, this area is reduced to a 5-foot burst. Perfect Formation Single Action The battalion raises a perfect guard against explosions. It gains a +2 item bonus to AC and a +2 status bonus to Reflex saves until the start of its next turn. ","skill_mod":{"athletics":15,"intimidation":14},"summary":"A hobgoblin battalion is usually composed of multiple soldiers and archers commanded by a single captain, although every battalion also has its own …","primary_source":"NPC Core","trait_group":["Monster","Ancestry","Creature Type"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3649","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":15,"size":["Gargantuan"],"name":"Hobgoblin Battalion","category":"creature","rarity":"common","slug":"creature-3649"},{"attack_bonus":[16,19,19],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":150,"language":["Common","Goblin"],"source":["NPC Core"],"type":"Creature","creature_family":"Hobgoblin","will_save":16,"charisma":1,"speed":{"max":20,"land":20},"perception":16,"wisdom":1,"weakness":{},"creature_ability":["Shock and Awe"],"skill":["Athletics","Crafting","Intimidation","Survival"],"trait":["Hobgoblin","Humanoid","Medium"],"id":"creature-3650","text":" Hobgoblin Vanguard Though there are times for precision and discipline, every hobgoblin general also understands the value of demoralizing the enemy with a show of overwhelming force. No military unit is better suited to this purpose than the vanguard, a heavily armed and armored elite unit that inspires their fellow soldiers to action while breaking the enemy's lines and morale with terrifying explosive weapons. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Hobgoblin Vanguard Source NPC Core pg. 195 Perception +16; darkvision Languages Common, Goblin Skills Athletics +18, Crafting +17, Intimidation +16, Survival +16 Str +5 Dex +2 Con +3 Int +2 Wis +1 Cha +1 Items alchemical grenades, Alchemist's Toolkit, Full Plate, +1 striking maul --- AC 27 Fort +19 Ref +13 Will +16 HP 150 --- Speed 20 feet Melee Single Action maul +19 (Magical, Shove), Damage 2d12+8 bludgeoning plus Knockdown Melee Single Action fist +19 (Agile, Nonlethal, Unarmed), Damage 1d4+8 bludgeoning Ranged Single Action alchemical grenade +16 (range increment 20 feet, Splash), Damage 2d8 acid, cold, electricity, or fire plus 2 persistent damage and 2 splash damage of the same type Shock and Awe Reaction (Emotion, Mental, Visual) Trigger The hobgoblin vanguard critically hits a creature with an alchemical grenade Strike; Effect The hobgoblin vanguard attempts to Demoralize the creature with a mere look. If the target creature was reduced to 0 Hit Points by the triggering Strike, the hobgoblin vanguard can instead attempt to Demoralize all opponents within 30 feet, rolling once and comparing the result to each target's Will DC. ","skill_mod":{"crafting":17,"survival":16,"athletics":18,"intimidation":16},"summary":"Though there are times for precision and discipline, every hobgoblin general also understands the value of demoralizing the enemy with a show of …","image":["/Images/Monsters/Hobgoblin_Vanguard.webp"],"primary_source":"NPC Core","trait_group":["Monster","Ancestry","Creature Type"],"ac":27,"item":["alchemical grenades","Alchemist's Toolkit","Full Plate","+1 striking maul"],"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3650","intelligence":2,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Hobgoblin Vanguard","category":"creature","rarity":"common","strike_damage_average":[9,10,21],"slug":"creature-3650"},{"attack_bonus":[5,6,6],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":16,"language":["Common","Kholo"],"source":["NPC Core"],"type":"Creature","creature_family":"Kholo","will_save":3,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Bone Armor","Rugged Travel"],"skill":["Acrobatics","Athletics","Deception","Stealth","Survival"],"trait":["Humanoid","Kholo","Small","Gnoll"],"id":"creature-3651","text":" Bone Scavenger Kholos have a strong connection to their ancestors, often using their bones as art and weapons to further honor them. Bone scavengers are sent to the fields after a battle to collect the bones of their fellow allies. They often eschew the pack hunting techniques of other kholos, spreading out among their foes when encountered in groups. Recall Knowledge - Humanoid (Society): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Bone Scavenger Source NPC Core pg. 196 Perception +6; low-light vision Languages Common, Kholo Skills Acrobatics +5, Athletics +2, Deception +4, Stealth +6, Survival +4 Str +2 Dex +3 Con +1 Int -1 Wis +1 Cha +0 Items Dagger (2) --- AC 16 Fort +3 Ref +6 Will +3 HP 16 Bone Armor Reaction Trigger The bone scavenger takes bludgeoning damage; Effect The bone scavenger angles their makeshift armor to absorb some of the blow, causing shards of bone to splinter outward. All adjacent creatures take 2d4 piercing damage (DC 16 basic Reflex save). --- Speed 25 feet Melee Single Action dagger +6 (Agile, Finesse, versatile S), Damage 1d4+2 piercing Melee Single Action jaws +5, Damage 1d6+2 piercing Ranged Single Action dagger +6 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+2 piercing Rugged Travel A kholo ignores the first square of difficult terrain they move into each time they Step or Stride. Ant Kholos The bone scavenger belongs to the ant kholo heritage, smaller and with larger ears than other kholos. You can change this NPC to a different kholo heritage by making it Medium, and you can conversely change a different kholo NPC to an ant kholo by making their size Small. ","skill_mod":{"deception":4,"survival":4,"stealth":6,"athletics":2,"acrobatics":5},"summary":"Kholos have a strong connection to their ancestors, often using their bones as art and weapons to further honor them. Bone scavengers are sent to the …","image":["/Images/Monsters/Bone_Scavenger.webp"],"primary_source":"NPC Core","trait_group":["Creature Type","Monster","Ancestry"],"ac":16,"item":["Dagger (2)"],"level":0,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3651","intelligence":-1,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":3,"size":["Small"],"name":"Bone Scavenger","category":"creature","rarity":"common","strike_damage_average":[4,4,5],"slug":"creature-3651"},{"attack_bonus":[7,7,7],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":22,"language":["Common","Kholo"],"source":["NPC Core"],"type":"Creature","creature_family":"Kholo","will_save":8,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Pack Attack","Pragmatic Aid","Rugged Travel","Spear Parry"],"skill":["Acrobatics","Athletics","Society","Stealth","Survival"],"trait":["Humanoid","Kholo","Medium","Gnoll"],"id":"creature-3652","text":" Kholo Pragmatist Due to their aggressive lifestyle, kholo warriors rarely live to an old age. When a kholo pragmatist enters a fight, they would prefer to see another battle, so they use any possible advantage they can get to survive. They keep foes at a distance with their longspears have developed techniques to better block attacks with the weapon. If the tide of battle turns against them, kholo pragmatists will run or surrender if it's the most practical option. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Kholo Pragmatist Source NPC Core pg. 196 Perception +7; low-light vision Languages Common, Kholo Skills Acrobatics +6, Athletics +6, Society +4, Stealth +7, Survival +7 Str +2 Dex +2 Con +1 Int +2 Wis +2 Cha +0 Items Leather Armor, Longspear, Sling (20 bullets) --- AC 16 Fort +4 Ref +6 Will +8 HP 22 --- Speed 25 feet Melee Single Action longspear +7 (Reach), Damage 1d8+2 piercing Melee Single Action jaws +7, Damage 1d6+2 piercing Ranged Single Action sling +7 (Propulsive, range increment 50 feet, reload 1), Damage 1d6+1 bludgeoning Pack Attack A kholo pragmatist deals 1d4 extra damage to any creature that's within reach of at least two of the kholo pragmatist's allies. Pragmatic Aid Single Action (Concentrate, Visual) Requirements The kholo pragmatist is adjacent to a foe; Effect The kholo pragmatist sets up an advantageous avenue of attack for an ally within 10 feet of the same foe and then Steps away from that foe. The foe is off-guard to the kholo pragmatist's ally's next attack. Rugged Travel A kholo ignores the first square of difficult terrain they move into each time they Step or Stride. Spear Parry Single Action Requirements The kholo pragmatist is wielding a longspear; Effect The kholo pragmatist positions their spear defensively, gaining a +1 circumstance bonus to AC until the start of their next turn. ","skill_mod":{"society":4,"survival":7,"stealth":7,"athletics":6,"acrobatics":6},"summary":"Due to their aggressive lifestyle, kholo warriors rarely live to an old age. When a kholo pragmatist enters a fight, they would prefer to see another …","primary_source":"NPC Core","trait_group":["Creature Type","Monster","Ancestry"],"ac":16,"item":["Leather Armor","Longspear","Sling (20 bullets)"],"level":1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3652","intelligence":2,"reflex_save":6,"strongest_save":["will"],"dexterity":2,"vision":"Low-light vision","fortitude_save":4,"size":["Medium"],"name":"Kholo Pragmatist","category":"creature","rarity":"common","strike_damage_average":[4,5,6],"slug":"creature-3652"},{"attack_bonus":[17,17,18,19],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":120,"language":["Common","Kholo"],"source":["NPC Core"],"type":"Creature","creature_family":"Kholo","will_save":13,"charisma":0,"speed":{"max":30,"land":30},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Reactive Strike","Bloody Flurry","Rugged Travel","Solo Hunter"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"trait":["Humanoid","Kholo","Medium","Gnoll"],"id":"creature-3653","text":" Kholo Outrider Many kholo packs are semi-nomadic, staying in one place until they're pushed out by others, or the local resources begin to grow sparse. Before moving the pack elsewhere, the leaders send out a single kholo to blaze a trail and ensure a safe route to their next destination. These outriders are masters of the wilderness and fight better when they're alone. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Kholo Outrider Source NPC Core pg. 197 Perception +18; low-light vision Languages Common, Kholo Skills Acrobatics +13, Athletics +18, Intimidation +13, Stealth +15, Survival +18 Str +4 Dex +3 Con +2 Int +1 Wis +3 Cha +0 Items +1 composite shortbow (20 arrows), +1 hatchet (2), Hide Armor --- AC 25 Fort +14 Ref +18 Will +13 HP 120 Reactive Strike Reaction --- Speed 30 feet Melee Single Action hatchet +19 (Agile, Magical, Sweep), Damage 1d6+7 slashing Melee Single Action jaws +18, Damage 1d6+7 piercing Ranged Single Action hatchet +17 (Agile, Magical, Sweep, thrown 10 feet), Damage 1d6+7 slashing Ranged Single Action composite shortbow +17 (deadly d10, Magical, Propulsive, range increment 60 feet, reload 0), Damage 1d6+5 piercing Bloody Flurry Two Actions The kholo outrider Strikes, Steps, then Strikes again. If the kholo outrider hits the same enemy with both Strikes, that enemy takes an additional 1d6 persistent bleed damage. Rugged Travel A kholo ignores the first square of difficult terrain they move into each time they Step or Stride. Solo Hunter A kholo outrider deals 1d6 extra damage while adjacent to at least 2 enemies and no allies. ","skill_mod":{"survival":18,"stealth":15,"athletics":18,"intimidation":13,"acrobatics":13},"summary":"Many kholo packs are semi-nomadic, staying in one place until they're pushed out by others, or the local resources begin to grow sparse. Before …","image":["/Images/Monsters/Kholo_Outrider.webp"],"primary_source":"NPC Core","trait_group":["Creature Type","Monster","Ancestry"],"ac":25,"item":["+1 composite shortbow (20 arrows)","+1 hatchet (2)","Hide Armor"],"level":7,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3653","intelligence":1,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":14,"size":["Medium"],"name":"Kholo Outrider","category":"creature","rarity":"common","strike_damage_average":[8,10,10,10],"slug":"creature-3653"},{"attack_bonus":[7,7,9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":32,"language":["Common","Sakvroth"],"source":["NPC Core"],"type":"Creature","creature_family":"Kobold","will_save":8,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Booby-Trapped","Construct Trap"],"skill":["Acrobatics","Crafting","Stealth","Survival"],"trait":["Humanoid","Kobold","Small"],"id":"creature-3654","text":" Kobold Trapper Kobolds are skillful artisans, always inventing new traps and snares to defend their territory and ambush enemies. Kobold trappers enjoy showing off their crafting prowess on the battlefield. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Kobold Trapper Source NPC Core pg. 198 Perception +7; (9 to Seek for traps) darkvision Languages Common, Sakvroth Skills Acrobatics +5, Crafting +8, Stealth +7, Survival +7 Str +1 Dex +3 Con +1 Int +3 Wis +2 Cha +0 Booby-Trapped A kobold trapper protects items in their backpack with a booby trap. This booby trap requires a successful DC 18 Perception check to notice, and two successful DC 15 Thievery checks to disable. Accessing the backpack without disabling the trap destroys its contents, and splinters explode in a 10-foot burst centered on the backpack, dealing 3d6 piercing damage (DC 15 basic Reflex save). Items Backpack, Crossbow (20 bolts), formula book (containing formulas for three 1st- or 2nd-level snares), Leather Armor, Light Hammer --- AC 18 Fort +5 Ref +11 Will +8 +1 circumstance to all defenses vs. traps HP 32 --- Speed 25 feet Melee Single Action light hammer +7 (Agile), Damage 1d6+1 bludgeoning Melee Single Action claw +7 (Agile, Unarmed), Damage 1d4+1 slashing Ranged Single Action crossbow +9 (range increment 120 feet, reload 1), Damage 1d8 piercing Ranged Single Action light hammer +9 (Agile, thrown 20 feet), Damage 1d6+1 bludgeoning Construct Trap Three Actions (Manipulate) The kobold trapper creates a rudimentary trap on a surface in an adjacent square. The trap activates the next time a creature moves adjacent to it. The creature takes 2d6 bludgeoning, piercing, or slashing damage (determined by the trapper when the trap is constructed) with a DC 18 basic Reflex save. On a failure, the creature also takes a –5 status penalty to all Speeds for 1 minute. The trap is destroyed when activated or after 8 hours, whichever comes first. A trapper typically carries enough raw materials to make six traps each day. ","skill_mod":{"crafting":8,"survival":7,"stealth":7,"acrobatics":5},"summary":"Kobolds are skillful artisans, always inventing new traps and snares to defend their territory and ambush enemies. Kobold trappers enjoy showing off …","image":["/Images/Monsters/Kobold_Trapper.webp"],"primary_source":"NPC Core","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"ac":18,"item":["Backpack","Crossbow (20 bolts)","formula book (containing formulas for three 1st- or 2nd-level snares )","Leather Armor","Light Hammer"],"level":2,"source_category":["Rulebooks"],"sense":"(9 to Seek for traps ) darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3654","intelligence":3,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Small"],"name":"Kobold Trapper","category":"creature","rarity":"common","strike_damage_average":[3,4,4,4],"slug":"creature-3654"},{"attack_bonus":[12,12,12],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":48,"language":["Common","Sakvroth"],"source":["NPC Core"],"type":"Creature","creature_family":"Kobold","will_save":6,"charisma":3,"speed":{"max":25,"land":25},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Immobilizing Thrust","Luring Retreat"],"skill":["Acrobatics","Athletics","Deception","Diplomacy"],"trait":["Humanoid","Kobold","Small"],"id":"creature-3655","text":" Kobold Egg Guardian Kobold egg guardians are some of the best warriors in a tribe, tasked with protecting the next generation. They pledge to give their lives to protect the tribe's eggs, though not before exhausting all their tricks. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Kobold Egg Guardian Source NPC Core pg. 198 Perception +9; darkvision Languages Common, Sakvroth Skills Acrobatics +9, Athletics +11, Deception +9, Diplomacy +9 Str +3 Dex +3 Con +1 Int +0 Wis +0 Cha +3 Items Crossbow (20 bolts), Leather Armor, Longspear --- AC 19 Fort +9 Ref +12 Will +6 HP 48 --- Speed 25 feet Melee Single Action longspear +12 (reach 10 feet), Damage 1d8+5 piercing Melee Single Action claw +12 (Agile, Unarmed), Damage 1d4+5 slashing Ranged Single Action crossbow +12 (range increment 120 feet, reload 1), Damage 1d8+2 piercing Immobilizing Thrust Two Actions The kobold egg guardian makes a longspear Strike. If the Strike hits, the target must attempt a DC 20 Reflex save. On a failure, the creature is immobilized until the kobold egg guardian moves, attacks with the longspear, or is no longer wielding the longspear. Luring Retreat Two Actions (Auditory, Mental, Visual) The kobold egg guardian screams and Strides up to their Speed. Each enemy who sees or hears the kobold egg guardian must succeed at a DC 17 Will save or be fascinated by the egg guardian for 1 round. On the creature's turn, it must use at least 1 action (or 2 actions on a critical failure) to move closer to the kobold egg guardian (while avoiding obvious dangers). Regardless of the result of the save, targets are then immune to Luring Retreat for 24 hours. ","skill_mod":{"diplomacy":9,"deception":9,"athletics":11,"acrobatics":9},"summary":"Kobold egg guardians are some of the best warriors in a tribe, tasked with protecting the next generation. They pledge to give their lives to protect …","image":["/Images/Monsters/Kobold_Egg_Guardian.webp"],"primary_source":"NPC Core","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"ac":19,"item":["Crossbow (20 bolts)","Leather Armor","Longspear"],"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3655","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"size":["Small"],"name":"Kobold Egg Guardian","category":"creature","rarity":"common","strike_damage_average":[6,7,9],"slug":"creature-3655"},{"attack_bonus":[5,5],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":9,"language":["Common","Fey","<%SPELLS%1681%%>speak with plants<%END> (root vegetables only)"],"source":["NPC Core"],"type":"Creature","creature_family":"Leshy","will_save":5,"charisma":0,"speed":{"max":25,"land":25},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Verdant Burst","Change Shape","Root in Place"],"skill":["Athletics","Labor Lore","Nature","Stealth","Survival"],"trait":["Leshy","Plant","Small"],"id":"creature-3656","text":" Root Leshy Groundskeeper Hardy root leshies have the strength and stamina to dig furrows for planting seeds over long hours. Though they're humble even among leshies, they can be extremely stubborn even against powerful adversaries. Recall Knowledge - Plant (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Root Leshy Groundskeeper Source NPC Core pg. 200 Perception +5; low-light vision Languages Common, Fey; speak with plants (root vegetables only) Skills Athletics +5, Labor Lore +2, Nature +5, Stealth +4, Survival +5 Str +3 Dex +0 Con +3 Int -1 Wis +2 Cha +0 Items shovel (functions as pick) --- AC 14 Fort +8 Ref +2 Will +5 HP 9 Verdant Burst (healing, primal, vitality) When the root leshy groundskeeper dies, a burst of primal energy explodes from their body, restoring 1d4 Hit Points to each plant creature in a 30-foot emanation. This area immediately fills with roots and vines, becoming difficult terrain. If the terrain is not a viable environment for these plants, they wither after 24 hours. --- Speed 25 feet Melee Single Action shovel +5 (fatal d10), Damage 1d6+3 piercing Melee Single Action fist +5 (Agile, Nonlethal, Unarmed), Damage 1d4+3 bludgeoning Primal Innate Spells DC 13 - Constant (3rd) Speak with Plants (root vegetables only) Change Shape Single Action (Concentrate, Polymorph, Primal) The root leshy groundskeeper transforms into a Small root vegetable. This ability otherwise uses the effects of one with plants . Root in Place Single Action (Manipulate, Primal) The root leshy groundskeeper roots themself into the ground, reducing their Speed to 0 and granting them a +1 circumstance bonus to AC and 2 temporary Hit Points until the start of their next turn. ","tradition":["Primal"],"skill_mod":{"nature":5,"survival":5,"stealth":4,"athletics":5},"summary":"Hardy root leshies have the strength and stamina to dig furrows for planting seeds over long hours. Though they're humble even among leshies, they …","image":["/Images/Monsters/Root_Leshy_Groundskeeper.webp"],"primary_source":"NPC Core","spell":["Speak with Plants"],"trait_group":["Monster","Ancestry","Creature Type"],"ac":14,"item":["shovel (functions as pick )"],"level":-1,"spell_dc":[13],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3656","intelligence":-1,"reflex_save":2,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":8,"size":["Small"],"name":"Root Leshy Groundskeeper","category":"creature","rarity":"common","strike_damage_average":[5,6],"slug":"creature-3656"},{"attack_bonus":[11,11,12],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":35,"language":["Common","Fey","<%SPELLS%1681%%>speak with plants<%END> (tumbleweeds and scrubland brush only)"],"source":["NPC Core"],"type":"Creature","creature_family":"Leshy","will_save":9,"charisma":2,"speed":{"max":30,"land":30},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Tumbling Traveler","Spiny Burst","Nimble Dodge","Change Shape"],"skill":["Acrobatics","Diplomacy","Nature","Society","Stealth","Survival"],"trait":["Leshy","Plant","Small"],"id":"creature-3657","text":" Tumbleweed Leshy Courier A tumbleweed leshy's ability to move quickly across long distances with ease allows them to act as messengers and go-betweens. Druids often entrust these couriers with delivering important messages to their home druid circles or other druids they're acquainted with. Some even induct the couriers into the circle to teach them Wildsong for secure communication and basic magic for self-defense. Recall Knowledge - Plant (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Tumbleweed Leshy Courier Source NPC Core pg. 200 Perception +12; low-light vision Languages Common, Fey; speak with plants (tumbleweeds and scrubland brush only) Skills Acrobatics +11, Diplomacy +8, Nature +10, Society +7, Stealth +9, Survival +10 Str +1 Dex +4 Con +1 Int +0 Wis +2 Cha +2 Tumbling Traveler The tumbleweed leshy courier gains a +10-foot circumstance bonus to Speed while traveling during exploration mode. Items Crossbow (20 bolts), Dagger --- AC 19 Fort +6 Ref +12 Will +9 HP 35 Spiny Burst (healing, primal, vitality) When the tumbleweed leshy courier dies, a burst of primal energy explodes from their body, restoring 2d8 Hit Points to each plant creature in a 30-foot emanation. This area immediately fills with brambles and thistles, becoming difficult terrain. Any creature that moves through the area takes 1 piercing damage per square traversed. If the terrain is not a viable environment for these plants, they wither after 24 hours. Nimble Dodge Reaction Trigger The tumbleweed leshy courier is targeted with an attack by an attacker they can see; Effect The leshy gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet Melee Single Action dagger +11 (Agile, Finesse, versatile S), Damage 1d4+5 piercing Melee Single Action fist +11 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+5 bludgeoning Ranged Single Action crossbow +12 (range increment 120 feet, reload 1), Damage 1d8+2 piercing Primal Innate Spells DC 17 - Constant (3rd) Speak with Plants (tumbleweeds and scrubland brush only) Change Shape Single Action (Concentrate, Polymorph, Primal) The tumbleweed leshy courier transforms into a Small tumbleweed. This ability otherwise uses the effects of one with plants . Additionally, when the leshy uses their Change Shape ability, they still have a Speed of 10 feet for the purpose of travel during exploration mode. ","tradition":["Primal"],"skill_mod":{"society":7,"diplomacy":8,"nature":10,"survival":10,"stealth":9,"acrobatics":11},"summary":"A tumbleweed leshy's ability to move quickly across long distances with ease allows them to act as messengers and go-betweens. Druids often entrust …","image":["/Images/Monsters/Tumbleweed_Leshy_Courier.webp"],"primary_source":"NPC Core","spell":["Speak with Plants"],"trait_group":["Monster","Ancestry","Creature Type"],"ac":19,"item":["Crossbow (20 bolts)","Dagger"],"level":3,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3657","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Small"],"name":"Tumbleweed Leshy Courier","category":"creature","rarity":"common","strike_damage_average":[6,7,7],"slug":"creature-3657"},{"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":54,"language":["Common","Fey","<%SPELLS%1681%%>speak with plants<%END> (corn only)"],"source":["NPC Core"],"type":"Creature","creature_family":"Leshy","will_save":10,"charisma":2,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{"area":5,"splash":5},"creature_ability":["Encircling Maze","Troop Defenses","Verdant Burst","Boxing Ears","Kernel Barrage"],"skill":["Acrobatics","Athletics","Nature"],"trait":["Leshy","Plant","Troop","Gargantuan"],"id":"creature-3658","text":" Corn Leshy Throng A thick forest or flourishing farm sometimes sees an explosion of primal magic leading to the creation of a multitude of leshies. When still young, these spirits might band together with their crop-mates for protection or to achieve a mutual goal. Used to growing in rows, many corn leshies can form a sizable legion. Recall Knowledge - Plant (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Corn Leshy Throng Source NPC Core pg. 201 Perception +10; low-light vision Languages Common, Fey; speak with plants (corn only) Skills Acrobatics +11, Athletics +10, Nature +12 Str +2 Dex +3 Con +2 Int +0 Wis +2 Cha +2 --- AC 21 Fort +8 Ref +13 Will +10 HP 54 (4 segments) Weaknesses area damage 5, splash damage 5 Encircling Maze A corn leshy throng is arranged in rows of stalks to envelop foes, stretching upward to block their vision. It can move into other creatures' spaces, and other creatures can move into its squares. When a Medium or smaller creature attempts to enter any of the corn leshy throng's spaces, it must attempt a DC 20 Survival check. If the creature fails, it gets turned around—all the throng's squares are greater difficult terrain for it until the end of this turn. A creature needs to attempt this check only the first time in a round it attempts to enter one of the throng's squares. Troop Defenses Verdant Burst (healing, primal, vitality) When the corn leshy throng dies, a burst of primal energy explodes from their body, restoring 3d8 Hit Points to each plant creature in a 30-foot emanation. This area immediately fills with stalks of corn, becoming difficult terrain. If the terrain is not a viable environment for these plants, they wither after 24 hours. --- Speed 25 feet; troop movement Boxing Ears Single Action to Three Actions Frequency once per round; Effect The corn leshy throng lashes out with hardened ears of corn to attack each enemy in its space and in a 5-foot emanation, with a DC 18 basic Reflex save. The damage depends on the number of actions. Single Action 1d6 bludgeoning damage Two Actions 2d6+4 bludgeoning damage Three Actions 2d6+8 bludgeoning damage Kernel Barrage Two Actions The throng's members fling a bombardment of corn kernels. Each creature in a 30-foot cone takes 2d6 bludgeoning damage with a DC 18 basic Reflex save. When the throng is reduced to 2 or fewer segments, this area decreases to a 15-foot cone. ","skill_mod":{"nature":12,"athletics":10,"acrobatics":11},"summary":"A thick forest or flourishing farm sometimes sees an explosion of primal magic leading to the creation of a multitude of leshies. When still young, …","image":["/Images/Monsters/Corn_Leshy_Throng.webp"],"primary_source":"NPC Core","trait_group":["Monster","Ancestry","Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3658","intelligence":0,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":8,"size":["Gargantuan"],"name":"Corn Leshy Throng","category":"creature","rarity":"common","slug":"creature-3658"},{"attack_bonus":[12,12,12,13],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":80,"language":["Common","Fey","<%SPELLS%1681%%>speak with plants<%END> (gourds only)"],"source":["NPC Core"],"type":"Creature","creature_family":"Leshy","spell_attack_bonus":[16],"will_save":14,"charisma":1,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Verdant Burst","Change Shape","Short Flight","Sweeping Spell"],"skill":["Acrobatics","Intimidation","Nature","Occultism","Survival"],"trait":["Leshy","Plant","Small"],"id":"creature-3659","text":" Gourd Leshy Witch Some spooky leshies learn the ways of occult spellcasting from strange spirits of nature that lurk just out of sight or under cover of darkness. These witches treat their brooms as their familiars, imbuing the wood and straw with a sliver of sentience. Recall Knowledge - Plant (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Gourd Leshy Witch Source NPC Core pg. 202 Perception +12; low-light vision Languages Common, Fey; speak with plants (gourds only) Skills Acrobatics +12, Intimidation +13, Nature +14, Occultism +16, Survival +12 Str +2 Dex +2 Con +1 Int +4 Wis +2 Cha +1 Items +1 broom (functions as a staff), Dagger --- AC 22 Fort +11 Ref +14 Will +14 HP 80 Verdant Burst (healing, primal, vitality) When the gourd leshy witch dies, a burst of primal energy explodes from their body, restoring 4d8 Hit Points to each plant creature in a 30-foot emanation. This area immediately sprouts gourds, becoming difficult terrain. If the terrain is not a viable environment for these plants, they wither after 24 hours. --- Speed 25 feet Melee Single Action broom +13 (Magical, two-hand 1d8), Damage 1d4+6 bludgeoning plus 1d6 void Melee Single Action dagger +12 (Agile, Finesse, versatile S), Damage 1d4+6 piercing plus 1d6 void Melee Single Action fist +12 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning plus 1d6 void Ranged Single Action dagger +12 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+6 piercing plus 1d6 void Occult Prepared Spells DC 24, attack +16 - Cantrips (3rd) Daze, Detect Magic, Figment, Shield, Void Warp - 1st Fear (×2), Ill Omen - 2nd Force Barrage, Grim Tendrils, Paranoia - 3rd Force Barrage, Slow, Vampiric Feast Witch Hex Spells DC 24, 1 Focus Point - 3rd Wilding Word Primal Innate Spells DC 24 - Constant (3rd) Speak with Plants (gourds only) Change Shape Single Action (Concentrate, Polymorph, primal The gourd leshy witch transforms into a Small gourd. This ability otherwise uses the effects of [ one with plants .](/Traits.aspx?ID=668)) Short Flight Single Action to Two Actions (Concentrate, Occult) Frequency once per round; Requirements The gourd leshy witch is wielding a broom; Effect The gourd leshy hops on their broom, which briefly takes flight. The witch Flies 20 feet (or 40 feet if they spend 2 actions), though they must end this movement on solid ground or fall at the end of their turn. Sweeping Spell Single Action (Manipulate, Occult, Spellshape) Requirements The gourd leshy witch is wielding their broom; Effect If the next action the gourd leshy witch uses is to cast a non-cantrip spell that deals damage to a single target, the witch's broom flies out and attempts to Shove that creature with an Athletics modifier of +16. On a critical success, the target is also knocked prone. The broom immediately returns to the gourd leshy witch's hand. ","tradition":["Occult","Primal"],"skill_mod":{"nature":14,"survival":12,"intimidation":13,"occultism":16,"acrobatics":12},"summary":"Some spooky leshies learn the ways of occult spellcasting from strange spirits of nature that lurk just out of sight or under cover of darkness. …","image":["/Images/Monsters/Gourd_Leshy_Witch.webp"],"primary_source":"NPC Core","spell":["Force Barrage","Slow","Vampiric Feast","Grim Tendrils","Paranoia","Fear","Ill Omen","Daze","Detect Magic","Figment","Shield","Void Warp","Wilding Word","Speak with Plants"],"trait_group":["Monster","Ancestry","Creature Type"],"ac":22,"item":["+1 broom (functions as a staff )","Dagger"],"level":6,"spell_dc":[24,24,24],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3659","intelligence":4,"reflex_save":14,"strongest_save":["ref","reflex","will"],"dexterity":2,"vision":"Low-light vision","fortitude_save":11,"size":["Small"],"name":"Gourd Leshy Witch","category":"creature","rarity":"common","strike_damage_average":[12,12,12,12],"slug":"creature-3659"},{"attack_bonus":[13,14,14],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common","Iruxi"],"source":["NPC Core"],"type":"Creature","creature_family":"Lizardfolk","will_save":10,"charisma":0,"speed":{"max":25,"land":25,"swim":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Deep Breath","Tethered Tridents","Reactive Strike","Reel In","Terrain Advantage"],"skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"trait":["Humanoid","Lizardfolk","Medium"],"id":"creature-3660","text":" Tidewater Guard Iruxi tidewater guards are capable fighters skilled at amphibious attacks and overpowering vessels along any shore. Because lizardfolk settlements are typically constructed partially underwater and partially above, they have need of defenders who can guard from attacks in both environments. The special spaulders tidewater guards wear set them apart from other lizardfolk warriors. These protect their shoulders from cutlass and axe strikes, and might be constructed of dragon scales, turtle or giant chiton shells, lacquered wood, or even sea urchin tests. The recipe for the special resin iruxi armorers apply to harden these spaulders is a closely guarded secret, and each iruxi community's supply of the resin is small, precious, and closely guarded. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Tidewater Guard Source NPC Core pg. 204 Perception +10 Languages Common, Iruxi Skills Acrobatics +11, Athletics +12, Nature +10, Stealth +11, Survival +10 Str +4 Dex +3 Con +1 Int -1 Wis +2 Cha +0 Deep Breath A tidewater guard can hold their breath for 20 minutes. Tethered Tridents The tidewater guard's tridents are specially prepared to be aquadynamic and tethered by ropes. They have the tethered trait, meaning that a wielder who has a free hand can Interact to pull the weapon back into their grasp after they have thrown it as a ranged attack or after it has been disarmed (unless it is being held by another creature). Items Studded Leather Armor, trident with 50 feet of line (2) --- AC 21 Fort +11 Ref +11 Will +10 HP 60 Reactive Strike Reaction --- Speed 25 feet, swim 25 feet Melee Single Action trident +14 (Tethered), Damage 1d8+7 piercing Melee Single Action claw +14 (Agile), Damage 1d6+7 piercing Ranged Single Action trident +13 (Tethered, thrown 20 feet), Damage 1d8+7 piercing Reel In Two Actions The tidewater guard makes a ranged Strike with their trident. If the Strike hits, the guard can haul on the attached line, moving the target up to 30 feet in a straight line toward the iruxi. Terrain Advantage Non-lizardfolk creatures that are in difficult terrain or are in water and lack a swim Speed are off-guard to the tidewater guard. ","skill_mod":{"nature":10,"survival":10,"stealth":11,"athletics":12,"acrobatics":11},"summary":"Iruxi tidewater guards are capable fighters skilled at amphibious attacks and overpowering vessels along any shore. Because lizardfolk settlements …","image":["/Images/Monsters/Tidewater_Guard.webp"],"primary_source":"NPC Core","trait_group":["Creature Type","Monster","Ancestry"],"ac":21,"item":["Studded Leather Armor","trident with 50 feet of line (2)"],"level":4,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3660","intelligence":-1,"reflex_save":11,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"fortitude_save":11,"size":["Medium"],"name":"Tidewater Guard","category":"creature","rarity":"common","strike_damage_average":[10,11,11],"slug":"creature-3660"},{"attack_bonus":[19,20,20],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":155,"language":["Common","Draconic","Iruxi","Thalassic"],"source":["NPC Core"],"type":"Creature","creature_family":"Lizardfolk","will_save":18,"charisma":4,"speed":{"max":25,"land":25,"swim":20},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Deep Breath","Don Mask","Starry Presence"],"skill":["Acrobatics","Athletics","Intimidation","Iruxi Lore","Nature","Performance","Society","Survival"],"trait":["Humanoid","Lizardfolk","Medium"],"id":"creature-3661","text":" Iruxi Masked Mummer Iruxi masked mummers bring lizardfolk myths to life, donning elaborate costumes and bone masks to enact stories featuring their ancestors, the gods, legendary dragons and dinosaurs, and nature spirits of all kinds. The most talented mummers claim their ritual dances invite these spirits inside them, suffusing their bodies with starlight and lending them primal power uniquely tied to the luminaries their masks represent. This magic can be seen even by those without magical ability, as they can see glowing motes shaped like distant stars seeming to float under the skin of the mummer. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Iruxi Masked Mummer Source NPC Core pg. 205 Perception +18 Languages Common, Draconic, Iruxi, Thalassic Skills Acrobatics +17, Athletics +17, Intimidation +19, Iruxi Lore +20, Nature +18, Performance +20, Society +16, Survival +18 Str +2 Dex +4 Con +0 Int +1 Wis +3 Cha +4 Deep Breath A masked mummer can hold their breath for 20 minutes. Items ceremonial skull mask, +1 striking handwraps of mighty blows , mummer's costume, lesser maestro instrument (hand drum) --- AC 27 Fort +15 Ref +19 Will +18 HP 155 --- Speed 25 feet, swim 20 feet Melee Single Action tail +20 (Finesse, Sweep), Damage 2d6+8 bludgeoning Melee Single Action claws +20 (Agile, Finesse, versatile P), Damage 2d4+8 slashing Ranged Two Actions spectral roar +19 (Primal, range 30 feet, Sonic), Damage 3d10 sonic Don Mask Three Actions (Primal) Frequency once per 10 minutes; Effect The mummer dons a ceremonial skull mask, calling an ancestral spirit to come to their aid. The spirit answers with a spell the mummer can cast as a primal innate spell (5th rank, DC 27) as part of the Don Mask activity. The mummer also gains a primal boon that lasts for 1 minute. After the minute is over or the mask is removed, the spell and boon end if either is still active, and the mummer is fatigued. The most common legendary spirits the masks can invoke are: Fiery Akkarok (tyrannosaurus mask); Spell blazing bolt (3-action version); Boon The mummer's melee Strikes deal an additional 2d6 fire damage. Hazi Zephyr-Borne (griffon or iruxi mask); Spell wall of wind ; Boon The mummer gains a fly Speed of 20 feet. King of Storms (roc or horned dragon mask); Spell howling blizzard ; Boon The mummer gains the Reactive Strike reaction that can be used only with their tail. Nessek, the Wave Dancer (mosasaur mask); Spell slither ; Boon The mummer's claw Strikes deal an additional 2d4 persistent bleed damage. Zalok, Who was Called to Black Harbor (naga or spinosaurus mask); Spell hydraulic torrent ; Boon The mummer gains a +10-foot status bonus to their land Speed and swim Speed. Starry Presence Single Action (Aura, Illusion, Light, Mental, Primal) 30 feet. With a quick dance, the iruxi masked mummer surrounds themself with a starlight image resembling a figure from legend. The image lasts until the start of the mummer's next turn. An enemy that enters or starts its turn in the aura must succeed at a DC 25 Will save or become dazzled until the start of its next turn. ","skill_mod":{"society":16,"performance":20,"nature":18,"survival":18,"athletics":17,"intimidation":19,"acrobatics":17},"summary":"Iruxi masked mummers bring lizardfolk myths to life, donning elaborate costumes and bone masks to enact stories featuring their ancestors, the gods, …","primary_source":"NPC Core","trait_group":["Creature Type","Monster","Ancestry"],"ac":27,"item":["ceremonial skull mask","+1 striking handwraps of mighty blows","mummer's costume","lesser maestro instrument (hand drum)"],"level":9,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3661","intelligence":1,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":15,"size":["Medium"],"name":"Iruxi Masked Mummer","category":"creature","rarity":"common","strike_damage_average":[13,15,16],"slug":"creature-3661"},{"attack_bonus":[6,7,7,7],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":25,"language":["Common","Orcish"],"source":["NPC Core"],"type":"Creature","creature_family":"Orc","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":4,"weakness":{},"creature_ability":["Farming Specialist","Herbal Poison","Poison Detector"],"skill":["Athletics","Crafting","Farming Lore","Nature","Survival"],"trait":["Humanoid","Orc","Medium"],"id":"creature-3662","text":" Orc Agriculturalist In the severe lands orcs occupy, there are no lush fields blooming with crops. An orc farmer must be tough and just as adept at foraging as planting and harvesting. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Orc Agriculturalist Source NPC Core pg. 206 Perception +7; darkvision Languages Common, Orcish Skills Athletics +5, Crafting +3, Farming Lore +13, Nature +11, Survival +7 Str +2 Dex +1 Con +2 Int +0 Wis +4 Cha +0 Farming Specialist For encounters involving farming, harvesting, or identifying plants, the agriculturalist is a 5th-level challenge. Items Blowgun (20 darts), pitchfork (as longspear), poisonous herb (5), Sickle --- AC 14 Fort +9 Ref +6 Will +7 HP 25 --- Speed 25 feet Melee Single Action pitchfork +7 (Reach), Damage 1d8+2 piercing Melee Single Action sickle +7 (Agile, Trip), Damage 1d4+2 slashing Melee Single Action fist +7 (Agile, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action blowgun +6 (Agile, Nonlethal, range increment 20 feet, reload 1), Damage 1 piercing Herbal Poison Single Action (Manipulate, Poison) The agriculturalist quickly turns some of their supplies of poisonous herbs into an herbal poison, then applies it to a melee weapon or piece of ammunition in their possession. The next successful attack with a weapon poisoned this way deals an additional 1d6 poison damage. The applied poison fades after its damage is applied to an attack or 1 minute passes, whichever happens first. Poison Detector Two Actions The orc agriculturalist attempts a Farming Lore or Nature check to determine whether an object is poison or has been poisoned. The DC is the poison's DC (if any), or the standard DC of the poison's level. On a critical success, they also learn the number and types of poison involved. ","skill_mod":{"nature":11,"crafting":3,"survival":7,"athletics":5},"summary":"In the severe lands orcs occupy, there are no lush fields blooming with crops. An orc farmer must be tough and just as adept at foraging as planting …","primary_source":"NPC Core","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":14,"item":["Blowgun (20 darts)","pitchfork (as longspear )","poisonous herb (5)","Sickle"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3662","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Orc Agriculturalist","category":"creature","rarity":"common","strike_damage_average":[4,4,6],"slug":"creature-3662"},{"attack_bonus":[14,14,14],"constitution":0,"primary_source_category":"Rulebooks","strength":3,"hp":65,"language":["Common","Orcish"],"source":["NPC Core"],"type":"Creature","creature_family":"Orc","will_save":9,"charisma":1,"speed":{"max":25,"land":25},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Insistent Command","Play Chicken","Animal Tandem"],"skill":["Athletics","Diplomacy","Nature","Stealth","Survival"],"trait":["Humanoid","Orc","Medium"],"id":"creature-3663","text":" Orc Gamekeeper Gamekeepers live on the outskirts of the hold, usually remaining solitary and tending to animals they've captured. Every part of a trapped animal can be useful for making supplies or trading. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Orc Gamekeeper Source NPC Core pg. 206 Perception +13; darkvision Languages Common, Orcish Skills Athletics +13, Diplomacy +9, Nature +13, Stealth +12, Survival +11 Str +3 Dex +4 Con +0 Int +0 Wis +3 Cha +1 Insistent Command When the gamekeeper rolls a success to Command an Animal, they get a critical success instead; if they roll a critical failure, they get a failure instead. Items Bola (4), hampering snare (2), Net, Whip --- AC 20 Fort +10 Ref +12 Will +9 HP 65 Play Chicken Reaction Trigger An adjacent enemy misses the gamekeeper with a melee attack; Effect The gamekeeper attempts to capture the flailing assailant. They attempt an Athletics check to Grapple the attacker. --- Speed 25 feet Melee Single Action whip +14 (Disarm, Finesse, Nonlethal, Reach, Trip), Damage 1d4+9 slashing Melee Single Action fist +14 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+9 bludgeoning Ranged Single Action bola +14 (Nonlethal, Ranged Trip, thrown 20 feet), Damage 1d6+9 bludgeoning Animal Tandem Two Actions The orc gamekeeper makes a Strike against a creature adjacent to one of the gamekeeper's animal allies. If it hits, the animal ally deals one die of damage to the target, using the highest damage die among its unarmed attacks. ","skill_mod":{"diplomacy":9,"nature":13,"survival":11,"stealth":12,"athletics":13},"summary":"Gamekeepers live on the outskirts of the hold, usually remaining solitary and tending to animals they've captured. Every part of a trapped animal can …","image":["/Images/Monsters/Orc_Gamekeeper.webp"],"primary_source":"NPC Core","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":20,"item":["Bola (4)","hampering snare (2)","Net","Whip"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3663","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Orc Gamekeeper","category":"creature","rarity":"common","strike_damage_average":[11,11,12],"slug":"creature-3663"},{"attack_bonus":[14,14,14],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":70,"language":["Common","Orcish"],"source":["NPC Core"],"type":"Creature","creature_family":"Orc","spell_attack_bonus":[14],"will_save":13,"charisma":3,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Spotlight Ready","Final Tale","a"],"skill":["Diplomacy","Occultism","Orc Lore","Performance","Society"],"trait":["Dromaar","Human","Humanoid","Orc","Medium","Half-Orc"],"id":"creature-3664","text":" Dromaar Lorekeeper Lorekeepers are meticulous keepers of the colorful and often misunderstood history of orcs and dromaar. They're jovial wanderers, telling their stories to anyone who will listen. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Dromaar Lorekeeper Source NPC Core pg. 207 Perception +10; low-light vision Languages Common, Orcish Skills Diplomacy +12, Occultism +11, Orc Lore +15, Performance +12, Society +13 Str +1 Dex +3 Con +0 Int +2 Wis +2 Cha +3 Spotlight Ready When performing for crowds of 10 or more, the dromaar lorekeeper gains a +2 circumstance bonus to their Performance checks. Items Dagger, lute --- AC 21 Fort +9 Ref +12 Will +13 HP 70 Final Tale (auditory, mental, occult) When the lorekeeper dies, they utter a brief but poignant final story that shakes those nearby to their core. Each creature in a 10-foot emanation must succeed at a DC 20 Will save or be paralyzed for 1 round. --- Speed 25 feet Melee Single Action dagger +14 (Agile, Finesse, versatile S), Damage 1d4+4 piercing plus 1d10 sonic Melee Single Action fist +14 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 piercing plus 1d10 sonic Ranged Single Action dagger +14 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing plus 1d10 sonic Occult Spontaneous Spells DC 22, attack +14 - Cantrips (3rd) Daze, Figment, Message, Summon Instrument, Telekinetic Projectile - 1st Bless, Phantasmal Minion, Ventriloquism (3 slots) - 2nd Laughing Fit, Noise Blast, Translate (3 slots) - 3rd Enthrall, Heroism (2 slots) a ","tradition":["Occult"],"skill_mod":{"society":13,"diplomacy":12,"performance":12,"occultism":11},"summary":"Lorekeepers are meticulous keepers of the colorful and often misunderstood history of orcs and dromaar. They're jovial wanderers, telling their …","primary_source":"NPC Core","spell":["Enthrall","Heroism","Laughing Fit","Noise Blast","Translate","Bless","Phantasmal Minion","Ventriloquism","Daze","Figment","Message","Summon Instrument","Telekinetic Projectile"],"trait_group":["Ancestry","Half-Orc","Half-Elf","Creature Type","Monster","Weapon"],"ac":21,"item":["Dagger","lute"],"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3664","intelligence":2,"reflex_save":12,"strongest_save":["will"],"dexterity":3,"vision":"Low-light vision","fortitude_save":9,"size":["Medium"],"name":"Dromaar Lorekeeper","category":"creature","rarity":"common","strike_damage_average":[12,12,12],"slug":"creature-3664"},{"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":120,"language":["Common","Orcish"],"source":["NPC Core"],"type":"Creature","creature_family":"Orc","will_save":13,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{"area":8},"creature_ability":["Troop Defenses","Chant of Dominance","Crush Skulls","Sacred Salvo"],"skill":["Athletics","Intimidation","Stealth","Survival"],"trait":["Humanoid","Orc","Troop","Gargantuan"],"id":"creature-3665","text":" Orc Skullcrushers Orc warriors search for more effective weapons and tactics—most physical, but some magical. As they fought back against the undead on their borders, they formed bands of skullcrushers to crush hordes of skeletons. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Orc Skullcrushers Source NPC Core pg. 207 Perception +15; darkvision Languages Common, Orcish Skills Athletics +17, Intimidation +15, Stealth +16, Survival +13 Str +4 Dex +3 Con +4 Int +0 Wis +2 Cha +0 --- AC 24 Fort +17 Ref +16 Will +13 HP 120 (4 segments) Resistances void 8 Weaknesses area damage 8, splash damage 8 Troop Defenses --- Speed 25 feet; troop movement Chant of Dominance Single Action (Divine, Holy, Spirit) Effect Orc war drummers lead the other skullcrushers in a holy chant extolling their superiority in battle. Any creature damaged by the skullcrushers this turn also takes 1d6 persistent spirit damage. Crush Skulls Single Action to Three Actions Frequency once per round; Effect The skullcrushers smash their mauls and clubs against each enemy in a 5-foot emanation, with a DC 22 basic Reflex save. The damage depends on the number of actions. Single Action 1d12 bludgeoning damage Two Actions 1d12+8 bludgeoning damage Three Actions 2d12+8 bludgeoning damage Sacred Salvo Two Actions (Divine, Vitality) The skullcrushers fling a fusillade of sling bullets enchanted with life energy intended to destroy undead. This barrage is a 10-foot burst within 50 feet that deals 3d6 bludgeoning damage plus 1d6 vitality damage to undead, with a DC 22 basic Reflex save. When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. ","skill_mod":{"survival":13,"stealth":16,"athletics":17,"intimidation":15},"summary":"Orc warriors search for more effective weapons and tactics—most physical, but some magical. As they fought back against the undead on their borders, …","image":["/Images/Monsters/Orc_Skullcrushers.webp"],"primary_source":"NPC Core","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":24,"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"void":8},"url":"/NPCs.aspx?ID=3665","intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"size":["Gargantuan"],"name":"Orc Skullcrushers","category":"creature","rarity":"common","slug":"creature-3665"},{"attack_bonus":[23,24,24],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":175,"language":["Common","Orcish"],"source":["NPC Core"],"type":"Creature","creature_family":"Orc","will_save":18,"charisma":1,"speed":{"max":30,"land":30},"perception":20,"wisdom":2,"weakness":{},"creature_ability":["Fly Through Battle","Reactive Pursuit","Reactive Strike","Staff Swipe","Reshape the Battle"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Warfare Lore","Stealth"],"trait":["Humanoid","Orc","Medium"],"id":"creature-3666","text":" Orc Veteran Master While the sword and shield are reliable and proven in battle, the veteran master is the weapon. They have been hardened by decades of fighting, but they still manage to find peace within themselves to gain a physical advantage. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Orc Veteran Master Source NPC Core pg. 208 Perception +20; darkvision Languages Common, Orcish Skills Acrobatics +20, Athletics +23, Diplomacy +15, Intimidation +20, Warfare Lore +18, Stealth +20 Str +5 Dex +4 Con +3 Int +0 Wis +2 Cha +1 Items +1 striking bo staff , +1 breastplate , +1 striking composite longbow (20 arrows) --- AC 30 Fort +19 Ref +20 Will +18 HP 175 Fly Through Battle The veteran master gains an additional reaction each round that can be used only to make a Reactive Pursuit. Reactive Pursuit Reaction Trigger An enemy within reach attempts to move away; Effect The veteran master Strides up to their Speed, following the enemy and keeping it in reach throughout its movement until it stops moving or the master has moved their full Speed. Reactive Strike Reaction --- Speed 30 feet Melee Single Action bo staff +24 (Magical, Parry, Reach, Trip), Damage 2d8+13 bludgeoning Melee Single Action fist +24 (Agile, Nonlethal, Unarmed), Damage 2d4+13 bludgeoning Ranged Single Action composite longbow +23 (deadly d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+10 piercing Staff Swipe Two Actions The veteran master extends their reach to smash multiple creatures with their bo. They attempt a bo staff Strike against each enemy in a 15-foot cone. This counts as two attacks toward their multiple attack penalty, but the penalty doesn't increase until after all the attacks. Reshape the Battle Single Action The veteran master attempts a bo staff Strike. If it hits a creature of the master's size or smaller, the master can automatically Reposition it to any space within the bo staff's reach. ","skill_mod":{"diplomacy":15,"stealth":20,"athletics":23,"intimidation":20,"acrobatics":20},"summary":"While the sword and shield are reliable and proven in battle, the veteran master is the weapon. They have been hardened by decades of fighting, but …","image":["/Images/Monsters/Orc_Veteran_Master.webp"],"primary_source":"NPC Core","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":30,"item":["+1 striking bo staff","+1 breastplate","+1 striking composite longbow (20 arrows)"],"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3666","intelligence":0,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Orc Veteran Master","category":"creature","rarity":"common","strike_damage_average":[18,19,22],"slug":"creature-3666"},{"attack_bonus":[8,8,8],"constitution":0,"primary_source_category":"Rulebooks","strength":3,"hp":20,"language":["Common","Sakvroth","Ysoki"],"source":["NPC Core"],"type":"Creature","creature_family":"Ratfolk","will_save":5,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Running Reload","Swarming","Tunnel Fighter","Tunnel Travel"],"skill":["Acrobatics","Athletics","Nature","Stealth","Survival","Thievery"],"trait":["Humanoid","Ratfolk","Small"],"id":"creature-3667","text":" Tunnel Viper There is no better way for a ysoki to distinguish themself than to defend the warren, with many proving themselves by venturing out and challenging monsters they come across. Those who return triumphant from such tests find themselves among the ranks of ysoki warriors, able to wear their accomplishments as a badge of pride. They often venture out again once established and experienced to attain more notoriety as warriors. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Tunnel Viper Source NPC Core pg. 210 Perception +7; darkvision Languages Common, Sakvroth, Ysoki Skills Acrobatics +6, Athletics +6, Nature +5, Stealth +8, Survival +5, Thievery +6 Str +3 Dex +3 Con +0 Int +1 Wis +2 Cha +0 Items Arbalest (20 bolts), Caltrops (3), Ranseur, Scale Mail --- AC 16 Fort +5 Ref +9 Will +5 HP 20 --- Speed 25 feet; swarming, tunnel travel Melee Single Action ranseur +8 (Disarm, reach 10 feet), Damage 1d10+3 piercing Melee Single Action jaws +8 (Agile), Damage 1d4+3 piercing Ranged Single Action arbalest +8 (Backstabber, range increment 110 feet, reload 1), Damage 1d10 piercing Running Reload Single Action The tunnel viper Strides, Steps, or Sneaks, then Interacts to reload. Swarming A tunnel viper can end their movement in the same square as an ally that also has this ability. Only two such creatures can share the same space. Tunnel Fighter The tunnel viper deals an additional 1d6 precision damage to creatures that are Squeeze or in difficult terrain due to narrow spaces. Tunnel Travel Narrow spaces aren't difficult terrain for the tunnel viper, and the viper can Squeeze at 5 feet per round (or 10 feet on a critical success). ","skill_mod":{"nature":5,"thievery":6,"survival":5,"stealth":8,"athletics":6,"acrobatics":6},"summary":"There is no better way for a ysoki to distinguish themself than to defend the warren, with many proving themselves by venturing out and challenging …","primary_source":"NPC Core","trait_group":["Creature Type","Monster","Ancestry"],"ac":16,"item":["Arbalest (20 bolts)","Caltrops (3)","Ranseur","Scale Mail"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3667","intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Small"],"name":"Tunnel Viper","category":"creature","rarity":"common","strike_damage_average":[5,5,8],"slug":"creature-3667"},{"attack_bonus":[10,10,11,11],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Common","Ysoki"],"source":["NPC Core"],"type":"Creature","creature_family":"Ratfolk","will_save":11,"charisma":4,"speed":{"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Voice of the Swarm","Advise Swarm","Chittering Terror","Swarming"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Legal Lore","Performance","Society","Survival"],"trait":["Humanoid","Ratfolk","Small"],"id":"creature-3668","text":" Swarm Voice The swarm voice is the secular leader of a ysoki warren or one family in a larger warren. If there is a dispute, the swarm voice resolves it. If there is a negotiation, they orchestrate it. If war is about to break out, they declare it. The swarm voice is the welcoming hand and the iron fist of their colony. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Swarm Voice Source NPC Core pg. 210 Perception +9; (18 to Sense Motive) low-light vision Languages Common, Ysoki Skills Acrobatics +8, Athletics +9, Diplomacy +17, Intimidation +15, Legal Lore +16, Performance +15, Society +16, Survival +10 Str +2 Dex +1 Con +0 Int +3 Wis +3 Cha +4 Voice of the Swarm For encounters involving negotiation or diplomacy, the swarm voice is a 7th-level challenge. Items lesser acid flask (4), Crossbow (20 bolts), Longspear --- AC 18 Fort +7 Ref +8 Will +11 HP 45 --- Speed 25 feet; swarming Melee Single Action longspear +11 (Reach), Damage 1d8+5 piercing Melee Single Action jaws +11 (Agile), Damage 1d4+5 piercing Ranged Single Action alchemical bomb +10 (range increment 20 feet, Splash), Damage 1d6 persistent acid plus 1 acid splash damage Ranged Single Action crossbow +10 (range increment 120 feet, reload 1), Damage 1d8+3 piercing Advise Swarm Two Actions (Auditory, Linguistic, Mental) The swarm voice issues orders to move. Each ratfolk from the same warren in a 15-foot emanation can spend a reaction to Step, Stride, or Take Cover. Chittering Terror Two Actions (Auditory, Emotion, Fear, Mental) The swarm voice chitters, creating a terrifying din, and encourages their allies to join in. Each enemy within 30 feet must succeed at a DC 19 Will save or be frightened 1 (or frightened 2 on a critical failure). An enemy takes a –2 circumstance penalty to its save if it's adjacent to one or more ratfolk allied with the swarm voice. Regardless of the result of a creature's save, it's then temporarily immune for 1 hour. Swarming A ysoki can end their movement in the same square as an ally that also has this ability. Only two such creatures can share the same space. ","skill_mod":{"society":16,"diplomacy":17,"performance":15,"survival":10,"athletics":9,"intimidation":15,"acrobatics":8},"summary":"The swarm voice is the secular leader of a ysoki warren or one family in a larger warren. If there is a dispute, the swarm voice resolves it. If …","image":["/Images/Monsters/Swarm_Voice.webp"],"primary_source":"NPC Core","trait_group":["Creature Type","Monster","Ancestry"],"ac":18,"item":["lesser acid flask (4)","Crossbow (20 bolts)","Longspear"],"level":3,"source_category":["Rulebooks"],"sense":"(18 to Sense Motive ) low-light vision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3668","intelligence":3,"reflex_save":8,"strongest_save":["will"],"dexterity":1,"vision":"Low-light vision","fortitude_save":7,"size":["Small"],"name":"Swarm Voice","category":"creature","rarity":"common","strike_damage_average":[3,7,7,9],"slug":"creature-3668"},{"attack_bonus":[15,16,16],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":80,"language":["Common","Requian","Sakvroth","Ysoki"],"source":["NPC Core"],"type":"Creature","creature_family":"Ratfolk","spell_attack_bonus":[16],"will_save":15,"charisma":4,"speed":{"max":25,"land":25},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Rattling Bones","Swarming"],"skill":["Deception","Fortune-Telling Lore","Intimidation","Medicine","Occultism","Performance","Religion","Society"],"trait":["Humanoid","Ratfolk","Small"],"id":"creature-3669","text":" Bone Mother The bone mother—a warren's oracle—cuts an imposing figure. Bone mothers can be any gender despite the name, wearing the skull of a giant rat and covering their clothing in dangling bones. When a member of the warren dies, they gift a bone (usually a finger bone) to the oracle, who exists as both a physical repository of those who came before and a living history of their warren. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Bone Mother Source NPC Core pg. 211 Perception +13; low-light vision Languages Common, Requian, Sakvroth, Ysoki Skills Deception +14, Fortune-Telling Lore +16, Intimidation +14, Medicine +13, Occultism +16, Performance +14, Religion +13, Society +12 Str +0 Dex +3 Con +0 Int +2 Wis +3 Cha +4 Items bones for fortune telling, +1 dagger --- AC 23 Fort +12 Ref +13 Will +15 HP 80 Rattling Bones Reaction (occult, spirit) Trigger The bone mother or another ratfolk in their square takes damage from a melee Strike; Effect Spirits from the bones emerge to deal 2d6 spirit damage to the attacker with a DC 24 basic Will save. --- Speed 25 feet; swarming Melee Single Action dagger +16 (Agile, Finesse, versatile S), Damage 1d4+6 piercing plus 1d10 spirit Melee Single Action jaws +15 (Agile, Finesse), Damage 1d4+6 piercing plus 1d10 spirit Ranged Single Action dagger +16 (Agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing plus 1d10 spirit Occult Spontaneous Spells DC 24, attack +16 - Cantrips (3rd) Daze, Detect Magic, Guidance, Light, Telekinetic Projectile - 1st Bless, Command, Mindlink, Sanctuary (4 slots) - 2nd Augury, Cleanse Affliction, Dispel Magic, Translate (4 slots) - 3rd Enthrall, Haste, Paralyze, Ring of Truth (4 slots) Swarming A ysoki can end their movement in the same square as an ally that also has this ability. Only two such creatures can share the same space. ","tradition":["Occult"],"skill_mod":{"society":12,"performance":14,"deception":14,"medicine":13,"intimidation":14,"occultism":16,"religion":13},"summary":"The bone mother—a warren's oracle—cuts an imposing figure. Bone mothers can be any gender despite the name, wearing the skull of a giant rat and …","image":["/Images/Monsters/Bone_Mother.webp"],"primary_source":"NPC Core","spell":["Enthrall","Haste","Paralyze","Ring of Truth","Augury","Cleanse Affliction","Dispel Magic","Translate","Bless","Command","Mindlink","Sanctuary","Daze","Detect Magic","Guidance","Light","Telekinetic Projectile"],"trait_group":["Creature Type","Monster","Ancestry"],"ac":23,"item":["bones for fortune telling","+1 dagger"],"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3669","intelligence":2,"reflex_save":13,"strongest_save":["will"],"dexterity":3,"vision":"Low-light vision","fortitude_save":12,"size":["Small"],"name":"Bone Mother","category":"creature","rarity":"common","strike_damage_average":[14,14,14],"slug":"creature-3669"},{"attack_bonus":[10,10,10],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":46,"language":["Common","Tengu","plus three others"],"source":["NPC Core"],"type":"Creature","creature_family":"Tengu","will_save":9,"charisma":4,"speed":{"max":25,"land":25},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Social Specialist","Gamer's Guidance","Distracting Trick"],"skill":["Deception","Diplomacy","Games Lore","Society","Thievery"],"trait":["Humanoid","Tengu","Medium"],"id":"creature-3670","text":" Gambling Companion A reputation for protecting against bad luck, combined with skill and knowledge, establish these tengu as ideal gambling companions. Their role includes providing local knowledge of establishments as well as the various games available. Refined skills of observation and an ability to read other players increases the value of their services. The example provided is for a companion who frequents the finer establishments. For some areas, a patron would look for a companion with greater fighting skills to also fill the role of bodyguard. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Gambling Companion Source NPC Core pg. 212 Perception +12; (14 to Sense Motive) low-light vision Languages Common, Tengu; plus three others Skills Deception +11, Diplomacy +11, Games Lore +16, Society +9, Thievery +9 Str +0 Dex +3 Con +0 Int +2 Wis +1 Cha +4 Social Specialist For social encounters involving gaming or gambling, the gambling companion is a 5th-level challenge. Items cards, Dagger (3), dice --- AC 18 Fort +6 Ref +12 Will +9 HP 46 Gamer's Guidance (fortune) When the gambling companion successfully Aids a skill check related to games or gambling, the ally rolls twice and takes the higher result instead of gaining the usual bonus. --- Speed 25 feet Melee Single Action beak +10 (Finesse), Damage 1d6+2 piercing Melee Single Action dagger +10 (Agile, Finesse, versatile S), Damage 1d4+2 piercing Ranged Single Action dagger +10 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Distracting Trick Two Actions Requirements The gambling companion is wielding cards or dice; Effect The gambling companion performs a quick trick with the cards or dice to Feint, then makes a beak Strike against the same target. If the Feint succeeds, the Strike deals an additional 1d6 precision damage. ","skill_mod":{"society":9,"diplomacy":11,"deception":11,"thievery":9},"summary":"A reputation for protecting against bad luck, combined with skill and knowledge, establish these tengu as ideal gambling companions. Their role …","image":["/Images/Monsters/Gambling_Companion.webp"],"primary_source":"NPC Core","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"ac":18,"item":["cards","Dagger (3)","dice"],"level":3,"source_category":["Rulebooks"],"sense":"(14 to Sense Motive ) low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3670","intelligence":2,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Gambling Companion","category":"creature","rarity":"common","strike_damage_average":[4,4,5],"slug":"creature-3670"},{"attack_bonus":[13,13],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":65,"language":["Common","Tengu","plus two others"],"source":["NPC Core"],"type":"Creature","creature_family":"Tengu","will_save":11,"charisma":2,"speed":{"max":25,"land":25},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Eat Fortune","Jinxed Call","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Occultism","Sailing Lore"],"trait":["Humanoid","Tengu","Medium"],"id":"creature-3671","text":" Jinx Eater Whether kidnapped, conscripted, or having entered voluntary service, a tengu in the role of jinx eater on a ship's crew is tasked with keeping the crew free of misfortune. Those with the necessary skill to do so often achieve a respected and privileged position on board. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Jinx Eater Source NPC Core pg. 212 Perception +12; low-light vision Languages Common, Tengu; plus two others Skills Acrobatics +13, Athletics +9, Deception +12, Intimidation +12, Occultism +10, Sailing Lore +12 Str +2 Dex +4 Con +1 Int +1 Wis +1 Cha +2 Items bottle, Leather Armor, Tengu Gale Blade --- AC 21 Fort +8 Ref +14 Will +11 HP 65 Eat Fortune Reaction (concentrate, divine) Frequency once per day; Trigger A creature within 60 feet uses a fortune or misfortune effect; Effect The tengu negates the attempt to manipulate fate and fortune. Eat Fortune gains the opposing trait, and the triggering effect is disrupted. --- Speed 25 feet Melee Single Action tengu gale blade +13 (Agile, Disarm, Finesse), Damage 1d6+4 slashing Melee Single Action beak +13 (Finesse), Damage 1d6+4 piercing Jinxed Call Two Actions (Auditory, Occult) The jinx eater gives an eerie croak. Each non-tengu in a 30-foot emanation must succeed at a DC 21 Will save or be clumsy 1 for 1 round (or 1 minute on a critical failure). Regardless of the results, each creature is then temporarily immune to Jinxed Call for 1 minute. Sneak Attack The jinx eater deals 1d6 extra precision damage to off-guard creatures. ","skill_mod":{"deception":12,"athletics":9,"intimidation":12,"occultism":10,"acrobatics":13},"summary":"Whether kidnapped, conscripted, or having entered voluntary service, a tengu in the role of jinx eater on a ship's crew is tasked with keeping the …","primary_source":"NPC Core","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"ac":21,"item":["bottle","Leather Armor","Tengu Gale Blade"],"level":4,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3671","intelligence":1,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"Jinx Eater","category":"creature","rarity":"common","strike_damage_average":[7,7],"slug":"creature-3671"},{"attack_bonus":[15,15,17],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":100,"language":["Common","Tengu","plus two others"],"source":["NPC Core"],"type":"Creature","creature_family":"Tengu","will_save":11,"charisma":1,"speed":{"max":25,"land":25},"perception":14,"wisdom":1,"weakness":{},"creature_ability":["Reactive Strike","Feinting Failure","Swirling Blade"],"skill":["Acrobatics","Athletics","Crafting","Deception","Intimidation","Tengu Lore"],"trait":["Humanoid","Tengu","Medium"],"id":"creature-3672","text":" Tengu Bladesmith With the tengu diaspora spreading across much of Golarion, their knowledge and tradition of blade crafting has been passed through the generations to those who show interest and aptitude. Many tengu bladesmiths have experience as warriors; others learn their sword craft to improve their knowledge and understanding of the weapons they produce. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Tengu Bladesmith Source NPC Core pg. 213 Perception +14; low-light vision Languages Common, Tengu; plus two others Skills Acrobatics +14, Athletics +16, Crafting +16, Deception +14, Intimidation +16, Tengu Lore +14 Str +4 Dex +3 Con +2 Int +1 Wis +1 Cha +1 Items cold iron wakizashi, +1 katana --- AC 24 Fort +15 Ref +16 Will +11 HP 100 Reactive Strike Reaction --- Speed 25 feet Melee Single Action katana +17 (deadly d8, Magical, two-hand d10, versatile P), Damage 1d6+7 slashing plus 1d4 persistent bleed Melee Single Action cold iron wakizashi +15 (Agile, deadly d8, versatile P), Damage 1d4+7 slashing Melee Single Action beak +15, Damage 1d6+7 piercing Feinting Failure Single Action Frequency once per round; Requirements The tengu bladesmith's previous action this turn was a Strike that failed or critically failed; Effect The tengu bladesmith Strikes the same target, who is off-guard against this attack. On a hit, the bladesmith deals 1d6 additional precision damage. Swirling Blade Single Action The tengu bladesmith Interacts to draw a weapon in the sword group, then attempts to Disarm a weapon held by a foe within reach. The weapon the tengu bladesmith draws gains the disarm trait for this attempt. ","skill_mod":{"deception":14,"crafting":16,"athletics":16,"intimidation":16,"acrobatics":14},"summary":"With the tengu diaspora spreading across much of Golarion, their knowledge and tradition of blade crafting has been passed through the generations to …","primary_source":"NPC Core","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"ac":24,"item":["cold iron wakizashi","+1 katana"],"level":6,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3672","intelligence":1,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":15,"size":["Medium"],"name":"Tengu Bladesmith","category":"creature","rarity":"common","strike_damage_average":[9,10,13],"slug":"creature-3672"},{"legacy_name":["Grippli Scout"],"attack_bonus":[9,9,9,9],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Common","Tripkee"],"source":["NPC Core","Monster Core 2"],"type":"Creature","creature_family":"Tripkee","will_save":6,"charisma":-1,"speed":{"climb":20,"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Hurl Net","Forest Passage"],"skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"legacy_id":["creature-693"],"trait":["Humanoid","Tripkee","Small"],"id":"creature-3673","text":" Tripkee Scout Tripkee scouts are the first line of defense for their hidden treetop villages. They are often scattered throughout the forests in small groups to keep an eye out for anything new or dangerous that could pose a threat. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Tripkee Scout Source NPC Core pg. 214, Monster Core 2 pg. 327 Perception +8; darkvision Languages Common, Tripkee Skills Acrobatics +7, Athletics +4, Nature +6, Stealth +7, Survival +6 Str +1 Dex +4 Con +2 Int +0 Wis +3 Cha -1 Items Dart (5), Hand Adze, Leather Armor, Net --- AC 17 Fort +7 Ref +9 Will +6 HP 20 --- Speed 25 feet, climb 20 feet; forest passage Melee Single Action hand adze +9 (Agile, Finesse, Sweep), Damage 1d4+1 slashing Melee Single Action fist +9 (Agile, Finesse, Nonlethal), Damage 1d4+1 bludgeoning Ranged Single Action dart +9 (Agile, thrown 20 feet), Damage 1d4+1 piercing Ranged Single Action hand adze +9 (Agile, Sweep, thrown 10 feet), Damage 1d4+1 slashing Hurl Net Single Action Requirements The scout is wielding a net in two hands; Effect The scout makes a ranged Strike (with a +9 modifier) against a Medium or smaller creature within 20 feet. On a hit, the target is off-guard and takes a –10-foot circumstance penalty to its Speeds. On a critical hit, the creature is restrained instead. The DC to Escape the net is 16. A creature adjacent to the target can Interact with the net to remove it. Forest Passage The scout ignores difficult terrain caused by plants, such as bushes, vines, and undergrowth. ","skill_mod":{"nature":6,"survival":6,"stealth":7,"athletics":4,"acrobatics":7},"summary":"Tripkee scouts are the first line of defense for their hidden treetop villages. They are often scattered throughout the forests in small groups to …","image":["/Images/Monsters/Tripkee_Scout.webp"],"primary_source":"NPC Core","trait_group":["Creature Type","Ancestry"],"ac":17,"item":["Dart (5)","Hand Adze","Leather Armor","Net"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3673","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Tripkee Scout","category":"creature","rarity":"common","strike_damage_average":[3,3,3,3],"slug":"creature-3673"},{"attack_bonus":[10,10,10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":30,"language":["Common","Tripkee"],"source":["NPC Core"],"type":"Creature","creature_family":"Tripkee","will_save":8,"charisma":0,"speed":{"climb":20,"max":25,"land":25},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Camouflage Specialist","Natural Disguise","Forest Passage"],"skill":["Acrobatics","Athletics","Crafting","Nature","Stealth","Survival"],"trait":["Humanoid","Tripkee","Small"],"id":"creature-3674","text":" Tripkee Camoufleur Camoufleurs, masters of natural camouflage, not only disguise their village scouts and warriors before they embark, but also create and maintain the village-wide concealment needed to keep their community hidden and safe. Just as others rely on engineers to build walls, tripkees rely on camoufleurs to protect their homes. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Tripkee Camoufleur Source NPC Core pg. 214 Perception +10; low-light vision Languages Common, Tripkee Skills Acrobatics +8, Athletics +5, Crafting +7, Nature +7, Stealth +11, Survival +7 Str +1 Dex +4 Con +1 Int +1 Wis +3 Cha +0 Camouflage Specialist For encounters involving avoiding detection or hiding an object or creature, the camoufleur is a 5th-level challenge. Natural Disguise The camoufleur can use their disguise kit to disguise a creature or object as natural flora. A creature gains a +2 item bonus to Stealth checks while in a natural environment until its next daily preparations or until its disguise is ruined, whichever comes first. An object in a natural environment can be found only by actively searching (using the Search activity while exploring or the Seek action in an encounter) and uses the camoufleur's Stealth DC. Items darts (5), Disguise Kit, Hand Adze, Leather Armor --- AC 18 Fort +5 Ref +11 Will +8 HP 30 --- Speed 25 feet, climb 20 feet; forest passage Melee Single Action hand adze +10 (Agile, Finesse, Sweep), Damage 1d4+3 slashing Melee Single Action fist +10 (Agile, Finesse, Nonlethal), Damage 1d4+3 bludgeoning Ranged Single Action dart +10 (Agile, thrown 20 feet), Damage 1d4+3 piercing Ranged Single Action hand adze +10 (Agile, Sweep, thrown 10 feet), Damage 1d4+3 slashing Forest Passage The tripkee ignores difficult terrain caused by plants, such as bushes, vines, and undergrowth. ","skill_mod":{"nature":7,"crafting":7,"survival":7,"stealth":11,"athletics":5,"acrobatics":8},"summary":"Camoufleurs, masters of natural camouflage, not only disguise their village scouts and warriors before they embark, but also create and maintain the …","primary_source":"NPC Core","trait_group":["Creature Type","Ancestry"],"ac":18,"item":["darts (5)","Disguise Kit","Hand Adze","Leather Armor"],"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3674","intelligence":1,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Tripkee Camoufleur","category":"creature","rarity":"common","strike_damage_average":[5,5,5,5],"slug":"creature-3674"},{"attack_bonus":[14,16,17],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":125,"language":["Chthonian","Common","Diabolic","Tripkee"],"source":["NPC Core"],"type":"Creature","creature_family":"Tripkee","will_save":18,"charisma":1,"speed":{"climb":20,"max":25,"land":25},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Bounce Cruuk","Harness Wickedness","Hunter of Virtue","Forest Passage"],"skill":["Acrobatics","Athletics","Nature","Religion","Stealth","Survival"],"trait":["Humanoid","Tripkee","Small"],"id":"creature-3675","text":" Tripkee Fiend Keeper Tripkees have a technique for dealing with unholy threats that has been passed down through the generations. A fiend keeper can absorb unholy spirits into their body before those entities can cause trouble for their kin. Though they can tap into this power when necessary, tripkee fiend keepers try to cleanse themselves of its evil influence by undertaking good deeds. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Tripkee Fiend Keeper Source NPC Core pg. 215 Perception +18; low-light vision Languages Chthonian, Common, Diabolic, Tripkee Skills Acrobatics +17, Athletics +13, Nature +16, Religion +16, Stealth +17, Survival +16 Str +2 Dex +3 Con +2 Int +1 Wis +4 Cha +1 Items +1 cruuk , Leather Armor --- AC 25 Fort +12 Ref +15 Will +18 HP 125 --- Speed 25 feet, climb 20 feet; forest passage Melee Single Action cruuk +14 (Magical, Shove), Damage 1d6+5 bludgeoning Melee Single Action fist +16 (Agile, Finesse, Nonlethal), Damage 1d4+5 bludgeoning Ranged Single Action cruuk +17 (Magical, thrown 30 feet), Damage 1d6+5 bludgeoning Bounce Cruuk Two Actions The tripkee fiend keeper makes a ranged Strike with their cruuk against a target within 30 feet. Once the Strike is complete, the cruuk ricochets back into the tripkee fiend keeper's hand. If their hands are full when the cruuk returns, it falls to the ground in their space. Harness Wickedness Single Action (Concentrate, Divine, Unholy) Requirements The tripkee fiend keeper isn't stupefied; Effect The tripkee fiend keeper allows a portion of the fiendish power they have absorbed to flow through their body. For the next minute, the tripkee fiend keeper's Strikes deal an additional die of damage and gain the unholy trait. The tripkee fiend keeper also gains 10 temporary Hit Points, a +5- foot status bonus to Speed for the duration, and weakness 5 to holy. At the end of the duration, the tripkee fiend keeper is stupefied 1 for 1 hour. Hunter of Virtue Whenever the tripkee fiend keeper critically hits an unholy creature, they reduce the value of their stupefied condition by 1. Forest Passage The tripkee ignores difficult terrain caused by plants, such as bushes, vines, and undergrowth. ","skill_mod":{"nature":16,"survival":16,"stealth":17,"athletics":13,"acrobatics":17,"religion":16},"summary":"Tripkees have a technique for dealing with unholy threats that has been passed down through the generations. A fiend keeper can absorb unholy spirits …","primary_source":"NPC Core","trait_group":["Creature Type","Ancestry"],"ac":25,"item":["+1 cruuk","Leather Armor"],"level":7,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3675","intelligence":1,"reflex_save":15,"strongest_save":["will"],"dexterity":3,"vision":"Low-light vision","fortitude_save":12,"size":["Small"],"name":"Tripkee Fiend Keeper","category":"creature","rarity":"common","strike_damage_average":[7,8,8],"slug":"creature-3675"},{"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":50,"source":["NPC Core"],"type":"Creature","will_save":10,"charisma":0,"speed":{"fly":30,"max":30,"land":15},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Wing Thrash"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"trait":["Animal","Medium"],"id":"creature-3676","text":" Trained Bat Trained to work in tandem with a master, this giant bat is an expert at tracking with its echolocation and harrying foes with the buffets of its mighty wings. Such a creature is typically encountered with the pack leader. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Trained Bat Source NPC Core pg. 218 Perception +10; echolocation (precise) 20 feet, low-light vision Languages Skills Acrobatics +10, Athletics +9, Intimidation +6, Stealth +12, Survival +8 Str +3 Dex +4 Con +3 Int -4 Wis +2 Cha +0 Items light barding --- AC 21 Fort +11 Ref +12 Will +10 HP 50 --- Speed 15 feet, fly 30 feet Melee Single Action jaws +14 (Finesse), Damage 2d6+6 piercing Melee Single Action wing +14 (Agile, Finesse), Damage 2d4+6 slashing Wing Thrash Two Actions The trained bat thrashes wildly with its wings, making wing Strikes against up to three adjacent foes. Each attack counts toward the bat's multiple attack penalty, but the penalty increases only after all the attacks have been made. ","skill_mod":{"survival":8,"stealth":12,"athletics":9,"intimidation":6,"acrobatics":10},"summary":"Trained to work in tandem with a master, this giant bat is an expert at tracking with its echolocation and harrying foes with the buffets of its …","image":["/Images/Monsters/Trained_Bat.webp"],"primary_source":"NPC Core","trait_group":["Creature Type"],"ac":21,"item":["light barding"],"level":4,"source_category":["Rulebooks"],"sense":"echolocation ( precise ) 20 feet, low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3676","intelligence":-4,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":11,"size":["Medium"],"name":"Trained Bat","category":"creature","rarity":"common","strike_damage_average":[11,13],"slug":"creature-3676"},{"attack_bonus":[13],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":90,"source":["NPC Core"],"type":"Creature","will_save":10,"charisma":-2,"speed":{"max":40,"land":40},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Buck","Gallop","Into the Fray"],"skill":["Acrobatics","Athletics","Intimidation"],"trait":["Animal","Large"],"id":"creature-3677","text":" Veteran War Horse A veteran war horse has not only been extensively trained but has also experienced battle several times. They have grown used to the chaos of war and fearlessly strides forward, striking fear into their enemies. A veteran war horse could accompany a champion, champion of Rovagug, captain of the guard, deific champion, equestrian constable, or orc gamekeeper. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Veteran War Horse Source NPC Core pg. 218 Perception +10; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +12, Athletics +15, Intimidation +12 Str +6 Dex +3 Con +4 Int -4 Wis +2 Cha -2 --- AC 21 Fort +12 Ref +11 Will +10 HP 90 Buck Reaction DC 21 --- Speed 40 feet Melee Single Action hoof +13, Damage 2d6+6 bludgeoning Gallop Two Actions The veteran war horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides. Into the Fray Single Action The veteran war horse Strides then Demoralizes an adjacent Medium or smaller creature. When it does, Demoralize loses the auditory trait and gains the visual trait, and it doesn't take a penalty for the veteran war horse not speaking a language. ","skill_mod":{"athletics":15,"intimidation":12,"acrobatics":12},"summary":"A veteran war horse has not only been extensively trained but has also experienced battle several times. They have grown used to the chaos of war and …","primary_source":"NPC Core","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3677","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":12,"size":["Large"],"name":"Veteran War Horse","category":"creature","rarity":"common","strike_damage_average":[13],"slug":"creature-3677"},{"attack_bonus":[16],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":115,"source":["NPC Core"],"type":"Creature","will_save":12,"charisma":0,"speed":{"max":35,"land":35},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Drag","Humane Bite","Pack Attack"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"trait":["Animal","Medium"],"id":"creature-3678","text":" Experienced Hound An experienced hound has been on dozens of hunts. They are often raised from pups to catch the scents of certain animals and deliver their bodies unharmed when taken down by their owners. An experienced hound could accompany a hunter or other NPC who specializes in tracking down prey. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Experienced Hound Source NPC Core pg. 219 Perception +16; low-light vision, scent (imprecise) 60 feet Languages Skills Acrobatics +15, Athletics +17, Stealth +15, Survival +12 Str +5 Dex +5 Con +4 Int -4 Wis +2 Cha +0 --- AC 24 Fort +15 Ref +14 Will +12 HP 115 --- Speed 35 feet Melee Single Action jaws +16, Damage 2d6+9 piercing plus Knockdown Drag Single Action Requirements The experienced hound is adjacent to a prone creature; Effect The experienced hound attempts an Athletics check to Grapple the prone creature. The experienced hound can then Step away from the target; if the target is grabbed by the hound, it is moved into the hound's previous square and remains grabbed. Humane Bite The experienced hound doesn't take a penalty to make a nonlethal attack with its jaws. Pack Attack The hound's Strikes deal 2d6 extra damage to creatures within the reach of at least two of the hound's allies. ","skill_mod":{"survival":12,"stealth":15,"athletics":17,"acrobatics":15},"summary":"An experienced hound has been on dozens of hunts. They are often raised from pups to catch the scents of certain animals and deliver their bodies …","primary_source":"NPC Core","trait_group":["Creature Type"],"ac":24,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision , scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3678","intelligence":-4,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":15,"size":["Medium"],"name":"Experienced Hound","category":"creature","rarity":"common","strike_damage_average":[16],"slug":"creature-3678"},{"attack_bonus":[22,22],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":180,"language":["Fey"],"source":["NPC Core"],"type":"Creature","will_save":19,"charisma":2,"speed":{"max":25,"land":25},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Furious Charge","Primal Roar","Rend","Scent of Blood"],"skill":["Acrobatics","Athletics","Intimidation","Nature"],"trait":["Beast","Eidolon","Medium"],"id":"creature-3679","text":" Beast Eidolon This creature is intended to be used as the eidolon accompanying a Sarkorian god caller, but it can be used or adapted into any aggressive beast eidolon for a summoner. Recall Knowledge - Beast (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Beast Eidolon Source NPC Core pg. 219 Perception +21; darkvision, low-light vision, scent (imprecise) 30 feet Languages Fey Skills Acrobatics +16, Athletics +21, Intimidation +22, Nature +15 Str +5 Dex +2 Con +4 Int -1 Wis +3 Cha +2 --- AC 29 Fort +19 Ref +18 Will +19 HP 180 Resistances cold 10 --- Speed 25 feet Melee Single Action horn +22, Damage 2d8+11 piercing plus 1d6 persistent bleed plus Grab Melee Single Action hoof +22 (Agile), Damage 2d6+11 bludgeoning Furious Charge Two Actions The eidolon Strides twice and then makes a Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to the attack roll. Primal Roar Two Actions (Auditory) The eidolon attempts to Demoralize each enemy within 30 feet; these Demoralize attempts don't take any penalty for not sharing a language. Rend Single Action claw Scent of Blood Single Action Requirements A creature within the eidolon's scent range is taking bleed damage; Effect The eidolon flies into a frenzy, gaining 10 temporary HP for 1 minute and a +4 status bonus to damage rolls with its unarmed attacks, but becomes off-guard. It can't voluntarily end the frenzy or start another frenzy while in the frenzy. The frenzy lasts for 1 minute, after which the eidolon is fatigued for 1 minute. ","skill_mod":{"nature":15,"athletics":21,"intimidation":22,"acrobatics":16},"summary":"This creature is intended to be used as the eidolon accompanying a Sarkorian god caller , but it can be used or adapted into any aggressive beast …","primary_source":"NPC Core","trait_group":["Creature Type","Class-Specific"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":" darkvision , low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{"cold":10},"url":"/Monsters.aspx?ID=3679","intelligence":-1,"reflex_save":18,"strongest_save":["fort","fortitude","will"],"dexterity":2,"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Beast Eidolon","category":"creature","rarity":"common","strike_damage_average":[18,23],"slug":"creature-3679"},{"attack_bonus":[13,14,14],"constitution":0,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common","Petran","Sakvroth"],"source":["NPC Core"],"type":"Creature","creature_family":"Kobold","will_save":11,"charisma":0,"speed":{"max":25,"land":25,"burrow":10},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Pick Smash","Sinkhole"],"skill":["Acrobatics","Athletics","Geology Lore","Nature","Stealth","Survival"],"trait":["Humanoid","Kobold","Small"],"id":"creature-3680","text":" Kobold Earth Diver Kobold earth divers study the geology of the areas near their communities. The mystical influence of their community's patron or years of extensive training at digging or earth magic allow them to swiftly burrow through the ground and to feel movements in the ground beneath their feet. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Kobold Earth Diver Source NPC Core pg. 199 Perception +13; darkvision, tremorsense (imprecise) 10 feet Languages Common, Petran, Sakvroth Skills Acrobatics +10, Athletics +12, Geology Lore +11, Nature +10, Stealth +10, Survival +8 Str +4 Dex +3 Con +0 Int +1 Wis +2 Cha +0 Items Crossbow (20 bolts), Map (depicting landmarks above and below ground in 1 square mile), Leather Armor, Pick --- AC 20 Fort +8 Ref +14 Will +11 HP 60 --- Speed 25 feet, burrow 10 feet Melee Single Action pick +14 (fatal d10), Damage 1d6+10 piercing Melee Single Action claw +14 (Agile, Unarmed), Damage 1d4+10 slashing Ranged Single Action crossbow +13 (range increment 120 feet, reload 1), Damage 1d8+6 piercing Pick Smash Two Actions The kobold earth diver smashes their pick into the ground, sending debris exploding in a 5-foot emanation. All creatures and unattended objects in range take 3d6 bludgeoning damage with a DC 20 basic Reflex save. A creature that is restrained by an earth diver's Sinkhole takes an additional 1d6 bludgeoning damage. Sinkhole Two Actions Requirements The earth diver is burrowed beneath a Medium or smaller creature aboveground; Effect The earth diver creates a small sinkhole under the creature, who must attempt a DC 20 Reflex save. Regardless of the result, the target's space becomes difficult terrain. Failure The creature falls into the sinkhole and is restrained until it Escapes (DC 18). Critical Failure As failure, and the creature takes 2d8 bludgeoning damage. ","skill_mod":{"nature":10,"survival":8,"stealth":10,"athletics":12,"acrobatics":10},"summary":"Kobold earth divers study the geology of the areas near their communities. The mystical influence of their community's patron or years of extensive …","primary_source":"NPC Core","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"ac":20,"item":["Crossbow (20 bolts)","Map (depicting landmarks above and below ground in 1 square mile)","Leather Armor","Pick"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 10 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3680","intelligence":1,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Kobold Earth Diver","category":"creature","rarity":"common","strike_damage_average":[10,12,13],"slug":"creature-3680"},{"constitution":0,"primary_source_category":"April Fools","strength":0,"hp":16,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","grappled","healing","nonlethal attacks","paralyzed","poison","precision","prone","restrained","sickened","spirit","swarm mind","unconscious","vitality","void"],"source":["Foolish Housekeeping and Other Articles"],"type":"Creature","will_save":3,"charisma":2,"speed":{"max":30,"land":30},"perception":7,"wisdom":0,"weakness":{"area":4},"creature_ability":["Cloud of Allergens","Dust to Dust","Pummeling Dust"],"skill":["Arcana","Athletics","Stealth"],"trait":["Construct","Rare","Swarm","Large"],"id":"creature-3681","text":" Dust Bunny Swarm Nethys Note: This is a part of the April Fool's content from Paizo's blogs. Dust bunnies in particular are prone to swarming. This can occur when a large number are left alone for a long period of time and are then disturbed by adventurers or a returning wizard. Other times, a singular dust bunny familiar grows in such numbers (and they will rapidly reproduce!) that a wizard cannot hope to keep them all placated with food and attention. In this situation, they will unionize in rebellion against their master. It is paramount that you do not allow a dust bunny to multiply, for once a swarm has formed, they are nigh impossible to get rid of. While relatively easy to disperse and unlikely to kill anyone, they will re-form within the week unless the area is immaculately cleaned. Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Dust Bunny Swarm Source Foolish Housekeeping and Other Articles Perception +7 Languages Skills Arcana +3, Athletics +3, Stealth +7 Str +0 Dex +2 Con +0 Int -4 Wis +0 Cha +2 --- AC 13 Fort +7 Ref +5 Will +3 HP 16 Immunities bleed, death effects, disease, doomed, drained, fatigued, grappled, healing, nonlethal attacks, paralyzed, poison, precision, prone, restrained, sickened, spirit, swarm mind, unconscious, vitality, void Resistances physical 6 (except bludgeoning) Weaknesses area damage 4, splash damage 4 Cloud of Allergens Reaction Trigger The swarm rolls initiative; Effect The dust bunnies stir, kicking up a cloud in a 15-foot burst centered on the swarm that lasts for 1 minute. Creatures who enter or start their turn in this cloud must attempt a DC 16 Fortitude save or take a –1 circumstance penalty to skill checks that have the concentration trait and all Perception checks as their sensory organs become impaired. Dust to Dust When a dust bunny swarm is destroyed, it re-forms after 2d4 days in the area in which it was destroyed unless the location has been significantly cleaned of all dust and debris. --- Speed 30 feet Pummeling Dust Single Action Each enemy in the swarm's space takes 1d6 bludgeoning damage with a DC 16 basic Reflex save. A creature that fails its save cannot use reactions for 1 round as they sneeze uncontrollably. ","skill_mod":{"stealth":7,"arcana":3,"athletics":3},"summary":"Nethys Note: This is a part of the April Fool's content from Paizo's blogs. Dust bunnies in particular are prone to swarming. This can occur when …","primary_source":"Foolish Housekeeping and Other Articles","trait_group":["Creature Type","Rarity","Monster"],"ac":13,"level":1,"source_category":["April Fools"],"weakest_save":["will"],"resistance":{"piercing":6,"slashing":6,"physical":6},"url":"/Monsters.aspx?ID=3681","intelligence":-4,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":7,"size":["Large"],"name":"Dust Bunny Swarm","category":"creature","rarity":"rare","slug":"creature-3681"},{"attack_bonus":[7,9000],"constitution":4,"primary_source_category":"April Fools","strength":5,"hp":172,"language":["Common","(can't speak any language)"],"source":["Foolish Housekeeping and Other Articles"],"type":"Creature","will_save":22,"charisma":6,"speed":{"max":35,"land":35},"perception":20,"wisdom":1,"weakness":{},"creature_ability":["But I'm Adorable","Extra Reverberation","Pay Attention to Me","Yidsfh","Rt5rrmn Yyumn"],"skill":["Athletics","Acrobatics","Stealth"],"trait":["Animal","Fey","Unique","Small"],"id":"creature-3682","text":" Rt5rrmn Nethys Note: This is a part of the April Fool's content from Paizo's blogs. The rt5rrmn is a catlike creature that loves to purr at those they encounter, convincing others to pamper them instead of fight. It would rather be friends than enemies, but if spooked it will viciously attack whoever is in its sights. If they aren't able to make friends, the rt5rrmn will quickly grow defensive, and leap to attack. Recall Knowledge - Animal (Nature): DC 34 Recall Knowledge - Fey (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Rt5rrmn Source Foolish Housekeeping and Other Articles Perception +20; scent (imprecise) 60 feet Languages Common; (can't speak any language) Skills Athletics +20, Acrobatics +22, Stealth +17 Str +5 Dex +3 Con +4 Int +1 Wis +1 Cha +6 --- AC 36 Fort +15 Ref +35 Will +22 HP 172 But I'm Adorable Reaction Trigger An enemy targets the rt5rrmn with a melee attack; Effect The rt5rrmn erkijs, the vibrating sound convincing the enemy to stop hurting it. The target must attempt a DC 26 Will save. Critical Success The target is unaffected, ignoring the seduction of the erkij. Success The target is fascinated by the rt5rrmn's erkij until the end of the rt5rrmn's next turn. Failure As success, and the target is slowed 1 as it focuses on the rt5rrmn's erkij. Critical Failure As failure, but the target is slowed 2. Extra Reverberation If the rt5rrmn is targeted with an ability that restores Hit Points, it gains an additional use of But I'm Adorable that lasts until the end of its next turn. --- Speed 35 feet Melee Single Action b9000 (Finesse), Damage 3d8+12 piercing plus Improved Grab Melee Single Action g7ujik (Agile, Finesse), Damage 3d6+12 slashing, plus rt5rrmn yyumn Pay Attention to Me Two Actions The rt5rrmn erkijs again at a creature that is affected by But I'm Adorable. The target must attempt a DC 26 Will save. Success The target is unaffected. Failure The target creature drops all of its held weapons. Critical Failure As failure, but the target must also spend the first action of its next turn petting the rt5rrmn. Yidsfh Two Actions The rt5rrmn Strides and then makes two g7ujik Strikes at a single target. Both count toward its multiple attack penalty, but the penalty increases only after both attacks are made. The rt5rrmn must be able to move at least half its Speed to yidsfh. Rt5rrmn Yyumn (Disease) Saving Throw Fortitude DC 24; Maximum Duration 1 week; Stage 1 sickened 1 (1 hour); Stage 2 sickened 1 and the creature can't reduce its sickened value below 1 (1 day); Stage 3 sickened 2 and the creature can't reduce its sickened value below 1 (1 day) ","skill_mod":{"stealth":17,"athletics":20,"acrobatics":22},"summary":"Nethys Note: This is a part of the April Fool's content from Paizo's blogs. The rt5rrmn is a catlike creature that loves to purr at those they …","primary_source":"Foolish Housekeeping and Other Articles","trait_group":["Creature Type","Rarity"],"ac":36,"level":8,"source_category":["April Fools"],"sense":" scent ( imprecise ) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3682","intelligence":1,"reflex_save":35,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":15,"size":["Small"],"name":"Rt5rrmn","category":"creature","rarity":"unique","strike_damage_average":[22,25],"slug":"creature-3682"},{"attack_bonus":[18],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":145,"language":["Common","Fey","(can't speak any language)"],"immunity":["electricity"],"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","will_save":15,"charisma":-1,"speed":{"max":20,"land":20,"swim":20},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Absorb Shock","Lightning Blast","Ring Bell","Vine Lash"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Stealth"],"trait":["Plant","Uncommon","Large"],"id":"creature-3683","text":" Stormdrinker Recall Knowledge - Plant (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Stormdrinker Source Pathfinder #201: Pactbreaker pg. 16 Perception +14; darkvision Languages Common, Fey; (can't speak any language) Skills Athletics +17, Stealth +13 Str +6 Dex +1 Con +5 Int -2 Wis +3 Cha -1 --- AC 23 Fort +18 Ref +12 Will +15 HP 145 Immunities electricity Resistances fire 5 Absorb Shock Whenever the stormdrinker would take electricity damage or is targeted with an electricity effect, it gains 10 temporary HP, is quickened, and increases the reach of its vine Strikes by 5 feet until the end of its next turn. It can use its extra action to Stride, Strike, or Swim. --- Speed 20 feet, swim 20 feet Melee Single Action vine +18 (reach 10 feet), Damage 2d10+8 bludgeoning plus Grab Lightning Blast Two Actions Requirements The stormdrinker is quickened due to Absorb Shock; Effect The stormdrinker dismisses its Absorb Shock benefits to expel lightning in a 60-foot line, dealing 8d6 electricity damage (DC 25 basic Reflex save). Ring Bell Single Action (Auditory) Requirements The stormdrinker is carrying a bell; Effect The stormdrinker rings its bell, signaling Tumbo to bite him once. (Multiple bites don't stack their effects on the stormdrinker.) The stormdrinker can't use this ability when it doesn't have its bell, such as if it is Disarmed. Vine Lash Two Actions The stormdrinker makes a vine Strike against each creature within reach. Its multiple attack penalty increases only after all the attacks. ","skill_mod":{"stealth":13,"athletics":17},"primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Creature Type","Rarity"],"ac":23,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=3683","intelligence":-2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":18,"source_group":["Wardens of Wildwood"],"size":["Large"],"spoilers":"Wardens of Wildwood","name":"Stormdrinker","category":"creature","rarity":"uncommon","strike_damage_average":[19],"slug":"creature-3683"},{"attack_bonus":[18,18],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":120,"language":["Fey","(can't speak any language); <%UMR%79%%>telepathy<%END> 120 feet (wraithvine children only)"],"immunity":["poison"],"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":20,"land":20},"perception":15,"wisdom":3,"weakness":{"fire":5},"creature_ability":["Light Vulnerability","Reactive Strike","Parasitic Rejuvenation","Wraithvine Venom"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Stealth"],"trait":["Fungus","Plant","Wraithvine","Huge"],"id":"creature-3684","text":" Wraithvine Recall Knowledge - Fungus (Nature): DC 23 Recall Knowledge - Plant (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Wraithvine Source Pathfinder #201: Pactbreaker pg. 30 Perception +15; darkvision, lifesense 30 feet Languages Fey; (can't speak any language); telepathy 120 feet (wraithvine children only) Skills Acrobatics +17, Stealth +16 Str +7 Dex +2 Con +5 Int -2 Wis +3 Cha +0 --- AC 25 Fort +17 Ref +12 Will +13 HP 120 Immunities poison Resistances piercing 5, slashing 5 Weaknesses fire 5 Light Vulnerability Whenever a wraithvine begins its turn in an area of magical light, it is slowed 1 on that turn. Reactive Strike Reaction Tentacle only. --- Speed 20 feet Melee Single Action bite +18 (reach 10 feet), Damage 2d10+11 piercing plus wraithvine venom Melee Single Action tentacle +18 (Agile, reach 15 feet), Damage 2d6+11 bludgeoning plus Grab Parasitic Rejuvenation Single Action Requirements A creature the wraithvine has Grabbed took damage from wraithvine venom (either from itself, or from a wraithvine child's venom) on its last turn, and the wraithvine hasn't used any other actions this turn; Effect The wraithvine regains 3d8 HP and recovers from the fatigued and slowed conditions. It reduces any enfeebled value it has by 2. Wraithvine Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and stupefied 1 (1 round); Stage 2 1d6 poison damage, confused, and stupefied 1 (1 round); Stage 3 2d6 poison damage, confused, and stupefied 1 (1 round) ","skill_mod":{"stealth":16,"acrobatics":17},"image":["/Images/Monsters/Wraithvine.webp"],"primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Creature Type","Monster"],"ac":25,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 30 feet","weakest_save":["ref","reflex"],"resistance":{"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=3684","intelligence":-2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":17,"source_group":["Wardens of Wildwood"],"size":["Huge"],"name":"Wraithvine","category":"creature","rarity":"common","strike_damage_average":[18,22],"slug":"creature-3684"},{"primary_source_category":"Adventure Paths","strength":3,"hp":95,"language":["Common","Fey"],"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","charisma":2,"perception":14,"trait":["Fey","Plant","Unique","Tiny"],"id":"creature-3685","text":" Splintershank Recall Knowledge - Fey (Nature): DC 32 Recall Knowledge - Plant (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Splintershank Source Pathfinder #201: Pactbreaker pg. 34 Perception +14; darkvision Languages Common, Fey Skills Acrobatics +15, Athletics +13, Nature +11, Religion +13, Stealth +15 Str +3 Dex +5 Con +3 Int +1 Wis +3 Cha +2 Items wand of hawthorn --- AC 23 Fort +14 Ref +16 Will +12 HP 95 Weaknesses fire 5 --- Speed 25 feet Melee Single Action claw +15 (Agile, Finesse), Damage 2d6+7 slashing Ranged Single Action splinter +15 (deadly d6, range increment 30 feet), Damage 2d6+5 piercing Primal Prepared Spells DC 24, attack +16 - Cantrips (3rd) Caustic Blast, Detect Magic, Puff of Poison, Prestidigitation, Tangle Vine - 1st Fear, Runic Body, Tailwind - 2nd Heal, Oaken Resilience, Quench - 3rd Slow, Wall of Thorns Bramble Jump Three Actions (Plant, Primal, Teleportation) Requirements Splintershank is in the forest's undergrowth; Effect Splintershank scrambles into the undergrowth and instantly teleports to a different square of undergrowth within 60 feet of him. This movement doesn't trigger reactions. Splinter Spray Two Actions Splintershank sprays a barrage of splinters and brambles from his body in a 15-foot cone, dealing 7d6 piercing damage (DC 24 basic Reflex save). He can't use Splinter Spray again for 1d4 rounds. ","skill_mod":{"nature":11,"stealth":15,"athletics":13,"acrobatics":15,"religion":13},"image":["/Images/Monsters/Splintershank.webp"],"primary_source":"Pathfinder #201: Pactbreaker","spell":["Slow","Wall of Thorns","Heal","Oaken Resilience","Quench","Fear","Runic Body","Tailwind","Caustic Blast","Detect Magic","Puff of Poison","Prestidigitation","Tangle Vine"],"ac":23,"item":["wand of hawthorn"],"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":16,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":14,"source_group":["Wardens of Wildwood"],"size":["Tiny"],"spoilers":"Wardens of Wildwood","name":"Splintershank","rarity":"unique","strike_damage_average":[12,14],"attack_bonus":[15,15],"constitution":3,"spell_attack_bonus":[16],"will_save":12,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"fire":5},"creature_ability":["Bramble Jump","Splinter Spray"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Nature","Religion","Stealth"],"tradition":["Primal"],"trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3685","dexterity":5,"category":"creature","slug":"creature-3685"},{"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":60,"language":["Common","Fey"],"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","will_save":10,"charisma":1,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{"area":10},"creature_ability":["Troop Defenses","Form Up","Hurl Axes","Tandem Chop","Troop Movement"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Lumber Lore","Nature","Survival"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3686","text":" Besieged Logging Crew Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Besieged Logging Crew Source Pathfinder #201: Pactbreaker pg. 35 Perception +7 Languages Common, Fey Skills Acrobatics +9, Athletics +12, Lumber Lore +10, Nature +8, Survival +10 Str +3 Dex +2 Con +2 Int +1 Wis +2 Cha +1 --- AC 18 Fort +12 Ref +9 Will +10 HP 60 Weaknesses area damage 10, splash damage 5 Troop Defenses --- Speed 25 feet; troop movement Form Up Single Action Hurl Axes Two Actions The loggers draw their hatchets, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 3d6 slashing damage (DC 18 basic Reflex save). When the crew is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Tandem Chop Single Action to Three Actions Frequency once per round; Effect The loggers engage in a coordinated axe attack against each enemy within 10 feet, with a DC 19 basic Reflex save. The damage depends on the number of actions expended. Single Action 1d10 slashing damage Two Actions 3d6+7 slashing damage Three Actions 3d6+10 slashing damage Troop Movement Whenever the loggers Stride, they first Form Up as a free action to condense into a 20-foot-by20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the logging crew enters difficult terrain, the extra movement cost applies to all the loggers. ","skill_mod":{"nature":8,"survival":10,"athletics":12,"acrobatics":9},"primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":18,"level":4,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3686","intelligence":1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":12,"source_group":["Wardens of Wildwood"],"size":["Gargantuan"],"name":"Besieged Logging Crew","category":"creature","rarity":"common","slug":"creature-3686"},{"attack_bonus":[16,16],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":140,"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":4,"weakness":{"silver":8},"creature_ability":["Change Shape"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Medicine","Mercantile Lore","Nature","Stealth","Survival"],"trait":["Beast","Human","Humanoid","Unique","Werecreature","Large"],"id":"creature-3687","text":" Sigrid Jandevik Recall Knowledge - Beast (Arcana, Nature): DC 33 Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Sigrid Jandevik Source Pathfinder #201: Pactbreaker pg. 39 Perception +15; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +17, Medicine +11, Mercantile Lore +13, Nature +15, Stealth +12, Survival +15 Str +6 Dex +3 Con +5 Int +2 Wis +4 Cha +0 --- AC 24 Fort +18 Ref +13 Will +14 HP 140 Weaknesses silver 8 --- Speed 25 feet Melee Single Action claw +16 (Agile, reach 10 feet), Damage 2d8+10 slashing plus Grab Melee Single Action jaws +16 (reach 10 feet), Damage 2d10+10 piercing Change Shape Single Action (Concentrate, Polymorph, Primal) Medium human with fist +16 for 1d4+10 bludgeoning, or grizzly bear with Speed 35 feet. ","skill_mod":{"nature":15,"survival":15,"stealth":12,"medicine":11,"athletics":17},"primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity","Monster"],"ac":24,"level":7,"source_category":["Adventure Paths"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3687","intelligence":2,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":18,"source_group":["Wardens of Wildwood"],"size":["Large"],"spoilers":"Wardens of Wildwood","name":"Sigrid Jandevik","category":"creature","rarity":"unique","strike_damage_average":[19,21],"slug":"creature-3687"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":70,"language":["Common"],"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","will_save":8,"charisma":1,"speed":{"max":25,"land":25},"perception":11,"wisdom":0,"weakness":{},"creature_ability":["Exhausted","Vitriol","Sneak Attack"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Forest Lore","Nature","Survival"],"trait":["Human","Humanoid","Medium"],"id":"creature-3688","text":" Hateful Loggers Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Hateful Loggers Source Pathfinder #201: Pactbreaker pg. 41 Perception +11 Languages Common Skills Athletics +12, Forest Lore +12, Nature +10, Survival +10 Str +4 Dex +2 Con +4 Int +1 Wis +0 Cha +1 Items Climbing Kit, Hatchet, Padded Armor --- AC 20 Fort +14 Ref +12 Will +8 HP 70 Weaknesses nonlethal 5 Exhausted Though their minds are suffused with hatred and rage, the loggers have not slept for several days and are ready to drop. They take a –2 status penalty to saving throws against effects with the sleep trait. --- Speed 25 feet Melee Single Action fist +14 (Agile, Nonlethal), Damage 1d4+8 bludgeoning Melee Single Action bite +14, Damage 1d6+8 piercing Vitriol Single Action (Curse, Emotion, Mental, Occult) The hateful bear vomits a stream of caustic black sludge at a single foe it can detect within 15 feet. The bear and the target each gain a +1 circumstance bonus on all attack rolls made against each other until the bear chooses a different target for its Vitriol. The target must attempt a DC 19 Will save, with the following effects. The bear cannot use Vitriol again for 1d4 rounds. Critical Success No effect. Success The target's mind is clouded by feelings of rage and hate, causing it to be off-guard against the bear's next attack. It can't use actions with the concentrate trait unless they also have the rage trait. Failure As success, but the target is off-guard until the end of the bear's next turn. While off-guard, it is unable to use actions with the concentrate trait unless they also have the rage trait. Critical Failure As failure, but the target is off-guard until the bear chooses a different target for its Vitriol. Sneak Attack The logger deals 1d6 extra precision damage to creatures who are off-guard ","skill_mod":{"nature":10,"survival":10,"athletics":12},"primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Climbing Kit","Hatchet","Padded Armor"],"level":4,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3688","intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":14,"source_group":["Wardens of Wildwood"],"size":["Medium"],"name":"Hateful Loggers","category":"creature","rarity":"common","strike_damage_average":[10,11],"slug":"creature-3688"},{"attack_bonus":[18],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":135,"language":["Common","Fey"],"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","will_save":15,"charisma":4,"speed":{"max":40,"land":40},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Ghastly Visage","Reactive Strike","Haze of Dreams","Change Shape","Vanishing Leap","Vault"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Deception","Intimidation","Stealth","Thievery"],"trait":["Fey","Unique","Small"],"id":"creature-3689","text":" Lloyd The Leaper Recall Knowledge - Fey (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Lloyd The Leaper Source Pathfinder #201: Pactbreaker pg. 50 Perception +17; low-light vision Languages Common, Fey Skills Acrobatics +16, Athletics +18, Deception +18, Intimidation +15, Stealth +19, Thievery +16 Str +4 Dex +6 Con +3 Int +2 Wis +3 Cha +4 Items Sally Sharp-tongue ( +1 striking wounding war razor ), unmemorable mantle --- AC 26 Fort +13 Ref +20 Will +15 HP 135 Ghastly Visage Single Action (concentrate, curse, emotion, fear, mental, primal, visual) Lloyd the Leaper locks eyes with a creature he can see within 30 feet. The target must immediately attempt a DC 23 Will save or become frightened 1 (frightened 2 on a critical failure), and it can't reduce its frightened condition below 1 for 24 hours or until this curse is removed. After attempting its save, the creature is temporarily immune to this ability for 24 hours. Reactive Strike Reaction --- Speed 40 feet Melee Single Action Sally Sharp-tongue +18 (Agile, Backstabber, deadly d8, Finesse, Magical), Damage 3d4+7 slashing plus 1d6 bleed Primal Innate Spells DC 26 - 1st Gentle Landing (at will) - 2nd Calm - 5th Magic Passage - Constant (2nd) Vanishing Tracks Haze of Dreams Two Actions (Incapacitation, Mental, Poison, Primal, Sleep) Lloyd exhales a cloud of clammy gray fog. Each creature in the area must attempt a DC 23 Fortitude save. Critical Success The creature is unaffected and becomes temporarily immune for 24 hours. Success The creature is stupefied 1 for 1 round. Failure The creature falls unconscious. It wakes up automatically if it's still unconscious after 1 minute. Critical Failure The creature falls unconscious. It wakes up automatically if it's still unconscious after 1 hour. Change Shape Single Action (Concentrate, Polymorph, Primal) Lloyd takes on the appearance of a Small or Medium humanoid dressed in exquisite finery. This doesn't change his Speed or his attack and damage modifiers with his Strikes. When in this form, Lloyd gains a Diplomacy modifier equal to his Intimidation modifier. Vanishing Leap Reaction (Illusion, Primal) Trigger Lloyd uses Vault; Effect Lloyd becomes invisible for 1 round. Vault Single Action (Move) Lloyd jumps up to 20 feet in any direction, including vertically. This movement doesn't trigger reactions based on movement. ","tradition":["Primal"],"skill_mod":{"deception":18,"thievery":16,"stealth":19,"athletics":18,"intimidation":15,"acrobatics":16},"image":["/Images/Monsters/Lloyd_the_Leaper.webp"],"primary_source":"Pathfinder #201: Pactbreaker","spell":["Magic Passage","Calm","Gentle Landing","Vanishing Tracks"],"trait_group":["Creature Type","Rarity"],"ac":26,"item":["Sally Sharp-tongue ( +1 striking wounding war razor )","unmemorable mantle"],"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3689","intelligence":2,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":13,"source_group":["Wardens of Wildwood"],"size":["Small"],"spoilers":"Wardens of Wildwood","name":"Lloyd The Leaper","category":"creature","rarity":"unique","strike_damage_average":[18],"slug":"creature-3689"},{"attack_bonus":[10,11],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":35,"language":["Arboreal","Common","Fey"],"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","creature_family":"Arboreal","will_save":9,"charisma":1,"speed":{"max":20,"land":20},"perception":11,"wisdom":3,"weakness":{"fire":5},"creature_ability":["Axe Vulnerability","Timber!","Shaky Footing"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Nature","Stealth"],"trait":["Plant","Large"],"id":"creature-3690","text":" Arboreal Sapling Young arboreals often appear lanky and uncoordinated. Their awkwardness belies their burgeoning strength and decades of natural studies. Recall Knowledge - Plant (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Arboreal Sapling Source Pathfinder #201: Pactbreaker pg. 82 Perception +11; low-light vision Languages Arboreal, Common, Fey Skills Athletics +8, Nature +5, Stealth +6 Str +4 Dex +0 Con +3 Int +0 Wis +3 Cha +1 --- AC 17 Fort +11 Ref +6 Will +9 HP 35 Resistances bludgeoning 3, piercing 3 Weaknesses axe vulnerability, fire 5 Axe Vulnerability An arboreal sapling takes 5 additional damage from axes. --- Speed 20 feet Melee Single Action fist +11, Damage 1d10+4 bludgeoning Melee Single Action branch +10 (reach 10 feet), Damage 1d8+4 piercing Timber! Reaction Trigger An arboreal sapling that is not prone either becomes prone or is reduced to 0 HP; Effect The arboreal sapling topples over, dealing 2d6 bludgeoning damage to itself and to creatures in a 10-foot line (DC 16 basic Reflex). Creatures that critically fail the saving throw are also knocked prone. Shaky Footing When an arboreal sapling critically fails an attack roll or Reflex saving throw, it becomes prone unless it succeeds at a DC 11 flat check. Always Growing An arboreal sapling gradually grows into a more powerful form, such as an arboreal warden, filling whatever niche suits its interests and environment. However, even centuries later, an arboreal can slowly reshape itself to fill a new role, such as a warden transforming into an arboreal regent after their predecessor's retirement. ","skill_mod":{"nature":5,"stealth":6,"athletics":8},"summary":"Young arboreals often appear lanky and uncoordinated. Their awkwardness belies their burgeoning strength and decades of natural studies.","image":["/Images/Monsters/Arboreal_Sapling.webp"],"primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":3,"piercing":3},"url":"/Monsters.aspx?ID=3690","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":11,"source_group":["Wardens of Wildwood"],"size":["Large"],"name":"Arboreal Sapling","category":"creature","rarity":"common","strike_damage_average":[8,9],"slug":"creature-3690"},{"attack_bonus":[15],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":80,"language":["Arboreal","Common","Fey","<%SPELLS%1680%%>speak with animals<%END>"],"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","creature_family":"Arboreal","will_save":14,"charisma":3,"speed":{"max":25,"land":25},"perception":15,"wisdom":5,"weakness":{"fire":5},"creature_ability":["Axe Vulnerability","Defend the Friends","Exalt the Little Ones","Healing Haven"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Diplomacy","Nature","Stealth"],"trait":["Plant","Huge"],"id":"creature-3691","text":" Arboreal Shepherd Shepherds develop an eccentric fascination with local fauna. These shepherds eagerly bear fruit to feed their friends, provide roosts for bats, and invite beasts to gnaw nesting niches directly into their trunks. Recall Knowledge - Plant (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Arboreal Shepherd Source Pathfinder #201: Pactbreaker pg. 82 Perception +15; low-light vision Languages Arboreal, Common, Fey; speak with animals Skills Athletics +11, Diplomacy +12, Nature +14, Stealth +8 Str +4 Dex +1 Con +3 Int +2 Wis +5 Cha +3 --- AC 22 Fort +12 Ref +10 Will +14 HP 80 Resistances bludgeoning 5, piercing 5 Weaknesses axe vulnerability, fire 5 Axe Vulnerability An arboreal shepherd takes 5 additional damage from axes. Defend the Friends Reaction Trigger An animal within the arboreal shepherd's reach takes area damage or splash damage from an effect; Effect The arboreal shepherd partly shields the creature. Reduce the damage dealt to the animal by an amount equal to 1d10 + the animal's weakness to the effect, if any. The arboreal shepherd takes an equal amount of damage. --- Speed 25 feet Melee Single Action branch +15 (reach 15 feet), Damage 2d8+6 bludgeoning Primal Innate Spells DC 22 - 2nd Animal Messenger - 3rd Animal Allies (×2) - Constant (2nd) Speak with Animals Exalt the Little Ones Single Action (Auditory, Linguistic, Primal) The arboreal shepherd encourages its friends to overcome titanic odds. For 1 round, allies with the animal trait in a 50-foot radius gain a +1 status bonus to attack rolls, damage rolls, and saving throws. If the animals have the swarm trait, the saving throw DCs to resist their damaging actions gain a +1 status bonus. This bonus increases to +2 for allies whose level is 2 or lower. Healing Haven Single Action (Healing, Manipulate) Frequency Once per hour; Effect The arboreal shepherd scoops up a willing Medium or smaller animal (or animal with the swarm trait) within its reach, sequestering the animal into a recess in the arboreal's trunk. While sequestered, the animal cannot act, gains greater cover, and gains fast healing 5. At the beginning of its turn after regaining Hit Points, the animal can choose to exit by reappearing in any space adjacent to the arboreal as a free action. Occult Nutrients While drawing water, nutrients, and trace primal energy from the soil, an arboreal sometimes absorbs psychic impressions that shape its growth. Taking root in haunted landscapes or abandoned fairgrounds can result in truly sinister or frolicsome arboreals. ","tradition":["Primal"],"skill_mod":{"diplomacy":12,"nature":14,"stealth":8,"athletics":11},"summary":"Shepherds develop an eccentric fascination with local fauna. These shepherds eagerly bear fruit to feed their friends, provide roosts for bats, and …","image":["/Images/Monsters/Arboreal_Shepherd.webp"],"primary_source":"Pathfinder #201: Pactbreaker","spell":["Animal Allies","Animal Messenger","Speak with Animals"],"trait_group":["Creature Type"],"ac":22,"level":5,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5},"url":"/Monsters.aspx?ID=3691","intelligence":2,"reflex_save":10,"strongest_save":["will"],"dexterity":1,"vision":"Low-light vision","fortitude_save":12,"source_group":["Wardens of Wildwood"],"size":["Huge"],"name":"Arboreal Shepherd","category":"creature","rarity":"common","strike_damage_average":[15],"slug":"creature-3691"},{"attack_bonus":[17,17],"constitution":5,"primary_source_category":"Adventure Paths","strength":4,"hp":115,"language":["Arboreal","Common","Fey"],"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","creature_family":"Arboreal","will_save":16,"charisma":1,"speed":{"max":25,"land":25},"perception":17,"wisdom":4,"weakness":{},"creature_ability":["Primal Sink","Amber Tomb","Sap"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Nature","Stealth","Survival"],"trait":["Plant","Large"],"id":"creature-3692","text":" Arboreal Sapstriker Some coniferous arboreals develop viscous sap that they use to trap trespassers. Dozens of half-hardened rivulets drip from their bark, ready to ensnare weapons or even capture airborne particles. Sapstrikers act as bounty hunters who delight in tracking down and punishing loggers. Recall Knowledge - Plant (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Arboreal Sapstriker Source Pathfinder #201: Pactbreaker pg. 83 Perception +17; low-light vision, scent (imprecise) 60 feet Languages Arboreal, Common, Fey Skills Athletics +13, Nature +11, Stealth +11, Survival +15 Str +4 Dex +3 Con +5 Int +2 Wis +4 Cha +1 --- AC 23 Fort +17 Ref +11 Will +16 HP 115 Resistances bludgeoning 5, piercing 5 Weaknesses axe vulnerability Axe Vulnerability An arboreal sapstriker takes 5 additional damage from axes. Primal Sink Free Action Trigger An arboreal sapstriker succeeds or critically succeeds at a saving throw against a primal effect; Effect The sapstriker gains a +1 status bonus to attack rolls, saving throws, skill checks, and sap saving throw DC for 1d4 rounds. --- Speed 25 feet Melee Single Action branch +17, Damage 2d8+6 bludgeoning plus sap Melee Single Action sap +17 (Agile, range increment 30 feet), Damage 2d6+6 bludgeoning plus sap Amber Tomb Reaction Trigger A foe critically succeeds at a Strike against the arboreal sapstriker with a weapon that deals piercing or slashing damage, or a foe deals damage to an arboreal sapstriker with an axe; Effect The arboreal sapstriker attempts to Disarm the triggering foe's weapon, using its Fortitude modifier in place of its Athletics modifier. If it critically succeeds, the weapon is lodged into the sapstriker rather than falling to the ground. A creature can retrieve a lodged weapon by Disarming the sapstriker as if it were wielding the weapon. Sap A creature that takes damage from an arboreal sapstriker's branch or sap Strike must succeed at a DC 23 Reflex save or take 1d8 persistent acid damage. While taking the persistent damage, a creature takes a –10-foot status penalty to its Speeds. ","skill_mod":{"nature":11,"survival":15,"stealth":11,"athletics":13},"summary":"Some coniferous arboreals develop viscous sap that they use to trap trespassers. Dozens of half-hardened rivulets drip from their bark, ready to …","primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Creature Type"],"ac":23,"level":6,"source_category":["Adventure Paths"],"sense":" low-light vision , scent ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5},"url":"/Monsters.aspx?ID=3692","intelligence":2,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":17,"source_group":["Wardens of Wildwood"],"size":["Large"],"name":"Arboreal Sapstriker","category":"creature","rarity":"common","strike_damage_average":[13,15],"slug":"creature-3692"},{"primary_source_category":"Adventure Paths","strength":0,"hp":45,"language":["Common","Fey","<%SPELLS%1680%%>speak with animals<%END>"],"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","charisma":4,"perception":12,"trait":["Fey","Uncommon","Small"],"id":"creature-3693","text":" Azhana Resembling pale halflings, azhanas are gregarious fey who tend the wilderness as if it were a giant garden. Their outgoing charm isn't just for their own entertainment; by engaging with flora and fauna alike, they coax local organisms to interact with each other, whether that's teaching animals how to forage together or introducing vines to new surfaces they can climb. This extends even to travelers and foresters. After all, a lumberjack offered salutations is less likely to scuffle with wildlife and knows someone's watching to ensure they don't overharvest a forest's bounty. Azhanas perform some of this gardening themselves. They carry hefty shears, clipping back invasive species and trimming branches to afford new sprouts a taste of sunlight. Likewise, they occasionally visit rural settlements, offering to teach wilderness skills that help civilization and nature coexist peacefully. Those who respond kindly earn an azhana's generosity. Those who threaten nature or fey instead earn the azhana's ire, usually involving magical misfortunes as small animals steal food, tools melt into useless shapes, and roots suddenly shift to send a trespasser tumbling down a ravine. Azhanas sometimes gather into small groups called sisterhoods, even if they include rare, non-female azhanas. These groups provide camaraderie and aid in resolving difficult obstacles. Less often, they form organically when an azhana adopts and mentors newborn azhanas. These creatures are never children; instead, they emerge fully formed from mature trees, accompanied by nearby trees thrumming softly in a celebratory chorus. Though any mature tree might suffice, most often an azhana's parent tree stands in some place of primal power or divine significance, such as where a nature deity performed a miracle. Recall Knowledge - Fey (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Azhana Source Pathfinder #201: Pactbreaker pg. 84 Perception +12; low-light vision Languages Common, Fey; speak with animals Skills Acrobatics +8, Athletics +6, Diplomacy +10, Performance +10, Stealth +11 Str +0 Dex +3 Con +2 Int +1 Wis +2 Cha +4 Shears An azhana carries a pair of gardening shears about 10 inches long. In the hands of an azhana, these shears function as an elven curve blade. If an azhana's shears are lost or destroyed, they can make another pair with a week of work and a few scraps of metal. Items Shears --- AC 18 Fort +7 Ref +12 Will +11 HP 45 Weaknesses cold iron 5 --- Speed 25 feet Melee Single Action shears +11 (Finesse, Forceful, Magical), Damage 1d8+4 slashing Primal Innate Spells DC 20, attack +12 - Cantrips (2nd) Light, Figment, Tangle Vine - 1st Sleep (×3) - 2nd Entangling Flora, Laughing Fit, Shape Wood - Constant (2nd) Speak with Animals Speak with Water (Auditory, Concentrate, Primal) Once per day, four azhanas within 15 feet of each other can perform a 1-minute rite to communicate with an adjacent body of fresh water at least as large as an azhana. This ability functions like speak with stones . Flowing water can generally speak about events happening upstream (even distantly upstream), but not events happening downstream. Arboreal Friends Azhanas are friends and tenders to the massive arboreals, and are found in the same locations—wooded stands of trees in places of primal power. These two beings don't necessarily live among each other continually, but many azhanas count at least a couple of arboreals among their friend group and visit the living trees to share stories, groom them, or engage in friendly games. ","skill_mod":{"diplomacy":10,"performance":10,"stealth":11,"athletics":6,"acrobatics":8},"image":["/Images/Monsters/Azhana.webp"],"primary_source":"Pathfinder #201: Pactbreaker","spell":["Entangling Flora","Laughing Fit","Shape Wood","Sleep","Light","Figment","Tangle Vine","Speak with Animals"],"ac":18,"item":["Shears"],"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":7,"source_group":["Wardens of Wildwood"],"size":["Small"],"spoilers":"Wardens of Wildwood","name":"Azhana","rarity":"uncommon","strike_damage_average":[8],"attack_bonus":[11],"constitution":2,"spell_attack_bonus":[12],"will_save":11,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Shears","Speak with Water"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Diplomacy","Performance","Stealth"],"tradition":["Primal"],"summary":"Resembling pale halflings , azhanas are gregarious fey who tend the wilderness as if it were a giant garden. Their outgoing charm isn't just for …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3693","dexterity":3,"category":"creature","slug":"creature-3693"},{"attack_bonus":[19],"constitution":6,"primary_source_category":"Adventure Paths","strength":3,"hp":155,"language":["Common","Wildsong","<%SPELLS%1680%%>speak with animals<%END> (insects only)"],"immunity":["disease","paralyzed","poison","precision","sleep","stunned","swarm mind"],"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","spell_attack_bonus":[17],"will_save":18,"charisma":6,"speed":{"fly":50,"max":50,"land":25},"perception":21,"wisdom":4,"weakness":{"area":10},"creature_ability":["Apian Emissaries","Taboo Name","Smoke Susceptibility","Apitoxin","Evasive Swarm"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Intimidation","Stealth","Survival"],"trait":["Aberration","Animal","Swarm","Unique","Medium"],"id":"creature-3694","text":" The Bee-Man Of Bellis According to legend, the forest hermit Vernon Vestha was once little more than a simple beekeeper, tending to his hives somewhere among the forests and townships of northeastern Andoran. Precisely how he started down the sinister path that made him what he is today remains unknown, but it is generally understood that Vernon came to a strange revelation one day: he saw in his bees the ability to divine the future beyond that of any mortal magic and became convinced that if only he could teach himself to hear the messages in their buzzing and interpret the patterns in their swarms, that power could be his as well. His curiosity became an obsession, and obsession quickly spiraled into madness, culminating in the fateful day that he sacrificed his humanity in some inscrutable honeyed rite to become fully one with his beloved bees. To this day, they say, the Bee-Man still haunts the woods outside Bellis, waiting for someone to call him by speaking his name aloud. He often appears to those who seek his aid, although he seldom if ever grants it without exacting some terrible price in return. Recall Knowledge - Aberration (Occultism): DC 36 Recall Knowledge - Animal (Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 The Bee-Man Of Bellis Source Pathfinder #201: Pactbreaker pg. 85 Perception +21 Languages Common, Wildsong; speak with animals (insects only) Skills Acrobatics +23, Intimidation +20, Stealth +20, Survival +12 Str +3 Dex +7 Con +6 Int +4 Wis +4 Cha +6 Apian Emissaries The Bee-Man can use bees to duplicate the effects of vigilant eye or message at will, with a maximum range of 13 miles. A successful DC 20 Perception check identifies the presence of the bees acting as the sensors for these spells, but a DC 24 (expert) Nature check is required to realize they are behaving under outside influence. Taboo Name Whenever the Bee-Man's full name (Vernon Vestha) is spoken aloud by a creature within 13 miles, he hears it and immediately knows the speaker's direction and distance from him. --- AC 27 Fort +15 Ref +21 Will +18 HP 155 Immunities disease, paralyzed, poison, precision, sleep, stunned, swarm mind Resistances bludgeoning 10, piercing 10, slashing 5 Weaknesses area damage 10, smoke susceptibility, splash damage 10 Smoke Susceptibility The Bee-Man is slowed 1 for 1 round if he starts his turn in heavy smoke. --- Speed 25 feet, fly 50 feet Melee Single Action slam +19, Damage 2d6+9 piercing plus apitoxin Primal Innate Spells DC 25, attack +17 - 1st Illusory Disguise (at will; male human only) - 2nd Augury (at will) - 4th Honeyed Words (×3) - 5th Summon Animal (×3; bee swarms only; treat as wasp swarms) - Constant (2nd) Speak with Animals (insects only) Rituals DC 25 - 3rd Geas, Reincarnate - 6th Commune Apitoxin (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage, enfeebled 1 (1 round); Stage 2 3d6 poison damage and enfeebled 1 (1 round); Stage 3 3d6 poison damage and enfeebled 2 (1 round) Evasive Swarm Free Action Trigger The Bee-Man moves at least 5 feet; Effect The Bee-Man gains concealment against ranged attacks until the start of his next turn or until he makes an attack action, whichever comes first Swarm Dispersion If the Bee-Man is reduced to 0 Hit Points, his physical body dissolves into a cloud of live bees, which immediately scatter in all directions. Legends vary on the length of time that must pass before the Bee-Man can return, as well as on whether it's possible to permanently destroy him by killing every one of the bees before they can escape. ","tradition":["Primal"],"skill_mod":{"survival":12,"stealth":20,"intimidation":20,"acrobatics":23},"summary":"According to legend, the forest hermit Vernon Vestha was once little more than a simple beekeeper, tending to his hives somewhere among the forests …","image":["/Images/Monsters/The_Bee-Man_of_Bellis.webp"],"primary_source":"Pathfinder #201: Pactbreaker","spell":["Summon Animal","Honeyed Words","Augury","Illusory Disguise","Speak with Animals"],"trait_group":["Creature Type","Monster","Rarity"],"ac":27,"level":9,"spell_dc":[25],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":5},"url":"/Monsters.aspx?ID=3694","intelligence":4,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":7,"fortitude_save":15,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"The Bee-Man Of Bellis","category":"creature","rarity":"unique","strike_damage_average":[16],"slug":"creature-3694"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":32,"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","will_save":6,"charisma":1,"speed":{"climb":30,"max":40,"land":40},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Buck","Scurry","Forest Passage"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","Large"],"id":"creature-3695","text":" Chetamog In the pockets of old growth that form the most primeval and untamed regions of the Verduran Forest, there are trees of truly staggering size. The upper reaches of these gargantuan trees are the natural domain of the chetamog: a horse-sized arboreal rodent with a bulk belied by the preternatural grace with which it leaps through the canopy. Their speed and agility, as well as a natural intelligence and aptitude for training, have made chetamogs highly sought-after animal companions for those whose travels take them into the depths of the forest, a demand that has been recognized by enterprising ranchers who breed and raise the creatures for precisely this purpose. A fully grown chetamog resembles an enormous squirrel, roughly 9 feet long and 5 feet high at the shoulder. Properly trained chetamogs are capable of serving as combat mounts. Few sights can match the glory of chetamog cavalry gliding effortlessly through thick ground cover and striking down a legion of earthbound foes before vanishing back into the treetops with ease. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Chetamog Source Pathfinder #201: Pactbreaker pg. 86 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +6, Survival +6 Str +2 Dex +4 Con +3 Int -4 Wis +2 Cha +1 --- AC 18 Fort +7 Ref +10 Will +6 HP 32 Buck Reaction DC 17 --- Speed 40 feet, climb 30 feet Melee Single Action jaws +11, Damage 1d8+4 piercing Melee Single Action claw +11 (Agile, Finesse), Damage 1d6+4 slashing Scurry Two Actions The chetamog takes any combination of two Stride or Climb actions. It has a +10-foot circumstance bonus to its Speed during these actions. Forest Passage A chetamog ignores difficult terrain and greater difficult terrain from non-magical foliage. Natural Hoarders Chetamogs have a well-documented proclivity for stealing items and burying them in hidden caches throughout the forest, a majority of which are promptly forgotten and never recovered by the chetamog responsible. Although food items are generally preferred, chetamogs are also fascinated by brightly colored, shiny, and particularly fragrant items of any kind, and numerous tales persist of all manner of strange and valuable treasures being discovered in unexpected locations by fortunate explorers while traveling through chetamog territory. ","skill_mod":{"survival":6,"athletics":6,"acrobatics":8},"summary":"In the pockets of old growth that form the most primeval and untamed regions of the Verduran Forest, there are trees of truly staggering size. The …","image":["/Images/Monsters/Chetamog.webp"],"primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3695","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":7,"source_group":["Wardens of Wildwood"],"size":["Large"],"name":"Chetamog","category":"creature","rarity":"common","strike_damage_average":[7,8],"slug":"creature-3695"},{"attack_bonus":[18],"constitution":6,"primary_source_category":"Adventure Paths","strength":4,"hp":161,"immunity":["mental"],"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","will_save":12,"charisma":1,"speed":{"max":15,"land":15},"perception":12,"wisdom":2,"weakness":{"fire":5},"creature_ability":["Horrifying Display","Creeping Death","Fungal Possession","Spore Cloud"],"primary_source_group":"Wardens of Wildwood","skill":["Stealth"],"trait":["Fungus","Plant","Unique","Tiny"],"id":"creature-3696","text":" Cythnophorian In its natural state, a fully grown cythnophorian resembles a wriggling mass of tendrils and fibrous growths approximately the size of a house cat. Although fully capable of locomotion in this form, a cythnophorian is rarely encountered outside a host, typically a humanoid or animal corpse, which the creature burrows into and animates from within like a grisly flesh puppet. Once so ensconced, the cythnophorian seeks out new victims to infect with its noxious spores, seizing control of their bodies for its own ends until they succumb to the deadly toxin and become incubators for new cythnophorians. A Medium-sized corpse is typically sufficient to sustain a cythnophorian for two weeks before it must seek out a fresh one. If unable to locate a new host in that time, the creature enters a dormant state, withdrawing into an unremarkable seed pod roughly the size of a child's fist, where it can lie in wait for years until a suitable victim presents itself. Recall Knowledge - Fungus (Nature): DC 34 Recall Knowledge - Plant (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Cythnophorian Source Pathfinder #201: Pactbreaker pg. 87 Perception +12; darkvision, lifesense 30 feet Languages Skills Stealth +15 Str +4 Dex +3 Con +6 Int -2 Wis +2 Cha +1 --- AC 27 Fort +18 Ref +14 Will +12 HP 161 Immunities mental Weaknesses fire 5 Horrifying Display Free Action (emotion, fear, mental, visual) Trigger The cythnophorian uses Fungal Possession; Effect All creatures in a 10- foot emanation must attempt a DC 26 Will save or become sickened 1, or sickened 2 on a critical failure. Affected creatures are off-guard for as long as they're sickened. Once a creature attempts this save, it's temporarily immune for 1 minute. --- Speed 15 feet Melee Single Action tendril +18, Damage 2d10+10 piercing plus creeping death and Fungal Possession Creeping Death (Contact, Poison) Saving Throw DC 22 Fortitude; Onset 1 round; Stage 1 2d6 poison damage and stunned 1 (1 round); Stage 2 4d6 poison damage and stupefied 1 (1 round); Stage 3 6d6 poison damage and confused (1 round); Stage 4 6d6 poison damage and controlled (1 round). A creature that dies while infected with creeping death immediately releases a burst of spores as if using the cythnophorian's Spore Cloud ability. If the corpse is not burned, it rises as the host of a new cythnophorian 12 hours later. Fungal Possession Two Actions (Concentrate, Manipulate, Move, Possession) Requirements The cythnophorian's last action was a Strike that killed a target of size Medium or smaller; Effect The cythnophorian rips itself out of its current host and burrows its way into the corpse of its latest victim, regaining 3d4 Hit Points and taking control of the corpse as its new host. The cythnophorian enters the space of its new host, and its former host's corpse falls to the ground in its previous space. Moving to a new host doesn't change the cythnophorian's abilities or movement Speeds. Spore Cloud Single Action (Incapacitation, Poison) The cythnophorian emits a cloud of toxic spores, exposing all creatures within a 15-foot emanation to creeping death. The cythnophorian can't use Spore Cloud again for 1d4 rounds. Unknown Origins Opinions vary as to the exact nature of these creatures, with many scholars citing their similarities to the fungal parasites known as cythnigots as evidence of some qlippoth connection. Still others theorize that they began as a natural form of plant life that gradually became twisted and corrupted, deliberately or otherwise, by prolonged exposure to the foul energies of Cyth-V'sug, demon lord of fungus and rot. ","skill_mod":{"stealth":15},"summary":"In its natural state, a fully grown cythnophorian resembles a wriggling mass of tendrils and fibrous growths approximately the size of a house cat. …","image":["/Images/Monsters/Cythnophorian.webp"],"primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Creature Type","Rarity"],"ac":27,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3696","intelligence":-2,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"source_group":["Wardens of Wildwood"],"size":["Tiny"],"spoilers":"Wardens of Wildwood","name":"Cythnophorian","category":"creature","rarity":"unique","strike_damage_average":[21],"slug":"creature-3696"},{"attack_bonus":[13,15,15],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":80,"language":["Aklo","Common","Fey"],"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","will_save":10,"charisma":0,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["White Hairs","Catch Rock","Denuded Outrage","Sudden Charge","Throw Rock"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Intimidation","Warfare Lore"],"trait":["Fey","Large"],"id":"creature-3697","text":" Ohancanu Ohancanus are gigantic fey who delight in destruction. It's not necessarily the sadistic torment of others they enjoy, but living in a devastated landscape seems to bring them peace. Despite their destructive drive, ohancanus are like wildfires: their damage often clears the way for new growth. Ohancanus resemble cyclopes, and they're covered in untamed hair. Scattered across their hirsute forms, each ohancanu has a few conspicuously white hairs. These are extremely sensitive and seem to anchor some part of an ohancanu's essence, wracking them with nausea and weakness if ever plucked. Though they habitually raze wildernesses, ohancanus rely on old growth forests for reproduction. When an ohancanu grows old, their companions murder and dissect them, planting their organs among the roots of the oldest trees around. About a year later, some of these organs sprout into young ohancanus who tear themselves free and seek out companions. From their first moments they understand language and basic survival skills, suggesting each generation retains some portion of their butchered progenitors' memories. Recall Knowledge - Fey (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Ohancanu Source Pathfinder #201: Pactbreaker pg. 88 Perception +12; low-light vision Languages Aklo, Common, Fey Skills Athletics +14, Intimidation +12, Warfare Lore +22 Str +5 Dex +2 Con +4 Int -2 Wis +2 Cha +0 White Hairs An ohancanu has 2d4 white hairs that are connected to its essence. If a hair is plucked, the ohancanu gains the drained 1 condition. This is cumulative with other drained conditions, and if plucking a hair would increase their drained value to 5 or more, the ohancanu falls unconscious. A creature can Steal a white hair from an unaware ohancanu, though they always notice a successful theft. If an ohancanu is grappled, restrained, or stunned, a creature can attempt to pluck out a white hair by spending a single action, which has the attack and manipulate traits, to attempt either an Athletics check against the ohancanu's Fortitude DC or a Thievery check. Items Greataxe, sack with 5 rocks --- AC 21 Fort +15 Ref +12 Will +10 HP 80 Weaknesses cold iron 5, white hairs (see above) Catch Rock Reaction Denuded Outrage Reaction Trigger A creature plucks one of the ohancanu's white hairs; Effect The ohancanu makes a fist Strike against the triggering creature. If the ohancanu is grappled or restrained, they can instead attempt to Escape. --- Speed 25 feet Melee Single Action greataxe +15 (reach 10 feet, Sweep), Damage 1d12+8 slashing Melee Single Action fist +15 (Agile, reach 10 feet), Damage 1d8+8 bludgeoning Ranged Single Action rock +13 (Brutal, range increment 120 feet), Damage 2d6+8 bludgeoning Sudden Charge Two Actions The ohancanu strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy. Throw Rock Single Action Riddles And Rage Ohancanus delight in destroying wordplay almost as much as they love demolishing architecture. A clever riddle can captivate an ohancanu and even halt their rampage. However, such a tactic rarely provide more than a brief opportunity for escape; once an ohancanu solves the puzzle or grows frustrated, their destruction resumes. ","skill_mod":{"athletics":14,"intimidation":12},"summary":"Ohancanus are gigantic fey who delight in destruction. It's not necessarily the sadistic torment of others they enjoy, but living in a devastated …","image":["/Images/Monsters/Ohancanu.webp"],"primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Creature Type"],"ac":21,"item":["Greataxe","sack with 5 rocks"],"level":5,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3697","intelligence":-2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":15,"source_group":["Wardens of Wildwood"],"size":["Large"],"name":"Ohancanu","category":"creature","rarity":"common","strike_damage_average":[12,14,15],"slug":"creature-3697"},{"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":102,"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","creature_family":"Twigjack","will_save":12,"charisma":2,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{"area":10,"fire":5},"creature_ability":["Troop Defenses","Clear Cut","Mass Bramble Jump","Rain of Splinters","Troop Movement"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Nature","Stealth"],"trait":["Fey","Plant","Troop","Uncommon","Gargantuan"],"id":"creature-3698","text":" Twigjack Bramble A single twigjack is a dangerous and unpredictable creature with a capacity for sudden violence. A group of twigjacks united by shared purpose is a substantive force for destruction. The impetus behind the formation of a twigjack group, colloquially known as a “bramble,” can be almost anything, although they nearly always form around a particularly charismatic or demagogic individual. Religious fanaticism is another common factor; notably, however, twigjacks rarely worship established deities and instead devote themselves to strange new gods of their own imagining who, inevitably, demand that their worshippers purge the twigjacks' territory of those whose presence displeases them. Recall Knowledge - Fey (Nature): DC 24 Recall Knowledge - Plant (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Twigjack Bramble Source Pathfinder #201: Pactbreaker pg. 89 Perception +14; darkvision Languages Skills Acrobatics +16, Athletics +13, Nature +11, Stealth +16 Str +3 Dex +5 Con +3 Int +1 Wis +3 Cha +2 --- AC 24 Fort +14 Ref +16 Will +12 HP 102 (16 squares) Weaknesses area damage 10, fire 5, splash damage 5 Troop Defenses --- Speed 25 feet; troop movement Clear Cut Three Actions The twigjack bramble swarms over any creatures in their path, shredding their foes with razor-sharp thorns. The bramble Forms Up and Strides twice, moving through the space of any Medium or smaller creatures. Each creature whose space the bramble moves through takes 4d6 slashing damage (DC 21 basic Reflex save). On a critical failure, the creature is also knocked prone. Mass Bramble Jump Three Actions (Plant, Primal, Teleportation) The twigjack bramble uses Form Up to redistribute its squares into any configuration wherein all squares are in undergrowth, then instantly teleports to another square within 60 feet, using Form Up again on the target square. The configuration of the second Form Up must also place all of the bramble's squares in undergrowth. This movement doesn't trigger reactions. Rain of Splinters Two Actions The twigjack bramble launches a volley of splinters and brambles in a 10-foot burst within 30 feet that deals 4d6 piercing damage (DC 21 basic Reflex save). When the bramble is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Troop Movement Whenever the twigjack bramble Strides, it first Forms Up as a free action to condense into a 20-foot-by20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the bramble enters difficult terrain, the extra movement cost applies to the whole group. Proactive Vigilantes Twigjacks frequently justify their violent and antisocial tendencies by declaring themselves the guardians of the forests in which they dwell, and that their duty is to keep those protected lands free of non-fey intruders by any means necessary. Rarely patient enough to wait for opportunities to come to them, roving brambles of twigjacks often seek out what they consider to be impending conflicts between forest-folk and outside threats in order to impose their “assistance,” nearly always resulting in brutality and bloodshed that benefits neither side and only serves to escalate the situation. ","skill_mod":{"nature":11,"stealth":16,"athletics":13,"acrobatics":16},"summary":"A single twigjack is a dangerous and unpredictable creature with a capacity for sudden violence. A group of twigjacks united by shared purpose is a …","image":["/Images/Monsters/Twigjack_Bramble.webp"],"primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Creature Type","Monster","Rarity"],"ac":24,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3698","intelligence":1,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":14,"source_group":["Wardens of Wildwood"],"size":["Gargantuan"],"spoilers":"Wardens of Wildwood","name":"Twigjack Bramble","category":"creature","rarity":"uncommon","slug":"creature-3698"},{"attack_bonus":[16,17],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":95,"language":["Common","Elven","Fey"],"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","will_save":14,"charisma":1,"speed":{"max":30,"land":30},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Liberating Strike","Reactive Strike","Hunt Prey"],"primary_source_group":"Wardens of Wildwood","skill":["Andoran Lore","Athletics","Forest Lore","Medicine","Nature","Stealth","Survival"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-3699","text":" Alyce Quinley, Conflicted Champion Alyce Quinley was born in the wilds of the Darkmoon Vale region in north-central Andoran. Her father, Erasmus Quinley, belongs to the Greenfire Circle, an order of druids in the Arthfell Forest who serve as intermediaries between the Vale's humans and fey. Her mother, Vandra Steiggerson, is a legacy member of the Fangwatch, a reclusive group of rangers dedicated to protecting Arthfell Forest locals from its many dangerous denizens, chiefly a large population of werewolves. Raised alongside other children of the Circle, Alyce and her peers grew up among the beasts and guardians of the wilderness, learning to spot, track, and stalk prey through the forest with a patient lethality. Alyce's father saw to most her needs, for her mother's patrols often ranged far from home for weeks at a time. Erasmus expected Alyce to follow in his footsteps, becoming a druid. However, he soon realized her talents lay elsewhere. By the time she reached adulthood, she had already distinguished herself as a messenger, scout, and envoy, earning friends throughout the region, including Andoran's frontier military forces. This included the Diamond Regiment, a frontier force tasked with guarding the roads (and valuable duskwood shipments) leading from Darkmoon Vale. It was in the course of delivering messages that Alyce learned of Eagle Knight Kelvan Drost, sole survivor of a recent hobgoblin ambush in northern Arthfell. The hobgoblins had grown tired of Drost after realizing their prisoner wouldn't surrender the information they wanted. Alyce realized that they would execute Drost soon, so she scouted the area, infiltrated the camp, dispatched the guards, and spirited the wounded prisoner to safety before anyone noticed anything amiss. Her actions earned her a special invitation from the Diamond Regiment's commander, commending her bravery and formally offering training and membership to Alyce. Over a decade later, having proven her mettle performing dozens of missions all across Andoran, Alyce serves the Diamond Regiment as ranking military officer in the city of Bellis, a remote settlement buried in the Verduran Forest on Andoran's far northeastern border. While few Diamond Regiment personnel are stationed so far from Darkmoon Vale, Alyce's Greenfire Circle background has equipped her to negotiate with druids, fey, and other forest folk. This will be her third year representing Andoran at the annual Greenwood Gala, and as much as she privately resents serving as the public face of the despicable Lumber Consortium, it's still a pleasant diversion from her day-to-day duties to assist the Bellisian militia in maintaining order, despite the best efforts of the city's large transient population of unruly lumberjacks. Alyce is a woman between two worlds in some ways, but she doesn't see it that way. She feels like she uses her deep knowledge of and experience with the wilderness to her advantage while serving her country. Many of her kin and friends don't fully recognize the Andoren state, and are content to live their lives hidden by the dense foliage of the forest. Alyce, however recognizes that the reach of Andoran is inevitable and the best way to make sure that the nation interacts with the wild in the best possible way is to put someone between these two worlds that have the wild in their best interest—a role she's happy to play. Alyce can come off as standoffish or too direct, but that's just her defense against the risk of giving too much away. In her daily life she has to negotiate between groups that are often diametrically opposed, and giving too much of yourself away in negotiations only leads to failure and exploitation. Raised as she was, Alyce has a fondness for athletic pursuits, particularly lone ones where she can test her own capabilities. Her childhood love for climbing trees or going on days-long hikes just to reach a particular point and then return home has carried over to her adult life. In the rare times she's not burdened by responsibility, Alyce goes on “a wander” by herself for days, or even weeks, at a time. It's during these wanders that she catches up with friends from her childhood and others she's met during her life. Campaign Role When the PCs first encounter Alyce in Chapter 1, she's on a diplomatic mission representing Andoren interests at the Greenwood Gala and keeping a watchful eye on the other attendees so as to suss out any potential threats to those interests. Unlike Taldor, Andoran is not a signatory of the Treaty of the Wildwood, and its logging operations not officially under the Lodge's protection. Those operations have rapidly expanded in recent months to meet the ravenous shipbuilding industry's demands, driven by growing fears of imminent war with Cheliax. Complicating matters further, the infamously underhanded Lumber Consortium maintaining its stranglehold on Andoran's lumber industry continues to act with flagrant lack of regard for how its activities might provoke forest folk. Although disgusted by the Consortium leadership's unscrupulous behavior, Alyce remains well aware of the vital role they play in Andoren national security and the necessity of defending their operations, placing her in the unenviable position of having to attend the Gala as the unofficial representative of one of the Verduran Forest's most despised institutions. Alyce is initially standoffish and curt, expecting Gala attendees to regard her with the same loathing they have for the Consortium itself. If the PCs get past her defenses, they should come to see her as a potential ally, as her personal goals likely align with theirs more than expected. When they encounter her again in Chapter 2, they'll have the opportunity to help her resolve a crisis threatening both the interests she's sworn to protect and the overall stability of the region, further intertwining their loyalties. By the end of Chapter 3, she should be fully cemented as a supporter of their cause, having both witnessed firsthand the threat posed by Ruzadoya's Lodge and fought alongside the PCs to escape it. Alyce is an accomplished warrior, and won't hesitate to enter the fray if a fight breaks out in her presence. Although her title as an Eagle Knight holds little sway in the depths of the Verduran Forest, she'll use her position and authority to assist the PCs' efforts in any way possible should opportunities arise. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Alyce Quinley Source Pathfinder #201: Pactbreaker pg. 91 Perception +17 Languages Common, Elven, Fey Skills Andoran Lore +16, Athletics +14, Forest Lore +12, Medicine +11, Nature +12, Stealth +15, Survival +15 Str +4 Dex +2 Con +3 Int +1 Wis +2 Cha +1 Items Bedroll, Crossbow (10 bolts), lesser potion of healing (2), maps, pup tent, +1 striking rapier , Scale Mail --- AC 25 Fort +15 Ref +11 Will +14 HP 95 Liberating Strike Reaction Requirements Alyce is wielding a melee weapon; Trigger A creature within Alyce's reach attempts to apply the grabbed, immobilized, or restrained condition to an ally; Effect Alyce makes a melee Strike against the triggering creature. If the attack is a hit, the triggering ally can immediately use a reaction to Escape. If the attack is a critical hit, any grabbed, immobilized, or restrained conditions imposed by the triggering action are negated. Reactive Strike Reaction --- Speed 30 feet Melee Single Action rapier +17 (deadly 1d8, Disarm, Magical), Damage 2d6+6 piercing Ranged Single Action crossbow +16 (range increment 120 feet, reload 1), Damage 1d8+8 piercing Hunt Prey Single Action (Concentrate) Alyce designates a single creature as her prey and focuses her attacks against that creature. She must be able to see, hear, or otherwise detect the prey, or she must be tracking the prey during exploration. She gains a +2 circumstance bonus to Perception checks when she Seeks her prey and a +2 circumstance bonus to Survival checks when she Tracks her prey. Alyce also ignores the penalty for making ranged attacks within her second range increment against the prey she's hunting. Alyce can only have one creature designated as her prey at a time. If she uses Hunt Prey against a creature when she already has a creature designated, the prior creature loses the designation and the new prey gains the designation. Her designation lasts until her next daily preparations. ","skill_mod":{"nature":12,"survival":15,"stealth":15,"medicine":11,"athletics":14},"summary":"Alyce Quinley was born in the wilds of the Darkmoon Vale region in north-central Andoran. Her father, Erasmus Quinley, belongs to the Greenfire …","image":["/Images/Monsters/Alyce_Quinley.webp"],"primary_source":"Pathfinder #201: Pactbreaker","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":25,"item":["Bedroll","Crossbow (10 bolts)","lesser potion of healing (2)","maps","pup tent","+1 striking rapier","Scale Mail"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3699","intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":15,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"Alyce Quinley","category":"creature","rarity":"unique","strike_damage_average":[12,13],"slug":"creature-3699"},{"primary_source_category":"Adventure Paths","strength":4,"hp":170,"language":["Common","Druidic","Fey","<%SPELLS%1680%%>speak with animals<%END>, <%SPELLS%1681%%>speak with plants<%END>"],"source":["Pathfinder #201: Pactbreaker"],"type":"Creature","charisma":4,"perception":21,"trait":["Animal","Unique","Gargantuan"],"id":"creature-3700","text":" Emorga All-Seer, Antediluvian Advisor Emorga All-Seer is an ancient being who has faithfully served as counselor to Wildwood Lodge leadership for centuries. Even Emorga herself is uncertain of her true age, having already grown to full size when she was discovered living on the Isle of Arenway almost four thousand years ago by refugees of the doomed Goroth Lodge after Taldor crushed it. Over centuries, as the isolated sect grew into the mighty Wildwood Lodge and its influence spread across the Verduran Forest, the immense tortoise continued her peaceful existence, mostly ignoring the tiny creatures that had settled around her. The ever-increasing number of druids flocking to the island were enamored with the enormous but gentle creature, eventually adopting her as a sort of mascot. As centuries became millennia, she also became something of a living historical archive, her massive shell scutes having absorbed and recorded centuries of environmental data like the rings of an ancient tree. Not all these records are formed naturally; Emorga's shell is also covered in thousands of etchings that include elaborate decorative symbols and patterns alongside ancient historical accounts, secret messages recorded in long-forgotten druidic ciphers, and archaic primal spell formulas dating back to the dawn of the tradition. To the druids who shared her island home, Emorga would come to serve both as a symbol of the Wildwood Lodge's endurance across the centuries, and as a living repository of knowledge from the generations that had come before. By 2281 AR, Taldor's ongoing military expansion and voracious appetite for lumber exerted growing pressure on the region, leading inhabitants to turn to the Wildwood Lodge for protection—ultimately leading to its adoption as the de facto governing body for all of the Verduran Forest. Thanks to the tireless efforts of Lodge druids working in concert with the ancient conrasu Corazal, extensive deforestation and violent clashes were both kept to a minimum and the forest remained in a state of tenuous peace for centuries, finally culminating in the signing of the Treaty of the Wildwood in 3841 AR. Seeking the region's wisest to act as advisors, the druids sought counsel from its oldest and wisest inhabitants to guide their decisions, among them an ancient and benevolent nature spirit calling itself only the Wildwatcher. The Wildwatcher accepted, and as its first advice, it suggested the Lodge recognize an ancient and overlooked ally: Emorga, the great tortoise that had lived alongside them since the earliest days of their order. Utilizing the ritual of awakening , the Wildwatcher granted Emorga sapience so that the Lodge might prevail upon her centuries of accumulated wisdom, humbly inviting the great tortoise to join the Lodge as a respected counselor to its leadership. Today, some 750 years later, Emorga continues to faithfully serve the Lodge, the druids, and her community. Over centuries of studying soothsaying and divination, she has also become as adept at peering into the future as recalling the distant past, earning her the appellation of “All-Seer” and making her an invaluable member of the council that informs all major Wildwood Lodge decisions. Campaign Role Emorga All-Seer is the party's initial point of contact at the Greenwood Gala where this adventure begins. Thus, she plays an important part in introducing them both to the Wildwood Lodge and the culture of druids and forest creatures who call the Verduran Forest home. With her vast stores of knowledge and a dagger-sharp intellect that belies her physical ponderousness, Emorga should quickly become a vital resource to the PCs as they are thrust first into the role of defenders of the peace and later into that of rebels against a dangerous new regime. Although she typically can't accompany or directly assist the PCs in their efforts, she provides invaluable assistance by taking on the role of a planner and organizer who can remain at their base of operations, leveraging her connections and knowledge to lay the groundwork for future endeavors, while the characters travel around and get things done. Emorga has now served on the Lodge council for the better part of a millennium and, in her centuries of life, she has witnessed the rise and fall of many leaders and political factions both within and without. Her dire concern over widespread strife in the aftermath of the Greenwood Massacre and the implications of Ruzadoya's takeover of the Lodge in Chapter 3 should therefore impress upon the characters the gravity of the situation: these truly are threats the likes of which the Verduran Forest has never seen before. Although Emorga is an accomplished spellcaster and an imposing physical presence, she rarely involves herself in combat unless there is an immediate threat to herself or those she is charged with protecting. Even then, she typically acts to protect or empower her allies rather than to inflict harm on her enemies. Outside of combat, she is always willing use her spells, rituals, and other abilities to aid the characters whenever she can. Recall Knowledge - Animal (Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Emorga All-Seer Source Pathfinder #201: Pactbreaker pg. 92 Perception +21; (11 for initiative) low-light vision, scent (imprecise) 30 feet Languages Common, Druidic, Fey; speak with animals , speak with plants Skills Athletics +16, Diplomacy +18, Medicine +19, Nature +21, Society +18, Soothsaying Lore +23, Survival +19 Str +4 Dex +0 Con +5 Int +4 Wis +6 Cha +4 Read Nature's Omens (concentrate, primal) Frequency once per day; Requirements Emorga can see a naturally occurring pattern such as ripples in a pond, a murmuration of birds wheeling across the sky, or a tangle of interwoven vines and flowers; Effect Emorga spends 1 hour contemplating the pattern to receive a brief glimpse of possible futures, optionally posing a question about a specific person, place, or event. She attempts a DC 30 Nature or Soothsaying Lore check. Critical Success Emorga receives a helpful premonition of one significant event that is to occur within one week. If she specified a specific subject, the premonition relates specifically to events affecting or involving that subject. These visions might be partial or unclear, but they are never purposely misleading. Success As critical success, but Emorga can only receive visions of events that will occur within the next 1d4 days. Failure Emorga receives no vision, or receives a vision of something insignificant or unrelated to her subject. Critical Failure Emorga incorrectly interprets the omens and receives a false vision. Treat as a critical success, but the vision is either wholly inaccurate or presented in a way that actively distorts its meaning. --- AC 29 Fort +20 Ref +15 Will +20 HP 170 Take Cover Two Actions Emorga withdraws into her shell, protecting her head and extremities from harm. She can't take move or attack actions while in this state, but gains a +4 circumstance bonus to AC and resistance 10 to physical attacks. She can end the state as a single action. --- Speed 10 feet, swim 20 feet Melee Single Action jaws +19, Damage 2d10+10 piercing Melee Single Action foot +19, Damage 2d8+10 bludgeoning Primal Innate Spells DC 28, attack +20 - Cantrips (5th) Guidance, Read Aura, Tangle Vine - 2nd Animal Messenger, Entangling Flora, Speak with Animals - 3rd Earthbind, Safe Passage - 4th Heal, Mountain Resilience - 5th Control Water, Speak with Stones - Constant (4th) Speak with Plants Rituals DC 25 - 2nd Heartbond - 3rd Reincarnate - 4th Plant Growth - 6th Commune, Primal Call Trample Three Actions Large or smaller, foot, DC 25 ","skill_mod":{"society":18,"diplomacy":18,"nature":21,"survival":19,"medicine":19,"athletics":16},"image":["/Images/Monsters/Emorga_All-Sage.webp"],"primary_source":"Pathfinder #201: Pactbreaker","spell":["Control Water","Speak with Stones","Heal","Mountain Resilience","Earthbind","Safe Passage","Animal Messenger","Entangling Flora","Guidance","Read Aura","Tangle Vine","Speak with Plants","Speak with Animals"],"ac":29,"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":"(11 for initiative) low-light vision , scent ( imprecise ) 30 feet","resistance":{},"intelligence":4,"reflex_save":15,"strongest_save":["fort","fortitude","will"],"vision":"Low-light vision","fortitude_save":20,"source_group":["Wardens of Wildwood"],"size":["Gargantuan"],"spoilers":"Wardens of Wildwood","name":"Emorga All-Seer","rarity":"unique","strike_damage_average":[19,21],"attack_bonus":[19,19],"constitution":5,"spell_attack_bonus":[20],"will_save":20,"speed":{"max":20,"land":10,"swim":20},"wisdom":6,"weakness":{},"creature_ability":["Read Nature's Omens","Take Cover","Trample"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Diplomacy","Medicine","Nature","Society","Soothsaying Lore","Survival"],"tradition":["Primal"],"summary":"Emorga All-Seer is an ancient being who has faithfully served as counselor to Wildwood Lodge leadership for centuries. Even Emorga herself is …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=3700","dexterity":0,"category":"creature","slug":"creature-3700"},{"primary_source_category":"Adventure Paths","strength":0,"hp":140,"language":["Amurrun","Common"],"source":["Pathfinder #202: Severed at the Root"],"type":"Creature","charisma":2,"perception":19,"trait":["Catfolk","Humanoid","Unique","Medium"],"id":"creature-3701","text":" Izurran Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Izurran Source Pathfinder #202: Severed at the Root pg. 22 Perception +19; low-light vision Languages Amurrun, Common Skills Acrobatics +18, Arcana +21, Deception +15, Nature +17, Occultism +21, Stealth +18, Survival +17 Str +0 Dex +3 Con +3 Int +4 Wis +2 Cha +2 Items +1 striking claw blade , moderate potion of resistance (fire) --- AC 25 Fort +18 Ref +18 Will +21 HP 140 Weaknesses bleed 5 Cat's Luck Reaction (fortune) Trigger Izurran fails or critically fails a Reflex saving throw; Frequency Once per day; Effect Izurran rerolls that saving throw and takes the better result. Spiteful Curse Reaction (misfortune, occult) Trigger A creature within 30 feet that Izurran can see would succeed at a save; Frequency One per day; Effect Izurran hisses a spiteful curse at the triggering creature. The target must reroll the triggering saving throw and use the worse result. --- Speed 30 feet Melee Single Action claw blade +19 (Agile, deadly d8, Disarm, Finesse, versatile P), Damage 2d4+3 plus 2d6 persistent bleed Occult Prepared Spells DC 28, attack +20 - Cantrips (5th) Daze, Detect Magic, Light, Shield, Telekinetic Projectile - 1st Alarm, Bane, Enfeeble, Sure Strike - 2nd Blur, Resist Energy, See the Unseen - 3rd Blindness, Dispel Magic, False Vitality, Illusory Disguise - 4th Blood Vendetta, Grim Tendrils (×2), Phantom Pain - 5th Biting Words, Vampiric Feast, Wave of Despair Witch Hexes DC 28, 3 Focus Points - Cantrips (5th) Evil Eye - 1st Cackle - 5th Needle of Vengeance, Phase Familiar Familiar Izurran's familiar is Zasir, a cobra with a Speed of 25 feet, a climb Speed of 25 feet, darkvision, and fire resistance 4. Zasir is currently empowered by Izurran's patron; see adventure details. ","skill_mod":{"deception":15,"nature":17,"survival":17,"stealth":18,"arcana":21,"occultism":21,"acrobatics":18},"image":["/Images/Monsters/Izurran.webp"],"primary_source":"Pathfinder #202: Severed at the Root","spell":["Biting Words","Vampiric Feast","Wave of Despair","Blood Vendetta","Grim Tendrils","Phantom Pain","Blindness","Dispel Magic","False Vitality","Illusory Disguise","Blur","Resist Energy","See the Unseen","Alarm","Bane","Enfeeble","Sure Strike","Daze","Detect Magic","Light","Shield","Telekinetic Projectile","Needle of Vengeance","Phase Familiar","Cackle","Evil Eye"],"ac":25,"item":["+1 striking claw blade","moderate potion of resistance (fire)"],"level":9,"spell_dc":[28,28],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":4,"reflex_save":18,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":18,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"Izurran","rarity":"unique","strike_damage_average":[15],"attack_bonus":[19],"constitution":3,"spell_attack_bonus":[20],"will_save":21,"speed":{"max":30,"land":30},"wisdom":2,"weakness":{"bleed":5},"creature_ability":["Cat's Luck","Spiteful Curse","Familiar"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Arcana","Deception","Nature","Occultism","Stealth","Survival"],"tradition":["Occult"],"trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/NPCs.aspx?ID=3701","dexterity":3,"category":"creature","slug":"creature-3701"},{"attack_bonus":[16,18],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":140,"language":["Common","Jotun"],"source":["Pathfinder #202: Severed at the Root"],"type":"Creature","will_save":12,"charisma":0,"speed":{"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Reactive Strike","Hooking Hurl","Stomp the Small"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Intimidation","Survival"],"trait":["Giant","Humanoid","Large"],"id":"creature-3702","text":" Ogre Bully Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Ogre Bully Source Pathfinder #202: Severed at the Root pg. 24 Perception +12; darkvision Languages Common, Jotun Skills Athletics +17, Intimidation +14, Survival +13 Str +6 Dex +3 Con +5 Int -1 Wis +3 Cha +0 Items Chain Shirt, hatchets (3), +1 ogre hook --- AC 24 Fort +18 Ref +14 Will +12 HP 140 Resistances bludgeoning 5 Reactive Strike Reaction --- Speed 25 feet Melee Single Action ogre hook +18 (deadly d10, reach 10 feet, Trip), Damage 1d10+13 piercing Ranged Single Action hatchet +16 (Agile, Sweep, thrown 20 ft.), Damage 1d6+13 piercing Hooking Hurl Single Action Requirement The ogre's last action was a successful ogre hook Strike; Effect The ogre latches the hook into the target and attempts to Reposition the target with a sudden flick, even if the ogre doesn't have a free hand. This attempt doesn't apply the ogre's multiple attack penalty. If the target ends its movement adjacent to an obstacle or adjacent to a creature of equal or greater size, the target also takes 1d10 bludgeoning damage and is off-guard for 1 round. Stomp the Small The ogre's melee and ranged Strikes deal an additional 2 damage to Medium creatures. This additional damage increases to 1d6+2 damage to Small or smaller creatures. ","skill_mod":{"survival":13,"athletics":17,"intimidation":14},"primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Creature Type"],"ac":24,"item":["Chain Shirt","hatchets (3)","+1 ogre hook"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5},"url":"/Monsters.aspx?ID=3702","intelligence":-1,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"source_group":["Wardens of Wildwood"],"size":["Large"],"name":"Ogre Bully","category":"creature","rarity":"common","strike_damage_average":[16,18],"slug":"creature-3702"},{"attack_bonus":[17,17],"constitution":1,"primary_source_category":"Adventure Paths","strength":0,"hp":110,"language":["Aklo","Common","Fey"],"source":["Pathfinder #202: Severed at the Root"],"type":"Creature","will_save":16,"charisma":4,"speed":{"fly":45,"max":45,"land":15},"perception":15,"wisdom":3,"weakness":{"cold_iron":5},"creature_ability":["Sprinkle Pixie Dust"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Deception","Nature","Stealth","Survival","Thievery"],"trait":["Fey","Sprite","Unique","Small"],"id":"creature-3703","text":" Sylvarindarian Recall Knowledge - Fey (Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Sylvarindarian Source Pathfinder #202: Severed at the Root pg. 29 Perception +15; low-light vision Languages Aklo, Common, Fey Skills Acrobatics +17, Deception +15, Nature +13, Stealth +17, Survival +13, Thievery +15 Str +0 Dex +6 Con +1 Int +4 Wis +3 Cha +4 Items +1 striking longbow (60 arrows), Shortsword --- AC 25 Fort +12 Ref +19 Will +16 HP 110 Weaknesses cold iron 5 --- Speed 15 feet, fly 45 feet Melee Single Action shortsword +17 (Agile, Finesse, versatile S), Damage 2d6+6 piercing Ranged Single Action longbow +17 (deadly d10, range increment 100 feet, reload 0, volley 20 feet), Damage 2d8+8 piercing Primal Innate Spells DC 25 - Cantrips (4th) Detect Magic, Figment, Light, Shield - 2nd Entangling Flora, Revealing Light - 4th Dispel Magic, Invisibility (at will; self only) Sprinkle Pixie Dust Single Action (Manipulate, Primal) Sylvarindarian sprinkles pixie dust onto one of his arrows. If he hits a creature with that arrow before his next turn, the arrow inflicts one of the following special effects of his choice instead of dealing damage. Each effect depends on the result of the target's attempt at a DC 25 Will save. On a critical hit, the target gets a result one degree worse than it rolled. Charm (emotion, incapacitation, mental) The arrow has the effect of a charm spell, except the target doesn't gain a bonus to its save if the only hostile act was Sylvarindarian firing his bow, and he can choose to direct the target's adoration toward another creature rather than himself. Memory Loss (mental) On a failed Will save, the target loses the last 5 minutes of its memory. Subdual (mental, nonlethal) The target takes 6d6 mental damage, depending on the result of its basic Will save. ","tradition":["Primal"],"skill_mod":{"deception":15,"nature":13,"thievery":15,"survival":13,"stealth":17,"acrobatics":17},"primary_source":"Pathfinder #202: Severed at the Root","spell":["Dispel Magic","Invisibility","Entangling Flora","Revealing Light","Detect Magic","Figment","Light","Shield"],"trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":25,"item":["+1 striking longbow (60 arrows)","Shortsword"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3703","intelligence":4,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":12,"source_group":["Wardens of Wildwood"],"size":["Small"],"spoilers":"Wardens of Wildwood","name":"Sylvarindarian","category":"creature","rarity":"unique","strike_damage_average":[13,17],"slug":"creature-3703"},{"attack_bonus":[15,17],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":95,"language":["Common","Fey"],"source":["Pathfinder #202: Severed at the Root"],"type":"Creature","will_save":15,"charisma":3,"speed":{"fly":45,"max":45,"land":15},"perception":14,"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Sneak Attack","Sprinkle Pixie Dust","Warden's Protection"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Deception","Nature","Stealth"],"trait":["Fey","Sprite","Small"],"id":"creature-3704","text":" Shadebound Pixie Guard Recall Knowledge - Fey (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Shadebound Pixie Guard Source Pathfinder #202: Severed at the Root pg. 47 Perception +14; low-light vision Languages Common, Fey Skills Acrobatics +15, Athletics +13, Deception +12, Nature +12, Stealth +15 Str +2 Dex +4 Con +1 Int +3 Wis +2 Cha +3 Items Longbow (20 arrows), Rapier --- AC 25 Fort +11 Ref +17 Will +15 +1 status to all saves vs. magic HP 95 Weaknesses cold iron 5 --- Speed 15 feet, fly 45 feet Melee Single Action rapier +17 (deadly d8, Finesse), Damage 1d6+6 piercing Ranged Single Action longbow +15 (deadly d10, range increment 100 feet, reload 0, volley 20 feet), Damage 1d8+6 piercing Primal Innate Spells DC 24 - Cantrips (3rd) Detect Magic, Figment, Light, Shield - 1st Illusory Disguise - 2nd Darkness, Entangling Flora, Revealing Light - 3rd Dispel Magic - 4th Invisibility (at will; self only) Sneak Attack The pixie deals an additional 1d6 precision damage to off-guard creatures. Sprinkle Pixie Dust Single Action (Manipulate) The pixie sprinkles pixie dust onto one of their arrows. If the pixie hits a creature with that arrow before the pixie's next turn, the arrow inflicts one of the following special effects instead of dealing damage. Each effect depends on the target's DC 24 Will save. On a critical hit, the target gets a result one degree worse than it rolled. Confusion (emotion, mental) The target suffers the effects of a 4th-rank confusion spell. Shadow Shroud (darkness, incapacitation) On a failed Will save, the target is enveloped in shadows. It perceives its surroundings as though bright light conditions were only dim light and dim light as though it was darkness. Supernatural Chill (cold, shadow) The target takes 5d6 cold damage (basic Fortitude save). Warden's Protection The pixie deals an additional 1d6 damage to any creature trespassing in the Gloaming Arbor. ","tradition":["Primal"],"skill_mod":{"deception":12,"nature":12,"stealth":15,"athletics":13,"acrobatics":15},"primary_source":"Pathfinder #202: Severed at the Root","spell":["Invisibility","Dispel Magic","Darkness","Entangling Flora","Revealing Light","Illusory Disguise","Detect Magic","Figment","Light","Shield"],"trait_group":["Creature Type","Monster","Ancestry"],"ac":25,"item":["Longbow (20 arrows)","Rapier"],"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3704","intelligence":3,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":11,"source_group":["Wardens of Wildwood"],"size":["Small"],"name":"Shadebound Pixie Guard","category":"creature","rarity":"common","strike_damage_average":[9,10],"slug":"creature-3704"},{"attack_bonus":[16],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":115,"language":["Aklo","Common","Fey"],"source":["Pathfinder #202: Severed at the Root"],"type":"Creature","will_save":18,"charisma":3,"speed":{"max":30,"land":30},"perception":16,"wisdom":5,"weakness":{},"creature_ability":["Sneak Attack"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Deception","Intimidation","Occultism","Society","Stealth"],"trait":["Human","Humanoid","Medium"],"id":"creature-3705","text":" Shadow Sage Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Shadow Sage Source Pathfinder #202: Severed at the Root pg. 57 Perception +16 Languages Aklo, Common, Fey Skills Acrobatics +13, Deception +12, Intimidation +17, Occultism +17, Society +11, Stealth +13 Str +3 Dex +2 Con +1 Int +5 Wis +5 Cha +3 Items Leather Armor, Staff --- AC 25 Fort +13 Ref +15 Will +18 HP 115 --- Speed 30 feet Melee Single Action staff +16 (two-handed d8), Damage 1d4+9 bludgeoning Occult Innate Spells DC 25 - Cantrips (3rd) Read Aura, Shield, Void Warp - 2nd Darkvision, See the Unseen - 4th Vampiric Feast Sneak Attack The shadow sage deals an additional 2d6 precision damage to off-guard creatures. ","tradition":["Occult"],"skill_mod":{"society":11,"deception":12,"stealth":13,"intimidation":17,"occultism":17,"acrobatics":13},"primary_source":"Pathfinder #202: Severed at the Root","spell":["Vampiric Feast","Darkvision","See the Unseen","Read Aura","Shield","Void Warp"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":25,"item":["Leather Armor","Staff"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3705","intelligence":5,"reflex_save":15,"strongest_save":["will"],"dexterity":2,"fortitude_save":13,"source_group":["Wardens of Wildwood"],"size":["Medium"],"name":"Shadow Sage","category":"creature","rarity":"common","strike_damage_average":[11],"slug":"creature-3705"},{"attack_bonus":[9],"constitution":0,"primary_source_category":"Adventure Paths","strength":0,"hp":20,"language":["Common","Draconic","Fey","Shadowtongue","(can't speak any language)"],"source":["Pathfinder #202: Severed at the Root"],"type":"Creature","creature_family":"Eyelet","will_save":7,"charisma":1,"speed":{"fly":40,"max":40,"land":5},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Light Blindness","Send Signal","Witness"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Stealth"],"trait":["Beast","Rare","Tiny"],"id":"creature-3706","text":" Eyelet A solitary eyelet is of little threat and strives to operate in secret. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Eyelet Source Pathfinder #202: Severed at the Root pg. 82 Perception +10; darkvision Languages Common, Draconic, Fey, Shadowtongue; (can't speak any language) Skills Acrobatics +6, Stealth +8 Str +0 Dex +3 Con +0 Int +1 Wis +2 Cha +1 --- AC 15 Fort +5 Ref +10 Will +7 HP 20 Light Blindness Send Signal Single Action The eyelet sends an emergency signal through its scrying sensor to a linked scrying station (see Witness) up to 10 miles away. This transmits the eyelet's distance and direction from the station at the time of sending. Witness The eyelet records whatever it perceives, storing it in an embedded, marble-sized sensor. The eyelet can record up to 1 hour of events, starting and stopping across a longer period. Removing the sensor erases its records. An eyelet can transfer everything it has recorded up to 10 miles to its linked scrying station, where the recordings are collected and can be viewed. Doing so empties the sensor so it can be used again. An eyelet can link, or sever its link, to a scrying station as a 10-minute activity with the concentrate trait. --- Speed 5 feet, fly 40 feet Melee Single Action wing +9 (Finesse), Damage 1d4+2 bludgeoning\n","skill_mod":{"stealth":8,"acrobatics":6},"summary":"A solitary eyelet is of little threat and strives to operate in secret.","image":["/Images/Monsters/Eyelet.webp"],"primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Creature Type","Rarity"],"ac":15,"level":1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3706","intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"source_group":["Wardens of Wildwood"],"size":["Tiny"],"spoilers":"Wardens of Wildwood","name":"Eyelet","category":"creature","rarity":"rare","strike_damage_average":[4],"slug":"creature-3706"},{"constitution":0,"primary_source_category":"Adventure Paths","strength":0,"hp":90,"language":["Common","Draconic","Fey","Shadowtongue","(can't speak any language)"],"immunity":["grabbed","precision","prone","restrained","swarm mind"],"source":["Pathfinder #202: Severed at the Root"],"type":"Creature","creature_family":"Eyelet","will_save":15,"charisma":2,"speed":{"fly":40,"max":40,"land":5},"perception":18,"wisdom":4,"weakness":{"area":5},"creature_ability":["Light Blindness","Send Signal","Witness","Swarming Cyclone","Unnerving Observation"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Stealth"],"trait":["Beast","Rare","Swarm","Large"],"id":"creature-3707","text":" Eyelet Swarm Hundreds of eyelets can swarm to overwhelm larger threats. Recall Knowledge - Beast (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Eyelet Swarm Source Pathfinder #202: Severed at the Root pg. 82 Perception +18; darkvision Languages Common, Draconic, Fey, Shadowtongue; (can't speak any language) Skills Acrobatics +16, Stealth +18 Str +0 Dex +5 Con +0 Int +2 Wis +4 Cha +2 --- AC 24 Fort +12 Ref +18 Will +15 HP 90 Immunities grabbed, precision, prone, restrained, swarm mind Resistances bludgeoning 5, piercing 10, slashing 10 Weaknesses area damage 5, splash damage 5 Light Blindness Send Signal Single Action The eyelet sends an emergency signal through its scrying sensor to a linked scrying station (see Witness) up to 10 miles away. This transmits the eyelet's distance and direction from the station at the time of sending. Witness The eyelet records whatever it perceives, storing it in an embedded, marble-sized sensor. The eyelet can record up to 1 hour of events, starting and stopping across a longer period. Removing the sensor erases its records. An eyelet can transfer everything it has recorded up to 10 miles to its linked scrying station, where the recordings are collected and can be viewed. Doing so empties the sensor so it can be used again. An eyelet can link, or sever its link, to a scrying station as a 10-minute activity with the concentrate trait. --- Speed 5 feet, fly 40 feet Swarming Cyclone Single Action Each enemy in the swarm's space takes 4d6 bludgeoning damage (DC 25 basic Reflex save). A creature that fails this save is stunned 1. Unnerving Observation Single Action (Emotion, Fear, Mental, Occult) The eyelets focus their sensors on the same target. One enemy in the swarm's space takes 6d6 mental damage (DC 25 basic Will save). On a failed save, the target is frightened 2 (or frightened 3 and fleeing for 1 round on a critical failure). ","skill_mod":{"stealth":18,"acrobatics":16},"summary":"Hundreds of eyelets can swarm to overwhelm larger threats.","primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Creature Type","Rarity","Monster"],"ac":24,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":5,"piercing":10,"slashing":10},"url":"/Monsters.aspx?ID=3707","intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":12,"source_group":["Wardens of Wildwood"],"size":["Large"],"spoilers":"Wardens of Wildwood","name":"Eyelet Swarm","category":"creature","rarity":"rare","slug":"creature-3707"},{"constitution":5,"primary_source_category":"Adventure Paths","strength":4,"hp":105,"immunity":["bleed","fatigue","mental","poison","sleep","unconscious","visual"],"source":["Pathfinder #202: Severed at the Root"],"type":"Creature","will_save":13,"charisma":-3,"speed":{"fly":25,"max":25,"land":20},"perception":17,"wisdom":3,"weakness":{"area":10,"fire":10},"creature_ability":["Fascinating Mimicry","Burrowing Spores","Invade","Plant Mimicry","Spore Cloud","Spore Rot"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Stealth"],"trait":["Fungus","Mindless","Swarm","Uncommon","Large"],"id":"creature-3708","text":" Glitterspore A glitterspore is a colony of mold spores that function as a mindless yet cunning conglomerate. Composed of razor-sharp spores that glitter hypnotically, this insidious fungus adopts the appearance of plants to lure in prey, altering its form and coloration to perfectly impersonate a variety of flora. Ghorus designed glitterspores to be pernicious and deadly. They can gain sustenance from a variety of sources, including sunlight and soil, but their preferred food source is blood. When possible, glitterspores enter their prey through open orifices or by burrowing directly into their flesh. They then consume their prey from within, cutting through muscle and bone to bathe in blood. Recall Knowledge - Fungus (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Glitterspore Source Pathfinder #202: Severed at the Root pg. 83 Perception +17; no vision, tremorsense (precise) 60 feet Languages Skills Athletics +18, Stealth +18 Str +4 Dex +4 Con +5 Int -5 Wis +3 Cha -3 --- AC 24 Fort +19 Ref +16 Will +13 HP 105 Immunities bleed, fatigue, mental, poison, sleep, unconscious, visual Resistances bludgeoning 6, piercing 11, slashing 11 Weaknesses area damage 10, fire 10, splash damage 10 Fascinating Mimicry (aura, mental, visual) 30 feet. While a glitterspore mimics a plant, its glittering spores and vibrant colors make it unnaturally beautiful. A creature that starts its turn in the aura must succeed at a DC 23 Will save or become fascinated by the glitterspore for 1 round. This aura activates automatically when a glitterspore uses Plant Mimicry, and it deactivates when the glitterspore reverts to its natural form. --- Speed 20 feet, fly 25 feet Burrowing Spores Single Action Each enemy in the glitterspore's space takes 4d8 piercing damage (DC 26 basic Reflex save) and is exposed to spore rot. Invade Three Actions The glitterspore enters the ears, mouth, and nostrils of a living non-fungus or non-plant creature, then bursts out through their flesh. One enemy in the glitterspore's space takes 7d8 piercing damage (DC 26 basic Reflex save). On a failed save, the target also takes 1d8 persistent bleed damage and is drained 1. Plant Mimicry Single Action The glitterspore reconfigures its component spores to assume the shape and appearance of another plant, such as a flower bed, shrubbery, tree, or topiary. This doesn't change the glitterspore's texture or overall size but does alter its coloration and appearance. The glitterspore has an automatic result of 29 (33 in gardens, forests, or swamps) on Deception checks and DCs to pass as a non-creature plant. The glitterspore stays in this shape until it takes an action. Spore Cloud Two Actions (Poison) A glitterspore unleashes a cloud of sparkling, hypnotic spores in a 60-foot-radius burst. Each creature in the area is exposed to spore rot and must succeed at a DC 26 Will save or be fascinated for 1d4 rounds. Spore Rot (Poison) Saving Throw FortitudeDC 26; Maximum Duration 6 rounds; Stage 1 1d6 poison damage plus clumsy 1 and –5-foot status penalty to Speed (1 round); Stage 2 2d6 poison damage plus clumsy 2 and –10-foot status penalty to Speed (1 round); Stage 3 3d8 poison damage plus clumsy 3 and paralyzed (1d4 rounds) Living Legacy While Ghorus and his followers are long dead, many of Ghorus's creations live on, including deadly plant creatures like the glitterspore, dangerous weapons, and—of course— ghorans. From the heart of the Verduran Forest, these successful creations and half-finished experiments have spread across Golarion. ","skill_mod":{"stealth":18,"athletics":18},"summary":"A glitterspore is a colony of mold spores that function as a mindless yet cunning conglomerate. Composed of razor-sharp spores that glitter …","image":["/Images/Monsters/Glitterspore.webp"],"primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Creature Type","Monster","Rarity"],"ac":24,"level":8,"source_category":["Adventure Paths"],"sense":"no vision, tremorsense ( precise ) 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":6,"piercing":11,"slashing":11},"url":"/Monsters.aspx?ID=3708","intelligence":-5,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":19,"source_group":["Wardens of Wildwood"],"size":["Large"],"spoilers":"Wardens of Wildwood","name":"Glitterspore","category":"creature","rarity":"uncommon","slug":"creature-3708"},{"primary_source_category":"Adventure Paths","strength":6,"hp":160,"language":["Arboreal","Common","Fey","<%SPELLS%1681%%>speak with plants<%END>"],"source":["Pathfinder #202: Severed at the Root"],"type":"Creature","charisma":0,"perception":18,"trait":["Plant","Uncommon","Undead","Medium"],"id":"creature-3709","text":" Putrifer A putrifer is a decaying plant creature that refuses to die, even as its body rots away. Similar in shape and appearance to a rotting ghoran, the flowers, leaves, bark, and rinds that compose a putrifer's body weep toxic black fluids. These disgusting secretions emit a foul-smelling miasma that surrounds the putrifer. Most putrifers arise spontaneously when a gathlain, ghoran, leshy, or other intelligent plant dies traumatically from an effect that causes swift rot and decay. Others are created, either purposefully by necromancers or incidentally during magical experiments. Regardless of origin, a putrifer loses much of its intelligence during the transformation, becoming aggressive, erratic, and easily confused. Putrifers act instinctively, often lingering around the places they frequented in life. They find comfort in patterns and usually form simple daily routines that they loathe to deviate from. Often, these routines echo those they performed in life. A putrifer's memories are distant and faded, returning only periodically in short, confusing bursts that drive the putrifer to reenact moments from their past lives. Their inability to reconcile these memories with the present sometimes causes putrifers to destroy the locations they revisit and harm the people they once knew. Recall Knowledge - Plant (Nature): DC 28 Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Putrifer Source Pathfinder #202: Severed at the Root pg. 84 Perception +18; low-light vision Languages Arboreal, Common, Fey; speak with plants Skills Athletics +19, Intimidation +15, Nature +16, Stealth +18, Survival +16 Str +6 Dex +5 Con +4 Int -2 Wis +3 Cha +0 --- AC 28 Fort +17 Ref +20 Will +14 HP 160 (void healing) Immunities death effects, disease, paralyzed, poison, sleep, unconscious Weaknesses fire 10 Emotional Vulnerability A putrifer is easily overwhelmed by confusing thoughts, complex emotions, and resurfacing memories. A putrifer takes a –2 circumstance penalty to saving throws against emotion effects and treats the result of its saves against emotion effects as one degree worse. Stench (aura, olfactory) 15 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 25 Fortitude save or become sickened 2 (plus off-guard as long as it's sickened on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute. Vengeful Exhalation Reaction (inhaled, poison) Trigger An adjacent creature damages the putrifer; Effect The putrifer exhales, exposing the triggering creature to noxious putrescence. --- Speed 25 feet Melee Single Action rotting fist +21 (Magical), Damage 2d8+12 bludgeoning plus 1d8 poison Ranged Single Action bursting seedpod +20 (range increment 30 feet), Damage 2d6+6 bludgeoning plus noxious putrescence Primal Innate Spells DC 28, attack +20 - Cantrips (5th) Puff of Poison, Tangle Vine - 5th Entangling Flora (at will) - Constant (5th) Speak with Plants Noxious Putrescence (Inhaled, Poison) Saving Throw Fortitude DC 28; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and sickened 1 (1 round); Stage 2 2d8 poison damage and sickened 2 (1 round); Stage 3 2d10 poison damage and sickened 4 (1 round) Woodland Stride The putrifer ignores difficult terrain and greater difficult terrain from non-magical foliage. Returning Memories Over time, a putrifer's memories return, with each bout of remembrance lasting longer and resulting in more vivid, accurate memories. Putrifers that survive this confusing process sometimes regain a semblance of their former, living selves. ","skill_mod":{"nature":16,"survival":16,"stealth":18,"athletics":19,"intimidation":15},"image":["/Images/Monsters/Putrifer.webp"],"primary_source":"Pathfinder #202: Severed at the Root","spell":["Entangling Flora","Puff of Poison","Tangle Vine","Speak with Plants"],"ac":28,"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":-2,"reflex_save":20,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":17,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"Putrifer","rarity":"uncommon","strike_damage_average":[13,25],"attack_bonus":[20,21],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","sleep","unconscious"],"spell_attack_bonus":[20],"will_save":14,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"fire":10},"creature_ability":["Emotional Vulnerability","Stench","Vengeful Exhalation","Noxious Putrescence","Woodland Stride"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Intimidation","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"A putrifer is a decaying plant creature that refuses to die, even as its body rots away. Similar in shape and appearance to a rotting ghoran , the …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3709","dexterity":5,"category":"creature","slug":"creature-3709"},{"primary_source_category":"Adventure Paths","strength":3,"hp":115,"language":["Arboreal","Common","Fey","Wildsong"],"source":["Pathfinder #202: Severed at the Root"],"type":"Creature","charisma":1,"perception":18,"trait":["Human","Humanoid","Uncommon","Wood","Medium"],"id":"creature-3710","text":" Ruzadoya's Chosen Those who survive the blessing become Ruzadoya's favored. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Ruzadoya's Chosen Source Pathfinder #202: Severed at the Root pg. 85 Perception +18 Languages Arboreal, Common, Fey, Wildsong Skills Acrobatics +13, Athletics +16, Nature +17, Survival +17 Str +3 Dex +1 Con +4 Int +1 Wis +4 Cha +1 Luminant Aura (aura, light) 20 feet. Items Leather Armor, +1 staff --- AC 22 Fort +18 Ref +12 Will +15 HP 115 Weaknesses fire 7, mental 7 Explosive End (primal, wood) 7d6 bludgeoning, DC 25 Reactive Flare Reaction 4d6 piercing (DC 25 basic Reflex save) --- Speed 25 feet Melee Single Action staff +18 (two-hand d8), Damage 1d4+6 bludgeoning Ranged Single Action splinter surge +16 (range increment 30 feet), Damage 2d8 piercing Primal Innate Spells DC 25 - Cantrips (4th) Timber - 4th Entangling Flora, Life-Draining Roots, Oaken Resilience Tap Planar Gate Single Action (Concentrate, Primal) ","element":["Wood"],"skill_mod":{"nature":17,"survival":17,"athletics":16,"acrobatics":13},"image":["/Images/Monsters/Ruzadoyas_Chosen.webp"],"primary_source":"Pathfinder #202: Severed at the Root","spell":["Entangling Flora","Life-Draining Roots","Oaken Resilience","Timber"],"ac":22,"item":["Leather Armor","+1 staff"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"resistance":{},"intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude"],"fortitude_save":18,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"Ruzadoya's Chosen","rarity":"uncommon","strike_damage_average":[8,9],"attack_bonus":[16,18],"constitution":4,"creature_family":"Woodblessed","will_save":15,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"fire":7,"mental":7},"creature_ability":["Luminant Aura","Explosive End","Reactive Flare","Tap Planar Gate"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Nature","Survival"],"tradition":["Primal"],"summary":"Those who survive the blessing become Ruzadoya's favored.","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity","Elemental"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3710","dexterity":1,"category":"creature","slug":"creature-3710"},{"attack_bonus":[17,17],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":99,"source":["Pathfinder #202: Severed at the Root"],"type":"Creature","creature_family":"Woodwarp","will_save":12,"charisma":1,"speed":{"max":30,"land":30},"perception":12,"wisdom":2,"weakness":{"fire":5},"creature_ability":["Eviscerating Thorns","Embed Thorn","Pain-Fueled Flurry"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Stealth","Survival"],"trait":["Aberration","Plant","Uncommon","Small"],"id":"creature-3711","text":" Thrailorn When a gnome, halfling, pixie, goblin, or other Small creature is transformed into a woodwarp, they become a thrailorn. Sometimes called a “thornback” by members of the Rootweft Lodge, thrailorns are nimble and strong with a muscular, compact body. Their torso is coiled in thorny branches and growths that sprout long, barbed thorns. These thorns cause deep puncture wounds and can become embedded in the flesh of any creature who gets too close. A thrailorn's head is obscured within their thorny hide, with only their slavering maw and needle-like teeth visible. Though they have poor vision, they have a keen sense of smell. Recall Knowledge - Aberration (Occultism): DC 24 Recall Knowledge - Plant (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Thrailorn Source Pathfinder #202: Severed at the Root pg. 86 Perception +12; scent (imprecise) 30 feet Languages Skills Acrobatics +15, Athletics +13, Stealth +15, Survival +12 Str +3 Dex +5 Con +3 Int -4 Wis +2 Cha +1 --- AC 22 Fort +13 Ref +17 Will +12 HP 99 Weaknesses fire 5 Eviscerating Thorns Reaction Trigger A creature that grabs a thrailorn or hits it with an unarmed Strike or non-reach melee Strike; Effect The thrailorn's barbed thorns slice open their attacker's body, dealing 2d6 piercing damage to the triggering creature. If the thrailorn is grabbing or grabbed by the triggering creature, it deals 1 persistent bleed damage. --- Speed 30 feet Melee Single Action jaws +17 (Finesse), Damage 2d8+7 piercing plus Grab Melee Single Action thorn +17 (Agile, Finesse), Damage 2d6+7 piercing plus 1 persistent bleed Embed Thorn If a thrailorn successfully deals persistent bleed damage with its thorn Strike or Eviscerating Thorns reaction and that creature was already taking persistent bleed damage, increase the persistent damage by 1. Each time a creature succeeds the flat check to end this persistent bleed damage, reduce the bleed damage by 1 instead of ending the condition. A critical success on the flat check ends the condition. Pain-Fueled Flurry Two Actions The thrailorn attacks a single foe in a wild, pain-fueled flurry. The thrailorn makes one jaws Strike and two thorn Strikes in any order. These attacks must target the same creature. These attacks count toward the thrailorn's multiple attack penalty, but the multiple attack penalty doesn't increase until after the thrailorn makes all their attacks. ","skill_mod":{"survival":12,"stealth":15,"athletics":13,"acrobatics":15},"summary":"When a gnome, halfling, pixie, goblin, or other Small creature is transformed into a woodwarp, they become a thrailorn. Sometimes called a …","image":["/Images/Monsters/Thrailorn.webp"],"primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Creature Type","Rarity"],"ac":22,"level":6,"source_category":["Adventure Paths"],"sense":" scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3711","intelligence":-4,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":13,"source_group":["Wardens of Wildwood"],"size":["Small"],"spoilers":"Wardens of Wildwood","name":"Thrailorn","category":"creature","rarity":"uncommon","strike_damage_average":[14,16],"slug":"creature-3711"},{"attack_bonus":[20,20],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":150,"source":["Pathfinder #202: Severed at the Root"],"type":"Creature","creature_family":"Woodwarp","will_save":16,"charisma":2,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{"fire":12},"creature_ability":["Battering Frill","Battering Charge","Pain-Fueled Roar"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Aberration","Plant","Uncommon","Medium"],"id":"creature-3712","text":" Durnolith When a human, elf, orc, satyr, or other Medium creature is transformed into a woodwarp, they become a durnolith. Sometimes called a “batterfrill” by members of the Rootweft Lodge, durnoliths are stocky quadrupedal powerhouses encased in dense wooden plates. While they may look slow and lumbering, their wide-set, muscular legs bear their weight with ease. Durnoliths have a hard bone and wood frill framing their head, which they use both offensively and defensively. Easily angered, durnoliths are prone to charging headlong into a fight, battering and smashing their prey senseless with their armored frill, then clawing their prey to ribbons with their razor-sharp claws. Recall Knowledge - Aberration (Occultism): DC 28 Recall Knowledge - Plant (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Durnolith Source Pathfinder #202: Severed at the Root pg. 87 Perception +16; low-light vision Languages Skills Acrobatics +16, Athletics +20, Intimidation +16, Survival +14 Str +6 Dex +2 Con +5 Int -4 Wis +2 Cha +2 --- AC 28 Fort +21 Ref +16 Will +16 HP 150 Resistances bludgeoning 6, piercing 6 Weaknesses axes 6, fire 12 Battering Frill Reaction Trigger A creature in the durnolith's reach misses the durnolith with a Strike; Effect The durnolith Strikes the attacker with its armored frill. If the strike hits, the durnolith automatically pushes the target 10 feet. --- Speed 25 feet Melee Single Action armored frill +20, Damage 2d8+12 bludgeoning Melee Single Action claws +20 (Agile), Damage 2d6+10 slashing Battering Charge Two Actions The durnolith Strides twice in a straight line and then makes an armored frill Strike. As long as it moved at least 10 feet, it gains a +2 circumstance bonus to its attack roll and the strike gains Improved Push 10 feet. Pain-Fueled Roar Single Action (Auditory, Emotion, Fear, Mental) The durnolith unleashes a roar of pain and fury. The durnolith attempts a single Intimidation check to Demoralize all living creatures within 60 feet that can hear the durnolith. Roll once and apply the results to all creatures. Each creature is then temporarily immune for 1 minute. ","skill_mod":{"survival":14,"athletics":20,"intimidation":16,"acrobatics":16},"summary":"When a human, elf, orc, satyr, or other Medium creature is transformed into a woodwarp, they become a durnolith. Sometimes called a “batterfrill” by …","image":["/Images/Monsters/Durnolith.webp"],"primary_source":"Pathfinder #202: Severed at the Root","trait_group":["Creature Type","Rarity"],"ac":28,"level":9,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex","will"],"resistance":{"bludgeoning":6,"piercing":6},"url":"/Monsters.aspx?ID=3712","intelligence":-4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":21,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"Durnolith","category":"creature","rarity":"uncommon","strike_damage_average":[17,21],"slug":"creature-3712"},{"primary_source_category":"Adventure Paths","strength":5,"hp":214,"language":["Arboreal","Common","Draconic","Fey","Shadowtongue"],"source":["Pathfinder #202: Severed at the Root"],"type":"Creature","charisma":4,"perception":25,"trait":["Dragon","Plant","Shadow","Unique","Huge"],"id":"creature-3713","text":" Avathrael Realmshaper, Shadow-Warped Architect Avathrael Realmshaper is a vain and curious dragon. As much plant as dragon, they always had a fondness for gardening and the cultivation of life. A chance encounter with a planar portal to the First World awakened something within Avathrael: a thirst for answers and curiosity for what lay beyond. It was pondering these many “beyonds” that drove Avathrael to study planar cosmology and, in time, the use of planar magic. Avathrael established a small territory within the Verduran Forest, where they practiced this magic on themself and the forest around them. Their territory became a place of whimsical wonders and strange creations, for at their heart, Avathrael remained interested in cultivation and creation. To further their goals, Avathrael attempted to open a portal to Nirvana to channel its beauty into their realm. The attempt backfired, instead conjuring part of the Netherworld. This planar inundation overtook Avathrael's realm, warping all the creatures, plants, and land within, including Avathrael. Some say the shadows corrupted Avathrael, but the Realmshaper would say the shadows perfected them. Gone was Avathrael's whimsy and kindness. Gone was their weakness and frivolity. Yet, Avathrael's curiosity remained. They became a scientist and scholar, an artist and architect, performing countless experiments on the planar shadows now so abundant within their realm, and learned how to craft magnificent wonders within it. The shadows shaped them. The once colorful, vibrant garden of flowers that grew upon their back and wings became a testing ground for creating poisonous flora. Their pristine scales became coated in malleable shadows. In time, Avathrael learned to harness the shadows, shaping their body purposefully into new forms—shadow claws, additional limbs, razor blades lining their tail—their form was now theirs to choose. Centuries have passed since Avathrael became the Realmshaper and their territory became Gloaming Arbor, and Avathrael has become an expert in rituals and planar magic. They've pulled on the malleable shadows within their realm, shaping and molding it like a potter does clay, until their realm became something utterly unique—both a part of and separate from reality. They're incredibly territorial and don't allow trespassers or inhabitants to leave. Avathrael isn't satisfied—they desire perfection. Over time, the shadows shift and unspool, causing Avathrael to maintain their realm repeatedly, making and remaking and making yet again. Avathrael believes the key to achieving their realm's perfection lays in planar magic— specifically, making Gloaming Arbor a demiplane. Campaign Role Avathrael Realmshaper is a potential ally to the PCs and the Rootweft—they need Avathrael's advice to perfect a ritual severing Ruzadoya's connection to the Plane of Wood. However, Avathrael is also a cruel, unsavory ally. All those who enter Gloaming Arbor are trapped inside, and the shadows comprising their realm warp all living creatures within it. While Avathrael does use these shadows to alter their land and realm, they don't usually mutate their subjects intentionally; the plane itself does so. Regardless, Avathrael is a tyrant, and the PCs will need to choose either to ally with them or to betray them and ally with another. Depending on the PCs' choices, they might fight Avathrael, who'll likely be supported by Unaasi and other agents of the Wildwood Lodge. Recall Knowledge - Dragon (Arcana): DC 40 Recall Knowledge - Plant (Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Avathrael Realmshaper Source Pathfinder #202: Severed at the Root pg. 88 Perception +25; greater darkvision, scent (imprecise) 60 feet, shadowsense (vague) 250 feet Languages Arboreal, Common, Draconic, Fey, Shadowtongue Skills Acrobatics +19, Arcana +25, Architecture Lore +27, Art Lore +27, Athletics +21, Crafting +25, Intimidation +20, Nature +25, Netherworld Lore +27, Occultism +25, Survival +25 Str +5 Dex +3 Con +5 Int +7 Wis +7 Cha +4 Shadowsense The shadows of Gloaming Arbor are an extension of Avathrael, and they can sense creatures in areas of dim light or darkness. --- AC 32 Fort +21 Ref +19 Will +25 +1 status to all saves vs. magic HP 214 Immunities paralyzed, poison, sleep, stunned, void Floral Defense Reaction (plant) Trigger Avathrael is the target of a physical attack; Effect Avathrael raises their plant-covered wings to block the incoming blow. They gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses, it's deflected by Avathrael's wing, causing some of the dangerous plants growing on the wing to burst and release a cloud of toxic pollen. The triggering creature takes 2d10 poison damage (DC 29 basic Fortitude save). On a critical failure, the triggering creature is also sickened 1. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 29. Light Blindness --- Speed 40 feet, fly 100 feet; woodland stride Melee Single Action jaws +26 (Magical, reach 15 feet), Damage 3d10+11 piercing plus 1d8 poison Melee Single Action razor tail +24 (Magical, reach 20 feet), Damage 4d8+11 slashing plus 1d8 persistent bleed Melee Single Action shadow claws +26 (Agile, Magical, reach 10 feet), Damage 2d8+11 slashing plus 1d8 void Ranged Single Action seedpod +22 (range increment 60 feet), Damage 2d6+11 bludgeoning plus 1d6 poison Arcane Innate Spells DC 32, attack +24 - Cantrips (6th) Detect Magic, Figment, Prestidigitation, Read Aura, Sigil - 2nd Darkness (at will) - 3rd Inscrutable Mask - 4th Chilling Darkness, Darkness - 5th Illusory Scene, Umbral Journey - 6th Shadow Blast (×2) Primal Innate Spells DC 32, attack +24 - Cantrips (6th) Tangle Vine - 1st Vanishing Tracks - 2nd Shape Wood (at will), One with Plants - 4th Speak with Plants - 5th Nature's Pathway, Wall of Thorns - 6th Nature's Reprisal, Tangling Creepers - Constant (5th) Truespeech Rituals DC 32 - 4th Blight, Plant Growth - 5th Dread Ambience - 6th Awaken Animal, Commune, Primal Call, Ward Domain Poison Breath Two Actions (Poison, Primal) Avathrael exhales a cloud of sweet-smelling poisonous gas that deals 13d6 poison damage in a 50-foot cone (DC 32 basic Fortitude save). A creature that critically fails is also sickened 2. Avathrael can't use Poison Breath again for 1d4 rounds. Draconic Momentum Avathrael recharges their Poison Breath whenever they score a critical hit with a Strike. Shadow Step Single Action or Two Actions (Arcane, Healing, Teleportation) Frequency twice per day; Effect Avathrael teleports with the effects of a 4th-rank translocate spell, but Avathrael must begin and end the teleportation effect in an area of dim light or darkness. If they use 2 actions to activate this ability, Avathrael also regains 8d10 Hit Points. Avathrael can't use Shadow Step again for 1d4 rounds. Shape Shadow Realm Two Actions (Arcane, Concentrate, Shadow) Avathrael mentally reshapes their realm, reshaping terrain and creating obstacles to hinder their foes. All squares within a 50-foot burst become difficult terrain. Creatures in the area take 10d6 void damage (DC 32 basic Reflex save) from the shadows. On a failure, that creature is additionally grabbed by the malleable shadows (Escape DC 32). At the beginning of Avathrael's turn, each creature that's grabbed takes 4d6 void damage. Avathrael can't use Shape Shadow Realm again for 1d4 rounds. Snuff Light Free Action Frequency once per round; Effect Avathrael exhales, automatically extinguishing all non-magical lights within 100 feet. Avathrael attempts to counteract each light source within 100 feet (+22 counteract). Woodland Stride Avathrael ignores difficult terrain and greater difficult terrain from non-magical foliage. ","skill_mod":{"nature":25,"crafting":25,"survival":25,"arcana":25,"athletics":21,"intimidation":20,"occultism":25,"acrobatics":19},"image":["/Images/Monsters/Avathrael_Realmshaper.webp"],"primary_source":"Pathfinder #202: Severed at the Root","spell":["Shadow Blast","Illusory Scene","Umbral Journey","Chilling Darkness","Darkness","Inscrutable Mask","Detect Magic","Figment","Prestidigitation","Read Aura","Sigil","Nature's Reprisal","Tangling Creepers","Nature's Pathway","Wall of Thorns","Shape Wood","One with Plants","Tangle Vine","Truespeech","Speak with Plants","Vanishing Tracks"],"ac":32,"level":12,"spell_dc":[32,32],"source_category":["Adventure Paths"],"sense":" greater darkvision , scent ( imprecise ) 60 feet, shadowsense ( vague ) 250 feet","resistance":{},"intelligence":7,"reflex_save":19,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":21,"source_group":["Wardens of Wildwood"],"size":["Huge"],"spoilers":"Wardens of Wildwood","name":"Avathrael Realmshaper","rarity":"unique","strike_damage_average":[21,24,32,33],"attack_bonus":[22,24,26,26],"constitution":5,"immunity":["paralyzed","poison","sleep","stunned","void"],"spell_attack_bonus":[24,24],"will_save":25,"speed":{"fly":100,"max":100,"land":40},"wisdom":7,"weakness":{},"creature_ability":["Shadowsense","Floral Defense","Frightful Presence","Light Blindness","Poison Breath","Draconic Momentum","Shadow Step","Shape Shadow Realm","Snuff Light","Woodland Stride"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Arcana","Architecture Lore","Art Lore","Athletics","Crafting","Intimidation","Nature","Netherworld Lore","Occultism","Survival"],"tradition":["Arcane","Primal"],"summary":"Avathrael Realmshaper is a vain and curious dragon. As much plant as dragon, they always had a fondness for gardening and the cultivation of life. A …","trait_group":["Creature Type","Planar","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3713","dexterity":3,"category":"creature","slug":"creature-3713"},{"primary_source_category":"Adventure Paths","strength":5,"hp":155,"language":["Common","Elven","Fey","Gnomish"],"source":["Pathfinder #202: Severed at the Root"],"type":"Creature","charisma":4,"perception":21,"trait":["Fey","Unique","Small"],"id":"creature-3714","text":" Khasprickle, Sadistic Bully Khasprickle is a sadistic bully who enjoys causing trouble. Like most pukwudgies, Khasprickle is incredibly proud and obsessed with being respected— he expects mortals to fawn over him, fey to admit his superiority, and everyone else to be content to simply bask in his presence and recognize his apparent greatness. Despite his fondness for tricks, pranks, and the unexpected, Khasprickle believes that a deal must be upheld, and he expects it to be so. Yet day after day, year after year, and decade after decade, Khasprickle has watched the greedy loggers and foresters of Andoran and Taldor reap the bounty of the Verduran Forest, cutting down the very trees under the protection of the Wildwood Treaty. This blatant breach of the Wildwood Treaty is downright disrespectful—and nobody hates disrespect like a pukwudgie! In retaliation for a lifetime of past slights and countless grave insults, Khasprickle resolved to smack some respect into the forest's neighboring nations of Andoran and Taldor. He eagerly joined the retaliatory expeditions and named his raiding party the “Last Stop.” Khasprickle considered this raiding party a part of the “wild hunt”—a blasphemous pronouncement sure to draw the ire of the true wild hunt if they ever found out. Despite the delusional audacity of these actions, Khasprickle became an outspoken voice against Andoran's and Taldor's illegal foresting practices and the countless, everyday people who take advantage of the Wildwood Treaty. Khasprickle commands growing influence among the Verduran Forests's offended inhabitants. When Ruzadoya Swiftmane was elected leader of the Wildwood Lodge, resulting in the founding of the Rootweft Lodge under Emorga-All-Seer, Khasprickle eagerly supported Ruzadoya and her “true” Wildwood Lodge. In the aftermath of this event, he was emboldened, and his attacks became deadlier and more virulent. Thanks to his dedication, Khasprickle has been both promoted—and emboldened—by Ruzadoya Swiftmane. If left unchecked, he's sure to cause havoc. Campaign Role Khasprickle is a bully, through and through, and like most pukwudgies, he's extremely sensitive to getting the respect he thinks he deserves. He despises being kept waiting, sees insult in every action and turn of phrase, and considers anyone who disagrees with him a fool. Hearty, nimble, and incredibly stubborn, Khasprickle is a formidable foe. Early in the campaign, Khasprickle is a social foil. He's a troublemaker who disagrees with the PCs and who should find himself on the opposite side of a conflict from them. His misdeeds are minor at first— mostly gripes, complaints, and colorful language. Soon, after receiving the encouragement of some other bitter, like-minded fey, Khasprickle forms his raiding party, Last Stop, and rampages through the forest, causing trouble and destruction. At this point, Khasprickle is accompanied by two of his close friends and cronies: Ashendeath the elananx and Sylvarindarian, a vicious pixie. The trio feed off of one another's anger and ire, growing more brazen and bolder as time passes. At this point, Khasprickle becomes a bigger problem but still remains a social issue. He's someone to undermine, discredit, or win over. The PCs likely work hard here to earn Khasprickle's focus and keep it, in the hopes that he can be rehabilitated or can learn to feel remorse for his actions. Unfortunately for the PCs, Khasprickle can't be rehabilitated, though he can be influenced. Any self-improvements that Khasprickle performs are temporary. Later, after Ruzadoya's election to leader of the Wildwood Lodge, Khasprickle becomes a true villain. He leads his raiding party into the Verduran Forest to slaughter foresters, loggers, and anyone else he suspects has ties to Andoran or Taldor. He threatens and harms the inhabitants of the Verduran Forest in an attempt to coerce them into joining Ruzadoya. Many lives are lost. Soon, as the PCs focus on collecting objects and weapons that once belonged to Ghorus, the PCs discover that Khasprickle shares the same task, though he's working for the enemy. It should be clear that a dangerous weapon in Khasprickle's hands would be disastrous. It's at this point that the scales fully tip, and Khasprickle becomes downright villainous. Under Ruzadoya's leadership, he has gone from bad to worse, and now it's up to the PCs to bring an end to the misery he's causing. The PCs finally confront Khasprickle outside Ghorus's Garden, where he has captured and tormented the immortal dweomercat Felivaine, an ally of the PCs. Khasprickle serves as a mini-boss that has been built up for quite some time. By this point, the PCs should despise Khasprickle and everything he stands for, and they should believe that, this time, they can't let him off with a warning—some people just can't be saved. Recall Knowledge - Fey (Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Khasprickle Source Pathfinder #202: Severed at the Root pg. 90 Perception +21; low-light vision Languages Common, Elven, Fey, Gnomish Skills Acrobatics +20, Athletics +18, Crafting +17, Deception +17, Intimidation +17, Medicine +19, Nature +19, Stealth +20, Survival +19, Thievery +20 Str +5 Dex +7 Con +3 Int +4 Wis +6 Cha +4 Items +1 resilient hide armor , 50 gp --- AC 28 Fort +16 Ref +22 Will +19 HP 155 Resistances poison 6 Weaknesses cold iron 12 Defensive Quills A creature that hits a pukwudgie with an unarmed Strike or a non-reach melee Strike takes 3d8 piercing damage (DC 28 basic Reflex save). On a critical failure, the creature also takes 1d6 persistent poison damage from the poisoned quills. --- Speed 25 feet Melee Single Action quill +21 (Agile, Finesse, Magical), Damage 2d4+10 piercing plus pukwudgie poison and quill fighter Ranged Single Action quill +21 (Agile, Magical, range increment 30 feet, Thrown), Damage 2d4+10 piercing plus pukwudgie poison and quill fighter Primal Innate Spells DC 28, attack +20 - 2nd Invisibility (at will; self only) - 3rd Wall of Thorns - 4th Mirage, Unfettered Movement Brush By Free Action (Flourish) Trigger Khasprickle leaves a square adjacent to an enemy; Effect Khasprickle roughly brushes up against the enemy with his quills as he passes by. Khasprickle makes a melee quill Strike. On a success, he additionally Shoves the target. Change Shape Single Action (Concentrate, Polymorph, Primal) Khasprickle takes on the physical form of a giant porcupine. His size changes to Medium, he loses his weapon Strikes, and he gains a quill Strike (+21 for 2d8+8 piercing plus 1d8 persistent poison). Pincushion Two Actions Khasprickle makes three quill Strikes in quick succession. These Strikes count toward his multiple attack penalty but don't apply the multiple attack penalty until all three Strikes are complete. Pukwudgie Poison (Poison) Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and stupefied 1 (1 round); Stage 2 1d8 poison damage and stupefied 2 (1 round); Stage 3 1d8 poison damage, confused, and stupefied 2 (1 round) Quill Fighter Khasprickle wields his quills like a deadly weapon. He deals an additional 3d6 precision damage with quill Strikes against off-guard targets. On a critical hit with a quill, Khasprickle pierces a pressure point or nerve cluster with pinpoint accuracy; the target becomes clumsy 2 for 1d4 rounds (or increases the value of their clumsy condition by 1). ","skill_mod":{"deception":17,"nature":19,"thievery":20,"crafting":17,"survival":19,"stealth":20,"medicine":19,"athletics":18,"intimidation":17,"acrobatics":20},"image":["/Images/Monsters/Khasprickle.webp"],"primary_source":"Pathfinder #202: Severed at the Root","spell":["Mirage","Unfettered Movement","Wall of Thorns","Invisibility"],"ac":28,"item":["+1 resilient hide armor","50 gp"],"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{"poison":6},"intelligence":4,"reflex_save":22,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":16,"source_group":["Wardens of Wildwood"],"size":["Small"],"spoilers":"Wardens of Wildwood","name":"Khasprickle","rarity":"unique","strike_damage_average":[15,15],"attack_bonus":[21,21],"constitution":3,"spell_attack_bonus":[20],"will_save":19,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{"cold_iron":12},"creature_ability":["Defensive Quills","Brush By","Change Shape","Pincushion","Pukwudgie Poison","Quill Fighter"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Crafting","Deception","Intimidation","Medicine","Nature","Stealth","Survival","Thievery"],"tradition":["Primal"],"summary":"Khasprickle is a sadistic bully who enjoys causing trouble. Like most pukwudgies, Khasprickle is incredibly proud and obsessed with being respected— …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3714","dexterity":7,"category":"creature","slug":"creature-3714"},{"primary_source_category":"Adventure Paths","strength":0,"hp":160,"language":["Common","Draconic","Fey","Wildsong"],"source":["Pathfinder #202: Severed at the Root"],"type":"Creature","charisma":5,"perception":21,"trait":["Ghoran","Humanoid","Plant","Unique","Medium"],"id":"creature-3715","text":" Unaasi, Ancient Creation of a Renegade Druid Unaasi's earliest memory is being hunted for food. The memory didn't originally belong to them, but to that of an earlier life—an earlier time before their current life cycle, when life was harder and ghorans had yet to adopt a humanoid form. It was a potent memory, one of the few that didn't fade even after centuries of renewals and rebirths. Unaasi was “born” in Nex and lived there generation after generation, stretching back to the very creation of the ghoran species. Like many ghorans, Unaasi has fought hard to survive, challenging persecution and predation alike. Yet, with each successive generation, fewer and fewer ghorans survived. Their never-ending battle to secure a future for ghorans left Unaasi tired, yes, but it especially left them furious. Unaasi left Nex for the first time 10 years ago. They traveled far, but through it all, they had only one destination in mind: the Verduran Forest, homeland of Ghorus and, perhaps, a place where Unaasi could unlock the power to help their people prosper. They were disappointed. While they found greater acceptance than in Nex, there was no special connection or magical answer like they'd sought. Ghorus's legacy was lost, and most of the people in the forest were descendants of Ghorus's ancient enemies or were fey too capricious to be worthwhile companions. Each disappointment felt like an indignity. Each dead end in their investigation felt less like a clue lost to history and more like a secret purposefully destroyed by Andoran and Taldor. In time, Unaasi's anger blossomed into violence. They stalked and hunted the loggers and foresters who hacked and sawed, just as Unaasi and their kin had been hunted. Using cunning, deception, and magic, they took their vengeance piece by piece. Yet, never did they think they would achieve retribution. Not until Ruzadoya. When Ruzadoya Swiftmane became leader of the Wildwood Lodge, Unaasi did something they hadn't done in lifetimes—hope. More than that, Ruzadoya inspired confidence in them. There would be no more hiding in the dark shadows, no more pleasant smiles and pretty lies, no more magic spells whispered under breath—Unaasi didn't have to fear. With Ruzadoya, they could win. They would drive the scourge of humanity from the region, together, starting with Andoran and Taldor. Unaasi rose through the Wildwood ranks swiftly, becoming a well-respected, cutthroat agent. Their efforts to convince the people of the Verduran Forest to ally with the Wildwood Lodge proved more fruitful than most thanks to their silver tongue and talent with mental magic. Unaasi is among the first to volunteer to secure Ghorus's legacy on Ruzadoya's behalf, and they succeeded in collecting information and numerous relics. The loss of the Cythbikian staff to the Rootweft Lodge drove them to seek vengeance upon the one they perceived as responsible: Corazal, whom they set aflame. Unaasi was rewarded for their efforts and ritually transformed into one of Ruzadoya's Chosen. Now, empowered by their connection to the Plane of Wood, they seek to secure the aid of Avathrael Realmshaper, who can help Ruzadoya perfect her ritual, and set Ruzadoya on the path to surpassing Ghorus—a leader worthy of Unaasi's reverence who would understand the plight of their fellow ghorans. Campaign Role Unaasi is a distant threat, whom the PCs hear of well before they actually meet. Unaasi is known for their silver tongue, cruel heart, and utter ruthlessness. They're a powerful spellcaster with knowledge of the occult and skill at performing rituals. Midway through the campaign, when Unaasi sets Corazal on fire, Unaasi becomes an immediate threat. The PCs finally face off against Unaasi in Gloaming Arbor, as Unaasi turns their manipulations and charisma onto Avathrael in hopes of winning the dragon's aid for the Wildwood Lodge. Whether Unaasi wins or loses the bid for Avathrael's favor, their hatred drives them to fight the PCs. Recall Knowledge - Humanoid (Society): DC 38 Recall Knowledge - Plant (Nature): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Unaasi Source Pathfinder #202: Severed at the Root pg. 92 Perception +21; low-light vision Languages Common, Draconic, Fey, Wildsong Skills Acrobatics +18, Arcana +21, Deception +24, Diplomacy +24, Intimidation +24, Nature +21, Occultism +21, Performance +22, Society +21, Stealth +18, Survival +21 Str +0 Dex +3 Con +1 Int +4 Wis +4 Cha +5 Explosive End (fire, primal) When Unaasi dies, the planar portal inside them collapses, causing them to explode in a burst of scouring energy that deals 11d6 fire damage to all creatures in their luminant aura (DC 32 basic Reflex save). Their body is completely consumed, leaving behind only their gear. Ghoran Memories Unaasi can Recall Knowledge on any subject with a +21 modifier. Items +1 striking fighting fan , passage charm , scroll of sound body (4th), scroll of soothe (6th), wand of thundering echoes (4th), 1, 000 gp --- AC 28 Fort +18 Ref +20 Will +23 HP 160 Resistances mental 8 Weaknesses fire 8 Luminant Aura (aura, light) 20 feet. The volatile planar energy coursing through a woodblessed's veins fills the area with dim light. Delicious Ghorans were originally created to be scrumptious food. A ghoran takes an additional 5 damage from jaws Strikes, fangs Strikes, or other similar Strikes with a creature's mouth. When a ghoran is grabbed or restrained by a creature's jaws, fangs, or mouth, the DC to Escape is increased by 2. Reactive Flare Reaction Trigger Unaasi is damaged by a creature within their reach; Effect Unaasi temporarily loses control of the planar energy within them. Both they and the triggering creature take 6d6 fire damage (DC 30 basic Reflex save). --- Speed 25 feet Melee Single Action fighting fan +22 (Agile, Backstabber, deadly d6, Finesse), Damage 2d4+6 slashing Ranged Single Action energy surge +22 (range increment 30 feet), Damage 4d6+6 fire Occult Spontaneous Spells DC 32, attack +24 - Cantrips (6th) Daze, Detect Magic, Figment, Read Aura - 1st Soothe, Sure Strike (3 slots) - 2nd Darkvision, Invisibility, Resist Energy (3 slots) - 3rd Force Barrage, Haste, Translate (3 slots) - 4th Charm, Containment, Telepathy (3 slots) - 5th Mirror Malefactors, Repelling Pulse, Rip the Spirit (3 slots) - 6th Dominate, Slow (2 slots) Primal Innate Spells DC 32, attack +24 - Cantrips (6th) Tangle Vine, Timber - 1st Cleanse Cuisine, Protector Tree - 2nd Detect Poison, Entangling Flora - 5th Oaken Resilience Bard Composition Spells 2 Focus Points - Cantrips (6th) Courageous Anthem, Dirge of Doom - 6th Counter Performance Rituals DC 34 - 4th Blight Scouring Surge Two Actions (Fire, Primal) Unaasi unleashes the planar energy coursing through their body for a split-second, dealing 11d6 fire damage (DC 30 basic Reflex save) to all creatures in their luminant aura. They can't use Scouring Surge again for 1d4 rounds. Signature Spells Unaasi can heighten the following spells freely: charm , force barrage , resist energy , rip the spirit , soothe . Steady Spellcasting Unaasi is a confident spellcaster and doesn't easily lose their focus. If a reaction would disrupt their spellcasting action, Unaasi attempts a DC 15 flat check. If they succeed, their action isn't disrupted. Tap Planar Energy Single Action (Concentrate, Primal) Unaasi taps into the planar energy surging through them, using this energy to empower themself or their next attack. If their next action is to Stride, Unaasi is launched off the ground and propelled forward. During this Stride, they have a fly Speed equal to their Speed. If they don't end their movement on a solid surface that can support their weight, they fall. If their next action is to make a melee or ranged Strike, that Strike deals an additional 3d6 fire damage. If their next action is to Cast a Spell, the range of that spell increases by 30 feet, and the area of that spell increases by 10 feet. ","skill_mod":{"society":21,"diplomacy":24,"performance":22,"deception":24,"nature":21,"survival":21,"stealth":18,"arcana":21,"intimidation":24,"occultism":21,"acrobatics":18},"image":["/Images/Monsters/Unaasi.webp"],"primary_source":"Pathfinder #202: Severed at the Root","spell":["Dominate","Slow","Mirror Malefactors","Repelling Pulse","Rip the Spirit","Charm","Containment","Telepathy","Force Barrage","Haste","Translate","Darkvision","Invisibility","Resist Energy","Soothe","Sure Strike","Daze","Detect Magic","Figment","Read Aura","Oaken Resilience","Detect Poison","Entangling Flora","Cleanse Cuisine","Protector Tree","Tangle Vine","Timber","Counter Performance","Courageous Anthem","Dirge of Doom"],"ac":28,"item":["+1 striking fighting fan","passage charm","scroll of sound body (4th)","scroll of soothe (6th)","wand of thundering echoes (4th)","1","000 gp"],"level":11,"spell_dc":[32,32],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{"mental":8},"intelligence":4,"reflex_save":20,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":18,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"Unaasi","rarity":"unique","strike_damage_average":[11,20],"attack_bonus":[22,22],"constitution":1,"spell_attack_bonus":[24,24],"will_save":23,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"fire":8},"creature_ability":["Explosive End","Ghoran Memories","Luminant Aura","Delicious","Reactive Flare","Scouring Surge","Signature Spells","Steady Spellcasting","Tap Planar Energy"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Arcana","Deception","Diplomacy","Intimidation","Nature","Occultism","Performance","Society","Stealth","Survival"],"tradition":["Occult","Primal"],"summary":"Unaasi's earliest memory is being hunted for food. The memory didn't originally belong to them, but to that of an earlier life—an earlier time before …","trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=3715","dexterity":3,"category":"creature","slug":"creature-3715"},{"attack_bonus":[21,21,22],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":155,"language":["Common","Fey"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","spell_attack_bonus":[17],"will_save":18,"charisma":0,"speed":{"max":25,"land":25},"perception":20,"wisdom":4,"weakness":{},"creature_ability":["Forager","Forest Walker","Sentry's Warning","Hunt Prey","Protector of Arenway"],"primary_source_group":"Wardens of Wildwood","skill":["Forest Lore","Medicine","Nature","Stealth","Survival"],"trait":["Human","Humanoid","Uncommon","Medium"],"id":"creature-3716","text":" Wildwood Sentry Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Wildwood Sentry Source Pathfinder #203 Shepherd of Decay pg. 10 Perception +20 Languages Common, Fey Skills Forest Lore +16, Medicine +18, Nature +20, Stealth +20, Survival +20 Str +4 Dex +4 Con +2 Int +1 Wis +4 Cha +0 Forager While using Survival to Subsist, if the sentry rolls a failure or a critical failure, they get a success instead. If the sentry rolls a success, they can provide food for 16 additional creatures that eat about as much as a human, or 32 creatures on a critical success. Forest Walker The sentry ignores the effects of difficult terrain from a forest environment. They can Sneak through underbrush without the need to attempt a Stealth check as long as the sentry moves no more than 5 feet at a time and isn't within 10 feet of an enemy at any point during their movement. Items +1 composite longbow (20 arrows), battle axe, Dagger, Leather Armor --- AC 28 Fort +18 Ref +20 Will +18 HP 155 Sentry's Warning Reaction Trigger The sentry is about to roll Perception or Survival to determine their initiative; Effect The sentry visually or audibly warns allies, granting them a +1 circumstance bonus to their initiative rolls. Depending on how the sentry warns allies, this action has the auditory or visual trait. --- Speed 25 feet Melee Single Action dagger +21 (Agile, Finesse, versatile S), Damage 1d4+12 piercing Melee Single Action battle axe +21 (Sweep), Damage 1d8+12 slashing Ranged Single Action composite longbow +22 (deadly 1d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+11 piercing Primal Innate Spells DC 25, attack +17 - Cantrips (3rd) Know the Way, Sigil - 2nd Revealing Light, Speak with Animals (at will) - 3rd Cleanse Affliction, Earthbind Hunt Prey Single Action (Concentrate) The sentry designates a single creature they can see and hear, or one they're Tracking, as their prey. The sentry gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the sentry hits the designated prey in a round, they deal an additional 1d8 precision damage. The sentry also ignores the penalty for making ranged attacks within their second range increment against the prey they're hunting. These effects last until the sentry uses Hunt Prey again. Protector of Arenway The sentry can only cast its primal innate spells while on the Isle of Arenway ","tradition":["Primal"],"skill_mod":{"nature":20,"survival":20,"stealth":20,"medicine":18},"summary":"","primary_source":"Pathfinder #203 Shepherd of Decay","spell":["Cleanse Affliction","Earthbind","Revealing Light","Speak with Animals","Know the Way","Sigil"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":28,"item":["+1 composite longbow (20 arrows)","battle axe","Dagger","Leather Armor"],"level":9,"spell_dc":[25],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3716","intelligence":1,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":18,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"Wildwood Sentry","category":"creature","rarity":"uncommon","strike_damage_average":[14,15,16],"slug":"creature-3716"},{"attack_bonus":[20,20,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":120,"language":["Common","Necril","Wildsong"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","will_save":14,"charisma":3,"speed":{"max":25,"land":25},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Rooted","Walk the Roots","Root Spawn","Root Rot Poison"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Intimidation","Nature","Stealth"],"trait":["Uncommon","Undead","Unholy","Medium"],"id":"creature-3717","text":" Rootridden Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Rootridden Source Pathfinder #203 Shepherd of Decay pg. 12 Perception +16; darkvision Languages Common, Necril, Wildsong Skills Acrobatics +16, Athletics +18, Intimidation +17, Nature +16, Stealth +18 Str +6 Dex +4 Con +4 Int +1 Wis +4 Cha +3 Rooted A rootridden is bonded to a specific root network. If it's more than 300 feet from this network for at least 1 minute, it becomes sickened 2 until it's again within 300 feet of the root network for at least 1 minute. Walk the Roots The rootridden ignores the effects of difficult terrain caused by plants and fungi. --- AC 26 Fort +18 Ref +16 Will +14 HP 120 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Root Spawn (primal, unholy) A living creature slain by a rootridden that had a lower level than the rootridden rises as a new rootridden after 1d10 rounds, on its turn. This new rootridden is under the command of the rootridden that created it. If the creator is destroyed, any rootridden it created in the past 24 hours are destroyed as well, immediately collapsing into inert plant matter. --- Speed 25 feet Melee Single Action jaws +20, Damage 2d12+8 piercing Melee Single Action tendril +20 (reach 10 feet), Damage 2d8+8 bludgeoning plus root rot poison Ranged Single Action spit +20 (deadly 1d10, range increment 30 feet), Damage 4d8 void Root Rot Poison (Poison) Saving Throw DC 26 Fortitude; Maximum Duration 8 rounds; Stage 1 3d6 poison damage and off-guard (1 round); Stage 2 3d6 poison damage and slowed 1 (1 round); Stage 3 4d6 poison damage and slowed 2 (1 round); Stage 4 4d6 poison damage and paralyzed (1 round) ","skill_mod":{"nature":16,"stealth":18,"athletics":18,"intimidation":17,"acrobatics":16},"summary":"","image":["/Images/Monsters/Rootridden.webp"],"primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Rarity","Creature Type","Mechanics"],"ac":26,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3717","intelligence":1,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"Rootridden","category":"creature","rarity":"uncommon","strike_damage_average":[17,18,21],"slug":"creature-3717"},{"attack_bonus":[21],"constitution":3,"primary_source_category":"Adventure Paths","strength":-5,"hp":130,"language":["Common","Necril"],"immunity":["acid","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","will_save":21,"charisma":6,"speed":{"fly":40,"max":40},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Aggravating Aura","Dissolve From the Inside","Drain Life","Wraith Spawn"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Intimidation","Stealth"],"trait":["Incorporeal","Uncommon","Undead","Unholy","Wraith","Medium"],"id":"creature-3718","text":" Caustic Wraith Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Caustic Wraith Source Pathfinder #203 Shepherd of Decay pg. 16 Perception +18; darkvision, lifesense 60 feet Languages Common, Necril Skills Acrobatics +19, Intimidation +21, Stealth +19 Str -5 Dex +6 Con +3 Int +3 Wis +4 Cha +6 --- AC 28 Fort +16 Ref +19 Will +21 HP 130 (void healing) Immunities acid, death effects, disease, paralyzed, poison, precision, unconscious Resistances all 10 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Aggravating Aura Reaction (acid, aura, mental) 10 feet. Acidic vapor surrounds the caustic wraith, making other creatures' bodies feel raw and especially sensitive to pain. A creature that begins in the area must succeed at a DC 28 Will save or gain weakness 3 to all damage for 1 round (weakness 5 on a critical failure). --- Speed fly 40 feet Melee Single Action caustic touch +21 (Acid, Finesse, reach 10 feet, Void), Damage 2d8 void plus 1d8 acid plus drain life Dissolve From the Inside Two Actions The caustic wraith reaches into the body of a creature within 10 feet, melting its organs and inflicting pain. The target takes 4d8 acid damage with a DC 28 basic Fortitude save. On a critical failure, the creature is also sickened 2. Drain Life (Divine) When the caustic wraith damages a living creature with its caustic touch Strike, the wraith gains 10 temporary Hit Points, and the target must succeed at a DC 28 Fortitude save or become drained 1. Further damage dealt by the caustic wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4. Wraith Spawn (Divine, Unholy) A living humanoid slain by a caustic wraith rises as a wraith spawn after 1d4 rounds. This wraith spawn is under the command of the wraith that killed it. It doesn't have drain life or wraith spawn and becomes clumsy 2. After 24 hours, the wraith spawn dissipates and is destroyed. ","skill_mod":{"stealth":19,"intimidation":21,"acrobatics":19},"summary":"","image":["/Images/Monsters/Caustic_Wraith.webp"],"primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Monster","Rarity","Creature Type","Mechanics"],"ac":28,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 60 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=3718","intelligence":3,"reflex_save":19,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":16,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"Caustic Wraith","category":"creature","rarity":"uncommon","strike_damage_average":[13],"slug":"creature-3718"},{"primary_source_category":"Adventure Paths","strength":7,"hp":230,"language":["Aklo","Common","Jotun","Thalassic"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","charisma":0,"perception":25,"trait":["Amphibious","Giant","Humanoid","Unique","Water","Large"],"id":"creature-3719","text":" Druulbach Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Druulbach Source Pathfinder #203 Shepherd of Decay pg. 19 Perception +25; low-light vision Languages Aklo, Common, Jotun, Thalassic Skills Acrobatics +22, Athletics +25, Intimidation +22, Nature +23, Religion +23 Str +7 Dex +4 Con +5 Int +1 Wis +5 Cha +0 Items gorget of the primal roar , +1 leather armor , +1 striking sickles (2) --- AC 32 Fort +25 Ref +20 Will +23 HP 230 Resistances poison 10 --- Speed 35 feet, swim 20 feet Melee Single Action sickle +26 (Agile, Finesse, Magical, reach 10 feet, Trip), Damage 2d4+13 slashing plus 1d10 poison damage Melee Single Action fist +26 (Agile, reach 10 feet), Damage 2d10+13 bludgeoning Ranged Single Action spit +26 (Primal, range 60 feet, Water), Damage 8d6 bludgeoning Occult Innate Spells DC 29 - 2nd Augury, Mist - 5th Mariner's Curse Drowning Hook Single Action (Primal, Water) Requirements A creature is prone within Druulbach's reach; Effect Druulbach uses his sickle to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath (Player Core 437) if it can't breathe water. The target takes 6d6 bludgeoning damage (DC 29 basic Fortitude save) and loses 3 rounds worth of air if it fails the save. Flurry of Hooks Two Actions Requirements Druulbach is wielding two sickles; Effect Druulbach makes three sickle Strikes against one target. If multiple attacks hit, combine their damage and apply weaknesses and resistances only once. Serrated Takedown Single Action Requirements Druulbach hit with a sickle Strike on his most recent action this turn; Effect Druulbach drags down the target, knocking it prone and dealing 3d6 persistent bleed damage to the creature. Balanced Blades Druulbach's multiple attack penalty with agile weapons and agile unarmed attacks is –3 for his second attack and –6 for subsequent attacks (rather than –4 and –8). ","element":["Water"],"skill_mod":{"nature":23,"athletics":25,"intimidation":22,"acrobatics":22,"religion":23},"image":["/Images/Monsters/Druulbach.webp"],"primary_source":"Pathfinder #203 Shepherd of Decay","spell":["Mariner's Curse","Augury","Mist"],"ac":32,"item":["gorget of the primal roar","+1 leather armor","+1 striking sickles (2)"],"level":12,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{"poison":10},"intelligence":1,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":25,"source_group":["Wardens of Wildwood"],"size":["Large"],"spoilers":"Wardens of Wildwood","name":"Druulbach","rarity":"unique","strike_damage_average":[23,24,28],"attack_bonus":[26,26,26],"constitution":5,"will_save":23,"speed":{"max":35,"land":35,"swim":20},"wisdom":5,"weakness":{},"creature_ability":["Drowning Hook","Flurry of Hooks","Serrated Takedown","Balanced Blades"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Intimidation","Nature","Religion"],"tradition":["Occult"],"summary":"","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3719","dexterity":4,"category":"creature","slug":"creature-3719"},{"primary_source_category":"Adventure Paths","strength":7,"hp":195,"language":["Arboreal","Muan","(can't speak any language)"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","charisma":-5,"perception":20,"trait":["Construct","Plant","Rare","Medium"],"id":"creature-3720","text":" Primal Warden of Zibik Recall Knowledge - Construct (Arcana, Crafting): DC 35 Recall Knowledge - Plant (Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Primal Warden of Zibik Source Pathfinder #203 Shepherd of Decay pg. 27 Perception +20; darkvision Languages Arboreal, Muan; (can't speak any language) Skills Athletics +20 Str +7 Dex +2 Con +6 Int -1 Wis +2 Cha -5 --- AC 33 Fort +26 Ref +20 Will +18 HP 195 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 10 (except adamantine) Aura of Decay (aura, primal) 30 feet. Plant objects and creatures in the emanation can't regain Hit Points unless the effect that attempts to heal them counteracts the aura, which has a counteract rank of 6 and a counteract DC of 32. A primal warden of Zibik can spend 1 action to reverse this aura; it becomes an aura of renewal with the healing trait, instead doubling the number of Hit Points of any healing effect received by a plant creature in the emanation. Rotten Burst Reaction (primal) Trigger The primal warden of Zibik takes physical damage; Effect A chunk of rotten bark bursts from the warden's body at its attacker. The warden makes a rotten bark Strike against an adjacent creature without triggering reactions. Primal Destruction (primal, void) When the primal warden of Zibik is reduced to 0 Hit Points, it erupts with primal energy in a 30-foot emanation, dealing 12d6 void damage. Each creature in the area must attempt a DC 32 Will save with the following outcomes. Critical Success The creature takes half damage. Success The creature takes full damage. Failure The creature takes full damage and becomes temporarily cursed by Zibik to be enfeebled 1 and stupefied 1 for 1 day; this is a curse effect with a counteract DC of 32. Critical Failure As failure, except the creature becomes enfeebled 2 and stupefied 2. --- Speed 25 feet Melee Single Action flourishing fist +26 (Magical, range increment 30 feet), Damage 3d10+13 bludgeoning plus flourishing growth Ranged Single Action rotten bark +21 (Magical, range increment 30 feet), Damage 3d8+13 bludgeoning plus fractal rot Primal Innate Spells DC 32, attack +24 - 2nd Speak with Animals (at will Cantrips), Tangle Vine - 3rd Wall of Thorns - 4th Speak with Plants (at will), Vital Beacon - 5th Nature's Pathway (at will), Toxic Cloud - 6th Field of Life, Tangling Creepers - Constant (4th) Unfettered Movement Flourishing Growth (Plant, Primal) The first time each round a creature takes damage from the warden's fists, the target must attempt a DC 32 Fortitude save. On a failure, tiny sprouts burst from the creature's flesh, and it becomes slowed 1 for 1 round. Fractal Rot (Disease, Primal) The first time each round a creature takes damage from the warden's rotten bark, the target becomes sickened 1 as the flesh where it was struck momentarily twists and rots, causing considerable pain. ","skill_mod":{"athletics":20},"primary_source":"Pathfinder #203 Shepherd of Decay","spell":["Field of Life","Tangling Creepers","Nature's Pathway","Toxic Cloud","Speak with Plants","Vital Beacon","Wall of Thorns","Speak with Animals","Tangle Vine","Unfettered Movement"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":-1,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":26,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"Primal Warden of Zibik","rarity":"rare","strike_damage_average":[26,29],"attack_bonus":[21,26],"constitution":6,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"spell_attack_bonus":[24],"will_save":18,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Aura of Decay","Rotten Burst","Primal Destruction","Flourishing Growth","Fractal Rot"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics"],"tradition":["Primal"],"summary":"","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3720","dexterity":2,"category":"creature","slug":"creature-3720"},{"attack_bonus":[23,25,25],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":255,"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","will_save":22,"charisma":-4,"speed":{"climb":40,"max":40,"land":40},"perception":22,"wisdom":4,"weakness":{"fire":10},"creature_ability":["Reactive Strike","Ferocity","Penetrating Bristles","Trample"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","Rare","Wood","Large"],"id":"creature-3721","text":" Woodweave Caterpillar Recall Knowledge - Animal (Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Woodweave Caterpillar Source Pathfinder #203 Shepherd of Decay pg. 36 Perception +22; darkvision Languages Skills Acrobatics +20, Athletics +25, Survival +20 Str +7 Dex +4 Con +6 Int -5 Wis +4 Cha -4 --- AC 33 Fort +24 Ref +20 Will +22 HP 255 Weaknesses axes 10, fire 10 Reactive Strike Reaction Bristles only. The woodweave caterpillar gains an extra reaction at the start of each of its turns that it can use only to make a Reactive Strike. It can't use more than one Reactive Strike triggered by the same action. In addition to the normal trigger, the caterpillar can make a Reactive Strike against a creature that touches it or an adjacent creature that attempts a melee Strike against it. Ferocity Reaction --- Speed 40 feet, climb 40 feet Melee Single Action bite +25 (reach 10 feet), Damage 3d10+13 piercing Melee Single Action bristles +25, Damage 3d8+13 piercing plus penetrating bristles Melee Single Action foot +23, Damage 3d10+11 bludgeoning Penetrating Bristles On a critical hit with a bristles Strike, a woodweave caterpillar's bristles lodge in the target's body, causing severe pain and blood loss. They deal 3d6 persistent bleed damage, and the target is off-guard as long as the persistent damage continues. Trample Three Actions Medium or smaller, foot, DC 32 ","element":["Wood"],"skill_mod":{"survival":20,"athletics":25,"acrobatics":20},"summary":"","image":["/Images/Monsters/Woodweave_Caterpillar.webp"],"primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Creature Type","Rarity","Elemental"],"ac":33,"level":12,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3721","intelligence":-5,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":24,"source_group":["Wardens of Wildwood"],"size":["Large"],"spoilers":"Wardens of Wildwood","name":"Woodweave Caterpillar","category":"creature","rarity":"rare","strike_damage_average":[26,27,29],"slug":"creature-3721"},{"primary_source_category":"Adventure Paths","strength":7,"hp":230,"language":["Arboreal","Common","Fey","Muan","<%SPELLS%1681%%>speak with plants<%END>"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","charisma":7,"perception":25,"trait":["Animal","Plant","Unique","Wood","Huge"],"id":"creature-3722","text":" Old Thornbarker Recall Knowledge - Animal (Nature): DC 40 Recall Knowledge - Plant (Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Old Thornbarker Source Pathfinder #203 Shepherd of Decay pg. 42 Perception +25; all-around vision, low-light vision, tremorsense (imprecise) 60 feet Languages Arboreal, Common, Fey, Muan; speak with plants Skills Athletics +23, Deception +22, Cradle of Knot Lore +28, Intimidation +22, Nature +25, Stealth +19 Str +7 Dex +0 Con +5 Int +4 Wis +5 Cha +7 --- AC 33 Fort +23 Ref +18 Will +25 HP 230 Resistances bludgeoning 10, piercing 10 Weaknesses axes 10, fire 15 Abeyance Rift If Old Thornbarker dies unexpectedly before passing on their knowledge in a succession ritual, the amassed lore within his roots and boughs explodes out in a shock wave that deals 8d10 mental damage to creatures within 30 feet (DC 32 basic Will save) before dissipating; those who fail also fall prone. Sycophantic Scamps See below. --- Speed 25 feet Melee Single Action branch +25 (reach 15 feet), Damage 3d10+10 bludgeoning plus Improved Knockdown Ranged Single Action scamp +22 (Splash, thrown 60 feet), Damage 4d6+10 piercing plus 4 persistent piercing damage and 4 poison splash damage Primal Innate Spells DC 32, attack +24 - 2nd Entangling Flora - 3rd Earthbind (at will) - 6th Tangling Creepers - Constant (4th) Speak with Plants Memory Maelstrom Three Actions (Incapacitation, Mental, Nonlethal, Primal) Old Thornbarker tries to overwhelm foes with a surge of information he has absorbed over his long life. This surge deals 5d6 mental damage to each enemy within 40 feet, who must attempt a DC 32 Will save. Critical Success The creature maintains its composure, takes no damage, and is temporarily immune to Memory Maelstrom for 1 minute. Success The creature is stunned 1 and takes half damage. Failure The creature takes full damage and is stunned 3. Critical Failure The creature takes double damage, is confused for 2d4 rounds, and is stunned 3. Sycophantic Scamps Dozens of wood scamps clamber on, nest in, and flit around Old Thornbarker, feeding him their observations and gossip. The arboreal can grab a nearby scamp as if drawing a weapon, using it as a thrown weapon. The unlucky scamp impacts with a clatter of spines and toxic pollen, after which the dazed elemental scampers away to regain its senses. If Old Thornbarker takes 40 or more damage from an area effect, the scamps scatter and seek cover for 1d6 rounds, during which time Old Thornbarker can't make scamp Strikes and loses all-around vision. ","element":["Wood"],"skill_mod":{"deception":22,"nature":25,"stealth":19,"athletics":23,"intimidation":22},"primary_source":"Pathfinder #203 Shepherd of Decay","spell":["Tangling Creepers","Earthbind","Entangling Flora","Speak with Plants"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" all-around vision , low-light vision , tremorsense ( imprecise ) 60 feet","resistance":{"bludgeoning":10,"piercing":10},"intelligence":4,"reflex_save":18,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":23,"source_group":["Wardens of Wildwood"],"size":["Huge"],"spoilers":"Wardens of Wildwood","name":"Old Thornbarker","rarity":"unique","strike_damage_average":[24,26],"attack_bonus":[22,25],"constitution":5,"spell_attack_bonus":[24],"will_save":25,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{"fire":15},"creature_ability":["Abeyance Rift","Sycophantic Scamps","Memory Maelstrom","Sycophantic Scamps"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Deception","Cradle of Knot Lore","Intimidation","Nature","Stealth"],"tradition":["Primal"],"summary":"","trait_group":["Creature Type","Rarity","Elemental"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3722","dexterity":0,"category":"creature","slug":"creature-3722"},{"attack_bonus":[23],"constitution":3,"primary_source_category":"Adventure Paths","strength":-5,"hp":150,"language":["Muan"],"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","will_save":15,"charisma":6,"speed":{"fly":25,"max":25},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Corrupting Gaze","Phantom Blight"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Nature","Stealth"],"trait":["Ghost","Incorporeal","Rare","Spirit","Undead","Unholy","Wood","Medium"],"id":"creature-3723","text":" Ardande Ghost Recall Knowledge - Spirit (Occultism): DC 33 Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Ardande Ghost Source Pathfinder #203 Shepherd of Decay pg. 50 Perception +21; darkvision Languages Muan Skills Acrobatics +23, Nature +19, Stealth +21 Str -5 Dex +6 Con +3 Int +2 Wis +4 Cha +6 --- AC 30 Fort +22 Ref +24 Will +15 HP 150 (rejuvenation, void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) --- Speed fly 25 feet Melee Single Action ghostly hand +23 (Agile, Finesse, Magical), Damage 2d10+13 void plus phantom blight Corrupting Gaze Two Actions The ghost stares at a creature it can see within 30 feet. The target takes 6d6 void damage with a DC 30 basic Will save. A creature that fails its save is also stupefied 1 for 1 minute. Phantom Blight (Mental, Poison) Saving Throw Fortitude DC 30; Maximum Duration 6 rounds; Stage 1 3d6 mental damage and clumsy 1 (1 round); Stage 2 4d6 mental damage and clumsy 1 (1 round); Stage 3 5d6 mental damage and clumsy 1, plus the creature takes a –2 penalty to saving throws against Ayrzul's Blight for 24 hours (1 round) ","element":["Wood"],"skill_mod":{"nature":19,"stealth":21,"acrobatics":23},"summary":"","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Monster","Rarity","Creature Type","Mechanics","Elemental"],"ac":30,"level":11,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=3723","intelligence":2,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":22,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"Ardande Ghost","category":"creature","rarity":"rare","strike_damage_average":[24],"slug":"creature-3723"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":180,"language":["Arboreal","Muan"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","charisma":6,"perception":23,"trait":["Ghost","Incorporeal","Spirit","Undead","Unholy","Unique","Wood","Medium"],"id":"creature-3724","text":" Phytomancer Ghost Recall Knowledge - Spirit (Occultism): DC 41 Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Phytomancer Ghost Source Pathfinder #203 Shepherd of Decay pg. 51 Perception +23; darkvision Languages Arboreal, Muan Skills Acrobatics +22, Nature +26, Plane of Wood Lore +25, Stealth +22 Str -5 Dex +5 Con +5 Int +2 Wis +7 Cha +6 --- AC 33 Fort +26 Ref +20 Will +23 HP 180 (rejuvenation, void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) --- Speed fly 25 feet Melee Single Action ghostly hand +25 (Agile, Finesse, Magical), Damage 2d10+13 void Primal Innate Spells DC 33, attack +25 - Cantrips (7th) Detect Magic, Tangle Vine, Timber - 5th Life-Draining Roots, Toxic Cloud - 6th Lignify, Tangling Creepers - 7th Execute, Pollen Pods Frightful Moan Single Action (Auditory, Divine, Emotion, Fear, Mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 33 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's Frightful Moan for 1 minute. Memory of Leaves Single Action (Plant, Primal, Wood) The ghost mourns its verdant birthplace, creating a swirling cloud of phantom leaves as a 20-foot emanation until the end of its next turn. All creatures within the emanation become concealed, and all creatures outside the emanation become concealed to creatures within it. Creatures with the plant or wood traits ignore this concealment. The ghost can't use Memory of Leaves again for 1d4 rounds. ","element":["Wood"],"skill_mod":{"nature":26,"stealth":22,"acrobatics":22},"primary_source":"Pathfinder #203 Shepherd of Decay","spell":["Execute","Pollen Pods","Lignify","Tangling Creepers","Life-Draining Roots","Toxic Cloud","Detect Magic","Tangle Vine","Timber"],"ac":33,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":2,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":26,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"Phytomancer Ghost","rarity":"unique","strike_damage_average":[24],"attack_bonus":[25],"constitution":5,"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[25],"will_save":23,"speed":{"fly":25,"max":25},"wisdom":7,"weakness":{},"creature_ability":["Frightful Moan","Memory of Leaves"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Nature","Plane of Wood Lore","Stealth"],"tradition":["Primal"],"summary":"","trait_group":["Monster","Creature Type","Mechanics","Rarity","Elemental"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3724","dexterity":5,"category":"creature","slug":"creature-3724"},{"attack_bonus":[22,24,26],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":220,"language":["Common","Fey","Goblin"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","will_save":19,"charisma":0,"speed":{"max":25,"land":25},"perception":25,"wisdom":2,"weakness":{},"creature_ability":["Blighted Cloak","Pinpoint Poisoner","Poison Spray","Sneak Attack","Twin Feint"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Crafting","Intimidation","Stealth","Survival"],"trait":["Bugbear","Humanoid","Rare","Medium"],"id":"creature-3725","text":" Bonebleacher Bugbear Recall Knowledge - Humanoid (Society): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Bonebleacher Bugbear Source Pathfinder #203 Shepherd of Decay pg. 54 Perception +25; darkvision, scent (30 feet) Languages Common, Fey, Goblin Skills Acrobatics +22, Athletics +25, Crafting +21, Intimidation +25, Stealth +27, Survival +22 Str +6 Dex +4 Con +4 Int +2 Wis +2 Cha +0 Items +1 resilient explorer's clothing , +2 flaming battle axe , bogeyman's breath, hatchets (3), Reaper's Shadow (2 doses), plague mask --- AC 31 Fort +25 Ref +23 Will +19 HP 220 Blighted Cloak Reaction Trigger A creature adjacent to the Bonebleacher bugbear hits them with a melee Strike; Effect The triggering creature is exposed to Ayrzul's Blight. The bugbear can't use Blighted Cloak again until they spend 10 minutes applying blighted plant matter to their cloak. --- Speed 25 feet Melee Single Action battle axe +26 (Sweep), Damage 1d8+12 slashing plus 1d6 fire Melee Single Action hatchet +24 (Agile, Sweep), Damage 1d6+12 slashing Ranged Single Action hatchet +22 (Agile, Sweep, thrown 10 feet), Damage 1d6+12 slashing Pinpoint Poisoner When the Bonebleacher bugbear successfully Strikes an off-guard creature with a poisoned weapon or exposes an off-guard creature to an inhaled poison, the creature takes a –2 circumstance penalty to its initial save against that poison. Poison Spray Single Action Requirements The Bonebleacher bugbear is holding a contact or injury poison; Effect The Bonebleacher bugbear attaches the poison container to a nozzle on their mask, which then sprays the poison from the mask in a 15-foot cone. The bugbear isn't exposed to the poison. All creatures in the cone are immediately exposed to the poison, and each creature must attempt a Fortitude save against the poison. Sneak Attack The Bonebleacher bugbear deals an additional 2d6 precision damage to off-guard creatures. Twin Feint Two Actions Requirements The Bonebleacher bugbear is wielding two melee weapons, each in a different hand; Effect The Bonebleacher bugbear makes a dazzling series of attacks with two weapons, using the first attack to throw their foe off-guard against a second attack at a different angle. They make one Strike with each of their two melee weapons, both against the same target. The target is automatically off-guard against the second attack. Apply the bugbear's multiple attack penalty to the Strikes normally. ","skill_mod":{"crafting":21,"survival":22,"stealth":27,"athletics":25,"intimidation":25,"acrobatics":22},"summary":"","image":["/Images/Monsters/Bonebleacher_Bugbear.webp"],"primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Monster","Creature Type","Rarity"],"ac":31,"item":["+1 resilient explorer's clothing","+2 flaming battle axe","bogeyman's breath","hatchets (3)","Reaper's Shadow (2 doses)","plague mask"],"level":12,"source_category":["Adventure Paths"],"sense":" darkvision , scent (30 feet)","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3725","intelligence":2,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":25,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"Bonebleacher Bugbear","category":"creature","rarity":"rare","strike_damage_average":[15,15,20],"slug":"creature-3725"},{"attack_bonus":[25],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":120,"immunity":["mental"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","will_save":17,"charisma":-2,"speed":{"max":25,"land":25},"perception":19,"wisdom":3,"weakness":{"fire":10},"creature_ability":["Quick Capture","Focused Assault","Hungry Flurry","Swallow Whole"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Stealth"],"trait":["Fungus","Mindless","Mutant","Uncommon","Huge"],"id":"creature-3726","text":" Reborn Devotee Recall Knowledge - Fungus (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Reborn Devotee Source Pathfinder #203 Shepherd of Decay pg. 59 Perception +19; tremorsense (imprecise) 60 feet Languages Skills Athletics +25, Stealth +23 Str +7 Dex +5 Con +5 Int -5 Wis +3 Cha -2 --- AC 31 Fort +21 Ref +19 Will +17 HP 120 Immunities mental Resistances acid 10, poison 10 Weaknesses fire 10 Quick Capture Reaction Trigger A creature hits or touches the reborn devotee; Effect The reborn devotee makes a stalk Strike against the triggering creature. If it hits, the creature is grabbed in that stalk. --- Speed 25 feet Melee Single Action stalk +25 (reach 15 feet), Damage 2d8+9 piercing plus 2d6 acid and Improved Grab Focused Assault Two Actions The reborn devotee attacks a single target with four stalks, making one stalk Strike. On a success, the reborn devotee deals the damage from one stalk Strike plus an additional 1d8 damage for every stalk beyond the first. On a failure, the reborn devotee deals the damage from one stalk Strike, but it can't use Improved Grab. It deals no damage on a critical failure. This counts toward the reborn devotee's multiple attack penalty as a number of attacks equal to the number of stalks the devotee has. Hungry Flurry Two Actions The reborn devotee makes four stalk Strikes at a –2 penalty, each against a different target. These attacks count toward the reborn devotee's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all its attacks. Swallow Whole Single Action (Attack) Large, 2d8+5 bludgeoning plus 2d6 acid, Rupture 17 ","skill_mod":{"stealth":23,"athletics":25},"summary":"","image":["/Images/Monsters/Reborn_Devotee.webp"],"primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Creature Type","Monster","Rarity"],"ac":31,"level":11,"source_category":["Adventure Paths"],"sense":" tremorsense ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{"acid":10,"poison":10},"url":"/Monsters.aspx?ID=3726","intelligence":-5,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":21,"source_group":["Wardens of Wildwood"],"size":["Huge"],"spoilers":"Wardens of Wildwood","name":"Reborn Devotee","category":"creature","rarity":"uncommon","strike_damage_average":[25],"slug":"creature-3726"},{"attack_bonus":[22,22],"constitution":5,"primary_source_category":"Adventure Paths","strength":4,"hp":175,"immunity":["acid"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","creature_family":"Blight Bonded","will_save":16,"charisma":1,"speed":{"climb":20,"fly":40,"max":40,"land":20},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Wood Scent","Consume Essence","Creeping Sprout","Plant Spores","Seizing Venom"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics"],"trait":["Beast","Mutant","Rare","Wood","Medium"],"id":"creature-3727","text":" Spitting Sawfly Spitting sawflies are enormous, bloated insects covered in tumor-like knots of spores. These ravenous pests sow disease and spores wherever they go, heralding the infestation of creeping cones. Recall Knowledge - Beast (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Spitting Sawfly Source Pathfinder #203 Shepherd of Decay pg. 80 Perception +19; darkvision, wood scent (precise) 30 feet Languages Skills Acrobatics +22, Athletics +20 Str +4 Dex +6 Con +5 Int -5 Wis +3 Cha +1 Wood Scent A spitting sawfly can smell plants and wood as a precise scent at the listed range. --- AC 30 Fort +19 Ref +22 Will +16 HP 175 Immunities acid Resistances poison 10 --- Speed 20 feet, climb 20 feet, fly 40 feet Melee Single Action mandibles +22 (Finesse, Poison), Damage 2d12+10 piercing plus seizing venom Ranged Single Action acid spit +22 (Poison, range increment 30 feet), Damage 4d8 acid plus seizing venom Consume Essence Single Action (Healing, Manipulate, Primal) Frequency once per day; Requirements The spitting sawfly is adjacent to a creature with the wood trait or to a coiled conifer; Effect The sawfly feasts upon the targeted creature or the coiled conifer's sap, regaining 5d6 Hit Points. A targeted creature must attempt a DC 29 Fortitude save or become drained 1 (drained 2 on a critical failure). Creeping Sprout (Disease) A creature afflicted with creeping sprout is treated by the spitting sawfly as if it has the wood trait; Saving Throw DC 29 Fortitude; Stage 1 carrier with no ill effect (1d4 days); Stage 2 drained 1 (1d4 days); Stage 3 12d6 acid damage, creeping cone swarm emerges (disease ends) Plant Spores Single Action The spitting sawfly plants spores in an adjacent creature that's paralyzed or unconscious, exposing it to creeping sprout disease. Seizing Venom (Incapacitation, Poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 off-guard and slowed 1 (1 round); Stage 2 off-guard and slowed 2 (1 round); Stage 3 paralyzed (1 round) ","element":["Wood"],"skill_mod":{"athletics":20,"acrobatics":22},"summary":"Spitting sawflies are enormous, bloated insects covered in tumor-like knots of spores. These ravenous pests sow disease and spores wherever they go, …","image":["/Images/Monsters/Spitting_Sawfly.webp"],"primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Creature Type","Monster","Rarity","Elemental"],"ac":30,"level":10,"source_category":["Adventure Paths"],"sense":" darkvision , wood scent ( precise ) 30 feet","weakest_save":["will"],"resistance":{"poison":10},"url":"/Monsters.aspx?ID=3727","intelligence":-5,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":19,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"Spitting Sawfly","category":"creature","rarity":"rare","strike_damage_average":[18,23],"slug":"creature-3727"},{"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":135,"immunity":["acid","poison","precision","swarm mind"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","creature_family":"Blight Bonded","will_save":16,"charisma":-1,"speed":{"climb":20,"max":25,"land":25},"perception":18,"wisdom":2,"weakness":{"area":7,"fire":10},"creature_ability":["Blight Burst","Putrid Spores","Jagged Scales","Pummeling Lurches"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics"],"trait":["Elemental","Mutant","Plant","Swarm","Wood","Large"],"id":"creature-3728","text":" Creeping Cones Caustic fluid seeps out from the scales of these sluglike cones, which spawn in unsuspecting hosts until they're mature enough to seek a place to root. Moving in writhing swarms that seek a habitat flush with prey, creeping cones spread Ayrzul's Blight when destroyed, but leaving them to grow unchecked poses a great risk to other creatures. Recall Knowledge - Elemental (Arcana, Nature): DC 27 Recall Knowledge - Plant (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Creeping Cone Swarm Source Pathfinder #203 Shepherd of Decay pg. 80 Perception +18; darkvision, tremorsense (imprecise) 60 feet Languages Skills Athletics +22 Str +6 Dex +5 Con +6 Int -4 Wis +2 Cha -1 --- AC 29 Fort +22 Ref +19 Will +16 HP 135 Immunities acid, poison, precision, swarm mind Resistances bludgeoning 10, piercing 10, slashing 7 (except axes) Weaknesses area damage 7, axes 10, fire 10, splash damage 7 Blight Burst Free Action (acid, primal) Trigger The creeping cone swarm is reduced to fewer than half its Hit Points or is reduced to 0 Hit Points; Effect A 15-foot-radius emanation of acid explodes from the creeping cone swarm. Creatures in the area take 3d12 acid damage (DC 25 basic Reflex save). Non-blight bonded creatures damaged by this effect are exposed to Ayrzul's Blight. Putrid Spores (aura, poison, primal) 30 feet. A creature entering the aura must succeed at a DC 26 Fortitude save or become sickened 1 until the end of its turn (sickened 2 on a critical failure). While within the aura, an affected creature takes a –2 circumstance penalty to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 25 feet, climb 20 feet Jagged Scales Two Actions (Primal) The creeping cones shake off a barrage of jagged, stony scales. Each creature in a 10-foot burst within 30 feet of the swarm takes 2d12+7 slashing damage (DC 29 basic Reflex save). Pummeling Lurches Single Action Each enemy in the swarm's space takes 6d6 bludgeoning damage (DC 29 basic Fortitude save). A creature that fails its save falls prone. ","element":["Wood"],"skill_mod":{"athletics":22},"summary":"Caustic fluid seeps out from the scales of these sluglike cones, which spawn in unsuspecting hosts until they're mature enough to seek a place to …","image":["/Images/Monsters/Creeping_Cone_Swarm.webp"],"primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Creature Type","Monster","Elemental"],"ac":29,"level":10,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":7},"url":"/Monsters.aspx?ID=3728","intelligence":-4,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"source_group":["Wardens of Wildwood"],"size":["Large"],"name":"Creeping Cone Swarm","category":"creature","rarity":"common","slug":"creature-3728"},{"attack_bonus":[27,27],"constitution":7,"primary_source_category":"Adventure Paths","strength":8,"hp":238,"immunity":["acid","poison"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","creature_family":"Blight Bonded","will_save":19,"charisma":-1,"speed":{"max":20,"land":20},"perception":21,"wisdom":2,"weakness":{"fire":15},"creature_ability":["Regurgitate Sap","Greater Constrict","Sap Spray","Slithering Roots","Swallow Whole"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Stealth"],"trait":["Elemental","Mutant","Plant","Rare","Wood","Huge"],"id":"creature-3729","text":" Coiled Conifer This bent and slithering entity is barely identifiable as a tree. Tentacle-like roots extend from its trunk in odd places, meeting tumorous knots filled with caustic sap. Recall Knowledge - Elemental (Arcana, Nature): DC 36 Recall Knowledge - Plant (Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Coiled Conifer Source Pathfinder #203 Shepherd of Decay pg. 81 Perception +21; darkvision, tremorsense (imprecise) 120 feet Languages Skills Athletics +27, Stealth +24 Str +8 Dex +5 Con +7 Int -4 Wis +2 Cha -1 --- AC 34 Fort +26 Ref +22 Will +19 HP 238 Immunities acid, poison Resistances bludgeoning 15, piercing 15 Weaknesses axes 15, fire 15 Regurgitate Sap Reaction Trigger A creature grabbed or restrained by the coiled conifer attempts to Escape; Effect Sticky, caustic sap wells up in the conifer's maw. The DC of the Escape check increases by 2, and the creature takes 3d12 acid damage (DC 33 basic Reflex save). --- Speed 20 feet Melee Single Action branchy maw +27 (deadly 1d10, reach 15 feet), Damage 3d10+14 piercing plus Improved Grab Melee Single Action root +27 (Agile, reach 15 feet, Trip), Damage 3d8+14 bludgeoning plus Push 10 feet Greater Constrict Single Action 2d10+9 bludgeoning, DC 33 Sap Spray Two Actions (Primal) The coiled conifer spews bile-like sap in a 60-foot cone. Creatures in the area take 7d12 acid damage (DC 33 basic Reflex save) and become sickened 1 (sickened 2 on a critical failure). The coiled conifer can't use this ability again for 1d4 rounds. Slithering Roots Single Action Requirements The coiled conifer has at least one creature grabbed; Effect The coiled conifer Strides up to its full Speed, taking any creatures it has grabbed with it. Swallow Whole Single Action (Attack) Large, 3d6+9 bludgeoning, Rupture 24 ","element":["Wood"],"skill_mod":{"stealth":24,"athletics":27},"summary":"This bent and slithering entity is barely identifiable as a tree. Tentacle-like roots extend from its trunk in odd places, meeting tumorous knots …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Creature Type","Monster","Rarity","Elemental"],"ac":34,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense ( imprecise ) 120 feet","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15},"url":"/Monsters.aspx?ID=3729","intelligence":-4,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":26,"source_group":["Wardens of Wildwood"],"size":["Huge"],"spoilers":"Wardens of Wildwood","name":"Coiled Conifer","category":"creature","rarity":"rare","strike_damage_average":[27,30],"slug":"creature-3729"},{"constitution":7,"primary_source_category":"Adventure Paths","strength":5,"hp":195,"language":["Common","Fey","<%SPELLS%1681%%>speak with plants<%END>"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","creature_family":"Leshy","will_save":21,"charisma":6,"speed":{"max":25,"land":25},"perception":21,"wisdom":5,"weakness":{"area":12,"fire":8},"creature_ability":["Verdant Burst","Form Up","Change Shape","One with the Foliage","Rain of Seeds","Troop Movement","Veggielante Justice"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Nature","Stealth"],"trait":["Leshy","Plant","Troop","Gargantuan"],"id":"creature-3730","text":" Leshy Mob A single leshy is a nuisance. A horde of leshies is a natural disaster. When confronted by existential threats or malicious ecological devastation, charismatic leshy leaders can rally their kin into a mob. These bands often include several kinds of leshy, creating a ragtag host that can communicate with and draw power from nearly any plant in its path. The farther they travel, the greater the mob's sense of cohesion becomes, gradually awakening an empathic hive mind, coordinated shapeshifting, and communal spellcasting far beyond what any individual could accomplish. Leshy mobs rarely outlast whatever rallied them in the first place. After pillaging a lumber camp or liberating a greenhouse's contents, the leshies gradually shake off their mob mentality—often with some shock or sheepishness at recognizing whatever crimes they just committed. Though the leshies scatter, they often retain a faint sense of camaraderie with their old comrades, making it easier for them to gather again to confront future threats. Recall Knowledge - Plant (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Leshy Mob Source Pathfinder #203 Shepherd of Decay pg. 82 Perception +21; low-light vision Languages Common, Fey; speak with plants Skills Acrobatics +19, Athletics +22, Nature +22, Stealth +19 Str +5 Dex +4 Con +7 Int +3 Wis +5 Cha +6 --- AC 30 Fort +23 Ref +19 Will +21 HP 195 (16 squares) Weaknesses area damage 12, fire 8, splash damage 8 Verdant Burst (healing, primal, vitality) When a leshy mob's Hit Points reach a threshold that would reduce its size, a burst of primal energy explodes from the fallen leshies and empowers the surviving fighters. The leshy mob gains 4d8 temporary Hit Points that last for 10 minutes. In addition, all squares within 5 feet of the troop become filled with various plants, becoming difficult terrain. If the environment is not a viable environment for these plants, they wither after 24 hours. Form Up Single Action --- Speed 25 feet; troop movement Primal Innate Spells DC 30 - 5th Wall of Thorns - Constant (3rd) Speak with Plants Change Shape Single Action (Concentrate, Polymorph, Primal) The leshies can transform into an assortment of Small plants that fills a 15-foot burst centered on any one square the leshy mob occupies, creating difficult terrain. When the leshies return to their natural form, they Form Up anywhere within the burst. This otherwise uses the effects of one with plants . One with the Foliage The leshy mob ignores difficult terrain caused by plants and fungi, and it treats greater difficult terrain from such sources as difficult terrain. Rain of Seeds Two Actions The leshies grab and hurl an assortment of stones, spores, and explosive seeds, launching a ranged attack in the form of a volley. This volley is a 10-foot burst within 60 feet that deals 4d8 bludgeoning or poison damage (DC 30 basic Reflex save). When the leshies are reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Troop Movement Whenever the leshy mob Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the mob enters difficult terrain, the extra movement cost applies to the whole group. Veggielante Justice Single Action to Three Actions Frequency once per round; Effect The leshies assault each enemy creature within 5 feet, with a DC 30 basic Reflex save. The damage depends on the number of actions. Single Action 3d8 bludgeoning or slashing damage Two Actions 3d8+11 bludgeoning or slashing damage Three Actions 3d8+16 bludgeoning or slashing damage A Thousand Apologies After dispersing, a leshy mob's members periodically revisit what they damaged and sometimes feel remorse for what they destroyed. In cases of collateral damage, a leshy community might quietly deliver gifts and perform services for those they wronged. These offerings range from fresh produce on a doorstep to weeding a farm field overnight, or even helping a wronged party's direct descendant uncover buried treasure generations later. ","tradition":["Primal"],"skill_mod":{"nature":22,"stealth":19,"athletics":22,"acrobatics":19},"summary":"A single leshy is a nuisance. A horde of leshies is a natural disaster. When confronted by existential threats or malicious ecological devastation, …","primary_source":"Pathfinder #203 Shepherd of Decay","spell":["Wall of Thorns","Speak with Plants"],"trait_group":["Monster","Ancestry","Creature Type"],"ac":30,"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3730","intelligence":3,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":23,"source_group":["Wardens of Wildwood"],"size":["Gargantuan"],"name":"Leshy Mob","category":"creature","rarity":"common","slug":"creature-3730"},{"primary_source_category":"Adventure Paths","strength":6,"hp":205,"language":["Common","Fey","<%SPELLS%1681%%>speak with plants<%END> (trees only)"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","charisma":4,"perception":22,"trait":["Leshy","Plant","Uncommon","Small"],"id":"creature-3731","text":" Redwood Leshy Guardians of old growth forests and the mightiest trees, redwood leshies behave with the courage and self-assurance that they believe befits their legacy. They rarely lord their duties over other leshies, instead believing it's their responsibility to shield, guide, and provide for others. Recall Knowledge - Plant (Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Redwood Leshy Source Pathfinder #203 Shepherd of Decay pg. 83 Perception +22; low-light vision Languages Common, Fey; speak with plants (trees only) Skills Athletics +22, Intimidation +18, Nature +19 Str +6 Dex +2 Con +6 Int +3 Wis +5 Cha +4 Items +1 striking bo staff --- AC 29 Fort +22 Ref +16 Will +19 HP 205 Resistances fire 10 Verdant Burst (healing, primal, vitality) When a redwood leshy dies, a burst of primal energy explodes from their body, restoring 5d8 Hit Points to each plant creature in a 30-foot emanation. This area is filled with saplings, becoming difficult terrain. If the environment isn't a viable environment for these trees, they wither after 24 hours. --- Speed 25 feet Melee Single Action bo staff +23 (Monk, Parry, Reach, Trip), Damage 2d8+12 bludgeoning Melee Single Action fist +23 (Agile, Finesse), Damage 2d6+12 bludgeoning Primal Innate Spells DC 28 - 4th Enlarge (self only) - Constant (3rd) Speak with Plants (trees only) Change Shape Single Action (Concentrate, Polymorph, Primal) The redwood leshy can take the form of a Large tree, using the effects of one with plants . Looming Strike The leshy deals an additional 1d8 damage to creatures smaller than it. Needles That Catch the Clouds The leshy can cast create water , downpour , and mist as innate primal spells once per day, but only while Large or larger. ","skill_mod":{"nature":19,"athletics":22,"intimidation":18},"primary_source":"Pathfinder #203 Shepherd of Decay","spell":["Enlarge","Speak with Plants"],"ac":29,"item":["+1 striking bo staff"],"level":10,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{"fire":10},"intelligence":3,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":22,"source_group":["Wardens of Wildwood"],"size":["Small"],"spoilers":"Wardens of Wildwood","name":"Redwood Leshy","rarity":"uncommon","strike_damage_average":[19,21],"attack_bonus":[23,23],"constitution":6,"creature_family":"Leshy","will_save":19,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Verdant Burst","Change Shape","Looming Strike","Needles That Catch the Clouds"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Intimidation","Nature"],"tradition":["Primal"],"summary":"Guardians of old growth forests and the mightiest trees, redwood leshies behave with the courage and self-assurance that they believe befits their …","trait_group":["Monster","Ancestry","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3731","dexterity":2,"category":"creature","slug":"creature-3731"},{"attack_bonus":[23,27],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":235,"language":["Petran"],"immunity":["bleed","disease","paralyzed","poison","sickened","sleep"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","will_save":23,"charisma":1,"speed":{"max":30,"land":30,"burrow":30},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["Blight Sense","Grit Vision","Blight Cloud","Ayrzul's Blight","Earth Glide","Labyrinthine Vision","Trample"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics"],"trait":["Earth","Elemental","Rare","Large"],"id":"creature-3732","text":" Gritblight Resembling twisted lumps of fused gravel with oddly angled crystal limbs, gritblights are shock troops commonly used by Ayrzul to spread terror and disease to his enemies. These creatures are the gruesome result of experiments on crystalline elementals who were once the allies or servants of Ayrzul's rival lord of elemental earth, Sairazul. Their crystalline body parts appear cracked and deformed, only their single “eye” left intact. Recall Knowledge - Elemental (Arcana, Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Gritblight Source Pathfinder #203 Shepherd of Decay pg. 84 Perception +23; darkvision, blight sense (precise) 60 feet, tremorsense (imprecise) 120 feet, grit vision Languages Petran Skills Acrobatics +21, Athletics +27 Str +8 Dex +4 Con +5 Int +0 Wis +4 Cha +1 Blight Sense A gritblight can detect the location of nearby creatures afflicted with Ayrzul's Blight as a precise sense at the listed range. Grit Vision A gritblight's vision is unaffected by clouds of sand, dirt, grit, or other earth materials in air or water. --- AC 33 Fort +26 Ref +19 Will +23 +1 status vs. earth effects HP 235 Immunities bleed, disease, paralyzed, poison, sickened, sleep Resistances acid 15, physical 15 Blight Cloud (aura, poison, radiation) 30 feet. A gritblight continually sheds tiny fragments of radioactive earth in a cloud around it. This cloud conceals the gritblight as a light fog and sheds dim light in the area. Any creature that begins its turn in the aura takes 2d6 poison damage with a DC 30 basic Fortitude save. A creature that fails its save is exposed to Ayrzul's Blight and a creature that critically fails is additionally sickened 1. --- Speed 30 feet, burrow 30 feet; earth glide Melee Single Action claw +27 (reach 10 feet), Damage 3d6+14 slashing plus 2d6 acid Ranged Single Action caustic shard +23 (range increment 60 feet), Damage 3d6+10 piercing plus 2d6 acid Ayrzul's Blight (Disease, Earth, Primal) but DC 33. Earth Glide The gritblight can Burrow through any earthen matter, including rock. When it does so, the gritblight moves at its full burrow Speed, leaving no tunnels or signs of its passing. Labyrinthine Vision Two Actions (Mental, Primal) The gritblight forces disorienting visions of Ayrzul's Blistering Labyrinth into the minds of nearby creatures. All creatures in a 60-foot cone take 7d12 mental damage with a DC 33 Will save. Creatures blinded by a gritblight's Labyrinthine Vision see only endless earthen tunnels in every direction. The gritblight can't use this ability again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is blinded for 1 minute. Critical Failure The creature takes double damage and is blinded permanently. Trample Three Actions Medium or smaller, claw, DC 33 Rare Urgency Ayrzul's infamously cruel patience is a result of purging his own mind of any need for haste by channeling it into his experiments, burying his desire for swift victory over his enemies like an unpleasant secret. Thanks to the influence of their master's discarded emotions, gritblights display an unusual impatience and irritability compared to their fellow earth elementals and are quick to attack at any perceived provocation. ","element":["Earth"],"skill_mod":{"athletics":27,"acrobatics":21},"summary":"Resembling twisted lumps of fused gravel with oddly angled crystal limbs, gritblights are shock troops commonly used by Ayrzul to spread terror and …","image":["/Images/Monsters/Gritblight.webp"],"primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"ac":33,"level":13,"source_category":["Adventure Paths"],"sense":" darkvision , blight sense ( precise ) 60 feet, tremorsense ( imprecise ) 120 feet, grit vision","weakest_save":["ref","reflex"],"resistance":{"acid":15,"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=3732","intelligence":0,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":26,"source_group":["Wardens of Wildwood"],"size":["Large"],"spoilers":"Wardens of Wildwood","name":"Gritblight","category":"creature","rarity":"rare","strike_damage_average":[27,31],"slug":"creature-3732"},{"primary_source_category":"Adventure Paths","strength":7,"hp":250,"language":["Muan","Wildsong","shaped tongue, spore matrix"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","charisma":2,"perception":25,"trait":["Fungus","Mutant","Rare","Large"],"id":"creature-3733","text":" Speaker in Spores As Zibik wanders the blighted wilderness and takes on the toxins of others, his body is overburdened by fungal growths. Zibik sheds these growths during his cycle of death and rebirth, and they sometimes emerge as a fungal creature that's independent of but innately connected to the green man. Zibik often shapes a speaker in spores to resemble an animal he encountered recently; speakers very rarely share the same form, but they all appear like fungal growths surrounded by glowing spores. Recall Knowledge - Fungus (Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Blighted Speaker in Spores Source Pathfinder #203 Shepherd of Decay pg. 85 Perception +25; darkvision, sporesight (imprecise) 120 feet Languages Muan, Wildsong; shaped tongue, spore matrix Skills Acrobatics +22, Athletics +24, Intimidation +21, Nature +27, Survival +27 Str +7 Dex +3 Con +4 Int -2 Wis +8 Cha +2 Shaped Tongue The speaker in spores can speak with all plants and the creature they resemble. Spore Matrix (aura, mental, primal) 60 feet. The speaker in spores is surrounded by a strong concentration of spores. The speaker can communicate telepathically to any creatures in the aura who have breathed in their spores. This communication always uses the listener's native language and can't be used with a creature that doesn't breathe. Sporesight The speaker in spores can see through spores drifting in the air, ignoring cover. This is an imprecise sense and functions only in areas without strong wind currents. Sporesight doesn't function underwater. --- AC 32 Fort +23 Ref +20 Will +27 HP 250 Immunities poison Resistances bludgeoning 15, piercing 15 Weaknesses fire 15, slashing 15 Blight Walker The speaker in spores recovers from the paralyzed, slowed, and stunned conditions at the end of their turn. They're also immune to penalties to their Speeds and ignore cover, concealment, difficult terrain, and greater difficult terrain resulting from plants or fungi. Toxic Spores Reaction (disease, poison, primal) Trigger A creature critically hits the speaker or the speaker dies; Effect The blighted speaker in spores releases a burst of toxic spores. Any creature within 10 feet of the speaker in spores takes 3d6 poison damage (DC 31 basic Fortitude save). Creatures that fail their saving throw are exposed to Ayrzul's Blight. --- Speed 40 feet; fly Melee Single Action tendril +28 (reach 10 feet), Damage 3d10+13 bludgeoning plus 1d6 persistent poison Primal Innate Spells DC 33 - Constant (5th) Environmental Endurance, Fly Rituals DC 33 - 4th Blight Accelerate Decay Two Actions (Primal, Void) The speaker in spores unleashes void energy that forces desiccation in a 30-foot emanation. Each living creature in the area takes 14d6 void damage (DC 33 basic Fortitude save). Creatures afflicted by a disease take a –2 circumstance penalty to this save. All Small or smaller non-magical plant life (though not plant creatures) in the area wither and die, eliminating any cover or concealment and leaving difficult terrain in their wake. The speaker in spores is immune to this effect and can't use this ability again for 1d4 rounds. Ayrzul's Blight (Disease, Earth, Primal) but DC 33. Healthy Speakers A speaker in spores free of the corrupting influence of Ayrzul's Blight doesn't have Toxic Spores or Accelerate Decay. It replaces blight with plant growth as a ritual. Zibik has an empathic link with all healthy speakers in spores, as if they were familiars and he had the Share Senses ability. ","skill_mod":{"nature":27,"survival":27,"athletics":24,"intimidation":21,"acrobatics":22},"image":["/Images/Monsters/Blighted_Speaker_in_Spores.webp"],"primary_source":"Pathfinder #203 Shepherd of Decay","spell":["Environmental Endurance","Fly"],"ac":32,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision , sporesight ( imprecise ) 120 feet","resistance":{"bludgeoning":15,"piercing":15},"intelligence":-2,"reflex_save":20,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":23,"source_group":["Wardens of Wildwood"],"size":["Large"],"spoilers":"Wardens of Wildwood","name":"Blighted Speaker in Spores","rarity":"rare","strike_damage_average":[33],"attack_bonus":[28],"constitution":4,"immunity":["poison"],"will_save":27,"speed":{"max":40,"land":40},"wisdom":8,"weakness":{"slashing":15,"fire":15},"creature_ability":["Shaped Tongue","Spore Matrix","Sporesight","Blight Walker","Toxic Spores","Accelerate Decay","Ayrzul's Blight"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Intimidation","Nature","Survival"],"tradition":["Primal"],"summary":"As Zibik wanders the blighted wilderness and takes on the toxins of others, his body is overburdened by fungal growths. Zibik sheds these growths …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3733","dexterity":3,"category":"creature","slug":"creature-3733"},{"attack_bonus":[25,25],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":30,"language":["Arboreal","Muan","(can't speak any languages)"],"immunity":["area damage","bleed","paralyzed","poison","sleep"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","creature_family":"Elemental, Wood","will_save":22,"charisma":2,"speed":{"climb":25,"max":25,"land":25},"perception":25,"wisdom":4,"weakness":{"slashing":5,"fire":10},"creature_ability":["Coppice Regrowth","Phytohydra Regeneration","Reactive Heads","Reactive Strike","Focused Assault","Splinter Breath","Storm of Branches"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics"],"trait":["Elemental","Plant","Wood","Huge"],"id":"creature-3734","text":" Phytohydra Wood elementals are nearly as varied as plant life itself. The following are particularly powerful elementals formed when immense plants experience environmental stress. The fresh shoots that sprout from especially grievous cuts sometimes develop minds of their own, eventually budding off from the injured plant to create a phytohydra. Recall Knowledge - Elemental (Arcana, Nature): DC 30 Recall Knowledge - Plant (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Phytohydra Source Pathfinder #203 Shepherd of Decay pg. 86 Perception +25 Languages Arboreal, Muan; (can't speak any languages) Skills Acrobatics +21, Athletics +25 Str +7 Dex +3 Con +5 Int -1 Wis +4 Cha +2 --- AC 32 Fort +25 Ref +19 Will +22 HP 30 (body) 180; Immunities bleed, paralyzed, poison, sleep; Weaknesses fire 10 HP (head) Immunities area damage, bleed, paralyzed, poison, sleep Weaknesses fire 10, slashing 5 Coppice Regrowth A phytohydra ordinarily has five heads. A creature can attempt to sever one of the heads by specifically targeting it and dealing damage equal to the head's Hit Points. A head that isn't completely severed returns to full Hit Points at the end of any creature's turn. A phytohydra can regrow a severed head using phytohydra regeneration. A creature can prevent this regrowth by dealing fire damage to the stump, sealing it. Single-target fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra's whole space seal all stumps if they deal fire damage. If the attack that severs a head deals any fire damage or was dealt by an axe, the stump is sealed instantly. If all five heads are sealed, the phytohydra dies. Phytohydra Regeneration The phytohydra has regeneration equal to 5 × the number of heads it has. If a phytohydra's body is missing any heads and the remaining stumps haven't been cauterized, the phytohydra attempts a DC 35 Fortitude save after it regains Hit Points from regeneration. On a success, one unsealed stump regrows two heads; on a critical success, two unsealed stumps regrow into two heads each. The phytohydra can never grow more than double the number of heads it ordinarily has. The phytohydra's regeneration only fully deactivates if all its heads are severed and all stumps are sealed, at which point it dies. Reactive Heads A phytohydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Reactive Strikes. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the phytohydra must use a different head for each Reactive Strike it makes. Whenever one of the phytohydra's heads is severed, the phytohydra loses one of its extra reactions per round. Reactive Strike Reaction (see reactive heads) --- Speed 25 feet, climb 25 feet Melee Single Action branch +25 (reach 10 feet), Damage 4d6+11 bludgeoning plus Push 10 feet Melee Single Action fangs +25 (reach 10 feet), Damage 4d6+13 piercing Focused Assault Two Actions The phytohydra attacks a single target with its many heads. The phytohydra Strikes with its branches or its fangs. On a successful attack, the phytohydra deals damage from its branches or fangs Strike to the target, plus an additional 2d6 damage for every head it has beyond the first. On a failure (but not a critical failure), the phytohydra deals the damage from one branch or fangs Strike to the target creature. This Strike counts as a number of attacks equal to the number of heads the phytohydra has toward its multiple attack penalty. Splinter Breath Two Actions The phytohydra spews splinters in a 60-foot cone that deals 4d6 piercing damage to all creatures in the area (DC 32 basic Reflex save). The damage increases by 2d6 for each head the phytohydra has. The phytohydra can't use Splinter Breath again for 1d4 rounds. Storm of Branches Two Actions The phytohydra makes a number of Strikes up to its number of heads, each against a different target. These attacks count toward the phytohydra's multiple attack penalty, but the multiple attack penalty doesn't increase until after the phytohydra makes all its attacks. Arboreal Treasures The same wounds that form phytohydras often generate vast quantities of sap that the elementals absorb. Over time, the elementals' movement dries and compresses this sap, leaving nodules of amber throughout their bodies. A careful adventurer can harvest a fortune in gems from the oldest phytohydras, and even a severed head left behind could conceal a life-changing bonanza. ","element":["Wood"],"skill_mod":{"athletics":25,"acrobatics":21},"summary":"Wood elementals are nearly as varied as plant life itself. The following are particularly powerful elementals formed when immense plants experience …","primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Creature Type","Elemental"],"ac":32,"level":12,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3734","intelligence":-1,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":25,"source_group":["Wardens of Wildwood"],"size":["Huge"],"name":"Phytohydra","category":"creature","rarity":"common","strike_damage_average":[25,27],"slug":"creature-3734"},{"attack_bonus":[27,29,29],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":250,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","creature_family":"Elemental, Wood","will_save":23,"charisma":2,"speed":{"climb":30,"max":40,"land":40},"perception":25,"wisdom":5,"weakness":{"fire":10},"creature_ability":["Vine Sense","Rappel","Timberweb Toxin","Tree Tether"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics"],"trait":["Elemental","Plant","Wood","Large"],"id":"creature-3735","text":" Timberweb On the Plane of Wood, carnivorous plants sometimes grow so large that they can't sustain themselves on local prey. Rather than starve, parts of these plants sometimes tear themselves free and hunt for themselves. The resulting elementals adopt spiderlike forms and hunting strategies. Timberwebs extrude vines covered in tiny barbules and sticky sap. After finding a territory with sufficient prey, a timberweb often uses these vines to create shadowy canopies in which to launch ambushes. Recall Knowledge - Elemental (Arcana, Nature): DC 32 Recall Knowledge - Plant (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Timberweb Source Pathfinder #203 Shepherd of Decay pg. 87 Perception +25; low-light vision, tremorsense (imprecise) 30 feet, vine sense Languages Skills Acrobatics +26, Athletics +27 Str +7 Dex +6 Con +5 Int +0 Wis +5 Cha +2 Vine Sense The timberweb has imprecise tremorsense to detect the vibrations of creatures touching its spun vines. --- AC 35 Fort +27 Ref +24 Will +23 HP 250 Immunities bleed, paralyzed, poison, sleep Weaknesses fire 10 --- Speed 40 feet, climb 30 feet Melee Single Action fangs +29, Damage 3d8+17 piercing plus timberweb toxin Melee Single Action leg +29 (Agile, reach 10 feet), Damage 3d6+15 slashing Ranged Single Action vine +27 (range increment 30 feet), Damage 3d6+12 bludgeoning plus tree tether Rappel Single Action (Move) The timberweb moves straight down up to 60 feet on a spun vine. It can hang from the vine or drop off. The distance it descends doesn't count toward falling damage. A creature that successfully Strikes the vine (AC 36, Hardness 8, 30 HP) severs it, causing the timberweb to fall. Timberweb Toxin (Poison) Saving Throw DC 34 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage and clumsy 1 (1 round); Stage 2 6d6 poison damage and clumsy 2 (1 round); Stage 3 8d6 poison damage and clumsy 2 (1 round) Tree Tether A creature hit by the timberweb's vine Strike becomes entangled by the sticky fibers, taking a –15-foot penalty to its Speeds for 1 minute or until it Escapes (DC 34) or is cut free (AC 36, Hardness 8, 30 HP). If the target is adjacent to a wooden object of its size or larger, the target is instead immobilized and stuck to that object until it Escapes or is cut free. Eusocial Timberwebs A timberweb instinctively puts distance between itself and the giant plant from which it budded, seeking distant nutrients. However, when timberwebs unexpectedly discover prey close to home, they sometimes drag excess prey to their parent plant. With enough food, the elementals can even band together, operating like worker ants to feed their creator and encouraging the giant plant to create even more timberwebs. ","element":["Wood"],"skill_mod":{"athletics":27,"acrobatics":26},"summary":"On the Plane of Wood , carnivorous plants sometimes grow so large that they can't sustain themselves on local prey. Rather than starve, parts of …","image":["/Images/Monsters/Timberweb.webp"],"primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Creature Type","Elemental"],"ac":35,"level":14,"source_category":["Adventure Paths"],"sense":" low-light vision , tremorsense ( imprecise ) 30 feet, vine sense","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3735","intelligence":0,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Low-light vision","fortitude_save":27,"source_group":["Wardens of Wildwood"],"size":["Large"],"name":"Timberweb","category":"creature","rarity":"common","strike_damage_average":[22,25,30],"slug":"creature-3735"},{"attack_bonus":[25,29,29],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":255,"language":["Common","Druidic","Elven","Fey","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","will_save":24,"charisma":6,"speed":{"max":40,"land":40},"perception":26,"wisdom":4,"weakness":{},"creature_ability":["Grasping Armor","Rejuvenation","Sapping Aura","Reactive Strike","Graveknight's Curse","Rooting Strikes","Ruinous Weapons","Trample","Weapon Master","Withering Blast"],"primary_source_group":"Wardens of Wildwood","skill":["Athletics","Deception","Diplomacy","Intimidation","Nature","Society","Survival","Warfare Lore"],"trait":["Undead","Unique","Large"],"id":"creature-3736","text":" Ruzadoya Swiftmane, Vengeful Warmongering Graveknight Ruzadoya Swiftmane wasn't always a warmonger. She remembers, as a child, that her parents frequently complained about the Verduran Forest's “protectorate” status. Protected from what? By whom? For what purpose? They always believed the Verduran would be better off left to fend for itself, and Ruzadoya lived much of her early life agreeing with them, though she didn't think much of it—life under the treaty was just the way things were, they said. There was nothing to do about it. In time, as Andoran and Taldor pushed the terms of the treaty to their limits, Ruzadoya came to resent her family's passive acceptance of the treaty. She watched too many friends suffer from ignored quotas or being outright mistreated, threatened, belittled, and harassed by invasive woodcutters and colonists. Sometimes these incidents turned violent. The Lodge's continued repeated election of Valenar the Green baffled Ruzadoya. She believed the leader of the Wildwood Lodge was just like her parents— too much talk, too little action. But, for years, Ruzadoya's family said the same thing: “This is the price we pay for peace.” Over time, Ruzadoya grew worse at controlling her anger, but her parents did little to control her frequent frustrated outbursts. Ruzadoya took her anger out in battle or, when there wasn't a fight to be had, in scuffles with her friends, her cousins, even her sister Vandalya. As hostilities with Andoran and Taldor increased in recent years, Ruzadoya saw far too many friends and family pay the ultimate price. And if that price wasn't securing peace, why not change the terms? She attended the Greenwild Gala intending to confront Valenar and demand restitution for the losses caused by the Treaty of the Wildwood. Instead, Valenar died, as did Ruzadoya, each a casualty of the Greenwild Massacre. As her blood soaked the ground, thick, greenish wood grew over Ruzadoya like a suit of plate armor. Twisted branches sprouted from her shoulders and grasping roots erupted from her body to dangle from the gaps between plates. While her armor is impressive, it has an unnatural and unsettling appearance; the wood looks sick, like it had given up its own vitality to keep Ruzadoya alive. Even without her armor, Ruzadoya was an imposing figure. Now, she's terrifying. Her desiccated flesh, raspy voice, unblinking eyes—they all make her seem like a corpse. Ruzadoya's armor formed from coalesced primal energy that sprouted in her body and soul when she died, fueled by her anger and purpose and in turn granting her the “gift” of undeath. The time Ruzadoya spent on the Isle of Arenway no doubt contributed to this surge of primal energy, though she attributes her newfound power to her own strength and conviction. Ruzadoya has come to believe that her armor represents the will of the Verduran Forest. She considers herself a force of nature with a singular purpose: to restore natural order and Verduran might by destroying her enemies. She's willing to use (and utterly deplete) any resources, powers, and allies at her disposal. No price is too great, and no creature's suffering (not even her own) is unacceptable. Andoran and Taldor have sowed the seeds of their own destruction for centuries. Ruzadoya will only rest once the reaping is done. Campaign Role After antagonizing the PCs for the past three adventures, Ruzadoya faces them in battle when they confront her at the end of this adventure. After gaining trust and support from the people of Cradle of Knot, the PCs can find their way through the blighted wastes and track down their final foe. Defeating Ruzadoya not only ends the threat that she might return to Golarion and retake the Wildwood Lodge, but puts a stop to her efforts to convince Zibik to lay waste to Andoran and Taldor. Of course, Ruzadoya has had a long time to influence Zibik, and the PCs must do more than destroy the graveknight— if they want to thwart Ruzadoya completely, they must also reveal the extent of her deception. If they fail, Ruzadoya's plans to incite war in Avistan could still come to fruition, even beyond her true death and final destruction. Ruzadoya might even return to seek revenge on the PCs if they don't completely eradicate her graveknight armor. Recall Knowledge - Undead (Religion): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Ruzadoya Swiftmane Source Pathfinder #203 Shepherd of Decay pg. 89 Perception +26; darkvision Languages Common, Druidic, Elven, Fey, Necril Skills Athletics +28, Deception +26, Diplomacy +23, Intimidation +28, Nature +24, Society +23, Survival +24, Warfare Lore +27 Str +8 Dex +4 Con +5 Int +3 Wis +4 Cha +6 Items +1 resilient duskwood full plate , Guisarme, Composite Longbow (20 arrows) --- AC 38 Fort +27 Ref +24 Will +24 HP 255 (rejuvenation, void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances vitality 10 Grasping Armor A creature that Strikes Ruzadoya with a melee weapon must succeed at a DC 31 Reflex save or be disarmed of that weapon. If the creature critically fails, the weapon ends up in Ruzadoya's space. A creature that hits Ruzadoya with an unarmed attack must succeed at a DC 31 Reflex save or become grabbed by Ruzadoya until the end of her next turn, it Escapes, or Ruzadoya moves, whichever comes first. Rejuvenation (primal) When Ruzadoya is destroyed, her armor rebuilds her body over the course of 1d10 days. If her body is destroyed before then, the process restarts. Ruzadoya can only be permanently destroyed by obliterating her armor (such as with disintegrate ), transporting it to the Plane of Fire, or throwing it into the heart of a volcano. Sapping Aura (aura, primal, void) 30 feet. When a creature in the aura uses a vitality spell or ability, Ruzadoya automatically attempts to counteract it, with a +23 counteract modifier. Reactive Strike Reaction --- Speed 40 feet Melee Single Action guisarme +29 (Magical, reach 10 feet, Trip), Damage 3d10+14 slashing plus 1d6 persistent bleed plus rooting strikes Melee Single Action hoof +29 (Agile, Magical), Damage 3d8+14 bludgeoning plus 1d6 persistent bleed plus rooting strikes Ranged Single Action composite longbow +25 (deadly 2d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 3d8+10 piercing plus 1d6 persistent bleed Graveknight's Curse (Curse, Primal) This curse affects anyone who wears Ruzadoya's armor for at least 1 hour; Saving Throw DC 39 Will; Onset 1 hour; Stage 1 doomed 1 and can't remove the armor (1 day); Stage 2 doomed 2, –10-foot status penalty to Speeds, and can't remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight. Rooting Strikes On a critical hit with a melee weapon or unarmed attack, Ruzadoya's target is immobilized for 1 round (Escape DC 31) and clumsy 1 for as long as the immobilization lasts. Ruinous Weapons Any weapon or unarmed attack Ruzadoya uses gains the effects of the +1 greater striking and wounding weapon runes. Trample Three Actions Medium or smaller, hoof, DC 31 Weapon Master Ruzadoya has access to the critical specialization effects of any weapons she wields. Withering Blast Two Actions (Primal, Void) Ruzadoya unleashes a 30-foot cone of corruption. Creatures in the area take 8d12 void damage (DC 34 basic Fortitude save). Ruzadoya can use this ability once every 1d4 rounds. ","skill_mod":{"society":23,"diplomacy":23,"deception":26,"nature":24,"survival":24,"athletics":28,"intimidation":28},"summary":"Ruzadoya Swiftmane wasn't always a warmonger. She remembers, as a child, that her parents frequently complained about the Verduran Forest's …","image":["/Images/Monsters/Ruzadoya_Swiftmane.webp"],"primary_source":"Pathfinder #203 Shepherd of Decay","trait_group":["Creature Type","Rarity"],"ac":38,"item":["+1 resilient duskwood full plate","Guisarme","Composite Longbow (20 arrows)"],"level":14,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{"vitality":10},"url":"/Monsters.aspx?ID=3736","intelligence":3,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":27,"source_group":["Wardens of Wildwood"],"size":["Large"],"spoilers":"Wardens of Wildwood","name":"Ruzadoya Swiftmane","category":"creature","rarity":"unique","strike_damage_average":[27,31,34],"slug":"creature-3736"},{"attack_bonus":[43,46],"constitution":11,"primary_source_category":"Adventure Paths","strength":12,"hp":525,"language":["Arboreal","Fey","Muan","Wildsong","green tongue"],"source":["Pathfinder #203 Shepherd of Decay"],"type":"Creature","will_save":42,"charisma":8,"speed":{"climb":40,"max":40,"land":40},"perception":42,"wisdom":10,"weakness":{"fire":20},"creature_ability":["Green Tongue","Plantsense","Aura of Absorption","Axe Vulnerability","Fungal Rebirth","Green Caress","Root In Place","Absorb Magic","Embed","Focus Vines","Green Grab","Green Rituals","Purge Plaguebearers","Vine Forest"],"primary_source_group":"Wardens of Wildwood","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Medicine","Nature","Plane of Wood Lore","Stealth","Survival"],"trait":["Fungus","Leshy","Plant","Unique","Medium"],"id":"creature-3737","text":" Zibik, Green Man of Decay and Fresh Starts “Zibik shepherds death, and life follows.” A common greeting among Zibik's followers, this saying encompasses many aspects of the green man's life and teachings. While typical green men concern themselves entirely with the wellbeing of plants, Zibik focuses on the persistent collapse and decomposition that allows environments to thrive. In many ways, he's the embodiment of a towering tree falling over, the loss of its expansive canopy allowing sunlight to reach a new generation of saplings. Fungus fascinates Zibik, and his long association with decay and regrowth has caused him to take on aspects of primal fungus. Ages ago, before the Plane of Wood was sealed off, Zibik traveled there hoping to study and understand how a plane of unfettered growth could sustain itself. While exploring the Universe, he learned that many natural areas recovered from horrifying calamities to be stronger than before, while others stagnated after experiencing even mild changes to the environment. What allowed the Plane of Wood to eternally flourish? Did death and decomposition exist here as well, perhaps to an even greater degree? Or did the environment somehow thrive without natural cycles of decay? He learned much, but his investigations were short-lived, and he never returned to the Universe with his findings; the betrayal and conflict between the Elemental Lords sequestered the Plane of Wood, trapping Zibik there. However, these same events introduced Ayrzul's Blight, giving Zibik newfound purpose. The disease caused fascinating mutations, and even as it killed off swaths of plant life, it left new life in its wake. As the blight spread, eradicating entire ecosystems, Zibik's fascination turned to desperate terror; natural diseases are part of life, but Ayrzul's Blight is anything but natural. For thousands of years, he's fought the blight by destroying vibrant frontiers (forming the equivalent of firebreaks), decomposing afflicted material, and absorbing disease and radiation into his own body so that blighted areas might regrow. The cycle of fighting the blight (involving Zibik's own cyclical death and rebirth) has increasingly shaped his moral perspective; he sees that drastic action against a part is sometimes the only thing that can save the whole. Zibik focuses his efforts on remote areas of the plane, rarely interacting with settlements except to warn them of his intentions if they happen to be near an ecosystem he plans to transform. He often spends decades in a single blighted region before moving on. The Elemental Lords of Wood know to leave Zibik alone; he's largely helping the plane thrive, even when he must make sacrifices, and confronting him poses certain risks due to the tremendous levels of disease and blight afflicting the green man at any given time. Zibik's appearance shifts as he progresses through cycles of decay and regrowth. After rejuvenating, he looks stout and healthy, his stride and posture almost regal. As he absorbs diseases from the environment, sickly fungus sprouts all over his body, weighing him down and draining his energy, both physically and spiritually. However he appears, his voice always carries the same grim determination and pride. Campaign Role Zibik is by far the most powerful being the PCs encounter in the Wardens of Wildwood campaign. Thankfully for the PCs, they aren't likely to face him in combat, though he poses a grave threat to the Verduran Forest and nearby nations. In the adventure's final scene, the PCs must convince Zibik that Ruzadoya Swiftmane has deceived him. Should they fail to counter the graveknight's deceptive narratives about Avistan and its people, Zibik is sure to make his way through the portal to the Isle of Arenway. Once he does, few could stand in his way. In his current state, he would spread destruction, death, and disease. The blight would spread. Andoran and Taldor would be the first nations impacted, but without swift and decisive action, they would fail to stop Zibik. Most living things would be killed outright, survivors would experience agonizing disease, and decades of suffering would follow. But in time, life would return to southern Avistan, the region forever transformed into something new. Something better. Stronger. More resilient. Zibik, his work accomplished, would be long gone—unless the people of Avistan proved Ruzadoya Swiftmane was right all along. Should they mount an offensive against Zibik, rather than letting him destroy the region and bring about new life, he might decide he has no choice but to stay on Golarion a while longer. So be it. Zibik shepherds death, and life follows. Recall Knowledge - Fungus (Nature): DC 58 Recall Knowledge - Plant (Nature): DC 58 Unspecific Lore : DC 56 Specific Lore : DC 53 Zibik Source Pathfinder #203 Shepherd of Decay pg. 90 Perception +42; darkvision, plantsense 60 feet Languages Arboreal, Fey, Muan, Wildsong; green tongue Skills Acrobatics +39, Athletics +42, Deception +40, Diplomacy +40, Intimidation +40, Medicine +48, Nature +48, Plane of Wood Lore +48, Stealth +41, Survival +44 Str +12 Dex +9 Con +11 Int +7 Wis +10 Cha +8 Green Tongue A green man can communicate with plants, with the effects of speak with plants , and can use Diplomacy to Make an Impression on plants and Request things from plants. Plantsense A green man can sense life force via plants. This allows them to observe a living or undead creature's vital essence within 60 feet of the green man, but they can also use this precise sense to observe any living or undead creature within 60 feet of any plant matter within 120 feet of the green man. This allows the green man to see living things through solid plant matter, as well as seeing through other barriers if there are plants on the other side. --- AC 51 Fort +43 Ref +39 Will +42 HP 525 Resistances bludgeoning 20, piercing 20 Weaknesses axe vulnerability, fire 20 Aura of Absorption (aura, fungus, primal) 120 feet. Zibik constantly absorbs toxins and pathogens from his surroundings. Zibik automatically absorbs afflictions from non-creature plants, increasing his drained value by 1 each round he absorbs any afflictions from such plants (with no maximum). Living creatures in the area can attempt a saving throw against any disease or poison afflicting them each round, increasing their degree of success for the save by one step. If a creature succeeds, Zibik automatically counteracts the affliction and increases his current drained value by 1 (with no maximum). When Zibik removes an affliction with this ability, he automatically advances to Stage 1 of the affliction and must continue to attempt saving throws as normal. Zibik can choose to exclude any number of creatures in the area from this effect, and generally does so to absorb Ayrzul's Blight while allowing natural afflictions to run their course. Axe Vulnerability A green man takes 20 additional damage from axes. Fungal Rebirth (fungus, primal) When Zibik dies as the result of a disease or his Aura of Absorption, fungus rebuilds his body over the course of 3d6 days. If his body is destroyed before then, the process restarts. When restored to life, he's bolstered by primal might; he gains a +3 circumstance bonus to saving throws against diseases for a number of weeks equal to the number of days it took his body to regrow, and he's unaffected by the drained condition for the same duration (though he can still gain the condition). Green Caress (aura, incapacitation, plant, primal, transmutation) 60 feet. Living creatures in the area other than plants slowly transform into non-creature plants. The green man can exclude creatures from this effect, but they must be aware of a creature's presence and location to do so. A non-plant creature in the area must attempt a DC 45 Fortitude save immediately before the start of its turn. Critical Success The creature is unaffected, or if it is slowed by green caress, it reduces its slowed value by 2. Success The creature is unaffected, or if it is slowed by green caress, it reduces its slowed value by 1. Failure The creature becomes slowed 1, or if it was already slowed by green caress, increases the slowed value by 1, as their body transforms more and more into a non-creature plant. If the creature ever becomes slowed to the point they have no actions left for their turn, they become an inanimate plant, a condition that can only be reversed by primal phenomenon or similarly powerful magic. Critical Failure As failure, except the creature becomes slowed 2 (or increases the condition value by 2). Root In Place Reaction Trigger A creature within the green man's reach uses a move action or leaves a square during a move action it's using; Effect The green man lashes out to hold the foe in place. The green man makes a vine Strike against the triggering creature. If the attack hits, the green man disrupts the action. If the creature was Flying when its action was disrupted, it falls. --- Speed 40 feet, climb 40 feet Melee Single Action vine +46 (deadly 3d12, versatile P), Damage 4d10+27 bludgeoning plus absorb magic and Improved Grab Ranged Single Action thorn +43 (fatal d12, range increment 120 feet, reload 0), Damage 4d8+27 piercing plus embed Primal Innate Spells DC 48 - Cantrips (10th) Detect Magic, Read Aura - 8th Desiccate, Life-Draining Roots, Unfettered Movement - 9th Energy Aegis, Entwined Roots - 10th Flourishing Flora (×3), Heal (×3), Nature's Pathway (at will), Regenerate (×3), Truesight Rituals DC 48, green rituals - 4th Plant Growth - 6th Awaken Animal, Commune, Primal Call - 8th Control Weather - 10th Wish Absorb Magic Single Action The green man's vines leach away magic and transform it into life essence for the green man. On a successful vine Strike, the green man attempts to counteract one spell active on the target (typically one vexing the green man, or determined randomly if they aren't aware of specific effects), with a counteract level of 10 and a modifier of +38. If the effect is counteracted, the green man gains 30 temporary Hit Points that last for 10 minutes. Embed The green man's thorns embed themselves into any creature they damage, taking root into the ground. A target damaged by a thorn has its Speeds halved, and it can't Step, Fly, air walk , or otherwise leave the ground until the thorn is removed. Removing a thorn requires 3 Interact actions, which don't have to be consecutive. If the creature performing the final action doesn't succeed at a DC 45 Medicine check as part of that action, the target takes 10d6 damage upon the thorn's removal. Focus Vines Two Actions The green man focuses all their vines against a single vexing foe, making a single vine Strike. On a success, the target takes 5d10 additional damage and is affected by Absorb Magic three times. Even on a failure, the target takes the normal effects of a hit with a vine Strike, but on a critical failure, the vines miss completely. Green Grab A green man can use their Improved Grab action against a creature of any size. Green Rituals A green man can perform all their rituals without secondary casters, relying on their own primal ties to the vital essence in spirits of nature. A green man's awaken animal and primal call rituals work on plants instead of their usual range of choices. Most green men also know the ritual to create various types of leshys and possibly even magic allowing the creation of arboreals or more powerful plant creatures. Purge Plaguebearers Two Actions (Fungus, Primal) Zibik exudes a cloud of spores in a 30-foot-radius emanation. They cling to all creatures currently afflicted with any disease in the area. Afflicted creatures take 25d6 void damage with a DC 48 basic Fortitude save. A creature that fails its save becomes doomed 1 for 1 minute and sickened 3. Zibik can choose to exclude any number of creatures in the area from this effect. Zibik can't use Purge Plaguebearers again for 1d4 rounds. Vine Forest Two Actions The green man lashes out with all six vines to attack many opponents. They make up to six vine Strikes, each against a different target; this counts as one attack for their multiple attack penalty, increasing only after all the attacks are made. ","tradition":["Primal"],"skill_mod":{"diplomacy":40,"deception":40,"nature":48,"survival":44,"stealth":41,"medicine":48,"athletics":42,"intimidation":40,"acrobatics":39},"summary":"“ Zibik shepherds death, and life follows.” A common greeting among Zibik's followers, this saying encompasses many aspects of the green man 's …","image":["/Images/Monsters/Zibik.webp"],"primary_source":"Pathfinder #203 Shepherd of Decay","spell":["Flourishing Flora","Heal","Nature's Pathway","Regenerate","Truesight","Energy Aegis","Entwined Roots","Desiccate","Life-Draining Roots","Unfettered Movement","Detect Magic","Read Aura"],"trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":51,"level":24,"spell_dc":[48],"source_category":["Adventure Paths"],"sense":" darkvision , plantsense 60 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":20,"piercing":20},"url":"/Monsters.aspx?ID=3737","intelligence":7,"reflex_save":39,"strongest_save":["fort","fortitude"],"dexterity":9,"vision":"Darkvision","fortitude_save":43,"source_group":["Wardens of Wildwood"],"size":["Medium"],"spoilers":"Wardens of Wildwood","name":"Zibik","category":"creature","rarity":"unique","strike_damage_average":[45,49],"slug":"creature-3737"},{"primary_source_category":"Adventure Paths","strength":4,"hp":275,"language":["Common","Diabolic","Fey"],"source":["Pathfinder #204: Stage Fright"],"type":"Creature","charisma":8,"perception":24,"trait":["Fey","Uncommon","Medium"],"id":"creature-3738","text":" Azarpal Azarpals resemble bipedal hogs with wide-tusked mouths, bloated bellies, and long, bristly tails. They can store food in their multiple stomachs for long periods of time, slowly infusing it with a signature poison that causes those afflicted to sweat profusely and succumb to intense nausea. Azarpals love spreading discontent via poisoned food. They delight in traveling caravan routes, disguised as merchants, constantly sampling regional cuisines, and choosing their favorites for stomach storage and poison infusion. Then, upon reaching a land where the dish is rare or sought after, they find a place to leave the meal out for an unwary traveler. They might also find a way to introduce the poisoned meal to a tavern or restaurant and hang back to watch the resulting fun. Recall Knowledge - Fey (Nature): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Azarpal Source Pathfinder #204: Stage Fright pg. 84 Perception +24; low-light vision Languages Common, Diabolic, Fey Skills Cooking Lore +23, Crafting +23, Deception +27, Stealth +26, Thievery +24 Str +4 Dex +7 Con +5 Int +5 Wis +4 Cha +8 Items moderate skeptical fury cocktail laced with azarpal poison, moderate poison fizz laced with azarpal poison, 4 regional meals laced with azarpal poison --- AC 34 Fort +24 Ref +26 Will +20 HP 275 Immunities azarpal poison, disease --- Speed 30 feet, burrow 15 feet Melee Single Action jaws +26 (Finesse), Damage 3d12+12 piercing Melee Single Action tail +26 (Agile, Finesse), Damage 3d10+10 bludgeoning Occult Innate Spells DC 30, attack +22 - 7th Illusory Disguise Azarpal Poison (poison Saving Throw DC 28 Fortitude) Onset 1 minute; Maximum Duration 6 minutes; Stage 1 sickened 1 (1 minute); Stage 2 fatigued and sickened 2 (1 minute); Stage 3 2d12 poison damage plus fatigued and sickened 3 (1 minute); the sickened condition value caused by azarpal poison cannot be reduced below 1 as long as the poison's duration remains active. Culinary Alchemy The azarpal knows the formulas for all common and uncommon alchemical foods of its level or lower in Treasure Vault without needing a formula book. A typical azarpal carries about 700 gp of alchemical food. Gulp or Grab Three Actions (Manipulate) The Azarpal swallows a single meal or alchemical food and stores it in one of six stomachs. Therein, the food doesn't spoil (drinks must be swallowed in closed containers, or they spill and affect the azarpal normally). The azarpal can use this activity to reach into its mouth and retrieve a stored item as well. Any item that remains stored in an azarpal's stomach for at least 24 hours becomes laced with azarpal poison. Lasting Illusion When an azarpal casts illusory disguise and only targets themselves, the duration increases to 24 hours. Twirl Tail Single Action The azarpal lashes and twirls their confounding tail, snapping and lashing it in all adjacent squares. Until the start of the azarpal's next turn, all non-azarpals treat the squares adjacent to the azarpal as difficult terrain. Removing Azarpal Poison Once an item of food or drink has been laced with azarpal poison, it can be detoxified through the use of a cleanse cuisine spell or by spending an hour using alchemical supplies to nullify the poison. This latter option requires access to an alchemical lab and a successful Crafting check against the azarpal's poison save DC. ","skill_mod":{"deception":27,"thievery":24,"crafting":23,"stealth":26},"image":["/Images/Monsters/Azarpal.webp"],"primary_source":"Pathfinder #204: Stage Fright","spell":["Illusory Disguise"],"ac":34,"item":["moderate skeptical fury cocktail laced with azarpal poison","moderate poison fizz laced with azarpal poison","4 regional meals laced with azarpal poison"],"level":13,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":5,"reflex_save":26,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":24,"source_group":["Curtain Call"],"size":["Medium"],"spoilers":"Curtain Call","name":"Azarpal","rarity":"uncommon","strike_damage_average":[26,31],"attack_bonus":[26,26],"constitution":5,"immunity":["azarpal poison","disease"],"spell_attack_bonus":[22],"will_save":20,"speed":{"max":30,"land":30,"burrow":15},"wisdom":4,"weakness":{},"creature_ability":["Azarpal Poison","Culinary Alchemy","Gulp or Grab","Lasting Illusion","Twirl Tail"],"primary_source_group":"Curtain Call","skill":["Cooking Lore","Crafting","Deception","Stealth","Thievery"],"tradition":["Occult"],"summary":"Azarpals resemble bipedal hogs with wide-tusked mouths, bloated bellies, and long, bristly tails. They can store food in their multiple stomachs for …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3738","dexterity":7,"category":"creature","slug":"creature-3738"},{"attack_bonus":[25,28],"constitution":8,"primary_source_category":"Adventure Paths","strength":8,"hp":320,"immunity":["acid","disease"],"source":["Pathfinder #204: Stage Fright"],"type":"Creature","will_save":24,"charisma":-3,"speed":{"climb":30,"max":30,"land":15},"perception":24,"wisdom":4,"weakness":{"slashing":15},"creature_ability":["Fetid Aura","Hydrophobic","Susceptible to Water","Feast on Illness","Sticky Slime"],"primary_source_group":"Curtain Call","skill":["Athletics","Stealth"],"trait":["Aberration","Rare","Large"],"id":"creature-3739","text":" Furnerico A mass of undulating tendrils and nerves, furnericos stalk sewer systems below large cities, reveling in the filth and rotting detritus created by those who dwell above the middens and sumps they call home. Fortunately for sanitation workers and other civil servants who ply their trade in sewer tunnels, furnericos are exceedingly rare and solitary. Their power is such that once one moves into a sewer system, it's often easier for urban planners to simply abandon that section to the monster and rebuild around it. A furnerico left to its domain like this is generally content to remain—as long as the filth keeps flowing. Furnericos are asexual, spawning a single offspring as they expire from natural causes. One that dies by violence does not perpetuate its kind, presenting a vexing question to sages: where do these creatures come from, and why haven't they gone extinct over the ages? Recall Knowledge - Aberration (Occultism): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Furnerico Source Pathfinder #204: Stage Fright pg. 85 Perception +24; scent (precise) 60 feet Languages Skills Athletics +28, Stealth +25 Str +8 Dex +5 Con +8 Int -4 Wis +4 Cha -3 --- AC 33 Fort +28 Ref +23 Will +24 HP 320 Immunities acid, disease Resistances bludgeoning 15, piercing 15, poison 15 Weaknesses slashing 15 Fetid Aura (aura, olfactory) 80 feet. A creature entering or beginning its turn in a furnerico's fetid aura must succeed at a DC 31 Fortitude or be sickened 1; the creature also becomes enfeebled 1 until the end of their next turn. A creature that succeeds at its save is temporarily immune to all furnerico fetid auras for 1 minute. Hydrophobic A furnerico avoids water and won't willingly approach within five feet of a body of water. It won't initiate an attack against any creature that's soaking wet with water or that has the water trait. A furnerico takes a –2 circumstance penalty to its attack rolls against such creatures who attack it. Susceptible to Water A furnerico cleansed of filth becomes sluggish. If ever immersed fully in pure, clean water, or if it ever fails a saving throw against a water effect, the furnerico becomes slowed 1 until it starts its turn in an area of filth or contaminated water. --- Speed 15 feet, climb 30 feet Melee Single Action pseudopod +28 (reach 10 feet), Damage 3d12+14 bludgeoning Ranged Single Action acidic slime +25 (range 60 feet), Damage 4d6 acid plus 3d6 persistent acid Feast on Illness Single Action (Occult) Requirements The furnerico's last action was a successful pseudopod Strike against a creature with the sickened condition; Effect The furnerico feeds off the sweet sickness of the creature, gaining 30 temporary hit points for 1 minute. Sticky Slime A creature that's critically hit by a furnerico's acidic slime becomes immobilized until they Escape (DC 34) or 1 minute passes, after which the slime dissolves. Cultist Creations The answer to “where are furnericos from?” is known by only a few, for it lies with the faithful of the parasite god Ghlaunder. These cultists use obscure rites to create furnericos from the very filth the monsters wallow in. Ghlaunder worshippers often do so to create powerful guardians for their hidden temples; furnericos created in this manner instinctively treat worshippers of Ghlaunder as allies... a trait not shared by those born from a prior furnerico, and a lesson many Ghlaunder cultists only learn moments before their death after assuming otherwise from a furnerico found in the wild. ","skill_mod":{"stealth":25,"athletics":28},"summary":"A mass of undulating tendrils and nerves, furnericos stalk sewer systems below large cities, reveling in the filth and rotting detritus created by …","image":["/Images/Monsters/Furnerico.webp"],"primary_source":"Pathfinder #204: Stage Fright","trait_group":["Creature Type","Rarity"],"ac":33,"level":14,"source_category":["Adventure Paths"],"sense":" scent ( precise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"poison":15,"piercing":15},"url":"/Monsters.aspx?ID=3739","intelligence":-4,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":28,"source_group":["Curtain Call"],"size":["Large"],"spoilers":"Curtain Call","name":"Furnerico","category":"creature","rarity":"rare","strike_damage_average":[24,33],"slug":"creature-3739"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":175,"language":["Common","Diabolic"],"source":["Pathfinder #204: Stage Fright"],"type":"Creature","charisma":8,"perception":24,"trait":["Fiend","Incorporeal","Rare","Undead","Unholy","Large"],"id":"creature-3740","text":" Hellshadow When a group of diabolists or worshippers of an archdevil come to an ignominious end, their souls can sometimes be caught between life and death, unable or unwilling to pass on to the afterlife due to the humiliation of their untimely deaths. When enough closely-associated worshippers whose souls aren't already claimed in existing contracts meet such a fate, the spiritual “weight” of this shame can cause them to merge into a conglomeration of infernally-infused spirits—a hellshadow. Hellshadows look like a bank of fire and smoke, yet the flames themselves are made of distorted bodies and faces. Although made of multiple souls, a hellshadow is a singular creature with one mind and typically one goal: to defeat as many enemies of their faith as they can in order to repay the shame of their humiliating deaths. Recall Knowledge - Fiend (Religion): DC 36 Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Hellshadow Source Pathfinder #204: Stage Fright pg. 86 Perception +24; darkvision Languages Common, Diabolic Skills Acrobatics +25, Intimidation +27, Stealth +25 Str -5 Dex +6 Con +5 Int +4 Wis +5 Cha +8 --- AC 33 Fort +23 Ref +25 Will +22 HP 175 (void healing) Immunities death effects, disease, fire, paralyzed, poison, precision, unconscious Resistances all 10 (except force, ghost touch, or vitality; double resistance against non-magical) Weaknesses holy 10 Brimstone Cloak (aura, divine, fire, sanctified) 10 feet. The hellshadow constantly exudes a cloud of smoke that scorches flesh but leaves other materials unharmed. Living creatures who start their turn in this aura take 2d6 fire damage (DC 30 basic Reflex). On a critical failure, the creature is also sickened 1. --- Speed fly 40 feet Melee Single Action brimstone tendrils +27 (Agile, Finesse, Fire, reach 15 feet, Sanctified), Damage 3d8+6 fire plus 2d6 void and clinging smoke Divine Innate Spells DC 33, attack +25 - Cantrips (7th) Divine Lance, Void Warp - 6th Crisis of Faith, Divine Immolation - 7th Divine Decree, Shadow Blast (fire or spirit only) Clinging Smoke (Divine) A creature that takes damage from the hellshadow's brimstone tendrils Strike has coils of the creature's smoke solidify around their body, impeding movement. The creature must attempt a DC 33 Reflex save. Critical Success The creature is unaffected. Success The smoke solidifies as it coils around their limbs, imposing a –5-foot status penalty to all Speeds until the end of the creature's next turn. Failure As success, except –10 feet to speed and the creature is also clumsy 1 until the end of their next turn. Critical Failure As failure, except the creature is also slowed 1 until the end of their next turn. Why Only Hell? The nature of diabolic worship and the strict rules involved are a big part of the psychology of humiliation that causes devil worshippers to become hellshadows. This same mix of conditions is rarer among other fiendish cults, who are more likely to become more common undead after such a death. Non-diabolic– themed hellshadows are all but unknown as a result. ","skill_mod":{"stealth":25,"intimidation":27,"acrobatics":25},"image":["/Images/Monsters/Hellshadow.webp"],"primary_source":"Pathfinder #204: Stage Fright","spell":["Divine Decree","Shadow Blast","Crisis of Faith","Divine Immolation","Divine Lance","Void Warp"],"ac":33,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":4,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":23,"source_group":["Curtain Call"],"size":["Large"],"spoilers":"Curtain Call","name":"Hellshadow","rarity":"rare","strike_damage_average":[26],"attack_bonus":[27],"constitution":5,"immunity":["death effects","disease","fire","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[25],"will_save":22,"speed":{"fly":40,"max":40},"wisdom":5,"weakness":{"holy":10},"creature_ability":["Brimstone Cloak","Clinging Smoke"],"primary_source_group":"Curtain Call","skill":["Acrobatics","Intimidation","Stealth"],"tradition":["Divine"],"summary":"When a group of diabolists or worshippers of an archdevil come to an ignominious end, their souls can sometimes be caught between life and death, …","trait_group":["Creature Type","Monster","Rarity","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3740","dexterity":6,"category":"creature","slug":"creature-3740"},{"attack_bonus":[27],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":235,"language":["Aklo","Common","Sakvroth"],"source":["Pathfinder #204: Stage Fright"],"type":"Creature","will_save":23,"charisma":0,"speed":{"climb":10,"max":20,"land":20},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["Emotion Vulnerability","Devour Magic","Haze of Despair"],"primary_source_group":"Curtain Call","skill":["Athletics","Occultism","Survival"],"trait":["Aberration","Rare","Medium"],"id":"creature-3741","text":" Ockomlire With its mottled green-and-tan rubbery flesh, six short legs ending in two-clawed feet, and three circular mouths arrayed equidistantly around a disk-shaped head crowned by multiple bulbous eyes, the bizarre Darklands-dwelling ockomlire's strange appearance blurs the line between aberration and fungus. Ockomlires eat magic, and their specialized organs process and release that magic in the form of a mist that saps the willpower of those it touches. Originally created by sekmin occultists as a potent weapon against Azlanti wizards, since the serpentfolk empire's collapse thousands of years ago, ockomlires have spread upward through the Darklands. They often lair in sewers or abandoned basements in urban areas, drawn to society's use (and waste) of magical energy. Ockomlires are quite intelligent but tend to have bland personalities. They're fond of verbalizing their observations and experiences, speaking in unsettling piping voices through three mouths; they have a curious penchant for referring to themselves in the third person. They've little interest in having personal names and tend to refer to those they encounter by ancestry instead of name as well. Recall Knowledge - Aberration (Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Ockomlire Source Pathfinder #204: Stage Fright pg. 87 Perception +23; darkvision, detect magic Languages Aklo, Common, Sakvroth Skills Athletics +27, Occultism +24, Survival +23 Str +8 Dex +4 Con +5 Int +5 Wis +4 Cha +0 --- AC 33 Fort +26 Ref +21 Will +23 +1 status to all saves vs emotion effects HP 235 Resistances mental 15 Weaknesses emotion vulnerability Emotion Vulnerability If an ockomlire fails a saving throw against an emotion effect, they loses their resistance to mental damage and gains an equal amount of weakness to mental damage (weakness to mental 15 for the typical ockomlire) until the end of their next turn. --- Speed 20 feet, climb 10 feet Melee Single Action jaws +27 (Forceful), Damage 3d10+14 piercing plus Improved Grab Occult Innate Spells DC 33 - 7th Calm (at will) - Constant (7th) Detect Magic Devour Magic Two Actions (Occult) The ockomlire attempts to devour a spell effect from a creature they've grabbed. To successfully do so, they must counteract that effect with an Occultism check. If the spell effect is an emotion effect, the ockomlire gains a +2 circumstance bonus to this check. Critical Success The spell is countered, the ockomlire gains temporary Hit Points equal to twice the spell's rank for 1 minute, and the grabbed creature becomes stupefied 2 for 1 minute. Success As success but stupefied 1. Critical Failure The attempt backfires, and the ockomlire becomes overwhelmed; their emotion vulnerability becomes active until the end of their turn. Haze of Despair Two Actions (Emotion, Mental, Occult) Requirements The ockomlire has temporary hit points gained from Devour Magic; Effects The ockomlire digests the magic and releases mist that stings the eyes and heart alike. The ockomlire loses any temporary Hit Points they have and all non-ockomlire creatures in a 30-foot emanation take 9d10 mental damage (DC 33 basic Will save). Ockomlire Apathy Because they exude feelings of hopelessness and despair as “waste” from their magical feeding, the ockomlire has become a creature of apathetic detachment. While this affords the ockomlire protection from emotion-based effects, those that do affect them tend to hit hard and actually cause mental anguish. There are thrilling legends of ockomlires laid low by a single bard whose gripping performance simply stirred up enough emotions within the normally distant creatures to cause them rip themselves apart from the inside. ","tradition":["Occult"],"skill_mod":{"survival":23,"athletics":27,"occultism":24},"summary":"With its mottled green-and-tan rubbery flesh, six short legs ending in two-clawed feet, and three circular mouths arrayed equidistantly around a …","image":["/Images/Monsters/Ockomlire.webp"],"primary_source":"Pathfinder #204: Stage Fright","spell":["Calm","Detect Magic"],"trait_group":["Creature Type","Rarity"],"ac":33,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision , detect magic ","weakest_save":["ref","reflex"],"resistance":{"mental":15},"url":"/Monsters.aspx?ID=3741","intelligence":5,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":26,"source_group":["Curtain Call"],"size":["Medium"],"spoilers":"Curtain Call","name":"Ockomlire","category":"creature","rarity":"rare","strike_damage_average":[30],"slug":"creature-3741"},{"attack_bonus":[22,22],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":175,"language":["Osiriani","(can't speak)"],"source":["Pathfinder #204: Stage Fright"],"type":"Creature","will_save":19,"charisma":2,"speed":{"fly":20,"max":25,"land":25},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Glutton Scent","Favored Meal","Reactive Taste","Fracturing Smash"],"primary_source_group":"Curtain Call","skill":["Athletics"],"trait":["Beast","Uncommon","Large"],"id":"creature-3742","text":" Rezzelki Rezzelkis are curious-looking beasts native to the deserts of Osirion. Three feet tall at the shoulder and five feet long, rezzelkis are squat, mammalian quadrupeds with tawny red fur, with crystal-studded flat tails, and prehensile anteater-like snouts. Their long, pink tongues are covered with hundreds of tiny, razor-sharp bristles that allow them to rasp through flesh with unnerving ease, even before accounting for the effect of their acidic saliva. Rezzelkis are ferociously territorial and quick to attack anyone or anything they regard as intruding upon their territory. Yet they're also prone to strange gastronomic obsessions, and if someone can deduce a particular rezzelki's favorite food, it's possible to become the creature's ally by simply providing it regular access to its preferred meals. A specific rezzelki's favorite food is always a specific type of creature— some even prefer to dine exclusively on the dry bodies of undead like mummies—but most have a taste for a singular humanoid ancestry. Presented with a potential meal, the rezzelki moves quickly to smash its feast with its wide tail. Then it feeds upon the pulverized remains of the destroyed creature, slurping up battered flesh and powdered bones with a noisy gusto that has earned them a strange nickname in certain circles: “deathlicker.” Recall Knowledge - Beast (Arcana, Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Rezzelki Source Pathfinder #204: Stage Fright pg. 88 Perception +21; darkvision, glutton scent (imprecise) 60 feet Languages Osiriani; (can't speak) Skills Athletics +22 Str +6 Dex +3 Con +5 Int -3 Wis +3 Cha +2 Glutton Scent A rezzelki's scent ability becomes a precise sense against its favored meal. --- AC 29 Fort +21 Ref +17 Will +19 HP 175 Resistances acid 10 Favored Meal All rezzelkis have a favorite type of creature to feast upon (see the Rezzelki Hunger sidebar). Against a favored meal in combat, a rezzelki gains a +1 circumstance bonus to all Strikes and Athletics checks. Reactive Taste Reaction (primal) Trigger A creature within reach of the rezzelki's tongue uses a manipulate or a move action, makes a ranged attack, or leaves a square during a move action it's using; Effect The rezzelki makes a tongue Strike against the triggering creature. --- Speed 25 feet, fly 20 feet Melee Single Action tail +22 (Forceful), Damage 2d12+10 bludgeoning plus Knockdown Melee Single Action tongue +22 (Agile, reach 10 feet), Damage 2d6+6 slashing plus 1d6 acid Primal Innate Spells DC 29 - Constant (5th) Fly Fracturing Smash Two Actions (Attack) The rezzelki Strikes a target with a particularly powerful blow from its tail, with enough force to potentially pulverize bone. This Strike treats any object it hits as if it had half as much Hardness as usual, unless the object's hardness is greater than the rezzelki's level. If the Fracturing Smash hits, it deals two extra dice of weapon damage. A creature with a skeleton that takes damage must succeed at a DC 26 Fortitude save or become clumsy 1 (clumsy 2 on a critical failure) by the Fracturing Smash as its bones are partially broken. Rezzelki Hunger While a rezzelki can subsist on any sort of pulverized creature's remains, they vastly prefer a specific type of creature and can sniff these potential meals out with alarming accuracy. If an encounter doesn't specify what a rezzelki's favorite foodstuff is, roll 1d6: 1—human, 2—dwarf, 3—elf, 4—kholo, 5—desert giant, 6—mummy. Rezzelkis found in regions other than Osirion certainly develop appetites for other types of creatures, of course! ","tradition":["Primal"],"skill_mod":{"athletics":22},"summary":"Rezzelkis are curious-looking beasts native to the deserts of Osirion. Three feet tall at the shoulder and five feet long, rezzelkis are squat, …","image":["/Images/Monsters/Rezzelki.webp"],"primary_source":"Pathfinder #204: Stage Fright","spell":["Fly"],"trait_group":["Creature Type","Rarity"],"ac":29,"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" darkvision , glutton scent ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{"acid":10},"url":"/Monsters.aspx?ID=3742","intelligence":-3,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":21,"source_group":["Curtain Call"],"size":["Large"],"spoilers":"Curtain Call","name":"Rezzelki","category":"creature","rarity":"uncommon","strike_damage_average":[16,23],"slug":"creature-3742"},{"primary_source_category":"Adventure Paths","strength":8,"hp":180,"language":["Aklo","(can't speak any language); <%UMR%79%%>telepathy<%END> 300 feet"],"source":["Pathfinder #204: Stage Fright"],"type":"Creature","charisma":5,"perception":26,"trait":["Rare","Siktempora","Time","Medium"],"id":"creature-3743","text":" Anguish Siktempora Across the crooked folds of the Dimension of Time, intense emotions gather like flotsam in the still waters of river pools. These accumulate over ages, harvesting stronger feelings during times of great change such as calamities and the rule of tyrannical despots, as well as periods of joy and pride. These accretions eventually give birth to siktemporas. The anguish siktempora is rare, even among others of their kind. They delight in seeking out creatures to inflict their suffering upon, the utterances of their dreadful wails relieve their anguish—if only for a fleeting moment. With a huge, malformed human head gaping in the act of screaming, their sickly hook-ended limbs hang limply below the neck. When an anguish siktempora bites foes with their jaws, they continue screaming, adding sonic damage to the already crushing punishment their numerous grinding teeth inflict. Recall Knowledge - Time (Occultism, Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Anguish Siktempora Source Pathfinder #204: Stage Fright pg. 89 Perception +26; darkvision Languages Aklo; (can't speak any language); telepathy 300 feet Skills Acrobatics +24, Athletics +27, Deception +24, Dimension of Time Lore +26, Intimidation +24 Str +8 Dex +5 Con +5 Int +5 Wis +7 Cha +5 Temporal Sense A siktempora can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll. --- AC 34 Fort +24 Ref +22 Will +26 HP 180 , regeneration 40 (deactivated by mental, orichalcum, or spirit) Immunities disease, emotion, poison Foster Fear Creatures with the frightened condition are always off-guard to the anguish siktempora. Uncanny Pounce Free Action Trigger The anguish siktempora rolls Dimension of Time Lore for initiative; Effect The siktempora Strides once and makes a jaws Strike, in either order. --- Speed 10 feet, fly 40 feet Melee Single Action jaws +27, Damage 3d6+14 bludgeoning plus 2d6 sonic Melee Single Action claw +27 (Agile), Damage 3d8+14 slashing Occult Innate Spells DC 33 - 4th Translocate (at will) - 7th Flicker - Constant (7th) Fly Rend Single Action claw Scream of Despair Two Actions (Emotion, Mental, Occult, Sonic) The anguish siktempora emits a terrible scream in a 30-foot emanation. Creatures in the area must attempt a DC 33 Will save. The anguish siktempora can't use Scream of Despair for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes 2d6 mental damage, 2d6 sonic damage, and is frightened 1. Failure The creature takes 6d6 mental damage, 6d6 sonic damage, and is frightened 2. Critical Failure As failure, but frightened 3 and the creature gains weakness to mental 15 (this weakness applies to this Scream of Despair). Wracking Despair Single Action (Emotion, Mental, Occult) Frequency once per round; Effect The anguish siktempora projects their crippling despair into the mind of a frightened creature they can see within range of their telepathy. The frightened creature takes 6d6 mental damage (DC 30 basic Will save). Soaked In Screams The anguish siktempora, sometimes called a living scream, forms from similar emotions that generate misery siktemporas. Where disasters and devastation occur, so too do both of these creatures manifest— often compounding the ambient pain and bloating the siktemporas accordingly. Occasionally, misery and anguish siktempora fight each other over territory in such moments, literally pulling their rivals limb from limb in an unquenchable need to feed adjacent hungers. ","skill_mod":{"deception":24,"athletics":27,"intimidation":24,"acrobatics":24},"image":["/Images/Monsters/Anguish_Siktempora.webp"],"primary_source":"Pathfinder #204: Stage Fright","spell":["Flicker","Translocate","Fly"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":24,"source_group":["Curtain Call"],"size":["Medium"],"spoilers":"Curtain Call","name":"Anguish Siktempora","rarity":"rare","strike_damage_average":[27,31],"attack_bonus":[27,27],"constitution":5,"immunity":["disease","emotion","poison"],"creature_family":"Siktempora","will_save":26,"speed":{"fly":40,"max":40,"land":10},"wisdom":7,"weakness":{},"creature_ability":["Temporal Sense","Foster Fear","Uncanny Pounce","Rend","Scream of Despair","Wracking Despair"],"primary_source_group":"Curtain Call","skill":["Acrobatics","Athletics","Deception","Dimension of Time Lore","Intimidation"],"tradition":["Occult"],"summary":"Across the crooked folds of the Dimension of Time , intense emotions gather like flotsam in the still waters of river pools. These accumulate over …","trait_group":["Rarity","Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3743","dexterity":5,"category":"creature","slug":"creature-3743"},{"primary_source_category":"Adventure Paths","strength":3,"hp":50,"language":["Common","Diabolic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Creature","charisma":4,"perception":10,"trait":["Devil","Fiend","Uncommon","Unholy","Medium"],"id":"creature-3744","text":" Gambling Devil (Agadaz) Gambling devils, known also as agadazes, resemble horned humans crafted out of living gold in their natural forms, though their shapeshifting abilities let them move among mortals undetected. They're most commonly encountered in Erebus, the third layer of Hell, where many serve Mammon as accountants. They're unusually impulsive and distractible for their kind. Other devils often view their Risk Aura as a hindrance, so they usually receive less important missions. They don't mind, for it gives them more time to meddle with mortals. Recall Knowledge - Fiend (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Agadaz Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 86 Perception +10; greater darkvision Languages Common, Diabolic, Empyrean; telepathy 100 feet Skills Accounting Lore +11, Deception +12, Diplomacy +11, Games Lore +13, Intimidation +10, Thievery +11 Str +3 Dex +4 Con +4 Int +3 Wis +2 Cha +4 Items 20 gp --- AC 20 Fort +12 Ref +14 Will +10 HP 50 Immunities fire Resistances physical 5 (except silver), poison 5 Weaknesses holy 5 Risk Aura (aura, divine, mental, misfortune) 30 feet. A feeling of recklessness surrounds a gambling devil. When a non-fiend creature enters the aura or begins its turn in the aura, it must attempt a DC 21 Will save. Critical Success The creature is unaffected and is temporarily immune to Risk Aura for 24 hours. Success The creature is unaffected. Failure The next time the creature rolls a d20, it must roll twice. If either roll is a natural 20, the creature uses that result; otherwise, it must take the lower of the two results. Critical Failure As failure, but applies to all of the creature's d20 rolls as long as it remains in the aura. --- Speed 25 feet Melee Single Action fist +12 (Agile, Finesse, Magical, Unholy), Damage 2d4+7 bludgeoning Ranged Single Action thrown coin +12 (Magical, Unholy), Damage 2d4+5 bludgeoning plus 1d6 precision Divine Innate Spells DC 18 - Cantrips (2nd) Figment - 1st Ill Omen (at will) - 2nd Illusory Creature, Illusory Object Rituals - 1st Diabolic Pact Change Shape Single Action (Concentrate, Divine, Polymorph) The agadaz adopts the appearance of any Small or Medium humanoid. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but it might change the type of damage their Strikes deal. Double Down Reaction (Divine, Fortune) Trigger The agadaz attempts a Strike, saving throw, or skill check; Effect The agadaz takes a –2 status penalty to the roll, then gains a +2 status bonus to the next Strike, saving throw, or skill check they attempt before the end of their turn, or before the end of their next turn if they used Double Down during another creature's turn. Produce Gold Coins Free Action Frequency once per round; Requirements The agadaz has a free hand; Effect The agadaz creates up to 5 gp in their hand. At any one time, an agadaz can possess no more than 20 gp created in this way; coins created in excess of this value vanish. A coin created in this way vanishes automatically 1 hour after leaving the devil's possession. Heavy Footsteps Even when appearing in a humanoid guise, a gambling devil's body remains extremely dense and heavy, often weighing more than 500 pounds. Old gamblers' yarns warn to watch the footsteps of fellow gamblers and be wary of those whose tread seems disproportionate to their size, though in truth, all but the most careless gambling devils know how to step lightly in their humanoid forms. ","skill_mod":{"diplomacy":11,"deception":12,"thievery":11,"intimidation":10},"image":["/Images/Monsters/Agadaz.webp"],"primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","spell":["Illusory Creature","Illusory Object","Ill Omen","Figment"],"ac":20,"item":["20 gp"],"level":4,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{"bludgeoning":5,"poison":5,"piercing":5,"slashing":5,"physical":5},"intelligence":3,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":12,"source_group":["Curtain Call"],"size":["Medium"],"spoilers":"Curtain Call","name":"Agadaz","rarity":"uncommon","strike_damage_average":[12,13],"attack_bonus":[12,12],"constitution":4,"immunity":["fire"],"creature_family":"Devil","will_save":10,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"holy":5},"creature_ability":["Risk Aura","Change Shape","Double Down","Produce Gold Coins"],"primary_source_group":"Curtain Call","skill":["Accounting Lore","Deception","Diplomacy","Games Lore","Intimidation","Thievery"],"tradition":["Divine"],"summary":"Gambling devils, known also as agadazes, resemble horned humans crafted out of living gold in their natural forms, though their shapeshifting …","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3744","dexterity":4,"category":"creature","slug":"creature-3744"},{"primary_source_category":"Adventure Paths","strength":8,"hp":210,"language":["one spoken in life (typically <%LANGUAGES%155%%>Common<%END>; can't speak any language)"],"source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Creature","charisma":0,"perception":26,"trait":["Construct","Soulbound","Uncommon","Medium"],"id":"creature-3745","text":" Masque Mannequin Masque mannequins are a type of soulbound construct animated by a fragment of a once-living soul infused into an eerie, nearly featureless mask that's then affixed to a mannequin or dressmaker's dummy. Though similar in process to the creation of a soulbound doll or mannequin, creating a masque mannequin requires conducting ritualistic murder and extracting a soul shard during an unwilling victim's death, and only the vilest of crafters would consider attempting such a deed. Masque mannequins are popular among Norgorberites, especially devotees of Father Skinsaw, as well as Kuthites who take pride in drawing out the ritual to gain the largest possible fragment of the soul. Recall Knowledge - Construct (Arcana, Crafting): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Masque Mannequin Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 87 Perception +26; darkvision Languages one spoken in life (typically Common; can't speak any language) Skills Acrobatics +29, Athletics +29, Stealth +29 Str +8 Dex +6 Con +5 Int -2 Wis +3 Cha +0 Soul Mask The spark of the soul used to create a masque mannequin is infused into its mask. A creature can break a masque mannequin's soul mask with a DC 40 Athletics check or steal it with a DC 40 Thievery check. If its mask is broken or removed, a masque mannequin must attempt a DC 40 Fortitude save. Critical Success The masque mannequin's animating spark shifts to infuse its body; it is unaffected and no longer has a soul mask. Success The masque mannequin takes 2d6 persistent mental damage. If it regains its mask, it can place it back on its face as an Interact action to automatically stop this persistent mental damage. Failure As success, but 4d6 persistent mental damage and stunned 1. Critical Failure As failure, but 8d6 persistent mental damage and stunned 3. --- AC 38 Fort +26 Ref +29 Will +24 HP 210 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void Resistances bludgeoning 7, piercing 15, slashing 7 Weaknesses fire 15 Awaken Reaction Requirements The masque mannequin is in Pose; Trigger A creature unaware of the mannequin's true nature approaches within reach; Effect The mannequin makes a Strike against the triggering creature. --- Speed 30 feet, climb 30 feet Melee Single Action fist +29 (Agile), Damage 3d8+16 bludgeoning plus Improved Grab Occult Innate Spells DC 33 - Cantrips (7th) Daze - 7th Spirit Blast (×3) Pose Single Action (Concentrate) Until the next time the masque mannequin acts, it appears to be an inanimate mannequin. It has an automatic result of 45 on Deception checks and DCs to appear as an ordinary mannequin. Refashion Single Action (Incapacitation, Occult) Requirements The masque mannequin is grappling a living creature; Effect The grabbed creature must attempt a DC 36 Fortitude save. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round as its body grows more wooden. Failure The creature is petrified for the next 24 hours, but instead of turning to stone, it turns into a wooden mannequin. It can attempt a new save at the end of each of its turns. Critical Failure The creature turns into a wooden mannequin permanently. Malevolent Mindsets Masque mannequins, even those crafted from virtuous individuals, tend to have a sadistic sense of malice. If left to their own devices, a masque mannequin enjoys playing cat and mouse games with their chosen victims by freezing and unfreezing in areas with mundane mannequins, slowly driving their unfortunate playthings to paranoia before going for the kill. ","skill_mod":{"stealth":29,"athletics":29,"acrobatics":29},"image":["/Images/Monsters/Masque_Mannequin.webp"],"primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","spell":["Spirit Blast","Daze"],"ac":38,"level":15,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":7,"piercing":15,"slashing":7},"intelligence":-2,"reflex_save":29,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":26,"source_group":["Curtain Call"],"size":["Medium"],"spoilers":"Curtain Call","name":"Masque Mannequin","rarity":"uncommon","strike_damage_average":[29],"attack_bonus":[29],"constitution":5,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","unconscious","vitality","void"],"will_save":24,"speed":{"climb":30,"max":30,"land":30},"wisdom":3,"weakness":{"fire":15},"creature_ability":["Soul Mask","Awaken","Pose","Refashion"],"primary_source_group":"Curtain Call","skill":["Acrobatics","Athletics","Stealth"],"tradition":["Occult"],"summary":"Masque mannequins are a type of soulbound construct animated by a fragment of a once-living soul infused into an eerie, nearly featureless mask …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3745","dexterity":6,"category":"creature","slug":"creature-3745"},{"attack_bonus":[22,22],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":175,"language":["Common","Fey"],"source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Creature","will_save":20,"charisma":6,"speed":{"fly":60,"max":60,"land":25},"perception":20,"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Seasong","Shanty Call"],"primary_source_group":"Curtain Call","skill":["Acrobatics","Deception","Diplomacy","Nature","Performance","Sailing Lore"],"trait":["Fey","Rare","Medium"],"id":"creature-3746","text":" Shanty Chanter Shanty chanters are known to dwell along the coasts of Garund or the eastern isles of the Shackles, living on small islands or cliffsides but rarely venturing too far inland. These capricious fey have humanoid torsos and seagull heads, wings, and feet, and they stand about 5 feet tall. Consummate performers, shanty chanters adore music, especially the sea shanties sung by ships' crews. The songs from these fey's aeries can be heard from miles away over the open sea. While some sailors claim these songs intentionally lure mortals to drown, most shanty chanters aren't outright malevolent and would be more inclined to investigate a foundering ship than to slaughter those aboard, even if they do relieve such a vessel of its valuables. Shanty chanters have a particular affinity for pirate ships, and a captain who wins an alliance with an aerie of shanty chanters is considered blessed with good luck. Of course, this attention can be a double-edged sword. If a captain fails to appease the ship's allied shanty chanters (generally by giving them a fair share of the plunder gained while they're on board), the affronted fey afflicts the captain with a mariner's curse before departing for more prosperous shores. Recall Knowledge - Fey (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Shanty Chanter Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 88 Perception +20; low-light vision Languages Common, Fey Skills Acrobatics +20, Deception +22, Diplomacy +20, Nature +20, Performance +22, Sailing Lore +18 Str +5 Dex +6 Con +5 Int +4 Wis +4 Cha +6 --- AC 30 Fort +17 Ref +22 Will +20 HP 175 Weaknesses cold iron 10 --- Speed 25 feet; fly 60 feet Melee Single Action beak +22 (Finesse, Magical), Damage 2d12+11 piercing Melee Single Action talon +22 (Agile, Finesse, Magical), Damage 2d8+11 slashing Primal Innate Spells DC 29 - Cantrips (5th) Electric Arc - 3rd Wall of Wind - 4th Charm, Lightning Bolt, Water Breathing - 5th Mariner's Curse (×2) Seasong (Air, Concentrate, Primal) A shanty chanter aboard a vessel that uses wind propulsion can use this exploration activity to call up lightly buffeting winds. The chanter can Sustain this effect for up to 8 hours, during which the vessel they're on benefits from the propulsion in the desired direction. Seasong is overwhelmed and negated by powerful storms. Shanty Call Three Actions (Auditory, Linguistic, Primal) Frequency once per day; Effect The shanty chanter begins to sing a catchy sea shanty and selects up to 10 allies within 60 feet who can hear the shanty chanter to potentially join in. Selected allies feel an urge to join but aren't required to—a targeted ally can join as a Reaction. A shanty chanter can Sustain Shanty Call as a Reaction at the start of their turn for up to 1 minute. While sustained, the shanty chanter and all allies who joined the shanty when they began to sing become quickened and can use the extra action to Climb, Force Open, Reposition, Shove, Strike, or Swim. When the shanty chanter ceases to Sustain Shanty Call, they and all allies who were affected become fatigued for 1 minute. Chanter Vanity Shanty chanters are quite vain, adorning themselves in jewelry obtained in the raids of their allied ships or taken in raids of their own. They appreciate flattery toward both their physical appearances and musical talents, and they view this type of bribe to be as valuable as material goods. Conversely, the surest way to gain a shanty chanter's enmity is to insult their singing, and only the deeply unwise would dare such a thing. ","tradition":["Primal"],"skill_mod":{"diplomacy":20,"performance":22,"deception":22,"nature":20,"acrobatics":20},"summary":"Shanty chanters are known to dwell along the coasts of Garund or the eastern isles of the Shackles, living on small islands or cliffsides but rarely …","image":["/Images/Monsters/Shanty_Chanter.webp"],"primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","spell":["Mariner's Curse","Charm","Lightning Bolt","Water Breathing","Wall of Wind","Electric Arc"],"trait_group":["Creature Type","Rarity"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3746","intelligence":4,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":17,"source_group":["Curtain Call"],"size":["Medium"],"spoilers":"Curtain Call","name":"Shanty Chanter","category":"creature","rarity":"rare","strike_damage_average":[20,24],"slug":"creature-3746"},{"attack_bonus":[30,35],"constitution":7,"primary_source_category":"Adventure Paths","strength":9,"hp":415,"language":["Necril","one language known in life (can't speak any language)"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #205: Singer, Stalker, Skinsaw Man"],"type":"Creature","will_save":27,"charisma":0,"speed":{"climb":20,"max":20,"land":20},"perception":29,"wisdom":5,"weakness":{"cold":15},"creature_ability":["Memento Vulnerability","Wax Trail","Enervating Howl"],"primary_source_group":"Curtain Call","skill":["Athletics","Stealth"],"trait":["Ooze","Rare","Undead","Medium"],"id":"creature-3747","text":" Waxen Effigy The undead ooze known as a waxen effigy forms under a specific set of circumstances, making such creatures quite rare. Most waxen effigies arise from botched rituals intended to migrate a powerful sapient creature's soul into a body made of wax, whether in a bid for immortality or a method of imprisonment or sacrifice. The death—especially a traumatic death—of a sapient creature in close proximity to a wax figure or while attempting to craft a construct out of wax might also result in a waxen effigy. A waxen effigy looks like a partially melted wax version of who it appeared as in life. They retain little of their former personality but recall a jumble of memories from their mortal existence that serves only to anger them. They often cling to objects that were important to them in life, such as a spouse's wedding band or a tool from a favorite hobby. Displaying such an object to a waxen effigy transfixes their attention, though they often lash out if the object is taken away before they can be laid to rest. Recall Knowledge - Ooze (Occultism): DC 43 Recall Knowledge - Undead (Religion): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Waxen Effigy Source Pathfinder #205: Singer, Stalker, Skinsaw Man pg. 89 Perception +29; darkvision Languages Necril; one language known in life (can't speak any language) Skills Athletics +35, Stealth +32 Str +9 Dex +4 Con +7 Int -1 Wis +5 Cha +0 --- AC 38 Fort +31 Ref +24 Will +27 HP 415 (void healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Weaknesses cold 15 Memento Vulnerability Waxen effigies retain an attachment to objects they had a strong tie to in life. A character who holds such a memento in a hand can use it to alter the effects of Demoralize. Doing so adds the manipulate trait to Demoralize. If the attempt to Demoralize the waxen effigy is successful, it becomes slowed 1 (slowed 2 on a critical success) for 1 round rather than becoming frightened. On a critical failure, the waxen effigy loses Memento Vulnerability for 24 hours. Wax Trail A waxen effigy leaves behind a trail of molten wax when it Strides, making any spaces it moves through difficult hazardous terrain until the beginning of its next turn, whereupon the molten wax trail vanishes. Creatures moving through the wax trail take 4d6 fire damage each time they do so (DC 40 basic Reflex save). --- Speed 20 feet, climb 20 feet Melee Single Action fist +35 (Agile, Fire, Magical), Damage 3d10+17 bludgeoning plus 2d6 persistent fire Ranged Single Action wax spray +30 (Fire, Magical), Damage 3d8+8 bludgeoning plus 2d6 persistent fire Enervating Howl Two Actions (Auditory) The waxen effigy emits a gurgling howl, sapping the life energy from all living creatures within 30 feet. Affected creatures must attempt a DC 40 Fortitude save. The waxen effigy can't use Enervating Howl again for 1d4 rounds Critical Success The creature is unaffected. Success The creature takes 6d6 void damage and is drained 1. Failure The creature takes 12d6 void damage and is drained 2. Critical Failure The creature takes 24d6 void damage, is drained 2, and is doomed 1 for as long as they have the drained condition. Cruel Creations Few set out to create a waxen effigy on purpose, as their fragmented memories cause them to behave rather erratically, and as such, they make poor guardians or assassins. Any intentional creation of a waxen effigy is solely an act of spite since it condemns the soul to an undeath steeped in bewilderment and fear. ","skill_mod":{"stealth":32,"athletics":35},"summary":"The undead ooze known as a waxen effigy forms under a specific set of circumstances, making such creatures quite rare. Most waxen effigies arise from …","image":["/Images/Monsters/Waxen_Effigy.webp"],"primary_source":"Pathfinder #205: Singer, Stalker, Skinsaw Man","trait_group":["Creature Type","Rarity"],"ac":38,"level":18,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3747","intelligence":-1,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":31,"source_group":["Curtain Call"],"size":["Medium"],"spoilers":"Curtain Call","name":"Waxen Effigy","category":"creature","rarity":"rare","strike_damage_average":[28,40],"slug":"creature-3747"},{"primary_source_category":"Adventure Paths","strength":6,"hp":290,"language":["Common","<%SPELLS%1728%%>truespeech<%END>"],"source":["Pathfinder #206: Bring the House Down"],"type":"Creature","charisma":6,"perception":32,"trait":["Fiend","Human","Humanoid","Rare","Unholy","Medium"],"id":"creature-3748","text":" Mask of Norgorber When a powerful worshipper catches Norgorber's eye, he sometimes transforms that worshipper into one of his masks—supernatural incarnations who become powerful proxies to their god but sacrifice their free will. Recall Knowledge - Fiend (Religion): DC 40 Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Mask of Norgorber Source Pathfinder #206: Bring the House Down pg. 84 Perception +32; darkvision, truesight Languages Common; truespeech Skills Acrobatics +31, Athletics +28, Crafting +29, Deception +30, Diplomacy +30, Intimidation +30, Norgorber Lore +31, Religion +28, Society +27, Stealth +33, Thievery +31 Str +6 Dex +9 Con +5 Int +5 Wis +6 Cha +6 Items +2 greater striking shortsword , true faith tattoo , +2 resilient leather armor --- AC 39 Fort +25 Ref +33 Will +28 HP 290 Secretive Tattoos The mask keeps their faith tattoo hidden (typically by wearing gloves to cover the palm). To use it as a divine focus, they must first Interact to uncover the tattoo. The tattoo then stays uncovered until the mask Interacts to cover it up. A mask's faith tattoo only allows for the casting of harm . Upon the mask's death, the tattoo disappears. Reactive Strike Reaction --- Speed 30 feet Melee Single Action shortsword +33 (Agile, Finesse, Magical, versatile P), Damage 3d6+14 slashing plus 1d6 persistent damage (see Aspect's Agony) Divine Innate Spells DC 37, attack +29 - Cantrips (8th) Daze, Detect Magic, Message - 4th Invisibility (×3), Silence (×3) - 6th Sending (×3), Spellwrack - 7th Cleanse Affliction, Divine Decree - 8th Heal (×3), Shadow Blast - Constant (8th) Truesight, Truespeech Aspect's Agony When a mask of Norgorber Strikes a foe with a weapon, they inflict an additional 1d6 persistent damage of a type determined by their aspect. As long as a creature is taking this persistent damage, they're off-guard. Sneak Attack A mask of Norgorber deals 2d6 extra precision damage to creatures who are off-guard. Aspect Of Blackfingers These masks focus on the use of poisons to spread Norgorber's will. Blackfingers Aspect Aspect's Agony 1d6 persistent poison Additional Divine Innate Spells 8th toxic cloud ; 7th slither Evaporate Poison Single Action (divine, poison) Frequency once per day; Effect The mask blows out a breath and targets a creature within 30 feet that is currently poisoned or is taking persistent poison damage. The target must attempt a DC 37 Fortitude save as the mask attempts to transmute the poison afflicting them into toxic vapor. Critical Success The poison effect on the target immediately ends. Success The poison effect on the target immediately ends, but toxic vapor fills one of the target's adjacent squares, chosen by the mask. A creature in this square is exposed to brimstone fumes; the toxic vapor then vanishes. Failure As success, but the toxic vapor fills a 5-foot emanation around the target, exposing all creatures in the area (including the target) to brimstone fumes; the toxic vapor then vanishes. Critical Failure As failure, but the toxic vapor fills a 10-foot emanation around the target, and the poison effect or persistent poison damage the target is suffering does not end. Aspect Of Father Skinsaw These masks are murderers who revel in the ripping of an opponent's flesh. Father Skinsaw Aspect Aspect's Agony 1d6 persistent bleed Additional Divine Innate Spells 8th blood vendetta ; 7th mask of terror Invigorating Flense Single Action (divine) Frequency once per day; Effect The mask makes a quick striking motion, as if slicing flesh with a small knife, and targets a creature within 30 feet. The target immediately takes 12d6 slashing and 5d6 persistent bleed damage (DC 37 basic Fortitude save), and the mask becomes quickened as long as the target continues to take persistent bleed damage. The mask can use the extra action only to Stride or Strike. Aspect Of The Gray Master These masks focus on theft in all of its forms. Gray Master Aspect Aspect's Agony 1d6 persistent void Additional Divine Innate Spells 8th quandary ; 7th umbral graft Steal Life Two Actions (death, divine, void) Frequency once per day; Effect The mask makes a quick plucking gesture as they attempt to steal a creature's life. The mask targets a living creature within 30 feet, inflicting 17d6 void damage (DC 37 basic Fortitude save). The mask gains temporary Hit Points equal to half the void damage the target takes (after applying resistances and the like), and loses any remaining temporary Hit Points after 24 hours. Aspect Of The Reaper These masks fracture trust and turn allies against each other. Reaper Of Reputation Aspect Aspect's Agony 1d6 persistent mental Additional Divine Innate Spells 8th suggestion ; 7th warp mind Insidious Secrets Single Action (auditory, divine, emotion, fear, linguistic, mental) Frequency once per day; Effect The mask whispers, then targets a creature within 30 feet. The target must then attempt a DC 37 Will save. Critical Success The target fails to hear the secret whispered and is unaffected. Success The mask whispers a horrific secret to the target, and though their mind recoils and forgets, the target still takes 8d6 mental damage and is frightened 1. Failure As failure, but 17d6 mental damage and frightened 2; the target is confused as long as they are frightened. Critical Failure As failure, but 30d6 mental damage and the target is confused for 1 minute. Masks and the Afterlife When a worshipper becomes a mask, they technically die and travel to the Boneyard to be judged by Pharasma, but in this case, the process is almost instantaneous. When Norgorber chooses someone to become a mask, a swift and nearly instantaneous blurring of the creature is the only indication of their change. Like most fiends, masks are immortal unless slain through violence or misadventure. Once slain, a mask's body decays as normal, and after a variable amount of time has passed, their soul returns to the Great Beyond to accrete its quintessence into Norgorber's realm of Duskfathom. Other Ancestries Most of the masks of Norgorber are human, but not all. A mask's statistics don't change if it's a Small creature, and they gain increased space and reach if they're Large or larger. Change ancestry traits as needed, but Speed and languages are unchanged. All masks of Norgorber possess darkvision granted them by their deity. Whether or not you grant a mask additional ancestry-based abilities is left to you to decide. ","skill_mod":{"society":27,"diplomacy":30,"deception":30,"thievery":31,"crafting":29,"stealth":33,"athletics":28,"intimidation":30,"acrobatics":31,"religion":28},"image":["/Images/Monsters/Mask_of_Norgorber.webp"],"primary_source":"Pathfinder #206: Bring the House Down","spell":["Heal","Shadow Blast","Cleanse Affliction","Divine Decree","Sending","Spellwrack","Invisibility","Silence","Daze","Detect Magic","Message","Truesight","Truespeech"],"ac":39,"item":["+2 greater striking shortsword","true faith tattoo","+2 resilient leather armor"],"level":16,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" darkvision , truesight ","resistance":{},"intelligence":5,"reflex_save":33,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":25,"source_group":["Curtain Call"],"size":["Medium"],"spoilers":"Curtain Call","name":"Mask of Norgorber","rarity":"rare","strike_damage_average":[28],"attack_bonus":[33],"constitution":5,"spell_attack_bonus":[29],"will_save":28,"speed":{"max":30,"land":30},"wisdom":6,"weakness":{},"creature_ability":["Secretive Tattoos","Reactive Strike","Aspect's Agony","Sneak Attack"],"primary_source_group":"Curtain Call","skill":["Acrobatics","Athletics","Crafting","Deception","Diplomacy","Intimidation","Norgorber Lore","Religion","Society","Stealth","Thievery"],"tradition":["Divine"],"summary":"When a powerful worshipper catches Norgorber's eye, he sometimes transforms that worshipper into one of his masks—supernatural incarnations who …","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3748","dexterity":9,"category":"creature","slug":"creature-3748"},{"attack_bonus":[32,32],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":235,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #206: Bring the House Down"],"type":"Creature","creature_family":"Palinthanos","will_save":29,"charisma":0,"speed":{"fly":30,"max":30},"perception":31,"wisdom":6,"weakness":{},"creature_ability":["Reaction Reversal","Predestined Defeat","Rabid Rage"],"primary_source_group":"Curtain Call","skill":["Acrobatics"],"trait":["Incorporeal","Palinthanos","Rare","Undead","Unholy","Medium"],"id":"creature-3749","text":" Egarhowl Souls of beasts and animals that return as palinthanos manifest as ghostly, bestial undead of pure hunger and instinct. They appear as somewhat indistinct monstrous creatures, regardless of what they were in life. Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Egarhowl Source Pathfinder #206: Bring the House Down pg. 86 Perception +31; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +32 Str -5 Dex +7 Con +0 Int -4 Wis +6 Cha +0 --- AC 38 Fort +25 Ref +32 Will +29 HP 235 (void healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 15 (except force, ghost touch, or vitality; double resistance vs. non-magical) Reaction Reversal Since an egarhowl appears to move backwards in time and the results of its actions manifest slightly out of sync, its manipulate or move actions and Strikes don't trigger reactions normally. Whenever a reaction would be triggered by an egarhowl in this way, the reacting creature must attempt a DC 11 flat check. On a failure, their reaction does not trigger. Predestined Defeat Reaction (occult) Trigger The egarhowl rolls initiative; Frequency once per day; Effect At the start of combat, an inverted, reversed explosion of spiritual and void energy implodes in a 30-foot emanation centered on the egarhowl—a reversal of the creature's spiritually explosive death. All creatures in the area take 6d8 spirit damage (DC 35 basic Fortitude save); creatures that fail this save are also slowed 1 for 1 round as time seems to distort around them. --- Speed fly 30 feet Melee Single Action jaws +32 (Finesse, Magical), Damage 3d12+8 piercing plus 3d6 spirit and rabid rage Melee Single Action claw +32 (Agile, Finesse, Magical), Damage 3d8+8 slashing plus 3d6 spirit Rabid Rage (Emotion, Mental, Occult) An egarhowl's bite transmits its supernatural fury. A creature bitten by an egarhowl must attempt a DC 36 Will save. They then become temporarily immune to rabid rage for 24 hours. Critical Success The creature suffers no ill effects. Success The creature is filled with anger and becomes slowed 1 for 1 round as they waste some of their time shrieking and raving on their turn. Failure As success, but slowed 1 for 1 minute. Critical Failure As failure, but the creature is also confused for as long as it is slowed. ","skill_mod":{"acrobatics":32},"summary":"Souls of beasts and animals that return as palinthanos manifest as ghostly, bestial undead of pure hunger and instinct. They appear as somewhat …","primary_source":"Pathfinder #206: Bring the House Down","trait_group":["Monster","Rarity","Creature Type","Mechanics"],"ac":38,"level":17,"source_category":["Adventure Paths"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"url":"/Monsters.aspx?ID=3749","intelligence":-4,"reflex_save":32,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":25,"source_group":["Curtain Call"],"size":["Medium"],"spoilers":"Curtain Call","name":"Egarhowl","category":"creature","rarity":"rare","strike_damage_average":[32,38],"slug":"creature-3749"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":255,"language":["Common","Necril"],"source":["Pathfinder #206: Bring the House Down"],"type":"Creature","charisma":6,"perception":31,"trait":["Incorporeal","Palinthanos","Rare","Undead","Unholy","Medium"],"id":"creature-3750","text":" Echosyvne Palinthanos formed from intelligent creatures tend to be scheming and envious opportunists who seek to possess mortal bodies. They appear as vortexes of twisted, misty faces from which ghostly limbs emerge, regardless of their appearance in life. Recall Knowledge - Undead (Religion): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Echosyvne Source Pathfinder #206: Bring the House Down pg. 87 Perception +31; darkvision Languages Common, Necril Skills Acrobatics +35, Deception +32 Str -5 Dex +9 Con +0 Int +6 Wis +5 Cha +6 --- AC 39 Fort +24 Ref +33 Will +31 HP 255 (void healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 15 (except force, ghost touch, or vitality; double resistance vs. non-magical) Reaction Reversal Since an egarhowl appears to move backwards in time and the results of its actions manifest slightly out of sync, its manipulate or move actions and Strikes don't trigger reactions normally. Whenever a reaction would be triggered by an egarhowl in this way, the reacting creature must attempt a DC 11 flat check. On a failure, their reaction does not trigger. Predestined Defeat Reaction (occult) Trigger The egarhowl rolls initiative; Frequency once per day; Effect At the start of combat, an inverted, reversed explosion of spiritual and void energy implodes in a 30-foot emanation centered on the egarhowl—a reversal of the creature's spiritually explosive death. All creatures in the area take 15d8 spirit damage (DC 37 basic Fortitude save); creatures that fail this save are also slowed 1 for 1 round as time seems to distort around them. --- Speed fly 30 feet Melee Single Action claw +33 (Agile, Finesse, Magical), Damage 3d6+8 slashing plus 3d6 spirit Occult Innate Spells DC 40 - 9th Possession (×3) Distort Perception Single Action (Incapacitation, Mental, Occult) Frequency once per round; Effect The echopsyvne targets a creature it can see within 30 feet and alters its perception of time. The target must attempt a DC 40 Will save. Regardless of success or failure, the creature then becomes temporarily immune to this ability for 24 hours. Critical Success The creature is unaffected. Success The creature perceives time to flow backward briefly and becomes slowed 1 for 1 round. Failure Time flows backward for the creature, leaving them unable to interact with the world around them. The creature is stunned 3, after which it is slowed 1 for 1 round. Critical Failure The creature's mind becomes stuck in a time loop, and it becomes paralyzed by the disorienting sight for 1 minute. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round or end it entirely on a critical success. Temporal Possession When the echopsyvne casts possession on a creature, that creature experiences time backward. When the echopsyvne controls the target, they function normally, but when the target takes their own actions while the echopsyvne is in partial control or riding along in their body, they become clumsy 3 and take a –10-foot status penalty to all of their Speeds. When the echopsyvne stops possessing the target, willingly or otherwise, the target must succeed at a DC 37 Will save or be stunned 1 as they readjust to a more familiar flow of time. Backward Speakers When a palinthanos vocalizes, the sounds it creates are reversed. For the egarhowl, this only results in unnerving backwards sounds of angry roars and bestial noises, but for those who can speak, it makes understanding them difficult. A palinthanos has no difficulty understanding any language it can speak, but when it speaks, listeners must succeed at a DC 30 Perception check made as a free action with the concentrate trait each round to quickly decipher the reversed conversation. This prevents a palinthanos from being able to easily utilize linguistic actions. ","skill_mod":{"deception":32,"acrobatics":35},"image":["/Images/Monsters/Echopsyne.webp"],"primary_source":"Pathfinder #206: Bring the House Down","spell":["Possession"],"ac":39,"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"intelligence":6,"reflex_save":33,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":24,"source_group":["Curtain Call"],"size":["Medium"],"spoilers":"Curtain Call","name":"Echosyvne","rarity":"rare","strike_damage_average":[29],"attack_bonus":[33],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Palinthanos","will_save":31,"speed":{"fly":30,"max":30},"wisdom":5,"weakness":{},"creature_ability":["Reaction Reversal","Predestined Defeat","Distort Perception","Temporal Possession"],"primary_source_group":"Curtain Call","skill":["Acrobatics","Deception"],"tradition":["Occult"],"summary":"Palinthanos formed from intelligent creatures tend to be scheming and envious opportunists who seek to possess mortal bodies. They appear as vortexes …","trait_group":["Monster","Rarity","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3750","dexterity":9,"category":"creature","slug":"creature-3750"},{"primary_source_category":"Adventure Paths","strength":11,"hp":430,"language":["Common","Muan","Petran","Pyric","Sussuran","Talican","Thalassic","<%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Pathfinder #206: Bring the House Down"],"type":"Creature","charisma":6,"perception":40,"trait":["Amphibious","Elemental","Unholy","Unique","Water","Gargantuan"],"id":"creature-3751","text":" Venomfist Before he became a deity, Norgorber gained Venomfist's eternal service by giving the disgraced faydhaan shuyookh poisons to exact revenge upon those who stripped the genie of their status. The vengeance transformed Venomfist into what they are now, an outcome Norgorber cautioned of, yet one Venomfist doesn't regret. Today in Duskfathom, Venomfist resides in the Sky Sea as the perfect defender of the unnamed islands. When summoned to other planes, only a part of them leaves while their main body remains behind. Venomfist's vivid green body is a testament to all the deals for poisons made with mortals and immortals alike over millennia. Recall Knowledge - Elemental (Arcana, Nature): DC 54 Unspecific Lore : DC 52 Specific Lore : DC 49 Venomfist Source Pathfinder #206: Bring the House Down pg. 88 Perception +40; greater darkvision, wavesense (precise) 120 feet Languages Common, Muan, Petran, Pyric, Sussuran, Talican, Thalassic; telepathy 100 feet, truespeech Skills Athletics +43, Crafting +39, Diplomacy +36, Intimidation +38, Nature +38, Norgorber Lore +41, Religion +40, Stealth +38 Str +11 Dex +8 Con +10 Int +9 Wis +8 Cha +6 --- AC 48 Fort +42 Ref +34 Will +36 HP 430 Immunities bleed, paralyzed, poison, sleep Resistances acid 20, bludgeoning 20, fire 20 Toxic Downpour (aura, primal) Venomfist's presence alters the weather within 2 miles to heavy rainfall as long as they're located in a sizable body of water. When they become hostile, the rain in a 120-foot emanation from them becomes highly toxic and deals 8d8 poison damage (DC 42 basic Fortitude half) to all creatures in the area. Vortex (aura, water) 120 feet. Water in the area that is in the same body of water as Venomfist is difficult terrain for Swimming creatures that don't have the water trait. --- Speed 40 feet, swim 120 feet Melee Single Action fist +42 (Magical, reach 20 feet), Damage 4d6+21 bludgeoning plus 4d6 poison and Improved Grab Divine Innate Spells DC 45 - Cantrips (9th) Caustic Blast - 8th Hydraulic Push (at will) - 9th Toxic Cloud, Wrathful Storm - 10th Cataclysm - Constant (10th) Truesight, Truespeech Constrict Single Action 4d6 bludgeoning and 4d6 poison, DC 45 Create Poison Single Action Frequency once per day; Effect Venomfist transforms a portion of their watery body into a single dose of any type of common poison of 20th level or lower—tears of death is their favorite. If they're holding a container, they can create the poison within that container, at which point the poison remains viable for 24 hours before it reverts to water. Alternatively, they can apply a contact or injury-created poison to their fist. Surge Two Actions Venomfist expands their space to fill the area of their vortex. Creatures within the aura take 6d12+6 bludgeoning damage and 6d12+6 poison damage with a DC 45 basic Fortitude save. A creature that fails this save is pushed 40 feet. Venomfist then retracts to their former space and cannot use Surge again for 1d4 rounds. Spared From Death Venomfist was instrumental in helping Norgorber cross the chasm outside the Starstone Cathedral. In an ironic turn of events, Venomfist warned that the proposed plan could kill the then-very-mortal Norgorber. The man's response? “I don't care.” Even today, Venomfist doesn't know what desperation drove Norgorber to seek out the Starstone. As they never pried into Norgorber's past, motivations, or business, the god never felt the need to kill Venomfist after his ascension. ","element":["Water"],"skill_mod":{"diplomacy":36,"nature":38,"crafting":39,"stealth":38,"athletics":43,"intimidation":38,"religion":40},"image":["/Images/Monsters/Venomfist.webp"],"primary_source":"Pathfinder #206: Bring the House Down","spell":["Cataclysm","Toxic Cloud","Wrathful Storm","Hydraulic Push","Caustic Blast","Truesight","Truespeech"],"ac":48,"level":22,"spell_dc":[45],"source_category":["Adventure Paths"],"sense":" greater darkvision , wavesense ( precise ) 120 feet","resistance":{"acid":20,"bludgeoning":20,"fire":20},"intelligence":9,"reflex_save":34,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":42,"source_group":["Curtain Call"],"size":["Gargantuan"],"spoilers":"Curtain Call","name":"Venomfist","rarity":"unique","strike_damage_average":[49],"attack_bonus":[42],"constitution":10,"immunity":["bleed","paralyzed","poison","sleep"],"will_save":36,"speed":{"max":120,"land":40,"swim":120},"wisdom":8,"weakness":{},"creature_ability":["Toxic Downpour","Vortex","Constrict","Create Poison","Surge"],"primary_source_group":"Curtain Call","skill":["Athletics","Crafting","Diplomacy","Intimidation","Nature","Norgorber Lore","Religion","Stealth"],"tradition":["Divine"],"summary":"Before he became a deity, Norgorber gained Venomfist's eternal service by giving the disgraced faydhaan shuyookh poisons to exact revenge upon …","trait_group":["Monster","Creature Type","Mechanics","Rarity","Elemental","Planar"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3751","dexterity":8,"category":"creature","slug":"creature-3751"},{"primary_source_category":"Adventure Paths","strength":6,"hp":335,"language":["Chthonian","Common","Daemonic","Diabolic","Utopian"],"source":["Pathfinder #206: Bring the House Down"],"type":"Creature","charisma":6,"perception":33,"trait":["Aberration","Fiend","Rare","Unholy","Large"],"id":"creature-3752","text":" Zimiezek The zimiezeks, also known as those-that-weave-secrets, are one of many creatures native to Duskfathom. They resemble large spiders with humanoid hands instead of spidery feet and possess vaguely humanoid heads with multiple eyes and spider fangs for jaws. Their faces are often shrouded by a veil, mask, or webbing to both hide their identity and as a gesture of peace, for a zimiezek's bite can turn other humanoids into them. Unlike the karumzeks, Norgorber's more common divine servitors, zimiezeks almost never leave Duskfathom. Most are average citizens who revere Norgorber as both deity and prince. Only a few serve the god of secrets directly as the city's security and elite strike force. Recall Knowledge - Aberration (Occultism): DC 43 Recall Knowledge - Fiend (Religion): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Zimiezek Source Pathfinder #206: Bring the House Down pg. 89 Perception +33; greater darkvision Languages Chthonian, Common, Daemonic, Diabolic, Utopian Skills Acrobatics +35, Athletics +32, Deception +34, Duskfathom Lore +31, Stealth +35, Society +31, Survival +33 Str +6 Dex +7 Con +6 Int +5 Wis +9 Cha +6 Items +2 greater striking astral corrosive shortsword --- AC 41 Fort +28 Ref +31 Will +33 HP 335 Immunities poison Darting Legs Reaction Trigger The zimiezek is targeted with an attack; Effect The Zimiezek gains a +2 circumstance bonus to AC against the triggering attack. Reactive Strike Reaction The zimiezek gains two extra reactions on their turn that they can only use to make Reactive Strikes. --- Speed 40 feet, climb 40 feet Melee Single Action shortsword +35 (Agile, Finesse, Magical, reach 10 feet, versatile S), Damage 3d6+14 slashing plus 1d6 astral and 1d6 acid Melee Single Action bite +33 (Finesse, Magical), Damage 3d10+14 piercing plus 3d6 poison and zimiezek infection Ranged Single Action web +33 (range 60 feet), Damage web restraints Occult Innate Spells DC 37, attack +29 - Cantrips (9th) Telekinetic Hand, Telekinetic Projectile - 4th Translocate (at will) - 5th Translocate - 9th Web (×3) Web Restraints A creature hit by the zimiezek's web Strike is restrained either to a surface or tethered to the zimiezek until it Escapes (DC 40). The zimiezek gains a +2 circumstance bonus to Trip a tethered target and can Interact with the tether to pull a target 15 feet toward them. Zimiezek Infection (Disease, Virulent) Anadis are immune; Saving Throw DC 37; Stage 1 clumsy 1 (1 day); Stage 2 clumsy 2 (eight spider legs start to grow out of your back; 1 day); Stage 3 clumsy 2, drained 1 (venomous fangs grow from your mouth, 1 day); Stage 4 clumsy 2, drained 1, slowed 1 (sticky webbing exudes from your flesh, 1 day); Stage 5 unconscious (you become cocooned in webbing, during which you have no need for food and water, 1 week); Stage 6 death (and a brand new zimiezek emerges from your cocooned body) Uncertain Origins The zimiezeks believe the first of them arose from souls who were once Norgorber's allies in life who stumbled upon the god's greatest secret and were slain to conceal his identity. Some doubt this claim, given Norgorber's anathema on showing mercy. Nevertheless, a connection exists between Norgorber and both zimiezeks and karumzeks that lets the god automatically know the creatures' names and identities. ","skill_mod":{"society":31,"deception":34,"survival":33,"stealth":35,"athletics":32,"acrobatics":35},"image":["/Images/Monsters/Zimiezek.webp"],"primary_source":"Pathfinder #206: Bring the House Down","spell":["Web","Translocate","Telekinetic Hand","Telekinetic Projectile"],"ac":41,"item":["+2 greater striking astral corrosive shortsword"],"level":18,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":5,"reflex_save":31,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":28,"source_group":["Curtain Call"],"size":["Large"],"spoilers":"Curtain Call","name":"Zimiezek","rarity":"rare","strike_damage_average":[31,41],"attack_bonus":[33,33,35],"constitution":6,"immunity":["poison"],"spell_attack_bonus":[29],"will_save":33,"speed":{"climb":40,"max":40,"land":40},"wisdom":9,"weakness":{},"creature_ability":["Darting Legs","Reactive Strike","Web Restraints","Zimiezek Infection"],"primary_source_group":"Curtain Call","skill":["Acrobatics","Athletics","Deception","Duskfathom Lore","Stealth","Society","Survival"],"tradition":["Occult"],"summary":"The zimiezeks, also known as those-that-weave-secrets, are one of many creatures native to Duskfathom. They resemble large spiders with humanoid …","trait_group":["Creature Type","Rarity","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3752","dexterity":7,"category":"creature","slug":"creature-3752"},{"attack_bonus":[10,10],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":42,"source":["Pathfinder #207: Resurrection Flood"],"type":"Creature","will_save":6,"charisma":-1,"speed":{"max":25,"land":25},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Easily Spooked","Safety in Numbers","Trample","Wild Charge"],"primary_source_group":"Triumph of the Tusk","skill":["Athletics","Survival"],"trait":["Animal","Large"],"id":"creature-3753","text":" Aurochs This massive bovine looks like a larger, wilder version of the domesticated cattle found throughout the Inner Sea region. During winter, vast herds of the animals roam the southern reaches of the Realm of the Mammoth Lords, but as the ice high in the mountains begins to melt, the aurochs migrate south into Belkzen, following their ancestral route along the Flood Road. Once the water flows in earnest and turns to massive floods, the sudden surge of greenery provides the aurochs with all the food they need to survive. Aurochs are essential to life in Belkzen. Not only do the orcs there hunt the wild cattle for their meat, but they use every part of the aurochs, from hide to bones, to craft their weapons and tools. The aurochs' arrival prompts the beginning of the Flood Truce, during which the usually war-focused orc holds cease all hostilities to take advantage of this time of plenty. While groups of 20 or fewer animals are sometimes encountered, most aurochs travel in herds that stretch to the horizon. The land thunders under the weight of these herds, and the dust kicked up by their hooves is often spotted days before the aurochs—or the floodwaters that spurred their migration—arrive. Aurochs bulls stand between 6 and 7 feet tall at the shoulder and weigh around 2,500 pounds, although prodigious specimens can grow to over 7 feet tall and 3,000 pounds. Cows are smaller, standing near 6 feet at the shoulder and weighing up to 2,000 pounds. All aurochs have slightly curved horns that grow up to three feet long from base to spearsharp tip. The aurochs is represented in much of Belkzen's artwork. Not only are the animals vital to survival in that unforgiving land, but their strength, power, and tenacity serve as potent symbols for orc holds. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Aurochs Source Pathfinder #207: Resurrection Flood pg. 82 Perception +9; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +11, Survival +9 Str +4 Dex +3 Con +4 Int -4 Wis +1 Cha -1 --- AC 18 Fort +12 Ref +9 Will +6 HP 42 Easily Spooked The aurochs gains a +5-foot-status bonus to Speed while frightened. Safety in Numbers Aurochs move together to keep safe from predators. While within 10 feet of another aurochs, the aurochs gains a +1 circumstance bonus to AC. --- Speed 25 feet Melee Single Action hoof +10, Damage 1d8+6 bludgeoning Melee Single Action horn +10, Damage 1d8+6 piercing plus Knockdown Trample Three Actions Medium or smaller, hoof, DC 19 Wild Charge Two Actions The aurochs Strides twice and makes a single horn Strike against any foe along its path. Aurochs Rolling Farmers throughout the Inner Sea often joke about cow tipping: sneaking up on an unsuspecting bovine and pushing it over while it sleeps. But since cattle sleep lying down, the animal usually has the last laugh. Nonetheless, some younger orcs in Belkzen spend evenings creeping up on sleeping aurochs to roll them over. This usually results in little more than a startled aurochs. ","skill_mod":{"survival":9,"athletics":11},"summary":"This massive bovine looks like a larger, wilder version of the domesticated cattle found throughout the Inner Sea region. During winter, vast herds …","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Adventure Paths"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3753","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":12,"source_group":["Triumph of the Tusk"],"size":["Large"],"name":"Aurochs","category":"creature","rarity":"common","strike_damage_average":[10,10],"slug":"creature-3753"},{"attack_bonus":[11,11],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":45,"source":["Pathfinder #207: Resurrection Flood"],"type":"Creature","will_save":9,"charisma":-2,"speed":{"max":40,"land":40},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Bristle Spines","Ferocity","Boar Charge","Dustup"],"primary_source_group":"Triumph of the Tusk","skill":["Athletics","Survival"],"trait":["Animal","Medium"],"id":"creature-3754","text":" Bristle Boar The wild animals that have adapted to the harsh environs of Belkzen are either fierce enough to scare off predators, tough enough to survive attacks, or smart enough to avoid trouble. Bristle boars are all three. Many orcs admire the bristle boar, viewing them as living symbols of the toughness Belkzen demands from its inhabitants. With their spiny manes, sharp tusks, keen noses, and irascible nature, the creatures are both intimidating and dangerous. Hunters throughout the Inner Sea region know that taking down a wild boar can prove deadly for the unprepared. Bristle boars—the name given to both male and female specimen—are even more challenging to kill. Further, their meat is sinewy, so few hunters even bother with the animals. For those who fell the beasts, the boars' spined hides often serve as trophies of the hunter's skill. Bristle boars are not as reliant on the Deluge as other animals in Belkzen. Though they're certainly found in the green areas that spring up during the annual flooding, sounders of bristle boars can survive even in desolate areas like the Dirt Sea, grubbing for sustenance where few others can. The Cleft Head Hold maintains a small herd of tamed bristle boars. The orcs have learned that, with the right trainer, the clever animals make excellent companions. Aside from their utility in battle, the boars are often used to sniff out the rare yellow truffles that grow throughout the hold. A typical bristle boar stands 4 feet tall and weighs roughly 200 pounds. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Bristle Boar Source Pathfinder #207: Resurrection Flood pg. 83 Perception +9; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +10, Survival +8 Str +4 Dex +3 Con +4 Int -4 Wis +2 Cha -2 --- AC 19 Fort +12 Ref +6 Will +9 HP 45 Bristle Spines When an adjacent creature hits the bristle boar with a melee attack, that creature takes 1d6 piercing damage unless it succeeds at a DC 17 Reflex save. Ferocity Reaction --- Speed 40 feet Melee Single Action tusk +11, Damage 2d6+6 piercing Melee Single Action spine +11 (Agile), Damage 1d8+6 piercing Boar Charge Two Actions The bristle boar Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. Dustup Single Action (Earth, Manipulate) Requirements The bristle boar is standing in an area with soil, dust, sand, or similar debris; Frequency once per round; Effect The bristle boar spins and kicks up dirt, knocking it into foes' faces. Each adjacent creature must attempt a DC 17 Fortitude save. Critical Success The creature is unaffected and immune to the bristle boar's Dustup for 24 hours. Success The creature unaffected. Failure The creature dazzled for 1 round. Critical Failure The creature is sickened 1 and dazzled for 1 round. Stuck Treasure Although they don't seek out shiny objects like some animals, bristle boars who evade hunters often escape with weapons embedded in their thick hides. The Empty Hand orcs tell of a famous bristle boar dubbed “Silverspear” after the silvery spear stuck in its hide. Stories claim the boar's spear is imbued with powerful magic, and while many warriors have hunted Silverspear to claim its weapon, so far none have succeeded. ","skill_mod":{"survival":8,"athletics":10},"summary":"The wild animals that have adapted to the harsh environs of Belkzen are either fierce enough to scare off predators, tough enough to survive attacks, …","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Adventure Paths"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3754","intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":12,"source_group":["Triumph of the Tusk"],"size":["Medium"],"name":"Bristle Boar","category":"creature","rarity":"common","strike_damage_average":[10,13],"slug":"creature-3754"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":44,"language":["Common","Orcish"],"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Pathfinder #207: Resurrection Flood"],"type":"Creature","creature_family":"Floodslain Creature","will_save":6,"charisma":-2,"speed":{"max":25,"land":25,"swim":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Sodden Ground","Ferocity","Drowning Touch","Floodslain Spawn","Vomit Flotsam"],"primary_source_group":"Triumph of the Tusk","skill":["Athletics"],"trait":["Amphibious","Undead","Medium"],"id":"creature-3755","text":" Floodslain Orc Countless orcs have fallen victim to the Deluge over the years. Some were caught unawares by the sudden flooding, while others lost their lives trying to save loved ones, valuable goods, livestock, or their property. A few were even thrown into the raging waters during conflicts with other orcs. Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Floodslain Orc Source Pathfinder #207: Resurrection Flood pg. 85 Perception +9; darkvision Languages Common, Orcish Skills Athletics +10 Str +4 Dex +2 Con +3 Int +1 Wis +2 Cha -2 Items shoddy breastplate, Orc Knuckle Dagger (2) --- AC 17 Fort +12 Ref +9 Will +6 HP 44 (void healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances fire 3 Sodden Ground (aura, occult, water) 20 feet Ferocity Reaction --- Speed 25 feet, swim 25 feet Melee Single Action orc knuckle dagger +11 (Agile, Disarm), Damage 1d6+6 piercing Melee Single Action fist +11 (Agile, Nonlethal), Damage 1d8+6 bludgeoning plus Drowning Touch Drowning Touch (Occult) Floodslain Spawn (Occult) Vomit Flotsam Two Actions (Occult) 15-foot cone, 3d8 bludgeoning ","skill_mod":{"athletics":10},"summary":"Countless orcs have fallen victim to the Deluge over the years. Some were caught unawares by the sudden flooding, while others lost their lives …","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Monster","Creature Type"],"ac":17,"item":["shoddy breastplate","Orc Knuckle Dagger (2)"],"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":3},"url":"/Monsters.aspx?ID=3755","intelligence":1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":12,"source_group":["Triumph of the Tusk"],"size":["Medium"],"name":"Floodslain Orc","category":"creature","rarity":"common","strike_damage_average":[9,10],"slug":"creature-3755"},{"attack_bonus":[10,11,11],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":48,"language":["Common","Orcish"],"source":["Pathfinder #207: Resurrection Flood"],"type":"Creature","creature_family":"Orc","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Ferocity","Surprise Shooter"],"primary_source_group":"Triumph of the Tusk","skill":["Athletics","Intimidation","Stealth"],"trait":["Humanoid","Orc","Medium"],"id":"creature-3756","text":" Orc Vagabond Tough and no-nonsense, orc vagabonds are just as likely to serve their own interests as they are those of a warlord. Some live as bandit leaders, assembling their own group of veterans and outcasts. Many others work as the elite guards of their hold, keeping a watchful eye out for trouble. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Orc Vagabond Source Pathfinder #207: Resurrection Flood pg. 86 Perception +9; darkvision Languages Common, Orcish Skills Athletics +10, Intimidation +7, Stealth +9 Str +4 Dex +3 Con +3 Int +1 Wis +2 Cha +1 Items battle axe, Longbow (20 arrows), Studded Leather Armor --- AC 18 Fort +11 Ref +10 Will +6 HP 48 Ferocity Reaction --- Speed 25 feet Melee Single Action battle axe +11 (Sweep), Damage 1d8+6 slashing Melee Single Action fist +11 (Agile, Nonlethal), Damage 1d4+6 bludgeoning Ranged Single Action longbow +10 (deadly d10, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+3 piercing Surprise Shooter The orc vagabond's ranged attacks deal an extra 1d6 precision damage to targets adjacent to at least one of the vagabond's allies. ","skill_mod":{"stealth":9,"athletics":10,"intimidation":7},"summary":"Tough and no-nonsense, orc vagabonds are just as likely to serve their own interests as they are those of a warlord. Some live as bandit leaders, …","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":18,"item":["battle axe","Longbow (20 arrows)","Studded Leather Armor"],"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3756","intelligence":1,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":11,"source_group":["Triumph of the Tusk"],"size":["Medium"],"name":"Orc Vagabond","category":"creature","rarity":"common","strike_damage_average":[7,8,10],"slug":"creature-3756"},{"attack_bonus":[12,14,14],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":75,"language":["Common","Orcish"],"source":["Pathfinder #207: Resurrection Flood"],"type":"Creature","creature_family":"Orc","will_save":8,"charisma":2,"speed":{"max":30,"land":30},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Ferocity","Reactive Strike","Rampaging Strikes"],"primary_source_group":"Triumph of the Tusk","skill":["Athletics","Intimidation","Survival"],"trait":["Humanoid","Orc","Medium"],"id":"creature-3757","text":" Orc Rampager Fueled by bloodlust in battle, orc rampagers are fearsome combatants. They often serve as the elite shock troops of an orc hold. They train to move quickly through enemy ranks, striking all around them to disrupt their foe's defenses. The speed and fury of a group of orc rampagers working together is terrifying to behold. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Orc Rampager Source Pathfinder #207: Resurrection Flood pg. 86 Perception +12; darkvision Languages Common, Orcish Skills Athletics +12, Intimidation +11, Survival +10 Str +5 Dex +2 Con +4 Int +1 Wis +2 Cha +2 Items Hide Armor, Longbow (20 arrows), Orc Necksplitter --- AC 19 Fort +14 Ref +11 Will +8 HP 75 Ferocity Reaction Reactive Strike Reaction --- Speed 30 feet Melee Single Action orc necksplitter +14 (Forceful, Sweep), Damage 1d8+9 slashing Melee Single Action fist +14 (Agile, Shove), Damage 1d4+9 bludgeoning Ranged Single Action longbow +12 (deadly d10, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+4 piercing Rampaging Strikes Two Actions The orc rampager Strides and makes two melee Strikes at any point during that movement. Each Strike must target a different creature. The attacks count toward the rampager's multiple attack penalty, but the penalty doesn't increase until after Rampaging Strikes is complete. ","skill_mod":{"survival":10,"athletics":12,"intimidation":11},"summary":"Fueled by bloodlust in battle, orc rampagers are fearsome combatants. They often serve as the elite shock troops of an orc hold. They train to move …","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":19,"item":["Hide Armor","Longbow (20 arrows)","Orc Necksplitter"],"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3757","intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":14,"source_group":["Triumph of the Tusk"],"size":["Medium"],"name":"Orc Rampager","category":"creature","rarity":"common","strike_damage_average":[8,11,13],"slug":"creature-3757"},{"primary_source_category":"Adventure Paths","strength":3,"hp":78,"language":["Common","Orcish"],"source":["Pathfinder #207: Resurrection Flood"],"type":"Creature","charisma":4,"perception":14,"trait":["Humanoid","Orc","Medium"],"id":"creature-3758","text":" Orc Doomsayer Driven by fervor bordering on zealotry, doomsayers spread the word of their destructive deities. Many are faithful followers of recently fallen gods. Though their deity has been cast down, an orc doomsayer's unwavering faith allows them to hold onto a sliver of their god's essence to power their abilities. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Orc Doomsayer Source Pathfinder #207: Resurrection Flood pg. 87 Perception +14; darkvision Languages Common, Orcish Skills Athletics +11, Deception +12, Intimidation +12, Medicine +12, Religion +13 Str +3 Dex +2 Con +4 Int +1 Wis +5 Cha +4 Items Breastplate, Flail --- AC 21 Fort +12 Ref +9 Will +15 HP 78 Ferocity Reaction --- Speed 25 feet Melee Single Action flail +13 (Disarm, Sweep, Trip), Damage 1d6+3 piercing plus 1d8 void Melee Single Action fist +13 (Agile, Shove), Damage 1d4+3 bludgeoning plus 1d8 void Divine Prepared Spells DC 21, attack +14 - Cantrips (3rd) Daze, Detect Magic, Guidance, Shield, Void Warp - 1st Enfeeble, Fear, Heal - 2nd Augury, Heal, Silence - 3rd Chilling Darkness, Harm Dooming Proclamation Three Actions (Auditory, Divine, Emotion, Fear, Mental) The orc doomsayer shouts pronouncements that presage the unstoppable approach of a cataclysmic event. Each enemy within 30 feet attempts a DC 21 Will save. Critical Success No effect and temporarily immune for 1 minute. Success The creature is unaffected. Failure The creature is frightened 1. Critical Failure The creature's mind fills with images of the end times. The creature takes 3d6 mental damage and is frightened 2. Infused Strikes The orc doomsayer's melee Strikes deal an extra 1d8 void damage. ","skill_mod":{"deception":12,"medicine":12,"athletics":11,"intimidation":12,"religion":13},"primary_source":"Pathfinder #207: Resurrection Flood","spell":["Chilling Darkness","Harm","Augury","Heal","Silence","Enfeeble","Fear","Daze","Detect Magic","Guidance","Shield","Void Warp"],"ac":21,"item":["Breastplate","Flail"],"level":5,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":12,"source_group":["Triumph of the Tusk"],"size":["Medium"],"name":"Orc Doomsayer","rarity":"common","strike_damage_average":[10,11],"attack_bonus":[13,13],"constitution":4,"creature_family":"Orc","spell_attack_bonus":[14],"will_save":15,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Ferocity","Dooming Proclamation","Infused Strikes"],"primary_source_group":"Triumph of the Tusk","skill":["Athletics","Deception","Intimidation","Medicine","Religion"],"tradition":["Divine"],"summary":"Driven by fervor bordering on zealotry, doomsayers spread the word of their destructive deities. Many are faithful followers of recently fallen gods. …","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=3758","dexterity":2,"category":"creature","slug":"creature-3758"},{"attack_bonus":[13],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":72,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #207: Resurrection Flood"],"type":"Creature","will_save":11,"charisma":-4,"speed":{"max":25,"land":25,"swim":20},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Hard to Target","Slough","Skin Net","Sloughing Sickness"],"primary_source_group":"Triumph of the Tusk","skill":["Athletics"],"trait":["Amphibious","Undead","Medium"],"id":"creature-3759","text":" Skinslough A skinslough looks like a humanoid whose skin moves like an ill-fitting coat, independent of the underlying muscle and connective tissue. Nightmarish to behold, their touch spreads their terrible disease to others. Skinsloughs are often mistaken for floodslain, a type of undead also brought about by water. Unlike floodslain, however, not all skinsloughs arise after drowning in a flood. Sailors cast overboard, lone explorers of remote lakes, and even people who tumble down abandoned wells can all become one of these foul creatures. Certainly, many skinsloughs arise from the Deluge, but their existence is far more widespread. Unlike most other intelligent undead, skinsloughs aren't exclusively cruel and merciless, though many are. They retain a flicker of memory from their past lives and often actively avoid contact with anyone. Skinsloughs who have experienced the screaming terror that's so often a reaction to their appearance, however, give in to anger and work to spread their pain to others. Recall Knowledge - Undead (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Skinslough Source Pathfinder #207: Resurrection Flood pg. 88 Perception +12; darkvision Languages Common, Necril Skills Athletics +12 Str +5 Dex +2 Con +4 Int +2 Wis +2 Cha -4 --- AC 20 Fort +14 Ref +8 Will +11 HP 72 (hard to target, void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances bludgeoning and piercing 6 Hard to Target With their loose, shifting skin, a skinslough's vital organs are difficult to locate. Each time a skinslough would take precision damage or extra damage from a critical hit, it attempts a DC 5 flat check. On a success, the additional damage is negated. Slough Reaction Trigger The skinslough gains a persistent damage condition or becomes grabbed, immobilized, or restrained; Effect The skinslough sheds part of its skin and attempts a DC 5 flat check to end the condition. --- Speed 25 feet, swim 20 feet Melee Single Action fist +13 (Agile, Disarm), Damage 2d8+5 bludgeoning plus Sloughing Sickness Skin Net Single Action (Attack, Disease) The skinslough interacts to pull off part of its skin and throw it at a creature within 30 feet, making a ranged attack with a +12 modifier. If it hits, the target takes a –10-foot circumstance penalty to its Speeds for 1 round and must make a DC 18 Fortitude save. If the skinslough critically hits, the target gets a result one degree of success worse than the outcome of its Fortitude save. Critical Success As success, and the creature automatically succeeds at saving throws against the skinslough's Skin Net for 24 hours. Success The target is unaffected except for the penalty to Speed. Failure The target is also sickened 1. Critical Failure The target is also sickened 2. Sloughing Sickness (Disease, Void) This horrifying disease can make a target's skin slough away. Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 hour); Stage 2 2d4+4 void damage and clumsy 1 (1 day); Stage 3 4d4+4 void damage, clumsy 1, and stupefied 1 (1 day). The Wax Man In the many taverns around the Inner Sea, there are tales of a creature called the Wax Man, a mysterious figure whose features are kept hidden by a deep, dark hood. If these stories are to be believed, beneath his voluminous robes, the Wax Man's skin shifts of its own volition. Whether the Wax Man is a skinslough, suffers from another condition, or is even real remains a subject of nervous debate. ","skill_mod":{"athletics":12},"summary":"A skinslough looks like a humanoid whose skin moves like an ill-fitting coat, independent of the underlying muscle and connective tissue. Nightmarish …","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Monster","Creature Type"],"ac":20,"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3759","intelligence":2,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":14,"source_group":["Triumph of the Tusk"],"size":["Medium"],"name":"Skinslough","category":"creature","rarity":"common","strike_damage_average":[14],"slug":"creature-3759"},{"attack_bonus":[16,16,17],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":114,"language":["Common","Orcish","tiger empathy"],"source":["Pathfinder #207: Resurrection Flood"],"type":"Creature","will_save":12,"charisma":3,"speed":{"max":25,"land":25,"swim":25},"perception":18,"wisdom":3,"weakness":{"silver":7},"creature_ability":["Tiger Empathy","Reactive Strike","Change Shape","Curse of the Stormblood Tiger","Flood Frenzy","Rend","Sudden Pounce"],"primary_source_group":"Triumph of the Tusk","skill":["Acrobatics","Athletics","Stealth","Survival"],"trait":["Beast","Humanoid","Orc","Rare","Werecreature","Medium"],"id":"creature-3760","text":" Stormblood Tiger Whereas most werecreatures follow the monthly rhythms of the full moon, the stormblood tiger's change is connected to the floods brought by annual rainfall. In parts of the world where flooding or heavy rains are both regular and predictable, such as during the Deluge in Belkzen, these lycanthropes stalk the land hunting for prey. Every night after the floods begin, a stormblood tiger is forced into its hybrid form until sun rises or the waters recede, usually 2–3 months later. The remainder of the year, stormblood tigers walk undetected among the population, often mistaken for hunters or scouts. Recall Knowledge - Beast (Arcana, Nature): DC 28 Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Stormblood Tiger Source Pathfinder #207: Resurrection Flood pg. 89 Perception +18; darkvision, scent (imprecise) 30 feet Languages Common, Orcish; tiger empathy Skills Acrobatics +17, Athletics +18, Stealth +17, Survival +15 Str +6 Dex +5 Con +4 Int +2 Wis +3 Cha +3 Tiger Empathy The stormblood tiger can communicate with felines. Items +1 battle axe , Hide Armor --- AC 24 Fort +16 Ref +18 Will +12 HP 114 Weaknesses silver 7 Reactive Strike Reaction --- Speed 25 feet, swim 25 feet Melee Single Action battle axe +17 (Magical, Sweep), Damage 1d8+12 slashing Melee Single Action claw +16 (Agile), Damage 2d8+12 slashing plus Grab Melee Single Action jaws +16, Damage 2d6+12 piercing plus curse of the flood tiger Change Shape Single Action (Concentrate, Polymorph, Primal) Orc with fist +16 for 1d4+12 bludgeoning, or tiger with Speed 30 feet and Wrestle. Curse of the Stormblood Tiger (Curse, Primal) This curse only affects humanoids. Saving Throw DC 22 Fortitude. Each night of flood season, the cursed creature must succeed at another Fortitude save or transform into a stormblood tiger until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn. Flood Frenzy (Polymorph, Primal) As the night falls in flood season, the stormblood tiger must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws Strike by 2. When the sun rises or the lands dry again, the stormblood tiger returns to humanoid form and is fatigued for 24 hours. Rend Single Action claw Sudden Pounce Two Actions Imbued with an insatiable predatory instinct, stormblood tiger Leaps up to 15 feet and makes a claw Strike at the end of that movement. If the attack hits, the stormblood tiger can immediately Rend. Sought Out Because of the stormblood tiger's fearsome reputation and powerful abilities, some foolhardy orc warriors view becoming a stormblood tiger as a path to greatness—a blessing instead of a curse. In their minds, it's more important to have this power at hand during times of conflict than worry about disrupting peace during the Flood Truce. Wiser voices argue that too many stormblood tigers roaming about during the Flood Truce risks ending the accord altogether. ","skill_mod":{"survival":15,"stealth":17,"athletics":18,"acrobatics":17},"summary":"Whereas most werecreatures follow the monthly rhythms of the full moon, the stormblood tiger's change is connected to the floods brought by annual …","primary_source":"Pathfinder #207: Resurrection Flood","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon","Rarity"],"ac":24,"item":["+1 battle axe","Hide Armor"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3760","intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":16,"source_group":["Triumph of the Tusk"],"size":["Medium"],"spoilers":"Triumph of the Tusk","name":"Stormblood Tiger","category":"creature","rarity":"rare","strike_damage_average":[16,19,21],"slug":"creature-3760"},{"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":150,"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Creature","will_save":12,"charisma":2,"speed":{"max":25,"land":25},"perception":12,"wisdom":2,"weakness":{"area":10},"creature_ability":["Stampede","Troop Defenses","Form Up","Circle of Horns","Horn","Puncturing Charge","Trample","Troop Movement"],"primary_source_group":"Triumph of the Tusk","skill":["Athletics","Survival"],"trait":["Animal","Troop","Gargantuan"],"id":"creature-3761","text":" Aurochs Herd Massive aurochs herds roam the badlands of Belkzen, grazing upon the limited grass and plant life dispersed throughout the wasteland's valleys. Having adapted to the arid mountain terrain, aurochs herds eat a much more diverse diet of scrub and brush than their domesticated counterparts as they steadily migrate down the Flood Road. The herds show little patience for predators and demonstrate a preference for charging threats with their razor-sharp horns. Bull aurochs display natural instincts to strategically protect other, weaker members of the herd, often surprising intruders with their coordinated tactics and defensive maneuvers. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Aurochs Herd Source Pathfinder #208: Hoof, Cinder, and Storm pg. 82 Perception +12; low-light vision, scent (imprecise) 60 feet Languages Skills Athletics +18, Survival +14 Str +6 Dex +2 Con +6 Int -5 Wis +2 Cha +2 --- AC 24 Fort +18 Ref +12 Will +12 HP 150 (16 squares) Weaknesses area damage 10, splash damage 5 Stampede Reaction Trigger The aurochs herd's Hit Points drops below a threshold; Effect The aurochs herd uses Trample but moves in a direction directly opposite of the threat; the DC increases to 27 and the bludgeoning damage increases to 4d6+6 (prone creatures take 5d6+6 bludgeoning damage instead). Troop Defenses --- Speed 25 feet; troop movement Form Up Single Action Circle of Horns Single Action The largest males in the herd form a ring of protection around the more vulnerable members. The herd gains a +2 circumstance bonus to AC until the start of its next turn. Horn Single Action to Three Actions Frequency once per round; Effect The aurochs herd makes a melee attack against each enemy within 5 feet (DC 22 basic Reflex save). The damage depends on the number of actions. Single Action 2d8+8 piercing damage Two Actions 2d8+10 piercing damage Three Actions 2d10+9 piercing damage Puncturing Charge Two Actions Requirements The aurochs herd has formed a Circle of Horns; Effect The aurochs herd Strides to an enemy and makes a Horn Strike, dealing 3d8+8 piercing damage plus Improved Knockdown. Trample Three Actions Huge or smaller, hoof (3d6+6 bludgeoning damage; prone creatures take an additional 1d6 damage), DC 25 (any creature that fails its save is knocked prone) Troop Movement Whenever the aurochs herd Strides, it first Forms Up as a free action to condense into a 20-by-20-foot area (minus any missing squares,) and then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any of the herd's squares enter difficult terrain, the extra movement cost applies to the whole troop. Unlikely War Beasts Followers of Zagresh have a history of capturing wild aurochs for use in magical experiments, taking the strongest of a herd to make the beasts even larger and more aggressive. Once the aurochs have been transformed into monstrous goliaths, their captors bard them with armored plates and magical weapons that complement their horns. In battle, these aurochs are utilized to pull siege weapons, break through enemy defenses, and trample frontline forces. ","skill_mod":{"survival":14,"athletics":18},"summary":"Massive aurochs herds roam the badlands of Belkzen, grazing upon the limited grass and plant life dispersed throughout the wasteland's valleys. …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Creature Type","Monster"],"ac":24,"level":7,"source_category":["Adventure Paths"],"sense":" low-light vision , scent ( imprecise ) 60 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3761","intelligence":-5,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":18,"source_group":["Triumph of the Tusk"],"size":["Gargantuan"],"name":"Aurochs Herd","category":"creature","rarity":"common","slug":"creature-3761"},{"attack_bonus":[15,17,18],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":110,"language":["Common","Necril","Orcish"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Creature","will_save":15,"charisma":4,"speed":{"max":20,"land":20},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Armored Disguise","Drop the Mask","Frightful Presence","Reactive Strike","Curse of Whispers","Wound Ripper"],"primary_source_group":"Triumph of the Tusk","skill":["Athletics","Deception","Intimidation","Warfare Lore"],"trait":["Uncommon","Undead","Medium"],"id":"creature-3762","text":" Blisterwell Oathrisen Most undead are reanimated without consent, but those known as oathrisen arise willingly—at least at first. These loyal subordinates swear themselves to a cause or leader, vowing to assist even in death. Within days of their death, their oath reanimates them and restores most of their memories. In theory, an oathrisen's existence lasts no more than a year. In practice, the cause's leader might demand their service indefinitely. If denied their afterlife too long, some oathrisen turn on their former masters, afterward either becoming independent or destroying themselves. The oathrisen presented here is a variant that frequents Blisterwell during the events of this Adventure Path. Other regions and traditions might create oathrisen with different abilities. Recall Knowledge - Undead (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Blisterwell Oathrisen Source Pathfinder #208: Hoof, Cinder, and Storm pg. 83 Perception +15; darkvision Languages Common, Necril, Orcish Skills Athletics +17, Deception +15, Intimidation +15, Warfare Lore +11 Str +6 Dex +1 Con +5 Int +0 Wis +4 Cha +4 Items +1 falchion , Full Plate --- AC 26 Fort +18 Ref +14 Will +15 HP 110 (void healing) Immunities death effects, disease, paralyzed, poison, unconscious Armored Disguise A Blisterwell oathrisen's undead nature is not obvious. While wearing armor, an oathrisen gains a +4 circumstance bonus to its Deception checks to Impersonate a living orc and does not require a disguise kit to do so. Creatures that don't notice the disguise are not subject to the oathrisen's Frightful Presence. An oathrisen can abandon its disguise as a free action with the manipulate trait when it attempts to Demoralize a creature. Drop the Mask Once a Blisterwell oathrisen is reduced to less than half its Hit Points, portions of its armor break off. This reduces its AC by 2, increases its Speed by 5 feet, and gives it weakness 5 to vitality damage. This also immediately exposes nearby creatures to the oathrisen's frightful presence. Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 25 Reactive Strike Reaction --- Speed 20 feet Melee Single Action falchion +18 (Forceful, Sweep), Damage 1d10+9 slashing plus 1d6 persistent bleed plus wound ripper Melee Single Action fist +17 (Agile, Free-Hand), Damage 1d6+9 bludgeoning plus wound ripper Ranged Single Action whisper +15 (range 60 feet, Sonic), Damage 4d6 sonic plus curse of whispers Curse of Whispers (Curse, Divine) A creature muffled by this curse cannot speak above a whisper. The creature must succeed at a DC 25 Fortitude save to use actions with the auditory trait; Saving Throw DC 25 Will; Stage 1 muffled for 1 minute (1 minute); Stage 2 muffled for 1 minute (1 minute); Stage 3 muffled for 1 day (1 day) Wound Ripper A Blisterwell oathrisen's Strikes against creatures with the wounded condition or taking persistent bleed damage deal 1d6 additional precision damage. Knight by Another Name An oathrisen resembles a graveknight— both being heavily armored, corporeal, undead warriors. Yet a graveknight arises through its own unholy ambitions and is inextricably bound to its armor. By comparison, an oathrisen reanimates out of loyalty and is not intrinsically malicious. Some oathrisen even resent graveknights, taking special joy in destroying these unholy copycats. ","skill_mod":{"deception":15,"athletics":17,"intimidation":15},"summary":"Most undead are reanimated without consent, but those known as oathrisen arise willingly—at least at first. These loyal subordinates swear themselves …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Rarity","Creature Type"],"ac":26,"item":["+1 falchion","Full Plate"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3762","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":18,"source_group":["Triumph of the Tusk"],"size":["Medium"],"spoilers":"Triumph of the Tusk","name":"Blisterwell Oathrisen","category":"creature","rarity":"uncommon","strike_damage_average":[12,14,18],"slug":"creature-3762"},{"attack_bonus":[17,17,17],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":70,"language":["Common","Orcish"],"immunity":["bleed","disease","paralyzed","poison","precision"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Creature","creature_family":"Storm Spirits","will_save":14,"charisma":4,"speed":{"fly":25,"max":25},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Walk the Ethereal Line","Ectoplasmic Bleed","Susceptible to Death","Phantom Touch","Skullcracker"],"primary_source_group":"Triumph of the Tusk","skill":["Intimidation"],"trait":["Ethereal","Incorporeal","Phantom","Rare","Spirit","Medium"],"id":"creature-3763","text":" One Eye Phantom When the One Eye Hold betrayed Diskah Night Watcher, the dying shaman's anguish rippled out and bound the spirits of the traitors to the Ethereal Plane. Recall Knowledge - Ethereal (Occultism): DC 27 Recall Knowledge - Spirit (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 One Eye Phantom Source Pathfinder #208: Hoof, Cinder, and Storm pg. 84 Perception +13; darkvision Languages Common, Orcish Skills Intimidation +14 Str -5 Dex +5 Con +0 Int +2 Wis +3 Cha +4 Walk the Ethereal Line Two Actions The One Eye phantom walks the thin line between the Ethereal Plane and the Universe in order to exist on both planes simultaneously. They can shift back to solely on the Ethereal Plane by using this ability again. --- AC 24 Fort +11 Ref +18 Will +14 HP 70 Immunities bleed, disease, paralyzed, poison, precision Resistances all damage 5 (except force, ghost touch , or spirit; double resistance vs. non-magical) Ectoplasmic Bleed If a creature hits the phantom with a melee Strike, the creature is splashed with ectoplasm, taking 2d4+7 spirit damage (DC 21 basic Reflex save). On a failure, the creature is also slowed 1. Susceptible to Death Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like execute) is immediately whisked away to the River of Souls, where their soul resumes the usual path to afterlife. --- Speed fly 25 feet Melee Single Action phantom greatclub +17 (Backswing, Finesse, Magical, Shove), Damage 2d8+9 bludgeoning Melee Single Action phantom fist +17 (Agile, Finesse, Magical, Shove), Damage 2d6+8 bludgeoning Ranged Single Action phantom javelin +17 (Magical, thrown 30 feet), Damage 2d8+8 piercing Phantom Touch (Spirit) Each time they make a Strike, the One Eye phantom can choose to deal spirit damage instead of the normal physical damage type. Skullcracker Two Actions (Concentrate, Illusion, Mental, Occult, Spirit) The One Eye phantom grabs the head of a creature as a jagged, spectral stone seeped with blood manifests before it. The One Eye phantom smashes the head of the creature against the stone with supernatural force, dealing 2d12+7 spirit damage with a DC 19 Will save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature hallucinates that their skull has been fractured. They take full damage and are stupefied 2. Critical Failure As failure, but double damage and stunned 1. Atonement for the Damned PCs might try to calm the phantoms instead of destroying them. At the GM's discretion, the PCs may attempt skill checks to talk down the spirits. On a success, the phantom's AC lowers by 2 as they become more willing to move on from their shame and dishonor, and they might even waver in attacking the PCs. Spells or rituals like atone that require penitent creatures have no effect on these phantoms. ","skill_mod":{"intimidation":14},"summary":"When the One Eye Hold betrayed Diskah Night Watcher, the dying shaman's anguish rippled out and bound the spirits of the traitors to the Ethereal …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Creature Type","Monster","Rarity"],"ac":24,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=3763","intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":11,"source_group":["Triumph of the Tusk"],"size":["Medium"],"spoilers":"Triumph of the Tusk","name":"One Eye Phantom","category":"creature","rarity":"rare","strike_damage_average":[15,17,18],"slug":"creature-3763"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":90,"language":["Common","Orcish","Shoanti"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Creature","charisma":2,"perception":18,"trait":["Ghost","Incorporeal","Rare","Spirit","Undead","Medium"],"id":"creature-3764","text":" Moonstalker The most tenacious hunters of the Lyrune-Quah track and kill nocturnal beasts under the light of the moon. When such a warrior perishes during the hunt, sometimes their spirit lingers and transforms into a specter of the night, refusing to move on until their prey is slain. Recall Knowledge - Spirit (Occultism): DC 28 Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Moonstalker Source Pathfinder #208: Hoof, Cinder, and Storm pg. 85 Perception +18; darkvision Languages Common, Orcish, Shoanti Skills Medicine +15, Nature +15, Shadefields Lore +13, Stealth +17, Survival +17 Str -5 Dex +6 Con +0 Int +2 Wis +6 Cha +2 Site Bound The moonstalker can stray no more than 120 feet from the hunting grounds where it was slain. --- AC 25 (27 in moonlight) Fort +10 Ref +18 Will +16 HP 90 (rejuvenation, void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 9 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) Cover of Night A moonstalker in an area illuminated by moonlight gains a +2 status bonus to AC and Stealth checks. In the light of a full moon, they are concealed. Lunar Shift Reaction Trigger The moonstalker is hit by a Strike; Requirements The moonstalker is in an area illuminated by moonlight; Effect The moonstalker teleports through a beam of moonlight to another moonlit space within 120 feet. This does not trigger reactions. Rejuvenation (divine) Slaying the moonstalker's prey from their final hunt allows them to move on to the afterlife. --- Speed fly 25 feet Melee Single Action ghostly shortsword +18 (Agile, Finesse, Magical), Damage 2d6+6 void Ranged Single Action ghostly composite longbow +18 (Agile, deadly d10, Finesse, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+11 void Primal Innate Spells DC 25 - 1st Alarm, Fear - 2nd Mist Corrupting Gaze Two Actions The moonstalker stares at a creature it can see within 30 feet. The target takes 4d6 void damage (DC 25 basic Will save). A creature that fails its save is also stupefied 1 for 1 minute. Hunt Prey Single Action (Concentrate) The moonstalker designates a single creature they can see and hear, or one they're Tracking, as their prey. The moonstalker gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the moonstalker hits the designated prey in a round, they deal an additional 1d8 precision damage. The moonstalker also ignores the penalty for making ranged attacks within their second range increment. These effects last until the moonstalker uses Hunt Prey again. Soul Pierce Two Actions (Divine, Void) The moonstalker infuses soul-rending energy into a spectral arrow, making a ghostly composite longbow Strike with a –2 circumstance penalty against each creature in a 100-foot line. Loyal in Death Though moonstalkers retain few memories of life, their connections to their quah resonate with them even after their demise. Moonstalkers have been seen protecting living Shoanti warriors who make camp within their hunting grounds, especially warbands that show reverence for the hunt. Outsiders are rarely, if ever, extended the same courtesy. ","skill_mod":{"nature":15,"survival":17,"stealth":17,"medicine":15},"primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","spell":["Alarm","Fear","Mist"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":9,"bludgeoning":9,"piercing":9,"precision":9,"cold_iron":9,"cold":9,"mental":9,"unholy":9,"good":9,"acid":9,"slashing":9,"chaotic":9,"fire":9,"physical":9,"all":9,"area":9,"void":9,"holy":9,"poison":9,"sonic":9,"electricity":9,"bleed":9,"orichalcum":9,"silver":9,"evil":9,"splash":9},"intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":10,"source_group":["Triumph of the Tusk"],"size":["Medium"],"spoilers":"Triumph of the Tusk","name":"Moonstalker","rarity":"rare","strike_damage_average":[13,20],"attack_bonus":[18,18],"constitution":0,"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Storm Spirits","will_save":16,"speed":{"fly":25,"max":25},"wisdom":6,"weakness":{},"creature_ability":["Site Bound","Cover of Night","Lunar Shift","Rejuvenation","Corrupting Gaze","Hunt Prey","Soul Pierce"],"primary_source_group":"Triumph of the Tusk","skill":["Medicine","Nature","Shadefields Lore","Stealth","Survival"],"tradition":["Primal"],"summary":"The most tenacious hunters of the Lyrune-Quah track and kill nocturnal beasts under the light of the moon. When such a warrior perishes during the …","trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3764","dexterity":6,"category":"creature","slug":"creature-3764"},{"attack_bonus":[20,20,20],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":100,"language":["Aklo","Common","Necril","Orcish"],"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Creature","will_save":16,"charisma":3,"speed":{"max":45,"land":45},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Pain Sensitivity","Tentacle Regrowth","Puppeteer Corpse","Puppet Show"],"primary_source_group":"Triumph of the Tusk","skill":["Acrobatics","Athletics","Deception","Stealth"],"trait":["Aberration","Rare","Large"],"id":"creature-3765","text":" Trighoul Despite the name given by orcs of the Dirt Sea, the trighoul is not a ghoul at all, but a mutagenic abomination. Its three tentacles bristle with hundreds of neural spines that let it “glide” across the sands at high speed and manipulate the nervous system of a corpse through the spinal column. Trighouls were originally created over a thousand years ago by fleshwarpers aligned with the Whispering Tyrant, giving them to raiders as weapons. While the use of trighouls is now regarded with shame and disgust, some still take advantage of the creatures to lure enemies to their deaths using the corpses of their slain comrades. Recall Knowledge - Aberration (Occultism): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Trighoul Source Pathfinder #208: Hoof, Cinder, and Storm pg. 86 Perception +12; darkvision Languages Aklo, Common, Necril, Orcish Skills Acrobatics +18, Athletics +16, Deception +17, Stealth +18 Str +4 Dex +6 Con +3 Int +4 Wis +3 Cha +3 --- AC 27 Fort +13 Ref +19 Will +16 HP 100 (body) HP 20 (tentacle), (tentacle regrowth) Resistances fire 10 Weaknesses pain sensitivity Pain Sensitivity When a trighoul's tentacle is severed, it becomes stunned 1. Its Speed is reduced by 15 feet until the tentacle is regrown. Tentacle Regrowth A trighoul ordinarily has three tentacles. A creature can attempt to sever a tentacle by specifically targeting it and dealing damage equal to the tentacle's Hit Points. A tentacle that isn't severed completely returns to full Hit Points at the end of any creature's turn. A severed trighoul tentacles regrows, restored to full Hit Points, after 1d4 rounds. --- Speed 45 feet Melee Single Action tentacle +20 (Agile, Finesse, reach 10 feet), Damage 2d6+6 bludgeoning plus 1d6 piercing and Improved Grab Melee Single Action jaws +20 (Agile, Finesse), Damage 2d6+6 piercing Ranged Single Action spit +20 (Acid, range increment 20 feet, Splash), Damage 2d8+9 acid plus 3 acid splash damage Puppeteer Corpse Single Action (Manipulate) Requirements The trighoul is hidden, and there's at least one corpse within 10 feet; Effect The trighoul attaches a tentacle to the corpse of a Large to Small creature. That tentacle replaces its Strike with a melee corpse Strike that deals bludgeoning damage equal to the total damage dealt by its tentacle. A controlled corpse is destroyed when it takes 20 Hit Points of damage. The trighoul can detach from a corpse as a single action with the manipulate trait. Puppet Show Single Action to Three Actions (Concentrate, Manipulate) Requirements The trighoul is using Puppeteer Corpse; Effect The trighoul manipulates up to three corpses to silently Impersonate the living. A creature that fails to detect the deception is off-guard to the trighoul's corpse Strike. The deception ends immediately after the trighoul attacks. Puppetmaster Serum Orc alchemists familiar with fleshwarping techniques have synthesized an elixir called puppetmaster extract. The elixir transforms the drinker's limb into a tentacle that can temporarily animate the dead. One must take great care when crafting the serum, as incorrectly mixed batches have been known to dissolve organs from within, cause permanent paralysis, and grow tentacles in unwanted places. ","skill_mod":{"deception":17,"stealth":18,"athletics":16,"acrobatics":18},"summary":"Despite the name given by orcs of the Dirt Sea, the trighoul is not a ghoul at all, but a mutagenic abomination. Its three tentacles bristle with …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Creature Type","Rarity"],"ac":27,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"fire":10},"url":"/Monsters.aspx?ID=3765","intelligence":4,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":13,"source_group":["Triumph of the Tusk"],"size":["Large"],"spoilers":"Triumph of the Tusk","name":"Trighoul","category":"creature","rarity":"rare","strike_damage_average":[13,16,18],"slug":"creature-3765"},{"attack_bonus":[17,17],"constitution":5,"primary_source_category":"Adventure Paths","strength":4,"hp":110,"source":["Pathfinder #208: Hoof, Cinder, and Storm"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":35,"land":35},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Squealed Outrage","Bulldoze","Wallow"],"primary_source_group":"Triumph of the Tusk","skill":["Athletics","Intimidation","Survival"],"trait":["Animal","Large"],"id":"creature-3766","text":" War Pig While not native to Belkzen, these swine instead descended from livestock raided and re-homed millennia ago during orc raids. Generations of selective breeding favored larger animals suited to Belkzen's harsh environment and fearsome predators, resulting in the modern war pig. During the flood season, these pigs gorge and grow fat, gradually consuming their reserves to become leaner and meaner during the rest of the year. Arguably domesticated, war pigs rarely remain in captivity for more than a few generations. Most orcs loathe the notion of their swine becoming too tame, instead releasing part of their herd every year to grow fierce before recapturing them seasons later. The downside is that these feral swine associate humanoids with food. Rogue war pigs sometimes form roving gangs that uproot fields, run amok, and even knock over trade caravans to eat rations (and the occasional merchant). The “war” in war pigs comes from their use as mounts. With the right motivation, a war pig is a porcine juggernaut able to carry a fully armored orc into combat. Without discipline, care, and treats, that same pig can become 600 pounds of willful chaos that's as likely to trample foes as it is to flee combat, find a mud puddle, and crush its rider after flopping down to vigorously wallow. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 War Pig Source Pathfinder #208: Hoof, Cinder, and Storm pg. 87 Perception +14; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +14, Intimidation +12, Survival +13 Str +4 Dex +2 Con +5 Int -4 Wis +3 Cha +0 --- AC 23 Fort +17 Ref +12 Will +13 HP 110 Squealed Outrage Reaction Trigger The war pig is damaged by an adjacent creature; Effect The war pig makes a hoof Strike at the triggering creature. --- Speed 35 feet Melee Single Action hoof +17 (Agile), Damage 2d6+8 bludgeoning Melee Single Action tusk +17, Damage 2d8+8 piercing Bulldoze Single Action Frequency once per round; Effect The war pig Shoves an adjacent creature, after which it can either Stride or Step. Wallow Single Action Frequency once per round; Effect The war pig rapidly rolls over. If it has a rider, the war pig Bucks as a free action. The war pig gains 1d8 temporary Hit Points for 1 minute and can then attempt an immediate flat check to recover from a single source of persistent acid, fire, or mental damage. If the war pig Wallows in an area with ample mud, water, loose soil, or similar material, the war pig instead gains 2d8 temporary Hit Points, for 1 minute and reduces the flat check DC to recover from persistent damage by 1. Packing on the Pounds The statistics here depict a typical war pig. However, these swine grow 100 pounds heavier during times of plenty. To depict a fattened war pig, apply the following changes. Decrease its Speed by 5 feet, and decrease its Reflex save modifier to +10. Increase its AC by 1, its Fortitude save modifier to +18, and its Hit Points by 10. The war pig gains a +2 status bonus to Athletics checks to Shove creatures. ","skill_mod":{"survival":13,"athletics":14,"intimidation":12},"summary":"While not native to Belkzen, these swine instead descended from livestock raided and re-homed millennia ago during orc raids. Generations of …","primary_source":"Pathfinder #208: Hoof, Cinder, and Storm","trait_group":["Creature Type"],"ac":23,"level":6,"source_category":["Adventure Paths"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3766","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":17,"source_group":["Triumph of the Tusk"],"size":["Large"],"name":"War Pig","category":"creature","rarity":"common","strike_damage_average":[15,17],"slug":"creature-3766"},{"primary_source_category":"Adventure Paths","strength":7,"hp":120,"language":["Common","Necril","Orcish"],"source":["Pathfinder #209: Destroyer's Doom"],"type":"Creature","charisma":2,"perception":21,"trait":["Uncommon","Undead","Medium"],"id":"creature-3767","text":" Deathless Zealot Deathless zealots are powerful variants of deathless acolyte. They're as ambitious as deathless hierophants but more martially oriented, seeking out and slaying alleged heretics and enemies of their faith in pursuit of completing their divine missions. This zealot is dedicated to Zagresh, but any deity of warfare could create a deathless zealot. Due to their focus on battle and conflict, orc deities are especially likely to create deathless zealots in preference to other forms of deathless acolytes. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Deathless Zealot of Zagresh Source Pathfinder #209: Destroyer's Doom pg. 84 Perception +21; darkvision Languages Common, Necril, Orcish Skills Athletics +22, Intimidation +17, Occultism +14, Religion +20 Str +7 Dex +3 Con +3 Int +1 Wis +6 Cha +2 Items +1 striking greatclub , religious symbol of Zagresh --- AC 26 Fort +16 Ref +16 Will +21 HP 120 (void healing) Immunities death effects, disease, paralyzed, poison, unconscious Field of Slaughter (aura, divine) 40 feet. Allies within the aura treat their weapons and unarmed attacks as keen , even if the weapons don't meet the requirements. Critical hits within the aura deal 3d6 persistent bleed damage, in addition to any other critical hit effects. If the critical hit would already deal persistent bleed damage, increase the damage to 3d6+3. Ravage Heretic Reaction (divine) Trigger A creature within 60 feet who the deathless zealot can see and who doesn't worship Zagresh casts a divine spell; Effect The deathless zealot attempts to counteract the triggering spell using their spell attack modifier and a counteract rank of 5. If the spell is counteracted, the caster is stunned 3 from the pain of the backlash. If the deathless zealot fails to counteract the spell, the caster is temporarily immune to further uses of this ability for 24 hours. --- Speed 25 feet Melee Single Action greatclub +21 (Backswing, Magical, Shove), Damage 2d10+11 bludgeoning Divine Prepared Spells DC 28, attack +20 - Cantrips (5th) Detect Magic, Divine Lance, Void Warp - 1st Bane, Fear, Grim Tendrils - 2nd Blood Vendetta (×2), Spiritual Armament - 3rd Chilling Darkness, Crisis of Faith, Vampiric Feast - 4th Divine Wrath (×2), Implement of Destruction - 5th Chilling Darkness, Divine Immolation, Harm (×5) Cleric Domain Spells DC 28, 2 Focus Points - 5th Cry of Destruction, Destructive Aura Spellsmash Two Actions (Divine) The zealot Casts a Spell that requires a spell attack roll or has a range of touch, channeling it into their greatclub, then makes a melee Strike. This attack roll determines the effects of both the Strike and the spell. This counts as two attacks for their multiple attack penalty, but the penalty isn't applied until after the Spellsmash. The zealot can't use Spellsmash again until they recharge it with a single action, which has the concentrate trait. ","skill_mod":{"athletics":22,"intimidation":17,"occultism":14,"religion":20},"primary_source":"Pathfinder #209: Destroyer's Doom","spell":["Chilling Darkness","Divine Immolation","Harm","Divine Wrath","Implement of Destruction","Crisis of Faith","Vampiric Feast","Blood Vendetta","Spiritual Armament","Bane","Fear","Grim Tendrils","Detect Magic","Divine Lance","Void Warp","Cry of Destruction","Destructive Aura"],"ac":26,"item":["+1 striking greatclub","religious symbol of Zagresh"],"level":9,"spell_dc":[28,28],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":16,"source_group":["Triumph of the Tusk"],"size":["Medium"],"spoilers":"Triumph of the Tusk","name":"Deathless Zealot of Zagresh","rarity":"uncommon","strike_damage_average":[22],"attack_bonus":[21],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Deathless Acolyte","spell_attack_bonus":[20],"will_save":21,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Field of Slaughter","Ravage Heretic","Spellsmash"],"primary_source_group":"Triumph of the Tusk","skill":["Athletics","Intimidation","Occultism","Religion"],"tradition":["Divine"],"summary":"Deathless zealots are powerful variants of deathless acolyte. They're as ambitious as deathless hierophants but more martially oriented, seeking out …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=3767","dexterity":3,"category":"creature","slug":"creature-3767"},{"attack_bonus":[24,24],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":195,"source":["Pathfinder #209: Destroyer's Doom"],"type":"Creature","will_save":18,"charisma":2,"speed":{"max":35,"land":25,"burrow":35},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Dig In","Breaching Ambush","Palpares Venom","Pit Trap","Venomous Bite"],"primary_source_group":"Triumph of the Tusk","skill":["Acrobatics","Athletics","Stealth","Survival"],"trait":["Animal","Uncommon","Gargantuan"],"id":"creature-3768","text":" Palpares Ancient dwarves paid little attention to the Sea of Dirt, seeing little worth harvesting from its muck. Orcs were considerably braver, yet even they're wary of monsters swimming through the silt. To an outsider, palpares might seem like a cautionary tale to keep children from sinking into the quicksand, and the large pits found dotting the Sea of Dirt's shores are just geological phenomena that appear in the wet season. Those who have stumbled across these traps know the dangerous reality. Few know much about palpares, an enormous insect whose plated, hulking abdomen takes up most of its size. They seem to be solitary ambush hunters that hibernate during the dry season, then awaken during the Flood to create their enormous pit traps. These traps capture prey of all sizes, even the occasional herd of migrating aurochs, as they wait buried in the center. Though usually very patient, when disturbed, a palpares can move through its native sandy soil surprisingly quick, greeting intruders who enter its domain with its shovellike head and vicious pincers. Recall Knowledge - Animal (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Palpares Source Pathfinder #209: Destroyer's Doom pg. 85 Perception +19; darkvision, tremorsense (imprecise) 90 feet Languages Skills Acrobatics +23, Athletics +26, Stealth +22, Survival +19 Str +8 Dex +7 Con +5 Int -4 Wis +3 Cha +2 --- AC 31 Fort +21 Ref +24 Will +18 HP 195 Dig In Reaction Trigger The palpares is aboveground and would take damage; Effect The palpares Burrows up to its Speed, throwing up a shield of dirt that reduces the damage by 11. --- Speed 25 feet, burrow 35 feet Melee Single Action pincers +24 (Agile, reach 15 feet), Damage 2d8+10 piercing plus Grab and palpares venom Melee Single Action body +24 (reach 15 feet), Damage 2d8+12 bludgeoning Breaching Ambush Two Actions Requirements The palpares is underground; Effect The palpares Burrows up to twice its Speed underneath a creature, then Strikes upward with its pincers, ending aboveground. Palpares Venom (Incapacitation, Poison) Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and stunned 1 (1 round); Stage 2 3d8 poison damage and stunned 2 (1 round); Stage 3 3d10 poison damage and paralyzed (1 minute) Pit Trap Three Actions The palpares Burrows to create a 30-foot radius sloping pit centered on itself that's 10 feet deep at the center. All creatures in the area must attempt a DC 30 Reflex save. Critical Success The creature is moved by tremors to a square outside the edge of the pit. Success As critical success, but the creature is also clumsy 1 for 1 round. Failure The creature falls 10 feet into the pit and is knocked prone. Critical Failure As failure, and the creature is stunned 1. Venomous Bite Single Action Requirements The palpares has a creature grabbed; Effect The palpares uses its mandibles to inject venom, dealing 3d8 acid damage and exposes the creature to palpares venom. Life Stages Research suggests palpares aren't yet in its final form of life, as large caverns on the shores have been discovered to hold traces of chitin and the rotting remains of palpares partially transformed. Though nobody has encountered an adult and lived to tell the tale, rumors abound that the fully fledged insect form resembles Rovagug. Communities are quick to locate and dispose of any pupae they find in large, sand-encrusted mounds in the dirt. Some towns hold large barbecues to harvest tons of “mud bacon.” ","skill_mod":{"survival":19,"stealth":22,"athletics":26,"acrobatics":23},"summary":"Ancient dwarves paid little attention to the Sea of Dirt, seeing little worth harvesting from its muck. Orcs were considerably braver, yet even …","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Creature Type","Rarity"],"ac":31,"level":11,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense ( imprecise ) 90 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3768","intelligence":-4,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":21,"source_group":["Triumph of the Tusk"],"size":["Gargantuan"],"spoilers":"Triumph of the Tusk","name":"Palpares","category":"creature","rarity":"uncommon","strike_damage_average":[19,21],"slug":"creature-3768"},{"attack_bonus":[15,15],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":58,"source":["Pathfinder #209: Destroyer's Doom"],"type":"Creature","creature_family":"War Beast","will_save":10,"charisma":4,"speed":{"fly":40,"max":40,"land":20},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Clatter","Flyby Attack","Standstill"],"primary_source_group":"Triumph of the Tusk","skill":["Acrobatics","Intimidation"],"trait":["Animal","Large"],"id":"creature-3769","text":" Great Ironbill The great ironbill, a stork-like creature native to Dirt Sea shores, is known for clapping its fearsome beak to create incredibly loud and unnerving sounds. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Great Ironbill Source Pathfinder #209: Destroyer's Doom pg. 86 Perception +10; low-light vision Languages Skills Acrobatics +13, Intimidation +13 Str +5 Dex +5 Con +2 Int -4 Wis +2 Cha +4 --- AC 22 Fort +9 Ref +15 Will +10 HP 58 --- Speed 20 feet, fly 40 feet Melee Single Action beak +15 (Agile), Damage 2d6+6 bludgeoning Melee Single Action talon +15 (Agile, reach 10), Damage 2d6+6 slashing Clatter Two Actions The ironbill snaps its beak together. Creatures within 30 feet take 2d10 sonic damage (DC 22 basic Will save). On a failure, the creature is also frightened 1 (frightened 2 on a critical failure). Flyby Attack Two Actions The ironbill Flies and makes a talon Strike at any point along the way. Standstill Single Action The great ironbill becomes unnervingly still. The next creature the ironbill makes a Strike against is off-guard to the ironbill. Living Alarm The great ironbill tends to remain eerily still, making it hard to spot when it stands amongst trees or shadows. Combined with their deafeningly loud calls, properly trained ironbills make excellent guards. ","skill_mod":{"intimidation":13,"acrobatics":13},"summary":"The great ironbill, a stork-like creature native to Dirt Sea shores, is known for clapping its fearsome beak to create incredibly loud and unnerving …","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Creature Type"],"ac":22,"level":5,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3769","intelligence":-4,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":9,"source_group":["Triumph of the Tusk"],"size":["Large"],"name":"Great Ironbill","category":"creature","rarity":"common","strike_damage_average":[13,13],"slug":"creature-3769"},{"attack_bonus":[18,18],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":140,"source":["Pathfinder #209: Destroyer's Doom"],"type":"Creature","creature_family":"War Beast","will_save":15,"charisma":2,"speed":{"max":30,"land":30},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Running of the Bulls","Berserk","Buck","Berserk Stampede"],"primary_source_group":"Triumph of the Tusk","skill":["Athletics","Intimidation","Survival"],"trait":["Animal","Huge"],"id":"creature-3770","text":" Bull of Zagresh The fierce bull of Zagresh is an enormous, easily riled bovine with sharp horns like a stag's. The bulls are bred and raised for sport as well as war. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Bull of Zagresh Source Pathfinder #209: Destroyer's Doom pg. 86 Perception +15; low-light vision Languages Skills Athletics +20, Intimidation +13, Survival +15 Str +7 Dex +2 Con +6 Int -5 Wis +4 Cha +2 Running of the Bulls When a bull of Zagresh starts its turn adjacent to another bull of Zagresh, it gains a +10-foot circumstance bonus to its Speed. --- AC 23 Fort +18 Ref +12 Will +15 HP 140 Berserk If the bull has 40 or fewer HP at the start of its turn, it must succeed at a DC 5 flat check or go berserk. A berserk bull of Zagresh wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. Buck Reaction DC 25 --- Speed 30 feet Melee Single Action hoof +18, Damage 2d8+8 bludgeoning Melee Single Action horn +18, Damage 2d10+9 piercing Berserk Stampede Two Actions Requirements The bull of Zagresh is berserk; Effect The bull of Zagresh Strides up to double its Speed and makes a horn Strike against up to three creatures with a –1 circumstance penalty. If it hits, it deals 1d6 extra damage and knocks the target prone. ","skill_mod":{"survival":15,"athletics":20,"intimidation":13},"summary":"The fierce bull of Zagresh is an enormous, easily riled bovine with sharp horns like a stag's. The bulls are bred and raised for sport as well as war.","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Creature Type"],"ac":23,"level":7,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3770","intelligence":-5,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":18,"source_group":["Triumph of the Tusk"],"size":["Huge"],"name":"Bull of Zagresh","category":"creature","rarity":"common","strike_damage_average":[17,20],"slug":"creature-3770"},{"attack_bonus":[21,21],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":195,"source":["Pathfinder #209: Destroyer's Doom"],"type":"Creature","creature_family":"War Beast","will_save":15,"charisma":3,"speed":{"max":30,"land":30},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Bellow","Stomp","Trample"],"primary_source_group":"Triumph of the Tusk","skill":["Athletics","Intimidation","Survival"],"trait":["Animal","Huge"],"id":"creature-3771","text":" War Aurochs War aurochs are especially large versions aurochs bred to pull war machines as their primary duty. Particularly aggressive calves are selected for additional training to fight in battle as support for warriors. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 War Aurochs Source Pathfinder #209: Destroyer's Doom pg. 87 Perception +16; low-light vision, scent (imprecise) 10 feet Languages Skills Athletics +20, Intimidation +18, Survival +17 Str +7 Dex +4 Con +6 Int -5 Wis +3 Cha +3 --- AC 27 Fort +21 Ref +18 Will +15 HP 195 --- Speed 30 feet Melee Single Action hoof +21, Damage 2d8+11 bludgeoning Melee Single Action horn +21, Damage 2d8+11 piercing Bellow Single Action (Auditory, Emotion, Mental) The war aurochs bellows aggressively, attempting a single Intimidation check to Demoralize against all enemies within 30 feet. Stomp Single Action The war aurochs strikes the ground with its hooves, causing tremors in a 30-foot emanation. Creatures in the area must attempt a DC 25 Reflex save or be knocked prone. Trample Three Actions Large or smaller, hoof, DC 25 War Barding A war aurochs is often fitted with pieces of armor to make its attacks deadlier, such as spiked ornaments on their horns or sharp-toed hoof shoes. The symbol of a hold is painted directly onto the beast's hide and left there even if another hold captures it, where it's often treated as a prisoner of war. ","skill_mod":{"survival":17,"athletics":20,"intimidation":18},"summary":"War aurochs are especially large versions aurochs bred to pull war machines as their primary duty. Particularly aggressive calves are selected for …","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Creature Type"],"ac":27,"level":9,"source_category":["Adventure Paths"],"sense":" low-light vision , scent ( imprecise ) 10 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3771","intelligence":-5,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":21,"source_group":["Triumph of the Tusk"],"size":["Huge"],"name":"War Aurochs","category":"creature","rarity":"common","strike_damage_average":[20,20],"slug":"creature-3771"},{"attack_bonus":[29,29],"constitution":6,"primary_source_category":"Adventure Paths","strength":5,"hp":233,"source":["Pathfinder #209: Destroyer's Doom"],"type":"Creature","creature_family":"War Beast","will_save":23,"charisma":3,"speed":{"climb":20,"max":40,"land":40},"perception":26,"wisdom":4,"weakness":{},"creature_ability":["Reactive Strike","Piercing Fangs","Pounce","Rend"],"primary_source_group":"Triumph of the Tusk","skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Huge"],"id":"creature-3772","text":" Warcat of Rull These fierce hippo-sized cats with scaly, armored skin can only be bred and trained by the most skilled handlers. Recall Knowledge - Animal (Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Warcat of Rull Source Pathfinder #209: Destroyer's Doom pg. 87 Perception +26; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +30, Athletics +24, Stealth +28 Str +5 Dex +9 Con +6 Int -4 Wis +4 Cha +3 --- AC 34 Fort +24 Ref +29 Will +23 HP 233 Reactive Strike Reaction --- Speed 40 feet, climb 20 feet Melee Single Action claw +29 (Agile), Damage 3d10+16 slashing Melee Single Action jaws +29, Damage 3d8+14 plus Grab Piercing Fangs Three Actions Requirements The warcat has a creature grabbed; Effect The warcat clamps on to the creature's neck. The creature takes 3d12+10 piercing damage plus 1d4 persistent bleed damage (DC 33 basic Fortitude save). Pounce Single Action The warcat of Rull Strides and makes a Strike at the end of that movement. If the warcat began this action hidden, it remains hidden until after the attack. Rend Single Action claw Apex Predator The warcat of Rull is a stealthy predator that roams a large territory, hunting alone or with a mate. Even when nursing cubs, warcats hunt for themselves and teach their cubs to be self-sufficient. Warcats fear no challenge, preying on megafauna, giants, and even young dragons. ","skill_mod":{"stealth":28,"athletics":24,"acrobatics":30},"summary":"These fierce hippo-sized cats with scaly, armored skin can only be bred and trained by the most skilled handlers.","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Creature Type"],"ac":34,"level":13,"source_category":["Adventure Paths"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3772","intelligence":-4,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":9,"vision":"Low-light vision","fortitude_save":24,"source_group":["Triumph of the Tusk"],"size":["Huge"],"name":"Warcat of Rull","category":"creature","rarity":"common","strike_damage_average":[27,32],"slug":"creature-3772"},{"attack_bonus":[15,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":7,"hp":130,"language":["Common","Orcish"],"source":["Pathfinder #209: Destroyer's Doom"],"type":"Creature","creature_family":"Wyvernsting Orc","will_save":10,"charisma":3,"speed":{"max":25,"land":25},"perception":12,"wisdom":0,"weakness":{},"creature_ability":["Ferocity","Reactive Strike","Brawler Critical Specialization","Combat Grab","Crushing Pin"],"primary_source_group":"Triumph of the Tusk","skill":["Acrobatics","Athletics","Deception","Intimidation"],"trait":["Humanoid","Orc","Medium"],"id":"creature-3773","text":" Orc Spinecracker Orc spinecrackers are skilled in the art of hand-to-hand combat, forgoing weapons in favor of gauntlets or bare knuckles. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Orc Spinecracker Source Pathfinder #209: Destroyer's Doom pg. 88 Perception +12; darkvision Languages Common, Orcish Skills Acrobatics +14, Athletics +20, Deception +14, Intimidation +14 Str +7 Dex +3 Con +4 Int +0 Wis +0 Cha +3 Items Hide Armor, Shortbow (20 arrows), +1 spiked gauntlet --- AC 23 Fort +15 Ref +12 Will +10 HP 130 Ferocity Reaction Reactive Strike Reaction --- Speed 25 feet Melee Single Action spiked gauntlet +20 (Agile, Free-Hand, Magical), Damage 2d8+8 piercing Ranged Single Action shortbow +15 (deadly d10), Damage 2d6+6 piercing Brawler Critical Specialization When the orc spinecracker gets a critical hit with a brawling weapon, the target must succeed at a DC 22 Fortitude save or be slowed 1 until the end of the spinecracker's next turn. Combat Grab Single Action (Press) Requirements The spinecracker has one hand free, and their target is within reach of that hand; Effect Using their prior attack to shift their opponent's guard, the spinecracker makes a melee Strike with one hand. If it hits, they grab the target using their other hand. The creature remains grabbed until the end of the spinecracker's next turn or until it Escapes, whichever comes first. Crushing Pin Two Actions (Attack) Requirements The spinecracker has a creature Grappled; Effect The spinecracker crushes the creature in their grip, dealing 2d6+6 bludgeoning damage and giving the target the restrained condition until the end of the spinecracker's next turn. ","skill_mod":{"deception":14,"athletics":20,"intimidation":14,"acrobatics":14},"summary":"Orc spinecrackers are skilled in the art of hand-to-hand combat, forgoing weapons in favor of gauntlets or bare knuckles.","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":23,"item":["Hide Armor","Shortbow (20 arrows)","+1 spiked gauntlet"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3773","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":15,"source_group":["Triumph of the Tusk"],"size":["Medium"],"name":"Orc Spinecracker","category":"creature","rarity":"common","strike_damage_average":[13,17],"slug":"creature-3773"},{"attack_bonus":[18,20],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":165,"language":["Common","Orcish"],"source":["Pathfinder #209: Destroyer's Doom"],"type":"Creature","creature_family":"Wyvernsting Orc","will_save":13,"charisma":1,"speed":{"max":25,"land":25},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Deny Advantage","Elemental Rage","Ferocity","Destructive Inferno","Rage"],"primary_source_group":"Triumph of the Tusk","skill":["Athletics","Intimidation","Stealth","Warfare Lore"],"trait":["Humanoid","Orc","Medium"],"id":"creature-3774","text":" Orc Raider Highly trained and dangerous, orc raiders are masters of channeling their rage in battle. This orc raider draws upon the powers of the elements for their rage, but other raiders could gain strength from different instincts. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Orc Raider Source Pathfinder #209: Destroyer's Doom pg. 88 Perception +14; darkvision Languages Common, Orcish Skills Athletics +21, Intimidation +13, Stealth +16, Warfare Lore +11 Str +7 Dex +5 Con +6 Int -1 Wis +2 Cha +1 Items bolas (3), +1 striking greatsword , Leather Armor --- AC 26 Fort +18 Ref +15 Will +13 HP 165 Deny Advantage An orc raider isn't off-guard to flanking, hidden, or undetected creatures of 8th level or lower, or creatures of 8th level or lower using surprise attack. However, they can still help their allies flank. Elemental Rage While raging, an orc raider is cloaked in a vortex of fire, granting their weapons the versatile fire trait and granting them concealment from ranged attacks. They can't use this concealment to Hide or Sneak. Ferocity Reaction --- Speed 25 feet Melee Single Action greatsword +20 (Magical, versatile P), Damage 2d10+11 slashing Ranged Single Action bola +18 (Nonlethal, Ranged Trip, Thrown), Damage 2d8+9 bludgeoning Destructive Inferno Two Actions While raging, an orc raider can channel their destructive energy into an explosion of flame. Creatures in a 10-foot radius around the raider take 9d6 fire damage (DC 23 basic Reflex save). The raider can't use Destructive Inferno again for 1d4 rounds. Rage Single Action ","skill_mod":{"stealth":16,"athletics":21,"intimidation":13},"summary":"Highly trained and dangerous, orc raiders are masters of channeling their rage in battle. This orc raider draws upon the powers of the elements for …","primary_source":"Pathfinder #209: Destroyer's Doom","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":26,"item":["bolas (3)","+1 striking greatsword","Leather Armor"],"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3774","intelligence":-1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":18,"source_group":["Triumph of the Tusk"],"size":["Medium"],"name":"Orc Raider","category":"creature","rarity":"common","strike_damage_average":[18,22],"slug":"creature-3774"},{"attack_bonus":[21,21,22],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":155,"language":["Common","Fey","Orcish"],"source":["Pathfinder #209: Destroyer's Doom"],"type":"Creature","creature_family":"Wyvernsting Orc","will_save":21,"charisma":0,"speed":{"max":25,"land":25},"perception":19,"wisdom":6,"weakness":{},"creature_ability":["Experienced Tracker","Ferocity","Hunt Prey","Hunter's Edge"],"primary_source_group":"Triumph of the Tusk","skill":["Athletics","Hunting Lore","Medicine","Nature","Stealth","Survival"],"trait":["Humanoid","Orc","Medium"],"id":"creature-3775","text":" Orc Hunter The elite hunters of an orc hold often operate alone, venturing into the wilderness of Belkzen for weeks at a time to track and bring down dangerous wildlife. They don't necessarily limit themselves to hunting animals, making them excellent bounty hunters, as their skills are just as useful against humanoids. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Orc Hunter Source Pathfinder #209: Destroyer's Doom pg. 89 Perception +19; darkvision Languages Common, Fey, Orcish Skills Athletics +18, Hunting Lore +17, Medicine +18, Nature +19, Stealth +22, Survival +21 Str +4 Dex +7 Con +4 Int +3 Wis +6 Cha +0 Experienced Tracker An orc hunter can Track while moving at full Speed. Items Chain Shirt, Composite Longbow, Net, +1 striking shortsword , +1 whip --- AC 29 Fort +18 Ref +23 Will +21 HP 155 Ferocity Reaction --- Speed 25 feet Melee Single Action shortsword +21 (Agile, Finesse, Magical, versatile S), Damage 2d10+13 piercing Melee Single Action whip +22 (Disarm, Finesse, Magical, Nonlethal, Reach, Trip), Damage 2d6+9 slashing Ranged Single Action composite longbow +21 (deadly d10, Propulsive, volley 30 feet), Damage 2d8+11 piercing Ranger Warden Spells DC 27, 2 Focus Points - 3rd Ephemeral Tracking, Gravity Weapon Hunt Prey Single Action (Concentrate) The orc hunter designates a single creature as their prey. They must be able to see or hear the prey, or must be tracking the prey during exploration. They gain a +2 circumstance bonus to Perception checks to Seek their prey and a +2 circumstance bonus to Survival checks to Track their prey. They also ignore the penalty for making ranged attacks within their second range increment against the prey. They can only have one creature designated as their prey at a time. If they use Hunt Prey against another creature, the prior creature loses the designation and the new prey gains the designation. Hunter's Edge The orc hunter deals an additional 1d8 precision damage the first time they hit their hunted prey in a round. Hunting Trophies Orc hunters frequently take bone fragments from megafauna or powerful opponents they slay as trophies. To show off their combat skill, they display these bones by inlaying them in armor or weapons, forming intricate patterns that provide an account of that orc's triumphs in battle for those who know how to read them. ","skill_mod":{"nature":19,"survival":21,"stealth":22,"medicine":18,"athletics":18},"summary":"The elite hunters of an orc hold often operate alone, venturing into the wilderness of Belkzen for weeks at a time to track and bring down dangerous …","primary_source":"Pathfinder #209: Destroyer's Doom","spell":["Ephemeral Tracking","Gravity Weapon"],"trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":29,"item":["Chain Shirt","Composite Longbow","Net","+1 striking shortsword","+1 whip"],"level":9,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3775","intelligence":3,"reflex_save":23,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":18,"source_group":["Triumph of the Tusk"],"size":["Medium"],"name":"Orc Hunter","category":"creature","rarity":"common","strike_damage_average":[16,20,24],"slug":"creature-3775"},{"legacy_name":["Glabrezu"],"primary_source_category":"Adventure Paths","strength":2,"hp":290,"language":["Chthonian","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Creature","charisma":8,"perception":22,"trait":["Demon","Fiend","Uncommon","Unholy","Medium"],"id":"creature-3776","text":" Degholau (Treason Demon) Degholaus form from wretched souls who betrayed their societies to evil ends or for personal gain. These fiends resemble bloated, bestial humanoids with eyeless mole-like faces. They have five tails, all of which feature blood-red eyes. Recall Knowledge - Fiend (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Degholau Source Pathfinder #210: Whispers in the Dirt pg. 82 Perception +22; greater darkvision Languages Chthonian, Draconic, Empyrean; telepathy 100 feet, truespeech Skills Deception +27, Intimidation +25, Religion +22, Society +22, Stealth +26 Str +2 Dex +7 Con +6 Int +3 Wis +3 Cha +8 --- AC 33 all-around vision Fort +23 Ref +26 Will +20 +1 status to saves vs. magic HP 290 Weaknesses cold iron 10, holy 10 Exposure Vulnerability The first time each round that a creature critically succeeds at a save against a degholau's Veil of Lies or that a creature confronts the fiend on a falsehood immediately after the demon fails to Lie, the degholau takes 3d6 mental damage and becomes frightened 1. Veil of Lies (aura, mental, olfactory) 15 feet. A degholau exudes a faint scent of rotting wildflowers in its aura—an odor that dulls the mind. A creature that ends its turn in the aura must attempt a DC 30 Will save. Critical Success The creature is unaffected and is temporarily immune to Veil of Lies for 1 minute. Success The creature is unaffected. Failure The creature is stupefied 1 while it remains in the aura and for 10 minutes after leaving the aura. Critical Failure As failure, except stupefied 2. --- Speed 35 feet, burrow 15 feet Melee Single Action claw +26 (Agile, Finesse, Magical, Unholy), Damage 3d12+8 slashing Melee Single Action tail +26 (Finesse, Magical, reach 10 feet, Unholy), Damage 3d6+8 bludgeoning plus 2d6 mental and conspiratorial thoughts Ranged Single Action spit +26 (Magical, range increment 30 feet, Unholy), Damage 3d8+6 mental plus twisted loyalties Divine Innate Spells DC 33 - 4th Honeyed Words, Translocate (at will) - 5th Shadow Blast, Subconscious Suggestion, Translocate - 6th Dominate, Rewrite Memory - Constant (6th) Truespeech Rituals DC 33 - 1st Demonic Pact Conspiratorial Thoughts (Divine, Mental, Poison) Saving Throw DC 33 Will; Maximum Duration 6 rounds; Stage 1 slowed 1 (1 round); Stage 2 slowed 2 (1 round); Stage 3 controlled by the degholau (1 round) Twisted Loyalties (Curse) Saving Throw DC 33 Will; Onset 1 day; Stage 1 +1 status bonus to attack rolls and damage rolls, must succeed at a DC 10 flat check to use the Aid reaction (3 days); Stage 2 as stage 1, and +1 status bonus to skill checks, plus must succeed at a DC 10 flat check to heal an ally (1 week); Stage 3 as stage 2, plus lose sanctification traits (1 week); Stage 4 anathemas are now edicts, and former edicts are now anathemas—acting upon these new edicts causes loss of abilities and sanctification granted by classes and deities who consider them anathema (1 week) High Crimes Those whose souls become degholaus abused positions of authority in their nation for personal gain or simply out of a need for cruelty. They might have sold secrets, weakened institutions, or initiated military action against their own people. Some initially deluded themselves into believing their actions were righteous or victimless, but eventually embraced their destructive role, damaging their soul so completely they transform into these demons after their judgment. ","skill_mod":{"society":22,"deception":27,"stealth":26,"intimidation":25,"religion":22},"primary_source":"Pathfinder #210: Whispers in the Dirt","spell":["Dominate","Rewrite Memory","Shadow Blast","Subconscious Suggestion","Translocate","Honeyed Words","Truespeech"],"ac":33,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":3,"reflex_save":26,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":23,"source_group":["Spore War"],"size":["Medium"],"spoilers":"Spore War","name":"Degholau","rarity":"uncommon","strike_damage_average":[19,25,27],"attack_bonus":[26,26,26],"constitution":6,"creature_family":"Demon","will_save":20,"speed":{"max":35,"land":35,"burrow":15},"wisdom":3,"weakness":{"holy":10,"cold_iron":10},"creature_ability":["Exposure Vulnerability","Veil of Lies","Conspiratorial Thoughts","Twisted Loyalties"],"primary_source_group":"Spore War","skill":["Deception","Intimidation","Religion","Society","Stealth"],"legacy_id":["creature-101"],"tradition":["Divine"],"summary":"Degholaus form from wretched souls who betrayed their societies to evil ends or for personal gain. These fiends resemble bloated, bestial humanoids …","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3776","dexterity":7,"category":"creature","slug":"creature-3776"},{"legacy_name":["Vrock"],"primary_source_category":"Adventure Paths","strength":6,"hp":200,"language":["Chthonian","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Creature","charisma":5,"perception":18,"trait":["Demon","Fiend","Fungus","Uncommon","Unholy","Large"],"id":"creature-3777","text":" Eshmok (Wasp Demon) Eshmoks are proof that anger consumes a creature. Formed from wrathful souls, these demons resemble giant humanoid wasps who have fallen victim to parasitic fungi. The fungi's foul-looking fibrous material is a physical manifestation of wrath. Tendrils of it burst from eshmok bodies, emitting rage-inducing spores, while lattices of nest-like growths from their torsos shelter wasplike infestations. Recall Knowledge - Fiend (Religion): DC 28 Recall Knowledge - Fungus (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Eshmok Source Pathfinder #210: Whispers in the Dirt pg. 83 Perception +18; darkvision Languages Chthonian, Draconic, Empyrean; telepathy 100 feet Skills Acrobatics +17, Athletics +19, Intimidation +20, Religion +18, Stealth +19 Str +6 Dex +4 Con +3 Int +2 Wis +3 Cha +5 --- AC 27 Fort +16 Ref +19 Will +18 +1 status to all saves vs. magic HP 200 Resistances poison 10 Weaknesses cold iron 10, holy 10 Harmony Vulnerability An eshmok's wrathful infestations defines them, and forcing peace upon them wrenches at their soul. If they fail a save against calm or a similar effect forcing them to be peaceful, an eshmok takes 4d6 mental damage. --- Speed 25 feet, fly 35 feet Melee Single Action stinger +21 (Magical, Unholy), Damage 2d8+9 piercing plus 2d6 poison Divine Innate Spells DC 28 - 3rd Fear - 4th Translocate (at will) - 5th Translocate, Wall of Thorns Rituals DC 28 - 1st Demonic Pact Change Shape Single Action (Concentrate, Divine, Polymorph) The eshmok turns into their fungus form or back into their normal humanoid wasp form. In fungus form, they lose their fly Speed and can't make stinger Strikes. In fungus form, they gain a tendril melee Strike (+21 for 2d8+9 slashing plus eshmok infection); the tendril strike has the agile, magical, reach 10 feet, and unholy traits. Eshmok Infection (Mental, Poison) A creature that's quickened by eshmok infection can use the extra action each round for only Strike actions. A creature that's confused by eshmok infection never considers an eshmok in fungal form as a target; Saving Throw DC 28 Will; Maximum Duration 6 rounds; Stage 1 confused (1 round); Stage 2 confused and quickened (1 round); Stage 3 confused, off-guard, and quickened (1 round) Infesting Exhalation Single Action (Olfactory, Poison) The eshmok exhales a wave of stinging fiendish wasps out in a 30-foot cone, dealing 4d8 poison damage to every creature within the cone (DC 28 basic Reflex save). The swarming fiend wasps linger in the area for 6 rounds or until the eshmok is able to use Infesting Exhalation again, whichever comes first. Each creature damaged by Infesting Exhalation or that enters the area must succeed at a DC 28 Fortitude save or take 2d8 persistent poison damage and become clumsy 1 as the poison renders them dizzy and nauseous. At the end of each of their turns, they can attempt a new Fortitude save to end the effects. The eshmok can't use Infesting Exhalation again for 1d6 rounds. Wrathful Parasites The swarms that infest an eshmok aren't its allies, but incarnations of anger that serve to constantly harry and agonize the creature. Some maintain that these wasps are manifestations of Calistria's vengeance, but her faithful believe something closer to the truth—that these wasps represent a mockery of vengeance and a corruption of the directed rage their goddess teaches and epitomizes. Eshmoks are particularly reviled by worshipers of Calistria as a result. ","skill_mod":{"stealth":19,"athletics":19,"intimidation":20,"acrobatics":17,"religion":18},"primary_source":"Pathfinder #210: Whispers in the Dirt","spell":["Translocate","Wall of Thorns","Fear"],"ac":27,"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"poison":10},"intelligence":2,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":16,"source_group":["Spore War"],"size":["Large"],"spoilers":"Spore War","name":"Eshmok","rarity":"uncommon","strike_damage_average":[25],"attack_bonus":[21],"constitution":3,"creature_family":"Demon","will_save":18,"speed":{"fly":35,"max":35,"land":25},"wisdom":3,"weakness":{"holy":10,"cold_iron":10},"creature_ability":["Harmony Vulnerability","Change Shape","Eshmok Infection","Infesting Exhalation"],"primary_source_group":"Spore War","skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth"],"legacy_id":["creature-100"],"tradition":["Divine"],"summary":"Eshmoks are proof that anger consumes a creature. Formed from wrathful souls, these demons resemble giant humanoid wasps who have fallen victim to …","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3777","dexterity":4,"category":"creature","slug":"creature-3777"},{"attack_bonus":[23],"constitution":4,"primary_source_category":"Adventure Paths","strength":7,"hp":180,"language":["Fey","(can't speak any language)"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Creature","will_save":22,"charisma":2,"speed":{"climb":40,"max":40,"land":40,"swim":20},"perception":20,"wisdom":6,"weakness":{"cold_iron":10},"creature_ability":["Cold Iron Indigestion","Extradimensional Stomach","Digest","Limber","Regurgitate","Snatch Object","Swallow Whole"],"primary_source_group":"Spore War","skill":["Athletics","Stealth","Thievery"],"trait":["Fey","Rare","Medium"],"id":"creature-3778","text":" Grizzer These gangly fey lizards are known for two traits. First, they look ridiculous when they run, dashing on hind legs while waving their front legs wildly in the air. Second, they're inveterate thieves with the ability to store an extraordinary amount of goods in their stomach. Many grizzers appeared in the River Kingdoms a little over 10 years ago, but several coordinated hunts drove them further southwest, where they've begun to thrive in the forests of Razmiran. Recall Knowledge - Fey (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Grizzer Source Pathfinder #210: Whispers in the Dirt pg. 84 Perception +20; darkvision, scent (imprecise) 30 feet Languages Fey; (can't speak any language) Skills Athletics +21, Stealth +21, Thievery +21 Str +7 Dex +5 Con +4 Int -3 Wis +6 Cha +2 --- AC 29 Fort +18 Ref +17 Will +22 HP 180 Weaknesses cold iron 10 Cold Iron Indigestion If the grizzer swallows a cold iron item or a creature holding or wearing a cold iron item, the grizzer becomes sickened 2 until they regurgitate it. Extradimensional Stomach The grizzer's stomach is an extradimensional space (that appears to be an immense elongated leathery chamber) capable of holding up to 24 Bulk. Unless the grizzer uses Digest, the space has the same environment as the grizzer's surroundings, and creatures inside don't take damage from being swallowed, nor do they face the threat of suffocation. --- Speed 40 feet, climb 40 feet, swim 20 feet Melee Single Action jaws +23, Damage 2d12+13 piercing and Grab Melee Single Action claw (null), Damage 2d8+13 slashing Digest Three Actions (Acid, Concentrate, Healing) The grizzer fills their stomach with acid for 1 round to digest its contents. Creatures inside the stomach must hold their breath or start suffocating, and they take 4d8 acid damage (DC 29 basic Reflex save). The grizzer can Sustain this activity, in which case the stomach remains filled with acid; creatures inside take acid damage at the end of their turn and can't catch their breath. The grizzer regains 10 Hit Points if at least one creature takes acid damage as a result of Digest. Limber A grizzer ignores difficult terrain from narrow confines and can move at full Speed when Squeezing. Regurgitate Single Action The grizzer regurgitates a creature or unattended item from their stomach into an adjacent unoccupied space. Snatch Object Single Action (Agile, Attack) The grizzer unfurls their sticky tongue at a creature within 15 feet and attempts to either pull the target closer or Disarm it. If they choose to pull the target, they attempt an Athletics check against the target's Fortitude DC and pull it into an adjacent space on a success. If the grizzer attempts to Disarm the target, they gain a +1 circumstance bonus to the Athletics check if the item is made of shiny material or magically illuminated, such as by revealing light . If the Disarm attempt critically succeeds, the grizzer also grabs the item with their tongue and swallows it. Swallow Whole Single Action (Attack) Huge, no damage, Rupture 20 Strange Fey Appetites A grizzer's strange appetite isn't unique among fey. Azarpals, for example, can store food in their bellies and infuse them with poisons that wreak havoc on feasts and banquets. Stories of whales swimming in otherworldly seas that have swallowed entire villages, or of duplicitous serpentine fey who can assume the forms of those they consume, suggest that fey with strange appetites aren't so unusual on the First World. ","skill_mod":{"thievery":21,"stealth":21,"athletics":21},"summary":"These gangly fey lizards are known for two traits. First, they look ridiculous when they run, dashing on hind legs while waving their front legs …","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Creature Type","Rarity"],"ac":29,"level":10,"source_category":["Adventure Paths"],"sense":" darkvision , scent ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3778","intelligence":-3,"reflex_save":17,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":18,"source_group":["Spore War"],"size":["Medium"],"spoilers":"Spore War","name":"Grizzer","category":"creature","rarity":"rare","strike_damage_average":[22,26],"slug":"creature-3778"},{"attack_bonus":[21,21],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":195,"language":["Chthonian","Common","Elven","<%UMR%79%%>telepathy<%END> 30 feet (<%TRAITS%614%%>fungi<%END> only)"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Creature","will_save":16,"charisma":2,"speed":{"max":30,"land":30},"perception":18,"wisdom":3,"weakness":{"holy":10,"slashing":10},"creature_ability":["Fungus Sense","Fungal Empowerment","Fungal Mind","Disperse","Fungal Root","Rotter Infestation"],"primary_source_group":"Spore War","skill":["Acrobatics","Athletics","Nature","Stealth"],"trait":["Fungus","Rare","Undead","Unholy","Medium"],"id":"creature-3779","text":" Root Rotter Root rotters are all that remain of the unfortunate elven residents of Greengold. Some died in the initial bursts of Jeharlu spores, while others succumbed to infestation by sinmolds. Fungus now riddles their bodies, wrapping around their brains and nerves to reanimate them. Recall Knowledge - Fungus (Nature): DC 31 Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Root Rotter Source Pathfinder #210: Whispers in the Dirt pg. 85 Perception +18; darkvision, fungus sense 120 feet Languages Chthonian, Common, Elven; telepathy 30 feet (fungi only) Skills Acrobatics +20, Athletics +17, Nature +15, Stealth +18 Str +6 Dex +5 Con +4 Int +0 Wis +3 Cha +2 Fungus Sense A root rotter has imprecise tremorsense to detect the vibrations of creatures who are within a region of fungal terrain shared by the root rotter. --- AC 26 Fort +17 Ref +20 Will +16 HP 195 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Weaknesses holy 10, slashing 10 Fungal Empowerment If the root rotter is touching fungal terrain at the start of its turn, they regain 10 Hit Points and are quickened that turn; they can use the extra action only to Stride or Strike. Fungal Mind (primal) Root rotters communicate telepathically with each other. While within telepathic range of at least one other root rotter, they gain a +2 circumstance bonus to initiative rolls, Perception checks, and saving throws against mental effects. If one root rotter is aware of a combatant, all members of the fungal mind within range are aware of it. --- Speed 30 feet Melee Single Action jaws +21 (Magical, Poison, Unholy), Damage 2d8+9 piercing plus 1d8 poison and rotter infestation Melee Single Action fist +21 (Agile, Magical, Unholy), Damage 2d8+9 bludgeoning Disperse Three Actions (Magical, Poison, Unholy) Requirements The root rotter has 25 Hit Points or fewer; Effect The root rotter destroys themself. Thorny fungal roots explode from their body, dealing 10d6 piercing damage in a 10-foot emanation (DC 25 basic Reflex save). Any creature who fails the save is exposed to rotter infestation. Fungal Root Two Actions (Divine, Poison, Unholy) Requirements The root rotter is standing in fungal terrain; Effect Fungal roots reach out to snag a nearby foe. An enemy within 30 feet of the root rotter takes 4d6 piercing damage and must attempt a DC 27 Reflex saving throw. Critical Success The creature is unaffected. Success The creature takes half damage and becomes clumsy 1 until the end of its next turn. Failure The creature takes full damage and becomes clumsy 1 with an unlimited duration. In addition, the creature is restrained (Escape DC 27) for 1 minute. Critical Failure As failure but double damage. In addition, the creature is exposed to rotter infestation. Rotter Infestation (Disease, Divine) Saving Throw DC 27 Fortitude; Onset 1 day; Stage 1 drained 1 (1 day); Stage 2 drained 2 and can sense the presence of root rotters within 30 feet as an imprecise sense (1 round); Stage 3 as stage 2, but transformation into a root rotter upon death (1 day) Corruption Spreaders A root rotter that remains in place for 24 hours causes a 5-foot emanation to become overgrown with foulsmelling unpleasant fungus. This spread increases by 5 feet for each additional 24 hours the root rotter remains motionless, to a maximum area of a 60-foot emanation after 12 days of motionless lurking. This fungus is permanent as long as it has a source of nourishment but can be destroyed as easily as any patch of mundane fungus. ","skill_mod":{"nature":15,"stealth":18,"athletics":17,"acrobatics":20},"summary":"Root rotters are all that remain of the unfortunate elven residents of Greengold. Some died in the initial bursts of Jeharlu spores, while others …","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Creature Type","Rarity","Mechanics"],"ac":26,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision , fungus sense 120 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3779","intelligence":0,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":17,"source_group":["Spore War"],"size":["Medium"],"spoilers":"Spore War","name":"Root Rotter","category":"creature","rarity":"rare","strike_damage_average":[18,22],"slug":"creature-3779"},{"attack_bonus":[24,24],"constitution":7,"primary_source_category":"Adventure Paths","strength":6,"hp":300,"language":["Chthonian","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"immunity":["acid","bleed","critical hits","disease","precision"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Creature","will_save":22,"charisma":2,"speed":{"climb":30,"max":30,"land":30,"swim":30},"perception":22,"wisdom":4,"weakness":{"holy":10,"cold_iron":10},"creature_ability":["Desperation Vulnerability","Digestion","Engulf","Sinmold Infestation","Spore Purge"],"primary_source_group":"Spore War","skill":["Athletics","Religion","Stealth"],"trait":["Fiend","Fungus","Ooze","Rare","Unholy","Large"],"id":"creature-3780","text":" Sinmold Sinmolds arise from the corruption wrought by Treerazer machinations. As the land transforms, it attracts souls bound for the Outer Realms. These souls coalesce bodies out of fungal slime, birthing amorphous fiends that ravenously hunt for more biological matter using club-like pseudopods or whiplike tendrils that can slice with ease through meat and bone alike. Recall Knowledge - Fiend (Religion): DC 35 Recall Knowledge - Fungus (Nature): DC 35 Recall Knowledge - Ooze (Occultism): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Sinmold Source Pathfinder #210: Whispers in the Dirt pg. 86 Perception +22; darkvision, lifesense (imprecise) 60 feet Languages Chthonian, Draconic, Empyrean; telepathy 100 feet Skills Athletics +24, Religion +22, Stealth +13 Str +6 Dex -5 Con +7 Int +0 Wis +4 Cha +2 --- AC 23 Fort +25 Ref +11 Will +22 HP 300 Immunities acid, bleed, critical hits, disease, precision Weaknesses cold iron 10, holy 10 Desperation Vulnerability Sinmolds are aware that they're in a vulnerable state as formless “newborn fiends” and are desperate to become stronger before they become prey to more powerful demons. Whenever the sinmold is in a combat encounter and ends its turn without dealing damage to another creature, the sinmold takes 3d6 mental damage and becomes frightened 1. Digestion (healing) The first time in a round when the sinmold damages a creature with Engulf, the sinmold immediately restores Hit Points equal to the damage dealt, gaining Hit Points in excess of its maximum as temporary Hit Points that last for 1 hour. As long as the sinmold possesses these temporary Hit Points, its surface hardens, and its AC increases to 30. --- Speed 30 feet, climb 30 feet, swim 30 feet Melee Single Action pseudopod +24 (Magical, Unholy), Damage 3d6+12 bludgeoning plus 2d6 acid Melee Single Action tendril +24 (Agile, Magical, reach 10 feet, Unholy), Damage 3d8+12 slashing plus sinmold infestation Engulf Two Actions DC 32, 3d10 acid plus digestion, Escape DC 32, Rupture 18 Sinmold Infestation (Poison) Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 2d8 poison damage (1 round); Stage 2 3d8 poison damage and can hear the thoughts of root rotters within 30 feet as an imprecise sense (1 round); Stage 3 as stage 2, but 4d8 poison damage and doomed 1 (1 round); Stage 4 as stage 3, and arise as a root rotter upon death (1 round) Spore Purge Single Action (Poison) Requirements The sinmold has temporary Hit Points from digestion; Effect The sinmold loses all temporary Hit Points and releases any creatures it currently has engulfed, pushing them into the nearest unoccupied spaces. It releases a cloud of spores from its body, dealing 5d8 poison damage (DC 29 basic Fortitude save) in a 20-foot emanation. Any creature that fails this save also must attempt a save against sinmold infestation. Demonic Transformation A sinmold who has devoured many creatures over a period of 1 to 2 weeks hardens their exterior into a cocoon and metamorphosizes into a demon. This transformation takes 3 days, during which time the sinmold is unconscious, increases their AC to 37 and maximum Hit Points to 400, and gains Hardness 10. Sinmolds look for a safe place to transform, such as an underground shelter or a dense treetop canopy, though some simply eat until they cocoon. The sins the soul committed in life determine the demon that a sinmold becomes, so the resulting form can become higher or lower level, as determined by the GM. ","skill_mod":{"stealth":13,"athletics":24,"religion":22},"summary":"Sinmolds arise from the corruption wrought by Treerazer machinations. As the land transforms, it attracts souls bound for the Outer Realms. These …","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Creature Type","Rarity","Mechanics"],"ac":23,"level":12,"source_category":["Adventure Paths"],"sense":" darkvision , lifesense ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3780","intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":-5,"vision":"Darkvision","fortitude_save":25,"source_group":["Spore War"],"size":["Large"],"spoilers":"Spore War","name":"Sinmold","category":"creature","rarity":"rare","strike_damage_average":[25,29],"slug":"creature-3780"},{"attack_bonus":[23,23],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":220,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Pathfinder #210: Whispers in the Dirt"],"type":"Creature","will_save":14,"charisma":-5,"speed":{"climb":30,"max":30,"land":30},"perception":16,"wisdom":0,"weakness":{},"creature_ability":["Eyes Behind the Mask","Locked Vault","Accept Tithe","Capacity for Punishment","Impale","Rip Off","Trample"],"primary_source_group":"Spore War","skill":["Athletics"],"trait":["Construct","Mindless","Rare","Large"],"id":"creature-3781","text":" Tithekeeper Razmir's most powerful priests deploy tithekeepers to ensure his followers don't develop sticky fingers. These ziggurat-like constructs have over two dozen legs and a trap-like mouth. At its top, a mask with a colored ribbon attached denotes its symbolic rank in the Church of Razmir. Recall Knowledge - Construct (Arcana, Crafting): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Tithekeeper Source Pathfinder #210: Whispers in the Dirt pg. 87 Perception +16; darkvision Languages Skills Athletics +23 Str +7 Dex +3 Con +6 Int -5 Wis +0 Cha -5 Eyes Behind the Mask (scrying) A creature wearing the mask and garb of a priest of Razmir that outranks the tithekeeper's mask and ribbon rank can spend an hour Interacting with the tithekeeper's mask to connect with it. The creature's mask becomes an invested item that allows them to see and hear as though peering through the tithekeeper's mask. The creature must use a 3-action activity envisioning the tithekeeper to activate the scrying effect, and the effect can be Dismissed. Multiple creatures can create connections to the tithekeeper's mask simultaneously, and a creature can have connections to multiple tithekeepers with just one mask. Each connection ends after a week but can be renewed at any time. Locked Vault The tithekeeper's body is a locked vault containing any tithes given to it. The vault's Pick Lock DC is 29 and Force Open DC is 33. --- AC 29 Fort +22 Ref +17 Will +14 HP 220 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Accept Tithe Free Action Trigger A creature drops or offers at least 750 gp in valuables within 15 feet of the tithekeeper; Effect The tithekeeper quickly uses its feet to scoop the valuables into its vault and is now indifferent toward the triggering creature unless that creature uses hostile actions against it or its allies. --- Speed 30 feet, climb 30 feet Melee Single Action body +23, Damage 2d12+13 bludgeoning Melee Single Action foot +23 (reach 15 feet), Damage 2d8+13 piercing plus Improved Grab Capacity for Punishment The tithekeeper can have up to six creatures impaled and grabbed with its feet at once. Impale Single Action Requirements The tithekeeper has grabbed a creature; Effect The tithekeeper stabs the target with a spike for 2d8+13 piercing damage (DC 29 basic Reflex save). It no longer has to spend an action to extend the duration for the target it has grabbed. The target moves with the tithekeeper and takes 1d8 persistent bleed damage until it Escape (DC 29). Rip Off Two Actions Requirements The tithekeeper has Impaled a creature; Effect The tithekeeper tears the creature loose from its spiky feet, releasing it. The creature takes 4d10 slashing damage (DC 29 basic Fortitude save) and is no longer grabbed. On a failed save, the creature also takes 2d8 persistent bleed damage. Trample Three Actions Medium or smaller, body, DC 29 Instruments of Terror Though the tithekeeper's primary function is to collect coins, they're capable of great violence. Priests who determine a village is too far behind on payments might have their tithekeeper skewer multiple residents and wave its victims' bodies in the air as it parades through the streets. Those who survive the ordeal are highly motivated to avoid a repeat experience. ","skill_mod":{"athletics":23},"summary":"Razmir's most powerful priests deploy tithekeepers to ensure his followers don't develop sticky fingers. These ziggurat-like constructs have over two …","primary_source":"Pathfinder #210: Whispers in the Dirt","trait_group":["Creature Type","Monster","Rarity"],"ac":29,"level":10,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3781","intelligence":-5,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":22,"source_group":["Spore War"],"size":["Large"],"spoilers":"Spore War","name":"Tithekeeper","category":"creature","rarity":"rare","strike_damage_average":[22,26],"slug":"creature-3781"},{"primary_source_category":"Adventure Paths","strength":8,"hp":300,"language":["Aklo","Common","Fey","<%UMR%79%%>telepathy<%END> (within cursed domain)"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Creature","charisma":5,"perception":29,"trait":["Blight","Ooze","Rare","Medium"],"id":"creature-3782","text":" Swamp Blight A swamp blight appears as a quivering blob of rancid brown and green mud from which dozens of hateful red eyes peer. Recall Knowledge - Ooze (Occultism): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Swamp Blight Source Pathfinder #211: The Secret of Deathstalk Tower pg. 84 Perception +29; darkvision Languages Aklo, Common, Fey; telepathy (within cursed domain) Skills Acrobatics +32, Athletics +33, Deception +30, Intimidation +30, Nature +29, Stealth +32, Survival +27, Swamp Lore +29 Str +8 Dex +7 Con +8 Int +4 Wis +4 Cha +5 --- AC 38 Fort +33 Ref +26 Will +29 HP 300 (fast healing 30, rejuvenation) Immunities acid, bleed, critical hits, precision Mosquito Aura (aura, primal) 30 feet. Mosquitoes surround the blight. The mosquitoes ignore creatures the blight designates as allies as well as any who are at full HP. All other creatures who enter the aura or begin their turn within it take 2d6 persistent bleed damage with a DC 35 Fortitude save. Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage and is sickened 1. Critical Failure The creature takes double damage and is sickened 2. Putrefied Expulsion Reaction Trigger A creature within 20 feet of the swamp blight deals damage to the blight; Effect The swamp blight violently expels putrefied organic matter at their attacker, making a decaying flesh Strike against them. --- Speed 25 feet, swim 30 feet Melee Single Action stinger +33 (Magical), Damage 3d8+12 piercing plus 2d6 persistent acid Ranged Single Action decaying flesh +32 (Magical, range increment 60 feet), Damage 3d8+12 bludgeoning plus splatter viscera Primal Innate Spells DC 38, attack +30 - 5th Command (at will; plants only), Nature's Pathway (at will; within cursed domain only) - 6th Dominate (at will) - 7th Vomit Swarm (×3) - 8th Dominate - 9th Mirage Rituals DC 38 - 4th Blight Blight Domination A swamp blight adds undead to the type of creatures it can target with dominate . Call of the Mire Single Action (Incapacitation, Mental, Primal) Frequency once per round; Effect An aura of glittering lights surrounds the swamp blight, compelling a target the swamp blight can see that's within 60 feet to move toward it. This is not forced movement and can compel creatures to move through dangerous terrain. The target must attempt a DC 38 Will save. Critical Success The creature is temporarily immune to Call of the Mire for 1 hour. Success The target immediately Strides or otherwise uses their fastest Speed to approach the swamp blight. This movement does not cost the target their actions. On the target's next turn, they cannot willingly move farther away from the blight, but they can otherwise act normally. Failure As success, except that the target spends all of their actions on their next turn also approaching the blight if they are not already adjacent, and they cannot take any other actions for 1 round. Additionally, the target cannot willingly move farther away from the blight for 1 minute. Critical Failure As failure, except that the creature's only actions are to approach the blight for 1 minute. Cursed Domain (Curse, Primal, Void) Humanoid creatures that die in a swamp blight's cursed domain are infused with void energy. After 24 hours, they rise as undead creatures of their level of lower. Creatures whose bodies were intact typically become zombies or mummies, while those whose bodies were severely damaged typically rise as shadows or bhutas. These undead are not automatically under the swamp blight's direct control, but they can potentially be dominated by the swamp blight. Oversee Domain Single Action (Concentrate, Primal) Splatter Viscera Targets hit by a decaying flesh Strike must succeed at a DC 40 Fortitude save or be sickened 1 (sickened 2 on a critical failure). This condition is cumulative with itself and with the sickened condition from the mosquito aura, up to a maximum value of sickened 4. If the Strike critically hits, the target also takes 2d6 persistent acid damage. Swampy Undead While a swamp blight can dominate undead in its cursed domain, it prefers to use this power to gather and control undead that would prosper in a swampy environment. When building an encounter with a swamp blight, consider adjusting existing undead to match more thematically with the swampland environment, and avoid using undead that wouldn't make sense in such a region. Adjusting an undead creature's innate spells to be primal spells associated with swampy regions is a great way to achieve this customization. ","skill_mod":{"deception":30,"nature":29,"survival":27,"stealth":32,"athletics":33,"intimidation":30,"acrobatics":32},"primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","spell":["Mirage","Dominate","Vomit Swarm","Command","Nature's Pathway"],"ac":38,"level":17,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":33,"source_group":["Spore War"],"size":["Medium"],"spoilers":"Spore War","name":"Swamp Blight","rarity":"rare","strike_damage_average":[25,32],"attack_bonus":[32,33],"constitution":8,"immunity":["acid","bleed","critical hits","precision"],"creature_family":"Blight","spell_attack_bonus":[30],"will_save":29,"speed":{"max":30,"land":25,"swim":30},"wisdom":4,"weakness":{},"creature_ability":["Mosquito Aura","Putrefied Expulsion","Blight Domination","Call of the Mire","Cursed Domain","Oversee Domain","Splatter Viscera"],"primary_source_group":"Spore War","skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival","Swamp Lore"],"tradition":["Primal"],"summary":"A swamp blight appears as a quivering blob of rancid brown and green mud from which dozens of hateful red eyes peer.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3782","dexterity":7,"category":"creature","slug":"creature-3782"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":240,"language":["Arboreal","Chthonian","Common","Fey","<%SPELLS%1681%%>speak with plants<%END>"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Creature","charisma":6,"perception":27,"trait":["Incorporeal","Rare","Spirit","Undead","Medium"],"id":"creature-3783","text":" Briargeist Briargeists are verdorites unique to Tanglebriar. Millennia spent steeping in Treerazer's corruptive influence has granted them far greater strength while distorting their forms away from the vaguely humanoid to an animate tangle of thorny vines, roots, and fungal growths. Recall Knowledge - Spirit (Occultism): DC 39 Recall Knowledge - Undead (Religion): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Briargeist Source Pathfinder #211: The Secret of Deathstalk Tower pg. 86 Perception +27; darkvision Languages Arboreal, Chthonian, Common, Fey; speak with plants Skills Acrobatics +29, Intimidation +27, Nature +27, Stealth +29, Tanglebriar Lore +27 Str -5 Dex +6 Con +3 Int +4 Wis +8 Cha +6 --- AC 35 Fort +22 Ref +27 Will +29 HP 240 (void healing) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 15 (except force, ghost touch , or vitality; double resistance vs. non-magical) Tanglebriar Dependent A briargeist is bonded to Tanglebriar and must remain within it. If the briargeist moves outside of Tanglebriar, they are immediately destroyed. --- Speed fly 30 feet Melee Single Action vine +29 (Agile, Finesse, Magical, reach 10 feet), Damage 3d12+8 void plus bewildering toxin Ranged Single Action infesting seed +29 (Magical, range increment 40 feet), Damage 3d10+8 void plus briarvine Primal Innate Spells DC 36, attack +28 - Cantrips (8th) Tangle Vine - 6th Tangling Creepers (at will) - 7th Nature's Pathway (at will; within Tanglebriar only), Sudden Blight - 8th Fungal Infestation, Wall of Thorns - Constant (8th) Speak with Plants Bewildering Toxin (Mental, occult poison) Saving Throw DC 36 Will; Maximum Duration 6 rounds; Stage 1 dazzled and off-guard (1 round); Stage 2 confused and off-guard (1 round); Stage 3 3d10 mental damage, confused, and off-guard (1 round) Briarvine (Curse, Occult, Void) The incorporeal seeds ejected from a briargeist grow rapidly when they damage living creatures. Living creatures hit by a briargeist's infesting seed must attempt a DC 36 Fortitude save with the following effects. A living creature can only host one briarvine at a time; a creature that currently has a briarvine growing out of them after failing a previous saving throw does not need to attempt additional Fortitude saves. Critical Success The seed fails to take root. Success The seed fails to take root, but the target still takes 2d10 void damage as the seed dies out. Failure The seed takes root within the target and inflicts 2d10 void damage. At the start of the creature's next turn, a long ghostly thorny vine grows out of their body. This ghostly growth makes a vine Strike (as if the briargeist were making the attack) against a randomly determined ally of the host creature within reach at the start of the host creature's turn. If there's no viable target, the vine inflicts 2d10 void damage (DC 36 basic Fortitude save) on the host. The host can attempt a new Fortitude save at the end of each of its turns; otherwise, this effect ends automatically after 1 minute. Critical Failure As failure, except the host can't attempt new Fortitude saves to end the Briarvine early ","skill_mod":{"nature":27,"stealth":29,"intimidation":27,"acrobatics":29},"primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","spell":["Fungal Infestation","Wall of Thorns","Nature's Pathway","Sudden Blight","Tangling Creepers","Tangle Vine","Speak with Plants"],"ac":35,"level":15,"spell_dc":[36],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"intelligence":4,"reflex_save":27,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":22,"source_group":["Spore War"],"size":["Medium"],"spoilers":"Spore War","name":"Briargeist","rarity":"rare","strike_damage_average":[24,27],"attack_bonus":[29,29],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Verdorite","spell_attack_bonus":[28],"will_save":29,"speed":{"fly":30,"max":30},"wisdom":8,"weakness":{},"creature_ability":["Tanglebriar Dependent","Bewildering Toxin","Briarvine"],"primary_source_group":"Spore War","skill":["Acrobatics","Intimidation","Nature","Stealth","Tanglebriar Lore"],"tradition":["Primal"],"summary":"Briargeists are verdorites unique to Tanglebriar. Millennia spent steeping in Treerazer's corruptive influence has granted them far greater …","trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3783","dexterity":6,"category":"creature","slug":"creature-3783"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":90,"language":["Chthonian","Common","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Creature","charisma":5,"perception":15,"trait":["Demon","Fiend","Incorporeal","Uncommon","Unholy","Medium"],"id":"creature-3784","text":" Invidiak (Envy Demon) An invidiak has no physical body and is born out of a deep sense of envy over this lack. An invidiak only feels properly “alive” when they're possessing a host. In many cases, an invidiak remains dormant in such a host, spending months, even years, observing from within and building up its influence over the host slowly, so as to cause as much long-lasting despair and emotional trauma to the host's friends and family as possible. Recall Knowledge - Fiend (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Invidiak Source Pathfinder #211: The Secret of Deathstalk Tower pg. 87 Perception +15; darkvision Languages Chthonian, Common; telepathy 100 feet Skills Acrobatics +15, Deception +18, Religion +13, Society +15, Stealth +17 Str -5 Dex +4 Con +3 Int +2 Wis +2 Cha +5 --- AC 23 Fort +14 Ref +17 Will +13 +1 to all saves vs. magic HP 90 Immunities disease, poison, precision Resistances all 5 (except force, ghost touch, or vitality; double resistance vs. non-magical) Weaknesses cold iron 5, holy 5 Exorcism Vulnerability If an invidiak attempts to possess a creature, and the creature rolls a critical success on their saving throw to resist, or if an invidiak's possession of a creature is ended prematurely, such as via a successful dispel magic , the invidiak takes 6d6 mental damage and cannot cast possession for 24 hours. Share Pain Reaction (illusion, mental, nonlethal) Trigger A creature within 30 feet of the invidiak deals damage to the invidiak; Effect An echo of the invidiak's pain lashes out at the triggering creature, dealing an amount of nonlethal mental damage equal to half the damage the invidiak took from the triggering attack (DC 25 basic Will save). On a critical failure, the target is sickened 1. --- Speed fly 30 feet Melee Single Action claw +13 (Agile, Finesse, Magical, Unholy), Damage 2d8 cold plus 2d6 spirit Divine Innate Spells DC 25, attack +17 - Cantrips (4th) Telekinetic Projectile - 3rd Fear, Illusory Disguise (×3) - 4th Illusory Creature, Translocate (at will) - 5th Translocate - 7th Possession (range touch) Rituals DC 25 - 1st Demonic Pact Favored Host Each invidiak has a type of creature they prefer possessing, chosen from aberration, animal, beast, or any humanoid (such as dwarf, elf, or human)—in most cases, the favored type of target is human. When an invidiak casts possession on a favored host, the duration of possession increases to unlimited, and the effect lasts until dispelled or until the invidiak dismisses it. Unbodied Possession An invidiak leaves no body behind when using possession . Lengthy Possessions An invidiak can possess a favored host for an unlimited amount of time, and over the course of years their influence can result in their host gaining strange new and unique supernatural powers that grow from this spiritual corruption. Such powers only function as long as the possession lasts; if the invidiak is forced out of the body, these powers vanish and don't return, even if the invidiak later re-possesses the same host. These unique invidiaks are generally much more powerful than the typical one presented here. ","skill_mod":{"society":15,"deception":18,"stealth":17,"acrobatics":15,"religion":13},"primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","spell":["Possession","Translocate","Illusory Creature","Fear","Illusory Disguise","Telekinetic Projectile"],"ac":23,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":14,"source_group":["Spore War"],"size":["Medium"],"spoilers":"Spore War","name":"Invidiak","rarity":"uncommon","strike_damage_average":[16],"attack_bonus":[13],"constitution":3,"immunity":["disease","poison","precision"],"creature_family":"Demon","spell_attack_bonus":[17],"will_save":13,"speed":{"fly":30,"max":30},"wisdom":2,"weakness":{"holy":5,"cold_iron":5},"creature_ability":["Exorcism Vulnerability","Share Pain","Favored Host","Unbodied Possession"],"primary_source_group":"Spore War","skill":["Acrobatics","Deception","Religion","Society","Stealth"],"legacy_id":["creature-599"],"tradition":["Divine"],"summary":"An invidiak has no physical body and is born out of a deep sense of envy over this lack. An invidiak only feels properly “alive” when they're …","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3784","dexterity":4,"category":"creature","slug":"creature-3784"},{"legacy_name":["Hezrou"],"primary_source_category":"Adventure Paths","strength":5,"hp":245,"language":["Chthonian","Common","plus one additional regional language; <%UMR%79%%>telepathy<%END> 100 feet"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Creature","charisma":5,"perception":20,"trait":["Demon","Fiend","Uncommon","Unholy","Large"],"id":"creature-3785","text":" Miastrilek (Spider Demon) When in their true form, miastrileks have a spider-like appearance. However, they prefer humanoid forms when interacting with mortals, posing as rich or influential figures such as nobles, merchants, or leaders of criminal organizations. Recall Knowledge - Fiend (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Miastrilek Source Pathfinder #211: The Secret of Deathstalk Tower pg. 88 Perception +20; darkvision Languages Chthonian, Common; plus one additional regional language; telepathy 100 feet Skills Acrobatics +22, Athletics +20, Crafting +20, Deception +22, Society +20, Stealth +22, Thievery +22 Str +5 Dex +7 Con +3 Int +3 Wis +5 Cha +5 --- AC 30 Fort +18 Ref +24 Will +22 HP 245 Immunities acid, disease, poison Weaknesses cold iron 10, holy 10 Clarity Vulnerability The first time in a round that a creature within 30 feet of the miastrilek critically succeeds on a saving throw against a poison or disease or fully recovers from either such affliction via magic or another effect, the demon takes 6d6 mental damage. --- Speed 40 feet, fly 40 feet Melee Single Action fangs +24 (Finesse, Magical, Unholy), Damage 2d10+11 piercing plus 2d6 acid and tremortoxin Ranged Single Action caustic slurry +24 (Magical, range increment 60 feet, Unholy), Damage 2d8+6 acid Divine Innate Spells DC 27 - 3rd Hypnotize (at will) - 4th Translocate (at will) - 5th Subconscious Suggestion, Translocate - 6th Hallucination, Toxic Cloud - Constant (6th) Water Walk Rituals DC 27 - 1st Demonic Pact Change Shape Single Action (Concentrate, Divine, Polymorph) The miastrilek can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed but does prevent them from making fangs Strikes. Spew Pollution Two Actions (Divine) The miastrilek disgorges a spray of acid and rubble in a 30-foot-cone, dealing 6d6 piercing and 6d6 acid damage (DC 30 basic Reflex save). The area becomes hazardous terrain for 1 minute (2d6 acid damage). A creature can take this damage only once per turn. The miastrilek must wait 1d4 rounds before Spewing Pollution again. Tremortoxin (Poison) Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 –10-foot status penalty to all Speeds (1 round); Stage 2 –10-foot status penalty to all Speeds and a –1 circumstance penalty to attack rolls and checks requiring a firm grasp on held items (1 round); Stage 3 as Stage 2, but increase the circumstance penalty to checks to –2 (1 round) Polluters of Flesh Miastrileks are demons associated with pollution and corruption, but unlike the omox (a demon that rises from souls who routinely befouled and polluted their environmental surroundings in life), the miastrilek's sin is more focused on the pollution and corruption of the flesh—such as those who in life ran complex webs of corruption in society that manufactured and distributed drugs that ruined communities, or used pollution and toxins to torture and transform their victims. ","skill_mod":{"society":20,"deception":22,"thievery":22,"crafting":20,"stealth":22,"athletics":20,"acrobatics":22},"primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","spell":["Hallucination","Toxic Cloud","Subconscious Suggestion","Translocate","Hypnotize","Water Walk"],"ac":30,"level":11,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"source_group":["Spore War"],"size":["Large"],"spoilers":"Spore War","name":"Miastrilek","rarity":"uncommon","strike_damage_average":[15,29],"attack_bonus":[24,24],"constitution":3,"immunity":["acid","disease","poison"],"creature_family":"Demon","will_save":22,"speed":{"fly":40,"max":40,"land":40},"wisdom":5,"weakness":{"holy":10,"cold_iron":10},"creature_ability":["Clarity Vulnerability","Change Shape","Spew Pollution","Tremortoxin"],"primary_source_group":"Spore War","skill":["Acrobatics","Athletics","Crafting","Deception","Society","Stealth","Thievery"],"legacy_id":["creature-601"],"tradition":["Divine"],"summary":"When in their true form, miastrileks have a spider-like appearance. However, they prefer humanoid forms when interacting with mortals, posing as rich …","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3785","dexterity":7,"category":"creature","slug":"creature-3785"},{"primary_source_category":"Adventure Paths","strength":8,"hp":245,"language":["Chthonian","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Pathfinder #211: The Secret of Deathstalk Tower"],"type":"Creature","charisma":4,"perception":27,"trait":["Fiend","Qlippoth","Rare","Unholy","Large"],"id":"creature-3786","text":" Mugrisant (Mutation Qlippoth) Mugrisants are manifestations of the Outer Rifts' capacity for destructive transformation. This qlippoth's cycle of never-ending transformation gives them an insatiable appetite. While a mugrisant can derive nourishment from any flesh, they need not eat to survive, and favor prey that are strong enough to put up a bit of a fight before being devoured, almost turning their bodies inside out to gulp down creatures nearly as large as they are. Recall Knowledge - Fiend (Religion): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Mugrisant Source Pathfinder #211: The Secret of Deathstalk Tower pg. 89 Perception +27; greater darkvision, scent (imprecise) 30 feet Languages Chthonian; telepathy 100 feet Skills Acrobatics +27, Athletics +30, Intimidation +27, Occultism +25, Religion +27 Str +8 Dex +6 Con +6 Int +2 Wis +4 Cha +4 --- AC 37 Fort +29 Ref +25 Will +23 HP 245 Immunities controlled, fear Resistances mental 15, physical 15 (except cold iron) Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 33 --- Speed 40 feet, fly 40 feet Melee Single Action jaws +30 (Magical, Unholy), Damage 3d8+15 piercing plus 2d6 acid and Improved Grab Melee Single Action wing +30 (Agile, Magical, reach 10 feet, Unholy), Damage 3d8+15 slashing Ranged Single Action tooth +28 (Concussive, Magical, range increment 60 feet, Unholy), Damage 3d10+14 piercing plus imbed tooth Occult Innate Spells DC 36 - 5th Translocate (×3) - 7th Warp Mind - 8th Duplicate Foe - Constant (8th) Truesight Imbed Tooth On a critical hit, a mugrisant's fired tooth embeds itself and begins to burrow, inflicting 3d6 persistent piercing damage for the next 3 rounds. Swallow Whole Single Action (Attack) Large, 3d6+14 bludgeoning plus 2d6 acid, Rupture 25 Teratomatous Display Two Actions (Concentrate, Emotion, Fear, Mental, Occult, Visual) The mugrisant opens their central maw to display a roiling mass of teratomas. The bodies of those who view this revolting sight change of their own accord, sprouting teratomas of their own. Creatures in a 30-foot emanation must attempt a DC 36 Will save, after which they are temporarily immune to further Teratomatous Displays for 1 minute. Tumors created from this ability vanish when the creature isn't sickened. Critical Success The creature is unaffected. Success The creature takes 3d6 piercing damage and is sickened 1. Failure The creature takes 6d6 piercing damage, is sickened 2, and is drained 1. Critical Failure The creature takes 12d6 piercing damage, is sickened 2, and is drained 2. Constant, Horrific Change A mugrisant's body is always consuming itself and generating new organs. While a few of these new body parts appear in functional locations, the rest are drawn toward the mugrisant's central growth sac, a composite organ that lies within their largest maw and is used to warp the bodies of those exposed to it. A rare few who are consumed by a mugrisant don't actually die, but are instead transformed body, mind, and soul into a new qlippoth. ","skill_mod":{"athletics":30,"intimidation":27,"occultism":25,"acrobatics":27,"religion":27},"primary_source":"Pathfinder #211: The Secret of Deathstalk Tower","spell":["Duplicate Foe","Warp Mind","Translocate","Truesight"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Adventure Paths"],"sense":" greater darkvision , scent ( imprecise ) 30 feet","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"mental":15,"physical":15},"intelligence":2,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":29,"source_group":["Spore War"],"size":["Large"],"spoilers":"Spore War","name":"Mugrisant","rarity":"rare","strike_damage_average":[28,30,35],"attack_bonus":[28,30,30],"constitution":6,"immunity":["controlled","fear"],"creature_family":"Qlippoth","will_save":23,"speed":{"fly":40,"max":40,"land":40},"wisdom":4,"weakness":{},"creature_ability":["Frightful Presence","Imbed Tooth","Swallow Whole","Teratomatous Display"],"primary_source_group":"Spore War","skill":["Acrobatics","Athletics","Intimidation","Occultism","Religion"],"tradition":["Occult"],"summary":"Mugrisants are manifestations of the Outer Rifts' capacity for destructive transformation. This qlippoth's cycle of never-ending transformation …","trait_group":["Creature Type","Monster","Rarity","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3786","dexterity":6,"category":"creature","slug":"creature-3786"},{"attack_bonus":[28,28],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":300,"language":["Chthonian","Common","Elven","Fey","(cannot speak); spore telepathy"],"immunity":["blind","controlled","disease","paralyzed","unconscious"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Creature","will_save":28,"charisma":4,"speed":{"fly":30,"max":30,"land":20},"perception":28,"wisdom":8,"weakness":{"holy":15,"slashing":15,"fire":15},"creature_ability":["Spore Telepathy","One Mind","Crowded Veil Spores","Spore Trail"],"primary_source_group":"Spore War","skill":["Athletics","Nature","Occultism"],"trait":["Fiend","Fungus","Rare","Unholy","Medium"],"id":"creature-3787","text":" Crowded Veil Only one crowded veil exists, but it does so as separate entities in many different bodies. As each “individual” member shares a core extraplanar essence with the others, communication between them moves without regard to planar boundaries or the limitations of distance, allowing for swift transmission of information throughout Tanglebriar and beyond. Recall Knowledge - Fiend (Religion): DC 37 Recall Knowledge - Fungus (Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Crowded Veil Source Pathfinder #212: A Voice in the Blight pg. 80 Perception +28; darkvision, tremorsense (precise) 120 feet Languages Chthonian, Common, Elven, Fey; (cannot speak); spore telepathy Skills Athletics +26, Nature +28, Occultism +25 Str +6 Dex +5 Con +5 Int +5 Wis +8 Cha +4 Spore Telepathy (aura, mental) 60 feet. A crowded veil communicates telepathically via spores. It can communicate telepathically with any creatures who are within its aura. --- AC 33 Fort +25 Ref +22 Will +28 HP 300 (one mind) Immunities blind, controlled, disease, paralyzed, unconscious Resistances mental 15 Weaknesses fire 15, holy 15, slashing 15 One Mind A crowded veil is an individual creature that shares one mind with all other crowded veils. What one crowded veil experiences, all experience. If a crowded veil gains any conditions, all other crowded veils know this; they also know the direction to every other crowded veil and the distances between them. A crowded veil can communicate instantly and telepathically with any other crowded veil on the same planet. To crowded veils located on other planets, messages can take up to an hour or more to transmit. A message to a crowded veil on another plane takes 24 hours to transmit. A crowded veil is immune to mental effects that target only a specific number of creatures. If a mental effect targets all creatures in an area, only the crowded veils in that area are affected, although all other crowded veils sense all damage or conditions endured by those crowded veils. --- Speed 20 feet; fly 30 feet Melee Single Action tentacle +28 (Agile), Damage 3d8+14 bludgeoning Ranged Single Action spore pod +28 (Brutal, Propulsive, range 30 feet), Damage 3d6+11 bludgeoning plus crowded veil spores Primal Innate Spells DC 31 - Constant (7th) Truesight Crowded Veil Spores (Poison) Saving Throw DC 34; Maximum Duration 6 rounds; Stage 1 stupefied 1 (1 round); Stage 2 4d8 poison damage and stupefied 2 (1 round); Stage 3 4d8 poison damage and stupefied 3 (1 round); Stage 4 4d8 poison damage and unconscious (1 round) Spore Trail Single Action (Manipulate) A crowded veil shudders, releasing toxic spores. Until the end of their turn, when the clouded veil moves, all spaces they leave are filled with spores. These spore trails persist until the start of the clouded veil's next turn, and can be dispersed immediately by wind in the area. The first time in a round when a creature enters this spore trail, that creature is exposed to crowded veil spores. The Many Are One A colony of crowded veil hosts appears unlinked to a casual observer. As intelligent, moving fungi, they can stray far from their clonal siblings, yet cannot move beyond regions that support their growth. On Golarion, this limits the crowded veil to Tanglebriar alone. ","tradition":["Primal"],"skill_mod":{"nature":28,"athletics":26,"occultism":25},"summary":"Only one crowded veil exists, but it does so as separate entities in many different bodies. As each “individual” member shares a core extraplanar …","primary_source":"Pathfinder #212: A Voice in the Blight","spell":["Truesight"],"trait_group":["Creature Type","Rarity","Mechanics"],"ac":33,"level":14,"spell_dc":[31],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense ( precise ) 120 feet","weakest_save":["ref","reflex"],"resistance":{"mental":15},"url":"/Monsters.aspx?ID=3787","intelligence":5,"reflex_save":22,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":25,"source_group":["Spore War"],"size":["Medium"],"spoilers":"Spore War","name":"Crowded Veil","category":"creature","rarity":"rare","strike_damage_average":[21,27],"slug":"creature-3787"},{"legacy_name":["Vavakia"],"primary_source_category":"Adventure Paths","strength":10,"hp":400,"language":["Chthonian","Common","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Creature","charisma":6,"perception":33,"trait":["Demon","Fiend","Rare","Unholy","Large"],"id":"creature-3788","text":" Imvath (Apocalypse Demon) Some demons embody subtle methods in their pursuit of tempting mortals to fall into sin so that their souls will be damned to the Outer Rifts. Others embrace brutality and devastation and seek instead to ruin mortal lives and accomplishments. The imvath is both, for their whispers encourage mortals to seek not only their own destruction, but also the destruction of their worlds, so the imvath can enjoy the spectacle of extinction. Thankfully rare, imvaths arise from the souls of mortals whose acts came close to, or actually ended, worlds. An imvath appears as an androgynous, towering, pale humanoid with four red eyes, an oversized mouth filled with fangs, and dozens of blood-red spurs. One arm is muscular, while the other is gaunt. Its legs end in burning hooves, while a lion's tail and bat wings complete its frame. Recall Knowledge - Fiend (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Imvath Source Pathfinder #212: A Voice in the Blight pg. 81 Perception +33; darkvision, truesight Languages Chthonian, Common, Empyrean; telepathy 100 feet, truespeech Skills Acrobatics +31, Arcana +33, Athletics +37, Deception +35, Diplomacy +33, Intimidation +35, Religion +35, Society +32, Stealth +33 Str +10 Dex +6 Con +6 Int +5 Wis +8 Cha +6 --- AC 43 Fort +33 Ref +31 Will +35 +1 to all saves vs. magic HP 400 Weaknesses cold iron 15, holy 15 Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 38. Restoration Vulnerability The first time each round that a creature avoids death via an effect like breath of life or spends all their Hero Points to avoid death (but not if a dead creature is restored to life), or the first time each round a broken object is repaired to full Hit Points (such as via a mending or remake spell) within 120 feet of the imvath, the demon takes 6d6 mental damage. Reactive Strike Reaction Fist or claw only. --- Speed 30 feet, fly 30 feet Melee Single Action jaws +37 (Magical, Unholy), Damage 4d8+18 piercing plus 2d6 spirit and doom soul Melee Single Action fist +37 (Magical, reach 10 feet, Unholy), Damage 4d10+18 bludgeoning plus Improved Knockdown Melee Single Action claw +37 (Agile, Magical, reach 10 feet, Unholy), Damage 4d4+18 slashing plus 2d6 persistent bleed Divine Innate Spells DC 41, attack +33 - Cantrips (9th) Divine Lance - 4th Translocate (at will) - 5th Humanoid Form, Translocate - 8th Charm, Divine Decree, Suggestion - 9th Nightmare (at will), Phantasmagoria, Phantasmal Calamity (×3) - 10th Cataclysm - Constant (9th) Truespeech, Truesight Rituals DC 41 - 1st Demonic Pact - 3rd Geas - 8th Control Weather Doom Soul (Divine) An imvath's fangs rip and tear souls as easily as they do flesh and bone. The first time in a round that a creature takes any spirit damage from an imvath's bite, it must succeed at a DC 41 Will save or its doomed condition value increases by 1. Lasting Form When an imvath casts humanoid form , the spell's duration lasts until their next daily preparations. Imvath Goals Whether as generals among demonic armies or as assassins and saboteurs of nations, imvaths know that a world's destruction requires time and dedication. When not actively enjoying planetary devastation, they lend their talents at ruination to those whose work can set a world on just such a path to doom. ","skill_mod":{"society":32,"diplomacy":33,"deception":35,"stealth":33,"arcana":33,"athletics":37,"intimidation":35,"acrobatics":31,"religion":35},"primary_source":"Pathfinder #212: A Voice in the Blight","spell":["Cataclysm","Nightmare","Phantasmagoria","Phantasmal Calamity","Charm","Divine Decree","Suggestion","Humanoid Form","Translocate","Divine Lance","Truespeech","Truesight"],"ac":43,"level":19,"spell_dc":[41],"source_category":["Adventure Paths"],"sense":" darkvision , truesight ","resistance":{},"intelligence":5,"reflex_save":31,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":33,"source_group":["Spore War"],"size":["Large"],"spoilers":"Spore War","name":"Imvath","rarity":"rare","strike_damage_average":[35,40,43],"attack_bonus":[37,37,37],"constitution":6,"creature_family":"Demon","spell_attack_bonus":[33],"will_save":35,"speed":{"fly":30,"max":30,"land":30},"wisdom":8,"weakness":{"holy":15,"cold_iron":15},"creature_ability":["Frightful Presence","Restoration Vulnerability","Reactive Strike","Doom Soul","Lasting Form"],"primary_source_group":"Spore War","skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"legacy_id":["creature-976"],"tradition":["Divine"],"summary":"Some demons embody subtle methods in their pursuit of tempting mortals to fall into sin so that their souls will be damned to the Outer Rifts . …","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3788","dexterity":6,"category":"creature","slug":"creature-3788"},{"legacy_name":["Marilith"],"primary_source_category":"Adventure Paths","strength":7,"hp":410,"language":["Chthonian","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Creature","charisma":9,"perception":32,"trait":["Demon","Fiend","Uncommon","Unholy","Medium"],"id":"creature-3789","text":" Vansidieth (Pride Demon) Vansidieths rise from the souls of politicians or generals whose pride resulted in great social suffering and tragedy. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Vansidieth Source Pathfinder #212: A Voice in the Blight pg. 82 Perception +32; darkvision, truesight Languages Chthonian, Draconic, Empyrean; telepathy 100 feet Skills Athletics +33, Deception +35, Intimidation +35, Religion +30, Warfare Lore +31 Str +7 Dex +5 Con +6 Int +5 Wis +6 Cha +9 Items +2 greater striking greater flaming bastard sword , +2 greater resilient breastplate --- AC 41 Fort +31 Ref +29 Will +32 HP 410 Weaknesses cold iron 15, holy 15 Failure Vulnerability If the vansidieth uses a damaging spell or makes a Strike on their turn but doesn't deal any damage that turn, they take 4d6+6 mental damage at the end of their turn and their imperious gaze aura deactivates until the end of their next turn. Imperious Gaze (aura, divine, emotion, mental, visual) 30 feet. A non-demon creature that ends their turn in the aura must attempt a DC 37 Will save. If it fails, the demon's dismissive glance incurs overwhelming feelings of inferiority, causing the creature to become slowed 1 for 1 round as it doubts itself and hesitates. Reactive Strike Reaction --- Speed 35 feet, fly 35 feet Melee Single Action bastard sword +35 (Magical, Unholy), Damage 3d8+15 slashing plus 1d6 fire Melee Single Action jaws +33 (Magical, Unholy), Damage 3d10+15 piercing plus 2d6 spirit Melee Single Action claw +33 (Agile, Magical, Unholy), Damage 3d10+15 slashing Divine Innate Spells DC 40, attack +32 - Cantrips (9th) Daze, Shield, Telekinetic Projectile - 5th Translocate, Translocate (at will) - 7th Illusory Disguise, Regenerate - 8th Divine Decree, Heal (×3), Spiritual Armament - 9th Dominate, Overwhelming Presence - Constant (9th) Truesight Rituals DC 40 - 1st Demonic Pact Battle Roar Single Action (Auditory, Concentrate, Emotion, Fear, Mental) Frequency once per minute; Effect The vansidieth attempts to Demoralize all foes within 30 feet (rolling one attempt against all enemies' Will DCs). If the vansidieth critically succeeds against at least one enemy, the demon becomes quickened for 1 round on their next turn and can use the extra action each round to Demoralize or Feint. Leader of the Pack Single Action (Auditory, Divine) Frequency once per round; Effect The vansidieth orders allied creatures within 15 feet that are level 17 or lower to Step, Stride, or Strike; affected creatures can take the commanded action immediately as a free action. Demonic Generals While some consider demons to be bickering monsters known more for infighting than uniting in a single army, the story of the Worldwound teaches an important lesson. A powerful demon can organize demonic hordes into an incredibly destructive war machine, and vansidieths often lead those armies as generals, coaxing cooperation from the fiendish rabble. ","skill_mod":{"deception":35,"athletics":33,"intimidation":35,"religion":30},"primary_source":"Pathfinder #212: A Voice in the Blight","spell":["Dominate","Overwhelming Presence","Divine Decree","Heal","Spiritual Armament","Illusory Disguise","Regenerate","Translocate","Daze","Shield","Telekinetic Projectile","Truesight"],"ac":41,"item":["+2 greater striking greater flaming bastard sword","+2 greater resilient breastplate"],"level":18,"spell_dc":[40],"source_category":["Adventure Paths"],"sense":" darkvision , truesight ","resistance":{},"intelligence":5,"reflex_save":29,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":31,"source_group":["Spore War"],"size":["Medium"],"spoilers":"Spore War","name":"Vansidieth","rarity":"uncommon","strike_damage_average":[31,32,38],"attack_bonus":[33,33,35],"constitution":6,"creature_family":"Demon","spell_attack_bonus":[32],"will_save":32,"speed":{"fly":35,"max":35,"land":35},"wisdom":6,"weakness":{"holy":15,"cold_iron":15},"creature_ability":["Failure Vulnerability","Imperious Gaze","Reactive Strike","Battle Roar","Leader of the Pack"],"primary_source_group":"Spore War","skill":["Athletics","Deception","Intimidation","Religion","Warfare Lore"],"legacy_id":["creature-103"],"tradition":["Divine"],"summary":"Vansidieths rise from the souls of politicians or generals whose pride resulted in great social suffering and tragedy.","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3789","dexterity":5,"category":"creature","slug":"creature-3789"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":225,"language":["Aklo","Necril","Shadowtongue"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Creature","charisma":9,"perception":30,"trait":["Incorporeal","Rare","Unholy","Void","Medium","Negative"],"id":"creature-3790","text":" Devasance Devasances are typically felt before they're seen, as they constantly sap vitality from creatures around them. On the Void, a devasance's aura can be easily confused for a pocket of particularly potent planar energy, especially as they meld into the darkness around them. Legless and incorporeal with glowing red eyes, these vaguely humanoid creatures are commonly confused for shadows, wraiths, or other forms of incorporeal undead. Unspecific Lore : DC 38 Specific Lore : DC 35 Devasance Source Pathfinder #212: A Voice in the Blight pg. 83 Perception +30; greater darkvision, lifesense 60 feet Languages Aklo, Necril, Shadowtongue Skills Acrobatics +31, Intimidation +33, Stealth +30 Str -5 Dex +6 Con +0 Int +5 Wis +6 Cha +9 --- AC 38 Fort +25 Ref +30 Will +28 HP 225 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all 15 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Weaknesses vitality 15 Aura of Malaise (aura, void) 30 feet. A living creature that starts its turn in the devasance's aura must succeed at a DC 34 Will save or become slowed 1 (or slowed 2 on a critical failure). Void Shadow While on a plane with the void trait or in the area of an effect with the void trait, the devasance's form disappears. It is naturally invisible in this area, but becomes visible for 1 minute after it takes vitality damage. Drink Life Reaction Trigger A living creature takes void damage from the devasance; Effect The devasance gains 25 temporary HP for 1 minute and becomes quickened until the end of its next turn. It can use the extra action to Strike or Fly. --- Speed fly 30 feet Melee Single Action void hand +30 (Agile, Finesse, Magical), Damage 3d6+8 void plus 2d6 spirit and living death Occult Innate Spells DC 37, attack +29 - Cantrips (8th) Telekinetic Projectile, Void Warp - 6th Vision of Death - 7th Paralyze, Warp Mind - 8th Spirit Blast Living Death (Curse, Occult) A creature hit by the devasance's void hand strike must attempt a DC 37 Fortitude save. Critical Success The target is unaffected. Success The target takes on the appearance of a rotted or nearly skeletal undead version of itself and becomes drained 1 for 1 round. If the target assumes another shape through a polymorph effect, it continues to look undead in its new shape. This change in appearance persists for 10 minutes. Failure As success, but with an unlimited duration. Healing effects on the target restore only half the Hit Points they normally would. Critical Failure As failure, but drained 2. If a living creature dies while under the effects of this curse, their soul is transformed into a devasance upon death. The creature cannot be restored to life, nor can its soul move on to the afterlife, until it is slain again as a devasance. Void Ray Two Actions (Occult, Void) The devasance emits a ray of void energy from its chest in a 60-foot line. Living creatures in this area take 7d6 void damage (DC 37 basic Fortitude save, plus enfeebled 1 on a failure, or enfeebled 2 on a critical failure; the condition has an unlimited duration in either case). Summoned to the Netherworld Devasances can be found in the Netherworld, where they are sometimes summoned to serve. Their ability to sap light makes them powerful allies between the planes. However, the Netherworld is not always prepared to control their void essence, and devasances rarely understand the concept of planar diplomacy. ","skill_mod":{"stealth":30,"intimidation":33,"acrobatics":31},"primary_source":"Pathfinder #212: A Voice in the Blight","spell":["Spirit Blast","Paralyze","Warp Mind","Vision of Death","Telekinetic Projectile","Void Warp"],"ac":38,"level":16,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" greater darkvision , lifesense 60 feet","resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"electricity":15,"bleed":15,"orichalcum":15,"silver":15,"evil":15,"splash":15},"intelligence":5,"reflex_save":30,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":25,"source_group":["Spore War"],"size":["Medium"],"spoilers":"Spore War","name":"Devasance","rarity":"rare","strike_damage_average":[25],"attack_bonus":[30],"constitution":0,"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[29],"will_save":28,"speed":{"fly":30,"max":30},"wisdom":6,"weakness":{"vitality":15},"creature_ability":["Aura of Malaise","Void Shadow","Drink Life","Living Death","Void Ray"],"primary_source_group":"Spore War","skill":["Acrobatics","Intimidation","Stealth"],"tradition":["Occult"],"summary":"Devasances are typically felt before they're seen, as they constantly sap vitality from creatures around them. On the Void , a devasance's aura can …","trait_group":["Monster","Rarity","Mechanics","Energy","Planar","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3790","dexterity":6,"category":"creature","slug":"creature-3790"},{"attack_bonus":[32,33],"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":390,"language":["Chthonian","Muan","<%UMR%79%%>telepathy<%END> 100 feet"],"immunity":["paralyzed","poison","sleep"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Creature","creature_family":"Cliftwood Fiend","will_save":26,"charisma":4,"speed":{"fly":40,"max":40,"land":25,"burrow":10},"perception":29,"wisdom":6,"weakness":{"holy":15,"fire":15},"creature_ability":["Burst Cyst","Pulp Quintessence","Pulp Soul","Pulper Venom","Wood Cyst"],"primary_source_group":"Spore War","skill":["Acrobatics","Athletics","Deception","Stealth"],"trait":["Demon","Elemental","Fiend","Rare","Unholy","Wood","Medium"],"id":"creature-3791","text":" Rift Pulper The rift pulper chews away at the planar structure of reality, eating quintessence to build their hideous hives. These bulbous structures look like partially melted wasp hives with the appearance of distorted faces, arms, and legs pressing against the walls from within. Recall Knowledge - Elemental (Arcana, Nature): DC 41 Recall Knowledge - Fiend (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Rift Pulper Source Pathfinder #212: A Voice in the Blight pg. 84 Perception +29; darkvision, tremorsense 30 feet Languages Chthonian, Muan; telepathy 100 feet Skills Acrobatics +31, Athletics +33, Deception +29, Stealth +31 Str +8 Dex +5 Con +6 Int +0 Wis +6 Cha +4 --- AC 40 Fort +32 Ref +29 Will +26 HP 390 Immunities paralyzed, poison, sleep Weaknesses axes 15, fire 15, holy 15 Burst Cyst Reaction Requirements Initiative has not yet been rolled; Trigger A Small or larger creature comes within 10 feet of a rift pulper in its cyst; Effect The rift pulper's cyst explodes, inflicting 8d6 piercing damage to all non–rift pulper creatures within 20 feet (DC 35 basic Reflex save). The rift pulper emerges from the burst cyst and Strides, Climb, or Flies once before it rolls Stealth for initiative. --- Speed 25 feet, burrow 10 feet, fly 40 feet Melee Single Action mandibles +33 (Magical), Damage 3d10+16 slashing plus 2d6 spirit plus Grab Melee Single Action stinger +32 (Agile, Magical), Damage 3d6+15 piercing plus 2d6 persistent bleed and pulper venom Pulp Quintessence Two Actions (Divine, Teleportation) The rift pulper rapidly chews on reality itself, gnawing open a short-lived rift into the liminal space between planes in any adjacent square. The rift pulper becomes quickened for 1 round, and can use the extra action to Stride, Fly, or Strike. If another creature occupies the square in which the rift pulper Pulps Quintessence, it takes 18d6 bludgeoning damage as portions of its body are stretched and distorted painfully by the tear in reality (DC 38 basic Fortitude save). The rift pulper can't Pulp Quintessence again for 1 minute. This ability is more effective in the Outer Sphere, and when used on any of these planes, the rift pulper becomes quickened for 2 rounds, the DC to resist being damaged by the rift increases to DC 40, and the rift pulper can't use Pulp Quintessence again for 1d4 rounds. Pulp Soul Single Action (Divine) The rift pulper chews on the flesh of a creature grabbed or restrained by it, pulping the quintessence that makes up their soul. The creature takes 3d10+10 spirit damage (DC 38 basic Will save). If the creature is a native to the outer sphere (such as a celestial or fiend) the damage increases to 3d12+12 spirit damage. Pulper Venom (Poison) Saving Throw DC 38 Fortitude; Maximum Duration 6 rounds; Stage 1 enfeebled 1 (1 round); Stage 2 enfeebled 2 (1 round), Stage 3 enfeebled 2 and slowed 1 (1 round) Wood Cyst The rift pulper spends 1 minute digging into a Huge or larger tree or wooden object, then forms a cyst around itself. While inside the cyst, the rift pulper can only sense its surroundings via tremorsense and is immobilized until the cyst is broken open. The cyst has AC 40, 50 HP, and shares the rift pulper's weaknesses. If the cyst is broken open by any means other than Burst Cyst, the rift pulper must succeed at a DC 40 Fortitude save or become stunned 3. While inside its cyst, the rift pulper has an automatic result of 49 on Deception checks and DCs to pass as nothing more than a large bulge on the wooden surface. ","element":["Wood"],"skill_mod":{"deception":29,"stealth":31,"athletics":33,"acrobatics":31},"summary":"The rift pulper chews away at the planar structure of reality, eating quintessence to build their hideous hives. These bulbous structures look like …","primary_source":"Pathfinder #212: A Voice in the Blight","trait_group":["Monster","Creature Type","Rarity","Mechanics","Elemental"],"ac":40,"level":17,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3791","intelligence":0,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":32,"source_group":["Spore War"],"size":["Medium"],"spoilers":"Spore War","name":"Rift Pulper","category":"creature","rarity":"rare","strike_damage_average":[32,39],"slug":"creature-3791"},{"attack_bonus":[39,39],"constitution":10,"primary_source_category":"Adventure Paths","strength":10,"hp":500,"language":["Chthonian","Muan","<%UMR%79%%>telepathy<%END> 100 feet"],"immunity":["paralyzed","poison","sleep"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Creature","creature_family":"Cliftwood Fiend","will_save":36,"charisma":6,"speed":{"max":20,"land":20},"perception":36,"wisdom":7,"weakness":{"holy":20,"fire":20},"creature_ability":["Spray Sap","Corrupting Sap"],"primary_source_group":"Spore War","skill":["Athletics","Deception","Nature","Stealth"],"trait":["Demon","Elemental","Fiend","Rare","Unholy","Wood","Gargantuan"],"id":"creature-3792","text":" Second Spawn The timber body of a second spawn cracks with each movement, as if its very frame protests its abominable mobility. Grown from arboreals native to the Plane of Wood, the greatest of the second spawn—in effect, the “First Spawn”—is Treerazer's mobile fortress, the Witchbole. Recall Knowledge - Elemental (Arcana, Nature): DC 47 Recall Knowledge - Fiend (Religion): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Second Spawn Source Pathfinder #212: A Voice in the Blight pg. 85 Perception +36; darkvision Languages Chthonian, Muan; telepathy 100 feet Skills Athletics +39, Deception +35, Nature +36, Stealth +35 Str +10 Dex +6 Con +10 Int +0 Wis +7 Cha +6 --- AC 45 Fort +39 Ref +33 Will +36 HP 500 Immunities paralyzed, poison, sleep Resistances bludgeoning 20, piercing 20 Weaknesses axes 20, fire 20, holy 20 Spray Sap Reaction Trigger The second spawn takes damage; Effect A spray of bloody sap spurts from the second spawn's wound, targeting a creature within 30 feet of the second spawn's choice. That creature takes 10d6 poison damage (DC 41 basic Fortitude save) and is exposed to corrupting sap. --- Speed 20 feet Melee Single Action branch +39 (reach 20 feet), Damage 4d12+18 bludgeoning plus Improved Knockdown Ranged Single Action spirit splinter +39 (Brutal, Propulsive, range increment 120 feet, Unholy), Damage 4d4+13 piercing plus 2d6 spirit and corrupting sap Corrupting Sap (Divine, Incapacitation, Mental) The first time in a round a creature is exposed to the second spawn's corrupting sap, the creature must attempt a DC 44 Will save. Critical Success The creature is unaffected, and is temporarily immune to corrupting sap for 1 minute. Success Intrusive fiendish thoughts and cruel urges well up in the creature's mind, causing the creature to become off-guard until the end of its next turn. Failure The creature is confused for 1 minute. Critical Failure The creature is controlled by the second spawn for 1 minute. ","element":["Wood"],"skill_mod":{"deception":35,"nature":36,"stealth":35,"athletics":39},"summary":"The timber body of a second spawn cracks with each movement, as if its very frame protests its abominable mobility. Grown from arboreals native to …","primary_source":"Pathfinder #212: A Voice in the Blight","trait_group":["Monster","Creature Type","Rarity","Mechanics","Elemental"],"ac":45,"level":21,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":20,"piercing":20},"url":"/Monsters.aspx?ID=3792","intelligence":0,"reflex_save":33,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":39,"source_group":["Spore War"],"size":["Gargantuan"],"spoilers":"Spore War","name":"Second Spawn","category":"creature","rarity":"rare","strike_damage_average":[30,44],"slug":"creature-3792"},{"constitution":10,"primary_source_category":"Adventure Paths","strength":7,"hp":360,"immunity":["bleed","death effects","disease","paralyzed","poison","precision","swarm mind","unconscious"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Creature","will_save":32,"charisma":5,"speed":{"climb":30,"max":50,"land":50,"swim":20},"perception":34,"wisdom":4,"weakness":{"area":20,"holy":20},"creature_ability":["Consumption Aura","Consume Vitality","Extract Bones","Hungry Bones","Void Beam"],"primary_source_group":"Spore War","skill":["Athletics","Stealth"],"trait":["Mindless","Rare","Swarm","Undead","Unholy","Void","Large","Negative"],"id":"creature-3793","text":" Klacktel In places where the dead are discarded in such great volumes that the remains begin to feel more like terrain than bodies, in realms where void energy flows strong and seeks any fragment of once-life to infuse, in areas so suffused with negative emotions and agony like the Amaranthine Oubliette, it comes as no surprise that the cast-off remnants of prisoners over the eons have become monsters. Over the eons, past wardens of the Oubliette have allowed some of these deadly swarms to escape into other planes for their own inscrutable reasons. Once stranded elsewhere in the Great Beyond, the pain of being cut off from the Void drives the klacktel into a relentless rampage that stops only when it is destroyed. Recall Knowledge - Undead (Religion): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Klacktel Source Pathfinder #212: A Voice in the Blight pg. 86 Perception +34; darkvision, lifesense 120 feet Languages Skills Athletics +37, Stealth +36 Str +7 Dex +6 Con +10 Int -5 Wis +4 Cha +5 --- AC 46 Fort +39 Ref +30 Will +32 HP 360 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, swarm mind, unconscious Resistances bludgeoning 10, piercing 20, slashing 20 Weaknesses area damage 20, holy 20, splash damage 20 Consumption Aura (aura, divine, void) 30 feet. The klacktel's void-infused mass draws living creatures toward it, as iron filings to a lodestone. Living creatures that begin their turn in the aura must attempt a DC 39 Fortitude save. Critical Success The target is unaffected. Success The target is pulled 5 feet toward the klacktel. Failure The target is pulled 5 feet toward the klacktel and is off-guard until the end of their turn. Critical Failure The target is pulled 10 feet toward the klacktel, is off-guard until the end of their turn, and is knocked prone. Consume Vitality Reaction (divine, void) Trigger The klacktel would take vitality damage; Effect The klacktel absorbs the vitality damage and takes no damage from the effect. It loses its void healing ability until the end of its next turn. --- Speed 50 feet, climb 30 feet, swim 20 feet Extract Bones Single Action Requirements A Small or larger dead body is in the klacktel's space; Effect The klacktel destroys the corpse and adds its bones to its body, gaining 50 temporary HP for 1 hour and becoming quickened for 1 round. It can use the extra action to Stride. Hungry Bones Single Action Each enemy in the klacktel's space takes 4d8 bludgeoning damage and 4d8 void damage with a DC 42 basic Reflex save. Void Beam Two Actions The klacktel fires a beam of void energy in a 120- foot line. All creatures in the area take 16d8 void damage (DC 42 basic Fortitude save). Cursed Treasure As a klacktel rolls over anything that comes within its path, rubble and discarded items inevitably become swept up into its mass, adding to the tangle of bones. When a klacktel is slain, the bones quickly rot away into foul-smelling tar, but those items still remaining in its mass that haven't been ground to powder clatter to the ground. Magical items that have lingered overlong within a klacktel can become corrupted and cursed. ","skill_mod":{"stealth":36,"athletics":37},"summary":"In places where the dead are discarded in such great volumes that the remains begin to feel more like terrain than bodies, in realms where void …","primary_source":"Pathfinder #212: A Voice in the Blight","trait_group":["Monster","Rarity","Creature Type","Mechanics","Energy","Planar"],"ac":46,"level":20,"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 120 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":20,"slashing":20},"url":"/Monsters.aspx?ID=3793","intelligence":-5,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":39,"source_group":["Spore War"],"size":["Large"],"spoilers":"Spore War","name":"Klacktel","category":"creature","rarity":"rare","slug":"creature-3793"},{"primary_source_category":"Adventure Paths","strength":10,"hp":355,"language":["Chthonian"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Creature","charisma":5,"perception":34,"trait":["Beast","Fiend","Rare","Medium"],"id":"creature-3794","text":" Riftweasel Riftweasels have long, thin tendrils along their snouts that function like whiskers in sensing movement; these grant riftweasels the precise tremorsense to pinpoint delicious grubs and other scavengers while they hide inside of larger corpses. Recall Knowledge - Beast (Arcana, Nature): DC 44 Recall Knowledge - Fiend (Religion): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Riftweasel Source Pathfinder #212: A Voice in the Blight pg. 87 Perception +34; darkvision, scent (precise) 120 feet, tremorsense (precise) 60 feet Languages Chthonian Skills Acrobatics +34, Athletics +37, Intimidation +34, Nature +34, Stealth +36 Str +10 Dex +7 Con +5 Int +3 Wis +7 Cha +5 --- AC 44 Fort +30 Ref +34 Will +32 HP 355 Immunities disease, poison Lithe A riftweasel can fit through tight spaces as if it were a Tiny creature. When Squeezing, it moves at its full speed. Tenacious Grip Reaction Trigger A creature Escapes from the riftweasel's grapple; Effect The riftweasel twists its body to maintain its grasp, and attempts to Grapple the target before they can actually escape. It takes a –5 circumstance penalty to this attempt. --- Speed 30 feet, burrow 20 feet, fly 30 feet Melee Single Action jaws +35, Damage 4d10+15 piercing plus 2d6 persistent bleed and Improved Grab Occult Innate Spells DC 38, attack +30 - Cantrips (9th) Daze - 8th Synaptic Pulse, Talking Corpse, Vision of Death - 9th Paralyze - Constant (9th) Fly Burst from the Dead Single Action (Emotion, Fear, Mental, Move) Requirements The riftweasel is inside of a carcass; Effect The riftweasel emerges in a gory burst from the carcass, appearing in any space adjacent to the remains. As it bursts out, it shrieks and splatters decay all about it; the riftweasel attempts to Demoralize an observed creature. The riftweasel doesn't take any penalty to this check for not speaking during the attempt, and if it critically succeeds, the target is also sickened 1 by fragments of gore and putrescence splattered onto it by the unsettling display. Carrion Eater Single Action (Manipulate) The riftweasel consumes flesh from an adjacent dead creature and regains 10d6 Hit Points. It can regain Hit Points from any given corpse only once. Hide in Carcass Single Action The riftweasel Burrows into the carcass of a Large or larger adjacent creature, then Hides. As long as it remains inside a carcass, it can sense the surrounding area via tremorsense, and gains greater cover. A riftweasel doesn't need to hold its breath while burrowed into a carcass. Snap Neck Single Action (Incapacitation, Manipulate) The riftweasel wrenches at the head of a Medium or smaller creature it has grabbed or restrained; the creature must attempt a DC 41 Fortitude save. Critical Success The creature is unaffected. Success The creature takes 2d10 bludgeoning damage. Failure The creature takes 4d10 bludgeoning damage and is paralyzed for 1 minute. Critical Failure The creature takes 8d10 bludgeoning damage and is permanently paralyzed. Sadistic Scavengers As a scavenger, the riftweasel is rather intelligent, though it also finds great delight in tormenting creatures. It won't hesitate to arrange victims in unpleasant tableaus, and particularly enjoys feeding on paralyzed creatures, eating parts of the body that won't quickly kill. Once a victim dies, they enjoy using talking corpse to mock and interrogate their meals as they finish them. Those subjected to a vision of death by a rift weasel typically see themselves eaten and mocked after death by the cruel creature. ","skill_mod":{"nature":34,"stealth":36,"athletics":37,"intimidation":34,"acrobatics":34},"primary_source":"Pathfinder #212: A Voice in the Blight","spell":["Paralyze","Synaptic Pulse","Talking Corpse","Vision of Death","Daze","Fly"],"ac":44,"level":19,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision , scent ( precise ) 120 feet, tremorsense ( precise ) 60 feet","resistance":{},"intelligence":3,"reflex_save":34,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":30,"source_group":["Spore War"],"size":["Medium"],"spoilers":"Spore War","name":"Riftweasel","rarity":"rare","strike_damage_average":[44],"attack_bonus":[35],"constitution":5,"immunity":["disease","poison"],"spell_attack_bonus":[30],"will_save":32,"speed":{"fly":30,"max":30,"land":30,"burrow":20},"wisdom":7,"weakness":{},"creature_ability":["Lithe","Tenacious Grip","Burst from the Dead","Carrion Eater","Hide in Carcass","Snap Neck"],"primary_source_group":"Spore War","skill":["Acrobatics","Athletics","Intimidation","Nature","Stealth"],"tradition":["Occult"],"summary":"Riftweasels have long, thin tendrils along their snouts that function like whiskers in sensing movement; these grant riftweasels the precise …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3794","dexterity":7,"category":"creature","slug":"creature-3794"},{"attack_bonus":[32,32],"constitution":9,"primary_source_category":"Adventure Paths","strength":-5,"hp":400,"language":["Chthonian","spore telepathy 100 feet"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Creature","will_save":27,"charisma":9,"speed":{"fly":40,"max":40,"land":25},"perception":31,"wisdom":5,"weakness":{"slashing":15,"fire":15},"creature_ability":["Spore Telepathy","Frightful Presence","Filament Body","Sporecloud","Assume Shape","Grayshroud"],"primary_source_group":"Spore War","skill":["Acrobatics","Deception","Intimidation","Stealth"],"trait":["Fungus","Rare","Medium"],"id":"creature-3795","text":" Shroud Moss Shroud mosses are often confused for ghosts, as they appear as a shimmering, insubstantial imprint of a deceased creature. In truth, nothing of the deceased remains within a shroud moss. Rather, what appears to be a ghost is an image created by clouds of shimmering spores surrounding the wispy tendrils of the moss itself. When not disguised by a stolen shape, a shroud moss appears as a mass of gray-green tendrils of moss capable of shifting its shape into the basic framework of a creature, looking not unlike a free-standing humanoid nervous system with a mass of tangles where a brain would be. Recall Knowledge - Fungus (Nature): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Shroud Moss Source Pathfinder #212: A Voice in the Blight pg. 88 Perception +31; darkvision Languages Chthonian; spore telepathy 100 feet Skills Acrobatics +32, Deception +35, Intimidation +35, Stealth +32 Str -5 Dex +6 Con +9 Int +5 Wis +5 Cha +9 Spore Telepathy A shroud moss can communicate via telepathy with any creature within its sporecloud aura, doing so in that creature's native language. --- AC 42 Fort +36 Ref +30 Will +27 HP 400 Resistances bludgeoning 15, piercing 20 Weaknesses fire 15, slashing 15 Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 37; Requirements Assume Shape is active. Filament Body A shroud moss's body is physical, but much lighter and flexible than normal. They can move through openings down to 1 inch in diameter with ease and are treated as Tiny creatures for all effects affected by a creature's size. A shroud moss adjusts its saving throws against wind-based effects down by one degree of success. Sporecloud (aura, primal) 60 feet. The shroud moss constantly exudes a transparent cloud of spores; creatures in the aura can communicate with the shroud moss via telepathy. A creature that ends its turn in the aura is exposed to grayshroud. The sporecloud's range is reduced to 5 feet until the end of the shroud moss's next turn whenever the shroud moss is exposed to winds stronger than a gentle breeze. --- Speed 25 feet, fly 40 feet Melee Single Action tendril +32 (Agile), Damage 3d8+8 slashing plus 1d6 poison Ranged Single Action spore pod +32 (range increment 60 feet), Damage 6d8 poison plus grayshroud Assume Shape Single Action (Concentrate, Illusion, Primal) The shroud moss assumes the ghostly (and often unsettlingly distorted) shape of the creature from whose physical remains it grew from, or from a creature it damaged this round, for 1 minute. While in this form, the shroud moss's frightful presence aura is active, and its tendril attacks inflict an additional 3d6 mental damage as feelings of betrayal and imminent death wrack the target's mind. This increases to 5d6 mental damage if the shroud moss attacks the creature it stole this shape from. Grayshroud (Disease) Saving Throw DC 40 Fortitude; Stage 1 fatigued (1 day); Stage 2 drained 1 and fatigued (1 day); Stage 3 drained 2 and fatigued (1 day); Stage 4 drained 3, fatigued, and can't speak (1 day); Stage 5 death Grayshroud Sufferers Those who become infected with grayshroud may at first assume they're just suffering from overexertion or lack of sleep, but once they become drained by the disease, their flesh turns increasingly gray and is riddled with flaky sheets as their skin takes on the appearance of peeling bark. Those who die from grayshroud move on to the afterlife as normal, but their remains spawn a new shroud moss who adds their form to its stolen shapes. ","skill_mod":{"deception":35,"stealth":32,"intimidation":35,"acrobatics":32},"summary":"Shroud mosses are often confused for ghosts , as they appear as a shimmering, insubstantial imprint of a deceased creature. In truth, nothing of the …","primary_source":"Pathfinder #212: A Voice in the Blight","trait_group":["Creature Type","Rarity"],"ac":42,"level":18,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":20},"url":"/Monsters.aspx?ID=3795","intelligence":5,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":36,"source_group":["Spore War"],"size":["Medium"],"spoilers":"Spore War","name":"Shroud Moss","category":"creature","rarity":"rare","strike_damage_average":[25,27],"slug":"creature-3795"},{"primary_source_category":"Adventure Paths","strength":11,"hp":540,"language":["Chthonian"],"source":["Pathfinder #212: A Voice in the Blight"],"type":"Creature","charisma":6,"perception":40,"trait":["Fiend","Fungus","Rare","Unholy","Gargantuan"],"id":"creature-3796","text":" Spawn Of Jeharlu Spawns of Jeharlu typically drift in the skies above the realm of Jeharlu, content to enjoy blasphemous and horrific dreams and fancies while they watch the fungal world below for intruders. It isn't that far off the mark to equate a spawn of Jeharlu to a white blood cell, except in this case the body they defend is Jeharlu. Encountered beyond this realm, a spawn's role reverses—now they play the part of infective agents, seeking to spread corruption through soil, vegetation, and fleshy life wherever they go. Recall Knowledge - Fiend (Religion): DC 49 Recall Knowledge - Fungus (Nature): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Spawn Of Jeharlu Source Pathfinder #212: A Voice in the Blight pg. 89 Perception +40; greater darkvision, scent purity (precise) 120 feet, truesight Languages Chthonian Skills Acrobatics +36, Athletics +43, Nature +40, Religion +42 Str +11 Dex +6 Con +8 Int +4 Wis +10 Cha +6 Scent Purity A spawn of Jeharlu can detect holy creatures with scent as a precise sense to 120 feet. --- AC 46 all-around vision Fort +34 Ref +38 Will +40 HP 540 Immunities disease, paralyzed, poison Weaknesses cold iron 20, holy 20 Hallucinatory Spores (aura, divine, emotion, mental) 60 feet. The spawn is surrounded by spores that manipulate the thoughts of those exposed. When a creature ends its turn in the aura and isn't holding its breath, it must attempt a DC 42 Will save. If it fails, it becomes confused until the end of its next turn (or for 1 minute on a critical failure). Grasping Strands Reaction Trigger A creature within 60 feet of the spawn of Jeharlu uses a move action or leaves a square during a move action it's using; Effect A flurry of tendrils whips out, allowing the spawn of Jeharlu to attempt an Athletics check to Grapple the triggering creature. The spawn can Pull the creature if it remains grappled on its next turn. --- Speed 20 feet, fly 40 feet Melee Single Action tentacle +39 (Forceful, Magical, reach 20 feet, Unholy, versatile P), Damage 4d12+19 bludgeoning plus Improved Grab Primal Innate Spells DC 42, attack +34 - Cantrips (9th) Caustic Blast, Tangle Vine - 4th Translocate (at will) - 5th Translocate - 8th Regenerate, Teleport (at will) - 9th Execute, Toxic Cloud (×3) - 10th Massacre - Constant (10th) Truesight Soul Single Action (Death, Divine) The spawn extends feeding stalks to drain the spirit and life from an adjacent restrained or helpless creature. The target takes 10d6 spirit damage and must attempt a DC 45 Will save. If the damage from Drain Soul reduces a creature to 0 Hit Points, that creature dies instantly. Critical Success The target takes no damage. Success The target takes half damage and becomes drained 1. Failure The target takes full damage and is drained 2. If it was already drained, its drained condition value increases by 1 to a maximum of drained 4. Critical Failure As failure, but double damage and the target becomes doomed 1. Pull Single Action 30 feet. From Jeharlu Spores Treerazer uses Jeharlu Spores as his opening gambit against Kyonin in an attempt to spread fungal blights in a sudden and explosive manner. Those same spores, left to germinate in the Outer Rifts, instead develop into spawns of Jeharlu. ","skill_mod":{"nature":40,"athletics":43,"acrobatics":36,"religion":42},"primary_source":"Pathfinder #212: A Voice in the Blight","spell":["Massacre","Execute","Toxic Cloud","Regenerate","Teleport","Translocate","Caustic Blast","Tangle Vine","Truesight"],"ac":46,"level":22,"spell_dc":[42],"source_category":["Adventure Paths"],"sense":" greater darkvision , scent purity ( precise ) 120 feet, truesight ","resistance":{},"intelligence":4,"reflex_save":38,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":34,"source_group":["Spore War"],"size":["Gargantuan"],"spoilers":"Spore War","name":"Spawn Of Jeharlu","rarity":"rare","strike_damage_average":[45],"attack_bonus":[39],"constitution":8,"immunity":["disease","paralyzed","poison"],"spell_attack_bonus":[34],"will_save":40,"speed":{"fly":40,"max":40,"land":20},"wisdom":10,"weakness":{"holy":20,"cold_iron":20},"creature_ability":["Scent Purity","Hallucinatory Spores","Grasping Strands","Soul","Pull"],"primary_source_group":"Spore War","skill":["Acrobatics","Athletics","Nature","Religion"],"tradition":["Primal"],"summary":"Spawns of Jeharlu typically drift in the skies above the realm of Jeharlu, content to enjoy blasphemous and horrific dreams and fancies while they …","trait_group":["Creature Type","Rarity","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3796","dexterity":6,"category":"creature","slug":"creature-3796"},{"attack_bonus":[15],"constitution":4,"primary_source_category":"Lost Omens","strength":5,"hp":95,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Shining Kingdoms"],"type":"Creature","will_save":13,"charisma":4,"speed":{"max":25,"land":25},"perception":12,"wisdom":1,"weakness":{"slashing":5},"creature_ability":["Smeltable","Fetters of Debt","Suffocating Wealth"],"skill":["Athletics","Intimidation","Mercantile Lore","Stealth"],"trait":["Metal","Uncommon","Undead","Unholy","Large"],"id":"creature-3798","text":" Aurosrath Greed can be a powerful force; the runelords of old even devised a school of magic based upon it. When an individual dies surrounded by masses of wealth, greed can even reanimate the dead—sufficient avarice can anchor the deceased's soul to their body. The result is an aurosrath, a being so consumed with greed that they're unwilling to donate their corpse to the natural cycle. Popular lore surrounding the creation of an aurosrath often depicts a miser ironically crushed under the weight of their own gold. While such poetic origins can happen, the truth is often grimmer. Paranoia about potential thieves and freeloaders leads to isolation, both mental and physical. A wealthy merchant succumbs to common illness because they were unwilling to pay the fee for a doctor or priest. Another starves, unable to escape the web of traps and barriers they've set up to defend their treasure from robbers. Heralded by the clinking of coins, an aurosrath appears as a bloated cadaver who's clad in faded finery, their bulk nearly bursting at the seams with tarnished coins. Their voices are typically a booming bass, their speech peppered with archaic upper-class turns of phrase. They are single-minded in their desire to accumulate wealth but can be reasoned with so long as they believe that goal will ultimately be satiated. An aurosrath can often be found haunting the estates they owned in life. As they brook no competition when it comes to accumulating wealth, they quickly turn to violence when encountering others of their kind. These monstrosities do, however, occasionally command the loyalty of lesser undead and even mercenary mortal servants. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Aurosrath Source Shining Kingdoms pg. 176 Perception +12; darkvision Languages Common, Necril Skills Athletics +13, Intimidation +12, Mercantile Lore +12, Stealth +10 Str +5 Dex +2 Con +4 Int +0 Wis +1 Cha +4 --- AC 19 Fort +14 Ref +9 Will +13 HP 95 Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances electricity 5 Weaknesses slashing 5 Smeltable If an aurosrath takes 5 or more fire damage from a single attack, the precious metals within their body enter a molten state until the end of their next turn. While in this state, the aurosrath takes a –10-foot status penalty to their Speeds, and their strikes deal an extra 1d6 fire damage. They also lose their weakness to slashing damage and their resistance to electricity damage. Finally, any creature currently grabbed or restrained by the aurosrath loses 1 round of air if it''s holding its breath. --- Speed 25 feet Melee Single Action fist +15 (reach 10 feet), Damage 2d6+5 bludgeoning plus Grab Fetters of Debt Two Actions (auditory, curse, linguistic, mental, occult) Frequency once per 10 minutes; Effect The aurosrath bellows a plea for gold, remarking that their foes are overladen. Creatures in a 15-foot emanation must succeed at a DC 19 Will save or become encumbered for 1 minute. The creature is aware that it can immediately end the condition by giving the aurosrath items or treasure worth at least 20 gp. Handing a held item to the aurosrath is a single Interact action. If the aurosrath’s hands are full, the item falls in their space, but the condition still ends. Suffocating Wealth As the aurosrath holds their victim, the victim is smothered in a stream of phantom coins. A creature who begins its turn grabbed or restrained by an aurosrath can’t speak and must hold its breath or it begins to suffocate. The coins produced are ephemeral and melt away to nothing when removed from the aurosrath’s presence for more than 1 round. Phantom Coins The most striking feature of an aurosrath are the countless coins that fill their corpse. Most individuals who become aurosraths die from reasons other than becoming crushed under the weight of their wealth, but they still manifest these coins in their undeath. The mind of a person who rises as an aurosrath so desires wealth that it produces facsimiles of the coins that fill their corpse. Unfortunately, these coins fade once they leave the aurosrath’s body, as they become disconnected from the aurosrath’s mind. ","element":["Metal"],"skill_mod":{"stealth":10,"athletics":13,"intimidation":12},"summary":"Greed can be a powerful force; the runelords of old even devised a school of magic based upon it. When an individual dies surrounded by masses of …","primary_source":"Shining Kingdoms","trait_group":["Elemental","Rarity","Creature Type","Mechanics"],"ac":19,"level":5,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"electricity":5},"url":"/Monsters.aspx?ID=3798","intelligence":0,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Aurosrath","category":"creature","rarity":"uncommon","strike_damage_average":[12],"slug":"creature-3798"},{"constitution":0,"primary_source_category":"Lost Omens","strength":1,"hp":54,"immunity":["cold"],"source":["Shining Kingdoms"],"type":"Creature","will_save":9,"charisma":3,"speed":{"fly":30,"max":30,"land":25},"perception":12,"wisdom":1,"weakness":{"area":5,"cold_iron":5},"creature_ability":["Troop Defenses","Unseasonable Cold","Icy Japes"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Stealth"],"trait":["Cold","Fey","Troop","Gargantuan"],"id":"creature-3809","text":" Beiran Frosthunt With pale-blue skin and white hair, the wicked beiran fey are among the most unrepentantly cruel of the First World's spawn. Commonly called ice fey, these wintry tricksters are sadistic and without remorse in their desire to spread the cold wherever they go. Beirans find freezing temperatures to be the most comfortable; the fact that other creatures suffer under such conditions is part of the fun. While a single beiran is unlikely to change the temperature of a given space by more than a few degrees, they're highly social creatures, and it's uncommon to find fewer than a few dozen beirans at any one time. Though beirans are unapologetic in their rude nature, there's one type of creature they'll bow to and take orders from with no questions asked: winter hags. For reasons unknown, beirans are particularly subservient to these hags and will often flock to one in large numbers. Under a winter hag, the fey will make a bad cold snap worse for a suffering town. Fires will be extinguished, wood ruined, food stolen, all of which suit the mysterious tastes of the winter hag and her preference for joyless landscapes. What the beirans receive from this relationship is uncertain, though some fey academics believe it's possible that the first beirans were created by winter hags, much in the same way that the green men created leshies. While beirans are most common in northern lands such as Irrisen and the Land of the Linnorm Kings, they also have a surprising presence in the Shining Kingdoms. When Queen Elvanna of Irrisen opened up portals to the Eternal Winter of Irrisen, several of them arrived in the town of Heldren in Taldor, and even today, some still haunt the woods around it. Eighteen years ago in Falcon's Hollow, a particularly nasty batch of beirans were involved in the Carnival of Tears, an icy circus that left many townsfolk dead in its wake before adventurers dismantled it. Winters in Kyonin are often heralded by swarms of fiend-touched beirans flooding in from the Tanglebriar, leaving the Wylderhearts on fey duty for months at a time. Recall Knowledge - Fey (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Beiran Frosthunt Source Shining Kingdoms pg. 177 Perception +12 Languages Skills Acrobatics +10, Athletics +8, Deception +8, Diplomacy +8, Stealth +10 Str +1 Dex +4 Con +0 Int +1 Wis +1 Cha +3 --- AC 18 Fort +6 Ref +12 Will +9 HP 54 (4 segments) Immunities cold Weaknesses area damage 5, cold iron 5, splash damage 5 Troop Defenses Unseasonable Cold (aura, cold, primal) Wherever the frosthunt goes, winter follows. The temperature within a quarter mile of a frosthunt drops to mild cold, then to severe cold within 500 feet, and extreme cold within 50 feet. --- Speed 25 feet, fly 30 feet; troop movement Primal Innate Spells DC 17 - Cantrips (2nd) Frostbite - 1st Chilling Spray (x3) Icy Japes Single Action to Three Actions (Cold) Frequency once per round; Effect The beirans descend on their prey, biting and clawing at each enemy in a 5-foot emanation, with a DC 17 basic Reflex save. The damage depends on the number of actions. Single Action 1d6 slashing damage plus 1 cold damage Two Actions 2d6+2 slashing damage plus 1d4 cold damage Three Actions 2d6+5 cold damage plus 1d4 cold damage Winter Gatherings When multiple beiran groups gather together, they can enhance their ability to produce colder temperatures. If at least two frosthunts gather within 100 feet of each other and spend 1 week of downtime to focus their primal abilities, the area of their unseasonable cold doubles in size. Additional frosthunts can make this area larger, up to a total of four times the original size. The area remains enhanced in this way as long as the frosthunts remain within 100 feet of each other. The frosthunts can maintain this enhancement by collectively spending 1 day of downtime every month. If the frosthunts ever break apart or fail to maintain the enhancement, the area returns to a normal size after 1 day. ","tradition":["Primal"],"skill_mod":{"diplomacy":8,"deception":8,"stealth":10,"athletics":8,"acrobatics":10},"summary":"With pale-blue skin and white hair, the wicked beiran fey are among the most unrepentantly cruel of the First World 's spawn. Commonly called ice …","primary_source":"Shining Kingdoms","spell":["Chilling Spray","Frostbite"],"trait_group":["Energy","Monster","Creature Type"],"ac":18,"level":3,"spell_dc":[17],"source_category":["Lost Omens"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3809","intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":6,"size":["Gargantuan"],"name":"Beiran Frosthunt","category":"creature","rarity":"common","slug":"creature-3809"},{"attack_bonus":[18,18],"constitution":2,"primary_source_category":"Lost Omens","strength":2,"hp":130,"language":["Common","Daemonic","telepathy 100 feet"],"immunity":["death effects"],"source":["Shining Kingdoms"],"type":"Creature","creature_family":"Daemon","spell_attack_bonus":[18],"will_save":19,"charisma":4,"speed":{"max":25,"land":25},"perception":18,"wisdom":2,"weakness":{"holy":10},"creature_ability":["Change Shape","Death by 1,000 Papercuts","Inevitable Delays"],"skill":["Deception","Diplomacy","Intimidation","Legal Lore","Society","Stealth"],"trait":["Daemon","Fiend","Uncommon","Unholy","Medium"],"id":"creature-3810","text":" Bibliodaemon Bibliodaemons are four-armed, weasellike daemons who personify death by paperwork and incompetent bureaucracy. They're often attracted to places where bureaucrats abuse power or cut corners at the expense of the citizens. By disguising themselves as government officials, the bibliodaemons worsen the problems, forging or losing important documents and escalating the complexity of the bureaucracy. Eventually, major infractions—such as the imprisonment or execution of an innocent person—begin to tear the community apart. The people descend into paranoia and mistrust of their officials, leading to either a revolt against these local governments or complete apathy due to the lack of power to affect change. Most bibliodaemons work alone to cause this kind of chaos, but in some instances, these fiends have been used strategically. After all, once an area has descended into turmoil, it's easy for another party to step in and take over. During the civil war in Cheliax, bibliodaemons were sometimes summoned to destabilize areas in grabs for power. While none will admit it, bibliodaemons have been present during the various coups and government changes throughout the Shining Kingdoms. Recall Knowledge - Fiend (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Bibliodaemon Source Shining Kingdoms pg. 179 Perception +18; darkvision, thoughtsense (imprecise) 60 feet Languages Common, Daemonic; telepathy 100 feet Skills Deception +18, Diplomacy +16, Intimidation +16, Legal Lore +18, Society +18, Stealth +16 Str +2 Dex +3 Con +2 Int +6 Wis +2 Cha +4 Thoughtsense (mental) The bibliodaemon is aware of non-mindless creatures within 60 feet as an imprecise sense. Items gavel (as +1 striking light mace ) --- AC 26 Fort +15 Ref +16 Will +19 HP 130 Immunities death effects Resistances mental 10 Weaknesses holy 10 Red Tape (aura, divine) 30 feet. When a non-daemon enters or begins its turn within the aura, it must attempt a DC 23 Will save. On a failure, it takes a –2 status penalty to saving throws against linguistic effects for 1 round. --- Speed 25 feet Melee Single Action gavel +18 (Finesse, Magical), Damage 2d4+8 bludgeoning Melee Single Action claw +18 (Agile, Finesse), Damage 2d8+8 slashing Divine Innate Spells DC 26, attack +18 - Cantrips (4th) Detect Magic, Divine Lance, Sigil - 1st Command, Enfeeble - 2nd Dispel Magic, Silence - 3rd Crisis of Faith, Dispel Magic - 4th Dull Ambition Change Shape Single Action (Concentrate, Divine, Polymorph) The bibliodaemon can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their claw Strikes deal (typically to bludgeoning). Death by 1,000 Papercuts Two Actions (Divine) The bibliodaemon launches a torrent of sharp papers from the sleeves of their robes. All creatures in a 15-foot cone take 9d6 slashing damage (DC 23 basic Reflex save). Creatures that fail their save also take 2d4 persistent bleed damage. The bibliodaemon can't use Death by 1,000 Papercuts again for 1d4 rounds. Inevitable Delays Single Action (Auditory, Concentrate, Divine, Linguistic, Mental) Requirements The bibliodaemon's last action was a successful Strike that dealt damage; Effect The bibliodaemon intuits the next actions the creature they just damaged will take and explains how it doesn't have the proper clearance to perform those actions. The creature must succeed at a DC 23 Will save or become slowed 1. Preventative Measures The fear of bibliodaemons runs through much of the Shining Kingdoms’ governments, fostering several superstitions to prevent them from corrupting the daily work. Starting on the first day of a new position, one must walk the perimeter of your assigned district three times a week for a month. If one encounters a weasel, they must not return to the office for the rest of the day to prevent the daemon from sneaking in with the official. Learning falconry or owning a bird of prey can make the official more alert of missing errors or keeping an eye out for the fiend. ","tradition":["Divine"],"skill_mod":{"society":18,"diplomacy":16,"deception":18,"stealth":16,"intimidation":16},"summary":"Bibliodaemons are four-armed, weasellike daemons who personify death by paperwork and incompetent bureaucracy. They're often attracted to …","primary_source":"Shining Kingdoms","spell":["Dull Ambition","Crisis of Faith","Dispel Magic","Silence","Command","Enfeeble","Detect Magic","Divine Lance","Sigil"],"trait_group":["Monster","Creature Type","Rarity","Mechanics"],"ac":26,"item":["gavel (as +1 striking light mace )"],"level":8,"spell_dc":[26],"source_category":["Lost Omens"],"sense":" darkvision , thoughtsense ( imprecise ) 60 feet","weakest_save":["fort","fortitude"],"resistance":{"mental":10},"url":"/Monsters.aspx?ID=3810","intelligence":6,"reflex_save":16,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Bibliodaemon","category":"creature","rarity":"uncommon","strike_damage_average":[13,17],"slug":"creature-3810"},{"attack_bonus":[24],"constitution":5,"primary_source_category":"Lost Omens","strength":7,"hp":175,"language":["Common","Dwarven"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","unconscious","vitality","void"],"source":["Shining Kingdoms"],"type":"Creature","creature_family":"Failed Prophet","spell_attack_bonus":[19],"will_save":23,"charisma":6,"speed":{"max":25,"land":25},"perception":20,"wisdom":7,"weakness":{"spirit":10},"creature_ability":["Wealthsense","Broken Mindscape","Greedy Grab","This Is My Reality!"],"skill":["Diplomacy","Mercantile Lore","Occultism","Thievery"],"trait":["Construct","Rare","Medium"],"id":"creature-3811","text":" Failed Prophet Following the teachings of Kalistrade is a lifelong commitment. It requires studious adherence to the strictures and taboos laid out in the Prophecies. The ultimate reward for the devout is the promise of a personalized afterlife, filled with a lifetime of wealth and free of Pharasma's judgment. Not all who learn of these final revelations are up to the task, however. For the fortunate ones, a simple death is the only consequence for botching the ritual. For the less fortunate, the outcome is an undying half-life of torment. Caught between a twisted mockery of their imagined afterlife and the mortal Universe, a failed prophet will know no peace until their body is destroyed. A failed prophet resembles the skinless corpse of a humanoid ancestry covered in glowing, golden veinlike cracks. On closer inspection, the organs and musculature are unnaturally smooth and shiny, like cured and buffed leather. Recall Knowledge - Construct (Arcana, Crafting): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Failed Prophet Source Shining Kingdoms pg. 181 Perception +20; darkvision, wealthsense (imprecise) 60 feet Languages Common, Dwarven Skills Diplomacy +20, Mercantile Lore +26, Occultism +23, Thievery +23 Str +7 Dex +3 Con +5 Int +5 Wis +7 Cha +6 Wealthsense 150 gp The failed prophet can detect concentrations of coinage and other valuables as an imprecise sense with a range of 60 feet. The failed prophet detects any creature carrying coins and treasure totaling at least the average cost of a consumable item of the failed prophet's level. --- AC 30 Fort +20 Ref +17 Will +23 HP 175 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void Resistances cold 10, electricity 10, physical 10 (except magical bludgeoning) Weaknesses spirit 10 Broken Mindscape (aura, illusion, incapacitation, mental) 30 feet, A creature entering the aura or starting its turn in the aura must attempt a DC 27 Will save. Critical Success The creature is unaffected and becomes immune to broken mindscape for 1 minute. Success The creature is stunned 1 as disjointed visions of the failed prophet's mindscape assail its senses. Failure The creature's mind is pulled into the failed prophet's mindscape. It's paralyzed for 1 round. While paralyzed, the creature can take any actions with the mental or spirit traits, or that deal mental or spirit damage, as though those actions were purely mental. Such actions only have line of effect to the originating failed prophet and other creatures currently paralyzed by broken mindscape, though they treat all such creatures as though they were adjacent. Critical Failure As failure, but the duration is 1 minute or until the failed prophet is destroyed, whichever happens first. Taboos Despite the failed prophet's transformed body, a lifelong adherence to the strictures of the Prophecies of Kalistrade has ingrained the philosophical prohibitions into their soul. Whenever a failed prophet is critically hit by an unarmed attack, is critically hit by or critically fails a save against a touch spell, or is exposed to a disease or poison effect (even though immune), they take a –2 status penalty to their AC, attack bonuses, DCs, Perception, saving throws, and skill modifiers for 1 minute. Breaking other Kalistocratic taboos can also trigger this penalty at the GM's discretion. --- Speed 25 feet Melee Single Action fist +24 (Magical, reach 10 feet), Damage 2d10+11 bludgeoning plus Greedy Grab Occult Spontaneous Spells DC 27, attack +19 - Cantrips (5th) Daze, Figment, Shield, Telekinetic Hand, Telekinetic Projectile - 1st Ill Omen, Item Facade, Phantasmal Minion (4 slots) - 2nd Paranoia, Stupefy, Telekinetic Maneuver (4 slots) - 3rd Force Barrage, Locate, Paralyze (4 slots) - 4th Confusion, Translocate, Vision of Death (4 slots) - 5th Invoke Spirits, Shadow Blast, Telekinetic Haul (3 slots) Greedy Grab Single Action Requirements The failed prophet's last action was a successful fist Strike that dealt damage; Effect The failed prophet attempts a Thievery check against the target's Reflex DC. On a success, the failed prophet pilfers coins and gems from the target with a total value of 5d10 gp, to a maximum of what the target is carrying. Valuables in unlocked containers on the target's person can be taken just as easily as those carried. On a critical success, the failed prophet steals double that amount. The failed prophet gains a number of temporary Hit Points equal to the value stolen that last for 1 minute. This Is My Reality! Two Actions ([concentrate](/Traits.aspx?ID=561)) 6d6 spirit, DC 30 The failed prophet exerts control over their crumbling mindscape to inflict harm upon those trapped within. This can take the form of falling debris, natural disasters, or anything else the failed prophet can imagine. No matter the form, each creature currently paralyzed by the failed prophet's broken mindscape takes spirit damage with a basic Will save. Broken Prophets Many of those Kalistocrats who successfully completed the death ritual have recently awoken from their tombs. The timing of their emergence aligns too closely with the Godsrain to be coincidence. These so-called Broken Prophets wander throughout Druma as if looking for something. Their mindscapes remain mostly intact, though each now contains an eerie horned individual looming in the distance. All attempts thus far to approach the figure cause it to fade or recede from view. Unlike the more commonplace failed prophets, this variety has void healing and isn't immune to healing, vitality, or void. ","tradition":["Occult"],"skill_mod":{"diplomacy":20,"thievery":23,"occultism":23},"summary":"Following the teachings of Kalistrade is a lifelong commitment. It requires studious adherence to the strictures and taboos laid out in the …","primary_source":"Shining Kingdoms","spell":["Invoke Spirits","Shadow Blast","Telekinetic Haul","Confusion","Translocate","Vision of Death","Force Barrage","Locate","Paralyze","Paranoia","Stupefy","Telekinetic Maneuver","Ill Omen","Item Facade","Phantasmal Minion","Daze","Figment","Shield","Telekinetic Hand","Telekinetic Projectile"],"trait_group":["Creature Type","Rarity"],"ac":30,"level":10,"spell_dc":[27],"source_category":["Lost Omens"],"sense":"darkvision, wealthsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"cold":10,"electricity":10,"physical":10},"url":"/Monsters.aspx?ID=3811","intelligence":5,"reflex_save":17,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":20,"size":["Medium"],"name":"Failed Prophet","category":"creature","rarity":"rare","strike_damage_average":[22],"slug":"creature-3811"},{"attack_bonus":[13,15],"constitution":4,"primary_source_category":"Lost Omens","strength":5,"hp":90,"language":["Common","(can't speak any language)"],"source":["Shining Kingdoms"],"type":"Creature","will_save":9,"charisma":1,"speed":{"max":25,"land":25,"swim":25},"perception":9,"wisdom":1,"weakness":{"electricity":5},"creature_ability":["Chilling Currents","Pebblefang Poison"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Aquatic","Beast","Large"],"id":"creature-3816","text":" Goldpebble Goldpebbles are large water snakes with bodies that, to the unassuming eye, appear to be nothing more than river rocks, some glinting with traces of gold. These terrifying creatures mimic their natural surroundings to ambush greedy adventurers. A Taldan alchemist created the goldpebble with the ultimate goal of breeding a creature capable of reproducing at a high rate while possessing a body that would turn to gold upon death, effectively ensuring an endless supply of wealth. Initially, the experiments were successful, with each shed of the snake's skin producing trace amounts of gold. As the snakes grew, however, the amount of gold didn't, and the snakes themselves soon proved unwieldy and difficult to contain. Unhindered, the alchemist redoubled her efforts, adding alchemical reagents to her experiments and leaning more heavily into inhumane tactics to produce her desired results. These tactics failed to lead to an increase in the amount of gold produced but instead mutated the creatures' venom, giving them the ability to slowly turn a victim's blood to frozen water. Empowered with this new ability, the goldpebbles felled their own creator and escaped to spread across the Inner Sea region. Goldpebbles are generally solitary creatures except for their biannual mating season. During this time, they're even more dangerous than usual, becoming territorial and protective of their young while attacking in groups. Once the eggs hatch, the breeding grounds are filled with hundreds of tiny snakes slithering in all directions in search of new territory. These young goldpebbles are less in control of their alchemical powers than their adult counterparts and have the potential to freeze the water around them at a moment's notice. Goldpebbles rely heavily on ambush tactics. Often found hiding in shallow pools, rivers, and lakes, goldpebbles will lure unsuspecting adventurers to their lairs using their gold-flecked scales. Once within reach, goldpebbles attack with a gruesome bite that can poison an unlucky victim, slowly turning their prey's blood into freezing water. Goldpebbles can also chill the waters around them, making it incredibly difficult for prey to survive. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Goldpebble Source Shining Kingdoms pg. 182 Perception +9; darkvision, low-light vision, wavesense (imprecise) 60 feet Languages Common; (can't speak any language) Skills Acrobatics +12, Athletics +12, Stealth +13 Str +5 Dex +3 Con +4 Int -3 Wis +1 Cha +1 --- AC 21 Fort +15 Ref +12 Will +9 HP 90 Resistances cold 5 Weaknesses electricity 5 --- Speed 25 feet, swim 25 feet Melee Single Action fangs +15, Damage 1d8+5 piercing plus 1d8 cold and pebblefang poison Melee Single Action tail +13 (Agile, reach10 feet), Damage 2d6+5 bludgeoning plus Grab Chilling Currents Two Actions A goldpebble can cause the temperature of all water within a 30-foot emanation centered on itself to plummet for 1 minute. Any creature that starts its turn or enters the affected water takes 2d6 cold damage (DC 19 basic Fortitude save). Pebblefang Poison ([poison Saving Throw DC 21 Fortitude](/Traits.aspx?ID=669)) Maximum Duration 6 rounds; Stage 1 1d6 cold damage (2 rounds); Stage 2 2d6 cold damage (2 rounds); Stage 3 2d6 cold damage and drained 1 Gempebble An interesting side effect of the breeding cycle of a goldpebble is the ability to adapt to different environments. After a period of migration, some goldpebbles have taken up residence in the deep caves of the Five Kings Mountains. Due to the manipulation of the snake's mineral-laced scales by their alchemist creator, the scales of these goldpebbles are streaked with gems or other precious stones. Some dwarven clans are attempting to utilize the adaptive nature of these beasts to mine in areas too dangerous or too compact for dwarven miners. They release young snakes into those areas and harvest the gems from the fully grown gempebbles. Gempebbles, however, are just as likely to attack their harvesters as their golden cousins. ","skill_mod":{"stealth":13,"athletics":12,"acrobatics":12},"summary":"Goldpebbles are large water snakes with bodies that, to the unassuming eye, appear to be nothing more than river rocks, some glinting with traces …","primary_source":"Shining Kingdoms","trait_group":["Monster","Creature Type"],"ac":21,"level":5,"source_category":["Lost Omens"],"sense":" darkvision , low-light vision , wavesense (imprecise) 60 feet","weakest_save":["will"],"resistance":{"cold":5},"url":"/Monsters.aspx?ID=3816","intelligence":-3,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Goldpebble","category":"creature","rarity":"common","strike_damage_average":[12,14],"slug":"creature-3816"},{"attack_bonus":[16,17],"constitution":1,"primary_source_category":"Lost Omens","strength":1,"hp":75,"language":["Aklo","Common","Fey"],"immunity":["blinded"],"source":["Shining Kingdoms"],"type":"Creature","spell_attack_bonus":[16],"will_save":14,"charisma":2,"speed":{"fly":45,"max":45,"land":15},"perception":15,"wisdom":3,"weakness":{"cold_iron":5,"fire":5},"creature_ability":["Eye Pluck","Fear the Darkness","Snuff the Light"],"skill":["Acrobatics","Deception","Intimidation","Nature","Stealth"],"trait":["Fey","Small"],"id":"creature-3817","text":" Lamp Blighter Lamp blighters are small fey creatures who haunt dark places. With their pronounced fangs, long claws, and faded, torn moth wings, they resemble nightmarish pixies. They rarely exceed 2 feet in height, and their tendency to hover in mid-air at the level of their victim's eyeballs means that few adventurers will encounter a lamp blighter attacking from the ground. They delight in rending eyeballs from sockets and will often string the eyes of their victims into necklaces that they wear with great pride. Occasionally, they recycle the energy taken from snuffed fires into flame-based attacks; since lamp blighters despise light, they typically resort to this move only in desperation. Long ago, the pixie-like beings that would become lamp blighters inhabited the Universe in peace, delighted to make their homes in nature. As civilizations gradually encroached upon nature, many of these pixies fled to the First World—but some remained. As they witnessed the destruction of the environments they loved, bitterness and malevolence grew in them. Ages passed, and the desire for revenge gnawed their hearts. They put their arrowsharp teeth to cruel purposes; they used their claws to wicked ends. They came to hate the lights of civilization, both magical and mundane, and turned their minds to the ways that darkness itself might aid them in vengeance. In this way, the first lamp blighters came to be, and thus they remain to this day. Recall Knowledge - Fey (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Lamp Blighter Source Shining Kingdoms pg. 183 Perception +15; darkvision, low-light vision Languages Aklo, Common, Fey Skills Acrobatics +15, Deception +13, Intimidation +13, Nature +13, Stealth +15 Str +1 Dex +5 Con +1 Int +2 Wis +3 Cha +2 Items +1 shortbow (60 arrows) --- AC 23 Fort +11 Ref +17 Will +14 +1 status to all saves vs. magic HP 75 Immunities blinded Weaknesses cold iron 5, fire 5 --- Speed 15 feet, fly 45 feet Melee Single Action claw +16 (Agile, Finesse, Magical), Damage 2d4+7 slashing Ranged Single Action shortbow +17 (deadly d10, Magical, range increment 60 feet, reload 0), Damage 1d6+6 piercing Primal Innate Spells DC 24, attack +16 - Cantrips (3rd) Detect Magic, Ignition, Prestidigitation, Shield - 2nd Floating Flame (×2) - 3rd Blindness, Dispel Magic - 4th Darkness Eye Pluck Single Action (Manipulate) Frequency once per round; Requirements The lamp blighter's last action was a successful claw Strike against a creature with eyes; Effect The lamp blighter attempts to pluck out one of the required creature's eyes. The target must attempt a DC 21 Fortitude save. On a failure, the target takes 4 persistent bleed damage and is dazzled for 1 round. On a critical failure, the target's eye is also severely damaged, taking a –4 circumstance penalty on all sightbased Perception checks until the target returns to full Hit Points or the wound is otherwise healed (by magic such as sound body or regenerate ). If all a creature's eyes are severely damaged in this way, that creature is blinded for the same duration. Fear the Darkness Two Actions (Concentrate, Emotion, Fear, Mental, Primal) Requirements The lamp blighter must be in an area of darkness; Effect The lamp blighter evokes the terror of being unable to see in the dark. Each creature within a 20-foot emanation that doesn't have darkvision must succeed at a DC 23 Will save or become frightened 2. Snuff the Light Single Action (Concentrate, Fire, Primal) The lamp blighter extinguishes light sources in a 10-foot emanation . They extinguish all non-magical light sources automatically and attempt to extinguish magical light sources with a +16 counteract modifier and a counteract rank of 3. If the lamp blighter successfully extinguishes any light, their next successful claw or shortbow Strike deals 1d6 persistent fire damage. Treacherous Tactics While most lamp blighters prefer to lurk in darkness, some occasionally disguise themselves as friendly pixies to lure unsuspecting adventurers into a trap. They usually accomplish this ploy through clever use of shadows, draping their wings across their faces, and exaggerated pantomiming. The illusion is often ruined when a lamp blighter grows frustrated and reveals their fang-filled mouths. ","tradition":["Primal"],"skill_mod":{"deception":13,"nature":13,"stealth":15,"intimidation":13,"acrobatics":15},"summary":"Lamp blighters are small fey creatures who haunt dark places. With their pronounced fangs, long claws, and faded, torn moth wings, they resemble …","primary_source":"Shining Kingdoms","spell":["Darkness","Blindness","Dispel Magic","Floating Flame","Detect Magic","Ignition","Prestidigitation","Shield"],"trait_group":["Creature Type"],"ac":23,"item":["+1 shortbow (60 arrows )"],"level":6,"spell_dc":[24],"source_category":["Lost Omens"],"sense":" darkvision , low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3817","intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":11,"size":["Small"],"name":"Lamp Blighter","category":"creature","rarity":"common","strike_damage_average":[9,12],"slug":"creature-3817"},{"attack_bonus":[12,12],"constitution":3,"primary_source_category":"Lost Omens","strength":5,"hp":60,"language":["Common","Necril","(can't speak any language)"],"source":["Shining Kingdoms"],"type":"Creature","will_save":8,"charisma":0,"speed":{"fly":30,"max":30,"land":20},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Death Rattle","Grave Blight","Soul Feeding"],"skill":["Acrobatics","Athletics"],"trait":["Beast","Medium"],"id":"creature-3818","text":" Shroudwing These unsettling birds are thick-bodied, long-legged creatures standing 4 to 5 feet tall with an 8-foot wingspan. They possess black feathers, clouded white eyes, and a menacing obsidian bill hooked at the tip like a curled claw. Sometimes called soul-eater crows, shroudwings are carrion feeders known to roam graveyards and sites of collective death, absorbing lingering spirits and consuming the decaying corpses. They can be found digging up grave sites, shoveling the earth and breaking into caskets or tombs with their massive, hooked beaks, as well as lurking at execution sites, burial mounds, or feeding on travelers' corpses left behind on roadsides. Due to their size, shape, and propensity for burial grounds, it isn't uncommon for a shroudwing to be mistaken for a grieving widow when seen at a distance—only when an unfortunate creature gets close enough does it discover the danger it's in. Though not predatory or outright aggressive, shroudwings are exceptionally territorial; they'll protect and defend both their feeding site as well as their nesting area from anyone who might trespass upon it. While many might know these unusual birds by name and sight, even more know the shroudwing by sound. When threatened, the shroudwing emits a haunting, fear-inducing death rattle that can be heard for miles. They prefer nesting in covered brush, and their mating season occurs in the winter months. Shroudwings have a particular fondness for the collection of skulls and have been known to decorate nests with them as well as to use them in mating rituals, with the male presenting the female with the freshest and cleanest skull it can find. Recall Knowledge - Beast (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Shroudwing Source Shining Kingdoms pg. 184 Perception +12; darkvision Languages Common, Necril; (can't speak any language) Skills Acrobatics +12, Athletics +13 Str +5 Dex +4 Con +3 Int -3 Wis +1 Cha +0 --- AC 20 Fort +12 Ref +13 Will +8 HP 60 --- Speed 20 feet, fly 30 feet Melee Single Action beak +12 (reach 10 feet), Damage 2d8+5 piercing plus Knockdown Melee Single Action talon +12 (Agile), Damage 2d6+5 piercing plus grave blight Death Rattle Single Action (Concentrate, Emotion, Fear, Mental) The shroudwing emits a guttural, haunting call that instills a sense of fear almost impossible to shake. Each non-shroudwing creature within a 30-foot emanation must attempt a DC 18 Will save. Regardless of the result, creatures are then temporarily immune to Death Rattle for 1 minute. Critical Success The creature is unaffected. Success The creature is off-guard until the start of the shroudwing's next turn. Failure The creature is frightened 1. Critical Failure The creature is frightened 2. Grave Blight (Disease) Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 persistent poison damage every hour, sickened 1, and can't reduce the value of the sickened condition while taking persistent poison damage (1 day); Stage 3 2d6 persistent poison damage every hour, sickened 2, and can't reduce the value of the sickened condition while taking persistent poison damage (1 day) Soul Feeding Two Actions (Concentrate, Death, Divine, Manipulate) Requirements The shroudwing is adjacent to a dying creature; Effect The shroudwing attempts to devour the dying creature's soul. The creature must attempt a DC 18 Will save or their dying condition increases by 1 and the shroudwing regains 2d8 Hit Points. Death Rattle A shroudwing relies on ingesting bone fragments from the corpses of its meal to act as gastroliths. Using its beak and razor-sharp claws, it rakes bone into pieces small enough to swallow whole, which help to grind and digest its food. The presence of these swallowed skeletal fragments create the harrowing rattle of the shroudwing's infamous call. Over time, as these bone fragments become smoother with use (and therefore less effective), the shroudwing will vomit up the now nearly polished pieces of bone in exchange for fresher, more jagged ones. To worshippers of Urgathoa, these discarded fragments are prized, collected, and utilized not only for ceremonial purposes, but also more decorative uses, such as jewelry. ","skill_mod":{"athletics":13,"acrobatics":12},"summary":"These unsettling birds are thick-bodied, long-legged creatures standing 4 to 5 feet tall with an 8-foot wingspan. They possess black feathers, …","primary_source":"Shining Kingdoms","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3818","intelligence":-3,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Shroudwing","category":"creature","rarity":"common","strike_damage_average":[12,14],"slug":"creature-3818"},{"attack_bonus":[25],"constitution":2,"primary_source_category":"Lost Omens","strength":5,"hp":240,"language":["Common","Necril","(can't speak any language)"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Shining Kingdoms"],"type":"Creature","will_save":23,"charisma":2,"speed":{"fly":30,"max":30,"land":10},"perception":23,"wisdom":4,"weakness":{"slashing":10},"creature_ability":["Bound Limbs","Replacement Parts","Split Reactions","Reactive Strike","Flurry of Limbs","Tear Asunder"],"skill":["Acrobatics","Athletics"],"trait":["Uncommon","Undead","Medium"],"id":"creature-3819","text":" Torn Quartet The guillotine stands as the epitome of capital punishment in Galt. Yet despite its heinous reputation, most citizens consider it a clean and efficient means of political execution—at least, compared to the other options. One such alternative is the practice of drawing and quartering, a method where each of the victim's four limbs is tied to a different horse. The horses are then spurred to run in opposite directions, with agonizing and gruesome results for the condemned. The locus of pain and resentment from such a death has been known to reanimate into an unusual conglomerate monster. Never again quite whole, a torn quartet is simplistic in its desire to mete out violence, usually starting with those responsible for its death. A torn quartet appears as four floating pieces of a humanoid cadaver, tethered together with ropes of spectral energy that each sport a single limb. One section might include a head, but it's largely nonfunctional. When one section is separated from its fellows, it drops to the ground and thrashes until reunited. Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Torn Quartet Source Shining Kingdoms pg. 185 Perception +23; darkvision Languages Common, Necril; (can't speak any language) Skills Acrobatics +27, Athletics +27 Str +5 Dex +8 Con +2 Int -2 Wis +4 Cha +2 --- AC 33 Fort +20 Ref +26 Will +23 HP 240 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Weaknesses slashing 10 Bound Limbs A torn quartet ordinarily has four severed limbs tethered to a central point by near-incorporeal ropes. A limb is essentially cut away from the central point and rendered nonfunctional each time the torn quartet loses 60 Hit Points (so at 180 Hit Points, the torn quartet has three functional limbs, at 120 Hit Points, it has two functional limbs, and so on. Each functioning limb can Grapple separate creatures within reach, or multiple functioning limbs can Grapple the same creature) for each additional limb used to Grapple a creature, the Escape DC increases by 2. Replacement Parts A torn quartet can spend 1 minute tearing apart the corpse of a humanoid creature that was killed within the last hour to regain 60 Hit Points and restore one of its nonfunctioning limbs. A torn quartet can't have more than four limbs. Split Reactions A torn quartet has a number of reactions per round equal to its number of still-functioning limbs, which it can use only to make Reactive Strikes. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the torn quartet must use a different limb for each Reactive Strike it makes. Whenever one of the torn quartet's limbs is rendered nonfunctional, the torn quartet loses one of its reactions. Reactive Strike Reaction See Split Reactions. --- Speed 10 feet, fly 30 feet Melee Single Action limb +25 (Agile, Magical, reach 15 feet), Damage 3d8+13 bludgeoning plus Improved Grab Flurry of Limbs Two Actions The torn quartet makes a number of limb Strikes up to its number of functioning limbs, each against a different target. These attacks count toward the torn quartet's multiple attack penalty, but the multiple attack penalty doesn't increase until after the torn quartet makes all its attacks. Tear Asunder Single Action Requirements The torn quartet has a creature grappled or restrained by at least two limbs; Effect The creature takes 5d6 slashing damage for each limb currently grabbing or restraining it (maximum 15d6), with a DC 30 basic Fortitude save. On a critical failure, the creature also loses a random body part, and one of the torn quartet's limbs is now no longer grabbing or restraining it. Deathly Masses The horrid execution method isn't exclusively reserved for individuals. In some cases, multiple people are drawn and quartered simultaneously. There are accounts of these group executions resulting in multiple torn quartets at once. Rather than function as individual undead, the quartets amass together, sharing limbs as a single, massive creature. These torn mobs are particularly powerful and capable of dozens of attacks at once. ","skill_mod":{"athletics":27,"acrobatics":27},"summary":"The guillotine stands as the epitome of capital punishment in Galt. Yet despite its heinous reputation, most citizens consider it a clean and …","primary_source":"Shining Kingdoms","trait_group":["Rarity","Creature Type"],"ac":33,"level":13,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3819","intelligence":-2,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":20,"size":["Medium"],"name":"Torn Quartet","category":"creature","rarity":"uncommon","strike_damage_average":[26],"slug":"creature-3819"},{"attack_bonus":[17,21,21,23],"constitution":5,"primary_source_category":"Lost Omens","strength":7,"hp":200,"language":["Common","(can't speak any language)"],"immunity":["poison"],"source":["Shining Kingdoms"],"type":"Creature","creature_family":"Crocodile","will_save":16,"charisma":2,"speed":{"climb":30,"max":40,"land":40,"swim":30},"perception":19,"wisdom":3,"weakness":{"cold":10},"creature_ability":["Sweeping Tail","Canal Walker A vorvorak ignores difficult terrain caused by swamp terrain features.","Vorvorak Bile"],"skill":["Athletics","Intimidation","Stealth"],"trait":["Beast","Huge"],"id":"creature-3820","text":" Vorvorak Those trespassing on abandoned canals might come face-to-face with a vorvorak, a large creature that resembles a dragon or crocodile. These territorial beasts keep hoards that they disguise with magical illusions, using their natural talent for spellcasting. Often mistaken for dragons, vorvoraks are commonly referred to as canal dragons or mud dragons. However, they aren't truly related to dragons but rather evolved from local crocodiles and exposure to innate magic in the region of Taldor. Vorvoraks are solitary creatures, preferring to hunt in the early morning or early evening. In general, vorvoraks make their lairs in areas with some submersion. Such places let them hide their hordes and use their brown, mossy bodies as a natural form of stealth. Due to their evolution and magical contamination, vorvoraks have limited innate magical abilities, allowing them to control the water around them and infuse it with their own poisonous bile. All vorvoraks share a common trait: hoarding treasure. Many fill their lairs with coins, gems, and anything shiny they take from their victims, with some older hoards containing relics of the surrounding imperial nations. The condition of the items is of no importance to the vorvoraks; a hoard is just as likely to contain junk as items of true value. A fully grown vorvorak is around 24 feet long and weighs approximately 3,000 pounds, with muddy brown scales, a serpentine neck, and hard fins on their back that resemble wings. Recall Knowledge - Beast (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Vorvorak Source Shining Kingdoms pg. 186 Perception +19; darkvision, low-light vision Languages Common; (can't speak any language) Skills Athletics +22, Intimidation +19, Stealth +15 Str +7 Dex +2 Con +5 Int +1 Wis +3 Cha +2 --- AC 29 Fort +22 Ref +18 Will +16 +2 status vs. fear effects HP 200 Immunities poison Weaknesses cold 10 Sweeping Tail Reaction Trigger A creature within reach of the vorvorak's tail uses a move action or leaves a square during a move action it's using Effect The vorvorak attempts a tail Strike against the triggering creature. If the attack is a critical hit, the vorvorak disrupts the action. --- Speed 40 feet, climb 30 feet, swim 30 feet; canal walker Melee Single Action jaws +23, Damage 2d4+13 piercing Melee Single Action claw +21 (reach 10 feet), Damage 2d8+13 slashing Melee Single Action tail +21 (reach 15 feet), Damage 2d6+13 bludgeoning Ranged Single Action spit +17 (range increment 60 feet), Damage 2d12+6 acid plus vorvorak bile Primal Innate Spells DC 26 - 2nd Mist, Vanishing Tracks - 3rd Aqueous Orb, Slow - 4th Hydraulic Torrent, Mirage - 5th Control Water Canal Walker A vorvorak ignores difficult terrain caused by swamp terrain features. Vorvorak Bile (Poison) Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 2d8 poison and sickened 1 (2 rounds); Stage 2 3d8 poison and sickened 2 (2 rounds); Stage 3 4d8 poison and sickened 3 (2 rounds) Draconic Heritage During the time of the Dragon Plague (3660–3672 ar), Taldor faced intense attacks by multitudes of frenzied dragons. The areas between northern Taldor and the Verduran Forest were the most heavily impacted by these attacks. The region became brutal in its attempts to slay all dragons, leading to a near extinction of drakes and dragons across Taldor. This change in the ecosystem, in the years before the reappearance of dragons, led to the evolution of vorvoraks. Magic infused into the ecosystem caused vorvoraks to evolve from crocodiles native to the region and gave the species their unique magical abilities. ","tradition":["Primal"],"skill_mod":{"stealth":15,"athletics":22,"intimidation":19},"summary":"Those trespassing on abandoned canals might come face-to-face with a vorvorak, a large creature that resembles a dragon or crocodile . These …","primary_source":"Shining Kingdoms","spell":["Control Water","Hydraulic Torrent","Mirage","Aqueous Orb","Slow","Mist","Vanishing Tracks"],"trait_group":["Creature Type"],"ac":29,"level":10,"spell_dc":[26],"source_category":["Lost Omens"],"sense":" darkvision , low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3820","intelligence":1,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":22,"size":["Huge"],"name":"Vorvorak","category":"creature","rarity":"common","strike_damage_average":[18,19,20,22],"slug":"creature-3820"},{"attack_bonus":[9],"constitution":3,"primary_source_category":"Lost Omens","strength":3,"hp":35,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","sleep","unconscious"],"source":["Shining Kingdoms"],"type":"Creature","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":5,"wisdom":1,"weakness":{"vitality":5},"creature_ability":["Sneak Attack","Structural Possession","Wall Glide","Wall Blend ( concentrate );"],"skill":["Athletics","Stealth"],"trait":["Undead","Unholy","Medium"],"id":"creature-3821","text":" Walcofinde Forever entombed, walcofindes are vengeful undead creatures inhabiting the enclosed spaces in which they were sealed and eventually perished. As they ultimately succumbed to a slow death by starvation and suffocation, walcofindes are similar to zombies in their hunger and rage. What sets them apart are their vicious claws of stone-sharpened bone, protruding through worn down, fleshless fingers as a result of desperate and futile attempts to escape. Walcofindes are bound to their death site. These “wall-coffined” undead can manifest their forms within the structure where they were sealed, possessing the walls and stealthily traversing along them. Walcofindes' manifestations adopt the patterned appearance of the structure's materials, but not its physical properties. They take the form of hungry, grasping humanoid torsos emerging from the walls like harrowing extensions of their eternal prison. Unable to ever fully leave their structures, these undead are destined to be a part of it forever. Despite their decaying forms, walcofindes retain the intelligence they would've had in life; for example, a walcofinde who was previously a soldier could understand enemy tactics and assess the appearance and equipment of their foes, allowing them to strategize and prioritize targets as well as organize with other nearby walcofindes to formulate an attack. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Walcofinde Source Shining Kingdoms pg. 187 Perception +5; darkvision, tremorsense (imprecise) 30 feet Languages Common, Necril Skills Athletics +8, Stealth +11 Str +3 Dex +1 Con +3 Int +2 Wis +1 Cha +0 --- AC 17 Fort +10 Ref +4 Will +7 HP 35 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, sleep, unconscious Weaknesses vitality 5 --- Speed 25 feet; Wall Glide Melee Single Action claw +9 (Agile), Damage 1d8+3 slashing plus Grab Sneak Attack A walcofinde deals an additional 1d6 precision damage to off-guard creatures. Structural Possession Single Action (Manipulate, Morph) A walcofinde can merge themself with any wall they can touch within their sealed chamber and can create a manifestation of themself through any part of that wall on either side within 100 feet. This manifestation appears as the rotting upper half of the walcofinde protruding from the wall, but their skin is patterned as if they were the same structural material as the wall they're emerging from. While manifested, the walcofinde's claw attack gains a reach of 10 feet, but they can move only by using Wall Glide. Any damage done to the manifestation affects the walcofinde themself. A walcofinde can Dismiss their structural possession to retreat back into their sealed chamber. Wall Glide Single Action to Two Actions (Concentrate) Requirements The walcofinde is manifested using Structural Possession; Effect The walcofinde's manifestation Strides, submerging into the wall and reemerging from the wall at the end of their movement. If the walcofinde takes 2 actions to Wall Glide, their manifestation can Stride twice before reemerging. In either case, they can move only within walls that are within 100 feet of their sealed chamber. Wall Blend (concentrate); Single Action Requirements The walcofinde is manifested using Structural Possession and isn't observed by any enemies; Effect Until the next time they act, the walcofinde's manifestation changes their visual appearance to match the surrounding wall. They have an automatic result of 31 on their Stealth checks to Hide. Eternal Guardian While many know immurement to be a slow and horrible form of punishment, there are other accounts of this process being used in cultural or divine rites. Those buried alive were sometimes a knowing sacrifice to bestow a structure with strength, bless its construction, or become its undead guardian. Rising as a walcofinde, depending on the circumstance, could be considered an honor, a gift from the gods that enables a creature to continue strengthening or defending a site even after death. While humans are commonly practitioners of this rite, dwarves and halflings have historically participated as well. ","skill_mod":{"stealth":11,"athletics":8},"summary":"Forever entombed, walcofindes are vengeful undead creatures inhabiting the enclosed spaces in which they were sealed and eventually perished. As they …","primary_source":"Shining Kingdoms","trait_group":["Creature Type","Mechanics"],"ac":17,"level":2,"source_category":["Lost Omens"],"sense":" darkvision , tremorsense ( imprecise ) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3821","intelligence":2,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Walcofinde","category":"creature","rarity":"common","strike_damage_average":[7],"slug":"creature-3821"},{"attack_bonus":[32,32,32],"constitution":6,"primary_source_category":"Lost Omens","strength":9,"hp":295,"language":["Common","Fey","Muan"],"immunity":["blinded","visual"],"source":["Shining Kingdoms"],"type":"Creature","will_save":27,"charisma":1,"speed":{"climb":40,"max":40,"land":40},"perception":28,"wisdom":5,"weakness":{"cold":15},"creature_ability":["Thorny Hide","Vitriolic Miasma","Reactive Strike","Corbayrant Venom","Spine Volley","Swallow Whole","Thorn Paralysis"],"skill":["Athletics","Nature","Stealth","Survival"],"trait":["Beast","Fey","Plant","Rare","Huge"],"id":"creature-3822","text":" Corbayrant Corbayrants are creations of the Green Mother, one of the fey called the Eldest. In the Age of Creation, she fashioned them from thorns and moss into deadly predators. When gnomes migrated to the mortal Universe, many corbayrants followed but found themselves poorly suited to life outside the First World. Corbayrants are historically solitary, territorial creatures. They're incapable of reproducing, and without the revivifying properties of the First World, their numbers are doomed to deplete. Recently, a number of corbayrants in the Verduran Forest have overcome their natures to band together. They've been known to take their prey alive, sacrificing their victims in vile experiments in an effort to find a way to propagate corbayrant numbers. Corbayrants look like massive clawless scorpions covered in bark and thorns. A rotting fog wafts from their bodies. In the rare instance when they deign to speak, they do so in a raspy whisper. Recall Knowledge - Beast (Arcana, Nature): DC 40 Recall Knowledge - Fey (Nature): DC 40 Recall Knowledge - Plant (Nature): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Corbayrant Source Shining Kingdoms pg. 178 Perception +28; blindsight (precise) 100 feet Languages Common, Fey, Muan Skills Athletics +33, Nature +29, Stealth +27, Survival +27 Str +9 Dex +5 Con +6 Int +4 Wis +5 Cha +1 --- AC 38 Fort +30 Ref +27 Will +27 HP 295 , regeneration 20 (deactivated by cold) Immunities blinded, visual Resistances fire 10, piercing 15 Weaknesses cold 15 Thorny Hide A corbayrant's body is covered in jagged spines. Adjacent creatures that hit them with a melee attack, as well as creatures that touch them or hit them with an unarmed attack, take 4d6 piercing damage and are exposed to thorn paralysis. Vitriolic Miasma (aura) 30 feet. Non-corbayrants take a –2 circumstance penalty to saves against poison effects and gain weakness 10 to poison damage while within the aura. Reactive Strike Reaction --- Speed 40 feet, climb 40 feet Melee Single Action fangs +32, Damage 3d12+18 piercing plus Grab Melee Single Action stinger +32 (reach 15 feet), Damage 3d10+15 piercing plus corbayrant venom Ranged Single Action spine +32 (Propulsive, range increment 40 feet), Damage 3d6+15 piercing plus thorn paralysis Corbayrant Venom (Poison) Saving Throw DC 37 Fortitude; Maximum Duration 6 rounds; Stage 1 8d6 poison damage (1 round); Stage 2 9d6 poison damage (1 round); Stage 3 9d6 poison damage and drained 1 (1 round) Spine Volley Two Actions The corbayrant makes four spine Strikes, each against a differenttarget. These attacks all count toward the corbayrant's multiple attack penalty, but the penalty doesn't increase until after the corbayrant makes their attacks. Swallow Whole Single Action Large, 9d6 piercing plus thorn paralysis, Rupture 30 Thorn Paralysis (Incapacitation, poison) The corbayrant's spines are covered in a paralyzing toxin that cause verdurous thorns to sprout from their victim's body. When a non-corbayrant creature is exposed, it attempts a DC 37 Fortitude save. Critical Success The creature is unaffected. Success The creature sprouts spines like those of the corbayrant. For 1 minute, the creature gains the corbayrant’s thorny hide ability. Allies attempting to aid the victim with touch-range spells and abilities run the risk of becoming infected themselves. At the end of the duration, the spines fall off harmlessly. Failure As success, but the creature is also paralyzed for 1 minute. It can attempt another Fortitude save at the end of each turn to end the paralysis, but not the spines. Critical Failure As failure, but the creature doesn’t receive a save at the end of its turn to end the paralysis. Life In Exile During the Age of Anguish, as corbayrants followed gnomes into the mortal Universe, the Eldest—other than the Green Mother—acted to keep these corbayrants from returning by severing their link with the First World, making it impossible for these creatures to return of their own volition. It's unclear as to why these Eldest forced this fate on the corbayrants, but since then, many have learned of the other Eldest's role in their exile and have sworn their revenge on the deities. ","skill_mod":{"nature":29,"survival":27,"stealth":27,"athletics":33},"summary":"Corbayrants are creations of the Green Mother, one of the fey called the Eldest. In the Age of Creation, she fashioned them from thorns and moss into …","primary_source":"Shining Kingdoms","trait_group":["Creature Type","Rarity"],"ac":38,"level":16,"source_category":["Lost Omens"],"sense":"blindsight (precise) 100 feet","weakest_save":["ref","reflex","will"],"resistance":{"piercing":15,"fire":10},"url":"/Monsters.aspx?ID=3822","intelligence":4,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":30,"size":["Huge"],"name":"Corbayrant","category":"creature","rarity":"rare","strike_damage_average":[25,31,37],"slug":"creature-3822"},{"attack_bonus":[19],"constitution":3,"primary_source_category":"Adventures","strength":3,"hp":152,"language":["Common","Diabolic","Empyrean","truespeech"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Agathion","spell_attack_bonus":[18],"will_save":20,"charisma":5,"speed":{"fly":30,"max":30,"land":25},"perception":20,"wisdom":4,"weakness":{"unholy":10},"creature_ability":["Disperse","Dying Breath","Final Words of Doom","Final Words of Wisdom"],"skill":["Arcana","Diplomacy","Performance","Religion","Society"],"trait":["Agathion","Celestial","Holy","Uncommon","Tiny"],"id":"creature-3823","text":" Engerra (Firefly Agathion) Born of those who sacrificed their lives for something greater than themselves, engerras resemble swarms of glowing fireflies and are sometimes mistaken for will-o'-wisps or simple tricks of the light. They are most often encountered in the tombs of legendary heroes but might linger anywhere such a hero has drawn their final breath. Engerras believe that tales of worthy sacrifice hold great power. They gather the memories of those who died in service of a noble cause and then share those memories with mortals who might be inspired or cheered by them. An engerra's trademark glow is a sign of both sorrow and hope, for it simultaneously associates the death of a great hero with the determination to honor that hero's legacy. Recall Knowledge - Celestial (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Engerra Source Claws of the Tyrant pg. 114 Perception +20; darkvision Languages Common, Diabolic, Empyrean; truespeech Skills Arcana +16, Diplomacy +16, Performance +18, Religion +17, Society +20 Str +3 Dex +4 Con +3 Int +6 Wis +4 Cha +5 Firefly's Remembrance Engerras embody the ethos of honoring the dead. When the engerra Recalls Knowledge about a creature whose final words it has heard spoken aloud, it uses the outcome one degree of success better than the result of its roll. --- AC 27 Fort +16 Ref +18 Will +20 +1 status bonus to all saves vs. magic HP 152 Weaknesses unholy 10 --- Speed 25 feet, fly 30 feet Melee Single Action swarming bite +19 (Agile, Finesse), Damage 3d6+10 piercing Divine Innate Spells DC 26, attack +18 - Cantrips (4th) Light, Stabilize - 1st Enfeeble, Infuse Vitality - 3rd Crisis of Faith, Holy Light - 5th Invoke Spirits - Constant (5th) Truespeech Disperse Two Actions (Move) The engerra Strides or Flies. This movement doesn't trigger reactions. During the movement, the engerra can move through occupied spaces and tiny cracks, and it ignores difficult terrain and greater difficult terrain. It then coalesces back into its normal form. Dying Breath Two Actions (Divine, Emotion, Fear, Mental) The engerra draws the air from around breathing creatures in a 40-foot emanation, giving them the feeling of drawing their last breath. Enemies in the area must attempt a DC 26 Will save. If at least one creature fails the save, the engerra can gift the stolen breath to a willing creature within 40 feet, granting that creature 2d6 temporary Hit Points that last for 1 minute. Success The creature is unaffected. Failure The creature takes 2d6+7 mental damage and is frightened 1. Critical Failure The creature takes 3d6+10 mental damage, is frightened 2, and becomes fatigued for 1 minute. Final Words of Doom Two Actions (Auditory, Divine, Emotion, Linguistic, Mental) The engerra whispers words of doom to an enemy within 40 feet. The creature must attempt a DC 26 Will save. Critical Success As success, and the creature is temporarily immune for 1 minute. Success The creature is unaffected. Failure The creature takes 3d8+13 mental damage and is doomed 1 for 1 minute. Critical Failure The creature takes 4d8+18 mental damage and is doomed 2 for 1 minute. Final Words of Wisdom (Auditory, Divine, Emotion, Linguistic, Mental) The engerra finds words to bolster a creature's spirits. The engerra spends 10 minutes speaking with a willing creature. If that creature has the fatigued condition, it's no longer fatigued. The creature can't benefit from any engerra's Final Words of Wisdom again for 1 year. Graveyard Guardians Engerras are protective of those whose memories they gather, using their stories as a weapon against anyone who would disturb their charge's final resting place. While they're most often found guarding tombs, graveyards, and other burial places, some engerras prefer to linger near the actual death sites of their charges and thus might be encountered on an ancient battlefield, in an abandoned keep, or anywhere a great hero has fallen. Depending on one's point of view, individual engerras might honor heroes whose lives weren't decidedly honorable, particularly if their charges repented for their villainous actions only moments before they died ","tradition":["Divine"],"skill_mod":{"society":20,"diplomacy":16,"performance":18,"arcana":16,"religion":17},"summary":"Born of those who sacrificed their lives for something greater than themselves, engerras resemble swarms of glowing fireflies and are sometimes …","primary_source":"Claws of the Tyrant","spell":["Invoke Spirits","Crisis of Faith","Holy Light","Enfeeble","Infuse Vitality","Light","Stabilize","Truespeech"],"trait_group":["Monster","Creature Type","Mechanics","Rarity"],"ac":27,"level":9,"spell_dc":[26],"source_category":["Adventures"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3823","intelligence":6,"reflex_save":18,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":16,"size":["Tiny"],"name":"Engerra","category":"creature","rarity":"uncommon","strike_damage_average":[20],"slug":"creature-3823"},{"attack_bonus":[34,38],"constitution":7,"primary_source_category":"Adventures","strength":10,"hp":350,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poisoned","precision","sickened","unconscious","vitality","void"],"source":["Claws of the Tyrant"],"type":"Creature","will_save":30,"charisma":-2,"speed":{"fly":25,"max":25,"land":25},"perception":33,"wisdom":5,"weakness":{},"creature_ability":["Faction-Bound","Belief Fortification","Quick Shield Block","Reactive Defense","Seed of Doubt"],"skill":["Acrobatics","Athletics","Faction Lore"],"trait":["Construct","Incorporeal","Mindless","Rare","Huge"],"id":"creature-3824","text":" Garrholdion Belief is a powerful force. When strong-willed individuals gather beneath a common banner, their unified conviction can take on a life of its own. The result is a garrholdion, a spirit construct that defends the meeting place of the faction that created it. A garrholdion usually appears as a shimmering, idealized version of a typical faction member, though it might instead shift its appearance among that of specific individuals, never settling on just one. Whatever form it takes, a garrholdion is always marked by its faction's symbol. A Firebrands garrholdion, for example, bears that faction's crossed swords symbol, while a Pathfinder Society garrholdion is marked with the Glyph of the Open Road. Recall Knowledge - Construct (Arcana, Crafting): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Garrholdion Source Claws of the Tyrant pg. 115 Perception +33; darkvision, truesight Languages Skills Acrobatics +36, Athletics +38, Faction Lore +41 Str +10 Dex +6 Con +7 Int -5 Wis +5 Cha -2 Faction-Bound A garrholdion is bound to a faction at its creation. It can't harm a known member of its faction, a symbol of its faction, or relics associated with its faction. It gains a +4 circumstance bonus to Perception checks to verify the identity of such creatures and objects. A garrholdion is also bound to a location associated with its faction, such as a fortress, an academy, or a secret hideout. It can't move more than 120 feet from its designated location. Finally, a garrholdion bears an obvious mark of its faction somewhere on its body. This mark can't be hidden. Items +3 major striking longsword , supreme reinforcing steel shield (Hardness 12, HP 128, BT 64) --- AC 46 (48 with shield raised) Fort +36 Ref +27 Will +30 HP 350 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poisoned, precision, sickened, unconscious, vitality, void Resistances physical 15 (except force, ghost touch, or spirit; double resistance vs. non-magical) Belief Fortification (aura, emotion, occult) 30 feet. Members of the garrholdion's faction gain a +1 status bonus to saving throws against emotion effects while within the aura. Quick Shield Block The garrholdion gains an additional reaction each round that can be used only for Shield Block. Reactive Defense Reaction Trigger A creature within reach attacks the garrholdion's ally; Effect The garrholdion positions its shield in front of the attack, granting its ally a +2 circumstance bonus to AC against the triggering attack. It then makes a melee Strike against the triggering creature. Reactive Strike Reaction Shield BlockReaction --- Speed 25 feet, fly 25 feet Melee Single Action longsword +38 (Magical, versatile P), Damage 4d8+18 slashing Ranged Single Action belief ray +34 (Magical, range 60 feet, Spirit), Damage 8d6 spirit plus seed of doubt Innate Occult Spells DC 39 - Constant (10th) Truesight Rituals DC 39 - 2nd Consecrate Seed of Doubt (Mental, Occult) A creature hit by the garrholdion's belief ray Strike doubts their actions, forcing them to hesitate. The target must succeed at a DC 39 Will save or be stunned 1 (or stunned 3 on a critical failure). On a critical success, the target becomes temporarily immune to seed of doubt for 24 hours. Faction-Bound While typically bound to an established faction, any group of individuals can manifest a garrholdion, provided all members share the same purpose. A faction's destruction typically has no effect on its garrholdion. Members of a faction that has changed its purpose might even find themselves facing a garrholdion of their past beliefs. If a faction is known for wielding a particular type of weapon, such as a Red Mantis sawtooth saber or the Aldori Academy's dueling swords, their garrholdion typically appears armed with the appropriate weapon. ","tradition":["Occult"],"skill_mod":{"athletics":38,"acrobatics":36},"summary":"Belief is a powerful force. When strong-willed individuals gather beneath a common banner, their unified conviction can take on a life of its own. …","primary_source":"Claws of the Tyrant","spell":["Truesight"],"trait_group":["Creature Type","Monster","Rarity"],"ac":46,"item":["+3 major striking longsword","supreme reinforcing steel shield (Hardness 12, HP 128, BT 64)"],"level":20,"spell_dc":[39],"source_category":["Adventures"],"sense":"darkvision, truesight ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=3824","intelligence":-5,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":36,"size":["Huge"],"name":"Garrholdion","category":"creature","rarity":"rare","strike_damage_average":[28,36],"slug":"creature-3824"},{"attack_bonus":[16],"constitution":1,"primary_source_category":"Adventures","strength":1,"hp":95,"language":["Common","Fey"],"source":["Claws of the Tyrant"],"type":"Creature","spell_attack_bonus":[16],"will_save":14,"charisma":4,"speed":{"max":30,"land":30},"perception":16,"wisdom":3,"weakness":{"cold_iron":5},"creature_ability":["Claw Feint","Copied Clutter","Create Counterfeit","Sneak Attack"],"skill":["Acrobatics","Crafting","Deception","Diplomacy","Intimidation","Stealth","Thievery"],"trait":["Fey","Uncommon","Small"],"id":"creature-3825","text":" Mirmicette Mirmicettes are materialistic fey who obsessively collect small tools, household goods, and similar trinkets. Though not particularly malevolent, mirmicettes consider the items they collect more interesting than the sentient creatures who create them. They have nondescript, unassuming gray faces and spindly fingers that end in clawlike nails, which they use to pluck any item they covet from its resting place. Mirmicettes wander from place to place in search of treasures to add to their ever-growing collections. When a mirmicette steals an object, they often replace the stolen item with a near-perfect copy. Mirmicette copies are most convincing when the fey is close by, quickly losing their luster as the distance between the mirmicette and the object grows. While this swapping has led to the disappointment of many an adventurer, a loss of material goods is far from the worst outcome one might experience when encountering a mirmicette. Mirmicettes dislike anyone who touches one of their counterfeit items without permission, often using the object itself as a weapon against the would-be thief. Recall Knowledge - Fey (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Mirmicette Source Claws of the Tyrant pg. 116 Perception +16; low-light vision Languages Common, Fey Skills Acrobatics +12, Crafting +15, Deception +12, Diplomacy +11, Intimidation +11, Stealth +13, Thievery +15 Str +1 Dex +5 Con +1 Int +3 Wis +3 Cha +4 --- AC 22 Fort +12 Ref +16 Will +14 HP 95 Weaknesses cold iron 5 --- Speed 30 feet Melee Single Action claw +16 (Agile, Finesse), Damage 2d4+7 slashing Occult Innate Spells DC 24, attack +16 - Cantrips (3rd) Telekinetic Projectile - 1st Fear, Force Barrage, Gust of Wind - 2nd Animated Assault - 4th Confusion Claw Feint Two Actions The mirmicette makes a series of quick claw attacks, using the first attack to throw their foe off-guard against a second attack from a different angle. They make two claw Strikes, both against the same target. The target is automatically off-guard against the second attack. The mirmicette applies their multiple attack penalty to these Strikes normally. Copied Clutter Two Actions (Concentrate, Occult) Frequency once per day; Effect The mirmicette creates dozens of copies of an object of 1 Bulk or less that the mirmicette can see. The counterfeit items rain down in a 10-foot burst within 40 feet. The ground in the area becomes difficult terrain until the items are collected and removed. Creatures in the area must attempt a DC 24 Reflex save. Success The creature takes 2d6 bludgeoning damage. Failure The creature takes 4d6 bludgeoning damage and is off-guard for 1 round. Critical Failure The creature takes 8d6 bludgeoning damage and is knocked prone. Create Counterfeit Two Actions (Concentrate, Occult) The mirmicette creates a copy of an object of 1 Bulk or less that they can see. The object appears in the mirmicette's hands or in a space within 40 feet. To all appearances, the copy is an exact duplicate of the original object but is in fact a worthless reproduction. The counterfeit object is real but has no magical properties and is treated as a shoddy item if used as a weapon or tool. The copied object can be identified with a DC 35 check to Recall Knowledge with Crafting (or with a skill related to the item; for instance, Religion for a copied religious symbol), though the DC drops to 25 if the object is more than 40 feet away from the mirmicette who created it. Sneak Attack The mirmicette deals an additional 2d6 precision damage to off-guard creatures. Household Plunderers Mirmicettes typically consider anything that isn't nailed down to be fair game, but individuals might value certain items over others. One mirmicette might covet kitchenware, for example, while another prefers to collect thimbles, pins, and other sewing tools. Since they have no real understanding of money, mirmicettes are often little more than annoyances that can be bought off with a wooden ladle or spool of thread. Mirmicettes who wander into a crypt or treasure vault, however, can become a serious problem for the caretakers—and might compete with the mortal thieves who would plunder those places for themselves. ","tradition":["Occult"],"skill_mod":{"diplomacy":11,"deception":12,"thievery":15,"crafting":15,"stealth":13,"intimidation":11,"acrobatics":12},"summary":"Mirmicettes are materialistic fey who obsessively collect small tools, household goods, and similar trinkets. Though not particularly malevolent, …","primary_source":"Claws of the Tyrant","spell":["Confusion","Animated Assault","Fear","Force Barrage","Gust of Wind","Telekinetic Projectile"],"trait_group":["Creature Type","Rarity"],"ac":22,"level":6,"spell_dc":[24],"source_category":["Adventures"],"sense":"low-light vision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3825","intelligence":3,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":12,"size":["Small"],"name":"Mirmicette","category":"creature","rarity":"uncommon","strike_damage_average":[12],"slug":"creature-3825"},{"attack_bonus":[31,31],"constitution":6,"primary_source_category":"Adventures","strength":9,"hp":370,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Claws of the Tyrant"],"type":"Creature","will_save":28,"charisma":-2,"speed":{"max":40,"land":40},"perception":28,"wisdom":5,"weakness":{"slashing":15,"vitality":15},"creature_ability":["Willsense","Buck","Frightful Presence","Gallop","Hunt Will","Siphon Will","Undead Steed"],"skill":["Athletics","Survival"],"trait":["Mindless","Uncommon","Undead","Unholy","Large"],"id":"creature-3826","text":" Moldering Steed A moldering steed is a horse whose unshakable will couldn't be broken, even by death. Draped in rotting flesh and trailing its own stinking entrails, the steed fights unrelentingly against its undead state, seeking out the spirits of strong-willed creatures to consume in a vain attempt to repair its fractured soul. Once it catches a scent, the steed pursues its prey until it consumes the creature's spirit or finds stronger-willed prey to track. The few moldering steeds that arise naturally often died attempting to escape desperate situations, such as floods or fires. More often, necromancers create moldering steeds to serve as mounts for their undead armies. Unlike living mounts, moldering steeds don't need to be fed or cared for, and they'll often accept an undead rider who allows them to hunt down living prey. Due to the steed's insatiable hunger, however, living necromancers must take care not to become their steed's next meal. Recall Knowledge - Undead (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Moldering Steed Source Claws of the Tyrant pg. 117 Perception +28; darkvision, willsense (precise) 120 feet Languages Skills Athletics +32, Survival +30 Str +9 Dex +7 Con +6 Int -5 Wis +5 Cha -2 Willsense (divine, mental) The moldering steed senses all living creatures within the listed range that have a Wisdom of +1 or higher. --- AC 38 Fort +30 Ref +25 Will +28 HP 370 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Weaknesses slashing 15, vitality 15 Buck Reaction DC 38 Frightful Presence (aura, divine, emotion, fear, mental) 60 feet, DC 38 --- Speed 40 feet Melee Single Action hoof +31, Damage 3d10+13 bludgeoning Melee Single Action jaws +31, Damage 3d8+13 piercing plus siphon will Gallop Two Actions The moldering steed Strides twice. It has a +10- foot circumstance bonus to its Speed during these Strides. Hunt Will Single Action (Concentrate) The moldering steed designates the living creature with the highest Will modifier within 120 feet as its prey. The steed gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the steed hits its designated prey in a round, it deals an additional 1d8 precision damage. These effects last until the steed uses Hunt Will again. Siphon Will (Divine) When the moldering steed damages a living creature with its jaws Strike, the steed gains 20 temporary hit points that last for 1 minute, and the creature must succeed at a DC 38 Will save or become stupefied 1. Further damage dealt by the steed increases the creature's stupefied value on a failed save by 1, to a maximum of stupefied 4. Undead Steed Undead and creatures allied with them can Command a moldering steed without needing to attempt a skill check. Ascetivores Skilled necromancers have created a variant of the moldering steed to reduce the creature's risk to living handlers. Instead of consuming the will of the living, ascetivores feed on the connection holy beings share with their deities. Rather than impacting all living creatures, the moldering steed's Hunt Will, siphon will, and willsense abilities affect only living creatures with the holy trait. ","skill_mod":{"survival":30,"athletics":32},"summary":"A moldering steed is a horse whose unshakable will couldn't be broken, even by death. Draped in rotting flesh and trailing its own stinking entrails, …","primary_source":"Claws of the Tyrant","trait_group":["Monster","Rarity","Creature Type","Mechanics"],"ac":38,"level":16,"source_category":["Adventures"],"sense":"darkvision, willsense (precise) 120 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3826","intelligence":-5,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":7,"vision":"Darkvision","fortitude_save":30,"size":["Large"],"name":"Moldering Steed","category":"creature","rarity":"uncommon","strike_damage_average":[26,29],"slug":"creature-3826"},{"constitution":6,"primary_source_category":"Adventures","strength":10,"hp":360,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Claws of the Tyrant"],"type":"Creature","will_save":31,"charisma":6,"speed":{"max":40,"land":40},"perception":32,"wisdom":6,"weakness":{"area":20,"vitality":20,"splash":20},"creature_ability":["Mounted","Shuffle Forces","Claws and Jaws","Hail of Arrows","Trampling Charge","Troop Movement"],"skill":["Athletics"],"trait":["Mindless","Troop","Uncommon","Undead","Unholy","Gargantuan"],"id":"creature-3827","text":" Raised Cavalry Undead are plentiful throughout the Gravelands, but even so, necromancers must sometimes get creative to organize the varied undead they have on hand into a cohesive military unit. While the typical raised cavalry is a mix of skeletons, zombies, and ghouls, many units also incorporate mummies, ghosts, and more powerful undead. The Knights of Lastwall have reported battalions of undead rising from the fields where they were buried, presumably in preparation for a future assault. One of the most infamous of these staging grounds was Fallowdeep, the network of subterranean tunnels beneath the former dwarven fortress of Hammer Rock. When the Whispering Tyrant attacked the nations of the Inner Sea, Fallowdeep's supply of undead was vastly depleted, but caches of corpses no doubt remain there for a resourceful necromancer to exploit. Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Raised Cavalry Source Claws of the Tyrant pg. 118 Perception +32; darkvision Languages Common, Necril Skills Athletics +37 Str +10 Dex +5 Con +6 Int +5 Wis +6 Cha +6 Mounted When not mounted, the raised cavalry is slowed 1. --- AC 42 Fort +29 Ref +28 Will +31 HP 360 (4 segments, void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances physical 20 Weaknesses area damage 20, splash damage 20, vitality 20 Shuffle Forces The raised cavalry consists of skeletons, zombies, and other undead hastily bound to a shared cause. The cavalry has resistance 20 to physical damage, as it shuffles its weakest members to the front lines. When the cavalry is reduced to 12 squares or fewer, its resistance to physical drops to 10. Once the cavalry reaches the 2-segment threshold, it loses its resistance to physical damage. Troop Defenses --- Speed 40 feet; troop movement Claws and Jaws Single Action to Three Actions Frequency once per round; Effect Members of the cavalry leap from their mounts and attack each enemy within 10 feet (DC 41 basic Reflex save). The damage depends on the number of actions. Single Action 2d12+14 piercing and slashing plus 1d12 void Two Actions 3d12+14 piercing and slashing plus 1d12 void Three Actions 4d12+14 piercing and slashing plus 1d12 void Hail of Arrows Two Actions Members of the raised cavalry draw or reload their shortbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 60 feet that deals 7d8 piercing damage (DC 41 basic Reflex save). When the cavalry is reduced to 2 segments, this area decreases to a 5-foot burst. Trampling Charge Single Action to Three Actions The raised cavalry Strides twice with a +10-foot circumstance bonus to its Speed. During this movement, the cavalry can move through the spaces of Medium or smaller creatures. It deals 3d12+14 bludgeoning damage to each creature whose space it moves through (DC 41 basic Reflex save). A creature that fails its save is also knocked prone. The cavalry can affect the same creature only once in a single use of Trampling Charge. Troop Movement A Cavalry Without Mounts Outfitting a raised cavalry with sufficient mounts typically involves the slaughter of horses on a massive scale. The destruction of a horse ranch, sudden disappearance of a wild herd, or an increase in travelers robbed of their mounts might signal a necromantic plot afoot. Without horses or other undead mounts to ride, a raised cavalry is slowed 1. ","skill_mod":{"athletics":37},"summary":"Undead are plentiful throughout the Gravelands, but even so, necromancers must sometimes get creative to organize the varied undead they have on …","primary_source":"Claws of the Tyrant","trait_group":["Monster","Rarity","Creature Type","Mechanics"],"ac":42,"level":19,"source_category":["Adventures"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":20,"piercing":20,"slashing":20,"physical":20},"url":"/Monsters.aspx?ID=3827","intelligence":5,"reflex_save":28,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Raised Cavalry","category":"creature","rarity":"uncommon","slug":"creature-3827"},{"attack_bonus":[34,34],"constitution":5,"primary_source_category":"Adventures","strength":4,"hp":375,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal","paralyzed","poison","sickened","unconscious"],"source":["Claws of the Tyrant"],"type":"Creature","will_save":36,"charisma":10,"speed":{"max":30,"land":30},"perception":35,"wisdom":4,"weakness":{"vitality":15},"creature_ability":["Splintersense","Behind the Lines","Raise Defenses","Rally the Rabble","Synchronized Step"],"skill":["Acrobatics","Deception","Diplomacy","Warfare Lore"],"trait":["Uncommon","Undead","Unholy","Medium"],"id":"creature-3828","text":" Splinter Officer An army of mindless undead possesses a fatal flaw: it requires near-constant babysitting from its maker. Yet, any undead with enough sentience to command such an army runs the risk of turning on its creator. Skilled necromancers have endeavored to strike a balance between these two extremes with the creation of splinter officers. Capable of leading small battalions of undead, splinter officers are at the same time uniquely bound to their creator—and easily disposed of should they ever decide to go rogue. The first splinter officer was created when a lich separated his soul cage into multiple parts and implanted each shard into a unique undead champion, over which the lich enjoyed complete control. Ultimately, the lich decided the risk to his soul cage wasn't worth the benefits, but the technique of soul-splitting proved too useful to abandon. Today, splinter officers are created by plucking an intelligent creature's soul from Pharasma's clutches at the moment of the creature's death. The fresh soul is then shattered, with the splinter officer receiving the largest portion and the remaining splinters being implanted into the mindless undead soldiers the officer controls. Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Splinter Officer Source Claws of the Tyrant pg. 119 Perception +35; darkvision 120 feet, splintersense Languages Common, Necril Skills Acrobatics +30, Deception +37, Diplomacy +37, Warfare Lore +39 Str +4 Dex +6 Con +5 Int +5 Wis +4 Cha +10 Splintersense (divine, mental) The splinter officer knows the direction and distance of all undead that share splinters of the same splinter officer's soul. These undead are always considered to be allies of the splinter officer. Items +2 greater resilient chain shirt , +2 greater striking longbow , +2 greater striking keen rapier --- AC 42 Fort +32 Ref +35 Will +36 HP 375 (void healing) Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal, paralyzed, poison, sickened, unconscious Resistances cold 20, electricity 20, fire 20, piercing 20, slashing 20 Weaknesses vitality 15 Behind the Lines Reaction Trigger The splinter officer is targeted by an attack; Requirements At least one of the officer's undead allies is adjacent to the officer; Effect The ally interposes itself, granting the officer a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet Melee Single Action rapier +34 (deadly d8, Disarm, Finesse, Magical), Damage 4d6+15 piercing Ranged Single Action longbow +34 (deadly d10, Magical, Propulsive, range increment 100 feet, volley 30 feet), Damage 4d8+15 piercing Raise Defenses Two Actions (Concentrate, Divine) The splinter officer mentally commands its undead allies to strengthen their defenses. For 1 round, each undead that shares the officer's splintered soul gains a +1 circumstance bonus to AC. Rally the Rabble Three Actions (Concentrate, Divine) The splinter officer mentally energizes the undead under its command. Each undead that shares the officer's splintered soul is quickened for 1 round. Quickened allies can use the extra action only to Stride or Strike. The officer can't Rally the Rabble again for 1d4 rounds. Synchronized Step Two Actions (Concentrate, Divine) The splinter officer mentally commands the undead that share its splintered soul to reposition. The officer Steps, and each undead that shares the officer's splintered soul can use a reaction to Step. The Splintered Soul How finely a soul can be divided remains uncertain, but thus far none have been split into more than 50 pieces, including the shard used to raise the splinter officer. Depending on the desires of its creator, the splinter officer might be given the unused pieces of its soul to raise additional undead while in the field. However, a necromancer paranoid enough to rely on a splinter officer to command their undead legion rarely sacrifices such power willingly. ","skill_mod":{"diplomacy":37,"deception":37,"acrobatics":30},"summary":"An army of mindless undead possesses a fatal flaw: it requires near-constant babysitting from its maker. Yet, any undead with enough sentience to …","primary_source":"Claws of the Tyrant","trait_group":["Rarity","Creature Type","Mechanics"],"ac":42,"item":["+2 greater resilient chain shirt","+2 greater striking longbow","+2 greater striking keen rapier"],"level":19,"source_category":["Adventures"],"sense":"darkvision 120 feet, splintersense","weakest_save":["fort","fortitude"],"resistance":{"piercing":20,"slashing":20,"fire":20,"cold":20,"electricity":20},"url":"/Monsters.aspx?ID=3828","intelligence":5,"reflex_save":35,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":32,"size":["Medium"],"name":"Splinter Officer","category":"creature","rarity":"uncommon","strike_damage_average":[29,33],"slug":"creature-3828"},{"attack_bonus":[17,17],"constitution":3,"primary_source_category":"Adventures","strength":4,"hp":188,"language":["Common","Fey"],"source":["Claws of the Tyrant"],"type":"Creature","will_save":17,"charisma":3,"speed":{"max":25,"land":25},"perception":17,"wisdom":6,"weakness":{"cold_iron":10,"fire":10},"creature_ability":["Constrict","Flurry of Vines","Slithering Vine","Sow and Sprout","Tangle of Vines"],"skill":["Athletics","Nature","Stealth","Survival"],"trait":["Fey","Plant","Uncommon","Large"],"id":"creature-3829","text":" Stelemora Stelemoras are nature-loving fey dedicated to beautifying the natural world by ensnaring unsuspecting creatures and transforming their bodies into elaborate topiaries from the inside out. Aside from their bulbous, spiked seed pods, stelemoras are composed entirely of vines, which they can grow, retract, and shed at will. Stelemoras regrow damaged vines at an alarming rate, allowing them to recover from nearly any injury over time. Young stelemoras travel the world looking for a piece of wilderness to call their own. Once they select a proper spot, they use their vines to snare passing creatures, holding their target still as they forcibly implant their seeds inside the victim. The implanted seeds then take root, using the creature itself as fertilizer and slowly transforming its body into a mass of vines and leaves. Once they complete their work, the stelemora sheds their vines and regrows in a new location to begin their next masterpiece. While stelemoras prefer to fill their gardens with once-living creatures, they entomb inanimate objects in vines if they can't capture their preferred subjects. Stelemoras have also been known to transform statues, treasure chests, and even entire buildings into topiaries in order to lure in their favored prey. Recall Knowledge - Fey (Nature): DC 25 Recall Knowledge - Plant (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Stelemora Source Claws of the Tyrant pg. 120 Perception +17; low-light vision Languages Common, Fey Skills Athletics +17, Nature +17, Stealth +15, Survival +16 Str +4 Dex +2 Con +3 Int +1 Wis +6 Cha +3 --- AC 24 Fort +15 Ref +14 Will +17 HP 188 , regeneration 20 (deactivated by fire) Weaknesses cold iron 10, fire 10 --- Speed 25 feet Melee Single Action vine +17 (reach 10 feet), Damage 2d8+8 bludgeoning plus Grab Melee Single Action seed pod +17, Damage 2d10+8 piercing Constrict Single Action 1d8+8 bludgeoning, DC 25 Flurry of Vines Two Actions The stelemora makes two vine Strikes at a –2 penalty, each against a different target. These attacks count toward the stelemora's multiple attack penalty, but the multiple attack penalty doesn't increase until after they make all their attacks. Slithering Vine Single Action The stelemora increases the reach of their vine Strike by 10 feet until the end of their turn. Sow and Sprout Two Actions The stelemora implants a seed inside a creature they're grappling. The target must attempt a DC 25 Fortitude save. Success The stelemora fails to implant a seed, and the target is unaffected. Failure The target is sickened 1. While sickened, the target also takes 4d6 persistent piercing damage as flowering vines sprout through its flesh. The target can't end the persistent damage until it recovers from the sickened condition. Critical Failure As failure, except the target is sickened 2. Tangle of Vines Single Action (Concentrate) Until the next time they act, the stelemora appears to be a normal tangle of flowering vines. They have an automatic result of 35 (38 in forests) on Deception checks and DCs to pass as a non-creature plant. Royal Gardeners Stelemoras sometimes serve hamadryads and other noble fey as gardeners, decorating their courtyards with fantastic sculptures formed from flowering vines. Kindly rulers typically demand that stelemoras in their employ limit their creations to inanimate subjects, but crueler fey place no such restrictions on their gardeners' creativity. ","skill_mod":{"nature":17,"survival":16,"stealth":15,"athletics":17},"summary":"Stelemoras are nature-loving fey dedicated to beautifying the natural world by ensnaring unsuspecting creatures and transforming their bodies into …","primary_source":"Claws of the Tyrant","trait_group":["Creature Type","Rarity"],"ac":24,"level":7,"source_category":["Adventures"],"sense":"low-light vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3829","intelligence":1,"reflex_save":14,"strongest_save":["will"],"dexterity":2,"vision":"Low-light vision","fortitude_save":15,"size":["Large"],"name":"Stelemora","category":"creature","rarity":"uncommon","strike_damage_average":[17,19],"slug":"creature-3829"},{"attack_bonus":[14,14,14,14],"constitution":4,"primary_source_category":"Adventures","strength":2,"hp":76,"language":["Empyrean","Fey","truespeech"],"source":["Claws of the Tyrant"],"type":"Creature","will_save":12,"charisma":2,"speed":{"climb":20,"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{"cold_iron":5,"unholy":5},"creature_ability":["Crumbling Ground","Rubble","Tail Spin"],"skill":["Acrobatics","Architecture Lore","Athletics","Crafting","Nature","Stealth","Survival"],"trait":["Azata","Celestial","Holy","Uncommon","Medium"],"id":"creature-3830","text":" Tallusian While many celestials are drawn to what is, tallusians care about what was. Compelled to protect the remnants of fallen civilizations, tallusians often work alongside dryads and other creatures of nature, helping restore the land around their ruins while fighting off evil influences seeking to claim the abandoned structures for themselves. Though few know more about the ancient civilizations they protect than the tallusians themselves, they rarely make distinctions between holy sites and those used for nefarious purposes. To a tallusian, any building, regardless of its history, can be repurposed into something new. Physically, tallusians resemble oversized red pandas, except they have six legs, piercing blue eyes, and quills of sharpened stone growing along their backs and from their bushy tails. At rest, tallusians appear virtually indistinguishable from the buildings they protect, masquerading as heaps of rubble until they move. They also possess the ability to adopt a humanoid form, often that of an energetic child. Tallusians disguised as children have been known to lead adventurers to civilizations that have otherwise fallen off the map, in hopes the heroes will help protect the ruins until they can be restored. Recall Knowledge - Celestial (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Tallusian Source Claws of the Tyrant pg. 121 Perception +12; darkvision Languages Empyrean, Fey; truespeech Skills Acrobatics +11, Architecture Lore +14, Athletics +11, Crafting +13, Nature +13, Stealth +11, Survival +13 Str +2 Dex +2 Con +4 Int +1 Wis +3 Cha +2 --- AC 21 Fort +14 Ref +12 Will +12 HP 76 Weaknesses cold iron 5, unholy 5 --- Speed 25 feet, climb 20 feet Melee Single Action jaws +14, Damage 2d8+8 piercing Melee Single Action claw +14 (Agile), Damage 2d6+6 slashing Melee Single Action tail +14, Damage 2d6+6 bludgeoning plus Knockdown Ranged Single Action quill +14 (Agile, range increment 20 feet), Damage 2d6+6 piercing Divine Innate Spells DC 22 - 1st Pummeling Rubble - 2nd Humanoid Form (at will) - 4th Shape Stone - Constant (5th) Truespeech Crumbling Ground Two Actions (Divine, Earth) The tallusian slaps their tail against the earth, creating a vibration at the precise frequency needed to shake the ground in a 10-foot burst within 30 feet. The area becomes difficult terrain for 24 hours. Any creature in the area must attempt a DC 22 Reflex save. Critical Success The creature is unaffected. Success The creature is off-guard until the start of its next turn. Failure The creature falls prone. Critical Failure As failure, plus the creature takes 1d6 bludgeoning damage. Rubble Single Action (Concentrate) Until the next time it acts, the tallusian appears to be a normal pile of broken rubble. It has an automatic result of 31 (34 in ruins) on Deception checks and DCs to pass as a pile of rubble. Tail Spin Two Actions The tallusian spins in place, sweeping their tail to knock down their foes. Each adjacent foe takes 2d6+6 bludgeoning damage (DC 22 basic Reflex save). Also on a failed save, the target is knocked prone. Afterward, the tallusian becomes clumsy 1 for 1 round. Excessive Exuberance With their ability to shapeshift and seemingly limitless energy, tallusians are often mistaken as fey by the adventurers who encounter them. Indeed, many tallusians feel more comfortable among creatures of the First World than those of the celestial realms. Angels and even other azatas sometimes feel the intensity with which tallusians protect their ruins to be excessive. At heart, however, tallusians are as kindhearted as they are exuberant, flying into a frenzy of tooth, claw, and quill only when they feel their territory is at risk. ","tradition":["Divine"],"skill_mod":{"nature":13,"crafting":13,"survival":13,"stealth":11,"athletics":11,"acrobatics":11},"summary":"While many celestials are drawn to what is, tallusians care about what was. Compelled to protect the remnants of fallen civilizations, tallusians …","primary_source":"Claws of the Tyrant","spell":["Shape Stone","Humanoid Form","Pummeling Rubble","Truespeech"],"trait_group":["Monster","Creature Type","Mechanics","Rarity"],"ac":21,"level":5,"spell_dc":[22],"source_category":["Adventures"],"sense":"darkvision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3830","intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Tallusian","category":"creature","rarity":"uncommon","strike_damage_average":[13,13,13,17],"slug":"creature-3830"},{"attack_bonus":[21,22],"constitution":4,"primary_source_category":"Adventures","strength":3,"hp":155,"language":["Common","Elven"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Knights of Lastwall","will_save":21,"charisma":4,"speed":{"max":30,"land":30},"perception":21,"wisdom":6,"weakness":{},"creature_ability":["Reactive Strike","For Nirmathas!","Heavenly Strike","Hunt Prey","Quick Draw","Skirmish Strike"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Iomedae Lore","Nature","Religion","Stealth","Survival"],"trait":["Aiuvarin","Elf","Human","Humanoid","Unique","Medium","Half-Elf"],"id":"creature-3831","text":" Commander Arsiella Dei Arsiella Dei was born to be a Chernasardo Ranger. The youngest daughter of trapper-turned-military-leader Irgal Nirmath, who was assassinated in 4655 ar after the disorganized groups of rangers he brought together under a common banner gained their independence from Molthune, Arsiella grew up hearing stories of her father's exploits in a nation named in his honor. Had she been raised in a different time or place, Arsiella might have been an artist, but instead she began her training under the members of her father's former army, Irgal's Axe, from the time she could walk. Except for the occasional portrait sketched in the margins of her notebook, throughout her childhood Arsiella remained singularly focused on continuing her father's work of keeping Nirmathas a free nation. From her tutors, she learned not only how to wield an axe and bow, but also the arts of stealth, subterfuge, and sabotage. Arsiella was by all accounts considered an excellent student, no less cunning, clever, or insightful than Irgal Nirmath himself. While her father's compatriots taught Arsiella from an early age, they also spoiled her, often going easier on her than they would another sparring partner. As a result, by the time she was an adolescent, Arsiella believed she was nearly invincible. She took outsized risks on her patrols, sometimes endangering not only her own life, but those of her companions. In this way, Arsiella differed from her father, who always tempered his willingness to risk his own life with a concern for the safety of those under his command. Arsiella knew that if she wanted to become a leader of her people, she would need wisdom as well as skill, but it wasn't until she nearly died at the hands of a Molthuni advance line that she realized the importance of leaving her familiar surroundings of the Southern Fangwood to gain experience abroad. Arsiella relocated to Lastwall, where she sought tutelage under the Knights of Ozem, a military order dedicated to the goddess Iomedae. In Vigil, the capital of Lastwall at that time, she became a devout follower of the Inheritor, admiring both the goddess's strength and her sense of justice. During this period, Arsiella took the last name Dei, an appellation meant not only to honor her new goddess but to minimize the special treatment she might receive as the daughter of a famous war hero such as Irgal Nirmath. In Lastwall, Arsiella also built upon her long-standing belief in the importance of mastering different combat styles. Her teachers among the Knights of Ozem taught her how to fight undead, of course, but they also helped her develop the discipline and military regimen she so sorely lacked throughout her youth. In return, Arsiella became a teacher in her own right, instructing younger, inexperienced knights (many of whom would themselves go on to become Crimson Reclaimers) in the value of stealth, survival, and guerrilla warfare. To this day, Arsiella fights using techniques borrowed from the Chernasardo Rangers and the Knights of Ozem, a combination that makes her unique among the members of both those organizations. Arsiella wasn't in Vigil when it was destroyed in 4719 ar, but she was among the first of the forces to return to the city to take a reckoning of the damage that had occurred. Only when it became clear that Tar-Baphon had escaped his prison and that his undead forces were in the process of overwhelming Lastwall did she retreat, along with the Knights of Ozem, to the port city of Vellumis. As Lastwall died and the Gravelands rose to take its place, Arsiella was vital to the reestablishment of the Knights of Ozem, though she refused to become a Knight of Lastwall herself. In this way, Arsiella's years of training came to a fruition—though it pained her to leave her comrades-in-arms behind, she believed her talents would be put to better use mustering foreign forces for the greater battle against the Whispering Tyrant that was surely to come. By the time she returned to the Southern Fangwood, Arsiella had become both a battle-hardened warrior and a formidable strategist, and she quickly rose through the ranks to become one of the few Chernasardo wardens. While the rangers continued to be a loose confederation of freedom fighters, Arsiella possessed an uncanny ability to coordinate operations using a combination of charm, intimidation, and meticulous organization. This ability, along with her time serving with the Knights of Ozem and her devotion to Iomedae, earned Arsiella her role as the commander of Fort Ozem. When the time came to find a resting place for the Chalice of Ozem, Fort Ozem was the obvious choice, and Arsiella gladly assumed the role of the artifact's chief protector. Arsiella isn't one to be overly impressed by titles, but she sees her appointment as a way to continue her father's legacy, and she has used a bit of her pull to afford him a place of honor within the catacombs beneath the fort. She considers her regular visits to Irgal's tomb as both an honor to her father and a source of strength that helps her fulfill her current duties. Campaign Role Arsiella Dei oversees Fort Ozem as the PCs infiltrate the outpost in search of the Chalice of Ozem. Of all the fort's defenders, only Arsiella is aware of the Chalice's presence in the catacombs. Arsiella takes the secrecy of the artifact's presence in the fort with the utmost seriousness. She's long believed that her father's assassination was made possible only because someone inadvertently revealed his location, and she has vowed not to let her knowledge of the fort's true purpose fall into evil hands. In her time as fort commander, Arsiella has increased the use of traps in the forward “sword” section of Fort Ozem. She's also made deals with local fey and other creatures to add an additional level of security throughout the fort, trusting these creatures to repel intruders should the fort's humanoid defenders fail or prove untrustworthy. She views herself as the Chalice of Ozem's last line of defense, however. If presented with unbeatable odds, Arsiella abandons the fort with the Chalice. Before then, anyone who enters Fort Ozem without her permission is likely to face a hail of arrows from her bow or the sharp side of her axe. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Commander Arsiella Dei Source Claws of the Tyrant pg. 122 Perception +21; low-light vision Languages Common, Elven Skills Acrobatics +18, Athletics +16, Diplomacy +16, Intimidation +16, Iomedae Lore +18, Nature +18, Religion +16, Stealth +18, Survival +20 Str +3 Dex +5 Con +4 Int +4 Wis +6 Cha +4 Items Breastplate, Composite Shortbow (20 arrows), Irgal's Axe ( +1 striking vitalizing battle axe ), +1 leather armor , religious symbol of Iomedae --- AC 28 Fort +15 Ref +19 Will +21 HP 155 Reactive Strike Reaction --- Speed 30 feet Melee Single Action battle axe +22 (Magical, Sweep), Damage 2d8+11 slashing Ranged Single Action composite shortbow +21 (deadly d10, Propulsive, range increment 60 feet), Damage 1d6+10 piercing Ranger Warden Spells 2 Focus Points, DC 28 - 5th Gravity Weapon, Soothing Mist For Nirmathas! Single Action Frequency once per round; Effect Arsiella makes two battle axe Strikes against the same target. Both Strikes use Arsiella's current multiple attack penalty, but each Strike takes a –2 penalty. A target hit by both attacks on the same turn must also succeed at a DC 26 Fortitude saving throw or be knocked prone. Heavenly Strike Two Actions (Divine) Arsiella calls on the spirit of her father and the strength of Iomedae to infuse her weapon, then Strikes with that weapon. If the Strike hits, Arsiella deals an extra weapon die of vitality damage. Hunt Prey Single Action (Concentrate) Arsiella designates a single creature she can see and hear, or one she's Tracking, as her prey. She gains a +2 circumstance bonus to Perception checks to Seek her prey and to Survival checks to Track her prey. The first time she hits her designated prey in a round, she deals an additional 1d8 precision damage. She also ignores the penalty for making ranged attacks within the second range increment when attacking her prey. These effects last until she uses Hunt Prey again. Quick Draw Single Action Arsiella draws a weapon, then Strikes with that weapon. Skirmish Strike Single Action Arsiella either Steps and then Strikes, or Strikes and then Steps. ","skill_mod":{"diplomacy":16,"nature":18,"survival":20,"stealth":18,"athletics":16,"intimidation":16,"acrobatics":18,"religion":16},"summary":"Arsiella Dei was born to be a Chernasardo Ranger. The youngest daughter of trapper-turned-military-leader Irgal Nirmath, who was assassinated in 4655 …","primary_source":"Claws of the Tyrant","spell":["Gravity Weapon","Soothing Mist"],"trait_group":["Ancestry","Half-Elf","Weapon","Half-Orc","Creature Type","Rarity"],"ac":28,"item":["Breastplate","Composite Shortbow (20 arrows)","Irgal's Axe ( +1 striking vitalizing battle axe )","+1 leather armor","religious symbol of Iomedae"],"level":9,"spell_dc":[28],"source_category":["Adventures"],"sense":"low-light vision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3831","intelligence":4,"reflex_save":19,"strongest_save":["will"],"dexterity":5,"vision":"Low-light vision","fortitude_save":15,"size":["Medium"],"name":"Commander Arsiella Dei","category":"creature","rarity":"unique","strike_damage_average":[13,20],"slug":"creature-3831"},{"attack_bonus":[34,38,39],"constitution":10,"primary_source_category":"Adventures","strength":10,"hp":465,"language":["Chthonian","Common","Diabolic","Kelish","Necril","Osiriani"],"immunity":["bleed","death effects","disease","fire","paralyzed","poison","unconscious"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Graveknight","will_save":33,"charisma":7,"speed":{"max":25,"land":25},"perception":32,"wisdom":4,"weakness":{},"creature_ability":["Sacrilegious Aura","Iron Command","Reactive Strike","Shield Block","Devastating Blast","Graveknight's Curse","Phantom Mount","Ruinous Weapons","Swap Fates","Unyielding Block","Weapon Master"],"skill":["Arazni Lore","Athletics","Diplomacy","Intimidation","Religion","Society","Warfare Lore"],"trait":["Graveknight","Undead","Unholy","Unique","Medium"],"id":"creature-3832","text":" Seldeg Bhedlis The tale of Seldeg Bhedlis is one of bitterness and failure. Once a proud Knight of Ozem, Seldeg fought alongside Arazni, then still the herald of Aroden, during the Shining Crusade. He rose quickly through the ranks, and in 3889 ar, he was one of six knights handpicked to infiltrate the city of Mechitar to take down the nation of Geb from within. This appointment proved to be Seldeg's undoing. Until this point, Seldeg's life had been one of strict military regimen. Once freed from the shackles of morality imposed upon him by his upbringing, Seldeg found the pleasures of Geb too tempting to resist. He eventually fell into the arms of a vampire lover, who was herself a secret thrall to one of that nation's Blood Lords. Over the following weeks, Seldeg revealed to his new lover everything he knew about the Knights of Ozem, dealing irreparable damage to his former order. Recognizing that his actions would be viewed harshly by both Aroden and Pharasma, Seldeg assented to becoming a graveknight rather than face the judgment of the gods. Seldeg's first task as a graveknight was to steal Arazni's body from Vigil, where it had been laid to rest after her defeat at the hands of the Whispering Tyrant. In this, at least, Seldeg succeeded. Upon the graveknight's return, Geb transformed Arazni into a lich and assigned Seldeg and his fellow fallen knights, now known as the Council Libertine, to serve as both her personal bodyguards and captors. Seldeg provided centuries of faithful service to the Ghost King, but eventually the graveknight failed again. In 4719 ar, spurred by a premonition of Tar-Baphon's return, Arazni escaped the Council Libertine, fled the nation of Geb, and returned to Lastwall. Weeks later, she was killed fighting the Whispering Tyrant alongside a group of mortal heroes and, as a consequence, was granted godhood. As punishment for allowing Arazni to escape, Geb appointed Seldeg with the unenviable task of covering up this failure. Despite the graveknight's best efforts, however, hiding Arazni's ascension proved impossible. When Seldeg learned that Geb planned to destroy his graveknight armor, the embittered graveknight fled to the Gravelands and pledged his service to a new master, Tar-Baphon. Still haunted by his failures, Seldeg has since become fixated on Arazni, whose history he believes mirrors his own. Like Arazni, Seldeg became undead largely against his will, then was forced to commit atrocities he would've otherwise abhorred had fate not set him down a grim path. The fallen knight now intends to repair Arazni's fate, along with his own, once and for all. To do so, he's devised a ritual that will swap Arazni's story with that of another goddess, Iomedae. If successful, Seldeg believes he'll rewrite history such that Iomedae, and not Arazni, will have died at the hands of Tar-Baphon. Campaign Role Seldeg Bhedlis previously appeared in the Blood Lords Adventure Path, where the Ghost King Geb proposed killing the graveknight and destroying his cursed armor. Despite these machinations, Seldeg managed to survive, though his iconic armor was damaged during his escape. Geb's betrayal, along with Seldeg's growing discontent with his role as the Ghost King's spymaster, inspired the graveknight to defect from Geb and travel to the Gravelands to pledge his service to the Whispering Tyrant. While the characters might not realize it, Seldeg Bhedlis drives the story of all three adventures presented in Claws of the Tyrant. In each adventure, Seldeg's actions arise from his desperate (and arguably delusional) belief that by undoing Arazni's fate, he'll somehow change his own. Seldeg's bitterness, however, blinds him to the fact that his attempts to rewrite history lead him even further away from the redemption he so desperately seeks. In “Gravelands Survivors,” Seldeg sends one of his agents to the ruined village of Yua's Hope to retrieve one of the Bloodstones of Arazni, an artifact Seldeg believes is vital to powering his ritual. The heroes are among a group of refugees who must deliver the Bloodstone into safe hands. In “Ashes for Ozem,” Seldeg tasks the characters with stealing another relic, the Chalice of Ozem, from Fort Ozem, a former Knights of Ozem stronghold now under the stewardship of the Chernasardo Rangers. Though the Chalice isn't required to enact his ritual, Seldeg believes an artifact so tied to the histories of Arazni and Iomedae will lend power to his magic. The book's final adventure, “Of Blood and Faith,” sees Seldeg undertaking the ritual to swap the fates of Arazni and Iomedae. In this adventure, the heroes race Seldeg's minions to recover the two still-missing Bloodstones. At the adventure's climax, the characters finally have the chance to confront Seldeg face-to-face and put an end to the graveknight's machinations once and for all. Recall Knowledge - Undead (Religion): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Seldeg Bhedlis (Claws of the Tyrant) Source Claws of the Tyrant pg. 125 Perception +32; darkvision Languages Chthonian, Common, Diabolic, Kelish, Necril, Osiriani Skills Arazni Lore +38, Athletics +38, Diplomacy +34, Intimidation +34, Religion +32, Society +34, Warfare Lore +34 Str +10 Dex +6 Con +10 Int +7 Wis +4 Cha +7 Items +2 resilient standard-grade adamantine full plate , Javelin (4), Longsword, supreme sturdy shield (Hardness 20, HP 160, BT 80) --- AC 46 (48 with shield raised) Fort +36 Ref +32 Will +33 HP 465 (rejuvenation, void healing) Immunities bleed, death effects, disease, fire, paralyzed, poison, unconscious Sacrilegious Aura (aura, divine, void) 30 feet. Counteract modifier +31 Iron Command Reaction Trigger An enemy within 15 feet damages Seldeg; Effect Seldeg puts an impertinent foe who dared harm him in their proper place. He commands the enemy to kneel in obedience. If they refuse, they must pay the price in pain and anguish. The triggering creature must choose one of the following options: the enemy kneels, dropping prone as a free action, or the enemy refuses and takes 6d6 mental damage. In addition, Seldeg's Strikes against the triggering creature deal an additional 3 damage until the end of his next turn. Seldeg chooses whether the additional damage is spirit or void each time he uses this reaction. Reactive Strike Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action flaming longsword +38 (Fire, Magical, versatile P), Damage 6d8+18 slashing plus 2d10 fire Melee Single Action fist +39 (Agile, Finesse, Fire, Magical), Damage 5d8+18 bludgeoning plus 2d10 fire Ranged Single Action flaming javelin +34 (Fire, Magical, thrown 30 feet), Damage 6d6+18 piercing plus 2d10 fire Champion Devotion Spells 1 Focus Point, DC 39 - 10th Touch of the Void Devastating Blast Two Actions (Arcane, fire 11d12 fire) Graveknight's Curse This curse affects anyone who wears Seldeg's armor for at least 1 hour. Saving Throw DC 39 Will save; Onset 1 hour; Stage 1 doomed 1, and the wearer can't remove the armor (1 day); Stage 2 doomed 2, –10-foot status penalty to Speeds, and the wearer can't remove the armor (1 day); Stage 3 the wearer dies and transforms into Seldeg. Phantom Mount Three Actions (Arcane) Seldeg summons a supernatural mount as per marvelous mount (10th rank). Unlike marvelous mount, the mount's AC and saving throw bonuses are all 4 levels lower than Seldeg's, and the mount has one-third of Seldeg's Hit Points (rounded down). If the mount is destroyed, Seldeg must wait 1 hour before using this ability again. HP 155; AC 42; Fort +32, Ref +28, Will +29 Ruinous Weapons Any weapon or unarmed attack Seldeg uses gains the effects of the +1 greater striking and greater flaming runes. Swap Fates Single Action (Divine, Teleportation) Frequency once per round; Effect Seldeg switches the fates of two creatures within 500 feet. The two creatures teleport into each other's spaces. Each creature then attempts a DC 39 Will save. Critical Success The target becomes temporarily immune to Swap Fates for 24 hours. Success The target takes 3d6 mental damage. Failure The target takes 6d6 mental damage and is stunned 1. Critical Failure The target takes 12d6 mental damage and is stunned 4. Unyielding Block At the start of each of Seldeg's turns, he gains two additional reactions he can use only to perform a Shield Block. Weapon Master Seldeg has access to the critical specialization effects of any weapon he wields. ","skill_mod":{"society":34,"diplomacy":34,"athletics":38,"intimidation":34,"religion":32},"summary":"The tale of Seldeg Bhedlis is one of bitterness and failure. Once a proud Knight of Ozem, Seldeg fought alongside Arazni , then still the herald of …","primary_source":"Claws of the Tyrant","spell":["Touch of the Void"],"trait_group":["Monster","Creature Type","Mechanics","Rarity"],"ac":46,"item":["+2 resilient standard-grade adamantine full plate","Javelin (4)","Longsword","supreme sturdy shield (Hardness 20, HP 160, BT 80)"],"level":20,"spell_dc":[39],"source_category":["Adventures"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3832","intelligence":7,"reflex_save":32,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":36,"size":["Medium"],"name":"Seldeg Bhedlis (Claws of the Tyrant)","category":"creature","rarity":"unique","strike_damage_average":[50,51,56],"slug":"creature-3832"},{"attack_bonus":[10,10],"constitution":1,"primary_source_category":"Adventures","strength":3,"hp":40,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","fear","paralyzed","poison","precision","unconscious"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Will-o'-Wisp","will_save":7,"charisma":2,"speed":{"fly":25,"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{"bludgeoning":5},"creature_ability":["Corpse Sense","Sunlight Powerlessness","Wisp Form","Claim Corpse","Death Light"],"skill":["Athletics","Intimidation","Stealth"],"legacy_id":["creature-1035"],"trait":["Rare","Undead","Medium"],"id":"creature-3833","text":" Corpselight Nethys Note: This description was taken from the legacy entry of the monster. A will-o'-wisp that starves to death might rise as a cold, blue, glowing sphere of spongy wetness—a corpselight. A corpselight instinctively seeks out a host corpse to dwell within, as its physical form quickly deteriorates if not hidden within a dead creature. Recall Knowledge - Undead (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Corpselight Source Claws of the Tyrant pg. 24 Perception +7; corpse sense (precise) 30 feet, darkvision Languages Common, Necril Skills Athletics +7, Intimidation +8, Stealth +8 Str +3 Dex +4 Con +1 Int +1 Wis +1 Cha +2 Corpse Sense A corpselight can sense dead bodies withinrange. This is a precise sense that functions through solid barriers less than 5 feet thick. --- AC 17 Fort +5 Ref +10 Will +7 HP 40 (void healing) Immunities bleed, death effects, disease, fear, paralyzed, poison, precision, unconscious Weaknesses bludgeoning 5 (in skeletal corpses) or slashing 5 (in fleshy corpses) Sunlight Powerlessness While in sunlight, a corpselight is stunned 2 and clumsy 2, and it can't Claim a Corpse. Wisp Form When a corpselight is reduced to 0 Hit Points while merged with a corpse, it is instead reduced to 1 Hit Point as the corpse collapses to the ground and the corpselight emerges in its wisp form. While in wisp form, a corpselight is Tiny and can take no actions other than Claim Corpse or Fly. A corpselight that starts its turn in wisp form must attempt a DC 16 flat check at the end of its turn; if it fails, it loses 1 Hit Point. A corpselight reduced to 0 Hit Points while in wisp form is destroyed. --- Speed 25 feet, fly 25 feet (wisp form only) Melee Single Action jaws +10, Damage 1d8+6 piercing Melee Single Action claw +10 (Agile), Damage 1d6+6 slashing Claim Corpse Single Action Requirements The corpselight is in wisp form and is adjacent to a Medium or Small corpse that hasn't been claimed by a corpselight in the past 24 hours; Effect The corpselight merges with the corpse, causes the corpse to Stand, and regains 3d6 Hit Points. Death Light Three Actions (Emotion, Fear, Mental, Occult) Requirements The corpselight is in a corpse; Effect The corpselight emits a sickly blue beam of light from its mouth and eyes in a 20-foot cone. All living creatures in this area must attempt a DC 18 Fortitude saving throw. If at least one creature fails its save, the corpselight regains 2d6 Hit Points, gaining any that exceed its maximum as temporary Hit Points that last for 1 minute. The corpselight can't use Death Light again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes 1d6 void damage. Failure The creature takes 2d6 void damage and is frightened 1. Critical Failure The creature takes 4d6 void damage and is frightened 3. ","skill_mod":{"stealth":8,"athletics":7,"intimidation":8},"summary":"Nethys Note: This description was taken from the legacy entry of the monster. A will-o'-wisp that starves to death might rise as a cold, blue, …","primary_source":"Claws of the Tyrant","trait_group":["Rarity","Creature Type"],"ac":17,"level":2,"source_category":["Adventures"],"sense":"corpse sense (precise) 30 feet, darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3833","intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":5,"size":["Medium"],"name":"Corpselight","category":"creature","rarity":"rare","strike_damage_average":[9,10],"slug":"creature-3833"},{"constitution":2,"primary_source_category":"Adventures","strength":4,"hp":40,"immunity":["bleed","death effects","disease","grabbed","mental","paralyzed","poison","precision","prone","restrained","swarm mind","unconscious"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Skeleton","will_save":8,"charisma":2,"speed":{"climb":10,"max":30,"land":30},"perception":8,"wisdom":1,"weakness":{"area":4,"splash":4},"creature_ability":["Ravenous Sickness","Swarming Bites"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Mindless","Skeleton","Swarm","Uncommon","Undead","Unholy","Large"],"id":"creature-3834","text":" Skeletal Rat Swarm Nethys Note: No description has been provided for this monster. Recall Knowledge - Undead (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Skeletal Rat Swarm Source Claws of the Tyrant pg. 27 Perception +8; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +7, Stealth +8 Str +4 Dex +4 Con +2 Int -5 Wis +1 Cha +2 --- AC 16 Fort +5 Ref +11 Will +8 HP 40 (void healing) Immunities bleed, death effects, disease, grabbed, mental, paralyzed, poison, precision, prone, restrained, swarm mind, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 Weaknesses area damage 4, splash damage 4 --- Speed 30 feet, climb 10 feet Ravenous Sickness (Disease, Unholy) An infected creature can't heal damage it takes from this disease until the disease is cured; Saving Throw DC 20 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 void damage and the target requires twice as much food for a creature of their size to avoid starvation (1 day); Stage 3 1d6 void damage and the target requires three times as much food for a creature of their size to avoid starvation (1 day); Stage 4 1d6 void damage and the target takes 1 void damage each hour until it eats a full meal (1 day); Stage 5 dead, rising as a skeleton immediately after it devours the flesh off its own bones. Swarming Bites Single Action Each enemy in the swarm's space takes 3d4 piercing damage (DC 18 basic Fortitude save). A creature that fails this save is exposed to ravenous sickness. ","skill_mod":{"stealth":8,"athletics":7,"acrobatics":8},"summary":"Nethys Note: No description has been provided for this monster.","primary_source":"Claws of the Tyrant","trait_group":["Monster","Ancestry","Rarity","Creature Type","Mechanics"],"ac":16,"level":2,"source_category":["Adventures"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=3834","intelligence":-5,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":5,"size":["Large"],"name":"Skeletal Rat Swarm","category":"creature","rarity":"uncommon","slug":"creature-3834"},{"attack_bonus":[12,12],"constitution":3,"primary_source_category":"Adventures","strength":4,"hp":75,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Zombie","will_save":6,"charisma":-3,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{"slashing":5,"vitality":5},"creature_ability":["Slow","Murderous Mauler"],"skill":["Athletics"],"trait":["Mindless","Uncommon","Undead","Unholy","Zombie","Large"],"id":"creature-3835","text":" Zombie Bear Nethys Note: No description has been provided for this monster. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Zombie Bear Source Claws of the Tyrant pg. 29 Perception +8; darkvision Languages Skills Athletics +12 Str +4 Dex +0 Con +3 Int -5 Wis +1 Cha -3 Slow A zombie bear is permanently slowed 1 and can't use reactions. --- AC 17 Fort +8 Ref +5 Will +6 HP 75 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Weaknesses slashing 5, vitality 5 --- Speed 25 feet Melee Single Action claw +12, Damage 1d10+7 piercing plus Grab Melee Single Action jaws +12, Damage 1d12+7 piercing Murderous Mauler The zombie bear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed. ","skill_mod":{"athletics":12},"summary":"Nethys Note: No description has been provided for this monster.","primary_source":"Claws of the Tyrant","trait_group":["Monster","Rarity","Creature Type","Mechanics"],"ac":17,"level":3,"source_category":["Adventures"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3835","intelligence":-5,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":8,"size":["Large"],"name":"Zombie Bear","category":"creature","rarity":"uncommon","strike_damage_average":[12,13],"slug":"creature-3835"},{"constitution":0,"primary_source_category":"Adventures","strength":0,"hp":32,"immunity":["death effects","disease","paralyzed","poison","precision","swarm mind","unconscious"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Skeleton","will_save":8,"charisma":0,"speed":{"fly":35,"max":35,"land":5},"perception":12,"wisdom":4,"weakness":{"area":5,"splash":5},"creature_ability":["Mindless Grudge","Swarming Hunger"],"skill":["Acrobatics","Stealth","Thievery"],"trait":["Skeleton","Swarm","Uncommon","Undead","Unholy","Large"],"id":"creature-3836","text":" Undead Murder Nethys Note: No description has been given for this creature. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Undead Murder Source Claws of the Tyrant pg. 32 Perception +12; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +10, Stealth +7, Thievery +10 Str +0 Dex +3 Con +0 Int -4 Wis +4 Cha +0 --- AC 18 Fort +7 Ref +13 Will +8 HP 32 (void healing) Immunities death effects, disease, paralyzed, poison, precision, swarm mind, unconscious Resistances cold 3, electricity 3, fire 3, piercing 3, slashing 3 Weaknesses area damage 5, splash damage 5 Mindless Grudge Reaction Trigger A creature deals damage to the murder; Effect The murder begrudges the triggering creature. The murder's swarming hunger deals 3 extra damage to that creature. The effect ends if the murder begrudges a different creature. --- Speed 5 feet, fly 35 feet Swarming Hunger Single Action The murder's beaks and talons deal 2d6 piercing damage to each enemy in the swarm's space (DC 20 basic Reflex save). A creature that critically fails its save is blinded for 1d4 rounds as the murder focuses its attacks on clawing out the creature's eyes. ","skill_mod":{"thievery":10,"stealth":7,"acrobatics":10},"summary":"Nethys Note: No description has been given for this creature.","primary_source":"Claws of the Tyrant","trait_group":["Monster","Ancestry","Rarity","Creature Type","Mechanics"],"ac":18,"level":3,"source_category":["Adventures"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{"piercing":3,"slashing":3,"fire":3,"cold":3,"electricity":3},"url":"/Monsters.aspx?ID=3836","intelligence":-4,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"size":["Large"],"name":"Undead Murder","category":"creature","rarity":"uncommon","slug":"creature-3836"},{"attack_bonus":[14,14,15],"constitution":3,"primary_source_category":"Adventures","strength":3,"hp":75,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Ghoul","will_save":11,"charisma":2,"speed":{"max":30,"land":30,"burrow":5},"perception":12,"wisdom":4,"weakness":{},"creature_ability":["Stench","Consume Flesh","Ghoul Whispers","Grave Knowledge","Hunt Prey","Swift Leap"],"skill":["Acrobatics","Athletics","Gravelands Lore","Intimidation","Stealth","Survival"],"trait":["Ghoul","Undead","Unholy","Unique","Medium"],"id":"creature-3837","text":" Omelia Nethys Note: No description has been provided for this NPC. Recall Knowledge - Undead (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Omelia Source Claws of the Tyrant pg. 36 Perception +12; darkvision Languages Common, Necril Skills Acrobatics +13, Athletics +11, Gravelands Lore +9, Intimidation +9, Stealth +13, Survival +13 Str +3 Dex +4 Con +3 Int +2 Wis +4 Cha +2 Items +1 composite longbow , Leather Armor --- AC 21 Fort +11 Ref +13 Will +11 HP 75 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Stench (aura, olfactory) 10 feet, DC 22 --- Speed 30 feet, burrow 5 feet Melee Single Action jaws +14 (Finesse), Damage 1d8+4 piercing Melee Single Action claws +14 (Finesse), Damage 1d6+4 slashing plus Grab Ranged Single Action composite longbow +15 (deadly d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+4 piercing Consume Flesh Single Action (Manipulate) 3d6 HP Ghoul Whispers Single Action (Auditory, Linguistic, Occult) DC 22 Grave Knowledge (Occult) +13 skill modifier Hunt Prey Single Action (Concentrate) Omelia designates a single creature she can see and hear, or one she's Tracking, as her prey. She gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time Omelia hits her designated prey in a round, she deals an additional 1d8 precision damage. These effects last until she uses Hunt Prey again. Swift Leap Single Action (Move) ","skill_mod":{"survival":13,"stealth":13,"athletics":11,"intimidation":9,"acrobatics":13},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Claws of the Tyrant","trait_group":["Monster","Creature Type","Mechanics","Rarity"],"ac":21,"item":["+1 composite longbow","Leather Armor"],"level":5,"source_category":["Adventures"],"sense":"darkvision","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/NPCs.aspx?ID=3837","intelligence":2,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Omelia","category":"creature","rarity":"unique","strike_damage_average":[7,8,8],"slug":"creature-3837"},{"attack_bonus":[18,18,19],"constitution":2,"primary_source_category":"Adventures","strength":3,"hp":115,"language":["Common"],"source":["Claws of the Tyrant"],"type":"Creature","will_save":13,"charisma":2,"speed":{"max":25,"land":25},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Double Shot","Quick Draw"],"skill":["Acrobatics","Athletics","Forest Lore","Medicine","Nature","Stealth","Survival"],"trait":["Humanoid","Uncommon","Medium"],"id":"creature-3838","text":" Chernasardo Ranger Nethys Note: No description has been provided for these creatures. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Chernasardo Ranger Source Claws of the Tyrant pg. 44 Perception +18 Languages Common Skills Acrobatics +13, Athletics +12, Forest Lore +13, Medicine +15, Nature +16, Stealth +17, Survival +17 Str +3 Dex +6 Con +2 Int +3 Wis +4 Cha +2 Items Dagger, Shortbow (20 arrows), +1 shortsword , specialist snare kit --- AC 25 Fort +15 Ref +18 Will +13 HP 115 --- Speed 25 feet Melee Single Action shortsword +19 (Agile, Finesse, Magical, versatile S), Damage 1d6+10 piercing Melee Single Action dagger +18 (Agile, Finesse, versatile S), Damage 1d4+9 piercing Ranged Single Action shortbow +18 (deadly d8, Propulsive, range increment 60 feet), Damage 1d6+9 piercing Double Shot Single Action The ranger makes two shortbow Strikes targeting two different creatures within the shortbow's first range increment. Both Strikes use the ranger's current multiple attack penalty, but each strike takes a –2 penalty. Quick Draw Single Action The ranger draws a weapon, then Strikes with that weapon. ","skill_mod":{"nature":16,"survival":17,"stealth":17,"medicine":15,"athletics":12,"acrobatics":13},"summary":"Nethys Note: No description has been provided for these creatures.","primary_source":"Claws of the Tyrant","trait_group":["Creature Type","Rarity"],"ac":25,"item":["Dagger","Shortbow (20 arrows)","+1 shortsword","specialist snare kit"],"level":7,"source_category":["Adventures"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3838","intelligence":3,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":15,"size":["Medium"],"name":"Chernasardo Ranger","category":"creature","rarity":"uncommon","strike_damage_average":[11,12,13],"slug":"creature-3838"},{"attack_bonus":[20],"constitution":4,"primary_source_category":"Adventures","strength":6,"hp":135,"language":["Common"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Knights of Lastwall","will_save":16,"charisma":3,"speed":{"max":25,"land":25},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Deep Resilience","Shield Block","Sudden Charge"],"skill":["Athletics","Gravelands Lore","Nature","Medicine","Religion","Stealth","Survival"],"trait":["Humanoid","Medium"],"id":"creature-3839","text":" Knight Reclaimant Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Knight Reclaimant Source Claws of the Tyrant pg. 44 Perception +16 Languages Common Skills Athletics +12, Gravelands Lore +16, Nature +12, Medicine +12, Religion +14, Stealth +14, Survival +14 Str +6 Dex +3 Con +4 Int +2 Wis +4 Cha +3 Items +1 striking bastard sword , Half Plate, Steel Shield (Hardness 5, 20 HP, BT 10) --- AC 27 Fort +19 Ref +14 Will +16 HP 135 Deep Resilience The knight reclaimant's convictions steel their mind against outside influences and help their allies remain strong. The knight and their allies within 30 feet have a +1 circumstance bonus to saves against mental effects, which increases to +2 against mental effects originating from undead. Shield Block Reaction --- Speed 25 feet Melee Single Action bastard sword +20 (Magical, two-hand 2d12), Damage 2d8+10 slashing Sudden Charge Single Action Frequency once per turn; Effect The knight Strides twice. If they end their movement within melee reach of at least one enemy, the knight can make a melee Strike against that enemy. ","skill_mod":{"nature":12,"survival":14,"stealth":14,"medicine":12,"athletics":12,"religion":14},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Claws of the Tyrant","trait_group":["Creature Type"],"ac":27,"item":["+1 striking bastard sword","Half Plate","Steel Shield (Hardness 5, 20 HP, BT 10)"],"level":8,"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3839","intelligence":2,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":19,"size":["Medium"],"name":"Knight Reclaimant","category":"creature","rarity":"common","strike_damage_average":[19],"slug":"creature-3839"},{"attack_bonus":[15,15,16],"constitution":3,"primary_source_category":"Adventures","strength":4,"hp":110,"language":["Common"],"source":["Claws of the Tyrant"],"type":"Creature","spell_attack_bonus":[17],"will_save":18,"charisma":3,"speed":{"max":25,"land":25},"perception":15,"wisdom":6,"weakness":{},"creature_ability":["Healing Hands","Steady Spellcasting"],"skill":["Diplomacy","Intimidation","Iomedae Lore","Medicine","Religion","Society","Survival"],"trait":["Humanoid","Uncommon","Medium"],"id":"creature-3840","text":" Priests Of Iomedae Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Priests Of Iomedae Source Claws of the Tyrant pg. 45 Perception +15 Languages Common Skills Diplomacy +13, Intimidation +15, Iomedae Lore +17, Medicine +16, Religion +17, Society +12, Survival +12 Str +4 Dex +2 Con +3 Int +2 Wis +6 Cha +3 Items Dagger, +1 longsword , religious symbol of Iomedae --- AC 24 Fort +15 Ref +13 Will +18 HP 110 --- Speed 25 feet Melee Single Action longsword +16 (Magical, versatile P), Damage 1d8+9 slashing Melee Single Action dagger +15 (Agile, versatile S), Damage 1d4+8 piercing Ranged Single Action dagger +15 (Agile, thrown 10 feet, versatile S), Damage 1d4+8 piercing Divine Prepared Spells DC 25, attack +17 - Cantrips (3rd) Detect Magic, Divine Lance, Guidance, Light, Shield - 1st Alarm, Infuse Vitality, Sure Strike - 2nd Enlarge, Dispel Magic, See the Unseen - 3rd Crisis of Faith, Heal (×3), Heroism, Holy Light Cleric Domain Spells 1 Focus Point, DC 25 - 1st Weapon Surge Divine Rituals DC 25 - 2nd Consecrate Healing Hands When the priest casts heal , they roll d10s instead of d8s. Steady Spellcasting If another creature's reaction would disrupt the priest's spellcasting action, the priest attempts a DC 15 flat check. If the priest succeeds, their action isn't disrupted. ","tradition":["Divine"],"skill_mod":{"society":12,"diplomacy":13,"survival":12,"medicine":16,"intimidation":15,"religion":17},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Claws of the Tyrant","spell":["Crisis of Faith","Heal","Heroism","Holy Light","Enlarge","Dispel Magic","See the Unseen","Alarm","Infuse Vitality","Sure Strike","Detect Magic","Divine Lance","Guidance","Light","Shield","Weapon Surge"],"trait_group":["Creature Type","Rarity"],"ac":24,"item":["Dagger","+1 longsword","religious symbol of Iomedae"],"level":7,"spell_dc":[25,25],"source_category":["Adventures"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3840","intelligence":2,"reflex_save":13,"strongest_save":["will"],"dexterity":2,"fortitude_save":15,"size":["Medium"],"name":"Priests Of Iomedae","category":"creature","rarity":"uncommon","strike_damage_average":[10,10,13],"slug":"creature-3840"},{"attack_bonus":[36,36],"constitution":6,"primary_source_category":"Adventures","strength":10,"hp":265,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Skeleton","will_save":32,"charisma":-1,"speed":{"max":60,"land":20,"swim":60},"perception":32,"wisdom":5,"weakness":{},"creature_ability":["Breach","River Jump"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Mindless","Skeleton","Undead","Unholy","Unique","Huge"],"id":"creature-3841","text":" Ossuary Warden Nethys Note: No description has been provided for this monster. Recall Knowledge - Undead (Religion): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Ossuary Warden Source Claws of the Tyrant pg. 67 Perception +32; darkvision, wavesense (imprecise) 120 feet Languages Skills Acrobatics +37, Athletics +40, Stealth +33 Str +10 Dex +6 Con +6 Int -5 Wis +5 Cha -1 --- AC 42 Fort +34 Ref +29 Will +32 HP 265 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 20, electricity 20, fire 20, piercing 20, slashing 20 --- Speed 20 feet, swim 60 feet Melee Single Action jaws +36 (deadly 3d12, reach 15 feet), Damage 4d12+28 piercing plus Grab Melee Single Action tail +36 (Agile, reach 20 feet), Damage 4d10+20 bludgeoning Breach Two Actions The ossuary warden Leaps and makes a Strike at any point along its movement. River Jump If the ossuary warden is in water, it can Leap vertically 60 feet and horizontally 60 feet, moving any creature it has Grabbed along with it. The warden doesn't take damage from falls into water. ","skill_mod":{"stealth":33,"athletics":40,"acrobatics":37},"summary":"Nethys Note: No description has been provided for this monster.","primary_source":"Claws of the Tyrant","trait_group":["Monster","Ancestry","Creature Type","Mechanics","Rarity"],"ac":42,"level":19,"source_category":["Adventures"],"sense":"darkvision, wavesense (imprecise) 120 feet","weakest_save":["ref","reflex"],"resistance":{"piercing":20,"slashing":20,"fire":20,"cold":20,"electricity":20},"url":"/Monsters.aspx?ID=3841","intelligence":-5,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":34,"size":["Huge"],"name":"Ossuary Warden","category":"creature","rarity":"unique","strike_damage_average":[42,54],"slug":"creature-3841"},{"attack_bonus":[33],"constitution":6,"primary_source_category":"Adventures","strength":0,"hp":290,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","unconscious","vitality","void"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Divine Warden","spell_attack_bonus":[29],"will_save":33,"charisma":-5,"speed":{"max":25,"land":25},"perception":27,"wisdom":4,"weakness":{},"creature_ability":["Divine Destruction","God-Bound","Faithful Weapon","Instrument of Faith"],"skill":["Intimidation"],"trait":["Construct","Divine","Mindless","Uncommon","Huge"],"id":"creature-3842","text":" Divine Warden Of Iomedae Nethys Note: No description has been given for this monster. Recall Knowledge - Construct (Arcana, Crafting): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Divine Warden Of Iomedae Source Claws of the Tyrant pg. 71 Perception +27; darkvision Languages Skills Intimidation +32 Str +0 Dex +9 Con +6 Int -5 Wis +4 Cha -5 Items Longsword --- AC 37 Fort +30 Ref +28 Will +33 HP 290 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void Resistances physical 10 Divine Destruction (divine, spirit) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 16d6 spirit damage. Each creature in the area must attempt a DC 37 Will save. Critical Success The creature takes half damage. Success The creature takes full damage. Failure The creature takes full damage and becomes temporarily cursed by the patron deity. The cursed creature is enfeebled 1 and stupefied 1 for 1 day; this is a curse effect that uses the Will save DC as the counteract DC. Critical Failure As failure, except the cursed creature is enfeebled 2 and stupefied 2. God-Bound The divine warden is bound to a specific patron deity upon its creation. The warden can't take hostile actions against a creature that openly wears or displays a symbol of its patron deity unless that creature uses a hostile action against the warden first. The warden gains an initial domain spell chosen from its deity's list of domains. The divine warden has 3 Focus Points. --- Speed 25 feet Melee Single Action greater striking longsword +33 (Magical, versatile P), Damage 3d8+19 slashing Divine Innate Spells DC 37, attack +29 - Cantrips (8th) Divine Lance Cleric Domain Spells 3 Focus Points, DC 37 - 5th Weapon Surge Faithful Weapon While the divine warden wields the favored weapon of its patron deity, that weapon gains the effect of a greater striking rune. Instrument of Faith The divine warden is a beacon for its deity's faith. A cleric of the divine warden's patron deity can channel a heal spell through a divine warden they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden's space. ","tradition":["Divine"],"skill_mod":{"intimidation":32},"summary":"Nethys Note: No description has been given for this monster.","primary_source":"Claws of the Tyrant","spell":["Divine Lance","Weapon Surge"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":37,"item":["Longsword"],"level":16,"spell_dc":[37,37],"source_category":["Adventures"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=3842","intelligence":-5,"reflex_save":28,"strongest_save":["will"],"dexterity":9,"vision":"Darkvision","fortitude_save":30,"size":["Huge"],"name":"Divine Warden Of Iomedae","category":"creature","rarity":"uncommon","strike_damage_average":[32],"slug":"creature-3842"},{"attack_bonus":[36],"constitution":6,"primary_source_category":"Adventures","strength":8,"hp":360,"language":["Diabolic","Draconic","Empyrean","<%SPELLS%1728%%>truespeech<%END>"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Angel","spell_attack_bonus":[33],"will_save":32,"charisma":7,"speed":{"fly":60,"max":60,"land":25},"perception":32,"wisdom":6,"weakness":{"unholy":20},"creature_ability":["Aura of Righteousness","Change Shape","Holy Armaments"],"skill":["Athletics","Intimidation","Religion"],"trait":["Angel","Celestial","Holy","Unique","Large"],"id":"creature-3843","text":" Oceanius And Glory Arcely Nethys Note: No description has been provided for this creature. Recall Knowledge - Celestial (Religion): DC 48 Unspecific Lore : DC 46 Specific Lore : DC 43 Oceanius And Glory Arcely Source Claws of the Tyrant pg. 73 Perception +32; darkvision Languages Diabolic, Draconic, Empyrean; truespeech Skills Athletics +36, Intimidation +34, Religion +36 Str +8 Dex +4 Con +6 Int +5 Wis +6 Cha +7 Items +2 greater striking greatsword --- AC 42 Fort +32 Ref +29 Will +32 +1 status to all saves vs. magic HP 360 , regeneration 20 (deactivated by evil) Weaknesses unholy 20 Aura of Righteousness (aura, divine, holy) 20 feet. Allies in the angel's aura gain a +2 status bonus to AC against unholy creatures and a +2 status bonus to damage rolls against unholy creatures. The area in the aura is difficult terrain for unholy creatures. --- Speed 25 feet, fly 60 feet Melee Single Action holy greatsword +36 (Holy, Magical, versatile P), Damage 3d12+19 slashing plus 1d4 spirit (or 2d4 spirit vs. an unholy target) Divine Innate Spells DC 41, attack +33 - 2nd Invisibility (at will; self only), Sure Footing - 5th Breath of Life, Cleanse Affliction (×3), Unfettered Movement - 6th Blessed Boundary, Dispel Magic (at will) - 7th Charm, Clear Mind (at will), Divine Decree, Interplanar Teleport - 8th Dispel Magic, Divine Wrath, Earthquake, Heal, Sunburst - Constant (5th) Truespeech Rituals DC 41 - 5th Call Spirit, Resurrect Change Shape Single Action (Concentrate, Divine, Polymorph, Transmutation) The angel takes on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes. Holy Armaments (Divine, Holy) Any weapon gains the effect of a holy property rune while the angel wields it. ","tradition":["Divine"],"skill_mod":{"athletics":36,"intimidation":34,"religion":36},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Claws of the Tyrant","spell":["Dispel Magic","Divine Wrath","Earthquake","Heal","Sunburst","Charm","Clear Mind","Divine Decree","Interplanar Teleport","Blessed Boundary","Breath of Life","Cleanse Affliction","Unfettered Movement","Invisibility","Sure Footing","Truespeech"],"trait_group":["Monster","Creature Type","Mechanics","Rarity"],"ac":42,"item":["+2 greater striking greatsword"],"level":18,"spell_dc":[41],"source_category":["Adventures"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3843","intelligence":5,"reflex_save":29,"strongest_save":["fort","fortitude","will"],"dexterity":4,"vision":"Darkvision","fortitude_save":32,"size":["Large"],"name":"Oceanius And Glory Arcely","category":"creature","rarity":"unique","strike_damage_average":[46],"slug":"creature-3843"},{"attack_bonus":[33],"constitution":6,"primary_source_category":"Adventures","strength":0,"hp":290,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","unconscious","vitality","void"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Divine Warden","spell_attack_bonus":[29],"will_save":33,"charisma":-5,"speed":{"max":25,"land":25},"perception":27,"wisdom":4,"weakness":{},"creature_ability":["Divine Destruction","God-Bound","Faithful Weapon","Instrument of Faith"],"skill":["Intimidation"],"trait":["Construct","Divine","Mindless","Uncommon","Medium"],"id":"creature-3844","text":" Divine Warden Of Arazni Nethys Note: No description has been provided for this creature. Recall Knowledge - Construct (Arcana, Crafting): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Divine Warden Of Arazni Source Claws of the Tyrant pg. 73 Perception +27; darkvision Languages Skills Intimidation +32 Str +0 Dex +9 Con +6 Int -5 Wis +4 Cha -5 Items Rapier --- AC 37 Fort +30 Ref +28 Will +33 HP 290 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void Resistances physical 10 Divine Destruction (divine, spirit) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 16d6 spirit damage. Each creature in the area must attempt a DC 37 Will save. Critical Success The creature takes half damage. Success The creature takes full damage. Failure The creature takes full damage and becomes temporarily cursed by the patron deity. The cursed creature is enfeebled 1 and stupefied 1 for 1 day; this is a curse effect that uses the Will save DC as the counteract DC. Critical Failure As failure, except the cursed creature is enfeebled 2 and stupefied 2. God-Bound The divine warden is bound to a specific patron deity upon its creation. The warden can't take hostile actions against a creature that openly wears or displays a symbol of its patron deity unless that creature uses a hostile action against the warden first. The warden gains an initial domain spell chosen from its deity's list of domains. The divine warden has 3 Focus Points. --- Speed 25 feet Melee Single Action greater striking rapier +33 (deadly 2d8, Disarm, Finesse, Magical), Damage 3d6+19 piercing Divine Innate Spells DC 37, attack +29 - Cantrips (8th) Divine Lance Cleric Domain Spells 3 Focus Points, DC 37 - 5th Savor the Sting Faithful Weapon While the divine warden wields the favored weapon of its patron deity, that weapon gains the effect of a greater striking rune. Instrument of Faith The divine warden is a beacon for its deity's faith. A cleric of the divine warden's patron deity can channel a heal spell through a divine warden they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden's space. ","tradition":["Divine"],"skill_mod":{"intimidation":32},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Claws of the Tyrant","spell":["Divine Lance","Savor the Sting"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":37,"item":["Rapier"],"level":16,"spell_dc":[37,37],"source_category":["Adventures"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=3844","intelligence":-5,"reflex_save":28,"strongest_save":["will"],"dexterity":9,"vision":"Darkvision","fortitude_save":30,"size":["Medium"],"name":"Divine Warden Of Arazni","category":"creature","rarity":"uncommon","strike_damage_average":[29],"slug":"creature-3844"},{"constitution":10,"primary_source_category":"Adventures","strength":-5,"hp":330,"language":["Common","Elven","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Claws of the Tyrant"],"type":"Creature","will_save":31,"charisma":6,"speed":{"fly":40,"max":40},"perception":33,"wisdom":7,"weakness":{"area":20,"splash":10},"creature_ability":["Battlefield Bound","Rejuvenation","Frightful Battle Cry","Ghostly Blades","Spectral Charge","Troop Movement"],"skill":["Acrobatics","Stealth","Warfare Lore"],"legacy_id":["creature-1875"],"trait":["Incorporeal","Spirit","Troop","Uncommon","Undead","Unholy","Gargantuan"],"id":"creature-3845","text":" Last Guard Nethys Note: This description was taken from the legacy entry. Honor and broken oaths bind a last guard to a location they failed to defend in life. There they must keep watch until their duties are fulfilled or they are swayed by a compelling call to war, departing to march to battle. Recall Knowledge - Spirit (Occultism): DC 42 Recall Knowledge - Undead (Religion): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Last Guard Source Claws of the Tyrant pg. 77 Perception +33; darkvision, lifesense 60 feet Languages Common, Elven, Necril Skills Acrobatics +38, Stealth +38, Warfare Lore +35 Str -5 Dex +10 Con +10 Int +7 Wis +7 Cha +6 Battlefield Bound Without a call to war, a last guard can stray only a short distance from the location they failed to defend, typically 120 feet. Some last guards are instead bound to a province, kingdom, or nation, rather than a specific location. --- AC 45 Fort +34 Ref +36 Will +31 HP 330 (4 segments, rejuvenation, void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Weaknesses area damage 20, splash damage 10 Rejuvenation (divine) When a last guard is destroyed, they re-form after 2d4 days within the location they're bound to, fully healed. A last guard can be permanently destroyed and move on to the afterlife only if they successfully defend the location they're bound to from large-scale attack, or fulfill a call to war. Troop Defenses --- Speed fly 40 feet; troop movement Frightful Battle Cry Two Actions (Auditory, Divine, Emotion, Fear, Mental, Sonic) The last guards unleash a soul-shaking bellow in unison. All creatures in a 60-foot cone take 7d6 sonic damage (DC 42 basic Will save). Any creature that fails its save is also frightened 3 (or frightened 4 on a critical failure). If the troop occupies 2 or fewer segments, this area decreases to a 30-foot cone. Ghostly Blades Single Action to Three Actions Frequency once per round; Effect The last guards engage in a coordinated attack with their spectral curved blades against each enemy within 5 feet (DC 40 basic Reflex save). The damage depends on the number of actions. Single Action 1d8+2 slashing and 1d8 void damage Two Actions 2d8+14 slashing and 2d8 void damage Three Actions 3d8+14 slashing and 3d8 void damage Spectral Charge Three Actions The last guards charge, swarming through their foes. The troop Flies up to double its Speed, dealing 4d8 void damage to each creature whose space it moves through (DC 40 basic Reflex save). Any creature that fails its save is also drained 1 (or drained 2 on a critical failure). The troop can affect each creature only once in a single use of Spectral Charge. Troop Movement Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing segments), then move up to their Speed. This works just like a Gargantuan creature moving. ","skill_mod":{"stealth":38,"acrobatics":38},"summary":"Nethys Note: This description was taken from the legacy entry. Honor and broken oaths bind a last guard to a location they failed to defend in …","primary_source":"Claws of the Tyrant","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"ac":45,"level":20,"source_category":["Adventures"],"sense":"darkvision, lifesense 60 feet","weakest_save":["will"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=3845","intelligence":7,"reflex_save":36,"strongest_save":["ref","reflex"],"dexterity":10,"vision":"Darkvision","fortitude_save":34,"size":["Gargantuan"],"name":"Last Guard","category":"creature","rarity":"uncommon","slug":"creature-3845"},{"attack_bonus":[31],"constitution":6,"primary_source_category":"Adventures","strength":9,"hp":395,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Zombie","will_save":29,"charisma":-2,"speed":{"max":25,"land":25},"perception":23,"wisdom":3,"weakness":{"slashing":15,"vitality":15},"creature_ability":["Reactive Strike","Trudge"],"skill":["Athletics"],"trait":["Mindless","Uncommon","Undead","Unholy","Zombie","Medium"],"id":"creature-3846","text":" Zombie Desecrator Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Zombie Desecrator Source Claws of the Tyrant pg. 85 Perception +23; darkvision Languages Skills Athletics +35 Str +9 Dex -2 Con +6 Int -5 Wis +3 Cha -2 Items Breastplate, +2 greater striking unholy greatsword --- AC 40 Fort +35 Ref +23 Will +29 HP 395 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Weaknesses slashing 15, vitality 15 Reactive Strike Reaction --- Speed 25 feet Melee Single Action greatsword +31 (Magical, Unholy, versatile P), Damage 3d12+16 slashing plus 1d4 spirit Trudge Two Actions The zombie desecrator moves mindlessly forward without fear of pain. It Strides twice, ignoring any difficult terrain during its movement. At the end of its movement, the zombie takes 1d6 bludgeoning damage for each square of difficult terrain it entered while Trudging. ","skill_mod":{"athletics":35},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Claws of the Tyrant","trait_group":["Monster","Rarity","Creature Type","Mechanics"],"ac":40,"item":["Breastplate","+2 greater striking unholy greatsword"],"level":17,"source_category":["Adventures"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3846","intelligence":-5,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":-2,"vision":"Darkvision","fortitude_save":35,"size":["Medium"],"name":"Zombie Desecrator","category":"creature","rarity":"uncommon","strike_damage_average":[38],"slug":"creature-3846"},{"attack_bonus":[33,35,35],"constitution":5,"primary_source_category":"Adventures","strength":4,"hp":360,"language":["Common","Draconic","Necril"],"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Vampire","will_save":35,"charisma":6,"speed":{"climb":25,"max":25,"land":25},"perception":32,"wisdom":4,"weakness":{},"creature_ability":["Children of the Night","Vampire Vulnerabilities","Mist Escape","Change Shape","Create Servitor","Dominate","Drink Blood","Poison Weapon","Turn to Mist"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Poison Lore","Society","Stealth","Thievery"],"trait":["Undead","Unholy","Unique","Vampire","Medium"],"id":"creature-3847","text":" Lady Siccale Nethys Note: No description has been provided for this NPC. Recall Knowledge - Undead (Religion): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Lady Siccale Source Claws of the Tyrant pg. 93 Perception +32; darkvision Languages Common, Draconic, Necril Skills Acrobatics +37, Athletics +31, Deception +35, Intimidation +32, Poison Lore +35, Society +33, Stealth +40, Thievery +38 Str +4 Dex +10 Con +5 Int +4 Wis +4 Cha +6 Children of the Night (divine, mental) Items cerulean scourge poison (5), +2 major striking dagger (6), high-fashion clothing with a +3 greater resilient rune, major oil of unlife (3) --- AC 43 Fort +35 Ref +38 Will +35 HP 360 (coffin restoration, fast healing15, void healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 15 (except magical silver) Vampire Vulnerabilities Mist Escape Free Action --- Speed 25 feet, climb 25 feet Melee Single Action claws +33 (Agile), Damage 4d8+17 slashing plus Grab Melee Single Action dagger +35 (Agile, Finesse, Magical, versatile S), Damage 4d4+17 piercing Ranged Single Action dagger +35 (Agile, Finesse, Magical, thrown 10 feet, versatile S), Damage 4d4+17 piercing Change Shape Single Action (Concentrate, Divine, Polymorph) Giant bat with fangs +33 for 4d8+17 piercing. Create Servitor (Divine, Downtime) Dominate Two Actions (Divine, Incapacitation, Mental, Visual) DC 38 Drink Blood Single Action (Divine) When Drinking Blood, the Lady Siccale regains 36 HP. Poison Weapon Single Action Lady Siccale applies poison to a dagger. If she has a free hand, she can Interact to draw a poison as part of the action. If her next attack with that weapon hits and deals damage, it applies the effect of the poison. If she critically fails the attack roll, the poison is wasted. Turn to Mist Single Action (Air, Concentrate, Divine, Polymorph) ","skill_mod":{"society":33,"deception":35,"thievery":38,"stealth":40,"athletics":31,"intimidation":32,"acrobatics":37},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Claws of the Tyrant","trait_group":["Creature Type","Mechanics","Rarity","Monster"],"ac":43,"item":["cerulean scourge poison (5)","+2 major striking dagger (6)","high-fashion clothing with a +3 greater resilient rune","major oil of unlife (3)"],"level":19,"source_category":["Adventures"],"sense":"darkvision","weakest_save":["fort","fortitude","will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/NPCs.aspx?ID=3847","intelligence":4,"reflex_save":38,"strongest_save":["ref","reflex"],"dexterity":10,"vision":"Darkvision","fortitude_save":35,"size":["Medium"],"name":"Lady Siccale","category":"creature","rarity":"unique","strike_damage_average":[27,27,35],"slug":"creature-3847"},{"attack_bonus":[39,39],"constitution":8,"primary_source_category":"Adventures","strength":8,"hp":475,"language":["Diabolic","Draconic","Empyrean","Necril","truespeech"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Mummy","spell_attack_bonus":[32],"will_save":38,"charisma":8,"speed":{"fly":40,"max":40,"land":40},"perception":38,"wisdom":10,"weakness":{"cold_iron":20,"fire":20},"creature_ability":["Alter Weather","Rebirth"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Medicine","Nature","Survival"],"trait":["Mummy","Undead","Unholy","Unique","Medium"],"id":"creature-3848","text":" Radiant Veranallia Nethys Note: No description has been given for this monster. Recall Knowledge - Undead (Religion): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Radiant Veranallia Source Claws of the Tyrant pg. 95 Perception +38; darkvision, tremorsense (imprecise) 120 feet Languages Diabolic, Draconic, Empyrean, Necril; truespeech Skills Athletics +34, Deception +36, Diplomacy +38, Intimidation +36, Medicine +36, Nature +34, Survival +38 Str +8 Dex +6 Con +8 Int +6 Wis +10 Cha +8 Items +3 greater striking sickle --- AC 45 Fort +36 Ref +34 Will +38 HP 475 (void healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances cold 20 Weaknesses cold iron 20, fire 20 --- Speed 40 feet, fly 40 feet Melee Single Action sickle +39 (Agile, Finesse, Magical, Trip), Damage 3d4+16 slashing plus 4d6 cold and 1d6 spirit Melee Single Action vine +39 (reach 20 feet), Damage 4d12+16 bludgeoning plus 1d6 spirit and Improved Grab Divine Innate Spells DC 42, attack +32 - 6th Cursed Metamorphosis (at will), Tangling Creepers (at will) - 8th Arctic Rift (at will), Sunburst (at will) - 9th Nature's Pathway (at will), Regenerate (×3), Wrathful Storm - 10th Cataclysm, Remake, Revival - Constant (9th) Environmental Endurance, Speak with Animals, Speak with Plants, Truespeech Rituals DC 42 - 2nd Consecrate - 4th Blight, Plant Growth - 6th Awaken Animal, Primal Call Alter Weather Three Actions Frequency three times per day Effect The veranallia dramatically alters weather patterns in the surrounding area, producing any of the results of a successful 9th-rank control weather ritual. Rebirth (Divine) Frequency once per day; Effect The veranallia spends a minute to encase a creature that has been dead for no more than a year in a cocoon. After 24 hours, the creature is restored to life, and the cocoon explodes in a shower of dust. If the veranallia chooses, Rebirth can change the creature's ancestry or heritage, typically into a skeleton. ","tradition":["Divine"],"skill_mod":{"diplomacy":38,"deception":36,"nature":34,"survival":38,"medicine":36,"athletics":34,"intimidation":36},"summary":"Nethys Note: No description has been given for this monster.","primary_source":"Claws of the Tyrant","spell":["Cataclysm","Remake","Revival","Nature's Pathway","Regenerate","Wrathful Storm","Arctic Rift","Sunburst","Cursed Metamorphosis","Tangling Creepers","Environmental Endurance","Speak with Animals","Speak with Plants","Truespeech"],"trait_group":["Monster","Creature Type","Mechanics","Rarity"],"ac":45,"item":["+3 greater striking sickle"],"level":20,"spell_dc":[42],"source_category":["Adventures"],"sense":"darkvision, tremorsense (imprecise) 120 feet","weakest_save":["ref","reflex"],"resistance":{"cold":20},"url":"/Monsters.aspx?ID=3848","intelligence":6,"reflex_save":34,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":36,"size":["Medium"],"name":"Radiant Veranallia","category":"creature","rarity":"unique","strike_damage_average":[41,45],"slug":"creature-3848"},{"attack_bonus":[38],"constitution":6,"primary_source_category":"Adventures","strength":7,"hp":375,"language":["Common","Fey","Jotun","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["bleed","death effects","disease","off-guard","paralyzed","poison","unconscious"],"source":["Claws of the Tyrant"],"type":"Creature","creature_family":"Norn","will_save":38,"charisma":7,"speed":{"fly":35,"max":35,"land":35},"perception":41,"wisdom":10,"weakness":{"cold_iron":20},"creature_ability":["Broken Fate","Broken Triumvirate","Broken Fates Aura","Rewind Fate","Fated","Sever Fate"],"skill":["Crafting","Deception","Intimidation","Lore","Medicine","Occultism","Performance","Religion"],"trait":["Undead","Unique","Large"],"id":"creature-3849","text":" Chained Norn Nethys Note: No description has been given for this creature. Recall Knowledge - Undead (Religion): DC 50 Unspecific Lore : DC 48 Specific Lore : DC 45 Chained Norn Source Claws of the Tyrant pg. 96 Perception +41; detect magic , greater darkvision, lifesense 120 feet, truesight Languages Common, Fey, Jotun; truespeech Skills Crafting +36, Deception +35, Intimidation +37, Lore +28, Medicine +38, Occultism +34, Performance +31, Religion +34 Str +7 Dex +6 Con +6 Int +6 Wis +10 Cha +7 Broken Fate (misfortune) The chained norn automatically rolls a 1 when she rolls initiative. Broken Triumvirate The chained norn's fate has been severed from the rest of the norns. She can't join a triumvirate or willingly take a hostile action against a norn. --- AC 46 Fort +34 Ref +30 Will +38 +1 status to all saves vs. magic HP 375 (void healing) , regeneration 20 (deactivated by cold iron) Immunities bleed, death effects, disease, off-guard, paralyzed, poison, unconscious Weaknesses cold iron 20 Broken Fates Aura (aura, mental, misfortune, occult) 60 feet. Creatures other than norns in the aura must attempt a DC 42 Will save. On a successful save, the creature is temporarily immune to the broken fates aura for 24 hours. On a failure, the creature can't benefit from effects with the fortune trait for 24 hours. Rewind Fate (misfortune, occult Reaction) Trigger A creature within 120 feet would succeed on an attack or skill check; Effect The creature must attempt the attack or skill check again, rolling twice and taking the worse result. --- Speed 35 feet, fly 35 feet Melee Single Action hand of fate +38 (Agile, Magical, reach 10 feet), Damage 4d10+15 void plus sever fate Occult Innate Spells DC 42 - 7th Dispel Magic (at will), Read Omens (at will), Spellwrack (at will) - 8th Migration, Quandary - 9th Execute, Phantasmagoria, Retrocognition - 10th Freeze Time - Constant (10th) Detect Magic, Hidden Mind, Truesight, Truespeech Rituals DC 42 - 3rd Geas - 7th Collective Memories Fated When a creature is subject to a misfortune effect from a norn and a fortune effect from any source other than a norn (or vice versa), the norn’s effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the fortune and misfortune effect are from a norn, then the two cancel each other out as normal. At the GM’s discretion, powerful entities related to fate or luck, like Desna, Magdh, or Pharasma, can’t have their effects negated by this ability. Sever Fate (Occult) When a norn deals void damage with a Strike, she regains 10 Hit Points. The target must succeed at a DC 39 Fortitude save or become drained 1 (drained 2 on a critical failure). Further void damage dealt by the norn increases the drained condition value by 1 on a failed save (or by 2 on a critical failure), to a maximum of drained 4. ","tradition":["Occult"],"skill_mod":{"performance":31,"deception":35,"crafting":36,"medicine":38,"intimidation":37,"occultism":34,"religion":34},"summary":"Nethys Note: No description has been given for this creature.","primary_source":"Claws of the Tyrant","spell":["Freeze Time","Execute","Phantasmagoria","Retrocognition","Migration","Quandary","Dispel Magic","Read Omens","Spellwrack","Detect Magic","Hidden Mind","Truesight","Truespeech"],"trait_group":["Creature Type","Rarity"],"ac":46,"level":20,"spell_dc":[42],"source_category":["Adventures"],"sense":" detect magic , greater darkvision , lifesense 120 feet, truesight ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3849","intelligence":6,"reflex_save":30,"strongest_save":["will"],"dexterity":6,"vision":"Greater darkvision","fortitude_save":34,"size":["Large"],"name":"Chained Norn","category":"creature","rarity":"unique","strike_damage_average":[37],"slug":"creature-3849"},{"attack_bonus":[5,7,7],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":20,"language":["Common"],"source":["Pathfinder #213: Thirst for Blood"],"type":"Creature","creature_family":"Werecreature","will_save":3,"charisma":1,"speed":{"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Quick Change","Change Shape","Snagging Strike"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Deception","Stealth"],"trait":["Beast","Beastkin","Human","Humanoid","Uncommon","Medium"],"id":"creature-3850","text":" Batkin Guard Unlike true werecreatures, beastkin aren't affected by silver or the full moon, though they can still adopt a hybrid form. Recall Knowledge - Beast (Arcana, Nature): DC 17 Recall Knowledge - Humanoid (Society): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Batkin Guard Source Pathfinder #213: Thirst for Blood pg. 88 Perception +6 Languages Common Skills Acrobatics +7, Athletics +5, Deception +4, Stealth +5 Str +4 Dex +2 Con +2 Int +0 Wis +0 Cha +1 Quick Change Free Action Trigger The batkin rolls initiative; Effect The batkin's instincts kick in, and they take on an aggressive stance. The batkin uses Change Shape to enter their hybrid form. Items minor elixir of life, Morningstar, Scale Mail, Shortbow (20 arrows) --- AC 15 Fort +7 Ref +7 Will +3 HP 20 --- Speed 25 feet Melee Single Action morningstar +7 (versatile P), Damage 1d6+4 bludgeoning Melee Single Action jaws +7 (Agile, Finesse, Unarmed), Damage 1d4+4 piercing Ranged Single Action shortbow +5 (deadly d10, range increment 60 feet), Damage 1d6 piercing Change Shape Single Action ([concentrate](/Traits.aspx?ID=561), [polymorph](/Traits.aspx?ID=657), [primal](/Traits.aspx?ID=676)) The batkin changes into their humanoid or hybrid shape. Each shape has a specific, persistent appearance. In hybrid shape, the batkin appears as a mix between human and a bat. While in hybrid shape, they gain a jaws unarmed Strike resembling a bat's fangs. In their humanoid shape, they retain the appearance of their original ancestry. Snagging Strike Single Action Requirements The batkin has one hand free, and their target is within reach of that hand; Effect The batkin makes a Strike while keeping one hand free. If this Strike hits, the target is off-guard until the start of the batkin's next turn or until the target is no longer within the reach of the batkin's hand, whichever comes first. Camazotz's Gifts Camazotz generally pays no mind to his mortal worshippers. However, when a follower does win Camazotz's favor, the bat god might grant that follower a gift. The most common of these boons is a bat familiar or animal companion, but in some cases Camazotz transforms the faithful servant into a batkin. Only the most exceptional of Camazotz's followers are transformed into werebats. ","skill_mod":{"deception":4,"stealth":5,"athletics":5,"acrobatics":7},"summary":"Unlike true werecreatures, beastkin aren't affected by silver or the full moon, though they can still adopt a hybrid form.","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity"],"ac":15,"item":["minor elixir of life","Morningstar","Scale Mail","Shortbow (20 arrows)"],"level":1,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3850","intelligence":0,"reflex_save":7,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"fortitude_save":7,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Batkin Guard","category":"creature","rarity":"uncommon","strike_damage_average":[3,6,7],"slug":"creature-3850"},{"attack_bonus":[11,11,11,11],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":45,"language":["Common","Sakvroth","bat empathy"],"source":["Pathfinder #213: Thirst for Blood"],"type":"Creature","creature_family":"Werecreature","will_save":8,"charisma":0,"speed":{"fly":25,"max":25,"land":25},"perception":10,"wisdom":3,"weakness":{"silver":5},"creature_ability":["Bat Empathy","Echolocation","Wing Thrash","Change Shape","Curse of the Werebat","Moon Frenzy","Vicious Swing"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Deception","Society","Stealth"],"trait":["Beast","Human","Humanoid","Uncommon","Werecreature","Medium"],"id":"creature-3851","text":" Werebat Warrior Werebats are social creatures, gathering in small groups or colonies. A werebat's curse drives them to hunt weaker, lonely creatures. Recall Knowledge - Beast (Arcana, Nature): DC 20 Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Werebat Warrior Source Pathfinder #213: Thirst for Blood pg. 89 Perception +10; echolocation (precise) 40 feet, low-light vision Languages Common, Sakvroth; bat empathy Skills Acrobatics +10, Athletics +8, Deception +6, Society +7, Stealth +10 Str +2 Dex +4 Con +3 Int +1 Wis +3 Cha +0 Bat Empathy (primal) A werebat can communicate with bats. Echolocation A werebat can use their hearing as a precise sense at the listed range. Items minor elixir of life, javelins (3), Rapier, religious symbol of Camazotz, Studded Leather Armor --- AC 19 Fort +10 Ref +11 Will +8 HP 45 Weaknesses silver 5 Wing Thrash Reaction Trigger An adjacent enemy damages the werebat; Effect The werebat makes one or two wing Strikes, each against a different adjacent creature --- Speed 25 feet, fly 25 feet Melee Single Action fangs +11 (Finesse), Damage 1d8+4 slashing plus curse of the werebat Melee Single Action wing +11 (Agile, Finesse), Damage 1d6+4 bludgeoning Melee Single Action rapier +11 (Disarm, deadly d8, Finesse), Damage 1d6+4 piercing Ranged Single Action javelin +11 (thrown 30 feet), Damage 1d6+2 piercing Change Shape Single Action (Concentrate, Polymorph, Primal) Human with fist +11 for 1d4+2 bludgeoning and no fly Speed, or Medium giant bat with Speed 15 feet and fly 30 feet. Curse of the Werebat (Curse, Primal) Saving Throw DC 17 Fortitude Moon Frenzy (Polymorph, Primal) Vicious Swing Two Actions Frequency once per turn; Effect The werebat unleashes a particularly powerful attack that devastates their enemy but leaves the werebat a bit unsteady. The werebat makes a melee Strike. This counts as two attacks when calculating their multiple attack penalty. If this Strike hits, the werebat deals an extra die of weapon damage. Batkin And Werebats Particularly large werebat colonies often host batkin among their ranks. Cultivating a population of batkin offers the werebats numerous benefits, the most obvious being the illusion of normality. Most werebats are nocturnal, so having batkin roam about during the day helps maintain the impression that the werebat settlement is nothing out of the ordinary. Batkin might also guard the colony during full moons, when the werebat members are away indulging in their lunar frenzies. Finally, batkin seem to have an easier time keeping their thirst for blood in check and thus serve as excellent infiltrators in nonwerecreature settlements. ","skill_mod":{"society":7,"deception":6,"stealth":10,"athletics":8,"acrobatics":10},"summary":"Werebats are social creatures, gathering in small groups or colonies. A werebat's curse drives them to hunt weaker, lonely creatures.","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity","Monster"],"ac":19,"item":["minor elixir of life","javelins (3)","Rapier","religious symbol of Camazotz","Studded Leather Armor"],"level":3,"source_category":["Adventure Paths"],"sense":"echolocation (precise) 40 feet, low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3851","intelligence":1,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":10,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Werebat Warrior","category":"creature","rarity":"uncommon","strike_damage_average":[5,7,7,8],"slug":"creature-3851"},{"attack_bonus":[9,9,9],"constitution":1,"primary_source_category":"Adventure Paths","strength":0,"hp":42,"language":["Common","Draconic","Elven","Iruxi","Sussuran","Thalassic"],"source":["Pathfinder #213: Thirst for Blood"],"type":"Creature","will_save":12,"charisma":0,"speed":{"max":25,"land":25,"swim":15},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Breath Control","Top Researcher","Move the Stars","Align the Stars"],"primary_source_group":"Shades of Blood","skill":["Arcana","Astrology Lore","Astronomy Lore","Athletics","Crafting","Diplomacy","Nature","Occultism","Society","Survival"],"trait":["Humanoid","Lizardfolk","Unique","Medium"],"id":"creature-3852","text":" Inizkar Inizkar always looked to the stars with awe, believing one day she might touch a star herself. Born in 4693 ar in the southwestern Sodden Lands, Inizkar was the youngest of three children in her family. She was raised on tales of her ancestors and the stories they saw in the stars. While she never became a spellcaster herself, from a young age she recognized the magic that stars possessed, honing her astrological skills as she grew. These skills allowed Inizkar to tap into powers few others understood. Before long, she could trace specific patterns in the constellations to make short-term predictions. She even developed the ability to twist fate in small ways, tipping the balance of luck and destiny as she needed. While her ability to read the stars was common in her iruxi community, Inizkar's penchant for looking ever upward earned her nicknames such as Tall-Neck and the more endearing Starkeeper, a reference to her ability to point out any star in an instant. Even Inizkar's fellow star-readers, however, always felt she sought something more from the heavens than the stars could provide. It took years before Inizkar realized the true reason she looked to the sky: she wished to leave Golarion and travel through space. Inizkar knew that powerful magic could allow one to travel to other planets, but the young astrologer yearned for more than that. She wanted to soar through the heavens the same way the stars danced across the night sky. While actual spacefaring was beyond the capability of any magic Inizkar could imagine, she didn't let that fact dissuade her. If she couldn't reach space herself, then she would do her best to become a stepping stone for those who someday would. Recognizing her astronomical skills could be used to better understand outer space, Inizkar turned to science in the hopes that her discoveries would one day make her dream of sailing the stars come true, even if it happened in someone else's lifetime. Shortly into her adulthood, Inizkar undertook minor studies at the Magaambya before eventually traveling north to Absalom. From there, she made her way to Almas, where she worked to expand the astronomical offerings at Almas University. Here, she learned of the success of Talmandor's Bounty, a colony cofounded by the Andoren government and the Bountiful Venture Company. After consulting with the stars, Inizkar determined her next destination would be the island of Ancorato. After securing a modest grant to fund her research, Inizkar traveled to Talmandor's Bounty in 4722 ar. Shortly after her arrival, she worked with locals to construct a small observatory on the edge of town, a project completed in 4723 ar. While the observatory proved a useful distraction for a time, Inizkar soon decided that she'd exhausted the discoveries she could make within Talmandor's Bounty. She applied for yet another grant and now looks to begin her next endeavor: observing the skies from Nal-Shakar, an ancient Azlanti observatory located near the center of the island. Campaign Role Inizkar is the party's initial contact in Talmandor's Bounty and acts as the characters' mentor throughout the adventure. While she initially hires the PCs to accompany her to Nal-Shakar, Nizca's machinations quickly throw a wrench into her plan. When shadow covers the skies above Ancorato, Inizkar becomes determined to locate the source of the disturbance and encourages the PCs in their fledgling days as heroes. At first, Inizkar joins the PCs on their travels, but she prefers to remain far from combat and the dangers of adventuring. She knows plenty of people within Talmandor's Bounty and is always happy to set up an introduction. When the PCs realize that locating the source of the shadow might be more involved than they anticipated, Inizkar supports the party every step of the way. She isn't much of a fighter, preferring instead to aid the PCs or hamper their foes from a distance. Outside of combat, Inizkar could prove a valuable source of information, as she's as skilled a researcher as one can find in Talmandor's Bounty. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Inizkar Source Pathfinder #213: Thirst for Blood pg. 90 Perception +9 Languages Common, Draconic, Elven, Iruxi, Sussuran, Thalassic Skills Arcana +10, Astrology Lore +12, Astronomy Lore +12, Athletics +6, Crafting +10, Diplomacy +6, Nature +7, Occultism +10, Society +10, Survival +7 Str +0 Dex +3 Con +1 Int +4 Wis +1 Cha +0 Breath Control Inizkar can hold her breath for 25 times as long before suffocating. She gains a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if she rolls a success on such a saving throw, she get a critical success instead. Top Researcher Inizkar's academic skills allow her to discover information on almost any subject. Inizkar can spend 1 week of downtime to automatically succeed at a check to Recall Knowledge about a subject. If the subject is a creature, she learns the name, basic description, general behavior, and one specific ability of that creature. If the subject is a different topic, she learns general information that's always at least mildly informational and helpful. Inizkar can use this ability to learn about any common topic of 8th level or lower, or any uncommon topic of 6th level or lower. She can't learn about rare topics, though the GM has the final decision on determining whether a given topic is something that Inizkar can learn about. If the topic is lower than 5th level, she reduces the time it takes to learn about the subject by 1 day per level below 5th, to a minimum of 1 day. Items astronomy scholarly journal, Padded Armor, Sling (10 bullets), Staff, Writing Set --- AC 20 Fort +7 Ref +9 Will +12 +1 circumstance to all saves vs. inhaled threats HP 42 Move the Stars Reaction (occult) Frequency once per day; Trigger An attack or effect would reduce an ally within 30 feet to 0 Hit Points or cause the ally to gain the dying condition; Effect Inizkar interprets the meaning of astrological omens in an instant, determining a new fate for the ally. The triggering ally remains at 1 Hit Point, doesn't increase their dying or wounded condition, and gains 10 temporary Hit Points for 1 round. --- Speed 25 feet, swim 15 feet Melee Single Action staff +9 (two-hand d8), Damage 1d4 bludgeoning Melee Single Action claws +9 (Agile, Finesse), Damage 1d4+3 slashing Ranged Single Action sling +9 (range increment 50 feet), Damage 1d6 bludgeoning Align the Stars Two Actions (Occult) Inizkar looks to the stars and calls upon the power of the perfect alignment to protect her allies or threaten her foes. She chooses a creature within 30 feet and attempts an Astrology Lore check against the creature's Will DC. On a success, she finds the right alignment of stars for her goals. If the creature is an ally, that creature gains a +2 circumstance bonus to AC for 1 minute. If the creature is an enemy, other creatures gain a +4 circumstance bonus to damage rolls against that enemy for 1 minute. An enemy can use a single action, which has the concentrate trait, to attempt a DC 22 Will save to realign their own stars and end the effect on a success. Inizkar can maintain this effect on only one creature at a time; if she succeeds at Aligning the Stars for a different creature, the original effect ends. Inizkar can Dismiss the effect. Regardless of Inizkar's result when attempting her check, the target becomes immune to Align the Stars for 1 day. ","skill_mod":{"society":10,"diplomacy":6,"nature":7,"crafting":10,"survival":7,"arcana":10,"athletics":6,"occultism":10},"summary":"Inizkar always looked to the stars with awe, believing one day she might touch a star herself. Born in 4693 ar in the southwestern Sodden Lands, …","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":20,"item":["astronomy scholarly journal","Padded Armor","Sling (10 bullets)","Staff","Writing Set"],"level":4,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3852","intelligence":4,"reflex_save":9,"strongest_save":["will"],"dexterity":3,"fortitude_save":7,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Inizkar","category":"creature","rarity":"unique","strike_damage_average":[2,3,5],"slug":"creature-3852"},{"attack_bonus":[10,10,10,11],"constitution":2,"primary_source_category":"Adventure Paths","strength":0,"hp":61,"language":["Aklo","Common","Sakvroth","Thalassic"],"source":["Pathfinder #213: Thirst for Blood"],"type":"Creature","will_save":9,"charisma":2,"speed":{"fly":25,"max":25,"land":25},"perception":9,"wisdom":1,"weakness":{"silver":5},"creature_ability":["Bat Empathy","Surprise Attack","Deny Advantage","Change Shape","Curse of the Werebat","Moon Frenzy","Sneak Attack","Tumble Behind","Unbalancing Blow"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Camazotz Lore","Crafting","Deception","Diplomacy","Religion","Society","Stealth","Survival","Thievery"],"trait":["Beast","Human","Humanoid","Unique","Werecreature","Medium"],"id":"creature-3853","text":" Romi Bracken Romi Bracken has been no stranger to failure, but he knows persistence even better. After losing his parents to disease, Romi was left to fend for himself at the age of eight. He spent the next several years on the streets of Sothis, finding ways to get by through whatever means necessary. No matter if it was stealing, deceit, or striking down those who threatened him, Romi learned everything he needed to survive. Whenever he got in over his head, hefd run. Over the years, he'd escape his problems by traveling somewhere else. This led him to a number of great cities, including Katapesh, Katheer, Cassomir, and eventually Absalom. It was during his time in the Foreign Quarter when Romi learned to finally work with others. While Romi initially kept his head down like he always did upon arriving in a new place, it didn't take long before he'd garnered the attention of other ne'erdo- wells in the district. To his surprise, this attention didn't bring conflict, but admiration and respect. His skills as a thief had grown, and other inexperienced thieves hoped to learn from him and ride his coattails. While initially hesitant about keeping others around, Romi quickly realized he enjoyed the attention and power that came from others working beneath him. After several months, he came to be in charge of a gang that was rising in power and notoriety. The extra attention soon turned into a problem as Romi's gang drew the ire of the Bloody Barbers. Romi wasn't one to back down from a fight, but even his cunning and determination weren't enough to take on an organization that large. Having met his match, Romi fled once more to Andoran. This time, however, his past kept up with him. The Bloody Barbers' enforcers tracked Romi down in Augustana, intent on finally putting an end to the gang that had become a thorn in their side. In a moment of desperation, Romi snuck aboard the next ship leaving the docks, eventually learning it was heading west to the settlement of Talmandor's Bounty. Romi had several months to craft a new persona and make a fresh start in Talmandor's Bounty. Knowing that running away from his problems wouldn't be easy in a small island community, he found new, scrupulous uses for his skill set. Rather than resort to thievery, Romi made his living through scavenging. He began to explore Ancorato and then the nearby islands of the region, searching for scraps. Eventually, he began to stumble on Azlanti relics and struck it big. For a time, things worked out well. During one of Romi's expeditions in the jungles of northern Ancorato, a vicious beast tore into his flesh with a gruesome bite. Romi managed to escape the creature, but he ultimately fainted in the depths of the jungle. As he lay unconscious, Romi heard the voice of Camazotz, offering him great power on the condition he stay alive. Romi persisted, as he always did, and when he woke days later, he found himself transformed. Romi had become a werebat, and Camazotz's influence directed Romi to the nearby island of Vil-Azmar. Once there, Romi joined the cult of Camazotz, eventually rising through the ranks to become the cult's leader. For many years, Romi enjoyed his place at the head of cult. During this time, Romi grew fond of his deception. He delighted in living a dual life, leading a cult by night and by day playing a friendly, eccentric scavenger to the people of Talmandor's Bounty. His purported lifestyle made for a good cover, easily explaining why he was away from town for extended periods of time. His cult's proximity to Azlanti ruins made it easy for him to show results of his long scavenging expeditions as well. Romi would light up inside every time someone in Talmandor's Bounty greeted him with a smile or invite him over for afternoon coffee. He knew he had them all fooled. Things changed for the cult in 4724 ar. An earthquake led the cult to discover the depths of En-Gokal and encounter Deg. As the cult's leader, Romi met Deg and eventually Nizca and Lady Nalushae also. He agreed to help the two with their goal, offering the cult's aid as part of the alliance. Romi now sees this opportunity as a chance for his cult to grow in knowledge and power. He hopes to eventually expand the cult enough to overtake and destroy the other groups outright, but for now, he bides his time. Campaign Role Romi is the ultimate antagonist of this adventure. As the leader of the cult of Camazotz, Romi will eventually clash with the PCs. He generally looks to further his own desires for greater power and more control, and the PCs likely represent an obstacle toward these goals. There's a chance the PCs can speak with Romi and possibly offer an opportunity to advance his goals by releasing Noltari, the vampire trapped in stasis within the intake. Romi's desire to become a vampire outweighs his concern about the PCs, for a time. Once he grows in power, or when it's clear that the PCs are no longer useful to him, Romi is quick to betray them and seek greater power. If the PCs manage to capture Romi or otherwise get him in a position to share his knowledge, he keeps most of his cards close to the chest. He shares the fact that there are other groups deeper in the prison but doesn't share any knowledge about what he knows of Nizca's ultimate plan. For the most part, he shares only what he believes he can use to trick the PCs into a more vulnerable position. He isn't above selling out the cult and Alzira if he believes he can get the upper hand. Ultimately, Romi looks out for himself and does whatever is necessary to survive or outright win in his circumstances—even exposing all he knows about what's going on in the rest of the ruins. Recall Knowledge - Beast (Arcana, Nature): DC 29 Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Romi Bracken Source Pathfinder #213: Thirst for Blood pg. 93 Perception +9; echolocation (precise) 40 feet, low-light vision Languages Aklo, Common, Sakvroth, Thalassic Skills Acrobatics +10, Camazotz Lore +9, Crafting +7, Deception +10, Diplomacy +8, Religion +7, Society +7, Stealth +10, Survival +7, Thievery +10 Str +0 Dex +4 Con +2 Int +1 Wis +1 Cha +2 Bat Empathy (primal) Romi can communicate with bats. Echolocation Romi can use his hearing as a precise sense at the listed range. Surprise Attack On the first round of combat, if Romi rolls Deception or Stealth for initiative, creatures that haven't acted are off-guard to him. Items blood-drinker blade , Dagger, lesser healing potion, intake skeleton key, Leather Armor --- AC 21 Fort +8 Ref +12 Will +9 HP 61 Weaknesses silver 5 Deny Advantage Romi isn't off-guard to hidden, undetected, or flanking creatures of his level or lower, or creatures of his level or lower using surprise attack. --- Speed 25 feet, fly 25 feet Melee Single Action blood-drinker blade +11 (Agile, Finesse, Magical, versatile S), Damage 2d6+4 piercing Melee Single Action claws +10 (Agile, Finesse), Damage 1d6+4 slashing Melee Single Action fangs +10 (Finesse), Damage 1d8+4 slashing Ranged Single Action dagger +10 (thrown 30 feet), Damage 1d6+1 piercing Change Shape Single Action (Concentrate, Polymorph) primal Human with fist for 1d6+4 bludgeoning and no fly Speed or Medium giant bat with Speed 15 feet and fly 30 feet. Curse of the Werebat (Curse, Primal) Saving Throw DC 18 Fortitude Moon Frenzy (Polymorph, Primal) Sneak Attack Romi deals 1d6 extra precision damage to off-guard creatures. Tumble Behind When Romi successfully Tumbles Through a creature's space, the creature is off-guard against the next attack Romi makes against it before the end of his turn. Unbalancing Blow When Romi critically hits and deals damage with a Strike, the target is off-guard against his attacks until the end of his next turn. ","skill_mod":{"society":7,"diplomacy":8,"deception":10,"thievery":10,"crafting":7,"survival":7,"stealth":10,"acrobatics":10,"religion":7},"summary":"Romi Bracken has been no stranger to failure, but he knows persistence even better. After losing his parents to disease, Romi was left to fend for …","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity","Monster"],"ac":21,"item":["blood-drinker blade","Dagger","lesser healing potion","intake skeleton key","Leather Armor"],"level":4,"source_category":["Adventure Paths"],"sense":"echolocation (precise) 40 feet, low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3853","intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Romi Bracken","category":"creature","rarity":"unique","strike_damage_average":[4,7,8,11],"slug":"creature-3853"},{"attack_bonus":[8],"constitution":0,"primary_source_category":"Adventure Paths","strength":1,"hp":10,"language":["Shadowtongue"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Pathfinder #213: Thirst for Blood"],"type":"Creature","spell_attack_bonus":[8],"will_save":7,"charisma":0,"speed":{"fly":40,"max":40,"land":20},"perception":2,"wisdom":0,"weakness":{},"creature_ability":["Shade Breath","Shadow Jump"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Stealth"],"trait":["Elemental","Shadow","Small"],"id":"creature-3854","text":" Lesser Shadow Scamp Nethys Note: No description is provided for this creature. Recall Knowledge - Elemental (Arcana, Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Lesser Shadow Scamp Source Pathfinder #213: Thirst for Blood pg. 18 Perception +2; darkvision Languages Shadowtongue Skills Acrobatics +6, Stealth +6 Str +1 Dex +3 Con +0 Int -2 Wis +0 Cha +0 --- AC 15 Fort +3 Ref +9 Will +7 HP 10 (fast healing 2 (in shadow)) Immunities bleed,paralyzed, poison, sleep --- Speed 20 feet, fly 40 feet Melee Single Action jaws +8 (Finesse), Damage 1d6 piercing Arcane Innate Spells DC 16, attack +8 - 1st Grim Tendrils - 2nd Darkness Shade Breath Two Actions (Arcane, Void) The shadow scamp creates a blast of clinging shadows in a 15-foot cone that deal 2d4 void damage to each creature within the area (DC 16 basic Reflex save). A creature that fails its save is also dazzled for 1 round. The shadow scamp can't use Shade Breath again for 1d4 rounds. Shadow Jump Three Actions (Arcane, Shadow, Teleportation) Requirements The shadow scamp is in dim light or darkness; Effect The shadow scamp recedes into darkness and instantly teleports to a square of dim light or darkness within 60 feet. This movement doesn't trigger reactions. ","tradition":["Arcane"],"skill_mod":{"stealth":6,"acrobatics":6},"summary":"Nethys Note: No description is provided for this creature.","primary_source":"Pathfinder #213: Thirst for Blood","spell":["Darkness","Grim Tendrils"],"trait_group":["Creature Type","Planar"],"ac":15,"level":0,"spell_dc":[16],"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3854","intelligence":-2,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":3,"source_group":["Shades of Blood"],"size":["Small"],"name":"Lesser Shadow Scamp","category":"creature","rarity":"common","strike_damage_average":[3],"slug":"creature-3854"},{"attack_bonus":[21],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":160,"language":["Fey","Thalassic","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["disease","paralyzed","poison","precision"],"source":["Pathfinder #213: Thirst for Blood"],"type":"Creature","will_save":18,"charisma":3,"speed":{"fly":20,"max":40,"swim":40},"perception":18,"wisdom":2,"weakness":{},"creature_ability":["Keeper's Ward","Bond with Mortal","Bonded Strike","Keeper's Touch"],"primary_source_group":"Shades of Blood","skill":["Athletics","Diplomacy","Nature","Survival"],"trait":["Beast","Incorporeal","Spirit","Unique","Gargantuan"],"id":"creature-3855","text":" Keeper Of Ancorato The Keeper of Ancorato is real and takes the form of an enormous, resplendent, ethereal jellyfish. They are an ancient spirit guide, a spiritual entity that can create a bond with mortals and tends to watch over communities and impart gifts to those with whom they bond. The Keeper first bonded with mortals during Earthfall, just as the legends claim. Afterward, the Keeper withdrew into the depths of the ocean and slumbered for millennia, as there was no longer anyone to watch over on the island. They slept so deeply for so long that even the arrival of settlers to the island wasn't enough to stir the Keeper from their slumber. Only the activation of the tower and unleashing of Netherworld energies were finally enough to wake them. The Keeper now swims the water around the island seeking to understand everything that's occurred. They are in a moderate stupor but can still sense something is wrong with the tower and the energies emanating from it. They're also aware that some people from Ancorato seem to be attempting to deal with the tower and its effects. This sense draws the Keeper toward the PCs; the spirit guide attempts to make themself known to the PCs during one of their trips between Ancorato and Vil-Azmar. The Keeper swims beneath the Twilight Song and begins to glow with light to draw the PCs' attention. The PCs have an opportunity to interact with the Keeper and earn its gift as noted in Meeting the Keeper in Thirst for Blood. The following stat block represents the Keeper in its weakened state after millennia of slumber. It will take several years before the Keeper returns to its full potential, which rivals the abilities of a demigod. Even in this weakened state, the Keeper is far too dangerous for the PCs to fight. Instead, this stat block is presented for GMs who wish to make use of the Keeper later in the course of the campaign. The Keeper can serve as a helpful ally that can save the PCs if they ever get in over their head and are in desperate need of help. The incorporeal nature of the Keeper allows them to enter En-Gokal from anywhere and arrive to help the PCs. The Keeper can only intervene in this way once, as the effort is too much for the spirit guide, and they require some time away to rest. This adventure assumes that the PCs speak with the Keeper. If the PCs decide to attack the Keeper (an act that Tlaytin tries to prevent when he realizes the creature's nature), the Keeper simply flees into the ocean depths once more, never to be seen again. Recall Knowledge - Beast (Arcana, Nature): DC 37 Recall Knowledge - Spirit (Occultism): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Keeper Of Ancorato Source Pathfinder #213: Thirst for Blood pg. 29 Perception +18; darkvision, wavesense (imprecise) 120 feet Languages Fey, Thalassic; truespeech Skills Athletics +23, Diplomacy +20, Nature +18, Survival +16 Str +7 Dex +2 Con +5 Int +0 Wis +2 Cha +3 --- AC 29 Fort +21 Ref +16 Will +18 HP 160 Immunities disease, paralyzed, poison, precision Resistances all damage 10 (except force, ghost touch , or vitality; double resistance vs. non-magical) Keeper's Ward (aura, primal) 30 feet. All allies within 30 feet of the Keeper gain a +1 status bonus to saves against magical effects. The bonus increases to +2 if the effect originated from an aquatic creature. --- Speed fly 20 feet, swim 40 feet Melee Single Action tentacle +21 (Magical, reach 30 feet), Damage 3d10+9 force plus Keeper's touch Primal Innate Spells DC 27 - 3rd Aqueous Orb, Feet to Fins (at will), Hydraulic Push, Mist, Water Breathing (at will) - Constant (5th) Truespeech Bond with Mortal (Mental, Primal) Frequency once per day; Effect The Keeper forms a bond with a mortal creature. While the bond exists, the Keeper increases their current and maximum Hit Points by 20, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The Keeper can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the Keeper or the mortal dies. This bond strengthens the Keeper's connection to the mortal Universe. While bonded, the Keeper gains the amphibious trait, loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically bludgeoning) instead of force damage. Bonded Strike Two Actions Requirements The Keeper is currently Bonded with a Mortal; Effect The Keeper makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target. Keeper's Touch (Primal) The Keeper's touch instills their foes with the icy chill of the ocean depths, sapping away their life. A creature hit by the Keeper's tentacle must attempt a DC 26 Fortitude save. Success The creature is unaffected. Failure The creature becomes drained 1. If the creature was already drained 1 by the Keeper's touch before attempting the save, a failed save increases the value of the drained condition by 1, to a maximum of drained 4. The drained creature is temporarily immune until the start of the Keeper's next turn. Critical Failure As failure, but the creature increases drained value by 2. ","tradition":["Primal"],"skill_mod":{"diplomacy":20,"nature":18,"survival":16,"athletics":23},"summary":"The Keeper of Ancorato is real and takes the form of an enormous, resplendent, ethereal jellyfish . They are an ancient spirit guide, a spiritual …","primary_source":"Pathfinder #213: Thirst for Blood","spell":["Aqueous Orb","Feet to Fins","Hydraulic Push","Mist","Water Breathing","Truespeech"],"trait_group":["Creature Type","Monster","Rarity"],"ac":29,"level":10,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":"darkvision, wavesense (imprecise) 120 feet","weakest_save":["ref","reflex"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/NPCs.aspx?ID=3855","intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":21,"source_group":["Shades of Blood"],"size":["Gargantuan"],"spoilers":"Shades of Blood","name":"Keeper Of Ancorato","category":"creature","rarity":"unique","strike_damage_average":[25],"slug":"creature-3855"},{"attack_bonus":[5,6,6],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":16,"language":["Common"],"source":["Pathfinder #213: Thirst for Blood"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Draw Blood"],"primary_source_group":"Shades of Blood","skill":["Athletics","Society","Stealth"],"trait":["Human","Humanoid","Uncommon","Medium"],"id":"creature-3856","text":" Camazotz Cultist Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Camazotz Cultist Source Pathfinder #213: Thirst for Blood pg. 34 Perception +6 Languages Common Skills Athletics +6, Society +4, Stealth +5 Str +2 Dex +1 Con +3 Int +0 Wis +2 Cha +0 Items Leather Armor, religious symbol of Camazotz, Spear (3) --- AC 14 Fort +7 Ref +5 Will +4 HP 16 --- Speed 25 feet Melee Single Action spear +6, Damage 1d6+3 piercing Melee Single Action fist +6 (Agile, Nonlethal), Damage 1d4+3 bludgeoning Ranged Single Action spear +5 (thrown 20 feet), Damage 1d6 piercing Draw Blood Single Action Requirements The cultist's last action was a successful melee Strike; Effect The cultist tears at the flesh of the creature they hit with their attack, dealing 2 persistent bleed damage. ","skill_mod":{"society":4,"stealth":5,"athletics":6},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":14,"item":["Leather Armor","religious symbol of Camazotz","Spear (3)"],"level":0,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3856","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":7,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Camazotz Cultist","category":"creature","rarity":"uncommon","strike_damage_average":[3,5,6],"slug":"creature-3856"},{"primary_source_category":"Adventure Paths","strength":0,"hp":36,"language":["Common","Elven"],"source":["Pathfinder #213: Thirst for Blood"],"type":"Creature","charisma":1,"perception":6,"trait":["Beast","Beastkin","Elf","Human","Humanoid","Unholy","Unique","Medium"],"id":"creature-3857","text":" Alzira Mustanir Alzira Mustanir was the original founder of the cult of Camazotz. As a gift for her faith, Camazotz granted Alzira the power to perform a unique ritual that allowed her to compel others to join the cult (or become the next sacrifice to Camazotz). This ritual gave her the mechanism to grow the cult over the years and is the reason Romi kept Alzira alive when he took over. Alzira kept all knowledge on how to perform this ritual to herself, and Romi didn't want to risk losing the ritual by killing Alzira Recall Knowledge - Beast (Arcana, Nature): DC 28 Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Alzira Mustanir Source Pathfinder #213: Thirst for Blood pg. 58 Perception +6; darkvision Languages Common, Elven Skills Acrobatics +7, Athletics +5, Camazotz Lore +5, Deception +4, Religion +9, Stealth +7 Str +0 Dex +2 Con +2 Int +0 Wis +4 Cha +1 Quick Change Free Action Trigger Alzira rolls initiative; Effect Alzira's instincts kick in, and she takes on an aggressive stance. Alzira uses Change Shape to enter her hybrid form. Items Explorer's Clothing, lesser healing potion, intake skeleton key, +1 low-grade silver sickle --- AC 17 Fort +9 Ref +7 Will +11 HP 36 --- Speed 30 feet Melee Single Action sickle +7 (Agile, Finesse, Trip), Damage 1d4 slashing Melee Single Action jaws +7 (Agile, Finesse, Unarmed), Damage 1d4 piercing Divine Prepared Spells DC 19, attack +9 - Cantrips (3rd) Detect Magic, Divine Lance, Prestidigitation, Shield, Void Warp - 1st Enfeeble, Grim Tendrils, Phantom Pain - 2nd Blood Vendetta, Harm (×4), Spiritual Armament Cleric Domain Spells 1 Focus Point, DC 19 - 3rd Cloak of Shadow Change Shape Single Action (Concentrate, Polymorph, Primal) Alzira changes into her humanoid or hybrid shape. Each shape has a specific, persistent appearance. In hybrid shape, Alzira appears as a mix between her elf ancestry and a bat. She gains a jaws unarmed Strike resembling a bat's fangs. In her humanoid shape, she retains the appearance of her original ancestry. Harming Hands When Alzira casts harm, she rolls d10s instead of d8s. ","skill_mod":{"deception":4,"stealth":7,"athletics":5,"acrobatics":7,"religion":9},"primary_source":"Pathfinder #213: Thirst for Blood","spell":["Blood Vendetta","Harm","Spiritual Armament","Enfeeble","Grim Tendrils","Phantom Pain","Detect Magic","Divine Lance","Prestidigitation","Shield","Void Warp","Cloak of Shadow"],"ac":17,"item":["Explorer's Clothing","lesser healing potion","intake skeleton key","+1 low-grade silver sickle"],"level":3,"spell_dc":[19,19],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":7,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":9,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Alzira Mustanir","rarity":"unique","strike_damage_average":[2,2],"attack_bonus":[7,7],"constitution":2,"spell_attack_bonus":[9],"will_save":11,"speed":{"max":30,"land":30},"wisdom":4,"weakness":{},"creature_ability":["Quick Change","Change Shape","Harming Hands"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Camazotz Lore","Deception","Religion","Stealth"],"tradition":["Divine"],"summary":"Alzira Mustanir was the original founder of the cult of Camazotz . As a gift for her faith, Camazotz granted Alzira the power to perform a unique …","trait_group":["Creature Type","Ancestry","Weapon","Half-Elf","Half-Orc","Mechanics","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3857","dexterity":2,"category":"creature","slug":"creature-3857"},{"attack_bonus":[9],"constitution":0,"primary_source_category":"Adventure Paths","strength":3,"hp":25,"language":["Azlanti","Common"],"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Pathfinder #213: Thirst for Blood"],"type":"Creature","creature_family":"Vampire","will_save":8,"charisma":1,"speed":{"climb":25,"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Vampire Vulnerabilities","Drink Blood","Sneak Attack"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"trait":["Undead","Unholy","Vampire","Medium"],"id":"creature-3858","text":" Vampire Servant Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Vampire Servant Source Pathfinder #213: Thirst for Blood pg. 67 Perception +9; darkvision Languages Azlanti, Common Skills Acrobatics +8, Athletics +6, Intimidation +5, Stealth +8 Str +3 Dex +4 Con +0 Int -1 Wis +3 Cha +1 --- AC 17 Fort +6 Ref +10 Will +8 HP 25 (coffin restoration, fast healing 5, void healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 5 (except silver) Vampire Vulnerabilities --- Speed 25 feet, climb 25 feet Melee Single Action claw +9 (Agile), Damage 1d6+3 slashing plus Grab Drink Blood Single Action ([divine](/Traits.aspx?ID=579)) When Drinking Blood, the servitor regains 5 HP. Sneak Attack The servant deals 1d6 extra precision damage to off-guard creatures. ","skill_mod":{"stealth":8,"athletics":6,"intimidation":5,"acrobatics":8},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #213: Thirst for Blood","trait_group":["Creature Type","Mechanics","Monster"],"ac":17,"level":2,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=3858","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"source_group":["Shades of Blood"],"size":["Medium"],"name":"Vampire Servant","category":"creature","rarity":"common","strike_damage_average":[6],"slug":"creature-3858"},{"primary_source_category":"Adventure Paths","strength":1,"hp":15,"language":["Aklo","Sakvroth"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","charisma":0,"perception":2,"trait":["Dero","Humanoid","Uncommon","Small"],"id":"creature-3859","text":" Dero Punk Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Dero Punk Source Pathfinder #214: The Broken Palace pg. 10 Perception +2; darkvision Languages Aklo, Sakvroth Skills Acrobatics +5, Stealth +5, Thievery +5 Str +1 Dex +3 Con +2 Int +0 Wis -2 Cha +0 Items Dagger --- AC 15 Fort +4 Ref +7 Will +0 HP 15 Immunities confused Vulnerable to Sunlight A dero punk takes 2 damage for every hour they're exposed to sunlight. --- Speed 20 feet Melee Single Action dagger +7 (Agile, Finesse, versatile S), Damage 1d4+1 piercing Ranged Single Action dagger +7 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+1 piercing Occult Innate Spells DC 16, attack +8 - Cantrips (1st) Figment, Telekinetic Projectile Gang Up A dero punk gains a +1 status bonus on melee Strikes while they are adjacent to an allied dero. Sneak Attack A dero punk deals 1d4 extra precision damage to creatures who are off-guard. ","skill_mod":{"thievery":5,"stealth":5,"acrobatics":5},"primary_source":"Pathfinder #214: The Broken Palace","spell":["Figment","Telekinetic Projectile"],"ac":15,"item":["Dagger"],"level":0,"spell_dc":[16],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":4,"source_group":["Shades of Blood"],"size":["Small"],"spoilers":"Shades of Blood","name":"Dero Punk","rarity":"uncommon","strike_damage_average":[3,3],"attack_bonus":[7,7],"constitution":2,"immunity":["confused"],"creature_family":"Dero","spell_attack_bonus":[8],"will_save":0,"speed":{"max":20,"land":20},"wisdom":-2,"weakness":{},"creature_ability":["Vulnerable to Sunlight","Gang Up","Sneak Attack"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Stealth","Thievery"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3859","dexterity":3,"category":"creature","slug":"creature-3859"},{"primary_source_category":"Adventure Paths","strength":3,"hp":55,"language":["Aklo","Azlanti","Sakvroth"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","charisma":4,"perception":7,"trait":["Dero","Humanoid","Unique","Small"],"id":"creature-3860","text":" Auzmere Nethys Note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Auzmere Source Pathfinder #214: The Broken Palace pg. 13 Perception +7; darkvision Languages Aklo, Azlanti, Sakvroth Skills Deception +12, Intimidation +12, Medicine +7, Occultism +10, Stealth +11, Thievery +11 Str +3 Dex +5 Con +2 Int +2 Wis -1 Cha +4 Items cytillesh toolkit, Hand Crossbow (10 bolts), ancient iron key ring, Lethargy Poison (5 doses), +1 ranseur --- AC 21 Fort +11 Ref +13 Will +7 HP 55 Immunities confused Vulnerable to Sunlight As dero punk but 9 damage. --- Speed 20 feet Melee Single Action ranseur +12 (Disarm, Magical, Reach), Damage 1d10+5 piercing Ranged Single Action hand crossbow +14 (range increment 60 feet, reload 1), Damage 1d6+2 piercing Occult Innate Spells DC 18, attack +10 - Cantrips (1st) Daze, Telekinetic Projectile - 1st Fear - 2nd Darkness, Revealing Light - 3rd Vampiric Feast Sneak Attack Auzmere deals 1d6 extra precision damage to creatures who are off-guard. Twist Blade Single Action Requirement Auzmere damaged a creature with her ranseur during her previous action; Effect Auzmere twists her grip on her ranseur, digging in before she rips the weapon free. The creature takes 2d6 piercing damage and must make a DC 21 Reflex save. Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage and becomes sickened 1 from the pain caused by the cruel twist. Critical Failure The creature takes full damage, becomes sickened 2 from the pain, and takes 1d6 persistent bleed damage. ","skill_mod":{"deception":12,"thievery":11,"stealth":11,"medicine":7,"intimidation":12,"occultism":10},"primary_source":"Pathfinder #214: The Broken Palace","spell":["Vampiric Feast","Darkness","Revealing Light","Fear","Daze","Telekinetic Projectile"],"ac":21,"item":["cytillesh toolkit","Hand Crossbow (10 bolts)","ancient iron key ring","Lethargy Poison (5 doses)","+1 ranseur"],"level":4,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":2,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":11,"source_group":["Shades of Blood"],"size":["Small"],"spoilers":"Shades of Blood","name":"Auzmere","rarity":"unique","strike_damage_average":[5,10],"attack_bonus":[12,14],"constitution":2,"immunity":["confused"],"creature_family":"Dero","spell_attack_bonus":[10],"will_save":7,"speed":{"max":20,"land":20},"wisdom":-1,"weakness":{},"creature_ability":["Vulnerable to Sunlight","Sneak Attack","Twist Blade"],"primary_source_group":"Shades of Blood","skill":["Deception","Intimidation","Medicine","Occultism","Stealth","Thievery"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=3860","dexterity":5,"category":"creature","slug":"creature-3860"},{"attack_bonus":[11],"constitution":1,"primary_source_category":"Adventure Paths","strength":0,"hp":44,"language":["Azlanti","Sakvroth"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","will_save":6,"charisma":3,"speed":{"max":30,"land":30},"perception":8,"wisdom":1,"weakness":{"cold_iron":4},"creature_ability":["Expert Overdrive","Explode","Extend Claws","Sneak Attack","Tinker","Yobnobby's Armor"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Crafting","Deception","Occultism","Stealth","Thievery"],"trait":["Fey","Gremlin","Unique","Tiny"],"id":"creature-3861","text":" Yobnobby Yobnobby is more than a mere jinkin—she's a talented inventor who's built herself a suit of armor from scraps of wood, jagged shards of metal, broken bones, strips of leather, fragments of chitin, and the alchemically treated glands and antennae of no less than two dozen different Darklands species. The armor gives Yobnobby the silhouette of something part bat, part lizard, and part spider. Her armor is infused with alchemical energies that cause it to constantly sparkle and drip acrid-smelling fluids when she fights. Built into her arms are claw-like gauntlets made of monster teeth and talons—for her, these gauntlets function as tekko-kagis. Yobnobby's armor and weaponry don't function well for others: without her constant attention and jury-rigged repairs, the devices fall apart into useless junk within 24 hours. Recall Knowledge - Fey (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Yobnobby Source Pathfinder #214: The Broken Palace pg. 17 Perception +8; darkvision Languages Azlanti, Sakvroth Skills Acrobatics +9, Crafting +9, Deception +10, Occultism +9, Stealth +9, Thievery +9 Str +0 Dex +4 Con +1 Int +4 Wis +1 Cha +3 Items Yobnobby's armor, tekko-kagis (2) --- AC 19 Fort +8 Ref +11 Will +6 HP 44 Resistances acid 4, electricity 4 Weaknesses cold iron 4 --- Speed 30 feet Melee Single Action tekko-kagi +11 (Agile, Disarm, Finesse, Free-Hand, Monk, Parry), Damage 1d4+2 slashing Primal Innate Spells DC 20 - Cantrips (2nd) Prestidigitation Expert Overdrive Single Action (Manipulate) Frequency once per round; Effect Yobnobby attempts a DC 18 Crafting check. Critical Success Yobnobby's Strikes deal an additional 5 damage for 1 minute. After this effect ends, Yobnobby can't use Expert Overdrive for 1 minute. Success As critical success, but only an additional 3 damage. Failure Nothing happens. Critical Failure Yobnobby's gizmos catch on fire! She takes 3 fire damage and can't use Expert Overdrive again for 1 minute. Explode Two Actions (Fire, Manipulate, Unstable) Yobnobby causes her armor to belch fire in a 5-foot emanation. Creatures in this area (other than Yobnobby) take 3d6 fire damage (DC 19 basic Reflex save), after which Yobnobby must attempt a DC 17 flat check. Success Yobnobby's armor is unharmed by the explosion. Failure Yobnobby's armor emits a loud grinding sound and belches plumes of rancid-smelling smoke. She can't use Explode again until she takes 10 minutes to repair her armor. Critical Failure As failure, but Yobnobby also takes 3 fire damage. Extend Claws Single Action (Manipulate) Yobnobby causes her tekkokagis to extend on armatures from her hands, granting her reach 10 feet with the weapons until the end of her turn. Sneak Attack Yobnobby deals 1d6 extra precision damage to off-guard creatures. Tinker (Curse, Primal) As jinkin. Yobnobby's Armor Yobnobby's armor grants resistance 4 to acid and electricity damage. This resistance increases to 6 when she successfully activates Expert Overdrive. ","tradition":["Primal"],"skill_mod":{"deception":10,"thievery":9,"crafting":9,"stealth":9,"occultism":9,"acrobatics":9},"summary":"Yobnobby is more than a mere jinkin —she's a talented inventor who's built herself a suit of armor from scraps of wood, jagged shards of metal, …","primary_source":"Pathfinder #214: The Broken Palace","spell":["Prestidigitation"],"trait_group":["Creature Type","Monster","Rarity"],"ac":19,"item":["Yobnobby's armor","tekko-kagis (2)"],"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["will"],"resistance":{"acid":4,"electricity":4},"url":"/NPCs.aspx?ID=3861","intelligence":4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"source_group":["Shades of Blood"],"size":["Tiny"],"spoilers":"Shades of Blood","name":"Yobnobby","category":"creature","rarity":"unique","strike_damage_average":[4],"slug":"creature-3861"},{"attack_bonus":[15],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":58,"language":["Azlanti","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","will_save":11,"charisma":4,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Site Bound","Chilling Cry","Erissa's Badge","Frustrated Rage","Gut-wrenching Terror"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Intimidation"],"trait":["Skeleton","Undead","Unholy","Unique","Medium"],"id":"creature-3862","text":" Losko Smith Losko once lived in this chamber, splitting the southern half of the room into an office where he held meetings and the northern half into his personal chambers. Losko remains here to this day, but his life is long over—he now exists as little more than a skeleton draped with a heavy leather work apron, his spirit bound to his bones as long as his nemesis, Erissa, exists. Recall Knowledge - Undead (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Losko Source Pathfinder #214: The Broken Palace pg. 19 Perception +11; darkvision Languages Azlanti, Necril Skills Acrobatics +11, Athletics +14, Intimidation +13 Str +5 Dex +2 Con +4 Int +1 Wis +2 Cha +4 Site Bound Losko is bound to the area he died and can't travel more than 30 feet from area B5. Items +1 striking cold iron warhammer --- AC 22 Fort +13 Ref +9 Will +11 HP 58 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 6, piercing 6, slashing 5 Chilling Cry Free Action (auditory, concentrate, divine, emotion, fear, mental) Trigger Losko rolls initiative; Effect Losko releases horrific cry that chills the bones of those nearby. Creatures in a 20-foot emanation must succeed at a DC 22 Will save or become frightened 1 (frightened 2 on a critical failure). Erissa's Badge The sight of Erissa's badge distracts Losko. If a PC visibly wears this essence charm , Losko must succeed at a DC 20 Will save at the start of his turn. On a failure, he accuses the charm's wearer of being Erissa's stooge and threatens them with all manner of torment, spending enough time ranting that he becomes slowed 1 until he can no longer see the charm. --- Speed 25 feet Melee Single Action warhammer +15 (Magical, Shove), Damage 2d8+7 bludgeoning Frustrated Rage Reaction (Divine, Emotion, Mental) Requirement Losko misses a Strike against a creature; Effect Losko shrieks in Azlanti, accusing the foe of being one of Erissa's guards, here to do her dirty work. The creature he attempted to Strike feels Losko's frustration wash over them and must attempt a DC 22 Will save. Critical Success The creature is unaffected. Success The creature is off-guard until the end of Losko's turn. Failure The creature is off-guard until the end of Losko's next turn. Critical Failure The creature is off-guard until Losko is destroyed or until they spend 1 minute outside combat gathering their wits, whichever comes first. Gut-wrenching Terror (Divine, Emotion, Fear, Mental) Whenever Losko damages a frightened creature with a melee Strike, that creature's terror creates an upsetting sense of impending doom, causing the creature to become sickened 1. ","skill_mod":{"athletics":14,"intimidation":13,"acrobatics":11},"summary":"Smith Losko once lived in this chamber, splitting the southern half of the room into an office where he held meetings and the northern half into his …","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Monster","Ancestry","Creature Type","Mechanics","Rarity"],"ac":22,"item":["+1 striking cold iron warhammer"],"level":5,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"piercing":6,"slashing":5,"fire":6,"cold":5,"electricity":5},"url":"/NPCs.aspx?ID=3862","intelligence":1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":13,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Losko","category":"creature","rarity":"unique","strike_damage_average":[16],"slug":"creature-3862"},{"attack_bonus":[13,13],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":70,"language":["Chthonian","Necril","telepathy 100 feet"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","will_save":11,"charisma":2,"speed":{"max":20,"land":20},"perception":11,"wisdom":3,"weakness":{"holy":5,"cold_iron":5},"creature_ability":["Blood Slurp","Frenzied Slashes","Threaten Imp","Vicious Critical"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Deception","Intimidation","Religion"],"trait":["Demon","Fiend","Unholy","Unique","Small"],"id":"creature-3863","text":" Grusk The Pusk While the guards who built this shrine are long dead, a pusk demon named Grusk has lurked here since the time they perished. Once a pawn of the shrine's priest, over the course of thousands of years slurping the supernatural blood and bullying the blood-red imps who occasionally manifest from the broken altar, the slothful pusk has achieved the unimaginable—it has grown more powerful than others of his ilk. Grusk isn't motivated to leave the room, which he considers his empire, in particular because new imps crawl from the broken altar every few years to replace the ones he kills. The imps clamber through a pinpoint of thinness between the Universe and the Outer Rifts, only to become stranded. They make do with their lot by lurking just out of Grusk's reach and picking on him until one inevitably lets down their guard long enough for Grusk to snatch it. Of course, all the fiends titter in delight upon spotting the PCs, and attack at once. Recall Knowledge - Fiend (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Grusk The Pusk Source Pathfinder #214: The Broken Palace pg. 25 Perception +11; darkvision Languages Chthonian, Necril; telepathy 100 feet Skills Acrobatics +8, Athletics +11, Deception +10, Intimidation +10, Religion +11 Str +5 Dex +2 Con +5 Int +0 Wis +3 Cha +2 Sloth As pusk. --- AC 20 Fort +13 Ref +8 Will +11 HP 70 Weaknesses cold iron 5, holy 5 --- Speed 20 feet Melee Single Action jaws +13 (Magical, Unholy), Damage 2d6+7 piercing Melee Single Action claw +13 (Agile, Magical, Unholy), Damage 2d4+7 slashing Divine Innate Spells DC 21 - 1st Fear - 2nd Blood Vendetta, Grim Tendrils - 3rd Slow Rituals DC 21 - 1st Demonic Pact Blood Slurp Single Action Requirement Grusk is adjacent to a creature taking persistent bleed damage; Effect Grusk attempts a jaws Strike against the bleeding creature. If he hits, he inflicts normal damage but also swallows a gulp of the creature's blood. The creature becomes enfeebled 1 for 1 minute, and Grusk grows more energetic, losing his Sloth feature for 1 minute. Frenzied Slashes Three Actions As pusk. Threaten Imp Single Action (Auditory, Linguistic) Grusk barks a threatening order to an imp within 30 feet. That imp can use its reaction to Stride or Strike. Vicious Critical As pusk. ","tradition":["Divine"],"skill_mod":{"deception":10,"athletics":11,"intimidation":10,"acrobatics":8,"religion":11},"summary":"While the guards who built this shrine are long dead, a pusk demon named Grusk has lurked here since the time they perished. Once a pawn of the …","primary_source":"Pathfinder #214: The Broken Palace","spell":["Slow","Blood Vendetta","Grim Tendrils","Fear"],"trait_group":["Monster","Creature Type","Mechanics","Rarity"],"ac":20,"level":4,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3863","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":13,"source_group":["Shades of Blood"],"size":["Small"],"spoilers":"Shades of Blood","name":"Grusk The Pusk","category":"creature","rarity":"unique","strike_damage_average":[12,14],"slug":"creature-3863"},{"attack_bonus":[14,16],"constitution":0,"primary_source_category":"Adventure Paths","strength":2,"hp":93,"language":["Azlanti","Chthonian","Necril","Sakvroth"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","will_save":13,"charisma":3,"speed":{"max":35,"land":35},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Drink Qi","Flurry of Blows","Powerful Fist","Wolf Stance"],"primary_source_group":"Shades of Blood","skill":["Athletics","Deception","Intimidation","Medicine","Religion","Stealth","Survival","Thievery"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-3864","text":" Vinn Karskell Vinn Karskell is a tan-skinned Varisian man who spent much of his time on Avistan's mainland seeking new ways to hone his body and mind. Most of these methods involved meditation and the discovery of new vistas, but when Romi's agents snatched him from his ship and brought him to Underheaven, Vinn realized there was an even better way to achieve perfection—by becoming a vampire. Thanks to his extensive religious education, Vinn immediately recognized Underheaven's mysterious rulers for what they were and promised to serve Nalushae in any way she desired if only she would turn him into a vampire. A bit surprised that Vinn recognized her true nature—and even more surprised that he didn't panic and instead approached her with admiration—Nalushae asked Vinn to keep an eye on the villagers of Underheaven as her newly appointed sheriff. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Vinn Karskell Source Pathfinder #214: The Broken Palace pg. 27 Perception +15 Languages Azlanti, Chthonian, Necril, Sakvroth Skills Athletics +14, Deception +13, Intimidation +13, Medicine +13, Religion +13, Stealth +14, Survival +13, Thievery +14 Str +2 Dex +4 Con +0 Int +0 Wis +3 Cha +3 Items prisoner's rags --- AC 24 Fort +8 Ref +16 Will +13 HP 93 --- Speed 35 feet Melee Single Action fist +14 (Agile, Finesse, Magical, Nonlethal, Unarmed), Damage 1d6+4 bludgeoning Melee Single Action wolf jaw +16 (Agile, Backstabber, Finesse, Magical, Nonlethal, Unarmed), Damage 2d8+5 piercing Drink Qi Reaction Trigger Vinn critically hits a foe with an unarmed Strike; Effect Vinn cries out in triumph and absorbs a bit of the target's spiritual energy. He regains 10 Hit Points. Flurry of Blows Single Action Frequency once per round; Effect Vinn makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply Vinn's multiple attack penalty to the Strikes normally. When Vinn targets the same creature with both Strikes, if either Strike hits, the target must succeed at a DC 24 Fortitude save or be stunned 1 (stunned 3 on a critical failure). This is an incapacitation effect. Alternatively, Vinn can replace one or both of his attacks during Flurry of Blows with Grapples, Repositions, Shoves, or Trips. Powerful Fist Vinn doesn't take the normal –2 circumstance penalty when making a lethal attack with his unarmed attacks. Wolf Stance Single Action (Stance) Vinn enters the stance of the wolf, crouching low to the ground and with his fingers curled like fangs, allowing him to make wolf jaw Strikes with his hands. If he's flanking while in this stance, his wolf jaw strikes gain the trip trait. Once Vinn enters wolf stance, he remains in the stance until he is knocked out or is no longer in combat. ","skill_mod":{"deception":13,"thievery":14,"survival":13,"stealth":14,"medicine":13,"athletics":14,"intimidation":13,"religion":13},"summary":"Vinn Karskell is a tan-skinned Varisian man who spent much of his time on Avistan's mainland seeking new ways to hone his body and mind. Most of …","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":24,"item":["prisoner's rags"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3864","intelligence":0,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":8,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Vinn Karskell","category":"creature","rarity":"unique","strike_damage_average":[7,14],"slug":"creature-3864"},{"attack_bonus":[12],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":58,"language":["Azlanti","Sakvroth"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","will_save":8,"charisma":1,"speed":{"climb":20,"max":30,"land":30},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Mobility","Vampires are Everywhere!","Instinctual Tinker","Leap Attack","Sneak Attack","Swarming Stance","Wooden Stake Pick"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Crafting","Religion","Stealth","Thievery"],"trait":["Humanoid","Unique","Medium"],"id":"creature-3865","text":" Vool Vool spent days hiding in the twisting tunnels between area C14 and Underheaven before hunkering down in this cavern. He's been living on shellfish and seaweed from area C10 and slurping what water he can from the walls for over a week now, but ironically, it's his knowledge of the nature of undeath that keeps him trapped here. Once an avid collector of Azlanti and other ancient texts, Vool was educated enough to have recognized the vampires for what they were. He now fears that all other creatures in the prison are vampires, or at best their dominated thralls. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Vool Source Pathfinder #214: The Broken Palace pg. 30 Perception +8; darkvision Languages Azlanti, Sakvroth Skills Acrobatics +12, Athletics +9, Crafting +11, Religion +8, Stealth +12, Thievery +12 Str +3 Dex +4 Con +2 Int +3 Wis +0 Cha +1 Items +1 wooden stake pick --- AC 20 Fort +10 Ref +12 Will +8 +2 status to all saves vs. disease and poison HP 58 Mobility When Vool Strides or Climbs and moves half his speed or less, he doesn't trigger reactions. Vampires are Everywhere! Vool is convinced there are vampires everywhere and is constantly frightened 1. His frightened condition can be removed via magic like clear mind , if someone eases his fears by Lying to him with a successful DC 18 Deception check, or by giving him something else to fear by Coercing him with a DC 18 Intimidation check. Once his frightened condition is removed, Vool becomes particularly brave for 10 minutes and gains a +2 status bonus on saving throws against fear effects. After this time (or earlier, if he sees a vampire), he becomes frightened 1 again. Vool loses this trait while in full sunlight, as that triggers his Light Blindness. (It's tough being a morlock in a vampire's world!) --- Speed 30 feet, climb 20 feet Melee Single Action wooden stake pick +12 (Agile, fatal d8, Magical, versatile B), Damage 1d6+5 piercing Instinctual Tinker Two Actions As morlock, but Vool can also use this to repair a broken wooden stake pick with a DC 20 Crafting check. Leap Attack Two Actions As morlock. Sneak Attack Vool deals 1d6 extra precision damage to off-guard creatures. Swarming Stance As morlock, but Vool can't use this ability if he's frightened (because the other morlock he could share a space with might be a vampire). Wooden Stake Pick Vool's “pick” consists of a femur with a wooden stake lashed to one end. This weapon functions as a light pick that also has the versatile bludgeoning trait. If Vool critically fails a Strike with the janky weapon, it breaks and becomes useless until he repairs it. If he critically hits a vampire with the weapon, the vampire must succeed at a DC 21 Fortitude save or the stake is driven into its heart, reducing the vampire to 0 Hit Points. Despite his best efforts, Vool can't teach anyone to use the otherwise awkward weapon, although anyone can wield it as a normal +1 light pick with a head made of wood. ","skill_mod":{"thievery":12,"crafting":11,"stealth":12,"athletics":9,"acrobatics":12,"religion":8},"summary":"Vool spent days hiding in the twisting tunnels between area C14 and Underheaven before hunkering down in this cavern. He's been living on shellfish …","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Creature Type","Rarity"],"ac":20,"item":["+1 wooden stake pick"],"level":4,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3865","intelligence":3,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Vool","category":"creature","rarity":"unique","strike_damage_average":[8],"slug":"creature-3865"},{"attack_bonus":[14],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":70,"language":["Azlanti","Sakvroth"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","will_save":10,"charisma":3,"speed":{"climb":20,"max":30,"land":30},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Light Blindness","Mindbound","Mortal Shield","Reactive Strike","Instinctual Tinker","Leap Attack","Rally","Revel in the Gore","Swarming Stance","Swipe"],"primary_source_group":"Shades of Blood","skill":["Athletics","Crafting","Intimidation"],"trait":["Humanoid","Rare","Medium"],"id":"creature-3866","text":" Morlock Thrall Nethys Note: No description has been given for this creature. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Morlock Thrall Source Pathfinder #214: The Broken Palace pg. 57 Perception +10; darkvision Languages Azlanti, Sakvroth Skills Athletics +11, Crafting +12, Intimidation +11 Str +5 Dex +2 Con +5 Int +0 Wis +2 Cha +3 Light Blindness Items +1 falchion , Hide Armor --- AC 20 Fort +13 Ref +8 Will +10 +2 status to all saves vs. disease and poison HP 70 (fast healing 5) Mindbound (divine) If any creature other than Vikandian targets the morlock thrall with an effect that would give the morlock the controlled condition, Vikandian rolls a counteract check against the effect, with a +16 counteract check modifier. Mortal Shield Reaction Trigger The morlock thrall will do anything to protect their master. If the morlock thrall is adjacent to Vikandian when Vikandian would take damage from a Strike or spell attack; Effect The morlock throws himself in front of his master, taking half the damage of the attack (before applying any weaknesses or resistances). Vikandian takes the remaining damage, applying any weaknesses or resistances as normal. Reactive Strike Reaction --- Speed 30 feet, climb 20 feet Melee Single Action falchion +14 (Forceful, Magical, Sweep), Damage 1d10+7 slashing Instinctual Tinker Two Actions As morlock. Leap Attack Two Actions As morlock. Rally Reaction Trigger The thrall ends their turn more than 30 feet away from Vikandian; Effect The thrall Strides up to their Speed toward Vikandian. Revel in the Gore Single Action (Manipulate, Mental, Visual) Requirement The morlock thrall's previous action was a critical hit with a melee Strike; Effect The morlock shrieks in excitement and springs forward to slurp at the gore. Any creatures within 20 feet who can see the disgusting display must attempt a DC 21 Fortitude save or become sickened 1 (or sickened 2 on a critical failure). Vampires and other morlocks in the area are emboldened instead and gain a +1 circumstance bonus to Will saves until the end of their next turn. Swarming Stance As morlock. Swipe Two Actions The morlock thrall makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within the morlock's melee reach and adjacent to each other. The sweep bonus of the morlock's falchion applies to these attacks. Roll damage once and apply it to each creature hit. A Swipe counts as two attacks toward the morlock's multiple attack penalty. ","skill_mod":{"crafting":12,"athletics":11,"intimidation":11},"summary":"Nethys Note: No description has been given for this creature.","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Creature Type","Rarity"],"ac":20,"item":["+1 falchion","Hide Armor"],"level":4,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3866","intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":13,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Morlock Thrall","category":"creature","rarity":"rare","strike_damage_average":[12],"slug":"creature-3866"},{"attack_bonus":[18,18,19],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":100,"language":["Azlanti","Chthonian","Diabolic","Necril","Sakvroth"],"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","will_save":16,"charisma":6,"speed":{"climb":25,"max":30,"land":30},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Nosferatu Vulnerabilities","Opportune Riposte","Plagued Coffin Restoration","N6","Bleeding Finisher","Change Shape","Command Thrall","Dominate","Drink Blood","Plague of Ancients","Precise Fencer","Vampiric Panache"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Deception","Intimidation","Occultism","Society","Stealth"],"trait":["Undead","Unholy","Unique","Vampire","Medium"],"id":"creature-3867","text":" Vikandian Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Vikandian Source Pathfinder #214: The Broken Palace pg. 60 Perception +16; darkvision Languages Azlanti, Chthonian, Diabolic, Necril, Sakvroth Skills Acrobatics +16, Deception +18, Intimidation +18, Occultism +15, Society +15, Stealth +18 Str +1 Dex +6 Con +2 Int +3 Wis +4 Cha +6 Items charm of electricity resistance , key to prison cells, +1 striking sword cane --- AC 26 Fort +12 Ref +18 Will +16 HP 100 (fast healing 10, plagued coffin restoration, void healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 10 (except magical wood) Nosferatu Vulnerabilities As Vampire Vulnerabilities, but without Compulsions. In addition to the typical vampire vulnerabilities, Vikandian is jealous he can't create spawn. A PC who pokes at this shame when they attempt to Demoralize Vikandian gains a +4 circumstance bonus on their Intimidation check. If they're successful, Vikandian becomes slowed 1 for as long as he remains frightened as he sputters in rage. Opportune Riposte Reaction Trigger An enemy within Vikandian's reach critically fails on a Strike against him; Effect Vikandian either makes a melee Strike against the triggering enemy or attempts to Disarm them of the weapon used for the Strike. If he succeeds, he gains panache. Plagued Coffin Restoration If he's reduced to 0 HP, Vikandian disperses into an immense number of individual rats that flee in every direction in an attempt to return to his coffin in area N6 . If even a single rat enters this coffin, he reforms in his body and is unconscious. If his body rests in his coffin for 1 hour, Vikandian gains 1 HP, after which his fast healing begins to function normally. If his coffin doesn't contain plagued grave dirt, he instead needs to rest in his coffin for 1 day before he gains 1 HP and regains his fast healing. --- Speed 30 feet, climb 25 feet Melee Single Action sword cane +19 (Agile, Concealable, Finesse, Magical), Damage 2d6+4 piercing plus 1d6 spirit and 3 precision Melee Single Action fangs +18 (Finesse), Damage 2d12+4 piercing plus 3 precision and Drink Blood Melee Single Action claw +18 (Agile, Finesse), Damage 2d8+4 slashing plus 3 precision Bleeding Finisher Single Action Requirement Vikandian has panache; Effect Vikandian attempts a sword cane Strike. If he hits, the target also takes 3d6 persistent bleed damage. He then loses his panache and can't use actions that have the attack trait for the rest of his turn. Change Shape Single Action (Concentrate, Divine, Polymorph) Vikandian transforms into a swarm of rats. He gains a land Speed of 30 feet and a climb Speed of 10 feet, and he becomes Large. Each enemy in his space takes 2d10 piercing damage (DC 26 basic Reflex save). A creature that fails the save is exposed to plague of ancients. Command Thrall Free Action (Auditory, Divine, Mental) Requirements One of Vikandian's morlock thralls is present and can hear him; Effect Vikandian gives a single command to one of his thralls, which the thrall follows to the best of their ability during their next turn. Dominate Two Actions (Divine, Incapacitation, Mental, Visual) As vampire. Drink Blood Single Action (Divine) As vampire, but when Drinking Blood, Idebilor regains 10 HP and gains panache. Plague of Ancients (Disease, Virulent) Saving Throw DC 26 Fortitude; Onset 1 day; Stage 1 drained (1 day); Stage 2 drained 2 and enfeebled 2 (1 day); Stage 3 doomed 1, drained 3, and enfeebled 3 (1 day); Stage 4 doomed 2, drained 3, and enfeebled 3 (1 day); Stage 5 unconscious (1 day); Stage 6 death Precise Fencer Vikandian deals an additional 3 precision damage with his sword cane, fangs, or claw Strikes. Vampiric Panache Vikandian gains panache when he successfully uses Opportune Riposte, when he successfully Demoralizes a creature, when he successfully Dominates a creature, and when he Drinks Blood. ","skill_mod":{"society":15,"deception":18,"stealth":18,"intimidation":18,"occultism":15,"acrobatics":16},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Creature Type","Mechanics","Rarity","Monster"],"ac":26,"item":["charm of electricity resistance","key to prison cells","+1 striking sword cane"],"level":8,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/NPCs.aspx?ID=3867","intelligence":3,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":12,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Vikandian","category":"creature","rarity":"unique","strike_damage_average":[13,14,17],"slug":"creature-3867"},{"primary_source_category":"Adventure Paths","strength":4,"hp":112,"language":["Azlanti","Chthonian","Necril"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","charisma":4,"perception":17,"trait":["Undead","Unholy","Unique","Vampire","Medium"],"id":"creature-3868","text":" Idebilor Nethys Note: No description has been given for this NPC. Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Idebilor Source Pathfinder #214: The Broken Palace pg. 63 Perception +17; darkvision Languages Azlanti, Chthonian, Necril Skills Athletics +15, Butchering Lore +15, Crafting +13, Deception +15, Intimidation +17, Medicine +17, Religion +17 Str +4 Dex +2 Con +4 Int +2 Wis +6 Cha +4 Items key to prison cells, wand of crisis of faith --- AC 25 Fort +15 Ref +13 Will +17 HP 112 (void healing) Immunities death effects , disease, paralyzed, poison, sleep Feral Corruption Free Action (curse, divine, incapacitation, mental, possession) Trigger Idebilor is reduced to 0 Hit Points and an animal (such as a mold ticks in area N7 or any of the spider swarms in area N9 ) is within 100 feet; Effect Idebilor casts his spirit into a nearby animal, which must attempt a DC 25 Will save. On a failure, the animal is possessed (as per the possession spell) for 7 days. This possession can be counteract only by effects that can counteract a curse. If, at any point, an animal critically succeeds at this save or no animal is within 100 feet, Idebilor is destroyed. If Idebilor is possessing an animal, he seeks out his burial site (area N11 ) and buries himself there. At this point, the animal host is paralyzed, and beheading it destroys him and kills the animal. Removing the curse on the animal destroys Idebilor and returns the animal to normal. After 1d4 days, if Idebilor hasn't been destroyed, the animal dies and Idebilor is reborn fully healed from its remains. Vrykolakas Vulnerabilities Idebilor must return to his burial site (area N11 ) once per week and bury himself there for 24 hours, during which time he is paralyzed and can be beheaded. If he's unable to return to this site, he's reduced to 0 Hit Points and attempts to use Feral Corruption. If the host animal can't reach the burial site before the possession effect ends, Idebilor is destroyed and the animal returns to normal. If he is beheaded, Idebilor can't use Feral Corruption, and a beheaded corpse cannot rise as a vrykolakas. --- Speed 40 feet, climb 20 feet Melee Single Action fangs +17, Damage 2d10+7 piercing plus Drink Blood Melee Single Action claw +17 (Agile), Damage 2d8+7 slashing Divine Spells Prepared DC 25, attack +17 - Cantrips (4th) Daze, Divine Lance, Message, Shield, Void Warp - 1st Enfeeble, Fear, Sanctuary - 2nd Grim Tendrils, Silence, Spiritual Armament - 3rd Blindness, Dispel Magic, Fear - 4th Fly, Harm (×5), Vampiric Feast Cleric Domain Spells 2 Focus Points, DC 25 - 4th Overstuff, Touch of Undeath Bloody Obsession Two Actions (Concentrate, Curse, Divine, Emotion, Incapacitation, Mental, Visual) Idebilor curses a living creature with an overwhelming obsession with blood. He stares intently at a living creature within 30 feet, then licks his fangs violently enough to cause his tongue to bleed (this causes no damage to Idebilor). The target must attempt a DC 25 Will save. Critical Success The target is unaffected. Success The target feels uneasy. If the target can see a creature taking persistent bleed damage within 30 feet, the target becomes slowed 1 for 1 round as they obsessively stare at the bleeding wound. Failure As success, but the target becomes slowed for 1 minute. If the target uses an Interact action to drink blood from themselves or an adjacent willing or helpless creature, the duration of this curse is reduced by 1 round. Critical Failure As failure, but with an unlimited duration. If the target uses an Interact action to drink blood, they ignore the slowed condition caused by this curse for the following 1d4 rounds. Drink Blood Single Action (Divine) As vampire, but when Drinking Blood, Idebilor regains 11 HP. Rend Single Action claw Sap Life When Idebilor damages at least one living creature with a harm spell, he regains HP equal to the harm spell's rank. ","skill_mod":{"deception":15,"crafting":13,"medicine":17,"athletics":15,"intimidation":17,"religion":17},"primary_source":"Pathfinder #214: The Broken Palace","spell":["Fly","Harm","Vampiric Feast","Blindness","Dispel Magic","Fear","Grim Tendrils","Silence","Spiritual Armament","Enfeeble","Sanctuary","Daze","Divine Lance","Message","Shield","Void Warp","Overstuff","Touch of Undeath"],"ac":25,"item":["key to prison cells","wand of crisis of faith"],"level":7,"spell_dc":[25,25],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":2,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Idebilor","rarity":"unique","strike_damage_average":[16,18],"attack_bonus":[17,17],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","sleep"],"spell_attack_bonus":[17],"will_save":17,"speed":{"climb":20,"max":40,"land":40},"wisdom":6,"weakness":{},"creature_ability":["Feral Corruption","N7","N9","N11","Vrykolakas Vulnerabilities","N11","Bloody Obsession","Drink Blood","Rend","Sap Life"],"primary_source_group":"Shades of Blood","skill":["Athletics","Butchering Lore","Crafting","Deception","Intimidation","Medicine","Religion"],"tradition":["Divine"],"summary":"Nethys Note: No description has been given for this NPC.","trait_group":["Creature Type","Mechanics","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=3868","dexterity":2,"category":"creature","slug":"creature-3868"},{"primary_source_category":"Adventure Paths","strength":4,"hp":66,"language":["Alghollthu","Azlanti","Necril","Sakvroth","Thalassic","truespeech"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","charisma":4,"perception":10,"trait":["Undead","Unholy","Unique","Vampire","Medium"],"id":"creature-3869","text":" Glormungost One of the vampires' longest-serving agents, Glormungost was the first servitor Nalushae created upon her awakening. The days of Nalushae's magical control over Glormungost are long gone, and for many centuries Glormungost's devotion to Nalushae was legitimate, not magically compelled. Yet today, the relatively recent addition of Danva to the “family” has caused Glormungost's loyalty to falter. That Nalushae hasn't yet turned Danva into a vampire is the one thing that's kept Glormungost true to Nalushae, though recently the ugothol has been plotting to arrange an “accident” by which Danva would be removed from the Palace. In so doing, Glormungost hopes that Nalushae will once again treat them with the respect they feel they deserve. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Glormungost Source Pathfinder #214: The Broken Palace pg. 67 Perception +10; darkvision Languages Alghollthu, Azlanti, Necril, Sakvroth, Thalassic; truespeech Skills Acrobatics +12, Athletics +14, Crafting +12, Deception +14, Nature +12, Stealth +12 Str +4 Dex +4 Con +2 Int +2 Wis +0 Cha +4 Assume Form (concentrate, occult, polymorph) As ugothol. Blood Bombs Glormungost carries 6 glass vials filled with alchemically treated blood that deal persistent bleed damage, and 2 splash slashing damage. Glormungost replenishes these bombs each day using blood drawn from prisoners. Items +1 striking sickle --- AC 24 Fort +12 Ref +14 Will +10 +2 status to all saves vs. auditory and visual HP 66 (coffin restoration, fast healing 7, void healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances bludgeoning 5, physical 5 (except silver) Vampire Vulnerabilities As vampire. --- Speed 25 feet, climb 25 feet Melee Single Action sickle +15 (Agile, Finesse, Magical, Trip), Damage 2d4+6 slashing Melee Single Action claw +14 (Agile), Damage 2d6+6 slashing plus Grab Ranged Single Action blood bomb +14 (range increment 20 feet, Splash), Damage 2d6 persistent bleed and 2 splash slashing damage Occult Innate Spells DC 21 - Constant (5th) Truespeech Compression As ugothol. Drink Blood Single Action As vampire, but when Glormungost drinks blood, they do so via their long thin tongue rather than with their fangs. When Drinking Blood, Glormungost regains 6 HP. Quick Bombardier Single Action Glormungost draws a blood bomb with an Interact action and throws it as a ranged Strike. Revert Form Free Action As ugothol. Sneak Attack Glormungost deals 1d6 extra precision damage to off-guard creatures. ","skill_mod":{"deception":14,"nature":12,"crafting":12,"stealth":12,"athletics":14,"acrobatics":12},"primary_source":"Pathfinder #214: The Broken Palace","spell":["Truespeech"],"ac":24,"item":["+1 striking sickle"],"level":6,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"intelligence":2,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":12,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Glormungost","rarity":"unique","strike_damage_average":[7,11,13],"attack_bonus":[14,14,15],"constitution":2,"immunity":["death effects","disease","paralyzed","poison","sleep"],"will_save":10,"speed":{"climb":25,"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Assume Form","Blood Bombs","Vampire Vulnerabilities","Compression","Drink Blood","Quick Bombardier","Revert Form","Sneak Attack"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Crafting","Deception","Nature","Stealth"],"tradition":["Occult"],"summary":"One of the vampires' longest-serving agents, Glormungost was the first servitor Nalushae created upon her awakening. The days of Nalushae's magical …","trait_group":["Creature Type","Mechanics","Rarity","Monster"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=3869","dexterity":4,"category":"creature","slug":"creature-3869"},{"attack_bonus":[14,14],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":75,"language":["Aklo","Alghollthu","Common","Sakvroth"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","creature_family":"Alghollthu","spell_attack_bonus":[14],"will_save":12,"charisma":4,"speed":{"max":30,"land":20,"swim":30},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Drain Blood","Flotsam","Lasting Illusion"],"primary_source_group":"Shades of Blood","skill":["Athletics","Deception","Intimidation","Occultism","Performance","Stealth"],"trait":["Aberration","Amphibious","Large"],"id":"creature-3870","text":" Alghollthu, Fulthrethu The sinister fulthrethu often appears as nothing more than a tangle of flotsam and kelp drifting on the currents or washed onto shore. At least, until the fulthrethu attacks, at which point its true appearance—that of a manta-ray-like creature with a suckered tail, toothy maw, and a dozen orange eyes—becomes clear. Alghollthus created the first fulthrethus eons ago to serve a unique role—to beguile unsuspecting creatures via frighteningly realistic illusions. Typically, a fulthrethu infiltrates a community by securing a safe hiding place, such as a garbage dump or cistern, from which it sends forth an illusory member of that community to spy on and interact with the locals. Today, fulthrethus who escape their alghollthu creators often gather in small enclaves, but they're no less malevolent. Instead, the fulthrethus' goal of manipulating nearby communities simply becomes more selfserving. Members of a fulthrethu enclave often share the responsibility of maintaining the appearance of an illusory god, through which they reduce nearby villages into unsuspecting cults that supply the fulthrethus with all the food and treasure they desire. Recall Knowledge - Aberration (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Fulthrethu Source Pathfinder #214: The Broken Palace pg. 82 Perception +12; darkvision Languages Aklo, Alghollthu, Common, Sakvroth Skills Athletics +12, Deception +13, Intimidation +13, Occultism +11, Performance +12, Stealth +12 Str +3 Dex +5 Con +2 Int +2 Wis +3 Cha +4 --- AC 22 Fort +9 Ref +14 Will +12 HP 75 Resistances slashing 5 --- Speed 20 feet, swim 30 feet Melee Single Action tail +14 (Finesse), Damage 2d10+5 bludgeoning plus Grab Melee Single Action jaws +14 (Agile, Finesse), Damage 2d4+5 piercing plus 1d6 persistent bleed Occult Innate Spells DC 22, attack +14 - Cantrips (3rd) Daze, Figment, Light, Sigil, Telekinetic Hand - 1st Gentle Landing (at will), Mindlink (at will), Sleep - 2nd Blur, Illusory Object (×3) - 3rd Illusory Creature, Levitate, Vampiric Feast Drain Blood Single Action The fulthrethu uses its hollow tongues to drink the blood of an adjacent, restrained, or unconscious creature. The creature is drained 1, and the fulthrethu gains 4d4 temporary Hit Points that last for 1 minute. Flotsam Single Action (Concentrate) Until the next time they act, the fulthrethu appears to be a mass of seaweed or flotsam, either floating in the water or heaped on the ground. It has an automatic result of 33 on Deception checks and DCs to pass as such. Lasting Illusion Single Action (Concentrate) The fulthrethu sustains an illusory creature spell. When an illusory creature spell is sustained in this way, the illusion isn't automatically destroyed if it's hit by an attack or fails a save. Instead, the fulthrethu takes 3d6 mental damage and must attempt a DC 5 flat check. On a failure, the illusory creature spell ends. The fulthrethu can sustain an illusory creature spell for up to 8 hours. Fulthrethu Trickery Although a fulthrethu is skilled at deceiving others through its illusory proxies, it has no magical sensory link to its illusions. To maintain believable control over an illusion or to observe how others react to it, the fulthrethu must remain within range of its illusion (typically 500 feet). Concentrating on a lasting illusion and its flotsam disguise at the same time leaves the fulthrethu limited in the other actions it can take in a round. ","tradition":["Occult"],"skill_mod":{"performance":12,"deception":13,"stealth":12,"athletics":12,"intimidation":13,"occultism":11},"summary":"The sinister fulthrethu often appears as nothing more than a tangle of flotsam and kelp drifting on the currents or washed onto shore. At least, …","primary_source":"Pathfinder #214: The Broken Palace","spell":["Illusory Creature","Levitate","Vampiric Feast","Blur","Illusory Object","Gentle Landing","Mindlink","Sleep","Daze","Figment","Light","Sigil","Telekinetic Hand"],"trait_group":["Creature Type","Monster"],"ac":22,"level":5,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{"slashing":5},"url":"/Monsters.aspx?ID=3870","intelligence":2,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":9,"source_group":["Shades of Blood"],"size":["Large"],"name":"Fulthrethu","category":"creature","rarity":"common","strike_damage_average":[13,16],"slug":"creature-3870"},{"attack_bonus":[15,15],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":150,"immunity":["acid","bleed","bludgeoning","critical hits","mental","precision","unconscious","visual"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","creature_family":"Ooze","will_save":7,"charisma":-5,"speed":{"climb":15,"max":30,"land":20,"swim":30},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["Amphibious Motion","Clot Armor","Requirement","Jelly Blood","Tendril Feeding","Tendril Storm"],"primary_source_group":"Shades of Blood","skill":["Athletics"],"trait":["Amphibious","Mindless","Ooze","Uncommon","Medium"],"id":"creature-3871","text":" Creeping Clot The unsettling creeping clot appears like a disgusting mound of half coagulated blood that seeps a constant red effluvium, which in turn is slurped up by the clot's slithering feelers before the stain can spread more than a few inches from its central mass. When it senses danger, a creeping clot can form a protective shell of hardened ooze that makes it look like an enormous scab. It's a common misconception that a creeping clot feeds on blood. In fact, this crusty ooze absorbs minerals from flesh and blood alike by burrowing its tendrils into a creature, a process that creates painful—and sometimes fatal—blood clotting within the victim's body. Recall Knowledge - Ooze (Occultism): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Creeping Clot Source Pathfinder #214: The Broken Palace pg. 83 Perception +7; amphibious motion sense (precise) 60 feet, no vision Languages Skills Athletics +13 Str +6 Dex -5 Con +5 Int -5 Wis +0 Cha -5 Amphibious Motion Sense A creeping clot can feel nearby motion through vibrations in air and water. --- AC 12 Fort +15 Ref +4 Will +7 HP 150 Immunities acid, bleed, bludgeoning, critical hits, mental, precision, unconscious, visual Clot Armor (primal) Requirement The creeping clot is not immersed in liquid; Effect The creeping clot remains motionless for 1 minute, causing its outer mass to form a thick shell of clotted plasm. Its Armor Class increases to 22 and it becomes slowed 1. Though the creeping clot remains immune to the additional damage from a critical hit, its clot armor is destroyed automatically upon taking a critical hit, taking 50 damage from a single Strike, or as soon as it is immersed in liquid. --- Speed 20 feet, climb 15 feet, swim 30 feet Melee Single Action pseudopod +15, Damage 2d8+7 bludgeoning plus Grab Melee Single Action tendril +15 (reach 10 feet), Damage 2d8+2 piercing plus jelly blood Jelly Blood (Disease) Saving Throw DC 22 Fortitude; Stage 1 target gains resistance 5 to bleed damage (1 hour); Stage 2 as stage 1 plus slowed 1 (1 day); Stage 3 as stage 2 plus drained 1 (1 day); Stage 4 as stage 2 plus drained 2 (1 day); Stage 5 as stage 2 plus unconscious (1 hour); Stage 6 dead Tendril Feeding Single Action Requirements The creeping clot has a creature grabbed; Effect The creeping clot burrows tendrils into the grabbed creature. The creature takes 2d8+2 piercing damage (DC 22 basic Fortitude save) and is exposed to jelly blood. Tendril Storm Three Actions Requirements The creeping clot doesn't have clot armor; Effect The creeping clot extends dozens of whipping, slashing tendrils, attacking all creatures in reach. The clot makes a tendril Strike against each enemy within its tendril reach. Each attack counts toward the clot's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. Farming Clots A creeping clot's toxin can be harvested as a useful (if risky) medicinal. A successful DC 22 Medicine or Survival check and 10 minutes of work on a creeping clot that's been dead for no more than 1 hour produces 1 dose of creeping clot serum (2 doses on a critical success). A critical failure exposes the harvesting creature to the clot's jelly blood. A dose of creeping slot serum spoils after 24 hours. If a dose of creeping clot serum is used while Administering First Aid to stop bleeding, the Medicine check gains a +3 item bonus, but on a critical failure, the victim is exposed to jelly blood. ","skill_mod":{"athletics":13},"summary":"The unsettling creeping clot appears like a disgusting mound of half coagulated blood that seeps a constant red effluvium, which in turn is slurped …","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Monster","Creature Type","Rarity"],"ac":12,"level":5,"source_category":["Adventure Paths"],"sense":"amphibious motion sense (precise) 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3871","intelligence":-5,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":15,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Creeping Clot","category":"creature","rarity":"uncommon","strike_damage_average":[11,16],"slug":"creature-3871"},{"legacy_name":["Babau"],"primary_source_category":"Adventure Paths","strength":2,"hp":130,"language":["Chthonian","Common","Draconic","Empyrean","telepathy 60 feet"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","charisma":3,"perception":14,"trait":["Demon","Fiend","Uncommon","Unholy","Medium"],"id":"creature-3872","text":" Demon, Kalakaigh (Blood Demon) A kalakaigh is above all else a killer—a fiendish incarnation of the sin of murder. They typically form from the souls of mortals who, in life, pursued murder as an obsession, killing simply for the thrill of killing. Recall Knowledge - Fiend (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Kalakaigh Source Pathfinder #214: The Broken Palace pg. 84 Perception +14; darkvision, fear scent (precise) 30 feet Languages Chthonian, Common, Draconic, Empyrean; telepathy 60 feet Skills Acrobatics +15, Athletics +12, Intimidation +15, Occultism +11, Stealth +14, Thievery +12 Str +2 Dex +5 Con +3 Int +1 Wis +4 Cha +3 Fear Scent A kalakaigh can sense creatures that are frightened or under a fear effect. Items +1 striking kukri --- AC 23 Fort +11 Ref +17 Will +14 +1 to all saves vs. magic HP 130 Immunities bleed Weaknesses cold iron 5, holy 5 Mercy Vulnerability Kalakaighs delight in the sight of fresh wounds, and when one is healed, they recoil in pain. When a creature heals from damage that the kalakaigh dealt on their last turn, the demon takes 4d6 mental damage. The kalakaigh can take this damage only once per round. --- Speed 30 feet Melee Single Action kukri +16 (Agile, Finesse, Magical, Trip), Damage 2d6+4 slashing Melee Single Action horn +15 (Finesse, Magical), Damage 2d8+4 piercing Divine Innate Spells DC 24, attack +16 - Cantrips (3rd) Sigil, Telekinetic Projectile - 1st Fear (at will) - 2nd See the Unseen - 3rd Dream Message, Fear, Paralyze - 4th Translocate (×3) Rituals DC 24 - 1st Demonic Pact Bloody Attack A kalakaigh deals 1d6 extra precision damage and 1d6 extra persistent bleed damage to off-guard creatures. Change Shape Single Action (Concentrate, Divine, Polymorph) The kalakaigh can take on the appearance of any Medium humanoid, but when they do so, they always appear to be wearing dark clothing, black gloves, and some sort of obscuring cover over their face or head. These “clothes” are in fact part of the demon's new body. Their new form doesn't change their Speed or their weapon attack and damage modifiers with their Strikes, but it does prevent them from making horn Strikes. Shocking Reveal Reaction (Emotion, Fear, Mental, Visual) Trigger The kalakaigh damages a creature with a melee Strike while in its humanoid form; Effect The kalakaigh reverts to its true form, and all creatures within 30 feet who witness the transformation must make a DC 21 Will save or become frightened 1 (frightened 2 on a critical failure). Signature Slaughter Two Actions The kalakaigh attacks with a recognizable flourish or in a specific way that links all its murders together. The kalakaigh makes a melee Strike with its kukri. This counts as two attacks when calculating the demon's multiple attack penalty. If this strike hits, the kalakaigh deals an additional 2d6 persistent bleed damage, and the target is frightened 2. Servants Of Slaughter Kalakaighs often serve the demon lords Shax and Zura, but some remain stubbornly devoted to Nocticula, a legacy from her time spent as a patron of assassins. These demons cling to the hope that Nocticula will return as their queen, if only they can murder enough innocents in her name. ","skill_mod":{"thievery":12,"stealth":14,"athletics":12,"intimidation":15,"occultism":11,"acrobatics":15},"primary_source":"Pathfinder #214: The Broken Palace","spell":["Translocate","Dream Message","Fear","Paralyze","See the Unseen","Sigil","Telekinetic Projectile"],"ac":23,"item":["+1 striking kukri"],"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":"darkvision, fear scent (precise) 30 feet","resistance":{},"intelligence":1,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":11,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Kalakaigh","rarity":"uncommon","strike_damage_average":[11,13],"attack_bonus":[15,16],"constitution":3,"immunity":["bleed"],"creature_family":"Demon","spell_attack_bonus":[16],"will_save":14,"speed":{"max":30,"land":30},"wisdom":4,"weakness":{"holy":5,"cold_iron":5},"creature_ability":["Fear Scent","Mercy Vulnerability","Bloody Attack","Change Shape","Shocking Reveal","Signature Slaughter"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Intimidation","Occultism","Stealth","Thievery"],"legacy_id":["creature-598"],"tradition":["Divine"],"summary":"A kalakaigh is above all else a killer—a fiendish incarnation of the sin of murder. They typically form from the souls of mortals who, in life, …","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3872","dexterity":5,"category":"creature","slug":"creature-3872"},{"attack_bonus":[12,12],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":50,"language":["Sussuran","(can't speak any language)"],"immunity":["acid"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","will_save":13,"charisma":0,"speed":{"fly":25,"max":25,"land":10},"perception":13,"wisdom":5,"weakness":{"slashing":5,"silver":5},"creature_ability":["Mist Vision","Fog Aura","Fog Rupture","Drifting Toxin","Reel In","Rip Out"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Stealth"],"trait":["Aberration","Rare","Large"],"id":"creature-3873","text":" Fogfisher Fogfishers are rarely encountered less than a mile above the ground, preferring instead to drift high in the atmosphere in clusters that look like drifting fog banks. Only when their favored foods—birds, bats, and other tiny flying creatures—grow scarce do fogfishers descend to feed. Fogfishers trapped in enclosed areas, such as subterranean caverns, might be forced into such tactics. A fogfisher appears as an ovoid mass of pulsing, translucent flesh from which dangle dozens of spike-tipped tendrils. When it attacks, the fogfisher launches a harpoon-like hook. By injecting victims with its buoyant drifting toxin, a fogfisher can reel in creatures much larger than its typical vermin prey. Recall Knowledge - Aberration (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Fogfisher Source Pathfinder #214: The Broken Palace pg. 85 Perception +13; mist vision Languages Sussuran; (can't speak any language) Skills Acrobatics +12, Athletics +10, Stealth +11 Str +2 Dex +4 Con +2 Int -3 Wis +5 Cha +0 Mist Vision The fogfisher ignores the concealed condition from fog and mist. --- AC 20 Fort +8 Ref +12 Will +13 HP 50 Immunities acid Resistances bludgeoning 5 Weaknesses silver 5, slashing 5 Fog Aura (air, aura, primal) 15 feet. The fogfisher constantly exudes an aura of fog. All creatures within the aura become concealed, and all creatures outside the fog become concealed to creatures within it. Fog Rupture If a fogfisher takes damage from a critical hit, it must succeed at a DC 16 flat check or the sac that produces its fog aura ruptures. This causes its fog aura to dissipate at the start of the fogfisher's next turn. The fogfisher is then slowed 1 for 24 hours, after which it recovers and produces its fog aura again. --- Speed 10 feet, fly 25 feet Melee Single Action tendrils +12 (Agile, Finesse), Damage 2d4+4 piercing plus 1d4 acid Ranged Single Action harpoon hook +12 (Propulsive, range increment 30 feet), Damage 2d6+3 piercing plus Grab and drifting toxin Drifting Toxin (Poison, Primal) Saving Throw DC 21 Fortitude; Maximum Duration 10 minutes; Stage 1 the creature becomes buoyant in the air and is treated as a Tiny creature for the purposes of wind effects and being pulled by the fogfisher's harpoon; if the creature falls, it drifts gently to the ground (1 round); Stage 2 as stage 1 plus enfeebled 1 (1 minute) Reel In Single Action (Manipulate) Requirement The fogfisher has a Tiny creature grabbed with its harpoon; Effect The fogfisher retracts its harpoon, pulling the grabbed creature toward it. The grabbed creature must attempt a DC 21 Fortitude save. Critical Success The fogfisher fails to move the creature. Success The fogfisher pulls the creature 5 feet closer. Failure The fogfisher pulls the creature up to 30 feet closer. Critical Failure The fogfisher pulls the creature to an adjacent space. Rip Out Single Action Requirement The fogfisher has a creature grabbed with its harpoon; Effect The fogfisher rips free its harpoon, retracting the spike and leaving a bloody hole behind. The grabbed creature is no longer grabbed and takes 3d6 persistent bleed damage (DC 21 basic Fortitude save). Fishers Above The fogfisher occupies a similar ecological niche as another deadly predator of the world above—the sky fisher. Scholars have noted the similarities between these creatures, although enough differences remain to suggest the two are unrelated. It makes one wonder, though, what other predators might lurk in the cloudjungles high above the ground ","skill_mod":{"stealth":11,"athletics":10,"acrobatics":12},"summary":"Fogfishers are rarely encountered less than a mile above the ground, preferring instead to drift high in the atmosphere in clusters that look like …","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Creature Type","Rarity"],"ac":20,"level":4,"source_category":["Adventure Paths"],"sense":"mist vision","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":5},"url":"/Monsters.aspx?ID=3873","intelligence":-3,"reflex_save":12,"strongest_save":["will"],"dexterity":4,"fortitude_save":8,"source_group":["Shades of Blood"],"size":["Large"],"spoilers":"Shades of Blood","name":"Fogfisher","category":"creature","rarity":"rare","strike_damage_average":[10,11],"slug":"creature-3873"},{"attack_bonus":[9],"constitution":4,"primary_source_category":"Adventure Paths","strength":3,"hp":36,"immunity":["mental"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","will_save":8,"charisma":-5,"speed":{"max":10,"land":10},"perception":8,"wisdom":2,"weakness":{"slashing":5,"fire":5},"creature_ability":["Alluring Scent","Absorb Blood","Bloodless Guardian"],"primary_source_group":"Shades of Blood","skill":["Athletics","Stealth"],"trait":["Mindless","Plant","Uncommon","Small"],"id":"creature-3874","text":" Vampire Nettle While the aptly named vampire nettle isn't undead, it tends to grow in places frequented by vampires, and this sinister plant's presence is often a key indicator that a graveyard houses more than just the dead. A vampire nettle appears as a coil of thorny vines with narrow, triangular leaves. A single stalk emerges from the plant's central mass, growing to a height of about three feet. The flower that droops from the tip of this stalk is usually white, but for the 24 hours after the nettle feeds, the flower's petals turn blood red. Due to their affinity with undead, vampire nettles are often found in abandoned burial grounds. Nettles that grow above graves sometimes send roots deep into the ground to suck additional nutrients from the bodies buried below; these vampire nettles often have the elite monster adjustments. Recall Knowledge - Plant (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Vampire Nettle Source Pathfinder #214: The Broken Palace pg. 86 Perception +8; tremorsense (imprecise) 30 feet Languages Skills Athletics +7, Stealth +7 Str +3 Dex +3 Con +4 Int -5 Wis +2 Cha -5 --- AC 17 Fort +10 Ref +7 Will +8 HP 36 Immunities mental Resistances bludgeoning 5, piercing 5 Weaknesses fire 5, slashing 5 Alluring Scent (aura, emotion, incapacitation, mental, occult, olfactory) 30 feet. The vampire nettle exudes an enticing scent that no two creatures find exactly alike, other than in its alluring nature. A living creature that enters the aura or that starts its turn in the area must attempt a DC 15 Will save. Critical Success The creature is unaffected and is temporarily immune to alluring scent for 24 hours. Success The creature becomes stupefied 1 until the start of its next turn. Failure The creature becomes fascinated, and it must spend each of its actions to move closer to the vampire nettle as expediently as possible, while avoiding obvious dangers. If a fascinated creature is adjacent to a vampire nettle, it stays still and doesn't act. If attacked by the vampire nettle, the creature is freed from captivation at the end of the vampire nettle's turn. Critical Failure As failure, but if attacked by the vampire nettle, the creature can attempt a new save at the start of its next turn, rather than being freed at the end of the vampire nettle's turn. --- Speed 10 feet Melee Single Action vine +9, Damage 1d4+5 slashing plus 1d4 persistent bleed Absorb Blood Single Action Requirement The vampire nettle is adjacent to a creature taking persistent bleed damage; Effect The vampire nettle's central stalk dips into the wound and drinks blood. The vampire nettle gains 2d6 temporary Hit Points for 1 hour. The creature becomes enfeebled 1 for 1 hour if it fails a DC 18 Fortitude save (enfeebled 2 on a critical failure). Bloodless Guardian (Occult, Void) A living humanoid that dies while under the effects of alluring scent rises as a zombie shambler after 1d4 rounds. The zombie isn't controlled by the vampire nettle but typically remains in the area to guard the plant for 1d4 days before wandering off. At some point within 1 week after leaving, the zombie collapses, and a new, fully grown vampire nettle erupts from its chest. Vampire Admirers Many vampires are fond of vampire nettles and are unaffected by the plant's intoxicating scent. Some have been known to drink from the nettle's flower, claiming that the blood takes on a pleasant piquancy akin to notes of a fine wine. ","skill_mod":{"stealth":7,"athletics":7},"summary":"While the aptly named vampire nettle isn't undead , it tends to grow in places frequented by vampires , and this sinister plant's presence is often …","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Monster","Creature Type","Rarity"],"ac":17,"level":2,"source_category":["Adventure Paths"],"sense":" tremorsense (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5},"url":"/Monsters.aspx?ID=3874","intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":10,"source_group":["Shades of Blood"],"size":["Small"],"spoilers":"Shades of Blood","name":"Vampire Nettle","category":"creature","rarity":"uncommon","strike_damage_average":[10],"slug":"creature-3874"},{"attack_bonus":[16,18],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":115,"language":["Aklo","Common","Necril","Sakvroth"],"immunity":["death effects","disease","paralyzed","poison"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","will_save":15,"charisma":2,"speed":{"fly":30,"max":30,"land":20},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Oily Coils","Stench","Flick Oil","Digest Mind","Swallow Whole"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Deception","Occultism","Religion"],"trait":["Beast","Uncommon","Huge"],"id":"creature-3875","text":" Viper Bat Strange creatures dwell in the lightless reaches of the Darklands. With its serpentine body, batlike wings and head, and glowing red eyes, it's hard to tell whether this creature is more bat or snake, and those who consider the viper bat a dumb beast are invariably shocked upon hearing its rasping voice. Though a viper bat's fur is naturally pale, it often appears nearly black as a result of the slick, rancid oil that oozes from the creature's flesh. Viper bats gather in colonies where they eagerly share stories gathered from those they feed upon, for to be digested by a viper bat is to surrender your secrets to them. Scholars wonder if this eerie side effect points to some ancient link to a ghoul's ability to retain knowledge from the bodies of those they eat, though in the case of a viper bat, once a creature is dead, it can no longer transfer its memories to them. In fact, dead flesh is unpalatable to a viper bat—they crave only living bodies, regurgitating their food into deep crevasses that serve as middens once they can no longer absorb knowledge from a meal. Recall Knowledge - Beast (Arcana, Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Viper Bat Source Pathfinder #214: The Broken Palace pg. 87 Perception +15; darkvision Languages Aklo, Common, Necril, Sakvroth Skills Acrobatics +14, Athletics +16, Deception +15, Occultism +17, Religion +15 Str +5 Dex +3 Con +4 Int +4 Wis +4 Cha +2 --- AC 24 Fort +17 Ref +12 Will +15 HP 115 (void healing) Immunities death effects, disease, paralyzed, poison Resistances mental 5 Oily Coils A viper bat gains a +4 circumstance bonus on Escape checks and to its Fortitude DC against attempts to Grapple them. Stench (aura, olfactory) 30 feet, DC 16; Undead are immune to viper bat stench. --- Speed 20 feet, fly 30 feet Melee Single Action jaws +18 (reach 10 feet), Damage 2d8+8 piercing plus 1d6 poison and Grab Ranged Single Action spit poison +16 (Poison, range increment 20 feet), Damage 3d8 poison Flick Oil Two Actions (Primal) The viper bat flicks its coils, spraying rancid black oil in a 30-foot cone. A creature in the area becomes clumsy 1 and sickened 1 for 1 minute if they fail a DC 25 Fortitude save (clumsy 2 and sickened 2 on a critical failure). The viper bat can't Flick Oil for 1d4 rounds. Digest Mind (Curse, Incapacitation, Mental, Occult) Each time a swallowed creature begins their turn, they are affected by this horrific curse. If a creature escapes being swallowed whole before reaching stage 5, it recovers fully from this curse at the start of its next turn. Saving Throw DC 25 Will; Stage 1 stupefied 1 (1 round); Stage 2 stupefied 2 and slowed 1 (1 round); Stage 3 stupefied 3 and slowed 1 (1 round); Stage 4 stupefied 3 and slowed 2 (1 round); Stage 5 the target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as –5; it loses all abilities that require mental faculties, including spellcasting (unlimited duration). Swallow Whole Single Action (Attack) Medium, digest mind, Rupture 20 Friends To Undeath Although living, viper bats have a strong affinity with undeath. They are healed by void energy and share many immunities with the undead. Ghouls and vampires have a particular fondness for viper bats, with the latter often feeding their viper bat allies living prisoners who refuse to give up their secrets, in hopes that the viper bat digests those hidden truths. ","skill_mod":{"deception":15,"athletics":16,"occultism":17,"acrobatics":14,"religion":15},"summary":"Strange creatures dwell in the lightless reaches of the Darklands. With its serpentine body, batlike wings and head, and glowing red eyes, it's hard …","primary_source":"Pathfinder #214: The Broken Palace","trait_group":["Creature Type","Rarity"],"ac":24,"level":7,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"mental":5},"url":"/Monsters.aspx?ID=3875","intelligence":4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"source_group":["Shades of Blood"],"size":["Huge"],"spoilers":"Shades of Blood","name":"Viper Bat","category":"creature","rarity":"uncommon","strike_damage_average":[13,20],"slug":"creature-3875"},{"primary_source_category":"Adventure Paths","strength":4,"hp":92,"language":["Aklo","Alghollthu","Elven","Necril","Sakvroth","Thalassic","<%SPELLS%1728%%>truespeech<%END>"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","charisma":5,"perception":13,"trait":["Aberration","Unique","Medium"],"id":"creature-3876","text":" Danva Faceless stalkers who serve the alghollthu empire rarely gather more power, for to their underwater masters, they're little more than tools used to infiltrate the communities of air-breathers. When one ugothol fails their mission, it's simple enough to replace them with another. Those rare few who are allowed to transcend their baseline capability fall into one of two camps—those a more powerful alghollthu specifically selects for a singular mission or those who escape alghollthu control and become their own person. The ugothol currently known as Danva is one of the latter—to an extent. Once a dutiful denizen of the Darklands charged with infiltrating cavern elf settlements beneath the ruined isles of Azlant, Danva escaped her servitude after the community to which she'd been assigned ran afoul of a serpentfolk raid. The faceless stalker avoided capture and seized her opportunity, making her way through the Darklands until she came upon the shores of a vast subterranean lake situated beneath a rift in the cavern above. Using her occult magic, Danva ascended through the rift into Underheaven, only to be captured by Nalushae's guards shortly thereafter. Nalushae recognized Danva for what she was and, rather than eat her immediately, offered the ugothol a job. At the time, some of Underheaven's leaders had grown too curious and now threatened the stability of Nalushae's little empire. To curb this burgeoning rebellion, Nalushae proposed that Danva take the place of the previous mayor and keep watch on Underheaven from within. Danva took to her new post eagerly, and over the next few decades served as many different mayors, changing her name and personality to match those of her hand-picked replacements. The gender-shifting ugothol has served in her current role as Danva, Underheaven's latest mayor, for several years. Had she not murdered the original Danva, her 25th birthday would be coming soon, and ugothol-Danva knows her time in this current form is running out. In response, she's groomed her clerk Kartho to take the role of mayor once Danva “ascends.” Of course, when this occurs, Danva will simply steal back into Underheaven, abduct the real Kartho, and abandon Danva's appearance for that of her former clerk. The ugothol has grown to enjoy this cycle of succession and hopes to continue as Underheaven's mayor for many years to come. Though she's not immortal, alghollthus design their minions to last, and Danva knows she has at least a dozen more changings of the guard before she'll need to consider vampiric immortality—a possibility she's not quite ready to explore. As mayor of Underheaven, Danva's self-confidence makes her stand out among the stooped and timid villagers. Her distinctive uniform—a blue doublet with golden trim, scarlet ruff, and dark red pantaloons matched with fine boots and an elaborate cap—lend further to her appearance. Though her current form has served her well, she looks forward to her upcoming birthday, when she can upgrade to Kartho's even more handsome mien. Danva isn't the only ugothol in En-Gokal. Another of her kind has resided in the Broken Palace for years, serving Nalushae as a personal alchemist, brewing dangerous concoctions, vital nutrients for Nalushae's prized carnivorous plants, and even an exquisite alcohol. This ugothol, Glormungost, doesn't like Danva and feels she's a newcomer who's getting far too much attention from Nalushae. For now, Glormungost is biding their time and not letting the good situation they have go to waste—unless they can find someone to get rid of Danva. Campaign Role Danva has a complex role in Underheaven and an equally complex role in this adventure. The point at which the PCs first encounter her varies. If they're swift and quiet about their investigations in Underheaven, they might not meet her until they infiltrate the Broken Palace, where they find her in the warden's suite (area N14 ). It's more likely, though, that the PCs first encounter Danva after she returns to Underheaven during Event 3 . In this case, she invites the PCs to talk as detailed in The Broken Palace. During their initial discussion, she thanks the PCs for their cooperation and asks a favor from them. Strange monsters have infested Underheaven Lake, and though she's tried to keep their presence a secret, she knows it's only a matter of time before they snatch a villager. She asks the PCs to travel to the lake (area I ) to dispatch the creatures. While she hopes the fulthrethus in the lake kill the PCs, if the party returns triumphant, Danva expertly conceals her disappointment. She asks all but one of the PCs to spread word of the monsters' defeat throughout Underheaven, requesting that the weakest-looking PC stay behind to give her a more detailed report. If the PCs cooperate, Danva tells the remaining PC that she suspects one of their companions has been possessed by the lake monsters. The possession can be cured, but only if the lone PC helps her brew an antidote. This is all an elaborate lie, of course, but if the PC falls for it, Danva leads them to her office (area F7 ). Once they're alone, she uses her staff of control to cast charm on the PC so she can lure them into the cage in area F10 and assume their form. This process takes about 10 minutes, and if she's successful, Danva returns to the PCs and Lies that they've been invited to the Broken Palace to speak with Danva's superiors. If the PCs fall for this ruse, she leads them to area K1 . When the vampires in that area attack, Danva reverts to her true form and fights alongside the vampires to murder the PCs. If the PCs learn the truth about Danva, she flees to the Broken Palace to warn her mistress, Nalushae; see Nalushae's NPC entry for how she reacts to this news. Recall Knowledge - Aberration (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Danva Source Pathfinder #214: The Broken Palace pg. 88 Perception +13; darkvision Languages Aklo, Alghollthu, Elven, Necril, Sakvroth, Thalassic; truespeech Skills Acrobatics +12, Athletics +14, Deception +15, Diplomacy +13, Intimidation +13, Occultism +13, Society +13, Stealth +14 Str +4 Dex +2 Con +4 Int +3 Wis +3 Cha +5 Assume Form (concentrate, occult, polymorph) As ugothol. Items +1 mayor's uniform (treat as explorer's clothes), key to prison cells, lesser psyche salts (3), +1 striking staff of control --- AC 23 Fort +16 Ref +12 Will +13 +2 status to all saves vs. auditory and visual HP 92 Resistances bludgeoning 5 --- Speed 25 feet Melee Single Action staff +15 (Magical, Monk, two-hand d8), Damage 2d4+6 bludgeoning Melee Single Action claw +15 (Agile), Damage 2d6+6 slashing plus Grab Occult Innate Spells DC 24 - Constant (5th) Truespeech Occult Spontaneous Spells DC 24, attack +16 - Cantrips (3rd) Daze, Figment, Light, Shield, Telekinetic Projectile - 1st Fear, Sanctuary, Soothe - 2nd Blood Vendetta, Illusory Creature, Paranoia - 3rd Clairaudience, Levitate, Vampiric Feast Blood Nourishment Single Action As ugothol. Compression As ugothol. Distracting Illusion Single Action If Danva's next action is to Cast a Spell, the spell gains the subtle trait. As part of using Distracting Spell, Danva can choose to Create a Diversion, Demoralize, or Feint. If she does so, the spell she casts must have the illusion trait in order to gain the subtle trait. Revert Form Single Action As ugothol. Sneak Attack Danva deals 1d6 extra precision damage to off-guard creatures. ","skill_mod":{"society":13,"diplomacy":13,"deception":15,"stealth":14,"athletics":14,"intimidation":13,"occultism":13,"acrobatics":12},"primary_source":"Pathfinder #214: The Broken Palace","spell":["Truespeech","Clairaudience","Levitate","Vampiric Feast","Blood Vendetta","Illusory Creature","Paranoia","Fear","Sanctuary","Soothe","Daze","Figment","Light","Shield","Telekinetic Projectile"],"ac":23,"item":["+1 mayor's uniform (treat as explorer's clothes)","key to prison cells","lesser psyche salts (3)","+1 striking staff of control"],"level":6,"spell_dc":[24,24],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{"bludgeoning":5},"intelligence":3,"reflex_save":12,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":16,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Danva","rarity":"unique","strike_damage_average":[11,13],"attack_bonus":[15,15],"constitution":4,"spell_attack_bonus":[16],"will_save":13,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Assume Form","Blood Nourishment","Compression","Distracting Illusion","Revert Form","Sneak Attack"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"Faceless stalkers who serve the alghollthu empire rarely gather more power, for to their underwater masters, they're little more than tools used to …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=3876","dexterity":2,"category":"creature","slug":"creature-3876"},{"primary_source_category":"Adventure Paths","strength":4,"hp":99,"language":["Azlanti","Chthonian","Necril","Sakvroth"],"source":["Pathfinder #214: The Broken Palace"],"type":"Creature","charisma":6,"perception":18,"trait":["Undead","Unholy","Unique","Vampire","Medium"],"id":"creature-3877","text":" Nalushae Meronis Soon after Lady Nalushae Meronis gained control of her family fortune, she made swift changes behind the scenes. Long fascinated by the promises of evident sanctity, she spent several years transforming her family's prestigious seminary into a secret society devoted to a wide range of excesses. To the outside world, the Meronis Seminary remained an exclusive and lauded institution. Though its strict rule that students cut all ties with friends and family raised some eyebrows, Nalushae found that an invitation to enjoy the institute's illegal offerings was often all she needed to buy the silence of her fellow aristocrats. Nalushae's conversion to the worship of Zura came later, and while that religion was a natural fit for her proclivities, it was the shift from using her “students” as free labor and living artwork to courses on a cannibalistic menu that became her undoing. Emboldened by an increased perception that, as one of the region's preeminent aristocrats, she was exempt from both law and morality, Nalushae cast aside secrecy and publicly revealed the true nature of the Meronis Seminary. Instead of being lauded for her boldness, however, Nalushae's revelation resulted in a city-wide riot that ended only when she and dozens of her accomplices were arrested. Alone among the decadents, Nalushae was sentenced to life imprisonment at En-Gokal, a harsh sentence intended to serve as a public repudiation of the practice of evident sanctity and cannibalism. In prison, Nalushae wasted no time rebuilding her empire, and she soon became a force to be reckoned with among her fellow inmates. The promise that she would soon deliver the guards to the prisoners as playthings, combined with the increasing supernatural prowess Zura had granted her, earned Nalushae a more loyal following behind bars than she had ever enjoyed while free. Nalushae's rise culminated in her vampiric apotheosis: a grisly ceremony-turned-riot, during which she came close to usurping control over an entire wing of the prison. She was defeated only at great cost, and afterward she was confined to one of En-Gokal's most secure vaults. Earthfall was both a curse and a blessing for Nalushae, for the devastation struck before the order for her execution could be approved. En-Gokal sunk, and as it did, guards and inmates alike became prisoners, saving Nalushae Meronis Queen of the Broken Palace Nalushae from destruction but also consigning her to thousands of years of isolation. When the wards on her cell finally failed, Nalushae vowed to never again hide her true nature. This time, her empire of evident sanctity would make no apologies. She stepped into what was left of En- Gokal and began to rebuild her court, this time deep beneath the waves and among the ruins of a broken empire. As it had with many of the immortals imprisoned in En-Gokal, Nalushae's power had waned across the intervening centuries, but despite her physical weakness, her conviction remained as strong as ever. Today, none stand in Nalushae's way, and her domain is as perfect a tribute to her philosophy as she could ever imagine. But even a vampire given an entire society to manipulate grows bored over time. In the past, Nalushae had occasionally welcomed to the Broken Palace other vampires from elsewhere in the ruins, though never as equals. That is, until recently, when for the first time in over ten thousand years, Nalushae found herself in the presence of someone who not only surpassed her capabilities but could teach her something new. Nizca's compelling words have made Nalushae doubt her faith in Zura, her commitment to evident sanctity, and her desire to rule a tiny empire in a cave beneath the sea. After all, if Nizca believes vampires can cast aside their limitations, why should Nalushae settle for ruling an isolated village when she could become queen of the entire world? Campaign Role Palace,” but the PCs aren't likely to encounter her in person until near the end of the adventure. Unlike the other vampires of the Broken Palace, Nalushae has little interest in speaking to intruders, and she likely attacks the party on sight. If Danva warns her of the PCs, Nalushae has time to prepare for the party's arrival. She dominates Danva, then orders her to assume Nalushae's appearance and sleep inside her coffin. Meanwhile, Nalushae turns into a bat swarm and hides in the shadows near the ceiling of her crypt, hoping the PCs waste their resources on Danva (potentially even staking her). She then assumes her true form and attacks from above, rolling Stealth for initiative. In combat, Nalushae favors electrical magic or the use of dominate or suggestion spells to disrupt teamwork among the PCs. If confronted in her crypt (area N18 ), Nalushae flees once reduced to fewer than 30 HP. She attempts to escape to the Ebon Tower to join Nizca, knowing that if she's defeated in her crypt her enemies will simply open her coffin and finish her off. Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Nalushae Meronis Source Pathfinder #214: The Broken Palace pg. 90 Perception +18; darkvision Languages Azlanti, Chthonian, Necril, Sakvroth Skills Arcana +17, Athletics +16, Deception +18, Diplomacy +16, Intimidation +18, Religion +16, Society +17, Stealth +18 Str +4 Dex +4 Con +3 Int +3 Wis +4 Cha +6 Children of the Night (divine, mental) As vampire, but bat or spider swarms. Items key to prison cells, +1 striking staff of the dead --- AC 26 Fort +13 Ref +18 Will +16 HP 99 (coffin restoration, fast healing 10, void healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 10 (except magical silver) Mist Escape Free Action As vampire. Vampire Vulnerabilities As vampire. In addition to the typical vampire vulnerabilities, Nalushae can be driven to distraction by the destruction of her beloved vampire nettles in area N12 . If she sees someone within 30 feet brandish a mangled vampire nettle, Nalushae must attempt a DC 25 Will save. Critical Success Nalushae is unaffected and is immune to the sight of mangled vampire nettles until the end of her next turn. Success Nalushae is sickened 1. Failure Nalushae is off-guard and sickened 2 until the end of her next turn. Creatures that have been dominated by her can attempt a new saving throw to escape the effect. Critical Failure As failure, but sickened 3 and stupefied 1 as long as she remains sickened. --- Speed 25 feet, climb 25 feet Melee Single Action staff +19 (Magical, Monk, two-hand d8), Damage 2d4+7 bludgeoning Melee Single Action claw +18 (Agile), Damage 2d8+7 slashing plus Grab Bloodline Spells 2 Focus Points, DC 26 - 4th Ancestral Memories, Extend Blood Magic Arcane Spontaneous Spells DC 26, attack +18 - Cantrips (4th) Electric Arc, Figment, Prestidigitation, Sigil, Telekinetic Hand - 1st Command, Enfeeble, Fear - 2nd Blood Vendetta, Resist Energy, Stupefy - 3rd Enthrall, Lightning Bolt, Vampiric Feast - 4th Dispel Magic, Thunderstrike, Weapon Storm Change Shape Single Action (Concentrate, Divine, Polymorph) As vampire. Create Servitor (Divine, Downtime) As vampire. Dominate Two Actions (Divine, Incapacitation, Mental, Visual) As vampire, but DC 26. Drink Blood Single Action (Divine) As vampire; when Drinking Blood, Nalushae regains 9 HP. Turn to Mist Single Action (Air, Concentrate, Divine, Polymorph) As vampire. ","skill_mod":{"society":17,"diplomacy":16,"deception":18,"stealth":18,"arcana":17,"athletics":16,"intimidation":18,"religion":16},"primary_source":"Pathfinder #214: The Broken Palace","spell":["Ancestral Memories","Extend Blood Magic","Dispel Magic","Thunderstrike","Weapon Storm","Enthrall","Lightning Bolt","Vampiric Feast","Blood Vendetta","Resist Energy","Stupefy","Command","Enfeeble","Fear","Electric Arc","Figment","Prestidigitation","Sigil","Telekinetic Hand"],"ac":26,"item":["key to prison cells","+1 striking staff of the dead"],"level":8,"spell_dc":[26,26],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":3,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":13,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Nalushae Meronis","rarity":"unique","strike_damage_average":[12,16],"attack_bonus":[18,19],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","sleep"],"spell_attack_bonus":[18],"will_save":16,"speed":{"climb":25,"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Children of the Night","Mist Escape","Vampire Vulnerabilities","N12","Change Shape","Create Servitor","Dominate","Drink Blood","Turn to Mist"],"primary_source_group":"Shades of Blood","skill":["Arcana","Athletics","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"tradition":["Arcane"],"summary":"Soon after Lady Nalushae Meronis gained control of her family fortune, she made swift changes behind the scenes. Long fascinated by the promises of …","trait_group":["Creature Type","Mechanics","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=3877","dexterity":4,"category":"creature","slug":"creature-3877"},{"primary_source_category":"Adventure Paths","strength":5,"hp":75,"language":["Aklo","Azlanti","Sakvroth"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","charisma":1,"perception":10,"trait":["Dero","Humanoid","Uncommon","Small"],"id":"creature-3878","text":" Dero Sentry Nethys Note: No description has been provided for this creature, Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Dero Sentry Source Pathfinder #215: To Blot Out the Sun pg. 8 Perception +10; darkvision Languages Aklo, Azlanti, Sakvroth Skills Acrobatics +10, Athletics +12, Intimidation +10, Medicine +8, Stealth +10 Str +5 Dex +3 Con +4 Int +0 Wis -1 Cha +1 Items bolas (2), cytillesh toolkit, Greatclub, security badge --- AC 21 Fort +15 Ref +12 Will +8 HP 75 Immunities confusion Weaknesses vulnerable to sunlight Vulnerable to Sunlight A dero sentry takes 10 damage for every hour they're exposed to sunlight. --- Speed 20 feet Melee Single Action greatclub +15 (Backswing, Shove), Damage 1d10+8 bludgeoning Ranged Single Action bola +13 (Nonlethal, Ranged Trip, thrown 20 feet), Damage 1d6+8 bludgeoning Occult Innate Spells DC 22 - Cantrips (3rd) Daze, Light, Read Aura - 3rd Darkness, Revealing Light Dero Medicine Single Action (Healing, Manipulate) Requirements The dero is wearing a cytillesh toolkit and has a hand free; Effect The dero excises damaged flesh and crudely stitches wounds shut, healing themself or an ally in reach for 2d8+10 Hit Points. For 1 hour, the target has slashing weakness 2 and is immune to Dero Medicine. Focused Blow Free Action (Flourish) The dero sentry winds up, readying themselves to take a massive swing with their weapon. If the next action the dero sentry takes is a melee Strike, they deal an additional 1d8 damage with that Strike. ","skill_mod":{"stealth":10,"medicine":8,"athletics":12,"intimidation":10,"acrobatics":10},"primary_source":"Pathfinder #215: To Blot Out the Sun","spell":["Darkness","Revealing Light","Daze","Light","Read Aura"],"ac":21,"item":["bolas (2)","cytillesh toolkit","Greatclub","security badge"],"level":5,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":15,"source_group":["Shades of Blood"],"size":["Small"],"spoilers":"Shades of Blood","name":"Dero Sentry","rarity":"uncommon","strike_damage_average":[11,13],"attack_bonus":[13,15],"constitution":4,"immunity":["confusion"],"will_save":8,"speed":{"max":20,"land":20},"wisdom":-1,"weakness":{},"creature_ability":["Vulnerable to Sunlight","Dero Medicine","Focused Blow"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Intimidation","Medicine","Stealth"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this creature,","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3878","dexterity":3,"category":"creature","slug":"creature-3878"},{"attack_bonus":[12,15,15],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":75,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","will_save":8,"charisma":-1,"speed":{"max":20,"land":20},"perception":9,"wisdom":-1,"weakness":{"orichalcum":5,"vitality":5,"electricity":5},"creature_ability":["Wind-Up","Pressurized Blast"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Stealth"],"trait":["Clockwork","Construct","Mindless","Rare","Undead","Unholy","Medium"],"id":"creature-3879","text":" Clockwork Corpse Nethys Note: No description has been provided for this creature. Recall Knowledge - Construct (Arcana, Crafting): DC 25 Recall Knowledge - Undead (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Clockwork Corpse Source Pathfinder #215: To Blot Out the Sun pg. 10 Perception +9; darkvision Languages Skills Acrobatics +9, Athletics +12, Stealth +11 Str +5 Dex +2 Con +4 Int -5 Wis -1 Cha -1 Wind-Up 24 hours, DC 20, standby; Unlike most clockworks, when a clockwork corpse has 0 operational time remaining, rather than shut down, it instead becomes slowed 1 and can't use reactions. These conditions are removed when its wound. --- AC 20 Fort +15 Ref +11 Will +8 HP 75 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 5 (except adamantine or orichalcum) Weaknesses electricity 5, orichalcum 5, vitality 5 --- Speed 20 feet Melee Single Action arm blade +15 (versatile S), Damage 2d10+7 piercing Melee Single Action fist +15 (Agile, Unarmed), Damage 2d6+7 bludgeoning Ranged Single Action festering fluid +12 (range increment 30 feet), Damage 3d6 poison Pressurized Blast Two Actions With a whir of clockwork mechanisms, spinning gears, and grinding bones, the clockwork corpse opens its torso and disgorges a pressurized spray of festering internal fluids and caustic oil in a 30-foot line. Creatures in the area are dealt 3d6 bludgeoning damage and 3d6 poison damage (DC 22 basic Reflex save). On a critical failure, a creature is additionally knocked prone by the force. The clockwork corpse can't use Pressurized Blast again for 1d4 rounds. ","skill_mod":{"stealth":11,"athletics":12,"acrobatics":9},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity","Mechanics"],"ac":20,"level":5,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=3879","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Clockwork Corpse","category":"creature","rarity":"rare","strike_damage_average":[10,14,18],"slug":"creature-3879"},{"primary_source_category":"Adventure Paths","strength":2,"hp":115,"language":["Aklo","Azlanti","Sakvroth"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","charisma":2,"perception":10,"trait":["Dero","Humanoid","Unique","Small"],"id":"creature-3880","text":" Zovi Nethys Note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Zovi Source Pathfinder #215: To Blot Out the Sun pg. 11 Perception +10; darkvision Languages Aklo, Azlanti, Sakvroth Skills Acrobatics +15, Athletics +11, Crafting +17, Intimidation +15, Medicine +8, Stealth +15 Str +2 Dex +4 Con +2 Int +4 Wis -1 Cha +2 Items cytillesh toolkit, nap gas disperser , security badge , +1 resilient studded leather armor --- AC 24 Fort +13 Ref +17 Will +10 HP 115 Immunities confusion Weaknesses vulnerable to sunlight Vulnerable to Sunlight Zovi takes 14 damage for every hour they're exposed to sunlight. --- Speed 20 feet Melee Single Action battle-grapple innovation +17 (Finesse, Grapple), Damage 2d6+6 piercing Ranged Single Action battle-grapple innovation +17 (Finesse, Grapple, Tethered, thrown 20 feet), Damage 2d6+6 piercing Occult Innate Spells DC 25 - Cantrips (4th) Daze, Light, Read Aura - 3rd Darkness, Revealing Light - 4th Nightmare, Rewrite Memory Battle-Grapple Innovation Zovi fights using a complex device she crafted from scavenged clockwork parts and ancient Azlanti magitech. Similar in appearance to a grappling hook attached to an auto-retracting cable, this device is called a battle-grapple innovation. It allows Zovi to use her Magitech Propulsion and Whirling Flurry abilities. Unlike other tethered weapons, each time Zovi uses her battle-grapple innovation, she automatically retrieves it as a free action, allowing her to make multiple attacks in a row. It otherwise functions as an inventor weapon innovation with no modifications. Dero Medicine Single Action (Healing, Manipulate) Requirements The dero is wearing a cytillesh toolkit and has a hand free; Effect The dero excises damaged flesh and crudely stitches wounds shut, healing themself or an ally in reach for 2d8+14 Hit Points. For 1 hour, the target has slashing weakness 2 and is immune to Dero Medicine. Magitech Propulsion Single Action With a flourish, Zovi activates the ancient magitech kitbashed onto her battle-grapple innovation. For 1d4 rounds, Zovi deals an additional 2d6 fire damage with her battle-grapple innovation. At the end of this time, the magitech backfires in a burst of fire and smoke, dealing 2d6 fire damage to Zovi and making her concealed and dazzled for 1 round. Shrieking Flurry Single Action (Flourish) With a high-pitched cackle of glee, Zovi makes a battle-grapple Strike against up to three enemy creatures within 20 feet. Zovi attempts a check to Demoralize each target she hits with this Shrieking Flurry. ","skill_mod":{"crafting":17,"stealth":15,"medicine":8,"athletics":11,"intimidation":15,"acrobatics":15},"primary_source":"Pathfinder #215: To Blot Out the Sun","spell":["Nightmare","Rewrite Memory","Darkness","Revealing Light","Daze","Light","Read Aura"],"ac":24,"item":["cytillesh toolkit","nap gas disperser","security badge","+1 resilient studded leather armor"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":4,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":13,"source_group":["Shades of Blood"],"size":["Small"],"spoilers":"Shades of Blood","name":"Zovi","rarity":"unique","strike_damage_average":[13,13],"attack_bonus":[17,17],"constitution":2,"immunity":["confusion"],"will_save":10,"speed":{"max":20,"land":20},"wisdom":-1,"weakness":{},"creature_ability":["Vulnerable to Sunlight","Battle-Grapple Innovation","Dero Medicine","Magitech Propulsion","Shrieking Flurry"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Crafting","Intimidation","Medicine","Stealth"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=3880","dexterity":4,"category":"creature","slug":"creature-3880"},{"attack_bonus":[13,15,15],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":75,"language":["Azlanti","Common"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","will_save":9,"charisma":1,"speed":{"max":25,"land":25},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Reactive Strike","Cataclysm Brand","Take ‘Em Down"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"trait":["Human","Humanoid","Uncommon","Medium"],"id":"creature-3881","text":" Tokainen's Chosen Nethys Note: No description is provided for this creature. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Tokainen's Chosen Source Pathfinder #215: To Blot Out the Sun pg. 21 Perception +13; low-light vision Languages Azlanti, Common Skills Acrobatics +11, Athletics +13, Intimidation +10, Stealth +11 Str +4 Dex +2 Con +2 Int +1 Wis +2 Cha +1 Items bolas (2), Guisarme, poor manacles, Scale Mail --- AC 21 Fort +15 Ref +12 Will +9 HP 75 Reactive Strike Reaction --- Speed 25 feet Melee Single Action guisarme +15 (reach 10 feet, Trip), Damage 1d10+6 slashing Melee Single Action fist +15 (Agile, Nonlethal, Unarmed), Damage 1d4+6 bludgeoning Ranged Single Action bola +13 (Nonlethal, range increment 20 feet, Ranged Trip, Thrown), Damage 1d6+6 bludgeoning Cataclysm Brand Two Actions (Fire) Frequency once per hour; Effect Tokainen's chosen activates the latent magic in their brand, then launches a ball of flames with a range of 60 feet that explodes in a 10-foot burst. Creatures in the area take 6d6 fire damage (DC 22 basic Reflex save). A creature that fails their save is additionally dealt 1d4 persistent fire damage. For 1 minute, the brand's excess magic suffuses their hands, causing their fists and any weapons they wield to radiate a nimbus of fire, dealing an additional 1d10 fire damage on a Strike. While their hands radiate fire in this way, their fists lose the nonlethal trait. Take ‘Em Down Two Actions Using their guisarme, Tokainen's chosen makes a Trip and a Strike against a target in reach. They can make these attacks in any order, but both attacks must have the same target. Their multiple attack penalty doesn't increase until after both attacks are completed. ","skill_mod":{"stealth":11,"athletics":13,"intimidation":10,"acrobatics":11},"summary":"Nethys Note: No description is provided for this creature.","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":21,"item":["bolas (2)","Guisarme","poor manacles","Scale Mail"],"level":5,"source_category":["Adventure Paths"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3881","intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":15,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Tokainen's Chosen","category":"creature","rarity":"uncommon","strike_damage_average":[8,9,11],"slug":"creature-3881"},{"attack_bonus":[14,14],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":60,"language":["Azlanti","Common"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","will_save":6,"charisma":3,"speed":{"max":25,"land":25},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Protect the Lord","Body Shield","Lord's Blessing"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Diplomacy","Stealth"],"trait":["Human","Humanoid","Uncommon","Medium"],"id":"creature-3882","text":" Favored Thrall Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Favored Thrall Source Pathfinder #215: To Blot Out the Sun pg. 25 Perception +8 Languages Azlanti, Common Skills Acrobatics +10, Athletics +9, Diplomacy +11, Stealth +10 Str +3 Dex +4 Con +1 Int +0 Wis +0 Cha +3 Items Dagger (3), fine clothing --- AC 18 Fort +9 Ref +14 Will +6 HP 60 Protect the Lord Reaction Requirements The favored thrall is within 15 feet of Ilnaphrae or Xarbaene; Trigger Ilnaphrae or Xarbaene (whichever meets the requirements) would be damaged; Effect The favored thrall launches themselves in the way to shield their master from harm. They immediately Stride into a space adjacent to the vampire who would be damaged, moving as close to the incoming attack as possible. The favored thrall is dealt the triggering damage, rather than the vampire. --- Speed 25 feet Melee Single Action dagger +14 (Agile, Finesse, versatile S), Damage 1d4+5 piercing Ranged Single Action dagger +14 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4+5 piercing Body Shield Single Action The favored thrall Strides up to their speed, ending their move adjacent to Ilnaphrae or Xarbaene. Until the beginning of their next turn, they grant any adjacent vampires a +1 circumstance bonus to AC, as they use their body as a shield. This bonus is in addition to any bonuses granted by cover they would provide. Lord's Blessing If a favored thrall is within 25 feet of Ilnaphrae or Xarbaene, they're bolstered by the proximity of their lord; the favored thrall gains a +2 circumstance bonus to attack rolls and deals an additional 1d6 damage with Strikes. ","skill_mod":{"diplomacy":11,"stealth":10,"athletics":9,"acrobatics":10},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["Dagger (3)","fine clothing"],"level":4,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3882","intelligence":0,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":9,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Favored Thrall","category":"creature","rarity":"uncommon","strike_damage_average":[7,7],"slug":"creature-3882"},{"attack_bonus":[16],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":110,"language":["Aklo","Azlanti","Diabolic","Draconic","Jotun","Sakvroth"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","spell_attack_bonus":[18],"will_save":18,"charisma":2,"speed":{"max":25,"land":25},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Drain Bonded Item","Scrap Ward","Steady Spellcasting","Familiar","Reach Spell","Recall Kiriki"],"primary_source_group":"Shades of Blood","skill":["Arcana","Clockwork Lore","Crafting","Deception","Diplomacy","Occultism","Religion","Society","Thievery"],"trait":["Human","Humanoid","Uncommon","Medium"],"id":"creature-3883","text":" Anoreth Zorillen Nethys Note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Anoreth Zorillen Source Pathfinder #215: To Blot Out the Sun pg. 30 Perception +18 Languages Aklo, Azlanti, Diabolic, Draconic, Jotun, Sakvroth Skills Arcana +18, Clockwork Lore +20, Crafting +18, Deception +14, Diplomacy +14, Occultism +16, Religion +16, Society +16, Thievery +13 Str +1 Dex +1 Con +2 Int +4 Wis +4 Cha +2 Items greater chameleon suit, chunk of cold iron, chunk of silver, handkerchief (impeccably embroidered with orange, red, and yellow tulips), pocket watch containing a lock of black hair tied in a pink ribbon, Ring of Sustenance (bonded item), spellbook, +1 striking greater staff of metal (8 charges, target of light) --- AC 24 Fort +14 Ref +13 Will +18 HP 110 Drain Bonded Item Free Action (arcane) Frequency once per day; Requirements Anoreth's bonded item is on their person; Effect Anoreth expends magical energy stored in their bonded item. During the current turn, they can cast one spell they prepared today and already cast, without spending a spell slot. They must still Cast the Spell and meet the spell's other requirements. Scrap Ward Reaction Trigger A construct within 60 feet of Anoreth is damaged; Effect Anoreth clenches their fist, magically seizing the raw materials damaged by the triggering Strike and drawing it toward themself. These materials orbit Anoreth in a defensive ward, granting them 10 Temporary Hit points until the end of their next turn. Steady Spellcasting If a reaction would disrupt Anoreth's spellcasting action, they attempt a DC 15 flat check; if they succeed, their action isn't disrupted. --- Speed 25 feet Melee Single Action staff +16 (two-hand d8), Damage 2d4+3 bludgeoning Arcane Prepared Spells DC 26, attack +18 - Cantrips (4th) Detect Magic, Detect Metal, Electric Arc, Light, Needle Darts - 1st Conductive Weapon, Darkvision, Illusory Disguise - 2nd Blur, Revealing Light, Translate - 3rd Blazing Bolt, Noxious Metals, Slow - 4th Animated Assault, Fly, Lightning Bolt Wizard School Spells 2 Focus Points, DC 26 - 4th Conjured Clockwork, Augmented Body Familiar Anoreth's familiar is a pipefox named Kiriki, who is usually in area D5. Kiriki has a Speed of 25 feet, climb Speed of 20 feet, darkvision, and the independent familiar ability. She otherwise functions as a pipefox. Reach Spell Single Action Anoreth extends their spells' range. If the next action they use is to Cast a Spell that has a range, increase the spell's range by 30 feet. Recall Kiriki Single Action (Arcane, Teleportation) Anoreth calls out Kiriki's name and snaps their fingers, causing their pipefox familiar (and up to 1 Bulk of objects carried by Kiriki) to instantly transport to an adjacent square of Anoreth's choice, provided Kiriki is within 1 mile. ","tradition":["Arcane"],"skill_mod":{"society":16,"diplomacy":14,"deception":14,"thievery":13,"crafting":18,"arcana":18,"occultism":16,"religion":16},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Pathfinder #215: To Blot Out the Sun","spell":["Animated Assault","Fly","Lightning Bolt","Blazing Bolt","Noxious Metals","Slow","Blur","Revealing Light","Translate","Conductive Weapon","Darkvision","Illusory Disguise","Detect Magic","Detect Metal","Electric Arc","Light","Needle Darts","Conjured Clockwork","Augmented Body"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":24,"item":["greater chameleon suit","chunk of cold iron","chunk of silver","handkerchief (impeccably embroidered with orange, red, and yellow tulips)","pocket watch containing a lock of black hair tied in a pink ribbon","Ring of Sustenance (bonded item)","spellbook","+1 striking greater staff of metal (8 charges, target of light)"],"level":8,"spell_dc":[26,26],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3883","intelligence":4,"reflex_save":13,"strongest_save":["will"],"dexterity":1,"fortitude_save":14,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Anoreth Zorillen","category":"creature","rarity":"uncommon","strike_damage_average":[8],"slug":"creature-3883"},{"primary_source_category":"Adventure Paths","strength":4,"hp":160,"language":["Azlanti","Necril"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","charisma":2,"perception":21,"trait":["Dhampir","Human","Humanoid","Uncommon","Medium"],"id":"creature-3884","text":" Tokainen Nethys Note: No description is provided for this NPC. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Tokainen Source Pathfinder #215: To Blot Out the Sun pg. 31 Perception +21; darkvision Languages Azlanti, Necril Skills Athletics +19, Intimidation +15, Occultism +14, Religion +19, Society +14 Str +4 Dex +1 Con +2 Int +1 Wis +4 Cha +2 Items 2 religious symbols (1 Nin, 1 Scal), , +1 resilient breastplate , +1 striking meteor hammer , 20 gp --- AC 26 Fort +17 Ref +14 Will +21 +2 circumstance to all saves vs. disease HP 160 (void healing) Retaliatory Flare Reaction Trigger Tokainen would be damage by an adjacent creature; Effect Tokainen's flesh flares with scouring flames, dealing 1d4 fire damage to all adjacent enemies (DC 28 basic Reflex; increased to 2d8 fire damage if Tokainen is using Channel the Cataclysm stance). --- Speed 25 feet Melee Single Action meteor hammer +20 (Backswing, Disarm, Reach, Trip), Damage 2d8+8 bludgeoning Melee Single Action fist +20 (Agile, Unarmed), Damage 1d4+8 bludgeoning Divine Prepared Spells DC 28, attack +20 - Cantrips (5th) Divine Lance, Prestidigitation, Shield, Sigil, Void Warp - 1st Bane, Enfeeble (×2) - 2nd Dispel Magic (×2), See the Unseen - 3rd Blindness, Chilling Darkness, Fear - 4th Divine Wrath, Vampiric Maiden (×2) - 5th Command, Divine Immolation, Harm (×5) Cleric Domain Spells 2 Focus Points, DC 28 - 5th Commanding Lash, Touch of Obedience Calculated Bloodletting Free Action (Spellshape) If your next action is to cast harm , any living creature that fails its save against that spell is dealt 1d6 persistent bleed damage. In addition, if that version of harm has an area, you can designate up to 5 living creatures in the area; they're not affected by that casting of harm . Channel Cataclysm Single Action (stance ) Effect Tokainen screams in rage, channeling the cataclysmic fury of Scal into her own body as she Interacts to draw a weapon. While she is in this stance, Tokainen gains fast healing 5, immunity to fire, her melee Strikes deal an additional 2d8 fire damage, and she gains access to her Spiral Swing ability. While Tokainen is in this stance, she can't cast spells. Spiral Swing Two Actions (Flourish) Requirements Tokainen is wielding her meteor hammer and is in Channel Cataclysm stance; Effect Tokainen swings her meteor hammer in a wide circle, dealing 4d8 bludgeoning and 4d8 fire damage to each enemy in a 10-foot radius emanation. Tokainen can't use Spiral Swing again for 1d4 rounds. ","skill_mod":{"society":14,"athletics":19,"intimidation":15,"occultism":14,"religion":19},"primary_source":"Pathfinder #215: To Blot Out the Sun","spell":["Command","Divine Immolation","Harm","Divine Wrath","Vampiric Maiden","Blindness","Chilling Darkness","Fear","Dispel Magic","See the Unseen","Bane","Enfeeble","Divine Lance","Prestidigitation","Shield","Sigil","Void Warp","Commanding Lash","Touch of Obedience"],"ac":26,"item":["2 religious symbols (1 Nin, 1 Scal)","","+1 resilient breastplate","+1 striking meteor hammer","20 gp"],"level":9,"spell_dc":[28,28],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":1,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":17,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Tokainen","rarity":"uncommon","strike_damage_average":[10,17],"attack_bonus":[20,20],"constitution":2,"spell_attack_bonus":[20],"will_save":21,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Retaliatory Flare","Calculated Bloodletting","Channel Cataclysm","Spiral Swing"],"primary_source_group":"Shades of Blood","skill":["Athletics","Intimidation","Occultism","Religion","Society"],"tradition":["Divine"],"summary":"Nethys Note: No description is provided for this NPC.","trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=3884","dexterity":1,"category":"creature","slug":"creature-3884"},{"primary_source_category":"Adventure Paths","strength":2,"hp":100,"language":["Aklo","Azlanti","Sakvroth"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","charisma":2,"perception":9,"trait":["Dero","Humanoid","Uncommon","Small"],"id":"creature-3885","text":" Geff Nethys Note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Geff Source Pathfinder #215: To Blot Out the Sun pg. 39 Perception +9; darkvision Languages Aklo, Azlanti, Sakvroth Skills Acrobatics +12, Medicine +13, Stealth +12 Str +2 Dex +4 Con +2 Int +3 Wis -1 Cha +2 Items bonesaw, Healer's Tools, scalpels --- AC 21 Fort +14 Ref +16 Will +11 HP 100 Immunities confused, fear Vulnerable to Sunlight Geff takes 10 damage for every hour he's exposed to sunlight. --- Speed 20 feet Melee Single Action scalpel +16 (Agile, Finesse, versatile P), Damage 1d4+5 slashing Melee Single Action bonesaw +16 (Finesse), Damage 1d6+5 slashing Ranged Single Action scalpel +16 (Agile, thrown 10 feet, versatile P), Damage 1d4+5 slashing Occult Innate Spells DC 21 - Cantrips (3rd) Daze, Light, Read Aura - 2nd Darkness, Revealing Light 1,000 Cuts Two Actions Geff hurls a barrage of scalpels, knives, and other nearby surgical instruments at his enemies, dealing 4d6 piercing damage to all creatures in a 15-foot cone (DC 24 basic Reflex save). Deep Cut Single Action Requirements Geff's last action was a successful melee Strike; Effect Geff drives his tool deeper, using his knowledge of anatomy to carve a bloody wound. Geff deals 2d6 slashing damage and 1d6 persistent bleed damage to the target of the required Strike. Medical Assessment Single Action Requirements Geff is within melee reach of a target; Effect Geff Feints a target within melee reach, using Medicine instead of Deception, to graphically describe the wounds Geff longs to inflict. ","skill_mod":{"stealth":12,"medicine":13,"acrobatics":12},"primary_source":"Pathfinder #215: To Blot Out the Sun","spell":["Darkness","Revealing Light","Daze","Light","Read Aura"],"ac":21,"item":["bonesaw","Healer's Tools","scalpels"],"level":6,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{},"intelligence":3,"reflex_save":16,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":14,"source_group":["Shades of Blood"],"size":["Small"],"spoilers":"Shades of Blood","name":"Geff","rarity":"uncommon","strike_damage_average":[7,7,8],"attack_bonus":[16,16,16],"constitution":2,"immunity":["confused","fear"],"will_save":11,"speed":{"max":20,"land":20},"wisdom":-1,"weakness":{},"creature_ability":["Vulnerable to Sunlight","1,000 Cuts","Deep Cut","Medical Assessment"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Medicine","Stealth"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=3885","dexterity":4,"category":"creature","slug":"creature-3885"},{"attack_bonus":[21,21],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":170,"language":["Azlanti","Necril"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","will_save":15,"charisma":1,"speed":{"max":20,"land":20},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Constructed","Shield Block","Dead, But Not Forgotten","Moon-Blessed Hoplite","Shielded Approach"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Crafting","Diplomacy","Intimidation","Stealth"],"trait":["Construct","Humanoid","Poppet","Unique","Tiny"],"id":"creature-3886","text":" Anvaca Nethys Note: No description has been provided for this NPC. Recall Knowledge - Construct (Arcana, Crafting): DC 36 Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Anvaca Source Pathfinder #215: To Blot Out the Sun pg. 53 Perception +15; darkvision Languages Azlanti, Necril Skills Acrobatics +19, Athletics +19, Crafting +17, Diplomacy +14, Intimidation +14, Stealth +19 Str +4 Dex +4 Con +3 Int +0 Wis +2 Cha +1 Items lesser sturdy shield (Hardness 10, HP 80 BT 40]), [Longspear, Repair Kit --- AC 26 (28 with shield raised) Fort +16 Ref +21 Will +15 constructed HP 170 Constructed Anvaca gains a +1 circumstance bonus to saving throws against death effects, disease, and poison, as well as to saving throws against effects that would give them the drained, paralyzed, or sickened conditions. They count as a living creature (and can therefore be healed by vitality and harmed by void damage). Shield Block [reaction] --- Speed 25 feet, climb 20 feet Melee Single Action longspear +21 (reach 5 feet), Damage 3d8+8 piercing plus 1d8 spirit Ranged Single Action bolt emitter +21 (Mounted, range 200 feet; see below), Damage 6d10+4 electricity Dead, But Not Forgotten Two Actions (Divine, Spirit) The countless ghostly echoes that compose Anvaca's spirit surround the poppet's body, then surge out in either a 15-foot emanation or a 60-foot line, dealing 6d10 spirit damage to all creatures in the area (DC 28 basic Reflex). Anvaca can't use Dead, But Not Forgotten again for 1d4 rounds. Moon-Blessed Hoplite Anvaca can wield a longspear in one hand if they're holding a shield in their other hand. Spear weapons Anvaca wields temporarily become +2 greater striking and deal an additional 1d8 spirit damage on a hit. Shielded Approach Single Action Anvaca Raises their Shield, then either Strides or Steps ","skill_mod":{"diplomacy":14,"crafting":17,"stealth":19,"athletics":19,"intimidation":14,"acrobatics":19},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Creature Type","Ancestry","Rarity"],"ac":26,"item":["lesser sturdy shield (Hardness 10, HP 80 [BT 40])","Longspear","Repair Kit"],"level":9,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3886","intelligence":0,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":16,"source_group":["Shades of Blood"],"size":["Tiny"],"spoilers":"Shades of Blood","name":"Anvaca","category":"creature","rarity":"unique","strike_damage_average":[26,37],"slug":"creature-3886"},{"attack_bonus":[18],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":140,"immunity":["critical hits","mental","precision","unconscious","visual"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","creature_family":"Ooze","will_save":8,"charisma":-5,"speed":{"climb":10,"max":10,"land":10},"perception":11,"wisdom":0,"weakness":{},"creature_ability":["Infuse Corpse","Blood Pool","Clot","Siphon Vitality"],"primary_source_group":"Shades of Blood","skill":["Athletics","Stealth"],"trait":["Mindless","Ooze","Uncommon","Large"],"id":"creature-3887","text":" Bulbous Blood Ooze Nethys Note: No description has been provided for this creature. Recall Knowledge - Ooze (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Bulbous Blood Ooze Source Pathfinder #215: To Blot Out the Sun pg. 55 Perception +11; motion sense 60 feet, no vision Languages Skills Athletics +15, Stealth +6 Str +5 Dex -4 Con +5 Int -5 Wis +0 Cha -5 Infuse Corpse Single Action A blood ooze can seep into a corpse's wounds, displacing its natural blood. It can burst out of the corpse as a free action. --- AC 14 Fort +19 Ref +8 Will +8 HP 140 Immunities critical hits, mental, precision, unconscious, visual Blood Pool Whenever a creature adjacent to a blood ooze takes bleed damage, the blood ooze regains an amount of Hit Points equal to the damage dealt. Clot Reaction Trigger The blood ooze is damaged by a piercing or slashing attack; Effect The blood ooze forms a clot around the wound, reducing the damage taken by 5 (to a minimum of 0). --- Speed 10 feet, climb 10 feet Melee Single Action pseudopod +18 (reach 10 feet), Damage 1d12+11 bludgeoning plus persistent bleed Siphon Vitality Two Actions The blood ooze draws forth blood from nearby creatures, causing their flesh to break open and blood to spill out, which replenishes the blood ooze. Each living creature within 15 feet takes 4d6 slashing damage (DC 24 basic Fortitude save). The blood ooze regains an amount of Hit Points equal to half the damage Siphon Vitality dealt to the single creature that took the most damage. ","skill_mod":{"stealth":6,"athletics":15},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Monster","Creature Type","Rarity"],"ac":14,"level":6,"source_category":["Adventure Paths"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3887","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":-4,"fortitude_save":19,"source_group":["Shades of Blood"],"size":["Large"],"spoilers":"Shades of Blood","name":"Bulbous Blood Ooze","category":"creature","rarity":"uncommon","strike_damage_average":[17],"slug":"creature-3887"},{"attack_bonus":[19,21],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":120,"language":["Azlanti","Common","Necril","Shadowtongue","Strix"],"immunity":["death effects","disease","paralyze","poison","sleep"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","will_save":15,"charisma":4,"speed":{"fly":25,"max":25,"land":25},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Drink Essence","Shadow Form","Strafing Strike","Vicious Flurry"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Intimidation","Netherworld Lore","Nin Lore","Society","Stealth","Survival"],"trait":["Shadow","Strix","Undead","Vampire","Medium"],"id":"creature-3888","text":" Okoa Nethys Note: No description has been provided for this NPC. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Okoa Source Pathfinder #215: To Blot Out the Sun pg. 56 Perception +16; greater darkvision Languages Azlanti, Common, Necril, Shadowtongue, Strix Skills Acrobatics +19, Athletics +21, Intimidation +17, Netherworld Lore +13, Nin Lore +13, Society +13, Stealth +19, Survival +16 Str +6 Dex +6 Con +5 Int +2 Wis +3 Cha +4 Items +2 striking handwraps of mighty blows , +1 resilient leather armor , Shortbow (20 arrows), beaded earrings (worth 20 gp) --- AC 28 Fort +18 Ref +21 Will +15 HP 120 (coffin restoration, fast healing 10, void healing)) Immunities death effects, disease, paralyze, poison, sleep Resistances all physical 10 (except silver or weapons shedding bright light) Weaknesses strigoi (revulsion, sunlight, water revulsion) --- Speed 25 feet, fly 25 feet Melee Single Action claw +21 (Agile, Magical), Damage 2d10+10 slashing plus Grab Ranged Single Action shortbow +19 (deadly d10, range increment 60 feet), Damage 1d6+4 piercing Divine Innate Spell DC 25 - 5th Levitate (at will) Drink Essence Single Action (Divine, Void) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within the strigoi's reach; Effect Okoa sinks her fangs into the targeted creature to drink its blood and draw out its vital essence. This requires an Athletics check against the Fortitude DC if the creature is grabbed and is automatic for any other conditions. The creature becomes drained 1 and stupefied 1, and Okoa regains 13 Hit Points, gaining any excess Hit Points as temporary Hit Points. Drinking Essence from a creature that's already drained or stupefied doesn't restore any Hit Points, but increases the creature's drained condition value or its stupefied condition value by 1 (whichever value is lesser is increased; if both values are equal, then the strigoi chooses which condition to increase the value of). A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. A victim's stupefied condition decreases by 1 per day after performing daily preparations. If the daily preparations are done in full sunlight, the stupefied condition is removed entirely. Shadow Form Single Action (concentrate, divine, shadow) Okoa reverts to pure shadow and absorbs her body and her gear into the darkness, or it shifts back to her physical form. In shadow form, Okoa gains a climb Speed equal to her land Speed and can more through any gap that isn't airtight. However, she can only move along solid surfaces that aren't highly reflective, not liquid or mirrored surfaces. If the surface she's on is destroyed, Okoa returns to physical form and is stunned 1. She loses fast healing while in shadow form but can remain in shadow form indefinitely. If Okoa is exposed to sunlight while in shadow form, she becomes slowed 2 and must attempt a DC 16 flat check at the end of each of her turns. If she fails, she is destroyed, the shadow vanishing with a blood-curdling wail. Strafing Strike Two Actions Okoa becomes a semi-incorporeal shade, then Strides or Flies up to twice her Speed in a straight line, dealing 8d8 slashing damage to all creatures in that line or adjacent to that line (DC 28 basic Reflex save). She can move through enemies and solid objects during this movement. At the end of this movement, she returns to her fully corporeal form. She can't use Strafing Strike again for 1d4 rounds. Vicious Flurry Single Action (Flourish) Okoa makes two claw Strikes at the same target, each using her current multiple attack penalty. If both attacks hit, the target is also dealt 1d8 persistent bleed damage. ","tradition":["Divine"],"skill_mod":{"society":13,"survival":16,"stealth":19,"athletics":21,"intimidation":17,"acrobatics":19},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Pathfinder #215: To Blot Out the Sun","spell":["Levitate"],"trait_group":["Planar","Ancestry","Creature Type","Monster"],"ac":28,"item":["+2 striking handwraps of mighty blows","+1 resilient leather armor","Shortbow (20 arrows)","beaded earrings (worth 20 gp)"],"level":9,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":"greater darkvision","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/NPCs.aspx?ID=3888","intelligence":2,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Greater darkvision","fortitude_save":18,"source_group":["Shades of Blood"],"size":["Medium"],"name":"Okoa","category":"creature","rarity":"common","strike_damage_average":[7,21],"slug":"creature-3888"},{"primary_source_category":"Adventure Paths","strength":3,"hp":110,"language":["Alghollthu","Azlanti","Common","Draconic","Elven","Fey","Necril","Shadowtongue","Strix"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","charisma":5,"perception":21,"trait":["Shadow","Strix","Undead","Unique","Vampire","Medium"],"id":"creature-3889","text":" Rukh Nethys Note: No description has been provided for this NPC. Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Rukh Source Pathfinder #215: To Blot Out the Sun pg. 57 Perception +21; greater darkvision Languages Alghollthu, Azlanti, Common, Draconic, Elven, Fey, Necril, Shadowtongue, Strix Skills Acrobatics +15, Deception +18, Diplomacy +18, Intimidation +18, Netherworld Lore +19, Nin Lore +19, Occultism +19, Religion +19, Society +19, Stealth +15 Str +3 Dex +4 Con +3 Int +6 Wis +6 Cha +5 Items Nightpitch, +1 resilient scroll robes ( grim tendrils [4th-rank), beaded amulet --- AC 25 Fort +16 Ref +17 Will +21 HP 110 (coffin restoration, fast healing 10, void healing)) Immunities death effects, disease, paralyze, poison, sleep Resistances all physical 10 (except silver or weapons shedding bright light) Weaknesses strigoi (revulsion, sunlight, water revulsion) --- Speed 25 feet, fly 25 feet Melee Single Action claw +16 (Agile, Magical), Damage 1d8+5 slashing plus Grab Divine Innate Spell DC 32 - 5th Levitate (at will) Occult Spontaneous Spells DC 32, attack +24 - Cantrips (5th) Daze, Detect Magic, Figment, Telekinetic Projectile, Void Warp - 1st Enfeeble, Phantom Pain ( ), Sure Strike, Ventriloquism (4 slots) - 2nd Clear Mind, Darkness, Sound Body, Stupefy ( 4 slots) - 3rd Dispel Magic, Fear, Slow, Vampiric Feast ( 4 slots) - 4th Confusion ( ), Grim Tendrils, Phantom Pain ( ), Vision of Death (4 slots) - 5th Slither ( ), Synaptic Pulse, Synesthesia (3 slots) Sorcerer Bloodline Spells 2 Focus Points, DC 32 - 5th Aberrant Whispers, Tentacular Limbs Blood Magic—Eerie Veil When Rukh casts a bloodline spell using a Focus Point or a sorcerous gift spell (spells denoted with a ) using a spell slot, either one target takes a –1 status penalty to Will saving throws for 1 round, or Rukh gains a +2 status bonus to Will saving throws for 1 round. Bleed Out Single Action (Attack) Requirements Rukh's last action was to cast a non-cantrip spell that granted him a blood magic effect; Effect Rukh makes a ranged spell attack roll against the AC of a target within 60 feet. This attack deals persistent bleed damage equal to the rank of the spell he just cast. Drink Essence Single Action (Divine, Void) A grabbed, paralyzed, restrained, unconscious, or willing creature is within the strigoi's reach; Effect Rukh sinks his fangs into the targeted creature to drink its blood and draw out its vital essence. This requires an Athletics check against the Fortitude DC if the creature is grabbed and is automatic for any other conditions. The creature becomes drained 1 and stupefied 1, and Rukh regains 13 Hit Points, gaining any excess Hit Points as temporary Hit Points. Drinking Essence from a creature that's already drained or stupefied doesn't restore any Hit Points, but increases the creature's drained condition value or its stupefied condition value by 1 (whichever value is lesser is increased; if both values are equal, then the strigoi chooses which condition to increase the value of). A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. A victim's stupefied condition decreases by 1 per day after performing daily preparations. If the daily preparations are done in full sunlight, the stupefied condition is removed entirely. Reach Spell Single Action (Concentrate, Spellshape) If the next action Rukh takes is to Cast a Spell that has a range, increase that spell's range by 30 feet. Shadow Form Single Action (Concentrate, Divine, Shadow) Rukh reverts to pure shadow and absorbs his body and his gear into the darkness, or it shifts back to his physical form. In shadow form, Rukh gains a climb Speed equal to his land Speed and can more through any gap that isn't airtight. However, he can only move along solid surfaces that aren't highly reflective, not liquid or mirrored surfaces. If the surface he's on is destroyed, Rukh returns to physical form and is stunned 1. He loses fast healing while in shadow form but can remain in shadow form indefinitely. If Rukh is exposed to sunlight while in shadow form, he becomes slowed 2 and must attempt a DC 16 flat check at the end of each of his turns. If he fails, he is destroyed, the shadow vanishing with a blood-curdling wail. ","skill_mod":{"society":19,"diplomacy":18,"deception":18,"stealth":15,"intimidation":18,"occultism":19,"acrobatics":15,"religion":19},"primary_source":"Pathfinder #215: To Blot Out the Sun","spell":["Levitate","Slither","Synaptic Pulse","Synesthesia","Confusion","Grim Tendrils","Phantom Pain","Vision of Death","Dispel Magic","Fear","Slow","Vampiric Feast","Clear Mind","Darkness","Sound Body","Stupefy","Enfeeble","Sure Strike","Ventriloquism","Daze","Detect Magic","Figment","Telekinetic Projectile","Void Warp","Aberrant Whispers","Tentacular Limbs"],"ac":25,"item":["Nightpitch","+1 resilient scroll robes ( grim tendrils [4th-rank)","beaded amulet"],"level":9,"spell_dc":[32,32,32],"source_category":["Adventure Paths"],"sense":"greater darkvision","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":6,"reflex_save":17,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":16,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Rukh","rarity":"unique","strike_damage_average":[9],"attack_bonus":[16],"constitution":3,"immunity":["death effects","disease","paralyze","poison","sleep"],"spell_attack_bonus":[24],"will_save":21,"speed":{"fly":25,"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Blood Magic—Eerie Veil","Bleed Out","Drink Essence","Reach Spell","Shadow Form"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Deception","Diplomacy","Intimidation","Netherworld Lore","Nin Lore","Occultism","Religion","Society","Stealth"],"tradition":["Divine","Occult"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Planar","Ancestry","Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=3889","dexterity":4,"category":"creature","slug":"creature-3889"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":85,"immunity":["death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal","paralyzed","precision","poison","sickened"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","will_save":9,"charisma":-5,"speed":{"max":30,"land":30},"perception":11,"wisdom":0,"weakness":{"area":10,"splash":10},"creature_ability":["Construct Armor","Blade Storm","One with the Hoard","Trash the Place"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics"],"trait":["Construct","Mindless","Swarm","Uncommon","Large"],"id":"creature-3890","text":" Animated Treasure Swarm Nethys Note: No description has been provided for this creature. Recall Knowledge - Construct (Arcana, Crafting): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Animated Treasure Swarm Source Pathfinder #215: To Blot Out the Sun pg. 64 Perception +11; darkvision Languages Skills Acrobatics +15, Athletics +17 Str +6 Dex +4 Con +4 Int -5 Wis +0 Cha -5 --- AC 25 (21 when broken, construct armor) Fort +15 Ref +15 Will +9 HP 85 Hardness 10 Immunities death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal, paralyzed, precision, poison, sickened Weaknesses area damage 10, splash damage 10 Construct Armor Like normal objects, an animated treasure swarm has Hardness. This Hardness reduces any damage the swarm takes by an amount equal to its Hardness. Once an animated treasure swarm is reduced to fewer than half its Hit Points, or immediately upon becoming damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its AC to 21. --- Speed 30 feet Blade Storm Single Action (Magical) Each enemy in the animated treasure swarm's space takes 6d6 piercing or slashing damage (DC 25 basic Reflex save). One with the Hoard Single Action Requirements The animated treasure swarm is adjacent to Viseldron's hoard; Effect The animated treasure swarm enters Viseldron's hoard, then emerges from the hoard at any other point in, or adjacent to, the hoard's area. Trash the Place Single Action (Magical) The animated treasure swarm hurls its most fragile components in a destructive barrage, dealing 4d6 bludgeoning damage to all creatures in a 20- foot burst within 100 feet (DC 25 basic Reflex save). ","skill_mod":{"athletics":17,"acrobatics":15},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Creature Type","Monster","Rarity"],"ac":25,"level":7,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3890","intelligence":-5,"reflex_save":15,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":4,"hardness":10,"vision":"Darkvision","fortitude_save":15,"source_group":["Shades of Blood"],"size":["Large"],"spoilers":"Shades of Blood","name":"Animated Treasure Swarm","category":"creature","rarity":"uncommon","slug":"creature-3890"},{"attack_bonus":[19],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":110,"language":["Azlanti","(can’t speak any language)"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal","paralyzed","poison","precision","sickened","spirit","swarm mind","vitality","void"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","will_save":16,"charisma":-2,"speed":{"fly":40,"max":40},"perception":15,"wisdom":3,"weakness":{"area":10,"splash":10},"creature_ability":["Aeon Interference","Stone Shatter","Aeon Resonance","Battering Orbit"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Arcana","Athletics","Stealth"],"trait":["Construct","Swarm","Large"],"id":"creature-3891","text":" Aeon Stone Swarm Aeon stone swarms are constructs composed of hundreds of magical gems called aeon stones that orbit around a central point in a tumultuous, evershifting mass. Each swarm is imbued with intelligence and composed of a collection of aeon stones , which can arrange themselves in a variety of configurations to activate unique resonant powers. While most aeon stone swarms adopt similar configurations, it's possible to create swarms with experimental structures, resulting in different or additional resonant powers. Many aeon stone swarms are created to protect a particular location clandestinely, with the swarm using its subterfuge resonance to disguise itself as a mosaic of precious stones or a pile of gemstones lying in an open chest. Unfortunately for would-be thieves, nearly all the aeon stones composing an aeon stone swarm shatter when the swarm is destroyed. Recall Knowledge - Construct (Arcana, Crafting): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Aeon Stone Swarm Source Pathfinder #215: To Blot Out the Sun pg. 82 Perception +15; darkvision Languages Azlanti; (can’t speak any language) Skills Acrobatics +19, Arcana +11, Athletics +17, Stealth +19 Str +4 Dex +6 Con +3 Int -2 Wis +3 Cha -2 --- AC 25 Fort +16 Ref +21 Will +16 HP 110 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal, paralyzed, poison, precision, sickened, spirit, swarm mind, vitality, void Resistances piercing 10, slashing 10 Weaknesses area damage 10, splash damage 10 Aeon Interference (arcane, aura) 20 feet. An aeon stone swarm is surrounded by a pall of magical interference, which hampers spellcasting in the area. Whenever a creature in the aura attempts to Cast a Spell, they must succeed at a DC 5 flat check or the spell is disrupted. Stone Shatter When an aeon stone swarm is reduced to 0 Hit Points, it explodes in a burst of gem shards, dealing 3d12 piercing damage (DC 28 basic Reflex save) in a 30-foot emanation. --- Speed fly 40 feet Ranged Single Action launched aeon stone +19 (Magical, range increment 100 feet), Damage 4d6 bludgeoning plus 2d6 electricity Aeon Resonance Single Action (Concentrate, Magical) The aeon stone swarm reconfigures the aeon stones in its body, gaining a unique resonant power. This resonant power remains active until the aeon stone swarm activates a different resonant power. The aeon stone swarm can select from the following resonant powers. Defensive Resonance The aeon stone swarm gains resistance 10 to one of the following damage types of its choice: acid, cold, electricity, fire, sonic. Illumination Resonance The aeon stone swarm glows, shedding bright light in a 20-foot radius (and dim light for the next 20 feet) in a color of its choice. Sensory Resonance The aeon stone swarm gains the benefits of see the unseen . Subterfuge Resonance The aeon stone swarm gains a +2 item bonus to Perception checks, and to Stealth checks to Hide and Sneak. Battering Orbit Single Action (Magical) Each enemy in the aeon stone swarm's space takes 5d6 bludgeoning damage (DC 28 basic Reflex save). Aeon Stones When an aeon stone swarm is destroyed, most of the aeon stones composing its body shatter and explode, but a few remain whole. Adventurers willing to sift through mounds of sharp aeon stone shards are usually rewarded with a consumed aeon stone, a preserving aeon stone , or a sprouting aeon stone —perhaps even a nourishing aeon stone or smoothing aeon stone for the particularly lucky! ","skill_mod":{"stealth":19,"arcana":11,"athletics":17,"acrobatics":19},"summary":"Aeon stone swarms are constructs composed of hundreds of magical gems called aeon stones that orbit around a central point in a tumultuous, …","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Creature Type","Monster"],"ac":25,"level":9,"source_category":["Adventure Paths"],"sense":"darkvision","weakest_save":["fort","fortitude","will"],"resistance":{"piercing":10,"slashing":10},"url":"/Monsters.aspx?ID=3891","intelligence":-2,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":16,"source_group":["Shades of Blood"],"size":["Large"],"name":"Aeon Stone Swarm","category":"creature","rarity":"common","strike_damage_average":[21],"slug":"creature-3891"},{"primary_source_category":"Adventure Paths","strength":6,"hp":115,"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","charisma":-5,"perception":16,"trait":["Clockwork","Construct","Mindless","Uncommon","Large"],"id":"creature-3892","text":" Clockwork Sentry Clockworks are intricate, complex machines built by talented engineers and infused with magical energy. At the height of the Azlanti Empire, magitech clockworks were commonplace, from music boxes, toys, and vehicles, to bodyguards, soldiers, spies, and even nannies. Clockwork sentries are four-armed constructs created to serve as guardians, programmed either to prevent access to a specific location or to keep targets from escaping a secured site. This makes them the perfect clockwork for serving in prisons, dungeons, vaults, and similar locations. Recall Knowledge - Construct (Arcana, Crafting): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Clockwork Sentry Source Pathfinder #215: To Blot Out the Sun pg. 83 Perception +16; darkvision, see the unseen Languages Skills Athletics +18 Str +6 Dex +3 Con +4 Int -5 Wis +4 Cha -5 Wind-Up 24 hours, DC 26, standby Items average manacles (6) --- AC 26 Fort +16 Ref +13 Will +16 HP 115 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal, paralyzed, poison, sickened, unconscious, vitality, void Resistances physical 10 (except adamantine or orichalcum) Weaknesses electricity 10, orichalcum 10 Sudden Seize Reaction Trigger A creature within a clockwork sentry's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a space during a move action it's using; Effect The clockwork sentry makes an Athletics check to Grapple the triggering creature. --- Speed 25 feet Melee Single Action pneumatic swing +20 (Magical, reach 10 feet), Damage 2d10+10 bludgeoning plus Knockdown Melee Single Action fist +20 (Agile, Nonlethal, reach 10 feet), Damage 2d6+10 bludgeoning plus Grab Ranged Single Action pulse blast +17 (range increment 100 feet), Damage 3d6 force plus Push Arcane Innate Spells DC 23 - 1st Grease - 3rd Paralyze, Slow - 4th Sleep - 5th Wall of Stone - Constant (2nd) See the Unseen Arrest Free Action Trigger The clockwork sentry has a creature restrained; Effect The clockwork sentry Interacts to place manacles on the restrained creature. Tackle Two Actions The clockwork sentry Strides up to twice its Speed in a straight line. If it ends this movement in reach of a creature, it makes a fist Strike against that creature. On a hit or critical hit, the target takes an additional 1d6 bludgeoning damage and is knocked prone. Clockwork Hot Spots Today, the nations of Alkenstar and New Thassilon, the church of Brigh, and the famed Clockwork Cathedral of Absalom are the primary sources for clockwork creation. Haunted clockworks from the Clicking Caverns often invade the nations of Nagajor and Xa Hoi. ","skill_mod":{"athletics":18},"primary_source":"Pathfinder #215: To Blot Out the Sun","spell":["Wall of Stone","Sleep","Paralyze","Slow","Grease","See the Unseen"],"ac":26,"item":["average manacles (6)"],"level":8,"spell_dc":[23],"source_category":["Adventure Paths"],"sense":"darkvision, see the unseen ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":-5,"reflex_save":13,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":16,"source_group":["Shades of Blood"],"size":["Large"],"spoilers":"Shades of Blood","name":"Clockwork Sentry","rarity":"uncommon","strike_damage_average":[10,17,21],"attack_bonus":[17,20,20],"constitution":4,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal","paralyzed","poison","sickened","unconscious","vitality","void"],"creature_family":"Clockworks","will_save":16,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"orichalcum":10,"electricity":10},"creature_ability":["Wind-Up","Sudden Seize","Arrest","Tackle"],"primary_source_group":"Shades of Blood","skill":["Athletics"],"tradition":["Arcane"],"summary":"Clockworks are intricate, complex machines built by talented engineers and infused with magical energy. At the height of the Azlanti Empire, magitech …","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=3892","dexterity":3,"category":"creature","slug":"creature-3892"},{"primary_source_category":"Adventure Paths","strength":5,"hp":130,"language":["Common","Necril","Shadowtongue"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","charisma":3,"perception":20,"trait":["Rare","Shadow","Undead","Unholy","Vampire","Medium"],"id":"creature-3893","text":" Strigoi Servant A strigoi servant typically serves at the command of a strigoi progenitor. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Strigoi Servant Source Pathfinder #215: To Blot Out the Sun pg. 87 Perception +20; greater darkvision Languages Common, Necril, Shadowtongue Skills Acrobatics +21, Athletics +21, Deception +19, Stealth +23 Str +5 Dex +7 Con +5 Int +3 Wis +4 Cha +3 Items +1 leather armor , +1 striking longsword , Shortbow (20 arrows) --- AC 30 Fort +19 Ref +21 Will +18 HP 130 (coffin restoration, fast healing 10, void healing) Immunities death effects, disease, paralyze, poison, sleep Resistances all physical 10 (except silver or Strikes by a creature shedding bright light) Weaknesses strigoi weaknesses --- Speed 25 feet Melee Single Action claw +21 (Agile, Magical), Damage 2d8+8 slashing plus Grab Melee Single Action longsword +22 (Magical, versatile P), Damage 2d8+8 slashing Ranged Single Action shortbow +23 (deadly d10, range 60 feet), Damage 1d6+8 piercing Divine Innate Spell DC 27 - 5th Levitate (at will) Drink Essence Single Action (Divine) When drinking essence, the strigoi servant regains 13 HP. Shadow Form Single Action (Concentrate, Divine, Shadow) Sneak Attack The strigoi servant deals 1d6 extra precision damage to off-guard creatures. ","skill_mod":{"deception":19,"stealth":23,"athletics":21,"acrobatics":21},"primary_source":"Pathfinder #215: To Blot Out the Sun","spell":["Levitate"],"ac":30,"item":["+1 leather armor","+1 striking longsword","Shortbow (20 arrows)"],"level":10,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":"greater darkvision","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":19,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Strigoi Servant","rarity":"rare","strike_damage_average":[11,17,17],"attack_bonus":[21,22,23],"constitution":5,"immunity":["death effects","disease","paralyze","poison","sleep"],"creature_family":"Vampire, Strigoi","will_save":18,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Drink Essence","Shadow Form","Sneak Attack"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Deception","Stealth"],"legacy_id":["creature-1955"],"tradition":["Divine"],"summary":"A strigoi servant typically serves at the command of a strigoi progenitor .","trait_group":["Rarity","Planar","Creature Type","Mechanics","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=3893","dexterity":7,"category":"creature","slug":"creature-3893"},{"attack_bonus":[25],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":180,"language":["Common","Necril","Shadowtongue"],"immunity":["death effects","disease","paralyze","poison","sleep"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","creature_family":"Vampire, Strigoi","will_save":22,"charisma":5,"speed":{"fly":25,"max":25,"land":25},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["Shadow Escape","Create Servitor","Domain of Dusk","Dominate","Drink Essence","Shadow Form"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Religion","Stealth"],"legacy_id":["creature-1944"],"trait":["Rare","Shadow","Undead","Unholy","Vampire","Medium"],"id":"creature-3894","text":" Strigoi Progenitor These strigoi are intentionally summoned into willing hosts via foul magic rituals. Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Strigoi Progenitor Source Pathfinder #215: To Blot Out the Sun pg. 87 Perception +23; greater darkvision Languages Common, Necril, Shadowtongue Skills Acrobatics +25, Arcana +23, Athletics +25, Crafting +23, Deception +26, Religion +22, Stealth +27 Str +8 Dex +8 Con +5 Int +5 Wis +4 Cha +5 Items +1 resilient studded leather armor --- AC 34 Fort +24 Ref +26 Will +22 HP 180 (coffin restoration, fast healing 10, void healing) Immunities death effects, disease, paralyze, poison, sleep Resistances all physical 15 (except magical silver weapons or Strikes by a creature shedding bright light) Weaknesses strigoi weaknesses Shadow Escape Free Action --- Speed 25 feet, fly 25 feet Melee Single Action claw +25 (Agile, Magical), Damage 3d8+14 slashing plus Grab Create Servitor (Divine, Downtime) Domain of Dusk Two Actions (Divine, Shadow) 7d6 void damage (DC 31 basic Fortitude save) Dominate Two Actions (Divine, Incapacitation, Mental, Visual) DC 33 Drink Essence Single Action When drinking essence, the strigoi progenitor regains 18 HP. Shadow Form Single Action (Concentrate, Divine, Shadow) ","skill_mod":{"deception":26,"crafting":23,"stealth":27,"arcana":23,"athletics":25,"acrobatics":25,"religion":22},"summary":"These strigoi are intentionally summoned into willing hosts via foul magic rituals.","primary_source":"Pathfinder #215: To Blot Out the Sun","trait_group":["Rarity","Planar","Creature Type","Mechanics","Monster"],"ac":34,"item":["+1 resilient studded leather armor"],"level":13,"source_category":["Adventure Paths"],"sense":"greater darkvision","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=3894","intelligence":5,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Greater darkvision","fortitude_save":24,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Strigoi Progenitor","category":"creature","rarity":"rare","strike_damage_average":[27],"slug":"creature-3894"},{"primary_source_category":"Adventure Paths","strength":3,"hp":130,"language":["Chthonian","Common","Diabolic","Shadowtongue"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","charisma":6,"perception":20,"trait":["Fiend","Velstrac","Medium"],"id":"creature-3895","text":" Velstrac Conductor Conductors are velstracs who believe screams of anguish to be the ultimate form of musical expression. These sadistic musicians compose “joyous symphonies” from the agonized howling of their tortured, captive choirs. Recall Knowledge - Fiend (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Conductor Source Pathfinder #215: To Blot Out the Sun pg. 88 Perception +20; greater darkvision, painsight Languages Chthonian, Common, Diabolic, Shadowtongue Skills Acrobatics +19, Athletics +14, Deception +19, Diplomacy +19, Intimidation +19, Medicine +17, Performance +23, Religion +17, Stealth +19, Torture Lore +16 Str +3 Dex +6 Con +5 Int +3 Wis +5 Cha +6 Painsight (divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions. Items conductor's baton --- AC 25 Fort +18 Ref +21 Will +18 +1 status to all saves vs. magic HP 130 , regeneration 10 (deactivated by holy or silver) Immunities cold Resistances sonic 10 Weaknesses holy 10, silver 10 Horrifying Accompaniment (auditory, aura, divine, emotion, fear, mental) 30 feet. When a creature ends its turn in the aura, it hears every scream the velstrac conductor's victims have ever uttered. The creature must succeed at a DC 25 Will save or become frightened 2 (frightened 4 on a critical failure). Sonic Redirection Reaction (divine, sonic) Trigger A creature targets the velstrac conductor with an auditory or sonic effect or includes the conductor in the area of an auditory or sonic effect; Effect The conductor sings a note that resonates with the triggering effect, redirecting it to the triggering creature. The triggering creature becomes the target of the triggering effect, instead of the conductor. 25 feet, fly 25 feet (from fly ) --- Speed Melee Single Action claw +19 (Agile, Finesse, Magical, Unholy), Damage 4d6+7 slashing plus 1d6 persistent bleed Melee Single Action conductor's baton +19 (Agile, Finesse, Magical, Unholy), Damage 3d4+7 piercing plus 2d6 spirit Ranged Single Action pinpoint shriek +19 (Divine, range increment 90 feet, Sonic), Damage 4d6 sonic Divine Innate Spells DC 28 - 2nd Darkness - 3rd Haste - Constant (4th) Fly Focus Gaze Single Action (Divine, Emotion, Fear, Mental) The velstrac conductor stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against the velstrac conductor's horrifying accompaniment aura. In addition, if the creature was already frightened, on a failed save the creature takes 1d6 persistent mental damage. After attempting this save, the creature is then temporarily immune for 1 hour. Scream for Me Single Action (Divine, Mental, Sonic) Frequency once per round; Effect With a horrifying flourish and hungry smile, the velstrac conductor points their baton at a creature within 100 feet, compelling them to scream. The creature must attempt a DC 28 Will save. On a failure, they scream, taking 4d6 mental damage (8d6 on a critical failure) and dealing 2d6 sonic damage to all creatures in a 20-foot emanation (DC 28 basic Fortitude save). Instead of targeting one creature, the conductor can choose to target all creatures in range that were compelled to scream by this ability last round. Unholy Exaltation Two Actions (Divine, Sonic, Unholy) The conductor lets out a terrible scream of joy, dealing 10d6 sonic damage to all creatures in either a 30-foot cone or a 90-foot line (DC 28 basic Will save). Holy creatures that fail this save are also sickened 2. The conductor can't use Unholy Exaltation again for 1d4 rounds. Instruments Conductors go to great lengths to acquire the finest instruments for their choirs, judging an individual singer's worth by their tone, emotion, endurance, and responsiveness. Vocalists who don't measure up to a conductor's standards are either played to death or passed on to other “less discerning” velstracs. Cherished instruments can expect to live a long, tortuous existence in a conductor's choir, receiving the best medical attention after each performance—at least until their voice gives out. Tortured Friendships Velstrac conductors are fairly amiable among their kind and often work with other velstracs. They particularly get along well with ostiarius velstracs and velstrac evangelists, who they tend to boss around. Though they find sacristans piteous, they're intrigued by their Shadow Scream ability. ","skill_mod":{"diplomacy":19,"performance":23,"deception":19,"stealth":19,"medicine":17,"athletics":14,"intimidation":19,"acrobatics":19,"religion":17},"primary_source":"Pathfinder #215: To Blot Out the Sun","spell":["Haste","Darkness","Fly"],"ac":25,"item":["conductor's baton"],"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":"greater darkvision, painsight","resistance":{"sonic":10},"intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":18,"source_group":["Shades of Blood"],"size":["Medium"],"name":"Conductor","rarity":"common","strike_damage_average":[14,21,24],"attack_bonus":[19,19,19],"constitution":5,"immunity":["cold"],"creature_family":"Velstrac","will_save":18,"speed":{},"wisdom":5,"weakness":{"holy":10,"silver":10},"creature_ability":["Painsight","Horrifying Accompaniment","Sonic Redirection","Focus Gaze","Scream for Me","Unholy Exaltation"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Medicine","Performance","Religion","Stealth","Torture Lore"],"tradition":["Divine"],"summary":"Conductors are velstracs who believe screams of anguish to be the ultimate form of musical expression. These sadistic musicians compose “joyous …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=3895","dexterity":6,"category":"creature","slug":"creature-3895"},{"primary_source_category":"Adventure Paths","strength":0,"hp":170,"language":["Aklo","Azlanti","Common","Necril","Sakvroth","Shadowtongue"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","charisma":2,"perception":15,"trait":["Dero","Humanoid","Shadow","Unique","Small"],"id":"creature-3896","text":" Deg Deg is an inventive engineer who is equal parts obsessed with and inspired by the Azlanti technology found throughout En-Gokal. An excellent negotiator, he's become a leader among his people, but at heart he's more concerned with the technology around him than with the well-being of his fellow deros. Luckily for Deg, these twin drives frequently align. His reign is stable and prosperous, and he's considered one of the most accomplished and innovative leaders the deros have ever had. History Deg is an older dero, around 150 years old. He's been exploring the ruins of Azlant his entire life. When he discovered the prison of En-Gokal 90 years ago, he returned to his home in the Darklands and recruited dozens of dero to follow him to the site and assist in plundering the ruin for useful magic and technology. Soon thereafter, Deg encountered Lady Nalushae. He agreed to help her and her court by providing them goods and supplies. In exchange, Deb received the freedom to explore En-Gokal, as well as the salvage rights to any unused magic and technology he and his followers discovered during their wandering. Prolonged exposure to the various vampires and their cults, as well as the ancient shrines dotted throughout En-Gokal, sparked Deg's faith in the gods collectively known as the Children of Night—Camazotz, Nin, Urgathoa, Yaezhing, and Zura. Nizca joined Lady Nalushae at the Broken Palace three years ago and, in time, Deg and Nizca bonded over shared scientific curiosity, critical thinking, and thirst for knowledge. The pair became friends, and Deg introduced Nizca to a number of other residents of the prison, broadening the ancient vampire's horizons and giving them a spark of hope in the darkness of En-Gokal. Together, Nizca and Deg moved into the Ebon Tower, establishing their own realm in the place they hoped would be their salvation. They cleared the Ebon Tower of dangers, moved in Deg's fellow deros, and made space for Nizca's vampire followers. They freed select prisoners from stasis, using them as labor, supporters, or sources of food. Thus established, the pair began their next big challenge: transforming the quietus beam into a device capable of blotting out the sun throughout the region, thus freeing Nizca and enabling Deg and his people to live without fear of the sun. Deg named this modified device the shadow beacon, and its planning, creation, and calibration have consumed both his and Nizca's lives for the past two years. Deg was injured when the shadow beacon malfunctioned—pierced by a tether of shadow that made him something slightly more than mortal. Deg has since recovered and now considers these recent setbacks with the shadow beacon as simply part of the scientific process. Unlike Nizca, he's not averse to making mistakes, regarding his errors as opportunities to learn, innovate, and adapt. Although Deg knows the equilibrium of his home and its occupants has been affected by the arrival of Jubilant and their followers, he considers the velstracs' penchant for torture no different than his own people's fondness for experimentation, and he finds their aloof and conniving attitudes akin to that of the vampires he's worked with for nearly a century. Deg trusts that, once the shadow beacon is activated and Nizca leaves to reunite with their lost love, he will find a way to live alongside his new vicious neighbors—whether this is wishful thinking on Deg's part remains to be seen! Campaign Role Deg is a leader among the deros and has shaped the lives of many of the people the PCs will interact with throughout the Ebon Tower. Nizca would have neither realm nor plans for the shadow beacon were it not for Deg, and the dero's importance throughout the narrative is, in many ways, more significant than that of Nizca themself. Yet, while Nizca is driven by dreams and grand ambitions, Deg values little except the fulfillment he receives from acts of creation and discovery. As a result, over time Deg has taken on a supportive role to Nizca, essentially serving as their second in command. It might be easy for the PCs to forget that Deg is an ingenious figure in his own right, as well as a leader who has kept his community of deros safe, prosperous, and stable in an ancient Azlanti ruin overrun by vampires and filled with volatile technology for nearly a century—an impressive accomplishment! Deg's notes should give the PCs their first and most thorough account of the history of the Ebon Tower and the modifications he and Nizca have made to the shadow beacon . And, of course, in the final encounter, Deg serves as Nizca's battle partner, facing off against the PCs rather than attempting to negotiate a truce, as he might have done in the past. Ultimately, Deg subscribing to Nizca's tenets of calculated mercilessness will result in his death. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Deg Source Pathfinder #215: To Blot Out the Sun pg. 90 Perception +15; darkvision Languages Aklo, Azlanti, Common, Necril, Sakvroth, Shadowtongue Skills Acrobatics +17, Arcana +20, Azlanti Lore +20, Crafting +20, Diplomacy +15, Intimidation +15, Magitech Lore +20, Occultism +20, Religion +15, Society +20, Stealth +17 Str +0 Dex +4 Con +2 Int +5 Wis +2 Cha +2 Items aerosol canister, Alchemist's Toolkit, greater blast boots, Crafter's Eyepiece, cytillesh toolkit, engineer's toolkit, +2 striking thundering gauntlet , +1 resilient ready hide armor , greater impact foam chassis --- AC 27 Fort +15 Ref +21 Will +15 HP 170 Immunities confusion Resistances poison 10, Weaknesses vulnerable to sunlight Vulnerable to Sunlight Deg takes 18 damage for every hour he's exposed to sunlight. Gas 'Em! Reaction (poison) Cost 1 dose of concentrated cytillesh gas; Trigger A creature ends their movement adjacent to Deg; Effect With a flick of their wrist and a sadistic cackle, Deg triggers an aerosol canister at his hip, spraying the triggering creature with concentrated cytillesh gas. --- Speed 20 feet Melee Single Action gauntlet +19 (Agile, Free-Hand, Magical), Damage 2d4+6 bludgeoning plus 1d6 sonic Ranged Single Action energy expulsor innovation +21 (Magical, modular [acid, Cold, Electricity, fire sonic], range increment 100 feet), Damage 3d8+6 modular damage Occult Innate Spells DC 28 - Cantrips (5th) Daze, Light, Read Aura - 3rd Darkness, Revealing Light - 4th Nightmare, Rewrite Memory Concentrated Fire Two Actions (Flourish) Deg makes two ranged Strikes with his energy expulsor innovation at a single target. Both attacks count toward his multiple attack penalty, but the penalty doesn't increase until after he's made both attacks. Dero Medicine Single Action (Healing, Manipulate) Requirements Deg is wearing a cytillesh toolkit and has a hand free; Effect Deg excises damaged flesh and crudely stitches wounds shut, healing himself or an ally in reach for 3d8+18 Hit Points. For 1 hour, the target has slashing weakness 5 and is immune to Dero Medicine. Energy Expulsor Innovation Deg fights using a complex device he crafted from scavenged clockwork parts and ancient Azlanti magitech. This device, called an energy expulsor innovation, is a clockwork gun bulging with multiple glass canisters, each filled with a different, roiling magical energy. The device allows Deg to use his Concentrated Fire and Overclocked Blast abilities. It otherwise functions as a magical inventor weapon innovation with no modifications. Overclocked Blast Two Actions Deg Interacts to set his energy expulsor innovation to the desired modular damage configuration, then overclocks his energy expulsor innovation and fires a massive blast of energy in a 100- foot line. This blast deals 8d8 damage (DC 28 basic Reflex save) of the type determined by the energy expulsor innovation's current configuration. Deg can't use Overclocked Blast again for 1d4 rounds. Concentrated Cytillesh Gas (Uncommon, Alchemical, Inhaled, Poison) Saving Throw Fortitude DC 28; Maximum Duration 4 rounds; Stage 1 4d6 poison damage (1 round); Stage 2 5d6 poison damage and stupefied 1 (1 round); Stage 3 6d6 poison damage and stupefied 2 (1 round); Stage 4 6d6 poison damage and stupefied 3 and lose all memories made in the previous 10 minutes (1 round) ","skill_mod":{"society":20,"diplomacy":15,"crafting":20,"stealth":17,"arcana":20,"intimidation":15,"occultism":20,"acrobatics":17,"religion":15},"primary_source":"Pathfinder #215: To Blot Out the Sun","spell":["Nightmare","Rewrite Memory","Darkness","Revealing Light","Daze","Light","Read Aura"],"ac":27,"item":["aerosol canister","Alchemist's Toolkit","greater blast boots","Crafter's Eyepiece","cytillesh toolkit","engineer's toolkit","+2 striking thundering gauntlet","+1 resilient ready hide armor","greater impact foam chassis"],"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":"darkvision","resistance":{"poison":10},"intelligence":5,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":15,"source_group":["Shades of Blood"],"size":["Small"],"spoilers":"Shades of Blood","name":"Deg","rarity":"unique","strike_damage_average":[14,19],"attack_bonus":[19,21],"constitution":2,"immunity":["confusion"],"will_save":15,"speed":{"max":20,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Vulnerable to Sunlight","Gas 'Em!","Cost","Concentrated Fire","Dero Medicine","Energy Expulsor Innovation","Overclocked Blast","Concentrated Cytillesh Gas"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Arcana","Azlanti Lore","Crafting","Diplomacy","Intimidation","Magitech Lore","Occultism","Religion","Society","Stealth"],"tradition":["Occult"],"summary":"Deg is an inventive engineer who is equal parts obsessed with and inspired by the Azlanti technology found throughout En-Gokal. An excellent …","trait_group":["Monster","Creature Type","Planar","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/NPCs.aspx?ID=3896","dexterity":4,"category":"creature","slug":"creature-3896"},{"primary_source_category":"Adventure Paths","strength":5,"hp":170,"language":["Azlanti","Common","Draconic","Elven","Necril","Sakvroth","Shadowtongue","Strix"],"source":["Pathfinder #215: To Blot Out the Sun"],"type":"Creature","charisma":4,"perception":24,"trait":["Strigoi","Undead","Unique","Vampire","Medium"],"id":"creature-3897","text":" Nizca Iricol Nizca Iricol is a vampire from the distant past, freed from stasis and fighting to escape the prison of En-Gokal. Stoic, logical, and inventive, they're a pious priest of Nin determined to perfect their body and hone their mind, reaching an enlightened state even Nin would be proud of. Yet, their fondest desire isn't related to their faith, but to their heart. Nizca seeks to reunite with their lost love, Lograsi, whom they sense is alive somewhere far to the east. This sentimental compulsion and longdormant emotion is a constant source of frustration for Nizca. To resolve this discordance, they've come up with a plan to achieves their aims while forwarding Nin's tenants—they'll fill the sky with shadows pulled from the Netherworld, enabling their escape in a way that strengthens vampires and other creatures of the night. With their competing desires justified, Nizca now pours themself into their work. History As a mortal in ancient Azlanti, Nizca ran a criminal empire, using their illicit proceeds to fund rabble-rousers and would-be revolutionaries. When Nizca expanded their operations and involved themself with organizations associated with undead deities like Urgathoa and Zura, they found companionship and eventually love with Lograsi, a leading figure in a cult devoted to the velstrac demagogue Aroggus. In time, Nizca's and Lograsi's interests intertwined. Together, they accomplished much, further growing their criminal operations, undermining the Azlanti Empire, and even founding an undead cult of their own—this one devoted to the collection of deities known today as the Children of Night. Recognizing a growing darkness in Nizca, Lograsi discovered a ritual that would open a pathway for a strigoi to enter their body from the Netherworld, transforming Nizca into something more than mortal. At the culmination of this ritual, Nizca became a strigoi—an incarnation he quickly came to regard as their true self. Afterward, Nizca and Lograsi amped up their activities and eventually drew the attention of the Aeon Imperative, who raided their hideout and took Nizca into custody. Lograsi escaped and fled to Thassilon, eventually finding sanctuary in Xin-Edasseril, where they were trapped when the city became suspended in time during Earthfall. Due to the difficulties inherent in confining a strigoi, the Aeon Imperative transferred Nizca to a maximum- Nizca Iricol Calculated mastermind determined to reunite with their lover security prison in the Azlanti countryside and placed them in stasis. During this imprisonment, Earthfall struck and Azlant was destroyed. The magically fortified prison of En-Gokal remained mostly intact, though buried under rock and sea. Most of the prison's inhabitants perished. Over time, the prison's magical protections degraded, and Nizca experienced periodic moments of consciousness that felt like dreams. In these “dreams” Nizca heard words of wisdom and empowerment spoken by what they believed was the vampire deity Nin. These whispers spoke of improving oneself through deliberate thought and action. The mysterious histories of vampires and the theories of the foundations of undeath itself flowed into Nizca's mind, though such revelations would often vanish before Nizca's next period of wakefulness. Even as Nizca gained wisdom from the whispering shadows, their body shriveled and their life force ebbed. Nizca knew that when they eventually emerged from their prison, they would be a shadow of their former power. Though still locked away in stasis, Nizca grew determined not only to regain their freedom, but to perfect their vampiric form. Five years ago, a tectonic shift cracked Nizca's stasis tube, finally allowing them to awaken fully. Like many prisoners of En-Gokal before them, Nizca awoke to a destroyed world. Through the disorientation of their painful awakening, however, Nizca felt a psychic ping that Lograsi was alive and somewhere far to the east. Stranded and alone, Nizca wandered En-Gokal, eventually encountering Romi, Lady Nalushae and her court, and a community of deros led by Deg. Nizca found a true comrade in Deg, and the two embarked upon explorations together. When they discovered the quietus beam atop the Ebon Tower, they hatched a plan that would benefit both their kind: they would modify the quietus beam, tapping into the Netherworld to broadcast pure shadow into the atmosphere in an effort to block out the sun. Once the threat posed by the sun was nullified, Nizca could depart the island, and both the vampires and deros of En-Gokal could live without fear of the sun's dreaded light. Campaign Role Nizca is the primary antagonist of this adventure path. Their attempts to blot out the sun imperil the people of Talmandor's Bounty and to stop them, the PCs must battle their way through En-Gokal. In this book, the PCs finally encounter Nizca's forces—a collection of foes who follow Nizca for a variety of reasons. The PCs witness atrocities and liberate plenty of captives, whose stories likely drive home the horrors Nizca and their fellows are capable of committing. At the pinnacle of the Ebon Tower, in the darkness cast by the shadow beacon, the PCs finally battle Nizca and their loyal friend Deg. When the shadow beacon malfunctions, the PCs must try their best to shut it down, destroy it, or reverse its hazardous effects. Recall Knowledge - Undead (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Nizca Iricol Source Pathfinder #215: To Blot Out the Sun pg. 92 Perception +24; greater darkvision Languages Azlanti, Common, Draconic, Elven, Necril, Sakvroth, Shadowtongue, Strix Skills Acrobatics +21, Azlanti Lore +22, Crafting +22, Deception +19, Diplomacy +19, Intimidation +19, Magitech Lore +22, Nin Lore +22, Occultism +22, Religion +22, Society +22, Stealth +21, Thievery +21 Str +5 Dex +6 Con +3 Int +7 Wis +7 Cha +4 Items +1 resilient explorer's clothing , greater pendant of the occult, religious symbol of Nin, scroll of chilling darkness (5th-rank; ×2), +2 striking sword cane --- AC 29 Fort +18 Ref +21 Will +24 HP 170 (coffin restoration, fast healing 10, void healing) Immunities death effects, disease, paralyze, poison, sleep Resistances all physical 10 (except silver or weapons shedding bright light) Weaknesses strigoi Roiling Shades (aura, divine, shadow) 20 feet. The shadows around Nizca constantly shift and roil, battering their foes. Enemies treat the area within the aura as difficult terrain. Calculated Escape Reaction (divine, teleportation) Trigger Nizca is the target of a Strike or would attempt a Reflex save against a harmful effect; Effect In a flash of sudden insight, Nizca calculates the trajectory of the attack, slips into shadows, and reemerges just out of the way. Nizca gains a +2 circumstance bonus to AC against the triggering Strike or to Reflex saves against the triggering effect. After the attack or effect is resolved, Nizca teleports to an occupied space within 20 feet; Special If the triggering Strike was a hit or a critical hit, or Nizca failed or critically failed the saving throw against the triggering effect, this use of Calculated Escape retroactively counts as a free action, rather than a reaction. Spiteful Escape Free Action Trigger Nizca is reduced to 0 Hit Points; Effect Nizca uses Shadow Form, then flies into the shadow beacon even though they're at 0 Hit Points. While at 0 Hit Points in this form, Nizca is unaffected by further damage. Once they reach the shadow beacon, their spirit becomes permanently fused with it and is destroyed only when the shadow beacon is destroyed. --- Speed 25 feet, fly 25 feet (on manifested batlike wings of shadow) Melee Single Action sword cane +22 (Agile, Concealable, Finesse), Damage 2d6+11 piercing Melee Single Action claw +20 (Agile, Magical), Damage 2d10+11 slashing plus Grab Divine Prepared Spells DC 30, attack +22 - Cantrips (6th) Daze, Detect Magic, Read Aura, Sigil, Void Warp - 1st Bless, Enfeeble, Share Lore - 2nd Darkness, Dispel Magic, See the Unseen - 3rd Blindness, Fear, Translate - 4th Harm, Resist Energy, Telepathy - 5th Command, Shadow Blast (×2) - 6th Harm (×5), Spirit Blast, Vampiric Exsanguination Cleric Domain Spells 3 Focus Points, DC 30, attack +22 - 6th Perfected Body, Perfected Mind, Touch of Undeath Channel Smite Two Actions (Divine) Nizca siphons death through a melee attack and into their foe. Nizca expends a harm spell and makes a melee Strike. On a hit, they cast the 1-action version of the expended spell to damage the target, in addition to the normal damage from the Strike. The target automatically gets a failure on its save (or a critical failure if Nizca's Strike was a critical hit). The spell doesn't have the manipulate trait when cast this way. Drink Essence Single Action (Divine, Void) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within Nizca's reach; Effect As strigoi. When Drinking Essence, Nizca regains 15 Hit Points. Reach Spell Single Action (Concentrate, Spellshape) If the next action Nizca uses is to Cast a Spell that has a range, increase that spell's range by 30 feet. Shadow Form Single Action (Concentrate, Divine, Shadow) As strigoi. ","skill_mod":{"society":22,"diplomacy":19,"deception":19,"thievery":21,"crafting":22,"stealth":21,"intimidation":19,"occultism":22,"acrobatics":21,"religion":22},"primary_source":"Pathfinder #215: To Blot Out the Sun","spell":["Harm","Spirit Blast","Vampiric Exsanguination","Command","Shadow Blast","Resist Energy","Telepathy","Blindness","Fear","Translate","Darkness","Dispel Magic","See the Unseen","Bless","Enfeeble","Share Lore","Daze","Detect Magic","Read Aura","Sigil","Void Warp","Perfected Body","Perfected Mind","Touch of Undeath"],"ac":29,"item":["+1 resilient explorer's clothing","greater pendant of the occult","religious symbol of Nin","scroll of chilling darkness (5th-rank; ×2)","+2 striking sword cane"],"level":11,"spell_dc":[30,30],"source_category":["Adventure Paths"],"sense":"greater darkvision","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":7,"reflex_save":21,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":18,"source_group":["Shades of Blood"],"size":["Medium"],"spoilers":"Shades of Blood","name":"Nizca Iricol","rarity":"unique","strike_damage_average":[18,22],"attack_bonus":[20,22],"constitution":3,"immunity":["death effects","disease","paralyze","poison","sleep"],"spell_attack_bonus":[22,22],"will_save":24,"speed":{"fly":25,"max":25,"land":25},"wisdom":7,"weakness":{},"creature_ability":["Roiling Shades","Calculated Escape","Special","Spiteful Escape","Channel Smite","Drink Essence","Reach Spell","Shadow Form"],"primary_source_group":"Shades of Blood","skill":["Acrobatics","Azlanti Lore","Crafting","Deception","Diplomacy","Intimidation","Magitech Lore","Nin Lore","Occultism","Religion","Society","Stealth","Thievery"],"tradition":["Divine"],"summary":"Nizca Iricol is a vampire from the distant past, freed from stasis and fighting to escape the prison of En-Gokal. Stoic, logical, and inventive, …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=3897","dexterity":6,"category":"creature","slug":"creature-3897"},{"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":210,"language":["Diabolic","Draconic","Empyrean","<%SPELLS%1728%%>truespeech<%END>"],"source":["Battlecry!"],"type":"Creature","creature_family":"Angel","spell_attack_bonus":[24],"will_save":25,"charisma":7,"speed":{"fly":40,"max":40,"land":30},"perception":22,"wisdom":4,"weakness":{"area":10,"unholy":10},"creature_ability":["Harmonizing Aura","Troop Defenses","Admonishing Hymn","Harmonized Spellcasting","Righteous Clamor"],"skill":["Acrobatics","Diplomacy","Performance","Religion"],"trait":["Angel","Celestial","Holy","Troop","Uncommon","Gargantuan"],"id":"creature-3898","text":" Angelic Chorus While choral angels are content to sing their hymns in Nirvana, they must sometimes take to the mortal realm to provide needed succor for those engaged in righteous battle against the wicked. An angelic chorus often acts as support for armies who have gained the favor of the celestial realms. Recall Knowledge - Celestial (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Angelic Chorus Source Battlecry! pg. 172 Perception +22; darkvision Languages Diabolic, Draconic, Empyrean; truespeech Skills Acrobatics +22, Diplomacy +25, Performance +27, Religion +24 Str +2 Dex +5 Con +3 Int +3 Wis +4 Cha +7 --- AC 32 Fort +19 Ref +22 Will +25 +1 status to all saves vs. magic HP 210 (4 segments) Resistances sonic 15 Weaknesses area damage 10, splash damage 10, unholy 10 Harmonizing Aura ( <%TRAITS%542%%> aura <%END>, <%TRAITS%579%%> divine <%END>, <%TRAITS%697%%> sonic <%END>) 20 feet. Allies in the aura gain a +2 status bonus to sonic damage rolls and a +1 status bonus to AC and all saves against effects with the auditory or sonic trait. Enemies in the aura take a –2 status penalty to sonic damage rolls and a –1 status penalty to AC and all saves against auditory and sonic effects. Troop Defenses --- Speed 30 feet, fly 40 feet; troop movement Divine Innate Spells DC 19, attack +24 - Cantrips (6th) Courageous Anthem, Uplifting Overture - 3rd Counter Performance (at will) - 4th Cleanse Affliction (at will), Clear Mind (at will), Noise Blast (at will) - 5th Breath of Life, Heal, Noise Blast - 6th Clear Mind, Heal, Noise Blast, Zealous Conviction - Constant (5th) Truespeech Rituals DC 29 - 1st Angelic Messenger Admonishing Hymn Two Actions (Divine, Holy, Sonic) The angelic choir raises their voices in song, singing a note that vibrates the very fabric of being. This takes the form of a 15-foot burst within 90 feet that deals 6d6 sonic damage (DC 29 basic Fortitude save). A creature who critically fails the save is deafened for 1 minute. When the angelic chorus is reduced to 2 segments, this area decreases to a 10-foot burst. Harmonized Spellcasting When the angelic chorus Casts a Spell, their constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that deals sonic damage, that spell gains a status bonus to damage equal to its rank. Righteous Clamor Single Action to Three Actions (Holy, Magical) Frequency once per round; Effect With sonorous shouts, the angelic chorus lashes out with their fists in a coordinated melee attack against each enemy in a 5-foot emanation (DC 29 basic Reflex save). The damage depends on the number of actions. Single Action 1d8 bludgeoning damage plus 1d6 sonic damage Two Actions 2d8+7 bludgeoning damage plus 2d6 sonic damage Three Actions 3d8+10 bludgeoning damage plus 2d6 sonic damage ","tradition":["Divine"],"skill_mod":{"diplomacy":25,"performance":27,"acrobatics":22,"religion":24},"summary":"While choral angels are content to sing their hymns in Nirvana , they must sometimes take to the mortal realm to provide needed succor for those …","primary_source":"Battlecry!","spell":["Clear Mind","Heal","Noise Blast","Zealous Conviction","Breath of Life","Cleanse Affliction","Counter Performance","Courageous Anthem","Uplifting Overture","Truespeech"],"trait_group":["Monster","Creature Type","Mechanics","Rarity"],"ac":32,"level":12,"spell_dc":[19],"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{"sonic":15},"url":"/Monsters.aspx?ID=3898","intelligence":3,"reflex_save":22,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":19,"size":["Gargantuan"],"name":"Angelic Chorus","category":"creature","rarity":"uncommon","slug":"creature-3898"},{"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":120,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Battlecry!"],"type":"Creature","will_save":13,"charisma":-5,"speed":{"max":20,"land":20},"perception":13,"wisdom":0,"weakness":{"area":8},"creature_ability":["Construct Armor","Troop Defenses","Battering Fists"],"skill":["Athletics"],"trait":["Construct","Mindless","Troop","Gargantuan"],"id":"creature-3899","text":" Animated Army Animated statues usually appear in pairs or alone, hiding in plain sight among the other decor. Occasionally, a creator will fashion dozens of animated statues to serve as a nighunstoppable fighting force that doesn't complain or tire. Recall Knowledge - Construct (Arcana, Crafting): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Animated Army Source Battlecry! pg. 173 Perception +13; darkvision Languages Skills Athletics +18 Str +6 Dex +0 Con +6 Int -5 Wis +0 Cha -5 --- AC 27 (23 when broken) Fort +16 Ref +14 Will +13 construct armor HP 120 (4 segments) Hardness 10 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Weaknesses area damage 8, splash damage 8 Construct Armor Like normal objects, the animated statues of the animated army have Hardness. This Hardness reduces any damage the animated army takes by an amount equal to the Hardness. Once an animated army is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 23. Troop Defenses --- Speed 20 feet; troop movement Battering Fists Single Action to Three Actions (Magical) Frequency once per round; Effect The animated army makes a melee attack against each enemy in a 5-foot emanation (DC 23 basic Reflex save). The damage dealt depends on the number of actions. Single Action 1d8+2 bludgeoning damage Two Actions 2d8+8 bludgeoning damage Three Actions 3d8+10 bludgeoning damage ","skill_mod":{"athletics":18},"summary":"Animated statues usually appear in pairs or alone, hiding in plain sight among the other decor. Occasionally, a creator will fashion dozens of …","primary_source":"Battlecry!","trait_group":["Creature Type","Monster"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3899","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":0,"hardness":10,"vision":"Darkvision","fortitude_save":16,"size":["Gargantuan"],"name":"Animated Army","category":"creature","rarity":"common","slug":"creature-3899"},{"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":75,"language":["Common","Draconic"],"source":["Battlecry!"],"type":"Creature","spell_attack_bonus":[15],"will_save":15,"charisma":2,"speed":{"max":25,"land":25},"perception":12,"wisdom":1,"weakness":{"area":4},"creature_ability":["Troop Defenses","Barrage of Force","Clique Spellcasting","Sparking Wands"],"skill":["Acrobatics","Arcana","Diplomacy","Deception","Thievery"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3900","text":" Apprentice Magician Clique Students at academies that teach magic sometimes form fast friendships. When not studying or blowing off steam together, these cliques might be called to defend their place of learning from outside attack. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Apprentice Magician Clique Source Battlecry! pg. 173 Perception +12 Languages Common, Draconic Skills Acrobatics +12, Arcana +13, Diplomacy +10, Deception +10, Thievery +12 Str +0 Dex +4 Con +1 Int +5 Wis +1 Cha +2 --- AC 21 Fort +9 Ref +12 Will +15 HP 75 (4 segments) Weaknesses area damage 4, splash damage 4 Troop Defenses --- Speed 25 feet; troop movement Arcane Prepared Spells DC 22, attack +15 - Cantrips (3rd) Electric Arc, Ignition, Light, Prestidigitation, Telekinetic Projectile - 1st Dizzying Colors, Hydraulic Push, Sleep - 2nd Blazing Bolt, Entangling Flora, Laughing Fit - 3rd Fireball, Wall of Wind Barrage of Force Two Actions (Arcane, Force) The apprentice magicians launch shards of pure magic at all creatures in a 10-foot burst within 120 feet. This barrage deals 5d4 force damage (DC 19 basic Reflex save). When the clique is reduced to 2 segments, this area decreases to a 5-foot burst. Clique Spellcasting When the apprentice magician clique Casts a Spell, its members pool their arcane power into the spell. A creature who critically fails their save against the spell or whom the clique hits with a critical spell attack is also stupefied 1 for 1 minute. Sparking Wands Single Action to Three Actions (Arcane, Electricity) Frequency once per round; Effect The apprentice magicians wave wands that shoot out minor bolts of electricity at short range. Each enemy in a 5-foot emanation must attempt a DC 19 basic Reflex save. The damage dealt depends on the number of actions. Single Action 1d8 electricity damage Two Actions 2d8+3 electricity damage Three Actions 2d8+7 electricity damage ","tradition":["Arcane"],"skill_mod":{"diplomacy":10,"deception":10,"thievery":12,"arcana":13,"acrobatics":12},"summary":"Students at academies that teach magic sometimes form fast friendships. When not studying or blowing off steam together, these cliques might be …","primary_source":"Battlecry!","spell":["Fireball","Wall of Wind","Blazing Bolt","Entangling Flora","Laughing Fit","Dizzying Colors","Hydraulic Push","Sleep","Electric Arc","Ignition","Light","Prestidigitation","Telekinetic Projectile"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":21,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3900","intelligence":5,"reflex_save":12,"strongest_save":["will"],"dexterity":4,"fortitude_save":9,"size":["Gargantuan"],"name":"Apprentice Magician Clique","category":"creature","rarity":"common","slug":"creature-3900"},{"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":150,"language":["Arboreal","Common","Fey"],"source":["Battlecry!"],"type":"Creature","will_save":18,"charisma":1,"speed":{"max":25,"land":25},"perception":18,"wisdom":5,"weakness":{"area":10,"fire":12},"creature_ability":["Reactive Attack","Troop Defenses","Raise Shields","Shoving Shield Wall","Sword Bash"],"skill":["Athletics","Stealth"],"trait":["Plant","Troop","Uncommon","Wood","Gargantuan"],"id":"creature-3901","text":" Arboreal Copse Though arboreal wardens typically remain within the boundaries of the forests they protect, they occasionally gather into copses to seek information about potential threats to report back to arboreal regents. Arboreals are typically slow to act, but copses must sometimes make quick judgment calls when faced with imminent dangers. Recall Knowledge - Plant (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Arboreal Copse Source Battlecry! pg. 173 Perception +18; low-light vision Languages Arboreal, Common, Fey Skills Athletics +20, Stealth +16 Str +5 Dex +1 Con +5 Int +2 Wis +5 Cha +1 --- AC 27 (29 with shield raised) Fort +20 Ref +16 Will +18 HP 150 (4 segments) Resistances bludgeoning 8, piercing 8 Weaknesses area damage 10, axes 8, fire 12, splash damage 10 Reactive Attack Reaction Trigger An enemy within 5 feet of the arboreal copse uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using; Effect The arboreals swing their stone swords. The triggering enemy takes 2d8+9 bludgeoning damage (DC 25 basic Reflex save). If the creature critically fails their saving throw and the trigger was a manipulate action, the troop disrupts that action. Troop Defenses --- Speed 25 feet; troop movement Raise Shields Single Action The arboreal wardens of the copse raise their shields in tandem, gaining a +2 circumstance bonus to AC and Reflex saves. Shoving Shield Wall Two Actions The arboreal copse Strides. All enemies whose square the copse begins in or passes through during their movement take 5d6 bludgeoning damage (DC 25 basic Fortitude). On a failed saving throw, the arboreal copse carries the creature along on their shields, moving them in the same distance and direction for the rest of their Stride. Sword Bash Single Action to Three Actions The arboreal copse uses their blunt stone longswords to pummel its foes. Each enemy in a 10- foot emanation must attempt a DC 25 basic Reflex save. The damage depends on the number of actions. Single Action 1d8+1 bludgeoning damage Two Actions 2d8+9 bludgeoning damage Three Actions 3d8+10 bludgeoning damage ","element":["Wood"],"skill_mod":{"stealth":16,"athletics":20},"summary":"Though arboreal wardens typically remain within the boundaries of the forests they protect, they occasionally gather into copses to seek information …","primary_source":"Battlecry!","trait_group":["Creature Type","Monster","Rarity","Elemental"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":8,"piercing":8},"url":"/Monsters.aspx?ID=3901","intelligence":2,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":20,"size":["Gargantuan"],"name":"Arboreal Copse","category":"creature","rarity":"uncommon","slug":"creature-3901"},{"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":210,"language":["Common"],"source":["Battlecry!"],"type":"Creature","creature_family":"Military","will_save":22,"charisma":1,"speed":{"max":25,"land":25},"perception":22,"wisdom":5,"weakness":{"area":10},"creature_ability":["Troop Defenses","Dagger Defense","Drilled in Formations","Rain of Arrows"],"skill":["Acrobatics","Stealth","Survival"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3902","text":" Archer Regiment Archer regiments are capable of filling the sky with arrows at great distances, making them vital to any war leader who wishes to weaken the enemy before they get close to allied units or encampments. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Archer Regiment Source Battlecry! pg. 174 Perception +22 Languages Common Skills Acrobatics +25, Stealth +22, Survival +22 Str +4 Dex +7 Con +3 Int +1 Wis +5 Cha +1 --- AC 32 Fort +19 Ref +25 Will +22 HP 210 (4 segments) Weaknesses area damage 10, splash damage 10 Troop Defenses --- Speed 25 feet; troop movement Dagger Defense Single Action to Three Actions The archer regiment draws daggers to attack close-range enemies. Each enemy in a 5-foot emanation must attempt a DC 29 basic Reflex save. The damage depends on the number of actions. The archer regiment gains a +1 circumstance bonus to AC until the beginning of their next turn. Single Action 2d4+2 piercing damage Two Actions 4d4+12 piercing damage Three Actions 4d4+15 piercing damage Drilled in Formations Single Action Frequency once per round; Effect The archer regiment uses Change Formation. An archer regiment unit typically knows the loose and marching column formations. Rain of Arrows Two Actions The archer regiment fires their longbows in a coordinated volley. This volley is either a 15-foot burst within 200 feet that deals 4d8 piercing damage or a 10- foot burst within 100 feet that deals 6d8 piercing damage. Either effect has a DC 29 basic Reflex save. When the archer regiment is reduced to 2 segments, both areas are reduced by 5 feet. ","skill_mod":{"survival":22,"stealth":22,"acrobatics":25},"summary":"Archer regiments are capable of filling the sky with arrows at great distances, making them vital to any war leader who wishes to weaken the enemy …","primary_source":"Battlecry!","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":32,"level":12,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3902","intelligence":1,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":7,"fortitude_save":19,"size":["Gargantuan"],"name":"Archer Regiment","category":"creature","rarity":"common","slug":"creature-3902"},{"constitution":9,"primary_source_category":"Rulebooks","strength":6,"hp":300,"language":["Diabolic","Draconic","Empyrean","Utopian","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["fear"],"source":["Battlecry!"],"type":"Creature","creature_family":"Archon","will_save":28,"charisma":5,"speed":{"fly":60,"max":60,"land":30},"perception":30,"wisdom":5,"weakness":{"area":15,"unholy":15},"creature_ability":["Archon's Aegis","Troop Defenses","Fearless Switch","Living Shields","Smiting Lances"],"skill":["Athletics","Diplomacy","Intimidation","Religion","Survival"],"trait":["Archon","Celestial","Holy","Troop","Uncommon","Gargantuan"],"id":"creature-3903","text":" Archon Bastion Rekheps, also known as shield archons, stand against any fiendish onslaughts on Heaven, but occasionally travel to the mortal Universe to protect the weak. Large formations of rekheps are a sight to behold as they lock their shield forms in place to face the wicked. Recall Knowledge - Celestial (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Archon Bastion Source Battlecry! pg. 174 Perception +30; darkvision Languages Diabolic, Draconic, Empyrean, Utopian; truespeech Skills Athletics +32, Diplomacy +28, Intimidation +28, Religion +28, Survival +26 Str +6 Dex +2 Con +9 Int +3 Wis +5 Cha +5 --- AC 37 all-around vision Fort +30 Ref +25 Will +28 +1 status to all saves vs. magic HP 300 (4 segments) Immunities fear Weaknesses area damage 15, splash damage 15, unholy 15 Archon's Aegis Reaction Trigger An enemy damages an ally of the archon bastion and both are within 15 feet of the archon bastion; Effect The ally gains resistance 20 to all damage against the triggering damage and the enemy takes 1d8+4 piercing damage (DC 34 basic Reflex save). Troop Defenses --- Speed 30 feet, fly 60 feet; troop movement Divine Innate Spells DC 34 - Cantrips (8th) Divine Lance, Message - 2nd Share Life (at will) - 4th Translocate (at will) - Constant (5th) Truespeech Fearless Switch Two Actions (Teleportation) The archon bastion Strides so that at least one of its segments occupies the same space of a Large or smaller willing ally. That willing ally is then teleported to any open space it can fit into that is adjacent to any of the archon bastion's segments, using teleportation magic innate to the troop's individual shield archons. The archon bastion can move up to three allies in this fashion. Living Shields Single Action The archon bastion grants each ally within a 5-foot emanation a +2 circumstance bonus to AC until that ally is no longer within the area or until the start of the archon bastion's next turn, whichever comes first. If the archon bastion uses Archon's Aegis against an attack against one of the shielded allies, the archon bastion gains the resistance and takes the damage rather than the ally. Smiting Lances Single Action to Three Actions (Divine, Holy) Frequency once per round; Effect The archon bastion engages in a uniform melee attack against each enemy in 10-foot emanation (DC 34 basic Reflex save). The damage depends on the number of actions. An unholy creature that fails its save against this effect takes an additional 2d6 spirit damage (or 1d6 spirit damage for the one-action version). Single Action 1d8+4 piercing damage [two-actions] 3d8+14 piercing damage [three-actions] 4d8+19 piercing damage ","tradition":["Divine"],"skill_mod":{"diplomacy":28,"survival":26,"athletics":32,"intimidation":28,"religion":28},"summary":"Rekheps, also known as shield archons , stand against any fiendish onslaughts on Heaven , but occasionally travel to the mortal Universe to protect …","primary_source":"Battlecry!","spell":["Translocate","Share Life","Divine Lance","Message","Truespeech"],"trait_group":["Monster","Creature Type","Mechanics","Rarity"],"ac":37,"level":16,"spell_dc":[34],"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3903","intelligence":3,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":30,"size":["Gargantuan"],"name":"Archon Bastion","category":"creature","rarity":"uncommon","slug":"creature-3903"},{"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":180,"language":["Boggard","Common"],"source":["Battlecry!"],"type":"Creature","creature_family":"Boggard","will_save":16,"charisma":1,"speed":{"max":25,"land":25,"swim":25},"perception":19,"wisdom":2,"weakness":{"area":10},"creature_ability":["Troop Defenses","Batrachian Blitz","Chorus of Croaks","Javelin Barrage","Mounted Troop","Swamp Passage","Tongue Lashing"],"skill":["Acrobatics","Athletics"],"trait":["Amphibious","Animal","Boggard","Human","Humanoid","Troop","Gargantuan"],"id":"creature-3904","text":" Boggard Dreadknot The boggard cavalry wields clubs as they ride giant frogs into battle, often ranging out of their swamp homelands to strike fear into the hearts of their enemies. Recall Knowledge - Animal (Nature): DC 27 Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Boggard Dreadknot Source Battlecry! pg. 175 Perception +19; low-light vision Languages Boggard, Common Skills Acrobatics +19, Athletics +22 Str +5 Dex +4 Con +5 Int +1 Wis +2 Cha +1 --- AC 29 Fort +21 Ref +19 Will +16 HP 180 (4 segments) Weaknesses area damage 10, splash damage 10 Troop Defenses --- Speed 25 feet, swim 25 feet; troop movement Batrachian Blitz Single Action to Three Actions Frequency once per round; Effect The boggard dreadknot pummels each enemy in a 5-foot emanation with their clubs, with a DC 26 basic Reflex save. The damage dealt depends on the number of actions. Single Action 2d6 bludgeoning damage Two Actions 3d6+10 bludgeoning damage Three Actions 4d6+13 bludgeoning damage Chorus of Croaks Single Action (Auditory, Emotion, Fear, Mental) The boggard dreadknot unleashes a chorus of terrifying croaks. Any non-boggard within 30 feet becomes frightened 1 unless they succeed at a DC 26 Will save; those who critically succeed are temporarily immune for 1 minute. Javelin Barrage Two Actions The dreadknot draws javelins and launches a coordinated barrage. This barrage is a 10-foot burst within 30 feet that deals 4d6 piercing damage (DC 26 basic Reflex save). When the dreadknot is reduced to 2 segments, this area decreases to a 5-foot burst. Mounted Troop Effects that target only animals or only humanoids may not work on the boggard dreadknot, subject to the GM's discretion. Swamp Passage A boggard dreadknot ignores difficult terrain caused by swamp terrain features. Tongue Lashing Two Actions The dreadknot's giant frogs lash out at each enemy in a 15-foot emanation with their tongues, requiring them to succeed at a DC 26 Reflex save or become grabbed. A creature grabbed in this way isn't immobilized, but it can't move more than 15 feet from the dreadknot. A creature can sever one of the tongues with a Strike against AC 25 that deals at least 15 slashing damage. This doesn't deal damage to the dreadknot. ","skill_mod":{"athletics":22,"acrobatics":19},"summary":"The boggard cavalry wields clubs as they ride giant frogs into battle, often ranging out of their swamp homelands to strike fear into the hearts of …","primary_source":"Battlecry!","trait_group":["Monster","Creature Type","Ancestry","Half-Elf","Half-Orc"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3904","intelligence":1,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":21,"size":["Gargantuan"],"name":"Boggard Dreadknot","category":"creature","rarity":"common","slug":"creature-3904"},{"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Boggard","Common"],"source":["Battlecry!"],"type":"Creature","creature_family":"Boggard","will_save":11,"charisma":0,"speed":{"max":25,"land":20,"swim":25},"perception":19,"wisdom":2,"weakness":{"area":5},"creature_ability":["Troop Defenses","Chorus of Croaks","Coordinated Tongue Pull","Morningstar Massacre","Sling Barrage","Swamp Passage"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Amphibious","Boggard","Humanoid","Troop","Gargantuan"],"id":"creature-3905","text":" Boggard Scouting Party Boggard scouting parties run ahead of other boggard troops to get the lay of the land. They sometimes engage if they think they can quickly vanquish an enemy force. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Boggard Scouting Party Source Battlecry! pg. 175 Perception +19; darkvision Languages Boggard, Common Skills Acrobatics +13, Athletics +15, Stealth +13 Str +5 Dex +4 Con +2 Int +0 Wis +2 Cha +0 --- AC 23 Fort +17 Ref +14 Will +11 HP 90 (4 segments) Weaknesses area damage 5, splash damage 5 Troop Defenses --- Speed 20 feet, swim 25 feet; troop movement Chorus of Croaks Single Action (Auditory, Emotion, Fear, Mental) The boggard scouting party unleashes a chorus of terrifying croaks. Any non-boggard within 30 feet becomes frightened 1 unless they succeed at a DC 21 Will save; those who critically succeed are temporarily immune for 1 minute. Coordinated Tongue Pull Single Action Frequency once per round; Effect Several boggards use their tongues to grapple an enemy within 10 feet to pull them closer. The target must attempt a DC 21 Reflex save. On a failure, they are grabbed and pulled 5 feet closer to the scouting party. A creature grabbed in this way isn't immobilized, but it can't move more than 10 feet from the scouting party. A creature can sever one of the tongues with a Strike against AC 21 that deals at least 5 slashing damage. This doesn't damage the scouting party. Morningstar Massacre Single Action to Three Actions Frequency once per round; Effect The boggards execute coordinated melee attacks against each enemy in a 5-foot emanation, with a DC 21 basic Reflex save. The damage dealt depends on the number of actions. Single Action 1d6 bludgeoning or piercing damage Two Actions 2d6+7 bludgeoning or piercing damage Three Actions 2d6+11 bludgeoning or piercing damage Sling Barrage Two Actions The dreadknot draws and loads slings to launch a coordinated barrage. This barrage is a 10-foot burst within 50 feet that deals 3d6 bludgeoning damage (DC 21 basic Reflex save). When the scouting party is reduced to 2 segments, this area decreases to a 5-foot burst. Swamp Passage A boggard scouting party ignores difficult terrain caused by swamp terrain features. ","skill_mod":{"stealth":13,"athletics":15,"acrobatics":13},"summary":"Boggard scouting parties run ahead of other boggard troops to get the lay of the land. They sometimes engage if they think they can quickly vanquish …","primary_source":"Battlecry!","trait_group":["Monster","Creature Type"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3905","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":17,"size":["Gargantuan"],"name":"Boggard Scouting Party","category":"creature","rarity":"common","slug":"creature-3905"},{"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":135,"language":["Draconic","Mwangi"],"source":["Battlecry!"],"type":"Creature","creature_family":"Charau-ka","will_save":15,"charisma":1,"speed":{"climb":25,"max":25,"land":25},"perception":16,"wisdom":3,"weakness":{"area":8},"creature_ability":["Troop Defenses","Frenzied Hatchets","Shrieking Charge","Storm of Daggers"],"skill":["Athletics","Intimidation","Stealth"],"trait":["Charau-ka","Humanoid","Troop","Gargantuan"],"id":"creature-3906","text":" Charau-Ka Shrieker Crew Charau-ka are small humanoid apes who live in tropical jungles, especially within the Mwangi Expanse. Shrieker crews patrol the canopies close to charau-ka settlements, keeping predators at bay. Sometimes, a group of charauka will devote themselves to the demon lord Angazhan and become a bloodthirsty hunting party. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Charau-Ka Shrieker Crew Source Battlecry! pg. 175 Perception +16; darkvision, scent (imprecise) 30 feet Languages Draconic, Mwangi Skills Athletics +18, Intimidation +16, Stealth +14 Str +4 Dex +6 Con +3 Int +0 Wis +3 Cha +1 --- AC 26 Fort +15 Ref +19 Will +15 HP 135 (4 segments) Weaknesses area damage 8, splash damage 8 Troop Defenses --- Speed 25 feet, climb 25 feet; troop movement Frenzied Hatchets Single Action to Three Actions Frequency once per round; Effect The charau-ka engage in a coordinated melee attack against each enemy in a 5-foot emanation (DC 23 basic Reflex save). The damage depends on the number of actions. Single Action 1d6+2 slashing damage Two Actions 2d6+10 slashing damage Three Actions 3d6+13 slashing damage Shrieking Charge Two Actions (Auditory) With raucous shrieks, the shrieker crew charges forward. The troop Strides twice. If they move at least 10 feet, the crew deals 3d6+13 slashing damage (DC 23 basic Reflex save) to each enemy in a 5-foot emanation at the end of the crew's movement. Each target who fails this save is also deafened for 1 round. Storm of Daggers Two Actions The charau-ka hurl daggers as a ranged attack in the form of a barrage. This barrage is a 10-foot burst within 30 feet that deals 5d4 piercing damage (DC 23 basic Reflex save). The range increases by 15 feet if the charau-ka are above their targets. When the shrieker crew is reduced to 2 segments, this area decreases to a 5-foot burst. ","skill_mod":{"stealth":14,"athletics":18,"intimidation":16},"summary":"Charau-ka are small humanoid apes who live in tropical jungles, especially within the Mwangi Expanse. Shrieker crews patrol the canopies close to …","primary_source":"Battlecry!","trait_group":["Monster","Creature Type"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=3906","intelligence":0,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":15,"size":["Gargantuan"],"name":"Charau-Ka Shrieker Crew","category":"creature","rarity":"common","slug":"creature-3906"},{"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":195,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poisoned","sickened","unconscious","vitality","void"],"source":["Battlecry!"],"type":"Creature","creature_family":"Clockworks","will_save":18,"charisma":-5,"speed":{"max":25,"land":25},"perception":21,"wisdom":5,"weakness":{"area":10,"orichalcum":10,"electricity":10,"splash":10},"creature_ability":["Wind-Up","Reactive Sweep","Troop Defenses","Halberd Sweep","Raise Defenses"],"skill":["Athletics"],"trait":["Clockwork","Construct","Mindless","Troop","Uncommon","Gargantuan"],"id":"creature-3907","text":" Clockwork Infantry With each unit being 500 pounds of metal and magic, a clockwork infantry is a force to be reckoned with on the battlefield. Needing no food, shelter, or rest and feeling no pain, clockwork infantry can advance where living units have great trouble. With no morale that can be broken or minds that can be beguiled, they patrol without stopping and show no mercy. The only drawback is the need to wind them more often than simpler clockwork mechanics. Recall Knowledge - Construct (Arcana, Crafting): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Clockwork Infantry Source Battlecry! pg. 176 Perception +21; darkvision Languages Skills Athletics +23 Str +7 Dex +3 Con +5 Int -5 Wis +5 Cha -5 Wind-Up 24 hours, DC 27, standby --- AC 30 Fort +24 Ref +21 Will +18 HP 195 (4 segments) Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poisoned, sickened, unconscious, vitality, void Resistances physical 8 (except adamantine or orichalcum) Weaknesses area damage 10, electricity 10, splash damage 10, orichalcum 10 Reactive Sweep Reaction Trigger An enemy within a 10-foot emanation uses a manipulate action or a move action, makes a ranged attack, or leaves a square in the area during a move action it's using; Effect The clockwork infantry lashes out with their halberds. The triggering enemy takes 2d10+10 damage (DC 27 basic Reflex save). If the enemy critically fails this saving throw and the trigger was a manipulate action, the damage disrupts that action. Troop Defenses --- Speed 25 feet; troop movement Halberd Sweep Single Action to Three Actions Frequency once per round; Effect The clockwork infantry engages in a coordinated melee attack against each enemy in a 10-foot emanation, with a DC 27 basic Reflex save. The damage depends on the number of actions. Single Action 1d10+2 piercing or slashing damage Two Actions 2d10+10 piercing or slashing damage Three Actions 3d10+12 piercing or slashing damage Raise Defenses Single Action Frequency once per round; Effect The clockwork soldiers of the infantry extend external plates on mechanical actuators to defend the troop or an adjacent creature. The creature gains a +2 circumstance bonus to AC until the start of the infantry's next turn, or until it is no longer adjacent to the infantry, whichever comes first. ","skill_mod":{"athletics":23},"summary":"With each unit being 500 pounds of metal and magic, a clockwork infantry is a force to be reckoned with on the battlefield. Needing no food, shelter, …","primary_source":"Battlecry!","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"bludgeoning":8,"piercing":8,"slashing":8,"physical":8},"url":"/Monsters.aspx?ID=3907","intelligence":-5,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":24,"size":["Gargantuan"],"name":"Clockwork Infantry","category":"creature","rarity":"uncommon","slug":"creature-3907"},{"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":75,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","unconscious","vitality","void"],"source":["Battlecry!"],"type":"Creature","creature_family":"Clockworks","will_save":9,"charisma":-5,"speed":{"climb":20,"max":30,"land":30},"perception":12,"wisdom":5,"weakness":{"area":5,"orichalcum":5,"electricity":5},"creature_ability":["Wind-Up","Troop Defenses","Fire Crossbows","Scratch and Bite","War Pounce"],"skill":["Athletics","Stealth"],"trait":["Clockwork","Construct","Mindless","Troop","Uncommon","Gargantuan"],"id":"creature-3908","text":" Clockwork Runner Pack Clockwork runners are units build for speed. Mimicking large cats, they sacrifice sturdiness for agility. Runners provide excellent battlefield control by speedily traversing diverse terrain types, able to cut off enemy units and provide covering fire for allies with their built-in crossbows. As clockworks, they do need to be rewound, making them less ideal for longer deployments. Recall Knowledge - Construct (Arcana, Crafting): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Clockwork Runner Pack Source Battlecry! pg. 176 Perception +12; darkvision Languages Skills Athletics +12, Stealth +13 Str +2 Dex +6 Con +0 Int -5 Wis +5 Cha -5 Wind-Up 48 hours, DC 19, standby --- AC 21 Fort +9 Ref +15 Will +9 HP 75 (4 segments) Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void Weaknesses area damage 5, electricity 5, splash damage 5, orichalcum 5 Troop Defenses --- Speed 30 feet, climb 20 feet; troop movement Fire Crossbows Two Actions The clockwork runners reload the crossbows built onto their backs, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 2d8 piercing damage (DC 19 basic Reflex save). When the clockwork runners are reduced to 2 segments, this area decreases to a 5-foot burst. Scratch and Bite Single Action to Three Actions Frequency once per round; Effect The clockwork runners engage in a pack attack against each enemy in a 5-foot emanation, with a DC 19 basic Reflex save. The damage depends on the number of actions. Single Action 1d8 piercing or slashing damage Two Actions 2d8+3 piercing or slashing damage Three Actions 2d8+7 piercing or slashing damage War Pounce Single Action Frequency once per round; Effect The clockwork runner pack Strides, ignoring difficult terrain (but not greater difficult terrain). At the end of this movement, each enemy in a 5-foot emanation takes 1d8 piercing or slashing damage (DC 19 basic Reflex save). ","skill_mod":{"stealth":13,"athletics":12},"summary":"Clockwork runners are units build for speed. Mimicking large cats, they sacrifice sturdiness for agility. Runners provide excellent battlefield …","primary_source":"Battlecry!","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=3908","intelligence":-5,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":9,"size":["Gargantuan"],"name":"Clockwork Runner Pack","category":"creature","rarity":"uncommon","slug":"creature-3908"},{"constitution":6,"primary_source_category":"Rulebooks","strength":4,"hp":120,"source":["Battlecry!"],"type":"Creature","creature_family":"Dinosaur","will_save":12,"charisma":3,"speed":{"max":30,"land":30},"perception":15,"wisdom":2,"weakness":{"area":6},"creature_ability":["Troop Defenses","Jaws and Claws","Predator's Advantage","Surround Prey"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Dinosaur","Troop","Gargantuan"],"id":"creature-3909","text":" Deinonychus Pack Deinonychuses are widely known and feared both for the razor-sharp claws with which they savagely disembowel their prey and for their unmatched mastery of pack tactics, which enables determined deinonychus packs to consistently bring down prey much larger than themselves. Some iruxi and xulgath communities train these dinosaurs to act as battlefield skirmishers, weakening their enemies with hit-and-run tactics before closing in for the kill. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Deinonychus Pack Source Battlecry! pg. 175 Perception +15; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +15, Athletics +17, Stealth +15 Str +4 Dex +4 Con +6 Int -4 Wis +2 Cha +3 --- AC 24 Fort +18 Ref +15 Will +12 HP 120 (4 segments) Weaknesses area damage 6, splash damage 6 Troop Defenses --- Speed 30 feet; troop movement Jaws and Claws Single Action to Three Actions Frequency once per round; Effect The pack makes a melee attack against each enemy in a 5-foot emanation (DC 22 basic Reflex save). The damage depends on the number of actions. Single Action 1d6 slashing or piercing damage plus 1d4 persistent bleed damage Two Actions 2d6+4 slashing or piercing damage plus 2d4 persistent bleed damage Three Actions 3d6+6 slashing or piercing damage plus 2d4 persistent bleed damage Predator's Advantage Bleeding creatures take a –2 circumstance penalty to Reflex saves against a deinonychus pack's Jaws and Claws. Surround Prey Two Actions Requirements The deinonychus pack has at least 3 segments; Effect The pack Strides, positioning its segments so that at least two of them are adjacent to the same creature, and lashes out with its talons. That creature must succeed at a DC 22 Reflex save or take 2d4 persistent bleed damage ","skill_mod":{"stealth":15,"athletics":17,"acrobatics":15},"summary":"Deinonychuses are widely known and feared both for the razor-sharp claws with which they savagely disembowel their prey and for their unmatched …","image":["/Images/Monsters/Deinonychus_Pack.webp"],"primary_source":"Battlecry!","trait_group":["Creature Type","Monster"],"ac":24,"level":7,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3909","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":18,"size":["Gargantuan"],"name":"Deinonychus Pack","category":"creature","rarity":"common","slug":"creature-3909"},{"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":270,"source":["Battlecry!"],"type":"Creature","will_save":23,"charisma":-1,"speed":{"max":25,"land":25},"perception":25,"wisdom":3,"weakness":{"area":15},"creature_ability":["Regrowth","Stench","Troop Defenses","Acid Rain","Amnesia Venom","Constrict","Mass Improved Grab","Root","Thrashing Vines"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Plant","Troop","Gargantuan"],"id":"creature-3910","text":" Dezullon Thicket It is thankfully uncommon to encounter more than one dezullon within a few square miles, largely because few ecosystems contain enough prey to sustain more than one of the ravenous flesh-eating plants for long. When a well-fed dezullon finds a suitably abundant location, however, it occasionally takes root, blooms, and shortly thereafter expels dozens of fist-sized seed pods. Should enough of the resulting saplings survive to full size, they temporarily merge into a tangled mass of grasping tendrils and sweep across the area, voraciously scouring their environment clean of any remaining game before dispersing to seek their own hunting grounds. Recall Knowledge - Plant (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Dezullon Thicket Source Battlecry! pg. 177 Perception +25; low-light vision Languages Skills Acrobatics +29, Athletics +27, Stealth +29 Str +6 Dex +8 Con +4 Int -4 Wis +3 Cha -1 --- AC 36 Fort +24 Ref +28 Will +23 HP 270 (4 segments) , regeneration 30 (deactivated by fire) Resistances acid 20 Weaknesses area damage 15, splash damage 15 Regrowth When the dezullon thicket's regeneration raises its Hit Points above a listed threshold after losing a segment for dropping below it, the thicket immediately regains that lost segment. Stench (aura, olfactory) 30 feet, DC 33 Troop Defenses --- Speed 25 feet; troop movement Acid Rain The dezullon thicket discharges a cascade of acidic digestive juices as a ranged attack, dealing 6d6 acid damage in a 10-foot burst within 30 feet (DC 33 basic Reflex save) and exposing any creature struck to amnesia venom. When the thicket is reduced to 2 segments, this area decreases to a 5-foot burst. Amnesia Venom (Mental, Poison) Saving Throw DC 33 Fortitude; Maximum Duration 6 rounds; Stage 1 clumsy 1 (1 round); Stage 2 clumsy 2 (1 round); Stage 3 confused, off-guard, and clumsy 3 (1 round); Stage 4 as Stage 3 and permanently forget the last hour (1 round) Constrict Single Action 1d10+6 bludgeoning, DC 36 Mass Improved Grab Free Action Trigger A creature fails or critically fails their Reflex save against the dezullon thicket's Thrashing Vines; Effect The dezullon thicket attempts an Athletics check to Grapple the triggering creature. A dezullon thicket can Grapple as many creatures as it has remaining segments, though it needs to spend an action to extend the duration on subsequent rounds. These attempts neither apply nor count toward the creature's multiple attack penalty. Root Single Action (Concentrate) Until the next time it acts, the dezullon thicket appears to be a field of normal pitcher plants. It has an automatic result of 49 (53 in forests or swamps) on Deception checks and DCs to pass as a grove of noncreature plants. Thrashing Vines Single Action to Three Actions Frequency once per round; Effect The thicket makes a melee attack against each enemy within a 5-foot emanation (DC 33 basic Reflex save). The damage depends on the number of actions. Single Action 1d8+3 bludgeoning plus 1d6 acid Two Actions 2d8+11 bludgeoning plus 2d6 acid and Mass Improved Grab Three Actions 3d8+12 bludgeoning plus 3d6 acid and Mass Improved Grab ","skill_mod":{"stealth":29,"athletics":27,"acrobatics":29},"summary":"It is thankfully uncommon to encounter more than one dezullon within a few square miles, largely because few ecosystems contain enough prey to …","primary_source":"Battlecry!","trait_group":["Creature Type","Monster"],"ac":36,"level":15,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{"acid":20},"url":"/Monsters.aspx?ID=3910","intelligence":-4,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Low-light vision","fortitude_save":24,"size":["Gargantuan"],"name":"Dezullon Thicket","category":"creature","rarity":"common","slug":"creature-3910"},{"constitution":4,"primary_source_category":"Rulebooks","strength":8,"hp":240,"language":["Draconic"],"immunity":["paralyzed","sleep"],"source":["Battlecry!"],"type":"Creature","creature_family":"Drake","will_save":20,"charisma":1,"speed":{"fly":50,"max":50,"land":20},"perception":23,"wisdom":2,"weakness":{"area":10},"creature_ability":["Tail Lashes","Troop Defenses","Draconic Onslaught","Drake Breath","Speed Surge"],"skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Dragon","Troop","Uncommon","Gargantuan"],"id":"creature-3911","text":" Drake Flight Though drakes from different biomes rarely interact with one another due to geographical distance, a powerful creature, ancient artifact, or natural catastrophe could bring together multiple types of drakes into a single terrifying, living catastrophe. Such a flight can be a terror to behold on the battlefield. Recall Knowledge - Dragon (Arcana): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Drake Flight Source Battlecry! pg. 178 Perception +23; darkvision, scent (imprecise) 30 feet Languages Draconic Skills Acrobatics +27, Athletics +30, Intimidation +24, Survival +24 Str +8 Dex +5 Con +4 Int -2 Wis +2 Cha +1 --- AC 33 Fort +26 Ref +23 Will +20 HP 240 (4 segments) Immunities paralyzed, sleep Resistances acid 5, cold 5, fire 5, poison 5 Weaknesses area damage 10, splash damage 10 Tail Lashes Reaction Trigger A creature within 10 feet of the drake flight uses an action to Strike or attempt a skill check; Effect The drakes lash out with their tails, dealing 3d8+10 bludgeoning damage (DC 30 basic Reflex save). If the triggering creature fails the save, they also take a –2 circumstance penalty to the triggering roll. Troop Defenses --- Speed 20 feet, fly 50 feet; troop movement Draconic Onslaught Single Action to Three Actions The drakes frenzy, lashing out with fangs and tails. Each enemy in a 10-foot emanation attempts a DC 30 basic Reflex save. The damage depends on the number of actions. Single Action 2d8 piercing or bludgeoning damage Two Actions 3d8+10 piercing or bludgeoning damage Three Actions 4d8+14 piercing or bludgeoning damage Drake Breath Two Actions (Primal) Certain drakes within the flight bring their breath weapon (or similar ability) to bear, exhaling energy that explodes in a 15-foot burst within 120 feet. This explosion deals 5d6 acid, cold, fire, or poison damage; the ability gains the corresponding trait. The drake flight can't choose the same damage type until it uses this ability with a different damage type. When the drakes are reduced to 2 segments, this area decreases to a 10-foot burst. Speed Surge Single Action Frequency three times per day; Effect The drake flight Strides or Flies twice. ","skill_mod":{"survival":24,"athletics":30,"intimidation":24,"acrobatics":27},"summary":"Though drakes from different biomes rarely interact with one another due to geographical distance, a powerful creature, ancient artifact, or natural …","primary_source":"Battlecry!","trait_group":["Creature Type","Monster","Rarity"],"ac":33,"level":13,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"acid":5,"poison":5,"fire":5,"cold":5},"url":"/Monsters.aspx?ID=3911","intelligence":-2,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":26,"size":["Gargantuan"],"name":"Drake Flight","category":"creature","rarity":"uncommon","slug":"creature-3911"},{"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Common","Orcish"],"source":["Battlecry!"],"type":"Creature","will_save":11,"charisma":0,"speed":{"max":25,"land":25},"perception":14,"wisdom":2,"weakness":{"area":5},"creature_ability":["Ferocious Fall","Troop Defenses","Bola Hurl","Charge the Fallen","Disciplined Strikes"],"skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Dromaar","Human","Humanoid","Orc","Troop","Gargantuan","Half-Orc"],"id":"creature-3912","text":" Dromaar Company Numerous dromaar mercenary companies operate in and around Belkzen, providing their strength at arms to any hold that requests their services. These disciplined warriors march confidently into battle, bringing their axes to bear against all who stand in their way. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Dromaar Company Source Battlecry! pg. 178 Perception +14; darkvision Languages Common, Orcish Skills Acrobatics +13, Athletics +15, Intimidation +11, Survival +11 Str +5 Dex +4 Con +2 Int +0 Wis +2 Cha +0 --- AC 23 Fort +14 Ref +17 Will +11 HP 90 (4 segments) Weaknesses area damage 5, splash damage 5 Ferocious Fall Reaction Trigger The dromaar company is about to lose a segment due to passing a Hit Point threshold; Effect The dying dromaar mercenaries lash out as they fall. Each enemy in a 5-foot emanation takes 1d8 slashing damage (DC 21 basic Reflex save); this occurs before the troop loses a segment. Troop Defenses --- Speed 25 feet; troop movement Bola Hurl Two Actions The dromaars draw bolas and toss them in a 15-foot cone. Each creature in this area takes 3d6 nonlethal bludgeoning damage (DC 21 basic Reflex save). A creature who fails this saving throw is also knocked prone. Charge the Fallen Two Actions The dromaar company Strides up to twice, sweeping with their axes. They deal 2d8+5 slashing damage (DC 21 basic Reflex save) to each enemy in a 5-foot emanation at the end of their movement. This damage increases by 5 if the target is prone. Disciplined Strikes Single Action to Three Actions Frequency once per round; Effect The dromaars coordinate melee attacks with their axes against all enemies in a 5-foot emanation (DC 21 basic Reflex save). The damage depends on the number of actions. Single Action 1d8 slashing damage Two Actions 2d8+5 slashing damage Three Actions 2d8+10 slashing damage ","skill_mod":{"survival":11,"athletics":15,"intimidation":11,"acrobatics":13},"summary":"Numerous dromaar mercenary companies operate in and around Belkzen, providing their strength at arms to any hold that requests their services. …","primary_source":"Battlecry!","trait_group":["Ancestry","Half-Orc","Half-Elf","Creature Type","Monster","Weapon"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3912","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":14,"size":["Gargantuan"],"name":"Dromaar Company","category":"creature","rarity":"common","slug":"creature-3912"},{"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":210,"language":["Common","Wildsong"],"source":["Battlecry!"],"type":"Creature","spell_attack_bonus":[26],"will_save":25,"charisma":4,"speed":{"max":25,"land":25},"perception":22,"wisdom":7,"weakness":{"area":10},"creature_ability":["Troop Defenses","Call Down the Storm","Sickle and Staff","Troop Spellcasting"],"skill":["Diplomacy","Medicine","Nature","Survival"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3913","text":" Druid Circle In their role as protectors of the wild and unspoiled areas of the world, powerful druids might gather together to stand against a particularly heinous threat. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Druid Circle Source Battlecry! pg. 179 Perception +22 Languages Common, Wildsong Skills Diplomacy +20, Medicine +25, Nature +25, Survival +25 Str +1 Dex +4 Con +1 Int +2 Wis +7 Cha +4 --- AC 32 Fort +19 Ref +22 Will +25 HP 210 (4 segments) Weaknesses area damage 10, splash damage 10 Troop Defenses --- Speed 25 feet; troop movement Primal Prepared Spells DC 32, attack +26 - Cantrips (6th) Caustic Blast, Frostbite, Know the Way, Stabilize, Tangle Vine - 4th Hydraulic Torrent, Lightning Bolt, Speak with Plants - 5th Control Water, Howling Blizzard, Toxic Cloud - 6th Chain Lightning, Howling Blizzard, Tangling Creepers Call Down the Storm Two Actions (Air, Primal, Electricity) The druids summon wind and lightning against all creatures in a 10-foot burst within 80 feet. This storm deals 3d10 electricity damage (DC 29 basic Reflex save). A creature who fails the save is also pushed 5 feet away from the druid circle. When the druid circle is reduced to 2 segments, this area decreases to a 5-foot burst. Sickle and Staff Single Action to Three Actions Frequency once per round; Effect The druids strike out in a coordinated melee attack against all enemies in a 5-foot emanation with a DC 29 basic Reflex save. The damage dealt depends on the number of actions. Single Action 2d6 bludgeoning or slashing damage Two Actions 4d6+9 bludgeoning or slashing damage Three Actions 5d6+13 bludgeoning or slashing damage Troop Spellcasting When the druid circle Casts a Spell, its constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. ","tradition":["Primal"],"skill_mod":{"diplomacy":20,"nature":25,"survival":25,"medicine":25},"summary":"In their role as protectors of the wild and unspoiled areas of the world, powerful druids might gather together to stand against a particularly …","primary_source":"Battlecry!","spell":["Chain Lightning","Howling Blizzard","Tangling Creepers","Control Water","Toxic Cloud","Hydraulic Torrent","Lightning Bolt","Speak with Plants","Caustic Blast","Frostbite","Know the Way","Stabilize","Tangle Vine"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":32,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3913","intelligence":2,"reflex_save":22,"strongest_save":["will"],"dexterity":4,"fortitude_save":19,"size":["Gargantuan"],"name":"Druid Circle","category":"creature","rarity":"common","slug":"creature-3913"},{"constitution":5,"primary_source_category":"Rulebooks","strength":1,"hp":180,"language":["Common","Dwarven"],"source":["Battlecry!"],"type":"Creature","creature_family":"Dwarf","will_save":16,"charisma":0,"speed":{"max":20,"land":20},"perception":22,"wisdom":1,"weakness":{"area":12},"creature_ability":["Troop Defenses","Frequency once per round","Hampering Fusillade","Bolts from the Blue"],"skill":["Athletics","Crafting"],"trait":["Dwarf","Humanoid","Troop","Gargantuan"],"id":"creature-3914","text":" Dwarf Longshot Squad While many dwarves train to master hammers and shields, others seek to become masters of ranged weapons, usually sturdy and dwarven-built crossbows. Dwarven armies employ longshot squads as the first line of defense, especially outside of cramped tunnels and subterranean caverns. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Dwarf Longshot Squad Source Battlecry! pg. 179 Perception +22; darkvision Languages Common, Dwarven Skills Athletics +19, Crafting +22 Str +1 Dex +7 Con +5 Int +3 Wis +1 Cha +0 --- AC 29 Fort +19 Ref +22 Will +16 HP 180 (4 segments) Weaknesses area damage 12, splash damage 12 Troop Defenses --- Speed 20 feet; troop movement Frequency once per round Effect Using blades attached to their crossbows, the dwarven longshots engages in a coordinated melee attack against enemies in a 5-foot emanation, with a DC 26 basic Reflex save. The damage depends on the number of actions. Single Action 1d8+2 piercing damage Two Actions 2d8+11 piercing damage Three Actions 3d8+13 piercing damage Hampering Fusillade Two Actions The dwarven longshots fire dozens of bolts in quick succession to slow down advancing enemies. Each creature in a 30-foot burst within 120 feet must attempt a DC 26 Fortitude saving throw. On a failure, a creature takes a –10-foot circumstance penalty to its Speed for 1 minute. Spending an Interact action to remove the bolts ends this penalty. Bolts from the Blue Two Actions The dwarven longshots reload their crossbows, then launch a ranged attack in the form of a volley. This volley is a 15-foot burst within 120 feet that deals 6d6 piercing damage with a DC 26 basic Reflex saving throw. When the dwarven longshot squad is reduced to 2 segments, this area decreases to a 10-foot burst. Longshots With Guns Dwarves from Dongun Hold and similar places have access to firearms, and you might choose to reflect this by giving the dwarf longshot squad rifles. Adjust the stat block to have the uncommon trait and replace mentions of “crossbows” to “rifles” and “bolts” to “bullets.” In addition, give the Bolts from the Blue action the concussive trait, meaning that it deals bludgeoning or piercing damage, whichever would be more detrimental to each target (you may also want to refer to it as “Bullets from the Blue”). Finally, replace Hampering Fusillade with the following ability. Bullet Smog Two Actions The dwarven longshots fire their rifles in rapid succession to create a cloud of smoke within 120 feet. This cloud is a 20-foot burst and lasts for 1 minute or until it is dispersed by a strong wind, whichever comes first. All creatures within the cloud become concealed, and all creatures outside the cloud become concealed to creatures within it. ","skill_mod":{"crafting":22,"athletics":19},"summary":"While many dwarves train to master hammers and shields, others seek to become masters of ranged weapons, usually sturdy and dwarven-built crossbows. …","image":["/Images/Monsters/Dwarf_Longshot_Squad.webp"],"primary_source":"Battlecry!","trait_group":["Ancestry","Weapon","Creature Type","Monster"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3914","intelligence":3,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":19,"size":["Gargantuan"],"name":"Dwarf Longshot Squad","category":"creature","rarity":"common","slug":"creature-3914"},{"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":240,"language":["Common"],"source":["Battlecry!"],"type":"Creature","creature_family":"Military","will_save":20,"charisma":0,"speed":{"max":20,"land":20},"perception":23,"wisdom":2,"weakness":{"area":12},"creature_ability":["No Retreat","Troop Defenses","Bolt Salvo","Clash of Steel","Drilled in Formations","First-class Charge"],"skill":["Athletics","Warfare Lore"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3915","text":" First-Class Infantry Soldiers who participate in multiple campaigns of war gain the experience necessary to become their military's finest fighting forces. First-class infantry troops are deployed on battlefields where winning the day is of the utmost importance. Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 First-Class Infantry Source Battlecry! pg. 180 Perception +23 Languages Common Skills Athletics +27, Warfare Lore +24 Str +8 Dex +4 Con +5 Int +0 Wis +2 Cha +0 --- AC 33 Fort +26 Ref +23 Will +20 HP 240 (4 segments) Weaknesses area damage 12, splash damage 12 No Retreat These soldiers have been extensively trained to hold their ground no matter the situation. If any effect would force the first-class infantry to move, reduce the distance by 10 feet. Any time they would be affected by the fleeing condition, the first-class infantry is instead slowed 2 for the same duration. Troop Defenses --- Speed 20 feet; troop movement Bolt Salvo Three Actions The first-class infantry draws, loads, and shoots a salvo from their crossbows. The salvo is a 10-foot burst within 120 feet that deals 4d8 piercing damage (DC 30 basic Reflex save). When the first-class infantry is reduced to 2 segments, this area decreases to a 5-foot burst. Clash of Steel Single Action to Three Actions Frequency once per round; Effect The first-class infantry attacks each enemy in a 5-foot emanation, with a DC 29 basic Reflex save. The damage depends on the number of actions. Single Action 2d6+1 slashing damage Two Actions 4d6+10 slashing damage Three Actions 4d6+18 slashing damage Drilled in Formations Single Action Frequency once per round; Effect The first-class infantry uses Change Formation. An first-class infantry unit typically knows the marching column and wedge formations. First-class Charge Two Actions The first-class infantry rushes forward with a hunger for battle. They Stride up to twice their Speed. At the end of their movement, each enemy within a 5-foot emanation takes 2d6+5 slashing damage, with a DC 30 basic Reflex save. ","skill_mod":{"athletics":27},"summary":"Soldiers who participate in multiple campaigns of war gain the experience necessary to become their military's finest fighting forces. First-class …","primary_source":"Battlecry!","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":33,"level":13,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3915","intelligence":0,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":26,"size":["Gargantuan"],"name":"First-Class Infantry","category":"creature","rarity":"common","slug":"creature-3915"},{"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Common","Sakvroth","can't speak any language"],"immunity":["acid","mental"],"source":["Battlecry!"],"type":"Creature","creature_family":"Fleshwarp","will_save":13,"charisma":0,"speed":{"max":30,"land":30},"perception":16,"wisdom":0,"weakness":{"area":10},"creature_ability":["Brutal Retaliation","Troop Defenses","Acid Spray","Frenzy of Tentacles and Claws","Many-Limbed Stride"],"skill":["Acrobatics","Athletics","Intimidation"],"trait":["Aberration","Mindless","Troop","Uncommon","Gargantuan"],"id":"creature-3916","text":" Fleshwarp Amalgam While fleshwarpers would like every creation to be perfect, they produce countless rejects. Many of these are killed at creation. But some still have some use, turning imperfection into some kind of weapon. These rejects— mounds of flesh, carapaces, and too many limbs—can be whipped into a frenzy and set against enemy forces. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Fleshwarp Amalgam Source Battlecry! pg. 180 Perception +16; darkvision Languages Common, Sakvroth; can't speak any language Skills Acrobatics +14, Athletics +18, Intimidation +16 Str +6 Dex +2 Con +5 Int -5 Wis +0 Cha +0 --- AC 26 Fort +19 Ref +14 Will +13 HP 135 (4 segments) Immunities acid, mental Weaknesses area damage 10, splash damage 10 Brutal Retaliation Reaction Trigger The fleshwarp amalgam loses a segment due to passing a Hit Point threshold; Effect The fleshwarp amalgam lashes out in retaliation. Each enemy in a 5-foot emanation takes 2d10+6 bludgeoning or slashing damage (DC 23 basic Reflex). A creature who fails the save is also pushed 5 feet away from the amalgam. Troop Defenses --- Speed 30 feet; troop movement Acid Spray Two Actions (Acid) The fleshwarp amalgam sprays acid from their various orifices, combining the streams into a powerful spray. This acid spray is a 10-foot burst that deals 3d8 acid damage (DC 23 basic Reflex save) within 60 feet. A creature who critically fails their saving throw takes 1d8 persistent acid damage. When the troop is reduced to 2 segments, this area decreases to a 5-foot burst. Frenzy of Tentacles and Claws Single Action to Three Actions Frequency once per round; Effect The fleshwarps make wild melee attacks against each enemy in a 5-foot emanation (DC 23 basic Reflex save). The damage depends on the number of actions. Single Action 1d10 bludgeoning or slashing damage Two Actions 2d10+6 bludgeoning or slashing damage Three Actions 2d10+11 bludgeoning or slashing damage Many-Limbed Stride While moving on land, the fleshwarp amalgam ignores the effects of non-magical difficult terrain. ","skill_mod":{"athletics":18,"intimidation":16,"acrobatics":14},"summary":"While fleshwarpers would like every creation to be perfect, they produce countless rejects. Many of these are killed at creation. But some still have …","image":["/Images/Monsters/Fleshwarp_Amalgam.webp"],"primary_source":"Battlecry!","trait_group":["Creature Type","Monster","Rarity"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3916","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":19,"size":["Gargantuan"],"name":"Fleshwarp Amalgam","category":"creature","rarity":"uncommon","slug":"creature-3916"},{"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":150,"language":["Common","Petran"],"immunity":["bleed"],"source":["Battlecry!"],"type":"Creature","creature_family":"Gargoyle","will_save":17,"charisma":-2,"speed":{"fly":40,"max":40,"land":25},"perception":18,"wisdom":3,"weakness":{"area":10},"creature_ability":["Death From Above","Troop Defenses","Catch and Release","Raking Swoop"],"skill":["Acrobatics","Athletics"],"trait":["Beast","Earth","Troop","Gargantuan"],"id":"creature-3917","text":" Gargoyle Wing Normally solitary beasts that lurk in abandoned temples and other structures that afford them a place to hide among appropriately monstrous statuary, gargoyles occasionally band together to hunt challenging prey or simply to take communal pleasure in slaughtering the defenseless. Called wings, these groupings are usually short-lived, though that matters little to those who fall victim to their predations in the meantime. Recall Knowledge - Beast (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Gargoyle Wing Source Battlecry! pg. 181 Perception +18; darkvision Languages Common, Petran Skills Acrobatics +20, Athletics +18 Str +4 Dex +3 Con +4 Int -2 Wis +3 Cha -2 --- AC 28 Fort +20 Ref +17 Will +17 HP 150 (4 segments) Immunities bleed Resistances physical 10 (except adamantine) Weaknesses area damage 10, splash damage 10 Death From Above Reaction (attack) Trigger The gargoyle wing is Flying, and a creature moves into an adjacent square below it; Effect The gargoyle wing swoops down with their talons. The triggering creature takes 2d8+9 slashing damage (DC 28 basic Reflex save). Troop Defenses --- Speed 25 feet, fly 40 feet; troop movement Catch and Release Two Actions The gargoyle wing attempts an Athletics checks to Grapple, comparing the result to the Fortitude DC of a number of Large or smaller creatures in a 5-foot emanation equal to the gargoyle wing's remaining number of segments, then Flies up to 40 feet, bringing any successfully grabbed or restrained creatures along, and Releases them. Raking Swoop Single Action to Three Actions Frequency once per round; Effect The gargoyle wing rips and tears with their stony talons at each enemy in a 5-foot emanation (DC 28 basic Reflex save). The damage dealt depends on the number of actions. Single Action 1d8+2 slashing damage Two Actions 2d8+9 slashing damage Three Actions 3d8+11 slashing damage ","element":["Earth"],"skill_mod":{"athletics":18,"acrobatics":20},"summary":"Normally solitary beasts that lurk in abandoned temples and other structures that afford them a place to hide among appropriately monstrous statuary, …","primary_source":"Battlecry!","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex","will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=3917","intelligence":-2,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":20,"size":["Gargantuan"],"name":"Gargoyle Wing","category":"creature","rarity":"common","slug":"creature-3917"},{"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":120,"source":["Battlecry!"],"type":"Creature","creature_family":"Ant","will_save":12,"charisma":-4,"speed":{"climb":20,"max":40,"land":40},"perception":15,"wisdom":2,"weakness":{"area":7},"creature_ability":["Troop Defenses","Giant Ant Venom","Grasping Mandibles","Haul Away","Mandible Frenzy","Overwhelm"],"skill":["Athletics","Survival"],"trait":["Animal","Troop","Gargantuan"],"id":"creature-3918","text":" Giant Ant Army Like their tiny counterparts, colonies of giant ants often form vast armies that launch regular campaigns into the lands surrounding their nests to forage for food and expand their territory. Though their primary targets are usually rival colonies, a giant ant army that happens upon a humanoid settlement will not hesitate to overrun and strip it of resources to bring back to their queen, taking a particular interest in the settlement's former inhabitants. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Giant Ant Army Source Battlecry! pg. 181 Perception +15; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +17, Survival +15 Str +6 Dex +2 Con +6 Int -4 Wis +2 Cha -4 --- AC 24 Fort +17 Ref +14 Will +12 HP 120 (4 segments) Weaknesses area damage 7, splash damage 7 Troop Defenses --- Speed 40 feet, climb 20 feet; troop movement Giant Ant Venom (Poison) Saving Throw DC 24 Fortitude; Maximum Duration 6 rounds; Stage 1 2d8 poison damage and enfeebled 1 (1 round); Stage 2 3d6 poison damage and enfeebled 2 (1 round); Stage 3 2d10 poison damage and enfeebled 3 (1 round) Grasping Mandibles Single Action Requirements The giant ant army's last action was a Mandible Frenzy that at least one creature failed their save against or the giant ant army has at least one creature grabbed or restrained; Effect If used after Grasping Mandibles, the giant ant army can attempt an Athletics check to Grapple, comparing the result to the Fortitude DC of each creature who failed its saving throw, up to as many creatures as the giant ant army has remaining segments. The giant any army can instead use Grasping Mandibles to choose one creature it's grabbing or restraining to automatically extend that condition to the end of the army's next turn. Haul Away Single Action Requirements The giant ant army has at least one creature restrained; Effect The army Strides up to its Speed, carrying any restrained creatures with it. If the creature is Gargantuan, the giant ant army is encumbered. Mandible Frenzy Single Action to Three Actions Frequency once per round; Effect The army makes a savage bite attack against each enemy in a 5-foot emanation (DC 22 basic Reflex save). The damage dealt depends on the number of actions. Single Action 1d8 slashing damage plus Grasping Mandibles Two Actions 2d8+6 slashing damage plus Grasping Mandibles Three Actions 2d8+11 slashing damage Overwhelm Two Actions The giant ant army swarms over a Large or larger creature that it has grabbed, pinning the creature in place and causing it to become restrained until the start of the giant ant army's next turn or until it Escapes. A creature that begins its turn restrained by the army is repeatedly stung by the clinging ants, automatically taking 2d6 piercing damage and suffering the effects of giant ant venom. ","skill_mod":{"survival":15,"athletics":17},"summary":"Like their tiny counterparts, colonies of giant ants often form vast armies that launch regular campaigns into the lands surrounding their nests to …","primary_source":"Battlecry!","trait_group":["Creature Type","Monster"],"ac":24,"level":7,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3918","intelligence":-4,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":17,"size":["Gargantuan"],"name":"Giant Ant Army","category":"creature","rarity":"common","slug":"creature-3918"},{"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":120,"language":["Common","Fey","Gnomish"],"source":["Battlecry!"],"type":"Creature","creature_family":"Gnome","will_save":18,"charisma":1,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{"area":8},"creature_ability":["Troop Defenses","Arcane Explosion","Cannon Vent","Direct Hit"],"skill":["Acrobatics","Arcana","Crafting"],"trait":["Gnome","Humanoid","Troop","Gargantuan"],"id":"creature-3919","text":" Gnome Cannon Corps Inventive gnomes blend engineering and fey magic to create wondrous cannons, whose colorful blasts dazzle foes while creating areas of warped terrain. Only the cleverest generals understand how to use cannon corps to great advantage in unconventional warfare. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Gnome Cannon Corps Source Battlecry! pg. 182 Perception +15; low-light vision Languages Common, Fey, Gnomish Skills Acrobatics +13, Arcana +17, Crafting +15 Str +0 Dex +4 Con +2 Int +6 Wis +2 Cha +1 --- AC 24 Fort +12 Ref +15 Will +18 HP 120 (4 segments) Weaknesses area damage 8, splash damage 8 Troop Defenses --- Speed 25 feet; troop movement Arcane Explosion Three Actions (Arcane, Force) Aiming the gnome cannons toward the enemy, loading them, and firing them requires the troop's full attention. The cannons fire a 15- foot burst of bright magic within 200 feet that deals 2d12+2 force damage (DC 22 basic Reflex save). A creature that fails their save is also dazzled for 1 round; this is a light and visual effect. The area of the explosion seems to twist and ripple for 1 minute afterward. A creature that attempts to move through the space must succeed at a DC 22 Will save or treat the area as difficult terrain; this is an illusion and visual effect. Cannon Vent Single Action to Three Actions Frequency once per round; Effect The gnome engineers vent the cannons' energy in a blast that hits all creatures in a 5-foot emanation (DC 22 basic Reflex save). The damage depends on the number of actions. Single Action 1d6+2 fire damage Two Actions 2d6+8 fire damage Three Actions 3d6+10 fire damage Direct Hit Two Actions The gnomes fire a more mundane round from one of their cannons at a single target within 60 feet, who takes 3d10+6 bludgeoning damage (DC 22 basic Reflex save). On a failed save, the creature is also pushed 5 feet away from the troop. ","skill_mod":{"crafting":15,"arcana":17,"acrobatics":13},"summary":"Inventive gnomes blend engineering and fey magic to create wondrous cannons, whose colorful blasts dazzle foes while creating areas of warped …","primary_source":"Battlecry!","trait_group":["Ancestry","Weapon","Creature Type","Monster"],"ac":24,"level":7,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3919","intelligence":6,"reflex_save":15,"strongest_save":["will"],"dexterity":4,"vision":"Low-light vision","fortitude_save":12,"size":["Gargantuan"],"name":"Gnome Cannon Corps","category":"creature","rarity":"common","slug":"creature-3919"},{"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":60,"language":["Common","Goblin"],"source":["Battlecry!"],"type":"Creature","creature_family":"Goblin","will_save":8,"charisma":1,"speed":{"max":30,"land":30},"perception":11,"wisdom":1,"weakness":{"area":4},"creature_ability":["Troop Defenses","Dogpile","Hobble Pursuit","Rush and Steal"],"skill":["Acrobatics","Athletics","Stealth","Thievery"],"trait":["Goblin","Humanoid","Troop","Gargantuan"],"id":"creature-3920","text":" Goblin Rabble Goblins lack the organization and discipline of their hobgoblin cousins but often more than make up for it with guile. Some goblin tribes like to terrorize trade routes under the cover of dusk. Focused on stripping valuables and escaping rather than finishing a fight, these groups of goblins excel at speed and identifying things of value to strip from their bewildered prey, using hit-and-run tactics since they tend to be outmatched more often than not. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Goblin Rabble Source Battlecry! pg. 182 Perception +11; darkvision Languages Common, Goblin Skills Acrobatics +12, Athletics +10, Stealth +12, Thievery +12 Str +1 Dex +5 Con +2 Int +0 Wis +1 Cha +1 --- AC 20 Fort +11 Ref +14 Will +8 HP 60 (4 segments) Weaknesses area damage 4, splash damage 4 Troop Defenses --- Speed 30 feet; troop movement Dogpile Single Action to Three Actions The goblin rabble engage in as coordinated an attack as they can with their dogslicers, attacking each enemy in a 5-foot emanation (DC 18 basic Reflex save). The damage depends on the number of actions. A creature who critically fails their save is also knocked prone. Single Action 1d6 slashing damage Two Actions 2d6+4 slashing damage Three Actions 2d6+7 slashing damage Hobble Pursuit Two Actions The goblin rabble hamstring and hobble as many enemies as possible. Each enemy in a 5-foot emanation must attempt a DC 18 Reflex save. Critical Success The creature is unaffected. Success The creature takes a –5-foot circumstance penalty to their Speeds. Failure The creature takes a –10-foot circumstance penalty to their Speeds and is slowed 1. Critical Failure The creature takes a –15-foot circumstance penalty to their Speeds and is slowed 1. Rush and Steal Two Actions Quickly moving in with grasping hands, the goblin rabble take what they can. The goblin rabble Strides up to twice their Speed. During this movement, the goblins Interact to pick up an unattended object no larger than 2 Bulk or attempt to Steal an item from a creature they are adjacent to; the goblins can pick up or Steal as many objects as they have remaining segments in any combination. ","skill_mod":{"thievery":12,"stealth":12,"athletics":10,"acrobatics":12},"summary":"Goblins lack the organization and discipline of their hobgoblin cousins but often more than make up for it with guile. Some goblin tribes like to …","primary_source":"Battlecry!","trait_group":["Ancestry","Weapon","Creature Type","Monster"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3920","intelligence":0,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":11,"size":["Gargantuan"],"name":"Goblin Rabble","category":"creature","rarity":"common","slug":"creature-3920"},{"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":135,"language":["Common","Halfling"],"source":["Battlecry!"],"type":"Creature","creature_family":"Halfling","spell_attack_bonus":[20],"will_save":19,"charisma":6,"speed":{"max":25,"land":25},"perception":16,"wisdom":1,"weakness":{"area":10},"creature_ability":["Troop Defenses","Bad Deal","False Cuts","Troop Harrowing"],"skill":["Deception","Diplomacy","Occultism","Performance","Stealth"],"trait":["Halfling","Humanoid","Troop","Gargantuan"],"id":"creature-3921","text":" Halfling Lucky Draw Some halflings, especially those from Varisia, study the methods of Harrow fortune-telling and tap into occult forces that let them manipulate fate using the cards. Some mercenary companies and criminal organizations employ such halflings as bad-luck charms for their enemies. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Halfling Lucky Draw Source Battlecry! pg. 182 Perception +16 Languages Common, Halfling Skills Deception +18, Diplomacy +16, Occultism +16, Performance +18, Stealth +16 Str +0 Dex +4 Con +1 Int +3 Wis +1 Cha +6 --- AC 26 Fort +13 Ref +16 Will +19 HP 135 (4 segments) Weaknesses area damage 10, splash damage 10 Troop Defenses --- Speed 25 feet; troop movement Occult Spontaneous Spells DC 23, attack +20 - Cantrips (4th) Daze, Figment, Telekinetic Projectile - 3rd Force Barrage, Paralyze, Slow (3 slots) - 4th Confusion, Force Barrage (2 slots) Bad Deal Two Actions (Auditory, Linguistic, Emotion, Mental, Misfortune, Occult) The halflings mock and taunt their enemies with quick Harrow readings that predict doom. The troop chooses a number of creatures equal to the number of its remaining segments within 60 feet. Each target must attempt a DC 23 Will save. On a failure, the target must roll their next attack roll, saving throw, or skill check twice and use the worse result. False Cuts Single Action to Three Actions Frequency once per round; Effect The halflings feint with their cards and then lash out with their daggers in a coordinated melee attack against enemies in a 5-foot emanation, with a DC 23 basic Reflex save. The damage depends on the number of actions. Single Action 1d4 piercing or slashing damage and 1d4 precision damage Two Actions 2d4+7 piercing or slashing damage and 2d4 precision damage Three Actions 3d4+10 piercing or slashing damage and 2d4 precision damage Troop Harrowing (Mental, Occult) When the halfling lucky draw Casts a Spell that targets a single creature, some of the constituent members can perform a focused Harrow reading on the target as part of Casting the Spell. The lucky draw attempts an Occultism skill check against the target's Will DC. On a success, the target takes a –1 status penalty to their saving throw or AC against the spell (–2 on a critical success). If the lucky draw critically fails this check, their reading portends bad news for the halflings and they become frightened 2. ","tradition":["Occult"],"skill_mod":{"diplomacy":16,"performance":18,"deception":18,"stealth":16,"occultism":16},"summary":"Some halflings , especially those from Varisia, study the methods of Harrow fortune-telling and tap into occult forces that let them manipulate fate …","primary_source":"Battlecry!","spell":["Confusion","Force Barrage","Paralyze","Slow","Daze","Figment","Telekinetic Projectile"],"trait_group":["Ancestry","Weapon","Creature Type","Monster"],"ac":26,"level":8,"spell_dc":[23],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3921","intelligence":3,"reflex_save":16,"strongest_save":["will"],"dexterity":4,"fortitude_save":13,"size":["Gargantuan"],"name":"Halfling Lucky Draw","category":"creature","rarity":"common","slug":"creature-3921"},{"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Diabolic","can't speak any language"],"immunity":["fire"],"source":["Battlecry!"],"type":"Creature","creature_family":"Hell Hound","will_save":14,"charisma":-2,"speed":{"max":40,"land":40},"perception":16,"wisdom":3,"weakness":{"area":8,"cold":10},"creature_ability":["Hellish Revenge","Troop Defenses","Hellfire Breath","Infernal Mauling"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Beast","Fiend","Fire","Troop","Unholy","Gargantuan"],"id":"creature-3922","text":" Hell Hound Pack Frequently deployed on the battlefield alongside vordine legions, hell hound packs distract and weaken enemy forces to provide their masters with a tactical advantage. While not intelligent enough to employ advanced maneuvers, well-trained hell hounds are adept at using their flaming breath to control the battlefield by separating enemy units from their allies or forcing them into less favorable positions, leaving them easy prey for other fiendish troops. Recall Knowledge - Beast (Arcana, Nature): DC 24 Recall Knowledge - Fiend (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Hell Hound Pack Source Battlecry! pg. 183 Perception +16; darkvision, scent (imprecise) 60 feet Languages Diabolic; can't speak any language Skills Acrobatics +15, Athletics +16, Survival +16 Str +6 Dex +4 Con +3 Int -2 Wis +3 Cha -2 --- AC 26 Fort +16 Ref +17 Will +14 HP 135 (4 segments) Immunities fire Weaknesses area damage 8, cold 10, splash damage 8 Hellish Revenge Reaction Trigger The hell hound pack is critically hit by a Strike or spell attack; Effect The hell hound pack's Hellfire Breath recharges. They can immediately use it as part of this reaction. Troop Defenses --- Speed 40 feet; troop movement Hellfire Breath Single Action (Divine, Fire, Unholy) The hell hounds in the pack combine their efforts to bathe the battlefield in hellish flame, dealing 2d10 fire damage to all creatures in two 15- foot cones (DC 25 basic Reflex save) that can't overlap. The hell hound pack can't use Hellfire Breath again for 1d4 rounds. If the pack would take fire damage or be targeted by a fire effect, its Hellfire Breath recharges. Infernal Mauling Single Action to Three Actions (Magical, Unholy) Frequency once per round; Effect The pack tears into each enemy in a 5-foot emanation with their flaming jaws (DC 23 basic Reflex save). The damage dealt depends on the number of actions. Single Action 1d4 piercing damage plus 1d6 fire damage Two Actions 1d8+7 piercing damage plus 2d6 fire damage Three Actions 2d8+7 piercing damage plus 2d6 fire damage ","element":["Fire"],"skill_mod":{"survival":16,"athletics":16,"acrobatics":15},"summary":"Frequently deployed on the battlefield alongside vordine legions , hell hound packs distract and weaken enemy forces to provide their masters with a …","primary_source":"Battlecry!","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Mechanics"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3922","intelligence":-2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":16,"size":["Gargantuan"],"name":"Hell Hound Pack","category":"creature","rarity":"common","slug":"creature-3922"},{"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":150,"language":["Common","Goblin"],"source":["Battlecry!"],"type":"Creature","creature_family":"Hobgoblin","will_save":19,"charisma":1,"speed":{"max":25,"land":25},"perception":18,"wisdom":3,"weakness":{"area":10},"creature_ability":["Hobgoblin Phalanx","Troop Defenses","Watchful","Disciplined Strikes","Overrun","Shortbow Volley"],"skill":["Athletics","Intimidation"],"trait":["Hobgoblin","Humanoid","Troop","Gargantuan"],"id":"creature-3923","text":" Hobgoblin Veteran Regiment There are few sights as intimidating as a regiment of wellarmed hobgoblin soldiers advancing across a battlefield. Exceptionally capable of defending themselves and tenacious to a fault, such hobgoblins are used as a precision tool, exploiting the enemy's weakest point and tearing it wide open to collapse entire defensive lines. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Hobgoblin Veteran Regiment Source Battlecry! pg. 183 Perception +18; darkvision Languages Common, Goblin Skills Athletics +20, Intimidation +18 Str +6 Dex +3 Con +4 Int +0 Wis +3 Cha +1 --- AC 27 Fort +19 Ref +15 Will +19 HP 150 (4 segments) Weaknesses area damage 10, splash damage 10 Hobgoblin Phalanx Single Action Many of the hobgoblins raise their shields to protect their allies. The regiment gains a +2 circumstance bonus to AC until the start of their next turn. Troop Defenses Watchful The hobgoblin regiment is trained to guard from all sides with shields at the ready. The hobgoblin regiment can't be made off-guard by flanking creatures of the troop's level or lower. --- Speed 25 feet; troop movement Disciplined Strikes Single Action to Three Actions Frequency once per round; Effect The hobgoblins engage in a coordinated melee attack against each enemy in a 5-foot emanation, with a DC 25 basic Reflex save. The damage depends on the number of actions. Single Action 1d8+2 slashing damage Two Actions 2d8+9 slashing damage Three Actions 3d8+11 slashing damage Overrun Three Actions The hobgoblin veteran regiment marches inexorably forward, crushing enemies in their path. The regiment Strides up to double its Speed and can move through the spaces of Large or smaller creatures, dealing 2d8+9 slashing damage (DC 25 basic Reflex save) to each creature whose space it enters. The regiment can attempt to Overrun the same creature only once in a single use of Overrun. When the regiment is reduced to 2 segments, the damage decreases to 1d8+2 slashing damage. Shortbow Volley Two Actions The hobgoblins draw their shortbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 60 feet that deals 4d6 piercing damage with a DC 25 basic Reflex save. When the regiment is reduced to 2 segments, this area decreases to a 5-foot burst. ","skill_mod":{"athletics":20,"intimidation":18},"summary":"There are few sights as intimidating as a regiment of wellarmed hobgoblin soldiers advancing across a battlefield. Exceptionally capable of …","primary_source":"Battlecry!","trait_group":["Monster","Ancestry","Creature Type"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3923","intelligence":0,"reflex_save":15,"strongest_save":["fort","fortitude","will"],"dexterity":3,"vision":"Darkvision","fortitude_save":19,"size":["Gargantuan"],"name":"Hobgoblin Veteran Regiment","category":"creature","rarity":"common","slug":"creature-3923"},{"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":60,"language":["Common","Sakvroth"],"source":["Battlecry!"],"type":"Creature","creature_family":"Kobold","will_save":11,"charisma":2,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{"area":5},"creature_ability":["Troop Defenses","Group Scamper","Hasty Traps","Sling Barrage","Spear Jabs"],"skill":["Acrobatics","Crafting","Survival"],"trait":["Humanoid","Kobold","Troop","Gargantuan"],"id":"creature-3924","text":" Kobold Trap Squad Kobold trap squads generally protect their warrens, but these groups sometimes range outside of their lairs at the behest of a powerful patron. Their goals are usually to scout a given location, but they can be tasked with procuring an item or resource for the good of the warren. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Kobold Trap Squad Source Battlecry! pg. 184 Perception +11; darkvision Languages Common, Sakvroth Skills Acrobatics +12, Crafting +10, Survival +10 Str +1 Dex +4 Con +0 Int +0 Wis +2 Cha +2 --- AC 20 Fort +8 Ref +14 Will +11 HP 60 (4 segments) Weaknesses area damage 5, splash damage 5 Troop Defenses --- Speed 25 feet; troop movement Group Scamper Single Action Frequency once per round; Effect The kobolds Stride up to their Speed plus 5 feet and gain a +2 circumstance bonus to AC against reactions triggered by this movement. If they end this movement with at least 1 segment adjacent to any enemy, the squad is off-guard until the beginning of its next turn. Hasty Traps Two Actions (Manipulate) The kobolds hastily prepare a handful of rudimentary traps in their vicinity until the beginning of their next turn. The next creature who moves adjacent to the trap squad triggers a trap and must attempt a DC 18 Reflex save. On a failure, the creature takes 1d4 persistent bleed damage (2d4 persistent bleed damage on a critical failure). A creature taking persistent bleed damage from Hasty Traps takes a –5-foot enhancement penalty to its Speed. This occurs to as many creatures as the kobold trap squad has segments when it performed the action, but a single creature can trigger only one trap per turn. Sling Barrage Two Actions The kobolds draw their slings, then launch a ranged barrage of stones. This barrage is a 10-foot burst within 50 feet that deals 3d4 bludgeoning damage with a DC 18 basic Reflex save. When the squad is reduced to 2 segments, this area decreases to a 5-foot burst. Spear Jabs Single Action to Three Actions Frequency once per round; Effect The kobold trap squad engages in a coordinated melee attack against all enemies in a 5-foot emanation, with a DC 18 basic Reflex save. The damage depends on the number of actions. Single Action 1d6 piercing damage Two Actions 2d6+4 piercing damage Three Actions 2d6+7 piercing damage ","skill_mod":{"crafting":10,"survival":10,"acrobatics":12},"summary":"Kobold trap squads generally protect their warrens, but these groups sometimes range outside of their lairs at the behest of a powerful patron. …","primary_source":"Battlecry!","trait_group":["Creature Type","Monster","Ancestry","Weapon"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3924","intelligence":0,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Gargantuan"],"name":"Kobold Trap Squad","category":"creature","rarity":"common","slug":"creature-3924"},{"constitution":1,"primary_source_category":"Rulebooks","strength":7,"hp":255,"language":["Daemonic","<%UMR%79%%>telepathy<%END> 100 feet"],"immunity":["death effects","disease"],"source":["Battlecry!"],"type":"Creature","creature_family":"Daemon","will_save":28,"charisma":3,"speed":{"fly":40,"max":40,"land":25},"perception":25,"wisdom":5,"weakness":{"area":15,"holy":15},"creature_ability":["Plaguesense","Infectious Aura","Troop Defenses","Daemonic Pestilence","Infected Jaws and Claws","Pestilent Wheeze","Quicken Pestilence"],"skill":["Acrobatics","Intimidation","Medicine","Religion","Stealth","Survival"],"trait":["Daemon","Fiend","Troop","Unholy","Gargantuan"],"id":"creature-3925","text":" Leukodaemon Plague Daemons are shaped by, and devoted to, the destruction of life in all its forms. Leukodaemons serve the Apocalypse Rider of Pestilence, spreading disease across the Universe with their very touch. A small army of leukodaemons has the potential to wipe out a small country—or more—if left unchecked. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Leukodaemon Plague Source Battlecry! pg. 184 Perception +25; darkvision, plaguesense (imprecise) 60 feet Languages Daemonic; telepathy 100 feet Skills Acrobatics +25, Intimidation +25, Medicine +28, Religion +28, Stealth +25, Survival +23 Str +7 Dex +5 Con +1 Int +3 Wis +5 Cha +3 Plaguesense A leukodaemon plague senses any creature with a disease, and knows the type and current stage of all diseases carried by any creature within range. --- AC 35 Fort +22 Ref +25 Will +28 HP 255 (4 segments) Immunities death effects, disease Weaknesses area damage 15, holy 15, splash damage 15 Infectious Aura (aura, disease) 30 feet. Leukodaemons radiate infection. All creatures within 30 feet of a leukodaemon plague take a –2 status penalty to saves against disease. If a creature within range contracts or progresses a disease, all adjacent creatures are exposed to the same disease, at the same DC. Troop Defenses --- Speed 25 feet, fly 40 feet; troop movement Divine Innate Spells DC 34 - 5th Translocate (at will) - 7th Dispel Magic Daemonic Pestilence (Disease) The leukodaemon plague can telepathically communicate with the afflicted creature at any distance on the same plane; Saving Throw DC 34 Fortitude; Stage 1 carrier (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day); Stage 4 drained 2 (1 day); Stage 5 drained 3 (1 week); Stage 6 dead Infected Jaws and Claws Single Action to Three Actions Frequency once per round; Effect The leukodaemons unleash an onslaught of blows against each enemy in a 10-foot emanation (DC 31 basic Reflex save). The damage depends on the number of actions. Single Action 1d10+3 piercing or slashing damage plus daemonic pestilence Two Actions 3d10+9 piercing or slashing damage plus daemonic pestilence Three Actions 4d10+12 piercing or slashing damage plus daemonic pestilence Pestilent Wheeze Two Actions (Divine, Unholy) The leukodaemons exhale a 30-foot cone of disease-ridden black flies that deal 5d8 piercing damage (DC 31 basic Reflex save). A creature that fails the save also becomes sickened 1 (or sickened 2 on a critical failure). When the leukodaemon plague is reduced to 2 segments, this area decreases to a 20-foot cone. Quicken Pestilence Single Action (Divine, Manipulate) The leukodaemons coax a disease into full bloom. They choose a target within their infectious aura that's currently affected by a disease. That creature must attempt a Fortitude save against the disease as if the interval for the disease's current stage had passed. ","tradition":["Divine"],"skill_mod":{"survival":23,"stealth":25,"medicine":28,"intimidation":25,"acrobatics":25,"religion":28},"summary":"Daemons are shaped by, and devoted to, the destruction of life in all its forms. Leukodaemons serve the Apocalypse Rider of Pestilence, spreading …","primary_source":"Battlecry!","spell":["Dispel Magic","Translocate"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":35,"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":"darkvision, plaguesense (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3925","intelligence":3,"reflex_save":25,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"size":["Gargantuan"],"name":"Leukodaemon Plague","category":"creature","rarity":"common","slug":"creature-3925"},{"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":330,"language":["Aklo","Chthonian","Common","Diabolic","Draconic","Elven","Necril","Sakvroth"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Battlecry!"],"type":"Creature","creature_family":"Lich","spell_attack_bonus":[35],"will_save":33,"charisma":4,"speed":{"max":25,"land":25},"perception":30,"wisdom":6,"weakness":{"area":15},"creature_ability":["Frightful Presence","Mass Rejuvenation","Troop Counterspell","Troop Defenses","Siphoning Grip","Steady Troop Spellcasting"],"skill":["Arcana","Deception","Diplomacy","Religion","Stealth"],"trait":["Rare","Troop","Undead","Unholy","Gargantuan"],"id":"creature-3926","text":" Lich Legion The process of turning oneself into a lich is rare and rigorous, but in places where magic flows freely, a society of spellcasters might perform the rituals as a collective. When successful, the resultant liches are spiritually bound together, forming an army of dangerous undead spellcasters, often with sinister goals. Recall Knowledge - Undead (Religion): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Lich Legion Source Battlecry! pg. 185 Perception +30; darkvision Languages Aklo, Chthonian, Common, Diabolic, Draconic, Elven, Necril, Sakvroth Skills Arcana +38, Deception +35, Diplomacy +35, Religion +31, Stealth +29 Str +1 Dex +5 Con +0 Int +9 Wis +6 Cha +4 --- AC 41 Fort +27 Ref +30 Will +33 +1 status to all saves vs. vitality HP 330 (4 segments, mass rejuvenation, void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances cold 15, physical 15 (except magical bludgeoning) Weaknesses area damage 15, splash damage 15 Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 37 Mass Rejuvenation This functions similarly to a lich's rejuvenation ability, though with all the liches of a legion returning as a troop thanks to a collective soul cage, which is a level 18 item that has Hardness 15 and 54 Hit Points. Troop Counterspell Reaction Trigger A creature within the legion's sight casts a spell the legion has prepared; Effect The lich legion expends a prepared spell to counter the triggering creature's casting of that same spell. The lich legion loses the spell slot as if they had cast the triggering spell. The lich legion then attempts to counteract the triggering spell with a +2 status bonus to the counteract check. Troop Defenses --- Speed 25 feet; troop movement Arcane Prepared Spells DC 40, attack +35 - Cantrips (9th) Detect Magic, Frostbite, Message, Shield, Telekinetic Hand - 1st Enfeeble (×2), Fleet Step, Grim Tendrils - 2nd Blur, False Vitality, Resist Energy, See the Unseen - 3rd Blindness, Force Barrage, Locate, Vampiric Feast - 4th Dispel Magic, Fire Shield, Fly, Translocate - 5th Howling Blizzard (×2), Toxic Cloud, Wall of Ice - 6th Chain Lightning (×2), Never Mind, Vampiric Exsanguination - 7th Eclipse Burst (×2), Vampiric Exsanguination, Warp Mind - 8th Arctic Rift (×2), Desiccate, Earthquake - 9th Falling Stars, Massacre, Phantasmagoria Siphoning Grip Single Action to Three Actions Frequency once per round; Effect The lich legion touches all enemies within a 5-foot emanation to drain their life (DC 37 basic Reflex save). The damage depends on the number of actions. For each action the lich legion uses, the legion gains 10 temporary Hit Points that last 1 minute. Single Action 2d8 void damage Two Actions 4d8+11 void damage Three Actions 6d8+13 void damage Steady Troop Spellcasting When the lich legion Casts a Spell, their constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. If a reaction would disrupt the lich legion's spellcasting action, the lich legion attempts a DC 12 flat check. On a success, the action isn't disrupted. ","tradition":["Arcane"],"skill_mod":{"diplomacy":35,"deception":35,"stealth":29,"arcana":38,"religion":31},"summary":"The process of turning oneself into a lich is rare and rigorous, but in places where magic flows freely, a society of spellcasters might perform …","primary_source":"Battlecry!","spell":["Falling Stars","Massacre","Phantasmagoria","Arctic Rift","Desiccate","Earthquake","Eclipse Burst","Vampiric Exsanguination","Warp Mind","Chain Lightning","Never Mind","Howling Blizzard","Toxic Cloud","Wall of Ice","Dispel Magic","Fire Shield","Fly","Translocate","Blindness","Force Barrage","Locate","Vampiric Feast","Blur","False Vitality","Resist Energy","See the Unseen","Enfeeble","Fleet Step","Grim Tendrils","Detect Magic","Frostbite","Message","Shield","Telekinetic Hand"],"trait_group":["Rarity","Monster","Creature Type","Mechanics"],"ac":41,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"cold":15,"physical":15},"url":"/Monsters.aspx?ID=3926","intelligence":9,"reflex_save":30,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":27,"size":["Gargantuan"],"name":"Lich Legion","category":"creature","rarity":"rare","slug":"creature-3926"},{"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":60,"language":["Sakvroth"],"source":["Battlecry!"],"type":"Creature","will_save":11,"charisma":-1,"speed":{"climb":15,"max":15,"land":15},"perception":14,"wisdom":2,"weakness":{"area":5,"cold_iron":4,"splash":5},"creature_ability":["Troop Defenses","Crawling Stabs","Leaping Charge","Mounted Troop","Vengeful Wrath"],"skill":["Acrobatics","Diplomacy","Nature","Stealth"],"trait":["Animal","Fey","Gremlin","Troop","Gargantuan"],"id":"creature-3927","text":" Mitflit Vermin Cavalry Though mitflits are known as cowardly gremlins, they can be urged into an aggressive fervor by the right leader. Mounted on giant ticks, centipedes, and other verminous arthropods, these mitflits overcome their selfloathing to take the fight to their enemies. Recall Knowledge - Animal (Nature): DC 19 Recall Knowledge - Fey (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Mitflit Vermin Cavalry Source Battlecry! pg. 185 Perception +14; darkvision Languages Sakvroth Skills Acrobatics +10, Diplomacy +8, Nature +10, Stealth +12 Str +0 Dex +5 Con +1 Int -1 Wis +2 Cha -1 --- AC 20 Fort +8 Ref +14 Will +11 HP 60 (4 segments) Weaknesses area damage 5, cold iron 4, splash damage 5 Troop Defenses --- Speed 15 feet, climb 15 feet; troop movement Crawling Stabs Single Action to Three Actions Frequency once per round; Effect The mitflits thrust with their shortswords, coordinated with bites from their giant vermin mounts. All enemies in a 5-foot emanation must attempt a DC 18 basic Reflex save. The damage depends on the number of actions. Single Action 1d6 piercing damage Two Actions 2d6+4 piercing damage Three Actions 2d6+8 piercing damage Leaping Charge Two Actions The mitflit vermin cavalry Leaps up to 30 feet. If it moves at least 15 feet, the cavalry deals 2d6+4 piercing damage (DC 18 basic Reflex save) to each enemy within a 5-foot emanation at the end of its movement. Mounted Troop Effects that target only animals or only humanoids may not work on the mitflit vermin cavalry, subject to the GM's discretion. Vengeful Wrath (Emotion, Mental) As long as it's not frightened, the mitflit vermin cavalry gains a +2 status bonus to the DC of its Crawling Stabs ability against creatures that have previously damaged or tormented it. ","skill_mod":{"diplomacy":8,"nature":10,"stealth":12,"acrobatics":10},"summary":"Though mitflits are known as cowardly gremlins, they can be urged into an aggressive fervor by the right leader. Mounted on giant ticks , …","primary_source":"Battlecry!","trait_group":["Creature Type","Monster"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3927","intelligence":-1,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":8,"size":["Gargantuan"],"name":"Mitflit Vermin Cavalry","category":"creature","rarity":"common","slug":"creature-3927"},{"constitution":2,"primary_source_category":"Rulebooks","strength":8,"hp":270,"language":["Common"],"source":["Battlecry!"],"type":"Creature","will_save":25,"charisma":1,"speed":{"climb":20,"max":35,"land":35},"perception":28,"wisdom":4,"weakness":{"area":15},"creature_ability":["Troop Defenses","Coordinated Maneuvers","Pummeling Punches","Qi Blast"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3928","text":" Monk Cadre Many martial artists train to defend themselves and their allies against unwanted aggression, but sometimes the circumstances dictate that even the most peaceful monks must go to war. A cadre of studied monks is capable of dishing out great damage with punches and kicks, as well as focusing their qi into ranged blasts. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Monk Cadre Source Battlecry! pg. 186 Perception +28 Languages Common Skills Acrobatics +28, Athletics +28, Stealth +25 Str +8 Dex +5 Con +2 Int +2 Wis +4 Cha +1 --- AC 35 Fort +28 Ref +26 Will +25 HP 270 (4 segments) Weaknesses area damage 15, splash damage 15 Troop Defenses --- Speed 35 feet, climb 20 feet; troop movement Coordinated Maneuvers Two Actions The monk cadre is practiced at putting their foes off-balance. The monks choose Disarm, Grapple, Reposition, or Trip and attempt an Athletics check to perform that action, comparing the result to the appropriate DC (Fortitude for Grapple and Reposition, Reflex for Disarm and Trip) of each enemy within a 5-foot emanation. This can result in a different degree of success for each target. Pummeling Punches Single Action to Three Actions Frequency once per round; Effect The monks perform well-timed coordinated melee attacks against all enemies in a 5-foot emanation, with a DC 31 basic Reflex save. The damage depends on the number of actions. Single Action 2d8 bludgeoning damage Two Actions 4d8+8 bludgeoning damage Three Actions 4d8+16 bludgeoning damage Qi Blast (Force, Occult) The monks channel their qi into an explosion of energy that affects all creatures in a 10- foot burst within 60 feet. This explosion deals 6d6 force Qi Blast damage with a DC 31 basic Reflex save. When the monk cadre is reduced to 2 segments, this area decreases to a 5-foot burst. ","skill_mod":{"stealth":25,"athletics":28,"acrobatics":28},"summary":"Many martial artists train to defend themselves and their allies against unwanted aggression, but sometimes the circumstances dictate that even the …","primary_source":"Battlecry!","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":35,"level":14,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3928","intelligence":2,"reflex_save":26,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":28,"size":["Gargantuan"],"name":"Monk Cadre","category":"creature","rarity":"common","slug":"creature-3928"},{"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":270,"language":["Common"],"immunity":["disease","poison"],"source":["Battlecry!"],"type":"Creature","will_save":25,"charisma":0,"speed":{"max":30,"land":30},"perception":26,"wisdom":2,"weakness":{"area":15},"creature_ability":["Refuse Pile","Filth Wallow","Stench","Troop Defenses","Offal Rain","Putrid Pummeling","Wretched Weeps"],"skill":["Athletics","Stealth"],"trait":["Aberration","Troop","Uncommon","Gargantuan"],"id":"creature-3929","text":" Ofalth Stampede If a large city's waste management system spirals out of control, ofalths can grow and propagate unchecked. These reeking creatures haul tons of trash on their backs and carry a particularly virulent disease. Recall Knowledge - Aberration (Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Ofalth Stampede Source Battlecry! pg. 186 Perception +26; darkvision Languages Common Skills Athletics +32, Stealth +28 Str +7 Dex +5 Con +6 Int +0 Wis +2 Cha +0 Refuse Pile When an ofalth stampede is not in danger, they can spend 1 minute settling into a 20-foot pile that looks like a heap of garbage. Until the next time they take an action, the troop gains a +2 circumstance bonus to AC. A creature that enters the area of the garbage heap or interacts with it must attempt a save against the ofalth stampede's stench. --- AC 36 Fort +29 Ref +24 Will +25 HP 270 (4 segments, filth wallow) Immunities disease, poison Weaknesses area damage 15, splash damage 15 Filth Wallow A trash stampede gains fast healing 10 when in an area with a high concentration of debris or excrement, such as a refuse heap or sewer. Stench (aura, olfactory) 30 feet, DC 33 Troop Defenses --- Speed 30 feet; troop movement Offal Rain Two Actions The ofalth stampede hurls a tremendous amount of rotting trash, which rains down in a 10-foot burst within 60 feet. All creatures in the area take 4d10 bludgeoning damage (DC 33 basic Reflex save). Creatures that fail the saving throw are also exposed to wretched weeps. When the troop is reduced to 2 segments, the area decreases to a 5-foot burst. Putrid Pummeling Single Action to Three Actions Frequency once per round; Effect The ofalths pummel all enemies in a 10-foot emanation, with a DC 33 basic Reflex save. The damage depends on the number of actions. Creatures that fail the saving throw are exposed to wretched weeps. Single Action 1d12+3 bludgeoning damage Two Actions 3d12+7 bludgeoning damage Three Actions 4d12+10 bludgeoning damage Wretched Weeps (Disease) Saving Throw DC 36 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d4 persistent bleed every hour and enfeebled 1 (1 day); Stage 3 2d6 persistent bleed every hour and enfeebled 2 (1 day) ","skill_mod":{"stealth":28,"athletics":32},"summary":"If a large city's waste management system spirals out of control, ofalths can grow and propagate unchecked. These reeking creatures haul tons of …","primary_source":"Battlecry!","trait_group":["Creature Type","Monster","Rarity"],"ac":36,"level":15,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3929","intelligence":0,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Ofalth Stampede","category":"creature","rarity":"uncommon","slug":"creature-3929"},{"constitution":9,"primary_source_category":"Rulebooks","strength":9,"hp":315,"language":["Chthonian","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"immunity":["acid","critical hits","disease","poison","precision"],"source":["Battlecry!"],"type":"Creature","creature_family":"Demon","will_save":26,"charisma":4,"speed":{"climb":20,"max":80,"land":40,"swim":80},"perception":29,"wisdom":4,"weakness":{"area":15,"holy":15,"cold_iron":15},"creature_ability":["Clean Vulnerability","Absorb Weapon","Troop Defenses","Slime Barrage","Smothering Grasp","Waves of Sludge"],"skill":["Acrobatics","Athletics","Religion","Stealth"],"trait":["Demon","Fiend","Ooze","Troop","Unholy","Gargantuan"],"id":"creature-3930","text":" Omox Slime Pool Omoxes are the embodiment of pollution and filth. While they have no true anatomy, they tend to take on mocking humanoid forms—though this distinction is difficult to spotwhen omoxes gather in large groups as part of an attacking force. Such a group often looks like a single roiling mass of slime with multiple torsos jutting up in a military formation. Recall Knowledge - Fiend (Religion): DC 36 Recall Knowledge - Ooze (Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Omox Slime Pool Source Battlecry! pg. 186 Perception +29; darkvision Languages Chthonian, Draconic, Empyrean; telepathy 100 feet Skills Acrobatics +30, Athletics +33, Religion +28, Stealth +36 Str +9 Dex +6 Con +9 Int +2 Wis +4 Cha +4 Clean Vulnerability Omoxes embody filth, and they find the concept of cleanliness abhorrent. An omox slime pool subjected to an effect that cleans them takes 4d6 mental damage. They also take this damage the first time each round a creature damaged by an omox slime pool spends actions cleaning off the resultant filth. --- AC 39 Fort +32 Ref +29 Will +26 +1 status to all saves vs. magic HP 315 (4 segments) Immunities acid, critical hits, disease, poison, precision Weaknesses area damage 15, cold iron 15, holy 15, splash damage 15 Absorb Weapon Reaction (concentrate) Trigger A creature hits the omox slime pool with a melee weapon; Effect The omoxes attempt to Disarm the creature. On a critical success, the weapon becomes subsumed within the body of an omox rather than falling to the ground. Retrieving the weapon requires a successful DC 45 Athletics check to Disarm. Troop Defenses --- Speed 40 feet, climb 20 feet, swim 80 feet; troop movement Divine Innate Spells DC 38 - 5th Control Water, Create Water (at will), Translocate (at will) - 8th Toxic Cloud Rituals DC 38 - 1st Demonic Pact Slime Barrage Two Actions The omoxes hurl balls of heavy slime in a 10- foot burst within 30 feet. All creatures in the area take 4d6 bludgeoning damage and 2d6 acid damage (DC 35 basic Reflex save). A creature that fails the save is mired in the slime, taking a –10-foot circumstance penalty to its Speeds for 1 minute or until it Escapes (DC 38); on a critical failure, the creature is also clumsy 1 for the same duration. When the slime pool is reduced to 2 segments, the area decreases to a 5-foot burst. Smothering Grasp Single Action Requirements The omox slime pool has a creature grabbed or restrained; Effect Omox slime flows onto the creature, completely covering it. The creature must then succeed at a DC 38 Fortitude save or it becomes blinded and must hold its breath or begin suffocating. These effects last as long as the omoxes have the creature grabbed or restrained. Waves of Sludge Single Action to Three Actions Frequency once per round; Effect The omoxes attack all enemies in a 5-foot emanation with slimy tendrils (DC 35 basic Reflex save). A creature that critically fails this saving throw is also grabbed by the slime pool. The damage depends on the number of actions. Single Action 1d6+3 bludgeoning damage plus 1d6 acid damage Two Actions 3d6+12 bludgeoning damage plus 2d6 acid damage Three Actions 4d6+14 bludgeoning damage plus 3d6 acid damage ","tradition":["Divine"],"skill_mod":{"stealth":36,"athletics":33,"acrobatics":30,"religion":28},"summary":"Omoxes are the embodiment of pollution and filth. While they have no true anatomy, they tend to take on mocking humanoid forms—though this …","primary_source":"Battlecry!","spell":["Toxic Cloud","Control Water","Create Water","Translocate"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":39,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3930","intelligence":2,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Omox Slime Pool","category":"creature","rarity":"common","slug":"creature-3930"},{"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":75,"language":["Common","Orcish"],"source":["Battlecry!"],"type":"Creature","creature_family":"Orc","will_save":12,"charisma":1,"speed":{"max":25,"land":25},"perception":15,"wisdom":1,"weakness":{"area":5},"creature_ability":["Ferocious Fall","Troop Defenses","Break Through","Iron Rain","Rip Them Up"],"skill":["Athletics","Intimidation"],"trait":["Humanoid","Orc","Troop","Gargantuan"],"id":"creature-3931","text":" Orc Raiding Party Orc raiding parties are feared units whose unrelenting attacks and sheer ferocity make them capable, if not subtle, soldiers. Orc raiders take the duty of carrying their hold's banner into combat with deadly seriousness and will gladly risk grievous injuries to keep their hold's standard flying high. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Orc Raiding Party Source Battlecry! pg. 187 Perception +15 Languages Common, Orcish Skills Athletics +13, Intimidation +12 Str +5 Dex +4 Con +4 Int +0 Wis +1 Cha +1 --- AC 21 Fort +10 Ref +15 Will +12 HP 75 (4 segments) Weaknesses area damage 5, splash damage 5 Ferocious Fall Reaction Trigger The orc raiding party is about to lose a segment due to passing a Hit Point threshold; Effect The dying orc raiders lash out as they fall. Each enemy in a 5-foot emanation takes 1d6+2 piercing damage (DC 19 basic Reflex save); this occurs before the raiding party loses a segment. Troop Defenses --- Speed 25 feet; troop movement Break Through Three Actions Frequency once per 10 minutes; Effect The orc raiders exploit a gap in enemy lines. The orc raiding party Strides twice; it can pass through spaces of Medium or smaller creatures but can't end its movement in them. All enemies whose spaces the orc raiding party passed through or were adjacent to at any point during their movement take 1d6+2 piercing damage (DC 19 basic Reflex save). A creature who critically fails this save is also pushed 5 feet away from the orc raiding party. Break Through damages each creature only once. Iron Rain Two Actions The orc raiders launch a multitude of javelins at foes in a deadly volley. This volley is a 10-foot burst within 30 feet that deals 3d6 piercing damage with a DC 19 basic Reflex save. When the orc raiding party is reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Rip Them Up Single Action to Three Actions Frequency once per round; Effect The orc raiders batter all enemies in a 5-foot emanation with coordinated knuckle dagger strikes (DC 19 basic Reflex save). The damage depends on the number of actions. Single Action 1d6+2 piercing damage Two Actions 2d6+5 piercing damage Three Actions 3d6+7 piercing damage ","skill_mod":{"athletics":13,"intimidation":12},"summary":"Orc raiding parties are feared units whose unrelenting attacks and sheer ferocity make them capable, if not subtle, soldiers. Orc raiders take the …","image":["/Images/Monsters/Orc_Raiding_Party.webp"],"primary_source":"Battlecry!","trait_group":["Creature Type","Half-Orc","Monster","Ancestry","Weapon"],"ac":21,"level":5,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3931","intelligence":0,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":10,"size":["Gargantuan"],"name":"Orc Raiding Party","category":"creature","rarity":"common","slug":"creature-3931"},{"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":210,"language":["Chthonian","Empyrean","Protean"],"source":["Battlecry!"],"type":"Creature","creature_family":"Protean","will_save":19,"charisma":4,"speed":{"fly":30,"max":30,"land":25,"swim":25},"perception":21,"wisdom":2,"weakness":{"area":10},"creature_ability":["Entropy Sense","Protean Anatomy","Troop Defenses","Chaos Strike","Chaos Flux","Claws, Jaws, and Tails","Stupefying Swipe"],"skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Monitor","Protean","Troop","Uncommon","Gargantuan"],"id":"creature-3932","text":" Protean Tumult Due to the inherently chaotic nature of proteans, many would assume they are incapable of cooperation. However, they are cunning enough to be able to unite in the face of danger or at the behest of more powerful beings, sometimes acting as a group called a protean tumult. Such an association is comprising of dozens of proteans of different shapes and sizes, many of whom continually alter their forms from moment to moment. Recall Knowledge - Monitor (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Protean Tumult Source Battlecry! pg. 188 Perception +21; darkvision, entropy sense (imprecise) 30 feet Languages Chthonian, Empyrean, Protean Skills Acrobatics +25, Athletics +22, Intimidation +22, Survival +20 Str +4 Dex +6 Con +4 Int +0 Wis +2 Cha +4 Entropy Sense (divine, prediction) A protean tumult can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. Veil of privacy prevents a creature from being detected via entropy sense automatically (without a counteract check). --- AC 32 Fort +22 Ref +25 Will +19 +1 status to all saves vs. magic HP 210 (4 segments, fast healing 8) Resistances precision 8, protean anatomy 12 Weaknesses area damage 10, splash damage 10 Protean Anatomy (divine) The vital organs of each individual protean in the troop shift and change shape and position constantly. Immediately after the protean tumult takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the tumult takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The tumult is immune to polymorph effects unless it is a willing target. If blinded or deafened, the tumult automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones. Troop Defenses --- Speed 25 feet, fly 30 feet, swim 25 feet; troop movement, unfettered movement Divine Innate Spells DC 29 - Constant (4th) Unfettered Movement Chaos Strike Free Action (Divine, Morph) Frequency once per round; Effect The protean tumult chooses adamantine, cold iron, or silver; the damage dealt by its Claws, Jaws, and Tails is treated as that material for 1 minute or until it uses Chaos Strike again. Chaos Flux A protean tumult is less organized and more vicious than most troops. It can move into other creatures' spaces, and other creatures can move into its spaces. Its spaces are difficult terrain to non-protean creatures. A creature that willingly moves into a protean tumult's space takes 1d12+1 bludgeoning, piercing, or slashing damage (DC 29 basic Reflex save); a creature takes this damage only once per round. Claws, Jaws, and Tails Single Action to Three Actions Frequency once per round; Effect The tumult viciously attacks each enemy within a 5-foot emanation (DC 29 basic Reflex save). The damage depends on the number of actions. Single Action 1d12+1 bludgeoning, piercing, or slashing damage Two Actions 2d12+10 bludgeoning, piercing, or slashing damage Three Actions 3d12+11 bludgeoning, piercing, or slashing damage Stupefying Swipe Two Actions (Divine, Emotion, Mental) The protean tumult makes their way across the battlefield. It Strides. At the end of this movement, they lash out at the enemy with tentacles and other blunt body parts, dealing 2d12+10 bludgeoning damage in a 5-foot emanation (DC 29 basic Reflex save). A creature who fails this save is also stupefied 2 for 2 rounds (stupefied 3 on a critical failure). ","tradition":["Divine"],"skill_mod":{"survival":20,"athletics":22,"intimidation":22,"acrobatics":25},"summary":"Due to the inherently chaotic nature of proteans , many would assume they are incapable of cooperation. However, they are cunning enough to be able …","primary_source":"Battlecry!","spell":["Unfettered Movement"],"trait_group":["Creature Type","Monster","Rarity"],"ac":32,"level":12,"spell_dc":[29],"source_category":["Rulebooks"],"sense":"darkvision, entropy sense (imprecise) 30 feet","weakest_save":["will"],"resistance":{"precision":8},"url":"/Monsters.aspx?ID=3932","intelligence":0,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":22,"size":["Gargantuan"],"name":"Protean Tumult","category":"creature","rarity":"uncommon","slug":"creature-3932"},{"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Common","Kelish"],"source":["Battlecry!"],"type":"Creature","will_save":11,"charisma":2,"speed":{"max":35,"land":35},"perception":14,"wisdom":1,"weakness":{"area":5},"creature_ability":["Desert-Adapted Troop","Troop Defenses","Dust Storm","Mounted Troop","Reflective Arrows","Scimitar Assault","Trailblazing Stride"],"skill":["Athletics","Diplomacy","Nature","Survival"],"trait":["Animal","Human","Humanoid","Troop","Gargantuan"],"id":"creature-3933","text":" Qadiran Camel Corps Navigating the deserts of Golarion requires trained individuals and often specialized mounts to keep them safe. The Qadiran camel corps are one such example of those who embark on long patrols, hunt down brigands, and dispatch any natural threats that might trouble travelers. Recall Knowledge - Animal (Nature): DC 22 Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Qadiran Camel Corps Source Battlecry! pg. 189 Perception +14 Languages Common, Kelish Skills Athletics +15, Diplomacy +11, Nature +13, Survival +13 Str +5 Dex +3 Con +2 Int +0 Wis +1 Cha +2 Desert-Adapted Troop A camel corps is well-adapted to heat and deserts. They treat environmental heat as if it was one step less severe, and if the camel mounts have eaten and drank their fill, the corps can Subsist for 1 week without needing to attempt Survival checks. --- AC 23 Fort +17 Ref +14 Will +11 HP 90 (4 segments) Weaknesses area damage 5, splash damage 5 Troop Defenses --- Speed 35 feet, troop movement Dust Storm Single Action Requirements The camel corps is in a desert or similar region; Effect The camel corps Steps, whipping up sand into a short-lived storm that obscures the surrounding region. Until the end of their next turn, the camel corps is concealed from all creatures more than 15 feet away, and all creatures more than 15 feet away are concealed to the camel corps. Mounted Troop Effects that target only animals or only humanoids may not work on the camel corps, subject to the GM's discretion. Reflective Arrows Two Actions Adjusting to the angle of the sun, the camel riders draw their shortbows, then launch a ranged attack in the form of an arcing volley. This volley is a 10-foot burst within 60 feet that deals 3d6 piercing damage (DC 21 basic Reflex save). In areas of bright light, such as outside during the day, the targets take a –1 circumstance penalty to the save. When the camel corps is reduced to 2 segments, this area decreases to a 5-foot burst. Scimitar Assault Single Action to Three Actions Frequency once per round; Effect The camel corps engages in a coordinated melee attack against each enemy in a 5-foot emanation (DC 21 basic Reflex save). The damage depends on the number of actions. Single Action 1d6+1 slashing damage Two Actions 2d6+7 slashing damage Three Actions 2d6+11 slashing damage Trailblazing Stride While moving on land, the Qadiran camel corps ignores the effects of non-magical difficult terrain. ","skill_mod":{"diplomacy":11,"nature":13,"survival":13,"athletics":15},"summary":"Navigating the deserts of Golarion requires trained individuals and often specialized mounts to keep them safe. The Qadiran camel corps are one such …","image":["/Images/Monsters/Qadiran_Camel_Corps.webp"],"primary_source":"Battlecry!","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Monster"],"ac":23,"level":6,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3933","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":17,"size":["Gargantuan"],"name":"Qadiran Camel Corps","category":"creature","rarity":"common","slug":"creature-3933"},{"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":120,"language":["Common"],"source":["Battlecry!"],"type":"Creature","creature_family":"Ratfolk","will_save":12,"charisma":2,"speed":{"max":25,"land":25},"perception":15,"wisdom":1,"weakness":{"area":8},"creature_ability":["Troop Defenses","Dirty Tricks","Poisoned Bolts","Shank 'Em"],"skill":["Acrobatics","Deception","Stealth","Thievery"],"trait":["Humanoid","Ratfolk","Troop","Gargantuan"],"id":"creature-3934","text":" Ratfolk Shank Squad Urban combat specialists with plenty of tricks up their sleeves, this unit of ratfolk is known for using poisoned weapons and dirty tricks. Ratfolk shank squads are often mercenaries with loyalty only to the group who is paying them the most. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Ratfolk Shank Squad Source Battlecry! pg. 189 Perception +15; darkvision Languages Common Skills Acrobatics +17, Deception +15, Stealth +17, Thievery +17 Str +0 Dex +6 Con +2 Int +4 Wis +1 Cha +2 --- AC 24 Fort +15 Ref +18 Will +12 HP 120 (4 segments) Weaknesses area damage 8, splash damage 8 Troop Defenses --- Speed 25 feet, troop movement Dirty Tricks Two Actions The ratfolk feint and trip up their foes in a 5-foot emanation, attempting a single Thievery check and comparing the result to each target's Reflex DC. On a success, the target is clumsy 1 (clumsy 2 on a critical success) until they take an Interact action to remove the condition. Poisoned Bolts Two Actions The shank squad draws hand crossbows to fire poisoned bolts in a volley. This volley is a 10-foot burst within 60 feet that deals 2d6 piercing damage and 2d6 poison damage with a DC 22 basic Reflex save. When the shank squad is reduced to 2 segments, this area decreases to a 5-foot burst. Shank 'Em Single Action to Three Actions Frequency once per round; Effect The shank squad makes a coordinated attack with shivs and daggers against each enemy in a 5-foot emanation, with a DC 22 basic Reflex save. The damage depends on the number of actions. Single Action 1d6 slashing damage and 1d4 precision damage Two Actions 2d6+3 slashing damage and 2d4 precision damage Three Actions 2d6+6 slashing damage and 3d4 precision damage ","skill_mod":{"deception":15,"thievery":17,"stealth":17,"acrobatics":17},"summary":"Urban combat specialists with plenty of tricks up their sleeves, this unit of ratfolk is known for using poisoned weapons and dirty tricks. Ratfolk …","primary_source":"Battlecry!","trait_group":["Creature Type","Monster","Ancestry"],"ac":24,"level":7,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3934","intelligence":4,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":15,"size":["Gargantuan"],"name":"Ratfolk Shank Squad","category":"creature","rarity":"common","slug":"creature-3934"},{"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":165,"language":["Common","Fey"],"source":["Battlecry!"],"type":"Creature","creature_family":"Redcap","will_save":17,"charisma":3,"speed":{"max":50,"land":50},"perception":19,"wisdom":2,"weakness":{"area":10,"cold_iron":10},"creature_ability":["Divine Revulsion","Troop Defenses","Blood Soak","Bloody Reaping","Bowl Over and Stomp","Deadly Swipes"],"skill":["Acrobatics","Athletics","Intimidation","Nature"],"trait":["Fey","Troop","Gargantuan"],"id":"creature-3935","text":" Redcap Brigade Redcaps are sadistic fey known for their merciless bloodlust. When they gather into troops, they goad each other to greater heights of violence. Recall Knowledge - Fey (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Redcap Brigade Source Battlecry! pg. 189 Perception +19; low-light vision Languages Common, Fey Skills Acrobatics +22, Athletics +22, Intimidation +22, Nature +17 Str +4 Dex +6 Con +4 Int +2 Wis +2 Cha +3 --- AC 29 Fort +18 Ref +22 Will +17 HP 165 (4 segments, fast healing 20) Weaknesses area damage 10, cold iron 10, divine revulsion, splash damage 10 Divine Revulsion (emotion, fear, mental) If a redcap brigade sees a creature brandish a religious symbol of a deity (which requires an Interact action by that creature) or cast a divine spell while wearing a religious symbol, the troop must attempt a DC 26 Will save. They then become temporarily immune to all brandished religious symbols for 10 minutes. Critical Success The troop is unaffected. Success The troop is frightened 1. Failure The troop is frightened 2. Critical Failure The troop is frightened 3. Troop Defenses --- Speed 50 feet; troop movement Blood Soak Free Action Trigger The redcap brigade loses its first segment, causes another troop to lose its first segment, or is otherwise exposed to copious amounts of blood; Effect The redcap brigade gains a status bonus to damage rolls for 1 minute. The bonus is +2 if they spend one action on Bloody Reaping, +6 if they spend two actions, or +8 if they spend 3 actions. They gain a +4 status bonus to damage rolls with Bowl Over and Stomp. Bloody Reaping Single Action to Three Actions Frequency once per round; Effect The redcaps in the brigade wildly swing their halberds and sickles at each enemy in a 10-foot emanation, with a DC 26 basic Reflex save. The damage depends on the number of actions. Single Action 1d10+2 slashing Two Actions 2d10+9 slashing Three Actions 3d10+10 slashing Bowl Over and Stomp Two Actions The redcap brigade Strides; they can pass through spaces of Medium or smaller creatures, but can't end their movement in them. All enemies whose spaces the redcap brigade passed through take 4d8 bludgeoning damage and must attempt a DC 26 Fortitude save. Bowl Over and Stomp damages each creature only once. Critical Success The creature takes no damage. Success The creature takes half damage. If it is prone, it also takes 1d6 persistent bleed damage. Failure The creature takes full damage, is knocked prone, and takes 2d6 persistent bleed damage. Critical Failure The creature takes double damage, is knocked prone, and takes 2d6 persistent bleed damage. Deadly Swipes Reaction Trigger The redcap brigade drops a creature to 0 Hit Points with Bloody Reaping; Effect The redcap brigade performs an additional one-action Bloody Reaping, ignoring the once per round frequency limitation. This does not deal damage to the triggering creature. ","skill_mod":{"nature":17,"athletics":22,"intimidation":22,"acrobatics":22},"summary":"Redcaps are sadistic fey known for their merciless bloodlust. When they gather into troops, they goad each other to greater heights of violence.","primary_source":"Battlecry!","trait_group":["Creature Type","Monster"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3935","intelligence":2,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":18,"size":["Gargantuan"],"name":"Redcap Brigade","category":"creature","rarity":"common","slug":"creature-3935"},{"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":90,"language":["Pyric"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Battlecry!"],"type":"Creature","creature_family":"Elemental, Scamp","spell_attack_bonus":[15],"will_save":14,"charisma":4,"speed":{"fly":25,"max":25,"land":20},"perception":14,"wisdom":0,"weakness":{"area":8,"cold":8},"creature_ability":["Troop Defenses","Burning Bites","Flame Breath"],"skill":["Acrobatics","Deception"],"trait":["Elemental","Fire","Troop","Uncommon","Gargantuan"],"id":"creature-3936","text":" Scamp Inferno Fire scamps are playful and excitable pranksters from the Plane of Fire that have little concept of moderation. When they gather into flocks, unintentional arson is the inevitable result. Recall Knowledge - Elemental (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Scamp Inferno Source Battlecry! pg. 190 Perception +14; darkvision, smoke vision Languages Pyric Skills Acrobatics +15, Deception +13 Str +0 Dex +5 Con +2 Int +0 Wis +0 Cha +4 Smoke Vision The scamp inferno ignores the concealed condition from smoke --- AC 23 Fort +11 Ref +17 Will +14 HP 90 (4 segments, fast healing 6 (while touching fire)) Immunities bleed, fire, paralyzed, poison, sleep Weaknesses area damage 8, cold 8, splash damage 8 Troop Defenses --- Speed 20 feet, fly 25 feet; troop movement Arcane Innate Spells DC 21, attack +15 - Cantrips (3rd) Daze, Ignition, Light - 3rd Fireball Burning Bites Single Action to Three Actions The scamp inferno attacks with a flurry of tiny teeth and flickering flames. Each enemy in a 5-foot emanation must attempt a DC 21 basic Reflex save. The damage depends on the number of actions. Single Action 1d6 piercing damage and 1d4 fire damage Two Actions 2d6+2 piercing damage and 2d4 fire damage Three Actions 2d6+4 piercing damage and 3d4 fire damage Flame Breath Two Actions (Arcane, Fire) The scamp inferno breathes flames in a 15-foot cone that deals 3d6 fire damage to each creature within the area (DC 21 basic Reflex save). Creatures that fail the save also take 1d6 persistent fire damage. The scamp inferno can't use Flame Breath again for 1d4 rounds. Other Elemental Scamp Troops In General, All Elemental Scamps Are A Bit Mischievous, And Equally As Likely To Gather In Masses To Wreak (Often Accidental) Havoc. You Can Alter The Scamp Inferno Stat Block Above To Represent Troops Of Other Elemental Scamps. Replace The Fire Trait With The Trait Listed In Parentheses, And Apply The Other Adjustments. Scamp Avalanche (Earth) Replace Smoke Vision With Tremorsense (Imprecise) 30 Feet change language to Petran; the troop's fast healing works underground; remove immunity to fire and weakness to cold; the troop gains a burrow Speed of 20 feet; replace the innate spells with 3rd one with stone and Cantrips (3rd) scatter scree ; replace Burning Bites with Stone Slams, dealing bludgeoning and poison damage instead of piercing and fire damage; replace Flame Breath with Scree Breath, dealing bludgeoning damage and no persistent fire damage. Scamp Flood (water) Remove smoke vision; change language to Thalassic; the troop's fast healing works underwater; remove immunity to fire and weakness to cold; add resistance to acid and fire at the same value as the weakness values; the troop gains a swim Speed of 25 feet; replace the innate spells with 2nd acid grip and 1st create water ; replace Burning Bites with Drenching Claws, dealing slashing and acid damage instead of piercing and fire damage; replace Flame Breath with Acid Breath, dealing acid damage and no persistent fire damage. Scamp Shrapnel (metal) Remove smoke vision; change language to Talican; the troop's fast healing works while touching metal; remove immunity to fire and weakness to cold; add resistance to electricity at the same value as the weakness values; replace the innate spells with 2nd leaden steps and Cantrips (3rd) live wire ; replace Burning Bites with Metallic Claws, dealing slashing and persistent bleed damage instead of piercing and fire damage; replace Flame Breath with Shrapnel Breath, dealing slashing damage and persistent bleed damage. Scamp Tangle (wood) Remove smoke vision; change language to Muan; the troop's fast healing works while touching plants or trees; remove immunity to fire and replace weakness to cold with weakness to fire and weakness to slashing; replace the innate spells with 2nd oaken resilience (self only) and Cantrips (3rd) tangle vine ; replace Burning Bites with Thorny Claws, dealing piercing and persistent bleed damage instead of piercing and fire damage; replace Flame Breath with Pollen Breath, dealing poison damage and no persistent fire damage. Scamp Whirlwind (air) Replace smoke vision with fog vision, which offers the same benefit in fog and mist; change language to Sussuran; the troop's fast healing works in open air; remove immunity to fire and weakness to cold; the troop increases its fly Speed to 40 feet; replace the innate spells with 2nd blur and 1st gust of wind ; replace Burning Bites with Sonic Slams, dealing bludgeoning damage and sonic damage instead of piercing and fire damage; replace Flame Breath with Sirocco Breath, dealing slashing damage and pushing back a target who fails the save by 10 feet (instead of dealing persistent fire damage). ","tradition":["Arcane"],"element":["Fire"],"skill_mod":{"deception":13,"acrobatics":15},"summary":"Fire scamps are playful and excitable pranksters from the Plane of Fire that have little concept of moderation. When they gather into flocks, …","primary_source":"Battlecry!","spell":["Fireball","Daze","Ignition","Light"],"trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"ac":23,"level":6,"spell_dc":[21],"source_category":["Rulebooks"],"sense":"darkvision, smoke vision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3936","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":11,"size":["Gargantuan"],"name":"Scamp Inferno","category":"creature","rarity":"uncommon","slug":"creature-3936"},{"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":150,"language":["Aklo","Thassilonian"],"immunity":["controlled"],"source":["Battlecry!"],"type":"Creature","creature_family":"Sinspawn","will_save":15,"charisma":1,"speed":{"max":30,"land":30},"perception":19,"wisdom":2,"weakness":{"area":10},"creature_ability":["Sin Scent","Reactive Attack","Troop Defenses","Sinful Assault","Sinful Bite"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Aberration","Troop","Gargantuan"],"id":"creature-3937","text":" Sinswarm Sinspawn, monstrosities of twisted humanoid flesh, were created ages ago by the runelord Alaznist to serve as shock troops. Hateful even toward their own kind, sinspawn usually band together only in small, isolated cults, although powerful beings are occasionally able to coerce greater numbers of these slavering horrors to join forces as uniquely bloodthirsty and destructive mobs. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Sinswarm Source Battlecry! pg. 191 Perception +19; darkvision, sin scent (imprecise) 30 feet Languages Aklo, Thassilonian Skills Acrobatics +18, Athletics +20, Survival +17 Str +6 Dex +3 Con +4 Int +1 Wis +2 Cha +1 Sin Scent A sinswarm can smell creatures reflecting any one of the seven primary sins as the scent ability. The GM determines which creatures are appropriately sinful. --- AC 27 Fort +21 Ref +18 Will +15 HP 150 (4 segments) Immunities controlled Resistances mental 10 Weaknesses area damage 10, splash damage 10 Reactive Attack Reaction Trigger A creature within a 5-foot emanation of the sinswarm uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using; Effect The sinswarm lashes out at the triggering creature, dealing 2d8+9 piercing or slashing damage (DC 25 basic Reflex save). If the creature critically fails the save and the trigger was a manipulate action, that action is disrupted. Troop Defenses --- Speed 30 feet; troop movement Sinful Assault Single Action to Three Actions Frequency once per round; Effect The sinswarm makes a coordinated attack against each enemy in a 5-foot emanation, with a DC 25 basic Reflex save. The damage depends on the number of actions. Single Action 1d8+2 piercing or slashing damage Two Actions 2d8+9 piercing or slashing damage plus sinful bite Three Actions 3d8+11 piercing or slashing damage plus sinful bite Sinful Bite (Arcane, Emotion, Mental) A creature bitten by a sinspawn must attempt a DC 28 Will save as it is assailed by sinful thoughts. The sinswarm can't inflict the same sin effect on multiple targets in the same round until it has inflicted all seven sins at least once. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 2 and takes one of the following additional effects, chosen by the GM: enfeebled 2 for 1 minute (envy), drained 1 (gluttony), clumsy 2 for 1 minute (greed), stupefied 2 for 1 minute (lust), clumsy 1 and enfeebled 1 for 1 minute (pride), –10-foot status penalty to all Speeds for 1 minute (sloth), or drained 1 and enfeebled 1 for 1 minute (wrath). ","skill_mod":{"survival":17,"athletics":20,"acrobatics":18},"summary":"Sinspawn , monstrosities of twisted humanoid flesh, were created ages ago by the runelord Alaznist to serve as shock troops. Hateful even toward …","primary_source":"Battlecry!","trait_group":["Creature Type","Monster"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":"darkvision, sin scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"mental":10},"url":"/Monsters.aspx?ID=3937","intelligence":1,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":21,"size":["Gargantuan"],"name":"Sinswarm","category":"creature","rarity":"common","slug":"creature-3937"},{"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":90,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Battlecry!"],"type":"Creature","creature_family":"Skeleton","will_save":11,"charisma":0,"speed":{"max":25,"land":25},"perception":11,"wisdom":1,"weakness":{"area":7},"creature_ability":["Troop Defenses","Ossuary Storm","Rattling Bones"],"skill":["Athletics"],"trait":["Mindless","Skeleton","Troop","Undead","Unholy","Gargantuan"],"id":"creature-3938","text":" Skeleton Mob To the morbid, a battlefield is no more than a garden of corpses. Sometimes, either through the magic of a necromancer or through an unfortunate pooling of void energy, these bodies rise up as broken and battered skeletons. While some of these skeletons are far from whole, they can still pose a significant threat. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Skeleton Mob Source Battlecry! pg. 191 Perception +11; darkvision Languages Skills Athletics +13 Str +4 Dex +2 Con +1 Int -5 Wis +1 Cha +0 --- AC 23 Fort +17 Ref +14 Will +11 HP 90 (4 segments, void healing (page 217)) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 7, electricity 7, fire 7, piercing 7, slashing 7 Weaknesses area damage 7, splash damage 7 Troop Defenses --- Speed 25 feet, troop movement Ossuary Storm Two Actions The skeleton mob hurls skulls and fragments of bone in a 10-foot burst within 30 feet. This attack deals 3d6 piercing damage (DC 21 basic Reflex save). When the skeleton mob is reduced to 2 segments, this area decreases to a 5-foot burst. Rattling Bones Single Action to Three Actions Frequency once per round; Effect The skeletons engage using their claws and broken bones to attack each enemy in a 5-foot emanation, with a DC 21 basic Reflex save. The damage depends on the number of actions. Single Action 1d4+1 piercing or slashing damage Two Actions 2d4+7 piercing or slashing damage Three Actions 3d4+10 piercing or slashing damageto 2 segments, this area decreases to a 5-foot burst. ","skill_mod":{"athletics":13},"summary":"To the morbid, a battlefield is no more than a garden of corpses. Sometimes, either through the magic of a necromancer or through an unfortunate …","primary_source":"Battlecry!","trait_group":["Monster","Ancestry","Creature Type","Mechanics"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"piercing":7,"slashing":7,"fire":7,"cold":7,"electricity":7},"url":"/Monsters.aspx?ID=3938","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":17,"size":["Gargantuan"],"name":"Skeleton Mob","category":"creature","rarity":"common","slug":"creature-3938"},{"constitution":3,"primary_source_category":"Rulebooks","strength":8,"hp":240,"language":["Chthonian","Diabolic","Empyrean","Requian"],"immunity":["death effects","disease"],"source":["Battlecry!"],"type":"Creature","creature_family":"Psychopomp","will_save":25,"charisma":3,"speed":{"fly":40,"max":40,"land":25},"perception":23,"wisdom":4,"weakness":{"area":12},"creature_ability":["Frightful Presence","Reactive Relocation","Troop Defenses","Guardians' Curse","Harvest the Wicked","Shepherd's Touch"],"skill":["Acrobatics","Athletics","Boneyard Lore","Intimidation","Occultism","Religion","Stealth"],"trait":["Monitor","Psychopomp","Troop","Gargantuan"],"id":"creature-3939","text":" Vanth Guardian Flock Vanth psychopomps are eternal guardians of the cycle of life and death. When souls are threatened by fiends or other malevolent forces, they gather together to cut the threat down. Recall Knowledge - Monitor (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Vanth Guardian Flock Source Battlecry! pg. 192 Perception +23; darkvision, lifesense 60 feet Languages Chthonian, Diabolic, Empyrean, Requian Skills Acrobatics +27, Athletics +27, Boneyard Lore +24, Intimidation +24, Occultism +22, Religion +22, Stealth +27 Str +8 Dex +5 Con +3 Int +3 Wis +4 Cha +3 --- AC 33 Fort +23 Ref +21 Will +25 +1 status to all saves vs. magic HP 240 (4 segments) Immunities death effects, disease Resistances poison 15, void 15 Weaknesses area damage 12, splash damage 12 Frightful Presence (aura, emotion, fear, mental) 20 feet, DC 30 Reactive Relocation Reaction (teleportation) Trigger A creature hits the guardian flock with an attack roll; Effect After the attack roll is resolved, the troop pools dimensional magic to rapidly change their position. They cast 4th-rank translocate , except their range is limited to 40 feet. Troop Defenses --- Speed 25 feet, fly 40 feet; troop movement Divine Innate Spells DC 33 - 2nd Invisibility (at will; self only) - 4th Translocate (at will) - 6th Holy Light (×3), Locate (×3), Translocate Guardians' Curse Two Actions (Curse, Divine, Misfortune) Frequency three times per day; Effect The guardian flock bestows a curse upon all enemies in a 5-foot emanation by touching them with their scythes. Each affected creature must attempt a DC 33 Will save. Critical Success The target is unaffected and is temporarily immune to Guardians' Curse for 24 hours. Success The target feels a momentary shudder of doom and is stupefied 1 for 1 minute by the distracting sensation. Failure The target becomes morose and glum as it accepts its own inevitable fate. For 1 hour, the target is stupefied 2. Each time the target gains the dying condition, the stupefied condition value increases by 1, to a maximum value of stupefied 4. Critical Failure As failure, but the effect is permanent. Harvest the Wicked Single Action to Three Actions Frequency once per round; Effect The vanths swing their scythes in a coordinated melee attack. Each enemy in a 5-foot emanation must attempt a DC 30 basic Reflex save. The damage depends on the number of actions. The slashing damage is treated as adamantine, cold iron, and silver. Single Action 1d10+1 slashing damage plus 1d6 shepherd's touch Two Actions 2d10+3 slashing damage plus 3d6 shepherd's touch Three Actions 2d10+7 slashing damage plus 4d6 shepherd's touch Shepherd's Touch The physical damage dealt by the guardian flock's Harvest the Wicked ability is treated as coming from a weapon with a ghost touch property rune. In addition, the vanths deal the listed damage as void damage to living creatures or vitality damage to undead. ","tradition":["Divine"],"skill_mod":{"stealth":27,"athletics":27,"intimidation":24,"occultism":22,"acrobatics":27,"religion":22},"summary":"Vanth psychopomps are eternal guardians of the cycle of life and death. When souls are threatened by fiends or other malevolent forces, they …","primary_source":"Battlecry!","spell":["Holy Light","Locate","Translocate","Invisibility"],"trait_group":["Creature Type","Monster"],"ac":33,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":"darkvision, lifesense 60 feet","weakest_save":["ref","reflex"],"resistance":{"void":15,"poison":15},"url":"/Monsters.aspx?ID=3939","intelligence":3,"reflex_save":21,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":23,"size":["Gargantuan"],"name":"Vanth Guardian Flock","category":"creature","rarity":"common","slug":"creature-3939"},{"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":195,"language":["Common","Skald"],"source":["Battlecry!"],"type":"Creature","will_save":18,"charisma":1,"speed":{"max":25,"land":25},"perception":21,"wisdom":1,"weakness":{"area":10},"creature_ability":["Sacrifice","Troop Defenses","Berserker Strikes","Guard Charge","Shield Wall"],"skill":["Athletics","Intimidation"],"trait":["Human","Humanoid","Troop","Gargantuan"],"id":"creature-3940","text":" Viking Guard Battle-tested Ulfen barbarians, hunters, and warriors gather into an elite fighting unit who specialize in offering protection to their leaders in battle as well as protecting those who can afford their services. Traveling far and wide, single troops or entire companies can easily find work based on their reputations, from serving as bodyguards in small private armies to taking on specialized jobs. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Viking Guard Source Battlecry! pg. 193 Perception +21 Languages Common, Skald Skills Athletics +23, Intimidation +21 Str +7 Dex +3 Con +5 Int +1 Wis +1 Cha +1 --- AC 30 Fort +24 Ref +21 Will +18 +2 status to all saves vs. fear HP 195 (4 segments) Weaknesses area damage 10, splash damage 10 Sacrifice Reaction Requirements The viking guard has a charge, and that creature is adjacent to the viking guard; Trigger The viking guard's charge takes Hit Point damage; Effect The viking guard's charge takes half damage, and the viking guard takes the remainder of the damage. Troop Defenses --- Speed 25 feet, troop movement Berserker Strikes Single Action to Three Actions Frequency once per round; Effect Battle axes in hand, the viking guard engages in a coordinated melee attack against enemies in a 5-foot emanation, with a DC 27 basic Reflex save. The damage depends on the number of actions. Single Action 1d8+3 slashing damage Two Actions 2d8+12 slashing damage Three Actions 3d8+15 slashing damage Guard Charge Single Action The viking guard designates an ally it can see to be its charge. The charge gains a +2 circumstance bonus to their AC, Reflex saves, and saves against fear when they are adjacent to the viking guard. Further, this allows the viking guard to use its Sacrifice and Shield Wall actions. A viking guard can have only one charge at a time, and if it designates a new charge, the old one loses all benefits. If the viking guard's charge is reduced to 0 Hit Points, the viking guard must succeed at a DC 30 Will save or become frightened 2; this is an emotion, fear, and mental effect. Shield Wall Two Actions Requirements The viking guard has a charge, and that creature is adjacent to the viking guard; Effect Raising shields, the viking guard Strides up to twice its Speed as it protects its charge. The viking guard gains a +2 circumstance bonus to its AC against reactions triggered by this movement. The viking guard's charge can Stride the same distance as a reaction, moving with the troop to maintain the bonuses from Guard Charge during this movement. ","skill_mod":{"athletics":23,"intimidation":21},"summary":"Battle-tested Ulfen barbarians, hunters, and warriors gather into an elite fighting unit who specialize in offering protection to their leaders in …","primary_source":"Battlecry!","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":30,"level":11,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3940","intelligence":1,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":24,"size":["Gargantuan"],"name":"Viking Guard","category":"creature","rarity":"common","slug":"creature-3940"},{"constitution":7,"primary_source_category":"Rulebooks","strength":5,"hp":180,"language":["Common","Diabolic","<%UMR%79%%>telepathy<%END> 100 feet"],"immunity":["fire"],"source":["Battlecry!"],"type":"Creature","creature_family":"Devil","will_save":16,"charisma":2,"speed":{"max":25,"land":25},"perception":19,"wisdom":3,"weakness":{"area":10,"holy":10,"splash":10},"creature_ability":["Reactive Attack","Troop Defenses","Burning March","Impaling Barrage","Tines of Dis"],"skill":["Acrobatics","Athletics","Intimidation","Religion","Warfare Lore"],"trait":["Devil","Fiend","Troop","Unholy","Gargantuan"],"id":"creature-3941","text":" Vordine Legion Vordines are the foot soldiers of Hell, dispatched in vast armies from the iron city of Dis to guard Hell's uppermost layers and crush the enemies of the archdevils who rule there. Indefatigable and pitiless, a legion of vordines strikes with a ruthless precision that commands fear and envy throughout the multiverse in equal measure. Although they usually serve at the command of more powerful devils, such as the tyrannical nessari, every legion also observes a unique internal hierarchy that enables another vordine to assume command at a moment's notice should it become necessary. Recall Knowledge - Fiend (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Vordine Legion Source Battlecry! pg. 193 Perception +19; greater darkvision Languages Common, Diabolic; telepathy 100 feet Skills Acrobatics +22, Athletics +24, Intimidation +22, Religion +19, Warfare Lore +22 Str +5 Dex +5 Con +7 Int +2 Wis +3 Cha +2 --- AC 29 Fort +22 Ref +19 Will +16 +1 status to all saves vs. magic HP 180 (4 segments) Immunities fire Resistances physical 10 (except silver), poison 10 Weaknesses area damage 10, holy 10, splash damage 10 Reactive Attack Reaction Trigger A creature within the vordine legion's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using; Effect The creature takes 2d8+11 piercing damage (DC 26 basic Reflex save); this damage has the magical and unholy traits. If the creature critically fails its saving throw and the trigger was a manipulate action, the legion disrupts that action. Troop Defenses --- Speed 25 feet; troop movement Divine Innate Spells DC 26 - 4th Translocate (at will) Burning March Two Actions (Divine, Fire, Unholy) The vordine legion Strides, leaving an orderly pattern of burning hoofprints in each square they enter. The hoofprints continue to burn for 1 minute. Any creature on the ground that begins its turn in, or enters a square with, burning hoofprints takes 2d8 fire damage. Impaling Barrage Two Actions (Magical, Unholy) The vordine legion releases a hail of tridents. This hail is a 10-foot burst within 40 feet that deals 4d8 piercing damage (DC 26 basic Reflex save). Creatures that fail the saving throw are clumsy 1 until the start of the vordine legion's next turn (clumsy 2 on a critical failure). When the vordines are reduced to 2 segments, this area decreases to a 5-foot burst. Tines of Dis Single Action to Three Actions (Magical, Unholy) Frequency once per round; Effect The vordines of the legion make coordinated melee attacks with their tridents. Each enemy within a 5-foot emanation must attempt a DC 26 basic Reflex save. The damage depends on the number of actions. Single Action 1d8+2 piercing damage Two Actions 2d8+11 piercing damage Three Actions 3d8+14 piercing damage ","tradition":["Divine"],"skill_mod":{"athletics":24,"intimidation":22,"acrobatics":22,"religion":19},"summary":"Vordines are the foot soldiers of Hell, dispatched in vast armies from the iron city of Dis to guard Hell's uppermost layers and crush the enemies …","image":["/Images/Monsters/Vordine_Legion.webp"],"primary_source":"Battlecry!","spell":["Translocate"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":29,"level":10,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"greater darkvision","weakest_save":["will"],"resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=3941","intelligence":2,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Greater darkvision","fortitude_save":22,"size":["Gargantuan"],"name":"Vordine Legion","category":"creature","rarity":"common","slug":"creature-3941"},{"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":150,"language":["Common","Necril"],"source":["Battlecry!"],"type":"Creature","creature_family":"Wight","will_save":18,"charisma":2,"speed":{"max":25,"land":25},"perception":18,"wisdom":3,"weakness":{"area":7},"creature_ability":["Final Grudge","Fueled by Spite","Troop Defenses","Corrupting Spite","Hateful Daggers"],"skill":["Athletics","Intimidation","Stealth"],"trait":["Troop","Undead","Unholy","Wight","Gargantuan"],"id":"creature-3942","text":" Wight Battalion Wights are malevolent undead, bent on desecrating the holy and determined to cause suffering to all living creatures. A lone wight is dangerous enough, but when compelled to act together, they are a force to be reckoned with. A wight battalion has the potential to curse entire armies, increasing their numbers until they become an unholy tide. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Wight Battalion Source Battlecry! pg. 194 Perception +18; darkvision Languages Common, Necril Skills Athletics +20, Intimidation +18, Stealth +18 Str +6 Dex +2 Con +4 Int +0 Wis +3 Cha +2 --- AC 27 Fort +21 Ref +15 Will +18 HP 150 (4 segments, fueled by spite, void healing) Weaknesses area damage 7, splash damage 7 Final Grudge Reaction Trigger The wight battalion is about to lose a segment due to Hit Point damage; Effect The wights strike out as they fall. Each enemy in a 5-foot emanation takes 2d4 piercing damage (DC 25 basic Reflex save). This occurs before the battalion loses a segment. Fueled by Spite Each time a creature loses Hit Points due to the wight battalion's corrupting spite curse, the battalion gains 6 temporary Hit Points that last for 1 round. Troop Defenses --- Speed 25 feet; troop movement Corrupting Spite (Curse, Divine, Void) The wight battalion's attacks inflict a curse that makes a creature grow weak and spiteful. A living humanoid that dies while under this curse rises as a wight after 1d4 rounds, controlled by the wight battalion that inflicted the curse. This new wight can't inflict corrupting spite and is clumsy 2. If the creating wight battalion dies or after roughly a month of existence, the new wight becomes autonomous and becomes a normal wight; Saving Throw DC 25 Fortitude; Stage 1 drained 1 (1 round); Stage 2 drained 2 and doesn't treat any creatures as allies (1 round); Stage 3 As stage 2, except drained 3 (1 round); Stage 4 As stage 2, except drained 4 (1 round). Hateful Daggers Single Action to Three Actions The wights coordinate melee attacks with the daggers they were buried with. Each enemy within a 5-foot emanation attempts a DC 25 basic Reflex save. The damage depends on the number of actions. On a failed save, the creature is also exposed to corrupting spite. Single Action 2d4 piercing damage Two Actions 4d4+8 piercing damage Three Actions 4d4+14 piercing damage ","skill_mod":{"stealth":18,"athletics":20,"intimidation":18},"summary":"Wights are malevolent undead, bent on desecrating the holy and determined to cause suffering to all living creatures. A lone wight is dangerous …","primary_source":"Battlecry!","trait_group":["Monster","Creature Type","Mechanics"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3942","intelligence":0,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":21,"size":["Gargantuan"],"name":"Wight Battalion","category":"creature","rarity":"common","slug":"creature-3942"},{"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":90,"source":["Battlecry!"],"type":"Creature","creature_family":"Wolf","will_save":11,"charisma":-2,"speed":{"max":35,"land":35},"perception":17,"wisdom":4,"weakness":{"area":5},"creature_ability":["Troop Defenses","Harry Prey","Pack Hunt"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"trait":["Animal","Troop","Gargantuan"],"id":"creature-3943","text":" Wolf Pack Though wolf packs can be a menace to farming communities that rely on livestock, they prefer not to go after humanoids or other dangerous foes. However, hungry packs don't have the luxury of being cautious. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Wolf Pack Source Battlecry! pg. 194 Perception +17; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +15, Athletics +15, Stealth +13, Survival +15 Str +2 Dex +4 Con +3 Int -4 Wis +4 Cha -2 --- AC 23 Fort +14 Ref +17 Will +11 HP 90 (4 segments) Weaknesses area damage 5, splash damage 5 Troop Defenses --- Speed 35 feet; troop movement Harry Prey Two Actions The wolf pack focuses all their efforts on biting a single adjacent foe, who takes 4d6+8 piercing damage (DC 21 basic Reflex save). If the creature fails this saving throw, the wolf pack can immediately attempt an Athletics check to Trip the creature. Pack Hunt Single Action to Three Actions The wolves work together to fell their opponents. Each enemy within a 5-foot emanation attempts a DC 21 basic Reflex save. A creature who is prone is clumsy 2 for this attack. The damage depends on the number of actions. Single Action 1d6+1 piercing damage Two Actions 2d6+7 piercing damage Three Actions 2d6+11 piercing damage ","skill_mod":{"survival":15,"stealth":13,"athletics":15,"acrobatics":15},"summary":"Though wolf packs can be a menace to farming communities that rely on livestock, they prefer not to go after humanoids or other dangerous foes. …","primary_source":"Battlecry!","trait_group":["Creature Type","Monster"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3943","intelligence":-4,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":14,"size":["Gargantuan"],"name":"Wolf Pack","category":"creature","rarity":"common","slug":"creature-3943"},{"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":99,"language":["Draconic","Sakvroth"],"source":["Battlecry!"],"type":"Creature","creature_family":"Xulgath","will_save":11,"charisma":0,"speed":{"max":25,"land":25},"perception":14,"wisdom":1,"weakness":{"area":5},"creature_ability":["Stench","Troop Defenses","Club Offensive","Javelin Barrage","Rend Flesh"],"skill":["Athletics","Stealth"],"trait":["Humanoid","Troop","Xulgath","Gargantuan"],"id":"creature-3944","text":" Xulgath Army Though most xulgath settlements can be found in the Darklands, these reptilian humanoids sometimes venture to the surface with ill intent. When gathered into an army, xulgaths tear through innocent communities in the name of whatever leader they serve. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Xulgath Army Source Battlecry! pg. 194 Perception +14; darkvision Languages Draconic, Sakvroth Skills Athletics +15, Stealth +13 Str +5 Dex +3 Con +3 Int +0 Wis +1 Cha +0 --- AC 23 Fort +17 Ref +14 Will +11 HP 99 (4 segments) Weaknesses area damage 5, splash damage 5 Stench (aura, olfactory) 30 feet, DC 24 Troop Defenses --- Speed 25 feet; troop movement Club Offensive Single Action to Three Actions Frequency once per round; Effect The xulgaths make coordinated melee attacks against each enemy in 5-foot emanation, with a DC 21 basic Reflex save. The damage dealt depends on the number of actions. Single Action 1d6+1 bludgeoning damage Two Actions 2d6+7 bludgeoning damage Three Actions 2d6+12 bludgeoning damage Javelin Barrage Two Actions The xulgaths draw javelins and launch a coordinated barrage at range. This barrage is a 10-foot burst within 30 feet that deals 3d6 piercing damage (DC 21 basic Reflex save). When the xulgath army is reduced to 2 segments, this area decreases to a 5-foot burst. Rend Flesh Two Actions The xulgaths concentrate their attacks on a single adjacent enemy, clawing and biting with abandon. That creature takes 3d4+5 slashing damage (DC 21 basic Reflex save). On a failed save, the creature also takes 1d4 persistent bleed damage. ","skill_mod":{"stealth":13,"athletics":15},"summary":"Though most xulgath settlements can be found in the Darklands, these reptilian humanoids sometimes venture to the surface with ill intent. When …","primary_source":"Battlecry!","trait_group":["Creature Type","Monster"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3944","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"size":["Gargantuan"],"name":"Xulgath Army","category":"creature","rarity":"common","slug":"creature-3944"},{"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":240,"language":["Draconic","Sakvroth"],"source":["Battlecry!"],"type":"Creature","creature_family":"Xulgath","will_save":23,"charisma":3,"speed":{"max":30,"land":30},"perception":23,"wisdom":4,"weakness":{"area":15},"creature_ability":["Stench","Troop Defenses","Javelin Barrage","Mounted Troop","Spears, Teeth, and Horns","Trample"],"skill":["Athletics","Dinosaur Lore","Intimidation"],"trait":["Animal","Dinosaur","Humanoid","Troop","Xulgath","Gargantuan"],"id":"creature-3945","text":" Xulgath Dinosaur Cavalry Xulgaths have been breeding and training dinosaurs for millennia, and the bonds between them are as familiar and strong as that between any other humanoid and their domesticated companion of choice. While most of the creatures are used primarily as beasts of burden, elite xulgath soldiers known as roughriders train the most vicious and aggressive dinosaurs from numerous species to serve as vicious and terrifying mounts, capable of punching through defensive lines and smashing fortifications to splinters as easily as they scatter enemy soldiers. Recall Knowledge - Animal (Nature): DC 31 Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Xulgath Dinosaur Cavalry Source Battlecry! pg. 195 Perception +23; low-light vision, scent (imprecise) 30 feet Languages Draconic, Sakvroth Skills Athletics +27, Dinosaur Lore +24, Intimidation +24 Str +8 Dex +2 Con +5 Int -1 Wis +4 Cha +3 --- AC 33 Fort +29 Ref +20 Will +23 HP 240 (4 segments) Weaknesses area damage 15, splash damage 15 Stench (aura, olfactory) 30 feet, DC 33 Troop Defenses --- Speed 30 feet; troop movement Javelin Barrage Two Actions The xulgaths draw javelins and launch a coordinated barrage at range. This barrage is a 10-foot burst within 30 feet that deals 4d8 piercing damage (DC 30 basic Reflex save). When the cavalry is reduced to 2 segments, this area decreases to a 5-foot burst. Mounted Troop Effects that target only animals, dinosaurs, or humanoids may not work on the cavalry, subject to the GM's discretion. Spears, Teeth, and Horns Single Action to Three Actions Frequency once per round; Effect The cavalry makes a coordinated melee attack against each enemy in 10-foot emanation, with a DC 30 basic Reflex save. The damage dealt depends on the number of actions. Single Action 2d6+2 piercing damage Two Actions 4d6+10 piercing damage Three Actions 5d6+15 piercing damage Trample Three Actions The cavalry Strides up to double its Speed and can move through the spaces of Large or smaller creatures, Trampling each creature whose space it enters. The cavalry can attempt to Trample the same creature only once in a single use of Trample. Each Trampled creature takes 2d6+2 bludgeoning damage (DC 30 basic Reflex save). ","skill_mod":{"athletics":27,"intimidation":24},"summary":"Xulgaths have been breeding and training dinosaurs for millennia, and the bonds between them are as familiar and strong as that between any other …","primary_source":"Battlecry!","trait_group":["Creature Type","Monster"],"ac":33,"level":13,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3945","intelligence":-1,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":29,"size":["Gargantuan"],"name":"Xulgath Dinosaur Cavalry","category":"creature","rarity":"common","slug":"creature-3945"},{"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":195,"language":["Aklo"],"source":["Battlecry!"],"type":"Creature","will_save":18,"charisma":1,"speed":{"climb":20,"max":30,"land":30,"burrow":20},"perception":21,"wisdom":3,"weakness":{"area":10},"creature_ability":["Troop Defenses","Harden Chitin","Mandible Frenzy","Mucus Deluge","Subterranean Ambush","Zecui Larvae"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Aberration","Troop","Uncommon","Gargantuan"],"id":"creature-3946","text":" Zecui Horde A surprise raid by a swarm of the insectile zecui can easily wipe out an entire village overnight. When they don't devour their victims immediately, zecuis typically implant them with their own larvae and bury them in sprawling mass graves, where the developing zecui horde can lie dormant for years before suddenly erupting to the surface to wreak havoc on nearby settlements. Recall Knowledge - Aberration (Occultism): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Zecui Horde Source Battlecry! pg. 195 Perception +21; darkvision Languages Aklo Skills Acrobatics +23, Athletics +21, Stealth +23 Str +4 Dex +7 Con +3 Int +1 Wis +3 Cha +1 --- AC 30 Fort +21 Ref +24 Will +18 HP 195 (4 segments) Weaknesses area damage 10, splash damage 10 Troop Defenses --- Speed 30 feet, burrow 20 feet, climb 20 feet; troop movement Harden Chitin Single Action The zecuis fuse their chitin into black metallic shells. The horde gains resistance 10 to all damage (except mental and spirit) until they next take a move action. Mandible Frenzy Single Action to Three Actions Frequency once per round; Effect The horde makes a vicious bite attack against each enemy in a 5-foot emanation (DC 27 basic Reflex save). The damage dealt depends on the number of actions. Single Action 1d8+2 piercing damage Two Actions 2d8+12 piercing damage Three Actions 3d8+15 piercing damage Mucus Deluge Two Actions The horde spits a volley of larva-infested mucus as a 10-foot burst within 30 feet. Each creature in the area must succeed at a DC 27 Reflex save or be stuck to the nearest surface, immobilized until they Escape (DC 30). Any creature so immobilized is exposed to zecui larvae at the end of each of its turns. When the zecui horde is reduced to 2 segments, this area decreases to a 5-foot burst. Subterranean Ambush Single Action Requirements The zecui horde has burrowed into an ambush position just beneath a surface of dirt, sand, or a similar loose material; Effect The horde bursts from the ground and moves up to its Speed. The horde deals 1d8+2 piercing damage (DC 29 basic Reflex save) to each enemy in a 5-foot emanation at the end of this movement. Zecui Larvae (Disease) Saving Throw DC 30 Fortitude; Stage 1 visible lumps as the larvae move but no ill effect (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day); Stage 4 drained 3 and controlled by the zecui larva (1 day); Stage 5 the creature dies and an adult zecui can emerge from the corpse as an Interact action. ","skill_mod":{"stealth":23,"athletics":21,"acrobatics":23},"summary":"A surprise raid by a swarm of the insectile zecui can easily wipe out an entire village overnight. When they don't devour their victims …","primary_source":"Battlecry!","trait_group":["Creature Type","Monster","Rarity"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3946","intelligence":1,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":21,"size":["Gargantuan"],"name":"Zecui Horde","category":"creature","rarity":"uncommon","slug":"creature-3946"},{"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":14,"immunity":["grabbed","precision","prone","restrained","swarm mind"],"source":["Pathfinder #216: The Acropolis Pyre"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":30,"land":15,"swim":30},"perception":6,"wisdom":3,"weakness":{"area":3},"creature_ability":["Camouflage","Compression","Swarming Bites"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Athletics","Stealth","Thievery"],"trait":["Animal","Aquatic","Swarm","Large"],"id":"creature-3947","text":" Riptide Octopus Swarm Riptide octopuses have adapted to these isolated hunting grounds with their strength, pulling themselves hundreds of feet across dry land to check their territory's pools for prey. Under most circumstances, such mollusks are solitary. However, massive scavenging opportunities like a beached whale or a wounded mammal can draw hundreds of these creatures to one place. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Riptide Octopus Swarm Source Pathfinder #216: The Acropolis Pyre pg. 84 Perception +6; low-light vision Languages Skills Acrobatics +6, Athletics +5, Stealth +6, Thievery +4 Str +2 Dex +3 Con +3 Int -4 Wis +3 Cha +0 --- AC 16 Fort +8 Ref +7 Will +4 HP 14 Immunities grabbed, precision, prone, restrained, swarm mind Resistances physical 5 (except slashing) Weaknesses area damage 3, splash damage 3 --- Speed 15 feet, swim 30 feet Camouflage In wet environments like open water, tide pools, and even wet ship decks, a riptide octopus swarm can Hide and Sneak without cover or being concealed. Compression A riptide octopus swarm can move through a gap at least 6 inches wide without Squeezing and can Squeeze through a gap at least 1 inch wide. Swarming Bites Single Action Each enemy in the swarm's space takes 1d4 piercing damage and must attempt a DC 16 basic Reflex save. A creature that fails its save takes 1d4 persistent piercing damage as octopuses cling to and continue biting the creature. Eater Of Toes The riptide octopus didn't get its name from living in tidal zones but from being more stubborn than a riptide pulling someone out to sea. Beachcombers know not to dip their toes into tidal pools lest a riptide octopus mistake them for prey, and many bear scars that remind them of the dangers of ignoring such advice. Dislodging a hungry riptide octopus sometimes takes extreme measures in the form of a crowbar; fortunately, the octopus's skin is sensitive to fermented fluids like vinegar and wine, and dousing the creature with such concoctions usually encourages it to detach and flee. ","skill_mod":{"thievery":4,"stealth":6,"athletics":5,"acrobatics":6},"summary":"Riptide octopuses have adapted to these isolated hunting grounds with their strength, pulling themselves hundreds of feet across dry land to check …","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Creature Type","Monster"],"ac":16,"level":0,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"physical":5},"url":"/Monsters.aspx?ID=3947","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":8,"source_group":["Myth-Speaker"],"size":["Large"],"name":"Riptide Octopus Swarm","category":"creature","rarity":"common","slug":"creature-3947"},{"attack_bonus":[5],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":21,"source":["Pathfinder #216: The Acropolis Pyre"],"type":"Creature","will_save":4,"charisma":2,"speed":{"max":35,"swim":35},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Blood Scent","Bristle","Compression","Reef Rake"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Athletics","Performance"],"trait":["Animal","Aquatic","Medium"],"id":"creature-3948","text":" Bristled Reef Shark Small enough to slip through labyrinthine corals yet large enough to overpower potential prey, bristled reef sharks prowl coastal reefs at night. By day, they're gregarious creatures that congregate in large groups and communicate with each other by performing dance-like maneuvers. On occasion, the sharks team up to drive away predators or mob large prey; more often, they dart for cover amid the corals. Those that aren't fast enough to avoid being swallowed by orcas and larger sharks flare their dorsal spines, forcing most predators to cough up the bristled shark who quickly flees to safety. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Bristled Reef Shark Source Pathfinder #216: The Acropolis Pyre pg. 84 Perception +7; blood scent, scent (imprecise) 100 feet Languages Skills Acrobatics +7, Athletics +5, Performance +6 Str +1 Dex +4 Con +2 Int -4 Wis +1 Cha +2 Blood Scent The shark can smell blood in the water from up to 1 mile away. --- AC 16 Fort +7 Ref +10 Will +4 HP 21 Bristle Reaction Trigger The bristled reef shark becomes grabbed, restrained, or otherwise immobilized in a creature's grasp; Effect The shark flares its bristles, dealing 1d6 piercing damage to the triggering creature (basic Reflex DC 17). If the creature critically fails, the shark can also try to Escape as part of this reaction. --- Speed swim 35 feet Melee Single Action jaws +5, Damage 1d8+1 piercing Compression When a bristled reef shark successfully Squeezes, it moves though the tight space at half speed (or full speed on a critical success). Reef Rake Single Action Requirements The shark's last action was a successful jaws Strike, and the target is adjacent to a solid surface like a wall or reef; Effect The shark attempts an Athletics check to Reposition the target into the adjacent surface. If successful, the target is thrown into the surface and takes 2d6 bludgeoning damage. If the surface is jagged (such as a reef), target instead takes 2d6 slashing damage and 1 persistent bleed damage. ","skill_mod":{"performance":6,"athletics":5,"acrobatics":7},"summary":"Small enough to slip through labyrinthine corals yet large enough to overpower potential prey, bristled reef sharks prowl coastal reefs at night. By …","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Creature Type","Monster"],"ac":16,"level":1,"source_category":["Adventure Paths"],"sense":"blood scent, scent ( imprecise ) 100 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3948","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":7,"source_group":["Myth-Speaker"],"size":["Medium"],"name":"Bristled Reef Shark","category":"creature","rarity":"common","strike_damage_average":[5],"slug":"creature-3948"},{"attack_bonus":[11,11],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":30,"source":["Pathfinder #216: The Acropolis Pyre"],"type":"Creature","will_save":5,"charisma":-1,"speed":{"max":20,"land":20,"swim":15},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Coral Camouflage","Dislodged Armor","Shuffler","Ambushing Snap","Constrict","Crushing Drag"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Stealth"],"trait":["Animal","Aquatic","Uncommon","Medium"],"id":"creature-3949","text":" Coralclaw With the physique of a giant lobster and the artistic sensibilities of a hermit crab, a coralclaw relies on ambush to catch prey. As their name suggests, they adorn their shells by secreting an adhesive and attaching broken corals to blend in with their local reefs. Older coralclaws often foster barnacles, anemones, and even living coral on their back to enhance the disguise. Once properly adorned, the coralclaw finds a hollow to hide within and wait for prey. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Coralclaw Source Pathfinder #216: The Acropolis Pyre pg. 85 Perception +8; darkvision, scent (imprecise) 60 feet Languages Skills Athletics +8, Stealth +7 Str +4 Dex +3 Con +2 Int -4 Wis +1 Cha -1 --- AC 18 Fort +8 Ref +11 Will +5 HP 30 Coral Camouflage In reefs and rocky marine environments, a coralclaw can Hide and Sneak without cover or being concealed. Dislodged Armor Once the coralclaw is reduced to half its Hit Points, its AC decreases by 2, it gains a +5 circumstance bonus to its Speeds, and it loses coral camouflage. A coralclaw can repair its coral armor with 4 hours of work. Shuffler A coralclaw struggles to pivot quickly, leaving its hind limbs and tail vulnerable. When the coralclaw is off-guard, it gains weakness 2 to physical damage except against effects for which the coralclaw has standard cover or greater cover. --- Speed 20 feet, swim 15 feet Melee Single Action crusher claw +11, Damage 1d8+4 bludgeoning plus Grab Melee Single Action piercer claw +11 (Agile), Damage 1d6+4 piercing plus 1 persistent bleed damage Ambushing Snap Single Action Requirements The coralclaw is hiding in corals and a creature that hasn't detected it is within 25 feet; Effect The coralclaw moves up to its swim Speed + 10 feet toward the triggering creature. When the creature is within reach, the coralclaw makes a melee Strike against it. The creature is off-guard to this Strike. Constrict 1d10 bludgeoning, DC 18 Crushing Drag Two Actions (Attack, move) Requirements The coralclaw is grabbing or restraining a creature; Effect The coralclaw Constricts the creature, extends the grabbed or restrained condition until the end of the coralclaw's next turn, and attempts an Athletics check to Reposition the creature. Coralclaw Caches When a coralclaw molts, it leaves behind its coral-covered shell. These husks provide temporary homes for various fish, and they warn divers that an ambush predator dwells in the area. In addition, these shells are often studded with not just valuable corals and shells, but coins, glassware dredged from forgotten shipwrecks, and even the occasional magical item! ","skill_mod":{"stealth":7,"athletics":8},"summary":"With the physique of a giant lobster and the artistic sensibilities of a hermit crab, a coralclaw relies on ambush to catch prey. As their name …","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Creature Type","Monster","Rarity"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":" darkvision , scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3949","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Coralclaw","category":"creature","rarity":"uncommon","strike_damage_average":[7,8],"slug":"creature-3949"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":62,"language":["Iblydosi","Wildsong","(can't speak any language)"],"source":["Pathfinder #216: The Acropolis Pyre"],"type":"Creature","will_save":8,"charisma":0,"speed":{"max":50,"land":50},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Fleet of Hoof","Evade Ensnarement","Fire Breath","Bright-Horned Flare","Trample"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Stealth","Survival"],"trait":["Beast","Rare","Large"],"id":"creature-3950","text":" Iblydan Hind An unusual breed of cervid, Iblydan hinds are closer to the size of a bull or a moose than the average deer, often ten feet or more in height. They have smooth, pale coats, hooves formed of bronze, and both the males and the females of the species bear antlers of pure gold. Iblydan hinds are known for their exceptional speed and agility as well as their intelligence, making them extraordinarily elusive in the wild. There's some debate as to the origins of the Iblydan hind. Some scholars believe the species came to the Universe from the First World through a long-ago planar breach, noting how the hinds' unusual characteristics are similar to the unpredictable evolutions of creatures from that plane. Others point to historical records that indicate the hind was purposefully bred by ancient druidic circles, though the purpose of their creation has been lost to time. Regardless of their pedigree, Iblydan hinds are a key symbol of Iblydan culture, often depicted in art and heraldry, with various superstitions surrounding them. A recurring element in hero-god stories is for an Iblydan hind to lead a hero-god to the correct path when they become lost, and it's said that a hunter who glimpses a hind in the forest is assured of a long life and good fortune. Due to the hinds' near-sacred status throughout Iblydos, slaying one is banned by all the city-states and punishable by exile, even death. In tribute to the hinds' fire breath, a common punishment for poachers is a trial by fire; if they survive the flames, they're allowed to live in exile. Recall Knowledge - Beast (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Iblydan Hind Source Pathfinder #216: The Acropolis Pyre pg. 86 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Iblydosi, Wildsong; (can't speak any language) Skills Athletics +12, Stealth +13, Survival +10 Str +4 Dex +5 Con +3 Int -2 Wis +2 Cha +0 Fleet of Hoof An Iblydan hind ignores non-magical difficult terrain or greater difficult terrain when Striding or Stepping. --- AC 21 Fort +11 Ref +14 Will +8 HP 62 Evade Ensnarement Reaction Trigger The hind is targeted with an effect that would give it the grabbed or immobilized condition; Effect The hind Steps, gaining a +2 circumstance bonus to its saving throw or increasing its DC by 2 against the effect. --- Speed 50 feet Melee Single Action antlers +13, Damage 2d6+6 piercing Melee Single Action hoof +13 (Agile), Damage 2d4+6 bludgeoning Primal Innate Spells DC 19 - Constant (2nd) Vanishing Tracks Fire Breath Two Actions (Fire, primal) The hind snorts a 15-foot cone of fire, dealing 5d6 fire damage (DC 18 basic Reflex save). The hind can't use fire breath again for 1d4 rounds. Bright-Horned Flare Single Action (Visual) The hind tosses its head, causing its golden horns to reflect the light. All creatures within 30 feet of the hind must attempt a DC 18 Fortitude save. Success The creature is unaffected. Failure The creature is dazzled for 1 round. Critical Failure The creature is blinded for 1 round. Trample Three Actions Medium or smaller, hoof, DC 18 Chasing The Hind Chasing down and catching an Iblydan hind is a well-known rite of passage for Iblydan heroes and hero-gods, who often use this as a test of their speed and stamina. “Hind catching” is also a common game at festivals, with a dog or deer standing in for the hind, and golden antlers are a popular hair accessory at these events. Heroes aim to catch and release the hind without harming it; however, some who pursue Iblydan hinds do so with darker motivations, as the creatures' golden antlers fetch a high price on the black market. ","tradition":["Primal"],"skill_mod":{"survival":10,"stealth":13,"athletics":12},"summary":"An unusual breed of cervid, Iblydan hinds are closer to the size of a bull or a moose than the average deer, often ten feet or more in height. They …","primary_source":"Pathfinder #216: The Acropolis Pyre","spell":["Vanishing Tracks"],"trait_group":["Creature Type","Rarity"],"ac":21,"level":4,"spell_dc":[19],"source_category":["Adventure Paths"],"sense":" low-light vision , scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3950","intelligence":-2,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":11,"source_group":["Myth-Speaker"],"size":["Large"],"spoilers":"Myth-Speaker","name":"Iblydan Hind","category":"creature","rarity":"rare","strike_damage_average":[11,13],"slug":"creature-3950"},{"attack_bonus":[7],"constitution":4,"primary_source_category":"Adventure Paths","strength":1,"hp":24,"language":["Pyric","(cannot speak)"],"source":["Pathfinder #216: The Acropolis Pyre"],"type":"Creature","will_save":6,"charisma":1,"speed":{"fly":25,"max":25,"land":20},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Smoldering Convalescence","Flame Flutter","Pyrebite"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Performance","Stealth"],"trait":["Beast","Fire","Uncommon","Small"],"id":"creature-3951","text":" Pyrefowl Though sometimes dubbed “lesser phoenixes,” the pyrefowl resembles the legendary firebirds in appearance and abilities, yet any direct connection between the two species is entirely anecdotal. A typical specimen resembles a bustard or peafowl with brown, red, and orange feathers. When it's excited, the feathers flicker with incandescence, and an irate pyrefowl can create sparks with a click of its beak or blow burning embers down at a foe with a wingbeat. Pyrefowl travel in small flocks for protection, and some hunt collectively by fanning out in a crescent and beating their wings. The resulting heat wave scatters insects and small mammals into the waiting beaks of other fowl. When threatened, a flock might turn this tactic against aggressors, even starting a brush fire to chase off intruders. Though they often roost in high places like rooftops in cities or on rocky bluffs and are certainly capable of flight, pyrefowl spend much of their time on the ground standing on their sturdy legs. Though these creatures are protected in some places, in others they're seen as a dangerous nuisance for their tendency to start or spread fires. In these locales, pyrefowl nests are hunted down, and the birds are either scattered or slain. Their beautiful feathers are sometimes harvested for artistic purposes, often decorating fancy clothing and adornments. Pyrefowl lay few eggs, far less than a typical chicken or duck, and in a few regions their eggs are seen as a delicacy and prized by elite cooks who feature them in baked egg dishes or incorporate them into baked goods. Most note the warm and smoky taste, with a slight hint of almond. Recall Knowledge - Beast (Arcana, Nature): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Pyrefowl Source Pathfinder #216: The Acropolis Pyre pg. 87 Perception +7; low-light vision Languages Pyric; (cannot speak) Skills Acrobatics +6, Performance +5, Stealth +6 Str +1 Dex +3 Con +4 Int -3 Wis +2 Cha +1 --- AC 15 Fort +10 Ref +8 Will +6 HP 24 Resistances fire 3 Smoldering Convalescence (fire, healing) Frequency once per day; Effect When a pyrefowl dies, its wounds ignite and smolder as its body tries to heal. After 1d4 rounds, the pyrefowl attempts a DC 9 flat check. The check automatically fails if the smoldering pyrefowl is doused with water, sand, or other fire suppressant while recovering. Critical Success As success, but the pyrefowl regains 10 Hit Points, Stands, and deals 1d6 fire damage to adjacent creatures and objects (DC 16 basic Reflex save). Success The pyrefowl is returned to life with 5 Hit Points. Failure The pyrefowl remains dead. --- Speed 20 feet, fly 25 feet Melee Single Action peck +7 (Agile, finesse), Damage 1d6+1 piercing plus Pyrebite Flame Flutter Two Actions (Fire, move) The pyrefowl Steps before or after using this ability. With a flap of its wings, the pyrefowl blows sparks in a 15-foot cone, dealing 2d4 fire damage to creatures in the area (basic Reflex DC 16). Pyrebite Reaction (Fire) Trigger The pyrefowl hits a target with its peck Strike on its turn; Effect The target must attempt a DC 16 Reflex save or take 1d4 persistent fire damage. Fortune And Fireproofing Thanks to their association with its patron phoenix, the city-state of Pol-Bailax extends legal protections to its resident pyrefowl. Harassing or killing the birds is prohibited, though licensed wardens are allowed to harvest naturally shed feathers. Pyrefowl roosting atop one's roof is said to bring good luck to a household, so the Bailaxians build roofs out of clay tiles, slate, or other fire-resistant materials to protect themselves while hoping to lure luck to their homes with small, built-in troughs of grains. ","element":["Fire"],"skill_mod":{"performance":5,"stealth":6,"acrobatics":6},"summary":"Though sometimes dubbed “lesser phoenixes ,” the pyrefowl resembles the legendary firebirds in appearance and abilities, yet any direct connection …","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"ac":15,"level":1,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"fire":3},"url":"/Monsters.aspx?ID=3951","intelligence":-3,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":10,"source_group":["Myth-Speaker"],"size":["Small"],"spoilers":"Myth-Speaker","name":"Pyrefowl","category":"creature","rarity":"uncommon","strike_damage_average":[4],"slug":"creature-3951"},{"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":50,"language":["Iblydosi"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Pathfinder #216: The Acropolis Pyre"],"type":"Creature","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":9,"wisdom":2,"weakness":{"area":3},"creature_ability":["Diverted Fury","Troop Defenses","Dragonhide","Dory Strike","Kestros Volley","Troop Movement"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Intimidation","Warfare Lore"],"trait":["Construct","Troop","Uncommon","Gargantuan"],"id":"creature-3952","text":" Speiroikos Speiroikos are born of an unusual ritual in which dragon teeth are sown in the ground, giving rise to a legion of fierce warriors formed of earth. Magic items to summon speiroikos also exist and, on rare occasions, they can arise spontaneously after a dragon is slain, and its body decomposes into the soil. At first glance, a speiroikos looks like a normal humanoid, though close inspection reveals their skin to have a clay-like texture and their teeth to be draconic fangs. They eagerly follow the one who crafted them into battle and obey their creator's orders without question. One might expect them to be perfect soldiers, but they're prone to fighting among themselves if provoked. Typically, speiroikos last only as long as there's a battle to fight, disintegrating back into dirt once hostilities conclude. Some canny creators manage to prolong their existence by hurrying them from one battle to another. Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Speiroikos Source Pathfinder #216: The Acropolis Pyre pg. 88 Perception +9 Languages Iblydosi Skills Athletics +11, Intimidation +7, Warfare Lore +9 Str +4 Dex +3 Con +3 Int +1 Wis +2 Cha +0 --- AC 18 Fort +10 Ref +8 Will +6 HP 50 (4 segments) Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Weaknesses area damage 3, splash damage 3, diverted fury Diverted Fury The speiroikos' aggression can be redirected against their own numbers. A creature within 30 feet of the speiroikos can take an action to throw a small object such as a rock among the troop, attempting a DC 17 Deception check; this action has the manipulate trait. On a success, the troop deals its two- action Dory Strike damage to itself on its next round, taking no other actions. Troop Defenses --- Speed 25 feet; troop movement Dragonhide Single Action The speiroikos channel the power of their progenitor dragon to grow thick, scaly hides. Until the end of their next turn, they gain a +1 circumstance bonus to AC, and they reduce their weaknesses to area damage and splash damage by 2. Dory Strike Single Action to Three Actions Frequency once per round; Effect The speiroikos make a melee attack against each enemy in its space and in a 10-foot emanation (DC 17 basic Reflex save). The damage depends on the number of actions. 1d6 piercing damage Single Action 1d6+6 piercing damage Two Actions 2d6+6 piercing damage Kestros Volley Two Actions The speiroikos let loose a flurry of heavy darts flung from slings. The volley is a 10-foot burst within 60 feet that deals 1d8 piercing damage (DC 17 basic Reflex save) plus 1 persistent bleed damage. When the speiroikos are reduced to 2 or fewer segments, this area decreases to a 5-foot burst. Troop Movement Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place. Wandering Speiroikos On rare occasions, a surviving member of a speiroikos troop will maintain its existence after battle, gaining full autonomy; this occurs more often in those created spontaneously. Such survivors often experience an existential crisis, having previously existed only to fight. Some wander the world seeking combat, while others attempt to blend in with humanoid societies and find new aspirations. ","skill_mod":{"athletics":11,"intimidation":7},"summary":"Speiroikos are born of an unusual ritual in which dragon teeth are sown in the ground, giving rise to a legion of fierce warriors formed of earth. …","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Creature Type","Monster","Rarity"],"ac":18,"level":3,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3952","intelligence":1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":10,"source_group":["Myth-Speaker"],"size":["Gargantuan"],"spoilers":"Myth-Speaker","name":"Speiroikos","category":"creature","rarity":"uncommon","slug":"creature-3952"},{"attack_bonus":[11,11],"constitution":1,"primary_source_category":"Adventure Paths","strength":0,"hp":30,"language":["Common","Shadowtongue"],"source":["Pathfinder #216: The Acropolis Pyre"],"type":"Creature","will_save":9,"charisma":3,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Shelter Within the Shadow Cast","Inhale Light","Shadow Stairs"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Occultism","Stealth","Thievery"],"trait":["Incorporeal","Spirit","Uncommon","Small"],"id":"creature-3953","text":" Torcheater When bright lights or large fires illuminate terrible crimes, the perpetrators' shadows can animate and take on a life of their own. However, such an existence is temporary; the spirit slowly fades over the course of days or weeks unless it can rest in shadows and consume light, both of which restore its shadowy body. Known as torcheaters, these spirits often haunt settlements and play pranks on nighttime travelers by stealing their lamps. They're also a threat to travelers, especially those traversing the roads after dark. An encounter with a torcheater on a dark and winding road through the mountains can be deadly if they snuff the traveler's light. However, torcheaters can't stand being the subject of pranks in turn. If caught or taunted, a torcheater can quickly turn violent and attack their tormentor. In rare places of near-constant light where shadows don't fall, a torcheater can still exist in a sort of limbo where they're aware of their surroundings but unable manifest enough to affect the world around them. They can only hope for some shade to fall across them so they can then begin to restore their shadowy forms. Recall Knowledge - Spirit (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Torcheater Source Pathfinder #216: The Acropolis Pyre pg. 89 Perception +8; darkvision, low-light vision Languages Common, Shadowtongue Skills Acrobatics +6, Occultism +5, Stealth +8, Thievery +6 Str +0 Dex +4 Con +1 Int -1 Wis +1 Cha +3 --- AC 18 Fort +5 Ref +10 Will +9 HP 30 Resistances fire 5, physical 5 (except bronze) Shelter Within the Shadow Cast When a torcheater succeeds at a saving throw against a fire or light effect, it gets a critical success instead. --- Speed 25 feet; shadow stairs Melee Single Action claw +11 (Agile, finesse), Damage 1d8+2 slashing Melee Single Action jaws +11 (Finesse), Damage 1d8+2 piercing plus 1d4 cold Inhale Light Single Action or Two Actions (Darkness, healing) The torcheater sharply inhales to consume a source of light within its reach, such as a torch's flame, a light spell, or another effect no larger than a human. It automatically extinguishes a non-magical flame, and it attempts to counteract a magical fire or light effect at 2nd-rank with a counteract modifier of +8. If the torcheater successfully counteracts an effect, it gains a reach of 10 feet, a +5 foot status bonus to Speed, and fast healing 2 until the end of its next turn, plus an additional number of rounds equal to the counteracted effect's rank. During this time, the creature's body solidifies, reducing its resistance to physical damage to 2. The torcheater can spend two actions to instead affect a light source it can perceive within 30 feet. Shadow Stairs A torcheater can create and climb wispy steps made of shadow. While in dim light or darkness, a torcheater gains a fly Speed equal to its Speed. If it's airborne and enters an area of bright light, the torcheater immediately falls without taking falling damage. Shadowy Witnesses A torcheater's first glimpse of the world is whatever crime created it. Most of these spirits treat the event as inspiration, teaching them that tormenting others is acceptable. However, a placated torcheater might provide unique testimony about what they witnessed, helping investigators track down an otherwise unstoppable criminal. ","skill_mod":{"thievery":6,"stealth":8,"occultism":5,"acrobatics":6},"summary":"When bright lights or large fires illuminate terrible crimes, the perpetrators' shadows can animate and take on a life of their own. However, such an …","primary_source":"Pathfinder #216: The Acropolis Pyre","trait_group":["Monster","Creature Type","Rarity"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":" darkvision , low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"fire":5,"physical":5},"url":"/Monsters.aspx?ID=3953","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":5,"source_group":["Myth-Speaker"],"size":["Small"],"spoilers":"Myth-Speaker","name":"Torcheater","category":"creature","rarity":"uncommon","strike_damage_average":[6,9],"slug":"creature-3953"},{"attack_bonus":[18,18,20],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":132,"language":["Common","Diabolic","telepathy 60 feet"],"immunity":["curses"],"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Creature","creature_family":"Asura","will_save":18,"charisma":4,"speed":{"max":25,"land":25},"perception":18,"wisdom":6,"weakness":{"holy":8},"creature_ability":["Aura of Sophistry","Witty Reversal","Glorious Visage","Insidious Query"],"primary_source_group":"Myth-Speaker","skill":["Academia Lore","Athletics","Diplomacy","Intimidation","Occultism","Religion"],"trait":["Asura","Spirit","Uncommon","Unholy","Medium"],"id":"creature-3954","text":" Asura, Pyrkaion Reality is imperfect, yet many mortals focus on their world's virtues while refusing to address its failures. A pyrkaion believes mortal delusion is the last wall propping up a broken universe, and wisdom is the pickaxe that will tear it down. Pyrkaions vacillate between teaching mortals enough to wither from indulgent self-awareness and shredding their students' institutions through insidious interrogation that leads to infighting as the asura watches. Recall Knowledge - Spirit (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Pyrkaion Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 80 Perception +18; darkvision Languages Common, Diabolic; telepathy 60 feet Skills Academia Lore +18, Athletics +16, Diplomacy +16, Intimidation +16, Occultism +16, Religion +18 Str +4 Dex +3 Con +3 Int +4 Wis +6 Cha +4 --- AC 27 Fort +15 Ref +13 Will +18 HP 132 Immunities curses Resistances mental 8 Weaknesses holy 8 Aura of Sophistry (aura, divine, mental) 40 feet. The pyrkaion hones others' thoughts, enabling extraordinary reasoning or ruinous revelation. If the pyrkaion has the holy trait (see Glorious Visage below), all allied creatures within the aura gain a +1 status bonus to check to Recall Knowledge and resistance 4 to mental damage. If the pyrkaion has the unholy trait, all unallied creatures in the area take a –1 penalty to checks to Recall Knowledge and gain the effects of the Dubious Knowledge feat when Recalling Knowledge; whenever an affected creature Recalls Knowledge, they become stupefied 1 and gain weakness 4 to mental damage for 1d4 rounds. Witty Reversal Reaction (linguistic) Trigger A creature within 30 feet uses a linguistic or mental effect; Effect The pyrkaion attempts to counteract the effect (counteract rank 4, counteract modifier +16). If successful, the pyrkaion can choose to corrupt the effect, dealing 2d6 persistent mental damage to the triggering effect's targets unless those targets succeed at a DC 26 Will save. --- Speed 25 feet Melee Single Action claw +18 (Agile, unholy), Damage 2d8+8 slashing Melee Single Action tusk +18 (Unholy), Damage 2d10+8 piercing Ranged Single Action riddle +20 (Agile, mental, range 60 feet), Damage 3d8 mental plus 1d6 persistent mental damage Glorious Visage Single Action The asura sanctifies themselves as either holy or unholy, gaining the trait corresponding to their choice and losing the opposing trait; their strikes, spells, and abilities also gain the trait corresponding to their choice. The asura also gains weakness 8 to the opposing sanctification and loses any weakness to its chosen sanctification. The choice is permanent until the asura uses this ability to change their sanctification. Insidious Query Single Action (Auditory, linguistic) The pyrkaion questions a creature within 40 feet, who must attempt a DC 26 Will save. Critical Success The creature becomes immune for 1 hour. Success The creature is unaffected. Failure If the creature doesn't Recall Knowledge by the end of its next turn, it becomes confused for 1 round. Critical Failure As failure, but until the end of their next turn, the creature also takes 2d6 mental damage when Recalling Knowledge. Philosophical Zeal With each philosophical victory, these asuras increasingly wrestle with their own thoughts, recognizing that they're as vulnerable to selfdelusion as their victims. This can drive a pyrkaion to ravenous fits of reading and research before jealously sequestering the texts. Sometimes a pyrkaion with an inflated ego instead seeks and loses debates, craving the sting of humility to recenter their thoughts. ","skill_mod":{"diplomacy":16,"athletics":16,"intimidation":16,"occultism":16,"religion":18},"summary":"Reality is imperfect, yet many mortals focus on their world's virtues while refusing to address its failures. A pyrkaion believes mortal delusion is …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"ac":27,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"mental":8},"url":"/Monsters.aspx?ID=3954","intelligence":4,"reflex_save":13,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":15,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Pyrkaion","category":"creature","rarity":"uncommon","strike_damage_average":[17,17,19],"slug":"creature-3954"},{"attack_bonus":[13],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":65,"language":["Common"],"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Creature","will_save":9,"charisma":3,"speed":{"max":25,"land":25},"perception":14,"wisdom":1,"weakness":{},"creature_ability":["Memory Lapse"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Deception","Stealth","Thievery"],"trait":["Shade","Uncommon","Medium","Petitioner"],"id":"creature-3955","text":" Forgotten Dead Amneros, the underworld that houses the spirits of those who die in Iblydos, is a home to countless shades. While there, the memories of their lives are slowly washed away until they completely forget who they were. It's only at this point the spirits fade from Amneros and join the River of Souls as they head to Pharasma's judgment. Most of the shades in the underworld grimly accept this reality. They spend their days exploring the vast city, speaking with other shades who share their predicament, and eventually come to terms with the end of their mortal lives. Those few who lived exemplary lives are granted access to the Glades of Euphoria and experience something close to paradise. Others who spent their mortal days performing evil deeds find themselves suffering punishment in Bothrios until they can be released into the city of Amnaia. A few, however, are so filled with dread at the loss of their memories that they refuse to acquiesce to such a fate. These desperate shades spend much of their time in the Marshes of Memory, a quagmire of tangled echoes of the past that have been washed away by the moat surrounding Amnaia. Lurking in the marshes, the dead spirits frantically search for their own washed-away memories, but occasionally they attack newcomers to the underworld in hopes of stealing new memories to fill the holes in their own existence. Even if stolen memories are incongruent with their own lived experience, having something to recall is better than annihilation. These shades are dubbed “forgotten dead” by the other residents and are spoken of in guarded whispers. The forgotten dead often find themselves captured by the guardians employed in Amneros and sent to Bothrios as punishment. Nevertheless, there are tales of forgotten dead who've become so successful at stealing the memories of others that they stave off rejoining the River of Souls for hundreds, even thousands, of years. Recall Knowledge - Shade (Religion, Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Forgotten Dead Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 81 Perception +14; darkvision Languages Common Skills Acrobatics +12, Deception +10, Stealth +12, Thievery +13 Str +3 Dex +5 Con +2 Int +4 Wis +1 Cha +3 --- AC 20 Fort +10 Ref +14 Will +9 HP 65 --- Speed 25 feet Melee Single Action fist +13 (Agile), Damage 2d6+5 bludgeoning plus memory lapse Memory Lapse (Mental) Effect The touch of a forgotten dead pulls away gossamer strands of their victim's memories. The target must attempt a DC 19 Will save. Critical Success The target is unaffected. Success The target is stupefied 1 for 1 round. Failure The target is stupefied 2 for 1 round, then stupefied 1 for 1 minute. Once the creature has become stupefied 1, the target can attempt another saving throw at the end of each of its turns to end the stupefied condition, and the DC cumulatively decreases by 1 on each such save Critical Failure As failure, but the target cannot attempt saving throws to end the condition. Merchants Of Memories Rumors speak of forgotten dead who collect memories from the marshes and resell them to other shades in exchange for favors. Some powerful hero-gods or practitioners of magic able to travel to the underworld actively seek out such merchants in the hopes of uncovering longlost magic or ancient secrets. In the Koinon, a carefully guarded museum in Bailax, there sits a small silver coffer with pearl runes that reputedly holds a number of memories gained in just such a fashion. ","skill_mod":{"deception":10,"thievery":13,"stealth":12,"acrobatics":12},"summary":"Amneros, the underworld that houses the spirits of those who die in Iblydos, is a home to countless shades. While there, the memories of their lives …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Creature Type","Rarity"],"ac":20,"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3955","intelligence":4,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":10,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Forgotten Dead","category":"creature","rarity":"uncommon","strike_damage_average":[12],"slug":"creature-3955"},{"attack_bonus":[12],"constitution":4,"primary_source_category":"Adventure Paths","strength":1,"hp":40,"immunity":["mental"],"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Creature","creature_family":"Gigantic Bee","will_save":6,"charisma":1,"speed":{"climb":20,"max":20,"land":20},"perception":11,"wisdom":0,"weakness":{},"creature_ability":["Attach","Drain Fat"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Stealth"],"trait":["Animal","Mindless","Uncommon","Tiny"],"id":"creature-3956","text":" Gigantic Bee Borer Parasites come in a wide variety of types and are usually highly specialized. Bee borers are one such parasite. An infestation of bee borers can cause the collapse of a honeybee colony within a single season, devastating the harvest and local economy. Occasionally, however, some magical mishap transforms these animals into much larger, aggressive versions. With bigger bodies to feed, these parasites are soon forced to feed upon any prey they can latch onto. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Bee Borer Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 82 Perception +11; darkvision, scent (imprecise) 60 feet Languages Skills Athletics +9, Stealth +12 Str +1 Dex +3 Con +4 Int -5 Wis +0 Cha +1 --- AC 18 Fort +12 Ref +9 Will +6 HP 40 Immunities mental --- Speed 20 feet, climb 20 feet Melee Single Action chelicerae +12, Damage 1d8+6 piercing plus attach Attach When a bee borer hits a target larger than itself, its legs attach it to that creature. While attached, the bee borer moves with the creature. The bee borer and the creature it's attached to are both off-guard. The borer remains attached until the creature dies or Escapes (DC 19). Drain Fat Single Action Requirements The bee borer is attached to a living creature. Effect The bee borer uses its chelicerae to suck fat from the creature it's attached to. This deals 1d8+4 damage. A creature that has its fat drained by a blood borer is drained 1 until it receives healing (of any kind or amount). Other Giant Parasites With the sudden infusion of mythic energy in Iblydos, the danger of giant versions of parasitic creatures is a very real threat. Increased size usually means increased appetite, and such creatures pose a danger not just to adventurers but livestock as well. Giant ticks, for instance, have long been a danger in the deepest wilderness, and now there are reports of housecat-sized fleas and lice. ","skill_mod":{"stealth":12,"athletics":9},"summary":"Parasites come in a wide variety of types and are usually highly specialized. Bee borers are one such parasite. An infestation of bee borers can …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Creature Type","Monster","Rarity"],"ac":18,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3956","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":12,"source_group":["Myth-Speaker"],"size":["Tiny"],"spoilers":"Myth-Speaker","name":"Bee Borer","category":"creature","rarity":"uncommon","strike_damage_average":[10],"slug":"creature-3956"},{"attack_bonus":[12],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":60,"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Creature","creature_family":"Gigantic Bee","will_save":7,"charisma":3,"speed":{"fly":40,"max":40,"land":20},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Smoke Susceptibility","Lift and Drop"],"primary_source_group":"Myth-Speaker","skill":["Athletics"],"trait":["Animal","Uncommon","Large"],"id":"creature-3957","text":" Gigantic Bee Drone Honeybee drones have a single role in most hives: to mate with a queen. Gigantic bee drones, however, also work as defenders of the nest. Although they lack stingers, their mythic mandibles can do remarkable damage. Recall Knowledge - Animal (Nature): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Gigantic Bee Drone Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 82 Perception +12; darkvision Languages Skills Athletics +12 Str +5 Dex +4 Con +3 Int -5 Wis +2 Cha +3 --- AC 20 Fort +14 Ref +12 Will +7 HP 60 Weaknesses smoke susceptibility Smoke Susceptibility A gigantic bee drone is slowed 1 for 1 round if it starts its turn in smoke. --- Speed 20 feet, fly 40 feet Melee Single Action mandibles +12, Damage 2d8+5 piercing plus Grab Lift and Drop Two Actions Requirements A Medium or smaller creature is grabbed or restrained in the gigantic bee drone's mandibles; Effect The gigantic bee drone Flies up to its Speed, taking the creature with it, then drops the creature, who takes falling damage as normal. Honey And Medicine The honey produced by bees possesses several properties that make it useful for the treatment of wounds. It helps prevent infection and inflammation, and many folk remedies make use of it. The honey of gigantic bees, being infused with mythic power, is an even more potent healing aid. A character who manages to get their hands on such a substance heals 1 extra point of damage when using it as part of a successful Treat Wounds skill check. ","skill_mod":{"athletics":12},"summary":"Honeybee drones have a single role in most hives: to mate with a queen. Gigantic bee drones, however, also work as defenders of the nest. Although …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Creature Type","Rarity"],"ac":20,"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3957","intelligence":-5,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":14,"source_group":["Myth-Speaker"],"size":["Large"],"spoilers":"Myth-Speaker","name":"Gigantic Bee Drone","category":"creature","rarity":"uncommon","strike_damage_average":[14],"slug":"creature-3957"},{"attack_bonus":[13,13],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":60,"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Creature","creature_family":"Gigantic Bee","will_save":8,"charisma":2,"speed":{"fly":40,"max":40,"land":20},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Smoke Susceptibility","Bee Line","Gigantic Bee Venom"],"primary_source_group":"Myth-Speaker","skill":["Athletics"],"trait":["Animal","Uncommon","Large"],"id":"creature-3958","text":" Gigantic Bee Guard These specialized worker bees investigate danger, protect the hive, and attack intruders. They're particularly sensitive to the pheromones of their colony and respond quickly to threats. Recall Knowledge - Animal (Nature): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Gigantic Bee Guard Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 88 Perception +14; darkvision, scent (imprecise) 50 feet Languages Skills Athletics +12 Str +4 Dex +3 Con +4 Int -5 Wis +3 Cha +2 --- AC 21 Fort +14 Ref +12 Will +8 HP 60 Weaknesses smoke susceptibility Smoke Susceptibility A gigantic bee guard is slowed 1 for 1 round if it starts its turn in smoke. --- Speed 20 feet, fly 40 feet Melee Single Action mandibles +13 (Agile), Damage 2d4+4 piercing Melee Single Action stinger +13, Damage 2d6+4 piercing plus gigantic bee venom Bee Line Two Actions Requirements An ally is adjacent to a foe; Effect The gigantic guardian bee Flies up to twice its Speed in a straight line and makes a stinger Strike against the foe. Gigantic Bee Venom (Poison) Saving Throw DC 18 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage and sickened 1 (1 round) ","skill_mod":{"athletics":12},"summary":"These specialized worker bees investigate danger, protect the hive, and attack intruders. They're particularly sensitive to the pheromones of their …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 50 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3958","intelligence":-5,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":14,"source_group":["Myth-Speaker"],"size":["Large"],"spoilers":"Myth-Speaker","name":"Gigantic Bee Guard","category":"creature","rarity":"uncommon","strike_damage_average":[9,11],"slug":"creature-3958"},{"attack_bonus":[15,17,17],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":115,"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Creature","creature_family":"Gigantic Bee","will_save":14,"charisma":3,"speed":{"fly":30,"max":30,"land":20},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Reactive Strike","Gigantic Bee Royal Guardian Venom","Targeted Sting"],"primary_source_group":"Myth-Speaker","skill":["Athletics"],"trait":["Animal","Rare","Huge"],"id":"creature-3959","text":" Gigantic Bee Royal Guardian Tasked with protecting the queen and her eggs, gigantic bee royal guardians are even larger than most others in the nest. Their unusual anatomy gives them the ability to project a stream of venom from their stingers, and unlike their kin, they're unaffected by smoke. Recall Knowledge - Animal (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Gigantic Bee Royal Guardian Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 83 Perception +15; darkvision, scent (imprecise) 30 feet Languages Skills Athletics +13 Str +5 Dex +3 Con +4 Int -5 Wis +3 Cha +3 --- AC 23 Fort +17 Ref +11 Will +14 HP 115 Reactive Strike Reaction --- Speed 20 feet, fly 30 feet Melee Single Action mandibles +17 (Agile), Damage 2d6+8 piercing plus Grab Melee Single Action stinger +17, Damage 2d8+6 piercing plus gigantic bee royal guardian venom Ranged Single Action venom stream +15 (Poison, range 15 feet), Damage target is exposed to gigantic bee royal guardian venom Gigantic Bee Royal Guardian Venom (Poison) Saving Throw DC 22 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d8 poison damage and sickened 1 (1 round) Targeted Sting Single Action Requirements A Large or smaller creature is grabbed or restrained in the gigantic bee royal guardian's mandibles; Effect The gigantic bee royal guardian makes a stinger Strike at the target. On a hit, it deals an extra 1d6 precision damage on a hit. ","skill_mod":{"athletics":13},"summary":"Tasked with protecting the queen and her eggs, gigantic bee royal guardians are even larger than most others in the nest. Their unusual anatomy gives …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Creature Type","Rarity"],"ac":23,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3959","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"source_group":["Myth-Speaker"],"size":["Huge"],"spoilers":"Myth-Speaker","name":"Gigantic Bee Royal Guardian","category":"creature","rarity":"rare","strike_damage_average":[15,15],"slug":"creature-3959"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":60,"language":["Pyric"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","fire","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Creature","will_save":8,"charisma":4,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{"cold":5},"creature_ability":["Smoke Vision","Fiery Healing","Too Hot to Handle","Spew Lava"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Stealth"],"trait":["Construct","Elemental","Fire","Rare","Small"],"id":"creature-3960","text":" Lava Spitter The archipelago of Iblydos is quite geologically active, with sinkholes, volcanoes, and lava fissures pockmarking many of the islands. The island's more industrious inhabitants have created methods to tap into this power to heat their cities and water supply. Unfortunately, these public works require a level of maintenance not every city-state can afford or has the engineering acumen to perform successfully. In addition, several ancient city-state governments that employed such technology failed long ago, leaving behind sprawling networks of pipes and tunnels that either no longer function or are on the precipice of failure. When these systems fail, the result is often catastrophic to any living creatures in the area, not to mention to the overall infrastructure and civic property. To combat this, a group of engineer-minded hero-gods tried to develop mechanical creatures that could not only survive the tremendous heat in these networks but feed on it. They imagined deploying these constructs into damaged geothermal systems where they could repair the structures and be used again. They designed the constructs with serpentine bodies to easily move about the narrow pipes and tunnels. That the constructs could consume and be fueled by the dangerous debris they cleared was a bonus intended to maintain the network of tunnels so they didn't fall into disrepair. A few of these constructs operate as intended, but many rebelled against their creators, causing massive damage to any place where they were deployed. Dubbed lava spitters, these constructs now roam the pipes and tunnels beneath cities, their red-hot bellies scorching the ground wherever they crawl. Recall Knowledge - Construct (Arcana, Crafting): DC 24 Recall Knowledge - Elemental (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Lava Spitter Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 84 Perception +11; darkvision, smoke vision Languages Pyric Skills Acrobatics +12, Stealth +10 Str +3 Dex +5 Con +3 Int -5 Wis +2 Cha +4 Smoke Vision The lava spitter ignores the concealed condition from smoke. --- AC 20 Fort +11 Ref +14 Will +8 HP 60 (fiery healing) Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Weaknesses cold 5, water 5 Fiery Healing If a lava spitter is in contact with lava or an area of equivalent heat, it gains fast healing 5 Too Hot to Handle A creature that successfully grapples or hits a lava spitter with an unarmed attack takes 3d6 fire damage (DC 20 basic Reflex save). --- Speed 25 feet Melee Single Action fangs +13 (Agile, finesse), Damage 2d6+3 piercing plus 2 persistent fire Ranged Single Action lava spit +13 (range 20 feet), Damage 2d8+1 fire plus 2 persistent fire Spew Lava Single Action (Fire, primal) The lava spitter expels a 15-foot cone of lava, dealing 5d6 fire damage to every creature within the cone (DC 20 basic Reflex save). This area becomes hazardous terrain for 1 minute. A creature takes 2 fire damage each time it moves into one of these squares. The lava spitter then can't Spew Lava for 1d4 rounds. Fire Giant Friends With their ability to crawl through small areas and an understanding of how to clean out blockages and slag, lava spitters have developed a symbiotic relationship with fire giants in their settlements. The giants appreciate the work the creatures do and have little fear of being harmed by them, while the lava spitters are happy to frolic in the giants' forges. Some fire giants even keep the little creatures as pets. It has become the height of fashion among fire giant royalty to have lava spitters curl around their fingers like rings. ","element":["Fire"],"skill_mod":{"stealth":10,"acrobatics":12},"summary":"The archipelago of Iblydos is quite geologically active, with sinkholes, volcanoes, and lava fissures pockmarking many of the islands. The island's …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"ac":20,"level":4,"source_category":["Adventure Paths"],"sense":" darkvision , smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3960","intelligence":-5,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":11,"source_group":["Myth-Speaker"],"size":["Small"],"spoilers":"Myth-Speaker","name":"Lava Spitter","category":"creature","rarity":"rare","strike_damage_average":[10,10],"slug":"creature-3960"},{"attack_bonus":[17,18],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":140,"language":["Common","Jotun","Pyric"],"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Creature","creature_family":"Minotaur","will_save":14,"charisma":1,"speed":{"max":25,"land":25},"perception":16,"wisdom":3,"weakness":{"cold":10},"creature_ability":["Perfect Orienteering","Smoke Vision","Fiery Blood","Belch Smoke","Fire Stomp","Hazy Fear"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Intimidation","Stealth","Survival"],"trait":["Beast","Fire","Humanoid","Uncommon","Large"],"id":"creature-3961","text":" Firehoof Minotaur As the birthplace of the legendary first minotaur Tavdrinos, Iblydos is still home to many varieties of minotaurs not found elsewhere in the world. Among these are firehoof minotaurs, large creatures who are fused with elemental, sometimes even infernal fire. Firehoof minotaurs are known for their fierce tempers and skill at combat. Instead of mazes, they prefer to fill an area with smoke and stalk their prey while they're hazily visible. Recall Knowledge - Beast (Arcana, Nature): DC 25 Recall Knowledge - Humanoid (Society): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Firehoof Minotaur Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 85 Perception +16; darkvision, smoke vision Languages Common, Jotun, Pyric Skills Athletics +17, Intimidation +14, Stealth +14, Survival +16 Str +6 Dex +1 Con +4 Int +0 Wis +3 Cha +1 Perfect Orienteering A minotaur automatically critically succeeds at Survival checks to Sense Direction or Track. Smoke Vision Smoke doesn't impair a firehoof minotaur's vision; they ignore the concealed condition from smoke. Items +1 greataxe --- AC 24 Fort +17 Ref +12 Will +14 HP 140 Resistances fire 10 Weaknesses cold 10 Fiery Blood Reaction Trigger A creature scores a critical hit on the firehoof minotaur; Effect The firehoof minotaur's splashes its fire-infused blood onto the creature and deals 2d6 fire damage (DC 22 basic Reflex save). --- Speed 25 feet Melee Single Action greataxe +18 (Magical, reach 10 feet, sweep), Damage 1d12+6 slashing plus 2d6 fire Melee Single Action horn +17, Damage 2d8+10 piercing Belch Smoke Two Actions (Fire) The firehoof minotaur takes a huge breath, then belches a cloud of smoke, filling a 40-foot cone. All creatures within the smoke cloud become concealed, and all creatures outside the smoke become concealed to creatures within it. The smoke dissipates after 1d4 rounds, and the firehoof minotaur can't Belch Smoke again until the smoke clears. Fire Stomp Two Actions (Fire) The firehoof minotaur vigorously stomps the ground with a hoof, releasing an explosion of fire in a 10-foot emanation that deals 4d6 fire damage (DC 22 basic Reflex save). Hazy Fear Single Action The firehoof minotaur snorts and stomps fire as they hunt their prey, inspiring terror. The minotaur makes an Intimidation check to Demoralize all living creatures within 60 feet who can hear the minotaur but not clearly see them (whether the minotaur is concealed, hidden, or undetected). Roll once and apply the result to all creatures. If the targets have their vision effected by smoke or a similar effect, the minotaur gains a +4 circumstance bonus to this check. Each target is temporarily immune for 10 minutes. Mazes And Labyrinths Although they're often used interchangeably, the terms maze and labyrinth have slightly different meanings. While a labyrinth has a single path to the center, a maze has multiple ones. Minotaurs see this distinction as vital and symbolic of free will versus fixed fate. Some traditionalist minotaurs see life as having one path: to follow in the footsteps of Tavdrinos. They believe there's no escape from this. But most minotaurs prefer to see life as a maze where one must choose the best way forward. ","element":["Fire"],"skill_mod":{"survival":16,"stealth":14,"athletics":17,"intimidation":14},"summary":"As the birthplace of the legendary first minotaur Tavdrinos, Iblydos is still home to many varieties of minotaurs not found elsewhere in the world. …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"ac":24,"item":["+1 greataxe"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision , smoke vision","weakest_save":["ref","reflex"],"resistance":{"fire":10},"url":"/Monsters.aspx?ID=3961","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":17,"source_group":["Myth-Speaker"],"size":["Large"],"spoilers":"Myth-Speaker","name":"Firehoof Minotaur","category":"creature","rarity":"uncommon","strike_damage_average":[19,19],"slug":"creature-3961"},{"attack_bonus":[16,17],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":80,"language":["Chthonian","Common","Empyrean"],"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Creature","creature_family":"Stygian Guardian","will_save":13,"charisma":3,"speed":{"fly":30,"max":30,"land":30},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Unerring Tracker","Trip Quarry","Designate Quarry","Stretching Chain","Taunt Quarry"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Monitor","Uncommon","Medium"],"id":"creature-3962","text":" Eumenid While the keribos proved effective at protecting shades against those who traveled to Amneros to steal away souls, they weren't enough of a deterrent to prevent larger incursions. In response, Amnerion created eumenids for a new purpose: to track down and punish those who invaded and stole souls or memories from Amneros. Driven by a deep protectiveness of the shades, they react with fury against any who would do them harm. Able to follow their quarry across dimensional boundaries, eumenids track down their targets or speak words of vengeance no matter the distance. Eumenids can be found in the skies of Amneros, constantly on the lookout for danger to the shades. They're occasionally tasked to capture a shade who has become a problem or wandered off. Most eumenids appear to be feathery-winged humans outfitted in leather armor. Recall Knowledge - Monitor (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Eumenid Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 86 Perception +18; darkvision, lifesense 60 feet Languages Chthonian, Common, Empyrean Skills Acrobatics +14, Athletics +14, Intimidation +13, Survival +15 Str +4 Dex +6 Con +2 Int +2 Wis +3 Cha +3 Unerring Tracker A eumenid can Track at its full speed and treats all results of Survival checks to Track as one degree of success better. Items +1 spiked chain , Bola --- AC 24 Fort +12 Ref +17 Will +13 HP 80 Trip Quarry Reaction Trigger The eumenid's quarry uses a move action within reach of the eumenid's spiked chain; Effect The eumenid Trips the creature. --- Speed 30 feet, fly 30 feet Melee Single Action spiked chain +17 (Disarm, finesse, magical, reach 15 feet, trip), Damage 1d8+4 slashing plus 2d6 spirit Ranged Single Action bola +16 (Nonlethal, ranged trip, range 20 feet, thrown), Damage 1d6+4 bludgeoning Occult Innate Spells DC 24 7th interplanar teleport (self only; no planar key required for Amneros and the plane the quarry is on) Designate Quarry Single Action (Concentrate, mental) The eumenid designates a single creature as their quarry and focuses their attention on that creature. The eumenid must be able to see or hear the creature, or they must be tracking it. As long as the eumenid has the creature as their quarry, the eumenid gains telepathy with that creature with unlimited range, even between planes. Each day, the quarry can attempt a DC 24 Will save; a success breaks the connection and makes the creature immune to that eumenid's Designate Quarry for 24 hours. The eumenid can only have one quarry at any given time. Stretching Chain In the hands of a eumenid, any spiked chain has a reach of 15 feet. Taunt Quarry Single Action (Detection, Divine, Emotion, Fear, Mental) Frequency once per day; Requirement The eumenid has Designated a Quarry; Effect Using their telepathy, the eumenid mentally harangues and threatens their quarry, who must attempt a DC 24 Will save. Critical Success The quarry is unaffected. Success The quarry is frightened 1. The eumenid learns on what plane the quarry is on. Failure The quarry is frightened 2. The eumenid learns the quarry’s rough location, accurate to within 10 miles. Critical Failure The quarry is frightened 3 and off-guard for as long as it is frightened. The eumenid also learns the quarry’s exact location Guardian Creation To protect the vulnerable shades of Amneros, Amnerion created specialized guardians adapted to the particular environment of their realm. These creatures, called stygian guardians, serve primarily as deterrent against unwelcome visitors, although they're sometimes tasked with capturing or redirecting wandering shades. ","tradition":["Occult"],"skill_mod":{"survival":15,"athletics":14,"intimidation":13,"acrobatics":14},"summary":"While the keribos proved effective at protecting shades against those who traveled to Amneros to steal away souls, they weren't enough of a …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Creature Type","Rarity"],"ac":24,"item":["+1 spiked chain","Bola"],"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3962","intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":12,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Eumenid","category":"creature","rarity":"uncommon","strike_damage_average":[7,15],"slug":"creature-3962"},{"attack_bonus":[16],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":100,"language":["Common","(can’t speak)"],"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Creature","creature_family":"Stygian Guardian","will_save":11,"charisma":3,"speed":{"max":35,"land":35},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Reactive Strike","Chorus of Baying","Vicious Mauling","Worry"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Intimidation","Survival"],"trait":["Beastkin","Monitor","Uncommon","Large"],"id":"creature-3963","text":" Keribos The most common stygian guardian, a keribos resembles a heavily built dog or wolf with reddish-brown fur, a wide head with a row of six or more eyes, and six legs. When they're not on alert, they're playful with the shades of the underworld and eager to be petted. If they sense trouble, however, their true nature becomes much more obvious as their broad faces separate, revealing multiple heads filled with sharp teeth. Most keribos have three heads, but they can have up to five. The warning growl of a keribos is enough to send most shades running for shelter, and their baying draws the attention of any nearby stygian guardians. Recall Knowledge - Monitor (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Keribos Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 87 Perception +18; darkvision, scent (imprecise) 60 feet Languages Common; (can’t speak) Skills Athletics +15, Intimidation +13, Survival +13 Str +5 Dex +3 Con +4 Int -3 Wis +3 Cha +3 --- AC 23 Fort +16 Ref +13 Will +11 HP 100 Reactive Strike Reaction --- Speed 35 feet Melee Single Action jaws +16, Damage 2d8+5 piercing plus Grab Chorus of Baying Two Actions (Auditory, emotion, fear, mental) The keribos' heads howl together in a discordant chorus. Every non-keribos within a 30-foot emanation takes 6d6 mental damage and must attempt a DC 21 Will save. After the save, the creature is temporarily immune to all Choruses of Baying for 24 hours. Success The creature is unaffected. Failure The creature takes full damage and is frightened 1. Critical Failure The creature takes double damage and is frightened 2. Vicious Mauling Two Actions The keribos makes a number of Strikes up to its number of heads, each against a different target. These attacks count toward the keribos' multiple attack penalty, but the multiple attack penalty doesn't increase until after the keribos makes all its attacks. Worry Single Action Requirements A Medium or smaller creature is grabbed or restrained in the keribos's jaws; Effect The keribos vigorously shakes the creature and deals 2d6+5 piercing damage (DC 21 basic Fortitude save). ","skill_mod":{"survival":13,"athletics":15,"intimidation":13},"summary":"The most common stygian guardian, a keribos resembles a heavily built dog or wolf with reddish-brown fur, a wide head with a row of six or more …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Ancestry","Creature Type","Rarity"],"ac":23,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3963","intelligence":-3,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":16,"source_group":["Myth-Speaker"],"size":["Large"],"spoilers":"Myth-Speaker","name":"Keribos","category":"creature","rarity":"uncommon","strike_damage_average":[14],"slug":"creature-3963"},{"primary_source_category":"Adventure Paths","strength":11,"hp":540,"language":["Chthonian","Common","Diabolic","Empyrean","Requian","<%SPELLS%1728%%>truespeech<%END>"],"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Creature","charisma":6,"perception":43,"trait":["Gigas","Humanoid","Mythic","Unique","Gargantuan"],"id":"creature-3964","text":" Amnerion Like eddies swirling in a ship's wake, mighty giants known as gigas arose from the titans' footsteps and feats. Such a gigas also coalesced from the Sangeh's blood when Gorum-inflicted wounds felled her among the Iblydan isles. Born of violence, this particular gigas's first thoughts were filled with terror. They dove deep beneath the waves to escape, letting the currents guide them to safety as they drifted in and out of consciousness. Sangeh's blood hadn't only formed the gigas; it had also eaten a figurative hole in reality, sweeping the gigas along the River of Souls and ultimately to a recess in Pharasma's Spire. The stark, bone-white realm instinctively offended this gigas, whose very body had formed from the blood of the titan of artistry. Such a canvas needed beauty. They set to expanding and beautifying the space, at the same time experimenting with a name for themself before settling on Amnerion. As souls of Iblydan dead drifted to the cavern, caught up in the same pathway Amnerion had traveled, the gigas recruited the shades in myriad building projects to create a wondrous afterlife realm. The population swelled, the realm grew, Amnerion's mythic power seeped into the rock, and adoring shades called their new home Amneros in their ruler's honor. However, the paradise escaped neither conflict nor notice. The first threat came from rebellious shades whose mortal lives had been ruled by malice and vice. They began reliving their old crimes among Amneros's unsuspecting populace and (worst of all) vandalizing the realm's public art. Furious, Amnerion banished them to a far corner of their realm, which they gradually reinforced to ensure the troublemakers wouldn't escape. Next came the hags, who curiously followed the wayward souls that veered down a hitherto unknown rivulet of the River of Souls. Greedily, they raided Amneros. Unable to defend all their city's fronts, Amnerion recruited a militia of shades, shaping them into powerful guardians, like the keribos and eumenids, to chase off invaders. The clashes then attracted an even stronger force: Pharasma herself. Compared to the number of souls traveling to her for final judgement, the number who migrated instead to Amneros was miniscule. Over time, however, Pharasma's agents discovered and tracked down the discrepancy. Deeming it worthy of her personal attention, Pharasma manifested an avatar in Amnerion's throne room. The gigas had imagined such a moment would come and knew they could not withstand the Lady of Graves through force. Amnerion instead proposed a compromise: allow the souls of Iblydos to spend time in Amneros until their memories faded. They could then rejoin the River of Souls—their time was a diversion from the flow of that body, not a destination. It was, by this time, a thriving part of Iblydos' belief systems, after all, and to disrupt it would be traumatic. Pharasma would still receive the souls eventually. Pharasma saw merit in this compromise, but made a further condition: Amnerion could not leave their realm nor could souls from outside Iblydos rest there. The gigas agreed to not leave as long as they could remain there as lord until their work was done. Pharasma, perhaps amused, but certainly uninterested in a time-wasting conflict, agreed. Amnerion could not die until the last shade left Amneros. She even agreed to divert a trickle of the River Styx from the base of her spire in the Boneyard to form a moat at the city's gates. While this meant the souls would move on faster than they'd planned, Amnerion knew they weren't in any position to push farther. Today Amnerion continues to do the work they have for so long, assisting shades in the transition to death and helping them let go of their lives, all while sheltering them from outside invaders. Recall Knowledge - Humanoid (Society): DC 54 Unspecific Lore : DC 52 Specific Lore : DC 49 Amnerion Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 88 Perception +43; darkvision, lifesense 100 feet, truesight Languages Chthonian, Common, Diabolic, Empyrean, Requian; truespeech Skills Arcana +37, Athletics +43, Crafting +44, Diplomacy +37, Iblydos Lore +45, Intimidation +40, Occultism +42, Religion +42, Society +40 Str +11 Dex +8 Con +10 Int +6 Wis +10 Cha +6 Items +3 ghost touch major striking trident --- AC 48 mythic defenses Fort +39 Ref +33 Will +36 mythic resilience (Fort and Will) HP 540 Immunities death effects, disease, mental, poison Imprisoned Immortality If killed or otherwise permanently incapacitated (such as petrified), Amnerion returns to life and appears on their throne, fully healed with all conditions removed and with full uses of their spells and abilities 24 hours later. Only if all the shades in Amneros are gone can Amnerion be permanently killed. Master of Amneros While in Amneros, Amnerion can command the realm's very environment and architecture to animate, twist, and defend them. This allows them to make living architecture Strikes. In addition, Amnerion can Take Cover as a free action once per round, willing nearby obstacles to stretch and shield them from harm. Reactive Strike Reaction --- Speed 35 feet; realm step Melee Single Action trident +42 (reach 20 feet, thrown 20 feet), Damage 4d8+24 piercing Melee Single Action fist +39 (Agile, reach 15 feet), Damage 4d10+24 Ranged Single Action living architecture +39 (Agile, range 500 feet), Damage 4d8+22 bludgeoning Occult Innate Spells DC 47, attack +37 - 8th Canticle of Everlasting Grief, Disappearance (at will; self only), Spirit Song, Unrelenting Observation (at will; within Amneros only) - 9th Manifestation, Overwhelming Presence (at will), Unfathomable Song - 10th Freeze Time - Constant (5th) Truespeech Call Upon the Dead Three Actions Amnerion calls out for aid from their subjects, whose spirits appear and strike all enemies within a 60-foot burst. Each creature in the area must attempt a DC 47 Fortitude save. Critical Success The creature takes 4d8 spirit damage. Success As critical success and the creature is drained 1. Failure The creature takes 8d8 spirit damage and is drained 2. Critical Failure The creature takes 12d8 spirit damage, is drained 2, and is doomed 1. Mythic Power 3 Mythic Points. These abilities are further detailed here. Mythic Skill Free Action Cost 1 Mythic Point; Crafting or Occultism Recharge Single Action (concentrate) Cost 1 Mythic Point; Effect Amnerion regains one spell. Remove a Condition Single Action (concentrate) Cost 1 Mythic Point; Effect Amnerion ends one condition affecting them. Undying Myth Free Action Cost All Amnerion's Mythic Points; Trigger Amnerion would die and has at least 1 Mythic Point Effect They remain conscious and regain 270 HP. Punish Soul Two Actions (Teleportation) Amnerion moves up to twice their speed and makes a melee Strike against a target within reach. If the attack hits, it does no damage and the creature must attempt a DC 48 Will save. Critical Success The target is stunned 2. Success The target is stunned 4. Failure The target is immediately teleported to a prison cell in Bothros, the place of punishment in Amneros. Critical Failure As failure and the creature is stunned 2 for 1 hour. Realm Step Three Actions (Teleportation) Amnerion disappears and reappears instantaneously at any location within Amneros. They can then immediately Seek, Step, Stride, or Recall Knowledge, typically in response to whatever awaits them at their destination. Self-Imprisoned Amnerion cannot leave Amneros, nor can they be forced or compelled to depart by any means until either they receive Pharasma's permission or there are no more shades in Amneros. ","skill_mod":{"society":40,"diplomacy":37,"crafting":44,"arcana":37,"athletics":43,"intimidation":40,"occultism":42,"religion":42},"primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","spell":["Freeze Time","Manifestation","Overwhelming Presence","Unfathomable Song","Canticle of Everlasting Grief","Disappearance","Spirit Song","Unrelenting Observation","Truespeech"],"ac":48,"item":["+3 ghost touch major striking trident"],"level":22,"spell_dc":[47],"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 100 feet, truesight","resistance":{},"intelligence":6,"reflex_save":33,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":39,"source_group":["Myth-Speaker"],"size":["Gargantuan"],"spoilers":"Myth-Speaker","name":"Amnerion","rarity":"unique","strike_damage_average":[40,42,46],"attack_bonus":[39,39,42],"constitution":10,"immunity":["death effects","disease","mental","poison"],"spell_attack_bonus":[37],"will_save":36,"speed":{"max":35,"land":35},"wisdom":10,"weakness":{},"creature_ability":["Imprisoned Immortality","Master of Amneros","Reactive Strike","Call Upon the Dead","Mythic Power","Punish Soul","Realm Step","Self-Imprisoned"],"primary_source_group":"Myth-Speaker","skill":["Arcana","Athletics","Crafting","Diplomacy","Iblydos Lore","Intimidation","Occultism","Religion","Society"],"tradition":["Occult"],"summary":"Like eddies swirling in a ship's wake, mighty giants known as gigas arose from the titans' footsteps and feats. Such a gigas also coalesced from the …","trait_group":["Creature Type","Mythic","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=3964","dexterity":8,"category":"creature","slug":"creature-3964"},{"attack_bonus":[20],"constitution":3,"primary_source_category":"Adventure Paths","strength":6,"hp":135,"language":["Common","Draconic","Sphinx","<%SPELLS%1728%%>truespeech<%END>"],"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Creature","will_save":19,"charisma":4,"speed":{"fly":40,"max":40,"land":35},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Bardic Lore","Prescient Pounce","Claw Rake","Riddler's Rune","Unleash Visions"],"primary_source_group":"Myth-Speaker","skill":["Arcana","Athletics","Bardic Lore","Deception","Diplomacy","Intimidation","Occultism"],"trait":["Beast","Humanoid","Unique","Large"],"id":"creature-3965","text":" Neshkefru Neshkefru has lived for at least 800 years, but she claims to remember times even older. To those who bother to listen, she says she was born on a small, unnamed island in the Iblydos archipelago, but at other times has said she is from the deep deserts of Casmaron or under one of the pyramids of Osirion. The truth is, even Neshkefru doesn't recall exactly where she spent her earliest years. Instead, her oldest memories are a tangle of her experiences, stories she's heard, and her travels. Born with a powerful gift of prophecy, Neshkefru became a favorite advisor sought out by various budding hero-gods for clues to their futures and instructions for greatness. She enjoyed the attention from these seekers, coyly testing them, dropping hints and suggestions of further truth before demanding a steep price for her wisdom. Most often her payment was something unique to the giver or at least an object with an interesting story. After bargaining, she would usually say what she had foreseen. Sometimes she instead killed and ate these would-be rulers, especially when she saw they were fated to have little consequence in the world. On such occasions the sphinx would later contemplate whether her own actions had been fated too, although she never felt particularly concerned with such philosophical questions. Over time, the name Neshkefru became known as a source of wisdom as well as danger. This suited her just fine. The added aura and mystery about her personality and actions kept all but the sincerest questioners away. Eventually, the sphinx found a comfortable home in the city-state of Pol-Xamne, where she collaborated with the local pantheon for several centuries by answering their occasional question, lecturing on history to students, and granting bits of prophecy as inspiration struck her—all in exchange for a secure lair and the city-state's resources in continuing her own research. During this time she developed a reputation as an eccentric fixture of the polis: she enjoyed perching atop the tallest buildings in town and pronouncing the fate of the citizens who walked by. As time went on, these proclamations became less prophetic and more jokingly performative, with Neshkefru finding scholarly amusement in studying who changed their behavior based on her claims. Understandably, citizens learned to keep their distance and not pay her too much attention. After numerous human lifetimes of learning, absorbing, and distributing information, she became an expert on matters of state. She foresaw the fall of Pol-Xamne long before its rulers did, not via prophesy but through close observation. At first she waited for city officials to ask her for advice—the growing problems seemed so obvious and pressing to her, after all. Instead, caught up in their little games of power, the hero-gods and bureaucrats didn't see the signs. Neshkefru waited, smug satisfaction growing into eventual true concern and finally disgust at the behavior of the rulers. When the hero-god Basilios promised to travel to Amneros in 4524 AR and return with his wife Aneam's spirit, the sphinx saw the destruction that would follow that choice. Unable to wait any longer, she pronounced her Doom of Pol-Xamne and left the island kingdom. By now, however, it was too late. Basilios did not listen, and the island's fate was sealed. Neshkefru fled Pol-Xamne for a time and traveled throughout Iblydos. It was during these travels that Aroden died in 4606 AR and the power of prophecy broke. With her own abilities so tied up in prophecy, this loss was shattering to the sphinx and damaged her memory considerably. The prophecies she'd pronounced became like chewed-out holes in her mind. While she still knew much of what had happened in the past, the loss of such a vital part of her personality and purpose further aggravated the already eccentric sphinx. She struggled to find a new guidepost to help navigate life. In the ruins of the past, she found it, serving not as the advisor to monarchs, but to the brave few who entered the remains of Pol-Xamne. Campaign Role Neshkefru fits the supernatural guide archetype of classical mythology—a mystical, wise, yet dangerous sage comparable to Circe, Chiron, or the Graeae. The sphinx is the PCs' first step toward understanding and controlling their newfound mythic power. However, the sphinx isn't easily impressed. She won't pass up on an interesting opportunity, though, so she presents a challenge to the PCs that will either end in edification or eradication. Both will disrupt her dreary solitude. However, her first meeting with the PCs begins with an unfamiliar and painful rush of visions tangled in an incomprehensible web. While this isn't true prophecy as it existed before Aroden's death, it is a path for the PCs to follow in their own work of being hero-gods. The sphinx needs relief from the images just as much as the PCs need to find a solution to their mythic burden, so their goals align, at least initially. If the PCs can't find all the pieces of history to ease the sphinx's pain, however, she becomes a highly dangerous adversary. Should Neshkefru survive, she could become a useful source of information—and perhaps even a cult member—in the future. Recall Knowledge - Beast (Arcana, Nature): DC 34 Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Neshkefru Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 90 Perception +18; darkvision Languages Common, Draconic, Sphinx; truespeech Skills Arcana +17, Athletics +18, Bardic Lore +19, Deception +16, Diplomacy +16, Intimidation +18, Occultism +17 Str +6 Dex +1 Con +3 Int +5 Wis +4 Cha +4 Bardic Lore Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Neshkefru has Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. --- AC 27 Fort +16 Ref +14 Will +19 HP 135 Prescient Pounce Reaction Trigger A creature ends its movement within 30 feet of Neshkefru; Effect Neshkefru moves up to her speed to a location adjacent to the triggering creature and makes a Strike. This movement does not trigger reactions. --- Speed 35 feet, fly 40 feet Melee Single Action claw +20 (Agile), Damage 2d6+9 slashing Occult Innate Spells DC 27 - Cantrips (4th) Detect Magic - 2nd See the Unseen - 3rd Dispel Magic, Locate - 4th Clairaudience (at will), Clairvoyance (at will), Cleanse Affliction, Read Omens - Constant (5th) Truespeech Claw Rake Three Actions Neshkefru rears back on her hind legs and makes two claw Strikes at the same target, using the same attack bonus as her highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike. Riddler's Rune Once per week, Neshkefru can create a magical symbol as the rune trap ritual. She usually shapes it to take the form of a written riddle and sets the password to the answer. A creature that gives the wrong answer or tries to pass without answering must succeed at a DC 26 Will save or be affected by one of the following spells, chosen by the sphinx when creating the symbol: synaptic pulse (5th), charm (4th), fear (4th), phantom pain (4th), sleep (4th). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them if they answered correctly. Unleash Visions Single Action (Auditory, mental) Frequency Once per day; Effect Neshkefru howls a torrent of prophecies that overwhelm listeners. All creatures in a 20-foot emanation must attempt a DC 27 Will save. Critical Success The creature is unaffected. Success The creature takes 1d4 persistent mental damage. Failure The creature takes 2d4 persistent mental damage and is dazzled until the persistent damage ends. Critical Failure The creature takes 3d4 persistent mental damage and is confused until the persistent damage ends. ","tradition":["Occult"],"skill_mod":{"diplomacy":16,"deception":16,"arcana":17,"athletics":18,"intimidation":18,"occultism":17},"summary":"Neshkefru has lived for at least 800 years, but she claims to remember times even older. To those who bother to listen, she says she was born on a …","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","spell":["Clairaudience","Clairvoyance","Cleanse Affliction","Read Omens","Dispel Magic","Locate","See the Unseen","Detect Magic","Truespeech"],"trait_group":["Creature Type","Rarity"],"ac":27,"level":8,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3965","intelligence":5,"reflex_save":14,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":16,"source_group":["Myth-Speaker"],"size":["Large"],"spoilers":"Myth-Speaker","name":"Neshkefru","category":"creature","rarity":"unique","strike_damage_average":[16],"slug":"creature-3965"},{"attack_bonus":[12,13,13],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":75,"language":["Common","Jotun"],"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Creature","will_save":14,"charisma":2,"speed":{"max":25,"land":25},"perception":16,"wisdom":5,"weakness":{},"creature_ability":["Perfect Orienteering","One with the Maze","Sneak Attack","Surprising Charge"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Crafting","Deception","Maze Lore","Survival"],"trait":["Beast","Humanoid","Unique","Large"],"id":"creature-3966","text":" Vornen Nethys Note: No description has been provided for this NPC. Recall Knowledge - Beast (Arcana, Nature): DC 30 Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Vornen Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 18 Perception +16; darkvision Languages Common, Jotun Skills Athletics +13, Crafting +15, Deception +11, Maze Lore +13, Survival +14 Str +4 Dex +1 Con +3 Int +4 Wis +5 Cha +2 Perfect Orienteering Vornen automatically critically succeeds at Survival checks to Sense Direction or Track. Items Longspear, Shortbow (20 arrows) --- AC 21 Fort +12 Ref +10 Will +14 HP 75 --- Speed 25 feet Melee Single Action longspear +13 (reach 10 feet), Damage 1d8+6 piercing Melee Single Action horn +13, Damage 1d8+6 piercing Ranged Single Action shortbow +12 (deadly d10, range 60 feet), Damage 1d6+4 piercing One with the Maze Two Actions (Occult, teleportation) Requirements Vornen is adjacent to the wall of a maze he helped build; Effect Vornen travels through a special extradimensional passageway, appearing at any point within 60 feet that is adjacent to another portion of the same maze. Creatures are off-guard against Vornen's melee attacks until the end of their turn. Sneak Attack Vornen deals an additional 2d6 precision damage to off-guard creatures. Surprising Charge Two Actions Vornen Strides, then makes a horn Strike. If he moved at least 15 feet from their starting position, the target is off-guard. ","skill_mod":{"deception":11,"crafting":15,"survival":14,"athletics":13},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Creature Type","Rarity"],"ac":21,"item":["Longspear","Shortbow (20 arrows)"],"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3966","intelligence":4,"reflex_save":10,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":12,"source_group":["Myth-Speaker"],"size":["Large"],"spoilers":"Myth-Speaker","name":"Vornen","category":"creature","rarity":"unique","strike_damage_average":[7,10,10],"slug":"creature-3966"},{"attack_bonus":[18],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":140,"language":["Common","Requian"],"immunity":["death effects","unconscious"],"source":["Pathfinder #217: Death Sails a Wine-Dark Sea\r\n"],"type":"Creature","will_save":13,"charisma":3,"speed":{"max":35,"land":35},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Pack Mentality","Reactive Strike","Chorus of Baying","Vicious Mauling","Worry"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Intimidation","Survival"],"trait":["Beast","Monitor","Unique","Huge"],"id":"creature-3967","text":" Omorphos Nethys Note: No description has been provided for this NPC. Recall Knowledge - Beast (Arcana, Nature): DC 34 Recall Knowledge - Monitor (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Omorphos Source [Pathfinder #217: Death Sails a Wine-Dark Sea ](/Sources.aspx?ID=273) pg. 49 Perception +21; darkvision, lifesense 30 feet, scent (imprecise) 60 feet Languages Common, Requian Skills Athletics +18, Intimidation +15, Survival +15 Str +6 Dex +2 Con +4 Int -1 Wis +3 Cha +3 --- AC 27 Fort +18 Ref +16 Will +13 HP 140 Immunities death effects, unconscious Pack Mentality Mental effects that target fewer than five creatures struggle to affect all of Omorphos's heads, which encourage each other to shake of the effects. Such effects gain the incapacitation trait against Omorphos. Reactive Strike Reaction --- Speed 35 feet Melee Single Action jaws +18, Damage 2d8+6 piercing plus 1d6 mental plus Grab Chorus of Baying Two Actions (Auditory, emotion, fear, mental) Omorphos's heads howl in a discordant chorus; a creature immune to other keribos' Chorus of Baying, though such creatures gain a +2 circumstance bonus to their save. Each non-keribos within a 30-foot emanation takes 6d8 mental damage and must attempt a DC 23 Will save. After the save, the creature is temporarily immune to all Choruses of Baying for 24 hours. Success The creature is unaffected. Failure The creature takes full damage and is frightened 1. Critical Failure The creature takes double damage and is frightened 2. Vicious Mauling Two Actions Omorphos makes five Strikes, each against a different target. These attacks count toward Omorphos's multiple attack penalty, but the multiple attack penalty doesn't increase until after they make all their attacks. Worry Single Action Requirements A Large or smaller creature is grabbed or restrained in Omorphos's jaws; Effect Omorphos vigorously shakes the creature and deals 2d8+10 piercing damage (DC 23 basic Fortitude save). As a free action, Omorphos can throw a creature that critically fails this save up to 15 feet. ","skill_mod":{"survival":15,"athletics":18,"intimidation":15},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Pathfinder #217: Death Sails a Wine-Dark Sea\r\n","trait_group":["Creature Type","Rarity"],"ac":27,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision , lifesense 30 feet, scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3967","intelligence":-1,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"source_group":["Myth-Speaker"],"size":["Huge"],"spoilers":"Myth-Speaker","name":"Omorphos","category":"creature","rarity":"unique","strike_damage_average":[18],"slug":"creature-3967"},{"attack_bonus":[16,23],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":175,"language":["Common","Cyclops","Jotun"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","creature_family":"Cyclops","will_save":21,"charisma":3,"speed":{"max":30,"land":30},"perception":21,"wisdom":5,"weakness":{},"creature_ability":["Ferocity","Flash of Discovery","Moment of Truth"],"primary_source_group":"Myth-Speaker","skill":["Academia Lore","Athletics","Cyclopean Lore","Diplomacy","Intimidation","Library Lore","Occultism","Society","Survival"],"trait":["Giant","Humanoid","Rare","Large"],"id":"creature-3968","text":" Cyclops Seeker Some cyclopes pursue knowledge, power, and artifacts from a bygone era—particularly those recovered from regions where ancient cyclops nations once stood. These cyclops seekers hone their brief insights into epiphanic bursts of inspiration to better uncover forgotten truths. A rare few become philosophers and sages, whether as secluded hermits or as gregarious guides eager to share the wonders they've discovered. These talents are more common among the introspective cyclopes of Iblydos. Cyclops seekers are particularly fond of collecting scrolls, grimoires, and other objects of magical lore—even accidentally foregoing rest and meals when devouring esoteric textbooks, historical documents, and fiction. Those with a good sense of humor realize the irony of trading their physical hunger for their eternal thirst for knowledge, though failure to achieve a breakthrough can lead a cyclops to ruminate, becoming sullen and withdrawn. When they're too large to safely study an interesting set of more compact ruins, a cyclops seeker might hire on smaller adventurers as reconnaissance teams or research assistants, but woe to those who doublecross their scholarly employers, for while the cyclops seeker is a studious creature, they're also deadly in battle. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Cyclops Seeker Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 82 Perception +21; low-light vision Languages Common, Cyclops, Jotun Skills Academia Lore +23, Athletics +18, Cyclopean Lore +23, Diplomacy +19, Intimidation +19, Library Lore +23, Occultism +21, Society +21, Survival +19 Str +6 Dex +0 Con +4 Int +7 Wis +5 Cha +3 Items +1 striking bo staff , +1 striking crossbow , +1 hide armor --- AC 29 Fort +18 Ref +16 Will +21 HP 175 Ferocity Reaction Flash of Discovery Free Action (occult) Frequency once per round; Trigger The cyclops seeker begins their turn; Effect Until the beginning of their next turn, the next skill check or Will saving throw the cyclops seeker succeeds at (but not critically succeeds at) becomes a critical success instead. --- Speed 30 feet Melee Single Action bo staff +23 (Magical, monk, parry, reach 15 feet, trip), Damage 2d8+12 bludgeoning Ranged Single Action crossbow +16 (Magical, range 120 feet, reload 1), Damage 2d8+6 piercing Moment of Truth Single Action (Concentrate, occult) Frequency once per round; Effect The cyclops seeker looks for the perfect moment to attack a creature they can see, then attempts an Occultism check against that creature's Will DC. Critical Success Until the end of their next turn, all Strikes the cyclops seeker attempts against the creature gain a +1 status bonus to the attack roll and inflict an additional 2d6 precision damage. Success As critical success, but only for the next Strike they attempt against that creature in the current round. Failure The cyclops seeker does not learn anything useful. Critical Failure The cyclops seeker determines a suboptimal moment for their attack; they learn nothing useful and become off-guard until the start of their next turn. Cyclopean Researchers It's not often a cyclops makes their way into Avistan, but those interested in learning for its own sake might seek out places of higher education to conduct obscure avenues of research for their own edification. The presence of an enormous, one-eyed giant can be quite alarming, and others' panic is not conducive toward quiet study or long-term research. Accordingly, these cyclops seekers often develop methods of changing their shape to fit in more easily among the societies they wish to learn from. ","skill_mod":{"society":21,"diplomacy":19,"survival":19,"athletics":18,"intimidation":19,"occultism":21},"summary":"Some cyclopes pursue knowledge, power, and artifacts from a bygone era—particularly those recovered from regions where ancient cyclops nations once …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type","Rarity"],"ac":29,"item":["+1 striking bo staff","+1 striking crossbow","+1 hide armor"],"level":10,"source_category":["Adventure Paths"],"sense":"low-light vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3968","intelligence":7,"reflex_save":16,"strongest_save":["will"],"dexterity":0,"vision":"Low-light vision","fortitude_save":18,"source_group":["Myth-Speaker"],"size":["Large"],"spoilers":"Myth-Speaker","name":"Cyclops Seeker","category":"creature","rarity":"rare","strike_damage_average":[15,21],"slug":"creature-3968"},{"constitution":0,"primary_source_category":"Adventure Paths","strength":4,"hp":150,"language":["Common"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","will_save":17,"charisma":4,"speed":{"fly":60,"max":60,"land":20},"perception":17,"wisdom":4,"weakness":{"area":10,"splash":10},"creature_ability":["Stench","Troop Defenses","Distracting Whispers","Ravenous Winds","Talonstorm"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Deception","Intimidation","Stealth"],"trait":["Air","Beast","Humanoid","Rare","Troop","Gargantuan"],"id":"creature-3969","text":" Gale Frenzy A flock of harpies sometimes forms a tight-knit bond that transcends family ties, personal goals, and individual morals. Like a murmuration of starlings, these so-called gale frenzies begin operating like a superorganism whose movements and thoughts align with uncanny coordination. Recall Knowledge - Beast (Arcana, Nature): DC 31 Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Gale Frenzy Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 83 Perception +17; darkvision Languages Common Skills Acrobatics +20, Deception +17, Intimidation +19, Stealth +20 Str +4 Dex +5 Con +0 Int -1 Wis +4 Cha +4 --- AC 28 Fort +15 Ref +20 Will +17 HP 150 (4 segments) Weaknesses area damage 10, splash damage 10 Stench (aura, olfactory) 30 feet, DC 25 Troop Defenses --- Speed 20 feet, fly 60 feet; troop movement Distracting Whispers Two Actions (Air, auditory, mental, primal) A gale frenzy can focus all of their whispered words in a cacophony of unsettling and distracting threats, lies, and taunts, assaulting the minds of those they target with the plethora of distinct sounds. The gale frenzy fills the mind of one creature within 90 feet with wind-borne distractions, dealing 10d6 mental damage. The creature must attempt a DC 28 Will save with the following results. The gale frenzy can't use Distracting Whispers again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes 10d6 mental damage and is stupefied 1 for 1 minute. Critical Failure The creature takes double damage and is stupefied 2 for 1 minute. Ravenous Winds Two Actions (Air, concentrate, primal) The gale frenzy combines its powers over the wind to draw prey closer. Each segment of the troop selects a different target within 20 feet; a targeted creature must succeed at a DC 28 Fortitude save or be pulled adjacent to that segment of the troop. If a target was pulled off the ground and cannot fly, it then falls as normal. Talonstorm Single Action to Three Actions Frequency once per round; Effect The gale frenzy swoops through an area with their talons arrayed in a harrowing wall of slashing peril as they rip at each enemy in a 5-foot emanation. Targets must attempt a DC 25 basic Reflex save. The damage depends on the number of actions. Single Action 1d8+2 slashing damage (plus putrid plague on a failure) Two Actions 3d8+4 slashing damage (plus putrid plague on a failure) Three Actions 5d8+6 slashing damage (plus putrid plague on a failure) Putrid Plague (disease) The sickened and unconscious conditions from putrid plague can't end or be reduced until the disease is cured. Saving Throw DC 25 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened (1 day); Stage 3 sickened 1 and slowed 1 (1 day); Stage 4 unconscious (1 day); Stage 5 dead Harpies At War On the battlefield, harpies traditionally prefer roles more akin to skirmishers or assassins, deadly killers who take advantage of trickery and stealth to accomplish goals of weakening an enemy force. Gale frenzies are a notable exception to this, and a harpy community that includes a gale frenzy is never hesitant to send such a troop into battle instead. ","element":["Air"],"skill_mod":{"deception":17,"stealth":20,"intimidation":19,"acrobatics":20},"summary":"A flock of harpies sometimes forms a tight-knit bond that transcends family ties, personal goals, and individual morals. Like a murmuration of …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"ac":28,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=3969","intelligence":-1,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":15,"source_group":["Myth-Speaker"],"size":["Gargantuan"],"spoilers":"Myth-Speaker","name":"Gale Frenzy","category":"creature","rarity":"rare","slug":"creature-3969"},{"attack_bonus":[20,20],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":135,"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":25,"land":25,"burrow":20},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Snagging Spines","Cling","Consume Stone"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Stealth"],"trait":["Beast","Earth","Metal","Rare","Large"],"id":"creature-3970","text":" Leviathan Louse Particularly enormous and ancient creatures from the Plane of Earth often find difficulty keeping their bodies mobile; over time, slow-growing crystals glue limbs together, gravel clogs the joints, and countless other maladies gradually inhibit their already limited flexibility. While good hygiene can help, these routines can be unfeasible for particularly massive entities who spend much of their lives inert, in hibernation, or far from an ideal mountain to itch against. Enter the strange and unsettling leviathan louse. These stone-hungry creatures resemble their smaller, more mundane cousins with bumpy, iridescent exoskeletons, but they're individually the size of a horse. Colonies of leviathan lice form symbiotic relationships with massive, rocky earth elementals, feeding on their rocky barnacles and (often literal) veins of minerals, in exchange for keeping their host clean. While they have little interest in feeding upon creatures closer to their own size, leviathan lice are quick to defend their territory, biting enemy combatants with massive mandibles or swiping with spiny forelegs. Rarely does a louse stray far from its host or find its way to planets like Golarion, but left to its own devices, it can reduce a rich mine to a crumbling, empty cavern in a matter of weeks. An adult leviathan louse is about 9 feet long and weighs between 1,500 and 2,100 pounds, though larger specimens raised on a plentiful, supernatural diet of strange ores or stone do exist. An adult lays eggs in crevices in the host's exterior. The larvae grow slowly, molting at least six times before reaching adulthood after several decades. These cast-off molts occasionally contain trace amounts of valuable metal that an industrious prospector might recover. Recall Knowledge - Beast (Arcana, Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Leviathan Louse Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 84 Perception +15; darkvision, tremorsense (imprecise) 60 feet Languages Skills Athletics +18, Stealth +16 Str +6 Dex +4 Con +5 Int -4 Wis +3 Cha +0 --- AC 26 Fort +17 Ref +15 Will +14 HP 135 Resistances piercing 10, slashing 10 Snagging Spines Reaction Trigger A creature the leviathan louse had grabbed or restrained successfully Escapes; Effect The leviathan louse makes a foreleg Strike against the triggering creature. --- Speed 25 feet, burrow 20 feet Melee Single Action mandibles +20 (Disarm), Damage 2d10+9 piercing Melee Single Action foreleg +20 (Agile), Damage 2d8+9 bludgeoning plus Grab Cling Single Action Requirements The leviathan louse is touching unworked stone or is on its host body; Effect The leviathan louse anchors itself in place, granting itself a +2 circumstance bonus against effects to move or trip it. It cannot take move actions. This effect lasts until the start of the leviathan louse's next turn. Consume Stone Single Action Frequency once per round; Requirements The leviathan louse is using Cling to adhere to unworked stone; Effect The leviathan louse selects one square it occupies to drain of stony sustenance. It regains 15 Hit Points, gaining any excess HP as temporary Hit Points that last for 1 hour. The resulting rubble becomes difficult terrain. Exterminating Lice As part of their invasion of the Plane of Metal, denizens of the Plane of Earth attempted to weaponize leviathan lice to simply eat the enemy's fortifications. This didn't endear them to the inhabitants of the Plane of Metal. Removed from their normal environments and deliberately starved, the leviathan lice devastated both architecture and local populations with their insatiable appetite for iron. Farmers, miners, and jewelers see little practical distinction between leviathan lice and their waterwalking ore lice cousins, moving to eradicate any they see on sight ","element":["Earth","Metal"],"skill_mod":{"stealth":16,"athletics":18},"summary":"Particularly enormous and ancient creatures from the Plane of Earth often find difficulty keeping their bodies mobile; over time, slow-growing …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"ac":26,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{"piercing":10,"slashing":10},"url":"/Monsters.aspx?ID=3970","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":17,"source_group":["Myth-Speaker"],"size":["Large"],"spoilers":"Myth-Speaker","name":"Leviathan Louse","category":"creature","rarity":"rare","strike_damage_average":[18,20],"slug":"creature-3970"},{"attack_bonus":[28,28,28],"constitution":8,"primary_source_category":"Adventure Paths","strength":8,"hp":255,"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","creature_family":"Squid","will_save":26,"charisma":3,"speed":{"max":40,"swim":40},"perception":26,"wisdom":3,"weakness":{},"creature_ability":["Capsize","Constrict","Crack Hull","Jet","Thrashing Tentacles"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Stealth"],"trait":["Animal","Aquatic","Uncommon","Gargantuan"],"id":"creature-3971","text":" Mammoth Squid Not all stories of tentacled horrors the size of ships trace their origins to krakens. Many are linked instead to mammoth squid. While they rival krakens in size, mammoth squids have animal intellect and motivation, operating off of instinct and hunger rather than a willful urge to dominate lesser creatures. Thus, victims can't beg for their lives or bargain for peace, though a vast quantity of food might distract a mammoth squid. Mammoth squids tend to live as solitary creatures in the deepest reaches of the ocean, and when they move against ships on the surface above, it is often the result of being pushed out of their territories by even more dangerous dwellers below, supernatural manipulation, or a compulsion to seek new domains when their deep hunting grounds are scarce of prey. Recall Knowledge - Animal (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Mammoth Squid Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 85 Perception +26; darkvision Languages Skills Athletics +31, Stealth +28 Str +8 Dex +2 Con +8 Int -4 Wis +3 Cha +3 --- AC 36 Fort +28 Ref +22 Will +26 HP 255 Resistances cold 15 --- Speed swim 40 feet Melee Single Action arm +28 (reach 40 feet), Damage 3d10+14 bludgeoning plus Grab Melee Single Action tentacle +28 (Agile, reach 60 feet), Damage 3d8+10 bludgeoning plus Grab Melee Single Action beak +28 (reach 20 feet), Damage 3d12+14 piercing Capsize Single Action (Attack) The mammoth squid tries to capsize an adjacent aquatic vessel of its size or smaller. It must succeed at a DC 40 Athletics check (reduce the DC by 10 for each size smaller the vessel is than the mammoth squid) or the pilot's Sailing Lore DC, whichever is higher. Constrict Single Action 2d12+14 bludgeoning, DC 34 Crack Hull Three Actions (Manipulate) Requirements The mammoth squid is within 20 feet of a capsized vessel; Effect The mammoth squid wraps its arms around the capsized vessel, then squeezes, causing the vessel's hull to splinter and crack. It inflicts 10d10 bludgeoning damage to the vessel (DC 34 basic Fortitude save). This damage treats the vessel's Hardness as if it had half as much as usual, unless the vessel's Hardness is greater than the mammoth squid's level. If the vessel takes damage, all creatures on board the vessel take 5d10 piercing damage from splintering fragments (DC 31 basic Reflex save). Jet Two Actions (Move) The mammoth squid moves up to 300 feet in a straight line through the water without triggering any reactions. Thrashing Tentacles Two Actions The mammoth squid makes up to four Strikes, each with a different arm and against a different target. Each arm Strike counts separately for the squid's multiple attack penalty, but the penalty doesn't increase until the squid has made all of its arm strikes. If the squid attempts to Grab a creature it hits with one of these arm Strikes (after all Strikes are resolved), the squid gains a +4 circumstance bonus to its Athletics check. Other Squids Squids are a well-known oceanic predator, but most are much smaller than the mammoth squid. Even the notorious giant squid is only a fraction of the mammoth squid's size. At the other end of the scale, beyond mere animalistic dangers of the depths, krakens often regard mammoth squids as pawns to train and manipulate as guardians or pets—or merely as yet another thing to feast upon. ","skill_mod":{"stealth":28,"athletics":31},"summary":"Not all stories of tentacled horrors the size of ships trace their origins to krakens . Many are linked instead to mammoth squid. While they rival …","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type","Monster","Rarity"],"ac":36,"level":14,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"cold":15},"url":"/Monsters.aspx?ID=3971","intelligence":-4,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":28,"source_group":["Myth-Speaker"],"size":["Gargantuan"],"spoilers":"Myth-Speaker","name":"Mammoth Squid","category":"creature","rarity":"uncommon","strike_damage_average":[23,30,33],"slug":"creature-3971"},{"attack_bonus":[13,17],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":100,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","creature_family":"Painted Creatures","will_save":11,"charisma":-5,"speed":{"max":20,"land":20},"perception":13,"wisdom":0,"weakness":{"acid":10},"creature_ability":["Construct Armor","Shield Block","Sticky Paint"],"primary_source_group":"Myth-Speaker","skill":["Athletics"],"trait":["Construct","Mindless","Rare","Medium"],"id":"creature-3972","text":" Painted Soldier A painted soldier is clad in colorful armor and bristles with weapons. Recall Knowledge - Construct (Arcana, Crafting): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Painted Soldier Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 86 Perception +13; darkvision Languages Skills Athletics +17 Str +6 Dex +2 Con +4 Int -5 Wis +0 Cha -5 Items javelins (5), shield (Hardness 5, HP 25 BT 13]), [Spear --- AC 25 (21 when broken) Fort +17 Ref +13 Will +11 HP 100 Hardness 9 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Weaknesses acid 10 Construct Armor Like normal objects, a painted soldier has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a painted soldier is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 21. Shield Block Reaction --- Speed 20 feet Melee Single Action spear +17 (thrown 20 feet), Damage 2d8+8 piercing plus sticky paint Ranged Single Action javelin +13 (Propulsive, thrown 30 feet), Damage 2d6+8 plus sticky paint Sticky Paint A painted soldier's Strikes splatter paint on the target. On a critical hit, this paint swiftly dries, and the target becomes clumsy 1 for 10 minutes. As an Interact action, the target or an adjacent creature can remove enough paint to end the condition. ","skill_mod":{"athletics":17},"summary":"A painted soldier is clad in colorful armor and bristles with weapons.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type","Monster","Rarity"],"ac":25,"item":["javelins (5)","shield (Hardness 5, HP 25 [BT 13])","Spear"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3972","intelligence":-5,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"hardness":9,"vision":"Darkvision","fortitude_save":17,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Painted Soldier","category":"creature","rarity":"rare","strike_damage_average":[15,17],"slug":"creature-3972"},{"attack_bonus":[16,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":120,"immunity":["bleed","death effects","diseased","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","creature_family":"Painted Creatures","will_save":13,"charisma":-5,"speed":{"climb":20,"max":30,"land":30},"perception":17,"wisdom":1,"weakness":{"acid":10},"creature_ability":["Construct Armor","Sticky Paint","Ramming Charge"],"primary_source_group":"Myth-Speaker","skill":["Athletics"],"trait":["Construct","Mindless","Rare","Medium"],"id":"creature-3973","text":" Painted Ram A painted ram is a smear of colors with deceptively tough horns. Recall Knowledge - Construct (Arcana, Crafting): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Painted Ram Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 86 Perception +17; darkvision Languages Skills Athletics +18 Str +6 Dex +3 Con +4 Int -5 Wis +1 Cha -5 --- AC 27 (23 when broken) Fort +18 Ref +15 Will +13 HP 120 Hardness 11 Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Weaknesses acid 10 Construct Armor Like normal objects, a painted ram has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a painted ram is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 23. --- Speed 30 feet, climb 20 feet Melee Single Action horn +20, Damage 2d10+9 piercing plus Knockdown and sticky paint Melee Single Action hoof +16 (Agile), Damage 2d8+9 bludgeoning plus sticky paint Sticky Paint A painted ram's Strikes splatter paint on the target. On a critical hit, this paint swiftly dries, and the target becomes clumsy 1 for 10 minutes. As an Interact action, the target or an adjacent creature can remove enough paint to end the condition. Ramming Charge Two Actions (Attack, move) The painted ram Strides up to two times, then makes a horn Strike with Improved Knockdown. ","skill_mod":{"athletics":18},"summary":"A painted ram is a smear of colors with deceptively tough horns.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type","Monster","Rarity"],"ac":27,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3973","intelligence":-5,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"hardness":11,"vision":"Darkvision","fortitude_save":18,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Painted Ram","category":"creature","rarity":"rare","strike_damage_average":[18,20],"slug":"creature-3973"},{"attack_bonus":[18,21],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":138,"immunity":["bleed","death effects","diseased","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","creature_family":"Painted Creatures","will_save":16,"charisma":-5,"speed":{"max":25,"land":25},"perception":18,"wisdom":3,"weakness":{"acid":10},"creature_ability":["Construct Armor","Paint Bomb","Sticky Paint"],"primary_source_group":"Myth-Speaker","skill":["Athletics"],"trait":["Construct","Mindless","Rare","Medium"],"id":"creature-3974","text":" Painted Pontifex This portrait of a priest parrots mindless devotions, attacking anything that interrupts its worship. Recall Knowledge - Construct (Arcana, Crafting): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Painted Pontifex Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 87 Perception +18; darkvision Languages Skills Athletics +19 Str +6 Dex +3 Con +4 Int -5 Wis +3 Cha -5 Items Sling (20 bullets), Staff --- AC 28 (24 when broken) Fort +20 Ref +18 Will +16 HP 138 Hardness 13 Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison,sickened, spirit, unconscious, vitality, void Weaknesses acid 10 Construct Armor Like normal objects, a painted pontifex has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a painted pontifex is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 24. --- Speed 25 feet Melee Single Action staff +21 (two-hand d8), Damage 2d4+12 bludgeoning plus sticky paint Ranged Single Action sling +18 (Propulsive, range 50 feet), Damage 2d6+9 bludgeoning plus sticky paint Paint Bomb Two Actions The painted pontifex Reloads and Strikes with its sling. The Strike deals 4d6 bludgeoning splash damage. Sticky Paint A painted pontifex's Strikes splatter paint on the target. On a critical hit, this paint swiftly dries, and the target becomes clumsy 1 for 10 minutes. As an Interact action, the target or an adjacent creature can remove enough paint to end the condition. ","skill_mod":{"athletics":19},"summary":"This portrait of a priest parrots mindless devotions, attacking anything that interrupts its worship.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type","Monster","Rarity"],"ac":28,"item":["Sling (20 bullets)","Staff"],"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3974","intelligence":-5,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"hardness":13,"vision":"Darkvision","fortitude_save":20,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Painted Pontifex","category":"creature","rarity":"rare","strike_damage_average":[16,17],"slug":"creature-3974"},{"attack_bonus":[24],"constitution":4,"primary_source_category":"Adventure Paths","strength":7,"hp":155,"immunity":["bleed","death effects","diseased","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","creature_family":"Painted Creatures","will_save":20,"charisma":-5,"speed":{"max":15,"land":15},"perception":19,"wisdom":5,"weakness":{"acid":10},"creature_ability":["Construct Armor","Painted Replica","Engulf","Sticky Paint","Mural"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Stealth"],"trait":["Construct","Mindless","Rare","Gargantuan"],"id":"creature-3975","text":" Painted Landscape Resembling a large mural, a painted landscape attacks by animating the very landscape it depicts: trees, castles, or even snow-capped mountains. Recall Knowledge - Construct (Arcana, Crafting): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Painted Landscape Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 87 Perception +19; tremorsense (imprecise) 60 feet Languages Skills Athletics +21, Stealth +22 Str +7 Dex +5 Con +4 Int -5 Wis +5 Cha -5 --- AC 30 (26 when broken) Fort +22 Ref +18 Will +20 HP 155 Hardness 15 Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison,sickened, spirit, unconscious, vitality, void Weaknesses acid 10 Construct Armor A painted landscape's Strikes splatter paint on the target. On a critical hit, this paint swiftly dries, and the target becomes clumsy 1 for 10 minutes. As an Interact action, the target or an adjacent creature can remove enough paint to end the condition. --- Speed 15 feet Melee Single Action branch +24 (reach 20 feet), Damage 2d10+11 bludgeoning plus sticky paint Painted Replica Single Action (Divine) Requirements A creature died while engulfed by the painted landscape; Effect The painted landscape absorbs the creature, causing the creature's likeness to appear in the mural. Any gear carried by the dead creature remains left behind (but still appears as part of the painting). The painted landscape regains 2d6+20 HP when it absorbs a creature. Engulf Three Actions DC 29, 6d6 bludgeoning, Escape DC 29, Rupture 20 Sticky Paint A painted landscape's Strikes splatter paint on the target. On a critical hit, this paint swiftly dries, and the target becomes clumsy 1 for 10 minutes. As an Interact action, the target or an adjacent creature can remove enough paint to end the condition. Mural Single Action (Concentrate) Until the next time it acts, the animated landscape appears to be a mural on a flat surface that's at least 10 by 20 feet in area. It has an automatic result of 42 on Deception checks and DCs to pass as a mural. ","skill_mod":{"stealth":22,"athletics":21},"summary":"Resembling a large mural, a painted landscape attacks by animating the very landscape it depicts: trees, castles, or even snow-capped mountains.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type","Monster","Rarity"],"ac":30,"level":10,"source_category":["Adventure Paths"],"sense":" tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3975","intelligence":-5,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":5,"hardness":15,"fortitude_save":22,"source_group":["Myth-Speaker"],"size":["Gargantuan"],"spoilers":"Myth-Speaker","name":"Painted Landscape","category":"creature","rarity":"rare","strike_damage_average":[22],"slug":"creature-3975"},{"primary_source_category":"Adventure Paths","strength":2,"hp":126,"language":["Common","Iblydosi","beastspeech"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","charisma":6,"perception":15,"trait":["Human","Humanoid","Mythic","Nephilim","Unique","Medium"],"id":"creature-3976","text":" Iapholi (NPC) In the early days of Iblydan culture and earliest generations of myth-spoken hero-gods, Iblydos was home to an even greater concentration of bizarre beasts and terrifying monsters. Most of these early hero-gods earned their power by slaying these entities, building their legends on the corpses of hydras, griffons, and even intelligent species such as sthenos and minotaurs. This continued for an age, until the fearsome beasts were all extinct or chased to the wilderness, rarely daring to approach the growing city-states. Though relegated to the periphery, these creatures nevertheless called Iblydos home. Thus, when an army from Pol-Sylirica invaded its southern neighbor, Pol-Dhuraxilis, an army of monsters led by the harpy Ekriathe emerged from the latter's forests and hills to help fight off the intruders. Though shocked by the unexpected assistance—and raised to view monsters with mistrust—the people of Dhuraxilis were thankful. In the aftermath, the government overhauled its laws, and its people wrestled with their prejudices, resulting in a city-state that welcomed and represented monsters. For her leadership, Ekriathe received every honor, including a myth-speaking that led to her ascension to hero-god status. In the millennia since, Ekriathe has been reborn numerous times in different bodies, her different incarnations often separated by many generations. The cult of Ekriathe Revivalism watches for and raises these rare reincarnations, known as Children of the Bloodstone. After centuries without, in 4202 ar Pol-Dhuraxilis at last welcomed Ekriathe's seventh incarnation, a nephilim named Iapholi. As is tradition for Ekriathe's successors, Iapholi is a representative of and champion for monsters across Iblydos. The nephilim Iapholi was named Child of the Bloodstone by the Revivalists as an infant in 4202 ar, assessing the Mother of Monsters' favor based both on Iapholi's eclectic animal features as well as myriad omens that accompanied her birth. She began presiding over rituals and ceremonies by age 6 and began issuing decrees of her own design by age 10. Under her stewardship, Pol-Dhuraxilis has gained not only peace, but respect among other city-states, rising above the base assumption of it being a chaotic hovel of monsters. Her efforts to maintain stability and growth without bloodshed might have impressed the outside world, but they've rankled the more aggressive oligarchs in Dhuraxilis. After all, they reason, Ekriathe's successors are supposed to herald an age of monstrous strength, ferocity, raiding, and Lamashtu-fueled revelry. Yet this incarnation promotes peaceful confidence and coexistence! Many question whether the Ekriathe Revivalists interpreted the omens correctly, hinting perhaps that Iapholi isn't Ekriathe's successor at all. Even so, enough citizens believe in Iapholi and her policies that the bitter traditionalists lack the strength to revolt. Iapholi is far from helpless, despite having peaceful hopes. In 4221 ar, she led a vicious defense of Dhuraxilis's exterior settlements against a bold incursion from Pol-Ungkore's bounty hunters. Believing the polis easy pickings for a source of rare creatures, an ambitious mercenary outfit raided nearby farms and killed a couple families of centaurs in the process. Iapholi responded by raining curses down upon them from the back of a mythic griffon while Dhuraxilis's militia of terrifying creatures ran through the camp. Iapholi sent back the heads and other choice remains to Pol-Ungkore as a warning. The polis later passed a ban on hunting within a twenty mile radius of Dhuaxilis's territory, which has been strictly enforced by both cities. The events of the Godsrain and Sangeh's shifts within her deep slumber have robbed Iapholi of the trust her previous victories once afforded her. When world-shaking events leave their scars on Golarion, the incumbent powers often look weak in response. Pulses of mythic energy have hit Dhuraxilis hard, given its proximity to the titan and the already volatile nature of its inhabitants. Mutations gone awry have led to small riots and unsolved murders—most of which would have felt almost normal a decade ago before Iapholi stabilized the city. Seizing this opportunity to disrupt her leadership are power-hungry groups such as Encymion's hardliners and the Rivals. Without some dedicated outside help, stewardship of Dhuraxilis will fall into bloodier hands, renewing it as a den of monsters that strike out at the other cities in the region and paint the coast red. Campaign Role Aerekostes leads the party to Iapholi's door to seek help in narrowing down the location of Sangeh, somewhere deep in the mountains of the island that houses Dhuraxilis. While Iapholi is more than willing to help, she's in a protracted political struggle for control of her city and cannot offer significant aid at first. As the party explores the city-state's ongoing events, they help Iapholi, subsequently freeing up her resources and allowing her to act more boldly. She gathers leads on the sleeping titan and useful supplies for their journey inland. Though the continued rule of Iapholi is integral to the stability of Kardaji Bay, the more immediate concern for the party is to not lose their best ally in the city. If Dhuraxilis falls to the likes of Encymion, the hero-gods will be moving inland with a growing force of riled up monsters at their backs, leaving no safe place to retreat if their journey goes awry. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Iapholi (NPC) Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 89 Perception +15; darkvision Languages Common, Iblydosi; beastspeech Skills Acrobatics +15, Diplomacy +20, Nature +18, Occultism +18, Survival +18 Str +2 Dex +2 Con +4 Int +3 Wis +2 Cha +6 Beastspeech Iapholi can understand and be understood by all creatures that have the aberration, beast, dragon, or giant trait, as if they shared a language. Items +1 striking flail --- AC 24 Fort +15 Ref +13 Will +17 HP 126 Resistances fire 5, poison 10 Wild Calm (aura, divine) 30 feet. Iapholi exudes a comforting sense of peace, even when chaos abounds. Allies within the aura gain a +1 circumstance bonus on saves against effects with the emotion trait. --- Speed 30 feet Melee Single Action flail +16 (Disarm, sweep, trip), Damage 2d8+6 bludgeoning Melee Single Action tail +16 (Backswing), Damage 2d6+6 bludgeoning plus 1d6 fire Divine Innate Spells DC 29, attack +21 - Cantrips (4th) Bullhorn, Divine Lance, Shield, Void Warp - 1st Bane, Heal, Protection - 2nd Blood Vendetta, Calm, Sudden Blight - 3rd Blindness, Message, Heroism - 4th Divine Wrath, Heal, Vampiric Maiden Focus Spells 3 Focus Points, DC 29, attack +21 - 4th Soothing Words, Unity Mythic Power 3 Mythic Points Mythic Skill Free Action Cost 1 Mythic Point; Effect Iapholi attempts her next Diplomacy check with a +4 bonus and is considered to have mythic proficiency for that check. Recharge Spell Single Action (concentrate) Cost 1 Mythic Point; Effect Iapholi regains one spell. Ekriathe's Breath Two Actions Iapholi breathes a gout of energy powered by one of her past lives. She chooses whether this affects a 60-foot line or a 30-foot cone. She also chooses one of the following damage types that the breath deals, which also affects the type of DC 25 basic saving throw affected creatures attempt to reduce the damage: bludgeoning (Fortitude), electricity (Reflex), fire (Reflex), poison (Fortitude), sonic (Fortitude), or spirit (Will). The breath deals 8d6 damage. Ekriathe's Breath gains the trait associated with the chosen damage type. Iapholi can't use Ekriathe's Breath again for 1d4 rounds. ","skill_mod":{"diplomacy":20,"nature":18,"survival":18,"occultism":18,"acrobatics":15},"primary_source":"Pathfinder #218: Titanbane\r\n","spell":["Divine Wrath","Heal","Vampiric Maiden","Blindness","Message","Heroism","Blood Vendetta","Calm","Sudden Blight","Bane","Protection","Bullhorn","Divine Lance","Shield","Void Warp","Soothing Words","Unity"],"ac":24,"item":["+1 striking flail"],"level":7,"spell_dc":[29,29],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"poison":10,"fire":5},"intelligence":3,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Iapholi (NPC)","rarity":"unique","strike_damage_average":[15,16],"attack_bonus":[16,16],"constitution":4,"spell_attack_bonus":[21,21],"will_save":17,"speed":{"max":30,"land":30},"wisdom":2,"weakness":{},"creature_ability":["Beastspeech","Wild Calm","Mythic Power","Ekriathe's Breath"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Diplomacy","Nature","Occultism","Survival"],"tradition":["Divine"],"summary":"In the early days of Iblydan culture and earliest generations of myth-spoken hero-gods, Iblydos was home to an even greater concentration of bizarre …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Mythic","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=3976","dexterity":2,"category":"creature","slug":"creature-3976"},{"attack_bonus":[22,22],"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":220,"language":["Common","Cyclops","Draconic","Iblydosi","Thalassic"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","spell_attack_bonus":[22],"will_save":24,"charisma":6,"speed":{"max":25,"land":25},"perception":23,"wisdom":3,"weakness":{},"creature_ability":["Mythic Power","Encroaching Doom"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Crafting","Diplomacy","Occultism","Stealth"],"trait":["Humanoid","Mythic","Stheno","Unique","Medium"],"id":"creature-3977","text":" Pteios Birthed in the forests within the domain of Pol-Ungkore, Pteios enjoyed a peaceful childhood, showing a penchant for sculpture and stonework. While more withdrawn and prone to dreaming than the rest of the hatchlings, there was no real sign of the turn his life would take. When he reached adolescence, fate played its hand—an errant gaze at his hand from another young stheno caused his fingers to become stone. The community's elders were at a loss, for sthenos had always been exempt from the calcifying eyes of their peers. Worried that Pteios might be vulnerable to further petrification, the community sheltered and later relocated him to be raised abroad by a friendly foster family. This, however, proved to be unhelpful. In addition to leaving him jaded and resentful, the petrification gradually migrated from his hand up along his arm, sapping much of the limb's flexibility. With a display of grim calculus, Pteios kept his hand grasped to hold utensils for two years as it turned to stone, maintaining some use of it even after it became fully immobile. He labored where he could to buy a spellcaster's services to reverse the petrification, yet this only alleviated and slowed the transformation. The dread that he would one day become one of the statues he had grown so fond of carving ate at his soul. His frustration at his inescapable reality finally became so great that he retreated to a tiny island off the coast of Pol-Bailax, seeking a peaceful place to become a statue. But the Universe had other plans. As he rested, the chaos that would be remembered as the War of Immortals erupted across the multiverse, and fragments of the shattered war god Gorum fell as the Godsrain across reality. One of these crashed into Pteios's island. Curious, he stiffly hiked over to the smoldering crater and reached out with his petrified hand to nudge the otherworldly fragment. As he did, a torrent of visions coursed through him mind. He could sense the distant battles among the gods, a thousand wars fought across Golarion, the roar of armies fueled by Gorum's bloodlust, and the dying gasp of the Lord in Iron. At last, a relieved voice in his head concluded “He is dead!” But who was it? Again, scenes played out across Pteios's consciousness, showing Gorum and Gozreh chasing a titan who seemed to be made from living paint. The two gods cornered her over coastal waters before Gorum delivered a terrible blow. As the two gods departed and the titan's body sank into the water, the seafloor rose to cocoon her in the islands of what would one day become Iblydos. Amazed, Pteios beseeched the voice, asking what he could do to help. He received only faint and vague answers—a name, a direction, and a hope to beautify the world—as if the entity were drifting in and out of sleep. As he became aware of his surroundings once more, Pteios realized he hadn't just contacted a forgotten divinity; his body was entirely healed of the petrifying affliction! Grateful and filled with zeal, Pteios retrieved the fragment of Gorum and set out to evangelize the forgotten titan and healer, Sangeh. Wielding a spear shaped from the Gorum fragment, Pteios has performed tiny miracles as he travels across Iblydos. At each island, he recruits downtrodden followers and tries to sense Sangeh's location again, gradually triangulating where her body is entombed. He has taken a special interest in Pol-Ungkore and Pol-Dhuraxilis. In the former, his mythically empowered gaze petrified many of the city-state's ruling council, sparking a civil war that's only recently begun to die down. In the latter, he has leveraged his own monstrous appearance to recruit followers—even if doing so challenges the influence of Pol-Dhuraxilis's own hero-god, Iapholi. Most recently, Pteios discovered where his patron resides, buried in an underground city trapped beneath a mountain. With Sangeh's blessing, Pteios has managed to part the stone, descend to commune directly with her, and encourage her to awaken as swiftly as possible. The titan shares countless memories with him in the meantime, and her prophet studies these with great interest, like a thespian soaking in a stage play. By the time the new hero-gods set out on their adventure, Pteios has laid much of the groundwork to wake Sangeh. The titan begins to stir on her own, and the stheno has accumulated enough mythic power in the furtherance of his calling that he believes he can give her the final jolt. All that's left is to ensure Pol-Dhuraxilis is unstable enough to welcome its new patron deity with open arms. Campaign Role Pteios serves as the primary antagonist for the Myth-Speaker Adventure Path, though the details of his identity remain obscured for much of the adventure. He's only passingly aware of the party's efforts to stop Sangeh from waking, but he becomes more interested as they draw ever closer. By the time the group reaches Pol- Dhuraxilis, the prophet decides to take a more active hand in the city's fall and lends Encymion resources to that end directly. When the chimera's assassination attempts fail, Pteios retreats fully to Sangeh's cradle and prepares his ritual to wake her. If Pol-Dhuraxilis is not ready for a willing occupation by the worshippers of the titan, he reasons, it will have to fall by force. Uncertain if he has the power to combat multiple hero-gods at once, he barricades the entrance and pulls memories from Sangeh's dreams to buy time. Ever curious about views not his own, Pteios is willing to converse with the party during their final encounter. Those who do find him to be a quick-witted philosopher, if one who greatly fears a death not of his choosing. It's not possible to sway him from his course or convince a surrender, but Pteios will grimly admit he would have enjoyed a different outcome before engaging in combat. Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Pteios Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 90 Perception +23; all-around vision Languages Common, Cyclops, Draconic, Iblydosi, Thalassic Skills Acrobatics +21, Crafting +24, Diplomacy +23, Occultism +22, Stealth +21 Str +2 Dex +5 Con +3 Int +2 Wis +3 Cha +6 Items +1 chain shirt , chisel, greater choker of elocution (Cyclops, Draconic, Thalassic), warshard spear --- AC 30 Fort +18 Ref +24 Will +24 +1 vs. auditory, HP 220 Resistances poison 8 --- Speed 25 feet Melee Single Action warshard spear +22 (Magical, thrown 20 feet), Damage 2d6+10 piercing plus 1d10 mental Melee Single Action chisel +22 (Agile, Finesse), Damage 2d6+10 piercing plus 1d4 persistent bleed Prepared Occult Spells DC 32, attack +22 - Cantrips (6th) Haunting Hymn, Shield, Telekinetic Projectile, Warp Step - 3rd Agonizing Despair, Gravity Well - 4th Confusion, Containment, Vision of Death - 5th Shadow Blast, Shadow Siphon, Strange Geometry - 6th Cursed Metamorphosis, Slow Mythic Power 3 Mythic Points Petrifying Glare Two Actions Cost 1 Mythic Point; Effect Pteios channels his medusa parentage, attempting to turn a target to stone. Pteios casts petrify as an occult spell. Recharge Spell Single Action (concentrate) Cost 1 Mythic Point; Effect Pteios regains one spell. Remove a Condition Single Action (concentrate) Cost 1 Mythic Point; Effect Pteios removes any one condition currently affecting him. Encroaching Doom Single Action (Concentrate, spellshape) Pteios revels in attacking those whose fates are sealed. If his next action is to Cast a Spell that affects or targets a creature with the slowed condition, it takes a –2 status penalty to its AC or saving throw against that spell. This does not affect other targets of the spell unless they also have the slowed condition. ","tradition":["Occult"],"skill_mod":{"diplomacy":23,"crafting":24,"stealth":21,"occultism":22,"acrobatics":21},"summary":"Birthed in the forests within the domain of Pol-Ungkore, Pteios enjoyed a peaceful childhood, showing a penchant for sculpture and stonework. While …","primary_source":"Pathfinder #218: Titanbane\r\n","spell":["Cursed Metamorphosis","Slow","Shadow Blast","Shadow Siphon","Strange Geometry","Confusion","Containment","Vision of Death","Agonizing Despair","Gravity Well","Haunting Hymn","Shield","Telekinetic Projectile","Warp Step"],"trait_group":["Creature Type","Mythic","Monster","Rarity"],"ac":30,"item":["+1 chain shirt","chisel","greater choker of elocution ( Cyclops , Draconic , Thalassic )","warshard spear"],"level":11,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" all-around vision ","weakest_save":["fort","fortitude"],"resistance":{"poison":8},"url":"/NPCs.aspx?ID=3977","intelligence":2,"reflex_save":24,"strongest_save":["ref","reflex","will"],"dexterity":5,"fortitude_save":18,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Pteios","category":"creature","rarity":"unique","strike_damage_average":[19,22],"slug":"creature-3977"},{"attack_bonus":[15,15,15],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":70,"language":["Common"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","will_save":11,"charisma":2,"speed":{"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{},"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Athletics","Nature","Sailing Lore"],"trait":["Humanoid","Medium"],"id":"creature-3978","text":" Deck Crew Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Deck Crew Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 6 Perception +14 Languages Common Skills Acrobatics +15, Athletics +15, Nature +13, Sailing Lore +15 Str +4 Dex +4 Con +3 Int +2 Wis +3 Cha +2 Items Shortbow (20 arrows), Spear --- AC 23 Fort +13 Ref +16 Will +11 HP 70 --- Speed 25 feet Melee Single Action spear +15, Damage 1d6+6 piercing Ranged Single Action spear +15 (thrown 20 feet), Damage 1d6+6 piercing Ranged Single Action shortbow +15 (deadly d10, range increment 60 feet), Damage 1d6+6 piercing\n","skill_mod":{"nature":13,"athletics":15,"acrobatics":15},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type"],"ac":23,"item":["Shortbow (20 arrows)","Spear"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3978","intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":13,"source_group":["Myth-Speaker"],"size":["Medium"],"name":"Deck Crew","category":"creature","rarity":"common","strike_damage_average":[9,9,9],"slug":"creature-3978"},{"primary_source_category":"Adventure Paths","strength":1,"hp":90,"language":["Common","Thalassic","<%SPELLS%1728%%>truespeech<%END>"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","charisma":6,"perception":15,"trait":["Amphibious","Humanoid","Merfolk","Rare","Medium"],"id":"creature-3979","text":" Merfolk Storm Singer Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Merfolk Storm Singer Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 10 Perception +15; low-light vision Languages Common, Thalassic; truespeech Skills Acrobatics +16, Athletics +15, Deception +17, Diplomacy +17, Nature +15, Performance +20, Religion +15 Str +1 Dex +4 Con +2 Int +0 Wis +0 Cha +6 --- AC 24 Fort +12 Ref +15 Will +18 HP 90 Drowning Melody Reaction (auditory, occult) Trigger The merfolk or a creature under the effect of their Storm Song within 60 feet is targeted by a spell or auditory effect; Effect The merfolk sings a warbling tune reminiscent of a drowning creature. They attempt a Performance check to counteract the triggering spell or effect. The merfolk can't use this ability again for 1d4 rounds. --- Speed 5 feet, swim 30 feet Melee Single Action claw +13 (Agile, finesse), Damage 2d6+6 slashing Divine Innate Spells DC 25, attack +17 - Cantrips (4th) Daze, Know the Way, Light, Message, Read Aura - 1st Command, Fear, Phantom Pain - 2nd Calm, Stupefy - 3rd Enthrall, Paralyze - 4th Suggestion - Constant (5th) Truespeech Storm Song Single Action (Auditory, concentrate, emotion, incapacitation, mental, occult) The merfolk sings a discordant tune that buffets the senses like a raging thunderstorm. Non-merfolk creatures in a 120-foot emanation must attempt a DC 25 Will save or become confused for 1 round. The creature can't target merfolk while confused in this way. If the merfolk uses this ability again on subsequent rounds, they extend the duration by 1 round for all affected creatures. Once a creature succeeds at any save against Storm Song, that creature is temporarily immune to Storm Song for 24 hours. ","skill_mod":{"diplomacy":17,"performance":20,"deception":17,"nature":15,"athletics":15,"acrobatics":16,"religion":15},"primary_source":"Pathfinder #218: Titanbane\r\n","spell":["Suggestion","Enthrall","Paralyze","Calm","Stupefy","Command","Fear","Phantom Pain","Daze","Know the Way","Light","Message","Read Aura","Truespeech"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":0,"reflex_save":15,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":12,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Merfolk Storm Singer","rarity":"rare","strike_damage_average":[13],"attack_bonus":[13],"constitution":2,"creature_family":"Merfolk","spell_attack_bonus":[17],"will_save":18,"speed":{"max":30,"land":5,"swim":30},"wisdom":0,"weakness":{},"creature_ability":["Drowning Melody","Storm Song"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Athletics","Deception","Diplomacy","Nature","Performance","Religion"],"tradition":["Divine"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Monster","Creature Type","Ancestry","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3979","dexterity":4,"category":"creature","slug":"creature-3979"},{"attack_bonus":[13,13],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":130,"language":["Can't speak any language"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","creature_family":"Skeleton","will_save":12,"charisma":0,"speed":{"max":25,"land":25},"perception":18,"wisdom":1,"weakness":{},"creature_ability":["Collapse","Reactive Strike","Shield Block"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Athletics","Intimidation","Sailing Lore"],"trait":["Skeleton","Uncommon","Undead","Unholy","Medium"],"id":"creature-3980","text":" Deathless Pirate Nethys Note: No description has been provided for this monster. Recall Knowledge - Undead (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Deathless Pirate Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 13 Perception +18; darkvision Languages Can't speak any language Skills Acrobatics +15, Athletics +17, Intimidation +15, Sailing Lore +12 Str +5 Dex +3 Con +4 Int +0 Wis +1 Cha +0 Items Buckler (Hardness 3, HP 6, BT 3), Hide Armor, Longspear --- AC 24 (25 with shield raised) Fort +18 Ref +12 Will +12 HP 130 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10 Collapse Reaction Trigger The deathless pirate is critically hit; Effect The pirate collapses into a pile of bones and the attack deals only normal damage. The pirate can re-form in a standing position as an action, but until it does, it is immobilized and off-guard. Reactive Strike Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action spear +13, Damage 2d6+6 piercing Melee Single Action claw +13 (Agile), Damage 2d6+6 slashing\n","skill_mod":{"athletics":17,"intimidation":15,"acrobatics":15},"summary":"Nethys Note: No description has been provided for this monster.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Monster","Ancestry","Rarity","Creature Type","Mechanics"],"ac":24,"item":["Buckler (Hardness 3, HP 6, BT 3)","Hide Armor","Longspear"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=3980","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Deathless Pirate","category":"creature","rarity":"uncommon","strike_damage_average":[13,13],"slug":"creature-3980"},{"attack_bonus":[18],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":80,"language":["Common"],"immunity":["bleed","death effects","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","will_save":17,"charisma":5,"speed":{"fly":25,"max":25},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Site Bound","Rejuvenation","Deafening Shriek","Judgmental Gaze"],"primary_source_group":"Myth-Speaker","skill":["Intimidation","Mercantile Lore","Society"],"trait":["Ghost","Incorporeal","Spirit","Undead","Unholy","Unique","Medium"],"id":"creature-3981","text":" Deianire Nethys Note: No description has been provided for this NPC. Recall Knowledge - Spirit (Occultism): DC 33 Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Deianire Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 17 Perception +16; darkvision Languages Common Skills Intimidation +15, Mercantile Lore +17, Society +15 Str -5 Dex +4 Con +0 Int +2 Wis +4 Cha +5 Site Bound Deianire can stray only a short distance from where it was killed or the place it haunts. She does not pursue characters who fight past them into the temple. --- AC 25 Fort +15 Ref +18 Will +17 HP 80 (rejuvenation, void healing) Immunities bleed, death effects, paralyzed, poison, precision, unconscious Resistances all damage 7 (except force, ghost touch , spirit, or vitality; double resistance to non-magical) Rejuvenation (divine) When Deianire is destroyed, she re-forms after 2d4 days within the location it's bound to, fully healed. Deianire can be permanently destroyed only if someone sets right whatever prevents the spirit from resting. --- Speed fly 25 feet Melee Single Action ghostly hand +18 (Agile, finesse, magical), Damage 2d8+8 void Deafening Shriek Single Action (Auditory, divine, emotion, fear, mental) Deianire lets loose an awful screech, forcing each living creature within 30 feet to attempt a DC 25 Fortitude save. On a failure, a creature is deafened for 1 round. On a critical failure, a creature is deafened for 1 minute and off-guard for 1 round. Judgmental Gaze Two Actions Deianire fixes her disapproval on a creature she can see within 30 feet. The target takes 4d6 void damage (DC 25 basic Will save). On a failure, the creature is also frightened 1 (or frightened 2 on a critical failure). ","skill_mod":{"society":15,"intimidation":15},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Monster","Creature Type","Mechanics","Rarity"],"ac":25,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":7,"bludgeoning":7,"piercing":7,"precision":7,"cold_iron":7,"cold":7,"mental":7,"unholy":7,"good":7,"acid":7,"slashing":7,"chaotic":7,"fire":7,"physical":7,"all":7,"area":7,"void":7,"holy":7,"poison":7,"sonic":7,"electricity":7,"bleed":7,"orichalcum":7,"silver":7,"evil":7,"splash":7},"url":"/NPCs.aspx?ID=3981","intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Deianire","category":"creature","rarity":"unique","strike_damage_average":[17],"slug":"creature-3981"},{"attack_bonus":[21,21],"constitution":4,"primary_source_category":"Adventure Paths","strength":3,"hp":110,"language":["Common"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","will_save":18,"charisma":4,"speed":{"max":25,"land":25},"perception":21,"wisdom":2,"weakness":{},"creature_ability":["Death Grip","My Fight!","Reactive Strike","Shield Block","Mythic Power","Engaging Duel","Precise Duelist","Unimpeded"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Athletics","Intimidation","Sailing Lore"],"trait":["Mythic","Skeleton","Undead","Unique","Medium"],"id":"creature-3982","text":" Exthenios Nethys Note: No description has been provided for this NPC. Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Exthenios Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 19 Perception +21; darkvision Languages Common Skills Acrobatics +23, Athletics +18, Intimidation +18, Sailing Lore +20 Str +3 Dex +5 Con +4 Int +2 Wis +2 Cha +4 Items Aerekostes, Buckler (Hardness 3, HP 6, BT 3), +1 invisibility studded leather --- AC 27 (28 with shield raised) Fort +18 Ref +21 Will +18 mythic resilience (Reflex and Will) HP 110 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10 Death Grip Exthenios clutches Aerekostes with a literal death grip. Attempts to Disarm him of the weapon are treated as one degree of success lower. My Fight! Reaction Trigger A creature other than the target of Engaging Duel takes a hostile action against Exthenios or uses a spell or ability that affects the target of Engaging Duel; Requirements Exthenios has a creature under the effects of Engaging Duel; Effect Exthenios makes a melee Strike against the triggering creature, or a void bolt Strike if the creature isn't within his reach. If the Strike is a success, the creature must attempt a DC 7 flat check (or a DC 12 flat check if Exthenios's Strike was a critical success). On a failure, the triggering action is disrupted. Reactive Strike Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action Aerekostes +21 (fatal d12, magical), Damage 2d8+8 slashing Ranged Single Action void bolt +21 (Magical, range increment 20 feet), Damage 2d8+8 void Mythic Power 3 Mythic Points • Mythic Skill Free Action Cost 1 Mythic Point; Acrobatics Engaging Duel Single Action (Concentrate) Exthenios singles out a creature he can see, calling them to face him directly. Exthenios gains a +1 circumstance bonus to attack rolls and DCs against the targeted creature. If the creature takes an action that affects anyone other than themselves or Exthenios, this bonus increases to +2 until the end of Exthenios's next turn. Exthenios takes a –1 circumstance penalty to all checks and DCs against any creature other than the target of the Engaging Duel. These effects last until Exthenios uses Engaging Duel again. Precise Duelist Exthenios deals an extra 1d6 precision damage to the target of his Engaging Duel. Unimpeded Single Action Cost 1 Mythic Point; Effect Exthenios automatically ends one effect that would give him a circumstance penalty to Speed. When he attempts to Escape an effect that has him immobilized, grabbed, or restrained, he automatically succeeds. ","skill_mod":{"athletics":18,"intimidation":18,"acrobatics":23},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Mythic","Monster","Ancestry","Creature Type","Rarity"],"ac":27,"item":["Aerekostes","Buckler (Hardness 3, HP 6, BT 3)","+1 invisibility studded leather"],"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10},"url":"/NPCs.aspx?ID=3982","intelligence":2,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":18,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Exthenios","category":"creature","rarity":"unique","strike_damage_average":[17,17],"slug":"creature-3982"},{"attack_bonus":[16],"constitution":3,"primary_source_category":"Adventure Paths","strength":6,"hp":115,"language":["Common","Elven","Fey"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","will_save":12,"charisma":0,"speed":{"max":40,"land":40},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Reactive Strike","Hoof Avalanche","Mythic Power","Trample"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Nature","Survival"],"trait":["Beast","Centaur","Humanoid","Mythic","Rare","Large"],"id":"creature-3983","text":" Mutated Centaur Nethys Note: No description has been provided for this creature. Recall Knowledge - Beast (Arcana, Nature): DC 28 Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Mutated Centaur Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 27 Perception +15; darkvision Languages Common, Elven, Fey Skills Athletics +17, Nature +13, Survival +13 Str +6 Dex +3 Con +3 Int +0 Wis +2 Cha +0 --- AC 24 Fort +18 Ref +15 Will +12 mythic resilience HP 115 Resistances fire 10, mythic resistance 4 Reactive Strike Reaction --- Speed 40 feet Melee Single Action hoof +16 (Agile), Damage 2d10+9 bludgeoning plus 1d10 fire Hoof Avalanche Two Actions The centaur unleashes a series of swift, savage kicks. They make two hoof Strikes against the same target. The centaur's multiple attack penalty doesn't increase until after it makes both attacks. If both attacks hit, the target is also knocked prone. Mythic Power 3 Mythic Points • Mythic Skill Free Action Cost 1 Mythic Point; Athletics Trample Three Actions Medium or smaller, hoof, DC 24 ","skill_mod":{"nature":13,"survival":13,"athletics":17},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type","Monster","Ancestry","Mythic","Rarity"],"ac":24,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":10},"url":"/Monsters.aspx?ID=3983","intelligence":0,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"source_group":["Myth-Speaker"],"size":["Large"],"spoilers":"Myth-Speaker","name":"Mutated Centaur","category":"creature","rarity":"rare","strike_damage_average":[25],"slug":"creature-3983"},{"attack_bonus":[20],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":155,"language":["Aklo","Common"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","will_save":17,"charisma":3,"speed":{"climb":15,"max":25,"land":25},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Bloodsense","Easily Fascinated","Mythic Power","Dab","Paint"],"primary_source_group":"Myth-Speaker","skill":["Art Lore","Athletics","Crafting","Medicine","Stealth"],"trait":["Aberration","Mythic","Unique","Large"],"id":"creature-3984","text":" Kerinelopas Nethys note: No description has been provided for this NPC. Recall Knowledge - Aberration (Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Kerinelopas Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 28 Perception +19; bloodsense (imprecise) 60 feet, darkvision Languages Aklo, Common Skills Art Lore +21, Athletics +20, Crafting +17, Medicine +19, Stealth +17 Str +5 Dex +4 Con +3 Int +6 Wis +4 Cha +3 Bloodsense Kerinelopas can detect exposed blood as an imprecise sense at the listed range, including from creatures taking persistent bleed damage. --- AC 27 Fort +16 Ref +19 Will +17 HP 155 Resistances mythic resistance 9 Easily Fascinated When subject to a visual illusion with the incapacitation trait, Kerinelopas doesn't adjust his degree of success due to the incapacitation trait. --- Speed 25 feet, climb 15 feet Melee Single Action claw +20 (Agile, reach 10 feet), Damage 3d8+8 slashing plus 1d8 persistent bleed Mythic Power 3 Mythic Points • Remove Condition Single Action (concentrate) Cost 1 Mythic Point ; Effect Kerinelopas ends one condition affecting him. Dab Single Action (Manipulate, mental, occult) Requirements Kerinelopas is within reach of an enemy taking persistent bleed damage; Effect Kerinelopas touches the creature and applies blood to one of his four claws; the blood remains fresh for 1 minute. The target must succeed at a DC 28 Will save or become fascinated with Kerinelopas. Paint Single Action (Concentrate, manipulate, occult) Requirements Kerinelopas has fresh blood applied to a claw using Dab; Effect Kerinelopas expends the blood on one claw to paint an illusion with the effects of one of the following spells: blur , illusory creature , illusory disguise , or illusory object . The Paint action gains the traits of the spell it's reproducing, and Kerinelopas can Sustain a Spell on these effects. He uses a spell attack modifier of +20 and DC 28 for these effects, which are heightened to 5th rank. If he has fresh blood applied to two or more claws, Kerinelopas can expend the blood on all of them to instead produce the effects of cloak of colors or vibrant pattern . Any effects produced by this ability have a +2 status bonus to attack rolls, damage rolls, saving throws, skill checks, and AC against the creature whose blood was used to Paint, and that creature takes a –2 status penalty to Perception checks and saves against it. ","skill_mod":{"crafting":17,"stealth":17,"medicine":19,"athletics":20},"summary":"Nethys note: No description has been provided for this NPC.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type","Mythic","Rarity"],"ac":27,"level":9,"source_category":["Adventure Paths"],"sense":"bloodsense (imprecise) 60 feet, darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3984","intelligence":6,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":16,"source_group":["Myth-Speaker"],"size":["Large"],"spoilers":"Myth-Speaker","name":"Kerinelopas","category":"creature","rarity":"unique","strike_damage_average":[26],"slug":"creature-3984"},{"attack_bonus":[16,18],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":95,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","will_save":15,"charisma":-5,"speed":{"max":20,"land":20},"perception":12,"wisdom":0,"weakness":{},"creature_ability":["Painted Equipment","Construct Armor","Shield Block","Matting Paint"],"primary_source_group":"Myth-Speaker","skill":["Athletics"],"trait":["Construct","Mindless","Uncommon","Medium"],"id":"creature-3985","text":" Painted Soldier (Matte) Nethys Note: No description has been provided for this creature. Recall Knowledge - Construct (Arcana, Crafting): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Painted Soldier (Matte) Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 28 Perception +12; darkvision Languages Skills Athletics +17 Str +6 Dex +1 Con +4 Int -5 Wis +0 Cha -5 Painted Equipment All of a painted creature's equipment is part of it and can't be disarmed or otherwise removed. If the creature drops a piece of equipment, it dissolves into droplets of paint. Items Javelin (2), shield (Hardness 5, HP 25, BT 13), Spear --- AC 25 (27 with shield raised) Fort +18 Ref +13 Will +15 HP 95 Hardness 8 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, a painted soldier has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a painted soldier is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 21. Shield Block Reaction --- Speed 20 feet Melee Single Action spear +18 (thrown 20 feet), Damage 2d6+10 piercing Ranged Single Action javelin +16 (thrown 30 feet), Damage 2d8+6 plus matting paint Matting Paint When a painted soldier uses a ranged Strike, the ammunition or weapon (if thrown) becomes a smear of paint. It deals damage normally, and a creature struck by it becomes clumsy 1 and takes a –5-foot circumstance penalty to their Speed for 10 minutes. The paint can be removed with a total of 3 Interact actions by the creature or an adjacent ally. ","skill_mod":{"athletics":17},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type","Monster","Rarity"],"ac":25,"item":["Javelin (2)","shield (Hardness 5, HP 25, BT 13)","Spear"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3985","intelligence":-5,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":1,"hardness":8,"vision":"Darkvision","fortitude_save":18,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Painted Soldier (Matte)","category":"creature","rarity":"uncommon","strike_damage_average":[15,17],"slug":"creature-3985"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":140,"language":["Common"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","charisma":7,"perception":22,"trait":["Ghost","Incorporeal","Spirit","Undead","Unholy","Unique","Medium"],"id":"creature-3986","text":" Vengeful Shade Nethys note: No description has been provided for this creature. Recall Knowledge - Spirit (Occultism): DC 37 Recall Knowledge - Undead (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Vengeful Shade Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 34 Perception +22; darkvision Languages Common Skills Dhuraxilis Lore +22, Intimidation +19, Religion +19 Str -5 Dex +5 Con +0 Int +3 Wis +4 Cha +7 Site Bound The vengeful shade can't pass beyond the city limits of Pol-Dhuraxilis. --- AC 29 Fort +16 Ref +23 Will +19 HP 140 (rejuvenation, void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Rejuvenation (divine) The vengeful shade can't move on to the afterlife until Ekriathe's current incarnation, Iapholi, either dies or makes amends to the shade. --- Speed fly 40 feet Melee Single Action claw +23 (Agile, finesse, magical), Damage 2d12+13 void plus miserable remorse Innate Divine Spells DC 29, attack +21 - 4th Nightmare Cries of Vengeance With every triumph, a chorus of hate-filled shouts erupts from the vengeful shade. Whenever the shade critically succeeds on a Strike, and whenever a creature critically fails a saving throw against the shade's Frightful Moan or Miserable Remorse, the shade gains a Disruption Point. The shade loses a Disruption Point whenever a creature critically succeeds at an attack roll against the shade and whenever the shade critically fails a saving throw. Miserable Remorse (Divine, emotion, fear, mental) A creature damaged by the shade's claw Strike is overcome with feelings of remorse and must attempt a DC 29 Will save. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 1 for 1 minute. Critical Failure As failure, and the creature is stunned 1 for 1 round. Frightful Moan Single Action (Auditory, divine, emotion, fear, mental) DC 29 ","skill_mod":{"intimidation":19,"religion":19},"primary_source":"Pathfinder #218: Titanbane\r\n","spell":["Nightmare"],"ac":29,"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":3,"reflex_save":23,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":16,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Vengeful Shade","rarity":"unique","strike_damage_average":[26],"attack_bonus":[23],"constitution":0,"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[21],"will_save":19,"speed":{"fly":40,"max":40},"wisdom":4,"weakness":{},"creature_ability":["Site Bound","Rejuvenation","Cries of Vengeance","Miserable Remorse","Frightful Moan"],"primary_source_group":"Myth-Speaker","skill":["Dhuraxilis Lore","Intimidation","Religion"],"tradition":["Divine"],"summary":"Nethys note: No description has been provided for this creature.","trait_group":["Monster","Creature Type","Mechanics","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=3986","dexterity":5,"category":"creature","slug":"creature-3986"},{"attack_bonus":[19,19,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":170,"language":["Common","Tengu"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","will_save":14,"charisma":4,"speed":{"max":35,"land":35},"perception":15,"wisdom":1,"weakness":{},"creature_ability":["Quick Rage","Reactive Strike","Mythic Power","Rage","Shock and Awe"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Diplomacy","Intimidation"],"trait":["Humanoid","Mythic","Tengu","Unique","Medium"],"id":"creature-3987","text":" Akki Nethys Note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Akki Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 38 Perception +15; low-light vision Languages Common, Tengu Skills Athletics +21, Diplomacy +16, Intimidation +17 Str +6 Dex +3 Con +4 Int +1 Wis +1 Cha +4 Quick Rage Free Action When Akki rolls for initiative, provided she can perceive at least one foe, she can Rage as a free action. Items Hide Armor, Hydra Spear --- AC 24 Fort +21 Ref +16 Will +14 mythic resilience (Fort) HP 170 Resistances mythic resistance 4 Reactive Strike Reaction --- Speed 35 feet Melee Single Action spear +20 (Magical, reach 10 feet), Damage 2d8+11 piercing Melee Single Action beak +19 (Unarmed), Damage 1d6+11 piercing Ranged Single Action lightning cry +19 (Air, electricity, range increment 20 feet), Damage 2d10+11 electricity plus shock and awe Mythic Power 3 Mythic Points • Mythic Skill Free Action Cost 1 Mythic Point; Athletics Rage Single Action (Concentrate, emotion, mental) Requirements Akki isn't fatigued or raging; Effect Akki taps into her inner fury and begins raging. She gains 12 temporary Hit Points. The rage lasts for 1 minute or until Akki falls unconscious, whichever comes first. While raging, her melee Strikes deal an additional 6 electricity damage, and she can't use actions that have the concentrate trait, except for Seek. When Akki stops raging, she loses any remaining temporary Hit Points from Rage, and she can't gain temporary Hit Points from using the Rage action again for 1 minute. Shock and Awe A creature critically hit by Akki's lightning cry Strike is clumsy 1 and stupefied 1 for 1 round. ","skill_mod":{"diplomacy":16,"athletics":21,"intimidation":17},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type","Mythic","Monster","Ancestry","Weapon","Rarity"],"ac":24,"item":["Hide Armor","Hydra Spear"],"level":8,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3987","intelligence":1,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":21,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Akki","category":"creature","rarity":"unique","strike_damage_average":[14,20,22],"slug":"creature-3987"},{"attack_bonus":[18,19,19],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":130,"language":["Common"],"immunity":["acid"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","will_save":16,"charisma":3,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Alchemical Grenades","Caustic Rebuttal","Curare","Mythic Power","Quick Grenadier"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Crafting","Warfare Lore"],"trait":["Human","Humanoid","Mythic","Unique","Medium"],"id":"creature-3988","text":" Tsemone Nethys note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Tsemone Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 39 Perception +16 Languages Common Skills Acrobatics +18, Crafting +21, Warfare Lore +18 Str +3 Dex +4 Con +3 Int +6 Wis +2 Cha +3 Alchemical Grenades Tsemone carries 9 alchemical grenades that deal either acid, cold, or fire damage plus 2 persistent damage and 2 splash damage of the same type (three of each). She replenishes these grenades each day. Items Alchemist's Toolkit, Blowgun (10 darts, 2 of which are coated with curare), Chain Shirt, formula book, +1 striking injection spear --- AC 27 Fort +19 Ref +18 Will +16 HP 130 Immunities acid Resistances mythic resistance 8 Caustic Rebuttal Reaction (acid, alchemical) Trigger An adjacent creature deals Tsemone piercing or slashing damage with a melee Strike; Effect Tsemone has ingested low quantities of acid over time, making her immune to acid damage and transforming her body into a trap for those that harm her. Tsemone's acidic blood sprays from the wound. The triggering creature takes 2d12 acid damage with a DC 26 basic Reflex save. --- Speed 25 feet Melee Single Action spear +19 (Injection, magical, reach 10 feet), Damage 2d8+8 piercing plus curare Ranged Single Action alchemical grenade +19 (range increment 60 feet, splash), Damage 2d6 acid, cold, or fire plus 2 persistent damage and 2 splash damage of the same type Ranged Single Action blowgun +18 (Agile, nonlethal, range increment 20 feet, reload 1), Damage 1 piercing plus curare Curare (Alchemical, consumable, incapacitation, injury, poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds (but see stage 3); Stage 1 2d6 poison damage, clumsy 1, and enfeebled 1 (1 round); Stage 2 3d6 poison damage, clumsy 2, enfeebled 2, and slowed 1 (1 minute); Stage 3 4d6 poison damage, clumsy 2, enfeebled 2, and slowed 1 (1 round). If the victim fails the saving throw while at Stage 3, the poison ends and the victim is paralyzed for 2d6 minutes Mythic Power (Mythic) 3 Mythic Points • Remove a Condition Single Action (concentrate) Cost 1 Mythic Point; Effect Tsemone ends one condition affecting her. Quick Grenadier Single Action Tsemone Interacts to draw a grenade, then Strikes with it. ","skill_mod":{"crafting":21,"acrobatics":18},"summary":"Nethys note: No description has been provided for this NPC.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Mythic","Rarity"],"ac":27,"item":["Alchemist's Toolkit","Blowgun (10 darts, 2 of which are coated with curare)","Chain Shirt","formula book","+1 striking injection spear"],"level":8,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=3988","intelligence":6,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":19,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Tsemone","category":"creature","rarity":"unique","strike_damage_average":[7,17],"slug":"creature-3988"},{"attack_bonus":[18],"constitution":2,"primary_source_category":"Adventure Paths","strength":3,"hp":140,"language":["Common","Iruxi"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","spell_attack_bonus":[22],"will_save":21,"charisma":1,"speed":{"max":25,"land":25},"perception":19,"wisdom":6,"weakness":{},"creature_ability":["Deep Breath","Aura of the All-Seeing Eye","Mythic Power"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Medicine","Religion"],"trait":["Humanoid","Lizardfolk","Mythic","Unique","Medium"],"id":"creature-3989","text":" Ulshuk Nethys note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Ulshuk Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 39 Perception +19 Languages Common, Iruxi Skills Athletics +15, Medicine +18, Religion +21 Str +3 Dex +2 Con +2 Int +0 Wis +6 Cha +1 Deep Breath Ulshuk can hold his breath for 15 minutes. Items +1 striking handwraps of mighty blows , Studded Leather Armor --- AC 26 Fort +16 Ref +16 Will +21 HP 140 Aura of the All-Seeing Eye (aura, divine) 10 feet. Ulshuk and his allies within the aura gain a +1 status bonus to saving throws against spells. --- Speed 25 feet Melee Single Action claw +18 (finesse, magical, agile), Damage 2d4+8 slashing Divine Prepared Spells DC 30, attack +22 - Cantrips (4th) Divine Lance, Forbidding Ward, Void Warp - 1st Bless, Enfeeble, Fear - 2nd Dispel Magic, Resist Energy, See the Unseen - 3rd Blindness, Fear, Heroism - 4th Divine Wrath, Fly, Heal Mythic Power 3 Mythic Points •Remove a Condition Single Action (concentrate) Cost 1 Mythic Point; Effect Ulshuk ends one condition affecting him. ","tradition":["Divine"],"skill_mod":{"medicine":18,"athletics":15,"religion":21},"summary":"Nethys note: No description has been provided for this NPC.","primary_source":"Pathfinder #218: Titanbane\r\n","spell":["Divine Wrath","Fly","Heal","Blindness","Fear","Heroism","Dispel Magic","Resist Energy","See the Unseen","Bless","Enfeeble","Divine Lance","Forbidding Ward","Void Warp"],"trait_group":["Creature Type","Monster","Ancestry","Mythic","Rarity"],"ac":26,"item":["+1 striking handwraps of mighty blows","Studded Leather Armor"],"level":8,"spell_dc":[30],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=3989","intelligence":0,"reflex_save":16,"strongest_save":["will"],"dexterity":2,"fortitude_save":16,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Ulshuk","category":"creature","rarity":"unique","strike_damage_average":[13],"slug":"creature-3989"},{"attack_bonus":[21,21,21,21],"constitution":3,"primary_source_category":"Adventure Paths","strength":6,"hp":170,"language":["Common","Draconic"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","spell_attack_bonus":[17],"will_save":18,"charisma":2,"speed":{"fly":40,"max":40,"land":25},"perception":18,"wisdom":5,"weakness":{},"creature_ability":["Multiple Reactions","Three Headed","Reactive Strike","Three-Headed Strike"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Athletics","Intimidation","Religion","Society","Stealth"],"trait":["Beast","Unique","Large"],"id":"creature-3990","text":" Encymion Nethys Note: No description has been provided for this NPC. Recall Knowledge - Beast (Arcana, Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Encymion Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 41 Perception +18; darkvision, scent (imprecise) 30 feet Languages Common, Draconic Skills Acrobatics +18, Athletics +23, Intimidation +21, Religion +20, Society +20, Stealth +18 Str +6 Dex +2 Con +3 Int +1 Wis +5 Cha +2 --- AC 27 Fort +21 Ref +15 Will +18 HP 170 Multiple Reactions Encymion gains 2 extra reactions each round that it can use only to make Reactive Strikes. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions.As chimera. Three Headed Any ability that would sever one of Encymion's head (such as a critical hit with a vorpal weapon) severs one head at random. Losing a head doesn't kill Encymion (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head's Dragon Breath.As chimera. Reactive Strike Reaction --- Speed 25 feet, fly 40 feet Melee Single Action dragon jaws of the pious +21, Damage 2d8+11 piercing plus 2d6 spirit Melee Single Action lion jaws of the brave +21, Damage 2d8+11 piercing plus 2d6 electricity Melee Single Action goat horns of the schemer +21, Damage 2d8+11 piercing plus 2d6 poison Melee Single Action claw +21 (Agile), Damage 2d8+11 slashing Prepared Divine Spells DC 25, attack +17 - Cantrips (5th) Daze, Detect Magic, Divine Lance, Vitality Lash, Void Warp - 1st Bane, Fear, Runic Body - 2nd Dispel Magic, Noise Blast, Sound Body - 3rd Blindness, Darkness, Heroism - 4th Harm (×2), Unfettered Movement - 5th Divine Immolation, Shadow Blast Three-Headed Strike Two Actions Encymion makes a Strike with its dragon jaws, lion jaws, and goat horns, each at a –2 penalty and targeting a different creature. These Strikes count as only one attack for Encymion's multiple attack penalty, and the penalty doesn't increase until after it has made all three attacks. ","tradition":["Divine"],"skill_mod":{"society":20,"stealth":18,"athletics":23,"intimidation":21,"acrobatics":18,"religion":20},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Pathfinder #218: Titanbane\r\n","spell":["Divine Immolation","Shadow Blast","Harm","Unfettered Movement","Blindness","Darkness","Heroism","Dispel Magic","Noise Blast","Sound Body","Bane","Fear","Runic Body","Daze","Detect Magic","Divine Lance","Vitality Lash","Void Warp"],"trait_group":["Creature Type","Rarity"],"ac":27,"level":9,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3990","intelligence":1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":21,"source_group":["Myth-Speaker"],"size":["Large"],"spoilers":"Myth-Speaker","name":"Encymion","category":"creature","rarity":"unique","strike_damage_average":[20,27,27,27],"slug":"creature-3990"},{"attack_bonus":[15,15,15],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":60,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","creature_family":"Painted Creatures","will_save":8,"charisma":2,"speed":{"fly":60,"max":60,"land":25},"perception":14,"wisdom":-1,"weakness":{},"creature_ability":["Construct Armor","Flying Strafe","Pounce"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Athletics","Intimidation","Survival","Stealth"],"trait":["Construct","Mindless","Uncommon","Large"],"id":"creature-3991","text":" Painted Griffon Nethys Note: No description has been provided for this creature. Recall Knowledge - Construct (Arcana, Crafting): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Painted Griffon Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 41 Perception +14; darkvision, scent (imprecise) 60 feet Languages Skills Acrobatics +12, Athletics +13, Intimidation +11, Survival +10, Stealth +12 Str +4 Dex +3 Con +3 Int -5 Wis -1 Cha +2 --- AC 23 Fort +14 Ref +14 Will +8 HP 60 Hardness 4 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, a painted griffon has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a painted griffon is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 19. --- Speed 25 feet, fly 60 feet Melee Single Action beak +15 (deadly d10), Damage 2d8+5 piercing Melee Single Action talon +15 (Agile), Damage 2d6+5 piercing Melee Single Action wing +15 (reach 10 feet), Damage 2d6+5 bludgeoning Flying Strafe Two Actions The painted griffon Flies up to its fly Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty. Pounce Single Action The painted griffon Strides and makes a talon Strike at the end of that movement. If the griffon began this action hidden, it remains hidden until after the attack. ","skill_mod":{"survival":10,"stealth":12,"athletics":13,"intimidation":11,"acrobatics":12},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type","Monster","Rarity"],"ac":23,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3991","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"hardness":4,"vision":"Darkvision","fortitude_save":14,"source_group":["Myth-Speaker"],"size":["Large"],"spoilers":"Myth-Speaker","name":"Painted Griffon","category":"creature","rarity":"uncommon","strike_damage_average":[12,12,14],"slug":"creature-3991"},{"attack_bonus":[21,21,25],"constitution":4,"primary_source_category":"Adventure Paths","strength":2,"hp":175,"language":["Common"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","spell_attack_bonus":[21],"will_save":20,"charisma":2,"speed":{"max":25,"land":25},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Animal Empathy","Petrifying Gaze","Biting Snakes","Mythic Power","Deadly Striker","Focus Gaze","Serpent Venom","Unimpeded"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Diplomacy","Nature","Survival"],"trait":["Humanoid","Mythic","Unique","Medium"],"id":"creature-3992","text":" Eylthia Nethys Note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Eylthia Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 46 Perception +22; darkvision Languages Common Skills Acrobatics +25, Diplomacy +19, Nature +22, Survival +22 Str +2 Dex +7 Con +4 Int +3 Wis +4 Cha +2 Animal Empathy Eylthia can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. Items Collar of Empathy, +1 striking composite shortbow (60 arrows), Shortsword --- AC 29 all-around vision Fort +19 Ref +22 Will +20 mythic resilience (Ref and Will) HP 175 Petrifying Gaze (arcane, aura, visual) 30 feet When a creature ends its turn in the aura, it must attempt a DC 29 Fortitude save. If the creature fails, it becomes slowed 1 for 1 minute. Eylthia can deactivate or activate this aura by using a single action, which has the concentrate trait. Biting Snakes Reaction Trigger A creature ends its turn adjacent to Eylthia; Effect Eylthia makes a snake fangs Strike against the creature. --- Speed 25 feet Melee Single Action shortsword +21 (Agile, finesse, versatile S), Damage 1d6+12 piercing plus serpent venom Melee Single Action snake fangs +21 (Agile, finesse), Damage 1d4+12 piercing plus serpent venom Ranged Single Action composite shortbow +25 (deadly d10, magical, propulsive, range increment 60 feet, reload 0), Damage 2d6+12 piercing plus serpent venom Focus Spells 3 Focus Points, DC 29, attack +21 - 5th Gravity Weapon, Ranger's Bramble, Soothing Mist Mythic Power 3 Mythic Points Mythic Skill Free Action Cost 1 Mythic Point; Acrobatics Vulnerability Single Action Cost 1 Mythic Point; Effect Eylthia renews the vulnerability to her gaze on one target within 30 feet that is temporarily immune to Focus Gaze. The creature loses that temporary immunity. Deadly Striker Eylthia deals an additional 1d6 precision damage on her next Strike whenever she uses an action to Stride 10 feet or more. Focus Gaze Single Action (Arcane, concentrate, incapacitation, visual) Eylthia fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a DC 29 Fortitude save against the Eylthia's petrifying gaze. If the creature was already slowed by petrifying gaze before attempting its save, a failed save causes it to be petrified permanently. After attempting its save, the creature is then temporarily immune until the start of the medusa's next turn. Serpent Venom (Poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 2d6 poison damage and enfeebled 2 (1 round) Unimpeded Single Action Cost 1 Mythic Point; Effect Eylthia automatically ends one effect that would give her a circumstance penalty to Speed. When she attempts to Escape an effect that has her immobilized, grabbed, or restrained, she automatically succeeds. ","skill_mod":{"diplomacy":19,"nature":22,"survival":22,"acrobatics":25},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Pathfinder #218: Titanbane\r\n","spell":["Gravity Weapon","Ranger's Bramble","Soothing Mist"],"trait_group":["Creature Type","Mythic","Rarity"],"ac":29,"item":["Collar of Empathy","+1 striking composite shortbow (60 arrows)","Shortsword"],"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=3992","intelligence":3,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":19,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Eylthia","category":"creature","rarity":"unique","strike_damage_average":[14,15,19],"slug":"creature-3992"},{"attack_bonus":[16,18,18],"constitution":6,"primary_source_category":"Adventure Paths","strength":5,"hp":115,"immunity":["petrified"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","will_save":16,"charisma":2,"speed":{"max":20,"land":20},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Petrifying Glance","Calcifying Venom","Petrifying Gaze","Stone Spittle"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Stealth"],"trait":["Beast","Medium"],"id":"creature-3993","text":" Eylthia's Basilisk Nethys Note: No description has been provided for this creature. Recall Knowledge - Beast (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Eylthia's Basilisk Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 47 Perception +16 Languages Skills Athletics +16, Stealth +14 Str +5 Dex -1 Con +6 Int -3 Wis +3 Cha +2 --- AC 25 Fort +17 Ref +12 Will +16 HP 115 Immunities petrified Petrifying Glance Reaction (arcane, aura, visual) Trigger A creature within 30 feet that the basilisk can see starts its turn; Effect The target must attempt a DC 23 Fortitude save. If it fails, it's slowed 1 for 1 minute as its body slowly stiffens. --- Speed 20 feet Melee Single Action jaws +18, Damage 2d8+5 piercing plus calcifying venom Melee Single Action tail +18 (Agile), Damage 2d8+5 bludgeoning Ranged Single Action stone spittle +16 (range 30 feet), Damage 3d8 bludgeonin Calcifying Venom (Poison) Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison and clumsy 1 (1 round); Stage 2 2d6 poison and clumsy 2 (1 round); Stage 3 4d6 poison and clumsy 2 (1 round) Petrifying Gaze Two Actions (Arcane, concentrate, incapacitation, visual) The basilisk stares at a creature it can see within 30 feet. That creature must attempt a DC 25 Fortitude save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes slowed 1. If the creature was already slowed by this ability or Petrifying Glance, a failed save causes the creature to be petrified permanently. A creature petrified in this manner that is coated (not just splashed) with fresh basilisk blood no more than 1 hour old is instantly restored to flesh. A single basilisk contains enough blood to coat 1d4 Medium creatures in this manner. Stone Spittle (Visual) This basilisk's saliva reacts to its Petrifying Gaze, allowing the basilisk to spit toward foes and transform the fluid into a rocky missile mid-flight. If the attack is a critical hit, the target must succeed at a DC 25 Fortitude save or be knocked prone. ","skill_mod":{"stealth":14,"athletics":16},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type"],"ac":25,"level":7,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=3993","intelligence":-3,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":-1,"fortitude_save":17,"source_group":["Myth-Speaker"],"size":["Medium"],"name":"Eylthia's Basilisk","category":"creature","rarity":"common","strike_damage_average":[13,14,14],"slug":"creature-3993"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":140,"language":["Common","Fey"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","will_save":16,"charisma":3,"speed":{"max":30,"land":30},"perception":16,"wisdom":3,"weakness":{"cold_iron":10},"creature_ability":["No You Don't!","Downward Flick","Quick-Release Snare"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Athletics","Crafting","Stealth","Survival","Thievery"],"trait":["Humanoid","Rare","Satyr","Medium"],"id":"creature-3994","text":" Ungkore Bounty Hunter Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Ungkore Bounty Hunter Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 50 Perception +16; low-light vision Languages Common, Fey Skills Acrobatics +16, Athletics +18, Crafting +18, Stealth +16, Survival +18, Thievery +16 Str +4 Dex +5 Con +4 Int +2 Wis +3 Cha +3 Items Dagger, Hide Armor, +1 striking rope dart --- AC 26 Fort +19 Ref +19 Will +16 HP 140 Weaknesses cold iron 10 No You Don't! Reaction Requirements The bounty hunter is wielding a rope dart; Trigger A creature within 20 feet of the bounty hunter Stands or Interacts to draw or pick up a weapon. Effect The bounty hunter makes a rope dart Strike against the triggering creature. If the attack is a critical success, the triggering action is disrupt, and the bounty hunter Interacts to retrieve the rope dart. --- Speed 30 feet Melee Single Action rope dart +20 (Disarm, finesse, magical, sweep, tethered, trip), Damage 2d4+8 piercing Ranged Single Action rope dart +20 (Disarm, finesse, magical, sweep, tethered, thrown 20 feet, trip), Damage 2d4+8 piercing Downward Flick Single Action (Manipulate) Requirements The bounty hunter's last action was a successful Athletics check to Disarm or Trip a creature using a rope dart; Effect The bounty hunter makes a rope dart Strike against the tripped creature, using the same multiple attack penalty as the triggering Disarm or Trip attempt. The bounty hunter then Interacts to retrieve the rope dart. Quick-Release Snare Two Actions The bounty hunter draws a snare from their bag and tosses it at a creature within 20 feet. The target takes 4d8+18 piercing damage (DC 26 basic Reflex save) and is off-guard until the end of the bounty hunter's next turn. The bounty hunter can't use this ability again for 1 minute. ","skill_mod":{"thievery":16,"crafting":18,"survival":18,"stealth":16,"athletics":18,"acrobatics":16},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type","Rarity"],"ac":26,"item":["Dagger","Hide Armor","+1 striking rope dart"],"level":8,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3994","intelligence":2,"reflex_save":19,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":19,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Ungkore Bounty Hunter","category":"creature","rarity":"rare","strike_damage_average":[13,13],"slug":"creature-3994"},{"attack_bonus":[23,23],"constitution":5,"primary_source_category":"Adventure Paths","strength":3,"hp":175,"language":["Common","Elven","Fey","Thalassic"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","will_save":18,"charisma":7,"speed":{"max":50,"land":25,"swim":50},"perception":20,"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Animal Empathy","Water Dependent","Watery Healing","Mythic Power"],"primary_source_group":"Myth-Speaker","skill":["Acrobatics","Athletics","Diplomacy","Nature","Stealth","Survival"],"trait":["Amphibious","Fey","Mythic","Nymph","Unique","Water","Medium"],"id":"creature-3995","text":" Pendidia Nethys Note: No description has been provided for this NPC. Recall Knowledge - Fey (Nature): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Pendidia Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 53 Perception +20; low-light vision Languages Common, Elven, Fey, Thalassic Skills Acrobatics +18, Athletics +12, Diplomacy +20, Nature +22, Stealth +22, Survival +20 Str +3 Dex +7 Con +5 Int +3 Wis +4 Cha +7 Animal Empathy Pendidia can ask questions of, receive answers from, and use the Diplomacy skill with animals. --- AC 30 Fort +16 Ref +22 Will +18 mythic resilience (Ref and Will) HP 175 Resistances fire 10 Weaknesses cold iron 10 Water Dependent Pendidia is bonded to a spring, pond, or similar-sized water feature. If she is more than 300 feet away from it for 24 hours or more, she gains the weak adjustments until she returns. She can perform a 24-hour ritual to bond herself to a new body of water. Watery Healing (healing, primal, vitality) For every 10 minutes Pendidia spends soaking in her bonded body of water, she regains 45 Hit Points. --- Speed 25 feet, swim 50 feet Melee Single Action aqueous fist +23 (Agile, finesse, magical, water), Damage 4d8 bludgeoning Melee Single Action water orb +23 (Magical, range 60 feet, water), Damage 4d8 bludgeoning Primal Innate Spells DC 29 - 4th Charm, Create Water, Tidal Surge (at will) - 5th Control Water, Hydraulic Push Mythic Power 3 Mythic Points • Recharge Spell Single Action (concentrate) Cost 1 Mythic Point; Effect Pendidia regains one spell. ","tradition":["Primal"],"element":["Water"],"skill_mod":{"diplomacy":20,"nature":22,"survival":20,"stealth":22,"athletics":12,"acrobatics":18},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Pathfinder #218: Titanbane\r\n","spell":["Control Water","Hydraulic Push","Charm","Create Water","Tidal Surge"],"trait_group":["Monster","Creature Type","Mythic","Rarity","Elemental","Planar"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"fire":10},"url":"/NPCs.aspx?ID=3995","intelligence":3,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Low-light vision","fortitude_save":16,"source_group":["Myth-Speaker"],"size":["Medium"],"spoilers":"Myth-Speaker","name":"Pendidia","category":"creature","rarity":"unique","strike_damage_average":[18,18],"slug":"creature-3995"},{"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":165,"language":["Common"],"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","will_save":24,"charisma":3,"speed":{"max":25,"land":25},"perception":24,"wisdom":4,"weakness":{},"creature_ability":["In the Shade","Slow to Turn","Troop Defenses","Lower Pikes"],"primary_source_group":"Myth-Speaker","skill":["Athletics","Intimidation","Warfare Lore"],"trait":["Incorporeal","Spirit","Troop","Unique","Gargantuan"],"id":"creature-3996","text":" Sylirican Phalanx Nethys Note: No description has been provided for this creature. Recall Knowledge - Spirit (Occultism): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Sylirican Phalanx Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 59 Perception +24 Languages Common Skills Athletics +24, Intimidation +23, Warfare Lore +20 Str +6 Dex +4 Con +5 Int +1 Wis +4 Cha +3 --- AC 31 Fort +25 Ref +21 Will +24 HP 165 (4 segments) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) In the Shade Reaction Trigger The Sylirican phalanx is targeted by a ranged attack that is affected by their resistance or included in an area of effect; Effect The members of the phalanx interlock their shields in a practiced motion. Their resistance to the triggering attack is doubled (or tripled if a non-magical attack) or their weakness to area damage does not apply to the triggering effect. Slow to Turn While well defended from the front, the Sylirican phalanx does not adapt well to being surrounded. Their penalty to AC from being off-guard is increased to –3. Troop Defenses --- Speed 25 feet; troop movement Lower Pikes Single Action to Three Actions Frequency once per round; Effect The Sylirican phalanx lower their pikes and stab forward. Each enemy in a 10-foot emanation must attempt a DC 30 basic Reflex save. The damage depends on the number of actions. Single Action 1d6+3 piercing damage Two Actions 2d6+12 piercing damage Three Actions 3d6+14 piercing damage ","skill_mod":{"athletics":24,"intimidation":23},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Monster","Creature Type","Rarity"],"ac":31,"level":11,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=3996","intelligence":1,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":25,"source_group":["Myth-Speaker"],"size":["Gargantuan"],"spoilers":"Myth-Speaker","name":"Sylirican Phalanx","category":"creature","rarity":"unique","slug":"creature-3996"},{"attack_bonus":[15],"constitution":5,"primary_source_category":"Adventure Paths","strength":5,"hp":75,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Pathfinder #218: Titanbane\r\n"],"type":"Creature","will_save":9,"charisma":-5,"speed":{"max":20,"land":20},"perception":13,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor"],"primary_source_group":"Myth-Speaker","skill":["Athletics"],"trait":["Construct","Mindless","Medium"],"id":"creature-3997","text":" Living Statue Nethys Note: No description has been provided for this creature. Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Living Statue Source [Pathfinder #218: Titanbane ](/Sources.aspx?ID=274) pg. 60 Perception +13; darkvision Languages Skills Athletics +15 Str +5 Dex -2 Con +5 Int -5 Wis +0 Cha -5 --- AC 23 (19 when broken) Fort +16 Ref +9 Will +9 HP 75 (construct armor) Hardness 8 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, an animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a living statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 19. --- Speed 20 feet Melee Single Action fist +15 (Magical), Damage 1d8+10 bludgeoning plus Grab\n","skill_mod":{"athletics":15},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #218: Titanbane\r\n","trait_group":["Creature Type","Monster"],"ac":23,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=3997","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":-2,"hardness":8,"vision":"Darkvision","fortitude_save":16,"source_group":["Myth-Speaker"],"size":["Medium"],"name":"Living Statue","category":"creature","rarity":"common","strike_damage_average":[14],"slug":"creature-3997"},{"attack_bonus":[5,7],"constitution":2,"primary_source_category":"Adventures","strength":1,"hp":6,"source":["Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)"],"type":"Creature","creature_family":"Beetle","will_save":2,"charisma":-2,"speed":{"max":20,"land":20},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Splatter"],"primary_source_group":"Dawn of the Frogs","skill":["Acrobatics","Athletics"],"trait":["Animal","Small"],"id":"creature-3998","text":" Swamp Beetle Nethys Note: No description has been provided for this creature. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Swamp Beetle Source Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure) pg. 5 Perception +6 Languages Skills Acrobatics +5, Athletics +4 Str +1 Dex +3 Con +2 Int -5 Wis +1 Cha -2 --- AC 15 Fort +4 Ref +7 Will +2 HP 6 Splatter When a swamp beetle dies, it splatters everyone next to it with foul-smelling acid. PCs next to the swamp beetle take 1 acid damage. The other beetles are immune to this damage. --- Speed 20 feet Melee Single Action mandibles +5, Damage 1d4+1 piercing Ranged Single Action swamp spit +7 (range increment 20 feet), Damage 1d4 acid\n","skill_mod":{"athletics":4,"acrobatics":5},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Adventures"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3998","intelligence":-5,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":4,"source_group":["Dawn of the Frogs"],"size":["Small"],"name":"Swamp Beetle","category":"creature","rarity":"common","strike_damage_average":[2,3],"slug":"creature-3998"},{"attack_bonus":[7],"constitution":3,"primary_source_category":"Adventures","strength":2,"hp":24,"source":["Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)"],"type":"Creature","creature_family":"Lizard","will_save":4,"charisma":-2,"speed":{"max":30,"land":30,"swim":20},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Lurching Charge","Young Monitor Lizard Venom"],"primary_source_group":"Dawn of the Frogs","skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Medium"],"id":"creature-3999","text":" Young Monitor Lizard Nethys Note: No description has been provided for this creature. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Young Monitor Lizard Source Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure) pg. 9 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +5, Athletics +7, Stealth +5 Str +2 Dex +2 Con +3 Int -4 Wis +1 Cha -2 --- AC 15 Fort +8 Ref +7 Will +4 HP 24 --- Speed 30 feet, swim 20 feet Melee Single Action jaws +7, Damage 1d4+2 piercing plus young monitor lizard venom Lurching Charge Two Actions The young monitor lizard Strides twice and then makes a jaws Strike. If it moves at least 20 feet from where it started, it gets a +2 circumstance bonus on the attack roll. Young Monitor Lizard Venom (Poison) Saving Throw DC 15 Fortitude; Maximum Duration 4 rounds; Stage 1 1d4 poison damage; Stage 2 1d6 poison damage ","skill_mod":{"stealth":5,"athletics":7,"acrobatics":5},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Adventures"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=3999","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":8,"source_group":["Dawn of the Frogs"],"size":["Medium"],"name":"Young Monitor Lizard","category":"creature","rarity":"common","strike_damage_average":[4],"slug":"creature-3999"},{"attack_bonus":[7,8,8],"constitution":4,"primary_source_category":"Adventures","strength":3,"hp":24,"language":["Boggard","Common"],"source":["Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)","Monster Core"],"type":"Creature","creature_family":"Boggard","will_save":7,"charisma":0,"speed":{"max":25,"land":20,"swim":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Swamp Passage","Terrifying Croak","Tongue Grab"],"primary_source_group":"Dawn of the Frogs","skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-54"],"trait":["Amphibious","Boggard","Humanoid","Medium"],"id":"creature-4000","text":" Boggard Scout Often tasked with patrolling the borders of their lands, boggard scouts learn to speak another language (typically Common) to deal with trespassers. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Boggard Scout Source Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure) pg. 11, Monster Core pg. 44 Perception +7; darkvision Languages Boggard, Common Skills Acrobatics +5, Athletics +8, Stealth +7 Str +3 Dex +2 Con +4 Int -1 Wis +2 Cha +0 Items Leather Armor, Morningstar, Sling (10 bullets) --- AC 16 Fort +9 Ref +5 Will +7 HP 24 --- Speed 20 feet, swim 25 feet; swamp passage Melee Single Action morningstar +8, Damage 1d6+3 bludgeoning Melee Single Action tongue +8 (reach 10 feet), Damage tongue grab Ranged Single Action sling +7 (range increment 50 feet, reload 1), Damage 1d6+1 bludgeoning Swamp Passage A boggard scout ignores difficult terrain caused by swamp terrain features. Terrifying Croak Single Action (Auditory, emotion, fear, mental) The boggard scout unleashes a terrifying croak. Any non-boggard within 30 feet becomes frightened 1 unless they succeed at a DC 17 Will save. Those who critically succeed are temporarily immune for 1 minute. Tongue Grab If the boggard scout hits a creature with their tongue, that creature becomes grabbed by the boggard. Unlike with a normal Grab, the creature is not immobilized, but it can't move beyond the reach of the boggard's tongue. The DC to Escape is 18, or a creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing damage. Though this doesn't deal any damage to the boggard, it prevents them from using their tongue Strike again until they regrow their tongue, which takes a week. ","skill_mod":{"stealth":7,"athletics":8,"acrobatics":5},"summary":"Often tasked with patrolling the borders of their lands, boggard scouts learn to speak another language (typically Common) to deal with trespassers.","primary_source":"Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)","trait_group":["Monster","Creature Type"],"ac":16,"item":["Leather Armor","Morningstar","Sling (10 bullets)"],"level":1,"source_category":["Adventures","Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4000","intelligence":-1,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":9,"source_group":["Dawn of the Frogs"],"size":["Medium"],"name":"Boggard Scout","category":"creature","rarity":"common","strike_damage_average":[4,6],"slug":"creature-4000"},{"legacy_name":["Ball Python"],"attack_bonus":[8],"constitution":3,"primary_source_category":"Adventures","strength":3,"hp":20,"source":["Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)"],"type":"Creature","creature_family":"Lizard","will_save":4,"charisma":-2,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Tighten Coils","Constrict","Grab","Wrap in Coils"],"primary_source_group":"Dawn of the Frogs","skill":["Acrobatics","Athletics","Stealth","Survival"],"legacy_id":["creature-380"],"trait":["Animal","Medium"],"id":"creature-4001","text":" Python Nethys Note: No description has been provided for this creature. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Python Source Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure) pg. 17 Perception +6; low-light vision Languages Skills Acrobatics +6, Athletics +6, Stealth +6, Survival +4 Str +3 Dex +3 Con +3 Int -4 Wis +1 Cha -2 --- AC 15 Fort +8 Ref +10 Will +4 HP 20 Tighten Coils Reaction Trigger A creature grabbed or restrained by the python attempts to Escape; Effect The DC of the Escape check is increased by 2. --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action jaws +8, Damage 1d8+3 piercing plus Grab Constrict Single Action 1d8 bludgeoning, DC 17 Fortitude save halves the damage on a success (no damage on a critical success, double damage on a critical failure) Grab Single Action After the python bites a creature with its jaws, it can attempt an Athletics check against the target's Fortitude DC (Fortitude DC = a target's Fortitude save bonus + 10). If successful, the character is grabbed, and the python cannot bite anyone again until it wraps up the creature in its coils. The DC to Escape is 16. Wrap in Coils Single Action Requirements A Medium or smaller creature is grabbed or restrained in the python's jaws; Effect The python moves the creature into its coils, freeing its jaws to make attacks, then uses Constrict against the creature. The python's coils can hold one creature. ","skill_mod":{"survival":4,"stealth":6,"athletics":6,"acrobatics":6},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Adventures"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4001","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":8,"source_group":["Dawn of the Frogs"],"size":["Medium"],"name":"Python","category":"creature","rarity":"common","strike_damage_average":[7],"slug":"creature-4001"},{"legacy_name":["Giant Fly"],"attack_bonus":[8],"constitution":3,"primary_source_category":"Adventures","strength":3,"hp":20,"source":["Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)"],"type":"Creature","creature_family":"Fly","will_save":6,"charisma":-5,"speed":{"climb":20,"fly":40,"max":40,"land":20},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Avoid the Swat","Stinging Bite"],"primary_source_group":"Dawn of the Frogs","skill":["Acrobatics","Athletics"],"legacy_id":["creature-673"],"trait":["Animal","Medium"],"id":"creature-4002","text":" Giant Swamp Fly Nethys Note: No description has been provided for this creature. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Swamp Fly Source Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure) pg. 19 Perception +8; darkvision Languages Skills Acrobatics +7, Athletics +6 Str +3 Dex +4 Con +3 Int -5 Wis +3 Cha -5 --- AC 17 Fort +6 Ref +9 Will +6 HP 20 Avoid the Swat Reaction Trigger The giant fly is targeted with a melee or ranged attack by an attacker it can see; Effect The giant fly gains a +2 circumstance bonus to AC against the triggering attack. If the attack misses, the giant fly can move up to its fly Speed. --- Speed 20 feet, climb 20 feet, fly 40 feet Melee Single Action mandibles +8, Damage 1d6+3 piercing plus stinging bite Stinging Bite (Disease) The bite of a giant swamp fly spreads irritating toxin into the wound. A PC who is bitten by a giant swamp fly must attempt a DC 16 Fortitude save. On a failure, they become sickened 1, or sickened 2 on a critical failure. ","skill_mod":{"athletics":6,"acrobatics":7},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)","trait_group":["Creature Type"],"ac":17,"level":1,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=4002","intelligence":-5,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"source_group":["Dawn of the Frogs"],"size":["Medium"],"name":"Giant Swamp Fly","category":"creature","rarity":"common","strike_damage_average":[6],"slug":"creature-4002"},{"attack_bonus":[10,10],"constitution":2,"primary_source_category":"Adventures","strength":2,"hp":30,"language":["Common","Fey","can talk to fungus"],"source":["Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)"],"type":"Creature","creature_family":"Leshy","will_save":6,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Spore Cloud","Spores"],"primary_source_group":"Dawn of the Frogs","skill":["Athletics","Nature"],"trait":["Fungus","Leshy","Small"],"id":"creature-4003","text":" Leather Cap Nethys Note: No description has been provided for this creature. Recall Knowledge - Fungus (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Leather Cap Source Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure) pg. 20 Perception +6; darkvision Languages Common, Fey; can talk to fungus Skills Athletics +6, Nature +6 Str +2 Dex +4 Con +2 Int -1 Wis +2 Cha +0 --- AC 18 Fort +8 Ref +10 Will +6 HP 30 --- Speed 25 feet Melee Single Action fist +10 (Agile, finesse), Damage 1d6+2 bludgeoning Ranged Single Action spore pod +10 (range increment 30 feet), Damage 1d6+2 bludgeoning plus spores Spore Cloud Two Actions (Poison) Frequency once per day; Effect Leather Cap unleashes a faintly purple cloud of sparkling spores that irritates the eyes and throats of all non-fungus creatures exposed to it. Each creature within 15 feet of Leather Cap must succeed at a DC 16 Fortitude save or take 1d6 poison damage and become sickened 1. Spores A creature that takes damage from Leather Cap's spore pod Strike must attempt a DC 16 Fortitude save to avoid becoming sickened 1 from the spores that burst around them. ","skill_mod":{"nature":6,"athletics":6},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)","trait_group":["Creature Type","Monster","Ancestry"],"ac":18,"level":2,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4003","intelligence":-1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"source_group":["Dawn of the Frogs"],"size":["Small"],"name":"Leather Cap","category":"creature","rarity":"common","strike_damage_average":[5,5],"slug":"creature-4003"},{"attack_bonus":[6,6,6],"constitution":0,"primary_source_category":"Adventures","strength":2,"hp":4,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)"],"type":"Creature","will_save":2,"charisma":0,"speed":{"max":25,"land":25},"perception":2,"wisdom":0,"weakness":{},"primary_source_group":"Dawn of the Frogs","skill":["Acrobatics","Athletics"],"legacy_id":["creature-372"],"trait":["Mindless","Skeleton","Undead","Unholy","Medium"],"id":"creature-4004","text":" Skeleton Guard The most common skeletal minions are mere guardians. Recall Knowledge - Undead (Religion): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Skeleton Guard Source Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure) pg. 21 Perception +2; darkvision Languages Skills Acrobatics +6, Athletics +3 Str +2 Dex +4 Con +0 Int -5 Wis +0 Cha +0 --- AC 16 Fort +2 Ref +8 Will +2 HP 4 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 25 feet Melee Single Action scimitar +6 (Forceful, sweep), Damage 1d6+2 slashing Melee Single Action claw +6 (Agile), Damage 1d4+2 slashing Ranged Single Action shortbow +6 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 piercing\n","skill_mod":{"athletics":3,"acrobatics":6},"summary":"The most common skeletal minions are mere guardians.","primary_source":"Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)","trait_group":["Monster","Ancestry","Creature Type","Mechanics"],"ac":16,"level":-1,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=4004","intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":2,"source_group":["Dawn of the Frogs"],"size":["Medium"],"name":"Skeleton Guard","category":"creature","rarity":"common","strike_damage_average":[3,4,5],"slug":"creature-4004"},{"attack_bonus":[9,11],"constitution":4,"primary_source_category":"Adventures","strength":4,"hp":35,"source":["Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":30,"land":30,"swim":30},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Belly Grease","Entangling Slime"],"primary_source_group":"Dawn of the Frogs","skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Large"],"id":"creature-4005","text":" Two Tusk Nethys Note: No description has been provided for this creature. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Two Tusk Source Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure) pg. 22 Perception +6; darkvision Languages Skills Acrobatics +6, Athletics +8, Stealth +5 Str +4 Dex +2 Con +4 Int -4 Wis +0 Cha +0 --- AC 17 Fort +10 (+12 vs Grapple) Ref +6 Will +4 HP 35 --- Speed 30 feet, swim 30 feet Melee Single Action tusks +11 (deadly d10), Damage 1d8+4 piercing Ranged Single Action slime squirt +9 (range increment 30 feet), Damage entangling slime Belly Grease Three Actions Two Tusk extrudes a slippery grease from his ventral glands to coat the barge under him and in a 5-foot emanation, turning the affected area into uneven ground for 10 minutes, after which it dries to a putrid crust. The DC to Balance across the grease is 18. Entangling Slime A creature struck by Two Tusk's slime squirt becomes clumsy 1 and takes a –5-foot penalty to Speed for 1 hour or until the slime is removed. A PC can use an Interact action to splash swamp water on themself to wash away the stuff and remove this penalty. ","skill_mod":{"stealth":5,"athletics":8,"acrobatics":6},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4005","intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":10,"source_group":["Dawn of the Frogs"],"size":["Large"],"name":"Two Tusk","category":"creature","rarity":"common","strike_damage_average":[8],"slug":"creature-4005"},{"attack_bonus":[5,6,6],"constitution":3,"primary_source_category":"Adventures","strength":1,"hp":9,"language":["Boggard","Common"],"source":["Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)"],"type":"Creature","creature_family":"Boggard","will_save":3,"charisma":0,"speed":{"max":25,"land":20,"swim":25},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Warning Croak","Swamp Passage","Tongue Grab"],"primary_source_group":"Dawn of the Frogs","skill":["Acrobatics","Athletics","Stealth"],"trait":["Amphibious","Boggard","Humanoid","Medium"],"id":"creature-4006","text":" Boggard Guard Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Boggard Guard Source Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure) pg. 26 Perception +5; darkvision Languages Boggard, Common Skills Acrobatics +4, Athletics +5, Stealth +4 Str +1 Dex +2 Con +3 Int -1 Wis +1 Cha +0 Items Padded Armor, Club, Sling (10 bullets) --- AC 14 Fort +7 Ref +4 Will +3 HP 9 Warning Croak Free Action (auditory) Trigger The boggard guard spots a foe before combat begins; Effect The boggard guard lets loose a cry of warning that other boggards immediately recognize. Boggards within 50 feet get a +2 circumstance bonus on initiative checks made in the next minute and a +2 circumstance bonus on Perception to notice hiding creatures. The boggard then rolls initiative. --- Speed 20 feet, swim 25 feet; swamp passage Melee Single Action club +5, Damage 1d6+1 bludgeoning Melee Single Action tongue +6 (reach 10 feet), Damage tongue grab Ranged Single Action sling +6 (range increment 50 feet, reload 1), Damage 1d6 bludgeoning Swamp Passage A boggard guard ignores difficult terrain caused by swamp terrain features. Tongue Grab If the boggard guard hits a creature with their tongue, that creature becomes grabbed by the boggard. Unlike with a normal Grab, the creature is not immobilized, but it can't move beyond the reach of the boggard's tongue. The DC to Escape is 15, or a creature can sever the tongue by hitting AC 12 and dealing at least 1 slashing damage. Though this doesn't deal any damage to the boggard, it prevents them from using their tongue Strike again until they regrow their tongue, which takes a week. ","skill_mod":{"stealth":4,"athletics":5,"acrobatics":4},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)","trait_group":["Monster","Creature Type"],"ac":14,"item":["Padded Armor","Club","Sling (10 bullets)"],"level":-1,"source_category":["Adventures"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4006","intelligence":-1,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":7,"source_group":["Dawn of the Frogs"],"size":["Medium"],"name":"Boggard Guard","category":"creature","rarity":"common","strike_damage_average":[3,4],"slug":"creature-4006"},{"attack_bonus":[7,9],"constitution":1,"primary_source_category":"Adventures","strength":2,"hp":16,"source":["Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)"],"type":"Creature","will_save":5,"charisma":-4,"speed":{"climb":25,"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Web Sense","Spring Upon Prey","Descend on a Web","Hunting Spider Venom","Web Trap"],"primary_source_group":"Dawn of the Frogs","skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-386"],"trait":["Animal","Medium"],"id":"creature-4007","text":" Hunting Spider Hunting spiders are the most common type of giant spider, though not the largest. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Hunting Spider Source Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure) pg. 28 Perception +7; darkvision, web sense Languages Skills Acrobatics +7, Athletics +5, Stealth +7 Str +2 Dex +4 Con +1 Int -5 Wis +2 Cha -4 Skills Acrobatics +7, Athletics +5, Stealth +7 Web Sense The spider has imprecise tremorsense to detect the vibrations of creatures touching its web. --- AC 17 Fort +6 Ref +9 Will +5 HP 16 Spring Upon Prey Reaction Requirements Initiative has not yet been rolled; Trigger A creature touches the hunting spider's web while the spider is on it; Effect The hunting spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative --- Speed 25 feet, climb 25 feet Melee Single Action fangs +9 (Finesse), Damage 1d6+2 piercing plus hunting spider venom Ranged Single Action web +7 (range increment 30 feet), Damage web trap Descend on a Web Single Action (Move) The hunting spider moves straight down up to 40 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn't count for falling damage. A creature that successfully Strikes the web (AC 20, Hardness 3, 5 HP) severs it, causing the spider to fall if it's hanging from the web. Hunting Spider Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and off-guard (1 round); Stage 2 1d6 poison damage, clumsy 1, and off-guard (1 round); Stage 3 1d6 poison damage, clumsy 2, and offguard (1 round) Web Trap A creature hit by the hunting spider's web Strike is immobilized and stuck to the nearest surface until it Escapes (DC 17). ","skill_mod":{"stealth":7,"athletics":5,"acrobatics":7},"summary":"Hunting spiders are the most common type of giant spider, though not the largest.","primary_source":"Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)","trait_group":["Creature Type"],"ac":17,"level":1,"source_category":["Adventures"],"sense":" darkvision , web sense","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4007","intelligence":-5,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"source_group":["Dawn of the Frogs"],"size":["Medium"],"name":"Hunting Spider","category":"creature","rarity":"common","strike_damage_average":[5],"slug":"creature-4007"},{"attack_bonus":[8,8],"constitution":3,"primary_source_category":"Adventures","strength":3,"hp":30,"source":["Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)","Monster Core 2"],"type":"Creature","creature_family":"Frog","will_save":5,"charisma":-1,"speed":{"max":25,"land":25,"swim":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Sticky Feet","Tongue Grab"],"primary_source_group":"Dawn of the Frogs","skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-675"],"trait":["Animal","Medium"],"id":"creature-4008","text":" Giant Frog Nethys Note: No description has been provided for this creature. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Frog Source Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure) pg. 29, Monster Core 2 pg. 158 Perception +7; low-light vision Languages Skills Acrobatics +5, Athletics +6, Stealth +7 Str +3 Dex +2 Con +3 Int -4 Wis +2 Cha -1 --- AC 15 Fort +8 Ref +7 Will +5 HP 30 --- Speed 25 feet, swim 25 feet Melee Single Action jaws +8, Damage 1d6+3 piercing Melee Single Action tongue +8 (reach 15 feet), Damage tongue grab Sticky Feet A giant frog isn't not off-guard when Balancing on a narrow surface, and gains a +4 circumstance bonus to Reflex saves to avoid falling. Tongue Grab A creature hit by the giant frog's tongue becomes grabbed by the giant frog. The creature isn't immobilized, but it can't move beyond the reach of the frog's tongue. The DC to Escape is 16, or a creature can sever the tongue with a Strike against AC 13 that deals at least 2 slashing damage. This deals no damage to the frog but prevents it from using its tongue Strike until it regrows its tongue, which takes a week. ","skill_mod":{"stealth":7,"athletics":6,"acrobatics":5},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Adventures","Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4008","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":8,"source_group":["Dawn of the Frogs"],"size":["Medium"],"name":"Giant Frog","category":"creature","rarity":"common","strike_damage_average":[6],"slug":"creature-4008"},{"primary_source_category":"Adventures","strength":3,"hp":40,"language":["Boggard","Chthonian","Common"],"source":["Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)"],"type":"Creature","charisma":3,"perception":11,"trait":["Amphibious","Boggard","Humanoid","Unique","Medium"],"id":"creature-4009","text":" Zungur Nethys Note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Zungur Source Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure) pg. 32 Perception +11; darkvision Languages Boggard, Chthonian, Common Skills Athletics +8, Intimidation +8, Medicine +9, Nature +11, Performance +8, Religion +9 Str +3 Dex +0 Con +2 Int +0 Wis +4 Cha +3 Items pouch with 14 gp and 7 sp, Trident, wand of heal --- AC 18 Fort +9 Ref +7 Will +11 HP 40 Focusing Drone Reaction (auditory, mental) Trigger Zungur attempts a Will saving throw; Effect Zungur reflexively groans in a series of low, rhythmic croaking sounds to help her focus her mind on her faith in the frog goddess Gogunta. She rolls a Performance check. She can use the higher result between her Performance check and her Will saving throw to resolve the effects against the attack that triggered her Will saving throw. --- Speed 20 feet, swim 25 feet; swamp passage Melee Single Action trident +10, Damage 1d8+6 piercing Melee Single Action tongue +10 (reach 10 feet), Damage tongue grab Primal Prepared Spells DC 21, attack +11 - Cantrips (2nd) Caustic Blast, Light, Sigil, Tangle Vine - 1st Breathe Fire (×2), Jump - 2nd Acid Grip, Mist Destructive Croak Two Actions (Sonic) Zungur utters a powerful croak that deals 4d6 sonic damage to any non-boggard within a 15-foot emanation. Any creature with the frightened condition takes additional sonic damage equal to twice the value of its frightened condition. Zungur can't use Destructive Croak again for 1d4 rounds. Swamp Passage Zungur ignores difficult terrain caused by swamp terrain features. Terrifying Croak Single Action (Auditory, emotion, fear, mental) Zungur unleashes a terrifying croak. Any non-boggard within 30 feet becomes frightened 1 unless they succeed at a DC 19 Will save. Those who critically succeed are temporarily immune for 1 minute. Tongue Grab If Zungur hits a creature with their tongue, that creature becomes grabbed by the boggard. Unlike with a normal Grab, the creature is not immobilized, but it can't move beyond the reach of Zungur's tongue. The DC to Escape is 18, or a creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing damage. Though this doesn't deal any damage Zungur, it prevents them from using their tongue Strike again until they regrow their tongue, which takes a week. ","skill_mod":{"performance":8,"nature":11,"medicine":9,"athletics":8,"intimidation":8,"religion":9},"primary_source":"Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)","spell":["Acid Grip","Mist","Breathe Fire","Jump","Caustic Blast","Light","Sigil","Tangle Vine"],"ac":18,"item":["pouch with 14 gp and 7 sp","Trident","wand of heal"],"level":3,"spell_dc":[21],"source_category":["Adventures"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":7,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":9,"source_group":["Dawn of the Frogs"],"size":["Medium"],"spoilers":"Dawn of the Frogs","name":"Zungur","rarity":"unique","strike_damage_average":[10],"attack_bonus":[10,10],"constitution":2,"spell_attack_bonus":[11],"will_save":11,"speed":{"max":25,"land":20,"swim":25},"wisdom":4,"weakness":{},"creature_ability":["Focusing Drone","Destructive Croak","Swamp Passage","Terrifying Croak","Tongue Grab"],"primary_source_group":"Dawn of the Frogs","skill":["Athletics","Intimidation","Medicine","Nature","Performance","Religion"],"tradition":["Primal"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=4009","dexterity":0,"category":"creature","slug":"creature-4009"},{"legacy_name":["Adamantine Golem"],"attack_bonus":[35],"constitution":9,"primary_source_category":"Rulebooks","strength":9,"hp":255,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","will_save":29,"charisma":-5,"speed":{"max":30,"land":30},"perception":26,"wisdom":0,"weakness":{},"creature_ability":["Repair Mode","Destructive Strike","Inexorable March","Self-Repair","Vent"],"skill":["Athletics"],"legacy_id":["creature-243"],"trait":["Construct","Mindless","Rare","Huge"],"id":"creature-4010","text":" Adamant Sentinel Crafted from a nigh-indestructible metal of great rarity, adamant sentinels can't be destroyed except by the most powerful foes. Crafting an adamant sentinel requires a quantity of adamantine so massive that collecting it usually requires mounting a mining expedition to a distant planet, the Plane of Earth, or an Outer Plane. Recall Knowledge - Construct (Arcana, Crafting): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Adamant Sentinel Source Monster Core 2 pg. 8 Perception +26; darkvision Languages Skills Athletics +38 Str +9 Dex -1 Con +9 Int -5 Wis +0 Cha -5 --- AC 42 Fort +33 Ref +27 Will +29 HP 255 (repair mode) Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Resistances physical 20 (except vorpal adamantine), spells 20 Repair Mode When the adamant sentinel is at 0 HP, it isn't destroyed. Instead, it enters repair mode, during which it's slowed 1, can't take reactions, and can take only the Self-Repair action. Once it has more than 30 HP, it can use any type of action and can use reactions, though it remains slowed 1 and can't take any reactions until the start of its next turn. If a critical hit with a vorpal adamantine weapon reduces the sentinel to 0 HP, or if such a weapon hits it while it's already at 0 HP, the sentinel is destroyed. --- Speed 30 feet Melee Single Action fist +35 (deadly 3d12, magical, reach 15 feet), Damage 3d10+17 bludgeoning plus destructive strike Destructive Strike On a critical hit, the adamant sentinel's fist Strike breaks the target's armor, if any, in addition to dealing damage to the target. If the target has a shield raised, the sentinel breaks the shield instead. Inexorable March Single Action The adamant sentinel Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can try to bar the way by attempting a DC 45 Fortitude save. Critical Success The sentinel halts its movement and cannot enter the creature’s square. Success As critical success, but the resisting creature takes 3d10+17 bludgeoning damage. Failure The resisting creature takes 3d10+17 bludgeoning damage, and its armor, if any, is broken. If the resisting creature has a shield raised, the sentinel breaks the shield instead. Self-Repair Single Action (Manipulate) The sentinel repairs itself, regaining 30 Hit Points. Vent Single Action (Fire) The sentinel vents a 30-foot cone of superheated steam from its internal forge. This deals 15d6 fire damage to all creatures in the cone (DC 40 basic Reflex). The sentinel can't use Vent again for 1d6 rounds. Adamantine Hunks The incredible amount of adamantine necessary to create a single adamant sentinel is worth more than many nations’ treasuries. The powerful heart of an adamant sentinel can be turned into a legendary forge for blacksmithing. ","skill_mod":{"athletics":38},"summary":"Crafted from a nigh-indestructible metal of great rarity, adamant sentinels can't be destroyed except by the most powerful foes. Crafting an adamant …","image":["/Images/Monsters/Golem_AdamantineGolem.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster","Rarity"],"ac":42,"level":18,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":20,"piercing":20,"slashing":20,"physical":20},"url":"/Monsters.aspx?ID=4010","intelligence":-5,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":33,"size":["Huge"],"name":"Adamant Sentinel","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[33],"slug":"creature-4010"},{"attack_bonus":[19,20,21],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":180,"language":["Adlet","Common"],"immunity":["cold"],"source":["Monster Core 2"],"type":"Creature","will_save":16,"charisma":0,"speed":{"max":40,"land":40},"perception":18,"wisdom":4,"weakness":{"fire":10},"creature_ability":["Wolfstorm","Avenging Bite","Frozen Weapons","Pack Attack","Wolfrime"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"legacy_id":["creature-1054"],"trait":["Cold","Humanoid","Medium"],"id":"creature-4011","text":" Adlet Adlets dwell in the farthest, harshest reaches of the Crown of the World, with a few journeying beyond to similarly frigid regions in other continents. At first glance, these isolated people look much like their Erutaki human cousins; they typically have straight, black hair and compact, powerful builds. However, adlets tend move with more grace their human kin. Up close, their strangeness reveals itself, as each has a furry face and sports a maw full of wolflike teeth. Their legs and tails resemble those of dogs. Adlets' legends say that long ago, a mighty hunter lost his way far from home and came upon a house of whalebone and ice. A woman dressed in white fox furs greeted him, fed him, and tended to his frostbite. In time, they married and had 10 children, five of whom bore the legs and tails of foxes. These children stayed with their mother, while the other five—born with the legs and tails of wolves—traveled with their father back to the human lands and became the first adlets. Most adlets aren't inherently evil, but their culture is warlike, xenophobic, and noticeably lacking in humility. They see themselves as the natural rulers of the arctic wastes and view everyone else as squatters at best and invaders at worst. A typical adlet is stronger and faster than any mundane human, with the ability to walk naked in a blizzard and call up ice-cold mists. Given that, it's little wonder that adlets have developed something of a superiority complex. Still, while adlet raids are a common problem for travelers in the Crown of the World, a handful of wily and intrepid merchants have forged peaceful relations with certain adlet communities along more common routes. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Adlet Source Monster Core 2 pg. 9 Perception +18; low-light vision, scent (imprecise) 30 feet Languages Adlet, Common Skills Acrobatics +20, Athletics +21, Stealth +20, Survival +18 Str +5 Dex +6 Con +4 Int +0 Wis +4 Cha +0 Items +1 striking spear (2) --- AC 29 Fort +20 Ref +22 Will +16 HP 180 Immunities cold Weaknesses fire 10 Wolfstorm (aura, cold, primal) 60 feet. A clammy, frigid mist billows forth ahead of the adlet. Creatures within the mist become concealed, and creatures outside the mist become concealed to creatures within it. An adlet can see through the aura without penalty. Avenging Bite Reaction Trigger A creature within reach of an adlet's jaws Strike attacks one of the adlet's allies; Effect The adlet makes a jaws Strike against the triggering creature. --- Speed 40 feet Melee Single Action spear +20 (Magical), Damage 2d6+9 piercing plus 1d6 cold Melee Single Action jaws +19, Damage 2d8+9 piercing plus 1d6 cold Ranged Single Action spear +21 (Magical, thrown 20 feet), Damage 2d6+9 piercing plus 1d6 cold Frozen Weapons (Primal) Weapons wielded by an adlet gain the effect of the frost property rune. Pack Attack An adlet's Strikes deal an additional 2d6 damage to creatures that are within the reach of at least two of the adlet's allies. Wolfrime Single Action (Cold, concentrate, primal) An adlet's mist turns biting cold and coalesces into a thick rime of frost that deals 6d6 cold damage to creatures inside the adlet's wolfstorm aura (DC 26 basic Fortitude), and the aura is deactivated until the start of the adlet's next turn. Lost Cousins Legends about adlets’ origins suggest they might have fox-like kin. Some believe these kin are kitsune, while others point to the more powerful vulpinals as more likely progenitors. ","skill_mod":{"survival":18,"stealth":20,"athletics":21,"acrobatics":20},"summary":"Adlets dwell in the farthest, harshest reaches of the Crown of the World, with a few journeying beyond to similarly frigid regions in other …","image":["/Images/Monsters/Adlet.png"],"primary_source":"Monster Core 2","trait_group":["Energy","Monster","Creature Type"],"ac":29,"item":["+1 striking spear (2)"],"level":9,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4011","intelligence":0,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":20,"size":["Medium"],"name":"Adlet","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,19,21],"slug":"creature-4011"},{"attack_bonus":[17,17],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":125,"language":["envisioning"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Aeon","spell_attack_bonus":[17],"will_save":18,"charisma":3,"speed":{"fly":25,"max":25,"land":25},"perception":18,"wisdom":5,"weakness":{"spirit":5},"creature_ability":["Envisioning","Fate Drain","Wrath of Fate"],"legacy_id":["creature-536"],"trait":["Aeon","Monitor","Medium"],"id":"creature-4012","text":" Theletos Theletoses maintain the balance between fate and free will. A theletos is a roughly spherical mass of crystals from which emerge four limbs, each split at the elbow and ending in three-fingered hands. A pair of crystalline tentacles also emerges from its body. Those who have been damaged by a theletos's tentacles describe being presented with a disorienting dilemma: they feel forced to make a single choice while simultaneously being overwhelmed by the endless options available to choose from. Theletoses are more likely than most aeons to interfere in non-aeon societies, particularly in regions with draconian laws. Their involvement is twofold; a theletos concerns itself with both the freedom of individuals and the laws that restrict these individuals, even (or especially) when the two are in opposition. Recall Knowledge - Monitor (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Theletos Source Monster Core 2 pg. 10 Perception +18; darkvision Languages envisioning Skills Str +4 Dex +4 Con +3 Int +3 Wis +5 Cha +3 Envisioning When a theletos conveys information, it does so wordlessly through psychic projections. This acts as telepathy with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A theletos can use this ability to communicate flawlessly with any other aeon on the same plane. --- AC 25 Fort +16 Ref +13 Will +18 +1 status to all saves vs. magic HP 125 Weaknesses spirit 5 --- Speed 25 feet, fly 25 feet Melee Single Action fist +17 (Magical), Damage 2d10+8 bludgeoning Melee Single Action tentacle +17 (Magical, Agile), Damage 2d8+8 slashing plus fate drain Divine Innate Spells DC 25, attack +17 - 4th Augury (at will), Charm, Cleanse Affliction, Dispel Magic, Enthrall, Outcast's Curse, Suggestion, Stupefy Rituals DC 25 - 3rd Geas Fate Drain (Curse, Divine, Mental) A creature damaged by the theletos’s tentacle must succeed at a DC 22 Will save or become stupefied 1. As long as the creature is stupefied, it can no longer benefit from fortune effects. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours. Wrath of Fate Two Actions (Curse, Divine, Mental, Misfortune) The theletos releases a 60-foot cone of energy from its center. Creatures in the cone become overwhelmed with the knowledge of various fates that destiny has in store for them and lack of clear pathways to these potential futures. They must succeed at a DC 26 Will save or be slowed 1 indefinitely. An affected creature can choose to roll twice when it attempts an attack, saving throw, or skill check and take the lower result. Regardless of the outcome, that creature is no longer slowed after that roll. The theletos can’t use Wrath of Fate again for 1d4 rounds. Maintaining the Balance Theletoses care little for the individuals and societies they manipulate, only that the balance between freedom and fate is maintained. A theletos might help a creature who has lost their freedom escape, but they might also force those who swore to perform an unjust duty to stick to their word. If their plans are thwarted, a theletos doesn’t seek revenge but instead looks for other ways to redress the balance. ","tradition":["Divine"],"skill_mod":{},"summary":"Theletoses maintain the balance between fate and free will. A theletos is a roughly spherical mass of crystals from which emerge four limbs, each …","image":["/Images/Monsters/Aeon_Theletos.png"],"primary_source":"Monster Core 2","spell":["Augury","Charm","Cleanse Affliction","Dispel Magic","Enthrall","Outcast's Curse","Suggestion","Stupefy"],"trait_group":["Monster","Creature Type"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4012","intelligence":3,"reflex_save":13,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Theletos","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,19],"slug":"creature-4012"},{"attack_bonus":[24],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":190,"language":["Common","Diabolic","Empyrean","Utopian"],"immunity":["disease","emotion","fear"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Aeon","will_save":20,"charisma":-1,"speed":{"max":30,"land":30},"perception":24,"wisdom":5,"weakness":{},"creature_ability":["Electrical Purge","Lightning Chain","Take Prisoner"],"skill":["Athletics","Legal Lore"],"trait":["Aeon","Monitor","Medium"],"id":"creature-4013","text":" Vigilia Axis's construct guardians are built in great numbers by axiomites and regularly patrol the streets of that rigidly structured metropolis. Beyond the city, a vigilia can be summoned by mortals to guard a specific location or enforce a leader's edicts. Although generally humanoid in form, their bodies are a loose mesh of brass strips around a crystalline core like the arbiters they're based on. Each vigilia's core is formed around a different fragment of legal text from Axis's vast libraries. This bylaw or subsection, although not necessarily important to others, forms the mystical and emotional driving force behind these sentinels. Left to their own devices, vigilias typically enforce local laws to the best of their understanding, falling back on the labyrinthine ordinances of Axis to fill in any gaps. Although vigilias are uncomfortable making judgment calls, they're capable of doing so. That said, this discomfort frequently causes them to seek refuge in areas with the most complex and complete laws Recall Knowledge - Monitor (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Vigilia Source Monster Core 2 pg. 11 Perception +24; darkvision, see the unseen Languages Common, Diabolic, Empyrean, Utopian Skills Athletics +20, Legal Lore +17 Str +7 Dex +3 Con +5 Int +2 Wis +5 Cha -1 --- AC 30 Fort +23 Ref +18 Will +20 HP 190 Immunities disease, emotion, fear Resistances electricity 10 --- Speed 30 feet Melee Single Action fist +24 (Magical, Nonlethal), Damage 2d10+10 bludgeoning plus 1d10 electricity Divine Innate Spells DC 30 - Constant (2nd) See the Unseen Electrical Purge Two Actions (Divine, Electricity, Nonlethal) The vigilia releases lightning from their body in a 30-foot emanation dealing 4d10 electricity damage (DC 30 basic Reflex save) to all creatures that aren't aeons or constructs. The vigilia is then slowed 1 for 1 round. Lightning Chain Single Action (Divine, Electricity, Nonlethal) The vigilia wraps momentary chains of electrical energy around a creature within 60 feet, dealing 2d10 electricity damage (DC 30 basic Reflex save). A creature that fails its save is also pulled 10 feet toward the vigilia (20 feet on a critical failure). Take Prisoner Single Action The vigilia Interacts to pick up a Medium or smaller unconscious creature within its reach, then Strides. ","tradition":["Divine"],"skill_mod":{"athletics":20},"summary":"Axis's construct guardians are built in great numbers by axiomites and regularly patrol the streets of that rigidly structured metropolis. Beyond …","image":["/Images/Monsters/Aeon_Vigilia.webp"],"primary_source":"Monster Core 2","spell":["See the Unseen"],"trait_group":["Monster","Creature Type"],"ac":30,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision , see the unseen ","weakest_save":["ref","reflex"],"resistance":{"electricity":10},"url":"/Monsters.aspx?ID=4013","intelligence":2,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":23,"size":["Medium"],"name":"Vigilia","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[26],"slug":"creature-4013"},{"primary_source_category":"Rulebooks","strength":6,"hp":230,"language":["Common","Diabolic","Empyrean","Utopian"],"source":["Monster Core 2"],"type":"Creature","charisma":-2,"perception":24,"trait":["Aeon","Monitor","Medium"],"id":"creature-4014","text":" Venator Unlike most aeons, venators spend much of their time in the mortal Universe. Axiomites build these figures of brass and gears to hunt their enemies. Although capable combatants on their own, venators frequently act as trackers for other aeons, leading a group of vigilias to secure a criminal or guiding a bythos to its targets. Each venator is forged with its targets already assigned, a scrap of axiomite formula integrated in the gears that whir beneath their armor. The targets are narrowly defined by the formula and are usually a single named target, a family, or a small group that directly participated in an event. A venator's targets rarely threaten the balance of reality overtly; instead, they're often privy to certain secrets or new magical theories. As a result, even the venator rarely knows why it has been assigned a given target. Recently forged venators are incredibly thorough in their work, methodically destroying the body of their target and any nearby objects (like notes, books, or even graffiti) that might contain secrets. Successful venators are left without targets and are abandoned to their own devices. They're generally eager to find a new purpose, even if it's a temporary one from a mortal summoning. Many eventually extend their original missions, choosing new targets similar to their previous ones or, in some cases, continuing to chase the souls of their original targets. Recall Knowledge - Monitor (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Venator Source Monster Core 2 pg. 11 Perception +24; darkvision, locate target Languages Common, Diabolic, Empyrean, Utopian Skills Acrobatics +25, Arcana +23, Athletics +23, Stealth +27, Survival +24 Str +6 Dex +8 Con +4 Int +4 Wis +5 Cha -2 Locate Target (detection, divine) A venator is assigned an individual target or small group of targets when they are created. The venator can sense the direction of their nearest target while on the same plane as it. If there are none, they can sense the plane where most of their targets can be found. Items +1 striking crossbow (20 bolts) --- AC 33 Fort +21 Ref +25 Will +24 HP 230 Immunities disease, emotion, fear Resistances electricity 15 --- Speed 30 feet Melee Single Action fist +24 (Agile, Magical, versatile S), Damage 3d10+12 bludgeoning Ranged Single Action crossbow +27 (Magical, range increment 120 feet, reload 1), Damage 2d8+12 piercing plus 1d10 electricity and discharging bolt Divine Innate Spells DC 33 - 2nd Invisibility (at will), Revealing Light (at will) - 5th Translocate - 7th Interplanar Teleport (to plane indicated by locate target only) Discharging Bolt When the venator damages a creature with their crossbow, the bolt embeds in the target, dealing 2d6 persistent electricity damage. The creature can remove the bolt and end the persistent damage with an Interact action but takes 1d6 electricity damage as part of removing the bolt. Mark Target Single Action (Divine) The venator releases a ball of light at a target within 60 feet, lighting it up with a magical aura that's constantly visible to the venator. The target can avoid becoming marked with a successful DC 30 Reflex save. While marked, the target finds it difficult to deal with the venator and their allies. The target takes a –1 status penalty to all attacks against the venator and other aeons, as well as to saving throws against effects from the venator and other aeons. The venator can Sustain this effect to designate up to 5 other creatures as trusted allies, causing the target to take the same penalties against these allies. The venator can Dismiss the mark. Otherwise, it fades away naturally after 1 day. Overloaded Arc Two Actions (Divine, Electricity) The venator releases lightning from their body in a 120-foot line, dealing 4d10 electricity damage (DC 33 basic Reflex save). The lightning also arcs, damaging any creature embedded with a venator's bolt within 120 feet even if it isn't in the line. The venator is then slowed 1 for 1 round. Censored Secrets Venators kill Norgorber's enemies and clean up his spilled secrets with surprisingly frequency. It seems he's either convinced these aeons of his own importance or directly subverted the axiomites' process from somewhere in his realm beneath the city of Axis. ","skill_mod":{"survival":24,"stealth":27,"arcana":23,"athletics":23,"acrobatics":25},"image":["/Images/Monsters/Aeon_Venator.webp"],"primary_source":"Monster Core 2","spell":["Interplanar Teleport","Translocate","Invisibility","Revealing Light"],"ac":33,"item":["+1 striking crossbow (20 bolts)"],"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision , locate target","resistance":{"electricity":15},"intelligence":4,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":21,"size":["Medium"],"name":"Venator","pfs":"Standard","rarity":"common","strike_damage_average":[26,28],"attack_bonus":[24,27],"constitution":4,"immunity":["disease","emotion","fear"],"creature_family":"Aeon","will_save":24,"speed":{"max":30,"land":30},"wisdom":5,"weakness":{},"creature_ability":["Locate Target","Discharging Bolt","Mark Target","Overloaded Arc"],"skill":["Acrobatics","Arcana","Athletics","Stealth","Survival"],"tradition":["Divine"],"summary":"Unlike most aeons, venators spend much of their time in the mortal Universe . Axiomites build these figures of brass and gears to hunt their …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4014","dexterity":8,"category":"creature","slug":"creature-4014"},{"attack_bonus":[32],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":245,"language":["envisioning"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Aeon","will_save":30,"charisma":5,"speed":{"fly":35,"max":35},"perception":30,"wisdom":8,"weakness":{"spirit":15},"creature_ability":["Envisioning","Confusing Gaze","Temporal Reversion","Aging Strikes","Focused Gaze","Temporal Flurry","Temporal Strike"],"skill":["Athletics","Arcana","Deception","Intimidation","Nature","Occultism","Religion","Stealth"],"legacy_id":["creature-539"],"trait":["Aeon","Monitor","Uncommon","Large"],"id":"creature-4015","text":" Bythos The bythos is a guardian of space and time and ever seeks those who misuse planar and temporal magic. A bythos is a roughly humanoid creature with four arms and a body made of swirling clouds and mist. Despite their appearance, their body feels like dry stone. A bythos seeks out paradoxes caused by irresponsible planar or dimensional travelers and repairs breaches where the barriers between planes have become thin or damaged. If the mortals responsible remain in the area and cannot be convinced to cease their activities, the bythos has no qualms about removing them. Using their ability to manipulate time, a bythos might cause an opponent to quickly die of old age as time speeds up around them or cause a target to disappear from time and space. Recall Knowledge - Monitor (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Bythos Source Monster Core 2 pg. 12 Perception +30; darkvision Languages envisioning Skills Athletics +32, Arcana +29, Deception +25, Intimidation +25, Nature +30, Occultism +29, Religion +30, Stealth +26 Str +8 Dex +4 Con +5 Int +7 Wis +8 Cha +5 Envisioning When a bythos conveys information, it does so wordlessly through psychic projections. This acts as telepathy with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A bythos can use this ability to communicate flawlessly with any other aeon on the same plane. --- AC 39 Fort +25 Ref +26 Will +30 +1 status to all saves vs. magic HP 245 , regeneration 15 (deactivated by spirit) Weaknesses spirit 15 Confusing Gaze (aura, divine, emotion, incapacitation, mental, visual) 30 feet. A creature that ends its turn in the aura must attempt a DC 34 Will save. If it fails, it's confused for 1 round (or 1d4 rounds on a critical failure). Temporal Reversion Free Action (fortune) Trigger The bythos fails or critically fails a check; Frequency once per day; Effect The bythos rerolls the triggering check and takes the better result. --- Speed fly 35 feet Melee Single Action fist +32 (Magical, reach 10 feet), Damage 3d8+16 bludgeoning plus 2d8 cold Divine Innate Spells DC 37 - 4th Planar Tether (at will) - 6th Slow - 7th Haste, Interplanar Teleport, Planar Seal, Planar Tether - 8th Augury (at will), Teleport Aging Strikes Two Actions (Divine) The bythos make two fist Strikes against a single target. If both Strikes hit, the target attempts a DC 37 Fortitude save. Creatures that don't get weaker with age or don't age are immune (GM's discretion). If a creature becomes clumsy 4, drained 4, and enfeebled 4 due to Aging Strikes, it dies of old age. Success The creature is unaffected. Failure The creature becomes clumsy 1, drained 1, and enfeebled 1, or increases each of these conditions by 1. This effect is cumulative with other Aging Strikes from bythoses, to a maximum of clumsy 4, drained 4, and enfeebled 4. Critical Failure As failure, but the creature becomes clumsy 2, drained 2, and enfeebled 2, or increases these conditions by 2. Focused Gaze Single Action (Concentrate) The bythos focuses their gaze on a creature they can see within 30 feet. The target must attempt a save against the bythos's confusing gaze. A bythos can't use this ability against the same creature more than once per turn. Temporal Flurry Two Actions The bythos makes four fist Strikes. Their multiple attack penalty increases normally with each attack. Temporal Strike Two Actions (Divine, Incapacitation, Teleportation) The bythos touches a creature or object to displace it from time. The target attempts a DC 37 Fortitude save. Critical Success The target is unaffected. Success Time flows around the target; the target is slowed 1 for 1 round. Failure The target disappears from the present moment and reappears in the same location 1d4 rounds later as if no time had passed for it. If a creature or object occupies that space when the target returns, the target appears in the closest available space to its original location. Critical Failure As failure, but the target is slowed 1 for an extra 1d4 rounds after it returns. Guardians Of Time Bythos aeons have no innate ability to directly enter the mysterious Dimension of Time, but many know of the hidden routes in the Great Beyond one can use to travel to this strange realm. A bythos prefers to destroy those who seek entrance to the Dimension of Time rather than risk the knowledge of how to reach it spreading too far. ","tradition":["Divine"],"skill_mod":{"deception":25,"nature":30,"stealth":26,"arcana":29,"athletics":32,"intimidation":25,"occultism":29,"religion":30},"summary":"The bythos is a guardian of space and time and ever seeks those who misuse planar and temporal magic. A bythos is a roughly humanoid creature with …","image":["/Images/Monsters/Aeon_Bythos.png"],"primary_source":"Monster Core 2","spell":["Augury","Teleport","Haste","Interplanar Teleport","Planar Seal","Planar Tether","Slow"],"trait_group":["Monster","Creature Type","Rarity"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4015","intelligence":7,"reflex_save":26,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":25,"size":["Large"],"name":"Bythos","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[38],"slug":"creature-4015"},{"attack_bonus":[20,22,23,23],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Common","Hallit","Jotun"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Aesir","will_save":17,"charisma":3,"speed":{"max":40,"land":40},"perception":17,"wisdom":1,"weakness":{},"creature_ability":["Reactive Strike","Shield Block","Challenge Foe","Instant Repair","Jotun Slayer"],"skill":["Athletics","Crafting","Intimidation"],"legacy_id":["creature-1141"],"trait":["Aesir","Monitor","Medium"],"id":"creature-4016","text":" Einherji Einherjar are mighty warriors chosen by valkyries from the ranks of those slain in terrible and legendary battles. Forged from the souls of the greatest warriors, the implacable einherjar serve as the foot soldiers of pantheons, skilled in hand-to-hand combat and slaying monsters. Einherjar often come from warrior cultures, including Ulfen vikings (like the einherji represented in this entry), particularly fierce pirates from the Shackles, and even Osirian conquerors. They're chosen from wherever war and might hold sway, and many deities who hold the call of battle and the pursuit of physical power more sacred than concepts of good and evil might count einherjar warriors and valkyrie uplifters of the slain among their chosen servitors. For example, Gorum, Besmara, and Sekhmet have all elevated fallen worshippers as einherjar. Einherjar dedicated to different deities often wield weapons or possess varying cosmetic appearances based on their deity's preferred weapon and their place of death; however, they're universally stalwart, implacable, and efficiently deadly. Einherjar with two-handed weapons or who arise from other backgrounds often have different abilities in place of jotun slayer and Instant Repair. Recall Knowledge - Monitor (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Einherji Source Monster Core 2 pg. 14 Perception +17; darkvision Languages Common, Hallit, Jotun Skills Athletics +25, Crafting +16, Intimidation +21 Str +7 Dex +4 Con +6 Int +0 Wis +1 Cha +3 Items +1 striking returning dagger , +1 striking longsword , standard-grade duskwood shield (Hardness 5, HP 20, BT 10) --- AC 30 Fort +22 Ref +18 Will +17 (+21 vs. fear) HP 175 Resistances piercing 10 Reactive Strike Reaction Shield Block Reaction --- Speed 40 feet Melee Single Action longsword +23 (Magical, versatile P), Damage 2d8+13 slashing Melee Single Action fist +22 (Agile), Damage 2d6+13 bludgeoning Melee Single Action dagger +23 (Agile, Magical, versatile S), Damage 2d4+13 piercing Ranged Single Action dagger +20 (Agile, Magical, thrown 10 feet, versatile S), Damage 2d4+13 piercing Champion Devotion Spells 2 Focus Points, DC 29 - 5th Spectral Advance Challenge Foe Single Action The einherji challenges one creature they can see to single combat, attempting to Demoralize that target. This target remains the einherji's foe until it's defeated, it flees, or the encounter ends. The einherji gains a circumstance bonus to damage equal to their number of weapon damage dice against their designated foe but takes an equivalent circumstance penalty to damage against any other creature. If the einherji is defeated by their challenged foe, the shame causes them to lose use of their champion devotion spells for 1 week or until they challenge the same foe again and emerge victorious, whichever comes first. Instant Repair Single Action The einherji Repairs their shield. They can't use this ability if the shield is destroyed. Jotun Slayer The einherji has a +4 circumstance bonus to damage rolls made against giants and creatures that are at least two sizes larger than the einherji. The Final Battle Regardless of the deity they serve, all einherjar follow certain beliefs and mythologies. They assert that, in the final days of existence, Pharasma will judge the last soul and spark the beginning of a new existence. Einherjar believe they will be among the last souls left prior to this event, fighting alongside their gods against the forces of entropy. To einherjar, victory in this war—defined as thorough mutual destruction—is the only way to ensure a proper transition into the new existence. ","skill_mod":{"crafting":16,"athletics":25,"intimidation":21},"summary":"Einherjar are mighty warriors chosen by valkyries from the ranks of those slain in terrible and legendary battles. Forged from the souls of the …","image":["/Images/Monsters/Einherji.png"],"primary_source":"Monster Core 2","spell":["Spectral Advance"],"trait_group":["Monster","Creature Type"],"ac":30,"item":["+1 striking returning dagger","+1 striking longsword","standard-grade duskwood shield (Hardness 5, HP 20, BT 10)"],"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":10},"url":"/Monsters.aspx?ID=4016","intelligence":0,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Einherji","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,18,20,22],"slug":"creature-4016"},{"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Common","Jotun","ravenspeaker, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":22,"trait":["Aesir","Monitor","Medium"],"id":"creature-4017","text":" Valkyrie The song of the valkyries plays wherever steel rings against steel. Choosers of the slain and so-called angels of battle, valkyries are humanoid individuals of impressive physical stature who seek the most epic battles and legendary conflicts so they can lay claim to the souls of the world's greatest warriors. The valkyries transform these souls into the implacable immortals known as einherjar. Valkyries most often serve gods of battle and war, though one might pledge their service to any deity they consider worthy. Gorum was particularly well known for having valkyrie and einherjar servants. Besmara also has valkyrie servitors, and many stories of “ghost ships” actually reference accounts of encounters with ships crewed by einherjar devoted to the Pirate Queen. Recall Knowledge - Monitor (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Valkyrie Source Monster Core 2 pg. 15 Perception +22; darkvision Languages Common, Jotun; ravenspeaker, truespeech Skills Acrobatics +25, Athletics +25, Diplomacy +23, Intimidation +23, Religion +22 Str +7 Dex +5 Con +5 Int +3 Wis +4 Cha +5 Claimer of the Slain (concentrate, divine) Valkyries can detect the souls of those recently slain in combat. A valkyrie can spend 10 minutes praying over the body of a creature who has been dead for no more than 12 hours, and if that creature is worthy of becoming an einherji, the valkyrie transforms that creature into an einherji. Ravenspeaker (divine) Valkyries use ravens as servants and spies. They can speak with ravens, and they can have up to three raven servitors who follow their commands. Valkyries can constantly observe whatever their commanded ravens sense. Items +1 resilient breastplate , +1 striking returning spear --- AC 33 Fort +24 Ref +20 Will +23 HP 215 Resistances electricity 15 Reactive Strike Reaction Recall the Fallen Reaction (divine, healing) Frequency once per day; Trigger An allied creature within 60 feet who isn't a construct or undead is reduced to 0 Hit Points, and their dying value is 2 or less; Effect The valkyrie restores 5d10 Hit Points to the target. --- Speed 25 feet, fly 60 feet Melee Single Action spear +28 (Magical), Damage 2d6+15 piercing plus 1d12 electricity Ranged Single Action spear +26 (Magical, thrown 20 feet), Damage 2d6+15 piercing plus 1d12 electricity Divine Innate Spells DC 29 - 2nd Augury - 3rd Heroism, Safe Passage - 4th Status - 5th Infuse Vitality - 6th Heal, Heroism - 7th Interplanar Teleport (self and mount only) - Constant (5th) Truespeech Storm of Battle Two Actions (Divine, Electricity) The valkyrie hurls their spear into the air, creating a massive storm in a 100-foot emanation. Spears of lightning rain down upon enemies in the area, dealing 4d12 electricity damage (DC 32 basic Reflex save). Boneyard Advocates While praying to claim a slain warrior, a valkyrie fractures their own consciousness into two parts: mind and soul. They send their mind spinning along the River of Souls to collect and advocate on behalf of the slain warrior's soul. When the prayer ends, the valkyrie reunites their mind and body, and they join the warrior's body and soul into a single form as a new einherji. ","skill_mod":{"diplomacy":23,"athletics":25,"intimidation":23,"acrobatics":25,"religion":22},"image":["/Images/Monsters/Valkyrie.png"],"primary_source":"Monster Core 2","spell":["Interplanar Teleport","Heal","Heroism","Infuse Vitality","Status","Safe Passage","Augury","Truespeech"],"ac":33,"item":["+1 resilient breastplate","+1 striking returning spear"],"level":12,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"electricity":15},"intelligence":3,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":24,"size":["Medium"],"name":"Valkyrie","pfs":"Standard","rarity":"common","strike_damage_average":[28,28],"attack_bonus":[26,28],"constitution":5,"creature_family":"Aesir","will_save":23,"speed":{"fly":60,"max":60,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Claimer of the Slain","Ravenspeaker","Reactive Strike","Recall the Fallen","Storm of Battle"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Religion"],"legacy_id":["creature-1355"],"tradition":["Divine"],"summary":"The song of the valkyries plays wherever steel rings against steel. Choosers of the slain and so-called angels of battle, valkyries are humanoid …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4017","dexterity":5,"category":"creature","slug":"creature-4017"},{"attack_bonus":[9,9],"constitution":2,"primary_source_category":"Rulebooks","strength":-2,"hp":20,"language":["Common","Diabolic","Draconic","Empyrean","<%SPELLS%1680%%>speak with animals<%END>"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Agathion","will_save":6,"charisma":2,"speed":{"fly":40,"max":40,"land":25},"perception":8,"wisdom":3,"weakness":{"unholy":3},"creature_ability":["Cat's Curiosity","Cat's Poise"],"skill":["Acrobatics","Arcana","Medicine","Nirvana Lore","Stealth"],"legacy_id":["creature-1055"],"trait":["Agathion","Celestial","Holy","Tiny"],"id":"creature-4018","text":" Silvanshee (Cat Agathion) Silvanshees are a stealthy and extremely inquisitive contingent of agathions who gather information about the mortal world for other agathions. While they love to explore the Universe and sate their curiosity, they're generally reclusive and skittish. These dual instincts war with each other whenever something exciting piques their interest. Because of their small size, they don't pose a combat threat to most creatures; instead, silvanshees act as Nirvana's eyes and ears in the mortal world, reporting back to superiors or calling for help should they run into danger. Silvanshees appear indistinguishable from domestic felines, save for their violet eyes and the telltale blaze of differently colored fur on their chests. Of course, flying gives them away outright, so if at all possible, they only do so while in trusted company to avoid detection. Their fur color runs the spectrum of normal feline colorations. They can also transform into mist when necessary to maintain discretion or make a hasty getaway. Recall Knowledge - Celestial (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Silvanshee Source Monster Core 2 pg. 16 Perception +8; darkvision Languages Common, Diabolic, Draconic, Empyrean; speak with animals Skills Acrobatics +7, Arcana +3, Medicine +6, Nirvana Lore +3, Stealth +7 Str -2 Dex +4 Con +2 Int +0 Wis +3 Cha +2 Cat's Curiosity A silvanshee's core value is curiosity. This enables them to seek out new experiences and information beyond their current understanding. A silvanshee can use trained skill actions for all skills, even if they're untrained. --- AC 16 Fort +5 Ref +9 Will +6 HP 20 Weaknesses unholy 3 --- Speed 25 feet, fly 40 feet Melee Single Action jaws +9 (Finesse, Holy, Magical), Damage 1d6–2 piercing plus 1d4 spirit Melee Single Action claw +9 (Agile, Finesse, Holy, Magical), Damage 1d4–2 slashing plus 1d4 spirit Divine Innate Spells DC 17 - Cantrips (1st) Know the Way, Light, Prestidigitation, Stabilize - 4th Read Omens, Vapor Form (×3) - Constant (2nd) Speak with Animals Champion Focus Spell DC 17, 1 Focus Point - 1st Lay on Hands Cat's Poise When a silvanshee uses their vapor form spell, the mist form remains roughly the size and shape of a cat, and the silvanshee retains their fly Speed in this form. Silvanshee Allies Silvanshees will work with heroes who remain patient with their curiosity and skittishness. They're inquisitive, alternating between affection and aloofness. They do what they can to aid and defend their companions, but their strong sense of self-preservation means they'll likely flee if they sense they can't win a fight. ","tradition":["Divine"],"skill_mod":{"stealth":7,"arcana":3,"medicine":6,"acrobatics":7},"summary":"Silvanshees are a stealthy and extremely inquisitive contingent of agathions who gather information about the mortal world for other agathions. While …","image":["/Images/Monsters/Agathion_Silvanshee.png"],"primary_source":"Monster Core 2","spell":["Read Omens","Vapor Form","Know the Way","Light","Prestidigitation","Stabilize","Speak with Animals","Lay on Hands"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":16,"level":1,"spell_dc":[17,17],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4018","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Silvanshee","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,6],"slug":"creature-4018"},{"primary_source_category":"Rulebooks","strength":2,"hp":105,"language":["Common","Diabolic","Draconic","Empyrean","<%SPELLS%1680%%>speak with animals<%END>, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":15,"trait":["Agathion","Celestial","Holy","Small"],"id":"creature-4019","text":" Vulpinal (Fox Agathion) Vulpinals serve as the cunning, clever musicians and minstrels of the agathions. Incredibly far-ranging, these foxlike humanoids love traveling to both learn and teach all the songs, dances, myths, and traditions they can find. Though they prefer traveling alone, vulpinals are extremely gregarious toward those they meet on their journeys. They enjoy participating in the festivities of cultures they encounter, and they're known to form small traveling groups of like-minded individuals if they believe that their shared expertise can prove beneficial. Recall Knowledge - Celestial (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Vulpinal Source Monster Core 2 pg. 17 Perception +15; darkvision Languages Common, Diabolic, Draconic, Empyrean; speak with animals , truespeech Skills Acrobatics +12, Arcana +15, Deception +14, Medicine +11, Nirvana Lore +15, Performance +16, Religion +13, Society +13, Stealth +12 Str +2 Dex +4 Con +4 Int +5 Wis +3 Cha +6 Items handheld instrument --- AC 23 Fort +12 Ref +14 Will +15 HP 105 Weaknesses unholy 5 --- Speed 30 feet Melee Single Action jaws +15 (Finesse, Holy, Magical), Damage 2d10+4 piercing plus 1d6 spirit Melee Single Action claw +15 (Agile, Finesse, Holy, Magical), Damage 2d6+4 slashing plus 1d6 spirit Divine Innate Spells DC 24 - 2nd Invisibility (at will; self only) - 3rd Calm, Cleanse Affliction - 4th Divine Wrath, Translocate - Constant (5th) Speak with Animals, Truespeech Champion Focus Spell DC 24, 1 Focus Point - 3rd Lay on Hands Fox's Wile A vulpinal's core value is cleverness. They can apply their knowledge and stories from their extensive travels to just about any situation in an instant. Before spending any other action on their turn, the vulpinal can Recall Knowledge as a free action. Vulpinal Flair Bipedal vulpinals stand around 3 feet tall, with humanoid clawed hands and fluffy tails almost as long as their bodies. They typically appear with red fur, though leaders feature either white or black pelts with gray sprinkled across their muzzles and backs. Fox agathions like to wear stylish but functional clothing from the places they visit, often embellishing themselves with small trinkets and souvenirs they picked up along the way. ","skill_mod":{"society":13,"performance":16,"deception":14,"stealth":12,"arcana":15,"medicine":11,"acrobatics":12,"religion":13},"image":["/Images/Monsters/Agathion_Vulpinal.png"],"primary_source":"Monster Core 2","spell":["Divine Wrath","Translocate","Calm","Cleanse Affliction","Invisibility","Speak with Animals","Truespeech","Lay on Hands"],"ac":23,"item":["handheld instrument"],"level":6,"spell_dc":[24,24],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":12,"size":["Small"],"name":"Vulpinal","pfs":"Standard","rarity":"common","strike_damage_average":[14,18],"attack_bonus":[15,15],"constitution":4,"creature_family":"Agathion","will_save":15,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{"unholy":5},"creature_ability":["Fox's Wile"],"skill":["Acrobatics","Arcana","Deception","Medicine","Nirvana Lore","Performance","Religion","Society","Stealth"],"legacy_id":["creature-1056"],"tradition":["Divine"],"summary":"Vulpinals serve as the cunning, clever musicians and minstrels of the agathions. Incredibly far-ranging, these foxlike humanoids love traveling to …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4019","dexterity":4,"category":"creature","slug":"creature-4019"},{"primary_source_category":"Rulebooks","strength":4,"hp":170,"language":["Common","Diabolic","Draconic","Empyrean","Halfling","<%SPELLS%1680%%>speak with animals<%END>, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":4,"perception":18,"trait":["Agathion","Celestial","Holy","Medium"],"id":"creature-4020","text":" Procyal (Raccoon Agathion) As the most whimsical and playful of the agathions, procyals are the most likely to be encountered in the Universe, teaching deep philosophical lessons and delivering wisdom through pranks and impersonations. Mischievous and playful, these raccoon-headed humanoids love to socialize with mortals and learn about their societies. Unlike their mortal counterparts, procyals' fur starts off dark russet in color, giving way to gray and white flecks on their muzzles as they grow older. Only procyal leaders boast the stark gray and black coloration of a true raccoon. Those who recognize procyals' age and wisdom treat these creatures with great respect. Whatever their natural appearance, procyals make excellent shapeshifters and can assume the form of any humanoid that they've encountered. They use this ability for only the greater good of that humanoid or their community, often appearing as someone's trusted mentor to deliver an important message in a more laid-back fashion than talking to a magical celestial raccoon. They're not above playing the occasional harmless prank on the person whose form they've assumed, especially when they can use it to teach a valuable lesson. Raccoon agathions prefer to use a blade if forced into combat, but they're prepared to use their claws and fight dirty if necessary. Recall Knowledge - Celestial (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Procyal Source Monster Core 2 pg. 18 Perception +18; darkvision Languages Common, Diabolic, Draconic, Empyrean, Halfling; speak with animals , truespeech Skills Acrobatics +14, Deception +18, Diplomacy +16, Medicine +16, Nature +16, Nirvana Lore +15, Religion +16, Society +17, Stealth +16, Survival +16, Thievery +14 Str +4 Dex +4 Con +6 Int +5 Wis +6 Cha +4 Items +1 striking shortsword --- AC 26 Fort +16 Ref +14 Will +18 HP 170 Weaknesses unholy 10 --- Speed 25 feet Melee Single Action shortsword +19 (Agile, Finesse, Holy, Magical, versatile S), Damage 2d6+10 piercing plus 1d6 spirit Melee Single Action claw +18 (Agile, Holy, Magical), Damage 2d8+10 slashing plus 1d6 spirit Divine Innate Spells DC 26, attack +18 - 2nd Invisibility - 3rd Heroism - 4th Calm, Charm, Dispel Magic, Illusory Creature, Suggestion (at will), Translocate - Constant (5th) Speak with Animals, Truespeech Champion Focus Spell DC 26, 1 Focus Point - 4th Lay on Hands Change Shape Single Action (Concentrate, Divine, Polymorph) The procyal can transform only into a specific individual Small or Medium humanoid that they've met at least once. They can't transform into a generic member of a given ancestry. Raccoon's Whimsy Procyals' core value is whimsy. Unlike more chaotic tricksters, a procyals' playful actions have a pattern, and their pranks always come with a valuable lesson, even if it takes a long time to decipher the meaning. Receiving and growing from such a lesson requires at least 10 minutes of interaction with the procyal but can take much longer. A character who learns from the procyal's lesson gains the benefits of the Aid reaction from the procyal once during the next month. Afterward, they become immune to this effect from all procyals. Procyals And Societies While born from the souls of the enlightened like other agathions, procyals derive their core value of whimsy from truly understanding the delicate balance between society and the individual. These clever celestials prefer enabling communities under attack to extinguish the unholy threats and thrive on their own. ","skill_mod":{"society":17,"diplomacy":16,"deception":18,"nature":16,"thievery":14,"survival":16,"stealth":16,"medicine":16,"acrobatics":14,"religion":16},"image":["/Images/Monsters/Agathion_Procyal.png"],"primary_source":"Monster Core 2","spell":["Calm","Charm","Dispel Magic","Illusory Creature","Suggestion","Translocate","Heroism","Invisibility","Speak with Animals","Truespeech","Lay on Hands"],"ac":26,"item":["+1 striking shortsword"],"level":8,"spell_dc":[26,26],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Procyal","pfs":"Standard","rarity":"common","strike_damage_average":[20,22],"attack_bonus":[18,19],"constitution":6,"creature_family":"Agathion","spell_attack_bonus":[18],"will_save":18,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{"unholy":10},"creature_ability":["Change Shape","Raccoon's Whimsy"],"skill":["Acrobatics","Deception","Diplomacy","Medicine","Nature","Nirvana Lore","Religion","Society","Stealth","Survival","Thievery"],"legacy_id":["creature-1057"],"tradition":["Divine"],"summary":"As the most whimsical and playful of the agathions, procyals are the most likely to be encountered in the Universe , teaching deep philosophical …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4020","dexterity":4,"category":"creature","slug":"creature-4020"},{"primary_source_category":"Rulebooks","strength":10,"hp":370,"language":["Diabolic","Draconic","Empyrean","<%SPELLS%1680%%>speak with animals<%END>, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":9,"perception":36,"trait":["Agathion","Celestial","Holy","Large"],"id":"creature-4021","text":" Draconal (Dragon Agathion) Dragon agathions, known as draconals, number among the most powerful of their kin and also the wisest, embodying the wisdom of a benevolent philosopher-king. With their wisdom comes an elevation above material matters, making them the most removed from the troubles and lives of mortals. Draconals serve as the guardians of powerful magic, and they dispense their wisdom in service of the greater good of Nirvana and the celestial planes. As celestial beings, draconals are opposed to unholy and wicked forces. They're patient and ageless creatures, and their machinations against the forces of evil sometimes move at a glacial pace. Draconals tend to have more immediate and direct impact working as mentors to mortals. They can provide counsel and knowledge to individuals or groups of heroes working against wickedness, guiding the mortals to excise evil with scalpel-like precision. This mentorship also allows a draconal to maintain their focus on planar matters or a larger, long-term plan against evil. Some draconals see the presence of evil as something useful, a motivation to stir benevolent creatures into action. To mortals, this outlook can sometimes appear as indifference, but draconals rarely knowingly allow an evil to grow out of hand. Draconals appear more draconic than humanoid. They walk on their hind legs and balance on their long, serpent-like tails. Sharp claws tip their scaled humanoid hands. Each draconal often embodies a core wisdom of some kind. This wisdom often affects their physical appearance in distinct ways. For example, a draconal who believes the greatest wisdom is in understanding yourself will likely have reflective scales, allowing those who look upon them to see themselves fully. Because of this, draconals come in all different shapes, sizes, and colors. Recall Knowledge - Celestial (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Draconal Source Monster Core 2 pg. 18 Perception +36; darkvision Languages Diabolic, Draconic, Empyrean; speak with animals , truespeech Skills Arcana +38, Crafting +30, Deception +35, Diplomacy +37, Intimidation +35, Medicine +34, Nature +34, Nirvana Lore +36, Religion +36, Society +32, Survival +32 Str +10 Dex +5 Con +8 Int +8 Wis +10 Cha +9 --- AC 45 Fort +34 Ref +31 Will +38 HP 370 , regeneration 20 (deactivated by unholy) Resistances spirit 15 Weaknesses unholy 20 Dragon's Salvation Reaction Trigger A creature within the draconal's reach would take damage; Effect Before applying the damage, the draconal casts lay on hands on the triggering creature. --- Speed 30 feet, fly 90 feet Melee Single Action jaws +38 (Holy, Magical, reach 15 feet), Damage 3d12+18 piercing plus 4d6 spirit Melee Single Action claw +38 (Agile, Holy, Magical, reach 10 feet), Damage 3d8+18 slashing plus 4d6 spirit Divine Innate Spells DC 46, attack +38 - 9th Breath of Life, Dispel Magic, Divine Decree, Earthquake, Heal (×3), Implosion, Wrathful Storm - 10th Manifestation - Constant (7th) Speak with Animals, Truesight, Truespeech Champion Focus Spell DC 46, 3 Focus Points - 10th Lay on Hands Breath of Wisdom Two Actions (Divine, Holy) The draconal breathes a blast of energy that deals 21d6 spirit damage to creatures they choose to damage in a 60-foot cone (DC 44 basic Reflex save). They can make this effect nonlethal for selected creatures in the area or choose not to damage certain creatures at all. They can't use Breath of Wisdom again for 1d4 rounds. Dragon's Wisdom Draconals embody the core value of wisdom, and all wisdom is obtained through understanding. If a draconal successfully Recalls Knowledge about a creature, they learn their highest weakness in addition to any other obtained knowledge, and any spirit damage they do to that creature becomes damage of their highest known weakness instead. Draconals And Dragons Draconals hold a great respect for dragons, particularly great dragons, but as they rarely visit the mortal Universe, interactions between the two groups tends to be minimal. Despite a general respect for dragonkind, draconals often revile malicious dragons. In times of strife, draconals use their might and wisdom against the forces of wickedness. They stand alongside empyreal and other celestial dragons to face off against unholy forces. ","skill_mod":{"society":32,"diplomacy":37,"deception":35,"nature":34,"crafting":30,"survival":32,"arcana":38,"medicine":34,"intimidation":35,"religion":36},"image":["/Images/Monsters/Agathion_Draconal.png"],"primary_source":"Monster Core 2","spell":["Manifestation","Breath of Life","Dispel Magic","Divine Decree","Earthquake","Heal","Implosion","Wrathful Storm","Speak with Animals","Truesight","Truespeech","Lay on Hands"],"ac":45,"level":20,"spell_dc":[46,46],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"spirit":15},"intelligence":8,"reflex_save":31,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":34,"size":["Large"],"name":"Draconal","pfs":"Standard","rarity":"common","strike_damage_average":[45,51],"attack_bonus":[38,38],"constitution":8,"creature_family":"Agathion","spell_attack_bonus":[38],"will_save":38,"speed":{"fly":90,"max":90,"land":30},"wisdom":10,"weakness":{"unholy":20},"creature_ability":["Dragon's Salvation","Breath of Wisdom","Dragon's Wisdom"],"skill":["Arcana","Crafting","Deception","Diplomacy","Intimidation","Medicine","Nature","Nirvana Lore","Religion","Society","Survival"],"legacy_id":["creature-1058"],"tradition":["Divine"],"summary":"Dragon agathions, known as draconals, number among the most powerful of their kin and also the wisest, embodying the wisdom of a benevolent …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4021","dexterity":5,"category":"creature","slug":"creature-4021"},{"attack_bonus":[15,17,17],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":105,"language":["Aklo","Common"],"source":["Monster Core 2"],"type":"Creature","will_save":13,"charisma":3,"speed":{"max":35,"land":25,"swim":35},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Voice Imitation","Tail Drag"],"skill":["Athletics","Deception","Stealth"],"legacy_id":["creature-540"],"trait":["Amphibious","Beast","Uncommon","Large"],"id":"creature-4022","text":" Ahuizotl The ahuizotl is a vicious, semiaquatic predator that resembles a hideous cross between a badger and an otter, with disturbingly web-fingered paws supplemented by a fifth hand at the end of a long, serpentine tail. A clever and stealthy hunter, the ahuizotl lures unwary prey to their doom by mimicking the cries of people in distress. The hand on an ahuizotl's tail is surprisingly strong, and the creatures tend to use their tails to ambush potential victims. The ahuizotl's macabre habit of feeding on a victim's eyes, fingernails, and teeth leaves the corpses of their kills uniquely mutilated. Some say the creatures consider these body parts delicacies, while others insist ahuizotls collect them as tribute to a powerful but unknown entity. The fact that an ahuizotl doesn't eat the actual flesh of their victims, instead depositing their savaged and waterlogged corpses in locations where the remains are sure to be found by friends or family, points to a third and perhaps more likely possibility—the ahuizotl simply enjoys using their violent dietary quirks to spread fear and despair. An ahuizotl walks on all fours, but their hands are capable of manipulating simple tools and other objects. Ahuizotls have roughly mustelid features and an extra membrane covering their eyes, giving their eyes a dull color suggestive of cataracts and somewhat blunting the creature's vision. Yet despite their bestial appearance, ahuizotls are nearly as intelligent as the average human, and wiser than most. Although they don't form societies of their own, they've been known to ally with violent cults or conclaves of monsters, and even to found small shrines and temples to sinister deities. The cult of Charon, the Apocalypse Rider of Death, is particularly popular among certain ahuizotls, who look forward to an afterlife spent wallowing in the waters of the River Styx. Recall Knowledge - Beast (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Ahuizotl Source Monster Core 2 pg. 20 Perception +14; darkvision Languages Aklo, Common Skills Athletics +15, Deception +15, Stealth +15 Str +5 Dex +3 Con +5 Int -1 Wis +3 Cha +3 Voice Imitation An ahuizotl can mimic the sounds of a person in distress by attempting a Deception check to Lie. The ahuizotl has a +4 circumstance bonus to this check. --- AC 23 Fort +17 Ref +13 Will +13 HP 105 --- Speed 25 feet, swim 35 feet Melee Single Action jaws +17, Damage 2d8+8 piercing Melee Single Action claw +17 (Agile), Damage 2d6+8 slashing Melee Single Action tail claw +15 (Agile, reach 10 feet), Damage 2d4+8 slashing plus Improved Grab Tail Drag Single Action Requirements The ahuizotl has a Medium or smaller creature grabbed with their tail claw; Effect The ahuizotl attempts an Athletics check against the creature's Fortitude DC. Critical Success If the creature is 10 feet away from the ahuizotl, it's dragged into a square adjacent to the ahuizotl. The ahuizotl can make a jaws Strike against the creature. Success If the creature is 10 feet away from the ahuizotl, it's dragged into a square adjacent to the ahuizotl. Failure The creature isn't dragged. Critical Failure The creature isn't dragged, and the ahuizotl no longer has the creature grabbed. Ahuizotl Allies An ahuizotl is unexpectedly canny in how they handle potential competitors in their territory, and when presented with fellow predators capable of conversation, they sometimes broker alliances. Will-o'-wisps are particular favorites as allies, as they can lure prey into the ahuizotl's clutches and feast on the anguish later when the mutilated corpse is discovered. ","skill_mod":{"deception":15,"stealth":15,"athletics":15},"summary":"The ahuizotl is a vicious, semiaquatic predator that resembles a hideous cross between a badger and an otter, with disturbingly web-fingered paws …","image":["/Images/Monsters/Ahuizotl.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Rarity"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=4022","intelligence":-1,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Ahuizotl","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13,15,17],"slug":"creature-4022"},{"attack_bonus":[20,20],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":140,"language":["Common"],"source":["Monster Core 2"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":30,"land":30},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Limited Vision","Weak Feet","Burrowed Ambush","Burrowing Concealment","Swallow Whole","Toss Up and Gulp Down"],"skill":["Athletics","Intimidation","Stealth"],"legacy_id":["creature-1425"],"trait":["Giant","Humanoid","Uncommon","Large"],"id":"creature-4023","text":" Aigamuxa Aigamuxas are towering humanoids who stalk the arid deserts of the Mwangi Expanse in search of prey. Carnivorous and voracious, they hunt anything that moves but especially relish eating sentient creatures. Aigamuxas resemble large humans with smooth hollows where their eyes should be, but their eyes are actually embedded in the soles of their feet. They sport long, sharp claws and teeth that they use to tear their prey they catch apart. An aigamuxa's physiology makes catching prey difficult, and most aigamuxas are constantly hungry. When pursuing prey, an aigamuxa must occasionally stop to lift their feet to regain their bearings. Most stand on their hands while looking around, which allows them to immediately backflip back into a run. An aigamuxa's eyes are generally resistant to the sands of their native desert habitats, but irritants such as chilies or caltrops can seriously impair their hunting ability. Clever aigamuxas know that attacking wandering prey can be very dangerous, instead using their powerful hands to dig deep into sand dunes or dirt and wait to ambush passersby. Aigamuxas are particularly good at hiding in their home environments, and unfortunate travelers often don't notice the barely visible eyes of an aigamuxa until it's too late. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Aigamuxa Source Monster Core 2 pg. 21 Perception +19; scent (imprecise) 30 feet Languages Common Skills Athletics +18, Intimidation +16, Stealth +14 Str +6 Dex +4 Con +6 Int -2 Wis +3 Cha +0 Limited Vision An aigamuxa's eyes are located on the bottom of their feet, making it difficult for them to see. An aigamuxa is typically blind. If they Seek, they can see normally until the end of their turn. Weak Feet If an aigamuxa takes damage from Striding or Stepping into hazardous terrain or a square with similar grounded hazards (such as caltrops), they can't Seek until the end of their next turn. --- AC 27 Fort +19 Ref +16 Will +13 HP 140 --- Speed 30 feet Melee Single Action claw +20 (Agile, reach 10 feet), Damage 2d8+9 slashing plus Grab Melee Single Action jaws +20, Damage 2d12+9 piercing Burrowed Ambush Two Actions Requirements The aigamuxa is Hiding in dirt, sand, or another soft surface; Effect The aigamuxa makes a claw Strike against a creature within reach. On a hit, the aigamuxa can attempt to Grab the creature as a free action. Whether or not they hit, the aigamuxa then Strides. If they have a creature grabbed or restrained, the creature moves with the aigamuxa. Burrowing Concealment Two Actions Requirements The aigamuxa is standing on dirt, sand, or another soft surface; Effect The aigamuxa digs into the surface and Hides. They leave their feet partially exposed, allowing them to see out from the surface. The aigamuxa can hold their breath for up to 10 minutes while hiding in this way. Swallow Whole Single Action (Attack) Small, 2d12+4 bludgeoning, Rupture 22 Toss Up and Gulp Down Single Action Requirements A Small or smaller creature is grabbed or restrained in the aigamuxa's claw; Effect The aigamuxa tosses the creature into the air and distends their jaw to catch it in their mouth. The target is grabbed in the aigamuxa's jaws, and the aigamuxa attempts to Swallow it Whole. If the aigamuxa fails the Athletics check, the target misses the aigamuxa's mouth and falls 30 feet instead of being grabbed. The First Aigamuxas Stories say aigamuxas were once giants who entered into a wager with Lamashtu, claiming they could stand on their hands longer than any other creature. Lamashtu produced a simple chimpanzee, pointed to its feet and called them hands. The giants couldn't hold their positions and fell. Lamashtu moved their eyes to their feet and told them, “If you wish to boast of your ability, let this be your blessing.” ","skill_mod":{"stealth":14,"athletics":18,"intimidation":16},"summary":"Aigamuxas are towering humanoids who stalk the arid deserts of the Mwangi Expanse in search of prey. Carnivorous and voracious, they hunt anything …","image":["/Images/Monsters/Aigamuxa.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Rarity"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" scent ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4023","intelligence":-2,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":19,"size":["Large"],"name":"Aigamuxa","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18,22],"slug":"creature-4023"},{"attack_bonus":[16,16],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":120,"language":["Aklo","Alghollthu","Common","Sakvroth","Thalassic","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Alghollthu","spell_attack_bonus":[17],"will_save":16,"charisma":4,"speed":{"max":60,"land":10,"swim":60},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Barbed Cirri","Strobe"],"skill":["Athletics","Deception","Intimidation","Lore","Occultism","Stealth"],"trait":["Aberration","Aquatic","Uncommon","Large"],"id":"creature-4024","text":" Aqudel (Alghollthu Prodigy) Aqudels are obsessed with control. They consider everything around them open to manipulation, and their position in the alghollthu hierarchy leads them to lord over networks of ugothols or small, established societies that they often bully and exploit from the shadows. Aqudels answer only to vidileths, following their commands with a combination of simpering compliance and scheming distrust. Recall Knowledge - Aberration (Occultism): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Aqudel Source Monster Core 2 pg. 22 Perception +18; darkvision Languages Aklo, Alghollthu, Common, Sakvroth, Thalassic; truespeech Skills Athletics +17, Deception +15, Intimidation +17, Lore +16, Occultism +18, Stealth +15 Str +6 Dex +2 Con +5 Int +5 Wis +3 Cha +4 --- AC 24 Fort +18 Ref +11 Will +16 all-around vision HP 120 --- Speed 10 feet, swim 60 feet Melee Single Action tentacle +16 (reach 20 feet), Damage 2d10+9 bludgeoning Melee Single Action cirrus +16 (Agile, versatile P), Damage 2d8+6 bludgeoning Occult Innate Spells DC 26, attack +17 - 2nd Telekinetic Maneuver (at will) - 3rd Mind Reading (at will) - 4th Charm (×3), Suggestion (×3) - Constant (5th) Truespeech Barbed Cirri Two Actions The aqudel makes up to four cirrus Strikes, each against a different target. These attacks count toward the aqudel's multiple attack penalty, but the multiple attack penalty doesn't increase until after they makes all of their attacks. Strobe Two Actions (Concentrate, Visual) The aqudel changes the intensity and pattern of their skin in a rapid pulse, attempting to disorient any creatures that can see them. Creatures within 30 feet of the aqudel must attempt a DC 25 Will save. The aqudel can't use Strobe again for 1d4 rounds. Critical Success The target is unaffected. Success The target is dazzled for 1 round. Failure The target is dazzled for 1 minute and stunned 1. Critical Failure The target is dazzled for 1 minute and stunned 2. Alghollthu Hierarchy Vidileths are the leaders of the alghollthu, subtly influencing events to foster what they consider the most favorable outcome, and some of their plots are centuries in the making. They control vast networks of their kin, directing them to influence lower alghollthu and leverage their knowledge to manipulate lesser beings than themselves (which is how they see all others). Aqudels and nymoluses fill the role of mid-ranking administrators, taking orders from veiled masters and then enacting their plans with resources derived from their own networks. An aqudel might supervise only one small cell, while a nymolus might oversee a dozen. ","tradition":["Occult"],"skill_mod":{"deception":15,"stealth":15,"athletics":17,"intimidation":17,"occultism":18},"summary":"Aqudels are obsessed with control. They consider everything around them open to manipulation, and their position in the alghollthu hierarchy leads …","image":["/Images/Monsters/Algollthu_Prodgidy.webp"],"primary_source":"Monster Core 2","spell":["Charm","Suggestion","Mind Reading","Telekinetic Maneuver","Truespeech"],"trait_group":["Creature Type","Monster","Rarity"],"ac":24,"level":7,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4024","intelligence":5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Aqudel","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15,20],"slug":"creature-4024"},{"primary_source_category":"Rulebooks","strength":5,"hp":190,"language":["Aklo","Alghollthu","Common","Sakvroth","Thalassic","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":22,"trait":["Aberration","Aquatic","Uncommon","Large"],"id":"creature-4025","text":" Nymolus (Alghollthu Chronicler) Alghollthus share a genetic memory and are theoretically capable of recalling every experience dating back to the existence of the first alghollthu hundreds of millions of years ago. Accessing these memories all at once would be lethally taxing to most alghollthus, but nymoluses are different. They revel in tapping into this genetic memory and add to it by stealing memories from others, turning them into memory crystals. A single nymolus can store up to 10 crystals at a time within their brain, replacing more mundane ones as they fill this storage and keeping the rest in collections among their lairs. To collect memories, nymoluses venture further from the seas than some of their siblings by establishing symbiotic links with ugothols. They're able to coordinate with these creatures by reshaping their bodies, then compressing and interweaving their flesh into the ugothols, which allows them to search for rare and intriguing recollections. Recall Knowledge - Aberration (Occultism): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Nymolus Source Monster Core 2 pg. 23 Perception +22; darkvision Languages Aklo, Alghollthu, Common, Sakvroth, Thalassic; truespeech Skills Athletics +22, Deception +22, Diplomacy +18, Intimidation +18, Lore +21, Occultism +21, Society +19, Stealth +18 Str +5 Dex +2 Con +4 Int +6 Wis +4 Cha +6 Inhabit Ugothol The nymolus spends 10 minutes with a willing ugothol to become enmeshed with the creature. The nymolus then fully inhabits the ugothol’s body. While inhabited, the ugothol retains its mental abilities, but its body is completely controlled by the nymolus. The nymolus and ugothol each have an initiative count as if they were separate creatures. The nymolus can’t use any ability that relies on their physical form while inhabiting the ugothol, but the nymolus can still perceive and cast spells normally. The two remain enmeshed until the nymolus uses the ugothol’s Assume Form ability to separate them, or until the ugothol is slain. If the ugothol dies, the nymolus becomes stunned 3 due to the force of the separation. Replace Recollection The nymolus can spend 10 minutes to replace any memory with another memory they have access to via a memory crystal Items 3 or more memory crystals --- AC 28 Fort +20 Ref +15 Will +22 HP 190 --- Speed 15 feet, swim 60 feet Melee Single Action claw +23 (Agile, reach 15 feet, versatile P), Damage 2d10+10 bludgeoning plus Grab Occult Innate Spells DC 30, attack +21 - Cantrips (6th) Daze, Electric Arc, Guidance - 1st Mindlink (at will) - 3rd Mind Reading (at will), Paralyze (×3) - 5th Mind Probe (×3), Mirage - 6th Rewrite Memory, Soothe (×3) - Constant (5th) Truespeech Extract Memory Three Actions (Manipulate, mental Requirements The target creature must be [grabbed](/Traits.aspx?ID=647)) Effect The nymolus reaches into an adjacent creature's memory and extracts up to 10 minutes of the target's experiences, forming them into a memory crystal within the nymolus's brain. The target creature must attempt a DC 27 Will save to avoid losing its memory. Critical Success The creature is unaffected. Success The creature loses the target memory. Failure The creature loses the target memory and is confused for 1 minute. Critical Failure As failure, but the creature can only roll to end this condition if it takes damage from the nymolus themself or if counteracted by an effect of at least 13th level or 7th rank. Stunning Pulse Two Actions (Mental, Occult) The nymolus emits a powerful mental pulse that overwhelms nearby creatures. Creatures in a 10-foot emanation must attempt a DC 27 Fortitude save to avoid being stunned. The nymolus can't use Stunning Pulse again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned 3. ","skill_mod":{"society":19,"diplomacy":18,"deception":22,"stealth":18,"athletics":22,"intimidation":18,"occultism":21},"image":["/Images/Monsters/Algollthu_Chronicler.webp"],"primary_source":"Monster Core 2","spell":["Rewrite Memory","Soothe","Mind Probe","Mirage","Mind Reading","Paralyze","Mindlink","Daze","Electric Arc","Guidance","Truespeech"],"ac":28,"item":["3 or more memory crystals"],"level":10,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":6,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Nymolus","pfs":"Standard","rarity":"uncommon","strike_damage_average":[21],"attack_bonus":[23],"constitution":4,"creature_family":"Alghollthu","spell_attack_bonus":[21],"will_save":22,"speed":{"max":60,"land":15,"swim":60},"wisdom":4,"weakness":{},"creature_ability":["Inhabit Ugothol","Replace Recollection","Extract Memory","Stunning Pulse"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Lore","Occultism","Society","Stealth"],"tradition":["Occult"],"summary":"Alghollthus share a genetic memory and are theoretically capable of recalling every experience dating back to the existence of the first alghollthu …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4025","dexterity":2,"category":"creature","slug":"creature-4025"},{"attack_bonus":[25,27],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":300,"language":["Common","Fey","Muan","(can't speak any language)"],"source":["Monster Core 2"],"type":"Creature","will_save":22,"charisma":0,"speed":{"max":30,"land":30},"perception":20,"wisdom":4,"weakness":{"fire":15},"creature_ability":["Berserk","Blinding Branches","Felling Ambush","Feign Copse","Pounding Smash","Pulverizing Barrage","Sunder Objects"],"skill":["Athletics","Intimidation","Stealth"],"trait":["Elemental","Plant","Wood","Huge"],"id":"creature-4026","text":" Ambush Copse Sawed and axe-hewn timber grind together as an ambush copse moves, smashing through the forest. Cuts and burns mar the bark of this gigantic, angry mass of whirling, deadly logs. The forest never forgets. It remembers the hatchets, the rasping saws, and the smoke of crackling wood fires. It remembers the carts taking ancient trees away to cut, shape, and burn. Fey meddling or errant elemental magic draw such memories out alongside the rage and sorrow of the forest to form an ambush copse. An ambush copse exacts its ire on villages along the woodcutter's path or waits for intruders to step into its forest domain. While an ambush copse might be mistaken for a wounded arboreal, it can cease movement to appear as an overgrown pile of logs or a partially collapsed hovel. There, it waits for retribution. Recall Knowledge - Elemental (Arcana, Nature): DC 31 Recall Knowledge - Plant (Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Ambush Copse Source Monster Core 2 pg. 24 Perception +20; tremorsense 30 feet Languages Common, Fey, Muan; (can't speak any language) Skills Athletics +27, Intimidation +20, Stealth +23 Str +8 Dex +4 Con +6 Int +0 Wis +4 Cha +0 --- AC 33 Fort +25 Ref +22 Will +22 HP 300 Resistances bludgeoning 10, piercing 10 Weaknesses axes 10, fire 15 Berserk An ambush copse that sees fire or axes has a chance of going berserk. At the start of its turn, if it is aware of an axe or a fire the size of a lit torch or larger, the ambush copse must succeed at a DC 5 flat check or go berserk. A berserk ambush copse can't use concentrate actions and wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. Blinding Branches Reaction Trigger A creature within 20 feet of the ambush copse leaves a square during a move action it's using; Requirements The triggering creature is in forest terrain; Effect The ambush copse's elemental energy animates nearby tree branches to swat at the creature's face. The triggering creature must succeed at a DC 30 Reflex save or become blinded for 1 round. Felling Ambush Reaction Trigger A creature moves within 10 feet of the ambush copse; Requirements The ambush copse is disguised as trees or logs; Effect The ambush copse makes a log Strike against the triggering creature. If the attack hits, the creature must attempt a DC 30 Reflex save or be knocked prone. --- Speed 30 feet Melee Single Action log +27 (Backswing, Forceful, reach 20 feet, Sweep), Damage 3d12+14 bludgeoning plus pounding smash Ranged Single Action caber +25 (thrown 40 feet), Damage 3d12+6 bludgeoning Feign Copse Single Action (Concentrate) Until the next time it acts, the ambush copse appears to be a harmless patch of trees or logs. It has an automatic result of 43 (45 in forests) on Deception checks and DCs to pass as trees or logs. Pounding Smash Regardless of whether the Strike hits or misses, the ambush copse's melee Strikes create a 5-foot-square of difficult terrain in the target's space. Pulverizing Barrage Three Actions The ambush copse makes three log Strikes, each at a –2 penalty, all targeting the same creature. The ambush copse's multiple attack penalty doesn't increase until after it has made all three attacks. The ambush copse gains the clumsy 2 condition until the beginning of its next turn. Sunder Objects When an ambush copse damages an item or structure, it deals an additional 15 damage to that item or structure. Ravages Of Revenge An endless wait for revenge invariably leaves an ambush copse riddled with mushrooms and termites. Apply the weak adjustment to such an ambush copse and give it weakness 10 to bludgeoning damage. During a period of dormancy, parts of the ambush corpse might break off, gain their own sentience, and make their way into a nearby camp or village. Use the stats for a twigjack to represent these stray pieces, whose arrival might presage the full awakening of an ambush copse. ","element":["Wood"],"skill_mod":{"stealth":23,"athletics":27,"intimidation":20},"summary":"Sawed and axe-hewn timber grind together as an ambush copse moves, smashing through the forest. Cuts and burns mar the bark of this gigantic, angry …","image":["/Images/Monsters/Ambush_Corpse.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Elemental"],"ac":33,"level":13,"source_category":["Rulebooks"],"sense":" tremorsense 30 feet","weakest_save":["ref","reflex","will"],"resistance":{"bludgeoning":10,"piercing":10},"url":"/Monsters.aspx?ID=4026","intelligence":0,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":4,"fortitude_save":25,"size":["Huge"],"name":"Ambush Copse","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25,33],"slug":"creature-4026"},{"attack_bonus":[12,13],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":70,"immunity":["petrified"],"source":["Monster Core 2"],"type":"Creature","will_save":8,"charisma":-4,"speed":{"climb":25,"max":25,"land":25,"swim":25},"perception":11,"wisdom":0,"weakness":{},"creature_ability":["Amphisbaena Venom","Blinding Spittle","Twin Bites"],"skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-1060"],"trait":["Animal","Medium"],"id":"creature-4027","text":" Amphisbaena An amphisbaena is an exceedingly aggressive, venomous viper of remarkable size that bears two heads—one on each end of its body. It moves in a manner similar to the more common sidewinder snake, throwing its body forward in a loop and anchoring itself by keeping one head or the other on the ground at all times. An amphisbaena can grow up to 14 feet in length and weigh as much as 250 pounds. Amphisbaenas' typical prey include rabbits, foxes, various birds, small deer, and even humanoids if presented the opportunity. Fiercely territorial by nature, they attack just about anything that draws near their lairs regardless of the intruder's size. Many a child has been warned about going too far into the woods alone, lest they wander close to an amphisbaena's den and become the creature's next meal. The venom of an amphisbaena is incredibly potent, able to take down a stout dwarf within minutes if left untreated. It also has uses in a variety of healing remedies, however, which makes it a valuable commodity if collected. For example, a pregnant person might be advised to drink the venom in small, dilute doses to help safeguard the pregnancy. Mixing small amounts of the venom with various herbs and oil creates a poultice that dulls aches and pains. As a result, the image of an amphisbaena appears in many contexts associated with healing or alchemical subjects, such as labels for tinctures, annotations in herbalists' records, and illustrations in textbooks of medicine. The first amphisbaena is said to have formed from the blood that fell as a medusa's head was severed. This story's origin most likely stems from the fact that amphisbaenas are oddly immune to petrification, which in turn sometimes leads them to be kept as pets by medusas. A medusa might regard such a viper as their most treasured companion or perhaps even as their own child. Despite these fabled supernatural origins and the occasional special treatment they receive, though, amphisbaenas are entirely mundane animals with only rudimentary intelligence and no innate magical abilities whatsoever. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Amphisbaena Source Monster Core 2 pg. 25 Perception +11; tremorsense 60 feet Languages Skills Acrobatics +10, Athletics +13, Stealth +12 Str +5 Dex +4 Con +2 Int -4 Wis +0 Cha -4 --- AC 20 all-around vision Fort +11 Ref +14 Will +8 HP 70 Immunities petrified --- Speed 25 feet, climb 25 feet, swim 25 feet Melee Single Action fangs +13, Damage 2d6+5 piercing plus amphisbaena venom Ranged Single Action spit +12 (range increment 15 feet), Damage 1d6 poison plus amphisbaena venom and blinding spittle Amphisbaena Venom (Poison) Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 2d6 poison damage and enfeebled 2 and slowed 1 (1 round); Stage 3 3d6 poison damage and paralyzed for 1 round (1 round) Blinding Spittle A creature critically hit by an amphisbaena's spit Strike is blinded for 1 round. Twin Bites Single Action An amphisbaena makes a fangs Strike with each of its heads, each against a different target. Both Strikes count toward its multiple attack penalty, but the penalty doesn't increase until after it has made both attacks. Amphisbaena Variants While the two-headed snake is by far the most common amphisbaena, the term sometimes describes other creatures with heads on both ends of their bodies. Occasionally, stories circulate of a monstrous amphisbaena with the body of a lizard, clawed feet, or even feathered wings. These stories are typically chalked up to an overactive imagination or an abundance of drink, but they persist regardless. ","skill_mod":{"stealth":12,"athletics":13,"acrobatics":10},"summary":"An amphisbaena is an exceedingly aggressive, venomous viper of remarkable size that bears two heads—one on each end of its body. It moves in a manner …","image":["/Images/Monsters/Amphisbaena.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" tremorsense 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4027","intelligence":-4,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":11,"size":["Medium"],"name":"Amphisbaena","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,12],"slug":"creature-4027"},{"attack_bonus":[11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Diabolic","Draconic","Empyrean"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Angel","will_save":9,"charisma":1,"speed":{"fly":25,"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{"unholy":5},"creature_ability":["Sentinel's Aura","Immobilizing Ambush","Blessed Aspect","Statue"],"skill":["Acrobatics","Diplomacy","Religion","Stealth"],"trait":["Angel","Celestial","Holy","Small"],"id":"creature-4028","text":" Kuribu (Sentinel Angel) Kuribus serve as the guardians of temples and other holy sites. They are humanoid in appearance and roughly the size of human children. Their bodies look like stone, which allows kuribus to disguise themselves as statues for extended periods of time (sometimes up to centuries). When defending their sites, kuribus harry invaders from a distance. Recall Knowledge - Celestial (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Kuribu Source Monster Core 2 pg. 26 Perception +11; darkvision Languages Diabolic, Draconic, Empyrean Skills Acrobatics +11, Diplomacy +8, Religion +9, Stealth +9 Str +2 Dex +4 Con +1 Int +0 Wis +2 Cha +1 Items Composite Shortbow (20 arrows) --- AC 17 Fort +6 Ref +11 Will +9 HP 45 Weaknesses unholy 5 Sentinel's Aura (aura, divine) 30 feet. The kuribu and any other creature in the aura defending the same holy site gain a +1 status bonus to AC. This aura is suppressed while Statue is in effect. Immobilizing Ambush Reaction Requirements The kuribu is disguised as a statue; Trigger A creature moves within 60 feet of the kuribu; Effect The kuribu springs into action by making a shortbow Strike against the triggering creature. If the Strike hits, the creature is pinned by the arrow, as described in the bow critical specialization. --- Speed 25 feet, fly 25 feet Melee Single Action fist +11 (Agile, Finesse, Holy, Magical), Damage 1d4+6 bludgeoning Ranged Single Action composite shortbow +11 (deadly d10, Holy, Magical, Propulsive, range increment 60 feet, reload 0), Damage 1d6+5 piercing Blessed Aspect Two Actions (Divine) The kuribu's face transforms and their holy countenance unleashes an attack based on the aspect the kuribu chooses. The kuribu can't use Blessed Aspect again for 1d4 rounds. They can revert back to their humanoid appearance at any time but they still have to wait before using Blessed Aspect again. Eagle The kuribu unleashes a disorienting screech in a 15-foot cone that deals 2d10 sonic damage with a DC 19 basic Will save. A creature that critically fails is also stunned 1. Lion The kuribu makes a powerful jaws Strike against an adjacent creature. The attack has a +12 attack modifier and deals 4d6 piercing damage plus 1d4 persistent bleed damage. Ox The kuribu charges into a creature. The kuribu Flies or Strides. At the end of their movement dealing 4d6 bludgeoning damage to it with a DC 17 basic Fortitude save. If the target critically fails, it is also knocked prone. Statue Single Action (Concentrate) Until the next time they act, the kuribu appears to be a statue. They have an automatic result of 29 on Deception checks and DCs to pass as a statue. Holy Countenances Kuribus can partially take on the appearance of powerful animals and tap into those creatures' abilities in combat. Though most kuribus manifest the animals featured here, some instead tap into the abilities of other creatures like elephants or wolves. Some divine accounts speak of ancient kuribus who can transform entirely into these creatures and remain vigilant for decades in the guise of animal statues. ","skill_mod":{"diplomacy":8,"stealth":9,"acrobatics":11,"religion":9},"summary":"Kuribus serve as the guardians of temples and other holy sites. They are humanoid in appearance and roughly the size of human children. Their bodies …","image":["/Images/Monsters/Angel_Kuribu.webp"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Mechanics"],"ac":17,"item":["Composite Shortbow (20 arrows)"],"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4028","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Kuribu","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,8],"slug":"creature-4028"},{"primary_source_category":"Rulebooks","strength":2,"hp":155,"language":["Diabolic","Draconic","Empyrean","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":17,"trait":["Angel","Celestial","Holy","Medium"],"id":"creature-4029","text":" Tennin (Brocade Angel) Celestial artisans and elegant dancers called tennins serve as Nirvana's attendants, where they weave the gods' marvelous, seamless garments from clouds and frost and entertain the courts with skyward dances, their footsteps lighter than dew. During catastrophic wars and disasters, tennins descend from Nirvana to mend what is broken and soothe those who suffer. The realm of Nirvana often promotes the virtuous souls of dutiful craftspeople and dedicated musicians to the ranks of the brocade angels so they might use their talents to bring beauty and kindness to a Universe overwhelmed by war. It feels like there have always been too few tennins to attend to the needs of an entire world. Tragically, their numbers are dwindling in the wake of Gorum's death, which has sparked and renewed numerous conflicts. Many angels have fallen or lost their way amid the discord. Recall Knowledge - Celestial (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Tennin Source Monster Core 2 pg. 26 Perception +17; darkvision, fingers upon the loom (precise) 60 feet Languages Diabolic, Draconic, Empyrean; truespeech Skills Acrobatics +19, Crafting +19, Performance +19, Religion +19, Society +17 Str +2 Dex +6 Con +3 Int +2 Wis +4 Cha +6 Fingers Upon the Loom The tennin can detect creatures wearing or holding any clothing as a precise sense with a range of 60 feet. Flawless Celestial Shawl Each tennin has a unique flawless celestial shawl (see below). A tennin without their flawless celestial shawl can't use their fly Speed or cast divine innate spells. Secrets of Immortality The tennin can use Occultism instead of Medicine to Administer First Aid, Treat Disease, Treat Poison, and Treat Wounds. Items flawless celestial shawl , +1 striking handwraps of mighty blows --- AC 27 Fort +16 Ref +21 Will +17 HP 155 Resistances cold 10 Weaknesses unholy 10 Five Color Dance (aura, divine) 30 feet. Any piece of clothing or equipment worn or held by an ally within the aura has its Hardness increased by 3, Hit Points increased by 20, and Broken Threshold increased by 10. --- Speed 30 feet, fly 40 feet; dancer across the heavens, unfettered movement Melee Single Action fist +20 (Agile, Finesse, Holy, Magical, Nonlethal), Damage 2d8+6 bludgeoning plus 2d6 spirit Divine Innate Spells DC 29, attack +21 - Cantrips (5th) Divine Lance, Frostbite, Know the Way, Sigil - 2nd Peaceful Rest (at will) - 4th Sure Footing (at will) - 5th Heal, Safe Passage, Wall of Ice - Constant (5th) Truespeech, Unfettered Movement Dancer Across the Heavens The tennin can Step into difficult terrain and can use either their land or fly Speed to Step. Also, when the tennin attempts a Performance check to dance, they can Step or Stride as a free action. Tragedies Of Two Worlds Brocade angels often become entangled in romantic relations with mortals, especially with virtuous individuals who share similarly lofty goals. These affairs rarely go well, as the endless duties of Heaven take precedence over the joys and comforts of the heart. Still, some tennins have been known to discard their flawless celestial shawls to stay with their lovers. Darker tales also exist of unscrupulous mortals overcome by desire or greed, who steal these shawls to force the angels to stay with or serve them. ","skill_mod":{"society":17,"performance":19,"crafting":19,"acrobatics":19,"religion":19},"image":["/Images/Monsters/Angel_Tennin.webp"],"primary_source":"Monster Core 2","spell":["Heal","Safe Passage","Wall of Ice","Sure Footing","Peaceful Rest","Divine Lance","Frostbite","Know the Way","Sigil","Truespeech","Unfettered Movement"],"ac":27,"item":["flawless celestial shawl","+1 striking handwraps of mighty blows"],"level":9,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision , fingers upon the loom ( precise ) 60 feet","resistance":{"cold":10},"intelligence":2,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Tennin","pfs":"Standard","rarity":"common","strike_damage_average":[22],"attack_bonus":[20],"constitution":3,"creature_family":"Angel","spell_attack_bonus":[21],"will_save":17,"speed":{"fly":40,"max":40,"land":30},"wisdom":4,"weakness":{"unholy":10},"creature_ability":["Fingers Upon the Loom","Flawless Celestial Shawl","Secrets of Immortality","Five Color Dance","Dancer Across the Heavens"],"skill":["Acrobatics","Crafting","Performance","Religion","Society"],"tradition":["Divine"],"summary":"Celestial artisans and elegant dancers called tennins serve as Nirvana's attendants, where they weave the gods' marvelous, seamless garments from …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4029","dexterity":6,"category":"creature","slug":"creature-4029"},{"primary_source_category":"Rulebooks","strength":8,"hp":300,"language":["Diabolic","Draconic","Empyrean","Requian","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":29,"trait":["Angel","Celestial","Holy","Medium"],"id":"creature-4030","text":" Sramana (Renouncer Angel) Sramanas, or renouncer angels, exist to help liberate the penitent and ease their suffering. Unusual for angels of such power, sramanas are drawn exclusively from compassionate and enlightened mortal souls who are often more perceptive to the pains of mortal existence. These tireless celestials embark upon impossible tasks and unfathomable labors to free souls lost, abandoned, and imprisoned in the Lower Planes. This earns them great enmity from fiends and other callous entities, many of whom treat souls as simple playthings and currency and who ironically see the renouncer angels as thieves of souls they've “rightfully” cheated, stolen, or trafficked for their own purposes. Recall Knowledge - Celestial (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Sramana Source Monster Core 2 pg. 28 Perception +29; darkvision, heed the fettered (imprecise) 120 feet Languages Diabolic, Draconic, Empyrean, Requian; truespeech Skills Acrobatics +23, Athletics +29, Diplomacy +26, Legal Lore +27, Medicine +27, Religion +29 Str +8 Dex +4 Con +6 Int +4 Wis +8 Cha +5 Heed the Fettered The sramana can detect penitent creatures who wish to atone for their misdeeds, creatures with the soulbound trait, and soul gems as an imprecise sense with a range of 120 feet. Soul-Rescuing Vow A sramana can use interplanar teleport to teleport near a truly penitent creature, soulbound creature, or soul gem of which they're aware. If they do, they don't need a planar key and arrive 1d20 miles away from the subject. They can also teleport to Nirvana or The Boneyard without a planar key. Items +1 striking handwraps of mighty blows , expanded healer's toolkit, +2 striking khakkara --- AC 36 Fort +26 Ref +24 Will +28 HP 300 Immunities confused, fear Resistances mental 15 Weaknesses unholy 15 Aura of Renunciation (aura, divine, mental) 100 feet. Truly penitent creatures in the sramana's aura are affected by a DC 35 sanctuary spell. If any creature within the aura takes a hostile action, sanctuary ends for only that creature, not for the other creatures in the aura. In addition, soul gems in the aura can't be ingested, consumed, or otherwise used. A creature who attempts to do so becomes sickened 1 unless it succeeds at a DC 37 Fortitude save. --- Speed 40 feet, fly 75 feet Melee Single Action khakkara +31 (Holy, Shove, two-hand d10, versatile P), Damage 2d6+14 bludgeoning plus 2d6 spirit Melee Single Action fist +30 (Agile, Holy, Nonlethal, Unarmed), Damage 2d4+14 bludgeoning plus 2d6 spirit Divine Innate Spells DC 37, attack +29 - Cantrips (8th) Daze, Divine Lance, Light, Message, Vitality Lash - 7th Calm, Cleanse Affliction, Dispel Magic, Divine Decree, Heal, Interplanar Teleport (at will; see soul-rescuing vow), Planar Seal, Sending - 8th Clear Mind, Divine Inspiration, Moment of Renewal, Pinpoint - Constant (5th) Truespeech Rituals DC 37 - 1st Angelic Messenger - 4th Atone Shelter the Suffering Two Actions Frequency once per day; Effect The sramana tosses the shawl of their robes into the air, where it expands to protect the suffering. Each truly penitent creature in a 100-foot emanation is affected by an invisibility spell, and the area is affected by the field of life spell, though it affects only penitent creatures and soulbound creatures. These effects last for 1 round but can be sustained for up to 1 hour. Soul Saviors Over the course of helping souls renounce suffering, many sramanas develop alliances with psychopomps, whose goal of returning the lost and trapped to the River of Souls they gladly share. These bonds run so deep that it isn't unusual to find sramana volunteering as legal advocates in the Boneyard's courts. ","skill_mod":{"diplomacy":26,"medicine":27,"athletics":29,"acrobatics":23,"religion":29},"image":["/Images/Monsters/Angel_Sramana.webp"],"primary_source":"Monster Core 2","spell":["Clear Mind","Divine Inspiration","Moment of Renewal","Pinpoint","Calm","Cleanse Affliction","Dispel Magic","Divine Decree","Heal","Interplanar Teleport","Planar Seal","Sending","Daze","Divine Lance","Light","Message","Vitality Lash","Truespeech"],"ac":36,"item":["+1 striking handwraps of mighty blows","expanded healer's toolkit","+2 striking khakkara"],"level":15,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision , heed the fettered ( imprecise ) 120 feet","resistance":{"mental":15},"intelligence":4,"reflex_save":24,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":26,"size":["Medium"],"name":"Sramana","pfs":"Standard","rarity":"common","strike_damage_average":[26,28],"attack_bonus":[30,31],"constitution":6,"immunity":["confused","fear"],"creature_family":"Angel","spell_attack_bonus":[29],"will_save":28,"speed":{"fly":75,"max":75,"land":40},"wisdom":8,"weakness":{"unholy":15},"creature_ability":["Heed the Fettered","Soul-Rescuing Vow","Aura of Renunciation","Shelter the Suffering"],"skill":["Acrobatics","Athletics","Diplomacy","Legal Lore","Medicine","Religion"],"tradition":["Divine"],"summary":"Sramanas, or renouncer angels, exist to help liberate the penitent and ease their suffering. Unusual for angels of such power, sramanas are drawn …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4030","dexterity":4,"category":"creature","slug":"creature-4030"},{"attack_bonus":[34,34],"constitution":7,"primary_source_category":"Rulebooks","strength":9,"hp":350,"language":["Common","Empyrean","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Angel","spell_attack_bonus":[30],"will_save":33,"charisma":7,"speed":{"fly":45,"max":45,"land":30},"perception":29,"wisdom":6,"weakness":{"unholy":15},"creature_ability":["Aura of Reflection","Reactive Strike","Reflect Spell","Nail Barrage","Soul Reflection"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Religion","Society"],"trait":["Angel","Celestial","Holy","Uncommon","Large"],"id":"creature-4031","text":" Ninkonda (Hunter Angel) When once-honorable mortals fall to wickedness and perform terrible atrocities, ninkondas set out to track them down. Clad in plate armor that features a brilliantly shining mirror in the chest and bearing spikes and nails impaled into their bodies, ninkondas serve as hunters for celestial forces. Rather than immediately slaying their quarries, however, ninkondas do their best to encourage a change of heart and foster eventual redemption in their targets. Ninkondas use their mirrors to reflect the sins of the target and showcase the state of their soul, and many targets seek to change after glimpsing this reflection. Those who don't soon find themselves facing off against the wordless might of their hunter. Recall Knowledge - Celestial (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ninkonda Source Monster Core 2 pg. 29 Perception +29; darkvision, truesight Languages Common, Empyrean; truespeech Skills Acrobatics +27, Athletics +34, Diplomacy +34, Intimidation +30, Religion +28, Society +26 Str +9 Dex +4 Con +7 Int +3 Wis +6 Cha +7 --- AC 39 Fort +30 Ref +27 Will +33 HP 350 Weaknesses unholy 15 Aura of Reflection (aura, divine, holy, mental, visual) 60 feet. The ninkonda's mirror reflects the weaknesses in creatures' souls. A creature that enters or starts its turn in the aura must succeed at a DC 36 Will save or be dazzled and take a –2 penalty to Will saves against the ninkonda's abilities for 1 round. Reactive Strike Reaction Reflect Spell Reaction Trigger The ninkonda is targeted by a ranged spell attack; Effect The ninkonda attempts to reflect the spell with the mirror in their armor. They gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the spell is reflected back at the caster, who must roll a second ranged spell attack against their own AC to determine if the spell hits them instead. --- Speed 30 feet, fly 45 feet Melee Single Action nailed fist +34 (Agile, Holy, Magical, versatile P), Damage 2d6+17 bludgeoning plus 2d8 piercing Ranged Single Action nail blast +34 (Holy, Magical, range 60 feet), Damage 3d8+8 piercing plus 2d8 persistent bleed Divine Innate Spells DC 38, attack +30 - Cantrips (9th) Divine Lance, Light - 3rd Ring of Truth (at will) - 7th Interplanar Teleport (self only) - 8th Pinpoint - Constant (6th) Truesight, Truespeech Rituals DC 38 - 1st Angelic Messenger - 4th Atone Nail Barrage Two Actions (Divine) The ninkonda sprays a mass of nails that deal 14d8 piercing damage in a 20-foot emanation with a DC 38 basic Reflex save. They can't use Nail Barrage again for 1d4 rounds. Soul Reflection Single Action (Divine, Holy, Mental, Visual) The ninkonda aims the mirror in their armor at a creature dazzled by their aura of reflection to force the creature to gaze upon its past sins. The creature must succeed at a DC 38 Will save or become slowed 1 for 1 round as it reflects upon its actions (or 1 minute on a critical failure, as the creature's actions continue to weigh on it). A holy creature or a morally upstanding creature (as determined by the GM) uses the outcome that is one degree of success better than it rolled on its save. A creature that fails its save is then temporarily immune to Soul Reflection for 1 minute. Seeking Redemption Ninkondas have a particularly unique origin among angels. While the occasional ninkonda is born from the soul of a righteous mortal who sought to continue their work of redeeming others in the afterlife, most stem from the ranks of the less scrupulous. After centuries or millennia of perseverance, souls seeking true redemption earn the ability to join the celestial ranks of angels, usually as cassisians or other lowly beings. As they rise through the celestial ranks, they gravitate toward the role of ninkondas in hopes of helping others. In a way, ninkondas are self-perpetuating. Given enough time, they could amass countless angels within their ranks thanks to their own efforts. ","tradition":["Divine"],"skill_mod":{"society":26,"diplomacy":34,"athletics":34,"intimidation":30,"acrobatics":27,"religion":28},"summary":"When once-honorable mortals fall to wickedness and perform terrible atrocities, ninkondas set out to track them down. Clad in plate armor that …","image":["/Images/Monsters/Angel_Ninkonda.webp"],"primary_source":"Monster Core 2","spell":["Pinpoint","Interplanar Teleport","Ring of Truth","Divine Lance","Light","Truesight","Truespeech"],"trait_group":["Monster","Creature Type","Mechanics","Rarity"],"ac":39,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4031","intelligence":3,"reflex_save":27,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":30,"size":["Large"],"name":"Ninkonda","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[30,33],"slug":"creature-4031"},{"primary_source_category":"Adventure Paths","strength":1,"hp":24,"language":["Common","Undercommon"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","charisma":1,"perception":7,"trait":["Fey","Gremlin","Unique","LE","Small"],"id":"creature-4032","text":" Boss Skrawng Nethys Note: No description has been provided for this NPC. Recall Knowledge - Fey (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Boss Skrawng Source Pathfinder #163: Ruins of Gauntlight pg. 11 Perception +7; darkvision, scent (imprecise) 30 feet Languages Common, Undercommon Skills Acrobatics +7, Diplomacy +4, Nature +5, Stealth +7, Thievery +7 Str +1 Dex +4 Con +1 Int +0 Wis +2 Cha +1 Items Blowgun (10 darts), 2 with spear frog poison), mud and bug crown, Trident --- AC 16 Fort +4 Ref +9 Will +8 HP 24 Weaknesses cold iron 3 --- Speed 20 feet, climb 20 feet Melee Single Action trident +6, Damage 1d8+1 piercing Ranged Single Action blowgun +9 (Agile, nonlethal, range increment 20 feet), Damage 1 piercing plus spear frog poison Ranged Single Action trident +9 (thrown 20 feet), Damage 1d8+1 piercing Primal Innate Spells DC 17 - Cantrips (1st) Prestidigitation - 1st Bane - 2nd Speak with Animals (at will; arthropods only) Spear Frog Poison (Poison) Saving Throw DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and enfeebled 1 (1 round) Vengeful Anger (Emotion, mental) As long as he isn't frightened, Boss Skrawng gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it. ","skill_mod":{"diplomacy":4,"nature":5,"thievery":7,"stealth":7,"acrobatics":7},"primary_source":"Pathfinder #163: Ruins of Gauntlight","spell":["Speak with Animals","Bane","Prestidigitation"],"ac":16,"item":["Blowgun (10 darts)","2 with spear frog poison)","mud and bug crown","Trident"],"level":1,"spell_dc":[17],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":4,"source_group":["Abomination Vaults"],"size":["Small"],"spoilers":"Abomination Vaults","name":"Boss Skrawng","alignment":"LE","rarity":"unique","strike_damage_average":[5,5],"attack_bonus":[6,9,9],"constitution":1,"will_save":8,"speed":{"climb":20,"max":20,"land":20},"wisdom":2,"weakness":{"cold_iron":3},"creature_ability":["Spear Frog Poison","Vengeful Anger"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Diplomacy","Nature","Stealth","Thievery"],"tradition":["Primal"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4032","dexterity":4,"category":"creature","slug":"creature-4032"},{"attack_bonus":[11,14],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":80,"language":["Aklo"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","will_save":11,"charisma":-2,"speed":{"max":20,"land":10,"swim":20},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Death Burst","Blood Drain"],"primary_source_group":"Abomination Vaults","skill":["Athletics"],"trait":["Amphibious","Undead","Unique","NE","Medium"],"id":"creature-4033","text":" Bloodsiphon Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Bloodsiphon Source Pathfinder #163: Ruins of Gauntlight pg. 23 Perception +10; tremorsense 30 feet Languages Aklo Skills Athletics +12 Str +4 Dex +1 Con +3 Int -2 Wis +3 Cha -2 --- AC 19 Fort +11 Ref +7 Will +11 HP 80 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Death Burst (aura, necromancy, occult) When the bloodsiphon dies, its body explodes in a cloudy red burst of necrotic dried blood in a 20-foot area. Creatures in range must attempt a DC 21 Reflex save. Critical Success The creature is unaffected. Success The creature takes 2d6 negative damage. Failure The creature takes 4d6 negative damage. Critical Failure The creature takes 6d6 negative damage and is enfeebled 2 for 1 hour. --- Speed 10 feet, swim 20 feet Melee Single Action mouth +14, Damage 2d8+6 piercing plus Grab Ranged Single Action spittle +11 (range 30 feet), Damage 3d6 negative Blood Drain Single Action Requirements The bloodsiphon has a creature grabbed or restrained; Effect The bloodsiphon drains blood from the creature it has grabbed. This deals 4d4 damage and the bloodsiphon grows temporarily moist and slimy as it regains 8 Hit Points, gaining any excess as temporary Hit Points that last for 1 minute. A creature that has its blood drained by the bloodsiphon is drained 1 until it receives any type of healing. ","skill_mod":{"athletics":12},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Monster","Creature Type","Rarity"],"ac":19,"level":4,"source_category":["Adventure Paths"],"sense":" tremorsense 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4033","intelligence":-2,"reflex_save":7,"strongest_save":["fort","fortitude","will"],"dexterity":1,"fortitude_save":11,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Bloodsiphon","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[10,15],"slug":"creature-4033"},{"attack_bonus":[12,12],"constitution":1,"primary_source_category":"Adventure Paths","strength":4,"hp":48,"language":["Aklo","Common","Necril","Undercommon"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","will_save":10,"charisma":1,"speed":{"climb":20,"max":30,"land":30,"burrow":5},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Consume Flesh","Ghoul Fever","Paralysis","Sneak Attack","Swift Leap"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Crafting","Occultism","Stealth"],"trait":["Ghoul","Undead","Unique","CN","Medium"],"id":"creature-4034","text":" Augrael Nethys Note: No description has been provided for this NPC . Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Augrael Source Pathfinder #163: Ruins of Gauntlight pg. 35 Perception +8; darkvision Languages Aklo, Common, Necril, Undercommon Skills Acrobatics +8, Athletics +9, Crafting +9, Occultism +10, Stealth +10 Str +4 Dex +3 Con +1 Int +1 Wis +3 Cha +1 Light Blindness --- AC 18 Fort +8 Ref +12 Will +10 HP 48 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 30 feet, burrow 5 feet, climb 20 feet Melee Single Action jaws +12, Damage 1d8+7 piercing plus ghoul fever and paralysis Melee Single Action claw +12 (Agile), Damage 1d6+7 slashing plus paralysis Consume Flesh Single Action (Manipulate) Requirements Augrael is adjacent to the corpse of an undead creature that was destroyed within the last hour; Effect Augrael devours a chunk of the destroyed undead creature and regains 2d6 Hit Points. He can regain Hit Points from any given corpse only once. Ghoul Fever (Disease) Saving Throw DC 20 Fortitude; Stage 1 carrier with no ill effects (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight Paralysis (Incapacitation, occult, necromancy) Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 20 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each save. Sneak Attack Augrael deals an extra 1d6 precision damage to flat-footed creatures. Swift Leap Single Action Augrael jumps up to half his Speed. This movement doesn't trigger reactions. ","skill_mod":{"crafting":9,"stealth":10,"athletics":9,"occultism":10,"acrobatics":8},"summary":"Nethys Note: No description has been provided for this NPC .","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Monster","Creature Type","Rarity"],"ac":18,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=4034","intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Augrael","alignment":"CN","category":"creature","rarity":"unique","strike_damage_average":[10,11],"slug":"creature-4034"},{"attack_bonus":[14],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":48,"language":["Aklo","Common","Necril","Undercommon"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","will_save":12,"charisma":0,"speed":{"fly":25,"max":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["C13","Rejuvenation","Malevolent Possession","Poisoned Breath",""],"primary_source_group":"Abomination Vaults","skill":["Library Lore","Stealth"],"trait":["Ghost","Incorporeal","Spirit","Undead","Unique","LE","Medium"],"id":"creature-4035","text":" Jarelle Kaldrian Nethys Note No description has been provided for his NPC. Recall Knowledge - Spirit (Occultism): DC 30 Recall Knowledge - Undead (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Jarelle Kaldrian Source Pathfinder #163: Ruins of Gauntlight pg. 40 Perception +12; darkvision Languages Aklo, Common, Necril, Undercommon Skills Library Lore +15, Stealth +14 Str -5 Dex +5 Con +0 Int +2 Wis +3 Cha +0 Site Bound (area C13 ) --- AC 21 Fort +9 Ref +14 Will +12 HP 48 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances ; double resistance vs. non-magical) Rejuvenation (divine, necromancy) Removing this room's tables and tools allows Jarelle to move on to the afterlife. --- Speed fly 25 feet Melee Single Action ghostly hand +14 (Agile, finesse, magical), Damage 3d8 negative Malevolent Possession Two Actions (Divine, incapacitation, mental, necromancy, possession) Jarelle attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell (with a spell DC of 22), except since Jarelle doesn't have a physical body, she is unaffected by that restriction of the spell. Poisoned Breath Two Actions (Divine, necromancy, poison) Jarelle exhales a 15-foot cone of toxic mist that deals 5d6 poison damage (DC 22 basic Fortitude save; on a critical failure, the target is also enfeebled 1 for 24 hours). She then can't use Poisoned Breath again for 1d4 rounds. ","skill_mod":{"stealth":14},"summary":"Nethys Note No description has been provided for his NPC.","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Monster","Creature Type","Rarity"],"ac":21,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=4035","intelligence":2,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":9,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Jarelle Kaldrian","alignment":"LE","category":"creature","rarity":"unique","strike_damage_average":[13],"slug":"creature-4035"},{"primary_source_category":"Adventure Paths","strength":4,"hp":45,"language":["Aklo","Common","Necril","Undercommon"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","charisma":3,"perception":11,"trait":["Ghoul","Uncommon","Undead","CE","Medium"],"id":"creature-4036","text":" Canker Cultist Nethys Note: No description has been provided for this monster. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Canker Cultist Source Pathfinder #163: Ruins of Gauntlight pg. 41 Perception +11; darkvision Languages Aklo, Common, Necril, Undercommon Skills Acrobatics +9, Athletics +10, Intimidation +10, Occultism +8, Religion +8, Stealth +9 Str +4 Dex +3 Con +1 Int +1 Wis +3 Cha +3 Items 2 lumps of decayed flesh strung on a necklace --- AC 19 Fort +7 Ref +9 Will +12 HP 45 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 30 feet, burrow 5 feet Melee Single Action jaws +12, Damage 1d8+6 piercing plus ghoul fever and paralysis Melee Single Action claw +12 (Agile), Damage 1d4+6 slashing plus paralysis Occult Prepared Spells DC 20, attack +12 - Cantrips (2nd) Chill Touch, Daze, Mage Hand, Telekinetic Projectile - 1st Command, Grim Tendrils, Enfeeble - 2nd Harm, Phantom Pain Consume Flesh Single Action (Manipulate) Requirements The Canker cultist is adjacent to the corpse of a creature that died within the last hour, or is carrying a specially prepared lump of decaying flesh; Effect The Canker cultist devours a chunk of the corpse or the lump of decaying flesh and regains Hit Points. They regain 1d6 Hit Points from consuming the flesh of a creature that died within the last hour, and 2d6 Hit Points from the lump. The cultist can regain Hit Points from any given corpse only once. Ghoul Fever (Disease) Saving Throw DC 20 Fortitude; Stage 1 carrier with no ill effects (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight Paralysis (Incapacitation, occult, necromancy) Any living, non-elf creature hit by a Canker cultist's attack must succeed at a DC 20 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each save. Swift Leap Single Action The cultist jumps up to half its Speed. This movement doesn't trigger reactions. ","skill_mod":{"stealth":9,"athletics":10,"intimidation":10,"occultism":8,"acrobatics":9,"religion":8},"primary_source":"Pathfinder #163: Ruins of Gauntlight","spell":["Harm","Phantom Pain","Command","Grim Tendrils","Enfeeble","Chill Touch","Daze","Mage Hand","Telekinetic Projectile"],"ac":19,"item":["2 lumps of decayed flesh strung on a necklace"],"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":7,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Canker Cultist","alignment":"CE","rarity":"uncommon","strike_damage_average":[8,10],"attack_bonus":[12,12],"constitution":1,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[12],"will_save":12,"speed":{"max":30,"land":30,"burrow":5},"wisdom":3,"weakness":{},"creature_ability":["Consume Flesh","Ghoul Fever","Paralysis","Swift Leap"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Intimidation","Occultism","Religion","Stealth"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this monster.","trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4036","dexterity":3,"category":"creature","slug":"creature-4036"},{"attack_bonus":[15,15],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":75,"language":["Aklo","Common","Necril","Undercommon"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","will_save":10,"charisma":2,"speed":{"max":30,"land":30,"burrow":5},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Consume Tattooed Flesh","Ghoul Fever","Paralysis","Swift Leap"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Crafting","Occultism","Stealth"],"trait":["Ghoul","Undead","Unique","CE","Medium"],"id":"creature-4037","text":" Aller Rosk Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Aller Rosk Source Pathfinder #163: Ruins of Gauntlight pg. 43 Perception +15; darkvision Languages Aklo, Common, Necril, Undercommon Skills Acrobatics +13, Athletics +14, Crafting +13, Occultism +11, Stealth +11 Str +5 Dex +2 Con +4 Int +4 Wis +2 Cha +2 --- AC 22 Fort +14 Ref +12 Will +10 HP 75 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 30 feet, burrow 5 feet Melee Single Action jaws +15, Damage 2d8+7 piercing plus ghoul fever and paralysis Melee Single Action claw +15 (Agile), Damage 2d6+7 slashing plus paralysis Consume Tattooed Flesh Single Action (Manipulate) Requirements Aller is adjacent to a tattooed scrap of flesh or to the corpse of a creature that died within the last hour; Effect Aller devours a bite of flesh and regains 4d6 Hit Points. If the piece of flesh was tattooed, he is also quickened 1 and can use this extra action to make a jaws Strike. Aller then can't Consume Flesh for 1d4 rounds. He has one piece of tattooed flesh on his person. Ghoul Fever (Disease) Stage 1 carrier with no ill effects (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight Paralysis (Incapacitation, occult, necromancy Any living, non-[elf creature hit by Aller's attack must succeed at a DC 22 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns](/Traits.aspx?ID=588)) Swift Leap Single Action Aller jumps up to half his Speed. This movement doesn't trigger reactions. ","skill_mod":{"crafting":13,"stealth":11,"athletics":14,"occultism":11,"acrobatics":13},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Monster","Creature Type","Rarity"],"ac":22,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=4037","intelligence":4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":14,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Aller Rosk","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[14,16],"slug":"creature-4037"},{"primary_source_category":"Adventure Paths","strength":4,"hp":75,"language":["Aklo","Common","Necril","Undercommon"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","charisma":5,"perception":10,"trait":["Ghoul","Undead","Unique","CE","Medium"],"id":"creature-4038","text":" Nhakazarin Nethys Note: No description has been provided for this NPC. Recall Knowledge - Undead (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Nhakazarin Source Pathfinder #163: Ruins of Gauntlight pg. 48 Perception +10; darkvision Languages Aklo, Common, Necril, Undercommon Skills Acrobatics +11, Athletics +13, Intimidation +14, Occultism +11, Religion +10, Stealth +11 Str +4 Dex +2 Con +4 Int +2 Wis -1 Cha +5 Items staff of necromancy --- AC 21 Fort +15 Ref +12 Will +9 HP 75 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 30 feet, burrow 5 feet Melee Single Action jaws +14, Damage 2d8+6 piercing plus ghoul fever and paralysis Melee Single Action claw +14 (Agile), Damage 2d6+6 slashing plus paralysis Melee Single Action staff +14 (Magical, two-hand d8), Damage 1d4+6 bludgeoning Divine Prepared Spells DC 22, attack +14 - Cantrips (3rd) Chill Touch, Daze, Read Aura, Shield, Sigil - 1st Bane, Command, Harm, Enfeeble - 2nd Dispel Magic, Harm, Silence, Sound Burst - 3rd Chilling Darkness, Harm, Vampiric Touch Domain Spells 1 Focus Point, DC 22 - 3rd Touch of Undeath Consume Flesh Single Action (Manipulate) Requirements Nhakazarin is adjacent to the corpse of a creature that died within the last hour; Effect Nhakazarin devours a chunk of the corpse and regains 3d6 Hit Points. Nhakazarin can regain Hit Points from any given corpse only once. Consume Masterpiece Single Action (Manipulate) Requirements Nhakazarin is adjacent to the rotting statue of Belcorra in area C34 ; Effect Nhakazarin devours a chunk of flesh from the statue and regains 3d6 Hit Points and is quickened 1 for 1 round. She can use this extra action only to make a jaws Strike or Cast a Spell. She can feed from the statue only once each day. Ghoul Fever (disease Saving Throw DC 22 Fortitude) Stage 1 carrier with no ill effects (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight Paralysis (Incapacitation, occult, necromancy) Any living, non-elf creature hit by a attack from Nhakazarin must succeed at a DC 22 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each save. Swift Leap Single Action Nhakazarin jumps up to half her Speed. This movement doesn't trigger reactions. ","skill_mod":{"stealth":11,"athletics":13,"intimidation":14,"occultism":11,"acrobatics":11,"religion":10},"primary_source":"Pathfinder #163: Ruins of Gauntlight","spell":["Chilling Darkness","Harm","Vampiric Touch","Dispel Magic","Silence","Sound Burst","Bane","Command","Enfeeble","Chill Touch","Daze","Read Aura","Shield","Sigil","Touch of Undeath"],"ac":21,"item":["staff of necromancy"],"level":5,"spell_dc":[22,22],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":12,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":15,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Nhakazarin","alignment":"CE","rarity":"unique","strike_damage_average":[8,13,15],"attack_bonus":[14,14,14],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[14],"will_save":9,"speed":{"max":30,"land":30,"burrow":5},"wisdom":-1,"weakness":{},"creature_ability":["Consume Flesh","Consume Masterpiece","Ghoul Fever","Paralysis","Swift Leap"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Intimidation","Occultism","Religion","Stealth"],"tradition":["Divine"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=4038","dexterity":2,"category":"creature","slug":"creature-4038"},{"attack_bonus":[16],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":64,"language":["Common","Elven","Undercommon"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","will_save":11,"charisma":2,"speed":{"fly":25,"max":25},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Site Bound","C36","C37","Rejuvenation","Despairing Cry"],"primary_source_group":"Abomination Vaults","skill":["Scriptorium Lore","Society","Stealth"],"trait":["Ghost","Incorporeal","Spirit","Undead","Unique","CE","Medium"],"id":"creature-4039","text":" Chandriu Invisar Nethys Note: No description has been provided for this NPC. Recall Knowledge - Spirit (Occultism): DC 32 Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Chandriu Invisar Source Pathfinder #163: Ruins of Gauntlight pg. 50 Perception +17; darkvision Languages Common, Elven, Undercommon Skills Scriptorium Lore +18, Society +16, Stealth +15 Str -5 Dex +5 Con +0 Int +4 Wis +3 Cha +2 Site Bound Chandriu Invisar can stray only a short distance from where it was killed or the place it haunts.(area C36 and C37 ) --- AC 23 Fort +12 Ref +17 Will +11 HP 64 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances ; double resistance vs. non-magical) Rejuvenation (divine, necromancy) To put Chandriu to rest permanently, a hero must convince her to stop pining over Volluk with a successful DC 21 Diplomacy check. Regardless of the result of this check, Chandriu flies into a rage and attacks, but if the Diplomacy check is successful, she is slowed 1 for 10 rounds while she fights. If defeated while she is slowed, she is put to rest. --- Speed fly 25 feet Melee Single Action ghostly hand +16 (Agile, finesse, magical), Damage 3d8+4 negative Despairing Cry Two Actions (Auditory, divine, emotion, enchantment, mental) Chandriu wails in despair at her loss and betrayal, forcing each living creature within 30 feet to attempt a DC 24 Will save. On a failure, a creature becomes slowed 1 (slowed 2 on a critical failure) for 1 round as they are overcome with sadness over their own missed opportunities. On a success, a creature is temporarily immune to Chandriu's Despairing Cry for 1 minute. ","skill_mod":{"society":16,"stealth":15},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Monster","Creature Type","Rarity"],"ac":23,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=4039","intelligence":4,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":12,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Chandriu Invisar","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[17],"slug":"creature-4039"},{"primary_source_category":"Adventure Paths","strength":4,"hp":85,"language":["Aklo","Common","Elven","Undercommon"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","charisma":2,"perception":15,"trait":["Aberration","Swarm","Unique","CE","Medium"],"id":"creature-4042","text":" Volluk Azrinae Nethys Note: No description has been provided for this creature. Recall Knowledge - Aberration (Occultism): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Volluk Azrinae Source Pathfinder #163: Ruins of Gauntlight pg. 54 Perception +15; darkvision, tremorsense (imprecise) 30 feet Languages Aklo, Common, Elven, Undercommon Skills Acrobatics +17, Crafting +15, Deception +15, Intimidation +17, Occultism +17, Religion +15, Stealth +15 Str +4 Dex +6 Con +2 Int +6 Wis +4 Cha +2 --- AC 25 all-around vision Fort +13 Ref +17 Will +15 HP 85 (fast healing 7) Immunities disease, paralyzed, poison, precision, swarm mind, unconscious Resistances physical 7 Weaknesses area damage 7, splash damage 7 Discorporate As worm that walks, but slow-moving leeches give the heroes 2 rounds, rather than 1 round, to dispatch the fleeing vermin before they escape Hateful Memories (enchantment, emotion, mental, occult, visual) If Volluk can see an accurate depiction of his former appearance as a living drow at the start of his turn, he must attempt a DC 28 Will save or become filled with self-loathing and become slowed 1 for 1 round. --- Speed 10 feet, swim 25 feet Melee Single Action tendril +18 (reach 10 feet), Damage 2d8+8 persistent piercing damage Rituals - 4th Animate Object, Create Undead Occult Spontaneous Spells DC 25, attack +17 - Cantrips (4th) Daze, Light, Mage Hand, Read Aura, Shield - 1st Alarm, Grim Tendrils, Mindlink, Unseen Servant (4 slots) - 2nd Comprehend Language, Illusory Disguise, Mirror Image, Vomit Swarm (4 slots) - 3rd Bind Undead, Mind Reading, Paralyze, Phantom Pain (4 slots) - 4th Dimension Door, Suggestion, Worm's Repast (3 slots) Divine Innate Spells DC 25 - Cantrips (4th) Dancing Lights - 2nd Darkness (at will), Faerie Fire (at will) Squirming Embrace Single Action Volluk Strides, ending his movement sharing a space with a creature, and deals 3d8 piercing damage to the creature. The creature can attempt a DC 23 basic Reflex save. Swarm Shape Single Action (Concentrate) Volluk collapses into a shapeless swarm of leeches. He drops all held, worn, and carried items. While discorporated, he can't use attack actions and can't cast spells, but he can move through areas small enough for his individual leeches to fit without having to Squeeze. He can use the same action to coalesce back into his normal form. ","skill_mod":{"deception":15,"crafting":15,"stealth":15,"intimidation":17,"occultism":17,"acrobatics":17,"religion":15},"primary_source":"Pathfinder #163: Ruins of Gauntlight","spell":["Dimension Door","Suggestion","Worm's Repast","Bind Undead","Mind Reading","Paralyze","Phantom Pain","Comprehend Language","Illusory Disguise","Mirror Image","Vomit Swarm","Alarm","Grim Tendrils","Mindlink","Unseen Servant","Daze","Light","Mage Hand","Read Aura","Shield","Darkness","Faerie Fire","Dancing Lights"],"ac":25,"level":7,"spell_dc":[25,25],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet","resistance":{"bludgeoning":7,"piercing":7,"slashing":7,"physical":7},"intelligence":6,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":13,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Volluk Azrinae","alignment":"CE","rarity":"unique","strike_damage_average":[17],"attack_bonus":[18],"constitution":2,"immunity":["disease","paralyzed","poison","precision","swarm mind","unconscious"],"spell_attack_bonus":[17],"will_save":15,"speed":{"max":25,"land":10,"swim":25},"wisdom":4,"weakness":{"area":7},"creature_ability":["Discorporate","Hateful Memories","Squirming Embrace","Swarm Shape"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Crafting","Deception","Intimidation","Occultism","Religion","Stealth"],"tradition":["Occult","Divine"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4042","dexterity":6,"category":"creature","slug":"creature-4042"},{"primary_source_category":"Adventure Paths","strength":5,"hp":120,"language":["Common"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","charisma":2,"perception":14,"trait":["Beast","Human","Humanoid","Unique","Werecreature","NE","Medium"],"id":"creature-4043","text":" Jaul Mezmin Nethys Note: No description has been provided for this NPC. Recall Knowledge - Beast (Arcana, Nature): DC 32 Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Jaul Mezmin Source Pathfinder #163: Ruins of Gauntlight pg. 59 Perception +14; low-light vision, scent (imprecise) 30 feet Languages Common Skills Acrobatics +12, Athletics +15, Deception +12, Nature +14, Survival +14 Str +5 Dex +2 Con +0 Int -1 Wis +4 Cha +2 Wolf Empathy (divination, primal) Jaul can communicate with lupines. Items +1 striking katar>+1 striking katar (2), bejeweled necklace worth 10 gp featuring a porpoise and the engraving, “Ayla, My Beloved” --- AC 24 Fort +12 Ref +14 Will +16 +1 status vs. poison HP 120 Resistances poison 3 Weaknesses silver 7 --- Speed 25 feet Melee Single Action katar +17 (Agile, deadly d6, magical, monk), Damage 2d4+7 piercing Melee Single Action claw +16 (Agile), Damage 2d6+7 slashing Melee Single Action jaws +16, Damage 2d8+7 piercing plus curse of the werewolf Primal Prepared Spells DC 24, attack +15 - Cantrips (3rd) Acid Splash, Detect Magic, Produce Flame, Tanglefoot - 1st Feather Fall, Grease, Magic Fang - 2nd Heal, Summon Animal, Water Breathing - 3rd Heal, Lightning Bolt, Wall of Thorns Animal Order Spells 1 Focus Point, DC 24 - 3rd Heal Animal Change Shape Single Action (Concentrate, polymorph, primal, transmutation) Jaul changes into his humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. Jaul's natural form is its hybrid shape. In humanoid shape, Jaul uses its original humanoid size, loses his jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw. In animal shape, his Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses his weapon Strikes. human with fist +16 for 1d6+7 bludgeoning, or wolf with Speed 40 feet and jaws with Knockdown. Curse of the Werewolf (Curse, necromancy, primal) This curse only affects humanoids; Saving Throw DC 23 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werewolf until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious at dawn. Moon Frenzy (Polymorph, primal, transmutation) When a full moon appears in the night sky, Jaul must enter his hybrid form, can't Change Shape thereafter, becomes Large, increases his reach by 5 feet, and increases the damage of his jaws by 2. When the moon sets or the sun rises, Jaul returns to humanoid form and is fatigued for 2d4 hours. Wolf Coordination Jaul's Strikes deal 1d6 extra damage to creatures within his wolf's reach. ","skill_mod":{"deception":12,"nature":14,"survival":14,"athletics":15,"acrobatics":12},"primary_source":"Pathfinder #163: Ruins of Gauntlight","spell":["Heal","Lightning Bolt","Wall of Thorns","Summon Animal","Water Breathing","Feather Fall","Grease","Magic Fang","Acid Splash","Detect Magic","Produce Flame","Tanglefoot","Heal Animal"],"ac":24,"item":["+1 striking katar >+1 striking katar (2)","bejeweled necklace worth 10 gp featuring a porpoise and the engraving","“Ayla","My Beloved”"],"level":6,"spell_dc":[24,24],"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","resistance":{"poison":3},"intelligence":-1,"reflex_save":14,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":12,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Jaul Mezmin","alignment":"NE","rarity":"unique","strike_damage_average":[12,14,16],"attack_bonus":[16,16,17],"constitution":0,"spell_attack_bonus":[15],"will_save":16,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"silver":7},"creature_ability":["Wolf Empathy","Change Shape","Curse of the Werewolf","Moon Frenzy","Wolf Coordination"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Deception","Nature","Survival"],"tradition":["Primal"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity","Monster"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4043","dexterity":2,"category":"creature","slug":"creature-4043"},{"attack_bonus":[13],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":60,"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","will_save":9,"charisma":0,"speed":{"max":35,"land":35},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Jaul Coordination"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Stealth","Survival"],"trait":["Animal","Unique","N","Large"],"id":"creature-4044","text":" Jaul's Wolf Nethys Note: No description has been provided for this NPC. Recall Knowledge - Animal (Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Jaul's Wolf Source Pathfinder #163: Ruins of Gauntlight pg. 60 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +9, Athletics +11, Stealth +11, Survival +9 Str +5 Dex +3 Con +2 Int -4 Wis +3 Cha +0 --- AC 21 Fort +10 Ref +13 Will +9 HP 60 --- Speed 35 feet Melee Single Action jaws +13, Damage 2d6+7 piercing plus Knockdown Jaul Coordination The wolf deals 1d6 extra damage to creatures within Jaul's reach. ","skill_mod":{"survival":9,"stealth":11,"athletics":11,"acrobatics":9},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=4044","intelligence":-4,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":10,"source_group":["Abomination Vaults"],"size":["Large"],"spoilers":"Abomination Vaults","name":"Jaul's Wolf","alignment":"N","category":"creature","rarity":"unique","strike_damage_average":[14],"slug":"creature-4044"},{"attack_bonus":[19],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":120,"language":["Common","Elven","Gnomish"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","will_save":17,"charisma":4,"speed":{"fly":25,"max":25},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Site Bound","D18","Rejuvenation","D13","Filth Fever","Infested Shadow","Sneak Attack"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Society","Stealth","Thievery"],"trait":["Ghost","Incorporeal","Spirit","Undead","Unique","CG","Medium"],"id":"creature-4045","text":" Otari Ilvashti Otari Ilvashti recalls little of his life. His time as a child growing up in Absalom and his adventures with the other members of the Roseguard have dwindled to distant but pleasant memories. His fear of the devastation Belcorra plans to unleash upon Absalom is what keeps him shackled to this world as a ghost. When the Roseguard fought Belcorra in Gauntlight Keep, she unleashed a powerful magical explosion that collapsed the room where the fight took place. Belcorra and three heroes avoided the collapse and fought on— to Belcorra's ultimate defeat—but the rogue Otari was caught beneath the collapse. His companions assumed he was pulverized, but Otari had fallen into a level beneath Gauntlight Keep that none of the Roseguard knew existed. Otari desperately wanted to escape to the surface and share his discovery, but Belcorra's minions forced him to flee ever deeper into the vaults, until finally he was cornered in a dead-end cave by an immense otyugh that left him trapped and suffering from filth fever. Otari died in that deep cave, but his ghost lingers on. Campaign role Otari's role is to present the tasks necessary to reach the lower levels of the Abomination Vaults described in Pathfinder Adventure Path #164: Hands of the Devil. Once the heroes encounter Otari's ghost and drive off the wisps that torment him, he relates his tale of woe. He has difficulty remembering much of his life, but becomes very emotional if he learns that the Roseguard survived and named their town after him. While Otari's information about the dungeon is centuries out of date, his supernatural link to the Abomination Vaults affords him glimpses into the inner workings of the dungeon and its key players. As Otari speaks to the heroes, make sure he conveys the following key points of information to them, either in the form of answers to questions or volunteered information. Belcorra harbored a grudge against Absalom and intended to use her sinister lighthouse, Gauntlight, as a weapon against the city. The Roseguard never discovered its actual use, other than that it had something to do with the ability to transport creatures across significant distances and could animate the dead with its light. None of the other Roseguard members knew about the Abomination Vaults beneath Gauntlight. Otari learned about them only in his last few days alive. Some property of the Abomination Vaults increases the manifestation of ghosts, spectral undead, and haunts within their domain. Otari initially believed this was a side effect from Gauntlight, but has now come to suspect a link to a much more ancient and ominous source deep below this level. He knows nothing of Nhimbaloth, but if the heroes tell him of the Outer God, he suspects her influence is the source. Belcorra herself is now a ghost, although she cannot move far from the site to which she is anchored. Otari can sense her somewhere deep underground and is also aware that the range of her movements is slowly expanding. Otari suspects Belcorra intends to fully reactivate Gauntlight and use it to begin her long-delayed attack on Absalom. She must be put to rest before she can finish this task. Otari isn't sure how to stop her, but believes that clues await discovery in the deeper levels of the Abomination Vaults. Finally, Otari feels the barrier in area D12 blocking progress deeper into the Abomination Vaults. He understands that it is powered by the souls of Belcorra's defeated enemies. Fortunately, he also understands how to take the barrier down. The Roseguard were the adventurers who finally killed her, and their psychic resonance can drop the barrier. The heroes must find and place four icons the Roseguard once held dear onto the altar in area D13 to do this. Otari's thieves' tools are here with his bones and serve as his icon. The other icons are the brooch belonging to the cleric Aesephna Menhemes (which bears the religious symbol of her god, Erastil), the spellbook belonging to the wizard Zarmavdian, and the trusty longsword of the fighter Vol Rajani. Once the heroes take on the burden of facing and defeating Belcorra and open the way to the deeper levels of the Abomination Vaults, Otari's soul is free to travel to its final reward. You should ensure he has imparted all of the above information to the heroes before he fades away. If you wish, though, you can put a darker spin on things—rather than have Otari's spirit achieve freedom, it could instead be captured by the temple of Nhimbaloth at the bottom of the Abomination Vaults. In this case, the heroes should learn about Otari's fate through a vision or nightmare, or perhaps even see his tormented ghost pulled downward against his will. Otari's ghost remains trapped until the heroes finally defeat Belcorra. Recall Knowledge - Spirit (Occultism): DC 36 Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Otari Ilvashti Source Pathfinder #163: Ruins of Gauntlight pg. 88 Perception +18; darkvision Languages Common, Elven, Gnomish Skills Acrobatics +18, Society +18, Stealth +20, Thievery +20 Str -5 Dex +6 Con +0 Int +4 Wis +3 Cha +4 Site Bound Otari can stray only a short distance from where he was killed or the place it haunts (area D18 ). --- AC 25 Fort +16 Ref +20 Will +17 HP 120 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances ; double resistance vs. nonmagical) Rejuvenation Securing the four icons of the Roseguard and placing them on the altar in area D13 allows Otari to move on to the afterlife. --- Speed fly 25 feet Melee Single Action ghostly hand +19 (Agile, finesse, magical), Damage 3d6+6 negative Filth Fever (Disease) The sickened and unconscious conditions from filth fever don't improve on their own until the disease is cured. Saving Throw DC 25 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened 1 (1 day); Stage 3 sickened 1 and slowed 1 as long as the affected creature remains sickened (1 day); Stage 4 unconscious (1 day); Stage 5 dead Infested Shadow Two Actions (Conjuration, divine, teleportation) Otari fades away, momentarily emerges from the shadow of another creature within 30 feet, and makes a ghostly hand Strike against a single target within reach of this creature (but not against the creature whose shadow he infests). On a successful Strike, the target is also flat-footed until the start of Otari's next turn. Otari then reappears at his starting point. The creature whose shadow Otari infests is exposed to filth fever. Sneak Attack Otari deals 2d6 extra precision damage to flat-footed creatures. ","skill_mod":{"society":18,"thievery":20,"stealth":20,"acrobatics":18},"summary":"Otari Ilvashti recalls little of his life. His time as a child growing up in Absalom and his adventures with the other members of the Roseguard have …","primary_source":"Pathfinder #163: Ruins of Gauntlight","trait_group":["Monster","Creature Type","Rarity"],"ac":25,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=4045","intelligence":4,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":16,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Otari Ilvashti","alignment":"CG","category":"creature","rarity":"unique","strike_damage_average":[16],"slug":"creature-4045"},{"primary_source_category":"Adventure Paths","strength":0,"hp":75,"language":["Aklo","Common","Elven","Sylvan","Varisian"],"source":["Pathfinder #163: Ruins of Gauntlight"],"type":"Creature","charisma":4,"perception":12,"trait":["Elf","Humanoid","Tiefling","Unique","CG","Medium"],"id":"creature-4046","text":" Wrin Sivinxi Wrin Sivinxi grew up in the small village of Glitterbough in Kyonin, but a traveler wouldn't find her hometown if they were to visit that nation today, for Glitterbough was destroyed 10 years ago by demons in the service of Treerazer. Despite the loss of her hometown, Wrin feels no sadness or despair about the event, for none perished in Glitterbough's fall. In the days before the demon army's attack, Wrin had a vision of the disaster. She warned her parents and neighbors, and their trust in her visions gave the town the time it needed to relocate everyone in the village to safety. When the demons came, they found Glitterbough deserted, and when they burned it in frustration, they suffered greatly from the magical traps the elves had left behind to greet them. When she came of age a few years later, Wrin left her parents and friends, eager to find her own place in the world. As she traveled, she trusted in her visions and her unusual faith in a pantheon of deities associated with space and time she refers to as the Cosmic Caravan, looking to the nightly stars to make decisions for tomorrow. Her knack for finding lost things and gathering strange treasures made establishing her own curio shop an obvious choice, and it wasn't by chance that she decided to set up that shop in Otari—it was simply the port she'd arrived at when her capacity to carry her collection finally outweighed its portability. She opened her shop, Wrin's Wonders, 4 years ago. In that time, she's become part of the community, even if many of its citizens regard her as a good-natured eccentric. Sales of the strange and bizarre aren't brisk in the small town, but that's no matter to Wrin—she's patient and has enjoyed her time in Otari so far. One day, she hopes to make enough money to fund a trip west, for she's heard tell of an abandoned observatory in the small town of Crookcove on Ravounel's southwestern coast that she hopes to purchase and transform into a temple devoted to the Cosmic Caravan. But for the time being, she's content to stay in Otari and sleep under the stars. Wrin's tiefling ancestry is impossible to miss, and it's something she long ago decided to embrace. Eyes devoid of pupils, small ram horns curling around her elven ears, a thin tail, and fingertips that sparkle with motes of glittering lights leave no doubt that she is touched by supernatural forces. Yet her quick smile and welcoming attitude have always helped her to secure friendships during her travels. Campaign Use Wrin's primary purpose is to motivate the heroes' initial explorations and to give them a focal point to gather around. The Abomination Vaults Player's Guide assumes that Wrin is a contact the heroes share in common, so when she notices a strange buildup of eerie light atop distant Gauntlight, it's natural for her to confide her fears in the heroes. As the campaign progresses, Wrin can help the heroes in other ways, such as by performing astrology readings for the heroes to aid them in their explorations. While she won't give her store's wares away for free, her establishment is the best place to buy and sell the odd magical treasures heroes tend to find and crave. Wrin can also introduce the heroes to the wonders of the spirit world—her tutelage unlocks the ghost hunter archetype. Despite the claustrophobia she suffers, if the heroes find themselves in over their head in the Abomination Vaults, you can have Wrin face her fears to brave the dungeon and mount a rescue. Of course, you shouldn't use Wrin in this capacity except as a last resort to keep the campaign from reaching an untimely end! Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Wrin Sivinxi Source Pathfinder #163: Ruins of Gauntlight pg. 90 Perception +12; low-light vision, spirit sight (precise) 30 feet Languages Aklo, Common, Elven, Sylvan, Varisian Skills Acrobatics +12, Astrology Lore +12, Nature +12, Occultism +12, Performance +10, Religion +13, Spirit Lore +16 Str +0 Dex +3 Con +0 Int +2 Wis +3 Cha +4 Items harrow fortune-telling deck, silver religious symbol, +1 starknife , violin --- AC 20 Fort +9 Ref +15 Will +12 HP 75 --- Speed 25 feet Melee Single Action starknife +12 (Agile, deadly d6, finesse, magical, versatile S), Damage 1d4 piercing Melee Single Action tail +10 (Agile, finesse, unarmed), Damage 1d4 bludgeoning Ranged Single Action starknife +12 (Agile, deadly d6, magical, thrown 20 feet, versatile S), Damage 1d4 piercing Primal Spontaneous Spells DC 22, attack +14 - Cantrips (3rd) Dancing Lights, Disrupt Undead, Ghost Sound, Ray of Frost, Stabilize - 1st Charm, Feather Fall, Gust of Wind, Pest Form (4 slots) - 2nd Glitterdust, Hideous Laughter, Restoration, Web (4 slots) - 3rd Enthrall, Heal, Remove Disease (3 slots) Bloodline Spells 1 Focus Point, DC 22 - 3rd Faerie Dust Blood Magic When Wrin casts charm , enthrall , faerie dust , ghost sound , or hideous laughter , fey glamours dance around Wrin or one target of the spell, causing them to be concealed for 1 round. Such obvious concealment can't be used to Hide. Read the Stars (Divination, exploration, prediction, primal) Frequency once per day; Effect Wrin attempts to read the future in the stars by spending an hour studying the night sky—she can't use this ability during the day, on an overcast night, or when she can't otherwise study the stars. Although Wrin usually performs this reading for an individual person or to answer a pressing question she has, for the purposes of this campaign she reads the stars for the party as a whole. She attempts an Astrology Lore check, using the DC appropriate for the heroes' current level. Critical Success The results of Wrin's astrological readings have the effects of read omens , and the heroes gain a +1 circumstance bonus to saving throws for 24 hours. Success The results of Wrin's astrological readings have the effects of augury , but can predict results up to 24 hours into the future. Failure No reading. Critical Failure Wrin brushes against hostile spiritual forces, and cannot Read the Stars for 1 week. ","skill_mod":{"performance":10,"nature":12,"occultism":12,"acrobatics":12,"religion":13},"primary_source":"Pathfinder #163: Ruins of Gauntlight","spell":["Enthrall","Heal","Remove Disease","Glitterdust","Hideous Laughter","Restoration","Web","Charm","Feather Fall","Gust of Wind","Pest Form","Dancing Lights","Disrupt Undead","Ghost Sound","Ray of Frost","Stabilize","Faerie Dust"],"ac":20,"item":["harrow fortune-telling deck","silver religious symbol","+1 starknife","violin"],"level":5,"spell_dc":[22,22],"source_category":["Adventure Paths"],"sense":" low-light vision , spirit sight (precise) 30 feet","resistance":{},"intelligence":2,"reflex_save":15,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":9,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Wrin Sivinxi","alignment":"CG","rarity":"unique","strike_damage_average":[2,2,2],"attack_bonus":[10,12,12],"constitution":0,"spell_attack_bonus":[14],"will_save":12,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Blood Magic When Wrin casts charm , enthrall , faerie dust , ghost sound , or hideous laughter , fey glamours dance around Wrin or one target of the spell, causing them to be concealed for 1 round. Such obvious concealment can't be used to Hide.","Read the Stars"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Astrology Lore","Nature","Occultism","Performance","Religion","Spirit Lore"],"tradition":["Primal"],"summary":"Wrin Sivinxi grew up in the small village of Glitterbough in Kyonin, but a traveler wouldn't find her hometown if they were to visit that nation …","trait_group":["Ancestry","Weapon","Half-Elf","Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4046","dexterity":3,"category":"creature","slug":"creature-4046"},{"primary_source_category":"Adventure Paths","strength":-2,"hp":38,"language":["Common"],"source":["Abomination Vaults Hardcover"],"type":"Creature","charisma":0,"perception":10,"trait":["Construct","Soulbound","Unique","CE","Tiny"],"id":"creature-4047","text":" Mister Beak Nethys Note: no description has been provided for this creature. Recall Knowledge - Construct (Arcana, Crafting): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Mister Beak Source Abomination Vaults Hardcover pg. 35 Perception +10; darkvision Languages Common Skills Acrobatics +10, Occultism +6, Stealth +10 Str -2 Dex +4 Con +3 Int +0 Wis +2 Cha +0 Personality Fragments Mister Beak shares fragments of the soul of its donor, the goblin Borbo, but none of Borbo's memories --- AC 22 Fort +9 Ref +12 Will +8 HP 38 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious --- Speed 20 feet, fly 20 feet Melee Single Action fist +12 (Agile, finesse, magical), Damage 1d6+4 bludgeoning Occult Innate Spells DC 20 - Cantrips (1st) Light, Mage Hand, Prestidigitation - 3rd Levitate, Phantom Pain\n","skill_mod":{"stealth":10,"occultism":6,"acrobatics":10},"primary_source":"Abomination Vaults Hardcover","spell":["Levitate","Phantom Pain","Light","Mage Hand","Prestidigitation"],"ac":22,"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"source_group":["Abomination Vaults"],"size":["Tiny"],"spoilers":"Abomination Vaults","name":"Mister Beak","alignment":"CE","rarity":"unique","strike_damage_average":[7],"attack_bonus":[12],"constitution":3,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"will_save":8,"speed":{"fly":20,"max":20,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Personality Fragments"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Occultism","Stealth"],"tradition":["Occult"],"summary":"Nethys Note: no description has been provided for this creature.","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=4047","dexterity":4,"category":"creature","slug":"creature-4047"},{"attack_bonus":[16,17,17],"constitution":1,"primary_source_category":"Adventure Paths","strength":4,"hp":95,"language":["Common"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","will_save":10,"charisma":2,"speed":{"max":25,"land":25},"perception":12,"wisdom":0,"weakness":{},"creature_ability":["Skillful Catch","Sneak Attack","Sudden Throw","Surprise Attacker"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Deception","Intimidation","Society","Stealth","Thievery"],"trait":["Human","Humanoid","Unique","NE","Medium"],"id":"creature-4048","text":" Carman Rajani Carman Rajani is the last living descendant of the famous Vol Rajani, member of the Roseguard and co-founder of Otari. Carman grew up on stories of Vol's bravery, her dedication to her friends, and her skill-at-arms with her famous sword, the Cooperative Blade. As a boy, Carman didn't understand why his family's sword was hanging in the Dawnflower Library and not in their house. It was theirs, or so his parents insisted. As Carman grew older, he first worked at Otari's blacksmith's shop, Blades for Glades, and later won the shop in a lucky wager against the prior owner. Yet he couldn't forget his family's sword. Officially, the Menhemes family claimed ownership over Vol's ancient blade but “allowed” it to stay in the library in an act of purported generosity that Carman found offensive. The summer his parents were waylaid and slain by bandits on the road from Absalom, Carman became a broken man. His work at the smithy became erratic, and he stopped relaxing with his friends and helping his community. With no other direction, Carman squandered his inheritance, spending the money on entertainment, fine clothes, and rare whiskey. He started spending more time gambling and drinking at the Crook's Nook than he did at his smithy. Eventually the inheritance money ran out, and Carman was faced with a sizable debt. Several owed favors later, he started grifting travelers or hustling them at the knife-throwing board at the Crook's Nook. But his vices still outpaced his earnings from petty cons, and soon he took to outright thievery under the tutelage of Yinyasmera, owner of the Crook's Nook and ringleader of the Osprey Club, Otari's thieves' guild. The “Ace of Blades” is the moniker given to the best knife thrower in the Crook's Nook, and Carman Rajani has held that title for so long that it's become his nickname among fellow members of the Osprey Club. Within a few years, Carman had settled into his new life, working as a smith during the day, carousing at the Crook's Nook at night, and occasionally engaging in some petty larceny when his coin purse started to get light. When he heard rumors that people thought he was wasting his life, though, it stung his pride. He resolved to run for mayor against Oseph, to show the whole town that his family was the equal of the Menhemes family. Everyone thought Carman's candidacy was a joke. The second time he ran, his platform became nothing more than sharp personal attacks against the Menhemes family; the townspeople felt the joke had gone sour and considered it a waste of their time. He met their jibes with violence, getting into brawls to prove he was the better man. The third time he ran for office, he actually put in effort to help the community; though he lost by much smaller margin, he took the loss as proof that kindness can't get you any further than your fists can. The fourth time, he tried to force a successful campaign with open bribes and blackmail. Oseph won by a landslide, showing up on Election Day wearing the Cooperative Blade as part of his celebratory regalia. Carman finally decided that the magic sword must be the key to his success. Everyone in town knew it brought Otari good luck, so whoever held the sword had the town in their pocket. As Vol's heir, he deserved the sword. He begged Oseph to sell the weapon, but Oseph suspected it was some new scheme—or worse, connected to one of Carman's rumored crimes or debts—and countered with delays, excuses, and price increases. Finally, Carman decided he'd had enough. If he wanted his family's sword back, he'd have to take it. He just needed to find the right opportunity. Carman is Nidalese in heritage, with pale skin, dark hair, and severe facial features. His lifetime of work at Blades for Glades has made him exceptionally muscular to supplement his natural grace, though his lifetime of hard drinking is starting to take its toll. He's a sloppy dresser who wears once-fine, sweat-stained clothes and a belt hanging with work hammers. Carman is a bitter, hateful man. He bases his self-worth on how he compares to Vol, his famous ancestor. Since tales about her are, by now, all embellished myth, there's no way Carman can measure up. His many failings give him a sense of inadequacy that causes him to lash out at others, particularly when they're expressing doubt in his capabilities or worth. Yet Carman still thinks that as the last descendant of a Roseguard hero, he's better than everyone else in town and deserving of far more than life's given him. Campaign Role Carman's initial role in this adventure is as a minor obstacle; the heroes need the four icons of the Roseguard, and Carman has stolen one of them, the Cooperative Blade. Tracking Carman down is one of the heroes' first tasks. They're likely to bring Carman to justice rather than kill him, as he's quick to surrender when things turn against him. Some parties might even agree that Carman's claim to the sword is valid and give the Cooperative Blade back to him. But Carman has a greater role to play in this adventure. As the last descendant of one of the Roseguard, his soul is important to the contract devil Urevian. Urevian gives the heroes the option to bring the reprobate Carman to him, providing the key moral dilemma of this adventure. Carman's ultimate fate is in the heroes' hands. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Carman Rajani Source Pathfinder #164: Hands of the Devil pg. 86 Perception +12 Languages Common Skills Acrobatics +15, Athletics +14, Deception +12, Intimidation +14, Society +10, Stealth +15, Thievery +15 Str +4 Dex +5 Con +1 Int +0 Wis +0 Cha +2 Items Cooperative Blade , Light Hammer (4), +1 studded leather armor , Thieves' Tools, 110 gp --- AC 24 Fort +13 Ref +17 Will +10 HP 95 Skillful Catch Reaction Trigger Carman is targeted with a ranged attack by a thrown weapon and has a hand free; Effect Carman gains a +2 circumstance bonus to his AC against the triggering attack. If the attack misses, Carman catches the weapon and can immediately make a ranged Strike with it. --- Speed 25 feet Melee Single Action longsword +17 (Magical, versatile P), Damage 2d8+8 slashing Melee Single Action light hammer +16 (Agile), Damage 1d6+4 bludgeoning Ranged Single Action light hammer +17 (Agile, thrown 20 feet), Damage 1d6+4 bludgeoning Sneak Attack Carman deals an extra 2d6 precision damage to flat-footed creatures. Sudden Throw Single Action (Flourish) Carman quickly draws a thrown weapon and makes a ranged Strike with it. His target must succeed at a DC 22 Perception check or be caught flat-footed by the attack. Surprise Attacker On the first round of combat, creatures that haven't acted yet are flat-footed to Carman. ","skill_mod":{"society":10,"deception":12,"thievery":15,"stealth":15,"athletics":14,"intimidation":14,"acrobatics":15},"summary":"Carman Rajani is the last living descendant of the famous Vol Rajani, member of the Roseguard and co-founder of Otari. Carman grew up on stories of …","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":24,"item":["Cooperative Blade","Light Hammer (4)","+1 studded leather armor","Thieves' Tools","110 gp"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=4048","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":13,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Carman Rajani","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[7,7,17],"slug":"creature-4048"},{"primary_source_category":"Adventure Paths","strength":3,"hp":135,"language":["Aklo","Common","Necril"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","charisma":4,"perception":17,"trait":["Mummy","Undead","Unique","LE","Medium"],"id":"creature-4049","text":" Chafkhem Nethys Note: No description has been provided for this NPC. Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Chafkhem Source Pathfinder #164: Hands of the Devil pg. 19 Perception +17; darkvision Languages Aklo, Common, Necril Skills Acrobatics +16, Arcana +19, Athletics +15, Diplomacy +16, Intimidation +16, Occultism +17, Religion +15 Str +3 Dex +4 Con +3 Int +7 Wis +3 Cha +4 Items staff of abjuration --- AC 26 Fort +15 Ref +16 Will +17 +1 status to all saves vs. positive HP 135 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses fire 10 Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 1 while in Chafkhemfs despair aura. They canft naturally recover from this fear while in the area but recover instantly once they leave it. When a creature first enters the area, it must succeed at a DC 24 Will save (after taking the penalty from being frightened) or be paralyzed for 1 round. The creature is then temporarily immune for 24 hours. Rejuvenation (divine, necromancy) When Chafkhem is destroyed, necromantic energies rebuild his body in the magic circle in his room over 1d10 days. If the re-forming body is destroyed during that time, the process starts anew. Chafkhem can be destroyed for good with a consecrate ritual, or if the magic circle is destroyed. Warding Script Reaction (abjuration, arcane, manipulation) Trigger A creature Chafkhem can see makes a melee Strike against Chafkhem; Effect Chafkhem traces a magical glyph in the air that glows and fades. The triggering creature must attempt a DC 25 Fortitude save. Success The target is unaffected. Failure The target is blinded until the start of its next turn. Critical Failure The target is blinded for 1 minute. --- Speed 20 feet Melee Single Action fist +19 (Agile, finesse), Damage 2d6+7 bludgeoning plus mummy rot Melee Single Action staff +18 (two-hand d8), Damage 1d4+7 bludgeoning Arcane Prepared Spells DC 26, attack +18 - Cantrips (4th) Chill Touch, Daze, Detect Magic, Shield, Tanglefoot - 1st Command, Mending, Ray of Enfeeblement, Unseen Servant - 2nd Blur, Dispel Magic, Hideous Laughter, See Invisibility - 3rd Glyph of Warding, Grim Tendrils, Haste, Mind Reading - 4th Freedom of Movement, Invisibility, Phantasmal Killer, Spell Immunity Rituals DC 29 - 2nd Create Undead, Inveigle - 3rd Awaken Portal Mummy Rot (Curse, disease, divine, necromancy) This disease and any damage from it can't be healed until this curse is removed. A creature killed by mummy rot turns to dust and can't be resurrected except by a 7th-level resurrect ritual or similar magic. Saving Throw DC 24 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 6d6 negative damage and stupefied 1 (1 day) ","skill_mod":{"diplomacy":16,"arcana":19,"athletics":15,"intimidation":16,"occultism":17,"acrobatics":16,"religion":15},"primary_source":"Pathfinder #164: Hands of the Devil","spell":["Freedom of Movement","Invisibility","Phantasmal Killer","Spell Immunity","Glyph of Warding","Grim Tendrils","Haste","Mind Reading","Blur","Dispel Magic","Hideous Laughter","See Invisibility","Command","Mending","Ray of Enfeeblement","Unseen Servant","Chill Touch","Daze","Detect Magic","Shield","Tanglefoot"],"ac":26,"item":["staff of abjuration"],"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":7,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Chafkhem","alignment":"LE","rarity":"unique","strike_damage_average":[9,14],"attack_bonus":[18,19],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[18],"will_save":17,"speed":{"max":20,"land":20},"wisdom":3,"weakness":{"fire":10},"creature_ability":["Despair","Rejuvenation","Warding Script","Mummy Rot"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Arcana","Athletics","Diplomacy","Intimidation","Occultism","Religion"],"tradition":["Arcane"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4049","dexterity":4,"category":"creature","slug":"creature-4049"},{"primary_source_category":"Adventure Paths","strength":6,"hp":115,"language":["Aklo","Daemonic","Undercommon"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","charisma":4,"perception":15,"trait":["Humanoid","Unique","Urdefhan","NE","Medium"],"id":"creature-4050","text":" Vischari Nethys Note: No description has been provided for this creature . Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Vischari Source Pathfinder #164: Hands of the Devil pg. 34 Perception +15; greater darkvision Languages Aklo, Daemonic, Undercommon Skills Acrobatics +15, Athletics +17, Intimidation +15, Medicine +13, Survival +15 Str +6 Dex +4 Con +2 Int +0 Wis +2 Cha +4 --- AC 25 Fort +15 Ref +17 Will +13 HP 115 (negative healing) Immunities death effects, disease, fear Weaknesses positive 10 Necrotic Decay (divine, necromancy, negative) When Vischari dies, her invisible flesh rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around her body. This gas deals 7d6 negative damage to creatures in this area as their flesh curdles and rots (DC 24 basic Fortitude save). Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action fist +18 (deadly d8), Damage 2d8+10 bludgeoning Melee Single Action jaws +17, Damage 2d6+10 piercing plus wicked bite Divine Innate Spells DC 22, attack +14 - 1st Feather Fall (at will; self only), Ray of Enfeeblement - 2nd Darkness, Death Knell - 3rd Fear Immobilizing Blow Two Actions (Incapacitation) Vischari makes a fist Strike that shuts down her target's motor control. The target must make a DC 25 Fortitude save. If the Strike was a critical hit, treat the target's save result as one degree worse. The target is then temporarily immune for 1 hour. Critical Success The target is unaffected. Success The target is stunned 1. Failure The target is paralyzed for 1 round. Critical Failure The target is paralyzed for 1 minute. At the end of each of its turns, it can attempt a new Fortitude save to reduce the remaining duration by 1 round or end it entirely on a critical success. Wicked Bite Single Action Requirements Vischari damaged a creature with a jaws Strike on her last action; Effect Vischari maintains contact, turning the creature's flesh translucent around the site of the injury. Vischari chooses one of two options, each of which requires the target to attempt a DC 25 Fortitude save. If her jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. Drain Blood Vischari drinks some of the creature's blood. On a failed save, the creature is drained 1 and Vischari regains 10 HP (on a critical failure, it's drained 2 and Vischari regains 20 HP). Drain Vitality (necromancy) Vischari draws out some of the creature's vital essence. The creature becomes enfeebled 1 for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). ","skill_mod":{"survival":15,"medicine":13,"athletics":17,"intimidation":15,"acrobatics":15},"primary_source":"Pathfinder #164: Hands of the Devil","spell":["Fear","Darkness","Death Knell","Feather Fall","Ray of Enfeeblement"],"ac":25,"level":7,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":15,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Vischari","alignment":"NE","rarity":"unique","strike_damage_average":[17,19],"attack_bonus":[17,18],"constitution":2,"immunity":["death effects","disease","fear"],"spell_attack_bonus":[14],"will_save":13,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"vitality":10},"creature_ability":["Necrotic Decay","Immobilizing Blow","Wicked Bite"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Intimidation","Medicine","Survival"],"tradition":["Divine"],"summary":"Nethys Note: No description has been provided for this creature .","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=4050","dexterity":4,"category":"creature","slug":"creature-4050"},{"attack_bonus":[11,13,13,13,14],"constitution":1,"primary_source_category":"Adventure Paths","strength":4,"hp":72,"language":["Common","Draconic","Undercommon"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","will_save":13,"charisma":2,"speed":{"max":30,"land":30},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Stench","Stench Suppression","Mosh"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Intimidation","Performance","Stealth"],"trait":["Humanoid","Unique","Xulgath","CE","Medium"],"id":"creature-4051","text":" Gulzash Nethys Note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Gulzash Source Pathfinder #164: Hands of the Devil pg. 35 Perception +10; darkvision Languages Common, Draconic, Undercommon Skills Athletics +12, Intimidation +10, Performance +12, Stealth +10 Str +4 Dex +2 Con +1 Int +0 Wis +2 Cha +2 Items +1 striking battle lute , daggers (4), Leather Armor --- AC 20 Fort +11 Ref +10 Will +13 HP 72 Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 20 Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. Stench Suppression Free Action Gulzash can suppress or resume his stench as a free action. --- Speed 30 feet Melee Single Action battle lute +14 (Shove, two-hand d8), Damage 1d4+6 bludgeoning Melee Single Action jaws +13, Damage 1d6+6 piercing Melee Single Action claw +13 (Agile), Damage 1d4+6 slashing Melee Single Action dagger +13 (Agile, versatile S), Damage 1d4+6 piercing Ranged Single Action dagger +11 (Agile, thrown 10 feet, versatile S), Damage 1d4+6 piercing Mosh Single Action Gulzash Leaps to a square adjacent to a creature, then Shoves that creature. If Gulzash rolls a success on the Shove, he gets a critical success instead. ","skill_mod":{"performance":12,"stealth":10,"athletics":12,"intimidation":10},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Creature Type","Rarity","Monster"],"ac":20,"item":["+1 striking battle lute","daggers (4)","Leather Armor"],"level":4,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=4051","intelligence":0,"reflex_save":10,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":11,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Gulzash","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[8,8,8,8,9],"slug":"creature-4051"},{"primary_source_category":"Adventure Paths","strength":3,"hp":62,"language":["Common","Dwarven","Undercommon"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","charisma":2,"perception":8,"trait":["Duergar","Dwarf","Humanoid","Unique","LE","Medium","Hryngar"],"id":"creature-4052","text":" Kragala Nethys Note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Kragala Source Pathfinder #164: Hands of the Devil pg. 35 Perception +8; darkvision Languages Common, Dwarven, Undercommon Skills Athletics +11, Crafting +8, Intimidation +12, Occultism +10, Performance +12, Survival +8 Str +3 Dex +0 Con +4 Int +2 Wis +0 Cha +2 Light Blindness Items drumstick (2^ as light hammer), Folding Drums --- AC 21 Fort +14 Ref +8 Will +11 +2 status to saves vs. magic HP 62 Knock It Away Reaction Trigger Kragala is holding a drumstick and is targeted with a ranged weapon attack by an attacker she can see; Effect Kragala gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 20 feet Melee drumstick +13 (Agile), Damage 2d6+3 bludgeoning Ranged drumstick +10 (Agile, thrown 20 feet), Damage 2d6+3 bludgeoning Occult Spontaneous Spells DC 21, attack +13 - Cantrips (2nd) Daze, Ghost Sound, Guidance, Mending, Telekinetic Projectile - 1st Bless, Magic Missile, Protection, Sanctuary (4 slots) - 2nd Death Knell, Sound Burst, Telekinetic Maneuver (3 slots) Occult Innate Spells DC 21 - 2nd Enlarge (self only), Invisibility (self only) Guiding Rhythm When Kragala casts guidance while using a percussive instrument, her targets don't become temporarily immune to her guidance. Percussive Reverberation Kragala deals an additional 1d6 damage with hammers, including drumsticks (already included in the Strikes' damage). ","skill_mod":{"performance":12,"crafting":8,"survival":8,"athletics":11,"intimidation":12,"occultism":10},"primary_source":"Pathfinder #164: Hands of the Devil","spell":["Death Knell","Sound Burst","Telekinetic Maneuver","Bless","Magic Missile","Protection","Sanctuary","Daze","Ghost Sound","Guidance","Mending","Telekinetic Projectile","Enlarge","Invisibility"],"ac":21,"item":["drumstick (2^ as light hammer )","Folding Drums"],"level":4,"spell_dc":[21,21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":8,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":14,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Kragala","alignment":"LE","rarity":"unique","strike_damage_average":[10,10],"attack_bonus":[10,13],"constitution":4,"spell_attack_bonus":[13],"will_save":11,"speed":{"max":20,"land":20},"wisdom":0,"weakness":{},"creature_ability":["Knock It Away","Guiding Rhythm","Percussive Reverberation"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Crafting","Intimidation","Occultism","Performance","Survival"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Monster","Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=4052","dexterity":0,"category":"creature","slug":"creature-4052"},{"primary_source_category":"Adventure Paths","strength":1,"hp":60,"language":["Caligni","Common","Undercommon"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","charisma":4,"perception":11,"trait":["Caligni","Humanoid","Unique","N","Medium"],"id":"creature-4053","text":" Nox Nethys Note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Nox Source Pathfinder #164: Hands of the Devil pg. 36 Perception +11; greater darkvision Languages Caligni, Common, Undercommon Skills Acrobatics +11, Deception +10, Performance +12, Society +8, Stealth +11 Str +1 Dex +3 Con +0 Int +0 Wis +3 Cha +4 Light Blindness Items Hand Crossbow (10 bolts), Kukri, Leather Armor, virtuoso handheld musical instrument (theorbo) --- AC 21 Fort +8 Ref +13 Will +11 HP 60 (death flame) Death Flame (light) When Nox dies, their body combusts in a flash of white-hot flame that deals 5d6 fire damage to creatures in a 20-foot burst (DC 21 basic Reflex save). Nox's gear and treasure are unaffected by the flames and are left in a pile where they died. --- Speed 25 feet Melee Single Action kukri +14 (Agile, finesse, trip), Damage 1d6+5 slashing Ranged Single Action hand crossbow +14 (range increment 60 feet, reload 1), Damage 1d6+2 piercing Occult Innate Spells DC 20, attack +12 - Cantrips (2nd) Detect Magic, Ghost Sound - 2nd Darkness (at will), Sound Burst (at will) Intense Performer When Nox has a musical instrument in hand, they can use Performance to Feint or Demoralize. Sneak Attack Nox deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"society":8,"performance":12,"deception":10,"stealth":11,"acrobatics":11},"primary_source":"Pathfinder #164: Hands of the Devil","spell":["Darkness","Sound Burst","Detect Magic","Ghost Sound"],"ac":21,"item":["Hand Crossbow (10 bolts)","Kukri","Leather Armor","virtuoso handheld musical instrument (theorbo)"],"level":4,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":0,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":8,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Nox","alignment":"N","rarity":"unique","strike_damage_average":[5,8],"attack_bonus":[14,14],"constitution":0,"spell_attack_bonus":[12],"will_save":11,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Light Blindness","Death Flame","Intense Performer","hand, they can use Performance to Feint or Demoralize .","Sneak Attack"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Deception","Performance","Society","Stealth"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4053","dexterity":3,"category":"creature","slug":"creature-4053"},{"primary_source_category":"Adventure Paths","strength":1,"hp":60,"language":["Common","Undercommon"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","charisma":4,"perception":10,"trait":["Humanoid","Ratfolk","Unique","LN","Small"],"id":"creature-4054","text":" Ryta Nethys Note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Ryta Source Pathfinder #164: Hands of the Devil pg. 36 Perception +10; darkvision Languages Common, Undercommon Skills Acrobatics +11, Diplomacy +12, Intimidation +12, Performance +12, Society +9, Stealth +11 Str +1 Dex +3 Con +0 Int +1 Wis +2 Cha +4 Items Studded Leather Armor --- AC 21 Fort +8 Ref +13 Will +10 HP 60 Dance Moves Reaction Trigger Ryta is targeted with a melee or ranged attack by an attacker she can see; Effect Ryta Steps and gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 25 feet Melee Single Action fangs +13 (Agile, finesse), Damage 1d4+1 piercing Occult Spontaneous Spells DC 21, attack +13 - Cantrips (2nd) Dancing Lights, Daze, Ghost Sound, Shield, Telekinetic Projectile - 1st Charm, Command, Soothe, Ventriloquism (4 slots) - 2nd Deafness, Shatter, Soothe (3 slots) Cheek Pouches Ryta has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than four light items). She can remove or store an item using the Interact action. As long as she has at least one object in her cheek pouches, her speech is noticeably difficult to understand. Swarming Ryta can end her movement in the same square as an ally that also has this ability. Only two such creatures can share the same space. Vocal Warm-Up Single Action Ryta sets up devastating vibrations that echo in her throat and her cheek pouches. Until the start of her next turn, her fangs Strikes deal an additional 2d8 sonic damage. Ryta can't use Vocal Warm-up if she has an object in her cheek pouches. ","skill_mod":{"society":9,"diplomacy":12,"performance":12,"stealth":11,"intimidation":12,"acrobatics":11},"primary_source":"Pathfinder #164: Hands of the Devil","spell":["Deafness","Shatter","Soothe","Charm","Command","Ventriloquism","Dancing Lights","Daze","Ghost Sound","Shield","Telekinetic Projectile"],"ac":21,"item":["Studded Leather Armor"],"level":4,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":8,"source_group":["Abomination Vaults"],"size":["Small"],"spoilers":"Abomination Vaults","name":"Ryta","alignment":"LN","rarity":"unique","strike_damage_average":[3],"attack_bonus":[13],"constitution":0,"spell_attack_bonus":[13],"will_save":10,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Dance Moves","Cheek Pouches","Swarming","Vocal Warm-Up"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Diplomacy","Intimidation","Performance","Society","Stealth"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4054","dexterity":3,"category":"creature","slug":"creature-4054"},{"attack_bonus":[20,20,20],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":140,"language":["Common","Undercommon"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","will_save":15,"charisma":1,"speed":{"max":30,"land":30},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Camouflaged Step","Chameleon Skin","Flurry of Blows","Red Ruin Stance","Sneak Attack",""],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Deception","Stealth","Survival"],"trait":["Humanoid","Skulk","Unique","CE","Medium"],"id":"creature-4055","text":" Murschen Nethys Note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Murschen Source Pathfinder #164: Hands of the Devil pg. 39 Perception +16; low-light vision Languages Common, Undercommon Skills Acrobatics +16, Athletics +17, Deception +13, Stealth +18, Survival +17 Str +3 Dex +4 Con +3 Int +0 Wis +3 Cha +1 Camouflaged Step Murschen gains the benefit of the Cover Tracks action in forests and subterranean settings without moving at half Speed. Chameleon Skin Murschen's skin shifts and changes to match the surroundings. As long as most of his body isn't covered by clothing or armor, he gains a +2 circumstance bonus to Stealth checks to Hide. Items +1 striking handwraps of mighty blows , platinum medal worth 20 gp, Shuriken (10) --- AC 27 Fort +17 Ref +16 Will +15 HP 140 --- Speed 30 feet Melee Single Action fist +20 (Agile, finesse, unarmed), Damage 2d6+7 bludgeoning Melee Single Action red claw +20 (Finesse, sweep, unarmed), Damage 2d10+7 slashing Ranged Single Action shuriken +20 (Agile, range increment 20 feet), Damage 1d4+7 piercing Flurry of Blows Single Action Frequency once per turn; Effect Murschen makes two unarmed Strikes. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses. Murschen's multiple attack penalty applies normally to these Strikes. Red Ruin Stance Single Action (Stance) Requirement Murschen is unarmored; Effect Murschen takes the stance of the red ruin, designed to tear away chunks of flesh like a ferocious beast. Murschen can make red claw unarmed attacks. These attacks deal 1d10 slashing damage; are in the brawling group; and have the finesse, sweep, and unarmed traits. While in this stance, when Murschen would reduce his frightened condition value by 1, he reduces it to 0. Sneak Attack Murschen's Strikes deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"deception":13,"survival":17,"stealth":18,"athletics":17,"acrobatics":16},"summary":"Nethys Note: No description has been provided for this NPC.","primary_source":"Pathfinder #164: Hands of the Devil","trait_group":["Creature Type","Monster","Rarity"],"ac":27,"item":["+1 striking handwraps of mighty blows","platinum medal worth 20 gp","Shuriken (10)"],"level":8,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=4055","intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":17,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Murschen","alignment":"CE","category":"creature","rarity":"unique","strike_damage_average":[9,14,18],"slug":"creature-4055"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":80,"language":["Aklo","Common","Infernal","Undercommon"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","charisma":4,"perception":21,"trait":["Aberration","Air","Unique","CE","Small"],"id":"creature-4056","text":" Sacuishu Nethys Note: No description has been provided for this creature. Recall Knowledge - Aberration (Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Sacuishu Source Pathfinder #164: Hands of the Devil pg. 57 Perception +21; darkvision Languages Aklo, Common, Infernal, Undercommon Skills Acrobatics +19, Deception +17, Intimidation +17, Religion +19, Stealth +19 Str -5 Dex +6 Con +0 Int +3 Wis +6 Cha +4 --- AC 30 Fort +16 Ref +18 Will +20 HP 80 Immunities magic Glow (aura, light) 20 feet. Sacuishu is naturally invisible but glows with a sickly green light, casting bright light in the aura and making her visible. Magic Immunity Sacuishu is immune to all spells except faerie fire , glitterdust , magic missile , and maze . --- Speed fly 50 feet Melee Single Action shock +21 (Electricity, magical), Damage 2d8+8 electricity Divine Prepared Spells DC 28, attack +20 - Cantrips (4th) Chill Touch, Daze, Divine Lance, Prestidigitation, Sigil - 1st Bane, Fear, Ray of Enfeeblement, Sanctuary - 2nd Augury, Darkness, Grim Tendrils, See Invisibility - 3rd Blindness, Chilling Darkness, Fear (2) - 4th Crisis of Faith, Dispel Magic, Divine Wrath, Read Omens Feed on Magic Single Action (Concentrate) Requirement A creature who can cast spells is within 15 feet of Sacuishu; Effect Sacuishu feeds on the creature's magic. Sacuishu regains 2d8 Hit Points, and the target must attempt a DC 24 Will save. The target is then temporarily immune for 1 hour. Critical Success The target is unaffected. Success The first time the target Casts a Spell before the start of Sacuishu's next turn, the spell is disrupted unless the target succeeds at a DC 15 flat check. Failure As success, but the effect applies the first time the target Casts a Spell within the next minute. Critical Failure As success, but the effect applies each time the target Casts a Spell within the next minute. In addition, the spellvoid doubles the Hit Points it regains. Go Dark Single Action (Concentrate) Sacuishu extinguishes her glow, becoming invisible. She can end this effect with another use of this action. If she uses her shock attack while invisible, the arc of electricity lets any observer determine her location, making Sacuishu hidden to observers only until she moves. ","element":["Air"],"skill_mod":{"deception":17,"stealth":19,"intimidation":17,"acrobatics":19,"religion":19},"primary_source":"Pathfinder #164: Hands of the Devil","spell":["Crisis of Faith","Dispel Magic","Divine Wrath","Read Omens","Blindness","Chilling Darkness","Fear","Augury","Darkness","Grim Tendrils","See Invisibility","Bane","Ray of Enfeeblement","Sanctuary","Chill Touch","Daze","Divine Lance","Prestidigitation","Sigil"],"ac":30,"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":16,"source_group":["Abomination Vaults"],"size":["Small"],"spoilers":"Abomination Vaults","name":"Sacuishu","alignment":"CE","rarity":"unique","strike_damage_average":[17],"attack_bonus":[21],"constitution":0,"immunity":["magic"],"spell_attack_bonus":[20],"will_save":20,"speed":{"fly":50,"max":50},"wisdom":6,"weakness":{},"creature_ability":["Glow","Magic Immunity","Feed on Magic","Go Dark"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Deception","Intimidation","Religion","Stealth"],"tradition":["Divine"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Creature Type","Elemental","Planar","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4056","dexterity":6,"category":"creature","slug":"creature-4056"},{"attack_bonus":[20],"constitution":3,"primary_source_category":"Rulebooks","strength":-5,"hp":110,"language":["<%UMR%79%%>telepathy<%END> 100 feet"],"immunity":["bleed","disease","paralyzed","poison","precision","sleep"],"source":["Monster Core 2"],"type":"Creature","will_save":14,"charisma":6,"speed":{"fly":40,"max":40},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Endless Nightmare"],"skill":["Acrobatics","Deception","Intimidation","Occultism","Stealth"],"legacy_id":["creature-546"],"trait":["Dream","Incorporeal","Uncommon","Medium"],"id":"creature-4057","text":" Animate Dream An animate dream coalesces from centuries of stray fragments of reverie left behind by slumbering minds drifting through the Dimension of Dreams. In most cases, these fragments simply disperse on their own, but when dreamers flee from nightmares back to the waking world, they can instead take on a supernatural life of their own. They have little reasoning and intent except to seek similar fragments, absorb them, and grow. When enough of them gather together, they merge into a horrific form as an animate dream. Individually, animate dreams can take on a wide range of appearances, but most adopt rudimentary shapes akin to the living forms of the minds that spawned them. Animate dreams that rise from slumbering humanoids are the most commonly encountered; thusly, they appear humanoid, but with distorted, nightmarish shapes that incorporate additional twisted limbs and frightening features. In these forms, animate dreams find their way out of the Dreamlands and into the waking world, only to discover they have no way of returning and carry a relentless hunger that only new nightmares can sate. An animate dream thrives on the terror sparked by nightmares and uses its supernatural abilities to invoke such feelings in the minds of its victims, cursing its prey by creating a permanent link to that individual's dreams. Thereafter, the victim is subjected to all manner of recurring nightmares. As these torments continue, the victim finds it more and more difficult to remain awake and, in the end, the victim plunges into an accursed slumber from which it can't return. These victims provide the animate dream with the purest form of fear and are its preferred sustenance. An animate dream can subsist on the ambient fear generated by regular nightmares, but these lesser fears aren't as satisfying and often drive the animate dream to seek out new victims. Left without a source of fear, an animate dream won't starve to death, but it will grow increasingly violent and desperate. Famished animate dreams are the ones most often encountered, as they've been forced to abandon subtlety to pursue more blatant methods of harvesting fear. Yet such animate dreams also tend to be the least powerful of their kind. Those who have grown metaphysically fat on fear have generally done so by specializing in a specific nightmare theme, such as being buried alive, being swept away by ocean waves, or being consumed by wild beasts. Such animate dreams often have similarly themed innate spells to augment their powers. Recall Knowledge - Dream (Occultism, Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Animate Dream Source Monster Core 2 pg. 31 Perception +16; darkvision Languages telepathy 100 feet Skills Acrobatics +16, Deception +18, Intimidation +18, Occultism +12, Stealth +18 Str -5 Dex +4 Con +3 Int +0 Wis +2 Cha +6 --- AC 24 Fort +15 Ref +18 Will +14 +1 status to all saves vs. magic HP 110 Immunities bleed, disease, paralyzed, poison, precision, sleep Resistances all 5 (except &lt;%TRAITS%610%%&gt; force &lt;%END>, &lt;%TREASURE%2840%%&gt; ghost touch &lt;%END>, &lt;%TRAITS%737%%&gt; spirit &lt;%END>, or &lt;%TRAITS%510%%&gt; void &lt;%END>) double resistance vs. non-magical) --- Speed fly 40 feet Melee Single Action nightmare tendril +20 (Agile, Finesse), Damage 4d8 void plus endless nightmare Occult Innate Spells DC 26 - 3rd Fear - 4th Confusion, Nightmare, Sleep, Translocate (at will), Vision of Death Endless Nightmare (Curse, Emotion, Fear, Mental, Occult) An animate dream's touch fills the victim's mind with terrifying visions; Saving Throw DC 26 Fortitude; Stage 1 fatigued (1 day); Stage 2 fatigued and stupefied 1 (1 day); Stage 3 The victim falls asleep and can't be awakened as long as they remain at this stage (1 day). Enslaved Dreams Cuckoo hags have been known to enslave animate dreams, forcing them to feed upon themselves. These captives break down into a fearful essence used for the hag's rituals. ","tradition":["Occult"],"skill_mod":{"deception":18,"stealth":18,"intimidation":18,"occultism":12,"acrobatics":16},"summary":"An animate dream coalesces from centuries of stray fragments of reverie left behind by slumbering minds drifting through the Dimension of Dreams . …","image":["/Images/Monsters/AnimateDream.png"],"primary_source":"Monster Core 2","spell":["Confusion","Nightmare","Sleep","Translocate","Vision of Death","Fear"],"trait_group":["Creature Type","Monster","Rarity"],"ac":24,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"force":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=4057","intelligence":0,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Animate Dream","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18],"slug":"creature-4057"},{"constitution":4,"primary_source_category":"Rulebooks","strength":1,"hp":14,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Animated Object","will_save":3,"charisma":-5,"speed":{"max":20,"land":20},"perception":5,"wisdom":0,"weakness":{"area":3},"creature_ability":["Construct Armor","Slice and Dice","Stick a Fork in It"],"skill":["Acrobatics"],"legacy_id":["creature-1063"],"trait":["Construct","Mindless","Swarm","Large"],"id":"creature-4058","text":" Animated Silverware Swarm Nobles are known to pay great amounts to animate their silverware, both for ease in cleaning and to serve as novelties during dinner parties. Recall Knowledge - Construct (Arcana, Crafting): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Animated Silverware Swarm Source Monster Core 2 pg. 32 Perception +5; darkvision Languages Skills Acrobatics +8 Str +1 Dex +3 Con +4 Int -5 Wis +0 Cha -5 --- AC 16 (12 when broken) Fort +9 Ref +8 Will +3 construct armor HP 14 Hardness 3 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Weaknesses area damage 3, splash damage 3 Construct Armor Like normal objects, an animated silverware swarm has Hardness. This Hardness reduces any damage the swarm takes by an amount equal to the Hardness. Once an animated silverware swarm is reduced to fewer than half its Hit Points or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 12. --- Speed 20 feet Slice and Dice Single Action (Magical) Each enemy in the animated silverware swarm's space takes 1d6 piercing or slashing damage (DC 17 basic Reflex save). Stick a Fork in It Single Action The animated silverware swarm attempts to pin a single creature. The target must attempt a DC 17 Reflex save. Critical Success The target is unaffected. Success Silverware pins portions of the target's clothing and gear. The target takes a –10-foot circumstance penalty to its Speeds as long as it remains in the swarm's space. Failure As success, and the target also can't Step until it leaves the swarm's space. Critical Failure The target is thoroughly pinned by the silverware, becoming immobilized until it Escapes (DC 17) or uses 2 Interact actions to remove all the silverware pinning it down. ","skill_mod":{"acrobatics":8},"summary":"Nobles are known to pay great amounts to animate their silverware, both for ease in cleaning and to serve as novelties during dinner parties.","image":["/Images/Monsters/Animated_Silverware_Swarm.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4058","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"hardness":3,"vision":"Darkvision","fortitude_save":9,"size":["Large"],"name":"Animated Silverware Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4058"},{"attack_bonus":[21],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":135,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Animated Object","will_save":13,"charisma":-5,"speed":{"max":15,"land":15},"perception":15,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Fan the Flames","Swallow Whole"],"skill":["Athletics"],"legacy_id":["creature-1064"],"trait":["Construct","Mindless","Huge"],"id":"creature-4059","text":" Animated Furnace This huge forge or oven is animated to protect a workspace or kitchen, travel alongside its owner, or both. Recall Knowledge - Construct (Arcana, Crafting): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Animated Furnace Source Monster Core 2 pg. 32 Perception +15; darkvision Languages Skills Athletics +18 Str +7 Dex -2 Con +6 Int -5 Wis +0 Cha -5 --- AC 30 (26 when broken) Fort +21 Ref +11 Will +13 construct armor HP 135 Hardness 10 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, an animated furnace has Hardness. This Hardness reduces any damage the swarm takes by an amount equal to the Hardness. Once an animated furnace is reduced to fewer than half its Hit Points or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 26. --- Speed 15 feet Melee Single Action door +21 (Magical), Damage 2d12+9 bludgeoning plus 1d8 fire and Improved Grab Fan the Flames Two Actions The animated furnace opens its door and fans its flames in a 30-foot cone that deals 5d6 fire damage (DC 28 basic Reflex save). Swallow Whole Single Action (Attack) Large, 2d8+9 fire, Rupture 15 ","skill_mod":{"athletics":18},"summary":"This huge forge or oven is animated to protect a workspace or kitchen, travel alongside its owner, or both.","primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":30,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4059","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":-2,"hardness":10,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Animated Furnace","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[26],"slug":"creature-4059"},{"attack_bonus":[27,27],"constitution":8,"primary_source_category":"Rulebooks","strength":9,"hp":200,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Animated Object","will_save":17,"charisma":-5,"speed":{"max":20,"land":20},"perception":21,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Launch","Trample"],"skill":["Athletics"],"legacy_id":["creature-1065"],"trait":["Construct","Mindless","Gargantuan"],"id":"creature-4060","text":" Animated Trebuchet Large armies sometimes pay exorbitant fees to animate their siege weapons. Recall Knowledge - Construct (Arcana, Crafting): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Animated Trebuchet Source Monster Core 2 pg. 33 Perception +21; darkvision Languages Skills Athletics +24 Str +9 Dex +2 Con +8 Int -5 Wis +0 Cha -5 --- AC 36 (32 when broken) Fort +29 Ref +19 Will +17 construct armor HP 200 Hardness 14 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, an animated trebuchet has Hardness. This Hardness reduces any damage the construct takes by an amount equal to the Hardness. Once an animated trebuchet is reduced to fewer than half its Hit Points or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 32. --- Speed 20 feet Melee Single Action arm +27 (Magical, reach 15 feet), Damage 3d12+11 bludgeoning plus Grab Ranged Single Action rock +27 (Brutal, Magical, range increment 120 feet), Damage 3d10+11 bludgeoning Launch Single Action Requirements The animated trebuchet has a creature grabbed in its arm; Effect The animated trebuchet attempts an Athletics check against the grabbed creature's Fortitude DC. On a success, it fires the creature up to 40 feet in height and up to 120 feet away. The creature takes 4d12 bludgeoning damage plus the appropriate falling damage. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage (DC 33 basic Reflex save). On a successful Launch, the animated trebuchet must Interact to reposition its arm into the proper position before it can Launch again. Trample Three Actions (Attack) Large or smaller, arm, DC 33 ","skill_mod":{"athletics":24},"summary":"Large armies sometimes pay exorbitant fees to animate their siege weapons.","image":["/Images/Monsters/AnimatedObject_AnimatedTrebuchet.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":36,"level":13,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4060","intelligence":-5,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":2,"hardness":14,"vision":"Darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Animated Trebuchet","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[27,30],"slug":"creature-4060"},{"attack_bonus":[32,32],"constitution":8,"primary_source_category":"Rulebooks","strength":9,"hp":245,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Animated Object","will_save":19,"charisma":-5,"speed":{"max":50,"land":50},"perception":23,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Enormous","Colossus's Grasp","Constrict","Trample"],"skill":["Athletics"],"legacy_id":["creature-1066"],"trait":["Construct","Mindless","Gargantuan"],"id":"creature-4061","text":" Animated Colossus Animating a 100-foot-tall statue is worth the cost for spellcasters guarding immense dungeons. Recall Knowledge - Construct (Arcana, Crafting): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Animated Colossus Source Monster Core 2 pg. 33 Perception +23; darkvision Languages Skills Athletics +27 Str +9 Dex +2 Con +8 Int -5 Wis +0 Cha -5 --- AC 39 (35 when broken) Fort +31 Ref +21 Will +19 construct armor HP 245 Hardness 15 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, an animated colossus has Hardness. This Hardness reduces any damage the construct takes by an amount equal to the Hardness. Once an animated colossus is reduced to fewer than half its Hit Points or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 35. Enormous An animated colossus takes up a space of 6 squares by 6 squares (30 feet by 30 feet) and is 100 feet tall. --- Speed 50 feet Melee Single Action fist +32 (Magical, reach 30 feet), Damage 3d12+17 bludgeoning plus Improved Grab Melee Single Action foot +32 (Agile, Magical, reach 20 feet), Damage 3d8+17 bludgeoning Colossus's Grasp The colossus can Grab a creature using only one hand. It can move normally with a creature grabbed or restrained in its fist, carrying the creature along. If it has two creatures grabbed in this way, it can't use its fist Strike. Constrict Single Action 3d12+11 bludgeoning, DC 36 Trample Three Actions (Attack) Huge or smaller, foot, DC 36 ","skill_mod":{"athletics":27},"summary":"Animating a 100-foot-tall statue is worth the cost for spellcasters guarding immense dungeons.","image":["/Images/Monsters/Animated_Colossus.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":39,"level":15,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4061","intelligence":-5,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":2,"hardness":15,"vision":"Darkvision","fortitude_save":31,"size":["Gargantuan"],"name":"Animated Colossus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[30,36],"slug":"creature-4061"},{"primary_source_category":"Rulebooks","strength":6,"hp":130,"language":["Arboreal","Common","Fey","<%SPELLS%1681%%>speak with plants<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":4,"perception":15,"trait":["Plant","Wood","Large"],"id":"creature-4062","text":" Arboreal Reaper While some forests have an idyllic, peaceful quality to them, others feel distinctly unfriendly or even sinister—these forests are the favored haunts of arboreal reapers. Sometimes these woodlands are sought out by secretive practitioners of malicious arts who claim the unsettling ambiance aids their abilities; arboreal reapers see no reason to interfere with such practices as long as the balance of their forests isn't harmed. All arboreals vary in appearance based on their surroundings, but arboreal reapers always seem vaguely eerie, whether they watch over a grim weald or a tropical rainforest. Often slightly warped, twisted, and covered in spiky protrusions, arboreal reapers sometimes sprout around old ruins or other permanent structures, breaking down and incorporating the structures as they mature and become more mobile. Arboreal reapers focus on the essential decaying phase of a forest's life cycle, becoming especially active in autumn and winter seasons. Their influence can often be seen in the explosion of mushrooms on a rotting log or the enticing fronds of a flourishing carnivorous plant. Like arboreal wardens, these woodland guardians are quicker to react to perceived threats than the more deliberate regents or retiring archives—at least by arboreal standards. Recall Knowledge - Plant (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Arboreal Reaper Source Monster Core 2 pg. 34 Perception +15; low-light vision Languages Arboreal, Common, Fey; speak with plants Skills Athletics +15, Intimidation +17, Nature +15, Stealth +14 Str +6 Dex +2 Con +4 Int +2 Wis +2 Cha +4 --- AC 24 Fort +17 Ref +13 Will +15 HP 130 Resistances bludgeoning 5, piercing 5 Weaknesses axes 5, fire 10 --- Speed 25 feet Melee Single Action branch +18 (reach 10 feet), Damage 2d10+8 bludgeoning Melee Single Action root +18 (Agile), Damage 2d6+8 bludgeoning plus Knockdown Ranged Single Action thorns +16, Damage 2d8+5 piercing plus 1d4 persistent bleed Primal Innate Spells DC 22 - 3rd Vampiric Feast - Constant (4th) Speak with Plants Leech Moisture Two Actions (Void) The arboreal reaper grows still and focuses intently on a single foe within 50 feet, draining moisture from the target's body. This deals 10d6 void damage (DC 25 basic Fortitude save). The arboreal reaper can't Leech Moisture again for 1d4 rounds. ","element":["Wood"],"skill_mod":{"nature":15,"stealth":14,"athletics":15,"intimidation":17},"image":["/Images/Monsters/Arboreal_ArborealReaper.png"],"primary_source":"Monster Core 2","spell":["Vampiric Feast","Speak with Plants"],"ac":24,"level":7,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{"bludgeoning":5,"piercing":5},"intelligence":2,"reflex_save":13,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":17,"size":["Large"],"name":"Arboreal Reaper","pfs":"Standard","rarity":"common","strike_damage_average":[15,16,19],"attack_bonus":[16,18,18],"constitution":4,"creature_family":"Arboreal","will_save":15,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"fire":10},"creature_ability":["Leech Moisture"],"skill":["Athletics","Intimidation","Nature","Stealth"],"legacy_id":["creature-1067"],"tradition":["Primal"],"summary":"While some forests have an idyllic, peaceful quality to them, others feel distinctly unfriendly or even sinister—these forests are the favored haunts …","trait_group":["Creature Type","Elemental"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4062","dexterity":2,"category":"creature","slug":"creature-4062"},{"primary_source_category":"Rulebooks","strength":7,"hp":230,"language":["Arboreal","Common","Fey","<%SPELLS%1681%%>speak with plants<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":4,"perception":25,"trait":["Plant","Wood","Large"],"id":"creature-4063","text":" Arboreal Archive Arboreal archives are solitary beings typically found in the remote wilderness. These ancient monoliths hold the memories of their vast territories, keeping mental records of the passing seasons of the world around them. Their knowledge of humanoid affairs varies, as they find quickly shifting political situations difficult to comprehend, but through fungal networks, reports from arboreal wardens, and other woodland chatter, arboreal archives learn of each storm, drought, or logging threat encountered throughout their long years. They primarily observe and record rather than interfere, but they willingly offer wisdom to those who respectfully seek them out. Arboreal regents call upon archives for advice in times of strife, conferring on the best course of action to protect their realms. It's rare for there to be more than one arboreal archive in a given region. When an archive senses they're nearing the end of their considerable life, a grove of regents gathers to nominate the wisest among them to become the next archive. After four seasons of deliberation, all arboreals in the area congregate to witness the succession ritual, during which the elder arboreal archive transfers their collected wisdom to the elected replacement before retiring. Recall Knowledge - Plant (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Arboreal Archive Source Monster Core 2 pg. 34 Perception +25; low-light vision, tremorsense (imprecise) 60 feet Languages Arboreal, Common, Fey; speak with plants Skills Athletics +23, Diplomacy +22, Forest Lore +28, Nature +25, Stealth +19 Str +7 Dex -1 Con +5 Int +4 Wis +7 Cha +4 --- AC 33 Fort +23 Ref +17 Will +27 HP 230 Resistances bludgeoning 10, piercing 10 Weaknesses axes 10, fire 15 Abeyance Rift If an arboreal archive dies unexpectedly before passing on their knowledge in a succession ritual, the amassed lore within their roots and boughs explodes out in a shock wave that deals 8d10 mental damage to creatures within 30 feet (DC 32 basic Will save) before dissipating; those who fail also fall prone. --- Speed 25 feet Melee Single Action branch +25 (reach 15 feet), Damage 3d10+10 bludgeoning plus Improved Knockdown Primal Innate Spells DC 32, attack +24 - 2nd Entangling Flora - 3rd Earthbind (at will) - 6th Tangling Creepers - Constant (4th) Speak with Plants Memory Maelstrom Three Actions (Concentrate, Incapacitation, Mental, Nonlethal, Primal) The arboreal archive tries to overwhelm foes with a surge of information they've absorbed over their long life. This surge deals 5d6 mental damage to each enemy within 40 feet, who must attempt a DC 32 Will save. Critical Success The creature maintains its composure, takes no damage, and is temporarily immune to Memory Maelstrom for 1 minute. Success The creature is stunned 1 and takes half damage. Failure The creature takes full damage and is stunned 3. Critical Failure The creature takes double damage, is confused for 2d4 rounds, and is stunned 3. Painting Memories As with all arboreals, no two arboreal archives are identical in appearance. The uniquely patterned bark of arboreal archives makes them even more distinct from one another, painting a mysterious and unique record of their knowledge of Forest Lore. Practitioners of primal magic believe the earthy colors adorning each arboreal archive's body hold clues about the memories and myths the creature collects and preserves. ","element":["Wood"],"skill_mod":{"diplomacy":22,"nature":25,"stealth":19,"athletics":23},"image":["/Images/Monsters/Arboreal_ArborealArchive.png"],"primary_source":"Monster Core 2","spell":["Tangling Creepers","Earthbind","Entangling Flora","Speak with Plants"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" low-light vision , tremorsense ( imprecise ) 60 feet","resistance":{"bludgeoning":10,"piercing":10},"intelligence":4,"reflex_save":17,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":23,"size":["Large"],"name":"Arboreal Archive","pfs":"Standard","rarity":"common","strike_damage_average":[26],"attack_bonus":[25],"constitution":5,"creature_family":"Arboreal","spell_attack_bonus":[24],"will_save":27,"speed":{"max":25,"land":25},"wisdom":7,"weakness":{"fire":15},"creature_ability":["Abeyance Rift","Memory Maelstrom"],"skill":["Athletics","Diplomacy","Forest Lore","Nature","Stealth"],"legacy_id":["creature-1068"],"tradition":["Primal"],"summary":"Arboreal archives are solitary beings typically found in the remote wilderness. These ancient monoliths hold the memories of their vast territories, …","trait_group":["Creature Type","Elemental"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4063","dexterity":-1,"category":"creature","slug":"creature-4063"},{"attack_bonus":[13,13],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":70,"language":["Chthonian","Diabolic","Draconic","Empyrean","Fey","Sakvroth","Shadowtongue","Utopian","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["fear"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Archon","spell_attack_bonus":[14],"will_save":15,"charisma":4,"speed":{"fly":25,"max":25,"land":25},"perception":15,"wisdom":4,"weakness":{"unholy":5},"creature_ability":["Light of Diligence","Archon's Protection","Light of Diligence","Alluring Knowledge"],"skill":["Arcana","Diplomacy","Lore","Nature","Occultism","Religion","Society"],"trait":["Archon","Celestial","Holy","Medium"],"id":"creature-4064","text":" Gnokesh (Codex Archon) The structure of a gnokesh, a wheel of ancient tomes, reflects its role in Heaven. These archons perfectly embody Heavenly knowledge, in particular the diligent pursuit of study and research. Each gnokesh is dedicated to one particular subject. This subject is crucial to their identity in a way few other than gnokeshes can understand. These archons avoid violence, finding the pursuit of knowledge far more interesting. They prefer to gather with others of their kind in great libraries or serve as record-keepers or tutors for archivists, researchers, generals, advisors, and others who can use their expertise. Recall Knowledge - Celestial (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Gnokesh Source Monster Core 2 pg. 36 Perception +15; darkvision Languages Chthonian, Diabolic, Draconic, Empyrean, Fey, Sakvroth, Shadowtongue, Utopian; truespeech Skills Arcana +12, Diplomacy +11, Lore +16, Nature +11, Occultism +12, Religion +13, Society +12 Str +2 Dex +4 Con +0 Int +5 Wis +4 Cha +4 Light of Diligence (divine) The gnokesh has devoted themselves to the thorough study of one particular Lore skill (with the bonus found in the Skills section above), such as Heaven Lore or Warfare Lore. If the gnokesh rolls a critical failure to Recall Knowledge with this skill, they get a failure instead. They can also use the Aid action for this skill without first preparing to help, and they automatically grant a +3 circumstance bonus. --- AC 21 all-around vision Fort +9 Ref +12 Will +15 +1 status to all saves vs. magic HP 70 Immunities fear Weaknesses unholy 5 Archon's Protection Reaction Trigger An enemy damages the archon's ally and both are within 15 feet of the archon; Effect The ally gains resistance 5 to all damage against the triggering damage, and the archon can make a Strike against the enemy. Light of Diligence Reaction (divine, fortune) Trigger A willing ally within 15 feet critically fails at a check; Effect The ally gets a failure instead and becomes immune to Light of Diligence for 1 minute. --- Speed 25 feet, fly 25 feet Melee Single Action tome +13 (Divine, Finesse, Holy), Damage 1d6+6 bludgeoning plus 1d6 spirit Ranged Single Action light ray +13 (Divine, Fire, Holy, Light, Magical, range increment 20 feet, Spirit), Damage 2d6 fire plus 2d6 spirit Spells DC 22, attack +14 - Cantrips (5th) Light, Message, Telekinetic Hand - 1st Sure Strike (×3) - 2nd Silence - 3rd Calm, Clairaudience - 4th Clairvoyance, Translocate (at will) - Constant (5th) Truespeech Alluring Knowledge Two Actions (Divine, Holy, Light, Mental) Frequency once per hour; Effect A twisting scroll of runes made of light appears in an unoccupied square within 60 feet. Each creature adjacent to the runes must succeed at a DC 22 basic Will save or take 3d8 mental damage and be fascinated with the magical text as long as it remains. The magical text lasts until the end of the gnokesh's next turn. ","skill_mod":{"society":12,"diplomacy":11,"nature":11,"arcana":12,"occultism":12,"religion":13},"summary":"The structure of a gnokesh, a wheel of ancient tomes, reflects its role in Heaven. These archons perfectly embody Heavenly knowledge, in particular …","image":["/Images/Monsters/Archon_Codex.webp"],"primary_source":"Monster Core 2","spell":["Clairvoyance","Translocate","Calm","Clairaudience","Silence","Sure Strike","Light","Message","Telekinetic Hand","Truespeech"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":21,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4064","intelligence":5,"reflex_save":12,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Gnokesh","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,14],"slug":"creature-4064"},{"primary_source_category":"Rulebooks","strength":8,"hp":240,"language":["Aklo","Chthonian","Diabolic","Draconic","Empyrean","Necril","Sakvroth","Utopian","<%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":7,"perception":25,"trait":["Archon","Celestial","Holy","Rare","Huge"],"id":"creature-4065","text":" Excinder (Censor Archon) Mortals require protection from forbidden knowledge and heretical texts. Anywhere across the planes, an exscinder might arrive to claim, confiscate, and destroy the dangerous thoughts within. Considering themselves avatars of the virtue of temperance, exscinders repeat the lesson that the cautious tongue refuses to speak wicked words. Though they pass on these words, it's rare for them to take much note of ordinary mortals. The danger is not necessarily the person who learns, but the evil knowledge itself. It's the weed that grows beyond the words on the page and must be torn out by its roots. Recall Knowledge - Celestial (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Exscinder Source Monster Core 2 pg. 37 Perception +25; darkvision Languages Aklo, Chthonian, Diabolic, Draconic, Empyrean, Necril, Sakvroth, Utopian; telepathy 100 feet, truespeech Skills Arcana +24, Heaven Lore +26, Intimidation +26, Library Lore +26, Occultism +24, Religion +27, Society +26 Str +8 Dex +6 Con +6 Int +5 Wis +8 Cha +7 Items confiscated texts --- AC 33 all-around vision Fort +23 Ref +21 Will +25 +1 status to all saves HP 240 Immunities fear Resistances fire 10 Weaknesses unholy 10 Archon's Protection Reaction Trigger An enemy damages the archon's ally and both are within 15 feet of the archon; Effect The ally gains resistance 15 to all damage against the triggering damage, and the archon can make a Strike against the enemy. --- Speed 30 feet, fly 50 feet Melee Single Action binding chains +27 (Disarm, Finesse, Holy, Magical, Trip), Damage 3d8+11 bludgeoning plus 2d6 fire and censorious lash Ranged Single Action blazing sigil +25 (Fire, Holy, Magical, range increment 40 feet, Spirit), Damage 5d6 fire plus 3d6 spirit Spells DC 33, attack +25 - Cantrips (7th) Light, Message - 1st Sure Strike (×3) - 2nd Invisibility (at will) - 4th Heal (at will), Translocate (at will) - 7th Divine Immolation, Interplanar Teleport, Rewrite Memory (at will), Ring of Truth - Constant (5th) Truespeech Censorious Lash (Divine, Incapacitation, Mental) When the exscinder hits a creature with a binding chains Strike, that creature must attempt a DC 30 Will save. On a failure, it's controlled by the exscinder for its first action on its next turn (or controlled for its entire next turn on a critical failure). Change Size Single Action (Concentrate, Divine, Polymorph) The exscinder changes size to their choice of Huge, Large, Medium, or Small. Temper thy Words Single Action (Auditory, Concentrate, Divine) The exscinder chooses one written text within 120 feet. They don't need to be able to observe the text, but they can't target one that's deliberately concealed. The exscinder censors the text, modifying it to their wishes. The text can't be referenced, making it useless for functions like Casting a Spell from a scroll, preparing spells from a spellbook, or consulting a scholarly journal. If the text is attended, the creature possessing it can attempt a DC 33 Will save; an unattended text automatically gets a critical failure. Critical Success The text remains uncensored. Success The censorship lasts 1 round. Failure The text is censored for 1 day. Critical Failure The text is censored permanently. It can be restored only with a wish ritual or similarly powerful magic. Censorship Is... Holy? Censorship is a contentious topic, as it's often used as a method of control. The exscinder has the holy trait, but its actions—censoring and confiscating texts—can be upsetting and even condemnable. Keep in mind, however, that they exist in a world with magical texts that can be deadly when read! This doesn't mean they can't cross the line into actions that mortals consider to be wrong, nor that they might not clash with mortals due to a lack of nuance. ","skill_mod":{"society":26,"arcana":24,"intimidation":26,"occultism":24,"religion":27},"image":["/Images/Monsters/Archon_Censor.webp"],"primary_source":"Monster Core 2","spell":["Divine Immolation","Interplanar Teleport","Rewrite Memory","Ring of Truth","Heal","Translocate","Invisibility","Sure Strike","Light","Message","Truespeech"],"ac":33,"item":["confiscated texts"],"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"fire":10},"intelligence":5,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":23,"size":["Huge"],"name":"Exscinder","pfs":"Standard","rarity":"rare","strike_damage_average":[28,31],"attack_bonus":[25,27],"constitution":6,"immunity":["fear"],"creature_family":"Archon","spell_attack_bonus":[25],"will_save":25,"speed":{"fly":50,"max":50,"land":30},"wisdom":8,"weakness":{"unholy":10},"creature_ability":["Archon's Protection","Censorious Lash","Change Size","Temper thy Words"],"skill":["Arcana","Heaven Lore","Intimidation","Library Lore","Occultism","Religion","Society"],"summary":"Mortals require protection from forbidden knowledge and heretical texts. Anywhere across the planes, an exscinder might arrive to claim, confiscate, …","trait_group":["Monster","Creature Type","Mechanics","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4065","dexterity":6,"category":"creature","slug":"creature-4065"},{"primary_source_category":"Adventure Paths","strength":3,"hp":100,"language":["Aklo","Common","Undercommon"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","charisma":3,"perception":18,"trait":["Aberration","Seugathi","Unique","CE","Huge"],"id":"creature-4066","text":" Jafaki Most seugathis are spawned from their neothelid masters, complete their programmed tasks, and die. Jafaki is an exception, no less cruel and calculating than other seugathis but with motivations that are, at least for now, entirely their own. Belcorra first spotted Jafaki and several other seugathis slithering through the Darklands while she was building the Abomination Vaults. They expressed an eagerness to serve her and advance their own experiments. Belcorra knew the seugathis could improve her forces, as well as expand. She tasked them with building her a perfect soldier, then making armies of them to conquer Absalom. Knowing that perfection was a high price to ask, Belcorra funneled all the resources she could to the seugathis. The seugathis pursued not one research path but many, including fleshwarping, monster breeding, and even dabbling in magical constructs. Belcorra didn't mind this broad experimentation, as nearly all of it provided her with useful monsters for her growing army. She passed along the seugathis' innovations to other alchemists and mages who could duplicate the work. When the Roseguard defeated Belcorra, the seugathis nevertheless continued pursuing their objective. Their initial obstacle was a bone devil named Tarkannah. Tarkannah deemed that ongoing duty to Belcorra— to whom the bone devil remained loyal even after her death—meant taking a firmer hand in overseeing the seugathis. Tarkannah tried to constrain and direct the seugathis' sprawling research. Rather than comply with these unwelcome demands, the seugathis rebelled; Jafaki ambushed and killed Tarkannah and seized control of the laboratories. This assault started a brief war between the devils and the seugathis. For months the two sides fought, but Urevian soon discovered the seugathis weren't interested in expanding their holdings, and the two sides settled in an uneasy truce on their respective levels of the vaults. These front lines aren't absolute; Urevian is happy to permit potential “raw materials” to pass through the prison, as the seugathis' cast-off creatures often find their way into the devil's gradually increasing forces. Jafaki has little concern for the army growing beneath the laboratories. The seugathis don't bother with the imp and zebub spies that pass through the laboratories, but Jafaki and their colleagues can make marching through with a large army costly or even impossible. Jafaki plans to permit free passage only in exchange for additional concessions to bolster their ongoing experiments, even though Urevian is certain to balk at the cost. Jafaki's research has seemed to drift over the years through various abhorrent sciences: fleshwarping, reanimation of the dead, selective breeding, or even golem creation. Yet they remain as focused on their goal of creating the perfect soldier as they were when they spoke to Belcorra all those years ago. That word has driven Jafaki for centuries. Good soldiers? They've created those, and all have died by the dozens or hundreds in the arena. Great soldiers? Some of Jafaki's finest works have been nearly unstoppable. But “nearly” is not “perfect.” Jafaki will pursue perfection for as long as it takes. Campaign Role Jafaki initially considers the heroes to be little more than annoyances and trusts in others to take care of them. Once Jafaki realizes the heroes are powerful enough to face them directly, the seugathi understands that they would make excellent candidates for experimentation. Unfortunately for Jafaki, this realization probably comes too late. Recall Knowledge - Aberration (Occultism): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Jafaki Source Pathfinder #164: Hands of the Devil pg. 88 Perception +18; darkvision, tremorsense 30 feet Languages Aklo, Common, Undercommon Skills Acrobatics +18, Crafting +18, Diplomacy +15, Intimidation +17, Medicine +16, Nature +16, Occultism +18, Stealth +18 Str +3 Dex +6 Con +4 Int +4 Wis +4 Cha +3 Infused Items Jafaki carries these infused items: 2 moderate acid flasks, 2 moderate bottled lightnings, 2 moderate cognitive mutagens, 2 lesser elixirs of life, 2 moderate mistform elixirs, and 2 doses of wyvern poison (one of which they have already applied to their rapier). These items last for 24 hours, or until the next time Jafaki makes their daily preparations. Items +1 striking rapier , wand of gentle repose , wand of 2nd-level magic missile , expanded alchemist's tools, keys to areas B11 and C7 --- AC 26 Fort +14 Ref +18 Will +16 +1 status to all saves vs. magic HP 100 Immunities mental, poison Resistances bludgeoning 10 Mindfog Aura (enchantment, mental) 20 feet. A creature that starts its turn in the aura must succeed at a DC 23 Will save or become confused for 1 round; on a success, that creature is temporarily immune for 1 minute. Jafaki can suppress or activate this aura as a single action with the concentrate trait. Command Confusion Reaction Trigger A creature fails its save against Jafaki's mindfog aura; Effect Jafaki determines who the confused creature attacks for that round, instead of the target being randomly determined by the GM. If the chosen target is the confused creature's ally, the creature can immediately attempt a DC 21 Will save; on a success, its target is determined randomly as normal, and on a critical success the target is no longer confused. --- Speed 25 feet Melee Single Action bite +18 (Agile, finesse), Damage 2d6+5 piercing plus seugathi venom Melee Single Action rapier +19 (deadly 1d8, disarm, finesse, reach 10 feet), Damage 2d6+5 piercing plus wyvern poison Ranged Single Action acid flask +19 (Bomb, range increment 20 feet, splash), Damage 5 acid plus 2d6+2 persistent acid and 6 acid splash Ranged Single Action bottled lightning +19 (Bomb, range increment 20 feet, splash), Damage 2d6+2 electricity plus 6 electricity splash Occult Innate Spells DC 26, attack +18 - Cantrips (4th) Daze, Detect Magic, Mage Hand, Telekinetic Projectile - 3rd Hypercognition, Levitate, Mind Reading (×3) - 4th Confusion (×3), Phantasmal Killer Envenom Weapon Single Action (Manipulate) Jafaki applies their innate seugathi venom to one weapon they wield. Magic Item Mastery Jafaki can Cast a Spell from magic items even if the spell isn't on their spell list. All such spells are occult spells and use Jafaki's innate spell DC and attack modifier. Quick Consumption Single Action (Flourish) Jafaki Interacts to draw an elixir or mutagen, then drinks it. Seugathi Venom (Poison) Saving Throw DC 24 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and stupefied 1 (1 round); Stage 2 2d6 poison damage and deafened and stupefied 2 (1 round) ","skill_mod":{"diplomacy":15,"nature":16,"crafting":18,"stealth":18,"medicine":16,"intimidation":17,"occultism":18,"acrobatics":18},"primary_source":"Pathfinder #164: Hands of the Devil","spell":["Confusion","Phantasmal Killer","Hypercognition","Levitate","Mind Reading","Daze","Detect Magic","Mage Hand","Telekinetic Projectile"],"ac":26,"item":["+1 striking rapier","wand of gentle repose","wand of 2nd-level magic missile","expanded alchemist's tools","keys to areas B11 and C7"],"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense 30 feet","resistance":{"bludgeoning":10},"intelligence":4,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":14,"source_group":["Abomination Vaults"],"size":["Huge"],"spoilers":"Abomination Vaults","name":"Jafaki","alignment":"CE","rarity":"unique","strike_damage_average":[9,9,12,12],"attack_bonus":[18,19,19,19],"constitution":4,"immunity":["mental","poison"],"spell_attack_bonus":[18],"will_save":16,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Infused Items","Mindfog Aura","Command Confusion","Envenom Weapon","Quick Consumption","Seugathi Venom"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Crafting","Diplomacy","Intimidation","Medicine","Nature","Occultism","Stealth"],"tradition":["Occult"],"summary":"Most seugathis are spawned from their neothelid masters, complete their programmed tasks, and die. Jafaki is an exception, no less cruel and …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4066","dexterity":6,"category":"creature","slug":"creature-4066"},{"primary_source_category":"Adventure Paths","strength":3,"hp":135,"language":["Abyssal","Aklo","Celestial","Common","Infernal","Necril","Undercommon"],"source":["Pathfinder #164: Hands of the Devil"],"type":"Creature","charisma":6,"perception":19,"trait":["Devil","Fiend","Unique","LE","Medium"],"id":"creature-4067","text":" Urevian For over 500 years, Urevian and Belcorra have had a binding contract. The agreement stipulates that Urevian must help train and lead Belcorra's army of abominations in an attack on the communities of the Starstone Isle from Gauntlight all the way to Absalom (which today includes Otari). Urevian must also commit the devils that owe him allegiance to Belcorra's cause. In exchange, Belcorra agreed that Urevian would receive the soul of the famed warrior Vol Rajani. The Rajani soul is of key interest to certain mighty velstrac demagogues, and Urevian committed the soul before he'd even acquired it. Doing so cost Urevian much of his personal power, but he considered the opportunity too great to ignore. The arrangement was supposed to take years or even decades, but not centuries. The intent was that Belcorra would march her monsters all the way to Absalom, with Urevian acting as a force commander. As Vol Rajani was a well-known defender of the city, she was sure to meet the forces in battle, and Urevian could snatch her soul away. Urevian was convinced he could acquire the valuable soul by loophole if not by direct action. First, the contract specifies “the Rajani soul” as the payment, without specific mention of Vol Rajani; any Rajani would suffice for Urevian's purposes. Second, although the contract prohibits Urevian or any of Belcorra's allies from delivering the soul, to ensure that Belcorra alone would pay the devil his due, the language permits any of Belcorra's foes to deliver the Rajani soul instead. When Belcorra died, the contract was held in perpetual abeyance. Urevian performed the bare minimum to keep his bargain, training his devils and the fleshwarps they captured. He can't simply leave; his arrangement with the velstrac demagogue requires him to first appear in the demagogue's presence when he leaves the Material Plane, and Urevian knows he mustn't show up empty-handed. Things changed with Belcorra's return. Now, Urevian has the possibility of finally escaping his contract. However, fulfilling his agreement to the letter would require a costly battle past Jafaki's followers and an even more costly battle once he got to the surface. Reliable minions are, he knows, difficult to replace. Urevian prefers the quick resolution of obtaining the Rajani soul from an outside party right away. Charm has always been Urevian's greatest asset. While other contract devils pride themselves on airtight clauses, hidden meanings, and steep penalties to gain the upper hand, Urevian prefers to smile his way into a straightforward deal that's beneficial to everyone. Devils have a bad reputation for taking advantage of their marks; playing against that is one of Urevian's strengths, and he uses it to great advantage. Campaign Role Urevian wants the soul of Carman Rajani. With Belcorra's return, he can finally escape his agreement with her, but he needs a Rajani soul to do so. Ideally, he convinces the heroes to fetch it for him. Urevian is true to his word and departs quickly once he has his prize. If the heroes refuse, despite Urevian's honeyed words, and they defeat him, he's cast into the demagogue's court, where he must explain his failure or face obliteration. Recall Knowledge - Fiend (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Urevian Source Pathfinder #164: Hands of the Devil pg. 90 Perception +19; greater darkvision Languages Abyssal, Aklo, Celestial, Common, Infernal, Necril, Undercommon Skills Acrobatics +17, Deception +21, Diplomacy +19, Intimidation +19, Legal Lore +23, Religion +19, Society +19, Thievery +18 Str +3 Dex +4 Con +3 Int +6 Wis +4 Cha +6 --- AC 28 Fort +18 Ref +17 Will +22 +1 status to all saves vs. magic HP 135 Immunities fire, ward contract Resistances physical 10 (except silver), poison 10 Weaknesses good 10 Distracting Declaration Urevian keeps a few sly words at the ready to distract enemies. He always uses Deception for initiative. Ward Contract Any signed contract Urevian carries (including any draped over his horns) is immune to damage from creatures other than Urevian. In addition, Urevian is immune to mental effects that would make him alter, nullify, or destroy a contract. --- Speed 25 feet Melee Single Action diabolic quill +21 (Agile, evil, fatal 1d12, finesse, magical, reach 10 feet), Damage 2d6+9 piercing plus 1d6 evil and infernal wound Melee Single Action horn +20 (Magical), Damage 3d10+9 piercing and infernal wound Divine Innate Spells DC 30 - Cantrips (5th) Detect Magic - 3rd Enthrall, Mind Reading (at will) - 4th Dimension Door (at will), Private Sanctum, Silence - 5th Dimension Door, Flame Strike, Locate (at will), Mind Probe, Sending (×3), Wall of Force - 6th Scrying (at will; see right of inspection) - Constant (5th) Tongues Rituals DC 30 - 1st Infernal Pact - 2nd Inveigle - 5th Call Spirit Draft Contract Three Actions (Conjuration, divine, manipulate) Urevian produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a wish spell but fulfilled to the letter by Urevian. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to Urevian and to Hell. While the contract is in effect, the mortal can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, Urevian knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a locate spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous. Infernal Wound (Divine, necromancy) Urevian's Strikes also deal 2d6 persistent bleed damage that resists attempts to heal them. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery. The DC to Administer First Aid to a creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 28 counteract check or the magic fails to heal the creature. Right of Inspection Urevian can cast his innate scrying spell at will, but only to target a creature with which he has a contract, a specific creature named in a contract he has, or a descendant of any of those creatures. The outcome of the target's saving throw is one step worse than the result it rolled. ","skill_mod":{"society":19,"diplomacy":19,"deception":21,"thievery":18,"intimidation":19,"acrobatics":17,"religion":19},"primary_source":"Pathfinder #164: Hands of the Devil","spell":["Scrying","Dimension Door","Flame Strike","Locate","Mind Probe","Sending","Wall of Force","Private Sanctum","Silence","Enthrall","Mind Reading","Detect Magic","Tongues"],"ac":28,"level":9,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"physical":10},"intelligence":6,"reflex_save":17,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":18,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Urevian","alignment":"LE","rarity":"unique","strike_damage_average":[19,25],"attack_bonus":[20,21],"constitution":3,"immunity":["fire","ward contract"],"will_save":22,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"good":10},"creature_ability":["Distracting Declaration","Ward Contract","Draft Contract","Infernal Wound","Right of Inspection"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Deception","Diplomacy","Intimidation","Legal Lore","Religion","Society","Thievery"],"tradition":["Divine"],"summary":"For over 500 years, Urevian and Belcorra have had a binding contract. The agreement stipulates that Urevian must help train and lead Belcorra's army …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=4067","dexterity":4,"category":"creature","slug":"creature-4067"},{"attack_bonus":[18],"constitution":4,"primary_source_category":"Adventure Paths","strength":7,"hp":105,"immunity":["death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Abomination Vaults Hardcover"],"type":"Creature","will_save":13,"charisma":4,"speed":{"max":30,"land":30},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Loose Bones","Broad Swipe","Terrifying Charge"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Intimidation"],"trait":["Mindless","Skeleton","Undead","Unique","NE","Huge"],"id":"creature-4068","text":" Bone Gladiator Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Bone Gladiator Source Abomination Vaults Hardcover pg. 106 Perception +16; darkvision Languages Skills Athletics +20, Intimidation +17 Str +7 Dex +0 Con +4 Int -5 Wis +2 Cha +4 --- AC 24 Fort +17 Ref +13 Will +13 HP 105 (negative healing) Immunities death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 Loose Bones A critical hit jostles the skeleton's loose bones, making it clumsy 1. Additional critical hits increase this value, up to clumsy 4. --- Speed 30 feet Melee Single Action claw +18 (Agile, reach 10 feet), Damage 2d6+11 slashing Broad Swipe Two Actions The skeleton makes two Strikes with its claw against two adjacent foes, both of whom are within its reach. The multiple attack penalty doesn't increase until after both attacks are resolved. Terrifying Charge Two Actions The skeleton Strides and makes a claw Strike with a +4 circumstance bonus to damage. If the Strike hits, it attempts to Demoralize the target. ","skill_mod":{"athletics":20,"intimidation":17},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Abomination Vaults Hardcover","trait_group":["Monster","Ancestry","Creature Type","Rarity"],"ac":24,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=4068","intelligence":-5,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":17,"source_group":["Abomination Vaults"],"size":["Huge"],"spoilers":"Abomination Vaults","name":"Bone Gladiator","alignment":"NE","category":"creature","rarity":"unique","strike_damage_average":[18],"slug":"creature-4068"},{"primary_source_category":"Adventure Paths","strength":2,"hp":160,"language":["Caligni","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":5,"perception":16,"trait":["Caligni","Humanoid","Unique","CE","Medium"],"id":"creature-4069","text":" Padli Nethys Note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Padli Source Pathfinder #165: Eyes of Empty Death pg. 7 Perception +16; greater darkvision Languages Caligni, Undercommon Skills Acrobatics +18, Deception +20, Diplomacy +20, Intimidation +18, Occultism +14, Stealth +18 Str +2 Dex +5 Con +1 Int -1 Wis +1 Cha +5 Light Blindness Items Dagger (3), key to area A7 , Leather Armor, wand of magic missile (3rd level) --- AC 26 Fort +16 Ref +20 Will +18 HP 160 Death Flame (light) When Padli dies, his body combusts in a flash of white-hot flame. All creatures in a 20-foot burst take 6d10 fire damage (DC 28 basic Reflex save). His gear is unaffected by the flames and is left in a pile where he died. Occult Ward Reaction Trigger Padli attempts a saving throw against a spell cast by a creature he can see; Effect Padli gains a +2 circumstance bonus to the triggering save. --- Speed 25 feet Melee Single Action dagger +15 (Agile, finesse, versatile S), Damage 1d4+7 piercing Occult Innate Spells DC 26, attack +18 - Cantrips (5th) Chill Touch, Daze, Detect Magic, Shield - 2nd Darkness (at will), Invisibility, Obscuring Mist (at will) - 3rd Blindness, Enthrall, Paralyze - 4th Darkness, Phantom Pain, Suggestion Sneak Attack Padli deals 3d6 extra precision damage to flat-footed creatures. ","skill_mod":{"diplomacy":20,"deception":20,"stealth":18,"intimidation":18,"occultism":14,"acrobatics":18},"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Darkness","Phantom Pain","Suggestion","Blindness","Enthrall","Paralyze","Invisibility","Obscuring Mist","Chill Touch","Daze","Detect Magic","Shield"],"ac":26,"item":["Dagger (3)","key to area A7","Leather Armor","wand of magic missile (3rd level)"],"level":9,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":-1,"reflex_save":20,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":16,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Padli","alignment":"CE","rarity":"unique","strike_damage_average":[9],"attack_bonus":[15],"constitution":1,"spell_attack_bonus":[18],"will_save":18,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Death Flame","Occult Ward","Sneak Attack"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Deception","Diplomacy","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4069","dexterity":5,"category":"creature","slug":"creature-4069"},{"primary_source_category":"Adventure Paths","strength":4,"hp":155,"language":["Caligni","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":5,"perception":18,"trait":["Caligni","Humanoid","Unique","N","Medium"],"id":"creature-4070","text":" Dulac Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Dulac Source Pathfinder #165: Eyes of Empty Death pg. 9 Perception +18; greater darkvision Languages Caligni, Undercommon Skills Acrobatics +18, Athletics +19, Intimidation +18, Occultism +16, Religion +18, Stealth +18 Str +4 Dex +3 Con +0 Int +1 Wis +3 Cha +5 Light Blindness Items Chain Shirt, +1 striking war flail --- AC 28 Fort +15 Ref +18 Will +20 HP 155 Death Shadows (cold, darkness) When Dulac dies, her body is destroyed in a burst of chilling shadows. All creatures in a 20-foot burst take 8d8 cold damage (DC 28 basic Reflex save). Dulac's gear and treasure are unaffected by the shadows and are left in a pile where she died. Opportune Step Reaction Trigger A dazzled or blinded creature, or a creature with light blindness, ends its move adjacent to Dulac; Effect Dulac Steps. Warding Shove Reaction Trigger An ally within Dulac's reach is targeted with a ranged or melee attack by an attacker she can see; Effect The ally gains a +2 circumstance bonus to AC against the triggering attack, and the ally can Step after the attack. --- Speed 25 feet Melee Single Action war flail +21 (Disarm, sweep, trip), Damage 2d10+8 bludgeoning Occult Innate Spells DC 28, attack +20 - Cantrips (5th) Daze, Detect Magic, Shield, Telekinetic Projectile - 2nd Darkness (at will), Ghoulish Cravings, Obscuring Mist (at will) - 3rd Haste, Paralyze, Vampiric Touch - 4th Darkness, Read Omens, Suggestion Sneak Attack Dulac deals an additional 1d6 precision damage to flat-footed creatures. ","skill_mod":{"stealth":18,"athletics":19,"intimidation":18,"occultism":16,"acrobatics":18,"religion":18},"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Darkness","Read Omens","Suggestion","Haste","Paralyze","Vampiric Touch","Ghoulish Cravings","Obscuring Mist","Daze","Detect Magic","Shield","Telekinetic Projectile"],"ac":28,"item":["Chain Shirt","+1 striking war flail"],"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":1,"reflex_save":18,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":15,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Dulac","alignment":"N","rarity":"unique","strike_damage_average":[19],"attack_bonus":[21],"constitution":0,"spell_attack_bonus":[20],"will_save":20,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Death Shadows","Opportune Step","Warding Shove","Sneak Attack"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Intimidation","Occultism","Religion","Stealth"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4070","dexterity":3,"category":"creature","slug":"creature-4070"},{"primary_source_category":"Adventure Paths","strength":6,"hp":155,"language":["Common","Gnomish","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":0,"perception":18,"trait":["Mummy","Rare","Undead","LE","Small"],"id":"creature-4071","text":" Elder Child Of Belcorra Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Elder Child Of Belcorra Source Pathfinder #165: Eyes of Empty Death pg. 14 Perception +18; darkvision, tremorsense (imprecise) 30 feet Languages Common, Gnomish, Undercommon Skills Athletics +19, Nature +19, Stealth +19 Str +6 Dex +3 Con +0 Int +0 Wis +3 Cha +0 --- AC 28 Fort +15 Ref +18 Will +20 HP 155 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances fire 10 Weaknesses cold 10 Breath of the Bog (aura, divine, enchantment, mental) 30 feet. A creature that begins its turn within the area feels as if its lungs were filling with water and must succeed at a DC 28 Fortitude save or be unable to speak or breathe. The creature can still hold its breath and can attempt a new save at the end of its turn. A creature that succeeds is temporarily immune for 24 hours. Rise Up Reaction Trigger A creature walks on top of a bog mummy that lies buried in the mud or peat below; Requirements Initiative has not yet been rolled; Effect The bog mummy automatically notices the creature and Burrows before rolling initiative. --- Speed 20 feet; burrow 15 feet Melee Single Action fist +21, Damage 2d10+8 bludgeoning plus bog rot Primal Prepared Spells DC 28, attack +20 - Cantrips (5th) Acid Splash, Detect Magic, Prestidigitation, Produce Flame, Read Aura - 2nd Acid Arrow, Entangle, Glitterdust - 3rd Blindness, Glyph of Warding, Meld into Stone - 4th Air Walk, Barkskin, Freedom of Movement Primal Innate Spells DC 28 - 1st Illusory Disguise Rituals DC 28 - 4th Plant Growth Bog Rot (Curse, disease, divine, necromancy) This affliction can't be reduced below stage 1, nor can the damage from it be healed, until it's successfully treated with remove curse or a similar effect; the affliction can then be removed as normal for a disease. A creature killed by bog rot melts into a noxious sludge and can't be resurrected except by a 7th-level resurrect ritual or similar magic; Saving Throw DC 21 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 3d6 negative damage and clumsy 1 (1 day) ","skill_mod":{"nature":19,"stealth":19,"athletics":19},"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Air Walk","Barkskin","Freedom of Movement","Blindness","Glyph of Warding","Meld into Stone","Acid Arrow","Entangle","Glitterdust","Acid Splash","Detect Magic","Prestidigitation","Produce Flame","Read Aura","Illusory Disguise"],"ac":28,"level":9,"spell_dc":[28,28],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet","resistance":{"fire":10},"intelligence":0,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"source_group":["Abomination Vaults"],"size":["Small"],"spoilers":"Abomination Vaults","name":"Elder Child Of Belcorra","alignment":"LE","rarity":"rare","strike_damage_average":[19],"attack_bonus":[21],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[20],"will_save":20,"speed":{"max":20,"land":20,"burrow":15},"wisdom":3,"weakness":{"cold":10},"creature_ability":["Breath of the Bog","Rise Up","Bog Rot"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Nature","Stealth"],"tradition":["Primal"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Monster","Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4071","dexterity":3,"category":"creature","slug":"creature-4071"},{"primary_source_category":"Adventure Paths","strength":5,"hp":200,"language":["Elven","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":1,"perception":22,"trait":["Drow","Elf","Humanoid","Unique","N","Medium"],"id":"creature-4072","text":" Salaisa Malthulas Nethys Note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Salaisa Malthulas Source Pathfinder #165: Eyes of Empty Death pg. 30 Perception +22; darkvision Languages Elven, Undercommon Skills Acrobatics +21, Athletics +22, Intimidation +20, Stealth +21, Survival +20 Str +5 Dex +4 Con +3 Int +0 Wis +3 Cha +1 Light Blindness Items Breastplate, Hand Crossbow (10 bolts), +1 striking corrosive longsword , stupor poison (3) --- AC 31 Fort +20 Ref +21 Will +22 +1 status to all saves vs. magic, +2 status to all saves vs. mental HP 200 Immunities sleep Attack of Opportunity Reaction --- Speed 30 feet Melee Single Action longsword +24 (versatile P), Damage 2d8+9 slashing plus 1d6 acid Ranged Single Action hand crossbow +22, Damage 1d6+8 piercing plus stupor poison Divine Innate Spells DC 28 - Cantrips (6th) Dancing Lights - 2nd Darkness (at will), Faerie Fire (at will) Attack Now! Single Action Salaisa shouts, and a drow ally within 30 feet that can see or hear Salaisa makes a melee or ranged Strike as a reaction. Storm of Blades Two Actions Salaisa Strides up to her Speed. She can make up to three longsword Strikes at any point during this movement, each against a different target within reach. These attacks count toward her multiple attack penalty, but the multiple attack penalty doesn't increase until after she makes all of her attacks. If she moves half her speed or less during Storm of Blades, that movement doesn't trigger reactions ","skill_mod":{"survival":20,"stealth":21,"athletics":22,"intimidation":20,"acrobatics":21},"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Darkness","Faerie Fire","Dancing Lights"],"ac":31,"item":["Breastplate","Hand Crossbow (10 bolts)","+1 striking corrosive longsword","stupor poison (3)"],"level":11,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Salaisa Malthulas","alignment":"N","rarity":"unique","strike_damage_average":[11,21],"attack_bonus":[22,24],"constitution":3,"immunity":["sleep"],"will_save":22,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Attack Now!","Storm of Blades"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"tradition":["Divine"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Monster","Ancestry","Weapon","Half-Elf","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4072","dexterity":4,"category":"creature","slug":"creature-4072"},{"primary_source_category":"Adventure Paths","strength":2,"hp":110,"language":["Common","Elven","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":4,"perception":18,"trait":["Drow","Elf","Humanoid","Unique","CN","Medium"],"id":"creature-4073","text":" Bhazrade And Klanthor Nethys Note: This entry encompasses both NPCs. No description has been provided for them. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Bhazrade And Klanthor Source Pathfinder #165: Eyes of Empty Death pg. 33 Perception +18; darkvision Languages Common, Elven, Undercommon Skills Acrobatics +17, Nature +18, Occultism +18, Stealth +19, Survival +18 Str +2 Dex +4 Con +0 Int +1 Wis +3 Cha +4 Light Blindness Items Staff, wand of manifold missiles (1st level) --- AC 27 Fort +15 Ref +19 Will +18 +1 status to all saves vs. magic, +2 status to all saves vs. mental HP 110 Immunities sleep Stone Defense Reaction Trigger An enemy is about to damage the cavern seer with bludgeoning damage or with a spell that has the earth trait; Effect The cavern seer gains resistance 10 against the triggering damage. --- Speed 30 feet Melee Single Action staff +19 (two-hand d8), Damage 1d4+4 bludgeoning Divine Innate Spells DC 28 - Cantrips (5th) Dancing Lights - 2nd Darkness (at will), Faerie Fire (at will) Occult Spontaneous Spells DC 28, attack +20 - Cantrips (5th) Chill Touch, Daze, Detect Magic, Know Direction, Shield - 1st Bless, Command, Grim Tendrils, Mending (4 slots) - 2nd Augury, False Life, Invisibility, Paranoia (4 slots) - 3rd Blindness, Heroism, Slow, Wanderer's Guide (4 slots) - 4th Dimension Door, Globe of Invulnerability, Outcast's Curse, Sound Burst (4 slots) - 5th Black Tentacles, Ectoplasmic Expulsion, Prying Eye (3 slots) Rituals DC 28 - 3rd Geas - 6th Commune Cavern Distortion Two Actions (Occult, transmutation) Frequency once per day; Requirements The cavern seer is underground; Effect Pebbles and dust rise from the stone to impede vision. The cavern seer and their allies within 60 feet become concealed for 1 minute. This concealment can't be used to Hide or Sneak. Underground Stride The cavern seer ignores difficult terrain while underground. ","skill_mod":{"nature":18,"survival":18,"stealth":19,"occultism":18,"acrobatics":17},"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Darkness","Faerie Fire","Dancing Lights","Black Tentacles","Ectoplasmic Expulsion","Prying Eye","Dimension Door","Globe of Invulnerability","Outcast's Curse","Sound Burst","Blindness","Heroism","Slow","Wanderer's Guide","Augury","False Life","Invisibility","Paranoia","Bless","Command","Grim Tendrils","Mending","Chill Touch","Daze","Detect Magic","Know Direction","Shield"],"ac":27,"item":["Staff","wand of manifold missiles (1st level)"],"level":9,"spell_dc":[28,28],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":15,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Bhazrade And Klanthor","alignment":"CN","rarity":"unique","strike_damage_average":[6],"attack_bonus":[19],"constitution":0,"immunity":["sleep"],"spell_attack_bonus":[20],"will_save":18,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Stone Defense","Cavern Distortion","Underground Stride"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Nature","Occultism","Stealth","Survival"],"tradition":["Divine","Occult"],"summary":"Nethys Note: This entry encompasses both NPCs. No description has been provided for them.","trait_group":["Monster","Ancestry","Weapon","Half-Elf","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4073","dexterity":4,"category":"creature","slug":"creature-4073"},{"primary_source_category":"Adventure Paths","strength":4,"hp":125,"language":["Caligni","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":2,"perception":16,"trait":["Caligni","Humanoid","Rare","CN","Medium"],"id":"creature-4074","text":" Caligni Defender Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Caligni Defender Source Pathfinder #165: Eyes of Empty Death pg. 35 Perception +16; greater darkvision Languages Caligni, Undercommon Skills Acrobatics +17, Athletics +18, Intimidation +16, Stealth +17, Survival +16 Str +4 Dex +5 Con +1 Int -1 Wis +2 Cha +2 Light Blindness Items black smear poison (2 doses), chainmail, Shortbow (20 arrows) --- AC 28 Fort +13 Ref +19 Will +16 HP 125 Bravery When the caligni defender rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the frightened condition, reduce its value by 1. Death Flame (light) When the caligni defender dies, their body combusts in a flash of white-hot flame. All creatures in a 20-foot burst take 6d10 fire damage (DC 26 basic Reflex save). Their gear and treasure are unaffected by the flames and are left in a pile where they died. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action shortsword +19 (Agile, finesse, versatile S), Damage 1d6+8 piercing plus black smear poison Ranged Single Action shortbow +19 (deadly d10, range increment 60 feet, reload 0), Damage 1d6+8 piercing plus black smear poison Occult Innate Spells DC 24 - Cantrips (3rd) Detect Magic - 2nd Darkness (at will), Obscuring Mist (at will) Shoulder to Shoulder When adjacent to one or more defenders they can see, the defender deals an additional 2d6 damage with their Strikes. ","skill_mod":{"survival":16,"stealth":17,"athletics":18,"intimidation":16,"acrobatics":17},"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Darkness","Obscuring Mist","Detect Magic"],"ac":28,"item":["black smear poison (2 doses)","chainmail","Shortbow (20 arrows)"],"level":8,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":-1,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":13,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Caligni Defender","alignment":"CN","rarity":"rare","strike_damage_average":[11,11],"attack_bonus":[19,19],"constitution":1,"will_save":16,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Bravery","Death Flame","Attack of Opportunity","Shoulder to Shoulder"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4074","dexterity":5,"category":"creature","slug":"creature-4074"},{"primary_source_category":"Adventure Paths","strength":2,"hp":195,"language":["Caligni","Common","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":5,"perception":18,"trait":["Caligni","Humanoid","Unique","CN","Medium"],"id":"creature-4075","text":" Galudu Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Galudu Source Pathfinder #165: Eyes of Empty Death pg. 36 Perception +18; greater darkvision Languages Caligni, Common, Undercommon Skills Acrobatics +20, Arcana +18, Deception +22, Diplomacy +20, Stealth +20 Str +2 Dex +5 Con +0 Int +1 Wis +3 Cha +5 Light Blindness Items Dagger, wand of continuation ( stoneskin ) --- AC 30 Fort +18 Ref +21 Will +22 HP 195 (death motes) Death Motes (force, light) When Galudu dies, her body explodes into brilliant motes of magical energy. All creatures in a 20-foot burst take 12d6 force damage (DC 30 basic Reflex save). Galudu's gear is unaffected by the explosion and is left in a pile where she died. Opportune Step Reaction Trigger A dazzled or blinded creature, or a creature with light blindness, ends its move adjacent to Galudu; Effect Galudu Steps. --- Speed 25 feet Melee Single Action dagger +22 (Agile, finesse, versatile S), Damage 1d4+9 piercing Melee Single Action dagger +22 (Agile, thrown 10 feet, versatile S), Damage 1d4+9 piercing Occult Innate Spells DC 28, attack +20 - Cantrips (6th) Detect Magic - 2nd Darkness (at will), Obscuring Mist (at will) - 4th Darkness Arcane Prepared Spells DC 30, attack +22 - Cantrips (6th) Acid Splash, Daze, Message, Ray of Frost, Shield - 1st Alarm, Create Water (×3) - 2nd Create Food, Hideous Laughter, Invisibility, Telekinetic Maneuver - 3rd Blindness, Glyph of Warding, Lightning Bolt (×2) - 4th Create Food (×2), Globe of Invulnerability, Veil - 5th Banishment, Cloudkill, Cone of Cold (×2) - 6th Dominate, Mislead, Repulsion Sneak Attack Galudu deals an additional 3d6 precision damage to flat-footed creatures. Survivor's Nourishment (Healing) A creature that eats food conjured by Galudu's create food spell regains 4d4 Hit Points. A creature can only benefit from this healing once per week. ","skill_mod":{"diplomacy":20,"deception":22,"stealth":20,"arcana":18,"acrobatics":20},"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Darkness","Obscuring Mist","Detect Magic","Dominate","Mislead","Repulsion","Banishment","Cloudkill","Cone of Cold","Create Food","Globe of Invulnerability","Veil","Blindness","Glyph of Warding","Lightning Bolt","Hideous Laughter","Invisibility","Telekinetic Maneuver","Alarm","Create Water","Acid Splash","Daze","Message","Ray of Frost","Shield"],"ac":30,"item":["Dagger","wand of continuation ( stoneskin )"],"level":11,"spell_dc":[28,30],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":1,"reflex_save":21,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":18,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Galudu","alignment":"CN","rarity":"unique","strike_damage_average":[11,11],"attack_bonus":[22,22],"constitution":0,"spell_attack_bonus":[20,22],"will_save":22,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Death Motes","Opportune Step","Sneak Attack","Survivor's Nourishment"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Arcana","Deception","Diplomacy","Stealth"],"tradition":["Occult","Arcane"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4075","dexterity":5,"category":"creature","slug":"creature-4075"},{"primary_source_category":"Adventure Paths","strength":3,"hp":195,"language":["Aklo","Common","Necril","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":4,"perception":25,"trait":["Undead","Unique","NE","Medium"],"id":"creature-4076","text":" Lady's Whisper Nethys Note: No description has been provided for this NPC. Recall Knowledge - Undead (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Lady's Whisper Source Pathfinder #165: Eyes of Empty Death pg. 49 Perception +25; darkvision, see invisibility , true seeing Languages Aklo, Common, Necril, Undercommon Skills Acrobatics +22, Athletics +20, Deception +21, Diplomacy +21, Intimidation +21, Occultism +21, Religion +23, Society +21, Stealth +22 Str +3 Dex +5 Con +3 Int +4 Wis +8 Cha +4 Death's Grace Lady's Whisper can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, Lady's Whisper never counts as a living creature. --- AC 31 Fort +18 Ref +20 Will +25 +1 status to all saves vs. magic HP 195 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Negative Recovery Lady's Whisper can choose whether or not it takes positive damage. Sibilant Whispers (auditory, aura, divine, emotion, enchantment, mental) 20 feet. Each creature that begins its turn within the aura and can hear the ominous whispers must succeed at a DC 30 Will save or become frightened 2. On a success, the creature is temporarily immune for 1 minute. --- Speed 25 feet Melee Single Action claw +23 (Agile, finesse), Damage 2d10+7 slashing plus unwilling teleportation Divine Innate Spells DC 30, attack +22 - 2nd See Invisibility - 3rd Haste - Constant (6th) True Seeing Occult Spontaneous Spells DC 30, attack +22 - Cantrips (6th) Daze, Ghost Sound, Mage Hand, Shield, Telekinetic Projectile - 1st Command, Fear, Illusory Disguise, Magic Missile (4 slots) - 2nd Calm Emotions, Death Knell, Mirror Image, Touch of Idiocy - 3rd Hypercognition, Levitate, Paralyze, Slow (4 slots) - 4th Blink, Gaseous Form, Modify Memory, Phantasmal Killer (4 slots) - 5th Crushing Despair, Mind Probe, Shadow Blast, Vampiric Touch (4 slots) Gatekeeper's Will Single Action (Concentrate) Lady's Whisper mentally causes any doors or portals within the Gate of Nhimbaloth (areas B60 to B64 and areas C1 through C18 ) to open or shut. If Lady's Whisper wills a door closed, it must be Forced Open or battered down. Unwilling Teleportation (Conjuration, divine, teleportation) When Lady's Whisper hits and damages a creature with its claw Strike, it can choose to teleport that creature to any open space within 15 feet, even if Lady's Whisper can't see the destination. The target can attempt a DC 30 Will saving throw to resist this effect. ","skill_mod":{"society":21,"diplomacy":21,"deception":21,"stealth":22,"athletics":20,"intimidation":21,"occultism":21,"acrobatics":22,"religion":23},"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["True Seeing","Haste","See Invisibility","Crushing Despair","Mind Probe","Shadow Blast","Vampiric Touch","Blink","Gaseous Form","Modify Memory","Phantasmal Killer","Hypercognition","Levitate","Paralyze","Slow","Calm Emotions","Death Knell","Mirror Image","Touch of Idiocy","Command","Fear","Illusory Disguise","Magic Missile","Daze","Ghost Sound","Mage Hand","Shield","Telekinetic Projectile"],"ac":31,"level":11,"spell_dc":[30,30],"source_category":["Adventure Paths"],"sense":" darkvision , see invisibility , true seeing ","resistance":{},"intelligence":4,"reflex_save":20,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":18,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Lady's Whisper","alignment":"NE","rarity":"unique","strike_damage_average":[18],"attack_bonus":[23],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[22,22],"will_save":25,"speed":{"max":25,"land":25},"wisdom":8,"weakness":{},"creature_ability":["Death's Grace","Negative Recovery","Sibilant Whispers","Gatekeeper's Will","Unwilling Teleportation"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Religion","Society","Stealth"],"tradition":["Divine","Occult"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4076","dexterity":5,"category":"creature","slug":"creature-4076"},{"attack_bonus":[22],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":140,"language":["Aklo","Undercommon"],"immunity":["poison"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","will_save":15,"charisma":0,"speed":{"max":30,"land":30,"swim":25},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Draining Venom","Mind Feeding","Swamp Stride","Tentacle Transfer","Constrict"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Nature","Stealth","Survival"],"trait":["Aberration","Amphibious","Rare","CE","Large"],"id":"creature-4077","text":" Voidbracken Chuul Nethys Note: No description has been provided for this creature. Recall Knowledge - Aberration (Occultism): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Voidbracken Chuul Source Pathfinder #165: Eyes of Empty Death pg. 57 Perception +18; darkvision, tremorsense (imprecise) 30 feet Languages Aklo, Undercommon Skills Athletics +21, Nature +16, Stealth +17, Survival +16 Str +6 Dex +4 Con +4 Int +0 Wis +3 Cha +0 --- AC 31 Fort +21 Ref +18 Will +15 HP 140 Immunities poison Attack of Opportunity Reaction --- Speed 30 feet, swim 25 feet Melee claw +22, Damage 2d8+12 bludgeoning plus Grab Draining Venom (Poison) Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 drained 1 (1 round); Stage 2 drained 2 (1 round) Mind Feeding Single Action Requirements A drained creature is grabbed by the chuul's tentacles; Effect The creature takes 3d6 mental damage. Swamp Stride The Voidbracken chuul ignores difficult terrain and greater difficult terrain in swamps. Tentacle Transfer Single Action Requirements The Voidbracken chuul has a creature grabbed; Effect The chuul transfers the grabbed creature from its claws to its tentacles, or vice versa. The creature is exposed to the chuul's draining venom when transferred into the tentacles and at the start of each of the chuul's turns if it remains grabbed by the tentacles. Constrict 1d8+12 bludgeoning, DC 28 (grabbed by claws only) ","skill_mod":{"nature":16,"survival":16,"stealth":17,"athletics":21},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Pathfinder #165: Eyes of Empty Death","trait_group":["Creature Type","Monster","Rarity"],"ac":31,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4077","intelligence":0,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":21,"source_group":["Abomination Vaults"],"size":["Large"],"spoilers":"Abomination Vaults","name":"Voidbracken Chuul","alignment":"CE","category":"creature","rarity":"rare","strike_damage_average":[21],"slug":"creature-4077"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":175,"language":["Aklo","Common","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":7,"perception":22,"trait":["Ghost","Incorporeal","Spirit","Undead","Unique","CE","Medium"],"id":"creature-4078","text":" Belcorra Haruvex Belcorra's background is detailed in the first volume of the Abomination Vaults Adventure Path, “Ruins of Gauntlight.” She's determined to renew her attack against Absalom once more, though her status as a ghost limits her. Despite Belcorra's brilliance and cunning, a perpetual fury consumes her. She rages for days at the slightest setback, making the implementation of her complex, far-reaching plan difficult. Belcorra knows the potential of the fulcrum lenses and the danger they pose, but she can't calm her mind enough to focus for long, even in the face of this existential threat. Campaign Role During their trek through the lowest levels of the Abomination Vaults, the heroes likely face Belcorra several times before they finally acquire the fulcrum lenses they need to defeat her for good. She learns about them from her wisp allies, as described in the sidebar on page 6, and you can thereafter use her whenever her appearance might cause the most tension. She should attack at least once on each dungeon level, as often as every couple of days. You shouldn't have Belcorra fight alongside other creatures until the adventure's finale—she's tough enough on her own! Each time Belcorra attacks, she learns more about how the heroes fight and adapts her tactics and her preparations. She might cast spell immunity to protect herself from the heroes' most effective spells, true seeing or see invisibility to keep them in sight, or dispel magic to counter their magical defenses. She mocks the heroes for their failures and rages at their successes— remember, she has been aware of them since her test firing of Gauntlight's beam in “Ruins of Gauntlight.” First Attack: As soon as Belcorra realizes the heroes' presence, she seeks them out, traveling through the Gauntlight footprint (areas A37 and B28 ). She casts phantasmal calamity at a distance and retreats, moving through walls if necessary so the heroes can't follow. Second Attack: Belcorra wants the heroes to fear her, so she approaches them more closely the second time and uses single-target spells like feeblemind and phantasmal killer while demanding the heroes flee her Abomination Vaults. With her message delivered, she retreats after only a few rounds. Later Attacks: Once the heroes have recovered a fulcrum lens or the Fulcrum Lattice , Belcorra considers the heroes an actual threat, but her anger overrides her caution. She attacks with her full might, using her Corrupting Gaze and ghostly hand along with her spells. If she defeats a hero, she retreats, confident that they'll leave her alone. Leveraging Agents: Belcorra has several living allies within the Abomination Vaults, including the urdefhan cult and the Children of Belcorra. She might send these groups after the heroes, insisting they let the heroes know they're acting on Belcorra's orders. Fortunately, neither group can muster large numbers, so the heroes should be able to manage an attack from them. Killing Allies: Belcorra learns if the heroes make alliances, such as with nearby calignis or drow. She knows better than to face powerful, entrenched leaders like Galudu or Quara, but she might murder a few guards or direct monsters where they can most damage the heroes' allies. It's important to Belcorra that she leave some evidence (usually a single, injured survivor) to let the heroes know she had orchestrated the attack. In the Footprint: Belcorra is most effective fighting the heroes who enter the Gauntlight footprint (areas A37 and B28) due to her Haunted Lighthouse ability. The Final Attack: If the heroes defeat Belcorra shortly before they reach the Empty Vault, she uses the power of the Ebon Fulcrum Lens to hasten her rejuvenation so she can face them in her sanctum. Belcorra doesn't ever surrender or flee in the Empty Vault. The heroes could possibly face her there without yet having the ability to permanently defeat her. In this case, they'll need to retreat to collect the fulcrum lenses and return to face her again. Once the heroes can focus Nhimbaloth's gaze upon Belcorra, they can defeat the sorcerer for good. Recall Knowledge - Spirit (Occultism): DC 40 Recall Knowledge - Undead (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Belcorra Haruvex Source Pathfinder #165: Eyes of Empty Death pg. 87 Perception +22; darkvision, magic sense Languages Aklo, Common, Undercommon Skills Arcana +23, Diplomacy +23, Intimidation +25, Occultism +26, Religion +22, Stealth +22 Str -5 Dex +4 Con +0 Int +5 Wis +4 Cha +7 Magic Sense (detection, divination) Belcorra can sense the presence of magic auras as though she were always using a 1st-level detect magic spell. When she Seeks, she gains the benefits of a 3rd-level detect magic spell on things she sees. Site Bound (lowest three levels of the Abomination Vaults) --- AC 30 Fort +16 Ref +22 Will +20 +1 status to all saves vs. magic HP 175 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Rejuvenation (divine, necromancy) When Belcorra is destroyed, she re-forms in 2d4 days within the Empty Vault (though she can reduce that time by empowering herself with glimmers of Nhimbaloth's essence using the Ebon Fulcrum Lens ). Belcorra can only be permanently destroyed if she enacts her full revenge on Absalom or if Nhimbaloth devours her soul. --- Speed fly 25 feet Melee Single Action ghostly hand +24 (Agile, finesse, magical), Damage 3d8+12 negative Occult Spontaneous Spells DC 33, attack +25 - Cantrips (6th) Daze, Ghost Sound, Mage Hand, Message, Read Aura, Shield, Telekinetic Projectile - 1st Mindlink, Ray of Enfeeblement, Spider Sting, True Strike (4 slots) - 2nd Death Knell, See Invisibility, Telekinetic Maneuver, Touch of Idiocy (4 slots) - 3rd Mind Reading, Nondetection, Paralyze, Vampiric Touch (4 slots) - 4th Confusion, Globe of Invulnerability, Phantasmal Killer, Spell Immunity (4 slots) - 5th Black Tentacles, Crushing Despair, Illusory Scene, Tongues (4 slots) - 6th Dispel Magic, Feeblemind, Phantasmal Calamity, True Seeing (4 slots) Rituals DC 33 - 6th Planar Binding - 7th Legend Lore, Teleportation Circle Sorcerer Bloodline Spells DC 33 (2 Focus Points) - 6th Aberrant Whispers, Tentacular Limbs Blood Magic Each time Belcorra casts a sorcerer bloodline spell or an aberrant bloodline granted spell, she can grant herself or a target of the spell a +2 status bonus to Will saving throws for 1 round. Corrupting Gaze Two Actions Belcorra stares at a creature she can see within 30 feet. The target takes 9d6 mental damage (DC 33 basic Will save). A creature that fails its save is also stupefied 1 for 1 minute. Haunted Lighthouse Single Action Frequency once every 10 minutes; Effect Belcorra extends her presence throughout the lowest three levels of Gauntlight until the end of her next turn. She can see with the benefits of all-around vision and can make ghostly hand attacks or use special abilities originating from any surface in this area. Quickened Casting Free Action Frequency once per day; Effect If Belcorra's next action is to cast a sorcerer spell of 4th level or lower, she reduces the number of actions to cast it by 1 (minimum 1 action). Belcorra Attacks! Ghost stories work best when the ghost is an active and terrifying adversary. As soon as any of the will.of-wisps or dread wisps in this adventure see the heroes, they immediately alert Belcorra through the magic of the swampy basins throughout the Abomination Vaults. Belcorra is worried to hear that the heroes have penetrated this far, and she resolves to harry them until the other dungeon denizens can overcome them. The scope and timing of Belcorra's attacks are described above. XP Award: Each time the heroes survive one of Belcorrafs attacks, award them 30 XP. Increase this to 80 XP if they manage to defeat her in a confrontation and force her to rejuvenate. ","skill_mod":{"diplomacy":23,"stealth":22,"arcana":23,"intimidation":25,"occultism":26,"religion":22},"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Dispel Magic","Feeblemind","Phantasmal Calamity","True Seeing","Black Tentacles","Crushing Despair","Illusory Scene","Tongues","Confusion","Globe of Invulnerability","Phantasmal Killer","Spell Immunity","Mind Reading","Nondetection","Paralyze","Vampiric Touch","Death Knell","See Invisibility","Telekinetic Maneuver","Touch of Idiocy","Mindlink","Ray of Enfeeblement","Spider Sting","True Strike","Daze","Ghost Sound","Mage Hand","Message","Read Aura","Shield","Telekinetic Projectile","Aberrant Whispers","Tentacular Limbs"],"ac":30,"level":12,"spell_dc":[33,33],"source_category":["Adventure Paths"],"sense":" darkvision , magic sense","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":5,"reflex_save":22,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":16,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Belcorra Haruvex","alignment":"CE","rarity":"unique","strike_damage_average":[25],"attack_bonus":[24],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[25],"will_save":20,"speed":{"fly":25,"max":25},"wisdom":4,"weakness":{},"creature_ability":["Magic Sense","Site Bound","Rejuvenation","Blood Magic","Corrupting Gaze","Haunted Lighthouse","Quickened Casting"],"primary_source_group":"Abomination Vaults","skill":["Arcana","Diplomacy","Intimidation","Occultism","Religion","Stealth"],"tradition":["Occult"],"summary":"Belcorra's background is detailed in the first volume of the Abomination Vaults Adventure Path, “ Ruins of Gauntlight .” She's determined to renew …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4078","dexterity":4,"category":"creature","slug":"creature-4078"},{"primary_source_category":"Adventure Paths","strength":5,"hp":200,"language":["Aklo","Daemonic","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":4,"perception":19,"trait":["Humanoid","Unique","Urdefhan","CE","Medium"],"id":"creature-4079","text":" Khurfel Khurfel saw his first blood vision as a child, after his first taste of an enemy's blood. Not every urdefhan has blood visions; those who do tend to keep them quiet, for those who experience them are seen as irrational or untrustworthy. Such visions always relay great apocalypses, perhaps connected to daemons and urdefhans' lust for great death, but they're nonsensical and rarely come true. Yet, like all urdefhans subjected to blood visions, Khurfel was absolutely convinced of his vision's veracity, its outcome terrifying him. He saw the end of his cult, the urdefhans in the Abomination Vaults once sworn to Belcorra but who had mostly forgotten their oaths. He saw that this end would come while he ruled and that he was powerless to stop it. He would be the last war champion. Of course, Khurfel kept his visions secret. If the rest of his cult knew of them, his life would be forfeit— but that wasn't the real reason he denied them. His blood boiled at the revelation. He was the chosen of Abaddon. He would indeed rise to war champion, but he would fight these fevered nightmares. They were another enemy to be vanquished. Khurfel's rise was swift. He was large, strong, and fearsome. When he led his first war band, he achieved victory and slaughter, and when he partook in his enemies' blood, the haunting visions waned. Within a few years, Khurfel became the youngest war champion in his cult's history. He swore to defend their symbol of leadership, the Emerald Fulcrum Lens carried by generations of war champions. That's when Khurfel's troubles began. It's one thing to lead comrades into battle. Everything not urdefhan is prey. Fighting was simple and visceral. It focused Khurfel's mind, and it exhilarated him. But being a leader, he learned, was far more nuanced. He had to juggle the jealousies, ambitions, and problems of everyone in his cult, an aspect of his position that he found tiring and dull. Worse still, his blood visions resumed. The Ghost Queen Belcorra returned to tell his cult to be ready, for they would soon have worlds of slaughter when she finished with her plans. His fellow urdefhans cheered at this promise, but Khurfel's visions dampened his joy. His visions showed him that hunting the drow leader, Larathols, would be the first step toward his cult's demise. However, Larathols provoked Khurfel with his cautious explorations of the great lake the urdefhans claimed as their own. Larathols sought secrets in the forbidden vault—the one the urdefhans had been told long ago that no one should enter. Hungry for another fight and believing he could overcome his visions, Khurfel swam to an island on the lake and there killed Larathols and his daughter. He drank of the drow's blood and threw the body into the lake so monsters could rip it apart. He had vanquished his foes. The victory was glorious, and his people screamed his name in triumph. Larathols's blood was invigorating. What urdefhan doesn't want these things? It's every urdefhan's right to bring death and destruction into the world. But Khurfel's blood visions now manifest more frequently, showing strangers who threaten him and drow working against him. He has called upon his cult's tormentors and blood mages to summon more daemons and strengthen their defenses, but the visions persist. Khurfel is uneasy, and his doubt feels like weakness. The only way to solve a problem is to destroy it utterly—what his people have always done. Still the visions come, and Khurfel is powerless to stop them. Campaign Role Khurfel leads the largest and most active group of adversaries the heroes face in the Abomination Vaults. His fated confrontation with the heroes is necessary because he holds the Emerald Fulcrum Lens and refuses to give it up as long as he lives, as it symbolizes the leadership of his cult. Khurfel's vision of falling at the heroes' hands doesn't inspire fear—it inspires fury, and he fights against his prophesized enemies as long as breath remains in his body. Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Khurfel Source Pathfinder #165: Eyes of Empty Death pg. 88 Perception +19; greater darkvision Languages Aklo, Daemonic, Undercommon Skills Athletics +22, Intimidation +19, Survival +20 Str +5 Dex +4 Con +3 Int +0 Wis +5 Cha +4 Items Chain Mail, Fulcrum Lenses, Heavy Crossbow (10 bolts), +1 striking rhoka sword --- AC 28 Fort +20 Ref +19 Will +22 HP 200 (negative healing) Immunities death effects, disease, fear Weaknesses positive 10 Necrotic Decay (divine, necromancy, negative) When Khurfel dies, his invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 10-foot emanation around his body. The gas deals 10d6 negative damage to creatures in this area as their flesh too curdles and rots (DC 28 basic Fortitude save). Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action rhoka sword +24 (deadly 2d8, magical, two-hand 2d10), Damage 2d8+11 slashing Melee Single Action jaws +23, Damage 2d8+11 piercing plus wicked bite Ranged Single Action heavy crossbow +22 (range increment 120 feet, reload 2), Damage 1d10 piercing Divine Innate Spells DC 28, attack +20 - 1st Feather Fall (at will; self only), Ray of Enfeeblement - 2nd Augury, Death Knell - 3rd Blindness, Paralyze - 4th Harm, Read Omens Frenzied Attack Two Actions Khurfel makes one rhoka sword Strike and two jaws Strikes against one or two different creatures (splitting up the attacks any way he wishes). His multiple attack penalty doesn't increase until after all three attacks. Insightful Swing Two Actions Khurfel makes a melee weapon Strike. On this Strike, he gains a +2 circumstance bonus to the attack roll and ignores any concealment the target has. Wicked Bite Single Action Requirements Khurfel damaged a creature with a jaws Strike on his last action; Effect Khurfel maintains contact, turning the creature's flesh translucent around the injury. Khurfel chooses one of two options, each of which requires a DC 28 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. Drain Blood Khurfel drinks some of the creature's blood. On a failed save, the creature is drained 1 and Khurfel regains 10 HP (or, on a critical failure, it's drained 2 and Khurfel regains 20 HP). Drain Vitality (necromancy) Khurfel draws out some of the creature's vital essence. The creature becomes enfeebled 1 for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). ","skill_mod":{"survival":20,"athletics":22,"intimidation":19},"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Harm","Read Omens","Blindness","Paralyze","Augury","Death Knell","Feather Fall","Ray of Enfeeblement"],"ac":28,"item":["Chain Mail","Fulcrum Lenses","Heavy Crossbow (10 bolts)","+1 striking rhoka sword"],"level":10,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":0,"reflex_save":19,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":20,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Khurfel","alignment":"CE","rarity":"unique","strike_damage_average":[5,20,20],"attack_bonus":[22,23,24],"constitution":3,"immunity":["death effects","disease","fear"],"spell_attack_bonus":[20],"will_save":22,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{"vitality":10},"creature_ability":["Necrotic Decay","Attack of Opportunity","Frenzied Attack","Insightful Swing","Wicked Bite"],"primary_source_group":"Abomination Vaults","skill":["Athletics","Intimidation","Survival"],"tradition":["Divine"],"summary":"Khurfel saw his first blood vision as a child, after his first taste of an enemy's blood. Not every urdefhan has blood visions; those who do tend to …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=4079","dexterity":4,"category":"creature","slug":"creature-4079"},{"primary_source_category":"Adventure Paths","strength":3,"hp":190,"language":["Common","Daemonic","Elven","Undercommon"],"source":["Pathfinder #165: Eyes of Empty Death"],"type":"Creature","charisma":5,"perception":21,"trait":["Drow","Elf","Humanoid","Unique","CN","Medium"],"id":"creature-4080","text":" Quara Orshendiel Quara Orshendiel never expected to become the ruler of Yldaris. Her father, a wise and prudent man named Larathols, had ruled the settlement for many centuries. She loved her father, not only because he was a decent man, but because he granted Quara the freedom to forge her own path. She loved the swagger and fearlessness of Yldaris's shootists and grew up fascinated by their tall tales and the way they reveled in their exploits. Larathols saw no reason not to indulge his youngest daughter's aspirations. He was already preparing Quara's older sister, Galuna, to lead Yldaris when the time came, which Quara always imagined as many centuries in the future. In the meantime, she honed her skills with the shootists. It didn't take long for her to start inspiring stories herself and to collect the scars that go with them—the most severe of which came from a run-in with a gug, against which she ultimately prevailed. She wore the creature's pelt for years until it grew too tattered to be practical. Quara's carefree life changed after her father's and sister's deaths. At the time, she was carousing in Lozardyn and delighting in its residents' larger-than-life rumors about her. Larathols decided to raid one of Belcorra's secret storehouses to gain more information about the magical lens the sorcerer had entrusted to Larathols's father many years ago. Galuna had gone with him, and Khurfel, war champion of the nearby urdefhans, ambushed and killed the pair. Quara was immediately called back to Yldaris. As the most senior of the shootists and Larathols's daughter, she was expected to assume leadership of the outpost. Quara never knew much about Belcorra or about the secret mission that cost her father and sister their lives. Belcorra had visited Yldaris years before Quara's birth and made a deal with her grandfather, the vague details of which Quara heard only through rumors. She knew her grandfather played a dangerous game with Belcorra, promising forces that he couldn't deliver and keeping the arrangement secret from Lozardyn's rulers. When the sorcerer suddenly disappeared—killed at the hands of surface dwellers, rumor said—the problem seemed to have sorted itself out. Belcorra arrived in Yldaris shortly after Quara came home, imperiously demanding that Quara swear fealty just as her grandfather had. Never one to be much bound by promises anyway, Quara glibly swore to support the ghost because it seemed like the safest course of action. Quara immediately consulted with Yldaris's enigmatic cavern seers and her father's closest allies to find out what had happened to him. She learned a little bit about her father's last days, where he had gone and why, and that he'd taken something called the Ochre Fulcrum Lens that Belcorra had entrusted to Quara's grandfather five centuries earlier. Belcorra hadn't mentioned the lens when she appeared before Quara—perhaps assuming it was languishing in some Yldaris treasure vault—but Quara deduced the lens's critical importance. The responsibility of administering Yldaris has changed Quara. Her wild days have ended; she rarely drinks and never to excess. However, her freewheeling time as a shootist taught her the dangers of their outpost. She boasts less and has become more circumspect, having learned the lessons of true leadership. Her people love her for it. Quara would be shocked to hear it, but she's just as well-regarded a leader as Larathols ever was. Campaign Role Quara will likely become an ally of the heroes, as she knows useful partners when she sees them. She's interested in avenging her father and sister, but she knows that whatever goal her father was pursuing with the Ochre Fulcrum Lens could prove critical in freeing Yldaris from Belcorra's control forever. She has learned that the ochre lens was only one of three lenses that Belcorra entrusted to allies in the region centuries ago, and she sets the heroes on the trail of recovering them and finding out more. The most important lead Quara provides to the heroes is that her father was headed toward an ancient vault at the edge of the lake, so the heroes can find out more at that location. The heroes might see drow as enemies and assault Yldaris. In this case, Quara does her best to protect her people, relying on the shootist training that still lingers in her quick fingers. She likely won't trust the heroes with any information after such aggressions, but they might find some clues in her quarters. Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Quara Orshendiel Source Pathfinder #165: Eyes of Empty Death pg. 91 Perception +21; darkvision Languages Common, Daemonic, Elven, Undercommon Skills Acrobatics +22, Athletics +20, Deception +22, Diplomacy +20, Intimidation +22, Stealth +20, Survival +19 Str +3 Dex +5 Con +0 Int +1 Wis +2 Cha +5 Light Blindness Items Chain Shirt, +1 striking repeating hand crossbows (2^ with 3 magazines; page 73), shootist bandolier, +1 striking kukri , stupor poison (4) --- AC 30 Fort +16 Ref +22 Will +21 +1 status to all saves vs. magic, +2 status to all saves vs. mental HP 190 Immunities sleep Commanding Aura (aura, emotion, mental) 30 feet. Drow around Quara are heartened by her presence. Her drow allies in the aura gain a +1 status bonus to attack rolls and skill checks. Deny Advantage Quara isn't flat-footed to hidden, undetected, or flanking creatures of 11th level or lower, or to creatures of 11th level or lower using Surprise Attack. Evasion When Quara rolls a success on a Reflex saving throw, she gets a critical success instead. --- Speed 30 feet Melee Single Action kukri +24 (Agile, finesse, trip), Damage 2d6+9 slashing Ranged Single Action repeating hand crossbow +24 (range increment 60 feet, reload 0, repeating), Damage 2d6+9 piercing plus stupor poison Divine Innate Spells DC 28 - Cantrips (6th) Dancing Lights - 2nd Darkness (at will), Faerie Fire (at will) Defensive Shooter Quara's ranged attacks don't trigger reactions. Poison Weapon Single Action (Manipulate) Requirements Quara is holding a piercing or slashing weapon and has a free hand; Effect Quara applies poison to the weapon. Reloading Trick Single Action Requirements Quara is holding an unloaded repeating hand crossbow; Effect Quara Interacts to reload the repeating hand crossbow and Strikes with it. Shootist's Draw Single Action Frequency once per round; Effect Quara Interacts to draw a loaded repeating hand crossbow and Strikes with it, or Strikes with a loaded repeating hand crossbow she's holding and then Interacts to stow it. Skirmishing Dash Two Actions Quara Strides or Steps, then Strikes. This Strike deals an additional 3d6 damage. ","skill_mod":{"diplomacy":20,"deception":22,"survival":19,"stealth":20,"athletics":20,"intimidation":22,"acrobatics":22},"primary_source":"Pathfinder #165: Eyes of Empty Death","spell":["Darkness","Faerie Fire","Dancing Lights"],"ac":30,"item":["Chain Shirt","+1 striking repeating hand crossbows (2^ with 3 magazines; page 73)","shootist bandolier","+1 striking kukri","stupor poison (4)"],"level":11,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":22,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":16,"source_group":["Abomination Vaults"],"size":["Medium"],"spoilers":"Abomination Vaults","name":"Quara Orshendiel","alignment":"CN","rarity":"unique","strike_damage_average":[16,16],"attack_bonus":[24,24],"constitution":0,"immunity":["sleep"],"will_save":21,"speed":{"max":30,"land":30},"wisdom":2,"weakness":{},"creature_ability":["Light Blindness","Commanding Aura","Deny Advantage","Evasion","Defensive Shooter","Poison Weapon","Reloading Trick","Shootist's Draw","Skirmishing Dash"],"primary_source_group":"Abomination Vaults","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Stealth","Survival"],"tradition":["Divine"],"summary":"Quara Orshendiel never expected to become the ruler of Yldaris. Her father, a wise and prudent man named Larathols, had ruled the settlement for many …","trait_group":["Monster","Ancestry","Weapon","Half-Elf","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4080","dexterity":5,"category":"creature","slug":"creature-4080"},{"attack_bonus":[27,29],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":250,"language":["Diabolic","Draconic","Empyrean","Utopian","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["fear"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Archon","spell_attack_bonus":[28],"will_save":31,"charisma":7,"speed":{"fly":30,"max":30,"land":25},"perception":29,"wisdom":8,"weakness":{"unholy":10},"creature_ability":["Divine Defenders","Archon's Protection","Humble Bow","Sublime Vision"],"skill":["Diplomacy","Heaven Lore","Medicine","Nature","Religion","Society"],"trait":["Archon","Celestial","Holy","Large"],"id":"creature-4081","text":" Okenevem (Bowed Archon) The most powerful archons reside in Iudica, the sixth tier on the holy mountain of Heaven. Okenevems live among their number. Okenevems have evolved from lowly zoaems to their current form, but they possess even further potential—the grace to pass through into the Garden at the pinnacle of Heaven. Yet these archons choose not to, instead prostrating themselves at its gates, at peace with never entering. Humble and unpretentious above all, they bow before the grandeur of Heaven and set themselves to work in other ways. Okenevems rarely travel away from Heaven unless they're tasked with a specific deed by the divinities of that plane. Most of these missions require okenevems to bring humility to priests who press against the will of deities, defy the order of heaven, or consider themselves to be of equal power to their god. They seek to steer these priests away from the dangers of such arrogance, often by example. Recall Knowledge - Celestial (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Okenevem Source Monster Core 2 pg. 38 Perception +29; darkvision Languages Diabolic, Draconic, Empyrean, Utopian; truespeech Skills Diplomacy +28, Heaven Lore +33, Medicine +28, Nature +28, Religion +31, Society +27 Str +4 Dex +6 Con +5 Int +6 Wis +8 Cha +7 --- AC 35 all-around vision Fort +25 Ref +26 Will +31 +1 status to all saves vs. magic HP 250 Immunities fear Weaknesses unholy 10 Divine Defenders (aura, divine, holy, spirit) 60 feet. Okenevem hold an exalted place among archons for their holy station. This draws lesser archons to defend them. When an enemy in the aura takes a hostile action against the okenevem, a cloud of minor archons swarms around it, causing it to take 2d6 persistent slashing damage and 2d6 persistent spirit damage. This persistent damage ends automatically if the enemy spends a round without taking a hostile action against the okenevem. Archon's Protection Reaction Trigger An enemy damages the archon's ally and both are within 15 feet of the archon; Effect The ally gains resistance 15 to all damage against the triggering damage, and the archon can make a Strike against the enemy. --- Speed 25 feet, fly 30 feet Melee Single Action humbling touch +29 (Divine, Finesse, Holy, Mental, Nonlethal, Spirit), Damage 4d8 mental plus 4d6 spirit and humble bow Ranged Single Action humbling word +27 (Auditory, Divine, Holy, Mental, Nonlethal, range increment 60 feet, Spirit), Damage 4d8 mental plus 4d6 spirit and humble bow Spells DC 36, attack +28 - Cantrips (8th) Divine Lance, Light, Message - 4th Translocate (at will) - 7th Spiritual Guardian (×3) - 8th Calm - Constant (5th) Truespeech Humble Bow (Divine, Holy, Mental) A creature hit by one of the okenevem's Strikes is compelled to bow down in reverence. It must succeed at a DC 36 Will save or fall prone. If the creature Stands before the end of its next turn, it takes 3d8 mental damage. If the creature succeeds, it's temporarily immune for 1 minute. Sublime Vision Two Actions (Divine) Frequency once per day; Effect The okenevem casts the overwhelming presence spell, except instead of aggrandizing themself, the okenevem summons a vision of Heaven within 100 feet, and the target must humble themself in self-reflection rather than pay tribute. ","skill_mod":{"society":27,"diplomacy":28,"nature":28,"medicine":28,"religion":31},"summary":"The most powerful archons reside in Iudica, the sixth tier on the holy mountain of Heaven . Okenevems live among their number. Okenevems have …","image":["/Images/Monsters/Archon_Bowed.webp"],"primary_source":"Monster Core 2","spell":["Calm","Spiritual Guardian","Translocate","Divine Lance","Light","Message","Truespeech"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":35,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4081","intelligence":6,"reflex_save":26,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":25,"size":["Large"],"name":"Okenevem","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[32,32],"slug":"creature-4081"},{"attack_bonus":[32,32],"constitution":7,"primary_source_category":"Rulebooks","strength":9,"hp":300,"language":["Diabolic","Draconic","Empyrean","Utopian","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["fear"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Archon","spell_attack_bonus":[30],"will_save":32,"charisma":7,"speed":{"fly":50,"max":50,"land":25},"perception":34,"wisdom":9,"weakness":{"unholy":15},"creature_ability":["Stone Shield","Patience of Stone","Archon's Protection","Shield Block","Calcifying Cloud","Guardian Glyph","Re-Arm","Statue"],"skill":["Athletics","Diplomacy","Intimidation","Religion"],"trait":["Archon","Celestial","Holy","Medium"],"id":"creature-4082","text":" Kadamel (Gate Archon) Fiends spread corruption to places across the planes—every place they can reach. Kadamels guard the most crucial pathways and holy sanctums. They hold a patient vigil, never distracted from their task. Most crucially, they watch over planar portals, barring passage to all but the most powerful fiends. When encountered, these archons speak and react little. They rarely even move or react, though they readily accept any assistance in defeating fiendish invaders. Even this, they accept with only an ominous nod. Recall Knowledge - Celestial (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Kadamel Source Monster Core 2 pg. 39 Perception +34; darkvision, truesight Languages Diabolic, Draconic, Empyrean, Utopian; truespeech Skills Athletics +32, Diplomacy +30, Intimidation +32, Religion +34 Str +9 Dex +5 Con +7 Int +4 Wis +9 Cha +7 Stone Shield The kadamel can create a stone shield for defense, which grants a +2 circumstance bonus to AC and has Hardness 15, HP 120, and BT 60. --- AC 40 all-around vision Fort +29 Ref +26 Will +32 +1 status to all saves vs. magic HP 300 Immunities fear Weaknesses unholy 15 Patience of Stone (aura, divine) 10 feet. Any enemy that ends its turn in the aura must succeed at a DC 36 Fortitude save or be slowed 1 for 1 minute. If the creature succeeds, it's temporarily immune for 24 hours. Archon's Protection Reaction Trigger An enemy damages the archon's ally and both are within 15 feet of the archon; Effect The ally gains resistance 20 to all damage against the triggering damage, and the archon can make a Strike against the enemy. Shield Block Reaction --- Speed 25 feet, fly 50 feet Melee Single Action stone axe +32 (Holy, Magical, Sweep), Damage 3d10+15 slashing plus 2d12 electricity Ranged Single Action stone axe +32 (Brutal, Holy, Magical, thrown 20 feet), Damage 3d10+15 slashing plus 2d12 electricity Spells DC 38, attack +30 - Cantrips (9th) Light - 4th Translocate (at will) - 7th Blessed Boundary, Interplanar Teleport, Planar Tether - 8th Planar Seal - Constant (8th) Truesight, Truespeech, Veil of Privacy Calcifying Cloud Single Action (Divine, Incapacitation) Requirements The kadamel hit with a stone axe Strike during its most recent action; Effect The kadamel's axe explodes into calcifying powder. The creature the axe hit and each non-archon creature in a 5-foot emanation must succeed at a DC 38 Fortitude save or become slowed 1 for 1 minute. If the creature was already slowed by one of the kadamel's abilities, a failed save causes it to be petrified permanently. Guardian Glyph Single Action (Concentrate) Frequency once per day; Effect The kadamel alters the inscriptions on their body to store an 8th-rank spell, choosing from divine decree , divine immolation , divine wrath , or planar seal . While storing the spell, the kadamel chooses an area they're guarding, typically a room containing a planar portal. When an intruder enters the area, the spell is cast automatically and expended. If the spell is targeted, it targets the triggering creature, and if it has an area, the area is centered on the triggering creature. Noticing the glyph requires a successful DC 38 Perception check. The glyph has an unlimited duration and ends if the kadamel uses this ability again or Dismisses the glyph. Re-Arm Free Action (Divine) The kadamel forms a new stone axe or stone shield in a free hand. Statue Single Action (Concentrate) Until the next time they act, the kadamel appears to be a statue. They have an automatic result of 50 on Deception checks and DCs to pass as a statue. While remaining motionless in this way, the kadamel has fast healing 20. ","skill_mod":{"diplomacy":30,"athletics":32,"intimidation":32,"religion":34},"summary":"Fiends spread corruption to places across the planes—every place they can reach. Kadamels guard the most crucial pathways and holy sanctums. They …","image":["/Images/Monsters/Archon_Gate.webp"],"primary_source":"Monster Core 2","spell":["Planar Seal","Blessed Boundary","Interplanar Teleport","Planar Tether","Translocate","Light","Truesight","Truespeech","Veil of Privacy"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":40,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4082","intelligence":4,"reflex_save":26,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":29,"size":["Medium"],"name":"Kadamel","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[44,44],"slug":"creature-4082"},{"attack_bonus":[24,24],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":200,"immunity":["mental","visual"],"source":["Monster Core 2"],"type":"Creature","will_save":18,"charisma":-1,"speed":{"climb":20,"max":30,"land":30,"burrow":20,"swim":30},"perception":18,"wisdom":1,"weakness":{},"creature_ability":["Bloodsense","Death Slam","Constrict","Ground Pound","Swallow Whole","Unnatural Shriek"],"skill":["Acrobatics","Athletics"],"trait":["Aberration","Mindless","Huge"],"id":"creature-4083","text":" Argorth An argorth is a huge, worm-like creature with three massive spiked mandibles surrounding its gnashing maw. It moves atop a series of hook-shaped bones protruding from its underbelly, supplemented by an occasional push with the back half of its 30-foot length. The mindless, eyeless argorth knows nothing but rage and destruction, making it more like a natural disaster than any known beast of the natural world. Argorths are the incomprehensible spawn of dibrasgorths. They slough off fully formed from the parent creature's mass of tentacles, though scholars and sages don't know exactly when or why this process occurs. The study of such aberrations is hindered by their incredibly violent nature; not many can escape the fury of an argorth, let alone a molting dibrasgorth. Once birthed, an argorth immediately engages in the wanton destruction of everything around it. Though it has no eyes, both its ability to instinctively sense creatures with pumping blood as well as the thousands of tiny coarse hairs covering its body allowing it to “smell” the air around it ensure that nothing escapes its rampage. Recall Knowledge - Aberration (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Argorth Source Monster Core 2 pg. 40 Perception +18; bloodsense (precise) 120 feet, no vision, scent (imprecise) 60 feet Languages Skills Acrobatics +21, Athletics +23 Str +7 Dex +3 Con +5 Int -5 Wis +1 Cha -1 Bloodsense The argorth can detect any creature that has a heartbeat, such as most humanoids, or any creature that's consumed blood within 1 week, such as a vampire. --- AC 30 Fort +24 Ref +21 Will +18 HP 200 Immunities mental, visual Resistances acid 10, cold 10 Death Slam Reaction Trigger The argorth is reduced to 0 Hit Points; Effect Before it's knocked out, the argorth makes a tail Strike against a random creature within reach. --- Speed 30 feet, burrow 20 feet, climb 20 feet, swim 30 feet Melee Single Action jaws +24 (Magical, reach 10 feet), Damage 2d10+13 piercing plus Improved Grab Melee Single Action tail +24 (Magical, reach 10 feet), Damage 2d8+13 bludgeoning plus Improved Grab Constrict Single Action The argorth can only Constrict creatures grabbed by its tail. 2d8+7 bludgeoning, DC 27 Ground Pound Two Actions The argorth rears up its massive bulk and slams it downward with incredible force. Each creature in a 10-foot emanation takes 5d8 bludgeoning damage (DC 27 basic Reflex save). A creature who critically fails this save is also knocked prone. Swallow Whole Single Action (Attack) Large, 2d8+7 bludgeoning, Rupture 24 Unnatural Shriek Two Actions (Auditory, Emotion, Fear, Mental) The argorth emits a terrible howl not of the mortal world. Each non-aberration creature within 120 feet must attempt a DC 30 Will save. Regardless of the result, a creature is temporarily immune to the argorth's Unnatural Shriek for 24 hours. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is stupefied 1 for 1 minute and frightened 2. Critical Failure The creature is stupefied 2 for 1 minute and frightened 3. Children Of Oblivion Legends of argorths' creation speak of Malcachavka, a dibrasgorth favored of Lamashtu who was unleashed against a city of mortals. Even after every inhabitant was slain and every building razed, Malcachavka continued to rage, chewing and biting her own flesh. Six of her tentacles were severed in the thrashing, each of which continued to writhe of their own accord. In their mindless frenzy and by Lamashtu's blessing, they grew their own maws and legs, becoming the very first argorths. ","skill_mod":{"athletics":23,"acrobatics":21},"summary":"An argorth is a huge, worm-like creature with three massive spiked mandibles surrounding its gnashing maw. It moves atop a series of hook-shaped …","image":["/Images/Monsters/Argorth.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":"bloodsense ( precise ) 120 feet, no vision, scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{"acid":10,"cold":10},"url":"/Monsters.aspx?ID=4083","intelligence":-5,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":24,"size":["Huge"],"name":"Argorth","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,24],"slug":"creature-4083"},{"attack_bonus":[27,27],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":240,"language":["Common","Talican"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","will_save":23,"charisma":4,"speed":{"max":30,"land":30},"perception":26,"wisdom":6,"weakness":{},"creature_ability":["Metal Manipulation","Instinctive Alloy","Idle Transmutation","Metal Blink"],"skill":["Arcana","Athletics","Crafting","Metal Lore","Plane of Metal Lore","Stealth","Thievery"],"trait":["Elemental","Metal","Small"],"id":"creature-4084","text":" Assault Alloy While Laudinmio, Sovereign of Alchemy, slumbers on the Plane of Metal, their most curious students have spread throughout the Universe to conduct ever more daring alchemical experiments. Known as assault alloys, these impish elementals have grown bored and jaded of humanoids' hoarding impulses, especially in such bland uniformity. Don't they know that metal's greatest strength is in its diversity? Recall Knowledge - Elemental (Arcana, Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Assault Alloy Source Monster Core 2 pg. 41 Perception +26; darkvision Languages Common, Talican Skills Arcana +27, Athletics +23, Crafting +23, Metal Lore +29, Plane of Metal Lore +29, Stealth +22, Thievery +24 Str +4 Dex +7 Con +5 Int +8 Wis +6 Cha +4 --- AC 31 Fort +20 Ref +26 Will +23 HP 240 Immunities bleed, paralyzed, poison, sleep Resistances electricity 10 Metal Manipulation (aura, metal) 30 feet. An assault alloy has control over all unattended metal within the emanation and can use any of this metal as the origin point for their metal needle ranged Strikes. Instinctive Alloy Reaction Trigger The assault alloy is hit by an attack with a metal weapon or metal spell or effect; Effect The physical damage from the triggering weapon, spell, or effect instead restores the assault alloy's Hit Points as they seamlessly incorporate some of the metal used into their body. If already at full Hit Points, the assault alloy gains temporary Hit Points that last for 1 round instead. If a metal weapon triggers this, the weapon's die size decreases by one step to a minimum die size of d4 for 1 minute, and that weapon can't trigger Instinctive Alloy again during this time. --- Speed 30 feet Melee Single Action claw +27 (Agile, Finesse), Damage 3d10+11 slashing Ranged Single Action metal needle +27 (Agile, Arcane, Magical, range increment 60 feet), Damage 3d8+11 piercing plus idle transmutation Arcane Innate Spells DC 33 - Cantrips (3rd) Detect Metal - 4th Rust Cloud - 5th Impaling Spike - 6th Wall of Metal Idle Transmutation An assault alloy has full alchemical control over the properties of their metal. Each time they make a metal needle Strike or Cast a Spell with the metal trait, they choose whether the metal they use is adamantine, cold iron, dawnsilver, or any other solid precious metal. Metal Blink Single Action (Move) Requirements The assault alloy is adjacent to metal of at least 1 bulk; Effect An assault alloy can liquefy the metals of their body and travel up to their Speed through spaces with contiguous metal, even if it's not uniformly connected (as in a scrap heap or a pile of treasure). This movement doesn't trigger reactions. The Hoarder's Scourge Assault alloys are constantly in search of ever greater sources of metal to use in their experiments. Bankers, armorers, smiths, scrap dealers, and even dragons are all wary of an assault alloy settling in among their assets. They often handsomely pay any adventurers capable of rooting out the dangerous pests. ","tradition":["Arcane"],"element":["Metal"],"skill_mod":{"thievery":24,"crafting":23,"stealth":22,"arcana":27,"athletics":23},"summary":"While Laudinmio , Sovereign of Alchemy, slumbers on the Plane of Metal , their most curious students have spread throughout the Universe to …","image":["/Images/Monsters/Assault_Alloy.webp"],"primary_source":"Monster Core 2","spell":["Wall of Metal","Impaling Spike","Rust Cloud","Detect Metal"],"trait_group":["Creature Type","Elemental"],"ac":31,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"electricity":10},"url":"/Monsters.aspx?ID=4084","intelligence":8,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":20,"size":["Small"],"name":"Assault Alloy","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[24,27],"slug":"creature-4084"},{"attack_bonus":[9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":22,"language":["Common","Diabolic","<%UMR%79%%>telepathy<%END> (touch)"],"immunity":["curses"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Asura","will_save":7,"charisma":4,"speed":{"climb":15,"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{"holy":2},"creature_ability":["Change Shape","Grieving Venom"],"skill":["Acrobatics","Deception","Performance","Religion","Stealth"],"trait":["Asura","Spirit","Unholy","Small"],"id":"creature-4085","text":" Shokasura Shokasuras are tragic, wretched beings, broken by their despair at the cruel truths of reality. Many were not originally asuras but instead began as other spiritual beings who realized all of their efforts only served to propagate an unjust and unsalvageable existence. Not yet willing to admit how deep the rot lies and not yet willing to commit themselves to unmaking all they once held dear, shokasuras instead constantly test mortals and force them to prove themselves, desperately trying to assuage themselves that there are people and things still worth saving within their present circumstances. These attempts inevitably lead to disaster, as mortals either fail the shokasura's impossible expectations, or the shokasura tests their chosen mortal to ruin. Recall Knowledge - Spirit (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Shokasura Source Monster Core 2 pg. 42 Perception +8; darkvision Languages Common, Diabolic; telepathy (touch) Skills Acrobatics +7, Deception +9, Performance +7, Religion +7, Stealth +7 Str +0 Dex +4 Con +1 Int +0 Wis +3 Cha +4 --- AC 16 Fort +4 Ref +9 Will +7 HP 22 Immunities curses Weaknesses holy 2 --- Speed 25 feet, climb 15 feet Melee Single Action claw +9 (Agile, Finesse, Unholy), Damage 1d8 slashing and 1 spirit Melee Single Action thorn +9 (Agile, Unholy), Damage 1d8 piercing plus grieving venom and 1 spirit Divine Innate Spells DC 17 - Cantrips (1st) Read Aura - 2nd Charm, Stupefy - Constant (3rd) Veil of Privacy (self only) Change Shape Single Action (Concentrate, Divine, Polymorph) The shokasura takes on the appearance of a Small humanoid. This doesn't change the shokasura's Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). The asura typically loses their thorn Strike unless the humanoid form has a similar unarmed attack. This alternate form has a specific, persistent appearance, which the shokasura can change by performing a 1-hour ritual. Grieving Venom (Poison) Saving Throw DC 17 Will; Maximum Duration 4 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage, and enfeebled 2 (1 round); Stage 3 1d4 poison damage, slowed 1, and the creature cannot use reactions (1 round) ","tradition":["Divine"],"skill_mod":{"performance":7,"deception":9,"stealth":7,"acrobatics":7,"religion":7},"summary":"Shokasuras are tragic, wretched beings, broken by their despair at the cruel truths of reality. Many were not originally asuras but instead began as …","image":["/Images/Monsters/Asura_Shokasura.webp"],"primary_source":"Monster Core 2","spell":["Charm","Stupefy","Read Aura","Veil of Privacy"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4085","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":4,"size":["Small"],"name":"Shokasura","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,4],"slug":"creature-4085"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":130,"language":["Common","Diabolic","<%UMR%79%%>telepathy<%END> 30 feet"],"immunity":["curses"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Asura","will_save":13,"charisma":4,"speed":{"max":40,"land":40},"perception":15,"wisdom":2,"weakness":{"holy":5},"creature_ability":["Dual Mind","Reactive Strike","Dance of Destruction","Glorious Visage","Wound Thief"],"skill":["Acrobatics","Athletics","Intimidation","Performance","Religion","Stealth"],"trait":["Asura","Spirit","Unholy","Medium"],"id":"creature-4086","text":" Hārakasura Hārakasuras appear as two figures that are intrinsically intertwined, moving in complete tandem. In truth, they're a single being with a split heart and split wills, switching between virtue and god-defying ruin. Hārakasuras are above all beings of kindness and charity, yet every kind deed they seek to do only emphasizes the broken nature of the world—for if all were given what they needed, charity would never be required. Hārakasuras thus dub themselves as thieves and plunderers, stealing from one corner of the world to give to another, torn between their loyalty toward helping people and their despair at a horrific existence where people cannot survive without their help. Recall Knowledge - Spirit (Occultism): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Hārakasura Source Monster Core 2 pg. 43 Perception +15; darkvision Languages Common, Diabolic; telepathy 30 feet Skills Acrobatics +15, Athletics +19, Intimidation +15, Performance +15, Religion +15, Stealth +15 Str +6 Dex +4 Con +4 Int +2 Wis +2 Cha +4 Items Kukri (4) --- AC 25 all-around vision Fort +15 Ref +17 Will +13 HP 130 Immunities curses Weaknesses holy 5 (see glorious visage) Dual Mind Reaction Trigger The hārakasura fails a saving throw against a mental effect Effect The hārakasura shunts the effect into one of their minds, rendering them temporarily insensible. They change their result to a success, but one of their bodies hangs limply until the end of their next turn. During this time, the hārakasura is clumsy 2; takes a –10-foot circumstance penalty to their Speed; and can't use Dual Mind, Dance of Destruction, or Reactive Strike. Reactive Strike Reaction The hārakasura gains an additional reaction at the beginning of each of their turns that they can use only for a Reactive Strike. --- Speed 40 feet Melee Single Action kukri +18 (Agile, Trip, Unholy), Damage 1d6+9 slashing plus 2d6 persistent bleed and 1d4 spirit Melee Single Action claw +18 (Agile, Unholy), Damage 1d6+9 slashing and 1d4 spirit Dance of Destruction Single Action Requirements The hārakasura's last action was a Strike that dealt damage; Effect The hārakasura Strides up to 10 feet and Strikes. Glorious Visage Single Action The asura sanctifies themselves as either holy or unholy, gaining the trait corresponding to their choice and losing the opposing trait; their strikes, spells, and abilities also gain the trait corresponding to their choice. The asura also gains weakness 5 to the opposing sanctification and loses any weakness to its chosen sanctification. The choice is permanent until the asura uses this ability to change their sanctification. Wound Thief Single Action (Divine) The hārakasura touches an adjacent creature that is taking persistent bleed damage. If the hārakasura has the holy trait, it ends the persistent bleed effect immediately and restores 2d6 Hit Points to the target; this is a healing and vitality effect. If the hārakasura has the unholy trait, it causes the target to immediately take damage equal to its persistent bleed value, and the hārakasura gains temporary Hit Points equal to the damage taken until the start of its next turn. ","skill_mod":{"performance":15,"stealth":15,"athletics":19,"intimidation":15,"acrobatics":15,"religion":15},"summary":"Hārakasuras appear as two figures that are intrinsically intertwined, moving in complete tandem. In truth, they're a single being with a split heart …","image":["/Images/Monsters/Asura_Harakasura.webp"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Mechanics"],"ac":25,"item":["Kukri (4)"],"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4086","intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Hārakasura","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,22],"slug":"creature-4086"},{"attack_bonus":[24,24,24,28],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":200,"language":["Common","Diabolic","<%UMR%79%%>telepathy<%END> 60 feet"],"immunity":["curses","disease","poison"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Asura","will_save":19,"charisma":4,"speed":{"max":40,"land":40,"swim":30},"perception":21,"wisdom":2,"weakness":{"holy":10},"creature_ability":["Encircling Aura","Reactive Strike","Butchering Venom","Constrict","Glorious Visage","Slither","Swallow Whole"],"skill":["Acrobatics","Athletics","Intimidation","Performance","Religion","Stealth"],"trait":["Asura","Spirit","Unholy","Huge"],"id":"creature-4087","text":" Garadasura Garadasuras are massive ophidian spirits who hold to duties of guardianship and butchery. Many are former naga who have given up on their role of stewards of reality and instead turned their efforts to reversing the act of creation. Garadasuras often continue the duties they had as naga but can also turn destructive, rampaging with the force of an entire poisonous legion. Recall Knowledge - Spirit (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Garadasura Source Monster Core 2 pg. 44 Perception +21; darkvision Languages Common, Diabolic; telepathy 60 feet Skills Acrobatics +21, Athletics +23, Intimidation +21, Performance +21, Religion +21, Stealth +23 Str +6 Dex +3 Con +6 Int +0 Wis +2 Cha +4 Items +1 striking scimitar (2), Breastplate --- AC 30 Fort +24 Ref +20 Will +19 HP 200 (fast healing 5) Immunities curses, disease, poison Weaknesses holy 10 Encircling Aura (aura, divine, mental) 50 feet. A garadasura exudes a 50-foot aura whenever it remains motionless for at least 1 round. If the garadasura has the holy trait, all allied creatures within the area gain a +1 status bonus to AC and saving throws. If the garadasura has the unholy trait, all unallied creatures that enter this area must succeed at a DC 30 Will save or spend their next action to move toward the garadasura's location. If the garadasura moves, the effect ends for all currently affected creatures. Reactive Strike Reaction --- Speed 40 feet, swim 30 feet Melee Single Action scimitar +24 (Forceful, Magical, Sweep, Unholy), Damage 2d6+9 slashing plus 2d6 persistent poison and 1d6 spirit Melee Single Action fangs +24 (Agile, Unholy), Damage 2d6+9 piercing plus butchering venom and 1d6 spirit Melee Single Action tail +24 (Agile, reach 15 feet, Unholy), Damage 2d6+9 bludgeoning plus 1d6 spirit and Grab Ranged Single Action venom spit +28 (Agile, range 60 feet), Damage 2d6+6 poison plus butchering venom Butchering Venom (Incapacitation, Poison) Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and slowed 1 (1 round); Stage 2 4d6 poison damage and slowed 2 (1 round); Stage 3 6d6 damage and paralyzed for 1 hour Constrict Single Action 2d6+7 bludgeoning, DC 30 Glorious Visage Single Action The asura sanctifies themselves as either holy or unholy, gaining the trait corresponding to their choice and losing the opposing trait; their strikes, spells, and abilities also gain the trait corresponding to their choice. The asura also gains weakness 10 to the opposing sanctification and loses any weakness to its chosen sanctification. The choice is permanent until the asura uses this ability to change their sanctification. Slither Single Action The garadasura Strides or Swims up to half its Speed, pulling any creatures it has grabbed with it. Swallow Whole Single Action (Attack) Large, 2d10+9 bludgeoning, Rupture 30; ","skill_mod":{"performance":21,"stealth":23,"athletics":23,"intimidation":21,"acrobatics":21,"religion":21},"summary":"Garadasuras are massive ophidian spirits who hold to duties of guardianship and butchery. Many are former naga who have given up on their role of …","image":["/Images/Monsters/Asura_Garadasura.webp"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Mechanics"],"ac":30,"item":["+1 striking scimitar (2)","Breastplate"],"level":11,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4087","intelligence":0,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":24,"size":["Huge"],"name":"Garadasura","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,19,19,26],"slug":"creature-4087"},{"attack_bonus":[35,37,37],"constitution":10,"primary_source_category":"Rulebooks","strength":10,"hp":380,"language":["Common","Diabolic","<%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%1728%%>truespeech<%END>"],"immunity":["curses","disease","illusions","poison","polymorph"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Asura","will_save":32,"charisma":8,"speed":{"climb":40,"fly":40,"max":40,"land":40,"swim":40},"perception":36,"wisdom":7,"weakness":{"holy":15},"creature_ability":["Inescapable Aura","Reactive Strike","Bladestorm","Curse of Wisdom","Direct Spirit Blades","Glorious Visage","Horrific Glimpse","Spirit Blades"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Performance","Religion","Stealth"],"trait":["Asura","Spirit","Unholy","Huge"],"id":"creature-4088","text":" Bikkhasura Asura who have been forcibly reincarnated across countless lifetimes, bikkhasuras have grown to nearly godlike levels of power. Recall Knowledge - Spirit (Occultism): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Bikkhasura Source Monster Core 2 pg. 44 Perception +36; darkvision, scent (imprecise) 60 feet, truesight Languages Common, Diabolic; telepathy 100 feet, truespeech Skills Acrobatics +33, Athletics +38, Diplomacy +36, Intimidation +34, Performance +34, Religion +35, Stealth +33 Str +10 Dex +7 Con +10 Int +7 Wis +7 Cha +8 --- AC 44 all-around vision Fort +35 Ref +32 Will +32 +2 status to all HP 380 , regeneration 20 (deactivated by holy) Immunities curses, disease, illusions, poison, polymorph Weaknesses holy 15 Inescapable Aura (aura, divine) 30 feet. Creatures cannot teleport into or out of the bikkhasura's aura. Creatures attempting to teleport into the aura instead teleport to the nearest edge of the aura. Any attempts to teleport out of the aura are automatically disrupted. Reactive Strike Reaction The bikkhasura gains 5 additional reactions at the beginning of each of their turns that they can use only for a Reactive Strike. --- Speed 40 feet, climb 40 feet, fly 40 feet, swim 40 feet Melee Single Action spirit blade +37 (Magical, reach 15 feet, Unholy, versatile P), Damage 4d6+15 slashing and 4d6 spirit Melee Single Action jaws +37 (Magical, Unholy), Damage 4d10+15 piercing plus 4d6 persistent poison and Improved Grab Melee Single Action claw +35 (Agile, Magical, Unholy), Damage 4d8+15 slashing plus curse of wisdom and 1d6 spirit Divine Innate Spells DC 44 - 5th Planar Tether, Translocate (at will), Wave of Despair (at will) - 8th Cursed Metamorphosis, Dispel Magic (×3), Unfettered Movement (×3), Weapon Storm - 9th Harm, Heal, Implosion, Metamorphosis, Wails of the Damned - 10th Freeze Time - Constant (10th) Truesight Bladestorm Two Actions Requirements The bikkhasura is holding six spirit blades; Effect The bikkhasura makes up to six spirit blade Strikes, each against a different target. These attacks count toward the bikkhasura's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. Curse of Wisdom (Curse) Saving Throw DC 42 Will; Stage 1 12d6 mental damage and target cannot use reactions (1 round); Stage 2 14d6 mental damage and the target is slowed 2 (1 round); Stage 3 15d6 mental damage and target is paralyzed (1 round) Direct Spirit Blades Two Actions Requirements The bikkhasura has their spirit blades; Effect The bikkhasura directs one of its spirit blades to attack a target up to a distance of 50 feet away. Once a bikkhasura directs a spirit blade to attack a foe, the blade continues to make a single attack against that foe each round on the bikkhasura's turn until directed otherwise by the bikkhasura and as long as the foe remains within 50 feet of the bikkhasura. These weapons attack using the same statistics as the bikkhasura's spirit blade Strike and use the bikkhasura's multiple attack penalty. Any blades that are not within 50 feet of the bikkhasura at the end of its turn vanish. Glorious Visage Single Action The asura sanctifies themselves as either holy or unholy, gaining the trait corresponding to their choice and losing the opposing trait; their strikes, spells, and abilities also gain the trait corresponding to their choice. The asura also gains weakness 15 to the opposing sanctification and loses any weakness to its chosen sanctification. The choice is permanent until the asura uses this ability to change their sanctification. Horrific Glimpse Free Action Frequency once per round; Trigger The bikkhasura uses Glorious Visage; Effect The bikkhasura explodes with spiritual energy, dealing 9d6 spirit damage to all creatures within 30 feet. This ability has the holy trait if the bikkhasura has the holy trait and the unholy trait when the bikkhasura has the unholy trait. Spirit Blades Single Action Frequency once per hour; Effect The bikkhasura summons six blades made out of spiritual energy. The blades either appear in the bikkhasura's hands or float next to the bikkhasura until the asura directs one or spends an Interact action to grab it. The spirit blades can be dispelled with a successful counteract check (counteract rank 10, counteract DC 42). A successful counteract dispels all blades, even if some have been directed away from the bikkhasura. ","tradition":["Divine"],"skill_mod":{"diplomacy":36,"performance":34,"stealth":33,"athletics":38,"intimidation":34,"acrobatics":33,"religion":35},"summary":"Asura who have been forcibly reincarnated across countless lifetimes, bikkhasuras have grown to nearly godlike levels of power.","image":["/Images/Monsters/Asura_Bikkhasura.webp"],"primary_source":"Monster Core 2","spell":["Freeze Time","Harm","Heal","Implosion","Metamorphosis","Wails of the Damned","Cursed Metamorphosis","Dispel Magic","Unfettered Movement","Weapon Storm","Planar Tether","Translocate","Wave of Despair","Truesight"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":44,"level":20,"spell_dc":[44],"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet, truesight ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=4088","intelligence":7,"reflex_save":32,"strongest_save":["fort","fortitude"],"dexterity":7,"vision":"Darkvision","fortitude_save":35,"size":["Huge"],"name":"Bikkhasura","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[36,43,51],"slug":"creature-4088"},{"attack_bonus":[23],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":190,"language":["Aklo","Common","Draconic","Elven","Sakvroth","Thassilonian"],"immunity":["controlled"],"source":["Monster Core 2"],"type":"Creature","will_save":18,"charisma":3,"speed":{"climb":30,"max":30,"land":30},"perception":22,"wisdom":1,"weakness":{"acid":10},"creature_ability":["True Sin Scent","Reactive Strike","Spell Break","Absorb Sin","Change Shape","Insectile Agility","Resonating Kick","Roundhouse Smash"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Occultism","Sinspawn Lore","Stealth","Survival","Thassilon Lore"],"trait":["Aberration","Rare","Medium"],"id":"creature-4089","text":" Atrixyl Very rarely, when sinspawn sacrifice sentient beings to runewells , instead of sinspawn, an altogether different sort of aberration is created. Atrixyls are insectile humanoid warriors, whose powers are similar to yet stronger than ordinary sinspawn, and who are dedicated to destroying runewells and similar fleshwarping artifacts. Some atrixyls seek to destroy runewells due to an imprinting of pain and suffering that occurs during their creation, seeking to prevent future suffering from runewells . Others seek to break a runewell and tap into its magical energies to gain personal power. This relentless mission has earned them the epithet “runebreakers,” and brings them into conflict with the sinspawn whose existences depend upon these runewells. Atrixyls traverse Golarion's ruined wastelands in search of both ancient runewells and more contemporary fleshwarping facilities Recall Knowledge - Aberration (Occultism): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Atrixyl Source Monster Core 2 pg. 46 Perception +22; darkvision; true sin scent (precise) 60 feet Languages Aklo, Common, Draconic, Elven, Sakvroth, Thassilonian Skills Acrobatics +22, Arcana +20, Athletics +22, Deception +18, Diplomacy +18, Intimidation +20, Occultism +20, Sinspawn Lore +20, Stealth +22, Survival +16, Thassilon Lore +20 Str +7 Dex +5 Con +4 Int +3 Wis +1 Cha +3 True Sin Scent An atrixyl can smell creatures that reflect or generally revel in any of the seven sins as defined by the ancient empire of Thassilon (envy, gluttony, greed, lust, pride, sloth, and wrath) within 60 feet as a precise sense and can also distinguish between different sins and creatures. These typically include sinspawn and certain demons, though the GM ultimately determines which creatures are appropriately sinful. --- AC 31 Fort +24 Ref +21 Will +18 +1 status to saves vs. magic HP 190 Immunities controlled Resistances mental 10 Weaknesses acid 10 Reactive Strike Reaction Spell Break Reaction Trigger The atrixyl critically succeeds on a saving throw; Effect The atrixyl shatters the portion of magic that would affect them and uses it to empower themself. The atrixyl gains temporary Hit Points equal to twice the triggering spell's rank and a +4 status bonus to damage rolls for 1 round. --- Speed 30 feet, climb 30 feet Melee Single Action fist +23 (Agile, Magical), Damage 2d12+10 bludgeoning plus Improved Push Absorb Sin Free Action Trigger The atrixyl reduces a creature it can smell with its true sin scent to 0 Hit Points; Effect The atrixyl regains 6d6 Hit Points. Change Shape Single Action (Arcane, Concentrate, Polymorph) The atrixyl takes on the appearance of any Medium humanoid. This doesn't change the atrixyl's Speed or their attack and damage modifiers with their Strikes but might change the damage type their Strikes deal. Insectile Agility When the atrixyl Leaps, High Jumps, or Long Jumps, they can increase horizontal and vertical distances traveled by up to 10 feet. They also treat falls as 50 feet shorter. Resonating Kick Two Actions (Arcane) The atrixyl makes a fist Strike. If the target is an aberration or is capable of casting spells from the arcane tradition, this attack deals an additional 2d12 force damage. Roundhouse Smash Two Actions The atrixyl makes a fist Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within the atrixyl's melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. This counts as two attacks for the atrixyl's multiple attack penalty. Mysterious Antiheroes Atrixyls disguise themselves as humanoids to help avoid attention and gather information discreetly about runewells. While many atrixyls remain aloof from society, some find themselves in the unlikely roles of antiheroes who protect those same humanoids from sinspawn and fleshwarpers alike. ","skill_mod":{"diplomacy":18,"deception":18,"survival":16,"stealth":22,"arcana":20,"athletics":22,"intimidation":20,"occultism":20,"acrobatics":22},"summary":"Very rarely, when sinspawn sacrifice sentient beings to runewells , instead of sinspawn, an altogether different sort of aberration is created. …","image":["/Images/Monsters/Atrixyl.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Rarity"],"ac":31,"level":11,"source_category":["Rulebooks"],"sense":" darkvision ; true sin scent (precise) 60 feet","weakest_save":["will"],"resistance":{"mental":10},"url":"/Monsters.aspx?ID=4089","intelligence":3,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":24,"size":["Medium"],"name":"Atrixyl","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[23],"slug":"creature-4089"},{"attack_bonus":[14],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":60,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","will_save":12,"charisma":3,"speed":{"max":20,"land":20},"perception":10,"wisdom":4,"weakness":{},"creature_ability":["Aura of Sobs","Whispered Despair","Steal Breath","Steal Voice"],"skill":["Deception","Society","Stealth"],"legacy_id":["creature-557"],"trait":["Undead","Unholy","Small"],"id":"creature-4090","text":" Attic Whisperer Beware the haunting sobs of the attic whisperer, for they carry the pained wrath of an abandoned child who perished due to the neglect or absence of their caretakers. Animated by loneliness, the embittered spirit binds itself to the material world in a body made of bits and oddments of a lost childhood. To give themselves the semblance of a head, they top their patchwork bodies with a small animal's skull. Attic whisperers most frequently lurk in old infirmaries, orphanages, and other such institutions where children were forgotten, and they lay dormant for decades in hopes they might one day find a playmate to ease their eternal loneliness. When they sense the living, attic whisperers attempt to lure them into their clutches by calling out to them using the voice of a small child. Though attic whisperers intend only to play with those they encounter, they drain the breath and voice from living creatures as their worst impulses take over. Recall Knowledge - Undead (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Attic Whisperer Source Monster Core 2 pg. 47 Perception +10; darkvision Languages Common, Necril Skills Deception +11, Society +10, Stealth +13 Str +0 Dex +5 Con +0 Int +2 Wis +4 Cha +3 --- AC 21 Fort +8 Ref +13 Will +12 HP 60 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Aura of Sobs (auditory, aura, emotion, mental, occult) 10 feet. An attic whisperer enshrouds itself in a tapestry of stolen voices. Each living creature that enters or starts their turn in the aura must succeed at a DC 19 Will save or the unnerving, bitter sobs render them distraught and they become stupefied 1 for as long as they remain within the aura. A creature that succeeds is temporarily immune for 1 hour. The attic whisperer can activate or deactivate the aura with a single action, which has the concentrate trait. Whispered Despair Reaction Trigger A creature with an active emotion effect enters an attic whisperer's aura of sobs; Effect The attic whisperer attempts to counteract the emotion effect, with a counteract modifier of +13. --- Speed 20 feet Melee Single Action jaws +14 (Agile, Finesse), Damage 2d8 piercing plus steal breath Melee Single Action bony hand (agile +12), Damage 2d10 void plus steal voice Steal Breath (Curse, Incapacitation, Occult) The attic whisperer siphons the breath from living creatures, sapping their strength. A living creature hit by a jaws Strike must attempt a DC 21 Fortitude save. Critical Success The target is unaffected. Success The target is enfeebled 1 for 1 round. Failure The target is enfeebled 1 for 24 hours and fatigued. Critical Failure The target is enfeebled 1 for 24 hours, fatigued, and falls unconscious. Steal Voice (Curse, Occult) When an attic whisperer hits a living creature with a bony hand Strike, it tries to pull the victim's voice into its aura. The victim must attempt a DC 21 Will save. Critical Success The target is unaffected. Success The target's voice is weak for 1 minute. Anytime it attempts to Cast a Spell or use an action that has the auditory trait, it must succeed at a DC 5 flat check or the action is lost. Failure The target loses the ability to speak for 1 hour, until the curse is removed, or until the attic whisperer is destroyed, whichever comes first. During this time, the attic whisperer can perfectly mimic the target's voice, and the target takes a –2 circumstance penalty to saving throws against that attic whisperer's aura of sobs. Critical Failure As failure, but the effects last until the attic whisperer is destroyed or the curse is removed. Varisian Nursery Rhyme Is the attic whispering? Are we safe below? Do you think he's listening? Is that his shadow? Do you hear him waking, Up above the stairs? Do you hear him weeping? Is he really there? Can you say “I'm speaking?” Are you saying naught? Is it you who's weeping? Is it you he's caught? ","skill_mod":{"society":10,"deception":11,"stealth":13},"summary":"Beware the haunting sobs of the attic whisperer, for they carry the pained wrath of an abandoned child who perished due to the neglect or absence of …","image":["/Images/Monsters/AtticWhisperer.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Mechanics"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4090","intelligence":2,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Attic Whisperer","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,11],"slug":"creature-4090"},{"attack_bonus":[15,15],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":65,"language":["Common","one other language the stalker knew in life (usually Jistkan); <%UMR%79%%>telepathy<%END> 60 feet"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Automaton","will_save":13,"charisma":1,"speed":{"climb":20,"max":30,"land":30},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Adaptive Camouflage","Astral Blink","Astral Pounce","Sneak Attack"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"trait":["Automaton","Construct","Rare","Medium"],"id":"creature-4091","text":" Stalker Automaton Stalker automatons house the minds of skilled hunters, scouts, and assassins in bodies patterned after the great hunters of the natural world. Stalkers generally have the shape of wolves, large cats, and other predatory creatures. The ancient artificers improved upon their natural abilities, adding in specialized systems of arcane camouflage and movement. Surviving stalkers still pride themselves as hunters without peer, even as they've adapted to their animalistic forms. Recall Knowledge - Construct (Arcana, Crafting): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Stalker Automaton Source Monster Core 2 pg. 48 Perception +15; darkvision Languages Common; one other language the stalker knew in life (usually Jistkan); telepathy 60 feet Skills Acrobatics +12, Athletics +11, Stealth +14, Survival +13 Str +4 Dex +5 Con +3 Int +3 Wis +4 Cha +1 Adaptive Camouflage The stalker's magically treated metal frame constantly shifts and changes to match their surroundings. The stalker does not need cover or concealment to Hide. --- AC 21 Fort +10 Ref +14 Will +13 HP 65 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void Resistances physical 5 (except adamantine) --- Speed 30 feet, climb 20 feet Melee Single Action jaws +15, Damage 2d10+6 piercing Melee Single Action claw +15 (Agile), Damage 2d6+6 slashing Arcane Innate Spells DC 20 - 4th Translocate (at will) Astral Blink Single Action (Concentrate, Manipulate, Teleportation) Frequency once per round; Effect The stalker steps sideways into the astral realm, reappearing nearby. The stalker teleports to an unoccupied space within 15 feet that they can see. Astral Pounce Two Actions Requirements The stalker hasn't used Astral Blink this round; Effect The stalker Astral Blinks or Strides and makes a Strike at the end of that movement. If the stalker began this action hidden, it remains hidden until after this ability's Strike. The stalker then Astral Blinks or Strides again, whichever it did not already do. Sneak Attack The stalker deals an additional 1d6 precision damage to off-guard creatures. ","tradition":["Arcane"],"skill_mod":{"survival":13,"stealth":14,"athletics":11,"acrobatics":12},"summary":"Stalker automatons house the minds of skilled hunters, scouts, and assassins in bodies patterned after the great hunters of the natural world. …","image":["/Images/Monsters/Automaton_Stalker.webp"],"primary_source":"Monster Core 2","spell":["Translocate"],"trait_group":["Ancestry","Creature Type","Rarity"],"ac":21,"level":5,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=4091","intelligence":3,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Stalker Automaton","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[13,17],"slug":"creature-4091"},{"attack_bonus":[23,23],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":170,"language":["Common","one other language the champion knew in life (usually Jistkan); <%UMR%79%%>telepathy<%END> 60 feet"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Automaton","will_save":17,"charisma":4,"speed":{"climb":15,"max":25,"land":25},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Arcane Slam","Spinning Toss"],"skill":["Athletics","Diplomacy","Intimidation","Warfare Lore"],"trait":["Automaton","Construct","Rare","Large"],"id":"creature-4092","text":" Champion Automaton The artificers of Jistka crafted warrior automatons to fight on the front lines of their armies, and in this goal they succeeded admirably. Brutal, effective combatants, champion automatons contain the souls of the best of the Imperium's armies, its most dedicated soldiers and respected officers, all rendered deadlier than ever before in their bodies of metal and magic. Recall Knowledge - Construct (Arcana, Crafting): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Champion Automaton Source Monster Core 2 pg. 49 Perception +18; darkvision Languages Common; one other language the champion knew in life (usually Jistkan); telepathy 60 feet Skills Athletics +22, Diplomacy +18, Intimidation +18, Warfare Lore +19 Str +6 Dex +5 Con +5 Int +3 Wis +4 Cha +4 --- AC 29 Fort +21 Ref +19 Will +17 HP 170 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void Resistances physical 10 (except adamantine) --- Speed 25 feet, climb 15 feet Melee Single Action pincer +23 (Magical), Damage 2d12+12 piercing plus Grab Ranged Single Action energy beam +23 (Fire, Magical, range 60 feet), Damage 2d10+10 fire Arcane Slam Single Action (Arcane) Requirements The champion has a creature grabbed; Effect The champion channels supernatural energy through its pincers, then slams its foe against the ground. The grabbed creature takes 3d6 bludgeoning and 3d6 fire damage, is knocked prone and must attempt a DC 29 Fortitude save. On a failure the target is enfeebled 1 (enfeebled 2 on a critical failure) from the force of the slam. At the end of the Arcane Slam, the grapple ends. Spinning Toss Two Actions Frequency once per round; Requirements The champion has a creature grabbed; Effect The champion spins on its axis, using the creature it's holding as an impromptu bludgeon before tossing it aside. The champion attempts an Athletics check against the grabbed creature's Fortitude DC. Critical Success The champion flings its victim. The grapple ends. The grabbed creature is thrown into a space within 10 feet, takes 8d6 bludgeoning damage, and falls prone. All creatures adjacent to the champion take the same amount of bludgeoning damage (DC 29 basic Reflex save). Success As critical success, except the grabbed creatures is thrown into a space within 5 feet, and creatures take 4d6 bludgeoning damage. Failure The champion tosses its victim aside. The grapple ends. The grabbed creature falls prone. Critical Failure The champion fumbles its grasp on its victim and the grapple ends. ","skill_mod":{"diplomacy":18,"athletics":22,"intimidation":18},"summary":"The artificers of Jistka crafted warrior automatons to fight on the front lines of their armies, and in this goal they succeeded admirably. Brutal, …","image":["/Images/Monsters/Automaton_Champion.webp"],"primary_source":"Monster Core 2","trait_group":["Ancestry","Creature Type","Rarity"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=4092","intelligence":3,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Champion Automaton","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[21,25],"slug":"creature-4092"},{"primary_source_category":"Rulebooks","strength":3,"hp":75,"language":["Diabolic","Draconic","Empyrean","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":12,"trait":["Azata","Celestial","Holy","Medium"],"id":"creature-4093","text":" Yamah (Spelldrinker Azata) Yamahs are devoted to protecting others from magic used for evil, particularly the kind that traps souls or controls a creature's free will. They relish taking a malevolent spellcaster's magic and turning it to virtuous purposes. Yamahs often sport stern countenances but still enjoy moments of joy and whimsy like other azatas. In particular, they revel in lighthearted jokes and cheery songs when appropriate. Once they enter combat, however, their bright dispositions change to one of focus and determination. While fighting enemies of freedom, yamahs tend to attack from a distance, using their flight and ranged skills to harry foes. If a spellcaster is involved, yamahs move to the front line, attempting to intercede between their allies and the spellcaster's magic. Lunar eclipses and other notable celestial events tend to draw yamahs to the Universe. These azatas appear more often during these events to aid the followers of deities with connections to such events, such as Desna and the empyreal lord Ashava. Tales among these faiths speak of yamahs who ally with worshippers in their endeavors against evil fiends. These stories inevitably end with the yamah departing after the task is complete, leaving the mortal worshipper without a word. Recall Knowledge - Celestial (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Yamah Source Monster Core 2 pg. 50 Perception +12; darkvision, detect magic Languages Diabolic, Draconic, Empyrean; truespeech Skills Acrobatics +13, Arcana +10, Deception +12, Diplomacy +12, Religion +13, Stealth +13 Str +3 Dex +4 Con +2 Int +3 Wis +4 Cha +5 Items Starknife, forceful quartz bracelet with 3 gems --- AC 21 Fort +9 Ref +13 Will +13 HP 75 Weaknesses cold iron 5, unholy 5 Free Mind Reaction (mental) Trigger An ally of the yamah's attempts a saving throw against an effect that has the mental trait; Effect The ally's gains a +4 status bonus to the saving throw. If the ally rolls a success, they get a critical success instead. --- Speed 25 feet, fly 70 feet Melee Single Action starknife +15 (Agile, deadly d6, Finesse, Holy, Magical, thrown 20 feet, versatile S), Damage 2d4+8 piercing Ranged Single Action starknife +15 (Agile, deadly d6, Finesse, Holy, Magical, thrown 20 feet, versatile S), Damage 2d4+8 piercing Divine Innate Spells DC 21, attack +14 - Cantrips (3rd) Divine Lance - 2nd Heal (×2), Invisibility, Sure Footing - 3rd Holy Light, Dispel Magic - Constant (5th) Detect Magic, Truespeech Crystallized Attack Free Action (Divine, Manipulate) Requirements The yamah has a charged gem on its forceful quartz bracelet ; Effect The yamah channels the magic from an active gem, causing its starknife to glow with unnatural brightness. Their next starknife Strike before the end of their turn deals an extra 1d6 force damage and increases its thrown range to 60 feet. This drains one of their quartz gems. Sneak Attack The yamah's Strikes deal an extra 1d6 precision damage to off-guard creatures. Starstrike Any non-magical starknife becomes a +1 striking returning weapon while a yamah wields it. Steal Magic Two Actions (Concentrate, Divine) The yamah makes a melee spell attack against a creature under the effects of a spell; a yamah automatically succeeds with this attack against a willing creature. On a success, the yamah's divine touch attempts to counteract the spell (counteract rank 3, counteract modifier +16). A successful counteract siphons the magical energy into one of the gems on its forceful quartz bracelet , recharging it. Yamah Bracelets Each yamah wears a personalized bracelet, embedded with quartz gems that reflect the cosmos. These are empowered by unseen magic, recharging when the yamah has 8 hours of rest. These bracelets have a unique divine connection to their respective yamah, and the bracelets only function for that yamah. On occasion, a yamah will gift the bracelet to a mortal, more as a symbol of trust and a sign that the individual is protected than an attempt to share power. ","skill_mod":{"diplomacy":12,"deception":12,"stealth":13,"arcana":10,"acrobatics":13,"religion":13},"image":["/Images/Monsters/Azata_Yamah.webp"],"primary_source":"Monster Core 2","spell":["Holy Light","Dispel Magic","Heal","Invisibility","Sure Footing","Divine Lance","Detect Magic","Truespeech"],"ac":21,"item":["Starknife","forceful quartz bracelet with 3 gems"],"level":5,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision , detect magic ","resistance":{},"intelligence":3,"reflex_save":13,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Yamah","pfs":"Standard","rarity":"common","strike_damage_average":[13,13],"attack_bonus":[15,15],"constitution":2,"creature_family":"Azata","spell_attack_bonus":[14],"will_save":13,"speed":{"fly":70,"max":70,"land":25},"wisdom":4,"weakness":{"cold_iron":5,"unholy":5},"creature_ability":["Free Mind","Crystallized Attack","Sneak Attack","Starstrike","Steal Magic"],"skill":["Acrobatics","Arcana","Deception","Diplomacy","Religion","Stealth"],"tradition":["Divine"],"summary":"Yamahs are devoted to protecting others from magic used for evil, particularly the kind that traps souls or controls a creature's free will. They …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4093","dexterity":4,"category":"creature","slug":"creature-4093"},{"attack_bonus":[23],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":200,"language":["Common","Diabolic","Draconic","Empyrean","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Azata","spell_attack_bonus":[22],"will_save":18,"charisma":5,"speed":{"fly":80,"max":80,"land":40},"perception":21,"wisdom":3,"weakness":{"cold_iron":10,"unholy":10},"creature_ability":["Change Shape","Recount Epic","Siphon Scroll","Word Caller"],"skill":["Acrobatics","Arcana","Athletics","Deception","Occultism","Performance","Religion","Society","Stealth"],"trait":["Azata","Celestial","Holy","Large"],"id":"creature-4094","text":" Raelis (Laureate Azata) Formed from the souls of storytellers, these boisterous azatas roam the planes, seeking out ever more impressive stories to collect. They attempt to spread joy by sharing these tales and righting wrongs they encounter. Their constant search for tales brings raelises to the mortal Universe more often than other azatas. A raelis is generally knowledgeable about trails and directions, as their journeys take them to a variety of different locales. Raelises prefer to avoid taking the same journey twice and will go out of their way to avoid doing so. After millennia of constant journeys, a raelis becomes a living atlas, something they take great pride in. Raelises adore brawling and wrestling, and often travel in mortal guises so as not to unduly influence the events they chronicle. Their ability to travel discreetly among settlements make raelises excellent spies and discreet agents for gods with similar interests. Recall Knowledge - Celestial (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Raelis Source Monster Core 2 pg. 51 Perception +21; darkvision Languages Common, Diabolic, Draconic, Empyrean; truespeech Skills Acrobatics +21, Arcana +19, Athletics +19, Deception +20, Occultism +19, Performance +22, Religion +20, Society +21, Stealth +19 Str +6 Dex +6 Con +5 Int +4 Wis +3 Cha +5 --- AC 30 Fort +21 Ref +24 Will +18 HP 200 Weaknesses cold iron 10, unholy 10 --- Speed 40 feet, fly 80 feet Melee Single Action fist +23 (Agile, Finesse, Holy, Magical), Damage 2d6+9 bludgeoning plus Improved Grab Divine Innate Spells DC 30, attack +22 - Cantrips (6th) Detect Magic, Divine Lance, Figment, Haunting Hymn, Read Aura, Telekinetic Projectile - 1st Bless - 3rd Enthrall, Heroism, Lightning Bolt - 4th Outcast's Curse, Unfettered Movement - 5th Illusory Scene, Temporary Glyph, Translocate - 6th Vibrant Pattern, Zealous Conviction - Constant (4th) Unfettered Movement, Veil of Privacy - Constant (5th) Truespeech Rituals DC 30 - 3rd Rune Trap (doesn't require secondary casters) Change Shape Single Action (Concentrate, Divine, Polymorph) The raelis can take on the appearance of any Small or Medium humanoid, or any Medium or smaller animal. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but might change the damage type their Strikes deal. Recount Epic Two Actions (Auditory, Divine, Mental) The raelis recounts a tale to inspire their allies to heroic feats. For the next minute, all allied creatures who heard the epic gain a +1 circumstance bonus to Acrobatics, Athletics, and Performance checks. Siphon Scroll Two Actions (Divine) The raelis Casts a Spell from a scroll within 60 feet that they've read with Word Caller; this scroll must be divine. If this spell has the holy or vitality trait, they Cast it as one spell rank higher. This expends the scroll as normal. Word Caller Single Action (Concentrate, Divine) The raelis senses the presence of words around them within 60 feet, reading up to 100 pages of nonmagical writing or automatically succeeding at a Recall Knowledge to identify 1 magical scroll. ","tradition":["Divine"],"skill_mod":{"society":21,"performance":22,"deception":20,"stealth":19,"arcana":19,"athletics":19,"occultism":19,"acrobatics":21,"religion":20},"summary":"Formed from the souls of storytellers, these boisterous azatas roam the planes, seeking out ever more impressive stories to collect. They attempt to …","image":["/Images/Monsters/Azata_Raelis.webp"],"primary_source":"Monster Core 2","spell":["Vibrant Pattern","Zealous Conviction","Illusory Scene","Temporary Glyph","Translocate","Outcast's Curse","Unfettered Movement","Enthrall","Heroism","Lightning Bolt","Bless","Detect Magic","Divine Lance","Figment","Haunting Hymn","Read Aura","Telekinetic Projectile","Truespeech","Veil of Privacy"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":30,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4094","intelligence":4,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Raelis","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16],"slug":"creature-4094"},{"attack_bonus":[27,27],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":280,"language":["Common","Diabolic","Draconic","Empyrean","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Azata","will_save":29,"charisma":5,"speed":{"fly":80,"max":80,"land":40},"perception":28,"wisdom":7,"weakness":{"cold_iron":15,"unholy":15},"creature_ability":["Deconstruct","Revealing Hypothesis","Thesis Shield"],"skill":["Academia Lore","Acrobatics","Arcana","Athletics","Library Lore","Nature","Occultism","Religion","Scribing Lore"],"trait":["Azata","Celestial","Holy","Medium"],"id":"creature-4095","text":" Zhuraita (Scholar Azata) Zhuraitas are dedicated to the freedom of academic and scientific inquiry, protecting the creativity and inventiveness of scholarly fields. Many good-hearted academics have breakthroughs due to a zhuraita's inspiration, notably with projects that have lasting positive impacts on others. Zhuraitas also travel to defend important centers of knowledge when they are in danger of destruction. Zhuraitas despise those who would use research as a tool of oppression, and there are even rumors of them sabotaging such projects, hindering their completion. The azatas are known to sometimes hide away knowledge they believe to be harmful or dangerous. They don't outright destroy such knowledge, however, and instead choose to seal it away in places they can defend. On rare occasions, a zhuraita will recognize that such knowledge might actually be of some use for a trusted ally and share the information, though only under the zhuraita's supervision. Recall Knowledge - Celestial (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Zhuraita Source Monster Core 2 pg. 52 Perception +28; darkvision, truesight Languages Common, Diabolic, Draconic, Empyrean; truespeech Skills Academia Lore +30, Acrobatics +25, Arcana +28, Athletics +25, Library Lore +30, Nature +28, Occultism +26, Religion +28, Scribing Lore +28 Str +4 Dex +6 Con +5 Int +7 Wis +7 Cha +5 --- AC 37 Fort +23 Ref +26 Will +29 HP 280 Weaknesses cold iron 15, unholy 15 Deconstruct Reaction Trigger The zhuraita is targeted by an effect with the linguistic or mental trait; Effect The zhuraita critiques their enemy's theoretical underpinnings, attempting a counteract check with a bonus of +28 (counteract rank 8). If the effect is counteracted, the triggering enemy becomes frightened 1 (frightened 2 if the zhuraita critically succeeded). --- Speed 40 feet; fly 80 feet Melee Single Action thesis +27 (Holy, Magical), Damage 3d12+10 bludgeoning Ranged Single Action looseleaf +27 (Holy, Magical, range 60 feet), Damage 3d10+10 slashing Divine Innate Spells DC 36 - Cantrips (8th) Detect Magic, Guidance, Read Aura - 1st Mindlink (at will) - 3rd Hypercognition - 4th Translate (at will) - 8th Clear Mind - Constant (5th) Truespeech - Constant (6th) Truesight Revealing Hypothesis Free Action (Concentrate) Requirements The zhuraita hits a creature with its thesis; Effect The zhuraita's thesis opens, with the pages fluttering at an unnatural speed. It then slams shut, with the cover now showing the image of the creature it hit. The zhuraita's Strikes against that creature deal an additional 2d6 precision damage. The zhuraita can only have one creature as the focus of its Revealing Hypothesis, which lasts until they target someone else. Thesis Shield Single Action A spinning circle of tomes surrounds the zhuraita, lasting until the start of their next turn. While Thesis Shield is active, the zhuraita gains a +2 circumstance bonus to AC and has the concealed condition. Prayer To The Zhuraita Many a scholar have found themselves burning the last nub of their candle late into the night, the halls of learning echoing their words: O holy Scholar, please recall to me this footnote's source; Without its mislaid citation, my evidence will falter; My professor will scorn my unfinished work; Earning my thesis unjust failure. ","tradition":["Divine"],"skill_mod":{"nature":28,"arcana":28,"athletics":25,"occultism":26,"acrobatics":25,"religion":28},"summary":"Zhuraitas are dedicated to the freedom of academic and scientific inquiry, protecting the creativity and inventiveness of scholarly fields. Many …","image":["/Images/Monsters/Azata_Zhuraita.webp"],"primary_source":"Monster Core 2","spell":["Clear Mind","Translate","Hypercognition","Mindlink","Detect Magic","Guidance","Read Aura","Truesight","Truespeech"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4095","intelligence":7,"reflex_save":26,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":23,"size":["Medium"],"name":"Zhuraita","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[26,29],"slug":"creature-4095"},{"primary_source_category":"Rulebooks","strength":8,"hp":475,"language":["Diabolic","Draconic","Empyrean","<%SPELLS%1680%%>speak with animals<%END>, <%SPELLS%1681%%>speak with plants<%END>, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":8,"perception":38,"trait":["Azata","Celestial","Holy","Medium"],"id":"creature-4096","text":" Veranallia (Rebirth Azata) Veranallias represent the freedom of life to grow, change, and adapt. They rarely interact directly with non-azatas, as most other beings find their nature hard to comprehend, but those who secure their aid find them powerful allies. The lower half of a veranallia's body is made of vegetation that constantly repeats a dizzying cycle of sprouting, blooming, thriving, and wilting. The upper half of their body appears as that of a humanoid of any gender—it's rare for a veranallia to remain consistent in their gender for more than a few seasons at a time. Veranallias transform the landscape in their wake, bringing creation and destruction alike. The world around them overflows with an abundance of vegetation, with plenty of food for nearby animals, and when they bring destruction, they do so without cruelty, as it's sometimes necessary to make room for new life. They trigger forest fires in woodlands before dry brush piles up to dangerous levels and bring bitter winters to areas plagued with parasites that thrive in hot weather. Recall Knowledge - Celestial (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Veranallia Source Monster Core 2 pg. 53 Perception +38; darkvision, tremorsense (imprecise) 120 feet Languages Diabolic, Draconic, Empyrean; speak with animals , speak with plants , truespeech Skills Athletics +34, Deception +36, Diplomacy +38, Elysium Lore +36, Intimidation +36, Medicine +36, Nature +34, Survival +38 Str +8 Dex +6 Con +8 Int +6 Wis +10 Cha +8 Items +3 greater striking sickle --- AC 45 Fort +33 Ref +30 Will +36 HP 475 Resistances fire 20, cold 20 Weaknesses cold iron 20, unholy 20 --- Speed 40 feet, fly 40 feet Melee Single Action sickle +36 (Agile, Finesse, Holy, Magical, Trip), Damage 3d4+12 slashing plus 4d6 cold and 1d6 spirit Melee Single Action vine +36 (Holy, Magical, reach 20 feet), Damage 4d12+16 bludgeoning plus 1d6 spirit and Improved Grab Divine Innate Spells DC 42, attack +34 - 6th Cursed Metamorphosis (at will), Tangling Creepers (at will) - 8th Arctic Rift (at will), Sunburst (at will) - 10th Cataclysm, Manifestation (once per year), Revival, Nature’s Enmity, Nature's Pathway (at will), Regenerate, Wrathful Storm - Constant (9th) Environmental Endurance, Speak with Animals, Speak with Plants, Truespeech Rituals DC 42 - 2nd Consecrate - 3rd Reincarnate - 4th Blight, Plant Growth - 6th Awaken Animal, Commune (nature only), Primal Call Alter Weather Three Actions Frequency three times per day; Effect The veranallia dramatically alters weather patterns in the surrounding area, producing any of the results of a successful 9th-rank control weather ritual. Rebirth (Divine) Frequency once per day; Effect The veranallia spends a minute to encase a creature that has been dead for no longer than a year and a day in a cocoon. After 24 hours, the creature is restored to life and the cocoon explodes in a shower of colorful blossoms. If the veranallia chooses, Rebirth can change the creature's ancestry or heritage, typically into a nephilim. Primordial Veranallia In the deepest reaches of Elysium, the eldest of veranallias roam. These beings concern themselves with transformations that take place over the course of millennia, as well as changes in the climates of entire worlds. Primordial veranallias have an array of unique powers that can affect the area for many miles around them, from turning deserts into glass to triggering earthquakes. ","skill_mod":{"diplomacy":38,"deception":36,"nature":34,"survival":38,"medicine":36,"athletics":34,"intimidation":36},"image":["/Images/Monsters/Azata_Veranallia.png"],"primary_source":"Monster Core 2","spell":["Cataclysm","Manifestation","Revival","Nature’s Enmity","Nature's Pathway","Regenerate","Wrathful Storm","Arctic Rift","Sunburst","Cursed Metamorphosis","Tangling Creepers","Environmental Endurance","Speak with Animals","Speak with Plants","Truespeech"],"ac":45,"item":["+3 greater striking sickle"],"level":20,"spell_dc":[42],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense ( imprecise ) 120 feet","resistance":{"fire":20,"cold":20},"intelligence":6,"reflex_save":30,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":33,"size":["Medium"],"name":"Veranallia","pfs":"Standard","rarity":"common","strike_damage_average":[37,45],"attack_bonus":[36,36],"constitution":8,"creature_family":"Azata","spell_attack_bonus":[34],"will_save":36,"speed":{"fly":40,"max":40,"land":40},"wisdom":10,"weakness":{"cold_iron":20,"unholy":20},"creature_ability":["Alter Weather","Rebirth"],"skill":["Athletics","Deception","Diplomacy","Elysium Lore","Intimidation","Medicine","Nature","Survival"],"legacy_id":["creature-560"],"tradition":["Divine"],"summary":"Veranallias represent the freedom of life to grow, change, and adapt. They rarely interact directly with non-azatas, as most other beings find their …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4096","dexterity":6,"category":"creature","slug":"creature-4096"},{"attack_bonus":[37,37,39,39],"constitution":9,"primary_source_category":"Lost Omens","strength":10,"hp":400,"language":["Aklo","Common","Draconic","Fey","Petran","Sakvroth","Talican"],"immunity":["paralyzed","petrified","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Adamantine","will_save":35,"charisma":7,"speed":{"fly":200,"max":200,"land":50,"burrow":60},"perception":35,"wisdom":6,"weakness":{},"creature_ability":["Abandon Armor","Frightful Presence","Resilient Form","Adamantine Body","Adamantine Weight","Avalanche Breath","Burrowing Pounce","Fast Swallow","Draconic Frenzy","Draconic Momentum","Rock Tunneler","Sky Below Stone","Swallow Whole","Throw Rock"],"skill":["Acrobatics","Athletics","Intimidation","Mining Lore","Nature","Survival"],"trait":["Dragon","Primal","Rare","Gargantuan"],"id":"creature-4097","text":" Adamantine Archdragon The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them to draw particular metals to their bodies like magnets or, in some cases, naturally grow these skymetals on their bodies. Adamantine dragons begin their lives with tough scales that are naturally replaced with thicker and even tougher adamantine plating as they grow older. Adamantine dragons are typically steadfast and loyal. Once they commit to a certain purpose, changing their minds is nigh impossible. Recall Knowledge - Dragon (Arcana): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Adamantine Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 42 Perception +35; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 120 feet Languages Aklo, Common, Draconic, Fey, Petran, Sakvroth, Talican Skills Acrobatics +35, Athletics +42, Intimidation +36, Mining Lore +34, Nature +35, Survival +37 Str +10 Dex +5 Con +9 Int +5 Wis +6 Cha +7 --- AC 45 Fort +40 Ref +32 Will +35 +2 status to all saves vs. primal HP 400 Immunities paralyzed, petrified, sleep Resistances physical 20 (except adamantine) Abandon Armor Once the adamantine dragon is reduced to fewer than half their Hit Points, their resistance is reduced by 10 and they gain a +10 circumstance bonus to their Speeds. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 41 Resilient Form Reaction Trigger The dragon is critically hit with a weapon or unarmed attack; Effect The archdragon's scales ward off deadly attacks. The dragon attempts a DC 14 flat check. On a success, the triggering attack becomes a normal hit. --- Speed 50 feet, burrow 60 feet, fly 200 feet Melee Single Action jaws +39 (Magical, reach 20 feet), Damage 4d12+18 piercing plus Improved Grab Melee Single Action claw +39 (Agile, magical, reach 15 feet), Damage 4d8+18 slashing plus Knockdown Melee Single Action tail +37 (Magical, reach 25 feet), Damage 4d10+18 bludgeoning Ranged Single Action rock +37 (Brutal, range increment 150 feet), Damage 4d8+18 bludgeoning plus adamantine weight Adamantine Body The dragon's unarmed melee Strikes are adamantine. Adamantine Weight (Earth, metal, primal) The dragon shapes rocks even after it throws them, capturing its prey. The creature struck must succeed at a DC 44 Reflex save or be immobilized. Creatures remain immobilized until they Escape and immediately fall if they're flying. The weight can be destroyed as an object with 40 Hit Points and 20 Hardness. Avalanche Breath Two Actions (Primal) The dragon belches a mass of boulders that deals 17d8 bludgeoning damage in a 50-foot cone (DC 44 basic Reflex save). They can't use Avalanche Breath again for 1d4 rounds. Burrowing Pounce Three Actions Requirements The dragon is burrowed; Effect The dragon Burrows, then Leaps out of the ground, landing at a point within 40 feet. The dragon makes a melee Strike against a creature within reach when they land. If the Strike is a critical hit, the target is knocked prone. Fast Swallow Reaction Trigger The dragon Grabs a creature; Effect The dragon uses Swallow Whole. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Avalanche Breath whenever they score a critical hit with a Strike. Rock Tunneler The dragon can burrow through solid stone at a Speed of 40 feet. They can leave a tunnel behind if they desire. Sky Below Stone Two Actions (Metal, primal) An eruption of skymetal blades churns the earth in a 40-foot emanation. The area becomes difficult terrain and creatures touching the ground take 8d8 slashing damage (basic DC 45 Reflex save). Creatures that fail the save are knocked prone and moved 20 feet in a direction of the dragon's choice. Swallow Whole Single Action Large, 4d12+12 bludgeoning, Rupture 40 Throw Rock Single Action ","skill_mod":{"nature":35,"survival":37,"athletics":42,"intimidation":36,"acrobatics":35},"summary":"The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them …","image":["/Images/Monsters/Adamantine_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":45,"level":21,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, tremorsense (imprecise) 120 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":20,"piercing":20,"slashing":20,"physical":20},"url":"/Monsters.aspx?ID=4097","intelligence":5,"reflex_save":32,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":40,"size":["Gargantuan"],"name":"Adamantine Archdragon","category":"creature","rarity":"rare","strike_damage_average":[36,36,40,44],"slug":"creature-4097"},{"attack_bonus":[39,39,39,41,41],"constitution":8,"primary_source_category":"Lost Omens","strength":10,"hp":525,"language":["Common","Draconic","Pyric"],"immunity":["fire","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Cinder","will_save":36,"charisma":8,"speed":{"fly":210,"max":210,"land":70},"perception":39,"wisdom":7,"weakness":{"cold":20},"creature_ability":["Smoke Vision","Dragon Heat","Frightful Presence","Boiling Blood","Reactive Strike","All Becomes Flame","Blazing Wind","Draconic Frenzy","Draconic Momentum","Pyre Breath","Stoke the Flames"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature","Stealth"],"trait":["Dragon","Fire","Primal","Rare","Gargantuan"],"id":"creature-4098","text":" Cinder Archdragon Among the largest and fiercest dragons, cinder dragons are typically volatile, demanding respect—even deference—from lesser creatures. Cinder dragons’ appearance evokes their flame, often in scales with mixed patterns of red, orange, and yellow. Many cinder dragons dwell in active volcanoes and similarly fiery locales. Cinder dragons prefer treasures that can withstand the heat of their bodies and lairs, with gemstones, gold, and silver common among their hoards. Recall Knowledge - Dragon (Arcana): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Cinder Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 46 Perception +39; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Pyric Skills Acrobatics +35, Athletics +43, Diplomacy +40, Intimidation +42, Nature +40, Stealth +42 Str +10 Dex +5 Con +8 Int +6 Wis +7 Cha +8 Smoke Vision Smoke doesn't impair a cinder dragon's vision; they ignore the concealed condition from smoke. --- AC 47 Fort +38 Ref +34 Will +36 +2 status to all saves vs. primal HP 525 Immunities fire, paralyzed, sleep Weaknesses cold 20 Dragon Heat (aura, fire, primal) 5 feet, 5d6 fire damage (DC 40 basic Reflex) Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 42 Boiling Blood Reaction (fire) Trigger The dragon is critically hit with a melee attack; Effect The dragon's superheated blood spills onto the attacker. The target takes 12d6 fire damage (DC 45 basic Reflex save). Reactive Strike Reaction Jaws only --- Speed 70 feet, fly 210 feet Melee Single Action jaws +41 (Fire, magical, reach 20 feet), Damage 4d12+16 piercing plus 2d6 persistent fire Melee Single Action horn +39 (Magical, reach 20 feet), Damage 3d12+20 piercing Melee Single Action claw +41 (Agile, magical, reach 15 feet), Damage 4d10+16 slashing Melee Single Action tail +39 (Magical, reach 25 feet), Damage 4d8+16 slashing Melee Single Action wing +39 (Agile, magical, reach 20 feet), Damage 4d8+16 slashing All Becomes Flame Single Action (Curse, fire, primal) The dragon curses a creature within 60 feet to have its magic replaced with primordial flames. The creature must attempt a DC 43 Will save. Regardless of the result, the target becomes temporarily immune for 1 day. Critical Success The creature is unaffected. Success The creature is cursed for 1 round. While cursed, any damage the cursed creature would deal by any means becomes fire damage, regardless of the original damage type. The cursed creature can temporarily suppress the curse for 1 round as an action. Failure As success, but the curse's duration is 1 hour. Critical Failure As success, but the curse's duration is 1 day. Blazing Wind Three Actions Requirements The dragon is able to use their Pyre Breath; Effect The dragon Flies up to their Speed in a straight line. At the end of their movement, a superheated gale blows out ahead of them in a 200-foot line that's 20 feet wide. Structures and vehicles might collapse or catch fire in the whirling inferno, as earthquake. In addition, any creature in the area must attempt a DC 45 Fortitude save. This ability counts as a use of the dragon's Pyre Breath. Critical Success The creature is unaffected. Success The creature takes 8d6 fire damage. Failure The creature takes 16d6 fire damage and is knocked prone. Critical Failure As failure, plus metal items are superheated and wooden items catch fire. The object takes 5d6 persistent fire damage, as does the creature wearing or holding it, though they can drop or take off the item to avoid taking the damage. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Pyre Breath whenever they score a critical hit with a Strike. Pyre Breath Two Actions (Fire, primal) The dragon breathes a blast of flame that deals 22d6 fire damage in a 70-foot cone (DC 45 basic Reflex save). Creatures who critically fail their save catch on fire, taking 2d6 persistent fire damage. The area then fills with black smoke for 1 minute. This has the effects of mist, except it fills the cone's area. The dragon can't use Pyre Breath again for 1d4 rounds. Stoke the Flames Single Action (Fire, primal) The dragon intensifies nearby fires. Every foe within 60 feet taking persistent fire damage takes 6d6 fire damage. ","element":["Fire"],"skill_mod":{"diplomacy":40,"nature":40,"stealth":42,"athletics":43,"intimidation":42,"acrobatics":35},"summary":"Among the largest and fiercest dragons, cinder dragons are typically volatile, demanding respect—even deference—from lesser creatures. Cinder …","image":["/Images/Monsters/Cinder_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Tradition","Rarity"],"ac":47,"level":22,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, smoke vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4098","intelligence":6,"reflex_save":34,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":38,"size":["Gargantuan"],"name":"Cinder Archdragon","category":"creature","rarity":"rare","strike_damage_average":[34,34,38,39,49],"slug":"creature-4098"},{"attack_bonus":[38,40,40],"constitution":7,"primary_source_category":"Lost Omens","strength":10,"hp":400,"language":["Common","Draconic","Thalassic"],"immunity":["dazzled","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Coral","will_save":34,"charisma":7,"speed":{"fly":80,"max":140,"land":60,"swim":140},"perception":38,"wisdom":6,"weakness":{},"creature_ability":["Kaleidoscopic Display","Reef Bond","Biomineralize","Draconic Frenzy","Draconic Momentum","Hydraulic Breath","Reef Armor","Reef Meld"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature","Society","Stealth","Survival"],"trait":["Amphibious","Dragon","Primal","Rare","Gargantuan"],"id":"creature-4099","text":" Coral Archdragon Coral dragons are the primal guardians of the vast living coral reefs found in oceans across Golarion. Even by draconic standards, coral dragons stand out for their arrogance and vanity, boasting inordinate pride in the vibrant hues of their own coral-encrusted scales and the dazzling splendor of the reefs they protect. Coral dragons like to decorate their reefs, which they view as lairs, with objects of beauty, dotted with the occasional bit of valuables like coins. Those who seek the favor of a coral dragon often find the creature easily swayed by flattery, particularly when paired with shiny or brightly colored gifts that complement the scintillating beauty of the dragon and their underwater domain. Recall Knowledge - Dragon (Arcana): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Coral Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 54 Perception +38; darkvision, wavesense (imprecise) 60 feet Languages Common, Draconic, Thalassic Skills Acrobatics +34, Athletics +36, Diplomacy +40, Intimidation +40, Nature +36, Society +32, Stealth +36, Survival +38 Str +10 Dex +6 Con +7 Int +6 Wis +6 Cha +7 --- AC 45 Fort +38 Ref +33 Will +34 +2 status to all saves vs. primal HP 400 Immunities dazzled, paralyzed, sleep Kaleidoscopic Display (aura, visual) 90 feet. The coral formations covering the dragon's body shimmer with vivid colors, overwhelming the senses. Any creature entering or beginning its turn in the aura must attempt a DC 42 Will save. Regardless of outcome, the creature is temporarily immune to the dragon's Kaleidoscopic Display for 1 minute. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round. Critical Failure The creature is blinded for 1 round and dazzled for 1 minute. Reef Bond Every coral dragon is mystically bound to a single living coral reef. If the dragon moves more than 3 miles from their reef, they become sickened 1 and unable to recover, with the sickened value increasing by 1 every 6 hours unless they succeed at a DC 46 Fortitude save. After 24 hours, the dragon becomes drained 1; their drained value increases by 1 every 24 hours. If the dragon's reef suffers significant physical damage, they immediately become aware of the location where the reef was harmed, but not the source or nature of the damage. Should the reef ever be completely destroyed, the dragon is immediately slain. Biomineralize Reaction Trigger The dragon takes a critical hit from a melee weapon without reach or an unarmed attack that deals slashing or piercing damage; Effect A gout of blood spurts from the dragon's wound and instantaneously calcifies into a jagged branch of sharpened coral. The coral branch impales the triggering creature, dealing 10d6 piercing damage (DC 44 basic Reflex save). The triggering creature also takes 1d4 persistent bleed damageon a critical failure. Regardless of the outcome, the coral then crumbles to dust. --- Speed 60 feet, fly 80 feet, swim 140 feet Melee Single Action jaws +40 (Magical, reach 20 feet), Damage 4d12+18 piercing plus Improved Grab Melee Single Action claw +40 (Agile, magical, reach 15 feet), Damage 4d8+18 slashing Melee Single Action tail +38 (Magical, reach 25 feet), Damage 4d10+18 bludgeoning plus Improved Knockdown Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hydraulic Breath whenever they score a critical hit with a Strike. Hydraulic Breath Two Actions (Primal, water) The dragon exhales a pressurized jet of water that deals 22d6 bludgeoning damage in a 140-foot line (DC 44 basic Reflex save). Creatures that critically fail their Reflex save against the Hydraulic Breath are pushed back 10 feet and knocked prone. The dragon can't use Hydraulic Breath again for 1d4 rounds. Reef Armor Two Actions (Primal) Frequency once per day; Effect The dragon calls upon primal forces of the sea to encase themself in an impenetrable shell of protective coral, gaining 80 temporary Hit Points and resistance 15 to piercing and slashing damage until the temporary Hit Points are depleted. The effect lasts for 1 minute, until destroyed, or until the dragon Dismisses the effect. Reef Meld Two Actions (Extradimensional, primal) Frequency once per day; Requirements The coral dragon is in physical contact with their bound reef; Effect The dragon physically merges with the reef and vanishes, along with up to 12 willing creatures who are touching the reef, into an extradimensional space where they can neither affect nor be affected by the outside world. The effect lasts indefinitely or until the dragon Dismisses it. Once merged, the dragon can spend 1 minute traveling to and emerging from any point on their reef, regardless of distance. ","skill_mod":{"society":32,"diplomacy":40,"nature":36,"survival":38,"stealth":36,"athletics":36,"intimidation":40,"acrobatics":34},"summary":"Coral dragons are the primal guardians of the vast living coral reefs found in oceans across Golarion. Even by draconic standards, coral dragons …","image":["/Images/Monsters/Coral_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","trait_group":["Monster","Creature Type","Tradition","Rarity"],"ac":45,"level":21,"source_category":["Lost Omens"],"sense":" darkvision , wavesense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4099","intelligence":6,"reflex_save":33,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":38,"size":["Gargantuan"],"name":"Coral Archdragon","category":"creature","rarity":"rare","strike_damage_average":[36,40,44],"slug":"creature-4099"},{"attack_bonus":[37,39,39],"constitution":5,"primary_source_category":"Lost Omens","strength":10,"hp":415,"language":["Common","Draconic","<%UMR%79%%>telepathy<%END> 90 feet, <%SPELLS%1728%%>truespeech<%END>"],"immunity":["fear","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Despair","will_save":38,"charisma":8,"speed":{"fly":180,"max":180,"land":60},"perception":38,"wisdom":6,"weakness":{},"creature_ability":["Fearsense","Frightful Presence","Consume Fear","Unbidden Thoughts","Draconic Frenzy","Draconic Momentum","Inspire Dread","Look Behind You","Shrieking Breath","Tongue Decoy"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth"],"trait":["Dragon","Occult","Rare","Gargantuan"],"id":"creature-4100","text":" Despair Archdragon Fear is one of the most powerful emotions, and despair dragons are masters of channeling those feelings of terror and hopelessness for their own benefit. As with other occult dragons, despair dragons are driven by an innate compulsion, in their case, the desire to strike terror in others. Despair dragons tend to settle near settlements, so they have a source of fear to draw from. The most common items in despair dragon hoards are scrolls, tomes, and relics that serve as research material. Through these, despair dragons learn of local folklore, urban legends, and more to better haunt their targets. Recall Knowledge - Dragon (Arcana): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Despair Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 58 Perception +38; greater darkvision, fearsense (precise) 60 feet, scent (imprecise) 60 feet Languages Common, Draconic; telepathy 90 feet, truespeech Skills Acrobatics +37, Athletics +39, Deception +38, Diplomacy +38, Intimidation +41, Occultism +35, Society +35, Stealth +39 Str +10 Dex +6 Con +5 Int +6 Wis +6 Cha +8 Fearsense (emotion, mental, occult) The dragon senses all creatures with the frightened condition at the listed range. --- AC 47 Fort +34 Ref +36 Will +38 +2 status to all saves vs. occult HP 415 Immunities fear, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 120 feet. DC 45 Consume Fear Reaction (occult) Trigger A creature within 60 feet loses the frightened condition; Effect The dragon feasts upon the fear that leaves the triggering creature's body, gaining 9d8 temporary Hit Points that last for 1 minute. Unbidden Thoughts Reaction (fear, emotion, mental, occult) Trigger The dragon is critically hit with a weapon or unarmed attack; Effect The attacker's mind fills with visions of their worst fears that overwhelm their senses, and they must choose one of the following results: either the triggering attack becomes a normal Strike, or the critical hit is unaffected but the triggering creature becomes frightened 2. --- Speed 60 feet, fly 180 feet Melee Single Action jaws +39 (Magical, reach 20 feet), Damage 4d12+22 piercing Melee Single Action claw +39 (Agile, magical, reach 15 feet), Damage 4d10+22 slashing Melee Single Action tail +37 (Magical, reach 25 feet), Damage 4d8+20 piercing Occult Innate Spells DC 45 - 9th Fear (at will), Wave of Despair - Constant (5th) Truespeech Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Shrieking Breath whenever they score a critical hit with a Strike. Inspire Dread Two Actions (Concentrate, emotion, fear, linguistic, mental, occult) The despair dragon telepathically communicates with a creature within 90 feet, listing their deep-seated fears. The creature takes 16d6 mental damage and must attempt a DC 45 Will save. Regardless of the result, the creature becomes temporarily immune to Inspire Dread for 24 hours. Critical Success The creature is unaffected. Success The creature takes half damage and becomes frightened 1. Failure The creature takes full damage and becomes frightened 2. Critical Failure The creature takes double damage and becomes frightened 3. Look Behind You Free Action (Occult, teleportation) Trigger The dragon successfully Hides from a creature within 90 feet; Effect The dragon teleports to a space directly behind the target creature. The dragon immediately becomes detected unless their chosen position has cover or another means to remain hidden. Shrieking Breath Two Actions (Occult, sonic) The dragon lets out a cacophonous sound made of every scream the dragon has drawn from a terrified enemy, dealing 23d6 sonic damage in a 30-foot cone (DC 45 basic Will save). Creatures who fail their Will save must spend the first action of their next turn doing nothing but screaming. The dragon can't use Shrieking Breath again for 1d4 rounds. Tongue Decoy (Manipulate, occult) The despair dragon inflates several bladders at the end of their tongue to create the basic form of a creature. This process takes 1 minute to complete, during which the dragon is off-guard. If the dragon stops or is interrupted in this process, the bladders deflate, and the dragon must start over. Once the process is complete, the dragon can maintain the inflated bladders indefinitely, and can Dismiss to deflate the bladders and retract their tongue instantly. The inflated tongue takes the basic form of an animal or humanoid, and can be inflated to be either Small or Medium. The form resembles the general silhouette of a creature, though closer inspection and success at a DC 30 Perception check can determine the true nature of the tongue. While inflated, the dragon can send their voice through the decoy, though keeping their tongue inflated makes it difficult to speak, causing the dragon to take a –4 circumstance penalty to any checks related to speaking, such as Deception checks to Lie. The dragon's tongue can extend up to 90 feet from the dragon's body, and they can fully extend their tongue as part of the process to inflate the bladders. The dragon can move the inflated part of their tongue up to 15 feet at a time with an action, which has the concentrate, manipulate, and move traits. While extended, the inflated end of the tongue occupies space as a creature of the appropriate size, but the rest of the tongue doesn't impede or block movement in any way. The dragon's scent functions through cilia at the end of the tongue, but otherwise the dragon has no means of knowing what's near their tongue. Attacking the tongue is the same as attacking the dragon, except that the tongue is always off-guard. If the tongue takes any damage, it immediately deflates and remains extended. The dragon is off-guard as long as their tongue is out, but the dragon can retract their tongue with 2 consecutive Interact actions. If the tongue takes damage, the dragon can't use their Tongue Decoy again for 1 day. ","tradition":["Occult"],"skill_mod":{"society":35,"diplomacy":38,"deception":38,"stealth":39,"athletics":39,"intimidation":41,"occultism":35,"acrobatics":37},"summary":"Fear is one of the most powerful emotions, and despair dragons are masters of channeling those feelings of terror and hopelessness for their own …","image":["/Images/Monsters/Despair_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","spell":["Fear","Wave of Despair","Truespeech"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":47,"level":22,"spell_dc":[45],"source_category":["Lost Omens"],"sense":" greater darkvision , fearsense (precise) 60 feet, scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4100","intelligence":6,"reflex_save":36,"strongest_save":["will"],"dexterity":6,"vision":"Greater darkvision","fortitude_save":34,"size":["Gargantuan"],"name":"Despair Archdragon","category":"creature","rarity":"rare","strike_damage_average":[38,44,48],"slug":"creature-4100"},{"attack_bonus":[40,42,42],"constitution":9,"primary_source_category":"Lost Omens","strength":12,"hp":480,"language":["Aklo","Chthonian","Common","Diabolic","Draconic","Empyrean","Necril","Pyric"],"immunity":["fire","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Diabolic","spell_attack_bonus":[38],"will_save":36,"charisma":9,"speed":{"fly":200,"max":200,"land":80},"perception":37,"wisdom":8,"weakness":{"holy":20},"creature_ability":["Smoke Vision","Frightful Presence","Hell's Sting","Reactive Strike","Diabolic Fire","Diabolic Impalement","Draconic Frenzy","Draconic Momentum","Hellfire Breath"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Hell Lore","Intimidation","Legal Lore","Religion","Society","Thievery"],"trait":["Divine","Dragon","Rare","Unholy","Gargantuan"],"id":"creature-4101","text":" Diabolic Archdragon Hell, according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, living creatures that break off from Hell to enact its will. Whether this is true or whether diabolical dragons are simply the reborn souls of dragons sent to Hell, the fact remains that these dragons are powerful, cunning, and tyrannical. Every diabolic dragon's goal is to further Hell's will, though how this happens can vary. Regardless of their goals, these dragons always approach newcomers with an unsettling calmness. Recall Knowledge - Dragon (Arcana): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Diabolic Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 62 Perception +37; greater darkvision, scent (imprecise) 60 feet, smoke vision Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Necril, Pyric Skills Acrobatics +37, Athletics +43, Deception +38, Diplomacy +40, Hell Lore +37, Intimidation +38, Legal Lore +39, Religion +39, Society +37, Thievery +37 Str +12 Dex +6 Con +9 Int +6 Wis +8 Cha +9 Smoke Vision Smoke doesn't impair the dragon's vision they ignore the concealed condition from smoke. --- AC 48 Fort +40 Ref +36 Will +36 +2 status to all saves vs. divine HP 480 Immunities fire, paralyzed, sleep Weaknesses holy 20 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 44 Hell's Sting Reaction (divine, mental, unholy Trigger The dragon is critically hit with a melee attack) Effect The dragon channels the rancor of Hell back through the body of their foe, overwhelming it with an infernal assault on the mind. The triggering creature takes 12d6 mental damage with a DC 46 basic Will save. Holy creatures use an outcome one degree of success worse than they roll on their saving throw. Reactive Strike Reaction --- Speed 80 feet, fly 200 feet Melee Single Action jaws +42 (Fire, magical, reach 10 feet, unholy), Damage 4d12+22 piercing plus 2d6 fire Melee Single Action claws +42 (Agile, fire, magical, unholy), Damage 4d8+22 piercing plus 2d6 fire and Improved Grab (page 229) Melee Single Action tail +40 (Fire, magical, reach 15 feet, unholy), Damage 4d8+22 bludgeoning plus 2d6 fire and Improved Knockdown Divine Innate Spells DC 46, attack +38 - Cantrips (10th) Ignition - 7th Interplanar Teleport (at will; self only) - 8th Summon Fiend (phistophilus only; at will) - 9th Divine Immolation (at will), Falling Stars (fire only), Wall of Fire (at will) - 10th Gate (to Hell only) Diabolic Fire Any fire damage that a diabolic dragon deals, including fire damage from spells, is imbued with the unholy power of Hell to scorch the spirit as well. A creature takes spirit damage instead of fire damage if that would be more detrimental to the creature (as determined by the GM). A diabolic dragon is immune to the diabolic fire of other diabolic dragons, the fire from divine immolation, and similar effects. Diabolic Impalement Single Action (Attack, unholy) Requirements The dragon has a creature grabbed or restrained in its claw and doesn't already have a creature impaled; Effect The dragon attempts an Athletics check against the creature's Fortitude DC. On a success, the dragon drives the creature through the bony protrusion on their chest, dealing 7d10 piercing damage (doubled on a critical success). The creature is grabbed while on the protrusion and can attempt to Escape as normal. The dragon's claws become free to Grab other creatures, and the dragon doesn't need to use additional actions to keep the impaled creature grabbed. If the dragon moves, they bring the grabbed creature along with them. An impaled creature takes 2d10 spirit damage at the end of each of its turns, as the bone drives itself deeper to pierce the creature's soul. If the creature dies from this spirit damage, its soul becomes condemned to Hell. A creature condemned to Hell in this way can't be resurrected except by a wish ritual, divine intervention, or reclaiming the soul from Hell. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hellfire Breath whenever they score a critical hit with a Strike. Hellfire Breath Two Actions (Divine, fire, unholy) The dragon unleashes a blast of infernal fire that deals 24d6 fire damage in a 70-foot cone (DC 48 basic Reflex save). The dragon can't use Hellfire Breath again for 1d4 rounds. ","tradition":["Divine"],"skill_mod":{"society":37,"diplomacy":40,"deception":38,"thievery":37,"athletics":43,"intimidation":38,"acrobatics":37,"religion":39},"summary":"Hell , according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, …","image":["/Images/Monsters/Diabolic_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","spell":["Gate","Divine Immolation","Falling Stars","Wall of Fire","Summon Fiend","Interplanar Teleport","Ignition"],"trait_group":["Tradition","Monster","Creature Type","Rarity","Mechanics"],"ac":48,"level":23,"spell_dc":[46],"source_category":["Lost Omens"],"sense":" greater darkvision , scent (imprecise) 60 feet, smoke vision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=4101","intelligence":6,"reflex_save":36,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Greater darkvision","fortitude_save":40,"size":["Gargantuan"],"name":"Diabolic Archdragon","category":"creature","rarity":"rare","strike_damage_average":[47,47,55],"slug":"creature-4101"},{"attack_bonus":[38,40,40],"constitution":8,"primary_source_category":"Lost Omens","strength":9,"hp":400,"language":["Common","Draconic","Dwarven","Petran"],"immunity":["drained","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Fortune","spell_attack_bonus":[42],"will_save":37,"charisma":7,"speed":{"fly":200,"max":200,"land":90},"perception":35,"wisdom":7,"weakness":{},"creature_ability":["Aura of Disruption","Capture Spell","Disruptive Breath","Draconic Frenzy","Draconic Momentum","Drain Hoard","Share the Wealth","Treasure Dive","Treasure Tsunami"],"skill":["Accounting Lore","Acrobatics","Arcana","Athletics","Crafting","Diplomacy","Mercantile Lore","Thievery"],"trait":["Arcane","Dragon","Rare","Gargantuan"],"id":"creature-4102","text":" Fortune Archdragon Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to empower their magical abilities and even their bodies, as the energy can heal wounds. A fortune dragon has a typical build for an arcane dragon, but their bodies sport a striking feature: their treasure. The dragon's nature of drawing upon magic causes coins, gems, and, most notably, magical items to cling to their body like iron drawn to magnets. A dragon constantly pulls magical energies from the items attached to their body and makes use of these energies to cast spells. The magical energies that flow through a fortune dragon constantly flow through the dragon's items as well, and in many cases, the items melt from the heat produced in this process. Fortune dragons are seekers of novel experiences. This desire for originality leads fortune dragons to approach visitors of other ancestries with curiosity, though this initial interest quickly wanes if a visitor lacks exciting qualities. Recall Knowledge - Dragon (Arcana): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Fortune Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 70 Perception +35; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Dwarven, Petran Skills Accounting Lore +43, Acrobatics +42, Arcana +43, Athletics +39, Crafting +43, Diplomacy +37, Mercantile Lore +43, Thievery +42 Str +9 Dex +9 Con +8 Int +11 Wis +7 Cha +7 --- AC 49 Fort +36 Ref +39 Will +37 +2 status to all saves vs. arcane HP 400 Immunities drained, paralyzed, sleep Aura of Disruption (arcane, aura) 120 feet. The dragon radiates disruptive energies that allow them to feed on magic. When a spell is counteracted or disrupted within the aura, the dragon regains one expended spontaneous spell slot and gains 45 temporary Hit Points that last for 1 minute. Capture Spell Reaction (arcane) Trigger The dragon succeeds or critically succeeds at a saving throw against a spell; Effect The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 10, counteract modifier +42). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally. --- Speed 90 feet, fly 200 feet Melee Single Action jaws +40 (Magical, reach 20 feet), Damage 4d10+19 piercing plus 1d6 force Melee Single Action claw +40 (Agile, magical, reach 15 feet), Damage 4d6+19 piercing plus 1d6 force Melee Single Action tail +38 (Magical, reach 25 feet), Damage 4d10+19 bludgeoning plus 1d6 force Arcane Spontaneous Spells DC 50, attack +42 - Cantrips (10th) Detect Magic, Read Aura - 10th Chain Lightning, Fireball, Force Barrage, Implosion, Quandary, Slither, Unfettered Movement, Warp Mind (3 slots) Disruptive Breath Two Actions ([arcane](/Traits.aspx?ID=534), [force](/Traits.aspx?ID=666)) The dragon unleashes a spray of magic-disrupting energies that deals 22d6 force damage in an 80-foot cone (DC 50 basic Reflex save). Creatures that fail become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Disruptive Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot. Drain Hoard Two Actions Requirements The dragon is within 60 feet of their hoard; Frequency once per day; Effect The dragon draws power out of the magic items in their hoard, regaining all their expended spontaneous spell slots. Share the Wealth Two Actions Requirements The dragon's body is covered in riches (this is typically the case when the dragon is first encountered); Effect The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 22d6 bludgeoning damage with a DC 45 basic Reflex save to all creatures in a 60-foot emanation. The dragon's body is then no longer covered in riches. Treasure Dive Two Actions Requirements The dragon's body isn't covered in riches and the dragon is adjacent to their hoard; Effect The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot. The dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 43 Reflex save or be pushed 10 feet (or pushed 20 feet and knocked prone on a critical failure). Treasure Tsunami Two Actions Frequency once per 10 minutes; Requirements The dragon is within 120 feet of their hoard; Effect The dragon exerts their pull on their hoard, creating a wave of treasures 60 feet wide and 60 feet tall that emanates at a place of their choosing within their hoard and within 120 feet. The wave moves in a straight line toward them, ending where they stand and crashing over them, covering the dragon in riches. Creatures struck by the wave must succeed at a DC 43 Reflex save or take 15d10 bludgeoning damage and are pulled 20 feet toward the dragon (on a success they take half the bludgeoning damage and are knocked prone instead of pulled). ","tradition":["Arcane"],"skill_mod":{"diplomacy":37,"thievery":42,"crafting":43,"arcana":43,"athletics":39,"acrobatics":42},"summary":"Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to …","image":["/Images/Monsters/Fortune_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","spell":["Chain Lightning","Fireball","Force Barrage","Implosion","Quandary","Slither","Unfettered Movement","Warp Mind","Detect Magic","Read Aura"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":49,"level":23,"spell_dc":[50],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4102","intelligence":11,"reflex_save":39,"strongest_save":["ref","reflex"],"dexterity":9,"vision":"Darkvision","fortitude_save":36,"size":["Gargantuan"],"name":"Fortune Archdragon","category":"creature","rarity":"rare","strike_damage_average":[36,44,44],"slug":"creature-4102"},{"attack_bonus":[37,37,39,39],"constitution":6,"primary_source_category":"Lost Omens","strength":10,"hp":400,"language":["Arboreal","Chthonian","Common","Draconic","Elven","Fey","Jotun"],"immunity":["paralyzed","poison","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Horned","will_save":38,"charisma":7,"speed":{"fly":240,"max":240,"land":60,"swim":60},"perception":36,"wisdom":6,"weakness":{},"creature_ability":["Camouflage","Frightful Presence","Miasma","Twisting Tail","Draconic Frenzy","Draconic Momentum","Forest Passage","Impaling Charge","Poison Breath","Trackless Journey","Venomous Horn"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Forest Lore","Intimidation","Nature","Occultism","Society","Stealth"],"trait":["Amphibious","Dragon","Primal","Rare","Gargantuan"],"id":"creature-4103","text":" Horned Archdragon The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the massive paired horns of the horned dragon. While their bulky frames, natural coloration, and prominent ridged scales are all remarkable in their own way, it's the horns that are most obvious and striking at first glance. Horned dragons use their horns to impale their prey in a quick and brutal display of their might. They are generally contemplative and have a fixation on knowledge and self-discipline, traits belied by their bestial appearance. As a result, horned dragons are generally more open to speaking with outsiders. Recall Knowledge - Dragon (Arcana): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Horned Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 74 Perception +36; darkvision, scent (imprecise) 60 feet Languages Arboreal, Chthonian, Common, Draconic, Elven, Fey, Jotun Skills Acrobatics +30, Arcana +38, Athletics +36, Deception +33, Diplomacy +37, Forest Lore +37, Intimidation +37, Nature +34, Occultism +41, Society +37, Stealth +35 Str +10 Dex +5 Con +6 Int +7 Wis +6 Cha +7 Camouflage The dragon can Hide in natural environments even if they don't have cover. --- AC 47 Fort +36 Ref +35 Will +38 +1 status to all saves vs. magic HP 400 Immunities paralyzed, poison, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 43 Miasma (aura, poison) 20 feet. After the dragon uses their Poison Breath, a cloud of poison gas continues to emanate from their body for 1 round. Any creature that ends its turn in the miasma takes 6d6 poison damage (DC 43 basic Fortitude save). Any creature in the miasma is concealed and treats other creatures as concealed. The dragon can see through this concealment. Twisting Tail Reaction Trigger A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using Effect The dragon makes a tail Strike at the creature with a –2 penalty. If the Strike hits, the dragon disrupts the creature's action. --- Speed 60 feet, fly 240 feet, swim 60 feet; forest passage, trackless journey Melee Single Action jaws +39 (Magical, poison, reach 20 feet), Damage 4d12+18 piercing plus 3d6 poison Melee Single Action claw +39 (Agile, magical, reach 15 feet), Damage 4d10+18 slashing Melee Single Action tail +37 (Magical, reach 25 feet), Damage 4d10+18 bludgeoning Melee Single Action horn +37 (Magical, reach 20 feet), Damage 3d10+18 piercing Primal Innate Spells DC 44 - 2nd Entangling Flora (at will) - 4th Charm (at will), Suggestion - 6th Dominate - 8th Earthquake Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Poison Breath whenever they score a critical hit with a Strike. Forest Passage The horned dragon ignores any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress. Impaling Charge Two Actions Requirements The dragon doesn't have a creature impaled on their horn; Effect The dragon attempts to gore a foe. They Stride, then attempt a horn Strike. On a hit, the target becomes impaled on the dragon's horn. The creature is grabbed while on the horn (and can attempt to Escape as normal). The dragon doesn't need to use additional actions to keep the impaled creature grabbed. If the dragon moves, they bring the grabbed creature along with them. Poison Breath Two Actions (Primal, poison) The dragon breathes a toxic cloud that deals 22d6 poison damage in a 70-foot cone (DC 43 basic Fortitude save). The Poison Breath also creates a miasma. The dragon can't use Poison Breath again for 1d4 rounds. Trackless Journey The horned dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed. Venomous Horn Single Action Requirements The dragon can use its Poison Breath; Effect The dragon redirects its natural poisons into its horn. Until the end of its turn, the dragon's next horn Strike deals an additional 3d6 poison damage. If the dragon uses Impaling Charge while Miasma Horn is active to impale a target, the target must also succeed at a DC 41 Fortitude save or become sickened 3 (sickened 4 on a critical failure). ","tradition":["Primal"],"skill_mod":{"society":37,"diplomacy":37,"deception":33,"nature":34,"stealth":35,"arcana":38,"athletics":36,"intimidation":37,"occultism":41,"acrobatics":30},"summary":"The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the …","image":["/Images/Monsters/Horned_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","spell":["Earthquake","Dominate","Charm","Suggestion","Entangling Flora"],"trait_group":["Monster","Creature Type","Tradition","Rarity"],"ac":47,"level":21,"spell_dc":[44],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4103","intelligence":7,"reflex_save":35,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":36,"size":["Gargantuan"],"name":"Horned Archdragon","category":"creature","rarity":"rare","strike_damage_average":[34,40,40,54],"slug":"creature-4103"},{"attack_bonus":[37,39,39],"constitution":7,"primary_source_category":"Lost Omens","strength":9,"hp":450,"language":["Common","Draconic","Fey","Shadowtongue"],"immunity":["fascinated","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Mirage","spell_attack_bonus":[40],"will_save":39,"charisma":10,"speed":{"climb":50,"fly":210,"max":210,"land":70},"perception":39,"wisdom":8,"weakness":{},"creature_ability":["Camouflage","Illusion Sense","Aura of Isolation","Scintillating Defense","Captivating Display","Draconic Frenzy","Draconic Momentum","Hallucinatory Breath","Lunging Bite","Sneak Attack"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Diplomacy","Illusion Lore","Performance","Stealth","Thievery"],"trait":["Arcane","Dragon","Rare","Huge"],"id":"creature-4104","text":" Mirage Archdragon Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas. In addition to their magical prowess, mirage dragons possess a number of additional features to help them on hunts or mislead attackers, such as their camouflaging scales and a hallucinatory breath that can confound multiple foes at once. Mirage dragons are vain and egotistical figures. They ultimately care more about themselves than others. Recall Knowledge - Dragon (Arcana): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Mirage Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 78 Perception +39; darkvision, illusion sense, scent (imprecise) 60 feet Languages Common, Draconic, Fey, Shadowtongue Skills Acrobatics +40, Arcana +38, Athletics +40, Crafting +38, Deception +44, Diplomacy +42, Illusion Lore +40, Performance +42, Stealth +42, Thievery +40 Str +9 Dex +9 Con +7 Int +7 Wis +8 Cha +10 Camouflage The dragon can Hide in natural environments even if they don't have cover. Illusion Sense When the dragon moves within 30 feet of an illusion that can be disbelieved, they automatically attempt a secret check to disbelieve, even if they didn't spend an action to Interact. --- AC 47 Fort +34 Ref +35 Will +39 +2 status to all saves vs. arcane HP 450 Immunities fascinated, paralyzed, sleep Aura of Isolation (aura, arcane, illusion, visual) 60 feet. The mirage dragon warps the light around them, confounding their foes' vision. A creature who enters or begins its turn in the aura must succeed at a DC 42 Will save or treat all its allies as undetected by sight for 1 round (though it can use its other senses to ascertain their whereabouts). Scintillating Defense Reaction (visual) Trigger The dragon is targeted with an attack; Effect The dragon flashes their iridescent scales at the triggering creature to throw off the attack. The dragon gains concealment against the triggering attack. --- Speed 70 feet, climb 50 feet, fly 210 feet Melee Single Action jaws +39 (Magical, reach 15 feet), Damage 4d10+17 piercing Melee Single Action claws +39 (Agile, magical, reach 10 feet), Damage 4d6+17 slashing Melee Single Action tail +37 (Magical, reach 20 feet), Damage 4d8+17 bludgeoning Arcane Innate Spells DC 45, attack +40 - Cantrips (10th) Figment, Message - 4th Invisibility (at will) - 8th Illusory Object (at will), Illusory Scene (at will), Mirage, Vibrant Pattern - 9th Illusory Creature, Phantasmagoria - 10th Manifestation Captivating Display Single Action (Arcane, visual) Frequency once per 10 minutes; Effect The dragon opens the fins on their head, creating a radiant display of enthralling colors. Each creature in a 30-foot emanation must succeed at a DC 46 Will save or be dazzled and slowed 1 (or slowed 2 on a critical failure) for 1 round. Regardless of the result, a creature is then temporarily immune to Captivating Display for 1 minute. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hallucinatory Breath whenever they score a critical hit with a Strike. Hallucinatory Breath Two Actions (Arcane, emotion, mental) The dragon breathes a cloud that assaults the senses and deals 21d6 mental damage in a 60-foot cone (DC 46 Will save). A creature that fails its save is also confused for 1 round (1 minute on a critical failure) and is then temporarily immune to being confused by Hallucinatory Breath for 1 hour. The dragon can't use Hallucinatory Breath again for 1d4 rounds. Lunging Bite Two Actions The dragon lunges their head forward, making a jaws Strike with an extended reach of 25 feet. Sneak Attack The dragon's Strikes deal an additional 3d6 precision damage to off-guard targets. ","tradition":["Arcane"],"skill_mod":{"diplomacy":42,"performance":42,"deception":44,"thievery":40,"crafting":38,"stealth":42,"arcana":38,"athletics":40,"acrobatics":40},"summary":"Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas. In addition to their magical …","image":["/Images/Monsters/Mirage_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","spell":["Manifestation","Illusory Creature","Phantasmagoria","Illusory Object","Illusory Scene","Mirage","Vibrant Pattern","Invisibility","Figment","Message"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":47,"level":22,"spell_dc":[45],"source_category":["Lost Omens"],"sense":" darkvision , illusion sense, scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4104","intelligence":7,"reflex_save":35,"strongest_save":["will"],"dexterity":9,"vision":"Darkvision","fortitude_save":34,"size":["Huge"],"name":"Mirage Archdragon","category":"creature","rarity":"rare","strike_damage_average":[31,35,39],"slug":"creature-4104"},{"attack_bonus":[34,34,36,36],"constitution":8,"primary_source_category":"Lost Omens","strength":9,"hp":360,"language":["Aklo","Common","Draconic","Fey","Jotun"],"immunity":["confused","doomed","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Omen","will_save":35,"charisma":6,"speed":{"fly":210,"max":210,"land":70},"perception":35,"wisdom":8,"weakness":{},"creature_ability":["Untethered to Fate","Challenge Fate","Cheat Fate","Destiny Breath","Draconic Frenzy","Draconic Momentum","Impending Fate","Prophetic Wings","Walk the Timelines"],"skill":["Acrobatics","Athletics","Diplomacy","Fortune-Telling Lore","Lore","Occultism","Society"],"trait":["Dragon","Occult","Rare","Huge"],"id":"creature-4105","text":" Omen Archdragon Fate is a fickle matter on Golarion. Even with prophecy broken on the world, there are ways to look to the immediate future or acquire a vague sense of long-term events. Omen dragons are bound to see the future—nebulous though it might be—at all times. Visions of the future hound them like a quiet song that never stops playing in their minds. While an omen dragon can focus on or ignore the music of fate at any time, the song plays all the same. At a glance, omen dragons resemble other occult dragons in appearance, save for the mirror-like interior membrane of their wings. An omen dragon's wings offer glimpses into the future. These glimpses are cloudy and vague, but generally correct, if only technically. Omen dragons have a natural compulsion to share the futures they see. These dragons have no compunctions about what the visions show and share their knowledge equally with innocent villagers as they do with wicked tyrants. Recall Knowledge - Dragon (Arcana): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Omen Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 82 Perception +35; darkvision, scent (imprecise) 60 feet Languages Aklo, Common, Draconic, Fey, Jotun Skills Acrobatics +34, Athletics +36, Diplomacy +35, Fortune-Telling Lore +39, Lore +37, Occultism +39, Society +37 Str +9 Dex +7 Con +8 Int +10 Wis +8 Cha +6 --- AC 44 Fort +32 Ref +33 Will +35 +2 status to all saves vs. occult HP 360 Immunities confused, doomed, paralyzed, sleep Untethered to Fate The dragon can choose to negate any fortune or misfortune effects that would affect them; other creatures remain affected normally. Challenge Fate Reaction (misfortune, occult) Trigger The dragon is targeted by an attack; Effect This fate is not set in stone. The attacker rolls the triggering attack twice and uses the worse result. Cheat Fate Reaction (occult) Frequency once per day; Trigger An attack would reduce the dragon to 0 HP; Effect The dragon foresees the killing blow and negates the triggering attack, avoiding all damage and other effects. --- Speed 70 feet, fly 210 feet Melee Single Action jaws +36 (Magical, reach 15 feet), Damage 4d8+17 piercing plus 1d8 mental Melee Single Action claw +36 (Agile, magical, reach 10 feet), Damage 4d6+17 slashing plus 1d8 mental Melee Single Action tail +34 (Magical, reach 20 feet), Damage 4d8+17 bludgeoning plus 1d8 mental Melee Single Action wing +34 (Agile, magical, reach 15 feet), Damage 3d8+17 slashing plus 1d8 mental Occult Innate Spells DC 44 - Cantrips (10th) Guidance - 7th Ill Omen (at will), Mindlink (at will), True Target (×2) - 8th Retrocognition - 9th Foresight - 10th Freeze Time Destiny Breath Two Actions (Mental, occult) The dragon breathes a translucent mist of potentialities that overwhelms creatures with visions of possible futures, dealing 19d6 mental damage in a 50-foot cone (DC 44 Will save). A creature that fails its save is slowed 1 for 1 round (or slowed 2 on a critical failure) as it struggles with the visions. The dragon can't use Destiny Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum Two Actions The dragon recharges their Destiny Breath whenever they score a critical hit with a Strike. Impending Fate The dragon's attacks bring their foes closer to their eventual fates. When the dragon critically hits with a Strike or a creature critically fails against the dragon's Destiny Breath, the creature becomes doomed 1, or increases its doomed value by 1 if it was already doomed. Prophetic Wings The dragon or any ally can glimpse into the future in their wings in a process that requires 10 minutes of concentration. This casts a 10th-rank augury spell, except that the wings can predict results up to 1 day into the future and the dragon always speaks a few cryptic words related to the result of the prediction. The dragon can use their wings in this way only once per hour and a given creature can seek a future in the wings only once per week. In addition, a creature can choose to predict events up to 1 year into the future—the dragon can view a year ahead in their own wings only once per day. Walk the Timelines Two Actions (Occult) Frequency once per hour; Effect The dragon splits themself into two versions with different fates. Each copy Strides or Flies from the dragon's current space, then takes a single action. If the actions are both attacks, they use the same multiple attack penalty and count as one attack toward the dragon's multiple attack penalty. After both actions, the dragon chooses one of the two locations as their actual destination and the other version of themself disappears. ","tradition":["Occult"],"skill_mod":{"society":37,"diplomacy":35,"athletics":36,"occultism":39,"acrobatics":34},"summary":"Fate is a fickle matter on Golarion. Even with prophecy broken on the world, there are ways to look to the immediate future or acquire a vague sense …","image":["/Images/Monsters/Omen_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","spell":["Freeze Time","Foresight","Retrocognition","Ill Omen","Mindlink","True Target","Guidance"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":44,"level":20,"spell_dc":[44],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4105","intelligence":10,"reflex_save":33,"strongest_save":["will"],"dexterity":7,"vision":"Darkvision","fortitude_save":32,"size":["Huge"],"name":"Omen Archdragon","category":"creature","rarity":"rare","strike_damage_average":[35,35,39,39],"slug":"creature-4105"},{"attack_bonus":[38,40,40],"constitution":5,"primary_source_category":"Lost Omens","strength":7,"hp":300,"language":["Common","Draconic"],"immunity":["immobilized","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Phase","will_save":37,"charisma":7,"speed":{"fly":210,"max":210,"land":70},"perception":38,"wisdom":8,"weakness":{},"creature_ability":["Unerring Location","Redirect","Shoo!","Blinking Barrage","Dislocating Breath","Draconic Frenzy","Draconic Momentum","Phase Jump","Portal Strike"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Lore","Nature","Occultism","Religion"],"trait":["Arcane","Dragon","Rare","Gargantuan"],"id":"creature-4106","text":" Phase Archdragon No place can contain a phase dragon or even hold their interest for long; their innate arcane connection ties them to teleportation and repositioning magic. Explorers and scholars, phase dragons move about at will, discovering new locales and the arcane secrets of teleportation. They frequently establish multiple lairs in far-flung places they repeatedly visit. Beyond the typical wealth found in lairs, phase dragons tend to keep items of sentimental value from their travels, such as a particularly rare flower from the region or a piece by a local artist. Recall Knowledge - Dragon (Arcana): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Phase Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 86 Perception +38; darkvision, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +41, Arcana +42, Athletics +38, Diplomacy +40, Lore +44, Nature +37, Occultism +40, Religion +37 Str +7 Dex +9 Con +5 Int +10 Wis +8 Cha +7 --- AC 47 Fort +33 Ref +38 Will +37 +2 status to all saves vs. arcane HP 300 Immunities immobilized, paralyzed, sleep Unerring Location The dragon automatically attempts to counteract any teleportation effect that targets them (counteract rank 10, counteract modifier +37). The dragon can choose to be affected normally instead. Other creatures targeted by the same effect remain affected normally. Redirect Reaction (arcane, teleportation) Trigger A creature within 100 feet casts a teleportation spell or uses a teleportation effect to appear within 100 feet; Effect The dragon determines the destination of the spell or effect. It must be within 100 feet of the dragon and in the spell's range, on the ground, and in a space with no hazards. Shoo! Reaction (arcane, teleportation) Trigger An enemy within 15 feet damages the dragon; Effect The dragon teleports the creature up to 45 feet away. The destination must be on the ground and in a space with no hazards. --- Speed 70 feet, fly 210 feet Melee Single Action jaws +40 (Magical, reach 15 feet), Damage 4d12+17 piercing Melee Single Action claw +40 (Agile, magical, reach 10 feet), Damage 4d8+17 slashing Melee Single Action tail +38 (Magical, reach 20 feet), Damage 4d10+17 bludgeoning Arcane Innate Spells DC 45 - Cantrips (10th) Detect Magic, Read Aura - 4th Flicker, Planar Tether, Translocate (at will) - 5th Translocate - 6th Teleport - 7th Interplanar Teleport, Planar Seal - 8th Quandary (×2) - 10th Gate - Constant (7th) Know the Way Rituals DC 45 - 7th Gathering Call (doesn't require secondary casters), Teleportation Circle (doesn't require secondary casters) Blinking Barrage Three Actions (Arcane, concentrate, teleportation) The dragon channels all their teleportation prowess into a remarkable series of blows. The dragon teleports up to 70 feet to a space adjacent to a creature and makes a claw Strike against that creature. The dragon can do this any number of times, teleporting to a different creature each time. Each attack counts toward their multiple attack penalty, but the penalty does not increase until all attacks have been made. The dragon cannot take actions with the teleportation trait again until the end of their next turn. Dislocating Breath Two Actions (Arcane, teleportation) The dragon exhales a swirl of energy that pulls creatures apart, dealing 21d6 force damage in a 60-foot cone (DC 45 basic Reflex save). The dragon can teleport any creature that fails its save, teleporting that creature up to 60 feet (or twice as far on a critical failure) in any direction. The destination must be on the ground and in a space with no hazards. The dragon can't use Dislocating Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Dislocating Breath or regain an expended teleportation spell. Phase Jump Single Action (Arcane, concentrate, teleportation) Frequency once per round; Effect The dragon teleports up to 120 feet. If they are airborne, they maintain their momentum, and do not fall at the end of their turn, even if they didn't use an action to Fly. Portal Strike Two Actions (Arcane, concentrate, manipulate, teleportation) The dragon momentarily opens a small portal, and makes a claw Strike against a creature within 120 feet. The target is off-guard to the Strike. ","tradition":["Arcane"],"skill_mod":{"diplomacy":40,"nature":37,"arcana":42,"athletics":38,"occultism":40,"acrobatics":41,"religion":37},"summary":"No place can contain a phase dragon or even hold their interest for long; their innate arcane connection ties them to teleportation and repositioning …","image":["/Images/Monsters/Phase_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","spell":["Gate","Quandary","Interplanar Teleport","Planar Seal","Teleport","Translocate","Flicker","Planar Tether","Detect Magic","Read Aura","Know the Way"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":47,"level":22,"spell_dc":[45],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4106","intelligence":10,"reflex_save":38,"strongest_save":["ref","reflex"],"dexterity":9,"vision":"Darkvision","fortitude_save":33,"size":["Gargantuan"],"name":"Phase Archdragon","category":"creature","rarity":"rare","strike_damage_average":[35,39,43],"slug":"creature-4106"},{"attack_bonus":[41,43,43],"constitution":7,"primary_source_category":"Lost Omens","strength":10,"hp":500,"language":["Chthonian","Common","Daemonic","Draconic","Empyrean","Requian"],"immunity":["death effects","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Requiem","will_save":42,"charisma":7,"speed":{"fly":210,"max":210,"land":70,"swim":70},"perception":42,"wisdom":12,"weakness":{},"creature_ability":["Soul Journey","Status Sight","Soul Anchor","Withhold Death","Dooming Breath","Draconic Frenzy","Draconic Momentum","Redirect River","Soul Shield","Spare the Dying, Free the Tormented"],"skill":["Acrobatics","Athletics","Diplomacy","Medicine","Religion","River of Souls Lore"],"trait":["Divine","Dragon","Rare","Gargantuan"],"id":"creature-4107","text":" Requiem Archdragon Requiem dragons are stewards of the River of Souls and the process through which souls reach their final destination in the afterlife. The safe journey of a soul is of utmost importance to a requiem dragon, and some will follow individual souls from their first entry into the river through to their judgment in the Boneyard and eventually to their ultimate resting place. Most requiem dragons tie themselves to specific planes and shepherd any souls bound to that plane, leading to dragons linked to places like Heaven or Hell, though these dragons never swear true allegiance to these planes. Requiem dragons fill their lairs along the River of Souls—patchworks of somber architecture rescued from other planes—with invaluable records and mementos of great accomplishments. Recall Knowledge - Dragon (Arcana): DC 53 Unspecific Lore : DC 51 Specific Lore : DC 48 Requiem Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 90 Perception +42; lifesense 150 feet, scent (imprecise) 60 feet, status sight Languages Chthonian, Common, Daemonic, Draconic, Empyrean, Requian Skills Acrobatics +38, Athletics +44, Diplomacy +40, Medicine +47, Religion +44, River of Souls Lore +40 Str +10 Dex +6 Con +7 Int +6 Wis +12 Cha +7 Soul Journey (divine, exploration) The dragon spends 1 hour to travel through planar channels to reach the River of Souls, and then reach any point along the river. This has the effects of interplanar teleport , except that the dragon can arrive precisely where they like on any major plane. Status Sight The requiem dragon automatically knows the Hit Points of all creatures they can see. --- AC 50 Fort +38 Ref +36 Will +42 +2 status to all saves vs. divine HP 500 Immunities death effects, paralyzed, sleep Soul Anchor Reaction (divine) Trigger A creature within 60 feet would drop to 0 Hit Points; Effect The dragon anchors the triggering creature's soul to their body. The creature remains at 1 Hit Point, becomes doomed 2, and gains fast healing equal to the dragon's level for 1 minute. The creature becomes temporarily immune to further Soul Anchor attempts for 24 hours. Withhold Death Reaction (divine) Trigger The dragon is critically hit by an attack; Effect The dragon resists the loosening of their own soul, preventing some of the damage. The dragon gains resistance 25 to all damage against the triggering attack. --- Speed 70 feet, fly 210 feet, swim 70 feet Melee Single Action horn +43 (Magical, reach 20 feet), Damage 4d10+20 piercing plus 2d8 spirit Melee Single Action claw +43 (Agile, magical, reach 15 feet), Damage 4d6+20 slashing plus 2d8 spirit Melee Single Action tail +41 (Magical, reach 25 feet), Damage 4d8+20 bludgeoning plus 2d8 spirit Divine Innate Spells DC 48 - Cantrips (10th) Stabilize - 9th Heal (×4) - 10th Heal (×3) Dooming Breath Two Actions (Divine, spirit) The raw energy of Creation's Forge streams from the dragon's mouth, dealing 20d8 spirit damage in a 150-foot line (DC 48 basic Reflex save). Undead creatures who fail the save must also succeed at a DC 48 Will save or become doomed 1. If the target is already doomed, the doomed value increases by 1 (to a maximum of doomed 4). The dragon can't use Dooming Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw strikes and one tail strike in any order. Draconic Momentum The dragon recharges their Dooming Breath whenever they score a critical hit with a Strike. Redirect River Single Action (Concentrate, death, divine) The requiem dragon redirects a small portion of the River of Souls, using their body as a spiritual connection. The river swells around them, filling the area in a 20-foot emanation for 1 round, becoming difficult terrain to all other creatures. Additionally, creatures that begin their turn in the emanation or enter it for the first time each round must succeed a DC 48 basic Fortitude save or become drained 1 and doomed 1. If the target is already drained or doomed, the value increases by 1 (to a maximum of 4). The dragon can Sustain the effect. Soul Shield Two Actions (Concentrate, divine) Frequency once per day; Effect The requiem dragon uses their life essence to create a shield of spiritual energy around a creature within 60 feet. The shield creates a link between the dragon and the creature with the effects of share life except that the effect doesn't end regardless of distance and remains for 1 hour. In addition, the creature gains resistance 15 to physical and spirit damage that applies to the half of damage it receives. The dragon can Dismiss the effect. Spare the Dying, Free the Tormented Two Actions (Concentrate, divine, healing, manipulate, vitality) Frequency once per hour; Effect The requiem dragon flaps their mighty wings to produce a gust of energy from Creation's Forge. Each dying creature within a 200-foot emanation immediately loses the dying condition, though it remains unconscious at 0 Hit Points. Each creature with void healing in the same area takes 16d6 vitality damage (DC 48 basic Fortitude save); a creature who is reduced to 0 Hit Points by this damage is immediately destroyed and its soul returns to the River of Souls, even if that creature has an ability like rejuvenation. The dragon can choose to exclude as many creatures from this effect as they wish. ","tradition":["Divine"],"skill_mod":{"diplomacy":40,"medicine":47,"athletics":44,"acrobatics":38,"religion":44},"summary":"Requiem dragons are stewards of the River of Souls and the process through which souls reach their final destination in the afterlife. The safe …","image":["/Images/Monsters/Requiem_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","spell":["Heal","Stabilize"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":50,"level":24,"spell_dc":[48],"source_category":["Lost Omens"],"sense":"lifesense 150 feet, scent (imprecise) 60 feet, status sight","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4107","intelligence":6,"reflex_save":36,"strongest_save":["will"],"dexterity":6,"fortitude_save":38,"size":["Gargantuan"],"name":"Requiem Archdragon","category":"creature","rarity":"rare","strike_damage_average":[43,47,51],"slug":"creature-4107"},{"attack_bonus":[40,42,42],"constitution":8,"primary_source_category":"Lost Omens","strength":11,"hp":470,"language":["Common","Draconic","Necril"],"immunity":["death effects","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Resurrection","spell_attack_bonus":[38],"will_save":40,"charisma":8,"speed":{"fly":240,"max":240,"land":60},"perception":40,"wisdom":10,"weakness":{},"creature_ability":["Arise!","Risen Commander","Reawaken!","Siphon Life","Draconic Frenzy","Draconic Momentum","Mortal Fears","Necro Puppeteer","Soul Siphoning Breath"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Medicine","Necromancy Lore","Religion","Stealth"],"trait":["Divine","Dragon","Rare","Gargantuan"],"id":"creature-4108","text":" Resurrection Archdragon Resurrection dragons teeter between life and death. They have a mastery of vital energies, allowing them to restore life to the dead, and a mastery of void energies, to bestow death on others. They make use of their abilities to play with the lives of mortals, calling on spirits to aid them or reviving creatures they find important or interesting. The lair of a resurrection dragon is generally a barren place. While they still hoard wealth like other dragons, they do little to decorate their lairs and treasures are generally kept in dark niches, as if the dragon has little care for their possessions. Resurrection dragons tend to take tokens from those they resurrect or plan to resurrect, however, and these are kept particularly safe. Recall Knowledge - Dragon (Arcana): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Resurrection Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 94 Perception +40; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Necril Skills Acrobatics +36, Arcana +36, Athletics +43, Diplomacy +40, Medicine +43, Necromancy Lore +46, Religion +43, Stealth +38 Str +11 Dex +6 Con +8 Int +6 Wis +10 Cha +8 Arise! (divine, exploration, healing) The resurrection dragon uses their mastery over life energy to cast their own soul into the Boneyard and pull a willing creature's soul back to their body in a process that takes 1 hour. This has the effects of raise dead except the maximum level of the target is 18 and the soul is tethered to the dragon's. Only one creature can be tethered to the dragon's soul at a time. If the creature and the dragon are no longer on the same plane or the dragon dies, the raised creature dies and can't be raised with Arise! again. The dragon can Dismiss the connection at any time. Doing so doesn't prevent the dragon from raising the creature with Arise! again. While raised in this way, the creature is still a valid target for raise dead , resurrection , and similar effects. Returning the creature to life in this way fully restores the creature, severing the connection to the dragon and allowing the dragon to establish a connection with a different creature. --- AC 48 Fort +36 Ref +35 Will +40 HP 470 Immunities death effects, paralyzed, sleep Resistances spirit 25 Risen Commander (divine) A resurrection dragon has a strong connection with their minions and can Sustain summon undead or invoke spirits as a free action once per turn. Reawaken! Reaction (divine, spirit, vitality) Trigger A living creature the resurrection dragon can see dies; Effect The resurrection dragon uses divine and vital energy to retether the soul to their dead body. The willing creature is returned to life with full Hit Points at the start of their next turn. A creature can only be resurrected by this ability once. Siphon Life Reaction (divine, healing, vitality) Trigger A creature within 60 feet uses a healing effect that restores Hit Points; Effect The resurrection dragon redirects vital energies away from the effect, minimizing its impact. The triggering effect rolls the minimum amount on any dice rolls to restore Hit Points, and any flat values for restoring Hit Points (such as the additional Hit Points for a two-action heal spell), are cut in half. The dragon then gains 4d8 temporary Hit Points that last for 1 round. --- Speed 60 feet, fly 240 feet Melee Single Action jaws +42 (Magical, reach 20 feet), Damage 4d12+19 piercing plus 1d6 void Melee Single Action claw +42 (Agile, magical, reach 15 feet), Damage 4d10+19 slashing Melee Single Action tail +40 (Magical, reach 25 feet), Damage 4d12+19 bludgeoning Divine Innate Spells DC 46, attack +38 - Cantrips (10th) Guidance, Stabilize, Void Warp - 4th Talking Corpse (at will) - 9th Invoke Spirits (×2) - 10th Harm (×2), Raise Dead, Summon Undead (at will) Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Soul Siphoning Breath whenever they score a critical hit with a Strike. Mortal Fears Two Actions (Concentrate, emotion, fear, mental) The archdragon imposes the fear of death onto the living and fear of the living onto the undead. Each creature within a 120-foot emanation must attempt a DC 46 Will save. Critical Success The creature is unaffected. Success The creature is frightened 2. Failure The creature is frightened 3. A living creature can't reduce its frightened condition below 1 if it ends its turn within 15 feet of the archdragon or an undead creature. An undead creature can't reduce its frightened condition below 1 if it ends its turn within 15 feet of the archdragon or a living creature. Critical Failure As failure, but frightened 4. Necro Puppeteer Two Actions (Divine, void) The dragon siphons energy into an undead creature, a dying creature, or a corpse they can see within 60 feet. The dragon moves the target creature 30 feet and causes it to unleash a wave of void energy in a 10-foot emanation, dealing 8d8 void damage (DC 43 basic Reflex save). Soul Siphoning Breath Two Actions (Divine, void) The archdragon unleashes a torrent of divine energy dealing 22d6 void damage in a 60-foot cone (DC 46 basic Fortitude save) that draws the life force from the creatures within. The dragon gains fast healing 20 until their Soul Siphoning Breath recharges. The resurrection dragon can't use Soul Siphoning Breath again for 1d4 rounds. ","tradition":["Divine"],"skill_mod":{"diplomacy":40,"stealth":38,"arcana":36,"medicine":43,"athletics":43,"acrobatics":36,"religion":43},"summary":"Resurrection dragons teeter between life and death. They have a mastery of vital energies, allowing them to restore life to the dead, and a mastery …","image":["/Images/Monsters/Resurrection_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","spell":["Harm","Raise Dead","Summon Undead","Invoke Spirits","Talking Corpse","Guidance","Stabilize","Void Warp"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":48,"level":23,"spell_dc":[46],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"spirit":25},"url":"/Monsters.aspx?ID=4108","intelligence":6,"reflex_save":35,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":36,"size":["Gargantuan"],"name":"Resurrection Archdragon","category":"creature","rarity":"rare","strike_damage_average":[41,45,48],"slug":"creature-4108"},{"attack_bonus":[39,41,41],"constitution":8,"primary_source_category":"Lost Omens","strength":7,"hp":460,"language":["Common","Draconic","all common and uncommon languages, one rare language"],"immunity":["paralyzed","Shifting Runes","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Rune","will_save":39,"charisma":6,"speed":{"fly":200,"max":200,"land":100},"perception":39,"wisdom":7,"weakness":{},"creature_ability":["Magic Sense","Runic Scales","Canceling Rune","Retributive Rune","","Detonating Rune","Draconic Frenzy","Draconic Momentum","Entangling Rune","Runic Breath","Shifting Runes","Trail of Runes"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Diplomacy","Linguistic Lore","Performance","Rune Lore","Society","Survival"],"trait":["Arcane","Dragon","Rare","Gargantuan"],"id":"creature-4109","text":" Rune Archdragon Rune dragons have an innate insight on the power of runes. Most rune dragons keep a variety of runes etched on their scales, which their bodies can magically empower. They typically don't cast spells themselves, instead relying on their ability to create runes on the fly to produce desired effects. A rune dragon often refers to their hoard as their library, as it's full of important historical texts, plays, speeches, textbooks, and spellbooks written by people of different cultures in a variety of languages. While they can often speak a language with the aid of magic, they much prefer to learn languages in the context of their speakers so they can grasp the nuances hidden within the syntax and the magic within their symbols. Recall Knowledge - Dragon (Arcana): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Rune Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 98 Perception +39; darkvision, magic sense (precise) 120 feet, scent (imprecise) 120 feet Languages Common, Draconic; all common and uncommon languages, one rare language Skills Acrobatics +38, Arcana +44, Athletics +42, Crafting +42, Diplomacy +37, Linguistic Lore +42, Performance +39, Rune Lore +44, Society +38, Survival +38 Str +7 Dex +7 Con +8 Int +9 Wis +7 Cha +6 Magic Sense (arcane) The rune dragon is aware of any active magical abilities and effects within the listed range. When the dragon Seeks, it gains the benefits of a 4th-rank detect magic spell on the things it sees within the listed range (in addition to the normal benefits of Seeking). Runic Scales The rune dragon's scales function as runestones. The rune dragon can't use the effects or abilities of the runes etched on its scales, but can transfer these runes to appropriate objects. Transferring a rune to or from an item in this way requires 1 minute to complete, during which the dragon is off-guard. The process is automatic and doesn't require a check, but if the dragon stops or is interrupted in this process, the rune is destroyed. A rune dragon can have any number of runes etched on its scales, though they typically have only a handful of runes etched on their scales at a time. Items up to 3 runes of 18th level or lower etched upon their scales --- AC 49 Fort +37 Ref +35 Will +39 +2 status to all saves vs. arcane HP 460 Immunities paralyzed, Shifting Runes, sleep Canceling Rune Reaction (arcane) Trigger The dragon is the target of a spell that requires a saving throw; Effect The dragon attempts to unmake the spell's foundational runes. They attempt to counteract the spell (counteract rank 10, counteract modifier +42). If successful, the dragon is unaffected by the spell; other subjects are affected by the spell normally. The dragon can't use canceling rune again for 1d4 rounds. Retributive Rune Reaction Trigger A creature within 15 feet damages the rune dragon; Effect With a burst of runic magic, the rune dragon creates a detonating rune on the triggering creature and immediately causes it to detonate if it didn't automatically do so. The rune dragon gains an additional reaction at the beginning of each of their turns that they can use only for a Retributive Rune. --- Speed 100 feet, fly 200 feet Melee Single Action jaws +41 (Magical, reach 15 feet), Damage 4d8+15 piercing plus detonating rune Melee Single Action claw +41 (Agile, magical, reach 10 feet), Damage 4d6+15 slashing plus detonating rune Melee Single Action tail +39 (Magical, reach 20 feet), Damage 4d10+15 bludgeoning plus Improved Push 20 feet Detonating Rune The rune dragon's Strikes and abilities can leave a detonating rune on their targets. If a creature would receive a detonating rune while they already have one, instead of adding another rune, their current detonating rune activates, dealing 8d6 damage to the target and expending the rune. The detonating rune's damage type matches the dragon's current Shifting Rune. A creature can use an Interact action to remove the rune. Detonating runes fade after 1 minute if not detonated. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Runic Breath whenever they score a critical hit with a Strike. Entangling Rune Single Action (Arcane) The rune dragon creates large trapping runes in 3 non-overlapping 15-foot bursts within 60 feet. Creatures other than the dragon that enter a trapped space or end their turn in the trapped space activate the rune, causing it to entangle the creature. The creature must attempt a DC 46 Reflex save or become immobilized for 1 minute or until it Escapes. The rune can only trap a single creature at a time. The rune vanishes either when a creature succeeds against the rune, when a creature successfully Escapes the rune, or after 1 minute. A creature adjacent to the rune can use an Interact action to remove the rune. Runic Breath Two Actions (Arcane) The dragon launches hundreds of exploding runes that detonate upon impact, dealing 20d6 damage in a 60-foot cone (DC 46 basic Reflex save). The damage type of this ability is determined by Shifting Rune. Creatures that take damage from the breath also gain a detonating rune. The dragon can't use Runic Breath again for 1d4 rounds. Shifting Runes Single Action Effect The rune dragon chooses between acid, cold, electricity, fire, or sonic damage. The runes etched upon the dragon shift, forming runes of that energy on their scales. The dragon gains immunity to that damage type, and their detonating runes and Runic Breath deal that damage type. Anyone trained in Arcana can immediately recognize the energy type of the etched rune without a check. Trail of Runes Two Actions (Arcane) The rune dragon Strides, leaving behind a collection of runes wherever it steps. The dragon chooses to leave behind either detonating runes or entangling runes. Every space that the dragon moves through, including spaces occupied by creatures, gains a rune. These runes automatically activate when a creature other than the rune dragon enters the space or ends its turn in the space. The runes can otherwise be removed or vanish like normal. ","skill_mod":{"society":38,"diplomacy":37,"performance":39,"crafting":42,"survival":38,"arcana":44,"athletics":42,"acrobatics":38},"summary":"Rune dragons have an innate insight on the power of runes. Most rune dragons keep a variety of runes etched on their scales, which their bodies can …","image":["/Images/Monsters/Rune_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":49,"item":["up to 3 runes of 18th level or lower etched upon their scales"],"level":23,"source_category":["Lost Omens"],"sense":" darkvision , magic sense (precise) 120 feet, scent (imprecise) 120 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4109","intelligence":9,"reflex_save":35,"strongest_save":["will"],"dexterity":7,"vision":"Darkvision","fortitude_save":37,"size":["Gargantuan"],"name":"Rune Archdragon","category":"creature","rarity":"rare","strike_damage_average":[29,33,37],"slug":"creature-4109"},{"attack_bonus":[35,37,37],"constitution":7,"primary_source_category":"Lost Omens","strength":8,"hp":370,"language":["Common","Draconic","Elven","Empyrean","Fey","Pyric","Sussuran"],"immunity":["confused","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Whisper","will_save":37,"charisma":9,"speed":{"fly":200,"max":200,"land":60},"perception":33,"wisdom":7,"weakness":{},"creature_ability":["Communal Knowledge","Information Network","Diplomatic Solution","Distracting Whisper","Cogitation Breath","Draconic Frenzy","Draconic Momentum","Steal Knowledge","Thought Whispers","Unveil Secret"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth","Underworld Lore"],"trait":["Dragon","Occult","Rare","Huge"],"id":"creature-4110","text":" Whisper Archdragon Whisper dragons are keen collectors of rumors and secrets who spend centuries honing their information networks and relationships. They generally do so not out of an intent to hold the information over others or to use for their own machinations, but simply because the process of learning and gathering information is fulfilling. Their hoards are sparse compared to those of other dragons, as they hold their true treasures—secrets—in their minds. Recall Knowledge - Dragon (Arcana): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Whisper Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 102 Perception +33; (35 to Sense Motive) darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Elven, Empyrean, Fey, Pyric, Sussuran Skills Acrobatics +32, Athletics +34, Deception +35, Diplomacy +37, Intimidation +35, Occultism +36, Society +39, Stealth +34, Underworld Lore +36 Str +8 Dex +6 Con +7 Int +10 Wis +7 Cha +9 Communal Knowledge Three Actions (concentrate, occult, scrying) The dragon mentally communes with all their current active informants simultaneously. They learn the present state of all the informants, as status, and any new information the informants have learned since they were last in communication. Fragments of extraneous information briefly remain after using Communal Knowledge; for the next hour, the dragon can attempt Recall Knowledge checks for any skill with a modifier of +36. Information Network The dragon can attempt a Society check to Recall Knowledge in place of a check to Gather Information, recalling intelligence from prior informants. --- AC 44 Fort +35 Ref +34 Will +37 HP 370 Immunities confused, paralyzed, sleep Diplomatic Solution Free Action (emotion, incapacitation, mental, occult) Trigger The dragon rolls initiative; Effect The dragon affects all enemies it can see within 60 feet with calm heightened to half the dragon's level rounded up (Will DC 42). The dragon doesn't need to Sustain this effect, but if the dragon takes any hostile action against those affected, it breaks the effect for all creatures. Distracting Whisper Reaction (mental) Trigger The dragon is targeted with an attack; Effect A mysterious voice whispers something disconcerting in the triggering creature's ear, inflicting a –2 circumstance penalty to the triggering attack. --- Speed 60 feet, fly 200 feet Melee Single Action jaws +37 (Magical, reach 20 feet), Damage 4d12+16 piercing Melee Single Action claw +37 (Agile, magical, reach 15 feet), Damage 4d10+16 slashing Melee Single Action tail +35 (Magical, reach 25 feet), Damage 4d10+16 bludgeoning Occult Innate Spells DC 42 - Cantrips (9th) Daze, Message - 3rd Clairaudience (at will), Mind Reading (at will), Ring of Truth - 4th Clairvoyance (at will), Embed Message (at will) - 5th Mind Probe (at will) - 6th Truesight - 8th Charm, Suggestion - 9th Foresight, Retrocognition - Constant (9th) Hidden Mind Cogitation Breath Two Actions (Mental, occult) The dragon unleashes a befuddling miasma, dealing 19d6 mental damage in an 80-foot cone (DC 42 basic Will save). A creature that fails its save is stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Cogitation Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge their Cogitation Breath. Steal Knowledge Single Action (mental, occult) The dragon plucks a fragment of knowledge from the mind of a creature within 60 feet, choosing a skill to affect. The creature must attempt a DC 42 Will save. Success The creature is unaffected. Failure For the next minute, the creature takes a –1 status penalty to checks using that skill, and the dragon gets a +1 status bonus to using that skill. Critical Failure As failure, but the penalty is –2 and the bonus is +2. Thought Whispers Two Actions (Occult, mental) Frequency once per minute; Effect The dragon sends their mind out to seek others' thoughts, affecting all creatures within 80 feet with mind reading (Will DC 42). Unveil Secret Two Actions (Fear, mental, occult) The dragon delves into the mind of a creature within 60 feet, learning something they'd find embarrassing or shameful unless they succeed at a DC 42 Will save. The target becomes frightened 1 and cannot reduce their frightened condition for 1 minute or until the dragon reveals the secret. As a reaction when the affected creature attempts a check, the dragon can reveal their secret to discomfit them, requiring them to roll twice and take the lower result; this is a misfortune effect. ","tradition":["Occult"],"skill_mod":{"society":39,"diplomacy":37,"deception":35,"stealth":34,"athletics":34,"intimidation":35,"occultism":36,"acrobatics":32},"summary":"Whisper dragons are keen collectors of rumors and secrets who spend centuries honing their information networks and relationships. They generally do …","image":["/Images/Monsters/Whisper_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","spell":["Foresight","Retrocognition","Charm","Suggestion","Truesight","Mind Probe","Clairvoyance","Embed Message","Clairaudience","Mind Reading","Ring of Truth","Daze","Message","Hidden Mind"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":44,"level":20,"spell_dc":[42],"source_category":["Lost Omens"],"sense":"(35 to Sense Motive ) darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4110","intelligence":10,"reflex_save":34,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":35,"size":["Huge"],"name":"Whisper Archdragon","category":"creature","rarity":"rare","strike_damage_average":[38,38,42],"slug":"creature-4110"},{"attack_bonus":[17,19,19,19],"constitution":2,"primary_source_category":"Lost Omens","strength":2,"hp":140,"language":["Common","Draconic"],"immunity":["force","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Barrage","will_save":16,"charisma":4,"speed":{"fly":120,"max":120,"land":50},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Ironsense","Arcane Whirlwind","Shrapnel Splash","Draconic Frenzy","Draconic Momentum","Force Pulse","Scattershot"],"skill":["Acrobatics","Arcana","Athletics","Intimidation","Survival"],"trait":["Arcane","Dragon","Large"],"id":"creature-4111","text":" Young Barrage Dragon Barrage dragons are largely solitary creatures. They make their lairs in secluded, hard-to-find places like the peaks of mountains or the depths of abandoned mines and quarries. They tend to stay away from large population centers, especially where there's an abundance of arcane magic being used. Even young barrage dragons are usually found alone, and it's suspected that they don't breed in a biological sense. It's instead theorized that as barrage dragons age and grow, the arcane energy that forms them becomes too potent to be contained within their physical form. As it begins to arc and sputter out, uncontained and uncontrollable, it creates a mass of chaotic energy similar to that which formed the first barrage dragons. If the dragon does not find a way to shed its arcane energy, it eventually coalesces into a new barrage dragon. Recall Knowledge - Dragon (Arcana): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Young Barrage Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 106 Perception +16; ironsense (precise) 30 feet Languages Common, Draconic Skills Acrobatics +16, Arcana +18, Athletics +16, Intimidation +16, Survival +18 Str +2 Dex +5 Con +2 Int +1 Wis +4 Cha +4 Ironsense The dragon can detect the presence of iron and other ferrous metals as a precise sense at the listed range. --- AC 26 Fort +13 Ref +19 Will +16 HP 140 Immunities force, paralyzed, sleep Arcane Whirlwind (arcane, aura, force) 15 feet. A vortex of fist-sized balls of pure magic swirls around the dragon. Air within the emanation is difficult terrain for Flying creatures other than the dragon. A creature that enters the aura or begins its turn within the aura takes 4d6 force damage (DC 23 basic Reflex save). Shrapnel Splash Reaction Trigger The dragon is critically hit with a melee weapon or unarmed attack; Effect The dragon's blood forms into hard spheres as it erupts from the wound, battering the attacker. The creature who dealt the triggering damage takes 5d6 bludgeoning damage with a DC 26 basic Reflex save. --- Speed 50 feet, fly 120 feet Melee Single Action jaws +19 (Finesse, magical, reach 10 feet), Damage 2d8+8 piercing plus Grab Melee Single Action claw +19 (Agile, finesse, magical), Damage 2d6+8 slashing Melee Single Action tail +17 (Magical, reach 15 feet), Damage 2d10+8 bludgeoning Ranged Single Action force ball +19 (Force, range increment 100 feet), Damage 2d10+6 force Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge Scattershot. Force Pulse Single Action to Three Actions (Arcane, force) The dragon emits pulses of energy that radiates outward in a 10-foot emanation, dealing 1d6+1 force damage (DC 26 basic Reflex save). For each action spent, a new pulse of energy is created and each subsequent pulse after the first is 5 feet larger than the previous one. Scattershot Two Actions (Arcane, force) The dragon exhales a cloud of small balls of pure energy that deal 5d4+5 force damage in a 30-foot cone with no save. The dragon can't use Scattershot again for 1d4 rounds. ","skill_mod":{"survival":18,"arcana":18,"athletics":16,"intimidation":16,"acrobatics":16},"summary":"Barrage dragons are largely solitary creatures. They make their lairs in secluded, hard-to-find places like the peaks of mountains or the depths of …","primary_source":"Draconic Codex\r\n","trait_group":["Tradition","Monster","Creature Type"],"ac":26,"level":8,"source_category":["Lost Omens"],"sense":"ironsense (precise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4111","intelligence":1,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":13,"size":["Large"],"name":"Young Barrage Dragon","category":"creature","rarity":"common","strike_damage_average":[15,17,17,19],"slug":"creature-4111"},{"attack_bonus":[24,26,26,26],"constitution":4,"primary_source_category":"Lost Omens","strength":3,"hp":220,"language":["Common","Draconic"],"immunity":["force","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Barrage","will_save":22,"charisma":4,"speed":{"fly":120,"max":120,"land":50},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Ironsense","Arcane Whirlwind","Shrapnel Splash","Draconic Frenzy","Draconic Momentum","Force Pulse","Pushing Pulse","Scattershot"],"skill":["Acrobatics","Arcana","Athletics","Intimidation","Survival"],"trait":["Arcane","Dragon","Large"],"id":"creature-4112","text":" Adult Barrage Dragon Barrage dragons are largely solitary creatures. They make their lairs in secluded, hard-to-find places like the peaks of mountains or the depths of abandoned mines and quarries. They tend to stay away from large population centers, especially where there's an abundance of arcane magic being used. Even young barrage dragons are usually found alone, and it's suspected that they don't breed in a biological sense. It's instead theorized that as barrage dragons age and grow, the arcane energy that forms them becomes too potent to be contained within their physical form. As it begins to arc and sputter out, uncontained and uncontrollable, it creates a mass of chaotic energy similar to that which formed the first barrage dragons. If the dragon does not find a way to shed its arcane energy, it eventually coalesces into a new barrage dragon. Recall Knowledge - Dragon (Arcana): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Adult Barrage Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 106 Perception +22; ironsense (precise) 30 feet Languages Common, Draconic Skills Acrobatics +22, Arcana +25, Athletics +22, Intimidation +22, Survival +25 Str +3 Dex +7 Con +4 Int +3 Wis +5 Cha +4 Ironsense The dragon can detect the presence of iron and other ferrous metals as a precise sense at the listed range. --- AC 32 Fort +19 Ref +25 Will +22 HP 220 Immunities force, paralyzed, sleep Arcane Whirlwind (arcane, aura, force) 15 feet. A vortex of fist-sized balls of pure magic swirls around the dragon. Air within the emanation is difficult terrain for Flying creatures other than the dragon. A creature that enters the aura or begins its turn within the aura takes 6d6 force damage (DC 29 basic Reflex save). Shrapnel Splash Reaction Trigger The dragon is critically hit with a melee weapon or unarmed attack; Effect The dragon's blood forms into hard spheres as it erupts from the wound, battering the attacker. The creature who dealt the triggering damage takes 7d6 bludgeoning damage with a DC 32 basic Reflex save. --- Speed 50 feet, fly 120 feet Melee Single Action jaws +26 (Finesse, magical, reach 10 feet), Damage 3d8+11 piercing plus Grab Melee Single Action claw +26 (Agile, finesse, magical), Damage 3d6+11 slashing Melee Single Action tail +24 (Magical, reach 15 feet), Damage 3d10+11 bludgeoning Ranged Single Action force ball +26 (Force, range increment 100 feet), Damage 3d10+8 force Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge Scattershot. Force Pulse Single Action to Three Actions (Arcane, force) The dragon emits pulses of energy that radiates outward in a 15-foot emanation, dealing 2d6+2 force damage (DC 32 basic Reflex save). For each action spent, a new pulse of energy is created and each subsequent pulse after the first is 5 feet larger than the previous one. Pushing Pulse Two Actions The barrage dragon performs a 2-action Force Pulse. Each creature who fails its save is pushed 5 feet away from the dragon (10 feet on a critical failure). Scattershot Two Actions (Arcane, force) The dragon exhales a cloud of small balls of pure energy that deal 7d4+7 force damage in a 40-foot cone with no save. The dragon can't use Scattershot again for 1d4 rounds. ","skill_mod":{"survival":25,"arcana":25,"athletics":22,"intimidation":22,"acrobatics":22},"summary":"Barrage dragons are largely solitary creatures. They make their lairs in secluded, hard-to-find places like the peaks of mountains or the depths of …","primary_source":"Draconic Codex\r\n","trait_group":["Tradition","Monster","Creature Type"],"ac":32,"level":12,"source_category":["Lost Omens"],"sense":"ironsense (precise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4112","intelligence":3,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":7,"fortitude_save":19,"size":["Large"],"name":"Adult Barrage Dragon","category":"creature","rarity":"common","strike_damage_average":[21,24,24,27],"slug":"creature-4112"},{"attack_bonus":[31,33,33,33],"constitution":5,"primary_source_category":"Lost Omens","strength":4,"hp":340,"language":["Common","Draconic"],"immunity":["force","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Barrage","will_save":29,"charisma":5,"speed":{"fly":120,"max":120,"land":50},"perception":29,"wisdom":6,"weakness":{},"creature_ability":["Ironsense","Arcane Whirlwind","Ray Displacement","Shrapnel Splash","Draconic Frenzy","Draconic Momentum","Force Pulse","Pushing Pulse","Scattershot"],"skill":["Acrobatics","Arcana","Athletics","Intimidation","Survival"],"trait":["Arcane","Dragon","Uncommon","Huge"],"id":"creature-4113","text":" Ancient Barrage Dragon Barrage dragons are largely solitary creatures. They make their lairs in secluded, hard-to-find places like the peaks of mountains or the depths of abandoned mines and quarries. They tend to stay away from large population centers, especially where there's an abundance of arcane magic being used. Even young barrage dragons are usually found alone, and it's suspected that they don't breed in a biological sense. It's instead theorized that as barrage dragons age and grow, the arcane energy that forms them becomes too potent to be contained within their physical form. As it begins to arc and sputter out, uncontained and uncontrollable, it creates a mass of chaotic energy similar to that which formed the first barrage dragons. If the dragon does not find a way to shed its arcane energy, it eventually coalesces into a new barrage dragon. Recall Knowledge - Dragon (Arcana): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ancient Barrage Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 107 Perception +29; ironsense (precise) 30 feet Languages Common, Draconic Skills Acrobatics +30, Arcana +33, Athletics +30, Intimidation +30, Survival +33 Str +4 Dex +9 Con +5 Int +4 Wis +6 Cha +5 Ironsense The dragon can detect the presence of iron and other ferrous metals as a precise sense at the listed range. --- AC 39 Fort +26 Ref +32 Will +29 HP 340 Immunities force, paralyzed, sleep Arcane Whirlwind (arcane, aura, force) 15 feet. A vortex of fist-sized balls of pure magic swirls around the dragon. Air within the emanation is difficult terrain for Flying creatures other than the dragon. A creature that enters the aura or begins its turn within the aura takes 7d6 force damage (DC 35 basic Reflex save). Ray Displacement Reaction (arcane, misfortune) Trigger The dragon is targeted with a ranged spell attack; Effect The dragon creates a field of distorted space between themself and the caster. The creature targeting the barrage dragon must roll the spell attack twice and take the worse result. Shrapnel Splash Reaction Trigger The dragon is critically hit with a melee weapon or unarmed attack; Effect The dragon's blood forms into hard spheres as it erupts from the wound, battering the attacker. The creature who dealt the triggering damage takes 8d6 bludgeoning damage with a DC 38 basic Reflex save. --- Speed 50 feet, fly 120 feet Melee Single Action jaws +33 (Finesse, magical, reach 15 feet), Damage 3d8+14 piercing plus Grab Melee Single Action claw +33 (Agile, finesse, magical, reach 10 feet), Damage 3d6+14 slashing Melee Single Action tail +31 (Magical, reach 20 feet), Damage 3d10+14 bludgeoning Ranged Single Action force ball +33 (Force, range increment 100 feet), Damage 3d10+10 force Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge Scattershot. Force Pulse Single Action to Three Actions (Arcane, force) The dragon emits pulses of energy that radiates outward in a 20-foot emanation, dealing 2d8+2 force damage (DC 40 basic Reflex save). For each action spent, a new pulse of energy is created and each subsequent pulse after the first is 5 feet larger than the previous one. Pushing Pulse Two Actions The barrage dragon performs a 2-action Force Pulse. Each creature who fails its save is pushed 10 feet away from the dragon (20 feet on a critical failure). Scattershot Two Actions (Arcane, force) The dragon exhales a cloud of small balls of pure energy that deal 9d4+9 force damage in a 50-foot cone with no save. The dragon can't use Scattershot again for 1d4 rounds. ","skill_mod":{"survival":33,"arcana":33,"athletics":30,"intimidation":30,"acrobatics":30},"summary":"Barrage dragons are largely solitary creatures. They make their lairs in secluded, hard-to-find places like the peaks of mountains or the depths of …","primary_source":"Draconic Codex\r\n","trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":39,"level":17,"source_category":["Lost Omens"],"sense":"ironsense (precise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4113","intelligence":4,"reflex_save":32,"strongest_save":["ref","reflex"],"dexterity":9,"fortitude_save":26,"size":["Huge"],"name":"Ancient Barrage Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[24,26,27,30],"slug":"creature-4113"},{"attack_bonus":[36,38,38,38],"constitution":6,"primary_source_category":"Lost Omens","strength":5,"hp":440,"language":["Common","Draconic"],"immunity":["force","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Barrage","will_save":36,"charisma":6,"speed":{"fly":120,"max":120,"land":50},"perception":35,"wisdom":7,"weakness":{},"creature_ability":["Ironsense","Arcane Whirlwind","Ray Displacement","Shrapnel Splash","Draconic Frenzy","Draconic Momentum","Force Pulse","Pushing Pulse","Scattershot","Unstoppable Onslaught"],"skill":["Acrobatics","Arcana","Athletics","Intimidation","Survival"],"trait":["Arcane","Dragon","Rare","Huge"],"id":"creature-4114","text":" Barrage Archdragon Barrage dragons are largely solitary creatures. They make their lairs in secluded, hard-to-find places like the peaks of mountains or the depths of abandoned mines and quarries. They tend to stay away from large population centers, especially where there's an abundance of arcane magic being used. Even young barrage dragons are usually found alone, and it's suspected that they don't breed in a biological sense. It's instead theorized that as barrage dragons age and grow, the arcane energy that forms them becomes too potent to be contained within their physical form. As it begins to arc and sputter out, uncontained and uncontrollable, it creates a mass of chaotic energy similar to that which formed the first barrage dragons. If the dragon does not find a way to shed its arcane energy, it eventually coalesces into a new barrage dragon. Recall Knowledge - Dragon (Arcana): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Barrage Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 107 Perception +35; ironsense (precise) 30 feet Languages Common, Draconic Skills Acrobatics +38, Arcana +41, Athletics +38, Intimidation +38, Survival +41 Str +5 Dex +10 Con +6 Int +5 Wis +7 Cha +6 Ironsense The dragon can detect the presence of iron and other ferrous metals as a precise sense at the listed range. --- AC 45 Fort +33 Ref +39 Will +36 HP 440 Immunities force, paralyzed, sleep Arcane Whirlwind (arcane, aura, force) 15 feet. A vortex of fist-sized balls of pure magic swirls around the dragon. Air within the emanation is difficult terrain for Flying creatures other than the dragon. A creature that enters the aura or begins its turn within the aura takes 8d6 force damage (DC 39 basic Reflex save). Ray Displacement Reaction (arcane, misfortune) Trigger The dragon is targeted with a ranged spell attack; Effect The dragon creates a field of distorted space between themself and the caster. The creature targeting the barrage dragon must roll the spell attack twice and take the worse result. Shrapnel Splash Reaction Trigger The dragon is critically hit with a melee weapon or unarmed attack; Effect The dragon's blood forms into hard spheres as it erupts from the wound, battering the attacker. The creature who dealt the triggering damage takes 9d6 bludgeoning damage with a DC 44 basic Reflex save. --- Speed 50 feet, fly 120 feet Melee Single Action jaws +38 (Finesse, magical, reach 15 feet), Damage 4d8+20 piercing plus Grab Melee Single Action claw +38 (Agile, finesse, magical, reach 10 feet), Damage 4d6+20 slashing Melee Single Action tail +36 (Magical, reach 20 feet), Damage 4d10+20 bludgeoning Ranged Single Action force ball +38 (Force, range increment 100 feet), Damage 4d10+15 force Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge Scattershot. Force Pulse Single Action to Three Actions (Arcane, force) The dragon emits pulses of energy that radiates outward in a 25-foot emanation, dealing 3d8+3 force damage (DC 42 basic Reflex save). For each action spent, a new pulse of energy is created and each subsequent pulse after the first is 5 feet larger than the previous one. Pushing Pulse Two Actions The barrage dragon performs a 2-action Force Pulse. Each creature who fails its save is pushed 15 feet away from the dragon (30 feet on a critical failure). Scattershot Two Actions (Arcane, force) The dragon exhales a cloud of small balls of pure energy that deal 11d4+11 force damage in a 60-foot cone with no save. The dragon can't use Scattershot again for 1d4 rounds. Unstoppable Onslaught Three Actions (Arcane, force) Frequency once per minute; Effect The barrage archdragon transforms into pure energy and surges across the battlefield. They Fly up to their Speed, and during this movement they have resistance 30 to all damage (except spirit damage). At any point during this movement, the dragon can make up to two claw Strikes; each of these Strikes deals an additional 3d8+3 force damage. ","skill_mod":{"survival":41,"arcana":41,"athletics":38,"intimidation":38,"acrobatics":38},"summary":"Barrage dragons are largely solitary creatures. They make their lairs in secluded, hard-to-find places like the peaks of mountains or the depths of …","primary_source":"Draconic Codex\r\n","trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":45,"level":20,"source_category":["Lost Omens"],"sense":"ironsense (precise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4114","intelligence":5,"reflex_save":39,"strongest_save":["ref","reflex"],"dexterity":10,"fortitude_save":33,"size":["Huge"],"name":"Barrage Archdragon","category":"creature","rarity":"rare","strike_damage_average":[34,37,38,42],"slug":"creature-4114"},{"legacy_name":["Young Black Dragon"],"attack_bonus":[16,18,18],"constitution":4,"primary_source_category":"Lost Omens","strength":6,"hp":115,"language":["Common","Draconic","Necril"],"immunity":["acid","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Bog","will_save":17,"charisma":2,"speed":{"fly":60,"max":60,"land":25,"burrow":20,"swim":30},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Frightful Presence","Tail Lash","Draconic Frenzy","Draconic Momentum","Nidorous Breath","Swallow Whole","Swamp Passage","Bog Rot"],"skill":["Arcana","Athletics","Intimidation","Nature","Society","Stealth","Survival"],"legacy_id":["creature-127"],"trait":["Amphibious","Dragon","Primal","Large"],"id":"creature-4115","text":" Young Bog Dragon Bog dragons haunt the parables of old, their primal characteristics a raw expression of a primeval world that rebukes the tyranny of time's progression. Their bodies are those of a belly-dragging thing, corpulent and richly shielded by a scabrous hide of spurs and spines. Their claws, much like their wings, are feeble things, vestiges of a more graceful draconic concept that only the eldest bog archdragon might attain. Their faces are masks of terror; their lips curl back in a snarl to expose brutish grins of dagger-like fangs, pock-marked by vicious stomach acids that give their latent breath the malodorous turpitude that stings the senses almost unto dizziness. They're every inch a night-going monstrosity, a harrowing horror that would drive terror into any who behold them, the pinnacle of marsh-born predators. Recall Knowledge - Dragon (Arcana): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Young Bog Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 110 Perception +16; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet Languages Common, Draconic, Necril Skills Arcana +15, Athletics +17, Intimidation +17, Nature +15, Society +15, Stealth +17, Survival +15 Str +6 Dex +2 Con +4 Int +2 Wis +4 Cha +2 --- AC 24 Fort +16 Ref +13 Will +17 +2 status to all saves vs. primal HP 115 Immunities acid, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 25 Tail Lash Reaction Trigger A creature within reach of the dragon's tail makes a Strike or attempts a skill check as part of an attack action; Effect The dragon Strikes with their tail at the triggering creature with a –2 penalty. If the Strike hits, the creature takes a –2 circumstance penalty to the triggering roll. --- Speed 25 feet, burrow 20 feet, fly 60 feet, swim 30 feet; swamp passage Melee Single Action jaws +18 (Magical, reach 10 feet), Damage 2d10+8 piercing plus bog rot and Grab Melee Single Action claw +18 (Agile, magical), Damage 2d4+8 slashing Melee Single Action tail +16 (Magical, reach 15 feet), Damage 2d8+8 bludgeoning plus Knockdown Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Nidorous Breath whenever they score a critical hit with a Strike. Nidorous Breath Two Actions (Primal) The dragon belches a boiling spray of fermenting stomach acid that deals 6d8 acid damage in a 30-foot cone (DC 25 basic Reflex save). They can't use Nidorous Breath again for 1d4 rounds. Swallow Whole Single Action (Attack) Medium, 2d10+6 acid plus bog rot, Rupture 20 Swamp Passage The bog dragon ignores difficult terrain caused by swamp terrain features. Bog Rot (Acid, Disease, Primal) Saving Throw DC 22 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 3d6 acid damage and clumsy 1 (1 day); Stage 3 4d6 acid damage, clumsy 1, and a –5-foot status penalty to Speed (1 day); Stage 4 5d6 acid damage, clumsy 2, and a –10-foot status penalty to Speed (1 day); Stage 5 death ","skill_mod":{"society":15,"nature":15,"survival":15,"stealth":17,"arcana":15,"athletics":17,"intimidation":17},"summary":"Bog dragons haunt the parables of old, their primal characteristics a raw expression of a primeval world that rebukes the tyranny of time's …","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Creature Type","Tradition"],"ac":24,"level":7,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4115","intelligence":2,"reflex_save":13,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Young Bog Dragon","category":"creature","rarity":"common","strike_damage_average":[13,17,19],"slug":"creature-4115"},{"legacy_name":["Adult Black Dragon"],"attack_bonus":[22,24,24],"constitution":5,"primary_source_category":"Lost Omens","strength":7,"hp":200,"language":["Common","Draconic","Necril"],"immunity":["acid","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Bog","will_save":23,"charisma":3,"speed":{"fly":80,"max":80,"land":30,"burrow":25,"swim":40},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Frightful Presence","Tail Lash","Bog Rot","Draconic Frenzy","Draconic Momentum","Nidorous Breath","Slain to Serve","Swallow Whole","Swamp Passage"],"skill":["Arcana","Athletics","Intimidation","Nature","Society","Stealth","Survival"],"legacy_id":["creature-128"],"trait":["Amphibious","Dragon","Primal","Huge"],"id":"creature-4116","text":" Adult Bog Dragon Bog dragons haunt the parables of old, their primal characteristics a raw expression of a primeval world that rebukes the tyranny of time's progression. Their bodies are those of a belly-dragging thing, corpulent and richly shielded by a scabrous hide of spurs and spines. Their claws, much like their wings, are feeble things, vestiges of a more graceful draconic concept that only the eldest bog archdragon might attain. Their faces are masks of terror; their lips curl back in a snarl to expose brutish grins of dagger-like fangs, pock-marked by vicious stomach acids that give their latent breath the malodorous turpitude that stings the senses almost unto dizziness. They're every inch a night-going monstrosity, a harrowing horror that would drive terror into any who behold them, the pinnacle of marsh-born predators. Recall Knowledge - Dragon (Arcana): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Adult Bog Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 110 Perception +22; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 90 feet Languages Common, Draconic, Necril Skills Arcana +21, Athletics +23, Intimidation +23, Nature +21, Society +21, Stealth +23, Survival +21 Str +7 Dex +3 Con +5 Int +3 Wis +5 Cha +3 --- AC 30 Fort +22 Ref +18 Will +23 +2 status to all saves vs. primal HP 200 Immunities acid, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 30 Tail Lash Reaction Trigger A creature within reach of the dragon's tail makes a Strike or attempts a skill check as part of an attack action; Effect The dragon Strikes with their tail at the triggering creature with a –2 penalty. If the Strike hits, the creature takes a –2 circumstance penalty to the triggering roll. --- Speed 30 feet, burrow 25 feet, fly 80 feet, swim 40 feet; swamp passage Melee Single Action jaws +24 (Magical, reach 10 feet), Damage 2d10+13 piercing plus bog rot and Grab Melee Single Action claw +24 (Agile, magical), Damage 2d4+13 slashing Melee Single Action tail +22 (Magical, reach 15 feet), Damage 2d8+13 bludgeoning plus Knockdown Bog Rot (Acid, disease, primal) Saving Throw DC 27 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 3d6 acid damage and clumsy 1 (1 day); Stage 3 4d6 acid damage, clumsy 1, and a –5-foot status penalty to Speed (1 day); Stage 4 5d6 acid damage, clumsy 2, and a –10-foot status penalty to Speed (1 day); Stage 5 death Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Nidorous Breath whenever they score a critical hit with a Strike. Nidorous Breath Two Actions (Acid, primal) The dragon belches a boiling spray of fermenting stomach acid that deals 9d8 acid damage in a 40-foot cone (DC 30 basic Reflex save). They can't use Nidorous Breath again for 1d4 rounds. Slain to Serve (Downtime) A bog dragon can perform a special ritual over the body of a humanoid creature slain by bog rot to raise it as a humanoid intelligent undead. This functions like a 6th-rank create undead ritual, except that it takes only 8 hours, the bog dragon doesn't require any secondary casters, and they don't need to pay a cost. If the bog dragon critically fails the ritual's skill check, they get a failure instead. Swallow Whole Single Action (Attack) Medium, 3d10+7 acid plus bog rot, Rupture 28 Swamp Passage The bog dragon ignores difficult terrain caused by swamp terrain features. ","skill_mod":{"society":21,"nature":21,"survival":21,"stealth":23,"arcana":21,"athletics":23,"intimidation":23},"summary":"Bog dragons haunt the parables of old, their primal characteristics a raw expression of a primeval world that rebukes the tyranny of time's …","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Creature Type","Tradition"],"ac":30,"level":11,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, tremorsense (imprecise) 90 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4116","intelligence":3,"reflex_save":18,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":22,"size":["Huge"],"name":"Adult Bog Dragon","category":"creature","rarity":"common","strike_damage_average":[18,22,24],"slug":"creature-4116"},{"legacy_name":["Ancient Black Dragon"],"attack_bonus":[30,32,32],"constitution":6,"primary_source_category":"Lost Omens","strength":10,"hp":335,"language":["Aklo","Common","Draconic","Necril"],"immunity":["acid","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Bog","will_save":30,"charisma":5,"speed":{"fly":100,"max":100,"land":40,"burrow":30,"swim":60},"perception":29,"wisdom":6,"weakness":{},"creature_ability":["Frightful Presence","Rise Up","Tail Lash","Draconic Frenzy","Draconic Momentum","Nidorous Breath","Slain to Serve","Swallow Whole","Swamp Passage"],"skill":["Arcana","Athletics","Intimidation","Nature","Society","Stealth","Survival"],"legacy_id":["creature-129"],"trait":["Amphibious","Dragon","Primal","Uncommon","Gargantuan"],"id":"creature-4117","text":" Ancient Bog Dragon Bog dragons haunt the parables of old, their primal characteristics a raw expression of a primeval world that rebukes the tyranny of time's progression. Their bodies are those of a belly-dragging thing, corpulent and richly shielded by a scabrous hide of spurs and spines. Their claws, much like their wings, are feeble things, vestiges of a more graceful draconic concept that only the eldest bog archdragon might attain. Their faces are masks of terror; their lips curl back in a snarl to expose brutish grins of dagger-like fangs, pock-marked by vicious stomach acids that give their latent breath the malodorous turpitude that stings the senses almost unto dizziness. They're every inch a night-going monstrosity, a harrowing horror that would drive terror into any who behold them, the pinnacle of marsh-born predators. Recall Knowledge - Dragon (Arcana): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Ancient Bog Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 111 Perception +29; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 120 feet Languages Aklo, Common, Draconic, Necril Skills Arcana +28, Athletics +32, Intimidation +32, Nature +28, Society +28, Stealth +32, Survival +28 Str +10 Dex +5 Con +6 Int +5 Wis +6 Cha +5 --- AC 38 Fort +29 Ref +25 Will +30 +2 status to all saves vs. primal HP 335 Immunities acid, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 37 Rise Up Reaction Trigger A creature walks on top of an ancient bog dragon who is burrowed into the mud or peat below; Requirements Initiative has not yet been rolled; Effect The bog dragon automatically notices the creature and Burrows before rolling initiative. Tail Lash Reaction Trigger A creature within reach of the dragon's tail makes a Strike or attempts a skill check as part of an attack action; Effect The dragon Strikes with their tail at the triggering creature with a –2 penalty. If the Strike hits, the creature takes a –2 circumstance penalty to the triggering roll. --- Speed 40 feet, burrow 30 feet, fly 100 feet, swim 60 feet; swamp passage Melee Single Action jaws +32 (Magical, reach 15 feet), Damage 3d12+18 piercing plus bog rot and Grab Melee Single Action claw +32 (Agile, magical, reach 10 feet), Damage 3d6+18 slashing Melee Single Action tail +30 (Magical, reach 20 feet), Damage 3d10+18 bludgeoning plus Knockdown Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Nidorous Breath whenever they score a critical hit with a Strike. Nidorous Breath Two Actions (Primal) The dragon belches a boiling spray of fermenting stomach acid that deals 12d8 acid damage and 2d6 persistent acid in a 50-foot cone (DC 37 basic Reflex save). They can't use Nidorous Breath again for 1d4 rounds. Slain to Serve (Downtime) A bog dragon can perform a special ritual over the body of a humanoid creature slain by bog rot to raise it as a humanoid intelligent undead. This functions like a 8th-rank create undead ritual, except that it takes only 8 hours, the bog dragon doesn't require any secondary casters, and they don't need to pay a cost. If the bog dragon critically fails the ritual's skill check, they get a failure instead. Swallow Whole Single Action (Attack) Medium, 3d12+10 acid plus bog rot, Rupture 33 Swamp Passage The bog dragon ignores difficult terrain caused by swamp terrain features. ","skill_mod":{"society":28,"nature":28,"survival":28,"stealth":32,"arcana":28,"athletics":32,"intimidation":32},"summary":"Bog dragons haunt the parables of old, their primal characteristics a raw expression of a primeval world that rebukes the tyranny of time's …","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Creature Type","Tradition","Rarity"],"ac":38,"level":16,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, tremorsense (imprecise) 120 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4117","intelligence":5,"reflex_save":25,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Ancient Bog Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[28,34,37],"slug":"creature-4117"},{"attack_bonus":[34,36,36],"constitution":6,"primary_source_category":"Lost Omens","strength":11,"hp":415,"language":["Aklo","Common","Draconic","Necril"],"immunity":["acid","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Bog","will_save":34,"charisma":5,"speed":{"fly":120,"max":120,"land":50,"burrow":40,"swim":60},"perception":33,"wisdom":6,"weakness":{},"creature_ability":["Frightful Presence","Rise Up","Tail Lash","Bog Rot","Draconic Frenzy","Draconic Momentum","Drag Beneath the Muck","Nidorous Breath","Slain to Serve","Swallow Whole","Swamp Passage"],"skill":["Arcana","Athletics","Intimidation","Nature","Society","Stealth","Survival"],"trait":["Amphibious","Dragon","Primal","Rare","Gargantuan"],"id":"creature-4118","text":" Bog Archdragon Bog dragons haunt the parables of old, their primal characteristics a raw expression of a primeval world that rebukes the tyranny of time's progression. Their bodies are those of a belly-dragging thing, corpulent and richly shielded by a scabrous hide of spurs and spines. Their claws, much like their wings, are feeble things, vestiges of a more graceful draconic concept that only the eldest bog archdragon might attain. Their faces are masks of terror; their lips curl back in a snarl to expose brutish grins of dagger-like fangs, pock-marked by vicious stomach acids that give their latent breath the malodorous turpitude that stings the senses almost unto dizziness. They're every inch a night-going monstrosity, a harrowing horror that would drive terror into any who behold them, the pinnacle of marsh-born predators. Recall Knowledge - Dragon (Arcana): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Bog Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 111 Perception +33; greater darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 120 feet Languages Aklo, Common, Draconic, Necril Skills Arcana +33, Athletics +37, Intimidation +37, Nature +33, Society +33, Stealth +40, Survival +37 Str +11 Dex +5 Con +6 Int +5 Wis +6 Cha +5 --- AC 42 Fort +33 Ref +29 Will +34 +2 status to all saves vs. primal HP 415 Immunities acid, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 41 Rise Up Reaction Trigger A creature walks on top of an ancient bog dragon who is burrowed into the mud or peat below; Requirements Initiative has not yet been rolled; Effect The bog dragon automatically notices the creature and Burrows before rolling initiative. Tail Lash Reaction Trigger A creature within reach of the dragon's tail makes a Strike or attempts a skill check as part of an attack action; Effect The dragon Strikes with their tail at the triggering creature with a –2 penalty. If the Strike hits, the creature takes a –2 circumstance penalty to the triggering roll. --- Speed 50 feet, burrow 40 feet, fly 120 feet, swim 60 feet; swamp passage Melee Single Action jaws +36 (Magical, reach 15 feet), Damage 4d12+20 piercing plus bog rot and Grab Melee Single Action claw +36 (Agile, magical, reach 10 feet), Damage 4d6+20 piercing Melee Single Action tail +34 (Magical, reach 20 feet), Damage 4d8+20 bludgeoning plus Knockdown Primal Innate Spells DC 41 - 6th Acid Grip (at will) - 7th Summon Undead (at will) - 8th Earthquake Bog Rot (Acid, disease, primal) Saving Throw DC 38 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 3d6 acid damage and clumsy 1 (1 day); Stage 3 4d6 acid damage, clumsy 1, and a –5-foot status penalty to Speed (1 day); Stage 4 5d6 acid damage, clumsy 2, and a –10-foot status penalty to Speed (1 day); Stage 5 death Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Nidorous Breath whenever they score a critical hit with a Strike. Drag Beneath the Muck Three Actions Requirements The bog archdragon is in a swamp and doesn't have a creature grabbed or restrained in their jaws; Effect The dragon Burrows, and if they end their movement directly under a creature, they make a jaws Strike against that creature, who is off-guard against the attack. If the Strike is successful, the dragon makes an Athletics check to grapple the target with their jaws; like Grab, this check doesn't use or contribute to the archdragon's multiple attack penalty. The dragon then Burrows again; any creature they have grabbed or restrained in their jaws moves with them. Nidorous Breath Two Actions (Primal) The dragon belches a boiling spray of fermenting stomach acid that deals 14d8 acid damage and 2d6 persistent acid damage in a 60-foot cone (DC 41 basic Reflex save). They can't use Nidorous Breath again for 1d4 rounds. Slain to Serve (Downtime) A bog dragon can perform a special ritual over the body of a humanoid creature slain by bog rot to raise it as a humanoid intelligent undead. This functions like a 10th-rank create undead ritual, except that it takes only 8 hours, the bog dragon doesn't require any secondary casters, and they don't need to pay a cost. If the bog dragon critically fails the ritual's skill check, they get a failure instead. Swallow Whole Single Action (Attack) Medium, 3d12+11 acid plus bog rot, Rupture 35 Swamp Passage The bog dragon ignores difficult terrain caused by swamp terrain features. ","tradition":["Primal"],"skill_mod":{"society":33,"nature":33,"survival":37,"stealth":40,"arcana":33,"athletics":37,"intimidation":37},"summary":"Bog dragons haunt the parables of old, their primal characteristics a raw expression of a primeval world that rebukes the tyranny of time's …","primary_source":"Draconic Codex\r\n","spell":["Earthquake","Summon Undead","Acid Grip"],"trait_group":["Monster","Creature Type","Tradition","Rarity"],"ac":42,"level":19,"spell_dc":[41],"source_category":["Lost Omens"],"sense":" greater darkvision , scent (imprecise) 60 feet, tremorsense (imprecise) 120 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4118","intelligence":5,"reflex_save":29,"strongest_save":["will"],"dexterity":5,"vision":"Greater darkvision","fortitude_save":33,"size":["Gargantuan"],"name":"Bog Archdragon","category":"creature","rarity":"rare","strike_damage_average":[34,38,46],"slug":"creature-4118"},{"attack_bonus":[18,18,20,20],"constitution":3,"primary_source_category":"Lost Omens","strength":6,"hp":170,"language":["Common","Draconic","Thalassic"],"immunity":["clumsy","controlled","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Brine","will_save":14,"charisma":4,"speed":{"fly":90,"max":120,"land":25,"swim":120},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Aquatic Echolocation","Regent's Glower","Benthic Bite","Crushing Breath","Draconic Frenzy","Draconic Momentum","Pressurized Pool"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Lore","Society","Stealth"],"legacy_id":["creature-621"],"trait":["Aquatic","Dragon","Elemental","Primal","Water","Large"],"id":"creature-4119","text":" Young Brine Dragon Because of this harsh rearing, brine dragons see obedience to superior knowledge as the proper way of the world. This naturally led to a gerontocratic system of governance; humanoids obey brine dragons, and younger dragons at least pretend to listen to elder dragons, with the elemental lord Kelizandri, the Brackish Emperor, serving as the head of the Brackish Empire. Once a dragon reaches adulthood, they generally believe they know their subjects best and begin discarding the opinions of everyone save for Kelizandri. Adult brine dragons who don't rule a fiefdom or other settlement are rare; most have both the desire to impose their will on the world and the power to force a civilization to follow their orders. This desire to rule creates sovereigns that span the political gamut, from beneficent rulers seeking to optimize the safety and happiness of their subjects to tyrants who view their citizens as ignorant children who would die without their dragon's wisdom. Recall Knowledge - Dragon (Arcana): DC 24 Recall Knowledge - Elemental (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Young Brine Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 114 Perception +16; (18 to Sense Motive) aquatic echolocation 120 feet, darkvision Languages Common, Draconic, Thalassic Skills Acrobatics +14, Athletics +18, Deception +16, Diplomacy +18, Intimidation +18, Nature +16, Lore +16, Society +16, Stealth +14 Str +6 Dex +4 Con +3 Int +3 Wis +3 Cha +4 Aquatic Echolocation A brine dragon can use their hearing as a precise sense at the listed range, but only underwater. --- AC 26 Fort +19 Ref +16 Will +14 +2 status to all saves vs. primal HP 170 Immunities clumsy, controlled, paralyzed, sleep Resistances acid 5, force 5 Regent's Glower Reaction (primal, emotion, fear, mental) Trigger The dragon is critically hit with a melee attack; Effect The dragon focuses their weighty gaze upon their assailant, filling their foe with dread. The triggering creature takes 4d6 mental damage with a DC 26 basic Will save. Any creature who fails the save also becomes frightened 1 (frightened 2 on a critical failure). --- Speed 25 feet, fly 90 feet, swim 120 feet Melee Single Action jaws +20 (Magical, reach 10 feet), Damage 2d8+9 piercing plus benthic bite Melee Single Action claw +20 (Agile, magical), Damage 2d6+9 slashing Melee Single Action tail +18 (Magical, reach 15 feet), Damage 2d10+9 bludgeoning Ranged Single Action caustic spit +18 (Acid, range increment 60 feet), Damage 2d10+3 acid Benthic Bite (Primal) A creature who takes damage from a brine dragon's jaws Strike must succeed at a DC 26 Fortitude save or be enfeebled 1 for 1 round. Crushing Breath Two Actions (Primal) The dragon spews a 50-foot line of pressurized water that deals 8d6 bludgeoning damage with a DC 26 basic Reflex save. A creature that fails the save is also clumsy 1 (clumsy 2 on a critical failure) for 1 minute. The dragon can't use Crushing Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge Crushing Breath. Pressurized Pool Two Actions (Primal) The dragon expels a 10-foot burst of pressurized water within 120 feet that lasts for 1 minute. A creature other than a brine dragon that enters or begins their turn within a burst must succeed at a DC 26 Fortitude save or become encumbered until the beginning of their next turn. ","element":["Water"],"skill_mod":{"society":16,"diplomacy":18,"deception":16,"nature":16,"stealth":14,"athletics":18,"intimidation":18,"acrobatics":14},"summary":"Because of this harsh rearing, brine dragons see obedience to superior knowledge as the proper way of the world. This naturally led to a …","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Creature Type","Tradition","Elemental","Planar"],"ac":26,"level":8,"source_category":["Lost Omens"],"sense":"(18 to Sense Motive ) aquatic echolocation 120 feet, darkvision ","weakest_save":["will"],"resistance":{"acid":5,"force":5},"url":"/Monsters.aspx?ID=4119","intelligence":3,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Young Brine Dragon","category":"creature","rarity":"common","strike_damage_average":[14,16,18,20],"slug":"creature-4119"},{"attack_bonus":[24,24,26,26],"constitution":5,"primary_source_category":"Lost Omens","strength":7,"hp":270,"language":["Common","Draconic","Thalassic"],"immunity":["clumsy","controlled","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Brine","will_save":20,"charisma":5,"speed":{"fly":120,"max":150,"land":30,"swim":150},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Aquatic Echolocation","Regent's Glower","Bathygenic Barrage","Benthic Bite","Crushing Breath","Draconic Frenzy","Draconic Momentum","Pressurized Pool","Tidal Surge"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Settlement Lore","Society","Stealth"],"legacy_id":["creature-622"],"trait":["Aquatic","Dragon","Elemental","Primal","Water","Large"],"id":"creature-4120","text":" Adult Brine Dragon Because of this harsh rearing, brine dragons see obedience to superior knowledge as the proper way of the world. This naturally led to a gerontocratic system of governance; humanoids obey brine dragons, and younger dragons at least pretend to listen to elder dragons, with the elemental lord Kelizandri, the Brackish Emperor, serving as the head of the Brackish Empire. Once a dragon reaches adulthood, they generally believe they know their subjects best and begin discarding the opinions of everyone save for Kelizandri. Adult brine dragons who don't rule a fiefdom or other settlement are rare; most have both the desire to impose their will on the world and the power to force a civilization to follow their orders. This desire to rule creates sovereigns that span the political gamut, from beneficent rulers seeking to optimize the safety and happiness of their subjects to tyrants who view their citizens as ignorant children who would die without their dragon's wisdom. Recall Knowledge - Dragon (Arcana): DC 30 Recall Knowledge - Elemental (Arcana, Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Adult Brine Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 114 Perception +22; (24 to Sense Motive) aquatic echolocation 120 feet, darkvision Languages Common, Draconic, Thalassic Skills Acrobatics +20, Athletics +25, Deception +22, Diplomacy +25, Intimidation +25, Nature +22, Settlement Lore +22, Society +22, Stealth +20 Str +7 Dex +4 Con +5 Int +4 Wis +4 Cha +5 Aquatic Echolocation A brine dragon can use their hearing as a precise sense at the listed range, but only underwater. --- AC 32 Fort +25 Ref +22 Will +20 +2 status to all saves vs. primal HP 270 Immunities clumsy, controlled, paralyzed, sleep Resistances acid 10, force 10 Regent's Glower Reaction (primal, emotion, fear, mental) Trigger The dragon is critically hit with a melee attack; Effect The dragon focuses their weighty gaze upon their assailant, filling their foe with dread. The triggering creature takes 6d6 mental damage with a DC 29 basic Will save. Any creature who fails the save also becomes frightened 1 (frightened 2 on a critical failure). --- Speed 30 feet, swim 150 feet, fly 120 feet Melee Single Action jaws +26 (Magical, reach 10 feet), Damage 3d8+13 piercing plus benthic bite Melee Single Action claw +26 (Agile, magical), Damage 3d6+13 slashing Melee Single Action tail +24 (Magical, reach 15 feet), Damage 3d10+13 bludgeoning Ranged Single Action caustic spit +24 (Acid, range increment 60 feet), Damage 3d10+6 acid Bathygenic Barrage Two Actions (Primal) Frequency once per day; Effect The dragon uses Pressurized Pool three times. None of the bursts can overlap. Benthic Bite (Primal) A creature who takes damage from a brine dragon's jaws Strike must succeed at a DC 29 Fortitude save or be enfeebled 2 for 1 round. Crushing Breath Two Actions (Primal) The dragon spews a 80-foot line of pressurized water that deals 13d6 bludgeoning damage with a DC 32 basic Reflex save. A creature that fails the save is also clumsy 1 (clumsy 2 on a critical failure) for 1 minute. The dragon can't use Crushing Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge Crushing Breath. Pressurized Pool Two Actions (Primal) The dragon expels a 10-foot burst of pressurized water within 120 feet that lasts for 1 minute. A creature other than a brine dragon that enters or begins their turn within a burst must succeed at a DC 32 Fortitude save or become encumbered until the beginning of their next turn. Tidal Surge Two Actions (Primal) The dragon sweeps their wings, creating a 30-foot cone of buffeting water that deals 8d8 bludgeoning damage with a DC 32 basic Fortitude save. Each unattended object and each creature that fails the save is also pushed away from the dragon 10 feet (20 feet on a critical failure) and is knocked prone. The dragon can't use Tidal Surge again for 1d4 rounds. ","element":["Water"],"skill_mod":{"society":22,"diplomacy":25,"deception":22,"nature":22,"stealth":20,"athletics":25,"intimidation":25,"acrobatics":20},"summary":"Because of this harsh rearing, brine dragons see obedience to superior knowledge as the proper way of the world. This naturally led to a …","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Creature Type","Tradition","Elemental","Planar"],"ac":32,"level":12,"source_category":["Lost Omens"],"sense":"(24 to Sense Motive ) aquatic echolocation 120 feet, darkvision ","weakest_save":["will"],"resistance":{"acid":10,"force":10},"url":"/Monsters.aspx?ID=4120","intelligence":4,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":25,"size":["Large"],"name":"Adult Brine Dragon","category":"creature","rarity":"common","strike_damage_average":[22,23,26,29],"slug":"creature-4120"},{"attack_bonus":[31,31,33,33],"constitution":6,"primary_source_category":"Lost Omens","strength":9,"hp":395,"language":["Common","Draconic","Thalassic"],"immunity":["clumsy","controlled","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Brine","will_save":30,"charisma":6,"speed":{"fly":150,"max":180,"land":35,"swim":180},"perception":29,"wisdom":5,"weakness":{},"creature_ability":["Aquatic Echolocation","Regent's Glower","Bathygenic Barrage","Benthic Bite","Crushing Breath","Draconic Frenzy","Draconic Momentum","Pressurized Pool","Tidal Surge"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Settlement Lore","Society","Stealth"],"legacy_id":["creature-623"],"trait":["Aquatic","Dragon","Elemental","Primal","Uncommon","Water","Huge"],"id":"creature-4121","text":" Ancient Brine Dragon Because of this harsh rearing, brine dragons see obedience to superior knowledge as the proper way of the world. This naturally led to a gerontocratic system of governance; humanoids obey brine dragons, and younger dragons at least pretend to listen to elder dragons, with the elemental lord Kelizandri, the Brackish Emperor, serving as the head of the Brackish Empire. Once a dragon reaches adulthood, they generally believe they know their subjects best and begin discarding the opinions of everyone save for Kelizandri. Adult brine dragons who don't rule a fiefdom or other settlement are rare; most have both the desire to impose their will on the world and the power to force a civilization to follow their orders. This desire to rule creates sovereigns that span the political gamut, from beneficent rulers seeking to optimize the safety and happiness of their subjects to tyrants who view their citizens as ignorant children who would die without their dragon's wisdom. Recall Knowledge - Dragon (Arcana): DC 38 Recall Knowledge - Elemental (Arcana, Nature): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ancient Brine Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 115 Perception +29; (31 to Sense Motive) aquatic echolocation 120 feet, greater darkvision Languages Common, Draconic, Thalassic Skills Acrobatics +28, Athletics +33, Deception +30, Diplomacy +33, Intimidation +33, Nature +30, Settlement Lore +30, Society +30, Stealth +28 Str +9 Dex +5 Con +6 Int +5 Wis +5 Cha +6 Aquatic Echolocation A brine dragon can use their hearing as a precise sense at the listed range, but only underwater. --- AC 39 Fort +32 Ref +29 Will +30 +2 status to all saves vs. primal HP 395 Immunities clumsy, controlled, paralyzed, sleep Resistances acid 15, force 15 Regent's Glower Reaction (primal, emotion, fear, mental) Trigger The dragon is critically hit with a melee attack; Effect The dragon focuses their weighty gaze upon their assailant, filling their foe with dread. The triggering creature takes 6d8 mental damage with a DC 35 basic Will save. Any creature who fails the save also becomes frightened 1 (frightened 2 on a critical failure). --- Speed 35 feet, swim 180 feet, fly 150 feet Melee Single Action jaws +33 (Magical, reach 15 feet), Damage 3d10+19 piercing plus benthic bite Melee Single Action claw +33 (Agile, magical, reach 10 feet), Damage 3d8+19 slashing Melee Single Action tail +31 (Magical, reach 20 feet), Damage 3d12+19 bludgeoning Ranged Single Action caustic spit +31 (Acid, range increment 60 feet), Damage 3d12+10 acid Bathygenic Barrage Two Actions (Primal) Frequency once per day; Effect The dragon uses Pressurized Pool three times. None of the bursts can overlap. Benthic Bite (Primal) A creature who takes damage from a brine dragon's jaws Strike must succeed at a DC 35 Fortitude save or be enfeebled 2 for 1 round. Crushing Breath Two Actions (Primal) The dragon spews a 100-foot line of pressurized water that deals 18d6 bludgeoning damage with a DC 38 basic Reflex save. A creature that fails the save is also clumsy 1 (clumsy 2 on a critical failure) for 1 minute. The dragon can't use Crushing Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge Crushing Breath. Pressurized Pool Two Actions (Primal) The dragon expels a 10-foot burst of pressurized water within 120 feet that lasts for 1 minute. A creature other than a brine dragon that enters or begins their turn within a burst must succeed at a DC 38 Fortitude save or become encumbered until the beginning of their next turn. Tidal Surge Two Actions (Primal) The dragon sweeps their wings, creating a 30-foot cone of buffeting water that deals 12d8 bludgeoning damage with a DC 38 basic Fortitude save. Each unattended object and each creature that fails the save is also pushed away from the dragon 20 feet (30 feet on a critical failure) and are knocked prone. The dragon can't use Tidal Surge again for 1d4 rounds. ","element":["Water"],"skill_mod":{"society":30,"diplomacy":33,"deception":30,"nature":30,"stealth":28,"athletics":33,"intimidation":33,"acrobatics":28},"summary":"Because of this harsh rearing, brine dragons see obedience to superior knowledge as the proper way of the world. This naturally led to a …","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Creature Type","Tradition","Rarity","Elemental","Planar"],"ac":39,"level":17,"source_category":["Lost Omens"],"sense":"(31 to Sense Motive) aquatic echolocation 120 feet, greater darkvision ","weakest_save":["ref","reflex"],"resistance":{"acid":15,"force":15},"url":"/Monsters.aspx?ID=4121","intelligence":5,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Greater darkvision","fortitude_save":32,"size":["Huge"],"name":"Ancient Brine Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[29,32,35,38],"slug":"creature-4121"},{"attack_bonus":[36,36,38,38],"constitution":7,"primary_source_category":"Lost Omens","strength":11,"hp":460,"language":["Common","Draconic","Thalassic"],"immunity":["clumsy","controlled","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Brine","will_save":35,"charisma":7,"speed":{"fly":180,"max":180,"land":40,"swim":180},"perception":36,"wisdom":6,"weakness":{},"creature_ability":["Aquatic Echolocation","Decompression Sickness","Regent's Glower","Bathygenic Barrage","Benthic Bite","Crushing Breath","Draconic Frenzy","Draconic Momentum","Pressurized Pool","Tidal Surge"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Settlement Lore","Society","Stealth"],"trait":["Aquatic","Dragon","Elemental","Primal","Rare","Water","Gargantuan"],"id":"creature-4122","text":" Brine Archdragon Because of this harsh rearing, brine dragons see obedience to superior knowledge as the proper way of the world. This naturally led to a gerontocratic system of governance; humanoids obey brine dragons, and younger dragons at least pretend to listen to elder dragons, with the elemental lord Kelizandri, the Brackish Emperor, serving as the head of the Brackish Empire. Once a dragon reaches adulthood, they generally believe they know their subjects best and begin discarding the opinions of everyone save for Kelizandri. Adult brine dragons who don't rule a fiefdom or other settlement are rare; most have both the desire to impose their will on the world and the power to force a civilization to follow their orders. This desire to rule creates sovereigns that span the political gamut, from beneficent rulers seeking to optimize the safety and happiness of their subjects to tyrants who view their citizens as ignorant children who would die without their dragon's wisdom. Recall Knowledge - Dragon (Arcana): DC 45 Recall Knowledge - Elemental (Arcana, Nature): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Brine Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 115 Perception +36; (38 to Sense Motive) aquatic echolocation 120 feet, greater darkvision Languages Common, Draconic, Thalassic Skills Acrobatics +34, Athletics +40, Deception +34, Diplomacy +40, Intimidation +38, Nature +34, Settlement Lore +38, Society +34, Stealth +32 Str +11 Dex +6 Con +7 Int +6 Wis +6 Cha +7 Aquatic Echolocation A brine dragon can use their hearing as a precise sense at the listed range, but only underwater. --- AC 44 Fort +37 Ref +33 Will +35 +2 status to all saves vs. primal HP 460 Immunities clumsy, controlled, paralyzed, sleep Resistances acid 15, force 15 Decompression Sickness (aura, primal, water) 20 feet. After the dragon uses their Crushing Breath, the pressure of the depths surrounds them for 1 round. Any creature that leaves the aura during this time must succeed at a DC 39 Fortitude save or become dizzy and unbalanced from the sudden change in pressure, treating all squares as difficult terrain until the end of their next turn. Incorporeal creatures are immune to this aura. Regent's Glower Reaction (primal, emotion, fear, mental) Trigger The dragon is critically hit with a melee attack; Effect The dragon focuses their weighty gaze upon their assailant, filling their foe with dread. The triggering creature takes 9d6 mental damage with a DC 42 basic Will save. Any creature who fails the save also becomes frightened 1 (frightened 2 on a critical failure). --- Speed 40 feet, swim 180 feet, fly 180 feet Melee Single Action jaws +38 (Magical, reach 15 feet), Damage 4d10+21 piercing plus benthic bite Melee Single Action claw +38 (Agile, magical, reach 10 feet), Damage 4d8+21 slashing Melee Single Action tail +36 (Magical, reach 20 feet), Damage 4d12+21 bludgeoning Ranged Single Action caustic spit +36 (Acid, range increment 60 feet), Damage 4d12+10 acid Bathygenic Barrage Two Actions (Primal) Frequency once per day; Effect The dragon uses Pressurized Pool three times. None of the bursts can overlap. Benthic Bite (Primal) A creature who takes damage from a brine dragon's jaws Strike must succeed at a DC 39 Fortitude save or be enfeebled 3 for 1 round. Crushing Breath Two Actions (Primal) The dragon spews a 120-foot line of pressurized water that deals 21d6 bludgeoning damage with a DC 42 basic Reflex save. A creature that fails the save is also clumsy 1 (clumsy 2 on a critical failure) for 1 minute. The dragon can't use Crushing Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge Crushing Breath. Pressurized Pool Two Actions (Primal) The dragon expels a 10-foot burst of pressurized water within 120 feet that lasts for 1 minute. A creature other than a brine dragon that enters or begins their turn within a burst must succeed at a DC 42 Fortitude save or become encumbered until the beginning of their next turn. Tidal Surge Two Actions (Primal) The dragon sweeps their wings, creating a 30-foot cone of buffeting water that deals 14d8 bludgeoning damage with a DC 42 basic Fortitude save. Each unattended object and each creature that fails the save is also pushed away from the dragon 20 feet (30 feet on a critical failure) and is knocked prone. The dragon can't use Tidal Surge again for 1d4 rounds. ","element":["Water"],"skill_mod":{"society":34,"diplomacy":40,"deception":34,"nature":34,"stealth":32,"athletics":40,"intimidation":38,"acrobatics":34},"summary":"Because of this harsh rearing, brine dragons see obedience to superior knowledge as the proper way of the world. This naturally led to a …","primary_source":"Draconic Codex\r\n","trait_group":["Monster","Creature Type","Tradition","Rarity","Elemental","Planar"],"ac":44,"level":20,"source_category":["Lost Omens"],"sense":"(38 to Sense Motive ) aquatic echolocation 120 feet, greater darkvision ","weakest_save":["ref","reflex"],"resistance":{"acid":15,"force":15},"url":"/Monsters.aspx?ID=4122","intelligence":6,"reflex_save":33,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Greater darkvision","fortitude_save":37,"size":["Gargantuan"],"name":"Brine Archdragon","category":"creature","rarity":"rare","strike_damage_average":[36,39,43,47],"slug":"creature-4122"},{"attack_bonus":[21,21,23,23],"constitution":5,"primary_source_category":"Lost Omens","strength":7,"hp":175,"language":["Common","Draconic","Sussuran"],"immunity":["electricity","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Cloud","will_save":21,"charisma":3,"speed":{"fly":140,"max":140,"land":40},"perception":22,"wisdom":3,"weakness":{},"creature_ability":["Mist Vision","Frightful Presence","Draconic Frenzy","Draconic Momentum","Dragonmist","Thundercloud Breath"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-624"],"trait":["Air","Dragon","Primal","Large"],"id":"creature-4123","text":" Young Cloud Dragon Cloud dragons are the primal dragons of sky and mist. Long, long ago, in the days before folks wrote things down with any sort of consistency, cloud dragons might have been visitors to Golarion, hailing first from the endless air beyond reality. If so, they've settled in quite comfortably. Cloud dragons dwell in the high places of the world, nesting atop the peaks of mountains or the tallest of trees of alpine forests. They revel in flight even more than other dragons, and fly higher than most any of their kin, to the places where the air grows thin and the sky takes on the shades of night. They travel often and journey far. Recall Knowledge - Dragon (Arcana): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Young Cloud Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 118 Perception +22; darkvision, mist vision, scent (imprecise) 60 feet Languages Common, Draconic, Sussuran Skills Acrobatics +20, Athletics +22, Deception +20, Diplomacy +20, Intimidation +20, Nature +18, Stealth +18, Survival +16 Str +7 Dex +2 Con +5 Int +2 Wis +3 Cha +3 Mist Vision Fog and mist don't impair a cloud dragon's vision; they ignore the concealed condition from fog and mist . --- AC 30 Fort +19 Ref +17 Will +21 HP 175 Immunities electricity, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 26 --- Speed 40 feet, fly 140 feet Melee Single Action jaws +23 (Electricity, magical, reach 10 feet), Damage 2d10+13 piercing plus 1d12 electricity Melee Single Action claw +23 (Agile, magical), Damage 2d8+13 slashing Melee Single Action tail +21 (Magical, reach 15 feet), Damage 2d12+13 bludgeoning Melee Single Action horn +21 (deadly d8, magical, reach 10 feet), Damage 1d12+13 piercing Primal Innate Spells DC 29 - 1st Gust of Wind (at will) Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Thundercloud Breath whenever they score a critical hit with a Strike. Dragonmist Single Action (Concentrate, manipulate, water) The dragon conjures up a sudden mist in a 20-foot burst within 120 feet. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. The dragon can use this action again to dismiss the mist—anyone else attempting to remove the dragonmist (via gust of wind or similar) must succeed at a counteract check. A young dragon can have up to three clouds of dragonmist active at a time. Thundercloud Breath Two Actions (Electricity, primal) The dragon breathes a thundercloud that deals 11d6 electricity damage in a 40-foot cone (DC 29 basic Reflex save). They can't use Thundercloud Breath again for 1d4 rounds. ","tradition":["Primal"],"element":["Air"],"skill_mod":{"diplomacy":20,"deception":20,"nature":18,"survival":16,"stealth":18,"athletics":22,"intimidation":20,"acrobatics":20},"summary":"Cloud dragons are the primal dragons of sky and mist. Long, long ago, in the days before folks wrote things down with any sort of consistency, cloud …","primary_source":"Draconic Codex\r\n","spell":["Gust of Wind"],"trait_group":["Elemental","Planar","Monster","Creature Type","Tradition"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Lost Omens"],"sense":" darkvision , mist vision, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4123","intelligence":2,"reflex_save":17,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Young Cloud Dragon","category":"creature","rarity":"common","strike_damage_average":[19,22,26,30],"slug":"creature-4123"},{"attack_bonus":[27,27,29,29],"constitution":5,"primary_source_category":"Lost Omens","strength":8,"hp":255,"language":["Common","Draconic","Jotun","Sussuran"],"immunity":["electricity","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Cloud","will_save":27,"charisma":5,"speed":{"fly":160,"max":160,"land":50},"perception":28,"wisdom":5,"weakness":{},"creature_ability":["Mist Vision","Frightful Presence","Master of Clouds","Draconic Frenzy","Draconic Momentum","Dragonmist","Shapes in the Fog","Thundercloud Breath"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-625"],"trait":["Air","Dragon","Primal","Huge"],"id":"creature-4124","text":" Adult Cloud Dragon Cloud dragons are the primal dragons of sky and mist. Long, long ago, in the days before folks wrote things down with any sort of consistency, cloud dragons might have been visitors to Golarion, hailing first from the endless air beyond reality. If so, they've settled in quite comfortably. Cloud dragons dwell in the high places of the world, nesting atop the peaks of mountains or the tallest of trees of alpine forests. They revel in flight even more than other dragons, and fly higher than most any of their kin, to the places where the air grows thin and the sky takes on the shades of night. They travel often and journey far. Recall Knowledge - Dragon (Arcana): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Adult Cloud Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 118 Perception +28; darkvision, mist vision, scent (imprecise) 60 feet Languages Common, Draconic, Jotun, Sussuran Skills Acrobatics +23, Athletics +28, Deception +26, Diplomacy +26, Intimidation +26, Nature +24, Stealth +23, Survival +26 Str +8 Dex +3 Con +5 Int +4 Wis +5 Cha +5 Mist Vision Fog and mist don't impair a cloud dragon's vision; they ignore the concealed condition from fog and mist . --- AC 36 Fort +25 Ref +23 Will +27 +1 status to all saves vs. magic HP 255 Immunities electricity, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 31 Master of Clouds Free Action Trigger The dragon rolls initiative; Effect A cloud dragon controls their element as easily as they breathe. The dragon uses Dragonmist. --- Speed 50 feet, fly 160 feet Melee Single Action jaws +29 (Electricity, magical, reach 15 feet), Damage 3d10+14 piercing plus 1d12 electricity Melee Single Action claw +29 (Agile, magical, reach 10 feet), Damage 3d10+14 slashing Melee Single Action tail +27 (Magical, reach 20 feet), Damage 3d12+14 bludgeoning Melee Single Action horn +27 (deadly d10, magical, reach 15 feet), Damage 2d12+14 piercing Primal Innate Spells DC 34 - 2nd Gust of Wind (at will) - 3rd Wall of Wind - 4th Vapor Form (at will) Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Thundercloud Breath whenever they score a critical hit with a Strike. Dragonmist Single Action (Concentrate, manipulate, water) The dragon conjures up a sudden mist in a 20-foot burst within 120 feet. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. The dragon can use this action again to dismiss the mist—anyone else attempting to remove the dragonmist (via gust of wind or similar) must succeed at a counteract check. An adult dragon can have up to four clouds of dragonmist active at a time. Shapes in the Fog Single Action (Visual) With a cloud dragon's mastery of their element, creating shapes and images in a fog is child's play. All creatures within or adjacent to one cloud of dragonmist must attempt a DC 34 Will save or be off-guard for 1 round (on a critical failure, they are also frightened 1). Thundercloud Breath Two Actions (Electricity, primal) The dragon breathes a thundercloud that deals 15d6 electricity damage in a 50-foot cone (DC 34 basic Reflex save). They can't use Thundercloud Breath again for 1d4 rounds. ","tradition":["Primal"],"element":["Air"],"skill_mod":{"diplomacy":26,"deception":26,"nature":24,"survival":26,"stealth":23,"athletics":28,"intimidation":26,"acrobatics":23},"summary":"Cloud dragons are the primal dragons of sky and mist. Long, long ago, in the days before folks wrote things down with any sort of consistency, cloud …","primary_source":"Draconic Codex\r\n","spell":["Vapor Form","Wall of Wind","Gust of Wind"],"trait_group":["Elemental","Planar","Monster","Creature Type","Tradition"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Lost Omens"],"sense":" darkvision , mist vision, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4124","intelligence":4,"reflex_save":23,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":25,"size":["Huge"],"name":"Adult Cloud Dragon","category":"creature","rarity":"common","strike_damage_average":[27,30,33,37],"slug":"creature-4124"},{"attack_bonus":[34,34,36,36],"constitution":7,"primary_source_category":"Lost Omens","strength":10,"hp":355,"language":["Common","Draconic","Fey","Jotun","Sussuran"],"immunity":["electricity","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Cloud","will_save":36,"charisma":6,"speed":{"fly":160,"max":160,"land":60},"perception":34,"wisdom":6,"weakness":{},"creature_ability":["Mist Vision","Frightful Presence","Master of Clouds","Draconic Frenzy","Draconic Momentum","Dragonmist","Mist Step","Shapes in the Fog","Thundercloud Breath"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-626"],"trait":["Air","Dragon","Primal","Uncommon","Gargantuan"],"id":"creature-4125","text":" Ancient Cloud Dragon Cloud dragons are the primal dragons of sky and mist. Long, long ago, in the days before folks wrote things down with any sort of consistency, cloud dragons might have been visitors to Golarion, hailing first from the endless air beyond reality. If so, they've settled in quite comfortably. Cloud dragons dwell in the high places of the world, nesting atop the peaks of mountains or the tallest of trees of alpine forests. They revel in flight even more than other dragons, and fly higher than most any of their kin, to the places where the air grows thin and the sky takes on the shades of night. They travel often and journey far. Recall Knowledge - Dragon (Arcana): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ancient Cloud Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 119 Perception +34; darkvision, mist vision, scent (imprecise) 60 feet Languages Common, Draconic, Fey, Jotun, Sussuran Skills Acrobatics +33, Athletics +38, Deception +36, Diplomacy +36, Intimidation +36, Nature +34, Stealth +33, Survival +36 Str +10 Dex +4 Con +7 Int +5 Wis +6 Cha +6 Mist Vision Fog and mist don't impair a cloud dragon's vision; they ignore the concealed condition from fog and mist . --- AC 43 Fort +34 Ref +30 Will +36 +1 status to all saves vs. magic HP 355 Immunities electricity, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 38 Master of Clouds Free Action Trigger The dragon rolls initiative; Effect A cloud dragon controls their element as easily as they breathe. The dragon uses Dragonmist twice. --- Speed 60 feet, fly 160 feet Melee Single Action jaws +36 (Electricity, magical, reach 20 feet, sonic), Damage 3d10+18 piercing plus 1d12 electricity and 2d6 sonic Melee Single Action claw +36 (Agile, magical, reach 15 feet), Damage 4d10+18 slashing Melee Single Action tail +34 (Magical, reach 25 feet), Damage 4d12+18 bludgeoning Melee Single Action horn +34 (deadly d12, magical, reach 20 feet), Damage 3d12+18 piercing Primal Innate Spells DC 41 - 4th Gust of Wind (at will), Vapor Form (at will), Wall of Wind (at will) - 5th Toxic Cloud Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Thundercloud Breath whenever they score a critical hit with a Strike. Dragonmist Single Action (Concentrate, manipulate, water) The dragon conjures up a sudden mist in a 20-foot burst within 120 feet. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. The dragon can use this action again to dismiss the mist—anyone else attempting to remove the dragonmist (via gust of wind or similar) must succeed at a counteract check. An ancient dragon can have up to five clouds of dragonmist active at a time. Mist Step Single Action (Teleportation) Requirements The dragon is within a cloud of dragonmist; Effect The dragon dissolves into wisps of cloud, reforming within another cloud of dragonmist within 1 mile. Shapes in the Fog Single Action (Visual) With a cloud dragon's mastery of their element, creating shapes and images in a fog is child's play. All creatures within or adjacent to one cloud of dragonmist must attempt a DC 41 Will save or be off-guard for 1 round (on a critical failure, they are also frightened 1). Thundercloud Breath Two Actions (Electricity, primal) The dragon breathes a thundercloud that deals 20d6 electricity damage in a 60-foot cone (DC 41 basic Reflex save). They can't use Thundercloud Breath again for 1d4 rounds. ","tradition":["Primal"],"element":["Air"],"skill_mod":{"diplomacy":36,"deception":36,"nature":34,"survival":36,"stealth":33,"athletics":38,"intimidation":36,"acrobatics":33},"summary":"Cloud dragons are the primal dragons of sky and mist. Long, long ago, in the days before folks wrote things down with any sort of consistency, cloud …","primary_source":"Draconic Codex\r\n","spell":["Toxic Cloud","Gust of Wind","Vapor Form","Wall of Wind"],"trait_group":["Elemental","Planar","Monster","Creature Type","Tradition","Rarity"],"ac":43,"level":19,"spell_dc":[41],"source_category":["Lost Omens"],"sense":" darkvision , mist vision, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4125","intelligence":5,"reflex_save":30,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":34,"size":["Gargantuan"],"name":"Ancient Cloud Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[37,40,44,48],"slug":"creature-4125"},{"attack_bonus":[38,38,40,40],"constitution":8,"primary_source_category":"Lost Omens","strength":11,"hp":475,"language":["Common","Draconic","Fey","Jotun","Sussuran"],"immunity":["electricity","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Cloud","will_save":43,"charisma":8,"speed":{"fly":160,"max":160,"land":60},"perception":39,"wisdom":8,"weakness":{},"creature_ability":["Mist Vision","Frightful Presence","Master of Clouds","Draconic Frenzy","Draconic Momentum","Dragonmist","Mist Step","Shapes in the Fog","Thundercloud Breath","Toothsome Air"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Stealth","Survival"],"trait":["Air","Dragon","Primal","Rare","Gargantuan"],"id":"creature-4126","text":" Cloud Archdragon Cloud dragons are the primal dragons of sky and mist. Long, long ago, in the days before folks wrote things down with any sort of consistency, cloud dragons might have been visitors to Golarion, hailing first from the endless air beyond reality. If so, they've settled in quite comfortably. Cloud dragons dwell in the high places of the world, nesting atop the peaks of mountains or the tallest of trees of alpine forests. They revel in flight even more than other dragons, and fly higher than most any of their kin, to the places where the air grows thin and the sky takes on the shades of night. They travel often and journey far. Recall Knowledge - Dragon (Arcana): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Cloud Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 119 Perception +39; darkvision, mist vision, scent (imprecise) 60 feet Languages Common, Draconic, Fey, Jotun, Sussuran Skills Acrobatics +37, Athletics +42, Deception +40, Diplomacy +40, Intimidation +40, Nature +38, Stealth +37, Survival +40 Str +11 Dex +6 Con +8 Int +6 Wis +8 Cha +8 Mist Vision Fog and mist don't impair a cloud dragon's vision; they ignore the concealed condition from fog and mist . --- AC 48 Fort +39 Ref +36 Will +43 +1 status to all saves vs. magic HP 475 Immunities electricity, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 42 Master of Clouds Free Action Trigger The dragon rolls initiative; Effect A cloud dragon controls their element as easily as they breathe. The dragon uses Dragonmist four times. --- Speed 60 feet, fly 160 feet Melee Single Action jaws +40 (Electricity, magical, reach 20 feet, sonic), Damage 4d10+20 piercing plus 2d12 electricity and 4d6 sonic Melee Single Action claw +40 (Agile, magical, reach 15 feet), Damage 4d10+20 slashing Melee Single Action tail +38 (Magical, reach 25 feet), Damage 5d12+20 bludgeoning Melee Single Action horn +38 (deadly d12, magical, reach 20 feet), Damage 4d12+20 piercing Primal Innate Spells DC 45 - 7th Gust of Wind (at will), Vapor Form (at will), Wall of Wind (at will) - 8th Punishing Winds, Toxic Cloud - 10th Wrathful Storm Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Thundercloud Breath whenever they score a critical hit with a Strike. Dragonmist Single Action (Concentrate, manipulate, water) The dragon conjures up a sudden mist in a 20-foot burst within 120 feet. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. The dragon can use this action again to dismiss the mist—anyone else attempting to remove the dragonmist (via gust of wind or similar) must succeed at a counteract check. An archdragon dragon can have up to six clouds of dragonmist active at a time. Mist Step Single Action (Teleportation) Requirements The dragon is within a cloud of dragonmist; Effect The dragon dissolves into wisps of cloud, reforming within another cloud of dragonmist within 1 mile. Shapes in the Fog Single Action (Visual) With a cloud dragon's mastery of their element, creating shapes and images in a fog is child's play. All creatures within or adjacent to one cloud of dragonmist must attempt a DC 45 Will save or be off-guard for 1 round (on a critical failure, they are also frightened 1). Thundercloud Breath Two Actions (Electricity, primal) The dragon breathes a thundercloud that deals 23d6 electricity damage in a 70-foot cone (DC 45 basic Reflex save). They can't use Thundercloud Breath again for 1d4 rounds. Toothsome Air An archdragon's mist becomes akin to an extension of their body, to be shaped into fangs and claws. Their jaws and claw Strikes can originate from any square of dragonmist that's within 100 feet of the dragon. ","tradition":["Primal"],"element":["Air"],"skill_mod":{"diplomacy":40,"deception":40,"nature":38,"survival":40,"stealth":37,"athletics":42,"intimidation":40,"acrobatics":37},"summary":"Cloud dragons are the primal dragons of sky and mist. Long, long ago, in the days before folks wrote things down with any sort of consistency, cloud …","primary_source":"Draconic Codex\r\n","spell":["Wrathful Storm","Punishing Winds","Toxic Cloud","Gust of Wind","Vapor Form","Wall of Wind"],"trait_group":["Elemental","Planar","Monster","Creature Type","Tradition","Rarity"],"ac":48,"level":22,"spell_dc":[45],"source_category":["Lost Omens"],"sense":" darkvision , mist vision, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4126","intelligence":6,"reflex_save":36,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":39,"size":["Gargantuan"],"name":"Cloud Archdragon","category":"creature","rarity":"rare","strike_damage_average":[42,46,52,69],"slug":"creature-4126"},{"attack_bonus":[15,17,17],"constitution":4,"primary_source_category":"Lost Omens","strength":6,"hp":110,"language":["Common","Draconic","Petran","Sakvroth"],"immunity":["fascinated","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Crystal","will_save":16,"charisma":4,"speed":{"fly":120,"max":120,"land":30},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Shielding Stone","Draconic Frenzy","Draconic Momentum","Ornamental Breath"],"skill":["Acrobatics","Athletics","Crafting","Diplomacy","Intimidation","Nature","Stealth","Survival","Thievery"],"legacy_id":["creature-627"],"trait":["Dragon","Earth","Primal","Large"],"id":"creature-4127","text":" Young Crystal Dragon Crystal dragons consider themselves among the more beautiful dragon species and expect others to recognize this. They see little need to accessorize their crystalline hides but might spend hours each day tending to their appearance. They clean themselves frequently, and each scale must be properly faceted and free of imperfections. A crystal dragon may retreat into its lair if its hide gets damaged, manually removing the damaged scales (a painful process!) and then waiting for the replacements to grow in. Recall Knowledge - Dragon (Arcana): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Young Crystal Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 122 Perception +16; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet Languages Common, Draconic, Petran, Sakvroth Skills Acrobatics +11, Athletics +17, Crafting +13, Diplomacy +15, Intimidation +13, Nature +14, Stealth +13, Survival +14, Thievery +11 Str +6 Dex +2 Con +4 Int +2 Wis +3 Cha +4 --- AC 25 Fort +17 Ref +12 Will +16 +2 status to all saves vs. primal HP 110 Immunities fascinated, paralyzed, sleep Shielding Stone Reaction Trigger A creature at least 10 feet away from the dragon targets them with an attack; Requirements The dragon is on the ground and there is at least one unoccupied square between themself and the attacker; Effect The dragon conjures a thin slab of stone in an unoccupied square between themself and the attacker. The dragon gains standard cover against the triggering attack. The stone falls on the first person other than the dragon who enters that square, dealing 4d6 bludgeoning damage with a DC 22 basic Reflex save. Otherwise, it crumbles harmlessly after 1 round. --- Speed 30 feet, fly 120 feet Melee Single Action jaws +17 (Magical, reach 10 feet), Damage 2d8+9 piercing Melee Single Action claw +17 (Agile, magical), Damage 2d6+9 slashing Melee Single Action tail +15 (Magical, reach 15 feet), Damage 2d10+9 bludgeoning Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Ornamental Breath whenever they score a critical hit with a Strike. Ornamental Breath Two Actions (Primal) The dragon exhales a torrent of shattered rocks and minerals in a 30-foot cone dealing 7d6 piercing damage (DC 25 Reflex save). A creature who fails the save is weighed down by the stones, becoming clumsy 1 (clumsy 2 on a critical failure). ","element":["Earth"],"skill_mod":{"diplomacy":15,"nature":14,"thievery":11,"crafting":13,"survival":14,"stealth":13,"athletics":17,"intimidation":13,"acrobatics":11},"summary":"Crystal dragons consider themselves among the more beautiful dragon species and expect others to recognize this. They see little need to accessorize …","primary_source":"Draconic Codex\r\n","trait_group":["Creature Type","Elemental","Planar","Monster","Tradition"],"ac":25,"level":7,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4127","intelligence":2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Young Crystal Dragon","category":"creature","rarity":"common","strike_damage_average":[16,18,20],"slug":"creature-4127"},{"attack_bonus":[21,23,23],"constitution":5,"primary_source_category":"Lost Omens","strength":7,"hp":190,"language":["Common","Draconic","Petran","Sakvroth"],"immunity":["fascinated","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Crystal","will_save":22,"charisma":5,"speed":{"fly":150,"max":150,"land":40},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Cobblegems","Shielding Stone","Draconic Frenzy","Draconic Momentum","Lustrous Lunge","Ornamental Breath"],"skill":["Acrobatics","Athletics","Crafting","Diplomacy","Intimidation","Nature","Stealth","Survival","Thievery"],"legacy_id":["creature-628"],"trait":["Dragon","Earth","Primal","Huge"],"id":"creature-4128","text":" Adult Crystal Dragon Crystal dragons consider themselves among the more beautiful dragon species and expect others to recognize this. They see little need to accessorize their crystalline hides but might spend hours each day tending to their appearance. They clean themselves frequently, and each scale must be properly faceted and free of imperfections. A crystal dragon may retreat into its lair if its hide gets damaged, manually removing the damaged scales (a painful process!) and then waiting for the replacements to grow in. Recall Knowledge - Dragon (Arcana): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Adult Crystal Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 122 Perception +21; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet Languages Common, Draconic, Petran, Sakvroth Skills Acrobatics +18, Athletics +23, Crafting +20, Diplomacy +22, Intimidation +20, Nature +21, Stealth +20, Survival +21, Thievery +18 Str +7 Dex +3 Con +5 Int +3 Wis +4 Cha +5 --- AC 31 Fort +24 Ref +18 Will +22 +2 status to all saves vs. primal HP 190 Immunities fascinated, paralyzed, sleep Cobblegems (aura) 10 feet. The dragon constantly sheds crystalline scales onto the ground around it. The area is uneven ground (DC 27). Shielding Stone Reaction Trigger A creature at least 10 feet away from the dragon targets them with an attack; Requirements The dragon is on the ground and there is at least one unoccupied square between themself and the attacker; Effect The dragon conjures a thin slab of stone in an unoccupied square between themself and the attacker. The dragon gains standard cover against the triggering attack. The stone falls on the first person other than the dragon who enters that square, dealing 6d6 bludgeoning damage with a DC 27 basic Reflex save. Otherwise, it crumbles harmlessly after 1 round. --- Speed 40 feet, fly 150 feet Melee Single Action jaws +23 (Magical, reach 15 feet), Damage 3d10+11 piercing Melee Single Action claw +23 (Agile, magical, reach 10 feet), Damage 3d8+11 slashing Melee Single Action tail +21 (Magical, reach 20 feet), Damage 2d12+11 bludgeoning Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Ornamental Breath whenever they score a critical hit with a Strike. Lustrous Lunge Single Action (Visual) The dragon strikes a pose that makes its hide sparkle in the light. Each creature within 20 feet must succeed at a DC 27 Fortitude save or become dazzled for 1 round. Ornamental Breath Two Actions (Primal) The dragon exhales a torrent of shattered rocks and minerals in a 40-foot cone dealing 11d6 piercing damage (DC 30 Reflex save). A creature who fails the save is weighed down by the stones, becoming clumsy 1 (clumsy 2 on a critical failure). ","element":["Earth"],"skill_mod":{"diplomacy":22,"nature":21,"thievery":18,"crafting":20,"survival":21,"stealth":20,"athletics":23,"intimidation":20,"acrobatics":18},"summary":"Crystal dragons consider themselves among the more beautiful dragon species and expect others to recognize this. They see little need to accessorize …","primary_source":"Draconic Codex\r\n","trait_group":["Creature Type","Elemental","Planar","Monster","Tradition"],"ac":31,"level":11,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4128","intelligence":3,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":24,"size":["Huge"],"name":"Adult Crystal Dragon","category":"creature","rarity":"common","strike_damage_average":[24,24,27],"slug":"creature-4128"},{"attack_bonus":[30,32,32],"constitution":6,"primary_source_category":"Lost Omens","strength":9,"hp":290,"language":["Common","Draconic","Petran","Sakvroth"],"immunity":["fascinated","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Crystal","will_save":28,"charisma":6,"speed":{"fly":150,"max":150,"land":50},"perception":29,"wisdom":5,"weakness":{},"creature_ability":["Cobblegems","Shimmering Armor","Shielding Stone","Crystallize","Draconic Frenzy","Lustrous Lunge","Ornamental Breath"],"skill":["Acrobatics","Athletics","Crafting","Diplomacy","Intimidation","Nature","Stealth","Survival","Thievery"],"legacy_id":["creature-629"],"trait":["Dragon","Earth","Primal","Uncommon","Huge"],"id":"creature-4129","text":" Ancient Crystal Dragon Crystal dragons consider themselves among the more beautiful dragon species and expect others to recognize this. They see little need to accessorize their crystalline hides but might spend hours each day tending to their appearance. They clean themselves frequently, and each scale must be properly faceted and free of imperfections. A crystal dragon may retreat into its lair if its hide gets damaged, manually removing the damaged scales (a painful process!) and then waiting for the replacements to grow in. Recall Knowledge - Dragon (Arcana): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Ancient Crystal Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 123 Perception +29; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet Languages Common, Draconic, Petran, Sakvroth Skills Acrobatics +25, Athletics +35, Crafting +28, Diplomacy +31, Intimidation +29, Nature +29, Stealth +28, Survival +29, Thievery +25 Str +9 Dex +4 Con +6 Int +4 Wis +5 Cha +6 --- AC 39 Fort +30 Ref +25 Will +28 +2 status to all saves vs. primal HP 290 Immunities fascinated, paralyzed, sleep Resistances physical 10 (except adamantine) Cobblegems (aura) 10 feet. The dragon constantly sheds crystalline scales onto the ground around it. The area is uneven ground (DC 34). Shimmering Armor When the dragon takes a critical hit from any attack that deals physical damage, its hide chips, releasing sharp slivers. All creatures in a 10-foot emanation take 13d8 piercing damage with a DC 34 basic Reflex save. Shielding Stone Reaction Trigger A creature at least 10 feet away from the dragon targets them with an attack; Requirements The dragon is on the ground and there is at least one unoccupied square between themself and the attacker; Effect The dragon conjures a thin slab of stone in an unoccupied square between themself and the attacker. The dragon gains standard cover against the triggering attack. The stone falls on the first person other than the dragon who enters that square, dealing 8d6 bludgeoning damage with a DC 34 basic Reflex save. Otherwise, it crumbles harmlessly after 1 round. --- Speed 50 feet, fly 150 feet Melee Single Action jaws +32 (Magical, reach 15 feet), Damage 3d10+17 piercing Melee Single Action claw +32 (Agile, magical, reach 10 feet), Damage 3d8+17 slashing plus crystallize Melee Single Action tail +30 (Magical, reach 20 feet), Damage 3d12+17 bludgeoning Crystallize (Incapacitation, primal) The claws of an ancient crystal dragon embed shards that slowly turns the flesh of those they Strike to crystal. The target must succeed at a DC 34 Fortitude save or become slowed 1 (slowed 2 on a critical failure) for 1 minute. Further failed saves against crystallize increase the slowed condition. Once a creature's actions are reduced to 0 by crystallize, that creature becomes petrified, turned into crystal instead of stone. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum; The dragon recharges their Ornamental Breath whenever they score a critical hit with a Strike. Lustrous Lunge Single Action (Visual) The dragon strikes a pose that makes its hide sparkle in the light. Each creature within 20 feet must succeed at a DC 34 Fortitude save or become dazzled for 1 round. Ornamental Breath Two Actions (Primal) The dragon exhales a torrent of shattered rocks and minerals in a 50-foot cone dealing 16d6 piercing damage (DC 37 Reflex save). A creature who fails the save is weighed down by the stones, becoming clumsy 1 (clumsy 2 on a critical failure). ","element":["Earth"],"skill_mod":{"diplomacy":31,"nature":29,"thievery":25,"crafting":28,"survival":29,"stealth":28,"athletics":35,"intimidation":29,"acrobatics":25},"summary":"Crystal dragons consider themselves among the more beautiful dragon species and expect others to recognize this. They see little need to accessorize …","primary_source":"Draconic Codex\r\n","trait_group":["Creature Type","Elemental","Planar","Monster","Tradition","Rarity"],"ac":39,"level":16,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=4129","intelligence":4,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":30,"size":["Huge"],"name":"Ancient Crystal Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[30,33,36],"slug":"creature-4129"},{"attack_bonus":[35,37,37],"constitution":6,"primary_source_category":"Lost Omens","strength":10,"hp":350,"language":["Common","Draconic","Petran","Sakvroth"],"immunity":["fascinated","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Crystal","will_save":33,"charisma":6,"speed":{"fly":180,"max":180,"land":60},"perception":35,"wisdom":5,"weakness":{},"creature_ability":["Cobblegems","Shimmering Armor","Shielding Stone","Crystallize","Draconic Frenzy","Lustrous Lunge","Ornamental Breath","Shard Spray"],"skill":["Acrobatics","Athletics","Crafting","Diplomacy","Intimidation","Nature","Stealth","Survival","Thievery"],"trait":["Dragon","Earth","Primal","Rare","Huge"],"id":"creature-4130","text":" Crystal Archdragon Crystal dragons consider themselves among the more beautiful dragon species and expect others to recognize this. They see little need to accessorize their crystalline hides but might spend hours each day tending to their appearance. They clean themselves frequently, and each scale must be properly faceted and free of imperfections. A crystal dragon may retreat into its lair if its hide gets damaged, manually removing the damaged scales (a painful process!) and then waiting for the replacements to grow in. Recall Knowledge - Dragon (Arcana): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Crystal Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 123 Perception +35; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet Languages Common, Draconic, Petran, Sakvroth Skills Acrobatics +33, Athletics +40, Crafting +35, Diplomacy +37, Intimidation +36, Nature +36, Stealth +35, Survival +36, Thievery +33 Str +10 Dex +5 Con +6 Int +5 Wis +5 Cha +6 --- AC 43 Fort +35 Ref +29 Will +33 +2 status to all saves vs. primal HP 350 Immunities fascinated, paralyzed, sleep Resistances physical 15 (except adamantine) Cobblegems (aura) 10 feet. The dragon constantly sheds crystalline scales onto the ground around it. The area is uneven ground (DC 38). Shimmering Armor When the dragon takes a critical hit from any attack that deals physical damage, its hide chips, releasing sharp slivers. All creatures in a 15-foot emanation take 16d8 piercing damage with a DC 38 basic Reflex save. Shielding Stone Reaction Trigger A creature at least 10 feet away from the dragon targets them with an attack; Requirements The dragon is on the ground and there is at least one unoccupied square between themself and the attacker; Effect The dragon conjures a thin slab of stone in an unoccupied square between themself and the attacker. The dragon gains standard cover against the triggering attack. The stone falls on the first person other than the dragon who enters that square, dealing 9d6 bludgeoning damage with a DC 38 basic Reflex save. Otherwise, it crumbles harmlessly after 1 round. --- Speed 60 feet, fly 180 feet Melee Single Action jaws +37 (Magical, reach 15 feet), Damage 6d12+8 piercing Melee Single Action claw +37 (Agile, magical, reach 10 feet), Damage 6d8+8 slashing damage plus crystallize Melee Single Action tail +35 (Magical, reach 20 feet), Damage 8d8+8 bludgeoning plus crystallize Crystallize (Incapacitation, primal) The claws of an ancient crystal dragon embed shards that slowly turns the flesh of those they Strike to crystal. The target must succeed at a DC 38 Fortitude save or become slowed 1 (slowed 2 on a critical failure) for 1 minute. Further failed saves against crystallize increase the slowed condition. Once a creature's actions are reduced to 0 by crystallize, that creature becomes petrified, turned into crystal instead of stone. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum; The dragon recharges their Ornamental Breath whenever they score a critical hit with a Strike. Lustrous Lunge Single Action (Visual) The dragon strikes a pose that makes its hide sparkle in the light. Each creature within 20 feet must succeed at a DC 38 Fortitude save or become dazzled for 1 round. Ornamental Breath Two Actions (Primal) The dragon exhales a torrent of shattered rocks and minerals in a 60-foot cone dealing 19d6 piercing damage (DC 41 Reflex save). A creature who fails the save is weighed down by the stones, becoming clumsy 1 (clumsy 2 on a critical failure). Shard Spray Two Actions Frequency once per minute; Effect The crystal archdragon makes 2 tail Strikes, both using its current multiple attack penalty, then spins in a circle, releasing crystalline projectiles. All creatures within a 15- foot emanation take 9d6 piercing damage (DC 41 basic Reflex save). A creature who critically fails the save is also exposed to crystallize. This counts as two attacks when calculating the dragon's multiple attack penalty. ","element":["Earth"],"skill_mod":{"diplomacy":37,"nature":36,"thievery":33,"crafting":35,"survival":36,"stealth":35,"athletics":40,"intimidation":36,"acrobatics":33},"summary":"Crystal dragons consider themselves among the more beautiful dragon species and expect others to recognize this. They see little need to accessorize …","primary_source":"Draconic Codex\r\n","trait_group":["Creature Type","Elemental","Planar","Monster","Tradition","Rarity"],"ac":43,"level":19,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=4130","intelligence":5,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":35,"size":["Huge"],"name":"Crystal Archdragon","category":"creature","rarity":"rare","strike_damage_average":[35,44,47],"slug":"creature-4130"},{"attack_bonus":[20,22,22],"constitution":4,"primary_source_category":"Lost Omens","strength":4,"hp":165,"language":["Common","Diabolic","Draconic","Empyrean"],"immunity":["fear","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Delight","spell_attack_bonus":[21],"will_save":19,"charisma":4,"speed":{"fly":120,"max":120,"land":40},"perception":22,"wisdom":5,"weakness":{"unholy":10},"creature_ability":["Lover of the Arts","Whimsysense","Play Scape","Reactive Tail","Breath of Fresh Air","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Elysium Lore","Games Lore","Performance","Religion"],"trait":["Divine","Dragon","Holy","Large"],"id":"creature-4131","text":" Young Delight Dragon As residents of the Outer Plane Elysium, delight dragons are embodiments of the plane's proclivity toward joy, mischief, passion, and spontaneity. Their massive gossamer wings refract the light of a thousand rainbows between translucent layers. Purple-green scales shimmer in opalescent splendor, while a long, sinuous tail flicks in spiral figures, darting to catch the feet out from under distracted observers. A pair of feathery antennae direct the delight dragon to their next source of amusement—whether play, treat, or general amusement, all surely to become a great time in the dragon's presence, whether a plane's denizens know it or not. Recall Knowledge - Dragon (Arcana): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Young Delight Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 126 Perception +22; lifesense (imprecise) 30 feet, scent (imprecise) 60 feet, whimsysense (imprecise) 30 feet Languages Common, Diabolic, Draconic, Empyrean Skills Acrobatics +22, Athletics +19, Elysium Lore +20, Games Lore +20, Performance +22, Religion +21 Str +4 Dex +6 Con +4 Int +3 Wis +5 Cha +4 Lover of the Arts Checks by or against the dragon to change a creature's attitude using Diplomacy can be attempted with Performance instead. Whimsysense Delight dragons can sense the presence of laughter, games, celebrations, and sweets within the listed range. --- AC 30 Fort +18 Ref +21 Will +19 +2 status to all saves vs. divine HP 165 Immunities fear, paralyzed, sleep Weaknesses unholy 10 Play Scape (aura, divine) 15 feet. Delight dragon magic alters their surroundings, turning weapons into toys and spells into stage effects. All Strikes and other damaging effects used in the aura gain the nonlethal trait and are accompanied by magical sound effects. A creature entering or beginning their turn in the aura must attempt a DC 29 Will save. Failure The creature's first damaging effect (such as a Strike) this round does half damage. Critical Failure All the creature's damaging effects this turn do half damage. Reactive Tail Reaction Trigger A creature within reach of the dragon's tail uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using; Effect The dragon attempts an Athletics check to Trip the triggering creature. This check doesn't count toward the dragon's multiple attack penalty, and its multiple attack penalty doesn't apply to this check. --- Speed 40 feet, fly 120 feet Melee Single Action jaws +22 (Holy, magical, reach 10 feet), Damage 2d10+8 piercing plus 1d8 spirit Melee Single Action claw +22 (Agile, holy, magical), Damage 2d8+8 slashing plus 1d8 spirit Melee Single Action tail +20 (Holy, magical, reach 15 feet), Damage 2d10+8 bludgeoning plus 1d8 spirit and Knockdown Divine Innate Spells DC 29, attack +21 - 3rd Safe Passage - 4th Unfettered Movement - 5th Banishment - Constant (5th) Truespeech Breath of Fresh Air Two Actions (Divine, emotion, mental) The dragon unleashes a stream of magical bubbles in a 30-foot cone. Each creature within the area takes 7d8 spirit damage (DC 29 basic Will save). A creature who fails the save is also slowed 1 as they give in to the joyful urge to dance, sing, laugh, or admire the world around them. On a critical failure, the creature is slowed 1 for 1 minute and can't use reactions for as long as they are slowed; they can attempt a new save at the end of each of its turn to end the slowed condition early. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge their Breath of Fresh Air. ","tradition":["Divine"],"skill_mod":{"performance":22,"athletics":19,"acrobatics":22,"religion":21},"summary":"As residents of the Outer Plane Elysium , delight dragons are embodiments of the plane's proclivity toward joy, mischief, passion, and spontaneity. …","primary_source":"Draconic Codex\r\n","spell":["Banishment","Unfettered Movement","Safe Passage","Truespeech"],"trait_group":["Tradition","Monster","Creature Type","Mechanics"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Lost Omens"],"sense":" lifesense (imprecise) 30 feet, scent (imprecise) 60 feet, whimsysense (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4131","intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":18,"size":["Large"],"name":"Young Delight Dragon","category":"creature","rarity":"common","strike_damage_average":[21,23,23],"slug":"creature-4131"},{"attack_bonus":[26,28,28],"constitution":5,"primary_source_category":"Lost Omens","strength":5,"hp":240,"language":["Common","Diabolic","Draconic","Empyrean"],"immunity":["fear","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Delight","spell_attack_bonus":[26],"will_save":25,"charisma":5,"speed":{"fly":140,"max":140,"land":50},"perception":28,"wisdom":6,"weakness":{"unholy":15},"creature_ability":["Lover of the Arts","Whimsysense","Play Scape","Reactive Tail","Breath of Fresh Air","Draconic Frenzy","Draconic Momentum","Let's Play!"],"skill":["Acrobatics","Athletics","Elysium Lore","Games Lore","Performance","Religion"],"trait":["Divine","Dragon","Holy","Large"],"id":"creature-4132","text":" Adult Delight Dragon As residents of the Outer Plane Elysium, delight dragons are embodiments of the plane's proclivity toward joy, mischief, passion, and spontaneity. Their massive gossamer wings refract the light of a thousand rainbows between translucent layers. Purple-green scales shimmer in opalescent splendor, while a long, sinuous tail flicks in spiral figures, darting to catch the feet out from under distracted observers. A pair of feathery antennae direct the delight dragon to their next source of amusement—whether play, treat, or general amusement, all surely to become a great time in the dragon's presence, whether a plane's denizens know it or not. Recall Knowledge - Dragon (Arcana): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Adult Delight Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 126 Perception +28; lifesense (imprecise) 30 feet, scent (imprecise) 60 feet, whimsysense (imprecise) 60 feet Languages Common, Diabolic, Draconic, Empyrean Skills Acrobatics +28, Athletics +25, Elysium Lore +26, Games Lore +26, Performance +28, Religion +27 Str +5 Dex +7 Con +5 Int +4 Wis +6 Cha +5 Lover of the Arts Checks by or against the dragon to change a creature's attitude using Diplomacy can be attempted with Performance instead. Whimsysense Delight dragons can sense the presence of laughter, games, celebrations, and sweets within the listed range. --- AC 36 Fort +24 Ref +27 Will +25 +2 status to all saves vs. divine HP 240 Immunities fear, paralyzed, sleep Weaknesses unholy 15 Play Scape (aura, divine) 15 feet. Delight dragon magic alters their surroundings, turning weapons into toys and spells into stage effects. All Strikes and other damaging effects used in the aura gain the nonlethal trait and are accompanied by magical sound effects. A creature entering or beginning their turn in the aura must attempt a DC 34 Will save. Failure The creature's first damaging effect (such as a Strike) this round does half damage. Critical Failure All the creature's damaging effects this turn do half damage. Reactive Tail Reaction Trigger A creature within reach of the dragon's tail uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using; Effect The dragon attempts an Athletics check to Trip the triggering creature. This check doesn't count toward the dragon's multiple attack penalty, and its multiple attack penalty doesn't apply to this check. --- Speed 50 feet, fly 140 feet Melee Single Action jaws +28 (Holy, magical, reach 10 feet), Damage 3d10+11 piercing plus 1d8 spirit Melee Single Action claw +28 (Agile, holy, magical), Damage 3d8+11 slashing plus 1d8 spirit Melee Single Action tail +26 (Holy, magical, reach 15 feet), Damage 3d10+11 bludgeoning plus 1d8 spirit and Knockdown Divine Innate Spells DC 34, attack +26 - 3rd Safe Passage (at will) - 4th Unfettered Movement (at will) - 5th Banishment - 7th Interplanar Teleport (at will; self only) - Constant (5th) Truespeech Breath of Fresh Air Two Actions (Divine, emotion, mental) The dragon unleashes a stream of magical bubbles in a 40-foot cone. Each creature within the area takes 10d8 spirit damage (DC 34 basic Will save). A creature who fails the save is also slowed 1 as they give in to the joyful urge to dance, sing, laugh, or admire the world around them. On a critical failure, the creature is slowed 1 for 1 minute and can't use reactions for as long as they are slowed; they can attempt a new save at the end of each of its turn to end the slowed condition early. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge their Breath of Fresh Air. Let's Play! Two Actions (Concentrate, divine, manipulate) The dragon conjures up a magical arena to play a game, making up rules on the spot. Up to four target creatures inside the dragon's aura take 8d6 mental damage from the dragon's baffling explanation (DC 34 basic Will save). Creatures who fail the save are confused for 1 round (1 minute on a critical failure). Regardless of result, all targets are immune for 24 hours. ","tradition":["Divine"],"skill_mod":{"performance":28,"athletics":25,"acrobatics":28,"religion":27},"summary":"As residents of the Outer Plane Elysium , delight dragons are embodiments of the plane's proclivity toward joy, mischief, passion, and spontaneity. …","primary_source":"Draconic Codex\r\n","spell":["Interplanar Teleport","Banishment","Unfettered Movement","Safe Passage","Truespeech"],"trait_group":["Tradition","Monster","Creature Type","Mechanics"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Lost Omens"],"sense":" lifesense (imprecise) 30 feet, scent (imprecise) 60 feet, whimsysense (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4132","intelligence":4,"reflex_save":27,"strongest_save":["ref","reflex"],"dexterity":7,"fortitude_save":24,"size":["Large"],"name":"Adult Delight Dragon","category":"creature","rarity":"common","strike_damage_average":[29,32,32],"slug":"creature-4132"},{"attack_bonus":[33,35,35],"constitution":6,"primary_source_category":"Lost Omens","strength":6,"hp":325,"language":["Common","Diabolic","Draconic","Empyrean"],"immunity":["fear","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Delight","spell_attack_bonus":[33],"will_save":32,"charisma":6,"speed":{"fly":160,"max":160,"land":60},"perception":35,"wisdom":8,"weakness":{"unholy":20},"creature_ability":["Lover of the Arts","Whimsysense","Play Scape","Reactive Tail","Breath of Fresh Air","Cloud of Giggles","Draconic Frenzy","Draconic Momentum","Let's Play!"],"skill":["Acrobatics","Athletics","Elysium Lore","Games Lore","Performance","Religion"],"trait":["Divine","Dragon","Holy","Uncommon","Large"],"id":"creature-4133","text":" Ancient Delight Dragon As residents of the Outer Plane Elysium, delight dragons are embodiments of the plane's proclivity toward joy, mischief, passion, and spontaneity. Their massive gossamer wings refract the light of a thousand rainbows between translucent layers. Purple-green scales shimmer in opalescent splendor, while a long, sinuous tail flicks in spiral figures, darting to catch the feet out from under distracted observers. A pair of feathery antennae direct the delight dragon to their next source of amusement—whether play, treat, or general amusement, all surely to become a great time in the dragon's presence, whether a plane's denizens know it or not. Recall Knowledge - Dragon (Arcana): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ancient Delight Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 126 Perception +35; lifesense (imprecise) 30 feet, scent (imprecise) 60 feet, whimsysense (imprecise) 120 feet Languages Common, Diabolic, Draconic, Empyrean Skills Acrobatics +37, Athletics +32, Elysium Lore +33, Games Lore +33, Performance +37, Religion +34 Str +6 Dex +9 Con +6 Int +5 Wis +8 Cha +6 Lover of the Arts Checks by or against the dragon to change a creature's attitude using Diplomacy can be attempted with Performance instead. Whimsysense Delight dragons can sense the presence of laughter, games, celebrations, and sweets within the listed range. --- AC 43 Fort +31 Ref +35 Will +32 +2 status to all saves vs. divine HP 325 Immunities fear, paralyzed, sleep Weaknesses unholy 20 Play Scape (aura, divine) 30 feet. Delight dragon magic alters their surroundings, turning weapons into toys and spells into stage effects. All Strikes and other damaging effects used in the aura gain the nonlethal trait and are accompanied by magical sound effects. A creature entering or beginning their turn in the aura must attempt a DC 41 Will save. Failure The creature's first damaging effect (such as a Strike) this round does half damage. Critical Failure All the creature's damaging effects this turn do half damage. Reactive Tail Reaction Trigger A creature within reach of the dragon's tail uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using; Effect The dragon attempts an Athletics check to Trip the triggering creature. This check doesn't count toward the dragon's multiple attack penalty, and its multiple attack penalty doesn't apply to this check. --- Speed 60 feet, fly 160 feet Melee Single Action jaws +35 (Holy, magical, reach 10 feet), Damage 4d10+12 piercing plus 2d8 spirit Melee Single Action claw +35 (Agile, holy, magical, reach 10 feet), Damage 4d8+12 slashing plus 2d8 spirit Melee Single Action tail +33 (Holy, magical, reach 15 feet), Damage 4d10+12 bludgeoning plus 2d8 spirit and Knockdown Divine Innate Spells DC 41, attack +33 - 3rd Safe Passage (at will) - 4th Unfettered Movement (at will) - 5th Banishment (at will) - 7th Interplanar Teleport (at will; self only) - 8th Divine Inspiration - Constant (5th) Truespeech Breath of Fresh Air Two Actions (Divine, emotion, mental) The dragon unleashes a stream of magical bubbles in a 50-foot cone. Each creature within the area takes 14d8 spirit damage (DC 41 basic Will save). A creature who fails the save is also slowed 1 as they give in to the joyful urge to dance, sing, laugh, or admire the world around them. On a critical failure, the creature is slowed 1 for 1 minute and can't use reactions for as long as they are slowed; they can attempt a new save at the end of each of its turn to end the slowed condition early. Cloud of Giggles Two Actions (Concentrate, divine, polymorph) Frequency once per day; Effect The delight dragon transforms into a Huge sparkling cloud of gas for 10 minutes. During this time, the dragon gains resistance 20 to physical damage and is immune to precision damage, but they can't cast spells, activate items, or use Strikes or actions that have the attack or manipulate trait. They can only use their fly Speed, can slip through tiny cracks, and occupy the same space as other creatures. If the dragon ends their turn sharing the same space as other creatures, each of those creatures must attempt a DC 41 Will save or be off-guard from a fit of giggles until the end of the dragon's next turn. The dragon can Dismiss this action as long as it has space to take its original size. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge their Breath of Fresh Air. Let's Play! Two Actions (Concentrate, divine, manipulate) The dragon conjures up a magical arena to play a game, making up rules on the spot. Up to four target creatures inside the dragon's aura take 12d6 mental damage from the dragon's baffling explanation (DC 41 basic Will save). Creatures who fail the save are confused for 1 round (1 minute on a critical failure). Regardless of result, all targets are immune for 24 hours. ","tradition":["Divine"],"skill_mod":{"performance":37,"athletics":32,"acrobatics":37,"religion":34},"summary":"As residents of the Outer Plane Elysium , delight dragons are embodiments of the plane's proclivity toward joy, mischief, passion, and spontaneity. …","primary_source":"Draconic Codex\r\n","spell":["Divine Inspiration","Interplanar Teleport","Banishment","Unfettered Movement","Safe Passage","Truespeech"],"trait_group":["Tradition","Monster","Creature Type","Mechanics","Rarity"],"ac":43,"level":19,"spell_dc":[41],"source_category":["Lost Omens"],"sense":" lifesense (imprecise) 30 feet, scent (imprecise) 60 feet, whimsysense (imprecise) 120 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4133","intelligence":5,"reflex_save":35,"strongest_save":["ref","reflex"],"dexterity":9,"fortitude_save":31,"size":["Large"],"name":"Ancient Delight Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[39,43,43],"slug":"creature-4133"},{"attack_bonus":[38,40,40],"constitution":7,"primary_source_category":"Lost Omens","strength":6,"hp":400,"language":["Common","Diabolic","Draconic","Empyrean"],"immunity":["fear","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Delight","spell_attack_bonus":[37],"will_save":36,"charisma":7,"speed":{"fly":200,"max":200,"land":80},"perception":40,"wisdom":8,"weakness":{"unholy":20},"creature_ability":["Lover of the Arts","Whimsysense","Can't Kill Fun","Play Scape","Reactive Tail","Breath of Fresh Air","Cloud of Giggles","Draconic Frenzy","Draconic Momentum","Let's Play!"],"skill":["Acrobatics","Athletics","Elysium Lore","Games Lore","Performance","Religion"],"trait":["Divine","Dragon","Holy","Rare","Large"],"id":"creature-4134","text":" Delight Archdragon As residents of the Outer Plane Elysium, delight dragons are embodiments of the plane's proclivity toward joy, mischief, passion, and spontaneity. Their massive gossamer wings refract the light of a thousand rainbows between translucent layers. Purple-green scales shimmer in opalescent splendor, while a long, sinuous tail flicks in spiral figures, darting to catch the feet out from under distracted observers. A pair of feathery antennae direct the delight dragon to their next source of amusement—whether play, treat, or general amusement, all surely to become a great time in the dragon's presence, whether a plane's denizens know it or not. Recall Knowledge - Dragon (Arcana): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Delight Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 127 Perception +40; lifesense (imprecise) 30 feet, scent (imprecise) 60 feet, whimsysense (imprecise) 180 feet Languages Common, Diabolic, Draconic, Empyrean Skills Acrobatics +43, Athletics +38, Elysium Lore +40, Games Lore +40, Performance +43, Religion +39 Str +6 Dex +11 Con +7 Int +6 Wis +8 Cha +7 Lover of the Arts Checks by or against the dragon to change a creature's attitude using Diplomacy can be attempted with Performance instead. Whimsysense Delight dragons can sense the presence of laughter, games, celebrations, and sweets within the listed range. --- AC 48 Fort +35 Ref +40 Will +36 +2 status to all saves vs. divine HP 400 (can't kill fun) Immunities fear, paralyzed, sleep Weaknesses unholy 20 Can't Kill Fun (divine) Once per day, if the delight archdragon would die, it instead automatically resurrects in its most recently visited lair with half its maximum Hit Points. Play Scape (aura, divine) 30 feet. Delight dragon magic alters their surroundings, turning weapons into toys and spells into stage effects. All Strikes and other damaging effects used in the aura gain the nonlethal trait and are accompanied by magical sound effects. A creature entering or beginning their turn in the aura must attempt a DC 45 Will save. Failure The creature's first damaging effect (such as a Strike) this round does half damage. Critical Failure All the creature's damaging effects this turn do half damage. Reactive Tail Reaction Trigger A creature within reach of the dragon's tail uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using; Effect The dragon attempts an Athletics check to Trip the triggering creature. This check doesn't count toward the dragon's multiple attack penalty, and its multiple attack penalty doesn't apply to this check. --- Speed 80 feet, fly 200 feet Melee Single Action jaws +40 (Holy, magical, reach 10 feet), Damage 4d10+14 piercing plus 2d8 spirit Melee Single Action claw +40 (Agile, holy, magical, reach 10 feet), Damage 4d8+14 slashing plus 2d8 spirit Melee Single Action tail +38 (Holy, magical, reach 15 feet), Damage 4d12+14 bludgeoning plus 2d8 spirit and Knockdown Divine Innate Spells DC 45, attack +37 - 3rd Safe Passage (at will) - 4th Unfettered Movement (at will) - 5th Banishment (at will) - 7th Interplanar Teleport (at will; self only) - 8th Divine Inspiration, Moment of Renewal - 9th Overwhelming Presence - Constant (5th) Truespeech Breath of Fresh Air Two Actions (Divine, emotion, mental) The dragon unleashes a stream of magical bubbles in a 60-foot cone. Each creature within the area takes 16d8 spirit damage (DC 45 basic Will save). A creature who fails the save is also slowed 1 as they give in to the joyful urge to dance, sing, laugh, or admire the world around them. On a critical failure, the creature is slowed 1 for 1 minute and can't use reactions for as long as they are slowed; they can attempt a new save at the end of each of its turn to end the slowed condition early. Cloud of Giggles Two Actions (Concentrate, divine, polymorph) Frequency once per day; Effect The delight dragon transforms into a Huge sparkling cloud of gas for 10 minutes. During this time, the dragon gains resistance 20 to physical damage and is immune to precision damage, but they can't cast spells, activate items, or use Strikes or actions that have the attack or manipulate trait. They can only use their fly Speed, can slip through tiny cracks, and occupy the same space as other creatures. If the dragon ends their turn sharing the same space as other creatures, each of those creatures must attempt a DC 45 Will save or be off-guard from a fit of giggles until the end of the dragon's next turn. The dragon can Dismiss this action as long as it has space to take its original size. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge their Breath of Fresh Air. Let's Play! Two Actions (Concentrate, divine, manipulate) The dragon conjures up a magical arena to play a game, making up rules on the spot. Any creature inside the dragon's aura take 14d6 mental damage from the dragon's baffling explanation (DC 45 basic Will save). Creatures who fail the save are confused for 1 round (1 minute on a critical failure). Regardless of result, all targets are immune for 24 hours. ","tradition":["Divine"],"skill_mod":{"performance":43,"athletics":38,"acrobatics":43,"religion":39},"summary":"As residents of the Outer Plane Elysium , delight dragons are embodiments of the plane's proclivity toward joy, mischief, passion, and spontaneity. …","primary_source":"Draconic Codex\r\n","spell":["Overwhelming Presence","Divine Inspiration","Moment of Renewal","Interplanar Teleport","Banishment","Unfettered Movement","Safe Passage","Truespeech"],"trait_group":["Tradition","Monster","Creature Type","Mechanics","Rarity"],"ac":48,"level":22,"spell_dc":[45],"source_category":["Lost Omens"],"sense":" lifesense (imprecise) 30 feet, scent (imprecise) 60 feet, whimsysense (imprecise) 180 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4134","intelligence":6,"reflex_save":40,"strongest_save":["ref","reflex"],"dexterity":11,"fortitude_save":35,"size":["Large"],"name":"Delight Archdragon","category":"creature","rarity":"rare","strike_damage_average":[41,45,49],"slug":"creature-4134"},{"attack_bonus":[7,7],"constitution":0,"primary_source_category":"Lost Omens","strength":-2,"hp":17,"language":["Common","Draconic"],"immunity":["paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragonet","will_save":8,"charisma":1,"speed":{"fly":25,"max":25,"land":10},"perception":9,"wisdom":4,"weakness":{},"creature_ability":["Bounce Away","Fog of Chance"],"skill":["Acrobatics","Arcana","Fortune-Telling Lore","Society"],"trait":["Arcane","Dragon","Uncommon","Tiny"],"id":"creature-4135","text":" Pearl Dragonet Pearl dragonets are fortune magic incarnate. Nobody takes small, round dragonets seriously, but they're lucky to have around. Social and relatively defenseless, pearl dragonets have thrived by providing good luck in exchange for food and protection. This reputation for bringing fortune—which the dragonets encourage—has led to the popularity of good-luck charms featuring this plump dragonet species and the belief that harming a pearl dragonet can incur a lifetime of ill luck. Pearl dragonets have pearlescent scales and a round body with stumpy legs. Their minute wings cannot support flight, so they rely on magic to fly. They have long tails that can be up to five times the length of their bodies. This odd build exacerbates their ungainly, waddling gait, which is punctuated by head-over-heel rolls and erratic flight paths. Pearl dragonets are attentive, with an acute ability to understand the world around them. They are commonly found in the mountains of Tian Xia, living close to remote or insular highland communities that show due respect for their insight. Communities seeking to attract pearl dragonets often hang up round, red paper lanterns, though both the dragonets and the villagers take minor offense toward anyone who compares the relative shape of the dragonets and the lanterns. Recall Knowledge - Dragon (Arcana): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Pearl Dragonet Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 128 Perception +9; darkvision Languages Common, Draconic Skills Acrobatics +7, Arcana +6, Fortune-Telling Lore +7, Society +4 Str -2 Dex +3 Con +0 Int +1 Wis +4 Cha +1 --- AC 16 Fort +5 Ref +10 Will +8 HP 17 Immunities paralyzed, sleep Bounce Away Reaction Trigger The dragonet is hit by a melee Strike that deals bludgeoning damage; Effect The dragonet absorbs the blow by rolling into a ball and bouncing away. It gains resistance 3 to bludgeoning damage against the triggering attack and Flies away from the attacker. This movement does not trigger reactions. --- Speed 10 feet, fly 25 feet Melee Single Action bite +7 (Finesse, magical, reach 0 feet), Damage 1d10 piercing Melee Single Action claw +7 (Agile, finesse, magical, reach 0 feet), Damage 1d8 slashing Arcane Innate Spells DC 19 - Cantrips (1st) Light, Figment, Prestidigitation Fog of Chance Two Actions (Arcane, concentrate) The pearl dragonet breathes a 15-foot cone of golden, fortune-altering mist. The dragonet chooses fortune or misfortune when using this ability, which gains the corresponding trait. If the dragonet chooses fortune, all creatures in the mist gain a bit of luck; the first time in the next round each affected creature attempts an attack roll or skill check, they roll twice and use the better result. If the dragonet chooses misfortune, each creature in the mist must attempt a DC 17 Will save. On a failure, the first time in the next round that creature attempts an attack roll or skill check, it must roll twice and use the worse result. The dragonet can't use Fortune Fog again for 1d4 rounds. ","tradition":["Arcane"],"skill_mod":{"society":4,"arcana":6,"acrobatics":7},"summary":"Pearl dragonets are fortune magic incarnate. Nobody takes small, round dragonets seriously, but they're lucky to have around. Social and relatively …","image":["/Images/Monsters/Pearl_Dragonet.webp"],"primary_source":"Draconic Codex\r\n","spell":["Light","Figment","Prestidigitation"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":16,"level":1,"spell_dc":[19],"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4135","intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Pearl Dragonet","category":"creature","rarity":"uncommon","strike_damage_average":[4,5],"slug":"creature-4135"},{"primary_source_category":"Lost Omens","strength":0,"hp":53,"language":["Common","Draconic"],"source":["Draconic Codex\r\n"],"type":"Creature","charisma":3,"perception":10,"trait":["Amphibious","Dragon","Water","Tiny"],"id":"creature-4136","text":" Tidepool Dragonet Tidepool dragonets are lithe, eel-like sovereigns of their miniature tidal territories. Found in the marine environments that their name suggests, tidepool dragonets have strong jaws adapted to cracking open shells. While shellfish are their main food source, they are adaptive foragers. They'll happily catch and eat octopuses, tidal fish, starfish, sea anemones, and seabirds if the opportunity arises. Their long, webbed claws make them nimble hunters and allow them to reach into rocky recesses. They have muscular wings that work well both above and below water. Tidepool dragonets are proud bullies who habitually harass wildlife and fishers. They frequently steal brightly painted floats, flags, and shiny hooks to decorate their tidal caves. Prized pieces are reserved for ornamenting themselves, and they cover their scales with shards of glass, necklaces of coral, or crowns of silverware retrieved from wrecks. Recall Knowledge - Dragon (Arcana): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Tidepool Dragonet Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 129 Perception +10; darkvision Languages Common, Draconic Skills Acrobatics +10, Athletics +7, Nature +9, Survival +9 Str +0 Dex +4 Con +2 Int -1 Wis +3 Cha +3 --- AC 17 Fort +7 Ref +12 Will +9 HP 53 Immunities paralyzed, sleep Crushing Jaws Reaction Trigger A creature grabbed by the dragonet's jaws fails a check to Escape; Effect The dragonet's jaws deals 1d12+3 bludgeoning damage to the triggering creature. --- Speed 15 feet, fly 25 feet, swim 45 feet Melee Single Action bite +10 (Finesse, magical, reach 0 feet), Damage 1d12+3 bludgeoning plus Grab Melee Single Action claw +10 (Agile, finesse, magical, reach 0 feet), Damage 1d10+3 slashing Primal Innate Spells DC 20, attack +12 - Cantrips (1st) Daze, Gale Blast, Read Aura, Spout - 1st Hydraulic Push Boiling Breath Two Actions (Arcane, fire) The dragonet breathes a 15-foot line of superheated gas. The dragonet can use this ability underwater even though it has the fire trait. If it does, the activity gains the water trait and emerges as a 20-foot cone of boiling water. Each creature in the area must succeed at a DC 20 Reflex save or take 4d6 fire damage. The dragonet can't use Boiling Breath again for 1d4 rounds. ","element":["Water"],"skill_mod":{"nature":9,"survival":9,"athletics":7,"acrobatics":10},"image":["/Images/Monsters/Tidepool_Dragonet.webp"],"primary_source":"Draconic Codex\r\n","spell":["Hydraulic Push","Daze","Gale Blast","Read Aura","Spout"],"ac":17,"level":3,"spell_dc":[20],"source_category":["Lost Omens"],"sense":" darkvision ","resistance":{},"intelligence":-1,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Tidepool Dragonet","rarity":"common","strike_damage_average":[8,9],"attack_bonus":[10,10],"constitution":2,"immunity":["paralyzed","sleep"],"creature_family":"Dragonet","spell_attack_bonus":[12],"will_save":9,"speed":{"fly":25,"max":45,"land":15,"swim":45},"wisdom":3,"weakness":{},"creature_ability":["Crushing Jaws","Boiling Breath"],"skill":["Acrobatics","Athletics","Nature","Survival"],"tradition":["Primal"],"summary":"Tidepool dragonets are lithe, eel-like sovereigns of their miniature tidal territories. Found in the marine environments that their name suggests, …","trait_group":["Monster","Creature Type","Elemental","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4136","dexterity":4,"category":"creature","slug":"creature-4136"},{"constitution":4,"primary_source_category":"Lost Omens","strength":-1,"hp":120,"immunity":["acid","grabbed","paralyzed","precision","prone","restrained","sleep","swarm mind"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragonet","will_save":15,"charisma":0,"speed":{"fly":50,"max":50,"land":20},"perception":19,"wisdom":4,"weakness":{"area":10},"creature_ability":["Flummoxing Flurry","Acrid Bites"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Dragon","Swarm","Large"],"id":"creature-4137","text":" Pest Drake Swarm Pest drakes are the feral descendants of valuable racing “pace drakes.” Prized for their colors, speed, and homing ability, pace drakes have been bred, traded, and raced throughout Golarion. Their popularity invariably led to the establishment of feral populations, as these naturally nervous creatures used their homing ability to establish protective flocks. Readily agitated, these rat-sized dragonets are dangerous in large numbers. They are easily overlooked in urban areas, however, as familiarity breeds complacency from those who see these dragonets every day with little incident. Many pest drakes are a dun or dusty brown in color, though some flocks retain the brilliant blues, reds, and greens of their captive relatives. Both varieties have many tiny spines that resemble hairs and short, stubby noses that earned them the derogatory nickname of “dragon-winged rats.” Much like other urban animals, pest drakes are highly adaptable, adept at scavenging food from trash piles or discarded foodstuffs. People likewise find the tiny dragons cute and will feed them, despite laws or warnings. Pest drakes live in cities and ruins. They build their lairs atop hidden stone ledges and within inaccessible monument alcoves. There, their acidic mess often does irreparable damage before it is discovered and removed. Such lairs are usually full of tiny trinkets swiped off the street, such as earrings, coins, and nails they pull from cart wheels. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Pest Drake Swarm Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 129 Perception +19; darkvision Languages Skills Acrobatics +20, Athletics +16, Stealth +20 Str -1 Dex +6 Con +4 Int -4 Wis +4 Cha +0 --- AC 27 Fort +17 Ref +21 Will +15 HP 120 Immunities acid, grabbed, paralyzed, precision, prone, restrained, sleep, swarm mind Resistances bludgeoning 12, piercing 12, slashing 6 Weaknesses area damage 10, splash damage 10 Flummoxing Flurry Reaction (mental) Trigger The swarm takes damage; Effect The swarm's frenzied flapping intensifies as the dragonets attempt to confuse their foes. Each creature in the swarm's space must succeed at a DC 28 Will save or become dazzled until they are outside of the swarm's space. --- Speed 20 feet, fly 50 feet Acrid Bites Single Action Each enemy in the pest drake swarm's space takes 3d6 piercing damage and 2d6 persistent acid damage (DC 28 basic Reflex save). ","skill_mod":{"stealth":20,"athletics":16,"acrobatics":20},"summary":"Pest drakes are the feral descendants of valuable racing “pace drakes.” Prized for their colors, speed, and homing ability, pace drakes have been …","primary_source":"Draconic Codex\r\n","trait_group":["Creature Type","Monster"],"ac":27,"level":9,"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":12,"piercing":12,"slashing":6},"url":"/Monsters.aspx?ID=4137","intelligence":-4,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Pest Drake Swarm","category":"creature","rarity":"common","slug":"creature-4137"},{"attack_bonus":[19,21,21],"constitution":3,"primary_source_category":"Lost Omens","strength":6,"hp":155,"language":["Common","Draconic"],"immunity":["paralyzed","sleep","sonic"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Executor","will_save":21,"charisma":2,"speed":{"fly":150,"max":150,"land":60},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Rage of the Divine","Divine Utterance","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Intimidation","Plane Lore","Religion","Survival"],"trait":["Divine","Dragon","Large"],"id":"creature-4138","text":" Young Executor Dragon Executor dragons tend to be aligned with Heaven, but there are some who would consider themselves otherwise. Gods like Sarenrae, Iomedae, and Trudd all have executor dragon allies, acting as either generals in their godly armies, bodyguards, heralds, or as loyal retainers in the gods' efforts on Golarion. In some instances, executor dragons choose instead to align themselves with the deities who are not of Heaven, but instead have other divine allies. Psychopomps speak of one executor dragon that serves Urgathoa as both bodyguard and pet, gorging itself at the endless feasts that Urgathoa holds nearly daily. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Young Executor Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 132 Perception +18; darkvision, lifesense (imprecise) 30 feet, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +16, Athletics +20, Intimidation +18, Plane Lore +20, Religion +19, Survival +19 Str +6 Dex +2 Con +3 Int +1 Wis +4 Cha +2 --- AC 27 Fort +18 Ref +16 Will +21 +2 status to all saves vs. divine HP 155 Immunities paralyzed, sleep, sonic Rage of the Divine Reaction (divine, sanctified, spirit) Trigger The dragon is critically hit by an attack; Effect Raw divine power flashes through the executor dragon harming anyone who dares strike it so brazenly. The creature who dealt the triggering attack takes 4d8 spirit damage with a DC 25 basic Will save. --- Speed 60 feet, fly 150 feet Melee Single Action jaws +21 (Magical, reach 10 feet), Damage 2d10+9 piercing Melee Single Action claw +21 (Agile, magical), Damage 2d8+9 slashing plus Grab Melee Single Action tail +19 (Magical, reach 15 feet), Damage 2d12+9 bludgeoning Divine Innate Spells DC 28 - Cantrips (5th) Bullhorn - 3rd Crisis of Faith - 5th Divine Immolation Divine Utterance Two Actions (divine, sonic) The dragon screams the truth of the divine, dealing 8d8 sonic damage in a 30-foot cone (DC 28 basic Reflex save). They can't use Divine Utterance again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Divine Utterance whenever they score a critical hit with a Strike. ","tradition":["Divine"],"skill_mod":{"survival":19,"athletics":20,"intimidation":18,"acrobatics":16,"religion":19},"summary":"Executor dragons tend to be aligned with Heaven , but there are some who would consider themselves otherwise. Gods like Sarenrae , Iomedae , and …","primary_source":"Draconic Codex\r\n","spell":["Divine Immolation","Crisis of Faith","Bullhorn"],"trait_group":["Tradition","Monster","Creature Type"],"ac":27,"level":9,"spell_dc":[28],"source_category":["Lost Omens"],"sense":" darkvision , lifesense (imprecise) 30 feet, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4138","intelligence":1,"reflex_save":16,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Young Executor Dragon","category":"creature","rarity":"common","strike_damage_average":[18,20,22],"slug":"creature-4138"},{"attack_bonus":[25,27,27],"constitution":4,"primary_source_category":"Lost Omens","strength":8,"hp":235,"language":["Common","Draconic"],"immunity":["paralyzed","sleep","sonic"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Executor","will_save":28,"charisma":3,"speed":{"fly":150,"max":150,"land":70},"perception":23,"wisdom":5,"weakness":{},"creature_ability":["Divine Sanctification","Aura of Authority","Rage of the Divine","Change Shape","Divine Utterance","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Intimidation","Plane Lore","Religion","Survival"],"trait":["Divine","Dragon","Large"],"id":"creature-4139","text":" Adult Executor Dragon Executor dragons tend to be aligned with Heaven, but there are some who would consider themselves otherwise. Gods like Sarenrae, Iomedae, and Trudd all have executor dragon allies, acting as either generals in their godly armies, bodyguards, heralds, or as loyal retainers in the gods' efforts on Golarion. In some instances, executor dragons choose instead to align themselves with the deities who are not of Heaven, but instead have other divine allies. Psychopomps speak of one executor dragon that serves Urgathoa as both bodyguard and pet, gorging itself at the endless feasts that Urgathoa holds nearly daily. Recall Knowledge - Dragon (Arcana): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Adult Executor Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 132 Perception +23; darkvision, lifesense (imprecise) 30 feet, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +22, Athletics +27, Intimidation +24, Plane Lore +24, Religion +27, Survival +24 Str +8 Dex +3 Con +4 Int +2 Wis +5 Cha +3 Divine Sanctification Once an executor dragon reaches adulthood, they are expected to sanctify as either holy or unholy; they gain the corresponding trait and weakness 10 to the opposing sanctification. --- AC 33 Fort +25 Ref +23 Will +28 +2 status to all saves vs. divine HP 235 Immunities paralyzed, sleep, sonic Weaknesses divine sanctification Aura of Authority (aura, emotion, mental) 60 feet. The divine majesty of an adult executor dragon can't be denied. A creature that enters or begins their turn in the aura must attempt a DC 30 Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this dragon's aura of authority for 1 minute. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 minute. Failure The creature is stupefied 2 for 1 minute. Critical Failure The creature is stupefied 3 for 10 minutes. Rage of the Divine Reaction (divine, sanctified, spirit) Trigger The dragon is critically hit by an attack; Effect Raw divine power flashes through the executor dragon harming anyone who dares strike it so brazenly. The creature who dealt the triggering attack takes 6d8 spirit damage with a DC 30 basic Will save. --- Speed 70 feet, fly 150 feet Melee Single Action jaws +27 (Magical, reach 10 feet, sanctified), Damage 3d10+14 piercing Melee Single Action claw +27 (Agile, magical, sanctified), Damage 3d8+14 slashing plus Grab Melee Single Action tail +25 (Magical, reach 15 feet, sanctified), Damage 3d12+14 bludgeoning Divine Innate Spells DC 33 - Cantrips (7th) Bullhorn - 5th Crisis of Faith - 7th Divine Immolation - Constant (5th) Truespeech Change Shape Single Action (Concentrate, divine, polymorph) The dragon takes on the appearance of a Small or Medium humanoid. This does not change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Divine Utterance Two Actions (divine, sonic) The dragon screams the truth of the divine, dealing 11d8 sonic damage in a 40-foot cone (DC 33 basic Reflex save). They can't use Divine Utterance again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Divine Utterance whenever they score a critical hit with a Strike. ","tradition":["Divine"],"skill_mod":{"survival":24,"athletics":27,"intimidation":24,"acrobatics":22,"religion":27},"summary":"Executor dragons tend to be aligned with Heaven , but there are some who would consider themselves otherwise. Gods like Sarenrae , Iomedae , and …","primary_source":"Draconic Codex\r\n","spell":["Divine Immolation","Crisis of Faith","Bullhorn","Truespeech"],"trait_group":["Tradition","Monster","Creature Type"],"ac":33,"level":13,"spell_dc":[33],"source_category":["Lost Omens"],"sense":" darkvision , lifesense (imprecise) 30 feet, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4139","intelligence":2,"reflex_save":23,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":25,"size":["Large"],"name":"Adult Executor Dragon","category":"creature","rarity":"common","strike_damage_average":[27,30,33],"slug":"creature-4139"},{"attack_bonus":[33,35,35],"constitution":5,"primary_source_category":"Lost Omens","strength":9,"hp":335,"language":["Common","Draconic"],"immunity":["paralyzed","sleep","sonic"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Executor","will_save":35,"charisma":4,"speed":{"fly":150,"max":150,"land":80},"perception":30,"wisdom":6,"weakness":{},"creature_ability":["Divine Sanctification","Aura of Authority","Rage of the Divine","Change Shape","Divine Utterance","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Intimidation","Plane Lore","Religion","Survival"],"trait":["Divine","Dragon","Uncommon","Huge"],"id":"creature-4140","text":" Ancient Executor Dragon Executor dragons tend to be aligned with Heaven, but there are some who would consider themselves otherwise. Gods like Sarenrae, Iomedae, and Trudd all have executor dragon allies, acting as either generals in their godly armies, bodyguards, heralds, or as loyal retainers in the gods' efforts on Golarion. In some instances, executor dragons choose instead to align themselves with the deities who are not of Heaven, but instead have other divine allies. Psychopomps speak of one executor dragon that serves Urgathoa as both bodyguard and pet, gorging itself at the endless feasts that Urgathoa holds nearly daily. Recall Knowledge - Dragon (Arcana): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ancient Executor Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 133 Perception +30; darkvision, lifesense (imprecise) 30 feet, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +29, Athletics +35, Intimidation +31, Plane Lore +31, Religion +35, Survival +31 Str +9 Dex +4 Con +5 Int +3 Wis +6 Cha +4 Divine Sanctification Once an executor dragon reaches adulthood, they are expected to sanctify as either holy or unholy; they gain the corresponding trait and weakness 15 to the opposing sanctification. --- AC 42 Fort +32 Ref +30 Will +35 +2 status to all saves vs. divine HP 335 Immunities paralyzed, sleep, sonic Weaknesses divine sanctification Aura of Authority (aura, emotion, mental) 60 feet. The divine majesty of an adult executor dragon can't be denied. A creature that enters or begins their turn in the aura must attempt a DC 37 Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this dragon's aura of authority for 1 minute. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 minute. Failure The creature is stupefied 2 for 1 minute. Critical Failure The creature is stupefied 3 for 10 minutes. Rage of the Divine Reaction (divine, sanctified, spirit) Trigger The dragon is critically hit by an attack; Effect Raw divine power flashes through the executor dragon harming anyone who dares strike it so brazenly. The creature who dealt the triggering attack takes 7d8 spirit damage with a DC 37 basic Will save. --- Speed 80 feet, fly 150 feet Melee Single Action +35 (Magical, reach 15 feet, sanctified), Damage 3d10+17 piercing Melee Single Action +35 (Agile, magical, reach 10 feet, sanctified), Damage 3d8+17 slashing plus Grab Melee Single Action +33 (magical reach 20 feet, sanctified), Damage 3d12+17 bludgeoning Divine Innate Spells DC 40 - Cantrips (9th) Bullhorn - 5th Crisis of Faith - 7th Divine Immolation - 9th Overwhelming Presence - Constant (5th) Truespeech Change Shape Single Action (Concentrate, divine, polymorph) The dragon takes on the appearance of a Small or Medium humanoid. This does not change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Divine Utterance Two Actions (divine, sonic) The dragon screams the truth of the divine, dealing 15d8 sonic damage in a 50-foot cone (DC 40 basic Reflex save). They can't use Divine Utterance again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Divine Utterance whenever they score a critical hit with a Strike. ","tradition":["Divine"],"skill_mod":{"survival":31,"athletics":35,"intimidation":31,"acrobatics":29,"religion":35},"summary":"Executor dragons tend to be aligned with Heaven , but there are some who would consider themselves otherwise. Gods like Sarenrae , Iomedae , and …","primary_source":"Draconic Codex\r\n","spell":["Overwhelming Presence","Divine Immolation","Crisis of Faith","Bullhorn","Truespeech"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Lost Omens"],"sense":" darkvision , lifesense (imprecise) 30 feet, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4140","intelligence":3,"reflex_save":30,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":32,"size":["Huge"],"name":"Ancient Executor Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[30,33,36],"slug":"creature-4140"},{"attack_bonus":[36,38,38],"constitution":6,"primary_source_category":"Lost Omens","strength":11,"hp":400,"language":["Common","Draconic"],"immunity":["paralyzed","sleep","sonic"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Executor","spell_attack_bonus":[37],"will_save":38,"charisma":5,"speed":{"fly":150,"max":150,"land":90},"perception":35,"wisdom":7,"weakness":{},"creature_ability":["Divine Sanctification","Aura of Authority","Rage of the Divine","Apocalyptic Roar","Change Shape","Divine Utterance","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Intimidation","Plane Lore","Religion","Survival"],"trait":["Divine","Dragon","Rare","Gargantuan"],"id":"creature-4141","text":" Executor Archdragon Executor dragons tend to be aligned with Heaven, but there are some who would consider themselves otherwise. Gods like Sarenrae, Iomedae, and Trudd all have executor dragon allies, acting as either generals in their godly armies, bodyguards, heralds, or as loyal retainers in the gods' efforts on Golarion. In some instances, executor dragons choose instead to align themselves with the deities who are not of Heaven, but instead have other divine allies. Psychopomps speak of one executor dragon that serves Urgathoa as both bodyguard and pet, gorging itself at the endless feasts that Urgathoa holds nearly daily. Recall Knowledge - Dragon (Arcana): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Executor Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 133 Perception +35; darkvision, lifesense (imprecise) 30 feet, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +34, Athletics +41, Intimidation +36, Plane Lore +36, Religion +41, Survival +36 Str +11 Dex +5 Con +6 Int +4 Wis +7 Cha +5 Divine Sanctification Once an executor dragon reaches adulthood, they are expected to sanctify as either holy or unholy; they gain the corresponding trait and weakness 20 to the opposing sanctification. --- AC 45 Fort +35 Ref +33 Will +38 +2 status to all saves vs. divine HP 400 Immunities paralyzed, sleep, sonic Weaknesses divine sanctification Aura of Authority (aura, emotion, mental) 60 feet. The divine majesty of an adult executor dragon can't be denied. A creature that enters or begins their turn in the aura must attempt a DC 44 Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this dragon's aura of authority for 1 minute. Critical Success The creature is unaffected. Success The creature is stupefied 1 for 1 minute. Failure The creature is stupefied 2 for 1 minute. Critical Failure The creature is stupefied 3 for 10 minutes. Rage of the Divine Reaction (divine, sanctified, spirit) Trigger The dragon is critically hit by an attack; Effect Raw divine power flashes through the executor dragon harming anyone who dares strike it so brazenly. The creature who dealt the triggering attack takes 8d8 spirit damage with a DC 41 basic Will save. --- Speed 90 feet, fly 150 feet Melee Single Action jaws +38 (Magical, reach 20 feet, sanctified), Damage 4d10+19 piercing Melee Single Action claw +38 (Agile, magical, reach 15 feet, sanctified), Damage 4d8+19 slashing plus Grab Melee Single Action tail +36 (Magical, reach 25 feet, sanctified), Damage 4d12+19 bludgeoning Divine Innate Spells DC 44, attack +37 - Cantrips (10th) Bullhorn - 5th Crisis of Faith - 7th Divine Immolation - 9th Overwhelming Presence - 10th Weapon of Judgment - Constant (5th) Truespeech Apocalyptic Roar Two Actions (Divine, sanctified, sonic) Frequency once per day; Effect The executor archdragon calls down the full power of the divine. All creatures in a 30-foot burst within 120 feet take 9d8 sonic damage plus 6d12 spirit damage, with a DC 44 basic Will save. Change Shape Single Action (Concentrate, divine, polymorph) The dragon takes on the appearance of a Small or Medium humanoid. This does not change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Divine Utterance Two Actions (divine, sonic) The dragon screams the truth of the divine, dealing 17d8 sonic damage in a 60-foot cone (DC 44 basic Reflex save). They can't use Divine Utterance again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Divine Utterance whenever they score a critical hit with a Strike. ","tradition":["Divine"],"skill_mod":{"survival":36,"athletics":41,"intimidation":36,"acrobatics":34,"religion":41},"summary":"Executor dragons tend to be aligned with Heaven , but there are some who would consider themselves otherwise. Gods like Sarenrae , Iomedae , and …","primary_source":"Draconic Codex\r\n","spell":["Weapon of Judgment","Overwhelming Presence","Divine Immolation","Crisis of Faith","Bullhorn","Truespeech"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":45,"level":21,"spell_dc":[44],"source_category":["Lost Omens"],"sense":" darkvision , lifesense (imprecise) 30 feet, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4141","intelligence":4,"reflex_save":33,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Executor Archdragon","category":"creature","rarity":"rare","strike_damage_average":[37,41,45],"slug":"creature-4141"},{"attack_bonus":[21,23,23],"constitution":5,"primary_source_category":"Lost Omens","strength":6,"hp":180,"language":["Common","Draconic","Fey","Muan"],"immunity":["paralyzed","poison","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Forest","will_save":20,"charisma":3,"speed":{"fly":100,"max":100,"land":40},"perception":18,"wisdom":4,"weakness":{"fire":10},"creature_ability":["Countered by Metal","Frightful Presence","Fed by Water","Azure Swarm Breath","Coiling Frenzy","Constrict","Draconic Momentum","Woodland Passage"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-1122"],"trait":["Dragon","Elemental","Primal","Wood","Large"],"id":"creature-4142","text":" Young Forest Dragon Like the rest of their imperial cousins, the forest dragon likely originated from the elemental plane they embody, namely the Plane of Wood. That some forest dragons yet reside in the recently returned Eternal Forest supports this theory, though this only answers the location of origin, not how the dragons came to be. The Elemental Lord Shumunue might resemble a forest dragon, but she is not one herself, so the mystery of the dragons' progenitor remains unanswered to this day. Recall Knowledge - Dragon (Arcana): DC 27 Recall Knowledge - Elemental (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Young Forest Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 136 Perception +18; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Fey, Muan Skills Acrobatics +18, Athletics +21, Deception +18, Intimidation +18, Nature +22, Stealth +18, Survival +19 Str +6 Dex +2 Con +5 Int +2 Wis +4 Cha +3 --- AC 30 Fort +22 Ref +16 Will +20 +1 status to all saves vs. magic HP 180 Immunities paralyzed, poison, sleep Weaknesses fire 10 Countered by Metal If the forest dragon takes damage from a metal item or effect with the metal trait, they lose woodland passage and vanishing tracks until the end of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 27. Creatures with the animal, fungus, or plant trait take a –2 circumstance penalty to the save. Fed by Water Reaction (healing, primal, vitality) Frequency once per hour; Trigger The forest dragon is targeted with a water spell or effect; Effect The forest dragon gains 30 temporary Hit Points that last for 1 minute. --- Speed 40 feet, fly 100 feet; woodland passage Melee Single Action jaws +23 (Magical, reach 10 feet), Damage 2d10+12 piercing plus 1d6 poison Melee Single Action claw +23 (Agile, magical), Damage 2d6+12 slashing plus Grab Melee Single Action tail +21 (Magical, reach 20 feet), Damage 2d8+12 bludgeoning plus Grab Primal Innate Spells DC 29 - Cantrips (3rd) Know the Way - 2nd Entangling Flora - 3rd Fear (animal; fungi; and plants only) - Constant (1st) Vanishing Tracks Azure Swarm Breath Two Actions (Primal) The dragon unleashes a swarm of insects that deals 10d6 piercing damage in a 30-foot cone (DC 29 basic Reflex save) before dispersing. A creature that critically fails takes 1d6 persistent poison damage. The dragon can't use Azure Swarm Breath again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed at a time; one in each of their two front claws, and one with their tail. Constrict Single Action 2d8+6 bludgeoning, DC 29 Draconic Momentum The dragon recharges their Azure Swarm Breath whenever they score a critical hit with a Strike. Woodland Passage The forest dragon ignores difficult terrain and greater difficult terrain from non-magical plants and fungi, such as bushes, vines, and undergrowth. ","tradition":["Primal"],"element":["Wood"],"skill_mod":{"deception":18,"nature":22,"survival":19,"stealth":18,"athletics":21,"intimidation":18,"acrobatics":18},"summary":"Like the rest of their imperial cousins, the forest dragon likely originated from the elemental plane they embody, namely the Plane of Wood . That …","primary_source":"Draconic Codex\r\n","spell":["Fear","Entangling Flora","Know the Way","Vanishing Tracks"],"trait_group":["Creature Type","Tradition","Monster","Elemental"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4142","intelligence":2,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Young Forest Dragon","category":"creature","rarity":"common","strike_damage_average":[19,21,26],"slug":"creature-4142"},{"attack_bonus":[27,29,29],"constitution":6,"primary_source_category":"Lost Omens","strength":7,"hp":260,"language":["Common","Draconic","Fey","Muan"],"immunity":["paralyzed","poison","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Forest","will_save":27,"charisma":4,"speed":{"fly":120,"max":120,"land":40},"perception":25,"wisdom":5,"weakness":{"fire":15},"creature_ability":["Countered by Metal","Frightful Presence","Fed by Water","Azure Swarm Breath","Coiling Frenzy","Draconic Momentum","Draining Blight","Forest Shape","Greater Constrict","Woodland Passage"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-1123"],"trait":["Dragon","Elemental","Primal","Wood","Huge"],"id":"creature-4143","text":" Adult Forest Dragon Like the rest of their imperial cousins, the forest dragon likely originated from the elemental plane they embody, namely the Plane of Wood. That some forest dragons yet reside in the recently returned Eternal Forest supports this theory, though this only answers the location of origin, not how the dragons came to be. The Elemental Lord Shumunue might resemble a forest dragon, but she is not one herself, so the mystery of the dragons' progenitor remains unanswered to this day. Recall Knowledge - Dragon (Arcana): DC 32 Recall Knowledge - Elemental (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Adult Forest Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 136 Perception +25; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Fey, Muan Skills Acrobatics +24, Athletics +27, Deception +24, Intimidation +24, Nature +28, Stealth +24, Survival +25 Str +7 Dex +3 Con +6 Int +3 Wis +5 Cha +4 --- AC 36 Fort +25 Ref +22 Will +27 +1 status to all saves vs. magic HP 260 Immunities paralyzed, poison, sleep Weaknesses fire 15 Countered by Metal If the forest dragon takes damage from a metal item or effect with the metal trait, they lose woodland passage and vanishing tracks until the end of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 27. Creatures with the animal, fungus, or plant trait take a –2 circumstance penalty to the save. Fed by Water Reaction (healing, primal, vitality) Frequency once per hour; Trigger The forest dragon is targeted with a water spell or effect; Effect The forest dragon gains 40 temporary Hit Points that last for 1 minute. --- Speed 40 feet, fly 120 feet; woodland passage Melee Single Action jaws +29 (Magical, reach 15 feet), Damage 3d10+13 piercing plus 2d6 poison Melee Single Action claw +29 (Agile, magical, reach 10 feet), Damage 3d6+13 slashing plus Grab Melee Single Action tail +27 (Magical, reach 25 feet), Damage 3d8+13 bludgeoning plus Grab Primal Innate Spells DC 34 - Cantrips (4th) Know the Way - 2nd Entangling Flora - 3rd Fear (animal; fungi; and plants only) - 4th One with Plants - Constant (1st) Vanishing Tracks Azure Swarm Breath Two Actions (Primal) The dragon unleashes a swarm of insects that deals 14d6 piercing damage in a 40-foot cone (DC 34 basic Reflex save) before dispersing. A creature that critically fails takes 2d6 persistent poison damage. The dragon can't use Azure Swarm Breath again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed at a time; one in each of their two front claws, and one with their tail. Draconic Momentum The dragon recharges their Azure Swarm Breath whenever they score a critical hit with a Strike. Draining Blight Two Actions (Healing, primal, void) Frequency once per day; Effect The dragon draws moisture from the living creatures surrounding them to heal their own wounds. Each living creature in a 30-foot emanation takes 7d10 void damage (DC 34 basic Fortitude save). Creatures made entirely of water and plant creatures use the outcome one degree of success worse than they rolled. The dragon regains Hit Points equal to half of the highest damage a single creature takes from this effect. All non-creature plant life in the area withers and dies, eliminating non-magical undergrowth and any associated difficult terrain, cover, and concealment. Forest Shape When casting one with plants, a forest dragon can become a tree of the same size and age as themselves, using their own AC. Greater Constrict Single Action 3d8+7 bludgeoning, DC 34 Woodland Passage The forest dragon ignores difficult terrain and greater difficult terrain from non-magical plants and fungi, such as bushes, vines, and undergrowth. ","tradition":["Primal"],"element":["Wood"],"skill_mod":{"deception":24,"nature":28,"survival":25,"stealth":24,"athletics":27,"intimidation":24,"acrobatics":24},"summary":"Like the rest of their imperial cousins, the forest dragon likely originated from the elemental plane they embody, namely the Plane of Wood . That …","primary_source":"Draconic Codex\r\n","spell":["One with Plants","Fear","Entangling Flora","Know the Way","Vanishing Tracks"],"trait_group":["Creature Type","Tradition","Monster","Elemental"],"ac":36,"level":14,"spell_dc":[34],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4143","intelligence":3,"reflex_save":22,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":25,"size":["Huge"],"name":"Adult Forest Dragon","category":"creature","rarity":"common","strike_damage_average":[23,26,36],"slug":"creature-4143"},{"attack_bonus":[34,36,36],"constitution":6,"primary_source_category":"Lost Omens","strength":9,"hp":375,"language":["Common","Draconic","Fey","Muan","Nagaji"],"immunity":["paralyzed","poison","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Forest","will_save":35,"charisma":5,"speed":{"fly":160,"max":160,"land":40},"perception":33,"wisdom":7,"weakness":{"fire":15},"creature_ability":["Countered by Metal","Frightful Presence","Fed by Water","Azure Swarm Breath","Coiling Frenzy","Draconic Momentum","Draining Blight","Greater Constrict","Lignifying Bite","Woodland Passage","Forest Shape"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-1124"],"trait":["Dragon","Elemental","Primal","Uncommon","Wood","Gargantuan"],"id":"creature-4144","text":" Ancient Forest Dragon Like the rest of their imperial cousins, the forest dragon likely originated from the elemental plane they embody, namely the Plane of Wood. That some forest dragons yet reside in the recently returned Eternal Forest supports this theory, though this only answers the location of origin, not how the dragons came to be. The Elemental Lord Shumunue might resemble a forest dragon, but she is not one herself, so the mystery of the dragons' progenitor remains unanswered to this day. Recall Knowledge - Dragon (Arcana): DC 41 Recall Knowledge - Elemental (Arcana, Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ancient Forest Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 136 Perception +33; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Fey, Muan, Nagaji Skills Acrobatics +33, Athletics +36, Deception +33, Intimidation +33, Nature +36, Stealth +33, Survival +35 Str +9 Dex +4 Con +6 Int +5 Wis +7 Cha +5 --- AC 43 Fort +32 Ref +29 Will +35 +1 status to all saves vs. magic HP 375 Immunities paralyzed, poison, sleep Weaknesses fire 15 Countered by Metal If the forest dragon takes damage from a metal item or effect with the metal trait, they lose woodland passage and vanishing tracks until the end of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 39. Creatures with the animal, fungus, or plant trait take a –2 circumstance penalty to the save. Fed by Water Reaction (healing, primal, vitality) Frequency once per hour; Trigger The forest dragon is targeted with a water spell or effect; Effect The forest dragon gains 50 temporary Hit Points that last for 1 minute. --- Speed 40 feet, fly 160 feet; woodland passage Melee Single Action jaws +36 (Magical, reach 20 feet), Damage 4d10+17 piercing plus 3d6 poison Melee Single Action claw +36 (Agile, magical, reach 15 feet), Damage 4d6+17 slashing plus Grab Melee Single Action tail +34 (Magical, reach 30 feet), Damage 4d8+17 bludgeoning plus Grab Primal Innate Spells DC 41 - Cantrips (6th) Know the Way - 2nd Entangling Flora - 3rd Fear (animal; fungi; and plants only) - 4th One with Plants - 6th Tangling Creepers - Constant (1st) Vanishing Tracks Azure Swarm Breath Two Actions (Primal) The dragon unleashes a swarm of insects that deals 18d6 piercing damage in a 60-foot cone (DC 41 basic Reflex save) before dispersing. A creature that critically fails takes 3d6 persistent poison damage. The dragon can't use Azure Swarm Breath again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed at a time; one in each of their two front claws, and one with their tail. Draconic Momentum The dragon recharges their Azure Swarm Breath whenever they score a critical hit with a Strike. Draining Blight Two Actions (Healing, primal, void) Frequency once per day; Effect The dragon draws moisture from the living creatures surrounding them to heal their own wounds. Each living creature in a 30-foot emanation takes 10d10 void damage (DC 41 basic Fortitude save). Creatures made entirely of water and plant creatures use the outcome one degree of success worse than they rolled. The dragon regains Hit Points equal to half of the highest damage a single creature takes from this effect. All non-creature plant life in the area withers and dies, eliminating non-magical undergrowth and any associated difficult terrain, cover, and concealment. Greater Constrict Single Action 4d8+9 bludgeoning, DC 41 Lignifying Bite (Plant, primal, wood) When a creature made of flesh is reduced to 0 Hit Points by the dragon's jaws Strike, that creature must attempt a DC 41 Fortitude save. If it fails, it dies, and its flesh, made of earth in a metaphysical sense, turns to wood. The wood is living and might grow into a tree over time, but it can't be used as a body or piece of a body for raise dead or other magic that would return the creature to life. Woodland Passage The forest dragon ignores difficult terrain and greater difficult terrain from non-magical plants and fungi, such as bushes, vines, and undergrowth. Forest Shape When casting one with plants, a forest dragon can become a tree of the same size and age as themselves, using their own AC. ","tradition":["Primal"],"element":["Wood"],"skill_mod":{"deception":33,"nature":36,"survival":35,"stealth":33,"athletics":36,"intimidation":33,"acrobatics":33},"summary":"Like the rest of their imperial cousins, the forest dragon likely originated from the elemental plane they embody, namely the Plane of Wood . That …","primary_source":"Draconic Codex\r\n","spell":["Tangling Creepers","One with Plants","Fear","Entangling Flora","Know the Way","Vanishing Tracks"],"trait_group":["Creature Type","Tradition","Monster","Rarity","Elemental"],"ac":43,"level":19,"spell_dc":[41],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4144","intelligence":5,"reflex_save":29,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Ancient Forest Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[31,35,49],"slug":"creature-4144"},{"attack_bonus":[41,43,43],"constitution":8,"primary_source_category":"Lost Omens","strength":10,"hp":480,"language":["Common","Draconic","Elven","Fey","Muan","Nagaji"],"immunity":["disease","paralyzed","poison","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Forest","will_save":39,"charisma":7,"speed":{"fly":200,"max":200,"land":50},"perception":36,"wisdom":9,"weakness":{"fire":20},"creature_ability":["Countered by Metal","Frightful Presence","Fed by Water","Azure Swarm Breath","Coiling Frenzy","Draconic Momentum","Draining Blight","Forest Shape","Greater Constrict","Lignifying Bite","Ultimate Remedy","Woodland Passage"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"trait":["Dragon","Elemental","Primal","Rare","Wood","Gargantuan"],"id":"creature-4145","text":" Forest Archdragon Like the rest of their imperial cousins, the forest dragon likely originated from the elemental plane they embody, namely the Plane of Wood. That some forest dragons yet reside in the recently returned Eternal Forest supports this theory, though this only answers the location of origin, not how the dragons came to be. The Elemental Lord Shumunue might resemble a forest dragon, but she is not one herself, so the mystery of the dragons' progenitor remains unanswered to this day. Recall Knowledge - Dragon (Arcana): DC 49 Recall Knowledge - Elemental (Arcana, Nature): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Forest Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 137 Perception +36; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Elven, Fey, Muan, Nagaji Skills Acrobatics +38, Athletics +42, Deception +38, Intimidation +38, Nature +42, Stealth +38, Survival +40 Str +10 Dex +5 Con +8 Int +6 Wis +9 Cha +7 --- AC 48 Fort +36 Ref +32 Will +39 +2 status to all saves vs. magic HP 480 Immunities disease, paralyzed, poison, sleep Weaknesses fire 20 Countered by Metal If the forest dragon takes damage from a metal item or effect with the metal trait, they lose woodland passage and vanishing tracks until the end of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 45. Creatures with the animal, fungus, or plant trait take a –2 circumstance penalty to the save. Fed by Water Reaction (healing, primal, vitality) Frequency once per hour; Trigger The forest dragon is targeted with a water spell or effect; Effect The forest dragon gains 60 temporary Hit Points that last for 1 minute. --- Speed 50 feet, fly 200 feet; woodland passage Melee Single Action jaws +43 (Magical, reach 20 feet), Damage 4d12+20 piercing plus 4d6 poison Melee Single Action claw +43 (Agile, magical, reach 15 feet), Damage 4d8+20 slashing plus Grab Melee Single Action tail +41 (Magical, reach 30 feet), Damage 4d10+20 bludgeoning plus Grab Primal Innate Spells DC 45 - Cantrips (8th) Know the Way - 2nd Entangling Flora - 3rd Fear (animal; fungi; and plants only) - 4th One with Plants - 6th Tangling Creepers - 8th Migration - Constant (1st) Vanishing Tracks Azure Swarm Breath Two Actions (Primal) The dragon unleashes a swarm of insects that deals 20d6 piercing damage 4d6 persistent poison in a 60-foot cone (DC 45 basic Reflex save) before dispersing. A creature that critically fails takes 1d6 persistent poison damage. The dragon can't use Azure Swarm Breath again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed at a time; one in each of their two front claws, and one with their tail. Draconic Momentum The dragon recharges their Azure Swarm Breath whenever they score a critical hit with a Strike. Draining Blight Two Actions (Healing, primal, void) Frequency once per day; Effect The dragon draws moisture from the living creatures surrounding them to heal their own wounds. Each living creature in a 30-foot emanation takes 12d10 void damage (DC 45 basic Fortitude save). Creatures made entirely of water and plant creatures use the outcome one degree of success worse than they rolled. The dragon regains Hit Points equal to half of the highest damage a single creature takes from this effect. All non-creature plant life in the area withers and dies, eliminating non-magical undergrowth and any associated difficult terrain, cover, and concealment. Forest Shape When casting one with plants, a forest dragon can become a tree of the same size and age as themselves, using their own AC. Greater Constrict Single Action 4d8+10 bludgeoning, DC 45 Lignifying Bite (Plant, primal, wood) When a creature made of flesh is reduced to 0 Hit Points by the dragon's jaws Strike, that creature must attempt a DC 45 Fortitude save. If it fails, it dies, and its flesh, made of earth in a metaphysical sense, turns to wood. The wood is living and might grow into a tree over time, but it can't be used as a body or piece of a body for raise dead or other magic that would return the creature to life. Ultimate Remedy Three Actions (primal) Frequency once per day; Effect The dragon can cure most ailments. The dragon attempts to a Nature check to counteract a disease or poison afflicting a creature within 30 feet. Woodland Passage The forest dragon ignores difficult terrain and greater difficult terrain from non-magical plants and fungi, such as bushes, vines, and undergrowth. ","tradition":["Primal"],"element":["Wood"],"skill_mod":{"deception":38,"nature":42,"survival":40,"stealth":38,"athletics":42,"intimidation":38,"acrobatics":38},"summary":"Like the rest of their imperial cousins, the forest dragon likely originated from the elemental plane they embody, namely the Plane of Wood . That …","primary_source":"Draconic Codex\r\n","spell":["Migration","Tangling Creepers","One with Plants","Fear","Entangling Flora","Know the Way","Vanishing Tracks"],"trait_group":["Creature Type","Tradition","Monster","Rarity","Elemental"],"ac":48,"level":22,"spell_dc":[45],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4145","intelligence":6,"reflex_save":32,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":36,"size":["Gargantuan"],"name":"Forest Archdragon","category":"creature","rarity":"rare","strike_damage_average":[38,42,60],"slug":"creature-4145"},{"primary_source_category":"Lost Omens","strength":6,"hp":175,"language":["Common","Draconic","Pyric"],"source":["Draconic Codex\r\n"],"type":"Creature","charisma":3,"perception":18,"trait":["Dragon","Fire","Primal","Large"],"id":"creature-4146","text":" Young Magma Dragon Magma dragons represent a brash and volatile aspect of dragonkind. Territorial and unpredictable, magma dragons are known for protecting their hunting grounds with a fierce and proud demeanor that brooks no challengers. Passionate in the extreme, magma dragons in their draconic forms can often seem utterly bestial, impulsively jumping at threats and challenges with a wild abandon, but this belies an intellect that many underestimate. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Young Magma Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 140 Perception +18; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Pyric Skills Acrobatics +16, Athletics +20, Deception +14, Nature +15, Stealth +16, Survival +18 Str +6 Dex +1 Con +4 Int +0 Wis +3 Cha +3 --- AC 27 Fort +19 Ref +16 Will +18 +1 status to all saves vs. magic HP 175 Immunities fire, paralyzed, sleep Weaknesses cold 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 25 Wing Deflection Reaction Trigger The dragon is targeted with an attack; Effect The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack. --- Speed 30 feet, burrow 30 feet, fly 100 feet; magma burrow Melee Single Action jaws +21 (Fire, magical, reach 10 feet), Damage 2d8+10 piercing plus 2d6 fire Melee Single Action claw +21 (Agile, magical), Damage 2d10+10 slashing Melee Single Action tail +19 (Magical, reach 15 feet), Damage 2d12+10 bludgeoning Melee Single Action horn +19 (Magical, reach 10 feet), Damage 1d10+10 piercing Primal Innate Spells DC 28, attack +18 - Cantrips (5th) Ignition - 5th Breathe Fire (at will) Pyroclastic Breath Two Actions (Fire, primal) The dragon breathes a blast of magma that deals 5d6 fire damage and 3d12 bludgeoning damage in a 30-foot cone (DC 28 basic Reflex save). They can't use Pyroclastic Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Pyroclastic Breath whenever they score a critical hit with a Strike. Magma Burrow A magma dragon's burrow Speed functions only when the dragon is Burrowing through magma or molten lava. ","element":["Fire"],"skill_mod":{"deception":14,"nature":15,"survival":18,"stealth":16,"athletics":20,"acrobatics":16},"primary_source":"Draconic Codex\r\n","spell":["Breathe Fire","Ignition"],"ac":27,"level":9,"spell_dc":[28],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Young Magma Dragon","rarity":"common","strike_damage_average":[15,21,23,26],"attack_bonus":[19,19,21,21],"constitution":4,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Magma","spell_attack_bonus":[18],"will_save":18,"speed":{"fly":100,"max":100,"land":30,"burrow":30},"wisdom":3,"weakness":{"cold":10},"creature_ability":["Frightful Presence","Wing Deflection","Pyroclastic Breath","Draconic Frenzy","Draconic Momentum","Magma Burrow"],"skill":["Acrobatics","Athletics","Deception","Nature","Stealth","Survival"],"legacy_id":["creature-631","creature-469"],"tradition":["Primal"],"summary":"Magma dragons represent a brash and volatile aspect of dragonkind. Territorial and unpredictable, magma dragons are known for protecting their …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Tradition"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4146","dexterity":1,"category":"creature","slug":"creature-4146"},{"primary_source_category":"Lost Omens","strength":8,"hp":270,"language":["Common","Draconic","Petran","Pyric"],"source":["Draconic Codex\r\n"],"type":"Creature","charisma":4,"perception":23,"trait":["Dragon","Fire","Primal","Huge"],"id":"creature-4147","text":" Adult Magma Dragon Magma dragons represent a brash and volatile aspect of dragonkind. Territorial and unpredictable, magma dragons are known for protecting their hunting grounds with a fierce and proud demeanor that brooks no challengers. Passionate in the extreme, magma dragons in their draconic forms can often seem utterly bestial, impulsively jumping at threats and challenges with a wild abandon, but this belies an intellect that many underestimate. Recall Knowledge - Dragon (Arcana): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Adult Magma Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 140 Perception +23; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Petran, Pyric Skills Acrobatics +21, Athletics +27, Deception +19, Intimidation +25, Nature +21, Stealth +21, Survival +23 Str +8 Dex +2 Con +5 Int +2 Wis +4 Cha +4 --- AC 33 Fort +25 Ref +21 Will +23 +1 status to all saves vs. magic HP 270 Immunities fire, paralyzed, sleep Weaknesses cold 15 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 30 Wing Deflection Reaction Trigger The dragon is targeted with an attack; Effect The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack. --- Speed 40 feet, burrow 40 feet, fly 140 feet; magma burrow Melee Single Action jaws +27 (Fire, magical, reach 15 feet), Damage 3d8+12 piercing plus 2d6 fire Melee Single Action claw +27 (Agile, magical, reach 10 feet), Damage 3d10+12 slashing Melee Single Action tail +25 (Magical, reach 20 feet), Damage 3d12+12 bludgeoning Melee Single Action horn +25 (Magical, reach 15 feet), Damage 2d10+12 piercing Primal Innate Spells DC 33, attack +23 - Cantrips (6th) Ignition - 6th Breathe Fire (at will), Wall of Fire (at will) Pyroclastic Breath Two Actions (Fire, primal) The dragon breathes a blast of magma that deals 7d6 fire damage and 4d12 bludgeoning damage in a 40-foot cone (DC 33 basic Reflex save). They can't use Pyroclastic Breath again for 1d4 rounds. Change Shape Single Action (Concentrate, polymorph, primal) The dragon takes on the appearance of a Medium humanoid. This does not change their Speed or their attack and damage bonuses with their Strikes but might change the type their Strikes deal (typically to bludgeoning). Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Pyroclastic Breath whenever they score a critical hit with a Strike. Magma Burrow A magma dragon's burrow Speed functions only when the dragon is Burrowing through magma or molten lava Volcanic Purge Single Action If the next action the dragon uses is Pyroclastic Breath, the magma clings to those it damages. Each creature that fails its save against Pyroclastic Breath takes 4d6 persistent fire damage, and as long as it has this persistent fire damage, it also takes a –10-foot status penalty to its Speeds. ","element":["Fire"],"skill_mod":{"deception":19,"nature":21,"survival":23,"stealth":21,"athletics":27,"intimidation":25,"acrobatics":21},"primary_source":"Draconic Codex\r\n","spell":["Breathe Fire","Wall of Fire","Ignition"],"ac":33,"level":13,"spell_dc":[33],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":2,"reflex_save":21,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":25,"size":["Huge"],"name":"Adult Magma Dragon","rarity":"common","strike_damage_average":[23,28,31,32],"attack_bonus":[25,25,27,27],"constitution":5,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Magma","spell_attack_bonus":[23],"will_save":23,"speed":{"fly":140,"max":140,"land":40,"burrow":40},"wisdom":4,"weakness":{"cold":15},"creature_ability":["Frightful Presence","Wing Deflection","Pyroclastic Breath","Change Shape","Draconic Frenzy","Draconic Momentum","Magma Burrow","Volcanic Purge"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-632","creature-470"],"tradition":["Primal"],"summary":"Magma dragons represent a brash and volatile aspect of dragonkind. Territorial and unpredictable, magma dragons are known for protecting their …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Tradition"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4147","dexterity":2,"category":"creature","slug":"creature-4147"},{"primary_source_category":"Lost Omens","strength":8,"hp":380,"language":["Common","Draconic","Petran","Pyric","Sakvroth"],"source":["Draconic Codex\r\n"],"type":"Creature","charisma":6,"perception":33,"trait":["Dragon","Fire","Primal","Uncommon","Gargantuan"],"id":"creature-4148","text":" Ancient Magma Dragon Magma dragons represent a brash and volatile aspect of dragonkind. Territorial and unpredictable, magma dragons are known for protecting their hunting grounds with a fierce and proud demeanor that brooks no challengers. Passionate in the extreme, magma dragons in their draconic forms can often seem utterly bestial, impulsively jumping at threats and challenges with a wild abandon, but this belies an intellect that many underestimate. Recall Knowledge - Dragon (Arcana): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ancient Magma Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 140 Perception +33; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Petran, Pyric, Sakvroth Skills Acrobatics +28, Athletics +35, Deception +28, Intimidation +34, Nature +28, Stealth +28, Survival +29 Str +8 Dex +4 Con +6 Int +4 Wis +5 Cha +6 --- AC 42 Fort +33 Ref +28 Will +30 +1 status to all saves vs. magic HP 380 Immunities fire, paralyzed, sleep Weaknesses cold 15 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 37 Wing Deflection Reaction Trigger The dragon is targeted with an attack; Effect The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack. --- Speed 50 feet, burrow 50 feet, fly 200 feet; magma burrow Melee Single Action jaws +36 (Magical, reach 20 feet), Damage 3d8+16 piercing plus 3d6 fire Melee Single Action claw +36 (Agile, magical, reach 15 feet), Damage 3d10+16 slashing Melee Single Action tail +34 (Magical, reach 25 feet), Damage 3d12+16 bludgeoning Melee Single Action horn +34 (Magical, reach 20 feet), Damage 2d10+16 piercing Primal Innate Spells DC 40, attack +32 - Cantrips (8th) Ignition - 8th Breathe Fire (at will), Fireball, Wall of Fire (at will) Pyroclastic Breath Two Actions (Fire, primal) The dragon breathes a blast of magma that deals 10d6 fire damage and 5d12 bludgeoning damage in a 60-foot cone (DC 40 basic Reflex save). They can't use Pyroclastic Breath again for 1d4 rounds. Change Shape Single Action (Concentrate, polymorph, primal) The dragon takes on the appearance of a Medium humanoid. This does not change their Speed or their attack and damage bonuses with their Strikes but might change the type their Strikes deal (typically to bludgeoning). Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Pyroclastic Breath whenever they score a critical hit with a Strike. Magma Burrow A magma dragon's burrow Speed functions only when the dragon is Burrowing through magma or molten lava. Magma Tomb Two Actions (Fire, primal) Frequency once per day; Effect The dragon spits a molten boulder at a target within 120 feet. This deals 12d6 fire damage and 5d12 bludgeoning damage, with a DC 40 basic Reflex save. If the creature fails its save, it's encased in magma that instantly cools and has Hardness 10, HP 40, and BT 20. The encased creature can't breathe and is restrained (Escape DC 40). Volcanic Purge Single Action If the next action the dragon uses is Pyroclastic Breath, the magma clings to those it damages. Each creature that fails its save against Pyroclastic Breath takes 5d6 persistent fire damage, and as long as it has this persistent fire damage, it also takes a –10-foot status penalty to its Speeds. ","element":["Fire"],"skill_mod":{"deception":28,"nature":28,"survival":29,"stealth":28,"athletics":35,"intimidation":34,"acrobatics":28},"primary_source":"Draconic Codex\r\n","spell":["Breathe Fire","Fireball","Wall of Fire","Ignition"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":4,"reflex_save":28,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":33,"size":["Gargantuan"],"name":"Ancient Magma Dragon","rarity":"uncommon","strike_damage_average":[27,32,35,40],"attack_bonus":[34,34,36,36],"constitution":6,"immunity":["fire","paralyzed","sleep"],"creature_family":"Dragon, Magma","spell_attack_bonus":[32],"will_save":30,"speed":{"fly":200,"max":200,"land":50,"burrow":50},"wisdom":5,"weakness":{"cold":15},"creature_ability":["Frightful Presence","Wing Deflection","Pyroclastic Breath","Change Shape","Draconic Frenzy","Draconic Momentum","Magma Burrow","Magma Tomb","Volcanic Purge"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-633","creature-471"],"tradition":["Primal"],"summary":"Magma dragons represent a brash and volatile aspect of dragonkind. Territorial and unpredictable, magma dragons are known for protecting their …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Tradition","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4148","dexterity":4,"category":"creature","slug":"creature-4148"},{"attack_bonus":[38,38,40,40],"constitution":8,"primary_source_category":"Lost Omens","strength":10,"hp":450,"language":["Common","Draconic","Petran","Pyric","Sakvroth"],"immunity":["fire","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Magma","spell_attack_bonus":[36],"will_save":35,"charisma":8,"speed":{"fly":200,"max":200,"land":50,"burrow":50},"perception":38,"wisdom":6,"weakness":{"cold":20},"creature_ability":["Frightful Presence","Wing Deflection","Pyroclastic Breath","Cataclysm","Change Shape","Draconic Frenzy","Draconic Momentum","Magma Burrow","Magma Tomb","Volcanic Purge"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"trait":["Dragon","Fire","Primal","Rare","Gargantuan"],"id":"creature-4149","text":" Magma Archdragon Magma dragons represent a brash and volatile aspect of dragonkind. Territorial and unpredictable, magma dragons are known for protecting their hunting grounds with a fierce and proud demeanor that brooks no challengers. Passionate in the extreme, magma dragons in their draconic forms can often seem utterly bestial, impulsively jumping at threats and challenges with a wild abandon, but this belies an intellect that many underestimate. Recall Knowledge - Dragon (Arcana): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Magma Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 141 Perception +38; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Petran, Pyric, Sakvroth Skills Acrobatics +34, Athletics +43, Deception +34, Intimidation +40, Nature +34, Stealth +34, Survival +36 Str +10 Dex +6 Con +8 Int +6 Wis +6 Cha +8 --- AC 46 Fort +39 Ref +32 Will +35 +1 status to all saves vs. magic HP 450 Immunities fire, paralyzed, sleep Weaknesses cold 20 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 44 Wing Deflection Reaction Trigger The dragon is targeted with an attack; Effect The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack. --- Speed 50 feet, burrow 50 feet, fly 200 feet; magma burrow Melee Single Action jaws +40 (Magical, reach 20 feet), Damage 4d8+20 piercing plus 3d6 fire Melee Single Action claw +40 (Agile, magical, reach 15 feet), Damage 4d10+20 slashing Melee Single Action tail +38 (Magical, reach 25 feet), Damage 4d12+20 bludgeoning Melee Single Action horn +38 (Magical, reach 20 feet), Damage 3d10+20 piercing Primal Innate Spells DC 44, attack +36 - Cantrips (9th) Ignition - 9th Breathe Fire (at will), Fireball, Wall of Fire (at will) Pyroclastic Breath Two Actions (Fire, primal) The dragon breathes a blast of magma that deals 11d6 fire damage and 6d12 bludgeoning damage in a 60-foot cone (DC 44 basic Reflex save). They can't use Pyroclastic Breath again for 1d4 rounds. Cataclysm Three Actions (Concentrate, fire, primal) Frequency once per day; Effect The magma archdragon releases its primal fury in full. Magma rips from the ground in a 30-foot burst within 240 feet. Each creature in the area takes 14d6 fire damage and 4d12 bludgeoning damage, with a DC 44 basic Reflex save. Change Shape Single Action (Concentrate, polymorph, primal) The dragon takes on the appearance of a Medium humanoid. This does not change their Speed or their attack and damage bonuses with their Strikes but might change the type their Strikes deal (typically to bludgeoning). Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horn Strike in any order. Draconic Momentum The dragon recharges their Pyroclastic Breath whenever they score a critical hit with a Strike. Magma Burrow A magma dragon's burrow Speed functions only when the dragon is Burrowing through magma or molten lava Magma Tomb Two Actions (Fire, primal) Frequency once per day; Effect The dragon spits a molten boulder at a target within 120 feet. This deals 14d6 fire damage and 6d12 bludgeoning damage, with a DC 44 basic Reflex save. If the creature fails its save, it's encased in magma that instantly cools and has Hardness 12, HP 50, and BT 25. The encased creature can't breathe and is restrained (Escape DC 44). Volcanic Purge Single Action If the next action the dragon uses is Pyroclastic Breath, the magma clings to those it damages. Each creature that fails its save against Pyroclastic Breath takes 6d6 persistent fire damage, and as long as it has this persistent fire damage, it also takes a –10-foot status penalty to its Speeds. ","tradition":["Primal"],"element":["Fire"],"skill_mod":{"deception":34,"nature":34,"survival":36,"stealth":34,"athletics":43,"intimidation":40,"acrobatics":34},"summary":"Magma dragons represent a brash and volatile aspect of dragonkind. Territorial and unpredictable, magma dragons are known for protecting their …","primary_source":"Draconic Codex\r\n","spell":["Breathe Fire","Fireball","Wall of Fire","Ignition"],"trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Tradition","Rarity"],"ac":46,"level":21,"spell_dc":[44],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4149","intelligence":6,"reflex_save":32,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":39,"size":["Gargantuan"],"name":"Magma Archdragon","category":"creature","rarity":"rare","strike_damage_average":[36,42,46,48],"slug":"creature-4149"},{"legacy_name":["Young Copper Dragon"],"attack_bonus":[17,17,19,19],"constitution":2,"primary_source_category":"Lost Omens","strength":5,"hp":135,"language":["Common","Draconic"],"immunity":["fear","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Mocking","will_save":16,"charisma":6,"speed":{"fly":90,"max":90,"land":25},"perception":19,"wisdom":2,"weakness":{},"creature_ability":["Graceless Domain","Jeer at Failure","Change Shape","Hilarious Exhalation","Insistent Heckling","Vex","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Performance","Politics Lore","Society","Thievery"],"legacy_id":["creature-148"],"trait":["Dragon","Occult","Large"],"id":"creature-4150","text":" Young Mocking Dragon Wily pranksters and enthusiastic show-offs, mocking dragons amuse their friends and humiliate their foes using trickery, satire, and bombast to disgrace the powerful and lift the spirits of the oppressed. Among the most likely of dragons to interact closely with humanoids, mocking dragons often settle in or near communities where they can easily find targets for their wiles. Mocking dragons are inveterate entertainers, though they're more likely to recite satirical poems or witty quips than compose ballads. Experts in disguise, mocking dragons sometimes change their form to better spy on interesting people, ferret out embarrassing information, or execute elaborate ruses. More serious dragons often view mocking dragons as feckless showboaters, but beneath their jovial exterior, mocking dragons harbor a burning desire to fight injustice. They're easily recruited into campaigns against tyrants, and younger dragons often work to remove gang leaders or landlords that oppress working folk. Recall Knowledge - Dragon (Arcana): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Young Mocking Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 144 Perception +19; darkvision Languages Common, Draconic Skills Acrobatics +16, Athletics +17, Deception +18, Diplomacy +18, Intimidation +18, Performance +18, Politics Lore +16, Society +16, Thievery +16 Str +5 Dex +3 Con +2 Int +3 Wis +2 Cha +6 --- AC 26 Fort +14 Ref +19 Will +16 +2 status to all saves vs. occult HP 135 Immunities fear, paralyzed, sleep Graceless Domain (aura, misfortune, occult) 90 feet. A creature who enters or begins its turn in the area must attempt a DC 23 Will save. Regardless of the result of the saving throw, the creature is temporarily immune to the graceless domain aura for 1 minute. The dragon can exclude creatures from this aura. Critical Success The creature is unaffected. Success For 1 round, the first time the creature rolls an Athletics, Acrobatics, or Performance skill check, it must roll twice and take the worse result. Failure For 1 minute, the first time each round the creature rolls an Athletics, Acrobatics, or Performance skill check, it must roll twice and take the worse result. Critical Failure For 1 minute, every time the creature rolls an Athletics, Acrobatics, or Performance skill check, it must roll twice and take the worse result. Jeer at Failure Reaction (auditory, emotion, occult) Trigger A foe within 90 feet becomes prone or critically fails on a Strike; Effect The mocking dragon laughs dismissively at the foe, attempting an Intimidation check to Demoralize the creature. They do not take a penalty if the creature doesn't understand their language. --- Speed 25 feet, fly 90 feet Melee Single Action jaws +19 (Magical, reach 10 feet), Damage 2d10+9 piercing Melee Single Action claw +19 (Agile, magical), Damage 2d6+9 slashing Melee Single Action tail +17 (Magical, reach 15 feet), Damage 2d8+9 bludgeoning plus Vex Ranged Single Action spit +17 (Acid, magical, propulsive, range 90 feet), Damage 2d6+6 acid Occult Innate Spells DC 26 - 4th Blistering Invective Change Shape Single Action (Concentrate, occult, polymorph) The dragon takes on the appearance of any Small, Medium, or Large humanoid, or any Tiny animal. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but might change the damage type their Strikes deal (typically to bludgeoning). Hilarious Exhalation Two Actions (Occult) The dragon unleashes their breath in one of two ways. The dragon can't use Hilarious Exhalation again for 1d4 rounds. Laughing Gas (emotion, mental) The dragon breaths a cloud of mood-altering gas in a 30-foot cone. This has the effect of laughing fit (Will DC 26) with a duration of 1 round. Slippery Puddle The dragon expels a glob of viscous goo at a solid surface at a range of 60 feet. This creates a 15-foot burst with the area effect of grease (DC 26). Insistent Heckling The dragon can Demoralize targets within 90 feet. Targets become immune to the mocking dragon's attempts to Demoralize them for 1 minute after each attempt. Vex Single Action Requirements The dragon's last action was a successful tail Strike; Effect The mocking dragon attempts a Dirty Trick against the target of their tail Strike. This attempt neither applies nor counts toward the creature's multiple attack penalty. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hilarious Exhalation whenever they score a critical hit with a Strike. ","tradition":["Occult"],"skill_mod":{"society":16,"diplomacy":18,"performance":18,"deception":18,"thievery":16,"athletics":17,"intimidation":18,"acrobatics":16},"summary":"Wily pranksters and enthusiastic show-offs, mocking dragons amuse their friends and humiliate their foes using trickery, satire, and bombast to …","primary_source":"Draconic Codex\r\n","spell":["Blistering Invective"],"trait_group":["Creature Type","Tradition","Monster"],"ac":26,"level":8,"spell_dc":[26],"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4150","intelligence":3,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Young Mocking Dragon","category":"creature","rarity":"common","strike_damage_average":[13,16,18,20],"slug":"creature-4150"},{"legacy_name":["Adult Copper Dragon"],"attack_bonus":[24,24,26,26],"constitution":3,"primary_source_category":"Lost Omens","strength":6,"hp":215,"language":["Common","Draconic"],"immunity":["fear","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Mocking","will_save":22,"charisma":7,"speed":{"fly":150,"max":150,"land":30},"perception":25,"wisdom":3,"weakness":{},"creature_ability":["Graceless Domain","Jeer at Failure","Change Shape","Draconic Frenzy","Draconic Momentum","Hilarious Exhalation","Insistent Heckling","Humiliating Mark","Vex"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Performance","Politics Lore","Society","Thievery"],"legacy_id":["creature-149"],"trait":["Dragon","Occult","Huge"],"id":"creature-4151","text":" Adult Mocking Dragon Wily pranksters and enthusiastic show-offs, mocking dragons amuse their friends and humiliate their foes using trickery, satire, and bombast to disgrace the powerful and lift the spirits of the oppressed. Among the most likely of dragons to interact closely with humanoids, mocking dragons often settle in or near communities where they can easily find targets for their wiles. Mocking dragons are inveterate entertainers, though they're more likely to recite satirical poems or witty quips than compose ballads. Experts in disguise, mocking dragons sometimes change their form to better spy on interesting people, ferret out embarrassing information, or execute elaborate ruses. More serious dragons often view mocking dragons as feckless showboaters, but beneath their jovial exterior, mocking dragons harbor a burning desire to fight injustice. They're easily recruited into campaigns against tyrants, and younger dragons often work to remove gang leaders or landlords that oppress working folk. Recall Knowledge - Dragon (Arcana): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Adult Mocking Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 144 Perception +25; darkvision Languages Common, Draconic Skills Acrobatics +22, Athletics +24, Deception +25, Diplomacy +25, Intimidation +25, Performance +25, Politics Lore +22, Society +22, Thievery +22 Str +6 Dex +4 Con +3 Int +4 Wis +3 Cha +7 --- AC 32 Fort +20 Ref +25 Will +22 +2 status to all saves vs. occult HP 215 Immunities fear, paralyzed, sleep Graceless Domain (aura, misfortune, occult) 90 feet. A creature who enters or begins its turn in the area must attempt a DC 29 Will save. Regardless of the result of the saving throw, the creature is temporarily immune to the graceless domain aura for 1 minute. The dragon can exclude creatures from this aura. Critical Success The creature is unaffected. Success For 1 round, the first time the creature rolls an Athletics, Acrobatics, or Performance skill check, it must roll twice and take the worse result. Failure For 1 minute, the first time each round the creature rolls an Athletics, Acrobatics, or Performance skill check, it must roll twice and take the worse result. Critical Failure For 1 minute, every time the creature rolls an Athletics, Acrobatics, or Performance skill check, it must roll twice and take the worse result. Jeer at Failure Reaction (auditory, emotion, occult) Trigger A foe within 90 feet becomes prone or critically fails on a Strike; Effect The mocking dragon laughs dismissively at the foe, attempting an Intimidation check to Demoralize the creature. They do not take a penalty if the creature doesn't understand their language. --- Speed 30 feet, fly 150 feet Melee Single Action jaws +26 (Magical, reach 10 feet), Damage 3d12+10 piercing Melee Single Action claw +26 (Agile, magical), Damage 3d8+10 slashing plus humiliating mark Melee Single Action tail +24 (Magical, reach 15 feet), Damage 3d10+10 bludgeoning plus Vex Ranged Single Action spit +24 (Acid, magical, propulsive, range 90 feet), Damage 3d6+7 acid Occult Innate Spells DC 32 - 6th Blistering Invective Change Shape Single Action (Concentrate, occult, polymorph) The dragon takes on the appearance of any Tiny, Small, Medium, or Large animal, beast, or humanoid. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but might change the damage type their Strikes deal (typically to bludgeoning). Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hilarious Exhalation whenever they score a critical hit with a Strike. Hilarious Exhalation Two Actions (Occult) The dragon unleashes their breath in one of two ways. The dragon can't use Hilarious Exhalation again for 1d4 rounds. Laughing Gas (emotion, mental) The dragon breaths a cloud of mood-altering gas in a 30-foot cone. This has the effect of laughing fit (Will DC 32) with a duration of 1 round. Slippery Puddle The dragon expels a glob of viscous goo at a solid surface at a range of 60 feet. This creates a 15-foot burst with the area effect of grease (DC 32). Insistent Heckling The dragon can Demoralize targets within 90 feet. Targets become immune to the mocking dragon's attempts to Demoralize them for 1 minute after each attempt. Humiliating Mark On a critical hit, the dragon's claws inflict outcast's curse on the target as if they had rolled a success. Vex Single Action Requirements The dragon's last action was a successful tail Strike; Effect The mocking dragon attempts a Dirty Trick against the target of their tail Strike. This attempt neither applies nor counts toward the creature's multiple attack penalty. ","tradition":["Occult"],"skill_mod":{"society":22,"diplomacy":25,"performance":25,"deception":25,"thievery":22,"athletics":24,"intimidation":25,"acrobatics":22},"summary":"Wily pranksters and enthusiastic show-offs, mocking dragons amuse their friends and humiliate their foes using trickery, satire, and bombast to …","primary_source":"Draconic Codex\r\n","spell":["Blistering Invective"],"trait_group":["Creature Type","Tradition","Monster"],"ac":32,"level":12,"spell_dc":[32],"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4151","intelligence":4,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":20,"size":["Huge"],"name":"Adult Mocking Dragon","category":"creature","rarity":"common","strike_damage_average":[17,23,26,29],"slug":"creature-4151"},{"legacy_name":["Ancient Copper Dragon"],"attack_bonus":[31,31,33,33],"constitution":4,"primary_source_category":"Lost Omens","strength":7,"hp":325,"language":["Common","Draconic"],"immunity":["fear","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Mocking","will_save":29,"charisma":9,"speed":{"fly":180,"max":180,"land":40},"perception":32,"wisdom":4,"weakness":{},"creature_ability":["Graceless Domain","Jeer at Failure","Change Shape","Draconic Frenzy","Draconic Momentum","Hilarious Exhalation","Insistent Heckling","Humiliating Mark","Improved Vex"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Performance","Politics Lore","Society","Thievery"],"legacy_id":["creature-150"],"trait":["Dragon","Occult","Uncommon","Gargantuan"],"id":"creature-4152","text":" Ancient Mocking Dragon Wily pranksters and enthusiastic show-offs, mocking dragons amuse their friends and humiliate their foes using trickery, satire, and bombast to disgrace the powerful and lift the spirits of the oppressed. Among the most likely of dragons to interact closely with humanoids, mocking dragons often settle in or near communities where they can easily find targets for their wiles. Mocking dragons are inveterate entertainers, though they're more likely to recite satirical poems or witty quips than compose ballads. Experts in disguise, mocking dragons sometimes change their form to better spy on interesting people, ferret out embarrassing information, or execute elaborate ruses. More serious dragons often view mocking dragons as feckless showboaters, but beneath their jovial exterior, mocking dragons harbor a burning desire to fight injustice. They're easily recruited into campaigns against tyrants, and younger dragons often work to remove gang leaders or landlords that oppress working folk. Recall Knowledge - Dragon (Arcana): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ancient Mocking Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 145 Perception +32; darkvision Languages Common, Draconic Skills Acrobatics +32, Athletics +33, Deception +34, Diplomacy +34, Intimidation +36, Performance +36, Politics Lore +33, Society +33, Thievery +32 Str +7 Dex +5 Con +4 Int +5 Wis +4 Cha +9 --- AC 39 Fort +27 Ref +32 Will +29 +2 status to all saves vs. occult HP 325 Immunities fear, paralyzed, sleep Graceless Domain (aura, misfortune, occult) 90 feet. A creature who enters or begins its turn in the area must attempt a DC 35 Will save. Regardless of the result of the saving throw, the creature is temporarily immune to the graceless domain aura for 1 minute. The dragon can exclude creatures from this aura. Critical Success The creature is unaffected. Success For 1 round, the first time the creature rolls an Athletics, Acrobatics, or Performance skill check, it must roll twice and take the worse result. Failure For 1 minute, the first time each round the creature rolls an Athletics, Acrobatics, or Performance skill check, it must roll twice and take the worse result. Critical Failure For 1 minute, every time the creature rolls an Athletics, Acrobatics, or Performance skill check, it must roll twice and take the worse result. Jeer at Failure Reaction (auditory, emotion, occult) Trigger A foe within 90 feet becomes prone or critically fails on a Strike; Effect The mocking dragon laughs dismissively at the foe, attempting an Intimidation check to Demoralize the creature. They do not take a penalty if the creature doesn't understand their language. --- Speed 40 feet, fly 180 feet Melee Single Action jaws +33 (Magical, reach 10 feet), Damage 3d12+17 piercing Melee Single Action claw +33 (Agile, magical), Damage 3d8+17 slashing plus humiliating mark Melee Single Action tail +31 (Magical, reach 15 feet), Damage 3d10+17 bludgeoning plus Improved Vex Ranged Single Action spit +31 (Acid, magical, propulsive, range 90 feet), Damage 3d6+13 acid Occult Innate Spells DC 38 - 9th Blistering Invective Change Shape Single Action (Concentrate, occult, polymorph) The dragon takes on the appearance of any Tiny, Small, Medium, Large, or Huge animal, beast, or humanoid. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but might change the damage type their Strikes deal (typically to bludgeoning). Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hilarious Exhalation whenever they score a critical hit with a Strike. Hilarious Exhalation Two Actions (Occult) The dragon unleashes their breath in one of two ways. The dragon can't use Hilarious Exhalation again for 1d4 rounds. Laughing Gas (emotion, mental) The dragon breaths a cloud of mood-altering gas in a 30-foot cone. This has the effect of laughing fit (Will DC 42) with a duration of 1 round. Slippery Puddle The dragon expels a glob of viscous goo at a solid surface at a range of 60 feet. This creates a 15-foot burst with the area effect of grease (DC 42). Insistent Heckling The dragon can Demoralize targets within 90 feet. Targets become immune to the mocking dragon's attempts to Demoralize them for 1 minute after each attempt. Creatures who are Demoralized by the ancient mocking dragon are Stupefied 1 while they are frightened. Humiliating Mark On a critical hit, the dragon's claws inflict outcast's curse on the target as if they had rolled a success. Improved Vex Free Action Requirements The dragon's last action was a successful tail Strike; Effect The ancient mocking dragon attempts a Dirty Trick against the target of their tail Strike. This attempt neither applies nor counts toward the creature's multiple attack penalty. ","tradition":["Occult"],"skill_mod":{"society":33,"diplomacy":34,"performance":36,"deception":34,"thievery":32,"athletics":33,"intimidation":36,"acrobatics":32},"summary":"Wily pranksters and enthusiastic show-offs, mocking dragons amuse their friends and humiliate their foes using trickery, satire, and bombast to …","primary_source":"Draconic Codex\r\n","spell":["Blistering Invective"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":39,"level":17,"spell_dc":[38],"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4152","intelligence":5,"reflex_save":32,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":27,"size":["Gargantuan"],"name":"Ancient Mocking Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[23,30,33,36],"slug":"creature-4152"},{"attack_bonus":[36,36,38,38],"constitution":6,"primary_source_category":"Lost Omens","strength":9,"hp":420,"language":["Common","Draconic"],"immunity":["fear","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Mocking","will_save":35,"charisma":10,"speed":{"fly":200,"max":200,"land":50},"perception":39,"wisdom":6,"weakness":{},"creature_ability":["Graceless Domain","Jeer at Failure","Change Shape","Draconic Frenzy","Draconic Momentum","Gales of Laughter","Hilarious Exhalation","Insistent Heckling","Humiliating Mark","Improved Vex"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Performance","Politics Lore","Society","Thievery"],"trait":["Dragon","Occult","Rare","Gargantuan"],"id":"creature-4153","text":" Mocking Archdragon Wily pranksters and enthusiastic show-offs, mocking dragons amuse their friends and humiliate their foes using trickery, satire, and bombast to disgrace the powerful and lift the spirits of the oppressed. Among the most likely of dragons to interact closely with humanoids, mocking dragons often settle in or near communities where they can easily find targets for their wiles. Mocking dragons are inveterate entertainers, though they're more likely to recite satirical poems or witty quips than compose ballads. Experts in disguise, mocking dragons sometimes change their form to better spy on interesting people, ferret out embarrassing information, or execute elaborate ruses. More serious dragons often view mocking dragons as feckless showboaters, but beneath their jovial exterior, mocking dragons harbor a burning desire to fight injustice. They're easily recruited into campaigns against tyrants, and younger dragons often work to remove gang leaders or landlords that oppress working folk. Recall Knowledge - Dragon (Arcana): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Mocking Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 145 Perception +39; darkvision Languages Common, Draconic Skills Acrobatics +34, Athletics +38, Deception +38, Diplomacy +38, Intimidation +41, Performance +41, Politics Lore +36, Society +36, Thievery +34 Str +9 Dex +7 Con +6 Int +7 Wis +6 Cha +10 --- AC 45 Fort +33 Ref +38 Will +35 HP 420 Immunities fear, paralyzed, sleep Graceless Domain (aura, misfortune, occult) 90 feet. A creature who enters or begins its turn in the area must attempt a DC 42 Will save. Regardless of the result of the saving throw, the creature is temporarily immune to the graceless domain aura for 1 minute. The dragon can exclude creatures from this aura. Critical Success The creature is unaffected. Success For 1 round, the first time the creature rolls an Athletics, Acrobatics, or Performance skill check, it must roll twice and take the worse result. Failure For 1 minute, the first time each round the creature rolls an Athletics, Acrobatics, or Performance skill check, it must roll twice and take the worse result. Critical Failure For 1 minute, every time the creature rolls an Athletics, Acrobatics, or Performance skill check, it must roll twice and take the worse result. Jeer at Failure Reaction (auditory, emotion, occult) Trigger A foe within 90 feet becomes prone or critically fails on a Strike; Effect The mocking dragon laughs dismissively at the foe, attempting an Intimidation check to Demoralize the creature. They do not take a penalty if the creature doesn't understand their language. --- Speed 50 feet, fly 200 feet Melee Single Action jaws +38 (Magical, reach 10 feet), Damage 4d12+19 piercing Melee Single Action claw +38 (Agile, magical), Damage 4d8+19 slashing plus humiliating mark Melee Single Action tail +36 (Magical, reach 15 feet), Damage 4d10+19 bludgeoning plus Improved Vex Ranged Single Action spit +36 (Acid, magical, propulsive, range 90 feet), Damage 4d6+14 acid Occult Innate Spells DC 42 - 10th Blistering Invective Change Shape Single Action (Concentrate, occult, polymorph) The dragon takes on the appearance of any Tiny, Small, Medium, Large, or Huge animal, beast, or humanoid. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but might change the damage type their Strikes deal (typically to bludgeoning). Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hilarious Exhalation whenever they score a critical hit with a Strike. Gales of Laughter Single Action (Auditory, emotion, mental, occult) Frequency once per round; Effect The dragon surrounds a creature within 90 feet with cacophonous laughter, deafening it for 1 round and causing 10d4 persistent mental damage unless it succeeds on a DC 42 Will save. Hilarious Exhalation Two Actions (Occult) The dragon unleashes their breath in one of two ways. The dragon can't use Hilarious Exhalation again for 1d4 rounds. Laughing Gas (emotion, mental) The dragon breaths a cloud of mood-altering gas in a 30-foot cone. This has the effect of laughing fit (Will DC 42) with a duration of 1 round. Slippery Puddle The dragon expels a glob of viscous goo at a solid surface at a range of 60 feet. This creates a 15-foot burst with the area effect of grease (DC 42). Insistent Heckling The dragon can Demoralize targets within 90 feet. Targets become immune to the mocking dragon's attempts to Demoralize them for 1 minute after each attempt. Creatures Demoralized by the ancient mocking dragon are stupefied 1 while they are frightened. Humiliating Mark On a critical hit, the dragon's claws inflict outcast's curse on the target as if they had rolled a success. Improved Vex Free Action Requirements The dragon's last action was a successful tail Strike; Effect The ancient mocking dragon attempts a Dirty Trick against the target of their tail Strike. This attempt neither applies nor counts toward the creature's multiple attack penalty. ","tradition":["Occult"],"skill_mod":{"society":36,"diplomacy":38,"performance":41,"deception":38,"thievery":34,"athletics":38,"intimidation":41,"acrobatics":34},"summary":"Wily pranksters and enthusiastic show-offs, mocking dragons amuse their friends and humiliate their foes using trickery, satire, and bombast to …","primary_source":"Draconic Codex\r\n","spell":["Blistering Invective"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":45,"level":20,"spell_dc":[42],"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4153","intelligence":7,"reflex_save":38,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":33,"size":["Gargantuan"],"name":"Mocking Archdragon","category":"creature","rarity":"rare","strike_damage_average":[28,37,41,45],"slug":"creature-4153"},{"legacy_name":["Young Silver Dragon"],"primary_source_category":"Lost Omens","strength":5,"hp":175,"language":["Common","Diabolic","Draconic","Empyrean","Utopian"],"source":["Draconic Codex\r\n"],"type":"Creature","charisma":6,"perception":22,"trait":["Divine","Dragon","Uncommon","Large"],"id":"creature-4154","text":" Young Oath Dragon Oath dragons are the embodiment of a cause that they pursue with unerring determination. They draw their power not from mere words, but from the meaning and ideals that those words carry. Their dedication has led to the widespread imagery of oath dragons fighting alongside noble champions trying to bring goodness where only corruption is thought to dwell. Yet, there is nothing more terrifying than the power of an oath dragon who swears to a violent cause or who is dragged into damnation by their loyalty. Recall Knowledge - Dragon (Arcana): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Young Oath Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 148 Perception +22; darkvision, scent (imprecise) 60 feet Languages Common, Diabolic, Draconic, Empyrean, Utopian Skills Acrobatics +17, Athletics +19, Diplomacy +22, Religion +19, Society +22 Str +5 Dex +2 Con +5 Int +3 Wis +5 Cha +6 Binding Oath (divine, linguistic, mental) The dragon forges a bond with a willing creature over an hour-long ceremony, making them a bonded companion. The dragon can always sense their distance from the companion and if they're moving closer or farther away. A bonded companion automatically critically succeeds on basic saving throws against the oath dragon's abilities and spells. This link is permanent and neither can form a new link until one member dies. If the dragon or the bonded companion dies, the survivor learns the identity of the killer, but the shock leaves the survivor stupefied 2 for 24 hours and prevents forming a new link for 1 month. --- AC 30 Fort +19 Ref +16 Will +22 +2 status to all saves vs. emotion HP 175 Immunities paralyzed, sleep Heartening Aura (aura, emotion, mental) 30 feet. All allies in the aura gain a +1 status bonus to attack and damage rolls. The dragon's bonded companion also gains fast healing 5. Shielding Wing Reaction Trigger The oath dragon or a bonded companion within 15 feet is targeted with an attack; Effect The dragon raises its wing to protect itself or the bonded companion, providing a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. --- Speed 40 feet, fly 100 feet Melee Single Action jaws +21 (Magical, reach 10 feet), Damage 2d12+11 piercing plus 1d6 spirit Melee Single Action claw +19 (Agile, magical), Damage 2d8+11 slashing plus 1d6 spirit Melee Single Action tail +19 (Magical, reach 15 feet), Damage 2d10+11 bludgeoning plus 1d6 spirit and Push 10 feet Divine Innate Spells DC 26, attack +18 - 2nd Share Life (at will) - 3rd Ring of Truth (at will) - 5th Spiritual Guardian Rituals DC 26 - 3rd Geas (willing targets only) Castigating Breath Two Actions (Divine, spirit) The dragon unleashes a pronouncement that strikes at the soul of its enemies, dealing 7d10 spirit damage in a 30-foot cone (DC 29 basic Will save). The dragon can't use Castigating Breath for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum Whenever they score a critical hit with a Strike, the dragon recharges their Castigating Breath. Inspiring Word Two Actions (Auditory, divine, emotion, mental) All allies within the dragon's heartening aura become quickened for 1 round. Allies can use this extra action to Raise a Shield, Step, Stride, or Strike. Oathbreaker's Curse (Curse, death, divine) If a bonded companion willingly breaks their oath, they retain the benefit of being a bonded companion but are immediately cursed with no initial saving throw. The cursed creature can attempt saving throws as noted to prevent the curse from worsening. Saving Throw DC 32 Will; Effect The cursed creature is doomed 1 and can't reduce their doomed value below 1 while they're cursed. The first time the cursed creature encounters the oath dragon each day, they must attempt a saving throw. In addition, each time the creature critically fails a Strike or spell attack against the oath dragon, they must attempt a saving throw. On a failure, their doomed value increases by 1, to a maximum of doomed 2. ","skill_mod":{"society":22,"diplomacy":22,"athletics":19,"acrobatics":17,"religion":19},"primary_source":"Draconic Codex\r\n","spell":["Spiritual Guardian","Ring of Truth","Share Life"],"ac":30,"level":10,"spell_dc":[26],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":3,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Young Oath Dragon","rarity":"uncommon","strike_damage_average":[23,25,27],"attack_bonus":[19,19,21],"constitution":5,"immunity":["paralyzed","sleep"],"creature_family":"Dragon, Oath","spell_attack_bonus":[18],"will_save":22,"speed":{"fly":100,"max":100,"land":40},"wisdom":5,"weakness":{},"creature_ability":["Binding Oath","Heartening Aura","Shielding Wing","Castigating Breath","Draconic Frenzy","Draconic Momentum","Inspiring Word","Oathbreaker's Curse"],"skill":["Acrobatics","Athletics","Diplomacy","Religion","Society"],"legacy_id":["creature-154"],"tradition":["Divine"],"summary":"Oath dragons are the embodiment of a cause that they pursue with unerring determination. They draw their power not from mere words, but from the …","trait_group":["Tradition","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4154","dexterity":2,"category":"creature","slug":"creature-4154"},{"legacy_name":["Adult Silver Dragon"],"primary_source_category":"Lost Omens","strength":6,"hp":255,"language":["Common","Diabolic","Draconic","Empyrean","Utopian"],"source":["Draconic Codex\r\n"],"type":"Creature","charisma":8,"perception":28,"trait":["Divine","Dragon","Huge"],"id":"creature-4155","text":" Adult Oath Dragon Oath dragons are the embodiment of a cause that they pursue with unerring determination. They draw their power not from mere words, but from the meaning and ideals that those words carry. Their dedication has led to the widespread imagery of oath dragons fighting alongside noble champions trying to bring goodness where only corruption is thought to dwell. Yet, there is nothing more terrifying than the power of an oath dragon who swears to a violent cause or who is dragged into damnation by their loyalty. Recall Knowledge - Dragon (Arcana): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Adult Oath Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 148 Perception +28; darkvision, scent (imprecise) 60 feet Languages Common, Diabolic, Draconic, Empyrean, Utopian Skills Acrobatics +23, Athletics +25, Diplomacy +28, Religion +25, Society +28 Str +6 Dex +3 Con +6 Int +4 Wis +6 Cha +8 Binding Oath (divine, linguistic, mental) The dragon forges a bond with a willing creature over an hour-long ceremony, making them a bonded companion. The dragon can always sense their distance from the companion and if they're moving closer or farther away. A bonded companion automatically critically succeeds on basic saving throws against the oath dragon's abilities and spells. This link is permanent and neither can form a new link until one member dies. If the dragon or the bonded companion dies, the survivor learns the identity of the killer, but the shock leaves the survivor stupefied 2 for 24 hours and prevents forming a new link for 1 month. --- AC 36 Fort +25 Ref +22 Will +28 +2 status to all saves vs. emotion HP 255 Immunities paralyzed, sleep Heartening Aura (aura, emotion, mental) 40 feet. All allies in the aura gain a +1 status bonus to attack and damage rolls. The dragon's bonded companion also gains fast healing 10. Shielding Wing Reaction Trigger The oath dragon or a bonded companion within 15 feet is targeted with an attack; Effect The dragon raises its wing to protect itself or the bonded companion, providing a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. --- Speed 60 feet, fly 140 feet Melee Single Action jaws +27 (Magical, reach 15 feet), Damage 3d12+14 piercing plus 1d6 spirit Melee Single Action claw +25 (Agile, magical, reach 10 feet), Damage 3d8+14 slashing plus 1d6 spirit and Pull Melee Single Action tail +25 (Magical, reach 20 feet), Damage 3d10+14 bludgeoning plus 1d6 spirit and Push 15 feet Divine Innate Spells DC 31, attack +23 - 2nd Share Life (at will) - 3rd Ring of Truth (at will) - 5th Spiritual Guardian - 7th Scintillating Safeguard Rituals DC 31 - 3rd Geas (willing targets only) Castigating Breath Two Actions (Divine, spirit) The dragon unleashes a pronouncement that strikes at the soul of its enemies, dealing 10d10 spirit damage in a 40-foot cone (DC 34 basic Will save). The dragon can't use Castigating Breath for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum Whenever they score a critical hit with a Strike, the dragon recharges their Castigating Breath. Inspiring Word Two Actions (Auditory, divine, emotion, mental) All allies within the dragon's heartening aura become quickened for 1 round. Allies can use this extra action to Raise a Shield, Step, Stride, or Strike. Oathbreaker's Curse (Curse, death, divine) If a bonded companion willingly breaks their oath, they retain the benefit of being a bonded companion but are immediately cursed with no initial saving throw. The cursed creature can attempt saving throws as noted to prevent the curse from worsening. Saving Throw DC 38 Will; Effect The cursed creature is doomed 1 and can't reduce their doomed value below 1 while they're cursed. The first time the cursed creature encounters the oath dragon each day, they must attempt a saving throw. In addition, each time the creature critically fails a Strike or spell attack against the oath dragon, they must attempt a saving throw. On a failure, their doomed value increases by 1, to a maximum of doomed 3. ","skill_mod":{"society":28,"diplomacy":28,"athletics":25,"acrobatics":23,"religion":25},"primary_source":"Draconic Codex\r\n","spell":["Scintillating Safeguard","Spiritual Guardian","Ring of Truth","Share Life"],"ac":36,"level":14,"spell_dc":[31],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":4,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"size":["Huge"],"name":"Adult Oath Dragon","rarity":"common","strike_damage_average":[31,34,37],"attack_bonus":[25,25,27],"constitution":6,"immunity":["paralyzed","sleep"],"creature_family":"Dragon, Oath","spell_attack_bonus":[23],"will_save":28,"speed":{"fly":140,"max":140,"land":60},"wisdom":6,"weakness":{},"creature_ability":["Binding Oath","Heartening Aura","Shielding Wing","Castigating Breath","Draconic Frenzy","Draconic Momentum","Inspiring Word","Oathbreaker's Curse"],"skill":["Acrobatics","Athletics","Diplomacy","Religion","Society"],"legacy_id":["creature-155"],"tradition":["Divine"],"summary":"Oath dragons are the embodiment of a cause that they pursue with unerring determination. They draw their power not from mere words, but from the …","trait_group":["Tradition","Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4155","dexterity":3,"category":"creature","slug":"creature-4155"},{"legacy_name":["Ancient Silver Dragon"],"primary_source_category":"Lost Omens","strength":8,"hp":375,"language":["Common","Diabolic","Draconic","Empyrean","Utopian"],"source":["Draconic Codex\r\n"],"type":"Creature","charisma":10,"perception":35,"trait":["Divine","Dragon","Uncommon","Gargantuan"],"id":"creature-4156","text":" Ancient Oath Dragon Oath dragons are the embodiment of a cause that they pursue with unerring determination. They draw their power not from mere words, but from the meaning and ideals that those words carry. Their dedication has led to the widespread imagery of oath dragons fighting alongside noble champions trying to bring goodness where only corruption is thought to dwell. Yet, there is nothing more terrifying than the power of an oath dragon who swears to a violent cause or who is dragged into damnation by their loyalty. Recall Knowledge - Dragon (Arcana): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ancient Oath Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 148 Perception +35; darkvision, scent (imprecise) 60 feet Languages Common, Diabolic, Draconic, Empyrean, Utopian Skills Acrobatics +31, Athletics +33, Diplomacy +37, Religion +33, Society +37 Str +8 Dex +4 Con +8 Int +5 Wis +8 Cha +10 Binding Oath (divine, linguistic, mental) The dragon forges a bond with a willing creature over an hour-long ceremony, making them a bonded companion. The dragon can always sense their distance from the companion and if they're moving closer or farther away. A bonded companion automatically critically succeeds on basic saving throws against the oath dragon's abilities and spells. This link is permanent and neither can form a new link until one member dies. If the dragon or the bonded companion dies, the survivor learns the identity of the killer, but the shock leaves the survivor stupefied 2 for 24 hours and prevents forming a new link for 1 month. --- AC 43 Fort +32 Ref +29 Will +37 +2 status to all saves vs. emotion HP 375 Immunities paralyzed, sleep Heartening Aura (aura, emotion, mental) 50 feet. All allies in the aura gain a +2 status bonus to attack and damage rolls. The dragon's bonded companion also gains fast healing 15. Shielding Wing Reaction Trigger The oath dragon or a bonded companion within 15 feet is targeted with an attack; Effect The dragon raises its wing to protect itself or the bonded companion, providing a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. --- Speed 60 feet, fly 180 feet Melee Single Action jaws +34 (Magical, reach 20 feet), Damage 3d12+18 piercing plus 2d6 spirit Melee Single Action claw +32 (Agile, magical, reach 15 feet), Damage 3d8+18 slashing plus 2d6 spirit and Pull 10 feet Melee Single Action tail +32 (Magical, reach 25 feet), Damage 3d10+18 bludgeoning plus 2d6 spirit and Push 20 feet Divine Innate Spells DC 38, attack +30 - 5th Spiritual Guardian (at will), Ring of Truth (at will), Share Life (at will) - 7th Scintillating Safeguard - 9th Weapon of Judgment Rituals DC 38 - 3rd Geas (willing targets only) Castigating Breath Two Actions (Divine, spirit) The dragon unleashes a pronouncement that strikes at the soul of its enemies, dealing 13d10 spirit damage in a 50-foot cone (DC 41 basic Will save). The dragon can't use Castigating Breath for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum Whenever they score a critical hit with a Strike, the dragon recharges their Castigating Breath. Inspiring Word Two Actions (Auditory, divine, emotion, mental) All allies within the dragon's heartening aura become quickened for 1 round. Allies can use this extra action to Raise a Shield, Step, Stride, or Strike. Oathbreaker's Curse (Curse, death, divine) If a bonded companion willingly breaks their oath, they retain the benefit of being a bonded companion but are immediately cursed with no initial saving throw. The cursed creature can attempt saving throws as noted to prevent the curse from worsening. Saving Throw DC 45 Will; Effect The cursed creature is doomed 1 and can't reduce their doomed value below 1 while they're cursed. The first time the cursed creature encounters the oath dragon each day, they must attempt a saving throw. In addition, each time the creature critically fails a Strike or spell attack against the oath dragon, they must attempt a saving throw. On a failure, their doomed value increases by 1, or 2 on a critical failure, to a maximum of doomed 3. ","skill_mod":{"society":37,"diplomacy":37,"athletics":33,"acrobatics":31,"religion":33},"primary_source":"Draconic Codex\r\n","spell":["Weapon of Judgment","Scintillating Safeguard","Spiritual Guardian","Ring of Truth","Share Life"],"ac":43,"level":19,"spell_dc":[38],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":5,"reflex_save":29,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Ancient Oath Dragon","rarity":"uncommon","strike_damage_average":[38,41,44],"attack_bonus":[32,32,34],"constitution":8,"immunity":["paralyzed","sleep"],"creature_family":"Dragon, Oath","spell_attack_bonus":[30],"will_save":37,"speed":{"fly":180,"max":180,"land":60},"wisdom":8,"weakness":{},"creature_ability":["Binding Oath","Heartening Aura","Shielding Wing","Castigating Breath","Draconic Frenzy","Draconic Momentum","Inspiring Word","Oathbreaker's Curse"],"skill":["Acrobatics","Athletics","Diplomacy","Religion","Society"],"legacy_id":["creature-156"],"tradition":["Divine"],"summary":"Oath dragons are the embodiment of a cause that they pursue with unerring determination. They draw their power not from mere words, but from the …","trait_group":["Tradition","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4156","dexterity":4,"category":"creature","slug":"creature-4156"},{"attack_bonus":[38,38,40],"constitution":9,"primary_source_category":"Lost Omens","strength":9,"hp":400,"language":["Common","Diabolic","Draconic","Empyrean","Utopian"],"immunity":["paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Oath","spell_attack_bonus":[34],"will_save":42,"charisma":12,"speed":{"fly":180,"max":180,"land":60},"perception":43,"wisdom":9,"weakness":{},"creature_ability":["Binding Oath","Heartening Aura","Shielding Wing","Castigating Breath","Draconic Frenzy","Draconic Momentum","Dread Promise","Inspiring Word","Oathbreaker's Curse"],"skill":["Acrobatics","Athletics","Diplomacy","Religion","Society"],"trait":["Divine","Dragon","Rare","Gargantuan"],"id":"creature-4157","text":" Oath Archdragon Oath dragons are the embodiment of a cause that they pursue with unerring determination. They draw their power not from mere words, but from the meaning and ideals that those words carry. Their dedication has led to the widespread imagery of oath dragons fighting alongside noble champions trying to bring goodness where only corruption is thought to dwell. Yet, there is nothing more terrifying than the power of an oath dragon who swears to a violent cause or who is dragged into damnation by their loyalty. Recall Knowledge - Dragon (Arcana): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Oath Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 149 Perception +43; darkvision, scent (imprecise) 60 feet Languages Common, Diabolic, Draconic, Empyrean, Utopian Skills Acrobatics +37, Athletics +42, Diplomacy +45, Religion +42, Society +45 Str +9 Dex +4 Con +9 Int +6 Wis +9 Cha +12 Binding Oath (divine, linguistic, mental) The dragon forges a bond with a willing creature over an hour-long ceremony, making them a bonded companion. The dragon can always sense their distance from the companion and if they're moving closer or farther away. A bonded companion automatically critically succeeds on basic saving throws against the oath dragon's abilities and spells. This link is permanent and neither can form a new link until one member dies. If the dragon or the bonded companion dies, the survivor learns the identity of the killer, but the shock leaves the survivor stupefied 2 for 24 hours and prevents forming a new link for 1 month. --- AC 50 Fort +37 Ref +34 Will +42 +2 status to all saves vs. emotion HP 400 Immunities paralyzed, sleep Heartening Aura (aura, emotion, mental) 50 feet. All allies in the aura gain a +2 status bonus to attack and damage rolls. The dragon's bonded companion also gains fast healing 20. Shielding Wing Reaction Trigger The oath dragon or a bonded companion within 15 feet is targeted with an attack; Effect The dragon raises its wing to protect itself or the bonded companion, providing a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete. --- Speed 60 feet, fly 180 feet Melee Single Action jaws +40 (Magical, reach 20 feet), Damage 3d12+24 piercing plus 3d6 spirit Melee Single Action claw +38 (Agile, magical, reach 15 feet), Damage 3d8+24 slashing plus 3d6 spirit and Pull 10 feet Melee Single Action tail +38 (Magical, reach 25 feet), Damage 3d10+24 bludgeoning plus 3d6 spirit and Push 20 feet Divine Innate Spells DC 42, attack +34 - 2nd Share Life (at will) - 3rd Ring of Truth (at will) - 5th Spiritual Guardian (at will) - 7th Scintillating Safeguard - 9th Weapon of Judgment - 10th Indestructibility Rituals DC 42 - 3rd Geas (willing targets only) Castigating Breath Two Actions (Divine, spirit) The dragon unleashes a pronouncement that strikes at the soul of its enemies, dealing 15d10 spirit damage in a 60-foot cone (DC 45 basic Will save). The dragon can't use Castigating Breath for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum Whenever they score a critical hit with a Strike, the dragon recharges their Castigating Breath. Dread Promise Three Actions (Auditory, emotion, fear, mental) The dragon's roar shakes the resolve of all those who oppose them. The roar can be heard up to 1 mile away under the open sky. Any enemy who hears it is cowed by the dragon's resolve and must attempt a DC 45 Will save. Critical Success The creature is unaffected and becomes temporarily immune for 1 hour. Success The creature becomes frightened 2. Failure The creature becomes frightened 3 and is immobilized for as long as it's frightened. Critical Failure The creature becomes frightened 4 and is fleeing for as long as it's frightened. Inspiring Word Two Actions (Auditory, divine, emotion, mental) All allies within the dragon's heartening aura become quickened for 1 round. Allies can use this extra action to Raise a Shield, Step, Stride, or Strike. Oathbreaker's Curse (Curse, death, divine) If a bonded companion willingly breaks their oath, they retain the benefit of being a bonded companion but are immediately cursed with no initial saving throw. The cursed creature can attempt saving throws as noted to prevent the curse from worsening. Saving Throw DC 50 Will; Effect The cursed creature is doomed 1 and can't reduce their doomed value below 1 while they're cursed. The first time the cursed creature encounters the oath dragon each day, they must attempt a saving throw. In addition, each time the creature critically fails a Strike or spell attack against the oath dragon, they must attempt a saving throw. On a failure, their doomed value increases by 1, or 2 on a critical failure, to a maximum of doomed 3. ","tradition":["Divine"],"skill_mod":{"society":45,"diplomacy":45,"athletics":42,"acrobatics":37,"religion":42},"summary":"Oath dragons are the embodiment of a cause that they pursue with unerring determination. They draw their power not from mere words, but from the …","primary_source":"Draconic Codex\r\n","spell":["Indestructibility","Weapon of Judgment","Scintillating Safeguard","Spiritual Guardian","Ring of Truth","Share Life"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":50,"level":22,"spell_dc":[42],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4157","intelligence":6,"reflex_save":34,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":37,"size":["Gargantuan"],"name":"Oath Archdragon","category":"creature","rarity":"rare","strike_damage_average":[48,51,54],"slug":"creature-4157"},{"legacy_name":["Young White Dragon"],"attack_bonus":[12,12,14],"constitution":6,"primary_source_category":"Lost Omens","strength":5,"hp":98,"language":["Common","Draconic"],"immunity":["cold","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Rime","will_save":14,"charisma":2,"speed":{"fly":100,"max":100,"land":40,"swim":30},"perception":16,"wisdom":4,"weakness":{"fire":5},"creature_ability":["Arctic Hunter","Snow Vision","Blizzard Breath","Draconic Frenzy","Draconic Momentum","Piercing Ice","Rime Shield"],"skill":["Architecture Lore","Arctic Lore","Athletics","Nature","Occultism","Stealth","Survival"],"legacy_id":["creature-139"],"trait":["Cold","Dragon","Primal","Large"],"id":"creature-4158","text":" Young Rime Dragon Rime dragons are the embodiment of the frigid cold and ice. These hardy creatures have adapted to harsh arctic climates, able to survive indefinitely in sub-zero temperatures. Rime dragons are shades of white and pale blue that perfectly camouflage them in their natural habitat, resembling glaciers or mounds of snow when curled up. They can break through large slabs of ice and dive into frozen waters in search of prey. Due to their natural lower body temperature, they can slow their digestive tract, which allows them to live a long time on little food. Large prey—such as whales, caribou, or moose—offer the best sustenance, but they aren't picky when it's time to eat. Recall Knowledge - Dragon (Arcana): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Young Rime Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 152 Perception +16; darkvision, scent (imprecise) 60 feet, snow vision Languages Common, Draconic Skills Architecture Lore +14, Arctic Lore +14, Athletics +15, Nature +13, Occultism +12, Stealth +11, Survival +14 Str +5 Dex +2 Con +6 Int +3 Wis +4 Cha +2 Arctic Hunter A rime dragon's natural camouflage allows them to Hide in arctic terrain without cover. A rime dragon also ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice. Snow Vision Snow doesn't impair the rime dragon's vision; they ignore concealment from snowfall. --- AC 23 Fort +17 Ref +11 Will +14 +2 status to all saves vs. primal HP 98 Immunities cold, paralyzed, sleep Weaknesses fire 5 --- Speed 40 feet, fly 100 feet, swim 30 feet Melee Single Action jaws +14 (Cold, magical, reach 10 feet), Damage 2d10+5 piercing plus 1d6 cold and Grab Melee Single Action claw +12 (Agile, cold, magical), Damage 2d8+5 slashing plus 1d6 cold Melee Single Action tail +12 (Cold, magical, reach 15 feet), Damage 2d12+5 bludgeoning plus 1d6 cold Blizzard Breath Two Actions (Cold, primal) The dragon breathes out a gust of frost and ice that deals 6d8 cold damage in a 30-foot cone (DC 24 basic Reflex save). They can't use Blizzard Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Blizzard Breath whenever they score a critical hit with a Strike. Piercing Ice Single Action (Cold, concentrate, primal) Requirements The dragon has temporary Hit Points from Rime Shield; Effect The dragon launches the collected ice shards from its scales in a 5-foot emanation, dealing 3d6 piercing damage and 2d6 cold damage (DC 24 basic Reflex save). The dragon then loses the AC bonus and temporary Hit Points from Rime Shield. Rime Shield Free Action (Cold, primal) Requirements The rime dragon's last action was to Fly at least 40 feet; Effect Water vapor collected on the dragon's scales quickly freezes over. The dragon gains a +2 circumstance bonus to AC and 5 temporary Hit Points that last until the end of the dragon's next turn. ","skill_mod":{"nature":13,"survival":14,"stealth":11,"athletics":15,"occultism":12},"summary":"Rime dragons are the embodiment of the frigid cold and ice. These hardy creatures have adapted to harsh arctic climates, able to survive indefinitely …","primary_source":"Draconic Codex\r\n","trait_group":["Energy","Monster","Creature Type","Tradition"],"ac":23,"level":6,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, snow vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4158","intelligence":3,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Young Rime Dragon","category":"creature","rarity":"common","strike_damage_average":[17,19,21],"slug":"creature-4158"},{"legacy_name":["Adult White Dragon"],"attack_bonus":[19,21,21],"constitution":7,"primary_source_category":"Lost Omens","strength":6,"hp":175,"language":["Common","Draconic","Jotun"],"immunity":["cold","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Rime","will_save":19,"charisma":3,"speed":{"fly":100,"max":100,"land":40,"swim":30},"perception":20,"wisdom":5,"weakness":{"fire":10},"creature_ability":["Arctic Hunter","Snow Vision","Radiate Cold","Blizzard Breath","Draconic Frenzy","Draconic Momentum","Piercing Ice","Rime Shield"],"skill":["Architecture Lore","Arctic Lore","Athletics","Nature","Occultism","Stealth","Survival"],"legacy_id":["creature-140"],"trait":["Cold","Dragon","Primal","Huge"],"id":"creature-4159","text":" Adult Rime Dragon Rime dragons are the embodiment of the frigid cold and ice. These hardy creatures have adapted to harsh arctic climates, able to survive indefinitely in sub-zero temperatures. Rime dragons are shades of white and pale blue that perfectly camouflage them in their natural habitat, resembling glaciers or mounds of snow when curled up. They can break through large slabs of ice and dive into frozen waters in search of prey. Due to their natural lower body temperature, they can slow their digestive tract, which allows them to live a long time on little food. Large prey—such as whales, caribou, or moose—offer the best sustenance, but they aren't picky when it's time to eat. Recall Knowledge - Dragon (Arcana): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Adult Rime Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 152 Perception +20; darkvision, scent (imprecise) 60 feet, snow vision Languages Common, Draconic, Jotun Skills Architecture Lore +20, Arctic Lore +20, Athletics +22, Nature +13, Occultism +19, Stealth +18, Survival +21 Str +6 Dex +3 Con +7 Int +4 Wis +5 Cha +3 Arctic Hunter A rime dragon's natural camouflage allows them to Hide in arctic terrain without cover. A rime dragon also ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice. Snow Vision Snow doesn't impair the rime dragon's vision; they ignore concealment from snowfall. --- AC 29 Fort +22 Ref +16 Will +19 +2 status to all saves vs. primal HP 175 Immunities cold, paralyzed, sleep Weaknesses fire 10 Radiate Cold (aura, cold, primal) 10 feet. The adult rime dragon's presence lowers the temperature around them. A creature who enters or begins their turn in the aura must attempt a DC 26 Fortitude save. Critical Success The creature is unaffected. Success The creature begins to shiver as the biting cold affects it. It takes a –5-foot status penalty to its Speeds until the end of its next turn. Failure The creature's body temperature begins to drop. It takes a –10-foot status penalty to their Speeds and is enfeebled 1 until the end of its next turn. Critical Failure Ice begins to form on the creature. It's immobilized (Escape DC 26) and enfeebled 2 until the end of their its turn. --- Speed 40 feet, fly 100 feet, swim 30 feet Melee Single Action jaws +21 (Cold, magical, reach 10 feet), Damage 2d10+8 piercing plus 2d6 cold and Grab Melee Single Action claw +21 (Agile, cold, magical), Damage 2d8+8 slashing plus 2d6 cold Melee Single Action tail +19 (Cold, magical, reach 15 feet), Damage 2d12+8 bludgeoning plus 2d6 cold. Primal Innate Spells DC 29 - 5th Wall of Ice Blizzard Breath Two Actions (Cold, primal) The dragon breathes out a gust of frost and ice that deals 9d8 cold damage in a 40-foot cone (DC 29 basic Reflex save). They can't use Blizzard Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Blizzard Breath whenever they score a critical hit with a Strike. Piercing Ice Single Action (Cold, concentrate, primal) Requirements The dragon has temporary Hit Points from Rime Shield; Effect The dragon launches the collected ice shards from its scales in a 5-foot emanation, dealing 4d6 piercing damage and 3d6 cold damage (DC 29 basic Reflex save). The dragon then loses the AC bonus and temporary Hit Points from Rime Shield. Rime Shield Free Action (Cold, primal) Requirements The rime dragon's last action was to Fly at least 40 feet; Effect Water vapor collected on the dragon's scales quickly freezes over. The dragon gains a +2 circumstance bonus to AC and 10 temporary Hit Points that last until the end of the dragon's next turn. ","tradition":["Primal"],"skill_mod":{"nature":13,"survival":21,"stealth":18,"athletics":22,"occultism":19},"summary":"Rime dragons are the embodiment of the frigid cold and ice. These hardy creatures have adapted to harsh arctic climates, able to survive indefinitely …","primary_source":"Draconic Codex\r\n","spell":["Wall of Ice"],"trait_group":["Energy","Monster","Creature Type","Tradition"],"ac":29,"level":10,"spell_dc":[29],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, snow vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4159","intelligence":4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":22,"size":["Huge"],"name":"Adult Rime Dragon","category":"creature","rarity":"common","strike_damage_average":[24,26,28],"slug":"creature-4159"},{"legacy_name":["Ancient White Dragon"],"attack_bonus":[26,28,28],"constitution":8,"primary_source_category":"Lost Omens","strength":7,"hp":275,"language":["Common","Draconic","Jotun","Thalassic"],"immunity":["cold","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Rime","will_save":29,"charisma":4,"speed":{"fly":120,"max":120,"land":60,"swim":40},"perception":29,"wisdom":6,"weakness":{"fire":15},"creature_ability":["Arctic Hunter","Snow Vision","Radiate Cold","Blizzard Breath","Draconic Frenzy","Draconic Momentum","Piercing Ice","Rime Shield"],"skill":["Architecture Lore","Arctic Lore","Athletics","Nature","Occultism","Stealth","Survival"],"legacy_id":["creature-141"],"trait":["Cold","Dragon","Primal","Uncommon","Gargantuan"],"id":"creature-4160","text":" Ancient Rime Dragon Rime dragons are the embodiment of the frigid cold and ice. These hardy creatures have adapted to harsh arctic climates, able to survive indefinitely in sub-zero temperatures. Rime dragons are shades of white and pale blue that perfectly camouflage them in their natural habitat, resembling glaciers or mounds of snow when curled up. They can break through large slabs of ice and dive into frozen waters in search of prey. Due to their natural lower body temperature, they can slow their digestive tract, which allows them to live a long time on little food. Large prey—such as whales, caribou, or moose—offer the best sustenance, but they aren't picky when it's time to eat. Recall Knowledge - Dragon (Arcana): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Ancient Rime Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 153 Perception +29; darkvision, scent (imprecise) 60 feet, snow vision Languages Common, Draconic, Jotun, Thalassic Skills Architecture Lore +28, Arctic Lore +28, Athletics +30, Nature +29, Occultism +27, Stealth +26, Survival +29 Str +7 Dex +4 Con +8 Int +5 Wis +6 Cha +4 Arctic Hunter A rime dragon's natural camouflage allows them to Hide in arctic terrain without cover. A rime dragon also ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice. Snow Vision Snow doesn't impair the rime dragon's vision; they ignore concealment from snowfall. --- AC 37 Fort +32 Ref +25 Will +29 +2 status to all saves vs. primal HP 275 Immunities cold, paralyzed, sleep Weaknesses fire 15 Radiate Cold (aura, cold, primal) 15 feet. The adult rime dragon's presence lowers the temperature around them. A creature who enters or begins their turn in the aura must attempt a DC 33 Fortitude save. Critical Success The creature is unaffected. Success The creature begins to shiver as the biting cold affects it. It takes a –5-foot status penalty to its Speeds until the end of its next turn. Failure The creature's body temperature begins to drop. It takes a –10-foot status penalty to their Speeds and is enfeebled 1 until the end of its next turn. Critical Failure Ice begins to form on the creature. It's immobilized (Escape DC 33) and enfeebled 2 until the end of their its turn. --- Speed 60 feet, fly 120 feet, swim 40 feet Melee Single Action jaws +28 (Cold, magical, reach 15 feet), Damage 3d10+15 piercing plus 2d6 cold and Grab Melee Single Action claw +28 (Agile, cold, magical, reach 10 feet), Damage 3d8+15 slashing plus 2d6 cold Melee Single Action tail +26 (Cold, magical, reach 20 feet), Damage 3d12+15 bludgeoning plus 2d6 cold. Primal Innate Spells DC 36 - 7th Wall of Ice Blizzard Breath Two Actions (Cold, primal) The dragon breathes out a gust of frost and ice that deals 12d8 cold damage in a 40-foot cone (DC 36 basic Reflex save). They can't use Blizzard Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Blizzard Breath whenever they score a critical hit with a Strike. Piercing Ice Single Action (Cold, concentrate, primal) Requirements The dragon has temporary Hit Points from Rime Shield; Effect The dragon launches the collected ice shards from its scales in a 5-foot emanation, dealing 6d6 piercing damage and 4d6 cold damage (DC 36 basic Reflex save). The dragon then loses the AC bonus and temporary Hit Points from Rime Shield. Rime Shield Free Action (Cold, primal) Requirements The rime dragon's last action was to Fly at least 40 feet; Effect Water vapor collected on the dragon's scales quickly freezes over. The dragon gains a +2 circumstance bonus to AC and 15 temporary Hit Points that last until the end of the dragon's next turn. ","tradition":["Primal"],"skill_mod":{"nature":29,"survival":29,"stealth":26,"athletics":30,"occultism":27},"summary":"Rime dragons are the embodiment of the frigid cold and ice. These hardy creatures have adapted to harsh arctic climates, able to survive indefinitely …","primary_source":"Draconic Codex\r\n","spell":["Wall of Ice"],"trait_group":["Energy","Monster","Creature Type","Tradition","Rarity"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, snow vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4160","intelligence":5,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Ancient Rime Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[35,38,41],"slug":"creature-4160"},{"attack_bonus":[33,35,35],"constitution":9,"primary_source_category":"Lost Omens","strength":8,"hp":375,"language":["Aklo","Common","Draconic","Jotun","Thalassic"],"immunity":["cold","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Rime","will_save":30,"charisma":5,"speed":{"fly":120,"max":120,"land":60,"swim":40},"perception":34,"wisdom":7,"weakness":{"fire":20},"creature_ability":["Arctic Hunter","Snow Vision","Radiate Cold","Blizzard Breath","Draconic Frenzy","Draconic Momentum","Piercing Ice","Rime Shield"],"skill":["Architecture Lore","Arctic Lore","Athletics","Nature","Occultism","Stealth"],"trait":["Cold","Dragon","Primal","Rare","Gargantuan"],"id":"creature-4161","text":" Rime Archdragon Rime dragons are the embodiment of the frigid cold and ice. These hardy creatures have adapted to harsh arctic climates, able to survive indefinitely in sub-zero temperatures. Rime dragons are shades of white and pale blue that perfectly camouflage them in their natural habitat, resembling glaciers or mounds of snow when curled up. They can break through large slabs of ice and dive into frozen waters in search of prey. Due to their natural lower body temperature, they can slow their digestive tract, which allows them to live a long time on little food. Large prey—such as whales, caribou, or moose—offer the best sustenance, but they aren't picky when it's time to eat. Recall Knowledge - Dragon (Arcana): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Rime Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 153 Perception +34; darkvision, scent (imprecise) 120 feet, snow vision Languages Aklo, Common, Draconic, Jotun, Thalassic Skills Architecture Lore +35, Arctic Lore +35, Athletics +38, Nature +35, Occultism +33, Stealth +34 Str +8 Dex +4 Con +9 Int +6 Wis +7 Cha +5 Arctic Hunter A rime dragon's natural camouflage allows them to Hide in arctic terrain without cover. A rime dragon also ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice. Snow Vision Snow doesn't impair the rime dragon's vision; they ignore concealment from snowfall. --- AC 42 Fort +34 Ref +28 Will +30 +2 status to all saves vs. primal HP 375 Immunities cold, paralyzed, sleep Weaknesses fire 20 Radiate Cold (aura, cold, primal) 20 feet. The adult rime dragon's presence lowers the temperature around them. A creature who enters or begins their turn in the aura must attempt a DC 37 Fortitude save. Critical Success The creature is unaffected. Success The creature begins to shiver as the biting cold affects it. It takes a –5-foot status penalty to its Speeds until the end of its next turn. Failure The creature's body temperature begins to drop. It takes a –10-foot status penalty to their Speeds and is enfeebled 1 until the end of its next turn. Critical Failure Ice begins to form on the creature. It's immobilized (Escape DC 37) and enfeebled 2 until the end of their its turn. --- Speed 60 feet, fly 120 feet, swim 40 feet Melee Single Action jaws +35 (Cold, magical, reach 15 feet), Damage 5d12+8 piercing plus 1d6 cold and Grab Melee Single Action claw +35 (Agile, cold, magical, reach 10 feet), Damage 6d8+8 slashing plus 1d6 cold Melee Single Action tail +33 (Magical, cold, reach 20 feet), Damage 5d10+8 bludgeoning plus 1d6 cold Primal Innate Spells DC 40 - 9th Wall of Ice (×2) Blizzard Breath Two Actions (Cold, primal) The dragon breathes out a gust of frost and ice that deals 15d8 cold damage in a 40-foot cone (DC 40 basic Reflex save). They can't use Blizzard Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Blizzard Breath whenever they score a critical hit with a Strike. Piercing Ice Single Action (Cold, concentrate, primal) Requirements The dragon has temporary Hit Points from Rime Shield; Effect The dragon launches the collected ice shards from its scales in a 5-foot emanation, dealing 8d6 piercing damage and 4d6 cold damage (DC 40 basic Reflex save). The dragon then loses the AC bonus and temporary Hit Points from Rime Shield. Rime Shield Free Action (Cold, primal) Requirements The rime dragon's last action was to Fly at least 40 feet; Effect Water vapor collected on the dragon's scales quickly freezes over. The dragon gains a +2 circumstance bonus to AC and 20 temporary Hit Points that last until the end of the dragon's next turn. ","tradition":["Primal"],"skill_mod":{"nature":35,"stealth":34,"athletics":38,"occultism":33},"summary":"Rime dragons are the embodiment of the frigid cold and ice. These hardy creatures have adapted to harsh arctic climates, able to survive indefinitely …","primary_source":"Draconic Codex\r\n","spell":["Wall of Ice"],"trait_group":["Energy","Monster","Creature Type","Tradition","Rarity"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 120 feet, snow vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4161","intelligence":6,"reflex_save":28,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":34,"size":["Gargantuan"],"name":"Rime Archdragon","category":"creature","rarity":"rare","strike_damage_average":[38,39,44],"slug":"creature-4161"},{"legacy_name":["Young Bronze Dragon"],"attack_bonus":[19,19,21,21],"constitution":2,"primary_source_category":"Lost Omens","strength":4,"hp":150,"language":["Common","Draconic"],"immunity":["paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sage","will_save":19,"charisma":2,"speed":{"fly":60,"max":60,"land":25},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Eldritch Interference","Divert Essence","Draconic Frenzy","Draconic Momentum","Mystic Facility","Overwhelming Proclamation","Sanguine Knowledge"],"skill":["Acrobatics","Arcana","Intimidation","Nature","Occultism","Religion","Scribing Lore"],"legacy_id":["creature-145"],"trait":["Dragon","Occult","Large"],"id":"creature-4162","text":" Young Sage Dragon A shining, rune-inscribed scale is all that most people, even adventurers, see of a sage dragon during their lifetimes. Even then, only those familiar with dragon lore will likely recognize the scale as anything other than an elaborate spell scroll. Collectors and scholars of esoteric lore, sage dragons become increasingly reclusive as they age, and, even in their youths, they're prone to work through trusted intermediaries. For those able to locate and gain the trust of such a creature, even the youngest sage dragons are fonts of difficult-to-find knowledge and rare magical techniques. The oldest sage dragons are living combinations of gargantuan libraries and endless grimoires, accumulating the secrets of the Universe, and beyond, in their isolated lairs. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Young Sage Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 156 Perception +21; darkvision Languages Common, Draconic Skills Acrobatics +15, Arcana +20, Intimidation +17, Nature +17, Occultism +20, Religion +17, Scribing Lore +17 Str +4 Dex +4 Con +2 Int +6 Wis +3 Cha +2 --- AC 28 Fort +15 Ref +17 Will +19 +2 status to all saves vs. spells HP 150 Immunities paralyzed, sleep Eldritch Interference (aura, occult) 90 feet, DC 25. Overlapping fields near the dragon make spellcasting unpredictable. A creature that enters or begins its turn in the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this dragon's eldritch interference for 1 minute. Critical Success For 1 round, when the creature Casts a Spell that either deals damage or restores Hit Points, they gain a status bonus to the spell's damage or healing equal to the spell's rank. Success The creature is unaffected. Failure For 1 round, when the creature Casts a Spell that either deals damage or restores Hit Points, they take a status penalty to the spell's damage or healing equal to the spell's rank. Critical Failure As failure, but the effect lasts 1 minute. Divert Essence Reaction (occult) Trigger A creature within 90 feet Casts a Spell that targets the dragon; Effect The sage dragon steals energy from the spell to protect itself, gaining resistance to damage from spells equal to the triggering spell's rank until the beginning of their next turn. --- Speed 25 feet, fly 60 feet Melee Single Action jaws +21 (Magical, reach 10 feet), Damage 2d10+8 piercing plus sanguine knowledge Melee Single Action claw +21 (Agile, magical), Damage 2d8+8 slashing Melee Single Action tail +19 (Magical, reach 15 feet), Damage 2d12+8 bludgeoning Ranged Single Action thoughtbarb +19 (Magical, mental, range 90 feet), Damage 2d6+4 mental Occult Innate Spells DC 28 - Cantrips (5th) Detect Magic, Read Aura - 5th Dispel Magic, Mind Probe, Synaptic Pulse, Truespeech Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Overwhelming Proclamation whenever they score a critical hit with a Strike. Mystic Facility The dragon can activate scrolls and wands of any tradition as if the spells they contain were occult spells. Overwhelming Proclamation Two Actions (Mental, occult) The dragon exclaims hidden truths that only they have been able to understand, dealing 10d6 mental damage in a 30-foot cone (DC 28 basic Will save). On a critical failure, creatures are also stunned 1. The dragon can't use Overwhelming Proclamation again for 1d4 rounds. Sanguine Knowledge The first time each encounter a dragon hits and deals damage to a creature with their jaws Strike, they receive information about the creature as if the dragon had succeeded at a check to Recall Knowledge about that creature. ","tradition":["Occult"],"skill_mod":{"nature":17,"arcana":20,"intimidation":17,"occultism":20,"acrobatics":15,"religion":17},"summary":"A shining, rune-inscribed scale is all that most people, even adventurers, see of a sage dragon during their lifetimes. Even then, only those …","primary_source":"Draconic Codex\r\n","spell":["Dispel Magic","Mind Probe","Synaptic Pulse","Truespeech","Detect Magic","Read Aura"],"trait_group":["Creature Type","Tradition","Monster"],"ac":28,"level":9,"spell_dc":[28],"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4162","intelligence":6,"reflex_save":17,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Young Sage Dragon","category":"creature","rarity":"common","strike_damage_average":[11,17,19,21],"slug":"creature-4162"},{"legacy_name":["Adult Bronze Dragon"],"attack_bonus":[25,25,27,27],"constitution":3,"primary_source_category":"Lost Omens","strength":6,"hp":230,"language":["Common","Draconic"],"immunity":["paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sage","will_save":26,"charisma":3,"speed":{"fly":60,"max":60,"land":25},"perception":26,"wisdom":4,"weakness":{},"creature_ability":["Eldritch Interference","Divert Essence","Draconic Frenzy","Draconic Momentum","Mystic Facility","Overwhelming Proclamation","Reveal Shame","Sanguine Knowledge"],"skill":["Acrobatics","Arcana","Intimidation","Nature","Occultism","Religion","Scribing Lore"],"legacy_id":["creature-146"],"trait":["Dragon","Occult","Huge"],"id":"creature-4163","text":" Adult Sage Dragon A shining, rune-inscribed scale is all that most people, even adventurers, see of a sage dragon during their lifetimes. Even then, only those familiar with dragon lore will likely recognize the scale as anything other than an elaborate spell scroll. Collectors and scholars of esoteric lore, sage dragons become increasingly reclusive as they age, and, even in their youths, they're prone to work through trusted intermediaries. For those able to locate and gain the trust of such a creature, even the youngest sage dragons are fonts of difficult-to-find knowledge and rare magical techniques. The oldest sage dragons are living combinations of gargantuan libraries and endless grimoires, accumulating the secrets of the Universe, and beyond, in their isolated lairs. Recall Knowledge - Dragon (Arcana): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Adult Sage Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 156 Perception +26; darkvision Languages Common, Draconic Skills Acrobatics +20, Arcana +27, Intimidation +22, Nature +22, Occultism +27, Religion +22, Scribing Lore +24 Str +6 Dex +5 Con +3 Int +8 Wis +4 Cha +3 --- AC 34 Fort +22 Ref +24 Will +26 +2 status to all saves vs. spells HP 230 Immunities paralyzed, sleep Eldritch Interference (aura, occult) 90 feet, DC 30. Overlapping fields near the dragon make spellcasting unpredictable. A creature that enters or begins its turn in the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this dragon's eldritch interference for 1 minute. Critical Success For 1 round, when the creature Casts a Spell that either deals damage or restores Hit Points, they gain a status bonus to the spell's damage or healing equal to the spell's rank. Success The creature is unaffected. Failure For 1 round, when the creature Casts a Spell that either deals damage or restores Hit Points, they take a status penalty to the spell's damage or healing equal to the spell's rank. Critical Failure As failure, but the effect lasts 1 minute. Divert Essence Reaction (occult) Trigger A creature within 90 feet Casts a Spell that targets the dragon; Effect The sage dragon steals energy from the spell to protect itself, gaining resistance to damage from spells equal to the triggering spell's rank until the beginning of their next turn. --- Speed 25 feet, fly 60 feet Melee Single Action jaws +27 (Magical, reach 10 feet), Damage 3d10+12 piercing plus sanguine knowledge Melee Single Action claw +27 (Agile, magical), Damage 3d8+12 slashing Melee Single Action tail +25 (Magical, reach 15 feet), Damage 3d12+12 bludgeoning Ranged Single Action thoughtbarb +25 (Magical, mental, range 90 feet), Damage 3d6+6 mental Occult Innate Spells DC 33 - Cantrips (7th) Detect Magic, Read Aura - 7th Dispel Magic, Energy Aegis, Synaptic Pulse Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Overwhelming Proclamation whenever they score a critical hit with a Strike. Mystic Facility The dragon can activate scrolls and wands of any tradition as if the spells they contain were occult spells. Overwhelming Proclamation Two Actions (Mental, occult) The dragon exclaims hidden truths that only they have been able to understand, dealing 14d6 mental damage in a 30-foot cone (DC 33 basic Will save). On a critical failure, creatures are also stunned 1. The dragon can't use Overwhelming Proclamation again for 1d4 rounds. Reveal Shame Two Actions (Auditory, emotion, fear, mental, occult) Requirements The dragon has successfully Recalled Knowledge about an enemy within 90 feet; Effect The dragon utters an embarrassing secret about the creature, unnerving them and their allies. Every enemy within 90 feet that can hear the secret must attempt a DC 33 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is confused for 1 round and frightened 3. Sanguine Knowledge The first time each encounter a dragon hits and deals damage to a creature with their jaws Strike, they receive information about the creature as if the dragon had succeeded at a check to Recall Knowledge about that creature. ","tradition":["Occult"],"skill_mod":{"nature":22,"arcana":27,"intimidation":22,"occultism":27,"acrobatics":20,"religion":22},"summary":"A shining, rune-inscribed scale is all that most people, even adventurers, see of a sage dragon during their lifetimes. Even then, only those …","primary_source":"Draconic Codex\r\n","spell":["Dispel Magic","Energy Aegis","Synaptic Pulse","Detect Magic","Read Aura"],"trait_group":["Creature Type","Tradition","Monster"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Lost Omens"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4163","intelligence":8,"reflex_save":24,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"size":["Huge"],"name":"Adult Sage Dragon","category":"creature","rarity":"common","strike_damage_average":[16,25,28,31],"slug":"creature-4163"},{"legacy_name":["Ancient Bronze Dragon"],"attack_bonus":[33,33,35,35],"constitution":4,"primary_source_category":"Lost Omens","strength":10,"hp":330,"language":["Common","Draconic"],"immunity":["paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sage","will_save":33,"charisma":4,"speed":{"fly":90,"max":90,"land":25},"perception":33,"wisdom":5,"weakness":{},"creature_ability":["Eldritch Interference","Divert Essence","Draconic Frenzy","Draconic Momentum","Mystic Facility","Overwhelming Proclamation","Reflexive Understanding","Reveal Shame","Sanguine Knowledge"],"skill":["Acrobatics","Arcana","Intimidation","Nature","Occultism","Religion","Scribing Lore"],"legacy_id":["creature-147"],"trait":["Dragon","Occult","Uncommon","Gargantuan"],"id":"creature-4164","text":" Ancient Sage Dragon A shining, rune-inscribed scale is all that most people, even adventurers, see of a sage dragon during their lifetimes. Even then, only those familiar with dragon lore will likely recognize the scale as anything other than an elaborate spell scroll. Collectors and scholars of esoteric lore, sage dragons become increasingly reclusive as they age, and, even in their youths, they're prone to work through trusted intermediaries. For those able to locate and gain the trust of such a creature, even the youngest sage dragons are fonts of difficult-to-find knowledge and rare magical techniques. The oldest sage dragons are living combinations of gargantuan libraries and endless grimoires, accumulating the secrets of the Universe, and beyond, in their isolated lairs. Recall Knowledge - Dragon (Arcana): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ancient Sage Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 157 Perception +33; darkvision, detect magic Languages Common, Draconic Skills Acrobatics +29, Arcana +35, Intimidation +31, Nature +31, Occultism +35, Religion +31, Scribing Lore +33 Str +10 Dex +6 Con +4 Int +9 Wis +5 Cha +4 --- AC 42 Fort +27 Ref +31 Will +33 +2 status to all saves vs. spells HP 330 Immunities paralyzed, sleep Eldritch Interference (aura, occult) 90 feet, DC 40. Overlapping fields near the dragon make spellcasting unpredictable. A creature that enters or begins its turn in the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this dragon's eldritch interference for 1 minute. Critical Success For 1 round, when the creature Casts a Spell that either deals damage or restores Hit Points, they gain a status bonus to the spell's damage or healing equal to the spell's rank. Success The creature is unaffected. Failure For 1 round, when the creature Casts a Spell that either deals damage or restores Hit Points, they take a status penalty to the spell's damage or healing equal to the spell's rank. Critical Failure As failure, but the effect lasts 1 minute. Divert Essence Reaction (occult) Trigger A creature within 90 feet Casts a Spell that targets the dragon; Effect The sage dragon steals energy from the spell to protect itself, gaining resistance to damage from spells equal to the triggering spell's rank until the beginning of their next turn. --- Speed 25 feet, fly 90 feet Melee Single Action jaws +35 (Magical, reach 15 feet), Damage 3d10+18 piercing plus sanguine knowledge Melee Single Action claw +35 (Agile, magical, reach 10 feet), Damage 3d8+18 slashing Melee Single Action tail +33 (Magical, reach 20 feet), Damage 3d12+18 bludgeoning Ranged Single Action thoughtbarb +33 (Magical, mental, range 90 feet), Damage 3d6+10 mental Occult Innate Spells DC 40 - Cantrips (9th) Read Aura - 5th Mind Probe - 7th Energy Aegis - 9th Detonate Magic, Dispel Magic, Synaptic Pulse - Constant (9th) Detect Magic, Truespeech Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Overwhelming Proclamation whenever they score a critical hit with a Strike. Mystic Facility The dragon can activate scrolls and wands of any tradition as if the spells they contain were occult spells. Overwhelming Proclamation Two Actions (Mental, occult) The dragon exclaims hidden truths that only they have been able to understand, dealing 19d6 mental damage in a 30-foot cone (DC 40 basic Will save). On a critical failure, creatures are also stunned 1. The dragon can't use Overwhelming Proclamation again for 1d4 rounds. Reflexive Understanding Single Action (Occult) Frequency once per hour; Requirements The dragon was targeted by a spell of 8th rank or lower in the last round; Effect The dragon analyzes the spell's inner workings. For the next 10 minutes, the dragon can cast the spell at the same rank as if it were one of their innate occult spells. Reveal Shame Two Actions (Auditory, emotion, fear, mental, occult) Requirements The dragon has successfully Recalled Knowledge about an enemy within 90 feet; Effect The dragon utters an embarrassing secret about the creature, unnerving them and their allies. Every enemy within 90 feet that can hear the secret must attempt a DC 40 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is confused for 1 round and frightened 3. Sanguine Knowledge The first time each encounter a dragon hits and deals damage to a creature with their jaws Strike, they receive information about the creature as if the dragon had succeeded at a check to Recall Knowledge about that creature. ","tradition":["Occult"],"skill_mod":{"nature":31,"arcana":35,"intimidation":31,"occultism":35,"acrobatics":29,"religion":31},"summary":"A shining, rune-inscribed scale is all that most people, even adventurers, see of a sage dragon during their lifetimes. Even then, only those …","primary_source":"Draconic Codex\r\n","spell":["Detonate Magic","Dispel Magic","Synaptic Pulse","Energy Aegis","Mind Probe","Read Aura","Detect Magic","Truespeech"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Lost Omens"],"sense":" darkvision , detect magic ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4164","intelligence":9,"reflex_save":31,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":27,"size":["Gargantuan"],"name":"Ancient Sage Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[20,31,34,37],"slug":"creature-4164"},{"attack_bonus":[37,37,39,39],"constitution":5,"primary_source_category":"Lost Omens","strength":11,"hp":390,"language":["Common","Draconic"],"immunity":["paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sage","will_save":38,"charisma":5,"speed":{"fly":120,"max":120,"land":25},"perception":38,"wisdom":6,"weakness":{},"creature_ability":["Eldritch Interference","Divert Essence","Draconic Frenzy","Draconic Momentum","Endless Spellscales","Mystic Facility","Overwhelming Proclamation","Reflexive Understanding","Reveal Shame","Sanguine Knowledge"],"skill":["Acrobatics","Arcana","Intimidation","Nature","Occultism","Religion","Scribing Lore"],"trait":["Dragon","Occult","Rare","Gargantuan"],"id":"creature-4165","text":" Sage Archdragon A shining, rune-inscribed scale is all that most people, even adventurers, see of a sage dragon during their lifetimes. Even then, only those familiar with dragon lore will likely recognize the scale as anything other than an elaborate spell scroll. Collectors and scholars of esoteric lore, sage dragons become increasingly reclusive as they age, and, even in their youths, they're prone to work through trusted intermediaries. For those able to locate and gain the trust of such a creature, even the youngest sage dragons are fonts of difficult-to-find knowledge and rare magical techniques. The oldest sage dragons are living combinations of gargantuan libraries and endless grimoires, accumulating the secrets of the Universe, and beyond, in their isolated lairs. Recall Knowledge - Dragon (Arcana): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Sage Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 157 Perception +38; darkvision , detect magic Languages Common, Draconic Skills Acrobatics +34, Arcana +40, Intimidation +36, Nature +36, Occultism +40, Religion +36, Scribing Lore +38 Str +11 Dex +7 Con +5 Int +10 Wis +6 Cha +5 --- AC 46 Fort +32 Ref +36 Will +38 +2 status to all saves vs. spells HP 390 Immunities paralyzed, sleep Eldritch Interference (aura, occult) 90 feet, DC 44. Overlapping fields near the dragon make spellcasting unpredictable. A creature that enters or begins its turn in the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this dragon's eldritch interference for 1 minute. Critical Success For 1 round, when the creature Casts a Spell that either deals damage or restores Hit Points, they gain a status bonus to the spell's damage or healing equal to the spell's rank. Success The creature is unaffected. Failure For 1 round, when the creature Casts a Spell that either deals damage or restores Hit Points, they take a status penalty to the spell's damage or healing equal to the spell's rank. Critical Failure As failure, but the effect lasts 1 minute. Divert Essence Reaction (occult) Trigger A creature within 90 feet Casts a Spell that targets the dragon; Effect The sage dragon steals energy from the spell to protect itself, gaining resistance to damage from spells equal to the triggering spell's rank until the beginning of their next turn. --- Speed 25 feet, fly 120 feet Melee Single Action jaws +39 (Magical, reach 15 feet), Damage 4d10+21 piercing plus sanguine knowledge Melee Single Action claw +39 (Agile, magical, reach 10 feet), Damage 4d8+21 slashing Melee Single Action tail +37 (Magical, reach 20 feet), Damage 4d12+21 bludgeoning Ranged Single Action thoughtbarb +37 (Magical, mental, range 90 feet), Damage 4d6+11 mental Occult Innate Spells DC 44 - Cantrips (9th) Read Aura - 5th Mind Probe - 7th Energy Aegis - 9th Detonate Magic, Dispel Magic, Synaptic Pulse - 10th Indestructibility - Constant (9th) Detect Magic, Truespeech Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Overwhelming Proclamation whenever they score a critical hit with a Strike. Endless Spellscales Single Action to Three Actions The dragon expends a spell inscribed on one of their scales, casting a common spell of 7th rank or lower from any tradition, using the spell's typical number of actions and their spell DC. Mystic Facility The dragon can activate scrolls and wands of any tradition as if the spells they contain were occult spells. Overwhelming Proclamation Two Actions (Mental, occult) The dragon exclaims hidden truths that only they have been able to understand, dealing 22d6 mental damage in a 30-foot cone (DC 44 basic Will save). On a critical failure, creatures are also stunned 1. The dragon can't use Overwhelming Proclamation again for 1d4 rounds. Reflexive Understanding Single Action (Occult) Frequency once per hour; Requirements The dragon was targeted by a spell of 9th rank or lower in the last round; Effect The dragon analyzes the spell's inner workings. For the next 10 minutes, the dragon can cast the spell at the same rank as if it were one of their innate occult spells. Reveal Shame Two Actions (Auditory, emotion, fear, mental, occult) Requirements The dragon has successfully Recalled Knowledge about an enemy within 90 feet; Effect The dragon utters an embarrassing secret about the creature, unnerving them and their allies. Every enemy within 90 feet that can hear the secret must attempt a DC 44 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is confused for 1 round and frightened 3. Sanguine Knowledge The first time each encounter a dragon hits and deals damage to a creature with their jaws Strike, they receive information about the creature as if the dragon had succeeded at a check to Recall Knowledge about that creature. ","tradition":["Occult"],"skill_mod":{"nature":36,"arcana":40,"intimidation":36,"occultism":40,"acrobatics":34,"religion":36},"summary":"A shining, rune-inscribed scale is all that most people, even adventurers, see of a sage dragon during their lifetimes. Even then, only those …","primary_source":"Draconic Codex\r\n","spell":["Indestructibility","Detonate Magic","Dispel Magic","Synaptic Pulse","Energy Aegis","Mind Probe","Read Aura","Detect Magic","Truespeech"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":46,"level":21,"spell_dc":[44],"source_category":["Lost Omens"],"sense":" darkvision , detect magic ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4165","intelligence":10,"reflex_save":36,"strongest_save":["will"],"dexterity":7,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Sage Archdragon","category":"creature","rarity":"rare","strike_damage_average":[25,39,43,47],"slug":"creature-4165"},{"attack_bonus":[20,20,20],"constitution":3,"primary_source_category":"Lost Omens","strength":5,"hp":140,"language":["Common","Draconic","Thalassic"],"immunity":["paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sea","will_save":15,"charisma":2,"speed":{"fly":100,"max":100,"land":30,"swim":50},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Countered by Earth","Fed by Metal","Frightful Presence","Liquefy","Black Water Breath","Coiling Frenzy","Constrict","Draconic Momentum","Hyponatremia"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Nature","Society","Stealth","Survival"],"legacy_id":["creature-1125"],"trait":["Amphibious","Arcane","Dragon","Water","Large"],"id":"creature-4166","text":" Young Sea Dragon Imperial sea dragons are associated with elemental water and oversee rain, storms, rivers, and oceans. They live adjacent to the civilizations of Tian Xia, ready to aid mortal affairs and prove their worth. For some sea dragons, providing assistance in matters of the weather and arcane knowledge is a duty. For others, it's a perk that leads to valuable tributes or delicious meals. Visiting petitioners are all too eager to provide, for it's said that when a sea dragon is pleased, the rain is gentle and plentiful. In contrast, when they're angered, the storm spares none from its fury. Recall Knowledge - Dragon (Arcana): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Young Sea Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 159 Perception +15; darkvision, wavesense (imprecise) 60 feet Languages Common, Draconic, Thalassic Skills Acrobatics +16, Arcana +14, Athletics +19, Deception +14, Intimidation +16, Nature +15, Society +14, Stealth +16, Survival +13 Str +5 Dex +4 Con +3 Int +2 Wis +3 Cha +2 --- AC 26 fed by metal Fort +17 Ref +18 Will +15 HP 140 Immunities paralyzed, sleep Countered by Earth If the sea dragon is targeted by a spell with the earth trait, Liquefy ends and they can't use it until the end of their next turn. Fed by Metal (arcane) When a sea dragon is damaged by a spell or unarmed Strike of a creature with the metal trait, or a metallic weapon, the dragon's scales transform and grant them a +1 item bonus to AC until the start of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 24 Liquefy Reaction (arcane, water) Trigger The dragon takes fire damage; Effect The dragon turns momentarily into water while maintaining their shape. They gain fire resistance 10, including against the triggering effect, until the end of their next turn. --- Speed 30 feet, fly 100 feet, swim 50 feet; water walk Melee Single Action jaws +20 (reach 10 feet), Damage 2d10+11 piercing plus hyponatremia Melee Single Action claw +20 (Agile), Damage 2d8+11 slashing plus Grab Melee Single Action tail +20 (reach 20 feet), Damage 2d8+11 bludgeoning plus GrabGrab (Monster Core 359) Arcane Innate Spells DC 26 - 1st Create Water - 2nd Environmental Endurance (self only) - Constant (2nd) Water Walk Black Water Breath Two Actions (Arcane, water) The dragon shoots a ball of water that deals 9d6 bludgeoning damage in a 20- foot burst within 40 feet (DC 26 basic Reflex save). All nonmagical fire in the radius is extinguished. The dragon can't use Black Water Breath again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of their front claws, and a third with their tail. Constrict Single Action 2d8+6 bludgeoning, DC 26 Draconic Momentum The dragon recharges their Black Water Breath whenever they score a critical hit with a Strike. Hyponatremia (Water) A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 26 Fortitude save or become sickened 1 as a surge of excess water floods its body. ","tradition":["Arcane"],"element":["Water"],"skill_mod":{"society":14,"deception":14,"nature":15,"survival":13,"stealth":16,"arcana":14,"athletics":19,"intimidation":16,"acrobatics":16},"summary":"Imperial sea dragons are associated with elemental water and oversee rain, storms, rivers, and oceans. They live adjacent to the civilizations of …","primary_source":"Draconic Codex\r\n","spell":["Environmental Endurance","Create Water","Water Walk"],"trait_group":["Monster","Tradition","Creature Type","Elemental","Planar"],"ac":26,"level":8,"spell_dc":[26],"source_category":["Lost Omens"],"sense":" darkvision , wavesense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4166","intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Young Sea Dragon","category":"creature","rarity":"common","strike_damage_average":[20,20,22],"slug":"creature-4166"},{"attack_bonus":[26,26,26],"constitution":4,"primary_source_category":"Lost Omens","strength":6,"hp":225,"language":["Common","Draconic","Sussuran","Thalassic"],"immunity":["paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sea","will_save":20,"charisma":3,"speed":{"fly":120,"max":120,"land":40,"swim":60},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Countered by Earth","Fed by Metal","Frightful Presence","Vortex","Liquefy","Black Water Breath","Coiling Frenzy","Draconic Momentum","Greater Constrict","Hyponatremia"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Nature","Society","Stealth","Survival"],"legacy_id":["creature-1126"],"trait":["Amphibious","Arcane","Dragon","Water","Huge"],"id":"creature-4167","text":" Adult Sea Dragon Imperial sea dragons are associated with elemental water and oversee rain, storms, rivers, and oceans. They live adjacent to the civilizations of Tian Xia, ready to aid mortal affairs and prove their worth. For some sea dragons, providing assistance in matters of the weather and arcane knowledge is a duty. For others, it's a perk that leads to valuable tributes or delicious meals. Visiting petitioners are all too eager to provide, for it's said that when a sea dragon is pleased, the rain is gentle and plentiful. In contrast, when they're angered, the storm spares none from its fury. Recall Knowledge - Dragon (Arcana): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Adult Sea Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 160 Perception +21; darkvision, wavesense (imprecise) 60 feet Languages Common, Draconic, Sussuran, Thalassic Skills Acrobatics +23, Arcana +18, Athletics +26, Deception +19, Intimidation +21, Nature +22, Society +18, Stealth +18, Survival +20 Str +6 Dex +5 Con +4 Int +2 Wis +4 Cha +3 --- AC 32 fed by metal Fort +22 Ref +25 Will +20 HP 225 Immunities paralyzed, sleep Countered by Earth If the sea dragon is targeted by a spell with the earth trait, Liquefy ends and they can't use it until the end of their next turn. Fed by Metal (arcane) When a sea dragon is damaged by a spell or unarmed Strike of a creature with the metal trait, or a metallic weapon, the dragon's scales transform and grant them a +1 item bonus to AC until the start of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 30 Vortex (aura, water) 40 feet. Water in the aura that's also in the same body of water as the dragon is difficult terrain for Swimming creatures who don't have the water trait. Liquefy Reaction (arcane, water) Trigger The dragon takes fire damage; Effect The dragon turns momentarily into water while maintaining their shape. They gain fire resistance 15, including against the triggering effect, until the end of their next turn. --- Speed 40 feet, fly 120 feet, swim 60 feet; water walk Melee Single Action jaws +26 (Magical, reach 15 feet), Damage 3d10+12 piercing plus hyponatremia Melee Single Action claw +26 (Agile, magical, reach 10 feet), Damage 3d8+12 slashing plus Grab Melee Single Action tail +26 (reach 20 feet), Damage 3d8+12 bludgeoning plus Grab Arcane Innate Spells DC 32 - 1st Create Water - 2nd Create Water (at will), Environmental Endurance (self only) - Constant (2nd) Water Walk Rituals DC 32 - 8th Control Weather (doesn't require secondary casters) Black Water Breath Two Actions (Arcane, water) The dragon shoots a ball of water that deals 13d6 bludgeoning damage in a 25- foot burst within 40 feet (DC 32 basic Reflex save). All nonmagical fire in the radius is extinguished. The dragon can't use Black Water Breath again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of their front claws, and a third with their tail. Draconic Momentum The dragon recharges their Black Water Breath whenever they score a critical hit with a Strike. Greater Constrict Single Action 3d8+6 bludgeoning, DC 30 Hyponatremia (Water) A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 32 Fortitude save or become sickened 1 as a surge of excess water floods its body. ","tradition":["Arcane"],"element":["Water"],"skill_mod":{"society":18,"deception":19,"nature":22,"survival":20,"stealth":18,"arcana":18,"athletics":26,"intimidation":21,"acrobatics":23},"summary":"Imperial sea dragons are associated with elemental water and oversee rain, storms, rivers, and oceans. They live adjacent to the civilizations of …","primary_source":"Draconic Codex\r\n","spell":["Create Water","Environmental Endurance","Water Walk"],"trait_group":["Monster","Tradition","Creature Type","Elemental","Planar"],"ac":32,"level":12,"spell_dc":[32],"source_category":["Lost Omens"],"sense":" darkvision , wavesense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4167","intelligence":2,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"size":["Huge"],"name":"Adult Sea Dragon","category":"creature","rarity":"common","strike_damage_average":[25,25,28],"slug":"creature-4167"},{"attack_bonus":[32,32,32],"constitution":5,"primary_source_category":"Lost Omens","strength":8,"hp":350,"language":["Common","Draconic","Empyrean","Sussuran","Thalassic"],"immunity":["paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sea","will_save":27,"charisma":4,"speed":{"fly":140,"max":140,"land":50,"swim":70},"perception":30,"wisdom":5,"weakness":{},"creature_ability":["Countered by Earth","Fed by Metal","Frightful Presence","Vortex","Liquefy","Black Water Breath","Coiling Frenzy","Draconic Momentum","Greater Constrict","Hyponatremia"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Nature","Society","Stealth","Survival"],"legacy_id":["creature-1127"],"trait":["Amphibious","Arcane","Dragon","Uncommon","Water","Gargantuan"],"id":"creature-4168","text":" Ancient Sea Dragon Imperial sea dragons are associated with elemental water and oversee rain, storms, rivers, and oceans. They live adjacent to the civilizations of Tian Xia, ready to aid mortal affairs and prove their worth. For some sea dragons, providing assistance in matters of the weather and arcane knowledge is a duty. For others, it's a perk that leads to valuable tributes or delicious meals. Visiting petitioners are all too eager to provide, for it's said that when a sea dragon is pleased, the rain is gentle and plentiful. In contrast, when they're angered, the storm spares none from its fury. Recall Knowledge - Dragon (Arcana): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ancient Sea Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 160 Perception +30; darkvision, wavesense (imprecise) 60 feet Languages Common, Draconic, Empyrean, Sussuran, Thalassic Skills Acrobatics +32, Arcana +26, Athletics +33, Deception +25, Intimidation +27, Nature +28, Society +26, Stealth +32, Survival +26 Str +8 Dex +7 Con +5 Int +3 Wis +5 Cha +4 --- AC 39 fed by metal Fort +29 Ref +32 Will +27 +1 status to all saves vs. magic HP 350 Immunities paralyzed, sleep Countered by Earth If the sea dragon is targeted by a spell with the earth trait, Liquefy ends and they can't use it until the end of their next turn. Fed by Metal (arcane) When a sea dragon is damaged by a spell or unarmed Strike of a creature with the metal trait, or a metallic weapon, the dragon's scales transform and grant them a +1 item bonus to AC until the start of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 36 Vortex (aura, water) 40 feet. Water in the aura that's also in the same body of water as the dragon is difficult terrain for Swimming creatures who don't have the water trait. Liquefy Reaction (arcane, water) Trigger The dragon takes fire damage; Effect The dragon turns momentarily into water while maintaining their shape. They gain fire resistance 20, including against the triggering effect, until the end of their next turn. --- Speed 50 feet, fly 140 feet, swim 70 feet; water walk Melee Single Action jaws +32 (Magical, reach 20 feet), Damage 3d12+16 piercing plus hyponatremia Melee Single Action claw +32 (Agile, magical, reach 15 feet), Damage 3d10+16 slashing plus Grab Melee Single Action tail +32 (reach 25 feet), Damage 3d10+16 bludgeoning plus Grab Arcane Innate Spells DC 38 - 3rd Environmental Endurance (self only) - 5th Control Water, Create Water (at will) - Constant (2nd) Water Walk Rituals DC 38 - 8th Control Weather (doesn't require secondary casters) Black Water Breath Two Actions (Arcane, water) The dragon shoots a ball of water that deals 18d6 bludgeoning damage in a 30- foot burst within 60 feet DC 38 basic Reflex save. All nonmagical fire in the radius is extinguished. The dragon can't use Black Water Breath again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of their front claws, and a third with their tail. Draconic Momentum The dragon recharges their Black Water Breath whenever they score a critical hit with a Strike. Greater Constrict Single Action 3d10+8 bludgeoning, DC 38 Hyponatremia () A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 38 Fortitude save or become sickened 2 as a surge of excess water floods its body. Tidal Wave Three Actions (arcane, manipulate, water); Frequency once per 10 minutes; Effect The dragon slams their body down, sending a towering wave outward. This wave deals 10d12 bludgeoning damage in a 90-foot emanation. Each creature in the area must attempt a DC 38 Reflex save. Structures and unattended objects in the area take full damage with no saving throw. Critical Success The creature takes no damage but is pushed 30 feet from the dragon. Success The creature takes half damage and is pushed 60 feet from the dragon. Failure The creature takes full damage, is pushed 120 feet from the dragon, and falls prone. Critical Failure As failure, but double damage. ","tradition":["Arcane"],"element":["Water"],"skill_mod":{"society":26,"deception":25,"nature":28,"survival":26,"stealth":32,"arcana":26,"athletics":33,"intimidation":27,"acrobatics":32},"summary":"Imperial sea dragons are associated with elemental water and oversee rain, storms, rivers, and oceans. They live adjacent to the civilizations of …","primary_source":"Draconic Codex\r\n","spell":["Control Water","Create Water","Environmental Endurance","Water Walk"],"trait_group":["Monster","Tradition","Creature Type","Rarity","Elemental","Planar"],"ac":39,"level":17,"spell_dc":[38],"source_category":["Lost Omens"],"sense":" darkvision , wavesense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4168","intelligence":3,"reflex_save":32,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Ancient Sea Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[32,32,35],"slug":"creature-4168"},{"attack_bonus":[37,37,37],"constitution":6,"primary_source_category":"Lost Omens","strength":10,"hp":450,"language":["Common","Draconic","Empyrean","Sussuran","Thalassic"],"immunity":["paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sea","will_save":33,"charisma":6,"speed":{"fly":160,"max":160,"land":60,"swim":80},"perception":36,"wisdom":6,"weakness":{},"creature_ability":["Countered by Earth","Fed by Metal","Frightful Presence","Vortex","Liquefy","Black Water Breath","Coiling Frenzy","Draconic Momentum","Greater Constrict","Hyponatremia","Tidal Wave","Typhoon Fling"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Nature","Society","Stealth","Survival"],"trait":["Amphibious","Arcane","Dragon","Rare","Water","Gargantuan"],"id":"creature-4169","text":" Sea Archdragon Imperial sea dragons are associated with elemental water and oversee rain, storms, rivers, and oceans. They live adjacent to the civilizations of Tian Xia, ready to aid mortal affairs and prove their worth. For some sea dragons, providing assistance in matters of the weather and arcane knowledge is a duty. For others, it's a perk that leads to valuable tributes or delicious meals. Visiting petitioners are all too eager to provide, for it's said that when a sea dragon is pleased, the rain is gentle and plentiful. In contrast, when they're angered, the storm spares none from its fury. Recall Knowledge - Dragon (Arcana): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Sea Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 161 Perception +36; darkvision, wavesense (imprecise) 60 feet Languages Common, Draconic, Empyrean, Sussuran, Thalassic Skills Acrobatics +38, Arcana +26, Athletics +40, Deception +33, Intimidation +34, Nature +35, Society +33, Stealth +36, Survival +33 Str +10 Dex +8 Con +6 Int +5 Wis +6 Cha +6 --- AC 44 fed by metal Fort +34 Ref +38 Will +33 +2 status to all saves vs. magic HP 450 Immunities paralyzed, sleep Countered by Earth If the sea dragon is targeted by a spell with the earth trait, Liquefy ends and they can't use it until the end of their next turn. Fed by Metal (arcane) When a sea dragon is damaged by a spell or unarmed Strike of a creature with the metal trait, or a metallic weapon, the dragon's scales transform and grant them a +2 item bonus to AC until the start of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 42 Vortex (aura, water) 40 feet. Water in the aura that's also in the same body of water as the dragon is difficult terrain for Swimming creatures who don't have the water trait. Liquefy Reaction (arcane, water) Trigger The dragon takes fire damage; Effect The dragon turns momentarily into water while maintaining their shape. They gain fire resistance 25, including against the triggering effect, until the end of their next turn. --- Speed 60 feet, fly 160 feet, swim 80 feet; water walk Melee Single Action jaws +37 (Magical, reach 25 feet), Damage 4d12+18 piercing plus hyponatremia Melee Single Action claw +37 (Agile, magical, reach 20 feet), Damage 4d10+18 slashing plus Grab Melee Single Action tail +37 (reach 30 feet), Damage 4d10+18 bludgeoning plus Grab Arcane Innate Spells DC 42 - 3rd Environmental Endurance (self only) - 5th Control Water, Create Water (at will) - Constant (5th) Truespeech, Water Walk Rituals DC 42 - 8th Control Weather (doesn't require secondary casters) Black Water Breath Two Actions (Arcane, water) The dragon shoots a ball of water that deals 21d6 bludgeoning damage in a 40- foot burst within 80 feet (DC 42 basic Reflex save). All nonmagical fire in the radius is extinguished. The dragon can't use Black Water Breath again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of their front claws, and a third with their tail. Draconic Momentum The dragon recharges their Black Water Breath whenever they score a critical hit with a Strike. Greater Constrict Single Action 4d10+8 bludgeoning, DC 42 Hyponatremia (Water) A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 42 Fortitude save or become sickened 1 as a surge of excess water floods its body. Tidal Wave Three Actions (arcane, manipulate, water); Frequency once per 10 minutes; Effect The dragon slams their body down, sending a towering wave outward. This wave deals 10d12 bludgeoning damage in a 90-foot emanation. Each creature in the area must attempt a DC 42 Reflex save. Structures and unattended objects in the area take full damage with no saving throw. Critical Success The creature takes no damage but is pushed 30 feet from the dragon. Success The creature takes half damage and is pushed 60 feet from the dragon. Failure The creature takes full damage, is pushed 120 feet from the dragon, and falls prone. Critical Failure As failure, but double damage. Tidal Wave Three Actions (Arcane, manipulate, water) Frequency once per 10 minutes; Effect The dragon slams their body down, sending a towering wave outward. This wave deals 11d12 bludgeoning damage in a 90-foot emanation. Each creature in the area must attempt a DC 42 Reflex save. Structures and unattended objects in the area take full damage with no saving throw. Critical Success The creature takes no damage but is pushed 30 feet from the dragon. Success The creature takes half damage and is pushed 60 feet from the dragon. Failure The creature takes full damage, is pushed 120 feet from the dragon, and falls prone. Critical Failure As failure, but double damage. Typhoon Fling Two Actions (Air, arcane, water) Frequency once per hour; Effect The dragon Flies up to half its Fly speed. All creatures the dragon passes within 10 feet of must attempt a DC 42 Fortitude save or be blown 120 feet up in the air and then fall, taking fall damage as appropriate. Creatures already airborne add their current height to the distance fallen. ","tradition":["Arcane"],"element":["Water"],"skill_mod":{"society":33,"deception":33,"nature":35,"survival":33,"stealth":36,"arcana":26,"athletics":40,"intimidation":34,"acrobatics":38},"summary":"Imperial sea dragons are associated with elemental water and oversee rain, storms, rivers, and oceans. They live adjacent to the civilizations of …","primary_source":"Draconic Codex\r\n","spell":["Control Water","Create Water","Environmental Endurance","Truespeech","Water Walk"],"trait_group":["Monster","Tradition","Creature Type","Rarity","Elemental","Planar"],"ac":44,"level":20,"spell_dc":[42],"source_category":["Lost Omens"],"sense":" darkvision , wavesense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4169","intelligence":5,"reflex_save":38,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":34,"size":["Gargantuan"],"name":"Sea Archdragon","category":"creature","rarity":"rare","strike_damage_average":[40,40,44],"slug":"creature-4169"},{"attack_bonus":[19,21,21],"constitution":3,"primary_source_category":"Lost Omens","strength":6,"hp":155,"language":["Common","Draconic","Sussuran","Talican"],"immunity":["electricity","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sky","will_save":21,"charisma":3,"speed":{"fly":120,"max":120,"land":30},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Mist Vision","Countered by Fire","Fed by Earth","Frightful Presence","Coiling Frenzy","Constrict","Draconic Momentum","Perfected Flight","Steel Lightning Breath"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Society","Stealth","Survival"],"legacy_id":["creature-1128"],"trait":["Divine","Dragon","Electricity","Metal","Large"],"id":"creature-4170","text":" Young Sky Dragon When the imperial dragons first arrived in the Universe, each was well-attuned to the elemental planes they hailed from. As the war between the Elemental Lords raged on and the benevolent lords fell one by one, the Planes of Metal and Wood sealed themselves away. For the dragons who originated from the Corroded Core, their very existence was now at stake. These dragons flew from mountaintop to mountaintop, seeking refuge from the then-perilous Tian Xia overrun by warring yaoguai. Finally, upon the mountain peaks of Chenlun, Gossamer, Kelsang, Kimu, Kullan, Kyojin, and the Wall of Heaven, celestial beings answered the dragons' cries for help. What the dragons no longer had in elemental metal, these celestials provided through divine blessings and essence. With their nature changed, the dragons as a species survived. In time, their proximity to the sky and the deities they serve became their namesake. Their past as elemental metal dragons became but a faded memory and creation myth for all but the sky dragons themselves to remember. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Young Sky Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 164 Perception +19; darkvision, mist vision, scent (imprecise) 60 feet Languages Common, Draconic, Sussuran, Talican Skills Acrobatics +16, Athletics +19, Deception +16, Intimidation +18, Religion +20, Society +18, Stealth +18, Survival +17 Str +6 Dex +1 Con +3 Int +1 Wis +4 Cha +3 Mist Vision Fog and mist don't impair a sky dragon's vision; they ignore the concealed condition from fog and mist . --- AC 28 Fort +18 Ref +16 Will +21 HP 155 Immunities electricity, paralyzed, sleep Countered by Fire If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls and AC, and their jaws Strikes don't deal electricity damage. This limitation ends if the dragon uses Steel Lightning Breath. Fed by Earth (divine) When a sky dragon is targeted by an earth spell or effect, they crystallize the minerals in their scales to create a light-bending or light-scattering layer for camouflage. For 1 minute, the dragon is concealed while flying. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 26 --- Speed 30 feet, fly 120 feet Melee Single Action jaws +21 (Electricity, magical, reach 10 feet), Damage 2d6+12 piercing plus 1d12 electricity Melee Single Action claw +21 (Agile, magical), Damage 2d4+12 slashing plus Grab Melee Single Action tail +19 (Magical, reach 20 feet), Damage 2d10+12 bludgeoning plus Grab Divine Innate Spells DC 28 - 1st Gentle Landing, Gust of Wind - 2nd Invisibility Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of its front claws, and a last with their tail. Constrict Single Action 2d6+6 bludgeoning, DC 26 Draconic Momentum The dragon recharges Steel Lightning Breath whenever they score a critical hit with a Strike. Perfected Flight A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to Maneuver in Flight. Steel Lightning Breath Two Actions (Divine, electricity) The dragon shoots a ball of electricity that deals 5d12 electricity damage in a 20-foot burst within 40 feet (DC 28 basic Reflex save). They can't use Steel Lightning Breath again for 1d4 rounds. ","tradition":["Divine"],"element":["Metal"],"skill_mod":{"society":18,"deception":16,"survival":17,"stealth":18,"athletics":19,"intimidation":18,"acrobatics":16,"religion":20},"summary":"When the imperial dragons first arrived in the Universe , each was well-attuned to the elemental planes they hailed from. As the war between the …","primary_source":"Draconic Codex\r\n","spell":["Invisibility","Gentle Landing","Gust of Wind"],"trait_group":["Tradition","Monster","Creature Type","Energy","Elemental"],"ac":28,"level":9,"spell_dc":[28],"source_category":["Lost Omens"],"sense":" darkvision , mist vision, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4170","intelligence":1,"reflex_save":16,"strongest_save":["will"],"dexterity":1,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Young Sky Dragon","category":"creature","rarity":"common","strike_damage_average":[17,23,25],"slug":"creature-4170"},{"attack_bonus":[25,27,27],"constitution":4,"primary_source_category":"Lost Omens","strength":7,"hp":235,"language":["Common","Diabolic","Draconic","Empyrean","Sussuran","Talican"],"immunity":["electricity","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sky","will_save":26,"charisma":4,"speed":{"fly":140,"max":140,"land":40},"perception":24,"wisdom":5,"weakness":{},"creature_ability":["Mist Vision","Countered by Fire","Fed by Earth","Frightful Presence","Coiling Frenzy","Draconic Momentum","Divine Lightning","Greater Constrict","Perfected Flight","Steel Lightning Breath"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Society","Stealth","Survival"],"legacy_id":["creature-1129"],"trait":["Divine","Dragon","Electricity","Metal","Huge"],"id":"creature-4171","text":" Adult Sky Dragon When the imperial dragons first arrived in the Universe, each was well-attuned to the elemental planes they hailed from. As the war between the Elemental Lords raged on and the benevolent lords fell one by one, the Planes of Metal and Wood sealed themselves away. For the dragons who originated from the Corroded Core, their very existence was now at stake. These dragons flew from mountaintop to mountaintop, seeking refuge from the then-perilous Tian Xia overrun by warring yaoguai. Finally, upon the mountain peaks of Chenlun, Gossamer, Kelsang, Kimu, Kullan, Kyojin, and the Wall of Heaven, celestial beings answered the dragons' cries for help. What the dragons no longer had in elemental metal, these celestials provided through divine blessings and essence. With their nature changed, the dragons as a species survived. In time, their proximity to the sky and the deities they serve became their namesake. Their past as elemental metal dragons became but a faded memory and creation myth for all but the sky dragons themselves to remember. Recall Knowledge - Dragon (Arcana): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Adult Sky Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 164 Perception +24; darkvision, mist vision, scent (imprecise) 60 feet Languages Common, Diabolic, Draconic, Empyrean, Sussuran, Talican Skills Acrobatics +21, Athletics +26, Deception +21, Intimidation +23, Religion +27, Society +21, Stealth +21, Survival +19 Str +7 Dex +2 Con +4 Int +2 Wis +5 Cha +4 Mist Vision Fog and mist don't impair a sky dragon's vision; they ignore the concealed condition from fog and mist . --- AC 34 Fort +23 Ref +21 Will +26 +1 status to all saves vs. magic HP 235 Immunities electricity, paralyzed, sleep Countered by Fire If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls and AC, and their jaws Strikes don't deal electricity damage. This limitation ends if the dragon uses Steel Lightning Breath. Fed by Earth (divine) When a sky dragon is targeted by an earth spell or effect, they crystallize the minerals in their scales to create a light-bending or light-scattering layer for camouflage. For 1 minute, the dragon is concealed while flying. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 31 --- Speed 40 feet, fly 140 feet Melee Single Action jaws +27 (Magical, reach 15 feet), Damage 3d8+13 piercing plus 2d12 electricity Melee Single Action claw +27 (Agile, magical, reach 10 feet), Damage 3d6+13 slashing plus Grab Melee Single Action tail +25 (Magical, reach 25 feet), Damage 3d10+13 bludgeoning plus Grab Divine Innate Spells DC 33 - 1st Gentle Landing, Gust of Wind - 2nd Invisibility - 4th Vapor Form Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of its front claws, and a last with their tail. Draconic Momentum The dragon recharges Steel Lightning Breath whenever they score a critical hit with a Strike. Divine Lightning (Divine, holy) Requirements The dragon worships a deity whose sanctification entry lists “holy”; Effect The sky dragon channels divine power through its attacks, making them more effective against the unholy. Any electricity damage it deals becomes spirit damage against unholy creatures. Greater Constrict Single Action 3d8+6 bludgeoning, DC 33 Perfected Flight A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to Maneuver in Flight. Steel Lightning Breath Two Actions (Divine, electricity) The dragon shoots a ball of electricity that deals 8d12 electricity damage in a 25-foot burst within 50 feet (DC 33 basic Reflex save). They can't use Steel Lightning Breath again for 1d4 rounds. ","tradition":["Divine"],"element":["Metal"],"skill_mod":{"society":21,"deception":21,"survival":19,"stealth":21,"athletics":26,"intimidation":23,"acrobatics":21,"religion":27},"summary":"When the imperial dragons first arrived in the Universe , each was well-attuned to the elemental planes they hailed from. As the war between the …","primary_source":"Draconic Codex\r\n","spell":["Vapor Form","Invisibility","Gentle Landing","Gust of Wind"],"trait_group":["Tradition","Monster","Creature Type","Energy","Elemental"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Lost Omens"],"sense":" darkvision , mist vision, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4171","intelligence":2,"reflex_save":21,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":23,"size":["Huge"],"name":"Adult Sky Dragon","category":"creature","rarity":"common","strike_damage_average":[23,29,39],"slug":"creature-4171"},{"attack_bonus":[33,35,35],"constitution":5,"primary_source_category":"Lost Omens","strength":8,"hp":335,"language":["Common","Diabolic","Draconic","Empyrean","Sussuran","Talican"],"immunity":["electricity","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sky","will_save":32,"charisma":6,"speed":{"fly":160,"max":160,"land":60},"perception":32,"wisdom":6,"weakness":{},"creature_ability":["Mist Vision","Countered by Fire","Fed by Earth","Frightful Presence","Coiling Frenzy","Draconic Momentum","Divine Lightning","Greater Constrict","Perfected Flight","Steel Lightning Breath","Stunning Electricity"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Society","Stealth","Survival"],"legacy_id":["creature-1130"],"trait":["Divine","Dragon","Electricity","Metal","Uncommon","Gargantuan"],"id":"creature-4172","text":" Ancient Sky Dragon When the imperial dragons first arrived in the Universe, each was well-attuned to the elemental planes they hailed from. As the war between the Elemental Lords raged on and the benevolent lords fell one by one, the Planes of Metal and Wood sealed themselves away. For the dragons who originated from the Corroded Core, their very existence was now at stake. These dragons flew from mountaintop to mountaintop, seeking refuge from the then-perilous Tian Xia overrun by warring yaoguai. Finally, upon the mountain peaks of Chenlun, Gossamer, Kelsang, Kimu, Kullan, Kyojin, and the Wall of Heaven, celestial beings answered the dragons' cries for help. What the dragons no longer had in elemental metal, these celestials provided through divine blessings and essence. With their nature changed, the dragons as a species survived. In time, their proximity to the sky and the deities they serve became their namesake. Their past as elemental metal dragons became but a faded memory and creation myth for all but the sky dragons themselves to remember. Recall Knowledge - Dragon (Arcana): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ancient Sky Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 164 Perception +32; darkvision, mist vision, scent (imprecise) 60 feet Languages Common, Diabolic, Draconic, Empyrean, Sussuran, Talican Skills Acrobatics +28, Athletics +34, Deception +28, Intimidation +32, Religion +35, Society +26, Stealth +28, Survival +28 Str +8 Dex +4 Con +5 Int +4 Wis +6 Cha +6 Mist Vision Fog and mist don't impair a sky dragon's vision; they ignore the concealed condition from fog and mist . --- AC 42 Fort +31 Ref +28 Will +32 +1 status to all saves vs. magic HP 335 Immunities electricity, paralyzed, sleep Countered by Fire If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls and AC, and their jaws Strikes don't deal electricity damage. This limitation ends if the dragon uses Steel Lightning Breath. Fed by Earth (divine) When a sky dragon is targeted by an earth spell or effect, they crystallize the minerals in their scales to create a light-bending or light-scattering layer for camouflage. For 1 minute, the dragon is concealed while flying. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 38 --- Speed 60 feet, fly 160 feet Melee Single Action jaws +35 (Magical, reach 15 feet), Damage 3d10+16 piercing plus 3d12 electricity Melee Single Action claw +35 (Agile, magical, reach 10 feet), Damage 3d8+16 slashing plus Grab Melee Single Action tail +33 (Magical, reach 25 feet), Damage 3d12+16 bludgeoning plus Grab Divine Innate Spells DC 40 - 1st Gentle Landing, Gust of Wind - 4th Vapor Form, Invisibility Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of its front claws, and a last with their tail. Draconic Momentum The dragon recharges Steel Lightning Breath whenever they score a critical hit with a Strike. Divine Lightning (Divine, holy) Requirements The dragon worships a deity whose sanctification entry lists “holy”; Effect The sky dragon channels divine power through its attacks, making them more effective against the unholy. Any electricity damage it deals becomes spirit damage against unholy creatures. Greater Constrict Single Action 3d10+8 bludgeoning, DC 40 Perfected Flight A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to Maneuver in Flight. Steel Lightning Breath Two Actions (Divine, electricity) The dragon shoots a ball of electricity that deals 10d12 electricity damage in a 30-foot burst within 60 feet (DC 40 basic Reflex save). They can't use Steel Lightning Breath again for 1d4 rounds. Stunning Electricity Two Actions (Divine, electricity, incapacitation) The dragon rapidly coils, then unleashes crackling lightning that deals 5d12 electricity damage in a 60-foot emanation. Each creature in the area must attempt a DC 40 Fortitude save; regardless of the outcome, the creature then becomes temporarily immune for 10 minutes. Critical Success The creature is unaffected. Success The creature takes half damage and is stunned 1. Failure The creature takes full damage, is stunned for 1 round, and can't fly for 4 rounds. Critical Failure The creature takes double damage, is stunned for 2 rounds, and can't fly for 1 minute. ","tradition":["Divine"],"element":["Metal"],"skill_mod":{"society":26,"deception":28,"survival":28,"stealth":28,"athletics":34,"intimidation":32,"acrobatics":28,"religion":35},"summary":"When the imperial dragons first arrived in the Universe , each was well-attuned to the elemental planes they hailed from. As the war between the …","primary_source":"Draconic Codex\r\n","spell":["Vapor Form","Invisibility","Gentle Landing","Gust of Wind"],"trait_group":["Tradition","Monster","Creature Type","Energy","Elemental","Rarity"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Lost Omens"],"sense":" darkvision , mist vision, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4172","intelligence":4,"reflex_save":28,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":31,"size":["Gargantuan"],"name":"Ancient Sky Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[29,35,52],"slug":"creature-4172"},{"attack_bonus":[37,39,39],"constitution":5,"primary_source_category":"Lost Omens","strength":9,"hp":400,"language":["Common","Diabolic","Draconic","Empyrean","Sussuran","Talican"],"immunity":["electricity","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sky","will_save":39,"charisma":6,"speed":{"fly":175,"max":175,"land":75},"perception":38,"wisdom":6,"weakness":{},"creature_ability":["Mist Vision","Countered by Fire","Fed by Earth","Frightful Presence","Coiling Frenzy","Draconic Momentum","Divine Lightning","Greater Constrict","Metallic Strikes","Perfected Flight","Steel Lightning Breath","Stunning Electricity"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Society","Stealth","Survival"],"trait":["Divine","Dragon","Electricity","Metal","Rare","Gargantuan"],"id":"creature-4173","text":" Sky Archdragon When the imperial dragons first arrived in the Universe, each was well-attuned to the elemental planes they hailed from. As the war between the Elemental Lords raged on and the benevolent lords fell one by one, the Planes of Metal and Wood sealed themselves away. For the dragons who originated from the Corroded Core, their very existence was now at stake. These dragons flew from mountaintop to mountaintop, seeking refuge from the then-perilous Tian Xia overrun by warring yaoguai. Finally, upon the mountain peaks of Chenlun, Gossamer, Kelsang, Kimu, Kullan, Kyojin, and the Wall of Heaven, celestial beings answered the dragons' cries for help. What the dragons no longer had in elemental metal, these celestials provided through divine blessings and essence. With their nature changed, the dragons as a species survived. In time, their proximity to the sky and the deities they serve became their namesake. Their past as elemental metal dragons became but a faded memory and creation myth for all but the sky dragons themselves to remember. Recall Knowledge - Dragon (Arcana): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Sky Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 164 Perception +38; darkvision, mist vision, scent (imprecise) 60 feet Languages Common, Diabolic, Draconic, Empyrean, Sussuran, Talican Skills Acrobatics +35, Athletics +39, Deception +34, Intimidation +39, Religion +40, Society +34, Stealth +34, Survival +33 Str +9 Dex +4 Con +5 Int +4 Wis +6 Cha +6 Mist Vision Fog and mist don't impair a sky dragon's vision; they ignore the concealed condition from fog and mist . --- AC 46 Fort +35 Ref +33 Will +39 +2 status to all saves vs. magic HP 400 Immunities electricity, paralyzed, sleep Countered by Fire If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls and AC, and their jaws Strikes don't deal electricity damage. This limitation ends if the dragon uses Steel Lightning Breath. Fed by Earth (divine) When a sky dragon is targeted by an earth spell or effect, they crystallize the minerals in their scales to create a light-bending or light-scattering layer for camouflage. For 1 minute, the dragon is concealed while flying. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 42 --- Speed 75 feet, fly 175 feet Melee Single Action jaws +39 (Magical, reach 25 feet), Damage 4d10+18 piercing plus 3d12 electricity Melee Single Action claw +39 (Agile, magical, reach 20 feet), Damage 4d8+18 slashing plus Grab Melee Single Action tail +37 (Magical, reach 40 feet), Damage 4d12+18 bludgeoning plus Grab Divine Innate Spells DC 44 - 1st Gentle Landing, Gust of Wind - 4th Vapor Form, Invisibility - 5th Truespeech Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of its front claws, and a last with their tail. Draconic Momentum The dragon recharges Steel Lightning Breath whenever they score a critical hit with a Strike. Divine Lightning (Divine, holy) Requirements The dragon worships a deity whose sanctification entry lists “holy”; Effect The sky dragon channels divine power through its attacks, making them more effective against the unholy. Any electricity damage it deals becomes spirit damage against unholy creatures. Greater Constrict Single Action 4d10+bludgeoning, DC 44 Metallic Strikes The sky archdragon's jaws and claw Strikes counts as any metal for the purposes of calculating immunities, resistances, and weaknesses. Perfected Flight A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to Maneuver in Flight. Steel Lightning Breath Two Actions (Divine, electricity) The dragon shoots a ball of electricity that deals 12d12 electricity damage in a 40-foot burst within 75 feet (DC 44 basic Reflex save). They can't use Steel Lightning Breath again for 1d4 rounds. Stunning Electricity Two Actions (Divine, electricity, incapacitation) The dragon rapidly coils, then unleashes crackling lightning that deals 5d12 electricity damage in a 60-foot emanation. Each creature in the area must attempt a DC 44 Fortitude save; regardless of the outcome, the creature then becomes temporarily immune for 10 minutes. Critical Success The creature is unaffected. Success The creature takes half damage and is stunned 1. Failure The creature takes full damage, is stunned for 1 round, and can't fly for 4 rounds. Critical Failure The creature takes double damage, is stunned for 2 rounds, and can't fly for 1 minute. ","tradition":["Divine"],"element":["Metal"],"skill_mod":{"society":34,"deception":34,"survival":33,"stealth":34,"athletics":39,"intimidation":39,"acrobatics":35,"religion":40},"summary":"When the imperial dragons first arrived in the Universe , each was well-attuned to the elemental planes they hailed from. As the war between the …","primary_source":"Draconic Codex\r\n","spell":["Truespeech","Vapor Form","Invisibility","Gentle Landing","Gust of Wind"],"trait_group":["Tradition","Monster","Creature Type","Energy","Elemental","Rarity"],"ac":46,"level":21,"spell_dc":[44],"source_category":["Lost Omens"],"sense":" darkvision , mist vision, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4173","intelligence":4,"reflex_save":33,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Sky Archdragon","category":"creature","rarity":"rare","strike_damage_average":[36,44,59],"slug":"creature-4173"},{"attack_bonus":[22,24,24],"constitution":5,"primary_source_category":"Lost Omens","strength":7,"hp":195,"language":["Common","Diabolic","Draconic","Empyrean"],"immunity":["paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sovereign","will_save":24,"charisma":6,"speed":{"fly":120,"max":120,"land":40},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Sanctified Sight","Frightful Presence","Violent Retort","Change Shape","Coiling Frenzy","Constrict","Draconic Momentum","Gleaming Armor","Sovereign's Rebuke"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth","Survival"],"legacy_id":["creature-1131"],"trait":["Dragon","Earth","Occult","Large"],"id":"creature-4174","text":" Young Sovereign Dragon There's no clear explanation for why sovereign dragons are the way they are today. Some guess it might have been a deal to fulfill personal ambition, to go from those tasked with selecting rulers to becoming the rulers themselves. Others wonder if the lands of Tian Xia were corrupted in the past, and the earth dragons walked away from their elemental natures to save themselves. Perhaps they too became empyreal dragons, but then returned to the lands of mortals when no suitable ruler rose to the throne. Recall Knowledge - Dragon (Arcana): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Young Sovereign Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 168 Perception +22; darkvision, sanctified sight, scent (imprecise) 60 feet Languages Common, Diabolic, Draconic, Empyrean Skills Acrobatics +18, Athletics +22, Deception +21, Diplomacy +25, Intimidation +23, Occultism +18, Society +20, Stealth +18, Survival +20 Str +7 Dex +3 Con +5 Int +3 Wis +5 Cha +6 Sanctified Sight The dragon can automatically detect if a creature, effect, or item is sanctified, and whether it’s holy or unholy. --- AC 31 Fort +22 Ref +18 Will +24 +1 status to all saves vs. magic HP 195 Immunities paralyzed, sleep Resistances mental 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 28 Violent Retort Reaction Trigger A creature within the sovereign dragon's reach critically hits the dragon; Effect The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon. --- Speed 40 feet, fly 120 feet Melee Single Action jaws +24 (Magical, reach 10 feet), Damage 2d8+13 piercing plus 1d6 mental Melee Single Action claw +24 (Agile, magical), Damage 2d6+13 slashing plus Grab Melee Single Action tail +22 (Magical, reach 15 feet), Damage 2d10+13 bludgeoning plus Grab Occult Innate Spells DC 30 - 6th Shape Stone, Suggestion (at will) Change Shape Single Action (Concentrate, polymorph) The dragon takes on the appearance of any Large or smaller humanoid. This doesn't change their Speed or attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of their front claws, and a third with their tail. Constrict Single Action 2d8+7 bludgeoning, DC 26 Draconic Momentum The dragon recharges Sovereign's Rebuke whenever they score a critical hit with a Strike. Gleaming Armor Single Action (Light, occult) Frequency once per hour; Effect The dragon's armor glows with a golden light. The dragon gains a +2 status bonus to AC and resistance 10 to acid, cold, electricity, fire, and sonic damage. Each enemy in a 20-foot emanation must succeed at a DC 30 Fortitude save or be dazzled. All these effects last until the end of the dragon's next turn. Sovereign's Rebuke Two Actions (Mental, occult) The dragon unleashes a roar charged with psychic energy, dealing 12d6 mental damage in a 30-foot cone (DC 30 basic Will save). The dragon can't use Sovereign's Rebuke again for 1d4 rounds. ","tradition":["Occult"],"element":["Earth"],"skill_mod":{"society":20,"diplomacy":25,"deception":21,"survival":20,"stealth":18,"athletics":22,"intimidation":23,"occultism":18,"acrobatics":18},"summary":"There's no clear explanation for why sovereign dragons are the way they are today. Some guess it might have been a deal to fulfill personal ambition, …","primary_source":"Draconic Codex\r\n","spell":["Shape Stone","Suggestion"],"trait_group":["Creature Type","Elemental","Planar","Monster","Tradition"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Lost Omens"],"sense":" darkvision , sanctified sight, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"mental":10},"url":"/Monsters.aspx?ID=4174","intelligence":3,"reflex_save":18,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Young Sovereign Dragon","category":"creature","rarity":"common","strike_damage_average":[20,24,25],"slug":"creature-4174"},{"attack_bonus":[28,30,30],"constitution":6,"primary_source_category":"Lost Omens","strength":8,"hp":275,"language":["Chthonian","Common","Diabolic","Draconic","Empyrean"],"immunity":["paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sovereign","will_save":29,"charisma":7,"speed":{"fly":150,"max":150,"land":50},"perception":29,"wisdom":6,"weakness":{},"creature_ability":["Sanctified Sight","Frightful Presence","Violent Retort","Change Shape","Coiling Frenzy","Draconic Momentum","Gleaming Armor","Greater Constrict","Inspire Envoy","Sovereign's Rebuke"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth","Survival"],"legacy_id":["creature-1132"],"trait":["Dragon","Earth","Occult","Huge"],"id":"creature-4175","text":" Adult Sovereign Dragon There's no clear explanation for why sovereign dragons are the way they are today. Some guess it might have been a deal to fulfill personal ambition, to go from those tasked with selecting rulers to becoming the rulers themselves. Others wonder if the lands of Tian Xia were corrupted in the past, and the earth dragons walked away from their elemental natures to save themselves. Perhaps they too became empyreal dragons, but then returned to the lands of mortals when no suitable ruler rose to the throne. Recall Knowledge - Dragon (Arcana): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Adult Sovereign Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 168 Perception +29; darkvision, sanctified sight, scent (imprecise) 60 feet Languages Chthonian, Common, Diabolic, Draconic, Empyrean Skills Acrobatics +25, Athletics +31, Deception +28, Diplomacy +32, Intimidation +30, Occultism +25, Society +27, Stealth +25, Survival +27 Str +8 Dex +4 Con +6 Int +4 Wis +6 Cha +7 Sanctified Sight The dragon can automatically detect if a creature, effect, or item is sanctified, and whether it’s holy or unholy. --- AC 37 Fort +27 Ref +23 Will +29 +1 status to all saves vs. magic HP 275 Immunities paralyzed, sleep Resistances mental 15 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 34 Violent Retort Reaction Trigger A creature within the sovereign dragon's reach critically hits the dragon; Effect The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon. --- Speed 50 feet, fly 150 feet Melee Single Action jaws +30 (Magical, reach 15 feet), Damage 3d10+14 piercing plus 2d6 mental Melee Single Action claw +30 (Agile, magical, reach 10 feet), Damage 3d8+14 slashing plus Grab Melee Single Action tail +28 (Magical, reach 20 feet), Damage 3d12+14 bludgeoning plus Grab Occult Innate Spells DC 36 - 7th Suggestion (at will) - 8th Shape Stone, Suggestion, Wall of Stone - Constant (5th) Truespeech Change Shape Single Action (Concentrate, polymorph) The dragon takes on the appearance of any Large or smaller humanoid. This doesn't change their Speed or attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of their front claws, and a third with their tail. Draconic Momentum The dragon recharges Sovereign's Rebuke whenever they score a critical hit with a Strike. Gleaming Armor Single Action (Light, occult) Frequency once per hour; Effect The dragon's armor glows with a golden light. The dragon gains a +2 status bonus to AC and resistance 15 to acid, cold, electricity, fire, and sonic damage. Each enemy in a 20-foot emanation must succeed at a DC 36 Fortitude save or be dazzled. All these effects last until the end of the dragon's next turn. Greater Constrict Single Action 3d10+8 bludgeoning, DC 36 Inspire Envoy Two Actions (Mental, occult) Frequency once per day; Effect The dragon chooses a mortal and offers their august blessing in exchange for the creature carrying out a specific directive, such as defeating a tyrant or protecting a sacred site. If the creature agrees, until its next daily preparations, it gains a +1 status bonus to the dragon's choice of attack rolls, AC, or all of the following: Perception, Will saves, and Charisma-based skill checks. The dragon can Dismiss this benefit, which they're swift to do if the mortal dares to defy the dragon's directive. Sovereign's Rebuke Two Actions (Mental, occult) The dragon unleashes a roar charged with psychic energy, dealing 16d6 mental damage in a 40-foot cone (DC 36 basic Will save). The dragon can't use Sovereign's Rebuke again for 1d4 rounds. ","tradition":["Occult"],"element":["Earth"],"skill_mod":{"society":27,"diplomacy":32,"deception":28,"survival":27,"stealth":25,"athletics":31,"intimidation":30,"occultism":25,"acrobatics":25},"summary":"There's no clear explanation for why sovereign dragons are the way they are today. Some guess it might have been a deal to fulfill personal ambition, …","primary_source":"Draconic Codex\r\n","spell":["Shape Stone","Suggestion","Wall of Stone","Truespeech"],"trait_group":["Creature Type","Elemental","Planar","Monster","Tradition"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Lost Omens"],"sense":" darkvision , sanctified sight, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"mental":15},"url":"/Monsters.aspx?ID=4175","intelligence":4,"reflex_save":23,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":27,"size":["Huge"],"name":"Adult Sovereign Dragon","category":"creature","rarity":"common","strike_damage_average":[27,33,37],"slug":"creature-4175"},{"attack_bonus":[36,38,38],"constitution":7,"primary_source_category":"Lost Omens","strength":10,"hp":410,"language":["Chthonian","Common","Diabolic","Draconic","Empyrean"],"immunity":["paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sovereign","will_save":36,"charisma":9,"speed":{"fly":180,"max":180,"land":60},"perception":36,"wisdom":8,"weakness":{},"creature_ability":["Sanctified Sight","Frightful Presence","Mentalist Counterspell","Violent Retort","Change Shape","Coiling Frenzy","Draconic Momentum","Gleaming Armor","Greater Constrict","Inspire Envoy","Sovereign's Rebuke"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth","Survival"],"legacy_id":["creature-1133"],"trait":["Dragon","Earth","Occult","Uncommon","Gargantuan"],"id":"creature-4176","text":" Ancient Sovereign Dragon There's no clear explanation for why sovereign dragons are the way they are today. Some guess it might have been a deal to fulfill personal ambition, to go from those tasked with selecting rulers to becoming the rulers themselves. Others wonder if the lands of Tian Xia were corrupted in the past, and the earth dragons walked away from their elemental natures to save themselves. Perhaps they too became empyreal dragons, but then returned to the lands of mortals when no suitable ruler rose to the throne. Recall Knowledge - Dragon (Arcana): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Ancient Sovereign Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 168 Perception +36; darkvision, scent (imprecise) 60 feet, sanctified sight Languages Chthonian, Common, Diabolic, Draconic, Empyrean Skills Acrobatics +31, Athletics +38, Deception +37, Diplomacy +41, Intimidation +37, Occultism +31, Society +35, Stealth +31, Survival +34 Str +10 Dex +5 Con +7 Int +5 Wis +8 Cha +9 Sanctified Sight The dragon can automatically detect if a creature, effect, or item is sanctified, and whether it’s holy or unholy. --- AC 45 Fort +35 Ref +31 Will +36 +1 status to all saves vs. magic HP 410 Immunities paralyzed, sleep Resistances mental 20 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 40 Mentalist Counterspell Reaction (occult) Trigger The dragon is targeted by a mental effect they're aware of; Effect The dragon immediately attempts to counteract the triggering effect (counteract modifier +32, counteract rank 10). Violent Retort Reaction Trigger A creature within the sovereign dragon's reach critically hits the dragon; Effect The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon. --- Speed 60 feet, fly 180 feet Melee Single Action jaws +38 (Magical, reach 20 feet), Damage 4d10+18 piercing plus 3d6 mental Melee Single Action claw +38 (Agile, magical, reach 15 feet), Damage 4d8+18 slashing plus Grab Melee Single Action tail +36, Damage 4d12+18 bludgeoning plus Grab Occult Innate Spells DC 42 - 7th Suggestion (at will) - 9th Shape Stone, Suggestion, Wall of Stone - Constant (5th) Truespeech Change Shape Single Action (Concentrate, polymorph) The dragon takes on the appearance of any Large or smaller humanoid. This doesn't change their Speed or attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of their front claws, and a third with their tail. Draconic Momentum The dragon recharges Sovereign's Rebuke whenever they score a critical hit with a Strike. Gleaming Armor Single Action (Light, occult) Frequency once per hour; Effect The dragon's armor glows with a golden light. The dragon gains a +2 status bonus to AC and resistance 20 to acid, cold, electricity, fire, and sonic damage. Each enemy in a 20-foot emanation must succeed at a DC 42 Fortitude save or be dazzled. All these effects last until the end of the dragon's next turn. Greater Constrict Single Action 4d10+10 bludgeoning, DC 42 Inspire Envoy Two Actions (Mental, occult) Frequency once per day; Effect The dragon chooses a mortal and offers their august blessing in exchange for the creature carrying out a specific directive, such as defeating a tyrant or protecting a sacred site. If the creature agrees, until its next daily preparations, it gains a +2 status bonus to the dragon's choice of attack rolls, AC, or all of the following: Perception, Will saves, and Charisma-based skill checks. The dragon can Dismiss this benefit, which they're swift to do if the mortal dares to defy the dragon's directive. Sovereign's Rebuke Two Actions (Mental, occult) The dragon unleashes a roar charged with psychic energy, dealing 21d6 mental damage in a 50-foot cone (DC 42 basic Will save). The dragon can't use Sovereign's Rebuke again for 1d4 rounds. ","tradition":["Occult"],"element":["Earth"],"skill_mod":{"society":35,"diplomacy":41,"deception":37,"survival":34,"stealth":31,"athletics":38,"intimidation":37,"occultism":31,"acrobatics":31},"summary":"There's no clear explanation for why sovereign dragons are the way they are today. Some guess it might have been a deal to fulfill personal ambition, …","primary_source":"Draconic Codex\r\n","spell":["Shape Stone","Suggestion","Wall of Stone","Truespeech"],"trait_group":["Creature Type","Elemental","Planar","Monster","Tradition","Rarity"],"ac":45,"level":20,"spell_dc":[42],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, sanctified sight","weakest_save":["ref","reflex"],"resistance":{"mental":20},"url":"/Monsters.aspx?ID=4176","intelligence":5,"reflex_save":31,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Ancient Sovereign Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[36,44,50],"slug":"creature-4176"},{"attack_bonus":[40,42,42],"constitution":8,"primary_source_category":"Lost Omens","strength":12,"hp":520,"language":["Chthonian","Common","Diabolic","Draconic","Empyrean"],"immunity":["paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Sovereign","will_save":44,"charisma":11,"speed":{"fly":200,"max":200,"land":80},"perception":37,"wisdom":9,"weakness":{},"creature_ability":["Sanctified Sight","Frightful Presence","Mentalist Counterspell","Violent Retort","Change Shape","Coiling Frenzy","Draconic Momentum","Gleaming Armor","Greater Constrict","Inspire Envoy","Sovereign's Rebuke"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth","Survival"],"trait":["Dragon","Earth","Occult","Rare","Gargantuan"],"id":"creature-4177","text":" Sovereign Archdragon There's no clear explanation for why sovereign dragons are the way they are today. Some guess it might have been a deal to fulfill personal ambition, to go from those tasked with selecting rulers to becoming the rulers themselves. Others wonder if the lands of Tian Xia were corrupted in the past, and the earth dragons walked away from their elemental natures to save themselves. Perhaps they too became empyreal dragons, but then returned to the lands of mortals when no suitable ruler rose to the throne. Recall Knowledge - Dragon (Arcana): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Sovereign Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 169 Perception +37; darkvision, scent (imprecise) 60 feet, sanctified sight Languages Chthonian, Common, Diabolic, Draconic, Empyrean Skills Acrobatics +38, Athletics +43, Deception +42, Diplomacy +46, Intimidation +42, Occultism +38, Society +40, Stealth +38, Survival +38 Str +12 Dex +6 Con +8 Int +7 Wis +9 Cha +11 Sanctified Sight The dragon can automatically detect if a creature, effect, or item is sanctified, and whether it’s holy or unholy. --- AC 50 Fort +41 Ref +42 Will +44 +1 status to all saves vs. magic HP 520 Immunities paralyzed, sleep Resistances mental 20 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 44 Mentalist Counterspell Reaction (occult) Trigger The dragon is targeted by a mental effect they're aware of; Effect The dragon immediately attempts to counteract the triggering effect (counteract modifier +38, counteract rank 10). Violent Retort Reaction Trigger A creature within the sovereign dragon's reach critically hits the dragon; Effect The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon. --- Speed 80 feet, fly 200 feet Melee Single Action jaws +42 (Magical, reach 20 feet), Damage 4d10+27 piercing plus 4d6 mental Melee Single Action claw +42 (Agile, magical, reach 15 feet), Damage 4d8+27 slashing plus Grab Melee Single Action tail +40 (Magical, reach 25 feet), Damage 4d12+27 bludgeoning plus Grab Occult Innate Spells DC 46 - 7th Suggestion (at will) - 9th Shape Stone, Suggestion, Wall of Stone - 10th Fabricated Truth - Constant (5th) Truespeech Rituals DC 46 - 10th Wish (doesn't require secondary casters) Change Shape Single Action (Concentrate, polymorph) The dragon takes on the appearance of any Large or smaller humanoid. This doesn't change their Speed or attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of their front claws, and a third with their tail. Draconic Momentum The dragon recharges Sovereign's Rebuke whenever they score a critical hit with a Strike. Gleaming Armor Single Action (Light, occult) Frequency once per hour; Effect The dragon's armor glows with a golden light. The dragon gains a +2 status bonus to AC and resistance 25 to acid, cold, electricity, fire, and sonic damage. Each enemy in a 20-foot emanation must succeed at a DC 46 Fortitude save or be dazzled. All these effects last until the end of the dragon's next turn. Greater Constrict Single Action 4d10+12 bludgeoning, DC 46 Inspire Envoy Two Actions (Mental, occult) Frequency once per day; Effect The dragon chooses a mortal and offers their august blessing in exchange for the creature carrying out a specific directive, such as defeating a tyrant or protecting a sacred site. If the creature agrees, until its next daily preparations, it gains a +3 status bonus to the dragon's choice of attack rolls, AC, or all of the following: Perception, Will saves, and Charisma-based skill checks. The dragon can Dismiss this benefit, which they're swift to do if the mortal dares to defy the dragon's directive. Sovereign's Rebuke Two Actions (Mental, occult) The dragon unleashes a roar charged with psychic energy, dealing 24d6 mental damage in a 60-foot cone (DC 46 basic Will save). A creature who fails their save is also confused for 1 round (or controlled by the dragon for 1 round on critical failure). The dragon can't use Sovereign's Rebuke again for 1d4 rounds. ","tradition":["Occult"],"element":["Earth"],"skill_mod":{"society":40,"diplomacy":46,"deception":42,"survival":38,"stealth":38,"athletics":43,"intimidation":42,"occultism":38,"acrobatics":38},"summary":"There's no clear explanation for why sovereign dragons are the way they are today. Some guess it might have been a deal to fulfill personal ambition, …","primary_source":"Draconic Codex\r\n","spell":["Fabricated Truth","Shape Stone","Suggestion","Wall of Stone","Truespeech"],"trait_group":["Creature Type","Elemental","Planar","Monster","Tradition","Rarity"],"ac":50,"level":23,"spell_dc":[46],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, sanctified sight","weakest_save":["fort","fortitude"],"resistance":{"mental":20},"url":"/Monsters.aspx?ID=4177","intelligence":7,"reflex_save":42,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":41,"size":["Gargantuan"],"name":"Sovereign Archdragon","category":"creature","rarity":"rare","strike_damage_average":[45,53,63],"slug":"creature-4177"},{"legacy_name":["Young Blue Dragon"],"attack_bonus":[16,19,21,21,21],"constitution":3,"primary_source_category":"Lost Omens","strength":4,"hp":155,"language":["Common","Draconic","Sussuran"],"immunity":["dazzled","deafened","electricity","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Stormcrown","will_save":15,"charisma":2,"speed":{"fly":120,"max":120,"land":40},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Motionsense","Frightful Presence","Superconductor","Coronal Cloak","Draconic Frenzy","Draconic Momentum","Galvanic Barrage","Smooth Flying"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature"],"legacy_id":["creature-130"],"trait":["Dragon","Electricity","Primal","Large"],"id":"creature-4178","text":" Young Stormcrown Dragon Heralds of—and heralded by—the primal forces of thunder and lightning, stormcrown dragons meld the majesty of fierce storms and mighty dragons. Driven by emotion and curiosity, these mercurial dragons can change from friend to foe or threatening to thoughtful in mere moments. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Young Stormcrown Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 171 Perception +18; darkvision, motionsense (precise) 30 feet, scent (imprecise) 60 feet Languages Common, Draconic, Sussuran Skills Acrobatics +20, Athletics +18, Diplomacy +18, Intimidation +20, Nature +16 Str +4 Dex +6 Con +3 Int +3 Wis +3 Cha +2 Motionsense A stormcrown dragon can detect the movement of nearby creatures through vibration and air movement.This precise sense works only against creatures and objects that moved in the previous round. --- AC 28 Fort +18 Ref +21 Will +15 +2 status to all saves vs. primal HP 155 Immunities dazzled, deafened, electricity, paralyzed, sleep Resistances sonic 10 Weaknesses earth 10 Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 25 Superconductor Reaction Trigger The dragon is targeted by an attack or spell; Effect The dragon uses the displaced air or magical trajectory of the attack as a channel for its electrical energy. The dragon attempts a storm bolt Strike against the attacker, regardless of range. --- Speed 40 feet, fly 120 feet Melee Single Action jaws +21 (Finesse, magical, reach 10 feet), Damage 2d10+10 piercing Melee Single Action claw +21 (Agile, finesse, magical), Damage 2d8+10 slashing Melee Single Action tail +19 (Magical, reach 15 feet, sonic), Damage 1d10+10 bludgeoning plus 2d6 sonic Melee Single Action antler +16 (Electricity, magical), Damage 2d6+10 piercing plus 2d12 electricity Ranged Single Action storm bolt +21 (Electricity, magical, range increment 60 feet), Damage 2d12+6 electricity Primal Innate Spells DC 28 - Cantrips (4th) Gale Blast - 3rd Wall of Wind Coronal Cloak When the dragon spends an action to Hover while in stormy weather, they become concealed until they move or until the beginning of their next turn, whichever comes first. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges Galvanic Barrage whenever they score a critical hit with a Strike. Galvanic Barrage Two Actions (Electricity, primal) The dragon exhales a massive bolt of lightning at one creature within 100 feet, dealing 5d12 electricity damage with a DC 28 basic Reflex save. The lightning then arcs to a creature of the dragon's choice within 30 feet of the previous target with the same effect. The dragon can't target the same creature more than once, and they must have line of effect to all targets. The bolt can continue to arc this way until the dragon runs out of targets or until a target critically succeeds at their save. The dragon can't use Galvanic Barrage again for 1d4 rounds. Smooth Flying The stormcrown dragon doesn't fall if they don't Fly during their turn, and they're unaffected by strong winds or similar effects unless they choose to be. ","tradition":["Primal"],"skill_mod":{"diplomacy":18,"nature":16,"athletics":18,"intimidation":20,"acrobatics":20},"summary":"Heralds of—and heralded by—the primal forces of thunder and lightning, stormcrown dragons meld the majesty of fierce storms and mighty dragons. …","primary_source":"Draconic Codex\r\n","spell":["Wall of Wind","Gale Blast"],"trait_group":["Creature Type","Energy","Monster","Tradition"],"ac":28,"level":9,"spell_dc":[28],"source_category":["Lost Omens"],"sense":" darkvision , motionsense (precise) 30 feet, scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{"sonic":10},"url":"/Monsters.aspx?ID=4178","intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Young Stormcrown Dragon","category":"creature","rarity":"common","strike_damage_average":[19,19,21,22,30],"slug":"creature-4178"},{"legacy_name":["Adult Blue Dragon"],"attack_bonus":[21,25,27,27,27],"constitution":4,"primary_source_category":"Lost Omens","strength":5,"hp":254,"language":["Common","Draconic","Sussuran","Talican"],"immunity":["dazzled","deafened","electricity","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Stormcrown","will_save":20,"charisma":3,"speed":{"fly":150,"max":150,"land":50},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["Motionsense","Frightful Presence","Superconductor","Command Lightning","Coronal Cloak","Draconic Frenzy","Draconic Momentum","Galvanic Barrage","Smooth Flying"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature"],"legacy_id":["creature-131"],"trait":["Dragon","Electricity","Primal","Huge"],"id":"creature-4179","text":" Adult Stormcrown Dragon Heralds of—and heralded by—the primal forces of thunder and lightning, stormcrown dragons meld the majesty of fierce storms and mighty dragons. Driven by emotion and curiosity, these mercurial dragons can change from friend to foe or threatening to thoughtful in mere moments. Recall Knowledge - Dragon (Arcana): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Adult Stormcrown Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 172 Perception +23; darkvision, motionsense (precise) 60 feet, scent (imprecise) 60 feet Languages Common, Draconic, Sussuran, Talican Skills Acrobatics +30, Athletics +27, Deception +24, Diplomacy +27, Intimidation +24, Nature +22 Str +5 Dex +8 Con +4 Int +4 Wis +4 Cha +3 Motionsense A stormcrown dragon can detect the movement of nearby creatures through vibration and air movement.This precise sense works only against creatures and objects that moved in the previous round. --- AC 34 Fort +23 Ref +26 Will +20 +2 status to all saves vs. primal HP 254 Immunities dazzled, deafened, electricity, paralyzed, sleep Resistances sonic 15 Weaknesses earth 15 Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 30 Superconductor Reaction Trigger The dragon is targeted by an attack or spell; Effect The dragon uses the displaced air or magical trajectory of the attack as a channel for its electrical energy. The dragon attempts a storm bolt Strike against the attacker, regardless of range. --- Speed 50 feet, fly 150 feet Melee Single Action jaws +27 (Finesse, magical, reach 15 feet), Damage 3d10+13 piercing Melee Single Action claw +27 (Agile, finesse, magical, reach 10 feet), Damage 3d8+13 slashing Melee Single Action tail +25 (Magical, reach 20 feet, sonic), Damage 2d10+13 bludgeoning plus 2d6 sonic Melee Single Action antler +21 (Electricity, magical, reach 10 feet), Damage 2d6+13 piercing plus 2d12 electricity Ranged Single Action storm bolt +27 (Electricity, magical, range increment 60 feet), Damage 3d12+8 electricity Primal Innate Spells DC 33 - Cantrips (7th) Gale Blast - 3rd Wall of Wind (at will) - 6th Cursed Metamorphosis Command Lightning Free Action (Concentrate, electricity, primal) Requirements The dragon's last action was to use Draconic Frenzy or Cast a Spell with the air or electricity trait and they're in an area of stormy weather; Effect The dragon directs a bolt of lightning at a creature within 100 feet, dealing 3d12 electricity damage with a DC 33 basic Reflex save. Coronal Cloak When the dragon spends an action to Hover while in stormy weather, they become concealed until they move or until the beginning of their next turn, whichever comes first. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges Galvanic Barrage whenever they score a critical hit with a Strike. Galvanic Barrage Two Actions (Electricity, primal) The dragon exhales a massive bolt of lightning at one creature within 100 feet, dealing 8d12 electricity damage with a DC 33 basic Reflex save. The lightning then arcs to a creature of the dragon's choice within 30 feet of the previous target with the same effect. The dragon can't target the same creature more than once, and they must have line of effect to all targets. The bolt can continue to arc this way until the dragon runs out of targets or until a target critically succeeds at their save. The dragon can't use Galvanic Barrage again for 1d4 rounds. Smooth Flying The stormcrown dragon doesn't fall if they don't Fly during their turn, and they're unaffected by strong winds or similar effects unless they choose to be. ","tradition":["Primal"],"skill_mod":{"diplomacy":27,"deception":24,"nature":22,"athletics":27,"intimidation":24,"acrobatics":30},"summary":"Heralds of—and heralded by—the primal forces of thunder and lightning, stormcrown dragons meld the majesty of fierce storms and mighty dragons. …","primary_source":"Draconic Codex\r\n","spell":["Cursed Metamorphosis","Wall of Wind","Gale Blast"],"trait_group":["Creature Type","Energy","Monster","Tradition"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Lost Omens"],"sense":" darkvision , motionsense (precise) 60 feet, scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{"sonic":15},"url":"/Monsters.aspx?ID=4179","intelligence":4,"reflex_save":26,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":23,"size":["Huge"],"name":"Adult Stormcrown Dragon","category":"creature","rarity":"common","strike_damage_average":[26,27,29,31,33],"slug":"creature-4179"},{"legacy_name":["Ancient Blue Dragon"],"attack_bonus":[28,33,35,35,35],"constitution":5,"primary_source_category":"Lost Omens","strength":6,"hp":360,"language":["Common","Draconic","Fey","Sussuran","Talican"],"immunity":["dazzled","deafened","electricity","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Stormcrown","will_save":30,"charisma":4,"speed":{"fly":180,"max":180,"land":60},"perception":30,"wisdom":5,"weakness":{},"creature_ability":["Motionsense","Frightful Presence","Superconductor","Command Lightning","Coronal Cloak","Draconic Frenzy","Draconic Momentum","Galvanic Barrage","Smooth Flying","Storm Howl"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Diplomacy","Intimidation","Nature"],"legacy_id":["creature-132"],"trait":["Dragon","Electricity","Primal","Uncommon","Huge"],"id":"creature-4180","text":" Ancient Stormcrown Dragon Heralds of—and heralded by—the primal forces of thunder and lightning, stormcrown dragons meld the majesty of fierce storms and mighty dragons. Driven by emotion and curiosity, these mercurial dragons can change from friend to foe or threatening to thoughtful in mere moments. Recall Knowledge - Dragon (Arcana): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ancient Stormcrown Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 172 Perception +30; darkvision, motionsense (precise) 120 feet, scent (imprecise) 60 feet Languages Common, Draconic, Fey, Sussuran, Talican Skills Acrobatics +38, Arcana +31, Athletics +35, Crafting +31, Deception +31, Diplomacy +35, Intimidation +31, Nature +27 Str +6 Dex +9 Con +5 Int +5 Wis +5 Cha +4 Motionsense A stormcrown dragon can detect the movement of nearby creatures through vibration and air movement.This precise sense works only against creatures and objects that moved in the previous round. --- AC 42 Fort +33 Ref +33 Will +30 +2 status to all saves vs. primal HP 360 Immunities dazzled, deafened, electricity, paralyzed, sleep Resistances sonic 20 Weaknesses earth 20 Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 37 Superconductor Reaction Trigger The dragon is targeted by an attack or spell; Effect The dragon uses the displaced air or magical trajectory of the attack as a channel for its electrical energy. The dragon attempts a storm bolt Strike against the attacker, regardless of range. --- Speed 60 feet, fly 180 feet Melee Single Action jaws +35 (Finesse, magical, reach 15 feet), Damage 3d10+16 piercing Melee Single Action claw +35 (Agile, finesse, magical, reach 10 feet), Damage 3d8+16 slashing Melee Single Action tail +33 (Magical, reach 20 feet, sonic), Damage 2d10+16 bludgeoning plus 3d6 sonic Melee Single Action antler +28 (Electricity, magical, reach 10 feet), Damage 3d6+16 piercing plus 2d12 electricity Ranged Single Action storm bolt +35 (Electricity, magical, range increment 60 feet), Damage 3d12+10 electricity Primal Innate Spells DC 40 - Cantrips (9th) Gale Blast - 3rd Wall of Wind (at will) - 6th Cursed Metamorphosis (at will) - 8th Punishing Winds Command Lightning Free Action (Concentrate, electricity, primal) Requirements The dragon's last action was to use Draconic Frenzy or Cast a Spell with the air or electricity trait and they're in an area of stormy weather; Effect The dragon directs a bolt of lightning at a creature within 100 feet, dealing 4d12 electricity damage with a DC 40 basic Reflex save Coronal Cloak When the dragon spends an action to Hover while in stormy weather, they become concealed until they move or until the beginning of their next turn, whichever comes first. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges Galvanic Barrage whenever they score a critical hit with a Strike. Galvanic Barrage Two Actions (Electricity, primal) The dragon exhales a massive bolt of lightning at one creature within 100 feet, dealing 10d12 electricity damage with a DC 40 basic Reflex save. The lightning then arcs to a creature of the dragon's choice within 60 feet of the previous target with the same effect. The dragon can't target the same creature more than once, and they must have line of effect to all targets. The bolt can continue to arc this way until the dragon runs out of targets or until a target critically succeeds at their save. The dragon can't use Galvanic Barrage again for 1d4 rounds. Smooth Flying The stormcrown dragon doesn't fall if they don't Fly during their turn, and they're unaffected by strong winds or similar effects unless they choose to be. Storm Howl Whenever a creature critically fails a save against one of the stormcrown dragon's abilities that deals electricity damage, that creature is also permanently deafened. ","tradition":["Primal"],"skill_mod":{"diplomacy":35,"deception":31,"nature":27,"crafting":31,"arcana":31,"athletics":35,"intimidation":31,"acrobatics":38},"summary":"Heralds of—and heralded by—the primal forces of thunder and lightning, stormcrown dragons meld the majesty of fierce storms and mighty dragons. …","primary_source":"Draconic Codex\r\n","spell":["Punishing Winds","Cursed Metamorphosis","Wall of Wind","Gale Blast"],"trait_group":["Creature Type","Energy","Monster","Tradition","Rarity"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Lost Omens"],"sense":" darkvision , motionsense (precise) 120 feet, scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{"sonic":20},"url":"/Monsters.aspx?ID=4180","intelligence":5,"reflex_save":33,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":9,"vision":"Darkvision","fortitude_save":33,"size":["Huge"],"name":"Ancient Stormcrown Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[29,29,32,37,39],"slug":"creature-4180"},{"attack_bonus":[37,39,41,41,41],"constitution":6,"primary_source_category":"Lost Omens","strength":8,"hp":450,"language":["Common","Draconic","Fey","Jotun","Sussuran","Talican"],"immunity":["dazzled","deafened","electricity","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Stormcrown","will_save":33,"charisma":5,"speed":{"fly":200,"max":200,"land":60},"perception":38,"wisdom":6,"weakness":{},"creature_ability":["Motionsense","Frightful Presence","Superconductor","Command Lightning","Coronal Cloak","Draconic Frenzy","Draconic Momentum","Furious Cloudburst","Galvanic Barrage","Smooth Flying","Storm Howl"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Diplomacy","Intimidation","Nature","Society"],"trait":["Dragon","Electricity","Primal","Rare","Gargantuan"],"id":"creature-4181","text":" Stormcrown Archdragon Heralds of—and heralded by—the primal forces of thunder and lightning, stormcrown dragons meld the majesty of fierce storms and mighty dragons. Driven by emotion and curiosity, these mercurial dragons can change from friend to foe or threatening to thoughtful in mere moments. Recall Knowledge - Dragon (Arcana): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Stormcrown Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 173 Perception +38; darkvision, motionsense (precise) 120 feet, scent (imprecise) 60 feet Languages Common, Draconic, Fey, Jotun, Sussuran, Talican Skills Acrobatics +42, Arcana +35, Athletics +42, Crafting +35, Deception +42, Diplomacy +42, Intimidation +37, Nature +32, Society +35 Str +8 Dex +11 Con +6 Int +6 Wis +6 Cha +5 Motionsense A stormcrown dragon can detect the movement of nearby creatures through vibration and air movement.This precise sense works only against creatures and objects that moved in the previous round. --- AC 46 Fort +37 Ref +39 Will +33 +2 status to all saves vs. primal HP 450 Immunities dazzled, deafened, electricity, paralyzed, sleep Resistances sonic 20 Weaknesses earth 20 Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 41 Superconductor Reaction Trigger The dragon is targeted by an attack or spell; Effect The dragon uses the displaced air or magical trajectory of the attack as a channel for its electrical energy. The dragon attempts a storm bolt Strike against the attacker, regardless of range. --- Speed 60 feet, fly 200 feet Melee Single Action jaws +41 (Finesse, magical, reach 15 feet), Damage 4d10+18 piercing Melee Single Action claw +41 (Agile, finesse, magical, reach 10 feet), Damage 4d8+18 slashing Melee Single Action tail +39 (Magical, reach 20 feet, sonic), Damage 3d10+18 bludgeoning plus 3d6 sonic Melee Single Action antler +37 (Electricity, magical, reach 10 feet), Damage 4d6+18 piercing plus 2d12 electricity Ranged Single Action storm bolt +41 (Electricity, magical, range increment 60 feet), Damage 4d12+10 electricity Primal Innate Spells DC 44 - Cantrips (9th) Gale Blast - 3rd Wall of Wind (at will) - 6th Cursed Metamorphosis (at will) - 8th Punishing Winds - 10th Nature Incarnate Command Lightning Free Action (Concentrate, electricity, primal) Requirements The dragon's last action was to use Draconic Frenzy or Cast a Spell with the air or electricity trait and they're in an area of stormy weather; Effect The dragon directs a bolt of lightning at a creature within 100 feet, dealing 5d12 electricity damage with a DC 44 basic Reflex save Coronal Cloak When the dragon spends an action to Hover while in stormy weather, they become concealed until they move or until the beginning of their next turn, whichever comes first. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges Galvanic Barrage whenever they score a critical hit with a Strike. Furious Cloudburst Three Actions (Electricity, primal) Frequency once per day; Requirements The dragon must be outdoors and aboveground; Effect The dragon exhales a massive bolt of lightning directly upward to create a terrible storm centered on the dragon. Strong winds blow in a 120- foot emanation that lasts for 10 minutes; this creates greater difficult terrain for both flying creatures and creatures on the ground. Creatures in the area except for the dragon take a –2 circumstance penalty to Acrobatics and Perception checks and a –4 circumstance penalty to ranged attacks due to the wind and rain. This counts as stormy weather for the dragon's Command Lightning and Coronal Cloak, and the dragon can Command Lightning once per turn as a single action (instead of a free action that requires using Draconic Frenzy or Casting a Spell). Galvanic Barrage Two Actions (Electricity, primal) The dragon exhales a massive bolt of lightning at one creature within 100 feet, dealing 12d12 electricity damage with a DC 44 basic Reflex save. The lightning then arcs to a creature of the dragon's choice within 60 feet of the previous target with the same effect. The dragon can't target the same creature more than once, and they must have line of effect to all targets. The bolt can continue to arc this way until the dragon runs out of targets or until a target critically succeeds at their save. The dragon can't use Galvanic Barrage again for 1d4 rounds. Smooth Flying The stormcrown dragon doesn't fall if they don't Fly during their turn, and they're unaffected by strong winds or similar effects unless they choose to be. Storm Howl Whenever a creature critically fails a save against one of the stormcrown dragon's abilities that deals electricity damage, that creature is also permanently deafened. ","tradition":["Primal"],"skill_mod":{"society":35,"diplomacy":42,"deception":42,"nature":32,"crafting":35,"arcana":35,"athletics":42,"intimidation":37,"acrobatics":42},"summary":"Heralds of—and heralded by—the primal forces of thunder and lightning, stormcrown dragons meld the majesty of fierce storms and mighty dragons. …","primary_source":"Draconic Codex\r\n","spell":["Nature Incarnate","Punishing Winds","Cursed Metamorphosis","Wall of Wind","Gale Blast"],"trait_group":["Creature Type","Energy","Monster","Tradition","Rarity"],"ac":46,"level":21,"spell_dc":[44],"source_category":["Lost Omens"],"sense":" darkvision , motionsense (precise) 120 feet, scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{"sonic":20},"url":"/Monsters.aspx?ID=4181","intelligence":6,"reflex_save":39,"strongest_save":["ref","reflex"],"dexterity":11,"vision":"Darkvision","fortitude_save":37,"size":["Gargantuan"],"name":"Stormcrown Archdragon","category":"creature","rarity":"rare","strike_damage_average":[36,36,40,45,45],"slug":"creature-4181"},{"attack_bonus":[22,24,24],"constitution":7,"primary_source_category":"Lost Omens","strength":6,"hp":245,"language":["Aklo","Common","Draconic","Elven"],"immunity":["cold","paralyzed","sleep","slowed"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Time","will_save":22,"charisma":3,"speed":{"fly":120,"max":120,"land":40},"perception":20,"wisdom":4,"weakness":{},"creature_ability":["Immortal","Starflight","Decelerating Dodge","Draconic Frenzy","Draconic Momentum","Timeshift Breath"],"skill":["Acrobatics","Arcana","Athletics","Dimension of Time Lore","Diplomacy","Occultism"],"trait":["Arcane","Dragon","Uncommon","Large"],"id":"creature-4182","text":" Young Time Dragon Time dragons are implacable enemies of the sinister hounds of Tindalos, also denizens of the Dimension of Time. Although hounds of Tindalos also seek to prevent any tampering with the flow of time, time dragons relentlessly hunt down every hound they encounter, despite the apparent common ground between them. No dragon has told the reason for this enmity to outsiders, but scholars speculate that time dragons and hounds of Tindalos might have different, competing opinions for what the proper flow of time should look like. Occasionally, those stalked by the hounds are rescued by time dragons who appear from nowhere to slay their pursuers, although this isn't necessarily a lucky break if the intervening dragon also objects to their activities. Recall Knowledge - Dragon (Arcana): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Young Time Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 176 Perception +20; (21 initiative) detect magic , greater darkvision Languages Aklo, Common, Draconic, Elven Skills Acrobatics +21, Arcana +24, Athletics +22, Dimension of Time Lore +24, Diplomacy +18, Occultism +20 Str +6 Dex +4 Con +7 Int +5 Wis +4 Cha +3 --- AC 30 Fort +24 Ref +19 Will +22 HP 245 Immunities cold, paralyzed, sleep, slowed Immortal Time dragons age, but don't die from old age. Starflight (arcane) A time dragon can survive in outer space and fly at incredible speed, taking 3d20 hours to reach a destination within the same solar system or 3d20 days for destinations beyond. They can carry up to six passengers of at least one size category smaller than themself, protecting them from the void of space. Decelerating Dodge Reaction (arcane) Trigger The dragon is targeted with a ranged Strike or spell attack; Effect The dragon slows time to evade, gaining concealment against the triggering attack. --- Speed 40 feet, fly 120 feet Melee Single Action jaws +24 (Magical, reach 10 feet), Damage 2d8+12 piercing Melee Single Action claw +24 (Agile, magical), Damage 2d8+12 slashing Melee Single Action tail +22 (Magical, reach 15 feet), Damage 2d10+12 bludgeoning Arcane Innate Spells DC 30 - Cantrips (5th) Daze, Time Sense - 3rd Behold the Weave, Time Pocket - 4th Morass of Ages - 5th Stagnate Time - Constant (5th) Detect Magic Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge their Timeshift Breath. Timeshift Breath Two Actions (Arcane) The dragon breathes a blast of temporal energy, warping time in a 30-foot cone. Creatures in the area must attempt a DC 30 Will save. The dragon can't use Timeshift Breath again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature is slowed 2 for 1 round. Critical Failure The creature shifts briefly forward in time, vanishing and reappearing at the beginning of the time dragon's next turn in the same location (or an adjacent space if their former location is occupied), unaware that any time has passed. While timeshifted, time pauses for that creature, and it cannot take actions or be affected by anything else. ","tradition":["Arcane"],"skill_mod":{"diplomacy":18,"arcana":24,"athletics":22,"occultism":20,"acrobatics":21},"summary":"Time dragons are implacable enemies of the sinister hounds of Tindalos , also denizens of the Dimension of Time . Although hounds of Tindalos also …","primary_source":"Draconic Codex\r\n","spell":["Stagnate Time","Morass of Ages","Behold the Weave","Time Pocket","Daze","Time Sense","Detect Magic"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":30,"level":11,"spell_dc":[30],"source_category":["Lost Omens"],"sense":"(21 initiative) detect magic , greater darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4182","intelligence":5,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Greater darkvision","fortitude_save":24,"size":["Large"],"name":"Young Time Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[21,21,23],"slug":"creature-4182"},{"attack_bonus":[28,30,30],"constitution":8,"primary_source_category":"Lost Omens","strength":7,"hp":342,"language":["Aklo","Common","Draconic","Elven","Empyrean","Fey"],"immunity":["cold","paralyzed","sleep","slowed"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Time","will_save":27,"charisma":3,"speed":{"fly":150,"max":150,"land":50},"perception":26,"wisdom":4,"weakness":{},"creature_ability":["Immortal","Starflight","Decelerating Dodge","Draconic Frenzy","Draconic Momentum","Temporal Eddies","Timeshift Breath"],"skill":["Acrobatics","Arcana","Athletics","Dimension of Time Lore","Diplomacy","Occultism"],"trait":["Arcane","Dragon","Uncommon","Huge"],"id":"creature-4183","text":" Adult Time Dragon Time dragons are implacable enemies of the sinister hounds of Tindalos, also denizens of the Dimension of Time. Although hounds of Tindalos also seek to prevent any tampering with the flow of time, time dragons relentlessly hunt down every hound they encounter, despite the apparent common ground between them. No dragon has told the reason for this enmity to outsiders, but scholars speculate that time dragons and hounds of Tindalos might have different, competing opinions for what the proper flow of time should look like. Occasionally, those stalked by the hounds are rescued by time dragons who appear from nowhere to slay their pursuers, although this isn't necessarily a lucky break if the intervening dragon also objects to their activities. Recall Knowledge - Dragon (Arcana): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Adult Time Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 176 Perception +26; (28 initiative) detect magic , greater darkvision Languages Aklo, Common, Draconic, Elven, Empyrean, Fey Skills Acrobatics +25, Arcana +30, Athletics +26, Dimension of Time Lore +30, Diplomacy +25, Occultism +28 Str +7 Dex +4 Con +8 Int +5 Wis +4 Cha +3 --- AC 36 Fort +30 Ref +25 Will +27 HP 342 Immunities cold, paralyzed, sleep, slowed Immortal Time dragons age, but don't die from old age. Starflight (arcane) A time dragon can survive in outer space and fly at incredible speed, taking 3d20 hours to reach a destination within the same solar system or 3d20 days for destinations beyond. They can carry up to six passengers of at least one size category smaller than themself, protecting them from the void of space. Decelerating Dodge Reaction (arcane) Trigger The dragon is targeted with a ranged Strike or spell attack; Effect The dragon slows time to evade, gaining concealment against the triggering attack. --- Speed 50 feet, fly 150 feet Melee Single Action jaws +30 (Magical, reach 15 feet), Damage 3d8+15 piercing Melee Single Action claw +30 (Agile, magical, reach 10 feet), Damage 3d8+15 slashing Melee Single Action tail +28 (Magical, reach 20 feet), Damage 3d10+15 bludgeoning Arcane Innate Spells DC 36 - Cantrips (7th) Daze, Time Sense - 3rd Behold the Weave, Time Pocket - 4th Morass of Ages - 5th Quicken Time, Stagnate Time - 6th Awaken Entropy - 7th Behold the Weave - Constant (7th) Detect Magic Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge their Timeshift Breath. Temporal Eddies Two Actions (Arcane, illusion) Frequency once per 10 minutes; Effect The dragon Strides or Flies up to their Speed, leaving behind afterimages of their past and future selves in each space they move through. Until the end of the dragon's next turn, they can use any of these spaces as the origin of their Strikes, spells, and other abilities. Observers also perceive the dragon in all these spaces simultaneously and must succeed at a DC 15 flat check to target the dragon or fail to affect it. A creature can take a concentrate action to attempt to identify the dragon's true location with a successful DC 34 Will save. Timeshift Breath Two Actions (Arcane) The dragon breathes a blast of temporal energy, warping time in a 60-foot cone. Creatures in the area must attempt a DC 36 Will save. The dragon can't use Timeshift Breath again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature is slowed 2 for 1 round. Critical Failure The creature shifts briefly forward in time, vanishing and reappearing at the beginning of the time dragon's next turn in the same location (or an adjacent space if their former location is occupied), unaware that any time has passed. While timeshifted, time pauses for that creature, and it cannot take actions or be affected by anything else. ","tradition":["Arcane"],"skill_mod":{"diplomacy":25,"arcana":30,"athletics":26,"occultism":28,"acrobatics":25},"summary":"Time dragons are implacable enemies of the sinister hounds of Tindalos , also denizens of the Dimension of Time . Although hounds of Tindalos also …","primary_source":"Draconic Codex\r\n","spell":["Behold the Weave","Awaken Entropy","Quicken Time","Stagnate Time","Morass of Ages","Time Pocket","Daze","Time Sense","Detect Magic"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":36,"level":15,"spell_dc":[36],"source_category":["Lost Omens"],"sense":"(28 initiative) detect magic , greater darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4183","intelligence":5,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Greater darkvision","fortitude_save":30,"size":["Huge"],"name":"Adult Time Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[28,28,31],"slug":"creature-4183"},{"attack_bonus":[36,38,38],"constitution":10,"primary_source_category":"Lost Omens","strength":9,"hp":470,"language":["Aklo","Common","Diabolic","Draconic","Elven","Empyrean","Fey","Sussuran"],"immunity":["cold","paralyzed","sleep","slowed"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Time","will_save":35,"charisma":5,"speed":{"fly":180,"max":180,"land":60},"perception":33,"wisdom":6,"weakness":{},"creature_ability":["Immortal","Starflight","Decelerating Dodge","Draconic Frenzy","Draconic Momentum","Second Chance","Temporal Eddies","Timeshift Breath"],"skill":["Acrobatics","Arcana","Athletics","Dimension of Time Lore","Diplomacy","Occultism"],"trait":["Arcane","Dragon","Uncommon","Gargantuan"],"id":"creature-4184","text":" Ancient Time Dragon Time dragons are implacable enemies of the sinister hounds of Tindalos, also denizens of the Dimension of Time. Although hounds of Tindalos also seek to prevent any tampering with the flow of time, time dragons relentlessly hunt down every hound they encounter, despite the apparent common ground between them. No dragon has told the reason for this enmity to outsiders, but scholars speculate that time dragons and hounds of Tindalos might have different, competing opinions for what the proper flow of time should look like. Occasionally, those stalked by the hounds are rescued by time dragons who appear from nowhere to slay their pursuers, although this isn't necessarily a lucky break if the intervening dragon also objects to their activities. Recall Knowledge - Dragon (Arcana): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Ancient Time Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 176 Perception +33; (36 initiative) detect magic , greater darkvision Languages Aklo, Common, Diabolic, Draconic, Elven, Empyrean, Fey, Sussuran Skills Acrobatics +32, Arcana +38, Athletics +35, Dimension of Time Lore +38, Diplomacy +34, Occultism +35 Str +9 Dex +6 Con +10 Int +7 Wis +6 Cha +5 --- AC 44 Fort +38 Ref +32 Will +35 HP 470 Immunities cold, paralyzed, sleep, slowed Immortal Time dragons age, but don't die from old age. Starflight (arcane) A time dragon can survive in outer space and fly at incredible speed, taking 3d20 hours to reach a destination within the same solar system or 3d20 days for destinations beyond. They can carry up to six passengers of at least one size category smaller than themself, protecting them from the void of space. Decelerating Dodge Reaction (arcane) Trigger The dragon is targeted with a ranged Strike or spell attack; Effect The dragon slows time to evade, gaining concealment against the triggering attack. --- Speed 60 feet, fly 180 feet Melee Single Action jaws +38 (Magical, reach 20 feet), Damage 4d10+19 piercing Melee Single Action claw +38 (Agile, magical, reach 15 feet), Damage 4d8+19 slashing Melee Single Action tail +36 (Magical, reach 25 feet), Damage 4d12+19 bludgeoning Arcane Innate Spells DC 42 - Cantrips (9th) Daze, Time Sense - 3rd Behold the Weave, Time Pocket - 4th Morass of Ages - 5th Quicken Time, Stagnate Time - 6th Awaken Entropy - 7th Behold the Weave, Interplanar Teleport (at will; Dimension of Time and Universe only) - 8th Quandary - 9th Foresight - Constant (9th) Detect Magic Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge their Timeshift Breath. Second Chance Free Action (Arcane, concentrate, fortune) Frequency once per round; Trigger A creature within 60 feet (including the time dragon) fails a saving throw or skill check; Effect The target rerolls the check, but must use the second result. The target is then temporarily immune to Second Chance for 24 hours. Temporal Eddies Two Actions (Arcane, illusion) Frequency once per 10 minutes; Effect The dragon Strides or Flies up to their Speed, leaving behind afterimages of their past and future selves in each space they move through. Until the end of the dragon's next turn, they can use any of these spaces as the origin of their Strikes, spells, and other abilities. Observers also perceive the dragon in all these spaces simultaneously and must succeed at a DC 15 flat check to target the dragon or fail to affect it. A creature can take a concentrate action to attempt to identify the dragon's true location with a successful DC 40 Will save. Timeshift Breath Two Actions (Arcane) The dragon breathes a blast of temporal energy, warping time in a 80-foot cone. Creatures in the area must attempt a DC 42 Will save. The dragon can't use Timeshift Breath again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature is slowed 2 for 1 round. Critical Failure The creature shifts briefly forward in time, vanishing and reappearing at the beginning of the time dragon's next turn in the same location (or an adjacent space if their former location is occupied), unaware that any time has passed. While timeshifted, time pauses for that creature, and it cannot take actions or be affected by anything else. ","tradition":["Arcane"],"skill_mod":{"diplomacy":34,"arcana":38,"athletics":35,"occultism":35,"acrobatics":32},"summary":"Time dragons are implacable enemies of the sinister hounds of Tindalos , also denizens of the Dimension of Time . Although hounds of Tindalos also …","primary_source":"Draconic Codex\r\n","spell":["Foresight","Quandary","Behold the Weave","Interplanar Teleport","Awaken Entropy","Quicken Time","Stagnate Time","Morass of Ages","Time Pocket","Daze","Time Sense","Detect Magic"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":44,"level":20,"spell_dc":[42],"source_category":["Lost Omens"],"sense":"(36 initiative) detect magic , greater darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4184","intelligence":7,"reflex_save":32,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Greater darkvision","fortitude_save":38,"size":["Gargantuan"],"name":"Ancient Time Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[37,41,45],"slug":"creature-4184"},{"attack_bonus":[41,43,43],"constitution":12,"primary_source_category":"Lost Omens","strength":10,"hp":570,"language":["Aklo","Common","Diabolic","Draconic","Dwarven","Elven","Empyrean","Fey","Sussuran","Utopian"],"immunity":["cold","paralyzed","sleep","slowed"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Time","will_save":40,"charisma":6,"speed":{"fly":200,"max":200,"land":60},"perception":38,"wisdom":7,"weakness":{},"creature_ability":["Time Portal","Chronowarp Aura","Immortal","Starflight","Decelerating Dodge","Draconic Frenzy","Draconic Momentum","Second Chance","Temporal Eddies","Timeshift Breath"],"skill":["Acrobatics","Arcana","Athletics","Dimension of Time Lore","Diplomacy","Occultism"],"trait":["Arcane","Dragon","Rare","Gargantuan"],"id":"creature-4185","text":" Time Archdragon Time dragons are implacable enemies of the sinister hounds of Tindalos, also denizens of the Dimension of Time. Although hounds of Tindalos also seek to prevent any tampering with the flow of time, time dragons relentlessly hunt down every hound they encounter, despite the apparent common ground between them. No dragon has told the reason for this enmity to outsiders, but scholars speculate that time dragons and hounds of Tindalos might have different, competing opinions for what the proper flow of time should look like. Occasionally, those stalked by the hounds are rescued by time dragons who appear from nowhere to slay their pursuers, although this isn't necessarily a lucky break if the intervening dragon also objects to their activities. Recall Knowledge - Dragon (Arcana): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Time Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 177 Perception +38; (42 initiative) detect magic , greater darkvision Languages Aklo, Common, Diabolic, Draconic, Dwarven, Elven, Empyrean, Fey, Sussuran, Utopian Skills Acrobatics +36, Arcana +46, Athletics +39, Dimension of Time Lore +46, Diplomacy +39, Occultism +40 Str +10 Dex +7 Con +12 Int +9 Wis +7 Cha +6 Time Portal (arcane, concentrate) Frequency once per century; Effect Over the course of 10 minutes, the time archdragon opens a portal to any point in time and travels through, taking up to 10 creatures along. The portal remains active for 1 week, connecting the two time periods, though only the time archdragon and creatures traveling with them can see or pass through it. --- AC 48 Fort +44 Ref +37 Will +40 HP 570 Immunities cold, paralyzed, sleep, slowed Chronowarp Aura (arcane, aura) 30 feet. Time shifts strangely in the presence of a time archdragon. Each creature starting their turn in the aura must attempt a DC 43 Fortitude save. Success The creature is unaffected and temporarily immune for 24 hours. Failure The creature's age advances to elderly or regresses to youth (determined randomly) for 1 round. If elderly, the creature is enfeebled 2; if a youth, the creature is clumsy 2. Critical Failure As failure, but enfeebled 3 or clumsy 3. Immortal Time dragons age, but don't die from old age. Starflight (arcane) A time dragon can survive in outer space and fly at incredible speed, taking 3d20 hours to reach a destination within the same solar system or 3d20 days for destinations beyond. They can carry up to six passengers of at least one size category smaller than themself, protecting them from the void of space. Decelerating Dodge Reaction (arcane) Trigger The dragon is targeted with a ranged Strike or spell attack; Effect The dragon slows time to evade, gaining concealment against the triggering attack. --- Speed 60 feet, fly 200 feet Melee Single Action jaws +43 (Magical, reach 20 feet), Damage 4d10+20 piercing Melee Single Action claw +43 (Agile, magical, reach 15 feet), Damage 4d8+20 slashing Melee Single Action tail +41 (Magical, reach 25 feet), Damage 4d12+20 bludgeoning Arcane Innate Spells DC 46 - Cantrips (10th) Daze, Time Sense - 3rd Behold the Weave, Time Pocket (at will) - 4th Morass of Ages - 5th Quicken Time, Stagnate Time - 6th Awaken Entropy - 7th Behold the Weave, Interplanar Teleport (at will; Dimension of Time and Universe only) - 8th Quandary - 9th Bilocation, Foresight - 10th Freeze Time - Constant (9th) Detect Magic Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge their Timeshift Breath. Second Chance Free Action (Arcane, concentrate, fortune) Frequency once per round; Trigger A creature within 60 feet (including the time dragon) fails a saving throw or skill check; Effect The target rerolls the check, but must use the second result. The target is then temporarily immune to Second Chance for 24 hours. Temporal Eddies Two Actions (Arcane, illusion) Frequency once per 10 minutes; Effect The dragon Strides or Flies up to their Speed, leaving behind afterimages of their past and future selves in each space they move through. Until the end of the dragon's next turn, they can use any of these spaces as the origin of their Strikes, spells, and other abilities. Observers also perceive the dragon in all these spaces simultaneously and must succeed at a DC 15 flat check to target the dragon or fail to affect it. A creature can take a concentrate action to attempt to identify the dragon's true location with a successful DC 46 Will save. Timeshift Breath Two Actions (Arcane) The dragon breathes a blast of temporal energy, warping time in a 80-foot cone. Creatures in the area must attempt a DC 46 Will save. The dragon can't use Timeshift Breath again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature is slowed 2 for 1 round. Critical Failure The creature shifts briefly forward in time, vanishing and reappearing at the beginning of the time dragon's next turn in the same location (or an adjacent space if their former location is occupied), unaware that any time has passed. While timeshifted, time pauses for that creature, and it cannot take actions or be affected by anything else. ","tradition":["Arcane"],"skill_mod":{"diplomacy":39,"arcana":46,"athletics":39,"occultism":40,"acrobatics":36},"summary":"Time dragons are implacable enemies of the sinister hounds of Tindalos , also denizens of the Dimension of Time . Although hounds of Tindalos also …","primary_source":"Draconic Codex\r\n","spell":["Freeze Time","Bilocation","Foresight","Quandary","Behold the Weave","Interplanar Teleport","Awaken Entropy","Quicken Time","Stagnate Time","Morass of Ages","Time Pocket","Daze","Time Sense","Detect Magic"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":48,"level":23,"spell_dc":[46],"source_category":["Lost Omens"],"sense":"(42 initiative) detect magic , greater darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4185","intelligence":9,"reflex_save":37,"strongest_save":["fort","fortitude"],"dexterity":7,"vision":"Greater darkvision","fortitude_save":44,"size":["Gargantuan"],"name":"Time Archdragon","category":"creature","rarity":"rare","strike_damage_average":[38,42,46],"slug":"creature-4185"},{"attack_bonus":[22,24,24],"constitution":5,"primary_source_category":"Lost Omens","strength":6,"hp":195,"language":["Common","Draconic","Shadowtongue"],"immunity":["paralyzed","sleep","void"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Umbral","will_save":22,"charisma":3,"speed":{"fly":140,"max":140,"land":40},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Voidsense","Umbral Pall","Pin Shadow","Devour Undead","Draconic Frenzy","Draconic Momentum","Tenebrous Breath"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Netherworld Lore","Stealth"],"legacy_id":["creature-634"],"trait":["Dragon","Occult","Shadow","Large"],"id":"creature-4186","text":" Young Umbral Dragon Stories across Golarion warn children about the monsters that dwell in the shadows, but no story captures the reality of the umbral dragon. Natives of the Netherworld, these occult dragons are at home in the darkness, using it to their advantage both in and out of battle. Umbral dragons rarely worry about fighting fairly, emerging from hiding to strike unwary foes and using their magical breath without compunction. Similarly, in social situations, they often remain in the shadows, operating through other creatures. Even in direct conversation, they frequently obscure their true intent, preferring to avoid ever being pinned down with a solid answer. Recall Knowledge - Dragon (Arcana): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Young Umbral Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 180 Perception +22; greater darkvision, voidsense (precise) 60 feet Languages Common, Draconic, Shadowtongue Skills Acrobatics +20, Athletics +23, Deception +20, Intimidation +22, Netherworld Lore +20, Stealth +23 Str +6 Dex +4 Con +5 Int +3 Wis +5 Cha +3 Voidsense The dragon can taste animating void energy, allowing them to sense creatures with void healing as a precise sense. It can also sense incorporeal creatures with void healing, like shadows, when they are inside solid objects. --- AC 30 Fort +22 Ref +19 Will +22 +2 to all saves vs. shadow HP 195 Immunities paralyzed, sleep, void Umbral Pall (aura, occult, shadow) 90 feet. Shadows surround the dragon. The radius of all light from light sources and the areas of light spells in the aura are halved. Pin Shadow Reaction (shadow) Trigger A creature within reach of the dragon's claw uses a move action or leaves a square during a move action it's using; Requirements The triggering creature is in bright light or dim light and has a shadow; Effect The dragon makes a claw Strike against the triggering creature. On a hit, the trigger creature also has its shadow pinned in place, restricting its movement. The creature treats the area of the dragon's aura as difficult terrain until it uses an Interact action to unpin its shadow. If the area was already difficult terrain, the creature treats it as greater difficult terrain. --- Speed 40 feet, fly 140 feet Melee Single Action jaws +24 (Magical, reach 10 feet, void), Damage 2d8+12 piercing plus 1d8 void Melee Single Action claw +24 (Agile, magical), Damage 2d6+12 slashing Melee Single Action tail +22 (Magical, reach 15 feet), Damage 2d10+12 bludgeoning Occult Innate Spells DC 27 - Cantrips (4th) Detect Magic, Read Aura - 4th Darkness (×3) Devour Undead The dragon's jaws Strikes have the benefit of a ghost touch property rune and deal an additional 3d6 force damage to undead. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges its Tenebrous Breath whenever it scores a critical hit with a Strike. Tenebrous Breath Two Actions (Occult, void) The dragon breathes a blast of darkness that deals 12d6 void damage in a 30-foot cone (DC 30 basic Reflex save). Undead creatures take force damage instead of void damage. The dragon can't use Tenebrous Breath again for 1d4 rounds. ","tradition":["Occult"],"skill_mod":{"deception":20,"stealth":23,"athletics":23,"intimidation":22,"acrobatics":20},"summary":"Stories across Golarion warn children about the monsters that dwell in the shadows, but no story captures the reality of the umbral dragon. Natives …","primary_source":"Draconic Codex\r\n","spell":["Darkness","Detect Magic","Read Aura"],"trait_group":["Creature Type","Tradition","Monster","Planar"],"ac":30,"level":11,"spell_dc":[27],"source_category":["Lost Omens"],"sense":" greater darkvision , voidsense (precise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4186","intelligence":3,"reflex_save":19,"strongest_save":["fort","fortitude","will"],"dexterity":4,"vision":"Greater darkvision","fortitude_save":22,"size":["Large"],"name":"Young Umbral Dragon","category":"creature","rarity":"common","strike_damage_average":[19,23,25],"slug":"creature-4186"},{"attack_bonus":[28,30,30],"constitution":6,"primary_source_category":"Lost Omens","strength":8,"hp":275,"language":["Common","Diabolic","Draconic","Jotun","Shadowtongue"],"immunity":["paralyzed","sleep","void"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Umbral","will_save":27,"charisma":4,"speed":{"fly":180,"max":180,"land":50},"perception":26,"wisdom":6,"weakness":{},"creature_ability":["Hide in Shadows","Voidsense","Umbral Pall","Pin Shadow","Devour Undead","Draconic Frenzy","Draconic Momentum","Tenebrous Breath"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Netherworld Lore","Stealth"],"legacy_id":["creature-635"],"trait":["Dragon","Occult","Shadow","Uncommon","Huge"],"id":"creature-4187","text":" Adult Umbral Dragon Stories across Golarion warn children about the monsters that dwell in the shadows, but no story captures the reality of the umbral dragon. Natives of the Netherworld, these occult dragons are at home in the darkness, using it to their advantage both in and out of battle. Umbral dragons rarely worry about fighting fairly, emerging from hiding to strike unwary foes and using their magical breath without compunction. Similarly, in social situations, they often remain in the shadows, operating through other creatures. Even in direct conversation, they frequently obscure their true intent, preferring to avoid ever being pinned down with a solid answer. Recall Knowledge - Dragon (Arcana): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Adult Umbral Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 180 Perception +26; greater darkvision, voidsense (precise) 60 feet Languages Common, Diabolic, Draconic, Jotun, Shadowtongue Skills Acrobatics +26, Athletics +30, Deception +26, Intimidation +29, Netherworld Lore +26, Stealth +30 Str +8 Dex +5 Con +6 Int +4 Wis +6 Cha +4 Hide in Shadows The dragon can Hide in dim light even if they don't have cover. Voidsense The dragon can taste animating void energy, allowing them to sense creatures with void healing as a precise sense. It can also sense incorporeal creatures with void healing, like shadows, when they are inside solid objects. --- AC 36 Fort +27 Ref +24 Will +27 +2 to all saves vs. shadow HP 275 Immunities paralyzed, sleep, void Umbral Pall (aura, occult, shadow) 120 feet. Shadows surround the dragon. The radius of all light from light sources and the areas of light spells in the aura are halved. Pin Shadow Reaction (shadow) Trigger A creature within reach of the dragon's claw uses a move action or leaves a square during a move action it's using; Requirements The triggering creature is in bright light or dim light and has a shadow; Effect The dragon makes a claw Strike against the triggering creature. On a hit, the trigger creature also has its shadow pinned in place, restricting its movement. The creature treats the area of the dragon's aura as difficult terrain until it uses an Interact action to unpin its shadow. If the area was already difficult terrain, the creature treats it as greater difficult terrain. --- Speed 50 feet, fly 180 feet Melee Single Action jaws +30 (Magical, reach 15 feet, void), Damage 3d8+16 piercing plus 1d8 void Melee Single Action claw +30 (Agile, magical, reach 10 feet), Damage 3d6+16 slashing Melee Single Action tail +28 (Magical, reach 20 feet), Damage 3d10+16 bludgeoning Occult Innate Spells DC 33 - Cantrips (7th) Detect Magic, Read Aura - 7th Darkness (at will), Umbral Journey Devour Undead The dragon's jaws Strikes have the benefit of a ghost touch property rune and deal an additional 5d6 force damage to undead. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges its Tenebrous Breath whenever it scores a critical hit with a Strike. Tenebrous Breath Two Actions The umbral dragon exhales in one of two ways. They can't use Tenebrous Breath again for 1d4 rounds. Darkness (occult, void) The dragon breathes a blast of darkness that deals 16d6 void damage in a 40-foot cone (DC 36 basic Reflex save). Undead creatures take force damage instead of void damage. Shadows (occult, shadow) The dragon breathes a blast of shadows in a 40-foot cone. Each creature within the cone must attempt a DC 36 Fortitude save. Critical Success The creature is unaffected. Success The creature is enfeebled 2 for 1 round. Failure The creature is enfeebled 2 for 1 minute. Critical Failure The creature is enfeebled 2 for 1 minute and blinded for 1 round. ","tradition":["Occult"],"skill_mod":{"deception":26,"stealth":30,"athletics":30,"intimidation":29,"acrobatics":26},"summary":"Stories across Golarion warn children about the monsters that dwell in the shadows, but no story captures the reality of the umbral dragon. Natives …","primary_source":"Draconic Codex\r\n","spell":["Darkness","Umbral Journey","Detect Magic","Read Aura"],"trait_group":["Creature Type","Tradition","Monster","Planar","Rarity"],"ac":36,"level":15,"spell_dc":[33],"source_category":["Lost Omens"],"sense":" greater darkvision , voidsense (precise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4187","intelligence":4,"reflex_save":24,"strongest_save":["fort","fortitude","will"],"dexterity":5,"vision":"Greater darkvision","fortitude_save":27,"size":["Huge"],"name":"Adult Umbral Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[26,32,34],"slug":"creature-4187"},{"attack_bonus":[36,38,38],"constitution":7,"primary_source_category":"Lost Omens","strength":10,"hp":375,"language":["Common","D'ziriak","Diabolic","Draconic","Jotun","Shadowtongue"],"immunity":["enfeebled","paralyzed","sleep","void"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Umbral","will_save":34,"charisma":5,"speed":{"fly":200,"max":200,"land":60},"perception":33,"wisdom":7,"weakness":{},"creature_ability":["Hide in Shadows","Voidsense","Umbral Pall","Pin Shadow","Devour Undead","Draconic Frenzy","Draconic Momentum","Drain Vigor","Tenebrous Breath"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Netherworld Lore","Stealth"],"legacy_id":["creature-636"],"trait":["Dragon","Occult","Shadow","Uncommon","Gargantuan"],"id":"creature-4188","text":" Ancient Umbral Dragon Stories across Golarion warn children about the monsters that dwell in the shadows, but no story captures the reality of the umbral dragon. Natives of the Netherworld, these occult dragons are at home in the darkness, using it to their advantage both in and out of battle. Umbral dragons rarely worry about fighting fairly, emerging from hiding to strike unwary foes and using their magical breath without compunction. Similarly, in social situations, they often remain in the shadows, operating through other creatures. Even in direct conversation, they frequently obscure their true intent, preferring to avoid ever being pinned down with a solid answer. Recall Knowledge - Dragon (Arcana): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Ancient Umbral Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 181 Perception +33; greater darkvision, voidsense (precise) 60 feet Languages Common, D'ziriak, Diabolic, Draconic, Jotun, Shadowtongue Skills Acrobatics +34, Athletics +38, Deception +34, Intimidation +37, Netherworld Lore +34, Stealth +38 Str +10 Dex +6 Con +7 Int +5 Wis +7 Cha +5 Hide in Shadows The dragon can Hide in dim light even if they don't have cover. Voidsense The dragon can taste animating void energy, allowing them to sense creatures with void healing as a precise sense. It can also sense incorporeal creatures with void healing, like shadows, when they are inside solid objects. --- AC 44 Fort +34 Ref +31 Will +34 +2 to all saves vs. shadow HP 375 Immunities enfeebled, paralyzed, sleep, void Umbral Pall (aura, occult, shadow) 90 feet. Shadows surround the dragon. The radius of all light from light sources and the areas of light spells in the aura are halved. Pin Shadow Reaction (shadow) Trigger A creature within reach of the dragon's claw uses a move action or leaves a square during a move action it's using; Requirements The triggering creature is in bright light or dim light and has a shadow; Effect The dragon makes a claw Strike against the triggering creature. On a hit, the trigger creature also has its shadow pinned in place, restricting its movement. The creature treats the area of the dragon's aura as difficult terrain until it uses an Interact action to unpin its shadow. If the area was already difficult terrain, the creature treats it as greater difficult terrain. --- Speed 60 feet, fly 200 feet Melee Single Action jaws +38 (Magical, reach 20 feet, void), Damage 4d8+18 piercing plus 2d8 void Melee Single Action claw +38 (Agile, magical, reach 15 feet), Damage 4d6+18 slashing Melee Single Action tail +36 (Magical, reach 25 feet), Damage 4d10+18 bludgeoning Occult Innate Spells DC 39 - Cantrips (9th) Detect Magic, Read Aura - 9th Darkness (at will), Umbral Journey Rituals DC 42 - 2nd Create Undead (shadows only) - 4th Shadow Double Devour Undead The dragon's jaws Strikes have the benefit of a ghost touch property rune and deal an additional 7d6 force damage to undead. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges its Tenebrous Breath whenever it scores a critical hit with a Strike. Drain Vigor (Occult) When the dragon deals void damage to a living creature with its jaws Strike, the umbral dragon gains 20 temporary HP that last for 1 minute and the creature must succeed at a DC 40 Fortitude save or become drained 1 (drained 2 on a critical failure). Further damage dealt by the dragon's jaws Strike increases the drained condition value by 1 on a failed save (2 on a critical failure), to a maximum of drained 4. Tenebrous Breath Two Actions The umbral dragon exhales in one of two ways. They can't use Tenebrous Breath again for 1d4 rounds. Darkness (occult, void) The dragon breathes a blast of darkness that deals 21d6 void damage in a 50-foot cone (DC 42 basic Reflex save). Undead creatures take force damage instead of void damage. Shadows (occult, shadow) The dragon breathes a blast of shadows in a 50-foot cone. Each creature within the cone must attempt a DC 42 Fortitude save. Critical Success The creature is unaffected. Success The creature is enfeebled 3 for 1 round. Failure The creature is enfeebled 3 for 1 minute. Critical Failure The creature is enfeebled 3 for 1 minute and blinded for 1 round. ","tradition":["Occult"],"skill_mod":{"deception":34,"stealth":38,"athletics":38,"intimidation":37,"acrobatics":34},"summary":"Stories across Golarion warn children about the monsters that dwell in the shadows, but no story captures the reality of the umbral dragon. Natives …","primary_source":"Draconic Codex\r\n","spell":["Darkness","Umbral Journey","Detect Magic","Read Aura"],"trait_group":["Creature Type","Tradition","Monster","Planar","Rarity"],"ac":44,"level":20,"spell_dc":[39],"source_category":["Lost Omens"],"sense":" greater darkvision , voidsense (precise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4188","intelligence":5,"reflex_save":31,"strongest_save":["fort","fortitude","will"],"dexterity":6,"vision":"Greater darkvision","fortitude_save":34,"size":["Gargantuan"],"name":"Ancient Umbral Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[32,40,45],"slug":"creature-4188"},{"attack_bonus":[41,43,43],"constitution":10,"primary_source_category":"Lost Omens","strength":12,"hp":525,"language":["Common","D'ziriak","Diabolic","Draconic","Jotun","Shadowtongue"],"immunity":["enfeebled","paralyzed","sleep","void"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Umbral","will_save":42,"charisma":6,"speed":{"fly":225,"max":225,"land":70},"perception":40,"wisdom":10,"weakness":{},"creature_ability":["Hide in Shadows","Voidsense","Tenacious Shadows","Umbral Pall","Pin Shadow","Devour Undead","Draconic Frenzy","Draconic Momentum","Drain Vigor","Tenebrous Breath"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Netherworld Lore","Stealth"],"trait":["Dragon","Occult","Rare","Shadow","Gargantuan"],"id":"creature-4189","text":" Umbral Archdragon Stories across Golarion warn children about the monsters that dwell in the shadows, but no story captures the reality of the umbral dragon. Natives of the Netherworld, these occult dragons are at home in the darkness, using it to their advantage both in and out of battle. Umbral dragons rarely worry about fighting fairly, emerging from hiding to strike unwary foes and using their magical breath without compunction. Similarly, in social situations, they often remain in the shadows, operating through other creatures. Even in direct conversation, they frequently obscure their true intent, preferring to avoid ever being pinned down with a solid answer. Recall Knowledge - Dragon (Arcana): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Umbral Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 181 Perception +40; greater darkvision, voidsense (precise) 60 feet Languages Common, D'ziriak, Diabolic, Draconic, Jotun, Shadowtongue Skills Acrobatics +39, Athletics +45, Deception +39, Intimidation +44, Netherworld Lore +39, Stealth +45 Str +12 Dex +7 Con +10 Int +7 Wis +10 Cha +6 Hide in Shadows The dragon can Hide in dim light even if they don't have cover. Voidsense The dragon can taste animating void energy, allowing them to sense creatures with void healing as a precise sense. It can also sense incorporeal creatures with void healing, like shadows, when they are inside solid objects. --- AC 48 Fort +42 Ref +39 Will +42 +2 to all saves vs. shadow HP 525 Immunities enfeebled, paralyzed, sleep, void Tenacious Shadows (misfortune, occult, shadow) Shadows fill attacker's eyes. Any creature that must attempt a flat check to target the dragon because of dim light must roll twice and use the worse result. Umbral Pall (aura, occult, shadow) 120 feet. Shadows surround the dragon. The radius of all light from light sources and the areas of light spells in the aura are halved. Pin Shadow Reaction (shadow) Trigger A creature within reach of the dragon's claw uses a move action or leaves a square during a move action it's using; Requirements The triggering creature is in bright light or dim light and has a shadow; Effect The dragon makes a claw Strike against the triggering creature. On a hit, the trigger creature also has its shadow pinned in place, restricting its movement. The creature treats the area of the dragon's aura as difficult terrain until it uses an Interact action to unpin its shadow. If the area was already difficult terrain, the creature treats it as greater difficult terrain. --- Speed 70 feet, fly 225 feet Melee Single Action jaws +43 (Magical, reach 20 feet, void), Damage 4d8+22 piercing plus 2d8 void Melee Single Action claw +43 (Agile, magical, reach 15 feet), Damage 4d6+22 slashing Melee Single Action tail +41 (Magical, reach 25 feet), Damage 4d10+22 bludgeoning Occult Innate Spells DC 43 - Cantrips (10th) Detect Magic, Read Aura - 10th Darkness (at will), Umbral Journey Rituals DC 46 - 2nd Create Undead (shadows and greater shadows only) - 4th Shadow Double Devour Undead The dragon's jaws Strikes have the benefit of a ghost touch property rune and deal an additional 8d6 force damage to undead. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges its Tenebrous Breath whenever it scores a critical hit with a Strike. Drain Vigor (Occult) When the dragon deals void damage to a living creature with its jaws Strike, the umbral dragon gains 20 temporary HP that last for 1 minute and the creature must succeed at a DC 44 Fortitude save or become drained 1 (drained 2 on a critical failure). Further damage dealt by the dragon's jaws Strike increases the drained condition value by 1 on a failed save (2 on a critical failure), to a maximum of drained 4. Tenebrous Breath Two Actions The umbral dragon exhales in one of two ways. They can't use Tenebrous Breath again for 1d4 rounds. Darkness (occult, void) The dragon breathes a blast of darkness that deals 24d6 void damage in a 60-foot cone (DC 46 basic Reflex save). Undead creatures take force damage instead of void damage. Shadows (occult, shadow) The dragon breathes a blast of shadows in a 40-foot cone. Each creature within the cone must attempt a DC 46 Fortitude save. Critical Success The creature is unaffected. Success The creature is enfeebled 4 for 1 round. Failure The creature is enfeebled 4 for 1 minute. Critical Failure The creature is enfeebled 4 for 1 minute and blinded for 1 round. ","tradition":["Occult"],"skill_mod":{"deception":39,"stealth":45,"athletics":45,"intimidation":44,"acrobatics":39},"summary":"Stories across Golarion warn children about the monsters that dwell in the shadows, but no story captures the reality of the umbral dragon. Natives …","primary_source":"Draconic Codex\r\n","spell":["Darkness","Umbral Journey","Detect Magic","Read Aura"],"trait_group":["Creature Type","Tradition","Monster","Rarity","Planar"],"ac":48,"level":23,"spell_dc":[43],"source_category":["Lost Omens"],"sense":"greater darkvision, voidsense (precise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4189","intelligence":7,"reflex_save":39,"strongest_save":["fort","fortitude","will"],"dexterity":7,"vision":"Greater darkvision","fortitude_save":42,"size":["Gargantuan"],"name":"Umbral Archdragon","category":"creature","rarity":"rare","strike_damage_average":[36,44,49],"slug":"creature-4189"},{"attack_bonus":[16,18,18],"constitution":3,"primary_source_category":"Lost Omens","strength":6,"hp":115,"language":["Common","Draconic","Pyric","Sakvroth"],"immunity":["fire","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Underworld","will_save":15,"charisma":1,"speed":{"fly":80,"max":80,"land":40,"burrow":30},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Smoke Vision","Countered by Water","Fed by Wood","Frightful Presence","Adamantine Claws","Exploding Red Breath","Coiling Frenzy","Constrict","Draconic Momentum"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-1134"],"trait":["Arcane","Dragon","Fire","Large"],"id":"creature-4190","text":" Young Underworld Dragon Underworld dragons make their homes close to fault lines, active or dormant volcanoes, and regions with natural seismic activities. Locations with hot springs and fume holes are particularly popular, as they provide many alchemical and magical ingredients. Aside from vaults stuffed with treasure, underworld dragon lairs are also laboratories, dedicated to uncovering secrets in cultivation, elements, magic, and any other mysteries of interest. Several underworld dragon families have operated such labs for tens of thousands of years. Recall Knowledge - Dragon (Arcana): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Young Underworld Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 184 Perception +13; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Pyric, Sakvroth Skills Acrobatics +11, Arcana +13, Athletics +17, Crafting +17, Deception +10, Intimidation +12, Nature +13, Stealth +13, Survival +11 Str +6 Dex +2 Con +3 Int +4 Wis +2 Cha +1 Smoke Vision Smoke doesn't impair an underworld dragon's vision; they ignore the concealed condition from smoke. --- AC 25 Fort +18 Ref +13 Will +15 HP 115 Immunities fire, paralyzed, sleep Weaknesses earth 5 Countered by Water If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls, and their jaws Strikes don't deal fire damage. This limitation ends if the dragon uses Exploding Red Breath. Fed by Wood When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant or wood trait, the dragon's internal fiery essences are stoked with the added fuel. Their Exploding Red Breath recharges, and the fire damage from the dragon's jaws deals an additional die of damage until the end of the dragon's next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 23 --- Speed 40 feet, burrow 30 feet, fly 80 feet Melee Single Action jaws +18 (Fire, magical, reach 10 feet), Damage 2d8+8 piercing plus 1d6 fire Melee Single Action claw +18 (Agile, magical), Damage 2d6+8 slashing plus Grab Melee Single Action tail +16 (Magical, reach 20 feet), Damage 2d10+8 bludgeoning plus Grab Arcane Innate Spells DC 25 - Cantrips (2nd) Detect Magic - 2nd Everlight Adamantine Claws Single Action (Arcane, concentrate) Frequency one per hour; Effect The dragon infuses their body with adamantine. For the next minute, their melee Strikes are treated as adamantine and ignore half the Hardness of any object hit. Exploding Red Breath Two Actions (Arcane, fire) The dragon breathes a blast of fire that explodes in a 20-foot burst within 40 feet, dealing 7d6 fire damage (DC 25 basic Reflex save). Creatures that fail the save also take 1d6 persistent fire damage. The dragon can't use Exploding Red Breath again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of their front claws, and a last with their tail. Constrict Single Action 2d8+4 bludgeoning, DC 25 Draconic Momentum The dragon recharges Exploding Red Breath whenever they score a critical hit with a Strike. ","tradition":["Arcane"],"element":["Fire"],"skill_mod":{"deception":10,"nature":13,"crafting":17,"survival":11,"stealth":13,"arcana":13,"athletics":17,"intimidation":12,"acrobatics":11},"summary":"Underworld dragons make their homes close to fault lines, active or dormant volcanoes, and regions with natural seismic activities. Locations with …","primary_source":"Draconic Codex\r\n","spell":["Everlight","Detect Magic"],"trait_group":["Tradition","Monster","Creature Type","Energy","Elemental","Planar"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, smoke vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4190","intelligence":4,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Young Underworld Dragon","category":"creature","rarity":"common","strike_damage_average":[15,19,20],"slug":"creature-4190"},{"attack_bonus":[22,24,24],"constitution":4,"primary_source_category":"Lost Omens","strength":7,"hp":195,"language":["Common","Draconic","Pyric","Sakvroth"],"immunity":["fire","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Underworld","will_save":22,"charisma":2,"speed":{"fly":80,"max":80,"land":40,"burrow":40},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["Smoke Vision","Countered by Water","Fed by Wood","Frightful Presence","Sweltering Heat","Adamantine Claws","Exploding Red Breath","Coiling Frenzy","Draconic Momentum","Greater Constrict"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-1135"],"trait":["Arcane","Dragon","Fire","Huge"],"id":"creature-4191","text":" Adult Underworld Dragon Underworld dragons make their homes close to fault lines, active or dormant volcanoes, and regions with natural seismic activities. Locations with hot springs and fume holes are particularly popular, as they provide many alchemical and magical ingredients. Aside from vaults stuffed with treasure, underworld dragon lairs are also laboratories, dedicated to uncovering secrets in cultivation, elements, magic, and any other mysteries of interest. Several underworld dragon families have operated such labs for tens of thousands of years. Recall Knowledge - Dragon (Arcana): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Adult Underworld Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 184 Perception +20; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Pyric, Sakvroth Skills Acrobatics +18, Arcana +21, Athletics +24, Crafting +22, Deception +19, Intimidation +21, Nature +20, Stealth +20, Survival +22 Str +7 Dex +3 Con +4 Int +5 Wis +3 Cha +2 Smoke Vision Smoke doesn't impair an underworld dragon's vision; they ignore the concealed condition from smoke. --- AC 31 Fort +23 Ref +18 Will +22 +1 status to all saves vs. magic HP 195 Immunities fire, paralyzed, sleep Weaknesses earth 10 Countered by Water If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls, and their jaws Strikes don't deal fire damage. This limitation ends if the dragon uses Exploding Red Breath. Fed by Wood When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant or wood trait, the dragon's internal fiery essences are stoked with the added fuel. Their Exploding Red Breath recharges, and the fire damage from the dragon's jaws deals an additional die of damage until the end of the dragon's next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 28 Sweltering Heat (arcane, aura, fire) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 28 Fortitude saving throw or become fatigued while it remains in the aura. --- Speed 40 feet, burrow 40 feet, fly 80 feet Melee Single Action jaws +24 (Magical, reach 10 feet), Damage 2d8+13 piercing plus 2d6 fire Melee Single Action claw +24 (Agile, magical), Damage 2d6+13 slashing plus Grab Melee Single Action tail +22 (Magical, reach 20 feet), Damage 2d10+13 bludgeoning plus Grab Arcane Innate Spells DC 30 - Cantrips (4th) Detect Magic - 4th Everlight, Wall of Fire Adamantine Claws Single Action (Arcane, concentrate) Frequency one per hour; Effect The dragon infuses their body with adamantine. For the next minute, their melee Strikes are treated as adamantine and ignore half the Hardness of any object hit. Exploding Red Breath Two Actions (Arcane, fire) The dragon breathes a blast of fire that explodes in a 25-foot burst within 50 feet, dealing 10d6 fire damage (DC 30 basic Reflex save). Creatures that fail the save also take 2d6 persistent fire damage. The dragon can't use Exploding Red Breath again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of their front claws, and a last with their tail. Draconic Momentum The dragon recharges Exploding Red Breath whenever they score a critical hit with a Strike. Greater Constrict Single Action 2d8+10 bludgeoning, DC 30 ","tradition":["Arcane"],"element":["Fire"],"skill_mod":{"deception":19,"nature":20,"crafting":22,"survival":22,"stealth":20,"arcana":21,"athletics":24,"intimidation":21,"acrobatics":18},"summary":"Underworld dragons make their homes close to fault lines, active or dormant volcanoes, and regions with natural seismic activities. Locations with …","primary_source":"Draconic Codex\r\n","spell":["Everlight","Wall of Fire","Detect Magic"],"trait_group":["Tradition","Monster","Creature Type","Energy","Elemental","Planar"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, smoke vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4191","intelligence":5,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":23,"size":["Huge"],"name":"Adult Underworld Dragon","category":"creature","rarity":"common","strike_damage_average":[20,24,29],"slug":"creature-4191"},{"attack_bonus":[30,32,32],"constitution":6,"primary_source_category":"Lost Omens","strength":8,"hp":295,"language":["Common","Draconic","Petran","Pyric","Sakvroth"],"immunity":["fire","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Underworld","will_save":28,"charisma":5,"speed":{"fly":80,"max":80,"land":40,"burrow":60},"perception":28,"wisdom":4,"weakness":{},"creature_ability":["Smoke Vision","Countered by Water","Fed by Wood","Frightful Presence","Sweltering Heat","Adamantine Claws","Exploding Red Breath","Coiling Frenzy","Draconic Momentum","Greater Constrict","Scorch Earth"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-1136"],"trait":["Arcane","Dragon","Fire","Uncommon","Gargantuan"],"id":"creature-4192","text":" Ancient Underworld Dragon Underworld dragons make their homes close to fault lines, active or dormant volcanoes, and regions with natural seismic activities. Locations with hot springs and fume holes are particularly popular, as they provide many alchemical and magical ingredients. Aside from vaults stuffed with treasure, underworld dragon lairs are also laboratories, dedicated to uncovering secrets in cultivation, elements, magic, and any other mysteries of interest. Several underworld dragon families have operated such labs for tens of thousands of years. Recall Knowledge - Dragon (Arcana): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Ancient Underworld Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 184 Perception +28; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Petran, Pyric, Sakvroth Skills Acrobatics +23, Arcana +25, Athletics +32, Crafting +29, Deception +27, Intimidation +29, Nature +24, Stealth +25, Survival +24 Str +8 Dex +3 Con +6 Int +5 Wis +4 Cha +5 Smoke Vision Smoke doesn't impair an underworld dragon's vision; they ignore the concealed condition from smoke. --- AC 39 Fort +30 Ref +25 Will +28 +1 status to all saves vs. magic HP 295 Immunities fire, paralyzed, sleep Weaknesses earth 15 Countered by Water If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls, and their jaws Strikes don't deal fire damage. This limitation ends if the dragon uses Exploding Red Breath. Fed by Wood When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant or wood trait, the dragon's internal fiery essences are stoked with the added fuel. Their Exploding Red Breath recharges, and the fire damage from the dragon's jaws deals an additional die of damage until the end of the dragon's next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 35 Sweltering Heat (arcane, aura, fire) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 35 Fortitude saving throw or become fatigued while it remains in the aura. --- Speed 40 feet, burrow 60 feet, fly 80 feet Melee Single Action jaws +32 (Magical, reach 15 feet), Damage 3d8+16 piercing plus 3d6 fire Melee Single Action claw +32 (Agile, magical, reach 10 feet), Damage 3d6+16 slashing and Grab Melee Single Action tail +30 (Magical, reach 25 feet), Damage 3d10+16 bludgeoning plus Grab Arcane Innate Spells DC 37 - Cantrips (8th) Detect Magic - 8th Everlight, Wall of Fire Adamantine Claws Single Action (Arcane, concentrate) Frequency one per hour; Effect The dragon infuses their body with adamantine. For the next minute, their melee Strikes are treated as adamantine and ignore half the Hardness of any object hit. Exploding Red Breath Two Actions (Arcane, fire) The dragon breathes a blast of fire that explodes in a 40-foot burst within 75 feet, dealing 22d6 fire damage (DC 42 basic Reflex save). Creatures that fail the save also take 4d6 persistent fire damage. The dragon can't use Exploding Red Breath again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of their front claws, and a last with their tail. Draconic Momentum The dragon recharges Exploding Red Breath whenever they score a critical hit with a Strike. Greater Constrict Single Action 3d8+9 bludgeoning, DC 37 Scorch Earth Two Actions (Arcane, fire) The dragon plunges their body into the ground, Burrows up to their burrow Speed, and then scorches the land within a 60-foot emanation. Creatures underground or on the surface in the area take 8d6 fire damage (DC 37 basic Fortitude save). A creature that critically fails also becomes enfeebled 1 for 1 minute. ","tradition":["Arcane"],"element":["Fire"],"skill_mod":{"deception":27,"nature":24,"crafting":29,"survival":24,"stealth":25,"arcana":25,"athletics":32,"intimidation":29,"acrobatics":23},"summary":"Underworld dragons make their homes close to fault lines, active or dormant volcanoes, and regions with natural seismic activities. Locations with …","primary_source":"Draconic Codex\r\n","spell":["Everlight","Wall of Fire","Detect Magic"],"trait_group":["Tradition","Monster","Creature Type","Energy","Elemental","Planar","Rarity"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, smoke vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4192","intelligence":5,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":30,"size":["Gargantuan"],"name":"Ancient Underworld Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[26,32,40],"slug":"creature-4192"},{"attack_bonus":[39,39,39],"constitution":6,"primary_source_category":"Lost Omens","strength":8,"hp":430,"language":["Common","Draconic","Petran","Pyric","Sakvroth"],"immunity":["fire","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Underworld","will_save":32,"charisma":5,"speed":{"fly":100,"max":100,"land":50,"burrow":80},"perception":35,"wisdom":4,"weakness":{},"creature_ability":["Smoke Vision","Countered by Water","Fed by Wood","Frightful Presence","Sweltering Heat","Adamantine Claws","Exploding Red Breath","Coiling Frenzy","Draconic Momentum","Greater Constrict","Scorch Earth","Volcanic Fumes"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Intimidation","Nature","Stealth","Survival"],"trait":["Arcane","Dragon","Fire","Rare","Gargantuan"],"id":"creature-4193","text":" Underworld Archdragon Underworld dragons make their homes close to fault lines, active or dormant volcanoes, and regions with natural seismic activities. Locations with hot springs and fume holes are particularly popular, as they provide many alchemical and magical ingredients. Aside from vaults stuffed with treasure, underworld dragon lairs are also laboratories, dedicated to uncovering secrets in cultivation, elements, magic, and any other mysteries of interest. Several underworld dragon families have operated such labs for tens of thousands of years. Recall Knowledge - Dragon (Arcana): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Underworld Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 185 Perception +35; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Petran, Pyric, Sakvroth Skills Acrobatics +32, Arcana +37, Athletics +40, Crafting +39, Deception +36, Intimidation +38, Nature +35, Stealth +34, Survival +34 Str +8 Dex +3 Con +6 Int +5 Wis +4 Cha +5 Smoke Vision Smoke doesn't impair an underworld dragon's vision; they ignore the concealed condition from smoke. --- AC 45 Fort +35 Ref +30 Will +32 +1 status to all saves vs. magic HP 430 Immunities fire, paralyzed, sleep Weaknesses earth 20 Countered by Water If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls, and their jaws Strikes don't deal fire damage. This limitation ends if the dragon uses Exploding Red Breath. Fed by Wood When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant or wood trait, the dragon's internal fiery essences are stoked with the added fuel. Their Exploding Red Breath recharges, and the fire damage from the dragon's jaws deals an additional die of damage until the end of the dragon's next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 42 Sweltering Heat (arcane, aura, fire) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 45 Fortitude saving throw or become fatigued while it remains in the aura. --- Speed 50 feet, burrow 80 feet, fly 100 feet Melee Single Action jaws +39 (Magical, reach 20 feet), Damage 4d10+16 piercing plus 4d6 fire Melee Single Action claw +39 (Agile, magical, reach 15 feet), Damage 4d10+16 slashing and Grab Melee Single Action tail +39 (Magical, reach 30 feet), Damage 4d10+16 bludgeoning plus Grab Arcane Innate Spells DC 41 - Cantrips (8th) Detect Magic - 8th Everlight, Wall of Fire Adamantine Claws Single Action (Arcane, concentrate) Frequency one per hour; Effect The dragon infuses their body with adamantine. For the next minute, their melee Strikes are treated as adamantine and ignore half the Hardness of any object hit. Exploding Red Breath Two Actions (Arcane, fire) The dragon breathes a blast of fire that explodes in a 40-foot burst within 75 feet, dealing 22d6 fire damage (DC 25 basic Reflex save). Creatures that fail the save also take 4d6 persistent fire damage. The dragon can't use Exploding Red Breath again for 1d4 rounds. Coiling Frenzy Two Actions The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon can attempt to Grab the target with that limb as a free action. The dragon can have up to three creatures grabbed or restrained at a time; one in each of their front claws, and a last with their tail. Draconic Momentum The dragon recharges Exploding Red Breath whenever they score a critical hit with a Strike. Greater Constrict Single Action 4d8+10 bludgeoning, DC 42 Scorch Earth Two Actions (Arcane, fire) The dragon plunges their body into the ground, Burrows up to their burrow Speed, and then scorches the land within a 60-foot emanation. Creatures underground or on the surface in the area take 10d6 fire damage (DC 42 basic Fortitude save). A creature that critically fails also becomes enfeebled 1 for 1 minute. Volcanic Fumes Two Actions (Arcane, fire, poison) Frequency once per day; Effect Toxic smoke erupts from the dragon in a 30-feet emanation. All creatures within the area take 6d12 fire damage and 6d12 poison damage (DC 42 basic Fortitude save). The dragon can Sustain the emanation, and any creature that ends their turn in the area without holding their breath takes 6d12 poison damage (DC 42 basic Fortitude save); this is an inhaled poison effect. ","tradition":["Arcane"],"element":["Fire"],"skill_mod":{"deception":36,"nature":35,"crafting":39,"survival":34,"stealth":34,"arcana":37,"athletics":40,"intimidation":38,"acrobatics":32},"summary":"Underworld dragons make their homes close to fault lines, active or dormant volcanoes, and regions with natural seismic activities. Locations with …","primary_source":"Draconic Codex\r\n","spell":["Everlight","Wall of Fire","Detect Magic"],"trait_group":["Tradition","Monster","Creature Type","Energy","Elemental","Planar","Rarity"],"ac":45,"level":19,"spell_dc":[41],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet, smoke vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4193","intelligence":5,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Underworld Archdragon","category":"creature","rarity":"rare","strike_damage_average":[38,38,52],"slug":"creature-4193"},{"legacy_name":["Young Gold Dragon"],"attack_bonus":[22,22,24,24],"constitution":4,"primary_source_category":"Lost Omens","strength":6,"hp":230,"language":["Common","Draconic","Elven","Fey"],"immunity":["paralyzed","sleep","stupefied"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Vizier","will_save":22,"charisma":5,"speed":{"fly":100,"max":100,"land":40,"swim":40},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Frightful Presence","Draconic Frenzy","Draconic Momentum","Powerful Utterance","Word of Advice","Word of Caution"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Medicine","Religion","Society"],"legacy_id":["creature-151"],"trait":["Dragon","Occult","Large"],"id":"creature-4194","text":" Young Vizier Dragon Vizier dragons are primarily concerned with the education and cultivation of people. People fascinate vizier dragons in all their riotous, contradictory complexity. Why do some people excel, and others falter and fail? Why does one person become a saint and the next a tyrant? Why do some become legends in their own time, while others labor in ignominy? Recall Knowledge - Dragon (Arcana): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Young Vizier Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 188 Perception +21; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Elven, Fey Skills Acrobatics +17, Arcana +18, Athletics +23, Deception +23, Diplomacy +23, Medicine +21, Religion +21, Society +18 Str +6 Dex +2 Con +4 Int +3 Wis +4 Cha +5 --- AC 30 Fort +21 Ref +20 Will +22 +1 status to all saves vs. magic HP 230 Immunities paralyzed, sleep, stupefied Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 27 --- Speed 40 feet, fly 100 feet, swim 40 feet Melee Single Action jaws +24 (Fire, magical, reach 10 feet), Damage 2d8+12 piercing plus 2d6 fire Melee Single Action claw +24 (Agile, magical), Damage 2d6+12 slashing Melee Single Action tail +22 (Magical, reach 10 feet), Damage 2d10+12 bludgeoning Melee Single Action horns +22 (Agile, magical, reach 10 feet), Damage 1d12+12 piercing Occult Innate Spells DC 30 - 3rd Humanoid Form (at will) Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horns Strike in any order. Draconic Momentum The dragon recharges Powerful Utterance whenever they score a critical hit with a Strike. Powerful Utterance Two Actions The dragon expresses their power in one of two ways. The dragon can't use Powerful Utterance again for 1d4 rounds. Ardent Proclamation (occult, fire) The dragon breathes a blast of flame in a 30-foot cone that deals 12d6 fire damage (DC 30 basic Reflex save). Chastising Word (mental, occult) The dragon chides the targets strictly enough to leave the mind reeling. Each creature within a 30-foot cone must succeed at a DC 30 Will save or become stupefied 1 for 1 minute (or stupefied 2 on a critical failure). Word of Advice Single Action (Auditory, linguistic, mental, occult) Frequency once per round; Effect The dragon is a skilled mentor, and commands its students like a general. An ally within 60 feet of the dragon can Stride once and Strike once, in any order. If it hits, the Strike deals an additional 2d6 fire damage. Word of Caution Single Action (Auditory, linguistic, mental, occult) Frequency once per round; Effect Wise people listen when a vizier dragon speaks. An ally within 60 feet of the dragon gains immunity to the vizier dragon's Powerful Utterance and resistance 10 to all other damage for 1 round. ","tradition":["Occult"],"skill_mod":{"society":18,"diplomacy":23,"deception":23,"arcana":18,"medicine":21,"athletics":23,"acrobatics":17,"religion":21},"summary":"Vizier dragons are primarily concerned with the education and cultivation of people. People fascinate vizier dragons in all their riotous, …","primary_source":"Draconic Codex\r\n","spell":["Humanoid Form"],"trait_group":["Creature Type","Tradition","Monster"],"ac":30,"level":11,"spell_dc":[30],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4194","intelligence":3,"reflex_save":20,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Young Vizier Dragon","category":"creature","rarity":"common","strike_damage_average":[18,19,23,28],"slug":"creature-4194"},{"legacy_name":["Adult Gold Dragon"],"attack_bonus":[28,28,30,30],"constitution":5,"primary_source_category":"Lost Omens","strength":7,"hp":300,"language":["Common","Draconic","Dwarven","Elven","Fey","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["dragontongue","paralyzed","sleep","stupefied"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Vizier","will_save":29,"charisma":6,"speed":{"fly":180,"max":180,"land":50,"swim":50},"perception":29,"wisdom":4,"weakness":{},"creature_ability":["Dragontongue","Frightful Presence","Word of Wisdom","Draconic Frenzy","Draconic Momentum","Powerful Utterance","Word of Advice","Word of Caution"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Medicine","Religion","Society"],"legacy_id":["creature-152"],"trait":["Dragon","Occult","Huge"],"id":"creature-4195","text":" Adult Vizier Dragon Vizier dragons are primarily concerned with the education and cultivation of people. People fascinate vizier dragons in all their riotous, contradictory complexity. Why do some people excel, and others falter and fail? Why does one person become a saint and the next a tyrant? Why do some become legends in their own time, while others labor in ignominy? Recall Knowledge - Dragon (Arcana): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Adult Vizier Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 188 Perception +29; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Dwarven, Elven, Fey; truespeech Skills Acrobatics +22, Arcana +24, Athletics +28, Deception +30, Diplomacy +30, Medicine +27, Religion +29, Society +26 Str +7 Dex +3 Con +5 Int +3 Wis +4 Cha +6 --- AC 36 Fort +27 Ref +25 Will +29 +1 status to all saves vs. magic HP 300 Immunities dragontongue, paralyzed, sleep, stupefied Dragontongue When a dragon speaks, the universe listens. The dragon is immune to silence and abilities that would prevent them from speaking if the source's level is lower than the dragon's or its rank is lower than half the dragon's level rounded up. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 33 Word of Wisdom Reaction (auditory, fortune, linguistic, occult) Trigger An ally within 60 feet fails a saving throw; Effect The ally improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can't use this ability again for 1d4 rounds. --- Speed 50 feet, fly 180 feet, swim 50 feet Melee Single Action jaws +30 (Fire, magical, reach 15 feet), Damage 3d8+15 piercing plus 3d6 fire Melee Single Action claw +30 (Agile, magical, reach 10 feet), Damage 3d6+15 slashing Melee Single Action tail +28 (Magical, reach 20 feet), Damage 3d10+15 bludgeoning Melee Single Action horns +28 (Agile, magical, reach 15 feet), Damage 2d12+15 piercing Occult Innate Spells DC 36 - 3rd Dream Message (×2), Humanoid Form (at will) - 5th Dreaming Potential - Constant (5th) Truespeech Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horns Strike in any order. Draconic Momentum The dragon recharges Powerful Utterance whenever they score a critical hit with a Strike. Powerful Utterance Two Actions The dragon expresses their power in one of two ways. The dragon can't use Powerful Utterance again for 1d4 rounds. Ardent Proclamation (occult, fire) The dragon breathes a blast of flame in a 40-foot cone that deals 16d6 fire damage (DC 36 basic Reflex save). Chastising Word (mental, occult) The dragon chides the targets strictly enough to leave the mind reeling. Each creature within a 40-foot cone must succeed at a DC 36 Will save or become stupefied 2 for 1 minute (or stupefied 3 on a critical failure). Word of Advice Single Action (Auditory, linguistic, mental, occult) Frequency once per round; Effect The dragon is a skilled mentor, and commands its students like a general. An ally within 60 feet of the dragon can Stride once and Strike once, in any order. If it hits, the Strike deals an additional 3d6 fire damage. Word of Caution Single Action (Auditory, linguistic, mental, occult) Frequency once per round; Effect Wise people listen when a vizier dragon speaks. An ally within 60 feet of the dragon gains immunity to the vizier dragon's Powerful Utterance and resistance 15 to all other damage for 1 round. ","tradition":["Occult"],"skill_mod":{"society":26,"diplomacy":30,"deception":30,"arcana":24,"medicine":27,"athletics":28,"acrobatics":22,"religion":29},"summary":"Vizier dragons are primarily concerned with the education and cultivation of people. People fascinate vizier dragons in all their riotous, …","primary_source":"Draconic Codex\r\n","spell":["Dreaming Potential","Dream Message","Humanoid Form","Truespeech"],"trait_group":["Creature Type","Tradition","Monster"],"ac":36,"level":15,"spell_dc":[36],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4195","intelligence":3,"reflex_save":25,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":27,"size":["Huge"],"name":"Adult Vizier Dragon","category":"creature","rarity":"common","strike_damage_average":[25,28,31,39],"slug":"creature-4195"},{"legacy_name":["Ancient Gold Dragon"],"attack_bonus":[36,36,38,38],"constitution":6,"primary_source_category":"Lost Omens","strength":9,"hp":450,"language":["Common","Draconic","Dwarven","Elven","Fey","Gnomish","Jotun","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["dragontongue","paralyzed","sleep","stupefied"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Vizier","will_save":39,"charisma":7,"speed":{"fly":200,"max":200,"land":60,"swim":60},"perception":36,"wisdom":6,"weakness":{},"creature_ability":["Dragontongue","Frightful Presence","Word of Wisdom","Draconic Frenzy","Draconic Momentum","Dragonspeech","Powerful Utterance","Word of Advice","Word of Caution","Word of Heroism"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Medicine","Religion","Society"],"legacy_id":["creature-153"],"trait":["Dragon","Occult","Uncommon","Gargantuan"],"id":"creature-4196","text":" Ancient Vizier Dragon Vizier dragons are primarily concerned with the education and cultivation of people. People fascinate vizier dragons in all their riotous, contradictory complexity. Why do some people excel, and others falter and fail? Why does one person become a saint and the next a tyrant? Why do some become legends in their own time, while others labor in ignominy? Recall Knowledge - Dragon (Arcana): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Ancient Vizier Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 188 Perception +36; darkvision, scent (imprecise) 80 feet Languages Common, Draconic, Dwarven, Elven, Fey, Gnomish, Jotun; truespeech Skills Acrobatics +29, Arcana +31, Athletics +35, Deception +38, Diplomacy +38, Medicine +36, Religion +36, Society +35 Str +9 Dex +5 Con +6 Int +5 Wis +6 Cha +7 --- AC 44 Fort +35 Ref +33 Will +39 +1 status to all saves vs. magic HP 450 Immunities dragontongue, paralyzed, sleep, stupefied Dragontongue When a dragon speaks, the universe listens. The dragon is immune to silence and abilities that would prevent them from speaking if the source's level is lower than the dragon's or its rank is lower than half the dragon's level rounded up. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 39 Word of Wisdom Reaction (auditory, fortune, linguistic, occult) Trigger An ally within 60 feet fails a saving throw; Effect The ally improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can't use this ability again for 1d4 rounds. --- Speed 60 feet, fly 200 feet, swim 60 feet Melee Single Action jaws +38 (Fire, magical, reach 20 feet), Damage 4d8+17 piercing plus 4d6 fire Melee Single Action claw +38 (Agile, magical, reach 15 feet), Damage 4d6+17 slashing Melee Single Action tail +36 (Magical, reach 25 feet), Damage 4d10+17 bludgeoning Melee Single Action horns +36 (Agile, magical, reach 20 feet), Damage 3d12+17 piercing Occult Innate Spells DC 42 - 3rd Dream Message (×2), Humanoid Form (at will) - 5th Dreaming Potential - 6th Zealous Conviction - Constant (6th) Truespeech Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horns Strike in any order. Draconic Momentum The dragon recharges Powerful Utterance whenever they score a critical hit with a Strike. Dragonspeech Two Actions Frequency once per 10 minutes; Effect The ancient dragon uses Word of Advice, Word of Caution, and Word of Heroism, though any given ally can only be the target of a single Word. Powerful Utterance Two Actions The dragon expresses their power in one of two ways. The dragon can't use Powerful Utterance again for 1d4 rounds. Ardent Proclamation (occult, fire) The dragon breathes a blast of flame in a 50-foot cone that deals 21d6 fire damage (DC 42 basic Reflex save). Chastising Word (mental, occult) The dragon chides the targets strictly enough to leave the mind reeling. Each creature within a 50-foot cone must succeed at a DC 42 Will save or become stupefied 3 for 1 minute (or stupefied 4 on a critical failure). Word of Advice Single Action (Auditory, linguistic, mental, occult) Frequency once per round; Effect The dragon is a skilled mentor, and commands its students like a general. An ally within 60 feet of the dragon can Stride once and Strike once, in any order. If it hits, the Strike deals an additional 4d6 fire damage. Word of Caution Single Action (Auditory, linguistic, mental, occult) Frequency once per round; Effect Wise people listen when a vizier dragon speaks. An ally within 60 feet of the dragon gains immunity to the vizier dragon's Powerful Utterance and resistance 20 to all other damage for 1 round. Word of Heroism Single Action (Auditory, linguistic, mental, occult) Frequency once per round; Effect Ancient dragons are the teachers of heroes. An ally within 60 feet of the dragon gains a +2 status bonus to attack rolls, Perception checks, saving throws, and skill checks for 1 minute. ","tradition":["Occult"],"skill_mod":{"society":35,"diplomacy":38,"deception":38,"arcana":31,"medicine":36,"athletics":35,"acrobatics":29,"religion":36},"summary":"Vizier dragons are primarily concerned with the education and cultivation of people. People fascinate vizier dragons in all their riotous, …","primary_source":"Draconic Codex\r\n","spell":["Zealous Conviction","Dreaming Potential","Dream Message","Humanoid Form","Truespeech"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":44,"level":20,"spell_dc":[42],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 80 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4196","intelligence":5,"reflex_save":33,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Ancient Vizier Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[31,36,39,49],"slug":"creature-4196"},{"attack_bonus":[40,40,42,42],"constitution":7,"primary_source_category":"Lost Omens","strength":10,"hp":530,"language":["Common","Draconic","Dwarven","Elven","Fey","Gnomish","Jotun","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["dragontongue","paralyzed","sleep","stupefied"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Vizier","will_save":40,"charisma":8,"speed":{"fly":250,"max":250,"land":60,"swim":60},"perception":39,"wisdom":7,"weakness":{},"creature_ability":["Dragontongue","Frightful Presence","Word of Wisdom","Draconic Frenzy","Draconic Momentum","Dragonspeech","Powerful Utterance","Word of Advice","Word of Caution","Word of Heroism","Word of Vigor"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Medicine","Religion","Society"],"trait":["Dragon","Occult","Rare","Gargantuan"],"id":"creature-4197","text":" Vizier Archdragon Vizier dragons are primarily concerned with the education and cultivation of people. People fascinate vizier dragons in all their riotous, contradictory complexity. Why do some people excel, and others falter and fail? Why does one person become a saint and the next a tyrant? Why do some become legends in their own time, while others labor in ignominy? Recall Knowledge - Dragon (Arcana): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Vizier Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 189 Perception +39; darkvision, scent (imprecise) 120 feet Languages Common, Draconic, Dwarven, Elven, Fey, Gnomish, Jotun; truespeech Skills Acrobatics +33, Arcana +35, Athletics +39, Deception +43, Diplomacy +43, Medicine +40, Religion +40, Society +39 Str +10 Dex +6 Con +7 Int +6 Wis +7 Cha +8 --- AC 48 Fort +37 Ref +34 Will +40 +1 status to all saves vs. magic HP 530 Immunities dragontongue, paralyzed, sleep, stupefied Dragontongue When a dragon speaks, the universe listens. The dragon is immune to silence and abilities that would prevent them from speaking if the source's level is lower than the dragon's or its rank is lower than half the dragon's level rounded up. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 44 Word of Wisdom Reaction (auditory, fortune, linguistic, occult) Trigger An ally within 60 feet fails a saving throw; Effect The ally improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can't use this ability again for 1d4 rounds. --- Speed 60 feet, fly 250 feet, swim 60 feet Melee Single Action jaws +42 (Fire, magical, reach 20 feet), Damage 4d8+20 piercing plus 6d6 fire Melee Single Action claw +42 (Agile, magical, reach 15 feet), Damage 4d6+20 slashing Melee Single Action tail +40 (Magical, reach 25 feet), Damage 4d10+20 bludgeoning Melee Single Action horns +40 (Agile, magical, reach 20 feet), Damage 3d12+20 piercing Occult Innate Spells DC 46 - 3rd Dream Message (×2), Humanoid Form (at will) - 5th Dreaming Potential - 6th Zealous Conviction - 9th Overwhelming Presence - Constant (9th) Truespeech Draconic Frenzy Two Actions The dragon makes two claw Strikes and one horns Strike in any order. Draconic Momentum The dragon recharges Powerful Utterance whenever they score a critical hit with a Strike. Dragonspeech Two Actions Frequency once per 10 minutes; Effect The ancient dragon uses Word of Advice, Word of Caution, and Word of Heroism, though any given ally can only be the target of a single Word. Powerful Utterance Two Actions The dragon expresses their power in one of two ways. The dragon can't use Powerful Utterance again for 1d4 rounds. Ardent Proclamation (occult, fire) The dragon breathes a blast of flame in a 60-foot cone that deals 24d6 fire damage (DC 46 basic Reflex save). Chastising Word (mental, occult) The dragon chides the targets strictly enough to leave the mind reeling. Each creature within a 60-foot cone must succeed at a DC 46 Will save or become stupefied 4 for 1 minute (or stupefied 6 on a critical failure). Word of Advice Single Action (Auditory, linguistic, mental, occult) Frequency once per round; Effect The dragon is a skilled mentor, and commands its students like a general. An ally within 60 feet of the dragon can Stride once and Strike once, in any order. If it hits, the Strike deals an additional 6d6 fire damage. Word of Caution Single Action (Auditory, linguistic, mental, occult) Frequency once per round; Effect Wise people listen when a vizier dragon speaks. An ally within 60 feet of the dragon gains immunity to the vizier dragon's Powerful Utterance and resistance 30 to all other damage for 1 round. Word of Heroism Single Action (Auditory, linguistic, mental, occult) Frequency once per round; Effect Ancient dragons are the teachers of heroes. An ally within 60 feet of the dragon gains a +3 status bonus to attack rolls, Perception checks, saving throws, and skill checks for 1 minute. Word of Vigor Single Action (Auditory, linguistic, mental, occult) An archdragon is a wellspring of power, a well from which one might drink deep. An ally within 60 feet of the dragon gains regeneration 25 for 1 round, and the dragon can Sustain this effect once per round as a free action. ","tradition":["Occult"],"skill_mod":{"society":39,"diplomacy":43,"deception":43,"arcana":35,"medicine":40,"athletics":39,"acrobatics":33,"religion":40},"summary":"Vizier dragons are primarily concerned with the education and cultivation of people. People fascinate vizier dragons in all their riotous, …","primary_source":"Draconic Codex\r\n","spell":["Overwhelming Presence","Zealous Conviction","Dreaming Potential","Dream Message","Humanoid Form","Truespeech"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":48,"level":23,"spell_dc":[46],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 120 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4197","intelligence":6,"reflex_save":34,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":37,"size":["Gargantuan"],"name":"Vizier Archdragon","category":"creature","rarity":"rare","strike_damage_average":[34,39,42,59],"slug":"creature-4197"},{"attack_bonus":[17,19,21,21],"constitution":4,"primary_source_category":"Lost Omens","strength":6,"hp":150,"language":["Aklo","Common","Draconic","Fey","Talican"],"immunity":["confused","decapitation","paralysis","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Vorpal","will_save":18,"charisma":3,"speed":{"fly":100,"max":100,"land":35},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Cutting Rebuke","Draconic Frenzy","Draconic Momentum","Feast of Blood","Vorpal Binding"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Intimidation","Nature"],"trait":["Arcane","Dragon","Metal","Large"],"id":"creature-4198","text":" Young Vorpal Dragon Vorpal dragons are most notorious for their keen vorpal magic. Even the least of these dragons can sever a foe's head in a single lucky stroke. Unusually, however, the subject survives as a bipartite creature: a headless body controlled by a detached head that still thinks and speaks, and which can outlive said body's destruction. It's not uncommon for would-be dragonslayers to be sent home carrying their own heads under one arm as a lesson in humility. The unluckier ones, alas, may be kept as trophies—and, in a very literal sense, conversation pieces—while the dragon devours their greater portion. Some might even wear their favorite severed heads as a macabre necklace. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Young Vorpal Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 192 Perception +18; darkvision, scent (imprecise) 60 feet Languages Aklo, Common, Draconic, Fey, Talican Skills Acrobatics +16, Arcana +20, Athletics +20, Diplomacy +16, Intimidation +18, Nature +18 Str +6 Dex +3 Con +4 Int +4 Wis +3 Cha +3 --- AC 28 Fort +21 Ref +15 Will +18 +2 status to all saves vs. arcane HP 150 Immunities confused, decapitation, paralysis, sleep Resistances fire 10, physical 5 (except adamantine bludgeoning) Cutting Rebuke Reaction Trigger A creature within reach of the dragon's chin blade that the dragon can see makes a Strike against the dragon; Effect The dragon makes a chin blade Strike against the triggering creature. --- Speed 35 feet, fly 100 feet Melee Single Action chin blade +21 (Magical, reach 10 feet), Damage 2d8+10 slashing plus vorpal binding Melee Single Action claw +21 (Agile, magical), Damage 2d6+10 slashing Melee Single Action tail +19 (Magical, reach 15 feet, sweep), Damage 2d12+10 slashing Ranged Single Action pinion +17 (Agile, magical, propulsive, range increment 60 feet, versatile P), Damage 2d8+7 slashing Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Feast of Blood whenever they score a critical hit with a Strike. Feast of Blood Two Actions (Arcane, void) The dragon inhales sharply, pulling blood from wounds and into the dragon's maw. Each creature in a 10-foot emanation takes their current persistent bleed damage plus 6d6 void damage (DC 28 basic Will save). The dragon gains temporary Hit Points equal to half the greatest amount of void damage dealt to a single creature this way. The dragon can't use Feast of Blood again for 1d4 rounds. Vorpal Binding (Arcane) The vorpal dragon beheads its foes— sometimes without killing them. A vorpal dragon's chin blade Strikes count as having the vorpal weapon property rune for the purpose of weaknesses. Whenever the vorpal dragon critically succeeds on a chin blade Strike, it deals an additional 2d6 persistent bleed damage, which can be ended normally. When a vorpal dragon rolls a natural 20 on a chin blade Strike, the target must attempt a DC 28 Fortitude save; this has the incapacitation trait. On a failure, the creature is beheaded. A creature beheaded this way does not automatically die; instead, their head and body live on, disconnected but mystically linked, with the head controlling the body from afar. A beheaded creature is clumsy 2 and dazzled as they attempt to coordinate movements from an unusual perspective, or clumsy 4 and blinded and deafened if their head can't perceive their body from its location. These conditions are suppressed if the body holds its head, and don't apply to actions performed exclusively by the head, mind, or voice. If the body is killed, the head can live on, but destroying the head kills the body as well. This effect can be reversed by taking a 2-action activity, which has the manipulate trait, to firmly reattach the severed head to the correct body. Whether attaching the severed head to a different headless body is effective is at the GM's discretion. ","element":["Metal"],"skill_mod":{"diplomacy":16,"nature":18,"arcana":20,"athletics":20,"intimidation":18,"acrobatics":16},"summary":"Vorpal dragons are most notorious for their keen vorpal magic. Even the least of these dragons can sever a foe's head in a single lucky stroke. …","primary_source":"Draconic Codex\r\n","trait_group":["Tradition","Monster","Creature Type","Elemental"],"ac":28,"level":9,"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"fire":10,"physical":5},"url":"/Monsters.aspx?ID=4198","intelligence":4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Young Vorpal Dragon","category":"creature","rarity":"common","strike_damage_average":[16,17,19,23],"slug":"creature-4198"},{"attack_bonus":[23,25,27,27],"constitution":5,"primary_source_category":"Lost Omens","strength":8,"hp":230,"language":["Aklo","Common","Draconic","Fey","Talican"],"immunity":["confused","decapitation","paralysis","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Vorpal","will_save":23,"charisma":4,"speed":{"fly":150,"max":150,"land":30},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["Cutting Rebuke","Draconic Frenzy","Draconic Momentum","Feast of Blood","Heads Will Roll!","Vorpal Binding"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Intimidation","Nature"],"trait":["Arcane","Dragon","Metal","Huge"],"id":"creature-4199","text":" Adult Vorpal Dragon Vorpal dragons are most notorious for their keen vorpal magic. Even the least of these dragons can sever a foe's head in a single lucky stroke. Unusually, however, the subject survives as a bipartite creature: a headless body controlled by a detached head that still thinks and speaks, and which can outlive said body's destruction. It's not uncommon for would-be dragonslayers to be sent home carrying their own heads under one arm as a lesson in humility. The unluckier ones, alas, may be kept as trophies—and, in a very literal sense, conversation pieces—while the dragon devours their greater portion. Some might even wear their favorite severed heads as a macabre necklace. Recall Knowledge - Dragon (Arcana): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Adult Vorpal Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 192 Perception +23; darkvision, scent (imprecise) 90 feet Languages Aklo, Common, Draconic, Fey, Talican Skills Acrobatics +22, Arcana +27, Athletics +27, Diplomacy +20, Intimidation +24, Nature +24 Str +8 Dex +4 Con +5 Int +5 Wis +4 Cha +4 --- AC 34 Fort +26 Ref +20 Will +23 +2 status to all saves vs. arcane HP 230 Immunities confused, decapitation, paralysis, sleep Resistances fire 15, physical 10 (except adamantine bludgeoning) Cutting Rebuke Reaction Trigger A creature within reach of the dragon's chin blade that the dragon can see makes a Strike against the dragon; Effect The dragon makes a chin blade Strike against the triggering creature. --- Speed 30 feet, fly 150 feet Melee Single Action chin blade +27 (Magical, reach 15 feet), Damage 3d8+14 slashing plus vorpal binding Melee Single Action claw +27 (Agile, magical, reach 10 feet), Damage 3d6+14 slashing Melee Single Action tail +25 (Magical, reach 20 feet, sweep), Damage 3d12+14 slashing Ranged Single Action pinion +23 (Agile, magical, propulsive, range increment 90 feet, versatile P), Damage 3d8+10 slashing Arcane Innate Spells DC 35 - 4th Seal Fate - 6th Field of Razors Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Feast of Blood whenever they score a critical hit with a Strike. Feast of Blood Two Actions (Arcane, void) The dragon inhales sharply, pulling blood from wounds and into the dragon's maw. Each creature in a 20-foot emanation takes their current persistent bleed damage plus 10d6 void damage (DC 33 basic Will save). The dragon gains temporary Hit Points equal to half the greatest amount of void damage dealt to a single creature this way. The dragon can't use Feast of Blood again for 1d4 rounds. Heads Will Roll! Two Actions Frequency once per minute; Effect The vorpal dragon swoops across the battlefield, sweeping their axe-bladed tail through their foes. The dragon Flies twice; at any point during this movement, the dragon makes up to two chin blade Strikes, each against a different creature within reach. The dragon's multiple attack penalty doesn't increase until all Strikes are made. Vorpal Binding (Arcane) The vorpal dragon beheads its foes— sometimes without killing them. A vorpal dragon's chin blade Strikes count as having the vorpal weapon property rune for the purpose of weaknesses. Whenever the vorpal dragon critically succeeds on a chin blade Strike, it deals an additional 3d6 persistent bleed damage, which can be ended normally. When a vorpal dragon rolls a natural 20 on a chin blade Strike, the target must attempt a DC 33 Fortitude save; this has the incapacitation trait. On a failure, the creature is beheaded. A creature beheaded this way does not automatically die; instead, their head and body live on, disconnected but mystically linked, with the head controlling the body from afar. A beheaded creature is clumsy 2 and dazzled as they attempt to coordinate movements from an unusual perspective, or clumsy 4 and blinded and deafened if their head can't perceive their body from its location. These conditions are suppressed if the body holds its head, and don't apply to actions performed exclusively by the head, mind, or voice. If the body is killed, the head can live on, but destroying the head kills the body as well. This effect can be reversed by taking a 2-action activity, which has the manipulate trait, to firmly reattach the severed head to the correct body. Whether attaching the severed head to a different headless body is effective is at the GM's discretion. ","tradition":["Arcane"],"element":["Metal"],"skill_mod":{"diplomacy":20,"nature":24,"arcana":27,"athletics":27,"intimidation":24,"acrobatics":22},"summary":"Vorpal dragons are most notorious for their keen vorpal magic. Even the least of these dragons can sever a foe's head in a single lucky stroke. …","primary_source":"Draconic Codex\r\n","spell":["Field of Razors","Seal Fate"],"trait_group":["Tradition","Monster","Creature Type","Elemental"],"ac":34,"level":13,"spell_dc":[35],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 90 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"fire":15,"physical":10},"url":"/Monsters.aspx?ID=4199","intelligence":5,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Adult Vorpal Dragon","category":"creature","rarity":"common","strike_damage_average":[23,24,27,33],"slug":"creature-4199"},{"attack_bonus":[31,33,35,35],"constitution":6,"primary_source_category":"Lost Omens","strength":9,"hp":330,"language":["Aklo","Common","Draconic","Fey","Talican"],"immunity":["confused","decapitation","paralysis","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Vorpal","will_save":33,"charisma":5,"speed":{"fly":180,"max":180,"land":25},"perception":33,"wisdom":5,"weakness":{},"creature_ability":["Cutting Rebuke","Draconic Frenzy","Draconic Momentum","Feast of Blood","Heads Will Roll!","Vorpal Binding","Gruesome Cuts"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Intimidation","Nature"],"trait":["Arcane","Dragon","Metal","Uncommon","Gargantuan"],"id":"creature-4200","text":" Ancient Vorpal Dragon Vorpal dragons are most notorious for their keen vorpal magic. Even the least of these dragons can sever a foe's head in a single lucky stroke. Unusually, however, the subject survives as a bipartite creature: a headless body controlled by a detached head that still thinks and speaks, and which can outlive said body's destruction. It's not uncommon for would-be dragonslayers to be sent home carrying their own heads under one arm as a lesson in humility. The unluckier ones, alas, may be kept as trophies—and, in a very literal sense, conversation pieces—while the dragon devours their greater portion. Some might even wear their favorite severed heads as a macabre necklace. Recall Knowledge - Dragon (Arcana): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ancient Vorpal Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 192 Perception +33; darkvision, scent (imprecise) 120 feet Languages Aklo, Common, Draconic, Fey, Talican Skills Acrobatics +31, Arcana +35, Athletics +35, Diplomacy +29, Intimidation +31, Nature +31 Str +9 Dex +5 Con +6 Int +6 Wis +5 Cha +5 --- AC 42 Fort +36 Ref +30 Will +33 +2 status to all saves vs. arcane HP 330 Immunities confused, decapitation, paralysis, sleep Resistances fire 20, physical 15 (except adamantine bludgeoning) Cutting Rebuke Reaction Trigger A creature within reach of the dragon's chin blade that the dragon can see makes a Strike against the dragon; Effect The dragon makes a chin blade Strike against the triggering creature. --- Speed 25 feet, fly 180 feet Melee Single Action chin blade +35 (Magical, reach 20 feet), Damage 3d8+17 slashing plus vorpal binding Melee Single Action claw +35 (Agile, magical, reach 15 feet), Damage 3d6+17 slashing Melee Single Action tail +33 (Magical, reach 25 feet, sweep), Damage 3d12+17 slashing Ranged Single Action pinion +31 (Agile, magical, propulsive range increment 120 feet, versatile P), Damage 3d8+13 slashing Arcane Innate Spells DC 40 - 6th Seal Fate (×3) - 7th Interplanar Teleport (First World and the Universe only) - 8th Beheading Buzz Saw, Field of Razors Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Feast of Blood whenever they score a critical hit with a Strike. Feast of Blood Two Actions (Arcane, void) The dragon inhales sharply, pulling blood from wounds and into the dragon's maw. Each creature in a 20-foot emanation takes their current persistent bleed damage plus 14d6 void damage (DC 40 basic Will save). The dragon gains temporary Hit Points equal to half the greatest amount of void damage dealt to a single creature this way. The dragon can't use Feast of Blood again for 1d4 rounds. Heads Will Roll! Two Actions Frequency once per minute; Effect The vorpal dragon swoops across the battlefield, sweeping their axe-bladed tail through their foes. The dragon Flies twice; at any point during this movement, the dragon makes up to two chin blade Strikes, each against a different creature within reach. The dragon's multiple attack penalty doesn't increase until all Strikes are made. Vorpal Binding (Arcane) The vorpal dragon beheads its foes— sometimes without killing them. A vorpal dragon's chin blade Strikes count as having the vorpal weapon property rune for the purpose of weaknesses. Whenever the vorpal dragon critically succeeds on a chin blade Strike, it deals an additional 4d6 persistent bleed damage, which can be ended normally. When a vorpal dragon rolls a natural 20 on a chin blade Strike, the target must attempt a DC 40 Fortitude save; this has the incapacitation trait. On a failure, the creature is beheaded. A creature beheaded this way does not automatically die; instead, their head and body live on, disconnected but mystically linked, with the head controlling the body from afar. A beheaded creature is clumsy 2 and dazzled as they attempt to coordinate movements from an unusual perspective, or clumsy 4 and blinded and deafened if their head can't perceive their body from its location. These conditions are suppressed if the body holds its head, and don't apply to actions performed exclusively by the head, mind, or voice. If the body is killed, the head can live on, but destroying the head kills the body as well. This effect can be ended only by regenerate , breath of life , or any effect that restores life to the dead; only effects that restore an incomplete corpse will replace an absent or destroyed body, however. The dragon can choose to instantly kill a creature when beheading them, as per the vorpal weapon property rune's activation. Gruesome Cuts (Arcane, Poison) Persistent bleed damage inflicted by the dragon, even magically, carries a poison that inhibits clotting. Healing the creature to full HP doesn't end the bleeding, the DC of any flat check to recover is 2 higher, and the DC to stop the bleeding using Administer First Aid is 40. This poison can be counteracted (DC 40), and successfully doing so ends the bleeding. ","tradition":["Arcane"],"element":["Metal"],"skill_mod":{"diplomacy":29,"nature":31,"arcana":35,"athletics":35,"intimidation":31,"acrobatics":31},"summary":"Vorpal dragons are most notorious for their keen vorpal magic. Even the least of these dragons can sever a foe's head in a single lucky stroke. …","primary_source":"Draconic Codex\r\n","spell":["Beheading Buzz Saw","Field of Razors","Interplanar Teleport","Seal Fate"],"trait_group":["Tradition","Monster","Creature Type","Elemental","Rarity"],"ac":42,"level":18,"spell_dc":[40],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 120 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"fire":20,"physical":15},"url":"/Monsters.aspx?ID=4200","intelligence":6,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":36,"size":["Gargantuan"],"name":"Ancient Vorpal Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[26,27,30,36],"slug":"creature-4200"},{"attack_bonus":[35,37,39,39],"constitution":7,"primary_source_category":"Lost Omens","strength":11,"hp":400,"language":["Aklo","Common","Draconic","Fey","Talican"],"immunity":["confused","decapitation","paralysis","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Vorpal","will_save":38,"charisma":6,"speed":{"fly":200,"max":200,"land":25},"perception":38,"wisdom":6,"weakness":{},"creature_ability":["Cutting Rebuke","Dragon's Teeth","Draconic Frenzy","Draconic Momentum","Feast of Blood","Gruesome Cuts","Heads Will Roll!","Vorpal Binding"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Intimidation","Nature"],"trait":["Arcane","Dragon","Metal","Rare","Gargantuan"],"id":"creature-4201","text":" Vorpal Archdragon Vorpal dragons are most notorious for their keen vorpal magic. Even the least of these dragons can sever a foe's head in a single lucky stroke. Unusually, however, the subject survives as a bipartite creature: a headless body controlled by a detached head that still thinks and speaks, and which can outlive said body's destruction. It's not uncommon for would-be dragonslayers to be sent home carrying their own heads under one arm as a lesson in humility. The unluckier ones, alas, may be kept as trophies—and, in a very literal sense, conversation pieces—while the dragon devours their greater portion. Some might even wear their favorite severed heads as a macabre necklace. Recall Knowledge - Dragon (Arcana): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Vorpal Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 193 Perception +38; darkvision, scent (imprecise) 150 feet Languages Aklo, Common, Draconic, Fey, Talican Skills Acrobatics +37, Arcana +42, Athletics +43, Diplomacy +34, Intimidation +37, Nature +40 Str +11 Dex +6 Con +7 Int +7 Wis +6 Cha +6 --- AC 46 Fort +41 Ref +35 Will +38 +2 status to all saves vs. arcane HP 400 Immunities confused, decapitation, paralysis, sleep Resistances fire 25, physical 20 (except adamantine bludgeoning) Cutting Rebuke Reaction Trigger A creature within reach of the dragon's chin blade that the dragon can see makes a Strike against the dragon; Effect The dragon makes a chin blade Strike against the triggering creature. --- Speed 25 feet, fly 200 feet Melee Single Action chin blade +39 (Magical, reach 20 feet), Damage 4d8+21 slashing plus vorpal binding Melee Single Action claw +39 (Agile, magical, reach 15 feet), Damage 4d6+21 slashing Melee Single Action tail +37 (Magical, reach 25 feet, sweep), Damage 4d12+21 slashing Ranged Single Action pinion +35 (Agile, magical, propulsive, range increment 120 feet, versatile P), Damage 4d8+16 slashing Arcane Innate Spells DC 44 - 7th Interplanar Teleport (×2;First World and the Universe only) - 8th Seal Fate (×3) - 10th Beheading Buzz Saw, Field of Razors Dragon's Teeth Three Actions Frequency once per day; Effect A vorpal archdragon never fights alone save by choice, for within their pinioned wings an army of armaments stands ever ready. With a snap of their wings, the archdragon rains blades across the battlefield in a 100-foot line, dealing 22d6 slashing damage with a DC 44 basic Reflex save. These blades are partially animated and remain in the area for 10 minutes, during which time the area is considered greater difficult terrain for every creature except for the archdragon. Any creature that enters the area or begins their turn within or adjacent to this area takes 4d8+16 slashing damage (DC 44 basic Reflex save). Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Feast of Blood whenever they score a critical hit with a Strike. Feast of Blood Two Actions (Arcane, void) The dragon inhales sharply, pulling blood from wounds and into the dragon's maw. Each creature in a 20-foot emanation takes their current persistent bleed damage plus 14d6 void damage (DC 45 basic Will save). The dragon gains temporary Hit Points equal to half the greatest amount of void damage dealt to a single creature this way. The dragon can't use Feast of Blood again for 1d4 rounds. Gruesome Cuts (Arcane, poison) Persistent bleed damage inflicted by the dragon, even magically, carries a poison that inhibits clotting. Healing the creature to full HP doesn't end the bleeding, the DC of any flat check to recover is 2 higher, and the DC to stop the bleeding using Administer First Aid is 41. This poison can be counteracted (DC 41), and successfully doing so ends the bleeding. Heads Will Roll! Two Actions Frequency once per minute; Effect The vorpal dragon swoops across the battlefield, sweeping their axe-bladed tail through their foes. The dragon Flies twice; at any point during this movement, the dragon makes up to two chin blade Strikes, each against a different creature within reach. The dragon's multiple attack penalty doesn't increase until all Strikes are made. Vorpal Binding (Arcane) The vorpal dragon beheads its foes— sometimes without killing them. A vorpal dragon's chin blade Strikes count as having the vorpal weapon property rune for the purpose of weaknesses. Whenever the vorpal dragon critically succeeds on a chin blade Strike, it deals an additional 6d6 persistent bleed damage, which can be ended normally. When a vorpal dragon rolls a natural 20 on a chin blade Strike, the target must attempt a DC 44 Fortitude save; this has the incapacitation trait. On a failure, the creature is beheaded. A creature beheaded this way does not automatically die; instead, their head and body live on, disconnected but mystically linked, with the head controlling the body from afar. A beheaded creature is clumsy 2 and dazzled as they attempt to coordinate movements from an unusual perspective, or clumsy 4 and blinded and deafened if their head can't perceive their body from its location. These conditions are suppressed if the body holds its head, and don't apply to actions performed exclusively by the head, mind, or voice. If the body is killed, the head can live on, but destroying the head kills the body as well. This effect can be ended only by regenerate , breath of life , or any effect that restores life to the dead; only effects that restore an incomplete corpse will replace an absent or destroyed body, however. The dragon can choose to instantly kill a creature when beheading them, as per the vorpal weapon property rune's activation. ","tradition":["Arcane"],"element":["Metal"],"skill_mod":{"diplomacy":34,"nature":40,"arcana":42,"athletics":43,"intimidation":37,"acrobatics":37},"summary":"Vorpal dragons are most notorious for their keen vorpal magic. Even the least of these dragons can sever a foe's head in a single lucky stroke. …","primary_source":"Draconic Codex\r\n","spell":["Beheading Buzz Saw","Field of Razors","Seal Fate","Interplanar Teleport"],"trait_group":["Tradition","Monster","Creature Type","Elemental","Rarity"],"ac":46,"level":21,"spell_dc":[44],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 150 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4201","intelligence":7,"reflex_save":35,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":41,"size":["Gargantuan"],"name":"Vorpal Archdragon","category":"creature","rarity":"rare","strike_damage_average":[34,35,39,47],"slug":"creature-4201"},{"attack_bonus":[13,13,15,15],"constitution":2,"primary_source_category":"Lost Omens","strength":5,"hp":120,"language":["Common","Draconic"],"immunity":["deafened","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Wailing","will_save":12,"charisma":4,"speed":{"fly":90,"max":90,"land":25},"perception":17,"wisdom":1,"weakness":{},"creature_ability":["Echolocation","Echolocation","Subsonic Drone","Destructive Interference","Draconic Frenzy","Eerie Call","Natural Mimic","Resounding Roar","Draconic Momentum"],"skill":["Acrobatics","Athletics","Crafting","Intimidation","Music Lore","Nature","Performance","Stealth"],"trait":["Arcane","Dragon","Large"],"id":"creature-4202","text":" Young Wailing Dragon Canny, patient, and creative, wailing dragons are adepts of sound and psychology. With both their physiology and innate connection to arcane magic allowing them to produce and shape sound waves, these reclusive creatures are heard much more often than seen. Named for their tendency to use uncanny keening vocalizations to communicate across long distances and startle prey, wailing dragons haunt locations that create interesting or useful echoes, such as canyons or caverns. Though ruthless predators when needed, most wailing dragons devote their energy toward investigating the effects sound has on the environment and the bodies and minds of creatures. Recall Knowledge - Dragon (Arcana): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Young Wailing Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 196 Perception +17; darkvision, echolocation (precise) 120 feet Languages Common, Draconic Skills Acrobatics +14, Athletics +15, Crafting +11, Intimidation +14, Music Lore +11, Nature +11, Performance +15, Stealth +14 Str +5 Dex +4 Con +2 Int +0 Wis +1 Cha +4 Echolocation A wailing dragon can use its hearing as a precise sense at the listed range. --- AC 23 Fort +15 Ref +17 Will +12 +2 status to all saves vs. auditory and sonic HP 120 Immunities deafened, paralyzed, sleep Resistances sonic 10 Echolocation A wailing dragon can use its hearing as a precise sense at the listed range. Subsonic Drone (aura, auditory) 90 feet, A creature who enters or begins their turn in the area must attempt a DC 21 Fortitude save. Regardless of the result of the saving throw, the creature is temporarily immune to this dragon's subsonic drone for 1 minute. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 3. Destructive Interference Reaction (arcane, auditory) Trigger A foe within 90 feet uses an auditory or sonic effect; Effect The young wailing dragon releases a burst of noise, attempting to drown out the triggering sound. It makes a counteract check against the effect (counteract rank 3, counteract modifier +16). --- Speed 25 feet, fly 90 feet Melee Single Action jaws +15 (Magical, reach 10 feet), Damage 2d8+7 piercing Melee Single Action claw +15 (Agile, Magical), Damage 2d6+7 slashing Melee Single Action tail +13 (Magical, reach 15 feet), Damage 2d10+7 bludgeoning Ranged Single Action shriek +13 (Magical, range increment 90 feet, Sonic), Damage 2d6+2 sonic Arcane Innate Spells DC 22 - Cantrips (3rd) Figment - 3rd Noise Blast (at will), Shatter Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Eerie Call Two Actions (Arcane, Auditory, Emotion, Fear, Mental) Requirements The dragon is hidden or undetected; Effect The dragon's wail draws in unsuspecting opponents. Anyone that can hear the Eerie Call must attempt a DC 24 Will save or become fascinated by the sound. A fascinated creature must spend at least 1 action Seeking the dragon each turn, and the dragon can Sustain this affect for up to 1 minute. Natural Mimic The dragon can imitate any sound or voice that it has heard. This has the effect of 2nd-rank ventriloquism (DC 24) but is a nonmagical effect. Resounding Roar Two Actions (Arcane, Sonic) The dragon unleashes a thunderous call that deals 7d6 sonic damage in a 30-foot cone (DC 24 basic Fortitude save). On a critical failure, a creature is also deafened for 1 minute. The dragon can't use Resounding Roar again for 1d4 rounds. Draconic Momentum The dragon recharges their Resounding Roar whenever they score a critical hit with a Strike. ","tradition":["Arcane"],"skill_mod":{"performance":15,"nature":11,"crafting":11,"stealth":14,"athletics":15,"intimidation":14,"acrobatics":14},"summary":"Canny, patient, and creative, wailing dragons are adepts of sound and psychology. With both their physiology and innate connection to arcane magic …","primary_source":"Draconic Codex\r\n","spell":["Noise Blast","Shatter","Figment"],"trait_group":["Tradition","Monster","Creature Type"],"ac":23,"level":6,"spell_dc":[22],"source_category":["Lost Omens"],"sense":" darkvision , echolocation (precise) 120 feet","weakest_save":["will"],"resistance":{"sonic":10},"url":"/Monsters.aspx?ID=4202","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Young Wailing Dragon","category":"creature","rarity":"common","strike_damage_average":[9,14,16,18],"slug":"creature-4202"},{"attack_bonus":[19,19,21,21],"constitution":3,"primary_source_category":"Lost Omens","strength":7,"hp":215,"language":["Common","Draconic"],"immunity":["deafened","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Wailing","will_save":17,"charisma":5,"speed":{"fly":100,"max":100,"land":35},"perception":22,"wisdom":3,"weakness":{},"creature_ability":["Echolocation","Subsonic Drone","Destructive Interference","Draconic Frenzy","Draconic Momentum","Eerie Call","Natural Mimic","Resounding Roar"],"skill":["Acrobatics","Athletics","Crafting","Intimidation","Music Lore","Nature","Performance","Stealth"],"trait":["Arcane","Dragon","Huge"],"id":"creature-4203","text":" Adult Wailing Dragon Canny, patient, and creative, wailing dragons are adepts of sound and psychology. With both their physiology and innate connection to arcane magic allowing them to produce and shape sound waves, these reclusive creatures are heard much more often than seen. Named for their tendency to use uncanny keening vocalizations to communicate across long distances and startle prey, wailing dragons haunt locations that create interesting or useful echoes, such as canyons or caverns. Though ruthless predators when needed, most wailing dragons devote their energy toward investigating the effects sound has on the environment and the bodies and minds of creatures. Recall Knowledge - Dragon (Arcana): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Adult Wailing Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 196 Perception +22; darkvision, echolocation (precise) 120 feet Languages Common, Draconic Skills Acrobatics +19, Athletics +21, Crafting +17, Intimidation +19, Music Lore +17, Nature +17, Performance +22, Stealth +19 Str +7 Dex +5 Con +3 Int +0 Wis +3 Cha +5 Echolocation A wailing dragon can use its hearing as a precise sense at the listed range. --- AC 29 Fort +19 Ref +22 Will +17 +2 status to all saves vs. auditory and sonic HP 215 Immunities deafened, paralyzed, sleep Resistances sonic 15 Subsonic Drone (aura, auditory) 90 feet, A creature who enters or begins their turn in the area must attempt a DC 26 Fortitude save. Regardless of the result of the saving throw, the creature is temporarily immune to this dragon's subsonic drone for 1 minute. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 3. Destructive Interference Reaction (arcane, auditory) Trigger A foe within 90 feet uses an auditory or sonic effect; Effect The young wailing dragon releases a burst of noise, attempting to drown out the triggering sound. It makes a counteract check against the effect (counteract rank 5, counteract modifier +21). --- Speed 35 feet, fly 100 feet Melee Single Action jaws +21 (Magical, reach 15 feet), Damage 2d10+11 piercing Melee Single Action claw +21 (Agile, magical, reach 10 feet), Damage 2d6+11 slashing Melee Single Action tail +19 (Magical, reach 20 feet), Damage 2d12+11 bludgeoning Ranged Single Action shriek +19 (Magical, range increment 90 feet, sonic), Damage 2d6+4 sonic Arcane Innate Spells DC 27 - Cantrips (3rd) Figment - 5th Noise Blast (at will), Shatter Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Resounding Roar whenever they score a critical hit with a Strike. Eerie Call Two Actions (Arcane, auditory, emotion, fear, mental) Requirements The dragon is hidden or undetected; Effect The dragon's wail draws in unsuspecting opponents. Anyone that can hear the Eerie Call must attempt a DC 29 Will save or become fascinated by the sound. A fascinated creature must spend at least 1 action Seeking the dragon each turn, and the dragon can Sustain this affect for up to 1 minute. Natural Mimic The dragon can imitate any sound or voice that it has heard. This has the effect of 2nd-rank ventriloquism (DC 29) but is a nonmagical effect. Resounding Roar Two Actions (Arcane, sonic) The dragon unleashes a thunderous call that deals 11d6 sonic damage in a 60-foot cone (DC 29 basic Fortitude save). On a critical failure, a creature is also deafened for 1 minute. The dragon can't use Resounding Roar again for 1d4 rounds.In addition, if the area overlaps with an area of magical silence or includes a creature affected by magical silence, the roar attempts to counteract the silence effect (counteract rank 5, counteract modifier +21). ","tradition":["Arcane"],"skill_mod":{"performance":22,"nature":17,"crafting":17,"stealth":19,"athletics":21,"intimidation":19,"acrobatics":19},"summary":"Canny, patient, and creative, wailing dragons are adepts of sound and psychology. With both their physiology and innate connection to arcane magic …","primary_source":"Draconic Codex\r\n","spell":["Noise Blast","Shatter","Figment"],"trait_group":["Tradition","Monster","Creature Type"],"ac":29,"level":10,"spell_dc":[27],"source_category":["Lost Omens"],"sense":" darkvision , echolocation (precise) 120 feet","weakest_save":["will"],"resistance":{"sonic":15},"url":"/Monsters.aspx?ID=4203","intelligence":0,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":19,"size":["Huge"],"name":"Adult Wailing Dragon","category":"creature","rarity":"common","strike_damage_average":[11,18,22,24],"slug":"creature-4203"},{"attack_bonus":[26,26,28,28],"constitution":4,"primary_source_category":"Lost Omens","strength":8,"hp":33,"language":["Common","Draconic"],"immunity":["deafened","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Wailing","will_save":24,"charisma":6,"speed":{"fly":110,"max":110,"land":45},"perception":29,"wisdom":4,"weakness":{},"creature_ability":["Echolocation","Subsonic Drone","Destructive Interference","Draconic Frenzy","Draconic Momentum","Eerie Call","Natural Mimic","Resounding Roar","Reverberating Rush"],"skill":["Acrobatics","Athletics","Crafting","Intimidation","Music Lore","Nature","Performance","Stealth"],"trait":["Arcane","Dragon","Uncommon","Gargantuan"],"id":"creature-4204","text":" Ancient Wailing Dragon Canny, patient, and creative, wailing dragons are adepts of sound and psychology. With both their physiology and innate connection to arcane magic allowing them to produce and shape sound waves, these reclusive creatures are heard much more often than seen. Named for their tendency to use uncanny keening vocalizations to communicate across long distances and startle prey, wailing dragons haunt locations that create interesting or useful echoes, such as canyons or caverns. Though ruthless predators when needed, most wailing dragons devote their energy toward investigating the effects sound has on the environment and the bodies and minds of creatures. Recall Knowledge - Dragon (Arcana): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Ancient Wailing Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 196 Perception +29; darkvision, echolocation (precise) 120 feet Languages Common, Draconic Skills Acrobatics +27, Athletics +30, Crafting +25, Intimidation +27, Music Lore +25, Nature +25, Performance +33, Stealth +27 Str +8 Dex +6 Con +4 Int +2 Wis +4 Cha +6 Echolocation A wailing dragon can use its hearing as a precise sense at the listed range. --- AC 36 Fort +26 Ref +29 Will +24 +2 status to all saves vs. auditory and sonic HP 33 Immunities deafened, paralyzed, sleep Resistances sonic 20 Subsonic Drone (aura, auditory) 120 feet, A creature who enters or begins their turn in the area must attempt a DC 33 Fortitude save. Regardless of the result of the saving throw, the creature is temporarily immune to this dragon's subsonic drone for 1 minute. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 3. Destructive Interference Reaction (arcane, auditory) Trigger A foe within 90 feet uses an auditory or sonic effect; Effect The young wailing dragon releases a burst of noise, attempting to drown out the triggering sound. It makes a counteract check against the effect (counteract rank 8, counteract modifier +28). --- Speed 45 feet, fly 110 feet Melee Single Action jaws +28 (Magical, reach 20 feet), Damage 3d10+16 piercing Melee Single Action claw +28 (Agile, magical, reach 15 feet), Damage 3d6+16 slashing Melee Single Action tail +26 (Magical, reach 25 feet), Damage 3d12+16 bludgeoning Ranged Single Action shriek +26 (Magical, range 90 feet, sonic), Damage 3d6+8 sonic Arcane Innate Spells DC 34 - Cantrips (8th) Figment - 8th Noise Blast (at will), Shatter Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Resounding Roar whenever they score a critical hit with a Strike. Eerie Call Two Actions (Arcane, auditory, emotion, fear, mental) Requirements The dragon is hidden or undetected; Effect The dragon's wail draws in unsuspecting opponents. Anyone that can hear the Eerie Call must attempt a DC 36 Will save or become fascinated by the sound. A fascinated creature must spend at least 1 action Seeking the dragon each turn, and the dragon can Sustain this affect for up to 1 minute. Natural Mimic The dragon can imitate any sound or voice that it has heard. This has the effect of 2nd-rank ventriloquism (DC 36) but is a nonmagical effect. Resounding Roar Two Actions (Arcane, sonic) The dragon unleashes a thunderous call that deals 16d6 sonic damage in a 60-foot cone (DC 36 basic Fortitude save). On a critical failure, a creature is also deafened for 1 minute. The dragon can't use Resounding Roar again for 1d4 rounds.In addition, if the area overlaps with an area of magical silence or includes a creature affected by magical silence, the roar attempts to counteract the silence effect (counteract rank 8, counteract modifier +28). Reverberating Rush Three Actions (Arcane, sonic) The dragon Flies three times. The dragon gains a +4 circumstance bonus to AC against reactions triggered by this movement. Any creature that is adjacent to the dragon at any point during its movement takes 8d6 sonic damage (DC 33 basic Fortitude save). On a critical failure, the creature is also deafened for 1 hour. A creature can be affected only once per Reverberating Rush. ","tradition":["Arcane"],"skill_mod":{"performance":33,"nature":25,"crafting":25,"stealth":27,"athletics":30,"intimidation":27,"acrobatics":27},"summary":"Canny, patient, and creative, wailing dragons are adepts of sound and psychology. With both their physiology and innate connection to arcane magic …","primary_source":"Draconic Codex\r\n","spell":["Noise Blast","Shatter","Figment"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":36,"level":15,"spell_dc":[34],"source_category":["Lost Omens"],"sense":" darkvision , echolocation (precise) 120 feet","weakest_save":["will"],"resistance":{"sonic":20},"url":"/Monsters.aspx?ID=4204","intelligence":2,"reflex_save":29,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":26,"size":["Gargantuan"],"name":"Ancient Wailing Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[18,26,32,35],"slug":"creature-4204"},{"attack_bonus":[33,33,35,35],"constitution":5,"primary_source_category":"Lost Omens","strength":9,"hp":400,"language":["Common","Draconic"],"immunity":["deafened","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Wailing","will_save":28,"charisma":6,"speed":{"fly":120,"max":120,"land":55},"perception":36,"wisdom":5,"weakness":{},"creature_ability":["Echolocation","Subsonic Drone","Destructive Interference","Draconic Frenzy","Draconic Momentum","Eerie Call","Natural Mimic","Resounding Roar","Reverberating Rush","Steal Sound"],"skill":["Acrobatics","Athletics","Crafting","Intimidation","Music Lore","Nature","Performance","Stealth"],"trait":["Arcane","Dragon","Rare","Gargantuan"],"id":"creature-4205","text":" Wailing Archdragon Canny, patient, and creative, wailing dragons are adepts of sound and psychology. With both their physiology and innate connection to arcane magic allowing them to produce and shape sound waves, these reclusive creatures are heard much more often than seen. Named for their tendency to use uncanny keening vocalizations to communicate across long distances and startle prey, wailing dragons haunt locations that create interesting or useful echoes, such as canyons or caverns. Though ruthless predators when needed, most wailing dragons devote their energy toward investigating the effects sound has on the environment and the bodies and minds of creatures. Recall Knowledge - Dragon (Arcana): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Wailing Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 197 Perception +36; darkvision, echolocation (precise) 120 feet Languages Common, Draconic Skills Acrobatics +33, Athletics +35, Crafting +30, Intimidation +33, Music Lore +30, Nature +30, Performance +38, Stealth +33 Str +9 Dex +6 Con +5 Int +4 Wis +5 Cha +6 Echolocation A wailing dragon can use its hearing as a precise sense at the listed range. --- AC 41 Fort +30 Ref +33 Will +28 +2 status to all saves vs. auditory and sonic HP 400 Immunities deafened, paralyzed, sleep Resistances sonic 25 Subsonic Drone (aura, auditory) 120 feet, A creature who enters or begins their turn in the area must attempt a DC 37 Fortitude save. Regardless of the result of the saving throw, the creature is temporarily immune to this dragon's subsonic drone for 1 minute. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 3. Destructive Interference Reaction (arcane, auditory) Trigger A foe within 90 feet uses an auditory or sonic effect; Effect The young wailing dragon releases a burst of noise, attempting to drown out the triggering sound. It makes a counteract check against the effect (counteract rank 9, counteract modifier +32). --- Speed 55 feet, fly 120 feet Melee Single Action jaws +35 (Magical, reach 20 feet), Damage 3d10+18 piercing plus steal sound Melee Single Action claw +35 (Agile, magical, reach 15 feet), Damage 3d6+18 slashing plus steal sound Melee Single Action tail +33 (Magical, reach 25 feet), Damage 3d12+18 bludgeoning plus steal sound Ranged Single Action shriek +33 (Magical, range 90 feet, sonic), Damage 3d6+10 sonic Arcane Innate Spells DC 38 - Cantrips (9th) Figment - 9th Noise Blast (at will), Shatter Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Resounding Roar whenever they score a critical hit with a Strike. Eerie Call Two Actions (Arcane, auditory, emotion, fear, mental) Requirements The dragon is hidden or undetected; Effect The dragon's wail draws in unsuspecting opponents. Anyone that can hear the Eerie Call must attempt a DC 40 Will save or become fascinated by the sound. A fascinated creature must spend at least 1 action Seeking the dragon each turn, and the dragon can Sustain this affect for up to 1 minute. Natural Mimic The dragon can imitate any sound or voice that it has heard. This has the effect of 2nd-rank ventriloquism (DC 40) but is a nonmagical effect. Resounding Roar Two Actions (Arcane, sonic) The dragon unleashes a thunderous call that deals 19d6 sonic damage in a 60-foot cone (DC 40 basic Fortitude save). On a critical failure, a creature is also deafened for 1 minute. The dragon can't use Resounding Roar again for 1d4 rounds.In addition, if the area overlaps with an area of magical silence or includes a creature affected by magical silence, the roar attempts to counteract the silence effect (counteract rank 9, counteract modifier +32). Reverberating Rush Three Actions (Arcane, sonic) The dragon Flies three times. The dragon gains a +4 circumstance bonus to AC against reactions triggered by this movement. Any creature that is adjacent to the dragon at any point during its movement takes 9d6 sonic damage (DC 37 basic Fortitude save). On a critical failure, the creature is also deafened for 1 hour. A creature can be affected only once per Reverberating Rush. Steal Sound (Arcane, curse) A creature struck by the wailing archdragon's melee Strikes must succeed at a DC 40 Will save or be deafened and silenced for 1 round. A silenced creature can't use sonic attacks, auditory actions, or Cast Spells (with the exception of subtle spells). ","tradition":["Arcane"],"skill_mod":{"performance":38,"nature":30,"crafting":30,"stealth":33,"athletics":35,"intimidation":33,"acrobatics":33},"summary":"Canny, patient, and creative, wailing dragons are adepts of sound and psychology. With both their physiology and innate connection to arcane magic …","primary_source":"Draconic Codex\r\n","spell":["Noise Blast","Shatter","Figment"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":41,"level":18,"spell_dc":[38],"source_category":["Lost Omens"],"sense":" darkvision , echolocation (precise) 120 feet","weakest_save":["will"],"resistance":{"sonic":25},"url":"/Monsters.aspx?ID=4205","intelligence":4,"reflex_save":33,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":30,"size":["Gargantuan"],"name":"Wailing Archdragon","category":"creature","rarity":"rare","strike_damage_average":[20,28,34,37],"slug":"creature-4205"},{"attack_bonus":[19,22,22],"constitution":4,"primary_source_category":"Lost Omens","strength":5,"hp":180,"language":["Common","Draconic"],"immunity":["fascinated","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Wish","will_save":21,"charisma":5,"speed":{"climb":30,"fly":120,"max":120,"land":30},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Best Wishes","Wished Away","Breath of Loss","Destructive Wish","Draconic Frenzy","Draconic Momentum","Wish Come True"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Diplomacy","Occultism","Society","Stealth"],"trait":["Arcane","Dragon","Large"],"id":"creature-4206","text":" Young Wish Dragon What is a wish? A wish dragon would call it the truest expression of self—each individual wish reveals something of deep importance to the wisher, and no two wishes are ever quite the same. Whether the wish is one of creation or destruction, justice or vengeance, love or hate, wish dragons seek to understand what makes it important to the wisher and view their ability to make it a reality as a gift that helps them make sense of the world. Recall Knowledge - Dragon (Arcana): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Young Wish Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 200 Perception +18; darkvision, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +17, Arcana +22, Athletics +19, Crafting +20, Diplomacy +19, Occultism +22, Society +22, Stealth +19 Str +5 Dex +4 Con +4 Int +6 Wis +4 Cha +5 --- AC 29 Fort +18 Ref +18 Will +21 +2 status to all saves vs. arcane HP 180 Immunities fascinated, paralyzed, sleep Best Wishes (aura, emotion, mental) 20 feet. Being near a wish dragon gives other creatures a greater sense of what they truly wish for, bolstering their sense of purpose while also distracting them from the task at hand. Creatures in the aura take a –1 status penalty to Perception but gain a +2 status bonus to Will saving throws against mental effects. The wish dragon can't gain the benefit of their own aura or other actions that use the aura, and they can choose to exclude any creatures from any benefit of the aura or action that uses the aura. Wished Away Reaction Trigger The dragon is critically hit by an attack; Effect The dragon wishes not to be hurt by this attack, gaining resistance 15 to all damage against the triggering attack. --- Speed 30 feet, climb 30 feet, fly 120 feet Melee Single Action jaws +22 (Magical, reach 10 feet), Damage 2d8+11 piercing Melee Single Action claw +22 (Agile, magical), Damage 2d6+11 slashing Melee Single Action tail +19 (Magical, reach 15 feet), Damage 2d10+11 bludgeoning Arcane Innate Spells DC 29 - Cantrips (4th) Message - 4th Cozy Cabin, Creation, Safe Passage, Sure Strike Breath of Loss Two Actions (Arcane, mental) The dragon breathes a warm, gentle breeze of mist that creates the feeling of when deepest desires are achieved. As the breeze dissipates, the feeling of loss overwhelms creatures' senses, dealing 11d6 mental damage in a 30-foot cone (DC 29 Will save). A creature that critically fails its save is also consumed with the memory of the moment and is stunned 1. The wish dragon can't use Breath of Loss again for 1d4 rounds. Destructive Wish Two Actions Requirements An illusion from Wish Come True is currently active; Effect The wish dragon Dismisses the illusion of Wish Come True, which shatters into magical fragments, dealing 6d6 force damage with a DC 29 basic Reflex save to all creatures in a 30-foot emanation of the illusion. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges Breath of Loss whenever they score a critical hit with a Strike. Wish Come True Two Actions (Arcane, auditory, concentrate, emotion, illusion, mental, olfactory, visual) Frequency once per 10 minutes; Effect The dragon creates an illusion in an unoccupied square within 60 feet that appears to all other creatures that can see it to be the manifestation of their deepest material desire. This has the effects of illusory object (though the illusion might appear to be a creature to certain people) that last for 10 minutes. The wish dragon can Dismiss the illusion. Each non-wish dragon creature who begins their turn within 200 feet in line of sight of the illusion must attempt a DC 29 Will save. If any creature within reach of the illusion Interacts to touch it, the illusion ends and that creature is invigorated, gaining 2d4 temporary Hit Points that last for 1 minute. Critical Success The creature disbelieves the illusion and becomes temporarily immune to Wish Come True for 1 hour. Success The creature is unaffected. Failure The creature is stupefied 1 for 1 round. Critical Failure The creature is stupefied 2 for 1 round. ","tradition":["Arcane"],"skill_mod":{"society":22,"diplomacy":19,"crafting":20,"stealth":19,"arcana":22,"athletics":19,"occultism":22,"acrobatics":17},"summary":"What is a wish? A wish dragon would call it the truest expression of self—each individual wish reveals something of deep importance to the wisher, …","primary_source":"Draconic Codex\r\n","spell":["Cozy Cabin","Creation","Safe Passage","Sure Strike","Message"],"trait_group":["Tradition","Monster","Creature Type"],"ac":29,"level":10,"spell_dc":[29],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4206","intelligence":6,"reflex_save":18,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Young Wish Dragon","category":"creature","rarity":"common","strike_damage_average":[18,20,22],"slug":"creature-4206"},{"attack_bonus":[26,28,28],"constitution":4,"primary_source_category":"Lost Omens","strength":5,"hp":260,"language":["Common","Draconic"],"immunity":["fascinated","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Wish","will_save":28,"charisma":6,"speed":{"climb":40,"fly":140,"max":140,"land":40},"perception":26,"wisdom":4,"weakness":{},"creature_ability":["Best Wishes","Wished Away","Breath of Loss","Destructive Wish","Draconic Frenzy","Draconic Momentum","Grant Wish","Wish Come True"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Diplomacy","Occultism","Society","Stealth"],"trait":["Arcane","Dragon","Large"],"id":"creature-4207","text":" Adult Wish Dragon What is a wish? A wish dragon would call it the truest expression of self—each individual wish reveals something of deep importance to the wisher, and no two wishes are ever quite the same. Whether the wish is one of creation or destruction, justice or vengeance, love or hate, wish dragons seek to understand what makes it important to the wisher and view their ability to make it a reality as a gift that helps them make sense of the world. Recall Knowledge - Dragon (Arcana): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Adult Wish Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 200 Perception +26; darkvision, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +23, Arcana +28, Athletics +25, Crafting +26, Diplomacy +25, Occultism +28, Society +28, Stealth +23 Str +5 Dex +4 Con +4 Int +7 Wis +4 Cha +6 --- AC 35 Fort +24 Ref +24 Will +28 +2 status to all saves vs. arcane HP 260 Immunities fascinated, paralyzed, sleep Best Wishes (aura, emotion, mental) 20 feet. Being near a wish dragon gives other creatures a greater sense of what they truly wish for, bolstering their sense of purpose while also distracting them from the task at hand. Creatures in the aura take a –1 status penalty to Perception but gain a +2 status bonus to Will saving throws against mental effects. The wish dragon can't gain the benefit of their own aura or other actions that use the aura, and they can choose to exclude any creatures from any benefit of the aura or action that uses the aura. Wished Away Reaction Trigger The dragon is critically hit by an attack; Effect The dragon wishes not to be hurt by this attack, gaining resistance 20 to all damage against the triggering attack. --- Speed 40 feet, climb 40 feet, fly 140 feet Melee Single Action jaws +28 (Magical, reach 10 feet), Damage 3d8+13 piercing Melee Single Action claw +28 (Agile, magical), Damage 3d6+13 slashing Melee Single Action tail +26 (Magical, reach 15 feet), Damage 3d10+13 bludgeoning Arcane Innate Spells DC 34 - Cantrips (6th) Message - 6th Cozy Cabin, Creation (at will), Safe Passage, Sure Strike - Constant (5th) Truespeech Breath of Loss Two Actions (Arcane, mental) The dragon breathes a warm, gentle breeze of mist that creates the feeling of when deepest desires are achieved. As the breeze dissipates, the feeling of loss overwhelms creatures' senses, dealing 14d6 mental damage in a 40-foot cone (DC 34 Will save). A creature that critically fails its save is also consumed with the memory of the moment and is stunned 1. The wish dragon can't use Breath of Loss again for 1d4 rounds. Destructive Wish Two Actions Requirements An illusion from Wish Come True is currently active; Effect The wish dragon Dismisses the illusion of Wish Come True, which shatters into magical fragments, dealing 7d6 force damage with a DC 34 basic Reflex save to all creatures in a 40-foot emanation of the illusion. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges Breath of Loss whenever they score a critical hit with a Strike. Grant Wish Three Actions (Arcane, concentrate) Frequency once per year; Effect The wish dragon instantly grants the benefits of a critical success with the wish ritual to a mortal creature. This has no cost. That creature specifies what they wish for, but the interpretation is up to the wish dragon. A summoned wish dragon can't use this ability. Wish Come True Two Actions (Arcane, auditory, concentrate, emotion, illusion, mental, olfactory, visual) Frequency once per 10 minutes; Effect The dragon creates an illusion in an unoccupied square within 60 feet that appears to all other creatures that can see it to be the manifestation of their deepest material desire. This has the effects of illusory object (though the illusion might appear to be a creature to certain people) that last for 10 minutes. The wish dragon can Dismiss the illusion. Each non-wish dragon creature who begins their turn within 200 feet in line of sight of the illusion must attempt a DC 34 Will save. If any creature within reach of the illusion Interacts to touch it, the illusion ends and that creature is invigorated, gaining 2d6 temporary Hit Points that last for 1 minute. Critical Success The creature disbelieves the illusion and becomes temporarily immune to Wish Come True for 1 hour. Success The creature is unaffected. Failure The creature is stupefied 1 for 1 round. Critical Failure The creature is stupefied 2 for 1 round. ","tradition":["Arcane"],"skill_mod":{"society":28,"diplomacy":25,"crafting":26,"stealth":23,"arcana":28,"athletics":25,"occultism":28,"acrobatics":23},"summary":"What is a wish? A wish dragon would call it the truest expression of self—each individual wish reveals something of deep importance to the wisher, …","primary_source":"Draconic Codex\r\n","spell":["Cozy Cabin","Creation","Safe Passage","Sure Strike","Message","Truespeech"],"trait_group":["Tradition","Monster","Creature Type"],"ac":35,"level":14,"spell_dc":[34],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4207","intelligence":7,"reflex_save":24,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":24,"size":["Large"],"name":"Adult Wish Dragon","category":"creature","rarity":"common","strike_damage_average":[23,26,29],"slug":"creature-4207"},{"attack_bonus":[34,36,36],"constitution":5,"primary_source_category":"Lost Omens","strength":6,"hp":360,"language":["Common","Draconic"],"immunity":["fascinated","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Wish","will_save":35,"charisma":8,"speed":{"climb":50,"fly":200,"max":200,"land":50},"perception":32,"wisdom":5,"weakness":{},"creature_ability":["Best Wishes","Wished Away","Breath of Loss","Destructive Wish","Draconic Frenzy","Draconic Momentum","Grant Wish","Wish Come True","Wish You Would"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Diplomacy","Occultism","Society","Stealth"],"trait":["Arcane","Dragon","Uncommon","Huge"],"id":"creature-4208","text":" Ancient Wish Dragon What is a wish? A wish dragon would call it the truest expression of self—each individual wish reveals something of deep importance to the wisher, and no two wishes are ever quite the same. Whether the wish is one of creation or destruction, justice or vengeance, love or hate, wish dragons seek to understand what makes it important to the wisher and view their ability to make it a reality as a gift that helps them make sense of the world. Recall Knowledge - Dragon (Arcana): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ancient Wish Dragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 200 Perception +32; darkvision, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +32, Arcana +33, Athletics +32, Crafting +33, Diplomacy +34, Occultism +31, Society +40, Stealth +35 Str +6 Dex +5 Con +5 Int +9 Wis +5 Cha +8 --- AC 42 Fort +31 Ref +31 Will +35 +2 status to all saves vs. arcane HP 360 Immunities fascinated, paralyzed, sleep Best Wishes (aura, emotion, mental) 30 feet. Being near a wish dragon gives other creatures a greater sense of what they truly wish for, bolstering their sense of purpose while also distracting them from the task at hand. Creatures in the aura take a –1 status penalty to Perception but gain a +2 status bonus to Will saving throws against mental effects. The wish dragon can't gain the benefit of their own aura or other actions that use the aura, and they can choose to exclude any creatures from any benefit of the aura or action that uses the aura. Wished Away Reaction Trigger The dragon is critically hit by an attack; Effect The dragon wishes not to be hurt by this attack, gaining resistance 25 to all damage against the triggering attack. --- Speed 50 feet, climb 50 feet, fly 200 feet Melee Single Action jaws +36 (Magical, reach 15 feet), Damage 4d8+16 piercing Melee Single Action claw +36 (Agile, magical, reach 10 feet), Damage 4d6+16 slashing Melee Single Action tail +34 (Magical, reach 20 feet), Damage 4d10+16 bludgeoning Arcane Innate Spells DC 41 - Cantrips (9th) Message - 9th Cozy Cabin, Creation (at will), Energy Aegis, Safe Passage, Sure Strike - Constant (5th) Truespeech Breath of Loss Two Actions (Arcane, mental) The dragon breathes a warm, gentle breeze of mist that creates the feeling of when deepest desires are achieved. As the breeze dissipates, the feeling of loss overwhelms creatures' senses, dealing 19d6 mental damage in a 50-foot cone (DC 41 Will save). A creature that critically fails its save is also consumed with the memory of the moment and is stunned 2. The wish dragon can't use Breath of Loss again for 1d4 rounds. Destructive Wish Two Actions Requirements An illusion from Wish Come True is currently active; Effect The wish dragon Dismisses the illusion of Wish Come True, which shatters into magical fragments, dealing 9d6 force damage with a DC 41 basic Reflex save to all creatures in a 50-foot emanation of the illusion. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges Breath of Loss whenever they score a critical hit with a Strike. Grant Wish Three Actions (Arcane, concentrate) Frequency once per month; Effect The wish dragon instantly grants the benefits of a critical success with the wish ritual to a mortal creature. This has no cost. That creature specifies what they wish for, but the interpretation is up to the wish dragon. A summoned wish dragon can't use this ability. Wish Come True Two Actions (Arcane, auditory, concentrate, emotion, illusion, mental, olfactory, visual) Frequency once per 10 minutes; Effect The dragon creates an illusion in an unoccupied square within 60 feet that appears to all other creatures that can see it to be the manifestation of their deepest material desire. This has the effects of illusory object (though the illusion might appear to be a creature to certain people) that last for 10 minutes. The wish dragon can Dismiss the illusion. Each non-wish dragon creature who begins their turn within 200 feet in line of sight of the illusion must attempt a DC 41 Will save. If any creature within reach of the illusion Interacts to touch it, the illusion ends and that creature is invigorated, gaining 2d8 temporary Hit Points that last for 1 minute. Critical Success The creature disbelieves the illusion and becomes temporarily immune to Wish Come True for 1 hour. Success The creature is unaffected. Failure The creature is stupefied 1 for 1 round. Critical Failure The creature is stupefied 2 for 1 round. Wish You Would Two Actions (Arcane, concentrate, incapacitation, mental) Requirements An illusion from Wish Come True is active; Effect The dragon targets one creature within 200 feet currently stupefied by Wish Come True, making them believe that the object of their desires is under attack from all those around them and the dragon is the only one they can trust. The target must succeed at a DC 40 Will Save or they become controlled by the dragon for 1 minute. The target may attempt a new save at the end of each of their turns. If the illusion from Wish Come True dissipates, their controlled state immediately ends. ","tradition":["Arcane"],"skill_mod":{"society":40,"diplomacy":34,"crafting":33,"stealth":35,"arcana":33,"athletics":32,"occultism":31,"acrobatics":32},"summary":"What is a wish? A wish dragon would call it the truest expression of self—each individual wish reveals something of deep importance to the wisher, …","primary_source":"Draconic Codex\r\n","spell":["Cozy Cabin","Creation","Energy Aegis","Safe Passage","Sure Strike","Message","Truespeech"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":42,"level":19,"spell_dc":[41],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4208","intelligence":9,"reflex_save":31,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":31,"size":["Huge"],"name":"Ancient Wish Dragon","category":"creature","rarity":"uncommon","strike_damage_average":[30,34,38],"slug":"creature-4208"},{"attack_bonus":[39,41,41],"constitution":6,"primary_source_category":"Lost Omens","strength":8,"hp":475,"language":["Common","Draconic"],"immunity":["fascinated","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Wish","will_save":39,"charisma":10,"speed":{"climb":60,"fly":240,"max":240,"land":60},"perception":38,"wisdom":6,"weakness":{},"creature_ability":["Best Wishes","Dying Wish","Wished Away","Breath of Loss","Destructive Wish","Draconic Frenzy","Draconic Momentum","Grant Wish","Wish Come True","Wish You Would"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Diplomacy","Occultism","Society","Stealth"],"trait":["Arcane","Dragon","Rare","Gargantuan"],"id":"creature-4209","text":" Wish Archdragon What is a wish? A wish dragon would call it the truest expression of self—each individual wish reveals something of deep importance to the wisher, and no two wishes are ever quite the same. Whether the wish is one of creation or destruction, justice or vengeance, love or hate, wish dragons seek to understand what makes it important to the wisher and view their ability to make it a reality as a gift that helps them make sense of the world. Recall Knowledge - Dragon (Arcana): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Wish Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 201 Perception +38; darkvision, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +37, Arcana +45, Athletics +40, Crafting +42, Diplomacy +40, Occultism +45, Society +45, Stealth +37 Str +8 Dex +6 Con +6 Int +11 Wis +6 Cha +10 --- AC 48 Fort +35 Ref +35 Will +39 +2 status to all saves vs. arcane HP 475 Immunities fascinated, paralyzed, sleep Best Wishes (aura, emotion, mental) 40 feet. Being near a wish dragon gives other creatures a greater sense of what they truly wish for, bolstering their sense of purpose while also distracting them from the task at hand. Creatures in the aura take a –1 status penalty to Perception but gain a +2 status bonus to Will saving throws against mental effects. The wish dragon can't gain the benefit of their own aura or other actions that use the aura, and they can choose to exclude any creatures from any benefit of the aura or action that uses the aura Dying Wish Reaction (arcane, teleportation) Frequency once per day; Trigger The dragon is reduced to 0 Hit Points; Effect The dragon wishes to survive by any means necessary. The dragon is instead reduced to 1 Hit Point and teleports up to 10 miles away. Wished Away Reaction Trigger The dragon is critically hit by an attack; Effect The dragon wishes not to be hurt by this attack, gaining resistance 25 to all damage against the triggering attack. --- Speed 60 feet, climb 60 feet, fly 240 feet Melee Single Action jaws +41 (Magical, reach 20 feet), Damage 4d8+23 piercing Melee Single Action claw +41 (Agile, magical, reach 15 feet), Damage 4d6+23 slashing Melee Single Action tail +39 (Magical, reach 25 feet), Damage 4d10+23 bludgeoning Arcane Innate Spells DC 45 - Cantrips (9th) Message - 9th Cozy Cabin, Creation (at will), Energy Aegis, Safe Passage, Sure Strike - Constant (5th) Truespeech Breath of Loss Two Actions (Arcane, mental) The dragon breathes a warm, gentle breeze of mist that creates the feeling of when deepest desires are achieved. As the breeze dissipates, the feeling of loss overwhelms creatures' senses, dealing 22d6 mental damage in a 60-foot cone (DC 45 Will save). A creature that critically fails its save is also consumed with the memory of the moment and is stunned 2. The wish dragon can't use Breath of Loss again for 1d4 rounds. Destructive Wish Two Actions Requirements An illusion from Wish Come True is currently active; Effect The wish dragon Dismisses the illusion of Wish Come True, which shatters into magical fragments, dealing 10d6 force damage with a DC 45 basic Reflex save to all creatures in a 50-foot emanation of the illusion. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges Breath of Loss whenever they score a critical hit with a Strike. Grant Wish Three Actions (Arcane, concentrate) Frequency once per week; Effect The wish dragon instantly grants the benefits of a critical success with the wish ritual to a mortal creature. This has no cost. That creature specifies what they wish for, but the interpretation is up to the wish dragon. A summoned wish dragon can't use this ability. Wish Come True Two Actions (Arcane, auditory, concentrate, emotion, illusion, mental, olfactory, visual) Frequency once per 10 minutes; Effect The dragon creates an illusion in an unoccupied square within 60 feet that appears to all other creatures that can see it to be the manifestation of their deepest material desire. This has the effects of illusory object (though the illusion might appear to be a creature to certain people) that last for 10 minutes. The wish dragon can Dismiss the illusion. Each non-wish dragon creature who begins their turn within 200 feet in line of sight of the illusion must attempt a DC 45 Will save. If any creature within reach of the illusion Interacts to touch it, the illusion ends and that creature is invigorated, gaining 3d6 temporary Hit Points that last for 1 minute. Critical Success The creature disbelieves the illusion and becomes temporarily immune to Wish Come True for 1 hour. Success The creature is unaffected. Failure The creature is stupefied 1 for 1 round. Critical Failure The creature is stupefied 2 for 1 round. Wish You Would Two Actions (Arcane, concentrate, incapacitation, mental) Requirements An illusion from Wish Come True is active; Effect The dragon targets one creature within 200 feet currently stupefied by Wish Come True, making them believe that the object of their desires is under attack from all those around them and the dragon is the only one they can trust. The target must succeed at a DC 44 Will Save or they become controlled by the dragon for 1 minute. The target may attempt a new save at the end of each of their turns. If the illusion from Wish Come True dissipates, their controlled state immediately ends. ","tradition":["Arcane"],"skill_mod":{"society":45,"diplomacy":40,"crafting":42,"stealth":37,"arcana":45,"athletics":40,"occultism":45,"acrobatics":37},"summary":"What is a wish? A wish dragon would call it the truest expression of self—each individual wish reveals something of deep importance to the wisher, …","primary_source":"Draconic Codex\r\n","spell":["Cozy Cabin","Creation","Energy Aegis","Safe Passage","Sure Strike","Message","Truespeech"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":48,"level":22,"spell_dc":[45],"source_category":["Lost Omens"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4209","intelligence":11,"reflex_save":35,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Wish Archdragon","category":"creature","rarity":"rare","strike_damage_average":[37,41,45],"slug":"creature-4209"},{"attack_bonus":[34,34],"constitution":0,"primary_source_category":"Lost Omens","strength":-5,"hp":280,"language":["Common","Draconic","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Wyrmwraith","will_save":35,"charisma":9,"speed":{"fly":80,"max":80,"land":50},"perception":29,"wisdom":7,"weakness":{},"creature_ability":["Frightful Presence","Sunlight Powerlessness","Vitality Transfer","Decaying Breath","Divine Dispelling","Draconic Frenzy","Ectoplasmic Form","Phase Lurch","Void's Embrace","Wings of Shadow"],"skill":["Acrobatics","Arcana","Intimidation","Religion","Stealth"],"legacy_id":["creature-1370","creature-496"],"trait":["Dragon","Incorporeal","Rare","Undead","Unholy","Wraith","Gargantuan"],"id":"creature-4210","text":" Wyrmwraith Wyrmwraiths dwell in remote areas marred by catastrophes and death, where they can better hide their undead nature or indulge in their grim research. Their lairs often have a single, hidden and highly defensible antechamber where the wyrmwraith confers with its agents as it engages in a war with distant rivals through expendable proxies. This dimly lit antechamber is usually filled with death and many undead servants, some raised from the bodies of those whose usefulness has come to an end. Recall Knowledge - Dragon (Arcana): DC 41 Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Wyrmwraith Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 202 Perception +29; darkvision, lifesense 120 feet Languages Common, Draconic, Necril Skills Acrobatics +30, Arcana +30, Intimidation +33, Religion +33, Stealth +33 Str -5 Dex +9 Con +0 Int +7 Wis +7 Cha +9 --- AC 39 Fort +29 Ref +32 Will +35 HP 280 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 20 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical) Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 36. On a critical failure, a creature is also paralyzed until the start of their next turn. Sunlight Powerlessness A wyrmwraith in sunlight is clumsy 2 and slowed 2. Vitality Transfer Reaction (divine) Trigger The wyrmwraith succeeds at a saving throw to resist vitality damage but still takes damage; Effect The wyrmwraith transfers all vitality damage from the effect to a single undead creature of their choice within 120 feet that they control or that's friendly or helpful to them. --- Speed 50 feet, fly 80 feet Melee Single Action spectral jaws +34 (reach 20 feet), Damage 3d12+17 void Melee Single Action spectral claw +34 (Agile, reach 15 feet), Damage 3d8+17 void plus divine dispelling Divine Innate Spells DC 35 - 3rd Bind Undead (at will) - 4th Charm (×3; undead targets only), Darkness - 6th Vampiric Exsanguination - 7th Divine Wrath (×3), Execute - 8th Charm (undead targets only) Divine Rituals DC 35 - 2nd Create Undead Decaying Breath Two Actions (Divine, void) The wyrmwraith unleashes a torrent of void energy that deals 18d6 void damage to all creatures in a 60-foot cone (DC 38 basic Reflex save). They can't use Decaying Breath again for 1d4 rounds. Divine Dispelling (Divine) A wyrmwraith's claws rend divine magic. Whenever a wyrmwraith hits a creature with a spectral claws Strike, the wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect on the creature. Draconic Frenzy Two Actions The wyrmwraith makes two claw Strikes and one jaws Strike in any order. Ectoplasmic Form Single Action (Divine) A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for 1d4 rounds, though they can return to their incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can't use this ability again for 1d4 rounds. While in their ectoplasmic form, the wyrmwraith's AC increases to 43 and they gain 100 temporary Hit Points. They lose their immunity to precision and bleed damage and all their resistances. Their jaws and claw Strikes deal piercing and slashing damage, respectively, instead of void damage. Phase Lurch Single Action (Divine) Requirements The wyrmwraith is in their ectoplasmic form; Effect The wyrmwraith Strides, but can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is difficult terrain. Void's Embrace (Curse, death, divine, void) If a victim succeeds at a saving throw against this curse while in sunlight, the curse ends. While a creature has this curse, they bypass the resistances of the wyrmwraith that cursed them; Saving Throw DC 38 Will; Stage 1 dazzled in any light (1 hour); Stage 2 gains lifesense 30 feet but is blinded in any light (1 hour); Stage 3 as stage 2, but also has void healing (1 hour); Stage 4 unconscious and can't awaken (1 day); Stage 5 dead and becomes a wraith, its body crumbling to ash. Wings of Shadow Single Action (Divine, void) Frequency once per round; Effect The wyrmwraith spreads its spectral wings wide covering all near it in shadow. Each living creature within a 10-foot emanation is exposed to void's embrace. ","tradition":["Divine"],"skill_mod":{"stealth":33,"arcana":30,"intimidation":33,"acrobatics":30,"religion":33},"summary":"Wyrmwraiths dwell in remote areas marred by catastrophes and death, where they can better hide their undead nature or indulge in their grim research. …","primary_source":"Draconic Codex\r\n","spell":["Charm","Divine Wrath","Execute","Vampiric Exsanguination","Darkness","Bind Undead"],"trait_group":["Creature Type","Monster","Rarity","Mechanics"],"ac":39,"level":17,"spell_dc":[35],"source_category":["Lost Omens"],"sense":" darkvision , lifesense 120 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":20,"bludgeoning":20,"piercing":20,"precision":20,"cold_iron":20,"cold":20,"mental":20,"unholy":20,"good":20,"acid":20,"slashing":20,"chaotic":20,"fire":20,"physical":20,"all":20,"area":20,"void":20,"holy":20,"poison":20,"sonic":20,"electricity":20,"bleed":20,"orichalcum":20,"silver":20,"evil":20,"splash":20},"url":"/Monsters.aspx?ID=4210","intelligence":7,"reflex_save":32,"strongest_save":["will"],"dexterity":9,"vision":"Darkvision","fortitude_save":29,"size":["Gargantuan"],"name":"Wyrmwraith","category":"creature","rarity":"rare","strike_damage_average":[30,36],"slug":"creature-4210"},{"attack_bonus":[42,42],"constitution":0,"primary_source_category":"Lost Omens","strength":-5,"hp":400,"language":["Common","Draconic","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Wyrmwraith","will_save":45,"charisma":11,"speed":{"fly":100,"max":100,"land":50},"perception":40,"wisdom":9,"weakness":{},"creature_ability":["Frightful Presence","Sunlight Powerlessness","Vitality Transfer","Consume Souls","Decaying Breath","Divine Dispelling","Draconic Frenzy","Drain Life","Ectoplasmic Form","Phase Lurch","Void's Embrace","Wings of Shadow"],"skill":["Acrobatics","Arcana","Intimidation","Religion","Stealth"],"legacy_id":["creature-1371","creature-497"],"trait":["Dragon","Incorporeal","Rare","Undead","Unholy","Wraith","Gargantuan"],"id":"creature-4211","text":" Elder Wyrmwraith Wyrmwraiths dwell in remote areas marred by catastrophes and death, where they can better hide their undead nature or indulge in their grim research. Their lairs often have a single, hidden and highly defensible antechamber where the wyrmwraith confers with its agents as it engages in a war with distant rivals through expendable proxies. This dimly lit antechamber is usually filled with death and many undead servants, some raised from the bodies of those whose usefulness has come to an end. Recall Knowledge - Dragon (Arcana): DC 51 Recall Knowledge - Undead (Religion): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Elder Wyrmwraith Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 203 Perception +40; darkvision, lifesense 120 feet Languages Common, Draconic, Necril Skills Acrobatics +38, Arcana +38, Intimidation +43, Religion +46, Stealth +43 Str -5 Dex +11 Con +0 Int +9 Wis +9 Cha +11 --- AC 48 Fort +37 Ref +40 Will +45 HP 400 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 25 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 44. On a critical failure, a creature is also paralyzed until the start of their next turn. Sunlight Powerlessness A wyrmwraith in sunlight is clumsy 2 and slowed 2. Vitality Transfer Reaction (divine) Trigger The wyrmwraith succeeds at a saving throw to resist vitality damage but still takes damage; Effect The wyrmwraith transfers all vitality damage from the effect to a single undead creature of their choice within 120 feet that they control or that's friendly or helpful to them. --- Speed 50 feet, fly 100 feet Melee Single Action spectral jaws +42 (reach 20 feet), Damage 4d12+23 void plus drain life Melee Single Action spectral claw +42 (Agile, reach 15 feet), Damage 4d8+23 void plus divine dispelling and drain life Divine Innate Spells DC 46 - 3rd Bind Undead (at will) - 4th Charm (×3; undead targets only), Darkness - 6th Vampiric Exsanguination - 7th Divine Wrath (×3), Execute - 8th Charm (undead targets only) - 10th Manifestation Divine Rituals DC 46 - 2nd Create Undead - 8th Imprisonment Consume Souls Two Actions (Death, divine, incapacitation) The elder wyrmwraith inhales sharply, sucking in the souls of nearby creatures. Each creature in a 60-foot cone must attempt a DC 46 Will save. The elder wyrmwraith can't Consume Souls again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature becomes doomed 1. Failure The creature becomes doomed 2 and takes 100 void damage. Critical Failure The creature is slain. As long as the elder wyrmwraith still exists, the slain creature can't be returned to life through any means. Decaying Breath Two Actions (Divine, void) The wyrmwraith unleashes a torrent of void energy that deals 24d6 void damage to all creatures in a 90-foot cone (DC 46 basic Reflex save). They can't use Decaying Breath again for 1d4 rounds. Divine Dispelling (Divine) A wyrmwraith's claws rend divine magic. Whenever a wyrmwraith hits a creature with a spectral claws Strike, the wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect on the creature. Draconic Frenzy Two Actions The wyrmwraith makes two claw Strikes and one jaws Strike in any order. Drain Life (Divine, unholy) When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 20 temporary Hit Points and the target's maximum Hit Points (but not current Hit Points) are reduced by 20. The target's maximum Hit Points are restored after a full night's rest. Ectoplasmic Form Single Action (Divine) A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for 1d4 rounds, though they can return to their incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can't use this ability again for 1d4 rounds. While in their ectoplasmic form, the wyrmwraith's AC increases to 52 and they gain 125 temporary Hit Points. They lose their immunity to precision and bleed damage and all their resistances. Their jaws and claw Strikes deal piercing and slashing damage, respectively, instead of void damage. Phase Lurch Single Action (Divine) Requirements The wyrmwraith is in their ectoplasmic form; Effect The wyrmwraith Strides, but can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is difficult terrain. Void's Embrace (Curse, death, divine, void) If a victim succeeds at a saving throw against this curse while in sunlight, the curse ends. While a creature has this curse, they bypass the resistances of the wyrmwraith that cursed them; Saving Throw DC 46 Will; Stage 1 dazzled in any light (1 hour); Stage 2 gains lifesense 30 feet but is blinded in any light (1 hour); Stage 3 as stage 2, but also has void healing (1 hour); Stage 4 unconscious and can't awaken (1 day); Stage 5 dead and becomes a wraith, its body crumbling to ash. Wings of Shadow Single Action (Divine, void) Frequency once per round; Effect The wyrmwraith spreads its spectral wings wide covering all near it in shadow. Each living creature within a 10-foot emanation is exposed to void's embrace. ","tradition":["Divine"],"skill_mod":{"stealth":43,"arcana":38,"intimidation":43,"acrobatics":38,"religion":46},"summary":"Wyrmwraiths dwell in remote areas marred by catastrophes and death, where they can better hide their undead nature or indulge in their grim research. …","primary_source":"Draconic Codex\r\n","spell":["Manifestation","Charm","Divine Wrath","Execute","Vampiric Exsanguination","Darkness","Bind Undead"],"trait_group":["Creature Type","Monster","Rarity","Mechanics"],"ac":48,"level":23,"spell_dc":[46],"source_category":["Lost Omens"],"sense":" darkvision , lifesense 120 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":25,"bludgeoning":25,"piercing":25,"precision":25,"cold_iron":25,"cold":25,"mental":25,"unholy":25,"good":25,"acid":25,"slashing":25,"chaotic":25,"fire":25,"physical":25,"all":25,"area":25,"void":25,"holy":25,"poison":25,"sonic":25,"electricity":25,"bleed":25,"orichalcum":25,"silver":25,"evil":25,"splash":25},"url":"/Monsters.aspx?ID=4211","intelligence":9,"reflex_save":40,"strongest_save":["will"],"dexterity":11,"vision":"Darkvision","fortitude_save":37,"size":["Gargantuan"],"name":"Elder Wyrmwraith","category":"creature","rarity":"rare","strike_damage_average":[41,49],"slug":"creature-4211"},{"attack_bonus":[36,38,38,38],"constitution":8,"primary_source_category":"Lost Omens","strength":10,"hp":450,"language":["Aklo","Common","Draconic","Shadowtongue","Sussuran","Tien"],"immunity":["controlled","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Conspirator","will_save":36,"charisma":11,"speed":{"climb":60,"fly":220,"max":220,"land":60},"perception":36,"wisdom":8,"weakness":{},"creature_ability":["Forgetfulness Aura","Retract Body","Conjure Disguise","Detonate Disguise","Draconic Frenzy","Draconic Momentum","Numbing Blast","Rushed Transformation","Smoke Breath","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Lore","Occultism","Performance","Society","Stealth"],"trait":["Dragon","Occult","Rare","Gargantuan"],"id":"creature-4212","text":" Conspirator Archdragon Hidden among the shadows and upper echelons of society are the conspirator dragons. These dragons are schemers, always looking to manipulate and control others, either for personal gain or simply for the thrill of watching their machinations play out. Conspirator dragons see themselves above others and typically speak with infantilizing tones and words. However, as most conspirator dragons meet others while in disguise, they do their best to maintain their disguise. Recall Knowledge - Dragon (Arcana): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Conspirator Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 50 Perception +36; (38 to Sense Motive) darkvision, scent (imprecise) 60 feet Languages Aklo, Common, Draconic, Shadowtongue, Sussuran, Tien Skills Acrobatics +36, Athletics +36, Deception +41, Diplomacy +39, Intimidation +39, Lore +37, Occultism +37, Performance +35, Society +37, Stealth +35 Str +10 Dex +6 Con +8 Int +7 Wis +8 Cha +11 --- AC 44 Fort +32 Ref +34 Will +36 +2 status to all saves vs. occult HP 450 Immunities controlled, paralyzed, sleep Forgetfulness Aura (aura, mental, occult) 120 feet. Each creature that ends its turn in the aura must attempt a DC 42 Will save. On a failure, the creature's memory of the dragon, including any disguise the dragon used, fades away 1 minute after the creature leaves the aura. The memories are filled in with false memories to explain details, such as attributing the dragon's Smoke Breath to a nearby fire or any collateral damage in a settlement to past battles. On a success, the creature becomes immune to the aura for 24 hours. The aura is suppressed while the dragon is wearing their Conjured Disguise. Retract Body Reaction Trigger The dragon is hit or critically hit by an attack made by a creature the dragon can see; Effect The dragon retracts the targeted body part or twists away to avoid the attack, gaining a +2 circumstance bonus to AC against the triggering attack. --- Speed 60 feet, climb 60 feet, fly 220 feet Melee Single Action jaws +38 (Magical, reach 15 feet), Damage 4d8+18 piercing Melee Single Action claw +38 (Agile, magical, reach 10 feet), Damage 4d6+18 slashing Melee Single Action tail +36 (Magical, reach 20 feet), Damage 4d10+18 bludgeoning Ranged Single Action mental blast +38 (Mental, range 100 feet), Damage 6d6+10 mental plus numbing blast Occult Innate Spells DC 42 - 4th Charm (at will), Rewrite Memory (at will) - 9th Dominate, Mind Probe, Mind Reading (at will), Rewrite Memory Conjure Disguise (Manipulate, occult, polymorph) Frequency once per day; Effect The dragon conjures a perfect flesh suit replica of a humanoid they've seen of their size or smaller and compresses themself into it, along with generating appropriate clothing for the humanoid. This process takes 1 minute to complete, during which the dragon is off-guard. If the dragon stops or is interrupted in this process, the suit is destroyed. Once the process is complete, the dragon can remain in this disguise indefinitely. The transformation has the effects of Change Shape, except that the disguise is not actively magical in nature and doesn't register as magical to detect magic and similar effects. The dragon loses Retract Body while transformed. If the dragon is critically hit while wearing the disguise, the suit is destroyed and immediately explodes. This has the effects of Detonate Disguise, except that creatures use the outcome one degree of success better than they rolled on their save. Detonate Disguise Two Actions (Occult) Requirements The dragon is wearing their conjured disguise; Effect The dragon erupts from the disguise, destroying it. The explosive revelation deals 21d6 bludgeoning damage to creatures in a 5-foot emanation with a DC 42 basic Reflex save. A creature that fails its save is dazzled for 1 round as it becomes covered in scraps from the disguise. Any creature sharing a space with the dragon after they erupt is pushed into the nearest empty space. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum When the dragon scores a critical hit with a Strike, they recharge Smoke Breath. Numbing Blast (Mental) A creature damaged by the dragon's mental blast is off-guard until the end of the dragon's next turn. Rushed Transformation Three Actions (Concentrate, occult, manipulate, polymorph) Frequency once per hour; Effect Using the aid of magic and an exhausting amount of effort, the dragon quickly reshapes their body into the form of a generic humanoid figure. This has the effects of humanoid form except that it lasts only 1 minute, and the dragon doesn't gain the +4 status bonus to Deception as the transformation makes use of the dragon's body to crudely mimic a humanoid form. The dragon can Dismiss the effect. Whenever the effect ends, the dragon leaves behind scraps of magically conjured flesh, which could give away the dragon's presence. Smoke Breath Two Actions (Occult, poison) The dragon unleashes a noxious cloud of smoke that deals 18d6 poison damage in a 70- foot cone (DC 42 basic Fortitude save). The smoke remains for 1 minute. This has the effects of mist , except it fills the cone's area. The dragon can't use Smoke Breath again for 1d4 rounds. Sneak Attack The dragon's Strikes deal an additional 4d6 precision damage to off-guard targets. ","tradition":["Occult"],"skill_mod":{"society":37,"diplomacy":39,"performance":35,"deception":41,"stealth":35,"athletics":36,"intimidation":39,"occultism":37,"acrobatics":36},"summary":"Hidden among the shadows and upper echelons of society are the conspirator dragons. These dragons are schemers, always looking to manipulate and …","image":["/Images/Monsters/Conspirator_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","spell":["Dominate","Mind Probe","Mind Reading","Rewrite Memory","Charm"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":44,"level":20,"spell_dc":[42],"source_category":["Lost Omens"],"sense":"(38 to Sense Motive ) darkvision , scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4212","intelligence":7,"reflex_save":34,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Conspirator Archdragon","category":"creature","rarity":"rare","strike_damage_average":[31,32,36,40],"slug":"creature-4212"},{"attack_bonus":[39,39,41,41],"constitution":9,"primary_source_category":"Lost Omens","strength":10,"hp":450,"language":["Chthonian","Common","Diabolic","Draconic","Empyrean","Fey","Necril","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["fear","paralyzed","sleep"],"source":["Draconic Codex\r\n"],"type":"Creature","creature_family":"Dragon, Empyreal","spell_attack_bonus":[38],"will_save":40,"charisma":8,"speed":{"fly":220,"max":220,"land":90},"perception":40,"wisdom":9,"weakness":{"unholy":20},"creature_ability":["Inspiring Presence","Divine Deflection","Direct Halo","Draconic Frenzy","Draconic Momentum","Halo Pulse","Luminous Form","Spirit Breath"],"skill":["Acrobatics","Athletics","Diplomacy","Heaven Lore","Intimidation","Medicine","Religion","Society"],"trait":["Divine","Dragon","Holy","Rare","Gargantuan"],"id":"creature-4213","text":" Empyreal Archdragon The three major celestial planes—Heaven, Nirvana, and Elysium—each have their own respective dragons. Empyreal dragons have a direct connection to Heaven. Using the blessings of Heaven, empyreal dragons protect others and intercede against wickedness. Empyreal dragons are wise, considerate, and compassionate. When speaking with others, empyreal dragons are patient and understanding. Recall Knowledge - Dragon (Arcana): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Empyreal Archdragon Source [Draconic Codex ](/Sources.aspx?ID=277) pg. 66 Perception +40; darkvision, lifesense (imprecise) 30 feet, scent (imprecise) 60 feet Languages Chthonian, Common, Diabolic, Draconic, Empyrean, Fey, Necril; truespeech Skills Acrobatics +36, Athletics +43, Diplomacy +36, Heaven Lore +37, Intimidation +36, Medicine +41, Religion +37, Society +35 Str +10 Dex +8 Con +9 Int +7 Wis +9 Cha +8 --- AC 49 Fort +36 Ref +36 Will +40 +2 status to all saves vs. divine HP 450 Immunities fear, paralyzed, sleep Weaknesses unholy 20 Inspiring Presence (aura, emotion, mental) 60 feet. The mere sight of an empyreal dragon motivates other creatures. Creatures within the aura gain a +1 status bonus to saving throws and skill checks. The empyreal dragon can't gain the benefit of their own aura or other actions that use the aura, and they can choose to exclude any creatures from any benefit of the aura or action that uses the aura. Divine Deflection Reaction Trigger The dragon is critically hit by an attack; Effect Divine power intercedes, preventing some of the damage. The dragon gains resistance 20 to all damage against the triggering attack. --- Speed 90 feet, fly 220 feet Melee Single Action jaws +41 (Holy, magical, reach 20 feet), Damage 4d10+20 piercing plus 1d8 spirit Melee Single Action claws +41 (Agile, holy, magical, reach 15 feet), Damage 4d8+20 slashing plus 1d8 spirit Melee Single Action tail +39 (Holy, magical, reach 25 feet), Damage 4d10+20 bludgeoning plus 1d8 spirit Melee Single Action wing +39 (Agile, magical, reach 20 feet), Damage 3d10+20 slashing plus 1d8 spirit Divine Innate Spells DC 46, attack +38 - 7th Holy Light (at will), Interplanar Teleport (at will; self only) - 9th Heal - 10th Manifestation - Constant (5th) Truespeech Direct Halo Single Action (Concentrate, divine, manipulate) The dragon tosses their halo to a square within 90 feet. While the halo is deployed in this way, the dragon loses their inspiring presence aura, and the aura instead emanates from the halo with the same emanation radius. The dragon can Sustain to recall the halo from any distance. The halo is made of pure light—it doesn't occupy space and can't be targeted or destroyed in any way. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Spirit Breath whenever they score a critical hit with a Strike. Halo Pulse Two Actions (Concentrate, divine) The dragon chooses one effect to impose on creatures in their inspiring presence aura. The dragon can't use Halo Pulse again for 1d4 rounds. Repulsion Each creature must succeed at a DC 46 Fortitude save or be pushed back until it's no longer in the aura. Restoration (healing, vitality) Each creature recovers 11d8 Hit Points. Restriction (incapacitation, mental) Creatures must succeed at a DC 46 Will save or be slowed 1 (slowed 2 on a critical failure) while they remain within the aura. Regardless of the result, a creature is then temporarily immune to restriction for 1 minute. Luminous Form Two Actions (Divine, fire, holy, light, spirit, visual) The dragon transforms into a being of pure light for 1 minute, shedding bright light in a 30-foot emanation. While in their heavenly form, the dragon's melee Strikes deal an additional 1d6 fire damage and 1d6 spirit damage. Creatures with the unholy trait that can see the light must make a DC 46 Fortitude save or be blinded for 1 round (blinded for 1 minute on a critical failure); they are then temporarily immune for 1 minute. Spirit Breath Two Actions (Divine, holy, spirit) The dragon unleashes a blast of holy fire that deals 19d8 spirit damage in a 60-foot cone (DC 46 basic Reflex save). The dragon can't use Spirit Breath again for 1d4 rounds. ","tradition":["Divine"],"skill_mod":{"society":35,"diplomacy":36,"medicine":41,"athletics":43,"intimidation":36,"acrobatics":36,"religion":37},"summary":"The three major celestial planes— Heaven , Nirvana , and Elysium —each have their own respective dragons. Empyreal dragons have a direct connection …","image":["/Images/Monsters/Empyreal_Archdragon.webp"],"primary_source":"Draconic Codex\r\n","spell":["Manifestation","Heal","Holy Light","Interplanar Teleport","Truespeech"],"trait_group":["Tradition","Monster","Creature Type","Mechanics","Rarity"],"ac":49,"level":23,"spell_dc":[46],"source_category":["Lost Omens"],"sense":" darkvision , lifesense (imprecise) 30 feet, scent (imprecise) 60 feet","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4213","intelligence":7,"reflex_save":36,"strongest_save":["will"],"dexterity":8,"vision":"Darkvision","fortitude_save":36,"size":["Gargantuan"],"name":"Empyreal Archdragon","category":"creature","rarity":"rare","strike_damage_average":[41,42,46,46],"slug":"creature-4213"},{"attack_bonus":[13],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":72,"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":20,"land":20,"swim":20},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Reflective Shell","Ranged","Lob Amoeba","Symbiotic Amoeba"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Stealth","Survival"],"legacy_id":["creature-2443"],"trait":["Amphibious","Beast","Uncommon","Large"],"id":"creature-4214","text":" Amelekana Amelekanas are amphibious ambush predators native to rivers and lakes across Castrovel. An amelekana looks similar to a giant snail, with an opalescent spiraling shell and eyeless face sporting a crown of six antennae, but that's where the resemblance ends. Instead of one giant foot, the amelekana has fleshy tubes standing upright through holes in its shell and a host of tiny armored legs, like those of a crab. Yet perhaps the most unusual feature of the amelekana is that it's actually a symbiotic community of two separate organisms, neither of which can live without the other. Like many creatures on Castrovel, amelekanas have some basic psychic ability—in their case, a sense for nearby living creatures. A hunting amelekana submerges itself to obscure its location. When prey draws near, the amelekana rises from the water and releases compressed gases to launch its symbiotes—blobby amoebas the size of a bread loaf—at their victims. These amoebas act as external digesters for the stomachless amelekana, using their acidic coating to dissolve prey and absorb nutrition. Once its amoebas have had their fill, the amelekana slurps them back up, providing the amoeba colony with a safe haven inside its body in exchange for a portion of the processed nutrients. A typical amelekana is 9 feet long and weighs up to 2,000 pounds. Recall Knowledge - Beast (Arcana, Nature): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Amelekana Source Gatewalkers (Hardcover) pg. 246 Perception +14; lifesense 100 feet Languages Skills Acrobatics +10, Athletics +10, Stealth +12, Survival +12 Str +5 Dex +1 Con +4 Int -3 Wis +4 Cha +0 --- AC 21 Fort +14 Ref +11 Will +14 HP 72 Reflective Shell An amelekana submerged in water gains a +4 circumstance bonus to Stealth checks. If the water is moving, this bonus increases to +8. --- Speed 20 feet, swim 20 feet Melee Single Action pseudopod +13, Damage 2d4+8 bludgeoning Ranged Single Action lob amoeba +14 Lob Amoeba Single Action The amelekana flings a symbiotic amoeba at a target within 40 feet—this is a ranged attack that doesn't count toward the amelekana's multiple attack penalty, and its multiple attack penalty doesn't apply to this attack. Success The target takes 2d4+8 bludgeoning damage and the symbiotic amoeba lands in a square adjacent to the target. Failure The target takes no damage, but the symbiotic amoeba still spawns in a square adjacent to the target. Critical Failure The target takes no damage and the lobbed amoeba dies on impact. Symbiotic Amoeba An amoeba produced by the amelekana is a Tiny, mindless, semi-independent creature controlled by the amelekana. It has the minion trait, AC 15, 1 Hit Point, and the same skills and saving throws as the amelekana. Each round, the amelekana can Command a Minion to make an amoeba Step or Swim 20 feet and make a pseudopod Strike ( Melee pseudopod +13, Damage 2d4 acid). If an amelekana is killed, its symbiotic amoebas are also killed by the host creature's psychic backlash. An amelekana can have up to three extant symbiotic amoebas at a time. Amelekana Shells Amelekana shells’ swirling shine warps light in water to the point where the shells almost disappear, making them quite valuable. Among terrestrial cultures, amelekana shells are often used in jewelry. Athamarus and other aquatic cultures have long sought some way to turn the unusual shells into armor or other gear that might aid in underwater hunting, but few have succeeded so far. Crafting a single piece of stealth-enhancing amelekana shell armor would be a worthwhile endeavor indeed. ","skill_mod":{"survival":12,"stealth":12,"athletics":10,"acrobatics":10},"summary":"Amelekanas are amphibious ambush predators native to rivers and lakes across Castrovel. An amelekana looks similar to a giant snail, with an …","image":["/Images/Monsters/Amelekana.png"],"primary_source":"Gatewalkers (Hardcover)","trait_group":["Monster","Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":" lifesense 100 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4214","intelligence":-3,"reflex_save":11,"strongest_save":["fort","fortitude","will"],"dexterity":1,"fortitude_save":14,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Amelekana","category":"creature","rarity":"uncommon","strike_damage_average":[13],"slug":"creature-4214"},{"legacy_name":["Yaiafineti"],"attack_bonus":[7,18],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":170,"language":["pheromones"],"immunity":["mental","visual"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":13,"charisma":0,"speed":{"climb":10,"max":10,"land":10},"perception":16,"wisdom":3,"weakness":{"slashing":5,"fire":5},"creature_ability":["Pheromones","Alluring Spores","Feed","Swallow Whole"],"primary_source_group":"Gatewalkers","skill":["Athletics","Stealth"],"legacy_id":["creature-2504"],"trait":["Mindless","Plant","Uncommon","Large"],"id":"creature-4215","text":" Arctic Bloom Arctic blooms (also known as yaiafinetis) grow only during periods of extended twilight, thriving across the cold tundra of the Crown of the World exclusively in the winter months. To survive in such harsh conditions, arctic blooms sprout independent polyps called dusk poppies that detach and then creep across the tundra in search of food for their matriarch. Dusk poppies sprout from spores that attach to carcasses, but they only blossom during the long twilight unique to the Crown of the World. The perfect conditions for their development are so rare that arctic blooms have developed a vigorous appetite. They feed unceasingly. Much of their energy goes to developing more polyps, and one plant can easily spawn a small infestation of these deadly bulbs. The plants send out runner shoots that quickly develop purple bulbs. These bulbs, the plant's polyps, sprout many long, hooked vines before detaching from the mother plant. Dusk poppies are short lived but active, foraging for a week or so before they shrivel and die. The poppies aren't dangerous unless handled, as they secrete a fine dust that seizes the nervous system of creatures who come in contact with them. Paralyzing Poison (poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 off-guard and clumsy 1 (1 round); Stage 2 off-guard and clumsy 2 (1 round); Stage 3 paralyzed (1 round) Recall Knowledge - Plant (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Arctic Bloom Source Gatewalkers (Hardcover) pg. 247 Perception +16; pheromones (precise) 20 feet, tremorsense (imprecise) 120 feet, no vision Languages pheromones Skills Athletics +18, Stealth +7 Str +6 Dex -5 Con +6 Int -5 Wis +3 Cha +0 --- AC 24 Fort +19 Ref +11 Will +13 HP 170 Immunities mental, visual Resistances cold 10 Weaknesses fire 5, slashing 5 Pheromones (aura) 5 miles. Arctic blooms communicate with others of their kind via airborne pheromones. They can use this form of communication to determine their relative distance to each other, call for help if they are under attack or need sustenance, announce that they've detected prey, and convey similar basic concepts. Pheromones coat everything within the aura and allow dusk poppies to perceive with their pheromones. --- Speed 10 feet, climb 10 feet Melee Single Action bite +18 (reach 10 feet), Damage 2d12+8 piercing plus Improved Grab Ranged Single Action spore sap +7, Damage alluring spores Alluring Spores (Poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 fascinated by the arctic bloom (1 round); Stage 2 controlled by the arctic bloom (1 round) Feed Three Actions The arctic bloom draws nutrients from a living creature it has swallowed, regaining 3d8+24 HP. The swallowed creature takes 2d12+8 bludgeoning damage. Swallow Whole Single Action Medium, 2d12+8 bludgeoning, Rupture 18 Violet Dusk Poppy Dye Some natives of the Crown of the World hunt yaiafineti matriarchs and harvest their petals, which are used to create an expensive, glimmering violet dye. Although the polyps are far less useful for this purpose, skilled trackers follow their vine tracks back to their matriarch. ","skill_mod":{"stealth":7,"athletics":18},"summary":"Arctic blooms (also known as yaiafinetis) grow only during periods of extended twilight, thriving across the cold tundra of the Crown of the World …","image":["/Images/Monsters/Yaiafineti.png"],"primary_source":"Gatewalkers (Hardcover)","trait_group":["Monster","Creature Type","Rarity"],"ac":24,"level":8,"source_category":["Adventure Paths"],"sense":"pheromones (precise) 20 feet, tremorsense (imprecise) 120 feet, no vision","weakest_save":["ref","reflex"],"resistance":{"cold":10},"url":"/Monsters.aspx?ID=4215","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":19,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Arctic Bloom","category":"creature","rarity":"uncommon","strike_damage_average":[21],"slug":"creature-4215"},{"attack_bonus":[15,15],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":120,"immunity":["bleed","cold","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","creature_family":"Blackfrost Dead","will_save":8,"charisma":0,"speed":{"climb":20,"max":20,"land":20},"perception":10,"wisdom":0,"weakness":{"fire":5},"creature_ability":["Opportune Bite","Blackfrost Breath"],"primary_source_group":"Gatewalkers","skill":["Athletics"],"legacy_id":["creature-2497"],"trait":["Cold","Mindless","Rare","Undead","Zombie","Medium"],"id":"creature-4216","text":" Blackfrost Zombie Most creatures who perish from the cold while cursed with blackfrost rise as zombies. Though mindless, blackfrost zombies are driven by the invisible will of blackfrost to spread their foul curse. Recall Knowledge - Undead (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Blackfrost Zombie Source Gatewalkers (Hardcover) pg. 248 Perception +10; darkvision Languages Skills Athletics +15 Str +5 Dex +2 Con +4 Int -5 Wis +0 Cha +0 --- AC 23 Fort +16 Ref +12 Will +8 HP 120 (void healing) Immunities bleed, cold, death effects, disease, mental, paralyzed, poison, unconscious Weaknesses fire 5 Opportune Bite Reaction Trigger A creature critically fails a Strike within 10 feet of the blackfrost zombie; Effect The blackfrost zombie Steps toward the triggering creature, then makes a jaws Strike against that creature. --- Speed 20 feet; ice climb 20 feet Melee Single Action fist +15, Damage 2d6+5 bludgeoning plus 1d6 cold Melee Single Action jaws +15, Damage 2d4+5 piercing plus 1d6 cold and blackfrost Blackfrost Breath Two Actions (Occult) The blackfrost zombie gasps sharply, then exhales a mist of dark-blue blackfrost particles in a 5-foot emanation. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. The mist persists for 1 minute. A creature that ends its turn in the mist is exposed to blackfrost. The blackfrost zombie can't use Blackfrost Breath again for 1d4 rounds. ","skill_mod":{"athletics":15},"summary":"Most creatures who perish from the cold while cursed with blackfrost rise as zombies. Though mindless, blackfrost zombies are driven by the invisible …","image":["/Images/Monsters/Blackfrost_Zombie.png"],"primary_source":"Gatewalkers (Hardcover)","trait_group":["Energy","Monster","Rarity","Creature Type"],"ac":23,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4216","intelligence":-5,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Blackfrost Zombie","category":"creature","rarity":"rare","strike_damage_average":[13,15],"slug":"creature-4216"},{"primary_source_category":"Adventure Paths","strength":6,"hp":180,"language":["Erutaki","Jotun"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":1,"perception":21,"trait":["Cold","Rare","Undead","Large"],"id":"creature-4217","text":" Blackfrost Prophet With their hulking physiques and the potent connection to the Crown of the World, saumen kar who succumb to blackfrost become especially dangerous blackfrost dead. Those who guarded the Temple of Aqakaru in life continue to do so in undeath, albeit even more vigilantly and much more violently. Blackfrost prophets, as these wardens are sometimes known, maintain their formidable intellect and innate connection to their boreal environment, though the curse of blackfrost has stripped them of their memories and filled their hearts with evil. Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Blackfrost Prophet Source Gatewalkers (Hardcover) pg. 249 Perception +21; darkvision, scent (imprecise) 30 feet Languages Erutaki, Jotun Skills Athletics +21, Intimidation +18, Stealth +17 Str +6 Dex +4 Con +5 Int +2 Wis +4 Cha +1 Items +1 striking halberd --- AC 28 Fort +20 Ref +18 Will +18 HP 180 (void healing) Immunities bleed, cold, death effects, disease, mental, paralyzed, poison, unconscious Weaknesses fire 10 --- Speed 30 feet; ice climb 30 feet Melee Single Action halberd +21 (Magical, reach 10 feet, versatile S), Damage 2d10+10 piercing Melee Single Action horns +21 (Agile), Damage 2d6+6 bludgeoning plus 2d6 cold and blackfrost Imprison Mind Two Actions (Mental, occult) The blackfrost prophet concentrates on a creature within 60 feet, filling the target's mind with befuddling susurrations. The creature must succeed at a DC 28 Will save or take 4d8+8 mental damage and become stupefied 1 for 1 minute (stupefied 2 on a critical failure). The creature is slowed 1 as long as it's stupefied. Raise Blackfrost Two Actions (Cold, occult) The blackfrost prophet selects a point within 60 feet, then calls upon shards of blackfrost to stab up through the crust in a 30-foot burst. Creatures in the area take 2d8 piercing damage plus 2d8 cold damage (DC 28 basic Reflex save). A creature that takes cold damage from this ability is exposed to blackfrost. Until the next time the blackfrost prophet uses Raise Blackfrost, the affected area is difficult terrain. ","skill_mod":{"stealth":17,"athletics":21,"intimidation":18},"image":["/Images/Monsters/Blackfrost_Prophet.png"],"primary_source":"Gatewalkers (Hardcover)","ac":28,"item":["+1 striking halberd"],"level":9,"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":20,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Blackfrost Prophet","rarity":"rare","strike_damage_average":[20,21],"attack_bonus":[21,21],"constitution":5,"immunity":["bleed","cold","death effects","disease","mental","paralyzed","poison","unconscious"],"creature_family":"Blackfrost Dead","will_save":18,"speed":{"climb":30,"max":30,"land":30},"wisdom":4,"weakness":{"fire":10},"creature_ability":["Imprison Mind","Raise Blackfrost"],"primary_source_group":"Gatewalkers","skill":["Athletics","Intimidation","Stealth"],"legacy_id":["creature-2498"],"summary":"With their hulking physiques and the potent connection to the Crown of the World, saumen kar who succumb to blackfrost become especially dangerous …","trait_group":["Energy","Monster","Rarity","Creature Type"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=4217","dexterity":4,"category":"creature","slug":"creature-4217"},{"attack_bonus":[14,18,18],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":115,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":10,"charisma":-5,"speed":{"max":20,"land":20},"perception":12,"wisdom":0,"weakness":{},"creature_ability":["Attached Anchor","Mate's Expertise","Jury-Rig","Loose the Pawls"],"primary_source_group":"Gatewalkers","skill":["Athletics"],"legacy_id":["creature-2456"],"trait":["Construct","Mindless","Uncommon","Large"],"id":"creature-4218","text":" Capstan Swabbie Capstan swabbies are constructs specially designed for seafaring. Sea captains looking for unwavering loyalty and competence can do far worse than a swabbie. Built to resemble and assume the place of a ship's capstan—the winch that raises and lowers the anchor—a capstan swabbie is a round, stout cylinder of wood wrapped in heavy-duty rope. Spars spaced evenly around its frame complete the look, while castors on its base give the swabbie mobility. A capstan swabbie also sports a few small pegs around its diameter. It can use these appendages to “grab” other ropes from the rigging to help sail the ship. Some crews decorate their capstan swabbies with paint or rags to give the constructs a personal touch. A capstan swabbie instinctively protects its captain's ship. Using short ropes attached to its sides, the swabbie can lash and trip foes or make emergency repairs to itself or its vessel. Far more dangerous, of course, is the anchor to which the swabbie's longest rope is attached. A capstan swabbie can swing this anchor in wide arcs and reel it back in at a moment's notice. Recall Knowledge - Construct (Arcana, Crafting): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Capstan Swabbie Source Gatewalkers (Hardcover) pg. 250 Perception +12; darkvision Languages Skills Athletics +17 Str +6 Dex +2 Con +5 Int -5 Wis +0 Cha -5 Attached Anchor A capstan swabbie is attached to its anchor by a 100-foot-long rope, most of which it keeps coiled around its body. If the capstan swabbie tries to move more than 100 feet from its attached anchor, its Speed is reduced to 10 feet as it drags the anchor along with it. If this rope is severed (AC 12 when uncoiled, Hardness 4, HP 16), the capstan swabbie can move freely, but its ranged anchor Strike loses the tethered trait. Mate's Expertise The capstan swabbie can use Athletics to Aid an ally's Sailing Lore check (to hoist or lower sails or the anchor, for instance). On a success or critical success, the capstan swabbie grants its ally a +2 circumstance bonus to the triggering check. Items anchor --- AC 25 Fort +17 Ref +12 Will +10 HP 115 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void --- Speed 20 feet Melee Single Action anchor +18 (reach 10 feet), Damage 2d8+9 bludgeoning Melee Single Action rope +18 (Disarm, reach 10 feet), Damage 2d6+9 slashing plus Knockdown Ranged Single Action anchor +14 (thrown 30 feet, tethered), Damage 2d8+9 bludgeoning Jury-Rig Single Action (Manipulate) The capstan swabbie uses built-in tools to quickly patch itself up. The swabbie gains 10 temporary Hit Points. The swabbie can also use this action on an adjacent section of a ship. The temporary Hit Points last for 1 minute. The target is then temporarily immune for 1 hour. Loose the Pawls Two Actions The capstan swabbie spins around rapidly, its loose ropes whipping everyone in reach. The capstan swabbie makes a rope Strike against each creature within 10 feet and compares its attack roll to the AC of each creature within 10 feet. Constructed Crews Only the wealthiest captains can afford to craft or purchase a capstan swabbie, but there might be another way to obtain one. According to legend, the ancient Jistka Imperium possessed a “mechanical navy”—a fleet of warships crewed by constructs under the command of a powerful mage. Treasure hunters plying the right waters might be lucky enough to find an intact capstan swabbie from this bygone empire. ","skill_mod":{"athletics":17},"summary":"Capstan swabbies are constructs specially designed for seafaring. Sea captains looking for unwavering loyalty and competence can do far worse than a …","image":["/Images/Monsters/CapstanSwabbie.png"],"primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Monster","Rarity"],"ac":25,"item":["anchor"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4218","intelligence":-5,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":17,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Capstan Swabbie","category":"creature","rarity":"uncommon","strike_damage_average":[16,18,18],"slug":"creature-4218"},{"attack_bonus":[20],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":185,"immunity":["bleed","critical hits","mental","precision","unconscious","visual"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","creature_family":"Ooze","will_save":13,"charisma":-5,"speed":{"climb":20,"max":20,"land":20},"perception":11,"wisdom":1,"weakness":{"holy":10},"creature_ability":["Motion Sense","Slithering Strike","Stir Doubts","Variable Volume"],"primary_source_group":"Gatewalkers","skill":["Athletics","Stealth"],"trait":["Mindless","Ooze","Uncommon","Unholy","Medium"],"id":"creature-4219","text":" Creeping Evil Religious philosophers have noted that while the virtuous are often filled with a righteous conviction that inures them from hopelessness and fear, the wicked are beset by constant doubt, driving them to commit even greater atrocities in an effort to stave off their insecurities. Sometimes, when this cycle reaches a crisis point, persistent doubt can even break from the psyche that created it, adopting a physical form known as a creeping evil. While demons, devils, and other fiends are those most likely to spawn a creeping evil, a mortal tyrant gripped by constant fear of rebellion or a murderer compelled to kill again in order to cover up their previous crimes can manifest one as well. Often, a creeping evil will linger near the creature that created it, sparing their life but lurking in the shadows as a constant reminder of their failures. Only when the creature summons their courage and finally confronts their fear head-on does the creeping evil turn on them. Other creeping evils abandon their creators as soon as they spawn, slithering down lightless alleyways or into abandoned sewer tunnels to search for new souls to corrupt. Though its body has the consistency of flowing tar, a creeping evil's predator-like cunning and unnatural ability to vary its volume at a whim set it apart from the living oozes often encountered by adventurers. Recall Knowledge - Ooze (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Creeping Evil Source Gatewalkers (Hardcover) pg. 251 Perception +11; motion sense 60 (precise) feet, no vision Languages Skills Athletics +20, Stealth +17 Str +6 Dex +0 Con +6 Int -4 Wis +1 Cha -5 Motion Sense A creeping evil can feel nearby motion through vibration and air movement. --- AC 16 Fort +20 Ref +12 Will +13 HP 185 Immunities bleed, critical hits, mental, precision, unconscious, visual Resistances physical 10 (except bludgeoning) Weaknesses holy 10 --- Speed 20 feet, climb 20 feet Melee Single Action pseudopod +20 (reach 10 feet), Damage 2d8+9 bludgeoning plus 2d6 void and Grab Slithering Strike Two Actions The creeping evil Strides twice, then makes a pseudopod Strike. The target is off-guard against this Strike unless it has seen a Slithering Strike before. Stir Doubts Two Actions (Concentrate, emotion, fear, mental) The creeping evil reaches psychically into a creature's innermost thoughts, taking hold of that creature's insecurities and bringing them to front of mind. One creature grabbed or restrained by the creeping evil takes 4d8 mental damage (DC 28 basic Will save). A creature that fails the save is also frightened 1 (or frightened 2 on a critical failure). Variable Volume Single Action (Concentrate, move) The creeping evil squeezes itself into a container or other space large enough to fit a Tiny creature. It can exit the container by taking this action again, immediately returning to its normal size. If creatures or objects would occupy the creeping evil's space, it automatically pushes those creatures and objects out of the way to fill a space. Osoyo's Doubt While the creeping evil the PCs face in Egede is most likely the product of some unnamed demon spawned by the Worldwound, they will encounter another such evil when they defeat the animate dream Ogmunzorius in Chapter 3 of “Dreamers of the Nameless Spires.” Though this creeping evil is still nascent, it is a manifestation of Osoyo's own fear of failure, and the PCs can use it as a weapon during their final confrontation with the Blackfrost Whale. ","skill_mod":{"stealth":17,"athletics":20},"summary":"Religious philosophers have noted that while the virtuous are often filled with a righteous conviction that inures them from hopelessness and fear, …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"ac":16,"level":8,"source_category":["Adventure Paths"],"sense":"motion sense 60 (precise) feet, no vision","weakest_save":["ref","reflex"],"resistance":{"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=4219","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":20,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Creeping Evil","category":"creature","rarity":"uncommon","strike_damage_average":[25],"slug":"creature-4219"},{"attack_bonus":[18,21],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":98,"language":["Aklo"],"immunity":["electricity","holy","precision","swarm mind"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":13,"charisma":3,"speed":{"max":40,"land":40},"perception":19,"wisdom":3,"weakness":{"area":8,"splash":8},"creature_ability":["Solar Instability","Starlight","Reactive Strike","Dazzling Assault","Starburst","Star Weapons","Swarm Shape"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Lamashtu Lore","Star Lore","Stealth"],"legacy_id":["creature-2499"],"trait":["Astral","Uncommon","Huge"],"id":"creature-4220","text":" Crownbound Constellation Crownbound constellations are the essence of stars granted sentience by the goddess Desna, who created them to survey the vastness of space and help her craft the galaxy. Their intergalactic travels once took them far, but Lamashtu sought to ensnare Desna's creation. The Mother of Beasts lured them to Golarion and then, exploiting the power of Golarion's sun, corrupted their ability to star travel. Stranded on the planet and unable to bear sunlight, these creatures traveled to the Crown of the World, where they have settled ever since. Recall Knowledge - Astral (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Crownbound Constellation Source Gatewalkers (Hardcover) pg. 252 Perception +19; darkvision Languages Aklo Skills Acrobatics +16, Athletics +21, Lamashtu Lore +14, Star Lore +16, Stealth +16 Str +7 Dex +4 Con +6 Int +4 Wis +3 Cha +3 --- AC 30 all-around vision Fort +19 Ref +16 Will +13 HP 98 Immunities electricity, holy, precision, swarm mind Resistances bludgeoning 5, piercing 8, slashing 8 Weaknesses area damage 8, splash damage 8 Solar Instability The crownbound constellation is fatigued and invisible when in direct contact with the rays of the sun. Starlight (aura, light) 15 feet. The glow of the crownbound constellation creates dim light. It can suppress or resume this ability as a free action. Reactive Strike Reaction --- Speed 40 feet Melee Single Action star greatsword +21 (Magical, versatile P), Damage 2d12+10 slashing and starburst Ranged Single Action star composite longbow +18 (deadly d10, magical, reload 0, volley 30 feet), Damage 2d8+7 piercing and starburst Dazzling Assault Single Action ([visual](/Traits.aspx?ID=727)) Each enemy in the crownbound constellation's space takes 7d4 bludgeoning damage (DC 23 basic Reflex save). Creatures that fail this save are also dazzled until the end of their next turn. Starburst (Visual) A creature that takes damage from a crownbound constellation's attack must succeed at a DC 23 Fortitude save or be dazzled for 1 minute. Star Weapons Single Action The crownbound constellation reforms its two weapons as +1 striking common or uncommon simple or martial weapons. These star weapons can't be disarmed, broken, dropped, destroyed, or stolen. Ranged star weapons don't require ammunition and those with a reload of 2 have a reload of 0 instead. When the crownbound constellation dies or uses its swarm shape its star weapons disappear. Swarm Shape Single Action (Concentrate) The crownbound constellation disperses into a shapeless swarm of Small stars. It drops all held, worn, and carried items. While discorporated, the crownbound constellation can't use attack actions, but it has a fly Speed of 40 feet and can move through areas small enough for its individual stars to fit without having to Squeeze. It can use Swarm Shape again to coalesce back into its normal form, at which point its star weapons reappear. An Eon's Long Memory Crownbound constellations have not forgotten Lamashtu's deception, or the commission set for them by Desna. Crownbound constellations frequently attack those they assume to be in league with the Mother of Monsters, and their hatred for her has severed their connection to Desna, just as Lamashtu planned. ","skill_mod":{"stealth":16,"athletics":21,"acrobatics":16},"summary":"Crownbound constellations are the essence of stars granted sentience by the goddess Desna , who created them to survey the vastness of space and …","image":["/Images/Monsters/CrownboundConstellation.png"],"primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":30,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":8,"slashing":8},"url":"/Monsters.aspx?ID=4220","intelligence":4,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":19,"source_group":["Gatewalkers"],"size":["Huge"],"spoilers":"Gatewalkers","name":"Crownbound Constellation","category":"creature","rarity":"uncommon","strike_damage_average":[16,23],"slug":"creature-4220"},{"primary_source_category":"Adventure Paths","strength":6,"hp":180,"language":["Chthonian","Draconic","Empyrean"],"source":["Gatewalkers (Hardcover)","Monster Core 2"],"type":"Creature","charisma":3,"perception":19,"trait":["Demon","Fiend","Unholy","Large"],"id":"creature-4221","text":" Kithangian (Beast Demon) The kithangian—a horrifying amalgam of horse and scorpion also known as a “beast demon”—is a foul fiend born of the souls of mortals who tormented animals in life. Kithangians tend to roam wild areas rife with animals to torture, though humanoid settlements with plenty of pets or livestock also make for tantalizing hunting grounds. Uncontested for too long, a kithangian's presence has a corrupting influence on the local fauna, which birth fiendish monstrosities until the demon is vanquished. If they realize they're being tracked by vengeful druids or demon slayers, a kithangian assumes the shape of an unassuming animal so they can get the jump on their pursuers. Recall Knowledge - Fiend (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Kithangian Source Gatewalkers (Hardcover) pg. 253, Monster Core 2 pg. 92 Perception +19; darkvision Languages Chthonian, Draconic, Empyrean Skills Athletics +18, Intimidation +20, Nature +21, Stealth +16 Str +6 Dex +3 Con +5 Int -2 Wis +4 Cha +3 --- AC 27 Fort +20 Ref +15 Will +19 +1 status to all saves vs. magic HP 180 Weaknesses cold iron 10, holy 10 All-Around Vision Animal Kindness Vulnerability Kithangians find kindness to animals revolting. The first time each round that a kithangian sees someone heal or otherwise provide aid to a creature that has the animal trait, the kithangian takes 3d6 mental damage. --- Speed 30 feet Melee Single Action pincer +21 (Magical, reach 10 feet, unholy), Damage 2d12+9 slashing plus Grab Melee Single Action stinger +21 (Agile, magical, reach 10 feet, unholy), Damage 2d8+9 piercing plus kithangian venom Divine Innate Spells DC 25 - 1st Command (at will; animals only) - 3rd Paralyze (×2) - 4th Fly, Translocate - Constant (4th) Speak with Animals Divine Rituals DC 25 - 1st Demonic Pact Animal Killer A kithangian's melee Strikes deal an additional 2d6 precision damage to animals. Change Shape Single Action (Concentrate, divine, polymorph) The kithangian transforms into a Medium or Large animal. This doesn't affect their statistics, but it might change the damage type of their Strikes. Kithangian Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage (2 rounds); Stage 2 2d6 poison damage and sickened 1 (2 rounds); Stage 3 3d6 poison damage and sickened 2 (2 rounds) Rasping Tongues Single Action (Attack) Frequency once per round; Requirements The kithangian has a creature grabbed or restrained in one or both pincers; Effect Barbed tongues slither from the faces in the kithangian's pincers. The tongues burrow into grabbed creatures and inject their minds with psychic screams. Each grabbed creature takes 2d8 piercing damage and 2d8 mental damage. A creature can resist the mental damage by attempting a DC 25 basic Will save. ","skill_mod":{"nature":21,"stealth":16,"athletics":18,"intimidation":20},"image":["/Images/Monsters/Demon_Kithangian.png"],"primary_source":"Gatewalkers (Hardcover)","spell":["Fly","Translocate","Paralyze","Command","Speak with Animals"],"ac":27,"level":9,"spell_dc":[25],"source_category":["Adventure Paths","Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":-2,"reflex_save":15,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":20,"source_group":["Gatewalkers"],"size":["Large"],"name":"Kithangian","rarity":"common","strike_damage_average":[18,22],"attack_bonus":[21,21],"constitution":5,"creature_family":"Demon","will_save":19,"speed":{"max":30,"land":30},"wisdom":4,"weakness":{"holy":10,"cold_iron":10},"creature_ability":["All-Around Vision","Animal Kindness Vulnerability","Animal Killer","Change Shape","Kithangian Venom","Rasping Tongues"],"primary_source_group":"Gatewalkers","skill":["Athletics","Intimidation","Nature","Stealth"],"legacy_id":["creature-2457"],"tradition":["Divine"],"summary":"The kithangian—a horrifying amalgam of horse and scorpion also known as a “beast demon”—is a foul fiend born of the souls of mortals who …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4221","dexterity":3,"category":"creature","slug":"creature-4221"},{"attack_bonus":[11],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":34,"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":8,"charisma":1,"speed":{"climb":20,"max":40,"land":40},"perception":10,"wisdom":4,"weakness":{"electricity":2},"creature_ability":["Volatile Gases","Bubble Venom","Fire Blast"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Stealth","Survival"],"legacy_id":["creature-2444"],"trait":["Animal","Uncommon","Small"],"id":"creature-4222","text":" Desa-Desa Also known as “bubble cats” or “gas cats,” desa-desas are small, vaguely feline predators that hunt the jungles of Castrovel. A typical desa-desa is roughly the size and shape of a bobcat. Its head is reptilian, sporting large eyes and slender fangs that protrude from its lips. Desa-desa fur tends to match their environment—most are dark green and brown—and is punctuated by patterns of small, bubble-like bladders that protrude from the creature's skin like transparent boils. Every desa-desa has a different bladder pattern, and this distinctive anatomical feature is key to the creature's survival. Desa-desas' lives revolve around a little-understood (and likely magical) process by which the creatures transform water into its constituent gaseous elements. A desa-desa stores these gases in the polyp-like bladders, which are lined with an electricity-conducting material that allows the creature to create sudden blasts of flame in all directions. As a predator, the desa-desa's most dangerous attack is its bite, which passes along its bubble venom, which can ravage the fluids in the victim's own body. This reaction causes water in the target's cells to split rapidly, creating bubbles of gas that percolate through the creature's flesh to its skin, where it balloons outward in large, agonizing blisters before popping. The combustible gases in these blisters also make a creature particularly susceptible to fire attacks—such as the desa-desa's defensive blast. A typical desa-desa is 4 feet long counting the tail, and weighs just 30 pounds. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Desa-Desa Source Gatewalkers (Hardcover) pg. 254 Perception +10; low-light vision Languages Skills Acrobatics +8, Athletics +7, Stealth +9, Survival +8 Str +2 Dex +5 Con +1 Int -4 Wis +4 Cha +1 --- AC 18 Fort +5 Ref +11 Will +8 HP 34 Resistances fire 4 Weaknesses electricity 2 Volatile Gases Whenever a desa-desa takes electricity damage, it must attempt a DC 18 Fortitude save. On a failure, the sparks cause the desa-desa to immediately use Fire Blast if it can, and the desa-desa becomes off-guard for 1 round. --- Speed 40 feet, climb 20 feet Melee Single Action bite +11, Damage 1d4+2 piercing plus bubble venom Bubble Venom (Arcane, poison) A creature bit by a desa-desa breaks out in large, painful blisters which expand and pop as water in the victim's body turns into volatile gases. Magical healing of any kind counteracts the bubble venom; Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds; Stage 1 weakness to fire 2 and 1d6 piercing (1 round); Stage 2 weakness to fire 4 and 2d6 piercing (1 round) Fire Blast Two Actions (Arcane, fire) The desa-desa releases a burst of explosive gases in all directions, dealing 3d6 fire damage to all creatures in a 5-foot emanation. The desa-desa can't use Fire Blast again for 1d4 rounds. Cat Gases Castrovelian elven scholars have long noted the utility of the gases contained in desa-desa bubble bladders. Researchers at Tolris University in Qabarat have used the gases to create hotter forges, bottled air for diving, and even lift for airships. The former head of the department, Shimah Teph, believed that the cats could keep a ship aloft indefinitely, while feeding them just a few scraps of meat, and managed to pilot a test flight to Laubu Mesa before dying of desa-desa-inflicted wounds. ","skill_mod":{"survival":8,"stealth":9,"athletics":7,"acrobatics":8},"summary":"Also known as “bubble cats” or “gas cats,” desa-desas are small, vaguely feline predators that hunt the jungles of Castrovel. A typical desa-desa is …","image":["/Images/Monsters/DesaDesa.png"],"primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":18,"level":2,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"fire":4},"url":"/Monsters.aspx?ID=4222","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":5,"source_group":["Gatewalkers"],"size":["Small"],"spoilers":"Gatewalkers","name":"Desa-Desa","category":"creature","rarity":"uncommon","strike_damage_average":[4],"slug":"creature-4222"},{"primary_source_category":"Adventure Paths","strength":2,"hp":115,"language":["Aklo"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":2,"perception":15,"trait":["Aberration","Dream","Uncommon","Large"],"id":"creature-4223","text":" Dreamscraper Dreamscrapers invade the dreams of sleeping mortals to scrape away at their minds and steal their dreams, leaving them raw and tired upon waking. Maggot-like, with many eyes surrounded by a circular, toothy mouth, dreamscrapers use sharp barbs attached to ethereal tendrils to trawl for dreams. After returning to the Dimension of Dreams with their prizes, they store them in their dark, spire-like cocoons, trade them, or offer them up to their heinous masters as some obscure tax. Although many dreamscrapers act as servants for more powerful creatures, some act independently. Unable to dream themselves, their fascination leads them to experiment with their collections. They attempt to either synthesize dreams of their own or implant collected dreams within themselves. Recall Knowledge - Aberration (Occultism): DC 25 Recall Knowledge - Dream (Occultism, Occultism): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Dreamscraper Source Gatewalkers (Hardcover) pg. 255 Perception +15; darkvision Languages Aklo Skills Acrobatics +17, Athletics +13, Deception +13, Stealth +17, Thievery +15 Str +2 Dex +6 Con +4 Int +2 Wis +4 Cha +2 Tireless Dreamscrapers never sleep or dream themselves. They gain the benefits of an 8-hour rest after 1 hour of minimal activity. --- AC 24 Fort +12 Ref +18 Will +15 +1 status to all saves vs. magic HP 115 Immunities cold, fatigued, sleep Weaknesses electricity 5 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 22 --- Speed 20 feet, fly 40 feet; unfettered movement Melee Single Action claws +17 (Agile, finesse, magical, reach 5 feet), Damage 2d8+8 void and stolen dreams Ranged Single Action dream barb +16 (Incorporeal, magical, range 60 feet), Damage stolen dreams Occult Innate Spells DC 25, attack +17 - 2nd Darkness - 4th Sleep (×3) - Constant (4th) Unfettered Movement Dream Step Single Action The dreamscraper shifts to either the Dimension of Dreams or the Universe. While in the Dimension of Dreams, it can see clearly into the Universe with a range of 60 feet. On its first round in an encounter, the dreamscraper can use this ability once as a free action. Stolen Dreams (Mental, occult) Effect The dreamscraper catches hold of the target creature's dreams and tries to rip them away. The target must attempt a DC 22 Will save. Success The creature is unaffected. Failure The dreamscraper manages to only scrape at the target creature's dreams. The target becomes fatigued. Critical Failure The dreamscraper rips the target's dreams away and captures them. The target creature becomes fatigued. Furthermore, the target can never dream, can't be affected by spells that cause or affect dreams, can't detect or be detected by creatures with the dream trait, and can't enter the Dimension of Dreams. This effect ends if the target creature's dreams are restored through powerful magic. Dream Collections Dreams are fascinating creations of the imagination that many powerful entities seek to collect. Liches, for example, are intrigued by the dreams of mortals. Night hags and denizens of Leng see dreams as a valuable commodity, and their bartering draws many beings to the shadowy markets of Leng. ","skill_mod":{"deception":13,"thievery":15,"stealth":17,"athletics":13,"acrobatics":17},"image":["/Images/Monsters/Dreamscraper.png"],"primary_source":"Gatewalkers (Hardcover)","spell":["Sleep","Darkness","Unfettered Movement"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":12,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Dreamscraper","rarity":"uncommon","strike_damage_average":[17],"attack_bonus":[16,17],"constitution":4,"immunity":["cold","fatigued","sleep"],"spell_attack_bonus":[17],"will_save":15,"speed":{"fly":40,"max":40,"land":20},"wisdom":4,"weakness":{"electricity":5},"creature_ability":["Tireless","Frightful Presence","Dream Step","Stolen Dreams"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Deception","Stealth","Thievery"],"legacy_id":["creature-2500"],"tradition":["Occult"],"summary":"Dreamscrapers invade the dreams of sleeping mortals to scrape away at their minds and steal their dreams, leaving them raw and tired upon waking. …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4223","dexterity":6,"category":"creature","slug":"creature-4223"},{"attack_bonus":[13],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":90,"language":["Aklo","Common","Elder Thing","Mi-Go","Yithian"],"immunity":["cold"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","creature_family":"Elder Thing","will_save":12,"charisma":3,"speed":{"fly":20,"max":30,"land":25,"swim":30},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["No Breath","Constrict","Hibernate","Unnatural Flight"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Astronomy Lore","Arcana","Athletics","Crafting","Medicine","Occultism","Survival","Thievery"],"legacy_id":["creature-2501"],"trait":["Aberration","Amphibious","Rare","Medium"],"id":"creature-4224","text":" Elder Thing The typical elder thing is a scientist first and anything else second, but they don't hesitate to use force to achieve their needs or defend their laboratories. When one does deign to speak to a non-elder thing, it's either out of fear (for a creature they know vastly outstrips their own power) or with an insufferable sense of narcissistic superiority and impatience, like how an arrogant professor might speak to a student struggling with what they perceive to be a simple concept. Recall Knowledge - Aberration (Occultism): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Elder Thing Source Gatewalkers (Hardcover) pg. 256 Perception +14; darkvision Languages Aklo, Common, Elder Thing, Mi-Go, Yithian Skills Acrobatics +11, Astronomy Lore +14, Arcana +14, Athletics +13, Crafting +12, Medicine +12, Occultism +14, Survival +12, Thievery +11 Str +4 Dex +2 Con +4 Int +5 Wis +3 Cha +3 --- AC 21 all-around vision Fort +15 Ref +9 Will +12 HP 90 Immunities cold Resistances fire 5 No Breath The elder thing doesn't breathe and is immune to effects that require breathing (such as inhaled poison). --- Speed 25 feet, fly 20 feet, swim 30 feet Melee Single Action tentacle +13 (Agile), Damage 2d6+6 bludgeoning plus Grab Constrict Single Action 2d6+6 bludgeoning, DC 22 Hibernate The elder thing enters a state of hibernation after focusing its thoughts for 1 minute. While hibernating, an elder thing is unconscious. The elder thing can remain in hibernation as long as it wishes—while hibernating, it doesn't need to eat or drink, nor does it age. Any effect that would normally rouse an unconscious creature can end an elder thing's hibernation, but the elder thing must attempt a DC 25 Will save. On a success, the elder thing awakens in 2d4 rounds; otherwise it takes 1d4 days to wake from hibernation. The elder thing can set the length of its hibernation when it enters this state, so that it can awaken after a set amount of time has passed. When awakening in this way, the elder thing does so in only 1d4 rounds, with no Will save necessary. Unnatural Flight The elder thing's wings allow it to fly in regions where flight is normally impossible, such as outer space. It gains a +2 circumstance bonus to checks made to Maneuver in Flight, and on saving throws against effects that impede flight. ","skill_mod":{"thievery":11,"crafting":12,"survival":12,"arcana":14,"medicine":12,"athletics":13,"occultism":14,"acrobatics":11},"summary":"The typical elder thing is a scientist first and anything else second, but they don't hesitate to use force to achieve their needs or defend their …","image":["/Images/Monsters/ElderThing.png"],"primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Monster","Rarity"],"ac":21,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=4224","intelligence":5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Elder Thing","category":"creature","rarity":"rare","strike_damage_average":[13],"slug":"creature-4224"},{"primary_source_category":"Adventure Paths","strength":5,"hp":218,"language":["Aklo","Common","Elder Thing","Mi-Go","Yithian"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":3,"perception":21,"trait":["Aberration","Amphibious","Rare","Medium"],"id":"creature-4225","text":" Elder Thing Researcher As one would expect from a species capable of living for thousands of years, many elder things grow more powerful than the standard specimen. Elder thing researchers are among the more frequently encountered of these incredibly rare beings, for their nature and interests often see them traveling to distant worlds to explore and lay the foundations for later conquest and colonization. Elder thing researchers often carry strange weapons or tools that merge technology with magic. Recall Knowledge - Aberration (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Elder Thing Researcher Source Gatewalkers (Hardcover) pg. 257 Perception +21; darkvision Languages Aklo, Common, Elder Thing, Mi-Go, Yithian Skills Acrobatics +17, Arcana +21, Athletics +19, Crafting +21, Medicine +21, Occultism +23, Survival +19, Thievery +19 Str +5 Dex +3 Con +5 Int +7 Wis +5 Cha +3 --- AC 29 all-around vision Fort +19 Ref +17 Will +21 HP 218 Immunities cold Resistances fire 10 No Breath The elder thing doesn't breathe and is immune to effects that require breathing (such as inhaled poison). --- Speed 25 feet, fly 20 feet, swim 30 feet Melee Single Action tentacle +20 (Agile), Damage 2d8+11 bludgeoning plus Grab Occult Innate Spells DC 29, attack +21 - Cantrips (5th) Daze, Read Aura, Sigil, Telekinetic Hand, Telekinetic Projectile - 3rd Hypercognition, Mind Reading - 4th Phantom Pain, Rewrite Memory - 5th Mind Probe, Slither, Summon Entity Constrict Single Action 2d8+11 bludgeoning, DC 29 Eldritch Insight Three Actions (Occult) Frequency once per day; Effect By focusing its senses and thoughts on a single concept, an elder thing researcher can draw upon the thousands of years of deep memories. It then selects one of the following skills: Arcana, any Lore, Nature, Religion, or Society. Once the skill is chosen, the elder thing researcher can attempt checks for the selected skill using its Occultism modifier. This effect lasts until the elder thing researcher uses Eldritch Insight again to change its focus. If no focus is predetermined, assume an elder thing researcher has chosen to focus on Library Lore. Hibernate The elder thing enters a state of hibernation after focusing its thoughts for 1 minute. While hibernating, an elder thing is unconscious. The elder thing can remain in hibernation as long as it wishes—while hibernating, it doesn't need to eat or drink, nor does it age. Any effect that would normally rouse an unconscious creature can end an elder thing's hibernation, but the elder thing must attempt a DC 25 Will save. On a success, the elder thing awakens in 2d4 rounds; otherwise it takes 1d4 days to wake from hibernation. The elder thing can set the length of its hibernation when it enters this state, so that it can awaken after a set amount of time has passed. When awakening in this way, the elder thing does so in only 1d4 rounds, with no Will save necessary. Unnatural Flight The elder thing's wings allow it to fly in regions where flight is normally impossible, such as outer space. It gains a +2 circumstance bonus to checks made to Maneuver in Flight, and on saving throws against effects that impede flight. ","skill_mod":{"thievery":19,"crafting":21,"survival":19,"arcana":21,"medicine":21,"athletics":19,"occultism":23,"acrobatics":17},"primary_source":"Gatewalkers (Hardcover)","spell":["Mind Probe","Slither","Summon Entity","Phantom Pain","Rewrite Memory","Hypercognition","Mind Reading","Daze","Read Aura","Sigil","Telekinetic Hand","Telekinetic Projectile"],"ac":29,"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"fire":10},"intelligence":7,"reflex_save":17,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Elder Thing Researcher","rarity":"rare","strike_damage_average":[20],"attack_bonus":[20],"constitution":5,"immunity":["cold"],"spell_attack_bonus":[21],"will_save":21,"speed":{"fly":20,"max":30,"land":25,"swim":30},"wisdom":5,"weakness":{},"creature_ability":["No Breath","Constrict","Eldritch Insight","Hibernate","Unnatural Flight"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Arcana","Athletics","Crafting","Medicine","Occultism","Survival","Thievery"],"legacy_id":["creature-2502"],"tradition":["Occult"],"summary":"As one would expect from a species capable of living for thousands of years, many elder things grow more powerful than the standard specimen. Elder …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4225","dexterity":3,"category":"creature","slug":"creature-4225"},{"attack_bonus":[14],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":90,"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":11,"charisma":1,"speed":{"max":10,"land":10},"perception":11,"wisdom":4,"weakness":{"slashing":5,"fire":5},"creature_ability":["Camouflage","Constrict","Dazzling Blooms"],"primary_source_group":"Gatewalkers","skill":["Athletics","Stealth"],"legacy_id":["creature-2458"],"trait":["Mindless","Plant","Uncommon","Medium"],"id":"creature-4226","text":" Glimmervine Glimmervines are carnivorous creeping vines with sparkling white flowers that open to bloom only at night. They flourish most in high altitudes and cold climates, where they survive by dazzling small prey with their iridescent blossoms before crushing them to death with impossibly strong tendrils. The blood and decomposing flesh of their prey seep into the ground like fertilizer for glimmervines' roots to absorb as nutrients. Because scarps and gulleys caked with gore tend to deter future victims, glimmervines instinctively know not to linger in one spot for long. Glimmervines are mostly dormant during the day. Clinging to the sides of mountains and cliffs, they're easily mistaken for mundane climbing plants such as ivy or morning glory. When night falls, though, glimmervines' spectacular reflective flowers make their entrancing nature plain for all to see. Glimmervines are distantly related to snapping flytraps, which employ similar ambush tactics, but the former is easily discernible by the shiny white blooms in place of a flytrap's jaw-like leaves. These petals are coated with iridescent veins that absorb sunlight during the day and give off an eerie yet beautiful glow at night. The glistening patina attracts pollinating insects. On their own, glimmervines don't pose much of a threat to most creatures. Though its root-based sensory organs are formidable in close proximity, a glimmervine can't sense creatures farther than 60 feet away, making escape as easy as getting out of range of their slow movement. The true danger of these plants comes from glimmervine thickets—dense patches of glimmervines that can entangle entire hillsides or ravines. Woe be unto a hapless traveler caught in the midst of a glimmervine thicket at sundown. Recall Knowledge - Plant (Nature): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Glimmervine Source Gatewalkers (Hardcover) pg. 258 Perception +11; tremorsense (precise) 60 feet Languages Skills Athletics +12, Stealth +12 Str +5 Dex +0 Con +3 Int -5 Wis +4 Cha +1 Camouflage The glimmervine can Hide in natural environments even if it doesn't have cover. --- AC 21 Fort +14 Ref +8 Will +11 HP 90 Weaknesses fire 5, slashing 5 --- Speed 10 feet Melee Single Action vine +14 (reach 10 feet), Damage 2d6+8 bludgeoning plus Grab Constrict Single Action 2d6+4 bludgeoning, DC 21 Dazzling Blooms Single Action (Visual) Effect The glimmervine shakes its iridescent blossoms to astound nearby foes. All creatures within 30 feet, except other glimmervines, must attempt a DC 21 Fortitude save. The glimmervine then can't use Dazzling Blooms for 1d4 rounds. Success The creature is unaffected. Failure The creature is dazzled for 1 round. Critical Failure The creature is blinded for 1 round, then dazzled for 1 round. Moonrods When harvested with a successful DC 18 Nature or Survival check, a glimmervine's blossoms can be used as 6 gp worth of raw materials for crafting glow rods. Glow rods made with these materials give off a cold, bluish glow that more closely resembles moonlight than sunlight. ","skill_mod":{"stealth":12,"athletics":12},"summary":"Glimmervines are carnivorous creeping vines with sparkling white flowers that open to bloom only at night. They flourish most in high altitudes and …","image":["/Images/Monsters/Glimmervine.png"],"primary_source":"Gatewalkers (Hardcover)","trait_group":["Monster","Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":" tremorsense (precise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4226","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":14,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Glimmervine","category":"creature","rarity":"uncommon","strike_damage_average":[15],"slug":"creature-4226"},{"legacy_name":["Tree Fisher"],"attack_bonus":[11,12],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":45,"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":8,"charisma":-3,"speed":{"climb":15,"max":15,"land":15},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Barbed Filament"],"primary_source_group":"Gatewalkers","skill":["Athletics","Stealth"],"legacy_id":["creature-2454"],"trait":["Animal","Uncommon","Medium"],"id":"creature-4227","text":" Gokeki A gokeki looks like a cross between a monkey and a scorpion, with a harpoon of solidified webbing connected to spinnerets at its aft end, held by the coiled, scorpion-like tail that acts like an atlatl. Adding further to the gokeki's bizarre appearance are the creature's extra pair of eyes and the nearly vestigial pincers sprouting from its chest. Gokeki fur is generally light tan in color, darkening noticeably toward the creature's tail, although subspecies with bright green, yellow, or even fluorescent pink or purple fur have also been reported. Unlike many of Castrovel's native creatures, gokekis aren't generally regarded to be a product of natural evolution, but rather the result of a genetic experiment that broke loose from its creator and escaped into the wild. Gokekis have adapted frighteningly well to the planet's harsh jungle environment, although thankfully they seem to lack both the intelligence and sociability often exhibited by primates. Gokekis hunt alone or, more rarely, in mated pairs. Attempts to domesticate gokekis often result in the death of their would-be owners, although when provided with a proper range in which to hunt, gokekis can serve as guardians for those looking to deter unwanted visitors. Though dangerous predators, gokekis are highly sought after by Castrovel's hunting cultures, particularly the lizardfolk and tripkees who call the jungle continent of Ukulam their home. The former value gokekis for their webbing harpoons, which function as ready-made javelins. Meanwhile, tripkees harvest the gokeki's filament gland to aid in the construction of the treetop homes. Both peoples also eat gokeki meat, which when properly prepared can be made into a flavorful and hearty jerky. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Gokeki Source Gatewalkers (Hardcover) pg. 259 Perception +9; low-light vision Languages Skills Athletics +12, Stealth +11 Str +4 Dex +3 Con +3 Int -5 Wis +1 Cha -3 --- AC 19 Fort +10 Ref +10 Will +8 HP 45 --- Speed 15 feet, climb 15 feet Melee Single Action claw +11, Damage 2d6+5 slashing Ranged Single Action harpoon +12 (range 60 feet), Damage 2d6+5 piercing plus barbed filament Barbed Filament A creature hit by the gokeki's harpoon is grabbed. The gokeki can move while it has a creature grabbed with its filament, but it automatically releases the Grab if the gokeki moves beyond the filament's 60-foot length. A creature grabbed by the filament at the beginning of its turn takes 5 bleed damage. The gokeki can sever the filament and release any creature grabbed by it as a free action. The filament can be severed by a Strike that deals at least 10 slashing damage to it. This doesn't deal any damage to the gokeki. The filament has AC 17, and its Escape DC is 19. The gokeki has only one harpoon; if the filament is severed, the gokeki loses this ability and its ranged attack for 1 week as it fashions a new harpoon. Harvested Treasures While gokekis aren't intelligent enough to gather treasure of their own, many natives of Castrovel consider their bodies a valuable resource. If harvested with a successful DC 17 Nature or Survival check, the gokeki's filament gland can be used as 25 gp worth of raw materials for potent glues such as everlasting adhesive. The filament itself is identical to a 60-foot length of rope. Finally, the creature's harpoon can be used as a javelin. ","skill_mod":{"stealth":11,"athletics":12},"summary":"A gokeki looks like a cross between a monkey and a scorpion , with a harpoon of solidified webbing connected to spinnerets at its aft end, held by …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":19,"level":3,"source_category":["Adventure Paths"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4227","intelligence":-5,"reflex_save":10,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":10,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Gokeki","category":"creature","rarity":"uncommon","strike_damage_average":[12,12],"slug":"creature-4227"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":25,"language":["Aklo","Fey","(can't speak any language)"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","creature_family":"Gorga","will_save":5,"charisma":1,"speed":{"max":40,"land":40},"perception":9,"wisdom":3,"weakness":{"cold_iron":3},"creature_ability":["Cloak of Shadows","Reactive Strike","Shadow Bite","Umbral Leap"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-2445"],"trait":["Fey","Uncommon","Medium"],"id":"creature-4228","text":" Temagyr Temagyrs embody the fear of nocturnal hunters—predators that stalk through the dark of night and attack when their prey is most vulnerable. Able to blend in with and step between shadows to surprise victims, temagyrs delight in ambush tactics. An average temagyr is 8 feet long and weighs 500 pounds but moves with unnatural fluidity and grace, the shadows they carry seeming to hang in the air behind them. In combat, a temagyr can take down opponents either with physical attacks or by taking bites out of their enemy's shadow. These shadow wounds, which remain visible unless healed, often perplex doctors and investigators from the Universe; a corpse from a temagyr attack can appear pristine, its tattered shadow the only clue to how it met its untimely fate. Recall Knowledge - Fey (Nature): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Temagyr Source Gatewalkers (Hardcover) pg. 260 Perception +9; greater darkvision Languages Aklo, Fey; (can't speak any language) Skills Acrobatics +7, Athletics +7, Stealth +8 Str +2 Dex +3 Con +2 Int -2 Wis +3 Cha +1 --- AC 16 Fort +8 Ref +10 Will +5 HP 25 Weaknesses cold iron 3 Cloak of Shadows Temagyrs are constantly surrounded by shifting shadows. A temagyr can always Hide in dim light or darkness. Reactive Strike Reaction --- Speed 40 feet Melee Single Action bite +9, Damage 1d4+4 piercing Shadow Bite Single Action Frequency once per round; Effect The temagyr attempts to tear away and swallow a gobbet of shadow from a creature within reach. The creature must attempt a DC 17 Fortitude save. Success The target takes no damage. Failure The target takes 1d4+4 piercing damage and the temagyr gains 2 temporary Hit Points for 1 minute. Critical Failure The target takes 2d4+8 piercing damage and the temagyr gains 4 temporary Hit Points for 1 minute. Umbral Leap Two Actions (Primal, teleportation) Frequency once per day; Effect The temagyr bends light and darkness to leap into a creature's shadow. The temagyr targets a creature that it can see who is in dim or brighter light within 120 feet. The temagyr teleports to a space adjacent to the target creature. ","skill_mod":{"stealth":8,"athletics":7,"acrobatics":7},"summary":"Temagyrs embody the fear of nocturnal hunters—predators that stalk through the dark of night and attack when their prey is most vulnerable. Able to …","image":["/Images/Monsters/Gorga_Temagyr.png"],"primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":16,"level":1,"source_category":["Adventure Paths"],"sense":" greater darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4228","intelligence":-2,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Greater darkvision","fortitude_save":8,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Temagyr","category":"creature","rarity":"uncommon","strike_damage_average":[6],"slug":"creature-4228"},{"attack_bonus":[10],"constitution":0,"primary_source_category":"Adventure Paths","strength":1,"hp":55,"language":["Aklo","Common","Fey","(can't speak any language); <%UMR%79%%>telepathy<%END> 100 feet, images only"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","creature_family":"Gorga","will_save":12,"charisma":1,"speed":{"fly":25,"max":25,"land":10},"perception":12,"wisdom":4,"weakness":{"cold_iron":5},"creature_ability":["Lost in the Dark","Corner of the Eye"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Deception","Intimidation","Nature","Stealth"],"legacy_id":["creature-2446"],"trait":["Fey","Uncommon","Medium"],"id":"creature-4229","text":" Ocluai Ocluais embody the fear of being lost and helpless in the darkness as well as the danger of unreasoning terror. An ocluai's gray body resembles that of a featherless owl with a serrated beak, the legs of a monkey, and oversized eye sockets full of shadow. The field of unnatural darkness that surrounds an ocluai disorients most creatures; while other gorgas are quick to move in for the kill, ocluais love to perch on a low branch or lintel and watch with their blank expressions as prey succumbs to panic. Though capable fighters, ocluais prefer to hang back and slash at those whose frantic flight brings them within range, letting their prey's own terror drive them over cliffs or bring them to their knees. Ocluais understand several languages but rarely communicate with non-fey. When they do, their communication takes the form of unsettling telepathic images projected directly into the other party's mind as the ocluai holds their gaze. Recall Knowledge - Fey (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Ocluai Source Gatewalkers (Hardcover) pg. 261 Perception +12; greater darkvision Languages Aklo, Common, Fey; (can't speak any language); telepathy 100 feet, images only Skills Acrobatics +10, Deception +8, Intimidation +10, Nature +8, Stealth +10 Str +1 Dex +4 Con +0 Int +2 Wis +4 Cha +1 --- AC 18 Fort +6 Ref +12 Will +12 HP 55 Weaknesses cold iron 5 Lost in the Dark (aura, darkness, mental) 60 feet. An ocluai's presence distorts nearby creatures' senses of direction. Nonmagical bright light within the aura becomes dim light, and nonmagical dim light with the aura becomes darkness. Any nongorga within range of the ocluai's aura that attempts to move must declare where they intend to move. Before moving, however, the creature must attempt a secret DC 20 Will saving throw. An ocluai can exempt specific creatures from this effect. Magical light anywhere within the ocluai's aura increases the light level as normal and reduces the Will save DC by 5. Success The creature moves normally. Failure The creature moves the intended distance, but not in the right direction. The ocluai chooses the creature's destination and route, which could be a straight line or could include multiple changes in direction. If the path is blocked or would go through obviously dangerous terrain (such as off a cliff or through a fire), the movement ends before the blockage or danger. Critical Failure As failure, but if the creature's path would lead them into obviously dangerous terrain, they must succeed at a second Will save to end their movement just before they would enter the danger. --- Speed 10 feet, fly 25 feet Melee Single Action talon +10, Damage 3d4+3 slashing Corner of the Eye Two Actions (Illusion, mental, primal, visual) The ocluai creates a wave of disturbing illusory images in a 10-foot burst centered on a point within 60 feet. Any creature caught in this burst takes 3d6 mental damage (DC 20 basic Will save) as their peripheral vision churns with terrifying visions of worm-eaten corpses and monsters ready to pounce. ","skill_mod":{"deception":8,"nature":8,"stealth":10,"intimidation":10,"acrobatics":10},"summary":"Ocluais embody the fear of being lost and helpless in the darkness as well as the danger of unreasoning terror. An ocluai's gray body resembles that …","image":["/Images/Monsters/Gorga_Ocluai.png"],"primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":18,"level":3,"source_category":["Adventure Paths"],"sense":" greater darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4229","intelligence":2,"reflex_save":12,"strongest_save":["ref","reflex","will"],"dexterity":4,"vision":"Greater darkvision","fortitude_save":6,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Ocluai","category":"creature","rarity":"uncommon","strike_damage_average":[10],"slug":"creature-4229"},{"attack_bonus":[10],"constitution":0,"primary_source_category":"Adventure Paths","strength":3,"hp":50,"language":["Immolis; <%UMR%79%%>telepathy<%END> 100 feet"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":9,"charisma":0,"speed":{"climb":40,"max":40,"land":40},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Heatsense","Heat Beam"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"legacy_id":["creature-2447"],"trait":["Beast","Uncommon","Medium"],"id":"creature-4230","text":" Immolis Most complex organisms, whether plant or animal, produce energy by converting fuel (such as food) into heat. Though this process is invaluable, it's also a vulnerability—one that the immolis has evolved to exploit. Immolises are psychic predators found all across Castrovel, especially underground and in cool environs. Mostly blind, they hunt by sensing the body heat of other creatures. When an immolis acquires a target, it focuses its innate psychic energies in an invisible beam aimed at its prey. The sudden influx of energy causes the target's metabolism to accelerate rapidly, spurring the creature's body to produce energy at a dangerous rate. This sudden rush of heat literally cooks the creature internally— innards burst, blood boils, and fat catches fire. The end result isn't just warm food, but a meal roasted to morbid perfection. An immolis's basic shape resembles that of a spidery, spindly frog covered in delicate scales. The head has a simian muzzle, the lips of which pull back to reveal a squid-like beak. Above the mouth, the creature has three pairs of nostrils, which flare and chuff as the creature hunts. Though they walk with a hunch, immolises climb with shocking speed. Unlike many other pyro-predators, immolises have a deep and paradoxical fear of fire, perhaps because they know how easily any flesh— their own included—can blacken and burn. As a result, they prefer to lair near water. This presents its own problem, however, as their heat sense is easily disrupted by creatures taking steps to hide their heat signatures, such as submerging themselves in water or snow. While intelligent enough to communicate and band together with others of their kind, immolises view all other species as either prey or threats and have as little interest in cultural exchange as in personal possessions. The average immolis stands 5 feet tall and weighs 150 pounds. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Immolis Source Gatewalkers (Hardcover) pg. 262 Perception +12; heatsense 120 feet Languages Immolis; telepathy 100 feet Skills Acrobatics +10, Athletics +10, Intimidation +9, Stealth +10, Survival +9 Str +3 Dex +4 Con +0 Int -3 Wis +3 Cha +0 Heatsense An immolis can sense creatures whose bodies are hotter than their surroundings as a precise sense at the listed range. Creatures that produce no heat—such as many undead or constructs—are concealed to an immolis, as are creatures who successfully mask their body heat (such as by submerging themselves in cold water). --- AC 19 Fort +6 Ref +12 Will +9 HP 50 --- Speed 40 feet, climb 40 feet Melee Single Action jaws +10, Damage 1d10+5 slashing Heat Beam Single Action (Fire, occult) The immolis targets a living creature within 30 feet and directs a beam of volatile psychic energy toward it, increasing the rate at which the creature's body produces heat. The target must attempt a DC 20 Fortitude save. The second and third time an immolis uses Heat Beam in the same round, the DC lowers to 16 or 12, respectively. Success The creature is unaffected. Failure The creature takes 2d6+5 fire damage. Critical Failure The creature takes 4d6+5 fire damage and 5 persistent fire damage. Weaponizing Immolises The Wemnora lashunta of northern Asana are one of the few cultures to actively hunt immolises. Before setting out, hunters paint their bodies in a thick layer of mud to camouflage themselves from the immolises’ heatsense. Using torches and carefully shaped brush fires, Wemnora hunters attempt to drive immolises out of their lairs and into boxes with a single, closable window. These boxes are then used as siege weapons: simply point a box at opposing troops, open the window, and let an angry immolis set them ablaze. ","skill_mod":{"survival":9,"stealth":10,"athletics":10,"intimidation":9,"acrobatics":10},"summary":"Most complex organisms, whether plant or animal, produce energy by converting fuel (such as food) into heat. Though this process is invaluable, it's …","image":["/Images/Monsters/Immolis.png"],"primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":19,"level":3,"source_category":["Adventure Paths"],"sense":"heatsense 120 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4230","intelligence":-3,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":6,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Immolis","category":"creature","rarity":"uncommon","strike_damage_average":[10],"slug":"creature-4230"},{"attack_bonus":[14],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":95,"immunity":["sonic"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":10,"charisma":0,"speed":{"climb":20,"max":40,"land":40},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Boomstrike"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"legacy_id":["creature-2448"],"trait":["Animal","Uncommon","Large"],"id":"creature-4231","text":" Kareq A kareq looks like a cross between a dinosaur and an insect. The kareq's torso extends back into a bulbous abdomen like an ant's. A kareq has a resonance chamber in its lower body, and when it flexes its muscular back legs against it, pressure builds up and sound waves are amplified and then focused as the kareq opens its mouth and releases the blast. The resulting shock wave can easily kill. Kareqs are thought to be related to Golarion's destrachans, though their similarities may simply be the result of convergent evolution. Unlike the stronger subterranean destrachans, kareqs are native to a variety of different environments, most often jungles and forests. A few sandy-colored species are found in the deserts of the Colonies, where formians regard the beasts as noble or, in some cases, practically sacred. Kareqs tend to be solitary predators, bold and unafraid, even willing to take on predators significantly larger than themselves. In combat, they keep their distance at first, softening up opponents with their boomstrikes before moving in for the kill with their claws. While they don't usually hunt in populated areas, kareqs are extremely territorial, and their desire to lay claim to tall landscape features can bring them into conflict with humanoids. During mating season, a kareq seeks height, climbing to the top of hills, boulders, or—if a settlement is particularly unlucky—towers and other buildings. From these perches, kareqs blast out their booming mating call which can carry for dozens of miles. A typical kareq stands 5 feet tall at the shoulder and is 10 feet long, weighing up to 300 pounds. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Kareq Source Gatewalkers (Hardcover) pg. 263 Perception +15; low-light vision Languages Skills Acrobatics +12, Athletics +13, Intimidation +13, Stealth +12, Survival +10 Str +5 Dex +2 Con +4 Int -4 Wis +3 Cha +0 --- AC 22 Fort +15 Ref +13 Will +10 HP 95 Immunities sonic --- Speed 40 feet, climb 20 feet Melee Single Action claw +14, Damage 2d10+5 slashing Boomstrike Two Actions The kareq beats its legs against its reverberation chamber, creating a blast of sound concentrated enough to ignite the air around it. The kareq chooses to affect either a 30- foot cone (which deals sonic damage) or a 60-foot line (which deals fire damage). Affected creatures must attempt a DC 21 Fortitude save. Success The creature takes no damage. Failure The creature takes 3d6 damage of the appropriate type. Critical Failure The creature takes 6d6 damage of the appropriate type and either is deafened for 1 minute (if sonic damage) or takes 1d6 persistent fire damage (if fire damage). Kareq Drums Castrovelians have long hunted kareqs, both for glory and to harvest their unique abdomens. A ceremonial drum made from a kareq resonation chamber is an intimidating mark of prestige. While most such drums are only instruments, a properly enchanted kareq war drum can bring down walls and blast apart enemy troops. ","skill_mod":{"survival":10,"stealth":12,"athletics":13,"intimidation":13,"acrobatics":12},"summary":"A kareq looks like a cross between a dinosaur and an insect. The kareq's torso extends back into a bulbous abdomen like an ant's. A kareq has a …","image":["/Images/Monsters/Kareq.png"],"primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":22,"level":5,"source_category":["Adventure Paths"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4231","intelligence":-4,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":15,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Kareq","category":"creature","rarity":"uncommon","strike_damage_average":[16],"slug":"creature-4231"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":80,"language":["Common","Fey","Jotun"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":9,"charisma":-2,"speed":{"max":30,"land":30},"perception":12,"wisdom":1,"weakness":{"cold_iron":5},"creature_ability":["Swallow Projectile","Swallow Whole","Frightening Bellow"],"primary_source_group":"Gatewalkers","skill":["Athletics","Intimidation","Stealth"],"legacy_id":["creature-2459"],"trait":["Amphibious","Fey","Uncommon","Water","Large"],"id":"creature-4232","text":" Kvernknurr Kvernknurrs are lanky fey giants that dwell in cold-water rivers and lakes. A kvernknurr's blue flesh allows it to camouflage itself in its preferred environ, where it haunts local millers and farmers by sabotaging water wheels and farm equipment. A kvernknurr's most distinguishing feature is its oversized mouth and the two rows of axe-like teeth therein. To eat, a kvernknurr need only unhinge its lower jaw, revealing in the process a yawning portal nearly the size of a human doorway—convenient, considering its favorite food is humans and their ilk. A lake- or riverbed is the perfect place for a kvernknurr to sleep off a big meal. It's also a perilous circumstance for swallowed prey lucky enough to escape the kvernknurr's belly. “Out of the belly, into the water,” goes one lakeside village saying. Kverknurrs despise humanoid-made disturbances to the waters in which they live, even seemingly harmless ones like waterwheels. In their anger, kvernknurrs use their oversized jaws to clamp down on such machinery. When townsfolk come to investigate their jammed mill, the kvernknurr then springs out from hiding to attack, roaring terribly before snatching a victim to eat whole. Folks brave enough to attack a kvernknurr soon learn to fight up close; the wily monster is quick enough to snatch arrows and spears in its jaws midair before swallowing the weapons down. Recall Knowledge - Fey (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Kvernknurr Source Gatewalkers (Hardcover) pg. 264 Perception +12; low-light vision Languages Common, Fey, Jotun Skills Athletics +13, Intimidation +13, Stealth +10 Str +5 Dex +2 Con +4 Int -1 Wis +1 Cha -2 --- AC 22 Fort +15 Ref +12 Will +9 HP 80 Resistances cold 5 Weaknesses cold iron 5 Swallow Projectile Reaction Trigger A creature the kvernknurr can see targets it with a ranged Strike; Requirements The kvernknurr doesn't have a creature grabbed in its jaws; Effect The kvernknurr attempts to swallow the projectile, gaining a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the kvernknurr consumes the projectile harmlessly. --- Speed 30 feet Melee Single Action jaws +14, Damage 2d6+8 piercing plus Grab Melee Single Action fist +14 (Agile, reach 10 feet), Damage 2d4+8 fist Swallow Whole Single Action (Attack) Medium, 1d6+5 bludgeoning, Rupture 15 Frightening Bellow Two Actions (Auditory, emotion, fear, mental, primal) Requirements The kvernknurr doesn't have a creature grabbed in its jaws; Effect The kvernknurr lets out a deep-throated shout to scare away its foes. Each non-kvernknurr creature within 60 feet must attempt a DC 20 Will save, and then they are temporarily immune to that kvernknurr's Frightening Bellow for 24 hours. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and is fleeing as long as it remains frightened. Other Places, Other Names Most kvernknurr legends come from cold, northern regions like the Lands of the Linnorm Kings or Brevoy. Some have been sighted in warmer waters, such as the River Kingdoms, Druma, and even the temperate lakes of Andoran and Cheliax. Monikers vary from place to place. Mill spirit, doorjaw, and wheel-biter are just some of the more flavorful nicknames people give them. ","element":["Water"],"skill_mod":{"stealth":10,"athletics":13,"intimidation":13},"summary":"Kvernknurrs are lanky fey giants that dwell in cold-water rivers and lakes. A kvernknurr's blue flesh allows it to camouflage itself in its …","image":["/Images/Monsters/Kvernknurr.png"],"primary_source":"Gatewalkers (Hardcover)","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"ac":22,"level":5,"source_category":["Adventure Paths"],"sense":"low-light vision","weakest_save":["will"],"resistance":{"cold":5},"url":"/Monsters.aspx?ID=4232","intelligence":-1,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":15,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Kvernknurr","category":"creature","rarity":"uncommon","strike_damage_average":[13,15],"slug":"creature-4232"},{"primary_source_category":"Adventure Paths","strength":2,"hp":75,"language":["Common","one other language; <%UMR%79%%>telepathy<%END> 100 feet"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":2,"perception":12,"trait":["Ooze","Uncommon","Tiny"],"id":"creature-4233","text":" Mindmoppet Mindmoppets are the result of laboratory experimentation that sought to harness telepathic energy within a liquid alchemical concoction. Mindmoppets feed on the latent telepathic energy of creatures. Even those with no apparent gift but with an active mind can sustain a mindmoppet for days. Such feeding is not invasive, and mindmoppets continually “graze” even while inactive. Mindmoppets are willing servants to anyone who concerns themselves with strenuous mental exercise. Their creator is usually an obvious first choice, and they serve them dutifully. However, they have only an academic understanding of good and evil, of ethics, or mortal limitations. They see service to their master's science as the ultimate standard by which they judge their actions or those of others. This can lead to conflict between them and their creator, especially if the master appears lax in their efforts to further their studies. To a mindmoppet, continuous learning is imperative. Mindmoppets appear to have some ability to see a short distance into the future, though this might only be that their innate interest for thought and cognition gives them a knack for anticipating the actions of others. Recall Knowledge - Ooze (Occultism): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Mindmoppet Source Gatewalkers (Hardcover) pg. 265 Perception +12; mindsense (precise) 120 feet, no vision Languages Common; one other language; telepathy 100 feet Skills Acrobatics +13, Athletics +14, Crafting +14, Deception +11, Intimidation +11, Medicine +10, Occultism +14, Society +14, Stealth +13, Thievery +13 Str +2 Dex +4 Con +2 Int +5 Wis +3 Cha +2 Mindsense The mindmoppet senses the thoughts of intelligent creatures and builds a perception of reality from this information, allowing the mindmoppet to “see” as a precise sense. Invisible intelligent creatures are visible to it. Items shell (porcelain doll) --- AC 21 Fort +9 Ref +12 Will +15 +1 status to all saves vs. magic HP 75 Immunities acid, critical hits, piercing, precision, unconscious, visual Resistances slashing 5 Weaknesses electricity 5 Prognosticate When the mindmoppet uses a reaction, it can Step before or after taking the reaction. Synapse Glow (aura, light) 5 feet. The firing of the mindmoppet's synapses create dim light. The range increases to 10 feet if its shell is destroyed. Shell The mindmoppet believes its shell is an important part of itself. Breaking the mindmoppet's shell (AC 25, Hardness 1, HP 6, BT 3) causes it to become fascinated with its shell. This condition ends when its shell is repaired. Redirect Attack Reaction (mental) Trigger The mindmoppet is targeted by a melee or ranged Strike; Effect The mindmoppet attempts a Dexterity saving throw, using the attack roll as the DC for the check. On a success, it redirects the attack at another target within the attacker's range. On a failure, the attack resolves as normal. --- Speed fly 40 feet Ranged Single Action telekinetic slam +15 (Force, occult, range increment 20 feet), Damage 2d12 force plus Improved Push Occult Innate Spells DC 22, attack +14 - Cantrips (2nd) Telekinetic Hand, Telekinetic Projectile - 1st Command, Mending (×3) - 2nd Telekinetic Maneuver (×2) - Constant (1st) Mindlink Anticipate Single Action The mindmoppet attempts to anticipate its opponent's actions. Until the end of its next turn, the mindmoppet gains one reaction. Scavenged Shell Being amorphous, mindmoppets are resilient, but they still cling to their shells for protection. You can represent a shell of different material by replacing the Hardness, Hit Points, and Broken Threshold of the porcelain shell listed here with those listed in the Materials section listed here. ","skill_mod":{"society":14,"deception":11,"thievery":13,"crafting":14,"stealth":13,"medicine":10,"athletics":14,"intimidation":11,"occultism":14,"acrobatics":13},"image":["/Images/Monsters/Mindmoppet.png"],"primary_source":"Gatewalkers (Hardcover)","spell":["Telekinetic Maneuver","Command","Mending","Telekinetic Hand","Telekinetic Projectile","Mindlink"],"ac":21,"item":["shell (porcelain doll)"],"level":5,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":"mindsense (precise) 120 feet, no vision","resistance":{"slashing":5},"intelligence":5,"reflex_save":12,"strongest_save":["will"],"fortitude_save":9,"source_group":["Gatewalkers"],"size":["Tiny"],"spoilers":"Gatewalkers","name":"Mindmoppet","rarity":"uncommon","strike_damage_average":[13],"attack_bonus":[15],"constitution":2,"immunity":["acid","critical hits","piercing","precision","unconscious","visual"],"creature_family":"Ooze","spell_attack_bonus":[14],"will_save":15,"speed":{"fly":40,"max":40},"wisdom":3,"weakness":{"electricity":5},"creature_ability":["Mindsense","Prognosticate","Synapse Glow","Shell","Redirect Attack","Anticipate"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Crafting","Deception","Intimidation","Medicine","Occultism","Society","Stealth","Thievery"],"legacy_id":["creature-2503"],"tradition":["Occult"],"summary":"Mindmoppets are the result of laboratory experimentation that sought to harness telepathic energy within a liquid alchemical concoction. Mindmoppets …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4233","dexterity":4,"category":"creature","slug":"creature-4233"},{"primary_source_category":"Adventure Paths","strength":4,"hp":120,"language":["Aklo","Draconic"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":5,"perception":17,"trait":["Dragon","Rare","Large"],"id":"creature-4234","text":" Myroga Myrogas are avaricious, simple-minded dragons with supernatural occult powers. They draw their amazing abilities from ley lines—loci of intense magical energy often associated with psychic phenomena. A myroga encountered away from a ley line is far less dangerous, a fact which myrogas recognize and take great pains to mitigate. Upon discovering an unoccupied ley line, a myroga is apt to roost nearby and guard the site ferociously. All the while, they sup on the ley line's nearly inexhaustible ambient magic to grow stronger and expand their repertoire of brutal powers. Recall Knowledge - Dragon (Arcana): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Myroga Source Gatewalkers (Hardcover) pg. 266 Perception +17; darkvision, ley line sense (imprecise) 1 mile, scent (imprecise) 30 feet Languages Aklo, Draconic Skills Acrobatics +15, Athletics +14, Intimidation +15, Occultism +14 Str +4 Dex +3 Con +4 Int +2 Wis +2 Cha +5 Ley Line Sense The myroga can sense the presence, direction, and strength of any ley line within 1 mile. --- AC 24 Fort +16 Ref +15 Will +14 HP 120 Immunities paralyzed, sleep Resistances physical 5 (while within 500 feet of a ley line) Reactive Strike Reaction fangs only --- Speed 20 feet, fly 50 feet Melee Single Action fangs +16 (reach 10 feet), Damage 2d8+7 piercing Melee Single Action tail +16 (reach 15 feet), Damage 2d6+7 bludgeoning Melee Single Action talon +16 (Agile), Damage 2d6+7 slashing Occult Innate Spells DC 23 - 3rd Grim Tendrils (×2) Draconic Frenzy Two Actions The myroga makes two talon Strikes and one tail Strike in any order. Ley Line Empowerment Two Actions (Force, occult) Requirements The myroga is within 500 feet of a ley line; Effect The myroga wreathes themself in raw destructive energy converted from the ley line's ambient magic. The myroga deals an additional 2d6 force damage with each of their next successful fangs, tail, and talon Strikes. Once the myroga deals damage with one of these Strikes, the energy is discharged from that body part, but not the others. Ley Line Rupture Single Action (Attack, force, occult) Requirements The myroga is within 500 feet of a ley line; Effect The myroga diverts some of the ley line's magic into a deadly and distant explosion. The myroga creates a detonation of force in a 5-foot square within a mile of their ley line and that they can see, dealing 5d6 force damage to creatures in the area (DC 24 basic Reflex save). A myroga can create the detonation anywhere within a mile of the ley line, possibly allowing them to ignore cover the target might have from, for example, an obstacle between itself and the myroga. Myroga Hoards Like most dragons, myrogas often amass sizable hoards of treasure in the course of their long, violent lives. A myroga’s treasures tend to be eccentric and strange. Powerful crystal balls, cursed suits of armor, and intelligent talking weapons are among the most commonplace treasures found in a myroga’s hoard of wonders. ","skill_mod":{"athletics":14,"intimidation":15,"occultism":14,"acrobatics":15},"image":["/Images/Monsters/Myroga.png"],"primary_source":"Gatewalkers (Hardcover)","spell":["Grim Tendrils"],"ac":24,"level":6,"spell_dc":[23],"source_category":["Adventure Paths"],"sense":" darkvision , ley line sense (imprecise) 1 mile, scent (imprecise) 30 feet","resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"intelligence":2,"reflex_save":15,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":16,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Myroga","rarity":"rare","strike_damage_average":[14,14,16],"attack_bonus":[16,16,16],"constitution":4,"immunity":["paralyzed","sleep"],"will_save":14,"speed":{"fly":50,"max":50,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Ley Line Sense","Reactive Strike","Draconic Frenzy","Ley Line Empowerment","Ley Line Rupture"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Intimidation","Occultism"],"legacy_id":["creature-2460"],"tradition":["Occult"],"summary":"Myrogas are avaricious, simple-minded dragons with supernatural occult powers. They draw their amazing abilities from ley lines—loci of intense …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4234","dexterity":3,"category":"creature","slug":"creature-4234"},{"attack_bonus":[13,13],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":55,"source":["Gatewalkers (Hardcover)"],"type":"Creature","creature_family":"Skin Beetle","will_save":7,"charisma":-2,"speed":{"fly":15,"max":20,"land":20,"burrow":15},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Surgical Mandibles","Anesthetic Saliva","Harvest Flesh"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Medicine","Stealth"],"legacy_id":["creature-2461"],"trait":["Animal","Uncommon","Tiny"],"id":"creature-4235","text":" Skin Beetle A typical skin beetle is 1-1/2 feet long and weighs 10 pounds—about the size of a house cat. Its oval-shaped body is covered in dull-colored scales, and short, club-like antennae stem from shallow grooves in its head. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Skin Beetle Source Gatewalkers (Hardcover) pg. 267 Perception +9; low-light vision Languages Skills Acrobatics +10, Medicine +9, Stealth +10 Str +1 Dex +4 Con +2 Int -5 Wis +2 Cha -2 Surgical Mandibles A skin beetle can use its mandibles as a healer's toolkit. --- AC 18 Fort +9 Ref +13 Will +7 HP 55 --- Speed 20 feet, burrow 15 feet, fly 15 feet Melee Single Action mandibles +13 (Agile, finesse), Damage 1d8+4 piercing Ranged Single Action spit +13 (range 30 feet), Damage 1d6+4 acid plus anesthetic saliva Anesthetic Saliva (Poison) A creature exposed to a skin beetle's saliva must succeed on a DC 19 Fortitude save or become clumsy 1 for 1 round. Harvest Flesh Two Actions The skin beetle makes a mandibles Strike against an animal or humanoid. If the Strike deals damage, the beetle tears off a large portion of flesh, dealing an additional 1d6 persistent bleed damage. ","skill_mod":{"stealth":10,"medicine":9,"acrobatics":10},"summary":"A typical skin beetle is 1-1/2 feet long and weighs 10 pounds—about the size of a house cat. Its oval-shaped body is covered in dull-colored scales, …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":18,"level":3,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4235","intelligence":-5,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":9,"source_group":["Gatewalkers"],"size":["Tiny"],"spoilers":"Gatewalkers","name":"Skin Beetle","category":"creature","rarity":"uncommon","strike_damage_average":[7,8],"slug":"creature-4235"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":2,"hp":125,"immunity":["grabbed","precision","prone","restrained","swarm mind"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","creature_family":"Skin Beetle","will_save":13,"charisma":-2,"speed":{"fly":15,"max":20,"land":20,"burrow":15},"perception":16,"wisdom":3,"weakness":{"area":8},"creature_ability":["Swarming Bites"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Stealth"],"legacy_id":["creature-2462"],"trait":["Animal","Swarm","Uncommon","Large"],"id":"creature-4236","text":" Skin Beetle Swarm When a massive creature such a dinosaur or giant dies in skin beetle territory, the industrious vermin swarm together. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Skin Beetle Swarm Source Gatewalkers (Hardcover) pg. 267 Perception +16; low-light vision Languages Skills Acrobatics +18, Stealth +18 Str +2 Dex +6 Con +4 Int -5 Wis +3 Cha -2 --- AC 26 Fort +16 Ref +20 Will +13 HP 125 Immunities grabbed, precision, prone, restrained, swarm mind Resistances bludgeoning 5, piercing 8, slashing 8 Weaknesses area damage 8, splash damage 8 --- Speed 20 feet, burrow 15 feet, fly 15 feet Swarming Bites Single Action Each enemy in the swarm's space takes 5d6 piercing damage (DC 23 basic Reflex save). A creature that fails the saving throw also takes 1d4 persistent bleed damage and is clumsy 1 as long as it's taking bleed damage. ","skill_mod":{"stealth":18,"acrobatics":18},"summary":"When a massive creature such a dinosaur or giant dies in skin beetle territory, the industrious vermin swarm together.","image":["/Images/Monsters/SkinBeetleSwarm.png"],"primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Monster","Rarity"],"ac":26,"level":8,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":8,"slashing":8},"url":"/Monsters.aspx?ID=4236","intelligence":-5,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":16,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Skin Beetle Swarm","category":"creature","rarity":"uncommon","slug":"creature-4236"},{"primary_source_category":"Adventure Paths","strength":0,"hp":50,"language":["Common","Fey","<%SPELLS%1728%%>truespeech<%END>"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":2,"perception":12,"trait":["Beast","Incorporeal","Spirit","Uncommon","Tiny"],"id":"creature-4237","text":" Nimble Guide Nimble spirit guides are small and discreet, using their diminutive size and natural agility to dart from hiding place to hiding place. They tend to be much shyer than other spirit guides, at least initially, preferring to watch nearby mortals from a distance before deciding whether to trust them. When their trust is so earned, nimble spirit guides are often playful and contagiously exuberant. These spirit guides can often be found entertaining lost children with antics until they are rescued or freeing prisoners by stealing keys and picking locks. The green monkey is a nimble spirit guide who takes the appearance of a tiny primate with green fur that, on closer inspection, turns out to be fine blades of grass. Recall Knowledge - Beast (Arcana, Nature): DC 20 Recall Knowledge - Spirit (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Green Monkey Source Gatewalkers (Hardcover) pg. 268 Perception +12; darkvision Languages Common, Fey; truespeech Skills Acrobatics +13, Stealth +10, Survival +9, Thievery +10 Str +0 Dex +4 Con +0 Int +2 Wis +2 Cha +2 --- AC 19 Fort +6 Ref +12 Will +9 HP 50 Immunities disease, paralyzed, poison, precision Resistances all damage 4 (except force, ghost touch , or spirit; double resistance vs. non-magical) Aura of Good Cheer (aura, emotion, mental) 30 feet. The green monkey's affable demeanor is contagious. Allies within the aura gain a +1 status bonus to Will saves against emotion effects. Nimble Dodge Reaction Trigger The green monkey is targeted with a melee or ranged attack by an attacker it can see; Effect The green monkey gains a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet, climb 30 feet Melee Single Action jaws +12 (Agile, finesse, magical), Damage 1d8+6 force Primal Innate Spells DC 20 - 1st Tailwind - 2nd Gecko Grip - Constant (5th) Truespeech Bond with Mortal Two Actions (Mental, primal) Frequency once per day; Effect The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide's current and maximum Hit Points increase by 10, the spirit guide gains a +2 status bonus to attack and damage rolls, and the spirit guide and bonded mortal can communicate telepathically as long as they're on the same plane. The spirit guide can be bonded with only one mortal at a time, and can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond ends if the spirit guide or the mortal dies. This bond strengthens the spirit guide's connection to the Universe. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage. Bonded Strike Two Actions Requirements The spirit guide is currently Bonded with a Mortal; Effect The spirit guide makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target. ","skill_mod":{"thievery":10,"survival":9,"stealth":10,"acrobatics":13},"image":["/Images/Monsters/SpiritGuide_GreenMonkey.png"],"primary_source":"Gatewalkers (Hardcover)","spell":["Gecko Grip","Tailwind","Truespeech"],"ac":19,"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":4,"bludgeoning":4,"piercing":4,"precision":4,"cold_iron":4,"cold":4,"mental":4,"unholy":4,"good":4,"acid":4,"slashing":4,"vitality":4,"chaotic":4,"fire":4,"physical":4,"all":4,"area":4,"void":4,"holy":4,"poison":4,"sonic":4,"electricity":4,"bleed":4,"orichalcum":4,"silver":4,"evil":4,"splash":4},"intelligence":2,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"source_group":["Gatewalkers"],"size":["Tiny"],"spoilers":"Gatewalkers","name":"Green Monkey","rarity":"uncommon","strike_damage_average":[10],"attack_bonus":[12],"constitution":0,"immunity":["disease","paralyzed","poison","precision"],"creature_family":"Spirit Guide","will_save":9,"speed":{"climb":30,"max":30,"land":30},"wisdom":2,"weakness":{},"creature_ability":["Aura of Good Cheer","Nimble Dodge","Bond with Mortal","Bonded Strike"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Stealth","Survival","Thievery"],"legacy_id":["creature-2463"],"tradition":["Primal"],"summary":"Nimble spirit guides are small and discreet, using their diminutive size and natural agility to dart from hiding place to hiding place. They tend to …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4237","dexterity":4,"category":"creature","slug":"creature-4237"},{"primary_source_category":"Adventure Paths","strength":0,"hp":75,"language":["Common","Fey","<%SPELLS%1728%%>truespeech<%END>"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":2,"perception":15,"trait":["Beast","Incorporeal","Spirit","Uncommon","Small"],"id":"creature-4238","text":" Sage Guide Sage spirit guides are among the wisest spirits. They often take the forms of raptors such as owls, using their keen senses to evaluate situations from high above before swooping in to aid imperiled mortals. Adventurers who befriend a sage guide are fortunate indeed; in addition to providing sage counsel before conflict begins, sage guides can restore and tend to their allies in the aftermath of a violent dispute. In many stories, the sage guide assumes the form of a large owl whose proud breast is composed of hard stone. This depiction combines the wisdom commonly attributed to the owl with the strength and fortitude of the earth. Recall Knowledge - Beast (Arcana, Nature): DC 22 Recall Knowledge - Spirit (Occultism): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Stone-Breasted Owl Source Gatewalkers (Hardcover) pg. 269 Perception +15; darkvision Languages Common, Fey; truespeech Skills Acrobatics +12, Diplomacy +13, Nature +14, Survival +12 Str +0 Dex +3 Con +0 Int +2 Wis +5 Cha +2 --- AC 22 Fort +9 Ref +12 Will +15 HP 75 Immunities disease, paralyzed, poison, precision Resistances all damage 5 (except force, ghost touch, or spirit; double resistance vs. non-magical) Warning Hoot Free Action (auditory) Trigger The stone-breasted owl is about to roll a Perception or Survival check to determine initiative; Effect The stone-breasted owl lets out a hoot to warn allies, granting each ally a +1 circumstance bonus to their initiative roll. --- Speed 10 feet, fly 40 feet Melee Single Action talon +13 (Agile, finesse, magical), Damage 2d6+3 force Primal Innate Spells DC 25 - Cantrips (2nd) Guidance, Know the Way, Stabilize - 1st Cleanse Cuisine, Detect Poison - 2nd Clear Mind, Sound Body - 3rd Cleanse Affliction, Heal (×2) - Constant (5th) Truespeech Bond with Mortal Two Actions (Mental, primal) Frequency once per day; Effect The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide's current and maximum Hit Points increase by 14, the spirit guide gains a +2 status bonus to attack and damage rolls, and the spirit guide and bonded mortal can communicate telepathically as long as they're on the same plane. The spirit guide can be bonded with only one mortal at a time, and can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond ends if the spirit guide or the mortal dies. This bond strengthens the spirit guide's connection to the Universe. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage. Bonded Strike Two Actions Requirements The spirit guide is currently Bonded with a Mortal; Effect The spirit guide makes a talon Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target. Empowered Healing When the stone-breasted owl casts heal , it rolls d10s instead of d8s. ","skill_mod":{"diplomacy":13,"nature":14,"survival":12,"acrobatics":12},"image":["/Images/Monsters/SpiritGuide_StoneBreastedOwl.png"],"primary_source":"Gatewalkers (Hardcover)","spell":["Cleanse Affliction","Heal","Clear Mind","Sound Body","Cleanse Cuisine","Detect Poison","Guidance","Know the Way","Stabilize","Truespeech"],"ac":22,"level":5,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":2,"reflex_save":12,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":9,"source_group":["Gatewalkers"],"size":["Small"],"spoilers":"Gatewalkers","name":"Stone-Breasted Owl","rarity":"uncommon","strike_damage_average":[10],"attack_bonus":[13],"constitution":0,"immunity":["disease","paralyzed","poison","precision"],"creature_family":"Spirit Guide","will_save":15,"speed":{"fly":40,"max":40,"land":10},"wisdom":5,"weakness":{},"creature_ability":["Warning Hoot","Bond with Mortal","Bonded Strike","Empowered Healing"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Diplomacy","Nature","Survival"],"legacy_id":["creature-2464"],"tradition":["Primal"],"summary":"Sage spirit guides are among the wisest spirits. They often take the forms of raptors such as owls, using their keen senses to evaluate situations …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4238","dexterity":3,"category":"creature","slug":"creature-4238"},{"primary_source_category":"Adventure Paths","strength":7,"hp":215,"language":["Aklo","Common","Elven","Erutaki","Jotun"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":0,"perception":23,"trait":["Cold","Humanoid","Unique","Large"],"id":"creature-4239","text":" Ainamuuren, Corrupted Victim of Osoyo Osoyo is alien to Golarion, and while it was first encountered by the elves of Sovyrian, the Blackfrost Whale was alien there as well. At that time, in the earliest years of what is known on Golarion as the Age of Legends, Osoyo held only a small fraction of the potential power it represents today, and yet was still dangerous enough that Sovyrian's High Families wanted it far from their home. They lured the entity from Sovyrian, perhaps intending to escort it out into deep space, but their magic began to falter and they were forced to choose Golarion as the site of its prison. They chose the north pole, figuring that as life spread on their sister planet, this remote location would ensure Osoyo's prison would never be discovered. But the Castrovelian elves underestimated the people known as saumen kar. When they discovered the Blackfrost Whale, the saumen kar took it upon themselves to build a vast city and temple above Osoyo's prison to ensure it remained locked away. Earthfall disrupted these goals, and now, thousands of years later, only one saumen kar remains alive, remembering the ancient ways of his nearly extinct people—Ainamuuren. Then, during the Missing Moment, Ainamuuren was captured by agents of the Blackfrost Whale. He now languishes near Osoyo's prison, slowly being corrupted into something alien. Once he completes this corruption, Osoyo will be fully free from its prison. Ainamuuren currently lies in state, not quite dead, but much changed. Blood and blackfrost mat his fur, and writhing tentacles of oily black flesh have grown from his belly, sides, and throat. Pustules on his face bloat and burst, revealing pale, glaring eyes. If this corruption is allowed to run its full course, Ainamuuren's body will transform completely and then burst, turning inside out and serving as a point of entry back into the world for the Blackfrost Whale. A detailed exploration of Ainamuuren, including more details about his peoples' history and stats for him in his uncorrupted state, appear on pages 6–11 of Pathfinder Lost Omens Monsters of Myth. You can consult these pages for more background about the last saumen kar, but within the context of this Adventure Path, his current status as a corrupted victim of the Blackfrost Whale is the version of him the gatewalkers will encounter. Campaign Role The corrupted Ainamuuren isn't as powerful as his natural form, yet he remains a challenge for the characters. He's the final threat they face in the Gatewalkers Adventure Path. If victorious, they'll be able to restore him to his original body as presented in Monsters of Myth . The corrupted incarnation of Ainamuuren has little role beyond the final battle against the characters deep below the First and Last Temple of Aqakaru. Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ainamuuren (Corrupted) Source Gatewalkers (Hardcover) pg. 272 Perception +23; darkvision, scent (imprecise) 30 feet Languages Aklo, Common, Elven, Erutaki, Jotun Skills Athletics +25, Stealth +22 Str +7 Dex +4 Con +5 Int +0 Wis +5 Cha +0 --- AC 32 Fort +23 Ref +22 Will +23 +1 status bonus to saves against holy spells and effects HP 215 Immunities cold, controlled, disease Resistances fire 10, mental 10 Reactive Tentacles At the start of his turn, when Ainamuuren regains his actions, he gains an additional reaction that can be used only to make a Reactive Strike. Reactive Strike Reaction Tentacle only. Blackfrost Evasion Reaction Trigger Ainamuuren takes at least 35 physical damage from a single attack, and he isn't currently discorporated; Effect Ainamuuren discorporates into a whirling blizzard of blackfrost for 3 rounds. During this time, he gains resistance 10 to physical damage and weakness 10 to force damage. He gains a fly Speed of 40 feet, but the only action he can take is to Fly. While discorporated, the first time each round that Ainamuuren enters another creature's space or a creature enters Ainamuuren's space, that creature takes 4d8 cold damage and is exposed to blackfrost. At the start of his turn, Ainamuuren can end this effect as a free action. --- Speed 35 feet Melee Single Action tentacle +26 (reach 10 feet), Damage 3d6+10 bludgeoning plus invasive blackfrost Melee Single Action horns +26 (Agile, cold), Damage 3d8+10 bludgeoning plus 1d6 cold and Knockdown Occult Innate Spells DC 32, attack +24 - Cantrips (6th) Daze - 5th Slither, Synaptic Pulse - 6th Never Mind, Phantasmal Calamity Dreams of the Blackfrost Whale Two Actions (Incapacitation, mental) Frequency once per day; Effect Ainamuuren fixes his gaze on a target he can see within 60 feet, then opens wide his maw to release a torrent of whispers channeled from Osoyo's slumbering mind. The target must attempt a DC 32 Will save. Critical Success The creature is unaffected. Success The creature endures a brief moment where they believe they are imprisoned in the ice, as Osoyo has been for thousands of years, and is slowed 1 for 1 round. Failure The vision of being imprisoned in ice is more profound, and in the span of a few seconds, the creature endures what seems like a thousand years of imprisonment. The creature is paralyzed until the end of its next turn, after which it emerges from its paralysis stupefied 1. Critical Failure As failure, but the creature doesn't automatically recover from paralysis at the end of its turn. Instead, it can attempt a new DC 32 save. On a success, the paralysis ends and they are stupefied 1, but on a failure, the paralysis continues for another round. Invasive Blackfrost Gatewalker characters are not immune to blackfrost effects inflicted by Ainamuuren, and it's a DC 32 save to resist this affliction. Twist Deviance Two Actions (Mental, occult) Ainamuuren reaches out, then clutches his fingers into a fist and twists his arm, as if he were wrenching and tugging. At the same moment, all gatewalkers in a 60-foot cone that Ainamuuren can see feel the signs they've worn on their bodies since they emerged from their Missing Moment spike with pain, as if Ainamuuren had grabbed that flesh and was twisting and tearing it. The targets must attempt a DC 32 Will save. Ainamuuren can't use Twist Deviance again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature endures a brief moment of horrific pain and takes 4d8 mental damage. Failure The pain is much greater, and for a moment the creature is convinced that the portion of their flesh that was adorned with the sign of the gatewalker has been torn free. They take 8d8 mental damage and can't use their deviant abilities for 1 round. Critical Failure As failure, but 16d8 mental damage and they can't use their deviant abilities for 1 minute. ","skill_mod":{"stealth":22,"athletics":25},"image":["/Images/Monsters/Ainamuuren.png"],"primary_source":"Gatewalkers (Hardcover)","spell":["Never Mind","Phantasmal Calamity","Slither","Synaptic Pulse","Daze"],"ac":32,"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{"fire":10,"mental":10},"intelligence":0,"reflex_save":22,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":23,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Ainamuuren (Corrupted)","rarity":"unique","strike_damage_average":[20,27],"attack_bonus":[26,26],"constitution":5,"immunity":["cold","controlled","disease"],"spell_attack_bonus":[24],"will_save":23,"speed":{"max":35,"land":35},"wisdom":5,"weakness":{},"creature_ability":["Reactive Tentacles","Reactive Strike","Blackfrost Evasion","Dreams of the Blackfrost Whale","Invasive Blackfrost","Twist Deviance"],"primary_source_group":"Gatewalkers","skill":["Athletics","Stealth"],"legacy_id":["creature-2514"],"tradition":["Occult"],"summary":"Osoyo is alien to Golarion, and while it was first encountered by the elves of Sovyrian, the Blackfrost Whale was alien there as well. At that time, …","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=4239","dexterity":4,"category":"creature","slug":"creature-4239"},{"attack_bonus":[9],"constitution":0,"primary_source_category":"Adventure Paths","strength":2,"hp":40,"language":["Common","Fey","Wildsong"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","spell_attack_bonus":[10],"will_save":11,"charisma":2,"speed":{"max":20,"land":20},"perception":11,"wisdom":4,"weakness":{},"creature_ability":["Guardian Thorns","Item Treachery","Vengeful Fibers"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-2449"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4240","text":" Bolan Nogasso, Rebel Oaksteward Druidism draws some adherents because they love nature—and others because they hate people. Bolan Nogasso has always been the latter. Bolan grew up in the logging camps of Andoran, the son of parents with too many offspring and too little affection. Shy and scrawny, he found himself a target of constant abuse from burly loggers' children, including his own siblings. He took to spending as much time as possible hiding in the woods. There, in the quiet among the trees, he could finally let his guard down. In time, he managed to befriend local fey, including pixies and brownies. Bolan began to pray that he'd turn out to be a changeling—anything but the child of boorish humans. Time and again, the same story would play out: Bolan would return to a favorite grove and find it clear-cut, his fey friends nowhere to be found. As he grew older, he filled out, and he used his new strength to fight these atrocities. Yet the loggers— those same childhood chums who'd spent their lives bullying him—only laughed as they bloodied his nose. Hopeless, he tried to drink his troubles away. It was on one of these benders that he first heard of Sevenarches. In Sevenarches, people served nature, rather than the other way around. Guards called Oakstewards reminded citizens of the delicate balance between the needs of humanoids and those of plants and animals. Bolan set out immediately, vowing not to rest until he was apprenticed to these sagacious druids. It worked: Bolan excelled in his training and soon became a full Oaksteward. With his knowledge and magic, he felt closer to the natural world than ever— while also appreciating the distance his status put between him and Sevenarches' deferential citizens. Yet his joy was short-lived. Bolan soon realized that, for all their talk of balance, the Oakstewards actually put humanoid interests first. He began to clash more and more with his superiors, eventually seeing them as just another petty hierarchy that was more concerned with international politics than truly safeguarding the natural world. He volunteered to patrol the nation's borders, venting his merciless frustrations upon anyone he caught sneaking into Sevenarches. And then came the Missing Moment. Through the Seventh Arch , Bolan saw a tranquil, natural world where humanoids were no more important than blades of grass. He leapt eagerly through the portal. Though (like everyone else) he has no memory of what occurred in his time through the gate, he returned with a new determination to realize the perfect vision he'd glimpsed. Adding to his conviction were strange powers he'd somehow gained from the Missing Moment: magic which allowed him to control the human-despoiled remains of plants—the wood in buildings, the fibers in fabric. To Bolan, this vegetative necromancy was a sign that he'd been chosen as an avatar of nature's vengeance. Soon afterward, Bolan received his first visit from a terrifying fey which called themself Kaneepo the Slim. Desperate for an ally and already favorably inclined toward fey, Bolan agreed to do whatever the figure wanted. In exchange for a simple favor from Bolan— namely, stealing the sacred key to the Seventh Arch— Kaneepo promised to help Bolan not only overthrow humanoid civilization, but to destroy it entirely so that the natural world could heal. Campaign Role Though the primary antagonist for the first chapter of the adventure, Bolan is ultimately a patsy—a desperate zealot who's become a pawn in Kaneepo the Slim's wicked game. Kaneepo has no problem with the rebel Oaksteward's genocidal goals. The fey only needs Bolan to steal the Shadewither Key , with which Kaneepo can expand their territory and pursue their own vengeance against the elves of Kyonin. Bolan is at once a tragic figure and a dangerous foe, quick to spout proclamations about civilization's unchecked growth. Although he cares little for the other Oakstewards who've joined his cause, he genuinely feels for his fey allies, and he's surprisingly tolerant of their shenanigans. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Bolan Nogasso Source Gatewalkers (Hardcover) pg. 274 Perception +11 Languages Common, Fey, Wildsong Skills Acrobatics +7, Athletics +7, Intimidation +8, Nature +8, Stealth +5, Survival +8 Str +2 Dex +2 Con +0 Int +0 Wis +4 Cha +2 Items Dagger, Hide Armor, leaf mask, +1 staff --- AC 18 Fort +8 Ref +8 Will +11 HP 40 --- Speed 20 feet Melee Single Action staff +9 (Magical, reach 10 feet [with untamed shift], two-hand d8), Damage 1d8+3 bludgeoning Druid Prepared Spells DC 18, attack +10 - Cantrips (1st) Caustic Blast, Frostbite, Guidance, Light, Tangle Vine - 1st Breathe Fire, Fleet Step, Runic Body, Runic Weapon Druid Order Spells DC 18 (1 Focus Point) - 1st Untamed Shift (Plant Shape) Guardian Thorns Two Actions (Primal) Bolan compels plant-based materials within 10 feet of him to grow sharp thorns and spiky branches. This ability affects all walls, floors, and large objects made from dead organic material, such as wood. Affected areas become difficult terrain. Non-fey and non-plant creatures in the affected area or those who move through an affected square take 2d10 piercing damage (DC 18 basic Reflex save). This ability does not affect stone, dirt, living plants, or other materials. The effect ends when Bolan moves out of his square. Item Treachery Single Action (primal Bolan targets a held item) Vengeful Fibers Single Action (Primal) A piece of clothing animates and attacks its wearer at Bolan's command. Bolan targets a creature within 60 feet wearing clothing made from plants, such as cotton, hemp, or grass. The clothing chokes its wearer, restricts their movement, and abrades their skin. The target takes 2d10 bludgeoning damage (DC 18 basic Fortitude save). A creature that takes damage in this way is also off-guard and takes a –10- foot circumstance penalty to Speed until the beginning of Bolan's next turn. ","skill_mod":{"nature":8,"survival":8,"stealth":5,"athletics":7,"intimidation":8,"acrobatics":7},"summary":"Druidism draws some adherents because they love nature—and others because they hate people. Bolan Nogasso has always been the latter. Bolan grew up …","image":["/Images/Monsters/BolanNogasso.png"],"primary_source":"Gatewalkers (Hardcover)","spell":["Breathe Fire","Fleet Step","Runic Body","Runic Weapon","Caustic Blast","Frostbite","Guidance","Light","Tangle Vine","Untamed Shift"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["Dagger","Hide Armor","leaf mask","+1 staff"],"level":2,"spell_dc":[18,18],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=4240","intelligence":0,"reflex_save":8,"strongest_save":["will"],"dexterity":2,"fortitude_save":8,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Bolan Nogasso","category":"creature","rarity":"unique","strike_damage_average":[7],"slug":"creature-4240"},{"primary_source_category":"Adventure Paths","strength":1,"hp":140,"language":["Aklo","Common","Elven","Erutaki","Hallit","Varisian"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":2,"perception":18,"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4241","text":" Etward Ritalson, Sinister Paranormalist Until a few years ago, the Ritalsons of Lepidstadt were among that city's more well-liked aristocrats. With a legacy of supporting the local university with generous donations and for throwing exclusive, must-attend river-borne galas on the family's riverboat Mossmaid, they were often the toast of the town. Yet to young Etward Ritalson, they were distractions and fools. Etward wanted to be left alone to pursue his increasingly outré and unsettling experiments. Distractions from his family duties fomented a deep sense of bitterness. This was only enhanced by the fact that to fund his experiments, he needed to stay in his family's good graces so as to not lose access to the allowance he was afforded for what his parents assumed was “his education.” A chance to solve all of these problems came to Etward in a particularly vivid dream. The very next night, he watched from the river shore as the Mossmaid burned to the waterline, claiming the lives of two dozen party-going aristocrats alongside Etward's entire family. He played the part of a grieving son, and in time the shock of the tragedy passed from Lepidstadt's social spheres, finally leaving Etward the peace and access to family funds he had so long desired. He grew increasingly obsessed with dreams over the next few months, becoming convinced that the one which compelled him toward his secret maritime arson was less a dream of his own and more a message from an interested patron from beyond. In his research, he read legends of another dimension beyond the wall of sleep and ached to go there, to visit these Dreamlands, and to learn from the mysterious source of his dream in person. He grew to suspect that elven portals— aiudara—might be one way for him to travel physically to the land of dreams, if only he could figure out the proper key needed to awaken this power. He spent more and more time at the closest aiudara, Lichgate, and was there the night of the Missing Moment. What happened to Etward during the Missing Moment is detailed earlier in this volume, but suffice to say upon his return, his obsessions only increased. His ability to enter the dreams of other gatewalkers was all the evidence he needed that the others were destined to be his tools, and in time, raw materials to enhance his own power. Many of his notes and observations are presented on the inside front covers of these three Gatewalkers volumes—while none of these documents hold any specific clues to help aid the PCs, they all serve to illustrate Etward's voice. Feel free to give the players copies of these journal entries after they explore his laboratory, or perhaps after defeating him in combat, for these fragments of text can give the players one final and perhaps crucial insight into the fractured mindset of the man they once thought of as their ally, patron, and perhaps even friend. Campaign Role Etward Ritalson serves as the mysterious patron for the player characters for the bulk of the Gatewalkers Adventure Path, but aside from their first farewell in “The Seventh Arch,” they won't get a chance to interact with him directly until the final volume of the adventure. Here, the “good doctor” attempts to harvest their psychic energy to prepare for his return to the Crown of the World and his ultimate goal to free Osoyo from its icy prison. As such, this long-awaited meeting with the PCs is also likely to be the last. Should Etward somehow manage to escape before the player characters can defeat him, though, you can continue to have him threaten and endanger the party for the remainder of the adventure. As the PCs gain levels, the threat posed by a battle with Etward is lessened, so if they do end up facing him later in the adventure, consider having him fight alongside allies of some form. Alternatively, if Etward perishes during the first chapter of this adventure, you can have him rise from death as a powerful revenant—perhaps even a blackfrost revenant—who then pursues the player characters as they travel to the north. In this case, the adventure plays out as presented, but as they continue on their expedition, characters should start to have strange dreams yet again as the undead Etward uses nightmares to plague their slumbers. Glimpses of his shape relentlessly pursuing them on the frozen horizon can further add to the unsettling situation. Whether he manages to catch up to the party on the High Ice or they decide to create an ambush to finish him off once and for all, Etward's story in this campaign need not end with his death. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Etward Ritalson Source Gatewalkers (Hardcover) pg. 276 Perception +18 Languages Aklo, Common, Elven, Erutaki, Hallit, Varisian Skills Academia Lore +19, Arcana +17, Crafting +19, Deception +18, Medicine +20, Occultism +21, Society +19, Survival +18 Str +1 Dex +3 Con +1 Int +4 Wis +3 Cha +2 Infused Items Etward carries the following infused items, which last for 24 hours or until the next time he makes his daily preparations: moderate alchemist's fire (8), moderate cognitive mutagen, greater comprehension elixirs, moderate elixirs of life (6), psychic colors elixirs (5), vat-grown brain, witchwarg elixirs (2) Items +1 striking dagger , formula book, +1 leather armor , manor keys, greater pendant of the occult, scroll of confusion , scrolls of fly (2), scroll of slither --- AC 28 Fort +16 Ref +18 Will +20 HP 140 --- Speed 25 feet Melee Single Action dagger +19 (Agile, finesse, thrown 10 feet, versatile S), Damage 2d4+4 piercing Ranged Single Action moderate alchemist's fire +19 (range increment 30 feet), Damage 2d8 fire plus 2 persistent fire and 2 fire splash damage Occult Innate Spells DC 28, attack +20 - Cantrips (5th) Daze, Detect Magic, Read Aura, Telekinetic Projectile - 2nd Telekinetic Maneuver (×3) - 4th Dream Message, Nightmare - 5th Telekinetic Haul, Vision of Death Rituals DC 28 - 2nd Inveigle Dream Invasion (Mental, occult) When Etward casts dream message and targets a gatewalker (like one of the PCs), he manifests inside the character's dream, appearing as he does when he cast the spell. (Typically, Etward disguises himself as a saumen kar when he does this, to further unnerve the target.) Rather than send a message to the target of a dream invasion, Etward can instead sift through the target's recent memories to gain a vague idea of what they did and where they were in the past 24 hours. This leaves the target feeling somewhat unsettled when they wake but causes no lasting harm. Nightmarish Attack Two Actions (Illusion, mental, occult) Requirements Etward has used Dream Invasion on the target at some point in the past; Effect Etward draws upon a target's deepest fears and capitalizes their nightmares to do them grievous harm. He attempts a melee dagger Strike against a target, and as he does so, that target briefly sees Etward's appearance change to reflect their deepest fear. Someone who's afraid of fire might see Etward and his dagger catch aflame. A person who fears darkness might see Etward transform into a rolling wave of enveloping darkness. A character who's afraid of snakes might witness Etward's dagger and entire arm turn into a serpent. Use your knowledge of the character's past and the specific dream invasions they may have endured during this campaign to make each Nightmarish Attack feel unique and frightening. Etward inflicts an additional 5d6 mental damage if he hits with the dagger Strike, and his dagger strike gains the following additional failure effect. Failure The target takes 2d6 mental damage. Use Occult Scrolls Etward can Cast a Spell from scrolls, as long as it's an occult spell of 5th rank or lower. ","skill_mod":{"society":19,"deception":18,"crafting":19,"survival":18,"arcana":17,"medicine":20,"occultism":21},"image":["/Images/Monsters/EdwardRitalson.png"],"primary_source":"Gatewalkers (Hardcover)","spell":["Telekinetic Haul","Vision of Death","Dream Message","Nightmare","Telekinetic Maneuver","Daze","Detect Magic","Read Aura","Telekinetic Projectile"],"ac":28,"item":["+1 striking dagger","formula book","+1 leather armor","manor keys","greater pendant of the occult","scroll of confusion","scrolls of fly (2)","scroll of slither"],"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"resistance":{},"intelligence":4,"reflex_save":18,"strongest_save":["will"],"fortitude_save":16,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Etward Ritalson","rarity":"unique","strike_damage_average":[9,9],"attack_bonus":[19,19],"constitution":1,"spell_attack_bonus":[20],"will_save":20,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Infused Items","Dream Invasion","Nightmarish Attack","Use Occult Scrolls"],"primary_source_group":"Gatewalkers","skill":["Academia Lore","Arcana","Crafting","Deception","Medicine","Occultism","Society","Survival"],"legacy_id":["creature-2515"],"tradition":["Occult"],"summary":"Until a few years ago, the Ritalsons of Lepidstadt were among that city's more well-liked aristocrats. With a legacy of supporting the local …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4241","dexterity":3,"category":"creature","slug":"creature-4241"},{"primary_source_category":"Adventure Paths","strength":3,"hp":80,"language":["Common","Fey"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":4,"perception":14,"trait":["Fey","Unique","Medium"],"id":"creature-4242","text":" Kaneepo The Slim The First World is a primal cauldron of spontaneous creation and experimental evolution. From the beginning, the First World has churned out inexplicable creatures that defy mortal logic. Kaneepo the Slim is one such entity. The fey trickster called Kaneepo woke, fully formed, thousands of years ago in the shadowy realm of Nighthold. Kaneepo initially struggled with their identity, bereft of any kin after which to model themself. Years of mingling with other fey eventually suggested kinship with bogeys and bogeymen, given their similarly slender forms and unsettling appetites. Yet the match was far from perfect: unlike the stronger bogeymen who feed on souls and fear, Kaneepo was drawn to victims' shadows and felt compelled to drink their umbral auras. Disgusted by the shadow drinker's “perversion” and threatened by the idea that Kaneepo might represent the future of their kind, the other bogeys shunned Kaneepo. Kaneepo then sought shelter in the court of Count Ranalc, Eldest of shadows and chaos. Yet they still felt eternally alone. As their loneliness curdled to resentment, Kaneepo began to see themself as the progenitor of a new fey dynasty, destined to rule a realm of their own. The only question was how. One day, while wandering the wild shadow forests of Nighthold, Kaneepo came upon the gnawed corpse of a human bearing a strange carved leaf. Tracing the human's trail, Kaneepo found a curious stone arch and passed through it, using the carved leaf as the gate's key. They emerged into the forest known today as the Wilewood. Kaneepo immediately recognized the opportunity for what it was and swiftly set about hunting the area's elves, glutting themself on unprotected elven shadows. They began kidnapping elves who caught their fancy and experimented on each one with rituals designed to evolve them into a creature just like Kaneepo. But all these experiments failed, each ritual killing its victim. Unfortunately for Kaneepo, this was long before Earthfall, at the height of elven power. Soon, a group of elven heroes banded together to stop the fey menace. They hauled Kaneepo back through the Seventh Arch to the First World, where they imprisoned the vile trickster inside the stump of a vast tree. The adventurers took the arch's gate key with them to ensure Kaneepo would be stranded. And there Kaneepo sat as millennia passed. The First World is nothing if not tumultuous, and Nighthold is among its most mutable regions. In time, the flexing of the planar fabric broke the lock on Kaneepo's prison. Kaneepo was pleasantly surprised to discover that their stump prison had served as a cocoon, allowing them time to come into their full power. Kaneepo no longer had the Seventh Arch's gate key, but an age of primal metamorphosis had given them the power to shape the little patch of First World around their tree stump. Through this shaping power, Kaneepo created breaches that connected to the Universe. Freed and filled with zeal, the vengeful fey dedicated themself to seeking revenge against their elven persecutors. Kaneepo developed the perfect apocalyptic weapon which harnessed the magic of the Seventh Arch: the obnubilate curse . Their victory was cut short, however. While Kaneepo was locked away, Earthfall had sent most elves fleeing to distant Sovyrian. Kaneepo was dismayed to realize that their perfect weapon, crafted specifically to afflict elves, targeted a population that was already in decline. Despondent, Kaneepo retreated to the First World, back into the patch of shadow-forest they controlled, an area now known as the Thinlands. Over the centuries that followed, Kaneepo hunted the other humanoids who dwelled near the Wilewood and gradually resumed their attempts to create more of their kind. When elves finally returned to Golarion, Kaneepo was pleased to discover that the obnubilate curse still worked, though it didn't spread nearly so far as they'd hoped. Heartened but still afraid of drawing attention, the fey began slowly increasing their hunting, recruiting the local gorgas into their quest. When the Missing Moment dispelled the obnubilate curse , Kaneepo was furious. To devise a new means of destroying elves, Kaneepo searched for a way to get the Seventh Arch's gate key from the Oakstewards. In the course of this search, Kaneepo ran across Bolan and found him ripe for manipulation. With the rebel Oaksteward now under their thumb, Kaneepo's ambitions have expanded to something far grander than a simple curse. Now, they aim to extend the Thinlands into the Universe itself, turning Sevenarches into their own private hunting preserve. Physically, Kaneepo resembles an 8-foot-tall hairless humanoid, their rail-thin body genderless and the color of pale slate. An oversized mouth full of flat teeth punctures their otherwise skull-like face. Strips of flayed skin cling to Kaneepo's spindly forearms; these stripes can peel away around their hands, catching nearby prey's shadows like the sticky tentacles of an anemone. Campaign Role Kaneepo has been a source of problems since time immemorial. Not only did they arrange for Bolan's theft of the Shadewither Key , but they devised the original obnubilate curse that has long defined Sevenarches. Though Kaneepo doesn't share Bolan's desire to annihilate humanoid society, they're happy to play along to secure the druid's help. Kaneepo needs Bolan's aid to complete the ritual to resurrect the obnubilate curse. Their strongest desire is to create more of their kind and begin a dynasty. In the course of this adventure, the characters impress Kaneepo sufficiently that they select one of them for this “honor.” During the party's final confrontation with Kaneepo, the fey attempts to capture them, talking loudly about how much the chosen character will enjoy “becoming slim” and ruling the Thinlands by their side. Recall Knowledge - Fey (Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Kaneepo The Slim Source Gatewalkers (Hardcover) pg. 278 Perception +14 Languages Common, Fey Skills Arcana +10, First World Lore +10, Intimidation +12, Occultism +12, Stealth +12, Survival +8 Str +3 Dex +5 Con +2 Int +2 Wis +3 Cha +4 Items shadewither key --- AC 20 Fort +9 Ref +14 Will +14 HP 80 Immunities fear Weaknesses cold iron 5 Phasic Defenses Reaction Requirements Kaneepo hasn't Slimstepped since the beginning of their last turn; Trigger Kaneepo would take damage from an attack; Effect Kaneepo Slimsteps, taking no damage if their new square would move them out of the range or area of the attack. --- Speed 30 feet Melee Single Action claw +14, Damage 1d6+1 slashing plus shadowfeed Primal Innate Spells DC 21 - 3rd Mind Reading, Paralyze Create Breach Once per day, Kaneepo can tear open the fabric between planes, creating a portal between the Thinlands and a point anywhere in Sevenarches. This portal lasts for up to 1 hour, but Kaneepo can close it at will. Shadowfeed (Emotion, fear, mental) Whenever Kaneepo hits a creature with an attack, Kaneepo's flayed strips of flesh wrap around the target's shadow, causing the victim's body to wither. The struck creature must attempt a DC 21 Fortitude saving throw. Success The creature is unaffected. Failure The creature takes 3d6 mental damage and is frightened 1. Critical Failure The creature takes 6d6 mental damage and is frightened 2. Shadow Pull Two Actions All creatures in a 60-foot line are affected by Kaneepo's shadowfeed ability. Slimstep Single Action (Primal, shadow, teleportation) Requirements Kaneepo is in dim light or darkness; Frequency once per round; Effect Kaneepo instantly transports themself from one shadow to another. Kaneepo teleports themself and any items they're holding to a clear space within 30 feet that's in dim light or darkness. If this would bring any other creature with Kaneepo, the ability is disrupted. ","skill_mod":{"survival":8,"stealth":12,"arcana":10,"intimidation":12,"occultism":12},"image":["/Images/Monsters/KaneepoTheSlim.png"],"primary_source":"Gatewalkers (Hardcover)","spell":["Mind Reading","Paralyze"],"ac":20,"item":["shadewither key"],"level":4,"spell_dc":[21],"source_category":["Adventure Paths"],"resistance":{},"intelligence":2,"reflex_save":14,"strongest_save":["ref","reflex","will"],"fortitude_save":9,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Kaneepo The Slim","rarity":"unique","strike_damage_average":[4],"attack_bonus":[14],"constitution":2,"immunity":["fear"],"will_save":14,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{"cold_iron":5},"creature_ability":["Phasic Defenses","Create Breach","Shadowfeed","Shadow Pull","Slimstep"],"primary_source_group":"Gatewalkers","skill":["Arcana","First World Lore","Intimidation","Occultism","Stealth","Survival"],"legacy_id":["creature-2450"],"tradition":["Primal"],"summary":"The First World is a primal cauldron of spontaneous creation and experimental evolution. From the beginning, the First World has churned out …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4242","dexterity":5,"category":"creature","slug":"creature-4242"},{"primary_source_category":"Adventure Paths","strength":0,"hp":60,"language":["Common","Elven","Empyrean","Erutaki"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":4,"perception":14,"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4243","text":" Sakuachi, Destined Dream Seer Sakuachi is the youngest scion in a long line of Erutaki seers. Like her forebears, she was born and raised in Aaminiut, a small town on the Crown of the World northeast of Avistan. Her mother Sialuk and her grandmother Seshu both taught Sakuachi how to see patterns in the ice below, read the stars above, and interpret the signs of the natural world all around. It was astronomy, above all other pursuits, which appealed most to Sakuachi. As a girl, she spent many long nights studying constellations, practicing with her astrolabe, and divining omens from the wisps and waves of the aurora. Before she was 5 years old, she'd already learned the names of every star configuration, the positions of the visible planets, and how to predict and interpret the movement of the celestial mantle. By the time she was a teenager, Sakuachi was the town's best astronomer. All the while, Elder Seshu looked proudly upon her granddaughter. But Seshu also bore the burden of a terrible secret—she knew that, one day, her beloved Sakuachi would be forced to reckon with an ancient and terrible evil. On 21 Erastus of 4722 ar, at the close of Sakuachi's final summer before adulthood, unnatural blue lights beamed up from the center of the Crown of the World. Around Golarion, this occasion was known as the night of the Missing Moment. To Elder Seshu, it was a sign that the time had come for Sakuachi to fulfill her grim destiny. That night, Seshu dreamt of an ancient being of white fur, bestial horns, and glowing runic tattoos: Ainamuuren, the Last Saumen Kar. Seshu had befriended Ainamuuren long ago, and for years she'd listened to his dire warnings of a great evil that lurked beneath the Crown of the World. She hadn't seen her friend in many seasons, though, so his dream visit came as a surprise. In this dream, Ainamuuren told Seshu that his strength was fading, and that soon he wouldn't be able to maintain the magic that keeps the ancient evil sealed beneath the ice. To renew the seal, Ainamuuren explained, the saumen kar's magic would need to be renewed through the sacrifice of a god, a quest which only a mortal could undertake. As Seshu's dream vision faded to darkness, one of Ainamuuren's runes glowed brighter and longer than all the others. Early the following morning, Seshu met with the other elders and told them the time had come to send one of their own on a holy quest. As Seshu had predicted, her granddaughter Sakuachi eagerly volunteered to take on this quest. Together, the elders agreed that Sakuachi—young and good of heart— should take on this great task. With her, the town sent four companions: the hunter Deniigi, the guide Innumma, the storyteller Pamak, and the navigator Ulikuq. Together, the group gathered and took a solemn vow to return to their homeland with a sacrificial god. Before the party left, Seshu took Sakuachi aside. “To honor the one who has given us this quest,” Seshu told the girl, “you must take his symbol as your own.” Seshu held the nape of Sakuachi's neck firmly in her grasp, so much so that it hurt. Though the grip was tight, Sakuachi felt a warmth in her grandmother's palm. When her grandmother withdrew her palm, Sakuachi bore one of Ainamuuren's runes like a fresh tattoo. In his travels, the guide Innumma had heard of a land called Sarkoris, where gods still roamed the Universe, but no one in Aaminiut had ever been there. The town's most skilled sorcerer had visited a city called Skywatch long ago, so she teleported the group there to expedite their journey. Yet when they arrived, Sakuachi and her companions discovered the city strangely abandoned and full of danger. The streets seemed to writhe and twist under the group's feet, confusing their minds. They became separated, and Sakuachi barricaded herself in the city's observatory after being chased by violent raiders. Glancing through the observatory's telescope, Sakuachi prayed to the stars above for help in her challenging endeavor. Amazingly, the stars answered—the telescope formed a magical conduit with astronomers on another planet, and they teleported a group of adventurers to Skywatch to help her. Even more astonishing, these “gatewalkers” bore the same rune of Ainamuuren as she did. The young seer believed in many wonders, but not coincidences. From then on, she knew that their destinies were intertwined, and she'd need to stay close to her strange new friends if she was to fulfill her quest. Campaign Role The party first comes in contact with Sakuachi and her companions during their exploration of the abandoned city of Skywatch at the beginning of “They Watched the Stars.” Based on what the player characters learned about the alien entity Osoyo from the astronomers of Loskialua in the “The Seventh Arch,” their investigation into the cause of the Missing Moment overlaps significantly with Sakuachi's quest to find and sacrifice a living god. Indeed, by the time the characters and their new friends escape Skywatch's dangers and reach safety on the shores of Mendev, their employer, Dr. Etward Ritalson, tasks the characters with helping Sakuachi fulfill her quest. Sakuachi's success will ultimately be the player characters' success, so it's important they see her as a key to solving their own mystery. By the adventure's end, Sakuachi will need to sacrifice her spirit guide to seal away Osoyo once more, but this doesn't mean she's the star of the story. In fact, as they'll soon learn, the player characters are the primary instigators of the troubles that set Sakuachi's quest in motion in the first place. Even if she views the characters with suspicion, Sakuachi knows that her fate—and the fate of her people—depends upon the characters. How this story ends is, ultimately, the party's decision to make. Sakuachi is more a scholar more than a fighter. During the times when she's accompanying the characters and a battle occurs, such as in Chapter 4 of “They Watched the Stars,” she rarely (if ever) directly attacks a foe. In the heightened stress of combat, her connection to Ainamuuren may manifest as visions and flashes of memory as the saumen kar attempts to communicate with her, which allows her to Recall Knowledge about one or more of the creatures in combat using her Fortune-Telling Lore skill, though it also prevents her from participating in combat. Beyond providing information, she also can use spells like resist energy or guidance to support the party. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Sakuachi Source Gatewalkers (Hardcover) pg. 280 Perception +14 Languages Common, Elven, Empyrean, Erutaki Skills Astronomy Lore +15, Fortune-Telling Lore +15, Medicine +10, Nature +12, Occultism +15, Religion +12, Survival +10 Str +0 Dex +1 Con +2 Int +1 Wis +3 Cha +4 Search the Stars (concentrate, manipulate) Requirements Sakuachi is holding an astrolabe and can see the stars; Effect Sakuachi spends 1 hour attempting to gain a vague glimpse of the future written in the stars. She attempts a DC 24 Fortune-Telling Lore or Occultism check. Critical Success Sakuachi receives an accurate vision of an event to come within the next week. While this vision can be vague and confusing, it's typically true. Success As critical success, but the vision is of an event that will occur within the next day. If nothing noteworthy is to happen within the next day, she sees nothing written in the stars. Failure Sakuachi sees nothing written in the stars. Critical Failure Sakuachi misinterprets the writing in the stars and receives an inaccurate vision of an upcoming event. Such a vision looks the same as one achieved with a critical success, but is typically false. Items Padded Armor, Spear, standard astrolabe, Sun Goggles, winter clothing --- AC 21 Fort +11 Ref +10 Will +14 HP 60 --- Speed 25 feet Melee Single Action spear +9, Damage 1d6 piercing Ranged Single Action spear +10 (thrown 20 feet), Damage 1d6 piercing Occult Prepared Spells DC 18, attack +12 - Cantrips (2nd) Detect Magic, Guidance, Light, Read Aura, Shield - 1st Bless, Liberating Command, Sleep - 2nd Augury, Resist Energy, Silence\n","skill_mod":{"nature":12,"survival":10,"medicine":10,"occultism":15,"religion":12},"image":["/Images/Monsters/Sakuachi.png"],"primary_source":"Gatewalkers (Hardcover)","spell":["Augury","Resist Energy","Silence","Bless","Liberating Command","Sleep","Detect Magic","Guidance","Light","Read Aura","Shield"],"ac":21,"item":["Padded Armor","Spear","standard astrolabe","Sun Goggles","winter clothing"],"level":4,"spell_dc":[18],"source_category":["Adventure Paths"],"resistance":{},"intelligence":1,"reflex_save":10,"strongest_save":["will"],"fortitude_save":11,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Sakuachi","rarity":"unique","strike_damage_average":[3,3],"attack_bonus":[9,10],"constitution":2,"spell_attack_bonus":[12],"will_save":14,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Search the Stars"],"primary_source_group":"Gatewalkers","skill":["Astronomy Lore","Fortune-Telling Lore","Medicine","Nature","Occultism","Religion","Survival"],"legacy_id":["creature-2467"],"tradition":["Occult"],"summary":"Sakuachi is the youngest scion in a long line of Erutaki seers. Like her forebears, she was born and raised in Aaminiut, a small town on the Crown of …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=4243","dexterity":1,"category":"creature","slug":"creature-4243"},{"attack_bonus":[12,12,12,12],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":75,"language":["Common","Erutaki"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":8,"charisma":0,"speed":{"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Arctic Forager","Snow Tracker","Cooperative Hunting"],"primary_source_group":"Gatewalkers","skill":["Athletics","Hunting Lore","Intimidation","Nature","Stealth","Survival"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4244","text":" Deniigi Brawny, quiet, and stoic, Deniigi is one of Aaminiut's finest hunters. Among Sakuachi's companions, she's the unofficial “muscle” of the group. Deniigi has never traveled far outside of her village and prefers to speak in her native Erutaki. She's likely to be suspicious of the PCs, though she respects characters who show bravery in battle, especially those who put themselves in harm's way to protect Sakuachi, acknowledging such acts with a silent nod of approval. Her bear-claw daggers were gifts from her older siblings, each made from a trophy taken from one of their many kills. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Deniigi Source Gatewalkers (Hardcover) pg. 282 Perception +12 Languages Common, Erutaki Skills Athletics +12, Hunting Lore +13, Intimidation +8, Nature +8, Stealth +10, Survival +12 Str +4 Dex +1 Con +2 Int +1 Wis +3 Cha +0 Arctic Forager While using Survival to Subsist in arctic environments, if Deniigi rolls a failure or a critical failure, she gets a success instead. If Deniigi rolls a success, she can provide food for 4 additional creatures that eat about as much as a human, or 8 creatures on a critical success. Snow Tracker In an arctic environment, Deniigi can Track while moving at full speed. Items daggers (3), Hide Armor, Spear, Sun Goggles, winter clothing --- AC 21 Fort +14 Ref +11 Will +8 HP 75 --- Speed 25 feet Melee Single Action spear +12, Damage 1d6+4 piercing Ranged Single Action spear +12 (thrown 20 feet), Damage 1d6+4 piercing Melee Single Action dagger +12 (Agile, finesse, versatile S), Damage 1d4+4 piercing Ranged Single Action dagger +12 (Agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing Cooperative Hunting After Deniigi attempts a Strike at a Large or larger target (regardless of success or failure), the next Strike one of her allies makes against the same target gains a +2 circumstance bonus to the attack roll. ","skill_mod":{"nature":8,"survival":12,"stealth":10,"athletics":12,"intimidation":8},"summary":"Brawny, quiet, and stoic, Deniigi is one of Aaminiut's finest hunters. Among Sakuachi's companions, she's the unofficial “muscle” of the group. …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":21,"item":["daggers (3)","Hide Armor","Spear","Sun Goggles","winter clothing"],"level":4,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=4244","intelligence":1,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":14,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Deniigi","category":"creature","rarity":"unique","strike_damage_average":[6,6,7,7],"slug":"creature-4244"},{"attack_bonus":[9,9],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":55,"language":["Common","Erutaki"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Predict Weather"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Diplomacy","Nature","Stealth","Survival","Weather Lore"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4245","text":" Innumma The most well-traveled guide in Sakuachi's party is also their most talented explorer, forager, and weather forecaster. Amiable and good humored, Innumma is always ready to cheer up his fellows or offer some expert advice. He's the companion most interested in the PCs and hearing about their adventures thus far. He playfully teases any character who makes an avoidable mistake but is equally good-humored about his own failings, especially when it comes to predicting the weather. “How boring life would be,” he says, “if everyone were perfect!” Innumma's affable demeanor darkens only when he speaks of Pamak, whom he had come to regard as a younger sibling. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Innumma Source Gatewalkers (Hardcover) pg. 283 Perception +12 Languages Common, Erutaki Skills Acrobatics +8, Athletics +8, Diplomacy +10, Nature +8, Stealth +10, Survival +12, Weather Lore +12 Str +2 Dex +2 Con +2 Int +1 Wis +3 Cha +0 Predict Weather (concentrate) Requirements Innumma is outdoors; Frequency once per day; Effect Innumma spends 10 minutes observing the environment, trying to predict the day's weather. He attempts a DC 20 Survival or Weather Lore check. This check is reduced to DC 15 in an arctic environment such as the Crown of the World. Critical Success Innumma accurately predicts the day's weather. He learns if a weather event will occur in the region within the next 24 hours, and if so, what the event is and approximately when it will occur. He gains a +2 circumstance bonus to Survival checks made to prepare for this weather event. Success As critical success, but Innumma gains only a +1 circumstance bonus to Survival checks made to prepare for any weather event that might occur. Failure Innumma can't determine anything about the day's weather. Critical Failure Innumma misinterprets the environment's indicators, predicting a weather event as if he had earned a critical success but which will not occur that day. Items Padded Armor, Spear, Sun Goggles, winter clothing --- AC 20 Fort +10 Ref +10 Will +13 HP 55 --- Speed 25 feet Melee Single Action spear +9, Damage 1d6 piercing Ranged Single Action spear +9 (thrown 20 feet), Damage 1d6 piercing\n","skill_mod":{"diplomacy":10,"nature":8,"survival":12,"stealth":10,"athletics":8,"acrobatics":8},"summary":"The most well-traveled guide in Sakuachi's party is also their most talented explorer, forager, and weather forecaster. Amiable and good humored, …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":20,"item":["Padded Armor","Spear","Sun Goggles","winter clothing"],"level":4,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=4245","intelligence":1,"reflex_save":10,"strongest_save":["will"],"dexterity":2,"fortitude_save":10,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Innumma","category":"creature","rarity":"unique","strike_damage_average":[3,3],"slug":"creature-4245"},{"attack_bonus":[9,9],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":60,"language":["Common","Erutaki"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":14,"charisma":0,"speed":{"max":25,"land":25},"perception":13,"wisdom":3,"weakness":{},"creature_ability":["Chart a Course"],"primary_source_group":"Gatewalkers","skill":["Astronomy Lore","Fortune-Telling Lore","Medicine","Nature","Occultism","Religion","Sailing Lore","Survival"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4246","text":" Ulikuq Humble and aloof, the astronomer Ulikuq is the group's best sailor and navigator, despite being just a few moons older than Sakuachi. Ulikuq has literally seen Sakuachi's destiny written in the stars, and they respect her all the more for it. As the adventure progresses, Ulikuq grows increasingly suspicious of the characters, especially once their actions during the Missing Moment are revealed near the end of Chapter 2 of “They Watched the Stars.” They even blame the characters for the things they did while under Osoyo's control. “The Blackfrost Whale would not have found purchase in your souls,” they say, “were there not already some darkness there.” If tensions with Ulikuq flare, however, Sakuachi is quick to tamp them down, reminding her friend that Osoyo is an evil they all must work together to defeat. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Ulikuq Source Gatewalkers (Hardcover) pg. 283 Perception +13 Languages Common, Erutaki Skills Astronomy Lore +12, Fortune-Telling Lore +10, Medicine +10, Nature +10, Occultism +8, Religion +10, Sailing Lore +12, Survival +10 Str +1 Dex +2 Con +2 Int +1 Wis +3 Cha +0 Chart a Course (concentrate) Ulikuq spends 10 minutes to plot a course and attempts a DC 20 Sailing Lore or Survival check. This check is reduced to DC 15 in an arctic environment such as the Crown of the World. On a success, the severity of environmental conditions during the journey is reduced by one step for 24 hours (two steps on a critical success). This changes moderate damage to minor damage, winds that create greater difficult terrain cause only difficult terrain, and so on. Items Padded Armor, Spear, standard astrolabe, Sun Goggles, winter clothing --- AC 20 Fort +10 Ref +11 Will +14 HP 60 --- Speed 25 feet Melee Single Action spear +9, Damage 1d6 piercing Ranged Single Action spear +9 (thrown 20 feet), Damage 1d6 piercing\n","skill_mod":{"nature":10,"survival":10,"medicine":10,"occultism":8,"religion":10},"summary":"Humble and aloof, the astronomer Ulikuq is the group's best sailor and navigator, despite being just a few moons older than Sakuachi. Ulikuq has …","primary_source":"Gatewalkers (Hardcover)","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":20,"item":["Padded Armor","Spear","standard astrolabe","Sun Goggles","winter clothing"],"level":4,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=4246","intelligence":1,"reflex_save":11,"strongest_save":["will"],"dexterity":2,"fortitude_save":10,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Ulikuq","category":"creature","rarity":"unique","strike_damage_average":[3,3],"slug":"creature-4246"},{"attack_bonus":[6,6,6],"constitution":0,"primary_source_category":"Adventure Paths","strength":2,"hp":15,"language":["Common","Wildsong"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","spell_attack_bonus":[8],"will_save":8,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":4,"weakness":{},"creature_ability":["Untamed Shift"],"primary_source_group":"Gatewalkers","skill":["Intimidation","Nature"],"legacy_id":["creature-2451"],"trait":["Human","Humanoid","Rare","Medium"],"id":"creature-4247","text":" Oaksteward Enforcer Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Oaksteward Enforcer Source Gatewalkers (Hardcover) pg. 16 Perception +6 Languages Common, Wildsong Skills Intimidation +5, Nature +6 Str +2 Dex +4 Con +0 Int -2 Wis +4 Cha +0 Items Dagger, Leather Armor, Staff --- AC 16 Fort +4 Ref +6 Will +8 HP 15 --- Speed 25 feet Melee Single Action staff +6 (two-hand d8), Damage 1d4+2 bludgeoning Melee Single Action dagger +6 (Agile, finesse, versatile S), Damage 1d4+2 piercing Ranged Single Action dagger +6 (Agile, finesse, thrown 10 feet, versatile S), Damage 1d4+2 piercing Druid Prepared Spells DC 16, attack +8 - Cantrips (1st) Frostbite, Light, Stabilize, Tangle Vine - 1st Fear, Runic Weapon Untamed Shift Two Actions (Concentrate, manipulate, morph, primal) Frequency once per day; Effect The Oaksteward's hands transform into wild claws for 1 minute. The Oaksteward gains the following Strike. Melee Single Action claw +7 (agile, finesse), Damage 1d6+2 slashing ","skill_mod":{"nature":6,"intimidation":5},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Gatewalkers (Hardcover)","spell":["Fear","Runic Weapon","Frostbite","Light","Stabilize","Tangle Vine"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":16,"item":["Dagger","Leather Armor","Staff"],"level":0,"spell_dc":[16],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4247","intelligence":-2,"reflex_save":6,"strongest_save":["will"],"dexterity":4,"fortitude_save":4,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Oaksteward Enforcer","category":"creature","rarity":"rare","strike_damage_average":[4,4,4],"slug":"creature-4247"},{"attack_bonus":[9,9,11,11],"constitution":1,"primary_source_category":"Adventure Paths","strength":4,"hp":40,"language":["Common","Elven","Fey"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":9,"charisma":1,"speed":{"max":40,"land":40},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Shield Block","Trample"],"primary_source_group":"Gatewalkers","skill":["Athletics","Diplomacy","Intimidation","Nature","Survival"],"trait":["Beast","Centaur","Humanoid","Unique","Large"],"id":"creature-4248","text":" Captain Salah Nethys Note: No description has been provided for this creature. Recall Knowledge - Beast (Arcana, Nature): DC 28 Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Captain Salah Source Gatewalkers (Hardcover) pg. 37 Perception +9; darkvision Languages Common, Elven, Fey Skills Athletics +11, Diplomacy +6, Intimidation +6, Nature +7, Survival +7 Str +4 Dex +2 Con +1 Int +0 Wis +2 Cha +1 Items Breastplate, Cloak of Gnawing Leaves, horse skull helmet, Longsword, Spear (3), Steel Shield (Hardness 5, HP 20, BT 10) --- AC 20 (22 with shield raised) Fort +8 Ref +9 Will +9 HP 40 Shield Block Reaction --- Speed 40 feet Melee Single Action hoof +9 (Agile), Damage 1d10+4 bludgeoning Melee Single Action longsword +11 (versatile P), Damage 1d8+4 slashing Melee Single Action spear +11, Damage 1d6+4 piercing Melee Single Action spear +9 (thrown 20 feet), Damage 1d6+4 piercing Trample Three Actions Medium or smaller, hoof, DC 18 ","skill_mod":{"diplomacy":6,"nature":7,"survival":7,"athletics":11,"intimidation":6},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":20,"item":["Breastplate","Cloak of Gnawing Leaves","horse skull helmet","Longsword","Spear (3)","Steel Shield (Hardness 5, HP 20, BT 10)"],"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=4248","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex","will"],"dexterity":2,"vision":"Darkvision","fortitude_save":8,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Captain Salah","category":"creature","rarity":"unique","strike_damage_average":[7,7,8,9],"slug":"creature-4248"},{"primary_source_category":"Adventure Paths","strength":3,"hp":45,"language":["Aklo","Common","Sakvroth","Shae","Sussuran"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":3,"perception":10,"trait":["Shadow","Unique","Medium"],"id":"creature-4249","text":" Leiko Nethys Note: No description has been provided for this creature. Leiko Source Gatewalkers (Hardcover) pg. 39 Perception +10; darkvision Languages Aklo, Common, Sakvroth, Shae, Sussuran Skills Acrobatics +13, Deception +9, Netherworld Lore +11, Occultism +11, Stealth +13 Str +3 Dex +5 Con +1 Int +3 Wis +2 Cha +3 Shadow Shift Being made partially of shadow herself, Leiko is concealed in dim light or darkness even to creatures that can see clearly in those light levels. Items Dagger (15) --- AC 21 Fort +9 Ref +11 Will +10 HP 45 Immunities precision Resistances cold 5, void 5 Counterattack Reaction Trigger Leiko is targeted by an attack from an adjacent creature that misses due to Leiko being concealed; Requirements Leiko is aware of the attack; Effect Leiko makes a Strike against the attacker. Slip Reaction Trigger A creature moves adjacent to Leiko; Effect Leiko teleports to a clear space adjacent to another creature she can see within 30 feet. --- Speed 25 feet, fly 35 feet; swift steps, tenebral form Melee Single Action dagger +13 (Agile, finesse, versatile S), Damage 1d4+5 piercing plus 1d6 cold Ranged Single Action dagger +13 (Agile, thrown 10 feet, versatile S), Damage 1d4+5 piercing plus 1d6 cold Occult Innate Spells DC 21 - Cantrips (2nd) Detect Magic, Void Warp - 4th Vapor Form (at will) - 7th Interplanar Teleport (self only; to Netherworld or the Universe only) Bide Two Actions Leiko prepares to take action against her foes, watching her opponent and waiting for the right opportunity to respond. Leiko gains a second reaction until the start of her next turn, though she still can't use more than one reaction on the same triggering action. Swift Steps Leiko's movement doesn't trigger reactions. Tenebral Form Leiko can Fly at full Speed in vapor form . ","skill_mod":{"deception":9,"stealth":13,"occultism":11,"acrobatics":13},"primary_source":"Gatewalkers (Hardcover)","spell":["Interplanar Teleport","Vapor Form","Detect Magic","Void Warp"],"ac":21,"item":["Dagger (15)"],"level":4,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":5,"cold":5},"intelligence":3,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Leiko","rarity":"unique","strike_damage_average":[11,11],"attack_bonus":[13,13],"constitution":1,"immunity":["precision"],"will_save":10,"speed":{"fly":35,"max":35,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Shadow Shift","Counterattack","Slip","Bide","Swift Steps","Tenebral Form"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Deception","Netherworld Lore","Occultism","Stealth"],"legacy_id":["creature-2452"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Planar","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4249","dexterity":5,"category":"creature","slug":"creature-4249"},{"primary_source_category":"Adventure Paths","strength":0,"hp":70,"language":["Aklo","Common","D'ziriak","Draconic","Fey","Shadowtongue"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":-2,"perception":14,"trait":["Fetchling","Humanoid","Shadow","Unique","Medium"],"id":"creature-4250","text":" The Looksee Man Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 The Looksee Man Source Gatewalkers (Hardcover) pg. 41 Perception +14; darkvision Languages Aklo, Common, D'ziriak, Draconic, Fey, Shadowtongue Skills Acrobatics +10, Arcana +12, Crafting +12, Medicine +10, Nature +8, Occultism +12, Stealth +10 Str +0 Dex +4 Con +2 Int +4 Wis +3 Cha -2 Items Dagger, greater talk goggles , Padded Armor, ring with Nethys mask sigil (bonded item worth 4 gp), spellbook --- AC 21 Fort +11 Ref +14 Will +14 HP 70 Shadow Blending When the Looksee Man is concealed as a result of dim light, the flat check to target him has a DC of 7, not 5. Stalk Goggles Specialist As long as he wears his greater stalk goggles , the Looksee Man can't be flanked by creatures of 4th level or lower. --- Speed 25 feet Melee Single Action dagger +12 (Agile, finesse, versatile S), Damage 1d4 piercing Ranged Single Action dagger +12 (Agile, finesse, thrown 10 feet, versatile S), Damage 1d4 piercing Wizard Prepared Spells DC 21, attack +14 - Cantrips (2nd) Shield, Tangle Vine, Telekinetic Hand - 1st Force Barrage, Thunderstrike - 2nd Acid Grip, Blazing Bolt (2), Gecko Grip School of Protean Form Spell 1 Focus Point - 1st Scramble Body Occult Innate Spells DC 21 - 1st Illusory Disguise Shadow Stride Single Action (Illusion, occult, shadow) Requirements The Looksee Man is in dim light; Effect The Looksee Man Strides. He has a +10-foot status bonus to his Speed during this Stride. The DC from shadow blending increases to 11 during this Stride, and the Looksee Man remains concealed by dim light until the end of the movement, even if he leaves dim light during the Stride. ","skill_mod":{"nature":8,"crafting":12,"stealth":10,"arcana":12,"medicine":10,"occultism":12,"acrobatics":10},"primary_source":"Gatewalkers (Hardcover)","spell":["Acid Grip","Blazing Bolt","Gecko Grip","Force Barrage","Thunderstrike","Shield","Tangle Vine","Telekinetic Hand","Scramble Body","Illusory Disguise"],"ac":21,"item":["Dagger","greater talk goggles","Padded Armor","ring with Nethys mask sigil (bonded item worth 4 gp)","spellbook"],"level":4,"spell_dc":[21,21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":14,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":11,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"The Looksee Man","rarity":"unique","strike_damage_average":[2,2],"attack_bonus":[12,12],"constitution":2,"spell_attack_bonus":[14],"will_save":14,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Shadow Blending","Stalk Goggles Specialist","Shadow Stride"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Arcana","Crafting","Medicine","Nature","Occultism","Stealth"],"legacy_id":["creature-2453"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Monster","Ancestry","Creature Type","Planar","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4250","dexterity":4,"category":"creature","slug":"creature-4250"},{"attack_bonus":[10],"constitution":5,"primary_source_category":"Adventure Paths","strength":4,"hp":23,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":4,"charisma":-5,"speed":{"max":20,"land":20},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor"],"primary_source_group":"Gatewalkers","skill":["Athletics"],"legacy_id":["creature-2455"],"trait":["Construct","Earth","Mindless","Large"],"id":"creature-4251","text":" Quarry Construct Nethys Note: No description has been provided for this creature. Recall Knowledge - Construct (Arcana, Crafting): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Quarry Construct Source Gatewalkers (Hardcover) pg. 49 Perception +8; darkvision Languages Skills Athletics +9 Str +4 Dex -2 Con +5 Int -5 Wis +0 Cha -5 Items Warhammer --- AC 18 (14 when broken), construct armor Fort +11 Ref +4 Will +4 HP 23 Hardness 4 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, a quarry construct has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a quarry construct is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 14. --- Speed 20 feet Melee Single Action warhammer +10 (Shove), Damage 1d8+4 bludgeoning\n","element":["Earth"],"skill_mod":{"athletics":9},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":18,"item":["Warhammer"],"level":2,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=4251","intelligence":-5,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":-2,"hardness":4,"vision":"Darkvision","fortitude_save":11,"source_group":["Gatewalkers"],"size":["Large"],"name":"Quarry Construct","category":"creature","rarity":"common","strike_damage_average":[8],"slug":"creature-4251"},{"attack_bonus":[14,17],"constitution":5,"primary_source_category":"Adventure Paths","strength":6,"hp":80,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":11,"charisma":-5,"speed":{"max":15,"land":15},"perception":11,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor","Poison Stock"],"primary_source_group":"Gatewalkers","skill":["Athletics"],"legacy_id":["creature-2465"],"trait":["Construct","Mindless","Rare","Large"],"id":"creature-4252","text":" Apothecary's Cabinet Nethys Note: No description has been provided for this creature, Recall Knowledge - Construct (Arcana, Crafting): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Apothecary's Cabinet Source Gatewalkers (Hardcover) pg. 81 Perception +11; darkvision Languages Skills Athletics +15 Str +6 Dex -3 Con +5 Int -5 Wis +0 Cha -5 --- AC 24 (20 when broken) Fort +17 Ref +11 Will +11 construct armor HP 80 Hardness 10 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, an apothecary's cabinet has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an apothecary's cabinet is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 20. --- Speed 15 feet Melee Single Action drawer +17 (Magical), Damage 2d8+9 bludgeoning Ranged Single Action poison bottle +14 (Magical, thrown 20 feet), Damage 2d6+3 bludgeoning plus poison stock Poison Stock When the cabinet hits a creature with its poison bottle Strike, roll 1d4 to determine what kind of poison splashes onto the struck creature: 1 nerve poison (clumsy 1); 2 weakening poison (enfeebled 1); 3 noxious poison (sickened 1); 4 clouded mind poison (stupefied 1). The target must attempt a DC 24 Fortitude save. Critical Success The creature is unaffected. Success The creature takes 1d6 poison damage. Failure The creature takes 2d6 poison damage and is afflicted with the rolled poison's associated condition until the end of its next turn. Critical Failure The creature takes 2d6 poison damage and is afflicted with the rolled poison's associated condition for 1d4+1 rounds. ","skill_mod":{"athletics":15},"summary":"Nethys Note: No description has been provided for this creature,","primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Monster","Rarity"],"ac":24,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=4252","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":-3,"hardness":10,"vision":"Darkvision","fortitude_save":17,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Apothecary's Cabinet","category":"creature","rarity":"rare","strike_damage_average":[10,18],"slug":"creature-4252"},{"attack_bonus":[14,14],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":80,"language":["Common","Goblin"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":9,"charisma":2,"speed":{"max":25,"land":25},"perception":15,"wisdom":1,"weakness":{},"creature_ability":["Into the Fray","Axe Critical Specialization"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Stealth","Warfare Lore"],"legacy_id":["creature-2466"],"trait":["Goblin","Humanoid","Unique","Medium"],"id":"creature-4253","text":" Ghodrak The Quick Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Ghodrak The Quick Source Gatewalkers (Hardcover) pg. 83 Perception +15; darkvision Languages Common, Goblin Skills Acrobatics +13, Athletics +10, Diplomacy +12, Intimidation +13, Stealth +13, Warfare Lore +12 Str +2 Dex +4 Con +2 Int +1 Wis +1 Cha +2 Into the Fray Free Action Trigger Ghodrak rolls initiative; Effect Ghodrak Interacts to draw one of his hatchets. On his turn, before doing anything else, he can Stride toward an enemy he can see as a free action. Items Gray Post keys, hatchets (4), Leather Armor, map of Skywatch --- AC 22 Fort +12 Ref +15 Will +9 HP 80 --- Speed 25 feet Melee Single Action hatchet +14 (Agile, sweep), Damage 1d6+2 slashing Ranged Single Action hatchet +14 (Agile, thrown 10 feet), Damage 1d6+2 slashing Axe Critical Specialization When Ghodrak lands a critical hit with a hatchet Strike, he can choose one creature adjacent to the initial target (and within reach if the critical hit was a melee Strike). If the creature's AC is lower than Ghodrak's attack roll result for the critical hit, he deals damage to that creature equal to the result of the weapon damage die rolled. This amount isn't doubled, and no bonuses or other additional dice apply to this damage. ","skill_mod":{"diplomacy":12,"stealth":13,"athletics":10,"intimidation":13,"acrobatics":13},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"ac":22,"item":["Gray Post keys","hatchets (4)","Leather Armor","map of Skywatch"],"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/NPCs.aspx?ID=4253","intelligence":1,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Ghodrak The Quick","category":"creature","rarity":"unique","strike_damage_average":[5,5],"slug":"creature-4253"},{"attack_bonus":[19,19],"constitution":3,"primary_source_category":"Adventure Paths","strength":6,"hp":180,"language":["Chthonian","Empyrean"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":16,"charisma":5,"speed":{"fly":35,"max":35,"land":25},"perception":16,"wisdom":3,"weakness":{"holy":10,"cold_iron":10},"creature_ability":["Harmony Vulnerability","Change Shape","Eshmok Infection"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth"],"trait":["Demon","Fiend","Fungus","Uncommon","Unholy","Large"],"id":"creature-4254","text":" Sickly Eshmok Nethys Note: No description is given for this creature. Recall Knowledge - Fiend (Religion): DC 26 Recall Knowledge - Fungus (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Sickly Eshmok Source Gatewalkers (Hardcover) pg. 128 Perception +16; darkvision Languages Chthonian, Empyrean Skills Acrobatics +15, Athletics +17, Intimidation +18, Religion +16, Stealth +17 Str +6 Dex +4 Con +3 Int +2 Wis +3 Cha +5 --- AC 25 Fort +14 Ref +17 Will +16 +1 status to all saves vs. magic HP 180 Resistances poison 10 Weaknesses cold iron 10, holy 10 Harmony Vulnerability An eshmok's wrath, along with that of its infestations, define it, and forcing peace upon them wrenches at their soul. If they fail a save against calm or a similar effect forcing them to be peaceful, an eshmok takes 4d6 mental damage. --- Speed 25 feet, fly 35 feet Melee Single Action stinger +19 (Magical, unholy), Damage 2d8+7 piercing plus 2d6 poison Melee Single Action tendril +19 (Agile, magical, poison, reach 10 feet, unholy), Damage 2d8+7 slashing plus Eshmok Infection Divine Innate Spells DC 26 - 3rd Fear - 4th Confusion, Translocate (at will) - 5th Translocate, Wall of Thorns Rituals DC 26 - 1st Demonic Pact Change Shape Single Action (Concentrate, divine, polymorph) The eshmok turns into their fungus form or back into their normal humanoid wasp form. In fungus form, they lose their fly speed and can't make sting Strikes. In wasp form, they can't make tendril Strikes. Eshmok Infection (Mental, poison) Saving Throw Will DC 26; Maximum Duration 6 rounds; Stage 1 confused (1 round); Stage 2 confused and quickened (1 round); Stage 3 confused, off-guard, and quickened (1 round). A creature that is quickened by eshmok infection can use the extra action each round for only Strike actions. A creature that is confused by an eshmok infection never considers an eshmok in fungal form as a target. ","tradition":["Divine"],"skill_mod":{"stealth":17,"athletics":17,"intimidation":18,"acrobatics":15,"religion":16},"summary":"Nethys Note: No description is given for this creature.","primary_source":"Gatewalkers (Hardcover)","spell":["Translocate","Wall of Thorns","Confusion","Fear"],"trait_group":["Monster","Creature Type","Rarity","Mechanics"],"ac":25,"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"poison":10},"url":"/Monsters.aspx?ID=4254","intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":14,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Sickly Eshmok","category":"creature","rarity":"uncommon","strike_damage_average":[16,23],"slug":"creature-4254"},{"primary_source_category":"Adventure Paths","strength":0,"hp":60,"language":["Common","Elven","Empyrean","Erutaki"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":4,"perception":16,"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4255","text":" Snowy Owl Nethys Note: No description has been provided for this NPC. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Snowy Owl Source Gatewalkers (Hardcover) pg. 139 Perception +16; darkvision Languages Common, Elven, Empyrean, Erutaki Skills Astronomy Lore +15, Fortune-Telling Lore +15, Medicine +16, Nature +16, Occultism +15, Religion +14, Survival +16 Str +0 Dex +1 Con +2 Int +1 Wis +5 Cha +4 Items hide clothing --- AC 21 Fort +11 Ref +10 Will +14 HP 60 Immunities cold Ruun's Blessing The presence of Ruun's soul merged with her own grants Snowy Owl immunity to cold. In addition, she no longer needs to eat or drink, but often chooses to do so out of habit or politeness. --- Speed 25 feet Melee Single Action fist +12 (Agile, finesse, nonlethal, unarmed), Damage 1d4 bludgeoning Occult Prepared Spells DC 18, attack +12 - Cantrips (4th) Detect Magic, Guidance, Light, Read Aura, Shield - 1st Alarm, Bless, Soothe - 2nd Cleanse Affliction, Resist Energy, Soothe - 3rd Dispel Magic, Hypercognition, Soothe - 4th Read Omens, Soothe Ruun's Wings Single Action (Occult) Snowy Owl manifests a spectral pair of owl's wings that grant her a fly Speed of 25 feet. She can use this action again to hide her wings, which she often does when in mixed company in order to avoid drawing too much attention. If she falls, she can activate this ability as a reaction to immediately arrest her fall. ","skill_mod":{"nature":16,"survival":16,"medicine":16,"occultism":15,"religion":14},"primary_source":"Gatewalkers (Hardcover)","spell":["Read Omens","Soothe","Dispel Magic","Hypercognition","Cleanse Affliction","Resist Energy","Alarm","Bless","Detect Magic","Guidance","Light","Read Aura","Shield"],"ac":21,"item":["hide clothing"],"level":7,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":10,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":11,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Snowy Owl","rarity":"unique","strike_damage_average":[2],"attack_bonus":[12],"constitution":2,"immunity":["cold"],"spell_attack_bonus":[12],"will_save":14,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Ruun's Blessing","Ruun's Wings"],"primary_source_group":"Gatewalkers","skill":["Astronomy Lore","Fortune-Telling Lore","Medicine","Nature","Occultism","Religion","Survival"],"legacy_id":["creature-2505"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this NPC.","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=4255","dexterity":1,"category":"creature","slug":"creature-4255"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":145,"language":["Aklo","Common","Varisian"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":6,"perception":21,"trait":["Dream","Incorporeal","Unique","Large"],"id":"creature-4256","text":" Ogmunzorius Nethys note: No description has been provided for this creature. Recall Knowledge - Dream (Occultism, Occultism): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ogmunzorius Source Gatewalkers (Hardcover) pg. 148 Perception +21; darkvision Languages Aklo, Common, Varisian Skills Acrobatics +22, Deception +21, Intimidation +21, Occultism +23, Stealth +22 Str -5 Dex +5 Con +4 Int +4 Wis +4 Cha +6 --- AC 28 Fort +19 Ref +21 Will +22 +1 status to all saves vs. magic HP 145 Immunities cold, disease, paralyzed, poison, precision, sleep Resistances all 10 (except fire, force, ghost touch , or spirit; double resistance vs. non.magical) --- Speed fly 40 feet Melee Single Action nightmare tendril +22 (Agile, finesse, reach 10 feet), Damage 5d8 cold plus frozen nightmare Occult Innate Spells DC 30 - 4th Nightmare, Sleep - 5th Confusion, Translocate (at will) - 6th Fear, Teleport, Vision of Death Rituals DC 30 - 6th Binding Circle Frozen Nightmare (Curse, emotion, fear, mental, occult) Ogmunzorius's touch fills the victim's mind with realistic hallucinations and visions of being stranded alone and naked in an endless expanse of ice. The only point of reference in this vision when it manifests are strange dark spires looming impossibly tall on the horizon. Saving Throw DC 30 Fortitude; Stage 1 fatigued (1 day); Stage 2 fatigued and enfeebled 1 (1 day); Stage 3 The victim falls asleep and becomes covered in a rime of frost. They can't be awakened as long as they remain at this stage. A victim who perishes while at this stage frosts over completely, freezing solid into a block of ice. (1 day) ","skill_mod":{"deception":21,"stealth":22,"intimidation":21,"occultism":23,"acrobatics":22},"primary_source":"Gatewalkers (Hardcover)","spell":["Fear","Teleport","Vision of Death","Confusion","Translocate","Nightmare","Sleep"],"ac":28,"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"vitality":10,"chaotic":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":4,"reflex_save":21,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Ogmunzorius","rarity":"unique","strike_damage_average":[22],"attack_bonus":[22],"constitution":4,"immunity":["cold","disease","paralyzed","poison","precision","sleep"],"will_save":22,"speed":{"fly":40,"max":40},"wisdom":4,"weakness":{},"creature_ability":["Frozen Nightmare"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Deception","Intimidation","Occultism","Stealth"],"legacy_id":["creature-2506"],"tradition":["Occult"],"summary":"Nethys note: No description has been provided for this creature.","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4256","dexterity":5,"category":"creature","slug":"creature-4256"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":130,"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{"slashing":10},"creature_ability":["Fall Apart","Frozen Wind","Stunning Critical"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics"],"legacy_id":["creature-2507"],"trait":["Aberration","Humanoid","Unique","Medium"],"id":"creature-4257","text":" The Guest Nethys Note: No description has been provided for this creature. Recall Knowledge - Aberration (Occultism): DC 33 Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 The Guest Source Gatewalkers (Hardcover) pg. 155 Perception +15; darkvision Languages Skills Acrobatics +14, Athletics +17 Str +4 Dex +3 Con +4 Int -4 Wis +2 Cha +0 --- AC 24 Fort +17 Ref +14 Will +13 +1 circumstance vs. diseases and poisons HP 130 Resistances bludgeoning 10, cold 10 Weaknesses slashing 10 Fall Apart (occult) When one of the Guests dies, its body collapses into a tangle of meat, gristle, fur, bone, and gore. Creatures within a 10-foot emanation (other than other Guests) must make a DC 22 Will save to avoid becoming sickened 2 (sickened 4 on a critical failure) at the sight and smell. --- Speed 25 feet Melee Single Action claw +17 (versatile B), Damage 2d6+10 slashing plus 1d6 cold Frozen Wind Two Actions The guest exhales a blast of freezing wind from its body in a 20-foot cone. All creatures in this area take 8d6 cold damage (DC 25 basic Reflex save). The Guest can't use Frozen Wind again for 1d4 rounds. Stunning Critical If a Guest critically hits a creature with a claw Strike, the target must make a DC 25 Fortitude save or be stunned 1. ","skill_mod":{"athletics":17,"acrobatics":14},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":24,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":10,"cold":10},"url":"/Monsters.aspx?ID=4257","intelligence":-4,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"The Guest","category":"creature","rarity":"unique","strike_damage_average":[20],"slug":"creature-4257"},{"attack_bonus":[18,18],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":115,"language":["Common","Elven","Erutaki"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":15,"charisma":0,"speed":{"max":25,"land":25},"perception":17,"wisdom":4,"weakness":{},"creature_ability":["Arctic Forager","Snow Walker","Hunt Prey"],"primary_source_group":"Gatewalkers","skill":["Arctic Lore","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-2508"],"trait":["Elf","Humanoid","Rare","Medium"],"id":"creature-4258","text":" Ilverani Sentry Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Ilverani Sentry Source Gatewalkers (Hardcover) pg. 162 Perception +17; low-light vision Languages Common, Elven, Erutaki Skills Arctic Lore +13, Intimidation +11, Nature +17, Stealth +17, Survival +17 Str +4 Dex +4 Con +2 Int +1 Wis +4 Cha +0 Arctic Forager While using Survival to Subsist in arctic environments, if the Ilverani sentry rolls a failure or a critical failure, they get a success instead. If the sentry rolls a success, they can provide food for 4 additional creatures that eat about as much as a human, or for 8 creatures on a critical success. Snow Walker The Ilverani sentry ignores the effects of difficult terrain from snowy environments. When moving through snow, an Ilverani sentry minimizes traces left behind and makes it harder for others to find them. The DC of checks to Track an Ilverani sentry through snowy terrain gains a +4 status bonus. Items Dagger, +1 composite longbow (20 arrows), Leather Armor, Shortsword --- AC 25 Fort +15 Ref +17 Will +15 HP 115 --- Speed 25 feet Melee Single Action shortsword +18 (Agile, finesse, versatile S), Damage 1d6+9 piercing Ranged Single Action composite longbow +18 (deadly d10, magical, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+8 piercing Hunt Prey Single Action (Concentrate) The Ilverani sentry designates a single creature they can see and hear, or one they're Tracking, as their prey. The sentry gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the sentry hits the designated prey in a round, they deal an additional 1d8 precision damage. The sentry ignores the penalty for making ranged attacks within their second range increment. These effects last until the sentry uses Hunt Prey again. ","skill_mod":{"nature":17,"survival":17,"stealth":17,"intimidation":11},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Ancestry","Weapon","Half-Elf","Creature Type","Rarity"],"ac":25,"item":["Dagger","+1 composite longbow (20 arrows)","Leather Armor","Shortsword"],"level":7,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=4258","intelligence":1,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":15,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Ilverani Sentry","category":"creature","rarity":"rare","strike_damage_average":[12,12],"slug":"creature-4258"},{"primary_source_category":"Adventure Paths","strength":6,"hp":110,"language":["Necril"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":3,"perception":15,"trait":["Cold","Earth","Rare","Undead","Medium"],"id":"creature-4259","text":" Blackfrost Guecubu Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Blackfrost Guecubu Source Gatewalkers (Hardcover) pg. 163 Perception +15; darkvision, tremorsense (imprecise) 60 feet Languages Necril Skills Acrobatics +16, Athletics +18, Intimidation +15, Stealth +16 Str +6 Dex +4 Con +3 Int +4 Wis +3 Cha +3 --- AC 27 Fort +17 Ref +16 Will +15 HP 110 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances electricity 10, physical 10 (except bludgeoning) Shattering Death (cold) When the blackfrost guecubu is destroyed, they shatter and fill the air around them with a cloud of razor-sharp shards of ice. Creatures in a 10-foot emanation take 8d8 cold damage (DC 26 basic Reflex save). Creatures that critically fail this save also take 1d6 persistent bleed damage. --- Speed 25 feet, burrow 15 feet; tundra glide Melee Single Action jaws +20 (Agile), Damage 2d8+8 piercing plus blackfrost and wrathful misfortune Primal Innate Spells DC 26 - 4th Shape Stone (at will) Break Ground Two Actions (arcane, earth, transmutation) The blackfrost guecubu stomps, and the ground breaks and ripples in a 30-foot emanation, erupting in razor-sharp, crisscrossing spikes of rock that deal 3d8 piercing damage to creatures in the area (DC 26 basic Reflex save). The area becomes difficult terrain and hazardous terrain, with each square dealing 3 piercing damage to a creature that moves through it. A guecubu is immune to these effects. Ground under the effects of a consecrate ritual or a circle of protection spell tuned against evil or chaos can't be affected by this ability. Shove into Ice (Arcane, earth) When the blackfrost guecubu successfully Shoves a creature into an ice or frozen earth barrier, the target must succeed at a DC 26 Reflex save or become merged with the barrier, with the effects of one with stone until the target escapes (DC 26). Tundra Glide The blackfrost guecubu can Burrow through any frozen earth, ice, or snow, not including rock. When they do so, the blackfrost guecubu moves at their full burrow Speed, leaving no tunnels or signs of their passing. Wrathful Misfortune (Arcane, curse) A creature damaged by a blackfrost guecubu must succeed at a DC 26 Will save or become cursed with consummate bad luck. The creature becomes clumsy 2. Each time that creature rolls initiative, on their next roll they must roll twice and use the worse result; this is a misfortune effect. ","element":["Earth"],"skill_mod":{"stealth":16,"athletics":18,"intimidation":15,"acrobatics":16},"primary_source":"Gatewalkers (Hardcover)","spell":["Shape Stone"],"ac":27,"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" darkvision , tremorsense (imprecise) 60 feet","resistance":{"piercing":10,"slashing":10,"electricity":10,"physical":10},"intelligence":4,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":17,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Blackfrost Guecubu","rarity":"rare","strike_damage_average":[17],"attack_bonus":[20],"constitution":3,"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"will_save":15,"speed":{"max":25,"land":25,"burrow":15},"wisdom":3,"weakness":{},"creature_ability":["Shattering Death","Break Ground","Shove into Ice","Tundra Glide","Wrathful Misfortune"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"legacy_id":["creature-2509"],"tradition":["Primal"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Energy","Monster","Elemental","Planar","Rarity","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4259","dexterity":4,"category":"creature","slug":"creature-4259"},{"attack_bonus":[22],"constitution":3,"primary_source_category":"Adventure Paths","strength":6,"hp":195,"language":["Common","Elven","Erutaki","Jotun"],"immunity":["cold"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":22,"charisma":0,"speed":{"max":25,"land":25,"burrow":25},"perception":22,"wisdom":5,"weakness":{"fire":10},"creature_ability":["Blackfrost Breath","Blackfrost Ice Shard","Constrict","Siphon Mind"],"primary_source_group":"Gatewalkers","skill":["Acrobatics","Athletics","Occultism"],"legacy_id":["creature-2510"],"trait":["Aberration","Humanoid","Unique","Medium"],"id":"creature-4260","text":" Ilakni Nethys Note: No description has been provided for this creature. Recall Knowledge - Aberration (Occultism): DC 38 Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ilakni Source Gatewalkers (Hardcover) pg. 167 Perception +22; darkvision Languages Common, Elven, Erutaki, Jotun Skills Acrobatics +22, Athletics +23, Occultism +22 Str +6 Dex +5 Con +3 Int +7 Wis +5 Cha +0 --- AC 30 Fort +18 Ref +22 Will +22 +1 circumstance vs. diseases and poisons HP 195 Immunities cold Resistances slashing 10 Weaknesses fire 10 --- Speed 25 feet, burrow 25 feet (through blackfrost ice only) Melee Single Action tentacle +22 (Agile, magical, reach 10 feet), Damage 2d8+12 bludgeoning plus Grab Ranged Single Action blackfrost ice shard (Occult, range 30 feet), Damage 2d6+6 piercing plus 2d6 cold and blackfrost Blackfrost Breath Two Actions Ilakni breathes out a 60-foot cone of black wind. All creatures in the area take 10d6 cold damage (DC 30 basic Reflex save); a creature that fails the save is also exposed to blackfrost. Ilakni can't use Blackfrost Breath again for 1d4 rounds. Blackfrost Ice Shard A creature struck by Ilakni's blackfrost ice shard is exposed to blackfrost. Constrict Single Action 1d8+12 bludgeoning, DC 30 Siphon Mind Two Actions (Mental, occult) Requirements The target creature is grabbed or restrained by Ilakni, is helpless, or is willing, and is adjacent to Ilakni; Effect Ilakni extrudes a seething forest of tendrils from his mouth to wrap around the target's head. These tendrils begin siphoning away the target's mind to make them an empty vessel, ready to be inhabited by Osoyo in the future. The target must attempt a DC 30 Will save. Critical Success The target is unaffected and is temporarily immune to Siphon Mind for 24 hours. Success The target takes 3d6 mental damage. Failure The target takes 6d6 mental damage and becomes stupefied 1, or increases its stupefied value by 1 to a maximum of stupefied 4. If the creature dies as a result of this mental damage, its body remains alive while its mind and soul move on. The body can remain alive without its soul and mind for many years, as long as it is cared for. If Osoyo escapes from its prison, a body in this state becomes animated by Osoyo's will, transforming into an entity with the same statistics as Ilakni but directly controlled by the Blackfrost Whale. If the body is restored to life before this event, this development can be avoided. Critical Failure As critical failure, but 12d6 mental damage and stupefied 2 (or increases its stupefied value by 2, to a maximum of 4). ","skill_mod":{"athletics":23,"occultism":22,"acrobatics":22},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":30,"level":11,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"slashing":10},"url":"/NPCs.aspx?ID=4260","intelligence":7,"reflex_save":22,"strongest_save":["ref","reflex","will"],"dexterity":5,"vision":"Darkvision","fortitude_save":18,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Ilakni","category":"creature","rarity":"unique","strike_damage_average":[20,21],"slug":"creature-4260"},{"primary_source_category":"Adventure Paths","strength":7,"hp":175,"language":["Common","Dwarven","Elven","Hallit","Necril","Skald"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":7,"perception":21,"trait":["Cold","Mummy","Undead","Unique","Medium"],"id":"creature-4261","text":" Equendia Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Equendia Source Gatewalkers (Hardcover) pg. 184 Perception +21; darkvision Languages Common, Dwarven, Elven, Hallit, Necril, Skald Skills Arcana +20, Astronomy Lore +20, Athletics +22, Deception +22, Occultism +22, Survival +21 Str +7 Dex +4 Con +5 Int +5 Wis +4 Cha +7 Items +1 striking composite longbow (20 arrows), winged breastplate --- AC 31 Fort +22 Ref +21 Will +21 HP 175 (void healing) Immunities bleed, cold, death effects, disease, paralyzed, poison, unconscious Weaknesses fire 10 Great Despair (aura, emotion, fear, incapacitation, mental, occult) 30 feet. Living creatures are frightened 1 while in Equendia's Great Despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave it. When a creature first enters the area, it must succeed at a DC 27 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours. --- Speed 20 feet Melee Single Action fist +24 (Agile, magical), Damage 2d8+13 bludgeoning plus 1d6 cold and blackfrost rot Ranged Single Action composite longbow +22 (deadly d10, propulsive, range 100 feet, volley 30 feet), Damage 2d6+13 piercing Occult Innate Spells DC 30 - 3rd Enthrall (at will) - 4th Honeyed Words, Suggestion - 5th Command, Subconscious Suggestion, Truespeech - 6th Dominate Blackfrost Rot (Cold, curse, disease, divine) This affliction can't be reduced below stage 1, nor the damage from it healed, until successfully treated with cleanse affliction or a similar effect; the affliction can then be removed as a normal disease. A creature that dies from cold damage while cursed with blackfrost rot rises as a blackfrost dead after 24 hours. Saving Throw DC 30 Fortitude; Stage 1 4d6 cold damage (1 minute); Stage 2 weakness to cold 5 and drained 1 (1 day); Stage 3 weakness to cold 10 and drained 2 (1 day). Frozen Breath Two Actions (Cold, concentrate, divine) Equendia exhales a 60-foot cone of icy shards that deal 6d6 cold and 6d6 slashing damage (DC 30 basic Reflex save). She can't use Frozen Breath again for 1d4 rounds. Hissing Command Single Action (Auditory) Equendia utters a swift command in Necril to strike at adjacent enemies. Any blackfrost zombies within 30 feet can use a reaction to attempt a melee Strike. Invasive Blackfrost If a PC is critically hit by any of Equendia's Strikes, the wound takes on an unnerving blackened appearance, as if from advanced frostbite or charring. For the next 24 hours, the PC is no longer immune to blackfrost. ","skill_mod":{"deception":22,"survival":21,"arcana":20,"athletics":22,"occultism":22},"primary_source":"Gatewalkers (Hardcover)","spell":["Dominate","Command","Subconscious Suggestion","Truespeech","Honeyed Words","Suggestion","Enthrall"],"ac":31,"item":["+1 striking composite longbow (20 arrows)","winged breastplate"],"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":21,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":22,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Equendia","rarity":"unique","strike_damage_average":[20,25],"attack_bonus":[22,24],"constitution":5,"immunity":["bleed","cold","death effects","disease","paralyzed","poison","unconscious"],"will_save":21,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{"fire":10},"creature_ability":["Great Despair","Blackfrost Rot","Frozen Breath","Hissing Command","Invasive Blackfrost"],"primary_source_group":"Gatewalkers","skill":["Arcana","Astronomy Lore","Athletics","Deception","Occultism","Survival"],"legacy_id":["creature-2511"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Energy","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex","will"],"url":"/NPCs.aspx?ID=4261","dexterity":4,"category":"creature","slug":"creature-4261"},{"primary_source_category":"Adventure Paths","strength":7,"hp":145,"source":["Gatewalkers (Hardcover)"],"type":"Creature","charisma":-5,"perception":22,"trait":["Construct","Unique","Medium"],"id":"creature-4262","text":" Ancient Tupilaq Nethys Note: No description has been provided for this creature. Recall Knowledge - Construct (Arcana, Crafting): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ancient Tupilaq Source Gatewalkers (Hardcover) pg. 188 Perception +22; darkvision Languages Skills Athletics +24 Str +7 Dex +5 Con +5 Int -5 Wis +5 Cha -5 --- AC 32 Fort +22 Ref +20 Will +18 HP 145 Hardness 11 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, an ancient tupilaq has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an ancient tupilaq is reduced to less to 72 Hit Points or fewer, or immediately upon being damaged by a critical hit, its construct armor breaks, it loses its Hardness, and its Armor Class is reduced to 28. --- Speed 40 feet, swim 40 feet Melee Single Action jaws +24 (Agile), Damage 2d8+13 slashing plus Grab Primal Innate Spells DC 30 - 5th Lightning Bolt (×3) Carver's Curse When an ancient tupilaq is created, the curse imparted by its creator manifests in the form of a single 5th-rank primal spell the ancient tupilaq can cast three times per day. The particular spell is a reflection of the creator's wish for vengeance. By default, and for a found or summoned ancient tupilaq, this spell is fireball . ","skill_mod":{"athletics":24},"primary_source":"Gatewalkers (Hardcover)","spell":["Lightning Bolt"],"ac":32,"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":-5,"reflex_save":20,"strongest_save":["fort","fortitude"],"hardness":11,"vision":"Darkvision","fortitude_save":22,"source_group":["Gatewalkers"],"size":["Medium"],"spoilers":"Gatewalkers","name":"Ancient Tupilaq","rarity":"unique","strike_damage_average":[22],"attack_bonus":[24],"constitution":5,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"will_save":18,"speed":{"max":40,"land":40,"swim":40},"wisdom":5,"weakness":{},"creature_ability":["Construct Armor","Carver's Curse"],"primary_source_group":"Gatewalkers","skill":["Athletics"],"legacy_id":["creature-2512"],"tradition":["Primal"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4262","dexterity":5,"category":"creature","slug":"creature-4262"},{"attack_bonus":[22,22],"constitution":7,"primary_source_category":"Adventure Paths","strength":5,"hp":245,"immunity":["bleed","critical hits","death effects","disease","mental","paralyzed","poison","unconscious","visual"],"source":["Gatewalkers (Hardcover)"],"type":"Creature","will_save":17,"charisma":-5,"speed":{"fly":40,"max":40},"perception":19,"wisdom":0,"weakness":{},"creature_ability":["Unstable Magic"],"primary_source_group":"Gatewalkers","skill":["Acrobatics"],"legacy_id":["creature-2513"],"trait":["Mindless","Undead","Unholy","Unique","Large"],"id":"creature-4263","text":" Protosoul Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Protosoul Source Gatewalkers (Hardcover) pg. 191 Perception +19; lifesense 120 feet Languages Skills Acrobatics +22 Str +5 Dex +5 Con +7 Int -5 Wis +0 Cha -5 --- AC 28 Fort +24 Ref +22 Will +17 HP 245 (void healing) Immunities bleed, critical hits, death effects, disease, mental, paralyzed, poison, unconscious, visual --- Speed fly 40 feet Melee Single Action void tendril +22 (Divine, magical, reach 10 feet, void), Damage 3d10+11 void Ranged Single Action void bolt +22 (Divine, magical, range increment 30 feet, void), Damage 2d10+11 void Unstable Magic Two Actions (Divine, void) The protosoul takes 10 force damage as it releases a burst of uncontained void energy in a 30-foot emanation. Creatures in the area take 5d8 void damage (DC 30 basic Fortitude save). ","skill_mod":{"acrobatics":22},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Gatewalkers (Hardcover)","trait_group":["Monster","Creature Type","Mechanics","Rarity"],"ac":28,"level":11,"source_category":["Adventure Paths"],"sense":" lifesense 120 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4263","intelligence":-5,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":24,"source_group":["Gatewalkers"],"size":["Large"],"spoilers":"Gatewalkers","name":"Protosoul","category":"creature","rarity":"unique","strike_damage_average":[22,27],"slug":"creature-4263"},{"attack_bonus":[24,27,27],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":200,"language":["Aklo","(can't speak any language)"],"immunity":["death effects","disease","mental","poison"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Creature","will_save":27,"charisma":4,"speed":{"climb":30,"fly":120,"max":120,"land":30},"perception":26,"wisdom":8,"weakness":{},"creature_ability":["Mythic Power 3 Mythic Points","• Mythic Skill","• Remove a Condition","Snatch Prize","Unbalancing Rip Requirements The eron of Jandelay's last action was to damage a Large or smaller creature with a claw Strike"],"primary_source_group":"Revenge of the Runelords","skill":["Acrobatics","Athletics","Thievery"],"trait":["Monitor","Mythic","Rare","Gargantuan"],"id":"creature-4264","text":" Eron Of Jandelay Rarely seen, the erons of Jandelay serve an important function on their apocalyptic home plane. These spindly birdlike creatures tower over the landscape on seven thin legs, covered in ironlike feathers they can hurl with a flick of a wing. Scavengers and collectors, erons dispose of intrusive elements they discover on Jandelay, stashing them in nests for later assortment. Such detritus typically consist of dead adventurers and their gear; an eron won't hesitate to attack a living adventurer, though, and they make little distinction between living or dead “clutter” that doesn't belong. Recall Knowledge - Monitor (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Eron Of Jandelay Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 88 Perception +26; darkvision Languages Aklo; (can't speak any language) Skills Acrobatics +24, Athletics +27, Thievery +24 Str +8 Dex +5 Con +5 Int +5 Wis +8 Cha +4 --- AC 34 Fort +24 Ref +22 Will +27 mythic resilience (Fort) HP 200 (fast healing 20) Immunities death effects, disease, mental, poison Resistances acid 15, cold 15, fire 15, mythic resistance 13, piercing 10, slashing 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 30. A creature that critically fails a saving throw against an eron's frightful presence is slowed 1 as long as they remain frightened. Reactive Beak The eron of Jandelay gains 2 reactions each round. It can still use only one reaction per trigger. Reactive Strike [reaction] beak only --- Speed 30 feet, climb 30 feet, fly 120 feet; unfettered movement Melee Single Action beak +27 (fatal d12, magical, reach 25 feet), Damage 3d10+14 piercing Melee Single Action claw +27 (Agile, magical, reach 20 feet), Damage 3d8+14 slashing Ranged Single Action iron feather +24 (Magical, thrown 40 feet), Damage 3d4+14 piercing Occult Innate Spells DC 33 - 5th Telekinetic Haul (at will) - 6th Vision of Death (×3) - 7th Interplanar Teleport, Phantasmal Calamity - Constant (7th) Unfettered Movement Mythic Power 3 Mythic Points • Mythic Skill Free Action (concentrate Cost 1 Mythic Point) Effect The eron of Jandelay attempts its next Acrobatics or Thievery skill check with a +4 bonus and is considered to have mythic proficiency for that check. • Remove a Condition Single Action (concentrate Cost 1 Mythic Point) Effect The eron of Jandelay ends one condition affecting them. Snatch Prize Single Action (Manipulate) The eron attempts to Steal an object from a creature, using the tips of its immense talons with shocking agility. The object must be 2 Bulk or less. If the creature with the target object is in combat or on guard, the eron can still try to Steal the object if it attempts its Thievery check at mythic proficiency. Unbalancing Rip Requirements The eron of Jandelay's last action was to damage a Large or smaller creature with a claw Strike Free Action Effect The eron rips at the required creature's flesh. That creature takes 1d8 persistent bleed damage and is off-guard until the start of the eron's next turn. Remnant Hunters When an eron of Jandelay finds itself on a doomed world, they often seek out an eclectic list of items, remains, and sometimes even creatures from that planet, almost as if they were picking and choosing their favorite parts of that world before it is no more. Whether the planet is literally on its last days makes no difference to the visiting eron. To these ageless monitors, the actual timing of a world's end is irrelevant to their hunt. Sometimes, valuable scavenged treasures can be discovered amid larger objects or vehicles an eron has been carrying with it via telekinetic haul. ","tradition":["Occult"],"skill_mod":{"thievery":24,"athletics":27,"acrobatics":24},"summary":"Rarely seen, the erons of Jandelay serve an important function on their apocalyptic home plane. These spindly birdlike creatures tower over the …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","spell":["Interplanar Teleport","Phantasmal Calamity","Vision of Death","Telekinetic Haul","Unfettered Movement"],"trait_group":["Creature Type","Mythic","Rarity"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"acid":15,"piercing":10,"slashing":10,"fire":15,"cold":15},"url":"/Monsters.aspx?ID=4264","intelligence":5,"reflex_save":22,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":24,"source_group":["Revenge of the Runelords"],"size":["Gargantuan"],"spoilers":"Revenge of the Runelords","name":"Eron Of Jandelay","category":"creature","rarity":"rare","strike_damage_average":[21,27,30],"slug":"creature-4264"},{"attack_bonus":[29,29],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":320,"language":["Aklo","(can't speak any language)"],"immunity":["cold","controlled","emotion"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Creature","will_save":23,"charisma":4,"speed":{"fly":150,"max":150,"land":30},"perception":25,"wisdom":5,"weakness":{},"creature_ability":["Mythic Power","• Mythic Skill","• Remove a Condition","Drain Dreams","Nightmare Screech","Writhing Clutches"],"primary_source_group":"Revenge of the Runelords","skill":["Acrobatics","Athletics","Stealth"],"trait":["Beast","Dream","Mythic","Gargantuan"],"id":"creature-4265","text":" Natbakh Natbakhs are native to the peaks and subterranean caverns of the windswept dimension of Leng and haunt the dark skies of that nightmare realm. Recall Knowledge - Beast (Arcana, Nature): DC 32 Recall Knowledge - Dream (Occultism, Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Natbakh Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 89 Perception +25; darkvision Languages Aklo; (can't speak any language) Skills Acrobatics +26, Athletics +28, Stealth +26 Str +8 Dex +6 Con +5 Int -2 Wis +5 Cha +4 --- AC 34 Fort +25 Ref +28 Will +23 mythic resilience (Ref) HP 320 Immunities cold, controlled, emotion Resistances mythic resistance 14 --- Speed 30 feet, fly 150 feet Melee Single Action jaws +29 (reach 15 feet), Damage 3d10+14 piercing plus 1d6 persistent bleed Melee Single Action tentacle tongue +29 (Agile, reach 20 feet), Damage 3d8+14 bludgeoning plus Grab Mythic Power 3 Mythic Points • Mythic Skill Free Action (Concentrate) Cost 1 Mythic Point; Effect The natbakh attempts its next Athletics or Stealth skill check with a +4 bonus and is considered to have mythic proficiency for that check. • Remove a Condition Single Action (Concentrate) Cost 1 Mythic Point; Effect The natbakh ends one condition affecting them. Drain Dreams Single Action (Mental, occult) Frequency once per round; Requirements The natbakh's previous action was a successful jaws Strike that damaged a creature; Effect The natbakh's suckered tongue latches on. The creature must succeed at a DC 34 Will save or become stupefied 1 (stupefied 2 on a critical failure) for 1 week as their dreams are slurped away. If the creature becomes stupefied in this way, the natbakh regains 32 HP. Draining dreams from a creature that's already stupefied doesn't restore any HP, but increases the victim's stupefied value by 1, to a maximum of stupefied 5. Nightmare Screech Two Actions (Emotion, mental, occult) The natbakh shrieks in a 50-foot cone that echoes more in the minds of those in the area than in the ears. Those in the area recall shrieks like this in forgotten nightmares, and the memories of wounds suffered in dreams cause nauseating pain. Creatures in the area take 10d8 mental damage and must attempt a DC 34 Will save. The natbakh can't use Nightmare Screech again for 1d4 rounds. Critical Success The creature takes no damage. Success The creature takes half damage and is sickened 1. Failure The creature takes full damage and is sickened 2 Critical Failure The creature takes double damage, is sickened 2, and is slowed 1 for as long as they remain sickened (or 1 minute, whichever comes first). Writhing Clutches A natbakh can Fly at half Speed while it has a Huge or smaller creature grabbed or restrained, or at full speed when it has a Medium or smaller creature grabbed or restrained, carrying that creature along with it. Nightmare Eruptions In places where the boundaries between Golarion and Leng are thin, such as the depths of the Kodar Mountains, natbakhs have a particularly horrifying method of entering the waking world. If they consume the dreaming persona of someone sleeping near such thin places, they can burst forth from that sleeper's body, killing them in life as well as in their dream, often leaving the now-dead dreamer's home in splinters before flying off to build a lair in the mountains. Such “nightmare eruptions” are rare, but it doesn't take many natbakhs to leave a mark in a region unprepared for their arrival. ","skill_mod":{"stealth":26,"athletics":28,"acrobatics":26},"summary":"Natbakhs are native to the peaks and subterranean caverns of the windswept dimension of Leng and haunt the dark skies of that nightmare realm.","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Creature Type","Mythic"],"ac":34,"level":14,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4265","intelligence":-2,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":25,"source_group":["Revenge of the Runelords"],"size":["Gargantuan"],"name":"Natbakh","category":"creature","rarity":"common","strike_damage_average":[27,34],"slug":"creature-4265"},{"attack_bonus":[22,22,23],"constitution":6,"primary_source_category":"Adventure Paths","strength":6,"hp":180,"language":["Aklo"],"immunity":["controlled"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Creature","will_save":17,"charisma":3,"speed":{"max":30,"land":30},"perception":19,"wisdom":5,"weakness":{},"creature_ability":["Sin Scent","Reactive Strike","Snatch Up","Covetous Claws","Sinful Bite"],"primary_source_group":"Revenge of the Runelords","skill":["Acrobatics","Athletics","Stealth","Survival","Thievery"],"trait":["Aberration","Rare","Medium"],"id":"creature-4266","text":" Greedspawn Soldiers Variant sinspawn Recall Knowledge - Aberration (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Greedspawn Soldiers Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 17 Perception +19; darkvision, sin scent (imprecise) 30 feet Languages Aklo Skills Acrobatics +19, Athletics +22, Stealth +19, Survival +19, Thievery +21 Str +6 Dex +5 Con +6 Int +1 Wis +5 Cha +3 Sin Scent As sinspawn, focusing on the scent of greed. Items +1 striking flaming glaive , +1 leather armor --- AC 30 Fort +22 Ref +19 Will +17 +1 status to saves vs. magic, +4 status to saves vs. mental HP 180 Immunities controlled Resistances mental 10 Reactive Strike Reaction Snatch Up Reaction (manipulate) Trigger The greedspawn soldier knocks an item out of a target's grasp with a critical success on a Disarm attempt; Effect the greedspawn catches the object in a hand before it falls to the ground. --- Speed 30 feet Melee Single Action glaive +23 (deadly d8, forceful, magical, reach), Damage 2d8+12 slashing plus 1d6 fire Melee Single Action jaws +22 (Agile), Damage 2d8+12 piercing plus sinful bite Melee Single Action claw +22, Damage 2d12+12 slashing Covetous Claws A greedspawn soldier gains a +2 status bonus to attempts made to Disarm. Sinful Bite (Arcane, emotion, mental) A creature hit by the jaws of a greedspawn soldier must attempt a DC 29 Will save as it's assailed by avaricious thoughts. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 2 and clumsy 2 for 1 minute. ","skill_mod":{"thievery":21,"survival":19,"stealth":19,"athletics":22,"acrobatics":19},"summary":"Variant sinspawn","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Creature Type","Rarity"],"ac":30,"item":["+1 striking flaming glaive","+1 leather armor"],"level":10,"source_category":["Adventure Paths"],"sense":"darkvision, sin scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"mental":10},"url":"/Monsters.aspx?ID=4266","intelligence":1,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"source_group":["Revenge of the Runelords"],"size":["Medium"],"spoilers":"Revenge of the Runelords","name":"Greedspawn Soldiers","category":"creature","rarity":"rare","strike_damage_average":[21,24,25],"slug":"creature-4266"},{"attack_bonus":[16],"constitution":0,"primary_source_category":"Adventure Paths","strength":3,"hp":130,"language":["Common","Thassilonian"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Creature","spell_attack_bonus":[18],"will_save":18,"charisma":1,"speed":{"max":25,"land":25},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Counterspell","Bespell Strikes"],"primary_source_group":"Revenge of the Runelords","skill":["Arcana","Athletics","Deception","Occultism"],"trait":["Humanoid","Uncommon","Medium"],"id":"creature-4267","text":" Trinity Initiates Human wizards Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Trinity Initiates Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 19 Perception +15 Languages Common, Thassilonian Skills Arcana +18, Athletics +15, Deception +15, Occultism +16 Str +3 Dex +3 Con +0 Int +4 Wis +3 Cha +1 Items +1 striking bec de corbin --- AC 26 Fort +13 Ref +16 Will +18 HP 130 Counterspell Reaction Trigger A creature casts a spell the initiate has prepared; Effect The initiate expends a prepared spell to counter the triggering creature's casting of that same spell. The initiate loses their spell slot as if they had cast the triggering spell. The initiate then attempts to counteract the triggering spell. --- Speed 25 feet Melee Single Action bec de corbin +16 (Razing, reach, shove, versatile B), Damage 2d8+5 piercing Arcane Prepared Spells DC 26, attack +18 - Cantrips (4th) Daze, Electric Arc, Figment, Shield, Void Warp - 1st Command, Force Barrage, Phantasmal Minion - 2nd Blur, Invisibility, Revealing Light - 3rd Blindness, Dispel Magic, Illusory Creature - 4th Fly, Mystic Armor (already cast), Vision of Death Bespell Strikes Free Action Frequency once per turn; Requirements The initiate's most recent action was to cast a non-cantrip spell; Effect The initiate siphons spell energy into their bec de corbin . Until the end of their turn, that weapon deals an extra 1d6 force damage and gains the arcane trait. ","tradition":["Arcane"],"skill_mod":{"deception":15,"arcana":18,"athletics":15,"occultism":16},"summary":"Human wizards","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","spell":["Fly","Mystic Armor","Vision of Death","Blindness","Dispel Magic","Illusory Creature","Blur","Invisibility","Revealing Light","Command","Force Barrage","Phantasmal Minion","Daze","Electric Arc","Figment","Shield","Void Warp"],"trait_group":["Creature Type","Rarity"],"ac":26,"item":["+1 striking bec de corbin"],"level":0,"spell_dc":[26],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4267","intelligence":4,"reflex_save":16,"strongest_save":["will"],"dexterity":3,"fortitude_save":13,"source_group":["Revenge of the Runelords"],"size":["Medium"],"spoilers":"Revenge of the Runelords","name":"Trinity Initiates","category":"creature","rarity":"uncommon","strike_damage_average":[14],"slug":"creature-4267"},{"primary_source_category":"Adventure Paths","strength":9,"hp":300,"language":["Aklo","Common","Draconic","Thassilonian"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Creature","charisma":0,"perception":27,"trait":["Beast","Mythic","Rare","Gargantuan"],"id":"creature-4268","text":" Pyroclastic Mukradi Variant mukradi Recall Knowledge - Beast (Arcana, Nature): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Pyroclastic Mukradi Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 35 Perception +27; darkvision, tremorsense (imprecise) 60 feet Languages Aklo, Common, Draconic, Thassilonian Skills Athletics +32 Str +9 Dex +4 Con +7 Int -3 Wis +6 Cha +0 Items +1 resilient leather armor , +1 striking flaming falchion --- AC 37 all-around vision Fort +32 Ref +23 Will +26 mythic resilience (Fortitude) HP 300 Immunities fire Resistances electricity 20, poison 20 Partitioned Anatomy Free Action As mukradi. Spitting Rage Reaction As mukradi. --- Speed 60 feet, burrow 60 feet, climb 60 feet Melee Single Action flame maw +32 (Magical, reach 20 feet), Damage 2d12+17 piercing plus 3d6 fire Melee Single Action shock maw +32 (Magical, reach 20 feet), Damage 2d12+17 piercing plus 3d6 electricity Melee Single Action smoke maw +32 (Magical, reach 20 feet), Damage 2d12+17 piercing plus 3d6 poison Melee Single Action leg +32 (Agile, magical, reach 15 feet), Damage 2d10+17 piercing Melee Single Action tail lash +32 (Magical, reach 30 feet), Damage 3d10+17 slashing plus Knockdown Occult Spontaneous Spells DC 30, attack +22 - Cantrips (6th) Daze, Read Aura, Shield, Telekinetic Projectile, Void Warp - 1st Enfeeble, Force Barrage, Ill Omen, Sure Strike (4 slots) - 2nd Blur, Invisibility, Resist Energy, Telekinetic Maneuver (4 slots) - 3rd Hypnotize, Paralyze, Slow, Vampiric Feast (4 slots) - 4th Confusion, Fly, Grim Tendrils, Vision of Death (4 slots) - 5th Blood Vendetta, Dispel Magic, Translocate, Synaptic Pulse (4 slots) Mythic Power The pyroclastic mukradi has 3 Mythic Points. • Recharge Single Action (Concentrate) Cost 1 Mythic Point; Effect The pyroclastic mukradi gains one additional use of Breathe Energy. • Remove a Condition Single Action (Concentrate) Cost 1 Mythic Point; Effect The pyroclastic mukradi ends one condition affecting them. Breathe Energy Two Actions (Primal) As mukradi, but replace its acid maw with the following. . • Smoke Maw (poison) 60-foot cone of toxic smoke dealing 16d6 poison damage. Pull Apart Two Actions As mukradi. Thrash Two Actions As mukradi. Trample Three Actions Huge or smaller, leg, DC 36 ","skill_mod":{"athletics":32},"primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","spell":["Blood Vendetta","Dispel Magic","Translocate","Synaptic Pulse","Confusion","Fly","Grim Tendrils","Vision of Death","Hypnotize","Paralyze","Slow","Vampiric Feast","Blur","Invisibility","Resist Energy","Telekinetic Maneuver","Enfeeble","Force Barrage","Ill Omen","Sure Strike","Daze","Read Aura","Shield","Telekinetic Projectile","Void Warp"],"ac":37,"item":["+1 resilient leather armor","+1 striking flaming falchion"],"level":15,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":"darkvision, tremorsense (imprecise) 60 feet","resistance":{"poison":20,"electricity":20},"intelligence":-3,"reflex_save":23,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":32,"source_group":["Revenge of the Runelords"],"size":["Gargantuan"],"spoilers":"Revenge of the Runelords","name":"Pyroclastic Mukradi","rarity":"rare","strike_damage_average":[28,33,40,40,40],"attack_bonus":[32,32,32,32,32],"constitution":7,"immunity":["fire"],"spell_attack_bonus":[22],"will_save":26,"speed":{"climb":60,"max":60,"land":60,"burrow":60},"wisdom":6,"weakness":{},"creature_ability":["Partitioned Anatomy","Spitting Rage","Mythic Power","• Recharge","• Remove a Condition","Breathe Energy","Pull Apart","Thrash","Trample"],"primary_source_group":"Revenge of the Runelords","skill":["Athletics"],"tradition":["Occult"],"summary":"Variant mukradi","trait_group":["Creature Type","Mythic","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4268","dexterity":4,"category":"creature","slug":"creature-4268"},{"attack_bonus":[26,26,28,28],"constitution":6,"primary_source_category":"Adventure Paths","strength":8,"hp":252,"language":["Common","Draconic","Fey","Jotun","Thassilonian"],"immunity":["confused","doomed","paralyzed","sleep"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Creature","will_save":28,"charisma":4,"speed":{"fly":160,"max":160,"land":50},"perception":26,"wisdom":6,"weakness":{},"creature_ability":["Untethered to Fate","Challenge Fate","Destiny Breath","Draconic Momentum","Prophetic Wings","Walk the Timelines"],"primary_source_group":"Revenge of the Runelords","skill":["Acrobatics","Arcana","Athletics","Diplomacy","Fortune-Telling Lore","Occultism","Society"],"trait":["Dragon","Occult","Unique","Huge"],"id":"creature-4269","text":" Kandirvek Variant male omen dragon Recall Knowledge - Dragon (Arcana): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Kandirvek Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 42 Perception +26; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Fey, Jotun, Thassilonian Skills Acrobatics +25, Arcana +26, Athletics +28, Diplomacy +24, Fortune-Telling Lore +30, Occultism +28, Society +28 Str +8 Dex +5 Con +6 Int +8 Wis +6 Cha +4 --- AC 35 Fort +26 Ref +27 Will +28 +2 status to all saves vs. occult HP 252 Immunities confused, doomed, paralyzed, sleep Untethered to Fate As omen dragon. Challenge Fate Reaction (misfortune, occult) As omen dragon. --- Speed 50 feet, fly 160 feet Melee Single Action jaws +28 (Magical, reach 15 feet), Damage 3d10+11 piercing plus 1d8 mental Melee Single Action claw +28 (Agile, magical, reach 10 feet), Damage 3d8+11 slashing plus 1d8 mental Melee Single Action tail +26 (Magical, reach 20 feet), Damage 3d10+11 bludgeoning plus 1d8 mental Melee Single Action wing +26 (Agile, magical, reach 15 feet), Damage 3d8+11 slashing plus 1d8 mental Occult Innate Spells DC 34 - Cantrips (7th) Guidance - 6th Ill Omen (at will), Mindlink (at will), Sure Strike (×3) - 7th Retrocognition Destiny Breath Two Actions (Mental, occult) As young omen dragon, but 13d6 mental damage, 40-foot cone, and DC 34. Draconic Frenzy Two Actions; As omen dragon. Draconic Momentum As omen dragon. Prophetic Wings As adult omen dragon. Walk the Timelines Two Actions (Occult) As adult omen dragon. ","tradition":["Occult"],"skill_mod":{"society":28,"diplomacy":24,"arcana":26,"athletics":28,"occultism":28,"acrobatics":25},"summary":"Variant male omen dragon","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","spell":["Retrocognition","Ill Omen","Mindlink","Sure Strike","Guidance"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":35,"level":14,"spell_dc":[34],"source_category":["Adventure Paths"],"sense":"darkvision, scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4269","intelligence":8,"reflex_save":27,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":26,"source_group":["Revenge of the Runelords"],"size":["Huge"],"spoilers":"Revenge of the Runelords","name":"Kandirvek","category":"creature","rarity":"unique","strike_damage_average":[29,29,32,32],"slug":"creature-4269"},{"attack_bonus":[25,26],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":215,"language":["Aklo"],"immunity":["controlled"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Creature","will_save":20,"charisma":5,"speed":{"max":30,"land":30},"perception":23,"wisdom":5,"weakness":{},"creature_ability":["False Pride","Sinful Bite","Sneak Attack"],"primary_source_group":"Revenge of the Runelords","skill":["Acrobatics","Athletics","Deception","Intimidation"],"trait":["Aberration","Rare","Medium"],"id":"creature-4270","text":" Pridespawn Sentinel Variant sinspawn Recall Knowledge - Aberration (Occultism): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Pridespawn Sentinel Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 56 Perception +23; darkvision, sin scent (imprecise) 30 feet Languages Aklo Skills Acrobatics +23, Athletics +24, Deception +23, Intimidation +23 Str +7 Dex +5 Con +6 Int +1 Wis +5 Cha +5 Items +1 striking shock bec de corbin , +1 resilient raiment leather armor --- AC 32 Fort +25 Ref +22 Will +20 +1 status to saves vs. magic, +4 status to saves vs. mental HP 215 Immunities controlled Resistances mental 10 Reactive Strike [reaction] --- Speed 30 feet Melee Single Action bec de corbin +26 (Magical, razing, reach, shove, versatile B), Damage 2d8+13 piercing plus 1d6 electricity Melee Single Action jaws +25 (Agile), Damage 3d4+13 piercing plus sinful bite False Pride Single Action (Arcane, illusion, mental, visual) The pridespawn sentinel stumbles back and appears frightened and intimidated by a creature within 30 feet that it can see. The targeted creature must attempt a DC 32 Will save; regardless of the result, that creature is temporarily immune to False Pride for 24 hours. Critical Success The creature is unaffected. Success The creature becomes overconfident and careless as they believe themselves to be more intimidating than they actually are. They're off-guard against the next attack the pridespawn sentinel attempts against them this round. Failure As success, but the creature's false pride causes them to become slowed 1 for 1 round as they spend one of their actions posturing and bragging about their superiority. They're off-guard as long as they remain slowed. Critical Failure As failure, but for 1 minute. Sinful Bite (Arcane, emotion, mental) A creature hit by the jaws of a pridespawn sentinel must attempt a DC 29 Will save as it's assailed by arrogant thoughts. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 2 and also clumsy 1 and enfeebled 1 for 1 minute. Sneak Attack A pridespawn sentinel deals 1d6 extra precision damage to creatures who are off-guard. ","skill_mod":{"deception":23,"athletics":24,"intimidation":23,"acrobatics":23},"summary":"Variant sinspawn","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Creature Type","Rarity"],"ac":32,"item":["+1 striking shock bec de corbin","+1 resilient raiment leather armor"],"level":12,"source_category":["Adventure Paths"],"sense":"darkvision, sin scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"mental":10},"url":"/Monsters.aspx?ID=4270","intelligence":1,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":25,"source_group":["Revenge of the Runelords"],"size":["Medium"],"spoilers":"Revenge of the Runelords","name":"Pridespawn Sentinel","category":"creature","rarity":"rare","strike_damage_average":[20,25],"slug":"creature-4270"},{"attack_bonus":[22],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":195,"language":["Aklo","Common","Thassilonian"],"immunity":["sleep"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Creature","will_save":24,"charisma":5,"speed":{"max":25,"land":25},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Beyond Life","Vanishing Death","Manifest Runelord's Polearm","Mythic Power 3 Mythic Points","• Recharge","• Remove a Condition","Quickened Casting","Steady Spellcasting"],"primary_source_group":"Revenge of the Runelords","skill":["Arcana","Crafting","Deception","Intimidation","Occultism","Society"],"trait":["Dream","Mythic","Rare","Medium"],"id":"creature-4271","text":" Risen Runelord Risen runelords are created by a powerful ritual invented by Runelord Xanderghul—a ritual called raise runelord . All risen runelords are at least level 11 creatures. Once created, a risen runelord has no capacity to become more powerful, as they are manifestations of their legacy at a specific point in time (although given enough time and resources, a risen runelord could potentially find a way to overcome this limitation on self-improvement). A risen runelord has a modicum of free will, but as long as the one who created them via raise runelord lives, they're bound to their creator's desires. A risen runelord ordered to undertake obviously self-destructive actions might, at the GM's discretion, resist the command and could potentially even break free of their creator's control. Since raise runelord draws upon a runelord's legacy as it exists within the Dreamlands, no risen runelord can ever sleep or dream. Xanderghul can use a risen runelord in a special way: he can use any risen runelord (including ones he didn't create) as a spare body. If he's slain, his soul can instantly jump to the closest risen runelord to replace them and continue the fight, unless the PCs can disable this defense during the second adventure in Revenge of the Runelords. Regardless of level, all risen runelords are mythic creatures and are immune to sleep effects. Recall Knowledge - Dream (Occultism, Occultism): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Risen Runelord Source Pathfinder Adventure Path #219: Lord of the Trinity Star Perception +22 Languages Aklo, Common, Thassilonian Skills Arcana +26, Crafting +22, Deception +22, Intimidation +22, Occultism +24, Society +22 Str +3 Dex +5 Con +3 Int +7 Wis +5 Cha +5 --- AC 30 Fort +18 Ref +22 Will +24 mythic resilience (Will) HP 195 Immunities sleep Resistances mythic resistance 6 Beyond Life A risen runelord may drink or eat for pleasure or entertainment, but they need not do so for nourishment and never suffer the effects of thirst or starvation. Vanishing Death (arcane, mental) When a risen runelord is slain, their body and (if manifested) polearm vanishes as the trapped legacy that was drawn upon to create them is set free, exploding outward in a riot of swirling color. This release of arcane energy hammers the minds of nearby creatures. All creatures adjacent to a risen runelord during their vanishing death must succeed at a DC 27 Will save or become stupefied 1 for 24 hours (stupefied 2 on a critical failure) as fragments of their own memories are temporarily scrambled or hidden. Other objects carried by the risen runelord fall to the ground. --- Speed 25 feet Melee Single Action runelord's polearm +22 (Magical, reach 10 feet), Damage 3d12+9 mental Manifest Runelord's Polearm Single Action (Arcane) Requirements The risen runelord isn't holding a runelord's polearm; Effect The risen runelord causes their runelord's polearm to appear in one of their hands. The exact appearance of the polearm depends on the type wielded by the runelord in life, but these weapons are purely spiritual constructs that inflict mental damage on a Strike and vanish as soon as the risen runelord releases the weapon or dies. Mythic Power 3 Mythic Points • Recharge Single Action (Concentrate) Cost 1 Mythic Point; Effect The risen runelord regains an expended spell slot or can use Quickened Casting again. • Remove a Condition Single Action (Concentrate) Cost 1 Mythic Point; Effect The risen runelord ends one condition affecting them. Quickened Casting Free Action (Concentrate, spellshape) Frequency once per day; Effect If the risen runelord's next action is to cast a cantrip or spell that's 4th-rank or lower, reduce the number of actions to cast it by 1 (minimum 1 action). Steady Spellcasting If a reaction would disrupt the risen runelord's spellcasting action, the risen runelord attempts a DC 15 flat check. On a success, the action isn't disrupted. Risen Runelord Spells A risen runelord's prepared spells depend upon their sinful legacy. When creating higher-level risen runelords, use these selections as thematic guidelines when selecting higher-rank spells. A risen runelord prepares arcane spells but doesn't require a spellbook to do so, nor can they learn new spells—the spells they have prepared upon their creation are it. Envy Spells —6th dispelling globe , repulsion ; 5th banishment , dispel magic , veil of privacy ; 4th planar tether , resist energy , unfettered movement ; 3rd clairaudience , levitate , slow ; 2nd blur , environmental endurance , see the unseen; 1st charm , command , fear ; Cantrips (6th) daze , figment , light , read aura , shield Gluttony Spells —6th summon undead , vampiric exsanguination ; 5th invoke spirits , toxic cloud , wave of despair ; 4th grim tendrils , fly , vision of death ; 3rd bind undead , slow , vampiric feast ; 2nd blood vendetta , create food , ghostly carrier ; 1st enfeeble , fear , goblin pox ; Cantrips (6th) figment , frostbite , light , read aura , void warp Greed Spells —6th cursed metamorphosis , disintegrate ; 5th elemental form , impaling spike , wall of stone ; 4th aerial form , creation , fly ; 3rd insect form , one with stone , wall of thorns ; 2nd enlarge , humanoid form , shrink ; 1st fleet step , mending , pest form ; Cantrips (6th) gouging claw , light , read aura , shield , telekinetic projectile Lust Spells —6th dominate , never mind ; 5th mind probe , sleep , subconscious suggestion ; 4th confusion , nightmare , suggestion ; 3rd dream message , enthrall , paralyze ; 2nd blur , laughing fit , stupefy ; 1st charm , command , fear ; Cantrips (6th) daze , detect magic , light , prestidigitation , telekinetic hand Pride Spells —6th illusory creature , phantasmal calamity ; 5th dizzying colors , hallucination , illusory scene ; 4th invisibility , mirage , vision of death ; 3rd illusory disguise , hypnotize , paralyze ; 2nd blur , darkness , revealing light ; 1st disguise magic , illusory object , phantasmal minion ; Cantrips (6th) daze , figment , light , prestidigitation , sigil Sloth Spells —6th disintegrate , teleport ; 5th sleep , slither , toxic cloud ; 4th confusion , fly , translocate ; 3rd cozy cabin , slow , wall of thorns ; 2nd create food , marvelous mount , mist ; 1st create water , gentle landing , sure strike ; Cantrips (6th) daze , light , message , prestidigitation , telekinetic hand Wrath Spells —6th chain lightning , wall of force ; 5th fireball , howling blizzard , wall of ice ; 4th lightning bolt , thunderstrike , wall of fire ; 3rd force barrage , haste , wall of wind ; 2nd blazing bolt , noise blast , telekinetic maneuver ; 1st breathe fire , gust of wind , tailwind ; Cantrips (6th) caustic blast , electric arc , ignition , light , telekinetic projectile Lust And Pride Of the seven sins, lust and pride are unique among the runelords for these sins were only ever represented by a single runelord—and both still live during the events of this Adventure Path. This may change once the events of Revenge of the Runelords come to a conclusion, in which case the sinful foci for lust and pride become potential options for risen runelords of Sorshen or Xanderghul, but during Revenge of the Runelords, no risen runelords of lust or pride can exist. Risen Runelord Gear A risen runelord's polearm is an extension of their being and cannot exist without them, vanishing upon their death. This doesn't prevent a risen runelord from claiming, carrying, or using other items, and most higher-level risen runelords keep real magic items that remain behind after their death. ","skill_mod":{"society":22,"deception":22,"crafting":22,"arcana":26,"intimidation":22,"occultism":24},"summary":"Risen runelords are created by a powerful ritual invented by Runelord Xanderghul—a ritual called raise runelord . All risen runelords are at least …","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Creature Type","Mythic","Rarity"],"ac":30,"level":11,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4271","intelligence":7,"reflex_save":22,"strongest_save":["will"],"dexterity":5,"fortitude_save":18,"source_group":["Revenge of the Runelords"],"size":["Medium"],"spoilers":"Revenge of the Runelords","name":"Risen Runelord","category":"creature","rarity":"rare","strike_damage_average":[28],"slug":"creature-4271"},{"primary_source_category":"Adventure Paths","strength":0,"hp":195,"language":["Chthonian","Common","Varisian"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Creature","charisma":5,"perception":24,"trait":["Humanoid","Nephilim","Unique","Medium"],"id":"creature-4272","text":" Ayavah Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ayavah Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 93 Perception +24; darkvision Languages Chthonian, Common, Varisian Skills Athletics +15, Crafting +23, Deception +22, Diplomacy +22, Occultism +19, Outer Rifts Lore +19, Religion +22, Society +21 Str +0 Dex +3 Con +1 Int +4 Wis +3 Cha +5 Items greater crafter's eyepiece , +1 returning striking cold iron dagger , +1 raiment resilient explorer's clothing , greater masquerade scarf , sculptor's tools, greater shining symbol, porphyry succubi statuette worth 50 gp --- AC 29 Fort +17 Ref +21 Will +21 +1 status to saves against spells and magic effects HP 195 Resistances cold 5 --- Speed 25 feet Melee Single Action dagger +19 (Agile, Finesse, Magical, versatile S), Damage 2d4+4 piercing Ranged Single Action dagger +19 (Agile, Finesse, Magical, thrown 10 feet, versatile S), Damage 2d4+4 piercing Divine Spontaneous Spells DC 30, attack +22 - Cantrips (6th) Caustic Blast, Divine Lance, Guidance, Message, Read Aura - 1st Command, Fear, Heal, Sanctuary (4 slots) - 2nd Clear Mind, Create Food, Enlarge, Status (4 slots) - 3rd Crisis of Faith, Dream Message, Safe Passage, Slow (4 slots) - 4th Divine Wrath, Fly, Sound Body, Spiritual Armament (4 slots) - 5th Banishment, Blister, Spiritual Guardian, Truespeech (4 slots) - 6th Disintegrate, Field of Life, Zealous Conviction (3 slots) Sorcerer Bloodline Spells DC 21, attack +23, 3 Focus Points - 6th Chthonian Wrath, Glutton's Jaws, Swamp of Sloth Divine Innate Spells DC 30, attack +22 - 6th Invisibility, Shatter Bloodline Focus When Ayavah Refocuses, she completely fills her focus pool. Corruption of Sin When Ayavah casts a bloodline spell using a Focus Point or one of the following spells: blister , disintegrate , divine wrath , enlarge , fear , or slow , she can choose to either give a target a –1 status penalty to AC for 1 round or gain a +2 status bonus to Intimidation checks for 1 round. Legendary Sculptor Ayavah makes Crafting checks associated with sculpture at legendary proficiency. If she rolls a failure on a Crafting check involving sculpture, she gets a success instead. Reach Spell Single Action (Concentrate, Spellshape) If the next action Ayavah takes is to Cast a Spell that has a range, increase that spell's range by 30 feet. ","skill_mod":{"society":21,"diplomacy":22,"deception":22,"crafting":23,"athletics":15,"occultism":19,"religion":22},"primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","spell":["Disintegrate","Field of Life","Zealous Conviction","Banishment","Blister","Spiritual Guardian","Truespeech","Divine Wrath","Fly","Sound Body","Spiritual Armament","Crisis of Faith","Dream Message","Safe Passage","Slow","Clear Mind","Create Food","Enlarge","Status","Command","Fear","Heal","Sanctuary","Caustic Blast","Divine Lance","Guidance","Message","Read Aura","Chthonian Wrath","Glutton's Jaws","Swamp of Sloth","Invisibility","Shatter"],"ac":29,"item":["greater crafter's eyepiece","+1 returning striking cold iron dagger","+1 raiment resilient explorer's clothing","greater masquerade scarf","sculptor's tools","greater shining symbol","porphyry succubi statuette worth 50 gp"],"level":11,"spell_dc":[21,30,30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"cold":5},"intelligence":4,"reflex_save":21,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":17,"source_group":["Revenge of the Runelords"],"size":["Medium"],"spoilers":"Revenge of the Runelords","name":"Ayavah","rarity":"unique","strike_damage_average":[9,9],"attack_bonus":[19,19],"constitution":1,"spell_attack_bonus":[22,22,23],"will_save":21,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Bloodline Focus","Corruption of Sin","Legendary Sculptor","Reach Spell"],"primary_source_group":"Revenge of the Runelords","skill":["Athletics","Crafting","Deception","Diplomacy","Occultism","Outer Rifts Lore","Religion","Society"],"tradition":["Divine"],"summary":"","trait_group":["Creature Type","Ancestry","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4272","dexterity":3,"category":"creature","slug":"creature-4272"},{"primary_source_category":"Adventure Paths","strength":8,"hp":320,"language":["Jotun"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Creature","charisma":6,"perception":25,"trait":["Cold","Giant","Humanoid","Mythic","Troll","Unique","Large"],"id":"creature-4273","text":" Gavergash Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Gavergash Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 49 Perception +25; darkvision Languages Jotun Skills Arcana +25, Athletics +28, Crafting +25, Intimidation +26, Occultism +25, Survival +24 Str +8 Dex +5 Con +7 Int +5 Wis +4 Cha +6 Items +2 greater striking flaming shock bec de corbin , hollow robes --- AC 35 Fort +29 Ref +25 Will +26 mythic resilience (Will saves) HP 320 Resistances cold 15, mythic resistance 14 Weaknesses electricity 10, fire 10 Furious Roar Reaction Trigger The troll warleader takes electricity or fire damage; Effect The warleader uses their Primordial Roar and, if they're aware of the damage's source, can Stride toward it. If the warleader has persistent fire damage, they attempt a DC 15 flat check to remove it. --- Speed 30 feet Melee Single Action bec de corbin +31 (Magical, Razing, Reach, Shove, versatile B), Damage 3d8+14 piercing plus 1d6 electricity and 1d6 fire Melee Single Action jaws +28 (reach 10 feet), Damage 3d12+14 piercing Melee Single Action claw +28 (Agile, reach 10 feet), Damage 3d8+14 slashing Arcane Prepared Spells DC 39, attack +31 - Cantrips (7th) Electric Arc, Figment, Frostbite, Shield, Telekinetic Projectile - 1st Enfeeble, Fear, Sure Strike - 2nd Blur, See the Unseen, Stupefy - 3rd Earthbind, Haste, Slow - 4th Confusion, Fly, Weapon Storm - 5th Illusory Object, Impaling Spike, Toxic Cloud - 6th Blood Vendetta, Phantasmal Calamity, Vibrant Pattern Mythic Power Gavergash has 3 Mythic Points. Recharge Single Action (concentrate); Cost 1 Mythic Point; Effect Gavergash regains an expended spell. Remove a Condition Single Action (concentrate); Cost 1 Mythic Point; Effect Gavergash ends one condition affecting him. Awaken Totem Single Action (Arcane, Mental, Visual) Requirement Gavergash is adjacent to a totem; Trigger Gavergash used a previous action this round to cast a spell; Effect Gavergash makes a melee Strike against one of the totems and destroys it with a smash from his bec de corbin or claw, funneling the residual magic from his recently cast spell into the totem and causing it to burst in an explosion of distracting color. Any non-troll within a 20-foot emanation of the totem must attempt a DC 39 Will save. Critical Success The creature is unaffected and is temporarily immune to Awaken Totem for 24 hours. Success The creature is unaffected. Failure The creature is off-guard until the end of Gavergash's next turn. Critical Failure The creature is confused for 1 minute. ","skill_mod":{"crafting":25,"survival":24,"arcana":25,"athletics":28,"intimidation":26,"occultism":25},"primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","spell":["Blood Vendetta","Phantasmal Calamity","Vibrant Pattern","Illusory Object","Impaling Spike","Toxic Cloud","Confusion","Fly","Weapon Storm","Earthbind","Haste","Slow","Blur","See the Unseen","Stupefy","Enfeeble","Fear","Sure Strike","Electric Arc","Figment","Frostbite","Shield","Telekinetic Projectile"],"ac":35,"item":["+2 greater striking flaming shock bec de corbin","hollow robes"],"level":14,"spell_dc":[39],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"cold":15},"intelligence":5,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":29,"source_group":["Revenge of the Runelords"],"size":["Large"],"spoilers":"Revenge of the Runelords","name":"Gavergash","rarity":"unique","strike_damage_average":[27,33,34],"attack_bonus":[28,28,31],"constitution":7,"spell_attack_bonus":[31],"will_save":26,"speed":{"max":30,"land":30},"wisdom":4,"weakness":{"fire":10,"electricity":10},"creature_ability":["Furious Roar","Mythic Power","Awaken Totem"],"primary_source_group":"Revenge of the Runelords","skill":["Arcana","Athletics","Crafting","Intimidation","Occultism","Survival"],"tradition":["Arcane"],"summary":"","trait_group":["Energy","Monster","Creature Type","Mythic","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4273","dexterity":5,"category":"creature","slug":"creature-4273"},{"primary_source_category":"Adventure Paths","strength":6,"hp":195,"language":["Aklo","Common","Draconic","Thassilonian"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Creature","charisma":6,"perception":22,"trait":["Beast","Humanoid","Mythic","Unique","Large"],"id":"creature-4274","text":" Vesinra Recall Knowledge - Beast (Arcana, Nature): DC 38 Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Vesinra Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 22 Perception +22; darkvision Languages Aklo, Common, Draconic, Thassilonian Skills Athletics +21, Deception +23, Diplomacy +21, Intimidation +23, Occultism +21, Stealth +22 Str +6 Dex +5 Con +4 Int +4 Wis +5 Cha +6 Items +1 resilient leather armor , +1 striking flaming falchion --- AC 31 Fort +18 Ref +23 Will +22 +1 status to all saves vs. magic HP 195 Immunities controlled Resistances mental 10 --- Speed 30 feet, climb 30 feet, swim 30 feet Melee Single Action falchion +24 (Forceful, Magical, Sweep), Damage 2d10+12 slashing plus 1d6 fire Occult Spontaneous Spells DC 30, attack +22 - Cantrips (6th) Daze, Read Aura, Shield, Telekinetic Projectile, Void Warp - 1st Enfeeble, Force Barrage, Ill Omen, Sure Strike (4 slots) - 2nd Blur, Invisibility, Resist Energy, Telekinetic Maneuver (4 slots) - 3rd Hypnotize, Paralyze, Slow, Vampiric Feast (4 slots) - 4th Confusion, Fly, Grim Tendrils, Vision of Death (4 slots) - 5th Blood Vendetta, Dispel Magic, Translocate, Synaptic Pulse (4 slots) Occult Innate Spells DC 30 - 4th Illusory Disguise (at will), Illusory Object (at will), Ventriloquism (at will) - 5th Blur, Sleep - 6th Charm (×3), Suggestion (×3) Change Shape Single Action (Concentrate, Occult, Polymorph) The lamia matriarch can take on the appearance of a Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it does prevent them from using their cursed touch. Each lamia matriarch has a fixed humanoid form that resembles their upper torso when in their true form. This is the only humanoid form they can adopt using this ability. Falchion Swipe Three Actions Vesinra makes a falchion attack against each enemy within reach. Each attack counts toward her multiple attack penalty, but the penalty does not increase until after all the attacks. The first enemy she damages is subject to Vesinra's Caress. Vesinra's Caress Two Actions (Curse, Mental, Occult) Vesinra touches a creature, who must succeed at a DC 30 Will save or become enfeebled 2. If the target fails additional saves against this ability, the condition value increases by 2 (to a maximum of enfeebled 4). This condition value decreases by 1 every 24 hours. ","skill_mod":{"diplomacy":21,"deception":23,"stealth":22,"athletics":21,"intimidation":23,"occultism":21},"primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","spell":["Blood Vendetta","Dispel Magic","Translocate","Synaptic Pulse","Confusion","Fly","Grim Tendrils","Vision of Death","Hypnotize","Paralyze","Slow","Vampiric Feast","Blur","Invisibility","Resist Energy","Telekinetic Maneuver","Enfeeble","Force Barrage","Ill Omen","Sure Strike","Daze","Read Aura","Shield","Telekinetic Projectile","Void Warp","Charm","Suggestion","Sleep","Illusory Disguise","Illusory Object","Ventriloquism"],"ac":31,"item":["+1 resilient leather armor","+1 striking flaming falchion"],"level":11,"spell_dc":[30,30],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"mental":10},"intelligence":4,"reflex_save":23,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"source_group":["Revenge of the Runelords"],"size":["Large"],"spoilers":"Revenge of the Runelords","name":"Vesinra","rarity":"unique","strike_damage_average":[26],"attack_bonus":[24],"constitution":4,"immunity":["controlled"],"spell_attack_bonus":[22],"will_save":22,"speed":{"climb":30,"max":30,"land":30,"swim":30},"wisdom":5,"weakness":{},"creature_ability":["Change Shape","Falchion Swipe","Vesinra's Caress"],"primary_source_group":"Revenge of the Runelords","skill":["Athletics","Deception","Diplomacy","Intimidation","Occultism","Stealth"],"tradition":["Occult"],"summary":"","trait_group":["Creature Type","Mythic","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4274","dexterity":5,"category":"creature","slug":"creature-4274"},{"attack_bonus":[22],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":195,"language":["Aklo","Common","Thassilonian"],"immunity":["sleep"],"source":["Pathfinder Adventure Path #219: Lord of the Trinity Star"],"type":"Creature","creature_family":"Risen Runelord","will_save":24,"charisma":5,"speed":{"max":25,"land":25},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Beyond Life","Vanishing Death","Arcane Prepared Spells","Manifest Runelord's Polearm","Mythic Power","Quickened Casting","Steady Spellcasting"],"primary_source_group":"Revenge of the Runelords","skill":["Arcana","Crafting","Deception","Intimidation","Occultism","Society"],"legacy_id":["creature-4271"],"trait":["Dream","Mythic","Rare","Medium"],"id":"creature-4275","text":" Risen Runelord Recall Knowledge - Dream (Occultism, Occultism): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Risen Runelord Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 90 Perception +22 Languages Aklo, Common, Thassilonian Skills Arcana +26, Crafting +22, Deception +22, Intimidation +22, Occultism +24, Society +22 Str +3 Dex +5 Con +3 Int +7 Wis +5 Cha +5 --- AC 30 Fort +18 Ref +22 Will +24 mythic resilience (Will) HP 195 Immunities sleep Resistances mythic resistance 6 Beyond Life A risen runelord may drink or eat for pleasure or entertainment, but they need not do so for nourishment and never suffer the effects of thirst or starvation. Vanishing Death (arcane, mental) When a risen runelord is slain, their body and (if manifested) polearm vanishes as the trapped legacy that was drawn upon to create them is set free, exploding outward in a riot of swirling color. This release of arcane energy hammers the minds of nearby creatures. All creatures adjacent to a risen runelord during their vanishing death must succeed at a DC 27 Will save or become stupefied 1 for 24 hours (stupefied 2 on a critical failure) as fragments of their own memories are temporarily scrambled or hidden. Other objects carried by the risen runelord fall to the ground. --- Speed 25 feet Melee Single Action runelord's polearm +22 (Magical, reach 10 feet), Damage 3d12+9 mental Arcane Prepared Spells DC 30, attack +22; see Risen Runelord Spells below. Manifest Runelord's Polearm Single Action (Arcane) Requirements The risen runelord isn't holding a runelord's polearm; Effect The risen runelord causes their runelord's polearm to appear in one of their hands. The exact appearance of the polearm depends on the type wielded by the runelord in life, but these weapons are purely spiritual constructs that inflict mental damage on a Strike and vanish as soon as the risen runelord releases the weapon or dies. Mythic Power 3 Mythic Points Recharge Single Action (concentrate); Cost 1 Mythic Point; Effect The risen runelord regains an expended spell slot or can use Quickened Casting again. Remove a Condition Single Action (concentrate); Cost 1 Mythic Point; Effect The risen runelord ends one condition affecting them. Quickened Casting Free Action (Concentrate, Spellshape) Frequency once per day; Effect If the risen runelord's next action is to cast a cantrip or spell that's 4th-rank or lower, reduce the number of actions to cast it by 1 (minimum 1 action). Steady Spellcasting If a reaction would disrupt the risen runelord's spellcasting action, the risen runelord attempts a DC 15 flat check. On a success, the action isn't disrupted. ","skill_mod":{"society":22,"deception":22,"crafting":22,"arcana":26,"intimidation":22,"occultism":24},"summary":"","primary_source":"Pathfinder Adventure Path #219: Lord of the Trinity Star","trait_group":["Creature Type","Mythic","Rarity"],"ac":30,"level":11,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4275","intelligence":7,"reflex_save":22,"strongest_save":["will"],"dexterity":5,"fortitude_save":18,"source_group":["Revenge of the Runelords"],"size":["Medium"],"spoilers":"Revenge of the Runelords","name":"Risen Runelord","category":"creature","rarity":"rare","strike_damage_average":[28],"slug":"creature-4275"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":15,"source":["Monster Core 2"],"type":"Creature","creature_family":"Badger","will_save":6,"charisma":-2,"speed":{"max":25,"land":25,"burrow":10},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Ferocity"],"skill":["Athletics","Stealth"],"legacy_id":["creature-561"],"trait":["Animal","Small"],"id":"creature-4276","text":" Badger The typical badger has dark brownish-gray fur highlighted with white markings, particularly on the head, which gives it a striped mask of fur around its eyes. A threatened badger can swiftly become a ferocious combatant that typically fights until slain. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Badger Source Monster Core 2 pg. 54 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +4, Stealth +6 Str +0 Dex +1 Con +2 Int -5 Wis +2 Cha -2 --- AC 15 Fort +8 Ref +5 Will +6 HP 15 Ferocity Reaction --- Speed 25 feet, burrow 10 feet Melee Single Action jaws +8, Damage 1d8 piercing Melee Single Action claw +8 (Agile), Damage 1d6 slashing\n","skill_mod":{"stealth":6,"athletics":4},"summary":"The typical badger has dark brownish-gray fur highlighted with white markings, particularly on the head, which gives it a striped mask of fur around …","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":15,"level":0,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4276","intelligence":-5,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":8,"size":["Small"],"name":"Badger","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,4],"slug":"creature-4276"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":30,"source":["Monster Core 2"],"type":"Creature","creature_family":"Badger","will_save":8,"charisma":-1,"speed":{"max":25,"land":25,"burrow":10},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Ferocity","Badger Rage"],"skill":["Athletics","Stealth"],"legacy_id":["creature-562"],"trait":["Animal","Medium"],"id":"creature-4277","text":" Giant Badger The violent, territorial giant badger is a relentless predator. An obligate carnivore, it can consume prey that ranges from rabbits to deer, livestock, and even the occasional adventurer. A giant badger's claws are sharp and strong enough to carve tunnels from solid rock. They typically stand 4 feet tall at the shoulder and weigh 500 pounds. Giant badgers are fiercely territorial and are known to defend their burrows with fury, even if a creature isn't necessarily threatening. These burrows tend to be larger than a giant badger typically needs, which sometimes draws the attention of other creatures seeking homes. This leads to many encounters between giant badgers and larger animals such as bears. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Badger Source Monster Core 2 pg. 54 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +8, Stealth +7 Str +4 Dex +1 Con +3 Int -4 Wis +3 Cha -1 --- AC 18 Fort +10 Ref +6 Will +8 HP 30 Ferocity Reaction --- Speed 25 feet, burrow 10 feet Melee Single Action jaws +11, Damage 1d8+4 piercing Melee Single Action claw +11 (Agile), Damage 1d6+4 slashing Badger Rage Single Action (Concentrate, emotion, mental) The giant badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. While raging, the giant badger has AC 17, its jaws Strike deals 1d8+8 damage, and its claw Strike deals 1d6+6 damage. While raging, the giant badger also can't use actions that have the concentrate trait except for Seek. After it has stopped raging, a giant badger can't use Badger Rage again for 1 minute. Trained Diggers Kobolds and others who dwell in underground warrens know the value of having a few trained giant badgers in their lair, since they can excavate new tunnels and chambers with ease when their digging habits are directed. Of course, the fact that giant badgers find kobolds and others who dwell underground delicious means that relying on such trained diggers can be a risky endeavor. A giant badger trained for use as a digger or guardian tends to obey the commands of only one master, and even then, they can be prone to unpredictable outbursts for no reason other than pique. ","skill_mod":{"stealth":7,"athletics":8},"summary":"The violent, territorial giant badger is a relentless predator. An obligate carnivore, it can consume prey that ranges from rabbits to deer, …","image":["/Images/Monsters/Giant_Badger.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4277","intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":10,"size":["Medium"],"name":"Giant Badger","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-4277"},{"attack_bonus":[38,38],"constitution":8,"primary_source_category":"Rulebooks","strength":10,"hp":315,"language":["Aklo"],"source":["Monster Core 2"],"type":"Creature","will_save":34,"charisma":1,"speed":{"max":80,"land":50,"swim":80},"perception":34,"wisdom":6,"weakness":{},"creature_ability":["All-Around Vision","Reactive Strike","Doubled Reaction","Psychic Static Aura","Two Heads","Breath of the Sea","Shell Rake","Two-Headed Strike"],"skill":["Athletics","Stealth","Survival"],"legacy_id":["creature-40"],"trait":["Aberration","Aquatic","Gargantuan"],"id":"creature-4278","text":" Baomal Few sea monsters are as feared as the two-headed baomal. These massive predators typically dwell in the deepest waters, competing with krakens and other behemoths for food. They subsist on whales and other large sea creatures, often following them to the water's surface during a hunt. Near the surface, baomals that encounter ships quickly learn that they contain a variety of tasty morsels. The huge beasts use their devastating spikes to rip open the ships' hulls, then leisurely feed on the helpless sailors. Recall Knowledge - Aberration (Occultism): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Baomal Source Monster Core 2 pg. 55 Perception +34; darkvision, scent (imprecise) 80 feet Languages Aklo Skills Athletics +34, Stealth +31, Survival +37 Str +10 Dex +2 Con +8 Int -3 Wis +6 Cha +1 --- AC 46 Fort +36 Ref +30 Will +34 HP 315 Resistances physical 10 All-Around Vision Reactive Strike Reaction Doubled Reaction A baomal gains an extra reaction each round that it can use only to make a Reactive Strike. It must use a different head for each one it attempts, and it can't make more than one Reactive Strike for the same triggering action. Psychic Static Aura (aura, mental, occult) 120 feet. All creatures, except aberrations, that begin their turn in the area take 5d6 mental damage. Two Heads Any ability that would sever a baomal's head (such as a critical hit with a vorpal weapon) severs one head at random. Losing one head doesn't kill a baomal, but it does prevent the baomal from making Strikes with the lost head and from using Doubled Reaction or Two-Headed Strike. --- Speed 50 feet, swim 80 feet Melee Single Action jaws +38 (reach 20 feet), Damage 4d12+18 piercing plus Improved Grab Ranged Single Action tsunami jet +38 (Brutal, range 500 feet), Damage 4d10+18 bludgeoning plus Push 40 feet Breath of the Sea Single Action (Attack) A baomal can inhale tremendous amounts of water, drawing everything in the sea nearby closer. All creatures and objects in the water within 60 feet of the baomal (including ships) are pulled toward it. Creatures must succeed at a DC 42 Athletics check or be pulled up to 20 feet toward the baomal (40 feet on a critical failure). For ships, use the captain's Sailing Lore in place of Athletics. Unattended objects are automatically pulled. Shell Rake Single Action The baomal Swims or Strides alongside a creature or the hull of a vessel, dealing damage with the strong spikes on its shell. Each creature or ship the baomal is adjacent to at any point during its movement takes 6d6+10 slashing and piercing damage (DC 42 basic Reflex save). Against vessels, Shell Rake ignores the first 5 Hardness and creates an explosion of splinters that deals 3d6+5 damage to every creature within 10 feet of the deck's edge (DC 42 basic Reflex save). Two-Headed Strike Two Actions The baomal makes a Strike with each set of jaws, each against a different creature. These Strikes count as one attack for the baomal's multiple attack penalty, and the penalty doesn't increase until after both attacks. Mysterious Origins All too often, those who study strange monsters assume they were created by powerful but ill-advised wizards or that they're the result of the alghollthu empire's ancient experiments. In the case of the baomal, extensive research suggests that neither of these explanations are accurate. No ancient texts have been recovered in which a wizard claims to have created the first baomal, and while the alghollthu use them as warbeasts, ancient carvings suggest that, in the earliest days, baomals ravenously hunted alghollthus. ","skill_mod":{"survival":37,"stealth":31,"athletics":34},"summary":"Few sea monsters are as feared as the two-headed baomal. These massive predators typically dwell in the deepest waters, competing with krakens and …","image":["/Images/Monsters/Baomal.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":46,"level":20,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 80 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=4278","intelligence":-3,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":36,"size":["Gargantuan"],"name":"Baomal","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[40,44],"slug":"creature-4278"},{"attack_bonus":[6],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":7,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Beheaded","will_save":4,"charisma":0,"speed":{"fly":25,"max":25,"land":15},"perception":6,"wisdom":2,"weakness":{"vitality":1},"creature_ability":["Gnash"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-1077"],"trait":["Mindless","Undead","Unholy","Tiny"],"id":"creature-4279","text":" Severed Head The most common beheaded appears simply as a rotting head, barely preserved by the magic that created it. Recall Knowledge - Undead (Religion): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Severed Head Source Monster Core 2 pg. 56 Perception +6; darkvision Languages Skills Acrobatics +6, Athletics +4 Str +1 Dex +2 Con +0 Int -5 Wis +2 Cha +0 --- AC 15 Fort +4 Ref +6 Will +4 HP 7 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Weaknesses vitality 1 --- Speed 15 feet, fly 25 feet Melee Single Action jaws +6 (Agile, finesse), Damage 1d4+1 piercing Gnash Single Action Requirements The severed head's previous action was a jaws Strike that dealt damage to its target; Effect The severed head makes a second jaws Strike as it violently shakes itself, trying to rip away a mouthful of flesh. On a success, the target takes an additional 1d4 slashing damage and 1 persistent bleed damage. ","skill_mod":{"athletics":4,"acrobatics":6},"summary":"The most common beheaded appears simply as a rotting head, barely preserved by the magic that created it.","image":["/Images/Monsters/Severed_Head.webp"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Mechanics"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=4279","intelligence":-5,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Severed Head","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-4279"},{"attack_bonus":[10,10],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":30,"immunity":["bleed","death effects","disease","fire","mental","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Beheaded","will_save":7,"charisma":0,"speed":{"fly":30,"max":30,"land":15},"perception":9,"wisdom":3,"weakness":{"vitality":3},"creature_ability":["Fiery Explosion","Flaming Shroud"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-1078"],"trait":["Mindless","Undead","Unholy","Tiny"],"id":"creature-4280","text":" Flaming Skull More dangerous than severed heads, these skulls are wreathed in unearthly flames. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Flaming Skull Source Monster Core 2 pg. 56 Perception +9; darkvision Languages Skills Acrobatics +8, Athletics +7 Str +1 Dex +4 Con +1 Int -5 Wis +3 Cha +0 --- AC 18 Fort +5 Ref +10 Will +7 HP 30 (void healing) Immunities bleed, death effects, disease, fire, mental, paralyzed, poison, unconscious Weaknesses vitality 3 Fiery Explosion When destroyed, a flaming skull explodes in a blast of fire and bone that deals 1d6 piercing damage plus 1d6 fire damage to each adjacent creature (DC 18 basic Reflex save). --- Speed 15 feet, fly 30 feet Melee Single Action forehead +10 (Finesse), Damage 1d6+3 bludgeoning plus 1d6 fire Ranged Single Action spitfire +10 (Agile, fire, range increment 20 feet), Damage 1d12+2 fire Flaming Shroud A flaming skull is shrouded in hideous flames. It deals 1d6 fire damage to any unattended item it touches and on a forehead Strike. When a flaming skull gets a critical hit with a Strike that deals fire damage, the target catches fire, taking 1d4 persistent fire damage. ","skill_mod":{"athletics":7,"acrobatics":8},"summary":"More dangerous than severed heads, these skulls are wreathed in unearthly flames.","image":["/Images/Monsters/Beheaded_Flaming_Skull.webp"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Mechanics"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4280","intelligence":-5,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Flaming Skull","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,10],"slug":"creature-4280"},{"attack_bonus":[31],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":310,"language":["Common","Jotun"],"source":["Monster Core 2"],"type":"Creature","will_save":24,"charisma":4,"speed":{"max":30,"land":15,"swim":30},"perception":26,"wisdom":3,"weakness":{},"creature_ability":["Deep Breath","Reactive Strike","Fear of Crabs","Greater Constrict","Consume Lake","Spray Water"],"skill":["Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-1394"],"trait":["Giant","Humanoid","Huge"],"id":"creature-4281","text":" Berberoka Berberokas are giant humanoids who live in forests and swamps, where they use their ability to swallow massive amounts of water to drain small ponds and lakes. Creatures that visit their favorite watering hole and find only an empty mud basin are the favorite prey of the berberoka, who hides in the brush and overwhelms their victims with a massive torrent of regurgitated water. A berberoka's mottled backside—which resembles a bundle of local plants, small trees, and large rocks—grants them natural camouflage that allows them to hide in plain sight. Berberokas tend to disguise themselves as rock formations in the center of a dried-up waterbed while they lie in wait for passersby. In the tropical regions where berberokas are most common, locals know to give empty ponds a wide berth, regardless of the enticing fish flopping about. Hungry travelers, on the other hand, might see such bounty as a blessing from the gods, only to be swept up in the berberoka's deadly deluge. Berberokas rarely parley with other creatures, but they tend to become more pacified after a meal. They are known to listen to requests if it can lead them to discover new sources of water, especially if these feature an interesting taste or are frequented by novel prey. Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Berberoka Source Monster Core 2 pg. 57 Perception +26; darkvision, scent (imprecise) 60 feet Languages Common, Jotun Skills Athletics +27, Deception +27, Intimidation +25, Nature +26, Stealth +25, Survival +26 Str +8 Dex +4 Con +6 Int -1 Wis +3 Cha +4 Deep Breath A berberoka can hold their breath for 2 hours. --- AC 36 Fort +29 Ref +23 Will +24 HP 310 Weaknesses fear of crabs Reactive Strike Reaction Fear of Crabs (emotion, fear, mental) If a berberoka sees a crab or crab-like creature, they must attempt a DC 33 Will save. They then become immune to the sight of that creature for 10 minutes. Critical Success The berberoka is unaffected. Success The berberoka becomes frightened 2. Failure The berberoka gains the fleeing condition for 1 round and is frightened 4. --- Speed 30 feet, swim 30 feet; 15 feet while waterlogged Melee Single Action fist +31 (reach 15 feet), Damage 3d12+16 bludgeoning plus Grab Greater Constrict Single Action 2d12+12 bludgeoning, DC 33 Consume Lake (Manipulate) The berberoka drinks a prolific amount from an adjacent water source. If the water source is equal to or greater in volume than themself, the berberoka consumes up to 1,500 gallons of water per minute and becomes waterlogged. They can release water at the same rate. While waterlogged, the berberoka can use Spray Water, their size grows to Gargantuan, and their Speed is reduced to 15 feet. Spray Water Two Actions Requirements The berberoka is waterlogged; Effect The berberoka sprays a blast of water in a 60-foot line and is no longer waterlogged. All creatures in the line take 12d8 bludgeoning damage (DC 35 basic Reflex save). On a failed save, a creature is knocked prone and pushed back 5 feet (10 feet on a critically failed save). Kabourophobia Berberokas share an unusually intense fear of crabs, so many folktales suggest that fishers bring a crab with them should they suspect a berberoka is lurking nearby. If no crab is available, clicking one's tongue or snapping one's fingers might suffice. ","skill_mod":{"deception":27,"nature":26,"survival":26,"stealth":25,"athletics":27,"intimidation":25},"summary":"Berberokas are giant humanoids who live in forests and swamps, where they use their ability to swallow massive amounts of water to drain small ponds …","image":["/Images/Monsters/Berberoka.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":36,"level":15,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4281","intelligence":-1,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":29,"size":["Huge"],"name":"Berberoka","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[35],"slug":"creature-4281"},{"attack_bonus":[25],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":170,"language":["Common","Shadowtongue"],"immunity":["disease","paralyzed","poison","precision"],"source":["Monster Core 2"],"type":"Creature","will_save":22,"charisma":5,"speed":{"max":40,"land":40},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Fearsense","","Ominous Footsteps","Shadow Invisibility","Shadow Step","Stepping Decoy"],"skill":["Deception","Intimidation","Stealth"],"legacy_id":["creature-1079"],"trait":["Incorporeal","Shadow","Spirit","Uncommon","Medium"],"id":"creature-4282","text":" Betobeto-San A betobeto-san wanders the highways and byways of the Universe, searching for unwilling traveling companions to sustain their appetite for fear. Though this shadow spirit is invisible in darkness or shade, in light they appear as a formless, shadowy mass with two sandaled feet. These sandals are made of wood or bone that cause the creature's footsteps to make the distinct “beto beto” sound from which they receive their name. A wide, toothy mouth smiles in the middle of a betobeto-san's otherwise featureless mass, and they can manifest long, clawed limbs. Betobeto-san trail behind nighttime travelers, compelled to follow until the creatures verbally offer to let the betobeto-san pass. This compulsion isn't usually malicious by nature and occurs more from a betobeto-san's misguided desire for company and courtesy; unfortunately, they lack an understanding how this behavior can frighten others. Betobeto-san don't attack those they follow, but they often end up in combat because their unwelcome behavior causes those they follow to attack first. Recall Knowledge - Spirit (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Betobeto-San Source Monster Core 2 pg. 58 Perception +22; greater darkvision, fearsense (precise) 60 feet Languages Common, Shadowtongue Skills Deception +23, Intimidation +23, Stealth +27 Str +4 Dex +7 Con +5 Int +4 Wis +4 Cha +5 Fearsense (mental, occult) The betobeto-san is aware of all frightened creatures within the listed range. Items sandals --- AC 33 Fort +19 Ref +25 Will +22 HP 170 Immunities disease, paralyzed, poison, precision Resistances all damage 10 (except force, ghost touch , spirit, or vitality) double resistance vs. non-magical) Ominous Footsteps (auditory, aura, emotion, fear, illusion, mental, occult) 60 feet. The betobeto-san's footsteps seem to draw ever closer, yet the source remains difficult to pinpoint. Each creature that starts its turn within 60 feet of the betobeto-san must attempt a DC 29 Will save. Critical Success The creature is unaffected and is temporarily immune for 1 minute. Success The creature becomes frightened 1. Failure The creature becomes frightened 2. Critical Failure The creature becomes frightened 4. Shadow Invisibility The betobeto-san is invisible unless within an area of bright light. Shadow Step Reaction (occult, shadow, teleportation) Requirements The betobeto-san isn't already within an area of bright light; Trigger A bright light source reveals the betobeto-san; Effect The betobeto-san Steps briefly into the Netherworld and then back again, appearing up to 30 feet away from where they began. --- Speed 40 feet Melee Single Action claw +25 (Agile, finesse, magical), Damage 3d12+10 void Stepping Decoy Single Action (Auditory, illusion, occult) The betobeto-san Steps. They then create two illusory decoys of sound within 15 feet of them that mimic the sounds of their ominous footsteps. These decoys act independently on the betobeto-san's initiative with 2 actions apiece. They can only Sneak or Stride, and they have a Speed of 35 feet. Use the betobeto-san's Stealth DC (typically 37) against attempts to Seek or disbelieve a decoy. Each decoy lasts for 1 minute. Any existing decoys vanish if the betobeto-san uses this ability again. Shadowy Afterimages Betobeto-san are the afterimages of travelers who have passed between the Netherworld and the Universe. While few such journeys create betobeto-san, sages posit that certain emotions or intents from those who travel between these planes can create these apparitions during the transit. ","skill_mod":{"deception":23,"stealth":27,"intimidation":23},"summary":"A betobeto-san wanders the highways and byways of the Universe , searching for unwilling traveling companions to sustain their appetite for fear. …","image":["/Images/Monsters/BetoBetoSan.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Planar","Creature Type","Rarity"],"ac":33,"item":["sandals"],"level":12,"source_category":["Rulebooks"],"sense":" greater darkvision , fearsense (precise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"vitality":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"force":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=4282","intelligence":4,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Greater darkvision","fortitude_save":19,"size":["Medium"],"name":"Betobeto-San","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[29],"slug":"creature-4282"},{"attack_bonus":[12,14],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":70,"source":["Monster Core 2"],"type":"Creature","will_save":8,"charisma":-1,"speed":{"max":30,"land":30},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Cold Adaptation","Pointed Charge","Rolling Thunder"],"skill":["Athletics","Survival"],"legacy_id":["creature-1080"],"trait":["Animal","Large"],"id":"creature-4283","text":" Bison Bison are large bovines with short faces and two horns; they weigh upward of 2,000 pounds and stand up to 6 feet at the withers. Bison herds thunder across the grassy plains of Golarion, shaking the earth. They're a common sight along the Whistling Plains east of Taldor and the wide grasslands of the nation of Karazh in Casmaron; they also frequently appear in the cooler northeastern reaches of Avistan, in the River Kingdoms through Numeria, and in the Realm of the Mammoth Lords and western Sarkoris. Communal by nature, bison gather in large numbers for the summer mating season before the bulls split off to wander the prairie grasses. Bison have adapted well to harsh prairie winters, as their shaggy fur, which grows thicker in winter, insulates them; in blizzards, they survive by facing steadfastly into the howling winds and hunkering down to reduce their exposure. The way bison wallow in dirt or rub against large stones might make it easy to mistake their docile nature for passivity. However, this presumption has been the ruin of many hunting parties. Their plentiful meat and thick furs make bison an appealing bounty, but with the ground thundering beneath them, bison can quickly overpower inexperienced hunters unprepared for a stampeding herd. Many hunting parties hire particularly daring adventurers who can contribute their spells, steel, and expertise to ensure a successful hunt. While the bison of the plains are the best known and most numerous, they have cousins both in thick boreal forests and along wide, open steppes. These bison variants stand taller but can't match the speed and aggression of their smaller plains relatives. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Bison Source Monster Core 2 pg. 59 Perception +8; scent (imprecise) 60 feet Languages Skills Athletics +12, Survival +10 Str +6 Dex +3 Con +5 Int -5 Wis +2 Cha -1 --- AC 20 Fort +13 Ref +11 Will +8 HP 70 Cold Adaptation The bison reduces the effects it suffers from cold environments by one step. --- Speed 30 feet Melee Single Action hoof +14, Damage 2d6+6 bludgeoning Melee Single Action horn +12, Damage 2d8+6 piercing plus Knockdown Pointed Charge Two Actions The bison surges forward at its foe, horns lowered. It Strides twice. If the bison ends its movement within melee range of an enemy, it makes a horn Strike against that enemy. This Strike gains the fatal d12 trait. Rolling Thunder Three Actions The bison kicks up dust and shakes the ground as it charges. The stampeding bison Strides up to twice its Speed in a straight line and can move through the spaces of Medium or smaller creatures. Each creature whose space it moves through takes 4d6+6 bludgeoning damage (DC 21 basic Reflex save). Multiple bison can participate in Rolling Thunder by spending this ability's actions and waiting to charge until the herd is ready. Before the beginning of their next turn, they can then charge as a reaction triggered by an adjacent bison beginning its Rolling Thunder charge. All bison in the combined charge must charge in parallel lines, so the areas can't overlap. The combined charge deals an additional 3d6 bludgeoning damage to creatures in the area, and a creature that fails the Reflex saving throw is also knocked prone. Bison Drives Hunting bison is a communal endeavor. Centaurs from the plains organize into hunting brigades and run alongside members of a stampeding herd, lancing and shooting them from close range. Less mobile peoples use disguises to shepherd bison into position before scaring them to rush over sheer drops or into corrals where they can be slaughtered. A single bison herd can provide enough meat, hides, and furs for an entire community. ","skill_mod":{"survival":10,"athletics":12},"summary":"Bison are large bovines with short faces and two horns; they weigh upward of 2,000 pounds and stand up to 6 feet at the withers. Bison herds thunder …","image":["/Images/Monsters/Bison.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4283","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":13,"size":["Large"],"name":"Bison","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-4283"},{"attack_bonus":[20],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":155,"language":["Aklo","Common"],"source":["Monster Core 2"],"type":"Creature","will_save":17,"charisma":3,"speed":{"climb":15,"max":30,"land":30},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Bloodsense","Easily Fascinated","Dab","Paint"],"skill":["Art Lore","Athletics","Crafting","Medicine","Stealth"],"legacy_id":["creature-1081"],"trait":["Aberration","Large"],"id":"creature-4284","text":" Blood Painter Simultaneously enamored with the natural world yet almost too alien to survive in it, blood painters are eight-limbed artists who stalk, kill, and dismember in search of pigment and sustenance alike. The physiology of a blood painter doesn't allow them to digest typical food, and the creatures feed by harvesting blood and using it to paint and animate something they're then able to consume. When not hunting, blood painters seek out beautiful vistas, which they placidly admire through the eyes in the hands of their uppermost limbs before reproducing the view on canvas. Exceptional art endlessly fascinates these creatures, and skilled artisans occasionally escape a gruesome fate by creating a new work for the blood painter to admire in exchange for their lives. Blood painters jealously guard these works, and much of their treasure consists of art. They are often the masterminds behind the thefts of noteworthy masterpieces. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Blood Painter Source Monster Core 2 pg. 60 Perception +19; bloodsense (imprecise) 60 feet, darkvision Languages Aklo, Common Skills Art Lore +21, Athletics +20, Crafting +17, Medicine +19, Stealth +17 Str +5 Dex +4 Con +3 Int +6 Wis +4 Cha +3 Bloodsense A blood painter can detect exposed blood as an imprecise sense at the listed range, including from creatures taking persistent bleed damage. --- AC 27 Fort +16 Ref +19 Will +17 HP 155 Easily Fascinated When subject to a visual illusion with the incapacitation trait, the blood painter doesn't adjust their degree of success due to the incapacitation trait. --- Speed 30 feet, climb 15 feet Melee Single Action claw +20 (Agile, reach 10 feet), Damage 3d8+8 slashing plus 1d8 persistent bleed Dab Single Action (Manipulate, mental, occult) Requirements The blood painter is within reach of an enemy taking persistent bleed damage; Effect The blood painter touches the creature and applies blood to one of their four claws; the blood remains fresh for 1 minute. The target must succeed at a DC 28 Will save or become fascinated with the blood painter. Paint Single Action (Concentrate, illusion, manipulate, occult) Requirements The blood painter has fresh blood applied to a claw using Dab; Effect The blood painter expends the blood on one claw to paint an illusion with the effects of one of the following spells: illusory creature , illusory disguise , or illusory object . The Paint action gains the traits of the spell it's reproducing, and the blood painter can Sustain these effects. They use a spell attack modifier of +20 and DC 28 for these effects, which are heightened to 5th rank. If they have fresh blood applied to two or more claws, the blood painter can expend the blood on all of them to instead produce the effects of cloak of colors or vibrant pattern . Any effects produced by this ability have a +2 status bonus to attack rolls, damage rolls, saving throws, skill checks, and AC against the creature whose blood was used to Paint. That creature also takes a –2 status penalty to Perception checks and saves against them. Apocryphal Origins Despite blood painters' mysterious origins, the prevailing theory insists the first one arose from overzealous Shelynites so devoted to their art they ceased eating and sleeping, eventually transforming into aberrations that could feed only on their own art. Some believe it possible to “cure” a blood painter, restoring the accursed creature's original memories and form. ","skill_mod":{"crafting":17,"stealth":17,"medicine":19,"athletics":20},"summary":"Simultaneously enamored with the natural world yet almost too alien to survive in it, blood painters are eight-limbed artists who stalk, kill, and …","image":["/Images/Monsters/BloodPainter.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":"bloodsense (imprecise) 60 feet, darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4284","intelligence":6,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Blood Painter","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[26],"slug":"creature-4284"},{"attack_bonus":[16],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":110,"language":["Common","Fey"],"source":["Monster Core 2"],"type":"Creature","will_save":17,"charisma":4,"speed":{"climb":10,"max":25,"land":25},"perception":14,"wisdom":3,"weakness":{"cold_iron":5},"creature_ability":["Gray Aura","Implacable Curse","Mumbletongue","Stumblefoot","Unstoppable"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Stealth","Thievery"],"trait":["Fey","Uncommon","Medium"],"id":"creature-4285","text":" Bodach A bodach, also known in legends as The Old Gray Man, is the fey embodiment of age and decrepitude, a malicious thief whose greed is depthless and unburdened by morality. They're likewise associated with the gray, ceaseless drizzle of winter and the steady weathering of cliffs and castles alike. In appearance, a bodach resembles an old man, and many can pass for mortal at first glance. A closer look betrays them, however—everything a bodach carries is old and decaying, every piece of fabric frayed and every scrap of metal tarnished and rusted. There's an odd grayness to them, as if the light never illuminates them properly. Bodachs are most often spotted at twilight or on overcast days; they aren't harmed by sunlight, but they don't much like it either. Despite their association with age, bodachs are quite spry. A bodach is a thief and a trickster by preference, accosting travelers and trying to wheedle away their coins with a plausible lie. More sinisterly, some bodachs steal people as well, crawling down chimneys to spirit away a household's children. Many non-fey believe catching even a glimpse of bodachs is an ill omen that foretells of grave dangers or even death, beliefs that might be tied to the dread these creatures inspire. Local folk tales note that circles of salt are enough to keep a bodach at bay, though in truth this has little effect. Regardless, many homes found near where bodach sightings are common are protected by a line of salt meant to “seal” the hearth or fireplace. Recall Knowledge - Fey (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Bodach Source Monster Core 2 pg. 61 Perception +14; low-light vision Languages Common, Fey Skills Acrobatics +11, Athletics +11, Deception +15, Diplomacy +11, Intimidation +13, Nature +13, Stealth +13, Thievery +15 Str +2 Dex +2 Con +4 Int +4 Wis +3 Cha +4 Items +1 staff --- AC 23 Fort +14 Ref +12 Will +17 HP 110 Weaknesses cold iron 5 Gray Aura (aura, emotion, mental) 15 feet. The bodach is always surrounded by a pall of gloomy gray, like the air before it rains. A non-fey or non-hag creature entering the aura or beginning their turn in the aura must succeed at a DC 21 Will save or become slowed 1 for 1 round (slowed 2 on a critical failure). A creature who succeeds is temporarily immune to the aura for 1 minute. --- Speed 25 feet, climb 10 feet Melee Single Action staff +16 (Magical, two-hand d8), Damage 2d4+6 bludgeoning Primal Innate Spells DC 24 - 2nd Mist (at will) Implacable Curse Two Actions The bodach makes a staff Strike. If it hits, it deals an additional 2d8 spirit damage, and the target must attempt a save against either Mumbletongue or Stumblefoot (the bodach's choice). Mumbletongue Two Actions (Auditory, concentrate, primal) The bodach mumbles a string of half-comprehensible nonsense, cursing creatures within a 10-foot emanation. Each creature in the area must succeed at a DC 24 Will save or become stupefied 1 for 1 minute (stupefied 2 on a critical failure). Stumblefoot Two Actions (Concentrate, primal, visual) The bodach stares unblinkingly at its foes, cursing creatures within a 15-foot cone. Each creature in the area must succeed at a DC 24 Fortitude save or become clumsy 1 and enfeebled 1 for 1 minute (clumsy 2 and enfeebled 2 on a critical failure). Unstoppable A bodach reduces any penalty it takes to its Speed by 5 feet (to a minimum of 0 feet). A bodach can fit into tight spaces as if it were a Small creature. It can move at its full Speed while Squeezing. Gray Men And Red Caps Legend holds that the bodach is the redcap's cousin, and it's certainly true that these two types of fey get along better than most. Malicious redcaps enjoy having their prey softened up, while the bodach appreciates having someone around to do the dirty work of actual killing. ","tradition":["Primal"],"skill_mod":{"diplomacy":11,"deception":15,"nature":13,"thievery":15,"stealth":13,"athletics":11,"intimidation":13,"acrobatics":11},"summary":"A bodach, also known in legends as The Old Gray Man, is the fey embodiment of age and decrepitude, a malicious thief whose greed is depthless and …","image":["/Images/Monsters/Bodach.webp"],"primary_source":"Monster Core 2","spell":["Mist"],"trait_group":["Creature Type","Rarity"],"ac":23,"item":["+1 staff"],"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4285","intelligence":4,"reflex_save":12,"strongest_save":["will"],"dexterity":2,"vision":"Low-light vision","fortitude_save":14,"size":["Medium"],"name":"Bodach","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[11],"slug":"creature-4285"},{"primary_source_category":"Rulebooks","strength":4,"hp":200,"language":["<%UMR%79%%>telepathy<%END> 100 feet, universal language"],"source":["Monster Core 2"],"type":"Creature","charisma":7,"perception":18,"school":"illusion","trait":["Illusion","Mental","Rare","Large"],"id":"creature-4286","text":" Brainchild A rumor can become so vivid and persistent that it comes to life, creating a brainchild—a living illusion that hatches from an intense belief in a remorseless and implacable killer. Often, these rumors are borne from victims of a vision of death spell. A brainchild's capabilities grow when they pursue a believer but deflate against skeptics, making them only as dangerous as one believes them to be. A simple drive to stalk, terrify, and kill propels a brainchild, but the creature might also exhibit other behaviors ascribed to them through gossip. Brainchild Source Monster Core 2 pg. 62 Perception +18; darkvision Languages telepathy 100 feet, universal language Skills Deception +22, Intimidation +24, Performance +22, Society +21, Stealth +20 Str +4 Dex +5 Con +4 Int +2 Wis +3 Cha +7 Universal Language Anything spoken by the brainchild is perceived by the listener in its native language Urban Legend A brainchild is sustained by only the reputation that precedes them. Mindless creatures are immune to a brainchild and can't perceive them. The brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If multiple foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability. A creature can Seek or Sense Motive (against the brainchild's Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to detection, revelation, or scrying effects, the brainchild chooses one to have. Tremorsense (imprecise) 100 feet Immunity to one damage type, trait, or condition Weakness 10 to one damage type other than mental Resistance 10 to physical damage, with an exception for either cold iron or silver Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 28 1d6 extra damage on Strikes, of a type one foe believes in Additional spells of phantom pain and shadow blast at 6th rank --- AC 30 Fort +21 Ref +22 Will +18 HP 200 Immunities death effects, detection, disease, doomed, scrying, spirit, vitality, void Weaknesses mental 10 Persistence of Memory (illusion, mental, occult) When a brainchild is destroyed, it returns if anyone still fully believes it exists, re-forming within 100 feet of any believer after 2d4 days. --- Speed 30 feet, fly 30 feet Melee Single Action illusory weapon +24 (Illusion, mental, occult), Damage 4d6+10 mental plus urban legend Ranged Single Action illusory weapon +24 (Illusion, mental, occult, range 100 feet), Damage 4d6+6 mental plus urban legend Occult Innate Spells DC 30 - Cantrips (6th) Figment, Message - 4th Translocate (×2) - 5th Vision of Death (×3; image resembles the brainchild) Spreading Rumors Brainchildren require setup. Create some rumors the PCs might hear around town, adding more if they Gather Information. Take note of what rumors they share and who believes which ones. Don’t include too many—if the PCs believe them all, the brainchild will be too powerful! Examples include “I hear the Beast of Chimney Hill can walk through a fire unburnt” and “Woke with a pounding headache. Old Selby’s Dog must be lurking about again.” Depending on the nature of the legends surrounding a brainchild, attempts to Recall Knowledge about it can use almost any skill, but Occultism and Society are likely the most relevant. ","skill_mod":{"society":21,"performance":22,"deception":22,"stealth":20,"intimidation":24},"image":["/Images/Monsters/Brainchild_Remastered.webp"],"primary_source":"Monster Core 2","spell":["Vision of Death","Translocate","Figment","Message"],"ac":30,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":22,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Brainchild","pfs":"Standard","rarity":"rare","strike_damage_average":[20,24],"attack_bonus":[24,24],"constitution":4,"immunity":["death effects","detection","disease","doomed","scrying","spirit","vitality","void"],"will_save":18,"speed":{"fly":30,"max":30,"land":30},"wisdom":3,"weakness":{"mental":10},"creature_ability":["Universal Language","Urban Legend","Persistence of Memory"],"skill":["Deception","Intimidation","Performance","Society","Stealth"],"legacy_id":["creature-1085"],"tradition":["Occult"],"summary":"A rumor can become so vivid and persistent that it comes to life, creating a brainchild—a living illusion that hatches from an intense belief in a …","trait_group":["School","Monster","Mechanics","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4286","dexterity":5,"category":"creature","slug":"creature-4286"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Rulebooks","strength":-2,"hp":21,"language":["Common","Elven","Fey","Gnomish"],"source":["Monster Core 2"],"type":"Creature","will_save":9,"charisma":3,"speed":{"max":20,"land":20},"perception":7,"wisdom":4,"weakness":{"cold_iron":3},"creature_ability":["Baffling Bluff"],"skill":["Acrobatics","Crafting","Deception","Stealth"],"legacy_id":["creature-575"],"trait":["Fey","Tiny"],"id":"creature-4287","text":" Brownie Brownies make their homes in the trunks of hollow trees, small earthy burrows, and even under porches or within the crawl spaces of farmhouses. Often attired in clothes that appear to be made of plants or leaves, brownies also wear belts lined with pouches and tools. Whatever language they choose to speak is often is riddled with odd pronunciations and colloquialisms. Their manner of speaking might call upon turns of phrase that are decades or even centuries out of vogue, for example, or they might mix up their metaphors in strange ways. It's almost as if brownies adopt these quirky modes of speech intentionally—certainly, they do not react favorably to corrections to their chatter. There's often no swifter way to annoy a brownie than to correct their grammar. Brownies stand barely 2 feet tall and weigh about 20 pounds. When facing danger, brownies rarely engage in combat, preferring instead to confound or confuse their attackers and buy themselves enough time to escape. Content with honest toil and the love of their kin, brownies maintain a pacifist nature, harassing creatures only to run them off or punish them for an insult. Despite this preference, all brownies carry a blade. They refer to their swords with a hint of disgust and jokingly call them their “final trick,” reserving their use for the direst of circumstances. Honest to a fault, brownies take freely but always repay their debts through work or leave something behind as an offering. They might eat an apple from a farmer's orchard but harvest the entire tree as repayment, or they might consume an entire pie left on a windowsill, only to straighten up the kitchen or wash the dishes. A brownie can share a home with a family for years while avoiding detection. A family that's aware of a brownie in their midst usually finds the relationship beneficial and leaves out dishes of milk, pieces of fruit, trinkets, and sometimes even wine as gifts. In exchange, the resident brownie keeps the home clean, mends clothes, repairs tools, and shoos away vermin and small predators. Bragging about having a brownie in the house is the best way to lose one. Brownies distrust foxes and fear wolves, and they avoid farms with dogs. Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Brownie Source Monster Core 2 pg. 63 Perception +7; low-light vision Languages Common, Elven, Fey, Gnomish Skills Acrobatics +7, Crafting +5, Deception +6, Stealth +9 Str -2 Dex +4 Con +1 Int +2 Wis +4 Cha +3 Items Shortsword --- AC 16 Fort +4 Ref +9 Will +9 HP 21 Weaknesses cold iron 3 --- Speed 20 feet Melee Single Action shortsword +7 (Agile, finesse, versatile S), Damage 1d6 piercing Primal Innate Spells DC 17 - Cantrips (4th) Light, Prestidigitation - 1st Ventriloquism - 3rd Mending - 4th Translocate Baffling Bluff Two Actions (Emotion, mental, primal) The brownie's antics can confuse and disorient a creature. The brownie targets a single creature within 30 feet; that creature must attempt a DC 17 Will save. The target is temporarily immune to Baffling Bluff for 1 minute. Critical Success The target is unaffected. Success The target is fooled momentarily and is off-guard against the next melee Strike the brownie makes against it before the end of the brownie's next turn. Failure The target is confused for 1 round. Critical Failure The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confused condition. Brownie Bargains As they're not a monolithic group of fey and often have their own proclivities, it's sometimes hard to predict what might attract a brownie or ensure their aid. One of the more commonplace gifts is a saucer of milk or cream, though brownies seem to enjoy other edible treats. Some farmers have reported success in leaving shiny but inconsequential knickknacks like buttons, painted stones, smoothed glass, thimbles, or silver flatware. The whims of brownies shift, so someone who wants to retain the services of one should vary the gifts they leave for these elusive fey creatures. ","tradition":["Primal"],"skill_mod":{"deception":6,"crafting":5,"stealth":9,"acrobatics":7},"summary":"Brownies make their homes in the trunks of hollow trees, small earthy burrows, and even under porches or within the crawl spaces of farmhouses. Often …","image":["/Images/Monsters/Brownie.png"],"primary_source":"Monster Core 2","spell":["Translocate","Mending","Ventriloquism","Light","Prestidigitation"],"trait_group":["Creature Type"],"ac":16,"item":["Shortsword"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4287","intelligence":2,"reflex_save":9,"strongest_save":["ref","reflex","will"],"dexterity":4,"vision":"Low-light vision","fortitude_save":4,"size":["Tiny"],"name":"Brownie","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-4287"},{"attack_bonus":[10,16],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":50,"language":["Caligni","Sakvroth"],"immunity":["visual"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Caligni","will_save":11,"charisma":1,"speed":{"max":25,"land":25},"perception":13,"wisdom":4,"weakness":{"sonic":5},"creature_ability":["Echolocation","Death Blaze","Reactive Strike","Call to Arms","Shadowed Blade"],"skill":["Athletics","Stealth"],"legacy_id":["creature-1087"],"trait":["Caligni","Humanoid","Uncommon","Medium"],"id":"creature-4288","text":" Caligni Vanguard Caligni children born without eyes—a rare occurrence—are considered sacred to their communities. From a young age, they're trained to become caligni vanguards, dedicated to a rigorous martial regimen and mental strictures. Other calignis revere vanguards' discipline and combat skill, but this respect is tinged with wary caution, as caligni vanguards often have inscrutable motives. Vanguards almost never rebel against their duties or their established role in the community; some claim that those who do are taken by the owbs. A vanguard's armor is fused to their body in pieces, and they rarely remove the elements that aren't. This armor plating and vanguards' keen sense of hearing render them particularly sensitive to sonic vibrations, which serves as both an asset and vulnerability. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Caligni Vanguard Source Monster Core 2 pg. 64 Perception +13; echolocation 60 feet, no vision Languages Caligni, Sakvroth Skills Athletics +14, Stealth +8 Str +5 Dex -1 Con +3 Int +1 Wis +4 Cha +1 Echolocation A caligni vanguard can use their hearing as a precise sense at the listed range. Items Composite Longbow (40 arrows), Full Plate (see death blaze), Greatsword --- AC 24 Fort +14 Ref +8 Will +11 HP 50 Immunities visual Weaknesses sonic 5 Resistances slashing 5 Death Blaze When the vanguard dies, their body combusts in a blaze of fire and armor shrapnel. All creatures within a 10-foot emanation take 3d6 fire damage and 3d6 piercing damage (DC 19 basic Reflex save). The vanguard's armor is destroyed in the blaze, but their other gear is unaffected and left in a pile where they died. Reactive Strike Reaction --- Speed 25 feet Melee Single Action greatsword +16 (versatile P), Damage 1d12+8 slashing Ranged Single Action composite longbow +10 (deadly d10, range increment 100 feet, volley 30 feet), Damage 1d8+5 piercing Call to Arms Single Action (Auditory, mental) Each caligni within 30 feet of the vanguard gains the Reactive Strike reaction until the end of the vanguard's next turn. Once a caligni has used this Reactive Strike, that caligni is temporarily immune to the same vanguard's Call to Arms for 10 minutes. Shadowed Blade Two Actions (Darkness) The vanguard makes a melee Strike, channeling shadowy essence into their weapon or unarmed attack to envelop the target. If the Strike hits, the target must succeed at a DC 19 Fortitude save or become blinded until the end of its next turn. Vanguard Training As soon as a caligni vanguard is old enough to hold a weapon, they're immersed in an intensive training regimen that emphasizes austerity, asceticism, and heavy armor prowess. Though initially painful, the fusion of their armor to their bodies serves as a reminder of their responsibilities, and they eventually grow accustomed to the sensation. ","skill_mod":{"stealth":8,"athletics":14},"summary":"Caligni children born without eyes—a rare occurrence—are considered sacred to their communities. From a young age, they're trained to become caligni …","image":["/Images/Monsters/Caligni_CaligniVanguard.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Rarity"],"ac":24,"item":["Composite Longbow (40 arrows)","Full Plate (see death blaze)","Greatsword"],"level":5,"source_category":["Rulebooks"],"sense":"echolocation 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4288","intelligence":1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":-1,"fortitude_save":14,"size":["Medium"],"name":"Caligni Vanguard","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[9,14],"slug":"creature-4288"},{"primary_source_category":"Rulebooks","strength":2,"hp":80,"language":["Caligni","Sakvroth"],"source":["Monster Core 2"],"type":"Creature","charisma":4,"perception":11,"trait":["Caligni","Humanoid","Medium"],"id":"creature-4289","text":" Caligni Caller Although the mysterious demigods known as the Forsaken disappeared eons ago, many calignis continue to follow their ancient traditions of worship. Owbs, once the Forsaken's servants, still respond to caligni prayers. Caligni callers serve as the priests of their communities, calling upon these shadowy owb patrons for guidance, favors, and power. Their most important ceremony, the blanching, determines the potential of most newborn calignis and shapes their eventual forms. Due to their close ties to the malevolent owbs, most callers exhibit cruel and inscrutable natures. They often lead caligni enclaves alongside caligni stalkers as spiritual advisors. Callers tend to be highly superstitious, seeing omens everywhere, and they avoid revealing details of their rituals even to other calignis. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Caligni Caller Source Monster Core 2 pg. 65 Perception +11; greater darkvision, light blindness Languages Caligni, Sakvroth Skills Arcana +9, Intimidation +14, Occultism +13, Stealth +15 Str +2 Dex +5 Con +1 Int +1 Wis +1 Cha +4 Items Dagger --- AC 24 Fort +9 Ref +15 Will +11 HP 80 Death Umbra (darkness) When the caller dies, an explosion of shadow devours their body. Each creature in a 10-foot emanation must attempt a DC 22 Fortitude save. Critical Success The creature is unaffected. Success The creature is enfeebled 1 for 1 minute. Failure The creature is enfeebled 2 and slowed 1 for 1 minute. --- Speed 25 feet Melee Single Action dagger +15 (Agile, finesse, versatile S), Damage 1d4+4 piercing plus 1d6 void Occult Innate Spells DC 24, attack +16 - Cantrips (3rd) Detect Magic, Void Warp - 2nd Darkness (at will) - 3rd Chilling Darkness (×2), Grim Tendrils (×3) - 4th Darkness - 5th Umbral Journey Rituals DC 24 - 3rd Owb Pact Sneak Attack The caller's Strikes deal an additional 2d6 precision damage to off-guard creatures. ","skill_mod":{"stealth":15,"arcana":9,"intimidation":14,"occultism":13},"image":["/Images/Monsters/Caligni_CaligniCaller.png"],"primary_source":"Monster Core 2","spell":["Umbral Journey","Darkness","Chilling Darkness","Grim Tendrils","Detect Magic","Void Warp"],"ac":24,"item":["Dagger"],"level":6,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" greater darkvision , light blindness ","resistance":{},"intelligence":1,"reflex_save":15,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":9,"size":["Medium"],"name":"Caligni Caller","pfs":"Standard","rarity":"common","strike_damage_average":[10],"attack_bonus":[15],"constitution":1,"creature_family":"Caligni","spell_attack_bonus":[16],"will_save":11,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Death Umbra","Sneak Attack"],"skill":["Arcana","Intimidation","Occultism","Stealth"],"legacy_id":["creature-1088"],"tradition":["Occult"],"summary":"Although the mysterious demigods known as the Forsaken disappeared eons ago, many calignis continue to follow their ancient traditions of worship. …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4289","dexterity":5,"category":"creature","slug":"creature-4289"},{"primary_source_category":"Rulebooks","strength":7,"hp":235,"language":["Common","Jotun"],"source":["Monster Core 2","Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","charisma":4,"perception":22,"trait":["Humanoid","Uncommon","Large"],"id":"creature-4290","text":" Calikang Calikangs are giant, blue-skinned, six-armed guardians of ancient tombs and treasuries. They each feel a deep, inherent drive to protect and guard, making them highly sought after as wardens and bodyguards. Because most serve as solitary guardians, few calikang societies exist. Calikangs' unique physiologies enable them to absorb and manipulate electrical magic as well as other energies. They can live for 200 years, though they can further extend their lives via suspended animation. For this reason, many are chosen to guard tombs or other sealed sites where living guardians would perish and constructs would deteriorate. Recall Knowledge - Humanoid (Society): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Calikang Source Monster Core 2 pg. 66, Pathfinder #149: Against the Scarlet Triad pg. 84 Perception +22; darkvision, truesight Languages Common, Jotun Skills Athletics +25, Intimidation +24 Str +7 Dex +4 Con +5 Int -2 Wis +2 Cha +4 Suspended Animation (concentrate) By concentrating for 5 minutes, the calikang can enter a state of suspended animation, freezing in place and becoming motionless but remaining aware of their surroundings. While in this state, the calikang gains a +4 status bonus to Fortitude saves, doesn't age, and is immune to disease, inhaled toxins, poison, starvation, and thirst. A calikang can exit suspended animation as a free action. If they exit this state to attack, the calikang gains a +2 circumstance bonus to their initiative roll. Items +1 striking longsword (2) --- AC 31 Fort +23 Ref +22 Will +20 +1 status to all saves vs. magic HP 235 Immunities electricity Energy Conversion (arcane) Whenever the calikang is hit by an electricity spell's attack roll or rolls a successful save against a spell that deals electricity damage, they absorb the energy. This heals the calikang for an amount of HP equal to quadruple the spell's rank and recharges their Energy Breath. A calikang can't absorb their own spells this way. --- Speed 35 feet Melee Single Action longsword +28 (Magical, reach 10 feet, versatile P), Damage 2d8+15 slashing Melee Single Action fist +25 (Agile, nonlethal, reach 10 feet), Damage 3d8+13 bludgeoning Arcane Innate Spells DC 28 - 1st Runic Weapon (at will) - 6th Chain Lightning - Constant (6th) Truesight Energy Breath Two Actions (Arcane) Frequency once per day; Effect The calikang exhales a blast of energy that deals 13d6 energy damage to creatures in a 60-foot line (DC 28 basic Reflex save). The calikang can choose the damage type each time: acid, cold, electricity, fire, or sonic. This ability gains the trait of the chosen damage type. Increase the die size to d8 if the calikang chooses electricity. Sixfold Flurry Two Actions The calikang makes up to two longsword Strikes and up to four fist Strikes. Each Strike must be against a different target. These attacks count toward the calikang's multiple attack penalty, which doesn't increase until after all the attacks are complete. For 1 round, the calikang gains a circumstance bonus to their AC equal to the number of Strikes they choose not to take to a maximum of +4 for taking only two Strikes. Calikang Origins Legend holds that an ancient Vudrani god failed to protect an important treasury from a raid by asuras. In shame, he severed his fingers and cast them down upon the world. Calikangs arose from the fingers, and, as penance, they've sought to protect worldly holdings from robberies or invasions ever since. ","skill_mod":{"athletics":25,"intimidation":24},"image":["/Images/Monsters/Calikang_Remastered.webp"],"primary_source":"Monster Core 2","spell":["Chain Lightning","Runic Weapon","Truesight"],"ac":31,"item":["+1 striking longsword (2)"],"level":12,"spell_dc":[28],"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision , truesight ","resistance":{},"intelligence":-2,"reflex_save":22,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":23,"source_group":["Age of Ashes"],"size":["Large"],"name":"Calikang","pfs":"Standard","rarity":"uncommon","strike_damage_average":[24,26],"attack_bonus":[25,28],"constitution":5,"immunity":["electricity"],"will_save":20,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{},"creature_ability":["Suspended Animation","Energy Conversion","Energy Breath","Sixfold Flurry"],"skill":["Athletics","Intimidation"],"legacy_id":["creature-1089"],"tradition":["Arcane"],"summary":"Calikangs are giant, blue-skinned, six-armed guardians of ancient tombs and treasuries. They each feel a deep, inherent drive to protect and guard, …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4290","dexterity":4,"category":"creature","slug":"creature-4290"},{"attack_bonus":[6,7],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":20,"source":["Monster Core 2"],"type":"Creature","will_save":4,"charisma":-1,"speed":{"max":35,"land":35},"perception":4,"wisdom":1,"weakness":{},"creature_ability":["Desert-Adapted","Camel Spit","Sand Stride",""],"skill":["Acrobatics","Athletics","Survival"],"legacy_id":["creature-1090"],"trait":["Animal","Large"],"id":"creature-4291","text":" Camel For generations untold, nomads and traders have relied on sure-footed camels to cross the harsh deserts and trackless wastes around the world. Thriving where other animals wither and perish, camels are well-adapted to their homes with tough skin and the ability to store nutrients within their bodies. Properly cared for, these “ships of the desert” can trek for weeks between oases without trouble. Camels have three eyelids to protect them from desert sands and other blowing debris. One lid is completely clear, which allows them to see and travel during high winds. When sandstorms strike, camels completely close their nostrils to protect their lungs. Their underbellies also sport a thick, specialized skin, allowing them to lie down safely on burning hot sands. Contrary to popular belief, fatty tissue comprises a camel's humps rather than water. This stored energy allows the animals to survive long distances between feedings. These herbivores can also readily digest tough scrub brush inedible to other species, making them one of the hardiest desert survivors. Strong as warhorses, camels can run fast and even sprint for short periods of time when they feel threatened, though they prefer a slow, plodding pace to conserve energy. One-humped camels, also called dromedaries, are more common in the deserts of northern Garund, while the two-humped variety are native to the dry steppes of Casmaron. Both species have tall and lanky builds, standing about 6 feet at the shoulder and weighing around 2,000 pounds. They can be ornery when mishandled, and they don't hesitate to bite, kick, or even spit a noxious substance on riders who don't treat them well. In addition to transporting people and goods, camels are a key source of fiber for clothing and tents as well as milk. Their meat is highly nutritious and surprisingly tasty, but given the creatures' utility, this use is reserved for special occasions or truly dire situations. Camels are particularly common in the Golden Road region of the Inner Sea. Here, camel herders have developed a unique collection of sounds to communicate with their camels. An experienced camel herder can move entire flocks with a single sound, and some camels can react poorly to sounds they dislike. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Camel Source Monster Core 2 pg. 67 Perception +4; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +7, Survival +6 Str +4 Dex +3 Con +4 Int -4 Wis +1 Cha -1 Desert-Adapted A camel is well-adapted to heat and deserts. If allowed to drink and eat its fill (roughly 40 gallons), it can Subsist for 2 weeks without needing to attempt Survival checks, and it treats environmental heat effects as if they were one step less severe. --- AC 15 Fort +9 Ref +8 Will +4 HP 20 --- Speed 35 feet Melee Single Action jaws +7, Damage 1d6+4 piercing Ranged Single Action spit +6, Damage camel spit Camel Spit To drive away enemies, the camel spits the partially digested contents of its stomach at a creature within 10 feet. On a hit, the target is dazzled for 1 round and must succeed at a DC 17 Fortitude save or become sickened 1. The camel can't use its camel spit Strike again for 1d4 rounds. Sand Stride Two Actions The camel Strides twice. It has a +5-foot circumstance bonus to its Speed during these Strides, ignoring difficult terrain caused by rubble, sand, and uneven ground made of earth and stone. Camel Cousins Rumors in the high desert tell of an ancient species related to both camels and llamas that still lives in sheltered mountain valleys and along hidden rivers: the camelops. Larger and stronger than domesticated camels, camelops remain wild creatures. No living examples exist in captivity, though fables of their luxurious coats and indomitable endurance lead some riders to seek them out regardless. ","skill_mod":{"survival":6,"athletics":7,"acrobatics":6},"summary":"For generations untold, nomads and traders have relied on sure-footed camels to cross the harsh deserts and trackless wastes around the world. …","image":["/Images/Monsters/Camel.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4291","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":9,"size":["Large"],"name":"Camel","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-4291"},{"attack_bonus":[5],"constitution":3,"primary_source_category":"Rulebooks","strength":-3,"hp":20,"language":["carbuncle empathy 30 feet"],"source":["Monster Core 2"],"type":"Creature","will_save":6,"charisma":0,"speed":{"max":15,"land":15},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Carbuncle Empathy","Treasure Sense","Easy to Influence","Fatal Faker","Specious Suggestion"],"skill":["Stealth","Survival"],"legacy_id":["creature-578"],"trait":["Beast","Rare","Tiny"],"id":"creature-4292","text":" Carbuncle Never have legend and misinformation met upon a more inauspicious brow than that of the lowly carbuncle. At first glance, they appear to be little more than ungainly reptiles. What sets them apart are their strange magical abilities and the gemstone-like horn protruding from between their goggling eyes. Although rumors suggest various uses for carbuncle horns, ranging from miracle cure-alls to potent magical components, the truth is much more mundane: a carbuncle's horn is merely a highly reflective growth, not unlike a fingernail. Carbuncles also possess a strange sense that allows them to detect treasure that has been hidden or obscured. The creatures generally feel a compulsion to move toward these treasures and remain nearby. Strangely, carbuncles seem disinterested once the valuables are laid out in the open, as if the obfuscation were part of their interest. Many would-be treasure hunters end up following the creatures in hopes of finding treasures, though the fearfulness of carbuncles makes this a very difficult prospect. Most carbuncles abandon their nests after being scared away, even when their sense would typically draw them back. Recall Knowledge - Beast (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Carbuncle Source Monster Core 2 pg. 68 Perception +7; darkvision, treasure sense (imprecise) 500 feet Languages carbuncle empathy 30 feet Skills Stealth +3, Survival +6 Str -3 Dex +0 Con +3 Int -2 Wis +3 Cha +0 Carbuncle Empathy The carbuncle can telepathically send mild feelings and sensations to nearby creatures. It can't use this ability to communicate in language or hinder a target, but it might convey a feeling of dread or the scent of food cooking nearby. Treasure Sense The carbuncle can sense the presence and location of any object or grouping of objects worth at least 50 gp in total within 500 feet of it. The carbuncle's sense only functions if the treasure is within in a container or physically obscured, such as when buried underground. Objects worn on a person or left out in open air don't trigger the carbuncle's sense. --- AC 16 Fort +8 Ref +3 Will +6 HP 20 Easy to Influence Any mental spell can affect a carbuncle, regardless of creature type limitations. Against a suggestion spell, a carbuncle always gets an outcome one degree of success worse than it rolled on its saving throw. Fatal Faker Reaction (arcane, teleportation) Trigger The carbuncle takes damage; Effect The carbuncle feigns death by teleporting away and leaving a replica of its corpse behind, creating a colorful flash of light and a croaking sound. The real carbuncle transports to a clear space within 30 feet that it can see and leaves a hollow shell behind. The fake body appears solid until it is touched, at which point it crumbles to dust. --- Speed 15 feet Melee Single Action jaws +5 (Finesse), Damage 1d6 piercing Primal Innate Spells DC 18 - Cantrips (1st) Daze - 1st Jump (at will) - 3rd Levitate (at will; self only) Specious Suggestion Two Actions (Concentrate, incapacitation, mental, subtle) Frequency three times per day; Effect The carbuncle concentrates on a creature it can see and tries to manipulate that creature, imploring them to perform harmless, pointless, and usually embarrassing actions. The target must attempt a DC 18 Will save. The target then becomes temporarily immune for 24 hours. This has the effects of suggestion except that a critical success bolsters the target and grants them a +1 status bonus to Will saves for 1 hour, the duration on a failure is 1 round, and the duration on a critical failure is a 1 minute. The target can attempt a new save at the end of its turn each round to end the effect. Carbuncle Chatter “A lizard with an apple-sized gem sticking out of its forehead? Wishful thinking!” “Carbuncles are real! I almost caught one, but even though it could barely walk, its magic allowed it to escape my clutches.” “Their mind control powers could make them useful familiars, but if you ever catch one, it dies of fright.” “My advice is to stay away from these pests. They drink your hopes and aspirations through their horns, leaving you empty except for bad luck and bellyaches.” “Planning a carbuncle hunt? You’d better leave your self-respect at home and be ready to emerge with fewer friends than you had at the start!” ","tradition":["Primal"],"skill_mod":{"survival":6,"stealth":3},"summary":"Never have legend and misinformation met upon a more inauspicious brow than that of the lowly carbuncle. At first glance, they appear to be little …","image":["/Images/Monsters/Carbuncle.png"],"primary_source":"Monster Core 2","spell":["Levitate","Jump","Daze"],"trait_group":["Creature Type","Rarity"],"ac":16,"level":1,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" darkvision , treasure sense (imprecise) 500 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4292","intelligence":-2,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":8,"size":["Tiny"],"name":"Carbuncle","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[3],"slug":"creature-4292"},{"attack_bonus":[23,25,25],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Aklo"],"immunity":["disease","olfactory","poison"],"source":["Monster Core 2"],"type":"Creature","will_save":22,"charisma":2,"speed":{"max":35,"land":35,"swim":20},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Stench","Ferocity","Poison Breath","Trample"],"skill":["Athletics","Intimidation","Stealth","Survival"],"legacy_id":["creature-579"],"trait":["Beast","Large"],"id":"creature-4293","text":" Catoblepas A catoblepas is an aggressive beast at the best of times. Though it prefers swamps, it has been known to forage in plains and forests for short periods, leaving behind hunting grounds tainted by its foul breath and noxious waste that other predators and prey alike avoid for days or even weeks thereafter. The catoblepas bullies those creatures it believes are a match for it and eats everything weaker. A catoblepas is 15 feet long and weighs 2,200 pounds. Recall Knowledge - Beast (Arcana, Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Catoblepas Source Monster Core 2 pg. 69 Perception +22; darkvision Languages Aklo Skills Athletics +25, Intimidation +20, Stealth +22, Survival +20 Str +7 Dex +4 Con +6 Int -2 Wis +4 Cha +2 Stench (aura, olfactory) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 30 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- AC 33 Fort +24 Ref +20 Will +22 HP 215 Immunities disease, olfactory, poison Ferocity Reaction --- Speed 35 feet, swim 20 feet Melee Single Action jaws +25 (Magical, reach 10 feet), Damage 3d10+13 piercing Melee Single Action antler +25 (Magical, reach 15 feet), Damage 3d12+13 piercing Melee Single Action hoof +23 (Magical), Damage 3d10+11 bludgeoning Poison Breath Two Actions (Poison, primal) The catoblepas breathes a 60-foot cone of horrid fumes, dealing 13d6 poison damage (DC 32 basic Fortitude save). The area of this cone is reduced to 30 feet underwater. Targets that fail their saving throw also become sickened 1 (sickened 2 on a critical failure). The catoblepas can't use its Poison Breath again for 1d4 rounds. Trample Three Actions Medium or smaller, hoof, DC 32 Catoblepas Nests A catoblepas den is an awful place indeed—a filthy nest composed of piles of decaying vegetation, half-finished or half-digested meals of rotting animals, never-quite-dry banks of mud, and tangles of thorny branches. Worse yet, the catoblepas’s stink infuses such a site, imposing the beast’s ungodly stench upon those who would explore and search it for treasure. A catoblepas nest can retain its stink in this way for up to a week after it’s been abandoned by its foul denizen. ","skill_mod":{"survival":20,"stealth":22,"athletics":25,"intimidation":20},"summary":"A catoblepas is an aggressive beast at the best of times. Though it prefers swamps, it has been known to forage in plains and forests for short …","image":["/Images/Monsters/Catoblepas.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":33,"level":12,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4293","intelligence":-2,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":24,"size":["Large"],"name":"Catoblepas","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[27,29,32],"slug":"creature-4293"},{"attack_bonus":[7],"constitution":0,"primary_source_category":"Rulebooks","strength":-1,"hp":7,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Clockwork","will_save":4,"charisma":0,"speed":{"fly":25,"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{"orichalcum":2,"electricity":2},"creature_ability":["Record Audio","Wind-Up","Self-Destruct"],"skill":["Acrobatics"],"legacy_id":["creature-1095"],"trait":["Clockwork","Construct","Mindless","Uncommon","Tiny"],"id":"creature-4294","text":" Clockwork Spy Engineers, technologists, and mechanically gifted wizards employ clockwork spies—tiny, spiderlike constructs capable of recording and playing back audio—to surreptitiously surveil their enemies or steal secrets from competitors. Their spindly bodies and delicate components make them unsuitable for combat; in fact, most builders construct clockwork spies with a self-destruct mechanism to ensure the spies' meddling can't be traced back to them. Recall Knowledge - Construct (Arcana, Crafting): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Clockwork Spy Source Monster Core 2 pg. 70 Perception +8; low-light vision Languages Skills Acrobatics +5 Str -1 Dex +3 Con +0 Int -5 Wis +2 Cha +0 Record Audio Single Action The clockwork spy records all sounds within 25 feet onto a small gemstone worth 1 gp embedded in its body. The clockwork spy can record up to 1 hour of sound on a single gemstone. Once it begins recording, it can't cease recording early, nor can it record onto a gemstone that already contains a recording. Some clockwork spies contain multiple gemstones to allow for a series of recordings. Since clockwork spies are not intelligent, they must be given simple commands regarding when to start recording sounds. A clockwork spy can differentiate between different kinds of creatures but not between specific individuals. The spy can start or stop playback of recorded sound by spending a single action. Removing a gemstone from or installing a gemstone into a clockwork spy requires a successful DC 14 Thievery check to Disable a Device; on a failure, the gemstone is undamaged, but any recorded sounds are erased and the gemstone still can't be used to make another recording. Wind-Up 24 hours, DC 14, standby --- AC 15 Fort +2 Ref +7 Will +4 HP 7 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Weaknesses electricity 2, orichalcum 2 Self-Destruct Reaction A clockwork spy must use this reaction unless specifically programmed otherwise by its creator; Trigger The clockwork spy is reduced to 0 Hit Points; Effect The spy thrashes around and emits a tinny scream followed by a steady ticking sound. At the beginning of what would have been its next turn, the clockwork spy explodes, dealing 1d10 piercing damage in a 5-foot emanation (DC 16 basic Reflex save). Its gemstone is destroyed, along with any information contained inside it. An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 16 Thievery check to Disable a Device. --- Speed 25 feet, fly 25 feet Melee Single Action spherical body +7 (Finesse), Damage 1d6–1 bludgeoning\n","skill_mod":{"acrobatics":5},"summary":"Engineers, technologists, and mechanically gifted wizards employ clockwork spies—tiny, spiderlike constructs capable of recording and playing back …","image":["/Images/Monsters/Clockwork_ClockworkSpy.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4294","intelligence":-5,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":2,"size":["Tiny"],"name":"Clockwork Spy","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[3],"slug":"creature-4294"},{"attack_bonus":[16,17],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":80,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Clockwork","will_save":12,"charisma":-5,"speed":{"max":25,"land":25},"perception":16,"wisdom":4,"weakness":{"orichalcum":5,"electricity":5},"creature_ability":["Wind-Up","Reactive Strike","Activate Defenses"],"skill":["Athletics"],"legacy_id":["creature-1096"],"trait":["Clockwork","Construct","Mindless","Uncommon","Medium"],"id":"creature-4295","text":" Clockwork Soldier These diligent machines guard their assigned posts tirelessly. A typical clockwork soldier stands 6 feet tall and consists of 500 pounds of metal and magic. Recall Knowledge - Construct (Arcana, Crafting): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Clockwork Soldier Source Monster Core 2 pg. 71 Perception +16; darkvision Languages Skills Athletics +15 Str +6 Dex +2 Con +4 Int -5 Wis +4 Cha -5 Wind-Up 24 hours, DC 22, standby Items +1 halberd --- AC 24 Fort +16 Ref +14 Will +12 +2 vs. Disarm HP 80 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Resistances physical 5 (except adamantine or orichalcum) Weaknesses electricity 5, orichalcum 5 Reactive Strike Reaction --- Speed 25 feet Melee Single Action halberd +17 (Magical, reach 10 feet, versatile S), Damage 1d10+10 piercing Melee Single Action fist +16 (Agile), Damage 1d8+10 bludgeoning plus Grab Activate Defenses Single Action One of the soldier's external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier's choice. The creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time. ","skill_mod":{"athletics":15},"summary":"These diligent machines guard their assigned posts tirelessly. A typical clockwork soldier stands 6 feet tall and consists of 500 pounds of metal and …","image":["/Images/Monsters/Clockwork_ClockworkSoldier.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":24,"item":["+1 halberd"],"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=4295","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Clockwork Soldier","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14,15],"slug":"creature-4295"},{"primary_source_category":"Rulebooks","strength":2,"hp":115,"source":["Monster Core 2"],"type":"Creature","charisma":-5,"perception":17,"trait":["Clockwork","Construct","Mindless","Uncommon","Medium"],"id":"creature-4296","text":" Clockwork Mage A clockwork mage is a lethal blend of magic and machinery. Each of these clockworks is imbued with an arcane stone at its core that powers spells through the wand embedded in its chest. Recall Knowledge - Construct (Arcana, Crafting): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Clockwork Mage Source Monster Core 2 pg. 72 Perception +17; darkvision Languages Skills Acrobatics +17 Str +2 Dex +6 Con +4 Int -5 Wis +2 Cha -5 Wind-Up 24 hours, DC 26, standby Items clockwork wand --- AC 27 Fort +17 Ref +19 Will +17 HP 115 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Resistances physical 5 (except adamantine or orichalcum) Weaknesses electricity 10, orichalcum 10 Clockwork Wand The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a DC 31 Thievery check to Disable a Device. The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed. When removed, the clockwork wand is a magic wand containing the last 2nd-rank innate spell the clockwork mage cast (the GM determines the spell randomly if the mage has not cast any eligible spells). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate rank. --- Speed 25 feet Melee Single Action fist +19 (Agile, finesse), Damage 2d10+6 bludgeoning Arcane Innate Spells DC 28, attack +20 - Cantrips (5th) Daze, Detect Magic, Frostbite, Shield, Tangle Vine - 1st Carryall, Gentle Landing, Grease - 2nd Mist, Revealing Light, Web (Player Core 2 255) - 3rd Aqueous Orb, Haste, Invisibility - 4th Flicker, Fly, Wall of Fire - 5th Howling Blizzard, Slither Energize Clockwork Wand (Concentrate) Frequency once per 10 minutes; Effect The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd rank or higher. ","skill_mod":{"acrobatics":17},"image":["/Images/Monsters/Clockwork_ClockworkMage.png"],"primary_source":"Monster Core 2","spell":["Howling Blizzard","Slither","Flicker","Fly","Wall of Fire","Aqueous Orb","Haste","Invisibility","Mist","Revealing Light","Web","Carryall","Gentle Landing","Grease","Daze","Detect Magic","Frostbite","Shield","Tangle Vine"],"ac":27,"item":["clockwork wand"],"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"intelligence":-5,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Clockwork Mage","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17],"attack_bonus":[19],"constitution":4,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"creature_family":"Clockwork","spell_attack_bonus":[20],"will_save":17,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"orichalcum":10,"electricity":10},"creature_ability":["Wind-Up","Clockwork Wand","Energize Clockwork Wand"],"skill":["Acrobatics"],"legacy_id":["creature-1097"],"tradition":["Arcane"],"summary":"A clockwork mage is a lethal blend of magic and machinery. Each of these clockworks is imbued with an arcane stone at its core that powers spells …","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=4296","dexterity":6,"category":"creature","slug":"creature-4296"},{"attack_bonus":[31,31,33,33],"constitution":5,"primary_source_category":"Rulebooks","strength":9,"hp":265,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Clockwork","will_save":25,"charisma":-5,"speed":{"fly":120,"max":120,"land":40},"perception":28,"wisdom":4,"weakness":{"orichalcum":15,"electricity":15},"creature_ability":["Wind-Up","Self-Destruct","Breathe Oil","Draconic Frenzy","Spearing Tail"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-1098"],"trait":["Clockwork","Construct","Mindless","Rare","Huge"],"id":"creature-4297","text":" Clockwork Dragon Clockwork dragons are marvels of clockwork design. These powerful masterpieces have the ability to fly, making them versatile and dangerous killers. A clockwork dragon's winding mechanism is more efficient than those of other clockworks, allowing it to partially reuse energy generated by flapping its wings. Creating a clockwork dragon requires not only an advanced understanding of clockwork design, but also a greater cache of rare resources, as its body requires solid reinforcement. As a result, most clockwork dragons have adamantine fortification. Creating a clockwork dragon without adamantine is entirely possible, though such dragons are typically smaller and more fragile. Recall Knowledge - Construct (Arcana, Crafting): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Clockwork Dragon Source Monster Core 2 pg. 72 Perception +28; darkvision Languages Skills Acrobatics +29, Athletics +33 Str +9 Dex +5 Con +5 Int -5 Wis +4 Cha -5 Wind-Up 1 week, DC 35, standby --- AC 39 Fort +30 Ref +28 Will +25 HP 265 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Resistances physical 15 (except adamantine or orichalcum) Weaknesses electricity 15, orichalcum 15 Self-Destruct Reaction A clockwork dragon must use this reaction unless specifically programmed otherwise by its creator; Trigger The clockwork dragon is reduced to 0 Hit Points; Effect The dragon screeches to a stop and emits a steady, loud ticking sound. At the beginning of what would have been its next turn, the dragon explodes, dealing 12d10 piercing damage in a 40-foot emanation (DC 37 basic Reflex save). An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 37 Thievery check to Disable a Device. --- Speed 40 feet, fly 120 feet Melee Single Action adamantine jaws +33 (reach 15 feet), Damage 3d12+17 piercing Melee Single Action adamantine claw +33 (Agile, reach 10 feet), Damage 3d8+17 slashing Melee Single Action tail +31 (reach 20 feet), Damage 3d12+15 bludgeoning Melee Single Action wing +31 (Agile, reach 15 feet), Damage 2d10+15 piercing Breathe Oil Two Actions (Arcane, fire) Effect The clockwork dragon breathes a spray of flaming oil that deals 16d6 fire damage in a 40-foot cone with a DC 37 basic Reflex save. Creatures that fail their saves are covered in burning oil and take 2d6 persistent fire damage. The clockwork dragon can't Breathe Oil again for 2 rounds. Draconic Frenzy Two Actions The clockwork dragon makes two adamantine claw Strikes and one wing Strike in any order. Spearing Tail Two Actions The clockwork dragon attacks with the sharp point of its tail. It makes a tail Strike against each creature in a 20-foot line, rolling the attack roll once and applying the result to each target. Any creature that takes damage also takes 4d6 persistent bleed damage (doubled on a critical hit). This counts as two attacks for the dragon's multiple attack penalty. ","skill_mod":{"athletics":33,"acrobatics":29},"summary":"Clockwork dragons are marvels of clockwork design. These powerful masterpieces have the ability to fly, making them versatile and dangerous killers. …","image":["/Images/Monsters/Clockwork_ClockworkDragon.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":39,"level":16,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=4297","intelligence":-5,"reflex_save":28,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":30,"size":["Huge"],"name":"Clockwork Dragon","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[26,30,34,36],"slug":"creature-4297"},{"legacy_name":["Mix Couatl"],"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Common","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":4,"perception":19,"trait":["Beast","Coatl","Holy","Uncommon","Large","Couatl"],"id":"creature-4298","text":" Mix Coatl Mix coatls (pronounced “meesh”) are guides to fledgling societies, providing fundamental information such as farming techniques, medicinal expertise, or more esoteric knowledge like the arcane arts. Recall Knowledge - Beast (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Mix Coatl Source Monster Core 2 pg. 74 Perception +19; darkvision Languages Common, Draconic, Empyrean; telepathy 100 feet Skills Acrobatics +15, Arcana +18, Athletics +18, Diplomacy +20, Nature +21, Occultism +18, Society +16, Stealth +17, Survival +15 Str +6 Dex +3 Con +4 Int +4 Wis +5 Cha +4 Star Child The mix coatl is difficult to discern against starry skies. They can Hide in the air at night without cover or concealment. --- AC 27 Fort +14 Ref +15 Will +19 HP 135 --- Speed 15 feet, fly 50 feet Melee Single Action jaws +20 (Magical), Damage 2d10+9 piercing plus mix coatl venom and Grab Primal Innate Spells DC 26, attack +18 - Cantrips (4th) Guidance, Light, Ignition, Stabilize - 1st Create Water, Mending - 2nd Invisibility (self only), Speak with Animals - 3rd Heal, Mind Reading (at will) - 4th Fireball, Speak with Plants - 6th Rewrite Memory (at will) - 7th Interplanar Teleport (self only) Constrict Single Action 2d10+4 bludgeoning, DC 26 Gift of Knowledge When a mix coatl casts rewrite memory on a willing creature, the mix coatl can Sustain the spell to rewrite these memories for up to 60 continuous minutes. A mix coatl can grant knowledge of a particular skill to the target as part of the spell. The mix coatl chooses Engineering Lore, Farming Lore, Fishing Lore, Hunting Lore, or Mercantile Lore. The target becomes permanently trained in the chosen skill. A creature can benefit from Gift of Knowledge only once. Mix Coatl Venom (Holy, poison) To unholy creatures, this is a curse instead of a poison and deals spirit damage instead of poison damage; Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and stupefied 1 (1 round); Stage 2 2d6 poison damage, stunned 1, and stupefied 1 (1 round); Stage 3 2d8 poison damage, stunned 1, and stupefied 2 (1 round) Wrap in Coils Single Action Requirements The mix coatl has a Medium or smaller creature grabbed or restrained in their jaws; Effect The mix coatl moves the creature into their coils, freeing their jaws to make attacks, and then uses Constrict against the creature. The mix coatl can hold as many creatures in their coils as will fit in their space. ","skill_mod":{"society":16,"diplomacy":20,"nature":21,"survival":15,"stealth":17,"arcana":18,"athletics":18,"occultism":18,"acrobatics":15},"image":["/Images/Monsters/Couatl_MixCouatl.png"],"primary_source":"Monster Core 2","spell":["Interplanar Teleport","Rewrite Memory","Fireball","Speak with Plants","Heal","Mind Reading","Invisibility","Speak with Animals","Create Water","Mending","Guidance","Light","Ignition","Stabilize"],"ac":27,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Mix Coatl","pfs":"Standard","rarity":"uncommon","strike_damage_average":[20],"attack_bonus":[20],"constitution":4,"creature_family":"Coatl","spell_attack_bonus":[18],"will_save":19,"speed":{"fly":50,"max":50,"land":15},"wisdom":5,"weakness":{},"creature_ability":["Star Child","Constrict","Gift of Knowledge","Mix Coatl Venom","Wrap in Coils"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Nature","Occultism","Society","Stealth","Survival"],"legacy_id":["creature-1104"],"tradition":["Primal"],"summary":"Mix coatls (pronounced “meesh”) are guides to fledgling societies, providing fundamental information such as farming techniques, medicinal expertise, …","trait_group":["Creature Type","Monster","Mechanics","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4298","dexterity":3,"category":"creature","slug":"creature-4298"},{"legacy_name":["Xiuh Couatl"],"primary_source_category":"Rulebooks","strength":7,"hp":220,"language":["Common","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":23,"trait":["Beast","Coatl","Holy","Rare","Large","Couatl"],"id":"creature-4299","text":" Xiuh Coatl Fiercer than other coatls, xiuh coatls (pronounced “shoo”) are dedicated to seeking out malevolent creatures and offering a final opportunity at redemption. Recall Knowledge - Beast (Arcana, Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Xiuh Coatl Source Monster Core 2 pg. 75 Perception +23; darkvision, thoughtsense (imprecise) 60 feet Languages Common, Draconic, Empyrean; telepathy 100 feet Skills Acrobatics +21, Arcana +23, Athletics +25, Diplomacy +26, Intimidation +26, Nature +23, Occultism +23, Society +21, Stealth +21, Survival +21 Str +7 Dex +3 Con +4 Int +5 Wis +5 Cha +6 Thoughtsense (mental, occult) The xiuh coatl senses all non-mindless creatures at the listed range. --- AC 33 Fort +20 Ref +19 Will +25 +1 status to all saves vs. magic HP 220 Immunities electricity, fire Weaknesses cold 8 --- Speed 20 feet, fly 60 feet Melee Single Action jaws +25 (Magical), Damage 2d10+10 piercing plus 2d8 fire, xiuh coatl venom, and Grab Occult Innate Spells DC 32, attack +24 - Cantrips (6th) Detect Magic, Figment, Read Aura, Telekinetic Projectile - 2nd Invisibility (self only; at will) - 4th Clairaudience, Clairvoyance, Dream Message, Fear - 5th Charm, See the Unseen, Sending, Wave of Despair - 6th Dispel Magic, Illusory Scene, Mind Reading (at will), Mindlink, Phantom Pain, Ring of Truth - 7th Interplanar Teleport (self only) Rituals DC 32 - 4th Atone Greater Constrict Single Action 1d10+10 bludgeoning plus 1d8 electricity, DC 32 Instrument of Retribution Three Actions (Occult, polymorph) The xiuh coatl transforms into any simple or martial weapon. The weapon is always a +2 greater striking flaming shock weapon and can be of any size, chosen by the xiuh coatl when they transform. In weapon form, the xiuh coatl gains Hardness equal to that of the weapon into which they transform, and they retain their Hit Points, saving throws, senses, telepathy, and traits while in weapon form. The xiuh coatl can Sustain to revert to their normal form. Volcanic Lightning Breath Two Actions (Fire, primal) The xiuh coatl breathes a gout of flame and lightning in an 80-foot line that deals 5d8 electricity damage and 5d8 fire damage (DC 32 basic Reflex save). The xiuh coatl can't use Volcanic Lightning Breath again for 1d4 rounds. Wrap in Coils Single Action Requirements The xiuh coatl has a Medium or smaller creature grabbed or restrained in their jaws; Effect The xiuh coatl moves the creature into their coils, freeing their jaws to make attacks, and then uses Constrict against the creature. The xiuh coatl can hold as many creatures in their coils as will fit in their space. Xiuh Coatl Venom (Holy, poison) To unholy creatures, this is a curse instead of a poison and deals spirit damage instead of poison damage; Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 2d8 poison damage and enfeebled 1 (1 round); Stage 2 2d10 poison damage, enfeebled 1, and –5-foot status penalty to all Speeds (1 round); Stage 3 3d8 poison damage, enfeebled 2, and –10-foot status penalty to all Speeds (1 round) ","skill_mod":{"society":21,"diplomacy":26,"nature":23,"survival":21,"stealth":21,"arcana":23,"athletics":25,"intimidation":26,"occultism":23,"acrobatics":21},"image":["/Images/Monsters/Couatl_XiuhCouatl.png"],"primary_source":"Monster Core 2","spell":["Interplanar Teleport","Dispel Magic","Illusory Scene","Mind Reading","Mindlink","Phantom Pain","Ring of Truth","Charm","See the Unseen","Sending","Wave of Despair","Clairaudience","Clairvoyance","Dream Message","Fear","Invisibility","Detect Magic","Figment","Read Aura","Telekinetic Projectile"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision , thoughtsense (imprecise) 60 feet","resistance":{},"intelligence":5,"reflex_save":19,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Xiuh Coatl","pfs":"Standard","rarity":"rare","strike_damage_average":[30],"attack_bonus":[25],"constitution":4,"immunity":["electricity","fire"],"creature_family":"Coatl","spell_attack_bonus":[24],"will_save":25,"speed":{"fly":60,"max":60,"land":20},"wisdom":5,"weakness":{"cold":8},"creature_ability":["Thoughtsense","Greater Constrict","Instrument of Retribution","Volcanic Lightning Breath","Wrap in Coils","Xiuh Coatl Venom"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Intimidation","Nature","Occultism","Society","Stealth","Survival"],"legacy_id":["creature-1105"],"tradition":["Occult"],"summary":"Fiercer than other coatls, xiuh coatls (pronounced “shoo”) are dedicated to seeking out malevolent creatures and offering a final opportunity at …","trait_group":["Creature Type","Monster","Mechanics","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4299","dexterity":3,"category":"creature","slug":"creature-4299"},{"attack_bonus":[8],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":20,"source":["Monster Core 2"],"type":"Creature","creature_family":"Cockroach","will_save":4,"charisma":-1,"speed":{"climb":25,"fly":15,"max":25,"land":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Scurry"],"skill":["Acrobatics","Stealth"],"legacy_id":["creature-585"],"trait":["Animal","Small"],"id":"creature-4300","text":" Giant Cockroach Cockroaches are communal creatures, rarely setting out on their own unless they are searching for food. If an adventurer encounters a single giant cockroach while exploring, they had best take precautions against others, as there's likely an entire colony nearby. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Cockroach Source Monster Core 2 pg. 76 Perception +6; darkvision, scent (imprecise) 60 feet Languages Skills Acrobatics +6, Stealth +8 Str +1 Dex +3 Con +1 Int -5 Wis +1 Cha -1 --- AC 16 Fort +6 Ref +8 Will +4 HP 20 Scurry Reaction Trigger The giant cockroach is targeted by a melee attack; Effect The giant cockroach gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the cockroach Strides, Climbs, or Flies up to 10 feet. --- Speed 25 feet, climb 25 feet, fly 15 feet Melee Single Action mandibles +8 (Agile, finesse), Damage 1d6+1 piercing Cockroach Species Beyond the common giant cockroach, other flesh-eating cockroaches exist throughout the world. These variations include the giant hissing cockroach, the noxious venomroach, the huge spitting cockroach (which can incapacitate enemies from a distance), the aggressive sawback cockroach, and the mysterious and rare dragonroach. ","skill_mod":{"stealth":8,"acrobatics":6},"summary":"Cockroaches are communal creatures, rarely setting out on their own unless they are searching for food. If an adventurer encounters a single giant …","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4300","intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Giant Cockroach","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-4300"},{"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":26,"immunity":["precision","swarm mind"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Cockroach","will_save":6,"charisma":-4,"speed":{"climb":20,"fly":15,"max":20,"land":20},"perception":7,"wisdom":0,"weakness":{"area":5},"creature_ability":["Swarming Bites"],"skill":["Acrobatics","Stealth"],"legacy_id":["creature-586"],"trait":["Animal","Swarm","Large"],"id":"creature-4301","text":" Cockroach Swarm While cockroaches tend to gather in cramped spaces, a disturbed colony is sometimes prone to swarming, where hundreds or even thousands of the insects scurry out of their hiding places in a raft of shiny brown and black carapaces on thousands of skittering legs. Given how disgusting many find cockroaches to be, encountering such a swarm can be alarming to even the most seasoned adventurers. The creatures are relentless when disturbed; in contrast to the insects' normally skittish and harmless nature, cockroach swarms pursue the creature or creatures that provoked them and harry them with thousands of stinging bites. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Cockroach Swarm Source Monster Core 2 pg. 76 Perception +7; darkvision, scent (imprecise) 60 feet Languages Skills Acrobatics +8, Stealth +8 Str +2 Dex +4 Con +3 Int -5 Wis +0 Cha -4 --- AC 18 Fort +9 Ref +10 Will +6 HP 26 Immunities precision, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed 20 feet, climb 20 feet, fly 15 feet Swarming Bites Single Action Each enemy in the swarm's space takes 1d8 piercing damage (DC 18 basic Reflex save). ","skill_mod":{"stealth":8,"acrobatics":8},"summary":"While cockroaches tend to gather in cramped spaces, a disturbed colony is sometimes prone to swarming, where hundreds or even thousands of the …","image":["/Images/Monsters/Cockroach_CockroachSwarm.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=4301","intelligence":-5,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Large"],"name":"Cockroach Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4301"},{"attack_bonus":[9],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":25,"source":["Monster Core 2"],"type":"Creature","creature_family":"Crab","will_save":7,"charisma":-3,"speed":{"max":25,"land":25,"swim":15},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Vulnerable to Prone","Scuttle","Constrict"],"skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-588"],"trait":["Animal","Aquatic","Medium"],"id":"creature-4302","text":" Giant Crab These skittering creatures are prized for their delicious meat, but their size makes them dangerous targets for harvesting. The statistics presented here represent giant crabs that live close to the water's surface. Crabs that live deeper underwater often exhibit more extreme adaptations to their environment. For example, crabs living in the depths where little light reaches them gain darkvision and cold resistance, and those adapted to the most hostile reaches of the deep sea can detect nearby creatures through subtle shifts in ocean currents. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Crab Source Monster Core 2 pg. 77 Perception +8; darkvision Languages Skills Acrobatics +7, Athletics +8, Stealth +7 Str +4 Dex +3 Con +1 Int -4 Wis +2 Cha -3 --- AC 18 Fort +7 Ref +9 Will +7 HP 25 Resistances physical 3 (except bludgeoning) Vulnerable to Prone If a creature critically succeeds at a check to Trip the giant crab, the crab is flipped over onto its back in addition to the usual effects. Until it Stands, a giant crab that's flipped onto its back has a particularly hard time defending itself; instead of taking the normal –2 circumstance penalty to AC for being off-guard, it takes a –4 circumstance penalty to AC. Scuttle Reaction Trigger A creature that the giant crab can see targets the crab with an attack while the giant crab isn't prone; Effect The giant crab scuttles to the side and gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the crab can Stride up to its speed in a straight line as part of the reaction. --- Speed 25 feet, swim 15 feet Melee Single Action claw +9, Damage 1d10+4 slashing plus Grab Constrict Single Action 1d6+3 bludgeoning, DC 18 ","skill_mod":{"stealth":7,"athletics":8,"acrobatics":7},"summary":"These skittering creatures are prized for their delicious meat, but their size makes them dangerous targets for harvesting. The statistics presented …","image":["/Images/Monsters/Crab_GiantCrab.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{"piercing":3,"slashing":3,"physical":3},"url":"/Monsters.aspx?ID=4302","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Giant Crab","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9],"slug":"creature-4302"},{"remaster_name":["Hryngar Taskmaster"],"primary_source_category":"Rulebooks","strength":2,"hp":30,"language":["Common","Dwarven","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":8,"trait":["Duergar","Dwarf","Humanoid","LE","Medium","Hryngar"],"id":"creature-170","text":" Duergar Taskmaster Duergar priests of the taskmaster god Droskar often assume leadership roles within their communities, advancing the goals of their deity through coercion and displays of force. Often referred to as duergar taskmasters, these leaders often issue commands to duergar subordinates and slaves in the same breath, treating the two almost as if they were interchangeable. As a result, duergar taskmasters are loathed by both slave and slaver alike. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Duergar Taskmaster Source Bestiary pg. 139 Perception +8; darkvision Languages Common, Dwarven, Undercommon Skills Athletics +7, Deception +7, Intimidation +7, Occultism +5, Religion +6, Survival +6 Str +2 Dex +0 Con +2 Int +0 Wis +2 Cha +3 Items Chain Mail --- AC 18 Fort +8 Ref +4 Will +8 +2 status to all saves vs. magic, iron mind HP 30 Iron Mind Duergar taskmasters automatically disbelieve all illusions of 1st level or lower. Light Blindness --- Speed 20 feet Melee Single Action maul +8 (Shove), Damage 1d12+2 bludgeoning Divine Prepared Spells DC 18 - Cantrips (1st) Detect Magic, Shield - 1st Fear, Harm, Magic Weapon Occult Innate Spells DC 18 - 2nd Enlarge (self only), Invisibility (self only) Take Them Down! Single Action The duergar taskmaster smashes their maul into the ground and invokes Droskar's name to rally their allies to action. All allied duergars of equal or lower level that are within 20 feet of the duergar taskmaster gain a +1 status bonus to attack rolls and damage rolls until the end of the duergar taskmaster's next turn. ","skill_mod":{"deception":7,"survival":6,"athletics":7,"intimidation":7,"occultism":5,"religion":6},"image":["/Images/Monsters/Duergar_DuergarTaskmaster.png"],"primary_source":"Bestiary","spell":["Fear","Harm","Magic Weapon","Detect Magic","Shield","Enlarge","Invisibility"],"ac":18,"item":["Chain Mail"],"level":2,"spell_dc":[18,18],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":4,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Duergar Taskmaster","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[8],"attack_bonus":[8],"constitution":2,"creature_family":"Duergar","will_save":8,"speed":{"max":20,"land":20},"wisdom":2,"weakness":{},"creature_ability":["Iron Mind","Light Blindness","Take Them Down!"],"skill":["Athletics","Deception","Intimidation","Occultism","Religion","Survival"],"tradition":["Divine","Occult"],"summary":"Duergar priests of the taskmaster god Droskar often assume leadership roles within their communities, advancing the goals of their deity through …","trait_group":["Monster","Ancestry","Weapon","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=170","dexterity":0,"category":"creature","slug":"creature-170"},{"attack_bonus":[14,17,18,18],"constitution":2,"primary_source_category":"Rulebooks","strength":6,"hp":95,"language":["Common","Necril"],"immunity":["fear","death effects","disease","poison","paralyzed","unconscious"],"source":["Bestiary"],"type":"Creature","will_save":17,"charisma":4,"speed":{"max":20,"land":20},"perception":14,"wisdom":3,"weakness":{"good":5},"creature_ability":["Frightful Presence","Attack of Opportunity","Head Hunter","Reap","Summon Steed"],"skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"13","trait":["Uncommon","Undead","LE","Medium"],"id":"creature-171","text":" Dullahan Riding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those it deems unfit to continue living. When closing in for the kill, the dullahan first whispers its victim’s name, then swiftly collects its prize, casting a pall of dread upon all who witness the grim execution. A dullahan manifests when a particularly violent warrior is beheaded and the warrior’s soul stubbornly clings to material existence (or is refused entry to the afterlife). Most dullahans return to their former homelands, where they can exact vengeance those they feel wronged them in life (or their living descendants). A dullahan’s concept of justice is swift and merciless, and once it has selected a target, it is unwavering in its cause. Perhaps even more than revenge on the living, a dullahan desires its own rotted head. An individual who wields the head of a dullahan is powerful indeed, for a dullahan will grudgingly serve such a master in the hopes of reclaiming its missing skull. Mighty fiends such as devils command dullahans to harvest souls or lead armies for them, while a mortal might use such an undead warrior to fulfill a personal vendetta. No matter its master’s rank or station, however, a dullahan won’t hesitate to kill its liege and reclaim its head when the opportunity presents itself. Most dullahan lairs are abandoned, overgrown ruins or other dilapidated places where severed heads and other trophies line the walls. Some dullahans, on the other hand, are content to simply commit their foul deeds and leave the remains of their decapitated victims in the streets, strewn among a copse of dead trees, or unceremoniously tossed in a bog hole. Recall Knowledge - Undead (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Dullahan Source Bestiary pg. 140 Perception +14; lifesense 60 feet Languages Common, Necril Skills Athletics +15, Intimidation +17, Stealth +13, Survival +15 Str +6 Dex +2 Con +2 Int +2 Wis +3 Cha +4 Items Full Plate, +1 longsword , +1 hatchet --- AC 28 Fort +13 Ref +15 Will +17 HP 95 (fast healing 5) Immunities fear, death effects, disease, poison, paralyzed, unconscious Weaknesses good 5 Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 23 Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action keen longsword +18 (Magical, versatile P), Damage 1d8+10 slashing Melee Single Action keen returning hatchet +17 (Agile, Sweep), Damage 1d6+10 slashing Melee Single Action fist +18 (Agile, Nonlethal), Damage 1d4+10 bludgeoning Ranged Single Action keen returning hatchet +14 (Agile, thrown 10 feet), Damage 2d8+10 slashing Head Hunter Any slashing weapon a dullahan wields becomes keen , and any hatchet it wields becomes returning . If the dullahan kills a creature with a critical hit using a slashing weapon, the target is decapitated as though the dullahan had used Reap on the target. These effects remain only while the dullahan holds the weapon. Reap Two Actions The dullahan removes the head of a dead creature within reach. Each creature within the area of the dullahan’s frightful presence must attempt a new save, even if they are temporarily immune. Summon Steed Two Actions (Occult, Conjuration) The dullahan summons a warhorse with elite adjustments and the fiend trait. This steed remains until it is slain, the dullahan Dismisses it, or the dullahan summons another steed. Dullahan Legends In Ustalav, residents recite legends of a cadre of dullahans who drive the “Coach of the Silent,” a macabre funeral carriage pulled by a team of spectral horses. To the west, among the Lands of the Linnorm Kings, Ulfen warriors whisper of dullahans who hunt down their victims using packs of hellish ebony hounds. And along the western coasts of Garund, pirates and merchants alike insist of the existence of a black-sailed ship crewed entirely by headless undead sailors. ","skill_mod":{"survival":15,"stealth":13,"athletics":15,"intimidation":17},"summary":"Riding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those it deems unfit to continue …","image":["/Images/Monsters/Dullahan.png"],"primary_source":"Bestiary","trait_group":["Rarity","Creature Type"],"ac":28,"item":["Full Plate","+1 longsword","+1 hatchet"],"level":7,"source_category":["Rulebooks"],"sense":"lifesense 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=171","intelligence":2,"reflex_save":15,"strongest_save":["will"],"dexterity":2,"fortitude_save":13,"size":["Medium"],"name":"Dullahan","alignment":"LE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12,13,14,19],"slug":"creature-171"},{"attack_bonus":[6,6],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":6,"source":["Bestiary"],"type":"Creature","creature_family":"Eagle","will_save":2,"charisma":1,"speed":{"fly":60,"max":60,"land":10},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Eagle Dive"],"skill":["Acrobatics"],"trait":["Animal","N","Small"],"id":"creature-172","text":" Eagle These large birds of prey swoop down from incredible heights to snatch fish and small mammals in their powerful talons. Eagles nest atop high trees or steep cliffs that provide a commanding view of the surrounding area. They avoid nesting too near civilization, but some remote cultures train eagles as hunting companions. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Eagle Source Bestiary pg. 141 Perception +6; low-light vision Languages Skills Acrobatics +6 Str +0 Dex +3 Con +1 Int -4 Wis +1 Cha +1 --- AC 16 Fort +4 Ref +6 Will +2 HP 6 --- Speed 10 feet, fly 60 feet Melee Single Action beak +6 (Finesse), Damage 1d6 piercing Melee Single Action talon +6 (Agile, Finesse), Damage 1d4 slashing Eagle Dive Two Actions The eagle Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike. ","skill_mod":{"acrobatics":6},"summary":"These large birds of prey swoop down from incredible heights to snatch fish and small mammals in their powerful talons. Eagles nest atop high trees …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":16,"level":-1,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=172","intelligence":-4,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":4,"size":["Small"],"name":"Eagle","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2,3],"slug":"creature-172"},{"attack_bonus":[12,12],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":45,"language":["Auran","Sylvan","(can’t speak any language)"],"source":["Bestiary"],"type":"Creature","creature_family":"Eagle","will_save":9,"charisma":2,"speed":{"fly":60,"max":60,"land":10},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Evasion","Eagle Dive","Snatch"],"skill":["Acrobatics","Athletics"],"trait":["Beast","NG","Large"],"id":"creature-173","text":" Giant Eagle No mere animals, giant eagles have a keen intellect and a strong sense of honor. As guardians of their mountain homes, giant eagles attempt to prevent the encroachment of civilization upon wild land and the predations of wicked humanoid settlements. Unlike ordinary eagles, which tend to be solitary creatures, giant eagles congregate within aeries holding up to a dozen members and work together to protect their domains. Giant eagles have wingspans up to 30 feet across and weigh up to 500 pounds. These impressive birds cannot be easily broken or cowed. A giant eagle may allow trusted terrestrial friends to ride it, but they invariably resist saddles, harnesses, or other equipment that might suggest they are mere beasts of burden rather than trusted companions. Giant eagles are long-lived and take debts and oaths very seriously, often remembering slights for years and remaining slow to forgive. Recall Knowledge - Beast (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Eagle Source Bestiary pg. 141 Perception +11; low-light vision Languages Auran, Sylvan; (can’t speak any language) Skills Acrobatics +11, Athletics +8 Str +3 Dex +4 Con +1 Int +0 Wis +2 Cha +2 --- AC 19 Fort +6 Ref +11 Will +9 HP 45 Evasion When a giant eagle rolls a success on a Reflex save, it gets a critical success instead. --- Speed 10 feet, fly 60 feet Melee Single Action beak +12, Damage 2d8+5 piercing Melee Single Action talon +12 (Agile), Damage 1d10+5 slashing plus Grab Eagle Dive Two Actions The giant eagle Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike. Snatch A giant eagle can Fly at half Speed while it has a creature grabbed or restrained in its talons, carrying that creature along with it. Allies in the Skies Aeries of giant eagles can make potent allies to those who respect their territories and approach without malice in their hearts. Giant eagles are just as likely to swoop in and provide unsolicited aid to those in the lowlands of their realm against obvious dangers, but if not offered respect in turn, giant eagles may abandon an unpleasant victim to its fate rather than suffer more insults. ","skill_mod":{"athletics":8,"acrobatics":11},"summary":"No mere animals, giant eagles have a keen intellect and a strong sense of honor. As guardians of their mountain homes, giant eagles attempt to …","image":["/Images/Monsters/Eagle_GiantEagle.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=173","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Large"],"name":"Giant Eagle","alignment":"NG","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,14],"slug":"creature-173"},{"attack_bonus":[6,6],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":18,"source":["Bestiary"],"type":"Creature","creature_family":"Eel","will_save":4,"charisma":-1,"speed":{"max":30,"land":5,"swim":30},"perception":4,"wisdom":1,"weakness":{},"creature_ability":["Stunning Shock"],"skill":["Athletics","Stealth"],"stealth":"7","trait":["Animal","Aquatic","N","Small"],"id":"creature-174","text":" Electric Eel Usually found in freshwater rivers and lakes, an electric eel is not particularly aggressive, but its ability to stun predators and prey alike can be dangerous to larger creatures searching for their next meals. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Electric Eel Source Bestiary pg. 142 Perception +4; low-light vision Languages Skills Athletics +6, Stealth +7 Str +1 Dex +2 Con +2 Int -5 Wis +1 Cha -1 --- AC 16 Fort +7 Ref +7 Will +4 HP 18 Resistances electricity 7 --- Speed 5 feet, swim 30 feet Melee Single Action jaws +6, Damage 1d6+3 piercing Melee Single Action tail +6 (Agile), Damage 1d4+1 bludgeoning plus 1d4 electricity and stunning shock Stunning Shock (Incapacitation) A creature critically hit by the electric eel’s tail must attempt a DC 17 Fortitude save. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned 3. Eel Resources Hide harvested from electric eels can be used to create armor or items that provide protection from electricity. ","skill_mod":{"stealth":7,"athletics":6},"summary":"Usually found in freshwater rivers and lakes, an electric eel is not particularly aggressive, but its ability to stun predators and prey alike can be …","image":["/Images/Monsters/Eel_ElectricEel.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["will"],"resistance":{"electricity":7},"url":"/Monsters.aspx?ID=174","intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"vision":"Low-light vision","fortitude_save":7,"size":["Small"],"name":"Electric Eel","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,6],"slug":"creature-174"},{"attack_bonus":[15],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":65,"source":["Bestiary"],"type":"Creature","creature_family":"Eel","will_save":9,"charisma":-1,"speed":{"max":40,"land":10,"swim":40},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Ambush","Pharyngeal Jaws","Swallow Whole"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"13","trait":["Animal","Aquatic","N","Large"],"id":"creature-175","text":" Giant Moray Eel Giant moray eels dwell in warm, tropical waters and build lairs in narrow, twisting caves made of coral. Their size, speed, and powerful bite make them dangerous to divers and fishermen. Giant moray eels have rubbery hides that secrete a layer of mucus, making them difficult to harm with some weapons. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Giant Moray Eel Source Bestiary pg. 142 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +9, Athletics +13, Stealth +13 Str +6 Dex +2 Con +3 Int -4 Wis +2 Cha -1 --- AC 21 Fort +14 Ref +13 Will +9 HP 65 Resistances bludgeoning 5, piercing 5 Ambush Reaction Trigger A target creature passes within 20 feet of the giant moray eel’s hiding place and has not detected the giant moray eel. Effect The giant moray eel lunges out of its hiding place, Swims directly toward the triggering creature, and makes a jaws Strike against it. The target creature is flat-footed to this attack. --- Speed 10 feet, swim 40 feet Melee Single Action jaws +15 (reach 10 feet), Damage 2d6+8 piercing plus Grab Pharyngeal Jaws Two Actions Requirements The giant moray eel has a creature grabbed in its jaws. Effect The giant moray eel uses its second set of jaws to pull the prey into its gullet. The eel deals 1d6+4 piercing damage to the grabbed creature and gains a +2 circumstance bonus to its Swallow Whole attempts and to the DC for the creature to Escape. This effect ends if the target Escapes or the giant moray eel Swallows it Whole. Swallow Whole Single Action (Attack) Small, 1d6+6 bludgeoning, Rupture 12 ","skill_mod":{"stealth":13,"athletics":13,"acrobatics":9},"summary":"Giant moray eels dwell in warm, tropical waters and build lairs in narrow, twisting caves made of coral. Their size, speed, and powerful bite make …","primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5},"url":"/Monsters.aspx?ID=175","intelligence":-4,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":14,"size":["Large"],"name":"Giant Moray Eel","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-175"},{"attack_bonus":[16,16],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":95,"language":["Sylvan","(can’t speak any language)"],"immunity":["fire"],"source":["Bestiary"],"type":"Creature","will_save":12,"charisma":-2,"speed":{"max":30,"land":30},"perception":14,"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Cinder Dispersal","Pack Attack","Pounce"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Fey","Fire","NE","Medium"],"id":"creature-176","text":" Elananx These strange, fey felines resemble large, broad bobcats from a distance, but a closer view reveals something amiss. Their forms ripple and billow with heat, and their eyes glow from within as if they contain tiny, flickering flames. The pungent scent of rotting leaves smoldering in a bonfire clings to their fur. Yet those who have the chance to watch elananxes hunt or attack prey witness the greatest indication that these creatures are something more than mere predators, for they act with cruel and savvy instincts, reveling in the pain they infiict. Elananxes typically hunt alone, but sometimes these cunning and malicious hunters of the First World roam in packs called “billows” to take down large prey. Like many house cats, elananxes are not content to merely track and devour prey, but prefer to toy with their victims, drawing joy and excitement from the fear and pain of those they capture. To this end, elananxes rarely use their cinder dispersal ability to evade their targets, instead opting to foil their quarry just before the end of the hunt—though, as selfish creatures who wish to live to hunt again, elananxes often reserve one use of this ability, just in case. Because of their clever and malicious ways, elananxes are favored as hunting companions by redcaps, who go out of their way to befriend or make deals with these creatures. Redcaps also flnd great sport in hunts where competing elananxes chase a single creature. Although they’re large enough to serve as mounts for redcaps, elananxes despise being ridden and resist such attempts—little is as sure to cause a supposedly friendly elananx to turn on its redcap ally than a foolhardy attempt to treat the fey cat as a horse! Elananxes have a strange affinity to forest fires. Because they are immune to the damage caused by flickering flames, they enjoy capering and caterwauling through the smoky, burning ruins of forest infernos. Some have even been known to use their burning bites to deliberately light undergrowth on fire, simply so they might experience the beauty of the flames combined with the inevitable pain such disasters inflict on other creatures. Recall Knowledge - Fey (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Elananx Source Bestiary pg. 143 Perception +14; darkvision Languages Sylvan; (can’t speak any language) Skills Acrobatics +14, Athletics +14, Survival +14 Str +4 Dex +4 Con +2 Int -3 Wis +2 Cha -2 --- AC 24 Fort +12 Ref +16 Will +12 HP 95 Immunities fire Weaknesses cold iron 5 Cinder Dispersal Reaction (fire, primal, transmutation); Frequency once per day. Trigger The elananx takes damage from a hostile source. Effect The elananx disperses into a cloud of smoke and cinders, filling its space and a 20-foot emanation. While in this form, the elananx can’t be attacked or targeted, and it doesn’t take up space. Anything inside this cloud is concealed, and any creature ending its turn there takes 2d6 fire damage. At the start of its turn, the elananx returns to its normal form in any square the cloud covered. If the elananx Strikes a creature using its first action after returning to its normal form, the target is flat-footed and the Strike deals an extra 1d6 fire damage. --- Speed 30 feet Melee Single Action jaws +16 (Magical), Damage 2d6+8 piercing and 1d6 fire Melee Single Action claw +16 (Agile), Damage 2d6+8 slashing Pack Attack The elananx’s Strikes deal an extra 1d6 damage to creatures within the reach of at least two of its allies. Pounce Single Action The elananx Strides and makes a Strike at the end of that movement. If the elananx began this action hidden, it remains hidden until after the attack. Elananx Locations Although many elananxes dwell in the strange realm of the First World, some are also natives of the Material Plane. Elananxes prefer to dwell in regions where there are ample intelligent creatures to chase, hunt, and eat, and they favor woodlands and hills as their primary hunting grounds. ","element":["Fire"],"skill_mod":{"survival":14,"athletics":14,"acrobatics":14},"summary":"These strange, fey felines resemble large, broad bobcats from a distance, but a closer view reveals something amiss. Their forms ripple and billow …","image":["/Images/Monsters/Elananx.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=176","intelligence":-3,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Elananx","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,18],"slug":"creature-176"},{"attack_bonus":[11],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":36,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Air","will_save":7,"charisma":0,"speed":{"fly":50,"max":50},"perception":7,"wisdom":0,"weakness":{},"creature_ability":["Circling Attack"],"skill":["Acrobatics","Stealth"],"stealth":"11","trait":["Air","Elemental","N","Small"],"id":"creature-177","text":" Zephyr Hawk Zephyr hawks drift among the currents of the Plane of Air in great flocks. Recall Knowledge - Elemental (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Zephyr Hawk Source Bestiary pg. 144 Perception +7; darkvision Languages Skills Acrobatics +13, Stealth +11 Str +2 Dex +4 Con +1 Int -4 Wis +0 Cha +0 --- AC 21 Fort +6 Ref +13 Will +7 HP 36 Immunities bleed, paralyzed, poison, sleep --- Speed fly 50 feet Melee Single Action wing +11 (Agile, Finesse), Damage 1d8+4 slashing Circling Attack Two Actions The zephyr hawk Flies up to half its Speed, makes two wing Strikes, then Flies up to half its Speed again to return to its original location. The second half of this movement doesn’t trigger reactions. Both attacks count toward the zephyr hawk’s multiple attack penalty, but the penalty doesn’t increase until after it makes both attacks. ","element":["Air"],"skill_mod":{"stealth":11,"acrobatics":13},"summary":"Zephyr hawks drift among the currents of the Plane of Air in great flocks.","primary_source":"Bestiary","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":21,"level":3,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=177","intelligence":-4,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Zephyr Hawk","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-177"},{"attack_bonus":[14],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":50,"language":["Auran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Air","will_save":10,"charisma":0,"speed":{"fly":50,"max":50},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Disperse","Swiftness"],"skill":["Acrobatics","Stealth"],"stealth":"14","trait":["Air","Elemental","N","Medium"],"id":"creature-178","text":" Living Whirlwind A living whirlwind resembles a roughly humanoid-shaped dust devil. Recall Knowledge - Elemental (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Living Whirlwind Source Bestiary pg. 144 Perception +10; darkvision Languages Auran Skills Acrobatics +16, Stealth +14 Str +3 Dex +5 Con +2 Int -2 Wis +1 Cha +0 --- AC 24 Fort +9 Ref +16 Will +10 HP 50 Immunities bleed, paralyzed, poison, sleep Disperse Reaction Trigger The living whirlwind takes damage from a hostile action. Effect The living whirlwind disperses. Until the end of the current turn, it can’t be attacked or targeted, doesn’t take up space, and any auras or emanations it has are suppressed. At the end of the turn, the living whirlwind reforms in any space in which it can fit within 25 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn’t run out while it was dispersed. --- Speed fly 50 feet; swiftness Melee Single Action gust +14 (Finesse, reach 10 feet), Damage 2d6+7 bludgeoning plus Push 5 feet Swiftness The living whirlwind’s movement doesn’t trigger reactions. ","element":["Air"],"skill_mod":{"stealth":14,"acrobatics":16},"summary":"A living whirlwind resembles a roughly humanoid-shaped dust devil.","image":["/Images/Monsters/ElementalAir_LivingWhirlwind.png"],"primary_source":"Bestiary","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":24,"level":5,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=178","intelligence":-2,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Living Whirlwind","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-178"},{"remaster_name":["Phade"],"attack_bonus":[18],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":70,"language":["Auran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Air","will_save":11,"charisma":0,"speed":{"fly":25,"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Naturally Invisible","Sneak Attack","Swift Tracker"],"skill":["Acrobatics","Stealth","Survival"],"stealth":"18","trait":["Air","Elemental","N","Medium"],"id":"creature-179","text":" Invisible Stalker Invisible stalkers have a poor opinion of mortals due to the unsavory nature of the violent tasks summoners usually call them to the Material Plane to perform. Recall Knowledge - Elemental (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Invisible Stalker Source Bestiary pg. 144 Perception +16; darkvision Languages Auran Skills Acrobatics +16, Stealth +18, Survival +15 Str +3 Dex +6 Con +3 Int -2 Wis +2 Cha +0 --- AC 26 Fort +14 Ref +18 Will +11 HP 70 Immunities bleed, paralyzed, poison, sleep Naturally Invisible The invisible stalker is invisible at all times, though when it takes a hostile action of any kind, it is hidden instead of undetected until the start of its next turn, as the vague outline of its humanoid form is faintly visible for a short period of time. --- Speed 25 feet, fly 25 feet Melee Single Action fist +18 (Agile, Finesse), Damage 1d10+5 bludgeoning Sneak Attack The invisible stalker deals 2d6 extra precision damage to flat-footed creatures. Swift Tracker The invisible stalker moves at full Speed while Tracking. ","element":["Air"],"skill_mod":{"survival":15,"stealth":18,"acrobatics":16},"summary":"Invisible stalkers have a poor opinion of mortals due to the unsavory nature of the violent tasks summoners usually call them to the Material Plane …","primary_source":"Bestiary","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":26,"level":7,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=179","intelligence":-2,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Invisible Stalker","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-179"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":120,"language":["Auran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Air","will_save":16,"charisma":0,"speed":{"fly":75,"max":75},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["High Winds","Disperse","Swiftness"],"skill":["Acrobatics","Stealth"],"stealth":"18","trait":["Air","Elemental","N","Large"],"id":"creature-180","text":" Storm Lord Storm lords wage battles to claim important territory within the Plane of Air. Recall Knowledge - Elemental (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Storm Lord Source Bestiary pg. 145 Perception +18; darkvision Languages Auran Skills Acrobatics +20, Stealth +18 Str +4 Dex +7 Con +4 Int -1 Wis +3 Cha +0 --- AC 30 Fort +15 Ref +20 Will +16 HP 120 Immunities bleed, paralyzed, poison, sleep High Winds (air, aura) 20 feet. Air within the emanation is difficult terrain for Flying creatures that do not have the air trait. Disperse Reaction Trigger The storm lord takes damage from a hostile action. Effect The storm lord disperses. Until the end of the current turn, it can’t be attacked or targeted, doesn’t take up space, and any auras or emanations it has are suppressed. At the end of the turn, the storm lord reforms in any space in which it can fit within 50 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn’t run out while it was dispersed. --- Speed fly 75 feet; swiftness Melee Single Action gust +20 (Finesse, reach 15 feet), Damage 2d12+10 bludgeoning plus Push 5 feet Ranged Single Action lightning lash +20 (range increment 50 feet), Damage 2d12+4 electricity Swiftness The storm lord’s movement doesn’t trigger reactions. ","element":["Air"],"skill_mod":{"stealth":18,"acrobatics":20},"summary":"Storm lords wage battles to claim important territory within the Plane of Air.","primary_source":"Bestiary","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":30,"level":9,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=180","intelligence":-1,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Storm Lord","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,23],"slug":"creature-180"},{"attack_bonus":[24,24],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":140,"language":["Auran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Air","will_save":18,"charisma":0,"speed":{"fly":100,"max":100},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["High Winds","Disperse","Breath Weapon","Swiftness"],"skill":["Acrobatics","Stealth"],"stealth":"22","trait":["Air","Elemental","N","Huge"],"id":"creature-181","text":" Elemental Hurricane Elemental hurricanes embody the ferocity of violent windstorms. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Elemental Hurricane Source Bestiary pg. 145 Perception +20; darkvision Languages Auran Skills Acrobatics +24, Stealth +22 Str +6 Dex +7 Con +4 Int +0 Wis +3 Cha +0 --- AC 32 Fort +19 Ref +24 Will +18 HP 140 Immunities bleed, paralyzed, poison, sleep High Winds (air, aura) 40 feet. Air within the emanation is difficult terrain for Flying creatures that do not have the air trait. Disperse Reaction Trigger The elemental hurricane takes damage from a hostile action. Effect The elemental hurricane disperses. Until the end of the current turn, it can’t be attacked or targeted, doesn’t take up space, and any auras or emanations it has are suppressed. At the end of the turn, the elemental hurricane reforms in any space in which it can fit within 100 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn’t run out while it was dispersed. --- Speed fly 100 feet; swiftness Melee Single Action gust +24 (Finesse, reach 20 feet), Damage 2d10+12 bludgeoning plus Push 10 feet Ranged Single Action lightning lash +24 (range increment 75 feet), Damage 2d12+6 electricity Breath Weapon Two Actions (Air) The elemental breathes a 30-foot cone of air. Creatures in the cone must succeed at a DC 29 Fortitude save or be knocked away from the elemental. A creature knocked into a solid object stops moving and takes 10d6 bludgeoning damage. The elemental hurricane can’t use Breath Weapon again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is Pushed 20 feet. Failure The creature is Pushed 40 feet. Critical Failure The creature is Pushed 40 feet and knocked prone. Swiftness The elemental’s movement doesn’t trigger reactions. ","element":["Air"],"skill_mod":{"stealth":22,"acrobatics":24},"summary":"Elemental hurricanes embody the ferocity of violent windstorms.","primary_source":"Bestiary","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":32,"level":11,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=181","intelligence":0,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":19,"size":["Huge"],"name":"Elemental Hurricane","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,23],"slug":"creature-181"},{"attack_bonus":[11],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":44,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Earth","will_save":7,"charisma":-1,"speed":{"max":30,"land":30,"burrow":20},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Crystal Sense","Earth Glide"],"skill":["Athletics","Survival"],"trait":["Earth","Elemental","N","Small"],"id":"creature-182","text":" Sod Hound Sod hounds are mossy extraplanar canines formed of packed dirt and pebbles. Recall Knowledge - Elemental (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Sod Hound Source Bestiary pg. 146 Perception +9; crystal sense (imprecise) 60 feet, darkvision Languages Skills Athletics +11, Survival +9 Str +4 Dex -1 Con +3 Int -4 Wis +2 Cha -1 Crystal Sense A sod hound can sense crystals or gems within 60 feet as if using the scent ability --- AC 19 Fort +12 Ref +6 Will +7 HP 44 Immunities bleed, paralyzed, poison, sleep --- Speed 30 feet, burrow 20 feet; earth glide Melee Single Action jaws +11, Damage 1d10+6 piercing plus Knockdown Earth Glide The sod hound can Burrow through any earthen matter, including rock. When it does so, the sod hound moves at its full burrow Speed, leaving no tunnels or signs of its passing. ","element":["Earth"],"skill_mod":{"survival":9,"athletics":11},"summary":"Sod hounds are mossy extraplanar canines formed of packed dirt and pebbles.","primary_source":"Bestiary","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"crystal sense (imprecise) 60 feet, darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=182","intelligence":-4,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":12,"size":["Small"],"name":"Sod Hound","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-182"},{"attack_bonus":[16],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Terran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Earth","will_save":10,"charisma":-1,"speed":{"max":25,"land":25,"burrow":25},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Earthbound","Crumble","Earth Glide"],"skill":["Athletics","Stealth"],"stealth":"8","trait":["Earth","Elemental","N","Medium"],"id":"creature-183","text":" Living Landslide Living landslides resemble humanoids made of earth and gravel. Recall Knowledge - Elemental (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Living Landslide Source Bestiary pg. 146 Perception +12; darkvision, tremorsense (imprecise) 60 feet Languages Terran Skills Athletics +14, Stealth +8 Str +5 Dex -1 Con +4 Int -2 Wis +1 Cha -1 Earthbound When not touching solid ground, the living landslide is slowed 1 and can’t use reactions. --- AC 21 Fort +15 Ref +8 Will +10 HP 90 Immunities bleed, paralyzed, poison, sleep Crumble Reaction Trigger The living landslide takes damage from a hostile source while atop rock or earth. Effect The living landslide crumbles into the ground, Burrowing down 10 feet. This Burrowing does not trigger reactions. The living landslide can’t Crumble again for 1d4 rounds. --- Speed 25 feet, burrow 25 feet; earth glide Melee Single Action fist +16 (reach 10 feet), Damage 2d8+8 bludgeoning Earth Glide The living landslide can Burrow through any earthen matter, including rock. When it does so, the living landslide moves at its full burrow Speed, leaving no tunnels or signs of its passing. ","element":["Earth"],"skill_mod":{"stealth":8,"athletics":14},"summary":"Living landslides resemble humanoids made of earth and gravel.","image":["/Images/Monsters/ElementalEarth_LivingLandslide.png"],"primary_source":"Bestiary","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=183","intelligence":-2,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Living Landslide","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-183"},{"attack_bonus":[18,18],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":115,"language":["Common","Terran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Earth","will_save":13,"charisma":0,"speed":{"max":20,"land":20,"burrow":20},"perception":15,"wisdom":2,"weakness":{"bludgeoning":5},"creature_ability":["Claw Frenzy","Earth Glide"],"skill":["Athletics","Geology Lore","Stealth","Survival"],"stealth":"11","trait":["Earth","Elemental","N","Medium"],"id":"creature-184","text":" Xorn These squat, rotund elementals have three legs, three arms, three eyes, and one massive maw, which they fill with the gems and metals they find so delicious. Recall Knowledge - Elemental (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Xorn Source Bestiary pg. 146 Perception +15; darkvision, tremorsense (imprecise) 60 feet Languages Common, Terran Skills Athletics +17, Geology Lore +15, Stealth +11, Survival +15 Str +6 Dex +0 Con +5 Int +0 Wis +2 Cha +0 --- AC 25 all-around vision Fort +18 Ref +11 Will +13 HP 115 Immunities bleed, paralyzed, poison, sleep Resistances cold 5, electricity 5, fire 5 Weaknesses bludgeoning 5 --- Speed 20 feet, burrow 20 feet; earth glide Melee Single Action jaw +18 (deadly 1d10), Damage 2d10+8 piercing Melee Single Action claw +18 (Agile), Damage 2d6+8 slashing Claw Frenzy Two Actions The xorn makes three claw Strikes; no more than two can be against the same target. These attacks count toward the xorn’s multiple attack penalty, but the penalty doesn’t increase until after all the attacks have been made. Earth Glide The xorn can Burrow through any earthen matter, including rock. When it does so, the xorn moves at its full burrow Speed, leaving no tunnels or signs of its passing. ","element":["Earth"],"skill_mod":{"survival":15,"stealth":11,"athletics":17},"summary":"These squat, rotund elementals have three legs, three arms, three eyes, and one massive maw, which they fill with the gems and metals they find so …","primary_source":"Bestiary","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=184","intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":18,"size":["Medium"],"name":"Xorn","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,19],"slug":"creature-184"},{"attack_bonus":[21,21],"constitution":7,"primary_source_category":"Rulebooks","strength":6,"hp":180,"language":["Terran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Earth","will_save":19,"charisma":-1,"speed":{"max":35,"land":35,"burrow":35},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Earthbound","Spike Stones","Crumble","Earth Glide"],"skill":["Athletics","Stealth"],"stealth":"12","trait":["Earth","Elemental","N","Large"],"id":"creature-185","text":" Stone Mauler These towering heaps of earth can inflict tremendous damage up close and from afar. Recall Knowledge - Elemental (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Stone Mauler Source Bestiary pg. 147 Perception +16; darkvision, tremorsense (imprecise) 80 feet Languages Terran Skills Athletics +21, Stealth +12 Str +6 Dex -1 Con +7 Int -1 Wis +3 Cha -1 Earthbound When not touching solid ground, a stone mauler is slowed 1 and can’t use reactions. --- AC 27 Fort +23 Ref +15 Will +19 HP 180 Immunities bleed, paralyzed, poison, sleep Spike Stones (aura, earth, primal, transmutation) 5 feet. Spikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d6 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the earth trait ignore all effects within the area. The stone mauler can disable or activate spike stones as a single action, which has the concentrate trait. Crumble Reaction Trigger The stone mauler takes damage from a hostile source while atop rock or earth. Effect The stone mauler crumbles into the ground, Burrowing down 15 feet. This Burrowing does not trigger reactions. The stone mauler can’t Crumble again for 1d4 rounds. --- Speed 35 feet, burrow 35 feet; earth glide Melee Single Action fist +21 (reach 10 feet), Damage 2d10+10 bludgeoning plus Push 10 feet Ranged Single Action rock +21 (Brutal, range increment 80 feet), Damage 2d12+6 bludgeoning Earth Glide The stone mauler can Burrow through any earthen matter, including rock. When it does so, the stone mauler moves at its full burrow Speed, leaving no tunnels or signs of its passing. ","element":["Earth"],"skill_mod":{"stealth":12,"athletics":21},"summary":"These towering heaps of earth can inflict tremendous damage up close and from afar.","primary_source":"Bestiary","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 80 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=185","intelligence":-1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Stone Mauler","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,21],"slug":"creature-185"},{"attack_bonus":[24,24],"constitution":8,"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Terran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Earth","will_save":21,"charisma":-1,"speed":{"max":25,"land":25,"burrow":25},"perception":20,"wisdom":3,"weakness":{},"creature_ability":["Earthbound","Spike Stones","Crumble","Earth Glide","Trample"],"skill":["Athletics","Stealth"],"stealth":"14","trait":["Earth","Elemental","N","Huge"],"id":"creature-186","text":" Elemental Avalanche Stubborn and ponderous, elemental avalanches are massive beings of living rock and dirt. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Elemental Avalanche Source Bestiary pg. 147 Perception +20; darkvision, tremorsense (imprecise) 90 feet Languages Terran Skills Athletics +24, Stealth +14 Str +7 Dex -1 Con +8 Int +0 Wis +3 Cha -1 Earthbound When not touching solid ground, the elemental avalanche is slowed 1, can’t use reactions, and can’t Trample. --- AC 32 Fort +26 Ref +17 Will +21 HP 215 Immunities bleed, paralyzed, poison, sleep Spike Stones (aura, earth, primal, transmutation) 10 feet. Spikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d8 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the earth trait ignore all effects within the area. The elemental avalanche can disable or activate spike stones as a single action, which has the concentrate trait Crumble Reaction Trigger The elemental avalanche takes damage from a hostile source while atop rock or earth. Effect The elemental avalanche crumbles into the ground, Burrowing down 10 feet. This Burrowing does not trigger reactions. The elemental avalanche can’t Crumble again for 1d4 rounds. --- Speed 25 feet, burrow 25 feet; earth glide Melee Single Action fist +24 (reach 20 feet), Damage 2d12+11 bludgeoning Ranged Single Action rock +24 (Brutal, range increment 80 feet), Damage 2d12+7 bludgeoning Earth Glide The elemental avalanche can Burrow through any earthen matter, including rock. When it does so, the elemental avalanche moves at its full burrow Speed, leaving no tunnels or signs of its passing. Trample Three Actions Large or smaller, fist, DC 30 ","element":["Earth"],"skill_mod":{"stealth":14,"athletics":24},"summary":"Stubborn and ponderous, elemental avalanches are massive beings of living rock and dirt.","primary_source":"Bestiary","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":32,"level":11,"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 90 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=186","intelligence":0,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Elemental Avalanche","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,24],"slug":"creature-186"},{"attack_bonus":[10],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":45,"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Fire","will_save":6,"charisma":0,"speed":{"max":40,"land":40},"perception":9,"wisdom":2,"weakness":{"cold":5},"creature_ability":["Smoke Vision","Fetid Fumes"],"skill":["Acrobatics","Stealth","Survival"],"stealth":"10","trait":["Elemental","Fire","N","Small"],"id":"creature-187","text":" Cinder Rat These oversized rodents are made of smoldering charcoal and elemental fire, and noxious fumes continually bellow from their flaming flesh. Recall Knowledge - Elemental (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Cinder Rat Source Bestiary pg. 148 Perception +9; darkvision, smoke vision Languages Skills Acrobatics +10, Stealth +10, Survival +9 Str +2 Dex +3 Con +2 Int -4 Wis +2 Cha +0 Smoke Vision The cinder rat ignores the concealed condition from smoke. --- AC 18 Fort +9 Ref +12 Will +6 HP 45 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 5 Fetid Fumes (aura, fire) 5 feet. A creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura, including the cinder rat, is concealed by smoke. --- Speed 40 feet Melee Single Action jaws +10 (Finesse), Damage 1d8+4 fire plus 1d4 persistent fire\n","element":["Fire"],"skill_mod":{"survival":9,"stealth":10,"acrobatics":10},"summary":"These oversized rodents are made of smoldering charcoal and elemental fire, and noxious fumes continually bellow from their flaming flesh.","primary_source":"Bestiary","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":"darkvision, smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=187","intelligence":-4,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"size":["Small"],"name":"Cinder Rat","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-187"},{"attack_bonus":[15,15],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":80,"language":["Ignan"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Fire","will_save":10,"charisma":0,"speed":{"max":50,"land":50},"perception":10,"wisdom":3,"weakness":{"cold":5},"creature_ability":["Smoke Vision","Explosion"],"skill":["Acrobatics"],"trait":["Elemental","Fire","N","Medium"],"id":"creature-188","text":" Living Wildfire Living wildfires appear as humanoids made of living fire. Recall Knowledge - Elemental (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Living Wildfire Source Bestiary pg. 148 Perception +10; darkvision, smoke vision Languages Ignan Skills Acrobatics +13 Str +3 Dex +4 Con +2 Int -2 Wis +3 Cha +0 Smoke Vision The living wildfire ignores the concealed condition from smoke. --- AC 22 Fort +11 Ref +15 Will +10 HP 80 (explosion) Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 5 Explosion (fire) When the living wild fire dies, it explodes, dealing 3d6 fire damage to each creature in a 10-foot emanation (DC 19 basic Reflex save). --- Speed 50 feet Melee Single Action tendril +15 (Agile, Finesse, reach 10 feet), Damage 2d6+6 fire plus 2d4 persistent fire Ranged Single Action fire mote +15 (range increment 60 feet), Damage 2d6+3 fire\n","element":["Fire"],"skill_mod":{"acrobatics":13},"summary":"Living wildfires appear as humanoids made of living fire.","image":["/Images/Monsters/ElementalFire_LivingWildfire.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":"darkvision, smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=188","intelligence":-2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Living Wildfire","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,18],"slug":"creature-188"},{"attack_bonus":[17,18],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":125,"language":["Common","Ignan"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Fire","will_save":13,"charisma":1,"speed":{"max":20,"land":20},"perception":15,"wisdom":2,"weakness":{"cold":10},"creature_ability":["Attack of Opportunity","Armor of Flames","Constrict"],"skill":["Acrobatics","Athletics","Crafting","Deception","Intimidation","Society"],"trait":["Elemental","Fire","CE","Medium"],"id":"creature-189","text":" Salamander Salamanders have serpentine lower torsos, but humanoid upper bodies with toothy reptilian snouts. Their affinity for cruelty and violence puts them in close alliance with the demons of the Abyss. Recall Knowledge - Elemental (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Salamander Source Bestiary pg. 148 Perception +15; darkvision Languages Common, Ignan Skills Acrobatics +12, Athletics +17, Crafting +15, Deception +12, Intimidation +14, Society +13 Str +4 Dex +3 Con +4 Int +2 Wis +2 Cha +1 Items +1 ranseur --- AC 26 Fort +15 Ref +16 Will +13 HP 125 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 10 Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action ranseur +18 (Disarm, Magical, reach 10 feet), Damage 2d10+7 piercing Melee Single Action tail +17 (Agile, reach 10 feet), Damage 1d8+7 bludgeoning plus 1d6 fire and Grab Armor of Flames Single Action The salamander stokes its internal flames. Until the start of its next turn, it gains a +2 circumstance bonus to AC, and when an adjacent creature touches it or hits it with a physical attack, that creature takes 2d6 persistent fire damage unless it succeeds at a DC 25 Reflex save. Constrict Single Action 1d8+4 bludgeoning plus 1d6 fire, DC 25 ","element":["Fire"],"skill_mod":{"society":13,"deception":12,"crafting":15,"athletics":17,"intimidation":14,"acrobatics":12},"summary":"Salamanders have serpentine lower torsos, but humanoid upper bodies with toothy reptilian snouts. Their affinity for cruelty and violence puts them …","primary_source":"Bestiary","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":26,"item":["+1 ranseur"],"level":7,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=189","intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Salamander","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,18],"slug":"creature-189"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":165,"language":["Ignan"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Fire","will_save":15,"charisma":0,"speed":{"max":60,"land":60},"perception":16,"wisdom":3,"weakness":{"cold":10},"creature_ability":["Smoke Vision","Explosion","Intense Heat","Breath Weapon"],"skill":["Acrobatics"],"trait":["Elemental","Fire","N","Huge"],"id":"creature-190","text":" Firewyrm Firewyrms live in tubes of molten lava found throughout the Plane of Fire. Recall Knowledge - Elemental (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Firewyrm Source Bestiary pg. 149 Perception +16; darkvision, smoke vision Languages Ignan Skills Acrobatics +20 Str +5 Dex +5 Con +4 Int -1 Wis +3 Cha +0 Smoke Vision The firewyrm ignores the concealed condition from smoke. --- AC 28 Fort +18 Ref +20 Will +15 HP 165 (explosion) Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 10 Explosion (fire) When the firewyrm dies, it explodes, dealing 6d6 fire damage to each creature in a 10-foot emanation (DC 28 basic Reflex save). Intense Heat (aura, fire) 10 feet, 4d6 fire, DC 25 basic Reflex. --- Speed 60 feet Melee Single Action tail +20 (reach 15 feet), Damage 2d8+11 fire plus 2d8 persistent fire Ranged Single Action fire mote +20 (range increment 60 feet), Damage 2d8+6 fire Breath Weapon Two Actions (Evocation, Fire, Primal) The firewyrm breathes a 30-foot cone of fire dealing 7d6 fire and 2d8 persistent fire damage to every creature within the cone (DC 28 basic Reflex save). The firewyrm can’t use Breath Weapon again for 1d4 rounds. ","element":["Fire"],"skill_mod":{"acrobatics":20},"summary":"Firewyrms live in tubes of molten lava found throughout the Plane of Fire.","primary_source":"Bestiary","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":"darkvision, smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=190","intelligence":-1,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":18,"size":["Huge"],"name":"Firewyrm","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,29],"slug":"creature-190"},{"attack_bonus":[24,24],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":210,"language":["Ignan"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Fire","will_save":19,"charisma":0,"speed":{"max":70,"land":70},"perception":20,"wisdom":3,"weakness":{"cold":15},"creature_ability":["Smoke Vision","Explosion","Intense Heat","Blue Flames","Inferno Leap"],"skill":["Acrobatics"],"trait":["Elemental","Fire","N","Huge"],"id":"creature-191","text":" Elemental Inferno Walking conflagrations of unimaginably hot fire, elemental infernos are harbingers of destruction and heedless chaos. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Elemental Inferno Source Bestiary pg. 149 Perception +20; darkvision, smoke vision Languages Ignan Skills Acrobatics +21 Str +6 Dex +6 Con +5 Int +0 Wis +3 Cha +0 Smoke Vision The elemental inferno ignores the concealed condition from smoke. --- AC 31 Fort +21 Ref +23 Will +19 HP 210 (explosion) Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 15 Explosion (fire) When the elemental inferno dies, it explodes, dealing 7d6 fire damage to each creature in a 10-foot emanation (DC 30 basic Reflex save). Intense Heat (aura, fire) 10 feet, 7d6 fire, DC 28 basic Reflex. --- Speed 70 feet Melee Single Action tendril +24 (reach 15 feet), Damage 2d10+12 fire plus 3d8 persistent fire Ranged Single Action fire mote +24 (range increment 60 feet), Damage 2d10+6 fire Blue Flames When the elemental inferno scores a critical hit, its body surges with blue flames, increasing the damage of its intense heat and Inferno Leap by 3d6 until the start of its next turn. Inferno Leap Two Actions (Fire) The elemental inferno jumps horizontally and vertically with a maximum height and distance each equal to its Speed. Its intense heat is suppressed until the end of the jump. At any point during the jump, flames explode from the elemental in a 30-foot emanation, dealing 12d6 fire damage to each creature within the area (DC 30 basic Reflex save). The elemental inferno can’t Inferno Leap again for 1d4 rounds. ","element":["Fire"],"skill_mod":{"acrobatics":21},"summary":"Walking conflagrations of unimaginably hot fire, elemental infernos are harbingers of destruction and heedless chaos.","primary_source":"Bestiary","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":31,"level":11,"source_category":["Rulebooks"],"sense":"darkvision, smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=191","intelligence":0,"reflex_save":23,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Elemental Inferno","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,36],"slug":"creature-191"},{"remaster_name":["Air Scamp"],"primary_source_category":"Rulebooks","strength":1,"hp":12,"language":["Auran"],"source":["Bestiary"],"type":"Creature","charisma":0,"perception":3,"stealth":"7","trait":["Air","Elemental","N","Small"],"id":"creature-192","text":" Air Mephit Air mephits are capricious and flighty relative to their kin; they are as likely to fly blindly into battle as they are to whine in terror at a loud noise. They are pale blue in coloration and have thin wings that trail small puffs of vapor as they fly through the skies. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Air Mephit Source Bestiary pg. 150 Perception +3; darkvision Languages Auran Skills Acrobatics +7, Stealth +7 Str +1 Dex +4 Con +0 Int -2 Wis +0 Cha +0 --- AC 16 Fort +3 Ref +19 Will +7 HP 12 (fast healing 2 (in open air)) Immunities bleed, paralyzed, poison, sleep --- Speed 20 feet, fly 40 feet Melee Single Action claw +9 (Agile, Finesse), Damage 1d6+1 slashing Arcane Innate Spells DC 17 - 1st Gust of Wind - 2nd Blur Breath Weapon Two Actions (Air, Arcane) The air mephit breathes sand and grit in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 basic Reflex save). The air mephit can’t use Breath Weapon again for 1d4 rounds. ","element":["Air"],"skill_mod":{"stealth":7,"acrobatics":7},"image":["/Images/Monsters/Mephit_WaterMephit.png"],"primary_source":"Bestiary","spell":["Blur","Gust of Wind"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":-2,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":3,"size":["Small"],"name":"Air Mephit","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[4],"attack_bonus":[9],"constitution":0,"immunity":["bleed","paralyzed","poison","sleep"],"creature_family":"Elemental, Mephit","will_save":7,"speed":{"fly":40,"max":40,"land":20},"wisdom":0,"weakness":{},"creature_ability":["Breath Weapon"],"skill":["Acrobatics","Stealth"],"tradition":["Arcane"],"summary":"Air mephits are capricious and flighty relative to their kin; they are as likely to fly blindly into battle as they are to whine in terror at a loud …","trait_group":["Elemental","Planar","Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=192","dexterity":4,"category":"creature","slug":"creature-192"},{"remaster_name":["Earth Scamp"],"primary_source_category":"Rulebooks","strength":3,"hp":20,"language":["Terran"],"source":["Bestiary"],"type":"Creature","charisma":-1,"perception":3,"stealth":"2","trait":["Earth","Elemental","N","Small"],"id":"creature-193","text":" Earth Mephit Earth mephits are humorless and trudge about their tasks with little enthusiasm. They are somewhat more stout than other mephits, and their dark-brown or gray bodies are always coated with layers of dirt and filth. An earth mephit can fly, just as any other mephit, but the act of flight is uncomfortable and unnerving to them—they rarely ascend higher than 5 feet off the ground if they can help it. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Earth Mephit Source Bestiary pg. 150 Perception +3; darkvision, tremorsense (imprecise) 30 feet Languages Terran Skills Athletics +6, Stealth +2 Str +3 Dex -1 Con +2 Int -2 Wis +0 Cha -1 --- AC 15 Fort +8 Ref +4 Will +3 HP 20 (fast healing 2 (while underground)) Immunities bleed, paralyzed, poison, sleep --- Speed 20 feet, burrow 20 feet, fly 15 feet Melee Single Action fist +8, Damage 1d6+3 bludgeoning Arcane Innate Spells DC 17 - 2nd Enlarge (self only) - 3rd Meld into Stone Breath Weapon Two Actions (Arcane, Earth) The earth mephit breathes rocks in a 15-foot cone that deals 2d6 bludgeoning damage to each creature within the area (DC 17 basic Reflex save). The earth mephit can’t use Breath Weapon again for 1d4 rounds. ","element":["Earth"],"skill_mod":{"stealth":2,"athletics":6},"primary_source":"Bestiary","spell":["Meld into Stone","Enlarge"],"ac":15,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"darkvision, tremorsense (imprecise) 30 feet","resistance":{},"intelligence":-2,"reflex_save":4,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Earth Mephit","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[6],"attack_bonus":[8],"constitution":2,"immunity":["bleed","paralyzed","poison","sleep"],"creature_family":"Elemental, Mephit","will_save":3,"speed":{"fly":15,"max":20,"land":20,"burrow":20},"wisdom":0,"weakness":{},"creature_ability":["Breath Weapon"],"skill":["Athletics","Stealth"],"tradition":["Arcane"],"summary":"Earth mephits are humorless and trudge about their tasks with little enthusiasm. They are somewhat more stout than other mephits, and their …","trait_group":["Elemental","Planar","Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=193","dexterity":-1,"category":"creature","slug":"creature-193"},{"remaster_name":["Fire Scamp"],"primary_source_category":"Rulebooks","strength":0,"hp":16,"language":["Ignan"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":3,"trait":["Elemental","Fire","N","Small"],"id":"creature-194","text":" Fire Mephit Fire mephits are conniving and quick to anger. They aren’t evil, but they delight in inflicting pain, and their love of burning things pushes them the closest to this alignment of all mephits. They have bright-orange skin, and wisps of flame flicker along their wings as they flap through the air. The rivalry between fire and water mephits is notorious, and these creatures loathe working together for any amount of time. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Fire Mephit Source Bestiary pg. 151 Perception +3; darkvision, smoke vision Languages Ignan Skills Acrobatics +7, Deception +7 Str +0 Dex +4 Con +0 Int -2 Wis +0 Cha +2 Smoke Vision The fire mephit ignores the concealed condition from smoke. --- AC 17 Fort +3 Ref +9 Will +7 HP 16 (fast healing 2 (while touching fire)) Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 3 --- Speed 20 feet, fly 25 feet Melee Single Action jaws +9 (Finesse), Damage 1d6 piercing and 1d4 fire Arcane Innate Spells DC 15 - Cantrips (1st) Daze, Light Breath Weapon Two Actions (Arcane, Fire) The fire mephit breathes flames in a 15-foot cone that deals 2d4 fire and 1d4 persistent fire damage to each creature within the area (DC 17 basic Reflex save). The fire mephit can’t use Breath Weapon again for 1d4 rounds. ","element":["Fire"],"skill_mod":{"deception":7,"acrobatics":7},"primary_source":"Bestiary","spell":["Daze","Light"],"ac":17,"level":1,"spell_dc":[15],"source_category":["Rulebooks"],"sense":"darkvision, smoke vision","resistance":{},"intelligence":-2,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":3,"size":["Small"],"name":"Fire Mephit","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[6],"attack_bonus":[9],"constitution":0,"immunity":["bleed","fire","paralyzed","poison","sleep"],"creature_family":"Elemental, Mephit","will_save":7,"speed":{"fly":25,"max":25,"land":20},"wisdom":0,"weakness":{"cold":3},"creature_ability":["Smoke Vision","Breath Weapon"],"skill":["Acrobatics","Deception"],"tradition":["Arcane"],"summary":"Fire mephits are conniving and quick to anger. They aren’t evil, but they delight in inflicting pain, and their love of burning things pushes them …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=194","dexterity":4,"category":"creature","slug":"creature-194"},{"remaster_name":["Water Scamp"],"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Aquan"],"source":["Bestiary"],"type":"Creature","charisma":0,"perception":3,"stealth":"6","trait":["Aquatic","Elemental","Water","N","Small"],"id":"creature-195","text":" Water Mephit Water mephits are consummate jokers who are always happy to trade a favor for a good laugh. Just as fire mephits are the ones who cleave closest to evil without fully crossing over into true villainy, water mephits are the friendliest of the mephits and therefore the closest to good. Still, one should take care in making assumptions about a water mephit’s benevolence, for no one can reliably count on them to keep their inborn need for pranks and trickery at bay for long. Water mephits have blue-green skin that shimmers in light like sh scales. Though water mephits’ wings look more like webbed fins than limbs capable of flight, they can flap their wings to fly through the air as easily as any other mephit. Water mephits prefer to swim, when possible, and they leave the water only when they must. Recall Knowledge - Elemental (Arcana, Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Water Mephit Source Bestiary pg. 151 Perception +3; darkvision Languages Aquan Skills Athletics +6, Stealth +6 Str +1 Dex +3 Con +1 Int -2 Wis +0 Cha +0 --- AC 16 Fort +7 Ref +11 Will +4 HP 20 (fast healing 2 (while underwater)) Immunities bleed, paralyzed, poison, sleep Resistances acid 3, fire 3 --- Speed 20 feet, fly 25 feet, swim 25 feet Melee Single Action claw +8 (Finesse), Damage 1d6+1 slashing Arcane Innate Spells DC 17, attack +9 - 2nd Acid Arrow Breath Weapon Two Actions (Acid, Arcane) The water mephit breathes acid in a 15-foot cone that deals 2d6 acid damage to each creature within the area (DC 17 basic Reflex save). The water mephit can’t use Breath Weapon again for 1d4 rounds. Drench Single Action (Abjuration, Arcane, Water) The water mephit puts out all fires in a 5-foot emanation. The mephit extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier). ","element":["Water"],"skill_mod":{"stealth":6,"athletics":6},"primary_source":"Bestiary","spell":["Acid Arrow"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"acid":3,"fire":3},"intelligence":-2,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Water Mephit","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[4],"attack_bonus":[8],"constitution":1,"immunity":["bleed","paralyzed","poison","sleep"],"creature_family":"Elemental, Mephit","spell_attack_bonus":[9],"will_save":4,"speed":{"fly":25,"max":25,"land":20,"swim":25},"wisdom":0,"weakness":{},"creature_ability":["Breath Weapon","Drench"],"skill":["Athletics","Stealth"],"tradition":["Arcane"],"summary":"Water mephits are consummate jokers who are always happy to trade a favor for a good laugh. Just as fire mephits are the ones who cleave closest to …","trait_group":["Monster","Creature Type","Elemental","Planar"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=195","dexterity":3,"category":"creature","slug":"creature-195"},{"attack_bonus":[11],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":45,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Water","will_save":6,"charisma":0,"speed":{"max":50,"land":15,"swim":50},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Deep Plunge"],"skill":["Athletics","Stealth","Survival"],"stealth":"11","trait":["Aquatic","Elemental","Water","N","Medium"],"id":"creature-196","text":" Brine Shark Brine sharks are deadly elementals that roam the endless oceans of the Plane of Water. Recall Knowledge - Elemental (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Brine Shark Source Bestiary pg. 152 Perception +8; darkvision Languages Skills Athletics +10, Stealth +11, Survival +8 Str +3 Dex +2 Con +2 Int -4 Wis +1 Cha +0 --- AC 19 Fort +9 Ref +11 Will +6 HP 45 Immunities bleed, paralyzed, poison, sleep Resistances fire 5 --- Speed 15 feet, swim 50 feet Melee Single Action jaws +11, Damage 1d12+7 piercing plus Grab Deep Plunge Single Action The brine shark dives straight down into the water, moving up to twice its swim Speed in a straight vertical line. It can use this ability while grabbing a creature. ","element":["Water"],"skill_mod":{"survival":8,"stealth":11,"athletics":10},"summary":"Brine sharks are deadly elementals that roam the endless oceans of the Plane of Water.","primary_source":"Bestiary","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=196","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Brine Shark","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-196"},{"attack_bonus":[15],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Aquan"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Water","will_save":10,"charisma":0,"speed":{"max":60,"land":20,"swim":60},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Water-Bound","Vortex","Drench"],"skill":["Athletics","Stealth"],"stealth":"12","trait":["Aquatic","Elemental","Water","N","Large"],"id":"creature-197","text":" Living Waterfall Living waterfalls are humanoid-shaped columns of churning water. Recall Knowledge - Elemental (Arcana, Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Living Waterfall Source Bestiary pg. 152 Perception +10; darkvision Languages Aquan Skills Athletics +13, Stealth +12 Str +4 Dex +3 Con +3 Int -2 Wis +1 Cha +0 Water-Bound When not touching water, the living waterfall is slowed 1 and can’t use reactions. --- AC 20 Fort +14 Ref +12 Will +10 HP 90 Immunities bleed, paralyzed, poison, sleep Resistances fire 5 Vortex (aura, water) 30 feet. Water in the area that is in the same body of water as the living waterfall is difficult terrain for Swimming creatures that don’t have the water trait. --- Speed 20 feet, swim 60 feet Melee Single Action wave +15 (reach 10 feet), Damage 2d8+7 bludgeoning plus Push or Pull 5 feet Drench Single Action (Abjuration, Primal, Water) The elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+14 counteract modifier). ","element":["Water"],"skill_mod":{"stealth":12,"athletics":13},"summary":"Living waterfalls are humanoid-shaped columns of churning water.","image":["/Images/Monsters/ElementalWater_LivingWaterfall.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":20,"level":5,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=197","intelligence":-2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Living Waterfall","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16],"slug":"creature-197"},{"primary_source_category":"Rulebooks","strength":4,"hp":120,"language":["Aquan","Common"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":18,"stealth":"13","trait":["Aquatic","Elemental","Water","LN","Small"],"id":"creature-198","text":" Quatoid Quatoids are peculiar, mysterious elementals native to the Plane of Water that resemble four-tentacled octopuses with eerily humanoid faces on their mantles. Recall Knowledge - Elemental (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Quatoid Source Bestiary pg. 153 Perception +18; darkvision Languages Aquan, Common Skills Athletics +15, Diplomacy +12, Elemental Lore +17, Occultism +17, Society +17, Stealth +13 Str +4 Dex +2 Con +0 Int +4 Wis +3 Cha +1 --- AC 25 Fort +13 Ref +15 Will +18 HP 120 Immunities bleed, paralyzed, poison, sleep Resistances bludgeoning 5, fire 5 Calming Bioluminescence (aura, emotion, mental, visual) 30 feet. The aura sheds dim light. Creatures in the emanation gain a +2 circumstance bonus to saving throws against emotion effects. The quatoid can activate or deactivate its calming bioluminescence as a single action, which has the concentrate trait. --- Speed 25 feet, swim 25 feet Melee Single Action tentacle +16 (reach 10 feet), Damage 2d12+6 bludgeoning plus Grab Primal Innate Spells DC 27, attack +17 - 2nd Hydraulic Push (at will) Constrict Single Action 1d12+6 bludgeoning, DC 25 ","element":["Water"],"skill_mod":{"society":17,"diplomacy":12,"stealth":13,"athletics":15,"occultism":17},"primary_source":"Bestiary","spell":["Hydraulic Push"],"ac":25,"level":7,"spell_dc":[27],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"bludgeoning":5,"fire":5},"intelligence":4,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"size":["Small"],"name":"Quatoid","alignment":"LN","pfs":"Standard","rarity":"common","strike_damage_average":[19],"attack_bonus":[16],"constitution":0,"immunity":["bleed","paralyzed","poison","sleep"],"creature_family":"Elemental, Water","spell_attack_bonus":[17],"will_save":18,"speed":{"max":25,"land":25,"swim":25},"wisdom":3,"weakness":{},"creature_ability":["Calming Bioluminescence","Constrict"],"skill":["Athletics","Diplomacy","Elemental Lore","Occultism","Society","Stealth"],"tradition":["Primal"],"summary":"Quatoids are peculiar, mysterious elementals native to the Plane of Water that resemble four-tentacled octopuses with eerily humanoid faces on their …","trait_group":["Monster","Creature Type","Elemental","Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=198","dexterity":2,"category":"creature","slug":"creature-198"},{"attack_bonus":[21],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":155,"language":["Aquan"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Water","will_save":15,"charisma":0,"speed":{"max":80,"land":30,"swim":80},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Water-Bound","Vortex","Drench"],"skill":["Athletics","Stealth"],"stealth":"19","trait":["Aquatic","Elemental","Water","N","Large"],"id":"creature-199","text":" Tidal Master Tidal masters use their power over waves and water to drown their enemies. Recall Knowledge - Elemental (Arcana, Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Tidal Master Source Bestiary pg. 153 Perception +18; darkvision Languages Aquan Skills Athletics +20, Stealth +19 Str +5 Dex +5 Con +5 Int -1 Wis +3 Cha +0 Water-Bound When not touching water, the tidal master is slowed 1 and can’t use reactions. --- AC 28 Fort +18 Ref +21 Will +15 HP 155 Immunities bleed, paralyzed, poison, sleep Resistances fire 10 Vortex (aura, water) 40 feet. Water in the area that is in the same body of water as the tidal master is difficult terrain for Swimming creatures that don’t have the water trait. --- Speed 30 feet, swim 80 feet Melee Single Action wave +21 (reach 15 feet), Damage 2d12+11 bludgeoning plus Push or Pull 10 feet Drench Single Action (Abjuration, Primal, Water) The elemental puts out all fires in a 10-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier). ","element":["Water"],"skill_mod":{"stealth":19,"athletics":20},"summary":"Tidal masters use their power over waves and water to drown their enemies.","primary_source":"Bestiary","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"fire":10},"url":"/Monsters.aspx?ID=199","intelligence":-1,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Tidal Master","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[24],"slug":"creature-199"},{"attack_bonus":[24],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":195,"language":["Aquan"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Bestiary"],"type":"Creature","creature_family":"Elemental, Water","will_save":19,"charisma":0,"speed":{"max":100,"land":35,"swim":100},"perception":22,"wisdom":3,"weakness":{},"creature_ability":["Water-Bound","Vortex","Drench","Surge"],"skill":["Athletics","Stealth"],"stealth":"23","trait":["Aquatic","Elemental","Water","N","Huge"],"id":"creature-200","text":" Elemental Tsunami Elemental tsunamis are huge and destructive. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Elemental Tsunami Source Bestiary pg. 153 Perception +22; darkvision Languages Aquan Skills Athletics +23, Stealth +23 Str +6 Dex +6 Con +6 Int +0 Wis +3 Cha +0 Water-Bound When not touching water, the elemental tsunami is slowed 1 and can’t use reactions. --- AC 31 Fort +21 Ref +22 Will +19 HP 195 Immunities bleed, paralyzed, poison, sleep Resistances fire 10 Vortex (aura, water) 50 feet. Water in the area that is in the same body of water as the elemental tsunami is difficult terrain for Swimming creatures that don’t have the water trait. --- Speed 35 feet, swim 100 feet Melee Single Action wave +24 (reach 20 feet), Damage 2d12+12 bludgeoning plus Push or Pull 10 feet Drench Single Action (Abjuration, Primal, Water) The elemental puts out all fires in a 20-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier). Surge Two Actions The elemental tsunami quickly expands its space to fill the area of its vortex. Creatures within the vortex’s emanation take 5d12+6 bludgeoning damage (DC 31 basic Fortitude save). A creature that fails this save is Pushed 20 feet. The elemental tsunami then retracts to its former space. The elemental tsunami can’t Surge again for 1d4 rounds. ","element":["Water"],"skill_mod":{"stealth":23,"athletics":23},"summary":"Elemental tsunamis are huge and destructive.","primary_source":"Bestiary","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":31,"level":11,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"fire":10},"url":"/Monsters.aspx?ID=200","intelligence":0,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Elemental Tsunami","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25],"slug":"creature-200"},{"attack_bonus":[16,16,18],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":130,"source":["Bestiary"],"type":"Creature","creature_family":"Elephant","will_save":13,"charisma":-2,"speed":{"max":40,"land":40},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Grabbing Trunk","Trample"],"skill":["Athletics","Survival"],"trait":["Animal","N","Huge"],"id":"creature-201","text":" Elephant Those who live near elephants have learned to be wary of angering the beasts, but even with precautions in place, elephants sometimes still rampage. There is little an individual person can do when even a single elephant becomes enraged. Furthermore, a herd of angry or frightened elephants can easily destroy an entire village. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Elephant Source Bestiary pg. 154 Perception +13; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +17, Survival +15 Str +7 Dex +0 Con +4 Int -4 Wis +2 Cha -2 --- AC 23 Fort +18 Ref +11 Will +13 HP 130 --- Speed 40 feet Melee Single Action tusk +16 (reach 10 feet), Damage 3d8+9 piercing Melee Single Action trunk +18 (reach 15 feet), Damage grabbing trunk Melee Single Action foot +16 (reach 10 feet), Damage 2d10+9 bludgeoning Grabbing Trunk A Medium or smaller creature hit by the elephant’s trunk is grabbed. If the elephant moves, it can bring the grabbed creature along with it. Trample Three Actions Large or smaller, foot, DC 24 ","skill_mod":{"survival":15,"athletics":17},"summary":"Those who live near elephants have learned to be wary of angering the beasts, but even with precautions in place, elephants sometimes still rampage. …","image":["/Images/Monsters/Elephant_Elelphant.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":23,"level":7,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=201","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":18,"size":["Huge"],"name":"Elephant","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,22],"slug":"creature-201"},{"attack_bonus":[22,22,22],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":190,"source":["Bestiary"],"type":"Creature","creature_family":"Elephant","will_save":18,"charisma":-2,"speed":{"max":45,"land":45},"perception":18,"wisdom":1,"weakness":{},"creature_ability":["Cold Adaptation","Dual Tusks","Grabbing Trunk","Trample"],"skill":["Athletics","Survival"],"trait":["Animal","N","Huge"],"id":"creature-202","text":" Mammoth Found mostly in colder climates, mammoths are accustomed to dealing with desperate and dangerous predators, trampling and crushing their enemies while using their larger tusks to greater effect. Humanoids dwelling in harsh, frost-bound lands rely on the mammoth’s strength to help them survive. Recall Knowledge - Animal (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Mammoth Source Bestiary pg. 154 Perception +18; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +22, Survival +19 Str +8 Dex +1 Con +5 Int -4 Wis +1 Cha -2 --- AC 29 Fort +21 Ref +15 Will +18 +2 status to all saves vs. cold HP 190 Cold Adaptation The mammoth reduces the effects it suffers from cold environments by one step. --- Speed 45 feet Melee Single Action tusk +22 (reach 15 feet), Damage 3d8+12 piercing Melee Single Action trunk +22 (reach 15 feet), Damage grabbing trunk Melee Single Action foot +22 (reach 10 feet), Damage 2d10+12 bludgeoning Dual Tusks Single Action The mammoth makes two tusk Strikes, each against a different creature. This counts as one attack for the mammoth’s multiple attack penalty, and the penalty doesn’t increase until after both attacks. Grabbing Trunk A Medium or smaller creature hit by the mammoth's trunk is grabbed. If the mammoth moves, it can bring the grabbed creature along with it. Trample Three Actions Large or smaller, foot, DC 28 ","skill_mod":{"survival":19,"athletics":22},"summary":"Found mostly in colder climates, mammoths are accustomed to dealing with desperate and dangerous predators, trampling and crushing their enemies …","primary_source":"Bestiary","trait_group":["Creature Type"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=202","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":21,"size":["Huge"],"name":"Mammoth","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23,25],"slug":"creature-202"},{"attack_bonus":[14,15],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":75,"language":["Aklo"],"source":["Bestiary"],"type":"Creature","will_save":10,"charisma":7,"speed":{"climb":20,"max":40,"land":40},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Ether Spider Venom","Ethereal Step","Ethereal Web Trap","Web Burst"],"skill":["Athletics","Stealth"],"stealth":"15","trait":["Beast","Ethereal","N","Large"],"id":"creature-203","text":" Ether Spider Ether spiders are deadly predators from the Ethereal Plane resembling giant arachnids. Rather than building webs of silk, ether spiders shape the raw essence of the Ethereal Plane, weaving it in complex patterns that drift through the misty void. From these ethereal nests, whole families of ether spiders can scout the adjacent Material Plane, watching for easy prey in dark or remote corners of the land of mortals. Once an ether spider has spotted a meal, it anchors its nest and waits on the Ethereal Plane for its prey to draw near. As soon as its victim is within reach, the ether spider shifts to the Material Plane, clamps its fangs onto its prey, then shifts back to the Ethereal Plane to wait as its venom works through the creature’s system. Ether spiders move between the planes with ease, making them extremely dangerous to those who cannot see or attack ethereal enemies. Ether spiders are not mindless or evil—they are simply hungry. If a prospective meal can sate an ether spider’s incredible appetite through other means, they might be able to bargain for their life. Ether spiders are especially interested in items, information, or allies who can help them against their enemies. As many as half a dozen ether spiders might dwell in the same ether web. Although ether spiders enjoy one another’s company, they don’t form the same bonds as most humanoids, and they are more likely to feast on the corpse of a fallen sibling than save one from certain doom. Ether spiders dwell in vast nests adrift in the Ghost World, where they are more likely to let down their guard. Travelers who find a floating ether spider commune should have an easier time of making peaceful contact to trade with or even befriend these strange arachnids. The nests drift on metaphysical currents and are rarely seen in the same vicinity twice. Sometimes a point of interest on the neighboring Material Plane compels them to tether their nest to an area, creating a semipermanent home, and those who learn its location can return to it repeatedly. Recall Knowledge - Beast (Arcana, Nature): DC 20 Recall Knowledge - Ethereal (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Ether Spider Source Bestiary pg. 155 Perception +12; darkvision Languages Aklo Skills Athletics +12, Stealth +15 Str +5 Dex +4 Con +3 Int -2 Wis +1 Cha +7 --- AC 21 Fort +12 Ref +15 Will +10 HP 75 --- Speed 40 feet, climb 20 feet Melee Single Action fangs +15 (Magical), Damage 1d10+7 piercing plus ether spider venom and Grab Ranged Single Action web +14 (Magical, range increment 30 feet), Damage ethereal web trap Ether Spider Venom (Poison) Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and clumsy 1 (1 round); Stage 2 2d6 poison damage, clumsy 2 and slowed 1 (1 round); Stage 3 3d6 poison damage, clumsy 3 and slowed 2 (1 round) Ethereal Step Single Action The ether spider shifts to either the Ethereal Plane or the Material Plane. The ether spider can remain on the Ethereal Plane indefinitely without ill effect. While there, it can see clearly onto the Material Plane with a range of 60 feet. On its first round in an encounter, the ether spider can use this ability once as a free action. Ethereal Web Trap A creature hit by the ether spider’s web attack is immobilized and stuck to the nearest surface (Escape DC 22). Web Burst Two Actions Frequency once per day; Effect The ether spider flings a gout of stored webs in a 30-foot cone. These webs can pass between the Material Plane and the Ethereal Plane. Each creature in the area is immobilized, as ethereal web trap, unless it succeeds at a DC 22 Reflex save. Ether Spider Foes The Ethereal Plane is a sparsely populated realm in comparison to most, used more for traveling than dwelling. Yet the deep mists here conceal denizens such as monstrous parasitic beings that use humanoids as incubators for eggs and fiends born from the raw fears of mortal life, and ether spiders are ever vigilant against those foes’ machinations. ","skill_mod":{"stealth":15,"athletics":12},"summary":"Ether spiders are deadly predators from the Ethereal Plane resembling giant arachnids. Rather than building webs of silk, ether spiders shape the raw …","image":["/Images/Monsters/EtherSpider.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=203","intelligence":-2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Ether Spider","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12],"slug":"creature-203"},{"attack_bonus":[16,16],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":110,"language":["pidgin of <%LANGUAGES%6%%>Goblin<%END>, <%LANGUAGES%8%%>Jotun<%END>, and <%LANGUAGES%9%%>Orcish<%END>"],"source":["Bestiary"],"type":"Creature","will_save":12,"charisma":0,"speed":{"max":35,"land":35},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Independent Brains","Attack of Opportunity"],"skill":["Athletics","Intimidation"],"trait":["Giant","Humanoid","CE","Large"],"id":"creature-204","text":" Ettin Two heads aren’t always better than one. The slovenly, violent giants known as ettins are proof enough of that. The origin of these two-headed brutes is unknown, but few who encounter ettins ponder their beginnings for long. Rather, the first priority for most creatures during such a confrontation is escape, which is not easy to accomplish given the ettins’ notorious vigilance. In this way, two heads are better than one—ettins regularly find employ in the ranks of giant or orc armies as sentries and guards. The benefits of an ettin security detail are obvious: because it has a shared stomach, an ettin requires only the same amount of food as one typical ogre, yet its two sets of eyes make it twice as observant. An ettin never complains for lack of company, either. The ettin’s two heads are uniquely content to squabble and converse between themselves, and though they bicker incessantly, most couldn’t dream of life without the other. Much like some twins, an ettin has two individual minds who nonetheless consider the other as much a part of their life as their own self. Ettins do not resemble a single giant heritage so much as an amalgamation of several. Their tusks are thought to stem from orc ancestry, though their size and dimness suggest hill giant blood. Though they tower over goblins and hobgoblins, ettins are more than at home among tribes of these creatures and enjoy their comfortable stations as camp lookouts or troop rearguards. Their exposure to a wide variety of goblinoids and giants is evident in their language; ettins speak a pidgin tongue of Goblin, Jotun, and Orcish, and their diction is mostly good enough to get across the general meaning of their short sentences and bumbled sayings—although most interlocutors simply nod their heads while conversing with an ettin anyway. The monsters are notoriously short tempered and, despite their heightened visual perception, short sighted in matters of keeping their allies alive. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Ettin Source Bestiary pg. 156 Perception +16; low-light vision Languages pidgin of Goblin, Jotun, and Orcish Skills Athletics +16, Intimidation +10 Str +6 Dex -1 Con +4 Int -2 Wis +2 Cha +0 Independent Brains Each of an ettin’s heads rolls its own initiative and has its own turn. Neither head can Delay. At the start of a head’s turn, that head gets 2 actions and 1 reaction. Each brain controls one of the ettin’s arms, but both can move the legs. Any ability that would sever an ettin’s head (such as the vorpal weapon property) doesn’t cause the ettin to die if it still has its other head, but does cause it to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of the ettin’s heads. Items Flail (2) --- AC 21 Fort +16 Ref +11 Will +12 HP 110 Attack of Opportunity Reaction --- Speed 35 feet Melee Single Action flail +16 (Disarm, reach 10 feet, Sweep, Trip), Damage 2d6+10 bludgeoning Melee Single Action fist +16 (Agile, reach 10 feet), Damage 1d6+10 bludgeoning Losing a Head An ettin who loses one of its heads is a sorry sight indeed. Rather than clean and cauterize the stump, an ettin will typically leave as much of its decapitated head attached as possible, even possibly attempting to sew a completely severed head back on or keep it in a knapsack strung around its shoulder. ","skill_mod":{"athletics":16,"intimidation":10},"summary":"Two heads aren’t always better than one. The slovenly, violent giants known as ettins are proof enough of that. The origin of these two-headed …","image":["/Images/Monsters/Ettin.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":21,"item":["Flail (2)"],"level":6,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=204","intelligence":-2,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Low-light vision","fortitude_save":16,"size":["Large"],"name":"Ettin","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,17],"slug":"creature-204"},{"remaster_name":["Fey Dragonet"],"primary_source_category":"Rulebooks","strength":-2,"hp":30,"language":["Common","Draconic","Sylvan","telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":16,"stealth":"10","trait":["Dragon","Uncommon","CG","Tiny"],"id":"creature-205","text":" Faerie Dragon Although they are much smaller than their larger dragon cousins, faerie dragons have the many of the same physiological attributes, including long necks, toothy maws, sinuous tails, and sharp claws. They flit about on iridescent butterfly wings, the coloring of which changes based on where they live, giving them a natural camouflage. Unlike their larger kin, an adult faerie dragon remains the same size throughout its lifespan. The only visual clue to the age of a faerie dragon is the sheen on its scales, a glimmer that becomes more lustrous the older it gets. Faerie dragons usually exhibit pleasant and good-natured temperaments, though they have a mischievous streak that leads them to play tricks on those around them. In search of an amusement, they prefer harmless annoyances to wounding malice. While often spontaneous, they may also spend months if not years planning the perfect prank. Especially responsive targets endear themselves to faerie dragons and may create a lifelong bond. A faerie dragon’s reputation as a trickster leads many to associate them with fey, with whom the tiny dragons have cordial relationships. Peaceful by nature, faerie dragons do not enjoy confrontation. If faced with hostility, they prefer to remain at a distance and breathe euphoric gas at their foes, diffusing the skirmish by creating an atmosphere of bliss. If conflict escalates, they target their opponents with spells, using their renowned trickery to escape. If their companions are in danger, however, their desire to remain out of combat changes. Faerie dragons protect their friends by any means available, including physical combat. Sometimes as faerie dragons grow older, their connection to the First World grows stronger. In addition to growing more lustrous and vibrant in appearance, these faerie dragons gain an increasing amount of magical primal power. Such faerie dragons increase in strength as appropriate—a faerie dragon of 20th level or even higher is possible, but it is exceptionally unusual to encounter a faerie dragon of 9th level or higher beyond the most remote regions of the First World. When creating a more powerful faerie dragon, change its tradition to primal and grant it a number of primal spells known appropriate for a druid of its level. Faerie dragons don’t grow much larger, regardless of how powerful they become. Those who would seek to torment or vex a faerie dragon would do well to consider this, as it’s often difficult to tell how powerful one of these tiny dragons truly is at a simple glance! Recall Knowledge - Dragon (Arcana): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Faerie Dragon Source Bestiary pg. 157 Perception +16; darkvision Languages Common, Draconic, Sylvan; telepathy 100 feet Skills Acrobatics +8, Deception +8, Diplomacy +8, Nature +4, Stealth +10 Str -2 Dex +4 Con +0 Int +2 Wis +0 Cha +2 --- AC 18 Fort +5 Ref +12 Will +11 HP 30 Immunities paralyzed, sleep --- Speed 15 feet, fly 40 feet, swim 20 feet Melee Single Action jaws +10 (Magical, Finesse), Damage 1d4 piercing Arcane Innate Spells DC 21 - 4th Invisibility (self only) Arcane Spontaneous Spells DC 18, attack +10 - Cantrips (1st) Dancing Lights, Ghost Sound, Prestidigitation, Tanglefoot, Telekinetic Projectile - 1st Grease, Illusory Object, Sleep (4 slots) Breath Weapon Two Actions (Arcane, Evocation, Poison) The dragon breathes euphoric gas in a 10-foot cone. Each creature in the area must succeed at a DC 18 Fortitude save or become stupefied 2 and slowed 1 for 1d4 rounds; on a critical failure, the duration is 1 minute. The faerie dragon can’t use Breath Weapon again for 1d4 rounds. Faerie Dragon Lairs Faerie dragons live in old forests or places where the veil between the First World and the Material Plane is thinnest. They often decorate their lairs with sparkly trinkets or groom the surrounding foliage into pleasing shapes. Faerie Dragon Treasure Faerie dragon hide can be made into armor for a Small creature. They sometimes wear magical amulets or rings. ","skill_mod":{"diplomacy":8,"deception":8,"nature":4,"stealth":10,"acrobatics":8},"image":["/Images/Monsters/FaerieDragon.png"],"primary_source":"Bestiary","spell":["Invisibility","Grease","Illusory Object","Sleep","Dancing Lights","Ghost Sound","Prestidigitation","Tanglefoot","Telekinetic Projectile"],"ac":18,"level":2,"spell_dc":[18,21],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":2,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Faerie Dragon","alignment":"CG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[2],"attack_bonus":[10],"constitution":0,"immunity":["paralyzed","sleep"],"spell_attack_bonus":[10],"will_save":11,"speed":{"fly":40,"max":40,"land":15,"swim":20},"wisdom":0,"weakness":{},"creature_ability":["Breath Weapon"],"skill":["Acrobatics","Deception","Diplomacy","Nature","Stealth"],"tradition":["Arcane"],"summary":"Although they are much smaller than their larger dragon cousins, faerie dragons have the many of the same physiological attributes, including long …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=205","dexterity":4,"category":"creature","slug":"creature-205"},{"attack_bonus":[7,11],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":50,"immunity":["acid","mental"],"source":["Bestiary"],"type":"Creature","creature_family":"Fleshwarp","will_save":7,"charisma":-3,"speed":{"max":20,"land":20},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Disgusting Demise","Piteous Moan"],"skill":["Athletics"],"trait":["Aberration","Mindless","N","Medium"],"id":"creature-206","text":" Grothlut Sluglike abominations, grothluts are fleshwarps that were once humans. While their head and torsos are vaguely human, their arms are rubbery and move awkwardly at their sides. Wretched creatures, they moan piteously when other creatures are near, perhaps as the last remnants of their shattered human consciousness pleads to be free from their horrid warped form. Many fleshwarpers consider the grothlut to be a failure of a creation, as the transformation all but stamps out the human consciousness. Others disagree, arguing that warping the creature’s mind makes it all the more useful, since its stupidity makes it pliable and easy to herd. Drow typically use grothluts as guardians that slowly patrol the edges of their enclaves. Once in position, grothluts can be used as crude shock troops, unleashed to soften enemy forces before more-valuable warriors wade in and cut down the enemies who have been nauseated by the grothluts’ exploded organs and flesh. Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Grothlut Source Bestiary pg. 158 Perception +5; darkvision Languages Skills Athletics +11 Str +4 Dex -2 Con +4 Int -5 Wis +0 Cha -3 --- AC 19 Fort +11 Ref +5 Will +7 HP 50 Immunities acid, mental Disgusting Demise (acid, poison) When the grothlut is reduced to 0 Hit Points, its digestive organs rupture, unleashing alchemical acid and poison upon all creatures in a 30-foot emanation. Each creature in the area must succeed at a DC 19 Fortitude save or take 2d6 acid damage and become sickened 1 (double damage and sickened 2 on a critical failure). Piteous Moan (aura, auditory, emotion, mental, occult) 60 feet. Each non-grothlut creature that enters or starts its turn within the area must succeed at a DC 17 Will saving throw or become sickened 1 (sickened 2 on a critical failure). The creature then becomes temporarily immune for 1 minute. The grothlut can activate or deactivate the aura by using a single free action that has the concentrate trait. A grothlut usually does not begin moaning until it senses the presence of a non-grothlut creature, and it usually stops once it doesn’t sense any more such creatures. --- Speed 20 feet Melee Single Action claw +11 (Agile), Damage 1d10+8 slashing Ranged Single Action digestive spew +7 (Acid, range increment 15 feet, Splash), Damage 2d6 acid damage plus 1d6 splash acid damage\n","skill_mod":{"athletics":11},"summary":"Sluglike abominations, grothluts are fleshwarps that were once humans. While their head and torsos are vaguely human, their arms are rubbery and move …","image":["/Images/Monsters/Fleshwarp_Grothlut.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=206","intelligence":-5,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":-2,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Grothlut","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,13],"slug":"creature-206"},{"primary_source_category":"Rulebooks","strength":4,"hp":95,"language":["Elven","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":13,"stealth":"15","trait":["Aberration","CE","Large"],"id":"creature-207","text":" Drider The first fleshwarping process mastered by the drow remains both their most successful and most infamous: the drider. Fusing the body of a drow with that of a giant spider, driders are a sexually dimorphic fleshwarp—the only fleshwarp known to be able to produce young. While female driders have the upper torsos of elegant drow women with mouths featuring sharp poisoned fangs, male driders have hideous, mutated countenances that further blend the humanoid form with that of a spider; the difference in appearance is perhaps a reflection on the matriarchal nature of drow society. In combat, all driders are equally dangerous. Although the fleshwarping process was originally intended to be a punishment for drow who fell from grace, the significant powers and strengths gained from the horrifying transformation are attractive to some drow, and an increasing number of lower-ranking citizens in drow cities volunteer themselves for the painful procedure. In return for mandatory time (typically measured in decades) serving as a guardian, soldier, or other public servant, such volunteer driders are later allowed to lead their own lives, typically in caverns located in a city’s periphery. The painful truth is that for most driders, they do not live long enough to see this reward, for the drow have a penchant for working their fleshwarped slaves to death or deploying them in deadly war missions in which survival is a only a remote possibility. Most driders use arcane magic, but driders who use divine magic are well known, while a rare few use occult or primal magic. A drider’s innate spells remain the same regardless of the magical tradition, but those who use different types of magic as prepared spells may well have entirely different spells prepared than the drider presented below. Recall Knowledge - Aberration (Occultism): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Drider Source Bestiary pg. 159 Perception +13; darkvision Languages Elven, Undercommon Skills Arcana +14, Athletics +12, Intimidation +14, Religion +13, Stealth +15 Str +4 Dex +3 Con +3 Int +2 Wis +3 Cha +4 Items Glaive, +1 composite longbow (20 arrows) --- AC 24 Fort +13 Ref +13 Will +15 +1 status to all saves vs. magic HP 95 Immunities sleep --- Speed 30 feet, climb 20 feet Melee Single Action glaive +16 (deadly 1d8, Forceful, reach 10 feet), Damage 1d8+10 slashing Melee Single Action fangs +16, Damage 1d6+10 piercing plus drider venom Ranged Single Action composite longbow +16 (deadly d10, Magical, Propulsive, range increment 100 feet, reload 0, volley 50 feet), Damage 1d8+8 piercing Ranged Single Action web +15 (range increment 30 feet), Damage web trap Arcane Innate Spells DC 20 - Cantrips (3rd) Dancing Lights, Detect Magic - 2nd Darkness (at will), Faerie Fire (at will) - 3rd Clairaudience, Dispel Magic, Levitate - 4th Clairvoyance, Suggestion Arcane Prepared Spells DC 24, attack +17 - Cantrips (3rd) Ghost Sound, Mage Hand, Ray of Frost - 1st Magic Missile (x2), Ray of Enfeeblement - 2nd Acid Arrow, Invisibility - 3rd Fireball Drider Venom (Poison) Saving Throw DC 23 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and enfeebled 1 (1 round) Web Trap A creature hit by a drider’s web attack is immobilized and stuck to the nearest surface (Escape DC 21). ","skill_mod":{"stealth":15,"arcana":14,"athletics":12,"intimidation":14,"religion":13},"image":["/Images/Monsters/Fleshwarp_Drider.png"],"primary_source":"Bestiary","spell":["Clairvoyance","Suggestion","Clairaudience","Dispel Magic","Levitate","Darkness","Faerie Fire","Dancing Lights","Detect Magic","Fireball","Acid Arrow","Invisibility","Magic Missile","Ray of Enfeeblement","Ghost Sound","Mage Hand","Ray of Frost"],"ac":24,"item":["Glaive","+1 composite longbow (20 arrows)"],"level":6,"spell_dc":[20,24],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":2,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Drider","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[12,13,14],"attack_bonus":[15,16,16,16],"constitution":3,"immunity":["sleep"],"creature_family":"Fleshwarp","spell_attack_bonus":[17],"will_save":15,"speed":{"climb":20,"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Drider Venom","Web Trap"],"skill":["Arcana","Athletics","Intimidation","Religion","Stealth"],"tradition":["Arcane"],"summary":"The first fleshwarping process mastered by the drow remains both their most successful and most infamous: the drider. Fusing the body of a drow with …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=207","dexterity":3,"category":"creature","slug":"creature-207"},{"attack_bonus":[11],"constitution":5,"primary_source_category":"Rulebooks","strength":2,"hp":50,"immunity":["mental"],"source":["Bestiary"],"type":"Creature","creature_family":"Flytrap","will_save":7,"charisma":-2,"speed":{"max":15,"land":15},"perception":7,"wisdom":2,"weakness":{"fire":5},"creature_ability":["Quick Capture","Focused Assault","Hungry Flurry","Swallow Whole"],"skill":["Athletics","Stealth"],"stealth":"10","trait":["Mindless","Plant","N","Large"],"id":"creature-208","text":" Snapping Flytrap The snapping flytrap is a ravenous, carnivorous plant that is quick to bite at any creature that passes by. Snapping flytraps typically have two sets of tooth-edged leaves, each measuring 3 feet wide, at the end of 10-foot-long stalks. Recall Knowledge - Plant (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Snapping Flytrap Source Bestiary pg. 160 Perception +7; tremorsense (imprecise) 30 feet Languages Skills Athletics +11, Stealth +10 Str +2 Dex +3 Con +5 Int -5 Wis +2 Cha -2 --- AC 18 Fort +12 Ref +8 Will +7 HP 50 Immunities mental Resistances acid 5 Weaknesses fire 5 Quick Capture Reaction Trigger A creature hits or touches the flytrap. Effect The flytrap makes a leaf Strike against the triggering creature. If it hits, the creature is grabbed in that leaf. --- Speed 15 feet Melee Single Action leaf +11 (reach 10 feet), Damage 1d8+2 piercing plus 1d6 acid and Improved Grab Focused Assault Two Actions The flytrap attacks a single target with both its leaves. The flytrap makes one leaf Strike. On a success, the flytrap deals the damage from one leaf Strike plus an additional 1d8 damage for every leaf beyond the first. On a failure, the flytrap deals the damage from one leaf Strike, but it can’t use Improved Grab. It deals no damage on a critical failure. This counts toward the flytrap’s multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has. Hungry Flurry Two Actions The flytrap makes two leaf Strikes at a –2 penalty, each against a different target. These attacks count toward the flytrap’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after it makes all its attacks. Swallow Whole Single Action (Attack) Medium, 1d8+1 bludgeoning plus 1d6 acid, Rupture 5 ","skill_mod":{"stealth":10,"athletics":11},"summary":"The snapping flytrap is a ravenous, carnivorous plant that is quick to bite at any creature that passes by. Snapping flytraps typically have two sets …","primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":"tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{"acid":5},"url":"/Monsters.aspx?ID=208","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":12,"size":["Large"],"name":"Snapping Flytrap","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-208"},{"attack_bonus":[23],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":185,"immunity":["mental"],"source":["Bestiary"],"type":"Creature","creature_family":"Flytrap","will_save":15,"charisma":-2,"speed":{"max":25,"land":25},"perception":17,"wisdom":3,"weakness":{"fire":10},"creature_ability":["Quick Capture","Focused Assault","Hungry Flurry","Swallow Whole"],"skill":["Athletics","Stealth"],"stealth":"21","trait":["Mindless","Plant","N","Huge"],"id":"creature-209","text":" Giant Flytrap Because they blend in so well with surrounding foliage, giant flytraps can use the element of surprise to make quick strikes against unsuspecting adventurers and forest travelers. Recall Knowledge - Plant (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Giant Flytrap Source Bestiary pg. 160 Perception +17; tremorsense (imprecise) 60 feet Languages Skills Athletics +23, Stealth +21 Str +7 Dex +5 Con +5 Int -5 Wis +3 Cha -2 --- AC 29 Fort +21 Ref +17 Will +15 HP 185 Immunities mental Resistances acid 10 Weaknesses fire 10 Quick Capture Reaction Trigger A creature hits or touches the flytrap. Effect The flytrap makes a leaf Strike against the triggering creature. If it hits, the creature is grabbed in that leaf. --- Speed 25 feet Melee Single Action leaf +23 (reach 15 feet), Damage 2d8+7 piercing plus 2d6 acid and Improved Grab Focused Assault Two Actions The flytrap attacks a single target with all four of its leaves. The flytrap makes one leaf Strike. On a success, the flytrap deals the damage from one leaf Strike plus an additional 1d8 damage for every leaf beyond the first. On a failure, the flytrap deals the damage from one leaf Strike, but it can’t use Improved Grab. It deals no damage on a critical failure. This counts toward the flytrap’s multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has. Hungry Flurry Two Actions The flytrap makes four leaf Strikes at a –2 penalty, each against a different target. These attacks count toward the flytrap’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after it makes all its attacks. Swallow Whole Single Action (Attack) Large, 2d8+3 bludgeoning plus 2d6 acid, Rupture 17 Flytrap Treasure Giant flytraps have enough instinctual intellect to effectively ambush prey or to move about to seek out better hunting grounds, but they don’t value treasure. Still, a flytrap tends to accumulate a small wealth of discarded loot from those it has eaten, discarding these shiny baubles in the periphery of its root system once it has finished digesting its meal. ","skill_mod":{"stealth":21,"athletics":23},"summary":"Because they blend in so well with surrounding foliage, giant flytraps can use the element of surprise to make quick strikes against unsuspecting …","image":["/Images/Monsters/Flytrap_GiantFlytrap.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":"tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{"acid":10},"url":"/Monsters.aspx?ID=209","intelligence":-5,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":21,"size":["Huge"],"name":"Giant Flytrap","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23],"slug":"creature-209"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":40,"language":["Common","Terran"],"source":["Bestiary"],"type":"Creature","creature_family":"Gargoyle","will_save":10,"charisma":-2,"speed":{"fly":40,"max":40,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Clawed Feet","Statue"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"12","trait":["Beast","Earth","CE","Medium"],"id":"creature-210","text":" Gargoyle Gargoyles are monstrous hunters made of elemental stone. They use their resemblance to decorative statues to hide in plain sight in cities during the day and descend upon unlucky pedestrians at night. Their most common form is that of a horned humanoid with bat-like wings, but individual gargoyles show a great deal of variation, with some appearing more or less humanoid and others resembling no known creature. A gargoyle’s features are not fixed; city-dwelling gargoyles who remain in the same locale long enough slowly morph, day by day, to match the style of the local architecture. These patient monsters can stay disguised for long stretches of time as they patiently await an opportunity to strike. Gargoyles tend to be lone hunters, though sometimes they band into fearsome tribes called “wings” for protection or sport. On rare occasions, wings become relatively stable communities, and gargoyles in wings may even ally with other creatures such as demons and intelligent aberrations, though these alliances exist on a razor’s edge. The majority of gargoyles are treacherous, vindictive, and petty—traits that preclude lasting partnerships. Many tend to be obsessive and compulsive. Some are collectors, focusing on anything from books to grim trophies, while others are ritualistic or overly passionate about niche intellectual subjects or certain artistic motifs. These tendencies often contribute to the dissolution of wings as individuals’ obsessions and compulsions clash. Kapoacinth Kapoacinths dwell not amid cliffs or rooftops, but beneath the sea, using their wings to swim. These water-dwelling gargoyles often dwell in shallow coastal regions and shamble forth from the sea to attack prey. Kapoacinths are less individualistic and tend to create more stable wings for longer periods of time. Kapoacinths have the same abilities as the gargoyle presented below, but with the following adjustments: they have the aquatic trait, they have a swim Speed of 40 feet instead of a fly Speed, and their Clawed Feat reaction triggers when they are Swimming instead of Flying. Recall Knowledge - Beast (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Gargoyle Source Bestiary pg. 161 Perception +10; darkvision Languages Common, Terran Skills Acrobatics +10, Athletics +9, Stealth +12 Str +3 Dex +2 Con +3 Int -2 Wis +2 Cha -2 --- AC 21 Fort +13 Ref +10 Will +10 HP 40 Resistances physical 5 (except adamantine) Clawed Feet Reaction (attack) ; Trigger The gargoyle is Flying, and a creature moves into an adjacent square below it. Effect The gargoyle makes a claw Strike against the triggering creature. --- Speed 25 feet, fly 40 feet Melee Single Action jaws +13, Damage 2d8+3 piercing Melee Single Action claw +13 (Agile), Damage 2d6+3 slashing Statue Single Action (Concentrate) Until the next time it acts, the gargoyle appears to be a statue. It has an automatic result of 32 on Deception checks and DCs to pass as a statue. Gargoyle Treasure The obsessive nature of gargoyles can result in a variety of treasure hoards and grim trophy collections, ranging from stockpiles of arcane tomes to alchemical potions and apparatuses to simple trinkets. ","element":["Earth"],"skill_mod":{"stealth":12,"athletics":9,"acrobatics":10},"summary":"Gargoyles are monstrous hunters made of elemental stone. They use their resemblance to decorative statues to hide in plain sight in cities during the …","image":["/Images/Monsters/Gargoyle.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex","will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=210","intelligence":-2,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Gargoyle","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12],"slug":"creature-210"},{"remaster_name":["Jann"],"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common","one elemental language (Aquan, Auran, Ignan, or Terran), one planar language (Abyssal, Celestial, or Infernal); telepathy 100 feet"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":11,"trait":["Elemental","Genie","N","Medium"],"id":"creature-211","text":" Janni Jann are genies composed of all four elements, meaning they are not quite home on any of the Elemental Planes. Instead, jann reside on the Material Plane, making only brief forays to the other parts of the Inner Sphere. Although they are human in size and appearance, jann are not at all related to humans and bristle at any claims to this effect. They are a proud people and take great care to maintain their honor—restoring that honor with the edge of a sword, if necessary. Recall Knowledge - Elemental (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Janni Source Bestiary pg. 162 Perception +11; darkvision Languages Common; one elemental language (Aquan, Auran, Ignan, or Terran), one planar language (Abyssal, Celestial, or Infernal); telepathy 100 feet Skills Acrobatics +8, Arcana +10, Crafting +8, Deception +7, Survival +11 Str +4 Dex +2 Con +2 Int +2 Wis +3 Cha +1 Items Scimitar, Composite Shortbow (20 arrows) --- AC 20 Fort +12 Ref +10 Will +11 HP 60 Resistances fire 5 Elemental Endurance A janni can survive on any Elemental Plane for up to 48 hours, after which it takes 1 damage per hour until it leaves or dies. --- Speed 20 feet, fly 15 feet Melee Single Action scimitar +14 (forceful +1, Sweep), Damage 1d6+10 slashing Melee Single Action fist +14 (Agile, Magical, Nonlethal), Damage 1d4+10 bludgeoning Ranged Single Action composite shortbow +12 (deadly 1d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+5 piercing Arcane Innate Spells DC 21 - 1st Create Water - 2nd Create Food, Invisibility (x3), Speak with Animals - 7th Plane Shift (to Astral Plane, Elemental Planes, or Material Plane only) Change Size Two Actions (Arcane, Concentrate, Polymorph, Transmutation) Frequency Once per day. Effect The janni changes a creature’s size. This works as a 4th-level enlarge or shrink spell but can target an unwilling creature (DC 21 Fortitude save negates). Janni Amirs Janni amirs can’t grant wishes. They add the following to their innate spells: 4th read omens ; Cantrips (4th) detect magic (at will). ","skill_mod":{"deception":7,"crafting":8,"survival":11,"arcana":10,"acrobatics":8},"primary_source":"Bestiary","spell":["Plane Shift","Create Food","Invisibility","Speak with Animals","Create Water"],"ac":20,"item":["Scimitar","Composite Shortbow (20 arrows)"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"fire":5},"intelligence":2,"reflex_save":10,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Janni","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[8,12,13],"attack_bonus":[12,14,14],"constitution":2,"creature_family":"Genie","will_save":11,"speed":{"fly":15,"max":20,"land":20},"wisdom":3,"weakness":{},"creature_ability":["Elemental Endurance","Change Size"],"skill":["Acrobatics","Arcana","Crafting","Deception","Survival"],"tradition":["Arcane"],"summary":"Jann are genies composed of all four elements, meaning they are not quite home on any of the Elemental Planes. Instead, jann reside on the Material …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=211","dexterity":2,"category":"creature","slug":"creature-211"},{"remaster_name":["Jaathoom"],"primary_source_category":"Rulebooks","strength":4,"hp":71,"language":["Auran","Common"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":13,"stealth":"12","trait":["Air","Elemental","Genie","Uncommon","CG","Large"],"id":"creature-212","text":" Djinni Benevolent genies from the Plane of Air, djinn value art, culture, knowledge, and trade. They also love new experiences, succulent dishes, and heady wines. Of all geniekind, they are most likely to approach humans and other mortals, interacting with them on friendly terms. Still, djinn are proud of their genie heritage and have a tendency to be patronizing toward mortals, a habit that has earned them a reputation for arrogance. Djinn get along with jann and marids, but they find shaitans too stiff and harbor undying hatred for efreet. Although djinn are formidable combatants, they despise war and prefer to eschew violence in favor of dealing with their opponents using magic or subterfuge (making an exception, of course, when they encounter efreet). Recall Knowledge - Elemental (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Djinni Source Bestiary pg. 163 Perception +13; darkvision, detect magic Languages Auran, Common Skills Acrobatics +14, Arcana +11, Athletics +11, Crafting +9, Deception +11, Diplomacy +13, Society +9, Stealth +12 Str +4 Dex +5 Con +2 Int +2 Wis +2 Cha +4 Items Scimitar --- AC 22 Fort +9 Ref +14 Will +11 HP 71 Immunities acid Resistances mental 5, sonic 5 Whirlwind (air, arcane, aura, evocation) 20 feet. All squares in the djinni’s aura are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune. --- Speed 25 feet, fly 40 feet Melee Single Action scimitar +15 (forceful +1, reach 10 feet, Sweep), Damage 1d6+10 slashing Melee Single Action fist +16 (Agile, Finesse, Magical, Nonlethal, reach 10 feet), Damage 1d4+10 bludgeoning Ranged Single Action crashing wind +15 (Air, Arcane, Evocation, range increment 20 feet), Damage 1d8+6 bludgeoning Arcane Innate Spells DC 23 - 2nd Enhance Victuals (at will), Invisibility (at will; self only) - 3rd Illusory Creature, Illusory Object - 4th Creation, Gaseous Form - 7th Plane Shift (at will; to Astral Plane, Elemental Planes, or Material Plane only) - Constant (3rd) Detect Magic Hurricane Blast Single Action (Air, Arcane, Evocation) Frequency Once per round. Effect The djinni all creatures in its whirlwind pushes back 20 feet, or forces all creatures in the aura to move 20 feet clockwise or counterclockwise. Each creature must attempt a DC 21 Fortitude save. On a success, it avoids being moved, and on a critical failure it falls prone in addition to being moved. Creatures with the air trait are immune. Djinni Viziers Djinni viziers prefer to manifest wishes in physical, often gaudy displays, but cut corners in quality. Wished-for gold, for example, might only be gold plated (and still valuable), not solid gold. Djinni viziers add the following to their innate spells: 5th summon giants , tongues . ","element":["Air"],"skill_mod":{"society":9,"diplomacy":13,"deception":11,"crafting":9,"stealth":12,"arcana":11,"athletics":11,"acrobatics":14},"image":["/Images/Monsters/Genie_Djinni.png"],"primary_source":"Bestiary","spell":["Plane Shift","Creation","Gaseous Form","Illusory Creature","Illusory Object","Enhance Victuals","Invisibility","Detect Magic"],"ac":22,"item":["Scimitar"],"level":5,"spell_dc":[23],"source_category":["Rulebooks"],"sense":"darkvision, detect magic ","resistance":{"sonic":5,"mental":5},"intelligence":2,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"size":["Large"],"name":"Djinni","alignment":"CG","pfs":"Standard","rarity":"uncommon","strike_damage_average":[10,12,13],"attack_bonus":[15,15,16],"constitution":2,"immunity":["acid"],"creature_family":"Genie","will_save":11,"speed":{"fly":40,"max":40,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Whirlwind","Hurricane Blast"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Deception","Diplomacy","Society","Stealth"],"tradition":["Arcane"],"summary":"Benevolent genies from the Plane of Air, djinn value art, culture, knowledge, and trade. They also love new experiences, succulent dishes, and heady …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=212","dexterity":5,"category":"creature","slug":"creature-212"},{"remaster_name":["Jabali"],"primary_source_category":"Rulebooks","strength":6,"hp":110,"language":["Common","Terran"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":15,"trait":["Earth","Elemental","Genie","Uncommon","LN","Large"],"id":"creature-213","text":" Shaitan Hailing from the Plane of Earth, shaitans are proud and brazen genies. They value physical skill and love bargaining, games of chance, and working with metal and stone. Immense gemstones and veins of precious metal crisscross their home plane, and the industrious shaitans have built a vast mercantile empire from these abundant natural resources. Recall Knowledge - Elemental (Arcana, Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Shaitan Source Bestiary pg. 164 Perception +15; darkvision, detect magic , tremorsense (imprecise) 60 feet Languages Common, Terran Skills Athletics +19, Crafting +14, Deception +16, Nature +15, Society +14 Str +6 Dex +1 Con +4 Int +3 Wis +2 Cha +3 Items +1 falchion --- AC 25 Fort +18 Ref +12 Will +15 HP 110 Resistances electricity 10 --- Speed 20 feet, burrow 45 feet, climb 20 feet; earth glide Melee Single Action falchion +20 (forceful +1, Magical, reach 10 feet, Sweep), Damage 1d10+12 slashing Melee Single Action fist +19 (Agile, Magical, Nonlethal, reach 10 feet), Damage 1d4+12 bludgeoning plus Push 10 feet and shove into stone Arcane Innate Spells DC 24 - 2nd Glitterdust (x2) - 4th Shape Stone (at will) - 5th Veil (self only), Wall of Stone - 7th Plane Shift (to Astral Plane, Elemental Planes, or Material Plane only) - Constant (4th) Detect Magic Earth Glide The shaitan can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing. Shove into Stone (Arcane, Earth, Transmutation) When the shaitan Pushes a creature into a stone barrier, the target must succeed at a DC 22 Reflex save or become merged with the barrier (as meld with stone ). The victim can attempt to Escape (DC 28). Shaitan Pashas Shaitan pashas fulfill wishes as efficiently as possible. A wish granted might create a temporary reality—a wish for a pet dragon might find the dragon lasts only a day before it vanishes or dies. Shaitan pashas add the following to their innate spells: 8th earthquake ; 6th flesh to stone , stoneskin (at will; self only). ","element":["Earth"],"skill_mod":{"society":14,"deception":16,"nature":15,"crafting":14,"athletics":19},"image":["/Images/Monsters/Genie_Shaitan.png"],"primary_source":"Bestiary","spell":["Plane Shift","Veil","Wall of Stone","Shape Stone","Glitterdust","Detect Magic"],"ac":25,"item":["+1 falchion"],"level":7,"spell_dc":[24],"source_category":["Rulebooks"],"sense":"darkvision, detect magic , tremorsense (imprecise) 60 feet","resistance":{"electricity":10},"intelligence":3,"reflex_save":12,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Shaitan","alignment":"LN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14,17],"attack_bonus":[19,20],"constitution":4,"creature_family":"Genie","will_save":15,"speed":{"climb":20,"max":45,"land":20,"burrow":45},"wisdom":2,"weakness":{},"creature_ability":["Earth Glide","Shove into Stone"],"skill":["Athletics","Crafting","Deception","Nature","Society"],"tradition":["Arcane"],"summary":"Hailing from the Plane of Earth, shaitans are proud and brazen genies. They value physical skill and love bargaining, games of chance, and working …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=213","dexterity":1,"category":"creature","slug":"creature-213"},{"remaster_name":["Ifrit"],"primary_source_category":"Rulebooks","strength":5,"hp":175,"language":["Common","Ignan"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":17,"trait":["Elemental","Fire","Genie","Uncommon","LE","Large"],"id":"creature-214","text":" Efreeti The efreet are hateful and merciless genies from the Plane of Fire, where they build metropolises and massive trade centers that draw extraplanar travelers from across the multiverse. They are cruel slavers, vengeful warmongers, and sinister wish-masters; there are many tales of mortals who made pacts with efreet only to have their words twisted to suit a genie’s capricious and malevolent whims. Efreet do not readily treat with other genies; they share an eternal feud with the djinn, disdain marids, regard jann as weaklings unworthy of the genie title, and only occasionally tolerate alliances with shaitans. At 12 feet tall and weighing 2,000 pounds, efreet are formidable opponents and cow their chosen victims with a glance. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Efreeti Source Bestiary pg. 164 Perception +17; darkvision, detect magic Languages Common, Ignan Skills Arcana +14, Athletics +22, Crafting +14, Deception +19, Diplomacy +17, Intimidation +19, Society +14 Str +5 Dex +3 Con +4 Int +1 Wis +2 Cha +4 Items Breastplate, +1 striking scimitar --- AC 28 Fort +18 Ref +17 Will +20 HP 175 Immunities fire Weaknesses cold 10 --- Speed 25 feet, fly 35 feet Melee Single Action scimitar +21 (Fire, forceful +2, Magical, reach 10 feet, Sweep), Damage 2d6+11 slashing plus 2d6 fire Melee Single Action fist +20 (Agile, Magical, reach 10 feet), Damage 1d4+11 bludgeoning plus 2d6 fire Arcane Innate Spells DC 29, attack +19 - Cantrips (5th) Produce Flame - 4th Gaseous Form, Invisibility (x2) - 5th Illusory Object - 7th Plane Shift (at will; to Astral Plane, Elemental Planes, or Material Plane only) - Constant (5th) Detect Magic Burning Grasp (Fire) When the efreeti grabs a creature, that creature takes 2d6 fire damage, and takes 2d6 fire damage at the end of each of its turns as long as it remains grabbed. Change Size Two Actions (Arcane, Concentrate, Polymorph, Transmutation) Frequency Once per day. Effect The efreeti changes a creature’s size. This works as a 4th-level enlarge or shrink spell but can target an unwilling creature (DC 29 Fortitude save negates). Combat Grab Single Action Requirements The efreeti has one hand free. Effect The efreeti makes a melee Strike while keeping one hand free. If the Strike hits, the target is grabbed in the efreeti’s free hand. Efreeti Maliks Efreeti maliks take pleasure in fulfilling wishes in pedantic ways that cause suffering, regret, or pain. A wisher for a thousand pounds of gemstones might have the gems delivered as a bone-crushing avalanche. Efreeti maliks add the following to their innate spells: 5th fireball (at will); 7th volcanic eruption . ","element":["Fire"],"skill_mod":{"society":14,"diplomacy":17,"deception":19,"crafting":14,"arcana":14,"athletics":22,"intimidation":19},"image":["/Images/Monsters/Genie_Efreeti.png"],"primary_source":"Bestiary","spell":["Plane Shift","Illusory Object","Gaseous Form","Invisibility","Produce Flame","Detect Magic"],"ac":28,"item":["Breastplate","+1 striking scimitar"],"level":9,"spell_dc":[29],"source_category":["Rulebooks"],"sense":"darkvision, detect magic ","resistance":{},"intelligence":1,"reflex_save":17,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Efreeti","alignment":"LE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[20,25],"attack_bonus":[20,21],"constitution":4,"immunity":["fire"],"creature_family":"Genie","spell_attack_bonus":[19],"will_save":20,"speed":{"fly":35,"max":35,"land":25},"wisdom":2,"weakness":{"cold":10},"creature_ability":["Burning Grasp","Change Size","Combat Grab"],"skill":["Arcana","Athletics","Crafting","Deception","Diplomacy","Intimidation","Society"],"tradition":["Arcane"],"summary":"The efreet are hateful and merciless genies from the Plane of Fire, where they build metropolises and massive trade centers that draw extraplanar …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=214","dexterity":3,"category":"creature","slug":"creature-214"},{"remaster_name":["Faydhaan"],"primary_source_category":"Rulebooks","strength":5,"hp":145,"language":["Aquan","Common"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":18,"stealth":"18","trait":["Elemental","Genie","Uncommon","Water","CN","Large"],"id":"creature-215","text":" Marid Marids are capricious but powerful genies from the Plane of Water; among geniekind, they are rivaled in power only by the fiery efreet. Marids embody the strength of the ocean’s waves and currents, but they also have a gentler side, loving performance and art such as dancing, music, and storytelling. Marids regard efreet with hostility but rarely encounter them in their native environment. They get along with djinn, jann, and shaitans, although the latter consider marids flighty and annoying, associating only long enough to close trade deals. Marid society has strict rules of hospitality, and many marid cities have a magically sealed foreign quarter where marid shahzadas conduct business with air-breathers. Recall Knowledge - Elemental (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Marid Source Bestiary pg. 165 Perception +18; darkvision, detect alignment , detect magic , wavesense (imprecise) 60 feet Languages Aquan, Common Skills Athletics +20, Crafting +16, Diplomacy +19, Nature +18, Performance +16, Society +14, Stealth +18 Str +5 Dex +5 Con +4 Int +1 Wis +3 Cha +3 Items +1 striking trident --- AC 28 Fort +18 Ref +21 Will +17 HP 145 Resistances fire 10 Vortex (aura, water) 40 feet. Water in the aura that is also in the same body of water as the marid is difficult terrain for Swimming creatures. Creatures with the water trait are immune. --- Speed 20 feet, swim 40 feet Melee Single Action trident +21 (Magical, reach 10 feet), Damage 2d8+11 piercing Melee Single Action fist +20 (Agile, Magical, Nonlethal, reach 10 feet), Damage 1d4+11 bludgeoning Ranged Single Action trident +21 (Magical, thrown 20 feet), Damage 2d8+11 piercing Arcane Innate Spells DC 28 - 2nd Blur (at will), Illusory Object - 4th Hydraulic Push (at will), Hydraulic Torrent, Solid Fog - 5th Control Water (at will), Hallucinatory Terrain - 7th Plane Shift (at will; to Astral Plane, Elemental Planes, or Material Plane only) - Constant (1st) Detect Alignment (evil or good only) - Constant (5th) Detect Magic Change Shape Single Action (Arcane, Concentrate, Polymorph, Transmutation) The marid can take on the appearance of any water elemental or humanoid. This ability doesn’t change the marid’s Speed or its attack and damage bonuses with its Strikes. Rush of Water Two Actions (Arcane, Evocation, Water) The marid releases a jet of water in a 60-foot line, dealing 9d6 bludgeoning damage (DC 28 basic Reflex save). A creature that fails its save is also pushed 10 feet (20 feet on a critical failure). The marid can’t use Rush of Water again for 1d4 rounds. Skewer Single Action The marid makes a trident Strike, dealing an extra 2d6 persistent bleed damage on a hit (4d6 on a critical hit). Marid Shahzadas Marid shahzadas grant wishes in ways that amuse them. They add the following to their innate spells: 5th cone of cold (at will), illusory creature (×2). ","element":["Water"],"skill_mod":{"society":14,"diplomacy":19,"performance":16,"nature":18,"crafting":16,"stealth":18,"athletics":20},"image":["/Images/Monsters/Genie_Marid.png"],"primary_source":"Bestiary","spell":["Plane Shift","Control Water","Hallucinatory Terrain","Hydraulic Push","Hydraulic Torrent","Solid Fog","Blur","Illusory Object","Detect Magic","Detect Alignment"],"ac":28,"item":["+1 striking trident"],"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":"darkvision, detect alignment , detect magic , wavesense (imprecise) 60 feet","resistance":{"fire":10},"intelligence":1,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Marid","alignment":"CN","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13,20,20],"attack_bonus":[20,21,21],"constitution":4,"creature_family":"Genie","will_save":17,"speed":{"max":40,"land":20,"swim":40},"wisdom":3,"weakness":{},"creature_ability":["Vortex","Change Shape","Rush of Water","Skewer"],"skill":["Athletics","Crafting","Diplomacy","Nature","Performance","Society","Stealth"],"tradition":["Arcane"],"summary":"Marids are capricious but powerful genies from the Plane of Water; among geniekind, they are rivaled in power only by the fiery efreet. Marids embody …","trait_group":["Creature Type","Monster","Rarity","Elemental","Planar"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=215","dexterity":5,"category":"creature","slug":"creature-215"},{"attack_bonus":[13],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":30,"language":["Common"],"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Ghost","will_save":8,"charisma":2,"speed":{"fly":25,"max":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Site Bound","Rejuvenation","Frightful Moan"],"skill":["Dwelling Lore","Stealth"],"stealth":"12","trait":["Ghost","Incorporeal","Spirit","Undead","CE","Medium"],"id":"creature-216","text":" Ghost Commoner The ghost commoner is an ordinary person who believes they died unjustly, usually due to foul play or betrayal. Recall Knowledge - Spirit (Occultism): DC 19 Recall Knowledge - Undead (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Ghost Commoner Source Bestiary pg. 167 Perception +10; darkvision Languages Common Skills Dwelling Lore +10, Stealth +12 Str -5 Dex +3 Con +0 Int +0 Wis +2 Cha +2 Site Bound A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location. --- AC 20 Fort +8 Ref +11 Will +8 HP 30 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch , or positive; double resistance vs. non-magical) Rejuvenation (divine, necromancy) When a ghost is destroyed, it re-forms after 2d4 days within the location it’s bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting. Setting right the injustice that led to the commoner's death allows it to move on to the afterlife. --- Speed fly 25 feet Melee Single Action ghostly hand +13 (Agile, Finesse, Magical), Damage 2d6+2 negative Frightful Moan Single Action (Auditory, Divine, Emotion, Enchantment, Fear, Mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 21 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute. ","skill_mod":{"stealth":12},"summary":"The ghost commoner is an ordinary person who believes they died unjustly, usually due to foul play or betrayal.","primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude","will"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"spirit":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=216","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Ghost Commoner","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9],"slug":"creature-216"},{"primary_source_category":"Rulebooks","strength":-5,"hp":135,"language":["Common","Draconic"],"source":["Bestiary"],"type":"Creature","charisma":6,"perception":17,"stealth":"21","trait":["Ghost","Incorporeal","Spirit","Undead","CE","Medium"],"id":"creature-217","text":" Ghost Mage A wizard who died with a major project left undone might become a ghost mage, constantly seeking to finish its task in undeath. Recall Knowledge - Spirit (Occultism): DC 27 Recall Knowledge - Undead (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Ghost Mage Source Bestiary pg. 167 Perception +17; darkvision Languages Common, Draconic Skills Arcana +22, Intimidation +22, Stealth +21 Str -5 Dex +3 Con +0 Int +6 Wis +3 Cha +6 Site Bound A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location. --- AC 27 Fort +16 Ref +19 Will +22 HP 135 (negative healing, rejuvenation) Immunities death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , or positive; double resistance vs. non-magical) Rejuvenation (divine, necromancy) When a ghost is destroyed, it re-forms after 2d4 days within the location it’s bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting. Completing the ghost mage’s project allows it to move on to the afterlife. --- Speed fly 25 feet Melee Single Action ghostly hand +21 (Agile, Finesse, Magical), Damage 2d8+12 negative Arcane Innate Spells DC 29, attack +23 - Cantrips (5th) Detect Magic, Ghost Sound, Mage Hand, Prestidigitation - 1st Ray of Enfeeblement (x2) - 2nd Telekinetic Maneuver (x2) - 3rd Blindness, Dispel Magic, Nondetection - 4th Phantasmal Killer, Suggestion - 5th Cone of Cold, Hallucination Frightful Moan Single Action (Auditory, Divine, Emotion, Enchantment, Fear, Mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 29 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute. Telekinetic Assault Two Actions (Divine, Evocation) The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 6d6 bludgeoning damage, subject to a basic Reflex save (DC 29). ","skill_mod":{"stealth":21,"arcana":22,"intimidation":22},"image":["/Images/Monsters/Ghost_GhostMage.png"],"primary_source":"Bestiary","spell":["Cone of Cold","Hallucination","Phantasmal Killer","Suggestion","Blindness","Dispel Magic","Nondetection","Telekinetic Maneuver","Ray of Enfeeblement","Detect Magic","Ghost Sound","Mage Hand","Prestidigitation"],"ac":27,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"spirit":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":6,"reflex_save":19,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Ghost Mage","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[21],"attack_bonus":[21],"constitution":0,"immunity":["death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Ghost","spell_attack_bonus":[23],"will_save":22,"speed":{"fly":25,"max":25},"wisdom":3,"weakness":{},"creature_ability":["Site Bound","Rejuvenation","Frightful Moan","Telekinetic Assault"],"skill":["Arcana","Intimidation","Stealth"],"tradition":["Arcane"],"summary":"A wizard who died with a major project left undone might become a ghost mage, constantly seeking to finish its task in undeath.","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=217","dexterity":3,"category":"creature","slug":"creature-217"},{"remaster_name":["Ghoul Stalker"],"attack_bonus":[9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Ghoul","will_save":5,"charisma":2,"speed":{"max":30,"land":30,"burrow":5},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Consume Flesh","Ghoul Fever","Paralysis","Swift Leap"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"7","trait":["Ghoul","Undead","CE","Medium"],"id":"creature-218","text":" Ghoul Ghouls are ravenous undead who haunt graveyards and eat corpses. Recall Knowledge - Undead (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Ghoul Source Bestiary pg. 169 Perception +7; darkvision Languages Common, Necril Skills Acrobatics +7, Athletics +4, Stealth +7, Survival +5 Str +1 Dex +4 Con +1 Int +1 Wis +2 Cha +2 --- AC 16 Fort +4 Ref +9 Will +5 HP 20 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 30 feet, burrow 5 feet Melee Single Action jaws +9 (Finesse), Damage 1d6+1 piercing plus ghoul fever and paralysis Melee Single Action claw +9 (Agile, Finesse), Damage 1d4+1 slashing plus paralysis Consume Flesh Single Action (Manipulate) Requirements The ghoul is adjacent to the corpse of a creature that died within the last hour. Effect The ghoul devours a chunk of the corpse and regains 1d6 Hit Points. It can regain Hit Points from any given corpse only once. Ghoul Fever (Disease) Saving Throw Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight. Paralysis (Incapacitation, Occult, Necromancy) Any living, non-elf creature hit by a ghoul’s attack must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Swift Leap Single Action (Move) The ghoul jumps up to half its Speed. This movement doesn’t trigger reactions. ","skill_mod":{"survival":5,"stealth":7,"athletics":4,"acrobatics":7},"summary":"Ghouls are ravenous undead who haunt graveyards and eat corpses.","image":["/Images/Monsters/Ghoul_Ghoul.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=218","intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":4,"size":["Medium"],"name":"Ghoul","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,4],"slug":"creature-218"},{"attack_bonus":[11,11],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":30,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Ghoul","will_save":8,"charisma":3,"speed":{"max":30,"land":30,"burrow":5},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Stench","Consume Flesh","Ghast Fever","Paralysis","Swift Leap"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"10","trait":["Ghoul","Undead","CE","Medium"],"id":"creature-219","text":" Ghast Ghasts—feral, foul-smelling, and constantly hungry—are the more powerful kin of ghouls. They are relentless in the pursuit of their prey. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Ghast Source Bestiary pg. 169 Perception +8; darkvision Languages Common, Necril Skills Acrobatics +10, Athletics +7, Stealth +10, Survival +8 Str +3 Dex +4 Con +2 Int +1 Wis +2 Cha +3 --- AC 18 Fort +6 Ref +10 Will +8 HP 30 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. --- Speed 30 feet, burrow 5 feet Melee Single Action jaws +11 (Finesse), Damage 1d6+5 piercing plus ghast fever and paralysis Melee Single Action claw +11 (Agile, Finesse), Damage 1d4+5 slashing plus paralysis Consume Flesh Single Action (Manipulate) Requirements The ghast is adjacent to the corpse of a creature that died within the last hour. Effect The ghast devours a chunk of the corpse and regains 3d6 Hit Points. It can regain Hit Points from any given corpse only once. Ghast Fever (Disease) Saving Throw Fortitude DC 16; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnight Paralysis (Incapacitation, Occult, Necromancy) Any living creature (including elves) hit by a ghast's attack must succeed at a DC 16 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Swift Leap Single Action (Move) The ghast jumps up to half its Speed. This movement doesn’t trigger reactions. ","skill_mod":{"survival":8,"stealth":10,"athletics":7,"acrobatics":10},"summary":"Ghasts—feral, foul-smelling, and constantly hungry—are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.","image":["/Images/Monsters/Ghoul_Ghast.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=219","intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Ghast","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-219"},{"attack_bonus":[19,19,19],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":140,"language":["Common","Jotun"],"source":["Bestiary"],"type":"Creature","creature_family":"Giant","will_save":13,"charisma":0,"speed":{"max":35,"land":35},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Catch Rock","Throw Rock","Wide Swing"],"skill":["Athletics","Intimidation"],"trait":["Earth","Giant","Humanoid","CE","Large"],"id":"creature-220","text":" Hill Giant Selfish and crude, these rough-skinned raiders are bullies and ultimately cowards. Quick-tempered and fond of violence, a hill giant gladly raids and pillages the defenseless but is quick to flee from those who are bigger, stronger, or better organized than they are. A hill giant is never above shoving or tricking one of their own kind to slow down their opponent or get the best loot. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Hill Giant Source Bestiary pg. 170 Perception +13; low-light vision Languages Common, Jotun Skills Athletics +19, Intimidation +11 Str +6 Dex +0 Con +4 Int -2 Wis +2 Cha +0 Items Hide Armor, sack with 5 rocks --- AC 24 Fort +17 Ref +12 Will +13 HP 140 Catch Rock Reaction --- Speed 35 feet Melee Single Action greatclub +19 (Backswing, reach 10 feet, Shove), Damage 1d10+14 bludgeoning Melee Single Action fist +19 (Agile, reach 10 feet), Damage 1d6+4 bludgeoning Ranged Single Action rock +19 (Brutal, range increment 120 feet), Damage 1d8+14 bludgeoning Throw Rock Single Action Wide Swing Single Action The hill giant makes a single greatclub Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the hill giant’s multiple attack penalty. ","element":["Earth"],"skill_mod":{"athletics":19,"intimidation":11},"summary":"Selfish and crude, these rough-skinned raiders are bullies and ultimately cowards. Quick-tempered and fond of violence, a hill giant gladly raids and …","primary_source":"Bestiary","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":24,"item":["Hide Armor","sack with 5 rocks"],"level":7,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=220","intelligence":-2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":17,"size":["Large"],"name":"Hill Giant","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,18,19],"slug":"creature-220"},{"attack_bonus":[18,20,21],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":150,"language":["Common","Jotun"],"source":["Bestiary"],"type":"Creature","creature_family":"Giant","will_save":14,"charisma":0,"speed":{"max":35,"land":35},"perception":16,"wisdom":1,"weakness":{},"creature_ability":["Catch Rock","Big Swing","Throw Rock"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"stealth":"14","trait":["Earth","Giant","Humanoid","N","Large"],"id":"creature-221","text":" Stone Giant Stone giants are stoic, reclusive herders and artists who have a rich history and collection of traditions. They dwell in caves in tall mountains and craggy ranges, where their grayish skin allows them to blend in with their surroundings and go unnoticed by imperceptive adventurers. Those benign travelers who come across a tribe of stone giants need not worry much, however, for stone giants do not actively invite confrontation or strife. They are, by and large, a peaceful people who seek wisdom through exploration of nature and long meditations on the elements of the natural world. Their elders are the wisest of stone giants, and use their charisma and druidic magic to lead their tribes to prosperity and harmony with nature. A typical stone giant stands 12 feet in height and weighs about 1,500 pounds. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Stone Giant Source Bestiary pg. 170 Perception +16; darkvision Languages Common, Jotun Skills Acrobatics +14, Athletics +20, Intimidation +14, Stealth +14 Str +6 Dex +2 Con +4 Int +0 Wis +1 Cha +0 Items sack with 5 rocks, +1 striking greatclub --- AC 27 Fort +18 Ref +14 Will +14 HP 150 Catch Rock Reaction --- Speed 35 feet Melee Single Action greatclub +21 (Backswing, Magical, reach 10 feet, Shove), Damage 2d10+12 bludgeoning Melee Single Action fist +20 (Agile, reach 10 feet), Damage 2d6+14 bludgeoning Ranged Single Action rock +18 (Brutal, range increment 120 feet), Damage 2d6+12 bludgeoning Big Swing Two Actions The stone giant makes a greatclub Strike. The target is Pushed up to 10 feet on a hit or up to 20 feet on a critical hit. If the target collides with a solid object or lands on the ground, it takes bludgeoning damage as though it had fallen the distance it moved. Throw Rock Single Action ","element":["Earth"],"skill_mod":{"stealth":14,"athletics":20,"intimidation":14,"acrobatics":14},"summary":"Stone giants are stoic, reclusive herders and artists who have a rich history and collection of traditions. They dwell in caves in tall mountains and …","image":["/Images/Monsters/Giant_StoneGiant.png"],"primary_source":"Bestiary","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":27,"item":["sack with 5 rocks","+1 striking greatclub"],"level":8,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=221","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Stone Giant","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,21,23],"slug":"creature-221"},{"attack_bonus":[21,21,21],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":150,"language":["Common","Jotun"],"immunity":["cold"],"source":["Bestiary"],"type":"Creature","creature_family":"Giant","will_save":16,"charisma":0,"speed":{"max":30,"land":30},"perception":17,"wisdom":2,"weakness":{"fire":10},"creature_ability":["Catch Rock","Chill Breath","Ice Stride","Throw Rock","Wide Swing"],"skill":["Athletics","Crafting","Intimidation","Stealth"],"stealth":"17","trait":["Cold","Giant","Humanoid","CE","Large"],"id":"creature-222","text":" Frost Giant Frost giants are remorseless marauders who pillage and plunder from those who dare to live near them in desolate, frigid lands. Their clans range from extremely territorial hunters who claim an expanse of tundra and defend it at all costs to nomadic hordes that roam icy slopes in search of settlements to conquer. Frost giant clans are ruled by those who exhibit the greatest ferocity and prowess in battle—massive brutes who proclaim themselves jarl and demand absolute obedience from their followers. If at any time a frost giant wishes to be a jarl, all they must do is issue a challenge to the current jarl and face off in mortal combat, after which the reigning champion continues leading the clan or the victorious challenger assumes control. Frost giants live in frostbitten realms, and their appearance is reflective of a people weathered and hardened by relentless snowstorms and freezing temperatures. They often wear metal armor adorned with the furs, skin, teeth, and tusks of slain beasts and heft weapons as long as dining tables. Their flesh ranges from pale blue to shale gray, and their hair is typically a dingy white or dirty yellow color. A typical frost giant stands about 15 feet tall and weighs approximately 2,800 pounds. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Frost Giant Source Bestiary pg. 171 Perception +17; low-light vision Languages Common, Jotun Skills Athletics +23, Crafting +18, Intimidation +18, Stealth +17 Str +6 Dex +0 Con +5 Int +0 Wis +2 Cha +0 Items sack with 5 rocks, Breastplate, +1 striking greataxe --- AC 29 Fort +23 Ref +16 Will +16 HP 150 Immunities cold Weaknesses fire 10 Catch Rock Reaction --- Speed 30 feet; ice stride Melee Single Action greataxe +21 (Magical, reach 10 feet, Sweep), Damage 2d12+12 slashing Melee Single Action fist +21 (Agile, reach 10 feet), Damage 2d8+12 bludgeoning Ranged Single Action rock +21 (Brutal, range increment 120 feet), Damage 2d10+9 bludgeoning Chill Breath Single Action (Cold, Evocation, Primal) The frost giant breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 4d6 cold damage. Each creature in the cone must attempt a DC 28 basic Reflex save. A creature that fails its save is also immobilized and takes 2d6 cold damage at the end of each of its turns until it gets free (Escape DC 28). The giant can’t use Chill Breath again for 1d4 rounds. Ice Stride A frost giant isn’t impeded by difficult terrain caused by snow or ice, nor does it need to attempt Acrobatics checks to keep from falling on slippery ice. Throw Rock Single Action Wide Swing Single Action The frost giant makes a single greataxe Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the frost giant’s multiple attack penalty. ","skill_mod":{"crafting":18,"stealth":17,"athletics":23,"intimidation":18},"summary":"Frost giants are remorseless marauders who pillage and plunder from those who dare to live near them in desolate, frigid lands. Their clans range …","image":["/Images/Monsters/Giant_FrostGiant.png"],"primary_source":"Bestiary","trait_group":["Energy","Monster","Creature Type"],"ac":29,"item":["sack with 5 rocks","Breastplate","+1 striking greataxe"],"level":9,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=222","intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":23,"size":["Large"],"name":"Frost Giant","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,21,25],"slug":"creature-222"},{"attack_bonus":[23,23,24],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Common","Jotun"],"immunity":["fire"],"source":["Bestiary"],"type":"Creature","creature_family":"Giant","will_save":18,"charisma":0,"speed":{"max":25,"land":25},"perception":18,"wisdom":2,"weakness":{"cold":10},"creature_ability":["Attack of Opportunity","Catch Rock","Flaming Stroke","Throw Rock"],"skill":["Athletics","Crafting","Intimidation"],"trait":["Fire","Giant","Humanoid","LE","Large"],"id":"creature-223","text":" Fire Giant The most militaristic of all giants, fire giants focus obsessively on learning combat techniques, mastering the arts of forging weapons and armor, and finding new ways to dominate their enemies. As a result, their social and political structures are grounded firmly in martial hierarchies, with a strict emphasis on following the orders of one’s superior, no matter if you are accountable to a lowly soldier or report to a powerful officer. As soon as a fire giant can walk, they are fitted with their first suit of forged armor. This armor is constantly remolded and replaced as the fire giant matures, both to ensure they are comfortable with steel against their skin and also to teach the giant as early as possible that they bear the burden of fighting to protect their traditions and way of life. To a fire giant, death is the flame in which the future is forged. Fire giants are usually identified by their powerful stature, bright-orange hair that flickers and dances as if it were aflame, and heavy steel armor worn over garments of crimson, amber, or black. Most fire giants are covered in scars and refuse to conceal or obstruct them, as each jagged mark serves as a reminder of a valuable lesson they learned in battle. A typical fire giant stands 12 to 16 feet tall, weighs about 7,000 pounds, and lives to be 350 years old. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Fire Giant Source Bestiary pg. 172 Perception +18; low-light vision Languages Common, Jotun Skills Athletics +25, Crafting +22, Intimidation +23 Str +7 Dex +0 Con +5 Int +2 Wis +2 Cha +0 Items sack with 5 rocks, +1 half-plate , +1 striking greatsword --- AC 31 Fort +23 Ref +16 Will +18 HP 175 Immunities fire Weaknesses cold 10 Attack of Opportunity Reaction Catch Rock Reaction --- Speed 25 feet Melee Single Action greatsword +24 (Magical, reach 10 feet, versatile P), Damage 2d12+13 slashing Melee Single Action fist +23 (Agile, reach 10 feet), Damage 2d8+13 bludgeoning Ranged Single Action rock +23 (Brutal, range increment 120 feet), Damage 2d8+13 bludgeoning plus 1d6 fire Flaming Stroke Two Actions (Evocation, Fire, Primal) The fire giant imbues its blade with flames and makes a greatsword Strike with a –2 circumstance penalty against each creature in a 15-foot line. It makes only one attack roll and compares the result to each creature’s AC. This Strike deals an additional 1d6 fire damage and counts as one attack for the fire giant’s multiple attack penalty. Throw Rock Single Action (Fire) A rock thrown by a fire giant deals an additional 1d6 fire damage on a hit. ","element":["Fire"],"skill_mod":{"crafting":22,"athletics":25,"intimidation":23},"summary":"The most militaristic of all giants, fire giants focus obsessively on learning combat techniques, mastering the arts of forging weapons and armor, …","image":["/Images/Monsters/Giant_FireGiant.png"],"primary_source":"Bestiary","trait_group":["Energy","Elemental","Planar","Monster","Creature Type"],"ac":31,"item":["sack with 5 rocks","+1 half-plate","+1 striking greatsword"],"level":10,"source_category":["Rulebooks"],"sense":"low-light vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=223","intelligence":2,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Low-light vision","fortitude_save":23,"size":["Large"],"name":"Fire Giant","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,25,26],"slug":"creature-223"},{"primary_source_category":"Rulebooks","strength":7,"hp":220,"language":["Common","Jotun"],"source":["Bestiary"],"type":"Creature","charisma":1,"perception":22,"trait":["Air","Giant","Humanoid","N","Huge"],"id":"creature-224","text":" Cloud Giant The graceful and regal cloud giants have skin of milky white to powdery blue. Unlike most giants, cloud giants are quite morally diverse. A handful are neutral, but of the others, roughly half are good, while the other half are evil. Good cloud giants are often civic-minded builders of roads and settlements, and are interested in trading goods as well as cultural innovations. It’s not uncommon for such giants to approach their neighbors with diplomacy and build strong relationships with other peaceful peoples. Conversely, evil cloud giants are often isolationist and xenophobic. Preferring hidden mountain valleys and settlements in the caves and among the crags of lonely peaks, they raid for what they want and treat other creatures like inconsequential insects. These opposing philosophies can generate a great deal of strife among neighboring cloud giant communities, and the raiders often threaten the trade deals of their peaceful cousins. Legends persist of floating cities ruled by magically gifted cloud giant queens and kings. While most cloud giants plainly state that such claims are pure fantasy, others are mysteriously tight-lipped or evasive about the matter. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Cloud Giant Source Bestiary pg. 173 Perception +22; low-light vision, scent (imprecise) 30 feet Languages Common, Jotun Skills Athletics +26, Crafting +21, Diplomacy +24, Intimidation +26, Performance +21 Str +7 Dex +0 Con +5 Int +1 Wis +3 Cha +1 Items sack with 5 rocks, +1 striking ranseur --- AC 30 Fort +25 Ref +18 Will +21 HP 220 Attack of Opportunity Reaction Catch Rock Reaction --- Speed 30 feet Melee Single Action ranseur +25 (Disarm, Magical, reach 20 feet), Damage 2d10+13 piercing Melee Single Action fist +24 (Agile, reach 15 feet), Damage 2d8+13 bludgeoning Ranged Single Action rock +24 (Brutal, range increment 120 feet), Damage 2d10+13 bludgeoning Primal Innate Spells DC 30 - 2nd Obscuring Mist (at will) - 3rd Levitate (at will) - 4th Solid Fog Throw Rock Single Action Wind Strike Two Actions (Air, Evocation, Primal) The cloud giant Strikes a creature with its ranseur, surrounded in a roar of rushing air. On a hit, the target takes an additional 4d8 bludgeoning damage and is deafened for 1 minute. Whether or not the Strike hits, each non-cloud giant within a 20-foot emanation, including the target of the Strike, is buffeted by roaring winds and must attempt a DC 30 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature takes 2d8 sonic damage. Failure The creature takes 4d8 sonic damage and is deafened until the end of its next turn. Critical Failure As failure, but double damage and also knocked prone. ","element":["Air"],"skill_mod":{"diplomacy":24,"performance":21,"crafting":21,"athletics":26,"intimidation":26},"image":["/Images/Monsters/Giant_CloudGiant.png"],"primary_source":"Bestiary","spell":["Solid Fog","Levitate","Obscuring Mist"],"ac":30,"item":["sack with 5 rocks","+1 striking ranseur"],"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","resistance":{},"intelligence":1,"reflex_save":18,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":25,"size":["Huge"],"name":"Cloud Giant","alignment":"N","pfs":"Standard","rarity":"common","strike_damage_average":[22,24,24],"attack_bonus":[24,24,25],"constitution":5,"creature_family":"Giant","will_save":21,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Catch Rock","Throw Rock","Wind Strike"],"skill":["Athletics","Crafting","Diplomacy","Intimidation","Performance"],"tradition":["Primal"],"summary":"The graceful and regal cloud giants have skin of milky white to powdery blue. Unlike most giants, cloud giants are quite morally diverse. A handful …","trait_group":["Elemental","Planar","Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=224","dexterity":0,"category":"creature","slug":"creature-224"},{"primary_source_category":"Rulebooks","strength":8,"hp":235,"language":["Auran","Common","Draconic","Jotun"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":24,"trait":["Amphibious","Giant","Humanoid","CG","Huge"],"id":"creature-225","text":" Storm Giant Storm giants are looming but benevolent stewards of sea and sky, often serving as the natural guardians of tropical islands, coastlines, or rocky archipelagos. Storm giants tend to rapidly shift in mood and behavior, one moment engaging in peaceful negotiation, the next unleashing unbridled ferocity against their foes. In this way, they embody both the fury of a raging tempest and the calm of a hurricane’s eye. This can make them valuable allies who race to the aid of those in need, but their allies remain must be alert and mindful of their mood, as the giants can be quick to anger or aggressive when caution is most appropriate. Most storm giants have complexions akin to the crystal blue of the ocean or the warm violet of a sky touched by the setting sun. Their hair tends to be dark purple, blue, or black, and their eyes often have a silvery sheen. A typical storm giant stands 21 feet tall, weighs 12,000 pounds, and lives to be about 600 years old. Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Storm Giant Source Bestiary pg. 174 Perception +24; low-light vision Languages Auran, Common, Draconic, Jotun Skills Acrobatics +20, Athletics +27, Crafting +24, Intimidation +24, Performance +22 Str +8 Dex +1 Con +6 Int +3 Wis +5 Cha +2 Items +1 striking greatsword , sack with 5 rocks --- AC 34 Fort +28 Ref +21 Will +23 HP 235 Immunities electricity Catch Rock Reaction --- Speed 35 feet, swim 30 feet Melee Single Action greatsword +28 (Magical, reach 15 feet, versatile P), Damage 2d12+16 slashing plus 1d6 electricity Melee Single Action fist +27 (Agile, reach 15 feet), Damage 2d8+16 bludgeoning plus 1d6 electricity Ranged Single Action rock +37 (Brutal, range increment 120 feet), Damage 2d10+16 bludgeoning Arcane Innate Spells DC 33 - 3rd Levitate (at will) - 6th Chain Lightning (x3) - Constant (4th) Freedom of Movement - 5th Control Weather (at will) Lightning Blade Three Actions (Electricity, Evocation, Primal) The storm giant raises one hand to the sky, channeling a bolt of lightning into the blade held in the other. The giant makes a greatsword Strike with a –2 circumstance penalty against each creature within its reach. It makes only one attack roll and compares the result against each creature’s AC. This Strike deals an additional 3d12 electricity damage and counts as two attacks for the giant’s multiple attack penalty. Throw Rock Single Action Wide Swing Single Action The storm giant makes a single greatsword Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the giant’s multiple attack penalty. ","skill_mod":{"performance":22,"crafting":24,"athletics":27,"intimidation":24,"acrobatics":20},"image":["/Images/Monsters/Giant_StormGiant.png"],"primary_source":"Bestiary","spell":["Chain Lightning","Levitate","Freedom of Movement"],"ac":34,"item":["+1 striking greatsword","sack with 5 rocks"],"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":"low-light vision","resistance":{},"intelligence":3,"reflex_save":21,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":28,"size":["Huge"],"name":"Storm Giant","alignment":"CG","pfs":"Standard","rarity":"common","strike_damage_average":[27,28,32],"attack_bonus":[27,28,37],"constitution":6,"immunity":["electricity"],"creature_family":"Giant","will_save":23,"speed":{"max":35,"land":35,"swim":30},"wisdom":5,"weakness":{},"creature_ability":["Catch Rock","Lightning Blade","Throw Rock","Wide Swing"],"skill":["Acrobatics","Athletics","Crafting","Intimidation","Performance"],"tradition":["Arcane"],"summary":"Storm giants are looming but benevolent stewards of sea and sky, often serving as the natural guardians of tropical islands, coastlines, or rocky …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=225","dexterity":1,"category":"creature","slug":"creature-225"},{"primary_source_category":"Rulebooks","strength":9,"hp":330,"language":["Common","Jotun","Terran"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":28,"trait":["Evil","Giant","Humanoid","Uncommon","LE","Gargantuan"],"id":"creature-226","text":" Rune Giant Magically crafted and bred by ancient wizards, rune giants are anathema to and tyrants among their own kind, who were given power to command and magically control other giants. The rune giants themselves served even more powerful masters—potent wizards known as runelords—and in so doing commanded entire armies of giants on behalf of the runelords’ empires. In the eons since these empires collapsed, rune giants have persisted as a people of their own, though to the outside world they’re little more than fabled horrors whispered of late at night by superstitious giants. Rune giants usually dwell in the most remote and rugged of towering mountain ranges, but they can also be found in immense ruins atop lost islands, glacial valleys, or even more remote or magical regions. Rune giants’ striking charcoal flesh is decorated by dozens of runes, which are potent manifestations of their eldritch powers. Rune giants are towering creatures, averaging at 40 feet in height and weighing 25,000 pounds. Recall Knowledge - Humanoid (Society): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Rune Giant Source Bestiary pg. 175 Perception +28; low-light vision Languages Common, Jotun, Terran Skills Arcana +28, Athletics +32, Crafting +28, Intimidation +28, Society +27 Str +9 Dex +2 Con +7 Int +2 Wis +6 Cha +4 Items +1 splint mail , +1 striking longspear , +2 greater striking greatsword --- AC 38 Fort +33 Ref +26 Will +28 HP 330 Immunities fire Attack of Opportunity Reaction The rune giant gains an additional reaction at the beginning of each of its turns that it can only use for an Attack of Opportunity. Catch Rock Reaction --- Speed 45 feet; air walk Melee Single Action greatsword +33 (Magical, reach 20 feet, versatile P), Damage 3d12+17 slashing Melee Single Action longspear +32 (Magical, reach 25 feet), Damage 2d8+17 piercing Melee Single Action fist +31 (Agile, reach 20 feet), Damage 3d8+17 bludgeoning Ranged Single Action rock +31 (Brutal, range increment 120 feet), Damage 2d12+17 bludgeoning Arcane Innate Spells DC 35 - 4th Charm (at will), Suggestion (at will) - 5th Sending - 6th Dominate (x3), True Seeing - 8th Charm, Suggestion - Constant (4th) Air Walk Command Giants When a rune giant casts a mental spell against another giant, the DC is 39, rather than 35. Demand Free Action (Arcane, Enchantment, Mental) When a rune giant casts its innate sending spell, it can also cast suggestion on the target. Flashing Runes Free Action (Arcane, Evocation, Light) Trigger The rune giant uses an arcane ability or casts an arcane spell. Effect The runes on the giant’s body flash as they produce magical energy. Each creature within a 10-foot emanation must attempt a DC 35 Fortitude save. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round. Invoke Rune Single Action (Arcane, Concentrate, Electricity, Evocation) The rune giant invokes one of the runes on its body, causing the rune to spray forth a 30-foot cone of sparks that deals 6d12 electricity damage to all creatures in the cone (DC 37 basic Reflex save). A glowing copy of the invoked rune appears on a single weapon the giant holds, granting the weapon one effect listed below of the giant’s choice. The giant can’t use Invoke Rune again for 1d4 rounds. The effect on the weapon lasts for 1 minute. If the giant places a new rune on a weapon, any previously placed rune immediately vanishes, ending its effect. Rune of Destruction The weapon gains the deadly trait with three weapon damage dice of the same die size as for the base weapon, and a creature hit with the weapon is drained 1 unless it succeeds at a DC 35 Fortitude save. Rune of Flames The weapon deals an additional 3d6 fire damage on all attacks. Rune of Smiting When the weapon hits, the giant can Push the target back 10 feet, or 20 feet on a critical hit. Throw Rock Single Action Wide Swing Single Action The rune giant makes a single greatsword Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the giant’s multiple attack penalty. The First Rune Giants On Golarion, the first rune giants were created by the powerful rulers of the ancient nation of Thassilon, The runelords gifted rune giants their ability to control other giants, using them to command armies of oversized builders and soldiers to create and defend oversized structures. ","skill_mod":{"society":27,"crafting":28,"arcana":28,"athletics":32,"intimidation":28},"image":["/Images/Monsters/Giant_RuneGiant.png"],"primary_source":"Bestiary","spell":["Charm","Suggestion","Dominate","True Seeing","Sending","Air Walk"],"ac":38,"item":["+1 splint mail","+1 striking longspear","+2 greater striking greatsword"],"level":16,"spell_dc":[35],"source_category":["Rulebooks"],"sense":"low-light vision","resistance":{},"intelligence":2,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":33,"size":["Gargantuan"],"name":"Rune Giant","alignment":"LE","pfs":"Standard","rarity":"uncommon","strike_damage_average":[26,30,30,36],"attack_bonus":[31,31,32,33],"constitution":7,"immunity":["fire"],"creature_family":"Giant","will_save":28,"speed":{"max":45,"land":45},"wisdom":6,"weakness":{},"creature_ability":["Attack of Opportunity","Catch Rock","Command Giants","Demand","Flashing Runes","Invoke Rune","Throw Rock","Wide Swing"],"skill":["Arcana","Athletics","Crafting","Intimidation","Society"],"tradition":["Arcane"],"summary":"Magically crafted and bred by ancient wizards, rune giants are anathema to and tyrants among their own kind, who were given power to command and …","trait_group":["Alignment","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=226","dexterity":2,"category":"creature","slug":"creature-226"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":120,"language":["Aklo"],"source":["Bestiary"],"type":"Creature","will_save":10,"charisma":0,"speed":{"max":20,"land":10,"swim":20},"perception":15,"wisdom":3,"weakness":{"bludgeoning":5},"creature_ability":["Gibbering","All-Around Vision","Reactive Gnaw","Burn Eyes","Engulf","Ground Manipulation"],"skill":["Acrobatics","Athletics"],"trait":["Aberration","N","Medium"],"id":"creature-227","text":" Gibbering Mouther Amorphous blobs of yammering mouths and oozing, fleshy sludge, gibbering mouthers are among the strangest creatures found either aboveground or below. Perpetually ravenous, these aberrations are always seeking their next meals, ever eating but never sated. With a nominal intelligence, gibbering mouthers can understand and even speak Aklo, but they do so in an intelligible manner only rarely. Instead, their innumerable mouths constantly jabber and babble in a stream of sound that disrupts the thought patterns of other creatures in the area. Where, how, and why gibbering mouthers originated are questions without answers. They share certain similarities with the much more powerful shoggoths, leading to theories that the two creatures share an origin; less charitable scholars have suggested that the gibbering mouther is instead a mortal’s attempt to create something akin to a shoggoth—though the question of why remains unanswered. Still others believe gibbering mouthers were sent to the world by the gods as a punishment for some forgotten but surely terrible transgression. Gibbering mouthers themselves have little to say on the matter—at least, not in any sort of sense. Scholars have wasted countless hours in attempts to make sense of gibbering mouthers’ noises—studies that put researchers into danger and give results that are contradictory and confusing at best. Whatever their origin, gibbering mouthers range the entirety of Golarion. Sightings have been recorded in dungeons below ancient cities and ruins as well as many regions of the deeper Darklands layers of Sekamina and Orv. They are somewhat less common in the upper region of Nar-Voth, perhaps due to the prevalence of settlements that don’t tolerate gibbering mouthers’ presence. Recall Knowledge - Aberration (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Gibbering Mouther Source Bestiary pg. 176 Perception +15; darkvision Languages Aklo Skills Acrobatics +12, Athletics +13 Str +2 Dex +3 Con +4 Int -3 Wis +3 Cha +0 --- AC 21 all-around vision Fort +15 Ref +12 Will +10 HP 120 Weaknesses bludgeoning 5 Gibbering (auditory, aura, emotion, enchantment, incapacitation, mental, occult) Each creature that begins its turn within 60 feet of a gibbering mouther must attempt a DC 19 Will save. On a failure, they are confused for 1 round. On a success, they are temporarily immune for 1 minute. All-Around Vision Reactive Gnaw Reaction Trigger An adjacent creature deals the gibbering mouther slashing damage. Effect The gibbering mouther’s wound opens into another maw. It makes a jaws Strike against the triggering creature. --- Speed 10 feet, swim 20 feet Melee Single Action jaws +14 (Finesse), Damage 2d8+5 piercing plus 1d4 persistent bleed damage and Grab Ranged Single Action spittle +14 (range 30 feet), Damage 4d6 acid and burn eyes Burn Eyes A creature that takes damage from a gibbering mouther’s spittle must succeed at a DC 22 Fortitude save or be dazzled for 1 round (or blinded for 1 round on a critical failure). Engulf Single Action DC 22, 3d8 piercing, Escape DC 22, Rupture 8 Ground Manipulation Two Actions (Occult, Transmutation) The gibbering mouther causes stone and earth under its body to grow soft and muddy, remaining so for 1 minute after the mouther moves off the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain. Gibbering Mouther Locations Gibbering mouthers tend to remain underground, favoring subterranean ruins and the lower layers of the Darklands. Gibbering Mouther Treasure While gibbering mouthers have little interest in treasure, they are known to consume their prey’s valuables along with the creatures’ flesh. Those treasures which are not themselves digestible remain until the gibbering mouther disgorges them or is destroyed. ","skill_mod":{"athletics":13,"acrobatics":12},"summary":"Amorphous blobs of yammering mouths and oozing, fleshy sludge, gibbering mouthers are among the strangest creatures found either aboveground or …","image":["/Images/Monsters/GibberingMouther.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=227","intelligence":-3,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Gibbering Mouther","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,16],"slug":"creature-227"},{"attack_bonus":[26,26,28],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":235,"language":["Aklo","Common","Sylvan"],"source":["Bestiary"],"type":"Creature","will_save":19,"charisma":4,"speed":{"max":30,"land":30},"perception":21,"wisdom":3,"weakness":{"cold_iron":10},"creature_ability":["Hungersense","Treacherous Aura","Trip Up","Change Shape","Disarm","Sneak Attack","Trickster's Step"],"skill":["Crafting","Deception","Nature","Stealth","Thievery"],"stealth":"25","trait":["Fey","Uncommon","LE","Small"],"id":"creature-228","text":" Gimmerling Gimmerlings are small, shapeshifting fey who stage ambushes to sate their endless hunger and childish greed. These cruelly curious fey obsess over finding and making unusual traps and sadistic weapons, and their favorite amusement is seeing these traps sprung or the weapons wielded. When on the Material Plane, they are frequently found in urban areas, particularly slums or other parts of town where they can either go unnoticed or be easily forgotten—and have plenty of victims to choose from. A typical gimmerling disguises itself as an endangered child, doing so in hopes of drawing creatures close enough to rob. The gimmerling puts itself in apparent danger using a trap, construct, or bribed ally, or even a coerced monster like a redcap. Because gimmerlings sometimes trade obscure smithing or trapping techniques in exchange for gifts that sate their curiosity, their greed, or their hunger, they have at times been worshipped as minor gods of the forge. Some disciplined gimmerlings work as honored artisans, elite guards, or spies for the demigods known as the Eldest who dwell in the depths of the First World. Recall Knowledge - Fey (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Gimmerling Source Bestiary pg. 177 Perception +21; hungersense (imprecise) 30 feet, low-light vision Languages Aklo, Common, Sylvan Skills Crafting +23, Deception +25, Nature +21, Stealth +25, Thievery +25 Str +4 Dex +7 Con +4 Int +5 Wis +3 Cha +4 Hungersense Hungersense allows the gimmerling to sense creatures that require food to live. Items +1 striking hand crossbow (20 bolts) --- AC 34 Fort +22 Ref +25 Will +19 HP 235 Weaknesses cold iron 10 Treacherous Aura (aura, primal, transmutation) 15 feet. Tangled roots, jagged divots, sharp rocks and other hazards appear on surfaces in the aura, creating difficult terrain. Trip Up Reaction Trigger A creature critically fails a melee attack to hit the gimmerling or moves into a space within the gimmerling’s treacherous aura. Effect The triggering creature must attempt a DC 32 Reflex save. Critical Success The target is unaffected. Success The target is flat-footed until the start of its next turn. Failure The target takes 2d10 bludgeoning damage and is flat-footed until the start of its next turn. Critical Failure As failure, and the target is knocked prone. --- Speed 30 feet; trickster’s step Melee Single Action claw +26 (Agile, Finesse), Damage 2d8+7 slashing plus Disarm Melee Single Action jaws +26 (Finesse), Damage 3d8+7 piercing plus 2d6 poison Ranged Single Action hand crossbow +28 (range increment 60 feet, reload 1), Damage 2d6+3 piercing plus 2d6 poison Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) The gimmerling changes into its natural form or that of any humanoid. In humanoid form, it loses its treacherous aura, and its equipment appears to be trinkets or toys. As a humanoid that lacks claws or fangs, it loses the matching Strike. If it loses its claw Strike, it gains a fist Strike that is identical except that it deals bludgeoning damage. Disarm Two Actions Requirement The gimmerling’s last action was a success with a Strike that has Disarm in its damage entry. Effect The gimmerling knocks a held or carried weapon to the ground in the target’s space. Sneak Attack The gimmerling deals 2d6 extra precision damage to flat-footed creatures. Trickster's Step The gimmerling ignores difficult terrain and doesn’t trigger traps with its movement. Gimmerling Locations Gimmerlings are more common in the First World than on the Material Plane and favor hunting grounds on the verges of dangerous places where they might encounter protective creatures to mislead with their disguises. Gimmerling Treasure Gimmerlings collect weapons, traps, mechanical novelties, and dangerous magic items. A gimmerling is likely found with tools (like artisan’s tools, repair kits, and thieves’ tools) and items it can use to appear more vulnerable, such as locks, manacles, and snare kits (which it feigns being trapped by). ","skill_mod":{"deception":25,"nature":21,"thievery":25,"crafting":23,"stealth":25},"summary":"Gimmerlings are small, shapeshifting fey who stage ambushes to sate their endless hunger and childish greed. These cruelly curious fey obsess over …","image":["/Images/Monsters/Gimmerling.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Rarity"],"ac":34,"item":["+1 striking hand crossbow (20 bolts)"],"level":12,"source_category":["Rulebooks"],"sense":"hungersense (imprecise) 30 feet, low-light vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=228","intelligence":5,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Low-light vision","fortitude_save":22,"size":["Small"],"name":"Gimmerling","alignment":"LE","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16,17,27],"slug":"creature-228"},{"remaster_name":["Kholo Hunter"],"attack_bonus":[10,10,10],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":29,"language":["Gnoll"],"source":["Bestiary"],"type":"Creature","creature_family":"Gnoll","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Pack Attack","Rugged Travel"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"stealth":"7","trait":["Gnoll","Humanoid","CE","Medium","Kholo"],"id":"creature-229","text":" Gnoll Hunter Gnoll hunters serve their clans by hunting for food in the wilds, marauding along well-traveled roads, and tracking down escaped slaves. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Gnoll Hunter Source Bestiary pg. 178 Perception +7; darkvision Languages Gnoll Skills Acrobatics +7, Athletics +8, Intimidation +4, Stealth +7, Survival +5 Str +4 Dex +3 Con +2 Int -1 Wis +1 Cha +0 Items Leather Armor, Shortbow (20 arrows) --- AC 18 Fort +8 Ref +7 Will +7 HP 29 --- Speed 25 feet Melee Single Action battle axe +10 (Sweep), Damage 1d8+4 slashing Melee Single Action jaws +10 (Agile), Damage 1d8+2 piercing Ranged Single Action shortbow +10 (deadly 1d10, range increment 60 feet), Damage 1d6 piercing Pack Attack A gnoll hunter deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll hunter’s allies. Rugged Travel A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides. ","skill_mod":{"survival":5,"stealth":7,"athletics":8,"intimidation":4,"acrobatics":7},"summary":"Gnoll hunters serve their clans by hunting for food in the wilds, marauding along well-traveled roads, and tracking down escaped slaves.","primary_source":"Bestiary","trait_group":["Monster","Ancestry","Creature Type"],"ac":18,"item":["Leather Armor","Shortbow (20 arrows)"],"level":2,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=229","intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Gnoll Hunter","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,6,8],"slug":"creature-229"},{"remaster_name":["Kholo Bonekeeper"],"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Abyssal","Common","Gnoll"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":8,"stealth":"7","trait":["Gnoll","Humanoid","CE","Medium","Kholo"],"id":"creature-230","text":" Gnoll Cultist Gnoll cultists serve as their clans’ spiritual guides and conduits to the divine. As often as not, their influence drives entire gnoll civilizations to commit atrocious acts of violence and enslavement. Lamashtu and Rovagug are favored deities of gnoll cultists, and many gnolls believe their kind was in fact birthed from the womb of the Mother of Monsters. Some gnoll clans worship lesser-known demon lords or entire pantheons of sinister patrons. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Gnoll Cultist Source Bestiary pg. 179 Perception +8; darkvision Languages Abyssal, Common, Gnoll Skills Intimidation +7, Medicine +7, Religion +10, Stealth +7, Survival +8 Str +2 Dex +2 Con +0 Int +0 Wis +3 Cha +2 Items Hide Armor, wooden religious symbol --- AC 19 Fort +8 Ref +6 Will +10 HP 45 --- Speed 25 feet Melee Single Action falchion +10 (Forceful, Sweep), Damage 1d10+3 slashing Melee Single Action jaws +10 (Agile), Damage 1d6+3 piercing Divine Prepared Spells DC 22, spell attack +10 - Cantrips (2nd) Daze, Detect Magic, Light, Read Aura, Sigil - 1st Command, Fear, Magic Weapon - 2nd Darkness, Harm (x4), Spiritual Weapon Pack Attack A gnoll cultist deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll cultist's allies. Rugged Travel A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides. ","skill_mod":{"survival":8,"stealth":7,"medicine":7,"intimidation":7,"religion":10},"image":["/Images/Monsters/Gnoll_GnollCultist.png"],"primary_source":"Bestiary","spell":["Darkness","Harm","Spiritual Weapon","Command","Fear","Magic Weapon","Daze","Detect Magic","Light","Read Aura","Sigil"],"ac":19,"item":["Hide Armor","wooden religious symbol"],"level":3,"spell_dc":[22],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":6,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Gnoll Cultist","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[6,8],"attack_bonus":[10,10],"constitution":0,"creature_family":"Gnoll","spell_attack_bonus":[10],"will_save":10,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Pack Attack","Rugged Travel"],"skill":["Intimidation","Medicine","Religion","Stealth","Survival"],"tradition":["Divine"],"summary":"Gnoll cultists serve as their clans’ spiritual guides and conduits to the divine. As often as not, their influence drives entire gnoll civilizations …","trait_group":["Monster","Ancestry","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=230","dexterity":2,"category":"creature","slug":"creature-230"},{"remaster_name":["Kholo Sergeant"],"attack_bonus":[12,14,14],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common","Gnoll"],"source":["Bestiary"],"type":"Creature","creature_family":"Gnoll","will_save":8,"charisma":0,"speed":{"max":25,"land":25},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Attack of Opportunity","Bark Orders","Pack Attack","Rugged Travel"],"skill":["Athletics","Intimidation","Stealth","Survival"],"stealth":"11","trait":["Gnoll","Humanoid","CE","Medium","Kholo"],"id":"creature-231","text":" Gnoll Sergeant When gnolls band together to form hunting or raiding parties, the strongest among them is often designated the leader or sergeant. These gnolls train extensively in the art of war. Their skill at arms and the respect they command make them powerful adversaries. In smaller clans or single family units, a gnoll sergeant might also serve as the group’s leader in other affairs, such as sorting out domestic disputes or negotiating with rival gnoll clans. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Gnoll Sergeant Source Bestiary pg. 179 Perception +10; darkvision Languages Common, Gnoll Skills Athletics +13, Intimidation +9, Stealth +11, Survival +10 Str +4 Dex +2 Con +2 Int +0 Wis +1 Cha +0 Items Hide Armor, Composite Shortbow (20 arrows) --- AC 21 Fort +12 Ref +10 Will +8 HP 60 Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action scimitar +14 (Forceful, Sweep), Damage 1d6+7 slashing Melee Single Action jaws +14 (Agile), Damage 1d6+7 piercing Ranged Single Action composite shortbow +12 (deadly 1d10, Propulsive, range increment 60 feet, reload 0), Damage 1d6+4 piercing Bark Orders Single Action (Auditory, Linguistic) The gnoll sergeant commands its allies to reposition. Any allies who hear and understand this order can use a reaction to Step. Pack Attack A gnoll sergeant deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll sergeant's allies. Rugged Travel A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides. ","skill_mod":{"survival":10,"stealth":11,"athletics":13,"intimidation":9},"summary":"When gnolls band together to form hunting or raiding parties, the strongest among them is often designated the leader or sergeant. These gnolls train …","image":["/Images/Monsters/Gnoll_GnollSergeant.png"],"primary_source":"Bestiary","trait_group":["Monster","Ancestry","Creature Type"],"ac":21,"item":["Hide Armor","Composite Shortbow (20 arrows)"],"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=231","intelligence":0,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Gnoll Sergeant","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,10,10],"slug":"creature-231"},{"attack_bonus":[8,8],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":6,"language":["Goblin"],"source":["Bestiary"],"type":"Creature","creature_family":"Goblin","will_save":3,"charisma":1,"speed":{"max":25,"land":25},"perception":2,"wisdom":-1,"weakness":{},"creature_ability":["Goblin Scuttle"],"skill":["Acrobatics","Athletics","Nature","Stealth"],"stealth":"5","trait":["Goblin","Humanoid","CE","Small"],"id":"creature-232","text":" Goblin Warrior The frontline fighters of goblin tribes prefer to fight in large groups—especially when they can outnumber their foes at least three to one. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Goblin Warrior Source Bestiary pg. 180 Perception +2; darkvision Languages Goblin Skills Acrobatics +5, Athletics +2, Nature +1, Stealth +5 Str +0 Dex +3 Con +1 Int +0 Wis -1 Cha +1 Items Leather Armor, Shortbow (10 arrows) --- AC 16 Fort +5 Ref +7 Will +3 HP 6 Goblin Scuttle Reaction Trigger A goblin ally ends a move action adjacent to the warrior. Effect The goblin warrior Steps. --- Speed 25 feet Melee Single Action dogslicer +8 (Agile, Backstabber, Finesse), Damage 1d6 slashing Ranged Single Action shortbow +8 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing\n","skill_mod":{"nature":1,"stealth":5,"athletics":2,"acrobatics":5},"summary":"The frontline fighters of goblin tribes prefer to fight in large groups—especially when they can outnumber their foes at least three to one.","image":["/Images/Monsters/Goblin_GoblinWarrior.png"],"primary_source":"Bestiary","trait_group":["Ancestry","Weapon","Creature Type"],"ac":16,"item":["Leather Armor","Shortbow (10 arrows)"],"level":-1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=232","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Small"],"name":"Goblin Warrior","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,3],"slug":"creature-232"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":18,"language":["Common","Goblin"],"source":["Bestiary"],"type":"Creature","creature_family":"Goblin","will_save":5,"charisma":2,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Goblin Scuttle"],"skill":["Acrobatics","Athletics","Intimidation","Nature","Stealth"],"stealth":"6","trait":["Goblin","Humanoid","CE","Small"],"id":"creature-233","text":" Goblin Commando The theoretical leaders of goblin raids are called goblin commandos. In practice, goblin commandos rarely continue to lead their comrades once a battle has begun. Most shirk their responsibilities in favor of wading into the fray and claiming more glory from their tribe-mates. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Goblin Commando Source Bestiary pg. 180 Perception +5; darkvision Languages Common, Goblin Skills Acrobatics +6, Athletics +6, Intimidation +5, Nature +5, Stealth +6 Str +3 Dex +3 Con +2 Int -1 Wis +0 Cha +2 Items Leather Armor, Shortbow (20 arrows) --- AC 17 Fort +7 Ref +8 Will +5 HP 18 Goblin Scuttle Reaction Trigger A goblin ally ends a move action adjacent to the commando. Effect The goblin commando Steps. --- Speed 25 feet Melee Single Action horsechopper +8 (reach 10 feet, Trip, versatile P), Damage 1d8+3 slashing Ranged Single Action shortbow +8 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing\n","skill_mod":{"nature":5,"stealth":6,"athletics":6,"intimidation":5,"acrobatics":6},"summary":"The theoretical leaders of goblin raids are called goblin commandos. In practice, goblin commandos rarely continue to lead their comrades once a …","primary_source":"Bestiary","trait_group":["Ancestry","Weapon","Creature Type"],"ac":17,"item":["Leather Armor","Shortbow (20 arrows)"],"level":1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=233","intelligence":-1,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Goblin Commando","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,7],"slug":"creature-233"},{"primary_source_category":"Rulebooks","strength":0,"hp":15,"language":["Common","Goblin"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":4,"stealth":"7","trait":["Goblin","Humanoid","CE","Small"],"id":"creature-234","text":" Goblin Pyro Some goblins take their people’s admiration of fire fully into the realm of deadly obsession. These pyromaniacs can be a great boon to a band of goblin raiders eager to torch their enemies and wreak havoc. More often, however, their presence is a double-edged sword; in the heat of the moment, goblin pyros sometimes lose sight of their tribe’s goals and simply set fire to anything that will burn—including their own allies. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Goblin Pyro Source Bestiary pg. 181 Perception +4; darkvision Languages Common, Goblin Skills Acrobatics +7, Fire Lore +7, Stealth +7 Str +0 Dex +4 Con +2 Int +0 Wis -1 Cha +3 Items Torch --- AC 17 Fort +5 Ref +9 Will +4 HP 15 Goblin Scuttle Reaction Trigger A goblin ally ends a move action adjacent to the pyro. Effect The goblin pyro Steps. --- Speed 25 feet Melee Single Action torch +7 (Fire), Damage 1d4 bludgeoning plus 1 fire Arcane Spontaneous Spells DC 16, attack +6 - Cantrips (1st) Light, Mage Hand, Produce Flame, Tanglefoot - 1st Burning Hands, Grease (3 slots)\n","skill_mod":{"stealth":7,"acrobatics":7},"image":["/Images/Monsters/Goblin_GoblinPyro.png"],"primary_source":"Bestiary","spell":["Burning Hands","Grease","Light","Mage Hand","Produce Flame","Tanglefoot"],"ac":17,"item":["Torch"],"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Small"],"name":"Goblin Pyro","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[2],"attack_bonus":[7],"constitution":2,"creature_family":"Goblin","spell_attack_bonus":[6],"will_save":4,"speed":{"max":25,"land":25},"wisdom":-1,"weakness":{},"creature_ability":["Goblin Scuttle"],"skill":["Acrobatics","Fire Lore","Stealth"],"tradition":["Arcane"],"summary":"Some goblins take their people’s admiration of fire fully into the realm of deadly obsession. These pyromaniacs can be a great boon to a band of …","trait_group":["Ancestry","Weapon","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=234","dexterity":4,"category":"creature","slug":"creature-234"},{"primary_source_category":"Rulebooks","strength":2,"hp":16,"language":["Common","Goblin"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":5,"stealth":"6","trait":["Goblin","Humanoid","CE","Small"],"id":"creature-235","text":" Goblin War Chanter While all goblins enjoy singing, goblin war chanters pride themselves on mastering the art of vocal performance. Their ballads and jingles are undeniably catchy, though whether they are actually enjoyable is entirely subjective. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Goblin War Chanter Source Bestiary pg. 181 Perception +5; darkvision Languages Common, Goblin Skills Acrobatics +6, Deception +7, Occultism +4, Performance +7, Stealth +6 Str +2 Dex +3 Con +2 Int +1 Wis +0 Cha +4 Items Leather Armor, Shortbow (10 arrows) --- AC 17 Fort +7 Ref +8 Will +5 HP 16 Goblin Scuttle Reaction Trigger A goblin ally ends a move action adjacent to the war chanter. Effect The goblin war chanter Steps. --- Speed 25 feet Melee Single Action dogslicer +8 (Agile, Backstabber, Finesse), Damage 1d6+2 slashing Ranged Single Action shortbow +8 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing Occult Spontaneous Spells DC 17, attack +7 - Cantrips (1st) Ghost Sound, Inspire Courage, Mage Hand, Message, Telekinetic Projectile - 1st Bless, Soothe (2 slots) Goblin Song Single Action (Concentrate) The war chanter sings annoying goblin songs, distracting foes with silly and repetitive lyrics. The chanter attempts a Performance check against the Will DCs of up to two enemies within 30 feet. This has the usual traits and restrictions for a Performance check. Critical Success The target takes a -1 status penalty to Perception checks and Will saves for 1 minute. Success As critical success, but the target is affected for only one round. Critical Failure The target is temporarily immune to Goblin Song for 1 hour. ","skill_mod":{"performance":7,"deception":7,"stealth":6,"occultism":4,"acrobatics":6},"primary_source":"Bestiary","spell":["Bless","Soothe","Ghost Sound","Inspire Courage","Mage Hand","Message","Telekinetic Projectile"],"ac":17,"item":["Leather Armor","Shortbow (10 arrows)"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":1,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Goblin War Chanter","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[3,5],"attack_bonus":[8,8],"constitution":2,"creature_family":"Goblin","spell_attack_bonus":[7],"will_save":5,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Goblin Scuttle","Goblin Song"],"skill":["Acrobatics","Deception","Occultism","Performance","Stealth"],"tradition":["Occult"],"summary":"While all goblins enjoy singing, goblin war chanters pride themselves on mastering the art of vocal performance. Their ballads and jingles are …","trait_group":["Ancestry","Weapon","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=235","dexterity":3,"category":"creature","slug":"creature-235"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":17,"source":["Bestiary"],"type":"Creature","will_save":5,"charisma":-1,"speed":{"max":40,"land":40},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Buck","Irritating Dander","Juke","Requirement","Goblin Pox","Scratch"],"skill":["Athletics","Stealth"],"stealth":"7","trait":["Animal","N","Medium"],"id":"creature-236","text":" Goblin Dog Goblins’ eponymous pets aren’t true canines at all, but rather large, blunt-nosed rodents with thin bodies and long legs. As cowardly as they are ugly, goblin dogs prefer to lurk behind bushes or in deep shadows, pouncing upon lone or wounded prey. Goblin dogs frequently lair and roam in packs, but they are likely to flee from a fight if injured, even if it means abandoning their pack-mates. Goblin dogs take their name from their long association with goblins, who breed the beasts as guard animals and mounts. Most goblins take issue with the name, as the average goblin is appalled at the suggestion that these, their favored mounts, have anything at all to do with actual dogs. Of course, being goblins, they haven’t bothered to come up with their own, unique name for goblin dogs. Even the most pampered goblin dogs have itchy mange and prolific dander that tenaciously affects those who come in contact with them. This “goblin pox” causes itchy hives and festering sores that are as unsightly as they are irritating and distracting. Goblin dog dander causes allergic reactions in nearly all other creatures that don’t share the goblin dogs’ terrible hygiene—with the notable exception, of course, of goblins, who remain entirely immune to the disease regardless of cleanliness. Hunger can drive goblin dogs to bouts of uncharacteristic violence; many goblins purposefully starve their pets to make them more aggressive in battle. Goblin dogs subsist on whatever organic material they can scavenge, and they particularly enjoy fresh carrion. Although goblins are far from picky eaters, they value goblin dogs as pets because the noisome animals will consume food that even goblins won’t dare to eat. “Will it eat?” is one of several games goblins enjoy playing with their goblin dog pets, where a wide range of mouth-sized morsels (not always edible or safe to consume) are dangled before a goblin dog’s snout. “Will it die?” is often a game played after “Will it eat?” Goblin dogs who survive the second game earn renown for their digestive prowess and often become favored tribal pets treated better than most of the rank-and-file goblins. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Goblin Dog Source Bestiary pg. 182 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +6, Stealth +7 Str +3 Dex +2 Con +2 Int -4 Wis +1 Cha -1 --- AC 17 Fort +8 Ref +8 Will +5 HP 17 Buck Reaction DC 17 Irritating Dander A creature that hits the goblin dog with an unarmed attack, tries to Grapple it, or otherwise touches it is exposed to goblin pox. Juke Reaction Requirement A creature must be mounted on the goblin dog. Trigger The rider issues a command to the goblin dog. Effect The goblin dog Steps before following the command. --- Speed 40 feet Melee Single Action jaws +9, Damage 1d6+3 piercing plus goblin pox Goblin Pox (Disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day). Scratch Two Actions (Manipulate) The goblin dog vigorously scratches itself, exposing all adjacent creatures to goblin pox. Goblin Dog Stories Goblins adore their goblin dog pets, and crafting stories about goblin dog antics is a time-honored pursuit among many goblin clans. Goblins often seek to outdo prior stories by increasing the audacity, ridiculousness, and surreality of their tales. Examples of popular goblin dog tales include goblin dogs holding fancy dinners in high society among unwitting humans, goblin dogs tainting dwarven ale in unmentionable ways, and goblins who transform into barghests as a result of a goblin dog bite. This last plot, in particular, has some truth to it, as many credible accounts point to the existence of goblin dog werecreatures in certain goblin tribes. ","skill_mod":{"stealth":7,"athletics":6},"summary":"Goblins’ eponymous pets aren’t true canines at all, but rather large, blunt-nosed rodents with thin bodies and long legs. As cowardly as they are …","image":["/Images/Monsters/GoblinDog.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":17,"level":1,"source_category":["Rulebooks"],"sense":"low-light vision, scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=236","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"vision":"Low-light vision","fortitude_save":8,"size":["Medium"],"name":"Goblin Dog","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-236"},{"attack_bonus":[26,26],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":250,"language":["Undercommon","(can’t speak)"],"source":["Bestiary"],"type":"Creature","will_save":20,"charisma":0,"speed":{"climb":30,"max":40,"land":40},"perception":21,"wisdom":1,"weakness":{},"creature_ability":["Skittering Reposition","Carry Off Prey","Constrict","Skittering Assault"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"21","trait":["Aberration","CE","Large"],"id":"creature-237","text":" Gogiteth A gogiteth is a slavering nightmare of teeth, eyes, and hairy spiderlike legs, and its appearance is invariably seared into the minds of any who witness it. Hives of these skittering monsters haunt the lowest reaches of the Darklands, competing with cave worms and other subterranean horrors for food and resources. A gogiteth is rarely seen alone, as these oversized vermin learned long ago that the best means of survival is sticking close to others of their own kind. Even the haughty drow know to seek cover when a gogiteth is spotted, for where there is one, a swarm is sure to follow. Gogiteths make a clacking sound as they move about. The joints in their many legs pop and crack with each movement, though they can suppress this sound voluntarily so that they can hunt without giving away their presence. The odd creatures can also make a high-pitched whistling sound that echoes throughout the caverns where they live. Some Darklands natives report that groups of gogiteths sometimes join together in eerie, discordant songs. Gogiteths’ alien anatomies have inspired no shortage of speculative origin stories. Some believe they are the result of a fleshwarping experiment gone horribly wrong. Others think they may be related in some way to the Dominion of the Black—possibly the distant cousins or some strange exile of that alien entity; according to this mythos, once they made their way to this planet, the gogiteths crawled into the depths of the earth, shying away from the blazing sun above. Gogiteths are a menace to every other denizen of the Darklands. Drow and duergars in gogiteth-infested regions of Sekamina or Orv frequently organize hunting parties to eradicate the terrors, even calling for temporary truces with unlikely allies in times when a gogiteth presence must be addressed. Since even an average gogiteth hive can host up to two dozen of the horrors, missions to eradicate them when they become established are dangerous quests indeed. Recall Knowledge - Aberration (Occultism): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Gogiteth Source Bestiary pg. 183 Perception +21; darkvision Languages Undercommon; (can’t speak) Skills Acrobatics +19, Athletics +24, Stealth +21, Survival +17 Str +6 Dex +3 Con +4 Int -2 Wis +1 Cha +0 --- AC 31 all-around vision Fort +25 Ref +22 Will +20 HP 250 Resistances poison 10 Skittering Reposition Reaction (move) Trigger A creature that starts its move outside the gogiteth’s reach moves into its reach. Effect The gogiteth moves 10 feet. This does not trigger reactions. --- Speed 40 feet; climb 30 feet Melee Single Action jaws +26, Damage 3d10+12 piercing plus Improved Grab Melee Single Action leg +26 (Agile, reach 10 feet), Damage 3d6+12 piercing Carry Off Prey The gogiteth can move at its full Speed while it has a creature grabbed in its jaws, bringing the grabbed creature along. Constrict Single Action 3d6+12 bludgeoning, DC 32 Skittering Assault Two Actions The gogiteth Strides three times. Once per Stride, it can attempt a leg Strike against a creature in its reach at any point during the Stride; it must make each attack against a different creature, but it doesn’t apply its multiple attack penalty until after making all its Strikes. If any of the Strikes result in a critical failure, Skittering Assault ends. Great Gogiteths As deadly as gogiteths are, rumors persist of even more terrifying threats known as great gogiteths. Said to be nearly a hundred feet across and capable of spawning their own hordes of gogiteths in reaction to being attacked, great gogiteths are also reputed to be unusually intelligent. The rumors claim that great gogiteths are largely content to lurk in their deep, remote caverns and spend the ages dreaming of sadism and violence. ","skill_mod":{"survival":17,"stealth":21,"athletics":24,"acrobatics":19},"summary":"A gogiteth is a slavering nightmare of teeth, eyes, and hairy spiderlike legs, and its appearance is invariably seared into the minds of any who …","image":["/Images/Monsters/Gogiteth.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":31,"level":12,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"poison":10},"url":"/Monsters.aspx?ID=237","intelligence":-2,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":25,"size":["Large"],"name":"Gogiteth","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,28],"slug":"creature-237"},{"remaster_name":["Charnel Creation"],"attack_bonus":[20],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":140,"immunity":["bleed","disease","death effects","electricity","doomed","drained","fatigued","healing","magic (see below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Golem","will_save":15,"charisma":-5,"speed":{"max":25,"land":25},"perception":12,"wisdom":0,"weakness":{},"creature_ability":["Berserk","Golem Antimagic","Vulnerable to Flesh to Stone","Electric Reflexes","Berserk Slam"],"skill":["Athletics"],"trait":["Construct","Golem","Mindless","Uncommon","N","Large"],"id":"creature-238","text":" Flesh Golem Made of odd scraps of skin and muscle, a flesh golem is a grotesque parody of life. Though it has no mind, it can still go into a berserk rage when harmed, giving it a faint semblance of emotion. Flesh golems guard the laboratories and charnel houses of fleshwarpers and necromancers who feel no compunctions about desecrating corpses for their own ends. Though the first flesh golem is believed to have been a misguided attempt to create from simple base elements, these monstrosities are far from human. In isolated cases, echoes of a personality might rise in a flesh golem if the brain used as part of its construction belonged to a particularly powerful personality, but such tragic instances are (thankfully) rare in the extreme. Recall Knowledge - Construct (Arcana, Crafting): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Flesh Golem Source Bestiary pg. 185 Perception +12; darkvision Languages Skills Athletics +19 Str +5 Dex -1 Con +3 Int -5 Wis +0 Cha -5 --- AC 26 Fort +18 Ref +14 Will +15 HP 140 Immunities bleed, disease, death effects, electricity, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 5 (except adamantine) Berserk A severely damaged flesh golem has a chance of going berserk. If it has 40 or fewer HP at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. Golem Antimagic harmed by fire (5d8, 3d4 from areas or persistent damage); healed by electricity (area 2d4 HP); slowed by cold Vulnerable to Flesh to Stone Casting a flesh to stone spell on the flesh golem affects the golem normally. Electric Reflexes Reaction Trigger The golem takes electricity damage and a creature is adjacent to it. Effect The golem lashes out and tries to grab a nearby creature. The golem attempts an Athletics check to Grapple an adjacent creature. The creature also takes 3d6 electricity damage on a success, or 6d6 electricity damage on a critical success. --- Speed 25 feet Melee Single Action fist +20 (Magical, reach 10 feet), Damage 2d10+7 bludgeoning Berserk Slam Single Action Requirement The flesh golem is berserk. Effect The flesh golem Strikes with its fist at a –1 circumstance penalty. If it hits, it deals 1d6 extra damage and knocks the target prone. Flesh Golems Few buyers want anything to do with the remains of a destroyed flesh golem. An adventurer’s best bet for profiting off of a flesh golem body is to disassemble it piece by piece, extract the few contraptions of steel and copper meant to harness electricity, and sell the parts to tinkerers who ask few questions. ","skill_mod":{"athletics":19},"summary":"Made of odd scraps of skin and muscle, a flesh golem is a grotesque parody of life. Though it has no mind, it can still go into a berserk rage when …","image":["/Images/Monsters/Golem_FleshGolem.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster","Rarity"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=238","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Flesh Golem","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[18],"slug":"creature-238"},{"remaster_name":["Noxious Needler"],"attack_bonus":[20,22],"constitution":3,"primary_source_category":"Rulebooks","strength":6,"hp":150,"immunity":["acid","bleed","death effects","disease","doomed","drained","fatigued","healing","magic (see below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Golem","will_save":15,"charisma":-5,"speed":{"max":25,"land":25},"perception":15,"wisdom":0,"weakness":{},"creature_ability":["Alchemical Chambers","1","2","3","4","5","6","Alchemical Rupture","Golem Antimagic","Vulnerable to Shatter","Alchemical Injection","Generate Bomb"],"skill":["Athletics"],"trait":["Alchemical","Construct","Golem","Mindless","Uncommon","N","Large"],"id":"creature-239","text":" Alchemical Golem This golem is a walking alchemical nightmare capable of inflicting all manner of painful wounds. Its ability to follow orders is granted by the otherwise mindless humanoid brain that floats in its dome-like head. In exceptionally rare cases, the brain used in its creation might retain fragments of memories or even actual intellect, resulting in an alchemical golem with a personality and agenda of its own. Recall Knowledge - Construct (Arcana, Crafting): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Alchemical Golem Source Bestiary pg. 185 Perception +15; darkvision Languages Skills Athletics +22 Str +6 Dex +4 Con +3 Int -5 Wis +0 Cha -5 --- AC 27 Fort +20 Ref +19 Will +15 HP 150 Immunities acid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 12 (except adamantine or bludgeoning) Alchemical Chambers An alchemical golem’s body contains six alchemical chambers filled with different substances. When an alchemical golem ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect): 1 acid damage; 2 cold damage; 3 electricity damage; 4 fire damage; 5 poison damage; 6 sickness: DC 26 Fortitude save or sickened 1 (sickened 2 on a critical failure) Alchemical Rupture When an alchemical golem takes physical damage from a critical hit or is affected by a shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers list (see above) to determine which one shatters—on a roll of 1–5, creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect. Golem Antimagic harmed by sonic (5d8, 2d6 from areas or persistent damage); healed by acid (area 2d4 HP); slowed by cold Vulnerable to Shatter Casting a shatter spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture (see above). --- Speed 25 feet Melee Single Action syringe +22 (Magical, reach 10 feet), Damage 2d10+6 piercing plus alchemical injection Ranged Single Action bomb +20 (Magical, thrown 20 feet), Damage see Generate Bomb Alchemical Injection When an alchemical golem hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate). Generate Bomb Single Action (Manipulate) The golem fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike. Determine the type of bomb created by rolling 1d6 on the alchemical chambers list above. On a roll of 1–4, it creates the corresponding greater alchemical bomb: an acid flask from chamber 1, a frost vial from chamber 2, bottled lightning from chamber 3, or alchemist’s fire from chamber 4. On a roll of 5, it creates a poisonous bomb that deals 3d10 poison damage and 3 poison splash damage with no other effects. On a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves. Alchemical Golems When an alchemical golem is defeated or disabled, if any of its first four alchemical chambers (1–4) remain intact, the chamber can be salvaged and used as a lesser alchemical bomb of the corresponding type: acid flask, frost vial, bottled lightning, or alchemist's fire, respectively. ","skill_mod":{"athletics":22},"summary":"This golem is a walking alchemical nightmare capable of inflicting all manner of painful wounds. Its ability to follow orders is granted by the …","image":["/Images/Monsters/Golem_AlchemicalGolem.png"],"primary_source":"Bestiary","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{"piercing":12,"slashing":12,"physical":12},"url":"/Monsters.aspx?ID=239","intelligence":-5,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Alchemical Golem","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17],"slug":"creature-239"},{"remaster_name":["Clay Effigy"],"attack_bonus":[24],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":175,"immunity":["acid","bleed","death effects","disease","doomed","drained","fatigued","healing","magic (see below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Golem","will_save":17,"charisma":-5,"speed":{"max":20,"land":20},"perception":16,"wisdom":0,"weakness":{},"creature_ability":["Berserk","Golem Antimagic","Vulnerable to Disintegrate","Quicken","Berserk Slam","Cursed Wound"],"skill":["Athletics"],"trait":["Construct","Golem","Mindless","Uncommon","N","Large"],"id":"creature-240","text":" Clay Golem Traditionally, clay golems are crafted in the image of a deity and used as guardians of tombs or sacred crypts. Clay golems have the power to lay curses upon their victims as punishment for intrusion, leading many to believe that these oft-ancient constructs have a touch of the divine to them. While this idea has little basis in reality, superstitious folk still tread lightly around statues that resemble clay golems even in the slightest. The animating force within a clay golem is unusually unstable, making the golem prone to entering a berserk frenzy when damaged. Entire treasuries have been totally ruined as a result of a rampaging clay golem, so crafters do well to make sure their golems are maintained and in good working order—or otherwise place them on the other side of the door from the treasures they wish to protect. Recall Knowledge - Construct (Arcana, Crafting): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Clay Golem Source Bestiary pg. 186 Perception +16; darkvision Languages Skills Athletics +24 Str +6 Dex -1 Con +6 Int -5 Wis +0 Cha -5 --- AC 29 Fort +23 Ref +16 Will +17 HP 175 Immunities acid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 10 (except adamantine) Berserk A severely damaged clay golem has a chance of going berserk. If it has 50 or fewer Hit Points at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. Golem Antimagic harmed by cold and water (5d10, 2d6 from areas or persistent damage); healed by acid (area 2d6 HP); slowed by earth Vulnerable to Disintegrate A disintegrate spell affects the golem but deals half the normal amount of damage and causes the golem to become slowed 2 for 1 round. Quicken Free Action (divine, transmutation) Frequency Once per day. Trigger The clay golem’s turn begins. It can’t trigger this free action on the first turn of combat. Effect The clay golem becomes quickened for 1 minute. --- Speed 20 feet Melee Single Action fist +24 (Magical, reach 10 feet), Damage 2d10+12 bludgeoning plus cursed wound Berserk Slam Single Action Requirement The golem is berserk. Effect The clay golem Strikes with its fist at a –1 circumstance penalty. If it hits, it deals an additional 1d8 damage and knocks the target prone. Cursed Wound (Divine, Curse, Necromancy) A creature hit by the clay golem’s fist must succeed at a DC 29 Fortitude save or be cursed until healed to its maximum HP. The cursed creature can’t regain HP except via magic, and anyone casting a spell to heal the creature must succeed at a DC 29 counteract check or the healing has no effect. The golem’s counteract level is equal to its creature level. Clay Golems The remains of clay golems are worth more to archaeologists and scholars than to merchants. The magnificent treasures often guarded by these ancient wardens, however, are another matter entirely. ","skill_mod":{"athletics":24},"summary":"Traditionally, clay golems are crafted in the image of a deity and used as guardians of tombs or sacred crypts. Clay golems have the power to lay …","image":["/Images/Monsters/Golem_ClayGolem.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster","Rarity"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=240","intelligence":-5,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Clay Golem","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[23],"slug":"creature-240"},{"remaster_name":["Stone Bulwark"],"attack_bonus":[24],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":175,"immunity":["acid","bleed","death effects","disease","doomed","drained","fatigued","healing","magic (see below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Golem","will_save":19,"charisma":-5,"speed":{"max":20,"land":20},"perception":17,"wisdom":0,"weakness":{},"creature_ability":["Golem Antimagic","Vulnerable to Stone to Flesh","Impose Paralysis","Inexorable March","Slowing Pulse"],"skill":["Athletics"],"trait":["Construct","Golem","Mindless","Uncommon","N","Large"],"id":"creature-241","text":" Stone Golem Stone golems are slow and steady constructs typically carved from marble or granite. They’re often made to serve as works of art when at rest, so some golem crafters employ master sculptors to ensure the constructs make beautiful statues. Older stone golems might be weathered, with scuffed or cracked surfaces or missing noses and digits, but this weathering is largely cosmetic and doesn’t adversely impact the golems’ functionality. Tales tell of particularly immense stone golems residing in certain ancient ruins. Survivors from time-lost civilizations bent on carrying out orders from long-gone masters, these immense stone golems are much more powerful than most stone golems. They are always level 15 or higher and never smaller than Huge in size—most are Gargantuan. Because their size is so great and the structures they dwell in so dilapidated, the awakening of such a stone golem can cause surrounding structures to collapse, ancient foundations to buckle, and ceilings to come crashing down on foes. In addition to the statistics here, these massive stone golems attack with wide, sweeping strikes capable of knocking down multiple targets at once. Recall Knowledge - Construct (Arcana, Crafting): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Stone Golem Source Bestiary pg. 187 Perception +17; darkvision Languages Skills Athletics +26 Str +7 Dex -1 Con +4 Int -5 Wis +0 Cha -5 --- AC 30 Fort +24 Ref +18 Will +19 HP 175 Immunities acid, bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 10 (except adamantine) Golem Antimagic harmed by cold and water (5d10, 2d8 from areas and persistent damage); healed by acid (area 2d8 HP); slowed by earth Vulnerable to Stone to Flesh A stone to flesh spell negates the golem’s golem antimagic and its resistance to physical damage for 1 round. A flesh to stone spell reverses this effect immediately. --- Speed 20 feet Melee Single Action fist +24 (Magical, reach 10 feet), Damage 2d10+13 bludgeoning Impose Paralysis Reaction (Incapacitation) Trigger The stone golem hits a slowed creature. Effect The creature must succeed at a DC 30 Fortitude save or become paralyzed for 1 round. Inexorable March Single Action The stone golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 34 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by the golem’s fist. Slowing Pulse Single Action (Arcane, Concentrate, Transmutation) Each creature in a 10-foot emanation must succeed at a DC 30 Fortitude save or be slowed 1 for 1 minute. The golem can’t use Slowing Pulse again for 1d4 rounds. Stone Golems Depending on the material from which it is made and the care that went into crafting it, a destroyed stone golem may be worth as much as an immaculately sculpted marble pillar or as little as a pile of rubble. ","skill_mod":{"athletics":26},"summary":"Stone golems are slow and steady constructs typically carved from marble or granite. They’re often made to serve as works of art when at rest, so …","image":["/Images/Monsters/Golem_StoneGolem.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster","Rarity"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=241","intelligence":-5,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":24,"size":["Large"],"name":"Stone Golem","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[24],"slug":"creature-241"},{"remaster_name":["Iron Warden"],"attack_bonus":[28],"constitution":4,"primary_source_category":"Rulebooks","strength":8,"hp":190,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","fire","healing","magic (see below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Golem","will_save":22,"charisma":-5,"speed":{"max":20,"land":20},"perception":21,"wisdom":0,"weakness":{},"creature_ability":["Golem Antimagic","Vulnerable to Neutralize Poison","Vulnerable to Rust","Breath Weapon","Inexorable March","Iron Golem Poison"],"skill":["Athletics"],"trait":["Construct","Golem","Mindless","Uncommon","N","Large"],"id":"creature-242","text":" Iron Golem Traditionally crafted into the forms of giant suits of armor or powerful animals, iron golems are products of exquisite artistry and skill. Their articulated joints and sturdy armored bodies require great care and mathematical precision to craft, and regular cleaning and oiling ensure they don’t rust over the ages. With proper care, iron golems can remain in good shape for thousands of years, being passed down for generations, as long as they aren’t destroyed by meddlesome adventurers. In addition to their incredible strength, iron golems possess a potent toxic breath weapon that is often more than enough to dispatch entire groups of opponents. Recall Knowledge - Construct (Arcana, Crafting): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Iron Golem Source Bestiary pg. 188 Perception +21; darkvision Languages Skills Athletics +30 Str +8 Dex -1 Con +4 Int -5 Wis +0 Cha -5 --- AC 34 Fort +26 Ref +21 Will +22 HP 190 Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 15 (except adamantine) Golem Antimagic harmed by acid (6d10, 2d8 from areas and persistent damage); healed by fire (area 2d8 HP); slowed by electricity Vulnerable to Neutralize Poison Casting neutralize poison on the golem deactivates its Breath Weapon for 1 minute. Vulnerable to Rust Magical rusting effects, like a rust monster’s antennae, affect the iron golem normally. --- Speed 20 feet Melee Single Action fist +28 (Magical, reach 10 feet), Damage 3d10+12 bludgeoning Breath Weapon Two Actions (Arcane, Necromancy, Poison) The iron golem exhales poisonous gas in a 10-foot radius centered on the corner of one of the iron golem’s squares. The gas persists for 1 round. Any creature in the area (or that later enters the area) is exposed to the iron golem’s poison. The golem can’t use its Breath Weapon again for 1d4 rounds. Inexorable March Single Action The iron golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 37 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem’s fist. Iron Golem Poison (Poison) Any drained value from this poison is reduced by 1 every hour. Saving Throw DC 33 Fortitude; Maximum Duration 4 rounds; Stage 1 2d6 poison and drained 1 (1 round); Stage 2 4d6 poison and drained 2 (1 round); Stage 3 8d6 poison and drained 3 (1 round). Iron Golems An iron golem can be melted down for scrap or traded to fire giants for repurposing into armor for a Large creature. ","skill_mod":{"athletics":30},"summary":"Traditionally crafted into the forms of giant suits of armor or powerful animals, iron golems are products of exquisite artistry and skill. Their …","image":["/Images/Monsters/Golem_IronGolem.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster","Rarity"],"ac":34,"level":13,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=242","intelligence":-5,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":26,"size":["Large"],"name":"Iron Golem","alignment":"N","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[28],"slug":"creature-242"},{"remaster_name":["Adamant Sentinel"],"attack_bonus":[35],"constitution":9,"primary_source_category":"Rulebooks","strength":9,"hp":255,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","fire","healing","magic (see below)","mental","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Golem","will_save":29,"charisma":-5,"speed":{"max":30,"land":30},"perception":26,"wisdom":0,"weakness":{},"creature_ability":["Golem Antimagic","Repair Mode","Vulnerable to Dispelling","Destructive Strike","Inexorable March","Self-Repair","Vent"],"skill":["Athletics"],"trait":["Construct","Golem","Mindless","Rare","N","Huge"],"id":"creature-243","text":" Adamantine Golem Crafted from a nigh-indestructible metal of great rarity, adamantine golems can’t be destroyed except by the most powerful foes. Crafting an adamantine golem requires a quantity of adamantine so massive that collecting it usually requires mounting a mining expedition to a distant planet, the Plane of Earth, or an Outer Plane. Recall Knowledge - Construct (Arcana, Crafting): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Adamantine Golem Source Bestiary pg. 189 Perception +26; darkvision Languages Skills Athletics +38 Str +9 Dex -1 Con +9 Int -5 Wis +0 Cha -5 --- AC 42 Fort +33 Ref +27 Will +29 HP 255 (repair mode) Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 20 (except vorpal adamantine) Golem Antimagic harmed by acid (9d10, 2d10 from areas or persistent damage); healed by fire (area 2d10 HP); slowed by electricity Repair Mode When the adamantine golem is at 0 HP, it isn’t destroyed. Instead, it enters repair mode, during which it is slowed 1, can’t take reactions, and can take only the Self-Repair action. Once it has more than 30 HP, it can use any type of action and can use reactions, though it remains slowed 1 and can’t take any reactions until the start of its next turn. If a critical hit with an adamantine vorpal weapon reduces the golem to 0 HP, or if such a weapon hits it while it’s already at 0 HP, then the golem is destroyed. Vulnerable to Dispelling The golem can be targeted by disjunction and dispel magic . If targeted by such a spell of 9th level or higher, the golem has its resistance to physical damage lowered to 15 and is slowed 1 (or slowed 2 if in repair mode) for 1d4 rounds. During this time, if the golem is reduced to 0 HP while already in repair mode, it is destroyed. --- Speed 30 feet Melee Single Action fist +35 (deadly 3d12, Magical, reach 15 feet), Damage 3d10+17 bludgeoning plus destructive strike Destructive Strike On a critical hit, the adamantine golem’s fist Strike breaks the target’s armor, if any, in addition to dealing damage to the target. If the target has a shield raised, the golem breaks the shield instead. Inexorable March Single Action The adamantine golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can try to bar the way by attempting a DC 45 Fortitude save. Critical Success The creature takes no damage and its armor takes no damage. Success The golem halts its movement and cannot enter the creature’s square. Failure The resisting creature is damaged and its armor takes damage as if hit by the adamantine golem’s fist. Self-Repair Single Action (Manipulate) The golem repairs itself, regaining 30 Hit Points. Vent Single Action (Fire) The golem vents a 30-foot cone of superheated steam from its internal forge. This deals 15d6 fire damage to all creatures in the cone (DC 40 basic Reflex). The golem can't use Vent again for 1d6 rounds. Adamantine Golems The incredible amount of adamantine necessary to create a single adamantine golem is worth more than many nations’ treasuries. The powerful heart of an adamantine golem can be turned into a legendary forge for blacksmithing. ","skill_mod":{"athletics":38},"summary":"Crafted from a nigh-indestructible metal of great rarity, adamantine golems can’t be destroyed except by the most powerful foes. Crafting an …","image":["/Images/Monsters/Golem_AdamantineGolem.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Monster","Rarity"],"ac":42,"level":18,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":20,"piercing":20,"slashing":20,"physical":20},"url":"/Monsters.aspx?ID=243","intelligence":-5,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":33,"size":["Huge"],"name":"Adamantine Golem","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[33],"slug":"creature-243"},{"attack_bonus":[21,23,24],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Common","Necril"],"immunity":["cold","death","disease","paralyzed","poison","unconscious"],"source":["Bestiary"],"type":"Creature","creature_family":"Graveknight","will_save":18,"charisma":5,"speed":{"max":25,"land":25},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Sacrilegious Aura","Attack of Opportunity","Devastating Blast","Graveknight's Curse","Phantom Mount","Weapon Master"],"skill":["Athletics","Intimidation","Religion","Warfare Lore"],"trait":["Undead","LE","Medium"],"id":"creature-244","text":" Graveknight Graveknights are undead warriors granted unlife by a cursed suit of armor. Recall Knowledge - Undead (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Graveknight Source Bestiary pg. 191 Perception +19; darkvision Languages Common, Necril Skills Athletics +23, Intimidation +22, Religion +19, Warfare Lore +20 Str +7 Dex +4 Con +4 Int +2 Wis +3 Cha +5 Items Composite Longbow (20 arrows), Greatsword, +1 resilient full plate --- AC 31 Fort +21 Ref +19 Will +18 HP 175 (negative healing, rejuvenation) Immunities cold, death, disease, paralyzed, poison, unconscious Sacrilegious Aura (abjuration, aura, divine, evil) 30 feet. When a creature in the aura uses a positive spell or ability, the graveknight automatically attempts to counteract it, with a +17 counteract modifier. Attack of Opportunity Reaction --- Speed 25 feet Melee Single Action frost greatsword +24 (Cold, Magical, versatile P), Damage 2d12+10 slashing plus 1d6 cold Melee Single Action fist +23 (Agile, Cold), Damage 2d6+10 bludgeoning plus 1d6 cold Ranged Single Action frost composite longbow +21 (Cold, deadly 1d10, Magical, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+6 piercing plus 1d6 cold Devastating Blast Two Actions (Arcane, Cold, Evocation) The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 6d12 cold damage (DC 29 basic Reflex save). The graveknight can use this ability once every 1d4 rounds. Graveknight's Curse This curse affects anyone who wears a graveknight’s armor for at least 1 hour. Saving Throw DC 33 Will save; Onset 1 hour; Stage 1 doomed 1 and cannot remove the armor (1 day); Stage 2 doomed 2, hampered 10, and cannot remove the armor (1 day); Stage 3 dies and transforms into the armor’s graveknight. Phantom Mount Three Actions (Arcane, Conjuration) The graveknight summons a supernatural mount as per phantom steed , heightened to a level equal to half the graveknight's level. Unlike phantom steed , the steed's AC and saving throw bonuses are all 4 lower than the graveknight's, and the steed has one-third the graveknight's Hit Points (rounded down). If the steed is destroyed, the graveknight must wait 1 hour before using this ability again. HP 58; AC 27, Fort +17, Ref +15, Will +14. Weapon Master The graveknight has access to the critical specialization effects of any weapons it wields. ","skill_mod":{"athletics":23,"intimidation":22,"religion":19},"summary":"Graveknights are undead warriors granted unlife by a cursed suit of armor.","image":["/Images/Monsters/Graveknight.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":31,"item":["Composite Longbow (20 arrows)","Greatsword","+1 resilient full plate"],"level":10,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=244","intelligence":2,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":21,"size":["Medium"],"name":"Graveknight","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,20,26],"slug":"creature-244"},{"primary_source_category":"Rulebooks","strength":-1,"hp":10,"language":["Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":-1,"perception":4,"stealth":"5","trait":["Fey","Gremlin","LE","Small"],"id":"creature-245","text":" Mitflit Mitflits, also known as mites, are self-loathing and pitiful cowards, easily bullied into servitude by other creatures or even slightly more powerful mitflit leaders. They tame insects, spiders, and other such creatures to serve as faithful allies. Mitflits have lost most of their ancestral gremlin magic, leaving these incomplete beings full of doubt and insecurity. Mitflits find companionship in the other base creatures of the world, and forge bonds of friendship with vermin, the only other beings that seem willing to accept them. A social structure, even one in which they are bullied, partially fills the hole within mitflits’ personalities, and they rarely rebel or rail out unless their rage hits a breaking point. Recall Knowledge - Fey (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Mitflit Source Bestiary pg. 192 Perception +4; darkvision, scent (imprecise) 30 feet Languages Undercommon Skills Acrobatics +5, Diplomacy +1, Nature +3, Stealth +5, Thievery +5 Str -1 Dex +3 Con +0 Int -1 Wis +1 Cha -1 Self-Loathing (emotion, mental) A mitflit’s self-loathing makes it easy to influence. It takes a –4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request. Vermin Empathy Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits. Items Shortsword, Dart (10) --- AC 15 Fort +2 Ref +7 Will +4 HP 10 Weaknesses cold iron 2 --- Speed 20 feet; climb 20 feet Melee Single Action shortsword +8 (Agile, Finesse, versatile S), Damage 1d6-1 piercing Ranged Single Action dart +8 (Agile, range increment 20 feet, Thrown), Damage 1d4-1 piercing Primal Innate Spells DC 16 - Cantrips (1st) Prestidigitation - 1st Bane - 2nd Speak with Animals (at will; arthropods only) Vengeful Anger (Emotion, Mental) As long as it isn’t frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it. ","skill_mod":{"diplomacy":1,"nature":3,"thievery":5,"stealth":5,"acrobatics":5},"image":["/Images/Monsters/Gremlin_Mitflit.png"],"primary_source":"Bestiary","spell":["Speak with Animals","Bane","Prestidigitation"],"ac":15,"item":["Shortsword","Dart (10)"],"level":-1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 30 feet","resistance":{},"intelligence":-1,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":2,"size":["Small"],"name":"Mitflit","alignment":"LE","pfs":"Standard","rarity":"common","strike_damage_average":[1,2],"attack_bonus":[8,8],"constitution":0,"creature_family":"Gremlin","will_save":4,"speed":{"climb":20,"max":20,"land":20},"wisdom":1,"weakness":{"cold_iron":2},"creature_ability":["Self-Loathing","Vermin Empathy","Vengeful Anger"],"skill":["Acrobatics","Diplomacy","Nature","Stealth","Thievery"],"tradition":["Primal"],"summary":"Mitflits, also known as mites, are self-loathing and pitiful cowards, easily bullied into servitude by other creatures or even slightly more powerful …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=245","dexterity":3,"category":"creature","slug":"creature-245"},{"primary_source_category":"Rulebooks","strength":-3,"hp":17,"language":["Gnoll","Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":-2,"perception":6,"stealth":"5","trait":["Fey","Gremlin","NE","Tiny"],"id":"creature-246","text":" Pugwampi Mean, dog-faced, and craven, pugwampis take disproportionate enjoyment from the accidents and missteps of other creatures—something that happens often due to the supernatural aura of ill fortune these gremlins project. They enjoy preparing pranks involving spikes, excrement, pits full of spiders, and the like. Pugwampis are somewhat deaf and thus often yell loudly to each other when not hiding. Many pugwampis worship gnolls as gods and aspire to be more like gnolls, although gnolls hate pugwampis even more than most creatures do, due to their sycophantic fawning. Recall Knowledge - Fey (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Pugwampi Source Bestiary pg. 193 Perception +6; (–2 to hear things); darkvision Languages Gnoll, Undercommon Skills Crafting +2, Deception +2, Nature +4, Stealth +5, Thievery +5 Str -3 Dex +3 Con +0 Int +0 Wis +2 Cha -2 Items Shortbow (60 arrows), Shortsword --- AC 16 Fort +5 Ref +8 Will +6 HP 17 Weaknesses cold iron 2 Unluck Aura (aura, divination, mental, misfortune, primal) 20 feet. Creatures other than animals, gremlins, and gnolls in the aura become extremely unlucky (DC 16 Will save; creature must roll this Will save twice and take the worse result). On a successful save, the creature is temporarily immune to pugwampi unluck auras for 24 hours. On a failure, the creature must roll twice and take the worse result on all checks as long as it is within the aura. --- Speed 25 feet Melee Single Action shortsword +8 (Agile, Finesse, Magical, versatile S), Damage 1d6-3 slashing Ranged Single Action shortbow +8 (deadly 1d10, Magical, range increment 60 feet, reload 0), Damage 1d6 piercing Primal Innate Spells DC 16 - Cantrips (1st) Prestidigitation - 2nd Speak with Animals (at will)\n","skill_mod":{"deception":2,"nature":4,"thievery":5,"crafting":2,"stealth":5},"primary_source":"Bestiary","spell":["Speak with Animals","Prestidigitation"],"ac":16,"item":["Shortbow (60 arrows)","Shortsword"],"level":0,"spell_dc":[16],"source_category":["Rulebooks"],"sense":"(–2 to hear things); darkvision","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Pugwampi","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[0,3],"attack_bonus":[8,8],"constitution":0,"creature_family":"Gremlin","will_save":6,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"cold_iron":2},"creature_ability":["Unluck Aura"],"skill":["Crafting","Deception","Nature","Stealth","Thievery"],"tradition":["Primal"],"summary":"Mean, dog-faced, and craven, pugwampis take disproportionate enjoyment from the accidents and missteps of other creatures—something that happens …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=246","dexterity":3,"category":"creature","slug":"creature-246"},{"primary_source_category":"Rulebooks","strength":-2,"hp":19,"language":["Undercommon"],"source":["Bestiary"],"type":"Creature","charisma":2,"perception":7,"stealth":"7","trait":["Fey","Gremlin","CE","Tiny"],"id":"creature-247","text":" Jinkin Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create convoluted plans for revenge whenever they feel slighted, such as when a creature dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins also take immense pleasure in torture and murder, though they prefer to lead victims into traps designed to capture or incapacitate rather than kill outright. Deep pits are favorites, since victims who survive the fall face a slow death from starvation and thirst. Jinkins enjoy gathering at the edge of pits to mock, tease, and torment. Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Jinkin Source Bestiary pg. 193 Perception +7; darkvision Languages Undercommon Skills Acrobatics +7, Crafting +5, Deception +5, Nature +5, Stealth +7, Thievery +7 Str -2 Dex +4 Con +0 Int +2 Wis +2 Cha +2 Items Shortsword --- AC 17 Fort +6 Ref +10 Will +7 HP 19 Weaknesses cold iron 2 --- Speed 30 feet Melee Single Action shortsword +9 (Agile, Finesse, Magical, versatile S), Damage 1d6-2 piercing Primal Innate Spells DC 17 - Cantrips (1st) Prestidigitation Sneak Attack The jinkin deals 1d6 extra precision damage to flat-footed creatures. Tinker (Curse, Primal, Transmutation) A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it’s also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber. ","skill_mod":{"deception":5,"nature":5,"thievery":7,"crafting":5,"stealth":7,"acrobatics":7},"image":["/Images/Monsters/Gremlin_Jinkin.png"],"primary_source":"Bestiary","spell":["Prestidigitation"],"ac":17,"item":["Shortsword"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":2,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"size":["Tiny"],"name":"Jinkin","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[1],"attack_bonus":[9],"constitution":0,"creature_family":"Gremlin","will_save":7,"speed":{"max":30,"land":30},"wisdom":2,"weakness":{"cold_iron":2},"creature_ability":["Sneak Attack","Tinker"],"skill":["Acrobatics","Crafting","Deception","Nature","Stealth","Thievery"],"tradition":["Primal"],"summary":"Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=247","dexterity":4,"category":"creature","slug":"creature-247"},{"attack_bonus":[14,14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":60,"source":["Bestiary"],"type":"Creature","will_save":7,"charisma":-1,"speed":{"fly":60,"max":60,"land":25},"perception":11,"wisdom":1,"weakness":{},"creature_ability":["Flying Strafe","Pounce"],"skill":["Acrobatics","Athletics","Survival"],"trait":["Animal","N","Large"],"id":"creature-248","text":" Griffon Griffons are regal beasts revered as symbols of freedom and strength in many cultures. They are physically striking, with the hindquarters of a lion and the head, wings, and forelimbs of a great bird of prey—typically an eagle, but some instead bear the features of a hawk, falcon, or even osprey or vulture. In rare cases, the griffon’s hindquarters may resemble those of a different great cat, such as a leopard or tiger. The variations seem to conform to the environment in which the griffon lives—for instance, the especially rare griffons of northern Avistan have the hindquarters of a Grungir lynx and the upper body of a snowy owl—though this is not always the case. Some griffons lack wings altogether. These wingless griffons, known as alces, result from a rare mutation. Among a clutch of other griffons, the alce is typically considered the runt, so few of these offshoots survive their fledgling stage. Those alces that do make it to adulthood tend to be tougher, more violent, and more aloof than most griffons. Wild griffons rely on their powerful wings to hold them aloft and their keen eyesight to spy out prey. The speed with which they plunge toward the ground and grab up their victims is shocking. They may tear open victim’s flesh with their razor-sharp beaks, but usually just take their prey to a high, secluded location where they can enjoy their feast without interruptions. On the ground, they take cover and leap out to ambush prey, then fly off with their prize. The exception to this is when a griffon is hunting to feed its offspring, in which case it will almost never purposefully bring a living creature back to its nest for fear of endangering its chicks. Skilled animal trainers long ago learned how to raise griffons as mounts for military forces or powerful individuals. Such mounts are known for their strength, bravery, and unfailing loyalty. They are among the smartest of animals and possess a wisdom not normally afforded most animals; it is thought that a griffon chooses its rider as much as a rider chooses the griffon. The process of training a griffon to accept and carry a rider in flight is a long and expensive ordeal. Griffon trainers charge rich sums for their services, and a ruler who can boast of owning a stable of griffons is the subject of great respect and envy. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Griffon Source Bestiary pg. 194 Perception +11; darkvision, scent (imprecise) 60 feet Languages Skills Acrobatics +11, Athletics +12, Survival +9 Str +4 Dex +3 Con +3 Int -4 Wis +1 Cha -1 --- AC 21 Fort +13 Ref +13 Will +7 HP 60 --- Speed 25 feet; fly 60 feet Melee Single Action beak +14 (deadly 1d10), Damage 2d8+4 piercing Melee Single Action talon +14 (Agile), Damage 2d6+4 piercing Melee Single Action wing +14 (reach 10 feet), Damage 2d6+4 bludgeoning Flying Strafe Two Actions The griffon Flies up to its fly Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty. Pounce Single Action The griffon Strides and makes a talon Strike at the end of that movement. If the griffon began this action hidden, it remains hidden until after the attack. The First Griffons The combination of two symbolic and recognizable predators of the land and air (the lion and the eagle) is the result of devout prayer among ancient cultures to an equally ancient deity—a now long-dead god named Curchanus, who once held domain over the beasts of the world. These first griffons were believed to be much more intelligent and guardians of the faith, but when Curchanus was slain by Lamashtu, the surviving griffons regressed to little more than beasts. ","skill_mod":{"survival":9,"athletics":12,"acrobatics":11},"summary":"Griffons are regal beasts revered as symbols of freedom and strength in many cultures. They are physically striking, with the hindquarters of a lion …","image":["/Images/Monsters/Griffon.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=248","intelligence":-4,"reflex_save":13,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Griffon","alignment":"N","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,11,13],"slug":"creature-248"},{"attack_bonus":[29],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":200,"language":["Terran"],"source":["Bestiary"],"type":"Creature","will_save":24,"charisma":5,"speed":{"max":20,"land":20,"burrow":20},"perception":29,"wisdom":5,"weakness":{},"creature_ability":["Implant Core","Manifold Vision","Infestation Aura","Barbed Maw","Earth Glide"],"skill":["Athletics","Deception","Survival"],"trait":["Aberration","Earth","NE","Huge"],"id":"creature-249","text":" Grikkitog Grikkitogs, also known as “hungry earth,” are strange parasites from the Plane of Earth that infest and possess earth, rock, and stone in order to feed their endless hunger. A young grikkitog is a formless apparition until it corrupts an earth elemental host, forming the grikkitog’s core. A grikkitog can then infest the earth and stone nearby with its voracious essence, forming maws and eyes all around it. These creatures are particularly dangerous to small creatures that lair within gaps and holes among rocks, as well as mountain climbers searching for the perfect handhold. Recall Knowledge - Aberration (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Grikkitog Source Bestiary pg. 195 Perception +29; darkvision, manifold vision, tremorsense (imprecise) 30 feet Languages Terran Skills Athletics +28, Deception +27, Survival +25 Str +8 Dex +4 Con +5 Int +2 Wis +5 Cha +5 Implant Core Three Actions (manipulate) The grikkitog implants its core into an adjacent section of earth or stone, melding seamlessly and changing its visual appearance to match the surrounding rock. It’s immobilized but automatically succeeds at its Deception check to Impersonate the stone around it; creatures actively searching for it can still attempt Perception checks against its Deception DC as normal. A grikkitog can release its implantation as a free action, which has the manipulate trait. A grikkitog’s infestation aura and manifold vision are only active while implanted. Manifold Vision While its core is implanted, the grikkitog can see through the eyes it creates throughout the area of its infestation aura, gaining the benefits of all-around vision. --- AC 36 Fort +28 Ref +23 Will +24 HP 200 Resistances 10 (except adamantine) Infestation Aura (aura, earth, occult) 120 feet. While its core is implanted, a grikkitog infests all earth and stone within 120 feet, as long as there is a contiguous physical connection between the earth, including stone objects touching on the ground. This effect spreads even if the grikkitog does not have line of effect, though it can affect earth or stone on the surface and exposed to the air only if at least part of its core is exposed as well. Within the aura, it can grow maws and eyes everywhere. It can make jaws attacks against any creature, originating from any earth or stone in the aura adjacent to that creature. Determine cover from the origin point of the attack, not from the grikkitog’s core. --- Speed 20 feet; burrow 20 feet Melee Single Action jaws +29 (Magical), Damage 3d12+14 piercing plus barbed maw Barbed Maw Upon Striking a creature with its jaws, the grikkitog can extend its barbed teeth, immobilizing the target unless it succeeds at a DC 34 Reflex save. While immobilized, the victim takes 3d8 persistent bleed damage and the grikkitog feeds upon its flesh. The creature is immobilized until the grikkitog ends the effect as a free action or the target succeeds at a DC 38 check to Escape. The grikkitog can immobilize any number of creatures with these maws. Earth Glide The grikkitog can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing. Grikkitog Origins Grikkitogs are the subject of countless scary stories told among denizens of the Plane of Earth, many of which speculate upon their origin. Some who remember the wars between the elemental lords believe the first grikkitog was an experiment created to serve as a weapon for Ayrzul, the evil Fossilized King of the Elemental Plane of Earth, but its hunger and power was so great that it escaped containment, infested an earth elemental warden, and began to spread throughout the plane. ","element":["Earth"],"skill_mod":{"deception":27,"survival":25,"athletics":28},"summary":"Grikkitogs, also known as “hungry earth,” are strange parasites from the Plane of Earth that infest and possess earth, rock, and stone in order to …","image":["/Images/Monsters/Grikkitog.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":36,"level":14,"source_category":["Rulebooks"],"sense":"darkvision, manifold vision, tremorsense (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=249","intelligence":2,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":28,"size":["Huge"],"name":"Grikkitog","alignment":"NE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[33],"slug":"creature-249"},{"primary_source_category":"Rulebooks","strength":8,"hp":320,"language":["Common","Necril"],"source":["Bestiary"],"type":"Creature","charisma":8,"perception":41,"stealth":"43","trait":["Undead","Unique","NE","Medium"],"id":"creature-250","text":" Grim Reaper The Grim Reaper is the unflinching personification of death. Silent as the grave and as inevitable as time itself, this legendary being hunts down and finishes creatures that have evaded death for far too long. Sometimes the Grim Reaper comes without warning, while at others it comes to finish the work that other creatures could not. The Grim Reaper serves no god, fiend, or aeon. It is both despised and feared by psychopomps and celestials, but few—if any—dare to stand in its way. Like some eternal plague, it kills those who try to cure the multiverse of its presence. It stands alone and holds only its own council, and the pleading and reasoning of mortals and immortals alike fall on deaf ears once the Grim Reaper closes on its quarry. Its own reasoning is silent to mortal ears and inscrutable to the mortal mind, but no matter the reason, the result is unyielding and final. While some legends hold that the Grim Reaper appears before everyone as they die, the truth is quite a bit more disturbing. Such vigils in fact lie within the providence of the psychopomps, a race of immortals charged with the protection and guidance of mortal souls through the afterlife. The Grim Reaper has little interest in protecting souls or guiding them. It is instead compelled by sinister agendas arising within the nighted realm of Abaddon, where the Horsemen of the Apocalypse rule. Indeed there are many similarities in shape and form between the Grim Reaper and Charon, the Horseman of Death, but no recorded instance exists of these two powerful entities working together. Instead, the Grim Reaper serves as something of a manifestation of Abaddon itself, and in this regard is believed by some to be an incarnation of the mysterious First Horseman. When the Grim Reaper comes to a world, it does so not as an angel of mercy, but as a relentless harvester of life. Those who fall to the Grim Reaper were not destined to die as much as they were selected, hunted, and murdered. Perhaps the most frightening legends surrounding the Grim Reaper concern its nature as a singular entity, for some believe that more than one grim reaper exists in the Great Beyond. These whispers tell of a cabal of at least nine of these creatures that stalk reality, culling the living as inexplicable servants of true entropy. According to the teaching of some death cults, the final goal of the Grim Reaper is to end the entire cycle of life and death and serve as a silent lord of an empty universe. Recall Knowledge - Undead (Religion): DC 52 Unspecific Lore : DC 50 Specific Lore : DC 47 Grim Reaper Source Bestiary pg. 196 Perception +41; darkvision, see invisibility , status sight, true seeing Languages Common, Necril Skills Acrobatics +43, Athletics +38, Deception +40, Intimidation +43, Religion +39, Society +36, Stealth +43 Str +8 Dex +10 Con +8 Int +5 Wis +7 Cha +8 Death’s Grace The grim reaper can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the grim reaper still never counts as a living creature. Status Sight The grim reaper automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see. Items Scythe --- AC 47 Fort +37 Ref +41 Will +38 +1 status to all saves vs. magic HP 320 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Resistances all damage 15 Aura of Misfortune (aura, divination, divine, misfortune) 20 feet. Living creatures in the aura must roll twice on all d20 rolls and use the lower result. Negative Healing The grim reaper can choose whether or not it takes positive damage. Lurking Death Reaction (teleportation); Trigger A creature within 100 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait. Effect The grim reaper teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the grim reaper disrupts the triggering action. --- Speed 50 feet, fly 75 feet Melee Single Action keen scythe +40 (Agile, deadly 3d10, Magical, reach 10 feet, Trip), Damage 4d10+23 slashing plus death strike and energy drain Divine Innate Spells DC 47, attack +37 - 7th Plane Shift - 10th Finger of Death (x4) - Constant (2nd) See Invisibility - Constant (3rd) Haste - Constant (6th) True Seeing Death Strike (Death) A creature critically hit by any of the grim reaper’s attacks or that critically fails against any of its spells must succeed at a DC 47 Fortitude save or die. Energy Drain When the grim reaper hits and deals damage with its scythe, it regains 20 Hit Points, and the target must succeed at a DC 43 Fortitude save or become doomed 1. If the target is already doomed, the doomed value increases by 1 (to a maximum of doomed 3). Final Death A creature killed by the grim reaper can’t be brought back to life by any means short of divine intervention. Infuse Weapon (Divine, Evocation) Any scythe gains the agile trait, can’t be disarmed, and becomes a +3 major striking keen scythe while the grim reaper wields it. If the grim reaper Strikes a creature with a weakness to any specific type of damage, the scythe’s damage counts as that type of damage, in addition to slashing. ","skill_mod":{"society":36,"deception":40,"stealth":43,"athletics":38,"intimidation":43,"acrobatics":43,"religion":39},"image":["/Images/Monsters/GrimReaper.png"],"primary_source":"Bestiary","spell":["Finger of Death","Plane Shift","True Seeing","Haste","See Invisibility"],"ac":47,"item":["Scythe"],"level":21,"spell_dc":[47],"source_category":["Rulebooks"],"sense":"darkvision, see invisibility , status sight, true seeing ","resistance":{"lawful":15,"bludgeoning":15,"piercing":15,"precision":15,"cold_iron":15,"cold":15,"mental":15,"unholy":15,"good":15,"acid":15,"slashing":15,"vitality":15,"chaotic":15,"fire":15,"physical":15,"all":15,"area":15,"void":15,"holy":15,"poison":15,"sonic":15,"spirit":15,"electricity":15,"bleed":15,"orichalcum":15,"force":15,"silver":15,"evil":15,"splash":15},"intelligence":5,"reflex_save":41,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":37,"size":["Medium"],"name":"Grim Reaper","alignment":"NE","pfs":"Standard","rarity":"unique","strike_damage_average":[45],"attack_bonus":[40],"constitution":8,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Grim Reaper","spell_attack_bonus":[37],"will_save":38,"speed":{"fly":75,"max":75,"land":50},"wisdom":7,"weakness":{},"creature_ability":["Death’s Grace","Status Sight","Aura of Misfortune","Negative Healing","Lurking Death","Death Strike","Energy Drain","Final Death","Infuse Weapon"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"The Grim Reaper is the unflinching personification of death. Silent as the grave and as inevitable as time itself, this legendary being hunts down …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=250","dexterity":10,"category":"creature","slug":"creature-250"},{"primary_source_category":"Rulebooks","strength":6,"hp":255,"language":["Common","Necril"],"source":["Bestiary"],"type":"Creature","charisma":6,"perception":32,"stealth":"35","trait":["Rare","Undead","NE","Medium"],"id":"creature-251","text":" Lesser Death No one is quite sure what lesser deaths are, though some claim that they are avatars of the grim reaper. Unlike that strange hunter, however, lesser deaths hunt in packs on rare occasions. More often than not, they manifest from cursed magic items. Other times, they are just the enactors of death, hunting in the same way the grim reaper does— silently, with neither remorse nor quarter. Rarely, multiple lesser deaths work together to cull a large population, their scythes cutting through crowds and leaving entire cities devoid of life, inspiring (hopefully) false rumors of multiple grim reapers. Recall Knowledge - Undead (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Lesser Death Source Bestiary pg. 197 Perception +32; darkvision, see invisibility , status sight, true seeing Languages Common, Necril Skills Acrobatics +33, Athletics +28, Deception +30, Intimidation +32, Religion +30, Society +26, Stealth +35 Str +6 Dex +9 Con +6 Int +4 Wis +6 Cha +6 Death’s Grace The lesser death can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the lesser death still never counts as a living creature. Status Sight The lesser death automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see. Items Scythe --- AC 39 Fort +30 Ref +33 Will +32 +1 status to all saves vs. magic HP 255 (negative healing) Immunities death effects, disease, paralyzed, poison, unconscious Aura of Misfortune (aura, divination, divine, misfortune) 20 feet. Living creatures in the aura must roll twice on all d20 rolls and use the lower result. Negative Healing The lesser death can choose whether or not it takes positive damage. Lurking Death Reaction (teleportation); Trigger A creature within 60 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait. Effect The lesser death teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the lesser death disrupts the triggering action. --- Speed 50 feet, fly 40 feet Melee Single Action keen scythe +32 (Agile, deadly 2d10, Magical, reach 10 feet, Trip), Damage 3d10+14 slashing plus 1d12 negative Divine Innate Spells DC 38 - Constant (2nd) See Invisibility - Constant (3rd) Haste - Constant (6th) True Seeing Infuse Weapon (Divine, Evocation) Any scythe gains the agile trait, can’t be disarmed, and becomes a +2 greater striking keen scythe while the lesser death wields it. ","skill_mod":{"society":26,"deception":30,"stealth":35,"athletics":28,"intimidation":32,"acrobatics":33,"religion":30},"primary_source":"Bestiary","spell":["True Seeing","Haste","See Invisibility"],"ac":39,"item":["Scythe"],"level":16,"spell_dc":[38],"source_category":["Rulebooks"],"sense":"darkvision, see invisibility , status sight, true seeing ","resistance":{},"intelligence":4,"reflex_save":33,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":30,"size":["Medium"],"name":"Lesser Death","alignment":"NE","pfs":"Standard","rarity":"rare","strike_damage_average":[37],"attack_bonus":[32],"constitution":6,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Grim Reaper","will_save":32,"speed":{"fly":40,"max":50,"land":50},"wisdom":6,"weakness":{},"creature_ability":["Death’s Grace","Status Sight","Aura of Misfortune","Negative Healing","Lurking Death","Infuse Weapon"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"No one is quite sure what lesser deaths are, though some claim that they are avatars of the grim reaper. Unlike that strange hunter, however, lesser …","trait_group":["Rarity","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=251","dexterity":9,"category":"creature","slug":"creature-251"},{"attack_bonus":[23,23],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Undercommon"],"source":["Bestiary"],"type":"Creature","will_save":19,"charisma":0,"speed":{"climb":20,"max":40,"land":40},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Attack of Opportunity","Eerie Flexibility","Furious Claws","Rend"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"19","trait":["Aberration","CE","Large"],"id":"creature-252","text":" Gug A gug’s most horrid feature is its barrel-shaped head, which splits vertically to reveal numerous rows of sharp, yellow teeth and an open throat. Its eyes on either side of its head-jaw are small but keen. Bony ridges protect its eyes from the frantic flailing of its prey, as it prefers meals of raw and writhing meat over fungi and molds. It grips said prey with powerful arms that split at the elbow into a pair of forearms, giving it four clawed paws. These monstrous brutes are covered with shaggy black fur, often crusted with blood and gore. Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt during dark nights, either alone or in small groups. As they possess voracious appetites, most gugs consume the creatures they catch, but some instead kidnap their victims and retreat below the surface, leaving only a lingering stench and odd, clawed paw-prints. Victims are taken to rancid lairs marked with strange runes and sacrificed to the gugs’ wicked gods of blood, darkness, and nightmares. Dire rumors tell of lightless gug cities made of titanic blocks of stone far underground, where powerful gug leaders preach their vile doctrines to mobs of howling gugs. Gugs have a strange relationship with ghouls, which seems to date from their shared origin in a distant subterranean world. Gugs live in fear of ghouls, despite towering over them; however, this strange fear doesn’t apply to ghasts, whom gugs consume as voraciously as they do other creatures. Gugs stand 16 feet tall and weigh 2,000 pounds, although they have an eerie, graceful gait that belies their immense size. Their light step and ability to squeeze through very small crannies makes gugs common bogeymen in tales of strange disappearances or bloody massacres. Some particularly bloodthirsty gugs gain awful powers as gifts from their eldritch patrons. These monsters are known as savants, are never less than 12th level in power, and gain several occult innate spells. Though each savant’s precise mix of spells varies, normally, these spells grant invisibility, offer power to manipulate and change rock, or invoke awful and destructive energies upon living flesh. Recall Knowledge - Aberration (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Gug Source Bestiary pg. 198 Perception +19; darkvision Languages Undercommon Skills Acrobatics +19, Athletics +23, Stealth +19, Survival +17 Str +7 Dex +3 Con +6 Int +0 Wis +3 Cha +0 --- AC 30 Fort +22 Ref +17 Will +19 HP 175 Attack of Opportunity Reaction --- Speed 40 feet, climb 20 feet Melee Single Action jaws +23 (reach 15 feet), Damage 2d12+13 piercing Melee Single Action claw +23 (Agile, reach 15 feet), Damage 2d8+13 slashing Eerie Flexibility Despite its size, the gug’s multiple joints allow it to fit through tight spaces as if it were a Medium creature. While Squeezing, it can move at its full Speed. Furious Claws Two Actions The gug makes up to four claw Strikes, each against a different target. These attacks all count toward the gug’s multiple attack penalty, but the penalty doesn’t increase until after the gug makes all its attacks. Rend Single Action claw Eldritch Gods Gugs don’t traditionally make religion and faith a key part of their society, but gug cities always feature prominent temples to obscure gods whose faith has passed from view on most mortal worlds. Most gugs certainly know of entities such as Azathoth, Nyarlathotep, and Yog-Sothoth, but even among gugs, these Outer Gods are more feared and respected than prayed to. ","skill_mod":{"survival":17,"stealth":19,"athletics":23,"acrobatics":19},"summary":"A gug’s most horrid feature is its barrel-shaped head, which splits vertically to reveal numerous rows of sharp, yellow teeth and an open throat. Its …","image":["/Images/Monsters/Gug.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":30,"level":10,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=252","intelligence":0,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Gug","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,26],"slug":"creature-252"},{"attack_bonus":[38,38],"constitution":8,"primary_source_category":"Rulebooks","strength":10,"hp":325,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","magic (see below)","necromancy","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Bestiary"],"type":"Creature","will_save":30,"charisma":-1,"speed":{"max":50,"land":40,"burrow":50},"perception":30,"wisdom":0,"weakness":{},"creature_ability":["Erosion Aura","Immunity to Magic","Annihilation Beams","Deadly Throw","Powerful Blows","Trample"],"skill":["Acrobatics","Athletics"],"trait":["Construct","Rare","N","Gargantuan"],"id":"creature-253","text":" Guthallath A guthallath is an enormous construct created long ago by some unknown empire, probably as a war machine. Nearly 100 feet tall, this massive stone statue typically resembles a stalwart warrior wearing only a loincloth and skullcap. Few have seen the entire body of a guthallath, though; most of the time such a relic is buried up to its neck, covered in moss and stranded in some forgotten place. Yet, every so often, one of these harbingers of destruction reactivates in response to some unknown stimulus or rallying call, and when this happens, woe be unto any who stand in its way. While the guthallath’s ancient enemies are gone, it is an engine of pure destruction, designed to rampage for weeks or even months. While not intelligent enough to enjoy or regret its acts, the guthallath cannot be reasoned with—it is unaffected by most magic, and is unpredictable in how it selects its targets (and creatures it spares). Recall Knowledge - Construct (Arcana, Crafting): DC 44 Unspecific Lore : DC 42 Specific Lore : DC 39 Guthallath Source Bestiary pg. 199 Perception +30; darkvision, true seeing Languages Skills Acrobatics +25, Athletics +40 Str +10 Dex +2 Con +8 Int -4 Wis +0 Cha -1 --- AC 43 Fort +38 Ref +32 Will +30 HP 325 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, magic (see below), necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Resistances physical 15 (except adamantine) Erosion Aura (aura, primal) 120 feet. The guthallath erodes away the physical integrity of all around it. Creatures and objects in the emanation other than the guthallath have their hardness and resistances reduced by 10. At the start of its turn, a creature in the erosion aura's area takes 6d6 bludgeoning damage (basic Fortitude DC 39). Immunity to Magic The guthallath is immune to spells of lower than 7th level and the activated effects of magic items of lower than 14th level. --- Speed 40 feet, burrow 50 feet Melee Single Action fist +38 (deadly 3d12, Magical, reach 20 feet), Damage 4d12+18 bludgeoning plus Improved Grab or Improved Push 20 feet Melee Single Action foot +38 (deadly 3d12, Magical, reach 20 feet), Damage 4d8+18 bludgeoning plus Improved Knockdown Innate Primal Spells DC 37 - Constant (3rd) Haste - Constant (8th) True Seeing Annihilation Beams Two Actions A guthallath releases two beams of destruction from its eyes. Each beam is a 120-foot line. Everything in either line takes the effect of a hit from a 10th-level disintegrate spell (DC 41 Fortitude). There is no additional effect on creatures in any area where the beams overlap. The guthallath can’t use this ability again for 1d4 rounds. Deadly Throw Single Action Requirements The guthallath has a creature grabbed. Effect The guthallath throws the creature into the air, 100 feet high and 50 feet away. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 41 basic Reflex save. Powerful Blows If a guthallath hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure. Trample Three Actions Huge or smaller, foot, DC 45 Guthallath Slumber Entire civilizations have been swept off the face of Golarion due to the devastating rampage of a guthallath. But there is a light at the end of the tunnel, for after some time the guthallath ends its massacre in a swift yet seemingly random way. The colossus then finds a remote location deep in the wilderness, where it buries itself, entering a deep slumber for years—if not centuries—before awakening and beginning the destructive cycle once more. ","tradition":["Primal"],"skill_mod":{"athletics":40,"acrobatics":25},"summary":"A guthallath is an enormous construct created long ago by some unknown empire, probably as a war machine. Nearly 100 feet tall, this massive stone …","image":["/Images/Monsters/Guthallath.png"],"primary_source":"Bestiary","spell":["True Seeing","Haste"],"trait_group":["Creature Type","Rarity"],"ac":43,"level":19,"spell_dc":[37],"source_category":["Rulebooks"],"sense":"darkvision, true seeing ","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"url":"/Monsters.aspx?ID=253","intelligence":-4,"reflex_save":32,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":38,"size":["Gargantuan"],"name":"Guthallath","alignment":"N","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[36,44],"slug":"creature-253"},{"attack_bonus":[12],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":45,"language":["Aklo","Common","Jotun"],"source":["Bestiary"],"type":"Creature","creature_family":"Hag","will_save":10,"charisma":3,"speed":{"max":35,"land":25,"swim":35},"perception":10,"wisdom":3,"weakness":{"cold_iron":3},"creature_ability":["Coven","Sea Hag’s Bargain","Dread Gaze"],"skill":["Acrobatics","Athletics","Deception","Occultism","Stealth"],"stealth":"8","trait":["Amphibious","Hag","Humanoid","CE","Medium"],"id":"creature-254","text":" Sea Hag Sea hags kill and eat fishers and sailors who come near their lairs, torment coastal dwellers with dark promises and vague threats, and enjoy the act of causing distress and discord in small towns. They generally avoid making their lairs too close to civilization, however, to avoid drawing enemies to their homes. Sea hags are known for tempting desperate victims into tragic and inescapable bargains, deals which the hag has already secretly stacked in her favor. Despite their voracious appetites, sea hags appear hideously emaciated, and unlike more powerful hags, they lack the ability to magically disguise their form. Sea hags can join covens, but their aquatic nature often prevents them from joining mixed covens with other kinds of hags. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Sea Hag Source Bestiary pg. 200 Perception +10; darkvision Languages Aklo, Common, Jotun Skills Acrobatics +8, Athletics +11, Deception +10, Occultism +8, Stealth +8 Str +4 Dex +3 Con +4 Int +1 Wis +3 Cha +3 Coven A sea hag adds acid arrow , mariner’s curse , and water walk to her Coven’s spells. Sea Hag’s Bargain (necromancy, occult) The sea hag can make a bargain with a willing creature, who must be of sound mind. The creature gives away a special or cherished quality—such as its courage, its beauty, or its voice—in exchange for a boon or a promise from the sea hag. As long as the sea hag keeps her end of the bargain, the only way to restore the lost quality is to defeat the sea hag or make another bargain for its return. --- AC 19 Fort +11 Ref +8 Will +10 +1 status to all saves vs. magic HP 45 Weaknesses cold iron 3 --- Speed 25 feet, swim 35 feet Melee Single Action claw +12 (Agile, Magical), Damage 1d10+4 slashing Dread Gaze Two Actions (Curse, Emotion, Fear, Mental, Occult) The hag gazes upon a creature, afflicting it with intense distress and a gnawing sense of impending doom, with a result depending on its Will save (DC 20). The target does not need to be able to see the sea hag. Critical Success No effect. Success Frightened 1. Failure Frightened 1 and slowed 1 for 1 round. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies. Critical Failure Frightened 2 and slowed 1 for 1 minute. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies. ","skill_mod":{"deception":10,"stealth":8,"athletics":11,"occultism":8,"acrobatics":8},"summary":"Sea hags kill and eat fishers and sailors who come near their lairs, torment coastal dwellers with dark promises and vague threats, and enjoy the act …","image":["/Images/Monsters/Hag_SeaHag.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=254","intelligence":1,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Sea Hag","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9],"slug":"creature-254"},{"remaster_name":["Sweet Hag"],"primary_source_category":"Rulebooks","strength":5,"hp":70,"language":["Aklo","Common","Jotun","<%SPELLS%340%%>tongues<%END>"],"source":["Bestiary"],"type":"Creature","charisma":4,"perception":10,"stealth":"9","trait":["Hag","Humanoid","CE","Medium"],"id":"creature-255","text":" Green Hag Green hags hate beauty and purity, so they use disguises and treachery to lure and murder innocents, corrupt the pure of heart, and shatter the minds and morals of their victims. Green hags create imaginative schemes to utterly ruin anyone who crosses them, as well as good or righteous folk whose very existence insults the hag’s twisted sensibilities. The complicated scandals perpetuated by green hags involve impersonation, mistaken identity, the seduction and betrayal of loved ones, or all these things in combination. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Green Hag Source Bestiary pg. 201 Perception +10; darkvision Languages Aklo, Common, Jotun; tongues Skills Acrobatics +9, Athletics +11, Deception +10, Nature +8, Occultism +8, Stealth +9 Str +5 Dex +3 Con +3 Int +2 Wis +2 Cha +4 Coven A green hag adds entangle , outcast’s curse , and wall of thorns to her coven’s spells. --- AC 21 Fort +11 Ref +11 Will +12 +1 status to all saves vs. magic HP 70 Weaknesses cold iron 5 Sound Imitation A green hag who succeeds at a Deception check to Lie can mimic the sounds of any animal found near her lair. She has a +4 circumstance bonus to this check. --- Speed 25 feet, swim 25 feet Melee Single Action claw +14 (Agile, Magical), Damage 1d10+5 slashing plus enfeebling humors Occult Innate Spells DC 20, attack +14 - Cantrips (2nd) Acid Splash, Dancing Lights, Ghost Sound, Message - 2nd Invisibility (at will), Tree Shape (at will) - Constant (1st) Pass Without Trace - Constant (2nd) Water Breathing - Constant (5th) Tongues Betraying Touch Single Action The green hag touches a creature that doesn’t realize the hag is an enemy. The betrayed creature is affected by the hag’s enfeebling humors and takes a –4 circumstance penalty to their saving throw against that effect. Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The green hag can take on the appearance of any Medium humanoid woman. This doesn’t change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning). Enfeebling Humors (Necromancy, Occult) A creature damaged by a hag’s claw must succeed at a DC 20 Fortitude save or be enfeebled 1 for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it’s enfeebled 2 <%END> for 1 day. Exhale Miasma Two Actions (Necromancy, Occult) The green hag exhales a miasma of green vapors. Each living creature in a 15-foot cone is affected by her enfeebling humors (attempting a save as normal). She can’t use Exhale Miasma again for 1d4 rounds. ","skill_mod":{"deception":10,"nature":8,"stealth":9,"athletics":11,"occultism":8,"acrobatics":9},"image":["/Images/Monsters/Hag_GreenHag.png"],"primary_source":"Bestiary","spell":["Invisibility","Tree Shape","Acid Splash","Dancing Lights","Ghost Sound","Message","Tongues","Water Breathing","Pass Without Trace"],"ac":21,"level":4,"spell_dc":[20],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{},"intelligence":2,"reflex_save":11,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Green Hag","alignment":"CE","pfs":"Standard","rarity":"common","strike_damage_average":[10],"attack_bonus":[14],"constitution":3,"creature_family":"Hag","spell_attack_bonus":[14],"will_save":12,"speed":{"max":25,"land":25,"swim":25},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Coven","Sound Imitation","Betraying Touch","Change Shape","Enfeebling Humors","Exhale Miasma"],"skill":["Acrobatics","Athletics","Deception","Nature","Occultism","Stealth"],"tradition":["Occult"],"summary":"Green hags hate beauty and purity, so they use disguises and treachery to lure and murder innocents, corrupt the pure of heart, and shatter the minds …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=255","dexterity":3,"category":"creature","slug":"creature-255"},{"remaster_name":["Iron Hag"],"attack_bonus":[16],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":85,"language":["Aklo","Common","Jotun"],"source":["Bestiary"],"type":"Creature","creature_family":"Hag","will_save":14,"charisma":3,"speed":{"max":40,"land":40},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Coven","Bonds of Iron","Change Shape","Rend"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Stealth"],"stealth":"14","trait":["Hag","Humanoid","CE","Large"],"id":"creature-256","text":" Annis Hag Annis hags are brutal torturers and murderers, delighting in the musical screams and tasty flesh of young creatures and those who are pure of heart. Annis hags are the most direct of all hags, engaging in physical combat and using their change shape ability to hunt rather than to infiltrate and betray humanoids. But an Annis hag takes a grisly trophy from each kill and uses it to sow discord, sending the trophy to one of her victim’s loved ones in a way that implicates another family member in the murder. Also known as iron hags, annis hags have iron-like yet flexible flesh that resists edged weapons, and their own touch is the same cold iron that burns the flesh of other hags. This allows them to bully their way to the leadership of hag covens. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Annis Hag Source Bestiary pg. 202 Perception +15; darkvision Languages Aklo, Common, Jotun Skills Acrobatics +10, Athletics +14, Deception +11, Diplomacy +9, Intimidation +11, Stealth +14 Str +6 Dex +4 Con +4 Int +1 Wis +4 Cha +3 Coven An annis hag adds earthbind , passwall , and spellwrack to her coven’s spells. --- AC 24 Fort +16 Ref +12 Will +14 +1 status to all saves vs. magic HP 85 Resistances physical 5 (except bludgeoning) --- Speed 40 feet Melee Single Action claw +16 (Agile, Magical, reach 10 feet), Damage 2d8+6 cold iron slashing plus Grab Bonds of Iron Two Actions (Attack, Conjuration, Occult) Once per day, an annis hag can cause a cage built of cold iron fingernails to spring out of nothingness at a range of up to 30 feet, attempting an Athletics check to Grapple against the target’s Fortitude DC; if the target has a weakness to cold iron, the annis hag gains a +2 circumstance bonus to this check. Unlike a normal Grapple, the annis hag doesn’t need to be within reach and can move as she pleases, and a successful attempt lasts until the creature escapes (DC 24), causing the cage to crumble into rust. Any creature can attempt to destroy the cage by attacking it. It has an AC of 19, Hardness 10, and 40 Hit Points. Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The hag can take on the appearance of any Medium female humanoid. This doesn’t change her Speed or her attack and damage bonuses with her Strikes but might change the damage type her Strikes deal (typically to bludgeoning). Rend Single Action claw ","skill_mod":{"diplomacy":9,"deception":11,"stealth":14,"athletics":14,"intimidation":11,"acrobatics":10},"summary":"Annis hags are brutal torturers and murderers, delighting in the musical screams and tasty flesh of young creatures and those who are pure of heart. …","image":["/Images/Monsters/Hag_AnnisHag.png"],"primary_source":"Bestiary","trait_group":["Monster","Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=256","intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Annis Hag","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-256"},{"primary_source_category":"Rulebooks","strength":5,"hp":170,"language":["Abyssal","Aklo","Celestial","Common","Infernal"],"source":["Bestiary"],"type":"Creature","charisma":3,"perception":18,"trait":["Fiend","Hag","Humanoid","NE","Medium"],"id":"creature-257","text":" Night Hag Night hags are thieves and merchants of mortal souls. These foul creatures collect souls in dark gems or crystalline jars to sell in fiendish markets, and are themselves empowered by potent magic jewels known as heartstones . They haunt the Ethereal Plane, where they prey upon mortals in their dreams, debilitating them with horrific nightmares as they rest. A night hag may find a particular target and haunt them continuously over the course of weeks, slowly and cruelly breaking down the victim’s will and ability to resist, until their soul is forfeit. A night hag is a canny mastermind and soul broker, willing to consider any deal as long as she is convinced she has the upper hand. Although a night hag finds it easy to travel the Ethereal Plane and prey upon helpless souls that can’t fight back, these souls are also the least desirable to the evil outsiders the night hag bargains with, and so a night hag gathers allies and minions that allow her to prey on more potent souls without personally risking herself. Their favored minions are nightmares, with whom they share a special bond. Above all, night hags avoid fighting foes that can harry them on the Ethereal Plane, picking fights only when they are certain they can escape. Recall Knowledge - Fiend (Religion): DC 26 Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Night Hag Source Bestiary pg. 202 Perception +18; darkvision Languages Abyssal, Aklo, Celestial, Common, Infernal Skills Arcana +18, Deception +18, Diplomacy +18, Intimidation +14, Occultism +20, Religion +20 Str +5 Dex +4 Con +6 Int +4 Wis +5 Cha +3 Coven A night hag adds dominate , nightmare , scrying , and spellwrack to her coven’s spells. Nightmare Rider When a night hag rides a nightmare, the nightmare also gains the night hag’s status bonus to saves against magic, and both the hag and rider benefit when the night hag uses her heartstone’s ethereal jaunt innate spell. Items heartstone --- AC 28 Fort +19 Ref +17 Will +18 +2 status to all saves vs. magic, –2 to all saves if the night hag does not have her heartstone HP 170 Immunities sleep Resistances mental 10 Weaknesses cold iron 10 --- Speed 25 feet Melee Single Action jaws +20 (Magical), Damage 2d8+8 piercing plus 1d6 evil and Abyssal plague Melee Single Action claw +20 (Agile, Magical), Damage 2d10+8 slashing plus 1d6 evil Occult Innate Spells DC 28 - 1st Ray of Enfeeblement (at will), Sleep (at will) - 2nd Invisibility (at will) - 3rd Dream Message (at will), Magic Missile (at will) - 5th Nightmare, Shadow Blast (x2, from heartstone) - 8th Dream Council - 9th Bind Soul (at will; from heartstone), Ethereal Jaunt (at will; from heartstone) - Constant (2nd) Detect Alignment (all alignments simultaneously) - Constant (3rd) Detect Magic Abyssal Plague (Disease) A creature can’t recover from drained until abyssal plague is cured. Saving Throw DC 28 Fortitude; Stage 1 Drained 1 (1 day); Stage 2 Drained increases by 2 (1 day) Change Shape Single Action (Concentrate, Occult, Polymorph, Transmutation) The night hag can take on the appearance of any Medium female humanoid. This doesn’t change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning). Dream Haunting (Enchantment, Occult, Mental) If a night hag is ethereal and hovering over a sleeping chaotic or evil creature, she can ride the victim’s back until dawn. The creature endures tormenting dreams as the hag casts nightmare on it, and is exposed to abyssal plague. Any drained caused by dream haunting is cumulative. Only an ethereal being can confront the night hag and stop her dream haunting. Spell Ambush A creature flat-footed to the night hag takes a –2 circumstance penalty to checks and DCs to defend against her spells. ","skill_mod":{"diplomacy":18,"deception":18,"arcana":18,"intimidation":14,"occultism":20,"religion":20},"image":["/Images/Monsters/Hag_NightHag.png"],"primary_source":"Bestiary","spell":["Bind Soul","Ethereal Jaunt","Dream Council","Nightmare","Shadow Blast","Dream Message","Magic Missile","Invisibility","Ray of Enfeeblement","Sleep","Detect Magic","Detect Alignment"],"ac":28,"item":["heartstone"],"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":"darkvision","resistance":{"mental":10},"intelligence":4,"reflex_save":17,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Night Hag","alignment":"NE","pfs":"Standard","rarity":"common","strike_damage_average":[20,22],"attack_bonus":[20,20],"constitution":6,"immunity":["sleep"],"creature_family":"Hag","will_save":18,"speed":{"max":25,"land":25},"wisdom":5,"weakness":{"cold_iron":10},"creature_ability":["Coven","Nightmare Rider","Abyssal Plague","Change Shape","Dream Haunting","Spell Ambush"],"skill":["Arcana","Deception","Diplomacy","Intimidation","Occultism","Religion"],"tradition":["Occult"],"summary":"Night hags are thieves and merchants of mortal souls. These foul creatures collect souls in dark gems or crystalline jars to sell in fiendish …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=257","dexterity":4,"category":"creature","slug":"creature-257"},{"attack_bonus":[12,15,15],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":68,"language":["Common"],"source":["Bestiary"],"type":"Creature","will_save":12,"charisma":4,"speed":{"fly":60,"max":60,"land":20},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Captivating Song"],"skill":["Acrobatics","Deception","Intimidation","Performance"],"trait":["Humanoid","CE","Medium"],"id":"creature-258","text":" Harpy Harpies are filthy amalgamations of human and bird, resembling feral humans with wings, talons, and mouths full of sharp teeth. They use captivating songs to lure creatures in, then murder them while they stand transfixed. They enjoy causing confusion and fear in their prey before they strike, believing it creates a savory flavor in the flesh. Harpies can eat most creatures but strongly prefer sapient prey—humans and elves are their favorite. Although harpies will eat goblins if sufficiently hungry, they dislike their flavor and avoid eating them if possible. This doesn’t comfort goblins, of course, who have a particularly strong fear of harpies. Because their aeries often reek with the gore of their kills and careless spatters of guano, harpies carry a distinctly vile scent that canny travelers associate with danger. Harpies who roost close to civilization make better efforts to keep clean, though these efforts have mixed results. Harpies live in family groups or larger clans. They are lightweight despite their size, standing 5 feet tall and weighing only around 90 pounds. While most use relatively simple weapons, some harpies take pride in learning and mastering the use of more complex tools of war such as swords and slings. Those who master the use of the bow, in particular, are often regarded as heroes among their kind and terrors among their victims. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Harpy Source Bestiary pg. 204 Perception +12; darkvision Languages Common Skills Acrobatics +13, Deception +13, Intimidation +11, Performance +14 Str +1 Dex +4 Con +0 Int -1 Wis +1 Cha +4 Items Club --- AC 22 Fort +9 Ref +15 Will +12 HP 68 --- Speed 20 feet, fly 60 feet Melee Single Action club +12, Damage 1d6+4 bludgeoning Melee Single Action talon +15 (Agile, Finesse), Damage 2d6+4 slashing Ranged Single Action club +15 (thrown 10 feet), Damage 1d6+4 bludgeoning Captivating Song Single Action (Auditory, Concentrate, Enchantment, Incapacitation, Mental, Primal) The harpy cries out an eerie, compelling melody. Each non-harpy creature within a 300-foot aura must attempt a DC 21 Will save to avoid becoming captivated by the harpy’s song. The effect lasts for 1 round, but if the harpy uses this ability again on subsequent rounds, it extends the duration by 1 round for all affected creatures. Once a creature succeeds at any save against Captivating Song, that creature is temporarily immune to Captivating Songs for 24 hours. Success The creature is unaffected. Failure The creature is fascinated, and it must spend each of its actions to move closer to the harpy as expediently as possible, while avoiding obvious dangers. If a captivated creature is adjacent to the harpy, it stays still and doesn’t act. If attacked by the harpy, the creature is freed from captivation at the end of the harpy’s turn. Critical Failure As failure, but if attacked by the harpy, the creature can attempt a new save at the start of its next turn, rather than being freed at the end of the harpy’s turn. Harpy Exiles Most harpies are cruel and sadistic, but now and then a harpy manages to escape from its family and becomes exposed to the wider world. Eyes opened, these harpy exiles are almost always more mild-mannered, cleanly, and open to non-combat interactions. ","skill_mod":{"performance":14,"deception":13,"intimidation":11,"acrobatics":13},"summary":"Harpies are filthy amalgamations of human and bird, resembling feral humans with wings, talons, and mouths full of sharp teeth. They use captivating …","image":["/Images/Monsters/Harpy.png"],"primary_source":"Bestiary","trait_group":["Creature Type"],"ac":22,"item":["Club"],"level":5,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=258","intelligence":-1,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Harpy","alignment":"CE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,7,11],"slug":"creature-258"},{"attack_bonus":[13],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":40,"language":["Infernal","(can’t speak any language)"],"immunity":["fire"],"source":["Bestiary"],"type":"Creature","creature_family":"Hell Hound","will_save":7,"charisma":-2,"speed":{"max":40,"land":40},"perception":9,"wisdom":2,"weakness":{"cold":5},"creature_ability":["Breath Weapon"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"8","trait":["Beast","Fiend","Fire","LE","Medium"],"id":"creature-259","text":" Hell Hound A hell hound’s appearance dismisses any doubts as to its infernal origins—flesh the color of burning pitch, teeth as sharp as any fiend's pitchfork, and a shroud of ever-burning hell are are all trademark features. Recall Knowledge - Beast (Arcana, Nature): DC 18 Recall Knowledge - Fiend (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Hell Hound Source Bestiary pg. 205 Perception +9; darkvision, scent (imprecise) 60 feet Languages Infernal; (can’t speak any language) Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 Str +4 Dex +3 Con +2 Int -2 Wis +2 Cha -2 --- AC 19 Fort +9 Ref +10 Will +7 HP 40 Immunities fire Weaknesses cold 5 --- Speed 40 feet Melee Single Action jaws +13 (Magical), Damage 1d8+4 piercing plus 1d6 evil and 1d6 fire Breath Weapon Single Action (Divine, Evocation, Fire) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can’t use Breath Weapon again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, its Breath Weapon recharges. ","element":["Fire"],"skill_mod":{"survival":9,"stealth":8,"athletics":9,"acrobatics":8},"summary":"A hell hound’s appearance dismisses any doubts as to its infernal origins—flesh the color of burning pitch, teeth as sharp as any fiend's pitchfork, …","image":["/Images/Monsters/HellHound_HellHound.png"],"primary_source":"Bestiary","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=259","intelligence":-2,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Hell Hound","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-259"},{"remaster_name":["Greater Hell Hound"],"attack_bonus":[21],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":150,"language":["Infernal","(can’t speak any language)"],"immunity":["fire"],"source":["Bestiary"],"type":"Creature","creature_family":"Hell Hound","will_save":16,"charisma":-2,"speed":{"max":40,"land":40},"perception":19,"wisdom":4,"weakness":{"cold":10},"creature_ability":["Hellish Revenge","Breath Weapon"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"stealth":"18","trait":["Beast","Fiend","Fire","LE","Large"],"id":"creature-260","text":" Nessian Warhound Believed to be bred by the Prince of Darkness himself within vast kennels in the infernal realm of Nessus, Nessian warhounds are the favored guards and hunting hounds of powerful fiends and, rarely, those mortals who worship them and have earned their favor. Recall Knowledge - Beast (Arcana, Nature): DC 26 Recall Knowledge - Fiend (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Nessian Warhound Source Bestiary pg. 205 Perception +19; darkvision, scent (imprecise) 120 feet Languages Infernal; (can’t speak any language) Skills Acrobatics +18, Athletics +19, Stealth +18, Survival +20 Str +6 Dex +5 Con +5 Int -2 Wis +4 Cha -2 --- AC 28 Fort +21 Ref +19 Will +16 HP 150 Immunities fire Weaknesses cold 10 Hellish Revenge Reaction Trigger The Nessian warhound is critically hit by any Strike. Effect The Nessian warhound’s Breath Weapon recharges. It can immediately use it as part of this reaction. --- Speed 40 feet Melee Single Action jaws +21 (Magical), Damage 2d8+6 piercing plus 1d6 evil and 2d6 fire Breath Weapon Single Action (Divine, Evocation, Fire) The warhound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 basic Reflex save.) The warhound can’t use Breath Weapon again for 1d4 rounds. If the Nessian warhound would take fire damage or be targeted by a fire effect, its Breath Weapon recharges. ","element":["Fire"],"skill_mod":{"survival":20,"stealth":18,"athletics":19,"acrobatics":18},"summary":"Believed to be bred by the Prince of Darkness himself within vast kennels in the infernal realm of Nessus, Nessian warhounds are the favored guards …","primary_source":"Bestiary","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":28,"level":9,"source_category":["Rulebooks"],"sense":"darkvision, scent (imprecise) 120 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=260","intelligence":-2,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Nessian Warhound","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25],"slug":"creature-260"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":20,"language":["Common","Goblin"],"source":["Bestiary"],"type":"Creature","creature_family":"Hobgoblin","will_save":5,"charisma":-1,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Attack of Opportunity","Shield Block","Formation"],"skill":["Athletics","Stealth"],"stealth":"6","trait":["Goblin","Humanoid","LE","Medium"],"id":"creature-261","text":" Hobgoblin Soldier Soldiers make up the bulk of hobgoblin society, whether that society is a village or a military unit. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Hobgoblin Soldier Source Bestiary pg. 206 Perception +7; darkvision Languages Common, Goblin Skills Athletics +6, Stealth +6 Str +3 Dex +3 Con +2 Int +0 Wis +2 Cha -1 Items Hide Armor, Shortbow (10 arrows), wooden shield (Hardness 3, HP 12, BT 6) --- AC 18 (20 with shield raised) Fort +5 Ref +6 Will +5 HP 20 Attack of Opportunity Reaction Shield Block Reaction Formation When it’s adjacent to at least two other allies, the hobgoblin soldier gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects. --- Speed 25 feet Melee Single Action longsword +8 (versatile P), Damage 1d8+3 slashing Ranged Single Action shortbow +8 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing\n","skill_mod":{"stealth":6,"athletics":6},"summary":"Soldiers make up the bulk of hobgoblin society, whether that society is a village or a military unit.","image":["/Images/Monsters/Hobgoblin_HobgoblinSoldier.png"],"primary_source":"Bestiary","trait_group":["Ancestry","Weapon","Creature Type"],"ac":18,"item":["Hide Armor","Shortbow (10 arrows)","wooden shield (Hardness 3, HP 12, BT 6)"],"level":1,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=261","intelligence":0,"reflex_save":6,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Medium"],"name":"Hobgoblin Soldier","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,7],"slug":"creature-261"},{"attack_bonus":[12,14],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":50,"language":["Common","Goblin"],"source":["Bestiary"],"type":"Creature","creature_family":"Hobgoblin","will_save":8,"charisma":-1,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Formation","Crossbow Precision","Perfect Aim","Running Reload"],"skill":["Acrobatics","Athletics","Stealth"],"stealth":"10","trait":["Goblin","Humanoid","LE","Medium"],"id":"creature-262","text":" Hobgoblin Archer Bands of hobgoblin soldiers typically have at least one archer among their ranks. In smaller groups, the hobgoblin archer also serves as that band’s captain. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Hobgoblin Archer Source Bestiary pg. 207 Perception +10; darkvision Languages Common, Goblin Skills Acrobatics +8, Athletics +8, Stealth +10 Str +2 Dex +4 Con +2 Int +0 Wis +2 Cha -1 Items Scale Mail, Crossbow (20 bolts) --- AC 23 Fort +10 Ref +12 Will +8 HP 50 Formation When it’s adjacent to at least two other allies, the hobgoblin archer gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects. --- Speed 25 feet Melee Single Action shortsword +12 (Agile, versatile S), Damage 1d6+4 piercing Ranged Single Action crossbow +14 (range increment 120 feet, reload 1), Damage 1d8+2 piercing plus crossbow precision Crossbow Precision The first time the archer hits with a crossbow attack in a round, it deals 1d8 extra precision damage. Perfect Aim The hobgoblin archer ignores the concealed condition. Their targets don’t benefit from lesser cover, and they reduce the AC bonus from standard cover by 2 against the hobgoblin archer’s attack. Running Reload Single Action The archer Strides, Steps, or Sneaks, then Interacts to reload. ","skill_mod":{"stealth":10,"athletics":8,"acrobatics":8},"summary":"Bands of hobgoblin soldiers typically have at least one archer among their ranks. In smaller groups, the hobgoblin archer also serves as that band’s …","primary_source":"Bestiary","trait_group":["Ancestry","Weapon","Creature Type"],"ac":23,"item":["Scale Mail","Crossbow (20 bolts)"],"level":4,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=262","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Hobgoblin Archer","alignment":"LE","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7],"slug":"creature-262"},{"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":42,"immunity":["precision","swarm mind"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Crab","will_save":7,"charisma":-1,"speed":{"max":30,"land":30,"swim":15},"perception":11,"wisdom":1,"weakness":{"area":5},"creature_ability":["Swarming Snips"],"skill":["Athletics"],"legacy_id":["creature-1106"],"trait":["Amphibious","Animal","Swarm","Large"],"id":"creature-4303","text":" Hermit Crab Swarm When hermit crabs find a shell that's too large, they lie in wait for others to arrive and move into the shell, abandoning a possible replacement. This can form a large chain of queuing crabs waiting to upgrade their shells. Interruptions can aggravate the crabs, resulting in attacks against the unfortunate source of disruption. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Hermit Crab Swarm Source Monster Core 2 pg. 77 Perception +11; darkvision, tremorsense (imprecise) 15 feet Languages Skills Athletics +12 Str +4 Dex +2 Con +3 Int -4 Wis +1 Cha -1 --- AC 20 Fort +13 Ref +10 Will +7 HP 42 Immunities precision, swarm mind Resistances piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed 30 feet, swim 15 feet Swarming Snips Single Action Each enemy in the swarm's space takes 2d8 piercing damage (DC 20 basic Reflex save). Creatures that fail this save also take 1d4 persistent bleed damage. ","skill_mod":{"athletics":12},"summary":"When hermit crabs find a shell that's too large, they lie in wait for others to arrive and move into the shell, abandoning a possible replacement. …","image":["/Images/Monsters/Hermit_Crab_Swarm.webp"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 15 feet","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=4303","intelligence":-4,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Hermit Crab Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4303"},{"attack_bonus":[10,12],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":45,"language":["Common","Daemonic","<%UMR%79%%>telepathy<%END> 100 feet"],"immunity":["cold","death effects"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Daemon","will_save":6,"charisma":2,"speed":{"max":30,"land":30},"perception":9,"wisdom":1,"weakness":{"holy":5},"creature_ability":["Weeping Aura","Steal Bearings Trigger A creature within 30 feet Strides","Lacridaemon Venom","Venomous Spray"],"skill":["Acrobatics","Deception","Stealth","Survival"],"trait":["Daemon","Fiend","Unholy","Medium"],"id":"creature-4304","text":" Lacridaemon (Loneliness Daemon) Souls who die from neglect or exposure due to becoming lost, trapped in small spaces, or otherwise being far from help can transform into lacridaemons. These weaker daemons are full of despair and typically lash out against anyone they see, believing them to have intentionally abandoned the lacridaemon to their fate. Many lacridaemons are born from the souls of wicked mortals who push others away and thus suffer lonely deaths. Exiled, corrupt nobles and violent criminals left to rot in solitary prisons are common among their ranks. Lacridaemons tend to resemble humanoids with smooth, gray skin, a strange tail, and vicious claws. They each have patches of frost across their flesh, representing their ultimately cold and lonely ends. These patches appear on every lacridaemon even if their deaths weren't due to exposure to cold, as is the case for souls who perished alone from thirst in the desert. Even in their fiendish state, lacridaemons can't help but consider themselves alone. It's not uncommon to find groups of lacridaemons where each daemon acts independently, as if the others weren't there. They tend to sit alone in dark corners reminiscent of the places of they died, sobbing loudly, but once they become aware of the presence of non-fiends, they are quick to attack, believing these creatures to be the same ones who abandoned them in life. A lacridaemon's supernatural abilities allow the fiend to subject others to a fate similar to the their own death, making it difficult to escape danger and find help. Recall Knowledge - Fiend (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Lacridaemon Source Monster Core 2 pg. 78 Perception +9; darkvision Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +11, Deception +9, Stealth +9, Survival +8 Str +1 Dex +4 Con +2 Int +0 Wis +1 Cha +2 --- AC 18 Fort +9 Ref +12 Will +6 +1 status to all saves vs. magic HP 45 Immunities cold, death effects Weaknesses holy 5 Weeping Aura (aura, divine) 60 feet. The sounds of crying constantly surround a lacridaemon. A creature that first enters the area must attempt a DC 17 Will save as the sounds cause major disorientation. On a failure, the creature takes a –2 status penalty to Survival checks to Sense Direction (–4 on a critical failure) for 1 day. After attempting the save, the creature is temporarily immune to the lacridaemon's weeping aura for 1 day. The penalties from multiple weeping auras can increase up to a cumulative total of –10. Steal Bearings Reaction Trigger A creature within 30 feet Strides Effect The lacridaemon attempts to redirect the triggering creature so it eventually becomes as lost as the lacridaemon. The triggering creature attempts a DC 17 Will save. Regardless of the result, the creature becomes temporarily immune to all attempts to Steal Bearings for 1 minute. Success The creature is unaffected. Failure The creature treats all squares as difficult terrain for its Stride. Critical Failure As failure, except that the lacridaemon determines where the target moves during the Stride, though it can't move it into hazardous terrain or a place it can't stand. --- Speed 30 feet Melee Single Action jaws +12 (Magical, unholy), Damage 1d8+4 piercing plus 1d6 cold and lacridaemon venom Melee Single Action claw +10 (Agile, magical, unholy), Damage 1d6+4 slashing plus 1d6 cold Divine Innate Spells DC 17 - 1st Fear, Vanishing Tracks - 2nd Invisibility Lacridaemon Venom (Poison, unholy) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and stupefied 1 (1 round); Stage 3 1d8 poison damage, confused, and stupefied 1 (1 round) Venomous Spray Two Actions The lacridaemon's begins to weep, spraying its venom-filled tears at all creatures within 30 feet. The creatures are immediately exposed to lacridaemon venom. Other lacridaemons are immune to this venom. Those Who Die Alone The most common souls that spawn lacridaemons are those of wicked individuals abandoned to lonely deaths. Dangerous, reclusive villains who meet their ends at the hands of adventurers in remote lairs tend to become lacridaemons. In addition, those who die exposed to the natural elements, be it from intense heat, freezing temperatures, or thirst, can end up as lacridaemons. ","tradition":["Divine"],"skill_mod":{"deception":9,"survival":8,"stealth":9,"acrobatics":11},"summary":"Souls who die from neglect or exposure due to becoming lost, trapped in small spaces, or otherwise being far from help can transform into …","image":["/Images/Monsters/Daemon_Lacridameon.webp"],"primary_source":"Monster Core 2","spell":["Invisibility","Fear","Vanishing Tracks"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":18,"level":3,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4304","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Lacridaemon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,12],"slug":"creature-4304"},{"primary_source_category":"Rulebooks","strength":7,"hp":225,"language":["Common","Daemonic","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":21,"trait":["Daemon","Fiend","Unholy","Large"],"id":"creature-4305","text":" Meladaemon (Famine Daemon) Meladaemons personify death by starvation and thirst, and they revel in spreading the same despair that brought about their mortal demise. When they aren't blighting fields, massacring livestock, or tainting water supplies, they experiment on prisoners to study how long creatures can go without sustenance and the deleterious effects that result from such deprivation. Fiercely loyal to Trelmarixian, Apocalypse Rider of Famine, they serve no other beings. They work alongside other daemons if Trelmarixian wills it but are notoriously traitorous. Recall Knowledge - Fiend (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Meladaemon Source Monster Core 2 pg. 79 Perception +21; darkvision, lifesense (imprecise) 30 feet Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +20, Athletics +21, Deception +23, Intimidation +23, Religion +20, Stealth +23, Survival +19 Str +7 Dex +5 Con +6 Int +3 Wis +4 Cha +6 --- AC 31 Fort +23 Ref +20 Will +19 +1 status to all saves vs. magic HP 225 Immunities death effects Weaknesses holy 10 Consumptive Aura (aura, divine) 20 feet. A meladaemon emanates an aura of intense hunger. Each round a creature begins its turn in the aura, it must attempt a DC 27 Fortitude save. On a failure, the creature takes 1d6 void damage (2d6 on a critical failure) and becomes fatigued. This fatigue ends as soon as the creature eats any food. Withering Opportunity Reaction Trigger The meladaemon is attacked by an adjacent creature, and the attack misses; Effect The meladaemon swipes at the triggering creature, which must immediately attempt a save against the meladaemon's withering touch. --- Speed 25 feet, fly 50 feet Melee Single Action jaws +24 (Magical, reach 10 feet, unholy), Damage 2d12+16 plus daemonic famine Melee Single Action claw +24 (Agile, magical, reach 10 feet, unholy), Damage 2d8+16 slashing plus Grab and withering touch Divine Innate Spells DC 31 - 4th Translocate (at will) - 5th Translocate, Fear, Force Barrage (at will) - 6th Phantom Pain Rituals DC 31 - 4th Blight Daemonic Famine (Disease) Saving Throw DC 29 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 enfeebled 1 (1 day); Stage 3 enfeebled 2 (1 day); Stage 4 as stage 3; Stage 5 enfeebled 3 (1 week); Stage 6 dead Withering Touch (Divine, unholy) When the meladaemon hits with a claw Strike or a creature begins its turn grabbed or restrained by the meladaemon, the creature must attempt a DC 30 Fortitude save. On a failure, the creature takes 1d6 void damage and becomes fatigued. This fatigue ends when the creature drinks. Formed In His Image Meladaemons have always been gaunt and bestial, but they didn't always resemble jackals. When Trelmarixian overthrew the previous Apocalypse Rider of Famine, one of his first acts as a ruler of Abaddon was to forcibly twist the appearance of his deacon caste to resemble his own wicked form. He went on to imbue meladaemons with other jackal-like aspects as it suited him, further warping them and cementing their fealty. ","skill_mod":{"deception":23,"survival":19,"stealth":23,"athletics":21,"intimidation":23,"acrobatics":20,"religion":20},"image":["/Images/Monsters/Daemon_Meladaemon.png"],"primary_source":"Monster Core 2","spell":["Phantom Pain","Translocate","Fear","Force Barrage"],"ac":31,"level":11,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" darkvision , lifesense (imprecise) 30 feet","resistance":{},"intelligence":3,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Meladaemon","pfs":"Standard","rarity":"common","strike_damage_average":[25,29],"attack_bonus":[24,24],"constitution":6,"immunity":["death effects"],"creature_family":"Daemon","will_save":19,"speed":{"fly":50,"max":50,"land":25},"wisdom":4,"weakness":{"holy":10},"creature_ability":["Consumptive Aura","Withering Opportunity","Daemonic Famine","Withering Touch",""],"skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Stealth","Survival"],"legacy_id":["creature-593"],"tradition":["Divine"],"summary":"Meladaemons personify death by starvation and thirst, and they revel in spreading the same despair that brought about their mortal demise. When they …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4305","dexterity":5,"category":"creature","slug":"creature-4305"},{"primary_source_category":"Rulebooks","strength":6,"hp":270,"language":["Common","Daemonic","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":7,"perception":26,"trait":["Daemon","Fiend","Unholy","Medium"],"id":"creature-4306","text":" Thanadaemon (Death Daemon) Also known as the deacons of death, thanadaemons represent death via old age. They're among the most patient daemons and prefer to bide their time to enact far-reaching, decades-long plans rather than fight (though they're still deadly foes). Like the Apocalypse Rider of Death, they ply the waters of the River Styx in search of wayward souls. Rarely are thanadaemons seen without a trademark oar (which they wield as a bo staff), a tool they use to navigate the river's muck-ridden channels and turbulent rapids. Recall Knowledge - Fiend (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Thanadaemon Source Monster Core 2 pg. 80 Perception +26; darkvision, truesight Languages Common, Daemonic; telepathy 100 feet Skills Arcana +22, Deception +26, Intimidation +26, Religion +22, Styx Lore +24 Str +6 Dex +6 Con +4 Int +3 Wis +5 Cha +7 Items +1 striking bo staff , soul gem --- AC 34 Fort +21 Ref +23 Will +26 +1 status to all saves vs. magic HP 270 Immunities death effects Weaknesses holy 10 Terrifying Gaze (aura, divine, emotion, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 30 Will save. If the creature fails, it becomes frightened 2. The creature is then temporarily immune to terrifying gaze (but not Focus Gaze) for 24 hours. --- Speed 25 feet, fly 25 feet Melee Single Action bo staff +28 (Magical, parry, reach 10 feet, trip, unholy), Damage 2d8+16 bludgeoning plus 1d6 void and draining strike Melee Single Action claw +27 (Agile, finesse, magical, unholy), Damage 3d6+17 slashing plus draining strike Divine Innate Spells DC 34 - 4th Translocate (at will) - 5th Translocate - 6th Slow, Vampiric Exsanguination (×2) - 7th Execute, Interplanar Teleport (at will; self plus skiff and passengers only; Astral; Ethereal; and unholy planes only), Teleport - Constant (7th) Truesight Rituals DC 34 - 2nd Create Undead Draining Strike (Divine) When a thanadaemon damages a living creature with a melee Strike, the creature must succeed at a DC 33 Fortitude save or become drained 1. Further damage dealt by the thanadaemon increases the drained condition value by 1 on a failed save, to a maximum of drained 4. Focus Gaze Single Action (Concentrate, divine, fear, visual) The thanadaemon glares at a single creature they can see within 30 feet. The target must immediately attempt a DC 33 Will save against the thanadaemon's terrifying gaze. If the target was already frightened, a failed save causes it to become fleeing for 1d4 rounds; this second effect has the incapacitation trait. After attempting its save, the creature is temporarily immune to this ability until the start of the thanadaemon's next turn. Soul Crush Two Actions (Manipulate) Requirements The thanadaemon has a soul gem; Effect The thanadaemon crushes the soul gem in one hand and gains fast healing 15 for 1 minute. Styx Passage Fees Gliding with eerie ease along the murky River Styx, thanadaemons are only too happy to offer mortals passage aboard their dilapidated skiffs—for a price. Gold is typically an acceptable payment for a thanadaemon's services, though these fiends are well-known for altering the details of arrangements after the fact and may just as likely demand a favor or some esoteric good, such as a soul gem , instead of coin. ","skill_mod":{"deception":26,"arcana":22,"intimidation":26,"religion":22},"image":["/Images/Monsters/Daemon_Thanadaemon.png"],"primary_source":"Monster Core 2","spell":["Execute","Interplanar Teleport","Teleport","Slow","Vampiric Exsanguination","Translocate","Truesight"],"ac":34,"item":["+1 striking bo staff","soul gem"],"level":13,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","resistance":{},"intelligence":3,"reflex_save":23,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":21,"size":["Medium"],"name":"Thanadaemon","pfs":"Standard","rarity":"common","strike_damage_average":[27,28],"attack_bonus":[27,28],"constitution":4,"immunity":["death effects"],"creature_family":"Daemon","will_save":26,"speed":{"fly":25,"max":25,"land":25},"wisdom":5,"weakness":{"holy":10},"creature_ability":["Terrifying Gaze","Draining Strike","Focus Gaze","Soul Crush"],"skill":["Arcana","Deception","Intimidation","Religion","Styx Lore"],"legacy_id":["creature-595"],"tradition":["Divine"],"summary":"Also known as the deacons of death, thanadaemons represent death via old age. They're among the most patient daemons and prefer to bide their time to …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4306","dexterity":6,"category":"creature","slug":"creature-4306"},{"primary_source_category":"Rulebooks","strength":8,"hp":300,"language":["Common","Daemonic","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":26,"trait":["Daemon","Fiend","Unholy","Large"],"id":"creature-4307","text":" Sordesdaemon (Pollution Daemon) Sordesdaemons are hulks of sewage and daemonic flesh that embody death through pollution. They are among the newest types of daemons to appear on Golarion and are constantly surrounded by a cloud of foul mist that chokes living creatures. Sordesdaemons are fiendishly clever and often seek to inspire mortals with new ideas and inventions that despoil the environment. While these daemons are more than capable of ruining habitats on their own, they take great delight in encouraging mortals to do so themselves, as the act can eventually create new sordesdaemons. Once a given forest, river or other natural abode is completely polluted, a sordesdaemon often moves to claim it as their domain. Recall Knowledge - Fiend (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Sordesdaemon Source Monster Core 2 pg. 81 Perception +26; darkvision Languages Common, Daemonic; telepathy 100 feet Skills Arcana +27, Crafting +29, Intimidation +28, Medicine +26, Religion +28, Stealth +24, Survival +28 Str +8 Dex +3 Con +9 Int +6 Wis +5 Cha +5 --- AC 37 Fort +30 Ref +23 Will +26 +1 status to all saves vs. magic HP 300 Immunities death effects, disease Weaknesses holy 15 Miasma of Pollution (aura, disease) 30 feet. A creature that enters the aura or begins its turn in it must succeed at a DC 34 Fortitude save or be sickened 2 (plus slowed 1 as long as it's sickened on a critical failure). Creatures in the aura can't reduce the value of the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. Creatures made of water (such as water elementals) and plant creatures use an outcome one degree of success worse than the result of their save. --- Speed 30 feet, climb 20 feet Melee Single Action fist +29 (Magical, reach 15 feet, unholy), Damage 3d8+16 bludgeoning plus pollution infusion Divine Innate Spells DC 38 - 4th Translocate (at will) - 5th Toxic Cloud (at will), Translocate - 8th Desiccate, Spiritual Epidemic Pollution Infusion (Disease, virulent) Non-fiend creatures adjacent to the afflicted creature take a –1 circumstance penalty to saving throws against disease; Saving Throw DC 36 Fortitude; Stage 1 drained 1 (1 day); Stage 2 doomed 1 and drained 1 (1 day); Stage 3 doomed 1 and drained 2 (1 day); Stage 4 doomed 2 and drained 2 (1 week); Stage 5 dead Retch of Foulness Two Actions (Acid, divine) The sordesdaemon exhales a spray of sewage that deals 8d6 acid damage and 8d6 poison damage in a 30-foot cone (DC 36 basic Fortitude save). It can't use Retch of Foulness again for 1d4 rounds. Daemonic Pollution Sordesdaemons who aren't compelled to pursue a specific task often find their way into sewers beneath large cities, where they subjugate other creatures that wallow in filth (such as ofalths). They think nothing of sacrificing these minions if it advances their own aims. ","skill_mod":{"crafting":29,"survival":28,"stealth":24,"arcana":27,"medicine":26,"intimidation":28,"religion":28},"image":["/Images/Monsters/Daemon_Sordesdaemon.png"],"primary_source":"Monster Core 2","spell":["Desiccate","Spiritual Epidemic","Toxic Cloud","Translocate"],"ac":37,"level":15,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":6,"reflex_save":23,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":30,"size":["Large"],"name":"Sordesdaemon","pfs":"Standard","rarity":"common","strike_damage_average":[29],"attack_bonus":[29],"constitution":9,"immunity":["death effects","disease"],"creature_family":"Daemon","will_save":26,"speed":{"climb":20,"max":30,"land":30},"wisdom":5,"weakness":{"holy":15},"creature_ability":["Miasma of Pollution","Pollution Infusion","Retch of Foulness"],"skill":["Arcana","Crafting","Intimidation","Medicine","Religion","Stealth","Survival"],"legacy_id":["creature-1017"],"tradition":["Divine"],"summary":"Sordesdaemons are hulks of sewage and daemonic flesh that embody death through pollution. They are among the newest types of daemons to appear on …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4307","dexterity":3,"category":"creature","slug":"creature-4307"},{"primary_source_category":"Rulebooks","strength":8,"hp":340,"language":["Common","Daemonic","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":29,"trait":["Daemon","Fiend","Unholy","Large"],"id":"creature-4308","text":" Phasmadaemon (Terror Daemon) The horrifying phasmadaemons make use of illusions and their own frightening appearances (that of serpents with bony tails, horned crocodilian skulls for heads, and several insectile pincers) to strike fear into the hearts of others. They represent deaths brought about by fright. Ultimately, any kind of fear can lead to the creation of a phasmadaemon, but a soul who transforms into such a fiend must quickly find other fears to feed on to build up their own strength. Without the nourishment of human fear, the newborn phasmadaemon begins to waste away, eventually “dying” and becoming planar quintessence. Only the most clever and capable phasmadaemons survive their initial hunger, learning how to prey on even the bravest souls as a result. Recall Knowledge - Fiend (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Phasmadaemon Source Monster Core 2 pg. 81 Perception +29; darkvision, truesight Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +31, Athletics +30, Deception +31, Intimidation +33, Religion +29 Str +8 Dex +8 Con +6 Int +3 Wis +4 Cha +6 --- AC 39 Fort +31 Ref +26 Will +31 +1 status to all saves vs. magic HP 340 Immunities death effects, fear Weaknesses holy 15 Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 35 Unending Terror Escaping fear near a phasmadaemon is no simple task. Creatures in the phasmadaemon's frightful presence aura don't reduce the value of their frightened condition automatically at the end of their turns. Instead, they must attempt a Will save at the end of their turn against the DC of the effect that caused the condition. On a success, the creature's frightened condition is reduced by 1. --- Speed 25 feet, fly 35 feet Melee Single Action jaws +33 (Magical, reach 10 feet, unholy), Damage 3d10+19 piercing plus Grab Melee Single Action claw +33 (Agile, magical, reach 10 feet, unholy), Damage 3d8+19 slashing Divine Innate Spells DC 38, attack +30 - 4th Translocate (at will), Nightmare (at will) - 5th Shadow Blast (×2), Translocate - 6th Shadow Blast (×2) - 7th Shadow Blast, Vision of Death - 8th Mask of Terror - 9th Duplicate Foe, Phantasmagoria - Constant (9th) Truesight Constrict Single Action 3d10+9 bludgeoning, DC 35 Consume Fear Single Action (Emotion, fear, mental) Requirements The phasmadaemon has a creature grabbed or restrained; Effect The phasmadaemon feeds on the creature's mortality and innate terror, dealing 6d8 mental damage. The creature must attempt a DC 38 Will save. Critical Success The creature takes no damage and manages to break free from the phasmadaemon's Grab. Success The creature takes half damage. Failure The creature takes full damage and increases their frightened conditioned by 1, to a maximum of frightened 4. Critical Failure The creature takes double damage and increases their frightened condition by 2, to a maximum of frightened 4. If the creature is already frightened 4, it must attempt a DC 38 Fortitude saving throw. If it fails, it's reduced to 0 Hit Points and dies. This effect has the death and incapacitation traits. Inescapable Form The phasmadaemon can Squeeze through tight spaces as if it were a Small creature. While Squeezing, it can move at its full Speed. The phasmadaemon can even Squeeze through spaces that typically fit only a Tiny creature but does so at the standard speed for Squeezing. Rend Single Action claw Fearful Machinations While daemons don't typically require food, phasmadaemons seem intent on feeding on the emotions, and especially the fears, of mortals. Some believe that the life force and emotions of creatures serves as the fuel for a phasmadaemon's magic, while others suspect that phasmadaemons simply enjoy facing mortals eye-to-eye while feeding, delighting in the fear of their prey's final moments. ","skill_mod":{"deception":31,"athletics":30,"intimidation":33,"acrobatics":31,"religion":29},"image":["/Images/Monsters/Daemon_Phasmadaemon.png"],"primary_source":"Monster Core 2","spell":["Duplicate Foe","Phantasmagoria","Mask of Terror","Shadow Blast","Vision of Death","Translocate","Nightmare","Truesight"],"ac":39,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","resistance":{},"intelligence":3,"reflex_save":26,"strongest_save":["fort","fortitude","will"],"vision":"Darkvision","fortitude_save":31,"size":["Large"],"name":"Phasmadaemon","pfs":"Standard","rarity":"common","strike_damage_average":[32,35],"attack_bonus":[33,33],"constitution":6,"immunity":["death effects","fear"],"creature_family":"Daemon","spell_attack_bonus":[30],"will_save":31,"speed":{"fly":35,"max":35,"land":25},"wisdom":4,"weakness":{"holy":15},"creature_ability":["Frightful Presence","Unending Terror","Constrict","Consume Fear","Inescapable Form","Rend"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Religion"],"legacy_id":["creature-2578"],"tradition":["Divine"],"summary":"The horrifying phasmadaemons make use of illusions and their own frightening appearances (that of serpents with bony tails, horned crocodilian skulls …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4308","dexterity":8,"category":"creature","slug":"creature-4308"},{"primary_source_category":"Rulebooks","strength":10,"hp":425,"language":["Common","Daemonic","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":7,"perception":35,"trait":["Daemon","Fiend","Unholy","Gargantuan"],"id":"creature-4309","text":" Obcisidaemon (Obliteration Daemon) While war can have many facets, obcisidaemons care only for the brutality and violence that conflict brings. These devastating daemons seek only to destroy, leaving rubble and ash in their wake. Reflecting the mortal desire to fully eradicate one's enemy, obcisidaemons never intentionally leave a soul behind in their war paths. They claim the souls of those they slaughter, adding them to a profane cloak that seeps from their bodies as a clinging mist. Souls added to the cloak are unable to travel into the afterlife, and most obcisidaemons can hold only a handful of these souls at a time. Whenever an obcisidaemon's cloak is overburdened or during times when the fiend needs greater power, they consume a soul and receive rejuvenation or the might they need to cause further destruction. Recall Knowledge - Fiend (Religion): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Obcisidaemon Source Monster Core 2 pg. 82 Perception +35; darkvision, truesight Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +33, Athletics +39, Deception +34, Intimidation +36, Religion +32, Warfare Lore +36 Str +10 Dex +4 Con +8 Int +4 Wis +5 Cha +7 Items +2 greater striking halberd --- AC 43 Fort +35 Ref +29 Will +32 +1 status to all saves vs. magic HP 425 Immunities death effects Weaknesses holy 20 Reactive Strike Reaction Scorched Earth (aura, divine) 60 feet. Any creature that dies within the aura and isn't drawn into the obcisidaemon's cloak of souls via Inherit Soul must attempt a DC 38 Fortitude save. On a failure, the creature's body (but not its gear) is immediately reduced to a fine smear of ashes. --- Speed 25 feet, fly 50 feet Melee Single Action halberd +36 (Magical, reach 20 feet, versatile S, unholy), Damage 3d10+23 piercing Melee Single Action jaws +34 (Magical, reach 15 feet, unholy), Damage 4d6+20 piercing plus Grab Divine Innate Spells DC 38, attack +30 - 4th Translocate (at will) - 5th Translocate - 6th Toxic Cloud - 7th Paralyze, Spell Riposte - 9th Disintegrate, Falling Stars - 10th Massacre - Constant (10th) Truesight Consume Soul Two Actions (Divine) The obcisidaemon consumes a soul from their cloak to gain one of the following effects. A soul consumed in this way can't be resurrected except by a wish ritual or a similarly powerful effect. Empower Spell The obcisidaemon gains a +2 status bonus to their spell DCs and spell attack modifiers until the end of their next turn. Empower Weapon The obcisidaemon's weapon gains the effects of a greater flaming , greater frost , greater shock , or wounding rune until the end of their next turn. Healing (healing, vitality) The daemon regains 8d8+64 Hit Points. Inherit Soul Reaction (Divine, incapacitation) Trigger The obcisidaemon slays a creature; Effect The obcisidaemon attempts to draw the creature's soul into their cloak of souls. The triggering creature must attempt a DC 38 Fortitude save. On a failure, its soul is consumed and added to the cloak of souls. If the obcisidaemon's cloak can't hold any more souls, the daemon can release one of the souls as a free action; otherwise, the soul isn't absorbed. Soul Hoarding Obcisidaemons carry some souls for months or even years at a time, choosing never to consume them even when doing so might grant them an advantage in combat. ","skill_mod":{"deception":34,"athletics":39,"intimidation":36,"acrobatics":33,"religion":32},"image":["/Images/Monsters/Daemon_Obcisidaemon.png"],"primary_source":"Monster Core 2","spell":["Massacre","Disintegrate","Falling Stars","Paralyze","Spell Riposte","Toxic Cloud","Translocate","Truesight"],"ac":43,"item":["+2 greater striking halberd"],"level":19,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","resistance":{},"intelligence":4,"reflex_save":29,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Obcisidaemon","pfs":"Standard","rarity":"common","strike_damage_average":[34,39],"attack_bonus":[34,36],"constitution":8,"immunity":["death effects"],"creature_family":"Daemon","spell_attack_bonus":[30],"will_save":32,"speed":{"fly":50,"max":50,"land":25},"wisdom":5,"weakness":{"holy":20},"creature_ability":["Reactive Strike","Scorched Earth","Consume Soul","Inherit Soul"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Warfare Lore"],"legacy_id":["creature-2577"],"tradition":["Divine"],"summary":"While war can have many facets, obcisidaemons care only for the brutality and violence that conflict brings. These devastating daemons seek only to …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4309","dexterity":4,"category":"creature","slug":"creature-4309"},{"primary_source_category":"Rulebooks","strength":8,"hp":275,"language":["Chthonian","Common","Diabolic","Necril","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":26,"trait":["Darvakka","Shadow","Undead","Unholy","Huge"],"id":"creature-4310","text":" Vanyver (Nightwing) Vanyvers are large humanoid bats shaped from void and shadowstuff, their red eyes glowing like tiny stars in an otherwise lightless night. Though powerful, they're the least of the darvakkas and the most likely to submit to a master—either to another of their kind or to a mortal with a reputation for being especially murderous and destructive. Vanyvers agree to follow their masters as a temporary means of maximizing the death and destruction they enact, but they will quickly turn on anyone they feel falters in this goal. Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Vanyver Source Monster Core 2 pg. 84 Perception +26; greater darkvision, lifesense 60 feet Languages Chthonian, Common, Diabolic, Necril; telepathy 100 feet Skills Acrobatics +25, Arcana +23, Athletics +27, Netherworld Lore +25, Religion +24, Stealth +25, Void Lore +25 Str +8 Dex +4 Con +6 Int +4 Wis +5 Cha +5 --- AC 34 Fort +29 Ref +23 Will +22 HP 275 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances cold 10 Weaknesses holy 10, silver 10 Entropy's Shadow (aura, divine, void) 40 feet. Darvakkas leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 3d6 void damage with a DC 30 basic Fortitude save. If it fails, it's also enfeebled 1 for 1 minute and pulled 10 feet toward the darvakka. Sunlight Powerlessness A darvakka caught in sunlight is stunned 2 and clumsy 2 as long as it remains in the sunlight. Catching Bite Reaction Trigger A creature within reach of the vanyver's jaws makes a melee Strike against the vanyver with a weapon; Effect The vanyver chooses to be hit. If the attack would've missed, it hits. The vanyver catches the weapon in their jaws and uses Drain Magic on it without fulfilling Drain Magic's requirements. --- Speed 25 feet, fly 60 feet Melee Single Action jaws +27 (Magical, reach 10 feet), Damage 3d10+11 piercing plus 1d10 cold and Drain Magic Melee Single Action talon +27 (Magical, reach 10 feet), Damage 3d10+11 bludgeoning plus 1d10 cold and Grab Melee Single Action wing +27 (Agile, magical, reach 15 feet), Damage 3d6+11 bludgeoning plus 1d10 cold Divine Innate Spells DC 34 - Cantrips (7th) Detect Magic - 4th Darkness, See the Unseen - 6th Dispel Magic (at will), Harm (×3) - 7th Interplanar Teleport (to the Universe; the Void; or the Netherworld only) Constrict l 3d10+5 piercing, DC 33 Single Action Drain Magic Single Action Requirements The vanyver's last action was a successful jaws Strike against a creature, object, or spell effect; Effect The vanyver casts an innate dispel magic on the same target; if the target was a creature, the vanyver can target a spell affecting the creature instead. If a spell effect or item is successfully counteracted, the vanyver gains temporary Hit Points equal to double the counteract rank of the effect that was counteracted. Snatch The vanyver can Fly at half Speed while they have a creature grabbed or restrained in either or both of their talons, carrying that creature along with them. ","skill_mod":{"stealth":25,"arcana":23,"athletics":27,"acrobatics":25,"religion":24},"image":["/Images/Monsters/Darvakka_Vanyver.png"],"primary_source":"Monster Core 2","spell":["Interplanar Teleport","Dispel Magic","Harm","Darkness","See the Unseen","Detect Magic"],"ac":34,"level":13,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" greater darkvision, lifesense 60 feet","resistance":{"cold":10},"intelligence":4,"reflex_save":23,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":29,"size":["Huge"],"name":"Vanyver","pfs":"Standard","rarity":"common","strike_damage_average":[27,33,33],"attack_bonus":[27,27,27],"constitution":6,"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Darvakka","will_save":22,"speed":{"fly":60,"max":60,"land":25},"wisdom":5,"weakness":{"holy":10,"silver":10},"creature_ability":["Entropy's Shadow","Sunlight Powerlessness","Catching Bite","Constrict l 3d10+5 piercing, DC 33","Drain Magic","Snatch"],"skill":["Acrobatics","Arcana","Athletics","Netherworld Lore","Religion","Stealth","Void Lore"],"legacy_id":["creature-1848"],"tradition":["Divine"],"summary":"Vanyvers are large humanoid bats shaped from void and shadowstuff, their red eyes glowing like tiny stars in an otherwise lightless night. Though …","trait_group":["Monster","Planar","Creature Type","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4310","dexterity":4,"category":"creature","slug":"creature-4310"},{"primary_source_category":"Rulebooks","strength":8,"hp":310,"language":["Chthonian","Common","Diabolic","Necril","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":7,"perception":29,"trait":["Darvakka","Shadow","Undead","Unholy","Huge"],"id":"creature-4311","text":" Sykever (Nightstrider) The most common darvakkas are sykevers, dauntless warriors who can march on two limbs or four. Their forelimbs end in curved, excruciatingly sharp spikes instead of hooves or hands. Bloodthirsty but calculating, they lead legions of dead into battle in the Universe, working toward the simple goal of ending all life. Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Sykever Source Monster Core 2 pg. 85 Perception +29; greater darkvision, lifesense 60 feet Languages Chthonian, Common, Diabolic, Necril; telepathy 100 feet Skills Arcana +27, Athletics +29, Intimidation +28, Netherworld Lore +27, Religion +27, Stealth +27, Void Lore +27, Warfare Lore +27 Str +8 Dex +4 Con +6 Int +6 Wis +6 Cha +7 --- AC 37 Fort +25 Ref +25 Will +31 HP 310 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances cold 10 Weaknesses holy 10, silver 10 Entropy's Shadow (aura, divine, void) 40 feet. Darvakkas leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 4d6 void damage with a DC 33 basic Fortitude save. If it fails, it's also enfeebled 1 for 1 minute and pulled 10 feet toward the darvakka. Sunlight Powerlessness A darvakka caught in sunlight is stunned 2 and clumsy 2 as long as it remains in the sunlight. --- Speed 40 feet; fly Melee Single Action horn +31 (Magical, reach 10 feet), Damage 3d8+12 bludgeoning plus 1d10 cold and 2d8 persistent bleed Melee Single Action arm spike +31 (Agile, magical, reach 10 feet), Damage 3d8+12 piercing plus 1d10 cold Divine Innate Spells DC 36 - Cantrips (8th) Detect Magic - 4th Darkness (at will), Invisibility (×3) - 6th Truesight - 7th Harm (×3), Interplanar Teleport (to the Universe; the Void; or the Netherworld only), Paralyze - Constant (8th) Fly Change Posture Single Action The sykever changes between their bipedal and quadrupedal stance. In their bipedal stance, the sykever can use all the abilities in their stat block except Horned Rush. In their quadrupedal stance, the sykever has a Speed of 80 feet but can't make arm spike Strikes, Disarm, cast spells, or use Crush Item. Crush Item Reaction Trigger The sykever gets a critical success to Disarm; Requirements The sykever is in their bipedal stance; Effect The sykever snatches the item and pierces it with their arm spikes. The item becomes broken and falls to the ground in the sykever's space. Items that are already broken aren't further damaged, and an item with 14 or higher Hardness is unaffected. Draining Gaze Single Action (Concentrate, divine, visual) The sykever fixes their nightmarish gaze on one creature they can see, who must attempt a DC 36 Will save. Regardless of the result, the target is temporarily immune for 10 minutes. Critical Success The target is unaffected. Success The target is enfeebled 2 for 1 round if the sykever is in bipedal stance or clumsy 2 for 1 round if the sykever is in quadrupedal stance. Failure As success, but the effect lasts 1 minute. Critical Failure As success, but enfeebled 3 or clumsy 3, and the effect lasts 10 minutes. Horned Rush Single Action Requirements The sykever is in their quadrupedal stance; Effect The sykever Strides and then makes a horn Strike. The Bound One Hidden beneath the necromantic colleges of Yled in the nation of Geb are a trio of sykevers held in magical stasis alongside an ancient darvakka known only as the Bound One. This creature, ensnared by Geb himself, serves as an unending pool of void energy, immensely useful for magical experiments and empowering other undead servitors around the nation. The four darvakkas await the day Geb calls upon them once more. ","skill_mod":{"stealth":27,"arcana":27,"athletics":29,"intimidation":28,"religion":27},"image":["/Images/Monsters/Darvakka_Sykever.png"],"primary_source":"Monster Core 2","spell":["Harm","Interplanar Teleport","Paralyze","Truesight","Darkness","Invisibility","Detect Magic","Fly"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" greater darkvision , lifesense 60 feet","resistance":{"cold":10},"intelligence":6,"reflex_save":25,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":25,"size":["Huge"],"name":"Sykever","pfs":"Standard","rarity":"common","strike_damage_average":[31,40],"attack_bonus":[31,31],"constitution":6,"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Darvakka","will_save":31,"speed":{"max":40,"land":40},"wisdom":6,"weakness":{"holy":10,"silver":10},"creature_ability":["Entropy's Shadow","Sunlight Powerlessness","Change Posture","Crush Item","Draining Gaze","Horned Rush"],"skill":["Arcana","Athletics","Intimidation","Netherworld Lore","Religion","Stealth","Void Lore","Warfare Lore"],"legacy_id":["creature-1849"],"tradition":["Divine"],"summary":"The most common darvakkas are sykevers, dauntless warriors who can march on two limbs or four. Their forelimbs end in curved, excruciatingly sharp …","trait_group":["Monster","Planar","Creature Type","Mechanics"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=4311","dexterity":4,"category":"creature","slug":"creature-4311"},{"primary_source_category":"Rulebooks","strength":10,"hp":460,"language":["Chthonian","Common","Diabolic","Necril","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":32,"trait":["Darvakka","Shadow","Undead","Unholy","Gargantuan"],"id":"creature-4312","text":" Urveth (Nightcrawler) An urveth is a massive, four-armed burrowing terror with a wormlike body and gaping maw that devours everything it can. Urveths burrow deep underground to hide from the sun, emerging under the cover of darkness to kill and consume. Recall Knowledge - Undead (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Urveth Source Monster Core 2 pg. 86 Perception +32; greater darkvision, lifesense 60 feet Languages Chthonian, Common, Diabolic, Necril; telepathy 100 feet Skills Arcana +29, Athletics +35, Netherworld Lore +31, Religion +32, Stealth +31, Void Lore +31 Str +10 Dex +5 Con +8 Int +5 Wis +6 Cha +6 --- AC 40 Fort +32 Ref +29 Will +34 HP 460 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances cold 15 Weaknesses holy 15, silver 15 Entropy's Shadow (aura, divine, void) 60 feet. Darvakkas leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 5d6 void damage with a DC 38 basic Fortitude save. If it fails, it's also enfeebled 1 for 1 minute and pulled 10 feet toward the darvakka. Sunlight Powerlessness A darvakka caught in sunlight is stunned 2 and clumsy 2 as long as it remains in the sunlight. Reactive Strike Reaction claw only. An urveth gains 3 extra reactions each round that they can use only to make Reactive Strikes. --- Speed 25 feet, burrow 60 feet, fly Melee Single Action jaws +36 (Magical, reach 15 feet), Damage 3d10+14 slashing plus 2d10 cold and Improved Grab Melee Single Action claw +36 (Agile, magical, reach 15 feet), Damage 3d6+14 slashing plus 2d10 cold Melee Single Action stinger +36 (Poison, magical, reach 20 feet), Damage 3d6+14 piercing plus 2d10 cold and urveth venom Divine Innate Spells DC 40 - Cantrips (9th) Detect Magic - 4th Darkness (at will) - 8th Harm (×3), Eclipse Burst, Interplanar Teleport (to the Universe; the Void; or the Netherworld only), Truesight - Constant (9th) Fly Frenzy Two Actions The urveth makes two claw Strikes and one stinger Strike in any order. Swallow Whole Single Action Huge, 2d10+5 bludgeoning, Rupture 35. A living creature that ends its turn swallowed whole by an urveth becomes drained 1 or increases its drained condition by 1, and the urveth gains 10 temporary Hit Points. A creature whose drained condition increases to 5 in this way dies. Urveth Venom (Poison) Saving Throw DC 37 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 void damage and 2d6 poison damage (1 round); Stage 2 3d6 void damage, 2d6 poison damage, and enfeebled 2 (1 round); Stage 3 3d6 void damage, 2d6 poison damage, and enfeebled 4 (1 round) ","skill_mod":{"stealth":31,"arcana":29,"athletics":35,"religion":32},"image":["/Images/Monsters/Darvakka_Urveth.png"],"primary_source":"Monster Core 2","spell":["Harm","Eclipse Burst","Interplanar Teleport","Truesight","Darkness","Detect Magic","Fly"],"ac":40,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" greater darkvision , lifesense 60 feet","resistance":{"cold":15},"intelligence":5,"reflex_save":29,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Urveth","pfs":"Standard","rarity":"common","strike_damage_average":[35,35,41],"attack_bonus":[36,36,36],"constitution":8,"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Darvakka","will_save":34,"speed":{"max":60,"land":25,"burrow":60},"wisdom":6,"weakness":{"holy":15,"silver":15},"creature_ability":["Entropy's Shadow","Sunlight Powerlessness","Reactive Strike","Frenzy","Swallow Whole","Urveth Venom"],"skill":["Arcana","Athletics","Netherworld Lore","Religion","Stealth","Void Lore"],"legacy_id":["creature-1850"],"tradition":["Divine"],"summary":"An urveth is a massive, four-armed burrowing terror with a wormlike body and gaping maw that devours everything it can. Urveths burrow deep …","trait_group":["Monster","Planar","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4312","dexterity":5,"category":"creature","slug":"creature-4312"},{"primary_source_category":"Rulebooks","strength":11,"hp":510,"language":["Chthonian","Common","Diabolic","Necril","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":7,"perception":36,"trait":["Aquatic","Darvakka","Shadow","Undead","Unholy","Gargantuan"],"id":"creature-4313","text":" Nasurgeth (Nightwave) Nasurgeths are hungry voids with glowing eyestalks and thousands of teeth. They lurk deep beneath the waves where the sunlight doesn't reach. At night, they ascend to the skies and rain destruction and ruin on the living. Recall Knowledge - Undead (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Nasurgeth Source Monster Core 2 pg. 87 Perception +36; greater darkvision, lifesense 60 feet Languages Chthonian, Common, Diabolic, Necril; telepathy 100 feet Skills Arcana +36, Athletics +39, Netherworld Lore +36, Religion +36, Stealth +34, Void Lore +36 Str +11 Dex +6 Con +7 Int +8 Wis +8 Cha +7 --- AC 45 Fort +35 Ref +32 Will +36 HP 510 (void healing) Immunities bleed, cold, death effects, disease, paralyzed, poison, unconscious Weaknesses holy 15, silver 15 Midnight Depths (aura, cold, darkness, divine, void) 60 feet. A nasurgeth's entropy grows even stronger underwater. All water within the aura is completely dark (as 4th-rank darkness ). Magical light with a counteract rank of 4th or lower and magical light cantrips are suppressed. A living creature entering or starting its turn in the aura takes 4d6 void damage, and the creature also takes an additional 2d10 cold damage if it's in water (DC 39 basic Fortitude save). If it fails, it's also enfeebled 1 for 1 minute and pulled 10 feet toward the nasurgeth. Sunlight Powerlessness A darvakka caught in sunlight is stunned 2 and clumsy 2 as long as it remains in the sunlight. Spray Black Bile Reaction Trigger The nasurgeth takes slashing or piercing damage from a critical hit, or a swallowed creature cuts itself free; Effect Darkness and death energy spill out from the nasurgeth's wound, dealing 8d8 void damage to creatures in a 20-foot emanation with a DC 40 basic Fortitude save. --- Speed fly 60 feet, swim 80 feet Melee Single Action jaws +39 (Magical, reach 15 feet), Damage 3d10+19 piercing plus 2d10 cold and Improved Grab Melee Single Action tail +39 (Agile, magical, reach 20 feet), Damage 3d6+19 bludgeoning plus 2d10 cold Divine Innate Spells DC 43 - Cantrips (10th) Detect Magic - 7th Interplanar Teleport (to the Universe; the Void; or the Netherworld only), Truesight - 8th Eclipse Burst (×3), Harm (×3) Broken Barb Single Action Requirements A creature is grabbed or restrained in the nasurgeth's jaws; Effect The nasurgeth breaks a tooth off in the target, who takes 3d10 persistent bleed damage and is no longer grabbed or restrained. If the target is adjacent to a surface, the tooth also pins it in place, making it immobilized (Escape DC 45). Ravenous Void Three Actions The nasurgeth barrels forward with their mouth open, Swimming twice in a straight line and moving through the spaces of Huge or smaller creatures. The nasurgeth deals the damage of their jaws Strike to each creature whose space they enter (DC 45 basic Reflex save). Any creature that critically fails is automatically Swallowed Whole. Swallow Whole Single Action Huge, 2d10+9 bludgeoning, Rupture 40. A living creature that ends its turn swallowed whole by a nasurgeth becomes drained 1 or increases its drained condition by 1, and the nasurgeth gains 20 temporary Hit Points that last for 10 minutes . A creature whose drained condition increases to 5 in this way dies. ","skill_mod":{"stealth":34,"arcana":36,"athletics":39,"religion":36},"image":["/Images/Monsters/Darvakka_Nasurgeth.png"],"primary_source":"Monster Core 2","spell":["Eclipse Burst","Harm","Interplanar Teleport","Truesight","Detect Magic"],"ac":45,"level":20,"spell_dc":[43],"source_category":["Rulebooks"],"sense":" greater darkvision , lifesense 60 feet","resistance":{},"intelligence":8,"reflex_save":32,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":35,"size":["Gargantuan"],"name":"Nasurgeth","pfs":"Standard","rarity":"common","strike_damage_average":[40,46],"attack_bonus":[39,39],"constitution":7,"immunity":["bleed","cold","death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Darvakka","will_save":36,"speed":{"fly":60,"max":80,"swim":80},"wisdom":8,"weakness":{"holy":15,"silver":15},"creature_ability":["Midnight Depths","Sunlight Powerlessness","Spray Black Bile","Broken Barb","Ravenous Void","Swallow Whole"],"skill":["Arcana","Athletics","Netherworld Lore","Religion","Stealth","Void Lore"],"legacy_id":["creature-1851"],"tradition":["Divine"],"summary":"Nasurgeths are hungry voids with glowing eyestalks and thousands of teeth. They lurk deep beneath the waves where the sunlight doesn't reach. At …","trait_group":["Monster","Planar","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4313","dexterity":6,"category":"creature","slug":"creature-4313"},{"primary_source_category":"Rulebooks","strength":3,"hp":24,"language":["Aklo","Common"],"source":["Monster Core 2"],"type":"Creature","charisma":1,"perception":7,"trait":["Amphibious","Humanoid","Medium"],"id":"creature-4314","text":" Deep One An average mature deep one weighs 300 pounds and measures 7 feet in length, though they appear shorter on land due to their wide stance and natural hunch. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Deep One Source Monster Core 2 pg. 88 Perception +7; darkvision, wavesense (precise) 30 feet Languages Aklo, Common Skills Athletics +6, Intimidation +5, Religion +6, Stealth +4, Survival +4 Str +3 Dex +1 Con +4 Int +2 Wis +1 Cha +1 Pressurized A deep one is immune to damage and other negative effects from changes in water pressure. --- AC 16 Fort +9 Ref +4 Will +8 HP 24 Immunities endless Resistances cold 2, piercing 3 Endless A deep one doesn't age and is immune to spells and other effects that inflict magical aging. Unless killed, a deep one lives forever. --- Speed 25 feet, swim 40 feet Melee Single Action jaws +7, Damage 1d6+3 piercing Melee Single Action claw +7 (Agile), Damage 1d4+3 slashing Occult Innate Spells DC 14, attack +6 - Cantrips (1st) Daze - 1st Hydraulic Push Fervent Frenzy Three Actions The deep one makes two claw Strikes and one jaws Strike in any order. If the target creature is currently frightened by a deep one's Share Devotion ability, it's off-guard against these attacks. The deep one becomes clumsy 1 until the start of their next turn. Share Devotion Two Actions (Concentrate, emotion, fear, mental) The deep one fills their enemies' minds with terrible hallucinations of the Outer Gods. All enemy creatures within a 30-foot emanation must attempt a DC 17 Will save; regardless of the result, a creature is temporarily immune to Share Devotion for 24 hours. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure As failure, plus dazzled for as long as it's frightened. ","skill_mod":{"survival":4,"stealth":4,"athletics":6,"intimidation":5,"religion":6},"image":["/Images/Monsters/Deep_One.webp"],"primary_source":"Monster Core 2","spell":["Hydraulic Push","Daze"],"ac":16,"level":1,"spell_dc":[14],"source_category":["Rulebooks"],"sense":" darkvision , wavesense (precise) 30 feet","resistance":{"piercing":3,"cold":2},"intelligence":2,"reflex_save":4,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Deep One","pfs":"Standard","rarity":"common","strike_damage_average":[5,6],"attack_bonus":[7,7],"constitution":4,"immunity":["endless"],"creature_family":"Deep One","spell_attack_bonus":[6],"will_save":8,"speed":{"max":40,"land":25,"swim":40},"wisdom":1,"weakness":{},"creature_ability":["Pressurized","Endless","Fervent Frenzy","Share Devotion"],"skill":["Athletics","Intimidation","Religion","Stealth","Survival"],"tradition":["Occult"],"summary":"An average mature deep one weighs 300 pounds and measures 7 feet in length, though they appear shorter on land due to their wide stance and natural …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4314","dexterity":1,"category":"creature","slug":"creature-4314"},{"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Aklo","Common"],"source":["Monster Core 2"],"type":"Creature","charisma":0,"perception":9,"trait":["Human","Humanoid","Medium"],"id":"creature-4315","text":" Deep One Hybrid Whether from their devout faith to Dagon or their own biological lineage, some humans display physical indicators of their connection to deep ones. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Deep One Hybrid Source Monster Core 2 pg. 88 Perception +9; low-light vision Languages Aklo, Common Skills Arcana +4, Athletics +4, Dagon Lore +6, Deception +5, Religion +7, Society +4 Str +1 Dex +1 Con +2 Int +1 Wis +4 Cha +0 Natural Swimmer The deep one hybrid can hold their breath underwater for 10 minutes and gains a +2 circumstance bonus to initiative rolls and Reflex saves while swimming. Items Dagger, Fishing Tackle, Leather Armor, religious symbol of Dagon, religious text of Dagon, Rope (50 feet), Trident --- AC 16 Fort +7 Ref +5 Will +9 HP 20 Resistances piercing 2 Ocean's Call A deep one hybrid that remains 10 or more miles from the sea for 24 hours becomes stupefied 1. This effect is removed only once the hybrid returns to the sea. --- Speed 25 feet, swim 30 feet Melee Single Action trident +4 (thrown 20 feet), Damage 1d8+1 piercing Melee Single Action dagger +4 (Agile, finesse, thrown 10 feet, versatile S), Damage 1d4+1 piercing Ranged Single Action dagger +4 (Agile, thrown 10 feet), Damage 1d4+1 piercing Divine Prepared Spells DC 17, attack +9 - Cantrips (1st) Bullhorn, Daze, Haunting Hymn, Light, Void Warp - 1st Bless, Fear, Harm (×4), Heal Cleric Domain Spells 1 Focus Point, DC 17 - 1st Tidal Surge\n","skill_mod":{"society":4,"deception":5,"arcana":4,"athletics":4,"religion":7},"image":["/Images/Monsters/Deep_One_Hybrid.webp"],"primary_source":"Monster Core 2","spell":["Bless","Fear","Harm","Heal","Bullhorn","Daze","Haunting Hymn","Light","Void Warp","Tidal Surge"],"ac":16,"item":["Dagger","Fishing Tackle","Leather Armor","religious symbol of Dagon","religious text of Dagon","Rope (50 feet)","Trident"],"level":1,"spell_dc":[17,17],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{"piercing":2},"intelligence":1,"reflex_save":5,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Deep One Hybrid","pfs":"Standard","rarity":"common","strike_damage_average":[3,3,5],"attack_bonus":[4,4,4],"constitution":2,"creature_family":"Deep One","spell_attack_bonus":[9],"will_save":9,"speed":{"max":30,"land":25,"swim":30},"wisdom":4,"weakness":{},"creature_ability":["Natural Swimmer","Ocean's Call"],"skill":["Arcana","Athletics","Dagon Lore","Deception","Religion","Society"],"tradition":["Divine"],"summary":"Whether from their devout faith to Dagon or their own biological lineage, some humans display physical indicators of their connection to deep ones.","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4315","dexterity":1,"category":"creature","slug":"creature-4315"},{"primary_source_category":"Rulebooks","strength":9,"hp":260,"language":["Aklo","Common"],"source":["Monster Core 2"],"type":"Creature","charisma":4,"perception":26,"trait":["Amphibious","Humanoid","Uncommon","Unholy","Gargantuan"],"id":"creature-4316","text":" Deep One Elder Given enough time, deep one elders can swell to dizzying heights. Recall Knowledge - Humanoid (Society): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Deep One Elder Source Monster Core 2 pg. 89 Perception +26; darkvision, wavesense 120 feet Languages Aklo, Common Skills Athletics +31, Dagon Lore +24, Intimidation +24, Ocean Lore +24, Religion +27, Survival +25 Str +9 Dex +4 Con +8 Int +6 Wis +5 Cha +4 Pressurized A deep one elder is immune to damage and other negative effects from changes in water pressure. --- AC 36 Fort +27 Ref +22 Will +26 HP 260 , regeneration 10 (deactivated by fire) Immunities cold Resistances acid 10, piercing 15 Endless A deep one elder doesn't age and is immune to spells and other effects that inflict magical aging. Unless killed, a deep one elder lives forever. Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 31. A creature that fails its save is also slowed 1 (slowed 2 on a critical failure). Mental Mirror Mental effects that fail against a deep one elder are reflected back onto the source, as spell riposte . --- Speed 30 feet, swim 50 feet Melee Single Action foot +29 (Magical, reach 20 feet, unholy), Damage 3d12+15 bludgeoning Melee Single Action claw +29 (Agile, magical, reach 20 feet, sweep, unholy), Damage 3d10+12 slashing plus Improved Knockdown and devastation Occult Innate Spells DC 31, attack +23 - 4th Unfettered Movement - 5th Wave of Despair - 6th Blinding Fury, Phantasmal Calamity - 7th Warp Mind (×3) Devastation A deep one elder's claw Strikes ignore the first 10 Hardness of an object. Additionally, on a critical hit, the target must succeed at a DC 34 Fortitude save or be stunned 2. Trample Three Actions Huge or smaller, foot, DC 31. The deep one can Swim up to double its swim Speed instead of Striding. Watery Void Three Actions (Concentrate, manipulate, occult, void, water) The deep one elder makes an endless void of water appear in a 20-foot burst within 60 feet, dragging creatures down into its whirlpool. If cast underwater, the watery void fills a 60-foot-tall cylinder with a 20-foot radius. Creatures in the area when the void appears and creatures that end their turn in the area take 3d8 bludgeoning damage and 3d8 void damage and must attempt a DC 31 Reflex save. The void remains until the end of the deep one elder's next turn. The deep one elder can Sustain the void to extend the duration by 1 round, up to a total of 4 rounds, and can move the void up to 15 feet. Once the effect ends, the elder can't use Watery Void again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage and a –5-foot circumstance penalty to their Speeds while in the void. Failure The creature takes full damage and a –10-foot circumstance penalty to their Speeds while in the void. Critical Success The creature takes double damage, is knocked prone, and takes a –10-foot circumstance penalty to their Speeds while in the void. ","skill_mod":{"survival":25,"athletics":31,"intimidation":24,"religion":27},"image":["/Images/Monsters/Deep_One_Elder.webp"],"primary_source":"Monster Core 2","spell":["Warp Mind","Blinding Fury","Phantasmal Calamity","Wave of Despair","Unfettered Movement"],"ac":36,"level":14,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" darkvision , wavesense 120 feet","resistance":{"acid":10,"piercing":15},"intelligence":6,"reflex_save":22,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":27,"size":["Gargantuan"],"name":"Deep One Elder","pfs":"Standard","rarity":"uncommon","strike_damage_average":[28,34],"attack_bonus":[29,29],"constitution":8,"immunity":["cold"],"creature_family":"Deep One","spell_attack_bonus":[23],"will_save":26,"speed":{"max":50,"land":30,"swim":50},"wisdom":5,"weakness":{},"creature_ability":["Pressurized","Endless","Frightful Presence","Mental Mirror","Devastation","Trample","Watery Void"],"skill":["Athletics","Dagon Lore","Intimidation","Ocean Lore","Religion","Survival"],"tradition":["Occult"],"summary":"Given enough time, deep one elders can swell to dizzying heights.","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4316","dexterity":4,"category":"creature","slug":"creature-4316"},{"primary_source_category":"Rulebooks","strength":3,"hp":55,"language":["Chthonian","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":2,"perception":8,"trait":["Demon","Fiend","Unholy","Medium"],"id":"creature-4317","text":" Vermlek (Worm Demon) Vermleks, also called worm demons, manifest from the souls of mortals who desecrated the dead, such as grave robbers or necromancers. These fiends take their violations to a new extreme, using their demonic powers to horrifically core their living victims and don the flesh husk that remains. In their natural form, a vermlek resembles an oversized pinkish worm with four long tails that end in writhing fibrils. Their mouth splits into four segments like a profane tulip lined with rows of dozens of pointed teeth. However, these fiends are often encountered only after they have crawled into the body of a dead humanoid and made the hollowed-out flesh their temporary host. Vermleks use their powers of deception and disguise to infiltrate mortal settlements and influence unwitting acquaintances of the bodies they wear. Particularly intelligent or conniving vermleks might even reach stations of real power within the ranks of an army or government, at which point exposure of their true form can wreak havoc among the populace they have so thoroughly duped. Recall Knowledge - Fiend (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Vermlek Source Monster Core 2 pg. 90 Perception +8; darkvision Languages Chthonian, Draconic, Empyrean; telepathy 100 feet Skills Acrobatics +8, Athletics +10, Deception +7, Stealth +8 Str +3 Dex +1 Con +4 Int +0 Wis +1 Cha +2 Items Longsword --- AC 16 (19 while Inhabiting a Body) Fort +11 Ref +8 Will +6 HP 55 Weaknesses cold iron 5, holy 5, sonic 5 Recoil from Wasted Opportunities Vermleks can't stand the sight of a good meal presented and then swiftly taken away. Whenever a dying creature within sight of the vermlek has its dying condition removed, the vermlek takes 1d6 mental damage. --- Speed 25 feet, burrow 15 feet Melee Single Action bite +12 (Unholy), Damage 2d8+3 piercing Melee Single Action fist +12 (Agile, unholy), Damage 2d6+3 bludgeoning Melee Single Action longsword +12 (Unholy, versatile P), Damage 1d8+4 slashing Divine Innate Spells DC 19 - 3rd Fear, Harm Abandon Body Two Actions (Manipulate) Requirements The vermlek is Inhabiting a Body; Effect The vermlek crawls out of the body they are inhabiting, devouring much of the body's remaining flesh and regaining 10 Hit Points in the process. The corpse they leave behind is little more than a husk. Inhabit Body Three Actions (Manipulate) Requirements The vermlek isn't already Inhabiting a Body; Effect The vermlek crawls into the body of an adjacent Medium humanoid that has been dead for no more than 1 week, consuming the bulk of the victim's skeleton and internal organs as they do so and cramming themself into the cavity. As long as they Inhabit a Body, the vermlek loses their bite attack, can wield weapons like a humanoid, gains a +3 circumstance bonus to AC, and gains a +3 circumstance bonus to Deception checks to Impersonate the creature they are inhabiting. Unsettling Movement (Emotion, fear, mental, visual) Whenever the vermlek Abandons a Body or Inhabits a Body, all creatures within 30 feet who can see the vermlek must succeed at a DC 19 Will save or become frightened 1. On a critical failure, the creature is frightened 1 and sickened 1. Regardless of the result, creatures are immune to the same vermlek's unsettling movement for 24 hours. Telltale Desecration Coroners and priests in demon-infested lands know immediately that they're dealing with a vermlek when they're brought a corpse that is little more than a sack of skin. ","skill_mod":{"deception":7,"stealth":8,"athletics":10,"acrobatics":8},"image":["/Images/Monsters/Vermlek.png"],"primary_source":"Monster Core 2","spell":["Fear","Harm"],"ac":16,"item":["Longsword"],"level":3,"spell_dc":[19],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Vermlek","pfs":"Standard","rarity":"common","strike_damage_average":[8,10,12],"attack_bonus":[12,12,12],"constitution":4,"creature_family":"Demon","will_save":6,"speed":{"max":25,"land":25,"burrow":15},"wisdom":1,"weakness":{"holy":5,"sonic":5,"cold_iron":5},"creature_ability":["Recoil from Wasted Opportunities","Abandon Body","Inhabit Body","Unsettling Movement"],"skill":["Acrobatics","Athletics","Deception","Stealth"],"legacy_id":["creature-500"],"tradition":["Divine"],"summary":"Vermleks, also called worm demons, manifest from the souls of mortals who desecrated the dead, such as grave robbers or necromancers. These fiends …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4317","dexterity":1,"category":"creature","slug":"creature-4317"},{"attack_bonus":[11,14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":70,"language":["Chthonian","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Demon","will_save":7,"charisma":0,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{"holy":5,"cold_iron":5},"creature_ability":["Hatred of Mirrors","Loathsome Bite","Wreck"],"skill":["Athletics","Intimidation"],"legacy_id":["creature-1110","creature-499"],"trait":["Demon","Fiend","Unholy","Medium"],"id":"creature-4318","text":" Abrikandilu (Wrecker Demon) Wrecker demons, also known as abrikandilus, despise beautiful things and do everything in their power to destroy both people and objects regarded as such. An abrikandilu forms from the souls of mortals who were vandals, misanthropes, or defacers of artwork, particularly if their destructive actions stemmed from feelings of powerful envy. An abrikandilu loathes only one thing more than beauty: their own visage. The mere sight of their face—reflected in a mirror, a shield, or even a pool of water—can send a wrecker demon into a rage. Many demon slayers leverage this to their advantage, venturing into battle with polished steel shields and cold iron blades at the ready. Recall Knowledge - Fiend (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Abrikandilu Source Monster Core 2 pg. 91 Perception +10; darkvision Languages Chthonian, Draconic, Empyrean; telepathy 100 feet Skills Athletics +12, Intimidation +8 Str +4 Dex +1 Con +3 Int -2 Wis +2 Cha +0 --- AC 19 Fort +14 Ref +9 Will +7 HP 70 Weaknesses cold iron 5, holy 5 Hatred of Mirrors An abrikandilu loathes the sight of their reflection. When a creature Interacts with a mirror within sight of the wrecker demon, the demon takes a –2 penalty to Will saves against Intimidation checks. An abrikandilu that ends their turn adjacent to a mirror or that's attacked by a creature holding a mirror takes 1d6 mental damage (this usually leads abrikandilus to focus their efforts on destroying nearby mirrors using Wreck). --- Speed 25 feet Melee Single Action claw +14 (Agile, unholy), Damage 2d6+4 slashing Melee Single Action jaws +14 (Unholy), Damage 3d6+4 piercing plus loathsome bite Ranged Single Action hurled debris +11 (range increment 20 feet, unholy), Damage 2d6+4 bludgeoning Divine Innate Spells DC 20 - 2nd Fear (×2) Rituals DC 20 - 1st Demonic Pact Loathsome Bite (Curse, divine, mental) When an abrikandilu hits a creature with their jaws Strike, the creature becomes infected with the demon's self-loathing. The creature must succeed at a DC 21 Will save to avoid gaining a –1 status penalty to Charisma-based checks. This penalty is cumulative up to –3, and remains even if the wounds are healed. The penalty is reduced by 1 every 24 hours until it reaches 0. Wreck Single Action The abrikandilu makes two claw Strikes against an unattended object or held mirror. Held mirrors use the holding character's AC. If both Strikes hit, combine their damage for the purpose of overcoming any Hardness or resistance. These Strikes don't count toward the abrikandilu's multiple attack penalty, nor does that penalty apply to these Strikes. ","tradition":["Divine"],"skill_mod":{"athletics":12,"intimidation":8},"summary":"Wrecker demons, also known as abrikandilus, despise beautiful things and do everything in their power to destroy both people and objects regarded as …","image":["/Images/Monsters/Demon_Abrikandilu_Remastered.webp"],"primary_source":"Monster Core 2","spell":["Fear"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":19,"level":4,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4318","intelligence":-2,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Abrikandilu","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,11,14],"slug":"creature-4318"},{"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Chthonian","Empyrean","Talican","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":3,"perception":13,"trait":["Demon","Fiend","Unholy","Medium"],"id":"creature-4319","text":" Vloriak (Despoiler Demon) Vloriaks rise from the sinful souls of those whose acts of sabotage resulted in despair and terror, and they delight in the destruction of mortal artifice. They make use of their ability to rust metals to destroy structures, precious works of art, and tools used for creation. In combat, this ability allows them to destroy the armaments of their attacks. Vloriaks particularly enjoy destroying armors and shields, as these defensive items generally bear elegant designs and decorations that are more enjoyable to despoil than those of a weapon. Often called despoiler demons, vloriaks were the followers of the longdead demon lord Xar-Azmak. Their numbers have dwindled over the eons since the Lord of Rust's death; those that exist now are scattered throughout the Outer Rifts. Their chitinous bodies and faceted eyes give them an insectile appearance. Recall Knowledge - Fiend (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Vloriak Source Monster Core 2 pg. 91 Perception +13; darkvision Languages Chthonian, Empyrean, Talican; telepathy 100 feet Skills Athletics +13, Intimidation +12 Str +4 Dex +2 Con +4 Int -1 Wis +4 Cha +3 --- AC 21 Fort +15 Ref +11 Will +13 +1 status to all saves vs. magic HP 90 Resistances acid 5 Weaknesses cold iron 5, holy 5 Restoration Vulnerability A vloriak feels agonizing pain when a creature or object recovers from a debilitating effect in their proximity. The first time in a round in which a creature that is within sight of the demon reduces the value of their clumsy, enfeebled, sickened, or stupefied condition, the demon takes 3d6 mental damage and cannot Lick Rust on their next turn. --- Speed 25 feet Melee Single Action claw +15 (Unholy), Damage 2d6+6 slashing plus 1d6 spirit Melee Single Action tongue +15 (Agile, reach 10 feet, unholy), Damage 2d6+2 acid plus 1d6 spirit and rust Divine Innate Spells DC 22, attack +14 - Cantrips (3rd) Caustic Blast - 2nd Acid Grip (×3), Shatter - 3rd Paralyze Lick Rust Single Action (Attack) Requirements The vloriak rusted a metal item with their tongue this turn; Effect The vloriak attempts a tongue Strike on the same target they just attacked. If it hits, it deals no damage as the demon licks away the rust and regains 2d6 Hit Points (or 4d6 Hit Points if the Strike was a critical hit). The vloriak can't Lick Rust on their next turn. Rust A vloriak's saliva causes metal to rust rapidly. If they succeed at a tongue Strike or Disarm attempt, the vloriak deals 2d6 acid damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If the vloriak hits an unattended metal item, the item takes this damage automatically. If a creature uses the Shield Block reaction with a metal shield against a tongue attack, the shield is automatically broken, but no other item is rusted on that attack. Spew Rusted Shards Two Actions (Divine) The vloriak spews a 15-foot cone of acid and rusted metal. Creatures in the area take 3d6 acid and 3d6 piercing damage (DC 22 basic Reflex save). A creature that takes any piercing damage is exposed to tetanus. The vloriak can't Spew Rusted Shards for 1d4 rounds. Vlorian Influence Vloriaks hail from the Outer Rifts realm of Vlorus, and as such, carry within themselves the potential for decay and rusting ruin. Other creatures that dwell in Vlorus—particularly fiends who rise to power there—can gain similar powers over rust as well. Qlippoth are especially suited to this realm. ","skill_mod":{"athletics":13,"intimidation":12},"image":["/Images/Monsters/Demon_Vloriak.png"],"primary_source":"Monster Core 2","spell":["Paralyze","Acid Grip","Shatter","Caustic Blast"],"ac":21,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"acid":5},"intelligence":-1,"reflex_save":11,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Vloriak","pfs":"Standard","rarity":"common","strike_damage_average":[12,16],"attack_bonus":[15,15],"constitution":4,"creature_family":"Demon","spell_attack_bonus":[14],"will_save":13,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"holy":5,"cold_iron":5},"creature_ability":["Restoration Vulnerability","Lick Rust","Rust","Spew Rusted Shards"],"skill":["Athletics","Intimidation"],"legacy_id":["creature-2727"],"tradition":["Divine"],"summary":"Vloriaks rise from the sinful souls of those whose acts of sabotage resulted in despair and terror, and they delight in the destruction of mortal …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4319","dexterity":2,"category":"creature","slug":"creature-4319"},{"primary_source_category":"Rulebooks","strength":6,"hp":180,"language":["Chthonian","Draconic","Empyrean","<%SPELLS%1680%%>speak with animals<%END>, <%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2","Gatewalkers (Hardcover)"],"type":"Creature","charisma":3,"perception":19,"trait":["Demon","Fiend","Unholy","Large"],"id":"creature-4320","text":" Kithangian (Beast Demon) The kithangian—a horrifying amalgam of horse and scorpion also known as a beast demon—is a foul fiend born of the souls of mortals who abused and tormented animals in life. Kithangians tend to roam wild areas rife with animals to torture, though humanoid settlements with plenty of pets or livestock also make for tantalizing hunting grounds. Uncontested for too long, a kithangian's presence has a corrupting influence on the local fauna, which birth fiendish monstrosities until the demon is vanquished. If they realize they're being tracked by vengeful druids or demon slayers, a kithangian assumes the shape of an unassuming animal so they can get the jump on their pursuers. If a kithangian believes it can't win in a direct fight, it will disguise itself as an animal to flee the area and seek another place to continue its assault on a new batch of local animals. Recall Knowledge - Fiend (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Kithangian Source Monster Core 2 pg. 92, Gatewalkers (Hardcover) pg. 253 Perception +19; darkvision Languages Chthonian, Draconic, Empyrean; speak with animals , telepathy 100 feet Skills Athletics +18, Intimidation +20, Nature +21, Stealth +16 Str +6 Dex +3 Con +5 Int -2 Wis +4 Cha +3 --- AC 27 (all-around vision (page 360)) Fort +20 Ref +15 Will +19 +1 status to all saves vs. magic HP 180 Weaknesses cold iron 10, holy 10 Animal Kindness Vulnerability Kithangians find kindness to animals revolting. The first time each round that a kithangian sees someone heal or otherwise provide aid to a creature that has the animal trait, the kithangian takes 3d6 mental damage. --- Speed 30 feet Melee Single Action pincer +21 (Magical, reach 10 feet, unholy), Damage 2d12+9 slashing plus Grab Melee Single Action stinger +21 (Agile, magical, reach 10 feet, unholy), Damage 2d8+9 piercing plus kithangian venom Divine Innate Spells DC 25 - 1st Command (at will; animals only) - 3rd Paralyze (×2) - 4th Fly, Translocate - Constant (4th) Speak with Animals Divine Rituals DC 25 - 1st Demonic Pact Animal Killer A kithangian's melee Strikes deal an additional 2d6 precision damage to animals. Change Shape Single Action (Concentrate, divine, polymorph) The kithangian transforms into a Medium or Large animal. This doesn't affect their statistics, but it may change the damage type of their Strikes. Kithangian Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage (2 rounds); Stage 2 2d6 poison damage and sickened 1 (2 rounds); Stage 3 3d6 poison damage and sickened 2 (2 rounds) Rasping Tongues Single Action (Attack) Frequency once per round; Requirements The kithangian has a creature grabbed or restrained in one or both pincers; Effect Barbed tongues slither out of the faces in the kithangian's pincers. The tongues burrow into grabbed creatures and inject their minds with haunting psychic screams. Each grabbed creature takes 2d8 piercing damage and 2d8 mental damage. A creature can try to resist the mental damage by attempting a DC 25 basic Will save. Demon Hunters Reclaimers of the Sarkoris Scar who follow the Green Faith consider kithangians particularly heinous foes. They take grim satisfaction in hunting and slaying such demons, viewing their extermination as just vengeance for the evils these demons visit upon wildlife. Demon Hunters Reclaimers of the Sarkoris Scar who follow the Green Faith consider kithangians particularly heinous foes. They take grim satisfaction in hunting and slaying such demons, viewing their extermination as just vengeance for the evils these demons visit upon wildlife. ","skill_mod":{"nature":21,"stealth":16,"athletics":18,"intimidation":20},"image":["/Images/Monsters/Demon_Kithangian.png"],"primary_source":"Monster Core 2","spell":["Fly","Translocate","Paralyze","Command","Speak with Animals"],"ac":27,"level":9,"spell_dc":[25],"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":-2,"reflex_save":15,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":20,"source_group":["Gatewalkers"],"size":["Large"],"name":"Kithangian","pfs":"Standard","rarity":"common","strike_damage_average":[18,22],"attack_bonus":[21,21],"constitution":5,"creature_family":"Demon","will_save":19,"speed":{"max":30,"land":30},"wisdom":4,"weakness":{"holy":10,"cold_iron":10},"creature_ability":["Animal Kindness","Animal Killer","Change Shape","Kithangian Venom","Rasping Tongues"],"skill":["Athletics","Intimidation","Nature","Stealth"],"legacy_id":["creature-2457"],"tradition":["Divine"],"summary":"The kithangian—a horrifying amalgam of horse and scorpion also known as a beast demon—is a foul fiend born of the souls of mortals who abused and …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4320","dexterity":3,"category":"creature","slug":"creature-4320"},{"attack_bonus":[25,25],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":290,"language":["Chthonian","Common","Draconic","Empyrean","Necril","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Demon","will_save":20,"charisma":4,"speed":{"climb":20,"max":40,"land":30,"burrow":40},"perception":20,"wisdom":3,"weakness":{"holy":10,"cold_iron":10},"creature_ability":["Consecration Vulnerability","Earth Glide","Gravechoke","Ravenous Earth"],"skill":["Athletics","Crafting","Deception","Intimidation","Outer Rifts Lore","Religion","Society","Stealth"],"legacy_id":["creature-2153"],"trait":["Demon","Fiend","Unholy","Large"],"id":"creature-4321","text":" Urglid (Grave Demon) The hulking monstrosities known as urglids form from the souls of murderous undertakers, sadists who buried their victims alive, and intentionally neglectful grave keepers who gave up their watch over the dead. They seek to perpetuate their mortal sins as demons and use their fiendish powers to subject mortals to the terrors of vivisepulture. Other urglids find grave sites repulsive and will often destroy headstones and other grave markers. Without such markers, these graves are often lost and forgotten, a detail that pleases an urglid. Standing over 12 feet tall and weighing over 3,000 pounds, the demon has a head that seems sunken into their torso, and a gaping, toothy mouth that opens at the top of their chest. Recall Knowledge - Fiend (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Urglid Source Monster Core 2 pg. 94 Perception +20; darkvision, tremorsense (imprecise) 60 feet, truesight Languages Chthonian, Common, Draconic, Empyrean, Necril; telepathy 100 feet Skills Athletics +27, Crafting +24, Deception +22, Intimidation +27, Outer Rifts Lore +24, Religion +24, Society +22, Stealth +27 Str +8 Dex +4 Con +5 Int +4 Wis +3 Cha +4 Consecration Vulnerability Dedicated to the desecration of graves, an urglid takes 3d6+6 mental damage each round they're within the area of an effect with the consecration trait. In addition, the demon's weakness to holy increases to 30 for 1 round the first time they take damage from holy water each turn. --- AC 31 Fort +26 Ref +20 Will +20 +1 status to all saves vs. magic HP 290 Weaknesses cold iron 10, holy 10 --- Speed 30 feet, burrow 40 feet, climb 20 feet; earth glide Melee Single Action claw +25 (Agile, deadly 2d10, magical, reach 10 feet, unholy), Damage 3d10+16 slashing Melee Single Action leg +25 (Agile, magical, reach 15 feet, unholy), Damage 3d12+16 bludgeoning Divine Innate Spells DC 30 - 3rd Earthbind (at will) - 5th Magic Passage (at will), Wall of Stone (×3) - 8th Earthquake - Constant (6th) Truesight Divine Rituals DC 32 - 1st Demonic Pact Earth Glide The urglid can Burrow through any earthen matter, including rock. When they do so, the urglid moves at their full burrow Speed, leaving no tunnels or signs of its passing unless they choose to do so. Gravechoke Two Actions (Concentrate, divine, earth, olfactory) The urglid emits a putrid pulse that targets all living creatures within a 30-foot emanation. Each creature in this area that fails a DC 30 Fortitude save becomes sickened 1 (sickened 2 on a critical failure). Ravenous Earth Single Action (Concentrate, earth, unholy) With a single, devious thought, the urglid causes a mound of grave soil to well up at a creature's feet. That creature must succeed at a DC 30 Reflex save or become restrained (Escape DC 30). The restrained creature then begins sinking below the ground into a spontaneously formed grave. A creature restrained by this ability for 3 rounds is buried 6 feet deep in the ground and begins suffocating within 1 minute. A buried creature must be dug up to be freed (see Burial). A creature that is slain by Ravenous Earth rises as a ghoul the next midnight. Kabriri's Excavators While many loathe urglids for their ravenous appetite for burial and wanton destruction, priests of Kabriri insist that the demon lord blessed and oversaw their creation, trusting the fiends with digging the labyrinthine network of tunnels that connects Everglut with the Universe. It's no surprise, then, that where there's an urglid, there's possibly a pathway to the Outer Rifts—and plenty of ghouls. ","tradition":["Divine"],"skill_mod":{"society":22,"deception":22,"crafting":24,"stealth":27,"athletics":27,"intimidation":27,"religion":24},"summary":"The hulking monstrosities known as urglids form from the souls of murderous undertakers, sadists who buried their victims alive, and intentionally …","image":["/Images/Monsters/Demon_Urglid.png"],"primary_source":"Monster Core 2","spell":["Earthquake","Magic Passage","Wall of Stone","Earthbind","Truesight"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":31,"level":13,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet, truesight ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=4321","intelligence":4,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":26,"size":["Large"],"name":"Urglid","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[32,35],"slug":"creature-4321"},{"primary_source_category":"Rulebooks","strength":6,"hp":415,"language":["Aklo","Chthonian","Common","Draconic","Empyrean"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":31,"trait":["Demon","Fiend","Unholy","Medium"],"id":"creature-4322","text":" Katpaskir (Nihilism Demon) Born of the souls of doomsayers and cult leaders who sought to undermine and unravel reality, katpaskirs are demons of nihilism and unmaking. They pry into the edges of reality, placing themselves into the cracks between realms and scratching away at the composure of existence itself. Katpaskirs have an uncanny sense for locating portals and other planar convergences. They seek to corrupt and expand these gateways, setting them loose to expand on their own or drift across the multiverse. As they do, they slowly contribute to the ultimate unraveling of reality. Katpaskirs often appear as insectile humanoids with multiple arms or legs, each capable of scratching and clawing away at the seams of existence. Recall Knowledge - Fiend (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Katpaskir Source Monster Core 2 pg. 94 Perception +31; darkvision, see the unseen , warp sense Languages Aklo, Chthonian, Common, Draconic, Empyrean Skills Acrobatics +31, Arcana +35, Deception +31, Occultism +33, Religion +32, Stealth +31, Thievery +31 Str +6 Dex +5 Con +9 Int +7 Wis +6 Cha +5 Warp Sense The katpaskir senses changes in the planar fabric within 1 mile, including any teleportation effects, sensing the direction and distance to the disturbance. If it senses such a disturbance within 500 feet, the katpaskir can cast scouting eye to observe the area without needing line of sight to the location. --- AC 41 Fort +35 Ref +29 Will +30 +1 status to all saves vs. magic HP 415 Immunities poison Weaknesses cold iron 15, holy 15 Distortion Field (aura) 30 feet. Reality bends and warps all senses without displacing the katpaskir's actual location. Creatures of the katpaskir's choice who start their turn in the aura must succeed at a DC 37 Will save or treat the area as greater difficult terrain and uneven ground (DC 20). A creature that succeeds still treats the area as difficult terrain. For chosen creatures, the distance through the aura is doubled for determining range penalty. Breach Planar Wards Free Action Trigger An effect attempts to prevent the katpaskir from using a teleportation effect or from casting summon fiend ; Effect The katpaskir attempts to counteract the triggering effect (counteract modifier of +29). The katpaskir automatically fails against an artifact's effect. Mirrored Summons Reaction Trigger A creature within 30 feet that the katpaskir is aware of casts summon celestial or otherwise summons a holy creature; Effect The katpaskir casts summon fiend , regaining the daily ability to do so if needed. This effect is automatically sustained as long as the triggering summoning is sustained, for up to 1 minute. --- Speed 35 feet, burrow 15 feet, fly 35 feet; unfettered movement Melee Single Action claw +34 (Magical, unholy), Damage 3d12+14 slashing plus 1d6 spirit Melee Single Action talon +34 (Agile, magical, unholy), Damage 3d8+14 slashing plus 1d6 spirit Divine Innate Spells DC 40, attack +32 - 4th Planar Tether (at will) - 5th Scouting Eye (at will), Translocate (at will) - 7th Interplanar Teleport, Teleport - 8th Banishment (×3), Disintegrate, Flicker - 9th Summon Fiend (demons only) - Constant (9th) See the Unseen, Unfettered Movement Rituals DC 40 - 1st Demonic Pact Dimensional Ambush Two Actions (Divine, teleportation) The katpaskir casts translocate , then makes a melee Strike that deals three extra dice of damage. This Strike counts as two attacks when calculating the katpaskir's multiple attack penalty. Rift Makers Katpaskirs sense weaknesses in planar fabric. These demons worm their way into spaces between dimensions and break down the barriers. They leave holes aimed at causing chaos and dissolution. In this way, katpaskirs gnaw at reality, hoping to one day unravel it. ","skill_mod":{"deception":31,"thievery":31,"stealth":31,"arcana":35,"occultism":33,"acrobatics":31,"religion":32},"image":["/Images/Monsters/Demon_Katpaskir.png"],"primary_source":"Monster Core 2","spell":["Summon Fiend","Banishment","Disintegrate","Flicker","Interplanar Teleport","Teleport","Scouting Eye","Translocate","Planar Tether","See the Unseen","Unfettered Movement"],"ac":41,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" darkvision , see the unseen , warp sense","resistance":{},"intelligence":7,"reflex_save":29,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":35,"size":["Medium"],"name":"Katpaskir","pfs":"Standard","rarity":"common","strike_damage_average":[31,37],"attack_bonus":[34,34],"constitution":9,"immunity":["poison"],"creature_family":"Demon","spell_attack_bonus":[32],"will_save":30,"speed":{"fly":35,"max":35,"land":35,"burrow":15},"wisdom":6,"weakness":{"holy":15,"cold_iron":15},"creature_ability":["Warp Sense","Distortion Field","Breach Planar Wards","Mirrored Summons","Dimensional Ambush"],"skill":["Acrobatics","Arcana","Deception","Occultism","Religion","Stealth","Thievery"],"legacy_id":["creature-2524"],"tradition":["Divine"],"summary":"Born of the souls of doomsayers and cult leaders who sought to undermine and unravel reality, katpaskirs are demons of nihilism and unmaking. They …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4322","dexterity":5,"category":"creature","slug":"creature-4322"},{"legacy_name":["Denizen of Leng"],"primary_source_category":"Rulebooks","strength":3,"hp":100,"language":["Aklo","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":17,"trait":["Aberration","Dream","Medium"],"id":"creature-4323","text":" Denizen Of Leng Travelers and raiders from the cold, windswept dimension of Leng, these malevolent human-shaped creatures range across reality in ominous black ships capable of sailing beyond the borders of dimensions and planes. Although most denizens of Leng seek conquest and riches, others operate as self-styled ambassadors and merchants, sowing discord with far-ranging plots. While the inscrutable denizens dress themselves in flowing robes, veils, and broad turbans to appear human, their aberrant physiology, when glimpsed, is evident from their crown of stubby horns and tentacled jaws to their furry, goat-like legs. Denizens of Leng are often highly intelligent and can be found advising or nudging both the powerful and the meek alike. If there is any purpose to this beyond an individual Denizen of Leng's own interests, there has so far been no sign. Most appear to be perfectly genuine with their counsel, though generally lacking in anything resembling morality. Above the fierce captains who command the infamous black ships is an even higher caste of denizens of Leng. These occultists and musicians serve as high priests, laboring to appease the frightening gods who look down upon the Nightmare Realm with cold malice. Recall Knowledge - Aberration (Occultism): DC 24 Recall Knowledge - Dream (Occultism, Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Denizen Of Leng Source Monster Core 2 pg. 96 Perception +17; darkvision Languages Aklo; truespeech Skills Acrobatics +15, Athletics +15, Deception +19, Occultism +18, Sailing Lore +20, Stealth +17, Thievery +17 Str +3 Dex +3 Con +4 Int +6 Wis +3 Cha +5 Items +1 striking kukri , Leng ruby worth 30 gp --- AC 27 Fort +16 Ref +19 Will +17 HP 100 (planar fast healing 5) Immunities cold Resistances critical hits 10, precision 10 No Breath Denizens of Leng don't need to breathe. Planar Fast Healing A denizen of Leng maintains a connection to Leng at all times, and when away from Leng, they have fast healing 5. They lose this ability in Leng or in areas where planar connections do not function. If killed, their body dissolves into nothingness in 1d4 rounds, leaving behind their equipment. A slain denizen reforms in Leng; they can be permanently killed only when their planar fast healing doesn't function. --- Speed 30 feet Melee Single Action kukri +18 (Agile, finesse, magical, trip), Damage 2d6+6 slashing plus 1d6 persistent bleed Melee Single Action jaws +17 (Agile, finesse), Damage 2d10+6 piercing plus debilitating bite Occult Innate Spells DC 26 - Cantrips (4th) Detect Magic, Telekinetic Hand, Message, Read Aura, Void Warp - 2nd Blur - 3rd Hypnotize, Levitate, Locate, Mind Reading - 4th Outcast's Curse, Phantom Pain, Suggestion - Constant (5th) Truespeech Debilitating Bite (Curse, occult) A creature that takes damage from a denizen's bite must succeed at a DC 25 Fortitude save or become clumsy 1. Each time a target fails an additional save against this ability, the condition value increases by 1 (to a maximum of clumsy 4). This condition value decreases by 1 every 24 hours. Leng Ruby (Occult) Many denizens of Leng carry strange rubies mined from quarries in Leng. As long as a creature holds a Leng ruby that it willingly accepted as a gift or payment from a denizen of Leng, any denizen of Leng can target that creature with mind reading , outcast's curse , or phantom pain at a range of 1 mile, and the bearer uses an outcome one degree of success worse than the result of its saving throw against outcast's curse. Leng Known variously as the Nightmare Realm or the Terror Beyond Dreams, the frozen Plateau of Leng looms physically and spiritually above the Dreamlands. Both a part of that dimension and a corruption of it, Leng is a realm inhabited by eldritch horrors and ruled by the horrors' ancient gods. ","skill_mod":{"deception":19,"thievery":17,"stealth":17,"athletics":15,"occultism":18,"acrobatics":15},"image":["/Images/Monsters/DenizenOfLeng.png"],"primary_source":"Monster Core 2","spell":["Outcast's Curse","Phantom Pain","Suggestion","Hypnotize","Levitate","Locate","Mind Reading","Blur","Detect Magic","Telekinetic Hand","Message","Read Aura","Void Warp","Truespeech"],"ac":27,"item":["+1 striking kukri","Leng ruby worth 30 gp"],"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"precision":10},"intelligence":6,"reflex_save":19,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Denizen Of Leng","pfs":"Standard","rarity":"common","strike_damage_average":[16,17],"attack_bonus":[17,18],"constitution":4,"immunity":["cold"],"will_save":17,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["No Breath","Planar Fast Healing","Debilitating Bite","Leng Ruby"],"skill":["Acrobatics","Athletics","Deception","Occultism","Sailing Lore","Stealth","Thievery"],"legacy_id":["creature-604"],"tradition":["Occult"],"summary":"Travelers and raiders from the cold, windswept dimension of Leng, these malevolent human-shaped creatures range across reality in ominous black ships …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4323","dexterity":3,"category":"creature","slug":"creature-4323"},{"primary_source_category":"Rulebooks","strength":4,"hp":230,"language":["Sussuran","(can't speak any language); <%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":7,"perception":26,"trait":["Air","Elemental","Medium"],"id":"creature-4324","text":" Destiny Tempest Before the Jaathoom Empire, the Plane of Air was ruled by destiny tempests from their Reverient Empire of Lost Nights. When the jaathoom armies crushed the Reverient Empire, they trapped the defeated destiny tempests in bronze spheres scattered across the Plane of Air, prisons of time and everlasting nightmare. Recall Knowledge - Elemental (Arcana, Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Destiny Tempest Source Monster Core 2 pg. 97 Perception +26; greater darkvision Languages Sussuran; (can't speak any language); telepathy 100 feet, truespeech Skills Acrobatics +25, Athletics +21, Deception +26, Dimension of Time Lore +25, Stealth +27 Str +4 Dex +8 Con +6 Int +8 Wis +7 Cha +7 --- AC 34 Fort +19 Ref +24 Will +26 HP 230 Immunities bleed, paralyzed, poison, sleep Weaknesses force 10, spirit 10 Ebbing Cloud (aura, mental, occult) 15 feet. Destiny tempests surround themselves with thoughts of averted fates, creating a thick metaphysical soup that cloys the mind and clouds ambition. Creatures in the area moving toward the destiny tempest treat the area as difficult terrain. No Breath Destiny tempests do not need to breathe. Unspeakable Insights (mental, occult) Touching a destiny tempest's mind even briefly grants a powerful and painful awareness of uncharted pasts, presents, and futures, too impossibly vast for mortal minds to conceptualize or contain. Whenever a creature targets the destiny tempest with a magical mental effect, it must attempt a DC 33 Will save. Critical Success The creature is unaffected and becomes immune to unspeakable insights for 24 hours. Success The creature is unaffected. Failure The creature takes 3d6 mental damage. Critical Failure The creature takes 6d6 mental damage and becomes confused for 1 round. Center of Destiny Reaction (teleportation) Trigger A creature within 30 feet benefits from a fortune effect; Effect Shadows surround and steal away the destiny tempest, who reappears in an open space adjacent to the triggering creature. --- Speed 25 feet, fly 60 feet; swiftness Melee Single Action slithering whisper +25 (Air, Finesse, Magical), Damage 2d8+10 bludgeoning plus 1d8 mental and sound without voice Ranged Single Action umbral breath +25 (Air, range increment 30 feet, Void), Damage 4d10 void Occult Innate Spells DC 33, attack +25 - Cantrips (6th) Detect Magic, Figment - 4th Darkness - 5th Subconscious Suggestion - 6th Never Mind - Constant (5th) Truespeech Divergent Potential Two Actions (Concentrate, Fortune) The destiny tempest chooses two creatures it can see within 60 feet and rolls two slithering whisper Strikes, one against each creature. After seeing the outcomes of the two Strikes, the destiny tempest chooses one of the two targets to pursue, Flies up to 60 feet to reach the chosen target, and uses the result of the chosen Strike; the other Strike is lost. If the destiny tempest is prevented from reaching its chosen target, the attack is prevented and the chosen Strike is lost. Sound Without Voice (Air, Emotion, Fear, Mental, Occult) A creature damaged by the destiny tempest's slithering whisper Strike must succeed at a DC 33 basic Will save or become frightened 2. Swiftness A destiny tempest's movement doesn't trigger reactions. Hushed Voices On the Plane of Air, many creatures communicate through telepathy, shared dreams, or illusory rebuses. Though destiny tempests are telepathic and can magically understand most languages, they prefer to convey their thoughts and ideas metaphorically by shaping the clouds and currents of the Plane of Air to act out elaborate, moving stories and plays. Sometimes these animated clouds retain a bit of magic, becoming Pictures-in-Clouds. ","element":["Air"],"skill_mod":{"deception":26,"stealth":27,"athletics":21,"acrobatics":25},"image":["/Images/Monsters/Destiny_Tempest.webp"],"primary_source":"Monster Core 2","spell":["Never Mind","Subconscious Suggestion","Darkness","Detect Magic","Figment","Truespeech"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":8,"reflex_save":24,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":19,"size":["Medium"],"name":"Destiny Tempest","pfs":"Standard","rarity":"common","strike_damage_average":[22,23],"attack_bonus":[25,25],"constitution":6,"immunity":["bleed","paralyzed","poison","sleep"],"spell_attack_bonus":[25],"will_save":26,"speed":{"fly":60,"max":60,"land":25},"wisdom":7,"weakness":{"spirit":10,"force":10},"creature_ability":["Ebbing Cloud","No Breath","Unspeakable Insights","Center of Destiny","Divergent Potential","Sound Without Voice","Swiftness"],"skill":["Acrobatics","Athletics","Deception","Dimension of Time Lore","Stealth"],"tradition":["Occult"],"summary":"Before the Jaathoom Empire, the Plane of Air was ruled by destiny tempests from their Reverient Empire of Lost Nights. When the jaathoom armies …","trait_group":["Elemental","Planar","Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4324","dexterity":8,"category":"creature","slug":"creature-4324"},{"primary_source_category":"Rulebooks","strength":1,"hp":45,"language":["Diabolic","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":1,"perception":12,"trait":["Devil","Fiend","Unholy","Small"],"id":"creature-4325","text":" Zebub (Accuser Devil) Zebubs serve as Hell's messengers and spies. Their ability to share what they've seen with other creatures makes them especially useful—not only to other devils but also to mortal conjurers. Some infernal lords unleash them in enormous, horrid swarms upon unsuspecting lands to debase flesh and land alike while collecting secrets the infernal host might later put to use. Zebubs use any opportunity to manipulate weak-willed or easily tempted mortals into serving the zebubs' whims. While arrogant and deceitful, zebubs lack the cunning and confidence of most devils, and thus their schemes often focus on satisfying self-serving or self-destructive ambitions. Zebubs form from the souls of childish and craven mortals, reshaped by the archdevil Baalzebul in the frozen, filthy wastes of Hell's seventh layer, Cocytus. Recall Knowledge - Fiend (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Zebub Source Monster Core 2 pg. 98 Perception +12; greater darkvision Languages Diabolic, Draconic, Empyrean; telepathy 100 feet Skills Acrobatics +10, Arcana +7, Deception +8, Religion +9, Stealth +10 Str +1 Dex +4 Con +1 Int +0 Wis +3 Cha +1 --- AC 18 Fort +8 Ref +10 Will +8 +1 status to all saves vs. magic HP 45 Immunities fire Resistances physical 5 (except silver), poison 5­­ Weaknesses holy 5 --- Speed 15 feet, fly 50 feet Melee Single Action mandibles +12 (Finesse, magical, unholy), Damage 1d10+5 piercing plus Cocytan filth Divine Innate Spells DC 17 - Cantrips (2nd) Message - 2nd Invisibility (at will; self only), Summon Animal (swarm creatures only) - 4th Translocate (at will) - 5th Translocate Rituals DC 17 - 1st Diabolic Pact Cocytan Filth (Disease, virulent) Saving Throw DC 18 Fortitude; Onset 1d4 days; Stage 1 enfeebled 1 (1 day); Stage 2 enfeebled 2 (1 day); Stage 3 enfeebled 3 (1 day) Diabolic Eye Three Actions (Divine) The zebub records everything they see, and though they don't remember all observations, they can pass them along to another creature. The zebub replays 10 minutes of witnessed events to a touched willing creature, which receives the memories in a flash of information. By remaining in contact, the zebub can spend additional 3-action activities to replay more information. After relaying their visions to another, the zebub can't ever recall those events again. Sneak Attack The zebub's Strikes deal an additional 1d6 precision damage to off-guard creatures. ","skill_mod":{"deception":8,"stealth":10,"arcana":7,"acrobatics":10,"religion":9},"image":["/Images/Monsters/Devil_Zebub.png"],"primary_source":"Monster Core 2","spell":["Translocate","Invisibility","Summon Animal","Message"],"ac":18,"level":3,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{"bludgeoning":5,"poison":5,"piercing":5,"slashing":5,"physical":5},"intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":8,"size":["Small"],"name":"Zebub","pfs":"Standard","rarity":"common","strike_damage_average":[10],"attack_bonus":[12],"constitution":1,"immunity":["fire"],"creature_family":"Devil","will_save":8,"speed":{"fly":50,"max":50,"land":15},"wisdom":3,"weakness":{"holy":5},"creature_ability":["Cocytan Filth","Diabolic Eye","Sneak Attack"],"skill":["Acrobatics","Arcana","Deception","Religion","Stealth"],"legacy_id":["creature-606"],"tradition":["Divine"],"summary":"Zebubs serve as Hell's messengers and spies. Their ability to share what they've seen with other creatures makes them especially useful—not only to …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=4325","dexterity":4,"category":"creature","slug":"creature-4325"},{"primary_source_category":"Rulebooks","strength":1,"hp":60,"language":["Common","Diabolic"],"source":["Monster Core 2"],"type":"Creature","charisma":3,"perception":11,"trait":["Devil","Fiend","Human","Humanoid","Uncommon","Unholy","Medium"],"id":"creature-4326","text":" Hellbound Attorney The Hellbound attorney sought the assistance of a phistophilus—one of Hell's contract devils—to bolster her legalistic ability in the Universe. Recall Knowledge - Fiend (Religion): DC 21 Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Hellbound Attorney Source Monster Core 2 pg. 99 Perception +11; greater darkvision Languages Common, Diabolic Skills Acrobatics +10, Deception +11, Diplomacy +11, Intimidation +11, Legal Lore +14, Society +12 Str +1 Dex +2 Con +0 Int +4 Wis +1 Cha +3 Items elegant cane (as mace), legal ledgers --- AC 20 Fort +9 Ref +12 Will +13 HP 60 Resistances fire 4 Weaknesses holy 2 Abrogation of Consequences Reaction Trigger The Hellbound attorney rolls a success or critical failure on a saving throw against a linguistic effect; Effect The attorney finds a loophole in the wording of the effect, turning the success into a critical success or a critical failure into a normal failure. --- Speed 20 feet Melee Single Action elegant cane +12 (Agile, finesse, shove), Damage 1d4+3 bludgeoning Divine Innate Spells DC 21 - 1st Breathe Fire Opening Statement Free Action (Auditory, concentrate) Trigger The Hellbound attorney's turn begins; Effect The attorney enumerates the alleged crimes of a creature they can see and attempts a Legal Lore check against that creature's Will DC. On a success, the attorney's Strikes deal an additional 2d6 precision damage (4d6 precision damage on a critical success) to the creature until the end of the attorney's turn. ","skill_mod":{"society":12,"diplomacy":11,"deception":11,"intimidation":11,"acrobatics":10},"image":["/Images/Monsters/Devil_Hellbound.png"],"primary_source":"Monster Core 2","spell":["Breathe Fire"],"ac":20,"item":["elegant cane (as mace)","legal ledgers"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{"fire":4},"intelligence":4,"reflex_save":12,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":9,"size":["Medium"],"name":"Hellbound Attorney","pfs":"Standard","rarity":"uncommon","strike_damage_average":[5],"attack_bonus":[12],"constitution":0,"creature_family":"Devil","will_save":13,"speed":{"max":20,"land":20},"wisdom":1,"weakness":{"holy":2},"creature_ability":["Abrogation of Consequences","Opening Statement"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Legal Lore","Society"],"legacy_id":["creature-1113"],"tradition":["Divine"],"summary":"The Hellbound attorney sought the assistance of a phistophilus —one of Hell's contract devils—to bolster her legalistic ability in the Universe .","trait_group":["Monster","Creature Type","Ancestry","Half-Elf","Half-Orc","Rarity","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4326","dexterity":2,"category":"creature","slug":"creature-4326"},{"attack_bonus":[16,16,19],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":105,"language":["Diabolic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","fire","healing","nonlethal attacks","paralyzed","poison","sickened","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Devil","will_save":12,"charisma":1,"speed":{"climb":30,"max":30,"land":30},"perception":16,"wisdom":3,"weakness":{"holy":5},"creature_ability":["Hellstrider","Phalanx Fighter","Stable Stance","Barbed Net","Forge Weapon","Merciless Thrust"],"skill":["Acrobatics","Athletics","Intimidation","Religion"],"legacy_id":["creature-1114"],"trait":["Construct","Devil","Fiend","Unholy","Large"],"id":"creature-4327","text":" Levaloch (Warmonger Devil) Fearsome giants of jagged iron, levalochs serve in the armies of Hell as potent warriors and tenacious hunters—creatures of absolute discipline endlessly obedient to diabolical tyrants. Recall Knowledge - Construct (Arcana, Crafting): DC 23 Recall Knowledge - Fiend (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Levaloch Source Monster Core 2 pg. 99 Perception +16; greater darkvision Languages Diabolic, Empyrean; telepathy 100 feet Skills Acrobatics +14, Athletics +17, Intimidation +14, Religion +14 Str +6 Dex +3 Con +4 Int +2 Wis +3 Cha +1 Hellstrider A levaloch ignores the effects of non-magical difficult terrain. They take no damage from caltrops or from damaging terrain that deals physical, acid, or cold damage. A levaloch can move through liquids up to 5 feet deep at their full Speed. --- AC 25 Fort +17 Ref +14 Will +12 +1 status to all saves vs. magic HP 105 Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void Resistances physical 5 (except silver) Weaknesses holy 5 Phalanx Fighter All devils of equal or lower level adjacent to a levaloch gain a +1 circumstance bonus to their AC as the levaloch shields them from harm. Stable Stance A levaloch gains a +2 circumstance bonus to their Fortitude DC against being Shoved and to other saving throws to resist being moved against their will. --- Speed 30 feet, climb 30 feet Melee Single Action trident +19 (Magical, unholy), Damage 2d8+12 piercing plus merciless thrust Ranged Single Action trident +16 (Magical, thrown 20 feet, unholy), Damage 2d8+12 piercing Ranged Single Action barbed net +16 (Magical, range increment 20 feet), Damage barbed net Rituals DC 22 - 1st Diabolic Pact Barbed Net When a levaloch hits a creature with their barbed net, the net wraps around the target, which becomes clumsy 1 and takes a –10-foot circumstance penalty to its Speeds. If the Strike was a critical success, the target is also immobilized. When a creature Escapes (DC 22), or if the Strike misses, the net crumbles into rust. Each time a creature attempts to Escape, it takes 1d6 slashing damage from the net's barbs, regardless of whether the attempt succeeds. Forge Weapon Single Action (Manipulate) A levaloch reforges part of their barbed iron substance into a new +1 striking trident or barbed net. Their previous trident crumbles to rust. When the levaloch is destroyed, any tridents or barbed nets they created crumble to rust. Merciless Thrust When a levaloch hits a creature that has the clumsy, enfeebled, immobilized, or restrained conditions with a melee trident Strike, the Strike deals an additional 2d6 damage. Hellforged Construct Levalochs are strange amalgamations of devil and automaton, never requiring food or rest. The engravings on their iron plates indicate their hellish allegiance to a certain archdevil, infernal duke, malebranche, or Queen of the Night. ","skill_mod":{"athletics":17,"intimidation":14,"acrobatics":14,"religion":14},"summary":"Fearsome giants of jagged iron, levalochs serve in the armies of Hell as potent warriors and tenacious hunters—creatures of absolute discipline …","image":["/Images/Monsters/Devil_Levaloch.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster","Mechanics"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" greater darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=4327","intelligence":2,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Greater darkvision","fortitude_save":17,"size":["Large"],"name":"Levaloch","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[21,21],"slug":"creature-4327"},{"primary_source_category":"Rulebooks","strength":7,"hp":190,"language":["Common","Diabolic","Draconic","Empyrean","Talican","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":22,"trait":["Devil","Fiend","Unholy","Medium"],"id":"creature-4328","text":" Ferrugon (Rust Devil) These ram-headed devils have wings and flesh made of rusted metal. They're forged from the souls of damned mortals who made others suffer through their creative work. They like to tempt those of the same ilk, driving auteurs and stage directors to cruelty in the pursuit of greatness. Ferrugons also enjoy pushing artists to extremes in order to break them. They dip the bodies of mortals they've driven to despair into molten metal to make horrifically malformed statues, which they then add to their lairs. Rust devils prefer temptation to fighting and only enter combat if protecting something dear to them. Recall Knowledge - Fiend (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Ferrugon Source Monster Core 2 pg. 100 Perception +22; greater darkvision Languages Common, Diabolic, Draconic, Empyrean, Talican; telepathy 100 feet Skills Athletics +25, Crafting +22, Deception +21, Intimidation +23, Religion +22, Stealth +23, Thievery +25 Str +7 Dex +5 Con +6 Int +4 Wis +4 Cha +5 --- AC 33 Fort +24 Ref +20 Will +21 +1 status to all saves vs. magic HP 190 Immunities fire Resistances physical 10 (except silver) Weaknesses holy 10 Metallic A ferrugon is a metallic creature and thus affected by effects such as the circumstance penalty inflicted by thunderstrike . Vainglorious Whispers Reaction (divine, linguistic, mental) Trigger A non-devil creature within 30 feet of the ferrugon succeeds (but doesn't critically succeed) at an attack roll, skill check, or saving throw; Effect The ferrugon whispers subversive messages to the triggering creature, causing it to become overly confident in its abilities, while in fact it becomes less accomplished overall. The target must attempt a DC 32 Will save. On a failure, the target gains a +2 status bonus to saving throws against fear effects but also takes a –2 penalty to all attack rolls and skill checks for 1 hour. During this time, the victim can't benefit from Aid reactions, use healing effects on themself, or use Take Cover or Raise a Shield actions, as these actions seem unnecessary to the creature at this time. Similar defensive actions might not be available to the victim as well, at the GM's discretion. The target is then temporarily immune to Vainglorious Whispers for 24 hours. --- Speed 25 feet, fly 40 feet Melee Single Action horn +25 (cold iron, magical, shove, unholy), Damage 3d8+16 bludgeoning Melee Single Action claw +25 (Agile, cold iron, magical, unholy), Damage 3d4+16 slashing plus ferrugon tetanus Ranged Single Action iron feather +23 (cold iron, magical, range increment 40 feet, unholy), Damage 3d4+13 piercing plus ferrugon tetanus Divine Innate Spells DC 32, attack +24 - 4th Translocate (at will), Suggestion - 5th Creation, Shatter, Translocate, Wall of Stone (×3; wall is made of rusty iron; not stone) - 6th Petrify (target is transformed into rusty iron; not stone) Rituals DC 32 - 1st Diabolic Pact Ferrugon Tetanus (Disease) Saving Throw DC 32 Fortitude; Onset 1d4 days; Stage 1 clumsy 1 (1 week); Stage 2 clumsy 2 and can't speak (1 day); Stage 3 paralyzed (1 day); Stage 4 death Sunder Objects When a ferrugon damages an item or structure, they deal an additional 2d8 damage to that item or structure. Makers Of Rust A ferrugon’s petrify and wall of stone innate spells result in rusted iron objects instead of stone. Since this iron is rusted and flawed, it shares the same physical statistics as the stone created by the spells and is too low-quality to serve as a source for forging metal objects. ","skill_mod":{"deception":21,"thievery":25,"crafting":22,"stealth":23,"athletics":25,"intimidation":23,"religion":22},"image":["/Images/Monsters/Devil_Ferrugon.png"],"primary_source":"Monster Core 2","spell":["Petrify","Creation","Shatter","Translocate","Wall of Stone","Suggestion"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":4,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":24,"size":["Medium"],"name":"Ferrugon","pfs":"Standard","rarity":"common","strike_damage_average":[20,23,29],"attack_bonus":[23,25,25],"constitution":6,"immunity":["fire"],"creature_family":"Devil","spell_attack_bonus":[24],"will_save":21,"speed":{"fly":40,"max":40,"land":25},"wisdom":4,"weakness":{"holy":10},"creature_ability":["Metallic","Vainglorious Whispers","Ferrugon Tetanus","Sunder Objects"],"skill":["Athletics","Crafting","Deception","Intimidation","Religion","Stealth","Thievery"],"legacy_id":["creature-2519"],"tradition":["Divine"],"summary":"These ram-headed devils have wings and flesh made of rusted metal. They're forged from the souls of damned mortals who made others suffer through …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4328","dexterity":5,"category":"creature","slug":"creature-4328"},{"primary_source_category":"Rulebooks","strength":4,"hp":240,"language":["Common","Diabolic","Draconic","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":26,"trait":["Devil","Fiend","Unholy","Medium"],"id":"creature-4329","text":" Ayngavhaul (Heresy Devil) Where a bright mind seeking knowledge becomes corrupted by eloquent lies and twisted truths, an ayngavhaul is sure to lurk. Often donned in the holy vestments of other faiths in a twisted mockery of their principles, these wily, well-read devils delight in using their knowledge to twist religious texts and teachings into the dangerous principles those same texts warn against. While many ayngavhauls develop advanced knowledge of unique specializations, there are many whose depth of knowledge of a single religion rivals that of even the most wizened priests. Any information an ayngavhaul has read or learned is added to a massive living tome unique to the ayngavhaul. The information contained sorts itself based on the topic and point its owner is making. While these devils spend most of their time in the libraries of Hell, they are most often summoned in desperate bids by students seeking lost or forbidden knowledge, and such knowledge comes with a cost. These devils use truths and loose interpretations of texts to lend credence to their heretical viewpoints. When these once-bright intellectuals are corrupted into blasphemous priests, tyrants, and despots spreading the twisted words of an ayngavhaul, that devil gains influence and renown within the scholarly circles of Hell. Recall Knowledge - Fiend (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Ayngavhaul Source Monster Core 2 pg. 101 Perception +26; greater darkvision Languages Common, Diabolic, Draconic, Empyrean; telepathy 100 feet Skills Arcana +27, Deception +26, Diplomacy +24, Library Lore +27, Religion +24 Str +4 Dex +4 Con +5 Int +8 Wis +5 Cha +5 Personal Library Any tomes an ayngavhaul is reading or referencing for their current work can be stored in the devil's personal library, a floating collecting of tomes revolving around the devil that can be used offensively or defensively. Retrieving or returning a tome requires an Interact action. --- AC 34 Fort +23 Ref +20 Will +26 +1 status to all saves vs. magic HP 240 Immunities fire Resistances physical 10 (except silver) Weaknesses holy 10 Spellblock Tome Reaction (divine, manipulate) Trigger The ayngavhaul is targeted by a spell; Effect The ayngavhaul flings a tome from its personal library at the spell. The devil must attempt a DC 5 flat check. On a success, the tome fully absorbs the effects of the spell and burns up into a harmless pile of ash. Regardless of the result, the devil can't use this ability again for 1d4 rounds. --- Speed 15 feet, fly 30 feet Melee Single Action claw +25 (Magical, unholy), Damage 3d8+8 slashing Ranged Single Action searing words +27 (Auditory, magical, range 60 feet, unholy), Damage 3d10+8 mental plus 1d6 fire and poison minds Arcane Prepared Spells DC 33, attack +25 - Cantrips (6th) Daze, Detect Magic, Figment, Phase Bolt, Telekinetic Hand - 5th Banishment, Mind Probe, Subconscious Suggestion - 6th Dominate, Never Mind Herald Heresy Three Actions (Auditory, divine, unholy) The ayngavhaul imparts blasphemous thoughts into the minds of all non-devil creatures within a 20-foot burst up to 60 feet away. An affected creature takes 2d10 mental damage plus 2d10 spirit damage and must attempt a DC 33 Will save. Affected creatures gain a cumulative +1 circumstance bonus (up to a total of +4) to saves against all future attempts to Herald Heresy for 1 minute, as they become inured to the blasphemies. Critical Success The creature is unaffected and becomes temporarily immune for 1 hour. Success The creature takes half damage. Failure The creature takes full damage and becomes slowed 1. Critical Failure The creature takes double damage and becomes slowed 2. Poison Minds Creatures hit by the ayngavhaul's searing words must succeed at a DC 33 Will saving throw or become stupefied 1 for 1 round (or stupefied 2 on a critical failure). If the target is trained in Religion, they take a –2 circumstance penalty to their save. Beyond Peer Review Each ayngavhaul carries a personal tome that is an ever-changing encyclopedia of knowledge and literature laced with malevolent bias and half-truths. When an ayngavhaul reads their personal tome, they can intrinsically understand the concepts presented and the true nature of the text, which is often needed to add credibility to their arguments. Depending on the personality of the ayngavhaul, they will sometimes take on a tome they find as their new personal tome, transfixed by the new truths found within. The tome is illegible to all other creatures. ","skill_mod":{"diplomacy":24,"deception":26,"arcana":27,"religion":24},"image":["/Images/Monsters/Devil_Ayngavhaul.webp"],"primary_source":"Monster Core 2","spell":["Dominate","Never Mind","Banishment","Mind Probe","Subconscious Suggestion","Daze","Detect Magic","Figment","Phase Bolt","Telekinetic Hand"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":8,"reflex_save":20,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":23,"size":["Medium"],"name":"Ayngavhaul","pfs":"Standard","rarity":"common","strike_damage_average":[21,28],"attack_bonus":[25,27],"constitution":5,"immunity":["fire"],"creature_family":"Devil","spell_attack_bonus":[25],"will_save":26,"speed":{"fly":30,"max":30,"land":15},"wisdom":5,"weakness":{"holy":10},"creature_ability":["Personal Library","Spellblock Tome","Herald Heresy","Poison Minds"],"skill":["Arcana","Deception","Diplomacy","Library Lore","Religion"],"tradition":["Arcane"],"summary":"Where a bright mind seeking knowledge becomes corrupted by eloquent lies and twisted truths, an ayngavhaul is sure to lurk. Often donned in the holy …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4329","dexterity":4,"category":"creature","slug":"creature-4329"},{"primary_source_category":"Rulebooks","strength":7,"hp":285,"language":["Chthonian","Common","Diabolic","Draconic","Empyrean","indomitable oration, <%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":9,"perception":32,"trait":["Devil","Fiend","Unholy","Medium"],"id":"creature-4330","text":" Deimavigga (Apostate Devil) As masters of cold, calculated logic and perfectly timed proselytization, the loathsome deimaviggas seek to set friend against friend and turn the faithful from their beliefs at every opportunity. Their most common tools are mortal ego and despair. Those who are high-ranking or ambitious among their faith are lured toward self-aggrandizement until they see themselves first and their deity and clergy second. Those prone to doubt or heartache are isolated, as the deimavigga disrupts their divine spells and weakens their faith. Recall Knowledge - Fiend (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Deimavigga Source Monster Core 2 pg. 102 Perception +32; (36 to Sense Motive) greater darkvision Languages Chthonian, Common, Diabolic, Draconic, Empyrean; indomitable oration, telepathy 100 feet Skills Acrobatics +29, Deception +34, Diplomacy +36, Intimidation +30, Religion +30, Society +27, Stealth +33 Str +7 Dex +8 Con +6 Int +4 Wis +7 Cha +9 Indomitable Oration Any creature capable of comprehending speech understands the deimavigga, as if they constantly spoke in all languages at once. Items +2 resilient raiment full plate --- AC 40 Fort +27 Ref +29 Will +32 +1 status to all saves vs. magic HP 285 Immunities fire Resistances physical 15 (except silver) Weaknesses holy 15 Whispers of Discord Reaction Trigger A creature within 60 feet is targeted by a spell that would restore Hit Points or provide a status bonus (the deimavigga automatically recognizes such effects); Effect The deimavigga whispers disturbing lies, audible only to the target, to shake the target's faith in the spell's caster. The target must attempt a DC 38 Will save. Critical Success The target disbelieves the lies and receives the intended benefit of the spell; the target becomes temporarily immune to Whispers of Discord for 24 hours. Success As critical success, but the target isn't temporarily immune. Failure The spell fails to affect the target. The target refuses all aid from that caster for 1 round and doesn't count as the caster's ally. Critical Failure As failure, but the duration is 1 minute. --- Speed 30 feet, fly 40 feet Melee Single Action claw +33 (Agile, finesse, magical, unholy), Damage 3d8+18 slashing Divine Innate Spells DC 38, attack +34 - 3rd Dream Message (at will) - 4th Translocate (at will) - 7th Illusory Disguise, Scrying, Stupefy (at will), Translocate, Warp Mind - 9th Divine Decree, Dominate, Illusory Scene (at will) Rituals DC 43 - 1st Diabolic Pact Boundless Reach (Divine, teleportation) A deimavigga's razor-sharp claws can slice through reality, allowing them to make claw Strikes and use spells with a range of touch against any creature they can see directly or via magic. A creature targeted in this way can retaliate until the start of the deimavigga's next turn; it can target the devil's claws as if the devil were physically present and adjacent to the target, though the claws are concealed. Change Shape Single Action (Concentrate, divine, polymorph) The deimavigga can take on the appearance of any humanoid. This doesn't change their Speed or attack and damage bonuses with Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). Whisper Earworm Single Action (Divine, emotion, mental) The deimavigga whispers a terrifying multiversal truth to one adjacent creature, shaking its faith in reality and divinity. The target must attempt a DC 38 Will save. Celestials and fiends gain a +2 status bonus to this save. Critical Success The target is unaffected and temporarily immune to Whisper Earworm for 24 hours. Success The target is unaffected. Failure The next time the target rests, it ruminates on the deimavigga's words instead of sleeping or otherwise resting and awakens fatigued. The target also becomes drained 1 and stupefied 1 until it's no longer fatigued. Critical Failure As failure, but drained 2. After this rest, the target must attempt another DC 38 Will save. On a failure, the target becomes stupefied 2 and takes a –4 status penalty to Will saves against effects from unholy creatures. These effects last until the target unlearns the truth spoken by the deimavigga, requiring a rewrite memory spell, other means of modifying their memory, or powerful magic such as a wish ritual. Lore Operators While most devils perform a specialized role within a complex infernal machine, deimaviggas work almost exclusively alone, as they find even the most obedient minions a hindrance to their stratagems. ","skill_mod":{"society":27,"diplomacy":36,"deception":34,"stealth":33,"intimidation":30,"acrobatics":29,"religion":30},"image":["/Images/Monsters/Devil_Deimavigga.png"],"primary_source":"Monster Core 2","spell":["Divine Decree","Dominate","Illusory Scene","Illusory Disguise","Scrying","Stupefy","Translocate","Warp Mind","Dream Message"],"ac":40,"item":["+2 resilient raiment full plate"],"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":"(36 to Sense Motive ) greater darkvision ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"intelligence":4,"reflex_save":29,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":27,"size":["Medium"],"name":"Deimavigga","pfs":"Standard","rarity":"common","strike_damage_average":[31],"attack_bonus":[33],"constitution":6,"immunity":["fire"],"creature_family":"Devil","spell_attack_bonus":[34],"will_save":32,"speed":{"fly":40,"max":40,"land":30},"wisdom":7,"weakness":{"holy":15},"creature_ability":["Indomitable Oration","Whispers of Discord","Boundless Reach","Change Shape","Whisper Earworm"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"legacy_id":["creature-1116"],"tradition":["Divine"],"summary":"As masters of cold, calculated logic and perfectly timed proselytization, the loathsome deimaviggas seek to set friend against friend and turn the …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4330","dexterity":8,"category":"creature","slug":"creature-4330"},{"attack_bonus":[27,27],"constitution":4,"primary_source_category":"Rulebooks","strength":8,"hp":250,"language":["Chthonian","Common","Diabolic","Draconic","Empyrean"],"immunity":["death effects","petrification","polymorph"],"source":["Monster Core 2"],"type":"Creature","will_save":23,"charisma":0,"speed":{"max":40,"land":20,"swim":40},"perception":22,"wisdom":2,"weakness":{},"creature_ability":["Planar Sight","Warped Space","Breath of Phantasms","Drag Through Dimensions","Draining Bite","Transdimensional Tentacles"],"skill":["Acrobatics","Arcana","Athletics","Nature","Occultism","Religion","Stealth","Survival"],"trait":["Aberration","Amphibious","Uncommon","Gargantuan"],"id":"creature-4331","text":" Dibrasgorth Dibrasgorths, sometimes called Mothers of Oblivion, are monstrous creatures of chaos who dwell in lightless spaces, often near the bottom of deep lakes and oceans both above and underground. They may look like hideous monsters with heads like a plesiosaur atop masses of tentacles, each tipped with a baleful red eye, but dibrasgorths have a twisted sense of cunning, likely due to their ability to see into and affect planes other than the one where they stand. Though they are quite powerful (with some the favored servants of Lamashtu), dibrasgorths prefer to keep their existence a secret from the mortals of the world above. Recall Knowledge - Aberration (Occultism): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Dibrasgorth Source Monster Core 2 pg. 104 Perception +22; darkvision 120 feet, planar sight 120 feet, see the unseen Languages Chthonian, Common, Diabolic, Draconic, Empyrean Skills Acrobatics +18, Arcana +20, Athletics +25, Nature +17, Occultism +20, Religion +17, Stealth +20, Survival +19 Str +8 Dex +1 Con +4 Int +5 Wis +2 Cha +0 Planar Sight (occult) The eyes at the end of their tentacles allow a dibrasgorth to see into planes coterminous with the one it is currently on at the listed range. For instance, if they're in the Universe, they can see into the Ethereal Plane and the Netherworld. --- AC 33 all-around vision Fort +26 Ref +20 Will +23 HP 250 Immunities death effects, petrification, polymorph Resistances acid 15, cold 15, mental 15 Warped Space (aura, occult) 100 feet. The dibrasgorth's presence distorts the fabric of space. Any other creature who uses a teleportation effect or spell within the aura must attempt a DC 33 Fortitude save or become sickened 2. --- Speed 20 feet, swim 40 feet Melee Single Action jaws +27 (Magical, reach 20 feet), Damage 3d10+16 piercing plus draining bite Melee Single Action tentacle +27 (Agile, magical, reach 20 feet), Damage 3d8+16 bludgeoning plus Improved Grab Occult Innate Spells DC 33 - Cantrips (7th) Daze - 4th Nightmare, Suggestion - 5th Banishment, Synaptic Pulse - 6th Dominate, Repulsion - 7th Interplanar Teleport - Constant (5th) See the Unseen Breath of Phantasms Two Actions (Inhaled, mental, poison) The dibrasgorth exhales a 60-foot cone of noxious gas. Each creature in the area takes 7d6 poison damage (DC 30 basic Fortitude save). On a failure, the creature is also confused for 1 round (or 2 rounds on a critical failure). Drag Through Dimensions Single Action (Occult, teleportation) Frequency once per round; Requirements The dibrasgorth has a creature grabbed or restrained with a tentacle; Effect The dibrasgorth's tentacle whips through coterminous planes as it smashes the creature it is holding against the ground and other natural features in each plane before returning to this plane. The creature takes 5d8 bludgeoning damage (DC 30 basic Reflex save). A creature who fails the save is also stupefied 1 for 1 round and sickened 1 by the rapid planar travel. Draining Bite (Occult) A dibrasgorth feeds on the spirits of its victims. A creature that is damaged by the dibrasgorth's jaws Strike must attempt a DC 30 Fortitude save or become drained 1 (drained 2 on a critical failure). In addition, the dibrasgorth gains 10 temporary Hit Points that last for 1 minute if the creature fails or critically fails the save. Transdimensional Tentacles (Occult) The dibrasgorth can worm its tentacles through nearby planes to attack. While in the Universe, its tentacle Strikes ignore all cover from objects unless those objects exist on both the Universe and either the Netherworld or the Ethereal Plane, or the objects have the extradimensional trait. The Myth Of Black Magga Varisian locals who live near the Storval Deep, an enormous freshwater lake on the Storval Plateau, tell tales of Black Magga, a powerful and unholy dibrasgorth rumored to be older than the gods. They say that terrible storms presage her appearance near the lake's surface, and that those who see her form and live are cursed to be unable to completely describe her, with black blood welling in their mouth if they make the attempt. ","tradition":["Occult"],"skill_mod":{"nature":17,"survival":19,"stealth":20,"arcana":20,"athletics":25,"occultism":20,"acrobatics":18,"religion":17},"summary":"Dibrasgorths, sometimes called Mothers of Oblivion, are monstrous creatures of chaos who dwell in lightless spaces, often near the bottom of deep …","image":["/Images/Monsters/Mother_Of_Oblivion.webp"],"primary_source":"Monster Core 2","spell":["Interplanar Teleport","Dominate","Repulsion","Banishment","Synaptic Pulse","Nightmare","Suggestion","Daze","See the Unseen"],"trait_group":["Creature Type","Monster","Rarity"],"ac":33,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision 120 feet, planar sight 120 feet, see the unseen ","weakest_save":["ref","reflex"],"resistance":{"acid":15,"cold":15,"mental":15},"url":"/Monsters.aspx?ID=4331","intelligence":5,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":26,"size":["Gargantuan"],"name":"Dibrasgorth","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[29,32],"slug":"creature-4331"},{"attack_bonus":[14,14],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":65,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","will_save":7,"charisma":-5,"speed":{"max":30,"land":30,"burrow":15},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Infiltration Tools","Mechanical Vulnerability","Fastening Leap","Sneak Attack"],"skill":["Acrobatics","Athletics","Stealth","Thievery"],"legacy_id":["creature-771"],"trait":["Construct","Mindless","Small"],"id":"creature-4332","text":" Dig-Widget Thieves covet dig-widgets, specialized constructs built for infiltration. Each dig-widget contains numerous simple tools, including a set of mechanical devices that function as thieves' tools, two arms with drills, and two arms with corkscrews for attaching to and climbing surfaces. Once activated, these devices propel themselves forward. Though they have the faculties typical of a construct, they usually follow a simple routine: avoid notice, pick any lock barring the path, dig past obstacles, and attack if caught. They're rarely left unattended, as a thief needs to be nearby to follow after—both to steal goods and to stop the dig-widget from engaging in further larceny once it's achieved its goal. The source of a dig-widget's power is as much mechanical as it is magical. The gears and springs that provide a dig-widget mobility are an improvement over more primitive true clockwork creations (whose functions require constant winding to remain mobile), but at the cost of security, for a digwidget's moving parts can be dismantled quickly by thieves and others with the proper training. While many authorities ban dig-widgets, they have a harder time confiscating the machines than might be expected. A sizable number of people who encounter dig-widgets, from hired adventurers to tunneling kobolds, are far more inclined to keep the constructs for themselves than turn them over to be dismantled. Often, this is simply due to the novelty of the dig-widget rather than any desire to use it. Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Dig-Widget Source Monster Core 2 pg. 105 Perception +9; darkvision, tremorsense (imprecise) 30 feet Languages Skills Acrobatics +12, Athletics +9, Stealth +14, Thievery +15 Str +2 Dex +5 Con +1 Int -5 Wis +0 Cha -5 Infiltration Tools A dig-widget's face consists of an infiltrator thieves' toolkit. This toolkit can be salvaged from a destroyed dig-widget with a successful DC 20 Crafting check. On a failed check, the tools are destroyed. --- AC 22 Fort +10 Ref +14 Will +7 HP 65 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Mechanical Vulnerability A creature with expert proficiency in Thievery can attempt a check to Disable a Device to damage a dig-widget. The DC is 22, and each success deals 20 damage. --- Speed 30 feet, burrow 15 feet Melee Single Action drill +14 (fatal d10, finesse), Damage 2d6+4 piercing plus 1d6 persistent bleed Melee Single Action corkscrew +14 (Finesse), Damage 2d8+4 piercing Fastening Leap Single Action The dig-widget Leaps up 20 feet onto a creature or object and attempts a corkscrew Strike against it. If the Strike damages the target, the dig-widget attaches to the target (typically to the back of a creature). This is similar to Grabbing the creature, but the dig-widget moves with that creature rather than holding it in place. While attached, the dig-widget can't use its corkscrew. The dig-widget can be Shoved off, or it can detach itself with an Interact action. Sneak Attack A dig-widget's Strikes deal an additional 1d6 precision damage to off-guard creatures. Widget Workshops The first dig-widget came from the workshops of a dwarven thieves' guild called Godak's Grifters, which used more advanced magical clockwork theories as a springboard for these simpler but no less effective contraptions. With their dig-widgets, the Grifters plagued the authorities of several dwarven settlements over the years. Their travels spread dig-widget technology, and numerous improvements have since led to faster and more reliable versions. Though upstanding dwarven mechanics have observed dig-widgets and recognized the complexity of the technology, they've steadfastly refused to adapt something with such an unscrupulous origin. ","skill_mod":{"thievery":15,"stealth":14,"athletics":9,"acrobatics":12},"summary":"Thieves covet dig-widgets, specialized constructs built for infiltration. Each dig-widget contains numerous simple tools, including a set of …","image":["/Images/Monsters/DigWidget.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4332","intelligence":-5,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Dig-Widget","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,14],"slug":"creature-4332"},{"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":40,"immunity":["grabbed","precision","prone","restrained","swarm mind"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dinosaur","will_save":7,"charisma":0,"speed":{"max":30,"land":30,"swim":15},"perception":9,"wisdom":1,"weakness":{"area":5},"creature_ability":["Evade","Venomous Bites","Compsognathus Venom"],"skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Dinosaur","Swarm","Large"],"id":"creature-4333","text":" Compsognathus Swarm Though a curious lone compsognathus is occasionally known to sneak into an adventurer's camp, they're often scouting from a nearby pack potentially containing dozens of the tiny bipedal dinosaurs. If the pack is threatened— especially near a nesting site—they'll scurry about in self-defense. Despite their large numbers, the swarm can dart away from danger quickly, and their gnashing teeth carry the threat of venom to anyone who comes too close. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Compsognathus Swarm Source Monster Core 2 pg. 106 Perception +9; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +8, Athletics +9, Stealth +10 Str +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 --- AC 19 Fort +8 Ref +12 Will +7 HP 40 Immunities grabbed, precision, prone, restrained, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 Evade Reaction Trigger An adjacent enemy targets the swarm with a Strike; Effect With quick movements, the swarm gains a +1 circumstance bonus to AC against the triggering attack. If the attack misses, the swarm can Stride up to 10 feet after the Strike. --- Speed 30 feet, swim 15 feet Venomous Bites Single Action Each enemy in the swarm's space takes 2d4 piercing damage (DC 20 basic Reflex save). A creature who fails the save is also exposed to compsognathus venom. Compsognathus Venom (Poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 1d8 poison damage and enfeebled 1 (1 round) Dinosaur Swarms Because they all depend on laying eggs to reproduce, dinosaurs generally have nesting areas of which they're fiercely protective. While larger dinosaurs like allosauruses are slightly more prepared to take on a threat alone, smaller species often rely on safety in numbers to protect their homes. Once a threat is posed to their eggs, these diminutive creatures seem to form a cloud of frenzied jaws and claws, all moving together as if sharing one mind. ","skill_mod":{"stealth":10,"athletics":9,"acrobatics":8},"summary":"Though a curious lone compsognathus is occasionally known to sneak into an adventurer's camp, they're often scouting from a nearby pack potentially …","image":["/Images/Monsters/Dinosaur_Compsognathus_Swarm.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=4333","intelligence":0,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Large"],"name":"Compsognathus Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4333"},{"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":75,"source":["Monster Core 2"],"type":"Creature","creature_family":"Dinosaur","will_save":8,"charisma":2,"speed":{"max":40,"land":40},"perception":12,"wisdom":2,"weakness":{"area":5},"creature_ability":["Troop Defenses","Bites and Talons","Puff Up","Raptor Leap"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"trait":["Animal","Dinosaur","Troop","Gargantuan"],"id":"creature-4334","text":" Velociraptor Pack Velociraptors are clever pack hunters who generally subsist off small herbivores but are not afraid to take on larger prey as a group. Bigger populations of velociraptors are more dangerous when they coalesce into a swarm to protect their young. Even in large numbers, these feathered raptors remain uncannily nimble and can lunge suddenly at their enemies. Emboldened by their increased numbers, the swarms will lash out fiercely with their talons and doggedly pursue any perceived threat. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Velociraptor Pack Source Monster Core 2 pg. 106 Perception +12; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +14, Athletics +11, Intimidation +12, Stealth +12 Str +2 Dex +5 Con +3 Int +0 Wis +2 Cha +2 --- AC 21 Fort +11 Ref +14 Will +8 HP 75 Weaknesses area damage 5, splash damage 5 Troop Defenses --- Speed 40 feet; troop movement Bites and Talons Single Action to Three Actions Frequency once per round; Effect The pack makes a melee attack against each enemy in a 5-foot emanation (DC 19 basic reflex save). The damage depends on the number of actions. Single Action 1d6 piercing or slashing damage and 1d4 precision damage Two Actions 2d6 piercing or slashing damage and 2d4 precision damage Three Actions 3d6 piercing or slashing damage and 2d4 precision damage Puff Up The velociraptors ruffle their plumage to appear larger. They ignore the –4 penalty to Demoralize for not knowing the same language as their target. Raptor Leap Single Action Frequency once per round; Effect The pack Strides, ignoring difficult terrain (but not greater difficult terrain). At the end of this movement, each enemy in a 5-foot emanation takes 1d8 piercing or slashing damage (DC 19 basic Reflex save). ","skill_mod":{"stealth":12,"athletics":11,"intimidation":12,"acrobatics":14},"summary":"Velociraptors are clever pack hunters who generally subsist off small herbivores but are not afraid to take on larger prey as a group. Bigger …","image":["/Images/Monsters/Dinosaur_Velociraptor_Pact.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4334","intelligence":0,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":11,"size":["Gargantuan"],"name":"Velociraptor Pack","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4334"},{"attack_bonus":[15,17],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":95,"source":["Monster Core 2"],"type":"Creature","creature_family":"Dinosaur","will_save":14,"charisma":0,"speed":{"max":25,"land":25},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Gouging Lunge"],"skill":["Athletics"],"legacy_id":["creature-616"],"trait":["Animal","Dinosaur","Huge"],"id":"creature-4335","text":" Iguanodon Iguanodons are large, herbivorous dinosaurs that inhabit swamps and forests where they feed on the abundant vegetation. The iguanodon is capable of moving on two feet or on four, quickly switching from one stance to the other depending on whether it needs to move through dense foliage or to reach delectable morsels hanging up in the canopy. Although iguanodons are herbivores, they're notoriously quick to anger. Their thumb spikes make their claws particularly devastating weapons; a well-placed blow from one of these claws can turn a hungry predator into a cowering beast with one swift strike. Iguanodons are 30 feet long and weigh 6,000 pounds. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Iguanodon Source Monster Core 2 pg. 107 Perception +14; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +15 Str +7 Dex +4 Con +4 Int -4 Wis +4 Cha +0 --- AC 24 Fort +16 Ref +12 Will +14 HP 95 --- Speed 25 feet Melee Single Action thumb spike +17 (deadly d10, reach 10 feet), Damage 2d8+9 piercing Melee Single Action tail +15 (reach 15 feet), Damage 2d10+9 bludgeoning Gouging Lunge Two Actions The iguanodon makes a thumb spike Strike at an adjacent foe and then Strides up to 15 feet, dragging its thumb spike across the foe to gouge out a brutal wound. If this Strike hits, it deals an extra 1d8 slashing damage, and the following Stride doesn’t trigger reactions from the creature struck. This thumb spike Strike counts as two attacks when calculating the iguanodon’s multiple attack penalty. ","skill_mod":{"athletics":15},"summary":"Iguanodons are large, herbivorous dinosaurs that inhabit swamps and forests where they feed on the abundant vegetation. The iguanodon is capable of …","image":["/Images/Monsters/Dinosaur_Iguanodon.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4335","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":16,"size":["Huge"],"name":"Iguanodon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,20],"slug":"creature-4335"},{"attack_bonus":[16,18,18],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":120,"source":["Monster Core 2"],"type":"Creature","creature_family":"Dinosaur","will_save":12,"charisma":1,"speed":{"max":40,"land":40},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Serrated Teeth","Unexpected Ambush","Swallow Whole"],"skill":["Acrobatics","Athletics"],"trait":["Animal","Dinosaur","Huge"],"id":"creature-4336","text":" Allosaurus The allosaurus is a huge bipedal dinosaur built for hunting larger prey. Their legs are long and powerful, and their specially hinged jaw allows their mouth to open wide enough to attack creatures who tower over them and to gulp down smaller creatures with frightening ease. Their short arms are tipped in razor-sharp claws, and their thick tails can provide a powerful sweeping defense in a pinch. Occasionally, allosauruses live and hunt in small groups, working together to take down especially large prey. However, they prefer staying in their own territory, reigning over their prey within. Some of their known prey include the brontosaurus, stegosaurus, or whole livestock if an allosaurus strays too close to unprotected farmlands. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Allosaurus Source Monster Core 2 pg. 108 Perception +15; low-light vision, scent (imprecise) 60 feet Languages Skills Acrobatics +12, Athletics +17 Str +6 Dex +3 Con +4 Int +0 Wis +2 Cha +1 --- AC 24 Fort +18 Ref +15 Will +12 HP 120 Serrated Teeth Reaction Trigger A creature grabbed or restrained by the allosaurus's jaws succeeds at an Escape check; Effect As the enemy wriggles away, the allosaurus clamps down with its jagged teeth, dealing 2d6 slashing damage. --- Speed 40 feet Melee Single Action jaws +18 (reach 10 feet), Damage 2d10+9 piercing plus Grab Melee Single Action claws +18 (Agile), Damage 2d8+9 slashing Melee Single Action tail +16 (reach 15 feet), Damage 2d6+9 bludgeoning plus Knockdown Unexpected Ambush Two Actions Requirements The allosaurus is hidden or undetected to at least one creature within 40 feet; Effect The allosaurus dashes forward, knocking its unsuspecting prey to the ground. The allosaurus Strides up to its Speed toward the required creature to an unoccupied space within reach of its tail Strike. The allosaurus makes a tail Strike against the enemy. If the Strike hits, the allosaurus automatically succeeds at a free action to Knockdown the target. Swallow Whole Single Action Large, 2d6+3 bludgeoning, Rupture 15 Allosaurus Teeth Allosauruses have serrated teeth, allowing them to more easily slash the flesh of large or slippery prey. These teeth are valuable not only because of their rarity but also because of their multiple practical uses. Larger allosaurus teeth can be made into arrow or spear tips, small knives, or worn as jewelry to indicate social status. While some cultures revere these artifacts, the killing of allosauruses for the express purpose of harvesting their teeth is outlawed in many regions across Golarion. ","skill_mod":{"athletics":17,"acrobatics":12},"summary":"The allosaurus is a huge bipedal dinosaur built for hunting larger prey. Their legs are long and powerful, and their specially hinged jaw allows …","primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":24,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4336","intelligence":0,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":18,"size":["Huge"],"name":"Allosaurus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,18,20],"slug":"creature-4336"},{"attack_bonus":[23,23],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":200,"source":["Monster Core 2"],"type":"Creature","creature_family":"Dinosaur","will_save":19,"charisma":1,"speed":{"max":40,"land":40,"swim":30},"perception":21,"wisdom":2,"weakness":{},"creature_ability":["Deep Breath","Rip and Tear","Staggering Sail","Swallow Whole"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-617"],"trait":["Animal","Dinosaur","Gargantuan"],"id":"creature-4337","text":" Spinosaurus The spinosaurus is more than just one of the largest carnivorous dinosaurs—it's also one of the most unusual in appearance, with a large, sail-like fin running along its spine. Often quite colorful, this sail allows the spinosaurus to attract mates, aids in swimming, and makes it appear to be even larger than it actually is. A swimming spinosaurus can also use the sail as part of a unique means of staggering prey by slapping the water with it to make a crushing wave. A spinosaurus can measure up to 60 feet in length and weigh 25,000 pounds. The spinosaurus is equally at home in water as it is on land, and its long, toothy maw is well-adapted for catching swimming prey. Attempts by giants to capture spinosauruses to serve as guardians typically go poorly, for these headstrong dinosaurs do not domesticate well. Their surly attitudes and striking appearances make them better suited for blood sports, and they're popular prizes for those who run arenas specializing in battles that pit gladiators against hungry animals or beasts. These productions are truly feasts of gore for the eyes and command audiences from hundreds of miles around. Of course, an angry dinosaur forced to fight for the amusement of others won't discriminate between potential meals on the battleground and those seated in the surrounding stands, making the seats closest to the edge of the arena possibly part of the show as well. The spinosaurus's appearance and strength make it attractive to more than just giants and blood sport organizers. Spellcasters who mutate and transform animals into magical guardians have long been intrigued by the spinosaurus's potential. Due to the creature's reputation for violence, these spellcasters face great danger while charming one to bring home. Yet for those intrigued by the creature's hypothetical abilities, such risk is worth it. More so than any other dinosaur, spinosauruses have been subjected to fleshwarping procedures, crossbreeding with monsters, and other magical techniques at the hands of reclusive spellcasters experimenting to enhance the creatures' viability as effective guardians. Recall Knowledge - Animal (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Spinosaurus Source Monster Core 2 pg. 108 Perception +21; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +18, Athletics +22 Str +8 Dex +4 Con +6 Int -4 Wis +2 Cha +1 Deep Breath A spinosaurus can hold its breath for 2 hours. --- AC 30 Fort +23 Ref +21 Will +19 HP 200 --- Speed 40 feet, swim 30 feet Melee Single Action jaws +23 (deadly d12, reach 20 feet), Damage 2d12+14 piercing plus Grab Melee Single Action claw +23 (Agile, reach 15 feet), Damage 2d8+14 slashing Rip and Tear Single Action Requirements The spinosaurus has a creature grabbed or restrained in its jaws; Effect The spinosaurus reaches up and slashes with its claws at the creature it has grabbed, dealing 4d8 slashing damage (DC 30 basic Reflex save). A creature who fails this save also takes 1d6 persistent bleed damage. Staggering Sail Two Actions (incapacitation Requirements The spinosaurus is swimming on the surface of water) Effect With a powerful lunge to the side, the spinosaurus uses its sail to slap the surface of the water, creating a crushing wave of water that deals 6d6 bludgeoning damage in a 30-foot cone. Each creature in the water in the area must attempt a DC 30 Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is slowed 1 until the end of its next turn. Critical Failure The creature takes double damage and is stunned 2. Swallow Whole Single Action (Attack) Medium, 2d12+6 bludgeoning, Rupture 19 ","skill_mod":{"athletics":22,"acrobatics":18},"summary":"The spinosaurus is more than just one of the largest carnivorous dinosaurs—it's also one of the most unusual in appearance, with a large, sail-like …","image":["/Images/Monsters/Dinosaur_Spinosaurus.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4337","intelligence":-4,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":23,"size":["Gargantuan"],"name":"Spinosaurus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23,27],"slug":"creature-4337"},{"attack_bonus":[16],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":95,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Divine Warden","spell_attack_bonus":[13],"will_save":14,"charisma":-5,"speed":{"max":30,"land":30},"perception":14,"wisdom":0,"weakness":{},"creature_ability":["Divine Destruction","Faith Bound","Faithful Weapon","Instrument of Faith","Mask of Fate"],"skill":["Athletics"],"trait":["Construct","Mindless","Uncommon","Large"],"id":"creature-4338","text":" Divine Warden Of Pharasma This divine warden serves Pharasma, the goddess of birth, death, and fate. It protects a temple or shrine to the Lady of Graves. Recall Knowledge - Construct (Arcana, Crafting): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Divine Warden Of Pharasma Source Monster Core 2 pg. 115 Perception +14; darkvision Languages Skills Athletics +15 Str +5 Dex -2 Con +4 Int -5 Wis +0 Cha -5 --- AC 24 Fort +17 Ref +11 Will +14 HP 95 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Divine Destruction (divine, spirit) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 7d6 spirit damage per level. Each creature in the area must attempt a DC 21 Will save with the following outcomes. Critical Success The creature takes half damage. Success The creature takes full damage. Failure The creature takes full damage and becomes temporarily cursed by the patron deity. The creature becomes enfeebled 1 and stupefied 1 for 1 day; this is a curse effect that uses the Will save DC as the counteract DC. Critical Failure As failure, except the creature becomes enfeebled 2 and stupefied 2. Faith Bound (divine) A divine warden can't attack a creature that openly wears or displays the religious symbol of the divine warden's patron deity unless that creature uses a hostile action against the divine warden first. If the divine warden is intelligent, it can also attack a creature it believes isn't faithful to its deity or who wears the religious symbol as a ruse (typically after succeeding at a Perception check to Sense Motive). --- Speed 30 feet Melee Single Action dagger +16 (Agile, magical, versatile S), Damage 2d4+7 piercing Divine Innate Spells DC 21, attack +13 - Cantrips (3rd) Divine Lance Divine Domain Spells, DC 21 1 Focus Point - 3rd Death's Call, Healer's Blessing Faithful Weapon A divine warden always wields its patron deity's favored weapon. If the weapon is a ranged weapon, the divine warden automatically generates new ammunition with each attack. For a divine warden of 4th level or higher, the deity's favored weapon gains the effects of a striking rune while the divine warden wields it. The Divine Warden of Pharasma wields a dagger with a striking rune. Instrument of Faith The divine warden is a beacon for its deity's faith. A cleric of Pharasma can channel a heal spell through the divine warden they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden's space. Mask of Fate Two Actions (Divine, misfortune) The divine warden of Pharasma peers at a single creature within 60 feet through the eyes of its mask to alter its destiny. The target must attempt a DC 21 Will save. Critical Success The target is unaffected. Success The target takes a –1 status penalty to the next saving throw it attempts within the next minute against a divine effect from a divine warden of Pharasma or worshipper of Pharasma. Failure For the next saving throw the target attempts within the next minute against a divine effect from a divine warden of Pharasma or worshipper of Pharasma, it rolls twice and takes the worse result. Critical Failure As failure, but the misfortune effect applies to all applicable saving throws. ","tradition":["Divine"],"skill_mod":{"athletics":15},"summary":"This divine warden serves Pharasma , the goddess of birth, death, and fate. It protects a temple or shrine to the Lady of Graves.","image":["/Images/Monsters/Divine_Warden_Pharasma.webp"],"primary_source":"Monster Core 2","spell":["Divine Lance","Death's Call","Healer's Blessing"],"trait_group":["Creature Type","Monster","Rarity"],"ac":24,"level":6,"spell_dc":[21,21],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4338","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":-2,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Divine Warden Of Pharasma","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12],"slug":"creature-4338"},{"attack_bonus":[9],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":20,"language":["Common","Daemonic","<%UMR%79%%>telepathy<%END> (touch)"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Div","will_save":7,"charisma":3,"speed":{"fly":30,"max":30,"land":15},"perception":7,"wisdom":2,"weakness":{"holy":3,"cold_iron":3},"creature_ability":["Covetous of Secrets","Doru Venom"],"skill":["Acrobatics","Arcana","Deception","Lore","Religion","Stealth"],"legacy_id":["creature-1117"],"trait":["Div","Fiend","Unholy","Tiny"],"id":"creature-4339","text":" Doru These deceivers whisper fetid lies, sowing dark and dread inspiration into foolish mortal ears. Dorus serve as the spies and messengers of the divs. With silver tongues and wicked motives, they often pledge themselves to vainglorious and deluded spellcasters, whom they ply with wild conspiracies and rumors of deception among friends and foes alike; in the process, they push supposed masters to despotism and murderous revenge. All the while, dorus wean secrets and weaknesses from their marks. In the end, nearly every doru turns on their supposed liege, destroying the reputation and even causing the death of the person the doru pretended to serve. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Doru Source Monster Core 2 pg. 110 Perception +7; greater darkvision Languages Common, Daemonic; telepathy (touch) Skills Acrobatics +7, Arcana +8, Deception +6, Lore +10, Religion +5, Stealth +7 Str +0 Dex +4 Con +1 Int +3 Wis +2 Cha +3 --- AC 16 Fort +4 Ref +9 Will +7 HP 20 Weaknesses cold iron 3, holy 3 Covetous of Secrets Dorus have a weakness for secrets, hoarding them like a miser hoards gold. A creature can tempt a doru with some bit of obscure knowledge the doru doesn't know or thinks they don't know. Presenting the hint of the secret is a single action, which has the concentrate and linguistic traits, and requires a skill check using Deception, Lore, or Performance (or some other appropriate skill determined by the GM) against the doru's Will DC. On a success, the doru is fascinated for as long as the presenter draws out the explanation of the secret (spending 1 action each round doing so, to a maximum of 1 minute). On a critical success, the doru is fascinated for that duration plus 1 minute more as they ponder the implications of the secret. Regardless of the outcome, the doru is temporarily immune to that creature's attempts to present them with secrets for 1 day. --- Speed 15 feet, fly 30 feet Melee Single Action bite +9 (Agile, finesse, poison, unholy), Damage 1d6 piercing plus doru venom Divine Innate Spells DC 17 - Cantrips (1st) Detect Magic - 1st Charm, Illusory Object - 2nd Invisibility (at will; self only) - 4th Read Omens Doru Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 1d6 poison and stupefied 1 (1 round); Stage 3 1d6 poison and stupefied 2 (1 round) Doru Secrets Despite dorus' obsession, not all secrets capture their focus—instead, each fixates on a unique topic. Many are interested in the history of a particular mortal ancestry, while others delve into riddles, mathematical puzzles, or even local gossip. ","tradition":["Divine"],"skill_mod":{"deception":6,"stealth":7,"arcana":8,"acrobatics":7,"religion":5},"summary":"These deceivers whisper fetid lies, sowing dark and dread inspiration into foolish mortal ears. Dorus serve as the spies and messengers of the divs. …","image":["/Images/Monsters/Div_Doru.png"],"primary_source":"Monster Core 2","spell":["Read Omens","Invisibility","Charm","Illusory Object","Detect Magic"],"trait_group":["Monster","Creature Type","Mechanics"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" greater darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4339","intelligence":3,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Greater darkvision","fortitude_save":4,"size":["Tiny"],"name":"Doru","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-4339"},{"primary_source_category":"Rulebooks","strength":3,"hp":75,"language":["Common","Daemonic","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":4,"perception":12,"trait":["Div","Fiend","Unholy","Medium"],"id":"creature-4340","text":" Aghash Walking embodiments of curses, misfortune, and the evil eye, aghashes wander the deserts of the Universe, searching out the beauty of the world to destroy, humiliate, and undermine. Aghashes are often mistaken for some strange form of hag, a misunderstanding that they're content to encourage, and like those creatures, they're masterful at curses. Recall Knowledge - Fiend (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Aghash Source Monster Core 2 pg. 111 Perception +12; greater darkvision Languages Common, Daemonic; telepathy 100 feet Skills Arcana +9, Athletics +8, Deception +12, Intimidation +12, Religion +10, Stealth +10 Str +3 Dex +4 Con +3 Int +1 Wis +2 Cha +4 --- AC 19 Fort +9 Ref +10 Will +12 +1 status to all saves vs. magic HP 75 Immunities curse Weaknesses cold iron 5, holy 5 Hatred of Art While aghashes hate all mortals, they particularly despise beautiful objects and artistic mortals. When not in physical peril, an aghash is compelled to destroy art and other works of beauty. An aghash can't enter an area of pristine beauty without first marring it in some way. Given a choice, an aghash will attack a foe who is an obvious crafter or performer of some kind. A bard casting a composition spell, a runesmith tracing a rune, a street magician performing a daring escape, and similar abilities as determined by the GM draw the aghash's ire. If the aghash is barred from attacking such foes, either by force or some magical effect, they take 1d6 mental damage at the end of their turn. --- Speed 25 feet Melee Single Action claw +14 (Agile, finesse, magical, unholy), Damage 2d6+5 slashing Divine Innate Spells DC 21 - Cantrips (2nd) Detect Magic - 1st Illusory Object (at will) - 2nd Stupefy (at will) - 4th Outcast's Curse, Translocate Rituals DC 21 - 1st Div Pact Cursed Gaze Two Actions (Concentrate, curse, divine, emotion, fear, mental, visual) The aghash fixes their gaze on one creature they can see within 20 feet. The creature must attempt a DC 21 Will save. Critical Success The creature is unaffected. Success The creature takes 2d6 mental damage and becomes frightened 1. Failure The creature takes 4d6 mental damage and becomes either frightened 2 or stunned 1 (the aghash's choice). Critical Failure The creature takes 8d6 mental damage and becomes frightened 2 and stunned 2. Sandstorm Three Actions (Divine, earth) Frequency once per day; Effect The aghash creates a temporary sandstorm in a 30-foot emanation that lasts for 1 minute. Creatures within the emanation take a –4 circumstance penalty to Perception checks and must succeed at a DC 18 Fortitude save. On a failure, they're forced to hold their breath or else they start suffocating. A creature within the sandstorm at the end of its turn takes 1d6 slashing damage. Divs are immune to all effects of an aghash's Sandstorm. ","skill_mod":{"deception":12,"stealth":10,"arcana":9,"athletics":8,"intimidation":12,"religion":10},"image":["/Images/Monsters/Div_Aghash.png"],"primary_source":"Monster Core 2","spell":["Outcast's Curse","Translocate","Stupefy","Illusory Object","Detect Magic"],"ac":19,"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":1,"reflex_save":10,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":9,"size":["Medium"],"name":"Aghash","pfs":"Standard","rarity":"common","strike_damage_average":[12],"attack_bonus":[14],"constitution":3,"immunity":["curse"],"creature_family":"Div","will_save":12,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"holy":5,"cold_iron":5},"creature_ability":["Hatred of Art","Cursed Gaze","Sandstorm"],"skill":["Arcana","Athletics","Deception","Intimidation","Religion","Stealth"],"legacy_id":["creature-1118"],"tradition":["Divine"],"summary":"Walking embodiments of curses, misfortune, and the evil eye, aghashes wander the deserts of the Universe , searching out the beauty of the world to …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4340","dexterity":4,"category":"creature","slug":"creature-4340"},{"primary_source_category":"Rulebooks","strength":3,"hp":105,"language":["Common","Daemonic","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":7,"perception":15,"trait":["Div","Fiend","Unholy","Medium"],"id":"creature-4341","text":" Pairaka Often charming, sometimes even seductive, pairakas worm their way into mortal relationships, subtly destroying all ties of friendship and love through emotional and physical manipulation and corruption. Their natural form is not often seen. Instead, they adopt shapes that attract just enough attention to earn the trust of those they wish to torment and corrupt. When they do show a more natural form, pairakas typically choose to feed into the belief of their beauty by appearing as androgynous, pale blue, aesthetically pleasing humanoids who carry themselves gracefully wherever they go. While this form is only a part of their manipulative tactics, their intrinsic form is hidden to almost all except other pairakas. They're frightful, towering creatures, spotted with large rashes and boils. With horns that grow and twist with age, and a smile that bares razor-sharp teeth, this form is both shocking and unsettling. Pairakas may occasionally show their true form to those they've preyed upon, but only once they've been completely corrupted, with all their other relationships in ruins. Recall Knowledge - Fiend (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Pairaka Source Monster Core 2 pg. 112 Perception +15; greater darkvision Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +14, Arcana +13, Deception +20, Diplomacy +20, Intimidation +16, Religion +13, Society +13, Stealth +16 Str +3 Dex +5 Con +3 Int +2 Wis +4 Cha +7 --- AC 24 Fort +12 Ref +16 Will +17 +1 status to all saves vs. magic HP 105 Immunities disease Weaknesses cold iron 5, holy 5 Hatred of Red Pairakas hate the color red. They won't wear the color or willingly enter any place painted in a shade of red. Given a choice, they'll attack a creature wearing red before others, seeing their choice to do so as a personal affront. If barred from expressing their displeasure toward the color by force or some magical effect, they take 2d6 mental damage at the end of their turn. --- Speed 25 feet, fly 35 feet Melee Single Action claw +16 (Agile, finesse, magical, unholy), Damage 2d8+9 slashing plus bubonic plague Divine Innate Spells DC 25 - Cantrips (4th) Detect Magic - 4th Charm (at will), Outcast's Curse (at will), Suggestion (at will), Translocate (at will) Rituals DC 25 - 1st Div Pact Bubonic Plague (Disease) A creature can't remove the fatigued condition while infected; Saving Throw DC 23 Fortitude; Onset 1 day; Stage 1 fatigued (1 day); Stage 2 enfeebled 2 and fatigued (1 day); Stage 3 enfeebled 3, fatigued, and takes 1d6 persistent bleed damage every 1d20 minutes (1 day) Change Shape Single Action (divine, polymorph) The pairaka can take the appearance of any Small or Medium humanoid or animal. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their strikes deal. Tormenting Dreams Two Actions (Divine, emotion, mental) Frequency once per day; Effect The pairaka torments a sleeping creature within 100 feet with visions of betrayals by loved ones and friends. The target must attempt a DC 25 Will save, with the effects of the nightmare spell. ","skill_mod":{"society":13,"diplomacy":20,"deception":20,"stealth":16,"arcana":13,"intimidation":16,"acrobatics":14,"religion":13},"image":["/Images/Monsters/Div_Pairaka.png"],"primary_source":"Monster Core 2","spell":["Charm","Outcast's Curse","Suggestion","Translocate","Detect Magic"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":2,"reflex_save":16,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":12,"size":["Medium"],"name":"Pairaka","pfs":"Standard","rarity":"common","strike_damage_average":[18],"attack_bonus":[16],"constitution":3,"immunity":["disease"],"creature_family":"Div","will_save":17,"speed":{"fly":35,"max":35,"land":25},"wisdom":4,"weakness":{"holy":5,"cold_iron":5},"creature_ability":["Hatred of Red","Bubonic Plague","Change Shape","Tormenting Dreams"],"skill":["Acrobatics","Arcana","Deception","Diplomacy","Intimidation","Religion","Society","Stealth"],"legacy_id":["creature-1119"],"tradition":["Divine"],"summary":"Often charming, sometimes even seductive, pairakas worm their way into mortal relationships, subtly destroying all ties of friendship and love …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4341","dexterity":5,"category":"creature","slug":"creature-4341"},{"primary_source_category":"Rulebooks","strength":8,"hp":350,"language":["Common","Daemonic","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":24,"trait":["Div","Fiend","Unholy","Large"],"id":"creature-4342","text":" Sepid Sepids are the brutal warlords of the divs, delighting in violence against mortals and their own particular flavor of vengeance. Inveterate liars, sepids can't help but spout the most outrageous fabrications, and their form and nature represent the power of falsehoods to snowball into violence that can cost countless lives. Among mortals, they rally troops to incite uprisings, rebellion, war, and other forms of carnage, savoring the bloodbaths when mere mortals slaughter each other. These giant beings usually stand around 13 feet tall; they wade through battlefields seeking out heroes and generals, rejoicing devilishly as they cut their foes down. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Sepid Source Monster Core 2 pg. 113 Perception +24; greater darkvision Languages Common, Daemonic; telepathy 100 feet Skills Acrobatics +23, Arcana +20, Athletics +28, Deception +23, Intimidation +26, Religion +20, Stealth +23 Str +8 Dex +5 Con +8 Int +4 Wis +4 Cha +6 Items +2 striking falchion --- AC 34 Fort +28 Ref +23 Will +20 +1 status to all saves vs. magic HP 350 Weaknesses cold iron 10, holy 10 Blatant Liar While all divs delight in lying, sepids are compulsive and predictable liars who always do the opposite of what they claim they'll do. If a sepid is ever forced or compelled to tell the truth, they take 4d8 mental damage. Deflecting Lie Reaction Trigger A creature hits the sepid with a ranged Strike or a ranged spell attack; Effect The sepid lies in an attempt to divert the attack. They roll a Deception check against the triggering creature's Perception DC. On a success, if the triggering attack roll was a success, it becomes a failure, and if the triggering attack roll was a critical hit, it becomes a normal success. Reactive Strike Reaction A sepid gains an extra reaction each round that they can use only to make a Reactive Strike. --- Speed 35 feet Melee Single Action falchion +30 (Forceful, magical, sweep, unholy), Damage 2d10+16 slashing plus 1d6 mental Melee Single Action claw +28 (Agile, magical, unholy), Damage 3d6+16 slashing plus 1d6 mental Divine Innate Spells DC 34 - Cantrips (7th) Detect Magic - 3rd Translate (at will; self only) - 4th Darkness (at will), Fly, Translocate (at will) - 7th Dispel Magic, Paralyze, Veil of Privacy (at will; self only) Rituals DC 34 - 1st Div Pact - 2nd Create Undead (no secondary caster required) Rain of Debris Two Actions (Divine, unholy) The sepid calls forth a vicious, torrential hail of stone, wood, metal, and similar debris in a 40-foot emanation, dealing 10d6 bludgeoning damage and 5d6 spirit damage. Each creature in the area other than the sepid must attempt a DC 31 basic Reflex saving throw. The sepid can't use Rain of Debris again for 1d4 rounds. Sepid Deceptions Given that sepids always do the opposite of what they say they will, it might seem difficult for these divs to deceive anyone, which is far from the truth. Often, sepids avoid making statements about their own intentions and instead give orders or speak in analogies, riddles, and anecdotes, allowing those they manipulate to parse out their rationales with clever forms of deception. ","skill_mod":{"deception":23,"stealth":23,"arcana":20,"athletics":28,"intimidation":26,"acrobatics":23,"religion":20},"image":["/Images/Monsters/Div_Sepid.png"],"primary_source":"Monster Core 2","spell":["Dispel Magic","Paralyze","Veil of Privacy","Darkness","Fly","Translocate","Translate","Detect Magic"],"ac":34,"item":["+2 striking falchion"],"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":4,"reflex_save":23,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":28,"size":["Large"],"name":"Sepid","pfs":"Standard","rarity":"common","strike_damage_average":[30,30],"attack_bonus":[28,30],"constitution":8,"creature_family":"Div","will_save":20,"speed":{"max":35,"land":35},"wisdom":4,"weakness":{"holy":10,"cold_iron":10},"creature_ability":["Blatant Liar","Deflecting Lie","Reactive Strike","Rain of Debris"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Religion","Stealth"],"legacy_id":["creature-1120"],"tradition":["Divine"],"summary":"Sepids are the brutal warlords of the divs, delighting in violence against mortals and their own particular flavor of vengeance. Inveterate liars, …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4342","dexterity":5,"category":"creature","slug":"creature-4342"},{"attack_bonus":[11],"constitution":0,"primary_source_category":"Rulebooks","strength":3,"hp":45,"language":["Common","two other languages; <%UMR%79%%>telepathy<%END> 100 feet"],"immunity":["bleed","polymorph"],"source":["Monster Core 2"],"type":"Creature","will_save":11,"charisma":4,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Cracked Mirror","Sudden Betrayal","Savor Anguish","Change Shape","Window to the Soul"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Society","Stealth"],"trait":["Aberration","Uncommon","Medium"],"id":"creature-4343","text":" Divoynik A close-knit settlement is rocked to its core when a beloved pillar of the community is accused of a heinous crime. The accused protest their innocence, but overwhelming evidence leaves no room for doubt. As justice is served, the community is irreversibly changed, its neighborly atmosphere giving way to lingering paranoia—the favored fare of the divoynik. Divoyniks are malevolent shapeshifters, capable not only of mimicking the physical appearance of other creatures but also of plucking thoughts and memories from their victims' minds. A divoynik retains their most recently assumed guise even after death. Spells like ring of truth help see through a divoynik, and truesight reveals its shapeshifted nature, making clear otherwise imperceptible markings similar to an animal's stripes on a divoynik's body. Beyond magic, people who encounter a divoynik can always rely on one other method of identification. Although identical to their mimicked form in all other respects, a divoynik's body contains neither blood nor a heart. Recall Knowledge - Aberration (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Divoynik Source Monster Core 2 pg. 116 Perception +7; darkvision Languages Common; two other languages; telepathy 100 feet Skills Acrobatics +8, Athletics +8, Deception +11, Diplomacy +9, Intimidation +9, Society +8, Stealth +10 Str +3 Dex +3 Con +0 Int +1 Wis +2 Cha +4 --- AC 18 Fort +6 Ref +10 Will +11 HP 45 Immunities bleed, polymorph Weaknesses cracked mirror 3 Cracked Mirror A divoynik has weakness 3 to physical attacks made by a creature whose form they're mimicking, and the mimicked creature gains weakness 3 to physical attacks made by the divoynik. Sudden Betrayal A divoynik can always use Deception when rolling initiative, as long as at least one enemy doesn't know their true nature. On the first round of combat, if the divoynik rolled Deception for initiative, creatures that haven't acted are off-guard to the divoynik. Savor Anguish Reaction (concentrate, mental) Trigger A creature within 30 feet of the divoynik fails a saving throw against an emotion effect; Effect The divoynik feeds on their victim's mental distress, gaining 5 temporary Hit Points for up to 1 minute. They can feed on a given creature's emotions only once every 24 hours. --- Speed 25 feet Melee Single Action fist +11 (Agile), Damage 1d10+5 bludgeoning Occult Innate Spells DC 20 - 3rd Mind Reading (at will) Change Shape Single Action (Concentrate, occult, polymorph) The divoynik can take on the specific appearance of any Small or Medium animal or humanoid they've seen. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but it might change the damage type their Strikes deal (such as to slashing with a claw). Window to the Soul Single Action (Mental, occult, visual) The divoynik meets the gaze of a creature within 60 feet whose form they've taken with their Change Shape ability. The target must attempt a DC 20 Will saving throw. Critical Success The target is unaffected and immune for 24 hours. Success The target is unaffected. Failure The target is fascinated for 1 minute. Hostile actions do not end this fascination, but if the divoynik Changes Shape, moves out of range, or is no longer visible to the target, the fascination immediately ends. While fascinated, the target takes a –1 circumstance penalty to Will saves against the divoynik's spells and abilities. Critical Failure As failure, and the divoynik can spend a free action to telepathically extract the answer to one question from the target. The target can attempt a DC 20 Deception check to attempt to evade the query and give misleading information. Transient Tormentors A divoynik delights in terrorizing their victims, typically taking calculated steps to reveal themself to their intended target long before the divoynik makes their move. Perhaps they allow the target a fleeting glimpse of their face in a crowd or a trace of movement from the corner of their eye, only to vanish before certainty can set in. In addition to providing the divoynik with opportunities to steal their victim's memories, this prolonged psychological assault often drives their victim into a state of extreme distrust and agitation, making the victim's apparent crimes all the more believable. ","tradition":["Occult"],"skill_mod":{"society":8,"diplomacy":9,"deception":11,"stealth":10,"athletics":8,"intimidation":9,"acrobatics":8},"summary":"A close-knit settlement is rocked to its core when a beloved pillar of the community is accused of a heinous crime. The accused protest their …","image":["/Images/Monsters/Dvoynik.webp"],"primary_source":"Monster Core 2","spell":["Mind Reading"],"trait_group":["Creature Type","Rarity"],"ac":18,"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4343","intelligence":1,"reflex_save":10,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Divoynik","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[10],"slug":"creature-4343"},{"attack_bonus":[30],"constitution":7,"primary_source_category":"Rulebooks","strength":8,"hp":260,"language":["Aklo","Common","Sakvroth"],"immunity":["enfeebled (while wearing their mask)","slowed (while wearing their mask)"],"source":["Monster Core 2"],"type":"Creature","will_save":24,"charisma":2,"speed":{"climb":40,"max":40,"land":40},"perception":22,"wisdom":4,"weakness":{},"creature_ability":["Mask of Power","Volcanic Veins","Deflect Arrow","Body Strike","Whirlwind Throw"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"legacy_id":["creature-620"],"trait":["Aberration","Medium"],"id":"creature-4344","text":" Doprillu The aberrations known as doprillus are hulks with banded muscles who wear ornate masks at all times, which fill the wearer with magical strength and fighting spirit. Doprillus love to battle, especially by grappling, and are eager to start brawls. On neutral ground, a doprillu offers to duel the strongestlooking opponent, but when a doprillu's home turf is invaded, no rules apply to the confrontation—the doprillu attacks with abandon any creature in their way. As befits the superheated blood that fuels them, doprillus make their homes in warm locations: hot jungles, sunny deserts, and underground caverns near sulfur vents. Recall Knowledge - Aberration (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Doprillu Source Monster Core 2 pg. 117 Perception +22; darkvision, see the unseen Languages Aklo, Common, Sakvroth Skills Acrobatics +26, Athletics +28, Intimidation +22, Stealth +24 Str +8 Dex +6 Con +7 Int +1 Wis +4 Cha +2 --- AC 35 Fort +27 Ref +28 Will +24 +2 status to all saves vs. fear HP 260 , regeneration 20 (deactivated by cold) Immunities enfeebled (while wearing their mask), slowed (while wearing their mask) Resistances fire 15 Mask of Power A doprillu's unique, self-created wooden mask is the source of much of their power. A doprillu deprived of their mask loses their regeneration and immunity to enfeebled and slowed, and they immediately become enfeebled 1. The enfeebled value increases by 1 at the start of each of the doprillu's turns, to a maximum of enfeebled 4. If the mask is put back on, the doprillu immediately regains their abilities and loses the enfeebled condition. A creature can pull off a doprillu's mask with a successful DC 34 Athletics check. Volcanic Veins (fire) Fiery magma runs through the doprillu's veins burning those in their clutches. A creature that starts its turn grabbed by the doprillu takes 7d6 fire damage. Deflect Arrow Reaction Trigger The doprillu is the target of a physical ranged attack; Requirements The doprillu is aware of the attack, isn't off-guard against it, and has a hand free; Effect The doprillu gains a +4 circumstance bonus to its AC against the triggering attack. --- Speed 40 feet, climb 40 feet Melee Single Action fist +30 (Agile, magical), Damage 3d8+16 bludgeoning plus 2d6 fire and Improved Grab Occult Innate Spells DC 28 - Constant (6th) See the Unseen Body Strike Single Action Requirements The doprillu has a creature grabbed; Effect The doprillu swings the grabbed creature as a weapon. This Strike has a +30 attack modifier and deals 3d8+16 bludgeoning damage. The Strike is magical and has a reach of 10 feet. On a hit, the grabbed creature takes half the damage dealt to the target. Whirlwind Throw Two Actions Requirements The doprillu has a creature grabbed; Effect The doprillu whirls the grabbed creature about, making a separate Body Strike against each creature in reach. After making a Strike against all creatures in reach, the doprillu can hurl the grabbed creature up to 50 feet as a ranged Strike. This Strike has the same attack modifier and damage as Body Strike, but it has the thrown 20 feet weapon trait. Apply the doprillu's multiple attack penalty to the Strikes normally. Doprillu Masks A doprillu’s stylized mask isn’t a part of the creature themself, though doprillus inherently understand the mask’s purpose and power. When born, doprillus start out weak and small. Once one matures and gains sufficient intelligence and manual dexterity, they carve a personal mask. The first time they don the mask, a doprillu rushes out to seek a fight. This mask is never replaced, and it might be marred from hundreds of battles. Beneath the mask is a hauntingly blank face with tiny eyes and a pitch-black mouth, lacking any other features. ","tradition":["Occult"],"skill_mod":{"stealth":24,"athletics":28,"intimidation":22,"acrobatics":26},"summary":"The aberrations known as doprillus are hulks with banded muscles who wear ornate masks at all times, which fill the wearer with magical strength and …","image":["/Images/Monsters/Doprillu.png"],"primary_source":"Monster Core 2","spell":["See the Unseen"],"trait_group":["Creature Type"],"ac":35,"level":14,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision , see the unseen ","weakest_save":["will"],"resistance":{"fire":15},"url":"/Monsters.aspx?ID=4344","intelligence":1,"reflex_save":28,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":27,"size":["Medium"],"name":"Doprillu","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[36],"slug":"creature-4344"},{"legacy_name":["Young Red Dragon"],"attack_bonus":[21,21,21,23,23],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":210,"language":["Common","Draconic","Pyric"],"immunity":["fire","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Cinder","will_save":19,"charisma":3,"speed":{"fly":120,"max":120,"land":40},"perception":20,"wisdom":2,"weakness":{"cold":10},"creature_ability":["Smoke Vision","Frightful Presence","Boiling Blood","Reactive Strike","Draconic Frenzy","Draconic Momentum","Pyre Breath","Stoke the Flames"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature","Stealth"],"legacy_id":["creature-136"],"trait":["Dragon","Fire","Primal","Large"],"id":"creature-4345","text":" Young Cinder Dragon Among the largest and fiercest dragons, cinder dragons are typically volatile, demanding respect—even deference—from lesser creatures. Cinder dragons' appearance evokes their flame, often in scales with mixed patterns of red, orange, and yellow. Many cinder dragons dwell in active volcanoes and similarly fiery locales. Cinder dragons prefer treasures that can withstand the heat of their bodies and lairs, with gemstones, gold, and silver common among their hoards. Recall Knowledge - Dragon (Arcana): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Young Cinder Dragon Source Monster Core 2 pg. 118 Perception +20; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Pyric Skills Acrobatics +15, Athletics +22, Diplomacy +19, Intimidation +21, Nature +18, Stealth +17 Str +6 Dex +1 Con +4 Int +1 Wis +2 Cha +3 Smoke Vision Smoke doesn't impair a cinder dragon's vision; they ignore the concealed condition from smoke. --- AC 29 Fort +21 Ref +17 Will +19 +2 status to all saves vs. primal HP 210 Immunities fire, paralyzed, sleep Weaknesses cold 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 27 Boiling Blood Reaction (fire) Trigger The dragon is critically hit with a melee attack; Effect The dragon's superheated blood spills onto the attacker. The target takes 6d6 fire damage (DC 29 basic Reflex save). Reactive Strike Reaction Jaws only --- Speed 40 feet, fly 120 feet Melee Single Action jaws +23 (Fire, magical, reach 10 feet), Damage 2d12+10 piercing plus 1d8 persistent fire Melee Single Action horn +21 (Magical, reach 10 feet), Damage 2d12+14 piercing Melee Single Action claw +23 (Agile, magical), Damage 2d10+10 slashing Melee Single Action tail +21 (Magical, reach 15 feet), Damage 2d12+10 bludgeoning Melee Single Action wing +21 (Agile, magical, reach 10 feet), Damage 2d8+10 slashing Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Pyre Breath whenever they score a critical hit with a Strike. Pyre Breath Two Actions (Fire, primal) The dragon breathes a blast of flame that deals 9d6 fire damage in a 40-foot cone (DC 29 basic Reflex save). Creatures that critically fail their save catch fire, taking 2d6 persistent fire damage. The area then fills with black smoke for 1 minute. This has the effects of mist, except it fills the cone's area. The dragon can't use Pyre Breath again for 1d4 rounds. Stoke the Flames Single Action (Fire, primal) The dragon intensifies nearby fires. Every foe within 60 feet that is taking persistent fire damage takes 3d6 fire damage. ","element":["Fire"],"skill_mod":{"diplomacy":19,"nature":18,"stealth":17,"athletics":22,"intimidation":21,"acrobatics":15},"summary":"Among the largest and fiercest dragons, cinder dragons are typically volatile, demanding respect—even deference—from lesser creatures. Cinder …","primary_source":"Monster Core 2","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Tradition"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet, smoke vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4345","intelligence":1,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Young Cinder Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,21,23,27,27],"slug":"creature-4345"},{"legacy_name":["Adult Red Dragon"],"attack_bonus":[27,27,27,29,29],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":310,"language":["Common","Draconic","Pyric"],"immunity":["fire","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Cinder","will_save":25,"charisma":5,"speed":{"fly":150,"max":150,"land":50},"perception":26,"wisdom":4,"weakness":{"cold":15},"creature_ability":["Smoke Vision","Dragon Heat","Frightful Presence","Boiling Blood","Reactive Strike","Draconic Frenzy","Draconic Momentum","Pyre Breath","Stoke the Flames"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature","Stealth"],"legacy_id":["creature-137"],"trait":["Dragon","Fire","Primal","Huge"],"id":"creature-4346","text":" Adult Cinder Dragon Among the largest and fiercest dragons, cinder dragons are typically volatile, demanding respect—even deference—from lesser creatures. Cinder dragons' appearance evokes their flame, often in scales with mixed patterns of red, orange, and yellow. Many cinder dragons dwell in active volcanoes and similarly fiery locales. Cinder dragons prefer treasures that can withstand the heat of their bodies and lairs, with gemstones, gold, and silver common among their hoards. Recall Knowledge - Dragon (Arcana): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Adult Cinder Dragon Source Monster Core 2 pg. 118 Perception +26; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Pyric Skills Acrobatics +23, Athletics +29, Diplomacy +25, Intimidation +27, Nature +26, Stealth +23 Str +8 Dex +2 Con +6 Int +3 Wis +4 Cha +5 Smoke Vision Smoke doesn't impair a cinder dragon's vision; they ignore the concealed condition from smoke. --- AC 35 Fort +27 Ref +23 Will +25 +2 status to all saves vs. primal HP 310 Immunities fire, paralyzed, sleep Weaknesses cold 15 Dragon Heat (aura, fire, primal) 5 feet, 3d6 fire damage (DC 30 basic Reflex save) Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 32 Boiling Blood Reaction (fire) Trigger The dragon is critically hit with a melee attack; Effect The dragon's superheated blood spills onto the attacker. The target takes 8d6 fire damage (DC 34 basic Reflex save). Reactive Strike Reaction Jaws only --- Speed 50 feet, fly 150 feet Melee Single Action jaws +29 (Fire, magical, reach 15 feet), Damage 3d12+12 piercing plus 1d8 persistent fire Melee Single Action horn +27 (Magical, reach 20 feet), Damage 3d12+16 piercing Melee Single Action claw +29 (Agile, magical, reach 10 feet), Damage 3d10+12 slashing Melee Single Action tail +27 (Magical, reach 20 feet), Damage 3d12+12 bludgeoning Melee Single Action wing +27 (Agile, magical, reach 15 feet), Damage 3d8+12 slashing Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Pyre Breath whenever they score a critical hit with a Strike. Pyre Breath Two Actions (Fire, primal) The dragon breathes a blast of flame that deals 13d6 fire damage in a 50-foot cone (DC 34 basic Reflex save). Creatures that critically fail their save catch fire, taking 2d6 persistent fire damage. The area then fills with black smoke for 1 minute. This has the effects of mist, except it fills the cone's area. The dragon can't use Pyre Breath again for 1d4 rounds. Stoke the Flames Single Action (Fire, primal) The dragon intensifies nearby fires. Every foe within 60 feet that is taking persistent fire damage takes 4d6 fire damage. ","element":["Fire"],"skill_mod":{"diplomacy":25,"nature":26,"stealth":23,"athletics":29,"intimidation":27,"acrobatics":23},"summary":"Among the largest and fiercest dragons, cinder dragons are typically volatile, demanding respect—even deference—from lesser creatures. Cinder …","image":["/Images/Monsters/Adult_Cinder_Dragon.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Tradition"],"ac":35,"level":14,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet, smoke vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4346","intelligence":3,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":27,"size":["Huge"],"name":"Adult Cinder Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25,28,31,35,36],"slug":"creature-4346"},{"legacy_name":["Ancient Red Dragon"],"attack_bonus":[34,34,34,36,36],"constitution":8,"primary_source_category":"Rulebooks","strength":10,"hp":425,"language":["Common","Draconic","Pyric"],"immunity":["fire","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Cinder","will_save":32,"charisma":7,"speed":{"fly":180,"max":180,"land":60},"perception":35,"wisdom":6,"weakness":{"cold":20},"creature_ability":["Smoke Vision","Dragon Heat","Frightful Presence","Boiling Blood","Reactive Strike","All Becomes Flame","Draconic Frenzy","Draconic Momentum","Pyre Breath","Stoke the Flames"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature","Stealth"],"legacy_id":["creature-138"],"trait":["Dragon","Fire","Primal","Uncommon","Gargantuan"],"id":"creature-4347","text":" Ancient Cinder Dragon Among the largest and fiercest dragons, cinder dragons are typically volatile, demanding respect—even deference—from lesser creatures. Cinder dragons' appearance evokes their flame, often in scales with mixed patterns of red, orange, and yellow. Many cinder dragons dwell in active volcanoes and similarly fiery locales. Cinder dragons prefer treasures that can withstand the heat of their bodies and lairs, with gemstones, gold, and silver common among their hoards. Recall Knowledge - Dragon (Arcana): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ancient Cinder Dragon Source Monster Core 2 pg. 119 Perception +35; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Pyric Skills Acrobatics +30, Athletics +38, Diplomacy +35, Intimidation +37, Nature +36, Stealth +37 Str +10 Dex +4 Con +8 Int +5 Wis +6 Cha +7 Smoke Vision Smoke doesn't impair a cinder dragon's vision; they ignore the concealed condition from smoke. --- AC 42 Fort +34 Ref +30 Will +32 +2 status to all saves vs. primal HP 425 Immunities fire, paralyzed, sleep Weaknesses cold 20 Dragon Heat (aura, fire, primal) 5 feet, 4d6 fire damage (DC 37 basic Reflex save) Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 37 Boiling Blood Reaction (fire) Trigger The dragon is critically hit with a melee attack; Effect The dragon's superheated blood spills onto the attacker. The target takes 10d6 fire damage (DC 41 basic Reflex save). Reactive Strike Reaction Jaws only --- Speed 60 feet, fly 180 feet Melee Single Action jaws +36 (Fire, magical, reach 20 feet), Damage 4d12+12 piercing plus 1d8 persistent fire Melee Single Action horn +34 (Magical, reach 20 feet), Damage 3d12+16 piercing Melee Single Action claw +36 (Agile, magical, reach 15 feet), Damage 4d10+12 slashing Melee Single Action tail +34 (Magical, reach 25 feet), Damage 4d8+12 bludgeoning Melee Single Action wing +34 (Agile, magical, reach 20 feet), Damage 4d8+12 slashing All Becomes Flame Single Action (Curse, fire, primal) The dragon curses a creature within 60 feet to have its magic replaced with primordial flames. The creature must attempt a DC 39 Will save. Regardless of the result, the target becomes temporarily immune for 1 day. Critical Success The creature is unaffected. Success The creature is cursed for 1 round. While cursed, any damage the cursed creature would deal by any means becomes fire damage, regardless of the original damage type. The cursed creature can temporarily suppress the curse for 1 round as an action. Failure As success, but the curse's duration is 1 hour. Critical Failure As success, but the curse's duration is 1 day. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one wing Strike in any order. Draconic Momentum The dragon recharges their Pyre Breath whenever they score a critical hit with a Strike. Pyre Breath Two Actions (Fire, primal) The dragon breathes a blast of flame that deals 18d6 fire damage in a 60-foot cone (DC 41 basic Reflex save). Creatures that critically fail their save catch fire, taking 2d6 persistent fire damage. The area then fills with black smoke for 1 minute. This has the effects of mist, except it fills the cone's area. The dragon can't use Pyre Breath again for 1d4 rounds. Stoke the Flames Single Action (Fire, primal) The dragon intensifies nearby fires. Every foe within 60 feet that is taking persistent fire damage takes 5d6 fire damage. ","element":["Fire"],"skill_mod":{"diplomacy":35,"nature":36,"stealth":37,"athletics":38,"intimidation":37,"acrobatics":30},"summary":"Among the largest and fiercest dragons, cinder dragons are typically volatile, demanding respect—even deference—from lesser creatures. Cinder …","primary_source":"Monster Core 2","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Tradition","Rarity"],"ac":42,"level":19,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet, smoke vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4347","intelligence":5,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":34,"size":["Gargantuan"],"name":"Ancient Cinder Dragon","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[30,30,34,35,42],"slug":"creature-4347"},{"attack_bonus":[18,20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Common","Draconic","Thalassic"],"immunity":["dazzled","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Coral","will_save":15,"charisma":6,"speed":{"fly":40,"max":80,"land":30,"swim":80},"perception":16,"wisdom":2,"weakness":{},"creature_ability":["Reef Bond","Biomineralize","Draconic Frenzy","Draconic Momentum","Hydraulic Breath","Reef Meld"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature","Society","Stealth","Survival"],"trait":["Amphibious","Dragon","Primal","Large"],"id":"creature-4348","text":" Young Coral Dragon Coral dragons are the primal guardians of the vast living coral reefs found in oceans across Golarion. Even by draconic standards, coral dragons stand out for their arrogance and vanity, boasting inordinate pride in the vibrant hues of their own coral-encrusted scales and the dazzling splendor of the reefs they protect. Coral dragons like to decorate their reefs, which they view as lairs, with objects of beauty, dotted with the occasional bit of valuables like coins. Those who seek the favor of a coral dragon often find the creature easily swayed by flattery, particularly when paired with shiny or brightly colored gifts that complement the scintillating beauty of the dragon and their underwater domain. Recall Knowledge - Dragon (Arcana): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Young Coral Dragon Source Monster Core 2 pg. 120 Perception +16; darkvision, wavesense (imprecise) 60 feet Languages Common, Draconic, Thalassic Skills Acrobatics +14, Athletics +16, Diplomacy +18, Intimidation +18, Nature +16, Society +14, Stealth +16, Survival +16 Str +6 Dex +2 Con +4 Int +2 Wis +2 Cha +6 --- AC 26 Fort +18 Ref +14 Will +15 +2 status to all saves vs. primal HP 135 Immunities dazzled, paralyzed, sleep Reef Bond Every coral dragon is mystically bound to a single living coral reef. If the dragon moves more than 3 miles from their reef, they become sickened 1 and unable to recover, with the sickened value increasing by 1 every 6 hours unless they succeed at a DC 28 Fortitude save. After 24 hours, the dragon becomes drained 1; its drained value increases by 1 every 24 hours. If the dragon's reef suffers significant damage, they immediately become aware of the location where the reef was harmed but not the source or nature of the damage. Should the reef ever be completely destroyed, the dragon is immediately slain. Biomineralize Reaction Trigger The dragon is critically hit by a melee weapon without reach or an unarmed attack that deals slashing or piercing damage; Effect A gout of blood spurts from the dragon's wound and instantaneously calcifies into a jagged branch of sharpened coral. The coral branch impales the triggering creature, dealing 5d6 piercing damage (DC 26 basic Reflex save). The triggering creature also takes 1d4 persistent bleed damage on a critical failure. Regardless of the outcome, the coral then crumbles to dust. --- Speed 30 feet, fly 40 feet, swim 80 feet Melee Single Action jaws +20 (Magical, reach 10 feet), Damage 2d10+10 piercing plus Grab Melee Single Action claw +20 (Agile, magical), Damage 2d6+10 slashing Melee Single Action tail +18 (Magical, reach 15 feet), Damage 2d8+10 bludgeoning plus Knockdown Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hydraulic Breath whenever they score a critical hit with a Strike. Hydraulic Breath Two Actions (Primal, water) The dragon exhales a pressurized jet of water that deals 9d6 bludgeoning damage in an 80-foot line (DC 26 basic Reflex save). Creatures that critically fail their Reflex save against the Hydraulic Breath are pushed back 10 feet and knocked prone. The dragon can't use Hydraulic Breath again for 1d4 rounds. Reef Meld Three Actions (Extradimensional, primal) Frequency once per day; Requirements The coral dragon is in physical contact with their bound reef; Effect The dragon physically merges with the reef and vanishes, along with up to two willing creatures, into an extradimensional space where it can neither affect nor be affected by the outside world. The effect lasts indefinitely or until the dragon Dismisses it. Once merged, the dragon can spend 1 minute traveling to and emerging from any point on its reef up to 1 mile away. ","skill_mod":{"society":14,"diplomacy":18,"nature":16,"survival":16,"stealth":16,"athletics":16,"intimidation":18,"acrobatics":14},"summary":"Coral dragons are the primal guardians of the vast living coral reefs found in oceans across Golarion. Even by draconic standards, coral dragons …","primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Tradition"],"ac":26,"level":8,"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4348","intelligence":2,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Young Coral Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,19,21],"slug":"creature-4348"},{"attack_bonus":[24,26,26],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Common","Draconic","Thalassic"],"immunity":["dazzled","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Coral","will_save":21,"charisma":7,"speed":{"fly":50,"max":100,"land":30,"swim":100},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Kaleidoscopic Display","Reef Bond","Biomineralize","Draconic Frenzy","Draconic Momentum","Hydraulic Breath","Reef Meld"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature","Society","Stealth","Survival"],"trait":["Amphibious","Dragon","Primal","Huge"],"id":"creature-4349","text":" Adult Coral Dragon Coral dragons are the primal guardians of the vast living coral reefs found in oceans across Golarion. Even by draconic standards, coral dragons stand out for their arrogance and vanity, boasting inordinate pride in the vibrant hues of their own coral-encrusted scales and the dazzling splendor of the reefs they protect. Coral dragons like to decorate their reefs, which they view as lairs, with objects of beauty, dotted with the occasional bit of valuables like coins. Those who seek the favor of a coral dragon often find the creature easily swayed by flattery, particularly when paired with shiny or brightly colored gifts that complement the scintillating beauty of the dragon and their underwater domain. Recall Knowledge - Dragon (Arcana): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Adult Coral Dragon Source Monster Core 2 pg. 121 Perception +22; darkvision, wavesense (imprecise) 60 feet Languages Common, Draconic, Thalassic Skills Acrobatics +20, Athletics +22, Diplomacy +26, Intimidation +26, Nature +21, Society +18, Stealth +22, Survival +23 Str +7 Dex +2 Con +5 Int +3 Wis +5 Cha +7 --- AC 32 Fort +25 Ref +20 Will +21 +2 status to all saves vs. primal HP 215 Immunities dazzled, paralyzed, sleep Kaleidoscopic Display (aura, visual) 90 feet. The coral formations covering the dragon's body glow and shimmer with vivid colors, overwhelming the senses and forcing any creature entering or beginning their turn in the aura to attempt a DC 30 Fortitude save. Regardless of the outcome, the creature is temporarily immune to the dragon's kaleidoscopic display for 1 minute. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round. Critical Failure The creature is blinded for 1 round and dazzled for 1 minute. Reef Bond Every coral dragon is mystically bound to a single living coral reef. If the dragon moves more than 3 miles from their reef, they become sickened 1 and unable to recover, with the sickened value increasing by 1 every 6 hours unless they succeed at a DC 34 Fortitude save. After 24 hours, the dragon becomes drained 1; its drained value increases by 1 every 24 hours. If the dragon's reef suffers significant damage, they immediately become aware of the location where the reef was harmed but not the source or nature of the damage. Should the reef ever be completely destroyed, the dragon is immediately slain. Biomineralize Reaction Trigger The dragon is critically hit by a melee weapon without reach or an unarmed attack that deals slashing or piercing damage; Effect A gout of blood spurts from the dragon's wound and instantaneously calcifies into a jagged branch of sharpened coral. The coral branch impales the triggering creature, dealing 7d6 piercing damage (DC 32 basic Reflex save). The triggering creature also takes 1d4 persistent bleed damage on a critical failure. Regardless of the outcome, the coral then crumbles to dust. --- Speed 30 feet, fly 50 feet, swim 100 Melee Single Action jaws +26 (Magical, reach 15 feet), Damage 3d10+13 piercing plus Grab Melee Single Action claw +26 (Agile, magical, reach 10 feet), Damage 3d6+13 slashing Melee Single Action tail +24 (Magical, reach 20 feet), Damage 3d8+13 bludgeoning plus Knockdown Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hydraulic Breath whenever they score a critical hit with a Strike. Hydraulic Breath Two Actions (Primal, water) The dragon exhales a pressurized jet of water that deals 13d6 bludgeoning damage in an 100-foot line (DC 32 basic Reflex save). Creatures that critically fail their Reflex save against the Hydraulic Breath are pushed back 10 feet and knocked prone. The dragon can't use Hydraulic Breath again for 1d4 rounds. Reef Meld Three Actions (Extradimensional, primal) Frequency once per day; Requirements The coral dragon is in physical contact with their bound reef; Effect The dragon physically merges with the reef and vanishes, along with up to four willing creatures, into an extradimensional space where it can neither affect nor be affected by the outside world. The effect lasts indefinitely or until the dragon Dismisses it. Once merged, the dragon can spend 1 minute traveling to and emerging from any point on its reef up to 5 mile away. ","skill_mod":{"society":18,"diplomacy":26,"nature":21,"survival":23,"stealth":22,"athletics":22,"intimidation":26,"acrobatics":20},"summary":"Coral dragons are the primal guardians of the vast living coral reefs found in oceans across Golarion. Even by draconic standards, coral dragons …","image":["/Images/Monsters/Adult_Coral_Dragon.webp"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Tradition"],"ac":32,"level":12,"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4349","intelligence":3,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":25,"size":["Huge"],"name":"Adult Coral Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23,26,29],"slug":"creature-4349"},{"attack_bonus":[32,34,34],"constitution":6,"primary_source_category":"Rulebooks","strength":9,"hp":315,"language":["Common","Draconic","Thalassic"],"immunity":["dazzled","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Coral","will_save":28,"charisma":6,"speed":{"fly":60,"max":120,"land":50,"swim":120},"perception":32,"wisdom":5,"weakness":{},"creature_ability":["Kaleidoscopic Display","Reef Bond","Biomineralize","Draconic Frenzy","Draconic Momentum","Hydraulic Breath","Reef Armor","Reef Meld"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Nature","Society","Stealth","Survival"],"trait":["Amphibious","Dragon","Primal","Uncommon","Gargantuan"],"id":"creature-4350","text":" Ancient Coral Dragon Coral dragons are the primal guardians of the vast living coral reefs found in oceans across Golarion. Even by draconic standards, coral dragons stand out for their arrogance and vanity, boasting inordinate pride in the vibrant hues of their own coral-encrusted scales and the dazzling splendor of the reefs they protect. Coral dragons like to decorate their reefs, which they view as lairs, with objects of beauty, dotted with the occasional bit of valuables like coins. Those who seek the favor of a coral dragon often find the creature easily swayed by flattery, particularly when paired with shiny or brightly colored gifts that complement the scintillating beauty of the dragon and their underwater domain. Recall Knowledge - Dragon (Arcana): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ancient Coral Dragon Source Monster Core 2 pg. 121 Perception +32; darkvision, wavesense (imprecise) 60 feet (page 363) Languages Common, Draconic, Thalassic Skills Acrobatics +28, Athletics +30, Diplomacy +34, Intimidation +34, Nature +30, Society +26, Stealth +30, Survival +31 Str +9 Dex +5 Con +6 Int +5 Wis +5 Cha +6 --- AC 39 Fort +32 Ref +27 Will +28 +2 status to all saves vs. primal HP 315 Immunities dazzled, paralyzed, sleep Kaleidoscopic Display (aura, visual) 90 feet. The coral formations covering the dragon's body glow and shimmer with vivid colors, overwhelming the senses and forcing any creature entering or beginning their turn in the aura to attempt a DC 36 Fortitude save. Regardless of the outcome, the creature is temporarily immune to the dragon's kaleidoscopic display for 1 minute. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is blinded for 1 round. Critical Failure The creature is blinded for 1 round and dazzled for 1 minute. Reef Bond Every coral dragon is mystically bound to a single living coral reef. If the dragon moves more than 3 miles from their reef, they become sickened 1 and unable to recover, with the sickened value increasing by 1 every 6 hours unless they succeed at a DC 40 Fortitude save. After 24 hours, the dragon becomes drained 1; its drained value increases by 1 every 24 hours. If the dragon's reef suffers significant damage, they immediately become aware of the location where the reef was harmed but not the source or nature of the damage. Should the reef ever be completely destroyed, the dragon is immediately slain. Biomineralize Reaction Trigger The dragon is critically hit by a melee weapon without reach or an unarmed attack that deals slashing or piercing damage; Effect A gout of blood spurts from the dragon's wound and instantaneously calcifies into a jagged branch of sharpened coral. The coral branch impales the triggering creature, dealing 8d6 piercing damage (DC 38 basic Reflex save). The triggering creature also takes 1d4 persistent bleed damage on a critical failure. Regardless of the outcome, the coral then crumbles to dust. --- Speed 50 feet, fly 60 feet, swim 120 feet Melee Single Action jaws +34 (Magical, reach 20 feet), Damage 3d12+17 piercing plus Improved Grab Melee Single Action claw +34 (Agile, magical, reach 15 feet), Damage 3d8+17 slashing Melee Single Action tail +32 (Magical, reach 25 feet), Damage 3d10+17 bludgeoning plus Improved Knockdown Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Hydraulic Breath whenever they score a critical hit with a Strike. Hydraulic Breath Two Actions (Primal, water) The dragon exhales a pressurized jet of water that deals 18d6 bludgeoning damage in an 120-foot line (DC 38 basic Reflex save). Creatures that critically fail their Reflex save against the Hydraulic Breath are pushed back 10 feet and knocked prone. The dragon can't use Hydraulic Breath again for 1d4 rounds. Reef Armor Two Actions (Primal) Frequency once per day; Effect The dragon encases themself in an shell of protective coral, gaining 50 temporary Hit Points and resistance 10 to piercing and slashing damage until the temporary Hit Points are depleted. The effect lasts for 1 minute, until destroyed, or until the dragon Dismisses the effect. Reef Meld Three Actions (Extradimensional, primal) Frequency once per day; Requirements The coral dragon is in physical contact with their bound reef; Effect The dragon physically merges with the reef and vanishes, along with up to eight willing creatures, into an extradimensional space where it can neither affect nor be affected by the outside world. The effect lasts indefinitely or until the dragon Dismisses it. Once merged, the dragon can spend 1 minute traveling to and emerging from any point on its reef up to 10 mile away. ","skill_mod":{"society":26,"diplomacy":34,"nature":30,"survival":31,"stealth":30,"athletics":30,"intimidation":34,"acrobatics":28},"summary":"Coral dragons are the primal guardians of the vast living coral reefs found in oceans across Golarion. Even by draconic standards, coral dragons …","primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Tradition","Rarity"],"ac":39,"level":17,"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 60 feet (page 363)","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4350","intelligence":5,"reflex_save":27,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Ancient Coral Dragon","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[30,33,36],"slug":"creature-4350"},{"attack_bonus":[17,19,19],"constitution":2,"primary_source_category":"Rulebooks","strength":6,"hp":140,"language":["Common","Draconic","<%UMR%79%%>telepathy<%END> 60 feet<%SPELLS%1728%%>truespeech<%END>"],"immunity":["fear","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Despair","will_save":20,"charisma":5,"speed":{"fly":120,"max":120,"land":40},"perception":20,"wisdom":4,"weakness":{},"creature_ability":["Fearsense","Frightful Presence","Consume Fear","Unbidden Thoughts","Draconic Frenzy","Draconic Momentum","Shrieking Breath"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth"],"trait":["Dragon","Occult","Large"],"id":"creature-4351","text":" Young Despair Dragon Fear is one of the most powerful emotions, and despair dragons are masters of channeling those feelings of terror and hopelessness for their own benefit. As with other occult dragons, despair dragons are driven by an innate compulsion, in their case, the desire to strike terror in others. Despair dragons tend to settle near settlements, so they have a source of fear to draw from. The most common items in despair dragon hoards are scrolls, tomes, and relics that serve as research material. Through these, despair dragons learn of local folklore, urban legends, and more to better haunt their targets. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Young Despair Dragon Source Monster Core 2 pg. 122 Perception +20; darkvision, fearsense (imprecise) 60 feet, scent (imprecise) 30 feet Languages Common, Draconic; telepathy 60 feet truespeech Skills Acrobatics +16, Athletics +19, Deception +18, Diplomacy +18, Intimidation +20, Occultism +16, Society +16, Stealth +18 Str +6 Dex +3 Con +2 Int +3 Wis +4 Cha +5 Fearsense (emotion, mental, occult) The dragon senses all creatures with the frightened condition at the listed range. --- AC 27 Fort +16 Ref +18 Will +20 +2 status to all saves vs. occult HP 140 Immunities fear, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 28 Consume Fear Reaction (occult) Trigger A creature within 60 feet loses the frightened condition; Effect The dragon feasts upon the fear that leaves the triggering creature's body, gaining 4d8 temporary Hit Points that last for 1 minute. Unbidden Thoughts Reaction (emotion, fear, mental, occult) Trigger The dragon is critically hit with a weapon or unarmed attack; Effect The attacker's mind fills with visions of their worst fears that overwhelm their senses, and they must choose one of the following results: either the triggering attack becomes a normal success, or the critical hit is unaffected but the triggering creature becomes frightened 2. --- Speed 40 feet, fly 120 feet Melee Single Action jaws +19 (Magical, reach 10 feet), Damage 2d10+12 piercing Melee Single Action claws +19 (Agile, magical, reach 5 feet), Damage 2d8+12 slashing Melee Single Action tail +17 (Magical, reach 15 feet), Damage 2d6+10 bludgeoning Occult Innate Spells DC 28 - 4th Fear (at will) - Constant (5th) Truespeech Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Shrieking Breath whenever they score a critical hit with a Strike. Shrieking Breath Two Actions (Mental, occult, sonic) The dragon lets out a cacophonous sound made of every scream the dragon has drawn from a terrified enemy, dealing 8d6 sonic damage in a 30-foot cone (DC 28 basic Will save). Creatures who fail their Will save must spend the first action of their next turn doing nothing but screaming. The dragon can't use Shrieking Breath again for 1d4 rounds. ","tradition":["Occult"],"skill_mod":{"society":16,"diplomacy":18,"deception":18,"stealth":18,"athletics":19,"intimidation":20,"occultism":16,"acrobatics":16},"summary":"Fear is one of the most powerful emotions, and despair dragons are masters of channeling those feelings of terror and hopelessness for their own …","primary_source":"Monster Core 2","spell":["Fear","Truespeech"],"trait_group":["Creature Type","Tradition","Monster"],"ac":27,"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision , fearsense (imprecise) 60 feet, scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4351","intelligence":3,"reflex_save":18,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Young Despair Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,21,23],"slug":"creature-4351"},{"attack_bonus":[23,25,25],"constitution":3,"primary_source_category":"Rulebooks","strength":8,"hp":220,"language":["Common","Draconic","<%UMR%79%%>telepathy<%END> 60 feet<%SPELLS%1728%%>truespeech<%END>"],"immunity":["fear","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Despair","will_save":25,"charisma":7,"speed":{"fly":150,"max":150,"land":50},"perception":25,"wisdom":3,"weakness":{},"creature_ability":["Fearsense","Frightful Presence","Consume Fear","Unbidden Thoughts","Draconic Frenzy","Draconic Momentum","Shrieking Breath","Tongue Decoy"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth"],"trait":["Dragon","Occult","Huge"],"id":"creature-4352","text":" Adult Despair Dragon Fear is one of the most powerful emotions, and despair dragons are masters of channeling those feelings of terror and hopelessness for their own benefit. As with other occult dragons, despair dragons are driven by an innate compulsion, in their case, the desire to strike terror in others. Despair dragons tend to settle near settlements, so they have a source of fear to draw from. The most common items in despair dragon hoards are scrolls, tomes, and relics that serve as research material. Through these, despair dragons learn of local folklore, urban legends, and more to better haunt their targets. Recall Knowledge - Dragon (Arcana): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Adult Despair Dragon Source Monster Core 2 pg. 123 Perception +25; darkvision, fearsense (imprecise) 60 feet, scent (imprecise) 60 feet Languages Common, Draconic; telepathy 60 feet truespeech Skills Acrobatics +23, Athletics +27, Deception +26, Diplomacy +26, Intimidation +28, Occultism +23, Society +23, Stealth +25 Str +8 Dex +4 Con +3 Int +4 Wis +3 Cha +7 Fearsense (emotion, mental, occult) The dragon senses all creatures with the frightened condition at the listed range. --- AC 33 Fort +21 Ref +23 Will +25 +2 status to all saves vs. occult HP 220 Immunities fear, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 33 Consume Fear Reaction (occult) Trigger A creature within 60 feet loses the frightened condition; Effect The dragon feasts upon the fear that leaves the triggering creature's body, gaining 5d8 temporary Hit Points that last for 1 minute. Unbidden Thoughts Reaction (emotion, fear, mental, occult) Trigger The dragon is critically hit with a weapon or unarmed attack; Effect The attacker's mind fills with visions of their worst fears that overwhelm their senses, and they must choose one of the following results: either the triggering attack becomes a normal success, or the critical hit is unaffected but the triggering creature becomes frightened 2. --- Speed 50 feet, fly 150 feet Melee Single Action jaws +25 (Magical, reach 15 feet), Damage 3d10+16 piercing Melee Single Action claws +25 (Agile, magical, reach 10 feet), Damage 3d8+16 slashing Melee Single Action tail +23 (Magical, reach 20 feet), Damage 3d6+14 bludgeoning Occult Innate Spells DC 33 - 6th Fear (at will) - Constant (5th) Truespeech Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Shrieking Breath whenever they score a critical hit with a Strike. Shrieking Breath Two Actions (Mental, occult, sonic) The dragon lets out a cacophonous sound made of every scream the dragon has drawn from a terrified enemy, dealing 12d6 sonic damage in a 40-foot cone (DC 33 basic Will save). Creatures who fail their Will save must spend the first action of their next turn doing nothing but screaming. The dragon can't use Shrieking Breath again for 1d4 rounds. Tongue Decoy (Manipulate, occult) The despair dragon inflates several bladders at the end of its tongue to create the basic form of a creature. This process takes 1 minute to complete, during which the dragon is off-guard. If the dragon stops or is interrupted in this process, the bladders deflate, and the dragon must start over. Once the process is complete, the dragon can maintain the inflated bladders indefinitely, and can Dismiss to deflate the bladders and retract its tongue instantly. The inflated tongue takes the basic form of an animal or humanoid and can be inflated to be either Small or Medium. The form resembles the general silhouette of a creature, though closer inspection and success at a DC 30 Perception check can determine the true nature of the tongue. While inflated, the dragon can send its voice through the decoy, though keeping its tongue inflated makes it difficult to speak, causing the dragon to take a –4 circumstance penalty to any checks related to speaking, such as Deception checks to Lie. The dragon's tongue can extend up to 90 feet from the dragon's body and it can fully extend its tongue as part of the process to inflate the bladders. The dragon can move the inflated part of its tongue up to 15 feet at a time with an action, which has the concentrate, manipulate, and move traits. While extended, the inflated end of the tongue occupies space as a creature of the appropriate size, but the rest of the tongue doesn't impede or block movement in any way. The dragon's scent functions through cilia at the end of the tongue, but otherwise the dragon has no means of knowing what's near its tongue. Attacking the tongue is the same as attacking the dragon, except that the tongue is always off-guard. If the tongue takes any damage, it immediately deflates and remains out. The dragon remains off-guard as long as its tongue is out, but the dragon can retract its tongue with two consecutive Interact actions. If the tongue takes damage, the dragon can't use its tongue decoy again for 1 day. ","tradition":["Occult"],"skill_mod":{"society":23,"diplomacy":26,"deception":26,"stealth":25,"athletics":27,"intimidation":28,"occultism":23,"acrobatics":23},"summary":"Fear is one of the most powerful emotions, and despair dragons are masters of channeling those feelings of terror and hopelessness for their own …","image":["/Images/Monsters/Adult_Despair_Dragon.webp"],"primary_source":"Monster Core 2","spell":["Fear","Truespeech"],"trait_group":["Creature Type","Tradition","Monster"],"ac":33,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision , fearsense (imprecise) 60 feet, scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4352","intelligence":4,"reflex_save":23,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Adult Despair Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[24,29,32],"slug":"creature-4352"},{"attack_bonus":[31,33,33],"constitution":4,"primary_source_category":"Rulebooks","strength":9,"hp":325,"language":["Common","Draconic","<%UMR%79%%>telepathy<%END> 90 feet, <%SPELLS%1728%%>truespeech<%END>"],"immunity":["fear","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Despair","will_save":32,"charisma":8,"speed":{"fly":180,"max":180,"land":60},"perception":31,"wisdom":5,"weakness":{},"creature_ability":["Fearsense","Frightful Presence","Consume Fear","Unbidden Thoughts","Draconic Frenzy","Draconic Momentum","Look Behind You","Shrieking Breath","Tongue Decoy"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth"],"trait":["Dragon","Occult","Uncommon","Gargantuan"],"id":"creature-4353","text":" Ancient Despair Dragon Fear is one of the most powerful emotions, and despair dragons are masters of channeling those feelings of terror and hopelessness for their own benefit. As with other occult dragons, despair dragons are driven by an innate compulsion, in their case, the desire to strike terror in others. Despair dragons tend to settle near settlements, so they have a source of fear to draw from. The most common items in despair dragon hoards are scrolls, tomes, and relics that serve as research material. Through these, despair dragons learn of local folklore, urban legends, and more to better haunt their targets. Recall Knowledge - Dragon (Arcana): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ancient Despair Dragon Source Monster Core 2 pg. 124 Perception +31; darkvision, fearsense (precise) 60 feet, scent (imprecise) 60 feet Languages Common, Draconic; telepathy 90 feet, truespeech Skills Acrobatics +31, Athletics +33, Deception +32, Diplomacy +32, Intimidation +35, Occultism +29, Society +29, Stealth +33 Str +9 Dex +5 Con +4 Int +5 Wis +5 Cha +8 Fearsense (emotion, mental, occult) The dragon senses all creatures with the frightened condition at the listed range. --- AC 41 Fort +28 Ref +30 Will +32 +2 status to all saves vs. occult HP 325 Immunities fear, paralyzed, sleep Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 40 Consume Fear Reaction (occult) Trigger A creature within 60 feet loses the frightened condition; Effect The dragon feasts upon the fear that leaves the triggering creature's body, gaining 7d8 temporary Hit Points that last for 1 minute. Unbidden Thoughts Reaction (emotion, fear, mental, occult) Trigger The dragon is critically hit with a weapon or unarmed attack; Effect The attacker's mind fills with visions of their worst fears that overwhelm their senses, and they must choose one of the following results: either the triggering attack becomes a normal success, or the critical hit is unaffected but the triggering creature becomes frightened 2. --- Speed 60 feet, fly 180 feet Melee Single Action jaws +33 (Magical, reach 20 feet), Damage 3d12+20 piercing Melee Single Action claws +33 (Agile, magical, reach 15 feet), Damage 3d10+20 slashing Melee Single Action tail +31 (Magical, reach 25 feet), Damage 3d8+18 bludgeoning Occult Innate Spells DC 40 - 7th Fear (at will), Wave of Despair - Constant (5th) Truespeech Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Shrieking Breath whenever they score a critical hit with a Strike. Look Behind You Free Action (Occult, teleportation) Trigger The dragon successfully Hides from a creature within 90 feet; Effect The dragon teleports to a space directly behind the target creature. The dragon immediately becomes detected unless their chosen position has cover or another means to remain hidden. Shrieking Breath Two Actions (Mental, occult, sonic) The dragon lets out a cacophonous sound made of every scream the dragon has drawn from a terrified enemy, dealing 17d6 sonic damage in a 50-foot cone (DC 40 basic Will save). Creatures who fail their Will save must spend the first action of their next turn doing nothing but screaming. The dragon can't use Shrieking Breath again for 1d4 rounds. Tongue Decoy (Manipulate, occult) The despair dragon inflates several bladders at the end of its tongue to create the basic form of a creature. This process takes 1 minute to complete, during which the dragon is off-guard. If the dragon stops or is interrupted in this process, the bladders deflate, and the dragon must start over. Once the process is complete, the dragon can maintain the inflated bladders indefinitely, and can Dismiss to deflate the bladders and retract its tongue instantly. The inflated tongue takes the basic form of an animal or humanoid and can be inflated to be either Small or Medium. The form resembles the general silhouette of a creature, though closer inspection and success at a DC 35 Perception check can determine the true nature of the tongue. While inflated, the dragon can send its voice through the decoy, though keeping its tongue inflated makes it difficult to speak, causing the dragon to take a –4 circumstance penalty to any checks related to speaking, such as Deception checks to Lie. The dragon's tongue can extend up to 90 feet from the dragon's body and it can fully extend its tongue as part of the process to inflate the bladders. The dragon can move the inflated part of its tongue up to 15 feet at a time with an action, which has the concentrate, manipulate, and move traits. While extended, the inflated end of the tongue occupies space as a creature of the appropriate size, but the rest of the tongue doesn't impede or block movement in any way. The dragon's scent functions through cilia at the end of the tongue, but otherwise the dragon has no means of knowing what's near its tongue. Attacking the tongue is the same as attacking the dragon, except that the tongue is always off-guard. If the tongue takes any damage, it immediately deflates and remains out. The dragon remains off-guard as long as its tongue is out, but the dragon can retract its tongue with two consecutive Interact actions. If the tongue takes damage, the dragon can't use its tongue decoy again for 1 day. ","tradition":["Occult"],"skill_mod":{"society":29,"diplomacy":32,"deception":32,"stealth":33,"athletics":33,"intimidation":35,"occultism":29,"acrobatics":31},"summary":"Fear is one of the most powerful emotions, and despair dragons are masters of channeling those feelings of terror and hopelessness for their own …","primary_source":"Monster Core 2","spell":["Fear","Wave of Despair","Truespeech"],"trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":41,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" darkvision , fearsense (precise) 60 feet, scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4353","intelligence":5,"reflex_save":30,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":28,"size":["Gargantuan"],"name":"Ancient Despair Dragon","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[31,36,39],"slug":"creature-4353"},{"attack_bonus":[18,20,20],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":120,"language":["Common","Draconic"],"immunity":["immobilized","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Phase","will_save":19,"charisma":4,"speed":{"fly":120,"max":120,"land":40},"perception":20,"wisdom":5,"weakness":{},"creature_ability":["Unerring Location","Shoo!","Dislocating Breath","Draconic Frenzy","Draconic Momentum","Phase Jump"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Lore","Nature","Occultism","Religion"],"trait":["Arcane","Dragon","Large"],"id":"creature-4354","text":" Young Phase Dragon No place can contain a phase dragon or even hold their interest for long; their innate arcane connection ties them to teleportation and repositioning magic. Explorers and scholars, phase dragons move about at will, discovering new locales and the arcane secrets of teleportation. They frequently establish multiple lairs in far-flung places they repeatedly visit. Beyond the typical wealth found in lairs, phase dragons tend to keep items of sentimental value from their travels, such as a particularly rare flower from the region or a piece by a local artist. Recall Knowledge - Dragon (Arcana): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Young Phase Dragon Source Monster Core 2 pg. 124 Perception +20; darkvision, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +19, Arcana +20, Athletics +17, Diplomacy +18, Lore +22, Nature +17, Occultism +18, Religion +17 Str +4 Dex +5 Con +3 Int +6 Wis +5 Cha +4 --- AC 27 Fort +15 Ref +20 Will +19 +2 status to all saves vs. arcane HP 120 Immunities immobilized, paralyzed, sleep Unerring Location The dragon automatically attempts to counteract any teleportation effect that targets them (counteract rank 5th, counteract modifier +20). The dragon can choose to be affected normally instead. Other creatures targeted by the same effect remain affected normally. Shoo! Reaction (arcane, teleportation) Trigger An enemy within 15 feet damages the dragon; Effect The dragon teleports the creature up to 15 feet away. The destination must be on the ground and in a space with no hazards. --- Speed 40 feet, fly 120 feet Melee Single Action jaws +20 (Magical, reach 10 feet), Damage 2d12+8 piercing Melee Single Action claw +20 (Agile, magical), Damage 2d8+8 slashing Melee Single Action tail +18 (Magical, reach 15 feet), Damage 2d10+8 bludgeoning Arcane Innate Spells DC 28 - Cantrips (5th) Detect Magic, Know the Way, Read Aura - 4th Flicker, Translocate (at will) - 5th Translocate Dislocating Breath Two Actions (Arcane, teleportation) The dragon exhales a swirl of energy that pulls creatures apart, dealing 8d6 force damage in a 30-foot cone (DC 28 basic Reflex save). The dragon can teleport any creature that fails its save, teleporting that creature up to 30 feet (or twice as far on a critical failure) in any direction. The destination must be on the ground and in a space with no hazards. The dragon can't use Dislocating Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Dislocating Breath or regain an expended teleportation spell. Phase Jump Single Action (Arcane, concentrate, teleportation) Frequency once per round; Effect The dragon teleports up to 60 feet. If they are airborne, they maintain their momentum, and do not fall at the end of their turn, even if they didn't use an action to Fly. ","tradition":["Arcane"],"skill_mod":{"diplomacy":18,"nature":17,"arcana":20,"athletics":17,"occultism":18,"acrobatics":19,"religion":17},"summary":"No place can contain a phase dragon or even hold their interest for long; their innate arcane connection ties them to teleportation and repositioning …","primary_source":"Monster Core 2","spell":["Translocate","Flicker","Detect Magic","Know the Way","Read Aura"],"trait_group":["Tradition","Monster","Creature Type"],"ac":27,"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4354","intelligence":6,"reflex_save":20,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Young Phase Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,19,21],"slug":"creature-4354"},{"attack_bonus":[24,26,26],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":180,"language":["Common","Draconic"],"immunity":["immobilized","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Phase","will_save":24,"charisma":5,"speed":{"fly":150,"max":150,"land":50},"perception":25,"wisdom":6,"weakness":{},"creature_ability":["Unerring Location","Shoo!","Dislocating Breath","Draconic Frenzy","Draconic Momentum","Phase Jump","Portal Strike"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Lore","Nature","Occultism","Religion"],"trait":["Arcane","Dragon","Huge"],"id":"creature-4355","text":" Adult Phase Dragon No place can contain a phase dragon or even hold their interest for long; their innate arcane connection ties them to teleportation and repositioning magic. Explorers and scholars, phase dragons move about at will, discovering new locales and the arcane secrets of teleportation. They frequently establish multiple lairs in far-flung places they repeatedly visit. Beyond the typical wealth found in lairs, phase dragons tend to keep items of sentimental value from their travels, such as a particularly rare flower from the region or a piece by a local artist. Recall Knowledge - Dragon (Arcana): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Adult Phase Dragon Source Monster Core 2 pg. 125 Perception +25; darkvision, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +26, Arcana +27, Athletics +24, Diplomacy +25, Lore +29, Nature +23, Occultism +25, Religion +23 Str +5 Dex +7 Con +3 Int +8 Wis +6 Cha +5 --- AC 33 Fort +20 Ref +25 Will +24 +2 status to all saves vs. arcane HP 180 Immunities immobilized, paralyzed, sleep Unerring Location The dragon automatically attempts to counteract any teleportation effect that targets them (counteract rank 7th, counteract modifier +25). The dragon can choose to be affected normally instead. Other creatures targeted by the same effect remain affected normally. Shoo! Reaction (arcane, teleportation) Trigger An enemy within 15 feet damages the dragon; Effect The dragon teleports the creature up to 25 feet away. The destination must be on the ground and in a space with no hazards. --- Speed 50 feet, fly 150 feet Melee Single Action jaws +26 (Magical, reach 15 feet), Damage 3d12+12 piercing Melee Single Action claw +26 (Agile, magical, reach 10 feet), Damage 3d8+12 slashing Melee Single Action tail +24 (Magical, reach 10 feet), Damage 3d10+12 bludgeoning Arcane Innate Spells DC 33 - Cantrips (7th) Detect Magic, Read Aura - 4th Flicker, Planar Tether, Translocate (at will) - 5th Translocate - 6th Teleport - Constant (7th) Know the Way Dislocating Breath Two Actions (Arcane, teleportation) The dragon exhales a swirl of energy that pulls creatures apart, dealing 12d6 force damage in a 40-foot cone (DC 33 basic Reflex save). The dragon can teleport any creature that fails its save, teleporting that creature up to 40 feet (or twice as far on a critical failure) in any direction. The destination must be on the ground and in a space with no hazards. The dragon can't use Dislocating Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Dislocating Breath or regain an expended teleportation spell. Phase Jump Single Action (Arcane, concentrate, teleportation) Frequency once per round; Effect The dragon teleports up to 75 feet. If they are airborne, they maintain their momentum, and do not fall at the end of their turn, even if they didn't use an action to Fly. Portal Strike Two Actions (Arcane, concentrate, manipulate, teleportation) The dragon momentarily opens a small portal and makes a claw Strike against a creature within 75 feet. The target is off-guard to the Strike. ","tradition":["Arcane"],"skill_mod":{"diplomacy":25,"nature":23,"arcana":27,"athletics":24,"occultism":25,"acrobatics":26,"religion":23},"summary":"No place can contain a phase dragon or even hold their interest for long; their innate arcane connection ties them to teleportation and repositioning …","image":["/Images/Monsters/Adult_Phase_Dragon.webp"],"primary_source":"Monster Core 2","spell":["Teleport","Translocate","Flicker","Planar Tether","Detect Magic","Read Aura","Know the Way"],"trait_group":["Tradition","Monster","Creature Type"],"ac":33,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4355","intelligence":8,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":20,"size":["Huge"],"name":"Adult Phase Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25,28,31],"slug":"creature-4355"},{"attack_bonus":[32,34,34],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":250,"language":["Common","Draconic"],"immunity":["immobilized","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Phase","will_save":31,"charisma":6,"speed":{"fly":180,"max":180,"land":60},"perception":32,"wisdom":7,"weakness":{},"creature_ability":["Unerring Location","Shoo!","Blinking Barrage","Dislocating Breath","Draconic Frenzy","Draconic Momentum","Phase Jump","Portal Strike"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Lore","Nature","Occultism","Religion"],"trait":["Arcane","Dragon","Uncommon","Gargantuan"],"id":"creature-4356","text":" Ancient Phase Dragon No place can contain a phase dragon or even hold their interest for long; their innate arcane connection ties them to teleportation and repositioning magic. Explorers and scholars, phase dragons move about at will, discovering new locales and the arcane secrets of teleportation. They frequently establish multiple lairs in far-flung places they repeatedly visit. Beyond the typical wealth found in lairs, phase dragons tend to keep items of sentimental value from their travels, such as a particularly rare flower from the region or a piece by a local artist. Recall Knowledge - Dragon (Arcana): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Ancient Phase Dragon Source Monster Core 2 pg. 126 Perception +32; darkvision, scent (imprecise) 60 feet Languages Common, Draconic Skills Acrobatics +34, Arcana +35, Athletics +32, Diplomacy +33, Lore +37, Nature +31, Occultism +33, Religion +31 Str +6 Dex +8 Con +4 Int +9 Wis +7 Cha +6 --- AC 41 Fort +27 Ref +32 Will +31 +2 status to all saves vs. arcane HP 250 Immunities immobilized, paralyzed, sleep Unerring Location The dragon automatically attempts to counteract any teleportation effect that targets them (counteract rank 9th, counteract modifier +32). The dragon can choose to be affected normally instead. Other creatures targeted by the same effect remain affected normally. Shoo! Reaction (arcane, teleportation) Trigger An enemy within 15 feet damages the dragon; Effect The dragon teleports the creature up to 35 feet away. The destination must be on the ground and in a space with no hazards. --- Speed 60 feet, fly 180 feet Melee Single Action jaws +34 (Magical, reach 15 feet), Damage 3d12+16 piercing Melee Single Action claw +34 (Agile, magical, reach 10 feet), Damage 3d8+16 slashing Melee Single Action tail +32 (Magical, reach 20 feet), Damage 3d10+16 bludgeoning Arcane Innate Spells DC 40 - Cantrips (9th) Detect Magic, Read Aura - 4th Flicker, Planar Tether, Translocate (at will) - 5th Translocate - 6th Teleport - 7th Interplanar Teleport, Planar Seal - 8th Quandary - Constant (7th) Know the Way Blinking Barrage Three Actions (Arcane, concentrate, teleportation) The dragon channels all their teleportation prowess into a remarkable series of blows. The dragon teleports up to 60 feet to a space adjacent to a creature and makes a claw Strike against that creature. The dragon can do this up to four times, teleporting to a different creature each time. Each attack counts toward their multiple attack penalty, but the penalty does not increase until all attacks have been made. The dragon cannot take actions with the teleportation trait again until the end of their next turn. Dislocating Breath Two Actions (Arcane, teleportation) The dragon exhales a swirl of energy that pulls creatures apart, dealing 17d6 force damage in a 50-foot cone (DC 40 basic Reflex save). The dragon can teleport any creature that fails its save, teleporting that creature up to 50 feet (or twice as far on a critical failure) in any direction. The destination must be on the ground and in a space with no hazards. The dragon can't use Dislocating Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Dislocating Breath or regain an expended teleportation spell. Phase Jump Single Action (Arcane, concentrate, teleportation) Frequency once per round; Effect The dragon teleports up to 90 feet. If they are airborne, they maintain their momentum, and do not fall at the end of their turn, even if they didn't use an action to Fly. Portal Strike Two Actions (Arcane, concentrate, manipulate, teleportation) The dragon momentarily opens a small portal and makes a claw Strike against a creature within 90 feet. The target is off-guard to the Strike. ","tradition":["Arcane"],"skill_mod":{"diplomacy":33,"nature":31,"arcana":35,"athletics":32,"occultism":33,"acrobatics":34,"religion":31},"summary":"No place can contain a phase dragon or even hold their interest for long; their innate arcane connection ties them to teleportation and repositioning …","primary_source":"Monster Core 2","spell":["Quandary","Interplanar Teleport","Planar Seal","Teleport","Translocate","Flicker","Planar Tether","Detect Magic","Read Aura","Know the Way"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":41,"level":18,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4356","intelligence":9,"reflex_save":32,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":27,"size":["Gargantuan"],"name":"Ancient Phase Dragon","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[29,32,35],"slug":"creature-4356"},{"attack_bonus":[22,24,24],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":190,"language":["Chthonian","Common","Daemonic","Draconic","Empyrean","Requian"],"immunity":["death effects","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Requiem","will_save":24,"charisma":5,"speed":{"fly":120,"max":120,"land":40,"swim":40},"perception":24,"wisdom":7,"weakness":{},"creature_ability":["Soul Journey","Status Sight","Soul Anchor","Withhold Death","Dooming Breath","Draconic Frenzy","Draconic Momentum"],"skill":["Acrobatics","Athletics","Diplomacy","Medicine","Religion","River of Souls Lore"],"trait":["Divine","Dragon","Large"],"id":"creature-4357","text":" Young Requiem Dragon Requiem dragons are stewards of the River of Souls and the process through which souls reach their final destination in the afterlife. The safe journey of a soul is of utmost importance to a requiem dragon, and some will follow individual souls from their first entry into the river through to their judgment in the Boneyard and eventually to their ultimate resting place. Most requiem dragons tie themselves to specific planes and shepherd any souls bound to that plane, leading to dragons linked to places like Heaven or Hell, though these dragons never swear true allegiance to these planes. Requiem dragons fill their lairs along the River of Souls—patchworks of somber architecture rescued from other planes—with invaluable records and mementos of great accomplishments. Recall Knowledge - Dragon (Arcana): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Young Requiem Dragon Source Monster Core 2 pg. 126 Perception +24; darkvision, lifesense 60 feet, scent (imprecise) 60 feet, status sight Languages Chthonian, Common, Daemonic, Draconic, Empyrean, Requian Skills Acrobatics +19, Athletics +23, Diplomacy +21, Medicine +26, Religion +23, River of Souls Lore +21 Str +7 Dex +4 Con +5 Int +4 Wis +7 Cha +5 Soul Journey (divine, exploration) The dragon spends 1 hour traveling through planar channels to reach the River of Souls, and then reaches any point along the river. This has the effects of interplanar teleport , except that the dragon can arrive precisely where they like on any major plane. Status Sight The requiem dragon automatically knows the Hit Points of all creatures they can see. --- AC 30 Fort +21 Ref +18 Will +24 +2 status to all saves vs. divine HP 190 Immunities death effects, paralyzed, sleep Soul Anchor Reaction (divine) Trigger A creature within 60 feet would drop to 0 Hit Points; Effect The dragon anchors the triggering creature's soul to its body. The creature remains at 1 Hit Point, becomes doomed 2, and gains fast healing equal to the dragon's level for 1 minute. The creature becomes temporarily immune to further Soul Anchor usages for 24 hours. Withhold Death Reaction (divine) Trigger The dragon is critically hit by an attack; Effect The dragon resists the loosening of its own soul, preventing some of the damage. The dragon gains resistance 10 to all damage against the triggering attack. --- Speed 40 feet, fly 120 feet, swim 40 feet Melee Single Action horn +24 (Magical, reach 10 feet), Damage 2d10+10 piercing plus 1d8 spirit Melee Single Action claw +24 (Agile, magical), Damage 2d8+10 slashing plus 1d8 spirit and Grab Melee Single Action tail +22 (Magical, reach 15 feet), Damage 2d8+10 bludgeoning plus 1d8 spirit Divine Innate Spells DC 27 - Cantrips (5th) Stabilize - 4th Heal (×3) - 5th Heal (×2) Dooming Breath Two Actions (Divine, spirit) Energy from Creation's Forge erupts from the dragon's mouth, dealing 9d8 spirit damage in a 60-foot line (DC 30 basic Reflex save). Undead creatures who fail the save must also succeed at a DC 30 Will save or become doomed 1. If the target is already doomed, the doomed value increases by 1 (to a maximum of doomed 4). The dragon can't use Dooming Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw strikes and one tail strike in any order. Draconic Momentum The dragon recharges their Dooming Breath whenever they score a critical hit with a Strike. ","tradition":["Divine"],"skill_mod":{"diplomacy":21,"medicine":26,"athletics":23,"acrobatics":19,"religion":23},"summary":"Requiem dragons are stewards of the River of Souls and the process through which souls reach their final destination in the afterlife. The safe …","primary_source":"Monster Core 2","spell":["Heal","Stabilize"],"trait_group":["Tradition","Monster","Creature Type"],"ac":30,"level":11,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet, scent (imprecise) 60 feet, status sight","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4357","intelligence":4,"reflex_save":18,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Young Requiem Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23,23,25],"slug":"creature-4357"},{"attack_bonus":[28,30,30],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":270,"language":["Chthonian","Common","Daemonic","Draconic","Empyrean","Requian"],"immunity":["death effects","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Requiem","will_save":29,"charisma":6,"speed":{"fly":150,"max":150,"land":50,"swim":50},"perception":29,"wisdom":8,"weakness":{},"creature_ability":["Soul Journey","Status Sight","Soul Anchor","Withhold Death","Dooming Breath","Draconic Frenzy","Draconic Momentum","Soul Shield"],"skill":["Acrobatics","Athletics","Diplomacy","Medicine","Religion","River of Souls Lore"],"trait":["Divine","Dragon","Huge"],"id":"creature-4358","text":" Adult Requiem Dragon Requiem dragons are stewards of the River of Souls and the process through which souls reach their final destination in the afterlife. The safe journey of a soul is of utmost importance to a requiem dragon, and some will follow individual souls from their first entry into the river through to their judgment in the Boneyard and eventually to their ultimate resting place. Most requiem dragons tie themselves to specific planes and shepherd any souls bound to that plane, leading to dragons linked to places like Heaven or Hell, though these dragons never swear true allegiance to these planes. Requiem dragons fill their lairs along the River of Souls—patchworks of somber architecture rescued from other planes—with invaluable records and mementos of great accomplishments. Recall Knowledge - Dragon (Arcana): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Adult Requiem Dragon Source Monster Core 2 pg. 127 Perception +29; darkvision, lifesense 90 feet, scent (imprecise) 60 feet, status sight Languages Chthonian, Common, Daemonic, Draconic, Empyrean, Requian Skills Acrobatics +25, Athletics +30, Diplomacy +27, Medicine +33, Religion +30, River of Souls Lore +27 Str +8 Dex +5 Con +6 Int +5 Wis +8 Cha +6 Soul Journey (divine, exploration) The dragon spends 1 hour traveling through planar channels to reach the River of Souls, and then reaches any point along the river. This has the effects of interplanar teleport , except that the dragon can arrive precisely where they like on any major plane. Status Sight The requiem dragon automatically knows the Hit Points of all creatures they can see. --- AC 36 Fort +26 Ref +23 Will +29 HP 270 Immunities death effects, paralyzed, sleep Soul Anchor Reaction (divine) Trigger A creature within 60 feet would drop to 0 Hit Points; Effect The dragon anchors the triggering creature's soul to its body. The creature remains at 1 Hit Point, becomes doomed 2, and gains fast healing equal to the dragon's level for 1 minute. The creature becomes temporarily immune to further Soul Anchor usages for 24 hours. Withhold Death Reaction (divine) Trigger The dragon is critically hit by an attack; Effect The dragon resists the loosening of its own soul, preventing some of the damage. The dragon gains resistance 15 to all damage against the triggering attack. --- Speed 50 feet, fly 150 feet, swim 50 feet Melee Single Action horn +30 (Magical, reach 15 feet), Damage 3d10+12 piercing plus 2d8 spirit Melee Single Action claw +30 (Agile, magical, reach 10 feet), Damage 3d6+12 slashing plus 2d8 spirit and Grab Melee Single Action tail +28 (Magical, reach 20 feet), Damage 3d8+12 bludgeoning plus 2d8 spirit Divine Innate Spells DC 33 - Cantrips (7th) Stabilize - 6th Heal (×3) - 7th Heal (×2) Dooming Breath Two Actions (Divine, spirit) Energy from Creation's Forge erupts from the dragon's mouth, dealing 12d8 spirit damage in a 90-foot line (DC 36 basic Reflex save). Undead creatures who fail the save must also succeed at a DC 36 Will save or become doomed 1. If the target is already doomed, the doomed value increases by 1 (to a maximum of doomed 4). The dragon can't use Dooming Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw strikes and one tail strike in any order. Draconic Momentum The dragon recharges their Dooming Breath whenever they score a critical hit with a Strike. Soul Shield Two Actions (Concentrate, divine) Frequency once per day; Effect The requiem dragon uses their life essence to create a shield of spiritual energy around a creature within 60 feet. The shield creates a link between the dragon and the creature with the effects of share life except that the effect doesn't end regardless of distance and remains for 1 hour. In addition, the creature gains resistance 5 to physical and spirit damage that applies to the half of damage it receives. The dragon can Dismiss the effect. ","tradition":["Divine"],"skill_mod":{"diplomacy":27,"medicine":33,"athletics":30,"acrobatics":25,"religion":30},"summary":"Requiem dragons are stewards of the River of Souls and the process through which souls reach their final destination in the afterlife. The safe …","image":["/Images/Monsters/Adult_Requiem_Dragon.webp"],"primary_source":"Monster Core 2","spell":["Heal","Stabilize"],"trait_group":["Tradition","Monster","Creature Type"],"ac":36,"level":15,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 90 feet, scent (imprecise) 60 feet, status sight","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4358","intelligence":5,"reflex_save":23,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Adult Requiem Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[31,34,37],"slug":"creature-4358"},{"attack_bonus":[36,38,38],"constitution":7,"primary_source_category":"Rulebooks","strength":10,"hp":370,"language":["Chthonian","Common","Daemonic","Draconic","Empyrean","Requian"],"immunity":["death effects","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Requiem","will_save":36,"charisma":7,"speed":{"fly":180,"max":180,"land":60,"swim":60},"perception":36,"wisdom":10,"weakness":{},"creature_ability":["Soul Journey","Status Sight","Soul Anchor","Withhold Death","Dooming Breath","Draconic Frenzy","Draconic Momentum","Redirect River","Soul Shield"],"skill":["Acrobatics","Athletics","Diplomacy","Medicine","Religion","River of Souls Lore"],"trait":["Divine","Dragon","Uncommon","Gargantuan"],"id":"creature-4359","text":" Ancient Requiem Dragon Requiem dragons are stewards of the River of Souls and the process through which souls reach their final destination in the afterlife. The safe journey of a soul is of utmost importance to a requiem dragon, and some will follow individual souls from their first entry into the river through to their judgment in the Boneyard and eventually to their ultimate resting place. Most requiem dragons tie themselves to specific planes and shepherd any souls bound to that plane, leading to dragons linked to places like Heaven or Hell, though these dragons never swear true allegiance to these planes. Requiem dragons fill their lairs along the River of Souls—patchworks of somber architecture rescued from other planes—with invaluable records and mementos of great accomplishments. Recall Knowledge - Dragon (Arcana): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 Ancient Requiem Dragon Source Monster Core 2 pg. 128 Perception +36; darkvision, lifesense 120 feet, scent (imprecise) 60 feet, status sight Languages Chthonian, Common, Daemonic, Draconic, Empyrean, Requian Skills Acrobatics +32, Athletics +38, Diplomacy +34, Medicine +41, Religion +38, River of Souls Lore +34 Str +10 Dex +6 Con +7 Int +6 Wis +10 Cha +7 Soul Journey (divine, exploration) The dragon spends 1 hour traveling through planar channels to reach the River of Souls, and then reaches any point along the river. This has the effects of interplanar teleport , except that the dragon can arrive precisely where they like on any major plane. Status Sight The requiem dragon automatically knows the Hit Points of all creatures they can see. --- AC 44 Fort +33 Ref +30 Will +36 HP 370 Immunities death effects, paralyzed, sleep Soul Anchor Reaction (divine) Trigger A creature within 60 feet would drop to 0 Hit Points; Effect The dragon anchors the triggering creature's soul to its body. The creature remains at 1 Hit Point, becomes doomed 2, and gains fast healing equal to the dragon's level for 1 minute. The creature becomes temporarily immune to further Soul Anchor usages for 24 hours. Withhold Death Reaction (divine) Trigger The dragon is critically hit by an attack; Effect The dragon resists the loosening of its own soul, preventing some of the damage. The dragon gains resistance 20 to all damage against the triggering attack. --- Speed 60 feet, fly 180 feet, swim 60 feet Melee Single Action horn +38 (Magical, reach 20 feet), Damage 4d10+15 piercing plus 2d8 spirit Melee Single Action claw +38 (Agile, magical, reach 15 feet), Damage 4d6+15 slashing plus 2d8 spirit and Grab Melee Single Action tail +36 (Magical, reach 25 feet), Damage 4d8+15 bludgeoning plus 2d8 spirit Divine Innate Spells DC 39 - Cantrips (10th) Stabilize - 9th Heal (×3) - 10th Heal (×2) Dooming Breath Two Actions (Divine, spirit) Energy from Creation's Forge erupts from the dragon's mouth, dealing 16d8 spirit damage in a 120-foot line (DC 42 basic Reflex save). Undead creatures who fail the save must also succeed at a DC 42 Will save or become doomed 1. If the target is already doomed, the doomed value increases by 1 (to a maximum of doomed 4). The dragon can't use Dooming Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw strikes and one tail strike in any order. Draconic Momentum The dragon recharges their Dooming Breath whenever they score a critical hit with a Strike. Redirect River Single Action (Concentrate, death, divine) The requiem dragon redirects a small portion of the River of Souls, using their body as a spiritual connection. The river swells around them, filling the area in a 15-foot emanation for 1 round, becoming difficult terrain to all other creatures. Additionally, creatures that begin their turn in the emanation or enter it for the first time each round must succeed a DC 42 basic Fortitude save or become drained 1 and doomed 1. If the target is already drained or doomed, the value increases by 1 (to a maximum of 4). The dragon can Sustain the effect. Soul Shield Two Actions (Concentrate, divine) Frequency once per day; Effect The requiem dragon uses their life essence to create a shield of spiritual energy around a creature within 60 feet. The shield creates a link between the dragon and the creature with the effects of share life except that the effect doesn't end regardless of distance and remains for 1 hour. In addition, the creature gains resistance 10 to physical and spirit damage that applies to the half of damage it receives. The dragon can Dismiss the effect. ","tradition":["Divine"],"skill_mod":{"diplomacy":34,"medicine":41,"athletics":38,"acrobatics":32,"religion":38},"summary":"Requiem dragons are stewards of the River of Souls and the process through which souls reach their final destination in the afterlife. The safe …","primary_source":"Monster Core 2","spell":["Heal","Stabilize"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":44,"level":20,"spell_dc":[39],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 120 feet, scent (imprecise) 60 feet, status sight","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4359","intelligence":6,"reflex_save":30,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":33,"size":["Gargantuan"],"name":"Ancient Requiem Dragon","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[38,42,46],"slug":"creature-4359"},{"attack_bonus":[18,20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":140,"language":["Common","Draconic","Necril"],"immunity":["death effects","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Resurrection","will_save":19,"charisma":4,"speed":{"fly":120,"max":120,"land":30},"perception":19,"wisdom":6,"weakness":{},"creature_ability":["Risen Commander","Reawaken!","Siphon Life","Draconic Frenzy","Draconic Momentum","Soul Siphoning Breath"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Medicine","Necromancy Lore","Religion","Stealth"],"trait":["Divine","Dragon","Large"],"id":"creature-4360","text":" Young Resurrection Dragon Resurrection dragons teeter between life and death. They have a mastery of vital energies, allowing them to restore life to the dead, and a mastery of void energies, to bestow death on others. They make use of their abilities to play with the lives of mortals, calling on spirits to aid them or reviving creatures they find important or interesting. The lair of a resurrection dragon is generally a barren place. While they still hoard wealth like other dragons, they do little to decorate their lairs and treasures are generally kept in dark niches, as if the dragon has little care for their possessions. Resurrection dragons tend to take tokens from those they resurrect or plan to resurrect, however, and these are kept particularly safe. Recall Knowledge - Dragon (Arcana): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Young Resurrection Dragon Source Monster Core 2 pg. 129 Perception +19; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Necril Skills Acrobatics +15, Arcana +15, Athletics +18, Diplomacy +18, Medicine +18, Necromancy Lore +19, Religion +18, Stealth +17 Str +6 Dex +3 Con +4 Int +3 Wis +6 Cha +4 --- AC 26 Fort +15 Ref +14 Will +19 HP 140 Immunities death effects, paralyzed, sleep Resistances spirit 10 Risen Commander (divine) A resurrection dragon has a strong connection with its minions and can Sustain summon undead or invoke spirits as a free action once per turn. Reawaken! Reaction (divine, spirit, vitality) Trigger A living creature the resurrection dragon can see dies; Effect The resurrection dragon uses divine and vital energy to retether the soul to its dead body. The willing creature is returned to life with the dying 1 condition at the start of its next turn. A creature can be resurrected by this ability only once. Siphon Life Reaction (divine, healing, vitality) Trigger A creature within 60 feet uses a healing effect that restores Hit Points; Effect The resurrection dragon redirects vital energies away from the effect, minimizing its impact. The triggering effect results in the minimum amount on any dice rolls to restore Hit Points, and any flat values for restoring Hit Points (such as the additional Hit Points for a two-action heal spell) are cut in half. The dragon then gains 1d8 temporary Hit Points that last for 1 round. --- Speed 30 feet, fly 120 feet Melee Single Action jaws +20 (Magical, reach 10 feet), Damage 2d10+9 piercing plus 1d6 void Melee Single Action claw +20 (Agile, magical), Damage 2d8+9 slashing Melee Single Action tail +18 (Magical, reach 15 feet), Damage 2d10+9 bludgeoning Divine Innate Spells DC 26 - Cantrips (4th) Guidance, Stabilize, Void Warp - 4th Harm (×2), Summon Undead (at will), Talking Corpse Draconic Frenzy Two Actions The dragon makes two claw strikes and one tail strike in any order. Draconic Momentum The dragon recharges their Soul Siphoning Breath whenever they score a critical hit with a Strike. Soul Siphoning Breath Two Actions (Divine, void) The dragon unleashes a torrent of divine energy, dealing 7d6 void damage in a 30-foot cone (DC 26 basic Fortitude save) that draws the life force from creatures within. The dragon gains fast healing 5 until their Soul Siphoning Breath recharges. The resurrection dragon can't use Soul Siphoning Breath again for 1d4 rounds. ","tradition":["Divine"],"skill_mod":{"diplomacy":18,"stealth":17,"arcana":15,"medicine":18,"athletics":18,"acrobatics":15,"religion":18},"summary":"Resurrection dragons teeter between life and death. They have a mastery of vital energies, allowing them to restore life to the dead, and a mastery …","primary_source":"Monster Core 2","spell":["Harm","Summon Undead","Talking Corpse","Guidance","Stabilize","Void Warp"],"trait_group":["Tradition","Monster","Creature Type"],"ac":26,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"spirit":10},"url":"/Monsters.aspx?ID=4360","intelligence":3,"reflex_save":14,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Young Resurrection Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,20,23],"slug":"creature-4360"},{"attack_bonus":[24,26,26],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":230,"language":["Common","Draconic","Necril"],"immunity":["death effects","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Resurrection","will_save":25,"charisma":5,"speed":{"fly":160,"max":160,"land":40},"perception":25,"wisdom":7,"weakness":{},"creature_ability":["Risen Commander","Reawaken!","Siphon Life","Arise!","Draconic Frenzy","Draconic Momentum","Soul Siphoning Breath"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Medicine","Necromancy Lore","Religion","Stealth"],"trait":["Divine","Dragon","Large"],"id":"creature-4361","text":" Adult Resurrection Dragon Resurrection dragons teeter between life and death. They have a mastery of vital energies, allowing them to restore life to the dead, and a mastery of void energies, to bestow death on others. They make use of their abilities to play with the lives of mortals, calling on spirits to aid them or reviving creatures they find important or interesting. The lair of a resurrection dragon is generally a barren place. While they still hoard wealth like other dragons, they do little to decorate their lairs and treasures are generally kept in dark niches, as if the dragon has little care for their possessions. Resurrection dragons tend to take tokens from those they resurrect or plan to resurrect, however, and these are kept particularly safe. Recall Knowledge - Dragon (Arcana): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Adult Resurrection Dragon Source Monster Core 2 pg. 129 Perception +25; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Necril Skills Acrobatics +20, Arcana +22, Athletics +25, Diplomacy +23, Medicine +25, Necromancy Lore +26, Religion +25, Stealth +22 Str +7 Dex +4 Con +5 Int +4 Wis +7 Cha +5 --- AC 32 Fort +21 Ref +20 Will +25 HP 230 Immunities death effects, paralyzed, sleep Resistances spirit 15 Risen Commander (divine) A resurrection dragon has a strong connection with its minions and can Sustain summon undead or invoke spirits as a free action once per turn. Reawaken! Reaction (divine, spirit, vitality) Trigger A living creature the resurrection dragon can see dies; Effect The resurrection dragon uses divine and vital energy to retether the soul to its dead body. The willing creature is returned to life stabilized at 0 HP. A creature can be resurrected by this ability only once. Siphon Life Reaction (divine, healing, vitality) Trigger A creature within 60 feet uses a healing effect that restores Hit Points; Effect The resurrection dragon redirects vital energies away from the effect, minimizing its impact. The triggering effect results in the minimum amount on any dice rolls to restore Hit Points, and any flat values for restoring Hit Points (such as the additional Hit Points for a two-action heal spell) are cut in half. The dragon then gains 2d8 temporary Hit Points that last for 1 round. --- Speed 40 feet, fly 160 feet Melee Single Action jaws +26 (Magical, reach 10 feet), Damage 3d10+11 piercing plus 1d6 void Melee Single Action claw +26 (Agile, magical), Damage 3d8+11 slashing Melee Single Action tail +24 (Magical, reach 15 feet), Damage 3d10+11 bludgeoning Divine Innate Spells DC 32 - Cantrips (6th) Guidance, Stabilize, Void Warp - 4th Talking Corpse (at will) - 5th Invoke Spirits (×2) - 6th Harm (×2), Raise Dead, Summon Undead (at will) Arise! (Divine, exploration, healing) The resurrection dragon uses their mastery over life energy to cast their own soul into the Boneyard and pull a willing creature's soul back to its body in a process that takes 1 hour. This has the effects of raise dead , except the maximum level of the target is 8th and the soul is tethered to the dragon's. Only one creature can be tethered to the dragon's soul at a time. If the creature and the dragon are no longer on the same plane or the dragon dies, the raised creature dies and can't be raised with Arise! again. The dragon can Dismiss the connection at any time. Doing so doesn't prevent the dragon from raising the creature with Arise! again. While raised in this way, the creature is still a valid target for raise dead , resurrection , and similar effects. Returning the creature to life in this way fully restores the creature, severing the connection to the dragon and allowing the dragon to establish a connection with a different creature. Draconic Frenzy Two Actions The dragon makes two claw strikes and one tail strike in any order. Draconic Momentum The dragon recharges their Soul Siphoning Breath whenever they score a critical hit with a Strike. Soul Siphoning Breath Two Actions (Divine, void) The dragon unleashes a torrent of divine energy, dealing 11d6 void damage in a 40-foot cone (DC 32 basic Fortitude save) that draws the life force from creatures within. The dragon gains fast healing 10 until their Soul Siphoning Breath recharges. The resurrection dragon can't use Soul Siphoning Breath again for 1d4 rounds. ","tradition":["Divine"],"skill_mod":{"diplomacy":23,"stealth":22,"arcana":22,"medicine":25,"athletics":25,"acrobatics":20,"religion":25},"summary":"Resurrection dragons teeter between life and death. They have a mastery of vital energies, allowing them to restore life to the dead, and a mastery …","image":["/Images/Monsters/Adult_Resurrection_Dragon.webp"],"primary_source":"Monster Core 2","spell":["Harm","Raise Dead","Summon Undead","Invoke Spirits","Talking Corpse","Guidance","Stabilize","Void Warp"],"trait_group":["Tradition","Monster","Creature Type"],"ac":32,"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"spirit":15},"url":"/Monsters.aspx?ID=4361","intelligence":4,"reflex_save":20,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Adult Resurrection Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[24,27,31],"slug":"creature-4361"},{"attack_bonus":[31,33,33],"constitution":6,"primary_source_category":"Rulebooks","strength":9,"hp":320,"language":["Common","Draconic","Necril"],"immunity":["death effects","paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Resurrection","will_save":32,"charisma":6,"speed":{"fly":200,"max":200,"land":50},"perception":32,"wisdom":9,"weakness":{},"creature_ability":["Risen Commander","Reawaken!","Siphon Life","Arise!","Draconic Frenzy","Draconic Momentum","Necro Puppeteer","Soul Siphoning Breath"],"skill":["Acrobatics","Arcana","Athletics","Diplomacy","Medicine","Necromancy Lore","Religion","Stealth"],"trait":["Divine","Dragon","Uncommon","Huge"],"id":"creature-4362","text":" Ancient Resurrection Dragon Resurrection dragons teeter between life and death. They have a mastery of vital energies, allowing them to restore life to the dead, and a mastery of void energies, to bestow death on others. They make use of their abilities to play with the lives of mortals, calling on spirits to aid them or reviving creatures they find important or interesting. The lair of a resurrection dragon is generally a barren place. While they still hoard wealth like other dragons, they do little to decorate their lairs and treasures are generally kept in dark niches, as if the dragon has little care for their possessions. Resurrection dragons tend to take tokens from those they resurrect or plan to resurrect, however, and these are kept particularly safe. Recall Knowledge - Dragon (Arcana): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Ancient Resurrection Dragon Source Monster Core 2 pg. 130 Perception +32; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Necril Skills Acrobatics +28, Arcana +28, Athletics +33, Diplomacy +31, Medicine +33, Necromancy Lore +36, Religion +33, Stealth +30 Str +9 Dex +5 Con +6 Int +5 Wis +9 Cha +6 --- AC 39 Fort +28 Ref +27 Will +32 HP 320 Immunities death effects, paralyzed, sleep Resistances spirit 20 Risen Commander (divine) A resurrection dragon has a strong connection with its minions and can Sustain summon undead or invoke spirits as a free action once per turn. Reawaken! Reaction (divine, spirit, vitality) Trigger A living creature the resurrection dragon can see dies; Effect The resurrection dragon uses divine and vital energy to retether the soul to its dead body. The willing creature is returned to life with half of their total Hit Points. A creature can be resurrected by this ability only once. Siphon Life Reaction (divine, healing, vitality) Trigger A creature within 60 feet uses a healing effect that restores Hit Points; Effect The resurrection dragon redirects vital energies away from the effect, minimizing its impact. The triggering effect results in the minimum amount on any dice rolls to restore Hit Points, and any flat values for restoring Hit Points (such as the additional Hit Points for a two-action heal spell) are cut in half. The dragon then gains 3d8 temporary Hit Points that last for 1 round. --- Speed 50 feet, fly 200 feet Melee Single Action jaws +33 (Magical, reach 15 feet), Damage 3d12+15 piercing plus 1d6 void Melee Single Action claw +33 (Agile, magical, reach 10 feet), Damage 3d10+15 slashing Melee Single Action tail +31 (Magical, reach 20 feet), Damage 3d12+15 bludgeoning Divine Innate Spells DC 38 - Cantrips (9th) Guidance, Stabilize, Void Warp - 4th Talking Corpse (at will) - 9th Harm (×2), Invoke Spirits (×2), Raise Dead, Summon Undead (at will) Arise! (Divine, exploration, healing) The resurrection dragon uses their mastery over life energy to cast their own soul into the Boneyard and pull a willing creature's soul back to its body in a process that takes 1 hour. This has the effects of raise dead , except the maximum level of the target is 13th and the soul is tethered to the dragon's. Only one creature can be tethered to the dragon's soul at a time. If the creature and the dragon are no longer on the same plane or the dragon dies, the raised creature dies and can't be raised with Arise! again. The dragon can Dismiss the connection at any time. Doing so doesn't prevent the dragon from raising the creature with Arise! again. While raised in this way, the creature is still a valid target for raise dead , resurrection , and similar effects. Returning the creature to life in this way fully restores the creature, severing the connection to the dragon and allowing the dragon to establish a connection with a different creature. Draconic Frenzy Two Actions The dragon makes two claw strikes and one tail strike in any order. Draconic Momentum The dragon recharges their Soul Siphoning Breath whenever they score a critical hit with a Strike. Necro Puppeteer Two Actions (Divine, void) The dragon siphons energy into an undead creature, a dying creature, or a corpse they can see within 60 feet. The dragon moves the target creature 30 feet and causes it to unleash a wave of void energy in a 10-foot emanation, dealing 6d8 void damage (DC 32 basic Reflex save). Soul Siphoning Breath Two Actions (Divine, void) The dragon unleashes a torrent of divine energy, dealing 16d6 void damage in a 50-foot cone (DC 38 basic Fortitude save) that draws the life force from creatures within. The dragon gains fast healing 15 until their Soul Siphoning Breath recharges. The resurrection dragon can't use Soul Siphoning Breath again for 1d4 rounds. ","tradition":["Divine"],"skill_mod":{"diplomacy":31,"stealth":30,"arcana":28,"medicine":33,"athletics":33,"acrobatics":28,"religion":33},"summary":"Resurrection dragons teeter between life and death. They have a mastery of vital energies, allowing them to restore life to the dead, and a mastery …","primary_source":"Monster Core 2","spell":["Harm","Invoke Spirits","Raise Dead","Summon Undead","Talking Corpse","Guidance","Stabilize","Void Warp"],"trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":39,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{"spirit":20},"url":"/Monsters.aspx?ID=4362","intelligence":5,"reflex_save":27,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":28,"size":["Huge"],"name":"Ancient Resurrection Dragon","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[31,34,38],"slug":"creature-4362"},{"attack_bonus":[20,22,22],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":175,"language":["Common","Draconic","five additional common languages"],"immunity":["paralyzed","Shifting Runes","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Rune","will_save":21,"charisma":3,"speed":{"fly":100,"max":100,"land":60},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Magic Sense","Runic Scales","Retributive Rune","Draconic Frenzy","Draconic Momentum","Detonating Rune","Runic Breath","Shifting Runes"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Diplomacy","Linguistics Lore","Performance","Rune Lore","Society","Survival"],"trait":["Arcane","Dragon","Large"],"id":"creature-4363","text":" Young Rune Dragon Rune dragons have an innate insight on the power of runes. Most rune dragons keep a variety of runes etched on their scales, which their bodies can magically empower. They typically don't cast spells themselves, instead relying on their ability to create runes on the fly to produce desired effects. A rune dragon often refers to their hoard as their library, as it's full of important historical texts, plays, speeches, textbooks, and spellbooks written by people of different cultures in a variety of languages. While they can often speak a language with the aid of magic, they much prefer to learn languages in the context of their speakers so they can grasp the nuances hidden within the syntax and the magic within their symbols. Recall Knowledge - Dragon (Arcana): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Young Rune Dragon Source Monster Core 2 pg. 131 Perception +21; darkvision, magic sense (imprecise) 60 feet, scent (imprecise) 60 feet Languages Common, Draconic; five additional common languages Skills Acrobatics +19, Arcana +23, Athletics +21, Crafting +21, Diplomacy +18, Linguistics Lore +21, Performance +20, Rune Lore +23, Society +19, Survival +19 Str +4 Dex +4 Con +5 Int +6 Wis +4 Cha +3 Magic Sense (arcane) The rune dragon is aware of any active magical abilities and effects within the listed range. When the dragon Seeks, it gains the benefits of a 4th-rank detect magic spell within the listed range (in addition to the normal benefits of Seeking). Runic Scales The rune dragon's scales function as runestones . The rune dragon can't use the effects or abilities of the runes etched on its scales, but they can transfer these runes to appropriate objects. Transferring a rune to or from an item in this way requires 1 minute, during which the dragon is off-guard. The process is automatic and doesn't require a check, but if the dragon stops or is interrupted in this process, the rune is destroyed. A rune dragon can have any number of runes etched on its scales, though they typically have only a handful of runes etched on their scales at a time. Items 3 common runes of 5th level or lower etched upon their scales --- AC 30 Fort +19 Ref +17 Will +21 +2 status to all saves vs. arcane HP 175 Immunities paralyzed, Shifting Runes, sleep Retributive Rune Reaction Trigger A creature within 15 feet damages the rune dragon; Effect With a burst of runic magic, the rune dragon uses their detonating rune ability on the triggering creature and immediately causes the rune to detonate if it didn't automatically do so. --- Speed 60 feet, fly 100 feet Melee Single Action jaws +22 (Magical, reach 10 feet), Damage 2d8+10 piercing plus detonating rune Melee Single Action claw +22 (Agile, magical), Damage 2d6+10 slashing plus detonating rune Melee Single Action tail +20 (Magical, reach 15 feet), Damage 2d10+10 bludgeoning plus Push 10 feet Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Runic Breath whenever they score a critical hit with a Strike. Detonating Rune The rune dragon's Strikes and abilities can leave a detonating rune on their targets. If a creature would receive a detonating rune while they already have one, instead of adding another rune, their current detonating rune activates, dealing 4d6 damage to the target and expending the rune. The detonating rune's damage type matches the dragon's current Shifting Rune. A creature can use an Interact action to remove the rune. Detonating runes fade after 1 minute if not detonated. Runic Breath Two Actions (Arcane) The dragon launches hundreds of exploding runes that detonate upon impact, dealing 9d6 damage in a 30-foot cone (DC 29 basic Reflex save). The damage type of this ability is determined by Shifting Rune. Creatures who fail the save are also affected by detonating rune. The dragon can't use Runic Breath again for 1d4 rounds. Shifting Runes Single Action The rune dragon chooses between acid, cold, electricity, fire, or sonic damage. T he runes etched upon the dragon shift, forming runes of that energy on its scales. The dragon gains immunity to that damage type, and their detonating runes and Runic Breath deal that damage type. Anyone trained in Arcana can immediately recognize the energy type of the etched rune without a check. ","skill_mod":{"society":19,"diplomacy":18,"performance":20,"crafting":21,"survival":19,"arcana":23,"athletics":21,"acrobatics":19},"summary":"Rune dragons have an innate insight on the power of runes. Most rune dragons keep a variety of runes etched on their scales, which their bodies can …","primary_source":"Monster Core 2","trait_group":["Tradition","Monster","Creature Type"],"ac":30,"item":["3 common runes of 5th level or lower etched upon their scales"],"level":10,"source_category":["Rulebooks"],"sense":" darkvision , magic sense (imprecise) 60 feet, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4363","intelligence":6,"reflex_save":17,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Young Rune Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,19,21],"slug":"creature-4363"},{"attack_bonus":[26,28,28],"constitution":7,"primary_source_category":"Rulebooks","strength":6,"hp":255,"language":["Common","Draconic","seven additional common languages"],"immunity":["paralyzed","Shifting Runes","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Rune","will_save":27,"charisma":4,"speed":{"fly":140,"max":140,"land":70},"perception":27,"wisdom":6,"weakness":{},"creature_ability":["Magic Sense","Runic Scales","Canceling Rune","Retributive Rune","Draconic Frenzy","Draconic Momentum","Detonating Rune","Entangling Rune","Runic Breath","Shifting Runes"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Diplomacy","Linguistics Lore","Performance","Rune Lore","Society","Survival"],"trait":["Arcane","Dragon","Huge"],"id":"creature-4364","text":" Adult Rune Dragon Rune dragons have an innate insight on the power of runes. Most rune dragons keep a variety of runes etched on their scales, which their bodies can magically empower. They typically don't cast spells themselves, instead relying on their ability to create runes on the fly to produce desired effects. A rune dragon often refers to their hoard as their library, as it's full of important historical texts, plays, speeches, textbooks, and spellbooks written by people of different cultures in a variety of languages. While they can often speak a language with the aid of magic, they much prefer to learn languages in the context of their speakers so they can grasp the nuances hidden within the syntax and the magic within their symbols. Recall Knowledge - Dragon (Arcana): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Adult Rune Dragon Source Monster Core 2 pg. 132 Perception +27; darkvision, magic sense (imprecise) 60 feet, scent (imprecise) 60 feet Languages Common, Draconic; seven additional common languages Skills Acrobatics +25, Arcana +29, Athletics +27, Crafting +27, Diplomacy +25, Linguistics Lore +27, Performance +27, Rune Lore +29, Society +25, Survival +25 Str +6 Dex +6 Con +7 Int +8 Wis +6 Cha +4 Magic Sense (arcane) The rune dragon is aware of any active magical abilities and effects within the listed range. When the dragon Seeks, it gains the benefits of a 4th-rank detect magic spell within the listed range (in addition to the normal benefits of Seeking). Runic Scales The rune dragon's scales function as runestones . The rune dragon can't use the effects or abilities of the runes etched on its scales, but they can transfer these runes to appropriate objects. Transferring a rune to or from an item in this way requires 1 minute, during which the dragon is off-guard. The process is automatic and doesn't require a check, but if the dragon stops or is interrupted in this process, the rune is destroyed. A rune dragon can have any number of runes etched on its scales, though they typically have only a handful of runes etched on their scales at a time. Items 3 common runes of 9th level or lower etched upon their scales --- AC 36 Fort +25 Ref +23 Will +27 +2 status to all saves vs. arcane HP 255 Immunities paralyzed, Shifting Runes, sleep Canceling Rune Reaction (arcane) Trigger The dragon is the target of a spell that requires a saving throw; Effect The dragon attempts to unmake the spell's foundational runes. They attempt to counteract the spell (counteract rank 7th, counteract modifier +26). If successful, the dragon is unaffected by the spell; other subjects are affected by the spell normally. The dragon can't use Canceling Rune again for 1d4 rounds. Retributive Rune Reaction Trigger A creature within 15 feet damages the rune dragon; Effect With a burst of runic magic, the rune dragon uses their detonating rune ability on the triggering creature and immediately causes the rune to detonate if it didn't automatically do so. --- Speed 70 feet, fly 140 feet Melee Single Action jaws +28 (Magical, reach 15 feet), Damage 3d8+14 piercing plus detonating rune Melee Single Action claw +28 (Agile, magical, reach 10 feet), Damage 3d6+14 slashing plus detonating rune Melee Single Action tail +26 (Magical, reach 20 feet), Damage 3d10+14 bludgeoning plus Improved Push 10 feet Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Runic Breath whenever they score a critical hit with a Strike. Detonating Rune The rune dragon's Strikes and abilities can leave a detonating rune on their targets. If a creature would receive a detonating rune while they already have one, instead of adding another rune, their current detonating rune activates, dealing 5d6 damage to the target and expending the rune. The detonating rune's damage type matches the dragon's current Shifting Rune. A creature can use an Interact action to remove the rune. Detonating runes fade after 1 minute if not detonated. Entangling Rune Single Action (Arcane) The rune dragon creates a large trapping rune in a 10-foot burst within 60 feet. A creature other than the dragon that enters a trapped area or ends their turn in the trapped area activates the rune, causing it to entangle them. That creature must succeed at a DC 34 Reflex save or become immobilized for 1 minute or until it Escapes. The rune can trap only a single creature at a time. The rune vanishes either when a creature succeeds against the rune, when a creature successfully Escapes the rune, or after 1 minute. A creature adjacent to the rune can use an Interact action to remove the rune. Runic Breath Two Actions (Arcane) The dragon launches hundreds of exploding runes that detonate upon impact, dealing 12d6 damage in a 40-foot cone (DC 34 basic Reflex save). The damage type of this ability is determined by Shifting Rune. Creatures who fail the save are also affected by detonating rune. The dragon can't use Runic Breath again for 1d4 rounds. Shifting Runes Single Action The rune dragon chooses between acid, cold, electricity, fire, or sonic damage. T he runes etched upon the dragon shift, forming runes of that energy on its scales. The dragon gains immunity to that damage type, and their detonating runes and Runic Breath deal that damage type. Anyone trained in Arcana can immediately recognize the energy type of the etched rune without a check. ","skill_mod":{"society":25,"diplomacy":25,"performance":27,"crafting":27,"survival":25,"arcana":29,"athletics":27,"acrobatics":25},"summary":"Rune dragons have an innate insight on the power of runes. Most rune dragons keep a variety of runes etched on their scales, which their bodies can …","image":["/Images/Monsters/Adult_Rune_Dragon.webp"],"primary_source":"Monster Core 2","trait_group":["Tradition","Monster","Creature Type"],"ac":36,"item":["3 common runes of 9th level or lower etched upon their scales"],"level":14,"source_category":["Rulebooks"],"sense":" darkvision , magic sense (imprecise) 60 feet, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4364","intelligence":8,"reflex_save":23,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":25,"size":["Huge"],"name":"Adult Rune Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[24,27,30],"slug":"creature-4364"},{"attack_bonus":[33,35,35],"constitution":9,"primary_source_category":"Rulebooks","strength":8,"hp":355,"language":["Common","Draconic","all common languages, 5 additional languages"],"immunity":["paralyzed","Shifting Runes","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragon, Rune","will_save":34,"charisma":5,"speed":{"fly":180,"max":180,"land":80},"perception":34,"wisdom":8,"weakness":{},"creature_ability":["Magic Sense","Runic Scales","Canceling Rune","Retributive Rune","Draconic Frenzy","Draconic Momentum","Detonating Rune","Entangling Rune","Runic Breath","Shifting Runes","Trail of Runes"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Diplomacy","Linguistics Lore","Performance","Rune Lore","Society","Survival"],"trait":["Arcane","Dragon","Uncommon","Gargantuan"],"id":"creature-4365","text":" Ancient Rune Dragon Rune dragons have an innate insight on the power of runes. Most rune dragons keep a variety of runes etched on their scales, which their bodies can magically empower. They typically don't cast spells themselves, instead relying on their ability to create runes on the fly to produce desired effects. A rune dragon often refers to their hoard as their library, as it's full of important historical texts, plays, speeches, textbooks, and spellbooks written by people of different cultures in a variety of languages. While they can often speak a language with the aid of magic, they much prefer to learn languages in the context of their speakers so they can grasp the nuances hidden within the syntax and the magic within their symbols. Recall Knowledge - Dragon (Arcana): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Ancient Rune Dragon Source Monster Core 2 pg. 133 Perception +34; darkvision, magic sense (imprecise) 60 feet, scent (imprecise) 60 feet Languages Common, Draconic; all common languages, 5 additional languages Skills Acrobatics +34, Arcana +38, Athletics +36, Crafting +36, Diplomacy +34, Linguistics Lore +36, Performance +36, Rune Lore +38, Society +34, Survival +34 Str +8 Dex +8 Con +9 Int +10 Wis +8 Cha +5 Magic Sense (arcane) The rune dragon is aware of any active magical abilities and effects within the listed range. When the dragon Seeks, it gains the benefits of a 4th-rank detect magic spell within the listed range (in addition to the normal benefits of Seeking). Runic Scales The rune dragon's scales function as runestones . The rune dragon can't use the effects or abilities of the runes etched on its scales, but they can transfer these runes to appropriate objects. Transferring a rune to or from an item in this way requires 1 minute, during which the dragon is off-guard. The process is automatic and doesn't require a check, but if the dragon stops or is interrupted in this process, the rune is destroyed. A rune dragon can have any number of runes etched on its scales, though they typically have only a handful of runes etched on their scales at a time. Items 3 common runes of 9th level or lower etched upon their scales --- AC 43 Fort +32 Ref +30 Will +34 +2 status to all saves vs. arcane HP 355 Immunities paralyzed, Shifting Runes, sleep Canceling Rune Reaction (arcane) Trigger The dragon is the target of a spell that requires a saving throw; Effect The dragon attempts to unmake the spell's foundational runes. They attempt to counteract the spell (counteract rank 10th, counteract modifier +33). If successful, the dragon is unaffected by the spell; other subjects are affected by the spell normally. The dragon can't use Canceling Rune again for 1d4 rounds. Retributive Rune Reaction Trigger A creature within 15 feet damages the rune dragon; Effect With a burst of runic magic, the rune dragon uses their detonating rune ability on the triggering creature and immediately causes the rune to detonate if it didn't automatically do so. --- Speed 80 feet, fly 180 feet Melee Single Action jaws +35 (Magical, reach 20 feet), Damage 4d8+16 piercing plus detonating rune Melee Single Action claw +35 (Agile, magical, reach 15 feet), Damage 4d6+16 slashing plus detonating rune Melee Single Action tail +33 (Magical, reach 25 feet), Damage 4d10+16 bludgeoning plus Improved Push 15 feet Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Runic Breath whenever they score a critical hit with a Strike. Detonating Rune The rune dragon's Strikes and abilities can leave a detonating rune on their targets. If a creature would receive a detonating rune while they already have one, instead of adding another rune, their current detonating rune activates, dealing 6d6 damage to the target and expending the rune. The detonating rune's damage type matches the dragon's current Shifting Rune. A creature can use an Interact action to remove the rune. Detonating runes fade after 1 minute if not detonated. Entangling Rune Single Action (Arcane) The rune dragon creates a large trapping rune in a 10-foot burst within 60 feet. A creature other than the dragon that enters a trapped area or ends their turn in the trapped area activates the rune, causing it to entangle them. That creature must succeed at a DC 41 Reflex save or become immobilized for 1 minute or until it Escapes. The rune can trap only a single creature at a time. The rune vanishes either when a creature succeeds against the rune, when a creature successfully Escapes the rune, or after 1 minute. A creature adjacent to the rune can use an Interact action to remove the rune. Runic Breath Two Actions (Arcane) The dragon launches hundreds of exploding runes that detonate upon impact, dealing 17d6 damage in a 50-foot cone (DC 41 basic Reflex save). The damage type of this ability is determined by Shifting Rune. Creatures who fail the save are also affected by detonating rune. The dragon can't use Runic Breath again for 1d4 rounds. Shifting Runes Single Action The rune dragon chooses between acid, cold, electricity, fire, or sonic damage. T he runes etched upon the dragon shift, forming runes of that energy on its scales. The dragon gains immunity to that damage type, and their detonating runes and Runic Breath deal that damage type. Anyone trained in Arcana can immediately recognize the energy type of the etched rune without a check. Trail of Runes Two Actions (Arcane) The rune dragon Strides, leaving behind a collection of runes wherever it steps. The dragon chooses to leave behind either detonating runes or entangling runes. Every space that the dragon moves through, including spaces occupied by creatures, gains a rune. These runes automatically activate when a creature other than the rune dragon enters the space or ends its turn in the space. The runes can otherwise be removed or vanish like normal. ","skill_mod":{"society":34,"diplomacy":34,"performance":36,"crafting":36,"survival":34,"arcana":38,"athletics":36,"acrobatics":34},"summary":"Rune dragons have an innate insight on the power of runes. Most rune dragons keep a variety of runes etched on their scales, which their bodies can …","primary_source":"Monster Core 2","trait_group":["Tradition","Monster","Creature Type","Rarity"],"ac":43,"item":["3 common runes of 9th level or lower etched upon their scales"],"level":19,"source_category":["Rulebooks"],"sense":" darkvision , magic sense (imprecise) 60 feet, scent (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4365","intelligence":10,"reflex_save":30,"strongest_save":["will"],"dexterity":8,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Ancient Rune Dragon","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[30,34,38],"slug":"creature-4365"},{"legacy_name":["Young Brass Dragon"],"primary_source_category":"Rulebooks","strength":4,"hp":110,"language":["Common","Draconic","Empyrean","Fey","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":3,"perception":15,"trait":["Dragon","Occult","Large"],"id":"creature-4366","text":" Young Whisper Dragon Whisper dragons are keen collectors of rumors and secrets who spend centuries honing their information networks and relationships. They generally do so not out of an intent to hold the information over others or to use for their own machinations, but simply because the process of learning and gathering information is fulfilling. Their hoards are sparse compared to those of other dragons, as they hold their true treasures—secrets—in their minds. Recall Knowledge - Dragon (Arcana): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Young Whisper Dragon Source Monster Core 2 pg. 133 Perception +15; (17 to Sense Motive) darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Empyrean, Fey; telepathy 100 feet Skills Acrobatics +12, Athletics +14, Deception +13, Diplomacy +15, Intimidation +13, Occultism +15, Society +17, Stealth +14, Underworld Lore +17 Str +4 Dex +2 Con +3 Int +3 Wis +2 Cha +3 Information Network The dragon can attempt a Society check to Recall Knowledge in place of a check to Gather Information, recalling intelligence from prior informants. --- AC 25 Fort +15 Ref +13 Will +18 +2 status to all saves vs. occult HP 110 Immunities confused, paralyzed, sleep Diplomatic Solution Free Action (emotion, incapacitation, mental, occult) Trigger The dragon rolls initiative; Effect The dragon targets all enemies it can see within 60 feet with calm heightened to a rank equal to half the dragon's level rounded up (DC 23 Will save). The dragon doesn't need to Sustain this effect, but if the dragon takes any hostile action against those affected, it breaks the effect for all creatures. Distracting Whisper Reaction (mental, occult) Trigger The dragon is targeted with an attack; Effect A mysterious voice whispers something disconcerting in the triggering creature's ear, inflicting a –2 circumstance penalty to the triggering attack. --- Speed 40 feet, fly 140 feet Melee Single Action jaws +18 (Magical, reach 10 feet), Damage 2d10+6 piercing Melee Single Action claw +18 (Agile, magical), Damage 2d8+6 slashing Melee Single Action tail +16 (Magical, reach 15 feet), Damage 2d8+6 bludgeoning Occult Innate Spells DC 25 - Cantrips (4th) Daze, Message - 2nd Embed Message - 3rd Clairaudience (at will) - 4th Charm, Clairvoyance (at will), Suggestion Cogitation Breath Two Actions (Mental, occult) The dragon unleashes a befuddling miasma, dealing 6d6 mental damage in a 30-foot cone (DC 25 basic Will save). A creature that fails its save is stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Cogitation Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Steal Knowledge Single Action (Concentrate, mental, occult) The dragon plucks a fragment of knowledge from the mind of a creature within 60 feet, choosing a skill to affect. The creature must attempt a DC 23 Will save. Success The creature is unaffected. Failure For the next minute, the creature takes a –1 status penalty to checks using that skill, and the dragon gets a +1 status bonus to using that skill. Critical Failure As failure, but the penalty is –2 and the bonus is +2. ","skill_mod":{"society":17,"diplomacy":15,"deception":13,"stealth":14,"athletics":14,"intimidation":13,"occultism":15,"acrobatics":12},"primary_source":"Monster Core 2","spell":["Charm","Clairvoyance","Suggestion","Clairaudience","Embed Message","Daze","Message"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":"(17 to Sense Motive ) darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":3,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Young Whisper Dragon","pfs":"Standard","rarity":"common","strike_damage_average":[15,15,17],"attack_bonus":[16,18,18],"constitution":3,"immunity":["confused","paralyzed","sleep"],"creature_family":"Dragon, Whisper","will_save":18,"speed":{"fly":140,"max":140,"land":40},"wisdom":2,"weakness":{},"creature_ability":["Information Network","Diplomatic Solution","Distracting Whisper","Cogitation Breath","Draconic Frenzy","Steal Knowledge"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth","Underworld Lore"],"legacy_id":["creature-142"],"tradition":["Occult"],"summary":"Whisper dragons are keen collectors of rumors and secrets who spend centuries honing their information networks and relationships. They generally do …","trait_group":["Creature Type","Tradition","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4366","dexterity":2,"category":"creature","slug":"creature-4366"},{"legacy_name":["Adult Brass Dragon"],"primary_source_category":"Rulebooks","strength":5,"hp":190,"language":["Common","Draconic","Empyrean","Fey","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":21,"trait":["Dragon","Occult","Large"],"id":"creature-4367","text":" Adult Whisper Dragon Whisper dragons are keen collectors of rumors and secrets who spend centuries honing their information networks and relationships. They generally do so not out of an intent to hold the information over others or to use for their own machinations, but simply because the process of learning and gathering information is fulfilling. Their hoards are sparse compared to those of other dragons, as they hold their true treasures—secrets—in their minds. Recall Knowledge - Dragon (Arcana): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Adult Whisper Dragon Source Monster Core 2 pg. 134 Perception +21; (23 to Sense Motive) darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Empyrean, Fey; telepathy 100 feet Skills Acrobatics +17, Athletics +19, Deception +18, Diplomacy +20, Intimidation +18, Occultism +21, Society +23, Stealth +19, Underworld Lore +23 Str +5 Dex +3 Con +4 Int +7 Wis +4 Cha +6 Information Network The dragon can attempt a Society check to Recall Knowledge in place of a check to Gather Information, recalling intelligence from prior informants. --- AC 31 Fort +21 Ref +19 Will +24 +2 status to all saves vs. occult HP 190 Immunities confused, paralyzed, sleep Diplomatic Solution Free Action (emotion, incapacitation, mental, occult) Trigger The dragon rolls initiative; Effect The dragon targets all enemies it can see within 60 feet with calm heightened to a rank equal to half the dragon's level rounded up (DC 28 Will save). The dragon doesn't need to Sustain this effect, but if the dragon takes any hostile action against those affected, it breaks the effect for all creatures. Distracting Whisper Reaction (mental, occult) Trigger The dragon is targeted with an attack; Effect A mysterious voice whispers something disconcerting in the triggering creature's ear, inflicting a –2 circumstance penalty to the triggering attack. --- Speed 50 feet, fly 170 feet Melee Single Action jaws +24 (Magical, reach 10 feet), Damage 2d12+11 piercing Melee Single Action claw +24 (Agile, magical), Damage 2d10+11 slashing Melee Single Action tail +22 (Magical, reach 15 feet), Damage 2d10+11 bludgeoning Occult Innate Spells DC 30 - Cantrips (6th) Daze, Message - 2nd Embed Message - 3rd Clairaudience (at will), Mind Reading, Ring of Truth - 4th Clairvoyance (at will) - 5th Mind Probe - 6th Charm, Suggestion Cogitation Breath Two Actions (Mental, occult) The dragon unleashes a befuddling miasma, dealing 10d6 mental damage in a 30-foot cone (DC 30 basic Will save). A creature that fails its save is stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Cogitation Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Cogitation Breath whenever they score a critical hit with a Strike. Steal Knowledge Single Action (Concentrate, mental, occult) The dragon plucks a fragment of knowledge from the mind of a creature within 60 feet, choosing a skill to affect. The creature must attempt a DC 28 Will save. Success The creature is unaffected. Failure For the next minute, the creature takes a –1 status penalty to checks using that skill, and the dragon gets a +1 status bonus to using that skill. Critical Failure As failure, but the penalty is –2 and the bonus is +2. Unveil Secret Two Actions (Fear, mental, occult) The dragon delves into the mind of a creature within 60 feet to scour for secrets, learning something the creature would find embarrassing or shameful unless they succeed a DC 30 Will save. The target becomes frightened 1 and can't reduce their frightened condition for 1 minute or until the dragon reveals the secret. As a reaction when the affected creature attempts a check, the dragon can reveal their secret to discomfit them, requiring them to roll twice and take the lower result; this is a misfortune effect. ","skill_mod":{"society":23,"diplomacy":20,"deception":18,"stealth":19,"athletics":19,"intimidation":18,"occultism":21,"acrobatics":17},"image":["/Images/Monsters/Adult_Whisper_Dragon.webp"],"primary_source":"Monster Core 2","spell":["Charm","Suggestion","Mind Probe","Clairvoyance","Clairaudience","Mind Reading","Ring of Truth","Embed Message","Daze","Message"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":"(23 to Sense Motive ) darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":7,"reflex_save":19,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Adult Whisper Dragon","pfs":"Standard","rarity":"common","strike_damage_average":[22,22,24],"attack_bonus":[22,24,24],"constitution":4,"immunity":["confused","paralyzed","sleep"],"creature_family":"Dragon, Whisper","will_save":24,"speed":{"fly":170,"max":170,"land":50},"wisdom":4,"weakness":{},"creature_ability":["Information Network","Diplomatic Solution","Distracting Whisper","Cogitation Breath","Draconic Frenzy","Draconic Momentum","Steal Knowledge","Unveil Secret"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth","Underworld Lore"],"legacy_id":["creature-143"],"tradition":["Occult"],"summary":"Whisper dragons are keen collectors of rumors and secrets who spend centuries honing their information networks and relationships. They generally do …","trait_group":["Creature Type","Tradition","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4367","dexterity":3,"category":"creature","slug":"creature-4367"},{"legacy_name":["Ancient Brass Dragon"],"primary_source_category":"Rulebooks","strength":7,"hp":290,"language":["Common","Draconic","Empyrean","Fey","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":8,"perception":28,"trait":["Dragon","Occult","Uncommon","Huge"],"id":"creature-4368","text":" Ancient Whisper Dragon Whisper dragons are keen collectors of rumors and secrets who spend centuries honing their information networks and relationships. They generally do so not out of an intent to hold the information over others or to use for their own machinations, but simply because the process of learning and gathering information is fulfilling. Their hoards are sparse compared to those of other dragons, as they hold their true treasures—secrets—in their minds. Recall Knowledge - Dragon (Arcana): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Ancient Whisper Dragon Source Monster Core 2 pg. 135 Perception +28; (30 to Sense Motive) darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Empyrean, Fey; telepathy 100 feet Skills Acrobatics +27, Athletics +29, Deception +28, Diplomacy +30, Intimidation +28, Occultism +31, Society +35, Stealth +29, Underworld Lore +35 Str +7 Dex +5 Con +6 Int +9 Wis +6 Cha +8 Information Network The dragon can attempt a Society check to Recall Knowledge in place of a check to Gather Information, recalling intelligence from prior informants. --- AC 39 Fort +28 Ref +26 Will +30 +2 status to all saves vs. occult, hidden mind HP 290 Immunities confused, paralyzed, sleep Diplomatic Solution Free Action (emotion, incapacitation, mental, occult) Trigger The dragon rolls initiative; Effect The dragon targets all enemies it can see within 60 feet with calm heightened to a rank equal to half the dragon's level rounded up (DC 35 Will save). The dragon doesn't need to Sustain this effect, but if the dragon takes any hostile action against those affected, it breaks the effect for all creatures. Distracting Whisper Reaction (mental, occult) Trigger The dragon is targeted with an attack; Effect A mysterious voice whispers something disconcerting in the triggering creature's ear, inflicting a –2 circumstance penalty to the triggering attack. --- Speed 60 feet, fly 200 feet Melee Single Action jaws +32 (Magical, reach 15 feet), Damage 3d12+15 piercing Melee Single Action claw +32 (Agile, magical, reach 10 feet), Damage 3d10+15 slashing Melee Single Action tail +30 (Magical, reach 20 feet), Damage 3d10+15 bludgeoning Occult Innate Spells DC 37 - Cantrips (8th) Daze, Message - 2nd Embed Message - 3rd Clairaudience (at will), Mind Reading (at will), Ring of Truth - 4th Clairvoyance (at will) - 5th Mind Probe - 6th Retrocognition - 8th Charm, Suggestion - Constant (8th) Hidden Mind Cogitation Breath Two Actions (Mental, occult) The dragon unleashes a befuddling miasma, dealing 15d6 mental damage in a 50-foot cone (DC 37 basic Will save). A creature that fails its save is stupefied 1 (stupefied 2 on a critical failure) for 1 minute. The dragon can't use Cogitation Breath again for 1d4 rounds. Draconic Frenzy Two Actions The dragon makes two claw Strikes and one tail Strike in any order. Draconic Momentum The dragon recharges their Cogitation Breath whenever they score a critical hit with a Strike. Steal Knowledge Single Action (Concentrate, mental, occult) The dragon plucks a fragment of knowledge from the mind of a creature within 60 feet, choosing a skill to affect. The creature must attempt a DC 35 Will save. Success The creature is unaffected. Failure For the next minute, the creature takes a –1 status penalty to checks using that skill, and the dragon gets a +1 status bonus to using that skill. Critical Failure As failure, but the penalty is –2 and the bonus is +2. Thought Whispers Two Actions (Mental, occult) Frequency once per minute; Effect The dragon sends their mind out to seek others' thoughts, affecting all creatures within 60 feet with mind reading (Will DC 37). Unveil Secret Two Actions (Fear, mental, occult) The dragon delves into the mind of a creature within 60 feet to scour for secrets, learning something the creature would find embarrassing or shameful unless they succeed a DC 37 Will save. The target becomes frightened 1 and can't reduce their frightened condition for 1 minute or until the dragon reveals the secret. As a reaction when the affected creature attempts a check, the dragon can reveal their secret to discomfit them, requiring them to roll twice and take the lower result; this is a misfortune effect. ","skill_mod":{"society":35,"diplomacy":30,"deception":28,"stealth":29,"athletics":29,"intimidation":28,"occultism":31,"acrobatics":27},"primary_source":"Monster Core 2","spell":["Charm","Suggestion","Retrocognition","Mind Probe","Clairvoyance","Clairaudience","Mind Reading","Ring of Truth","Embed Message","Daze","Message","Hidden Mind"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":"(30 to Sense Motive ) darkvision , scent (imprecise) 60 feet","resistance":{},"intelligence":9,"reflex_save":26,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":28,"size":["Huge"],"name":"Ancient Whisper Dragon","pfs":"Standard","rarity":"uncommon","strike_damage_average":[31,31,34],"attack_bonus":[30,32,32],"constitution":6,"immunity":["confused","paralyzed","sleep"],"creature_family":"Dragon, Whisper","will_save":30,"speed":{"fly":200,"max":200,"land":60},"wisdom":6,"weakness":{},"creature_ability":["Information Network","Diplomatic Solution","Distracting Whisper","Cogitation Breath","Draconic Frenzy","Draconic Momentum","Steal Knowledge","Thought Whispers","Unveil Secret"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Society","Stealth","Underworld Lore"],"legacy_id":["creature-144"],"tradition":["Occult"],"summary":"Whisper dragons are keen collectors of rumors and secrets who spend centuries honing their information networks and relationships. They generally do …","trait_group":["Creature Type","Tradition","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4368","dexterity":5,"category":"creature","slug":"creature-4368"},{"attack_bonus":[10,10,10],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":35,"language":["Aklo","Common","Draconic","Elven","Sakvroth"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragonblood","will_save":12,"charisma":1,"speed":{"max":25,"land":25},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Draconic Willpower","Light of Fate"],"skill":["Acrobatics","Arcana","Deception","Occultism","Religion","Thievery"],"trait":["Dragonblood","Human","Humanoid","Rare","Medium"],"id":"creature-4369","text":" Dragonblood Occultist The dragonblood occultist draws power from their omen dragon benefactor. This occult connection allows the occultist to perceive glimpses of the near future. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Dragonblood Occultist Source Monster Core 2 pg. 136 Perception +10 Languages Aklo, Common, Draconic, Elven, Sakvroth Skills Acrobatics +8, Arcana +9, Deception +8, Occultism +10, Religion +6, Thievery +10 Str +1 Dex +3 Con +0 Int +4 Wis +1 Cha +1 Items Crossbow (20 bolts), Lantern, Leather Armor, Shortsword --- AC 18 Fort +6 Ref +9 Will +12 HP 35 Draconic Willpower When the occultist rolls a success on a saving throw against a fear effect, they get a critical success instead. --- Speed 25 feet Melee Single Action shortsword +10 (Agile, finesse, versatile S), Damage 1d6+4 piercing Melee Single Action fist +10 (Agile, finesse, nonlethal, unarmed), Damage 1d4+4 bludgeoning Ranged Single Action crossbow +10 (range increment 120 feet, reload 1), Damage 1d8+3 piercing Light of Fate Single Action (Manipulate, occult) Requirements The dragonblood occultist is holding a lit lantern; Effect The dragonblood occultist shines the lantern's light on one creature within 20 feet, revealing wounds yet to occur. The dragonblood occultist then chooses bludgeoning, mental, piercing, or slashing, and the target gains weakness 4 to that damage until the end of the dragonblood occultist's next turn. Dragonbloods Of Xa Hoi Long ago, the warring factions of what would become the Tian Xia nation of Xa Hoi pledged their fealty to the area’s sovereign dragons in return for their protection . Since then, Xa Hoi has been ruled by those dragons’ descendants. The citizens are used to the sovereign dragon’s prevalence throughout the nation and consider physical evidence of the dragons’ influence in their offspring to be a desired blessing. Sorcerers with the draconic bloodline and dragonblood individuals are often held in high esteem and are expected to do great things. ","skill_mod":{"deception":8,"thievery":10,"arcana":9,"occultism":10,"acrobatics":8,"religion":6},"summary":"The dragonblood occultist draws power from their omen dragon benefactor. This occult connection allows the occultist to perceive glimpses of the …","image":["/Images/Monsters/Dragonblood_Occultist.webp"],"primary_source":"Monster Core 2","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["Crossbow (20 bolts)","Lantern","Leather Armor","Shortsword"],"level":3,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4369","intelligence":4,"reflex_save":9,"strongest_save":["will"],"dexterity":3,"fortitude_save":6,"size":["Medium"],"name":"Dragonblood Occultist","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[6,7,7],"slug":"creature-4369"},{"primary_source_category":"Rulebooks","strength":1,"hp":15,"language":["Chthonian","Common","Daemonic","Diabolic","Draconic"],"source":["Monster Core 2"],"type":"Creature","charisma":2,"perception":8,"trait":["Dragon","Tiny"],"id":"creature-4370","text":" House Drake Beautifully colored in purples and electric blues, the little dragonets called house drakes are genuinely brilliant in more ways than one. They're playful and kind, and while they have a long tradition of assisting spellcasters, they prefer to be treated as equals and partners rather than pets. They're quite intelligent and don't appreciate condescension from those who treat them as simple animals. These tiny dragons have appeared in traditional Varisian tales for centuries, but only relatively recently have they become known by the name “house drake.” This new name arose in the city of Korvosa, where house drakes have adapted particularly well to urban life. When students of the magic school called the Acadamae failed in their studies and allowed their imp familiars to run wild, these tiny dragons found that they were particularly well suited to combating them. The two species are well matched in cunning. Though their clashes typically begin with trying to outwit one another, they often end in messy brawls across rooftops and into alleys. The residents of Korvosa appreciated both the protection and the dragons' charming appearance and demeanor. As such, their population has flourished, and house drakes are more common in Korvosa than anywhere else in the world. House drakes have peculiar grooming habits, often sharpening their teeth with silver coins or small jewelry. Because of this, their bites and exhalations are tinged with particles of silver. Otherwise, they're carnivorous, eating vermin and small birds. Though house drakes are capable of hunting for food, many of them find it a bit dull and will happily accept donations of food, preferring to spend their time at other pursuits. To truly get on a house drake's good side, though, one should offer a gift of silver. Donations to these dragonets have become regular practice in Korvosa, to the point where “paid any drakes lately?” has become a common phrase to suggest someone is a bit gullible and soft-hearted. These donations are just that—charity. House drakes avoid anything resembling a job, taking pride in their selfsufficiency and ability to choose how to spend their time. Recall Knowledge - Dragon (Arcana): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 House Drake Source Monster Core 2 pg. 137 Perception +8; darkvision, scent (imprecise) 30 feet Languages Chthonian, Common, Daemonic, Diabolic, Draconic Skills Acrobatics +7, Society +4, Stealth +7, Survival +6 Str +1 Dex +4 Con +2 Int +1 Wis +3 Cha +2 --- AC 17 Fort +6 Ref +8 Will +10 HP 15 Immunities paralyzed, sleep Ferocious Will Reaction (arcane, mental) Trigger The house drake succeeds at a saving throw against a magical mental effect; Effect The house drake sends a blast of magical feedback at the effect's source, dealing 2d6 mental damage (DC 16 basic Will save) to that creature. On a failed save, the creature is also slowed 1 for 1 round. --- Speed 15 feet, fly 40 feet Melee Single Action jaws +9 (Agile, finesse), Damage 1d8+1 piercing plus silver strike Arcane Innate Spells DC 17 - 1st Alarm, Soothe - 2nd Mist, See the Unseen Silver Breath Two Actions (Arcane, mental) The house drake breathes a 10-foot cone of silver mist. Each creature within the mist must succeed at a DC 16 Will save or become stupefied 2 for 1 round. The house drake can't use Silver Breath again for 1d4 rounds. Silver Strike House drakes sharpen their jaws on silver ornamentation until they incorporate bits of silver in their teeth. Their jaws Strike counts as silver. Ancient Tails Some of the oldest tales told among Varisian travelers speak of tiny dragons sent by Desna to comfort and aid her followers during a long-forgotten tyranny. With the recent rediscovery of the ancient Thassilonian empire, some suggest that these tales—and thus house drakes themselves—first appeared back in that distant age. ","skill_mod":{"society":4,"survival":6,"stealth":7,"acrobatics":7},"image":["/Images/Monsters/HouseDrake.png"],"primary_source":"Monster Core 2","spell":["Mist","See the Unseen","Alarm","Soothe"],"ac":17,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet","resistance":{},"intelligence":1,"reflex_save":8,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":6,"size":["Tiny"],"name":"House Drake","pfs":"Standard","rarity":"common","strike_damage_average":[5],"attack_bonus":[9],"constitution":2,"immunity":["paralyzed","sleep"],"creature_family":"Dragonet","will_save":10,"speed":{"fly":40,"max":40,"land":15},"wisdom":3,"weakness":{},"creature_ability":["Ferocious Will","Silver Breath","Silver Strike"],"skill":["Acrobatics","Society","Stealth","Survival"],"legacy_id":["creature-1193"],"tradition":["Arcane"],"summary":"Beautifully colored in purples and electric blues, the little dragonets called house drakes are genuinely brilliant in more ways than one. They're …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4370","dexterity":4,"category":"creature","slug":"creature-4370"},{"attack_bonus":[12],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":45,"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragonfly","will_save":6,"charisma":-5,"speed":{"max":30,"land":10,"swim":30},"perception":8,"wisdom":1,"weakness":{},"creature_ability":["Extend Mandibles"],"skill":["Athletics","Stealth"],"legacy_id":["creature-637"],"trait":["Animal","Aquatic","Small"],"id":"creature-4371","text":" Giant Dragonfly Nymph The aquatic, wingless offspring of dragonflies are called dragonfly nymphs. Giant dragonfly nymphs can be several feet in length and mostly hunt in shallow waters, eating carrion and ambushing living creatures with their fully grown counterparts. They're not daunted by larger creatures, compelled by their instinct to eat as much as possible to sustain their growth. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Dragonfly Nymph Source Monster Core 2 pg. 138 Perception +8; low-light vision, wavesense(imprecise) 30 feet Languages Skills Athletics +10, Stealth +9 Str +3 Dex +2 Con +4 Int -5 Wis +1 Cha -5 --- AC 19 Fort +11 Ref +9 Will +6 HP 45 --- Speed 10 feet, swim 30 feet Melee Single Action mandibles +12 (Agile), Damage 1d10+6 piercing Extend Mandibles Single Action The giant dragonfly nymph extends its jaws to a surprising distance. The dragonfly nymph makes a mandibles Strike with a reach of 10 feet, but the mandibles lose the agile trait for this Strike. ","skill_mod":{"stealth":9,"athletics":10},"summary":"The aquatic, wingless offspring of dragonflies are called dragonfly nymphs. Giant dragonfly nymphs can be several feet in length and mostly hunt in …","primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , wavesense (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4371","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":11,"size":["Small"],"name":"Giant Dragonfly Nymph","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-4371"},{"attack_bonus":[14],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":60,"source":["Monster Core 2"],"type":"Creature","creature_family":"Dragonfly","will_save":9,"charisma":0,"speed":{"fly":60,"max":60,"land":20},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Clutch","Snatch","Swoop"],"skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-638"],"trait":["Animal","Medium"],"id":"creature-4372","text":" Giant Dragonfly These buzzing insects are the size of a small horse. They're ambush predators that hunt beasts and humanoids alike, capable of using impressive aerial acrobatics to swoop down from above and snatch away their prey. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Giant Dragonfly Source Monster Core 2 pg. 138 Perception +11; darkvision, wavesense (imprecise) 30 feet Languages Skills Acrobatics +10, Athletics +10, Stealth +12 Str +4 Dex +4 Con +2 Int -5 Wis +3 Cha +0 --- AC 21 Fort +12 Ref +14 Will +9 HP 60 --- Speed 20 feet, fly 60 feet Melee Single Action mandibles +14, Damage 1d12+7 piercing plus Grab Clutch Single Action Requirements The giant dragonfly has a Medium or smaller creature grabbed in its mandibles; Effect The dragonfly tries to transfer the grabbed creature to be clutched by its legs. The giant dragonfly attempts an Athletics check against the creature's Reflex DC. On a success, it transfers the creature (which remains grabbed) to its legs, freeing its mandibles to attack. The dragonfly can have only one creature clutched at a time. Snatch The giant dragonfly can Fly at half Speed while it has a creature grabbed or restrained by Clutch, carrying that creature along with it. Swoop Two Actions The giant dragonfly Flies up to its Speed and makes one mandible Strike at any point during that movement. ","skill_mod":{"stealth":12,"athletics":10,"acrobatics":10},"summary":"These buzzing insects are the size of a small horse. They're ambush predators that hunt beasts and humanoids alike, capable of using impressive …","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4372","intelligence":-5,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Giant Dragonfly","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-4372"},{"attack_bonus":[17],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Aklo","Common","Fey","(can't speak any language), <%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","will_save":13,"charisma":2,"speed":{"climb":20,"max":25,"land":25},"perception":16,"wisdom":4,"weakness":{"fire":5},"creature_ability":["Nature Empathy","Blood Berries","Consume Berries","Drain Blood","Storm of Vines"],"skill":["Acrobatics","Athletics","Diplomacy","Nature","Stealth"],"legacy_id":["creature-639"],"trait":["Plant","Uncommon","Large"],"id":"creature-4373","text":" Drainberry Bush Drainberry bushes are floating bushes that originate from the First World, with long, thorny vines and dense clusters of bright-red berries. Their hollow thorns quickly siphon blood, which is how the carnivorous plants feed, and they rapidly turn consumed blood into fresh batches of delicious berries. They exude a faint white glow that's a result of stored vitality energy. Drainberry bushes exhibit unusually high intelligence and have an astute sense of value. When creatures attempt to harvest their berries, they typically become insulted by the lack of bartering. Creatures that attempt to converse with drainberry bushes find the plants telepathically convey only short and simple phrases: most commonly, “Money please,” “Deal good,” “Deal no good,” “Want that,” (with a gesture toward an item it covets), “Thank you, customer,” and if necessary, “No refunds.” Though a drainberry bush considers the market value of its berries to be 25 gp, it greatly prefers interesting art objects as payment—even ones of significantly lower value. Recall Knowledge - Plant (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Drainberry Bush Source Monster Core 2 pg. 139 Perception +16; lifesense 120 feet Languages Aklo, Common, Fey; (can't speak any language), telepathy 100 feet Skills Acrobatics +11, Athletics +17, Diplomacy +13, Nature +17, Stealth +11 Str +6 Dex +2 Con +6 Int -2 Wis +4 Cha +2 Nature Empathy The drainberry bush can use Diplomacy to Make an Impression on and make very simple Requests of animals and plant creatures. --- AC 23 Fort +17 Ref +13 Will +13 HP 135 Resistances void 10 Weaknesses fire 5 --- Speed 25 feet, climb 20 feet Melee Single Action vine +17 (reach 20 feet), Damage 2d8+10 bludgeoning plus Improved Grab Blood Berries The drainberry bush must drain blood from living creatures for sustenance. This causes clusters of bright red berries to grow among its branches. Each cluster of berries lasts for 1 day, and it typically has 1d6+3 clusters when encountered. When consumed, a cluster restores 2d8+10 Hit Points. This effect has the healing and primal traits. A creature can pluck a cluster of berries with a successful unarmed Strike or Thievery check against the bush's AC. Consume Berries Single Action (Healing, primal, vitality) The bush draws nourishment from one cluster of blood berries, regaining 2d8+10 Hit Points. That berry cluster wrinkles and dies. Drain Blood Single Action Requirements The drainberry bush has at least one living creature grabbed with one of its vines; Effect The bush squeezes all creatures it has grabbed, its hollow thorns piercing flesh and siphoning blood. Each creature must succeed at a DC 25 Fortitude save or take 2d8+10 piercing damage and become drained 1 (double damage and drained 2 on a critical failure). For every creature damaged this way, a cluster of blood berries (see above) immediately grows along the bush's branches. Storm of Vines Two Actions The drainberry bush makes up to four vine Strikes, each against a different target. These attacks count toward the bush's multiple attack penalty, but the multiple attack penalty doesn't increase until after the bush makes all these attacks. Drainberry Collections As drainberry bushes sell their berries to others, they collect coins and small curios—such as a cameo depicting a fey noble, a lock of golden hair knotted in a complex pattern, or a ring inscribed “To my dearest Memdaria.” Not all of these baubles have monetary value, but those that don't certainly had emotional value to the original owner. Occasionally, a drainberry bush accepts intangible trade goods, such as odes celebrating the bush's grandeur. ","skill_mod":{"diplomacy":13,"nature":17,"stealth":11,"athletics":17,"acrobatics":11},"summary":"Drainberry bushes are floating bushes that originate from the First World , with long, thorny vines and dense clusters of bright-red berries. Their …","image":["/Images/Monsters/DrainberryBush.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Rarity"],"ac":23,"level":7,"source_category":["Rulebooks"],"sense":" lifesense 120 feet","weakest_save":["ref","reflex","will"],"resistance":{"void":10},"url":"/Monsters.aspx?ID=4373","intelligence":-2,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":17,"size":["Large"],"name":"Drainberry Bush","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[19],"slug":"creature-4373"},{"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":35,"language":["Common","(can't speak any language)"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","will_save":7,"charisma":1,"speed":{"max":25,"land":25,"swim":25},"perception":7,"wisdom":1,"weakness":{"vitality":5},"creature_ability":["The Sea's Revenge","Grotesque Gift","Swipe"],"skill":["Athletics","Stealth"],"legacy_id":["creature-642"],"trait":["Undead","Water","Medium"],"id":"creature-4374","text":" Draugr The risen corpses of sailors who died at sea, known as draugrs, reek of rot and decay from the briny deep. Their eyes glow with ghastly green light, and rotting seaweed, barnacles, and dead sea creatures cling to their bodies. Draugrs can't speak, but they express their malicious emotions with gurgles, as though they were eternally drowning with lungs full of water. They desire little more than to attack living creatures, especially those who sail the sea. Even when they go upon land, draugrs often drag the corpses of those they strike down back to the water, populating the depths with even more dead. Draugrs rise in the haunted places of the sea, where restless spirits, swells of void energy, or supernatural storms deliver death. A corpse might rest at the bottom of the sea for some time before awakening as a draugr. Collecting detritus and organisms, the body becomes increasingly disgusting before it finally rises. Proximity to intelligent life can expedite this process, and an underwater explorer who happens upon a shipwreck might cause a body to suddenly return to unlife as a draugr. These undead don't take intrusions lightly, especially upon their place of death. Though hateful of the living, draugrs are susceptible to reminders of their lives as mariners. In particular, a well-performed sea shanty or call-andresponse work song might cause a draugr to become lost in reverie for a moment. The creatures have even been witnessed moaning along, unable to sing the words but providing haunting accompaniment. The lull rarely lasts long, though, as the beauty of the song quickly becomes a reminder of the tragedy that befell the draugr, reaffirming their desire for blood and death. More powerful draugrs with burning red eyes are called draugr captains. They're 3rd-level creatures with the elite adjustment that can cast mist as an innate divine spell 3 times per day. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Draugr Source Monster Core 2 pg. 140 Perception +7; darkvision Languages Common; (can't speak any language) Skills Athletics +10, Stealth +8 Str +4 Dex +2 Con +3 Int -1 Wis +1 Cha +1 Items Greataxe, Leather Armor --- AC 17 Fort +11 Ref +6 Will +7 HP 35 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances fire 3 Weaknesses vitality 5 The Sea's Revenge (curse, divine) A creature that slays a draugr is subjected to a mariner's curse spell with a DC of 17. The curse ends if the draugr is buried in a calm sea or after 1 week passes. --- Speed 25 feet, swim 25 feet Melee Single Action greataxe +10 (Sweep), Damage 1d12+4 slashing plus grotesque gift Melee Single Action fist +10 (Agile), Damage 1d4+4 bludgeoning plus grotesque gift Grotesque Gift (Olfactory) A draugr's attacks spatter their targets with rancid flesh and rotting seaweed. A creature damaged by a draugr's Strike must succeed at a DC 15 Fortitude save or become sickened 1 (sickened 2 on a critical failure). Swipe Two Actions The draugr powers their hate into attacking as many foes as possible. The draugr makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within its melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for the draugr's multiple attack penalty. Draugr Ships When an entire ship's crew dies in one calamity, they might rise simultaneously, bound together in death. Tirelessly plaguing the seas, these draugr crews slowly corrupt their vessels. The cursed ships often exhibit unsettling phenomena, such as being able to sail against the wind or leaving schools of dead fish in their wake. Sea shanties tell of draugr raiders approaching during the night, wreathed in fog pierced by only the green glow emanating from their eyes. ","element":["Water"],"skill_mod":{"stealth":8,"athletics":10},"summary":"The risen corpses of sailors who died at sea, known as draugrs, reek of rot and decay from the briny deep. Their eyes glow with ghastly green light, …","image":["/Images/Monsters/Draugr.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":17,"item":["Greataxe","Leather Armor"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"fire":3},"url":"/Monsters.aspx?ID=4374","intelligence":-1,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Draugr","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,10],"slug":"creature-4374"},{"attack_bonus":[17,17],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":100,"language":["Common","Fey"],"source":["Monster Core 2"],"type":"Creature","will_save":17,"charisma":5,"speed":{"max":35,"land":35},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Alter Dweomer","Arcane","Divine","Occult","Primal","Dweomer Leap","Pounce"],"skill":["Acrobatics","Arcana","Nature","Stealth","Survival"],"legacy_id":["creature-643"],"trait":["Beast","Uncommon","Medium"],"id":"creature-4375","text":" Dweomercat Dweomercats are magically gifted, four-eyed felines from the First World, where they prey upon other creatures and feed on their primal energy. Within the First World, they form packs that hunt together, though they prefer to care for their cubs on their own, raising them on a diet of magic and magical creatures. Curious creatures, they're sometimes encountered in areas of the Universe where the veil to the First World is thin or in regions where magic has been irreparably warped. Drawn there by the unique magical resonance, the dweomercats hope to acquire incomparable sources of food. Where dweomercats sighting have been reported, specialized trappers will appear soon after, hoping for the catch of a lifetime. A dweomercat's dark purple fur is prized by magical collectors, as the patterns that flow through the fur appear as though they were hand-painted, with spirals and curls resembling magical runes. These coats are then either displayed or included as components in rare rituals. Dweomercats are famous for their ability to twist the metaphorical strings of spells cast on or near them, which they can transform into their own defensive magic or use to instantly teleport across the battlefield. Recall Knowledge - Beast (Arcana, Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Dweomercat Source Monster Core 2 pg. 141 Perception +15; darkvision, detect magic , scent (imprecise) 30 feet Languages Common, Fey Skills Acrobatics +17, Arcana +16, Nature +15, Stealth +17, Survival +15 Str +4 Dex +4 Con +3 Int +3 Wis +4 Cha +5 --- AC 25 Fort +12 Ref +17 Will +17 +1 status to all saves vs. magic HP 100 Alter Dweomer Reaction (arcane) Trigger The dweomercat is targeted by a spell or is within the area of a spell as it's cast; Effect The dweomercat's runelike patterns start to glow as it gains an effect related to the tradition of the triggering spell. This effect occurs before the dweomercat is affected by the triggering spell. The effect lasts for 1 minute, until the dweomercat uses this ability again, or until the dweomercat Dismisses the effect, whichever comes first. Arcane Magical feedback deals 4d6 force damage to the triggering spellcaster (DC 22 basic Reflex save). Divine The dweomercat gains a +1 status bonus to all skill checks. Occult The dweomercat becomes invisible. This effect ends if the dweomercat uses a hostile action, in addition to the normal end conditions. Primal The dweomercat gains 10 temporary Hit Points. --- Speed 35 feet Melee Single Action jaws +17 (Magical), Damage 2d10+7 piercing plus Grab Melee Single Action claw +17 (Agile, magical), Damage 2d8+7 slashing Arcane Innate Spells DC 25 - 4th Dispel Magic (at will), Dispelling Globe, Translocate (×3) - Constant (4th) Detect Magic Dweomer Leap Two Actions (Arcane, teleportation) Prerequisites The dweomercat has at least one translocate spell remaining; Effect The dweomercat casts translocate , then can make a melee Strike against one creature adjacent to it at the end of its teleport. If the dweomercat ends its teleport adjacent to a creature under an ongoing spell effect or who cast a spell since the dweomercat's last turn, this does not expend a casting of translocate . Pounce Single Action The dweomercat Strides and makes a Strike at the end of that movement. If the dweomercat began this action hidden, it remains hidden until after this ability's Strike. Dweomercat Familiars Particularly powerful spellcasters sometimes take young dweomercat cubs as familiars. Their independence and flightiness make dweomercats somewhat unreliable allies, though, so one is never sure whether their bond with a dweomercat will be long-lasting or a temporary affair. ","tradition":["Arcane"],"skill_mod":{"nature":15,"survival":15,"stealth":17,"arcana":16,"acrobatics":17},"summary":"Dweomercats are magically gifted, four-eyed felines from the First World , where they prey upon other creatures and feed on their primal energy. …","image":["/Images/Monsters/Dweomercat.png"],"primary_source":"Monster Core 2","spell":["Dispel Magic","Dispelling Globe","Translocate","Detect Magic"],"trait_group":["Creature Type","Rarity"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision , detect magic , scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4375","intelligence":3,"reflex_save":17,"strongest_save":["ref","reflex","will"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Dweomercat","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[16,18],"slug":"creature-4375"},{"attack_bonus":[12],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":45,"language":["D'ziriak","Shadowtongue","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","will_save":10,"charisma":4,"speed":{"max":25,"land":25},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Glow","Dazzling Burst","Double Claw"],"skill":["Arcana","Athletics","Occultism","Stealth","Survival"],"legacy_id":["creature-644"],"trait":["Aberration","Shadow","Medium"],"id":"creature-4376","text":" D'ziriak These strange creatures are native to the Netherworld, where their colorful nature is in opposition to that realm's overwhelmingly monochromatic palette. Averaging 7 feet in height, d'ziriaks have four arms, two legs, and a termite-like abdomen. The larger pair of arms, used for most tasks, have five-fingered hands with sharp, insectile claws. The smaller pair of arms are reserved for fine manipulations and are not effective in combat. D'ziriaks' otherwise-dull brown carapaces are decorated with numerous runes glowing in bright colors. These tattoo-like runes indicate an individual's role in d'ziriak society and set them apart from their home plane's other native inhabitants. The runes glow with natural bioluminescence, and d'ziriaks can make them flare brightly for an instant, at the expense of overstressing the biochemical glands that create and maintain the runes for an extended time. The color and shape of the runes are partially natural but can be carefully customized over time to fit the individual's station. The D'ziriak language is a mix of buzzes and chitters and is spoken by few other creatures. D'ziriaks prefer to communicate with other species using telepathy rather than endure the sound of their language being “butchered by fleshy throats.” D'ziriaks organize into hive cities led by a king and queen. These hive cities consist of impressive spires, yet the towers are only the foremost part of the settlement, with many chambers reaching deep below, used as residences, workshops, and fungus farms. D'ziriak settlements are lit inside and out with alchemical and magical light sources, often in the shape of runes. These dimly glowing towers provide travelers with landmarks and perhaps promise safe havens on the otherwise gloomy Netherworld. Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 D'ziriak Source Monster Core 2 pg. 142 Perception +10; darkvision Languages D'ziriak, Shadowtongue; telepathy 100 feet Skills Arcana +8, Athletics +6, Occultism +10, Stealth +10, Survival +8 Str +1 Dex +3 Con +1 Int +1 Wis +3 Cha +4 --- AC 18 Fort +6 Ref +12 Will +10 HP 45 Glow (aura, light) 20 feet. The colorful runes that decorate a d'ziriak's body create dim light. The natural bioluminescence is specially adapted to the Netherworld, able to overcome magical darkness as if it were magical light with a rank equal to half the d'ziriak's level rounded up. --- Speed 25 feet Melee Single Action claw +12 (Agile, finesse), Damage 1d10+4 piercing Occult Innate Spells DC 19 - 7th Interplanar Teleport (self only; to Netherworld only) Dazzling Burst Two Actions (Light, Visual) The d'ziriak causes their body to flare with intense colorful light. Non-d'ziriaks in a 20-foot emanation must attempt a DC 20 Fortitude save. After using this ability during this time they can't use Dazzling Burst again. A creature that attempts this save is immune to all Dazzling Bursts for 1 minute. Critical Success The creature is unaffected. Success The creature is dazzled for 1 round. Failure The creature is dazzled for 1 minute. Critical Failure The creature is blinded for 1 round and dazzled for 1 minute. Double Claw Single Action Frequency once per round; Effect The d'ziriak makes two claw Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. This counts as two attacks for the d'ziriak's multiple attack penalty, and the penalty doesn't increase until after both attacks. Light Weavers The masters of d'ziriak light-weaving craft are occult practitioners, almost always sorcerers of the aberrant bloodline. Light weavers prefer spells that provide light or create magical writing. In their hive cities, light weavers create art, lighting, signage, and magic wards. They also use their light weaving for entertainment and education. ","tradition":["Occult"],"skill_mod":{"survival":8,"stealth":10,"arcana":8,"athletics":6,"occultism":10},"summary":"These strange creatures are native to the Netherworld, where their colorful nature is in opposition to that realm's overwhelmingly monochromatic …","image":["/Images/Monsters/Dziriak.png"],"primary_source":"Monster Core 2","spell":["Interplanar Teleport"],"trait_group":["Creature Type","Planar"],"ac":18,"level":3,"spell_dc":[19],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4376","intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"D'ziriak","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9],"slug":"creature-4376"},{"attack_bonus":[16,16],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":125,"source":["Monster Core 2"],"type":"Creature","will_save":16,"charisma":-1,"speed":{"max":35,"land":5,"swim":35},"perception":16,"wisdom":5,"weakness":{},"creature_ability":["Long Neck","Reactive Strike","Drag Below","Thrashing Retreat"],"skill":["Athletics"],"legacy_id":["creature-645"],"trait":["Animal","Huge"],"id":"creature-4377","text":" Elasmosaurus Elasmosauruses are long-necked, primeval reptiles that dwell in deep oceans and seas. Although not truly a dinosaur, elasmosauruses are often found in similar locations and are similarly titanic creatures. Keeping their massive bodies underwater, elasmosauruses use their long necks to catch prey and snorkel air to their massive lungs while remaining mostly hidden from the surface above. An elasmosaurus is 30 feet long and weighs 6,000 pounds. As rare and reclusive as they are, elasmosauruses are sometimes mistaken for even rarer creatures called water orms, legendary aquatic denizens of remote lakes known for their elusiveness and craftiness. Whereas elasmosauruses are mundane creatures of animalistic intelligence, water orms are magical beings with near-humanoid intelligence and a curious fascination with mortals, and they seem to delight in confounding onlookers. As a result, it's theorized that a typical water orm is more than happy to lead a group of spectators to a lost elasmosaurus, both to throw its pursuers off its tail and for the hilarity that will inevitably ensue. While elasmosauruses are often found in lost worlds and unsettled regions, those who dwell in the oceans of the world do not contain their hunting grounds to specific regions. As a result, it's not unheard of for a wandering specimen to find its way to coastal waters. Those that do often find the ports of small towns or even large cities to be wondrous banquets and are usually hunted down by coastal guards or adventurers. When a wayward elasmosaurus like this finds its way into a city's sewer system or reservoirs, though, it can become the stuff of urban legends. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Elasmosaurus Source Monster Core 2 pg. 143 Perception +16; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +17 Str +6 Dex +4 Con +6 Int -4 Wis +5 Cha -1 Deep Breath The elasmosaurus can hold its breath for 2 hours. --- AC 25 Fort +17 Ref +13 Will +16 HP 125 Long Neck An elasmosaurus's long neck allows it to interact with the surface while its body remains submerged underwater. While submerged no deeper than 15 feet underwater, an elasmosaurus can still stick its head up to breathe. An elasmosaurus gains cover against attacks made against creatures that are above the water's surface while it is underwater, even if its head is above the surface. Reactive Strike Reaction Jaws only. --- Speed 5 feet, swim 35 feet Melee Single Action jaws +16 (reach 15 feet), Damage 2d12+10 piercing plus Grab Melee Single Action paddle +16, Damage 2d6+10 bludgeoning Drag Below Single Action (Attack) The elasmosaurus attempts an Athletics check against a grabbed foe's Fortitude DC. If the elasmosaurus succeeds, the foe is forcibly moved 5 feet toward the elasmosaurus's body. If the elasmosaurus critically succeeds, the foe is moved 10 feet toward the elasmosaurus's body. Thrashing Retreat Two Actions A swimming elasmosaurus thrashes the area around it as it attempts to flee. It makes two paddle Strikes, each of which must be against separate targets, and each of which takes the normal multiple attack penalty. It then Swims up to its swim Speed. This Swim does not trigger reactions based on movement. Other Aquatic Reptiles The elasmosaurus is but one of many types of aquatic reptiles found in primeval oceans or lost worlds. Some, like the ichthyosaurus, are almost fishlike in appearance. Others, such as the mosasaurus, are truly massive beasts capable of killing and eating whales. ","skill_mod":{"athletics":17},"summary":"Elasmosauruses are long-necked, primeval reptiles that dwell in deep oceans and seas. Although not truly a dinosaur, elasmosauruses are often found …","image":["/Images/Monsters/Elasmosaurus.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4377","intelligence":-4,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":17,"size":["Huge"],"name":"Elasmosaurus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,23],"slug":"creature-4377"},{"attack_bonus":[11],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":20,"immunity":["bleed","electricity","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Air","will_save":7,"charisma":0,"speed":{"fly":50,"max":50,"land":5},"perception":7,"wisdom":1,"weakness":{},"creature_ability":["Arc Lightning"],"skill":["Acrobatics","Stealth"],"trait":["Air","Elemental","Tiny"],"id":"creature-4378","text":" Spark Moth Spark moths congregate around volatile weather in the Plane of Air. Recall Knowledge - Elemental (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Spark Moth Source Monster Core 2 pg. 144 Perception +7; darkvision Languages Skills Acrobatics +9, Stealth +9 Str +0 Dex +3 Con +1 Int -4 Wis +1 Cha +0 --- AC 18 Fort +5 Ref +11 Will +7 HP 20 Immunities bleed, electricity, paralyzed, poison, sleep --- Speed 5 feet, fly 50 feet Melee Single Action wing +11 (Agile, finesse), Damage 1d4+5 electricity Arc Lightning Single Action (Electricity, move, primal) The spark moth transforms into lightning that arcs to a large piece of metal within 100 feet, such as a suit of metal armor or metal weapon. The elemental then returns to its normal form in a space adjacent to the metal. This movement doesn't trigger reactions. ","element":["Air"],"skill_mod":{"stealth":9,"acrobatics":9},"summary":"Spark moths congregate around volatile weather in the Plane of Air.","image":["/Images/Monsters/Spark_Moth.webp"],"primary_source":"Monster Core 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4378","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Spark Moth","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-4378"},{"attack_bonus":[14,14],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":50,"language":["Sussuran"],"immunity":["bleed","paralyzed","poison","sleep","sonic"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Air","will_save":9,"charisma":0,"speed":{"fly":50,"max":50},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Swiftness","Thunderbolt"],"skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-647"],"trait":["Air","Elemental","Medium"],"id":"creature-4379","text":" Living Thunderclap A living thunderclap is a small storm cloud (sometimes in the vague shape of a humanoid) that cracks and booms with thunder. Recall Knowledge - Elemental (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Living Thunderclap Source Monster Core 2 pg. 144 Perception +9; darkvision Languages Sussuran Skills Acrobatics +12, Athletics +10, Stealth +12 Str +3 Dex +4 Con +2 Int -3 Wis +1 Cha +0 --- AC 21 Fort +10 Ref +12 Will +9 HP 50 Immunities bleed, paralyzed, poison, sleep, sonic --- Speed fly 50 feet; swiftness Melee Single Action gust +14 (Agile, finesse), Damage 2d6+6 bludgeoning plus Push Ranged Single Action lightning bolt +14 (Electricity, range increment 50 feet), Damage 2d12 electricity Swiftness The living thunderclap doesn't trigger reactions when it moves. Thunderbolt Two Actions (Electricity, primal, sonic) The living thunderclap emits a bolt of lightning that crashes with deafening thunder. The living thunderclap makes a lightning bolt Strike that deals 1d12 electricity damage. If it hits, the target and any creatures within a 15-foot emanation around the target take 2d6 sonic damage (DC 18 basic Fortitude save). Any creature that fails its save is also deafened for 1d4 rounds. ","element":["Air"],"skill_mod":{"stealth":12,"athletics":10,"acrobatics":12},"summary":"A living thunderclap is a small storm cloud (sometimes in the vague shape of a humanoid) that cracks and booms with thunder.","image":["/Images/Monsters/ElementalAir_LivingThunderclap.png"],"primary_source":"Monster Core 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4379","intelligence":-3,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Living Thunderclap","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,13],"slug":"creature-4379"},{"attack_bonus":[17],"constitution":3,"primary_source_category":"Rulebooks","strength":1,"hp":80,"language":["Sussuran"],"immunity":["bleed","paralyzed","poison","precision","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Air","will_save":11,"charisma":0,"speed":{"fly":40,"max":40},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Smoke Vision","Smoke Form","Choking Swoop","Painful Exhalations"],"skill":["Acrobatics","Stealth"],"trait":["Air","Elemental","Large"],"id":"creature-4380","text":" Smoke Creeper Smoke creepers shift and modify their appearance as they float through the Plane of Air, but they prefer to take on a vaguely insectile form with wings trailing choking fumes and glowing red eyes. Recall Knowledge - Elemental (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Smoke Creeper Source Monster Core 2 pg. 144 Perception +14; darkvision, smoke vision Languages Sussuran Skills Acrobatics +15, Stealth +15 Str +1 Dex +5 Con +3 Int -2 Wis +4 Cha +0 Smoke Vision The smoke creeper ignores the concealed condition from smoke. --- AC 24 Fort +13 Ref +17 Will +11 HP 80 Immunities bleed, paralyzed, poison, precision, sleep Resistances fire 5 Smoke Form The smoke creeper can move through the spaces of other creatures but can't end its movement in the same space. --- Speed fly 40 feet Melee Single Action smoke mandibles +17 (Agile, finesse), Damage 2d8+3 piercing plus 1d6 poison Choking Swoop Three Actions The smoke creeper Flies up to its Speed, moving through the spaces of other creatures and leaving traces of itself behind. Each breathing creature it passes through must attempt a DC 23 Fortitude save. On a failure, the creature inhales part of the elemental and is immobilized for 1 minute by the pain of the smoke rasping in its throat and lungs. A creature can attempt to end this condition by spending an action coughing and succeeding at a DC 23 Fortitude save. Painful Exhalations Two Actions Requirements At least one creature within 40 feet is immobilized from the smoke creeper's Choking Swoop; Effect The smoke creeper flaps its wings, violently drawing the lingering smoke free from all creatures immobilized from its Choking Swoop within 40 feet. Each target must attempt a DC 23 Fortitude save. On a failure, the creature is enfeebled 1 for 1 minute and sickened 1 (enfeebled 2 and sickened 2 on a critical failure). Regardless of the result, the creature is no longer immobilized from the smoke creeper's Choking Swoop. Air And Smoke Elementals of smoke, such as the smoke creeper, are often cruel in their attacks on breathing creatures, causing them to choke and cough from their noxious fumes. Some believe that they hold secret allegiances to Ymeri, who holds domain over fire and smoke. ","element":["Air"],"skill_mod":{"stealth":15,"acrobatics":15},"summary":"Smoke creepers shift and modify their appearance as they float through the Plane of Air , but they prefer to take on a vaguely insectile form with …","primary_source":"Monster Core 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["will"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=4380","intelligence":-2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Smoke Creeper","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-4380"},{"attack_bonus":[23,23],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":170,"language":["Sussuran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Air","will_save":19,"charisma":6,"speed":{"fly":100,"max":100},"perception":21,"wisdom":5,"weakness":{},"creature_ability":["Hostile Duet","Retune","Mesmerizing Melody","Swiftness"],"skill":["Acrobatics","Athletics","Performance","Stealth"],"legacy_id":["creature-649"],"trait":["Air","Elemental","Huge"],"id":"creature-4381","text":" Melody On The Wind While the melody on the wind, known by some as a song elemental, might enjoy the beauty of music, it is by nature a destructive elemental force. Recall Knowledge - Elemental (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Melody On The Wind Source Monster Core 2 pg. 145 Perception +21; darkvision Languages Sussuran Skills Acrobatics +22, Athletics +19, Performance +22, Stealth +22 Str +4 Dex +6 Con +2 Int +2 Wis +5 Cha +6 --- AC 30 Fort +16 Ref +22 Will +19 HP 170 Immunities bleed, paralyzed, poison, sleep Hostile Duet Reaction Trigger A hostile creature within 30 feet creates an effect with the auditory trait that provides bonuses to itself or its allies; Effect The melody on the wind recreates the effect, gaining the bonuses for itself and its allies as long as the original effect persists. Retune Reaction Trigger The melody on the wind is targeted by a spell that has the auditory trait; Effect The melody on the wind attempts to counteract the spell with a Performance check. If it succeeds, the spell effect is caught in a blast of wind that sweeps it back to its origin, affecting the caster. Targets of the triggering effect other than the melody on the wind are still affected normally. --- Speed fly 100 feet; swiftness Melee Single Action wind gust +23 (Agile, finesse), Damage 2d10+10 bludgeoning plus Push Ranged Single Action solid refrain +23 (range increment 70 feet), Damage 2d8+10 sonic Mesmerizing Melody Single Action (Auditory, concentrate, mental, primal) The melody on the wind sings in a sonorous chorus. Any creature in a 30-foot emanation must attempt a DC 29 Will save to resist becoming fascinated by the melody on the wind. A creature that succeeds at its save is temporarily immune for 24 hours. Critical Success The creature is unaffected. Success The creature is fascinated by the melody on the wind for 1 round. Failure The creature is fascinated by the melody on the wind for 4 rounds. Swiftness The melody on the wind's movement doesn't trigger reactions. ","element":["Air"],"skill_mod":{"performance":22,"stealth":22,"athletics":19,"acrobatics":22},"summary":"While the melody on the wind, known by some as a song elemental, might enjoy the beauty of music, it is by nature a destructive elemental force.","image":["/Images/Monsters/ElementalAir_MelodyOnTheWind.png"],"primary_source":"Monster Core 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":30,"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4381","intelligence":2,"reflex_save":22,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":16,"size":["Huge"],"name":"Melody On The Wind","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,21],"slug":"creature-4381"},{"attack_bonus":[10],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":35,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Earth","will_save":8,"charisma":-1,"speed":{"max":20,"land":20,"burrow":20},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Earth Glide","Rolling Charge"],"skill":["Athletics","Stealth"],"legacy_id":["creature-650"],"trait":["Earth","Elemental","Small"],"id":"creature-4382","text":" Living Boulder Living boulders roll and glide through the Plane of Earth, gathering gemstones and metal shards until their surfaces resemble a ship's hull covered in barnacles. Barely more intelligent than many animals, living boulders fill much the same role on the Plane of Earth as the great herd animals found on worlds in the Universe. Recall Knowledge - Elemental (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Living Boulder Source Monster Core 2 pg. 146 Perception +6; darkvision, tremorsense 30 feet Languages Skills Athletics +8, Stealth +5 Str +4 Dex -1 Con +4 Int -4 Wis +2 Cha -1 --- AC 17 Fort +10 Ref +5 Will +8 HP 35 Immunities bleed, paralyzed, poison, sleep --- Speed 20 feet, burrow 20 feet; earth glide Melee Single Action jaws +10, Damage 1d8+6 piercing Earth Glide A living boulder can Burrow through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing. Rolling Charge Two Actions The living boulder Strides twice, and can then make a Strike with its jaws. This jaws Strike gains Knockdown. ","element":["Earth"],"skill_mod":{"stealth":5,"athletics":8},"summary":"Living boulders roll and glide through the Plane of Earth , gathering gemstones and metal shards until their surfaces resemble a ship's hull covered …","primary_source":"Monster Core 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4382","intelligence":-4,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Living Boulder","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-4382"},{"attack_bonus":[14,14],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":75,"language":["Petran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Earth","will_save":10,"charisma":0,"speed":{"max":50,"land":50,"burrow":30},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Earth Glide","Lancing Charge","Tilting Strike","Trample"],"skill":["Athletics"],"legacy_id":["creature-651"],"trait":["Earth","Elemental","Large"],"id":"creature-4383","text":" Earthen Destrier This wave of dirt takes the crude likeness of the melded forequarters of a charging warhorse and a rocky knight wielding a rudimentary lance of gray stone. Recall Knowledge - Elemental (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Earthen Destrier Source Monster Core 2 pg. 146 Perception +10; darkvision, tremorsense (imprecise) 60 feet Languages Petran Skills Athletics +12 Str +4 Dex +1 Con +4 Int -1 Wis +3 Cha +0 --- AC 20 Fort +14 Ref +9 Will +10 HP 75 Immunities bleed, paralyzed, poison, sleep --- Speed 50 feet, burrow 30 feet; earth glide Melee Single Action lance arm +14 (deadly d8, reach 10 feet), Damage 2d8+6 piercing and lancing charge Melee Single Action hoof +14, Damage 2d6+6 bludgeoning Earth Glide A earthen destrier can Burrow through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing. Lancing Charge If the destrier moved at least 10 feet directly before its lance arm Strike, it gains a +2 circumstance bonus to its damage roll. Tilting Strike Reaction Trigger The earthen destrier tramples a creature; Effect The earthen destrier makes a lance arm Strike against the creature it's Trampling with a –5 circumstance penalty. Trample Three Actions Medium or smaller, hoof, DC 20 ","element":["Earth"],"skill_mod":{"athletics":12},"summary":"This wave of dirt takes the crude likeness of the melded forequarters of a charging warhorse and a rocky knight wielding a rudimentary lance of gray …","image":["/Images/Monsters/ElementalEarth_EarthernDestrier.png"],"primary_source":"Monster Core 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4383","intelligence":-1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":14,"size":["Large"],"name":"Earthen Destrier","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-4383"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Petran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Earth","will_save":14,"charisma":1,"speed":{"max":50,"land":25,"burrow":50},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Glass Armor","Earth Glide","Blinding Sand"],"skill":["Acrobatics","Stealth"],"legacy_id":["creature-653"],"trait":["Earth","Elemental","Medium"],"id":"creature-4384","text":" Sand Sentry This creature of pure sand moves with an eerie grace, shifting back and forth between a detailed likeness of a human and a muted and featureless bipedal form. The sand sentry is often called upon by spellcasters to stand guard over an area of great importance; these elementals are patient participants in such roles, making them well suited for long-term service. Recall Knowledge - Elemental (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Sand Sentry Source Monster Core 2 pg. 146 Perception +14; darkvision, tremorsense (imprecise) 60 feet Languages Petran Skills Acrobatics +14, Stealth +14 Str +5 Dex +2 Con +4 Int +0 Wis +2 Cha +1 --- AC 24 Fort +16 Ref +12 Will +14 HP 90 Immunities bleed, paralyzed, poison, sleep Glass Armor When the sand sentry takes electricity or fire damage, its outer layer of sand fuses into sheets of hardened glass for 1 minute. This increases the sand sentry's AC to 26 and grants it resistance 5 to acid, cold, electricity, fire, force, piercing, and slashing damage. A sand sentry can't use earth glide while glass armor is active. --- Speed 25 feet, burrow 50 feet; earth glide Melee Single Action fist +17, Damage 2d8+8 bludgeoning plus blinding sand Earth Glide A sand sentry can Burrow through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing. Blinding Sand When the sand sentry critically hits with a fist Strike, the target is blinded for 1 round. Sand Simulacra Sand sentries have no true culture or society of their own, but they're endlessly fascinated with the society and culture of humanoids they encounter. They can shape their appearance to mimic any similarly sized humanoids, and although they always remain obviously composed of sand, they do their best to copy the day-to-day activities they observe other humanoids performing. Of course, structures and objects sand sentries build from sand never last, but this never seems to stifle their obsession. ","element":["Earth"],"skill_mod":{"stealth":14,"acrobatics":14},"summary":"This creature of pure sand moves with an eerie grace, shifting back and forth between a detailed likeness of a human and a muted and featureless …","primary_source":"Monster Core 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4384","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Sand Sentry","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-4384"},{"attack_bonus":[20],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":145,"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Earth","will_save":17,"charisma":0,"speed":{"max":30,"land":30,"burrow":20},"perception":17,"wisdom":5,"weakness":{},"creature_ability":["Calcification","Earth Glide"],"skill":["Athletics"],"legacy_id":["creature-654"],"trait":["Earth","Elemental","Large"],"id":"creature-4385","text":" Granite Glyptodont This squat and stony creature looks like an armadillo with a large raised back and a flail-like tail. The granite glyptodont has no true need to feed, as with all elementals, yet it does seem to linger after transforming the flesh of those it calcifies, as if the mere proximity of flesh fossilizing into stone pleases it somehow. Recall Knowledge - Elemental (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Granite Glyptodont Source Monster Core 2 pg. 147 Perception +17; darkvision, tremorsense (imprecise) 90 feet Languages Skills Athletics +18 Str +6 Dex +1 Con +6 Int +0 Wis +5 Cha +0 --- AC 27 Fort +18 Ref +13 Will +17 HP 145 Immunities bleed, paralyzed, poison, sleep --- Speed 30 feet, burrow 20 feet; earth glide Melee Single Action tail +20 (Forceful, reach 10 feet, versatile P), Damage 2d12+9 bludgeoning plus calcification Calcification (Incapacitation, primal) A blow from a granite glyptodont's tail Strike hardens the flesh of the creature struck. The target must succeed at a DC 26 Fortitude save or become slowed 1 (slowed 2 on a critical failure). Further failed saves against calcification increase the value of the slowed condition. Once a creature's actions are reduced to 0 by calcification, that creature becomes petrified. If the creature isn't petrified, the slowed conditions end once 1 minute passes without the creature failing a save against calcification. Every 24 hours after it was petrified, the creature can attempt a DC 26 Fortitude save to recover. On a success, it becomes flesh again but is slowed 1 for the next 24 hours. On a critical success, the creature recovers and isn't slowed. On a failure, the creature remains petrified but can try again in 24 hours. On a critical failure, the petrification is permanent, and the creature can't attempt any more saves. Earth Glide A granite glyptodont can Burrow through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing. ","element":["Earth"],"skill_mod":{"athletics":18},"summary":"This squat and stony creature looks like an armadillo with a large raised back and a flail-like tail. The granite glyptodont has no true need to …","image":["/Images/Monsters/ElementalEarth_GraniteGlyptodont.png"],"primary_source":"Monster Core 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 90 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4385","intelligence":0,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Granite Glyptodont","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22],"slug":"creature-4385"},{"attack_bonus":[10],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":35,"language":["Pyric","(can't speak any language)"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Fire","will_save":8,"charisma":1,"speed":{"max":30,"land":30},"perception":8,"wisdom":2,"weakness":{"cold":5},"creature_ability":["Cloak in Embers [reaction"],"skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-655"],"trait":["Elemental","Fire","Small"],"id":"creature-4386","text":" Ember Fox Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow. They particularly enjoy hunting elementals from the Plane of Wood. Recall Knowledge - Elemental (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Ember Fox Source Monster Core 2 pg. 148 Perception +8; darkvision Languages Pyric; (can't speak any language) Skills Acrobatics +8, Athletics +5, Stealth +8 Str +1 Dex +4 Con +2 Int -2 Wis +2 Cha +1 --- AC 17 Fort +6 Ref +10 Will +8 HP 35 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 5 Cloak in Embers reaction ] Trigger An adjacent ally is targeted by an effect that deals fire damage; Effect The ember fox drapes itself across its ally, granting the ally fire [resistance 10 against the incoming attack. --- Speed 30 feet Melee Single Action jaws +10 (Agile, finesse), Damage 1d4+3 piercing plus 1d4 persistent fire\n","element":["Fire"],"skill_mod":{"stealth":8,"athletics":5,"acrobatics":8},"summary":"Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow. They …","image":["/Images/Monsters/ElementalFire_EmberFox.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4386","intelligence":-2,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Ember Fox","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-4386"},{"attack_bonus":[13,13],"constitution":4,"primary_source_category":"Rulebooks","strength":1,"hp":70,"language":["Pyric","(can't speak any language)"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Fire","will_save":9,"charisma":0,"speed":{"max":25,"land":25},"perception":11,"wisdom":3,"weakness":{"cold":5},"creature_ability":["Noxious Burst"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-656"],"trait":["Elemental","Fire","Medium"],"id":"creature-4387","text":" Filth Fire These creatures look like roiling clouds of black smoke churning above a mound of burning refuse. Leering faces form and fade in the smoke above, while the burning detritus writhes in spasmodic lurches, obviously alive. Recall Knowledge - Elemental (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Filth Fire Source Monster Core 2 pg. 148 Perception +11; darkvision, smoke vision Languages Pyric; (can't speak any language) Skills Acrobatics +13, Athletics +9 Str +1 Dex +5 Con +4 Int -2 Wis +3 Cha +0 Smoke Vision The filth fire ignores the concealed condition from smoke. --- AC 21 Fort +12 Ref +13 Will +9 HP 70 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 5 --- Speed 25 feet Melee Single Action burning lash +13 (Finesse), Damage 2d6+3 bludgeoning plus 1d6 persistent fire Ranged Single Action ember ball +13 (Fire, range increment 20 feet), Damage 1d6+3 bludgeoning plus 1d6 persistent fire Noxious Burst Two Actions Toxic materials and churning rubbish within the filth fire's body explode in one of three ways. The filth fire chooses the effect, but it can't make the same choice twice in a row. Fiery Beam (fire, primal) The filth fire expels a 30-foot line of flame that deals 3d6 fire damage with a DC 21 basic Reflex save. Shrapnel Blast (primal) The filth fire shoots jagged rubbish out in a 5-foot emanation that deals 2d12 piercing damage with a DC 21 basic Reflex save. Toxic Fumes (poison, primal) The filth fire belches a 15-foot cone of toxic smoke that deals 2d6 poison damage (DC 21 basic Fortitude save). A creature that fails is also sickened 1 (sickened 2 on a critical failure). ","element":["Fire"],"skill_mod":{"athletics":9,"acrobatics":13},"summary":"These creatures look like roiling clouds of black smoke churning above a mound of burning refuse. Leering faces form and fade in the smoke above, …","primary_source":"Monster Core 2","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4387","intelligence":-2,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Filth Fire","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,13],"slug":"creature-4387"},{"attack_bonus":[17],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":115,"language":["Pyric"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Fire","will_save":14,"charisma":1,"speed":{"max":50,"land":50},"perception":14,"wisdom":4,"weakness":{"cold":10},"creature_ability":["Smoke Vision","Burning Rush"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-657"],"trait":["Elemental","Fire","Medium"],"id":"creature-4388","text":" Striding Fire An embodiment of the speed and chaos of a spreading blaze, a striding fire appears as a lithe and long-limbed humanoid composed of shifting-hued flames churning around a skeleton-like framework. Recall Knowledge - Elemental (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Striding Fire Source Monster Core 2 pg. 149 Perception +14; darkvision, smoke vision Languages Pyric Skills Acrobatics +15, Athletics +12 Str +2 Dex +5 Con +3 Int +0 Wis +4 Cha +1 Smoke Vision The striding fire ignores the concealed condition from smoke. --- AC 24 Fort +11 Ref +17 Will +14 HP 115 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 10 --- Speed 50 feet Melee Single Action fist +17 (Agile, finesse), Damage 2d8+5 bludgeoning plus 1d6 persistent fire Burning Rush Two Actions (Fire, primal) The striding fire stretches out its legs to an impossible length, propelling it forward. The striding fire Strides up to double its Speed in a straight line. Its movement during this Stride doesn't trigger reactions. Any creature the striding fire was adjacent to at any point during this Stride must attempt a DC 24 basic Reflex save. If it critically fails, it's knocked prone by a wave of heated air. The striding fire can't use Burning Rush for 1d4 rounds. ","element":["Fire"],"skill_mod":{"athletics":12,"acrobatics":15},"summary":"An embodiment of the speed and chaos of a spreading blaze, a striding fire appears as a lithe and long-limbed humanoid composed of shifting-hued …","primary_source":"Monster Core 2","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4388","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Striding Fire","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-4388"},{"attack_bonus":[17,20,20],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":155,"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Fire","will_save":16,"charisma":0,"speed":{"climb":30,"max":40,"land":40},"perception":18,"wisdom":4,"weakness":{"cold":10},"creature_ability":["Smoke Vision","Magma Scorpion Venom"],"skill":["Athletics"],"legacy_id":["creature-658"],"trait":["Elemental","Fire","Large"],"id":"creature-4389","text":" Magma Scorpion Whether skittering through Chthonian wastelands or basking in the searing sand of the deepest deserts, magma scorpions have charred carapaces, constantly emitting vision-warping waves of heat. Recall Knowledge - Elemental (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Magma Scorpion Source Monster Core 2 pg. 149 Perception +18; darkvision, smoke vision Languages Skills Athletics +16 Str +6 Dex +3 Con +5 Int -4 Wis +4 Cha +0 Smoke Vision The magma scorpion ignores the concealed condition from smoke. --- AC 27 Fort +19 Ref +14 Will +16 HP 155 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 10 --- Speed 40 feet, climb 30 feet Melee Single Action pincer +20 (Agile, reach 10 feet), Damage 2d6+9 bludgeoning plus 1d6 persistent fire and Grab Melee Single Action tail sting +20 (reach 10 feet), Damage 1d10+9 piercing plus 1d6 persistent fire and magma scorpion venom Ranged Single Action magma spit +17 (Fire, range increment 40 feet), Damage 1d6+9 fire plus 1d6 persistent fire Magma Scorpion Venom (Fire, injury, poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 fire damage (1 round) and enfeebled 1; Stage 2 3d6 fire damage and enfeebled 2 (1 round) ","element":["Fire"],"skill_mod":{"athletics":16},"summary":"Whether skittering through Chthonian wastelands or basking in the searing sand of the deepest deserts, magma scorpions have charred carapaces, …","image":["/Images/Monsters/ElementalFire_MagmaScorpion.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4389","intelligence":-4,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Magma Scorpion","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,18,19],"slug":"creature-4389"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":35,"immunity":["bleed","cold","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Water","will_save":5,"charisma":0,"speed":{"climb":20,"max":25,"land":25},"perception":7,"wisdom":1,"weakness":{"fire":5},"creature_ability":["Icicle"],"skill":["Athletics","Stealth"],"legacy_id":["creature-663"],"trait":["Cold","Elemental","Water","Small"],"id":"creature-4390","text":" Icicle Snake Translucent and capable of hanging suspended and near motionless, icicle snakes sense the heat of living creatures as a threat and attempt to use their camouflage and chilling bite against foes. Recall Knowledge - Elemental (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Icicle Snake Source Monster Core 2 pg. 150 Perception +7; darkvision Languages Skills Athletics +7, Stealth +7 Str +1 Dex +3 Con +2 Int -4 Wis +1 Cha +0 --- AC 18 Fort +8 Ref +9 Will +5 HP 35 Immunities bleed, cold, paralyzed, poison, sleep Weaknesses fire 5 --- Speed 25 feet, climb 20 feet Melee Single Action jaws +9 (Finesse), Damage 1d6+1 piercing plus 1d6 persistent cold Icicle Single Action (Concentrate) Until the next time it acts, the icicle snake appears to be an unassuming icicle. It has an automatic result of 27 on Deception checks and DCs to pass as an icicle. ","element":["Water"],"skill_mod":{"stealth":7,"athletics":7},"summary":"Translucent and capable of hanging suspended and near motionless, icicle snakes sense the heat of living creatures as a threat and attempt to use …","image":["/Images/Monsters/ElementalWater_IcicleSnake.png"],"primary_source":"Monster Core 2","trait_group":["Energy","Monster","Creature Type","Elemental","Planar"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4390","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Icicle Snake","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-4390"},{"attack_bonus":[14],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Thalassic"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Water","will_save":11,"charisma":0,"speed":{"climb":20,"max":30,"land":20,"swim":30},"perception":13,"wisdom":5,"weakness":{},"creature_ability":["Mist Cloud","Mist Vision","Constrict","Solidify Mist"],"skill":["Athletics","Stealth"],"legacy_id":["creature-664"],"trait":["Amphibious","Elemental","Water","Medium"],"id":"creature-4391","text":" Mist Stalker The tentacled mist stalker shrouds itself in a cloak of mist through which its single, never-blinking eye can see with clarity, allowing it an advantage when stalking prey. Recall Knowledge - Elemental (Arcana, Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Mist Stalker Source Monster Core 2 pg. 150 Perception +13; darkvision, mist vision Languages Thalassic Skills Athletics +10, Stealth +12 Str +4 Dex +4 Con +2 Int +1 Wis +5 Cha +0 Mist Cloud (aura, primal, water) 15 feet. The mist stalker is surrounded by mist. Creatures in the aura are concealed. If wind disperses the aura, it returns automatically at the start of the mist stalker's turn. This cloud is suppressed in water. Mist Vision The mist stalker ignores the concealed condition from mist and fog. --- AC 20 Fort +10 Ref +12 Will +11 HP 60 Immunities bleed, paralyzed, poison, sleep --- Speed 20 feet, climb 20 feet, swim 30 feet Melee Single Action tentacle +14 (Finesse, sweep, reach 10 feet), Damage 2d8+4 bludgeoning plus Grab Constrict Single Action 1d8+4 bludgeoning, DC 21 Solidify Mist Single Action (Primal, water) The mist stalker makes its mist cloud congeal, causing the aura to be difficult terrain until the start of the mist stalker's next turn. In addition, the mist stalker can make the mist even thicker around a single Medium or smaller creature within the cloud. The creature must succeed at a DC 20 Reflex save or become immobilized until it Escapes or is no longer in the mist cloud's emanation. ","element":["Water"],"skill_mod":{"stealth":12,"athletics":10},"summary":"The tentacled mist stalker shrouds itself in a cloak of mist through which its single, never-blinking eye can see with clarity, allowing it an …","primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , mist vision","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4391","intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Mist Stalker","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-4391"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":105,"language":["Thalassic"],"immunity":["bleed","cold","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Water","will_save":14,"charisma":0,"speed":{"max":25,"land":25,"burrow":20},"perception":14,"wisdom":4,"weakness":{"fire":5},"creature_ability":["Snow Vision","Shattering Ice","Ice Burrow"],"skill":["Athletics","Stealth"],"legacy_id":["creature-665"],"trait":["Cold","Elemental","Water","Medium"],"id":"creature-4392","text":" Blizzardborn Freezing and thawing in a near-constant loop, blizzardborn resemble humanoid forms composed of a mixture of partially melted snow and sleet. These elementals move with crunching strides, their bodies constantly sloshing and sloughing off shards of ice. Because of their ability to refreeze, blizzardborn can travel into warmer environments safely, though they tend to look more like slush in these areas. Recall Knowledge - Elemental (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Blizzardborn Source Monster Core 2 pg. 151 Perception +14; darkvision, snow vision Languages Thalassic Skills Athletics +15, Stealth +14 Str +5 Dex +2 Con +4 Int +0 Wis +4 Cha +0 Snow Vision The blizzardborn ignores the concealed condition from falling snow. --- AC 24 Fort +16 Ref +12 Will +14 HP 105 Immunities bleed, cold, paralyzed, poison, sleep Weaknesses fire 5 Shattering Ice Reaction Trigger An enemy hits the blizzardborn with an attack that deals physical damage; Effect A portion of the blizzardborn's body shatters into an explosion of razor-sharp ice crystals and blinding snow that deals 2d6 piercing damage to opponents in a 5-foot emanation (DC 24 basic Reflex save). Anyone who fails is also blinded for 1 round (3 rounds on a critical failure). --- Speed 25 feet, ice burrow 20 feet Melee Single Action ice claw +17 (versatile B), Damage 2d6+8 slashing plus 1d6 persistent cold Ice Burrow The blizzardborn can Burrow through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing. ","element":["Water"],"skill_mod":{"stealth":14,"athletics":15},"summary":"Freezing and thawing in a near-constant loop, blizzardborn resemble humanoid forms composed of a mixture of partially melted snow and sleet. These …","primary_source":"Monster Core 2","trait_group":["Energy","Monster","Creature Type","Elemental","Planar"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , snow vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4392","intelligence":0,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Blizzardborn","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18],"slug":"creature-4392"},{"attack_bonus":[23,23,23],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":185,"language":["Thalassic"],"immunity":["bleed","cold","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Water","will_save":17,"charisma":3,"speed":{"max":60,"land":25,"burrow":20,"swim":60},"perception":19,"wisdom":5,"weakness":{"fire":10},"creature_ability":["Explosion","Breathe Ice Shards","Ice Burrow"],"skill":["Athletics"],"legacy_id":["creature-666"],"trait":["Amphibious","Cold","Elemental","Water","Huge"],"id":"creature-4393","text":" Icewyrm Resembling wingless, serpentine dragons formed of jagged ice and shot through with veins of nearly frozen water, these elementals dwell within icebergs and enjoy striking out at passing ships or creatures. They're especially common in frigid stretches of ocean in the Plane of Water, where icebergs cluster together into enormous islands of ice. Recall Knowledge - Elemental (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Icewyrm Source Monster Core 2 pg. 151 Perception +19; darkvision Languages Thalassic Skills Athletics +21 Str +7 Dex +7 Con +5 Int -1 Wis +5 Cha +3 --- AC 30 Fort +20 Ref +21 Will +17 HP 185 Immunities bleed, cold, paralyzed, poison, sleep Weaknesses fire 10 Explosion (cold) When the icewyrm dies, it explodes, dealing 8d6 cold damage to each creature in a 10-foot emanation (DC 27 basic Reflex save). --- Speed 25 feet, ice burrow 20 feet, swim 60 feet Melee Single Action jaws +23 (reach 15 feet), Damage 2d12+13 piercing Melee Single Action tail +23 (Agile, reach 15 feet), Damage 2d6+13 slashing plus 1d6 persistent cold Ranged Single Action ice shard +23 (Cold, range increment 60 feet), Damage 1d6+13 piercing plus 1d6 persistent cold Breathe Ice Shards Two Actions (Cold, primal) The icewyrm breathes a 60-foot line of freezing shards of razor-sharp ice, dealing 3d12 cold damage and 3d12 piercing damage to every creature in the line (DC 29 basic Reflex save). The icewyrm can't use Breathe Ice Shards again for 1d4 rounds. Ice Burrow The icewyrm can Burrow through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing. ","element":["Water"],"skill_mod":{"athletics":21},"summary":"Resembling wingless, serpentine dragons formed of jagged ice and shot through with veins of nearly frozen water, these elementals dwell within …","image":["/Images/Monsters/ElementalWater_Icewyrm.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Energy","Creature Type","Elemental","Planar"],"ac":30,"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4393","intelligence":-1,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":7,"vision":"Darkvision","fortitude_save":20,"size":["Huge"],"name":"Icewyrm","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,23,26],"slug":"creature-4393"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":12,"language":["Sussuran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Wisp","will_save":4,"charisma":0,"speed":{"fly":40,"max":40},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Resonance","Accord Essence","In Concert"],"skill":["Acrobatics","Plane of Air Lore","Stealth"],"legacy_id":["creature-1142"],"trait":["Air","Elemental","Tiny"],"id":"creature-4394","text":" Air Wisp Air wisps are floating spheres of cloud and storm, perpetually humming a light, whispery tone. They're playful and capricious, with great curiosity toward strangers. Recall Knowledge - Elemental (Arcana, Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Air Wisp Source Monster Core 2 pg. 152 Perception +6; darkvision Languages Sussuran Skills Acrobatics +7, Plane of Air Lore +4, Stealth +7 Str +0 Dex +3 Con +1 Int +0 Wis +2 Cha +0 --- AC 16 Fort +3 Ref +9 Will +4 HP 12 Immunities bleed, paralyzed, poison, sleep Resonance (aura, air) 30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. Creatures in the area gain a +1 status bonus to attack and damage rolls for effects that have the air trait; a creature with the elemental and air traits gains this bonus to all attack and damage rolls. Accord Essence Reaction (air) Trigger An ally within 30 feet that benefited from the wisp's resonance in the last hour is targeted by an attack; Effect The wisp detonates themself in an elemental explosion. This grants temporary Hit Points equal to half the wisp's current Hit Points to allies within 30 feet who have benefited from the wisp's resonance in the last hour. These temporary Hit Points last 1 hour. A wisp that uses this reaction is permanently destroyed, and they can be restored by only a wish ritual or similarly powerful effect. If an ability would prevent the wisp's destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect. --- Speed fly 40 feet Melee Single Action tendril +7 (reach 10 feet), Damage 1d4 bludgeoning In Concert When an air wisp rolls a critical failure on a check to Aid, they get a failure instead, and when they roll a success, they get a critical success instead. ","element":["Air"],"skill_mod":{"stealth":7,"acrobatics":7},"summary":"Air wisps are floating spheres of cloud and storm, perpetually humming a light, whispery tone. They're playful and capricious, with great curiosity …","image":["/Images/Monsters/ElementalWisp_Air.png"],"primary_source":"Monster Core 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4394","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":3,"size":["Tiny"],"name":"Air Wisp","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-4394"},{"attack_bonus":[6],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":15,"language":["Petran"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Wisp","will_save":4,"charisma":0,"speed":{"max":20,"land":20,"burrow":20},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Resonance","Accord Essence","In Concert"],"skill":["Athletics","Dungeon Lore","Plane of Earth Lore"],"legacy_id":["creature-1143"],"trait":["Earth","Elemental","Tiny"],"id":"creature-4395","text":" Earth Wisp Earth wisps are rolling spheres of rock, mud, and leaves, perpetually humming with low, rumbling energy. They're timid and aloof but fiercely loyal to those they know and trust. Recall Knowledge - Elemental (Arcana, Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Earth Wisp Source Monster Core 2 pg. 152 Perception +6; darkvision, tremorsense (imprecise) 30 feet Languages Petran Skills Athletics +6, Dungeon Lore +4, Plane of Earth Lore +4 Str +2 Dex +1 Con +3 Int +0 Wis +2 Cha +0 --- AC 15 Fort +7 Ref +5 Will +4 HP 15 Immunities bleed, paralyzed, poison, sleep Resistances bludgeoning 2 Resonance (aura, earth) 30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. Creatures in the area gain a +1 status bonus to attack and damage rolls for effects that have the earth trait; a creature with the elemental and earth traits gains this bonus to all attack and damage rolls. Accord Essence Reaction (earth) Trigger An ally within 30 feet that benefited from the wisp's resonance in the last hour is targeted by an attack; Effect The wisp detonates themself in an elemental explosion. This grants temporary Hit Points equal to half the wisp's current Hit Points to allies within 30 feet who have benefited from the wisp's resonance in the last hour. These temporary Hit Points last 1 hour. A wisp that uses this reaction is permanently destroyed, and they can be restored by only a wish ritual or similarly powerful effect. If an ability would prevent the wisp's destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect. --- Speed 20 feet, burrow 20 feet Melee Single Action tendril +6 (reach 10 feet), Damage 1d4+2 bludgeoning In Concert When an earth wisp rolls a critical failure on a check to Aid, they get a failure instead, and when they roll a success, they get a critical success instead. ","element":["Earth"],"skill_mod":{"athletics":6},"summary":"Earth wisps are rolling spheres of rock, mud, and leaves, perpetually humming with low, rumbling energy. They're timid and aloof but fiercely loyal …","primary_source":"Monster Core 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":15,"level":0,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":2},"url":"/Monsters.aspx?ID=4395","intelligence":0,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Earth Wisp","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-4395"},{"attack_bonus":[6],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":15,"language":["Pyric"],"immunity":["bleed","fire","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Wisp","will_save":4,"charisma":0,"speed":{"fly":15,"max":40,"land":40},"perception":6,"wisdom":2,"weakness":{"cold":2},"creature_ability":["Smoke Vision","Resonance","Accord Essence","In Concert"],"skill":["Acrobatics","Plane of Fire Lore","Stealth"],"legacy_id":["creature-1144"],"trait":["Elemental","Fire","Tiny"],"id":"creature-4396","text":" Fire Wisp Fire wisps are sizzling spheres of flame and ash, perpetually crackling and shimmering with heat. They're carefree, boisterous, and quick to action— sometimes recklessly so. Recall Knowledge - Elemental (Arcana, Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Fire Wisp Source Monster Core 2 pg. 153 Perception +6; darkvision, smoke vision Languages Pyric Skills Acrobatics +5, Plane of Fire Lore +4, Stealth +7 Str +1 Dex +3 Con +2 Int +0 Wis +2 Cha +0 Smoke Vision The fire wisp ignores the concealed condition from smoke. --- AC 15 Fort +6 Ref +7 Will +4 HP 15 Immunities bleed, fire, paralyzed, poison, sleep Weaknesses cold 2, water 2 Resonance (aura, fire) 30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. Creatures in the area gain a +1 status bonus to attack and damage rolls for effects that have the fire trait; a creature with the elemental and fire traits gains this bonus to all attack and damage rolls. Accord Essence Reaction (fire) Trigger An ally within 30 feet that benefited from the wisp's resonance in the last hour is targeted by an attack; Effect The wisp detonates themself in an elemental explosion. This grants temporary Hit Points equal to half the wisp's current Hit Points to allies within 30 feet who have benefited from the wisp's resonance in the last hour. These temporary Hit Points last 1 hour. A wisp that uses this reaction is permanently destroyed, and they can be restored by only a wish ritual or similarly powerful effect. If an ability would prevent the wisp's destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect. --- Speed 40 feet, fly 15 feet Melee Single Action tendril +6 (reach 10 feet), Damage 1d4+1 fire plus 1 persistent fire In Concert When a fire wisp rolls a critical failure on a check to Aid, they get a failure instead, and when they roll a success, they get a critical success instead. ","element":["Fire"],"skill_mod":{"stealth":7,"acrobatics":5},"summary":"Fire wisps are sizzling spheres of flame and ash, perpetually crackling and shimmering with heat. They're carefree, boisterous, and quick to action— …","image":["/Images/Monsters/ElementalWisp_Fire.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":15,"level":0,"source_category":["Rulebooks"],"sense":" darkvision , smoke vision","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4396","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Tiny"],"name":"Fire Wisp","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-4396"},{"attack_bonus":[6],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":20,"language":["Thalassic"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Elemental, Wisp","will_save":4,"charisma":0,"speed":{"max":25,"land":25,"swim":25},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Mist Vision","Resonance","Accord Essence","Drench","In Concert",""],"skill":["Athletics","Medicine","Plane of Water Lore"],"legacy_id":["creature-1145"],"trait":["Elemental","Water","Tiny"],"id":"creature-4397","text":" Water Wisp Water wisps are swimming spheres of foam and water, perpetually humming with a wash of soft sounds. They're gentle, nurturing, and quick to help anyone in need. Recall Knowledge - Elemental (Arcana, Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Water Wisp Source Monster Core 2 pg. 153 Perception +6; darkvision, mist vision Languages Thalassic Skills Athletics +4, Medicine +6, Plane of Water Lore +4 Str +2 Dex +2 Con +3 Int +0 Wis +1 Cha +0 Mist Vision The water wisp ignores the concealed condition from mist and fog. --- AC 13 Fort +8 Ref +4 Will +4 HP 20 Immunities bleed, paralyzed, poison, sleep Resistances fire 2 Resonance (aura, water) 30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. Creatures in the area gain a +1 status bonus to attack and damage rolls for effects that have the water trait; a creature with the elemental and water traits gains this bonus to all attack and damage rolls. Accord Essence Reaction (water, Trigger An ally within 30 feet that benefited from the wisp's resonance in the last hour is targeted by an attack) Effect The wisp detonates themself in an elemental explosion. This grants temporary Hit Points equal to half the wisp's current Hit Points to allies within 30 feet who have benefited from the wisp's resonance in the last hour. These temporary Hit Points last 1 hour. A wisp that uses this reaction is permanently destroyed, and they can be restored by only a wish ritual or similarly powerful effect. If an ability would prevent the wisp's destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect. --- Speed 25 feet, swim 25 feet Melee Single Action tendril +6 (reach 10 feet), Damage 1d4+2 bludgeoning Drench Single Action (Primal, water) The wisp puts out all fires in a single 5-foot square. They extinguish non-magical fire of that size or smaller automatically and attempt to counteract magical fires (counteract modifier +6). In Concert When a water wisp rolls a critical failure on a check to Aid, they get a failure instead, and when they roll a success, they get a critical success instead. ","element":["Water"],"skill_mod":{"medicine":6,"athletics":4},"summary":"Water wisps are swimming spheres of foam and water, perpetually humming with a wash of soft sounds. They're gentle, nurturing, and quick to help …","primary_source":"Monster Core 2","trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":13,"level":0,"source_category":["Rulebooks"],"sense":" darkvision , mist vision","weakest_save":["ref","reflex","will"],"resistance":{"fire":2},"url":"/Monsters.aspx?ID=4397","intelligence":0,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":8,"size":["Tiny"],"name":"Water Wisp","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-4397"},{"attack_bonus":[14,15],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":75,"language":["Aklo"],"source":["Monster Core 2"],"type":"Creature","will_save":10,"charisma":7,"speed":{"climb":20,"max":40,"land":40},"perception":12,"wisdom":1,"weakness":{},"creature_ability":["Ether Spider Venom","Ethereal Step","Ethereal Web Trap","Web Burst"],"skill":["Athletics","Stealth"],"legacy_id":["creature-203"],"trait":["Beast","Ethereal","Large"],"id":"creature-4398","text":" Ether Spider Ether spiders are members of a vague taxonomy called ethereal wildlife and are deadly predators from the Ethereal Plane. They are giant arachnids who can shape the raw essence of the Ethereal Plane as easily as spinning silk, weaving it in complex patterns that drift through the misty void. From these ethereal nests, whole families of ether spiders can scout adjacent locales in the Universe, watching for easy prey in dark or remote corners of the land of mortals. Once an ether spider has spotted a meal, it anchors its nest and waits on the Ethereal Plane for its prey to draw near. As soon as its victim is within reach, the ether spider shifts to the Universe, clamps its fangs onto its prey, then shifts back to the Ethereal Plane to wait as its venom works through the creature's system. Ether spiders move between the planes with ease, making them extremely dangerous to those who can't see or attack ethereal enemies. Ether spiders are not mindless or cruel—they are simply hungry. If a prospective meal can sate an ether spider's incredible appetite through other means, they might be able to bargain for their life. Ether spiders are especially interested in items, information, or allies who can help them against their enemies. Ether spiders dwell in vast nests adrift in the Ethereal Plane, where as many as half a dozen ether spiders might cohabitate. Although ether spiders enjoy one another's company, they don't form the same bonds as most humanoids, and they are more likely to feast on the corpse of a fallen sibling than save one from certain doom. When not hunting prey, ether spiders are likely to let down their guard. Travelers who find a floating ether spider commune should have an easier time of making peaceful contact to trade with or even befriend these strange arachnids. The nests drift on metaphysical currents and are rarely seen in the same vicinity twice. Sometimes a point of interest in the neighboring Universe compels them to tether their nest to an area, creating a semipermanent home. Recall Knowledge - Beast (Arcana, Nature): DC 20 Recall Knowledge - Ethereal (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Ether Spider Source Monster Core 2 pg. 154 Perception +12; darkvision Languages Aklo Skills Athletics +12, Stealth +15 Str +5 Dex +4 Con +3 Int -2 Wis +1 Cha +7 --- AC 21 Fort +12 Ref +15 Will +10 HP 75 --- Speed 40 feet, climb 20 feet Melee Single Action fangs +15 (Magical), Damage 1d10+7 piercing plus ether spider venom and Grab Ranged Single Action web +14 (Magical, range increment 30 feet), Damage ethereal web trap Ether Spider Venom (Poison) Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and clumsy 1 (1 round); Stage 2 2d6 poison damage, clumsy 2 and slowed 1 (1 round); Stage 3 3d6 poison damage, clumsy 3 and slowed 2 (1 round) Ethereal Step Single Action The ether spider shifts to either the Ethereal Plane or the Universe. The ether spider can remain on the Ethereal Plane indefinitely without ill effect. While there, it can see clearly into the Universe with a range of 60 feet. On its first round in an encounter, the ether spider can use this ability once as a free action. Ethereal Web Trap A creature hit by the ether spider's web attack is immobilized and stuck to the nearest surface (Escape DC 22). Web Burst Two Actions Frequency once per day; Effect The ether spider flings a gout of stored webs in a 30-foot cone. These webs can pass between the Universe and the Ethereal Plane. Each creature in the area is immobilized, as ethereal web trap, unless it succeeds at a DC 22 Reflex save. Ether Spider Foes The Ethereal Plane is a sparsely populated realm in comparison to most, used more for traveling than dwelling. Yet the deep mists here conceal denizens such as monstrous parasitic beings that use humanoids as incubators for eggs, fiends born from the raw fears of mortal life, and ether spiders that are ever vigilant against those foes' machinations. ","skill_mod":{"stealth":15,"athletics":12},"summary":"Ether spiders are members of a vague taxonomy called ethereal wildlife and are deadly predators from the Ethereal Plane. They are giant arachnids who …","image":["/Images/Monsters/EtherSpider.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4398","intelligence":-2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"size":["Large"],"name":"Ether Spider","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12],"slug":"creature-4398"},{"attack_bonus":[9,9],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":25,"language":["Common"],"immunity":["bleed","death effects","disease","paralyzed","poison","sleep","unconscious"],"source":["Monster Core 2"],"type":"Creature","will_save":6,"charisma":1,"speed":{"max":30,"land":30},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Diseased Pustules","Feast","On All Fours"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"legacy_id":["creature-1153"],"trait":["Undead","Medium"],"id":"creature-4399","text":" Festrog Spawned from corpses of those who died of illness or starvation and were twisted by void energy, festrogs display a viciousness that rivals other undead. They resemble decaying humanoids, but with elongated arms, teeth, and bone-like spikes protruding from their upper backs. Festrogs' tendency to run on all fours has led to them gaining the moniker dog-ghouls, causing the unwary to mistake them for mindless predators. Festrogs are in fact intelligent, stalking victims in packs and choosing hunting grounds that suit their abilities. They can often be found roaming farmlands, open forests, or wide plains, anywhere they can use their quadrupedal speed to overtake quarry. Belying their mindless appearance, festrogs use tactics similar to those of hunters with hounds: the leader of the pack often flushes prey from cover so that the victim can be brought down by the pack. Researchers of the necromantic processes that create risen corpses have found that festrogs spawn more often from slow demises than sudden deaths. Festrogs typically animate from corpses afflicted with disease, while victims of violence are more likely to become more common undead, such as zombies. One well-documented way to create a festrog is to have scavengers feed on the dead flesh before animating it. This potentially explains why festrogs most often arise in remote areas stricken with famine and desperate predators. Though most festrogs arise from humans and other prevalent humanoids, other creatures that die in the same circumstances can rise as festrogs. Festrogs that were once larger humanoids, such as ogres, hill giants, or trolls behave similarly to other humanoid festrogs and are simply larger and more powerful. More peculiar are the beastkin festrogs formed of quadrupedal animals, which typically have feet or hooves instead of hands, travel on all fours at all times, and have only animal intelligence. In fact, some humanoid festrogs capture and starve beastkin in hopes of the creatures rising as grotesque festrog pets. Recall Knowledge - Undead (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Festrog Source Monster Core 2 pg. 155 Perception +6; darkvision Languages Common Skills Acrobatics +5, Athletics +6, Stealth +7, Survival +5 Str +4 Dex +2 Con +2 Int +0 Wis +1 Cha +1 --- AC 15 Fort +7 Ref +7 Will +6 HP 25 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, sleep, unconscious Diseased Pustules (disease, poison) Whenever the festrog takes piercing or slashing damage, creatures adjacent to the festrog take 1d4 poison damage (DC 14 basic Reflex save). --- Speed 30 feet Melee Single Action jaws +9, Damage 1d6+4 piercing Melee Single Action claw +9 (Agile), Damage 1d4+4 slashing plus Grab Feast Single Action (Manipulate) Requirements The festrog's last action was a jaws Strike that damaged a living creature; Effect The festrog tears into the creature's flesh and gulps it down voraciously, dealing 1d4 slashing damage to the creature and gaining temporary Hit Points equal to the damage dealt. These temporary HP last for 1 minute. On All Fours Single Action Requirements The festrog has nothing in their hands; Effect The festrog Strides with a +10-foot circumstance bonus to their Speed. Whispering Hounds Since the fall of Lastwall and the creation of the Gravelands, festrogs have become more common. They prowl the edges of once-peaceful farmlands and often precede a horde of further horrors. Rumors have begun to circulate that the necromancers of the Whispering Way use these creatures as advance scouts to find vulnerable towns and sow terror. As a result, attacks that once would have been dismissed as the predation of wolf packs now evoke a much greater degree of panic. ","skill_mod":{"survival":5,"stealth":7,"athletics":6,"acrobatics":5},"summary":"Spawned from corpses of those who died of illness or starvation and were twisted by void energy, festrogs display a viciousness that rivals other …","image":["/Images/Monsters/Festrog.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4399","intelligence":0,"reflex_save":7,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Festrog","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7],"slug":"creature-4399"},{"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Common","Shadowtongue"],"source":["Monster Core 2"],"type":"Creature","charisma":2,"perception":5,"trait":["Fetchling","Humanoid","Shadow","Medium"],"id":"creature-4400","text":" Fetchling Scout Fetchling scouts patrol the outskirts of their communities, looking for any possible threats. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Fetchling Scout Source Monster Core 2 pg. 156 Perception +5; darkvision Languages Common, Shadowtongue Skills Acrobatics +7, Athletics +4, Deception +5, Diplomacy +5, Society +3, Stealth +7, Thievery +7 Str +1 Dex +4 Con +2 Int +0 Wis +0 Cha +2 Items Chain Shirt, Dagger --- AC 16 Fort +5 Ref +9 Will +5 HP 20 Shadow Blending When the fetchling scout is concealed as a result of dim light, the flat check to target them has a DC of 7, not 5. --- Speed 25 feet Melee Single Action dagger +9 (Agile, finesse, versatile S), Damage 1d4+1 piercing Ranged Single Action dagger +9 (Agile, finesse, thrown 10 feet, versatile S), Damage 1d4+1 piercing Occult Innate Spells DC 15 - 1st Illusory Disguise Shadow Stride Single Action (Illusion, occult, shadow) Requirements The fetchling is in dim light; Effect The fetchling Strides. They have a +10-foot status bonus to their Speed during this Stride. The DC from shadow blending increases to 11 during this Stride, and the fetchling remains concealed by dim light until the end of the movement, even if they leave dim light during the Stride. Sneak Attack The fetchling scout's Strikes deal an additional 1d6 precision damage to off-guard creatures. ","skill_mod":{"society":3,"diplomacy":5,"deception":5,"thievery":7,"stealth":7,"athletics":4,"acrobatics":7},"image":["/Images/Monsters/Fetchling_FetchlingScout.png"],"primary_source":"Monster Core 2","spell":["Illusory Disguise"],"ac":16,"item":["Chain Shirt","Dagger"],"level":1,"spell_dc":[15],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Medium"],"name":"Fetchling Scout","pfs":"Standard","rarity":"common","strike_damage_average":[3,3],"attack_bonus":[9,9],"constitution":2,"creature_family":"Fetchling","will_save":5,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Shadow Blending","Shadow Stride","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Society","Stealth","Thievery"],"legacy_id":["creature-669"],"tradition":["Occult"],"summary":"Fetchling scouts patrol the outskirts of their communities, looking for any possible threats.","trait_group":["Monster","Ancestry","Creature Type","Planar"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=4400","dexterity":4,"category":"creature","slug":"creature-4400"},{"attack_bonus":[6],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":15,"immunity":["visual"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Fly","will_save":3,"charisma":-5,"speed":{"max":10,"land":10},"perception":3,"wisdom":1,"weakness":{},"creature_ability":["Regurgitation","Gnaw Flesh"],"skill":["Athletics"],"legacy_id":["creature-672"],"trait":["Animal","Medium"],"id":"creature-4401","text":" Giant Maggot Giant flies lay their eggs on the bodies of larger monsters or livestock. When they hatch, these eggs release squirming maggots the size of humans, ravenous young who voraciously consume any flesh in the immediate vicinity—typically starting with the body upon which they were born. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Giant Maggot Source Monster Core 2 pg. 157 Perception +3; no vision, tremorsense 30 feet Languages Skills Athletics +6 Str +2 Dex -1 Con +3 Int -5 Wis +1 Cha -5 --- AC 13 Fort +9 Ref +3 Will +3 HP 15 Immunities visual Regurgitation Reaction Trigger The giant maggot takes damage; Effect The giant maggot regurgitates its rancid, foul meal. All creatures in a 5-foot emanation must succeed at a DC 16 Fortitude save or become sickened 1 (or sickened 2 on a critical failure). The giant maggot can't use Regurgitation again until it spends at least an hour feeding on a corpse. --- Speed 10 feet Melee Single Action mandibles +6, Damage 1d8+2 piercing plus Grab Gnaw Flesh Single Action Requirements The giant maggot has grabbed a creature; Effect The giant maggot deals 1d8+2 slashing damage to the grabbed creature as it chews the creature's flesh (DC 16 basic Reflex save). ","skill_mod":{"athletics":6},"summary":"Giant flies lay their eggs on the bodies of larger monsters or livestock. When they hatch, these eggs release squirming maggots the size of humans, …","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":13,"level":0,"source_category":["Rulebooks"],"sense":"no vision, tremorsense 30 feet","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=4401","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-1,"fortitude_save":9,"size":["Medium"],"name":"Giant Maggot","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-4401"},{"attack_bonus":[8],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":20,"source":["Monster Core 2"],"type":"Creature","creature_family":"Fly","will_save":6,"charisma":-5,"speed":{"climb":20,"fly":40,"max":40,"land":20},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Avoid the Swat","Fly Pox"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-673"],"trait":["Animal","Medium"],"id":"creature-4402","text":" Giant Fly This massive fly's twitching limbs seem to never stop moving as it constantly cleans itself and scoops anything edible into its mouthparts. While primarily carrion eaters, giant flies sometimes prey on livestock or other animals too slow to get away. They are not particularly dangerous, and are mostly reviled due to their obnoxious droning and habit of spreading disease. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Fly Source Monster Core 2 pg. 157 Perception +8; darkvision, tremorsense (imprecise) 30 feet Languages Skills Acrobatics +7, Athletics +6 Str +3 Dex +4 Con +3 Int -5 Wis +3 Cha -5 --- AC 16 Fort +6 Ref +9 Will +6 HP 20 Avoid the Swat Reaction Trigger The giant fly is targeted with a melee or ranged attack by an attacker it can see; Effect The giant fly gains a +2 circumstance bonus to AC against the triggering attack. If the attack misses, the giant insect can Fly up to its fly Speed. --- Speed 20 feet, climb 20 feet, fly 40 feet Melee Single Action mandibles +8, Damage 1d6+3 piercing plus fly pox Fly Pox (Disease, virulent) A giant fly could carry any disease, but most transmit a virulent but not fatal infection called fly pox with their bite; Saving Throw DC 16 Fortitude; Onset 1 day; Stage 1 enfeebled 1 (1 day); Stage 2 as stage 1 (1 day); Stage 3 enfeebled 2 (1 day); Stage 4 as stage 3 (1 day); Stage 5 enfeebled 2 and fatigued (1 day) ","skill_mod":{"athletics":6,"acrobatics":7},"summary":"This massive fly's twitching limbs seem to never stop moving as it constantly cleans itself and scoops anything edible into its mouthparts. While …","image":["/Images/Monsters/Fly_GiantFly.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":16,"level":1,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 30 feet","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=4402","intelligence":-5,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Medium"],"name":"Giant Fly","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-4402"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Rulebooks","strength":-2,"hp":12,"source":["Monster Core 2"],"type":"Creature","creature_family":"Frog","will_save":6,"charisma":0,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":6,"wisdom":2,"weakness":{},"creature_ability":["Toxic Skin","Spear Frog Venom","Sticky Feet"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-674"],"trait":["Animal","Tiny"],"id":"creature-4403","text":" Spear Frog The spear frog is named for its toxin, which is traditionally used to envenom thrown projectiles like spears and daggers. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Spear Frog Source Monster Core 2 pg. 158 Perception +6; low-light vision Languages Skills Acrobatics +5, Athletics +0 Str -2 Dex +3 Con +1 Int -4 Wis +2 Cha +0 --- AC 14 Fort +5 Ref +7 Will +6 HP 12 Toxic Skin Anytime a creature touches the spear frog or an adjacent creature Strikes the spear frog with a melee attack, that creature is exposed to spear frog venom. --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action jaws +7 (Agile, finesse), Damage 1d6 piercing plus spear frog venom Spear Frog Venom (Poison) Saving Throw DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and enfeebled 1 (1 round) Sticky Feet Spear frogs are not off-guard when Balancing on a narrow surface, and they gain a +4 circumstance bonus to Reflex saves to avoid falling. ","skill_mod":{"athletics":0,"acrobatics":5},"summary":"The spear frog is named for its toxin, which is traditionally used to envenom thrown projectiles like spears and daggers.","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":14,"level":0,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4403","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"size":["Tiny"],"name":"Spear Frog","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-4403"},{"attack_bonus":[8,8],"constitution":3,"primary_source_category":"Rulebooks","strength":3,"hp":30,"source":["Monster Core 2","Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)"],"type":"Creature","creature_family":"Frog","will_save":5,"charisma":-1,"speed":{"max":25,"land":25,"swim":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Sticky Feet","Tongue Grab"],"skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-675"],"trait":["Animal","Medium"],"id":"creature-4404","text":" Giant Frog Giant frogs can grow up to 6 feet long and weigh over 200 pounds, with rows of razor-sharp teeth lining their gaping mouths. Recall Knowledge - Animal (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Frog Source Monster Core 2 pg. 158, Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure) pg. 29 Perception +7; low-light vision Languages Skills Acrobatics +5, Athletics +6, Stealth +7 Str +3 Dex +2 Con +3 Int -4 Wis +2 Cha -1 --- AC 15 Fort +8 Ref +7 Will +5 HP 30 --- Speed 25 feet, swim 25 feet Melee Single Action jaws +8, Damage 1d6+3 piercing plus Grab Melee Single Action tongue +8 (reach 15 feet), Damage tongue grab Sticky Feet Giant frogs are not off-guard when Balancing on a narrow surface, and they gain a +4 circumstance bonus to Reflex saves to avoid falling. Tongue Grab A creature hit by the giant frog's tongue becomes grabbed by the giant frog. The creature isn't immobilized, but it can't move beyond the reach of the frog's tongue. A creature can sever the tongue with a Strike against AC 13 that deals at least 2 slashing damage. This deals no damage to the frog but prevents it from using its tongue Strike until it regrows its tongue, which takes a week. ","skill_mod":{"stealth":7,"athletics":6,"acrobatics":5},"summary":"Giant frogs can grow up to 6 feet long and weigh over 200 pounds, with rows of razor-sharp teeth lining their gaping mouths.","image":["/Images/Monsters/Frog_GiantFrog.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks","Adventures"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4404","intelligence":-4,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":8,"source_group":["Dawn of the Frogs"],"size":["Medium"],"name":"Giant Frog","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-4404"},{"attack_bonus":[19,21,21],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":160,"language":["Common","Empyrean","Vudrani","plus two others; speaker of the skies"],"source":["Monster Core 2"],"type":"Creature","spell_attack_bonus":[18],"will_save":16,"charisma":4,"speed":{"fly":60,"max":60,"land":25},"perception":20,"wisdom":4,"weakness":{"unholy":10},"creature_ability":["Speaker of the Skies","Vehicle of the Gods","Celestial Meteor","Divine Grasp","Raise by the Sun"],"skill":["Acrobatics","Athletics","Diplomacy","Intimidation","Religion"],"legacy_id":["creature-1162"],"trait":["Celestial","Holy","Medium"],"id":"creature-4405","text":" Garuda Garudas are winged humanoids created to serve holy gods and other powerful celestial beings. Originally born among the celestial planes, garudas eventually spread beyond, with many making their way to the mortal Universe. As divine servants, garudas' primary roles are as protectors, defending holy sites and important divine figures like high priests. The most important role a garuda serves is as a means of transportation. The first garudas served as mounts for the gods, carrying them across the heavens and into combat. This tradition continues today, with garudas willingly serving as mounts for champions, clerics, and other divine chosen. On occasion, a god will request a garuda track down one of the god's followers. The garuda declares their servitude to the follower, acting as a guardian and transport for as long as the god decrees. Recall Knowledge - Celestial (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Garuda Source Monster Core 2 pg. 159 Perception +20; darkvision Languages Common, Empyrean, Vudrani; plus two others; speaker of the skies Skills Acrobatics +19, Athletics +21, Diplomacy +19, Intimidation +17, Religion +19 Str +6 Dex +4 Con +4 Int +2 Wis +4 Cha +4 Speaker of the Skies A garuda can speak with any type of bird. Vehicle of the Gods Garudas were created to serve as transport for other beings. A holy creature can ride the garuda by using the Mount action to move onto them. Unlike the normal rules for riding other creatures, both the garuda and the rider continue to receive all 3 of their actions each turn, and the garuda's rider can be Medium or smaller. A ga ruda can have only a single rider at a time. The garuda can choose to allow a non-holy (but not an unholy) creature to ride them, but generally only does so in specific circumstances. --- AC 27 Fort +20 Ref +19 Will +16 HP 160 Resistances 10 Weaknesses unholy 10 --- Speed 25 feet, fly 60 feet Melee Single Action beak +21 (Holy, magical), Damage 2d10+9 piercing plus 1d6 fire Melee Single Action talon +21 (Agile, finesse, holy, magical), Damage 2d8+9 bludgeoning plus 1d6 fire and Grab Ranged Single Action sun beam +19 (Fire, magical, holy, range 100 feet), Damage 2d10 fire plus 2d6 spirit Divine Innate Spells DC 25, attack +18 - 3rd Haste - 4th Blazing Bolt, Holy Light, Translocate Celestial Meteor Three Actions (Divine, fire, move) Requirements The garuda doesn't have a rider; Effect The garuda Flies straight up and then comes crashing down toward the ground, landing in an unoccupied space within 30 feet. As the garuda lands, a burst of solar flames erupts from them, dealing 5d6 fire damage to all creatures in a 10-foot emanation (DC 28 basic Reflex save). If the garuda lands adjacent to a creature, they can attempt to Grapple that creature. On a success or critical success, the garuda can then Fly up to 30 feet with the creature. Divine Grasp When a garuda moves, they can bring grabbed creatures along with them. Raise by the Sun Two Actions or Three Actions Requirements The garuda doesn't have a rider; Effect The garuda Flies and picks up a willing creature at any point during the flight, who then begins riding the garuda, and then the garuda continues their Fly action. If the garuda uses three actions, they can instead Fly twice. At any point during the garuda's movement, the rider can use a reaction to attempt a Strike with a ranged weapon. Sun-Borne Servants According to the old tales, the first garudas were born from celestial eggs kept warm within the heart of the sun. These eggs incubated for hundreds of years. Most of the eggs hatched at different times, revealing a number of different celestial creatures, but the last clutch of eggs remained, waiting patiently until ordered to open. Once one hundred and eight lifetimes passed, the gods returned to the sun and bid the garudas be born. Seeing as they were obedient even before their birth, the gods made garudas their blessed servants. ","tradition":["Divine"],"skill_mod":{"diplomacy":19,"athletics":21,"intimidation":17,"acrobatics":19,"religion":19},"summary":"Garudas are winged humanoids created to serve holy gods and other powerful celestial beings. Originally born among the celestial planes, garudas …","image":["/Images/Monsters/Garuda_Remastered.webp"],"primary_source":"Monster Core 2","spell":["Blazing Bolt","Holy Light","Translocate","Haste"],"trait_group":["Creature Type","Mechanics"],"ac":27,"level":9,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4405","intelligence":2,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":20,"size":["Medium"],"name":"Garuda","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,21,23],"slug":"creature-4405"},{"attack_bonus":[17],"constitution":0,"primary_source_category":"Rulebooks","strength":-5,"hp":60,"language":["Common","Necril","one other language"],"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Ghost","will_save":15,"charisma":4,"speed":{"fly":25,"max":25},"perception":13,"wisdom":5,"weakness":{},"creature_ability":["Living Visage","Ravenous Undoing","Rejuvenation","Feed on the Living"],"skill":["Deception","Diplomacy","Ghost Lore","Religion"],"legacy_id":["creature-1863"],"trait":["Ghost","Incorporeal","Spirit","Undead","Unholy","Medium"],"id":"creature-4406","text":" Hungry Ghost Hungry ghosts arise from those who didn't receive proper burials or whose graves were neglected. They are not bound to a site or item but are compelled to see opportunities to commit good deeds in hopes of gaining favors that can aid them in achieving a final rest. Their need to feed on living energy often conflicts with this goal, however. Recall Knowledge - Spirit (Occultism): DC 22 Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Hungry Ghost Source Monster Core 2 pg. 160 Perception +13; darkvision Languages Common, Necril; one other language Skills Deception +14, Diplomacy +14, Ghost Lore +18, Religion +15 Str -5 Dex +5 Con +0 Int +4 Wis +5 Cha +4 Living Visage While they have more than 30 HP, the hungry ghost appears to be a living creature. They have an automatic result of 34 on Deception checks and DCs to conceal their undead status and can Feed on the Living covertly (below). Ravenous Undoing In each 24-hour period, the hungry ghost must use Feed on the Living to consume 30 HP (any HP the ghost would gain count toward this total, even if the ghost has enough HP that they don't actually regain the full amount). If the ghost hasn't consumed enough HP, they mindlessly and recklessly feed on any living creature they come across until satiated. --- AC 23 Fort +12 Ref +15 Will +15 HP 60 (rejuvenation, void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Rejuvenation (divine) When a hungry ghost is destroyed, they reform after 2d4 days fully healed at the location where they were last destroyed. They're only permanently destroyed when they have been given a proper burial, have had their grave cleaned and maintained for at least a year, or have been judged to be redeemed by Pharasma. --- Speed fly 25 feet Melee Single Action ghostly touch +17 (Agile, finesse, magical, unarmed), Damage 2d8+4 void Feed on the Living Two Actions (Divine, void) The hungry ghost touches a living creature in reach to steal its life force. If the ghost is in their living visage, they can disguise Feed on the Living as a benign touch and delay the effects for up to 1 minute while keeping the target unaware of the effect. A creature can be affected by only one delayed Feed on the Living at a time, and if the ghost loses their living visage during that minute, the delayed effect is lost. When Feed on the Living takes effect, the target takes 2d8+4 void damage, depending on the result of its DC 24 Fortitude save. Critical Success The target's life energy overpowers the ghost. The hungry ghost takes 5 vitality damage, and the target is unaffected. Success The target takes half damage, and the hungry ghost regains HP equal to the damage dealt. Failure The target takes full damage and is enfeebled 1 for 1 minute, and the hungry ghost regains HP equal to the damage dealt. Critical Failure The target takes double damage and is enfeebled 2 for 1 minute, and the hungry ghost regains HP equal to the damage dealt. Unremembered, Unmourned A ghost is driven by an all-consuming need, connected to their death but often unclear to the ghost themself. Fragments of their previous life still bind to the ghost's identity, but they become shrouded or twisted in service of the ghost's death energy. They pull the ghost toward committing horrific and vengeful acts, like invisible marionette strings clutched by a sinister force. This disconnect means the ghost is rarely helpful to those who hope to set it to rest, forcing them to seek out clues from the environment or other creatures' recollections. Even a hungry ghost, compelled to commit good deeds, is helpless to keep control against their need to feed. ","skill_mod":{"diplomacy":14,"deception":14,"religion":15},"summary":"Hungry ghosts arise from those who didn't receive proper burials or whose graves were neglected. They are not bound to a site or item but are …","image":["/Images/Monsters/Ghost_HungryGhost.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Mechanics"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=4406","intelligence":4,"reflex_save":15,"strongest_save":["ref","reflex","will"],"dexterity":5,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Hungry Ghost","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13],"slug":"creature-4406"},{"constitution":3,"primary_source_category":"Rulebooks","strength":-5,"hp":105,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Ghost","will_save":18,"charisma":4,"speed":{"fly":25,"max":25},"perception":16,"wisdom":4,"weakness":{"area":8,"splash":8},"creature_ability":["Site Bound","Rejuvenation","Troop Defenses","Clutching Hands Frequency once per round","Frightful Chorus"],"skill":["Acrobatics","Dwelling Lore","Stealth"],"legacy_id":["creature-2053"],"trait":["Ghost","Incorporeal","Troop","Uncommon","Undead","Unholy","Gargantuan"],"id":"creature-4407","text":" Ghostly Mob When a horrific tragedy results in mass death, the restless spirits of the numerous dead might arise as a ghostly mob. Like other ghosts, ghostly mobs are often unaware they're dead. The spirits trapped within the mob can try to carry out a semblance of their former lives, even though their memories are fragmentary and their forms are insubstantial. This fragmented memory revolves around their last moments in that location, which compels the ghosts to instinctually play out these last moments, sometimes ranging from a few minutes to entire days' worth of time. When one or more of the members of a ghostly mob are forced to confront their undead nature, the spirits lash out in pain and violence. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Ghostly Mob Source Monster Core 2 pg. 161 Perception +16; darkvision Languages Common, Necril Skills Acrobatics +16, Dwelling Lore +16, Stealth +18 Str -5 Dex +4 Con +3 Int +0 Wis +4 Cha +4 Site Bound A ghostly mob can stray no farther than 240 feet from where its members were killed. --- AC 25 Fort +15 Ref +14 Will +18 HP 105 (4 segments, rejuvenation, void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Weaknesses area damage 8, splash damage 8 Rejuvenation (divine) When a ghostly mob is destroyed, it reforms after 2d4 days within the location it's bound to, fully healed. A ghostly mob can be permanently destroyed only if someone sets right whatever prevents the troop from resting. Troop Defenses --- Speed fly 25 feet; troop movement Clutching Hands Frequency once per round Single Action to Three Actions Effect The troop attacks enemies in a 5-foot emanation, with a DC 23 basic Reflex save. The damage depends on the number of actions. Single Action 1d6+3 void damage Two Actions 3d6+6 void damage Three Actions 4d6+9 void damage Frightful Chorus Two Actions (Auditory, divine, emotion, fear, mental) The ghostly mob howls in anguish, sharing the pain of their death with any living creature that can hear them. This painful wailing forces each living creature in a 30-foot emanation to attempt a DC 26 Will save or become frightened 2 (frightened 3 on a critical failure). Regardless of the save result, the creature is then temporarily immune to the troop's Frightful Chorus for 1 minute. Echoes Of Tragedy The specific tragedy that created a ghostly mob might alter its abilities. For example, a ghostly mob spawned from a fire might have Burning Grasp rather than Clutching Hands, which deals fire damage instead of void damage. A ghostly mob created in an earthquake might have Earthshaking Chorus rather than Frightful Chorus, which causes living victims to be slowed for 1 round rather than frightened. ","skill_mod":{"stealth":18,"acrobatics":16},"summary":"When a horrific tragedy results in mass death, the restless spirits of the numerous dead might arise as a ghostly mob. Like other ghosts, ghostly …","image":["/Images/Monsters/GhostlyMob.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Rarity","Creature Type","Mechanics"],"ac":25,"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=4407","intelligence":0,"reflex_save":14,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"size":["Gargantuan"],"name":"Ghostly Mob","category":"creature","pfs":"Standard","rarity":"uncommon","slug":"creature-4407"},{"attack_bonus":[16,18,18],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":110,"language":["Common","Jotun"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Giant","will_save":11,"charisma":2,"speed":{"max":35,"land":35},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Forceful Fracture","Smear"],"skill":["Athletics","Intimidation"],"legacy_id":["creature-1166"],"trait":["Giant","Humanoid","Large"],"id":"creature-4408","text":" Cave Giant Cave giants are the vicious loners of the giant world. Even other giantkin mostly find cave giants too brutal and antisocial to form alliances with. For their part, cave giants—garbed in stinking hides festooned with the rotting skulls of their victims—seem ambivalent about their foul reputation. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Cave Giant Source Monster Core 2 pg. 162 Perception +15; darkvision Languages Common, Jotun Skills Athletics +18, Intimidation +14 Str +6 Dex +3 Con +5 Int -2 Wis +3 Cha +2 Items +1 greataxe , Hide Armor --- AC 23 Fort +17 Ref +13 Will +11 HP 110 --- Speed 35 feet Melee Single Action greataxe +18 (Magical, reach 10 feet, sweep), Damage 1d12+9 slashing Melee Single Action fist +18 (Agile, reach 10 feet, unarmed), Damage 1d8+9 bludgeoning Ranged Single Action rock +16 (Brutal, range increment 120 feet), Damage 2d6+10 bludgeoning Forceful Fracture Two Actions Requirements The cave giant is within reach of any kind of stone; Effect The cave giant pounds their fist into the nearby stone, fracturing it into chunks to hurl at other creatures. The giant then makes two ranged rock Strikes, each targeting a separate creature. Both attacks count toward their multiple attack penalty, but the penalty doesn't increase until after they've made both attacks. Smear Two Actions (Attack) Requirements The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface; Effect The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check against the target's Reflex DC. On a success, the cave giant Grabs the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled. Cave Giant Allies A lucky cave giant might manage to capture and tame a giant reptile, such as a monitor lizard or giant salamander, to serve as a maltreated pet or guard beast. These reptiles are often abused by their cruel keepers, learning to react toward all humanoids with fear and violence. ","skill_mod":{"athletics":18,"intimidation":14},"summary":"Cave giants are the vicious loners of the giant world. Even other giantkin mostly find cave giants too brutal and antisocial to form alliances with. …","image":["/Images/Monsters/Giant_CaveGiant.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":23,"item":["+1 greataxe","Hide Armor"],"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4408","intelligence":-2,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Cave Giant","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15,17],"slug":"creature-4408"},{"attack_bonus":[19,21],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":185,"language":["Common","Jotun"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Giant","will_save":15,"charisma":0,"speed":{"max":40,"land":40},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Sand Spin","Sandwalking","Scimitar Blitz"],"skill":["Acrobatics","Desert Lore","Intimidation","Survival"],"legacy_id":["creature-1167"],"trait":["Giant","Humanoid","Large"],"id":"creature-4409","text":" Desert Giant Desert giants are nomadic humanoids who have dwelled in the world's most arid regions since time immemorial. Smaller peoples know that desert giants are the undisputed masters of desert living. Desert giants' strong cultural traditions play a large part in their ability to prosper in such harsh environs. Desert giant elders encourage their descendants to maintain abstemious lifestyles, particularly with regard to the consumption of food and drink. Most desert giants follow a simple vegetarian diet and maintain an incredible internal map of their home region's seasonal waterways and oases. Desert giants stand 15 feet tall, tending toward lean physiques that are ideal for traveling across vast expanses of sand for long sojourns. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Desert Giant Source Monster Core 2 pg. 162 Perception +19 Languages Common, Jotun Skills Acrobatics +21, Desert Lore +18, Intimidation +15, Survival +19 Str +6 Dex +6 Con +5 Int +3 Wis +4 Cha +0 Items Doubling Rings, Leather Armor, Scimitar, +1 striking scimitar --- AC 27 Fort +18 Ref +21 Will +15 HP 185 --- Speed 40 feet Melee Single Action scimitar +21 (Forceful, magical, reach 10 feet, sweep), Damage 2d6+12 slashing Ranged Single Action rock +19 (Brutal, range increment 120 feet), Damage 2d8+12 bludgeoning Sand Spin Single Action Requirements The desert giant is standing in sandy terrain; Effect The desert giant spins around and stirs up loose sand in a 10-foot emanation. Until the beginning of the giant's next turn, creatures in the area are concealed, and other creatures are concealed to them. Sandwalking Desert giants have adapted to the loose sands of the desert and can move across them with ease. Desert giants ignore non-magical difficult terrain and uneven ground caused by sand. Scimitar Blitz Two Actions The desert giant Strides up to their Speed, Striking once with each of their scimitars at any point during the movement. Oasis Protectors Keenly aware of their native environs' fragile ecosystem, desert giants fiercely protect their favorite watering holes and ancestral oases from newcomers who might despoil the local flora or chase away scarce fauna. Anyone who convinces them they mean no harm is welcomed, and there are tales of them aiding those hurt by the harshness of the desert. ","skill_mod":{"survival":19,"intimidation":15,"acrobatics":21},"summary":"Desert giants are nomadic humanoids who have dwelled in the world's most arid regions since time immemorial. Smaller peoples know that desert giants …","image":["/Images/Monsters/Giant_DesertGiant.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":27,"item":["Doubling Rings","Leather Armor","Scimitar","+1 striking scimitar"],"level":9,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4409","intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":6,"fortitude_save":18,"size":["Large"],"name":"Desert Giant","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,21],"slug":"creature-4409"},{"attack_bonus":[24,24,25],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":240,"language":["Common","Jotun"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Giant","will_save":21,"charisma":-2,"speed":{"max":30,"land":30},"perception":21,"wisdom":4,"weakness":{},"creature_ability":["Vermin Empathy","Tumor Pop","Reactive Strike","Blastboil","Gore Grinder","Tangle-Topple"],"skill":["Athletics","Crafting","Diplomacy","Intimidation","Survival"],"trait":["Giant","Humanoid","Large"],"id":"creature-4410","text":" Ash Giant Rugged and covered in pustules and sores from wandering harsh wastelands, ash giants dwell in the unwelcoming wilderness. Their lives are difficult, hardening them into utterly vicious, capricious, and cruel creatures. Their sadistic sense of humor and love for pranks makes them hated by almost all humanoids they encounter. Despite being crass and rough, ash giants are survivors above all, and they use their ingenuity to craft weapons, traps, harnesses for mounts, and tools. If the aim is cruelty, brutality, or a prank, an ash giant will find a way to craft the tools they need. Piggy clods are a favorite construction— contraptions of scrap iron and other metals rigged into a ball that explodes on impact. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Ash Giant Source Monster Core 2 pg. 163 Perception +21; low-light vision Languages Common, Jotun Skills Athletics +24, Crafting +16, Diplomacy +16, Intimidation +21, Survival +21 Str +7 Dex +3 Con +6 Int -1 Wis +4 Cha -2 Vermin Empathy The ash giant can ask questions of, receive answers from, and use the Diplomacy skill with insects, arachnids, and similar creatures. Items piggy clod (6), +1 striking war flail --- AC 30 Fort +23 Ref +18 Will +21 +2 status to all saves vs. disease HP 240 Tumor Pop When the ash giant takes piercing damage while they have a swollen tumor, the tumor explodes automatically, with the effect of Blastboil. Reactive Strike Reaction --- Speed 30 feet Melee Single Action war flail +25 (Disarm, magical, reach 10 feet, sweep, trip), Damage 2d10+13 bludgeoning plus Gore Grinder Melee Single Action fist +24 (Agile, reach 10 feet, unarmed), Damage 2d4+13 bludgeoning Ranged Single Action piggy clod +24 (Brutal, thrown 40 feet), Damage 2d8+7 slashing plus 5 slashing splash damage Blastboil Single Action The ash giant pops one of the massive, swollen pustules on their body. Each creature in a 15-foot cone takes 5d8 poison damage with a DC 29 basic Reflex save. A creature that fails its save is also sickened 1 (or sickened 2 on a critical failure). This ability and tumor pop can't be used again until another tumor swells to a suitable size in 1d4 rounds. Gore Grinder Single Action Requirements The ash giant's last action was a successful war flail Strike; Effect The ash giant wraps the chain of the flail around the target and grinds its flesh. The creature takes 2d10 slashing damage and 2d8 persistent bleed damage with a DC 30 basic Fortitude save. Tangle-Topple Two Actions The ash giant makes a piggy clod Strike. If it hits, the target is tangled in ragged scrap. It's immobilized, can't leave the ground, and falls to the ground if it's flying. This ends if the creature Escapes or the metal is Forced Open (DC 28). Chitinous Chariots Ash giants ride giant insects and other vermin to battle. They especially love to cover their mounts' exoskeletons with metal harnesses, armor plates, and jagged spikes added just for sadism's sake. Mounts they use frequently include the ankhrav hive mother and deadly mantis. Smaller creatures, including the narrik and the shriezyx, are harnessed into teams to pull forward their roving mechanisms of war. ","skill_mod":{"diplomacy":16,"crafting":16,"survival":21,"athletics":24,"intimidation":21},"summary":"Rugged and covered in pustules and sores from wandering harsh wastelands, ash giants dwell in the unwelcoming wilderness. Their lives are difficult, …","image":["/Images/Monsters/Ash_Giant.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":30,"item":["piggy clod (6)","+1 striking war flail"],"level":11,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4410","intelligence":-1,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":23,"size":["Large"],"name":"Ash Giant","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,18,24],"slug":"creature-4410"},{"primary_source_category":"Rulebooks","strength":7,"hp":255,"language":["Common","Jotun","Necril"],"source":["Monster Core 2"],"type":"Creature","charisma":4,"perception":25,"trait":["Giant","Humanoid","Large"],"id":"creature-4411","text":" Tomb Giant Masters of mausoleums and keepers of crypts, the dread creatures called tomb giants are anathema to all living beings, but especially so to other types of giants. Long ago, so the legends say, tomb giants sold their souls in exchange for unfathomable power over the undead. Tomb giants construct massive gothic settlements in haunted valleys and on forsaken hillsides, far enough away from the societies of smaller people that they remain relatively undisturbed, but close enough that they can raid the graveyards of nearby villages with impunity. Elder tomb giants enjoy the thrill of subduing, slaying, and reanimating their fellow giants. A tomb giant views its mortal life as only one part of its existence. After death, most tomb giants are reanimated as undead, who then continue to practice their necromantic arts. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Tomb Giant Source Monster Core 2 pg. 164 Perception +25; darkvision, lifesense (imprecise) 60 feet Languages Common, Jotun, Necril Skills Athletics +25, Medicine +25, Occultism +23, Religion +25, Stealth +21 Str +7 Dex +3 Con +6 Int +3 Wis +7 Cha +4 Items +1 striking scythe , black onyx gems worth 300 gp --- AC 32 Fort +22 Ref +19 Will +25 HP 255 (void healing) Immunities death effects --- Speed 30 feet Melee Single Action scythe +27 (deadly d10, magical, reach 10 feet, trip), Damage 2d10+13 slashing Melee Single Action claw +26 (Agile, reach 10 feet, unarmed), Damage 3d6+13 slashing plus dooming touch Ranged Single Action rock +24 (Brutal, range increment 120 feet), Damage 3d8+13 bludgeoning Divine Innate Spells DC 32 - 5th Bind Undead (×3), Harm (×3) Rituals DC 32 - 2nd Create Undead Dooming Touch (Divine, void) The tomb giant's claws carry the accursed power of their foul gods. A creature hit by the tomb giant's claw Strike becomes doomed 1. Font of Death Three Actions (Concentrate, unholy, void) The tomb giant turns the spiritual tide on a creature that has just died, temporarily transforming it into a volatile vessel powered by the Void. The tomb giant touches a creature that died within the past 24 hours, infusing its flesh and bone with void energy. Once during the next hour, the tomb giant can spend a single action (from any distance) to release this void from the corpse in an explosion that deals 10d8 void damage in a 15-foot burst (DC 32 basic Fortitude save); if not released before the end of the hour, the energy dissipates harmlessly. The tomb giant can't use Font of Death while a previous corpse remains infused. ","skill_mod":{"stealth":21,"medicine":25,"athletics":25,"occultism":23,"religion":25},"image":["/Images/Monsters/Giant_TombGIant.png"],"primary_source":"Monster Core 2","spell":["Bind Undead","Harm"],"ac":32,"item":["+1 striking scythe","black onyx gems worth 300 gp"],"level":12,"spell_dc":[32],"source_category":["Rulebooks"],"sense":" darkvision , lifesense (imprecise) 60 feet","resistance":{},"intelligence":3,"reflex_save":19,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Tomb Giant","pfs":"Standard","rarity":"common","strike_damage_average":[23,24,26],"attack_bonus":[24,26,27],"constitution":6,"immunity":["death effects"],"creature_family":"Giant","will_save":25,"speed":{"max":30,"land":30},"wisdom":7,"weakness":{},"creature_ability":["Dooming Touch","Font of Death"],"skill":["Athletics","Medicine","Occultism","Religion","Stealth"],"legacy_id":["creature-1168"],"tradition":["Divine"],"summary":"Masters of mausoleums and keepers of crypts, the dread creatures called tomb giants are anathema to all living beings, but especially so to other …","trait_group":["Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4411","dexterity":3,"category":"creature","slug":"creature-4411"},{"primary_source_category":"Rulebooks","strength":8,"hp":250,"language":["Common","Jotun"],"source":["Monster Core 2"],"type":"Creature","charisma":2,"perception":21,"trait":["Amphibious","Giant","Humanoid","Water","Large"],"id":"creature-4412","text":" Tide Giant On secluded beaches where the waves lap across pristine, untouched sands, tide giants dwell in solitude at the shore. They aim to live in quiet serenity, appreciating the beauty that surrounds them. Tide giants thrive on lounging on the sand, living slow while taking in the sights, sounds, and smells of the shore, all while enjoying bowls of juice and rum. Many live by the philosophy that their precious and sacred connection to the magic of the sea is deepened by enjoying the water, such as by watching the sun reflect off the waves cresting the shore. Interruptions, trespassers, and other surprises upset tide giants' calm massively, turning their placid attitude into an enraged hurricane. Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Tide Giant Source Monster Core 2 pg. 165 Perception +21; low-light vision Languages Common, Jotun Skills Athletics +27, Nature +21, Survival +23 Str +8 Dex +6 Con +6 Int +0 Wis +4 Cha +2 Items +1 striking returning trident --- AC 33 Fort +23 Ref +25 Will +21 HP 250 Resistances fire 10 Cloak of High Tide (aura, primal, water) 10 feet. Elemental water magic ebbs and flows into a tide giant. At the start of each of the giant's turns in combat, their cloak of high tide automatically activates if it's inactive or ends if it's already active. Any creature other than a tide giant that enters or starts its turn in the aura while it's active regains 5 HP; this is a healing vitality effect, and a creature can benefit from it only once per round. When active, the cloak appears as a magical, flowing cloak of seafoam that billows from the tidal giant's shoulders and the back of their limbs. The cloak is inactive when the tide giant isn't in combat. --- Speed 30 feet, swim 50 feet Melee Single Action trident +28 (Magical, reach 10 feet), Damage 2d8+14 piercing Melee Single Action fist +27 (Agile, nonlethal, reach 10 feet, unarmed), Damage 2d4+14 bludgeoning Ranged Single Action trident +26 (Magical, thrown 20 feet), Damage 2d8+14 piercing Primal Innate Spells DC 33 - 5th Control Water Blood Tide Two Actions (Primal, water) The tide giant Swims, or Swims twice if their cloak of high tide is active. Holding out their trident, they slash those they pass, dealing 2d8 piercing damage and 2d6 persistent bleed damage (DC 24 basic Reflex save) to each enemy the giant moves within 10 feet of during their movement. Each creature can be affected only once during a single use of Blood Tide. Tine and Tide Two Actions (Primal, water) A wave blasts from the giant's trident in a 15-foot cone or a 5-foot burst within 100 feet. If the giant's cloak of high tide is active, this is a 30-foot cone or a 10-foot burst. Each creature in the area takes 9d8 bludgeoning damage with a DC 33 basic Reflex save. On The Beach Despite being able to dwell entirely underwater, tide giants favor building their homes near beaches to advantageously use land and sea as they wish. Their bungalows are open to the elements. They’re also quite cluttered, with treasures that washed ashore heaped in disorganized piles of driftwood, fish skeletons, seashells, broken bottles, and more. ","element":["Water"],"skill_mod":{"nature":21,"survival":23,"athletics":27},"image":["/Images/Monsters/Tide_Giant.webp"],"primary_source":"Monster Core 2","spell":["Control Water"],"ac":33,"item":["+ 1 striking returning trident"],"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":"low-light vision","resistance":{"fire":10},"intelligence":0,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":23,"size":["Large"],"name":"Tide Giant","pfs":"Standard","rarity":"common","strike_damage_average":[19,23,23],"attack_bonus":[26,27,28],"constitution":6,"creature_family":"Giant","will_save":21,"speed":{"max":50,"land":30,"swim":50},"wisdom":4,"weakness":{},"creature_ability":["Cloak of High Tide","Blood Tide","Tine and Tide"],"skill":["Athletics","Nature","Survival"],"tradition":["Primal"],"summary":"On secluded beaches where the waves lap across pristine, untouched sands, tide giants dwell in solitude at the shore. They aim to live in quiet …","trait_group":["Monster","Creature Type","Elemental","Planar"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4412","dexterity":6,"category":"creature","slug":"creature-4412"},{"attack_bonus":[20,20,21],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":160,"language":["Common","Girtablilu"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Girtablilu","will_save":12,"charisma":3,"speed":{"max":40,"land":40},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Constrict","Desert Passage","Girtablilu Venom"],"skill":["Athletics","Intimidation","Religion","Survival"],"legacy_id":["creature-1170"],"trait":["Beast","Girtablilu","Humanoid","Large"],"id":"creature-4413","text":" Girtablilu Sentry Sentries patrol the outskirts of girtablilu communities, watching for external threats like desert drakes, stormcrown dragons, or adventuring parties set on recklessly exploring the girtablilus' sacred sites. Recall Knowledge - Beast (Arcana, Nature): DC 24 Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Girtablilu Sentry Source Monster Core 2 pg. 166 Perception +18; darkvision, tremorsense (imprecise) 60 feet Languages Common, Girtablilu Skills Athletics +18, Intimidation +17, Religion +16, Survival +17 Str +6 Dex +4 Con +6 Int +3 Wis +4 Cha +3 Items Hide Armor, +1 striking longspear --- AC 27 Fort +20 Ref +16 Will +12 HP 160 --- Speed 40 feet Melee Single Action longspear +21 (Magical, reach 15 feet), Damage 2d8+9 piercing Melee Single Action pincer +20 (Agile, unarmed), Damage 2d8+9 bludgeoning plus Grab Melee Single Action stinger +20 (reach 10 feet, unarmed), Damage 2d6+9 piercing plus girtablilu venom Constrict Single Action 2d8+6 bludgeoning, DC 24 Desert Passage A girtablilu ignores natural difficult terrain in the desert. Girtablilu Venom (Poison) Saving Throw DC 24 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 3d6 poison damage and enfeebled 1 (1 round); Stage 3 3d6 poison damage and enfeebled 2 (1 round) ","skill_mod":{"survival":17,"athletics":18,"intimidation":17,"religion":16},"summary":"Sentries patrol the outskirts of girtablilu communities, watching for external threats like desert drakes, stormcrown dragons, or adventuring parties …","image":["/Images/Monsters/Girtablilu_Sentry.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":27,"item":["Hide Armor","+1 striking longspear"],"level":8,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4413","intelligence":3,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":20,"size":["Large"],"name":"Girtablilu Sentry","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,18,18],"slug":"creature-4413"},{"attack_bonus":[24,24],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":210,"language":["Common","Girtablilu"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Girtablilu","will_save":25,"charisma":3,"speed":{"max":40,"land":40},"perception":25,"wisdom":7,"weakness":{},"creature_ability":["Divine Aegis","Constrict","Desert Passage","Girtablilu Venom","",""],"skill":["Athletics","Intimidation","Religion","Survival"],"legacy_id":["creature-1171"],"trait":["Beast","Girtablilu","Humanoid","Large"],"id":"creature-4414","text":" Girtablilu Seer The highest position of authority in a girtablilu community is the group's religious leader. This sacred duty requires years of study, meditation, and dedication to awaken a mystical font of divine magic within the girtablilu. These seers ensure that every action taken by the community falls in line with even the most obscure dogma of their tradition, and they don't hesitate to turn their fury on members of their own community who violate their mandates. Recall Knowledge - Beast (Arcana, Nature): DC 30 Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Girtablilu Seer Source Monster Core 2 pg. 167 Perception +25; darkvision, tremorsense (imprecise) 60 feet Languages Common, Girtablilu Skills Athletics +25, Intimidation +23, Religion +25, Survival +23 Str +6 Dex +5 Con +6 Int +3 Wis +7 Cha +3 Items +1 resilient hide armor --- AC 33 Fort +22 Ref +19 Will +25 HP 210 Divine Aegis Reaction (divine) Trigger The girtablilu seer attempts a saving throw against a magical effect but hasn't rolled yet; Effect The seer summons divine energy to protect themself at the cost of their other magical defenses. Until the start of their next turn, they gain a +1 circumstance bonus to saving throws against non-divine magical effects and a –1 circumstance penalty to saves against divine effects. --- Speed 40 feet Melee Single Action pincer +24 (Agile, unarmed), Damage 3d8+12 bludgeoning plus Grab Melee Single Action stinger +24 (reach 10 feet, unarmed), Damage 3d6+12 piercing plus girtablilu venom Divine Spontaneous Spells DC 33 - Cantrips (6th) Daze, Detect Magic, Forbidding Ward, Guidance, Read Aura - 1st Cleanse Cuisine, Create Water, Sanctuary (3 slots) - 2nd Augury, Calm, Create Food (3 slots) - 3rd Dream Message, Anointed Ground, Slow (3 slots) - 4th Cleanse Affliction, Outcast's Curse, Unfettered Movement (3 slots) - 5th Cleanse Affliction, Divine Wrath, Harm (3 slots) - 6th Blessed Boundary, Heal, Spirit Blast (3 slots) Constrict Single Action 3d8+6 bludgeoning, DC 30 Desert Passage A girtablilu ignores natural difficult terrain in the desert. Girtablilu Venom (Poison) Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 3d6 poison damage and enfeebled 1 (1 round); Stage 3 3d6 poison damage and enfeebled 2 (1 round) ","tradition":["Divine"],"skill_mod":{"survival":23,"athletics":25,"intimidation":23,"religion":25},"summary":"The highest position of authority in a girtablilu community is the group's religious leader. This sacred duty requires years of study, meditation, …","primary_source":"Monster Core 2","spell":["Blessed Boundary","Heal","Spirit Blast","Cleanse Affliction","Divine Wrath","Harm","Outcast's Curse","Unfettered Movement","Dream Message","Anointed Ground","Slow","Augury","Calm","Create Food","Cleanse Cuisine","Create Water","Sanctuary","Daze","Detect Magic","Forbidding Ward","Guidance","Read Aura"],"trait_group":["Creature Type"],"ac":33,"item":["+1 resilient hide armor"],"level":12,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4414","intelligence":3,"reflex_save":19,"strongest_save":["will"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Girtablilu Seer","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,25],"slug":"creature-4414"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":15,"language":["Common","Goblin","snake empathy"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Goblin Snake","will_save":4,"charisma":1,"speed":{"max":25,"land":25,"burrow":5,"swim":20},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Snake Empathy","Coiled Strike","Coil","Goblin Breath"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"trait":["Aberration","Goblin","Small"],"id":"creature-4415","text":" Goblin Snake Goblin snakes sometimes train snakes as pets or companions. Recall Knowledge - Aberration (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Goblin Snake Source Monster Core 2 pg. 168 Perception +6; darkvision, scent (imprecise) 30 feet Languages Common, Goblin; snake empathy Skills Acrobatics +7, Athletics +6, Intimidation +5, Stealth +7, Survival +4 Str +3 Dex +4 Con +2 Int -2 Wis +0 Cha +1 Snake Empathy (primal) A goblin snake can communicate with snakes. --- AC 17 Fort +7 Ref +10 Will +4 HP 15 Coiled Strike Reaction As Reactive Strike, but the goblin snake can use this reaction only if it's Coiled. --- Speed 25 feet, burrow 5 feet, swim 20 feet Melee Single Action fangs +9 (Finesse, unarmed), Damage 1d6+2 piercing Coil Single Action The goblin snake uses an action to coil itself, increasing its reach with its fangs from 5 to 10 feet. After the goblin snake Strikes with its fangs, it becomes uncoiled. Goblin Breath Two Actions (Olfactory, poison) The goblin snake belches a cloud of nauseating vapor in a 15-foot cone. Non-goblin creatures within the cloud must succeed at a DC 16 Fortitude save or become sickened 1. On a critical failure, a creature is also slowed 1 for as long as it is sickened. Creatures that successfully save are immune for 24 hours. The goblin snake can't use Goblin Breath again for 1d4 rounds. ","skill_mod":{"survival":4,"stealth":7,"athletics":6,"intimidation":5,"acrobatics":7},"summary":"Goblin snakes sometimes train snakes as pets or companions.","image":["/Images/Monsters/Goblin_Snake.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Ancestry","Weapon"],"ac":17,"level":1,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4415","intelligence":-2,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Goblin Snake","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-4415"},{"attack_bonus":[14],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":60,"language":["Common","Goblin","snake empathy"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Goblin Snake","will_save":8,"charisma":2,"speed":{"max":25,"land":25,"burrow":5,"swim":20},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Snake Empathy","Incessant Yammering","Infighting","Coiled Strike","Coil","Goblin Breath"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"trait":["Aberration","Goblin","Mutant","Uncommon","Medium"],"id":"creature-4416","text":" Gobmob Snake These bizarre mutant goblin snakes possess no fewer than three heads. Recall Knowledge - Aberration (Occultism): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Gobmob Snake Source Monster Core 2 pg. 168 Perception +10; darkvision, scent (imprecise) 30 feet Languages Common, Goblin; snake empathy Skills Acrobatics +12, Athletics +10, Intimidation +9, Stealth +12, Survival +8 Str +3 Dex +5 Con +2 Int -2 Wis +1 Cha +2 Snake Empathy (primal) A gobmob snake can communicate with snakes. --- AC 21 Fort +12 Ref +13 Will +8 HP 60 Incessant Yammering (auditory, aura, linguistic) 15 feet. A gobmob snake's heads constantly bicker and snipe at one another, annoying and distracting anyone nearby. Each non-goblin creature that begins its turn in the aura must attempt a DC 21 Will save. On a failure, it takes a –1 status penalty to Perception checks and Will saves for 1 round. On a success, it is temporarily immune for 1 minute. Infighting Whenever a gobmob snake critically fails at an attack roll or skill check, it must succeed at a DC 5 flat check or become slowed 1 as its heads argue over which of them is to blame. An enemy can provoke an argument by attempting a DC 20 Deception check as a single action with the auditory, concentrate, linguistic, and mental traits. Coiled Strike Reaction As Reactive Strike, but the gobmob snake can use this reaction only if it's Coiled. --- Speed 25 feet, burrow 5 feet, swim 20 feet Melee Single Action fangs +14 (Finesse, unarmed), Damage 2d6+5 piercing Coil Single Action The gobmob snake uses an action to coil itself, increasing its reach with its fangs from 5 to 10 feet. After the goblin snake Strikes with its fangs, it becomes uncoiled. Goblin Breath Two Actions (Olfactory, poison) The gobmob snake belches a cloud of nauseating vapor in a 15-foot cone. Non-goblin creatures within the cloud must succeed at a DC 20 Fortitude save or become sickened 1. On a critical failure, a creature is also slowed 1 for as long as it is sickened. Creatures that successfully save are immune for 24 hours. The goblin snake can't use Goblin Breath again for 1d4 rounds. ","skill_mod":{"survival":8,"stealth":12,"athletics":10,"intimidation":9,"acrobatics":12},"summary":"These bizarre mutant goblin snakes possess no fewer than three heads.","image":["/Images/Monsters/Gobmob_Snake.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Ancestry","Weapon","Monster","Rarity"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4416","intelligence":-2,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":12,"size":["Medium"],"name":"Gobmob Snake","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12],"slug":"creature-4416"},{"attack_bonus":[20],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":170,"language":["Common","(can't speak any language)"],"immunity":["acid","bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","sleep","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Golem","spell_attack_bonus":[16],"will_save":16,"charisma":0,"speed":{"max":20,"land":20},"perception":16,"wisdom":4,"weakness":{},"creature_ability":["Day of Rest","Faithful","Hefty Helper","Consecrated Fists","Rampage"],"skill":["Athletics","Religion"],"trait":["Construct","Earth","Holy","Large"],"id":"creature-4417","text":" Golem Long ago, the priests of ancient religions mastered a technique to bring them closer to their god: the animation of clay into a living being. These clay beings, called golems, are animated by placing a piece of paper with the name of the priest's god within the golem's mouth (or, in some cases, by carving a holy word on the golem's forehead). Though they are intelligent as a result of their divine blessing, golems generally don't act unless commanded to, and they rarely have the capacity for speech, a gift the gods bestowed on their creations alone. Instead, they use their intelligence to facilitate their maker's communion with their god in divine rites unknown outside of a religion's most faithful. In some oppressed communities, golems serve as protectors against outside violence, fighting as a last resort but aiming to defuse situations first. Other times, the golem operates as a guardian to a temple or helper to a holy person. In rare cases, golems have been known to go on rampages when they aren't allowed a day of rest every week. These rampages can be extremely destructive to the communities the golems otherwise protect, so makers must endeavor to take good care of their creations. Golem legends are diverse and widespread across the Inner Sea region and beyond. Some tell of even stranger powers bestowed on the golem, such as the ability to summon the spirits of the dead. Golems with such abilities are undoubtedly created by the most holy of priests, attuned to their god beyond what most mortals could hope to accomplish. Recall Knowledge - Construct (Arcana, Crafting): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Golem Source Monster Core 2 pg. 169 Perception +16 Languages Common; (can't speak any language) Skills Athletics +20, Religion +18 Str +6 Dex +2 Con +5 Int +1 Wis +4 Cha +0 --- AC 25 Fort +19 Ref +12 Will +16 HP 170 Immunities acid, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, sleep, spirit, unconscious, vitality, void Day of Rest A golem needs 1 day of rest per week or it becomes uncontrollable. An uncontrollable golem is unable to cast spells, and it takes a –2 circumstance penalty to checks made using Wisdom, including Will saves. While uncontrollable, the golem loses its immunity to sleep. The golem is uncontrollable until it takes a day of rest. Faithful A golem faithfully serves its creator as long as it's not in an uncontrollable state (see above). While the golem is faithful, it follows the commands of its creator, even to its own detriment. While the golem remains faithful to its creator, the golem can't be confused or controlled by any creature other than its creator. Hefty Helper The golem can carry 13 Bulk before becoming encumbered and can carry a maximum Bulk of 18. --- Speed 20 feet Melee Single Action fist +20 (reach 10 feet), Damage 2d10+8 bludgeoning plus consecrated fists Divine Innate Spells DC 24, attack +16 - Cantrips (4th) Divine Lance, Stabilize - 2nd Heal (×4) - 3rd Calm (×2), Holy Light (at will) - 4th Dispel Magic, Divine Wrath (×2) Consecrated Fists (Divine) After the golem casts a holy spell, their Strikes deal an additional 1d8 spirit damage and gain the divine and holy traits. These benefits last until the end of the golem's next turn. Rampage Two Actions Requirements The golem is uncontrollable; Effect The golem makes a melee Strike against every creature in its reach, whether that creature is an ally or not. The attacks count toward its multiple attack penalty normally, but the penalty does not increase until after all the Strikes are complete. Temple Guardians Golems have been used to guard and assist at temples across the Inner Sea region, though they're said to have originated in northern Garund. Only followers of holy deities can create golems, most of which are given life by priests of Desna or Shelyn, or sometimes Casandalee. ","tradition":["Divine"],"element":["Earth"],"skill_mod":{"athletics":20,"religion":18},"summary":"Long ago, the priests of ancient religions mastered a technique to bring them closer to their god: the animation of clay into a living being. These …","primary_source":"Monster Core 2","spell":["Dispel Magic","Divine Wrath","Calm","Holy Light","Heal","Divine Lance","Stabilize"],"trait_group":["Creature Type","Elemental","Planar","Monster","Mechanics"],"ac":25,"level":8,"spell_dc":[24],"source_category":["Rulebooks"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4417","intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":19,"size":["Large"],"name":"Golem","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19],"slug":"creature-4417"},{"attack_bonus":[16,16],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Common","Necril"],"immunity":["acid","bleed","death","disease","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Graveknight","will_save":13,"charisma":3,"speed":{"max":25,"land":25},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Graveknight's Shield","Reactive Strike","Devastating Blast","Graveknight's Curse","Ruinous Weapons","Weapon Master"],"skill":["Athletics","Intimidation","Survival","Warfare Lore"],"legacy_id":["creature-1663"],"trait":["Uncommon","Undead","Unholy","Medium"],"id":"creature-4418","text":" Graveknight Captain Graveknight captains once proudly led squads of troops in battle. Recall Knowledge - Undead (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Graveknight Captain Source Monster Core 2 pg. 172 Perception +14; darkvision Languages Common, Necril Skills Athletics +16, Intimidation +15, Survival +12, Warfare Lore +13 Str +5 Dex +3 Con +4 Int +1 Wis +2 Cha +3 Items +1 full plate , graveknight's shield , Warhammer --- AC 24 (26 with shield raised) Fort +16 Ref +14 Will +13 HP 90 (rejuvenation, void healing) Immunities acid, bleed, death, disease, paralyzed, poison, unconscious Graveknight's Shield Reactive Strike Reaction --- Speed 25 feet Melee Single Action warhammer +16 (Acid, magical, shove), Damage 2d8+7 bludgeoning plus 1d6 acid Melee Single Action fist +16 (Acid, agile, magical), Damage 2d4+7 bludgeoning plus 1d6 acid Devastating Blast Two Actions (Acid, arcane) The graveknight captain unleashes a 30-foot cone of energy. Creatures in the area take 4d12 acid with a DC 24 basic Reflex save. The graveknight captain can use this ability once every 1d4 rounds. Graveknight's Curse (Arcane, curse) This curse affects anyone who wears a graveknight's armor for at least 1 hour; Saving Throw DC 24 Will save; Onset 1 hour; Stage 1 doomed 1 and can't remove armor (1 day); Stage 2 doomed 2, –10- foot status penalty to Speeds, and can't remove armor (1 day); Stage 3 dies and transforms into the armor's graveknight. Ruinous Weapons Any weapon or unarmed attack the graveknight uses gains the effects of a +1 striking weapon and a caustic weapon rune. Weapon Master The graveknight captain has access to the critical specialization effects of any weapons they wield. ","skill_mod":{"survival":12,"athletics":16,"intimidation":15},"summary":"Graveknight captains once proudly led squads of troops in battle.","image":["/Images/Monsters/GraveknightCaptain.png"],"primary_source":"Monster Core 2","trait_group":["Rarity","Creature Type","Mechanics"],"ac":24,"item":["+1 full plate","graveknight's shield","Warhammer"],"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4418","intelligence":1,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Graveknight Captain","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15,19],"slug":"creature-4418"},{"attack_bonus":[25,29,29],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":255,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","electricity","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Graveknight","will_save":24,"charisma":6,"speed":{"max":25,"land":25},"perception":26,"wisdom":4,"weakness":{},"creature_ability":["Hungry Armor","Sacrilegious Aura","Reactive Strike","Devastating Blast","Exemplar of Violence","Graveknight's Curse","Phantom Mount","Ruinous Weapons","Weapon Master"],"skill":["Athletics","Deception","Intimidation","Religion","Society","Warfare Lore"],"legacy_id":["creature-1869"],"trait":["Uncommon","Undead","Unholy","Medium"],"id":"creature-4419","text":" Graveknight Warmaster Exemplars of undying violence, graveknight warmasters are devastating forces on the battlefield, able to spur allies to ever greater levels of violence. Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Graveknight Warmaster Source Monster Core 2 pg. 172 Perception +26; darkvision Languages Common, Necril Skills Athletics +28, Deception +26, Intimidation +28, Religion +24, Society +25, Warfare Lore +27 Str +8 Dex +4 Con +5 Int +3 Wis +4 Cha +6 Items +1 resilient full plate , Heavy Crossbow (20 bolts), War Flail --- AC 37 Fort +27 Ref +24 Will +24 HP 255 (rejuvenation, void healing) Immunities bleed, death effects, disease, electricity, paralyzed, poison, unconscious Hungry Armor A creature that Strikes a graveknight warmaster with a melee weapon must succeed at a DC 31 Reflex save or be disarmed of that weapon. If the creature critically fails, the weapon ends up in the graveknight's space. A creature that hits a graveknight warmaster with an unarmed attack must succeed at a DC 31 Reflex save or become grabbed by the graveknight until the end of its next turn, when it Escapes, or when the graveknight moves, whichever comes first. Sacrilegious Aura (aura, divine, unholy) 30 feet. When a creature in the aura uses a vitality spell or ability, the graveknight warmaster automatically attempts to counteract it, with a +23 counteract modifier. Reactive Strike Reaction --- Speed 25 feet Melee Single Action war flail +29 (Disarm, electricity, magical, sweep, trip), Damage 3d10+14 bludgeoning plus 1d6 electricity Melee Single Action fist +29 (Agile, electricity, magical), Damage 3d6+14 bludgeoning plus 1d6 electricity Ranged Single Action heavy crossbow +25 (Electricity, magical, range increment 120 feet, reload 2), Damage 3d10+6 piercing plus 1d6 electricity Devastating Blast Two Actions (Arcane, electricity) The graveknight warmaster unleashes a 30-foot cone of energy. Creatures in the area take 8d12 electricity with a DC 34 basic Reflex save. The graveknight warmaster can use this ability once every 1d4 rounds. Exemplar of Violence Two Actions (Visual) Frequency once per round; Effect The graveknight attempts a Strike as their armor flashes with sinister power that spurs allies to violence. After the Strike, allies who can see the graveknight can use a reaction to Step or Stride, but they must end this movement in a space adjacent to an enemy. One ally of the graveknight's choice can instead use a reaction to Strike. Graveknight's Curse (Arcane, curse) This curse affects anyone who wears a graveknight's armor for at least 1 hour; Saving Throw DC 39 Will save; Onset 1 hour; Stage 1 doomed 1 and can't remove armor (1 day); Stage 2 doomed 2, –10- foot status penalty to Speeds, and can't remove armor (1 day); Stage 3 dies and transforms into the armor's graveknight. Phantom Mount Three Actions (Arcane) The graveknight warmaster summons a supernatural mount, as marvelous mount heightened to a 7th rank. Unlike marvelous mount , the steed's AC and saving throw bonuses are all 4 lower than the graveknight's, and the steed has AC 34, Fort +23, Ref +20, Will +20, and 85 Hit Points. If the steed is destroyed, the graveknight warmaster must wait 1 hour before using this ability again.; the steed has Ruinous Weapons Any weapon or unarmed attack the graveknight uses gains the effects of a +1 greater striking weapon and a greater shock weapon rune. Weapon Master The graveknight captain has access to the critical specialization effects of any weapons they wield. ","skill_mod":{"society":25,"deception":26,"athletics":28,"intimidation":28,"religion":24},"summary":"Exemplars of undying violence, graveknight warmasters are devastating forces on the battlefield, able to spur allies to ever greater levels of …","image":["/Images/Monsters/GraveknightWarmaster.png"],"primary_source":"Monster Core 2","trait_group":["Rarity","Creature Type","Mechanics"],"ac":37,"item":["+1 resilient full plate","Heavy Crossbow (20 bolts)","War Flail"],"level":14,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=4419","intelligence":3,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":27,"size":["Medium"],"name":"Graveknight Warmaster","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[26,28,34],"slug":"creature-4419"},{"primary_source_category":"Rulebooks","strength":8,"hp":275,"language":["Common","Necril"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":27,"trait":["Uncommon","Undead","Unholy","Medium"],"id":"creature-4420","text":" Graveknight Champion Once the servant of a deity, the graveknight champion returned as an undead after a life cut short in service to their god. Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Graveknight Champion Source Monster Core 2 pg. 173 Perception +27; darkvision Languages Common, Necril Skills Athletics +31, Deity Lore +27, Intimidation +29, Religion +27 Str +8 Dex +4 Con +5 Int +2 Wis +4 Cha +6 Items Composite Shortbow (20 arrows), +2 resilient full plate , Greatpick --- AC 38 Fort +28 Ref +26 Will +25 HP 275 (rejuvenation, void healing) Immunities bleed, death, disease, fire, paralyzed, poison, unconscious Clutching Armor Reaction (arcane) Trigger A creature attempts to move away from the graveknight champion; Effect The graveknight champion's armor animates and attempts to Grab the triggering creature. It makes an Athletics check to Grapple at +29. The armor can continue to Grapple the creature normally. Since the armor is grappling the creature, the graveknight doesn't need a free hand to do so. Reactive Strike Reaction --- Speed 25 feet Melee Single Action greatpick +30 (fatal d12, fire, magical), Damage 3d10+16 slashing plus 1d6 fire Melee Single Action fist +30 (Agile, fire, magical), Damage 3d6+16 bludgeoning plus 1d6 fire Ranged Single Action composite shortbow +28 (deadly d10, fire, magical, range increment 60 feet, reload 0), Damage 3d6+10 piercing plus 1d6 fire Innate Divine Spells DC 33, attack +25 - Cantrips (7th) Divine Lance, Light, Shield, Void Warp - 4th Fireball - 5th Chilling Darkness, Divine Immolation - 6th Fireball, Spiritual Armament - 7th Eclipse Burst, Execute Channel Magic Two Actions The graveknight champion redirects magical energies through its armor, allowing it to deliver magic through an attack. The graveknight champion Casts a Spell that takes 1 or 2 actions to cast and requires a spell attack modifier. The effects of the spell don't occur immediately but are imbued into an attack instead. The graveknight champion then makes a melee Strike with a weapon or unarmed attack. The spell is coupled with the attack, using the attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the graveknight's multiple attack penalty but doesn't apply the penalty until after they've completed Channeling Magic. The graveknight champion can't use Channel Magic again for 1d4 rounds. Devastating Blast Two Actions (Arcane, fire) The graveknight champion unleashes a 30-foot cone of energy. Creatures in the area take 9d12 fire with a DC 36 basic Reflex save. The graveknight champion can use this ability once every 1d4 rounds. Graveknight's Curse (Arcane, curse) This curse affects anyone who wears a graveknight champion's armor for at least 1 hour; Saving Throw DC 40 Will save; Onset 1 hour; Stage 1 doomed 1 and can't remove armor (1 day); Stage 2 doomed 2, –10- foot status penalty to Speeds, and can't remove armor (1 day); Stage 3 dies and transforms into the armor's graveknight. Ruinous Weapons Any weapon or unarmed attack the graveknight uses gains the effects of a +1 greater striking weapon and a greater flaming weapon rune. Weapon Master The graveknight has access to the critical specialization effects of any weapons they wield. ","skill_mod":{"athletics":31,"intimidation":29,"religion":27},"image":["/Images/Monsters/GraveknightChampion.png"],"primary_source":"Monster Core 2","spell":["Eclipse Burst","Execute","Fireball","Spiritual Armament","Chilling Darkness","Divine Immolation","Divine Lance","Light","Shield","Void Warp"],"ac":38,"item":["Composite Shortbow (20 arrows)","+2 resilient full plate","Greatpick"],"level":15,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":28,"size":["Medium"],"name":"Graveknight Champion","pfs":"Standard","rarity":"uncommon","strike_damage_average":[24,30,36],"attack_bonus":[28,30,30],"constitution":5,"immunity":["bleed","death","disease","fire","paralyzed","poison","unconscious"],"creature_family":"Graveknight","spell_attack_bonus":[25],"will_save":25,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Clutching Armor","Reactive Strike","Channel Magic","Devastating Blast","Graveknight's Curse","Ruinous Weapons","Weapon Master"],"skill":["Athletics","Deity Lore","Intimidation","Religion"],"legacy_id":["creature-1664"],"tradition":["Divine"],"summary":"Once the servant of a deity, the graveknight champion returned as an undead after a life cut short in service to their god.","trait_group":["Rarity","Creature Type","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4420","dexterity":4,"category":"creature","slug":"creature-4420"},{"attack_bonus":[43,46],"constitution":11,"primary_source_category":"Rulebooks","strength":12,"hp":525,"language":["Arboreal","Fey","Wildsong","green tongue"],"source":["Monster Core 2"],"type":"Creature","will_save":42,"charisma":8,"speed":{"climb":40,"max":40,"land":40},"perception":42,"wisdom":10,"weakness":{"fire":20},"creature_ability":["Green Tongue","Plantsense","Green Caress","Root In Place","Absorb Magic","Embed","Focus Vines","Green Grab","Green Rituals","Vine Forest"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-1176"],"trait":["Leshy","Plant","Rare","Medium"],"id":"creature-4421","text":" Green Man Green men are ancient, enigmatic lesser deities of the primeval forests, living embodiments of nature and plantkind. When a forest or other woodland terrain generates enough nature spirits, beings with the same sort of vital essence that embodies leshies or answers the call of a commune, they naturally coalesce together and apotheosize into a green man. Green men aren't concerned with all the multifarious processes of nature like Gozreh or many other nature deities. Instead, they focus nearly all their attention on the plants of their home, only concerning themselves with animals, minerals, and the like insomuch as they affect the plants. Despite their name, green men aren't necessarily male; as creatures of pure natural power, to many of them, the concept of gender holds no meaning, and to those that do, they can be of any gender. Most green men tend to ignore animals, which to them include sapient creatures such as humans. However, green men who involve themselves in the affairs of such creatures do exist. These individuals are far more likely to attempt to spread their influence far and wide, either for good or ill. Virtuous green men provide succor to all that come within their home, not only to plants, providing wisdom like a nurturing parent. Wicked green men, however, allow rare and dangerous plants to thrive in their domains by spreading fear and devastation to all those who might threaten plant life, though they might keep a few animals around to hunt for sport. Recall Knowledge - Plant (Nature): DC 53 Unspecific Lore : DC 51 Specific Lore : DC 48 Green Man Source Monster Core 2 pg. 174 Perception +42; darkvision, plantsense 60 feet Languages Arboreal, Fey, Wildsong; green tongue Skills Acrobatics +39, Athletics +40, Deception +40, Diplomacy +40, Intimidation +40, Nature +48, Stealth +41, Survival +44 Str +12 Dex +9 Con +11 Int +7 Wis +10 Cha +8 Green Tongue A green man can communicate with plants, with the effects of speak with plants , and can use Diplomacy to Make an Impression on plants and Request things from plants. Plantsense A green man can sense life force via plants. This allows them to observe a living or undead creature's vital essence within 60 feet of the green man, but they can also use this precise sense to observe any living or undead creature within 60 feet of any plant matter within 120 feet of the green man. This allows the green man to see living things through solid plant matter, as well as seeing through other barriers if there are plants on the other side. --- AC 51 Fort +43 Ref +39 Will +42 HP 525 Resistances bludgeoning 20, piercing 20 Weaknesses axes 20, fire 20 Green Caress (aura, incapacitation, plant, primal) 60 feet. Living creatures in the area other than plants slowly transform into non-creature plants. The green man can exclude creatures from this effect, but they must be aware of a creature's presence and location to do so. A non-plant creature in the area must attempt a DC 45 Fortitude save immediately before the start of its turn. Critical Success The creature is unaffected, or if it is slowed by green caress, it reduces its slowed value by 2. Success The creature is unaffected, or if it is slowed by green caress, it reduces its slowed value by 1. Failure The creature becomes slowed 1, or if it was already slowed by green caress, increases the slowed value by 1, as their body transforms more and more into a non-creature plant. If the creature ever becomes slowed to the point they have no actions left for their turn, they become an inanimate plant, a condition that can only be reversed by manifestation or similarly powerful magic. Critical Failure As failure, except the creature becomes slowed 2 (or increases the condition value by 2). Root In Place Reaction Trigger A creature within the green man's reach uses a move action or leaves a square during a move action it's using; Effect The green man lashes out to hold the foe in place. The green man makes a vine Strike against the triggering creature. If the attack hits, the green man disrupts the action. If the creature was Flying when its action was disrupted, it falls. --- Speed 40 feet, climb 40 feet Melee Single Action vine +46 (deadly 3d12, reach 30 feet, versatile P), Damage 4d10+27 bludgeoning plus Absorb Magic and Improved Grab Ranged Single Action thorn +43 (fatal d12, range increment 120 feet, reload 0), Damage 4d8+27 piercing plus embed Primal Innate Spells DC 48 - Cantrips (10th) Detect Magic, Read Aura - 8th Fly, Unfettered Movement - 9th Energy Aegis - 10th Heal (×3), Manifestation (×3), Nature's Pathway (at will), Regenerate (×3), Truesight Rituals DC 48 - 4th Plant Growth - 6th Awaken Animal, Commune, Primal Call - 8th Control Weather Absorb Magic Single Action The green man's vines leach away magic and transform it into life essence for the green man. On a successful vine Strike, the green man attempts to counteract one spell active on the target (typically one vexing the green man, or determined randomly if they aren't aware of specific effects), with a counteract rank of 10 and a modifier of +38. If the effect is counteracted, the green man gains 30 temporary Hit Points that last for 10 minutes. Embed The green man's thorns embed themselves into any creature they damage, taking root into the ground. A target damaged by a thorn has its Speeds halved, and it can't Step, Fly, or otherwise leave the ground until the thorn is removed. Removing a thorn requires 3 Interact actions, which don't have to be consecutive. If the creature performing the final action doesn't succeed at a DC 45 Medicine check as part of that action, the target takes 10d6 piercing damage upon the thorn's removal. Focus Vines Two Actions The green man focuses all their vines against a single vexing foe, making a single vine Strike. On a success, the target takes 5d10 additional bludgeoning damage and is affected by Absorb Magic three times. Even on a failure, the target takes the normal effects of a hit with a vine Strike, but on a critical failure, the vines miss completely. Green Grab A green man can use their Improved Grab action against a creature of any size. Green Rituals A green man can perform all their rituals without secondary casters, relying on their own primal ties to the vital essence in spirits of nature. A green man's awaken animal and primal call rituals work on plants instead of their usual range of choices. Most green men also know the ritual to create various types of leshies and possibly even magic allowing the creation of arboreals or more powerful plant creatures. Vine Forest Two Actions The green man lashes out with all six vines to attack many opponents. They make up to six vine Strikes, each against a different target; this counts as one attack for their multiple attack penalty, increasing only after all the attacks are made. Leshies And Green Men Green men are sometimes called “leshy kings” in ancient manuscripts. Druids consider the first green men to be the original source of the rituals for creating the less-deific leshies, and possibly even arboreals and other intelligent plants. The affinity between leshies and green men is mutual. Leshies are the most likely ancestry to worship green men, and green men are particularly fond of their less-powerful kin. Worshipping Green Men Individual green men are lesser deities, capable of granting spells to those who worship them. Green men typically only allow intelligent plants—such as leshies—to be their clerics. If another creature proves to be a friend of plants, after a thorough personal vetting, a green man might wholeheartedly accept this strange fleshy worshipper into the fold. While individual green men have different edicts and anathema befitting their personalities, the following is a baseline most worshippers of green men follow. ","tradition":["Primal"],"skill_mod":{"diplomacy":40,"deception":40,"nature":48,"survival":44,"stealth":41,"athletics":40,"intimidation":40,"acrobatics":39},"summary":"Green men are ancient, enigmatic lesser deities of the primeval forests, living embodiments of nature and plantkind. When a forest or other woodland …","image":["/Images/Monsters/GreenMan.png"],"primary_source":"Monster Core 2","spell":["Heal","Manifestation","Nature's Pathway","Regenerate","Truesight","Energy Aegis","Fly","Unfettered Movement","Detect Magic","Read Aura"],"trait_group":["Monster","Ancestry","Creature Type","Rarity"],"ac":51,"level":24,"spell_dc":[48],"source_category":["Rulebooks"],"sense":" darkvision , plantsense 60 feet","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":20,"piercing":20},"url":"/Monsters.aspx?ID=4421","intelligence":7,"reflex_save":39,"strongest_save":["fort","fortitude"],"dexterity":9,"vision":"Darkvision","fortitude_save":43,"size":["Medium"],"name":"Green Man","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[45,49],"slug":"creature-4421"},{"primary_source_category":"Rulebooks","strength":1,"hp":9,"language":["Sakvroth"],"source":["Monster Core 2"],"type":"Creature","charisma":-2,"perception":6,"trait":["Fey","Gremlin","Tiny"],"id":"creature-4422","text":" Grimple Even more than most gremlins, grimples resent the trappings of civilization: inn common rooms with their rowdy singalongs, livery yards with their whinnying horses, church steeples with their clanging bells. Grimples live to spoil these conventions, dropping tavern signs on patrons, urinating in rain barrels, and opening stable doors. When all else fails, they literally vomit their disdain on passersby. Grimples resemble humanoid, mange-ridden opossums, with boar-like tusks that aid them in rooting through garbage heaps for food. They're agile climbers who glide from eave to eave on the loose flaps of skin between their limbs. Savvy gremlin-hunters know to look for the skin flakes and fur grimples shed from their parasite-infested hides. Recall Knowledge - Fey (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Grimple Source Monster Core 2 pg. 176 Perception +6; low-light vision Languages Sakvroth Skills Crafting +5, Deception +2, Nature +4, Stealth +5, Thievery +5 Str +1 Dex +3 Con +3 Int +1 Wis +2 Cha -2 Items satchel with 5 rocks --- AC 14 Fort +5 Ref +7 Will +4 HP 9 Weaknesses cold iron 2 Gremlin Lice Whenever a living creature touches or is touched by a grimple (including via a successful unarmed melee Strike), it must succeed at a DC 13 Reflex save or become infested by gremlin lice. While infested, the targeted creature is distracted by the itching sensation and is stupefied 1, though it can use an Interact action to scratch at the itching lice to suppress the stupefied condition from the lice for 1d4 rounds. The infestation ends after 24 hours or until the creature is submerged in water or exposed to a severe cold environment, whichever comes first. --- Speed 10 feet, climb 20 feet, fly 20 feet Melee Single Action bite +7 (Agile, finesse), Damage 1d4+1 piercing Ranged Single Action rock +7 (Agile, range increment 20 feet), Damage 1d4+1 bludgeoning Primal Innate Spells DC 16 - Cantrips (1st) Prestidigitation, Telekinetic Hand - 1st Grease Putrid Vomit Single Action The grimple spews a 30-foot line of vomit. Each creature in the line must succeed at a DC 16 Fortitude save or become sickened 1 (sickened 2 on a critical failure). The grimple can't use Putrid Vomit again for 1d4 rounds. Grimple Allies Grimples sometimes team up with other gremlins to cause trouble. Stronger gremlins, such as jinkins, use cranky grimples to lure victims into dangerous traps. Left to their own devices, grimples bully mitflits or train giant rats (Monster Core 288) and spider swarms to do their bidding. ","skill_mod":{"deception":2,"nature":4,"thievery":5,"crafting":5,"stealth":5},"image":["/Images/Monsters/Gremlin_Grimple.png"],"primary_source":"Monster Core 2","spell":["Grease","Prestidigitation","Telekinetic Hand"],"ac":14,"item":["satchel with 5 rocks"],"level":-1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":5,"size":["Tiny"],"name":"Grimple","pfs":"Standard","rarity":"common","strike_damage_average":[3,3],"attack_bonus":[7,7],"constitution":3,"creature_family":"Gremlin","will_save":4,"speed":{"climb":20,"fly":20,"max":20,"land":10},"wisdom":2,"weakness":{"cold_iron":2},"creature_ability":["Gremlin Lice","Putrid Vomit"],"skill":["Crafting","Deception","Nature","Stealth","Thievery"],"legacy_id":["creature-1177"],"tradition":["Primal"],"summary":"Even more than most gremlins, grimples resent the trappings of civilization: inn common rooms with their rowdy singalongs, livery yards with their …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4422","dexterity":3,"category":"creature","slug":"creature-4422"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":8,"language":["Common","Sakvroth","Thalassic"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Gremlin","will_save":3,"charisma":2,"speed":{"fly":20,"max":20,"land":10,"swim":20},"perception":5,"wisdom":1,"weakness":{"cold_iron":2},"creature_ability":["Rearrange Possessions"],"skill":["Acrobatics","Deception","Nature","Stealth","Thievery"],"legacy_id":["creature-1178"],"trait":["Amphibious","Fey","Gremlin","Tiny"],"id":"creature-4423","text":" Haniver Hanivers are the most benign type of gremlin—capricious fey who skim the waves on rubbery fin-wings. Though they don't actively sabotage their environment, sailors bemoan these gremlins' grasping fingers. Hanivers' incessant curiosity compels them to examine any object that draws their attention. Such treasures might include overturned fruit baskets, sacks of coins, or the gleaming teeth of a shark (often still in the shark's mouth, to the fey's regret). Should hanivers like what they find, they steal it, making them a bane to fishers and dockworkers everywhere. Recall Knowledge - Fey (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Haniver Source Monster Core 2 pg. 176 Perception +5; darkvision Languages Common, Sakvroth, Thalassic Skills Acrobatics +5, Deception +4, Nature +3, Stealth +5, Thievery +5 Str +1 Dex +3 Con +2 Int -1 Wis +1 Cha +2 --- AC 15 Fort +4 Ref +7 Will +3 HP 8 Weaknesses cold iron 2 --- Speed 10 feet, fly 20 feet, swim 20 feet Melee Single Action bite +7 (Agile, finesse), Damage 1d4+1 piercing Primal Innate Spells DC 13 - Cantrips (1st) Prestidigitation - 1st Fear, Ventriloquism (at will) Rearrange Possessions Single Action or Two Actions (Manipulate) The haniver attempts to Steal a small object off a target's person. If they succeed, they also rifle through and rearrange the contents of the target's pockets, pouches, and other containers. The next time the target attempts to draw a weapon or retrieve a worn item, doing so requires 2 Interact actions instead of one. The haniver can Steal an object that's closely guarded using this action without the –5 penalty, though not objects that would be extremely noticeable or time-consuming to remove. They can spend 2 actions instead of 1 to use this ability to Steal from a creature in combat or otherwise on guard. Mari Haniver Sailors sometimes affix a “Mari Haniver” to their ship's prow. Made from a ray's dried carcass, this clever bit of taxidermy resembles a dead haniver enough to scare gremlins away. But should a haniver wise up to the ruse, it will stop at nothing to torment its would-be deceivers. ","tradition":["Primal"],"skill_mod":{"deception":4,"nature":3,"thievery":5,"stealth":5,"acrobatics":5},"summary":"Hanivers are the most benign type of gremlin—capricious fey who skim the waves on rubbery fin-wings. Though they don't actively sabotage their …","primary_source":"Monster Core 2","spell":["Fear","Ventriloquism","Prestidigitation"],"trait_group":["Monster","Creature Type"],"ac":15,"level":-1,"spell_dc":[13],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4423","intelligence":-1,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Haniver","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-4423"},{"primary_source_category":"Rulebooks","strength":1,"hp":18,"language":["Thalassic"],"source":["Monster Core 2"],"type":"Creature","charisma":-1,"perception":8,"trait":["Aquatic","Fey","Gremlin","Tiny"],"id":"creature-4424","text":" Fuath Despite their small size, fuaths are shipwreckers incarnate. In the dark of night, these gremlins sever ratlines, slash sails, smash sextants, and soil provisions. Once the ship founders, the fuaths return to indulge their craving for land-raised flesh. While fuaths prefer to take their prey asleep, they save a terrible doom for sailors who attack them, surrounding the mariners' faces in magically congealed water to drown them where they stand. Constantly dripping with water, fuaths have seahorse-like faces, seaweedgreen fur over yellow skin, and wicked lobster claws for hands. Lacking the Sakvroth tongue, they have trouble relating to other gremlins aside from hanivers, but they revere sea hags and wicked aquatic fey. Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Fuath Source Monster Core 2 pg. 177 Perception +8; darkvision Languages Thalassic Skills Acrobatics +7, Deception +4, Nature +6, Sailing Lore +6, Stealth +7, Thievery +7 Str +1 Dex +4 Con +2 Int +1 Wis +3 Cha -1 Items darts (6) --- AC 16 Fort +5 Ref +9 Will +6 HP 18 Weaknesses cold iron 2, fire 2 Vulnerable to Sunlight A fuath becomes drained 1 (or increases its drained condition by 1) after every consecutive hour they're exposed to sunlight. Being submerged in more than a foot of water prevents the sunlight from harming the fuath. --- Speed 20 feet, swim 30 feet Melee Single Action claw +9 (Agile, finesse), Damage 1d6+1 slashing Ranged Single Action dart +9 (Agile, range increment 20 feet), Damage 1d4+1 piercing Primal Innate Spells DC 17 - Cantrips (1st) Prestidigitation - 1st Create Water, Sleep Viscous Choke Two Actions (Primal, water) Frequency once per day; Effect The fuath surrounds the head of one air-breathing creature within 30 feet in a magical film of viscous water for 1 minute. The target must succeed at a DC 17 Reflex save or it begins to choke and must hold its breath to avoid drowning. The film can be temporarily wiped away with a total of 3 Interact actions by the choking creature or creatures adjacent to it, allowing a new Reflex save with a +2 circumstance bonus to end the effect. (These actions don't need to be consecutive or made by the same creature.) Fuath Guardians Lone fuaths sometimes appoint themselves guardians of nature, protecting spawning grounds from overfishing or preventing careless cutting of peat bogs. Most, however, are unrepentant saboteurs. ","skill_mod":{"deception":4,"nature":6,"thievery":7,"stealth":7,"acrobatics":7},"image":["/Images/Monsters/Gremlin_Fuath.png"],"primary_source":"Monster Core 2","spell":["Create Water","Sleep","Prestidigitation"],"ac":16,"item":["darts (6)"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Fuath","pfs":"Standard","rarity":"common","strike_damage_average":[3,4],"attack_bonus":[9,9],"constitution":2,"creature_family":"Gremlin","will_save":6,"speed":{"max":30,"land":20,"swim":30},"wisdom":3,"weakness":{"cold_iron":2,"fire":2},"creature_ability":["Vulnerable to Sunlight","Viscous Choke"],"skill":["Acrobatics","Deception","Nature","Sailing Lore","Stealth","Thievery"],"legacy_id":["creature-1179"],"tradition":["Primal"],"summary":"Despite their small size, fuaths are shipwreckers incarnate. In the dark of night, these gremlins sever ratlines, slash sails, smash sextants, and …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4424","dexterity":4,"category":"creature","slug":"creature-4424"},{"primary_source_category":"Rulebooks","strength":0,"hp":18,"language":["Aklo","Grioth","<%UMR%79%%>telepathy<%END> 30 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":0,"perception":7,"trait":["Grioth","Humanoid","Uncommon","Medium"],"id":"creature-4425","text":" Grioth Scout The first grioths encountered on a new world are scouts. After traveling from their home worlds across the vastness of space via one-way portals, grioth scouts never expect to see their homes again, as grioth leadership ensures true devotion to the colonization effort by stranding scouts on their new planets. Recall Knowledge - Humanoid (Society): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Grioth Scout Source Monster Core 2 pg. 178 Perception +7; greater darkvision, echolocation (precise) 20 feet Languages Aklo, Grioth; telepathy 30 feet Skills Acrobatics +7, Occultism +6, Stealth +7 Str +0 Dex +4 Con +2 Int +1 Wis +2 Cha +0 Echolocation A grioth can use their hearing as a precise sense at the listed range. Items voidglass kukri --- AC 16 Fort +5 Ref +9 Will +7 HP 18 Immunities cold Weaknesses fire 3 Light Blindness No Breath A grioth doesn't breathe except to speak and is immune to effects that require breathing (such as an inhaled poison). --- Speed 25 feet, fly 30 feet Melee Single Action kukri +7 (Agile, finesse, trip), Damage 1d6 slashing Melee Single Action jaws +7 (Agile, finesse), Damage 1d4 piercing plus grioth venom Occult Innate Spells DC 16, attack +8 - Cantrips (1st) Daze, Detect Magic, Telekinetic Hand, Telekinetic Projectile - 1st Phantom Pain Grioth Venom (Emotion, fear, mental, poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 frightened 1 (1 round); Stage 2 frightened 2 (1 round); Stage 3 frightened 3 (1 round) Shock Mind Two Actions (Mental, occult) The grioth scout makes a Strike with a voidglass weapon. If the Strike hits, it deals an additional 1d6 mental damage, and the target must succeed at a DC 17 Will save (this has the incapacitation trait) or become confused for 1 round. ","skill_mod":{"stealth":7,"occultism":6,"acrobatics":7},"image":["/Images/Monsters/Grioth_GriothScout.png"],"primary_source":"Monster Core 2","spell":["Phantom Pain","Daze","Detect Magic","Telekinetic Hand","Telekinetic Projectile"],"ac":16,"item":["voidglass kukri"],"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"sense":" greater darkvision , echolocation (precise) 20 feet","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":5,"size":["Medium"],"name":"Grioth Scout","pfs":"Standard","rarity":"uncommon","strike_damage_average":[2,3],"attack_bonus":[7,7],"constitution":2,"immunity":["cold"],"creature_family":"Grioth","spell_attack_bonus":[8],"will_save":7,"speed":{"fly":30,"max":30,"land":25},"wisdom":2,"weakness":{"fire":3},"creature_ability":["Light Blindness","No Breath","Grioth Venom","Shock Mind"],"skill":["Acrobatics","Occultism","Stealth"],"legacy_id":["creature-1180"],"tradition":["Occult"],"summary":"The first grioths encountered on a new world are scouts. After traveling from their home worlds across the vastness of space via one-way portals, …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4425","dexterity":4,"category":"creature","slug":"creature-4425"},{"primary_source_category":"Rulebooks","strength":0,"hp":40,"language":["Aklo","Grioth","<%UMR%79%%>telepathy<%END> 30 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":0,"perception":10,"trait":["Grioth","Humanoid","Rare","Medium"],"id":"creature-4426","text":" Grioth Cultist Grioth cultists represent the lowest tier of their remorseless cult— worshippers of the Outer Gods and Great Old Ones tasked with leading scouting missions into new worlds. While they're ranked above scouts in the chain of command, they occupy a lowly place in the overall religious hierarchy. Though whispered rumors describe the legendary rituals needed to wrench worlds from their suns, these cultists don't learn this potent magic. Such secrets are left to grioth high priests, who are always the last to arrive on a colonized world. Most grioths worship the Outer God Nyarlathotep in one of his many incarnations, although some worship other entities such as Azathoth, Nhimbaloth, or Yog-Sothoth. In the rare cases where a grioth is cut off from their society and given the opportunity to explore other religions, they still tend to choose faiths associated with the stars or the night, such as Desna or Zon-Kuthon. These grioths are loathed by others of their own kind, who view them as dangerous heretics. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Grioth Cultist Source Monster Core 2 pg. 179 Perception +10; greater darkvision, echolocation (precise) 20 feet Languages Aklo, Grioth; telepathy 30 feet Skills Acrobatics +8, Occultism +9, Religion +10, Stealth +10 Str +0 Dex +3 Con +2 Int +2 Wis +3 Cha +0 Echolocation A grioth can use their hearing as a precise sense at the listed range. Items voidglass kukri --- AC 18 Fort +7 Ref +10 Will +10 HP 40 Immunities cold Weaknesses fire 5 Light Blindness No Breath A grioth doesn't breathe except to speak and is immune to effects that require breathing (such as an inhaled poison). --- Speed 25 feet, fly 30 feet Melee Single Action kukri +10 (Agile, finesse, trip), Damage 1d6+2 slashing Melee Single Action jaws +10 (Agile, finesse), Damage 1d8+2 piercing plus grioth venom Divine Prepared Spells DC 20, attack +12 - Cantrips (3rd) Divine Lance, Forbidding Ward, Message, Prestidigitation, Stabilize - 1st Fear, Harm, Heal, Ventriloquism - 2nd Dispel Magic, Heal, Noise Blast Occult Innate Spells DC 19, attack +11 - Cantrips (2nd) Daze, Detect Magic, Telekinetic Hand, Telekinetic Projectile - 2nd Phantom Pain Grioth Venom (Emotion, fear, mental, poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 frightened 1 (1 round); Stage 2 frightened 2 (1 round); Stage 3 frightened 3 (1 round) Invoke Haunter of the Dark Two Actions (Divine, mental, visual) Frequency once per day; Effect The grioth cultist waves a hand in a complex pattern to invoke dark powers, dealing 3d8 mental damage. Each nongrioth creature within 20 feet must attempt a DC 20 Will save. Critical Success The creature is unaffected. Success The creature takes half damage Failure The creature takes full damage and becomes stupefied 1 for 1 round Critical Failure The creature takes double damage and becomes stupefied 1 for 1 minute. Shock Mind Two Actions (Mental, occult) The grioth scout makes a Strike with a voidglass weapon. If the Strike hits, it deals an additional 2d6 mental damage, and the target must succeed at a DC 20 Will save (this has the incapacitation trait) or become confused for 1 round. ","skill_mod":{"stealth":10,"occultism":9,"acrobatics":8,"religion":10},"image":["/Images/Monsters/Grioth_GriothCultist.png"],"primary_source":"Monster Core 2","spell":["Dispel Magic","Heal","Noise Blast","Fear","Harm","Ventriloquism","Divine Lance","Forbidding Ward","Message","Prestidigitation","Stabilize","Phantom Pain","Daze","Detect Magic","Telekinetic Hand","Telekinetic Projectile"],"ac":18,"item":["voidglass kukri"],"level":3,"spell_dc":[19,20],"source_category":["Rulebooks"],"sense":" greater darkvision , echolocation (precise) 20 feet","resistance":{},"intelligence":2,"reflex_save":10,"strongest_save":["ref","reflex","will"],"vision":"Greater darkvision","fortitude_save":7,"size":["Medium"],"name":"Grioth Cultist","pfs":"Standard","rarity":"rare","strike_damage_average":[5,6],"attack_bonus":[10,10],"constitution":2,"immunity":["cold"],"creature_family":"Grioth","spell_attack_bonus":[11,12],"will_save":10,"speed":{"fly":30,"max":30,"land":25},"wisdom":3,"weakness":{"fire":5},"creature_ability":["Echolocation","Light Blindness","No Breath","Grioth Venom","Invoke Haunter of the Dark","Shock Mind"],"skill":["Acrobatics","Occultism","Religion","Stealth"],"legacy_id":["creature-1181"],"tradition":["Divine","Occult"],"summary":"Grioth cultists represent the lowest tier of their remorseless cult— worshippers of the Outer Gods and Great Old Ones tasked with leading scouting …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4426","dexterity":3,"category":"creature","slug":"creature-4426"},{"legacy_name":["Grisantian Lion "],"attack_bonus":[26,26],"constitution":7,"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Common","(can't speak any language)"],"immunity":["disease"],"source":["Monster Core 2"],"type":"Creature","will_save":19,"charisma":-2,"speed":{"climb":20,"max":35,"land":35},"perception":25,"wisdom":4,"weakness":{},"creature_ability":["Blinding Mane","Dual Pounce","Rend","Vicious Rend"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"legacy_id":["creature-1728"],"trait":["Beast","Primal","Rare","Huge"],"id":"creature-4427","text":" Grisantian Lion The appearance of the mighty grogrisant is a once-in-a-generation event, but the descendants of those legendary beasts are well known along the World's Edge Mountains and throughout Taldor. These primal predators don't travel in a pride as mundane lions do. Instead, they avoid others of their kind, even to mate, and seek out ordinary lions once a year for this purpose. A grisantian lioness who bears cubs only tends her offspring long enough for them to become self-sufficient—which takes but a few months, thanks to their kind's incredibly rapid growth and development. A full-grown grisantian lion is as large as an elephant and exceedingly aggressive, hunting anything it comes across. While ordinary lions rely on stealth and pack tactics to secure a meal, the grisantian lion is too big to hide amid tall grass. Instead, it has adapted to the mountains, where it chooses a large, hard-to-reach cave as its home, often killing any creature unfortunate enough to already inhabit the place. A grisantian lion can track for miles and is a canny hunter, hiding along rocky cliffs and outcroppings as it stalks prey. Although they're wild creatures that can never be tamed, grisantian lions understand Taldane and occasionally agree to help those who defend nature. However, such alliances are temporary and unreliable at best. Recall Knowledge - Beast (Arcana, Nature): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Grisantian Lion Source Monster Core 2 pg. 180 Perception +25; low-light vision, scent (imprecise) 60 feet Languages Common; (can't speak any language) Skills Acrobatics +22, Athletics +25, Intimidation +25, Stealth +22, Survival +22 Str +7 Dex +5 Con +7 Int -3 Wis +4 Cha -2 --- AC 32 Fort +25 Ref +22 Will +19 HP 215 Immunities disease Resistances fire 10, physical 10 (except bludgeoning) --- Speed 35 feet, climb 20 feet Melee Single Action jaws +26, Damage 3d10+14 piercing plus Grab Melee Single Action claw +26 (Agile), Damage 3d8+12 slashing Blinding Mane Two Actions (Incapacitation, light, primal, Visual) Frequency once per day Effect Drawing upon the power of their grogrisant ancestor, the grisantian lion focuses and causes their mane to glow with bright light. All creatures within 20 feet must attempt a DC 29 Fortitude save. Critical Success The target is unaffected. Success The target is blinded until its next turn begins. Failure The target is blinded for 1 minute. Critical Failure The target is blinded permanently. Dual Pounce Two Actions The grisantian lion Strides and makes two claw Strikes against the same creature at the end of that movement. Each attack counts against the grisantian lion's multiple attack penalty, but the penalty doesn't increase until after the grisantian lion makes both attacks. If both attacks hit, combine their damage for the purpose of resistances and weaknesses. Rend Single Action claw. If the grisantian lion Rends after a successful Dual Pounce, combine the Rend's damage with that from the Dual Pounce for the purpose of resistances and weaknesses. Vicious Rend Reaction Trigger The grisantian lion uses Rend; Effect The target's armor takes damage equal to the damage from Rend. The target can attempt a DC 29 basic Reflex save to reduce this damage. The Legend Of The Grogrisant Early tales of the founding of Taldor speak of the Grogrisant, an enormous six-eyed lion with a mane that glowed the like the sun. The lion destroyed the city-states of the region, feeding on their livestock and plundering their wealth to line its den. The great hero Taldaris finally slew the terrible beast and went on to become the First Emperor of Taldor. Terrifying six-eyed lions reminiscent of the original make repeated appearances throughout Taldor’s history only to meet their demise at the hands of heroes. While the original Grogrisant of legend is honored with a capitalized name, the remaining grogrisants of history bear the less formal name for the sake of classification. ","skill_mod":{"survival":22,"stealth":22,"athletics":25,"intimidation":25,"acrobatics":22},"summary":"The appearance of the mighty grogrisant is a once-in-a-generation event, but the descendants of those legendary beasts are well known along the …","image":["/Images/Monsters/Grisantian_Lion.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Tradition","Monster","Rarity"],"ac":32,"level":12,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{"piercing":10,"slashing":10,"fire":10,"physical":10},"url":"/Monsters.aspx?ID=4427","intelligence":-3,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":25,"size":["Huge"],"name":"Grisantian Lion","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[25,30],"slug":"creature-4427"},{"attack_bonus":[13,15,15],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Fey","Thalassic"],"source":["Monster Core 2"],"type":"Creature","will_save":11,"charisma":2,"speed":{"max":50,"land":25,"swim":50},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Death Flood","Muddy Field","Organ of Endless Water"],"skill":["Athletics","Nature","Survival"],"legacy_id":["creature-694"],"trait":["Amphibious","Beast","Fey","Water","Medium"],"id":"creature-4428","text":" Grodair Grodairs are bizarre fishlike creatures native to the First World. Their supernatural physiology includes a strange organ with an extradimensional space capable of storing thousands of gallons of water. This grants grodairs the ability to create a suitable environment for themselves almost anywhere by releasing the water and quickly transforming the surrounding area into a shallow bog. When grodairs wish to leave for a new location, they simply suck all the water back up. When necessary, grodairs can walk on land by using the long, fleshy tentacles that dangle from their bellies. Grodairs have two sets of eyes that function independently. While this makes the creatures difficult to surprise, it also makes them easy to distract. During conversations, they have a tendency to lose focus quickly and have trouble remembering things. Still, they're avid conversationalists and enjoy hearing tales about the world. While this makes grodairs quite likable, they aren't reliable. They have difficulty sticking to plans or schedules, and they can keep a secret only if they happen to forget it first. For these reasons, grodairs don't make the best allies. Grodairs can capture and store within their throats any small animals and plants easily suspended in water, and then eject them for consumption at a later time. They're voracious and curious omnivores who love trying new food—in fact, the pursuit of new and interesting meals is the most common reason they venture from the First World. This, fortunately, makes grodairs easy to negotiate with, something of a necessity when people need to relocate one of the creatures (along with their bog) away from roads and fields meant for farming. Due to their ability to transport so much water, some desert settlements have attempted to pay grodairs to form oases along trade routes. Unfortunately, the grodairs' short attention span leads them to forget why they were in the desert in the first place and wander off. Recall Knowledge - Beast (Arcana, Nature): DC 20 Recall Knowledge - Fey (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Grodair Source Monster Core 2 pg. 181 Perception +13; darkvision Languages Fey, Thalassic Skills Athletics +12, Nature +13, Survival +11 Str +4 Dex +2 Con +4 Int +1 Wis +2 Cha +2 --- AC 20 Fort +15 Ref +9 Will +11 HP 90 Death Flood (primal, water) When a grodair dies, their body explodes in a blast of pressurized water that deals 4d6 bludgeoning damage to creatures within a 15-foot emanation (DC 22 basic Reflex save). A creature that fails its save is pushed 5 feet away from the grodair's corpse (10 feet on a critical failure). --- Speed 25 feet, swim 50 feet Melee Single Action jaws +15, Damage 2d8+7 piercing Melee Single Action tentacle +15, Damage 1d10+7 bludgeoning plus Knockdown Ranged Single Action water jet +13 (range increment 60 feet), Damage 3d6 bludgeoning plus Push 10 feet Primal Innate Spells DC 22 - 5th Control Water Muddy Field Single Action (Primal, water) The grodair transforms all soil, sand, or similar sediment in a 10-foot emanation into mud for 1 round. This mud is difficult terrain for creatures other than grodairs. Organ of Endless Water Single Action (Manipulate, primal, water) The grodair causes water to pour through its scales from a magical sac in its body, either at a rate of 1 gallon per round or in a 5-foot-long stream at a rate of 5 gallons per round. It can stop the flow of water as a single action. Grodair Treasure Amid the vile, rubbery entrails of an exploded grodair is a cluster of tubular organs the size of a melon which contains their extradimensional water storage. Harvesting the organ cluster takes 5 minutes and a successful DC 22 Survival check. For the next 2d6 hours, the cluster can then be used to produce water in the same manner as a grodair's Organ of Endless Water ability. However, on a critical failure to harvest the organ cluster, it bursts and deals 2d6 bludgeoning damage to the harvester. ","tradition":["Primal"],"element":["Water"],"skill_mod":{"nature":13,"survival":11,"athletics":12},"summary":"Grodairs are bizarre fishlike creatures native to the First World . Their supernatural physiology includes a strange organ with an extradimensional …","image":["/Images/Monsters/Grodair.png"],"primary_source":"Monster Core 2","spell":["Control Water"],"trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":20,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4428","intelligence":1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Grodair","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12,16],"slug":"creature-4428"},{"constitution":0,"primary_source_category":"Rulebooks","strength":3,"hp":28,"language":["Common","Empyrean","<%UMR%79%%>telepathy<%END> 60 feet"],"immunity":["disease","paralyzed","petrified","poison"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Guardian Beast","will_save":10,"charisma":0,"speed":{"fly":25,"max":25},"perception":10,"wisdom":4,"weakness":{},"creature_ability":["Anchored Soul","Reconstitution","Inhabit Vessel","Spirit Body"],"skill":["Acrobatics","Athletics","Meteorology Lore","Religion"],"legacy_id":["creature-1182"],"trait":["Celestial","Holy","Uncommon","Large"],"id":"creature-4429","text":" Stone Lion Cub Stone lion cubs are curious, playful, and occasionally mischief makers. Despite their still developing abilities, they eagerly hone their skills with make-believe missions. Many hope that they'll one day become responsible guardians like their parents, though if these stone beasts age at all, they do so on a scale imperceivable to most mortals. Smaller in stature and ferocity, stone lion cubs sometimes try to guard places of smaller importance, including facsimiles of the same kinds of structures their parents attend. They're less than dependable as guardians, as they have the attention span and rambunctious nature of children. Their parents often need to call them to heel, ordering them to stand at the parent's side as parent and child both stay motionless for the rising day. Recall Knowledge - Celestial (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Stone Lion Cub Source Monster Core 2 pg. 182 Perception +10; darkvision Languages Common, Empyrean; telepathy 60 feet Skills Acrobatics +7, Athletics +7, Meteorology Lore +7, Religion +8 Str +3 Dex +3 Con +0 Int +1 Wis +4 Cha +0 Anchored Soul The stone lion cub is mystically bonded to their bonded vessel and must remain within 1 mile of it. Some might be further restricted to the location they guard. --- AC 18 Fort +6 Ref +7 Will +10 +1 status to all saves vs. unholy HP 28 Immunities disease, paralyzed, petrified, poison Bonded Vessel The condition of a stone cub's vessel dictates the cub's maximum Hit Point value. Undamaged, the vessel is an object with 28 Hit Points (BT 14). When the cub is in spirit form, damaging it doesn't hurt the vessel, but damaging the vessel deals an equal amount of damage to the cub. When the cub Inhabits its Vessel they're a single target, and damage reduces the Hit Points of both the cub and the vessel. If the vessel is broken, the cub can still fight normally while inhabiting it and takes no ill effect, but if the vessel is ever destroyed, the cub is instantly slain and can't reconstitute. Reconstitution (divine) When the cub reaches 0 Hit Points, its spirit dissipates. If its bonded vessel is intact, the cub re-forms in this vessel after 2d4 days, fully healed. If the vessel is broken, it must first be Repaired, after which the cub reforms in 3d4 days. --- Speed fly 25 feet Inhabit Vessel Two Actions (Manipulate) The cub touches and melds with its bonded vessel, bringing the statue to life. It can cease Inhabiting its Vessel by Dismissing the effect. While Inhabiting the Vessel, it loses its fly Speed and gains: Immunities healing, nonlethal; Resistances physical 3 (except bludgeoning); Speed 20 feet; and the following Strike. Melee Single Action jaws +10 (agile), Damage 1d6+5 bludgeoning plus Grab Spirit Body When not Inhabiting its Vessel, the cub is incorporeal and gains resistance 3 to all damage (except force damage and damage from Strikes with the ghost touch property rune; double resistance against non-magical). Bleeding Omen Legends say that stone lions can predict incoming storms or floods. If a stone lion's eyes, nose, or ears bleed, preparations should be made. Lone survivors of these disasters claim those who disparage such omens as superstition often don't live to see the next dawn. ","skill_mod":{"athletics":7,"acrobatics":7,"religion":8},"summary":"Stone lion cubs are curious, playful, and occasionally mischief makers. Despite their still developing abilities, they eagerly hone their skills with …","image":["/Images/Monsters/GuardianBeast_LionCub.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Mechanics","Rarity"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4429","intelligence":1,"reflex_save":7,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":6,"size":["Large"],"name":"Stone Lion Cub","category":"creature","pfs":"Standard","rarity":"uncommon","slug":"creature-4429"},{"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":50,"language":["Common","Empyrean","<%UMR%79%%>telepathy<%END> 60 feet"],"immunity":["disease","paralyzed","petrified","poison"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Guardian Beast","will_save":13,"charisma":0,"speed":{"fly":40,"max":40},"perception":13,"wisdom":5,"weakness":{},"creature_ability":["Anchored Soul","Bonded Vessel","Reconstitution","Inhabit Vessel","Spirit Body"],"skill":["Athletics","Intimidation","Meteorology Lore","Religion"],"legacy_id":["creature-1183"],"trait":["Celestial","Holy","Uncommon","Large"],"id":"creature-4430","text":" Stone Lion Stone lions are a common sight outside of banks, temples, palaces, and even private residences. The fierce expressions affixed on their faces remind passersby to stay on their best behavior. Stone lions remain faithful guardians of a site, regardless of whether it falls into disrepair. Even if people abandon a place, the lion remains dutiful until its statue is too worn or broken to inhabit any longer. Stone lions are carved in complementary pairs in order for each to defend their wards from different types of threat. Traditionally, one lion defends from spiritual threats, while the other defends against physical dangers. Occasionally, they subvert this trend; one notable manor in Quain is guarded by two proud, identical male lions. Recall Knowledge - Celestial (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Stone Lion Source Monster Core 2 pg. 183 Perception +13; darkvision Languages Common, Empyrean; telepathy 60 feet Skills Athletics +10, Intimidation +8, Meteorology Lore +11, Religion +13 Str +4 Dex +3 Con +3 Int +1 Wis +5 Cha +0 Anchored Soul The stone lion is mystically bonded to their bonded vessel and must remain within 1 mile of it. Some might be further restricted to the location they guard. --- AC 21 Fort +11 Ref +9 Will +13 +1 status to all saves vs. unholy HP 50 Immunities disease, paralyzed, petrified, poison Bonded Vessel The condition of a stone lion's vessel dictates the lion's maximum Hit Point value. Undamaged, the vessel is an object with 50 hit Points (BT 25). When the cub is in spirit form, damaging it doesn't hurt the vessel, but damaging the vessel deals an equal amount of damage to the lion. When the lion Inhabits its Vessel, they're a single target, and damage reduces the Hit Points of both the lion and the vessel. If the vessel is broken, the lion can still fight normally while inhabiting it and takes no ill effect, but if the vessel is ever destroyed, the lion is instantly slain and can't reconstitute. Reconstitution (divine) When the lion reaches 0 Hit Points, its spirit dissipates. If its bonded vessel is intact, the lion re-forms in this vessel after 2d4 days, fully healed. If the vessel is broken, it must first be Repaired, after which the cub reforms in 3d4 days. --- Speed fly 40 feet Inhabit Vessel Two Actions (Manipulate) The lion touches and melds with its bonded vessel, bringing the statue to life. It can cease Inhabiting its Vessel by Dismissing the effect. While Inhabiting the Vessel, it loses its fly Speed and gains: Immunities healing, nonlethal; but Resistances physical 5 (except bludgeoning), Speed 20 feet, and it gains the following Strikes. Melee Single Action jaws +14, Damage 2d6+7 bludgeoning plus Grab Ranged Single Action stone ball +13 (range increment 30 feet), Damage 2d4+7 bludgeoning Spirit Body When not Inhabiting its Vessel, the cub is incorporeal and gains resistance 5 to all damage (except force damage and damage from Strikes with the ghost touch property rune; double resistance against non-magical). ","skill_mod":{"athletics":10,"intimidation":8,"religion":13},"summary":"Stone lions are a common sight outside of banks, temples, palaces, and even private residences. The fierce expressions affixed on their faces remind …","image":["/Images/Monsters/GuardianBeast_Lion.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Mechanics","Rarity"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4430","intelligence":1,"reflex_save":9,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":11,"size":["Large"],"name":"Stone Lion","category":"creature","pfs":"Standard","rarity":"uncommon","slug":"creature-4430"},{"attack_bonus":[23,23],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Sakvroth"],"source":["Monster Core 2"],"type":"Creature","will_save":19,"charisma":0,"speed":{"climb":20,"max":40,"land":40},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Reactive Strike","Eerie Flexibility","Furious Claws","Rend"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"legacy_id":["creature-252"],"trait":["Aberration","Large"],"id":"creature-4431","text":" Gug A gug's most horrid feature is its barrel-shaped head, which splits vertically to reveal numerous rows of sharp, yellow teeth and an open throat. Its eyes, located on either side of its head-jaw, are small but keen. Bony ridges protect a gug's eyes from the frantic flailing of its prey, as it prefers meals of raw and writhing meat over fungi and molds. It grips said prey with powerful arms that split at the elbow into a pair of forearms, giving it four clawed paws. These monstrous brutes are covered with shaggy black fur, often crusted with blood and gore. Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt on dark nights, either alone or in small groups. As they possess voracious appetites, most gugs consume the creatures they catch, but some instead kidnap their victims and retreat below the surface, leaving only a lingering stench and odd, clawed paw prints. Victims are taken to rancid lairs marked with strange runes and sacrificed to the gugs' wicked gods of blood, darkness, and nightmares. Dire rumors tell of lightless gug cities made of titanic blocks of stone far underground, where powerful gug leaders preach their vile doctrines to howling mobs of their fellows. Gugs have a strange relationship with ghouls, which seems to date from their shared origin in a distant subterranean world. Gugs live in fear of ghouls, despite towering over them. Some ghouls use this to their advantage by influencing gugs to attack opposed underground communities. Gugs stand 16 feet tall and weigh 2,000 pounds, although they have an eerie, graceful gait that belies their immense size. Their light step and ability to squeeze through very small crannies makes gugs common bogeymen in tales of strange disappearances or bloody massacres. Some particularly bloodthirsty gugs gain awful powers as gifts from their eldritch patrons. These monsters, known as savants, are never less than 12th level in power and gain several occult innate spells. Though each savant's precise mix of spells varies, they normally grant invisibility , offer power to manipulate and change rock, or invoke awful and destructive energies upon living flesh. Recall Knowledge - Aberration (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Gug Source Monster Core 2 pg. 184 Perception +19; darkvision Languages Sakvroth Skills Acrobatics +19, Athletics +23, Stealth +19, Survival +17 Str +7 Dex +3 Con +6 Int +0 Wis +3 Cha +0 --- AC 30 Fort +22 Ref +17 Will +19 HP 175 Reactive Strike Reaction --- Speed 40 feet, climb 20 feet Melee Single Action jaws +23 (reach 15 feet), Damage 2d12+13 piercing Melee Single Action claw +23 (Agile, reach 15 feet), Damage 2d8+13 slashing Eerie Flexibility Despite its size, the gug's multiple joints allow it to fit through tight spaces as if it were a Medium creature. While Squeezing, it can move at its full Speed. Furious Claws Two Actions The gug makes up to four claw Strikes, each against a different target. These attacks all count toward the gug's multiple attack penalty, but the penalty doesn't increase until after the gug makes all its attacks. Rend Single Action claw Eldritch Gods Gugs don't traditionally make religion and faith a key part of their society, but gug cities always feature prominent temples to obscure gods whose faith has passed from view on most mortal worlds. Most gugs certainly know of entities such as Azathoth, Nyarlathotep, and Yog-Sothoth, but even among gugs, these Outer Gods are more feared and respected than prayed to. ","skill_mod":{"survival":17,"stealth":19,"athletics":23,"acrobatics":19},"summary":"A gug's most horrid feature is its barrel-shaped head, which splits vertically to reveal numerous rows of sharp, yellow teeth and an open throat. Its …","image":["/Images/Monsters/Gug.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":30,"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4431","intelligence":0,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Gug","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,26],"slug":"creature-4431"},{"attack_bonus":[18,20],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":120,"language":["Aklo","<%UMR%79%%>telepathy<%END> (<%RULES%2238%%>touch<%END>)"],"source":["Monster Core 2"],"type":"Creature","will_save":17,"charisma":-3,"speed":{"max":40,"land":40},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Rapid Evolution","Energy Gland","Husk","Extend Limbs","Vent Energy"],"skill":["Acrobatics","Athletics","Occultism"],"legacy_id":["creature-1185"],"trait":["Aberration","Uncommon","Large"],"id":"creature-4432","text":" Hadrinnex The bizarre hadrinnexes resemble defensive systems more than living creatures. They evolve at a rapid rate but only to specific attacks against them, which suggests they were created through advanced technology or magic. The husk surrounding a hadrinnex—flecks of metal suspended in a malleable organic carapace—reshapes in response to harm. So, too, can a glowing gland within the creature's thorax, which collects energy and restructures the creature's biology to protect it from that energy. This organ is fragile and ruptures soon after a hadrinnex is killed. Hadrinnexes have only a rudimentary intellect and usually follow more intelligent aberrations. As bodyguards or peons, they perform simple tasks diligently. Though poor at problem-solving and improvisation, hadrinnexes' dependability and adaptive physiology make them ideal for dangerous tasks in hazardous environments. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Hadrinnex Source Monster Core 2 pg. 185 Perception +17; darkvision Languages Aklo; telepathy (touch) Skills Acrobatics +16, Athletics +18, Occultism +11 Str +6 Dex +4 Con +6 Int -3 Wis +3 Cha -3 --- AC 27 Fort +18 Ref +13 Will +17 HP 120 Resistances energy 15, physical 15 (see Rapid Evolution) Rapid Evolution Reaction (morph, occult) Trigger The hadrinnex takes damage of a physical or energy damage type (bludgeoning, piercing, or slashing for physical; acid, cold, electricity, fire, force, void, or sonic for energy); Effect The hadrinnex reconfigures its husk (if triggered by physical damage) or its energy gland (if triggered by energy damage). Any reconfiguration applies to the triggering damage and lasts until the next time the hadrinnex uses Rapid Evolution. Energy Gland Reconfiguring the energy gland changes both the hadrinnex's energy damage resistance and the damage of its energy ray to the triggering energy damage type. By default, the energy gland is configured to sonic. Husk The hadrinnex's physical damage resistance and the damage of its weapon arm Strikes change to the triggering type. Weapon arm Strikes gain an additional trait depending on the current damage type: bludgeoning adds shove, piercing adds deadly d8, and slashing adds sweep. By default, the husk is configured to bludgeoning. --- Speed 40 feet Melee Single Action weapon arm +20 (reach 10 feet), Damage 2d8+9 physical (see Rapid Evolution) Ranged Single Action energy ray +18 (Occult, range 120 feet), Damage 5d6 energy (see Rapid Evolution) Extend Limbs Two Actions The hadrinnex makes two weapon arm Strikes, each targeting a different creature. The hadrinnex's reach increases to 20 feet for these Strikes. Vent Energy Single Action (Occult) The hadrinnex purges the energy in its energy gland for an external discharge. It either blasts the energy to deal 7d6 energy damage to creatures in a 30-foot cone (DC 26 basic Reflex save) or directs the energy to its weapon arms, making its weapon arm Strikes deal an extra 2d6 energy damage for 1 minute. Either one expends the damage type stored in the hadrinnex's energy gland, which then goes dormant. The hadrinnex loses its energy resistance and can't use energy ray until it uses Rapid Evolution to reconfigure its energy gland again. Directing energy to its weapon arms again removes any previous energy boost to its weapon arm. Hibernation Pods Hadrinnexes can be found hibernating in remote areas, their husks shaped into ovoid pods. These pods are usually centered in craters, suggesting the hadrinnex fell from above. Leaving hibernation takes 2 months as it extrudes its limbs and restarts biological processes. This can be accelerated with a daily influx of energy to its energy gland. ","skill_mod":{"athletics":18,"occultism":11,"acrobatics":16},"summary":"The bizarre hadrinnexes resemble defensive systems more than living creatures. They evolve at a rapid rate but only to specific attacks against them, …","image":["/Images/Monsters/Hadrinnex.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Rarity"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"acid":15,"bludgeoning":15,"void":15,"sonic":15,"piercing":15,"slashing":15,"vitality":15,"fire":15,"cold":15,"electricity":15,"force":15,"physical":15},"url":"/Monsters.aspx?ID=4432","intelligence":-3,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Hadrinnex","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17,18],"slug":"creature-4432"},{"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Aklo","Common","Jotun","Sussuran","voice of the storm"],"source":["Monster Core 2"],"type":"Creature","charisma":4,"perception":12,"trait":["Air","Electricity","Hag","Humanoid","Medium"],"id":"creature-4433","text":" Storm Hag Ruthless and temperamental, storm hags are the personification of a storm's rage. Outcasts by their own behavior, storm hags are often found on islands they've made into personal havens, controlling the local inhabitants through threats. Unlike most hags, many storm hags show signs of genuinely caring for their offspring, both those adopted and by birth. Any such children who possess morals aren't in for an easy life, however, as they're usually left trying and failing to deal with their mother's implacable temper toward others. A storm hag's true form resembles an older humanoid woman with stormtossed white hair, lightning-bright eyes, and dark blue skin. They typically only show their true form when in a rage, which makes their natural visage seem more terrifying than it actually is. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Storm Hag Source Monster Core 2 pg. 186 Perception +12; darkvision, stormsight Languages Aklo, Common, Jotun, Sussuran; voice of the storm Skills Acrobatics +11, Deception +11, Intimidation +13, Occultism +13, Stealth +11, Weather Lore +13 Str +4 Dex +2 Con +4 Int +2 Wis +3 Cha +4 Coven A storm hag adds hydraulic torrent , lightning storm , and mariner's curse to their coven's spells. Stormsight Wind, precipitation, and clouds don't impair a storm hag's vision; they ignore the concealed condition from storms, mist, precipitation, and the like. Voice of the Storm A storm hag can send spoken messages or sounds on the wind to any spot that they've seen and the wind can reach within a 50-mile radius. They decide whether it's clearly audible or barely heard above the wind. The message is delivered regardless of whether anyone is present to hear it. The hag can use this ability to Demoralize creatures that hear their message with dire threats or unnerving whispers of doom. --- AC 21 Fort +15 Ref +9 Will +12 HP 90 Immunities electricity, wind mastery Weaknesses cold iron 5 Wind Mastery A storm hag is unaffected by strong winds, natural or magical. --- Speed 25 feet, fly 40 feet; storm passage Melee Single Action claw +15 (Agile), Damage 1d4+4 slashing plus 1d12 electricity Ranged Single Action cutting gale +13 (Air, range 60 feet), Damage 4d6 slashing Occult Innate Spells DC 22 - 3rd Gust of Wind (at will), Lightning Bolt, Summon Elemental (air or water only), Wall of Wind Change Shape Single Action (Concentrate, occult, polymorph) The storm hag can take on the appearance of any Medium humanoid woman. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). Storm Passage The storm hag ignores difficult terrain caused by wind, rain, and other stormy weather. Stormcalling (Downtime) A storm hag can perform a special control weather ritual, which requires no secondary casters, to change the weather within 5 miles of their location for 4d12 hours. The primary check is a DC 23 Occultism check, and they can't get an outcome worse than a failure. The storm hag can create only hurricanes, thunderstorms, and tornadoes, but they can do so regardless of the current season. They can also quell natural weather events but almost never willingly do so. ","element":["Air"],"skill_mod":{"deception":11,"stealth":11,"intimidation":13,"occultism":13,"acrobatics":11},"image":["/Images/Monsters/Storm_Hag_Remastered.webp"],"primary_source":"Monster Core 2","spell":["Gust of Wind","Lightning Bolt","Summon Elemental","Wall of Wind"],"ac":21,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision , stormsight","resistance":{},"intelligence":2,"reflex_save":9,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Storm Hag","pfs":"Standard","rarity":"common","strike_damage_average":[13,14],"attack_bonus":[13,15],"constitution":4,"immunity":["electricity","wind mastery"],"creature_family":"Hag","will_save":12,"speed":{"fly":40,"max":40,"land":25},"wisdom":3,"weakness":{"cold_iron":5},"creature_ability":["Coven","Stormsight","Voice of the Storm","Wind Mastery","Change Shape","Storm Passage","Stormcalling"],"skill":["Acrobatics","Deception","Intimidation","Occultism","Stealth","Weather Lore"],"legacy_id":["creature-1186"],"tradition":["Occult"],"summary":"Ruthless and temperamental, storm hags are the personification of a storm's rage. Outcasts by their own behavior, storm hags are often found on …","trait_group":["Elemental","Planar","Monster","Energy","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4433","dexterity":2,"category":"creature","slug":"creature-4433"},{"primary_source_category":"Rulebooks","strength":4,"hp":145,"language":["Aklo","Common","Fey","Jotun"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":16,"trait":["Hag","Humanoid","Medium"],"id":"creature-4434","text":" Winter Hag Winter hags are as icy in demeanor as their name implies. Devoid of any trace of mortal warmth, they see emotion as a weakness and despise displays of it in any form. They demand the same from their wards and thralls, for despite their avowed uncaring nature, winter hags still seek out companionship, beckoning those left bitter by the world or drawn to stark and frigid beauty. Magical alterations and the occasional punishment soon turn these unfortunates into perfect vassals for the winter hag's court. Some brave souls, however, claim winter hags can be swayed to mercy by music. A winter hag is flawless and cruel in appearance, a statuesque woman who looks as though they were carved from ice and pure white snow. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Winter Hag Source Monster Core 2 pg. 187 Perception +16; darkvision, see the unseen , snow vision Languages Aklo, Common, Fey, Jotun Skills Athletics +13, Deception +17, Diplomacy +15, Occultism +15, Survival +14 Str +4 Dex +2 Con +3 Int +4 Wis +3 Cha +6 Coven A winter hag adds howling blizzard , rewrite memory , and wall of ice to their coven's spells. Snow Vision Snow doesn't impair a winter hag's vision; they ignore concealment from snowfall. Items +1 staff --- AC 24 Fort +14 Ref +13 Will +16 HP 145 Immunities cold, emotion Weaknesses cold iron 5, fire 5, thaw the heart Thaw the Heart If the hag observes a creature succeed at a Performance check with a result equal to or greater than 26, the hag becomes slowed 1 and loses their immunity to emotion effects for 1 hour. --- Speed 25 feet; ice climb 25 feet Melee Single Action ice staff +17 (Magical, two-hand d8), Damage 2d4+7 bludgeoning plus 1d6 cold Melee Single Action claw +16 (Agile), Damage 2d6+7 slashing plus 1d6 cold Occult Innate Spells DC 25, attack +17 - Cantrips (4th) Frostbite - 3rd Enthrall, Environmental Endurance (at will), Paralyze - 4th Charm, Fly, Ice Storm, Rewrite Memory - 5th Howling Blizzard - Constant (4th) See the Unseen Change Shape Single Action (Concentrate, occult, polymorph) The winter hag can take on the appearance of any Medium humanoid woman. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). Ice Climb A winter hag can Climb at the listed Speed, but only on ice. They ignore difficult terrain from ice and snow, and they don't risk falling when crossing ice. Kiss of Rime Single Action (Cold, Occult) Frequency once per hour; Effect A shard of magic ice embeds itself within the flesh of a creature within 30 feet. The creature must save against the curse of the frozen heart. Cruse of the Frozen Heart (Curse) Saving Throw DC 25 Will; Stage 1 3d6 cold damage (1 day); Stage 2 the target has resistance 5 to cold (1 day); Stage 3 the target has resistance 10 to cold and treats no one as an ally (1 day); Stage 4 the target is immune to cold, treats no one as an ally, and is unfriendly to all creatures it wasn't hostile to (1 day); Stage 5 target becomes immune to cold and emotion effects, ceases to age, and is permanently dominated by the hag—if the hag is dead, the target remains at stage 4 ","skill_mod":{"diplomacy":15,"deception":17,"survival":14,"athletics":13,"occultism":15},"image":["/Images/Monsters/Winter_Hag_Remastered.webp"],"primary_source":"Monster Core 2","spell":["Howling Blizzard","Charm","Fly","Ice Storm","Rewrite Memory","Enthrall","Environmental Endurance","Paralyze","Frostbite","See the Unseen"],"ac":24,"item":["+1 staff"],"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision , see the unseen , snow vision","resistance":{},"intelligence":4,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Winter Hag","pfs":"Standard","rarity":"common","strike_damage_average":[15,17],"attack_bonus":[16,17],"constitution":3,"immunity":["cold","emotion"],"creature_family":"Hag","spell_attack_bonus":[17],"will_save":16,"speed":{"climb":25,"max":25,"land":25},"wisdom":3,"weakness":{"cold_iron":5,"fire":5},"creature_ability":["Coven","Snow Vision","Thaw the Heart","Change Shape","Ice Climb","Kiss of Rime","Cruse of the Frozen Heart"],"skill":["Athletics","Deception","Diplomacy","Occultism","Survival"],"legacy_id":["creature-1187"],"tradition":["Occult"],"summary":"Winter hags are as icy in demeanor as their name implies. Devoid of any trace of mortal warmth, they see emotion as a weakness and despise displays …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4434","dexterity":2,"category":"creature","slug":"creature-4434"},{"primary_source_category":"Rulebooks","strength":4,"hp":155,"language":["Aklo","Chthonian","Common","Diabolic","Jotun"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":17,"trait":["Hag","Humanoid","Medium"],"id":"creature-4435","text":" Blood Hag Blood hags, also known as soucouyants, infiltrate communities in the guise of young innocents. This disguise is more than an illusion, for a blood hag wears the skin of a previous victim to hide their true appearance. During the day, their disguise is almost perfect. But after sunset, the creature sheds their skin, hides it in a safe place, and stalks the night to drink the blood that sustains them. Able to travel quickly in the form of a ball of fire and to slip through keyholes or the slightest crack in a door or window, blood hags feed on sleeping victims then return home before morning to don their stolen skin. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Blood Hag Source Monster Core 2 pg. 188 Perception +17; bloodsense (imprecise) 90 feet, darkvision Languages Aklo, Chthonian, Common, Diabolic, Jotun Skills Acrobatics +15, Athletics +18, Deception +19, Diplomacy +17, Occultism +16, Stealth +17 Str +4 Dex +5 Con +2 Int +2 Wis +3 Cha +5 Bloodsense A blood hag can sense the presence of blood and creatures with blood. They can tell the difference between spilled blood and the blood within a living creature. Coven A blood hag adds aerial form , fiery body , and nightmare to their coven's spells. Borrowed Skin A blood hag wears a covering of skin stolen from a humanoid creature they've killed, hiding their true form. They appear as the creature whose skin they're wearing, including to spells that would detect that creature. Creatures can still potentially detect the deception as described in the Impersonate action. Spreading coarse salt inside the skin prevents the hag from putting it back on, forcing them to keep their fiery form until they kill another humanoid and spend 1 hour turning it into a new disguise. --- AC 26 Fort +14 Ref +17 Will +17 HP 155 Immunities bleed Resistances fire 10 Weaknesses cold iron 10 --- Speed 25 feet Melee Single Action jaws +18, Damage 2d12+7 piercing Melee Single Action claw +18 (Agile), Damage 2d8+7 slashing plus Grab Ranged Single Action firebolt +19 (Agile, fire, occult, range 60 feet), Damage 5d6 fire Occult Innate Spells DC 26 - 4th Charm, Sleep (×3) Assume Fiery Form Three Actions (Concentrate, fire, occult, polymorph) The blood hag removes their borrowed skin and transforms into a brilliant ball of fire. They become amorphous (allowing them to move through a gap at least 1 foot wide without Squeezing and move at full Speed while Squeezing), gain the fire trait and a fly Speed of 60 feet, become immune to fire, and emit light as a torch. They lose their melee Strikes and can't Drain Blood, but they deal 4d6 fire damage with a DC 26 basic Reflex save to each creature that touches them, including a creature that hits them with an unarmed attack or a weapon attack from an adjacent space. If their skin is intact and they're adjacent to it, they can Interact to return to their normal form inside the skin. The hag can choose to Assume Fiery Form as a single action, bursting through their skin in a blast of flames. Doing so destroys their borrowed skin and deals 9d6 fire damage to all creatures in a 20-foot emanation with a DC 26 basic Reflex save. Drain Blood Single Action (Occult) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within the blood hag's reach; Effect The hag sinks their fangs into the creature to drink its blood. This requires a successful Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim becomes drained 1. The hag regains 15 Hit Points, gaining any excess HP as temporary Hit Points that last for 1 hour. Drinking blood from a creature that's already drained doesn't restore any Hit Points to the hag but increases the victim's drained value by 1, killing the victim when it reaches drained 5. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained condition by 1 after 10 minutes. Blood Hag Skin A slain blood hag's skin can be used as a component in dark rituals invoking demonic powers. A hero who knows this usually destroys the skin. Less scrupulous adventurers can sell this prize for a substantial sum (80–120 gp). They might later learn that they've helped the buyer unleash a terrible scourge upon the world—if the buyer doesn't kill them first. ","skill_mod":{"diplomacy":17,"deception":19,"stealth":17,"athletics":18,"occultism":16,"acrobatics":15},"image":["/Images/Monsters/Hag_BloodHag.png"],"primary_source":"Monster Core 2","spell":["Charm","Sleep"],"ac":26,"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"sense":"bloodsense (imprecise) 90 feet, darkvision ","resistance":{"fire":10},"intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Blood Hag","pfs":"Standard","rarity":"common","strike_damage_average":[16,17,20],"attack_bonus":[18,18,19],"constitution":2,"immunity":["bleed"],"creature_family":"Hag","will_save":17,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"cold_iron":10},"creature_ability":["Bloodsense","Coven","Borrowed Skin","Assume Fiery Form","Drain Blood"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Occultism","Stealth"],"legacy_id":["creature-1188"],"tradition":["Occult"],"summary":"Blood hags, also known as soucouyants, infiltrate communities in the guise of young innocents. This disguise is more than an illusion, for a blood …","trait_group":["Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4435","dexterity":5,"category":"creature","slug":"creature-4435"},{"primary_source_category":"Rulebooks","strength":7,"hp":190,"language":["Aklo","Common","Jotun"],"source":["Monster Core 2"],"type":"Creature","charisma":3,"perception":22,"trait":["Hag","Humanoid","Uncommon","Medium"],"id":"creature-4436","text":" Moon Hag Moon hags are powerful soothsayers who use their foresight to sow chaos and misery. Unlike most hags, moon hags typically target the fearful and ambitious, but this is mainly due to such people being easier to manipulate—the fallout from a moon hag's manipulations can destroy families, trigger wars, and ruin nations. A moon hag's true form has chalk white skin, blackened lips, and glowing eyes. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Moon Hag Source Monster Core 2 pg. 189 Perception +22; darkvision Languages Aklo, Common, Jotun Skills Deception +19, Intimidation +17, Occultism +21, Religion +22 Str +7 Dex +5 Con +3 Int +5 Wis +6 Cha +3 Coven A moon hag adds interplanar teleport , scrying , and spirit blast to their coven's spells. --- AC 28 Fort +17 Ref +19 Will +22 HP 190 Immunities confused Ferocity Reaction Moonlight's Kiss A moon hag in an area illuminated by moonlight gains a +2 status bonus to AC and initiative rolls. In the light of a full moon, they're quickened, and can use the extra action only to Stride or Strike. If the moon hag has a fly Speed, they can use the extra action to Fly as well. --- Speed 25 feet Melee Single Action claw +23 (Agile, magical), Damage 2d12+10 slashing Occult Innate Spells DC 29 - 5th Confusion, Fear (at will), Read Omens, Talking Corpse (×3), Truespeech Change Shape Single Action (Concentrate, occult, polymorph) The moon hag can take on the appearance of any Medium humanoid woman. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). Dreadful Prediction Single Action (Curse, occult, mental) Frequency once per round; Effect The moon hag howls a series of dreadful, apocalyptic predictions at a single creature within 30 feet, shattering its perceptions of reality. The target must attempt a DC 29 Will save and takes a –2 circumstance penalty to the save if it can see the moon. On a failure, the creature becomes stupefied 2 (stupefied 3 on a critical failure) until the curse is removed. Regardless of the outcome, the creature is then temporarily immune for 24 hours. Rend Single Action claw Ride the Moonbeams Single Action (Concentrate, manipulate, occult, teleportation) Frequency once per round; Effect The moon hag teleports themself and any items they're wearing and holding to another space within 30 feet, or 60 feet if they're in moonlight. They then gain a 25-foot fly Speed until the end of their next turn. If the moon hag is in the air when the effect ends, they float to the ground, taking no falling damage. ","skill_mod":{"deception":19,"intimidation":17,"occultism":21,"religion":22},"image":["/Images/Monsters/Moon_Hag_Remastered.webp"],"primary_source":"Monster Core 2","spell":["Confusion","Fear","Read Omens","Talking Corpse","Truespeech"],"ac":28,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":5,"reflex_save":19,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Moon Hag","pfs":"Standard","rarity":"uncommon","strike_damage_average":[23],"attack_bonus":[23],"constitution":3,"immunity":["confused"],"creature_family":"Hag","will_save":22,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Ferocity","Moonlight's Kiss","Change Shape","Dreadful Prediction","Rend","Ride the Moonbeams"],"skill":["Deception","Intimidation","Occultism","Religion"],"legacy_id":["creature-1189"],"tradition":["Occult"],"summary":"Moon hags are powerful soothsayers who use their foresight to sow chaos and misery. Unlike most hags, moon hags typically target the fearful and …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4436","dexterity":5,"category":"creature","slug":"creature-4436"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":110,"language":["Diabolic","(can't speak any language), fiendish telepathy 100 feet"],"source":["Monster Core 2"],"type":"Creature","will_save":12,"charisma":1,"speed":{"max":35,"land":35},"perception":16,"wisdom":3,"weakness":{"holy":5},"creature_ability":["Fiendish Telepathy","Elusive Terror","Fearful Attack","Hell Pack Mindlink","Menacing Growl","Pounce"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"legacy_id":["creature-695"],"trait":["Beast","Fiend","Unholy","Large"],"id":"creature-4437","text":" Hellcat Hellcats are devious predators native to the fiery pits of Hell. While the fiendish creatures resemble undead skeletal smilodons, bones smoking with heat and dripping with boiling blood, they're actually living hellspawn whose transparent flesh reveals their burning skeleton. A typical hellcat is 9 feet long and weighs 1,000 pounds. Left to their own devices, hellcats spend their time hunting. As fiendish creatures, they don't need mortal sustenance but devour prey for the sheer pleasure of inflicting pain. They're also far more intelligent than most assume, and they resent being treated as unintelligent animals; those who treat a hellcat thusly might find themselves made into a trophy for its pack, as a hellcat will go to great lengths to coordinate elaborate revenge upon any who fail to show them proper respect. Though they can't speak, hellcats know Diabolic and can communicate by telepathy with any creature capable of speech. They rarely say much except to whisper threats and acknowledge the orders of their diabolic masters. Hellcats are quick to retreat if clearly outmatched or up against foes they're unable to reach, but they never forget prey that escapes them. Recall Knowledge - Beast (Arcana, Nature): DC 23 Recall Knowledge - Fiend (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Hellcat Source Monster Core 2 pg. 190 Perception +16; darkvision, scent (imprecise) 30 feet Languages Diabolic; (can't speak any language), fiendish telepathy 100 feet Skills Acrobatics +17, Athletics +17, Intimidation +14, Stealth +17, Survival +14 Str +6 Dex +4 Con +4 Int +0 Wis +3 Cha +1 Fiendish Telepathy (aura, magical, mental) This functions as telepathy, except that the hellcat can speak mentally to any creature, regardless of language. This doesn't grant the hellcat the ability to understand what the other creature is thinking, unless that creature also understands Diabolic. --- AC 25 Fort +15 Ref +17 Will +12 +1 status to all saves vs. magic HP 110 Resistances fire 10, physical 5 (except silver) Weaknesses holy 5 --- Speed 35 feet Melee Single Action jaws +18, Damage 2d12+8 piercing Melee Single Action claw +18 (Agile), Damage 2d8+8 slashing Elusive Terror (Divine, mental) A hellcat can live within the fears of others and use their dread to hide from sight. The hellcat can Hide in the presence of frightened creatures. If successful, the hellcat becomes Hidden from frightened creatures as if it moved behind cover or into concealment, but must otherwise Hide normally from non-frightened creatures. Fearful Attack The hellcat deals an additional 1d6 precision damage to frightened creatures. Hell Pack Mindlink Single Action (Concentrate, divine) The hellcat telepathically links its senses to all other hellcats within 100 feet for 10 minutes. It loses this contact with any hellcat that moves out of a 100-foot radius. While linked to at least one ally, the hellcat can't be flanked and gains a +2 status bonus to Will saving throws. Menacing Growl Two Actions (Auditory, emotion, fear, mental) The hellcat produces a low growl to disorient and frighten foes. The hellcat can cause this vocalization to originate from somewhere else within 30 feet. Non-fiends in a 15-foot burst must attempt a DC 25 Will save. The hellcat can't issue another Menacing Growl for 1d4 rounds. Critical Success The creature is unaffected and is temporarily immune for 24 hours. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 4. Pounce Single Action The hellcat Strides and makes a Strike at the end of that movement. If the hellcat began this action hidden, it remains hidden until after the ability's Strike. Cats And Dogs If there's one thing more certain to infuriate a hellcat than being treated as a mere animal, it's to compare it in any way to a hell hound. Hellcats consider hell hounds little more than vermin infesting the hellscapes they call home and enjoy torturing them more than any other creature. ","skill_mod":{"survival":14,"stealth":17,"athletics":17,"intimidation":14,"acrobatics":17},"summary":"Hellcats are devious predators native to the fiery pits of Hell . While the fiendish creatures resemble undead skeletal smilodons, bones smoking …","image":["/Images/Monsters/Hellcat.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Mechanics"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"fire":10,"physical":5},"url":"/Monsters.aspx?ID=4437","intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"size":["Large"],"name":"Hellcat","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,21],"slug":"creature-4437"},{"attack_bonus":[15,15],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":85,"source":["Monster Core 2"],"type":"Creature","creature_family":"Hippopotamus","will_save":11,"charisma":-2,"speed":{"max":25,"land":25,"swim":20},"perception":11,"wisdom":4,"weakness":{},"creature_ability":["Deep Breath","Aquatic Ambush","Capsize","Trample"],"skill":["Athletics","Stealth","Survival"],"legacy_id":["creature-699"],"trait":["Animal","Large"],"id":"creature-4438","text":" Hippopotamus Typical adult hippos move quickly on land and attack stealthily in the water. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Hippopotamus Source Monster Core 2 pg. 191 Perception +11; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +13, Stealth +11, Survival +11 Str +6 Dex +2 Con +6 Int -4 Wis +4 Cha -2 Deep Breath The hippopotamus can hold its breath for 5 minutes. --- AC 21 Fort +15 Ref +9 Will +11 HP 85 --- Speed 25 feet, swim 20 feet Melee Single Action jaws +15 (deadly d10), Damage 2d8+8 piercing Melee Single Action foot +15, Damage 1d10+8 bludgeoning Aquatic Ambush Single Action 30 feet Capsize Single Action (Attack) The hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The hippopotamus must succeed at an Athletics check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot's Sailing Lore DC, whichever is higher. Trample Three Actions Medium or smaller, foot, DC 22 ","skill_mod":{"survival":11,"stealth":11,"athletics":13},"summary":"Typical adult hippos move quickly on land and attack stealthily in the water.","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4438","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":15,"size":["Large"],"name":"Hippopotamus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,17],"slug":"creature-4438"},{"attack_bonus":[23,23],"constitution":7,"primary_source_category":"Rulebooks","strength":7,"hp":190,"source":["Monster Core 2"],"type":"Creature","creature_family":"Hippopotamus","will_save":19,"charisma":-2,"speed":{"max":35,"land":35,"swim":35},"perception":19,"wisdom":5,"weakness":{},"creature_ability":["Deep Breath","Aquatic Ambush","Capsize","Double Chomp","Swallow Whole","Trample"],"skill":["Athletics","Stealth","Survival"],"legacy_id":["creature-700"],"trait":["Animal","Huge"],"id":"creature-4439","text":" Behemoth Hippopotamus Behemoth hippos are omnivorous and many enjoy the taste of meat. Recall Knowledge - Animal (Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Behemoth Hippopotamus Source Monster Core 2 pg. 191 Perception +19; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +23, Stealth +18, Survival +17 Str +7 Dex +4 Con +7 Int -4 Wis +5 Cha -2 Deep Breath The behemoth hippopotamus can hold its breath for 1 hour. --- AC 29 Fort +22 Ref +17 Will +19 HP 190 --- Speed 35 feet, swim 35 feet Melee Single Action jaws +23 (deadly d12, reach 10 feet), Damage 2d12+10 piercing plus Grab Melee Single Action foot +23, Damage 2d8+10 bludgeoning Aquatic Ambush Single Action 40 feet Capsize Single Action (Attack) The behemoth hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The hippopotamus must succeed at an Athletics check with a DC of 30 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot's Sailing Lore DC, whichever is higher. Double Chomp Single Action The behemoth hippo makes a jaws Strike targeting two creatures adjacent to each other. Roll the attack and damage once, and apply it to each creature separately. A Double Chomp counts as two attacks for the multiple attack penalty. Swallow Whole Single Action Medium, 2d12+10 bludgeoning, Rupture 26 Trample Three Actions Large or smaller, foot, DC 29 ","skill_mod":{"survival":17,"stealth":18,"athletics":23},"summary":"Behemoth hippos are omnivorous and many enjoy the taste of meat.","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":29,"level":10,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4439","intelligence":-4,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":22,"size":["Huge"],"name":"Behemoth Hippopotamus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,23],"slug":"creature-4439"},{"attack_bonus":[17,17,17],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Common","(can't speak any language)"],"source":["Monster Core 2"],"type":"Creature","will_save":12,"charisma":0,"speed":{"max":25,"land":25,"burrow":15},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Trackless","Ferocity","Rip and Tear","Toss"],"skill":["Athletics","Stealth","Survival"],"legacy_id":["creature-701"],"trait":["Beast","Uncommon","Large"],"id":"creature-4440","text":" Hodag Because they're often fantastically described in the wild tall tales of loggers or miners, hodags are considered by many to exist only in local folklore. However, some individuals have actually encountered these dangerous beasts firsthand, though even fewer have lived to tell the tale. Hodags are reptilian creatures the size of bulls. Their vicious claws can tear creatures apart in seconds. Their backs sport dozens of long spines, running from their snouts all the way down the length of their powerful tails. Their wide mouths are full of sharp, twisted rows of teeth, not unlike those of a shark. The hodags' rough, scaly hides carry hues of green and brown, allowing them to blend into their forest surroundings where they ambush prey. Only their glowing red eyes reveal their presence, though hodags have learned to use this to their advantage by drawing attention to their eyes in one area, closing them, and stealthily moving to another area to discombobulate prey. Because hodags are rarely seen, their biology is a matter of some mystery. While they may have evolved as natural beasts, rumors persist that they spring from curses or as punishment for mistreating livestock. In the wintertime, when snow and ice blanket a region, hodags grow a foul-smelling coat of greasy, dark-brown fur that sprouts in tufts from between their scales. A typical hodag measures over 10 feet long from snout to tail and weighs upward of 700 pounds. Recall Knowledge - Beast (Arcana, Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Hodag Source Monster Core 2 pg. 192 Perception +14; darkvision, scent (imprecise) 30 feet Languages Common; (can't speak any language) Skills Athletics +13, Stealth +14, Survival +12 Str +5 Dex +4 Con +5 Int -2 Wis +4 Cha +0 Trackless A hodag sweeps the ground behind it with its tail as it moves, obscuring its tracks. The DCs of checks to Track a hodag are increased by 10. --- AC 24 Fort +17 Ref +14 Will +12 HP 90 Ferocity Reaction --- Speed 25 feet, burrow 15 feet Melee Single Action jaws +17, Damage 2d8+8 piercing Melee Single Action claw +17 (Agile), Damage 2d6+8 slashing Melee Single Action spiked tail +17 (reach 10 feet, versatile P), Damage 2d6+8 bludgeoning plus Knockdown Rip and Tear Two Actions The hodag makes two claw Strikes and one jaws Strike in any order. Toss Two Actions The hodag Strides, then makes a Strike against a target in reach. If it moves at least 20 feet and succeeds at its Strike, the hodag deals damage normally and then attempts an Athletics check against the creature's Fortitude DC to toss the enemy into the air. On a success, the tossed creature is thrown 10 feet in a straight line in the direction of the hodag's choice and then lands prone. If the creature is knocked into a solid object, it takes 1d6 bludgeoning damage before landing prone. The hodag can instead toss a creature straight up in the air. The creature lands in the same square where it started, takes 1d6 bludgeoning damage, and falls prone. Hodag Tales Those who've encountered hodags tend to create larger-than-life reports of the sighting. In the dense Verduran Forest, lumberjacks working for the Lumber Consortium regale each other with competing stories about Big Marna, a legendary hodag who the loggers claim has killed two dozen people. Inhabitants of Echo Wood in the River Kingdoms spin lore about Black Shiv, a hodag spotted haunting the outskirts of small settlements, and hunters and miners in the southwestern reaches of Ravounel speak of a frightening undead hodag called Ghouliegut. ","skill_mod":{"survival":12,"stealth":14,"athletics":13},"summary":"Because they're often fantastically described in the wild tall tales of loggers or miners, hodags are considered by many to exist only in local …","image":["/Images/Monsters/Hodag.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Rarity"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4440","intelligence":-2,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Hodag","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15,15,17],"slug":"creature-4440"},{"attack_bonus":[7,9],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":35,"language":["Common","Fey"],"source":["Monster Core 2"],"type":"Creature","creature_family":"House Spirit","will_save":11,"charisma":1,"speed":{"max":20,"land":20},"perception":11,"wisdom":5,"weakness":{"cold_iron":4},"creature_ability":["Master of the Home","Shy","Home Guardian"],"skill":["Crafting","Household Lore","Stealth"],"legacy_id":["creature-1194"],"trait":["Fey","Tiny"],"id":"creature-4441","text":" Domovoi The elderly domovoi are patrons of the home and the dearest of all house spirits to the people they live with. Families with a domovoi leave a bowl of milk in the corner of the home in thanks, and peasants often take great pains to coax a domovoi to follow them to a new house. An enraged domovoi rallies the home itself in their defense. Anything in the house could betray its residents. Crockery falls onto the heads of attackers, doors slam in their faces, carpets tangle their feet, and woe betide the attacker if someone has hung a sword on the wall. Recall Knowledge - Fey (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Domovoi Source Monster Core 2 pg. 194 Perception +11; tremorsense (imprecise) within their entire bound home Languages Common, Fey Skills Crafting +9, Household Lore +10, Stealth +7 Str +1 Dex +3 Con +1 Int +3 Wis +5 Cha +1 Master of the Home A home with a friendly domovoi is blessed, as the domovoi cooks, cleans, fetches water, and does a hundred other small tasks. A home so blessed never encounters random accidents such as fires, and any checks to Craft, Earn Income, Repair, or Subsist in the home receive a +2 circumstance bonus. If the domovoi is unfriendly, such checks take a –2 circumstance penalty instead, as the domovoi hides things, makes noise when people try to sleep, tangles weaving, and otherwise makes life a misery. A domovoi must spend a week in a place before these benefits occur. --- AC 17 Fort +5 Ref +9 Will +11 HP 35 Weaknesses cold iron 4 Shy A domovoi is naturally invisible while within sight of their bound home. The domovoi can become visible, or even selectively visible— allowing some people to see them. --- Speed 20 feet Melee Single Action broom +7, Damage 1d4+4 bludgeoning Ranged Single Action enraged home +9 (Primal, range increment 30 feet), Damage 1d8+4 bludgeoning, piercing, or slashing (depending on object) Primal Innate Spells DC 18 - Cantrips (1st) Prestidigitation, Telekinetic Hand, Telekinetic Projectile - 1st Mending (at will) Home Guardian By commanding their home to attack, the domovoi can Disarm, Grapple, Reposition, Shove, or Trip with their enraged home Strike. The domovoi uses their Household Lore instead of Athletics skill for these checks. ","tradition":["Primal"],"skill_mod":{"crafting":9,"stealth":7},"summary":"The elderly domovoi are patrons of the home and the dearest of all house spirits to the people they live with. Families with a domovoi leave a bowl …","image":["/Images/Monsters/HouseSpirit_Domovoi.png"],"primary_source":"Monster Core 2","spell":["Mending","Prestidigitation","Telekinetic Hand","Telekinetic Projectile"],"trait_group":["Creature Type"],"ac":17,"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" tremorsense (imprecise) within their entire bound home","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4441","intelligence":3,"reflex_save":9,"strongest_save":["will"],"dexterity":3,"fortitude_save":5,"size":["Tiny"],"name":"Domovoi","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,8],"slug":"creature-4441"},{"attack_bonus":[12],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":44,"language":["Common","Fey"],"source":["Monster Core 2"],"type":"Creature","creature_family":"House Spirit","will_save":7,"charisma":1,"speed":{"max":30,"land":30},"perception":12,"wisdom":0,"weakness":{"cold_iron":5},"creature_ability":["Shy"],"skill":["Crafting","Household Lore","Nature","Stealth"],"legacy_id":["creature-1195"],"trait":["Fey","Small"],"id":"creature-4442","text":" Dvorovoi Traditionally, the dvorovoi is seen as the domovoi's younger sibling and has charge of a peasant's yard and all the animals and tools within. Animals favored by the dvorovoi become healthy, strong, and obedient, while less-loved livestock are exhausted and miserable. Peasants with a resident dvorovoi make sure to formally introduce new livestock to the house spirit and placate the spirit by leaving meals in the shed. Dvorovoi loathe white-furred animals and will chase away any all-white cows or horses, though they have no similar grudge against chickens. Recall Knowledge - Fey (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Dvorovoi Source Monster Core 2 pg. 194 Perception +12; tremorsense (imprecise) within their entire bound yard Languages Common, Fey Skills Crafting +8, Household Lore +11, Nature +9, Stealth +9 Str +3 Dex +2 Con +1 Int -1 Wis +0 Cha +1 Items pitchfork --- AC 18 Fort +10 Ref +9 Will +7 HP 44 Weaknesses cold iron 5 Shy Dvorovoi is naturally invisible while within sight of their bound home. The dvorovoi can become visible, or even selectively visible— allowing some people to see them. --- Speed 30 feet Melee Single Action pitchfork +12, Damage 1d8+6 piercing Primal Innate Spells DC 20 - Cantrips (2nd) Prestidigitation, Telekinetic Hand - 1st Charm (animals only), Command (animals only), Mending - 2nd Entangling Flora, Speak with Animals (at will)\n","tradition":["Primal"],"skill_mod":{"nature":9,"crafting":8,"stealth":9},"summary":"Traditionally, the dvorovoi is seen as the domovoi's younger sibling and has charge of a peasant's yard and all the animals and tools within. Animals …","primary_source":"Monster Core 2","spell":["Entangling Flora","Speak with Animals","Charm","Command","Mending","Prestidigitation","Telekinetic Hand"],"trait_group":["Creature Type"],"ac":18,"item":["pitchfork"],"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" tremorsense (imprecise) within their entire bound yard","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4442","intelligence":-1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":10,"size":["Small"],"name":"Dvorovoi","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-4442"},{"attack_bonus":[13],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":60,"language":["Common","Fey"],"source":["Monster Core 2"],"type":"Creature","creature_family":"House Spirit","will_save":11,"charisma":3,"speed":{"climb":20,"max":30,"land":30},"perception":14,"wisdom":5,"weakness":{"cold_iron":5},"creature_ability":["Shy","Raise Grain Cloud"],"skill":["Household Lore","Intimidation","Stealth"],"legacy_id":["creature-1196"],"trait":["Fey","Tiny"],"id":"creature-4443","text":" Ovinnik The ovinnik is the most ferocious of house spirits, and the only one that will kill if sufficiently angered. They live in granaries, storage rooms, and sheds where food—particularly grain—is kept. Ovinniks resemble bipedal cats but bark like a dog to scare away thieves, and they often demand gifts of milk, pancakes, and dead roosters. Recall Knowledge - Fey (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Ovinnik Source Monster Core 2 pg. 195 Perception +14; tremorsense (imprecise) within their entire bound granary or storeroom Languages Common, Fey Skills Household Lore +12, Intimidation +11, Stealth +13 Str +0 Dex +5 Con +0 Int +2 Wis +5 Cha +3 Items pitchfork --- AC 20 Fort +8 Ref +13 Will +11 HP 60 Resistances fire 5 Weaknesses cold iron 5 Shy A ovinnik is naturally invisible while within sight of their bound home. The ovinnik can become visible, or even selectively visible— allowing some people to see them. --- Speed 30 feet, climb 20 feet Melee Single Action claw +13 (Agile, finesse, magical), Damage 2d6+3 slashing Primal Innate Spells DC 21 - Cantrips (2nd) Daze, Ignition - 1st Cleanse Cuisine (at will) - 2nd Augury, Breathe Fire, Floating Flame - 4th Read Omens Raise Grain Cloud Two Actions While in their bound storeroom or granary, the ovinnik slams a paw against the ground, stirring up a cloud of grain dust in a 20-foot emanation. Within this cloud, they gain a +4 status bonus to any fire damage they deal. The ovinnik doubles their fire resistance against this increased damage. The grain cloud dissipates after the first such effect or after 1 minute if no such effects occur. Ovinnik's Foretelling Ovinniks, on certain days, might deign to tell the future. Peasants approach the window or doorway of the fey's domain and present their bare palms. If the ovinnik touches them with a furred paw, then their family lives will be good. A smooth hand, however, signals brewing strife. ","tradition":["Primal"],"skill_mod":{"stealth":13,"intimidation":11},"summary":"The ovinnik is the most ferocious of house spirits, and the only one that will kill if sufficiently angered. They live in granaries, storage rooms, …","image":["/Images/Monsters/HouseSpirit_Ovinnik.png"],"primary_source":"Monster Core 2","spell":["Read Omens","Augury","Breathe Fire","Floating Flame","Cleanse Cuisine","Daze","Ignition"],"trait_group":["Creature Type"],"ac":20,"item":["pitchfork"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" tremorsense (imprecise) within their entire bound granary or storeroom","weakest_save":["fort","fortitude"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=4443","intelligence":2,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"fortitude_save":8,"size":["Tiny"],"name":"Ovinnik","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-4443"},{"primary_source_category":"Rulebooks","strength":4,"hp":275,"language":["Aklo","Common","<%UMR%79%%>telepathy<%END> 100 feet (page 362)"],"source":["Monster Core 2"],"type":"Creature","charisma":4,"perception":29,"trait":["Aberration","Uncommon","Large"],"id":"creature-4444","text":" Hyakume Hundreds of bloodshot eyes peek out from under the fleshy layers of a hyakume's skin. These hulking aberrations covet knowledge and go to great lengths to keep what they know to themselves; they'll destroy scriptoria they've raided and burn books they've read to ensure no other soul learns their contents. While hyakume occasionally trade valuable information to garner greater knowledge, they're liable to trick their targets into revealing more than they should. Most frightening of all is the hyakume's ability to steal memories and erase any knowledge of their existence from the minds of their victims. Recall Knowledge - Aberration (Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Hyakume Source Monster Core 2 pg. 196 Perception +29; darkvision Languages Aklo, Common; telepathy 100 feet (page 362) Skills Arcana +30, Bardic Lore +28, Crafting +30, Deception +27, Medicine +25, Nature +25, Occultism +30, Religion +27, Society +28, Thievery +25 Str +4 Dex +6 Con +4 Int +9 Wis +6 Cha +4 Light Blindness Lore Master A hyakume can use their Bardic Lore skill to Recall Knowledge on any topic, and they know any languages common to an area they have spent a day or more in. --- AC 36 all-around vision Fort +23 Ref +25 Will +29 +2 status to all saves vs. magic HP 275 Immunities confusion Resistances mental 10 --- Speed 25 feet Melee Single Action fist +27 (Agile, finesse, magical, reach 10 feet), Damage 3d10+10 bludgeoning plus scatterbrain palm Occult Innate Spells DC 40, attack +32 - Cantrips (8th) Daze, Detect Magic, Read Aura - 4th Fly (at will), Hypercognition (at will), Ring of Truth (at will) - 7th Dispel Magic (×2), Mindlink (at will) - 8th Charm (×2), Disappearance, Hidden Mind Eye Probe Three Actions (Occult) Frequency once per day; Effect Up to six of the hyakume's eyes detach from the hyakume's body. Each eye has AC 26, HP 1, and a fly speed of 40 feet. The hyakume can see through all of their eye probes. They can move the probes all in separate directions using a single Sustain action. A hyakume can have no more than six eye probes active at a time; using this ability to create more causes the eye or eyes farthest away to shrivel and die. The hyakume can deliver touch spells through their eye probes and can make melee spell attacks through them. In addition, the hyakume can Steal Memories through an eye probe using a single action by touching the target with the eye. Scatterbrain Palm (Incapacitation, mental, occult) A creature hit by the hyakume's fist Strike must attempt a DC 36 Will save. The creature is then temporarily immune until start of its next turn. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned 3 and the hyakume can use Steal Memories on the target as part of this action. Steal Memories Three Actions (Emotion, mental, occult) The hyakume reaches out with their mind and attempts to steal memories from a creature within 30 feet. The target must succeed at a DC 40 Will saving throw or become stupefied 2 and have some of its memories stolen. The hyakume learns some of the target's memories (chosen by the GM), which are then lost to the target. Memory Thieves Hyakume jealously hoard knowledge in the form of memories, their own or stolen. They stalk temples and libraries, memorizing hundreds of texts before obliterating them all. Hyakume have earned a mistaken reputation as nocturnal guardians of shrines and other archives of wisdom. Though they can occasionally thwart thieves and tomb raiders, they do so only to keep the repository's knowledge for themselves. ","skill_mod":{"society":28,"deception":27,"nature":25,"thievery":25,"crafting":30,"arcana":30,"medicine":25,"occultism":30,"religion":27},"image":["/Images/Monsters/Hyakume.png"],"primary_source":"Monster Core 2","spell":["Charm","Disappearance","Hidden Mind","Dispel Magic","Mindlink","Fly","Hypercognition","Ring of Truth","Daze","Detect Magic","Read Aura"],"ac":36,"level":15,"spell_dc":[40],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"mental":10},"intelligence":9,"reflex_save":25,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":23,"size":["Large"],"name":"Hyakume","pfs":"Standard","rarity":"uncommon","strike_damage_average":[26],"attack_bonus":[27],"constitution":4,"immunity":["confusion"],"spell_attack_bonus":[32],"will_save":29,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Light Blindness","Lore Master","Eye Probe","Scatterbrain Palm","Steal Memories"],"skill":["Arcana","Bardic Lore","Crafting","Deception","Medicine","Nature","Occultism","Religion","Society","Thievery"],"legacy_id":["creature-1198"],"tradition":["Occult"],"summary":"Hundreds of bloodshot eyes peek out from under the fleshy layers of a hyakume's skin. These hulking aberrations covet knowledge and go to great …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4444","dexterity":6,"category":"creature","slug":"creature-4444"},{"attack_bonus":[26,27],"constitution":8,"primary_source_category":"Rulebooks","strength":6,"hp":240,"language":["Thalassic"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","will_save":20,"charisma":3,"speed":{"max":30,"land":5,"swim":30},"perception":23,"wisdom":4,"weakness":{},"creature_ability":["Watery Body","Ambush Freeze","Boil","Frozen Shell","Heated Jet"],"skill":["Athletics","Nature","Stealth","Survival"],"trait":["Aquatic","Elemental","Water","Huge"],"id":"creature-4445","text":" Iceberg Clam Though technically neither an iceberg nor clam, the devastating elemental known as an iceberg clam has earned its appropriate name from its natural camouflage and feeding tendencies. This spherical ambush predator exhibits full thermal control over the water that surrounds and comprises its mutable form, luring tired swimmers and adrift vessels with the promise of reprieve before enveloping and boiling them alive. Unless it has eaten recently enough to still be digesting its meal, a melted iceberg clam is nearly imperceptible in a large body of water. Since it's not expending energy to maintain its frozen exterior, it can wait weeks or even months before feeding again, riding ocean currents until some unlucky creature or vessel next enters its body—and never leaves. Recall Knowledge - Elemental (Arcana, Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Iceberg Clam Source Monster Core 2 pg. 197 Perception +23; darkvision, wavesense 120 feet Languages Thalassic Skills Athletics +27, Nature +23, Stealth +30, Survival +25 Str +6 Dex +5 Con +8 Int -2 Wis +4 Cha +3 Watery Body The iceberg clam can occupy the same space as other creatures and is considered difficult terrain to other creatures. --- AC 31 Fort +26 Ref +23 Will +20 HP 240 Immunities bleed, paralyzed, poison, sleep Resistances cold 10, fire 10 Ambush Freeze Reaction Requirements The iceberg clam does not have a frozen shell; Trigger An enemy enters or attempts to leave the clam's space; Effect The iceberg clam uses Frozen Shell. --- Speed 5 feet, swim 30 feet Melee Single Action freezing wave +27 (Cold, reach 15 feet, water), Damage 3d12+10 bludgeoning plus 1d12 cold Ranged Single Action icicle +26 (Cold, range increment 60 feet, water), Damage 3d12+4 piercing plus 1d12 cold Primal Innate Spells DC 30 - 4th Hydraulic Torrent - 5th Crashing Wave, Wall of Ice - 6th Ice Storm Boil Single Action (Water, fire) Frequency once per round; Effect All creatures in the iceberg clam's space take 4d10 persistent fire damage (DC 33 basic Fortitude save) and if the iceberg clam has a frozen shell, the shell takes 20 fire damage that bypasses Hardness. A creature can't recover from this persistent fire damage while in the iceberg clam's space. Frozen Shell Single Action The iceberg clam covers itself with a frozen shell. All creatures in the iceberg clam's space can't leave those squares for as long as the frozen shell is in place. The shell has AC 10, Hardness 10, and 60 Hit Points, and it's immune to critical hits and precision damage. If the iceberg clam moves, all creatures trapped within its shell move with the clam. While an iceberg clam has a frozen shell, any attacks originating from outside the iceberg clam's space must target the shell. The iceberg clam can Dismiss its shell. If the iceberg clam does so or the shell is reduced to 0 Hit Points, the iceberg clam can't use Ambush Freeze or Frozen Shell again for 1d4 rounds. Heated Jet Two Actions (Move, fire, water) Requirements The iceberg clam does not have a frozen shell; Effect The iceberg clam surges along a jet of superheated water, moving up to 60 feet in a straight line and dealing 4d10 fire damage to creatures along its path (DC 33 basic Reflex save). A Deadly Difference Though they appear inhospitable, mundane icebergs often house vibrant ecosystems teeming with life. Jellyfish and other small invertebrates feed on algae that collects along the bottom; small fish make homes in caves that dot the ice; and seabirds, seals, and even whales sometimes utilize them for shelter or as hunting grounds. Conversely, the sea surrounding an iceberg clam is always devoid of life, as local fauna know to stay away from its ceaseless hunger. While the elemental's cunning camouflage can easily trick the uninformed, canny sailors and marine adventurers know to look for these telltale signs before approaching. ","tradition":["Primal"],"element":["Water"],"skill_mod":{"nature":23,"survival":25,"stealth":30,"athletics":27},"summary":"Though technically neither an iceberg nor clam, the devastating elemental known as an iceberg clam has earned its appropriate name from its natural …","image":["/Images/Monsters/Iceberg_Clam.webp"],"primary_source":"Monster Core 2","spell":["Ice Storm","Crashing Wave","Wall of Ice","Hydraulic Torrent"],"trait_group":["Monster","Creature Type","Elemental","Planar"],"ac":31,"level":13,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision , wavesense 120 feet","weakest_save":["will"],"resistance":{"fire":10,"cold":10},"url":"/Monsters.aspx?ID=4445","intelligence":-2,"reflex_save":23,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Iceberg Clam","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[30,36],"slug":"creature-4445"},{"attack_bonus":[8],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":21,"language":["Aklo","Thalassic","<%UMR%79%%>telepathy<%END> 30 feet"],"source":["Monster Core 2"],"type":"Creature","will_save":9,"charisma":-1,"speed":{"climb":5,"max":40,"land":5,"swim":40},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Abandon Puppet","Puppetmaster"],"skill":["Athletics","Deception","Stealth"],"legacy_id":["creature-1199"],"trait":["Aberration","Amphibious","Uncommon","Tiny"],"id":"creature-4446","text":" Incutilis Incutilises are intelligent, nautilus-like sea creatures that attack their victims' brains to take over their bodies, creating puppets to use for labor, combat, or their own malevolent amusement. An adult incutilis is slightly smaller than an adult human head, and their shell bears a pattern of crimson streaks that resemble the ridges and furrows of a brain. Incutilises hatch within the depths of the sea, where they start off consuming bottom-dwelling crustaceans and sometimes even whales or sharks. As they grow into adults, incutilises instinctively crave the complex tissues of other creatures' brains—the more complex, the better—preferring to target humanoids and animals. Eventually, an incutilis will make an excursion onto land specifically to find a puppet to control. Using their tentacles to crawl up onto shore or climb aboard a ship, they then drive their tendrils directly into the brain of a helpless living (or very recently dead) land creature. An incutilis takes control of their new host through this neurological connection. This host—now called a puppet—rarely survives the experience. After an incutilis has taken full control, they can usually ride their puppet for as long as they wish. Often, they use the puppet to seek out other potential prey, battling other creatures until the wear and tear from repeated conflict renders their current body useless. Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Incutilis Source Monster Core 2 pg. 198 Perception +7; darkvision Languages Aklo, Thalassic; telepathy 30 feet Skills Athletics +8, Deception +5, Stealth +9 Str +4 Dex +3 Con +1 Int +1 Wis +3 Cha -1 --- AC 17 Fort +7 Ref +7 Will +9 HP 21 --- Speed 5 feet, climb 5 feet, swim 40 feet Melee Single Action tentacle +8, Damage 1d4+4 bludgeoning plus Grab Abandon Puppet Single Action (Manipulate) Requirements The incutilis is attached to a puppet; Effect The incutilis abandons its puppet, detaching and separating from its nervous system. If the puppet is still alive, it's unconscious and temporarily immune to that incutilis's Puppetmaster ability for 24 hours. Puppetmaster Three Actions (Manipulate) An incutilis drives tendrils into a Small or Medium living creature that's unconscious or restrained by the incutilis. They attach and inject the unfortunate host with enzymes to take over control of the creature's nervous system, turning the host into a puppet controlled by the incutilis. The puppet becomes controlled by the incutilis, and gains dying 2. This doesn't change the puppet's HP, and the puppet can have this dying condition even if it has more than 0 HP. If the puppet dies, its body remains under the control of the incutilis until it's destroyed or the incutilis Abandons the Puppet. If the puppet recovers from the dying condition, the incutilis immediately Abandons the Puppet. While controlling a puppet, the incutilis is attached to the puppet's head (or elsewhere, if its brain is in an unconventional location) and moves along with it. The puppet uses its own AC, Hit Points, Fortitude and Reflex saves, and physical Strikes, but it uses the incutilis's Will save. The puppet can perform only basic actions and untrained uses of the Athletics and Stealth skills while controlled. Any attack that deals damage to the puppet also deals 1 mental damage to the incutilis. Area effects are applied to both the incutilis and puppet. The incutilis always has lesser cover while in control of a puppet. Whalers' Tales The crews of whaling ships are among those most likely to encounter an incutilis. Whale brains aren't an incutilis's preferred food, but they can bore their tendrils into one for a long time. When such an unfortunate whale is brought alongside the whaling ship, an incutilis has an opportunity to climb aboard unseen and prey upon any member of the crew unlucky enough to be caught sleeping. ","skill_mod":{"deception":5,"stealth":9,"athletics":8},"summary":"Incutilises are intelligent, nautilus-like sea creatures that attack their victims' brains to take over their bodies, creating puppets to use for …","image":["/Images/Monsters/Incutilis.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster","Rarity"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4446","intelligence":1,"reflex_save":7,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Incutilis","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[6],"slug":"creature-4446"},{"attack_bonus":[26,26],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":265,"language":["Aklo","Common","Jotun","Petran"],"source":["Monster Core 2"],"type":"Creature","will_save":24,"charisma":4,"speed":{"climb":30,"max":30,"land":30},"perception":24,"wisdom":5,"weakness":{"bludgeoning":10},"creature_ability":["Regurgitate Gastrolith","Stone Step"],"skill":["Acrobatics","Athletics","Deception","Stealth","Survival"],"legacy_id":["creature-704"],"trait":["Aberration","Earth","Large"],"id":"creature-4447","text":" Irlgaunt Irlgaunts resemble titanic spiders or crabs, but with cephalopod-like tendrils erupting from the tips of their chitin-armored legs. Their jagged gray shells allow them to blend into the rocky walls of the high mountain passes and deep ravines that serve as their hunting grounds. Despite their size, they move with incredible speed, bounding across chasms and skittering up sheer mountain cliffs in moments. Though they're formidable in melee, irlgaunts have an even more powerful ranged attack. These creatures pelt their opponents with forcefully regurgitated gastroliths—melon-sized clusters of rocks enveloped in coagulated digestive enzymes strong enough to break down flesh and bone. Gastroliths are fragile and explode on contact, spraying the area with shards of rock and caustic acid. While one might easily mistake an irlgaunt for a simple, brutish beast, they have a keen intelligence and employ devious hunting strategies. They set traps for travelers and are fond of using gems and magical items taken from previous victims as bait. They've been known to start rockslides or otherwise block passages to reroute explorers into their clutches. They also use their gastroliths to direct the movements of their prey, forcing victims into dead ends at the edge of chasms or cliffs. For the most part, irlgaunts live solitary lives, likely because finding enough food to sustain more than one tends to be difficult. However, they still maintain a sense of extended, regional community, actively gathering when organizing for war or to discuss other issues that affect their species or shared territories. They have been known to occasionally ally with giants, but these truces tend to be nebulous. Recall Knowledge - Aberration (Occultism): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Irlgaunt Source Monster Core 2 pg. 199 Perception +24; darkvision Languages Aklo, Common, Jotun, Petran Skills Acrobatics +25, Athletics +26, Deception +23, Stealth +27, Survival +22 Str +7 Dex +8 Con +5 Int +4 Wis +5 Cha +4 --- AC 34 Fort +22 Ref +25 Will +24 HP 265 (Immunities acid) Weaknesses bludgeoning 10 --- Speed 30 feet, climb 30 feet; stone step Melee Single Action jaws +26, Damage 3d8+13 piercing plus 2d6 acid Melee Single Action legs +26 (Agile), Damage 3d10+13 bludgeoning Primal Innate Spells DC 31 - 4th One with Stone (at will), Shape Stone (at will) - 6th Speak with Stones Regurgitate Gastrolith Two Actions (Acid, primal) The irlgaunt violently regurgitates a melon-sized clot of brittle stone supernaturally infused with digestive enzymes. The stone and acid explode on impact within a range of 30 feet, dealing 7d6 piercing damage and 7d6 acid damage to creatures in a 20- foot burst (DC 33 basic Reflex save). The irlgaunt can't Regurgitate Gastroliths for 1d4 rounds. Stone Step The irlgaunt ignores difficult terrain composed of rocks and stone. Irlgaunt Religion A small number of irlgaunts actively worship Rovagug, whom they believe to be the progenitor of their species. Instead of living solitary lives, these irlgaunts form groups that inhabit deep fissures, transforming them into grisly temples by decorating them with the corpses of their sacrifices. They also decorate their own bodies by carving prayers into their chitin and painting themselves with crude and disturbing images. Some claim these runes grant them divine powers of protection and the ability to summon Rovagug's otherworldly kin. Irlgaunts who worship in this way gain the unholy trait. ","tradition":["Primal"],"element":["Earth"],"skill_mod":{"deception":23,"survival":22,"stealth":27,"athletics":26,"acrobatics":25},"summary":"Irlgaunts resemble titanic spiders or crabs , but with cephalopod-like tendrils erupting from the tips of their chitin-armored legs. Their jagged …","image":["/Images/Monsters/Irlgaunt.png"],"primary_source":"Monster Core 2","spell":["Speak with Stones","One with Stone","Shape Stone"],"trait_group":["Creature Type","Elemental","Planar","Monster"],"ac":34,"level":13,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4447","intelligence":4,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Darkvision","fortitude_save":22,"size":["Large"],"name":"Irlgaunt","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[29,33],"slug":"creature-4447"},{"constitution":4,"primary_source_category":"Rulebooks","strength":-4,"hp":155,"immunity":["critical hits","mental","precision","swarm mind"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Jellyfish","will_save":10,"charisma":-5,"speed":{"max":20,"swim":20},"perception":11,"wisdom":0,"weakness":{"area":7,"splash":7},"creature_ability":["Agile Swimmer","Burning Swarm","Fire Jelly Venom"],"skill":["Acrobatics"],"legacy_id":["creature-706"],"trait":["Animal","Aquatic","Mindless","Swarm","Large"],"id":"creature-4448","text":" Fire Jellyfish Swarm While individually one of these fist-sized jellyfish is merely a nuisance, in great numbers, fire jellyfish can form into dangerous swarms. Bobbing in the water, they create a cloud of stinging tentacles. They were named in part for their bright coloration, but those who are stung by fire jellyfish learn the larger reason for their name—the pain of their stings is comparable to being burned alive. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Fire Jellyfish Swarm Source Monster Core 2 pg. 200 Perception +11; low-light vision Languages Skills Acrobatics +15 Str -4 Dex +5 Con +4 Int -5 Wis +0 Cha -5 Agile Swimmer Fire jellyfish swarms use Acrobatics to Swim. --- AC 13 Fort +16 Ref +15 Will +10 HP 155 Immunities critical hits, mental, precision, swarm mind Resistances bludgeoning 9, piercing 9, poison 10, slashing 5 Weaknesses area damage 7, splash damage 7 --- Speed swim 20 feet Burning Swarm Single Action (Poison) Each enemy in the swarm's space takes 3d8 poison damage (DC 24 basic Reflex save) and is exposed to fire jelly venom. Fire Jelly Venom (Poison) Saving Throw DC 24 Fortitude; Maximum Duration 6 rounds; Stage 1 clumsy 1 (1 round); Stage 2 clumsy 2 (1 round); Stage 3 clumsy 3 (1 round) ","skill_mod":{"acrobatics":15},"summary":"While individually one of these fist-sized jellyfish is merely a nuisance, in great numbers, fire jellyfish can form into dangerous swarms. Bobbing …","primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":13,"level":6,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"bludgeoning":9,"poison":10,"piercing":9,"slashing":5},"url":"/Monsters.aspx?ID=4448","intelligence":-5,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":16,"size":["Large"],"name":"Fire Jellyfish Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4448"},{"attack_bonus":[18],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":165,"immunity":["critical hits","mental","precision"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Jellyfish","will_save":1,"charisma":-5,"speed":{"max":20,"swim":20},"perception":12,"wisdom":0,"weakness":{"piercing":5,"slashing":5},"creature_ability":["Jellyfish Venom","Squeeze"],"skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-707"],"trait":["Animal","Aquatic","Mindless","Large"],"id":"creature-4449","text":" Giant Jellyfish Unlike its smaller cousins, the giant jellyfish is an active predator that chases down its prey through reefs or open water. It can even squeeze its enormous bell-shaped body into the tight confines of shipwrecks to drape its mane of tentacles across the exposed flesh of its prey. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Giant Jellyfish Source Monster Core 2 pg. 200 Perception +12; darkvision Languages Skills Acrobatics +15, Athletics +17, Stealth +15 Str +6 Dex +4 Con +6 Int -5 Wis +0 Cha -5 --- AC 15 Fort +17 Ref +15 Will +1 HP 165 Immunities critical hits, mental, precision Resistances bludgeoning 5, poison 10 Weaknesses piercing 5, slashing 5 --- Speed swim 20 feet Melee Single Action tentacle +18 (Agile, reach 20 feet), Damage 2d8+8 bludgeoning plus jellyfish venom Jellyfish Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d8 poison damage and clumsy 1 (1 round); Stage 2 3d6 poison damage and clumsy 2 (1 round); Stage 3 2d10 poison damage and paralyzed (1 round) Squeeze A giant jellyfish can fit into tight spaces as if it were a Medium creature. It can move at its full Speed while Squeezing. ","skill_mod":{"stealth":15,"athletics":17,"acrobatics":15},"summary":"Unlike its smaller cousins, the giant jellyfish is an active predator that chases down its prey through reefs or open water. It can even squeeze its …","image":["/Images/Monsters/Jellyfish_GiantJellyfish.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":15,"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"poison":10},"url":"/Monsters.aspx?ID=4449","intelligence":-5,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":17,"size":["Large"],"name":"Giant Jellyfish","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-4449"},{"attack_bonus":[23,27,27],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":270,"language":["Aklo","Common","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2","Pathfinder #160: Assault on Hunting Lodge Seven"],"type":"Creature","will_save":26,"charisma":7,"speed":{"max":30,"land":30,"swim":30},"perception":26,"wisdom":5,"weakness":{},"creature_ability":["Darting Legs","Change Shape","Jorogumo Venom","Spider Legs","Web Trap"],"skill":["Acrobatics","Athletics","Crafting","Deception","Diplomacy","Performance","Stealth","Survival"],"legacy_id":["creature-1200"],"trait":["Humanoid","Uncommon","Medium"],"id":"creature-4450","text":" Jorogumo Appearing as beautiful, well-dressed humans, jorogumo lurk in the high mountains and prey on travelers, often through words and charm. These cruel creatures can fully change into a giant spider or sprout spider legs from their backs, and they often keep giant spiders as pets. Jorogumo usually eat their prey, but some humanoids meet an even more gruesome fate as living incubators for jorogumo eggs. When they encounter a tengu, jorogumo fly into a rage and attempt to murder them as quickly as possible, for they insist that tengu can see through their trickery with a mere glance and are immune to their venom, but it isn't clear to outsiders if this is the whole story behind their single-minded hatred. Though most jorogumo are solitary creatures, some worship Norgorber and serve as valuable allies to thieves' guilds following that god's guise as the Gray Master. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Jorogumo Source Monster Core 2 pg. 201, Pathfinder #160: Assault on Hunting Lodge Seven pg. 83 Perception +26; darkvision Languages Aklo, Common; truespeech Skills Acrobatics +25, Athletics +23, Crafting +22, Deception +28, Diplomacy +26, Performance +24, Stealth +23, Survival +24 Str +6 Dex +4 Con +5 Int +3 Wis +5 Cha +7 --- AC 33 Fort +22 Ref +23 Will +26 HP 270 Resistances poison 15 Weaknesses peachwood 10 Darting Legs Reaction Requirements The jorogumo has their spider legs extended or has Changed Shape Trigger The jorogumo is targeted with an attack; Effect The jorogumo raises a leg, gaining a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet, swim 30 feet Melee Single Action jaws +27, Damage 3d12+14 piercing plus jorogumo venom Melee Single Action claw +27 (Agile), Damage 3d8+14 slashing Ranged Single Action web +23 (range increment 60 feet), Damage web trap Occult Innate Spells DC 34 - 1st Charm (at will) - 2nd Speak with Animals (spiders only) - 3rd Mind Reading (at will) - 4th Outcast's Curse (×3), Suggestion (×3) - 7th Summon Animal (spiders only) - Constant (5th) Truespeech Change Shape Single Action (Concentrate, occult, polymorph) The jorogumo takes on the appearance of any Small or Medium spider. This doesn't change their Speed or Strikes. Jorogumo Venom (Incapacitation, poison) Saving Throw DC 32 Fortitude; Maximum Duration 4 hours; Stage 1 3d6 poison damage and stupefied 1 (1 round); Stage 2 3d6 poison damage and stupefied 2 (1 round); Stage 3 4d6 poison damage and stupefied 2 (1 round); Stage 4 paralyzed for 1d4 hours Spider Legs Single Action (Concentrate, occult, polymorph) Requirement The jorogumo is in humanoid form; Effect Eight large spider legs sprout from the jorogumo's back, granting a 40-foot climb Speed and allowing them to use the Darting Legs reaction. Web Trap A creature hit by the jorogumo's web attack is immobilized and stuck to the nearest surface, preventing the creature from moving. The DC to Escape or Force Open the web trap is 32. Peachwood Vulnerability Peachwood, often cultivated by Pharasmin priests, is used to ward away the undead. However, jorogumo also despise this auburn-tinged wood, despite being quite clearly a living creature. This has led many to speculate on the origins of these arachnid ambushers, but their secretive nature has made further research difficult. Learn more about peachwood in Lost Omens Tian Xia Character Guide. ","tradition":["Occult"],"skill_mod":{"diplomacy":26,"performance":24,"deception":28,"crafting":22,"survival":24,"stealth":23,"athletics":23,"acrobatics":25},"summary":"Appearing as beautiful, well-dressed humans, jorogumo lurk in the high mountains and prey on travelers, often through words and charm. These cruel …","image":["/Images/Monsters/Jorogumo.png"],"primary_source":"Monster Core 2","spell":["Summon Animal","Outcast's Curse","Suggestion","Mind Reading","Charm","Truespeech","Speak with Animals"],"trait_group":["Creature Type","Rarity"],"ac":33,"level":13,"spell_dc":[34],"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"poison":15},"url":"/Monsters.aspx?ID=4450","intelligence":3,"reflex_save":23,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":22,"source_group":["Agents of Edgewatch"],"size":["Medium"],"name":"Jorogumo","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[27,33],"slug":"creature-4450"},{"primary_source_category":"Rulebooks","strength":2,"hp":26,"language":["Common","Cyclops","Fey","Jotun","Petran","Shadowtongue"],"source":["Monster Core 2"],"type":"Creature","charisma":0,"perception":7,"trait":["Giant","Humanoid","Jotunborn","Rare","Large"],"id":"creature-4451","text":" Jotunborn Sage In jotunborn society, sages are keepers of knowledge. They maintain histories of their clans or entire civilizations. Their weavings tend to appear along their eyes and ears, representing their observational skills and knowledge they retain. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Jotunborn Sage Source Monster Core 2 pg. 202 Perception +7; low-light vision Languages Common, Cyclops, Fey, Jotun, Petran, Shadowtongue Skills Arcana +8, Athletics +6, Diplomacy +4, Medicine +5, Jotunborn Lore +8, Occultism +8, Religion +5, Society +8 Str +2 Dex +0 Con +2 Int +4 Wis +1 Cha +0 Iivlar Weaving The sage has planar thread woven into their skin. This thread glows with dim light in a 10-foot emanation. They can Sustain to extinguish, reactivate, or adjust the coloration of this light. Items Dagger, scroll of mindlink --- AC 16 Fort +8 Ref +4 Will +9 HP 26 --- Speed 25 feet Melee Single Action dagger +10 (Agile, versatile S), Damage 1d4+5 piercing Melee Single Action fist +10 (Agile, nonlethal, unarmed), Damage 1d4+5 bludgeoning Ranged Single Action dagger +8 (Agile, thrown 10 feet, versatile S), Damage 1d4+5 piercing Occult Prepared Spells DC 18, attack +10 - Cantrips (1st) Detect Magic, Frostbite, Read Aura, Shield, Telekinetic Projectile, Void Warp - 1st Dizzying Colors, Grim Tendrils, Sleep Plane-Hopper Dash Single Action Frequency once per day; Effect The jotunborn sage moves with swiftness between planar boundaries to shorten their journey. The sage Strides; this movement doesn't trigger reactions. Once the Stride is complete, the sage gains a +5-status bonus to their Speed until the start of their next turn. ","skill_mod":{"society":8,"diplomacy":4,"arcana":8,"medicine":5,"athletics":6,"occultism":8,"religion":5},"image":["/Images/Monsters/Jotun_Sage.webp"],"primary_source":"Monster Core 2","spell":["Dizzying Colors","Grim Tendrils","Sleep","Detect Magic","Frostbite","Read Aura","Shield","Telekinetic Projectile","Void Warp"],"ac":16,"item":["Dagger","scroll of mindlink"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":4,"reflex_save":4,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":8,"size":["Large"],"name":"Jotunborn Sage","pfs":"Standard","rarity":"rare","strike_damage_average":[7,7,7],"attack_bonus":[8,10,10],"constitution":2,"creature_family":"Jotunborn","spell_attack_bonus":[10],"will_save":9,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{},"creature_ability":["Iivlar Weaving","Plane-Hopper Dash"],"skill":["Arcana","Athletics","Diplomacy","Medicine","Jotunborn Lore","Occultism","Religion","Society"],"tradition":["Occult"],"summary":"In jotunborn society, sages are keepers of knowledge. They maintain histories of their clans or entire civilizations. Their weavings tend to appear …","trait_group":["Creature Type","Ancestry","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4451","dexterity":0,"category":"creature","slug":"creature-4451"},{"primary_source_category":"Rulebooks","strength":3,"hp":155,"language":["Common","Jyoti"],"source":["Monster Core 2"],"type":"Creature","charisma":3,"perception":21,"trait":["Fire","Humanoid","Vitality","Medium","Positive"],"id":"creature-4452","text":" Jyoti Jyotis are sometimes called “false phoenixes” (a term they find insulting) by the ignorant or willful. These avian humanoids are native to Creation's Forge, where they are the caretakers of the tree-sized, crystalline flowers within the Garden of Creation's Forge. These physical manifestations of mortal souls that ascended to divinity are protected and venerated by jyotis. They rarely leave this enigmatic realm and view visitors from other planes as stains on the purity of their home. Jyotis particularly distrust divine spellcasters and religious warriors, seeing them as inclined to take credit for manifesting a life force that, from a jyoti's perspective, is as plentiful and ubiquitous as water is to fish. Despite their distrust of intruders, jyotis rarely attack unprovoked when their homes are not threatened. However, they don't tolerate intruders into their palace dwelling of crystallized light and captured flame. They often chase even those who come bearing gifts away; few visitors have anything they desire, for what they desire most is to be left alone. Jyotis' full wrath is reserved for natives of the Netherworld and the Void. Historically, the promise of battle with the gargoyle-like sceaduinars, whom they consider it their duty to oppose, has been the only thing to lure jyoti armies beyond Creation's Forge. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Jyoti Source Monster Core 2 pg. 203 Perception +21; darkvision Languages Common, Jyoti Skills Acrobatics +20, Intimidation +18, Occultism +20, Society +18 Str +3 Dex +5 Con +4 Int +5 Wis +6 Cha +3 Items +1 striking longspear --- AC 28 Fort +15 Ref +18 Will +21 +1 status to all saves vs. magic (+2 vs. divine magic) HP 155 Immunities death effects, disease, poison Resistances fire 10, void 10 Vitality Energy Affinity Vitality healing effects always heal the jyoti for the maximum amount. It doesn't gain the automatic Hit Points or temporary Hit Points from being on a plane with the vitality planar essence trait. --- Speed 25 feet, fly 60 feet Melee Single Action flaming ghost touch longspear +20 (Magical, reach 10 feet), Damage 2d8+6 piercing plus 1d6 fire Melee Single Action beak +21 (Finesse), Damage 2d12+6 piercing plus 1d6 fire Melee Single Action talon +21 (Agile, finesse), Damage 2d8+6 slashing plus 1d6 fire Occult Innate Spells DC 28, attack +20 - Cantrips (5th) Light, Vitality Lash - 2nd Cleanse Affliction, Clear Mind, Sound Body - 3rd Heal (×3) - 4th Heal, Holy Light, Translocate - 5th Banishment, Breath of Life Breath of Burning Life (Fire, occult, vitality) The jyoti breathes a blast of searing flame infused with vitality energy in a 40-foot cone that deals 8d6 fire damage plus 4d6 vitality damage to creatures in the area (DC 28 basic Reflex save). The jyoti can't use Breath of Burning Life again for 1d4 rounds. Infuse Weapons (Occult) Any weapon a jyoti wields becomes a flaming ghost touch weapon while the jyoti holds it. Crystal Vaults Jyotis make ideal guardians for artifacts too dangerous to be left where those hungry for power might seize them. Only they know what items of myth and legend, long thought lost or destroyed, lie within their crystal vaults. They're unreliable guardians of religious artifacts, however, which usually disgust them. ","element":["Fire"],"skill_mod":{"society":18,"intimidation":18,"occultism":20,"acrobatics":20},"image":["/Images/Monsters/Jyoti.png"],"primary_source":"Monster Core 2","spell":["Banishment","Breath of Life","Heal","Holy Light","Translocate","Cleanse Affliction","Clear Mind","Sound Body","Light","Vitality Lash"],"ac":28,"item":["+1 striking longspear"],"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"void":10,"fire":10},"intelligence":5,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Jyoti","pfs":"Standard","rarity":"common","strike_damage_average":[18,18,22],"attack_bonus":[20,21,21],"constitution":4,"immunity":["death effects","disease","poison"],"spell_attack_bonus":[20],"will_save":21,"speed":{"fly":60,"max":60,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Vitality Energy Affinity","Breath of Burning Life","Infuse Weapons"],"skill":["Acrobatics","Intimidation","Occultism","Society"],"legacy_id":["creature-708"],"tradition":["Occult"],"summary":"Jyotis are sometimes called “false phoenixes ” (a term they find insulting) by the ignorant or willful. These avian humanoids are native to …","trait_group":["Energy","Elemental","Planar","Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4452","dexterity":5,"category":"creature","slug":"creature-4452"},{"primary_source_category":"Rulebooks","strength":2,"hp":18,"language":["Common","Empyrean"],"source":["Monster Core 2"],"type":"Creature","charisma":3,"perception":9,"trait":["Kami","Spirit","Tiny"],"id":"creature-4453","text":" Shikigami (Paper Kami) Shikigami are made of paper and can easily transform between a flat cutout form and a three-dimensional doll of molded paper. Unlike most other kami, who are bound to their wards by a more powerful spirit or deity, shikigami are minor spirits that even mortal practitioners can sometimes bind into a tiny paper form and task with guarding small works, such as garden statues and vases. Landowners delight in having shikigami protect their gardens, whether they paid a wandering spellcaster to entreat the shikigami or simply had the fortune of another spirit assigning a shikigami to their land. Travelers who come across a shikigami-graced milestone or waypost believe that such encounters are good omens for the journey. For their part, shikigami have mixed opinions on civilization and the humanoids who dwell therein. While shikigami will fight to protect their ward against invaders and desecrators, these kami are just as likely to leave—their ward in tow—if locals begin to despoil the area or show a disregard for nature. Most practitioners capable of binding a shikigami wouldn't engage in this type of disrespect, but should the kami catch wind of such practices, shikigami across the land might abandon their contracts en masse, leaving behind an uncomfortable vacuum with their exodus. In this way, shikigami exemplify the precarious balance between the expansion of civilization and the preservation of the natural world. Not all shikigami protect gardens, so you can substitute the shikigami's spade for any sort of mundane tool that's useful to the shikigami's task and their ward. The kami wields any such weapon with the same damage dice, modifiers, and traits listed for their spade Strike, but change the damage type as appropriate for the new weapon. Recall Knowledge - Spirit (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Shikigami Source Monster Core 2 pg. 204 Perception +9; darkvision Languages Common, Empyrean Skills Diplomacy +6, Medicine +7, Nature +7, Society +6, Stealth +7 Str +2 Dex +2 Con +3 Int +1 Wis +4 Cha +3 Ward (divine) Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting. A shikigami's ward is typically a minor work of art or symbol of civilization, such as a milestone, trail sign, personal garden, or tiny statue. --- AC 15 Fort +7 Ref +6 Will +9 HP 18 Immunities bleed Weaknesses cold iron 3 --- Speed 20 feet; flatten Melee Single Action spade +7 (Agile, versatile S), Damage 1d6+2 piercing Melee Single Action fist +7 (Agile), Damage 1d4+2 bludgeoning Ranged Single Action spade +7 (Agile, thrown 10 feet, versatile S), Damage 1d6+2 piercing Innate Divine Spells DC 17 - Cantrips (1st) Forbidding Ward - 1st Cleanse Cuisine - 2nd Animal Messenger, Invisibility (self only) Flatten Free Action The shikigami flattens to the width of a sheet of paper. While Flattened, they can float on the wind, gaining a 20-foot fly Speed, and they can slip through small cracks and gaps without needing to Squeeze; however, they become clumsy 2. The shikigami can Dismiss this effect. ","skill_mod":{"society":6,"diplomacy":6,"nature":7,"stealth":7,"medicine":7},"image":["/Images/Monsters/Kami_Shikigami.png"],"primary_source":"Monster Core 2","spell":["Animal Messenger","Invisibility","Cleanse Cuisine","Forbidding Ward"],"ac":15,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":6,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Shikigami","pfs":"Standard","rarity":"common","strike_damage_average":[4,5,5],"attack_bonus":[7,7,7],"constitution":3,"immunity":["bleed"],"creature_family":"Kami","will_save":9,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{"cold_iron":3},"creature_ability":["Ward","Flatten"],"skill":["Diplomacy","Medicine","Nature","Society","Stealth"],"legacy_id":["creature-1201"],"tradition":["Divine"],"summary":"Shikigami are made of paper and can easily transform between a flat cutout form and a three-dimensional doll of molded paper. Unlike most other kami, …","trait_group":["Monster","Creature Type"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4453","dexterity":2,"category":"creature","slug":"creature-4453"},{"primary_source_category":"Rulebooks","strength":2,"hp":95,"language":["Common","Empyrean","speak with plants, <%UMR%79%%>telepathy<%END> 50 feet (page 362)"],"source":["Monster Core 2"],"type":"Creature","charisma":4,"perception":15,"trait":["Kami","Spirit","Wood","Small"],"id":"creature-4454","text":" Kodama (Tree Kami) A kodama is a type of kami who inhabits a tree. Kodama commonly appear in old Tian forests, especially old-growth forests far removed from civilization. In the Forest of Spirits in Minkai, for example, so many trees are possessed by kodama that a traveler might pass by hundreds, if not thousands, of these beings while journeying through a single acre of woodland. Kodama try their utmost to protect their sacred trees, but a single kodama is a minor obstacle to most oni or others who have no qualms about desecrating forests or harvesting them for natural resources. Like trees in a forest, kodama are most powerful in great numbers and among other kami, whom they can bolster with their magical straw ropes while distracting strong enemies with their mesmerizing presence. On the other hand, kodama bear no ill will toward those who respect their wards, even allowing druids and other deferential creatures to dwell within their bounds. They might even subtly guide lost travelers out of the forest or back to safety. Recall Knowledge - Spirit (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Kodama Source Monster Core 2 pg. 205 Perception +15; darkvision Languages Common, Empyrean; speak with plants, telepathy 50 feet (page 362) Skills Acrobatics +11, Athletics +11, Nature +13, Stealth +13, Survival +13 Str +2 Dex +4 Con +5 Int +0 Wis +4 Cha +4 Ward (divine) Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting. A kodama's ward is typically a specific tree. Items spiritual rope --- AC 21 Fort +12 Ref +11 Will +13 +1 status to AC and all saves vs. unholy effects and attacks and effects from unholy creatures HP 95 Resistances unholy 5 Weaknesses cold iron 5 Distracting Gaze (aura, divine, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 21 Will save. The kodama can activate or deactivate this aura by using a single action, which has the concentrate trait. Success The creature is unaffected. Failure The creature is fascinated with the kodama. This condition ends if the creature ends its turn outside the aura. Critical Failure As failure, plus the creature is slowed 1 as long as it remains fascinated. --- Speed 20 feet Melee Single Action fist +13 (Agile, finesse), Damage 2d6+4 bludgeoning Innate Divine Spells DC 23 - Cantrips (3rd) Figment - 2nd One with Plants - 5th Nature's Pathway - Constant (4th) Speak with Plants Spiritual Rope (Divine) The kodama spends 1 minute to fashion an enchanted straw rope out of nearby materials. The rope can be wrapped around other kami creatures to protect them from fell forces. A kami who wears a spiritual rope gains resistance 5 to damage from unholy creatures and effects and a +1 status bonus to AC and saving throws against unholy effects and attacks and effects from unholy creatures. A kodama always wears a spiritual rope, and they can have one other spiritual rope in existence at a time. Creating a new rope beyond these two releases the magic of one of the other two ropes of the kodama's choosing. A spiritual rope around a creature other than a kodama loses its magic after 24 hours or if it's taken outside the kodama's forest. Kami Treasure Kami have no use for valuables or other material possessions, but the sites they protect are often rich with natural resources or even sometimes dotted with relics from bygone eras. One of the greatest kami treasures is a kodama’s spiritual rope . Although these ropes grant no power to mortals, a freely gifted spiritual rope from a kodama is seen as a mark of the utmost purity and worthiness. ","element":["Wood"],"skill_mod":{"nature":13,"survival":13,"stealth":13,"athletics":11,"acrobatics":11},"image":["/Images/Monsters/Kami_Kodama.png"],"primary_source":"Monster Core 2","spell":["Nature's Pathway","One with Plants","Figment","Speak with Plants"],"ac":21,"item":["spiritual rope"],"level":5,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"unholy":5},"intelligence":0,"reflex_save":11,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":12,"size":["Small"],"name":"Kodama","pfs":"Standard","rarity":"common","strike_damage_average":[11],"attack_bonus":[13],"constitution":5,"creature_family":"Kami","will_save":13,"speed":{"max":20,"land":20},"wisdom":4,"weakness":{"cold_iron":5},"creature_ability":["Ward","Spiritual Rope"],"skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"legacy_id":["creature-1202"],"tradition":["Divine"],"summary":"A kodama is a type of kami who inhabits a tree. Kodama commonly appear in old Tian forests, especially old-growth forests far removed from …","trait_group":["Monster","Creature Type","Elemental"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4454","dexterity":4,"category":"creature","slug":"creature-4454"},{"primary_source_category":"Rulebooks","strength":6,"hp":180,"language":["Common","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":3,"perception":21,"trait":["Kami","Spirit","Medium"],"id":"creature-4455","text":" Zuishin (Warrior Kami) Zuishin are kami warriors and archers tasked with watching over important shrines, ancient gates, or sacred doorways. With sturdy armor and hallowed armaments, zuishin fight tirelessly to drive off unholy powers who wish to desecrate their wards. Of all kami, zuishin most frequently fight against oni, as the wards zuishin guard are often targeted by these vile fiends. Zuishin tend to regard mortals with skepticism. To earn a zuishin's trust, a supplicant might offer items of natural significance, such as an urn of hallowed earth, a branch from an ancient tree, or an arrangement of local flowers. Like all kami, a zuishin might come across as reserved or even indifferent to humans and their ilk; however, this impression stems only from a zuishin's wisdom and longevity, which makes mortal affairs seem relatively trivial. In the company of other kami, they're unerringly benevolent and readily offer aid to their fellows. For example, a zuishin whose ward lies nestled in an ancient forest might readily join forces with kodama in those trees to deter foes. Recall Knowledge - Spirit (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Zuishin Source Monster Core 2 pg. 206 Perception +21; darkvision Languages Common, Empyrean; telepathy 100 feet Skills Acrobatics +23, Athletics +22, Intimidation +19, Medicine +21, Nature +21, Stealth +21 Str +6 Dex +7 Con +5 Int +1 Wis +5 Cha +3 Ward (divine) Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting. A zuishin's ward is a specific gate, doorway, or shrine. Items +1 breastplate , +1 composite longbow , +1 katana --- AC 30 Fort +19 Ref +23 Will +17 HP 180 Weaknesses cold iron 10 Reactive Strike Reaction --- Speed fly 25 feet Melee Single Action holy katana +23 (deadly d8, holy, magical, two-hand d10, versatile P), Damage 2d6+9 slashing plus 1d4 spirit Ranged Single Action holy composite longbow +24 (deadly d10, holy, magical, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+9 piercing plus 1d4 spirit Divine Innate Spells DC 29 - 3rd Heal (×2), Share Life - 4th Cleanse Affliction, Sure Footing - 5th Breath of Life, Dispel Magic, Heal, Translocate (×3) Healing Arrow Two Actions (Divine, healing) The zuishin blesses an arrow with healing magic. They expend a breath of life , cleanse affliction , heal , or sure footing spell and make a composite longbow Strike against an ally. A critical failure has no effect, but on any other result the ally is affected by the spell rather than taking damage from the Strike. Holy Weaponry (Divine, holy) Any weapon becomes a striking holy weapon while the zuishin wields it. A zuishin creates arrows out of nothing as part of their attacks with any bow they wield. Attracting A Kami Different cultures have different beliefs about the best way to attract a kami spirit, such as a zuishin. Societies that strive to preserve the natural world—like elven tree-cities and small villages that balance their own population with those of other local creatures—are the most likely to be graced by a kami’s presence. ","skill_mod":{"nature":21,"stealth":21,"medicine":21,"athletics":22,"intimidation":19,"acrobatics":23},"image":["/Images/Monsters/Kami_Zuishin.png"],"primary_source":"Monster Core 2","spell":["Breath of Life","Dispel Magic","Heal","Translocate","Cleanse Affliction","Sure Footing","Share Life"],"ac":30,"item":["+1 breastplate","+1 composite longbow","+1 katana"],"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":23,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Zuishin","pfs":"Standard","rarity":"common","strike_damage_average":[18,20],"attack_bonus":[23,24],"constitution":5,"creature_family":"Kami","will_save":17,"speed":{"fly":25,"max":25},"wisdom":5,"weakness":{"cold_iron":10},"creature_ability":["Ward","Reactive Strike","Healing Arrow","Holy Weaponry"],"skill":["Acrobatics","Athletics","Intimidation","Medicine","Nature","Stealth"],"legacy_id":["creature-1203"],"tradition":["Divine"],"summary":"Zuishin are kami warriors and archers tasked with watching over important shrines, ancient gates, or sacred doorways. With sturdy armor and hallowed …","trait_group":["Monster","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4455","dexterity":7,"category":"creature","slug":"creature-4455"},{"legacy_name":["Toshigami"],"primary_source_category":"Rulebooks","strength":5,"hp":350,"language":["Common","Empyrean","<%SPELLS%1681%%>speak with plants<%END>, <%UMR%79%%>telepathy<%END> 150 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":8,"perception":30,"trait":["Kami","Rare","Spirit","Wood","Medium"],"id":"creature-4456","text":" Sakugami (Blossom Kami) Sakugami are especially powerful kami who protect seasonally blossoming trees, particularly ones in places where the primeval powers of nature remain strong. The cycle of a barren tree bursting into a riot of flowers once a year, before those blossoms inevitably fade with the turning of the seasons, provides a striking visual metaphor for sakugami, whose association with this annual cycle of growth and decay grants them powers over time as well as nature. Also known as blossom kami, sakugami have a particular fascination with mortals. Many folk legends tell of sakugami who bestow their blessing upon worthy individuals who fight for just causes. In truth, while blossom kami are mesmerized by such mortals—seeing the essence of a flower in a short life devoted to bringing beauty and comfort to its surroundings—they're so rare and enigmatically aloof that few ever encounter them. Decades, even centuries, might pass before a humble village realizes that a sakugami has been watching over it. The stories persist, however, as they have for ages, leading to a widespread appreciation for blossoming trees. The site of a new village might be chosen due to its proximity to an ancient wisteria, or a temple might be carefully constructed around a single young plum. As sakugami are most commonly associated with cherry trees, many larger population centers in Minkai will plant and carefully tend small groves of cherries, both for their beauty and out of respect for the blossom kami. Recall Knowledge - Spirit (Occultism): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Sakugami Source Monster Core 2 pg. 207 Perception +30; darkvision Languages Common, Empyrean; speak with plants , telepathy 150 feet Skills Acrobatics +30, Diplomacy +31, Medicine +28, Nature +30, Stealth +28, Survival +30 Str +5 Dex +7 Con +6 Int +2 Wis +7 Cha +8 Ward (Divine) Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting. A sakugami's ward is a specific deciduous tree with seasonal blossoms, such as a cherry, plum, or wisteria. Items +2 striking staff --- AC 35 Fort +25 Ref +28 Will +30 HP 350 Weaknesses cold iron 15 Reactive Strike Reaction Sakugami's Foresight Reaction (divine, mental, prediction) Trigger The sakugami is subject to a hostile action or needs to roll to defend itself; Effect The sakugami rolls twice and uses the higher result for its saving throw or other defense (a fortune effect) or forces the hostile creature or danger to roll twice and use the lower result for its attack roll or similar roll (a misfortune effect). --- Speed 50 feet, fly 50 feet Melee Single Action staff +30 (Magical, two-hand d8), Damage 2d4+13 bludgeoning plus fleeting blossoms and touch of ages Divine Innate Spells DC 36 - 4th Status - 5th Heal (×3), One with Plants (flowering trees only), Peaceful Rest - 6th Cleanse Affliction, Nature's Pathway (at will; flowering trees only), Slow - 7th Execute, Haste, Regenerate Fleeting Blossoms A sakugami's staff Strikes stir up fleeting blossoms that bloom, wilt, and decay all in the space of an instant. On a hit, they deal an additional 1d6 mental damage, as well as an additional 1d6 void damage to living creatures and an additional 1d6 vitality damage to undead. Swift Staff Strike Two Actions In a rapid series of movements, the sakugami unleashes a deadly assault. The sakugami makes three staff Strikes. The sakugami's multiple attack penalty doesn't increase until after they've made all three Strikes. Touch of Ages (Curse, divine) A sakugami's attacks bestow a curse that alters the very flow of time in those they attack. When a sakugami hits a creature with a melee Strike, the creature must attempt a DC 36 Fortitude save as its perspective shifts rapidly between that of advanced age and an infantile state. Regardless of the outcome, the creature is temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature becomes clumsy 1, enfeebled 1, and stupefied 1 for 1 round. Failure The creature becomes clumsy 2, enfeebled 2, and stupefied 2 for 1 minute. Critical Failure As failure, but the conditions are permanent. ","element":["Wood"],"skill_mod":{"diplomacy":31,"nature":30,"survival":30,"stealth":28,"medicine":28,"acrobatics":30},"image":["/Images/Monsters/Kami_Toshigami.png"],"primary_source":"Monster Core 2","spell":["Execute","Haste","Regenerate","Cleanse Affliction","Nature's Pathway","Slow","Heal","One with Plants","Peaceful Rest","Status"],"ac":35,"item":["+2 striking staff"],"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":28,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":25,"size":["Medium"],"name":"Sakugami","pfs":"Standard","rarity":"rare","strike_damage_average":[18],"attack_bonus":[30],"constitution":6,"creature_family":"Kami","will_save":30,"speed":{"fly":50,"max":50,"land":50},"wisdom":7,"weakness":{"cold_iron":15},"creature_ability":["Ward","Reactive Strike","Sakugami's Foresight","Fleeting Blossoms","Swift Staff Strike","Touch of Ages"],"skill":["Acrobatics","Diplomacy","Medicine","Nature","Stealth","Survival"],"legacy_id":["creature-1204"],"tradition":["Divine"],"summary":"Sakugami are especially powerful kami who protect seasonally blossoming trees, particularly ones in places where the primeval powers of nature remain …","trait_group":["Monster","Rarity","Creature Type","Elemental"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4456","dexterity":7,"category":"creature","slug":"creature-4456"},{"attack_bonus":[11],"constitution":1,"primary_source_category":"Rulebooks","strength":3,"hp":35,"language":["Common","Thalassic"],"source":["Monster Core 2"],"type":"Creature","will_save":7,"charisma":1,"speed":{"max":40,"land":15,"swim":40},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Head Bowl","Pull Arm"],"skill":["Acrobatics","Athletics","Medicine","Survival"],"legacy_id":["creature-1206"],"trait":["Amphibious","Beast","Small"],"id":"creature-4457","text":" Kappa Mischievous by nature, kappas delight in playing pranks on unsuspecting travelers. While usually not overtly malicious, they can be a significant nuisance, stealing clothes from unsuspecting bathers or snatching unattended food from campfires. Kappas also enjoy proving their worth in competitions of strength and, despite their propensity for trickery, are known to be honorable competitors who keep their word and remain polite in conversation. While kappas vary in physical attributes from region to region, they're all amphibious, turtle-like humanoids with beaked mouths, webbed hands and feet, and slimy scales that range in color from bluish green to pale yellow. They often have black hair, arranged in a ring to accommodate the central depression atop their head. Water from a kappa's home lake, stream, or river fills this depression, or head bowl, which is believed to be the source of their strength. Younger kappas are easily tricked into bowing and accidentally emptying the water from their own head bowls. Losing this water makes a kappa lethargic. The longer a kappa's head bowl remains empty, the weaker they grow. While this rarely poses a serious danger for a kappa living near their home body of water, it can prove fatal to a more adventurous kappa wandering afar. Kappas aren't inherently hostile and have been known to befriend lonely children and lend aid to stranded adventurers by providing directions or minor medical treatment. Still, many areas where kappas dwell feature posted signs warning of their presence that encourage travelers venturing near water to toss in a cucumber—kappas' favorite food—in exchange for safe passage. Kappas sometimes put up these signs themselves to increase the likelihood of receiving a tasty treat. Recall Knowledge - Beast (Arcana, Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Kappa Source Monster Core 2 pg. 208 Perception +9; darkvision Languages Common, Thalassic Skills Acrobatics +8, Athletics +7, Medicine +9, Survival +7 Str +3 Dex +4 Con +1 Int +1 Wis +3 Cha +1 --- AC 17 Fort +7 Ref +10 Will +7 HP 35 Head Bowl The depression atop a kappa's head is filled with water. Spilling, evaporating, or otherwise removing all the water from the top of a kappa's head reduces all their Speeds to 5 feet until the basin is again filled with water. A kappa who becomes prone must succeed at a DC 15 Reflex save or spill their water, and a kappa who becomes unconscious automatically spills their water. If a kappa is grappled, restrained, or stunned, another creature can attempt to spill the water from their bowl by spending a single action, which has the attack and manipulate traits, to attempt an Athletics check against the kappa's Fortitude DC. On a success, the creature spills the kappa's water. --- Speed 15 feet, swim 40 feet Melee Single Action claw +11 (Agile), Damage 1d10+3 slashing Pull Arm Single Action The kappa pulls one of their arms, gaining 10- foot reach with that arm. The opposing arm shrinks to little more than a hand extending from their shell. The kappa can still use their shortened hand to hold things, but they can't use that hand to wield a shield or weapon. By spending a single action to pull their opposing arm, the kappa can return their arms to their original length. A Sinister Side Kappas despise horses and gleefully kill and consume any that venture too close to the water's edge. Because of this, they're sometimes mistaken for strangely armored goblins. Some vile kappas have even developed a taste for human flesh and have been witnessed drowning people before tearing them apart for consumption. ","skill_mod":{"survival":7,"medicine":9,"athletics":7,"acrobatics":8},"summary":"Mischievous by nature, kappas delight in playing pranks on unsuspecting travelers. While usually not overtly malicious, they can be a significant …","image":["/Images/Monsters/Kappa.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=4457","intelligence":1,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Kappa","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-4457"},{"attack_bonus":[13],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":60,"language":["Common","Fey","Thalassic"],"source":["Monster Core 2"],"type":"Creature","will_save":14,"charisma":4,"speed":{"max":35,"land":35,"swim":35},"perception":11,"wisdom":3,"weakness":{"cold_iron":5},"creature_ability":["Captivating Lure","Change Shape"],"skill":["Athletics","Deception","Stealth"],"legacy_id":["creature-709"],"trait":["Amphibious","Fey","Large"],"id":"creature-4458","text":" Kelpie Kelpies are malevolent, amphibious fey shapechangers who lure mortals to a watery grave. These cruel predators lurk around bodies of water of any type, only slightly preferring fresh water over salt water. Kelpies lure or drag their prey underwater, then drown and devour them, leaving behind only the victim's heart and liver—the only parts of a meal kelpies find unpleasant—tossed upon the shore. Kelpies are fond of magically disguising themselves as fine steeds or attractive strangers to draw in victims, but their true appearance is that of a hideous equine with slimy, green flesh resembling aquatic plants. Recall Knowledge - Fey (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Kelpie Source Monster Core 2 pg. 209 Perception +11; low-light vision Languages Common, Fey, Thalassic Skills Athletics +11, Deception +14, Stealth +10 Str +5 Dex +2 Con +3 Int -1 Wis +3 Cha +4 --- AC 21 Fort +11 Ref +12 Will +14 HP 60 Resistances fire 5 Weaknesses cold iron 5 --- Speed 35 feet, swim 35 feet Melee Single Action jaws +13, Damage 2d6+7 bludgeoning plus Grab Captivating Lure Two Actions (Concentrate, emotion, incapacitation, mental, primal) The kelpie instills an overwhelming attraction to itself within the mind of a single creature within 60 feet. The target perceives the kelpie as a desirable person (if the kelpie is in humanoid form) or a magnificent steed (if the kelpie is in equine form) and must attempt a DC 23 Will saving throw. Critical Success The creature is unaffected and is temporarily immune to Captivating Lure for 24 hours. Success The creature is stupefied 1 for 1 round and is then temporarily immune to Captivating Lure for 24 hours. Failure The creature is fascinated, and it must spend each of its actions to move closer to the kelpie as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the kelpie, it either attempts to mount the kelpie (if the kelpie is in equine form) or stays still and doesn't act. If the creature is attacked by the kelpie, or if it can't breathe water and enters an area of water, the creature is freed from captivation at the end of the kelpie's turn. Critical Failure As failure, but the target doesn't consider water a danger and will enter an area of water even if it can't swim or breathe water. If it is attacked by the kelpie or starts to drown, it can attempt a new save at the start of its next turn, but it isn't freed automatically. Change Shape Single Action (Concentrate, polymorph, primal) The kelpie can take on the appearance of any Medium or Large animal of an equine nature (such as a horse, hippocampus, or pony), or any Small or Medium humanoid. This doesn't change its Speeds or its attack and damage modifiers with its Strikes. Kelpie Folktales Some fanciful stories about kelpies speak of them appearing in equine form wearing riding tack, complete with silver stirrups and bridle bit. These folktales claim that cutting the harness from a kelpie's body grants the bearer power over it or causes a kelpie to sicken and die. In truth, doing so has no ill effect on a kelpie, suggesting these stories are spread by kelpies themselves to further trick prey into making foolish mistakes. ","skill_mod":{"deception":14,"stealth":10,"athletics":11},"summary":"Kelpies are malevolent, amphibious fey shapechangers who lure mortals to a watery grave. These cruel predators lurk around bodies of water of any …","image":["/Images/Monsters/Kelpie.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"fire":5},"url":"/Monsters.aspx?ID=4458","intelligence":-1,"reflex_save":12,"strongest_save":["will"],"dexterity":2,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Kelpie","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-4458"},{"attack_bonus":[10,10,10,12],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":25,"language":["Common","Fey"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Kitsune","spell_attack_bonus":[10],"will_save":8,"charisma":4,"speed":{"max":25,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Change Shape"],"skill":["Acrobatics","Deception","Diplomacy","Nature","Performance","Thievery"],"legacy_id":["creature-1209"],"trait":["Humanoid","Kitsune","Medium"],"id":"creature-4459","text":" Kitsune Trickster With minor magic and shapeshifting capabilities, these tricksters love to play mostly harmless pranks for their own enjoyment. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Kitsune Trickster Source Monster Core 2 pg. 210 Perception +10 Languages Common, Fey Skills Acrobatics +8, Deception +10, Diplomacy +8, Nature +6, Performance +8, Thievery +8 Str +0 Dex +4 Con +0 Int +0 Wis +2 Cha +4 Items Dagger, flute --- AC 18 Fort +6 Ref +10 Will +8 HP 25 --- Speed 25 feet Melee Single Action jaws +10 (Finesse), Damage 1d6+2 piercing Melee Single Action dagger +10 (Agile, finesse, versatile S), Damage 1d4+2 piercing Ranged Single Action dagger +10 (Agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Ranged Single Action foxfire +12 (Fire, magical, range 20 feet), Damage 1d4+2 fire Primal Spontaneous Spells DC 18, attack +10 - Cantrips (1st) Detect Magic, Figment, Light, Prestidigitation, Tangle Vine - 1st Charm, Fleet Step, Runic Body (3 slots) Change Shape Single Action (divine, polymorph) The kitsune trickster transforms into the tailless form of a specific Medium human. The tailless form can't be altered and resembles the kitsune's fox-like humanoid form. While the kitsune trickster's alternate form is a Medium human, some kitsune have tailless forms of other humanoids, or a fox alternate form. ","tradition":["Primal"],"skill_mod":{"diplomacy":8,"performance":8,"deception":10,"nature":6,"thievery":8,"acrobatics":8},"summary":"With minor magic and shapeshifting capabilities, these tricksters love to play mostly harmless pranks for their own enjoyment.","image":["/Images/Monsters/Kitsune.png"],"primary_source":"Monster Core 2","spell":["Charm","Fleet Step","Runic Body","Detect Magic","Figment","Light","Prestidigitation","Tangle Vine"],"trait_group":["Creature Type","Monster","Ancestry"],"ac":18,"item":["Dagger","flute"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4459","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":6,"size":["Medium"],"name":"Kitsune Trickster","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,4,4,5],"slug":"creature-4459"},{"attack_bonus":[22,23],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":175,"language":["Common","Fey","Thalassic"],"source":["Monster Core 2"],"type":"Creature","spell_attack_bonus":[22],"will_save":21,"charisma":7,"speed":{"fly":35,"max":35,"land":30},"perception":22,"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Change Shape","Befuddling Visions","Mischief","Rainbow Flight"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Nature","Performance","Thievery"],"trait":["Fey","Medium"],"id":"creature-4460","text":" Larabay Larabays are bright-eyed, humanoid-looking fey with colorful wings and needlelike teeth who generally reside along warm coastal regions and islands. Like other fey, they enjoy lavish pranks and fantastical illusions that create chicanery and confusion. A larabay's desire for a joke can sometimes reach dire extremes, such as employing illusions to lure ships into rocks and travelers off cliffs. While some have fortuitously become heroes by playing pranks on tyrants or cruel people, this is almost entirely coincidental, as larabays do not often consider the morals or goals of their targets; they simply enjoy the fruits of their chaos. Recall Knowledge - Fey (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Larabay Source Monster Core 2 pg. 211 Perception +22; low-light vision Languages Common, Fey, Thalassic Skills Acrobatics +23, Athletics +17, Deception +24, Diplomacy +22, Nature +19, Performance +22, Thievery +23 Str +2 Dex +6 Con +3 Int +4 Wis +4 Cha +7 Items +1 striking rapier --- AC 30 Fort +18 Ref +24 Will +21 HP 175 Weaknesses cold iron 10 --- Speed 30 feet, fly 35 feet Melee Single Action rapier +23 (deadly d8, disarm, finesse, magical), Damage 2d6+12 piercing, plus mischief Ranged Single Action befuddling gaze +22 (Magical, mental, range 60 feet, visual), Damage 2d8+10 mental plus befuddling visions Occult Innate Spells DC 30, attack +22 - Cantrips (6th) Figment, Telekinetic Projectile - 2nd Invisibility (at will) - 5th Illusory Object, Illusory Scene - 6th Cursed Metamorphosis, Hallucination Change Shape Single Action (Concentrate, occult, polymorph) The larabay can take on the appearance of a specific Medium or Small humanoid. This removes their fly Speed but doesn't change the attack and damage modifiers with their Strikes. Befuddling Visions (Mental, occult) The larabay's gaze creates disorientation and confusion. A creature hit by befuddling gaze must attempt a Will save. Critical Success The target is unaffected and temporarily immune to befuddling visions for 1 minute. Success The target is unaffected. Failure The target becomes clumsy and dazzled for 1 round. Critical Failure The target becomes confused for 1 round, and clumsy and dazzled for 1 round afterward. Mischief Single Action Requirements The larabay's last action was a successful rapier Strike; Effect The larabay attempts to Disarm the creature they hit. They gain a +4 status bonus to the Athletics check. This attempt neither applies nor counts toward the larabay's multiple attack penalty. Rainbow Flight Two Actions (Illusion, mental, occult) The larabay Flies up to its fly Speed, creating a stunning rainbow in its wake. This movement doesn't provoke reactions. Any creature adjacent to the larabay at any point during this movement must attempt a DC 30 Will saving throw to resist staring at the magnificent rainbow. The larabay cannot use Rainbow Flight again for 1d4 rounds. Critical Success The target is unaffected. Success The target is dazzled for 1 round. Failure The target is dazzled for 1 round and slowed 1. Critical Failure The target is dazzled for 1 minute and slowed 2. Feathers Of The Rainbow Larabays love to reward those who entertain them with a gift of a colorful feather. While these feathers are often seen as the calling card of a prankster, the feathers are a worthy gift. When freely given, a larabay's feathers glimmer prismatically, baring colors beyond the spectrum of the rainbow. Other fey recognize the radiant coloration of these feathers and are sometimes willing to exchange great favors for them. However, stealing a larabay's feather, either by plucking it from a larabay or taking it from someone who holds a gifted feather, causes the feather's coloration to fade, reducing it to no more than common down. ","tradition":["Occult"],"skill_mod":{"diplomacy":22,"performance":22,"deception":24,"nature":19,"thievery":23,"athletics":17,"acrobatics":23},"summary":"Larabays are bright-eyed, humanoid-looking fey with colorful wings and needlelike teeth who generally reside along warm coastal regions and islands. …","image":["/Images/Monsters/Larabay.webp"],"primary_source":"Monster Core 2","spell":["Cursed Metamorphosis","Hallucination","Illusory Object","Illusory Scene","Invisibility","Figment","Telekinetic Projectile"],"trait_group":["Creature Type"],"ac":30,"item":["+1 striking rapier"],"level":11,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4460","intelligence":4,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":18,"size":["Medium"],"name":"Larabay","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,19],"slug":"creature-4460"},{"attack_bonus":[9],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":32,"source":["Monster Core 2"],"type":"Creature","creature_family":"Leech","will_save":5,"charisma":-5,"speed":{"max":20,"land":5,"swim":20},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Blood Drain"],"skill":["Athletics","Stealth"],"legacy_id":["creature-711"],"trait":["Amphibious","Animal","Medium"],"id":"creature-4461","text":" Giant Leech Capable of growing to lengths of nearly 5 feet, giant leeches have circular maws filled with hook-like teeth. They prefer to dwell in stagnant or slowmoving shallow water or in damp, moist undergrowth. Horses and larger animals are their favorite prey, but they won't balk at a chance to latch onto a human- or halfling-sized meal. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Leech Source Monster Core 2 pg. 212 Perception +5; tremorsense 30 feet Languages Skills Athletics +8, Stealth +7 Str +4 Dex +1 Con +3 Int -5 Wis +1 Cha -5 --- AC 17 Fort +9 Ref +7 Will +5 HP 32 Weaknesses salt 5 --- Speed 5 feet, swim 20 feet Melee Single Action mouth +9, Damage 1d4+6 piercing plus Grab Blood Drain Single Action Requirements The giant leech has a living creature grabbed or restrained; Effect The giant leech drains blood from the creature it has grabbed or restrained. This deals 2d4 piercing damage (DC 18 basic Fortitude save). A creature that takes any damage from having its blood drained by a giant leech is drained 1 until it receives any kind or amount of healing. ","skill_mod":{"stealth":7,"athletics":8},"summary":"Capable of growing to lengths of nearly 5 feet, giant leeches have circular maws filled with hook-like teeth. They prefer to dwell in stagnant or …","image":["/Images/Monsters/Leech_GiantLeech.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" tremorsense 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4461","intelligence":-5,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":9,"size":["Medium"],"name":"Giant Leech","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8],"slug":"creature-4461"},{"constitution":4,"primary_source_category":"Rulebooks","strength":0,"hp":50,"immunity":["precision","swarm mind"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Leech","will_save":9,"charisma":-5,"speed":{"max":20,"land":5,"swim":20},"perception":9,"wisdom":1,"weakness":{"area":5},"creature_ability":["Blood-Draining Bites","Brood Leech Swarm Venom"],"skill":["Athletics","Stealth"],"legacy_id":["creature-712"],"trait":["Amphibious","Animal","Swarm","Large"],"id":"creature-4462","text":" Brood Leech Swarm Most smaller species of leeches don't tend to swarm, but brood leeches are prone to gathering in seething, undulant masses of squirming gluttony. When they collect in sufficient numbers to swarm, they eschew the stealth of a lone leech's feeding methods in favor of swift and merciless feeding. In these situations, their mild venom can affect much larger creatures than their usual prey. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Brood Leech Swarm Source Monster Core 2 pg. 212 Perception +9; tremorsense 30 feet Languages Skills Athletics +8, Stealth +11 Str +0 Dex +3 Con +4 Int -5 Wis +1 Cha -5 --- AC 19 Fort +12 Ref +11 Will +9 HP 50 Immunities precision, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, salt 5, splash damage 5 --- Speed 5 feet, swim 20 feet Blood-Draining Bites Single Action Each enemy in the swarm's space takes 2d6 piercing damage (DC 21 basic Reflex save). A creature who fails the Reflex save also takes 1d6 persistent bleed damage and is exposed to brood leech swarm venom. Brood Leech Swarm Venom (Poison) Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 clumsy 1, sickened 1, and –5-foot status penalty to Speed (1 round); Stage 2 clumsy 1, sickened 1, and –10-foot status penalty to Speed (1 round) ","skill_mod":{"stealth":11,"athletics":8},"summary":"Most smaller species of leeches don't tend to swarm, but brood leeches are prone to gathering in seething, undulant masses of squirming gluttony. …","primary_source":"Monster Core 2","trait_group":["Monster","Creature Type"],"ac":19,"level":4,"source_category":["Rulebooks"],"sense":" tremorsense 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=4462","intelligence":-5,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":12,"size":["Large"],"name":"Brood Leech Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4462"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Rulebooks","strength":1,"hp":25,"language":["Common","Fey"],"source":["Monster Core 2"],"type":"Creature","spell_attack_bonus":[10],"will_save":10,"charisma":4,"speed":{"max":30,"land":30},"perception":11,"wisdom":3,"weakness":{},"creature_ability":["Create Object","Leprechaun Magic"],"skill":["Acrobatics","Deception","Gold Lore","Nature","Performance","Thievery"],"legacy_id":["creature-714"],"trait":["Fey","Small"],"id":"creature-4463","text":" Leprechaun Leprechauns are mostly jovial tricksters who prefer mischief over conflict. They fill their days with as much fun, wine, and food as possible. Mostly found in forested regions, leprechauns respect nature and those who protect it. Leprechauns do not attack on sight. Rather, they engage in conversation and try to charm, cajole, or trick those they meet into doing favors for them or freely giving over a treasured item, usually in return for illusory wealth or false promises of prosperity and success. These small tricksters are masters at discerning the desires of those they meet—a knack that puts them in a powerful position when bargaining for goods or favors. They aren't above turning people against each other for their own benefit but generally not to an extent that causes harm, finding ways to alleviate any hostility before it comes to such ends. In most cases, a leprechaun doesn't keep a purloined possession for long. Instead, they'll most often return such stolen prizes just in time to defuse tensions, often while pointing out the humor of the situation, hoping to share their amusement and mirth with the victim. In cases where a leprechaun's trick goes too far and results in an incensed victim, the leprechaun quickly flees the conflict rather than engage in combat. This willingness to return stolen goods or to flee from battles fades as leprechauns grow older. Ancient leprechauns who have lived for thousands of years often spiral into bitterness and increasingly use their powers and illusions in curmudgeonly ways. Those who encounter them should be wary, as these long-lived fey are rumored to lure those who offend them or fail to appreciate their jokes into danger... or even death. Recall Knowledge - Fey (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Leprechaun Source Monster Core 2 pg. 213 Perception +11; low-light vision Languages Common, Fey Skills Acrobatics +8, Deception +9, Gold Lore +7, Nature +7, Performance +9, Thievery +8 Str +1 Dex +4 Con +1 Int +3 Wis +3 Cha +4 --- AC 18 Fort +8 Ref +11 Will +10 HP 25 --- Speed 30 feet Melee Single Action club +7, Damage 1d6+3 bludgeoning Primal Innate Spells DC 18, attack +10 - Cantrips (2nd) Figment, Light, Prestidigitation, Telekinetic Hand, Telekinetic Projectile - 1st Runic Weapon, Vanishing Tracks, Ventriloquism - 2nd Illusory Creature, Illusory Object, Invisibility (self only) Create Object Two Actions (Manipulate, primal) Frequency three times per day; Effect The leprechaun produces an item out of their hat, from behind their jacket, from within a hole in a tree stump, or from any other unexpected location. This conjured item must be no more than 1 Bulk and must be made of relatively commonplace material (such as cloth, wood, stone, or even low-value metal like iron or lead). It can't rely on intricate artistry or complex moving parts, never fulfills a Cost or the like, and can't be made of precious materials or materials with a rarity of uncommon or higher. The created object is temporary and lasts for 1 hour or until the leprechaun creates a new item, whichever comes first. Leprechaun Magic Leprechauns love to use their magic to beguile others, and after generations of doing so, they've developed a strong connection to such tricks. When a leprechaun uses their innate spells to deceive, trick, or humiliate a creature, the spell DC increases to 20 and the attack modifier to +12. Pots Of Gold While it's true that leprechauns typically return items they steal, they particularly love gold and often hoard gold coins and treasures in pots tucked away in hidden places. It's rumored that a person who finds a gold coin in the forest and returns it to the leprechaun who dropped it will be granted a wish as a reward. Unfortunately, this rumor is false—a deception perpetrated by leprechauns to trick others into bringing them even more gold for their pots. ","tradition":["Primal"],"skill_mod":{"performance":9,"deception":9,"nature":7,"thievery":8,"acrobatics":8},"summary":"Leprechauns are mostly jovial tricksters who prefer mischief over conflict. They fill their days with as much fun, wine, and food as possible. Mostly …","image":["/Images/Monsters/Leprechaun.png"],"primary_source":"Monster Core 2","spell":["Illusory Creature","Illusory Object","Invisibility","Runic Weapon","Vanishing Tracks","Ventriloquism","Figment","Light","Prestidigitation","Telekinetic Hand","Telekinetic Projectile"],"trait_group":["Creature Type"],"ac":18,"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4463","intelligence":3,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Small"],"name":"Leprechaun","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6],"slug":"creature-4463"},{"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":50,"language":["Muan","(can't speak any language)"],"immunity":["bleed"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Living Topiary","will_save":6,"charisma":3,"speed":{"max":30,"land":30},"perception":9,"wisdom":0,"weakness":{"fire":5},"creature_ability":["Pruning","Pack Attack","Walk Through Plants","Warning Howl"],"skill":["Athletics","Nature","Stealth"],"trait":["Plant","Medium"],"id":"creature-4464","text":" Hound Topiary A majestic hound can be found guarding the entrance to several noble gardens across Avistan, often as a warning sign to raiding goblin parties or a devotional plea for protection from Cayden Cailean or Dispater, depending on the region. In the wild, hound topiaries are found in areas with heavy foliage where they can camouflage their packs. No matter where they're found, they're formed from souls that were extremely loyal and protective of their fellows during life and now seek to ensure the safety of their chosen territories. Recall Knowledge - Plant (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Hound Topiary Source Monster Core 2 pg. 214 Perception +9; low-light vision, scent (imprecise) 40 feet Languages Muan; (can't speak any language) Skills Athletics +10, Nature +9, Stealth +10 Str +4 Dex +2 Con +3 Int -2 Wis +0 Cha +3 --- AC 18 Fort +12 Ref +9 Will +6 HP 50 Immunities bleed Weaknesses fire 5 --- Speed 30 feet; walk through plants Melee Single Action jaws +10, Damage 1d8+6 piercing Melee Single Action claw +10 (Agile), Damage 1d6+6 slashing Pruning Single Action (Concentrate, manipulate, polymorph) The hound topiary twists and contorts its shape, shedding branches and leaves as needed to change into a topiary of a Medium or smaller animal. Until the next time it acts, the topiary has an automatic result of 30 for Deception checks and DCs to appear as a mundane topiary. Pack Attack The hound topiary deals an extra 1d6 damage to any creature within reach of at least two of its allies. Walk Through Plants The hound topiary ignores difficult terrain caused by dense vegetation. Warning Howl Reaction (Emotion, fear, mental, visual) Trigger The hound topiary rolls for initiative using Stealth; Effect The hound shifts to life and howls, though without breath, no sound comes from its mouth. Creatures within 30 feet must attempt a DC 17 Will save or be frightened 1. They're then immune to all hound topiaries' Warning Howls for 1 hour. Topiary Packs Hound topiaries live communally in their chosen wild areas, mostly mimicking the typical actions of canine packs. However, when they come across someone dying and alone, hound topiaries encircle the body, offering comfort in their last moments. Once the soul has passed, the pack will raise their heads in an eerie, silent howl of mourning and remembrance. ","skill_mod":{"nature":9,"stealth":10,"athletics":10},"summary":"A majestic hound can be found guarding the entrance to several noble gardens across Avistan, often as a warning sign to raiding goblin parties or a …","image":["/Images/Monsters/Living_Topiary_Hound.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 40 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4464","intelligence":-2,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":12,"size":["Medium"],"name":"Hound Topiary","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,10],"slug":"creature-4464"},{"attack_bonus":[13,13],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":80,"language":["Muan","(can't speak any language)"],"immunity":["bleed"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Living Topiary","will_save":9,"charisma":3,"speed":{"max":40,"land":40},"perception":14,"wisdom":0,"weakness":{"fire":8},"creature_ability":["Stalker","Pounce","Pruning","Walk Through Plants"],"skill":["Athletics","Nature","Stealth"],"trait":["Plant","Large"],"id":"creature-4465","text":" Tiger Topiary Tiger topiaries are most often found within the Impossible Lands and Tian Xia, adding a dangerous appearance to an enchanting garden. Souls of very proud and volatile individuals can become tiger topiaries, turning into silent stalkers and hunters. Following intruders throughout their territory until they're at their most vulnerable, they're known to pick off unsuspecting adventuring parties one member at a time. Seamlessly blending into nature, only experienced travelers can spot a tiger topiary in time to plot a different course. Recall Knowledge - Plant (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Tiger Topiary Source Monster Core 2 pg. 214 Perception +14; low-light vision, scent (imprecise) 60 feet Languages Muan; (can't speak any language) Skills Athletics +12, Nature +10, Stealth +12 Str +4 Dex +4 Con +3 Int -2 Wis +0 Cha +3 Stalker When in dense foliage or tall grass, the tiger topiary gains a +1 status bonus to checks to Hide. --- AC 21 Fort +15 Ref +12 Will +9 HP 80 Immunities bleed Weaknesses fire 8 --- Speed 40 feet; walk through plants Melee Single Action jaws +13, Damage 2d8+7 piercing Melee Single Action claw +13 (Agile), Damage 2d6+7 slashing Pounce Single Action The tiger topiary Strides or Leaps and makes a Strike at the end of that movement. If it began this action hidden, it remains hidden until after this ability's Strike. Pruning Single Action (Concentrate, manipulate, polymorph) The tiger topiary twists and contorts its shape, shedding branches and leaves as needed to change into a topiary of a Large or smaller animal. Until the next time it acts, the topiary has an automatic result of 32 for Deception checks and DCs to appear as a mundane topiary. Walk Through Plants The tiger topiary ignores difficult terrain caused by dense vegetation. ","skill_mod":{"nature":10,"stealth":12,"athletics":12},"summary":"Tiger topiaries are most often found within the Impossible Lands and Tian Xia, adding a dangerous appearance to an enchanting garden. Souls of very …","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4465","intelligence":-2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":15,"size":["Large"],"name":"Tiger Topiary","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,16],"slug":"creature-4465"},{"attack_bonus":[22,22],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":220,"language":["Muan","(can't speak any language)"],"immunity":["bleed"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Living Topiary","will_save":18,"charisma":3,"speed":{"max":30,"land":25,"swim":30},"perception":20,"wisdom":0,"weakness":{"fire":14},"creature_ability":["Branchlocation","Absorb Water","Jaw Crush","Pruning","Swamp Fever"],"skill":["Athletics","Nature","Stealth"],"trait":["Plant","Huge"],"id":"creature-4466","text":" Hippopotamus Topiary One of the rarest types of living topiaries is the hippopotamus. These large shrubs are formed from souls with larger-than-life personalities. While less agile and perceptive than smaller topiaries, they're much more aggressive and territorial. As such, they tend to live solitary lives around swamps and marshes, giving them plenty of water and vegetation to roam around in. Recall Knowledge - Plant (Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Hippopotamus Topiary Source Monster Core 2 pg. 215 Perception +20; branchlocation (precise) 30 feet, low-light vision, scent (imprecise) 60 feet Languages Muan; (can't speak any language) Skills Athletics +23, Nature +21, Stealth +23 Str +7 Dex +4 Con +4 Int -2 Wis +0 Cha +3 Branchlocation The hippopotamus topiary can tap its branches together and use its hearing as a precise sense at the listed range. --- AC 30 Fort +24 Ref +21 Will +18 HP 220 Immunities bleed Weaknesses fire 14 --- Speed 25 feet, swim 30 feet; walk through plants Melee Single Action jaws +22, Damage 2d10+15 piercing plus Grab and swamp fever Melee Single Action hoof +22, Damage 2d8+15 bludgeoning Absorb Water When in water or exposed to a water effect, the hippopotamus loses its weakness to fire until the start of its next turn. Jaw Crush Single Action Requirements The hippopotamus topiary has a creature grabbed; Effect It forcefully bites down on whatever is in its mouth, dealing 6d8 piercing damage with a DC 27 basic Reflex save. On a critical failure, creatures take 1d8 persistent bleed damage. Pruning Single Action (Concentrate, manipulate, polymorph) The hippopotamus topiary twists and contorts its shape, shedding branches and leaves as needed to change into a topiary of a Huge or smaller animal. Until the next time it acts, the topiary has an automatic result of 42 for Deception checks and DCs to appear as a mundane topiary. Swamp Fever (Disease) Saving Throw DC 26 Fortitude; Onset 1 day; Stage 1 sickened 1 (1 day); Stage 2 sickened 2 (1 day); Stage 3 sickened 2 and 1d8 persistent bleed damage (1 day); Stage 4 sickened 2, drained 1, and 2d8 persistent bleed damage (1 day); Stage 5 dead ","skill_mod":{"nature":21,"stealth":23,"athletics":23},"summary":"One of the rarest types of living topiaries is the hippopotamus. These large shrubs are formed from souls with larger-than-life personalities. While …","image":["/Images/Monsters/Living_Topiary_Hippo.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":30,"level":11,"source_category":["Rulebooks"],"sense":"branchlocation (precise) 30 feet, low-light vision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4466","intelligence":-2,"reflex_save":21,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":24,"size":["Huge"],"name":"Hippopotamus Topiary","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[24,26],"slug":"creature-4466"},{"attack_bonus":[12,12],"constitution":1,"primary_source_category":"Rulebooks","strength":5,"hp":60,"source":["Monster Core 2"],"type":"Creature","creature_family":"Lizard","will_save":8,"charisma":-2,"speed":{"climb":20,"max":30,"land":30},"perception":10,"wisdom":3,"weakness":{},"creature_ability":["Camouflage","Tongue Grab"],"skill":["Athletics","Stealth"],"legacy_id":["creature-724"],"trait":["Animal","Large"],"id":"creature-4467","text":" Giant Chameleon Giant chameleons are legendary for their ability to change their skin color in response to their surroundings. Their eyes are capable of peering in different directions independently, making them almost as difficult to sneak up on as they are to notice in the first place. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Giant Chameleon Source Monster Core 2 pg. 216 Perception +10; low-light vision Languages Skills Athletics +9, Stealth +10 Str +5 Dex +3 Con +1 Int -4 Wis +3 Cha -2 Camouflage The giant chameleon can change its coloration to match its surroundings. It doesn't need cover to attempt to Hide with a Stealth check. --- AC 18 all-around vision Fort +8 Ref +12 Will +8 HP 60 --- Speed 30 feet, climb 20 feet Melee Single Action jaws +12 (reach 10 feet), Damage 1d10+7 piercing Melee Single Action tongue +12 (Agile, reach 15 feet), Damage tongue grab Tongue Grab If the giant chameleon hits a creature with a tongue Strike, that creature becomes grabbed by the giant chameleon. The target isn't immobilized, but it can't move beyond the reach of the giant chameleon's tongue. A creature can sever the tongue with a Strike against AC 15 that deals at least 4 slashing damage. Though this doesn't deal any damage to the giant chameleon, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week. ","skill_mod":{"stealth":10,"athletics":9},"summary":"Giant chameleons are legendary for their ability to change their skin color in response to their surroundings. Their eyes are capable of peering in …","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=4467","intelligence":-4,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":8,"size":["Large"],"name":"Giant Chameleon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12],"slug":"creature-4467"},{"attack_bonus":[18],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":125,"source":["Monster Core 2"],"type":"Creature","creature_family":"Lizard","will_save":13,"charisma":-2,"speed":{"max":25,"land":25,"swim":25},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Megalania Venom","Swallow Whole"],"skill":["Athletics","Stealth"],"legacy_id":["creature-725"],"trait":["Animal","Huge"],"id":"creature-4468","text":" Megalania Megalanias, like their smaller cousins the giant monitor lizards, strike fast and use their powerful bite to grip their prey. They prefer to swallow their prey whole rather than risk others getting a bite of a hard-won meal. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Megalania Source Monster Core 2 pg. 216 Perception +15; low-light vision, scent (imprecise) 60 feet Languages Skills Athletics +15, Stealth +15 Str +7 Dex +2 Con +4 Int -4 Wis +2 Cha -2 --- AC 24 Fort +17 Ref +15 Will +13 HP 125 --- Speed 25 feet, swim 25 feet Melee Single Action jaws +18 (reach 10 feet), Damage 2d10+9 piercing plus Grab and megalania venom Megalania Venom (Poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and clumsy 1 (1 round); Stage 2 2d6 poison damage, clumsy 2, and off-guard (1 round); Stage 3 2d6 poison damage, clumsy 3, and off.guard (1 round) Swallow Whole Single Action (Attack) Large, 2d10+7 bludgeoning ","skill_mod":{"stealth":15,"athletics":15},"summary":"Megalanias, like their smaller cousins the giant monitor lizards, strike fast and use their powerful bite to grip their prey. They prefer to swallow …","image":["/Images/Monsters/Lizard_Megalania.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":24,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4468","intelligence":-4,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":17,"size":["Huge"],"name":"Megalania","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20],"slug":"creature-4468"},{"primary_source_category":"Rulebooks","strength":4,"hp":60,"language":["Common","(can't speak any language)"],"source":["Monster Core 2"],"type":"Creature","charisma":3,"perception":10,"trait":["Uncommon","Undead","Unholy","Tiny"],"id":"creature-4469","text":" Lovelorn A particularly macabre form of undead, these spiderlike creatures resemble still-beating hearts with rib bones for legs and tendrils of gore dangling beneath. Their twisted forms hint at their ghastly origin, as these undead form from those who die tragic deaths in service to toxic love: star-crossed lovers who die rather than accept a life apart from one another, rejected suitors whose unrequited affections warp into malice, and other victims of tragic relationships both romantic and otherwise. Any of them might spawn a lovelorn in death, their anguish and fixation on their broken heart causing the organ to animate. A freshly spawned lovelorn often seeks out those it knew in life, stalking and tormenting lost loves or, in some cases, those around them. In undeath, they gain an understanding of emotions and how to manipulate them, cultivating the misery, anger, and cruelty they thrive upon. Typically, these undead long to enact vengeance upon those they feel drove them to their tragic fates, although in rare cases, lovelorns can instead act as morbid guardians, fixating on a particular loved one and “protecting” them by visiting misery upon anyone who slights them. Recall Knowledge - Undead (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Lovelorn Source Monster Core 2 pg. 217 Perception +10; (12 to Sense Motive) darkvision, lifesense 30 feet Languages Common; (can't speak any language) Skills Athletics +11, Occultism +8, Stealth +13 Str +4 Dex +5 Con +3 Int -2 Wis +2 Cha +3 --- AC 21 Fort +9 Ref +13 Will +12 HP 60 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Gloom Aura (aura, emotion, illusion, mental, occult) 60 feet. A lovelorn's presence instills unease and turns the air cold, dark, and stale. Creatures within the aura take a –1 circumstance penalty to saving throws to resist emotion effects. If the lovelorn makes a place home for a week or more, that location can become suffused with this magic even outside the lovelorn's aura, lasting until the lovelorn leaves or is destroyed. Skitter Away Reaction Trigger A creature ends its movement in a space adjacent to the lovelorn; Effect The lovelorn Strides or Climbs 10 feet away from the triggering creature. This movement doesn't trigger reactions. --- Speed 25 feet, climb 25 feet Melee Single Action fangs +13 (Finesse), Damage 1d6+6 piercing plus 1d6 persistent bleed and cynic's curse Melee Single Action gory tendril +13 (Agile, finesse), Damage 1d4+6 bludgeoning plus Grab Occult Innate Spells DC 21, attack +13 - Cantrips (2nd) Figment, Telekinetic Hand - 2nd Fear (×3), Illusory Creature (at will), Illusory Object (at will), Invisibility Rituals DC 21 - 2nd Create Undead (doesn't require secondary casters) Cynic's Curse (Curse, emotion, mental, Occult) A creature who takes damage from a lovelorn's fangs Strike must attempt a DC 19 Will save as it grows morose and listless. If the creature would be affected by a calm spell that spell attempts to counteract this curse instead of having its normal effect. Critical Success The target is unaffected. Success For 1 minute the target can't benefit from helpful emotion effects but can still be affected by harmful emotion effects. Failure As success, plus the target is fatigued for the same duration. Critical Failure As failure, but the curse’s effects are permanent. Lovelorn Keepsakes While a lovelorn has little use for treasure and rarely collects or hoards it for monetary value, these passionate undead often collect mementos and trinkets, both from their own lives before becoming undead and from their victims since becoming a lovelorn. While many of these treasures possess little intrinsic value—paintings, diaries, handmade toys, and the like—it's not uncommon for lovelorns to fill their twisted nests with bejeweled rings, necklaces, antique combs, or gold and platinum lockets. ","skill_mod":{"stealth":13,"athletics":11,"occultism":8},"image":["/Images/Monsters/Lovelorn.png"],"primary_source":"Monster Core 2","spell":["Fear","Illusory Creature","Illusory Object","Invisibility","Figment","Telekinetic Hand"],"ac":21,"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":"(12 to Sense Motive ) darkvision , lifesense 30 feet","resistance":{},"intelligence":-2,"reflex_save":13,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"size":["Tiny"],"name":"Lovelorn","pfs":"Standard","rarity":"uncommon","strike_damage_average":[8,13],"attack_bonus":[13,13],"constitution":3,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"spell_attack_bonus":[13],"will_save":12,"speed":{"climb":25,"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Gloom Aura","Skitter Away","Cynic's Curse"],"skill":["Athletics","Occultism","Stealth"],"legacy_id":["creature-1224"],"tradition":["Occult"],"summary":"A particularly macabre form of undead, these spiderlike creatures resemble still-beating hearts with rib bones for legs and tendrils of gore dangling …","trait_group":["Rarity","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4469","dexterity":5,"category":"creature","slug":"creature-4469"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Common","Sphinx"],"source":["Monster Core 2"],"type":"Creature","will_save":12,"charisma":0,"speed":{"fly":40,"max":40,"land":30},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Runic Resistance","Paired Strike Requirements The maftet is wielding two scimitars","Powerful Scimitars","Raptor Dive"],"skill":["Acrobatics","Arcana","Athletics","Ruins Lore","Stealth"],"legacy_id":["creature-1225"],"trait":["Humanoid","Maftet","Medium"],"id":"creature-4470","text":" Maftet Guardian Maftets are hawk-winged humanoids with leonine lower bodies who dwell in ancient ruins and cities thought lost, typically in desert or mountain regions. They view themselves as guardians and practice a specialized technique of dual-wielding scimitars so central to their culture that a maftet's scimitars are often cherished family heirlooms. Most maftets venerate their ancestors in addition to various deities, and even a child can detail their family lineage back multiple generations. Maftet prides tend to be matriarchal and isolationist, preferring to live either high in the mountains or deep in the desert. They preferably establish their pride's homes within abandoned ruins or clifftop caves, places that they feel drawn to spiritually. Though reclusive by choice, maftets aren't necessarily hostile to outsiders who respect their homes and don't seek to loot them. When a young maftet comes of age, they receive runic tattoos from a pride's elder. These tattoos are imbued with magic that allows a maftet to enchant their wielded weapons, but the individualized designs tell of the maftet's ancestors, childhood adventures, and positive qualities. Such tattoos are considered sacred and never given to non-maftets. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Maftet Guardian Source Monster Core 2 pg. 218 Perception +14; darkvision Languages Common, Sphinx Skills Acrobatics +13, Arcana +13, Athletics +15, Ruins Lore +15, Stealth +13 Str +5 Dex +3 Con +4 Int +3 Wis +2 Cha +0 Items Scimitar (2) --- AC 23 Fort +14 Ref +15 Will +12 HP 90 Runic Resistance Reaction (arcane) Trigger The maftet takes damage from a Strike or spell effect; Effect The maftet's protective runic tattoos glow, granting them resistance 5 to one damage type dealt by the triggering attack. This resistance applies against the triggering effect and lasts for 1 minute or until the maftet uses this ability again, whichever comes first. If the triggering effect deals multiple damage types, the maftet chooses which type to resist. --- Speed 30 feet, fly 40 feet Melee Single Action scimitar +17 (Forceful, magical, sweep), Damage 2d6+8 slashing Arcane Innate Spells DC 23 - Cantrips (3rd) Sigil - 1st Sanctuary (×3), Sure Strike Paired Strike Requirements The maftet is wielding two scimitars Two Actions Effect The maftet makes two Strikes against the same target, one with each of their scimitars. The maftet combines the damage of any attacks that hit and applies resistances and weaknesses only once. This counts as one attack when calculating the maftet's multiple attack penalty. Powerful Scimitars (Arcane) Any non-magical scimitar becomes a +1 striking scimitar while a maftet wields it. Raptor Dive Three Actions Requirements The maftet is flying at least 10 feet above the target; Effect The maftet Flies up to twice their fly Speed and makes a Paired Strike at the end of the movement. If both Strikes hit, the target is also knocked prone. Shared Duties Occasionally, maftets and girtablilus share a home. Since both groups respect locales and their history, they usually form a tacit partnership to guard ruins in tandem, with maftets keeping watch from the skies while girtablilus patrol the ground. ","tradition":["Arcane"],"skill_mod":{"stealth":13,"arcana":13,"athletics":15,"acrobatics":13},"summary":"Maftets are hawk-winged humanoids with leonine lower bodies who dwell in ancient ruins and cities thought lost, typically in desert or mountain …","image":["/Images/Monsters/Maftet.png"],"primary_source":"Monster Core 2","spell":["Sanctuary","Sure Strike","Sigil"],"trait_group":["Creature Type"],"ac":23,"item":["Scimitar (2)"],"level":6,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4470","intelligence":3,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Maftet Guardian","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-4470"},{"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":60,"language":["Chthonian","Common"],"source":["Monster Core 2"],"type":"Creature","will_save":8,"charisma":0,"speed":{"climb":30,"max":30,"land":30,"burrow":10},"perception":11,"wisdom":2,"weakness":{"fire":5},"creature_ability":["Blood Scent","Vulnerability to Supernatural Darkness","Blood Drain","Mandragora Venom","Piercing Shriek"],"skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-727"],"trait":["Plant","Small"],"id":"creature-4471","text":" Mandragora A mandragora looks like a freshly pulled tuber that has grown into the malformed shape of a child with a grotesque face and hideously bloated body. These insidious little plants typically form when a mandrake root is watered with a demon's blood. Upon absorbing the otherworldly properties of the demon's blood, the root animates and is forced to seek out blood to feast from, lest it die of thirst. Always famished and in search for sustenance, mandragoras live haunted, pained lives and perform vile and desperate acts to acquire the blood they crave. Though mandragoras prefer magically infused blood such as that of unicorns, fey, or sorcerers, and they can subsist on potions, alchemical bombs, and magical elixirs, they'll settle for the blood of non-magical creatures as a last resort. They find the flavor of mundane blood to be bland and bitter, and they don't blanch at voicing these complaints to the creatures on whom they feed. While the typical mandragora is the size of a human child, some continue to grow and grow, even reaching sizes comparable to giants. Sometimes as they get larger, they form additional limbs or rudimentary faces, eventually transforming into truly hideous mockeries of the human form. Recall Knowledge - Plant (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Mandragora Source Monster Core 2 pg. 219 Perception +11; blood scent, low-light vision Languages Chthonian, Common Skills Acrobatics +10, Athletics +10, Stealth +12 Str +2 Dex +5 Con +3 Int -1 Wis +2 Cha +0 Blood Scent A mandragora can smell creatures with blood as an imprecise sense at a range of 30 feet, and it can smell demons, fey, and sorcerers with blood as a precise sense at a range of 30 feet. --- AC 21 Fort +11 Ref +13 Will +8 HP 60 Resistances bludgeoning 5, electricity 5 Weaknesses fire 5 Vulnerability to Supernatural Darkness Whenever a mandragora begins its turn in an area of magical darkness, it's slowed 1 on that turn. --- Speed 30 feet, burrow 10 feet, climb 30 feet Melee Single Action jaws +14 (Finesse), Damage 2d8+4 piercing plus Grab Melee Single Action thorny vine +14 (Agile, finesse, reach 10 feet), Damage 2d4+4 slashing plus mandragora venom Blood Drain Single Action Requirements The mandragora has a creature grabbed or restrained; Effect The mandragora drains blood from the creature it has grabbed or restrained, dealing 2d6 piercing damage (DC 21 basic Fortitude save). If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt for 1 minute. A creature that takes any damage from having its blood drained by a mandragora is drained 1 until it receives any kind or amount of healing. Mandragora Venom (Poison) Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and stupefied 1 (1 round); Stage 2 1d6 poison damage, confused, and stupefied 1 (1 round); Stage 3 2d6 poison damage, confused, and stupefied 1 (1 round) Piercing Shriek Single Action (Auditory, mental, primal) Frequency once per day; Effect The mandragora emits an unsettling shriek. Each non-mandragora creature within 30 feet must attempt a DC 23 Will save. Critical Success The creature is unaffected. Success The creature is sickened 1. Failure The creature is sickened 2. Critical Failure The creature is sickened 2 and slowed 1. As long as the creature remains sickened, this slowed condition value can't be reduced below 1. Madragora Sucklings Sometimes a mandragora offers its services to a spellcaster in exchange for sustenance. Tales tell of sorcerers or other magical creatures that keep mandragora “familiars” whose loyalty is sustained by feeding the little beasts with their own blood. These tales generally have gruesome endings wherein the mandragora is overcome with bloodlust and, unable to control itself, devours its master. ","skill_mod":{"stealth":12,"athletics":10,"acrobatics":10},"summary":"A mandragora looks like a freshly pulled tuber that has grown into the malformed shape of a child with a grotesque face and hideously bloated body. …","image":["/Images/Monsters/Mandragora.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":"blood scent, low-light vision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"electricity":5},"url":"/Monsters.aspx?ID=4471","intelligence":-1,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":11,"size":["Small"],"name":"Mandragora","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,13],"slug":"creature-4471"},{"primary_source_category":"Rulebooks","strength":6,"hp":280,"language":["Common","Elven","Fey"],"source":["Monster Core 2"],"type":"Creature","charisma":8,"perception":27,"trait":["Fey","Fire","Medium"],"id":"creature-4472","text":" Marrmora On the First World, marrmoras dwell in ruined wildlands perpetually scourged by fire and rarely, if ever, travel elsewhere. When a wildfire devastates a wilderness region on the Universe and results in the death of other fey, marrmoras can be drawn across the planar boundary to revel in the resulting destruction. They seek to reignite the fires that beckoned them, to gather up and feed upon the charred remains of those who perished within (particularly the bodies of dead fey), though they do grow homesick if they spend too much time away from the First World. They're burdened by a capricious but persistent rage and are unfailingly cruel. While they're capable of negotiation and intelligent interaction, they almost never bargain in good faith and typically interact with others only as a means to more efficiently spread their fiery devastation. A marmorra's twisted appearance evokes the look of an arboreal whose bark has been burnt down to charcoal. They have nearly featureless faces and hands ending in long, sharp claws. Their broken flesh looks like charcoalburnt wood, riddled with cracks that still glow with an unwholesome heat. They trail ash wherever they walk, and wisps of smoke curl off of their bodies. Though marrmoras enjoy the sight of any woodland and its inhabitants roasting in their carefully curated fires, there's little that brings more pleasure to the monstrous fey than the sight of intelligent plant creatures cooking to a crisp. Recall Knowledge - Fey (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Marrmora Source Monster Core 2 pg. 220 Perception +27; low-light vision Languages Common, Elven, Fey Skills Acrobatics +25, Athletics +25, Deception +30, Intimidation +30, Nature +30, Stealth +27, Survival +27 Str +6 Dex +4 Con +8 Int +4 Wis +6 Cha +8 --- AC 37 Fort +29 Ref +25 Will +27 HP 280 Immunities fire Resistances physical 10 (except slashing) Weaknesses cold iron 15 Fascination of Flame (aura, emotion, mental, primal) 30 feet. A creature that enters or begins its turn in this aura's emanation must attempt a DC 33 Will save. Regardless of the result of the saving throw, the creature is temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature loses any resistance to fire for 1 round. Failure The creature loses any resistance to fire for 1 hour. Critical Failure The creature loses any resistance to fire for 1 hour and gains weakness 15 to fire for the same duration. Absorb Flame Reaction Trigger The marrmora is targeted by a fire spell or effect or is in the area of a fire effect; Effect The marrmora is healed by the fire damage, regaining Hit Points equal to half the damage the fire effect would've dealt. --- Speed 30 feet, fly 30 feet Melee Single Action claw +29, Damage 3d6+14 slashing plus 3d6 fire and 1d6 persistent fire Ranged Single Action flame jet +29 (Fire, range increment 40 feet), Damage 6d6 fire plus 2d6 persistent fire Primal Innate Spells DC 36, attack +28 - Cantrips (8th) Ignition - 6th Fire Shield (×3), Fireball (×3), One with Plants (at will; appears as a burnt; dead tree) - 7th Elemental Form (fire elemental only), Volcanic Eruption, Wall of Fire - 8th Blazing Bolt, Fireball Igniting Assault Single Action Requirements The marrmora isn't under the effect of fire shield ; Effect The marrmora makes a claw Strike. If they hit, they can immediately cast one of their available fire shield innate spells as a free action. Fey Manipulators Marrmoras exert a strange and subtle dominance over other fey. The fey under their control are filled with both horror at the destruction wrought by marrmoras and fascination with their fiery power. ","element":["Fire"],"skill_mod":{"deception":30,"nature":30,"survival":27,"stealth":27,"athletics":25,"intimidation":30,"acrobatics":25},"image":["/Images/Monsters/Marrmora.png"],"primary_source":"Monster Core 2","spell":["Blazing Bolt","Fireball","Elemental Form","Volcanic Eruption","Wall of Fire","Fire Shield","One with Plants","Ignition"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{"bludgeoning":10,"piercing":10,"physical":10},"intelligence":4,"reflex_save":25,"strongest_save":["fort","fortitude"],"vision":"Low-light vision","fortitude_save":29,"size":["Medium"],"name":"Marrmora","pfs":"Standard","rarity":"common","strike_damage_average":[28,38],"attack_bonus":[29,29],"constitution":8,"immunity":["fire"],"spell_attack_bonus":[28],"will_save":27,"speed":{"fly":30,"max":30,"land":30},"wisdom":6,"weakness":{"cold_iron":15},"creature_ability":["Fascination of Flame","Absorb Flame","Igniting Assault"],"skill":["Acrobatics","Athletics","Deception","Intimidation","Nature","Stealth","Survival"],"legacy_id":["creature-728"],"tradition":["Primal"],"summary":"On the First World , marrmoras dwell in ruined wildlands perpetually scourged by fire and rarely, if ever, travel elsewhere. When a wildfire …","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4472","dexterity":4,"category":"creature","slug":"creature-4472"},{"attack_bonus":[15],"constitution":3,"primary_source_category":"Rulebooks","strength":2,"hp":120,"language":["Aklo","Common","Mi-Go"],"immunity":["cold"],"source":["Monster Core 2"],"type":"Creature","will_save":14,"charisma":2,"speed":{"fly":40,"max":40,"land":25},"perception":14,"wisdom":4,"weakness":{"slashing":5},"creature_ability":["No Breath","Clever Disguises","Eviscerate","Sneak Attack"],"skill":["Acrobatics","Arcana","Athletics","Deception","Medicine","Occultism","Religion","Stealth","Thievery"],"legacy_id":["creature-1227"],"trait":["Fungus","Uncommon","Medium"],"id":"creature-4473","text":" Mi-Go Mi-gos are both scientists and colonists, yet their extraterrestrial nature and malevolent motives color their investigations with cruelty. While their shape resembles that of an arthropod, mi-gos are in fact a highly evolved and intelligent fungus. In mi-go society, the pursuit of secular knowledge and religious epiphany has no distinction and inspires their pursuits in tandem. They view the Outer Gods and Great Old Ones less as gods to obey and more as muses or figures of inspiration. This results in a strange blend of magic and technology they use to create bizarre organic items that are grown and spliced together as much as crafted in the traditional sense. Mi-gos can survive the void of outer space and fly through the vacuum at incredible speeds—though these journeys still can take months within a single solar system and years to travel beyond. When they come to new planets to mine resources rare on their home worlds, they use clever disguises that mix technology and magic to appear as creatures of that world. While there, mi-gos will choose the planet's greatest minds, extract their brains, and preserve them as trophies within an eldritch cylinder. Recall Knowledge - Fungus (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Mi-Go Source Monster Core 2 pg. 221 Perception +14; low-light vision, tremorsense (precise) 30 feet Languages Aklo, Common, Mi-Go Skills Acrobatics +13, Arcana +15, Athletics +15, Deception +14, Medicine +17, Occultism +15, Religion +14, Stealth +13, Thievery +13 Str +2 Dex +5 Con +3 Int +5 Wis +4 Cha +2 --- AC 23 Fort +13 Ref +17 Will +14 HP 120 Immunities cold Weaknesses slashing 5 No Breath A mi-go doesn't breathe and is immune to effects that require breathing (such as an inhaled poison). --- Speed 25 feet, fly 40 feet Melee Single Action claw +15 (Agile, finesse), Damage 2d6+4 slashing plus Grab Clever Disguises The mi-go can use Deception to Impersonate any Medium humanoid creature, although creating such a disguise takes 1 hour. They can't Impersonate a specific individual with this ability. Eviscerate Single Action (Manipulate) The mi-go performs a swift and painful surgery on a creature they have grabbed or restrained or that's otherwise immobilizedattempting a Medicine check against the target's Fortitude DC. Regardless of the result the target then becomes temporarily immune for 24 hours. Critical Success The target takes 6d6 slashing damage, is slowed 1 for 1 round, and becomes clumsy 1, enfeebled 1, or stupefied 1 (the mi-go chooses) for 24 hours. Success The target takes 4d6 slashing damage and is slowed 1 for 1 round by the pain. Failure The target takes 2d6 slashing damage. Critical Failure The target takes no damage. Sneak Attack A mi-go's Strikes deal an extra 1d6 precision damage to off-guard creatures. Mi-Go Language The mi-go language consists of pulsations and flashes of a wide range of colors (some of which can't be seen by humans) generated on a mi-go's head. This language can be learned by other creatures, but they can't use it to “speak” to others without the use of illusion magic capable of generating the complex series of colors. Even then, most creatures can convey only basic notions and concepts. ","skill_mod":{"deception":14,"thievery":13,"stealth":13,"arcana":15,"medicine":17,"athletics":15,"occultism":15,"acrobatics":13,"religion":14},"summary":"Mi-gos are both scientists and colonists, yet their extraterrestrial nature and malevolent motives color their investigations with cruelty. While …","image":["/Images/Monsters/Migo.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Rarity"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" low-light vision , tremorsense (precise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4473","intelligence":5,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":13,"size":["Medium"],"name":"Mi-Go","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[11],"slug":"creature-4473"},{"attack_bonus":[27],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":275,"language":["Aklo","Common","Fey"],"source":["Monster Core 2"],"type":"Creature","will_save":23,"charisma":2,"speed":{"max":30,"land":30},"perception":23,"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Unsettling Mind","Reactive Strike","Hat Toss","Sneak Attack"],"skill":["Crafting","Millinery Lore","Occultism","Society","Stealth"],"legacy_id":["creature-1228"],"trait":["Fey","Small"],"id":"creature-4474","text":" Millindemalion Millindemalions are cruel fey tricksters capable of causing mayhem with their magical, mind-altering hats. Many folktales from around the world speak of industrious fey who help struggling artisans—cobblers, milliners, tailors, and so on—during the night, creating quality wares in secret for no payment greater than a crumb of bread or a saucer of cream. These stories hold a grain of truth, as gracious fey do occasionally journey from the First World to aid a humble artisan on a whim, for bribes of food, or sometimes even as part of a concerted effort to spread beauty throughout the world. However, when an artisan becomes too reliant on this help, their friendly fey helper might become warped and twisted with resentment and neglect. Eventually, they could transform into a cruel prankster who delights in punishing mortals who dare task a fey with such mundane work. A millindemalion is the result of a kindly, hat-making fey undergoing such a transformation. Some scholars believe this erratic behavior is caused by the preponderance of quicksilver used in most millinery. Recall Knowledge - Fey (Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Millindemalion Source Monster Core 2 pg. 222 Perception +23; low-light vision Languages Aklo, Common, Fey Skills Crafting +28, Millinery Lore +30, Occultism +24, Society +24, Stealth +27 Str +4 Dex +8 Con +1 Int +7 Wis +4 Cha +2 Items +1 striking shears --- AC 33 Fort +20 Ref +27 Will +23 unsettling mind HP 275 Weaknesses cold iron 10 Unsettling Mind (mental) Attempting to touch the frenetic mind of a millindemalion is a dangerous task. When the millindemalion succeeds at a saving throw against a mental effect, the creature originating that effect takes 4d6 mental damage. Reactive Strike Reaction The millindemalion can use Hat Toss against the triggering creature instead of making a Strike, making a melee attack roll with a +27 modifier to do so. --- Speed 30 feet Melee Single Action shears +27 (deadly d8, finesse, versatile P), Damage 2d4+14 slashing plus 1d6 mental Hat Toss Single Action (Manipulate, mental, primal) The millindemalion quickly crafts a mindaltering hat in combat and tosses it onto a target with a flick of their wrist. The millindemalion chooses one of the effects below and makes a ranged attack roll with a +27 modifier and a range increment of 20 feet. On a hit, the target must succeed at a DC 33 Will saving throw or experience the listed effect with a duration of 1d4+1 rounds. If the millindemalion critically succeeds at the ranged Strike, the target takes a –4 circumstance penalty to the save. A target can only wear one millindemalion hat at a time; a new hat replaces any previous hat. The hat can't be removed before the condition ends , but when the condition ends (or on a successful save), the hat falls to pieces. Befuddling Bowler The hat clouds the target's mind; the target becomes stupefied 2. Bewitching Beret The target is infatuated with its new hat's creator, becoming fascinated by the millindemalion. Dazzling Deerstalker The target can barely see with the hat falling down over its eyes and gains the dazzled condition. Fettering Fedora The target feels a heavy weight pressing down on it from the hat and takes a –10 foot circumstance penalty to its Speeds. Tiring Tricorn The target grows sleepy and becomes slowed 1. Sneak Attack A millindemalion's Strikes deal an extra 4d6 precision damage to off-guard creatures. Similar Fey Millindemalion practice a cruel form of hat-making, but there have been sightings of similar trickster fey who can craft shoes that never stop dancing or jackets that inflict wild mood swings onto their victims. ","skill_mod":{"society":24,"crafting":28,"stealth":27,"occultism":24},"summary":"Millindemalions are cruel fey tricksters capable of causing mayhem with their magical, mind-altering hats. Many folktales from around the world speak …","image":["/Images/Monsters/Millindemalion.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":33,"item":["+1 striking shears"],"level":13,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4474","intelligence":7,"reflex_save":27,"strongest_save":["ref","reflex"],"dexterity":8,"vision":"Low-light vision","fortitude_save":20,"size":["Small"],"name":"Millindemalion","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22],"slug":"creature-4474"},{"attack_bonus":[14,14],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":75,"language":["Common"],"source":["Monster Core 2"],"type":"Creature","will_save":9,"charisma":0,"speed":{"max":10,"land":10},"perception":9,"wisdom":1,"weakness":{},"creature_ability":["Object Lesson","Mimic Object","Mobile Morph","Swallow Whole"],"skill":["Athletics","Deception","Dwelling Lore"],"legacy_id":["creature-300"],"trait":["Aberration","Medium"],"id":"creature-4475","text":" Mimic Thought to be the result of a failed experiment meant to animate furniture or possibly a sinister alghollthu creation, mimics are clever monsters that can take the form of common manufactured objects. While rumored to prefer to be doors, any object that another creature will eventually interact with is an acceptable form to take. Mimics are ambush predators and voracious eaters, surprising their prey through their uncanny ability to imitate the form of ordinary furniture and other common miscellany. They remain disguised until unsuspecting adventurers happen by, then they lash out in ambush. Mimics possess complex alien minds, and while often cruel and selfserving, they also enjoy conversation with their prey from time to time. For unknown reasons, they're especially interested in humanoids, and tales tell of the occasional mimic who has even formed a partnership with them for larger, shared goals. Mimics have a strong dislike for others of their kind and tend to live alone. Mimics can remain in their alternate form for an extremely long period of time, sometimes remaining disguised in a dungeon chamber for decades. Regardless of how long they wait, mimics remain vigilant and alert, ever ready to ensnare an unsuspecting victim. Recall Knowledge - Aberration (Occultism): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Mimic Source Monster Core 2 pg. 223 Perception +9; darkvision Languages Common Skills Athletics +12, Deception +8, Dwelling Lore +10 Str +4 Dex +1 Con +3 Int +0 Wis +1 Cha +0 --- AC 20 Fort +11 Ref +9 Will +9 HP 75 Object Lesson Reaction Trigger A creature touches or physically interacts with the mimic while the mimic is transformed using Mimic Object; Effect The mimic makes a jaws Strike against the triggering creature. If initiative hasn't yet been rolled, the mimic then rolls initiative. Object Lesson can't be used again until the mimic escapes and takes on a new disguise. --- Speed 10 feet Melee Single Action jaws +14, Damage 2d8+4 piercing plus Improved Grab Melee Single Action pseudopod +14 (Agile, reach 10 feet), Damage 1d8+4 bludgeoning Mimic Object Single Action (Concentrate, polymorph) The mimic assumes the shape of any Medium object. This doesn't change the mimic's texture or overall size but can alter their coloration and visual appearance. They have an automatic result of 28 on Deception checks and DCs to pass as the object that they're mimicking. Mobile Morph Single Action The mimic transforms part of their body into climbing claws, wings, or paddles. Until the end of their turn, they gain a climb, fly, or swim Speed of 40 feet. This speed is halved if the mimic has a creature swallowed. If they're in the air at the end of their turn, they fall as normal. Swallow Whole Single Action (Attack) Medium, 2d8 acid, Rupture 13 Creative Mimics The older the mimic, the more creative its guise, but within practical limits. For example, a mimic can appear as a neatly organized bookshelf with a single book out of place, a dried-up cistern with something glittering at its center, or an inconspicuous wooden door with a conveniently placed peephole. ","skill_mod":{"deception":8,"athletics":12},"summary":"Thought to be the result of a failed experiment meant to animate furniture or possibly a sinister alghollthu creation, mimics are clever monsters …","image":["/Images/Monsters/Mimic_Remastered.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=4475","intelligence":0,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Mimic","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[8,13],"slug":"creature-4475"},{"attack_bonus":[23,23],"constitution":6,"primary_source_category":"Rulebooks","strength":7,"hp":160,"language":["Boggard","<%SPELLS%1680%%>speak with animals<%END>"],"source":["Monster Core 2"],"type":"Creature","will_save":19,"charisma":7,"speed":{"fly":20,"max":30,"land":25,"swim":30},"perception":21,"wisdom":5,"weakness":{},"creature_ability":["Song of the Swamp","Swallow Whole","Swamp Passage","Tongue Grab","Tongue Reposition"],"skill":["Acrobatics","Athletics","Nature","Stealth"],"legacy_id":["creature-1229"],"trait":["Amphibious","Beast","Huge"],"id":"creature-4476","text":" Mobogo Mobogos are massive, swamp-dwelling monstrosities who combine the worst aspects of giant toads and evil dragons. Lazy, cruel, and greedy, these vile creatures make their lairs in the most ancient and primordial swamps. Boggards who call such places home worship mobogos as living demigods, regularly bringing sacrifices of food and valuables lest they become the next victims of the mobogo's boundless appetite. Recall Knowledge - Beast (Arcana, Nature): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Mobogo Source Monster Core 2 pg. 224 Perception +21; darkvision Languages Boggard; speak with animals Skills Acrobatics +19, Athletics +19, Nature +21, Stealth +19 Str +7 Dex +5 Con +6 Int -2 Wis +5 Cha +7 --- AC 29 Fort +22 Ref +17 Will +19 HP 160 , regeneration 30 (deactivated by acid^ cold^ or fire) --- Speed 25 feet, fly 20 feet, swim 30 feet; swamp passage Melee Single Action jaws +23 (reach 10 feet), Damage 2d12+13 piercing plus Improved Grab Melee Single Action tongue +23 (Agile, reach 30 feet), Damage 2d6+13 bludgeoning plus tongue grab Primal Innate Spells DC 27 - 4th Create Water (at will), Entangling Flora, Mist, Noise Blast (at will) - 5th Control Water - Constant (2nd) Speak with Animals, Vanishing Tracks Rituals DC 27 - 4th Plant Growth Song of the Swamp Single Action (Auditory, emotion, mental, primal) Frequency once per 10 minutes; Effect The mobogo unleashes a booming croak. All boggards and mobogos within 50 feet gain a +2 status bonus to damage rolls and saves against fear for 1 round. Other creatures in the area of effect must attempt a DC 27 Will save. Success The creature is unaffected and is temporarily immune for 24 hours. Failure The creature is slowed 1 for 1d4 rounds. Critical Failure The creature is slowed 2 for 1d4 rounds. Swallow Whole Single Action (Attack) Large, 2d12+6 bludgeoning, Rupture 19 Swamp Passage A mobogo ignores difficult terrain caused by swamp terrain features. Tongue Grab A creature hit by the mobogo's tongue becomes grabbed by the mobogo. The creature isn't immobilized, but it can't move beyond the reach of the mobogo's tongue. A creature can sever the tongue with a Strike against AC 27 that deals at least 10 slashing damage. This deals no damage to the mobogo but prevents them from using their tongue Strike until they regrow their tongue, which takes 1 round. The mobogo can move without ending the tongue grab as long as the creature remains within the tongue's reach. Tongue Reposition When a mobogo successfully Repositions a creature grabbed by their tongue, they increase the distance they can move that creature by 10 feet (a total of 15 feet on a success or 20 feet on a critical success); the creature must remain within the tongue's reach. Alternatively, the mobogo can transfer the grabbed creature to being grabbed by the mobogo's jaws. Children Of Gogunta Boggards of Golarion believe mobogos to have hatched from the first clutch of eggs laid by their demon goddess Gogunta, following her awakening at the dawn of creation. Boggards, hatched millennia later from the second clutch, have been charged with serving and aiding their elder siblings in keeping her sacred swamplands untainted by the presence of outsiders. ","tradition":["Primal"],"skill_mod":{"nature":21,"stealth":19,"athletics":19,"acrobatics":19},"summary":"Mobogos are massive, swamp-dwelling monstrosities who combine the worst aspects of giant toads and evil dragons. Lazy, cruel, and greedy, these vile …","image":["/Images/Monsters/Mobogo.png"],"primary_source":"Monster Core 2","spell":["Control Water","Create Water","Entangling Flora","Mist","Noise Blast","Speak with Animals","Vanishing Tracks"],"trait_group":["Monster","Creature Type"],"ac":29,"level":10,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4476","intelligence":-2,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":22,"size":["Huge"],"name":"Mobogo","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,26],"slug":"creature-4476"},{"attack_bonus":[12,12],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":50,"source":["Monster Core 2"],"type":"Creature","will_save":5,"charisma":1,"speed":{"max":30,"land":30},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Cold Adaptation","Kick Back","Thundering Charge","Trample"],"skill":["Athletics","Intimidation"],"legacy_id":["creature-1233"],"trait":["Animal","Large"],"id":"creature-4477","text":" Moose Moose are a large, solitary type of deer. They're majestic, territorial, and extremely grumpy—traits that make them dangerous to unwary travelers and would-be predators alike. Males are instantly recognizable, standing 7 feet tall at the shoulder, with large heads and thick necks to support their impressive palmate antlers. They shed their antlers come winter and grow a new set each year at a rapid rate. For most of the year, moose roam tundra, forest, and wilderness territories by themselves. Their wide hooves allow them to more easily traverse the frequent snowfall of their native terrain, and they typically journey alone. Moose come together only during mating season, a time in which they become oddly social with one another, loud, and even more aggressive to other creatures than usual. A moose's diet consists of leaves, woody plant matter like twigs or bark, and buds of trees and shrubs. Moose are so large they prefer to eat the leaves of trees taller than humans instead of lowering their giant heads all the way to the ground. This can make them easy to track, though hunters will find a far greater challenge in actually killing a moose than finding one. Despite their size, moose have many natural predators, especially pack animals like wolves and large carnivores like tigers. Large humanoids like ogres and trolls dwelling in the wilderness sometimes make sport of chasing down and wrestling moose, turning the moose into dinner after subduing it. Despite their large size, moose are expert swimmers in both fresh and salt water, and they readily feed on aquatic vegetation. Moose rarely swim into open seas, however, and usually stay close to land. When occasionally a moose does swim further out, ocean predators have been known to hunt them. To an observer watching from the safe distance of a dry shoreline, the sizable branching antlers of a swimming moose can sometimes be mistaken for a tree bobbing along in the water. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Moose Source Monster Core 2 pg. 225 Perception +9; low-light vision, scent (imprecise) 60 feet Languages Skills Athletics +12, Intimidation +8 Str +5 Dex +3 Con +4 Int -4 Wis +0 Cha +1 --- AC 18 Fort +11 Ref +10 Will +5 HP 50 Cold Adaptation The moose treats environmental cold effects as if they were one step less severe. --- Speed 30 feet Melee Single Action antler +12, Damage 1d10+7 piercing Melee Single Action hoof +12, Damage 1d8+7 bludgeoning Kick Back Single Action The moose bucks and kicks back with both hind hooves, making a hoof Strike with a –2 circumstance penalty to the attack roll. If it hits, it deals an extra 1d8 bludgeoning damage. This counts as two attacks when calculating the moose's multiple attack penalty. Thundering Charge Two Actions The moose Strides twice and then makes an antler Strike. A Medium or smaller creature damaged by this attack must succeed at a DC 18 Fortitude save or be stunned 1. Trample Three Actions Medium or smaller, hoof, DC 20 Moose Tracks Moose thrive in cooler climates and have many adaptations to survive in the cold, including thick skin and dense, heat-retaining fur. They often make their own trails in the snow to find the best food. Adventurers sometimes stumble upon these trails and assume they lead to shelter, only to find themselves happening upon a fiercely territorial moose. ","skill_mod":{"athletics":12,"intimidation":8},"summary":"Moose are a large, solitary type of deer. They're majestic, territorial, and extremely grumpy—traits that make them dangerous to unwary travelers and …","image":["/Images/Monsters/Moose.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4477","intelligence":-4,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Moose","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11,12],"slug":"creature-4477"},{"attack_bonus":[8,9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":4,"hp":40,"language":["Sakvroth"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Morlock","will_save":9,"charisma":1,"speed":{"climb":20,"max":30,"land":30},"perception":7,"wisdom":3,"weakness":{},"creature_ability":["Light Blindness","Instinctual Tinker","Leap Attack","Sneak Attack","Swarming Stance"],"skill":["Acrobatics","Athletics","Crafting","Stealth"],"trait":["Humanoid","Morlock","Medium"],"id":"creature-4478","text":" Morlock Tinkerer Most morlocks have little talent for crafting, but many have an uncanny knack for tinkering. The sounds of machinery and moving parts tend to attract them. These morlocks particularly enjoy the ticking sounds of clockworks. Many tales from Darklands travelers describe morlocks who are able to take used or disabled mechanical traps and restore them, seemingly for the morlock's own satisfaction more than any desire to use the device. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Morlock Tinkerer Source Monster Core 2 pg. 226 Perception +7; darkvision Languages Sakvroth Skills Acrobatics +7, Athletics +8, Crafting +8, Stealth +9 Str +4 Dex +3 Con +1 Int -2 Wis +3 Cha +1 Light Blindness Items Club --- AC 17 Fort +7 Ref +11 Will +9 +2 status to all saves vs. disease and poison HP 40 --- Speed 30 feet, climb 20 feet Melee Single Action club +9, Damage 1d6+4 bludgeoning Melee Single Action jaws +9 (Agile), Damage 1d4+4 piercing Ranged Single Action club +8 (thrown 10 feet), Damage 1d6+4 bludgeoning Instinctual Tinker Two Actions The morlock tinkers with an adjacent construct or mechanical hazard. They attempt a Crafting check against the construct's or hazard's Fortitude DC. The morlock can't succeed if the target's level is more than double the morlock's. Critical Success The target regains 4d6 Hit Points and gains a +1 circumstance bonus to attack rolls for 1 minute. Success The target regains 2d6 Hit Points. Critical Failure The morlock injures themself, taking 2d6 damage (typically bludgeoning, piercing, or slashing, but potentially a different type at the GM's discretion). Leap Attack Two Actions The morlock Strides up to twice their Speed, during which they attempt a High Jump or a Long Jump. At any point during their movement, the morlock can make a melee Strike against an enemy in their reach. The morlock then can't use Leap Attack until the end of their next turn. Sneak Attack A morlock's Strikes deal an extra 1d6 precision damage to off-guard creatures. Swarming Stance A morlock can share the same space as another morlock, but no more than two morlocks can occupy the same space. When morlocks share the same space, they gain a +1 circumstance bonus to attack rolls. Morlock Machinery Morlocks tend toward brutish actions and violent traditions and have little interest in bettering their societies or creating art. However, they have a strange obsession with ancient machinery and magical items, particularly clockwork constructions. Their knack for tinkering helps keep ancient guardians and traps functional, even if their work backfires now and then. ","skill_mod":{"crafting":8,"stealth":9,"athletics":8,"acrobatics":7},"summary":"Most morlocks have little talent for crafting, but many have an uncanny knack for tinkering. The sounds of machinery and moving parts tend to attract …","primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":17,"item":["Club"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4478","intelligence":-2,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Morlock Tinkerer","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7,7],"slug":"creature-4478"},{"attack_bonus":[12],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":46,"source":["Monster Core 2"],"type":"Creature","creature_family":"Mosasaur","will_save":7,"charisma":-2,"speed":{"max":35,"land":5,"swim":35},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Deep Breath","Aquatic Drag","Strafing Chomp","Swallow Whole"],"skill":["Athletics","Stealth"],"legacy_id":["creature-1238"],"trait":["Animal","Large"],"id":"creature-4479","text":" Platecarpus The mid-sized platecarpuses are the most common type of mosasaur. They're typically 15 feet long, but larger specimens can grow up to 20 feet. The larger varieties sometimes eat humans and humanoids of similar size, but most stick to smaller fare. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Platecarpus Source Monster Core 2 pg. 227 Perception +9; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +9, Stealth +11 Str +5 Dex +4 Con +3 Int -4 Wis +2 Cha -2 Deep Breath A platecarpus can hold its breath for 2 hours. --- AC 19 Fort +10 Ref +11 Will +7 HP 46 --- Speed 5 feet, swim 35 feet Melee Single Action jaws +12, Damage 1d12+5 piercing plus Grab Aquatic Drag Single Action Requirements The platecarpus has a creature grabbed or restrained; Effect The platecarpus Swims up to half its Speed, carrying the grabbed or restrained creature with it. Strafing Chomp Single Action The platecarpus Swims up to its Speed, making one jaws Strike at any point along the way. The Strike deals half damage. Swallow Whole Single Action (Attack) Medium, 1d6+2 bludgeoning, Rupture 10 ","skill_mod":{"stealth":11,"athletics":9},"summary":"The mid-sized platecarpuses are the most common type of mosasaur. They're typically 15 feet long, but larger specimens can grow up to 20 feet. The …","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4479","intelligence":-4,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":10,"size":["Large"],"name":"Platecarpus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-4479"},{"attack_bonus":[18,20],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":137,"source":["Monster Core 2"],"type":"Creature","creature_family":"Mosasaur","will_save":14,"charisma":-2,"speed":{"max":80,"land":5,"swim":80},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Deep Breath","Aquatic Drag","Swallow Whole","Vicious Strafe"],"skill":["Athletics","Stealth"],"legacy_id":["creature-1239"],"trait":["Animal","Gargantuan"],"id":"creature-4480","text":" Tylosaurus Though large in size—sometimes exceeding 40 feet—tylosauruses have sleek bodies and long, narrow snouts. Few creatures compete with them in their environment, as most other aquatic giants reside in deeper water. Recall Knowledge - Animal (Nature): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Tylosaurus Source Monster Core 2 pg. 227 Perception +18; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +16, Stealth +19 Str +7 Dex +5 Con +5 Int -4 Wis +4 Cha -2 Deep Breath A tylosaurus can hold its breath for 2 hours. --- AC 27 Fort +17 Ref +19 Will +14 HP 137 --- Speed 5 feet, swim 80 feet Melee Single Action jaws +20, Damage 2d12+10 piercing plus Improved Grab Melee Single Action tail +18, Damage 2d6+10 bludgeoning Aquatic Drag Single Action Requirements The tylosaurus has a creature grabbed or restrained; Effect The platecarpus Swims up to half its Speed, carrying the grabbed or restrained creature with it. Swallow Whole Single Action (Attack) Large, 2d6+5 bludgeoning, Rupture 18 Vicious Strafe Two Actions The tylosaurus Swims up to its Speed. It can make one jaws Strike and one tail Strike at any point during its movement, each attacking a different target. ","skill_mod":{"stealth":19,"athletics":16},"summary":"Though large in size—sometimes exceeding 40 feet—tylosauruses have sleek bodies and long, narrow snouts. Few creatures compete with them in their …","image":["/Images/Monsters/Mosasaur_Tylosarus.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":27,"level":8,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4480","intelligence":-4,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":17,"size":["Gargantuan"],"name":"Tylosaurus","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,23],"slug":"creature-4480"},{"constitution":3,"primary_source_category":"Rulebooks","strength":0,"hp":30,"immunity":["precision","swarm mind"],"source":["Monster Core 2"],"type":"Creature","will_save":5,"charisma":-5,"speed":{"fly":25,"max":25,"land":5},"perception":8,"wisdom":0,"weakness":{"area":5},"creature_ability":["Pyrexic Malaria","Swarming Bites"],"skill":["Acrobatics","Stealth"],"legacy_id":["creature-732"],"trait":["Animal","Swarm","Large"],"id":"creature-4481","text":" Fen Mosquito Swarm When deadly fen mosquitoes gather in large numbers, they form into lethal swarms capable of draining blood at a truly alarming rate. Fen mosquito swarms are typically encountered only in tropical swamps or bogs, but during humid months in spring or summer, they can drift into riverine areas or even through the waterfront reaches of settlements. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Fen Mosquito Swarm Source Monster Core 2 pg. 228 Perception +8; darkvision Languages Skills Acrobatics +6, Stealth +8 Str +0 Dex +4 Con +3 Int -5 Wis +0 Cha -5 --- AC 18 Fort +8 Ref +11 Will +5 HP 30 Immunities precision, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed 5 feet, fly 25 feet Pyrexic Malaria (Disease) The victim can't reduce its sickened condition while it's affected by pyrexic malaria; Saving Throw DC 20 Fortitude; Onset 4 days; Stage 1 sickened 1 (1 day); Stage 2 enfeebled 1 and sickened 1 (1 day); Stage 3 as stage 2 (1 day); Stage 4 unconscious (1 day); Stage 5 dead Swarming Bites Single Action Each enemy in the swarm's space takes 1d6 piercing damage (DC 20 basic Reflex save) and is exposed to pyrexic malaria. Creatures that fail the saving throw also take 1d4 persistent bleed damage. ","skill_mod":{"stealth":8,"acrobatics":6},"summary":"When deadly fen mosquitoes gather in large numbers, they form into lethal swarms capable of draining blood at a truly alarming rate. Fen mosquito …","image":["/Images/Monsters/Mosquito_MosquitoSwarm.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=4481","intelligence":-5,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":8,"size":["Large"],"name":"Fen Mosquito Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4481"},{"attack_bonus":[17],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":80,"source":["Monster Core 2"],"type":"Creature","creature_family":"Mosquito","will_save":12,"charisma":-5,"speed":{"fly":50,"max":50,"land":20},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Blood Drain","Septic Malaria"],"skill":["Acrobatics","Stealth"],"legacy_id":["creature-733"],"trait":["Animal","Medium"],"id":"creature-4482","text":" Giant Mosquito These horrifically enlarged versions of the common mosquito often prey upon megafauna like dinosaurs and other large creatures, but they won't turn down a chance to drink the blood of a smaller target—such as a humanoid. Recall Knowledge - Animal (Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Giant Mosquito Source Monster Core 2 pg. 228 Perception +17; darkvision, scent (imprecise) 60 feet Languages Skills Acrobatics +13, Stealth +13 Str +4 Dex +5 Con +2 Int -5 Wis +2 Cha -5 --- AC 24 Fort +14 Ref +17 Will +12 HP 80 --- Speed 20 feet, fly 50 feet Melee Single Action proboscis +17 (Finesse), Damage 2d10+7 piercing plus Grab and septic malaria Blood Drain Single Action Requirements The giant mosquito has a creature grabbed or restrained; Effect The giant mosquito uses its proboscis to drain blood from the grabbed or restrained creature. This deals 3d6 piercing damage (DC 24 basic Fortitude save), and the giant mosquito gains temporary Hit Points equal to the damage dealt that last 1 minute. A creature that takes any damage from having its blood drained by a giant mosquito is drained 1 until it receives any kind or amount of healing. Septic Malaria (Disease) The victim can't reduce its sickened condition while it's affected by septic malaria; Saving Throw DC 24 Fortitude; Onset 1 day; Stage 1 sickened 1 (1 day); Stage 2 drained 1 and sickened 1 (1 day); Stage 3 as stage 2 (1 day); Stage 4 unconscious (1 day); Stage 5 dead ","skill_mod":{"stealth":13,"acrobatics":13},"summary":"These horrifically enlarged versions of the common mosquito often prey upon megafauna like dinosaurs and other large creatures, but they won't turn …","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4482","intelligence":-5,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Giant Mosquito","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18],"slug":"creature-4482"},{"primary_source_category":"Rulebooks","strength":4,"hp":30,"language":["Munavri","Sakvroth","<%UMR%79%%>telepathy<%END> 30 feet (munavris only)"],"source":["Monster Core 2"],"type":"Creature","charisma":3,"perception":7,"trait":["Humanoid","Munavri","Rare","Medium"],"id":"creature-4483","text":" Munavri Although the subterranean Darklands are known for the cruel and domineering civilizations led by fiend-worshipping peoples who dwell within those sinister caverns, not every such subterranean society is ruled that way. Munavris are perhaps the best example of a people who tend to treat new arrivals to their Darklands territories with good temper, fairness, and respect. These humanoids are the descendants of humans who survived the world-ending cataclysm called Earthfall—mariners who were abducted by alghollthus and dragged down through the ocean depths until they emerged on the other side of the seafloor, amid the Sightless Sea in the lightless realm of Orv. Gradually, munavris' bodies adapted to their new home: they began to demonstrate telekinetic powers and came to develop highly sensitive vision and beautiful crystalline growths along their skin, which is said to be a representation of their psychic abilities. These early munavris eventually settled on a mysterious archipelago of jade islands—mystical green landforms that seemed to resonate with strange and powerful psychic energies that repelled their alghollthu captors. Safe from their abductors and nurtured by the strange powers of their jade islands, munavris have remained free to hone their telekinetic abilities into substantial psychic prowess. Every munavri has the ability to concentrate psychic energy upon an object and immediately ascertain what it is and how best to use it. Such amazing natural intuition doesn't come easily, however. Using this power requires munavris to expend a large portion of their limited psychic energy, and sleep is the only way for them to replenish this psychic well. Today, nearly all munavris still dwell on the jade archipelago and ply the waters of the Sightless Sea. Their predominant culture promotes nobility of both deed and heart, and many munavris dedicate their lives to waging war against those who sow discord in the Darklands. Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Munavri Spellblade Source Monster Core 2 pg. 229 Perception +7; darkvision, light blindness Languages Munavri, Sakvroth; telepathy 30 feet (munavris only) Skills Athletics +8, Deception +7, Occultism +6, Stealth +4 Str +4 Dex +0 Con +2 Int +0 Wis +1 Cha +3 Items Bastard Sword, Breastplate --- AC 18 Fort +8 Ref +6 Will +7 HP 30 Resistances mental 2 --- Speed 20 feet Melee Single Action bastard sword +8 (two-hand d12), Damage 1d8+4 slashing Occult Spontaneous Spells DC 17, attack +9 - Cantrips (1st) Daze, Message, Shield, Telekinetic Projectile - 1st Mindlink, Phantom Pain, Soothe Addling Strike Single Action Frequency once per turn; Requirements The munavri's most recent action was to Cast a Spell; Effect The munavri Strikes. This Strike gains the occult trait and deals an additional 1d4 mental damage. Intuit Object Two Actions (Concentrate, fortune, occult) Frequency once per day; Effect By concentrating their psychic energy on a held object, the munavri intuits its use and understands how to effectively wield it. If they focus on a weapon, they can roll twice and take the better result for the next Strike they make with it before the end of their next turn. If they focus on a tool, they can roll twice and take the better result for the next skill check they attempt with that tool within the next minute. ","skill_mod":{"deception":7,"stealth":4,"athletics":8,"occultism":6},"image":["/Images/Monsters/Munavri_Spellblade_Remastered.webp"],"primary_source":"Monster Core 2","spell":["Mindlink","Phantom Pain","Soothe","Daze","Message","Shield","Telekinetic Projectile"],"ac":18,"item":["Bastard Sword","Breastplate"],"level":2,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision , light blindness ","resistance":{"mental":2},"intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":8,"size":["Medium"],"name":"Munavri Spellblade","pfs":"Standard","rarity":"rare","strike_damage_average":[8],"attack_bonus":[8],"constitution":2,"creature_family":"Munavri","spell_attack_bonus":[9],"will_save":7,"speed":{"max":20,"land":20},"wisdom":1,"weakness":{},"creature_ability":["Addling Strike","Intuit Object"],"skill":["Athletics","Deception","Occultism","Stealth"],"legacy_id":["creature-1241"],"tradition":["Occult"],"summary":"Although the subterranean Darklands are known for the cruel and domineering civilizations led by fiend -worshipping peoples who dwell within those …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4483","dexterity":0,"category":"creature","slug":"creature-4483"},{"attack_bonus":[7,9,9],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":40,"language":["Common","Pyric"],"immunity":["fire"],"source":["Monster Core 2"],"type":"Creature","will_save":8,"charisma":0,"speed":{"max":20,"land":20},"perception":8,"wisdom":2,"weakness":{"cold":4},"creature_ability":["Heat of the Forge","Burning Touch","Scorch"],"skill":["Athletics","Crafting","Intimidation","Plane of Fire Lore"],"trait":["Elemental","Fire","Humanoid","Munsahir","Medium"],"id":"creature-4484","text":" Munsahir Munsahirs are an elemental people living on the Plane of Fire, often crudely described by mortals as brassy dwarves. They have stout, wide bodies with broad shoulders, shining metallic skin, and heads wreathed in flame. Munsahir society is organized into traditional roles inherited along their familial lines, and a munsahir's role is indicated clearly by the metals they wear in their armored kilts. Their culture focuses on tradition and history, placing high value on obedience and conformity within one's community, and as a result it's slow to change. Many munsahirs take pride in their ancestral roles and in fulfilling their inherited duties, providing needed services within their communities. Long ago, traditional munsahir values of self-sufficiency and close community led them to build mighty fortresses across the Plane of Fire, where they isolated themselves from other planar denizens and even other munsahir communities. These values, sadly, also led to their downfall. Without any connections to or regular communication with other settlements, these fortresses were easily conquered by the ifrits of Medina Mudii'a, the dominant power on the Plane of Fire. Now most munsahir fortresses lie abandoned and ruined, with free holds so few and far between that most think them all lost. Munsahirs born within the ifrits' Dominion of Flame belong to the populations that were conquered and assimilated into the empire ages ago. They live in perpetual service to the empire, disconnected from their history and culture, yet have formed their own close-knit society in Medina Mudii'a under the fire genies' harsh rule. A handful of munsahir communities have escaped ifrit conquest, most often by fleeing far from the genies' realms. Some of these munsahirs now reside in hot, volcanic areas of the Darklands on Golarion, while others have fled to the remote depths within the Plane of Fire. Prying outsiders nevertheless perpetually seek out these settlements, longing for legendary munsahir-crafted goods. Recall Knowledge - Elemental (Arcana, Nature): DC 16 Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Munsahir Source Monster Core 2 pg. 230 Perception +8; darkvision Languages Common, Pyric Skills Athletics +7, Crafting +10, Intimidation +4, Plane of Fire Lore +6 Str +3 Dex +1 Con +4 Int +2 Wis +2 Cha +0 Items light hammers (5), Scale Mail, Warhammer --- AC 17 Fort +10 Ref +5 Will +8 HP 40 Immunities fire Weaknesses cold 4 Heat of the Forge (aura, fire) 10 feet. A munsahir's skin radiates heat like forge fire. A creature that starts its turn in the area must succeed at a DC 16 Fortitude save or become fatigued while it remains in the area. Creatures immune to environmental heat effects or with any fire resistance are immune. --- Speed 20 feet Melee Single Action warhammer +9 (Shove), Damage 1d8+3 bludgeoning plus 1d6 fire Melee Single Action light hammer +9 (Agile), Damage 1d6+3 bludgeoning plus 1d6 fire Ranged Single Action light hammer +7 (Agile, thrown 20 feet), Damage 1d6+3 bludgeoning plus 1d6 fire Burning Touch (Fire, primal) The munsahir's Strikes deal an extra 1d6 fire damage (included above). When the munsahir successfully performs a Grapple, Reposition, or Shove, they also deal 1d6 fire damage to their target. Scorch Two Actions (Fire, primal) Requirements The munsahir is wielding a light hammer; Effect The munsahir shrouds the light hammer in flames and hurls it forward, dealing 2d6 fire damage to each creature in a 20-foot line (DC 16 basic Reflex save). Munsahirs On Other Planes While the majority of munsahirs live on the Plane of Fire, a few groups have emigrated to other planes. On Golarion, a number of large communities exist in the Flume Warrens, part of the Darklands beneath the Mindspin Mountains. Another group has taken up residence under the Five Kings Mountains after a harrowing escape from oppression in Medina Mudii'a. Legends speak of an ancient elemental nation led by an immortal munsahir who ruled a portion of the Valashmai Jungle in Tian Xia, but the fate of this nation is unknown, and few of its ruins remain. ","element":["Fire"],"skill_mod":{"crafting":10,"athletics":7,"intimidation":4},"summary":"Munsahirs are an elemental people living on the Plane of Fire , often crudely described by mortals as brassy dwarves . They have stout, wide bodies …","image":["/Images/Monsters/Munsahir.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Energy","Elemental","Planar","Monster"],"ac":17,"item":["light hammers (5)","Scale Mail","Warhammer"],"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4484","intelligence":2,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Munsahir","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,10,11],"slug":"creature-4484"},{"attack_bonus":[14],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":70,"language":["Sakvroth","<%UMR%79%%>telepathy<%END> 100 feet (myceloids and those afflicted by purple pox only)"],"source":["Monster Core 2"],"type":"Creature","will_save":10,"charisma":0,"speed":{"max":20,"land":20},"perception":10,"wisdom":2,"weakness":{"slashing":5},"creature_ability":["Spore Pop","Emit Spores","Purple Pox","Spore Domination"],"skill":["Stealth","Survival"],"legacy_id":["creature-1242"],"trait":["Fungus","Medium"],"id":"creature-4485","text":" Myceloid The ambulatory fungus creatures called myceloids are notorious for spreading deadly purple pox, controlling creatures' minds, and devouring humanoid flesh. For a myceloid colony, any battle with humanoids is cause for excitement, as this new fodder presents so many delicious and satisfying possibilities. Myceloids consider humanoids to have an ideal life cycle of four simple steps. During childhood, they wander naive and afraid, unaware of myceloid colonies. In adulthood, humanoids discover their true purpose as they taste purple pox and become controlled by the myceloids' spores. Next, they die, giving rise to a new myceloid. They're then sent on to the afterlife upon becoming a myceloid meal. Eating humanoid flesh isn't a necessity—a myceloid can survive on any decaying matter—but it's certainly their favored fare. Myceloids rarely make alliances, but when they do, they invite their new allies to share a meal to seal the pact. Few outsiders appreciate this hospitality. Most myceloids have deep purple caps studded with off-white lumps. Their necks and bodies bear resemblance to the stipes of tough, leathery fungi. Smaller mushrooms often grow on a myceloid's body, which the creatures view as either adornments or particularly convenient snacks. They stand roughly as tall as dwarves, with comparably stout builds. Recall Knowledge - Fungus (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Myceloid Source Monster Core 2 pg. 231 Perception +10; darkvision, scent (imprecise) 30 feet Languages Sakvroth; telepathy 100 feet (myceloids and those afflicted by purple pox only) Skills Stealth +11, Survival +10 Str +4 Dex +3 Con +4 Int -1 Wis +2 Cha +0 --- AC 20 Fort +14 Ref +9 Will +10 HP 70 Weaknesses slashing 5 Spore Pop If a myceloid is reduced to 0 HP by a critical hit, they pop, forcing them to immediately Emit Spores, even if they've already used the ability that day. --- Speed 20 feet Melee Single Action fist +14, Damage 2d6+4 bludgeoning plus purple pox Emit Spores Single Action Frequency once per day; Effect The myceloid expels spores in a 10-foot burst centered on a corner of their own space. This cloud lasts until the start of the myceloid's next turn. Each creature that's in the cloud or enters it is exposed to purple pox. Purple Pox (Disease) Myceloids are immune; Saving Throw DC 20 Fortitude; Onset 1 minute; Stage 1 2d6 poison damage and stupefied 1 (1 day); Stage 2 6d6 poison damage, stupefied 3, and the creature is compelled to seek out the nearest myceloid colony—this compulsion is a mental and emotion effect (1 day); Stage 3 The creature dies. After 24 hours, its corpse becomes bloated and bursts, releasing a new, fully grown myceloid. Spore Domination Two Actions (Emotion, incapacitation, mental, primal) The myceloid targets one creature affected by purple pox within 60 feet. That creature must attempt a DC 22 Will save. It's then temporarily immune to Spore Domination for 10 minutes. Critical Success The target is unaffected. Success Until the end of its next turn, the target is helpful to myceloids and can't take hostile actions against them. Failure As success, but for 1 minute. Critical Failure As success, but until the purple pox is cured. Table Manners Myceloids eat communal meals consisting of a series of corpses, beginning with creatures they killed in combat, followed by any that died in service while controlled by Spore Domination. As they dine, they offer tasting notes, claiming they can taste intangibles like innocence or despair. They save any creature that died from purple pox as dessert. The new myceloid birthed from the corpse gets the first slice! ","skill_mod":{"survival":10,"stealth":11},"summary":"The ambulatory fungus creatures called myceloids are notorious for spreading deadly purple pox, controlling creatures' minds, and devouring humanoid …","image":["/Images/Monsters/Myceloid.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4485","intelligence":-1,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Myceloid","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[11],"slug":"creature-4485"},{"attack_bonus":[7,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":28,"language":["Common","Draconic"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Nagaji","will_save":6,"charisma":1,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Reactive Strike","Slough Toxins"],"skill":["Athletics","Intimidation","Nature","Religion"],"legacy_id":["creature-1243"],"trait":["Humanoid","Nagaji","Medium"],"id":"creature-4486","text":" Nagaji Soldier Most nagaji warriors are connected to a temple, either a national religious network or a single holy site depending on where they reside. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Nagaji Soldier Source Monster Core 2 pg. 232 Perception +8; low-light vision Languages Common, Draconic Skills Athletics +8, Intimidation +5, Nature +6, Religion +5 Str +4 Dex +1 Con +3 Int -1 Wis +2 Cha +1 Items Khopesh, Leather Armor, Longbow (with 20 arrows) --- AC 18 Fort +9 Ref +7 Will +6 HP 28 Resistances poison 2 Reactive Strike Reaction --- Speed 25 feet Melee Single Action khopesh +10 (Trip), Damage 1d8+4 slashing Ranged Single Action longbow +7 (deadly d10, range increment 100 feet, volley 30 feet), Damage 1d8 piercing Slough Toxins Single Action Frequency once per round; Requirements The nagaji is afflicted with a poison; Effect The nagaji accelerates their metabolism. They roll a saving throw against the affliction with a +2 circumstance bonus. If they must attempt an ongoing save against the same poison at the end of their turn, they also get a +2 circumstance bonus to that save. ","skill_mod":{"nature":6,"athletics":8,"intimidation":5,"religion":5},"summary":"Most nagaji warriors are connected to a temple, either a national religious network or a single holy site depending on where they reside.","image":["/Images/Monsters/Nagaji_Soldier.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster","Ancestry"],"ac":18,"item":["Khopesh","Leather Armor","Longbow (with 20 arrows)"],"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"poison":2},"url":"/Monsters.aspx?ID=4486","intelligence":-1,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":9,"size":["Medium"],"name":"Nagaji Soldier","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,8],"slug":"creature-4486"},{"attack_bonus":[16,18,18],"constitution":2,"primary_source_category":"Rulebooks","strength":6,"hp":130,"language":["Aklo"],"immunity":["precision"],"source":["Monster Core 2"],"type":"Creature","will_save":12,"charisma":2,"speed":{"max":25,"land":25},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Taste Fear","Vestigial Eyes","Quick Congeal","Catalyzing Demise","Psychotropic Saliva","Tanglespit"],"skill":["Athletics","Intimidation","Stealth","Survival"],"trait":["Aberration","Large"],"id":"creature-4487","text":" Narrik Far below the surface of Golarion, packs of narriks hunt in Darklands tunnels, looking for unfortunate beings to devour. These horrific creatures are vaguely humanoid but lack a traditional head—dozens of largely vestigial eyes top their bodies, while a massive, fang-filled mouth splits their chest. Their long tongue contains olfactory organs, which narriks primarily use to hunt. Narriks' favorite prey are sentient beings—calignis, hryngars, umbral gnomes, and surface adventurers and traders—and they savor the flavor fear adds to raw flesh. Among the assorted alchemical substances naturally produced by their bodies is a psychotropic saliva that fills victims with terror, not only enhancing the taste but also allowing narriks to more easily hunt. Narriks have little in the way of a civilization, as they primarily spend their time hunting rather than building or other activities. Scholars are unsure how they reproduce, as none have gotten close enough to study such habits. However, there are records of attacks from markedly less mature narriks throughout history. Such assaults have occurred far from other narriks, so many believe that narrik offspring are forced to create their own packs once they reach adulthood. Recall Knowledge - Aberration (Occultism): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Narrik Source Monster Core 2 pg. 233 Perception +15; darkvision, scent (imprecise) 120 feet, taste fear, vestigial eyes Languages Aklo Skills Athletics +17, Intimidation +17, Stealth +15, Survival +15 Str +6 Dex +4 Con +2 Int -1 Wis +4 Cha +2 Taste Fear A narrik viscerally tastes fear. They can use scent as a precise sense when detecting frightened creatures. Vestigial Eyes A narrik's vision is limited. It's only a precise sense within 30 feet, and an imprecise sense beyond that. --- AC 24 Fort +18 Ref +15 Will +12 HP 130 Immunities precision Quick Congeal A narrik's strange body chemistry causes their blood to congeal almost instantly. They automatically succeeds at flat checks to recover from persistent bleed damage. Catalyzing Demise Free Action Trigger The narrik is reduced to 0 Hit Points; Effect When a narrik is slain, their internal chemistry undergoes a violent chain reaction. They explode, and all creatures in a 5-foot emanation must succeed at a DC 25 Reflex save or be immobilized by tanglespit and exposed to psychotropic saliva. --- Speed 25 feet Melee Single Action jaws +18, Damage 2d6+8 piercing plus psychotropic saliva Melee Single Action claws +18 (Agile), Damage 2d4+8 slashing Ranged Single Action spit +16 (range increment 30 feet), Damage tanglespit plus psychotropic saliva Psychotropic Saliva (Poison) The target's frightened value doesn't automatically decrease at the end of its turn while affected by this poison; Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and frightened 1 (1 round); Stage 2 1d8 poison damage and frightened 2 (1 round); Stage 3 1d10 poison damage and frightened 3 (1 round) Tanglespit A creature hit by the narrik's tanglespit is immobilized as the viscous glob quickly solidifies. The DC to Escape or Force Open the tanglespit is 25. The glob becomes fragile and brittle after 1 minute, automatically freeing the creature. Alchemical Furnaces Most intelligent creatures avoid narriks, but some particularly brave— or foolhardy—deros and adventurers hunt them to harvest psychotropic saliva, tangle spit, and other alchemical additives. Because narriks' bodies explode upon death, hunters must capture living subjects to garner such materials. ","skill_mod":{"survival":15,"stealth":15,"athletics":17,"intimidation":17},"summary":"Far below the surface of Golarion, packs of narriks hunt in Darklands tunnels, looking for unfortunate beings to devour. These horrific creatures are …","image":["/Images/Monsters/Narrik.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":24,"level":7,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 120 feet, taste fear, vestigial eyes","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4487","intelligence":-1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Narrik","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,15],"slug":"creature-4487"},{"attack_bonus":[12,12],"constitution":2,"primary_source_category":"Rulebooks","strength":5,"hp":60,"language":["Aklo","(can't speak any language)"],"source":["Monster Core 2"],"type":"Creature","will_save":10,"charisma":0,"speed":{"fly":30,"max":30,"land":25},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Thoughtsense","Faceless","Reactive Strike","Clutches","Tickle"],"skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-1247"],"trait":["Aberration","Dream","Uncommon","Medium"],"id":"creature-4488","text":" Nightgaunt Nightgaunts lurk in dreams, lying in wait to spirit away the unwary dreamer. Once connected to such a being, the nightgaunt feeds upon the mortal's emotions before abandoning them—often in a place they might never wake from. A nightgaunt appears as a bony humanoid with inky black skin, batlike wings, a long sinuous tail, and demonic horns atop a head that lacks any face or features. Most nightgaunts have little interest in anything other than sating their hunger for emotions. They find the art of inducing nightmares to be a surefire way to feast, but they're even more adept at tormenting their victims through tickling while carrying them at precarious heights. Nightgaunts often gather in vast colonies in the Dreamlands, where they entertain each other by sharing emotion memories of their meals through strange caresses. These colonies pose great danger to any adventurer foolish enough to approach. When conjured forth into other worlds, they serve only grudgingly, often working equally as hard to find a way to escape servitude and feed on their conjurer's emotions as they do on the task they've been compelled to perform. Recall Knowledge - Aberration (Occultism): DC 21 Recall Knowledge - Dream (Occultism, Occultism): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Nightgaunt Source Monster Core 2 pg. 234 Perception +10; all-around vision (page 360), darkvision, thoughtsense (precise) 60 feet Languages Aklo; (can't speak any language) Skills Acrobatics +11, Athletics +13, Stealth +11 Str +5 Dex +3 Con +2 Int -2 Wis +2 Cha +0 Thoughtsense (mental, occult) A nightgaunt senses all nonmindless creatures at the listed range. --- AC 21 Fort +10 Ref +13 Will +10 HP 60 Resistances cold 5 Faceless The nightgaunt has no face, but they can still see in all directions as if their entire body were an eye. They have no need to breathe, and they're immune to all inhaled toxins and other olfactory effects. Reactive Strike Reaction Tail only. --- Speed 25 feet, fly 30 feet Melee Single Action claw +12 (Agile), Damage 2d6+7 plus Grab Melee Single Action tail +12 (Agile, reach 10 feet), Damage tickle Clutches A nightgaunt can Fly at full Speed while it has a Medium or smaller creature grabbed or restrained in its claws, carrying that creature along with it. Tickle The nightgaunt can use its tail to tickle a foe with horrible efficiency. A creature hit by its tail Strike must attempt a DC 21 Fortitude save; if the creature is grabbed by the nightgaunt, it uses the outcome one degree of success worse than the result it rolled. Critical Success The creature is unaffected and is temporarily immune for 1 minute. Success The creature is overcome with laughter and can't perform reactions for 1 round. Failure As success, and the creature is sickened 1. Critical Failure As success, and the creature is sickened 2 and can't speak for 1 round. Emotion Eaters Nightgaunts feed on emotions via touch, preferring unique cocktails formed of conflicting emotions, especially despair, horror, or nervous laughter. Such feeding has little lasting impact on their food source, but a nightgaunt can only feed on a given creature once. As a result, they tend to satiate themselves fully before seeking out different prey. ","skill_mod":{"stealth":11,"athletics":13,"acrobatics":11},"summary":"Nightgaunts lurk in dreams, lying in wait to spirit away the unwary dreamer. Once connected to such a being, the nightgaunt feeds upon the mortal's …","image":["/Images/Monsters/Nightgaunt.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" all-around vision (page 360), darkvision , thoughtsense (precise) 60 feet","weakest_save":["fort","fortitude","will"],"resistance":{"cold":5},"url":"/Monsters.aspx?ID=4488","intelligence":-2,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Nightgaunt","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[14],"slug":"creature-4488"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":22,"language":["Fey","Thalassic"],"source":["Monster Core 2"],"type":"Creature","spell_attack_bonus":[9],"will_save":6,"charisma":4,"speed":{"max":30,"land":20,"swim":30},"perception":6,"wisdom":1,"weakness":{"cold_iron":3},"creature_ability":["Wild Empathy","Grant Desire"],"skill":["Athletics","Nature","Stealth"],"legacy_id":["creature-741"],"trait":["Aquatic","Fey","Small"],"id":"creature-4489","text":" Nixie These aquatic fey often guard ponds, rivers, lakes, and springs, protecting their bucolic homes from the advances of predators and careless settlers alike. Nixies tend to be reclusive and try to keep their presence hidden from humanoids, hoping trespassers won't give them cause to act. They're rarely found near settlements, as industry has a habit of polluting their waters. Stories of nixies granting small wishes to those they befriend have encouraged mortals to seek out the reclusive fey and ironically made it more unlikely for a nixie to grant such a boon. On the other hand, if someone approaches a nixie with respect, or even better, a positive attitude that displays just the right amount of humility and easygoing openness, a nixie is far more likely to respond favorably to requests for aid. Often a nixie will ask those who seek their assistance to perform a task for them first; such requests can be minor acts of entertainment (such as telling a rousing story or performing a requested song), but in other cases, the nixie might seek more significant help, such as driving off an unwanted local predator or investigating the source of pollution near their home. Most nixies only resort to violence if they have no other option. They much prefer to employ primal magic to defuse conflicts before they can escalate to bloodshed. In pursuit of such resolutions, nixies rely on their ability to charm individuals and, if they can establish some degree of magical influence, encourage intruders to leave peacefully. While some nixies try to confuse intruders and subtly lead them away, others rely upon local animals and beasts to scare off trespassers. Occasionally, nixies recruit charmed humanoids to act as protectors or help with a task that's simply too big for them to deal with. If this task is underwater, nixies use their magic to temporarily grant the ability to breathe water to the charmed creature. Only those who manage to befriend a nixie are given an invitation to return to swim or dine with the fey, and only the most trusted of allies are granted a minor wish. Nixies appear as aquatic humanoids the size of a child, with large eyes, catfish-like whiskers, and webbed fingers and toes. They have scaly skin, long pointed ears, and long hair the color and texture of seaweed. Nixies often form small communities, even building underwater societies if their numbers are great enough. In many cultures' folklore, there are stories of nixie nations hidden at the bottom of particularly large lakes. Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Nixie Source Monster Core 2 pg. 235 Perception +6; low-light vision Languages Fey, Thalassic Skills Athletics +6, Nature +5, Stealth +8 Str +0 Dex +3 Con +1 Int +0 Wis +1 Cha +4 Wild Empathy The nixie can use Diplomacy to Make an Impression on and make very simple Requests of aquatic or amphibious animals. --- AC 16 Fort +6 Ref +10 Will +6 +1 status to all saves vs. magic HP 22 Weaknesses cold iron 3 --- Speed 20 feet, swim 30 feet Melee Single Action claw +7 (Agile, finesse), Damage 1d6 slashing Primal Innate Spells DC 17, attack +9 - 1st Charm (×3), Hydraulic Push - 2nd Water Breathing Grant Desire Three Actions (Primal) Frequency once per day; Effect The nixie can duplicate any 1st-rank spell or produce any effect similar to that of a 1st-rank spell but only in response to the request or desire of a non-fey creature. The creature whose desire is granted can never again benefit from that particular nixie's Grant Desire ability. Bog Nixies Nixies who dwell in swampy regions tend to have fouler attitudes and are more eager to turn to violence. Known as bog nixies, these wicked fey prefer dwelling in festering swamps or blighted fens and delight in using their ability to grant desires to tempt visitors into acts of unplanned evil. ","tradition":["Primal"],"skill_mod":{"nature":5,"stealth":8,"athletics":6},"summary":"These aquatic fey often guard ponds, rivers, lakes, and springs, protecting their bucolic homes from the advances of predators and careless settlers …","image":["/Images/Monsters/Nixie.png"],"primary_source":"Monster Core 2","spell":["Water Breathing","Charm","Hydraulic Push"],"trait_group":["Monster","Creature Type"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=4489","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":6,"size":["Small"],"name":"Nixie","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-4489"},{"primary_source_category":"Rulebooks","strength":0,"hp":85,"language":["Aklo","Common","Fey","Sakvroth"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":12,"trait":["Earth","Fey","Nymph","Medium"],"id":"creature-4490","text":" Lampad Lampads protect dark, hidden places underground. Not only do they defend subterranean caverns from threats, they also safeguard well-meaning innocents from dangers that lurk below the surface. Lampads are so-named for the wisps of magic light they often carry, guiding the lost to safety while luring threats to their doom. Lampads' mercurial natures make their reactions difficult to predict, though they rarely demonstrate outright malice without sufficient provocation. Recall Knowledge - Fey (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Lampad Source Monster Core 2 pg. 236 Perception +12; darkvision Languages Aklo, Common, Fey, Sakvroth Skills Acrobatics +12, Athletics +9, Diplomacy +14, Nature +10, Occultism +11, Performance +14, Society +9, Stealth +12 Str +0 Dex +5 Con +4 Int +2 Wis +3 Cha +5 --- AC 21 Fort +11 Ref +14 Will +12 HP 85 Weaknesses cold iron 5 Cavern Dependent A lampad is mystically bonded to a single cavern or other self-contained underground area and must remain within 300 feet of it. If they move beyond that range, they become sickened 1 and are unable to recover. They must attempt a DC 19 Fortitude save every hour or increase their sickened value by 1 (to a maximum of sickened 4). After 24 hours, they become drained 1, with this value increasing by 1 every additional 24 hours. A lampad can perform a 24- hour ritual to bond to a new cavern. --- Speed 25 feet, climb 25 feet (on stone only) Melee Single Action earthen fist +14 (Agile, finesse), Damage 2d10+2 bludgeoning Ranged Single Action light wisp +14 (Magical, range increment 30 feet), Damage 1d8+2 mental plus 1d6 fire and 1d6 vitality Primal Innate Spells DC 22 - Cantrips (4th) Light - 2nd Heal, Revealing Light - 3rd One with Stone (at will), Pummeling Rubble - 4th Shape Stone Weep Single Action (Auditory, emotion, mental, primal) Frequency once per round; Effect The lampad begins a heart-wrenching fit of weeping, inspiring sympathetic sobbing in nearby creatures. Every non-lampad creature within 30 feet who hears the lampad's weeping must succeed at a DC 20 Will save or be unable to use reactions for 1 round and slowed 1 on its next turn as it sobs uncontrollably. Strong Emotions While lampads are ever vigilant in their assigned tasks, they're known to become lonely and forlorn, as the majority of underground denizens make poor company. True companionship and conversation are among the few things that can keep a moody lampad from sporadically weeping, though like most creatures they find such tears cathartic, feeling better after a good cry. ","element":["Earth"],"skill_mod":{"society":9,"diplomacy":14,"performance":14,"nature":10,"stealth":12,"athletics":9,"occultism":11,"acrobatics":12},"image":["/Images/Monsters/Nymph_Lampad.png"],"primary_source":"Monster Core 2","spell":["Shape Stone","One with Stone","Pummeling Rubble","Heal","Revealing Light","Light"],"ac":21,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Lampad","pfs":"Standard","rarity":"common","strike_damage_average":[13,13],"attack_bonus":[14,14],"constitution":4,"creature_family":"Nymph","will_save":12,"speed":{"climb":25,"max":25,"land":25},"wisdom":3,"weakness":{"cold_iron":5},"creature_ability":["Cavern Dependent","Weep"],"skill":["Acrobatics","Athletics","Diplomacy","Nature","Occultism","Performance","Society","Stealth"],"legacy_id":["creature-1249"],"tradition":["Primal"],"summary":"Lampads protect dark, hidden places underground. Not only do they defend subterranean caverns from threats, they also safeguard well-meaning …","trait_group":["Elemental","Planar","Monster","Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4490","dexterity":5,"category":"creature","slug":"creature-4490"},{"primary_source_category":"Rulebooks","strength":0,"hp":175,"language":["Common","Fey","Utopian"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":19,"trait":["Fey","Light","Nymph","Medium"],"id":"creature-4491","text":" Hesperid Hesperides are nymphs of sunset, guardians of the colorful golden hues of the setting sun. They live on remote islands, isolated coastal cliffsides, and hidden valleys, all places where the sunset's golden glow can have the strongest effect. Hesperides manipulate sunlight with dancelike motions, allowing them to create graceful ribbons of light at close range and searing rays at a distance. Due to their connection to the beauty of the daily cycle of the setting sun, hesperides take a deep satisfaction from methodical routine that can feel alien to wilder, more chaotic fey. Recall Knowledge - Fey (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Hesperid Source Monster Core 2 pg. 236 Perception +19; low-light vision Languages Common, Fey, Utopian Skills Acrobatics +19, Athletics +11, Deception +19, Diplomacy +21, Intimidation +19, Nature +19, Performance +21, Society +17, Stealth +17 Str +0 Dex +6 Con +4 Int +4 Wis +4 Cha +6 --- AC 27 Fort +15 Ref +21 Will +19 HP 175 Weaknesses cold iron 10 Sunset Dependent A hesperid is mystically bonded to a single remote location with a good view of the sunset—usually an island, coastal cliff, or valley. If they aren't at that location and able to see the sky at sunset on any given day, they become drained 1, increasing the value by 1 for each missed sunset and reducing by 1 only when they see a sunset. A hesperid can perform a 24-hour ritual to bond to a new location. --- Speed 30 feet, fly 60 feet Melee Single Action sunset ribbon +21 (Agile, finesse), Damage 2d10+6 slashing plus 1d6 fire and 1d6 vitality Ranged Single Action sunset ray +21 (Magical, range increment 60 feet), Damage 2d12+6 fire plus 1d6 vitality Primal Innate Spells DC 28, attack +20 - Cantrips (5th) Light - 2nd Revealing Light - 5th Heal, Holy Light Create Golden Apple Two Actions (Primal) While the hesperid is within their bonded location, they can spin golden light around an object they're holding or touching of up to 20 cubic feet in volume and up to 80 Bulk. Doing so condenses the object into a magic apple made of golden light with light Bulk. The golden apple reverts back to its original shape after a full day away from the hesperid's bonded location or when the hesperid Dismisses the effect. ","skill_mod":{"society":17,"diplomacy":21,"performance":21,"deception":19,"nature":19,"stealth":17,"athletics":11,"intimidation":19,"acrobatics":19},"image":["/Images/Monsters/Nymph_Hesperid.png"],"primary_source":"Monster Core 2","spell":["Heal","Holy Light","Revealing Light","Light"],"ac":27,"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":4,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":15,"size":["Medium"],"name":"Hesperid","pfs":"Standard","rarity":"common","strike_damage_average":[22,24],"attack_bonus":[21,21],"constitution":4,"creature_family":"Nymph","spell_attack_bonus":[20],"will_save":19,"speed":{"fly":60,"max":60,"land":30},"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Sunset Dependent","Create Golden Apple"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Performance","Society","Stealth"],"legacy_id":["creature-1250"],"tradition":["Primal"],"summary":"Hesperides are nymphs of sunset, guardians of the colorful golden hues of the setting sun. They live on remote islands, isolated coastal cliffsides, …","trait_group":["Creature Type","Mechanics","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4491","dexterity":6,"category":"creature","slug":"creature-4491"},{"primary_source_category":"Rulebooks","strength":3,"hp":235,"language":["Aklo","Common","Fey","Petran","Sakvroth","<%SPELLS%1682%%>speak with stones<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":8,"perception":27,"trait":["Earth","Fey","Nymph","Uncommon","Medium"],"id":"creature-4492","text":" Lampad Queen Lampad queens are capricious monarchs and protectors of vast underground domains, regarded in ballads and tales as both allies and foes, monsters and muses. Lampad queens have a particular animosity for any predominantly cruel underground societies, while they're particularly fond of bats. Many lampad queens have sprites as favored attendants. Recall Knowledge - Fey (Nature): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Lampad Queen Source Monster Core 2 pg. 237 Perception +27; darkvision Languages Aklo, Common, Fey, Petran, Sakvroth; speak with stones Skills Acrobatics +27, Athletics +28, Deception +31, Diplomacy +33, Intimidation +33, Nature +27, Occultism +27, Performance +29, Society +25, Stealth +27 Str +3 Dex +8 Con +7 Int +4 Wis +4 Cha +8 Cavern Empathy The lampad queen can use Diplomacy to Make an Impression on and make very simple Requests of subterranean animals, plants, and fungi, as well as stones. Tied to the Land A lampad queen is intrinsically tied to a specific underground region, usually a cave system. As long as the queen is healthy, the environment is exceptionally resilient, allowing the lampad queen to automatically attempt to counteract spells and rituals that would harm the environment, such as blight , with a +30 counteract modifier and a counteract rank of 8. When the lampad queen becomes physically or psychologically unhealthy, however, their warded region eventually becomes twisted or unhealthy as well. In that case, restoring the lampad queen swiftly heals the entire region. --- AC 38 Fort +26 Ref +29 Will +25 HP 235 Weaknesses cold iron 10 Nymph's Beauty (aura, emotion, incapacitation, mental, primal, visual) 30 feet. Creatures that start their turn in the aura must succeed at a DC 33 Will save or be confused by the lampad queen's unearthly beauty for 1 minute. While confused by this effect, the creature's confused actions never include harming the lampad queen. --- Speed 30 feet, climb 30 feet (on stone only) Melee Single Action earthen fist +29 (Agile, finesse), Damage 3d10+9 bludgeoning plus 1d6 mental Ranged Single Action light wisp +29 (Magical, range increment 60 feet), Damage 2d8+9 mental plus 2d6 fire and 2d6 vitality Primal Prepared Spells DC 38 - Cantrips (8th) Detect Magic, Electric Arc, Guidance, Prestidigitation, Stabilize - 1st Ant Haul, Fleet Step, Gust of Wind - 2nd Animal Messenger, Enlarge, Revealing Light - 3rd Earthbind (×2), Haste - 4th Fly, Resist Energy, Unfettered Movement - 5th Impaling Spike, Magic Passage, Wall of Stone - 6th Mountain Resilience, Petrify, Slow - 7th Energy Aegis, Regenerate, Volcanic Eruption - 8th Earthquake, Summon Plant or Fungus Primal Innate Spells DC 38 - Cantrips (8th) Light - 2nd Revealing Light - 3rd One with Stone (at will) - 4th Shape Stone - 7th Heal - 8th Pummeling Rubble - Constant (6th) Speak with Stones Change Shape Single Action (Polymorph, primal) Lampad queens can transform between their original form, which looks much like a typical nymph of their kind, and any Small or Medium humanoid form, typically choosing a version of their natural form that more closely resembles a humanoid. Despairing Weep Single Action (Auditory, emotion, mental, primal) Frequency once per round; Effect The lampad queen begins a heart-wrenching fit of weeping, inspiring sympathetic sobbing in nearby creatures. Every non-lampad creature within 120 feet who hears the lampad's weeping must succeed at a DC 36 Will save with the effects of wave of despair . Focus Beauty Single Action (Emotion, incapacitation, mental, primal, visual) The lampad queen focuses their beauty upon a target within their aura. The creature must attempt a DC 33 Will save. On a failure, it's affected as if by the queen's nymph beauty aura; if it was already affected by the aura, the conflicting emotions from the lampad queen's beauty intensify, causing the target to no longer get a flat check to end the confusion when it takes damage. The lampad queen can use a single action, which has the concentrate trait, to focus the emotions of a confused creature toward a particular emotion, causing it to spend its next turn sobbing uncontrollably, fawning over the lampad queen, or otherwise performing no actions beyond experiencing its emotions. Regardless of the save, the target is temporarily immune to Focus Beauty until the start of the lampad queen's next turn. Inspiration Three Actions (Emotion, mental, primal) A lampad queen can inspire a single intelligent creature by giving that creature a token of their favor, typically a lock of their hair. As long as the creature carries the token and remains in good standing with the lampad queen, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves. If a lampad queen grants their Inspiration to a bard and they're that bard's muse, the bard gains an additional benefit depending on their muse theme: for lore muse, the bard also gains a +1 status bonus to all Lore checks; for maestro muse, the status bonus to Performance checks increases to +2 for the purpose of determining the effects of compositions; for polymath muse, the bard gains a +4 status bonus to untrained skill checks; and for all other muses, the Will save bonus increases to +2 against fey. Reciprocity Lampad queens tend to change emotions on a whim and mirror what they find in others. Those who treat the queen's domain with respect, they protect and reward, while those who harm it meet swift wrath. This leads to the vastly differing accounts of the queens' actions. ","element":["Earth"],"skill_mod":{"society":25,"diplomacy":33,"performance":29,"deception":31,"nature":27,"stealth":27,"athletics":28,"intimidation":33,"occultism":27,"acrobatics":27},"image":["/Images/Monsters/Nymph_QueenLampad.png"],"primary_source":"Monster Core 2","spell":["Earthquake","Summon Plant or Fungus","Energy Aegis","Regenerate","Volcanic Eruption","Mountain Resilience","Petrify","Slow","Impaling Spike","Magic Passage","Wall of Stone","Fly","Resist Energy","Unfettered Movement","Earthbind","Haste","Animal Messenger","Enlarge","Revealing Light","Ant Haul","Fleet Step","Gust of Wind","Detect Magic","Electric Arc","Guidance","Prestidigitation","Stabilize","Pummeling Rubble","Heal","Shape Stone","One with Stone","Light","Speak with Stones"],"ac":38,"level":15,"spell_dc":[38,38],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":29,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":26,"size":["Medium"],"name":"Lampad Queen","pfs":"Standard","rarity":"uncommon","strike_damage_average":[29,32],"attack_bonus":[29,29],"constitution":7,"creature_family":"Nymph","will_save":25,"speed":{"climb":30,"max":30,"land":30},"wisdom":4,"weakness":{"cold_iron":10},"creature_ability":["Cavern Empathy","Tied to the Land","Nymph's Beauty","Change Shape","Despairing Weep","Focus Beauty","Inspiration"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Occultism","Performance","Society","Stealth"],"legacy_id":["creature-1251"],"tradition":["Primal"],"summary":"Lampad queens are capricious monarchs and protectors of vast underground domains, regarded in ballads and tales as both allies and foes, monsters and …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4492","dexterity":8,"category":"creature","slug":"creature-4492"},{"primary_source_category":"Rulebooks","strength":5,"hp":305,"language":["Common","Draconic","Empyrean","Fey","Utopian"],"source":["Monster Core 2"],"type":"Creature","charisma":10,"perception":34,"trait":["Fey","Light","Nymph","Uncommon","Medium"],"id":"creature-4493","text":" Hesperid Queen Hesperid queens rule over isolated regions soaked in the light of sunset. They guard countless treasures and secrets, though if offered an intriguing bargain by one who treats them with the proper respect, they're willing to part with some knowledge or items—aside from the mysteries and valuables they've sworn to protect. Within their golden realms, hesperid queens are relatively likely to safeguard objects of power, such as ancient relics or artifacts. As such, they're keenly aware of the danger posed by unscrupulous treasure hunters who seek to obtain these items at any cost, and they use their incredible minds to set up devious countermeasures to protect their wards, even in the eve Recall Knowledge - Fey (Nature): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Hesperid Queen Source Monster Core 2 pg. 239 Perception +34; low-light vision Languages Common, Draconic, Empyrean, Fey, Utopian Skills Acrobatics +32, Arcana +30, Athletics +28, Deception +37, Diplomacy +39, Intimidation +37, Nature +32, Performance +35, Society +30, Stealth +32 Str +5 Dex +9 Con +6 Int +7 Wis +7 Cha +10 Tied to the Land A hesperid queen is intrinsically tied to a isolated region such as an island or island chain, remote coast, or secluded valley. As long as the queen is healthy, the environment is exceptionally resilient, allowing the hesperid queen to automatically attempt to counteract spells and rituals that would harm the environment, such as blight , with a +37 counteract modifier and a counteract rank of 10. When the hesperid queen becomes physically or psychologically unhealthy, however, their warded region eventually becomes twisted or unhealthy as well. In that case, restoring the hesperid queen swiftly heals the entire region. --- AC 44 Fort +31 Ref +36 Will +34 HP 305 Weaknesses cold iron 15 Nymph's Beauty (aura, emotion, incapacitation, mental, primal, visual) 30 feet. Creatures that start their turn in the aura must succeed at a DC 38 Will save or be become transfixed in awe, causing them to be stunned for 1 round. --- Speed 30 feet, fly 90 feet Melee Single Action sunset ribbon +36 (Agile, finesse), Damage 4d10+13 slashing plus 1d6 fire and 1d6 vitality Ranged Single Action sunset ray +36 (Magical, range increment 120 feet), Damage 4d12+13 fire plus 1d6 vitality Primal Prepared Spells DC 44 - Cantrips (10th) Detect Magic, Electric Arc, Guidance, Prestidigitation, Read Aura - 1st Gentle Landing, Gust of Wind, Vanishing Tracks - 2nd Animal Messenger, Revealing Light, Water Breathing - 3rd Earthbind, Haste, One with Stone - 4th Resist Energy, Unfettered Movement, Vital Beacon - 5th Breath of Life, Control Water, Mirage - 6th Dispel Magic, Slow, Truesight - 7th Energy Aegis, Regenerate, Volcanic Eruption - 8th Migration, Mountain Resilience, Punishing Winds - 9th Falling Stars, Sunburst, Wrathful Storm - 10th Manifestation Primal Innate Spells DC 44, attack +36 - Cantrips (10th) Light - 10th Heal, Holy Light, Illusory Disguise (×3), Revealing Light Change Shape Single Action (Polymorph, primal) Hesperid queens can transform between their original form, which looks much like a typical nymph of their kind, and any Small or Medium humanoid form, typically choosing a version of their natural form that more closely resembles a humanoid. Create Golden Apple Two Actions (Primal) While the hesperid queen is within their bonded location, they can spin golden light around an object they're holding or touching of up to 20 cubic feet in volume and up to 80 Bulk. Doing so condenses the object into a magic apple made of golden light with light Bulk. The golden apple reverts back to its original shape after a full day away from the hesperid queen's bonded location or when the hesperid Dismisses the effect. Focus Beauty Single Action (Emotion, incapacitation, mental, primal, visual) The hesperid queen focuses their beauty upon a target within their aura. The creature must attempt a DC 38 Will save. On a failure, target that wasn't already affected by the aura becomes overwhelmed with intense visions of bliss and beauty. The creature departs from the hesperid queen's domain as quickly and efficiently as it can for 1 hour, after which time it forgets ever reaching the hesperid queen's domain, how it did so, and everything that happened while it was within the domain. Inspiration Three Actions (Emotion, mental, primal) A hesperid queen can inspire a single intelligent creature by giving that creature a token of their favor, typically a lock of their hair. As long as the creature carries the token and remains in good standing with the hesperid queen, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves. If a lampad queen grants their Inspiration to a bard and they're that bard's muse, the bard gains an additional benefit depending on their muse theme: for lore muse, the bard also gains a +1 status bonus to all Lore checks; for maestro muse, the status bonus to Performance checks increases to +2 for the purpose of determining the effects of compositions; for polymath muse, the bard gains a +4 status bonus to untrained skill checks; and for all other muses, the Will save bonus increases to +2 against fey. Draconic Rapport Hesperid queens and fortune dragons have an unusual affinity, sometimes working together to guard treasure. The queen might guard such valuables as part of their ward, even as the dragon sees them as their hoard. The competing viewpoints don't bother either party, and such alliances can last millennia. ","skill_mod":{"society":30,"diplomacy":39,"performance":35,"deception":37,"nature":32,"stealth":32,"arcana":30,"athletics":28,"intimidation":37,"acrobatics":32},"image":["/Images/Monsters/Nymph_QueenHesperid.png"],"primary_source":"Monster Core 2","spell":["Manifestation","Falling Stars","Sunburst","Wrathful Storm","Migration","Mountain Resilience","Punishing Winds","Energy Aegis","Regenerate","Volcanic Eruption","Dispel Magic","Slow","Truesight","Breath of Life","Control Water","Mirage","Resist Energy","Unfettered Movement","Vital Beacon","Earthbind","Haste","One with Stone","Animal Messenger","Revealing Light","Water Breathing","Gentle Landing","Gust of Wind","Vanishing Tracks","Detect Magic","Electric Arc","Guidance","Prestidigitation","Read Aura","Heal","Holy Light","Illusory Disguise","Light"],"ac":44,"level":19,"spell_dc":[44,44],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":7,"reflex_save":36,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":31,"size":["Medium"],"name":"Hesperid Queen","pfs":"Standard","rarity":"uncommon","strike_damage_average":[42,42],"attack_bonus":[36,36],"constitution":6,"creature_family":"Nymph","spell_attack_bonus":[36],"will_save":34,"speed":{"fly":90,"max":90,"land":30},"wisdom":7,"weakness":{"cold_iron":15},"creature_ability":["Tied to the Land","Nymph's Beauty","Change Shape","Create Golden Apple","Focus Beauty","Inspiration"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Intimidation","Nature","Performance","Society","Stealth"],"legacy_id":["creature-1252"],"tradition":["Primal"],"summary":"Hesperid queens rule over isolated regions soaked in the light of sunset. They guard countless treasures and secrets, though if offered an intriguing …","trait_group":["Creature Type","Mechanics","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4493","dexterity":9,"category":"creature","slug":"creature-4493"},{"attack_bonus":[8],"constitution":4,"primary_source_category":"Rulebooks","strength":0,"hp":20,"immunity":["acid","bleed","critical hits","mental","precision","unconscious","visual"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Ooze","will_save":5,"charisma":-5,"speed":{"max":10,"land":10,"swim":10},"perception":2,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Slip Up","Detritus","Weak Acid"],"skill":["Athletics","Stealth"],"trait":["Mindless","Ooze","Tiny"],"id":"creature-4494","text":" Gutter Ooze These small masses of protoplasm are considered the lesser “cousins” to sewer oozes, emerging from the drainage culverts beneath a city after a rainfall to feed on bits of organic matter that collect in streetside gutters. As they collect just about everything—pebbles, bits of broken glass, and other trash—some cities consider them to be more helpful than detrimental. Recall Knowledge - Ooze (Occultism): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Gutter Ooze Source Monster Core 2 pg. 240 Perception +2; motion sense 30 feet, no vision Languages Skills Athletics +5, Stealth +2 Str +0 Dex +3 Con +4 Int -5 Wis +0 Cha -5 Motion Sense A gutter ooze can sense nearby creatures through vibration and air or water movement. --- AC 7 Fort +8 Ref +3 Will +5 HP 20 Immunities acid, bleed, critical hits, mental, precision, unconscious, visual Slip Up Reaction Trigger An adjacent creature damages the gutter ooze with a melee Strike; Effect Some of the gutter ooze's watery protoplasm gushes out beneath the triggering creature's feet. They must succeed at a DC 15 Reflex save or fall prone. --- Speed 10 feet, swim 10 feet Melee Single Action pseudopod +8 (Agile, finesse, reach 5 feet), Damage 1d4 bludgeoning, slashing, or piercing plus 1 acid; see detritus Detritus Due to all the random trash that collects in a city's gutters, whenever a gutter ooze makes a pseudopod Strike, the type of damage is chosen randomly between bludgeoning, slashing, and piercing. Weak Acid A gutter ooze's acid damages only organic material—not metal, stone, or other inorganic substances. ","skill_mod":{"stealth":2,"athletics":5},"summary":"These small masses of protoplasm are considered the lesser “cousins” to sewer oozes , emerging from the drainage culverts beneath a city after a …","image":["/Images/Monsters/Ooze_Gutter.webp"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type"],"ac":7,"level":-1,"source_category":["Rulebooks"],"sense":"motion sense 30 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4494","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":3,"fortitude_save":8,"size":["Tiny"],"name":"Gutter Ooze","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-4494"},{"constitution":3,"primary_source_category":"Rulebooks","strength":0,"hp":35,"immunity":["acid","bleed","critical hits","mental","precision","unconscious","visual"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Ooze","will_save":3,"charisma":-5,"speed":{"climb":5,"max":10,"land":5,"swim":10},"perception":3,"wisdom":0,"weakness":{"area":3,"fire":3},"creature_ability":["Motion Sense","Swarming Slither","Weak Acid"],"skill":["Stealth"],"legacy_id":["creature-750"],"trait":["Amphibious","Mindless","Ooze","Swarm","Large"],"id":"creature-4495","text":" Amoeba Swarm An amoeba swarm consists of thousands of individual single-celled organisms held together by acrid-smelling slime. As ravenous as they are mindless, amoeba swarms use no discernible tactics. Recall Knowledge - Ooze (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Amoeba Swarm Source Monster Core 2 pg. 240 Perception +3; motion sense 60 feet, no vision Languages Skills Stealth +1 Str +0 Dex -2 Con +3 Int -5 Wis +0 Cha -5 Motion Sense An amoeba swarm can sense nearby creatures through vibration and air or water movement. --- AC 9 Fort +8 Ref +1 Will +3 HP 35 Immunities acid, bleed, critical hits, mental, precision, unconscious, visual Resistances slashing 4, piercing 4 Weaknesses area 3, fire 3, splash damage 3 --- Speed 5 feet, climb 5 feet, swim 10 feet Swarming Slither Single Action The amoeba swarm slithers over each creature in its space, dealing 1d6 acid damage (DC 14 basic Reflex save). A creature that critically fails is sickened 1. Weak Acid An amoeba swarm's acid damages only organic material—not metal, stone, or other inorganic substances. Amoebas Large And Small Giant amoebas and amoeba swarms are usually found near each other, as the two oozes are part of the same life cycle. When a giant amoeba grows large enough, it can spontaneously split apart into two separate amoeba swarms, and when an amoeba swarm feeds enough, its individual components can fuse together into a single creature. ","skill_mod":{"stealth":1},"summary":"An amoeba swarm consists of thousands of individual single-celled organisms held together by acrid-smelling slime. As ravenous as they are mindless, …","primary_source":"Monster Core 2","trait_group":["Monster","Creature Type"],"ac":9,"level":1,"source_category":["Rulebooks"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{"piercing":4,"slashing":4},"url":"/Monsters.aspx?ID=4495","intelligence":-5,"reflex_save":1,"strongest_save":["fort","fortitude"],"dexterity":-2,"fortitude_save":8,"size":["Large"],"name":"Amoeba Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4495"},{"attack_bonus":[9],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":45,"immunity":["acid","bleed","critical hits","mental","precision","unconscious","visual"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Ooze","will_save":5,"charisma":-5,"speed":{"climb":10,"max":10,"land":10,"swim":10},"perception":4,"wisdom":0,"weakness":{"slashing":5},"creature_ability":["Motion Sense","Constrict","Envelop","Weak Acid"],"skill":["Athletics","Stealth"],"legacy_id":["creature-751"],"trait":["Amphibious","Mindless","Ooze","Small"],"id":"creature-4496","text":" Giant Amoeba These blobs of nearly transparent protoplasm are identical in form and behavior to the microscopic creatures from which they have evolved, except their outlandish size makes them even more dangerous. Unlike most other deadly oozes, giant amoebas feature an outer membrane that contains their internal structures, making them more susceptible to slashing weapons than their amorphous kin. However, this membrane is also extremely flexible and permeable, allowing giant amoebas to quickly surround prey and absorb it, suffocating and slowly digesting their victims in their acidic fluids. Recall Knowledge - Ooze (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Giant Amoeba Source Monster Core 2 pg. 241 Perception +4; motion sense 60 feet, no vision Languages Skills Athletics +6, Stealth +3 Str +3 Dex -2 Con +2 Int -5 Wis +0 Cha -5 Motion Sense A giant amoeba can sense nearby creatures through vibration and air or water movement. --- AC 8 Fort +7 Ref +3 Will +5 HP 45 Immunities acid, bleed, critical hits, mental, precision, unconscious, visual Weaknesses slashing 5 --- Speed 10 feet, climb 10 feet, swim 10 feet Melee Single Action pseudopod +9, Damage 1d6 acid plus Grab Constrict Single Action 1d4 bludgeoning plus 1d4 acid, DC 17 Envelop Three Actions Requirements The giant amoeba begins its turn with a target its size or smaller grabbed; Effect The giant amoeba maintains the Grab and extends pseudopods to surround the creature and pull it inside the amoeba's body. This thereafter has the same effect as if the amoeba had Engulfed the creature (DC 17, 1d6 acid, Escape DC 17, Rupture 3). Weak Acid A giant amoeba's acid damages only organic material—not metal, stone, or other inorganic substances. Amoebas Large And Small Giant amoebas and amoeba swarms are usually found near each other, as the two oozes are part of the same life cycle. When a giant amoeba grows large enough, it can spontaneously split apart into two separate amoeba swarms, and when an amoeba swarm feeds enough, its individual components can fuse together into a single creature. ","skill_mod":{"stealth":3,"athletics":6},"summary":"These blobs of nearly transparent protoplasm are identical in form and behavior to the microscopic creatures from which they have evolved, except …","image":["/Images/Monsters/Ooze_GiantAmoeba.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type"],"ac":8,"level":1,"source_category":["Rulebooks"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4496","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":-2,"fortitude_save":7,"size":["Small"],"name":"Giant Amoeba","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-4496"},{"attack_bonus":[8],"constitution":5,"primary_source_category":"Rulebooks","strength":3,"hp":60,"immunity":["bleed","critical hits","mental","precision","unconscious","visual"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Ooze","will_save":4,"charisma":-5,"speed":{"climb":10,"max":10,"land":10},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Slime Rot"],"skill":["Athletics","Stealth"],"legacy_id":["creature-752"],"trait":["Fungus","Mindless","Ooze","Large"],"id":"creature-4497","text":" Slime Mold A slime mold appears as a mound of earth and detritus covered in a thick layer of fungus that exudes a faint stink of decay. The fungus shares a symbiotic relationship with the slime mold, serving as an external digestive system while gaining access to the nutrients it needs. The ooze remains perfectly still until living prey passes within reach, then it lashes out with its disgusting pseudopods. With a touch, a slime mold can infect its prey with a foul contagion known as slime rot, a horrific disease that painfully breaks down a victim's flesh. At first, the disease manifests as painful rashes and agonized joints. In the later stages, though, the flesh of the affected creature begins to liquefy and run in rivulets as the creature's spores continue to work. Death, when it occurs, swiftly causes the resulting body to split open and release a brand-new slime mold. Recall Knowledge - Fungus (Nature): DC 16 Recall Knowledge - Ooze (Occultism): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Slime Mold Source Monster Core 2 pg. 241 Perception +6; motion sense 60 feet, no vision Languages Skills Athletics +7, Stealth +6 Str +3 Dex +0 Con +5 Int -5 Wis +0 Cha -5 Motion Sense A slime mold can sense nearby creatures through vibration and air or water movement. --- AC 12 Fort +11 Ref +3 Will +4 HP 60 Immunities bleed, critical hits, mental, precision, unconscious, visual --- Speed 10 feet, climb 10 feet Melee Single Action pseudopod +8, Damage 1d8+3 bludgeoning plus slime rot Slime Rot (Disease) Saving Throw DC 18 Fortitude; Onset 1d4 days; Stage 1 enfeebled 1 and sickened 1 (1 day); Stage 2 as stage 1 (1 day); Stage 3 drained 1, enfeebled 2, and sickened 2 (1 day); Stage 4 as stage 3 (1 day); Stage 5 drained 2 plus unconscious (no Perception check to wake up) (1 day); Stage 6 dead, and the body erupts to release a new slime mold Slime Mold Fungi The particularly foul environments in which slime molds dwell are conducive to the growth of extremely potent and dangerous mushrooms and other fungi. A dead slime mold can be a source of enough materials to produce a few doses of deathcap powder or other types of poison. Some creatures, such as deros or those with inherent immunity to disease, cultivate slime molds to harvest these materials. ","skill_mod":{"stealth":6,"athletics":7},"summary":"A slime mold appears as a mound of earth and detritus covered in a thick layer of fungus that exudes a faint stink of decay. The fungus shares a …","image":["/Images/Monsters/Ooze_SlimeMold.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":12,"level":2,"source_category":["Rulebooks"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4497","intelligence":-5,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":11,"size":["Large"],"name":"Slime Mold","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7],"slug":"creature-4497"},{"attack_bonus":[15],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":157,"immunity":["acid","bleed","critical hits","mental","piercing","precision","slashing","unconscious","visual"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Ooze","will_save":10,"charisma":-5,"speed":{"max":15,"land":15},"perception":8,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Corrosive Surface","Enliven Foliage","Split","Constrict","Sleep Gas","Verdurous Ooze Acid"],"skill":["Athletics","Stealth"],"legacy_id":["creature-754"],"trait":["Mindless","Ooze","Medium"],"id":"creature-4498","text":" Verdurous Ooze Verdurous oozes are found in temperate forests, warm jungles, or other places where plant life grows in abundance. Unlike many types of oozes, verdurous oozes are not particularly good climbers and have been known to get trapped in natural or artificial chasms. Warlords and wizards sometimes make use of that fact and keep verdurous oozes as guardians in pits around the walls of their fortresses or towers. Recall Knowledge - Ooze (Occultism): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Verdurous Ooze Source Monster Core 2 pg. 242 Perception +8; motion sense 60 feet, no vision Languages Skills Athletics +15, Stealth +4 Str +5 Dex -4 Con +5 Int -5 Wis +0 Cha -5 Motion Sense A verdurous ooze can sense nearby creatures through vibration and air or water movement. --- AC 12 Fort +17 Ref +8 Will +10 HP 157 Immunities acid, bleed, critical hits, mental, piercing, precision, slashing, unconscious, visual Corrosive Surface A creature that hits a verdurous ooze with a metal weapon or unarmed attack must attempt a DC 21 Reflex save. On a failure, the weapon or creature takes 2d4 acid damage (after dealing damage to the ooze as normal). Thrown weapons take this damage automatically with no save. Enliven Foliage (aura, primal) 20 feet. The verdurous ooze constantly emits supernatural vapors that cause nearby plants to grow rapidly and writhe and grasp at anything and everything within the emanation. This area becomes difficult terrain for non–verdurous ooze creatures. When a creature starts its turn in this aura, it must succeed at a DC 21 Reflex save or take a –10-foot circumstance penalty to its Speeds until it leaves the emanation. Split When a verdurous ooze that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push). --- Speed 15 feet Melee Single Action pseudopod +15, Damage 2d6+7 bludgeoning plus 1d6 acid and Grab Constrict Single Action 2d6 bludgeoning plus 1d6 acid, DC 24 Sleep Gas Two Actions (Incapacitation, mental, poison, Sleep) The verdurous ooze adjusts its aura of supernatural vapors to affect living creatures within a 20-foot emanation forcing them to attempt a DC 24 Will save. Critical Success The creature is unaffected and becomes temporarily immune to Sleep Gas for 24 hours. Success The creature is stupefied 1 for 1 round. Failure The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically. Critical Failure The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically. Verdurous Ooze Acid A verdurous ooze's acid damages only metal and flesh—not bone, stone, or other materials. Verdurous Congregation When verdurous oozes gather in sufficient number, they can merge together into conjoined forms. These enlarged blobs develop red and white connecting vessels that pulse hideously as thick, green fluid moves within them. While conjoined, the oozes move as one creature. Their usual enliven foliage and Sleep Gas auras double in size, and they become even more aggressive, feeding voraciously on any metal or flesh they can find. ","skill_mod":{"stealth":4,"athletics":15},"summary":"Verdurous oozes are found in temperate forests, warm jungles, or other places where plant life grows in abundance. Unlike many types of oozes, …","image":["/Images/Monsters/Ooze_VerdurousOoze.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type"],"ac":12,"level":6,"source_category":["Rulebooks"],"sense":"motion sense 60 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4498","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":-4,"fortitude_save":17,"size":["Medium"],"name":"Verdurous Ooze","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-4498"},{"attack_bonus":[25],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":300,"immunity":["acid","bleed","critical hits","mental","piercing","precision","slashing","sonic","unconscious","visual"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Ooze","will_save":19,"charisma":-5,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":23,"wisdom":0,"weakness":{},"creature_ability":["Motion Sense","Split","Retaliating Strike","Carnivorous Blob Acid","Constrict","Engulf"],"skill":["Athletics"],"legacy_id":["creature-755"],"trait":["Mindless","Ooze","Gargantuan"],"id":"creature-4499","text":" Carnivorous Blob Carnivorous blobs are the ravenous spawn of shattered worlds far beyond the stars, born across the galaxy in inert form until they fall like meteorites onto unsuspecting worlds. These massive beings can lie dormant for years in desolate caverns or barren wastelands. When a carnivorous blob perceives living creatures nearby, it lurches to gelatinous life, seeking out and consuming every creature it can catch until it's destroyed or unable to locate food for 24 hours, at which point it returns to hibernation. Often, keeping food away from a carnivorous blob is the safest way to defeat it. The blob's ability to split into smaller oozes that often hide after a fight makes it very difficult to fully eradicate these mindless predators. Recall Knowledge - Ooze (Occultism): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Carnivorous Blob Source Monster Core 2 pg. 243 Perception +23; motion sense 240 feet, no vision Languages Skills Athletics +27 Str +8 Dex -3 Con +6 Int -5 Wis +0 Cha -5 Motion Sense A carnivorous blob can sense nearby creatures through vibration and air or water movement. --- AC 20 Fort +25 Ref +14 Will +19 HP 300 Immunities acid, bleed, critical hits, mental, piercing, precision, slashing, sonic, unconscious, visual Split When a carnivorous blob that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push). Retaliating Strike Reaction Trigger The carnivorous blob takes damage from any source; Effect The blob makes a pseudopod Strike against an adjacent target. If an adjacent creature dealt the triggering damage, that creature is the target of this Retaliating Strike. --- Speed 20 feet, climb 20 feet, swim 20 feet Melee Single Action pseudopod +25, Damage 2d12+12 bludgeoning plus 2d6 acid and Grab Carnivorous Blob Acid A carnivorous blob's acid damages only flesh—not bone, stone, wood, or other materials— but is nonetheless devastating. Whenever a creature takes damage from this acid, it must succeed at a DC 33 Fortitude save or become drained 1 (drained 2 on a critical failure). On each subsequent failure, the drained condition value increases by 1 (or by 2 on a critical failure), to a maximum of drained 4. Constrict Single Action 2d12 bludgeoning plus 2d6 acid, DC 33 Engulf Two Actions DC 33, 4d10 acid, Escape DC 33, Rupture 20 ","skill_mod":{"athletics":27},"summary":"Carnivorous blobs are the ravenous spawn of shattered worlds far beyond the stars, born across the galaxy in inert form until they fall like …","image":["/Images/Monsters/Ooze_CarnivorousBlob.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type"],"ac":20,"level":13,"source_category":["Rulebooks"],"sense":"motion sense 240 feet, no vision","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4499","intelligence":-5,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":-3,"fortitude_save":25,"size":["Gargantuan"],"name":"Carnivorous Blob","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[32],"slug":"creature-4499"},{"attack_bonus":[10,10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":35,"source":["Monster Core 2"],"type":"Creature","creature_family":"Opossum","will_save":5,"charisma":0,"speed":{"climb":20,"max":30,"land":30},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Feign Death","Revived Retaliation","Grasping Tail"],"skill":["Athletics","Stealth","Survival"],"legacy_id":["creature-1253"],"trait":["Animal","Large"],"id":"creature-4500","text":" Giant Opossum Larger species of opossum can eat nearly anything human-sized or smaller. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Giant Opossum Source Monster Core 2 pg. 244 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +8, Stealth +8, Survival +6 Str +4 Dex +2 Con +3 Int -4 Wis +2 Cha +0 --- AC 17 Fort +11 Ref +8 Will +5 +2 circumstance to all saves vs. disease HP 35 Resistances poison 3 Feign Death Reaction Trigger The opossum is reduced below 15 HP; Effect The opossum collapses. It is off-guard and can use actions that require only its mind, but any other action ends the ruse. A successful DC 18 Perception check to Seek or Medicine check to Recall Knowledge is required to determine that the animal is not, in fact, dead. Revived Retaliation Reaction Trigger The opossum is attacked or disturbed by a creature within reach while Feigning Death; Effect The opossum Strikes the triggering creature. --- Speed 30 feet, climb 20 feet Melee Single Action jaws +10 (), Damage 1d10+4 piercing Melee Single Action claw +10 (Agile), Damage 1d6+4 slashing Melee Single Action tail +10 (reach 15 feet), Damage 1d4+4 bludgeoning plus Grab Grasping Tail A giant opossum can drag a Small or Tiny creature it has grabbed with its tail along with it when it Strides. ","skill_mod":{"survival":6,"stealth":8,"athletics":8},"summary":"Larger species of opossum can eat nearly anything human-sized or smaller.","image":["/Images/Monsters/Opossum_GiantOpossum.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"poison":3},"url":"/Monsters.aspx?ID=4500","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Giant Opossum","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[6,7,9],"slug":"creature-4500"},{"attack_bonus":[21,21,21],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":160,"source":["Monster Core 2"],"type":"Creature","creature_family":"Opossum","will_save":16,"charisma":0,"speed":{"climb":15,"max":30,"land":30,"burrow":15},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Feign Death","Revived Retaliation","Crush Chitin","Grasping Tail"],"skill":["Athletics","Stealth","Survival"],"legacy_id":["creature-1254"],"trait":["Animal","Huge"],"id":"creature-4501","text":" Khravgodon Few creatures can shrug off an ankhrav's acid and crunch its chitin like a khravgodon. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Khravgodon Source Monster Core 2 pg. 244 Perception +18; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +16, Stealth +18, Survival +18 Str +6 Dex +3 Con +5 Int -4 Wis +3 Cha +0 --- AC 27 Fort +20 Ref +18 Will +16 +2 circumstance to all saves vs. disease HP 160 Resistances acid 10, poison 10 Feign Death Reaction The opossum is reduced below 70 HP; Effect The khravgodon collapses. It is off-guard and can use actions that require only its mind, but any other action ends the ruse. A successful DC 18 Perception check to Seek or Medicine check to Recall Knowledge is required to determine that the animal is not, in fact, dead. Revived Retaliation Reaction Trigger The khravgodon is attacked or disturbed by a creature within reach while Feigning Death; Effect The khravgodon Strikes the triggering creature. --- Speed 30 feet, burrow 15 feet, climb 15 feet Melee Single Action jaws +21 (deadly d12), Damage 2d12+9 piercing Melee Single Action claw +21 (Agile), Damage 2d10+9 slashing Melee Single Action tail +21 (reach 20 feet), Damage 2d6+9 bludgeoning plus Grab Crush Chitin Single Action Requirements The khravgodon has a creature grabbed or restrained; Effect The khravgodon bites the creature, dealing 2d12+9 piercing damage (DC 28 basic Fortitude save) that ignores the first 5 of the target's Hardness or resistance to physical damage. On a failed save, the target also takes a –2 circumstance penalty to AC for 1 round. Grasping Tail A khravgodon can drag Large or smaller creatures it has grabbed with its tail along with it when it Strides. Tail Tales A Kellid legend holds that the khravgodon once had a beautiful tail covered with bright, thick fur. One night, the khravgodon fell asleep in the open, having danced all night showing off its beautiful tail. When it awoke, ankhravs had chewed all the hair off khravgodon's tail, leaving it with the bald appendage we see today. Khravgodons have been taking revenge on ankhravs ever since. ","skill_mod":{"survival":18,"stealth":18,"athletics":16},"summary":"Few creatures can shrug off an ankhrav's acid and crunch its chitin like a khravgodon.","image":["/Images/Monsters/Khravgodon.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"acid":10,"poison":10},"url":"/Monsters.aspx?ID=4501","intelligence":-4,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":20,"size":["Huge"],"name":"Khravgodon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,20,22],"slug":"creature-4501"},{"attack_bonus":[9,9],"constitution":3,"primary_source_category":"Rulebooks","strength":0,"hp":30,"language":["Chthonian"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","n onlethal attacks","paralyzed","poisoned","sickened","unconscious"],"source":["Monster Core 2"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":4,"wisdom":1,"weakness":{},"creature_ability":["Bone Chariot","Scuttle Away"],"skill":["Crafting","Stealth"],"legacy_id":["creature-1255"],"trait":["Fiend","Unholy","Small"],"id":"creature-4502","text":" Ostovite Skittering scavenger vermin common throughout the Outer Rifts, ostovites roam battlefields to harvest flesh and bones. After the ostovites dissolve and slurp up the flesh for sustenance, they craft the bones into elaborate shells they refer to as “bone chariots.” These bone chariots move under the ostovites' command and serve as an important marker of rank in ostovite nests. To tiny ostovites, bigger is better, and building large skeletal conveyances is the only way for them to increase their standing. Although they feel deeply inferior to creatures larger than themselves, this fear can be overwhelmed by the ostovites' visceral desire to harvest those creatures' bones to increase their own status. When confronted with a particularly massive skeleton, ostovites generally fight among themselves and end up splitting the haul. However, there are rare instances of the selfish creatures working together to puppeteer a much larger bone chariot. Ostovites' faint understanding of anatomy results in bone chariots that look more like nightmarish attempts at art than functioning creatures. Various powerful fiends collect this strange art by bribing ostovites with new skeletons or finding ways to kill them without disrupting their chariots. Despite ostovites' origins in the Outer Rifts, they're neither demons nor qlippoth. Without the protection of the major fiends, they find their homes in the nooks and crannies of their home plane. Though they have no innate ability to cross the planar boundaries, flaws in the Outer Rifts' fabric often lead them to other worlds. Ostovites who have managed such a migration are often much happier. Away from demonic abuse, they usually can be found near mortal crypts and battlefields. In the Universe, they rarely have to face any threats other than the undead, clerics of Pharasma, and families of the deceased. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Ostovite Source Monster Core 2 pg. 245 Perception +4; darkvision Languages Chthonian Skills Crafting +4, Stealth +7 Str +0 Dex +4 Con +3 Int -4 Wis +1 Cha +0 --- AC 15 Fort +6 Ref +9 Will +4 HP 30 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Bone Chariot Ostovites build and inhabit moving shells of bone. The ostovite's base statistics, particularly its immunities, assume the ostovite is safely inside its bone chariot. The bone chariot is destroyed when the ostovite is reduced to less than half its Hit Points or immediately after it takes damage from a critical hit. Damage that can specifically affect the ostovite controlling the chariot even while it's inside doesn't destroy the bone chariot, and it bypasses the ostovite's immunities. Without the bone chariot, the ostovite loses its immunities and bone spike Strike, and it's reduced to Tiny size. It also gains weakness 5 to mental and physical damage. Building a new bone chariot requires the skeleton of a Small or larger creature and 10 minutes. An ostovite in a bone chariot is normally Small, though larger bone chariots are possible, especially when ostovites work together. Scuttle Away Reaction Trigger The ostovite's bone chariot is destroyed; Effect The ostovite within Steps or Strides. --- Speed 25 feet Melee Single Action mandibles +9 (Finesse), Damage 1d4 piercing plus 1d4 acid Melee Single Action bone spike +9 (Finesse), Damage 1d12 piercing plus 1d4 persistent bleed Ostovite Lairs Ostovites are most often found on battlefields, scavenging for food and bones, regardless of the plane. If one of the vermin finds a suitable location and can bring others along with it, a colony might form. ","skill_mod":{"crafting":4,"stealth":7},"summary":"Skittering scavenger vermin common throughout the Outer Rifts , ostovites roam battlefields to harvest flesh and bones. After the ostovites dissolve …","image":["/Images/Monsters/Ostovite.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Mechanics"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4502","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Ostovite","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5,9],"slug":"creature-4502"},{"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Caligni","(can't speak any languages), <%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":3,"perception":13,"trait":["Shadow","Uncommon","Medium"],"id":"creature-4503","text":" Owb Commonly called owbs, or lesser owbs by more powerful owb prophets, most of these mysterious creatures focus on manipulating caligni culture. Among calignis, an owb hides from mortals they deem beneath them—even including calignis in their charge. Instead, they listen in on the thoughts of those around them, searching for fears and worries they can capitalize on. An owb prefers to select one caligni leader to control from the shadows, manipulating them using charisma and magic. Through coercion of such agents, owbs maintain a steady hand in the politics of the community, either blessing and breaking pacts with other creatures or acting as intermediaries and ambassadors between calignis and powerful external entities. Owb Source Monster Core 2 pg. 246 Perception +13; greater darkvision Languages Caligni; (can't speak any languages), telepathy 100 feet Skills Acrobatics +15, Deception +13, Diplomacy +11, Occultism +12, Religion +11, Stealth +15 Str +4 Dex +5 Con +4 Int +0 Wis +3 Cha +3 Light Blindness --- AC 24 Fort +14 Ref +15 Will +13 HP 90 Immunities cold --- Speed 5 feet, fly 30 feet Melee Single Action claw +16 (Agile, magical), Damage 1d8+7 slashing plus 1d8 cold Ranged Single Action burning cold +17 (Magical, range 120 feet), Damage 2d8 cold plus 1d8 persistent cold Occult Innate Spells DC 23, attack +15 - Cantrips (3rd) Daze, Read Aura, Shield, Void Warp - 3rd Mind Reading (at will) - 4th Darkness (at will), Invisibility - 5th Shadow Blast, Umbral Journey - 7th Interplanar Teleport (self only;to or from the Netherworld only) Curse of Darkness Single Action (Curse, darkness, occult) The owb inflicts a curse on one creature taking persistent cold damage from their burning cold Strike, stealing the victim's vibrancy. The creature must attempt a DC 23 Fortitude save. On a failure, the creature gains light blindness, and its coloration turns to washed out shades of gray, along with all equipment it carries, wields, or wears. These effects have an unlimited duration. Regardless of the result of its save, the creature is temporarily immune for 1 minute. If the owb uses this ability on a caligni, the curse can't be removed short of a wish ritual or similar powerful magic. Shadows Among Shadows Little is known about owbs' lives on the Netherworld. They keep to themselves so much that most other shadowy denizens either remain unaware of their presence or disbelieve they even exist. Some rumors suggest that these creatures lack any real power on the Netherworld and thus spend most of their time manipulating their strange caligni “children” in the Universe. ","skill_mod":{"diplomacy":11,"deception":13,"stealth":15,"occultism":12,"acrobatics":15,"religion":11},"image":["/Images/Monsters/Owb.png"],"primary_source":"Monster Core 2","spell":["Interplanar Teleport","Shadow Blast","Umbral Journey","Darkness","Invisibility","Mind Reading","Daze","Read Aura","Shield","Void Warp"],"ac":24,"level":6,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":0,"reflex_save":15,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":14,"size":["Medium"],"name":"Owb","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13,16],"attack_bonus":[16,17],"constitution":4,"immunity":["cold"],"creature_family":"Owb","spell_attack_bonus":[15],"will_save":13,"speed":{"fly":30,"max":30,"land":5},"wisdom":3,"weakness":{},"creature_ability":["Light Blindness","Curse of Darkness"],"skill":["Acrobatics","Deception","Diplomacy","Occultism","Religion","Stealth"],"legacy_id":["creature-1257"],"tradition":["Occult"],"summary":"Commonly called owbs, or lesser owbs by more powerful owb prophets, most of these mysterious creatures focus on manipulating caligni culture. Among …","trait_group":["Planar","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4503","dexterity":5,"category":"creature","slug":"creature-4503"},{"primary_source_category":"Rulebooks","strength":8,"hp":225,"language":["Aklo","Caligni","Common","Sakvroth","(can't speak any languages), <%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":7,"perception":24,"trait":["Rare","Shadow","Unholy","Large"],"id":"creature-4504","text":" Owb Prophet An owb who comes into contact and is chosen by one of the Forsaken gains a fragment of that demigod's power and forges a permanent connection with them. This act transforms the owb into a larger, more powerful creature and imbues them with the power of divine transference, allowing the owb to gain followers and grant spells. These are owb prophets. Owb prophets possess some portion of their Forsaken's power, but they must use this authority to gain more sway over calignis and other worshippers. Owb Prophet Source Monster Core 2 pg. 247 Perception +24; greater darkvision Languages Aklo, Caligni, Common, Sakvroth; (can't speak any languages), telepathy 100 feet Skills Acrobatics +25, Deception +26, Diplomacy +24, Occultism +23, Religion +25, Stealth +25 Str +8 Dex +6 Con +8 Int +4 Wis +5 Cha +7 Forsaken Patron Each owb prophet serves as a conduit to one of the shadowy demigods known as the Forsaken. Forsaken patrons are detailed in the sidebar, and each grants the owb prophet additional abilities. Light Blindness --- AC 34 Fort +25 Ref +23 Will +24 HP 225 Immunities cold Resistances mental 10 --- Speed 5 feet, fly 40 feet Melee Single Action claw +27 (Agile, magical, unholy), Damage 2d8+11 slashing plus 2d8 cold Ranged Single Action burning cold +25 (Magical, range 120 feet), Damage 4d8 cold plus 2d8 persistent cold and clutching cold Occult Innate Spells DC 33, attack +25 - Cantrips (7th) Daze, Read Aura, Shield, Void Warp - 3rd Shadow Blast (×3), Mind Reading (at will) - 4th Invisibility - 5th Umbral Journey (×3; see shadow's swiftness) - 6th Darkness (at will), Dominate (×3) - 7th Interplanar Teleport (to or from the Netherworld only) Burning Cold Fusillade Two Actions The owb prophet makes three burning cold Strikes. Clutching Cold A creature hit by the prophet's burning cold Strike becomes immobilized in a cluster of binding ice crystals (Escape DC 31). Curse of Darkness Single Action The owb prophet inflicts a curse on one creature taking persistent cold damage from their burning cold Strike, stealing the victim's vibrancy. The creature must attempt a DC 32 Fortitude save. On a failure, the creature gains light blindness, and its coloration turns to washed out shades of gray, along with all equipment it carries, wields, or wears. These effects have an unlimited duration. Regardless of the result of its save, the creature is temporarily immune for 1 minute. If the owb prophet uses this ability on a caligni, the curse can't be removed short of a wish ritual or similar powerful magic. Shadow's Swiftness An owb prophet can Cast umbral journey as a 3-action activity instead of 1 minute. If they do so, they target only themself. Forsaken Patrons Each owb prophet gains their power through a connection with a Forsaken patron. The patron grants the owb additional spells and has their own religious symbol and favored weapons. Each entry notes any ability or occult innate spell the Forsaken grants to their prophets, plus a favored weapon. Enkaar, the Malformed Prisoner: This mutilated horror is the Forsaken patron of fetters, lethargy, and physical corruption. Spell phantom pain (4th, at will); Favored Weapon spiked chain Eyes That Watch: This strange trio of feline eyes is the Forsaken patron of inferiority, cats, and strangers. Ability lifesense 120 feet; Favored Weapon dagger Grasping Iovett: A beautiful form of indescribable variety, Iovett is the Forsaken patron of accidents, parasites, and reckless lust. Spell charm (4th, at will); Favored Weapon shortsword Husk: This androgynous creature is the Forsaken patron of emptiness, loneliness, and narcissism. Spell silence (4th, at will); Favored Weapon shortsword Lady Razor: This stern magistrate forbids showing kindness or mercy to family members. Lady Razor is the Forsaken patron of family strife, suspicion, and vengeance. Spell weapon storm (4th, at will); Favored Weapon dagger Reshmit of the Heavy Voice: Taking the form of a massive shadow, Reshmit is the Forsaken patron of broken things, forgetting, and unexpected violence. Spell rewrite memory (4th, at will); Favored Weapon morningstar Thalaphyrr Martyr-Minder: The Forsaken patron of failed heroics, imprisonment, and squandered time. Spell slow (4th, at will); Favored Weapon spear ","skill_mod":{"diplomacy":24,"deception":26,"stealth":25,"occultism":23,"acrobatics":25,"religion":25},"primary_source":"Monster Core 2","spell":["Interplanar Teleport","Shadow Blast","Darkness","Dominate","Umbral Journey","Invisibility","Mind Reading","Daze","Read Aura","Shield","Void Warp"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{"mental":10},"intelligence":4,"reflex_save":23,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":25,"size":["Large"],"name":"Owb Prophet","pfs":"Standard","rarity":"rare","strike_damage_average":[27,29],"attack_bonus":[25,27],"constitution":8,"immunity":["cold"],"creature_family":"Owb","spell_attack_bonus":[25],"will_save":24,"speed":{"fly":40,"max":40,"land":5},"wisdom":5,"weakness":{},"creature_ability":["Forsaken Patron","Light Blindness","Burning Cold Fusillade","Clutching Cold","Curse of Darkness","Shadow's Swiftness"],"skill":["Acrobatics","Deception","Diplomacy","Occultism","Religion","Stealth"],"legacy_id":["creature-1258"],"tradition":["Occult"],"summary":"An owb who comes into contact and is chosen by one of the Forsaken gains a fragment of that demigod's power and forges a permanent connection with …","trait_group":["Rarity","Planar","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4504","dexterity":6,"category":"creature","slug":"creature-4504"},{"legacy_name":["Ankou"],"primary_source_category":"Rulebooks","strength":7,"hp":280,"language":["Aklo","Common","Fey","(can't speak any language); <%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":25,"trait":["Fey","Large"],"id":"creature-4505","text":" Ozthoom Ozthooms are shadowy killers who serve powerful fey creatures or even the Eldest—the demigods of the First World. Amid the courts of the Eldest or other powerful fey rulers, these sinister assassins lurk overhead as they await the call to action—implied threats akin to deadly weapons hung as decor in a royal hall. Ozthooms never speak aloud; when they feel the need to communicate at all, they do so in a telepathic whisper directly into their victim's mind. While an ozthoom's body is a strange, fleshy material, their deadly claws and cruel hooked wings are made from razor-sharp cold iron, a quality that makes them highly feared among other fey. A typical ozthoom is 10 feet tall and has an 8-foot wingspan, but it weighs less than 80 pounds. While most ozthooms serve powerful masters, a few of these murderous fey have been left to their own devices and serve none but their own capricious whims. In some cases, their master has been slain, while in others, the ozthoom has been released from service for any number of reasons. An ozthoom left to indulge their cruel desires unrestrained is often the most dangerous ozthoom of them all. Recall Knowledge - Fey (Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Ozthoom Source Monster Core 2 pg. 248 Perception +25; lifesense 120 feet, low-light vision Languages Aklo, Common, Fey; (can't speak any language); telepathy 100 feet Skills Acrobatics +28, Deception +25, Intimidation +27, Nature +22, Stealth +28 Str +7 Dex +8 Con +4 Int +2 Wis +2 Cha +5 --- AC 35 Fort +23 Ref +28 Will +24 HP 280 Weaknesses cold iron 10 --- Speed fly 75 feet Melee Single Action claw +29 (Agile, cold iron), Damage 3d6+15 slashing Melee Single Action wing +29 (cold iron, reach 10 feet), Damage 2d6+15 piercing plus 2d6 persistent bleed Primal Innate Spells DC 34, attack +26 - 1st Enfeeble - 2nd Silence - 4th Darkness (at will), Planar Tether - 6th Truesight - 7th Eclipse Burst, Teleport - 8th Pinpoint Shadow Doubles Single Action to Three Actions (Illusion, Occult, Shadow) Frequency once per day; Effect For each action spent to use this ability, the ozthoom creates one shadowy duplicate anywhere within 60 feet of themself. Shadow doubles have the same statistics as an ozthoom, but they have the summoned trait, 85 Hit Points, can't use Shadow Doubles or innate spells, and have an attack bonus of +25 for their Strikes. A shadow double that attempts a saving throw against a light effect can't get a result better than failure. Each double remains for 1 round, until it's reduced to 0 Hit Points, or until it moves further than 120 feet from the ozthoom, whichever comes first. Each round thereafter, the ozthoom can Sustain the effect to extend the duration of surviving duplicates by 1 round, to a maximum duration of 1 minute. The ozthoom can see through the eyes of all the shadow doubles at once. A character who Seeks can identify an ozthoom as real or a shadow double with a successful DC 39 Perception check. Sneak Attack A ozthoom's Strikes deal an additional 2d6 precision damage to offguard creatures. Ozthoom Guilds The most dangerous ozthooms are those who have rebelled against their masters. Ozthooms of this nature are more powerful, gathering others to form deadly “guilds” of assassins that pursue common goals in the most dangerous parts of the First World. ","skill_mod":{"deception":25,"nature":22,"stealth":28,"intimidation":27,"acrobatics":28},"image":["/Images/Monsters/Ankou.png"],"primary_source":"Monster Core 2","spell":["Pinpoint","Eclipse Burst","Teleport","Truesight","Darkness","Planar Tether","Silence","Enfeeble"],"ac":35,"level":14,"spell_dc":[34],"source_category":["Rulebooks"],"sense":" lifesense 120 feet, low-light vision ","resistance":{},"intelligence":2,"reflex_save":28,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":23,"size":["Large"],"name":"Ozthoom","pfs":"Standard","rarity":"common","strike_damage_average":[25,29],"attack_bonus":[29,29],"constitution":4,"spell_attack_bonus":[26],"will_save":24,"speed":{"fly":75,"max":75},"wisdom":2,"weakness":{"cold_iron":10},"creature_ability":["Shadow Doubles","Sneak Attack"],"skill":["Acrobatics","Deception","Intimidation","Nature","Stealth"],"legacy_id":["creature-547"],"tradition":["Primal"],"summary":"Ozthooms are shadowy killers who serve powerful fey creatures or even the Eldest —the demigods of the First World . Amid the courts of the Eldest …","trait_group":["Creature Type"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4505","dexterity":8,"category":"creature","slug":"creature-4505"},{"attack_bonus":[13,15],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":85,"language":["Aklo","Common"],"source":["Monster Core 2"],"type":"Creature","will_save":11,"charisma":5,"speed":{"fly":40,"max":40},"perception":11,"wisdom":2,"weakness":{"slashing":5},"creature_ability":["Spewing Bile","Constrict","Elongate Tongue","Penanggalan Bile","Ride Corpse"],"skill":["Athletics","Deception","Intimidation","Midwifery Lore","Stealth"],"legacy_id":["creature-1261"],"trait":["Aberration","Tanggal","Medium"],"id":"creature-4506","text":" Penanggalan Penanggalans are bizarre creatures who feed on the blood and entrails of the young. When their cannibalistic hunger strikes, penanggalans wait until night and then bathe their bodies in an alchemical substance that smells like vinegar. Once submerged in the concoction, their neck rips from side to side, allowing their head to float upward and pull out their lungs, stomach, and intestines. They leave their bodies in the vinegar bath much like a molting crab leaves its old shell, then fly off to find a victim filled with blood and guts. The vinegar solution shrinks their organs to allow easy entry back into the body. As grotesque as these creatures are when hungry, the penanggalan appears young and healthy while wearing their body. Such is the nature of their existence: they consorted with otherworldly beings, gaining a lifetime of youth in exchange for an evil hunger for the young. But they're not immortal. They age and die normally like the people they once were—they just retain their youthfulness throughout this existence. It can be difficult to spot a penanggalan among the populace. The faint scar ringing their neck at the point of separation can be explained away as a blemish, and it can be hidden under a flashy necklace. Meanwhile the faint, sour scent of a penanggalan's preserved body, while peculiar, is not uncommon in the sweaty tropics they frequent. Recall Knowledge - Aberration (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Penanggalan Source Monster Core 2 pg. 249 Perception +11; darkvision Languages Aklo, Common Skills Athletics +12, Deception +14, Intimidation +12, Midwifery Lore +9, Stealth +14 Str +3 Dex +5 Con +2 Int +0 Wis +2 Cha +5 --- AC 22 Fort +9 Ref +16 Will +11 HP 85 Weaknesses slashing 5 Spewing Bile When the penanggalan takes slashing damage, the wound spews bile on adjacent creatures, dealing 2d10 poison damage (DC 19 basic Fortitude save). The penanggalan loses their spewing bile and penanggalan bile abilities until the end of their next turn. --- Speed fly 40 feet Melee Single Action proboscis tongue +15 (Finesse), Damage 2d6+5 piercing plus penanggalan bile Melee Single Action entrails +13, Damage 2d4+5 bludgeoning plus Grab Constrict Single Action 2d4+3 bludgeoning, DC 21 Elongate Tongue Single Action The penanggalan's tongue extends, the membrane stretching and becoming translucent. Until the end of the turn, the penanggalan's proboscis tongue Strikes have a 10-foot reach, and any target is off-guard against the Strike unless it has a Perception DC of 22 or higher or the ability to precisely sense invisible things. Penanggalan Bile (Disease) A victim's drained condition decreases by 1 per month; Saving Throw DC 19 Fortitude; Stage 1 drained 1 (1 week); Stage 2 drained 2 (1 week); Stage 3 drained 3 (1 week); Stage 4 dead Ride Corpse Three Actions (Concentrate, Polymorph) The penanggalan inserts their entrails into their humanoid body, allowing them to appear as and move about like a normal human. The body has 10 Hit Points and the same defenses as the penanggalan. When the body is destroyed, the penanggalan is ejected unharmed. The body becomes a corpse, and if it's neither controlled by the penanggalan nor stored in an alchemical vat, it decays as normal. Tanggal Segmentations Like penanggalans, other tanggals feed on flesh and separate from their body in some form. Such creatures also have their own weaknesses. The manananggal splits from the waist rather than from the neck, and the smell of vinegar repels them instead of signaling their presence. The balan-balan also splits from the neck like the penanggalan, but they leave illusion-draped banana trunks in coffins to resemble the corpses they stole. ","skill_mod":{"deception":14,"stealth":14,"athletics":12,"intimidation":12},"summary":"Penanggalans are bizarre creatures who feed on the blood and entrails of the young. When their cannibalistic hunger strikes, penanggalans wait until …","image":["/Images/Monsters/Penanggalen.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4506","intelligence":0,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Penanggalan","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12],"slug":"creature-4506"},{"legacy_name":["Ifrit Pyrochemist"],"primary_source_category":"Rulebooks","strength":0,"hp":18,"language":["Common","Pyric"],"source":["Monster Core 2"],"type":"Creature","charisma":1,"perception":3,"trait":["Human","Humanoid","Naari","Medium"],"id":"creature-4507","text":" Naari Naaris' blood blazes with elemental fire. On the Plane of Fire, most naaris are second-class citizens who serve under the iron heel of the ifrits and their Dominion of Flame, but those born outside the ifrit hierarchy or who choose to flee it live lives of passion in search of fame, glory, and power. Naaris are fond of fire, but this doesn't mean they all embrace fire's destructive nature. Those who seek more productive roles in a society might cherish fire's protective warmth and the role it plays in creation or cooking. Others find inspiration in the way flames flit and dance, and they pride themselves in their skills as acrobats or dancers. The church of Sarenrae particularly welcomes naari fire dancers, both in appreciation of their skill and to help ensure these naaris have a safe place apart from their more violent kin. But by and large, naaris are drawn to professions and callings that allow them to indulge in the glories of fire. Naari pyrochemists apply this calling to alchemical teachings, seeing purity in every single bomb thrown or conflagration lit. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Naari Pyrochemist Source Monster Core 2 pg. 250 Perception +3 Languages Common, Pyric Skills Acrobatics +6, Crafting +6, Intimidation +4, Nature +3, Survival +3, Thievery +6 Str +0 Dex +3 Con +2 Int +3 Wis +0 Cha +1 Alchemical Items A naari pyrochemist carries 5 lesser alchemist's fires, 2 minor elixirs of life (GM Core 247), and a lesser smoke ball. The pyrochemist replenishes these each day using alchemical reagents during their daily preparations. Items Alchemist's Toolkit, Dagger, Flint and Steel, formula book, studded leather --- AC 16 Fort +5 Ref +6 Will +3 HP 18 Resistances fire 1 --- Speed 25 feet Melee Single Action dagger +8 (Agile, Finesse, thrown 10 feet, versatile S), Damage 1d4 piercing Ranged Single Action lesser alchemist's fire +8 (range increment 30 feet), Damage 1d8 fire plus 1 persistent fire damage and 1 fire splash damage Primal Innate Spells DC 16, attack +8 - Cantrips (1st) Ignition Quick Bomber Single Action The naari pyrochemist draws an alchemist's fire with an Interact action and throws it as a ranged Strike. Geniekin Parentage Planar scions from the elemental planes are known as geniekin because they're overwhelmingly born from couplings between mortals and genies: naaris are born of ifrit, oreads of jabalis, sulis of jann, sylphs of jaathoom, and undines of faydhaans. Despite this distinguished ancestry, geniekin do not display most of their parents' exceptional talents. ","skill_mod":{"nature":3,"thievery":6,"crafting":6,"survival":3,"intimidation":4,"acrobatics":6},"image":["/Images/Monsters/Naari_Pyrochemis.webp"],"primary_source":"Monster Core 2","spell":["Ignition"],"ac":16,"item":["Alchemist's Toolkit","Dagger","Flint and Steel","formula book","studded leather"],"level":1,"spell_dc":[16],"source_category":["Rulebooks"],"resistance":{"fire":1},"intelligence":3,"reflex_save":6,"strongest_save":["ref","reflex"],"fortitude_save":5,"size":["Medium"],"name":"Naari Pyrochemist","pfs":"Standard","rarity":"common","strike_damage_average":[2,4],"attack_bonus":[8,8],"constitution":2,"creature_family":"Geniekin","spell_attack_bonus":[8],"will_save":3,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["Alchemical Items","Quick Bomber"],"skill":["Acrobatics","Crafting","Intimidation","Nature","Survival","Thievery"],"legacy_id":["creature-759"],"tradition":["Primal"],"summary":"Naaris' blood blazes with elemental fire. On the Plane of Fire , most naaris are second-class citizens who serve under the iron heel of the ifrits …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4507","dexterity":3,"category":"creature","slug":"creature-4507"},{"attack_bonus":[6,9],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":20,"language":["Common","Petran"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Geniekin","will_save":5,"charisma":0,"speed":{"max":20,"land":20},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Reactive Strike","Shield Block","Vicious Blow"],"skill":["Athletics","Crafting","Medicine","Society","Survival"],"legacy_id":["creature-760"],"trait":["Human","Humanoid","Oread","Medium"],"id":"creature-4508","text":" Oread Elemental earth laces through the bones of oreads, who appear similar to stone statues of their mortal ancestry, with delicate crystals in place of hair, fur, or scales. Most oreads are stoic and slow to plan but steadfast in their resolve and unwavering in their convictions. The typical oread cherishes quiet seclusion. Yet as they age, many oreads find themselves inexplicably drawn to some far-flung location with a pull like that exerted on the needle of a compass— intangible, constant, and ultimately irresistible. The destination of this mysterious pilgrimage is unique to each oread, though it usually ends in some place of great mystical power, natural splendor, or esoteric learning. Most oreads are drawn to a place that's somewhat familiar, but a rare few feel drawn to travel in a seemingly random direction, departing with only the hope that they'll discover whatever mystery lies at the end of their invisible path. Many oreads find that the role of a guard suits their personality well, for in such a role they can feel as if they're helping promote order but also find time to stand vigil as lone sentinels over a specific portion of a fortification or a remote location on a wilderness trail. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Oread Guard Source Monster Core 2 pg. 251 Perception +7 Languages Common, Petran Skills Athletics +7, Crafting +3, Medicine +5, Society +3, Survival +5 Str +4 Dex +1 Con +2 Int +0 Wis +2 Cha +0 Items Bastard Sword, Full Plate, light hammer, Steel Shield (Hardness 5, HP 20, BT 10) --- AC 17 (19 with shield raised) Fort +7 Ref +6 Will +5 HP 20 Reactive Strike Reaction Shield Block Reaction --- Speed 20 feet Melee Single Action bastard sword +9 (two-hand d12), Damage 1d8+4 slashing Ranged Single Action light hammer +6 (Agile, thrown 20 feet), Damage 1d6+4 bludgeoning Vicious Blow Two Actions The oread guard makes a melee Strike. This counts as two attacks when calculating the guard's multiple attack penalty. If this Strike hits, the oread guard deals an extra die of weapon damage. ","skill_mod":{"society":3,"crafting":3,"survival":5,"medicine":5,"athletics":7},"summary":"Elemental earth laces through the bones of oreads, who appear similar to stone statues of their mortal ancestry, with delicate crystals in place of …","image":["/Images/Monsters/PlanarScion_Oread.png"],"primary_source":"Monster Core 2","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":17,"item":["Bastard Sword","Full Plate","light hammer","Steel Shield (Hardness 5, HP 20, BT 10)"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4508","intelligence":0,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"fortitude_save":7,"size":["Medium"],"name":"Oread Guard","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-4508"},{"attack_bonus":[7],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":16,"language":["Common","Petran","Pyric","Sussuran","Thalassic"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Geniekin","spell_attack_bonus":[9],"will_save":5,"charisma":4,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Elemental Bulwark","Distracting Dance","Elemental Assault"],"skill":["Acrobatics","Deception","Diplomacy","Occultism","Performance","Society"],"legacy_id":["creature-761"],"trait":["Human","Humanoid","Suli","Medium"],"id":"creature-4509","text":" Suli Because their genie forebears travel all across the Universe, sulis (scions of mortals and jann, who are composed of all six elements) are by and large the most common geniekin on that plane. They're often artisans and peace brokers, compelled to try and bring harmony and balance in a world wrought with discord. Sulis have a natural charm that often eludes other geniekin, but they tend to layer on a level of boastful pride or even arrogance as a personal quirk or humorous facade. Few non-sulis realize that bragging isn't simply the symptom of a puffed-up ego for sulis, but instead a cultural institution easily comparable to human poetry. Sulis' boasts not only glorify themselves but also secure their companions' and families' accomplishments in history, with the ultimate goal of spinning stories that will be retold for generations. This is especially true for sulis who have lived with other geniekin and have been seen as lesser for not having a strong connection to an Elemental Plane. Suli dune dancers are but one way these geniekin seek to integrate with other humanoid societies. They work to hone their skills at boasting to an extent that their claims help bolster those they travel with. Suli from regions other than deserts adjust their names to match their terrains, but regardless of whether they prefer forests, hills, or arctic plains, their boasts remain as compelling. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Suli Dune Dancer Source Monster Core 2 pg. 251 Perception +5 Languages Common, Petran, Pyric, Sussuran, Thalassic Skills Acrobatics +5, Deception +6, Diplomacy +7, Occultism +4, Performance +7, Society +4 Str +2 Dex +2 Con +0 Int +1 Wis +0 Cha +4 Items Scimitar, tambourine --- AC 15 Fort +3 Ref +5 Will +5 HP 16 Elemental Bulwark Reaction Trigger An enemy is about to damage the dune dancer with cold, electricity, or fire, or with a spell that has the air, earth, fire, or water trait; Effect The dune dancer gain resistance 2 against the triggering damage. --- Speed 25 feet Melee Single Action scimitar +7 (Forceful, Sweep), Damage 1d6+2 slashing Occult Spontaneous Spells DC 17, attack +9 - Cantrips (1st) Detect Magic, Guidance, Shield, Telekinetic Hand, Telekinetic Projectile - 1st Dizzying Colors, Soothe, Sure Strike (2 slots) Distracting Dance Single Action (Mental, Visual) With a twirl of their body or with elaborate hand movements, the suli dune dancer attempts to distract a creature within 30 feet. The dune dance attempts a Performance check against the target's Perception DC. Critical Success The target is off-guard and takes a –2 circumstance bonus to Perception checks until the end of the dune dancer's next turn. Success The target is off-guard until the end of the dune dancer's current turn. Critical Failure The dune dancer is off-guard against attacks from the target until the end of their next turn. Elemental Assault Two Actions Elemental magic fills the dune dancer's body or weapon. The dune dancer chooses one element and makes a melee Strike. The Strike deals an additional 1d4 damage of the indicated type and has the trait corresponding to the element: Air electricity, Earth bludgeoning, Fire fire, Metal slashing, Water cold, Wood vitality ","tradition":["Occult"],"skill_mod":{"society":4,"diplomacy":7,"performance":7,"deception":6,"occultism":4,"acrobatics":5},"summary":"Because their genie forebears travel all across the Universe , sulis (scions of mortals and jann , who are composed of all six elements) are by and …","primary_source":"Monster Core 2","spell":["Dizzying Colors","Soothe","Sure Strike","Detect Magic","Guidance","Shield","Telekinetic Hand","Telekinetic Projectile"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":15,"item":["Scimitar","tambourine"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4509","intelligence":1,"reflex_save":5,"strongest_save":["ref","reflex","will"],"dexterity":2,"fortitude_save":3,"size":["Medium"],"name":"Suli Dune Dancer","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[5],"slug":"creature-4509"},{"attack_bonus":[9,9],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":17,"language":["Common","Sussuran"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Geniekin","will_save":8,"charisma":3,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["Deflecting Gale","Sneak Attack","Surprise Attacker","Wind's Guidance"],"skill":["Acrobatics","Deception","Diplomacy","Society","Stealth","Thievery"],"legacy_id":["creature-762"],"trait":["Human","Humanoid","Sylph","Medium"],"id":"creature-4510","text":" Sylph Born with elemental gales coursing through their breath, sylphs are wispy planar scions whose bodies seem caught in a perpetual, gentle breeze. Most commonly born of unions between mortals and jaathoom, sylphs are quick-witted and creative, but they're prone to flights of fancy and tend to be easily distracted. Sylphs are notorious for their practice of “listening to the wind,” which most others dismiss as a fancy name for eavesdropping. Yet this custom means much more to sylphs, who spend hours listening to the stories brought to them on the proverbial breeze. While some less scrupulous sylphs can use the information they learn to blackmail or abuse others, most of them see listening to the wind as their way of staying connected to the world around them while still keeping it comfortably at arm's length. Certainly, the typical sylph sneak doesn't seek to use what they learn for ill but instead warns others of dangers yet unrealized or prepares themself for a dangerous task. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Sylph Sneak Source Monster Core 2 pg. 252 Perception +5 Languages Common, Sussuran Skills Acrobatics +7, Deception +6, Diplomacy +6, Society +4, Stealth +7, Thievery +7 Str +0 Dex +4 Con +1 Int +1 Wis +0 Cha +3 Items Leather Armor, Starknife --- AC 16 Fort +4 Ref +9 Will +8 HP 17 Deflecting Gale Reaction (air, primal) Trigger The sylph sneak is the target of a physical ranged attack; Requirements The sylph sneak is aware of the attack; Effect A swift gale whips up between the sylph sneak and the source of the ranged attack, giving the sneak a +3 status bonus to AC against the triggering attack. If the attack misses, the wind deflected it. The wind can't deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts). --- Speed 25 feet Melee Single Action starknife +9 (Agile, deadly d6, Finesse, versatile S), Damage 1d4+2 piercing Ranged Single Action starknife +9 (Agile, deadly d6, thrown 30 feet, versatile S), Damage 1d4+2 piercing Sneak Attack The sylph sneak's Strikes deal an additional 1d6 precision damage to off-guard creatures. Surprise Attacker On the first round of combat, creatures that haven't acted yet are off-guard to the sylph sneak. Wind's Guidance When the sylph sneak attacks with a thrown weapon, the range increment increases by 10 feet. ","skill_mod":{"society":4,"diplomacy":6,"deception":6,"thievery":7,"stealth":7,"acrobatics":7},"summary":"Born with elemental gales coursing through their breath, sylphs are wispy planar scions whose bodies seem caught in a perpetual, gentle breeze. Most …","image":["/Images/Monsters/PlanarScion_Sylph.png"],"primary_source":"Monster Core 2","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":16,"item":["Leather Armor","Starknife"],"level":1,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4510","intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":4,"size":["Medium"],"name":"Sylph Sneak","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4,4],"slug":"creature-4510"},{"attack_bonus":[7,7],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":15,"language":["Common","Thalassic"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Geniekin","spell_attack_bonus":[9,9],"will_save":7,"charisma":4,"speed":{"max":25,"land":25,"swim":25},"perception":5,"wisdom":2,"weakness":{},"skill":["Arcana","Athletics","Diplomacy","Intimidation","Nature","Survival"],"legacy_id":["creature-763"],"trait":["Amphibious","Human","Humanoid","Undine","Medium"],"id":"creature-4511","text":" Undine Undines are infused with elemental water—the churning power of the briny deep flows through them. These planar scions are often athletic and lithe, but they're easily distracted by auditory sensations because of how much louder and clearer sound rings above the waves. Undines are perhaps the most settled of all geniekin, often forming communities along the coast or even on the water itself. In the latter case, they prefer to settle in ship-towns that sometimes number dozens of vessels in all shapes and sizes. The undines who fill these communities are similarly diverse, bringing aspects of multiple cultures together to form one whole. Ship-towns are permanent, but fluid—they grow, recede, and migrate constantly as undine families add their ships to or remove them from the flotilla. An undine town like this can remain at sea for years, its residents coming ashore only on rare occasions to collect wood for cooking fires or to repair their homes. The paradoxically ever-shifting permanence of these communities reflects the undine virtues of adaptability and freedom while also maintaining the prime importance of the community. Undine hydromancers are quite valued on these floating settlements to protect residents from the dangers of the tides. Even novice hydromancers provide a crucial service with their ability to create drinkable fresh water while adrift on the sea. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Undine Hydromancer Source Monster Core 2 pg. 253 Perception +5 Languages Common, Thalassic Skills Arcana +3, Athletics +3, Diplomacy +7, Intimidation +7, Nature +5, Survival +5 Str +0 Dex +2 Con +1 Int +0 Wis +2 Cha +4 Items Dagger --- AC 15 Fort +4 Ref +5 Will +7 HP 15 --- Speed 25 feet, swim 25 feet Melee Single Action dagger +7 (Agile, Finesse, versatile S), Damage 1d4 piercing Ranged Single Action dagger +7 (Agile, thrown 10 feet, versatile S), Damage 1d4 piercing Primal Spontaneous Spells DC 17, attack +9 - Cantrips (1st) Caustic Blast, Detect Magic, Know the Way, Stabilize, Tangle Vine - 1st Create Water, Heal, Hydraulic Push Sorcerer Bloodline Spells DC 17, attack +9, 1 Focus Point - 1st Elemental Toss (bludgeoning damage)\n","tradition":["Primal"],"skill_mod":{"diplomacy":7,"nature":5,"survival":5,"arcana":3,"athletics":3,"intimidation":7},"summary":"Undines are infused with elemental water—the churning power of the briny deep flows through them. These planar scions are often athletic and lithe, …","image":["/Images/Monsters/PlanarScion_Undine.png"],"primary_source":"Monster Core 2","spell":["Create Water","Heal","Hydraulic Push","Caustic Blast","Detect Magic","Know the Way","Stabilize","Tangle Vine","Elemental Toss"],"trait_group":["Monster","Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":15,"item":["Dagger"],"level":1,"spell_dc":[17,17],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4511","intelligence":0,"reflex_save":5,"strongest_save":["will"],"dexterity":2,"fortitude_save":4,"size":["Medium"],"name":"Undine Hydromancer","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2,2],"slug":"creature-4511"},{"attack_bonus":[11,11],"constitution":0,"primary_source_category":"Rulebooks","strength":3,"hp":36,"language":["Common","Protean"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Nephilim","will_save":9,"charisma":2,"speed":{"max":35,"land":35},"perception":9,"wisdom":2,"weakness":{},"creature_ability":["Divine Innate Spells","Flurry of Kicks","Handspring Kick"],"skill":["Athletics","Acrobatics","Deception","Performance","Stealth"],"legacy_id":["creature-1266"],"trait":["Human","Humanoid","Nephilim","Medium"],"id":"creature-4512","text":" Ganzi Children of primeval chaos, ganzis intertwine the churning pandemonium of the Maelstrom with the more mundane tumult of mortal life. Some arise in bloodlines touched by creatures of the Maelstrom in generations previous, while others are changed by planar friction seething upon the shores of creation, but all share the essence of anarchy in their blood and bone. Due to their connection to the Maelstrom, ganzis vary wildly in appearance; the most common proteankin have patches of scales and feathers and mischievous, slithering tails. Others might have stranger features, such as horns, glowing orange eyes, or limbs flickering with harmless auras of entropic energy. Ganzis might be dramatically shorter, taller, thinner, or stouter than is typical for their ancestry, and it's not uncommon for them to be mistaken for more common nephilim. Independent-minded to a fault, often creative and capricious, ganzis prefer professions that allow them to serve as their own masters. If such a profession gives a ganzi opportunity to baffle or befuddle Golarion's more staid citizens, then all the better. Ganzis frequently develop reputations as outgoing, deviant, or thrill-seeking, and many heartily embrace these reputations and lean into them. Of all the planar scions, ganzis are among the most likely to take up life as wanderers. Ganzis with a taste for close combat are sometimes drawn to martial arts, turning their curious forms into potent and unexpected weapons. It's common to find such ganzi in the temporary employ of others, whether out of a legitimately shared ideology or simply the need for money. Just as often, though, one can simply find a ganzi martial artist demonstrating their craft on a street corner or dealing out justice to enforcers of cruel laws. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Ganzi Martial Artist Source Monster Core 2 pg. 254 Perception +9; low-light vision Languages Common, Protean Skills Athletics +10, Acrobatics +9, Deception +7, Performance +7, Stealth +9 Str +3 Dex +4 Con +0 Int -1 Wis +2 Cha +2 Items Explorer's Clothing, Shuriken (20) --- AC 20 Fort +7 Ref +11 Will +9 +1 to saves vs. effects that cause the controlled condition HP 36 Resistances acid, electricity, or sonic 1 (chosen randomly each day) --- Speed 35 feet Melee Single Action foot +11 (Agile, Finesse, Sweep), Damage 1d8+5 bludgeoning Ranged Single Action shuriken +11 (Agile, thrown 20 feet), Damage 1d4+5 piercing Divine Innate Spells DC 19, attack +11; 2nd two of the following chosen at random each day using 1d12 (1: acid grip ; 2: blur ; 3: humanoid form ; 4: illusory object ; 5: invisibility ; 6: laughing fit ; 7: noise blast ; 8: paranoia ; 9: resist energy ; 10: see the unseen; 11: shatter ; 12: telekinetic maneuver ) Flurry of Kicks Single Action Frequency once per turn; Effect The martial artist makes two melee Strikes. The martial artist applies their multiple attack penalty to these Strikes normally. Handspring Kick Single Action Requirements The martial artist has both hands free; Effect The martial artist Steps, then makes a melee Strike at a –1 penalty Ganzi Martial Arts Ganzi martial artists are often drawn to styles that emphasize acrobatics, mobility, flexibility, or artistry. The ganzis of Arcadia are particularly famous for a dancelike style—rarely shared with outsiders—which emphasizes fluid motion over rigid positioning and commonly employs maneuvers such as inverted kicks and sweeping leg strikes. ","skill_mod":{"performance":7,"deception":7,"stealth":9,"athletics":10,"acrobatics":9},"summary":"Children of primeval chaos, ganzis intertwine the churning pandemonium of the Maelstrom with the more mundane tumult of mortal life. Some arise in …","image":["/Images/Monsters/PlanarScion_Ganzi.png"],"primary_source":"Monster Core 2","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"ac":20,"item":["Explorer's Clothing","Shuriken (20)"],"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4512","intelligence":-1,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":7,"size":["Medium"],"name":"Ganzi Martial Artist","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,9],"slug":"creature-4512"},{"primary_source_category":"Rulebooks","strength":2,"hp":60,"language":["Common","Utopian"],"source":["Monster Core 2"],"type":"Creature","charisma":2,"perception":8,"trait":["Human","Humanoid","Nephilim","Medium"],"id":"creature-4513","text":" Aphorite The denizens of the Eternal City of Axis first forged aphorites to serve as emissaries, agents, and facilitators, with one foot in the sublime, perfect order, and one in the messy, murky, confusing muck of the Universe. In time, aphorites spread across the length and breadth of Golarion. Today, they can be found in any corner of any land, and only a fraction still serve Axis directly. Aphorites, like all nephilim, stand out quite vividly from their fellow mortals, sporting metallic skin, a faint coating of crystalline dust, a swirl of mathematical symbols, or perfectly symmetrical features. Many aphorites think logically and find satisfaction in careers dealing with numbers and information. Often, this leads them to become bookkeepers, clerks, or architects, but some become military engineers or sharpshooters. Others are drawn to the art of production, becoming blacksmiths, carpenters, engineers, architects, tailors, masons, or other such artisans. But no matter their careers, aphorites often feel the urge to tinker, and aphorite inventions draw both mockery and appreciation in equal measure. Aphorites who work in less academic professions, such as mercenaries or laborers, sometimes hide their keen analytical intelligence beneath extravagant demeanors and flamboyant hats. Some craft even these disguises with the same depth and complexity they do other aspects of their lives, considering every theatrical mannerism carefully and planning out their every detail. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Aphorite Sharpshooter Source Monster Core 2 pg. 255 Perception +8; darkvision Languages Common, Utopian Skills Acrobatics +10, Athletics +8, Deception +10, Diplomacy +10, Engineering Lore +12, Intimidation +10 Str +2 Dex +4 Con +2 Int +1 Wis +0 Cha +2 Items Breastplate, Crossbow (50 bolts), outrageous hat, Shortsword --- AC 21 Fort +10 Ref +12 Will +8 HP 60 --- Speed 20 feet Melee Single Action shortsword +14 (Agile, Finesse, versatile S), Damage 1d6+8 piercing Ranged Single Action crossbow +14 (range increment 60, reload 1), Damage 1d8+6 piercing Divine Innate Spells DC 18 - 1st Sure Strike Calculated Reload When the sharpshooter reloads their crossbow, they also calculate the best angle to their target, increasing the damage die from 1d8 to 1d10 and gaining a +2 circumstance bonus to their damage roll for their next crossbow Strike, as long as it occurs before the end of their next turn. Crystalline Dust Two Actions Frequency once per day; Effect The sharpshooter becomes concealed for 4 rounds, though they can't use the concealment to Hide or Sneak, as normal for concealment where their position is obvious. Hurtful Critique Single Action (Auditory, Emotion, Linguistic, Mental) The sharpshooter makes witty but disparaging comments about the fighting style of a target within 30 feet, expressing sympathy over every missed blow and providing sarcastic advice on how to improve. The target must succeed at a DC 18 Will save or take a –1 circumstance penalty to attack rolls (–2 on a critical failure) for 1 minute or until it makes a successful Strike against the sharpshooter. A creature that critically succeeds or who Strikes the sharpshooter after failing is immune to that sharpshooter's Hurtful Critique for 1 hour. Aphorite Gear Due to their propensity for tinkering, many aphorite soldiers and mercenaries carry odd or improbable weapons— such as crossbows with precision sights, exquisitely balanced blades, or partitioned quivers with arrows for every occasion. Outsiders often express skepticism about these weapons, but no one can deny their effectiveness. ","skill_mod":{"diplomacy":10,"deception":10,"athletics":8,"intimidation":10,"acrobatics":10},"image":["/Images/Monsters/PlanarScion_Aphorite.png"],"primary_source":"Monster Core 2","spell":["Sure Strike"],"ac":21,"item":["Breastplate","Crossbow (50 bolts)","outrageous hat","Shortsword"],"level":4,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":10,"size":["Medium"],"name":"Aphorite Sharpshooter","pfs":"Standard","rarity":"common","strike_damage_average":[10,11],"attack_bonus":[14,14],"constitution":2,"creature_family":"Nephilim","will_save":8,"speed":{"max":20,"land":20},"wisdom":0,"weakness":{},"creature_ability":["Calculated Reload","Crystalline Dust","Hurtful Critique"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Engineering Lore","Intimidation"],"legacy_id":["creature-1265"],"tradition":["Divine"],"summary":"The denizens of the Eternal City of Axis first forged aphorites to serve as emissaries, agents, and facilitators, with one foot in the sublime, …","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4513","dexterity":4,"category":"creature","slug":"creature-4513"},{"attack_bonus":[6,8,8],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":17,"language":["Common","one language their creator speaks"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Poppet","will_save":6,"charisma":3,"speed":{"max":25,"land":25},"perception":5,"wisdom":1,"weakness":{"fire":2},"creature_ability":["Simple Doll","Pincushion"],"skill":["Crafting","Deception","Diplomacy","Stealth"],"trait":["Construct","Humanoid","Rare","Small"],"id":"creature-4514","text":" Poppet Attendant Poppet attendants are among the most common form of poppets. Most attendants can be found in creative trades, especially among tailors and cobblers. Recall Knowledge - Construct (Arcana, Crafting): DC 19 Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Poppet Attendant Source Monster Core 2 pg. 256 Perception +5; darkvision Languages Common; one language their creator speaks Skills Crafting +6, Deception +5, Diplomacy +5, Stealth +6 Str +2 Dex +0 Con +2 Int +0 Wis +1 Cha +3 Simple Doll (concentrate) The poppet attendant looks like an ordinary doll, fooling others into leaving them alone. When they're in their place of business, the poppet attendant can Hide without cover or concealment. Once a creature realizes that the poppet attendant is alive, the attendant can't Hide from them in this way again. Items Artisan's Toolkit, Repair Toolkit, Shears, Sling (10 sling bullets) --- AC 15 Fort +9 Ref +3 Will +6 HP 17 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Weaknesses fire 2 Pincushion Reaction Trigger The poppet attendant would take piercing damage; Effect The poppet directs the implement to a soft part of its body, gaining resistance 5 against the triggering piercing damage. --- Speed 25 feet Melee Single Action shears +8 (deadly d8, Finesse, versatile P), Damage 1d4+2 slashing Melee Single Action fist +8 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+2 bludgeoning Ranged Single Action sling +6 (Propulsive, range increment 50 feet), Damage 1d6+ bludgeoning\n","skill_mod":{"diplomacy":5,"deception":5,"crafting":6,"stealth":6},"summary":"Poppet attendants are among the most common form of poppets. Most attendants can be found in creative trades, especially among tailors and cobblers.","image":["/Images/Monsters/Poppet_Attendant.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Rarity"],"ac":15,"item":["Artisan's Toolkit","Repair Toolkit","Shears","Sling (10 sling bullets)"],"level":0,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4514","intelligence":0,"reflex_save":3,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":9,"size":["Small"],"name":"Poppet Attendant","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[3,4,4],"slug":"creature-4514"},{"primary_source_category":"Rulebooks","strength":1,"hp":30,"language":["Common","two languages their creator speaks"],"source":["Monster Core 2"],"type":"Creature","charisma":1,"perception":7,"trait":["Construct","Humanoid","Rare","Small"],"id":"creature-4515","text":" Poppet Mage With extra time, care, and patience, poppets can be woven with magic, making them talented little spellcasters. Recall Knowledge - Construct (Arcana, Crafting): DC 21 Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Poppet Mage Source Monster Core 2 pg. 256 Perception +7; darkvision Languages Common; two languages their creator speaks Skills Arcana +8, Crafting +8, Diplomacy +6, Occultism +8 Str +1 Dex +1 Con +0 Int +4 Wis +3 Cha +1 Items Hand Crossbow (10 bolts), spellbook containing their prepared spells, Staff --- AC 15 Fort +6 Ref +5 Will +11 HP 30 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Weaknesses fire 3 --- Speed 25 feet Melee Single Action staff +9 (two-hand 1d8), Damage 1d4+4 bludgeoning Melee Single Action fist +9 (Agile, Finesse, Nonlethal), Damage 1d4+4 bludgeoning Ranged Single Action hand crossbow +9 (range increment 60 feet), Damage 1d6+3 piercing Arcane Prepared Spells DC 18, attack +10 - Cantrips (1st) Daze, Figment, Prestidigitation, Shield, Telekinetic Projectile - 1st Dizzying Colors, Mending, Sleep Magic Hat Two Actions (Concentrate, Manipulate) Frequency one per day; Requirements The poppet mage has a free hand; Effect The poppet mage pulls off their hat, and with a jaunty display, pulls one of the following items from their hat: a lesser glue bomb, a lesser smoke ball, or a minor healing potion . This consumable lasts for 1 hour before becoming inert. ","skill_mod":{"diplomacy":6,"crafting":8,"arcana":8,"occultism":8},"primary_source":"Monster Core 2","spell":["Dizzying Colors","Mending","Sleep","Daze","Figment","Prestidigitation","Shield","Telekinetic Projectile"],"ac":15,"item":["Hand Crossbow (10 bolts)","spellbook containing their prepared spells","Staff"],"level":2,"spell_dc":[18],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":5,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Poppet Mage","pfs":"Standard","rarity":"rare","strike_damage_average":[6,6,6],"attack_bonus":[9,9,9],"constitution":0,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"creature_family":"Poppet","spell_attack_bonus":[10],"will_save":11,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"fire":3},"creature_ability":["Magic Hat"],"skill":["Arcana","Crafting","Diplomacy","Occultism"],"tradition":["Arcane"],"summary":"With extra time, care, and patience, poppets can be woven with magic, making them talented little spellcasters.","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4515","dexterity":1,"category":"creature","slug":"creature-4515"},{"legacy_name":["Tendriculos"],"attack_bonus":[18,18],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":120,"language":["Fey","(can't speak any language)"],"immunity":["acid"],"source":["Monster Core 2"],"type":"Creature","will_save":13,"charisma":0,"speed":{"max":20,"land":20},"perception":15,"wisdom":3,"weakness":{"fire":5},"creature_ability":["Reactive Strike","Praskith Venom","Rampant Growth","Swallow Whole"],"skill":["Athletics","Stealth"],"legacy_id":["creature-823"],"trait":["Fungus","Plant","Huge"],"id":"creature-4516","text":" Praskith These strange amalgams of plant and fungus with animal tendencies form where the natural world is corrupted by foul magic or frayed planar boundaries. Praskiths are instinctive ambush predators who seek out lightly traveled forest paths and lie in wait in the undergrowth. A praskith swallows prey as quickly as possible and lets its paralytic digestive juices finish the meal, swiftly restoring itself with the nourishment provided by the trapped creature. When collected, neutralized, and refined, the digestive fluids of a praskith form a lacquer that retains some of the creature's acid resistance. A praskith comes into being with a rudimentary understanding of the Fey language, but in some cases it might manifest knowing a different tongue, such as Aklo, Draconic, or even Necril. Regardless, praskiths have little patience for chattering with potential meals, though some determined fey and primal spellcasters have been known to form alliances or even closer bonds with praskiths. Befriending a praskith requires great patience and plentiful food—and gifts of food must be alive when handed over. When finished feeding, a praskith slips into a quiescent state for a full day, one of the few times it's safe to approach. Upon rousing, it seeks the deep forest to regurgitate the less digestible portions of its meal. These remains can contain valuables that survived digestion and indicate that a praskith's hunting grounds lie nearby. Praskiths dwell in deep woods and jungles. Well-fed praskiths develop fruiting bodies that cast forth millions of spores. Spores that happen to alight on carrion grow into new praskiths. Recall Knowledge - Fungus (Nature): DC 23 Recall Knowledge - Plant (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Praskith Source Monster Core 2 pg. 257 Perception +15; low-light vision Languages Fey; (can't speak any language) Skills Athletics +15, Stealth +14 Str +7 Dex +2 Con +5 Int -2 Wis +3 Cha +0 --- AC 25 Fort +17 Ref +12 Will +13 HP 120 Immunities acid Resistances piercing 5, slashing 5 Weaknesses fire 5 Reactive Strike Reaction Vine only. --- Speed 20 feet Melee Single Action mouth +18 (reach 10 feet), Damage 2d10+11 piercing plus Grab Melee Single Action vine +18 (Agile, reach 15 feet), Damage 2d6+11 bludgeoning plus Grab Praskith Venom (Incapacitation, Poison) Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 clumsy 2 (1 round); Stage 2 clumsy 2 and slowed 2 (1 round); Stage 3 paralyzed (1 round) Rampant Growth Single Action Requirements A creature the praskith has Swallowed Whole has taken damage since the end of the praskith's last turn, and the praskith hasn't used any other actions this turn; Effect The praskith regains 3d8 Hit Points and recovers from the fatigued and slowed conditions. It reduces any enfeebled value it has by 2. Swallow Whole Single Action (Attack) Large, 2d10+7 acid plus praskith venom, Rupture 14 Praskith Lacquer Objects coated with praskith lacquer gain resistance 5 to acid. Making and applying praskith lacquer requires a 5th-level formula, the Alchemical Crafting skill feat, and the fluid from the stomach of a praskith. A successful DC 20 Crafting check and 4 days of work are enough to protect 1 Bulk of items with no other cost in materials, but the fluid is used up even on a failed check. ","skill_mod":{"stealth":14,"athletics":15},"summary":"These strange amalgams of plant and fungus with animal tendencies form where the natural world is corrupted by foul magic or frayed planar …","image":["/Images/Monsters/Tendriculos.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=4516","intelligence":-2,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Low-light vision","fortitude_save":17,"size":["Huge"],"name":"Praskith","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,22],"slug":"creature-4516"},{"primary_source_category":"Rulebooks","strength":3,"hp":40,"language":["Chthonian","Empyrean","Protean","<%UMR%79%%>telepathy<%END> (touch only)"],"source":["Monster Core 2"],"type":"Creature","charisma":1,"perception":8,"trait":["Monitor","Protean","Small"],"id":"creature-4517","text":" Akizendri Akizendris gnaw at sources of knowledge and lore, gleefully corrupting and altering them to vex scholars across the planes with contradictions and untruths. Recall Knowledge - Monitor (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Akizendri Source Monster Core 2 pg. 258 Perception +8; darkvision, entropy sense (imprecise) 30 feet Languages Chthonian, Empyrean, Protean; telepathy (touch only) Skills Acrobatics +9, Athletics +9, Deception +10, Occultism +11, Society +10, Stealth +9, Thievery +9 Str +3 Dex +4 Con +1 Int +4 Wis +3 Cha +1 Entropy Sense (divine, prediction) An akizendri can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants them the ability to sense creatures within the listed range. Veil of privacy prevents a creature from being detected via entropy sense automatically (without a counteract check). --- AC 19 Fort +6 Ref +11 Will +10 HP 40 (fast healing 1) Resistances precision 3, protean anatomy 6 Protean Anatomy (divine) A protean's vital organs shift and change shape and position constantly. Immediately after the protean takes acid, electricity, or sonic damage, they gain the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case their resistance changes to match that type), whichever comes first. The protean is immune to polymorph effects unless they're a willing target. If blinded or deafened, the protean automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones. --- Speed 25 feet, fly 25 feet, swim 25 feet; unfettered movement Melee Single Action jaws +12 (Finesse, Magical), Damage 2d8+3 piercing plus garbled thoughts Melee Single Action tail +12 (Finesse, Magical), Damage 2d6+3 bludgeoning plus Grab Divine Innate Spells DC 20, attack +12 - Cantrips (2nd) Caustic Blast, Daze, Figment, Sigil, Telekinetic Hand - 3rd Dispel Magic - Constant (4th) Unfettered Movement Change Shape Single Action (Concentrate, Divine, Polymorph) The akizendri takes on the appearance of any Small or smaller creature (page 360). This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal. Constrict Single Action 1d8+3 bludgeoning, DC 20 Garbled Thoughts (Divine, Emotion, Mental) A creature hit by the akizendri's bite Strike must attempt a DC 20 Will save. Success The creature is unaffected. Failure The creature is stupefied 1 for 1d4 rounds. Critical Failure As failure, but the creature is also confused for 1 round. Text Immersion (Divine) As a 1-minute activity, the akizendri physically immerses itself in a page of text it's touching, changing the message of the text in the process. It can exit the book at any point by Dismissing this ability, at which point it appears in a space adjacent to the text. If it does so to begin combat, it rolls a Deception check for initiative. As long as it remains immersed in the text, the akizendri has no body. It can communicate telepathically with a creature as long as the creature touches the book or scroll that contains it. It can sense nearby creatures using its entropy sense, but not in any other way, nor can it use any attack, manipulate, or move actions or speak aloud. If the object it's immersed in is destroyed, the akizendri reappears in an adjacent square and is stunned 1. Andals Of Chaos Those who seek secret knowledge beyond their means can bargain with akizendris to provide them with rare tomes in exchange for delivering the immersed akizendri into a library via another book. From there, the akizendri can vandalize books to its heart's content without being detected. ","skill_mod":{"society":10,"deception":10,"thievery":9,"stealth":9,"athletics":9,"occultism":11,"acrobatics":9},"image":["/Images/Monsters/Protean_Akizendri.png"],"primary_source":"Monster Core 2","spell":["Dispel Magic","Caustic Blast","Daze","Figment","Sigil","Telekinetic Hand","Unfettered Movement"],"ac":19,"level":3,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" darkvision , entropy sense ( imprecise ) 30 feet","resistance":{"precision":3},"intelligence":4,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Akizendri","pfs":"Standard","rarity":"common","strike_damage_average":[10,12],"attack_bonus":[12,12],"constitution":1,"creature_family":"Protean","spell_attack_bonus":[12],"will_save":10,"speed":{"fly":25,"max":25,"land":25,"swim":25},"wisdom":3,"weakness":{},"creature_ability":["Entropy Sense","Protean Anatomy","Change Shape","Constrict","Garbled Thoughts","Text Immersion"],"skill":["Acrobatics","Athletics","Deception","Occultism","Society","Stealth","Thievery"],"legacy_id":["creature-764"],"tradition":["Divine"],"summary":"Akizendris gnaw at sources of knowledge and lore, gleefully corrupting and altering them to vex scholars across the planes with contradictions and …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4517","dexterity":4,"category":"creature","slug":"creature-4517"},{"attack_bonus":[18,18,18],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":120,"language":["Chthonian","Empyrean","Protean"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Protean","will_save":12,"charisma":3,"speed":{"fly":30,"max":30,"land":25,"swim":25},"perception":14,"wisdom":3,"weakness":{},"creature_ability":["Entropy Sense","Protean Anatomy","Adaptive Strike","Change Shape","Confounding Slam","Constrict"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Survival"],"legacy_id":["creature-337"],"trait":["Monitor","Protean","Large"],"id":"creature-4518","text":" Naunet Pugnacious and powerfully muscled, naunets serve as the scouts and rank-and-file troops of protean armies. Recall Knowledge - Monitor (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Naunet Source Monster Core 2 pg. 259 Perception +14; darkvision, entropy sense (imprecise) 30 feet Languages Chthonian, Empyrean, Protean Skills Acrobatics +14, Athletics +16, Intimidation +16, Stealth +14, Survival +12 Str +5 Dex +3 Con +5 Int +0 Wis +3 Cha +3 Entropy Sense (divine, prediction) A protean can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants them the ability to sense creatures within the listed range. Veil of privacy prevents a creature from being detected via entropy sense automatically (without a counteract check). --- AC 24 Fort +18 Ref +14 Will +12 +1 status to all saves vs. magic HP 120 (fast healing 2) Resistances precision 5, protean anatomy 10 Protean Anatomy (divine) A protean's vital organs shift and change shape and position constantly. Immediately after the protean takes acid, electricity, or sonic damage, they gain the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case their resistance changes to match that type), whichever comes first. The protean is immune to polymorph effects unless they're a willing target. If blinded or deafened, the protean automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones. --- Speed 25 feet, fly 30 feet, swim 25 feet; unfettered movement Melee Single Action jaws +18 (Magical, reach 10 feet), Damage 2d10+8 piercing Melee Single Action tail +18 (Magical, reach 15 feet), Damage 2d8+8 bludgeoning plus Grab Melee Single Action tentacle +18 (Agile, Magical, reach 10 feet), Damage 2d6+8 piercing plus confounding slam Divine Innate Spells DC 25 - 2nd Mist (at will) - 3rd Shatter (at will) - 4th Acid Grip, Vampiric Feast - 5th Translocate - Constant (4th) Unfettered Movement Adaptive Strike Free Action (Divine, Polymorph) The naunet chooses adamantine, cold iron, or silver; its melee Strikes count as that type for 1 minute or until it uses Adaptive Strike again. Change Shape Single Action (Concentrate, Divine, Polymorph) The naunet can take the appearance of any Small, Medium, or Large animal, beast, or humanoid. This doesn't change its Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal. Confounding Slam (Divine, Emotion, Mental) A creature hit by the naunet's tentacle Strike is stupefied 2 for 1d4 rounds (DC 25 Will negates). If the creature was already stupefied in this way, the duration extends by 1 round instead. Constrict Single Action 1d8+8 bludgeoning, DC 22 ","tradition":["Divine"],"skill_mod":{"survival":12,"stealth":14,"athletics":16,"intimidation":16,"acrobatics":14},"summary":"Pugnacious and powerfully muscled, naunets serve as the scouts and rank-and-file troops of protean armies.","image":["/Images/Monsters/Protean_Naunet.png"],"primary_source":"Monster Core 2","spell":["Translocate","Acid Grip","Vampiric Feast","Shatter","Mist","Unfettered Movement"],"trait_group":["Creature Type","Monster"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" darkvision , entropy sense ( imprecise ) 30 feet","weakest_save":["will"],"resistance":{"precision":5},"url":"/Monsters.aspx?ID=4518","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":18,"size":["Large"],"name":"Naunet","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15,17,19],"slug":"creature-4518"},{"attack_bonus":[23,23,23],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":175,"language":["Chthonian","Empyrean","Protean","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Protean","will_save":17,"charisma":5,"speed":{"fly":25,"max":25,"land":25,"swim":25},"perception":19,"wisdom":3,"weakness":{},"creature_ability":["Entropy Sense","Protean Anatomy","Change Shape","Constrict","Inflict Warpwave","Sneak Attack","Warpwave Strike"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Performance","Stealth","Thievery"],"legacy_id":["creature-766"],"trait":["Monitor","Protean","Large"],"id":"creature-4519","text":" Imentesh The loquacious proteans known as imenteshes serve as missionaries, spies, and heralds of chaos to further the protean goal of reality's dissolution. Recall Knowledge - Monitor (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Imentesh Source Monster Core 2 pg. 260 Perception +19; darkvision, entropy sense (imprecise) 60 feet Languages Chthonian, Empyrean, Protean; truespeech Skills Acrobatics +17, Athletics +19, Deception +21, Diplomacy +19, Performance +21, Stealth +21, Thievery +17 Str +7 Dex +5 Con +5 Int +7 Wis +3 Cha +5 Entropy Sense (divine, prediction) A protean can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants them the ability to sense creatures within the listed range. Veil of privacy prevents a creature from being detected via entropy sense automatically (without a counteract check). --- AC 30 Fort +21 Ref +19 Will +17 +1 status to all saves vs. magical HP 175 (fast healing 5) Resistances precision 10, protean anatomy 15 Protean Anatomy (divine) A protean's vital organs shift and change shape and position constantly. Immediately after the protean takes acid, electricity, or sonic damage, they gain the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case their resistance changes to match that type), whichever comes first. The protean is immune to polymorph effects unless they're a willing target. If blinded or deafened, the protean automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones. --- Speed 25 feet, fly 25 feet, swim 25 feet; unfettered movement Melee Single Action jaws +23 (Magical, reach 10 feet), Damage 2d10+11 piercing plus warpwave strike Melee Single Action claw +23 (Agile, Magical, reach 10 feet), Damage 2d6+11 slashing Melee Single Action tail +23 (Magical, reach 15 feet), Damage 2d10+11 bludgeoning plus Grab Divine Innate Spells DC 29 - 3rd Haste, Mending, Shrink Item, Slow - 4th Creation, Shatter, Translocate (at will), Unfettered Movement - 5th Crisis of Faith, Dispel Magic, Sending, Translocate - Constant (5th) Truespeech Change Shape Single Action (Concentrate, Divine, Polymorph) The imentesh takes the appearance of any Large or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal. Constrict Single Action 1d10+11 bludgeoning, DC 29 Inflict Warpwave Single Action (Divine) An imentesh inflicts a warpwave on a creature within 100 feet (DC 29 Fortitude save to resist). Sneak Attack An imentesh's Strikes deal an additional 2d6 precision damage to off-guard targets. Warpwave Strike (Divine) Any creature struck and damaged by an imentesh's jaws Strike must succeed at a DC 29 Fortitude save or be subject to a warpwave. Mouthpieces Of Chaos While rarely found in the Universe, imenteshes frequent interplanar hubs of culture and commerce. Imenteshes act as diplomats on behalf of any chorus they claim allegiance to. They can offer safe travel through the Maelstrom or even act as guides through the Maelstrom's evershifting Borderlands. ","tradition":["Divine"],"skill_mod":{"diplomacy":19,"performance":21,"deception":21,"thievery":17,"stealth":21,"athletics":19,"acrobatics":17},"summary":"The loquacious proteans known as imenteshes serve as missionaries, spies, and heralds of chaos to further the protean goal of reality's dissolution.","image":["/Images/Monsters/Protean_Imentesh.png"],"primary_source":"Monster Core 2","spell":["Crisis of Faith","Dispel Magic","Sending","Translocate","Creation","Shatter","Haste","Mending","Shrink Item","Slow","Truespeech","Unfettered Movement"],"trait_group":["Creature Type","Monster"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision , entropy sense ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{"precision":10},"url":"/Monsters.aspx?ID=4519","intelligence":7,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Imentesh","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[18,22,22],"slug":"creature-4519"},{"attack_bonus":[38,38,38],"constitution":9,"primary_source_category":"Rulebooks","strength":9,"hp":360,"language":["Chthonian","Empyrean","Protean","<%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Protean","will_save":38,"charisma":9,"speed":{"fly":50,"max":50,"land":40,"swim":40},"perception":36,"wisdom":8,"weakness":{},"creature_ability":["Entropy Sense","Prescient Revision","Protean Anatomy","Change Shape","Constrict","Greater Warpwave Strike","Reshape Reality","Storm of Claws"],"skill":["Acrobatics","Arcana","Athletics","Deception","Diplomacy","Maelstrom Lore","Occultism","Religion","Society","Stealth"],"legacy_id":["creature-1020"],"trait":["Monitor","Protean","Medium"],"id":"creature-4520","text":" Izfiitar Occupying the pinnacle of the loose protean caste system, izfiitars enact the ever-shifting plans of the vaunted protean lords and those of the divine Speakers of the Depths. Recall Knowledge - Monitor (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Izfiitar Source Monster Core 2 pg. 261 Perception +36; darkvision, entropy sense (imprecise) 120 feet Languages Chthonian, Empyrean, Protean; telepathy 100 feet, truespeech Skills Acrobatics +38, Arcana +35, Athletics +35, Deception +37, Diplomacy +37, Maelstrom Lore +37, Occultism +36, Religion +38, Society +35, Stealth +38 Str +9 Dex +10 Con +9 Int +7 Wis +8 Cha +9 Entropy Sense (divine, prediction) A protean can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants them the ability to sense creatures within the listed range. Veil of privacy prevents a creature from being detected via entropy sense automatically (without a counteract check). --- AC 44 Fort +33 Ref +36 Will +38 +1 status to all saves vs. magic HP 360 (fast healing 20) Resistances acid 20, precision 20, protean anatomy 25 Kiss of the Speakers (divine) The izfiitar continuously tinkers with the myriad possibilities in which it can move or manipulate magic. The izfiitar is always quickened and can use the extra action only to Step, Stride, or as part of Casting a Spell. Prescient Revision Reaction (divine, fortune) Trigger The izfiitar fails a check; Effect The izfiitar rerolls the triggering check and takes the better result. For 1d4 rounds, it loses the effects of Kiss of the Speakers and can't use Reshape Reality. Protean Anatomy (divine) A protean's vital organs shift and change shape and position constantly. Immediately after the protean takes acid, electricity, or sonic damage, they gain the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case their resistance changes to match that type), whichever comes first. The protean is immune to polymorph effects unless they're a willing target. If blinded or deafened, the protean automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones. --- Speed 40 feet, fly 50 feet, swim 40 feet; unfettered movement Melee Single Action jaws +38 (Finesse, Magical), Damage 4d10+19 piercing plus greater warpwave strike Melee Single Action claw +38 (Agile, Finesse, Magical), Damage 4d8+19 slashing plus greater warpwave strike Melee Single Action tail +38 (Magical, reach 10 feet), Damage 4d12+19 bludgeoning plus Improved Grab Divine Innate Spells DC 47 - 4th Translocate (at will), Unfettered Movement - 5th Creation (at will), Mirage (at will; see Reshape Reality), Translocate - 6th Teleport (at will; self only) - 7th Warp Mind (at will) - 8th Confusion (at will), Cursed Metamorphosis, Disintegrate, Dispel Magic (at will) - 9th Divine Wrath, Massacre, Overwhelming Presence - 10th Manifestation - Constant (5th) Truespeech Change Shape Single Action (Concentrate, Divine, Polymorph) The izfiitar takes the appearance of any Huge or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal. Constrict Single Action 2d8+19 bludgeoning, DC 44 Greater Warpwave Strike (Divine) Any creature struck and damaged by an izfiitar's jaws or claw Strike must succeed at a DC 42 Fortitude save or be subject to a particularly powerful warpwave. Roll twice and apply both affects, rerolling any duplicates. Reshape Reality (Divine, Polymorph) When the izfiitar casts mirage , it infuses the illusion with quasi-real substance. Creatures that don't disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on. Storm of Claws Two Actions The izfiitar makes up to six claw Strikes, each against a different target. Heralds Of The Speakers Izfiitars with the greatest authority have even greater powers, such as the ability to cleave off portions of other planes into the Maelstrom or to flaunt the laws of reality to redirect spell effects at their whims. ","tradition":["Divine"],"skill_mod":{"society":35,"diplomacy":37,"deception":37,"stealth":38,"arcana":35,"athletics":35,"occultism":36,"acrobatics":38,"religion":38},"summary":"Occupying the pinnacle of the loose protean caste system, izfiitars enact the ever-shifting plans of the vaunted protean lords and those of the …","image":["/Images/Monsters/Protean_Izfiitar.png"],"primary_source":"Monster Core 2","spell":["Manifestation","Divine Wrath","Massacre","Overwhelming Presence","Confusion","Cursed Metamorphosis","Disintegrate","Dispel Magic","Warp Mind","Teleport","Creation","Mirage","Translocate","Truespeech","Unfettered Movement"],"trait_group":["Creature Type","Monster"],"ac":44,"level":20,"spell_dc":[47],"source_category":["Rulebooks"],"sense":" darkvision , entropy sense ( imprecise ) 120 feet","weakest_save":["fort","fortitude"],"resistance":{"acid":20,"precision":20},"url":"/Monsters.aspx?ID=4520","intelligence":7,"reflex_save":36,"strongest_save":["will"],"dexterity":10,"vision":"Darkvision","fortitude_save":33,"size":["Medium"],"name":"Izfiitar","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[37,41,45],"slug":"creature-4520"},{"primary_source_category":"Rulebooks","strength":3,"hp":55,"language":["Chthonian","Diabolic","Empyrean","Requian"],"source":["Monster Core 2"],"type":"Creature","charisma":2,"perception":12,"trait":["Monitor","Psychopomp","Medium"],"id":"creature-4521","text":" Esobok Esoboks are brute hunters and pugnacious sentinels who serve as the guard dogs of the Boneyard. These squat, powerful quadrupeds have a frill of dark feathers around their distinctive heads which resemble a crocodile skull. Esoboks rarely bother with those who are truly dead, allowing the dead of the Boneyard to go about their business while remaining watchful for danger. Though cunning when sniffing out threats to the Boneyard or to their psychopomp handlers, they're among the least intelligent of the psychopomps and rarely speak except to utter growling threats. The wise listen when an esobok makes a threat, as it won't do so twice. Recall Knowledge - Monitor (Religion): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Esobok Source Monster Core 2 pg. 262 Perception +12; darkvision, lifesense 60 feet, scent (imprecise) 60 feet Languages Chthonian, Diabolic, Empyrean, Requian Skills Acrobatics +8, Athletics +8, Intimidation +9, Religion +4, Stealth +8, Survival +10 Str +3 Dex +3 Con +4 Int -3 Wis +3 Cha +2 --- AC 18 Fort +11 Ref +8 Will +8 HP 55 Immunities death effects, disease Resistances poison 5, void 5 --- Speed 30 feet Melee Single Action jaws +12 (Magical), Damage 1d10+3 piercing plus Grab and shepherd's touch Melee Single Action claw +12 (Agile, Magical), Damage 1d6+3 slashing plus shepherd's touch Divine Innate Spells DC 17 - 2nd Invisibility (×3; self only) Pounce Single Action The esobok Strides and then makes a Strike. If it began this action hidden, it remains hidden until after the Strike. Wrench Spirit Single Action (Attack, Divine, Incapacitation) Requirement A creature is grabbed or restrained by the esobok's jaws; Effect The esobok releases the target from the Grab but wrenches its spirit free as it does so. The creature must attempt a DC 20 Will save. Creatures without souls (such as most constructs) and creatures whose bodies and souls are one (such as most celestials, fiends, and monitors) who roll a failure or critical failure on the save get a success instead. Critical Success The creature is unaffected. Success The target is stunned 1. Failure The esobok wrenches the target's soul from its body into its jaws. Mindless undead creatures of level 2 or lower are destroyed, other undead creatures are stunned for 1 round, and all other creatures are paralyzed. At the end of each of its turns, a creature paralyzed by this effect can attempt a new save to end the effect. The paralysis ends automatically if the esobok attempts a jaws Strike or speaks Critical Failure As failure, but as long as a creature is stunned or paralyzed, it's also stupefied 2. Shepherd's Touch An esobok’s Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 1d6 void damage to living creatures and 1d6 vitality damage to undead. ","skill_mod":{"survival":10,"stealth":8,"athletics":8,"intimidation":9,"acrobatics":8,"religion":4},"image":["/Images/Monsters/Psychopomp_Esobok.png"],"primary_source":"Monster Core 2","spell":["Invisibility"],"ac":18,"level":3,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet, scent ( imprecise ) 60 feet","resistance":{"void":5,"poison":5},"intelligence":-3,"reflex_save":8,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Esobok","pfs":"Standard","rarity":"common","strike_damage_average":[6,8],"attack_bonus":[12,12],"constitution":4,"immunity":["death effects","disease"],"creature_family":"Psychopomp","will_save":8,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{},"creature_ability":["Pounce","Wrench Spirit","Shepherd's Touch"],"skill":["Acrobatics","Athletics","Intimidation","Religion","Stealth","Survival"],"legacy_id":["creature-767"],"tradition":["Divine"],"summary":"Esoboks are brute hunters and pugnacious sentinels who serve as the guard dogs of the Boneyard . These squat, powerful quadrupeds have a frill of …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=4521","dexterity":3,"category":"creature","slug":"creature-4521"},{"primary_source_category":"Rulebooks","strength":0,"hp":75,"language":["Chthonian","Diabolic","Empyrean","Requian","<%UMR%79%%>telepathy<%END> 120 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":13,"trait":["Monitor","Psychopomp","Medium"],"id":"creature-4522","text":" Catrina Not all spirits who enter the Boneyard realize they have died. Catrinas meet these souls, helping to convince them of the finality of their fate to ease a spirit's passing. Catrinas are more likely to intervene when a mortal can't accept their death. They perform their task to keep the afterlife calm rather than out of true compassion for a mortal's grief. Catrinas rarely visit the Universe, typically to help an extremely important mortal pass on. Catrinas resemble skeletons dressed in bright flowers and colorful dresses, giving them a simultaneously festive and macabre appearance. Though most catrinas present as feminine, masculine catrinas still dress in bright colors and carry garlands of flowers. Recall Knowledge - Monitor (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Catrina Source Monster Core 2 pg. 263 Perception +13; darkvision, lifesense 60 feet Languages Chthonian, Diabolic, Empyrean, Requian; telepathy 120 feet, truespeech Skills Acrobatics +14, Boneyard Lore +11, Diplomacy +14, Intimidation +14, Medicine +12, Occultism +11, Religion +12 Str +0 Dex +5 Con +4 Int +2 Wis +4 Cha +5 --- AC 22 Fort +11 Ref +12 Will +13 +1 status to all saves vs. magic HP 75 Immunities death effects, disease Resistances poison 5, void 5 Calming Presence (aura, divine, emotion, incapacitation) 30 feet. A creature that begins its turn within the area must attempt a DC 18 Will save. Critical Success The creature is unaffected and is temporarily immune to calming presence for 24 hours. Success The creature's attack rolls take a –1 status penalty for 1 round. Failure Any emotion effects that would affect the creature are suppressed, and the creature can't use hostile actions. If the creature is subjected to hostility from any other creature, it ceases to be affected by calming presence and is temporarily immune to calming presence for 24 hours. Critical Failure As failure, but hostility doesn't end the effect. --- Speed 25 feet Melee Single Action fist +14 (Agile, Finesse), Damage 2d8+2 bludgeoning plus shepherd's touch Divine Innate Spells DC 22 - Cantrips (3rd) Light - 2nd Invisibility (at will; self only) - 3rd Illusory Disguise - 4th Talking Corpse (at will), Translocate - Constant (5th) Truespeech Compel Condemned Single Action (Divine, Incapacitation, Mental) The catrina telepathically compels a creature within 30 feet to approach and allow the catrina to kiss them, in preparation for using Kiss of Death. The target must attempt a DC 22 Will save. Success The creature is unaffected and is temporarily immune to Compel Condemned for 24 hours. Failure The creature must spend each of its actions to move closer to the catrina as quickly as possible while avoiding obvious dangers. If the compelled creature is adjacent to the catrina, it stays still and doesn't act. If the creature takes any damage, the effect ends and the creature is temporarily immune to Compel Condemned for 24 hours. This effect lasts for 1 round, but if the catrina uses this ability again on subsequent rounds, it extend the duration by 1 round for all affected creatures. Critical Failure As failure, but damage does not end the effect. Kiss of Death Two Actions (Death, Divine, Manipulate, Void) The catrina gives a long, passionate kiss to an unconscious or willing creature, dealing 3d6 void damage. Any creature damaged by the same catrina's Kiss of Death for 3 consecutive rounds becomes unconscious and is dying 1. Shepherd's Touch A psychopomp's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 1d6 void damage to living creatures and 1d6 vitality damage to undead. Dealing With Grief Death often comes with great emotional distress. While catrinas handle these feelings for souls in the afterlife, the emotions of the deceased's loved ones can become a complication. In most cases, a different type of psychopomp—calacas—will handle the matter in the mortal Universe. Similar to catrinas in appearance, these skeletal psychopomps make use of song to ease the feelings of mortals. In extreme cases, such as the threat of a loved one pursuing vile necromancy to restore the dead, a catrina can establish a brief communication between the dead and their loved ones. ","skill_mod":{"diplomacy":14,"medicine":12,"intimidation":14,"occultism":11,"acrobatics":14,"religion":12},"image":["/Images/Monsters/Psychopomp_Catrina.png"],"primary_source":"Monster Core 2","spell":["Talking Corpse","Translocate","Illusory Disguise","Invisibility","Light","Truespeech"],"ac":22,"level":5,"spell_dc":[22],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet","resistance":{"void":5,"poison":5},"intelligence":2,"reflex_save":12,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Catrina","pfs":"Standard","rarity":"common","strike_damage_average":[11],"attack_bonus":[14],"constitution":4,"immunity":["death effects","disease"],"creature_family":"Psychopomp","will_save":13,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Calming Presence","Compel Condemned","Kiss of Death","Shepherd's Touch"],"skill":["Acrobatics","Boneyard Lore","Diplomacy","Intimidation","Medicine","Occultism","Religion"],"legacy_id":["creature-768"],"tradition":["Divine"],"summary":"Not all spirits who enter the Boneyard realize they have died. Catrinas meet these souls, helping to convince them of the finality of their fate to …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4522","dexterity":5,"category":"creature","slug":"creature-4522"},{"attack_bonus":[25,27],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":260,"language":["Empyrean","Pyric","<%SPELLS%1728%%>truespeech<%END>"],"immunity":["fire"],"source":["Monster Core 2"],"type":"Creature","spell_attack_bonus":[22],"will_save":25,"charisma":8,"speed":{"fly":60,"max":60,"land":30},"perception":28,"wisdom":6,"weakness":{"cold":10},"creature_ability":["Eternal Luminosity","Purifying Flame","Solar Flare","Vulnerable to Blasphemy","Collect Prayer","Focus Gaze"],"skill":["Athletics","Crafting","Deity Lore","Diplomacy","Medicine","Nature","Plane of Fire Lore","Religion"],"trait":["Elemental","Fire","Light","Large"],"id":"creature-4523","text":" Anguished Flame Ancient tales tell that the elemental lord Atreia created his six-winged children to steward mortal prayers into the realms of the divine. These elementals work hand-in-hand with celestial and fiendish deific servants to accept sacrifices and offerings, but they also bless contrite mortals with absolution and purification, helping them to change the fate that awaits them after death. Recall Knowledge - Elemental (Arcana, Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Anguished Flame Source Monster Core 2 pg. 30 Perception +28 Languages Empyrean, Pyric; truespeech Skills Athletics +24, Crafting +27, Deity Lore +25, Diplomacy +27, Medicine +27, Nature +23, Plane of Fire Lore +25, Religion +23 Str +5 Dex +7 Con +5 Int +4 Wis +6 Cha +8 Eternal Luminosity (light) An anguished flame naturally sheds brilliant light like a torch. When other creatures target the anguished flame, they ignore the concealed condition from darkness, fog, mist, and smoke. Purifying Flame An anguished flame can Treat Wounds without a healer's toolkit, instead healing the wounded with the gentle light of their touch. --- AC 33 Fort +22 Ref +24 Will +25 HP 260 Immunities fire Weaknesses cold 10, water 10 Solar Flare (aura, divine, visual) 30 feet. When a creature ends its turn in the aura, it takes 2d6 fire damage (DC 33 basic Fortitude save). On a failed save, it also becomes dazzled until the end of its next turn. The anguished flame can activate or deactivate this aura by using a single action with the concentrate trait. Vulnerable to Blasphemy If a creature the anguished flame can see and hear spends 1 action with the linguistic trait blaspheming against the gods, the anguished flame becomes sickened 1 until they Collect a Prayer from that creature. --- Speed 30 feet, fly 60 feet Melee Single Action flaming wing +25 (Agile, fire), Damage 3d10+11 fire Ranged Single Action shining ray +27 (Fire, light, range increment 60 feet), Damage 3d6+6 fire plus 3d6 spirit Divine Innate Spells DC 30, attack +22 - Cantrips (7th) Detect Magic, Ignition, Light - 7th Fireball (×2), Interplanar Teleport - Constant (5th) Truespeech Collect Prayer Two Actions (Emotion, mental) The anguished flame compels a creature they can see within 60 feet, who must attempt a DC 30 Will save. Critical Success The creature is unaffected. Success The creature immediately uses its reaction to pray. Failure The creature prays. It is slowed 1 and can't use reactions for 1 minute. Critical Failure As failure, but the creature is slowed 2. Focus Gaze Single Action (Concentrate, divine, visual) Requirements The anguished flame's solar flare aura is active; Effect The anguished flame fixes their fiery eyes on a creature they can see within 30 feet. The target must immediately attempt a Fortitude save against the anguished flame's solar flare. If the creature was already dazzled by solar flare before attempting its save, a failed save causes it to become blinded until the end of its next turn. Ages In Darkness Over the eon of Lord Atreia's imprisonment inside the Garnet Brand, temples to the Lambent King lay dormant and decaying across the Plane of Fire, and within those temples, his children, known as ygnaires, began to fade. Without the light of their Lord of Fire, these elementals who waned became known as anguished flames. They eventually turned to unmoving bronze, frozen until Atreia's light shone down on them again. ","tradition":["Divine"],"element":["Fire"],"skill_mod":{"diplomacy":27,"nature":23,"crafting":27,"medicine":27,"athletics":24,"religion":23},"summary":"Ancient tales tell that the elemental lord Atreia created his six-winged children to steward mortal prayers into the realms of the divine. These …","image":["/Images/Monsters/Anguished_Flame.webp"],"primary_source":"Monster Core 2","spell":["Fireball","Interplanar Teleport","Detect Magic","Ignition","Light","Truespeech"],"trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Mechanics"],"ac":33,"level":13,"spell_dc":[30],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4523","intelligence":4,"reflex_save":24,"strongest_save":["will"],"dexterity":7,"fortitude_save":22,"size":["Large"],"name":"Anguished Flame","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[27,27],"slug":"creature-4523"},{"primary_source_category":"Rulebooks","strength":4,"hp":150,"language":["Chthonian","Diabolic","Empyrean","Requian","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":21,"trait":["Monitor","Psychopomp","Medium"],"id":"creature-4524","text":" Shoki Shokis shepherd wayward souls to the Boneyard. They take great pride in traveling to the Universe (and sometimes beyond) to hunt down those who have evaded Pharasma's judgment, whether they be malicious foes or unfortunate undead. A shoki is often transported closer to their quarry by a more powerful psychopomp, but they have the ability to return once they've completed their mission. A shoki resembles an aged humanoid with jet-black skin, curling ram's horns, and a large snail's shell on their back. Some believe that a shoki keeps souls within that shell for transport back to the Boneyard, while in reality, that power resides in their infused staff. Recall Knowledge - Monitor (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Shoki Source Monster Core 2 pg. 264 Perception +21; darkvision, lifesense 60 feet Languages Chthonian, Diabolic, Empyrean, Requian; truespeech Skills Boneyard Lore +19, Deception +20, Diplomacy +20, Intimidation +20, Occultism +16, Religion +19, Society +16, Stealth +14 Str +4 Dex +1 Con +4 Int +3 Wis +6 Cha +5 Items countless religious symbols, Staff --- AC 27 Fort +19 Ref +14 Will +21 +1 status to all saves vs. magic HP 150 Immunities death effects, disease Resistances poison 10, void 10 --- Speed 25 feet Melee Single Action staff +19 (Magical, two-hand d8), Damage 2d4+6 bludgeoning plus shepherd's touch Divine Innate Spells DC 28, attack +20 - Cantrips (5th) Detect Magic, Frostbite, Read Aura, Stabilize, Vitality Lash - 2nd Calm, Invisibility (at will; self only) - 4th Holy Light (×3), Read Omens - 5th Heal (×3), Mind Probe - 6th Spirit Blast - 7th Interplanar Teleport (self and locked soul only; to the Boneyard only) - Constant (5th) Truespeech Infuse Staff (Divine) A shoki's staff becomes a +1 striking staff and is treated as if it were adamantine while the shoki wields it. A shoki's staff has Hardness 14 and HP 56 (BT 28) while possessed by the shoki and Hardness 5 and HP 20 (BT 10) while out of the shoki's possession. A shoki whose staff is taken or destroyed can infuse a new one with an hour of work. Soul Lock Two Actions (Divine, Incapacitation) Requirements The shoki doesn't have a soul locked within their staff; Effect The shoki attempts to capture the soul of a creature on the brink of death: an undead creature, a creature with the dying condition, or a creature that died within the last minute. The target must attempt a DC 32 Will save with the following results. Critical Success The creature is unaffected and becomes temporarily immune to Soul Lock. Success The shoki's staff tugs at the creature's soul but doesn't trap it. If the creature is living, it becomes doomed 1 (or increases its doomed condition by 1). If the creature is a corporeal undead, it becomes enfeebled 2. If the creature is an incorporeal undead, it becomes stupefied 2. The creature then becomes temporarily immune to Soul Lock for 24 hours. Failure The shoki captures the creature's soul in its staff. If the creature is living, it dies. If the creature is a corporeal undead, its body becomes an inanimate corpse. While the soul is locked in the staff, the target can't be returned to life or undeath or rejuvenate through any means, save for powerful magic, such a wish ritual. If the shoki's staff is destroyed or the shoki wills it, the soul is released. A shoki's staff can only hold one soul at a time. Shepherd's Touch A psychopomp's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 2d6 void damage to living creatures and 2d6 vitality damage to undead. Tools Of The Trade Shokis utilize numerous tools to aid them in their work, including religious symbols, magic, soul-trapping staves, and false empathy—though shokis spout impassioned speeches and play upon mortal emotions, they hold no compassion for the dead. ","skill_mod":{"society":16,"diplomacy":20,"deception":20,"stealth":14,"intimidation":20,"occultism":16,"religion":19},"image":["/Images/Monsters/Psychopomp_Shoki.png"],"primary_source":"Monster Core 2","spell":["Interplanar Teleport","Spirit Blast","Heal","Mind Probe","Holy Light","Read Omens","Calm","Invisibility","Detect Magic","Frostbite","Read Aura","Stabilize","Vitality Lash","Truespeech"],"ac":27,"item":["countless religious symbols","Staff"],"level":9,"spell_dc":[28],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet","resistance":{"void":10,"poison":10},"intelligence":3,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":19,"size":["Medium"],"name":"Shoki","pfs":"Standard","rarity":"common","strike_damage_average":[11],"attack_bonus":[19],"constitution":4,"immunity":["death effects","disease"],"creature_family":"Psychopomp","spell_attack_bonus":[20],"will_save":21,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Infuse Staff","Soul Lock","Shepherd's Touch"],"skill":["Boneyard Lore","Deception","Diplomacy","Intimidation","Occultism","Religion","Society","Stealth"],"legacy_id":["creature-2421"],"tradition":["Divine"],"summary":"Shokis shepherd wayward souls to the Boneyard . They take great pride in traveling to the Universe (and sometimes beyond) to hunt down those who …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4524","dexterity":1,"category":"creature","slug":"creature-4524"},{"primary_source_category":"Rulebooks","strength":8,"hp":290,"language":["Chthonian","Diabolic","Empyrean","Requian"],"source":["Monster Core 2"],"type":"Creature","charisma":2,"perception":29,"trait":["Monitor","Psychopomp","Medium"],"id":"creature-4525","text":" Eseneth Eseneths, commonly known as soul-stitchers, are dispassionate surgeons who repair damaged souls. They operate with professional efficiency, manifesting large stitching needles composed of spirit energy to do their necessary work. An eseneth appears as a slim, hairless, gray-skinned humanoid with no facial features. Patches of dark, raised flesh dot their upper chest and shoulders. Recall Knowledge - Monitor (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Eseneth Source Monster Core 2 pg. 265 Perception +29; darkvision, lifesense 120 feet Languages Chthonian, Diabolic, Empyrean, Requian Skills Acrobatics +33, Athletics +33, Boneyard Lore +29, Medicine +31, Sewing Lore +35, Stealth +33 Str +8 Dex +8 Con +5 Int +6 Wis +4 Cha +2 --- AC 39 Fort +28 Ref +32 Will +27 HP 290 Immunities death effects, disease Resistances poison 15, void 15 Sudden Stitch Reaction Trigger A creature within the eseneth's reach successfully Strikes the eseneth; Effect The eseneth attempts an Athletics check to Grapple the triggering creature. --- Speed 25 feet, fly 40 feet; unfettered movement Melee Single Action spirit needle +33 (Magical), Damage 3d10+14 piercing plus shepherd's touch and Improved Grab Ranged Single Action spirit needle +33 (Magical, thrown 30 feet), Damage 3d10+14 piercing plus shepherd's touch Divine Innate Spells DC 38, attack +30 - 2nd Invisibility (at will; self only) - 4th Translocate (at will) - 8th Spirit Blast (×3) - Constant (4th) Unfettered Movement Mend Soul Single Action (Manipulate) Frequency once per round; Effect The eseneth restores 25 HP to itself or an incorporeal creature it has grabbed. Seize Soul Single Action (Attack, Incapacitation) Requirements The eseneth has a corporeal creature grabbed or restrained; Effect The eseneth tries to yank the soul out of the required creature. The eseneth attempts an Athletics check against the target's Fortitude DC. Critical Success The eseneth grabs the target's soul. The body is released and is paralyzed for 2 rounds. When the body ceases being paralyzed, its soul returns instantly, and the target wakes. The soul—grabbed by the eseneth—is incorporeal, is invisible, has a fly Speed equal to the creature's Speed, and otherwise has all the same statistics. It can't attack, cast spells, or attempt any skill checks that require a physical body other than checks to Escape (DC 38), and it must always maintain line of effect to its body. Success As critical success, but the paralysis ends after 1 round. Failure The target remains grabbed or restrained, but its soul remains in its body. Critical Failure The target is no longer grabbed or restrained. Shepherd's Touch A psychopomp's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 2d6 void damage to living creatures and 2d6 vitality damage to undead. Shred Soul Single Action Frequency once per round; Requirements The eseneth has an incorporeal creature grabbed or restrained; Effect The eseneth deals 3d10+14 force damage to the required creature. Spirit Grasp An eseneth can Grapple incorporeal creatures despite being corporeal. The eseneth uses Athletics to Grapple incorporeal creatures as normal but can't use Athletics for other actions against incorporeal creatures, like Shove or Trip. Spirit Needles An eseneth's spirit needles are composed of the psychopomp's essence. The needles form and dissipate at the eseneth's will and exist only as long as the eseneth does. ","skill_mod":{"stealth":33,"medicine":31,"athletics":33,"acrobatics":33},"image":["/Images/Monsters/Psychopomp_Eseneth.png"],"primary_source":"Monster Core 2","spell":["Spirit Blast","Translocate","Invisibility","Unfettered Movement"],"ac":39,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision , lifesense 120 feet","resistance":{"void":15,"poison":15},"intelligence":6,"reflex_save":32,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":28,"size":["Medium"],"name":"Eseneth","pfs":"Standard","rarity":"common","strike_damage_average":[30,30],"attack_bonus":[33,33],"constitution":5,"immunity":["death effects","disease"],"creature_family":"Psychopomp","spell_attack_bonus":[30],"will_save":27,"speed":{"fly":40,"max":40,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Sudden Stitch","Mend Soul","Seize Soul","Shepherd's Touch","Shred Soul","Spirit Grasp"],"skill":["Acrobatics","Athletics","Boneyard Lore","Medicine","Sewing Lore","Stealth"],"legacy_id":["creature-2422"],"tradition":["Divine"],"summary":"Eseneths, commonly known as soul-stitchers, are dispassionate surgeons who repair damaged souls. They operate with professional efficiency, …","trait_group":["Creature Type","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4525","dexterity":8,"category":"creature","slug":"creature-4525"},{"attack_bonus":[31,32],"constitution":5,"primary_source_category":"Rulebooks","strength":9,"hp":300,"language":["any one ancient language (such as <%LANGUAGES%59%%>Jistkan<%END>)"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","will_save":28,"charisma":0,"speed":{"fly":30,"max":30,"land":30},"perception":30,"wisdom":5,"weakness":{},"creature_ability":["Gatekeeper Aura","Orrery","Radiant Blast","Radiant Blow"],"skill":["Arcana","Astronomy Lore","Athletics","Occultism"],"legacy_id":["creature-780"],"trait":["Construct","Uncommon","Gargantuan"],"id":"creature-4526","text":" Radiant Warden The enigmatic and strange radiant wardens were constructed thousands of years ago to protect observatories and scholars against the incursion of alien aggressors from the Dominion of the Black. Over time, their roles as guardians expanded to include watching over any region where the laws of time and space have worn thin, particularly near portals and permanent gates between planets, planes, or dimensions. Named for both the radial nature of the concentric rings that make up their bodies as well as the glowing radiance of their attacks, radiant wardens carry on their orders, defending sites from invasion with singleminded purpose. Recall Knowledge - Construct (Arcana, Crafting): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Radiant Warden Source Monster Core 2 pg. 266 Perception +30; darkvision Languages any one ancient language (such as Jistkan) Skills Arcana +32, Astronomy Lore +36, Athletics +33, Occultism +32 Str +9 Dex +6 Con +5 Int +6 Wis +5 Cha +0 --- AC 40 Fort +32 Ref +29 Will +28 HP 300 Immunities bleed, death effects, disease, doomed, drained, fatigued, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Resistances mental 15, physical 15 (except adamantine) Gatekeeper Aura (aura, occult) 60 feet. A creature that uses a teleportation ability within the aura's emanation or enters it via a teleportation ability must succeed a DC 38 Will save or become sickened 1 and have its destination changed to a point of the radiant warden's choosing within the aura. On a successful save, the creature arrives as intended but is still sickened 1. --- Speed 30 feet, fly 30 feet Melee Single Action hammer +32 (Magical, reach 15 feet, shove), Damage 3d12+15 bludgeoning plus radiant blow Ranged Single Action radiant beam +31 (Force, magical, range increment 30 feet), Damage 4d10+6 force Occult Innate Spells DC 38 - 5th Translocate (at will) - 7th Planar Seal, Wall of Force - 8th Collective Transposition (×3), Pinpoint - 9th Teleport Orrery Single Action (Concentrate) Until it acts, the radiant warden appears to be an orrery (or similar large mechanical contraption, such as a telescope). It has an automatic result of 53 on Deception checks and DCs to convincingly pass as such a machine. Radiant Blast Two Actions (Force, occult) The radiant warden releases a 50-foot cone of bright energy that deals 10d12 force damage (DC 38 basic Reflex save). The radiant warden can't use Radiant Blast for 1d4 rounds. Radiant Blow When a creature is hit by the radiant warden's hammer Strike, a flash of radiant energy attempts to anchor the creature in place. The creature must attempt a DC 38 Will save; on a failure, the creature can't use any teleportation effects for 1 minute. On a critical failure, the creature is also permanently blinded. Ancient Intellects Each radiant warden's animating force consists of raw vitality energy fused to the soul of a willing sacrifice—usually an astronomer or scholar near the end of their natural life. Focused now on protecting a site from any intrusion— including by curious archaeologists or adventurers—a radiant warden might pause before an attack if approached peacefully. Unfortunately, these constructs are prone to speaking in vague riddles or complex mathematical diatribes that can be as confusing as they are intriguing. Often, discussions break down as frustration mounts on either side (or both). ","tradition":["Occult"],"skill_mod":{"arcana":32,"athletics":33,"occultism":32},"summary":"The enigmatic and strange radiant wardens were constructed thousands of years ago to protect observatories and scholars against the incursion of …","image":["/Images/Monsters/RadiantWarden.png"],"primary_source":"Monster Core 2","spell":["Teleport","Collective Transposition","Pinpoint","Planar Seal","Wall of Force","Translocate"],"trait_group":["Creature Type","Rarity"],"ac":40,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"mental":15,"physical":15},"url":"/Monsters.aspx?ID=4526","intelligence":6,"reflex_save":29,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":32,"size":["Gargantuan"],"name":"Radiant Warden","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[28,34],"slug":"creature-4526"},{"legacy_name":["Raven"],"attack_bonus":[7],"constitution":0,"primary_source_category":"Rulebooks","strength":-3,"hp":7,"source":["Monster Core 2"],"type":"Creature","creature_family":"Raven","will_save":5,"charisma":0,"speed":{"fly":40,"max":40,"land":10},"perception":5,"wisdom":3,"weakness":{},"creature_ability":["Cunning","Sneak Attack"],"skill":["Acrobatics","Deception","Thievery"],"legacy_id":["creature-781"],"trait":["Animal","Tiny"],"id":"creature-4527","text":" Trained Raven These omnivorous birds are cunning and opportunistic scavengers. Capable of solving simple puzzles to retrieve desired items, ravens gather at the periphery of civilization, raiding it as needed when they're not hunting in the wilds. Ravens are known for trickery and often trained to further this instinct. Trained ravens will wait for an opening and peck their foes in vulnerable spots. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Trained Raven Source Monster Core 2 pg. 267 Perception +5; low-light vision Languages Skills Acrobatics +5, Deception +5, Thievery +5 Str -3 Dex +3 Con +0 Int -4 Wis +3 Cha +0 Cunning A raven can use simple items as tools, such as poking a stick at an opening to tease out a piece of food. They're also quite adept at stealing objects. A raven can't use Thievery to Palm an Object, Disable a Device, or Pick a Lock, but it can use Thievery to Steal light objects that it can carry in its beak or talons or to accomplish other relatively simple tasks. --- AC 15 Fort +2 Ref +7 Will +5 HP 7 --- Speed 10 feet, fly 40 feet Melee Single Action beak +7 (Finesse), Damage 1d4—1 piercing Sneak Attack A raven's melee Strikes deal an additional 1d4 precision damage to off-guard creatures. Raven Traders Given enough time to develop the relationship and establish what you want, it's possible to engage a raven in a sort of trade. Placing a small, shiny object where the raven can take it might entice it to grab the prize and fly off, returning 3d6 minutes later with something from its own stash. Convincing a raven to trade requires a successful DC 20 Nature check to Command an Animal and, of course, a raven who has the inclination to trade with you in the first place. ","skill_mod":{"deception":5,"thievery":5,"acrobatics":5},"summary":"These omnivorous birds are cunning and opportunistic scavengers. Capable of solving simple puzzles to retrieve desired items, ravens gather at the …","image":["/Images/Monsters/Raven.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4527","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":2,"size":["Tiny"],"name":"Trained Raven","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-4527"},{"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":30,"immunity":["precision","swarm mind"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Raven","will_save":9,"charisma":0,"speed":{"fly":40,"max":40,"land":10},"perception":9,"wisdom":4,"weakness":{"area":5},"creature_ability":["Enraged Cunning","Swarming Beaks"],"skill":["Acrobatics","Thievery"],"legacy_id":["creature-782"],"trait":["Animal","Swarm","Large"],"id":"creature-4528","text":" Raven Swarm A flock of ravens is known as an unkindness. Certainly, the name lives up to its meaning when a swarm of ravens decides to work together. In most cases, a raven swarm like the one presented here won't attack larger foes, but when manipulated by supernatural forces or simple desperation born from hunger, an unkindness of ravens can be a surprisingly dangerous threat. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Raven Swarm Source Monster Core 2 pg. 267 Perception +9; low-light vision Languages Skills Acrobatics +10, Thievery +10 Str +0 Dex +3 Con +0 Int -4 Wis +4 Cha +0 --- AC 19 Fort +7 Ref +12 Will +9 HP 30 Immunities precision, swarm mind Resistances bludgeoning 2, piercing 5, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed 10 feet, fly 40 feet Enraged Cunning There are few things as dangerously persistent in the natural world as an angry unkindness of ravens. A raven swarm can hound its prey through most barriers. Simple latches, unsecured chimney flues, loosely shuttered windows, and similar obstacles rarely keep an unkindness away. A raven swarm attempts a Thievery check to bypass many of these simple obstructions, typically against DC 20. Swarming Beaks Single Action The ravens' angry pecking deals 2d8 piercing damage to each enemy in the swarm's space (DC 20 basic Reflex save). A creature that critically fails its save is blinded for 1d4 rounds as the ravens focus their attacks on the target's vulnerable face. ","skill_mod":{"thievery":10,"acrobatics":10},"summary":"A flock of ravens is known as an unkindness. Certainly, the name lives up to its meaning when a swarm of ravens decides to work together. In most …","primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":19,"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":2,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=4528","intelligence":-4,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":7,"size":["Large"],"name":"Raven Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4528"},{"attack_bonus":[37,37,37,39,39],"constitution":9,"primary_source_category":"Rulebooks","strength":9,"hp":500,"language":["Common","Draconic","Necril","Pyric"],"immunity":["bleed","death effects","disease","fire","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Ravener","will_save":37,"charisma":8,"speed":{"fly":180,"max":180,"land":60},"perception":37,"wisdom":6,"weakness":{"holy":20,"cold":20},"creature_ability":["Smoke Vision","Cowering Fear","Soul Ward","Reactive Strike","Discorporate","All Becomes Flame","Consume Soul","Stoke the Flames","Void Breath","Vicious Criticals"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Nature","Stealth"],"legacy_id":["creature-783"],"trait":["Dragon","Fire","Primal","Rare","Undead","Unholy","Gargantuan"],"id":"creature-4529","text":" Ravener The ravener presented here was once an ancient cinder dragon. Recall Knowledge - Dragon (Arcana): DC 47 Recall Knowledge - Undead (Religion): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Ravener Source Monster Core 2 pg. 270 Perception +37; darkvision, scent (imprecise) 60 feet, smoke vision, soulsense 60 feet Languages Common, Draconic, Necril, Pyric Skills Acrobatics +32, Athletics +39, Deception +38, Diplomacy +38, Intimidation +40, Nature +32, Stealth +35 Str +9 Dex +5 Con +9 Int +5 Wis +6 Cha +8 Smoke Vision Smoke doesn't impair a cinder ravener's vision; it ignores the concealed condition from smoke. --- AC 47 Fort +38 Ref +34 Will +37 +2 status to all saves vs. primal HP 500 (void healing) Immunities bleed, death effects, disease, fire, paralyzed, poison, sleep Weaknesses cold 20, holy 20 Cowering Fear (aura, emotion, fear, mental) 90 feet, DC 42. A ravener's frightful presence causes creatures to cower in fear as well. As long as a creature is at least frightened 2 or more as a result of the ravener's frightful presence, it's also immobilized from the fear. Soul Ward An intangible field of necromantic energy protects a ravener from total destruction. This soul ward has 200 Hit Points. Whenever a ravener would be reduced below 1 Hit Point, all damage in excess of what would reduce them to 1 Hit Point is instead dealt to their soul ward. If this damage reduces the soul ward to fewer than 0 Hit Points, the ravener is destroyed. A soul ward's Hit Points can be restored only via specific ravener abilities such as Consume Soul, Void Breath, or vicious criticals. A ravener who goes more than a week without successfully using Consume Soul to feed on a dying creature starves, and their soul ward loses 1d4 Hit Points each day until they feed. If the ravener's soul ward loses all its Hit Points while the ravener still has more than 1 HP, they become a ravener husk. Reactive Strike Reaction Jaws only Discorporate Free Action (primal) Trigger The ravener takes excess damage to their soul ward but still has at least 51 Hit Points in their soul ward; Effect The ravener draws deeply into their soul ward, discorporating their body into soul energy to escape. They take 50 damage to their soul ward and their physical body vanishes, reappearing 1d4 hours later in a random location within 1 mile from the location where they used Discorporate. --- Speed 60 feet, fly 180 feet Melee Single Action jaws +39 (Fire, magical, reach 20 feet), Damage 4d12+13 piercing plus 2d6 persistent fire and 2d6 void Melee Single Action horn +37 (Magical, reach 20 feet), Damage 4d12+17 slashing plus 2d6 void Melee Single Action claw +39 (Agile, magical, reach 15 feet), Damage 4d10+13 slashing plus 2d6 void Melee Single Action tail +37 (Magical, reach 25 feet), Damage 4d8+13 slashing plus 2d6 void Melee Single Action wing +37 (Agile, magical, reach 20 feet), Damage 4d8+13 slashing plus 2d6 void All Becomes Flame Single Action (Curse, fire, primal) The ravener curses a creature within 60 feet to have their magic replaced with primordial flames. The creature must attempt a DC 42 Will save. Regardless of the result, the target becomes temporarily immune for 1 day. Critical Success The creature is unaffected. Success The creature is cursed for 1 round. While cursed, any spells that the creature casts gain the fire trait and have their damage type changed to fire damage, regardless of the original damage type or types of the spell. Additionally, any magical items that the cursed target holds or wields are affected in the same manner, such as changing the cold damage of a frost rune to fire damage. The cursed creature can attempt to temporarily suppress the curse as an action, which has the concentrate trait. If the creature succeeds a DC 42 Will save, the curse is suppressed until the end of their turn. Failure As success, but the curse's duration is 1 hour. Critical Failure As success, but the curse's duration is 1 day, and the DC to suppress the curse increases to DC 44. Consume Soul Free Action (Death, primal) Trigger A living creature within 30 feet of the ravener dies; Effect The ravener tears the creature's soul from its body with their maw and gulps it down. The dying creature must attempt a DC 44 Fortitude save. Critical Success The creature is unaffected. Success The ravener tears off a small chunk of the creature's soul. If the victim is restored to life, they are drained 1 in addition to any other side effects of returning to life. The ravener adds a number of Hit Points to their soul ward equal to half the creature's level. Failure As success, but the creature's soul is ravaged. The creature is drained 3 and the ravener adds a number of Hit Points to their soul ward equal to the creature's level. Critical Failure As failure, but the ravener devours the entire soul. The victim can't be restored to life as long as the ravener exists except via powerful magic such as a wish ritual, and the ravener adds a number of Hit Points to their soul ward equal to twice the creature's level. Stoke the Flames Single Action (Fire, primal) The ravener intensifies nearby fires. Every foe within 60 feet taking persistent fire damage takes 5d6 fire damage. Void Breath Two Actions (Primal, void) The ravener breathes a blast of necrotic flame that deals 20d6 fire damage plus 4d6 persistent void damage (DC 44 basic Reflex save). A creature that fails its save is also drained 1 (or drained 2 on a critical failure). If a creature is drained by the ravener's Void Breath, the ravener's soul ward gains 5 HP. The ravener can't use Void Breath again for 1d4 rounds. Vicious Criticals The ravener treats an attack roll as a critical hit on a roll of 19 or 20, as long as the attack roll was a success. Additionally, whenever the ravener makes a critical hit with one of their Strikes, the target must succeed at a Fortitude save or gain the drained 1 condition. If the target already has a drained value of greater than 0, their drained value instead increases by 1, to a maximum of drained 4. Whenever the ravener applies drain to a creature in this way, their soul ward gains 5 Hit Points. Ravener Spellcasters Instead of gaining the vicious criticals ability, a ravener spellcaster gains additional spellcasting prowess. When creating your own ravener spellcaster, give it the spellcasting ability of a spellcaster roughly 2 levels higher than a normal spellcasting dragon of its kind. This typically means that if the original dragon had two spells prepared of its highest rank, you should add one more spell of that rank and then two spells of the next highest rank, while if it had three spells prepared of its highest rank, you would add three spells of the next highest rank (if applicable, add only a single 10th-rank spell). Either way, increase its cantrip rank by 1. If the ravener is unusually young, you might be able to use spells from the relevant dragon spellcasters sidebar, but for a typical ancient dragon, consider the following spells to fill in the new slots, depending on which rank of spells you need. As always, a spellcasting ravener's spells should come from the same tradition as the original dragon. 10th manifestation 9th massacre , seize soul , telepathic demand 8th disappearance , hidden mind , quandary 7th energy aegis , execute , spell riposte ","element":["Fire"],"skill_mod":{"diplomacy":38,"deception":38,"nature":32,"stealth":35,"athletics":39,"intimidation":40,"acrobatics":32},"summary":"The ravener presented here was once an ancient cinder dragon .","primary_source":"Monster Core 2","trait_group":["Creature Type","Energy","Elemental","Planar","Monster","Tradition","Rarity","Mechanics"],"ac":47,"level":21,"source_category":["Rulebooks"],"sense":" darkvision , scent ( imprecise ) 60 feet, smoke vision, soulsense 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4529","intelligence":5,"reflex_save":34,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":38,"size":["Gargantuan"],"name":"Ravener","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[38,38,42,50,53],"slug":"creature-4529"},{"attack_bonus":[29,29],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":325,"immunity":["bleed","death effects","disease","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Ravener","will_save":26,"charisma":4,"speed":{"fly":180,"max":180,"land":60},"perception":26,"wisdom":4,"weakness":{"holy":10},"creature_ability":["Frightful Presence","Boneshatter Trigger","Void Breath","Ravenous Repast"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-784"],"trait":["Dragon","Rare","Undead","Unholy","Gargantuan"],"id":"creature-4530","text":" Ravener Husk Raveners require a steady diet of souls, and a ravener that's unable to feed for too long eventually cannibalizes their own soul. Should a ravener's soul ward ever be reduced to 0 Hit Points by hunger while the ravener has more than 1 Hit Point (see Soul Ward), they lose all traces of their former identity (losing most of its unique traits, including the one matching its former tradition) and descend into a feral, nearly mindless state. Even if a ravener husk later consumes soul energy, the transformation can be reversed only via Ravenous Repast. Recall Knowledge - Dragon (Arcana): DC 37 Recall Knowledge - Undead (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Ravener Husk Source Monster Core 2 pg. 271 Perception +26; darkvision, soulsense 60 feet Languages Skills Acrobatics +22, Athletics +28 Str +8 Dex +0 Con +6 Int -5 Wis +4 Cha +4 --- AC 35 Fort +28 Ref +22 Will +26 HP 325 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, sleep Weaknesses holy 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 31 Boneshatter Reaction Trigger The ravener husk takes any amount of bludgeoning damage Effect The ravener's brittle bones shatter, spraying bone shards everywhere. Every creature within a 10-foot emanation of the ravener husk takes 7d6 piercing damage (DC 31 basic Reflex save). --- Speed 60 feet, fly 180 feet Melee Single Action jaws +29 (Magical, reach 15 feet), Damage 3d8+16 piercing plus 2d6 void Melee Single Action claw +29 (Agile, magical, reach 10 feet), Damage 3d4+16 slashing plus 2d6 void Void Breath Two Actions (Divine, void) The ravener husk breathes a torrent of void energy that deals 16d6 void damage in a 40-foot cone (DC 34 basic Reflex save). They can't use Void Breath again for 1d4 rounds. Ravenous Repast Three Actions (Divine) Frequency once per day; Effect The ravener husk makes a jaws Strike against a deceased creature that has been dead no longer than 1 minute, was holy, and was at least level 15 in life. The ravener attempts a DC 5 flat check; if successful, they transform back into a ravener with 1 Hit Point in their soul ward. ","skill_mod":{"athletics":28,"acrobatics":22},"summary":"Raveners require a steady diet of souls, and a ravener that's unable to feed for too long eventually cannibalizes their own soul. Should a ravener's …","primary_source":"Monster Core 2","trait_group":["Creature Type","Rarity","Mechanics"],"ac":35,"level":14,"source_category":["Rulebooks"],"sense":" darkvision , soulsense 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4530","intelligence":-5,"reflex_save":22,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":28,"size":["Gargantuan"],"name":"Ravener Husk","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[30,36],"slug":"creature-4530"},{"primary_source_category":"Rulebooks","strength":4,"hp":230,"language":["Common","Fey"],"source":["Monster Core 2","Pathfinder #147: Tomorrow Must Burn"],"type":"Creature","charisma":7,"perception":22,"trait":["Aquatic","Fey","Water","Medium"],"id":"creature-4531","text":" Rusalka These androgynous, river-dwelling fey delight in manipulating the emotions of those unfortunate enough to fall into their grasp, using humiliation to break victims' wills. Rusalkas enjoy keeping their broken toys nearby, both for continuing entertainment and to aid in their defense, as their captives' misery often drives them to become obsessively loyal to these fey. If a person ever escapes a rusalka's clutches, the rusalka will likely seek them out and shame them for “abandoning” their home, all in the hopes their victim regresses into a distressed mental state and returns to captivity. Recall Knowledge - Fey (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Rusalka Source Monster Core 2 pg. 272, Pathfinder #147: Tomorrow Must Burn pg. 81 Perception +22; low-light vision Languages Common, Fey Skills Acrobatics +21, Athletics +24, Deception +25, Diplomacy +21, Nature +21, Performance +23, Stealth +25 Str +4 Dex +5 Con +3 Int +1 Wis +3 Cha +7 --- AC 33 Fort +21 Ref +25 Will +21 HP 230 Resistances fire 10 Weaknesses cold iron 15 Blurred Form A rusalka is concealed while underwater. --- Speed 25 feet, swim 50 feet; water walk Melee Single Action tresses +24 (Agile, finesse, reach 15 feet), Damage 3d8+10 bludgeoning plus Improved Grab Primal Innate Spells DC 35 - 2nd Invisibility (at will), Mist (at will) - 5th Charm (at will), Control Water (at will) - Constant (6th) Water Walk Beckoning Call Single Action (Auditory, concentrate, incapacitation, mental, primal) The rusalka cries out a compelling invitation. Each non-fey creature within a 300-foot emanation must attempt a DC 29 Will save. The effect lasts for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Call, that creature is temporarily immune for 24 hours. Success The creature is unaffected. Failure The creature is fascinated and must spend each of its actions to move closer to the rusalka, avoiding obvious dangers. If a beckoned creature is adjacent to the rusalka, it stays still and doesn't act. If attacked by the rusalka, the creature is freed from captivation at the end of the rusalka's turn. Critical Failure As failure, but if attacked by the rusalka, the creature can attempt a new save only at the start of its next turn, rather than being freed at the end of the rusalka's turn. Constrict Single Action 2d8+10 bludgeoning, DC 32 Entangling Tresses A rusalka can have up to eight creatures grabbed or restrained within their tresses at a time. Flowing Hair Single Action The rusalka attempts an Athletics check against the Fortitude save of each creature they have grabbed or restrained by their tresses. The rusalka moves each creature they succeed against up to 10 feet and each creature they critically succeed against up to 20 feet. This movement must all be within reach of its tresses. Shameful Touch Single Action (Emotion, mental, primal) The rusalka touches a creature within 5 feet using their hand, stirring up memories of regret and shame. The target must attempt a DC 35 Will save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The creature is sickened 1 and stunned 1. Critical Failure The creature is sickened 1, stunned 1, and it must use its first action on its next turn to Strike itself, automatically hitting. Blue Week Those living in areas where rusalkas dwell know well to avoid the water during the week-long period in early Sarenith when the fey become particularly active, a time known in many regions as Blue Week. Most villages prohibit swimming and fishing during this time, though the prohibition is difficult to enforce, as it takes place during the height of good weather. Particularly superstitious folk take care to lock their doors from both within and without. ","element":["Water"],"skill_mod":{"diplomacy":21,"performance":23,"deception":25,"nature":21,"stealth":25,"athletics":24,"acrobatics":21},"image":["/Images/Monsters/Rusalka.png"],"primary_source":"Monster Core 2","spell":["Charm","Control Water","Invisibility","Mist","Water Walk"],"ac":33,"level":12,"spell_dc":[35],"source_category":["Rulebooks","Adventure Paths"],"sense":" low-light vision ","resistance":{"fire":10},"intelligence":1,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":21,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Rusalka","pfs":"Standard","rarity":"common","strike_damage_average":[23],"attack_bonus":[24],"constitution":3,"will_save":21,"speed":{"max":50,"land":25,"swim":50},"wisdom":3,"weakness":{"cold_iron":15},"creature_ability":["Blurred Form","Beckoning Call","Constrict","Entangling Tresses","Flowing Hair","Shameful Touch"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Nature","Performance","Stealth"],"legacy_id":["creature-790"],"tradition":["Primal"],"summary":"These androgynous, river-dwelling fey delight in manipulating the emotions of those unfortunate enough to fall into their grasp, using humiliation to …","trait_group":["Monster","Creature Type","Elemental","Planar"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=4531","dexterity":5,"category":"creature","slug":"creature-4531"},{"attack_bonus":[14,15,15,15],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":78,"language":["Chthonian","Mwangi"],"source":["Monster Core 2","Pathfinder #146: Cult of Cinders"],"type":"Creature","will_save":10,"charisma":0,"speed":{"fly":25,"max":25,"land":25},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Echolocation","Drain Blood","Fell Shriek"],"skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-1279"],"trait":["Humanoid","Medium"],"id":"creature-4532","text":" Sabosan Sabosans are intelligent, bat-like humanoids who live in warm forests and drink the blood of other creatures, particularly people. They have thin, emaciated torsos and broad, leathery wings that can reach a span of almost 20 feet. Sabosans' heads, necks, shoulders, and upper chests are covered with red or dark-brown fur that obscures their stretched-thin flesh. Though their ears are large and pointed like a bat's, and they can echolocate as bats do, their vision is also quite strong, enough so that they can use it to easily track quarry in low light. Some naturalist scholars believe sabosans are distant descendants of humans who were afflicted with vampirism but managed to avoid succumbing to undeath. Others posit they were once a cult of demon worshippers whose twisted rites transformed them into their current forms. No matter their true origins, sabosans have infamous reputations among towns and cities south of Golarion's equator. Even mere rumors of sabosans in an area are enough to set off city-wide hunts, and the truly superstitious aren't above setting fires near every grotto, nook, and foxhole they come across to smoke out the nocturnal creatures. Sabosans hunt during the twilight hours or just after dark, when their echolocation gives them an edge over sleeping prey. They're capable hunters but indiscriminate when it comes to food sources; their rapid metabolisms mean sabosans must eat nearly 20 pounds of meat and fruit per day, supplemented, of course, with copious amounts of blood. Sabosans' obscure faith reveres two deities: the slain Demon Lord Vyriavaxus, Lord of Shadows, and the nearly forgotten sun god Easivra. Vyriavaxus has an obvious link with the creatures, with his appearance as a giant bat, but their connection to the sun god hints at a complex depth in sabosan beliefs. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Sabosan Source Monster Core 2 pg. 273, Pathfinder #146: Cult of Cinders pg. 91 Perception +10; echolocation 20 feet, low-light vision, scent (imprecise) 30 feet Languages Chthonian, Mwangi Skills Acrobatics +13, Athletics +12, Stealth +13 Str +4 Dex +5 Con +2 Int -1 Wis +1 Cha +0 Echolocation A sabosan can use their hearing as a precise sense at the listed range. Items Spear --- AC 22 Fort +11 Ref +14 Will +10 HP 78 --- Speed 25 feet, fly 25 feet Melee Single Action ] jaws +15 (Finesse), Damage 2d10+4 piercing plus 1 persistent bleed Melee Single Action claw +15 (Agile, finesse), Damage 2d8+4 slashing plus Grab Melee Single Action spear +14, Damage 1d6+7 piercing Ranged Single Action spear +15 (thrown 20 feet), Damage 1d6+7 piercing Drain Blood Single Action Requirement The sabosan has a creature grabbed or restrained; Effect The sabosan drains blood from the creature. The creature must succeed at a DC 22 Fortitude save or become drained 1. The sabosan gains a number of temporary Hit Points equal to the number of Hit Points lost by the creature due to its drained condition. Fell Shriek Two Actions (Auditory) The sabosan emits a deafening cry in a 30-foot cone. Non-sabosan creatures in this area must each succeed at a DC 22 Fortitude save or be deafened for 1 minute. The Sabosan Kingdom Sabosans were not always so confined to the edges of the wilderness. Once, many of their kind occupied the stone metropolis of Jaytirian in the heart of the Mwangi Jungle and defended it against the bestial forces of the dread Gorilla King. However, over the last few hundred years, some unknown force drove the sabosans out, and now they roam the Mwangi Expanse in dwindling numbers, searching for a new home. ","skill_mod":{"stealth":13,"athletics":12,"acrobatics":13},"summary":"Sabosans are intelligent, bat-like humanoids who live in warm forests and drink the blood of other creatures, particularly people. They have thin, …","image":["/Images/Monsters/Sabosan.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":22,"item":["Spear"],"level":5,"source_category":["Rulebooks","Adventure Paths"],"sense":"echolocation 20 feet, low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4532","intelligence":-1,"reflex_save":14,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":11,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Sabosan","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,10,13,15],"slug":"creature-4532"},{"primary_source_category":"Rulebooks","strength":0,"hp":15,"language":["Chthonian","Diabolic","Empyrean","Requian","telepathy (touch)"],"source":["Monster Core 2"],"type":"Creature","charisma":2,"perception":7,"trait":["Fiend","Sahkil","Unholy","Tiny"],"id":"creature-4533","text":" Esipil Among the least of the sahkils, esipils delight in spreading fears and uncertainty among those who live with animals that could turn on them. They generally appear to their prey as some kind of benign creature, such as a domesticated dog or cat, but once they gain trust and get their victims alone, they transform into a terrifying monstrosity that looks part dog and part worm, with tendrils of viscera the creature uses as both a tongue and a weapon. Of all sahkils, esipils are most likely to ingratiate themselves with mortals, sometimes serving powerful spellcasters or simply living among unsuspecting victims, biding their time until they strike. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Esipil Source Monster Core 2 pg. 274 Perception +7; darkvision Languages Chthonian, Diabolic, Empyrean, Requian; telepathy (touch) Skills Acrobatics +7, Athletics +6, Intimidation +7, Stealth +7 Str +0 Dex +4 Con +2 Int +1 Wis +2 Cha +2 Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the binding circle ritual (and potentially other rituals, at the GM's discretion), but it's always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 17 Fort +7 Ref +9 Will +5 HP 15 Immunities fear Weaknesses holy 2 --- Speed 30 feet Melee Single Action jaws +9 (Finesse, magical, unholy, versatile P), Damage 1d8 slashing plus 1d4 spirit and Grab Melee Single Action claw +9 (Agile, finesse, magical, unholy), Damage 1d6 slashing plus 1d4 spirit Divine Innate Spells DC 15 - Cantrips (1st) Telekinetic Hand - 1st Fear (at will) - 2nd Blur - 3rd Fear Change Shape Single Action (Concentrate, divine, polymorph) The esipil transforms into a Tiny cat, dog, or other unassuming domestic animal. This doesn't affect the esipil's statistics, but it could change the damage type of its Strikes. Skip Between Single Action (Divine, teleportation) The sahkil moves from the Universe to the Ethereal Plane or vice-versa. While in the Ethereal Plane, they're unable to affect anything in the Universe, and they cannot be seen by beings or abilities in the Universe, unless these have an ability that can gaze into the Ethereal Plane. While on the Material Plane the inverse is true for anything on the Ethereal Plane. A summoned sahkil can't use Skip Between. ","skill_mod":{"stealth":7,"athletics":6,"intimidation":7,"acrobatics":7},"image":["/Images/Monsters/Sahkil_Esipil.png"],"primary_source":"Monster Core 2","spell":["Fear","Blur","Telekinetic Hand"],"ac":17,"level":1,"spell_dc":[15],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":7,"size":["Tiny"],"name":"Esipil","pfs":"Standard","rarity":"common","strike_damage_average":[6,7],"attack_bonus":[9,9],"constitution":2,"immunity":["fear"],"creature_family":"Sahkil","will_save":5,"speed":{"max":30,"land":30},"wisdom":2,"weakness":{"holy":2},"creature_ability":["Easy to Call","Change Shape","Skip Between"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"legacy_id":["creature-1280"],"tradition":["Divine"],"summary":"Among the least of the sahkils, esipils delight in spreading fears and uncertainty among those who live with animals that could turn on them. They …","trait_group":["Creature Type","Monster","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4533","dexterity":4,"category":"creature","slug":"creature-4533"},{"primary_source_category":"Rulebooks","strength":4,"hp":75,"language":["Chthonian","Diabolic","Empyrean","Requian","<%UMR%79%%>telepathy<%END> 60 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":2,"perception":11,"trait":["Fiend","Sahkil","Unholy","Medium"],"id":"creature-4534","text":" Nucol Representing the fear of parasites and contagion, nucols appear as violent, pestilence-ridden boars. Their furry hides are covered in oozing pustules that exude a rancid smell. They pollute their victim's body and mind, spreading not only fear but a mind-altering affliction that exacerbates the victim's feelings of anxiety and self-doubt. Though very aggressive, nucols are also capable of cunning manipulation. After they infect a victim with potent insecurity, they'll offer to remove the affliction for a price. Many of these deals are esoteric in nature, driving the victim to despair and forcing them to give up something they cherish. The sinister nucol can even reinfect its victim after completing the bargain, starting the cycle over and driving them further into hopelessness. However, a canny negotiator can turn the tables on the fiend and free themselves from their grasp, allowing them to recover from their deep misery. Recall Knowledge - Fiend (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Nucol Source Monster Core 2 pg. 275 Perception +11; darkvision, scent (imprecise) 100 feet Languages Chthonian, Diabolic, Empyrean, Requian; telepathy 60 feet Skills Athletics +12, Deception +10, Intimidation +12, Stealth +10 Str +4 Dex +2 Con +3 Int +0 Wis +3 Cha +2 Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the binding circle ritual (and potentially other rituals, at the GM's discretion), but it's always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 20 Fort +13 Ref +10 Will +11 HP 75 Immunities disease, fear Resistances poison 5 Weaknesses holy 5 --- Speed 30 feet Melee Single Action tusk +12 (deadly d10, magical, unholy), Damage 2d8+6 piercing plus 1d4 spirit and nervous consumption Divine Innate Spells DC 20 - Cantrips (2nd) Detect Magic, Telekinetic Hand - 1st Grease (×3) - 3rd Cleanse Affliction, Fear (at will) Nervous Consumption (Disease, divine, emotion, mental) Saving Throw DC 21 Fortitude; Onset 1 minute; Stage 1 sickened 1 and stupefied 1 (1 day); Stage 2 clumsy 1 and stupefied 2 (1 day); Stage 3 clumsy 2 and stupefied 3 (1 day) Skip Between Single Action (Divine, teleportation) The sahkil moves from the Universe to the Ethereal Plane or vice-versa. While in the Ethereal Plane, they're unable to affect anything in the Universe, and they cannot be seen by beings or abilities in the Universe, unless these have an ability that can gaze into the Ethereal Plane. While on the Material Plane the inverse is true for anything on the Ethereal Plane. A summoned sahkil can't use Skip Between. Spray Pus Single Action The nucol flexes one of its infected wounds, releasing a spray of pus in a 15-foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption. ","skill_mod":{"deception":10,"stealth":10,"athletics":12,"intimidation":12},"image":["/Images/Monsters/Sahkil_Nucol.png"],"primary_source":"Monster Core 2","spell":["Cleanse Affliction","Fear","Grease","Detect Magic","Telekinetic Hand"],"ac":20,"level":4,"spell_dc":[20],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 100 feet","resistance":{"poison":5},"intelligence":0,"reflex_save":10,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Nucol","pfs":"Standard","rarity":"common","strike_damage_average":[17],"attack_bonus":[12],"constitution":3,"immunity":["disease","fear"],"creature_family":"Sahkil","will_save":11,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{"holy":5},"creature_ability":["Easy to Call","Nervous Consumption","Skip Between","Spray Pus"],"skill":["Athletics","Deception","Intimidation","Stealth"],"legacy_id":["creature-1281"],"tradition":["Divine"],"summary":"Representing the fear of parasites and contagion, nucols appear as violent, pestilence-ridden boars. Their furry hides are covered in oozing pustules …","trait_group":["Creature Type","Monster","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4534","dexterity":2,"category":"creature","slug":"creature-4534"},{"primary_source_category":"Rulebooks","strength":4,"hp":105,"language":["Chthonian","Diabolic","Empyrean","Requian","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":3,"perception":14,"trait":["Fiend","Sahkil","Unholy","Medium"],"id":"creature-4535","text":" Wihsaak These gaunt, insectile sahkils torment their foes by focusing on a widespread fear of insects and creeping, crawling vermin. Unlike their more subtle cousins, wihsaaks don't lurk in the periphery and instead directly engage their targets, using their unnerving buzzing to disorient and terrify. When encountering multiple foes, wihsaaks attempt to spread fear to everyone before slashing at them with their devastating claws. Many wihsaaks bear heads that resemble the body of a locust, but some may appear as other widely feared insectile creatures. Recall Knowledge - Fiend (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Wihsaak Source Monster Core 2 pg. 275 Perception +14; darkvision Languages Chthonian, Diabolic, Empyrean, Requian; telepathy 100 feet Skills Acrobatics +13, Deception +15, Intimidation +15, Stealth +15 Str +4 Dex +5 Con +4 Int +1 Wis +2 Cha +3 Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the binding circle ritual (and potentially other rituals, at the GM's discretion), but it's always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 24 Fort +14 Ref +15 Will +14 HP 105 Immunities fear Weaknesses holy 5 Swarmwalker Swarms of animals and other unintelligent creatures instinctively leave a wihsaak alone. A wihsaak is immune to the damage from and effects of swarms with an Intelligence of –5. --- Speed 30 feet, fly 40 feet Melee Single Action claw +17 (Finesse, magical, unholy), Damage 2d10+7 slashing plus 1d4 spirit Divine Innate Spells DC 23 - Cantrips (3rd) Detect Magic - 2nd Blur, See the Unseen - 3rd Fear, Vomit Swarm - 4th Suggestion Droning Distraction Single Action (Auditory, divine, incapacitation, mental) Effect The wihsaak beats its wings rapidly, creating a buzzing drone that numbs creatures' minds. Each creature within 100 feet must attempt a DC 23 Will save. They are then temporarily immune for 1 minute. Success The creature is unaffected. Failure The creature is confused and stupefied 1 for 1 round. Critical Failure The creature is confused for 1 round and stupefied 2 for 1 minute. Skip Between Single Action (Divine, teleportation) The sahkil moves from the Universe to the Ethereal Plane or vice-versa. While in the Ethereal Plane, they're unable to affect anything in the Universe, and they cannot be seen by beings or abilities in the Universe, unless these have an ability that can gaze into the Ethereal Plane. While on the Material Plane the inverse is true for anything on the Ethereal Plane. A summoned sahkil can't use Skip Between. ","skill_mod":{"deception":15,"stealth":15,"intimidation":15,"acrobatics":13},"image":["/Images/Monsters/Sahkil_Wihsaak.png"],"primary_source":"Monster Core 2","spell":["Suggestion","Fear","Vomit Swarm","Blur","See the Unseen","Detect Magic"],"ac":24,"level":6,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":15,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Wihsaak","pfs":"Standard","rarity":"common","strike_damage_average":[20],"attack_bonus":[17],"constitution":4,"immunity":["fear"],"creature_family":"Sahkil","will_save":14,"speed":{"fly":40,"max":40,"land":30},"wisdom":2,"weakness":{"holy":5},"creature_ability":["Easy to Call","Swarmwalker","Droning Distraction","Skip Between"],"skill":["Acrobatics","Deception","Intimidation","Stealth"],"legacy_id":["creature-1282"],"tradition":["Divine"],"summary":"These gaunt, insectile sahkils torment their foes by focusing on a widespread fear of insects and creeping, crawling vermin. Unlike their more subtle …","trait_group":["Creature Type","Monster","Mechanics"],"weakest_save":["fort","fortitude","will"],"url":"/Monsters.aspx?ID=4535","dexterity":5,"category":"creature","slug":"creature-4535"},{"primary_source_category":"Rulebooks","strength":4,"hp":150,"language":["Chthonian","Diabolic","Empyrean","Requian","<%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":18,"trait":["Fiend","Sahkil","Unholy","Medium"],"id":"creature-4536","text":" Pakalchi Pakalchis strive to intensify their prey's inherent insecurity over personal and emotional bonds, playing on the threat of those relationships falling into ruin. They employ tricks of all kinds, such as leaving trails of false evidence or spinning rumors to upend the life of their intended target. These sahkils are among the most manipulative of their kind, pulling strings, both literal and figurative, on their victims over stretched-out periods of time, exhilarating in the despair and fear for as long as possible. Recall Knowledge - Fiend (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Pakalchi Source Monster Core 2 pg. 276 Perception +18; darkvision, truesight Languages Chthonian, Diabolic, Empyrean, Requian; telepathy 100 feet, truespeech Skills Acrobatics +18, Deception +21, Diplomacy +21, Intimidation +21, Stealth +18 Str +4 Dex +5 Con +4 Int +2 Wis +3 Cha +6 Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the binding circle ritual (and potentially other rituals, at the GM's discretion), but it's always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 26 Fort +17 Ref +18 Will +20 HP 150 Immunities fear, poison Weaknesses holy 5 Entangling Train Reaction Trigger A creature moves adjacent to the pakalchi; Effect Writhing, pitch-black vines wrap around the creature. The creature takes 1d6 slashing damage and a –15-foot circumstance penalty to its Speeds until the end of its next turn. --- Speed 30 feet Melee Single Action vine +18 (Finesse, magical, reach 10 feet, versatile P, unholy), Damage 2d10+6 slashing plus 1d6 spirit, 1d6 persistent bleed, and betrayal toxin Melee Single Action claw +18 (Agile, finesse, magical, unholy), Damage 2d10+6 slashing plus 1d6 spirit Ranged Single Action thorn +18 (Agile, magical, range increment 50 feet, unholy), Damage 2d4+6 piercing plus 1d6 spirit, 1d6 persistent bleed, and betrayal toxin Divine Innate Spells DC 30 - Cantrips (5th) Detect Magic - 5th Calm, Charm, Suggestion (at will) - 6th Dominate - 7th Mask of Terror (self only) - Constant (6th) Truesight, Truespeech Betrayal Toxin (Divine, mental, poison) A creature affected by betrayal toxin hears whispers of incessant doubt in their head and can't treat any creature as their ally; Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 stupefied 1 (1 round); Stage 2 stupefied 2 (1 round) Skip Between Single Action (Divine, teleportation) The sahkil moves from the Universe to the Ethereal Plane or vice-versa. While in the Ethereal Plane, they're unable to affect anything in the Universe, and they cannot be seen by beings or abilities in the Universe, unless these have an ability that can gaze into the Ethereal Plane. While on the Material Plane the inverse is true for anything on the Ethereal Plane. A summoned sahkil can't use Skip Between. ","skill_mod":{"diplomacy":21,"deception":21,"stealth":18,"intimidation":21,"acrobatics":18},"image":["/Images/Monsters/Sahkil_Pakalchi.png"],"primary_source":"Monster Core 2","spell":["Mask of Terror","Dominate","Calm","Charm","Suggestion","Detect Magic","Truesight","Truespeech"],"ac":26,"level":9,"spell_dc":[30],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Pakalchi","pfs":"Standard","rarity":"common","strike_damage_average":[18,20,24],"attack_bonus":[18,18,18],"constitution":4,"immunity":["fear","poison"],"creature_family":"Sahkil","will_save":20,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{"holy":5},"creature_ability":["Easy to Call","Entangling Train","Betrayal Toxin","Skip Between"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Stealth"],"legacy_id":["creature-1283"],"tradition":["Divine"],"summary":"Pakalchis strive to intensify their prey's inherent insecurity over personal and emotional bonds, playing on the threat of those relationships …","trait_group":["Creature Type","Monster","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4536","dexterity":5,"category":"creature","slug":"creature-4536"},{"primary_source_category":"Rulebooks","strength":9,"hp":380,"language":["Chthonian","Diabolic","Empyrean","Requian","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":8,"perception":30,"trait":["Fiend","Sahkil","Unholy","Large"],"id":"creature-4537","text":" Ximtal The struggles of loneliness and the anxiety that accompanies that feeling plague many creatures, and ximtals delight in exploiting this fear for their own perverse gain. Appearing as a hybrid of a rat and crab with grasping tentacles, these scheming fiends manipulate their victims over long spans of time, like pakalchis, to savor the most fear they can. Ximtals use subtlety to entrap their prey and often don't directly engage their targets. They use insecurities as a tool and force poor behavior in mortals they set their sights on. They prefer to focus their machinations on strong-willed and well-intentioned mortals, hoping to erode their pride and self-worth and ultimately lead them to eschew altruistic efforts. Rather than focusing on a single victim, a ximtal might instead seek out a particular cause relevant to the sahkil's appetites. They often wander the multiverse seeking to sabotage societal crusades or suppress divergent ideologies. They particularly delight in exploiting the fears of groups of like-minded individuals. While most ximtals work alone, they sometimes enlist the assistance of pakalchis, who share similar tastes in mortal fear. Together these two types of fiends can dissolve individual self-worth, relationships, and even entire organizations. Recall Knowledge - Fiend (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Ximtal Source Monster Core 2 pg. 277 Perception +30; darkvision, truesight Languages Chthonian, Diabolic, Empyrean, Requian; telepathy 100 feet Skills Arcana +27, Deception +33, Intimidation +33, Occultism +27, Religion +30, Stealth +28 Str +9 Dex +3 Con +9 Int +2 Wis +5 Cha +8 Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the binding circle ritual (and potentially other rituals, at the GM's discretion), but it's always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 39 Fort +32 Ref +26 Will +28 HP 380 Immunities fear Weaknesses holy 10 Despoiler (aura, divine) 1,000 feet. Creatures within the aura take a –2 circumstance penalty to all saving throws against poisons, diseases, and drugs. --- Speed 40 feet, climb 20 feet; fly Melee Single Action jaws +34 (Magical, reach 10 feet, unholy), Damage 3d12+17 piercing plus 2d6 spirit and sensory fever Melee Single Action claw +34 (Agile, magical, reach 15 feet, unholy), Damage 3d8+17 slashing plus 2d6 spirit and sensory fever Divine Innate Spells DC 38 - Cantrips (9th) Detect Magic - 8th Desiccate (×3), Fear (at will), Quandary (×3), Suggestion (at will) - Constant (9th) Fly, Truesight Isolate Foes Two Actions (Curse, divine, emotion, incapacitation, mental) Frequency once per day; Effect The ximtal attempts to isolate its enemy's companions, forcing an impression that each creature's friends and allies have vanished, and they're all alone against an insurmountable threat. The ximtal chooses up to four creatures, each of whom must be adjacent to one other target. Each target must attempt a DC 38 Will save. On a failure, a target becomes out of phase with all allies. The affected creatures can't perceive their allies or interact with them in any way, and they can move into allies' spaces as if their allies simply weren't there. Allies similarly can't perceive or interact with the affected creatures with one exception: an ally can target an affected creature with an effect that specifically targets curses such as a 4th-rank cleanse affliction . Every 24 hours, an affected creature can attempt a new saving throw to end this effect. Sensory Fever ([disease](/Traits.aspx?ID=578)) A ximtal's withering attacks cause a debilitating disease that targets the senses; Saving Throw DC 36 Fortitude; Stage 1 creature loses one sense determined randomly: hearing, sight, smell, or taste (1 day); Stage 2 creature loses an additional sense from the stage 1 list (1 day); Stage 3 creature loses an additional sense from the stage 1 list (1 day); Stage 4 creature loses the last sense from the stage 1 list and any special senses, such as tremorsense or lifesense (1 day); Stage 5 all lost senses are permanent unless restored via sound body or a similar effect Skip Between Single Action (Divine, teleportation) The sahkil moves from the Universe to the Ethereal Plane or vice-versa. While in the Ethereal Plane, they're unable to affect anything in the Universe, and they cannot be seen by beings or abilities in the Universe, unless these have an ability that can gaze into the Ethereal Plane. While on the Material Plane the inverse is true for anything on the Ethereal Plane. A summoned sahkil can't use Skip Between. ","skill_mod":{"deception":33,"stealth":28,"arcana":27,"intimidation":33,"occultism":27,"religion":30},"image":["/Images/Monsters/Sahkil_Ximtal.png"],"primary_source":"Monster Core 2","spell":["Desiccate","Fear","Quandary","Suggestion","Detect Magic","Fly","Truesight"],"ac":39,"level":17,"spell_dc":[38],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","resistance":{},"intelligence":2,"reflex_save":26,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":32,"size":["Large"],"name":"Ximtal","pfs":"Standard","rarity":"common","strike_damage_average":[37,43],"attack_bonus":[34,34],"constitution":9,"immunity":["fear"],"creature_family":"Sahkil","will_save":28,"speed":{"climb":20,"max":40,"land":40},"wisdom":5,"weakness":{"holy":10},"creature_ability":["Easy to Call","Despoiler","Isolate Foes","Sensory Fever","Skip Between"],"skill":["Arcana","Deception","Intimidation","Occultism","Religion","Stealth"],"legacy_id":["creature-1284"],"tradition":["Divine"],"summary":"The struggles of loneliness and the anxiety that accompanies that feeling plague many creatures, and ximtals delight in exploiting this fear for …","trait_group":["Creature Type","Monster","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4537","dexterity":3,"category":"creature","slug":"creature-4537"},{"primary_source_category":"Rulebooks","strength":10,"hp":425,"language":["Chthonian","Diabolic","Empyrean","Requian","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":7,"perception":35,"trait":["Fiend","Sahkil","Unholy","Huge"],"id":"creature-4538","text":" Kimenhul Among the strongest of their kind aside from the sahkil tormentors, kimenhuls work their craft to foment despair in those who fear failure, forming cycles of self-loathing. These powerful sahkils focus their attention on mortals who are seemingly at the peak of their ability yet harbor secret fears of inadequacy. A kimenhul's predations can leave an indelible mark on their victims. The kimenhul whispers threats and sends fears of crushing failure to their prey, seemingly originating from their target's own mind, a trauma that can be difficult to bear without help. The fiends torment prey as long as the hapless victims live, using their Eternal Fear ability every day to psychically remind their previous victims of their failings. Some unique kimenhuls find themselves in positions of leadership in Xibalba (see sidebar), where they carve out their own small kingdoms and direct groups of sahkils to help them find mortals to torment. They rule these nightmare kingdoms through terror, often delighting in tormenting new petitioners or scheming ways to work against immortal foes. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Kimenhul Source Monster Core 2 pg. 278 Perception +35; darkvision, truesight Languages Chthonian, Diabolic, Empyrean, Requian; telepathy 100 feet Skills Acrobatics +36, Arcana +33, Athletics +34, Deception +38, Occultism +33, Religion +35, Stealth +36 Str +10 Dex +8 Con +9 Int +5 Wis +7 Cha +7 Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the binding circle ritual (and potentially other rituals, at the GM's discretion), but it's always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 45 all-around vision Fort +33 Ref +32 Will +35 +4 status bonus vs. mental effects HP 425 Immunities death effects, fear Weaknesses holy 20 Feed on Fear The kimenhul regains 30 Hit Points at the start of its turn as long as any frightened creature is within 100 feet of it. Reactive Strike Reaction If the triggering creature is frightened, the kimenhul can make two claw Strikes against the creature instead of one Strike. --- Speed 45 feet, climb 25 feet Melee Single Action jaws +38 (Magical, reach 15 feet, unholy), Damage 4d12+18 piercing plus 3d6 spirit Melee Single Action claw +38 (Agile, magical, reach 15 feet, unholy), Damage 4d8+18 slashing plus 3d6 spirit and Improved Grab Divine Innate Spells DC 42 - Cantrips (10th) Detect Magic - 9th Confusion, Dispel Magic (at will), Fear (at will), Mask of Terror (at will), Phantasmagoria, Phantasmal Calamity, Suggestion (at will), Warp Mind - Constant (9th) Hidden Mind, Truesight Eternal Fear Two Actions (Divine, emotion, fear, incapacitation, Mental) The kimenhul contorts its faces and presents itself to its enemies in a terrifying and traumatic display that causes lingering fear. Each creature within 100 feet that can observe the kimenhul must attempt a DC 42 Will save. They are then temporarily immune for 10 minutes. Critical Success The target is unaffected. Success The target becomes frightened 3. Failure The target becomes frightened 3 and is fleeing as long as it’s frightened. Even after recovering from the initial experience, the trauma is lodged in the target’s mind for 1 year. Once per day, the kimenhul can communicate telepathically with the target for 1 minute as long as both creatures are on the same plane. Any time a creature under the effect of Eternal Fear is in a stressful situation (such as combat or intense social pressure), they must succeed at a DC 11 flat check or become frightened 2. While Eternal Fear lasts, the target always becomes fleeing as long as it’s frightened, regardless of the source of the fear. The target can attempt a new saving throw each week to remove these effects, but they can otherwise be removed by only powerful magic such as a wish ritual. Critical Failure As failure, but the effects are permanent, and the target doesn’t get to attempt a weekly save to end the effect. Frightening Flurry Two Actions The kimenhul makes one jaws Strike and two claw Strikes against a single target, in any order. The target becomes frightened with a condition value equal to the number of Strikes that hit it, to a maximum of frightened 3 if all three Strikes hit. Rend Single Action claw Skip Between Single Action (Divine, Teleportation) The sahkil moves from the Universe to the Ethereal Plane or vice-versa. While in the Ethereal Plane, they're unable to affect anything in the Universe, and they cannot be seen by beings or abilities in the Universe, unless these have an ability that can gaze into the Ethereal Plane. While on the Material Plane the inverse is true for anything on the Ethereal Plane. A summoned sahkil can't use Skip Between. Snatch Between When using Skip Between, the kimenhul can bring along any creatures it has grabbed. Unsettled Mind Any creature affected by any of a kimenhul's mental spells or abilities becomes stupefied 3 for the duration of that effect and for 1d4 rounds thereafter. ","skill_mod":{"deception":38,"stealth":36,"arcana":33,"athletics":34,"occultism":33,"acrobatics":36,"religion":35},"image":["/Images/Monsters/Sahkil_Kimenhul.png"],"primary_source":"Monster Core 2","spell":["Confusion","Dispel Magic","Fear","Mask of Terror","Phantasmagoria","Phantasmal Calamity","Suggestion","Warp Mind","Detect Magic","Hidden Mind","Truesight"],"ac":45,"level":20,"spell_dc":[42],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","resistance":{},"intelligence":5,"reflex_save":32,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":33,"size":["Huge"],"name":"Kimenhul","pfs":"Standard","rarity":"common","strike_damage_average":[46,54],"attack_bonus":[38,38],"constitution":9,"immunity":["death effects","fear"],"creature_family":"Sahkil","will_save":35,"speed":{"climb":25,"max":45,"land":45},"wisdom":7,"weakness":{"holy":20},"creature_ability":["Easy to Call","Feed on Fear","Reactive Strike","Eternal Fear","Frightening Flurry","Rend","Skip Between","Snatch Between","Unsettled Mind"],"skill":["Acrobatics","Arcana","Athletics","Deception","Occultism","Religion","Stealth"],"legacy_id":["creature-1285"],"tradition":["Divine"],"summary":"Among the strongest of their kind aside from the sahkil tormentors, kimenhuls work their craft to foment despair in those who fear failure, forming …","trait_group":["Creature Type","Monster","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4538","dexterity":8,"category":"creature","slug":"creature-4538"},{"primary_source_category":"Rulebooks","strength":0,"hp":15,"language":["Common","Empyrean","Samsaran"],"source":["Monster Core 2"],"type":"Creature","charisma":2,"perception":9,"trait":["Humanoid","Samsaran","Uncommon","Medium"],"id":"creature-4539","text":" Samsaran Anchorite Many samsarans prefer a reclusive life in their attempts to achieve enlightenment. Recall Knowledge - Humanoid (Society): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Samsaran Anchorite Source Monster Core 2 pg. 280 Perception +9; low-light vision Languages Common, Empyrean, Samsaran Skills Medicine +6, Occultism +6, Religion +7, Society +4 Str +0 Dex +2 Con +0 Int +1 Wis +4 Cha +2 Cryptomnesia A samsaran subconsciously retains bits of knowledge from their innumerable former lives, granting them a +1 circumstance bonus to skill checks that aren't listed in their skills above and allowing them to attempt all skill actions that normally require the user to be trained. Items Sling (10 bullets), Spear --- AC 15 Fort +3 Ref +7 Will +9 HP 15 All This Has Happened Before Reaction (occult) Frequency once per day; Trigger The samsaran is about to roll initiative; Effect The anchorite experiences a flash of recognition from a previous existence, gaining a +4 circumstance bonus to the triggering roll. If this causes the anchorite to be the first creature to act, they also become quickened for 1 round, but they can use the extra action only to Recall Knowledge or Step. All This Will Happen Again Reaction (emotion, fortune, mental) Frequency once per day; Trigger The samsaran fails or critically fails a Will save against an emotion effect; Effect Even in the face of overwhelming tribulation, the anchorite finds solace in the notion that all things are merely part of a never-ending cycle. They reroll the saving throw with a +1 status bonus; they must use the second result. --- Speed 25 feet Melee Single Action spear +5, Damage 1d6+2 piercing Ranged Single Action sling +7 (range increment 50 feet, reload 1), Damage 1d4+2 bludgeoning Divine Prepared Spells DC 17 - Cantrips (1st) Guidance, Light - 1st Command, Heal, Sanctuary\n","skill_mod":{"society":4,"medicine":6,"occultism":6,"religion":7},"image":["/Images/Monsters/Samsaran.png"],"primary_source":"Monster Core 2","spell":["Command","Heal","Sanctuary","Guidance","Light"],"ac":15,"item":["Sling (10 bullets)","Spear"],"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":7,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":3,"size":["Medium"],"name":"Samsaran Anchorite","pfs":"Standard","rarity":"uncommon","strike_damage_average":[4,5],"attack_bonus":[5,7],"constitution":0,"creature_family":"Samsaran","will_save":9,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Cryptomnesia","All This Has Happened Before","All This Will Happen Again"],"skill":["Medicine","Occultism","Religion","Society"],"legacy_id":["creature-1286"],"tradition":["Divine"],"summary":"Many samsarans prefer a reclusive life in their attempts to achieve enlightenment.","trait_group":["Creature Type","Ancestry","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4539","dexterity":2,"category":"creature","slug":"creature-4539"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":100,"language":["Aklo"],"immunity":["death effects","drained"],"source":["Monster Core 2"],"type":"Creature","will_save":14,"charisma":0,"speed":{"fly":60,"max":60,"land":30},"perception":15,"wisdom":4,"weakness":{"vitality":10},"creature_ability":["Void Child","Drain Life","Entropic Touch"],"skill":["Acrobatics","Athletics","Intimidation","Occultism","Stealth"],"legacy_id":["creature-794"],"trait":["Aberration","Rare","Void","Medium","Negative"],"id":"creature-4540","text":" Sceaduinar Strange creatures born from jagged crystals in the heart of the Void, sceaduinar are fueled by its void energy and driven to extinguish all life. Resembling crystalline gargoyles with serrated limbs and sharp, bat-like faces, sceaduinar stand about 7 feet tall and weigh around 100 pounds. These malevolent beings sometimes gather in great packs of their own kind. Despite their intelligence, they tend to act like cunning, feral beasts for the most part. Sceaduinar sail through the great empty spaces of their home plane, seeking to destroy any sparks of life that find their way into that deadly realm—even the twisted sparks found in undead creatures. When they discover portals to other planes, sceaduinar swarm through in great numbers, slaughtering all they come across. While dwelling outside the Void is uncomfortable for sceaduinar, they can exist for extended periods of time apart from their home. Of course, the feeling of a plane where void energy isn't the rule doesn't improve these creatures' attitude, and as a result, they tend to be particularly cruel and violent when encountered in such realms. Recall Knowledge - Aberration (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Sceaduinar Source Monster Core 2 pg. 281 Perception +15; greater darkvision, lifesense 120 feet Languages Aklo Skills Acrobatics +17, Athletics +13, Intimidation +13, Occultism +15, Stealth +17 Str +2 Dex +6 Con +4 Int +2 Wis +4 Cha +0 --- AC 25 Fort +16 Ref +18 Will +14 +1 status to all saves vs. magic HP 100 (void healing (page 363)) Immunities death effects, drained Weaknesses vitality 10, Resistances physical 5 (except adamantine) Void Child Sceaduinar have neither souls nor the ability to create. A sceaduinar is immune to effects that target a soul (such as seize soul or a resurrect ritual) or that require knowledge of a creature's identity (such as scrying ), and critically fails Crafting checks. --- Speed 30 feet, fly 60 feet Melee Single Action jaws +18 (Agile, finesse, magical), Damage 2d6+4 piercing plus 2d6 void and drain life Melee Single Action wing +18 (Agile, finesse, magical, reach 10 feet), Damage 2d6+4 slashing plus 2d6 void Occult Innate Spells DC 25 - Cantrips (4th) Void Warp - 2nd Silence - 3rd Grim Tendrils, Harm (×3) - 4th Darkness, Dispel Magic, Harm, Translocate Drain Life (Occult) When the sceaduinar damages a living creature with its jaws Strike, the sceaduinar gains 5 temporary Hit Points and the creature must succeed at a DC 25 Fortitude save or become drained 1. Further damage dealt to the creature by the sceaduinar increases the drained value by 1 on a failed save, to a maximum of drained 4. Entropic Touch Void damage dealt by a sceaduinar damages undead and creatures with void healing as if it were vitality damage. The sceaduinar's melee Strikes have the benefits of the ghost touch property rune on attacks against incorporeal undead. Sceaduinar Crystals Sceaduinar congregate on the great crystalline knots of void energy that accrete in the Void. Sceaduinar prod treelike crystal growths to produce dangerous items akin to miniaturized black holes or great structures that echo with eerie chimes. Sceaduinar also stimulate these aggregations of crystals to yield other sceaduinar and similar hateful creatures of unlife. ","tradition":["Occult"],"skill_mod":{"stealth":17,"athletics":13,"intimidation":13,"occultism":15,"acrobatics":17},"summary":"Strange creatures born from jagged crystals in the heart of the Void, sceaduinar are fueled by its void energy and driven to extinguish all life. …","image":["/Images/Monsters/Sceaduinar.png"],"primary_source":"Monster Core 2","spell":["Darkness","Dispel Magic","Harm","Translocate","Grim Tendrils","Silence","Void Warp"],"trait_group":["Creature Type","Rarity","Energy","Planar"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":" greater darkvision , lifesense 120 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4540","intelligence":2,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Greater darkvision","fortitude_save":16,"size":["Medium"],"name":"Sceaduinar","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[18,18],"slug":"creature-4540"},{"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":22,"language":["see Planar Incarnation"],"source":["Monster Core 2"],"type":"Creature","will_save":7,"charisma":2,"speed":{"max":25,"land":25},"perception":7,"wisdom":2,"weakness":{},"creature_ability":["Planar Incarnation"],"skill":["Athletics","Lore"],"trait":["Shade","Medium","Petitioner"],"id":"creature-4541","text":" Shade When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they're judged by Pharasma, the goddess of the dead. Once judged, their soul is sent on to their final reward or punishment and, in the process, transformed into a creature known as a shade. This transformation grants the soul a new body, one whose shape is determined by the prevailing philosophical forces of the plane to which they're sent. A shade's memories from their former life usually fade, reduced to a few hazy fragments akin to half-remembered dreams. Regardless of the shade's size, power, or nature in life, they're a Medium creature in their afterlife. Existence as a shade can last for eons but isn't necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the Outer Planes can further alter a shade's nature by either reducing them into raw quintessence, spiritual essence that's then used to expand a plane's physical manifestation, or by transforming them into a new form of supernatural life such as a celestial, monitor, or fiend. Should a shade die, their body breaks down in a process akin to decay, their form reverting to the elements that make up their plane. This represents the true end of a soul's journey—their life essence reuniting with the heart of the Great Beyond to be recycled into Creation's Forge, fueling the creation of new souls. Recall Knowledge - Shade (Religion, Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Shade Source Monster Core 2 pg. 282 Perception +7; darkvision Languages see Planar Incarnation Skills Athletics +7, Lore +7 Str +2 Dex +2 Con +2 Int +2 Wis +2 Cha +2 --- AC 15 Fort +7 Ref +7 Will +7 HP 22 --- Speed 25 feet Planar Incarnation All shades are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane. Abaddon (The Hunted) The hunted appear as Medium-sized versions of themselves from their prior lives, and they exist to be pursued and consumed by daemons; Sanctification unholy; Language Daemonic; Additional Ability fast healing 5; Melee Single Action fist +7, Damage 1d8+2 bludgeoning Astral Plane (The Untethered) These appear as astrally projected versions of their mortal forms, yet they lack a silver cord; Language any one spoken in life (such as Common); Additional Ability fly Speed 20 feet; Melee Single Action fist +7, Damage 1d8+2 bludgeoning Axis (The Remade) The remade appear as parchment-skinned humanoids covered in lines of close black script; Language Utopian; Additional Ability immune to emotion and fear; Melee Single Action fist +7, Damage 1d8+2 bludgeoning Boneyard (The Dead) The dead appear as animated skeletons of the type of creature they were when they were alive; Language Requian; Additional Ability resistance 3 to piercing and slashing; Melee Single Action claw +7, Damage 1d8+2 slashing Creation's Forge (The Enlightened) The enlightened appear as diaphanous, radiant versions of their mortal selves; Language Jyoti; Additional Ability fast healing 5; Melee Single Action glowing touch +7, Damage 1d8+2 vitality Dead Vault (The Caged) The caged are sent to Rovagug's prison plane, the Dead Vault, and appear as chained versions of their mortal bodies, save that their faces are hideous insectile visages; Sanctification unholy; Language Chthonian; Additional Ability Rend Single Action bite (page 361); Melee Single Action bite +7, Damage 1d8+2 piercing Dreamlands (The Dreamers) The dreamers appear as their ideal appearance, age, and gender from their mortal bodies; Language Aklo; Additional Ability +1 circumstance bonus to all saving throws; Melee Single Action fist +7, Damage 1d8+2 bludgeoning Elysium (The Chosen) The chosen appear as idealized versions of their mortal selves with glowing eyes; Sanctification holy; Language Empyrean; Additional Ability immune to blindness and dazzled; Melee Single Action fist +7, Damage 1d8+2 bludgeoning Ethereal Plane (The Terrorized) The terrorized appear as sickly, haunted-looking versions of their mortal selves; Language any one spoken in life (such as Common); Additional Ability immune to bleed and death effects; Melee Single Action fist +7, Damage 1d8+2 bludgeoning Heaven (The Elect) The elect have golden halos and ghostly wings, but they otherwise appear as their mortal forms; Sanctification holy; Language Empyrean; Additional Ability fly Speed 20 feet; Melee Single Action wing +7, Damage 1d8+2 bludgeoning Hell (The Damned) The damned look like terribly scarred or mutilated versions of their mortal selves; Sanctification unholy; Language Diabolic; Additional Ability immune to fire; Melee Single Action jaws +7, Damage 1d8+2 piercing Maelstrom (The Shapeless) The shapeless appear as half-melted reflections of their former mortal selves; Language Protean; Additional Ability immune to critical hits and precision; Melee Single Action fist +7, Damage 1d8+2 bludgeoning Netherworld (The Mutilated ) The mutilated appear as they did in their mortal lives yet are covered in wounds or partially adorned or wrapped in chains; Sanctification unholy; Language Shadowtongue; Additional Ability immune to bleed and fear; Melee Single Action chain +7, Damage 1d8+2 bludgeoning Nirvana (The Cleansed) The cleansed take on animal forms that match their personalities in life; Sanctification holy; Language Empyrean; Additional Ability speed 35 feet; Melee Single Action claw +7, Damage 1d8+2 slashing Outer Rifts (The Larvae) The larvae appear as maggot-like grubs with the face the shade had in life; Sanctification unholy; Language Chthonian; Additional Ability immune to disease and poison; Melee Single Action jaws +7, Damage 1d8+2 piercing Plane of Air (Air Pneuma) Air pneuma appear as versions of their mortal selves composed of air; Language Sussuran; Additional Ability fly Speed 20 feet; Melee Single Action gust +7 (air), Damage 1d8+2 bludgeoning Plane of Earth (Earth Pneuma) Earth pneuma appear as versions of their mortal selves built of earth or stone; Language Petran; Additional Ability burrow Speed 20 feet; Melee Single Action fist +7 (earth), Damage 1d8+2 bludgeoning Plane of Fire (Fire Pneuma ) Fire pneuma appear as versions of their mortal selves shaped from flame; Language Pyric; Additional Ability immunity to fire; Melee Single Action cinder +7 (fire), Damage 1d8+2 fire Plane of Metal (Metal Pneuma) Metal pneuma appear as versions of their mortal selves made of various, often sharpened, metals; Language Talican; Additional Ability resistance 3 to electricity; Melee Single Action claw +7 (metal, versatile P), Damage 1d8+2 slashing Plane of Water (Water Pneuma) Water pneuma appear as versions of their mortal selves formed of flowing water; Language Thalassic; Additional Ability amphibious, swim Speed 20 feet; Melee Single Action current +7 (water), Damage 1d8+2 bludgeoning Plane of Wood (Wood Pneuma) Wood pneuma appear as versions of their mortal selves carved from wood; Language Muan; Additional Ability 8 additional Hit Points and weakness 2 to fire and axes; Melee Single Action fist +7 (wood), Damage 1d8+2 bludgeoning Universe (The Remnants) These are among the rarest of shades; appearing as plain, bland versions of their mortal selves; Language any one spoken in life (such as Common); Additional Ability ferocity; Melee Single Action fist +7, Damage 1d8+2 bludgeoning First World Shades A soul sent to the First World doesn't become a shade. Rather, they immediately reincarnate into a fey creature whose temperament and role match their mortal personalities. This process tends to leave souls who incarnate into the First World with slightly more memories than most shades, yet still not enough that they remember who they once were. Other Shades Each plane (save the Void) has its own category of shade, but not every plane present in the Pathfinder setting is listed here. Certainly, planes of your own design aren't represented! You can use the wide range of types and descriptions here as inspiration for creating new shades: each needs a name, appearance, language, additional ability, and attack. For instance, Desna maintains a demiplane called Cynosure that straddles the Universe and Elysium. Shades here are known as the chosen dreamers and appear as idealized, glowing versions of their mortal selves; they speak Empyrean, are immune to confusion and stupefied, and deal bludgeoning damage with their fists. ","skill_mod":{"athletics":7},"summary":"When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they're judged by Pharasma , the goddess of the dead. Once …","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude","ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=4541","intelligence":2,"reflex_save":7,"strongest_save":["fort","fortitude","ref","reflex","will"],"dexterity":2,"vision":"Darkvision","fortitude_save":7,"size":["Medium"],"name":"Shade","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4541"},{"primary_source_category":"Rulebooks","strength":3,"hp":45,"language":["Aklo","Common","Sakvroth","Shae","Sussuran"],"source":["Monster Core 2"],"type":"Creature","charisma":3,"perception":10,"trait":["Shadow","Medium"],"id":"creature-4542","text":" Shae Shae are wispy, tenebrous creatures native to the Plane of Shadow. Their amorphous bodies appear in constant states of flux. They cast no shadows of their own, instead exchanging umbral energy with nearby shadows that shrink and grow alongside them. Most shae wear clothing spun from shadows that shift with them, though diplomats sometimes don more conventional garments while entertaining outsiders. Their most distinctive apparel is their white stone masks, which shae don only when they must put on a discernible “face” to interact with humanoids. They do so begrudgingly, considering themselves superior to humanoids. But donning masks allows them to be more easily understood and thus keep their interactions with their perceived lessers as brief as possible. The dynamic between a shae and humanoids shifts if humanoids come to worship a shae, however. A mortal who shows a shae deference is worth keeping around, so many shae amass cults of personality or expansive entourages. To even arrange a meeting with such a self-important shae can be challenging, requiring one to deal with numerous sycophants who insist on vetting the newcomer before wasting their shae's precious time. According to shae lore, they have transcended the material world and now embody a cosmological equilibrium of reality and illusion. Their claims to metaphysical ascendance and knowledge of the secrets of shadows entice many mortal supplicants to join shae courts and cults. In the Shae language, their name means “unbound,” symbolizing their belief that their ephemeral nature frees them from the moral and social strictures binding other sentient creatures. Making a virtue of capriciousness, shae feel little obligation to fulfill oaths or obey laws, so making a compact with a mortal means little to them. Shae Source Monster Core 2 pg. 284 Perception +10; darkvision Languages Aklo, Common, Sakvroth, Shae, Sussuran Skills Acrobatics +13, Deception +9, Occultism +11, Netherworld Lore +11, Stealth +13 Str +3 Dex +5 Con +1 Int +3 Wis +2 Cha +3 Shadow Shift Being made partially of shadow themselves, shae are concealed in dim light or darkness even to creatures that can see clearly in those light levels. Items Dagger (5) --- AC 21 Fort +9 Ref +11 Will +10 HP 45 Immunities precision Resistances cold 5, void 5 Counterattack Reaction Trigger The shae is targeted by an attack from an adjacent creature that misses due to the shae being concealed; Requirements The shae is aware of the attack; Effect The shae makes a melee Strike against the attacker. Slip Reaction Trigger A creature moves adjacent to the shae; Effect The shae teleports to an unoccupied space adjacent to another creature they can see within 30 feet. --- Speed 25 feet, fly 35 feet; swift steps, tenebral form Melee Single Action dagger +13 (Agile, finesse, versatile S), Damage 1d4+5 piercing and 1d6 cold Ranged Single Action dagger +13 (Agile, thrown 10 feet, versatile S), Damage 1d4+5 piercing and 1d6 cold Occult Innate Spells DC 21 - Cantrips (2nd) Detect Magic, Void Warp - 4th Vapor Form (at will) - 7th Interplanar Teleport (self only, to Netherworld or Universe only) Bide Two Actions The shae prepares to take action against their foes, watching their opponent and waiting for the right opportunity to respond. The shae gains a second reaction until the start of their next turn, though they still can't use more than one reaction on the same triggering action. Swift Steps The shae's movement doesn't trigger reactions. Tenebral Form The shae can Fly at full Speed in vapor form. Children Of Shadow Though rare, shae occasionally engage in relationships with mortals, resulting in children born as fetchlings. Though shae maintain a cool superiority over their mortal children, fetchlings who join a shae's cult are placed in positions of authority over other mortals and receive blatantly preferential treatment. ","skill_mod":{"deception":9,"stealth":13,"occultism":11,"acrobatics":13},"image":["/Images/Monsters/Shae.png"],"primary_source":"Monster Core 2","spell":["Interplanar Teleport","Vapor Form","Detect Magic","Void Warp"],"ac":21,"item":["Dagger (5)"],"level":4,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"void":5,"cold":5},"intelligence":3,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":9,"size":["Medium"],"name":"Shae","pfs":"Standard","rarity":"common","strike_damage_average":[11,11],"attack_bonus":[13,13],"constitution":1,"immunity":["precision"],"will_save":10,"speed":{"fly":35,"max":35,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Shadow Shift","Counterattack","Slip","Bide","Swift Steps","Tenebral Form"],"skill":["Acrobatics","Deception","Occultism","Netherworld Lore","Stealth"],"legacy_id":["creature-1292"],"tradition":["Occult"],"summary":"Shae are wispy, tenebrous creatures native to the Plane of Shadow. Their amorphous bodies appear in constant states of flux. They cast no shadows of …","trait_group":["Planar"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4542","dexterity":5,"category":"creature","slug":"creature-4542"},{"attack_bonus":[33],"constitution":9,"primary_source_category":"Rulebooks","strength":10,"hp":275,"language":["Aklo"],"immunity":["bleed","blinded","controlled","critical hits","deafened","precision","sleep"],"source":["Monster Core 2"],"type":"Creature","will_save":30,"charisma":1,"speed":{"climb":25,"max":50,"land":40,"swim":50},"perception":34,"wisdom":6,"weakness":{},"creature_ability":["Maddening Cacophony","Constrict","Eat Away","Engulf"],"skill":["Athletics","Intimidation"],"legacy_id":["creature-368"],"trait":["Aberration","Amphibious","Rare","Huge"],"id":"creature-4543","text":" Shoggoth While raving fanatics and doomsaying prophets desperately claim the monstrous shoggoth to be nothing more than a drug-induced vision or unreal nightmare, the truth is altogether more dire. Shoggoths exist, yet they tend to keep to the deepest of ocean trenches or the remotest caverns and ruins, only emerging to spread chaos and destruction in their slimy wakes. The first shoggoths were created by an alien species to serve as mindless beasts of burden. Their vast bulk and amorphous nature made them useful for many kinds of labor, and their ability to spontaneously form new eyes, mouths, or other organs made them incredibly versatile. Eventually, they developed enough intelligence to rebel against their masters, and now they lurk in the lightless deeps. A shoggoth has goals unfathomable to humanoid beings. They remember their eons of servitude, and comparedWhile raving fanatics and doomsaying prophets desperately claim the monstrous shoggoth to be nothing more than a drug-induced vision or unreal nightmare, the truth is altogether more dire. Shoggoths exist, yet they tend to keep to the deepest of ocean trenches or the remotest caverns and ruins, only emerging to spread chaos and destruction in their slimy wakes. The first shoggoths were created by an alien species to serve as mindless beasts of burden. Their vast bulk and amorphous nature made them useful for many kinds of labor, and their ability to spontaneously form new eyes, mouths, or other organs made them incredibly versatile. Eventually, they developed enough intelligence to rebel against their masters, and now they lurk in the lightless deeps. A shoggoth has goals unfathomable to humanoid beings. They remember their eons of servitude, and compared to their mysterious masters, other sentient beings are mere specks that crawl upon the surface, indistinguishable from animals. When they roll their hideous body over a band of explorers, engulfing them in a gelatinous press of gnawing teeth, it's not so much evil as uncaring. Shoggoths can become the object of worship for cults dedicated to chaos and entropy. They don't respond to this worship but can be counted on to consume any victim the cult sacrifices to them. Rumors of shoggoths with even greater intellects are, one would hope, just that, for the damage one capable of higher reasoning could wreak upon the world is unsettling to say the least. Recall Knowledge - Aberration (Occultism): DC 43 Unspecific Lore : DC 41 Specific Lore : DC 38 Shoggoth Source Monster Core 2 pg. 285 Perception +34; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet Languages Aklo Skills Athletics +36, Intimidation +29 Str +10 Dex +6 Con +9 Int -3 Wis +6 Cha +1 --- AC 39 all-around vision Fort +33 Ref +30 Will +30 +1 status to all saves vs. magic HP 275 (fast healing 20) Immunities bleed, blinded, controlled, critical hits, deafened, precision, sleep Resistances acid 20, cold 20, sonic 20 Maddening Cacophony (auditory, aura, incapacitation, mental) 60 feet. A shoggoth constantly voices syllables and mutterings that mortals weren't meant to hear. A creature entering the aura or starting its turn in the aura must succeed at a DC 38 Will save or become confused for 1 round (2d4 rounds on a critical failure). A creature that succeeds at its save is temporarily immune for 24 hours. --- Speed 40 feet, climb 25 feet, swim 50 feet Melee Single Action pseudopod +33 (Magical, reach 30 feet), Damage 4d10+18 bludgeoning plus Grab Constrict Single Action 2d10+15 bludgeoning, DC 40 Eat Away A creature that begins its turn inside the shoggoth takes 9d6 acid damage. Engulf Two Actions DC 40, 6d6 acid, Escape DC 40, Rupture 40 Tekeli-Li While a shoggoth's cacophony is an eldritch mix of sound and dangerous secrets, the phrase “tekeli-li” is the most oft-repeated cry, and these mysterious words are always discernible among their vocalizations. Sometimes, wild birds that dwell in places haunted by shoggoths cry out this strange phrase, while near other shoggoth dwellings, it can be heard on blasts of frozen wind. Attempts to translate the phrase, even via magic, have only ever met with failure, as if the words themselves resist revealing their secrets to the world. ","skill_mod":{"athletics":36,"intimidation":29},"summary":"While raving fanatics and doomsaying prophets desperately claim the monstrous shoggoth to be nothing more than a drug-induced vision or unreal …","image":["/Images/Monsters/Shoggoth.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster","Rarity"],"ac":39,"level":18,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex","will"],"resistance":{"acid":20,"sonic":20,"cold":20},"url":"/Monsters.aspx?ID=4543","intelligence":-3,"reflex_save":30,"strongest_save":["fort","fortitude"],"dexterity":6,"vision":"Darkvision","fortitude_save":33,"size":["Huge"],"name":"Shoggoth","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[40],"slug":"creature-4543"},{"attack_bonus":[13,13],"constitution":4,"primary_source_category":"Rulebooks","strength":3,"hp":70,"source":["Monster Core 2"],"type":"Creature","will_save":8,"charisma":0,"speed":{"climb":15,"max":35,"land":35},"perception":11,"wisdom":2,"weakness":{"fire":6},"creature_ability":["Pyrophobia","Clicking Scurry","Flesh Web","Numbing Toxin"],"skill":["Acrobatics","Athletics"],"trait":["Aberration","Medium"],"id":"creature-4544","text":" Shriezyx Long ago, Thassilonian wizards created shriezyx in twisted experiments to act as guards and test subjects. These 300-pound aberrations have outlived their creators and mostly make their homes inside Thassilonian ruins, caverns, and deep in the Darklands. Their bodies are covered in hard, extremely flammable chitin that molts as they grow. While a shriezyx looks like a bestial, three-eyed spider, the truth behind these creatures is far more grotesque. Instead of spinning silk, a shriezyx spits strands of unformed, sticky flesh from its mouth. When fresh, theses fleshy strands are coated in a nerve-numbing toxin that slows prey. The weblike flesh-spittle coats shriezyx lairs and nests, wrapped around the bones for their former meals. Fortunately for those who stumble into these lairs, a shriezyx's toxin dissipates when exposed to air, leaving the fleshy webs only sickeningly sticky. Unfortunately for those same travelers, shriezyx are often communal creatures that gather in large numbers and are quick to attack intruders. Deros and other subterranean peoples sometimes keep shriezyx as guards or mounts, using food and threats of fire to keep them in line. Most shriezyx owners are quick to dispose of any eggs, fearing a swarm could grow beyond their control, but some breeders have realized that a shriezyx's offspring retain much of its parent's demeanor and save the eggs of the most loyal (or most fire-fearing) shriezyx in hopes of creating a profitable, easierto- control herd. While crueler masters might use shriezyx as test subjects, alchemists often see these creatures as beloved pets. Their grotesque webs make great alchemical reagents and provide ethically sourced flesh for experiments, while the molted exoskeleton can be used to create bombs and other explosives. Recall Knowledge - Aberration (Occultism): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Shriezyx Source Monster Core 2 pg. 286 Perception +11; darkvision, tremorsense (imprecise) 30 feet Languages Skills Acrobatics +12, Athletics +12 Str +3 Dex +5 Con +4 Int -4 Wis +2 Cha +0 --- AC 21 Fort +13 Ref +12 Will +8 +1 status to all saves vs. mental HP 70 Resistances poison 6 Weaknesses fire 6 Pyrophobia If the shriezyx takes fire damage or starts its turn within 30 feet of a fire at least the size of a torch, it becomes frightened 1. --- Speed 35 feet; climb 15 feet Melee Single Action fangs +13 (Finesse), Damage 2d6+5 piercing damage plus numbing toxin Melee Single Action claw +13 (Agile, finesse), Damage 2d4+5 slashing damage Clicking Scurry Single Action Frequency once per round; Effect The shriezyx Strides or Climbs, and then makes a claw Strike Flesh Web Two Actions The shriezyx's shoots a fleshy web at a target within 30 feet. The target must succeed at a DC 20 Reflex save or become immobilized and exposed to numbing toxin. Due to the grotesque nature of the webbing, the target becomes sickened 1 and can't reduce its sickened condition until it Escapes (DC 20). Numbing Toxin (Poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and clumsy 1 (1 round); Stage 2 1d6 poison damage and clumsy 2 (1 round); Stage 3 1d8 poison damage, clumsy 2, and slowed 1 (1 round) Infestation Problems Shriezyx are resilient, and even if trapped in collapses, they can survive for an extraordinary length of time with little to eat. When a public works project in Magnimar revealed a cavern in the Irespan, swarms of shriezyx were let loose in the city. Since then, it's common practice to use specialized tools to listen for the telltale sounds of a shriezyx's clicking claws before demolishing any old, hollowed structures or bunkers. ","skill_mod":{"athletics":12,"acrobatics":12},"summary":"Long ago, Thassilonian wizards created shriezyx in twisted experiments to act as guards and test subjects. These 300-pound aberrations have outlived …","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":21,"level":4,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{"poison":6},"url":"/Monsters.aspx?ID=4544","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":13,"size":["Medium"],"name":"Shriezyx","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12],"slug":"creature-4544"},{"attack_bonus":[15,15],"constitution":2,"primary_source_category":"Rulebooks","strength":6,"hp":80,"language":["Aklo","Sakvroth"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","will_save":15,"charisma":2,"speed":{"fly":30,"max":30,"land":15},"perception":15,"wisdom":6,"weakness":{},"creature_ability":["Echolocation","Bone-Chilling Screech","Consume Flesh","Feast on Fear","Swift Dart"],"skill":["Acrobatics","Athletics","Intimidation"],"legacy_id":["creature-803"],"trait":["Undead","Unholy","Large"],"id":"creature-4545","text":" Skaveling One must perform a hideous ritual to make a skaveling. Though sometimes called ghoul bats, they're specifically crafted undead rather than true ghouls. The bloodsucking urdefhans of the Darklands raise giant bats on a toxic fungus and the flesh of ghouls—specifically their brains. Upon reaching maturity, these giant bats are ritually slain via poison. While this rots away the flesh of most creatures, the specially prepared bats immediately rise from death as skavelings. Despite their tattered wings and sagging skin, skavelings are quite capable of flight, even when carrying a creature on their back. Urdefhans often use them as mounts. Their intelligence is more advanced than that of a typical giant bat, and in combat they behave more like allies than animals, capable of making tactical decisions. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Skaveling Source Monster Core 2 pg. 287 Perception +15; darkvision, echolocation 40 feet Languages Aklo, Sakvroth Skills Acrobatics +13, Athletics +13, Intimidation +11 Str +6 Dex +4 Con +2 Int +1 Wis +6 Cha +2 Echolocation A skaveling can use their hearing as a precise sense at the listed range. --- AC 22 Fort +11 Ref +13 Will +15 HP 80 Immunities bleed, death effects, disease, paralyzed, poison, unconscious --- Speed 15 feet, fly 30 feet Melee Single Action fangs +15, Damage 2d8+8 piercing Melee Single Action wing +15 (Agile), Damage 2d4+8 bludgeoning Bone-Chilling Screech Two Actions (Auditory, emotion, fear, mental, occult) The skaveling unleashes a horrifying screech that chills the very bones of those close enough to feel it. The screech can be heard for miles, but each creature in a 20-foot emanation must also attempt a DC 22 Will save. The skaveling can't use Bone-Chilling Screech again for 1d4 rounds. Critical Success The creature is unaffected and is temporarily immune to Bone-Chilling Screech for 24 hours. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and stunned 1 by fear. Consume Flesh Single Action (Manipulate) Requirements The skaveling is adjacent to the corpse of a creature that died within the last hour; Effect The skaveling devours a chunk of the corpse and regains 1d6 Hit Points plus 1d6 for every 2 levels the skaveling has. They can regain Hit Points from any given corpse only once. Feast on Fear Reaction (occult Trigger The skaveling deals damage to a frightened creature with a fangs Strike) Effect The skaveling draws power from the fear infusing a creature's flesh. The frightened creature must attempt a DC 22 Fortitude saving throw. Critical Success The creature is unaffected. Success The creature takes a –5-foot status penalty to its Speed, and the skaveling gains a +5-foot status bonus to their Speeds until the end of their next turn. Failure The creature takes a –10-foot status penalty to its Speed, and the skaveling gains a +10-foot status bonus to their Speeds until the end of their next turn. Critical Failure The creature is slowed 1, and the skaveling can immediately Fly, Step, or Stride as a free action; this movement doesn't trigger reactions. Swift Dart Single Action (Move) The skaveling Flies up to half their Speed. This movement doesn't trigger reactions. Skaveling Intellect As a curious side effect of their creation, skavelings absorb many memories of the ghoul brains on which they were fed. While merely an oversized animal in life, in undeath these memories coalesce into a strange form of intelligence that affords skavelings the ability to speak and reason, all the better to serve their urdefhan masters. Skavelings remain loyal to urdefhans and never take actions in a fight that would harm their creators. ","skill_mod":{"athletics":13,"intimidation":11,"acrobatics":13},"summary":"One must perform a hideous ritual to make a skaveling. Though sometimes called ghoul bats, they're specifically crafted undead rather than true …","image":["/Images/Monsters/Skaveling.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Mechanics"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , echolocation 40 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4545","intelligence":1,"reflex_save":13,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":11,"size":["Large"],"name":"Skaveling","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[13,17],"slug":"creature-4545"},{"attack_bonus":[8],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":12,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Skeleton","will_save":6,"charisma":0,"speed":{"max":35,"land":35},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Surge of Speed"],"skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-1899"],"trait":["Mindless","Skeleton","Undead","Unholy","Medium"],"id":"creature-4546","text":" Wolf Skeleton Without the burden of flesh, skeletal wolves charge across the battlefield with terrifying speed. Recall Knowledge - Undead (Religion): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Wolf Skeleton Source Monster Core 2 pg. 289 Perception +8; darkvision Languages Skills Acrobatics +6, Athletics +5, Stealth +6 Str +2 Dex +4 Con +1 Int -5 Wis +2 Cha +0 --- AC 16 Fort +3 Ref +8 Will +6 HP 12 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 35 feet Melee Single Action jaws +8, Damage 1d4+2 piercing plus Knockdown Surge of Speed Two Actions The wolf skeleton Strides three times, but it's off-guard until the start of its next turn. ","skill_mod":{"stealth":6,"athletics":5,"acrobatics":6},"summary":"Without the burden of flesh, skeletal wolves charge across the battlefield with terrifying speed.","image":["/Images/Monsters/Skeleton_Wolf.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Ancestry","Creature Type","Mechanics"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=4546","intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":3,"size":["Medium"],"name":"Wolf Skeleton","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-4546"},{"attack_bonus":[15,15],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":90,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Skeleton","will_save":10,"charisma":-2,"speed":{"fly":20,"max":20,"land":20},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Abdomen Cache","Constrict"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-1902"],"trait":["Mindless","Skeleton","Undead","Unholy","Medium"],"id":"creature-4547","text":" Beetle Carapace Created from the exoskeleton of a giant stag beetle, this mindless husk can cut a foe in half using its powerful mandibles. The abdomen of this crawling undead is empty, and more than one necromancer has used this space to hide valuable cargo. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Beetle Carapace Source Monster Core 2 pg. 289 Perception +12; darkvision Languages Skills Acrobatics +11, Athletics +15 Str +5 Dex +3 Con +4 Int -5 Wis +2 Cha -2 --- AC 24 Fort +16 Ref +13 Will +10 HP 90 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 --- Speed 20 feet, fly 20 feet Melee Single Action mandible +15, Damage 2d8+7 piercing plus Grab Melee Single Action foot +15, Damage 2d6+7 bludgeoning Abdomen Cache The abdomen of a beetle carapace can be fitted with a simple hinge, allowing it to open and be used as storage. The abdomen can hold up to one Medium or smaller creature, a Large or smaller swarm, or a similar amount of cargo. The beetle or a creature stored in it can Interact to open the hatch. If the beetle carapace takes a critical hit by a bludgeoning weapon, roll a DC 10 flat check. If the check fails, the cache is breached, and its contents spill out of the beetle. The hatch can also be Forced Open (DC 22 Athletics). Constrict Single Action 2d8+2 piercing, DC 24 Crawling Cargo Undead make for the most common passengers inside a beetle carapace's abdomen, but swarms often pack tight inside the creatures. Insects tend to be more comfortable around undead than other types of animals. The following creatures make good options for combat encounters, in which they can be released at a dramatic moment for a grotesque surprise. Army ant swarm Centipede swarm Cockroach swarm Fen mosquito swarm Scorpion swarm Spider swarm Wasp swarm ","skill_mod":{"athletics":15,"acrobatics":11},"summary":"Created from the exoskeleton of a giant stag beetle , this mindless husk can cut a foe in half using its powerful mandibles. The abdomen of this …","image":["/Images/Monsters/Skeleton_Beetle.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Ancestry","Creature Type","Mechanics"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":5,"slashing":5,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=4547","intelligence":-5,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Beetle Carapace","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,16],"slug":"creature-4547"},{"attack_bonus":[20,20],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":140,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Skeleton","will_save":17,"charisma":0,"speed":{"max":40,"land":40},"perception":17,"wisdom":2,"weakness":{},"creature_ability":["Rib Skewer","Trample"],"skill":["Athletics"],"legacy_id":["creature-1299"],"trait":["Mindless","Skeleton","Undead","Unholy","Gargantuan"],"id":"creature-4548","text":" Tyrannosaurus Skeleton A massive dinosaur predator makes for a fearsome skeleton. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Tyrannosaurus Skeleton Source Monster Core 2 pg. 290 Perception +17; darkvision Languages Skills Athletics +19 Str +7 Dex +0 Con +5 Int -5 Wis +2 Cha +0 --- AC 27 Fort +20 Ref +13 Will +17 HP 140 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10 --- Speed 40 feet Melee Single Action jaws +20 (deadly d12, reach 20 feet), Damage 2d12+9 piercing plus Grab Melee Single Action foot +20 (reach 15 feet), Damage 2d10+9 bludgeoning Rib Skewer Single Action The tyrannosaurus skeleton bends down, attempting to skewer one adjacent creature on one of its massive ribs. The creature takes 2d10+9 piercing damage (DC 28 basic Reflex save). If the creature fails its save and is Medium or smaller, it's also impaled and stuck to the rib. It is immobilized but moves with the skeleton and takes 2d6 persistent bleed damage until it either Escapes or someone uses Force Open to break the rib (either is DC 28). Trample Three Actions Huge or smaller, foot, DC 28 ","skill_mod":{"athletics":19},"summary":"A massive dinosaur predator makes for a fearsome skeleton.","image":["/Images/Monsters/Skeleton_TRexSkeleton.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Ancestry","Creature Type","Mechanics"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=4548","intelligence":-5,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":20,"size":["Gargantuan"],"name":"Tyrannosaurus Skeleton","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[20,22],"slug":"creature-4548"},{"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":180,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Skeleton","will_save":19,"charisma":0,"speed":{"max":25,"land":25},"perception":17,"wisdom":2,"weakness":{"area":10},"creature_ability":["Troop Defenses","Form a Phalanx","Hurl Javelins!","Lower Spears!","Phalanx Charge"],"skill":["Athletics"],"legacy_id":["creature-1300"],"trait":["Mindless","Skeleton","Troop","Undead","Unholy","Gargantuan"],"id":"creature-4549","text":" Skeleton Infantry This troop of skeletons was once a cohort of highly disciplined spear-and-shield infantry from an ancient empire. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Skeleton Infantry Source Monster Core 2 pg. 290 Perception +17; darkvision Languages Skills Athletics +18 Str +5 Dex +3 Con +4 Int -5 Wis +2 Cha +0 --- AC 31 Fort +21 Ref +18 Will +19 HP 180 (4 segments) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 5, electricity 5, fire 5, piercing 10, slashing 10 Weaknesses area damage 10, splash damage 10 Troop Defenses --- Speed 25 feet; troop movement Form a Phalanx Single Action Many of the skeletons raise their shields to protect others. The infantry gains a +2 circumstance bonus to AC until the start of their next turn. Hurl Javelins! Two Actions The troop's members throw a volley of javelins. Each creature in a 10-foot burst within 30 feet of the troop takes 2d6+10 piercing damage (DC 27 basic Reflex save). When the troop is reduced to 2 segments, this area decreases to a 5-foot burst. Lower Spears! Single Action to Three Actions Frequency once per round; Effect The skeletons engage in a coordinated longspear attack against each enemy in a 10-foot emanation basic Reflex save). The damage depends on the number of actions. Single Action 2d8 piercing damage Two Actions 3d8+7 piercing damage Three Actions 4d8+12 piercing damage Phalanx Charge Two Actions Requirements The infantry is in a phalanx; Effect The skeletons lower their longspears and charge. The troop Strides in a straight line until it's adjacent to an enemy then uses Lower Spears!, dealing 3d8+7 piercing damage. Any creature that fails its save is also knocked prone. ","skill_mod":{"athletics":18},"summary":"This troop of skeletons was once a cohort of highly disciplined spear-and-shield infantry from an ancient empire.","primary_source":"Monster Core 2","trait_group":["Monster","Ancestry","Creature Type","Mechanics"],"ac":31,"level":11,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"piercing":10,"slashing":10,"fire":5,"cold":5,"electricity":5},"url":"/Monsters.aspx?ID=4549","intelligence":-5,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":21,"size":["Gargantuan"],"name":"Skeleton Infantry","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4549"},{"attack_bonus":[24,26,26,26],"constitution":4,"primary_source_category":"Rulebooks","strength":9,"hp":210,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Skeleton","will_save":21,"charisma":-1,"speed":{"fly":20,"max":40,"land":40},"perception":19,"wisdom":2,"weakness":{},"creature_ability":["Bone Debris","Mountain Slam","Trample"],"skill":["Athletics"],"legacy_id":["creature-1904"],"trait":["Mindless","Skeleton","Undead","Unholy","Gargantuan"],"id":"creature-4550","text":" Skeletal Titan Only the powerful and foolish would raise the bones of a mighty titan or similarly gargantuan creature as a skeleton. Skilled practitioners see this as a waste of a powerful body and instead imbue them with magic that allows them to fly. The wise know it's nearly impossible to control such a colossus and that it's just as likely to crush its creator underneath its mighty foot as it is to smite their foes. Recall Knowledge - Undead (Religion): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Skeletal Titan Source Monster Core 2 pg. 291 Perception +19; darkvision Languages Skills Athletics +28 Str +9 Dex +3 Con +4 Int -5 Wis +2 Cha -1 --- AC 33 Fort +23 Ref +24 Will +21 HP 210 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Resistances cold 10, electricity 10, fire 10, piercing 15, slashing 15 --- Speed 40 feet, fly 20 feet Melee Single Action mountain sword +26 (reach 20 feet), Damage 3d12+13 bludgeoning Melee Single Action claw +26 (Agile, reach 15 feet), Damage 3d8+13 slashing Melee Single Action foot +26 (reach 15 feet), Damage 3d8+13 bludgeoning Ranged Single Action bone +24 (Brutal, range increment 60 feet), Damage 2d10+13 plus bone debris Divine Innate Spells DC 31 - Constant (7th) Fly Bone Debris The bones a skeletal titan throws are large enough to clutter the battlefield. When the skeletal titan hits a creature with a bone attack, the projectile becomes difficult terrain in the square the creature occupies (or, if the creature occupies more than one square, one square it occupies of the titan's choice). If the titan misses with a bone attack, instead a random square adjacent to the creature becomes difficult terrain. Mountain Slam Three Actions The skeletal titan slams its mountain sword into the ground. The shock wave reverberates, dealing 3d12+13 bludgeoning damage to all creatures in a 20-foot line (DC 33 basic Reflex save). A creature that fails its save is also knocked prone. Trample Three Actions Huge or smaller, foot, DC 33 ","tradition":["Divine"],"skill_mod":{"athletics":28},"summary":"Only the powerful and foolish would raise the bones of a mighty titan or similarly gargantuan creature as a skeleton. Skilled practitioners see this …","image":["/Images/Monsters/Skeleton_Titan.png"],"primary_source":"Monster Core 2","spell":["Fly"],"trait_group":["Monster","Ancestry","Creature Type","Mechanics"],"ac":33,"level":13,"spell_dc":[31],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"piercing":15,"slashing":15,"fire":10,"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=4550","intelligence":-5,"reflex_save":24,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":23,"size":["Gargantuan"],"name":"Skeletal Titan","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[24,26,26,32],"slug":"creature-4550"},{"attack_bonus":[17,17],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":75,"source":["Monster Core 2"],"type":"Creature","will_save":11,"charisma":1,"speed":{"climb":15,"fly":10,"max":20,"land":20},"perception":17,"wisdom":3,"weakness":{},"creature_ability":["Snatch Skull","Anticoagulant","Perfect Camouflage"],"skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-1306"],"trait":["Beast","Small"],"id":"creature-4551","text":" Skull Peeler Skull peelers, despite their ferocious and well-deserved moniker, are considered by many to be downright adorable, especially when viewed from a safe distance. Their soft, dappled brown fur helps them hide in forest canopies, and they have shimmering insectile wings and big eyes that draw in the faintest beams of light. At first glance, a skull peeler looks like a cuddly pet or a wizard's familiar. Any illusions of domesticating such a beast are quickly dismissed upon seeing how a skull peeler eats, however. Skull peelers have evolved to hang motionlessly in treetop canopies as they wait until appropriate prey appears, usually long-necked dinosaurs but also brachiating primates and large birds. The skull peeler then lashes out with its long tongue, severing the creature's head from its body and pulling the detached cranium back into its hungry paws. It then uses its claws to crack open the cranial cavity—hence its name—before lapping up the tasty insides. Despite skull peelers' gruesome eating habits, some enterprises and individuals can't resist the urge to add these beasts to their menageries. Fey and other creatures with ties to the First World, such as gnomes, can occasionally coax a skull peeler into a form of domestication. While the adorable beasts can never be fully tamed due to their hyper-evolved hunting instincts, they can be bribed with food and, if kept satiated, displayed on a perch or indoor terrarium as an example of their master's cunning and deadliness. As often as not, these pseudo-domesticated skull peelers end up devouring a guest, pet, or their would-be owner, but this possibility doesn't stop up-and-coming crime lords from attempting to tame the little predators. Skull peelers kept in well-managed zoos fare somewhat better, but these clever creatures don't always stay in their cages, which has led to wild skull peelers in places travelers might not expect. Recall Knowledge - Beast (Arcana, Nature): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Skull Peeler Source Monster Core 2 pg. 292 Perception +17; low-light vision Languages Skills Acrobatics +12, Athletics +15, Stealth +16 Str +5 Dex +4 Con +3 Int -3 Wis +3 Cha +1 --- AC 24 Fort +13 Ref +16 Will +11 HP 75 Snatch Skull Reaction Trigger The skull peeler is using Perfect Camouflage, and a creature moves into a space within 15 feet of it; Effect The skull peeler Leaps toward the triggering creature and Strikes with its tongue. If this Strike is successful, the skull peeler automatically Grabs (page 361) the target with its tongue. --- Speed 20 feet, climb 15 feet, fly 10 feet Melee Single Action tongue +17 (Agile, fatal d12, reach 10 feet), Damage 2d4+8 slashing plus 1d8 persistent bleed Melee Single Action claw +17, Damage 2d10+8 slashing Anticoagulant The skull peeler's razor-sharp tongue is coated in an anticoagulant substance that makes wounds it inflicts particularly hard to close. The DC of the flat check to end the persistent bleed damage from a skull peeler's tongue Strike is 16, or 11 with appropriate assistance. Perfect Camouflage Single Action (Concentrate) Requirements The skull peeler is in a treetop or standing on a tree limb; Effect Until the next time it acts, the skull peeler hangs perfectly still, blending into the treetop surroundings. It has an automatic result of 36 on Stealth checks and DCs to Hide from any creature more than 10 feet away from it. A Grim Nature While explorers and adventurers who encounter skull peelers in the wild often assume the small beasts resulted from some ill-advised magical experiment by a foolish wizard, they're actually a naturally occurring species. Though their unusual assembly of characteristics might carry some minor First World influence, skull peelers evolved from other tree-dwelling mammals over thousands of years. In their current form, they're successful predators in their environment, mostly feeding on long-necked dinosaurs—prey that other, much larger carnivores still struggle to bring down! ","skill_mod":{"stealth":16,"athletics":15,"acrobatics":12},"summary":"Skull peelers, despite their ferocious and well-deserved moniker, are considered by many to be downright adorable, especially when viewed from a safe …","image":["/Images/Monsters/SkullPeeler.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4551","intelligence":-3,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":13,"size":["Small"],"name":"Skull Peeler","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17,19],"slug":"creature-4551"},{"attack_bonus":[18],"constitution":7,"primary_source_category":"Rulebooks","strength":7,"hp":220,"immunity":["acid","bleed","critical hits","mental","precision","unconscious","visual"],"source":["Monster Core 2"],"type":"Creature","will_save":11,"charisma":-5,"speed":{"max":10,"land":10},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Transparent","Breach Vulnerability","Dimensional Pit","Flurry of Pods","Out You Go"],"skill":["Athletics","Stealth"],"legacy_id":["creature-1312"],"trait":["Mindless","Ooze","Rare","Medium"],"id":"creature-4552","text":" Slithering Pit A slithering pit is a strange, nearly invisible ooze with an extradimensional space for its digestive system, which mimics the appearance of an acidfilled stone pit. It slowly dissolves its captives in stomach acid until they can be digested. A slithering pit can go weeks without feeding, affording it patience. Thriving in dilapidated areas, the slithering pit takes up position among the plentiful potholes where it can easily pass for just another blemish. It crawls across ramshackle cobblestone streets and damp underground complexes, waiting for unwary prey to stumble by and fall in. Recall Knowledge - Ooze (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Slithering Pit Source Monster Core 2 pg. 293 Perception +9; no vision, tremorsense (imprecise) 60 feet Languages Skills Athletics +15, Stealth +10 Str +7 Dex -5 Con +7 Int -5 Wis +0 Cha -5 Transparent A slithering pit is so clear it's difficult to spot. A successful DC 30 Perception check is required to notice a stationary slithering pit, and a creature must be Searching to attempt this check. A creature that walks into the pit's space might fall into any active Dimensional Pit. --- AC 14 (10 from inside the Dimensional Pit) Fort +18 Ref +6 Will +11 HP 220 Immunities acid, bleed, critical hits, mental, precision, unconscious, visual Breach Vulnerability Ingesting an extradimensional space like that found in a spacious pouch deals 6d8 force damage to the slithering pit and its occupants. The slithering pit then immediately uses Out You Go. --- Speed 10 feet Melee Single Action pseudopod +18 (reach 10 feet), Damage 2d8+9 bludgeoning plus Improved Grab Dimensional Pit Two Actions (Extradimensional, occult) The slithering pit opens an extradimensional, 20-foot-deep pit that covers its own space and all adjacent squares unless they're walls or similar blocking terrain. Any other creature occupying or entering pit spaces must succeed at a DC 22 Reflex save or fall into the pit, taking damage from the fall (typically 10 bludgeoning damage). Any creature grabbed by the slithering pit falls in and is no longer grabbed, even if it was outside the pit squares. While a Dimensional Pit is open, the slithering pit is immobilized, can't be forced to move, and can make pseudopod Strikes originating from the walls of the pit. A creature that starts its turn at the bottom of the pit takes 2d6 acid damage. Climbing the walls of the pit requires a DC 22 Athletics check. When the slithering pit dies, the Dimensional Pit closes and creatures inside are ejected, with the effects of Out You Go. Flurry of Pods Two Actions The slithering pit makes a single pseudopod Strike against each target within range it doesn't already have grabbed. These attacks count toward the slithering pit's multiple attack penalty, but the penalty doesn't increase until after all of these attacks. Out You Go Single Action The slithering pit closes all pit spaces it created using Dimensional Pit, ejecting all its occupants onto the ground into random free spaces where the pit opened. Each occupant takes 4d6 bludgeoning damage (DC 22 basic Reflex save). A Living Pit, Really? Slithering pit lore is as strange and confusing as the creature itself. Was it created by a wizard in need of a handy garbage disposal? Did it result from some unfortunate accident involving hungry oozes and one spacious pouch too many? Why do its insides mimic the appearance of stone, but without the same toughness? Is it some form of camouflage, letting them pass for an oftignored hazard? So many questions... ","skill_mod":{"stealth":10,"athletics":15},"summary":"A slithering pit is a strange, nearly invisible ooze with an extradimensional space for its digestive system, which mimics the appearance of an …","image":["/Images/Monsters/Slithering_Pit_Remastered.webp"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Rarity"],"ac":14,"level":7,"source_category":["Rulebooks"],"sense":"no vision, tremorsense (imprecise) 60 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4552","intelligence":-5,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":-5,"fortitude_save":18,"size":["Medium"],"name":"Slithering Pit","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[18],"slug":"creature-4552"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":15,"source":["Monster Core 2"],"type":"Creature","creature_family":"Snake","will_save":3,"charisma":-2,"speed":{"max":25,"land":15,"swim":25},"perception":5,"wisdom":1,"weakness":{},"creature_ability":["Deep Breath","Lash Out","Sea Snake Venom"],"skill":["Athletics","Stealth","Survival"],"legacy_id":["creature-807"],"trait":["Animal","Small"],"id":"creature-4553","text":" Sea Snake These lithe snakes like to frequent the shallow waters of tropical seas. Their 4-foot-long, blue-green bodies easily blend into the water where they lurk to ambush prey. Sea snakes are highly venomous but often choose not to inject their venom when biting, so encounters with them rarely result in fatalities. Tales speak of massive sea snakes that swim in deeper waters and stalk ships, waiting for sailors to fall overboard or even climbing over the side to snatch them from the deck. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Sea Snake Source Monster Core 2 pg. 294 Perception +5; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +2, Stealth +5, Survival +5 Str +0 Dex +3 Con +1 Int -4 Wis +1 Cha -2 Deep Breath The sea snake can hold its breath for about an hour. --- AC 16 Fort +5 Ref +9 Will +3 HP 15 Lash Out Reaction Trigger A creature within the sea snake's reach uses a move action; Effect The sea snake makes a fangs Strike against the attacker. --- Speed 15 feet, swim 25 feet Melee Single Action fangs +7 (Agile, finesse), Damage 1d8 piercing plus sea snake venom Sea Snake Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage and enfeebled 1 (1 round) ","skill_mod":{"survival":5,"stealth":5,"athletics":2},"summary":"These lithe snakes like to frequent the shallow waters of tropical seas. Their 4-foot-long, blue-green bodies easily blend into the water where they …","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4553","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":5,"size":["Small"],"name":"Sea Snake","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[4],"slug":"creature-4553"},{"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":25,"immunity":["precision","swarm mind"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Snake","will_save":6,"charisma":-3,"speed":{"climb":20,"max":20,"land":20,"swim":20},"perception":8,"wisdom":2,"weakness":{"area":3},"creature_ability":["Mass Wriggle","Swarming Strikes"],"skill":["Acrobatics","Stealth"],"legacy_id":["creature-1315"],"trait":["Animal","Swarm","Large"],"id":"creature-4554","text":" Rat Snake Swarm A solitary snake might be no cause for alarm, but a hissing mass of frenzied snakes can make even seasoned adventurers shudder. Rat snakes can reach lengths of up to 10 feet, and they gather en masse to hibernate as well as to breed. Though nonvenomous, these territorial snakes will strike anything that threatens them. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Rat Snake Swarm Source Monster Core 2 pg. 294 Perception +8; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +10, Stealth +8 Str +0 Dex +4 Con +2 Int -4 Wis +2 Cha -3 --- AC 16 Fort +8 Ref +10 Will +6 HP 25 Immunities precision, swarm mind Resistances bludgeoning 3, piercing 5, slashing 5 Weaknesses area damage 3, splash damage 3 Mass Wriggle Reaction Trigger The rat snake swarm takes damage from a melee Strike; Effect Snakes slither up and around the creature's weapon and limbs. The target must succeed at a DC 15 Will save or become frightened 1. --- Speed 20 feet, climb 20 feet, swim 20 feet Swarming Strikes Single Action Each enemy in the swarm's space takes 1d8 piercing damage (DC 17 basic Reflex save). Slithering Packs Despite their solitary natures, snakes come together in swarms for purposes of hibernation or mating. However, a few species have learned to stick together and coordinate their hunting efforts, leading to slithering packs of predatory snakes. ","skill_mod":{"stealth":8,"acrobatics":10},"summary":"A solitary snake might be no cause for alarm, but a hissing mass of frenzied snakes can make even seasoned adventurers shudder. Rat snakes can reach …","image":["/Images/Monsters/SnakeSwarm.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":16,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":3,"piercing":5,"slashing":5},"url":"/Monsters.aspx?ID=4554","intelligence":-4,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":8,"size":["Large"],"name":"Rat Snake Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4554"},{"constitution":3,"primary_source_category":"Rulebooks","strength":1,"hp":50,"immunity":["precision","swarm mind"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Snake","will_save":10,"charisma":-3,"speed":{"climb":30,"max":30,"land":30,"swim":30},"perception":12,"wisdom":2,"weakness":{"area":5},"creature_ability":["Venom Spritz","Venomous Fangs","Viper Swarm Venom"],"skill":["Acrobatics","Stealth"],"legacy_id":["creature-1316"],"trait":["Animal","Swarm","Large"],"id":"creature-4555","text":" Viper Swarm The frightening mass of shining scales, gleaming eyes, and fangs dripping with venom that constitute a viper swarm has brought an end to many an unlucky adventurer. Normally nocturnal, these notoriously aggressive snakes strike at anything that comes within reach, be it limb or weapon. Their venom is a potent toxin that leaves victims shaky and weak. Those who are lucky may receive a warning strike without venom before being attacked in earnest. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Viper Swarm Source Monster Core 2 pg. 294 Perception +12; low-light vision, scent (imprecise) 60 feet Languages Skills Acrobatics +13, Stealth +11 Str +1 Dex +5 Con +3 Int -4 Wis +2 Cha -3 --- AC 18 Fort +11 Ref +13 Will +10 HP 50 Immunities precision, swarm mind Resistances bludgeoning 5, piercing 5, slashing 3 Weaknesses area damage 5, splash damage 5 --- Speed 30 feet, climb 30 feet, swim 30 feet Venom Spritz Two Actions The vipers spray venom from their fangs in a defensive display. Each creature in a 10-foot cone is exposed to viper swarm venom but gains a +2 circumstance bonus to its initial saving throw against the poison. Venomous Fangs Single Action Each enemy in the swarm's space takes 2d8 piercing damage (DC 21 basic Reflex save). A creature that fails their save is also exposed to viper swarm venom. Viper Swarm Venom (Poison) Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round); Stage 3 2d4 poison damage, clumsy 2, and enfeebled 1 (1 round) Slithering Packs Despite their solitary natures, snakes come together in swarms for purposes of hibernation or mating. However, a few species have learned to stick together and coordinate their hunting efforts, leading to slithering packs of predatory snakes. ","skill_mod":{"stealth":11,"acrobatics":13},"summary":"The frightening mass of shining scales, gleaming eyes, and fangs dripping with venom that constitute a viper swarm has brought an end to many an …","image":["/Images/Monsters/SnakeSwarm.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":18,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":3},"url":"/Monsters.aspx?ID=4555","intelligence":-4,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Viper Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4555"},{"attack_bonus":[15],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":80,"source":["Monster Core 2"],"type":"Creature","creature_family":"Snake","will_save":9,"charisma":-2,"speed":{"climb":25,"max":25,"land":25,"swim":25},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Emperor Cobra Venom","Flare Hood"],"skill":["Acrobatics","Athletics","Survival"],"legacy_id":["creature-808"],"trait":["Animal","Large"],"id":"creature-4556","text":" Emperor Cobra These powerful serpents infest bogs and lowlands. Despite being over 16 feet long and weighing more than 200 pounds, they can climb trees in seconds. Emperor cobras ward off predators by flaring their hoods and hissing at attackers. Like many venomous snakes, they hunt by striking prey with their poison bite, retreating until their victims die, and then returning to swallow them whole. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Emperor Cobra Source Monster Core 2 pg. 295 Perception +13; low-light vision, scent (imprecise) 30 feet Languages Skills Acrobatics +11, Athletics +13, Survival +11 Str +6 Dex +4 Con +4 Int -4 Wis +2 Cha -2 --- AC 21 Fort +15 Ref +11 Will +9 HP 80 --- Speed 25 feet, climb 25 feet, swim 25 feet Melee Single Action fangs +15 (reach 10 feet), Damage 2d8+8 piercing plus emperor cobra venom Emperor Cobra Venom (Poison) Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d8 poison damage and drained 1 (1 round); Stage 3 2d6 poison damage and drained 2 (1 round) Flare Hood Single Action (Emotion, fear, mental, visual) The emperor cobra flares its hood. Each non–emperor cobra creature within a 20-foot emanation must attempt a DC 22 Will save. The creature is then temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 3. ","skill_mod":{"survival":11,"athletics":13,"acrobatics":11},"summary":"These powerful serpents infest bogs and lowlands. Despite being over 16 feet long and weighing more than 200 pounds, they can climb trees in seconds. …","image":["/Images/Monsters/Snake_EmperorCobra.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":21,"level":5,"source_category":["Rulebooks"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4556","intelligence":-4,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":15,"size":["Large"],"name":"Emperor Cobra","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-4556"},{"attack_bonus":[6,6],"constitution":2,"primary_source_category":"Rulebooks","strength":0,"hp":8,"source":["Monster Core 2"],"type":"Creature","creature_family":"Soulrider","will_save":2,"charisma":-1,"speed":{"max":20,"land":20,"swim":20},"perception":5,"wisdom":2,"weakness":{"spirit":1},"creature_ability":["Planar Adaptation","Propulsive Launch","Soul Attach","Tail Thrash"],"skill":["Acrobatics","Stealth"],"trait":["Aberration","Soulrider","Tiny"],"id":"creature-4557","text":" Soulrider Although soulriders can grow quite large, most of them are narrow creatures only a few feet long. Even once they've attached to a soul and passed between planes, they must complete their adaptation to the new environment before beginning their growth. These smallest soulriders might be found anywhere in the mortal Universe with a portal to the Outer Sphere or a history of summoning magic. Large batches of spawn in the wilderness are often culled by natural predators, but individual spawn can survive for years and travel many miles as they search for a host. Recall Knowledge - Aberration (Occultism): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Soulrider Source Monster Core 2 pg. 296 Perception +5; darkvision Languages Skills Acrobatics +4, Stealth +4 Str +0 Dex +3 Con +2 Int -3 Wis +2 Cha -1 Planar Adaptation If the soulrider has followed a soul to its final destination, it takes on traits appropriate to that plane. These soulriders gain the celestial and holy, fiend and unholy, or monitor traits as appropriate to the destination. --- AC 14 Fort +5 Ref +8 Will +2 HP 8 Weaknesses spirit 1 --- Speed 20 feet, swim 20 feet Melee Single Action sucker +6 (Finesse, reach 0 feet, magical), Damage soul attach Melee Single Action tail +6 (Agile, finesse, reach 0 feet, sanctified), Damage 1d4 bludgeoning plus 1 spirit Propulsive Launch Two Actions The soulrider Leaps up to 40 feet, then makes a sucker Strike. If it's in the air and not attached to a creature after the Strike, it falls. Soul Attach (Spirit) When a soulrider succeeds at a sucker Strike against a target with a soul capable of facing judgment, its sucker attaches it to that soul. While attached, both the soulrider and the host creature are off-guard, and the soulrider moves with its host until the soulrider dies or the host pulls it loose (Escape DC 15). If the host dies while the soulrider is attached, the soulrider disappears immediately to follow the soul leaving the body. A creature returned to life before reaching its final destination generally returns with any attached soulrider. Tail Thrash Two Actions Requirements The soulrider is attached to a creature's soul; Effect The soulrider makes a tail Strike against the creature whose soul it's attached to, then one against another creature adjacent to the original target. These Strikes count towards the soulrider's multiple attack penalty, but it doesn't increase until after the second attack. ","skill_mod":{"stealth":4,"acrobatics":4},"summary":"Although soulriders can grow quite large, most of them are narrow creatures only a few feet long. Even once they've attached to a soul and passed …","image":["/Images/Monsters/Soulrider.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":14,"level":-1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4557","intelligence":-3,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Tiny"],"name":"Soulrider","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[2],"slug":"creature-4557"},{"attack_bonus":[8,8],"constitution":4,"primary_source_category":"Rulebooks","strength":1,"hp":20,"source":["Monster Core 2"],"type":"Creature","creature_family":"Soulrider","will_save":4,"charisma":-1,"speed":{"max":20,"land":20,"swim":20},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Planar Adaptation","Swim the Dead Roads","Grind Soul","Propulsive Launch","Soul Attach","Tail Thrash"],"skill":["Acrobatics","Stealth"],"trait":["Aberration","Soulrider","Small"],"id":"creature-4558","text":" Spawning Soulrider When soulriders absorb sufficient planar energy, they become gravid with countless tiny eggs. Such soulriders instinctively return to the Universe via the Dead Roads to lay their spawn, although the exact metaphysical process has yet to be fully understood. Fiends and others keen to enter the mortal world have begun capturing and studying spawning soulriders, though such experiments carry their own risks, for soulriders prevented from returning to the Universe will continue to grow larger as they absorb more energy. Once back in the Universe, spawning soulriders become fiercely protective of their near-translucent eggs and tiny spawn, using their remora-like maws to fend off potential threats. Anyone disturbing a soulrider in the process of spawning might find out what it feels like to have pieces of their soul torn away. Planar Adaptations Spawning soulriders gain an additional ability based on their planar adaptation. Soulriders with the holy and celestial traits gain Celestial Flare. Soulriders with the fiendish and unholy traits gain Fiendish Lunge. Soulriders with the monitor trait gain Monitor Escape. Soulriders that followed a soul to a more esoteric plane have different abilities at the GM’s discretion, but such creatures are uncommon. Celestial Flare Two Actions (holy, light, visual) Each enemy within 30 feet of the soulrider takes 2d6 spirit damage (DC 17 basic Will save). Creatures that fail the save are blinded for 1 round. The spawning soulrider can't use Celestial Flare again for 1 minute. Fiendish Lunge Two Actions (unholy) The spawning soulrider Strides or Swims twice, making a tail Strike at any point during its movement. The Strike deals an additional 1d4 spirit damage. Monitor Escape Two Actions (concentrate, teleport) The soulrider's form blurs as it exploits loopholes in the multiverse. It teleports to an empty space within 60 feet. Recall Knowledge - Aberration (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Spawning Soulrider Source Monster Core 2 pg. 297 Perception +8; darkvision Languages Skills Acrobatics +6, Stealth +6 Str +1 Dex +3 Con +4 Int -2 Wis +3 Cha -1 Planar Adaptation A spawning soulrider has traits appropriate to the planar energy it's absorbed: celestial and holy, fiend and unholy, or monitor. Swim the Dead Roads (exploration, teleportation) In a process that takes 1 week, a spawning soulrider can travel through channels in the multiverse only it can sense, moving from the Outer Sphere plane whose energy it has absorbed to the Dead Roads that connect the Boneyard to the mortal Universe. From there, it travels to a random place in the Universe that can support life. --- AC 15 Fort +10 Ref +7 Will +4 HP 20 --- Speed 20 feet, swim 20 feet Melee Single Action sucker +8 (Finesse, magical), Damage soul attach Melee Single Action tail +8 (Agile, finesse, sanctified), Damage 1d4+1 bludgeoning plus 1 spirit Grind Soul Single Action (Sanctified, spirit) Requirements The spawning soulrider is attached to a creature's soul; Effect The soulrider grinds the creature's soul with its jagged inner mouth, dealing 2d8 spirit damage (DC 16 basic Will save). On a critical failure, the creature also takes 1d4 persistent spirit damage. Regardless of the result, the spawning soulrider is no longer attached to the creature. Propulsive Launch Two Actions The spawning soulrider Leaps up to 40 feet, then makes a sucker Strike. If it's in the air and not attached to a creature after the Strike, it falls. Soul Attach (Spirit) When a spawning soulrider succeeds at a sucker Strike against a target with a soul capable of facing judgment, its sucker attaches it to that soul. While attached, both the spawning soulrider and the host creature are off-guard, and the spawning soulrider moves with its host until the spawning soulrider dies or the host pulls it loose (Escape DC 16). If the host dies while the spawning soulrider is attached, the spawning soulrider disappears immediately to follow the soul leaving the body. A creature returned to life before reaching its final destination generally returns with any attached spawning soulrider. Tail Thrash Two Actions Requirements The spawning soulrider is attached to a creature's soul; Effect The spawning soulrider makes a tail Strike against the creature whose soul it's attached to, then one against another creature adjacent to the original target. These Strikes count towards the spawning soulrider's multiple attack penalty, but it doesn't increase until after the second attack. ","skill_mod":{"stealth":6,"acrobatics":6},"summary":"When soulriders absorb sufficient planar energy, they become gravid with countless tiny eggs. Such soulriders instinctively return to the Universe …","image":["/Images/Monsters/Soulrider_Spawner.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":15,"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4558","intelligence":-2,"reflex_save":7,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":10,"size":["Small"],"name":"Spawning Soulrider","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-4558"},{"attack_bonus":[41,41,41],"constitution":11,"primary_source_category":"Rulebooks","strength":9,"hp":515,"language":["Aklo","(can't speak any language)"],"immunity":["clumsy","disease","drained","enfeebled","mental","paralyzed","petrified","poison","polymorph","sonic","stupefied"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Spawn of Rovagug","will_save":33,"charisma":7,"speed":{"fly":80,"max":80,"land":20},"perception":39,"wisdom":3,"weakness":{},"creature_ability":["Slumbering Armageddon","Absolute Regeneration","Alien Harmonics","Frightful Presence","Reactive","Intercepting Eyes","Reactive Strike","Endsong","Gaze Upon","Scream of the End"],"skill":["Athletics","Performance"],"trait":["Beast","Unique","Gargantuan"],"id":"creature-4559","text":" Volnagur, The Endsinger Of all Rovagug's spawn, the creature known as Volnagur is the one that has most distanced itself from the Dead Vault at Golarion's core, instead making its home among the skies. Volnagur possesses many wings, and they're mismatched, asymmetrical, and uncoordinated, yet the massive spawn is capable of powerful flight that carries it as far as Arcadia, Tian Xia, and even Sarusan. Though capable of wreaking great destruction with both its many razor-sharp tongues and powerful blasts of energy from its four eyes, Volnagur's most fearsome ability is the discordant song produced by the precise angling of its wings against the wind, which drives all who hear it to violence, setting neighbor against neighbor. Though not spotted for decades, astronomers have recently located a satellite in the upper bounds of Golarion's atmosphere, where Volnagur hangs motionless. As it drifts from continent to continent, its eyes seem to alternately turn to the moon, then back to Golarion, as if waiting for a signal. Recall Knowledge - Beast (Arcana, Nature): DC 54 Unspecific Lore : DC 52 Specific Lore : DC 49 Volnagur Source Monster Core 2 pg. 299 Perception +39; darkvision Languages Aklo; (can't speak any language) Skills Athletics +42, Performance +45 Str +9 Dex +11 Con +11 Int -2 Wis +3 Cha +7 Slumbering Armageddon Volnagur's slumber increases the rate of wildlife attacks, swarms of vermin and pests, and violent crime. --- AC 48 Fort +39 Ref +36 Will +33 HP 515 , regeneration absolute 25 Immunities clumsy, disease, drained, enfeebled, mental, paralyzed, petrified, poison, polymorph, sonic, stupefied Absolute Regeneration Volnagur's regeneration can be deactivated if a choir of no less than 12 exquisitely skilled and inspired individuals sings a song of beginnings and hope over its corpse for 1 year and 1 day without pause or flaw. Alien Harmonics (auditory, aura, sonic) 60 feet. Volnagur constantly emits a cacophony that drowns out sound and thought while reinforcing Volnagur's song. Creatures that enter the aura must attempt a DC 43 Fortitude save or Volnagur's song becomes all they can hear for as long as they remain within the aura, making creatures deafened against all sources other than Volnagur. On a critical failure, the effect is permanent, and the cacophony rings in the target's ears regardless of range. The aura also attempts to counteract any auditory effect, any effect that would provide resistance or immunity to auditory or sonic effects, or any effect that would create silence (counteract rank 10, counteract modifier +33). Frightful Presence (aura, emotion, fear, mental) 300 feet, DC 42 Reactive Volnagur gains 3 reactions each round. It can still use only one reaction per trigger Intercepting Eyes Reaction Trigger Volnagur is targeted by a ranged attack; Requirements Volnagur is aware of the attack and not off-guard to it; Effect One of Volnagur's eyes fixes on the attack, shooting it down with an eye beam. The attack becomes a critical failure. Reactive Strike Reaction --- Speed 20 feet, fly 80 feet Melee Single Action jaws +41 (Finesse, reach 20 feet), Damage 4d10+24 piercing plus endsong and Grab Melee Single Action razor tongues +41 (Finesse, reach 40 feet), Damage 4d8+24 slashing plus endsong and Grab Ranged Single Action eye beam +41 (Magical, range increment 120 feet, sonic), Damage 6d12 sonic plus endsong Endsong (Curse, mental, sonic) Subtle vibrations laced under Volnagur's attacks confuse its targets and fill their minds with the desire to destroy. A creature damaged by one of Volnagur's Strikes must attempt a DC 45 Will save. Critical Success The target is unaffected and is temporarily immune for 24 hours or until it takes damage from Scream of the End. Success The target is unaffected. Failure The target is confused for 1d4 rounds. It never attempts to attack Volnagur or another creature affected by endsong. Critical Failure As failure, but the target is confused for 1 hour. While confused, its Strikes resonate with Volnagur's song, dealing an additional 1d6 sonic damage and forcing the target to save against endsong. Gaze Upon Two Actions Volnagur makes an eye beam Strike against every creature in a 120-foot cone. These attacks count toward Volnagur's multiple attack penalty, but the multiple attack penalty doesn't increase until after Volnagur makes all its attacks. It can't use Gaze Upon again for 1d4 rounds, but until the start of Volnagur's next turn, it can use Intercepting Eyes as a free action. Scream of the End Two Actions (Sonic) Requirements Volnagur has a creature grabbed or restrained; Effect Volnagur holds a creature close to its eyes before blasting the creature at point-blank range. Volnagur deals 23d6 sonic damage to the target (DC 46 basic Reflex save). Regardless of the save's result, the target is no longer grabbed or restrained, is pushed 120 feet away from Volnagur, and falls prone. ","skill_mod":{"performance":45,"athletics":42},"summary":"Of all Rovagug's spawn, the creature known as Volnagur is the one that has most distanced itself from the Dead Vault at Golarion's core, instead …","image":["/Images/Monsters/Spawn_Volnagur.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Rarity"],"ac":48,"level":22,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4559","intelligence":-2,"reflex_save":36,"strongest_save":["fort","fortitude"],"dexterity":11,"vision":"Darkvision","fortitude_save":39,"size":["Gargantuan"],"name":"Volnagur","category":"creature","pfs":"Standard","rarity":"unique","strike_damage_average":[39,42,46],"slug":"creature-4559"},{"attack_bonus":[44,44],"constitution":12,"primary_source_category":"Rulebooks","strength":12,"hp":550,"language":["Aklo","(can't speak any language)"],"immunity":["adaptive defenses","clumsy","disease","drained","enfeebled","mental","paralyzed","petrified","poison","polymorph","stupefied","visual"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Spawn of Rovagug","will_save":36,"charisma":5,"speed":{"max":60,"land":60},"perception":42,"wisdom":7,"weakness":{},"creature_ability":["Slumbering Armageddon","Absolute Regeneration","Adaptive Defenses","Frightful Presence","Reactive","Bleed Destruction","Reactive Strike","Amber Strikes","Detonate Blood","Rough Rampage"],"skill":["Acrobatics","Athletics","Intimidation","Survival"],"trait":["Beast","Unique","Gargantuan"],"id":"creature-4560","text":" Sorvuth-Ka, Collector Of Despair Sorvuth-ka is the youngest of Rovagug's spawn. It has never been seen eating; lacking the ravenous hunger observed in the other Spawn, it seems to destroy simply for the pleasure of it, approaching each of its attacks with novel, inventive cruelty. Sorvuth-ka might pause while destroying a town to give the populace just enough time to flee, only for them to realize in despair that their only route of escape is a mountain pass that Sorvuthka has already collapsed. However, the creature grows bored easily, swiftly dispatching prey with bladed limbs if its games stop going to plan or take too long to come to fruition. Curiously, despite Sorvuth-ka's regenerative abilities—powerful even for a Spawn and capable of rendering it resistant to attacks that have injured it— it has several wounds that refuse to heal, most notably a great gash across its face. Some scholars theorize that these wounds are some cruel design of Rovagug, the better to allow access to the amber blood that is Sorvuth-ka's primary instrument of destruction. Others take it as proof of the existence of a weapon capable of ending the threat of the Spawn of Rovagug once and for all. Recall Knowledge - Beast (Arcana, Nature): DC 58 Unspecific Lore : DC 56 Specific Lore : DC 53 Sorvuth-Ka Source Monster Core 2 pg. 300 Perception +42; darkvision Languages Aklo; (can't speak any language) Skills Acrobatics +45, Athletics +45, Intimidation +41, Survival +45 Str +12 Dex +9 Con +12 Int +10 Wis +7 Cha +5 Slumbering Armageddon Sorvuth-ka's slumber accelerates erosion and weathering, timed to always break at the point of maximum harm via rockslides, sinkholes, treefalls, and other collapses. --- AC 52 Fort +42 Ref +38 Will +36 HP 550 , regeneration absolute 25 Immunities adaptive defenses, clumsy, disease, drained, enfeebled, mental, paralyzed, petrified, poison, polymorph, stupefied, visual Absolute Regeneration Sorvuth-ka's regeneration can be deactivated by slaying it with a weapon made from the bones of Chemnosit, Kothogaz, Ulunat, Volnagur, and Xotani. Adaptive Defenses When injured, Sorvuth-ka's body adapts to ensure that the triggering insult can't harm it again. Immediately after it takes damage, it becomes immune to that type of damage. It can become immune to three different types of damage in this way, with newer immunities replacing older ones. Frightful Presence (aura, emotion, fear, mental) 300 feet, DC 45 Reactive Sorvuth-ka gains 3 reactions each round. It can still use only one reaction per trigger Bleed Destruction Free Action Trigger Sorvuth-ka takes physical damage; Effect Amber blood spurts from Sorvuth-ka's wound, creating a blood pool in a square adjacent to Sorvuth-ka. The blood remains in the area until removed or it dries, which typically takes 1 day. Reactive Strike Reaction --- Speed 60 feet Melee Single Action claw +44 (Agile, finesse, reach 15 feet), Damage 4d8+27 slashing plus Improved Grab Ranged Single Action crystallized blood +44 (Propulsive, range increment 120 feet), Damage 5d6+21 slashing Amber Strikes Single Action Requirements Sorvuth-ka's previous action was a successful Strike against the target; Effect After landing a Strike, Sorvuth-ka commands it blood to continue the assault, choosing one of the three following options: Crystallize, Inject, or Splash. If the previous attack was a critical hit, Amber Strikes is a free action. Crystallize Sorvuth-ka's blood flows around the target's limbs before hardening. The creature must succeed at a DC 48 Reflex save or become immobilized and off-guard until it Escapes. If the creature was flying, it falls. Inject Sorvuth-ka's blood invades the target through its wounds. The target must succeed at a DC 48 Fortitude save or become sickened 2 (sickened 3 on a critical failure). As long as the target is sickened, Sorvuth-ka's blood will attempt to counteract any effect that could restore Hit Points to the target (counteract rank 10, counteract modifier +38). Splash Sorvuth-ka's blood splashes violently, dazzling the target until the end of its next turn and creating a blood pool in a square adjacent to the target Detonate Blood Two Actions Requirements A pool of Sorvuth-ka's blood is within 500 feet; Effect Sorvuth-ka's blood detonates into crystalline amber flechettes. Every creature either in the required blood pool's square or in a 10- foot emanation of that pool other than Sorvuth-ka takes 20d8 piercing damage (DC 48 basic Reflex save). On a critical failure, any resistances to physical damage the creature has are reduced by 10 for 1 minute. Rough Rampage Single Action Requirements Sorvuth-ka has at least one creature grabbed or restrained; Effect Sorvuth-ka Strides, dragging any creatures it's grabbed or restrained along with it. Each grabbed or restrained creature takes 11d6 bludgeoning damage (DC 48 basic Fortitude save). On a failure, the creature is also clumsy 2 (or clumsy 3 on a critical failure) until it Escapes. ","skill_mod":{"survival":45,"athletics":45,"intimidation":41,"acrobatics":45},"summary":"Sorvuth-ka is the youngest of Rovagug's spawn. It has never been seen eating; lacking the ravenous hunger observed in the other Spawn, it seems to …","image":["/Images/Monsters/Spawn_SorvuthKa.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Rarity"],"ac":52,"level":24,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4560","intelligence":10,"reflex_save":38,"strongest_save":["fort","fortitude"],"dexterity":9,"vision":"Darkvision","fortitude_save":42,"size":["Gargantuan"],"name":"Sorvuth-Ka","category":"creature","pfs":"Standard","rarity":"unique","strike_damage_average":[38,45],"slug":"creature-4560"},{"attack_bonus":[7,7],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":15,"source":["Monster Core 2"],"type":"Creature","creature_family":"Spider","will_save":4,"charisma":-4,"speed":{"climb":25,"max":25,"land":25},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Web Sense","Dream Spider Venom","Web Trap"],"skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-813"],"trait":["Animal","Small"],"id":"creature-4561","text":" Dream Spider A dream spider's webs have an iridescent hue and are infused with the same hallucinogenic compound as the creature's toxin. Originally denizens of tropical jungles, dream spiders have adapted well to temperate environments, particularly thriving among the rooftops of cities where shady alchemists use their venom to produce addictive drugs. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Dream Spider Source Monster Core 2 pg. 302 Perception +6; darkvision, web sense Languages Skills Acrobatics +5, Athletics +2, Stealth +7 Str +0 Dex +3 Con +1 Int -5 Wis +0 Cha -4 Web Sense The dream spider has imprecise tremorsense to detect the vibrations of creatures touching its web. --- AC 16 Fort +5 Ref +7 Will +4 HP 15 --- Speed 25 feet, climb 25 feet Melee Single Action bite +7 (Finesse), Damage 1d6 piercing plus dream spider venom Ranged Single Action web +7 (range increment 10 feet), Damage web trap plus dream spider venom Dream Spider Venom (Poison) Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 stupefied 1 (1 round); Stage 2 1d6 poison damage plus stupefied 1 (1 round) Web Trap A creature hit by the dream spider's web attack is immobilized and stuck to the nearest surface until it Escapes (DC 16). Venom Addicts Talented alchemists process dream spider venom into an addictive drug. Those who become addicted can be driven in desperation to seek out dream spiders and allow the creatures to bite their flesh to get their fix—an arrangement that backfires horribly as the spiders feed. ","skill_mod":{"stealth":7,"athletics":2,"acrobatics":5},"summary":"A dream spider's webs have an iridescent hue and are infused with the same hallucinogenic compound as the creature's toxin. Originally denizens of …","image":["/Images/Monsters/Spider_DreamSpider.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":16,"level":0,"source_category":["Rulebooks"],"sense":" darkvision , web sense","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4561","intelligence":-5,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":5,"size":["Small"],"name":"Dream Spider","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-4561"},{"attack_bonus":[13,15],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":70,"source":["Monster Core 2"],"type":"Creature","creature_family":"Spider","will_save":9,"charisma":-4,"speed":{"climb":30,"max":30,"land":30},"perception":13,"wisdom":2,"weakness":{},"creature_ability":["Web Sense","Eerie Flexibility","Ogre Spider Venom","Web Trap"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-814"],"trait":["Animal","Huge"],"id":"creature-4562","text":" Ogre Spider These terrifying creatures grow as large as elephants. The placement of their eyes above their wide mandibles evokes the grimacing visage of an ogre's leer. Ogres find ogre spider faces simultaneously amusing and adorable, but in most cases, ogres' attempts to keep these spiders as pets result in dead ogres and well-fed spiders. Recall Knowledge - Animal (Nature): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Ogre Spider Source Monster Core 2 pg. 302 Perception +13; darkvision, web sense Languages Skills Acrobatics +13, Athletics +13 Str +6 Dex +4 Con +4 Int -5 Wis +2 Cha -4 Web Sense The ogre spider has imprecise tremorsense to detect the vibrations of creatures touching its web --- AC 22 Fort +15 Ref +13 Will +9 HP 70 --- Speed 30 feet, climb 30 feet Melee Single Action bite +15, Damage 2d8+8 piercing plus ogre spider venom Ranged Single Action web +13 (range increment 30 feet), Damage web trap Eerie Flexibility An ogre spider can fit through tight spaces as if it were a Large creature. While Squeezing, it can move at its full Speed. Ogre Spider Venom (Poison) Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage, clumsy 1, and enfeebled 1 (1 round); Stage 3 2d6 poison damage, clumsy 1, and enfeebled 1 (1 round); Stage 4 2d6 poison damage, clumsy 2, and enfeebled 2 (1 round) Web Trap A creature hit by the ogre spider's web attack is immobilized and stuck to the nearest surface until it Escapes (DC 22). ","skill_mod":{"athletics":13,"acrobatics":13},"summary":"These terrifying creatures grow as large as elephants. The placement of their eyes above their wide mandibles evokes the grimacing visage of an …","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":22,"level":5,"source_category":["Rulebooks"],"sense":" darkvision , web sense","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4562","intelligence":-5,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":15,"size":["Huge"],"name":"Ogre Spider","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-4562"},{"attack_bonus":[23],"constitution":5,"primary_source_category":"Rulebooks","strength":6,"hp":170,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","will_save":16,"charisma":-5,"speed":{"max":40,"land":40},"perception":20,"wisdom":2,"weakness":{},"creature_ability":["Top-Heavy","Hurl Blade","Rev Up","Trample","Whirling Death"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-815"],"trait":["Construct","Mindless","Medium"],"id":"creature-4563","text":" Spiral Centurion These mechanical constructs were created to serve as guardians in an ancient and bygone era, although exactly who made them and the secrets of their construction have long since been lost to history. From the waist up, they resemble humanoids made of metal, but from the waist down, their bodies take the form of spinning metal tops ringed with blades that excel at cutting down nearby foes. Most spiral centurions can be directed to stand down with a password, but often these command phrases have been lost to the mists of time. In rare cases, a spiral centurion can also wield manufactured weapons or a shield in addition to its built-in weapons, giving it access to additional actions besides those listed below. Most spiral centurions are hundreds or even thousands of years old, only staying functional because of the powerful magic used in their creation. Still, millennia of neglect have caused many spiral centurions to develop small glitches or malfunctions. Recall Knowledge - Construct (Arcana, Crafting): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Spiral Centurion Source Monster Core 2 pg. 303 Perception +20; darkvision Languages Skills Acrobatics +23, Athletics +23 Str +6 Dex +6 Con +5 Int -5 Wis +2 Cha -5 --- AC 31 Fort +22 Ref +25 Will +16 HP 170 Hardness 10 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Top-Heavy A spiral centurion's top-like design makes it susceptible to effects that would cause it to fall prone. The DC of any attempt to knock the spiral centurion prone is reduced by 5. If the spiral centurion attempts a check or saving throw to resist being knocked prone, it takes a –5 status penalty. A spiral centurion that has been knocked prone can't use any actions other than to attempt to Stand, but it must succeed at a DC 30 Acrobatics check to do so. --- Speed 40 feet Melee Single Action blade +23 (Agile, sweep), Damage 2d12+12 slashing Hurl Blade Two Actions The spiral centurion hurls one of its blades with an angled spin to ensure a swooping flight path. The blade deals 6d6 slashing damage to each creature in a 40-foot line (DC 30 basic Reflex save). At the start of the spiral centurion's next turn, the blade swoops around and returns along the same flight path, again dealing 6d6 slashing damage (DC 30 basic Reflex save) to each creature along the same line. Rev Up Single Action Requirements The spiral centurion hasn't acted yet this turn; Effect The spiral centurion Strides up to its Speed. It then gains a +2 circumstance bonus to attack and damage rolls until the end of its turn. Trample Three Actions Medium or smaller, blade, DC 30 Whirling Death Three Actions The spiral centurion spins furiously in place, its blades extended to slice through nearby creatures. It makes up to five melee blade Strikes. No single creature can be targeted by more than one blade Strike during one use of this ability. These attacks count toward the spiral centurion's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks are made. Spiral Centurion Glitches A spiral centurion might have one of the following glitches. Dulled Blades Its blade Strike deals only 2d10+5 bludgeoning damage. Misaligned Gears It loses Rev Up, and if it Strides more than once per round, it takes 1d10 damage. Stuck in a Rut It uses the same actions each round, regardless of the circumstances. ","skill_mod":{"athletics":23,"acrobatics":23},"summary":"These mechanical constructs were created to serve as guardians in an ancient and bygone era, although exactly who made them and the secrets of their …","image":["/Images/Monsters/SpiralCenturion.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":31,"level":11,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4563","intelligence":-5,"reflex_save":25,"strongest_save":["ref","reflex"],"dexterity":6,"hardness":10,"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Spiral Centurion","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25],"slug":"creature-4563"},{"primary_source_category":"Rulebooks","strength":1,"hp":15,"language":["Common","Fey","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":1,"perception":9,"trait":["Beast","Incorporeal","Spirit","Small"],"id":"creature-4564","text":" Cunning Guide Spirit guides of cunning are often seen as the weakest of the spirit guides, but they're also the most numerous and proactive, guiding families to safe paths or leaving food and water for warriors. Cunning guides often take the form of foxes. Recall Knowledge - Beast (Arcana, Nature): DC 15 Recall Knowledge - Spirit (Occultism): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Cunning Fox Source Monster Core 2 pg. 304 Perception +9; darkvision Languages Common, Fey; truespeech Skills Acrobatics +6, Deception +6, Stealth +8, Survival +5 Str +1 Dex +3 Con +0 Int +2 Wis +2 Cha +1 --- AC 16 Fort +5 Ref +8 Will +7 HP 15 Immunities bleed, disease, paralyzed, poison, precision Resistances all damage 2 (except force, ghost touch , or spirit; double resistance vs. non-magical) --- Speed 40 feet Melee Single Action horn +6 (Finesse, magical), Damage 1d8+1 force Melee Single Action jaws +6 (Agile, finesse, magical), Damage 1d4+1 force Primal Innate Spells DC 17 - Cantrips (1st) Guidance, Read Aura, Stabilize - 1st Cleanse Cuisine, Detect Poison - 3rd Wanderer’s Guide - Constant (5th) Truespeech Bond with Mortal Two Actions (Mental, primal) Frequency once per day; Effect The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 10, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies. This bond strengthens the spirit guide's connection to the Universe. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage. Bonded Strike Two Actions Requirements The spirit guide is currently Bonded with a Mortal; Effect The spirit guide makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target. ","skill_mod":{"deception":6,"survival":5,"stealth":8,"acrobatics":6},"image":["/Images/Monsters/SpiritGuide_Cunning.png"],"primary_source":"Monster Core 2","spell":["Wanderer’s Guide","Cleanse Cuisine","Detect Poison","Guidance","Read Aura","Stabilize","Truespeech"],"ac":16,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"lawful":2,"bludgeoning":2,"piercing":2,"precision":2,"cold_iron":2,"cold":2,"mental":2,"unholy":2,"good":2,"acid":2,"slashing":2,"vitality":2,"chaotic":2,"fire":2,"physical":2,"all":2,"area":2,"void":2,"holy":2,"poison":2,"sonic":2,"electricity":2,"bleed":2,"orichalcum":2,"silver":2,"evil":2,"splash":2},"intelligence":2,"reflex_save":8,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":5,"size":["Small"],"name":"Cunning Fox","pfs":"Standard","rarity":"common","strike_damage_average":[3,5],"attack_bonus":[6,6],"constitution":0,"immunity":["bleed","disease","paralyzed","poison","precision"],"creature_family":"Spirit Guide","will_save":7,"speed":{"max":40,"land":40},"wisdom":2,"weakness":{},"creature_ability":["Bond with Mortal","Bonded Strike"],"skill":["Acrobatics","Deception","Stealth","Survival"],"legacy_id":["creature-1319"],"tradition":["Primal"],"summary":"Spirit guides of cunning are often seen as the weakest of the spirit guides, but they're also the most numerous and proactive, guiding families to …","trait_group":["Creature Type","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4564","dexterity":3,"category":"creature","slug":"creature-4564"},{"primary_source_category":"Rulebooks","strength":7,"hp":160,"language":["Common","Fey","<%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2"],"type":"Creature","charisma":3,"perception":18,"trait":["Beast","Incorporeal","Spirit","Large"],"id":"creature-4565","text":" Strong Guide Born from spirits possessing the qualities of strength, endurance, and ferocity, these spirit guides act as martial guardians for mortals under their care. Most have a burning hatred for demons, devils, and other fiends who prey on mortal weaknesses. However, they also display care and consideration around mortal children, who in turn seem to instinctively recognize the beings as protectors. Strength takes many forms, some evident in their power—like the feathered bear—and some unassuming. Recall Knowledge - Beast (Arcana, Nature): DC 27 Recall Knowledge - Spirit (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Feathered Bear Source Monster Core 2 pg. 305 Perception +18; darkvision, scent (imprecise) 60 feet Languages Common, Fey; truespeech Skills Athletics +22, Intimidation +20, Survival +16 Str +7 Dex +2 Con +5 Int +0 Wis +2 Cha +3 --- AC 29 Fort +21 Ref +16 Will +18 HP 160 Immunities bleed, disease, paralyzed, poison, precision Resistances all damage 10 (except force, ghost touch , or spirit; double resistance vs. non-magical) Guardian's Aegis (aura, primal) 30 feet. All allies within 30 feet of the feathered bear gain a +1 status bonus to saves against magical effects. The bonus increases to +2 if the effect originated from a fiend. Avenging Claws Reaction Trigger A creature within 10 feet damages the feathered bear's ally with a melee attack; Effect The feathered bear immediately Steps toward the triggering attacker and makes a claws Strike. --- Speed 35 feet Melee Single Action jaws +21 (Magical), Damage 3d10+9 force Melee Single Action claw +21 (Agile, magical), Damage 3d6+9 force plus Grab Primal Innate Spells DC 27 - Cantrips (3rd) Know the Way - 3rd Environmental Endurance, Haste, Jump, Oaken Resilience - Constant (5th) Truespeech Bond with Mortal (Mental, primal) Frequency once per day; Effect The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 20, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies. This bond strengthens the spirit guide's connection to the Universe. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage. Bonded Strike Two Actions Requirements The spirit guide is currently Bonded with a Mortal; Effect The spirit guide makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target. Mauler The feathered bear gains a +4 circumstance bonus to damage rolls against creatures they've grabbed. ","skill_mod":{"survival":16,"athletics":22,"intimidation":20},"image":["/Images/Monsters/SpiritGuide_Strong.png"],"primary_source":"Monster Core 2","spell":["Environmental Endurance","Haste","Jump","Oaken Resilience","Know the Way","Truespeech"],"ac":29,"level":10,"spell_dc":[27],"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 60 feet","resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"vitality":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":21,"size":["Large"],"name":"Feathered Bear","pfs":"Standard","rarity":"common","strike_damage_average":[19,25],"attack_bonus":[21,21],"constitution":5,"immunity":["bleed","disease","paralyzed","poison","precision"],"creature_family":"Spirit Guide","will_save":18,"speed":{"max":35,"land":35},"wisdom":2,"weakness":{},"creature_ability":["Guardian's Aegis","Avenging Claws","Bond with Mortal","Bonded Strike","Mauler"],"skill":["Athletics","Intimidation","Survival"],"legacy_id":["creature-1320"],"tradition":["Primal"],"summary":"Born from spirits possessing the qualities of strength, endurance, and ferocity, these spirit guides act as martial guardians for mortals under their …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4565","dexterity":2,"category":"creature","slug":"creature-4565"},{"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":85,"immunity":["precision","swarm mind"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Sportlebore","will_save":13,"charisma":4,"speed":{"fly":35,"max":35,"land":35},"perception":13,"wisdom":2,"weakness":{"area":7},"creature_ability":["Pour Down Throat","Swarming Bites","Sportlebore Infestation"],"skill":["Acrobatics","Stealth"],"legacy_id":["creature-816"],"trait":["Animal","Swarm","Large"],"id":"creature-4566","text":" Sportlebore Swarm A swarm of sportlebores is a much more dangerous foe than a single insect. Recall Knowledge - Animal (Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Sportlebore Swarm Source Monster Core 2 pg. 306 Perception +13; low-light vision Languages Skills Acrobatics +17, Stealth +17 Str +2 Dex +6 Con +4 Int -4 Wis +2 Cha +4 --- AC 25 Fort +15 Ref +17 Will +13 HP 85 Immunities precision, swarm mind Resistances bludgeoning 3, piercing 7, slashing 7 Weaknesses area damage 7, splash damage 7 Pour Down Throat Reaction Trigger A creature in the sportlebore swarm's area speaks, Casts a Spell, or opens its mouth; Effect A portion of the sportlebore swarm attempts to surge down the throat of the triggering creature, who must attempt a DC 25 Fortitude save. Critical Success The creature is unaffected. Success The creature gets a mouthful of sportlebores. They spit the insects out and avoid further damage, but they can't speak for 1 round, and if they were performing a spellcasting action, the spell fails and the caster wastes the action. Failure The creature takes 4d6 piercing damage from sportlebore bites, can't speak for 1 round, and loses a spell as noted under success. Critical Failure As failure, but the creature is also exposed to sportlebore infestation. --- Speed 35 feet, fly 35 feet Swarming Bites Single Action Each creature in the sportlebore swarm's area takes 3d6 piercing damage (DC 25 basic Reflex save). Sportlebore Infestation (Disease) Saving Throw DC 22 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 enfeebled 1 (1 hour); Stage 3 enfeebled 2 (1 hour); Stage 4 4d6 bludgeoning damage (DC 25 basic Fortitude save) as the host painfully vomits out a sportlebore swarm and returns to stage 1 ","skill_mod":{"stealth":17,"acrobatics":17},"summary":"A swarm of sportlebores is a much more dangerous foe than a single insect.","image":["/Images/Monsters/Sportlebore.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":25,"level":7,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{"bludgeoning":3,"piercing":7,"slashing":7},"url":"/Monsters.aspx?ID=4566","intelligence":-4,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Low-light vision","fortitude_save":15,"size":["Large"],"name":"Sportlebore Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4566"},{"attack_bonus":[10,10,10],"constitution":0,"primary_source_category":"Rulebooks","strength":2,"hp":25,"language":["Common","Strix"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Strix","will_save":7,"charisma":0,"speed":{"fly":25,"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Strix Camaraderie","Strix Vengeance"],"skill":["Acrobatics","Nature","Survival"],"legacy_id":["creature-1328"],"trait":["Humanoid","Strix","Uncommon","Medium"],"id":"creature-4567","text":" Strix Kinmate Kinmates carry a strong bond for one another and excel at teamwork. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Strix Kinmate Source Monster Core 2 pg. 307 Perception +9; low-light vision Languages Common, Strix Skills Acrobatics +8, Nature +7, Survival +9 Str +2 Dex +4 Con +0 Int +0 Wis +3 Cha +0 Items Leather Armor, Shortbow (20 arrows), Shortsword --- AC 18 Fort +6 Ref +10 Will +7 HP 25 --- Speed 25 feet, fly 25 feet Melee Single Action shortsword +10 (Agile, finesse, versatile S), Damage 1d6+4 piercing Melee Single Action talon +10 (Agile, finesse), Damage 1d6+4 slashing Ranged Single Action shortbow +10 (deadly d10, range increment 60 feet), Damage 1d6+2 piercing Strix Camaraderie Strix kinmates are tightly bonded to one another, adept at teamwork and supporting each other's attacks. If an enemy is within reach of both the kinmate and one other strix, that enemy is off-guard to all strix. Strix Vengeance Free Action (Emotion, mental) Frequency once per 10 minutes; Trigger The kinmate or a strix ally they can see is damaged by an enemy's critical hit; Effect Until the end of their next turn, the kinmate gains a +1d6 status bonus to damage rolls on Strikes they make against the triggering enemy. ","skill_mod":{"nature":7,"survival":9,"acrobatics":8},"summary":"Kinmates carry a strong bond for one another and excel at teamwork.","image":["/Images/Monsters/Strix.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":18,"item":["Leather Armor","Shortbow (20 arrows)","Shortsword"],"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4567","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Strix Kinmate","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[5,7,7],"slug":"creature-4567"},{"attack_bonus":[21,21],"constitution":2,"primary_source_category":"Rulebooks","strength":3,"hp":120,"language":["Common","Strix"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Strix","will_save":15,"charisma":3,"speed":{"fly":30,"max":30,"land":25},"perception":19,"wisdom":2,"weakness":{},"creature_ability":["Aerial Feint","Dive Bomb","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Performance","Society","Stealth","Thievery"],"trait":["Humanoid","Strix","Uncommon","Medium"],"id":"creature-4568","text":" Strix Aerialist Strix aerialists are talented acrobats. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Strix Aerialist Source Monster Core 2 pg. 307 Perception +19; low-light vision Languages Common, Strix Skills Acrobatics +22, Athletics +20, Deception +18, Performance +20, Society +16, Stealth +20, Thievery +18 Str +3 Dex +5 Con +2 Int +1 Wis +2 Cha +3 Items +1 striking dagger (2), +1 leather armor --- AC 28 Fort +18 Ref +21 Will +15 HP 120 --- Speed 25 feet, fly 30 feet Melee Single Action dagger +21 (Agile, finesse, magical, versatile S), Damage 2d4+7 piercing Ranged Single Action dagger +21 (Agile, magical, thrown 10 feet, versatile S), Damage 2d4+7 piercing Aerial Feint Single Action (Mental) The aerialist chooses a creature within 20 feet and attempts an Acrobatics check against the target's Perception DC. On a success, the target is off-guard against the aerialist's Strikes for 1 round. Dive Bomb Two Actions The strix aerialist Flies up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a melee Strike. Sneak Attack The strix aerialist's Strikes deal an additional 2d6 precision damage to off-guard creatures. ","skill_mod":{"society":16,"performance":20,"deception":18,"thievery":18,"stealth":20,"athletics":20,"acrobatics":22},"summary":"Strix aerialists are talented acrobats.","image":["/Images/Monsters/Strix_Aerialist.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster","Ancestry","Rarity"],"ac":28,"item":["+1 striking dagger (2)","+1 leather armor"],"level":9,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4568","intelligence":1,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Low-light vision","fortitude_save":18,"size":["Medium"],"name":"Strix Aerialist","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12,12],"slug":"creature-4568"},{"primary_source_category":"Rulebooks","strength":4,"hp":80,"language":["Aklo","Cyclops","Jotun","Petran"],"source":["Monster Core 2"],"type":"Creature","charisma":2,"perception":17,"trait":["Earth","Fey","Uncommon","Medium"],"id":"creature-4569","text":" Stygira These scarred, eyeless creatures appear as withered hermits wrapped in tattered rags. They can command strange secrets of the earth and interpret the fateful energies of the subterranean depths. In some regions, stygiras are worshipped as seers or even gods, although they lack the ability to grant spells to clerics and often aren't aware of their worshippers at all. In other areas, they have strange ties to the ancient empires of the cyclopes, frequently dwelling in the oversized ruins those creatures left behind long ago. To many stygiras, gemstones harvested from ancient cyclopean mosaics have even greater magical properties than other crystals. Although technically blind, stygiras do have vestigial eyes hidden beneath the stony, scarred flesh of their faces. Capable of sensing bright lights even through their scars, stygiras are sickened and distracted by these flashing glimpses, so they keep to their caves during the day and only wander into the world above after nightfall. Far from benevolent, stygiras often waylay unwary travelers so they can reduce their victims down to the base chemicals and supernatural humors required to infuse their gemstones with the capacity to give them sight and magical power. Recall Knowledge - Fey (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Stygira Source Monster Core 2 pg. 308 Perception +17; gemsight Languages Aklo, Cyclops, Jotun, Petran Skills Athletics +15, Deception +15, Gem Lore +17, Nature +17, Occultism +17 Str +4 Dex +4 Con +5 Int +4 Wis +6 Cha +2 Gemsight As long as the stygira holds a gemstone, they can see through the gem with darkvision and the effects of truesight . A stygira is blind when they aren't holding a gem in a hand. Items gemstone (worth 25 gp) --- AC 25 Fort +15 Ref +13 Will +19 +1 status to all saves vs. magic HP 80 Immunities paralyzed, petrified, visual Resistances physical 10 (except adamantine) Light Sickness A stygira in an area of bright light is sickened 1. --- Speed 25 feet Melee Single Action claw +17 (Agile), Damage 2d6+10 slashing plus stone curse Occult Innate Spells DC 25 - Cantrips (4th) Know the Way, Read Aura - 2nd Augury - 3rd Clairaudience, Earthbind - 4th Clairvoyance, Read Omens, Shape Stone Gem Gaze Single Action (Emotion, fear, mental, primal) The stygira holds aloft a gem and gazes into the mind of a creature within 30 feet, infusing the creature's thoughts with visions of its own dead body slowly petrifying. The creature must succeed at a DC 25 Will save or become frightened 1 (frightened 2 on a critical failure). Stone Curse (Curse, primal) Wounds dealt by the stygira's claws leave the flesh bleached of color and turn the blood that runs from them dark gray. Each time a creature is damaged by the stygira's claw Strike, it must succeed at a DC 25 Fortitude save or become permanently slowed 1 (slowed 2 on a critical failure) as its flesh stiffens like stone. If a creature is reduced to 0 Hit Points from the stygira's claw Strike and fails the saving throw against stone curse, it's petrified. A creature that spends 8 hours in direct sunlight can attempt a new saving throw to remove the effects of stone curse, even if it has been petrified. Stygira Gems The gem a stygira carries doesn't need to be particularly valuable, but some stygiras prefer to use more expensive gems as an affectation. More powerful stygiras have developed methods of using particularly expensive gems to enhance their Gem Gaze ability, allowing some to charm those they gaze upon, light their enemies on fire, or even afflict creatures with debilitating poison. ","element":["Earth"],"skill_mod":{"deception":15,"nature":17,"athletics":15,"occultism":17},"image":["/Images/Monsters/Stygira.png"],"primary_source":"Monster Core 2","spell":["Clairvoyance","Read Omens","Shape Stone","Clairaudience","Earthbind","Augury","Know the Way","Read Aura"],"ac":25,"item":["gemstone (worth 25 gp)"],"level":7,"spell_dc":[25],"source_category":["Rulebooks"],"sense":"gemsight","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":4,"reflex_save":13,"strongest_save":["will"],"fortitude_save":15,"size":["Medium"],"name":"Stygira","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17],"attack_bonus":[17],"constitution":5,"immunity":["paralyzed","petrified","visual"],"will_save":19,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Gemsight","Light Sickness","Gem Gaze","Stone Curse"],"skill":["Athletics","Deception","Gem Lore","Nature","Occultism"],"legacy_id":["creature-821"],"tradition":["Occult"],"summary":"These scarred, eyeless creatures appear as withered hermits wrapped in tattered rags. They can command strange secrets of the earth and interpret the …","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4569","dexterity":4,"category":"creature","slug":"creature-4569"},{"attack_bonus":[33,33,33],"constitution":3,"primary_source_category":"Rulebooks","strength":8,"hp":290,"language":["Aklo","Necril"],"immunity":["death effects","drained"],"source":["Monster Core 2"],"type":"Creature","will_save":27,"charisma":4,"speed":{"max":50,"land":50},"perception":29,"wisdom":5,"weakness":{},"creature_ability":["Hunter's Triumph","Reactive Strike","Claim Trophy","Huntblade Brutality","Whip Drain"],"skill":["Athletics","Intimidation","Stealth","Survival"],"legacy_id":["creature-1329"],"trait":["Humanoid","Unholy","Void","Large","Negative"],"id":"creature-4570","text":" Sumbreiva Sumbreivas are the Void's unstoppable hunters, tracking down and destroying other creatures on their plane for sport and practice. Occasionally, they pass through a rift or are brought to the Universe via a binding circle, where they collect living souls to display as trophies. Sumbreivas gather at Night Lodges, where they train and display their soul trophies, which appear as floating wisps of blue energy. The more formidable the soul, the more intense the blue glow that emanates from it. Sumbreivas in lodges periodically raid the Universe on a Night Hunt and compete to see who can bring back the most brilliant soul trophies. The winner of the Night Hunt leads the lodge until the next hunt. Night Lodges are ranked against each other by the accomplishments of the hunters within. All sumbreivas desire to capture a soul powerful enough to earn them placement in the Twilight Lodge, reserved for the truly elite souls and hunters. Recall Knowledge - Humanoid (Society): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Sumbreiva Source Monster Core 2 pg. 309 Perception +29; greater darkvision, scent (imprecise) 30 feet Languages Aklo, Necril Skills Athletics +28, Intimidation +30, Stealth +35, Survival +29 Str +8 Dex +9 Con +3 Int +6 Wis +5 Cha +4 --- AC 39 Fort +25 Ref +33 Will +27 HP 290 (void healing) Immunities death effects, drained Hunter's Triumph Reaction (auditory, emotion, fear, mental) Trigger The sumbreiva kills a creature; Effect The sumbreiva lets out a triumphant, bone-chilling howl. Every enemy in a 30-foot emanation must succeed at a DC 36 Will save or become frightened 3 (and fleeing as long as it's frightened on a critical failure). Reactive Strike Reaction --- Speed 50 feet Melee Single Action sumbreiva huntblade +33 (Agile, death, finesse, magical, versatile S), Damage 3d8+16 piercing plus huntblade brutality Melee Single Action shadow whip +33 (Agile, death, disarm, finesse, magical, reach 10 feet, trip), Damage 3d4+16 bludgeoning plus Improved Grab Ranged Single Action sumbreiva huntblade +33 (Agile, death, magical, thrown 30 feet, versatile S), Damage 3d8+16 piercing plus huntblade brutality Arcane Innate Spells DC 36 - 4th Darkness, Earthbind Claim Trophy Single Action The sumbreiva claims the soul of a creature they killed within the last minute. This works like seize soul, except that no black sapphire is required, and the soul is turned into a glowing blue light called a soul trophy. Anyone who kills the sumbreiva can then free the soul from any soul trophy by touching it and speaking the word for “freedom” in any language. Huntblade Brutality The sumbreiva's huntblade deals an additional 2d8 precision damage to drained, frightened, or off-guard creatures. Whip Drain Single Action (Arcane, death) Requirements The sumbreiva has a creature grabbed with their shadow whip; Effect The grabbed creature must succeed at a DC 38 Fortitude save or become drained 2 (drained 3 on a critical failure). If the creature is already drained, this increases its drained value instead, to a maximum of drained 4. Superior Sumbreivas As sumbreiva hunters attain souls, they grow in power and physically transform. They might increase in stature, grow more limbs or great leathery wings, or form advanced armaments suited to their personalities and hunting methods. These outward manifestations make it easy for other sumbreivas to distinguish superior warriors from the less masterful hunters. The greatest sumbreivas are said to be inexorable giants suited for hunting only kaiju, demigods, and the spawn of Rovagug. ","tradition":["Arcane"],"skill_mod":{"survival":29,"stealth":35,"athletics":28,"intimidation":30},"summary":"Sumbreivas are the Void's unstoppable hunters, tracking down and destroying other creatures on their plane for sport and practice. Occasionally, they …","image":["/Images/Monsters/Sumbrevia.png"],"primary_source":"Monster Core 2","spell":["Darkness","Earthbind"],"trait_group":["Creature Type","Mechanics","Energy","Planar"],"ac":39,"level":16,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" greater darkvision , scent (imprecise) 30 feet","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4570","intelligence":6,"reflex_save":33,"strongest_save":["ref","reflex"],"dexterity":9,"vision":"Greater darkvision","fortitude_save":25,"size":["Large"],"name":"Sumbreiva","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[23,29,29],"slug":"creature-4570"},{"attack_bonus":[19,19,19,20],"constitution":6,"primary_source_category":"Rulebooks","strength":5,"hp":130,"language":["Aklo","Common"],"immunity":["precision","swarm mind"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Swarm Strider","will_save":13,"charisma":3,"speed":{"max":30,"land":30},"perception":17,"wisdom":3,"weakness":{"area":10},"creature_ability":["Agitated by Light","Discorporate","Scatter","Clinging Remnants","Draw Bugs","Swarm Shape"],"skill":["Acrobatics","Athletics","Intimidation","Stealth"],"trait":["Aberration","Swarm","Uncommon","Medium"],"id":"creature-4571","text":" Skittering Slayer When a warrior's last thoughts are of bloodlust, their body can become so suffused with rage that it infects whatever eats their corpse. This singular emotion binds together the resultant swarm, combining the insects' will to survive with a berserker's deathless rage, creating an indomitable combatant. Often made of roaches or similarly tenacious insects, skittering slayers rarely develop long-term plans, instead scuttling about in search of dark refuges and passionate fights. These swarm striders tend to avoid transforming into their swarm shape, preferring to face their foes directly whenever possible. Recall Knowledge - Aberration (Occultism): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Skittering Slayer Source Monster Core 2 pg. 311 Perception +17; darkvision, tremorsense (imprecise) 30 feet Languages Aklo, Common Skills Acrobatics +16, Athletics +17, Intimidation +15, Stealth +16 Str +5 Dex +4 Con +6 Int +0 Wis +3 Cha +3 Items Chain Mail, +1 striking flail , Light Hammer (3) --- AC 26 all-around vision Fort +18 Ref +16 Will +13 HP 130 Immunities precision, swarm mind Resistances physical 5, poison 5 Weaknesses area damage 10, splash damage 10 Agitated by Light When exposed to bright light, the skittering slayer must attempt a DC 25 Will save. On a failure, they become frightened 1 (frightened 2 on a critical failure). The skittering slayer then becomes immune to being agitated by light for 10 minutes. Discorporate When the skittering slayer is reduced to 0 HP, their constituent creatures collapse, scattering on the ground under their space and each adjacent square. If even one of the creatures gets away, the skittering slayer can eventually re-form over 1d10 days (potentially longer in areas where there are few invertebrates). The scattered invertebrates must be destroyed within 1 round to destroy the skittering slayer permanently. The invertebrates have a collective pool of HP, typically equal to 32 HP, and the same AC, saves, immunities, resistances, and weaknesses as the skittering slayer. The invertebrates can't take actions but they escape automatically once the round elapses. At the GM's discretion, clever means of trapping or eliminating the creatures might be sufficient to destroy the skittering slayer. Scatter Reaction Trigger The skittering slayer is targeted by a splash attack or would attempt a Reflex save against an area effect; Effect The skittering slayer scatters in place, gaining a +2 circumstance bonus to AC and Reflex saves against the triggering effect. --- Speed 30 feet Melee Single Action flail +20 (Disarm, reach 10 feet, sweep, trip), Damage 2d6+11 bludgeoning plus clinging remnants Melee Single Action light hammer +19 (Agile, reach 10 feet), Damage 1d6+11 bludgeoning plus clinging remnants Melee Single Action fist +19 (Agile, finesse, nonlethal, reach 10 feet, unarmed), Damage 1d4+11 bludgeoning plus clinging remnants Ranged Single Action light hammer +19 (Agile, thrown 20 feet), Damage 1d6+11 bludgeoning plus clinging remnants Clinging Remnants A skittering slayer's melee Strikes and ranged Strikes made against targets within their weapon's first range increment deposit biting vermin on the target, dealing 2d4 persistent piercing damage. Draw Bugs Single Action (Healing) The skittering slayer draws more arthropods from the environment around them to reconstitute some of their damaged body. They regain 10 HP. At the GM's discretion, the skittering slayer doesn't recover HP in areas where there aren't enough arthropods to call to themselves. Swarm Shape Single Action (Concentrate) The skittering slayer collapses into a shapeless swarm of their constituent creatures. They drops all items in their possession. In this form, the skittering slayer can't use attack actions and can't cast spells, but they can move through areas small enough for their constituent creatures to fit without having to Squeeze. They can use the same action to coalesce from their swarm shape back into their normal form. ","skill_mod":{"stealth":16,"athletics":17,"intimidation":15,"acrobatics":16},"summary":"When a warrior's last thoughts are of bloodlust, their body can become so suffused with rage that it infects whatever eats their corpse. This …","image":["/Images/Monsters/Skittering_Swarm.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster","Rarity"],"ac":26,"item":["Chain Mail","+1 striking flail","Light Hammer (3)"],"level":8,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 30 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"poison":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=4571","intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":18,"size":["Medium"],"name":"Skittering Slayer","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[13,14,14,18],"slug":"creature-4571"},{"primary_source_category":"Rulebooks","strength":5,"hp":160,"language":["Aklo","Chthonian","Common","Empyrean"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":23,"trait":["Aberration","Swarm","Uncommon","Unholy","Medium"],"id":"creature-4572","text":" Worm Prophet Even though they believe they'll dwell with their deity in the afterlife, when nearing death, some priests desperately call out to any gods willing to listen. The worms that consume such an ex-priest's flesh absorb these prayers, transforming into a worm prophet, a pious swarm strider that might worship hundreds of gods without calling any one its patron, perhaps collecting dozens of religious symbols or haphazardly tearing pages out of various religious texts and binding them into a contradictory new scripture. These creatures often lose whatever edicts and anathema bound them in life and instead hungrily seek to convert others to their hodgepodge faith—or “indoctrinate” victims by consuming those who won't join willingly. Worm prophets don't typically have reservations with entering their swarm form whenever they see fit. Recall Knowledge - Aberration (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Worm Prophet Source Monster Core 2 pg. 312 Perception +23; darkvision, tremorsense (imprecise) 30 feet Languages Aklo, Chthonian, Common, Empyrean Skills Acrobatics +20, Diplomacy +22, Intimidation +24, Performance +22, Religion +25, Stealth +22 Str +5 Dex +2 Con +4 Int +3 Wis +7 Cha +6 Items silver religious symbol (10), +1 striking warhammer --- AC 32 all-around vision Fort +20 Ref +20 Will +25 HP 160 Immunities precision, swarm mind, unconscious Resistances physical 10, poison 10, spirit 10 Weaknesses area damage 10, splash damage 10 Discorporate When the worm prophet is reduced to 0 HP, their constituent creatures collapse, scattering on the ground under their space and each adjacent square. If even one of the creatures gets away, the worm prophet can eventually re-form over 1d10 days (potentially longer in areas where there are few invertebrates). The scattered invertebrates must be destroyed within 1 round to destroy the worm prophet permanently. The invertebrates have a collective pool of HP, typically equal to 40 HP, and the same AC, saves, immunities, resistances, and weaknesses as the worm prophet. The invertebrates can't take actions but they escape automatically once the round elapses. At the GM's discretion, clever means of trapping or eliminating the creatures might be sufficient to destroy the worm prophet. --- Speed 25 feet, burrow 15 feet Melee Single Action warhammer +24 (Shove), Damage 2d8+11 bludgeoning plus clinging remnants Melee Single Action fist +24 (Agile, finesse, nonlethal, unarmed), Damage 1d4+1 bludgeoning plus clinging remnants Divine Prepared Spells DC 33, attack +25 - Cantrips (6th) Daze, Detect Magic, Divine Lance, Message, Shield - 4th Divine Wrath, Fly, Talking Corpse - 5th Crisis of Faith, Heal, Spiritual Guardian - 6th Blessed Boundary, Dispel Magic, Vampiric Exsanguination A Thousand Mouths in Prayer Single Action (Divine, healing) The worm prophet's constituent creatures whisper countless paeans to their gods. The worm prophet attempts to counteract (counteract modifier +24, counteract rank 6) an effect on a creature within 30 feet that's imposing one of the following conditions: blinded, clumsy, dazzled, deafened, enfeebled, frightened, persistent damage, sickened, slowed, or stupefied. Once the worm prophet successfully counteracts an effect in this way, it can't do so again for 1d4 rounds. Clinging Remnants A worm prophet's melee Strikes and ranged Strikes made against targets within their weapon's first range increment deposit biting vermin on the target, dealing 3d4 persistent piercing damage. Draw Bugs Single Action (Healing) The worm prophet draws more arthropods from the environment around them to reconstitute some of their damaged body. They regain 15 HP. At the GM's discretion, the skittering slayer doesn't recover HP in areas where there aren't enough arthropods to call to themselves. Squirming Embrace Single Action The worm prophet Strides. If they end their movement sharing a space with a creature, they deal 4d6 piercing damage to the creature, with a DC 32 basic Reflex save. The worm prophet can Burrow instead of Striding. Swarm Shape Single Action (Concentrate) The worm prophet collapses into a shapeless swarm of their constituent creatures. They drops all items in their possession. In this form, the worm prophet can't use attack actions and can't cast spells, but they can move through areas small enough for their constituent creatures to fit without having to Squeeze. They can use the same action to coalesce from their swarm shape back into their normal form. ","skill_mod":{"diplomacy":22,"performance":22,"stealth":22,"intimidation":24,"acrobatics":20,"religion":25},"image":["/Images/Monsters/Worm_Prophet_MC2.webp"],"primary_source":"Monster Core 2","spell":["Blessed Boundary","Dispel Magic","Vampiric Exsanguination","Crisis of Faith","Heal","Spiritual Guardian","Divine Wrath","Fly","Talking Corpse","Daze","Detect Magic","Divine Lance","Message","Shield"],"ac":32,"item":["silver religious symbol (10)","+1 striking warhammer"],"level":12,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 30 feet","resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"spirit":10,"physical":10},"intelligence":3,"reflex_save":20,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"size":["Medium"],"name":"Worm Prophet","pfs":"Standard","rarity":"uncommon","strike_damage_average":[3,20],"attack_bonus":[24,24],"constitution":4,"immunity":["precision","swarm mind","unconscious"],"creature_family":"Swarm Strider","spell_attack_bonus":[25],"will_save":25,"speed":{"max":25,"land":25,"burrow":15},"wisdom":7,"weakness":{"area":10},"creature_ability":["Discorporate","A Thousand Mouths in Prayer","Clinging Remnants","Draw Bugs","Squirming Embrace","Swarm Shape"],"skill":["Acrobatics","Diplomacy","Intimidation","Performance","Religion","Stealth"],"tradition":["Divine"],"summary":"Even though they believe they'll dwell with their deity in the afterlife, when nearing death, some priests desperately call out to any gods willing …","trait_group":["Creature Type","Monster","Rarity","Mechanics"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=4572","dexterity":2,"category":"creature","slug":"creature-4572"},{"primary_source_category":"Rulebooks","strength":4,"hp":220,"language":["Aklo","Common","Sakvroth","Shadowtongue"],"source":["Monster Core 2"],"type":"Creature","charisma":4,"perception":29,"trait":["Aberration","Swarm","Uncommon","Medium"],"id":"creature-4573","text":" Thousand Thieves Good help is hard to find. For a master thief unable to find competent accomplices, sometimes the only way to execute the perfect heist involves becoming an entire guild of tiny creatures. Those who purposefully transform in this way favor scuttling creatures such as centipedes or spiders. On occasion, a thousand thieves instead forms when a community of pack rats discovers a dead scoundrel's body and fights over his ill-gotten gains. These swarm striders make use of their swarm form to enter homes, vaults, and other targets with ease. Recall Knowledge - Aberration (Occultism): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Thousand Thieves Source Monster Core 2 pg. 313 Perception +29; darkvision, tremorsense (imprecise) 30 feet Languages Aklo, Common, Sakvroth, Shadowtongue Skills Acrobatics +30, Deception +28, Occultism +26, Society +28, Stealth +32, Thievery +32, Underworld Lore +30 Str +4 Dex +8 Con +7 Int +6 Wis +5 Cha +4 Items +2 greater striking dagger , sterling thieves' toolkit --- AC 40 all-around vision Fort +25 Ref +31 Will +27 HP 220 Immunities precision, swarm mind Resistances physical 15, poison 15 Weaknesses area damage 15, splash damage 15 Discorporate When the thousand thieves is reduced to 0 HP, their constituent creatures collapse, scattering on the ground under their space and each adjacent square. If even one of the creatures gets away, the thousand thieves can eventually re-form over 1d10 days (potentially longer in areas where there are few invertebrates). The scattered invertebrates must be destroyed within 1 round to destroy the thousand thieves permanently. The invertebrates have a collective pool of HP, typically equal to 55 HP, and the same AC, saves, immunities, resistances, and weaknesses as the thousand thieves. The invertebrates can't take actions but they escape automatically once the round elapses. At the GM's discretion, clever means of trapping or eliminating the creatures might be sufficient to destroy the thousand thieves. --- Speed 35 feet, climb 30 feet Melee Single Action dagger +32 (Agile, finesse, versatile S), Damage 3d4+10 piercing plus clinging remnants and liquid delirium Melee Single Action fist +32 (Agile, finesse, nonlethal, unarmed), Damage 1d4+10 bludgeoning plus clinging remnants and liquid delirium Ranged Single Action dagger +32 (Agile, thrown 10 feet, versatile S), Damage 3d4+10 piercing plus clinging remnants and liquid delirium Ranged Single Action vermin dart +30 (range increment 40 feet), Damage 3d8+10 piercing plus clinging remnants and liquid delirium Occult Innate Spells DC 37 - Cantrips (6th) Detect Magic, Know the Way, Read Aura, Telekinetic Hand - 3rd Illusory Disguise (at will) - 6th Detect Scrying, Invisibility, Knock Clinging Remnants A thousand thieves's melee Strikes and ranged Strikes made against targets within their weapon's first range increment deposit biting vermin on the target, dealing 4d4 persistent piercing damage. Draw Bugs Single Action (Healing) The thousand thieves draws more arthropods from the environment around them to reconstitute some of their damaged body. They regain 20 HP. At the GM's discretion, the thousand thieves doesn't recover HP in areas where there aren't enough arthropods to call to themselves. Liquid Delirium (Poison) Saving Throw DC 37 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison and stupefied 1 (1 round); Stage 2 4d6 poison and stupefied 2 (1 round); Stage 3 4d6 poison, stupefied 2, and fascinated by a random object (1 round); Stage 4 unconscious with no Perception check to wake up (1 round) Scuttling Shift Two Actions The thousand thieves reverts to a swarm using Swarm Getaway, Sneaks up to their Speed, coalesces into their normal form, and Hides. This movement doesn't trigger reactions. Sneak Attack The thousand thieves deals an additional 3d6 precision damage to off-guard creatures. Squirming Injection Single Action The thousand thieves Strides. If they end their movement sharing a space with a creature, they deal dealing 6d6 piercing damage (DC 37 basic Reflex save) and exposing the target to liquid delirium. The thousand thieves can Climb instead of Striding. Swarm Getaway Single Action (Concentrate) The thousand thieves collapses into a shapeless swarm of their constituent creatures. They drops all items in their possession but up to 3 Bulk of held, worn, or carried objects. In this form, the thousand thieves can't use attack actions and can't cast spells, but they can move through areas small enough for their constituent creatures to fit without having to Squeeze. As the swarm moves, the thousand thieves carries their objects if they can fit through the spaces the swarm moves through. The thousand thieves automatically dons any of the objects they desire when they reform. If the thousand thieves is hidden, Swarm Getaway doesn't reveal their location. They can use the same action to coalesce from their swarm shape back into their normal form. ","skill_mod":{"society":28,"deception":28,"thievery":32,"stealth":32,"occultism":26,"acrobatics":30},"image":["/Images/Monsters/Thousand_Thieves.webp"],"primary_source":"Monster Core 2","spell":["Detect Scrying","Invisibility","Knock","Illusory Disguise","Detect Magic","Know the Way","Read Aura","Telekinetic Hand"],"ac":40,"item":["+2 greater striking dagger","sterling thieves' toolkit"],"level":16,"spell_dc":[37],"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 30 feet","resistance":{"bludgeoning":15,"poison":15,"piercing":15,"slashing":15,"physical":15},"intelligence":6,"reflex_save":31,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":25,"size":["Medium"],"name":"Thousand Thieves","pfs":"Standard","rarity":"uncommon","strike_damage_average":[12,17,17,23],"attack_bonus":[30,32,32,32],"constitution":7,"immunity":["precision","swarm mind"],"creature_family":"Swarm Strider","will_save":27,"speed":{"climb":30,"max":35,"land":35},"wisdom":5,"weakness":{"area":15},"creature_ability":["Discorporate","Clinging Remnants","Draw Bugs","Liquid Delirium","Scuttling Shift","Sneak Attack","Squirming Injection","Swarm Getaway"],"skill":["Acrobatics","Deception","Occultism","Society","Stealth","Thievery","Underworld Lore"],"tradition":["Occult"],"summary":"Good help is hard to find. For a master thief unable to find competent accomplices, sometimes the only way to execute the perfect heist involves …","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4573","dexterity":8,"category":"creature","slug":"creature-4573"},{"attack_bonus":[23,23,23],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":245,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","will_save":14,"charisma":-5,"speed":{"max":20,"land":20},"perception":20,"wisdom":2,"weakness":{},"creature_ability":["Central Weapon","Reactive Strike","Echoblade Flurry","Project Echoblade","Colossal Echo","Raise Guard"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-1330"],"trait":["Construct","Mindless","Uncommon","Large"],"id":"creature-4574","text":" Swordkeeper Collectors who want to guard their magical arsenals procure or build swordkeepers. These multi-armed constructs are equal parts display case and security system, each holding a single weapon within its body and projecting copies of the weapon it stores to deter would-be thieves. Recall Knowledge - Construct (Arcana, Crafting): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Swordkeeper Source Monster Core 2 pg. 314 Perception +20 Languages Skills Acrobatics +21, Athletics +23 Str +7 Dex +5 Con +5 Int -5 Wis +2 Cha -5 Central Weapon A swordkeeper's torso houses a single weapon of a level no higher than the swordkeeper. While the swordkeeper is operational, the chamber requires four successful DC 32 Thievery checks to Disable a Device to open; on a critical failure, magical backlash deals 6d6 force damage (DC 30 basic Reflex save) to the creature attempting the check. If the swordkeeper is grabbed, immobilized, prone, or stunned, both DCs are reduced by 2. If the weapon is removed, the swordkeeper's echoblades vanish. Items +1 striking vitalizing longsword --- AC 29 (31 with guard raised) Fort +21 Ref +19 Will +14 HP 245 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Reactive Strike Reaction --- Speed 20 feet Melee Single Action echoblade +23 (Magical, reach 10 feet, versatile P), Damage 2d8+13 slashing plus 1d8 force Melee Single Action fist +23 (Agile, reach 10 feet), Damage 2d8+13 bludgeoning Ranged Single Action echoblade +23 (Agile, magical, thrown 30 feet), Damage 2d8+13 slashing plus 1d8 force Echoblade Flurry Single Action Frequency once per round; Effect The swordkeeper makes two melee echoblade Strikes. If both Strikes hit the same creature, combine their damage for the purpose of resistances and weakness. Apply the swordkeeper's multiple attack penalty normally. Project Echoblade Free Action Requirements The swordkeeper has a central weapon; Effect The swordkeeper projects an echoblade—a force copy of its central weapon that deals an additional 1d8 force damage and gains thrown 30 feet. Echoblades inherit the weapon damage dice, weapon traits, and runes of the central weapon but no other abilities or activations. The swordkeeper gains access to their critical specialization effects. The swordkeeper can have up to four echoblades at once; unattended echoblades vanish at the end of the swordkeeper's turn. Colossal Echo Two Actions (Force) Requirements The swordkeeper has a central weapon; Effect The swordkeeper projects a massive echoblade held in all four hands, dealing 9d8 force damage to all creatures in a 30-foot line (DC 30 basic Reflex save). It can't use Colossal Echo again for 1d4 rounds. Raise Guard Single Action Effect The swordkeeper raises an echoblade to protect itself, gaining a +2 circumstance bonus to AC until the start of its next turn. Treasure Guardians While the sample swordkeeper awards treasure based on its level, you can use a swordkeeper to provide PCs with a powerful or significant weapon— particularly an artifact or relic. To create a swordkeeper with a different weapon, replace the versatile P trait from its echoblade Strikes with those of the new weapon, change the weapon damage dice to match, and apply any runes. Unless you want to significantly change the swordkeeper's level, you should also adjust the Strike damage to make sure it isn't too high or too low. ","skill_mod":{"athletics":23,"acrobatics":21},"summary":"Collectors who want to guard their magical arsenals procure or build swordkeepers. These multi-armed constructs are equal parts display case and …","image":["/Images/Monsters/Swordkeeper.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster","Rarity"],"ac":29,"item":["+1 striking vitalizing longsword"],"level":10,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4574","intelligence":-5,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"fortitude_save":21,"size":["Large"],"name":"Swordkeeper","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[22,26,26],"slug":"creature-4574"},{"attack_bonus":[7,8],"constitution":2,"primary_source_category":"Rulebooks","strength":2,"hp":21,"language":["Common","Tanuki"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Tanuki","will_save":2,"charisma":3,"speed":{"max":25,"land":25},"perception":4,"wisdom":-1,"weakness":{},"creature_ability":["Tactical Retreat","Change Shape","Tricky Throw"],"skill":["Athletics","Diplomacy","Legal Lore","Stealth"],"trait":["Humanoid","Tanuki","Uncommon","Small"],"id":"creature-4575","text":" Tanuki Village Hero A tanuki village hero is a firefighter, monster slayer, peacekeeper, and altruist. Village heroes are elected by community vote; while the village hero sometimes grumbles that it's a lot of responsibility for a single tanuki to bear, the community insists there's no higher honor than to be trusted with their well-being. Recall Knowledge - Humanoid (Society): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Tanuki Village Hero Source Monster Core 2 pg. 315 Perception +4 Languages Common, Tanuki Skills Athletics +5, Diplomacy +6, Legal Lore +3, Stealth +6 Str +2 Dex +3 Con +2 Int +0 Wis -1 Cha +3 Items Dart (10), Kama, studded leather --- AC 16 Fort +7 Ref +8 Will +2 HP 21 Tactical Retreat Reaction (emotion, fear, mental) Trigger The tanuki takes damage; Effect The tanuki runs to a better tactical position. The tanuki gains the fleeing condition until the beginning of their next turn and Strides. --- Speed 25 feet Melee Single Action kama +7 (Agile, trip), Damage 1d6+2 slashing Ranged Single Action dart +8 (Agile, range increment 20 feet, thrown), Damage 1d4+2 piercing Change Shape Single Action (Concentrate, polymorph, primal) The tanuki takes on the form of a mundane raccoon dog. This makes them Tiny and gives them a +2 status bonus to their Stealth modifier, but they can't make Strikes. Tricky Throw Two Actions (Polymorph) The tanuki winds up and puts their everything into a throw. They make a dart Strike at one enemy within 40 feet. If the Strike is unsuccessful, the tanuki falls prone. If the Strike is successful, they really did put everything into the throw, having transformed into the dart the moment they threw it. The tanuki disappears from the space they threw from, appears in a space adjacent to the enemy and makes a kama Strike against said enemy, who's off-guard to the attack. ","skill_mod":{"diplomacy":6,"stealth":6,"athletics":5},"summary":"A tanuki village hero is a firefighter, monster slayer, peacekeeper, and altruist. Village heroes are elected by community vote; while the village …","image":["/Images/Monsters/Tanuki_Hero.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Ancestry","Rarity"],"ac":16,"item":["Dart (10)","Kama","studded leather"],"level":1,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4575","intelligence":0,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":7,"size":["Small"],"name":"Tanuki Village Hero","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[4,5],"slug":"creature-4575"},{"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":30,"language":["Draconic"],"immunity":["paralyzed","sleep"],"source":["Monster Core 2"],"type":"Creature","will_save":8,"charisma":0,"speed":{"climb":30,"max":30,"land":30},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Natural Camouflage","Poison Gasp"],"skill":["Acrobatics","Athletics","Crafting","Intimidation","Stealth"],"legacy_id":["creature-822"],"trait":["Dragon","Medium"],"id":"creature-4576","text":" Tatzlwyrm Tatzlwyrms resemble human-sized snakes with two arms and a dragon's head. Distant relatives of dragons, tatzlwyrms possess only a meager level of intelligence. They can speak Draconic (with a thick, hissing accent), but their ability to reason is limited, and they can't use magic. They do possess a level of cunning, however, and some have been known to build rudimentary traps and even lairs. They aren't treasure hoarders, though, so adventurers shouldn't expect to find a tatzlwyrm sitting atop a bed of coins. Some tatzlwyrms have managed to forge working relationships with dragons, though it's a rare occurrence. From time to time, dragons have used them as messengers (because they can speak their language, however crudely), scouts (due to their smaller size), guides (when they're familiar with a particular mountain), and even muscle (harassing foes not worthy of a dragon's direct attention). Tatzlwyrms hibernate in cold weather, and when they feel winter approaching, they seek out underground lairs, mountain crevices, or even hay lofts. On one notable occasion, villagers reported being briefly overrun by tatzlwyrms after a conflict between spellcasters in the nearby hills caused a sudden blizzard. Local scholars still debate whether the cause of the influx stemmed from the sudden change in weather or if the creatures were drawn to one of the other magic users staying in town who were part of the same pilgrimage as those doing battle. When confronted, tatzlwyrms are more likely to attack than retreat. Indeed, they sometimes lie in wait on purpose, taking advantage of their scales' natural camouflage and awaiting the chance to unleash their signature move: belching poisonous vapor into an opponent's face. Since this breath attack doesn't have much range, tatzlwyrms usually need to grab their foes first to bring them close to their mouth. Recall Knowledge - Dragon (Arcana): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Tatzlwyrm Source Monster Core 2 pg. 316 Perception +8; darkvision Languages Draconic Skills Acrobatics +7, Athletics +8, Crafting +4, Intimidation +6, Stealth +7 Str +4 Dex +1 Con +3 Int -3 Wis +2 Cha +0 Natural Camouflage A tatzlwyrm's green, gray, and brown scales provide it natural camouflage. In areas of dense undergrowth, a tatzlwyrm can move at its full Speed when Sneaking, and it gains a +4 circumstance bonus to Hide. --- AC 18 Fort +11 Ref +5 Will +8 HP 30 Immunities paralyzed, sleep --- Speed 30 feet, climb 30 feet Melee Single Action jaws +10 (Magical), Damage 1d8+6 piercing Melee Single Action claw +10 (Agile, magical), Damage 1d6+6 slashing Poison Gasp Single Action The tatzlwyrm belches a puff of poisonous vapor into the face of an adjacent creature, which must attempt a DC 15 Fortitude save; the creature takes a –2 circumstance penalty to this save if it's grabbed or off-guard. The tatzlwyrm can't use Poison Gasp again for 2 rounds. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target takes 2d6 poison damage and is enfeebled 1 for 1 round. Critical Failure The target takes 4d6 poison damage and is enfeebled 1 for 1 minute. Other Tatzlwyrms People in some regions claim to have seen creatures that appear just like tatzlwyrms in most respects—a long body, two arms, and a head—except that they have traits not of reptilian origin. Travelers on a savanna should beware a furry, lion-headed tatzlwyrm protecting their cubs, while those in the mountains might be attacked by a feathered (but wingless) variant with the head of an eagle. ","skill_mod":{"crafting":4,"stealth":7,"athletics":8,"intimidation":6,"acrobatics":7},"summary":"Tatzlwyrms resemble human-sized snakes with two arms and a dragon's head. Distant relatives of dragons, tatzlwyrms possess only a meager level of …","image":["/Images/Monsters/Tatzlwyrm.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":18,"level":2,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4576","intelligence":-3,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":11,"size":["Medium"],"name":"Tatzlwyrm","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[9,10],"slug":"creature-4576"},{"attack_bonus":[24,26],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":265,"language":["Petran","(can't speak any language)"],"immunity":["bleed","paralyzed","poison","sleep"],"source":["Monster Core 2"],"type":"Creature","will_save":23,"charisma":2,"speed":{"max":20,"land":20,"burrow":10},"perception":23,"wisdom":0,"weakness":{},"creature_ability":["Earthbound","Crashing Fall","Territorial Retaliation","Carve Projectile","Hew Stone","Stone Tunnels","Wedge"],"skill":["Athletics","Intimidation","Mining Lore"],"trait":["Earth","Elemental","Huge"],"id":"creature-4577","text":" Terra Carver Even other earth elementals and creatures of stone fear the formidable terra carver. Their four arms end with sharpened stone tools that can cleave through the toughest rocks—and anything that wanders into their territory. Despite having powerful forms, their bulky upper bodies appear comically large compared to their stout legs. They lumber slowly through their territory and spend most of their time cutting stone deep in the bedrock to create elaborate networks of tunnels. They prefer isolation, and when two terra carvers meet, it typically ends with one hewing the other. Instead of taking their enemy's territory, a terra carver collapses the tunnels, continuing elsewhere with their own designs. Recall Knowledge - Elemental (Arcana, Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Terra Carver Source Monster Core 2 pg. 317 Perception +23; darkvision, tremorsense (imprecise) 100 feet Languages Petran; (can't speak any language) Skills Athletics +27, Intimidation +22, Mining Lore +25 Str +8 Dex -1 Con +6 Int +4 Wis +0 Cha +2 Earthbound When not touching solid ground, the terra carver is slowed 1 and can't use reactions. --- AC 33 Fort +26 Ref +19 Will +23 HP 265 Immunities bleed, paralyzed, poison, sleep Weaknesses crashing fall Crashing Fall Due to their size, a terra carver falls a lot harder than most creatures. When a terra carver is knocked prone or takes falling damage, they take an additional 15 bludgeoning damage in addition to any other effect. Territorial Retaliation Reaction Trigger A creature within 15 feet uses a move action or leaves a square during a move action (move actions using only a fly Speed don't trigger this reaction); Effect The terra carver attempts an Athletics check to Trip the triggering creature. Regardless of the result, the space of the triggering creature and all spaces on the ground adjacent to that creature become difficult terrain for 1 round --- Speed 20 feet; burrow 10 feet Melee Single Action stone tool +26 (reach 15 feet, versatile B and S), Damage 3d10+16 piercing plus hew stone Ranged Single Action rock +24 (Propulsive, range increment 60 feet), Damage 3d8+12 bludgeoning Carve Projectile Two Actions The terra carver carves a deadly projectile from nearby materials and makes a rock ranged Strike that gains the deadly d10 trait. On a successful hit, the target also falls prone. Hew Stone Melee attacks the terra carver makes with their stone tool ignore physical resistance and Hardness. Stone Tunnels A terra carver can burrow through solid stone. When they do, they leave a tunnel. Wedge Two Actions The terra carver attempts a stone tool Strike while wedging the blow further with another tool. If it hits, the target takes an additional 3d10 damage of the same type as the Strike and is enfeebled 2 for 1 hour or until the creature is fully healed. This counts as two attacks for the terra carver's multiple attack penalty. Voiceless Miners Terra carvers are talented miners, and their tunnels are some of the longest lasting on any plane. However, the reason for these tunnels is unknown. Scholars have theorized that their tunnels function as a form of written language for the otherwise voiceless elementals. Unfortunately, attempts to map abandoned tunnels often end where another terra carver collapsed an encroaching tunnel, and mapping active tunnels often results in the cartographer never making it back. ","element":["Earth"],"skill_mod":{"athletics":27,"intimidation":22},"summary":"Even other earth elementals and creatures of stone fear the formidable terra carver. Their four arms end with sharpened stone tools that can cleave …","image":["/Images/Monsters/Terra_Carver.webp"],"primary_source":"Monster Core 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":33,"level":13,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 100 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4577","intelligence":4,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":-1,"vision":"Darkvision","fortitude_save":26,"size":["Huge"],"name":"Terra Carver","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25,32],"slug":"creature-4577"},{"attack_bonus":[9,9],"constitution":3,"primary_source_category":"Rulebooks","strength":4,"hp":30,"source":["Monster Core 2"],"type":"Creature","creature_family":"Terror Bird","will_save":4,"charisma":0,"speed":{"max":50,"land":50},"perception":6,"wisdom":0,"weakness":{},"creature_ability":["Sprint","Tearing Clutch"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-1334"],"trait":["Animal","Large"],"id":"creature-4578","text":" Terror Bird Common terror birds are notable hunters. On their own, they use their great speed to catch prey unaware. In a flock, they can swarm and take down larger beasts like aurochs with their overwhelming numbers. Recall Knowledge - Animal (Nature): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Terror Bird Source Monster Core 2 pg. 318 Perception +6; low-light vision Languages Skills Acrobatics +7, Athletics +8 Str +4 Dex +3 Con +3 Int -4 Wis +0 Cha +0 --- AC 17 Fort +11 Ref +9 Will +4 HP 30 --- Speed 50 feet Melee Single Action beak +9 (reach 10 feet), Damage 1d8+4 piercing plus tearing clutch Melee Single Action talon +9 (Agile), Damage 1d6+4 piercing plus Knockdown Sprint Two Actions Frequency once per minute; Effect The terror bird Strides three times in a straight line. Tearing Clutch The terror bird's powerful beak can tear through flesh. On a successful beak Strike, the target takes 1 persistent bleed damage. This bleed damage increases to 1d4 on a critical hit. ","skill_mod":{"athletics":8,"acrobatics":7},"summary":"Common terror birds are notable hunters. On their own, they use their great speed to catch prey unaware. In a flock, they can swarm and take down …","primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":17,"level":2,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4578","intelligence":-4,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":11,"size":["Large"],"name":"Terror Bird","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[7,8],"slug":"creature-4578"},{"attack_bonus":[12,12],"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":60,"source":["Monster Core 2"],"type":"Creature","creature_family":"Terror Bird","will_save":7,"charisma":0,"speed":{"max":60,"land":60},"perception":11,"wisdom":1,"weakness":{},"creature_ability":["Sprint Frequency once per minute","Tearing Clutch"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-1335"],"trait":["Animal","Large"],"id":"creature-4579","text":" Terror Shrike The terror shrike is a more powerful species of terror bird. Large terror bird flocks typically have one or two terror shrikes as leaders. Recall Knowledge - Animal (Nature): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Terror Shrike Source Monster Core 2 pg. 318 Perception +11; low-light vision Languages Skills Acrobatics +11, Athletics +12 Str +5 Dex +4 Con +3 Int -4 Wis +1 Cha +0 --- AC 20 Fort +13 Ref +12 Will +7 HP 60 --- Speed 60 feet Melee Single Action beak +12 (reach 10 feet), Damage 2d8+5 piercing plus tearing clutch Melee Single Action talon +12 (Agile), Damage 2d6+5 piercing plus Knockdown Sprint Frequency once per minute Two Actions Effect The terror shrike Strides three times in a straight line. Tearing Clutch The terror shrike's powerful beak can tear through flesh. On a successful beak Strike, the target takes 1 persistent bleed damage. This bleed damage increases to 1d8 on a critical hit. ","skill_mod":{"athletics":12,"acrobatics":11},"summary":"The terror shrike is a more powerful species of terror bird. Large terror bird flocks typically have one or two terror shrikes as leaders.","image":["/Images/Monsters/Terror_Shrike.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":20,"level":4,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4579","intelligence":-4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":13,"size":["Large"],"name":"Terror Shrike","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[12,14],"slug":"creature-4579"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":197,"language":["Common","Fey"],"source":["Monster Core 2"],"type":"Creature","will_save":14,"charisma":6,"speed":{"max":30,"land":30},"perception":16,"wisdom":3,"weakness":{"mental":10},"creature_ability":["Believe the Lie","Change Shape","Flailing Thrash","Unnatural Leap"],"skill":["Athletics","Deception","Nature","Stealth","Survival"],"legacy_id":["creature-1338"],"trait":["Beast","Uncommon","Medium"],"id":"creature-4580","text":" Tikbalang Tikbalangs are forest creatures that delight in leading travelers astray. They deceive and mislead with their formidable magic, leaping from tree to tree while laughing or neighing uncontrollably. While not malicious, neither are they empathetic to the plight of their victims. Tikbalangs would sooner forget about those whom they've tricked and leave these unfortunate souls to die than lead them back to their intended path through guilty altruism. Tikbalangs' occult magic stems from the esoteric mystery of believing a lie. In the moment of crafting illusions or conjuring extradimensional spaces, tikbalangs themselves believe that what they're creating is real. This conviction makes their spells harder to resist, and this same principle also makes them very effective liars. But this readiness to believe also makes them susceptible to deceptions and illusions in turn, and they're particularly vulnerable to mind games. Lone travelers without magic of their own are advised to learn riddles, sleight of hand, or other tricks to defend against tikbalangs' oft-deadly entertainment. Other whispers suggest wearing one's shirt inside out to confuse the creatures, or passing by a tikbalang's forest quietly to avoid drawing their attention. Unlike some illusionists, tikbalangs can also rely on their physical prowess should the need arise. They have unusually long legs that end in cloven hooves and stand as tall as ogres when upright. Skilled climbers and leapers, they're also well known as master wrestlers, where their long limbs put them at a distinct advantage over their foes. They have elongated faces that, when combined with their well-kept hair, suggest an equine appearance—although some tikbalangs have saurian or birdlike faces instead. Recall Knowledge - Beast (Arcana, Nature): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Tikbalang Source Monster Core 2 pg. 319 Perception +16; low-light vision Languages Common, Fey Skills Athletics +20, Deception +21, Nature +14, Stealth +17, Survival +16 Str +5 Dex +4 Con +4 Int -1 Wis +3 Cha +6 --- AC 27 Fort +19 Ref +17 Will +14 HP 197 Weaknesses mental 10 Believe the Lie The tikbalang takes a –2 circumstance penalty to saves against illusion spells and to their Will DC against checks to Lie to them. --- Speed 30 feet Melee Single Action fist +20 (Agile), Damage 2d6+8 bludgeoning Melee Single Action hoof +20 (reach 10 feet), Damage 2d10+8 bludgeoning Occult Innate Spells DC 29 - 4th Hypnotize, Mirage - 8th Quandary (once per week) Change Shape Single Action (Concentrate, occult, polymorph) The tikbalang takes on the appearance of any Medium or Large humanoid. This doesn't change the tikbalang's Speed or their attack and damage modifiers with their Strikes. Flailing Thrash Two Actions The tikbalang makes two fist Strikes, with each Strike dealing an extra 1d6 damage against creatures grabbing or grabbed or restrained by the tikbalang. The multiple attack penalty doesn't increase until after both attacks. Unnatural Leap Single Action The tikbalang jumps up to their Speed horizontally, or half that vertically. Golden Strand Why do adventurers go through the trouble of wrestling a tikbalang? Hidden among the luxurious ebony mane of the creature is a single strand of golden hair. Anyone who successfully Grabs the tikbalang can Seek (DC 29) the strand and Interact to pluck it from their head. Made of actual gold, this strand (worth 150 gp) holds magic particularly well and is highly sought after for creating magic items. A tikbalang regrows their plucked golden strand in a year. ","tradition":["Occult"],"skill_mod":{"deception":21,"nature":14,"survival":16,"stealth":17,"athletics":20},"summary":"Tikbalangs are forest creatures that delight in leading travelers astray. They deceive and mislead with their formidable magic, leaping from tree to …","image":["/Images/Monsters/Tikbalang.png"],"primary_source":"Monster Core 2","spell":["Quandary","Hypnotize","Mirage"],"trait_group":["Creature Type","Rarity"],"ac":27,"level":9,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4580","intelligence":-1,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Low-light vision","fortitude_save":19,"size":["Medium"],"name":"Tikbalang","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15,19],"slug":"creature-4580"},{"primary_source_category":"Rulebooks","strength":10,"hp":400,"language":["Chthonian","Common","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":36,"trait":["Humanoid","Rare","Titan","Gargantuan"],"id":"creature-4581","text":" Elysian Titan Those titans who remained true to their creators, refusing to participate in their peers' rebellion, earned their freedom while the others were imprisoned. Many Elysian titans train aspiring champions of freedom, sacrifice, and selflessness. Recall Knowledge - Humanoid (Society): DC 47 Unspecific Lore : DC 45 Specific Lore : DC 42 Elysian Titan Source Monster Core 2 pg. 320 Perception +36; darkvision, truesight Languages Chthonian, Common, Empyrean; telepathy 100 feet Skills Acrobatics +36, Athletics +43, Crafting +37, Diplomacy +37, Intimidation +35, Religion +37, Survival +37 Str +10 Dex +7 Con +8 Int +6 Wis +8 Cha +6 Items +2 greater resilient breastplate , +3 greater striking greatpick --- AC 46 Fort +37 Ref +34 Will +35 +4 status to all saves vs. mental HP 400 Immunities death effects, disease Impossible Stature (aura, divine, illusion, mental) --- Speed 40 feet, fly 40 feet Melee Single Action greatpick +41 (fatal d12, magical, reach 30 feet), Damage 4d10+20 piercing Melee Single Action fist +38 (Agile, reach 30 feet), Damage 4d8+20 bludgeoning Ranged Single Action piercing flash +35 (Agile, fire, light, magical, range increment 200 feet), Damage 3d12+10 piercing plus 2d10 fire Divine Innate Spells DC 44 - 5th Sending (×3) - 6th Scrying (×3) - 7th Interplanar Teleport (at will) - 8th Dispel Magic (at will), Unfettered Movement (at will) - 10th Falling Stars, Revival - Constant (10th) Truesight Titanic Grasp Single Action The titan makes a fist Strike against a creature affected by their impossible stature, even if it's outside of the titan's normal reach. On a hit, the titan automatically Grabs the creature and, if out of their reach, pulls it within reach. Wide Cleave Two Actions The titan makes a melee weapon Strike against each foe within their reach. This counts as three attacks for the titan's multiple attack penalty, but the penalty doesn't increase until all attacks have been made. ","skill_mod":{"diplomacy":37,"crafting":37,"survival":37,"athletics":43,"intimidation":35,"acrobatics":36,"religion":37},"image":["/Images/Monsters/Titan_ElysianTitan.png"],"primary_source":"Monster Core 2","spell":["Falling Stars","Revival","Dispel Magic","Unfettered Movement","Interplanar Teleport","Scrying","Sending","Truesight"],"ac":46,"item":["+2 greater resilient breastplate","+3 greater striking greatpick"],"level":21,"spell_dc":[44],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","resistance":{},"intelligence":6,"reflex_save":34,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":37,"size":["Gargantuan"],"name":"Elysian Titan","pfs":"Standard","rarity":"rare","strike_damage_average":[38,40,42],"attack_bonus":[35,38,41],"constitution":8,"immunity":["death effects","disease Impossible Stature (aura","divine","illusion","mental)"],"creature_family":"Titan","will_save":35,"speed":{"fly":40,"max":40,"land":40},"wisdom":8,"weakness":{},"creature_ability":["Titanic Grasp","Wide Cleave"],"skill":["Acrobatics","Athletics","Crafting","Diplomacy","Intimidation","Religion","Survival"],"legacy_id":["creature-1339"],"tradition":["Divine"],"summary":"Those titans who remained true to their creators, refusing to participate in their peers' rebellion, earned their freedom while the others were …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4581","dexterity":7,"category":"creature","slug":"creature-4581"},{"primary_source_category":"Rulebooks","strength":10,"hp":540,"language":["Chthonian","Common","Empyrean","telepathy 100 feet (page 362)"],"source":["Monster Core 2"],"type":"Creature","charisma":8,"perception":36,"trait":["Humanoid","Rare","Titan","Gargantuan"],"id":"creature-4582","text":" Thanatotic Titan Thanatotic titans served as assassins in the war against the deities. They learned to sever their targets' divine connections, murdering mortal priests and divine heralds alike. Thanatotic titans were locked away in the Outer Rifts, but some have freed themselves and crept out from the Outer Rifts so they might continue their sprees of murder and mayhem. They maintain a devotion to their purpose and a grudge, and to this day, they seek out the faithful for slaughter. Recall Knowledge - Humanoid (Society): DC 49 Unspecific Lore : DC 47 Specific Lore : DC 44 Thanatotic Titan Source Monster Core 2 pg. 320 Perception +36; darkvision, truesight Languages Chthonian, Common, Empyrean; telepathy 100 feet (page 362) Skills Athletics +45, Crafting +41, Deception +36, Intimidation +38, Religion +38, Stealth +36 Str +10 Dex +4 Con +9 Int +8 Wis +6 Cha +8 Items +2 greater resilient full plate , +3 greater striking halberd --- AC 46 Fort +37 Ref +34 Will +35 +4 status to all saves vs. mental or divine HP 540 Immunities death effects, disease Impossible Stature (aura, divine, illusion, mental) 100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 45 Will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round. Reactive Strike Reaction The titan can use their Reactive Strike when a creature within their reach uses a concentrate action, in additional to its normal trigger. They disrupt actions on any hit, not just a critical hit—including triggering concentrate actions. --- Speed 40 feet, fly 40 feet Melee Single Action halberd +42 (Magical, reach 40 feet, versatile S), Damage 4d10+25 piercing Melee Single Action foot +39 (Agile, reach 30 feet), Damage 4d8+20 bludgeoning Ranged Single Action void chunk +39 (Brutal, range increment 200 feet, void), Damage 3d12+10 bludgeoning plus 2d10 void and void explosion Divine Innate Spells DC 45 - 5th Sending - 6th Scrying (×3) - 7th Spell Riposte - 8th Dispel Magic (at will), Spiritual Epidemic (at will), Suggestion (at will) - 10th Falling Stars, Massacre - Constant (10th) Truesight Divine Rituals DC 45 - 5th Planar Servitor, Resurrect Godslayer Free Action (Divine) Trigger The titan damages a creature capable of using divine spells or abilities; Effect The creature must attempt a DC 45 Will save. Critical Success The creature is unaffected. Success The creature can't use divine spells or abilities for 1 round and is frightened 2. Only powerful non-divine magic, such as manifestation , can undo this effect. Failure As success, but the duration is 1 minute. Critical Failure As success, but the duration is unlimited. Titanic Charge Two Actions The titan Strides twice and makes a melee Strike. If the Strike hits, the titan can cast earthquake centered on the target as a free action. Trample Three Actions Huge or smaller, foot, DC 45 Void Explosion If the titan's void chunk Strike isn't a critical failure, the chunk explodes, dealing 10d6 void damage to all creatures in a 20-foot burst (DC 45 basic Reflex save). Wide Cleave Two Actions The titan makes a melee weapon Strike against each foe within their reach. This counts as three attacks for the titan's multiple attack penalty, but the penalty doesn't increase until all attacks have been made. ","skill_mod":{"deception":36,"crafting":41,"stealth":36,"athletics":45,"intimidation":38,"religion":38},"image":["/Images/Monsters/Titan_ThanatoticTitan.png"],"primary_source":"Monster Core 2","spell":["Falling Stars","Massacre","Dispel Magic","Spiritual Epidemic","Suggestion","Spell Riposte","Scrying","Sending","Truesight"],"ac":46,"item":["+2 greater resilient full plate","+3 greater striking halberd"],"level":22,"spell_dc":[45],"source_category":["Rulebooks"],"sense":" darkvision , truesight ","resistance":{},"intelligence":8,"reflex_save":34,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":37,"size":["Gargantuan"],"name":"Thanatotic Titan","pfs":"Standard","rarity":"rare","strike_damage_average":[38,40,47],"attack_bonus":[39,39,42],"constitution":9,"immunity":["death effects","disease"],"creature_family":"Titan","will_save":35,"speed":{"fly":40,"max":40,"land":40},"wisdom":6,"weakness":{},"creature_ability":["Impossible Stature","Reactive Strike","Godslayer","Titanic Charge","Trample","Void Explosion","Wide Cleave"],"skill":["Athletics","Crafting","Deception","Intimidation","Religion","Stealth"],"legacy_id":["creature-1340"],"tradition":["Divine"],"summary":"Thanatotic titans served as assassins in the war against the deities. They learned to sever their targets' divine connections, murdering mortal …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4582","dexterity":4,"category":"creature","slug":"creature-4582"},{"primary_source_category":"Rulebooks","strength":11,"hp":470,"language":["Chthonian","Common","Empyrean","Thalassic","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":6,"perception":41,"trait":["Humanoid","Rare","Titan","Water","Gargantuan"],"id":"creature-4583","text":" Danava Titan Danava titans once regulated the foundational forces that shaped reality. Rebuked by the gods for being harsh and inflexible overseers, these spurned titans joined their siblings in the failed war against their creators. Defeated, the danavas were cast into the paralyzing depths of the cosmos's seas. The few danava titans who have escaped now wield the cold, darkness, and crushing pressure of their prisons in pursuit of their ancient visions of reality. Danavas split mountains, wake primordial beasts, or level whole civilizations in accordance with grand designs they forged at the dawn of time. Others hunt and harvest the balance-enforcing aeons, whom they see as usurpers of their divine responsibility. Recall Knowledge - Humanoid (Society): DC 51 Unspecific Lore : DC 49 Specific Lore : DC 46 Danava Titan Source Monster Core 2 pg. 321 Perception +41; darkvision, truesight , wavesense (imprecise) 100 feet Languages Chthonian, Common, Empyrean, Thalassic; telepathy 100 feet Skills Acrobatics +39, Arcana +43, Athletics +46, Crafting +43, Nature +41, Occultism +43, Religion +41, Society +43 Str +11 Dex +8 Con +10 Int +10 Wis +8 Cha +6 Items +3 major striking greatclub --- AC 49 Fort +41 Ref +37 Will +37 +4 status to all saves vs. mental or divine HP 470 Immunities death effects, disease Hadalic Presence (divine, illusion, mental, water) Creatures that fail their Will save against the titan's impossible stature aura also experience the crushing depths and darkness of the ocean floor. Such creatures see as if in an area of darkness (10th rank), and the titan can use their wavesense to detect such creatures as a precise sense, even if neither are in water. On a critical failure, the creature is also immobilized. Impossible Stature (aura, divine, illusion, mental) 100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 46 Will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round. Relentless The titan is as ever-moving as ocean waves. They're permanently quickened 1, and the extra action can be used only to Stride, Strike, or Sustain a Spell, or as one of the actions necessary to cast dispel magic . Roiling Rebuke Reaction Trigger A creature within 200 feet targets the titan with or includes the titan in the area of an attack, spell, or other effect; Effect The titan makes a benthic wave Strike against the triggering creature. If the Strike hits, the titan disrupts the triggering action. --- Speed 50 feet, fly 50 feet, swim 40 feet; water walk Melee Single Action greatclub +43 (Backswing, magical, reach 40 feet, shove), Damage 4d10+20 bludgeoning plus 2d12 cold Melee Single Action foot +40 (Agile, reach 30 feet), Damage 4d8+20 bludgeoning plus 2d12 cold Ranged Single Action benthic wave +40 (Brutal, magical, range 200 feet, water), Damage 4d6+20 bludgeoning plus 2d12 cold Divine Innate Spells DC 46, attack +38 - 9th Control Water (at will), Dispel Magic (at will), Eclipse Burst (×3), Heal (×3), Hydraulic Push (×3), Hydraulic Torrent (×3) - 10th Implosion - Constant (10th) Truesight, Water Walk Rituals DC 46 - 5th Resurrect (doesn't require secondary casters) - 6th Binding Circle - 8th Control Weather Trample Three Actions Huge or smaller, foot, DC 46 Wide Cleave Two Actions The titan makes a melee weapon Strike against each foe within their reach. This counts as three attacks for the titan's multiple attack penalty, but the penalty doesn't increase until all attacks have been made. Danava Pillars Some danavas, known as danava pillars, are custodians of a fundamental concept like life or knowledge—each, a crux of the universe. Destroying a danava pillar forcibly shreds their bonds and risks unraveling a portion of reality, with potentially disastrous effects. ","element":["Water"],"skill_mod":{"society":43,"nature":41,"crafting":43,"arcana":43,"athletics":46,"occultism":43,"acrobatics":39,"religion":41},"image":["/Images/Monsters/Titan_DanavaTitan.png"],"primary_source":"Monster Core 2","spell":["Implosion","Control Water","Dispel Magic","Eclipse Burst","Heal","Hydraulic Push","Hydraulic Torrent","Truesight","Water Walk"],"ac":49,"item":["+3 major striking greatclub"],"level":23,"spell_dc":[46],"source_category":["Rulebooks"],"sense":" darkvision , truesight , wavesense (imprecise) 100 feet","resistance":{},"intelligence":10,"reflex_save":37,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":41,"size":["Gargantuan"],"name":"Danava Titan","pfs":"Standard","rarity":"rare","strike_damage_average":[47,51,55],"attack_bonus":[40,40,43],"constitution":10,"immunity":["death effects","disease"],"creature_family":"Titan","spell_attack_bonus":[38],"will_save":37,"speed":{"fly":50,"max":50,"land":50,"swim":40},"wisdom":8,"weakness":{},"creature_ability":["Hadalic Presence","Impossible Stature","Relentless","Roiling Rebuke","Trample","Wide Cleave"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Nature","Occultism","Religion","Society"],"legacy_id":["creature-1341"],"tradition":["Divine"],"summary":"Danava titans once regulated the foundational forces that shaped reality. Rebuked by the gods for being harsh and inflexible overseers, these spurned …","trait_group":["Creature Type","Rarity","Monster","Elemental","Planar"],"weakest_save":["ref","reflex","will"],"url":"/Monsters.aspx?ID=4583","dexterity":8,"category":"creature","slug":"creature-4583"},{"primary_source_category":"Rulebooks","strength":12,"hp":500,"language":["Aklo","Chthonian","Common","Empyrean","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":9,"perception":43,"trait":["Aberration","Rare","Titan","Gargantuan"],"id":"creature-4584","text":" Hekatonkheires Titan The first three hekatonkheires were meant to guard the gates to the Outer Rifts, but they proved too terrifying and rebellious— and so, in disgust, the gods cast them into the gulfs between the planes. Hekatonkheires titans are incomplete, monstrous progeny of the original three, from whom these titans calved like icebergs. Hekatonkheires wield interstellar darkness as a weapon and spurn the limits of physical reality, literally reaching through space with their countless arms. Filled with a drive to either discover their lost identity or create a new one, they metaphysically disembowel ancient beings and cosmic magics, using the entrails to find clues regarding their own nature and parentage or to serve as raw materials for fueling some alien apotheosis. Recall Knowledge - Aberration (Occultism): DC 53 Unspecific Lore : DC 51 Specific Lore : DC 48 Hekatonkheires Titan Source Monster Core 2 pg. 322 Perception +43; darkvision, truesight Languages Aklo, Chthonian, Common, Empyrean; telepathy 100 feet Skills Acrobatics +42, Athletics +48, Intimidation +45, Occultism +41, Survival +39 Str +12 Dex +10 Con +12 Int +7 Wis +7 Cha +9 --- AC 52 all-around vision Fort +44 Ref +40 Will +37 +4 status to all saves vs. mental or divine HP 500 Immunities death effects, disease Impossible Stature (aura, illusion, occult, mental) 120 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 44 Will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round. Reactive Strike Reaction The hekatonkheires gains 99 extra reactions on their turn that they can use only to make Reactive Strikes. --- Speed 60 feet, fly 60 feet; unfettered movement Melee Single Action empty weapon +45 (Magical, reach 50 feet, versatile P and S), Damage 4d12+18 bludgeoning plus 2d12 force Ranged Single Action empty weapon +43 (Magical, thrown 200 feet, versatile P and S), Damage 4d12+18 bludgeoning plus 2d12 force Occult Innate Spells DC 48 - 9th Interplanar Teleport, Phantasmagoria, Seize Soul, Translocate - Constant (10th) Truesight, Unfettered Movement Demolish Veil Free Action Frequency once per month; Trigger The titan casts interplanar teleport ; Effect The titan arrives in a storm of shattered planar barriers. This has the effects of a 10th-rank wrathful storm . Hundred-Dimension Grasp Single Action The titan reaches between realities to drag foes closer. They attempt an Athletics check and compare the result to the Fortitude DCs of all foes within 120 feet. On a success, a foe is teleported to any square the titan chooses within 120 feet; on a critical success, it's also paralyzed for 1 round. The titan can Grab any foe brought within 30 feet as a free action. Hundred-Handed Whirlwind Two Actions The titan overwhelms opponents with blows both conventional and interplanar. They make one empty weapon Strike against each foe within reach. Even on a failed attack (but not a critical failure), the titan deals 24 force damage to the target. This counts as three attacks for the titan's multiple attack penalty, but the penalty doesn't increase until all attacks have been made. Send Beyond Single Action Requirements The titan has a creature grabbed or restrained; Effect The titan thrusts the creature into a nightmare realm full of lightless hands and eyes. This has the effects of quandary (DC 48). The titan can't use Send Beyond for 1d4 rounds. Shape Emptiness Free Action The titan molds a weapon from interstellar darkness. This empty weapon is a +3 major striking weapon in any form. The titan can't be disarmed of this weapon and it deals an additional 2d12 force damage. If Released, an empty weapon vanishes. Hekatonkheires Anatomy Artisans with exceptional skill can harvest a hekatonkheires's black bones before they dissolve upon the titan's death. These bones can be forged into shapeshifting weapons or refined into planar keys that allow travel to esoteric planes. ","skill_mod":{"survival":39,"athletics":48,"intimidation":45,"occultism":41,"acrobatics":42},"image":["/Images/Monsters/Titan_HekatonkhieresTitan.png"],"primary_source":"Monster Core 2","spell":["Interplanar Teleport","Phantasmagoria","Seize Soul","Translocate","Truesight","Unfettered Movement"],"ac":52,"level":24,"spell_dc":[48],"source_category":["Rulebooks"],"sense":"darkvision, truesight ","resistance":{},"intelligence":7,"reflex_save":40,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":44,"size":["Gargantuan"],"name":"Hekatonkheires Titan","pfs":"Standard","rarity":"rare","strike_damage_average":[57,57],"attack_bonus":[43,45],"constitution":12,"immunity":["death effects","disease"],"creature_family":"Titan","will_save":37,"speed":{"fly":60,"max":60,"land":60},"wisdom":7,"weakness":{},"creature_ability":["Impossible Stature","Reactive Strike","Demolish Veil","Hundred-Dimension Grasp","Hundred-Handed Whirlwind","Send Beyond","Shape Emptiness"],"skill":["Acrobatics","Athletics","Intimidation","Occultism","Survival"],"legacy_id":["creature-1342"],"tradition":["Occult"],"summary":"The first three hekatonkheires were meant to guard the gates to the Outer Rifts , but they proved too terrifying and rebellious— and so, in disgust, …","trait_group":["Creature Type","Rarity","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4584","dexterity":10,"category":"creature","slug":"creature-4584"},{"attack_bonus":[18,18],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":130,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","will_save":13,"charisma":3,"speed":{"max":40,"land":40},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Drink Flesh","Living Form","Shape Flesh"],"skill":["Acrobatics","Deception","Stealth","Thievery"],"legacy_id":["creature-829"],"trait":["Undead","Unholy","Medium"],"id":"creature-4585","text":" Totenmaske Spawned by the same unnatural and self-destructive obsessions that drove them when they still lived, totenmaskes are the undead remnants of the most self-indulgent and sinful among mortals. Their need for indulgence proved stronger than even the grasp of death, raising them from their graves. Though unable to sate their depraved desires, these foul undead can drain the very flesh from their victims so as to wrap themselves in a perverse mockery of life that allows them to pursue their base wants. Totenmaskes' specific longings vary—one might be obsessed with food or drink, while another might be vain and desirous of an attractive form to marvel at in a mirror, while yet another could simply long for the scent of blood. Whatever sensation the totenmaske seeks, it's always a vice taken to the extreme, for this sin helped condemn them to undeath in the first place. A totenmaske obsessed with food, for example, might find themself assaulting bakeries or breweries, while a vain totenmaske obsessed with glamor could quickly grow bored of each new look and switch their victims out daily, or even hourly. Recall Knowledge - Undead (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Totenmaske Source Monster Core 2 pg. 324 Perception +15; darkvision Languages Common, Necril Skills Acrobatics +15, Deception +17, Stealth +17, Thievery +15 Str +4 Dex +6 Con +2 Int +1 Wis +2 Cha +3 --- AC 24 Fort +15 Ref +17 Will +13 HP 130 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious --- Speed 40 feet Melee Single Action jaws +18 (Finesse, magical), Damage 2d6+7 piercing plus 2d6 void Melee Single Action claw +18 (Agile, finesse, magical), Damage 2d8+7 slashing Drink Flesh Single Action (Divine) Requirements The totenmaske hit the same creature with two claw Strikes this turn and is still adjacent to it; Effect The totenmaske drains flesh from the creature's body. The creature becomes sickened 2 and drained 1 unless it succeeds at a DC 25 Fortitude save (sickened 2 and drained 2 on a critical failure). Living Form Single Action (Concentrate, divine, polymorph) The totenmaske takes the appearance of a Medium or smaller humanoid creature. This is either their form from before they became undead or the form of the last creature they successfully drained with Drink Flesh. This doesn't change the totenmaske's Speed or the attack and damage bonuses for their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Shape Flesh (Curse, divine) After spending 1 minute in contact with a paralyzed, unconscious, or willing creature, a totenmaske can reshape the target's face, causing flesh to cover vital features. The target can attempt a DC 25 Fortitude save to resist; a critical success grants temporary immunity to Shape Flesh for 24 hours. Each time the totenmaske Shapes Flesh, they choose one feature: ears (target becomes deafened), eyes (target becomes blinded), mouth (target can't speak or eat), or nose (target can't smell). A creature with both its nose and mouth sealed can't breathe and begins to suffocate . Changes are permanent until reversed by removing this curse, but the sealed flesh can be surgically opened with a successful DC 25 Medicine check that takes 1d4 rounds and deals 1d6 slashing damage per round. Flesh Sculptors Some totenmaskes craft macabre “art” by shaping the flesh of their victims, spending hours, days, or even weeks molding a victim's skin or even fusing multiple creatures together into one piece. The horrifying results of this process can take the form of furniture made from flesh that still lives and breathes, “sculptures” that in no way resemble the human form, and even more twisted and depraved things. ","skill_mod":{"deception":17,"thievery":15,"stealth":17,"acrobatics":15},"summary":"Spawned by the same unnatural and self-destructive obsessions that drove them when they still lived, totenmaskes are the undead remnants of the most …","image":["/Images/Monsters/Totenmaske.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Mechanics"],"ac":24,"level":7,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4585","intelligence":1,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":15,"size":["Medium"],"name":"Totenmaske","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[16,21],"slug":"creature-4585"},{"attack_bonus":[30],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":325,"language":["Muan","Petran","Pyric","Sussuran","Talican","Thalassic","truespeech"],"source":["Monster Core 2"],"type":"Creature","will_save":29,"charisma":3,"speed":{"fly":60,"max":60,"land":25},"perception":30,"wisdom":3,"weakness":{},"creature_ability":["Elemental Attunement","Reactive Strike","Shield Block","Briar's Hold","Brilliance of Flame","Elemental Eruption","Entomb","Overflowing Tide","Serrated Flurry","Tempest Charge"],"skill":["Acrobatics","Arcana","Athletics","Crafting","Elemental Lore","Nature"],"trait":["Air","Earth","Elemental","Fire","Metal","Water","Wood","Large"],"id":"creature-4586","text":" Totum Font Before mortals, fey, or even genies, totum fonts were the first creatures born of six elements undivided and harmonious. From the fonts sprung new elemental children, and they aided the gods in the many acts of creation that would follow. Recall Knowledge - Elemental (Arcana, Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Totum Font Source Monster Core 2 pg. 325 Perception +30; all-around vision, darkvision Languages Muan, Petran, Pyric, Sussuran, Talican, Thalassic; truespeech Skills Acrobatics +25, Arcana +30, Athletics +29, Crafting +30, Elemental Lore +33, Nature +31 Str +6 Dex +3 Con +4 Int +8 Wis +3 Cha +3 Items moderate sturdy shield (Hardness 13^ HP 104^ BT 52) --- AC 35 (37 with shield raised) Fort +26 Ref +23 Will +29 HP 325 Elemental Attunement A totum font is always attuned to a single element (air, earth, fire, metal, water, or wood), represented by which of their faces points forward. They can change this attunement to the element of their choice as a single action, or as a free action when they roll initiative. Reactive Strike Reaction Requirements The font is attuned to air, fire, or water. Shield Block Reaction Requirements The font is attuned to earth, metal, or wood. --- Speed 25 feet, fly 60 feet Melee Single Action tendril +30 (Magical, reach 10 feet), Damage 3d8+16 bludgeoning Primal Innate Spells DC 33 - Constant (5th) Truespeech Briar's Hold Two Actions (Concentrate, incapacitation, primal, wood) Requirements The font is attuned to wood; Effect Each creature within 20 feet must succeed at a DC 36 Fortitude save or become slowed 1 for 1 minute. When a creature already slowed by Briar's Hold fails its Fortitude save, it becomes petrified for 1 minute but is turned to wood instead of stone. Brilliance of Flame Two Actions (Fire, primal) Requirements The font is attuned to fire; Effect The font flies 30 feet and explodes in a fiery Elemental Eruption. Elemental Eruption Two Actions (Primal) The font explodes in a cacophony of color and energy. Each creature in a 20-foot emanation takes 9d6 damage (DC 36 basic Reflex save). The explosion deals bludgeoning damage unless the font is attuned to air (electricity damage), fire (fire damage), metal (slashing damage), or wood (piercing damage). Elemental Eruption gains the trait matching the element the font is attuned to. Entomb Free Action (Earth) Requirements The font is attuned to earth, and its last action was a successful tendril Strike; Effect The font attempts an Athletics check to Grapple the target of the Strike. Overflowing Tide Two Actions (Primal, water) Requirements The font is attuned to water; Effect Elemental waves surge around the font, creating a torrential Elemental Eruption and pushing creatures in the area 20 feet (or 10 feet on a successful saving throw). Serrated Flurry Single Action (Metal) Frequency once per round; Requirements The font is attuned to metal; Effect The font lashes out with two tendril Strikes, each targeting a different creature within their reach. These Strikes deal slashing damage. Tempest Charge Single Action (Air) Requirements The font is attuned to air; Effect The font Flies 60 feet and makes a tendril Strike against a creature it hasn't attacked this turn. Wellsprings Of One Without access to the balance of all six elemental planes, a totum font becomes fractured and inundated in a single element. Most were healed when the Planes of Metal and Wood returned, but some of these so-called “wellsprings of one” still wander the universe, agitated and confused. ","tradition":["Primal"],"element":["Air","Earth","Fire","Metal","Water","Wood"],"skill_mod":{"nature":31,"crafting":30,"arcana":30,"athletics":29,"acrobatics":25},"summary":"Before mortals, fey, or even genies, totum fonts were the first creatures born of six elements undivided and harmonious. From the fonts sprung new …","image":["/Images/Monsters/Totum_Font.webp"],"primary_source":"Monster Core 2","spell":["Truespeech"],"trait_group":["Elemental","Planar","Monster","Creature Type","Energy"],"ac":35,"item":["moderate sturdy shield (Hardness 13^ HP 104^ BT 52)"],"level":15,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" all-around vision , darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4586","intelligence":8,"reflex_save":23,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":26,"size":["Large"],"name":"Totum Font","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[29],"slug":"creature-4586"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":7,"source":["Monster Core 2"],"type":"Creature","creature_family":"Trilobite","will_save":4,"charisma":0,"speed":{"max":25,"swim":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Curl Up","Quick Escape"],"skill":["Athletics","Stealth","Survival"],"legacy_id":["creature-1347"],"trait":["Animal","Aquatic","Tiny"],"id":"creature-4587","text":" Trilobite Trilobites have segmented, chitinous bodies that provide armor but also enough flexibility for them to roll up and protect their vulnerable undersides from attack. Instead of jaws, trilobites have specialized structures called gnathobases at the base of some of their legs. These serrated and jagged structures grind and masticate any prey the trilobite latches onto, enabling the creatures to feed on anything from hard-shelled clams to soft-bodied creatures. While not particularly fast on their own, they can employ scuttling bursts of speed to dart into ocean silt or seaweed beds to escape predators. Oceanic wizards of many types employ trilobites as familiars. In addition to trilobites' durability, their ubiquity means they make capable spies for their masters as they travel unnoticed throughout the depths. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Trilobite Source Monster Core 2 pg. 326 Perception +8; darkvision, wavesense (imprecise) 30 feet Languages Skills Athletics +4, Stealth +5, Survival +4 Str +1 Dex +3 Con +2 Int -5 Wis +2 Cha +0 --- AC 15 Fort +4 Ref +7 Will +4 HP 7 Curl Up Reaction Trigger The trilobite takes damage; Effect The trilobite gains a +2 circumstance bonus to AC until the start of its next turn. --- Speed swim 25 feet Melee Single Action gnathobase +7 (Agile, finesse), Damage 1d4+1 slashing Quick Escape Two Actions The trilobite Swims up to double its Speed and attempts to Hide. ","skill_mod":{"survival":4,"stealth":5,"athletics":4},"summary":"Trilobites have segmented, chitinous bodies that provide armor but also enough flexibility for them to roll up and protect their vulnerable …","image":["/Images/Monsters/Trilobite.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":15,"level":-1,"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 30 feet","weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=4587","intelligence":-5,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":4,"size":["Tiny"],"name":"Trilobite","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3],"slug":"creature-4587"},{"constitution":3,"primary_source_category":"Rulebooks","strength":1,"hp":30,"immunity":["precision","swarm mind"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Trilobite","will_save":7,"charisma":0,"speed":{"max":25,"swim":25},"perception":9,"wisdom":2,"weakness":{"area":5},"creature_ability":["Clinging Bites"],"skill":["Athletics","Stealth","Survival"],"legacy_id":["creature-1348"],"trait":["Animal","Aquatic","Swarm","Large"],"id":"creature-4588","text":" Trilobite Swarm Trilobites typically live in close proximity to others of their kind. On rare occasions, particularly when the most common prey around is larger than what a single trilobite can take down, they form swarms that seem to actively cooperate with each other. These swarms latch onto their prey, and the combined efforts of so many trilobites at once make escape difficult. Recall Knowledge - Animal (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Trilobite Swarm Source Monster Core 2 pg. 326 Perception +9; darkvision, wavesense (imprecise) 60 feet Languages Skills Athletics +8, Stealth +9, Survival +7 Str +1 Dex +4 Con +3 Int -5 Wis +2 Cha +0 --- AC 18 Fort +10 Ref +9 Will +7 HP 30 Immunities precision, swarm mind Resistances bludgeoning 3, piercing 3, slashing 5 Weaknesses area damage 5, splash damage 5 --- Speed swim 25 feet Clinging Bites Single Action The trilobites in the swarm latch onto creatures and gnaw at them. Each enemy in the swarm's space takes 2d6 slashing damage (DC 18 basic Reflex save). ","skill_mod":{"survival":7,"stealth":9,"athletics":8},"summary":"Trilobites typically live in close proximity to others of their kind. On rare occasions, particularly when the most common prey around is larger than …","image":["/Images/Monsters/Trilobite_TrilobiteSwarm.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster"],"ac":18,"level":3,"source_category":["Rulebooks"],"sense":" darkvision , wavesense (imprecise) 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":3,"piercing":3,"slashing":5},"url":"/Monsters.aspx?ID=4588","intelligence":-5,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":10,"size":["Large"],"name":"Trilobite Swarm","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4588"},{"legacy_name":["Grippli Scout"],"attack_bonus":[9,9],"constitution":2,"primary_source_category":"Rulebooks","strength":1,"hp":20,"language":["Common","Tripkee"],"source":["Monster Core 2","NPC Core"],"type":"Creature","creature_family":"Tripkee","will_save":6,"charisma":-1,"speed":{"climb":20,"max":25,"land":25},"perception":8,"wisdom":3,"weakness":{},"creature_ability":["Hurl Net","Jungle Passage"],"skill":["Acrobatics","Athletics","Nature","Stealth","Survival"],"legacy_id":["creature-693"],"trait":["Humanoid","Tripkee","Small"],"id":"creature-4589","text":" Tripkee Scout Tripkee scouts typically keep watch on the outskirts of tripkee settlements. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Tripkee Scout Source Monster Core 2 pg. 327, NPC Core pg. 214 Perception +8; darkvision Languages Common, Tripkee Skills Acrobatics +7, Athletics +4, Nature +6, Stealth +7, Survival +6 Str +1 Dex +4 Con +2 Int +0 Wis +3 Cha -1 Items Dart (5), Leather Armor, Net, Sickle --- AC 16 Fort +7 Ref +9 Will +6 HP 20 --- Speed 25 feet, climb 20 feet; jungle passage Melee Single Action sickle +9 (Agile, finesse, trip), Damage 1d4+1 slashing Ranged Single Action dart +9 (Agile, thrown 20 feet), Damage 1d4+1 piercing Hurl Net Single Action Requirements The tripkee is wielding a net in two hands; Effect The tripkee makes a ranged Strike (with a +9 attack modifier) against a Medium or smaller creature within 20 feet. On a hit, the target is off-guard and takes a –10-foot circumstance penalty to its Speeds. On a critical hit, the creature is restrained instead. The DC to Escape the net is 16. A creature adjacent to the target can Interact with the net to remove it. Jungle Passage Tripkees ignore difficult terrain in forests and jungles. ","skill_mod":{"nature":6,"survival":6,"stealth":7,"athletics":4,"acrobatics":7},"summary":"Tripkee scouts typically keep watch on the outskirts of tripkee settlements.","image":["/Images/Monsters/Grippli_GrippliScout.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Ancestry"],"ac":16,"item":["Dart (5)","Leather Armor","Net","Sickle"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4589","intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":7,"size":["Small"],"name":"Tripkee Scout","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[3,3],"slug":"creature-4589"},{"primary_source_category":"Rulebooks","strength":1,"hp":60,"language":["Common","Tripkee"],"source":["Monster Core 2"],"type":"Creature","charisma":0,"perception":12,"trait":["Humanoid","Tripkee","Small"],"id":"creature-4590","text":" Tripkee Rain-Caller Influential within their communities, these wise druids hold power over water and weather. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Tripkee Rain-Caller Source Monster Core 2 pg. 327 Perception +12; darkvision Languages Common, Tripkee Skills Acrobatics +10, Athletics +8, Jungle Lore +10, Nature +12, Stealth +10, Survival +12 Str +1 Dex +3 Con +2 Int +1 Wis +5 Cha +0 Items Dart (4), Staff --- AC 20 Fort +8 Ref +11 Will +14 HP 60 --- Speed 25 feet, climb 20 feet; jungle passage Melee Single Action staff +9 (two-hand d8), Damage 1d4+4 bludgeoning Ranged Single Action dart +12 (Agile, thrown 20 feet), Damage 1d4+4 piercing Prepared Primal Spells DC 21, attack +14 - Cantrips (2nd) Electric Arc, Guidance, Know the Way, Stabilize - 1st Gust of Wind, Hydraulic Push, Thunderstrike - 2nd Mist, Summon Elemental (water only), Water Walk Druid Focus Spell DC 21, 1 Focus Point - 2nd Tempest Surge Jungle Passage Tripkees ignore difficult terrain in forests and jungles. ","skill_mod":{"nature":12,"survival":12,"stealth":10,"athletics":8,"acrobatics":10},"image":["/Images/Monsters/Tripkee_Rain_Caller.webp"],"primary_source":"Monster Core 2","spell":["Mist","Summon Elemental","Water Walk","Gust of Wind","Hydraulic Push","Thunderstrike","Electric Arc","Guidance","Know the Way","Stabilize","Tempest Surge"],"ac":20,"item":["Dart (4)","Staff"],"level":4,"spell_dc":[21,21],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":11,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":8,"size":["Small"],"name":"Tripkee Rain-Caller","pfs":"Standard","rarity":"common","strike_damage_average":[6,6],"attack_bonus":[9,12],"constitution":2,"creature_family":"Tripkee","spell_attack_bonus":[14],"will_save":14,"speed":{"climb":20,"max":25,"land":25},"wisdom":5,"weakness":{},"creature_ability":["Jungle Passage"],"skill":["Acrobatics","Athletics","Jungle Lore","Nature","Stealth","Survival"],"tradition":["Primal"],"summary":"Influential within their communities, these wise druids hold power over water and weather.","trait_group":["Creature Type","Ancestry"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4590","dexterity":3,"category":"creature","slug":"creature-4590"},{"legacy_name":["Frost Troll"],"attack_bonus":[10,13,13,13],"constitution":5,"primary_source_category":"Rulebooks","strength":5,"hp":90,"language":["Jotun"],"immunity":["cold"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Troll","will_save":8,"charisma":-2,"speed":{"max":30,"land":30},"perception":10,"wisdom":2,"weakness":{"sonic":10,"fire":10},"creature_ability":["Easily Misled","Furious Carve","Brutal Sweep","Ice Passage","Rend"],"skill":["Athletics","Intimidation","Survival"],"legacy_id":["creature-831"],"trait":["Cold","Giant","Humanoid","Troll","Large"],"id":"creature-4591","text":" Ice Troll Ice trolls are nightmarish frozen monsters of rime-stained claws and hoarfrost teeth who haunt glaciers, mountains, and tundras. Their unceasing hunger drives them to pursue elk herds, seal colonies, and human villages. Ones that regenerate while sealed within ice floes or permafrost can be birthed from the ice during a thaw after being trapped for months, years, or even decades of unceasing hunger before they can finally break free. Recall Knowledge - Humanoid (Society): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Ice Troll Source Monster Core 2 pg. 328 Perception +10; darkvision Languages Jotun Skills Athletics +10, Intimidation +10, Survival +10 Str +5 Dex +2 Con +5 Int -2 Wis +2 Cha -2 Easily Misled The ice troll takes a –4 circumstance penalty to their Perception DC against Deception checks. Items Hatchet --- AC 19 Fort +13 Ref +10 Will +8 HP 90 , regeneration 15 (deactivated by fire or sonic) Immunities cold Weaknesses fire 10, sonic 10 Furious Carve Reaction Trigger The ice troll takes fire or sonic damage; Effect The troll makes a hatchet or claw Strike against a random creature within reach. If the ice troll has persistent fire damage, they attempt a DC 15 flat check to remove it. --- Speed 30 feet; ice passage Melee Single Action jaws +13 (reach 10 feet), Damage 2d8+5 piercing Melee Single Action hatchet +13 (Agile, reach 10 feet, sweep), Damage 2d6+5 slashing Melee Single Action claw +13 (Agile, reach 10 feet), Damage 2d4+5 slashing Ranged Single Action hatchet +10 (Agile, sweep, thrown 10 feet), Damage 2d6+5 slashing Brutal Sweep Three Actions Requirements The ice troll is wielding a hatchet; Effect The troll sweeps their hatchet in a large arc, dealing 3d6 slashing damage to all creatures in a 5-foot emanation (DC 18 basic Reflex save). Ice Passage An ice troll isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice. Rend Single Action claw Mixing Variations Cavern trolls and ice trolls spawn their own jotund trolls, two-headed trolls, and warleaders. In these cases, change their immunity, regeneration, and weaknesses to match their origin. You can also update their reaction's trigger and its persistent damage removal to match those weaknesses. ","skill_mod":{"survival":10,"athletics":10,"intimidation":10},"summary":"Ice trolls are nightmarish frozen monsters of rime-stained claws and hoarfrost teeth who haunt glaciers, mountains, and tundras. Their unceasing …","image":["/Images/Monsters/Troll_Ice_Remastered.webp"],"primary_source":"Monster Core 2","trait_group":["Energy","Monster","Creature Type"],"ac":19,"item":["Hatchet"],"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4591","intelligence":-2,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":13,"size":["Large"],"name":"Ice Troll","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10,12,12,14],"slug":"creature-4591"},{"attack_bonus":[16,16,16],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":135,"language":["Jotun","Sakvroth"],"immunity":["bleed"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Troll","will_save":9,"charisma":-2,"speed":{"climb":20,"max":25,"land":25,"burrow":20},"perception":14,"wisdom":2,"weakness":{"acid":10,"sonic":10},"creature_ability":["Easily Misled","Sunlight Petrification","Furious Throw","Rend","Rock Tunneler","Throw Rock"],"skill":["Athletics","Intimidation"],"legacy_id":["creature-832"],"trait":["Earth","Giant","Humanoid","Troll","Large"],"id":"creature-4592","text":" Cavern Troll Insatiable scavengers, cavern trolls stalk the eternal gloom of the Darklands, consuming all in their path—even rocks and minerals. These rocky goliaths can tunnel through stone with their ironsharp claws. Despite a debilitating vulnerability to sunlight that petrifies them on sustained contact, hungry cavern trolls are often drawn to the comparatively lush surface world. Even when petrified, the immobile trolls are often mistaken for boulders or other natural phenomenon, leaving them free to hunt once night falls again. As cavern trolls age, their flinty skin becomes studded with small crystals and stones of various composition. Paragons of their kind have toothy maws replete with large crystalline fangs. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Cavern Troll Source Monster Core 2 pg. 328 Perception +14; darkvision Languages Jotun, Sakvroth Skills Athletics +16, Intimidation +14 Str +6 Dex +2 Con +6 Int -2 Wis +2 Cha -2 Easily Misled The cavern troll takes a –4 circumstance penalty to their Perception DC against Deception checks. --- AC 22 Fort +16 Ref +13 Will +9 HP 135 , regeneration 20 (deactivated by acid or sonic) Immunities bleed Weaknesses acid 10, sonic 10 Sunlight Petrification If exposed to direct sunlight, a cavern troll immediately becomes slowed 1 and can't use reactions. The slowed value increases by 1 each time the cavern troll ends its turn in sunlight. If the cavern troll's actions are reduced to 0 in this way, they become petrified until they spends at least 1 minute in darkness. Spells like sunburst that create magical sunlight can't petrify a cavern troll, but the troll is slowed 1 for 1d4 rounds after being exposed to such an effect. Furious Throw Reaction Trigger The cavern troll takes acid or sonic damage; Effect The troll uses Throw Rock targeting a random enemy within their first range increment. If the cavern troll has persistent acid damage, they attempt a DC 15 flat check to remove it. --- Speed 25 feet, burrow 20 feet, climb 20 feet Melee Single Action jaws +16 (reach 10 feet), Damage 2d10+8 piercing Melee Single Action claw +16 (Agile, reach 10 feet), Damage 2d6+8 slashing Ranged Single Action rock +16 (Brutal, range increment 120 feet), Damage 1d12+8 bludgeoning Rend Single Action claw Rock Tunneler A cavern troll can burrow through solid stone at a Speed of 10 feet. They can leave a tunnel if they desire. Throw Rock Single Action Mixing Variations Cavern trolls and ice trolls spawn their own jotund trolls, two-headed trolls, and warleaders. In these cases, change their immunity, regeneration, and weaknesses to match their origin. You can also update their reaction's trigger and its persistent damage removal to match those weaknesses. ","element":["Earth"],"skill_mod":{"athletics":16,"intimidation":14},"summary":"Insatiable scavengers, cavern trolls stalk the eternal gloom of the Darklands, consuming all in their path—even rocks and minerals. These rocky …","image":["/Images/Monsters/Troll_Cavern_Remastered.webp"],"primary_source":"Monster Core 2","trait_group":["Elemental","Planar","Monster","Creature Type"],"ac":22,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4592","intelligence":-2,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Large"],"name":"Cavern Troll","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14,15,19],"slug":"creature-4592"},{"attack_bonus":[13,18,18,18],"constitution":6,"primary_source_category":"Rulebooks","strength":6,"hp":190,"language":["Jotun"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Troll","will_save":14,"charisma":3,"speed":{"max":30,"land":30},"perception":16,"wisdom":4,"weakness":{"fire":10,"electricity":10},"creature_ability":["Easily Misled","Independent Brains","Head Regrowth","Reactive Strike","Collaborative Chomp"],"skill":["Athletics","Intimidation"],"legacy_id":["creature-833"],"trait":["Earth","Giant","Humanoid","Troll","Uncommon","Wood","Large"],"id":"creature-4593","text":" Two-Headed Troll After a particularly severe head injury, a troll might regrow two heads, with each taking on fragments of the old personality and its responsibilities over the body. As separated parts of a whole, the heads find it difficult to agree on any but the most basic tasks. These tasks usually involve gathering food to satisfy two mouths, even if they share a single cavernous stomach. Dread tales of two-headed trolls' ravenous appetites are whispered of in homesteads throughout the lands of the Inner Sea. It's a custom for parents to invoke the two-headed troll as a warning to misbehaving children. “Finish your chores,” a parent might say to a stubborn child, “or a two-headed troll will snatch you away at night and swallow you whole!” It's unclear why such a morbid tradition gained traction, but it's an undeniable fact that two-headed trolls have an appetite for “nibbles”— creatures small enough to devour with one bite. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Two-Headed Troll Source Monster Core 2 pg. 329 Perception +16; darkvision Languages Jotun Skills Athletics +18, Intimidation +17 Str +6 Dex +1 Con +6 Int -2 Wis +4 Cha +3 Easily Misled The two-headed troll takes a –4 circumstance penalty to their Perception DC against Deception checks. Independent Brains Each of a two-headed troll’s heads rolls their own initiative and has their own turn. Neither head can Delay. At the start of a head’s turn, that head gets 2 actions and 1 reaction. Each brain controls one arm, but both can move the legs. Any ability or item that would sever a two-headed troll’s head (such as a vorpal weapon) doesn’t cause the two-headed troll to die if they still have their other head, but does cause them to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of the troll’s heads. Items Club --- AC 24 Fort +19 Ref +15 Will +14 HP 190 , regeneration 20 (deactivated by electricity or fire) Weaknesses electricity 10, fire 10 Head Regrowth A two-headed troll's regeneration can regrow a severed head. After regaining Hit Points from regeneration, the two-headed troll attempts a DC 10 flat check. On a success, a missing head is fully restored. If a two-headed troll loses their last remaining head, they die immediately. Reactive Strike Reaction --- Speed 30 feet Melee Single Action jaws +18 (reach 10 feet), Damage 2d12+8 piercing Melee Single Action claw +18 (Agile, reach 10 feet), Damage 2d8+8 slashing Melee Single Action club +18 (reach 10 feet), Damage 2d6+8 bludgeoning Ranged Single Action club +13 (thrown 10 feet), Damage 2d6+8 bludgeoning Collaborative Chomp Two Actions The troll makes a claw Strike and Grabs a single target. If both are successful, the other head can use their reaction to make a jaws Strike against that creature. Severed Spiral Although most two-headed trolls have difficulty seeing past their confusion and rage, some have founded a nuanced faith emulating the dualistic gods Gozreh, Nethys, and Pharasma. The obscure philosophy seeks enlightenment at menhirs of black and white stones, most notably the Severed Spiral in Mendev. ","element":["Earth","Wood"],"skill_mod":{"athletics":18,"intimidation":17},"summary":"After a particularly severe head injury, a troll might regrow two heads, with each taking on fragments of the old personality and its …","image":["/Images/Monsters/Troll_Shrike_Remastered.webp"],"primary_source":"Monster Core 2","trait_group":["Elemental","Planar","Monster","Creature Type","Rarity"],"ac":24,"item":["Club"],"level":8,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4593","intelligence":-2,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":19,"size":["Large"],"name":"Two-Headed Troll","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[15,15,17,21],"slug":"creature-4593"},{"attack_bonus":[29,29],"constitution":8,"primary_source_category":"Rulebooks","strength":8,"hp":360,"language":["Jotun"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Troll","will_save":23,"charisma":4,"speed":{"climb":20,"max":30,"land":30},"perception":26,"wisdom":6,"weakness":{"fire":15,"electricity":15},"creature_ability":["Head Regrowth","Reactive Heads","Furious Roar","Reactive Strike","Cacophonous Roar","Fast Swallow","Ravenous Jaws","Rend","Swallow Whole"],"skill":["Athletics","Intimidation"],"legacy_id":["creature-834"],"trait":["Giant","Humanoid","Mutant","Rare","Troll","Wood","Huge"],"id":"creature-4594","text":" Jotund Troll Jotund trolls are gigantic, nine-headed horrors who prowl frigid moors, marshes, and wastelands, often alone and always ravenous. While each of the jotund troll's nine heads possess their own brains and senses, they bicker with each other much less than the heads of a two-headed troll. Yet the heads still argue, particularly over which of them gets to eat. The fact that all nine maws lead to the same shared stomach makes little difference in such culinary disagreements. Many scholars echo a story that jotund trolls resemble the first trolls, titans cast out of Elysium and cursed for their crimes against the gods. The jotund trolls themselves make no claims to such a heritage, however, and those concerned with such matters claim the father of all trolls arose in the Outer Rifts. Individual jotund trolls either begin their life as a common troll or, far more rarely, are born to a jotund troll parent. To the jotund trolls, their nine heads are a crown of rule that marks them as above the natural order and free from its laws. Recall Knowledge - Humanoid (Society): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Jotund Troll Source Monster Core 2 pg. 330 Perception +26; darkvision Languages Jotun Skills Athletics +29, Intimidation +27 Str +8 Dex +4 Con +8 Int -1 Wis +6 Cha +4 --- AC 35 (all-around vision (page 360)) Fort +31 Ref +24 Will +23 HP 360 , regeneration 40 (deactivated by electricity or fire) Weaknesses electricity 15, fire 15 Head Regrowth A jotund troll's regeneration can regrow severed heads. After regaining Hit Points from regeneration, the jotund troll attempts a DC 8 flat check. On a success, one missing head is fully restored; on a critical success, two missing heads are fully restored. If a jotund troll loses their last remaining head, they die immediately. Reactive Heads A jotund troll gains an extra reaction per round for each of their heads beyond the first, which they can use only to make Reactive Strikes with their jaws or to Fast Swallow. They can't use more than 1 reaction for the same triggering action, even if a creature leaves several squares within their reach, and must use a different head for each Reactive Strike. Whenever one of the jotund troll's heads is severed, the troll loses 1 of their extra reactions per round. Furious Roar Reaction Trigger The jotund troll takes electricity or fire damage; Effect The jotund troll uses their Cacophonous Roar and, if they're aware of the damage's source, can Stride toward it. If the jotund troll has persistent fire damage, they attempt a DC 15 flat check to remove it. Reactive Strike Reaction --- Speed 30 feet, climb 20 feet Melee Single Action jaws +29 (reach 15 feet), Damage 3d12+14 piercing plus Grab Melee Single Action claw +29 (Agile, reach 15 feet), Damage 3d10+14 slashing Cacophonous Roar Single Action (Auditory, emotion, incapacitation, mental, occult) The jotund troll roars from all their heads mystically distorting the listener's mind. Each nontroll creature in a 100-foot emanation must attempt a DC 34 Will save. Critical Success The creature is unaffected and is temporarily immune for 24 hours. Success The creature is stupefied 1 for 1 round. Failure The creature is stupefied 2 for 1 round. Critical Failure The creature is confused for 1 round. Fast Swallow Reaction Trigger The jotund troll Grabs a creature with their jaws; Effect The troll uses Swallow Whole. Ravenous Jaws Two Actions The jotund troll makes a number of jaws Strikes up to their number of heads, each against a different target. These attacks count toward the troll's multiple attack penalty, but the penalty doesn't increase until after the jotund troll makes all of these attacks. Rend Single Action claw Swallow Whole Single Action (attack) Medium, 3d12+8 bludgeoning, Rupture 36 Ravenous Mutants Jotund trolls arise with distressing regularity, particularly in areas like the magic-warped Mana Wastes and the radiation-wracked badlands of Numeria. Although they generally consume other trolls along with everything else, voracious jotund troll families haunt particularly desolate lands. The presence of a single jotund troll can lead an area to blight and ruin, beyond even the damage caused by its terrifying hunger. ","element":["Wood"],"skill_mod":{"athletics":29,"intimidation":27},"summary":"Jotund trolls are gigantic, nine-headed horrors who prowl frigid moors, marshes, and wastelands, often alone and always ravenous. While each of the …","image":["/Images/Monsters/Troll_Jotund_Remastered.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster","Rarity","Elemental"],"ac":35,"level":15,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4594","intelligence":-1,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":31,"size":["Huge"],"name":"Jotund Troll","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[30,33],"slug":"creature-4594"},{"attack_bonus":[11],"constitution":5,"primary_source_category":"Rulebooks","strength":4,"hp":65,"source":["Monster Core 2"],"type":"Creature","will_save":6,"charisma":-2,"speed":{"max":35,"land":35},"perception":6,"wisdom":1,"weakness":{"fire":8,"electricity":8},"creature_ability":["Flailing Bite","Bloodfire Fever","Pack Attack"],"skill":["Acrobatics","Athletics","Stealth","Survival"],"legacy_id":["creature-835"],"trait":["Beast","Troll","Wood","Medium"],"id":"creature-4595","text":" Trollhound Trollhounds are squat, slavering beasts akin to trolls in canine form. With a similar nigh-insatiable hunger stoked by their regenerative metabolisms, packs of wild trollhounds prowl the foothills of regions where trolls dwell to hunt for vast quantities of meat. In some regions, trolls breed trollhounds as pets, utilizing the trollhounds' keen sense of smell to aid in the hunt. Covered in fetid, weeping sores, trollhounds are carriers of a debilitating contagion known as bloodfire fever. Creatures that contract the disease through the bite of a trollhound experience deep internal pain, as if their blood were on fire. Additional symptoms include loss of muscle coordination, pus-filled blisters, and overall lethargy and fatigue. Other than living with the pain from skin irritation, both trolls and trollhounds are immune to the major effects of the disease. Trollhounds are fearless on the hunt and in combat, relying on their ability to regenerate to carry them through. Not even the threat of fire is enough to repel them, as the beasts don't recognize the danger it represents. Nevertheless, fire is one of the most effective tools in combating trollhounds; canny hunters know to burn every last remnant of a supposedly slain trollhound, for their regenerative powers are potent indeed. While trolls have had great success in domesticating, training, and even befriending trollhounds, the same can't be said for other would-be masters. Whether impeded by constant exposure to trollhounds' diseased slobber, their ravenous hunger that never seems to be fully sated, or simply their foul personality and quick-to-bite temperament, most attempts to use trollhounds in place of more reliable guardians end in pain, misery, and a pack of feral trollhounds escaping into the hinterlands. Left to their own devices, trollhounds will breed relatively quickly. It can take less than a year for a small pack to multiply into such a size that they pose a significant threat to the countryside. Best to leave the trollhounds to the trolls, as they say! Recall Knowledge - Beast (Arcana, Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Trollhound Source Monster Core 2 pg. 332 Perception +6; darkvision, scent (imprecise) 30 feet Languages Skills Acrobatics +6, Athletics +9, Stealth +8, Survival +6 Str +4 Dex +1 Con +5 Int -3 Wis +1 Cha -2 --- AC 17 Fort +14 Ref +8 Will +6 HP 65 , regeneration 15 (deactivated by electricity or fire) Weaknesses electricity 8, fire 8 Flailing Bite Reaction Trigger The trollhound takes electricity or fire damage; Effect The trollhound makes a jaws Strike against a random creature within reach. If the trollhound has persistent fire damage, they attempt a DC 15 flat check to remove it. --- Speed 35 feet Melee Single Action jaws +11, Damage 1d12+4 piercing plus Knockdown and bloodfire fever Bloodfire Fever (, Disease) Trollhounds and trolls are immune to bloodfire fever; Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 enfeebled 1 (1 day); Stage 3 enfeebled 1 and clumsy 1 (1 day); Stage 4 enfeebled 2 and clumsy 2 (1 day); Stage 5 enfeebled 2, clumsy 2, and fatigued (1 day) Pack Attack The trollhound's Strikes deals 1d6 extra damage to creatures within reach of at least two of the trollhound's allies. Trollhound Genesis The first trollhound was the result of a clash between a starving warg and an enraged forest troll. Though the warg was no match for the troll, it landed several bites before retreating into the nearby woods. The regenerative chunks of troll flesh within the warg's bleeding maw infected the warg's body, slowly and painfully transforming the beast into a proto-trollhound. Stripped of cunning and intelligence, the altered warg attacked an approaching pack of wargs, spreading the unusual infection. Soon, trollhounds became their own species, and successive generations of the beasts have been discovered hunting alongside trolls, sharing an instinctual bond with the lumbering giants. Many modern-day wargs hold a deep-seated animosity toward trollhounds because of this past. This antagonism is exacerbated by the fact that, in rare cases, a warg who reaches stage 5 of bloodfire fever might transform into a trollhound. ","element":["Wood"],"skill_mod":{"survival":6,"stealth":8,"athletics":9,"acrobatics":6},"summary":"Trollhounds are squat, slavering beasts akin to trolls in canine form. With a similar nigh-insatiable hunger stoked by their regenerative …","image":["/Images/Monsters/Troll_Trollhound.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster","Elemental"],"ac":17,"level":3,"source_category":["Rulebooks"],"sense":" darkvision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4595","intelligence":-3,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":14,"size":["Medium"],"name":"Trollhound","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[10],"slug":"creature-4595"},{"attack_bonus":[19],"constitution":4,"primary_source_category":"Rulebooks","strength":2,"hp":90,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Monster Core 2"],"type":"Creature","will_save":12,"charisma":-5,"speed":{"max":40,"land":40,"swim":40},"perception":16,"wisdom":3,"weakness":{},"creature_ability":["Construct Armor","Carver's Curse"],"skill":["Athletics"],"legacy_id":["creature-1352"],"trait":["Construct","Small"],"id":"creature-4596","text":" Tupilaq A tupilaq is an artistically crafted construct carved from animal bones (typically whale or walrus) and imbued with the express purpose of eviscerating its creator's enemies. A tupilaq manifests from hateful magic— such a thing can only be created by someone who believes they were grievously wronged. When a terrible, unforgivable crime is committed against someone with great skill at carving and who has knowledge of the proper ritual, the aggrieved can channel their grief and hate through whispered incantations to bring a tupilaq to life. Sadly, the same emotions used to create a tupilaq often lead to even greater tragedies. Functionally immortal but built for vengeance, a tupilaq lacks the reason or discernment to do anything other than pursue the goal imbued by its creator. A wish to utterly destroy an enemy can lead a tupilaq to slaughter an entire settlement, killing until it has slain everyone even remotely related to the original offender. Many stories describe how a tupilaq ends up causing more tragedy for its creator than the crime that precipitated its creation. The most common tales feature the tupilaq eventually murdering its creator's spouse or family members due to a distant relationship to the original target that no one knew about. A tupilaq's animating energies aren't tied to its original functions, and the creature typically long outlasts its creator, its victims, and often any who recall the reason for its creation. It might fall into a sort of hibernation once it has achieved immediate vengeance, but in many cases, the constructs reawaken to continue their rampage against unsuspecting targets ignorant of their involvement. Spellcasters might occasionally summon these constructs. A summoned tupilaq, hauled unceremoniously from its vengeance, becomes a nearfrenzied combatant, unleashing every offensive ability in its arsenal to break free. These reactions aren't strategic or considered, but an instinctual, almost programmed need to return to its true purpose. Conjurers should be wary about a tupilaq employing spells that might be turned against its summoner, such as a fireball “accidentally” placed such that the spell incinerates the spellcaster and returns the creatures from whence it came. Recall Knowledge - Construct (Arcana, Crafting): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Tupilaq Source Monster Core 2 pg. 333 Perception +16; darkvision Languages Skills Athletics +15 Str +2 Dex +6 Con +4 Int -5 Wis +3 Cha -5 --- AC 26 (22 when broken) Fort +17 Ref +15 Will +12 HP 90 Hardness 8 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Construct Armor Like normal objects, a tupilaq has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a tupilaq is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, it loses its Hardness, and its Armor Class is reduced to 22. --- Speed 40 feet, swim 40 feet Melee Single Action jaws +19 (Agile, finesse), Damage 2d8+5 piercing plus Grab Primal Innate Spells DC 24 - 3rd Fireball (×3) Carver's Curse When a tupilaq is created, the curse imparted by its creator manifests in the form of a single 3rd-rank primal spell the tupilaq can cast three times per day. The particular spell is a reflection of the creator's wish for vengeance. By default, and for a found or summoned tupilaq, this spell is fireball . Relics Of The Past A tupilaq can last indefinitely once created, and it isn't uncommon for a tupilaq to be unearthed years, decades, or even centuries after its creator has passed away. Archaeologists working at northern dig sites might accidentally stumble across one of these fierce constructs, inadvertently awakening its vengeful curse. ","tradition":["Primal"],"skill_mod":{"athletics":15},"summary":"A tupilaq is an artistically crafted construct carved from animal bones (typically whale or walrus) and imbued with the express purpose of …","image":["/Images/Monsters/Tupilaq.png"],"primary_source":"Monster Core 2","spell":["Fireball"],"trait_group":["Creature Type"],"ac":26,"level":7,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4596","intelligence":-5,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":6,"hardness":8,"vision":"Darkvision","fortitude_save":17,"size":["Small"],"name":"Tupilaq","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[14],"slug":"creature-4596"},{"primary_source_category":"Rulebooks","strength":10,"hp":390,"language":["Aklo","Chthonian","Common","Empyrean"],"source":["Monster Core 2","Pathfinder #150: Broken Promises"],"type":"Creature","charisma":8,"perception":32,"trait":["Electricity","Uncommon","Undead","Unholy","Gargantuan"],"id":"creature-4597","text":" Tzitzimitl Due to their affinity for darkness and apocalyptic terror, tzitzimitls are widely feared as harbingers of death and destruction. A solar eclipse marks their arrival, and they draw strange powers of darkness and electricity from these phenomena. Some sages believe tzitzimitls to be instruments of the gods, called down to destroy worlds whose times have come, while others claim they're the undead remains of stranded exiles from a far-off civilization of spacefaring giants. Such legends are ancient and fragmented, but some tell of tzitzimitls being defeated by great heroes and sealed away—though these tales imply that the enormous undead now lie buried and waiting, soon to rampage again should their tombs be breached. Recall Knowledge - Undead (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Tzitzimitl Source Monster Core 2 pg. 334, Pathfinder #150: Broken Promises pg. 82 Perception +32; darkvision, truesight Languages Aklo, Chthonian, Common, Empyrean Skills Acrobatics +33, Arcana +37, Athletics +33, Nature +37, Occultism +37, Religion +40 Str +10 Dex +8 Con +6 Int +5 Wis +7 Cha +8 --- AC 43 Fort +29 Ref +32 Will +35 HP 390 (fast healing 15, void healing (page 362)) Immunities bleed, death effects, disease, electricity, paralyzed, poison, unconscious Resistances cold 15, physical 15 (except bludgeoning) Weaknesses holy 15 Light to Dark Reaction (divine, void) Trigger A creature uses an ability or spell with the vitality trait within 120 feet of the tzitzimitl; Effect The tzitzimitl inverts the energy used in the triggering ability or spell, causing it to lose the vitality trait and gain the void trait, and changing all instances of vitality energy or healing in the ability's description to void energy. --- Speed 50 feet, fly 60 feet Melee Single Action claw +34 (Agile, magical, reach 20 feet), Damage 4d12+10 slashing plus 3d8 electricity and drain life Ranged Single Action eye beam +34 (range 100 feet), Damage 4d12 electricity plus 10d6 force Occult Innate Spells DC 38 - Cantrips (9th) Detect Magic - 3rd Haste (×3) - 4th Darkness (×3) - 7th Eclipse Burst, Teleport (×3) - 9th Darkness (×3), Teleport, Wails of the Damned - Constant (6th) Truesight Rituals DC 38 - 2nd Create Undead (9th rank) Drain Life When a tzitzimitl's claw Strike deals damage to a living creature, the tzitzimitl gains 20 temporary Hit Points, and the target must succeed at a DC 41 Fortitude save or become drained 2. Further damage dealt by a tzitzimitl's claw Strike increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4. Eclipse Two Actions (Cold, occult) Effect The tzitzimitl casts darkness and drains the heat and warmth from the darkness spell's area. Each creature within the spell's area must attempt a DC 41 Fortitude save. Critical Success The creature takes 4d8 cold damage. Success The creature takes 8d8 cold damage and is slowed 1 for 1 round. Failure The creature takes 16d8 cold damage and is slowed 1 for 1 minute. Critical Failure The creature takes 16d8 cold damage, is slowed 2 for 1 minute, and is doomed 1. Harbingers Of The End A tzitzimitl's arrival in a region often precedes a deadly disaster or apocalyptic event. It isn't known whether the tzitzimitl accompanies an event already fated to occur or if the undead causes such events through their own strange magic. ","skill_mod":{"nature":37,"arcana":37,"athletics":33,"occultism":37,"acrobatics":33,"religion":40},"image":["/Images/Monsters/Tzitzimitl.png"],"primary_source":"Monster Core 2","spell":["Darkness","Teleport","Wails of the Damned","Eclipse Burst","Haste","Detect Magic","Truesight"],"ac":43,"level":19,"spell_dc":[38],"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision , truesight ","resistance":{"piercing":15,"slashing":15,"cold":15,"physical":15},"intelligence":5,"reflex_save":32,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":29,"source_group":["Age of Ashes"],"size":["Gargantuan"],"name":"Tzitzimitl","pfs":"Standard","rarity":"uncommon","strike_damage_average":[49,61],"attack_bonus":[34,34],"constitution":6,"immunity":["bleed","death effects","disease","electricity","paralyzed","poison","unconscious"],"will_save":35,"speed":{"fly":60,"max":60,"land":50},"wisdom":7,"weakness":{"holy":15},"creature_ability":["Light to Dark","Drain Life","Eclipse"],"skill":["Acrobatics","Arcana","Athletics","Nature","Occultism","Religion"],"legacy_id":["creature-1353"],"tradition":["Occult"],"summary":"Due to their affinity for darkness and apocalyptic terror, tzitzimitls are widely feared as harbingers of death and destruction. A solar eclipse …","trait_group":["Energy","Monster","Rarity","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4597","dexterity":8,"category":"creature","slug":"creature-4597"},{"attack_bonus":[24,24],"constitution":5,"primary_source_category":"Rulebooks","strength":7,"hp":220,"language":["Common","(can't speak any language)"],"immunity":["death effects","disease","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","will_save":21,"charisma":3,"speed":{"max":30,"land":30},"perception":21,"wisdom":6,"weakness":{},"creature_ability":["Meant to Live","Resurrection Vulnerability","Rise Again","Agonized Howl","Awful Approach","Death Grip"],"skill":["Athletics","Stealth"],"legacy_id":["creature-1908"],"trait":["Undead","Unholy","Medium"],"id":"creature-4598","text":" Unrisen An unrisen is a mangled conglomeration of splintered bones, decaying organs, and rotting flesh, created when a ritual such as resurrect goes catastrophically wrong. Immense care must be taken, for if such a ritual fails utterly, an unrisen can be the result—as many a ritualist has learned to their horror. Unrisen are barely intelligent, aware only of the agony constantly inflicted by their flawed creation and their resentment for the living. They tend to attack the casters involved in the botched ritual first before lashing out at everyone else around them. Though an unrisen's twisted form is unrecognizable as the intended target of the resurrection, its wordless howls are often disturbingly similar to the deceased's voice. If an unrisen is destroyed before it can rise again, it's reduced to a handful of metallic blue-green salts referred to as essential salts. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Unrisen Source Monster Core 2 pg. 335 Perception +21; darkvision, lifesense 30 feet Languages Common; (can't speak any language) Skills Athletics +24, Stealth +19 Str +7 Dex +4 Con +5 Int -2 Wis +6 Cha +3 --- AC 28 Fort +22 Ref +17 Will +21 HP 220 (meant to live, void healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses resurrection vulnerability Meant to Live (occult) Whenever an unrisen would take damage from vitality energy, it instead heals half that number of Hit Points. Resurrection Vulnerability A creature with a prepared or spontaneous spell that can restore the dead to life (such as breath of life or raise dead ) can expend an appropriate spell slot as a 2-action activity to destroy an unrisen within 30 feet. The attempt fails if the unrisen succeeds at a Will save against the creature's spell DC. Rise Again (occult) If the unrisen is reduced to 0 Hit Points by means other than fire damage, disintegration, or its resurrection vulnerability, it returns to unlife at the start of its next turn. It has 100 Hit Points and is prone in the space in which it was destroyed. The unrisen can't be returned by this ability again for 1 hour. --- Speed 30 feet Melee Single Action jaws +24 (deadly d10, magical), Damage 3d8+13 piercing plus Grab Melee Single Action claw +24 (Agile, magical), Damage 2d8+13 slashing plus Grab Agonized Howl Two Actions (Auditory, mental, occult) The unrisen howls in pain at its cursed existence. Creatures within a 30-foot emanation take 9d8 mental damage with a DC 30 basic Will save. The unrisen can't use Agonized Howl again for 1d4 rounds. Awful Approach Single Action Frequency once per 10 minutes; Effect The unrisen reshapes its grotesque form to move swiftly. It Strides twice. Any living creature that can see the unrisen during this movement must succeed at a DC 28 Fortitude save or be sickened 1 (or sickened 2 on a critical failure); this is a mental and visual effect. Death Grip Single Action (Curse, occult) Requirements The unrisen has a living creature grabbed or restrained; Effect The unrisen attempts to destroy its victim's life force so it shares in the unrisen's fate. The creature must succeed at a DC 30 Fortitude save or become doomed 1. While the curse lasts, the creature regains only half as many HP from effects with both the healing and vitality traits; if it dies, any attempt to raise it from the dead causes it to return as an unrisen. The curse ends automatically if the creature's doomed value is reduced to 0. Unrisen Salts An unrisen's essential salts, formed from its remaining distilled life essence, can be used for spells and rituals such as create undead or resurrect, replacing 600 gp worth of gemstones. The existence of these essential salts doesn't damage the soul of the unrisen's source creature, but devout Pharasmins still frown on their use. ","skill_mod":{"stealth":19,"athletics":24},"summary":"An unrisen is a mangled conglomeration of splintered bones, decaying organs, and rotting flesh, created when a ritual such as resurrect goes …","image":["/Images/Monsters/Unrisen_Remastered.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Mechanics"],"ac":28,"level":11,"source_category":["Rulebooks"],"sense":" darkvision , lifesense 30 feet","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4598","intelligence":-2,"reflex_save":17,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":22,"size":["Medium"],"name":"Unrisen","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[22,26],"slug":"creature-4598"},{"primary_source_category":"Rulebooks","strength":3,"hp":55,"language":["Aklo","Daemonic","Sakvroth"],"source":["Monster Core 2"],"type":"Creature","charisma":2,"perception":9,"trait":["Humanoid","Urdefhan","Medium"],"id":"creature-4599","text":" Urdefhan Warrior From the moment they're born, urdefhans are prepared for war. Urdefhan warriors are among the least powerful urdefhans one might encounter outside of their eerie underground cities. Recall Knowledge - Humanoid (Society): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Urdefhan Warrior Source Monster Core 2 pg. 336 Perception +9; greater darkvision Languages Aklo, Daemonic, Sakvroth Skills Athletics +10, Intimidation +9, Religion +7, Survival +7 Str +3 Dex +1 Con +2 Int +0 Wis +2 Cha +2 Items Composite Longbow (20 arrows), Rhoka Sword, studded leather --- AC 18 Fort +9 Ref +8 Will +9 HP 55 (void healing) Immunities death effects, disease, fear Weaknesses vitality 5 Necrotic Decay (divine, void) When an urdefhan dies, their translucent flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 3d6 void damage to creatures in this area as their flesh curdles and rots (DC 17 basic Fortitude save). Reactive Strike Reaction --- Speed 25 feet Melee Single Action rhoka sword +12 (deadly d8, two-hand d10), Damage 1d8+6 slashing Melee Single Action jaws +12, Damage 1d6+6 piercing plus Wicked Bite Ranged Single Action composite longbow +10 (deadly d10, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+4 piercing Divine Innate Spells DC 17 - 1st Enfeeble, Gentle Landing (at will; self only) - 2nd Darkness Ravenous Attack Two Actions The urdefhan makes one rhoka sword Strike and one jaws Strike against a single creature. Their multiple attack penalty doesn't increase until after both attacks. Wicked Bite Single Action Requirements The urdefhan damaged a creature with a jaws Strike on their last action; Effect The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The target must succeed at a DC 20 Fortitude save or be affected by drain blood or drain vitality (the urdefhan's choice). If the jaws Strike was a critical hit, the creature is affected by both effects, using the same save result for both. Drain Blood The urdefhan drinks some of the creature's blood. On a failed save, the creature is drained 1 and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP). Drain Vitality The urdefhan draws out some of the creature's vital essence. The creature becomes enfeebled 1 for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). ","skill_mod":{"survival":7,"athletics":10,"intimidation":9,"religion":7},"image":["/Images/Monsters/Urdefhan_UrdefhanWarrior.png"],"primary_source":"Monster Core 2","spell":["Darkness","Enfeeble","Gentle Landing"],"ac":18,"item":["Composite Longbow (20 arrows)","Rhoka Sword","studded leather"],"level":3,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":0,"reflex_save":8,"strongest_save":["fort","fortitude","will"],"vision":"Greater darkvision","fortitude_save":9,"size":["Medium"],"name":"Urdefhan Warrior","pfs":"Standard","rarity":"common","strike_damage_average":[8,9,10],"attack_bonus":[10,12,12],"constitution":2,"immunity":["death effects","disease","fear"],"creature_family":"Urdefhan","will_save":9,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"vitality":5},"creature_ability":["Necrotic Decay","Reactive Strike","Ravenous Attack","Wicked Bite"],"skill":["Athletics","Intimidation","Religion","Survival"],"legacy_id":["creature-840"],"tradition":["Divine"],"summary":"From the moment they're born, urdefhans are prepared for war. Urdefhan warriors are among the least powerful urdefhans one might encounter outside of …","trait_group":["Creature Type","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4599","dexterity":1,"category":"creature","slug":"creature-4599"},{"primary_source_category":"Rulebooks","strength":3,"hp":75,"language":["Aklo","Daemonic","Sakvroth"],"source":["Monster Core 2"],"type":"Creature","charisma":2,"perception":13,"trait":["Humanoid","Unholy","Urdefhan","Medium"],"id":"creature-4600","text":" Urdefhan Tormentor Urdefhan spellcasters with a knack for the divine are invariably unholy worshippers of daemonkind, typically taking on one of Abaddon's Four Apocalypse Riders as their patron deity. With their unholy gifts, these urdefhan tormentors summon daemons into battle and bolster their allies with profane magic, preferring to stick to the sidelines rather than enter the fray directly. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Urdefhan Tormentor Source Monster Core 2 pg. 337 Perception +13; greater darkvision Languages Aklo, Daemonic, Sakvroth Skills Acrobatics +8, Crafting +9, Intimidation +11, Occultism +12, Religion +13 Str +3 Dex +1 Con +3 Int +2 Wis +4 Cha +2 Items Warhammer --- AC 21 Fort +11 Ref +10 Will +15 HP 75 (void healing) Immunities death effects, disease, fear Weaknesses vitality 5 Necrotic Decay (divine, void) When an urdefhan dies, their translucent flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 5d6 void damage to creatures in this area as their flesh curdles and rots (DC 21 basic Fortitude save). --- Speed 25 feet Melee Single Action warhammer +12 (Shove), Damage 1d8+5 bludgeoning Melee Single Action jaws +14, Damage 2d6+5 piercing plus Wicked Bite Divine Innate Spells DC 23 - 1st Enfeeble, Gentle Landing (self only), Grim Tendrils, Harm - 2nd Darkness, False Vitality, Harm, See the Unseen - 3rd Harm, Paralyze Rituals DC 23 - 1st Daemonic Pact Stoke the Fervent Two Actions (Auditory, divine, emotion, mental) Frequency once per day; Effect The urdefhan lets out a battle cry, sending themself and their allies into a fanatical frenzy. The tormentor and each ally that hears the call gains a +1 status bonus to attack rolls, damage rolls, and saving throws, and takes a –1 status penalty to AC. Affected creatures must use at least one of their actions to Strike each round, if they're able (even if it means attacking an ally, object, or thin air). This lasts for 2d4 rounds. Wicked Bite Single Action Requirements The urdefhan damaged a creature with a jaws Strike on their last action; Effect The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The target must succeed at a DC 22 Fortitude save or be affected by drain blood or drain vitality (the urdefhan's choice). If the jaws Strike was a critical hit, the creature is affected by both effects, using the same save result for both. Drain Blood The urdefhan drinks some of the creature's blood. On a failed save, the creature is drained 1 and the urdefhan regains 5 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 HP). Drain Vitality The urdefhan draws out some of the creature's vital essence. The creature becomes enfeebled 1 for 1 hour on a failed save (or enfeebled 2 for 1 hour on a critical failure). ","skill_mod":{"crafting":9,"intimidation":11,"occultism":12,"acrobatics":8,"religion":13},"image":["/Images/Monsters/Urdefhan_UrdefhanTormentor.png"],"primary_source":"Monster Core 2","spell":["Harm","Paralyze","Darkness","False Vitality","See the Unseen","Enfeeble","Gentle Landing","Grim Tendrils"],"ac":21,"item":["Warhammer"],"level":5,"spell_dc":[23],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{},"intelligence":2,"reflex_save":10,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":11,"size":["Medium"],"name":"Urdefhan Tormentor","pfs":"Standard","rarity":"common","strike_damage_average":[9,12],"attack_bonus":[12,14],"constitution":3,"immunity":["death effects","disease","fear"],"creature_family":"Urdefhan","will_save":15,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"vitality":5},"creature_ability":["Stoke the Fervent","Wicked Bite"],"skill":["Acrobatics","Crafting","Intimidation","Occultism","Religion"],"legacy_id":["creature-841"],"tradition":["Divine"],"summary":"Urdefhan spellcasters with a knack for the divine are invariably unholy worshippers of daemonkind , typically taking on one of Abaddon's Four …","trait_group":["Creature Type","Mechanics","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4600","dexterity":1,"category":"creature","slug":"creature-4600"},{"attack_bonus":[18,19],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":135,"language":["Common"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Vampire, Nosferatu","will_save":14,"charisma":1,"speed":{"max":25,"land":25},"perception":16,"wisdom":2,"weakness":{"mental":10},"creature_ability":["Mindbound","Mortal Shield","Rally","Swing Back"],"skill":["Acrobatics","Athletics","Deception","Religion"],"legacy_id":["creature-1356"],"trait":["Human","Humanoid","Uncommon","Unholy","Medium"],"id":"creature-4601","text":" Nosferatu Thrall Nosferatu thralls are mortals bound to a nosferatu's will. While thralls aren't undead, they stay alive by feeding on the blood of their masters. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Nosferatu Thrall Source Monster Core 2 pg. 340 Perception +16 Languages Common Skills Acrobatics +13, Athletics +14, Deception +15, Religion +14 Str +4 Dex +3 Con +2 Int +2 Wis +2 Cha +1 Items +1 striking greatclub --- AC 26 Fort +16 Ref +17 Will +14 HP 135 (fast healing 5) Weaknesses mental 10 Mindbound (divine) A nosferatu master exerts a fierce hold over their thrall's mind. If any creature other than the thrall's master targets them with an effect that would give them the controlled condition, the thrall's master rolls a counteract check against it using their Dominate DC – 10 as the counteract check modifier. Mortal Shield Reaction Trigger The thrall's master would take damage from a Strike or spell attack and is in an adjacent square; Effect The thrall throws themself in front of their master, taking half the damage of the attack (before applying any weaknesses or resistances). The thrall's master takes the remaining damage, applying any weaknesses or resistances as normal. Rally Reaction Trigger The thrall ends their turn more than 30 feet away from their master; Effect The thrall Strides up to their Speed toward their master. --- Speed 25 feet Melee Single Action greatclub +19 (Backswing, magical, shove), Damage 2d10+10 bludgeoning Melee Single Action fist +18 (Agile, nonlethal), Damage 2d6+10 bludgeoning Swing Back Single Action Frequency once per round; Requirements The nosferatu thrall's last action was a greatclub Strike that missed; Effect The nosferatu thrall makes another greatclub Strike against the same target, using the previous Strike's multiple attack penalty. ","skill_mod":{"deception":15,"athletics":14,"acrobatics":13,"religion":14},"summary":"Nosferatu thralls are mortals bound to a nosferatu's will. While thralls aren't undead , they stay alive by feeding on the blood of their masters.","image":["/Images/Monsters/Vampire_NosferatuThrall.png"],"primary_source":"Monster Core 2","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity","Mechanics"],"ac":26,"item":["+1 striking greatclub"],"level":8,"source_category":["Rulebooks"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4601","intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":16,"size":["Medium"],"name":"Nosferatu Thrall","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[17,21],"slug":"creature-4601"},{"primary_source_category":"Rulebooks","strength":5,"hp":135,"language":["Aklo","Common","Necril","<%UMR%79%%>telepathy<%END> 60 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":3,"perception":19,"trait":["Uncommon","Undead","Unholy","Vampire","Medium"],"id":"creature-4602","text":" Nosferatu Malefactor Nosferatu malefactors spread plague in their wake and yearn for mortal blood. Recall Knowledge - Undead (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Nosferatu Malefactor Source Monster Core 2 pg. 341 Perception +19; darkvision Languages Aklo, Common, Necril; telepathy 60 feet Skills Acrobatics +21, Arcana +21, Athletics +19, Deception +17, Intimidation +19, Stealth +23 Str +5 Dex +7 Con +3 Int +7 Wis +5 Cha +3 --- AC 30 Fort +17 Ref +21 Will +19 HP 135 (fast healing 10, plagued coffin restoration, void healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 10 (except magical wood) Nosferatu Vulnerabilities Revulsion A nosferatu can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a deity with a holy sanctification option. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the nosferatu involuntarily comes within 10 feet of an object of their revulsion, they gain the fleeing condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a nosferatu can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success). Stake A magical wooden stake (such as one affected by a weapon potency rune, runic weapon, or similar magic) driven through the nosferatu's heart drops the nosferatu to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a nosferatu requires 3 actions and works only if the nosferatu is unconscious. If the stake is removed, the nosferatu can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the nosferatu's head is severed and anointed with holy water while the stake is in place, the nosferatu is destroyed. Sunlight If exposed to direct sunlight, a nosferatu immediately becomes slowed 1. The slowed value increases by 1 each time the nosferatu ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the nosferatu loses all their actions in this way, they're destroyed. --- Speed 30 feet, climb 25 feet Melee Single Action claw +23 (Agile, finesse), Damage 2d10+11 piercing plus plague of ancients Melee Single Action fangs +23 (Finesse), Damage 2d12+11 piercing plus Drink Blood Divine Innate Spells DC 29 - 5th Telekinetic Haul (×3) Change Shape Single Action (Concentrate, divine, polymorph) The nosferatu transforms into a swarm of pale-gray rats. They gain a land Speed of 30 feet and a climb Speed of 10 feet, and they become Large. In this swarm form, the nosferatu can take an action to deal each enemy in the swarm's space 2d10 piercing damage with a DC 29 basic Reflex save. A creature that fails its save is also exposed to plague of ancients (see below). Command Thrall Free Action (Auditory, divine, mental) Requirements One of the nosferatu's thralls is present and can hear the nosferatu; Effect The nosferatu gives a single command to one of their thralls, which the thrall follows to the best of its ability during its next turn. Dominate Two Actions (Divine, incapacitation, mental, visual) DC 29. The nosferatu can cast dominate at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait. A creature that succeeds is temporarily immune to that nosferatu's Dominate for 24 hours. Fully destroying the nosferatu ends the domination, but merely reducing the nosferatu to 0 HP is insufficient to break the spell. Drink Blood Single Action (Divine) Requirements The nosferatu's last action was a successful fangs Strike; Effect The nosferatu sinks their fangs into the targeted creature to drink its blood. This requires an Athletics check against the creature's Fortitude DC. On a success, the creature becomes drained 1, and the nosferatu regains 13 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the nosferatu but increases the creature's drained condition value by 1, killing the victim when it reaches drained 5. A nosferatu can also consume blood that's been emptied into a vessel for sustenance, but they gain no HP from doing so. The target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. Plague of Ancients (Disease, virulent) Saving Throw DC 29 Fortitude; Onset 1 day; Stage 1 drained 1 (1 day); Stage 2 drained 2 and enfeebled 2 (1 day); Stage 3 doomed 1, drained 3, and enfeebled 3 (1 day); Stage 4 doomed 2, drained 3, and enfeebled 3 (1 day); Stage 5 unconscious (1 day); Stage 6 death ","skill_mod":{"deception":17,"stealth":23,"arcana":21,"athletics":19,"intimidation":19,"acrobatics":21},"image":["/Images/Monsters/Vampire_NosferatuMalefactor.png"],"primary_source":"Monster Core 2","spell":["Telekinetic Haul"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":7,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":17,"size":["Medium"],"name":"Nosferatu Malefactor","pfs":"Standard","rarity":"uncommon","strike_damage_average":[22,24],"attack_bonus":[23,23],"constitution":3,"immunity":["death effects","disease","paralyzed","poison","sleep"],"creature_family":"Vampire, Nosferatu","will_save":19,"speed":{"climb":25,"max":30,"land":30},"wisdom":5,"weakness":{},"creature_ability":["Nosferatu Vulnerabilities","Revulsion","Stake","Sunlight","Change Shape","Command Thrall","Dominate","Drink Blood","Plague of Ancients"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Stealth"],"legacy_id":["creature-1357"],"tradition":["Divine"],"summary":"Nosferatu malefactors spread plague in their wake and yearn for mortal blood.","trait_group":["Rarity","Creature Type","Mechanics","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4602","dexterity":7,"category":"creature","slug":"creature-4602"},{"primary_source_category":"Rulebooks","strength":6,"hp":215,"language":["Aklo","Common","Necril","<%UMR%79%%>telepathy<%END> 60 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":4,"perception":27,"trait":["Rare","Undead","Unholy","Vampire","Medium"],"id":"creature-4603","text":" Nosferatu Overlord Millennia of feeding on the living can turn the most powerful nosferatus into creatures of indomitable will and walking terror. Recall Knowledge - Undead (Religion): DC 39 Unspecific Lore : DC 37 Specific Lore : DC 34 Nosferatu Overlord Source Monster Core 2 pg. 341 Perception +27; darkvision Languages Aklo, Common, Necril; telepathy 60 feet Skills Acrobatics +29, Arcana +31, Athletics +27, Deception +25, Intimidation +27, Stealth +31 Str +6 Dex +8 Con +4 Int +8 Wis +6 Cha +4 --- AC 37 Fort +23 Ref +27 Will +29 HP 215 (fast healing 15, void healing, plagued coffin restoration) Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 15 (except magical wood) Air of Sickness (aura) 30 feet. A creature entering or starting its turn in the aura must attempt a DC 33 Fortitude save. On a failure, the creature is sickened 1 and takes a –2 status penalty to saves to resist diseases and remove the sickened condition for 1 hour. Nosferatu Vulnerabilities Revulsion A nosferatu can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a deity with a holy sanctification option. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the nosferatu involuntarily comes within 10 feet of an object of their revulsion, they gain the fleeing condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a nosferatu can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success). Stake A magical wooden stake (such as one affected by a weapon potency rune, runic weapon, or similar magic) driven through the nosferatu's heart drops the nosferatu to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a nosferatu requires 3 actions and works only if the nosferatu is unconscious. If the stake is removed, the nosferatu can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the nosferatu's head is severed and anointed with holy water while the stake is in place, the nosferatu is destroyed. Sunlight If exposed to direct sunlight, a nosferatu immediately becomes slowed 1. The slowed value increases by 1 each time the nosferatu ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the nosferatu loses all their actions in this way, they're destroyed. --- Speed 30 feet, climb 25 feet Melee Single Action claw +30 (Agile, finesse), Damage 3d10+12 piercing plus plague of ancients Melee Single Action fangs +30 (Finesse), Damage 3d12+12 piercing plus Drink Blood Divine Innate Spells DC 36 - 8th Telekinetic Haul (×3), Vampiric Exsanguination (×2) Change Shape Single Action (Concentrate, divine, polymorph) The nosferatu transforms into a swarm of pale-gray rats. They gain a land Speed of 30 feet and a climb Speed of 10 feet, and they become Large. In this swarm form, the nosferatu can take an action to deal each enemy in the swarm's space 2d10 piercing damage with a DC 36 basic Reflex save. A creature that fails its save is also exposed to plague of ancients (see below). Command Thrall Free Action (Auditory, divine, mental) Requirements One of the nosferatu's thralls is present and can hear the nosferatu; Effect The nosferatu gives a single command to one of their thralls, which the thrall follows to the best of its ability during its next turn. Dominate Two Actions (Divine, incapacitation, mental, visual) DC 36. The nosferatu can cast dominate at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait. A creature that succeeds is temporarily immune to that nosferatu's Dominate for 24 hours. Fully destroying the nosferatu ends the domination, but merely reducing the nosferatu to 0 HP is insufficient to break the spell. Drink Blood Single Action (Divine) Requirements The nosferatu's last action was a successful fangs Strike; Effect The nosferatu sinks their fangs into the targeted creature to drink its blood. This requires an Athletics check against the creature's Fortitude DC. On a success, the creature becomes drained 1, and the nosferatu regains 21 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the nosferatu but increases the creature's drained condition value by 1, killing the victim when it reaches drained 5. A nosferatu can also consume blood that's been emptied into a vessel for sustenance, but they gain no HP from doing so. The target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. Paralytic Fear Single Action (Divine, emotion, fear, incapacitation, mental) Requirements The nosferatu overlord's last action was a successful claw Strike; Effect The nosferatu drags the target of the Strike close and freezes its mind in terror. The target must attempt a DC 36 Will save. Critical Success The target is unaffected. Success The target is immobilized by fear until the end of the nosferatu's next turn. Failure The target is restrained and takes a –2 circumstance penalty to its Fortitude DC against the nosferatu's Drink Blood ability until the end of the nosferatu's next turn. Critical Failure As failure, and the target is frightened 2. Plague of Ancients (Disease, virulent) Saving Throw DC 36 Fortitude; Onset 1 day; Stage 1 drained 1 (1 day); Stage 2 drained 2 and enfeebled 2 (1 day); Stage 3 doomed 1, drained 3, and enfeebled 3 (1 day); Stage 4 doomed 2, drained 3, and enfeebled 3 (1 day); Stage 5 unconscious (1 day); Stage 6 death ","skill_mod":{"deception":25,"stealth":31,"arcana":31,"athletics":27,"intimidation":27,"acrobatics":29},"image":["/Images/Monsters/Vampire_NosferatuOverlord.png"],"primary_source":"Monster Core 2","spell":["Telekinetic Haul","Vampiric Exsanguination"],"ac":37,"level":15,"spell_dc":[36],"source_category":["Rulebooks"],"sense":" darkvision ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"intelligence":8,"reflex_save":27,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":23,"size":["Medium"],"name":"Nosferatu Overlord","pfs":"Standard","rarity":"rare","strike_damage_average":[28,31],"attack_bonus":[30,30],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","sleep"],"creature_family":"Vampire, Nosferatu","will_save":29,"speed":{"climb":25,"max":30,"land":30},"wisdom":6,"weakness":{},"creature_ability":["Air of Sickness","Nosferatu Vulnerabilities","Revulsion","Stake","Sunlight","Change Shape","Command Thrall","Dominate","Drink Blood","Paralytic Fear","Plague of Ancients"],"skill":["Acrobatics","Arcana","Athletics","Deception","Intimidation","Stealth"],"legacy_id":["creature-1358"],"tradition":["Divine"],"summary":"Millennia of feeding on the living can turn the most powerful nosferatus into creatures of indomitable will and walking terror.","trait_group":["Rarity","Creature Type","Mechanics","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4603","dexterity":8,"category":"creature","slug":"creature-4603"},{"primary_source_category":"Rulebooks","strength":1,"hp":16,"language":["Common","Fey","Vanara"],"source":["Monster Core 2"],"type":"Creature","charisma":0,"perception":6,"trait":["Humanoid","Uncommon","Vanara","Medium"],"id":"creature-4604","text":" Vanara Disciple Many young vanaras travel, both to see the world and to search for a path that might lead to enlightenment. Recall Knowledge - Humanoid (Society): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Vanara Disciple Source Monster Core 2 pg. 342 Perception +6; low-light vision Languages Common, Fey, Vanara Skills Acrobatics +7, Athletics +4, Religion +4, Stealth +7 Str +1 Dex +4 Con +0 Int +1 Wis +3 Cha +0 Prehensile Tail The vanara can use their long, flexible tail to perform Interact actions requiring a free hand, even if both hands are otherwise occupied. Their tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and they can't use it to hold items. Items Bo Staff, javelins (3) --- AC 19 Fort +5 Ref +9 Will +8 HP 16 --- Speed 25 feet, climb 15 feet Melee Single Action fist +7 (Agile, finesse, nonlethal, unarmed), Damage 1d6+1 bludgeoning Melee Single Action bo staff +4 (Parry, reach 10 feet, trip), Damage 1d8+1 bludgeoning Ranged Single Action javelin +7 (thrown 30 feet), Damage 1d6+1 piercing Divine Innate Spells DC 13 - 1st Pest Form (monkey only) Flurry of Blows Single Action Frequency once per round; Effect The vanara disciple makes two fist Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Spring Up Two Actions Requirements The vanara disciple is prone; Effect The vanara Stands, then can immediately Step twice. The Stand action doesn't trigger reactions. ","skill_mod":{"stealth":7,"athletics":4,"acrobatics":7,"religion":4},"image":["/Images/Monsters/Vanara.png"],"primary_source":"Monster Core 2","spell":["Pest Form"],"ac":19,"item":["Bo Staff","javelins (3)"],"level":1,"spell_dc":[13],"source_category":["Rulebooks"],"sense":" low-light vision ","resistance":{},"intelligence":1,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Low-light vision","fortitude_save":5,"size":["Medium"],"name":"Vanara Disciple","pfs":"Standard","rarity":"uncommon","strike_damage_average":[4,4,5],"attack_bonus":[4,7,7],"constitution":0,"creature_family":"Vanara","will_save":8,"speed":{"climb":15,"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Prehensile Tail","Flurry of Blows","Spring Up"],"skill":["Acrobatics","Athletics","Religion","Stealth"],"legacy_id":["creature-1359"],"tradition":["Divine"],"summary":"Many young vanaras travel, both to see the world and to search for a path that might lead to enlightenment.","trait_group":["Creature Type","Rarity","Monster","Ancestry","Weapon"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4604","dexterity":4,"category":"creature","slug":"creature-4604"},{"attack_bonus":[33,33],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":335,"language":["Aklo"],"source":["Monster Core 2"],"type":"Creature","will_save":32,"charisma":6,"speed":{"max":50,"land":20,"swim":50},"perception":30,"wisdom":5,"weakness":{"fire":15},"creature_ability":["Magic-Warping Aura","Hallucinatory Brine","Mindwarping Tide","Whipping Tentacles"],"skill":["Arcana","Athletics","Deception","Intimidation","Sea Lore"],"legacy_id":["creature-846"],"trait":["Aberration","Aquatic","Huge"],"id":"creature-4605","text":" Vaspercham Vasperchams are aquatic horrors who delight in violence, lurking in the shallows near shorelines. Once a vaspercham settles on a home, they stubbornly stay there, regardless of any communities dwelling nearby. A vaspercham's physical might and magic-warping abilities make them incredibly hard to dislodge once entrenched. Vasperchams respond only to strength, so one must best them in combat to gain their begrudging cooperation. But once a vaspercham recovers their strength, they inevitably betray any temporary alliance. Recall Knowledge - Aberration (Occultism): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Vaspercham Source Monster Core 2 pg. 343 Perception +30; darkvision, see the unseen Languages Aklo Skills Arcana +33, Athletics +33, Deception +31, Intimidation +29, Sea Lore +33 Str +8 Dex +4 Con +6 Int +8 Wis +5 Cha +6 --- AC 41 Fort +31 Ref +25 Will +32 +1 status to all saves vs. magic HP 335 Resistances cold 10, electricity 10 Weaknesses fire 15 Magic-Warping Aura (arcane, aura) 30 feet. A vaspercham's shell distorts nearby magic. Any creature in the aura who Casts a Spell must attempt a DC 37 Will save. Critical Success The spell is unaffected, and the caster is temporarily immune to the magic-warping aura for 1 minute. Success The spell is unaffected, but if the spell allows a saving throw, the vaspercham gains a +1 circumstance bonus to save against it. Failure If the spell has a target and there are one or more viable targets within its range, the spell's target changes, determined randomly by the GM. If there's no other possible target within range or the spell has no target, the spell is disrupted. Critical Failure The caster instead Casts another Spell, choosing randomly from their spell repertoire, prepared spells, or available focus spells (as appropriate) and selecting any targets at random. --- Speed 20 feet, swim 50 feet Melee Single Action tentacle +33 (Agile, magical, reach 20 feet), Damage 3d10+16 bludgeoning plus hallucinatory brine Ranged Single Action water blast +33 (Brutal, magical, range increment 100 feet, water), Damage 2d8+16 bludgeoning plus hallucinatory brine Arcane Innate Spells DC 41 - 5th Control Water (at will) - 6th Spellwrack (×3) - 7th Regenerate - 8th Lightning Bolt - 9th Dispelling Globe, Howling Blizzard - Constant (7th) See the Unseen Hallucinatory Brine (Arcane, illusion, mental) A creature hit by the vaspercham's Strikes or Mindwarping Tide must attempt a DC 38 Fortitude save. On a failure, the creature is overwhelmed with phantasmal visions, becoming confused for 1 round (1 minute on a critical failure). Mindwarping Tide Single Action (Concentrate) The vaspercham releases an effusion of noxious water from its shell. Creatures within a 15-foot emanation must save against the vaspercham's hallucinatory brine. Whipping Tentacles Two Actions The vaspercham makes four tentacle Strikes, each against a different target. These attacks count toward the vaspercham's multiple attack penalty, but the multiple attack penalty doesn't increase until after the vaspercham makes all of their attacks. Forbidden Armor After a devastating battle with a vaspercham, many legendary heroes have tried to forge armor or weapons from the sea beast’s magical shell, but all have failed thanks to the powerful curse that suffuses the opaline material. If one were able to dispel the curse of a vaspercham’s shell—or somehow twist the curse to their own benefit—they would be able to craft an incredible suit of +2 antimagic greater resilient plate mail . ","tradition":["Arcane"],"skill_mod":{"deception":31,"arcana":33,"athletics":33,"intimidation":29},"summary":"Vasperchams are aquatic horrors who delight in violence, lurking in the shallows near shorelines. Once a vaspercham settles on a home, they …","image":["/Images/Monsters/Vaspercham.png"],"primary_source":"Monster Core 2","spell":["Dispelling Globe","Howling Blizzard","Lightning Bolt","Regenerate","Spellwrack","Control Water","See the Unseen"],"trait_group":["Creature Type","Monster"],"ac":41,"level":17,"spell_dc":[41],"source_category":["Rulebooks"],"sense":" darkvision , see the unseen ","weakest_save":["ref","reflex"],"resistance":{"cold":10,"electricity":10},"url":"/Monsters.aspx?ID=4605","intelligence":8,"reflex_save":25,"strongest_save":["will"],"dexterity":4,"vision":"Darkvision","fortitude_save":31,"size":["Huge"],"name":"Vaspercham","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[25,32],"slug":"creature-4605"},{"primary_source_category":"Rulebooks","strength":-1,"hp":15,"language":["Common","Diabolic","Shadowtongue","(can't speak any language)"],"source":["Monster Core 2"],"type":"Creature","charisma":-1,"perception":8,"trait":["Fiend","Unholy","Velstrac","Tiny"],"id":"creature-4606","text":" Augur These spherical knots of sinewy muscle, serrated blades, and bloody metal are the most common velstracs on the Netherworld. Each augur has only a single eye, from which they can witness the horrors inflicted by other velstracs, who train the augur to expect and appreciate pain. Augurs are 1 foot in diameter and weigh 30 pounds. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Augur Source Monster Core 2 pg. 344 Perception +8; greater darkvision, painsight Languages Common, Diabolic, Shadowtongue; (can't speak any language) Skills Acrobatics +8, Deception +6, Intimidation +7, Religion +4, Stealth +8, Torture Lore +7 Str -1 Dex +3 Con +1 Int +2 Wis +1 Cha -1 Painsight (divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions as well as the value of those conditions. --- AC 17 Fort +4 Ref +10 Will +7 HP 15 , regeneration 2 (deactivated by holy or silver) Immunities cold Weaknesses holy 5, silver 5 Feel the Blades (aura, divine, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it feels the sharp barbs of the augur's blades on its skin. The creature must succeed at a DC 17 Will save or become frightened 1 (frightened 2 on a critical failure). --- Speed 20 feet, fly 40 feet Melee Single Action blade +8 (Agile, finesse, magical, unholy, versatile P), Damage 1d4–1 slashing plus 1d4 persistent bleed Divine Innate Spells DC 17 - Cantrips (1st) Telekinetic Hand - 1st Harm (×3) - 2nd Augury (×2) - 4th Read Omens (once per week) Focus Gaze Single Action (Concentrate, divine, fear, mental, visual) The augur stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against feel the blades. After attempting this save, the creature is then temporarily immune to Focus Gaze until the start of the augur's next turn. Whirling Slice Two Actions The augur Flies or Strides, whirling as they move. The augur deals the damage of their blade Strike to each creature whose space they enter (DC 16 basic Reflex save). Each creature is affected only once, even if the augur moves through its space multiple times. ","skill_mod":{"deception":6,"stealth":8,"intimidation":7,"acrobatics":8,"religion":4},"image":["/Images/Monsters/Velstrac_Augur.png"],"primary_source":"Monster Core 2","spell":["Read Omens","Augury","Harm","Telekinetic Hand"],"ac":17,"level":1,"spell_dc":[17],"source_category":["Rulebooks"],"sense":" greater darkvision , painsight","resistance":{},"intelligence":2,"reflex_save":10,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":4,"size":["Tiny"],"name":"Augur","pfs":"Standard","rarity":"common","strike_damage_average":[5],"attack_bonus":[8],"constitution":1,"immunity":["cold"],"creature_family":"Velstrac","will_save":7,"speed":{"fly":40,"max":40,"land":20},"wisdom":1,"weakness":{"holy":5,"silver":5},"creature_ability":["Painsight","Feel the Blades","Focus Gaze","Whirling Slice"],"skill":["Acrobatics","Deception","Intimidation","Religion","Stealth","Torture Lore"],"legacy_id":["creature-847"],"tradition":["Divine"],"summary":"These spherical knots of sinewy muscle, serrated blades, and bloody metal are the most common velstracs on the Netherworld . Each augur has only a …","trait_group":["Creature Type","Mechanics","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4606","dexterity":3,"category":"creature","slug":"creature-4606"},{"primary_source_category":"Rulebooks","strength":0,"hp":65,"language":["Common","Diabolic","Shadowtongue","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":15,"trait":["Fiend","Unholy","Velstrac","Medium"],"id":"creature-4607","text":" Ostiarius Ostiariuses, as emissaries of the velstracs, tend to the portals between the Netherworld and the Universe. They not only escort other velstracs into the world of mortals but also work to entice mortals into the realms of the velstracs—from which most mortals never leave. Among the most pleasant and persuasive of the velstracs, ostiariuses are prepared to converse for hours upon any topic, and they're skilled at returning, again and again, to the subject of the delights found in their perverse philosophies. Ostiariuses stand over 6 feet tall, and individuals range from skeletally thin to hugely bulky. Recall Knowledge - Fiend (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Ostiarius Source Monster Core 2 pg. 345 Perception +15; greater darkvision, painsight, sense portal Languages Common, Diabolic, Shadowtongue; telepathy 100 feet Skills Acrobatics +13, Deception +12, Diplomacy +12, Intimidation +16, Religion +11, Torture Lore +11 Str +0 Dex +4 Con +2 Int +2 Wis +4 Cha +5 Painsight (divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions as well as the value of those conditions. Sense Portal (divine) The ostiarius always knows the direction and distance to the closest portal between the Netherworld and the Universe. This sense functions only on these two planes. --- AC 21 Fort +9 Ref +15 Will +13 +1 status to all saves vs. magic HP 65 , regeneration 5 (deactivated by holy or silver) Immunities cold Weaknesses holy 5, silver 5 Whispering Wounds (aura, divine, mental, visual) 30 feet. When a creature ends its turn in the aura, it hears the wounds on the ostiarius's body whisper obscene truths. The creature must succeed at a DC 21 Will save or become sickened 1. --- Speed 25 feet Melee Single Action claw +13 (Agile, finesse, magical, unholy), Damage 2d6+2 slashing plus 2d6 persistent bleed Divine Innate Spells DC 24 - Cantrips (3rd) Shield - 2nd Calm (at will), Darkness, Silence - 3rd Enthrall, Safe Passage Rituals DC 22 - 2nd Inveigle Compel Courage Single Action (Auditory, divine, emotion, linguistic, mental) The ostiarius inspires their willing allies and themself by whispering words of courage from their wounds. The ostiarius and their allies in a 50-foot emanation gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. The ostiarius can Sustain Compel Courage. Non-velstracs who accept this compelled courage find bleeding wounds opening on their own bodies to whisper in thanks. They take 1 persistent bleed damage and can't attempt a flat check to end this damage as long as they're compelled. Focus Gaze Single Action (Concentrate, divine, fear, mental, visual) The ostiarius stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against whispering wounds. In addition, if the creature was already sickened and fails its save, the creature is fascinated by the ostiarius and can't use hostile actions. This fascination lasts for 1 round or until the ostiarius takes any hostile action against the creature or the creature's allies. Whether the creature succeeds at or fails the save, it's temporarily immune to Focus Gaze for 1 hour. ","skill_mod":{"diplomacy":12,"deception":12,"intimidation":16,"acrobatics":13,"religion":11},"image":["/Images/Monsters/Velstrac_Ostiarius.png"],"primary_source":"Monster Core 2","spell":["Enthrall","Safe Passage","Calm","Darkness","Silence","Shield"],"ac":21,"level":5,"spell_dc":[24],"source_category":["Rulebooks"],"sense":" greater darkvision , painsight, sense portal","resistance":{},"intelligence":2,"reflex_save":15,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":9,"size":["Medium"],"name":"Ostiarius","pfs":"Standard","rarity":"common","strike_damage_average":[16],"attack_bonus":[13],"constitution":2,"immunity":["cold"],"creature_family":"Velstrac","will_save":13,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"holy":5,"silver":5},"creature_ability":["Painsight","Sense Portal","Whispering Wounds","Compel Courage","Focus Gaze"],"skill":["Acrobatics","Deception","Diplomacy","Intimidation","Religion","Torture Lore"],"legacy_id":["creature-848"],"tradition":["Divine"],"summary":"Ostiariuses, as emissaries of the velstracs, tend to the portals between the Netherworld and the Universe . They not only escort other velstracs …","trait_group":["Creature Type","Mechanics","Monster"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4607","dexterity":4,"category":"creature","slug":"creature-4607"},{"attack_bonus":[17],"constitution":2,"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Common","Diabolic","Shadowtongue"],"immunity":["cold"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Velstrac","will_save":11,"charisma":1,"speed":{"max":25,"land":25},"perception":13,"wisdom":1,"weakness":{"holy":5,"silver":5},"creature_ability":["Painsight","Unnerving Gaze","Reactive Strike","Focus Gaze","Grievous Wound","Unleash Weapon"],"skill":["Acrobatics","Athletics","Crafting","Intimidation","Religion","Torture Lore"],"legacy_id":["creature-849"],"trait":["Fiend","Unholy","Velstrac","Medium"],"id":"creature-4608","text":" Evangelist Evangelists, the velstracs' unofficial ambassadors, roam the farthest reaches of the planes to spread the word of their kind's abhorrent belief in perfection through pain. They're therefore the most frequently encountered velstracs in the Universe, leading covens of hedonistic mortal flesh-sculptors or serving as wardens of horrific dungeons. In regions ruled by infernal powers, evangelists might serve as lieutenants or advisors, whispering secret paths to power in exchange for mortals' souls or choice mortal flesh. Evangelists are the same size as humans, although with their flesh transformed into something resembling a mockery of aristocratic raiments, and they often weigh 350 pounds or more. Recall Knowledge - Fiend (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Evangelist Source Monster Core 2 pg. 346 Perception +13; greater darkvision, painsight Languages Common, Diabolic, Shadowtongue Skills Acrobatics +13, Athletics +15, Crafting +10, Intimidation +15, Religion +11, Torture Lore +12 Str +4 Dex +3 Con +2 Int +0 Wis +1 Cha +1 Painsight (divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions as well as the value of those conditions. --- AC 24 Fort +15 Ref +14 Will +11 +1 status to all saves vs. magic HP 90 , regeneration 10 (deactivated by holy or silver) Immunities cold Weaknesses holy 5, silver 5 Unnerving Gaze (aura, divine, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it sees the face of a departed loved one in place of the evangelist's face. The creature must succeed at a DC 21 Will save or become frightened 2 (frightened 3 on a critical failure). Reactive Strike Reaction --- Speed 25 feet Melee Single Action morningstar +17 (Magical, unholy, versatile P), Damage 2d6+7 bludgeoning plus 1d6 persistent bleed and grievous wound Focus Gaze Single Action (Concentrate, divine, fear, mental, visual) The evangelist stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against unnerving gaze. In addition, if the creature was already frightened, on a failed save, the evangelist is concealed from the creature for as long as the creature remains frightened. After attempting this save, the creature is then temporarily immune to Focus Gaze until the start of the evangelist's next turn. Grievous Wound When the evangelist critically hits with a morningstar Strike, the target's wound is particularly gruesome and disorienting. The creature becomes clumsy 1, and the DC to recover from its persistent bleed damage is 17 (DC 12 when receiving especially appropriate assistance). The clumsy condition doesn't end until the creature recovers from its persistent bleed. Unleash Weapon Two Actions The evangelist releases their morningstar and commands the augur trapped within to attack. The weapon flies off and the evangelist makes up to two morningstar Strikes, each against a different target within 20 feet. These attacks count against the evangelist's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. The morningstar then returns to the evangelist's hand. ","skill_mod":{"crafting":10,"athletics":15,"intimidation":15,"acrobatics":13,"religion":11},"summary":"Evangelists, the velstracs' unofficial ambassadors, roam the farthest reaches of the planes to spread the word of their kind's abhorrent belief in …","image":["/Images/Monsters/Velstrac_Evangelist_Remastered.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Mechanics","Monster"],"ac":24,"level":6,"source_category":["Rulebooks"],"sense":" greater darkvision , painsight","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4608","intelligence":0,"reflex_save":14,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Greater darkvision","fortitude_save":15,"size":["Medium"],"name":"Evangelist","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[17],"slug":"creature-4608"},{"primary_source_category":"Rulebooks","strength":6,"hp":175,"language":["Common","Diabolic","Shadowtongue"],"source":["Monster Core 2"],"type":"Creature","charisma":2,"perception":19,"trait":["Fiend","Unholy","Velstrac","Medium"],"id":"creature-4609","text":" Sacristan Sacristans are failures among the velstracs, creatures whose bodies and minds have been utterly broken by the velstracs' torments. These unfortunates are assembled from scrap metal, nerveless flesh, and bits of darkness into loyal agents who take ecstatic pleasure in serving other velstracs. Sacristans are empowered by a miniature gateway to the Netherworld deep in their mouths. By distending their jaws, they can howl with the shrieks and windstorms of that plane. Sacristans vary in appearance but are the size of average, if maimed, humans. Their features are redundant or absent, and barbed and rusted chains wrap around them. Recall Knowledge - Fiend (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Sacristan Source Monster Core 2 pg. 347 Perception +19; greater darkvision, painsight Languages Common, Diabolic, Shadowtongue Skills Acrobatics +19, Athletics +22, Intimidation +18, Stealth +21, Torture Lore +16 Str +6 Dex +5 Con +6 Int +0 Wis +3 Cha +2 Painsight (divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions as well as the value of those conditions. --- AC 30 Fort +22 Ref +19 Will +17 +1 status to all saves vs. magic HP 175 , regeneration 10 (deactivated by holy or silver) Immunities cold Weaknesses holy 10, silver 10 Staggering Servitude (aura, divine, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it sees a vision of the sacristan groveling in pitiable servitude. The creature must succeed at a DC 27 Will save or become stunned 1. Reactive Strike Reaction --- Speed 25 feet Melee Single Action barbed chain +22 (Magical, reach 10 feet, trip, unholy, versatile S), Damage 2d8+9 piercing plus 1d6 spirit and 2d6 persistent bleed Divine Innate Spells DC 29 - 3rd Fear - 5th Chilling Darkness Focus Gaze Single Action (Concentrate, divine, fear, mental, visual) The sacristan eerily stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against staggering servitude. In addition, if the creature was already stunned, on a failed save, its revulsion toward the sacristan's presence causes it to be stupefied 2 for 1 minute. After attempting this save, the creature is then temporarily immune to Focus Gaze until the start of the sacristan's next turn. Shadow Scream Three Actions (Aura, concentrate, darkness, divine, mental, sonic) Frequency once per hour; Effect The sacristan opens their mouth to unloose the wailing howls and mind-twisting darkness of the Netherworld. This creates a 30- foot emanation of darkness and wailing sounds around the sacristan. Creatures with darkvision can't see through this darkness. The sacristan can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those who enter or start their turn in the area, must attempt a DC 28 Will save. Critical Success The creature is unaffected and is then temporarily immune for 24 hours. Success The creature is deafened for 1 round. Failure The creature is confused and deafened for 1 round. Critical Failure The creature takes 20 mental damage, and is confused and deafened for 1 round. ","skill_mod":{"stealth":21,"athletics":22,"intimidation":18,"acrobatics":19},"image":["/Images/Monsters/Velstrac_Sacristan.png"],"primary_source":"Monster Core 2","spell":["Chilling Darkness","Fear"],"ac":30,"level":10,"spell_dc":[29],"source_category":["Rulebooks"],"sense":" greater darkvision , painsight","resistance":{},"intelligence":0,"reflex_save":19,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":22,"size":["Medium"],"name":"Sacristan","pfs":"Standard","rarity":"common","strike_damage_average":[28],"attack_bonus":[22],"constitution":6,"immunity":["cold"],"creature_family":"Velstrac","will_save":17,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"holy":10,"silver":10},"creature_ability":["Painsight","Staggering Servitude","Reactive Strike","Focus Gaze","Shadow Scream"],"skill":["Acrobatics","Athletics","Intimidation","Stealth","Torture Lore"],"legacy_id":["creature-850"],"tradition":["Divine"],"summary":"Sacristans are failures among the velstracs, creatures whose bodies and minds have been utterly broken by the velstracs' torments. These unfortunates …","trait_group":["Creature Type","Mechanics","Monster"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4609","dexterity":5,"category":"creature","slug":"creature-4609"},{"primary_source_category":"Rulebooks","strength":7,"hp":215,"language":["Common","Diabolic","Shadowtongue"],"source":["Monster Core 2"],"type":"Creature","charisma":5,"perception":24,"trait":["Fiend","Unholy","Velstrac","Large"],"id":"creature-4610","text":" Interlocutor Interlocutors are the most talented surgeonsculptors of the velstracs, carving away flesh and replacing it with new body parts of muscle, sinew, and metal. Each interlocutor structures their individual appearance carefully, but all are towering, multilimbed amalgamations of the strongest limbs, densest bones, and sharpest metals they can find. They continually search for new material to graft to their forms, and their slain foes are rarely found intact, as little is more valuable to interlocutors than a powerful opponent's legs, eyes, or even brain. Due to their unique properties, deposits of skymetals sometimes draw interlocutors to the mortal Universe. Interlocutors average 9 feet in height and weigh approximately 800 pounds. Recall Knowledge - Fiend (Religion): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Interlocutor Source Monster Core 2 pg. 347 Perception +24; greater darkvision, painsight Languages Common, Diabolic, Shadowtongue Skills Athletics +25, Crafting +22, Intimidation +25, Medicine +26, Religion +22, Stealth +19, Torture Lore +20 Str +7 Dex +3 Con +5 Int +2 Wis +6 Cha +5 Painsight (divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions as well as the value of those conditions. --- AC 33 Fort +23 Ref +21 Will +26 +1 status to all saves vs. magic HP 215 , regeneration 20 (deactivated by holy or silver) Immunities cold Weaknesses holy 15, silver 15 Glimpse of Stolen Flesh (aura, divine, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it sees pieces of its own body amid the interlocutor's form. The creature must succeed at a DC 29 Will save or become stunned 1. Reactive Strike Reaction Shadow Siphon Reaction (divine, shadow) Trigger The interlocutor would take damage from a spell or magical effect; Effect The interlocutor takes half the triggering damage instead. --- Speed 40 feet Melee Single Action claw +25 (deadly 2d10, magical, reach 10 feet, unholy), Damage 3d10+13 slashing plus 2d6 persistent bleed Divine Innate Spells DC 33 - Cantrips (6th) Stabilize - 4th Heal (×2), Sound Body (×2) - 5th Breath of Life - 7th Interplanar Teleport (self only; to the Netherworld or the Universe only) Focus Gaze Single Action (Concentrate, divine, fear, mental, visual) The interlocutor stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against glimpse of stolen flesh. In addition, if the creature was already stunned, on a failed save, it feels its internal organs twist and writhe, and is clumsy 2 for 1 minute. After attempting this save, the creature is then temporarily immune to Focus Gaze until the start of the interlocutor's next turn. Surgical Rend Single Action This functions as the Rend ability, dealing claw Strike damage. In addition, if the target is a living creature with organs and muscle, the interlocutor opens a precise wound. Until the creature is restored to its maximum Hit Points, thus closing the wound, Strikes against the creature deal an additional 1d6 precision damage. ","skill_mod":{"crafting":22,"stealth":19,"medicine":26,"athletics":25,"intimidation":25,"religion":22},"image":["/Images/Monsters/Velstrac_Interlocutor.png"],"primary_source":"Monster Core 2","spell":["Interplanar Teleport","Breath of Life","Heal","Sound Body","Stabilize"],"ac":33,"level":12,"spell_dc":[33],"source_category":["Rulebooks"],"sense":" greater darkvision , painsight","resistance":{},"intelligence":2,"reflex_save":21,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":23,"size":["Large"],"name":"Interlocutor","pfs":"Standard","rarity":"common","strike_damage_average":[36],"attack_bonus":[25],"constitution":5,"immunity":["cold"],"creature_family":"Velstrac","will_save":26,"speed":{"max":40,"land":40},"wisdom":6,"weakness":{"holy":15,"silver":15},"creature_ability":["Painsight","Glimpse of Stolen Flesh","Reactive Strike","Shadow Siphon","Focus Gaze","Surgical Rend"],"skill":["Athletics","Crafting","Intimidation","Medicine","Religion","Stealth","Torture Lore"],"legacy_id":["creature-851"],"tradition":["Divine"],"summary":"Interlocutors are the most talented surgeonsculptors of the velstracs, carving away flesh and replacing it with new body parts of muscle, sinew, and …","trait_group":["Creature Type","Mechanics","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4610","dexterity":3,"category":"creature","slug":"creature-4610"},{"primary_source_category":"Rulebooks","strength":9,"hp":375,"language":["Common","Diabolic","Shadowtongue","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Monster Core 2"],"type":"Creature","charisma":10,"perception":34,"trait":["Fiend","Unholy","Velstrac","Medium"],"id":"creature-4611","text":" Eremite Eremites roam the planes to seek out ideal portions of other creatures, such as a hero's sword arm or an angel's pinions. Eremites capture these specimens, clinically test their true limits, then harvest the choicest pieces and add them to their own bodies. An eremite might attach tongues to their hand as extra fingers or a fist to the back of their neck in a horrid “improvement.” Eremites typically stand about 7 feet tall and weigh approximately 200 pounds. Recall Knowledge - Fiend (Religion): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Eremite Source Monster Core 2 pg. 348 Perception +34; greater darkvision, painsight, truesight Languages Common, Diabolic, Shadowtongue; telepathy 100 feet Skills Athletics +33, Deception +38, Diplomacy +36, Intimidation +40, Medicine +36, Religion +34, Stealth +36, Torture Lore +36 Str +9 Dex +6 Con +7 Int +6 Wis +6 Cha +10 Painsight (divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions as well as the value of those conditions. --- AC 45 Fort +37 Ref +32 Will +34 +1 status to all saves vs. magic HP 375 , regeneration 25 (deactivated by holy or silver) Immunities cold, fear, nonlethal Weaknesses holy 20, silver 20 Ignore Pain An eremite's actions can't be disrupted due to damage or Strikes (such as Reactive Strike). Paralytic Perfection (aura, divine, fear, incapacitation, mental, visual) 30 feet. When a creature ends its turn in the aura, it feels compelled to offer pieces of its own flesh to the eremite. The creature must succeed at a DC 40 Will save or become paralyzed for 1 round. --- Speed 30 feet, fly 50 feet Melee Single Action jaws +39 (Magical, unholy), Damage 4d8+19 piercing plus 2d6 persistent bleed and exquisite pain Melee Single Action claw +39 (Agile, magical, unholy), Damage 3d6+19 slashing plus 2d6 persistent bleed, exquisite pain, and Improved Grab Divine Innate Spells DC 42 - Cantrips (9th) Stabilize - 7th Interplanar Teleport (to the Netherworld or the Universe only), Planar Seal, Shadow Blast, Translocate (at will), Warp Mind - 9th Blessed Boundary, Harm (×2), Heal (×2), Seize Soul, Shadow Blast - Constant (9th) Truesight Evisceration Single Action (Attack) Requirements The eremite has a creature grabbed or restrained; Effect The eremite excises flesh or bone from a creature they've grabbed or restrained. The target takes 6d10 persistent bleed damage. Exquisite Pain An eremite's knowledge of pressure points and pain centers is unsurpassed. A creature hit by an eremite's melee Strikes must succeed at a DC 40 Fortitude save or be stunned 2 (stunned 4 on a critical failure). A creature that critically succeeds is temporarily immune for 24 hours. Focus Gaze Single Action (Concentrate, divine, fear, mental, visual) The eremite stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against paralytic perfection. In addition, if the creature was already paralyzed, on a failed save, its unnatural longing causes it to become doomed 1. After attempting this save, the creature is then temporarily immune to Focus Gaze until the start of the eremite's next turn. Graft Flesh Single Action Requirements The eremite holds a piece of flesh they collected via Evisceration; Effect The eremite attaches the stolen flesh to themself. They either regain 100 Hit Points; reduce the value of their clumsy, drained, enfeebled, or stupefied condition by 3; or reduce the stage of any affliction affecting them by 3. Shadow Traveler (Divine) When an eremite uses interplanar teleport , they arrive at exactly their intended destination. ","skill_mod":{"diplomacy":36,"deception":38,"stealth":36,"medicine":36,"athletics":33,"intimidation":40,"religion":34},"image":["/Images/Monsters/Velstrac_Eremite.png"],"primary_source":"Monster Core 2","spell":["Blessed Boundary","Harm","Heal","Seize Soul","Shadow Blast","Interplanar Teleport","Planar Seal","Translocate","Warp Mind","Stabilize","Truesight"],"ac":45,"level":20,"spell_dc":[42],"source_category":["Rulebooks"],"sense":" greater darkvision , painsight, truesight ","resistance":{},"intelligence":6,"reflex_save":32,"strongest_save":["fort","fortitude"],"vision":"Greater darkvision","fortitude_save":37,"size":["Medium"],"name":"Eremite","pfs":"Standard","rarity":"common","strike_damage_average":[36,44],"attack_bonus":[39,39],"constitution":7,"immunity":["cold","fear","nonlethal"],"creature_family":"Velstrac","will_save":34,"speed":{"fly":50,"max":50,"land":30},"wisdom":6,"weakness":{"holy":20,"silver":20},"creature_ability":["Painsight","Ignore Pain","Paralytic Perfection","Evisceration","Exquisite Pain","Focus Gaze","Graft Flesh","Shadow Traveler"],"skill":["Athletics","Deception","Diplomacy","Intimidation","Medicine","Religion","Stealth","Torture Lore"],"legacy_id":["creature-852"],"tradition":["Divine"],"summary":"Eremites roam the planes to seek out ideal portions of other creatures, such as a hero's sword arm or an angel's pinions. Eremites capture these …","trait_group":["Creature Type","Mechanics","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4611","dexterity":6,"category":"creature","slug":"creature-4611"},{"attack_bonus":[25,27],"constitution":7,"primary_source_category":"Rulebooks","strength":8,"hp":270,"source":["Monster Core 2"],"type":"Creature","will_save":22,"charisma":-3,"speed":{"max":20,"land":20},"perception":22,"wisdom":5,"weakness":{},"creature_ability":["Cold Vulnerability","Captivating Pollen","Constrict"],"skill":["Athletics","Stealth"],"legacy_id":["creature-854"],"trait":["Plant","Large"],"id":"creature-4612","text":" Viper Vine A voracious, flesh-eating carnivore, the viper vine has a single enormous blossom arising from a thick, leafy tangle of snakelike vines. When the plant senses the approach of suitable prey through its sensitive, shallow-buried root system, it rises up like an agitated snake and unfurls its brightly colored bloom, an act that releases a cloud of mind-numbing pollen. Since viper vines gain nourishment by consuming creatures rather than through photosynthesis and absorbing nutrients from the soil, they have developed rudimentary locomotion and can drag themselves along the ground with tentaclelike roots. They even have a form of rudimentary sentience, allowing them to both discern differences in prey and make limited tactical decisions, while also avoiding creatures that are particularly large or dangerous looking. The area around viper vine hunting grounds is often strewn with the partially devoured remains of victims. It's not unusual to find the rotting corpses of wild animals, ill-fated adventurers, and even giants in the plant's immediate vicinity, along with a scattering of incidental treasure left behind on the corpses. A viper vine rarely returns to the carcass of a creature it killed earlier, preferring to hunt fresh meat. Recall Knowledge - Plant (Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Viper Vine Source Monster Core 2 pg. 350 Perception +22; low-light vision, tremorsense (imprecise) 60 feet Languages Skills Athletics +27, Stealth +24 Str +8 Dex +5 Con +7 Int -4 Wis +5 Cha -3 --- AC 33 Fort +26 Ref +24 Will +22 HP 270 Resistances poison 15 Cold Vulnerability When exposed to a cold effect, the viper vine is overwhelmed by lethargy, becoming slowed 1 for 1d4 rounds. --- Speed 20 feet Melee Single Action jaws +27 (reach 10 feet), Damage 3d6+11 piercing plus 3d6 poison Melee Single Action vine +25 (Agile, reach 15 feet), Damage 3d10+11 bludgeoning plus Grab Captivating Pollen Single Action (Incapacitation, mental, poison) The viper vine releases a 60-foot emanation of invisible pollen that stays in the air for 5 rounds unless dispersed by a moderate or stronger wind. Each creature that enters or starts its turn in the area must succeed at a DC 33 Will save or be captivated. The viper vine can't use Captivating Pollen for 1d4 rounds. Critical Success The creature is unaffected and is temporarily immune to Captivating Pollen for 24 hours. Success The creature is sickened 1. Failure The creature is fascinated, and it must spend each of its actions to move closer to the viper vine as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the viper vine, it stays still and doesn't act. It ceases to be fascinated if it's no longer in the pollen aura at the end of its turn. Critical Failure As failure, plus the creature is stupefied 2 for 24 hours. Constrict Single Action 3d8+8 bludgeoning, DC 33 Viper Vine Pollen While viper vine pollen degrades quickly after it’s harvested carefully from the plant, a character who has a set of alchemical tools can gather and preserve 1d6 doses of pollen with a successful DC 33 Crafting or Nature check and 10 minutes of work. A single dose of viper vine pollen is worth 300 gp as raw materials for crafting any alchemical or magical item that creates an incapacitation effect. ","skill_mod":{"stealth":24,"athletics":27},"summary":"A voracious, flesh-eating carnivore, the viper vine has a single enormous blossom arising from a thick, leafy tangle of snakelike vines. When the …","image":["/Images/Monsters/ViperVine.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":33,"level":13,"source_category":["Rulebooks"],"sense":" low-light vision , tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{"poison":15},"url":"/Monsters.aspx?ID=4612","intelligence":-4,"reflex_save":24,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Low-light vision","fortitude_save":26,"size":["Large"],"name":"Viper Vine","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[27,32],"slug":"creature-4612"},{"attack_bonus":[11,11],"constitution":1,"primary_source_category":"Rulebooks","strength":2,"hp":45,"language":["Common","Vishkanyan"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Vishkanya","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":10,"wisdom":1,"weakness":{},"creature_ability":["Envenom","Flexible","Proficient Poisoner","Sneak Attack"],"skill":["Acrobatics","Athletics","Deception","Diplomacy","Society","Stealth","Thievery"],"legacy_id":["creature-1361"],"trait":["Humanoid","Rare","Vishkanya","Medium"],"id":"creature-4613","text":" Vishkanya Infiltrator These vishkanyas can meld with a crowd and slip into and out of places otherwise off-limits. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Vishkanya Infiltrator Source Monster Core 2 pg. 3 Perception +10; low-light vision Languages Common, Vishkanyan Skills Acrobatics +9, Athletics +7, Deception +11, Diplomacy +9, Society +7, Stealth +11, Thievery +9 Str +2 Dex +4 Con +1 Int +0 Wis +1 Cha +2 Items Disguise Kit, Kukri, Leather Armor, Shuriken (10), Thieves' Toolkit --- AC 19 Fort +6 (+8 vs. poisons) Ref +11 Will +8 HP 45 --- Speed 25 feet Melee Single Action kukri +11 (Agile, finesse, trip), Damage 1d6+4 slashing Ranged Single Action shuriken +11 (Agile, thrown 20 feet), Damage 1d4+4 piercing Envenom Single Action Frequency once per day; Effect Using either saliva or blood, the vishkanya applies vishkanyan venom to one weapon they're holding. To use their blood, they must be injured, or they can deal themself 1 slashing damage as part of the action. Flexible The vishkanya is adept at dealing with tight situations. They have a +1 circumstance bonus to checks to Escape. Proficient Poisoner The vishkanya doesn't lose the poison on a weapon due to a critically failed Strike. Sneak Attack The vishkanya's Strikes deal an additional 1d6 precision damage to off-guard creatures. ","skill_mod":{"society":7,"diplomacy":9,"deception":11,"thievery":9,"stealth":11,"athletics":7,"acrobatics":9},"summary":"These vishkanyas can meld with a crowd and slip into and out of places otherwise off-limits.","image":["/Images/Monsters/Vishkanya.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Rarity","Monster","Ancestry","Weapon"],"ac":19,"item":["Disguise Kit","Kukri","Leather Armor","Shuriken (10)","Thieves' Toolkit"],"level":3,"source_category":["Rulebooks"],"sense":" low-light vision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4613","intelligence":0,"reflex_save":11,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Low-light vision","fortitude_save":6,"size":["Medium"],"name":"Vishkanya Infiltrator","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[6,7],"slug":"creature-4613"},{"attack_bonus":[24,24],"constitution":5,"primary_source_category":"Rulebooks","strength":8,"hp":170,"language":["Thalassic","(can't speak any language)"],"source":["Monster Core 2"],"type":"Creature","will_save":17,"charisma":0,"speed":{"max":50,"land":20,"swim":50},"perception":21,"wisdom":5,"weakness":{},"creature_ability":["Slow Metabolism","Undetectable","Swallow Whole","Water Travel"],"skill":["Athletics","Stealth"],"legacy_id":["creature-856"],"trait":["Aquatic","Beast","Rare","Water","Huge"],"id":"creature-4614","text":" Water Orm These legendary creatures lurking in remote lakes always seem to find their way into the tavern tales of lakeside communities. To some travelers, every lake of respectable size seems to be surrounded by towns full of fishers claiming to have spotted a water orm. These elusive creatures inhabit lakes mainly in cool and gloomy regions. Some claim that water orms are an offshoot of sea serpents and linnorms, but no credible link between these creatures has been found. Water orms have many features that sea serpents don't, such as the ability to understand the rudiments of language. Their natural inclination to avoid contact and remain hidden often remains at odds with their equally compelling curiosity about those they might spy upon the shores of their lakes. Water orm sightings usually occur when they can't help but to rise up to the surface to take a peek at someone (or something) particularly unusual on the beach or floating on the water's surface. These creatures are extremely long lived and can go for decades, or even centuries, with very little to eat. This allows water orms to subsist in lakes without surfacing for many years, even in bodies of fresh water without ample food sources. Water orms might lie in a silty lake bed for years, their elusiveness only contributing to their mythical reputation. When a pet or child goes missing near a lake, rumors might hold that the local water orm is responsible, leading to folktales that caution residents against venturing out alone near the water. While most water orms are described as serpentine or long-necked reptiles, others look similar to bizarrely elongated seals or whales, impossibly large sea horses, or long-necked creatures with paddles resembling those of elasmosauruses. Recall Knowledge - Beast (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Water Orm Source Monster Core 2 pg. 352 Perception +21; darkvision Languages Thalassic; (can't speak any language) Skills Athletics +19, Stealth +23 Str +8 Dex +5 Con +5 Int -3 Wis +5 Cha +0 Slow Metabolism A water orm can go for 10 years without feeding. Beyond this limit, the water orm's hunger causes it to become slowed 1 but doesn't otherwise impact its lifespan. A water orm that's slowed as a result of starvation can remove this condition by using Swallow Whole to gulp down a meal. Undetectable (primal) A water orm automatically tries to counteract any detection, revelation, or scrying ability attempted against it, using its Stealth modifier for the counteract check. --- AC 30 Fort +21 Ref +19 Will +17 HP 170 Resistances cold 10, fire 10 --- Speed 20 feet, swim 50 feet Melee Single Action jaws +24 (reach 15 feet), Damage 2d10+11 piercing plus Grab Melee Single Action tail +24 (Agile, reach 15 feet), Damage 2d6+11 bludgeoning Swallow Whole Single Action (Attack) Large, 2d8+8 bludgeoning, Rupture 22 Water Travel Three Actions (Primal, water) A water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of liquid. While in this form, a water orm's swim Speed increases to 600 feet, it automatically succeeds at Athletics checks to Swim, and it gains a +4 circumstance bonus to Stealth checks in water. A water orm can remain in this form for 8 hours, but it can't enter salt water when using this ability. A water orm can return to its normal form by Dismissing this action. Local Orms People who live by the lakes inhabited by legendary water orms have a tendency to give local lake monsters names that sound somewhat homey or even adorable. As a result, such creatures are often regarded as local mascots or good luck charms— particularly in lakeside settlements that depend on fishing as a significant income source. ","element":["Water"],"skill_mod":{"stealth":23,"athletics":19},"summary":"These legendary creatures lurking in remote lakes always seem to find their way into the tavern tales of lakeside communities. To some travelers, …","image":["/Images/Monsters/WaterOrm.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Rarity","Elemental","Planar"],"ac":30,"level":10,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"fire":10,"cold":10},"url":"/Monsters.aspx?ID=4614","intelligence":-3,"reflex_save":19,"strongest_save":["fort","fortitude"],"dexterity":5,"vision":"Darkvision","fortitude_save":21,"size":["Huge"],"name":"Water Orm","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[18,22],"slug":"creature-4614"},{"attack_bonus":[8],"constitution":1,"primary_source_category":"Rulebooks","strength":0,"hp":19,"language":["Common","Shadowtongue","Wayang"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Wayang","will_save":5,"charisma":1,"speed":{"max":25,"land":25},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Shadowplay","Sneak Attack"],"skill":["Acrobatics","Deception","Netherworld Lore","Occultism","Performance","Stealth","Thievery"],"legacy_id":["creature-1363"],"trait":["Humanoid","Shadow","Uncommon","Wayang","Small"],"id":"creature-4615","text":" Wayang Whisperblade Some wayangs make use of their connections to shadows to outmaneuver their foes in combat. Recall Knowledge - Humanoid (Society): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Wayang Whisperblade Source Monster Core 2 pg. 353 Perception +9; darkvision Languages Common, Shadowtongue, Wayang Skills Acrobatics +7, Deception +4, Netherworld Lore +6, Occultism +6, Performance +6, Stealth +7, Thievery +7 Str +0 Dex +4 Con +1 Int +3 Wis +0 Cha +1 Items Kukri (2), Leather Armor --- AC 16 Fort +6 Ref +9 Will +5 +1 to all saves vs. darkness or shadow HP 19 --- Speed 25 feet Melee Single Action kukri +8 (Agile, finesse, trip), Damage 1d6 slashing Shadowplay Single Action (Illusion, occult, shadow) Requirements The wayang's last action was a melee Strike that damaged their opponent; Effect The wayang attempts to Tumble Through the opponent's space, with a +2 circumstance bonus to the Acrobatics check. If they succeed, the wayang leaves a shadowy afterimage in their original space, which provides flanking against the opponent until the beginning of the wayang's next turn (usually making them off-guard to the wayang's melee attacks). Sneak Attack The wayang deals an additional 1d6 precision damage to off-guard creatures. ","skill_mod":{"performance":6,"deception":4,"thievery":7,"stealth":7,"occultism":6,"acrobatics":7},"summary":"Some wayangs make use of their connections to shadows to outmaneuver their foes in combat.","image":["/Images/Monsters/Wayang_Whisper_Blade.webp"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Planar","Rarity","Ancestry","Monster"],"ac":16,"item":["Kukri (2)","Leather Armor"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4615","intelligence":3,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":6,"size":["Small"],"name":"Wayang Whisperblade","category":"creature","pfs":"Standard","rarity":"uncommon","strike_damage_average":[3],"slug":"creature-4615"},{"attack_bonus":[27,29],"constitution":6,"primary_source_category":"Rulebooks","strength":8,"hp":335,"language":["Aklo","Fey","(can't speak any language)"],"source":["Monster Core 2"],"type":"Creature","will_save":24,"charisma":2,"speed":{"climb":25,"max":25,"land":25,"burrow":25},"perception":25,"wisdom":4,"weakness":{"slashing":15,"cold":20},"creature_ability":["Blood Leech Trigger The wemmuth deals damage to a creature with Constrict","Constrict","Engulf","Thorny Mass"],"skill":["Athletics","Deception","Stealth","Survival"],"legacy_id":["creature-408"],"trait":["Plant","Huge"],"id":"creature-4616","text":" Wemmuth Fertilized by large quantities of spilled blood, such as that found on bloodstained battlefields or in the war-torn regions surrounding besieged cities, wemmuths are vile swaths of vines that draw sustenance from mortal suffering, lapping up blood like water. They possess a rudimentary intelligence and an unquenchable thirst for blood, lying in wait for most of their lives and growing to incredible size in the bloody soil of their grisly homes. A wemmuth's body comprises vines that are scarcely thicker than rope, and a single adult wemmuth system consists of six tons of vines, enough to stretch for 6,000 feet if laid out from end to end in a single straight line. Wemmuths never orient themselves this way, however, instead preferring to wrap themselves into massive mounds approximately 15 feet across and equally thick. The creature condenses its entire mass into a sphere of sharp thorns and lashing vines, resembling a hateful tumbleweed the size of an elephant. Wemmuths commonly dig up massive boulders or entire trees from the ground and incorporate them into their rolling mass, using these objects to bolster their defense against many forms of attack or to hurl at faraway foes with terrifying precision. Some speculate that wemmuths are a form of diabolical corruption let loose upon Golarion by House Thrune of Cheliax, perhaps as a scorched earth tactic against their rivals. Influential nobles from Nirmathas and Molthune both point fingers at one another for the wemmuth's creation, Nirmathas citing Molthune's close ties to infernal Cheliax and Molthune blaming the primal magic commonly employed by Nirmathas's many druids and rangers. Several Varisian tales describe creatures closely matching the wemmuth's description attempting to apprehend a famous folk trickster, while crusaders from Mendev adhere to the belief that the wemmuths were a blight unleashed upon Golarion by Deskari, former demon lord of locusts, before his defeat at the hands of mortal heroes. Recall Knowledge - Plant (Nature): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Wemmuth Source Monster Core 2 pg. 354 Perception +25; darkvision, tremorsense (imprecise) 60 feet Languages Aklo, Fey; (can't speak any language) Skills Athletics +29, Deception +28, Stealth +30, Survival +27 Str +8 Dex +6 Con +6 Int -2 Wis +4 Cha +2 --- AC 37 Fort +27 Ref +27 Will +24 HP 335 Weaknesses cold 20, slashing 15 --- Speed 25 feet, burrow 25 feet, climb 25 feet Melee Single Action vine +29 (deadly d12, reach 15 feet, sweep), Damage 4d12+10 bludgeoning plus Improved Grab Ranged Single Action boulder +27 (fatal d12, range increment 60 feet), Damage 4d10+10 bludgeoning Blood Leech Trigger The wemmuth deals damage to a creature with Constrict Reaction Effect The wemmuth heals a number of Hit Points equal to half the total damage dealt by Constrict. Constrict Single Action 2d12+10 bludgeoning, DC 36 Engulf Two Actions DC 36, 4d8 bludgeoning, Escape DC 33, Rupture 36 Thorny Mass Whenever a creature within 10 feet attempts a melee attack against a wemmuth or uses Acrobatics to Tumble Through its space, that creature takes 1d12+10 piercing damage (DC 36 basic Reflex save). Wemmuth Treasure Wemmuths have little interest in using magical items or accumulating treasure out of a sense of greed, but they are smart enough to understand that a few well-placed trinkets and baubles work amazingly well as lures ","skill_mod":{"deception":28,"survival":27,"stealth":30,"athletics":29},"summary":"Fertilized by large quantities of spilled blood, such as that found on bloodstained battlefields or in the war-torn regions surrounding besieged …","image":["/Images/Monsters/Wemmuth.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type"],"ac":37,"level":15,"source_category":["Rulebooks"],"sense":" darkvision , tremorsense (imprecise) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4616","intelligence":-2,"reflex_save":27,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":27,"size":["Huge"],"name":"Wemmuth","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[32,36],"slug":"creature-4616"},{"primary_source_category":"Rulebooks","strength":3,"hp":110,"language":["Common","Draconic","one or more planar languages, <%SPELLS%1728%%>truespeech<%END>"],"source":["Monster Core 2","Pathfinder #149: Against the Scarlet Triad"],"type":"Creature","charisma":5,"perception":12,"trait":["Humanoid","Uncommon","Medium"],"id":"creature-4617","text":" Witchwyrd Witchwyrds conceal most of their faces, leaving only their eyes unmasked. Their inscrutability is a boon to one of their most significant interests—mercantilism—and many haughty witchwyrds openly revel in the befuddlement inspired by their mysterious guises and mannerisms. Witchwyrds have a keen eye for new opportunities and markets, and they almost always know when someone tries to pull one over on them. These four-armed humanoid creatures have hairless blue-gray skin, are typically 6-1/2 feet tall, and weigh 300 pounds. Their hands have three evenly sized and spaced digits in a tripod-like arrangement. When not trying to blend in with the local community, witchwyrds favor outlandish, loose-fitting clothes in bright reds or yellows and a signature conical hat. They tend to prefer the driest, warmest regions of the lands they visit—perhaps an indicator of their mysterious home world. Witchwyrds are notoriously closemouthed about details of this distant place, and with good reason: most witchwyrds on Golarion have never visited their ancestral home. To these witchwyrds, the notion of a home planet is a constant thorn in their side, and when asked, many choose to ignore the question altogether. Others are so agitated by these queries that they respond with impatience or even violence. Some scholars have theorized a connection between witchwyrds and several other fourarmed creatures, but as with questions of their place of origin, witchwyrds have little to say about the topic. Recall Knowledge - Humanoid (Society): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Witchwyrd Source Monster Core 2 pg. 355, Pathfinder #149: Against the Scarlet Triad pg. 90 Perception +12; darkvision Languages Common, Draconic; one or more planar languages, truespeech Skills Arcana +16, Athletics +15, Deception +15, Desert Lore +14, Diplomacy +15, Lore +14, Intimidation +15 Str +3 Dex +3 Con +1 Int +4 Wis +3 Cha +5 Items +1 ranseur --- AC 22 Fort +13 Ref +13 Will +15 HP 110 Resistances force 5 Absorb Force Reaction (arcane, force) Frequency once per round; Trigger A force barrage or Force Dart (see below) is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand; Effect The witchwyrd “catches” one force projectile, absorbing it, preventing the damage, and causing that hand to glow while it holds this energy. A hand that's holding energy can't be used for any other purpose except to use Force Dart. The energy lasts for 1 minute or until it's released. --- Speed 25 feet Melee Single Action ranseur +16 (Disarm, magical, reach 10 feet), Damage 1d10+6 piercing Melee Single Action fist +15 (Agile, nonlethal), Damage 1d6+6 bludgeoning plus Grab Arcane Innate Spells DC 23 - Cantrips (3rd) Detect Magic - 1st Carryall (at will), Phantasmal Minion (at will) - 2nd Blur - 3rd Dispel Magic - 4th Resist Energy (×2), Suggestion - 5th Translocate - Constant (5th) Truespeech Force Dart Single Action to Three Actions (Arcane, force) The witchwyrd fires one dart of force per action spent (dealing 1d4+1 force damage each). They can't spend more actions on this ability than they have free hands. If they use a hand that has Absorbed Force, that hand hurls two darts instead of one, expending the held energy. Alien Allies High-ranking or wealthy witchwyrds rarely travel the planes alone, employing bodyguards to accompany them and leading entourages composed of various strange beings they’ve met during their travels. ","skill_mod":{"diplomacy":15,"deception":15,"arcana":16,"athletics":15,"intimidation":15},"image":["/Images/Monsters/Witchwyrd.png"],"primary_source":"Monster Core 2","spell":["Translocate","Resist Energy","Suggestion","Dispel Magic","Blur","Carryall","Phantasmal Minion","Detect Magic","Truespeech"],"ac":22,"item":["+1 ranseur"],"level":6,"spell_dc":[23],"source_category":["Rulebooks","Adventure Paths"],"sense":" darkvision ","resistance":{"force":5},"intelligence":4,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"source_group":["Age of Ashes"],"size":["Medium"],"name":"Witchwyrd","pfs":"Standard","rarity":"uncommon","strike_damage_average":[9,11],"attack_bonus":[15,16],"constitution":1,"will_save":15,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{},"creature_ability":["Absorb Force","Force Dart"],"skill":["Arcana","Athletics","Deception","Desert Lore","Diplomacy","Lore","Intimidation"],"legacy_id":["creature-861"],"tradition":["Arcane"],"summary":"Witchwyrds conceal most of their faces, leaving only their eyes unmasked. Their inscrutability is a boon to one of their most significant …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude","ref","reflex"],"url":"/Monsters.aspx?ID=4617","dexterity":3,"category":"creature","slug":"creature-4617"},{"legacy_name":["Dread Wraith"],"attack_bonus":[21],"constitution":3,"primary_source_category":"Rulebooks","strength":-5,"hp":130,"language":["Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Wraith","will_save":21,"charisma":6,"speed":{"fly":60,"max":60},"perception":19,"wisdom":4,"weakness":{},"creature_ability":["Draining Presence","Sunlight Powerlessness","Absorb Wraith","Grip of Fear","Robes of Welcome","Void's Embrace"],"skill":["Acrobatics","Intimidation","Stealth"],"legacy_id":["creature-865"],"trait":["Incorporeal","Undead","Unholy","Wraith","Medium"],"id":"creature-4618","text":" War Wraith These menacing spiritual remnants of wicked warlords or bloodthirsty generals are towering specters of shadow and death. Like other wraiths, war wraiths haunt the shadowy places of the world but are more likely to travel greater distances to sow terror or amass influence, often sticking to dark glades or sinister ruins when journeying across sun-dappled lands. War wraiths tend to be arrogant and rarely form a pack with others of their kind, preferring instead to dominate groups of ordinary wraiths. A particularly powerful necromancer might compel packs of war wraiths into service. However, a particularly malevolent goal—such as eradicating a bastion of light and life—might draw several war wraiths together in a common purpose. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 War Wraith Source Monster Core 2 pg. 356 Perception +19; darkvision, lifesense 60 feet Languages Common, Necril Skills Acrobatics +19, Intimidation +21, Stealth +19 Str -5 Dex +6 Con +3 Int +3 Wis +4 Cha +6 --- AC 27 Fort +16 Ref +19 Will +21 +1 status to all saves vs. vitality HP 130 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical Draining Presence (aura, void) 10 feet. A living creature that enters the aura must succeed at a DC 26 Fortitude save or become drained 1. It recovers after it has been out of the aura for 1 minute. A creature that succeeds at its save is temporarily immune to draining presence for 24 hours. Sunlight Powerlessness While in sunlight, a war wraith is stunned 2 and clumsy 2. --- Speed fly 60 feet Melee Single Action wraith touch +21 (Agile, divine, finesse, void), Damage 2d12+6 void Absorb Wraith Single Action Frequency once per round; Effect The war wraith extends their hand toward another wraith creature within 100 feet. The target wraith dissolves and streaks toward the war wraith in a straight line, dealing 3d10 void damage to each creature along the line with a DC 28 basic Fortitude save. The war wraith absorbs the essence of the target wraith, becoming quickened for 1 minute. They can use their extra action only to Fly or Strike. An unwilling target can resist being absorbed if it succeeds at a DC 28 Will save. Grip of Fear Two Actions (Emotion, fear, mental, nonlethal) The wraith reaches into an adjacent creature's chest, gripping its heart. The target takes 9d6 mental damage with a DC 28 basic Will save. On a critical failure, the creature is also paralyzed until the start of the wraith's next turn. Robes of Welcome Single Action (Divine, void) Frequency once per round; Effect The wraith wraps their robes around an adjacent living creature, exposing it to void's embrace. If any creature is cursed by the wraith's void's embrace, the wraith can't impose void's embrace on another creature. Void's Embrace (Curse, death, divine, void) If the victim succeeds at a saving throw against this curse while in sunlight, the curse ends. While a creature has this curse, it bypasses the resistance of the wraith that cursed it; Saving Throw DC 28 Will; Stage 1 the victim is dazzled in any light (1 hour); Stage 2 the victim gains lifesense 30 feet but is blinded in any light (1 hour); Stage 3 as stage 2, but the creature also has void healing (1 hour); Stage 4 the victim becomes unconscious and can't awaken (1 day); Stage 5 the creature dies and becomes a wraith under the command of the war wraith, its body crumbling to ash War Wraith Origins Not every war wraith was once an individual. Many of them coalesce over time, merging from multiple wraiths where lost souls accumulate and have their spirits and consciousnesses shorn apart or undermined in some way. These war wraiths tend to think and communicate not as one potent being, but as a riot of voices—often conflicting but truly bone-chilling when they agree to work in unison. In locations where void energy focuses, such as in the Void or on the Isle of Terror, war wraiths form in this way frequently. ","skill_mod":{"stealth":19,"intimidation":21,"acrobatics":19},"summary":"These menacing spiritual remnants of wicked warlords or bloodthirsty generals are towering specters of shadow and death. Like other wraiths, war …","image":["/Images/Monsters/Wraith_DreadWraith.png"],"primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Mechanics"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":" darkvision , lifesense 60 feet","weakest_save":["fort","fortitude"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/Monsters.aspx?ID=4618","intelligence":3,"reflex_save":19,"strongest_save":["will"],"dexterity":6,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"War Wraith","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19],"slug":"creature-4618"},{"attack_bonus":[9],"constitution":0,"primary_source_category":"Rulebooks","strength":0,"hp":15,"language":["Common","plus one regional language"],"immunity":["bleed"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Wyrwood","will_save":8,"charisma":2,"speed":{"max":20,"land":20},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Living Machine","No Breath","Sneak Attack"],"skill":["Acrobatics","Arcana","Deception","Society","Stealth"],"legacy_id":["creature-1372"],"trait":["Construct","Rare","Wyrwood","Small"],"id":"creature-4619","text":" Wyrwood Sneak Wyrwood sneaks specialize in moving unseen behind enemy lines, performing reconnaissance and quietly eliminating threats. Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Wyrwood Sneak Source Monster Core 2 pg. 357 Perception +6; darkvision Languages Common; plus one regional language Skills Acrobatics +7, Arcana +5, Deception +7, Society +5, Stealth +7 Str +0 Dex +4 Con +0 Int +2 Wis +1 Cha +2 Items Buckler (Hardness 3, HP 6, BT 3), Shortsword --- AC 16 (17 with buckler raised) Fort +3 Ref +9 Will +8 HP 15 Immunities bleed Living Machine Though their body is an organic construct, a wyrwood is a living creature. They're not immediately destroyed when reduced to 0 HP, but rather fall unconscious and eventually die. They don't need to eat or drink. They can be targeted by effects that target living creatures or that target constructs. No Breath A wyrwood doesn't breathe and is immune to effects that require breathing (such as an inhaled poison). --- Speed 20 feet Melee Single Action shortsword +9 (Agile, finesse, versatile S), Damage 1d6 piercing Sneak Attack The wyrwood's Strikes deal an additional 1d6 precision damage to off-guard creatures. ","skill_mod":{"society":5,"deception":7,"stealth":7,"arcana":5,"acrobatics":7},"summary":"Wyrwood sneaks specialize in moving unseen behind enemy lines, performing reconnaissance and quietly eliminating threats.","image":["/Images/Monsters/Wyrwood.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Rarity","Monster"],"ac":16,"item":["Buckler (Hardness 3, HP 6, BT 3)","Shortsword"],"level":1,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4619","intelligence":2,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":3,"size":["Small"],"name":"Wyrwood Sneak","category":"creature","pfs":"Standard","rarity":"rare","strike_damage_average":[3],"slug":"creature-4619"},{"constitution":3,"primary_source_category":"Rulebooks","strength":5,"hp":90,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Zombie","will_save":9,"charisma":-2,"speed":{"max":20,"land":20},"perception":7,"wisdom":1,"weakness":{"area":5,"slashing":5,"vitality":5},"creature_ability":["Slow","Troop Defenses","Grave Tide","Shambling Onslaught"],"legacy_id":["creature-1376"],"trait":["Mindless","Troop","Undead","Unholy","Zombie","Gargantuan"],"id":"creature-4620","text":" Shambler Troop This shuffling mass of decaying flesh moves with dull but singular focus. Recall Knowledge - Undead (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Shambler Troop Source Monster Core 2 pg. 358 Perception +7; darkvision Languages Skills Str +5 Dex +0 Con +3 Int -5 Wis +1 Cha -2 Slow A shambler troop is permanently slowed 1 and can't use reactions. --- AC 18 Fort +11 Ref +8 Will +9 HP 90 (4 segments, void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Weaknesses area damage 5, slashing 5, splash damage 5, vitality 5 Troop Defenses --- Speed 20 feet; troop movement Grave Tide The shambler troop is less organized than most troops. It can move into other creatures' spaces, and other creatures can move into its spaces. Its spaces are difficult terrain to other creatures. Shambling Onslaught Single Action to Two Actions Frequency once per round; Effect The shamblers lash out at any enemies in their squares or within a 5-foot emanation (DC 18 basic Reflex save). The damage depends on the number of actions. Single Action 2d6+5 bludgeoning damage Two Actions 2d6+9 bludgeoning damage ","skill_mod":{},"summary":"This shuffling mass of decaying flesh moves with dull but singular focus.","primary_source":"Monster Core 2","trait_group":["Monster","Creature Type","Mechanics"],"ac":18,"level":4,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4620","intelligence":-5,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":11,"size":["Gargantuan"],"name":"Shambler Troop","category":"creature","pfs":"Standard","rarity":"common","slug":"creature-4620"},{"attack_bonus":[17],"constitution":4,"primary_source_category":"Rulebooks","strength":5,"hp":125,"immunity":["bleed","death effects","disease","fire","mental","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Zombie","will_save":10,"charisma":-2,"speed":{"max":30,"land":30},"perception":12,"wisdom":2,"weakness":{"slashing":7,"vitality":7},"creature_ability":["Slow","Death Throes","Blinding Sulfur"],"skill":["Athletics","Stealth"],"legacy_id":["creature-1377"],"trait":["Fire","Mindless","Undead","Unholy","Zombie","Medium"],"id":"creature-4621","text":" Sulfur Zombie Glowing with a dull amber light, these odious creatures spawn from a combination of baleful magic and fire. These destructive creations sow chaos and demolish fortifications, making them the bane of besieged cities. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Sulfur Zombie Source Monster Core 2 pg. 358 Perception +12; darkvision Languages Skills Athletics +15, Stealth +12 Str +5 Dex +2 Con +4 Int -5 Wis +2 Cha -2 Slow A sulfur zombie is permanently slowed 1 and can't use reactions --- AC 23 Fort +16 Ref +12 Will +10 HP 125 (void healing) Immunities bleed, death effects, disease, fire, mental, paralyzed, poison, unconscious Weaknesses slashing 7, vitality 7 Death Throes When a sulfur zombie dies, its body explodes in a 30-foot burst of fire and debris that deals 2d10 bludgeoning damage and 2d10 fire damage to each creature in the area (DC 21 basic Reflex save). --- Speed 30 feet Melee Single Action fist +17, Damage 2d6+5 bludgeoning plus 1d6 persistent fire and blinding sulfur Blinding Sulfur (Incapacitation) A sulfur zombie burns with putrid inner fire. A creature hit by a sulfur zombie's fist Strike must attempt a DC 22 Fortitude save. On a failure, the creature is blinded for 1 round, or for 1 minute on a critical failure. ","element":["Fire"],"skill_mod":{"stealth":12,"athletics":15},"summary":"Glowing with a dull amber light, these odious creatures spawn from a combination of baleful magic and fire. These destructive creations sow chaos and …","image":["/Images/Monsters/Zombie_SulfurZombie.png"],"primary_source":"Monster Core 2","trait_group":["Energy","Elemental","Planar","Monster","Creature Type","Mechanics"],"ac":23,"level":6,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4621","intelligence":-5,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":16,"size":["Medium"],"name":"Sulfur Zombie","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[15],"slug":"creature-4621"},{"attack_bonus":[19,21,21],"constitution":4,"primary_source_category":"Rulebooks","strength":6,"hp":210,"immunity":["bleed","death effects","disease","mental","paralyzed","poison","unconscious"],"source":["Monster Core 2"],"type":"Creature","creature_family":"Zombie","will_save":16,"charisma":-2,"speed":{"fly":50,"max":50,"land":30},"perception":16,"wisdom":3,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Slow","Viscera Breath"],"skill":["Acrobatics","Athletics"],"legacy_id":["creature-1378"],"trait":["Dragon","Mindless","Undead","Unholy","Zombie","Huge"],"id":"creature-4622","text":" Zombie Dragon The rotted husk of a once great dragon, this abomination has lost all its former splendor, but none of the ferocity. Its patchy, rotted wings don't generate enough lift to keep it aloft, but the foul necromantic energies animating it still allow it to fly, albeit slowly. Recall Knowledge - Dragon (Arcana): DC 26 Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Zombie Dragon Source Monster Core 2 pg. 359 Perception +16; darkvision Languages Skills Acrobatics +16, Athletics +19 Str +6 Dex +3 Con +4 Int -5 Wis +3 Cha -2 Slow A zombie dragon is permanently slowed 1 and can't use reactions. --- AC 27 Fort +19 Ref +18 Will +16 HP 210 (void healing) Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious Weaknesses slashing 10, vitality 10 --- Speed 30 feet, fly 50 feet Melee Single Action upper jaw +21 (reach 15 feet), Damage 2d10+12 piercing Melee Single Action claw +21 (Agile, reach 10 feet), Damage 2d8+12 slashing Melee Single Action tail +19 (reach 20 feet), Damage 2d6+12 bludgeoning Viscera Breath Two Actions (Poison) The zombie dragon breathes a wave of fetid viscera that deals 5d6 bludgeoning damage and 5d6 poison damage (DC 28 basic Reflex save). A creature that critically fails is also sickened 2. The zombie dragon can't use Viscera Breath again for 1d4 rounds. Hoarding Instincts Though zombies have no use for wealth—indeed, most don't understand the concept in the first place—zombie dragons retain a hint of their innate tendency to hoard. A fresher corpse might guard the hoard it gathered in life (or what remains of it), while a zombie dragon further from life might instead hoard bones, rocks, corpses, or other unusual objects. The monetary value of these hoards varies widely. ","skill_mod":{"athletics":19,"acrobatics":16},"summary":"The rotted husk of a once great dragon, this abomination has lost all its former splendor, but none of the ferocity. Its patchy, rotted wings don't …","image":["/Images/Monsters/Zombie_DragonZombie.png"],"primary_source":"Monster Core 2","trait_group":["Creature Type","Monster","Mechanics"],"ac":27,"level":9,"source_category":["Rulebooks"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4622","intelligence":-5,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":19,"size":["Huge"],"name":"Zombie Dragon","category":"creature","pfs":"Standard","rarity":"common","strike_damage_average":[19,21,23],"slug":"creature-4622"},{"legacy_name":["Hound of Tindalos"],"primary_source_category":"Rulebooks","strength":4,"hp":90,"language":["Aklo"],"source":["Monster Core 2"],"type":"Creature","charisma":2,"perception":17,"trait":["Aberration","Rare","Time","Medium"],"id":"creature-4623","text":" Hound Of Tindalos Lean and athirst, the hounds of Tindalos are drawn to those who tamper with the flow of time, travel through time, or use magic or rare alchemical drugs to send their thoughts or perception backward or forward in time. Powerful spellcasters can draw them from the Dimension of Time via rare rituals, but doing so attracts the hounds' ire, so few who traffic in such rituals live long enough to spread their knowledge. While the hounds possess great cunning and cruel intellect, they rarely interact with other creatures—other than to hunt and destroy those who've attracted their unblinking attention. Once a hound catches the scent of a mortal to hunt, it calls others of its ilk. The pack then pursues its victim through all space and time until it catches, slays, and devours them. Those pursued can escape only by avoiding all angles, as hounds of Tindalos could step through them from nothingness at any time. Recall Knowledge - Aberration (Occultism): DC 28 Recall Knowledge - Time (Occultism, Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Hound Of Tindalos Source Monster Core 2 pg. 183 Perception +17; greater darkvision Languages Aklo Skills Acrobatics +17, Athletics +15, Occultism +17, Stealth +17, Survival +13 Str +4 Dex +6 Con +2 Int +6 Wis +4 Cha +2 --- AC 25 Fort +13 Ref +17 Will +15 HP 90 Immunities controlled, emotion Resistances mental 10, physical 10, poison 10 Otherworldly Mind (mental) Whenever a creature targets the hound with a mental effect, that creature takes 4d6 mental damage (DC 25 basic Will save). On a critical failure, it also becomes confused for 1d4 rounds. Ripping Gaze (aura, occult, visual) 30 feet. The hound of Tindalos's eyes glow balefully, causing painful but bloodless wounds to rip open in the body of a creature that meets its awful gaze. When a creature ends its turn in the aura's emanation, it takes 4d6 slashing damage (DC 25 basic Fortitude save). A creature that critically succeeds at its save is temporarily immune for 24 hours. Vulnerable to Curved Space When a hound of Tindalos is not adjacent to a structural angle of 90° (or more acute), its resistance to physical damage is suppressed and it becomes sickened 1. It can't recover from this sickened condition, but the condition ends automatically once the hound is again adjacent to a suitable angle. --- Speed 30 feet, fly 30 feet Melee Single Action jaws +17, Damage 2d10+7 piercing Melee Single Action claw +17 (Agile), Damage 2d8+7 slashing Occult Innate Spells DC 21 - 2nd Invisibility (self only) - 3rd Haste, Slow - 4th Planar Tether - 8th Pinpoint Angled Entry Single Action The hound of Tindalos casts a 4th-rank translocate spell, but it must transport itself into a space adjacent to an angle of 90° (or more acute) in the structure or environment around it. For example, it could teleport to a space adjacent to a wall (using the angle between the wall and floor) or a corner in a room, or adjacent to a sizable tree growing straight up out of the ground, but not to a flat plain or a room with only curved corners and edges. Once per day, the hound can use this ability to interplanar teleport to or from the Dimension of Time, with the same restrictions on what angles it can appear next to. Tindalos Ancient texts refer to these relentless temporal hunters as the hounds of Tindalos, yet they never seem to explore what Tindalos actually is. In some references, the implication is that Tindalos is one of the Great Old Ones or Outer Gods, but if this is the case, they're among the most obscure of these entities. Other tomes refer to Tindalos as a location, perhaps even a city or nation that once existed before time began and that can be reached only by methods impossible for any creature bound by the laws of time. In all likelihood, both and neither are right—what Tindalos is, is simply impossible for mortal minds to comprehend. ","skill_mod":{"survival":13,"stealth":17,"athletics":15,"occultism":17,"acrobatics":17},"image":["/Images/Monsters/HoundOfTindalos.png"],"primary_source":"Monster Core 2","spell":["Pinpoint","Planar Tether","Haste","Slow","Invisibility"],"ac":25,"level":7,"spell_dc":[21],"source_category":["Rulebooks"],"sense":" greater darkvision ","resistance":{"bludgeoning":10,"poison":10,"piercing":10,"slashing":10,"mental":10,"physical":10},"intelligence":6,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":13,"size":["Medium"],"name":"Hound Of Tindalos","pfs":"Standard","rarity":"rare","strike_damage_average":[16,18],"attack_bonus":[17,17],"constitution":2,"immunity":["controlled","emotion"],"will_save":15,"speed":{"fly":30,"max":30,"land":30},"wisdom":4,"weakness":{},"creature_ability":["Otherworldly Mind","Ripping Gaze","Vulnerable to Curved Space","Angled Entry"],"skill":["Acrobatics","Athletics","Occultism","Stealth","Survival"],"legacy_id":["creature-702"],"tradition":["Occult"],"summary":"Lean and athirst, the hounds of Tindalos are drawn to those who tamper with the flow of time, travel through time, or use magic or rare alchemical …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4623","dexterity":6,"category":"creature","slug":"creature-4623"},{"primary_source_category":"Adventure Paths","strength":4,"hp":155,"language":["Common"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":2,"perception":21,"trait":["Beast","Spirit","Uncommon","Medium"],"id":"creature-4624","text":" Algriever Some mistake these spiderlike spirits as scavengers looking to loot abandoned shrines, but they're actually the opposite: self-appointed guardians of forgotten places of worship, defending the sanctity of discarded faiths and tending sites that have no caretakers. Sometimes, an algriever's duties are tinged with sadness and grief, as they mourn the loss of those who once attended their chosen shrine. Others are filled with frustration and rage, viewing any who stumble upon their shrine as lapsed faithful at best or blasphemers at worse—sinners who deserve punishment. Algrievers have little interest in living creatures until they wander into their territory. Once an algriever's shrine has been breached, they block passage until the interlopers pay their respects. Aggressive algrievers steal from travelers or take hostages until their demands for an offering are satisfied. When algrievers suspect someone of committing blasphemy, no gifts can slake their thirst for vengeance. Recall Knowledge - Beast (Arcana, Nature): DC 28 Recall Knowledge - Spirit (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Algriever Source Season of Ghosts (Hardcover) pg. 324 Perception +21; darkvision Languages Common Skills Intimidation +17, Religion +17, Stealth +19, Survival +19 Str +4 Dex +4 Con +4 Int +0 Wis +6 Cha +2 --- AC 27 Fort +15 Ref +17 Will +21 HP 155 Shrine Bond The algriever bonds with a shrine after they spend 24 hours at the site. While bonded, the algriever gains a +2 circumstance bonus to Perception checks and skill checks. Acolyte's Defense Reaction (attack, move) Trigger A creature within sight of the algriever damages, desecrates, or defiles their bonded shrine; Requirements The algriever is bonded with a shrine; Effect The algriever Strides toward the creature; this movement doesn't trigger reactions. The algriever marks the creature as their enemy and gains a +2 status bonus to attack rolls against that enemy until they select a new enemy with Acolyte's Defense. --- Speed 30 feet, climb 30 feet Melee Single Action fangs +19 (Agile, magical), Damage 2d12+7 piercing plus algriever venom Melee Single Action web +19 (range increment 30 feet), Damage web trap Divine Innate Spells DC 28, attack +20 - 4th Divine Wrath (×3) - 5th Crisis of Faith, Dispel Magic Algriever Venom (Mental, poison) Saving Throw DC 28 Will; Maximum Duration 6 rounds; Stage 1 2d6 mental damage; Stage 2 2d6 mental damage and stupefied 1; Stage 3 2d6 mental damage and stupefied 2 Pilgrim's Ward Two Actions (Divine) Frequency once per month; Effect The algriever touches a willing creature and fills it with reverence for their bonded shrine. As long as the target creature obeys the edicts and anathemas of the algriever's bonded shrine, or until that algriever grants Pilgrim's Ward to a different creature, that creature gains a +1 status bonus to all Religion checks and Will saves. Web Trap A creature hit by an algriever's web Strike is immobilized and stuck to the nearest surface until it Escapes (DC 28). Reactive Punishment An algriever follows the edicts and anathemas of the deity or faith of the shrine to which they're bonded, although they remain uncommitted in most other topics. Regardless of how large the shrine is, an algriever chooses three Medium or smaller objects in the shrine as their own focus for defense and can use Acolyte's Defense against any creature that touches or disturbs those objects. ","skill_mod":{"survival":19,"stealth":19,"intimidation":17,"religion":17},"image":["/Images/Monsters/Algriever.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Crisis of Faith","Dispel Magic","Divine Wrath"],"ac":27,"level":9,"spell_dc":[28],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":17,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Algriever","rarity":"uncommon","strike_damage_average":[20],"attack_bonus":[19,19],"constitution":4,"spell_attack_bonus":[20],"will_save":21,"speed":{"climb":30,"max":30,"land":30},"wisdom":6,"weakness":{},"creature_ability":["Shrine Bond","Acolyte's Defense","Algriever Venom","Pilgrim's Ward","Web Trap"],"primary_source_group":"Season of Ghosts","skill":["Intimidation","Religion","Stealth","Survival"],"legacy_id":["creature-2800"],"tradition":["Divine"],"summary":"Some mistake these spiderlike spirits as scavengers looking to loot abandoned shrines, but they're actually the opposite: self-appointed guardians of …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4624","dexterity":4,"category":"creature","slug":"creature-4624"},{"primary_source_category":"Adventure Paths","strength":3,"hp":35,"language":["Common"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":1,"perception":9,"trait":["Beast","Rare","Small"],"id":"creature-4625","text":" Bakeneko A bakeneko comes into existence when the life of a cat is extended past its normal lifespan, whether through incredible fortune, magic, or other means. With each passing year, the feline becomes more and more monstrous—growing in size, becoming more intelligent, and gaining an affinity for magic. Eventually, they become able to walk upright on their rear legs, pursue new hobbies, and learn languages. Despite this expanded intellect, many bakenekos prefer to enjoy the first decades of their ascension continuing their lives as usual as a (particularly oversized) house cat. For some, they do so because they want to acquire knowledge of the world that they couldn't comprehend as cats, but for others, it's just a desire to live out their lives with their current families and loved ones before moving on to what comes next. Bakenekos enjoy dancing above all other pleasures and can't resist nodding their heads, tapping their paws, or swishing their tails in time to music. They often animate corpses simply to watch them dance—a pastime that often spells trouble for nearby settlements should the undead get free from the bakeneko's control. Bakenekos typically have a playful and mischievous demeanor, and while they aren't inherently evil creatures, they're still feared for their ability to animate corpses and command fire. Villagers are often frightened half to death by the sight of a flaming cat strolling alongside a walking corpse, and their association with undead and the occult has caused some villages in Tian Xia to vilify all cats. Recall Knowledge - Beast (Arcana, Nature): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Bakeneko Source Season of Ghosts (Hardcover) pg. 325 Perception +9; darkvision, scent (imprecise) 30 feet Languages Common Skills Acrobatics +10, Deception +8, Occultism +8, Stealth +10, Thievery +10 Str +3 Dex +3 Con +4 Int +1 Wis +2 Cha +1 --- AC 20 Fort +8 Ref +7 Will +4 HP 35 Resistances fire 5 Weaknesses cold iron 5 Cat at Heart When a bakeneko is killed, they immediately reincarnate into a normal house cat who can never again become a bakeneko. Feel the Beat Bakenekos love to dance. If a bakeneko begins their turn within 30 feet of a source of music, they become slowed 1 until the start of their next turn as they follow their compulsion to move to the rhythm of the tune by swishing their tail in time, stomping from one hind leg to the other, or clapping their front paws. Flammable Thanks to their high-fat diets, bakenekos secrete flammable oils from their skin that coats their fur. If a bakeneko takes any fire damage, their entire body lights up in flame, turning them into a furry fireball until the end of their next turn. While burning in this way, a bakeneko's Strikes inflict an additional 1d6 fire damage. --- Speed 40 feet Melee Single Action claw +10 (Agile), Damage 1d8+5 slashing Occult Innate Spells DC 20 - Cantrips (2nd) Daze, Figment, Telekinetic Hand - 2nd Summon Undead (zombie only) Rituals DC 20 - 2nd Create Undead (zombie only) Skilled Ritualist Bakenekos can only create zombies with create undead but can perform the ritual without secondary casters and lower the casting time to 4 hours Nekomatas Bakenekos mostly see their animated but mindless zombies as amusements, though they also use them as guardians or even as agents for revenge. Still, they do their best to ensure that undead they animate aren't left to wander free. Most tales of “evil bakenekos” in fact refer to a similar and much more dangerous creature, the nekomata—a level 6 Medium-sized variant of the bakeneko whose bite causes a debilitating disease of the mind. ","skill_mod":{"deception":8,"thievery":10,"stealth":10,"occultism":8,"acrobatics":10},"image":["/Images/Monsters/Bakeneko.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Summon Undead","Daze","Figment","Telekinetic Hand"],"ac":20,"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":" darkvision , scent ( imprecise ) 30 feet","resistance":{"fire":5},"intelligence":1,"reflex_save":7,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":8,"source_group":["Season of Ghosts"],"size":["Small"],"spoilers":"Season of Ghosts","name":"Bakeneko","rarity":"rare","strike_damage_average":[9],"attack_bonus":[10],"constitution":4,"will_save":4,"speed":{"max":40,"land":40},"wisdom":2,"weakness":{"cold_iron":5},"creature_ability":["Cat at Heart","Feel the Beat","Flammable","Skilled Ritualist"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Deception","Occultism","Stealth","Thievery"],"legacy_id":["creature-2753"],"tradition":["Occult"],"summary":"A bakeneko comes into existence when the life of a cat is extended past its normal lifespan, whether through incredible fortune, magic, or other …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4625","dexterity":3,"category":"creature","slug":"creature-4625"},{"attack_bonus":[12],"constitution":2,"primary_source_category":"Adventure Paths","strength":-5,"hp":58,"language":["Common","Necril","(can't speak any language), <%UMR%79%%>telepathy<%END> 120 feet"],"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":12,"charisma":3,"speed":{"fly":40,"max":40},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Lifesense","Frightful Presence","Stone-Faced","Jealous Frenzy","Peel Face"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Intimidation","Stealth"],"legacy_id":["creature-2754"],"trait":["Incorporeal","Uncommon","Undead","Unholy","Medium"],"id":"creature-4626","text":" Dalgyal Gwishin A dalgyal gwishin is a faceless, undead spirit that wears a stone mask. This forlorn undead forms from the soul of a mortal who died a lonely death with no one to remember them and is similarly unable to remember what it looked like in life. A dalgyal gwishin wanders the land of the living in search of any trace of who they were when they were alive. Full of anger, they remain envious of well-loved or famous individuals who are surrounded by close friends and admirers—the type of people who would never share the dalgyal gwishin's fate. While a dalgyal gwishin has little more than a ghostly body made of mist, the featureless stone mask it wears on its head is solid. Even the stolen faces it claims are transitory, cracking off after a day to form what looks akin to a fragile porcelain death mask. Some of these lonely spirits keep these masks and add them to a collection in a remote and forlorn lair, hoping to find companionship in an ever-growing display of silent faces. Recall Knowledge - Undead (Religion): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Dalgyal Gwishin Source Season of Ghosts (Hardcover) pg. 326 Perception +12; lifesense (precise) 120 feet, no vision Languages Common, Necril; (can't speak any language), telepathy 120 feet Skills Acrobatics +13, Intimidation +12, Stealth +13 Str -5 Dex +4 Con +2 Int +0 Wis +3 Cha +3 Lifesense The dalgyal gwishin senses the vital essence of living and undead creatures within the listed range --- AC 21 Fort +9 Ref +15 Will +12 HP 58 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all 5 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 19 Stone-Faced While the dalgyal gwishin has no physical body, their stone face is solid. They can't pass through solid objects. --- Speed fly 40 feet Melee Single Action head +12 (Finesse, magical), Damage 2d6+2 bludgeoning plus 2d6 mental Jealous Frenzy Reaction (Divine, emotion, mental) Frequency once per day; Trigger The dalgyal gwishin Strikes a creature that has a higher Charisma modifier than themself; Effect The dalgyal gwishin enters an envious frenzy as they sense strong ties of friendship and personality within the creature they struck. The dalgyal gwishin becomes quickened 1 but can use their quickened action only to Strike the triggering creature. If the dalgyal gwishin fails to Strike the triggering creature at least once during their turn, Jealous Frenzy ends. It also ends after 1 minute. After Jealous Frenzy ends, the dalgyal gwishin is slowed 1 for 1 minute. Peel Face Reaction (Divine) Trigger The dalgyal gwishin critically hits a creature or reduces a creature to 0 Hit Points while in a Jealous Frenzy; Effect The dalgyal gwishin presses their stony face to the creature's face, causing a ghostly imprint of that face to peel away and duplicate onto their head. The triggering creature must succeed at a DC 22 Will save or become stupefied 1 (stupefied 2 on a critical failure). The dalgyal gwishin's Jealous Frenzy ends, and they don't become slowed. Faceless Horror The dalgyal gwishin's most significant physical trait—the lack of a face—is shared with the living aberrations known as noppera-bos. Despite this shared feature and the ability to steal faces, the two creatures don't cooperate and are more often bitter enemies. Anyone slain by a dalgyal gwishin leaves behind an unnerving faceless corpse. ","skill_mod":{"stealth":13,"intimidation":12,"acrobatics":13},"summary":"A dalgyal gwishin is a faceless, undead spirit that wears a stone mask. This forlorn undead forms from the soul of a mortal who died a lonely death …","image":["/Images/Monsters/Dalgyal_Gwishin.webp"],"primary_source":"Season of Ghosts (Hardcover)","trait_group":["Monster","Rarity","Creature Type","Mechanics"],"ac":21,"level":5,"source_category":["Adventure Paths"],"sense":"lifesense (precise) 120 feet, no vision","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/Monsters.aspx?ID=4626","intelligence":0,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":9,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Dalgyal Gwishin","category":"creature","rarity":"uncommon","strike_damage_average":[16],"slug":"creature-4626"},{"primary_source_category":"Adventure Paths","strength":3,"hp":180,"language":["Aklo","Common","Fey"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":5,"perception":23,"trait":["Fey","Uncommon","Medium"],"id":"creature-4627","text":" Imprecasia An imprecasia, commonly known as a curse eater, is a solitary fey drawn to the energy emanating from curses. They appear as an emaciated humanoid creature with shadowy wings, long thin hands with sharp claws, and an insectile head with feathery antennae. An imprecasia's appearance in a region signifies the land is troubled, but they're not unpopular creatures. On the contrary, an imprecasia's whereabouts are coveted information, as they have the ability to fully consume curses on objects and creatures. Many carrying the weight of a curse seek out curse eaters, most of whom will gladly accept doomed objects or charitably destroy an individual's curse. An imprecasia will never accept the idea of healing a cursed land or blighted region. One might even seek to strengthen the afflictions on a region simply to ensure a regular supply of food. A bolder imprecasia tracks cursed families over generations, feeding off their misfortune until the curse ends or the bloodline dies off. Any who attempts to destroy such curses might become the enemy of an imprecasia defending their source of sustenance. Recall Knowledge - Fey (Nature): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Imprecasia Source Season of Ghosts (Hardcover) pg. 327 Perception +23; darkvision, scent curse Languages Aklo, Common, Fey Skills Acrobatics +21, Nature +23, Survival +23 Str +3 Dex +6 Con +5 Int +3 Wis +6 Cha +5 Scent Curse The imprecasia can smell the presence of curses of a level equal to or lower than their own level within 30 feet; this is an imprecise sense. --- AC 31 Fort +18 Ref +23 Will +21 HP 180 Immunities cursed Resistances void 10 Weaknesses cold iron 10 Drink Death Reaction (primal) Trigger A creature within 30 feet of the imprecasia is dying; Effect The imprecasia inhales, drawing a thin blue streak of vapor out of the dying creature's body into their mouth. The dying creature's dying condition is reduced by 1, and the imprecasia regains 2d10+9 Hit Points. --- Speed 25 feet, fly 25 feet Melee Single Action claws +23 (Agile, finesse, magical), Damage 2d12+9 slashing plus homeland's hostility Primal Innate Spells DC 30, attack +22 - Cantrips (5th) Tangle Vine - 3rd Earthbind - 5th Blindness, Cleanse Affliction (curses only), Deafness, Mirage Devour Curse Two Actions (Primal) The imprecasia casts cleanse affliction against a curse afflicting a creature. If they succeed in removing the curse, they also breathe in vitality from the creature (appearing to inhale blue streaks of vapor from the target's body), causing the creature to become drained 1 unless it succeeds at a DC 30 Fortitude save (drained 2 on a critical failure). If the curse is removed, the imprecasia doesn't expend that use of cleanse affliction as a primal innate spell. Homeland's Hostility (Curse, primal) A creature that takes damage from the imprecasia's claws must attempt a DC 30 Will save. On a failure, it treats all terrain within 60 feet of an imprecasia as difficult terrain. Targeting Items An imprecasia can cast cleanse affliction on a cursed item rather than on a creature, but they can't use Devour Curse on it. They can only do so on an item that's of a level equal to or less than their own level; on a success, the item is uncursed for 24 hours if it's of a level equal to or higher than the imprecasia's level – 4, or uncursed permanently if it's lower level than that. ","skill_mod":{"nature":23,"survival":23,"acrobatics":21},"image":["/Images/Monsters/Imprecasia.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Blindness","Cleanse Affliction","Deafness","Mirage","Earthbind","Tangle Vine"],"ac":31,"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"sense":" darkvision , scent curse","resistance":{"void":10},"intelligence":3,"reflex_save":23,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":18,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Imprecasia","rarity":"uncommon","strike_damage_average":[22],"attack_bonus":[23],"constitution":5,"immunity":["cursed"],"spell_attack_bonus":[22],"will_save":21,"speed":{"fly":25,"max":25,"land":25},"wisdom":6,"weakness":{"cold_iron":10},"creature_ability":["Scent Curse","Drink Death","Devour Curse","Homeland's Hostility"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Nature","Survival"],"legacy_id":["creature-2802"],"tradition":["Primal"],"summary":"An imprecasia, commonly known as a curse eater, is a solitary fey drawn to the energy emanating from curses. They appear as an emaciated humanoid …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4627","dexterity":6,"category":"creature","slug":"creature-4627"},{"primary_source_category":"Adventure Paths","strength":4,"hp":32,"language":["Aklo","Common","Necril"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":3,"perception":9,"trait":["Fiend","Nindoru","Rare","Unholy","Medium"],"id":"creature-4628","text":" Meokdan (Hungry Nindoru) As the least of their kind, meokdans suffer a constant and painful hunger, for they lack the ability of more powerful nindorus to derive nourishment from a reincarnated soul. This hunger drives meokdans to constantly seek food and often compels them to eat dirt, stones, and refuse that offer little (if any) nutritional value. Regardless of how much they eat, meokdans always remains painfully thin in stature. Regardless of how hungry they get, they never starve to death. A meokdan's emaciated frame appears human in shape, with thick, tangled hair that grows directly from their face as well as the rest of their head, leaving only the meokdan's gaping mouth visible. Their arms appear to be broken and unnaturally long, with equally long fingers tipped with ragged nails. Small, open sores pockmark their skin. Meokdans epitomize the cycle of food, from consumption to the creatures themselves being consumed in the end, be it by predators or the environment growing from their remains. Recall Knowledge - Fiend (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Meokdan Source Season of Ghosts (Hardcover) pg. 328 Perception +9; darkvision Languages Aklo, Common, Necril Skills Athletics +8, Deception +7, Intimidation +7, Occultism +6 Str +4 Dex +3 Con +1 Int +0 Wis +3 Cha +3 Items bone club --- AC 17 Fort +5 Ref +9 Will +9 HP 32 Immunities death effects, fatigued (from the effects of starvation or thirst), sickened Resistances void 5 Weaknesses silver 5 Soul Shred Creatures killed by a meokdan are difficult to bring back to life or animate as undead. The meokdan automatically attempts to counteract any attempt to resurrect or animate any creature that they've killed (counteract modifier +7, counteract rank 2). If the meokdan who slew the creature is slain, the creature can be brought back from death or become undead normally. --- Speed 25 feet Melee Single Action bone club +10 (Magical), Damage 1d6+6 bludgeoning Melee Single Action shattered bone club +10 (Magical), Damage 1d4+6 slashing plus 1 bleed Melee Single Action bite +10 (Agile), Damage 1d4+6 piercing Occult Innate Spells DC 18, attack +10 - Cantrips (1st) Telekinetic Projectile - 1st Illusory Disguise, Phantom Pain - 2nd Item Facade Manifest Bone Club Single Action (Concentrate, occult) Requirements The meokdan isn't carrying a bone club; Effect The meokdan reaches down their throat into their stomach and pulls out a human femur that they can wield as a bone club. After the meokdan Strikes a creature, the bone club shatters, but its sharp fragments remain in roughly the same shape; Strikes with a shattered bone club inflict slashing and persistent bleed damage. After the meokdan Strikes with a shattered bone club, or if the meokdan drops the bone club, the club is destroyed, and the nindoru can Manifest a new bone club. Quick Snack Reaction Trigger The meokdan critically hits a living creature with their bite; Effect The meokdan Snacks on the creature Snack Two Actions (Attack) The meokdan attempts a bite Strike against an adjacent creature or chews on a handheld object the creature is carrying. If the creature is living or the object is food, the meokdan gurgles in delight and regains 1d8+8 Hit Points. If the creature is undead or a construct, or the object is inedible, the meokdan shrieks in frustration and gains a +1 status bonus to attack rolls and saving throws until the end of their next turn. The meokdan can't Snack again for 1 round. ","skill_mod":{"deception":7,"athletics":8,"intimidation":7,"occultism":6},"image":["/Images/Monsters/Meokdan.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Item Facade","Illusory Disguise","Phantom Pain","Telekinetic Projectile"],"ac":17,"item":["bone club"],"level":2,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":5},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex","will"],"vision":"Darkvision","fortitude_save":5,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Meokdan","rarity":"rare","strike_damage_average":[8,8,9],"attack_bonus":[10,10,10],"constitution":1,"immunity":["death effects","fatigued (from the effects of starvation or thirst)","sickened"],"creature_family":"Nindoru","spell_attack_bonus":[10],"will_save":9,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"silver":5},"creature_ability":["Soul Shred","Manifest Bone Club","Quick Snack","Snack"],"primary_source_group":"Season of Ghosts","skill":["Athletics","Deception","Intimidation","Occultism"],"legacy_id":["creature-2755"],"tradition":["Occult"],"summary":"As the least of their kind, meokdans suffer a constant and painful hunger, for they lack the ability of more powerful nindorus to derive nourishment …","trait_group":["Creature Type","Rarity","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4628","dexterity":3,"category":"creature","slug":"creature-4628"},{"primary_source_category":"Adventure Paths","strength":5,"hp":58,"language":["Aklo","Common","Necril"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":3,"perception":11,"trait":["Fiend","Nindoru","Uncommon","Unholy","Medium"],"id":"creature-4629","text":" Sojiruh (Shrieking Nindoru) A sojiruh comes into existence when a creature who has dedicated multiple lives to achieving enlightenment turns their back on these goals and deliberately tears themself away from the cycle of reincarnation before their death. These monstrous creatures are the most common nindoru and are also the most hated by followers of Sangpotshi since so many of these fiends rise from fallen members of that very philosophy. This type of nindoru relishes the flavor of an oft-reincarnated soul and finds this life force tastes best when consumed while the physical body still lives and screams. To sojiruhs, the sound of a perfect scream from the body they feed upon is akin to the perfect wine pairing with dinner. A sojiruh's mouth is stitched shut with lengths of their own hair. Despite this, they can speak freely, their hollowsounding voices issuing clearly from sealed lips. They only stretch these stitches when they choose to shriek and scream. Their arms are long and broken-looking, while their chests are little more than rib cages filled with red wet butterflies that crawl through and cling to the creature's ribs and organs. When a sojiruh screams, the wings of the butterflies in their chest flutter frantically. Sojiruhs symbolize the cycle of reincarnation after it has come undone from its purity and has become hopelessly mired in decay and corruption— both spiritually and physically. Recall Knowledge - Fiend (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Sojiruh Source Season of Ghosts (Hardcover) pg. 329 Perception +11; darkvision Languages Aklo, Common, Necril Skills Acrobatics +11, Athletics +11, Intimidation +11, Occultism +10, Religion +9 Str +5 Dex +3 Con +2 Int +2 Wis +3 Cha +3 Items broken shortsword --- AC 17 Fort +8 Ref +11 Will +13 HP 58 Immunities death effects Resistances sonic 5, void 5 Weaknesses silver 5 Soul Shred Creatures killed by a meokdan are difficult to bring back to life or animate as undead. The meokdan automatically attempts to counteract any attempt to resurrect or animate any creature that they've killed (counteract modifier +11, counteract rank 2). If the sojiruh who slew the creature is slain, the creature can be brought back from death or become undead normally. --- Speed 25 feet Melee Single Action broken shortsword +14 (Agile, finesse, magical, versatile S), Damage 1d6+7 slashing plus 1d6 mental Occult Innate Spells DC 21, attack +13 - Cantrips (1st) Figment, Telekinetic Projectile - 1st Fear, Ventriloquism - 2nd Item Facade, Noise Blast, Shatter Manifest Armor Two Actions (Concentrate, occult) The sojiruh manifests a layer of armor on their body that appears to be made of interlocking bones, clinging red butterflies, and wicker weaves, increasing their AC to 21. The armor is permanent but collapses and vanishes if the sojiruh takes a critical hit from a Strike that inflicts bludgeoning, force, or slashing damage, reducing their AC back to 17. Ruin Wielder When a sojiruh wields a broken nonmagical weapon, they don't take any of the disadvantages of the weapon being broken. While the sojiruh wields it, the weapon becomes a +1 weapon that deals an additional 1d6 mental damage on a successful hit. Stolen Scream Two Actions (Auditory, emotion, fear, mental, occult) The sojiruh targets a creature within 30 feet that they can see and then inhales, creating a sound identical to that of the target's scream. The targeted creature must attempt a DC 21 Fortitude save, after which it's temporarily immune to that sojiruh's Stolen Scream for 24 hours. If the creature becomes frightened as a result of Stolen Scream and has had a past life, the sojiruh regains 2d8+8 Hit Points. Critical Success The creature is unaffected. Success The creature takes 2d6 mental damage. Failure The creature takes 4d6 mental damage and is frightened 1. Critical Failure The creature takes 8d6 mental damage and is frightened 3. ","skill_mod":{"athletics":11,"intimidation":11,"occultism":10,"acrobatics":11,"religion":9},"image":["/Images/Monsters/Sojiruh.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Item Facade","Noise Blast","Shatter","Fear","Ventriloquism","Figment","Telekinetic Projectile"],"ac":17,"item":["broken shortsword"],"level":4,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":5,"sonic":5},"intelligence":2,"reflex_save":11,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":8,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Sojiruh","rarity":"uncommon","strike_damage_average":[14],"attack_bonus":[14],"constitution":2,"immunity":["death effects"],"creature_family":"Nindoru","spell_attack_bonus":[13],"will_save":13,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"silver":5},"creature_ability":["Soul Shred","Manifest Armor","Ruin Wielder","Stolen Scream"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Intimidation","Occultism","Religion"],"legacy_id":["creature-2756"],"tradition":["Occult"],"summary":"A sojiruh comes into existence when a creature who has dedicated multiple lives to achieving enlightenment turns their back on these goals and …","trait_group":["Creature Type","Rarity","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4629","dexterity":3,"category":"creature","slug":"creature-4629"},{"primary_source_category":"Adventure Paths","strength":4,"hp":80,"language":["Aklo","Common","Necril"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":2,"perception":14,"trait":["Fiend","Nindoru","Rare","Unholy","Large"],"id":"creature-4630","text":" Guhdggi (Wandering Nindoru) A guhdggi forms from the corrupted souls of those who have trod the same pilgrimage route through multiple lives. This type of nindoru looks like a bloated frog with long, slender human arms instead of front legs. Their eyes appear bulbous and blind yet are capable of sight. A guhdggi carries a large wicker cage strapped to their back, while dozens of cords and straps affix a trove of broken weapons, tools, and items to their belly and flanks. When they walk, they do so with the aid of two long spears clutched in their forearms, stumbling and hopping in an ungainly gait. The most unsettling feature of the guhdggi is their second face, revealed when the frog-like mouth opens to reveal a human face peering from their throat amid a tangled nest of butterflies. This face has long, dark, animated hair capable of inflicting painful lashes, the lengths of which hang from the corner of the frog's mouth when their lips are closed. While the guhdggi is no longer capable of movement as swift as most humanoids walk, they still enjoy traveling while harboring a ferocious jealousy of those who can do so with greater ease. One would do well not to underestimate the stumbling stagger of a guhdggi, though! The fiend particularly delights in lying in wait along isolated sections of pilgrimage routes to ambush travelers, trapping victims in their cages and feeding upon their captive's mind and memories of previously visited places. Guhdggis embody the cycles of repeated journeys and the concept that every journey taken ends at the start of the next. Central to this concept is the notion that no journey ever truly begins or ends—they just emerge from the previous one. Recall Knowledge - Fiend (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Guhdggi Source Season of Ghosts (Hardcover) pg. 330 Perception +14; darkvision Languages Aklo, Common, Necril Skills Acrobatics +11, Athletics +13, Intimidation +11, Occultism +11, Religion +12, Stealth +11, Survival +14 Str +4 Dex +2 Con +4 Int +2 Wis +5 Cha +2 Items broken spears (2), wicker cage --- AC 21 Fort +13 Ref +9 Will +14 HP 80 Immunities death effects, fatigued Resistances void 5 Weaknesses silver 5 Soul Shred Creatures killed by a guhdggi are difficult to bring back to life or animate as undead. The guhdggi automatically attempts to counteract any attempt to resurrect or animate any creature that they've killed (counteract modifier +13, counteract rank 3). If the guhdggi who slew the creature is slain, the creature can be brought back from death or become undead normally. --- Speed 15 feet Melee Single Action broken spear +14 (Magical, reach 10 feet), Damage 2d6+6 piercing plus 1d6 mental Melee Single Action hair lash +13 (Agile), Damage 2d6+6 plus Grab Occult Innate Spells DC 22, attack +14 - Cantrips (1st) Daze, Know the Way - 1st Enfeeble - 2nd Item Facade, Telekinetic Maneuver - 3rd Slow, Wanderer’s Guide Belch Butterflies Two Actions (Occult) The guhdggi opens both of their mouths and, from their innermost humanoid mouth, belches forth a blast of red butterflies in a 15-foot-cone. All creatures in the area must attempt a DC 22 Reflex save as the hideous insects' razor sharp wings and tiny claws slash and cut away at exposed flesh. The guhdggi can't Belch Butterflies again for 1d4 rounds. Critical Success The creature takes no damage from the butterflies. Success The creature takes 2d6 slashing damage from the butterflies. Failure The creature takes 4d6 slashing damage, 1d6 persistent bleed damage, and is sickened 1. Critical Failure The creature takes 8d6 slashing damage, 2d6 persistent bleed damage, and is sickened 2. Cage Prey Single Action (Attack) Requirements The guhdggi has grappled a Medium or smaller creature with their hair lash and doesn't have a creature caged; Effect The guhdggi attempts an Athletics check against the grabbed creature's Reflex DC. If they succeed, they place the creature into the cage they carry on their back. The guhdggi's hair lash no longer grapples the creature, and they can't attack a creature in their cage. The caged creature is grabbed. It takes 2d4+6 mental damage when first caged and at the end of each of its turns while it's caged. A caged victim can attempt to Force Open or Escape the cage with a DC 22 check, or it can attack the cage's wicker bars, but only with unarmed attacks or with weapons of light Bulk or less. Other creatures can attack the wicker bars as well but can't attempt to Force Open the cage or aid a caged creature's Escape if the guhdggi can resist. Attacks against the cage resolve against the guhdggi's AC, and if the cage takes at least 16 bludgeoning or slashing damage from a single attack or spell, the caged creature gets free. If the guhdggi dies, their cage crumbles to fragments. Lurching Skewer Two Actions The guhdggi Strides, then makes two spear Strikes, one with each of the two spears they wield. Both Strikes must have the same target. Apply the guhdggi's multiple attack penalty to each Strike normally. Manifest Tool Two Actions (Concentrate, occult) Frequency once per hour; Effect The guhdggi manifests a tool from their thoughts. If their next action is to attempt a skill check that could be affected by the tool they chose, they gain a +2 item bonus to the skill check. The tool is then destroyed. Ruin Wielder When a guhdggi wields a broken nonmagical weapon (typically two spears), they don't take any of the disadvantages of the weapon being broken. While the sojiruh wields it, the weapon becomes a +1 striking weapon that deals an additional 1d6 mental damage on a successful hit. ","skill_mod":{"survival":14,"stealth":11,"athletics":13,"intimidation":11,"occultism":11,"acrobatics":11,"religion":12},"image":["/Images/Monsters/Guhdggi.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Slow","Wanderer’s Guide","Item Facade","Telekinetic Maneuver","Enfeeble","Daze","Know the Way"],"ac":21,"item":["broken spears (2)","wicker cage"],"level":5,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":5},"intelligence":2,"reflex_save":9,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":13,"source_group":["Season of Ghosts"],"size":["Large"],"spoilers":"Season of Ghosts","name":"Guhdggi","rarity":"rare","strike_damage_average":[13,16],"attack_bonus":[13,14],"constitution":4,"immunity":["death effects","fatigued"],"creature_family":"Nindoru","spell_attack_bonus":[14],"will_save":14,"speed":{"max":15,"land":15},"wisdom":5,"weakness":{"silver":5},"creature_ability":["Soul Shred","Belch Butterflies","Cage Prey","Lurching Skewer","Manifest Tool","Ruin Wielder"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Intimidation","Occultism","Religion","Stealth","Survival"],"legacy_id":["creature-2757"],"tradition":["Occult"],"summary":"A guhdggi forms from the corrupted souls of those who have trod the same pilgrimage route through multiple lives. This type of nindoru looks like a …","trait_group":["Creature Type","Rarity","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4630","dexterity":2,"category":"creature","slug":"creature-4630"},{"primary_source_category":"Adventure Paths","strength":6,"hp":100,"language":["Aklo","Common","Necril"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":0,"perception":15,"trait":["Fiend","Nindoru","Rare","Unholy","Large"],"id":"creature-4631","text":" Ijda (Forgetful Nindoru) Ijdas are creatures of forgetfulness. Born from souls who were once enlightened but then renounced it and their role in the cycle of reincarnation, they curse the futility of their existence and find pleasure in leading others to the same fate. Ijdas appear as towering humanoids, their bodies constantly bursting with nindoru butterflies. Their arms are overly long and so broken as to writhe more like tentacles, affording them an unsettling combat style with greater reach than most large creatures enjoy. They wear clothing and capes made of moldy straw and wield broken swords whose shattered blades still float roughly in place. Their most unsettling features are their complete lack of heads; instead, where a head should be sits a wicker cage filled with a writhing cloud of butterflies. Yet still, they see, hear, and speak without issue, as if their heads remained in place. Formed without heads or even brains, an ijda's mind is shared among the flocks of butterflies in their head cages or bursting from their bodies, and as each of these insects escapes and fades away, these forgetful fiends lose another potential thought. Unable to learn new things, any actions they take stem from memories etched into their souls or directives they blindly follow from other nindorus or creatures they've come to accept as superiors. Their movements, words, and reactions are all conducted via a type of muscle memory based on how their souls believe they should respond to their external stimuli. As a result, most now serve as brutal guardians since their forgetfulness also prevents them from being able to sleep. Recall Knowledge - Fiend (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Ijda Source Season of Ghosts (Hardcover) pg. 332 Perception +15; darkvision Languages Aklo, Common, Necril Skills Athletics +16 Str +6 Dex +2 Con +5 Int -2 Wis +2 Cha +0 Items broken katana --- AC 23 Fort +15 Ref +13 Will +12 HP 100 Immunities death effects, emotion effects, fatigue, sleep Resistances mental 5, void 5 Weaknesses silver 5 Aura of Forgetfulness (aura, mental, occult) 30 feet. A creature that begins its turn in the aura finds it difficult to recall memories or to focus on what it's currently attempting to accomplish, and must attempt a DC 21 Will save. Critical Success The creature is unaffected and is temporarily immune to aura of forgetfulness for 24 hours. Success The creature is unaffected. Failure The creature is slowed 1 until the end of its next turn, as it has trouble remembering what it intended to do and spends extra time on its turn trying to recall what it had planned to do. Critical Failure As failure, but slowed 2. Soul Shred Creatures killed by a ijda are difficult to bring back to life or animate as undead. The ijda automatically attempts to counteract any attempt to resurrect or animate any creature that they've killed (counteract modifier +14, counteract rank 3). If the ijda who slew the creature is slain, the creature can be brought back from death or become undead normally. --- Speed 30 feet Melee Single Action broken katana +17 (deadly d8, magical, reach 15 feet, two-hand d10, versatile P), Damage 2d6+8 slashing plus 1d6 mental Occult Innate Spells DC 24, attack +16 - Cantrips (3rd) Daze - 1st Sure Strike - 2nd Item Facade, Stupefy - 3rd Phantom Pain, Shatter Manifest False Memories Two Actions (Aura, concentrate, emotion, mental, occult) The ijda releases a cloud of red nindoru butterflies from their body, each of which carries a false memory that infects those they brush against. All non-nindoru creatures within 10 feet of the ijda must attempt a DC 21 Will save. The ijda can't Manifest False Memories for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is stupefied 1 by the deluge of false memories until the end of its next turn. Failure The creature is stupefied 1 and confused until the end of its next turn. Critical Failure The creature is stupefied 1 and confused for 1 minute. It can attempt a new save at the end of each of its turns to end the effects. Ruin Wielder When a Ijda wields a broken nonmagical weapon (typically a katana), they don't take any of the disadvantages of the weapon being broken. While the ijda wields it, the weapon becomes a +1 striking weapon that deals an additional 1d6 mental damage on a successful hit. ","skill_mod":{"athletics":16},"image":["/Images/Monsters/Ijda.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Phantom Pain","Shatter","Item Facade","Stupefy","Sure Strike","Daze"],"ac":23,"item":["broken katana"],"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":5,"mental":5},"intelligence":-2,"reflex_save":13,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":15,"source_group":["Season of Ghosts"],"size":["Large"],"spoilers":"Season of Ghosts","name":"Ijda","rarity":"rare","strike_damage_average":[18],"attack_bonus":[17],"constitution":5,"immunity":["death effects","emotion effects","fatigue","sleep"],"creature_family":"Nindoru","spell_attack_bonus":[16],"will_save":12,"speed":{"max":30,"land":30},"wisdom":2,"weakness":{"silver":5},"creature_ability":["Aura of Forgetfulness","Soul Shred","Manifest False Memories","Ruin Wielder"],"primary_source_group":"Season of Ghosts","skill":["Athletics"],"legacy_id":["creature-2758"],"tradition":["Occult"],"summary":"Ijdas are creatures of forgetfulness. Born from souls who were once enlightened but then renounced it and their role in the cycle of reincarnation, …","trait_group":["Creature Type","Rarity","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4631","dexterity":2,"category":"creature","slug":"creature-4631"},{"primary_source_category":"Adventure Paths","strength":4,"hp":135,"language":["Aklo","Common","Necril"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":4,"perception":16,"trait":["Fiend","Nindoru","Rare","Unholy","Medium"],"id":"creature-4632","text":" Kagekuma (Lurking Nindoru) A kagekuma exists in the periphery of society, lurking in the very shadows of their favored prey—the working class and downtrodden. Known in some regions as “shadefiends,” this nindoru's ability to appear as uninteresting figures in the crowd allows them to feed even in populated areas. A kagekuma appears as a hunched over humanoid with a long neck and a fanged mouth, but when wearing a bundle, the creature's head and neck tuck in tight between their shoulders to become entirely obscured. The kagekuma personifies the cycle of trust being built and broken over and over again through the course of a complex relationship. Recall Knowledge - Fiend (Religion): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Kagekuma Source Season of Ghosts (Hardcover) pg. 334 Perception +16; darkvision Languages Aklo, Common, Necril Skills Deception +18, Occultism +15, Society +17, Stealth +18, Survival +16, Thievery +18 Str +4 Dex +6 Con +3 Int +3 Wis +6 Cha +4 Items broken kusarigama --- AC 25 (27 with bundle) Fort +15 Ref +16 Will +18 HP 135 Immunities death effects Resistances void 5 Weaknesses silver 5 Soul Shred Creatures killed by a kagekuma are difficult to bring back to life or animate as undead. The kagekuma automatically attempts to counteract any attempt to resurrect or animate any creature that they've killed (counteract modifier +16, counteract rank 4). If the kagekuma who slew the creature is slain, the creature can be brought back from death or become undead normally. --- Speed 25 feet (or 15 feet with bundle) Melee Single Action kusarigama +19 (Disarm, magical, monk, reach, trip, versatile B), Damage 2d8+7 slashing plus 1d6 mental Melee Single Action bite +18 (Agile, reach 10 feet), Damage 2d6+7 piercing plus 1d6 mental Occult Innate Spells DC 26, attack +18 - Cantrips (4th) Daze, Message, Telekinetic Projectile - 2nd Blur, Item Facade - 3rd Fear, Veil of Privacy - 4th Rewrite Memory, Translocate Manifest Bundle Two Actions (Concentrate, occult) Frequency once per hour; Effect The kagekuma manifests a large bundle of straw, reeds, rope, yarn, hair, or the like, all lashed together with cords and strapped to their back. The kagekuma's AC increases to 27 as long as their bundle remains manifested, but their Speed is reduced to 15 feet. Ruin Wielder When a kagekuma wields a broken nonmagical weapon (typically a kusarigama), they don't take any of the disadvantages of the weapon being broken. While the kagekuma wields it, the weapon becomes a +1 striking weapon that deals an additional 1d6 mental damage on a successful hit. Shadow Bite Two Actions (Occult) Requirements The kagekuma is casting a shadow; Effect The kagekuma targets an adjacent creature that's casting a shadow, then their shadow feeds on that creature's shadow. If the kagekuma has a manifested bundle, observers (including the creature whose shadow is being bitten) can notice the kagekuma's Shadow Bite only if they succeed at a DC 38 Perception check. The target must succeed at a DC 26 Fortitude save or become drained 1 (drained 2 on a critical failure). Shed Bundle Two Actions Requirements The kagekuma has a manifested bundle; Frequency once per day; Effect The kagekuma causes its bundle to vanish, Strides, and then attempts a kusarigama Strike and a bite Strike. The target is off-guard against both of these Strikes. Kagekuma Bundles A kagekuma's bundle is more than just a disguise and armor—it's a physical indication of how many lives they've cut short and how many souls they've supped upon. Whether the bundle is composed of straw, ropes, hair, or other materials, the individual lengths symbolize a sort of “reaper's harvest,” with each strand in the bundle representing a metaphorical lifeline that the nindoru has severed and collected—to an extent that the multitude of lives taken overwhelms the nindoru's own presence in the world. ","skill_mod":{"society":17,"deception":18,"thievery":18,"survival":16,"stealth":18,"occultism":15},"image":["/Images/Monsters/Kagekuma.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Rewrite Memory","Translocate","Fear","Veil of Privacy","Blur","Item Facade","Daze","Message","Telekinetic Projectile"],"ac":25,"item":["broken kusarigama"],"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":5},"intelligence":3,"reflex_save":16,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":15,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Kagekuma","rarity":"rare","strike_damage_average":[17,19],"attack_bonus":[18,19],"constitution":3,"immunity":["death effects"],"creature_family":"Nindoru","spell_attack_bonus":[18],"will_save":18,"speed":{"max":15,"land":15},"wisdom":6,"weakness":{"silver":5},"creature_ability":["Soul Shred","Manifest Bundle","Ruin Wielder","Shadow Bite","Shed Bundle"],"primary_source_group":"Season of Ghosts","skill":["Deception","Occultism","Society","Stealth","Survival","Thievery"],"legacy_id":["creature-2793"],"tradition":["Occult"],"summary":"A kagekuma exists in the periphery of society, lurking in the very shadows of their favored prey—the working class and downtrodden. Known in some …","trait_group":["Creature Type","Rarity","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4632","dexterity":6,"category":"creature","slug":"creature-4632"},{"primary_source_category":"Adventure Paths","strength":5,"hp":175,"language":["Aklo","Common","Necril"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":7,"perception":19,"trait":["Fiend","Nindoru","Rare","Unholy","Medium"],"id":"creature-4633","text":" Akashti (Sobbing Nindoru) Akashtis are manipulative fiends who prey on those in mourning; they assume the form of a recently deceased loved one so they can infiltrate homes, then murder and consume the souls of grieving families. Sometimes called a “copycorpse,” an akashti in their true form appears as a skincovered skeleton with sharp talons on their fingers and tears of blood dripping from their lidless eyes. Their skull appears open like a bowl, and inside nest handfuls of crimson butterflies. When an akashti hides within their manifested body, close investigation can sometimes reveal the truth when the scalp of the supposed beloved one returned to life seems to subtly ripple and bulge as the butterflies within writhe. Akashtis embody the complex cycle of grief. While they typically prefer to work on their own, it's not unheard of for a shisagishin to recruit the aid of a few akashtis when a region has suffered a great disaster, and there are a large number of bodies—and thus a large number of mourners—to take advantage of. Recall Knowledge - Fiend (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Akashti Source Season of Ghosts (Hardcover) pg. 335 Perception +19; darkvision Languages Aklo, Common, Necril Skills Deception +23, Diplomacy +21, Occultism +17, Society +19, Stealth +21 Str +5 Dex +5 Con +3 Int +3 Wis +3 Cha +7 --- AC 29 Fort +17 Ref +21 Will +19 HP 175 Resistances void 10 Weaknesses silver 10 Soul Shred Creatures killed by a akashti are difficult to bring back to life or animate as undead. The akashti automatically attempts to counteract any attempt to resurrect or animate any creature that they've killed (counteract modifier +19, counteract rank 5). If the akashti who slew the creature is slain, the creature can be brought back from death or become undead normally. --- Speed 25 feet Melee Single Action claw +21 (Agile, finesse, magical), Damage 2d6+11 slashing plus 1d6 mental Occult Innate Spells DC 29, attack +21 - Cantrips (5th) Daze, Figment, Message - 2nd Item Facade - 4th Honeyed Words, Phantom Pain, Talking Corpse - 5th Illusory Creature, Wave of Despair Manifest Body (Concentrate, occult) Frequency once per day; Effect The akashti manifests a hollow humanoid body around their slender skeletal frame over the course of 10 minutes of concentration. If this time is spent within 10 feet of a humanoid body that has been dead for less than a week, the akashti's manifested body looks almost identical to that of the dead humanoid when they lived and functions as a disguise of that creature. If the akashti can consume a portion of the body they're duplicating, they gain a +4 circumstance bonus to Deception checks to Impersonate the creature. While wearing a manifested body, the akashti loses their claw Strike, and their voice sounds like that of the dead creature; they don't possess any of the dead creature's memories or skills and must rely on deception to continue the charade in the face of scrutiny. An akashti's manifested body decays swiftly if they don't take 10 minutes once per day to maintain the manifestation of the false flesh. The body has 10 Hit Points and the same defenses as the akashti. When the body is destroyed, the akashti emerges unharmed, and the fleshy shell left behind scatters into a cloud of red butterflies that swiftly fade into red mist. Stunning Despair Two Actions (Auditory, incapacitation, mental, occult) The akashti unleashes overwhelming sobs of despair. Creatures within 30 feet must attempt a DC 29 Will save or become stunned 1 (stunned 3 on a critical failure). The akashti can't use Stunning Despair again for 1d4 rounds. Deathly Invaders Sometimes, akashtis ambush and murder targets not to bask in the grief of their loved ones, but instead to assume their form and infiltrate an organization from within to corrupt established bonds of camaraderie. Inevitably, though, these akashtis grow bored with deception and lead their new allies into a trap for slaughter. ","skill_mod":{"society":19,"diplomacy":21,"deception":23,"stealth":21,"occultism":17},"image":["/Images/Monsters/Akashti.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Illusory Creature","Wave of Despair","Honeyed Words","Phantom Pain","Talking Corpse","Item Facade","Daze","Figment","Message"],"ac":29,"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":10},"intelligence":3,"reflex_save":21,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":17,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Akashti","rarity":"rare","strike_damage_average":[21],"attack_bonus":[21],"constitution":3,"creature_family":"Nindoru","spell_attack_bonus":[21],"will_save":19,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"silver":10},"creature_ability":["Soul Shred","Manifest Body","Stunning Despair"],"primary_source_group":"Season of Ghosts","skill":["Deception","Diplomacy","Occultism","Society","Stealth"],"legacy_id":["creature-2790"],"tradition":["Occult"],"summary":"Akashtis are manipulative fiends who prey on those in mourning; they assume the form of a recently deceased loved one so they can infiltrate homes, …","trait_group":["Creature Type","Rarity","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4633","dexterity":5,"category":"creature","slug":"creature-4633"},{"primary_source_category":"Adventure Paths","strength":4,"hp":214,"language":["Aklo","Common","Necril"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":6,"perception":22,"trait":["Fiend","Nindoru","Rare","Unholy","Medium"],"id":"creature-4634","text":" Shisagishin (Crooked Nindoru) The shisagishin takes delight in infiltrating a community and then disguising themself as the horribly decayed or mutilated remains of a loved one or adored public figure, only to spring to life in their true form (a many-limbed humanoid with a hollow head that glows from within like a lantern) during funeral services. A shisagishin epitomizes the cycle of decay giving rise to new life. Recall Knowledge - Fiend (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Shisagishin Source Season of Ghosts (Hardcover) pg. 336 Perception +22; darkvision Languages Aklo, Common, Necril Skills Acrobatics +25, Deception +24, Intimidation +22, Occultism +21, Stealth +25 Str +4 Dex +7 Con +4 Int +3 Wis +4 Cha +6 --- AC 33 Fort +22 Ref +25 Will +20 HP 214 Resistances void 10 Weaknesses silver 10 Burst From Death Reaction (attack) Trigger A creature touches the disguised shisagishin or a coffin or other container the shisagishin has been placed into; Requirements Initiative hasn't yet been rolled, and the shisagishin is disguised as a corpse with Manifest Corpse Shell; Effect The shisagishin violently unfolds into their true form, shredding their decaying corpse shell, and attempts a claw Strike on an adjacent target before they roll initiative. Reactive Strike Reaction Soul Shred Creatures killed by a shisagishin are difficult to bring back to life or animate as undead. The shisagishin automatically attempts to counteract any attempt to resurrect or animate any creature that they've killed (counteract modifier +21, counteract rank 6). If the shisagishin who slew the creature is slain, the creature can be brought back from death or become undead normally. --- Speed 40 feet Melee Single Action claw +25 (Agile, deadly d6, finesse, magical), Damage 3d8+7 slashing plus 1d6 mental and Grab Occult Innate Spells DC 32, attack +24 - Cantrips (6th) Daze, Figment, Message - 2nd Blood Vendetta (at will), Item Facade - 5th Illusory Scene, Vision of Death - 6th Vampiric Exsanguination Manifest Corpse Shell (Concentrate, occult) The shisagishin tucks their arms and legs into their body, drops prone, and manifests a decaying and/or mutilated humanoid corpse around themself over the course of 10 minutes of concentration. The shisagishin can cause this corpse to appear to be the remains of a specific creature they've seen before by Impersonating that creature with Deception. Once their corpse shell has manifested, until the next time the shisagishin acts, they appear to be a corpse. They have an automatic result of 44 on Deception checks and DCs to pass as a corpse. Spread Decay Single Action (Occult) The shisagishin's lantern face glows, causing the flesh of any number of creatures grabbed or restrained by them to swiftly begin to decay. Each of those creatures must attempt a DC 32 Fortitude save. Critical Success The creature is unaffected. Success The creature takes 2d8 void damage. Failure The creature takes 4d8 void damage and is enfeebled 1. Critical Failure The creature takes 6d8 void damage and is enfeebled 2. Handmade Habits A shisagishin prefers to roam areas already rife with conflict and potential accidents, but they'll happily create such a location if needed. They might poison wells, introduce disease to healthy livestock, or even collaborate with corrupt humans if it means the freedom to kill. Cursed towns or haunted roads are sometimes the playground of such a shisagishin. ","skill_mod":{"deception":24,"stealth":25,"intimidation":22,"occultism":21,"acrobatics":25},"image":["/Images/Monsters/Shisagishin.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Vampiric Exsanguination","Illusory Scene","Vision of Death","Blood Vendetta","Item Facade","Daze","Figment","Message"],"ac":33,"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":10},"intelligence":3,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":22,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Shisagishin","rarity":"rare","strike_damage_average":[24],"attack_bonus":[25],"constitution":4,"creature_family":"Nindoru","spell_attack_bonus":[24],"will_save":20,"speed":{"max":40,"land":40},"wisdom":4,"weakness":{"silver":10},"creature_ability":["Burst From Death","Reactive Strike","Soul Shred","Manifest Corpse Shell","Spread Decay"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Deception","Intimidation","Occultism","Stealth"],"legacy_id":["creature-2804"],"tradition":["Occult"],"summary":"The shisagishin takes delight in infiltrating a community and then disguising themself as the horribly decayed or mutilated remains of a loved one or …","trait_group":["Creature Type","Rarity","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4634","dexterity":7,"category":"creature","slug":"creature-4634"},{"primary_source_category":"Adventure Paths","strength":8,"hp":240,"language":["Aklo","Common","Necril"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":5,"perception":23,"trait":["Fiend","Nindoru","Rare","Unholy","Medium"],"id":"creature-4635","text":" Argyrzei (Headless Nindoru) Most nindorus are harmed by silver, but not the argyrzei. Instead, argyrzeis use silver as a method of spreading sickness and pain, and to help them manipulate the minds of those who unwittingly fall under the curse of their infected gifts. They delight in disguising themselves and then selling or giving infected silver to victims. Other nindorus particularly fear argyrzeis for their mastery over silver, knowing that they're capable of causing painful wounds with their silver blades. Argyrzeis appear humanoid, but their feet point backward, and they have no heads. Their glowing red neck stumps are stuffed with a wide assortment of knives, blades, and shards of metal. These nindorus represent the cycle of art being created, destroyed, and recycled into new art. Recall Knowledge - Fiend (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Argyrzei Source Season of Ghosts (Hardcover) pg. 337 Perception +23; cursesense, darkvision Languages Aklo, Common, Necril Skills Athletics +27, Crafting +25, Deception +24, Occultism +25, Stealth +24 Str +8 Dex +5 Con +4 Int +6 Wis +4 Cha +5 Cursesense The argyrzei can see and hear through any silver object they cursed, as long as the object is within 1 mile. --- AC 34 Fort +23 Ref +24 Will +21 HP 240 Resistances silver 10, void 10 Headless An argyrzei is headless but can still hear, speak, see, and smell as if they had a head. The argyrzei is immune to decapitation effects, such as those caused by vorpal weapons. Soul Shred Creatures killed by an argyrzei are difficult to bring back to life or animate as undead. The argyrzei automatically attempts to counteract any attempt to resurrect or animate any creature that they've killed (counteract modifier +23, counteract rank 7). If the argyrzei who slew the creature is slain, the creature can be brought back from death or become undead normally. --- Speed 25 feet Melee Single Action silver blade +28 (Magical, two-hand d12), Damage 2d8+11 slashing plus 1d6 persistent bleed and 1d6 mental Occult Innate Spells DC 33, +25 attack - Cantrips (7th) Daze, Telekinetic Hand, Telekinetic Projectile - 3rd Illusory Disguise (at will), Item Facade - 5th Subconscious Suggestion - 6th Dominate, Illusory Scene - 7th Phantom Pain Infect Silver Three Actions (Concentrate, curse, occult) Frequency once per day; Effect The argyrzei concentrates on an adjacent silver object that’s no larger than 2 Bulk. That object becomes cursed; if the object is being carried, the object’s carrier can resist the object becoming cursed with a DC 33 Will save. The argyrzei can maintain up to five curses simultaneously; if they infect a sixth silver item, the oldest cursed item becomes uncursed. See infected silver. Manifest Silver Blade Single Action (Concentrate, occult) Requirements The argyrzei isn’t carrying a silver blade; Effect The argyrzei pulls one of the broken silver weapons from the stump of their neck, transforming it into a +1 striking wounding silver bastard sword . This weapon crumbles into sand if it leaves the argyrzei’s possession. Sometimes, an argyrzei might manifest a different type of weapon than a blade—particularly if they’re infiltrating or preying upon an organization that utilizes a signature weapon. In this case, the appearance of the silver blade can change and might inflict bludgeoning or piercing damage, but its other effects are unchanged. ","skill_mod":{"deception":24,"crafting":25,"stealth":24,"athletics":27,"occultism":25},"image":["/Images/Monsters/Argyrzei.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Phantom Pain","Dominate","Illusory Scene","Subconscious Suggestion","Illusory Disguise","Item Facade","Daze","Telekinetic Hand","Telekinetic Projectile"],"ac":34,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":"cursesense, darkvision ","resistance":{"void":10,"silver":10},"intelligence":6,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":23,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Argyrzei","rarity":"rare","strike_damage_average":[27],"attack_bonus":[28],"constitution":4,"creature_family":"Nindoru","will_save":21,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Cursesense","Headless","Soul Shred","Infect Silver","Manifest Silver Blade"],"primary_source_group":"Season of Ghosts","skill":["Athletics","Crafting","Deception","Occultism","Stealth"],"legacy_id":["creature-2803"],"tradition":["Occult"],"summary":"Most nindorus are harmed by silver, but not the argyrzei. Instead, argyrzeis use silver as a method of spreading sickness and pain, and to help them …","trait_group":["Creature Type","Monster","Rarity","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4635","dexterity":5,"category":"creature","slug":"creature-4635"},{"attack_bonus":[5,7],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":18,"language":["Common","<%UMR%79%%>telepathy<%END> 30 feet"],"immunity":["inhaled","olfactory","visual"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","creature_family":"Noppera-bo","will_save":4,"charisma":2,"speed":{"max":25,"land":25},"perception":4,"wisdom":0,"weakness":{},"creature_ability":["No Face","Sensitive Hearing","Impersonate Shape"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Deception","Intimidation"],"legacy_id":["creature-2720"],"trait":["Aberration","Uncommon","Medium"],"id":"creature-4637","text":" Noppera-Bo Grunt Noppera-bo grunts lack the social graces necessary to fully disguise themselves with another person's face. Recall Knowledge - Aberration (Occultism): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Noppera-Bo Grunt Source Season of Ghosts (Hardcover) pg. 338 Perception +4; no face Languages Common; telepathy 30 feet Skills Acrobatics +3, Athletics +5, Deception +4, Intimidation +4 Str +1 Dex +2 Con +2 Int +1 Wis +0 Cha +2 No Face Noppera-bos have no sense of vision, but their sense of hearing is precise. They don't breathe and are immune to effects that require breathing. They gain sustenance by absorbing fluids through their skin—traditionally by immersing their hands or faceless head into the fluid to “drink” through osmosis; they can also benefit from consumables, such as potions or elixirs, in this way Items Leather Armor, Spear --- AC 15 Fort +6 Ref +5 Will +4 HP 18 Immunities inhaled, olfactory, visual Weaknesses sensitive hearing Sensitive Hearing As long as a noppera-bo is deafened, they're slowed 1. --- Speed 25 feet Melee Single Action spear +7, Damage 1d6+1 piercing Ranged Single Action spear +5 (thrown 20 feet), Damage 1d6+1 piercing Impersonate Shape Two Actions (Concentrate, occult, polymorph) The noppera-bo grunt changes into a faceless version of a Small or Medium humanoid they've touched during the last 24 hours. While transformed and their face is covered, the grunt gains a +2 circumstance bonus to Impersonate that creature. The noppera-bo grunt can change back by using this ability again. ","skill_mod":{"deception":4,"athletics":5,"intimidation":4,"acrobatics":3},"summary":"Noppera-bo grunts lack the social graces necessary to fully disguise themselves with another person's face.","image":["/Images/Monsters/NopperaBo_Grunt.png"],"primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":15,"item":["Leather Armor","Spear"],"level":0,"source_category":["Adventure Paths"],"sense":"no face","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4637","intelligence":1,"reflex_save":5,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":6,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Noppera-Bo Grunt","category":"creature","rarity":"uncommon","strike_damage_average":[4,4],"slug":"creature-4637"},{"attack_bonus":[8,8],"constitution":2,"primary_source_category":"Adventure Paths","strength":1,"hp":20,"language":["Common","telepathy 30 feet"],"immunity":["inhaled","olfactory","visual"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","creature_family":"Noppera-bo","will_save":5,"charisma":3,"speed":{"max":25,"land":25},"perception":5,"wisdom":0,"weakness":{},"creature_ability":["No Face","Sensitive Hearing","Impersonate Shape","Remove Face","Sneak Attack"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Deception","Stealth"],"legacy_id":["creature-2721"],"trait":["Aberration","Uncommon","Medium"],"id":"creature-4638","text":" Noppera-Bo Trickster These noppera-bos have mastered the art of disguise. Recall Knowledge - Aberration (Occultism): DC 17 Unspecific Lore : DC 15 Specific Lore : DC 12 Noppera-Bo Trickster Source Season of Ghosts (Hardcover) pg. 338 Perception +5; no face Languages Common; telepathy 30 feet Skills Acrobatics +6, Athletics +4, Deception +8, Stealth +6 Str +1 Dex +3 Con +2 Int +1 Wis +0 Cha +3 No Face Noppera-bos have no sense of vision, but their sense of hearing is precise. They don't breathe and are immune to effects that require breathing. They gain sustenance by absorbing fluids through their skin—traditionally by immersing their hands or faceless head into the fluid to “drink” through osmosis; they can also benefit from consumables, such as potions or elixirs, in this way. Items Leather Armor, Shortbow (20 arrows), Shortsword --- AC 16 Fort +7 Ref +8 Will +5 HP 20 Immunities inhaled, olfactory, visual Weaknesses sensitive hearing Sensitive Hearing As long as a noppera-bo is deafened, they're slowed 1. --- Speed 25 feet Melee Single Action shortsword +8 (Agile, finesse, versatile S), Damage 1d6+1 piercing Ranged Single Action shortbow +8 (deadly d10, range increment 60 feet), Damage 1d6 piercing Impersonate Shape Two Actions (Concentrate, occult, polymorph) The noppera-bo trickster changes into a version of a Small or Medium humanoid they've touched during the last 24 hours. While transformed and their face is covered, the trickster gains a +2 circumstance bonus to Impersonate that creature. As long as the noppera-bo trickster has a face, they lose their no face ability and their listed immunities. The noppera-bo trickster can change back by using this ability again. Remove Face Two Actions (Emotion, fear, mental, occult, visual) Requirements The noppera-bo trickster is Impersonating a creature with a face; Effect The noppera-bo trickster's facial features melt into nothingness, and they menace a creature within 30 feet. The creature must succeed at a DC 17 Will save or become frightened 1 (frightened 2 on a critical failure). Sneak Attack The noppera-bo trickster deals an additional 1d4 precision damage to creatures that are off-guard. ","skill_mod":{"deception":8,"stealth":6,"athletics":4,"acrobatics":6},"summary":"These noppera-bos have mastered the art of disguise.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":16,"item":["Leather Armor","Shortbow (20 arrows)","Shortsword"],"level":1,"source_category":["Adventure Paths"],"sense":"no face","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4638","intelligence":1,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":7,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Noppera-Bo Trickster","category":"creature","rarity":"uncommon","strike_damage_average":[3,4],"slug":"creature-4638"},{"primary_source_category":"Adventure Paths","strength":1,"hp":30,"language":["Common","<%UMR%79%%>telepathy<%END> 30 feet"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":3,"perception":8,"trait":["Aberration","Uncommon","Medium"],"id":"creature-4639","text":" Noppera-Bo Occultist Some noppera-bos harness their natural magic to further frighten victims. Recall Knowledge - Aberration (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Noppera-Bo Occultist Source Season of Ghosts (Hardcover) pg. 339 Perception +8; no face Languages Common; telepathy 30 feet Skills Acrobatics +7, Athletics +5, Crafting +7, Deception +9, Occultism +7, Stealth +7 Str +1 Dex +3 Con +2 Int +3 Wis +0 Cha +3 No Face Noppera-bos have no sense of vision, but their sense of hearing is precise. They don't breathe and are immune to effects that require breathing. They gain sustenance by absorbing fluids through their skin—traditionally by immersing their hands or faceless head into the fluid to “drink” through osmosis; they can also benefit from consumables, such as potions or elixirs, in this way. Items Staff --- AC 17 Fort +6 Ref +9 Will +8 HP 30 Immunities inhaled, olfactory, visual Weaknesses sensitive hearing Sensitive Hearing As long as a noppera-bo is deafened, they're slowed 1. --- Speed 25 feet Melee Single Action staff +7 (two-hand d8), Damage 1d4+3 bludgeoning Occult Innate Spells DC 18, attack +9 - Cantrips (1st) Daze, Figment, Prestidigitation, Read Aura, Shield - 1st Fear, Phantom Pain, Sleep Remove Face Two Actions (Emotion, fear, mental, occult, visual) Requirements The noppera-bo occultist is Impersonating a creature with a face; Effect The noppera-bo occultist's facial features melt into nothingness, and they menace a creature within 30 feet. The creature must succeed at a DC 18 Will save or become frightened 1 (frightened 2 on a critical failure). Impersonate Shape Two Actions (Concentrate, occult, polymorph) The noppera-bo occultist changes into a version of a Small or Medium humanoid they've touched during the last 24 hours. While transformed and their face is covered, the occultist gains a +2 circumstance bonus to Impersonate that creature. As long as the noppera-bo occultist has a face, they lose their no face ability and their listed immunities. The noppera-bo occultist can change back by using this ability again. Steal Face Two Actions (Concentrate, curse, incapacitation, occult, polymorph) Frequency once per day; Requirements The noppera-bo occultist is faceless; Effect The noppera-bo occultist targets one creature within 30 feet. The creature must attempt a DC 18 Fortitude save. Critical Success The target is unaffected. Success The target is dazzled until the start of its next turn. Failure The noppera-bo gains the target's face. The target's face vanishes until the end of its next turn. Until then, it is blinded, can't speak or ingest, and can't smell. The target must also hold its breath or begin to suffocate. Critical Failure As failure, but the effect doesn't end automatically. The target can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such attempt. ","skill_mod":{"deception":9,"crafting":7,"stealth":7,"athletics":5,"occultism":7,"acrobatics":7},"image":["/Images/Monsters/NopperaBo_Occultist.png"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Fear","Phantom Pain","Sleep","Daze","Figment","Prestidigitation","Read Aura","Shield"],"ac":17,"item":["Staff"],"level":2,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":"no face","resistance":{},"intelligence":3,"reflex_save":9,"strongest_save":["ref","reflex"],"fortitude_save":6,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Noppera-Bo Occultist","rarity":"uncommon","strike_damage_average":[5],"attack_bonus":[7],"constitution":2,"immunity":["inhaled","olfactory","visual"],"creature_family":"Noppera-bo","spell_attack_bonus":[9],"will_save":8,"speed":{"max":25,"land":25},"wisdom":0,"weakness":{},"creature_ability":["No Face","Sensitive Hearing","Remove Face","Impersonate Shape","Steal Face"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Crafting","Deception","Occultism","Stealth"],"legacy_id":["creature-2722"],"tradition":["Occult"],"summary":"Some noppera-bos harness their natural magic to further frighten victims.","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4639","dexterity":3,"category":"creature","slug":"creature-4639"},{"attack_bonus":[15,15],"constitution":4,"primary_source_category":"Adventure Paths","strength":4,"hp":93,"language":["Common","<%UMR%79%%>telepathy<%END> 30 feet"],"immunity":["inhaled","olfactory","visual"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","creature_family":"Noppera-bo","will_save":14,"charisma":4,"speed":{"max":25,"land":25},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["No Face","Sensitive Hearing","False Weapon"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Deception","Intimidation"],"legacy_id":["creature-2794"],"trait":["Aberration","Rare","Medium"],"id":"creature-4640","text":" Noppera-Bo Impersonator Noppera-bos are faceless yokai who delight in tricking others. The noppera.bo impersonators present in this adventure are direct manifestations of Kugaptee's lingering presence in Governor Heh Shan-Bao's mindscape. When this latest mindscape cycle began, the duplicate PCs who dwelled in this mindscape were like the other townsfolk--phantasmal but harmless. As the PCs grew in power in the Willowshore mindscape, the sinister thought energy in Heh Shan-Bao's mindscape reacted and transformed the PCs' duplicates into dangerous monsters: noppera-bo impersonators. Note that you can adjust the statistics of the noppera-bo impersonator presented below, using the rules for monster creation found in Pathfinder GM Core to challenge other PCs of different levels. Impersonator Roles A noppera-bo impersonator plays one of three roles; you'll need to decide what each impersonator's role is depending on the PC being impersonated. Martial Impersonator Enhanced Weapon Increase the noppera-bo impersonator's attack modifiers and damage of their Strikes by 2. Hearty Increase the noppera-bo's Fortitude save modifier by 3, but decrease their Will save modifier by 3. Impersonated Abilities The noppera-bo impersonator gains one of the following abilities of your choice. Armored The noppera-bo appears to be heavily armored, and they increase their AC to 24. Reactive Strike Reaction Shield Carrier The noppera-bo carries a minor sturdy shield (that transforms into a useless prop if it's destroyed, dropped, or upon the noppera-bo's death), and they gain the Shield Block general feat. Weapon Perk The noppera-bo chooses one of these weapon traits to add to their false weapon: agile, deadly d8, forceful, parry, reach, shove, sweep, or trip. Skilled Impersonator Deft Increase the noppera-bo's Reflex save modifier by 3, but decrease their Fortitude save modifier by 3. Enhanced Skills Increase the noppera-bo impersonator's skill modifiers by 2. Impersonated Abilities The noppera-bo impersonator gains one of the following abilities of your choice. Commander The noppera-bo impersonator gains a minion that they can command. This creature takes the form of the impersonated character's animal companion, eidolon, or other fighting companion creature; choose a 4th-level creature that approximates the impersonated companion creature's abilities. This creature gains the minion trait. Elemental Attack Two Actions (magical) Choose from air, earth, fire, metal, water, or wood (this choice can't be changed once you select it for the impersonator). The noppera-bo impersonator targets a creature within 60 feet and creates a detonation of that element; that creature takes 4d6 slashing (air), bludgeoning (earth, water, or wood), piercing (metal), or fire (fire) damage (DC 24 basic Reflex save). Elemental Attack gains the appropriate elemental trait. Sneak Attack The noppera-bo impersonator deals an additional 1d6 precision damage to off-guard creatures. Weapon Perk The noppera-bo impersonator chooses one of the following weapon traits to add to their false weapon: agile, backstabber, disarm, finesse, sweep, or trip. Spellcasting Impersonator Determined Increase the noppera-bo's Will save modifier by 3, but decrease their Reflex save modifier by 3. Impersonated Spellcasting The noppera-bo impersonator gains one of the following suites of innate spells, matching the spellcasting tradition utilized by the character being impersonated. You can adjust the spells to make a more perfect fit for the impersonation. Arcane Innate Spells DC 24, attack +16; 3rd fireball , slow ; 2nd acid grip , invisibility ; 1st enfeeble , force barrage ; Cantrips (3rd) electric arc , frostbite Divine Innate Spells DC 24, attack +16; 3rd heal , vampiric feast ; 2nd dispel magic , noise blast ; 1st bane , command ; Cantrips (3rd) divine lance , shield Occult Innate Spells DC 24, attack +16; 3rd paralyze , phantom pain ; 2nd illusory creature , paranoia ; 1st dizzying colors , soothe ; Cantrips (3rd) daze , telekinetic projectile Primal Innate Spells DC 24, attack +16; 3rd lightning bolt , wall of thorns ; 2nd floating flame , web ; 1st grease , spider sting ; Cantrips (3rd) caustic blast , tangle vine Recall Knowledge - Aberration (Occultism): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Noppera-Bo Impersonator Source Season of Ghosts (Hardcover) pg. 340 Perception +14; no face Languages Common; telepathy 30 feet Skills Acrobatics +12, Athletics +12, Deception +14, Intimidation +14 Str +4 Dex +4 Con +4 Int +4 Wis +4 Cha +4 No Face Noppera-bos have no sense of vision, but their sense of hearing is precise. They don't breathe and are immune to effects that require breathing. They gain sustenance by absorbing fluids through their skin—traditionally by immersing their hands or faceless head into the fluid to “drink” through osmosis; they can also benefit from consumables, such as potions or elixirs, in this way. --- AC 22 Fort +14 Ref +14 Will +14 HP 93 Immunities inhaled, olfactory, visual Weaknesses sensitive hearing Sensitive Hearing As long as a noppera-bo is deafened, they're slowed 1. --- Speed 25 feet Melee Single Action false weapon +15, Damage 2d8+8 mental Ranged Single Action false weapon +15, Damage 2d4+8 mental False Weapon A noppera-bo impersonator carries a +1 striking weapon that looks identical to the favored weapon of the character being impersonated. If the PC favors unarmed Strikes, it appears as handwraps. If the impersonated character favors a ranged weapon, then the noppera-bo impersonator has no melee weapon and instead uses the ranged false weapon Strike above; otherwise, the noppera-bo impersonator has no ranged weapon. If the character favors no weapon, then the noppera-bo wields a club as their false weapon. This false weapon is only partially real and inflicts only mental damage when it hits; it gains none of the original weapon's traits or magical enhancements. If a noppera-bo impersonator's false weapon is broken, disarmed, or set down, it fades away. The noppera-bo impersonator can craft a replacement false weapon by spending 10 minutes to recreate one. Impersonating Npcs The noppera-bo impersonators in this adventure focus on duplicating PCs, but they're just as adept at duplicating and replacing NPCs in the world. Sometimes, a noppera-bo impersonator's role as a disguised NPC in a position of power can last for years or even decades. Impersonator Adjustments Since the exact mix of PCs in each Season of Ghosts campaign will vary, the statistics here should be adjusted as needed to match each PC as closely as possible. Don't worry too much about exactly matching each character's rules choices since monsters follow different rules than PCs do—rather, look at ways you can present these creatures in ways that make them feel like monstrous duplicates. Each noppera-bo impersonator is faceless, but their gear and equipment should look identical to what the PCs have when they arrive in Heh Shan-Bao's mindscape. Of course, the bulk of this equipment is all part of the illusion—when a noppera-bo impersonator is slain, their gear shifts and transforms into ragged, broken props that only vaguely resemble the items carried and used by each PC. ","skill_mod":{"deception":14,"athletics":12,"intimidation":14,"acrobatics":12},"summary":"Noppera-bos are faceless yokai who delight in tricking others. The noppera.bo impersonators present in this adventure are direct manifestations of …","image":["/Images/Monsters/Noppera-Bo.webp"],"primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":22,"level":6,"source_category":["Adventure Paths"],"sense":"no face","weakest_save":["fort","fortitude","ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=4640","intelligence":4,"reflex_save":14,"strongest_save":["fort","fortitude","ref","reflex","will"],"dexterity":4,"fortitude_save":14,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Noppera-Bo Impersonator","category":"creature","rarity":"rare","strike_damage_average":[13,17],"slug":"creature-4640"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":160,"language":["Common","Empyrean","Necril","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":6,"perception":22,"trait":["Incorporeal","Rare","Spirit","Undead","Unholy","Medium"],"id":"creature-4641","text":" Path Maiden Worshippers in Shenmen who devote their every breath to Pharasma only to defy the goddess with their last sometimes transform, upon death, into path maidens. The garments all path maidens wear are the last vestiges of their former faith, a permanent reminder of their disgrace. Recall Knowledge - Spirit (Occultism): DC 35 Recall Knowledge - Undead (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 Path Maiden Source Season of Ghosts (Hardcover) pg. 343 Perception +22; darkvision Languages Common, Empyrean, Necril; telepathy 100 feet Skills Deception +22, Intimidation +24, Occultism +22, Pharasma Lore +24, Religion +22 Str -5 Dex +5 Con +0 Int +4 Wis +4 Cha +6 --- AC 31 Fort +18 Ref +22 Will +24 +1 status to all saves vs. vitality HP 160 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances All damage 10 (except force, ghost touch , spirit, or vitality; double resistance to non-magical) Imprisoning Grave (aura, divine) 30 feet.The soul of a creature that dies within the path maiden's aura is trapped within its corpse until its body spends 1 minute outside the aura. While trapped, the soul can't move on to the afterlife but can still be brought back to life or transformed into an undead creature. --- Speed limited flight 25 feet Melee Single Action apostate's shroud +21 (Agile, finesse, magical), Damage 3d10+8 mental Occult Innate Spells DC 32, attack +24 - Cantrips (6th) Figment, Know the Way, Light, Telekinetic Hand, Telekinetic Projectile - 4th Outcast's Curse, Translocate - 5th Illusory Scene, Wave of Despair - 6th Phantasmal Calamity, Spirit Blast Rituals DC 32 - 2nd Create Undead Limited Flight A path maiden has a fly Speed of 25 feet but can't fly higher than 10 feet above the ground. If she travels above a nonsolid surface, she vanishes and rematerializes on the last space she occupied over solid ground and becomes stunned 1. Limited flight allows a path maiden to Climb any incline that requires an Athletics check of DC 25 or lower by treating the incline as difficult terrain but is blocked by climbs requiring higher DCs. Scorn Fate Two Actions (Curse, misfortune, occult) The path maiden targets a creature she can see. The creature must attempt a DC 32 Will save. On a failure, the creature's next roll is cursed. If the result of the roll is a critical success, it becomes a regular success. A success becomes a failure, and a failure becomes a critical failure. That creature is then temporarily immune to Scorn Fate for 24 hours. Vengeful Frenzy Two Actions (Emotion, mental, occult) The path maiden targets a creature within 60 feet that she can see. The target must attempt a DC 32 Will save. On a failure, the target is confused until the end of its next turn, but it can't attack path maidens or itself as the result of this confusion. Gossamer Sash The jorogumo of Shenmen sometimes grant these white and violet sashes to those who ask them for aid in contacting path maidens for advice. Path Nomads Path maidens almost always manifest in feminine forms. Those who manifest in masculine forms are instead known as path nomads. These undead have the same abilities but tend to travel more widely; they represent turning one's back on Pharasma's role as a prophet and manipulator of destiny rather than of her roles over birth and death. ","skill_mod":{"deception":22,"intimidation":24,"occultism":22,"religion":22},"image":["/Images/Monsters/Path_Maiden.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Phantasmal Calamity","Spirit Blast","Illusory Scene","Wave of Despair","Outcast's Curse","Translocate","Figment","Know the Way","Light","Telekinetic Hand","Telekinetic Projectile"],"ac":31,"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":4,"reflex_save":22,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":18,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Path Maiden","rarity":"rare","strike_damage_average":[24],"attack_bonus":[21],"constitution":0,"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[24],"will_save":24,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Imprisoning Grave","Limited Flight","Scorn Fate","Vengeful Frenzy"],"primary_source_group":"Season of Ghosts","skill":["Deception","Intimidation","Occultism","Pharasma Lore","Religion"],"legacy_id":["creature-2805"],"tradition":["Occult"],"summary":"Worshippers in Shenmen who devote their every breath to Pharasma only to defy the goddess with their last sometimes transform, upon death, into …","trait_group":["Monster","Rarity","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4641","dexterity":5,"category":"creature","slug":"creature-4641"},{"primary_source_category":"Adventure Paths","strength":4,"hp":119,"language":["Draconic"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":0,"perception":15,"trait":["Beast","Uncommon","Medium"],"id":"creature-4642","text":" Shimmerthief Shimmerthieves are blind, lizard-like cave dwellers with an insatiable yearning to consume the rare delicacy of light. This hunger compels them to travel beyond their subterranean lairs to the surface to feed, leaving pockets of darkness behind as they go. Shimmerthieves are far from unintelligent yet prefer to avoid other sapient creatures, aware that many find them off-putting. They become independent at a young age but are protective of their kind, and they travel in small groups when able. Prudent shimmerthieves try to avoid feeding on light in busy areas, but such places are also the most tempting, as bustling populations mean more light sources. Recall Knowledge - Beast (Arcana, Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Shimmerthief Source Season of Ghosts (Hardcover) pg. 344 Perception +15; echolocation 120 feet, shimmervision Languages Draconic Skills Stealth +17, Survival +17 Str +4 Dex +6 Con +3 Int +0 Wis +4 Cha +0 Echolocation A shimmerthief can use their hearing as a precise sense at the listed range. Shimmervision A shimmerthief's sight allows them to sense sources of light from the same distance as creatures with standard vision but doesn't allow them to make out details. They can't detect anything other than light sources using this vision. --- AC 25 Fort +12 Ref +17 Will +15 HP 119 Immunities blinded, dazzled, visual Gleam Theft (aura, darkness, primal) 10 feet. A shimmerthief constantly absorbs ambient light. Bright light in their aura becomes dim light, and dim light becomes darkness. A shimmerthief can suppress or activate this aura as a single action with the concentrate trait. --- Speed 25 feet Melee Single Action jaws + 17, Damage 2d8+10 piercing Melee Single Action claw +17 (Agile), Damage 2d6+10 slashing Primal Innate Spells DC 25, attack +17 - 2nd Blur, Darkness (at will) - 4th Darkness Drain Light Two Actions (Darkness, primal) The shimmerthief targets a light source within 30 feet, then attempts to counteract it with a spell attack roll (counteract rank 4). If they succeed, the shimmerthief regains 2d8+10 Hit Points (4d8+20 Hit Points on a critical success). Lasting Darkness Reaction Frequency once per day; Trigger The shimmerthief casts darkness as a 2nd-rank spell; Effect The duration of the shimmerthief's darkness increases to 24 hours. Unnerving Shriek Two Actions (Auditory, emotion, fear, mental, primal) The shimmerthief releases an unearthly wail, forcing creatures within 60 feet to attempt a DC 24 Will save. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. Critical Failure The creature is frightened 2 and fleeing for as long as it remains frightened. Alternate Diets Some shimmerthieves develop a taste for and the capacity to consume energy forms far more insidious than light, allowing them to instead feed on life energy or thought energy. Such behavior is considered monstrous by most shimmerthieves and is a reason for exile. Shimmerthieves with these proclivities are dangerous predators who maintain the ability to feed on light and purposely create pockets of darkness to trap and feed on victims. A shimmerthief who feeds on life energy deals void damage with their jaws, while one that feeds on thought energy deals mental damage with their jaws. ","skill_mod":{"survival":17,"stealth":17},"image":["/Images/Monsters/Shimmerthief.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Darkness","Blur"],"ac":25,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":"echolocation 120 feet, shimmervision","resistance":{},"intelligence":0,"reflex_save":17,"strongest_save":["ref","reflex"],"fortitude_save":12,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Shimmerthief","rarity":"uncommon","strike_damage_average":[17,19],"attack_bonus":[17,17],"constitution":3,"immunity":["blinded","dazzled","visual"],"spell_attack_bonus":[17],"will_save":15,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Echolocation","Shimmervision","Gleam Theft","Drain Light","Lasting Darkness","Unnerving Shriek"],"primary_source_group":"Season of Ghosts","skill":["Stealth","Survival"],"legacy_id":["creature-2795"],"tradition":["Primal"],"summary":"Shimmerthieves are blind, lizard-like cave dwellers with an insatiable yearning to consume the rare delicacy of light. This hunger compels them to …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4642","dexterity":6,"category":"creature","slug":"creature-4642"},{"primary_source_category":"Adventure Paths","strength":8,"hp":260,"language":["Common","Diabolic","Draconic","Empyrean","Necril","Requian","Utopian","<%SPELLS%1728%%>truespeech<%END>"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":9,"perception":31,"trait":["Monitor","Uncommon","Large"],"id":"creature-4643","text":" Shinigami Even immortals such as kami aren't immune to death. When a kami or equally powerful entity refuses the call of the Boneyard, a shinigami is summoned to bring these stubborn souls to heel. Exact and swift, shinigami are known to dispense the judgment of death efficiently and dispassionately. Recall Knowledge - Monitor (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Shinigami Source Season of Ghosts (Hardcover) pg. 345 Perception +31; darkvision, truesight Languages Common, Diabolic, Draconic, Empyrean, Necril, Requian, Utopian; truespeech Skills Acrobatics +31, Arcana +30, Boneyard Lore +32, Diplomacy +32, Intimidation +34, Occultism +30, Religion +33, Society +30, Stealth +31 Str +8 Dex +6 Con +7 Int +5 Wis +6 Cha +9 Items +2 greater striking astral naginata , pouch of four gems --- AC 40 Fort +32 Ref +29 Will +31 +1 status to all saves vs. magic HP 260 (fast healing 40) Immunities death effects, disease, void Resistances all physical 15 (except silver), cold 15, poison 15 Weaknesses silver 15 Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 35 --- Speed 25 feet, fly 30 feet Melee Single Action naginata +33 (deadly d8, reach 15 feet, versatile P), Damage 3d8+16 slashing plus 1d6 spirit and spirit touch Divine Innate Spells DC 38 - 7th Interplanar Teleport, Spirit Blast (×3) - 8th Execute (×3), Scrying - 9th Seize Soul (×3) - Constant (9th) Truesight, Truespeech Change Shape Single Action (Concentrate, divine, polymorph) The shinigami takes on the appearance of a specific Small or Medium humanoid creature. This doesn't change their statistics, other than to reduce the reach of their naginata Strike to 10 feet. The shinigami's humanoid shape is unique to the shinigami and can't be used to Impersonate a creature. Pouch of Four Gems Each shinigami carries a pouch containing four black sapphires for use with seize soul . Each gem is capable of holding a soul of a maximum level equal to that of the shinigami. If the shinigami dies, the gems are destroyed as well (whether they contain a soul at the time or otherwise), and any souls they contain are released harmlessly to travel to the Boneyard. Release Soul Two Actions (manipulate Requirements One of the black sapphires in the shinigami's pouch contains a soul from a casting of seize soul) Effect The shinigami crushes the gem in their hand, sending the soul on to the Boneyard while releasing a wave of powerful energy. All creatures within a 30-foot emanation take 18d6 damage (DC 38 basic Fortitude save); the shinigami chooses whether this damage is vitality damage or void damage. A creature that takes damage from this effect and fails the saving throw is also sickened 2 and drained 1 (or sickened 4 and drained 2 on a critical failure). Release Soul Two Actions (Manipulate) Requirements One of the black sapphires in the shinigami's pouch contains a soul from a casting of seize soul; Effect The shinigami crushes the gem in their hand, sending the soul on to the Boneyard while releasing a wave of powerful energy. All creatures within a 30-foot emanation take 18d6 damage (DC 38 basic Fortitude save); the shinigami chooses whether this damage is vitality damage or void damage. A creature that takes damage from this effect and fails the saving throw is also sickened 2 and drained 1 (or sickened 4 and drained 2 on a critical failure). Spirit Touch A shinigami's Strikes can affect incorporeal creatures with the effect of a ghost touch property rune. Guardians Of The Cycles Of Life Shinigami are responsible for investigating and dealing with widespread phenomena that disrupt the natural flow of life. They might be tasked with solving the issue or be told to wait, observe, and provide minimal assistance. While most shinigami can retain their impartiality during such long vigils, some are far from emotionless and end up wavering toward mercy or cruelty. ","skill_mod":{"society":30,"diplomacy":32,"stealth":31,"arcana":30,"intimidation":34,"occultism":30,"acrobatics":31,"religion":33},"image":["/Images/Monsters/Shinigami.png"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Seize Soul","Execute","Scrying","Interplanar Teleport","Spirit Blast","Truesight","Truespeech"],"ac":40,"item":["+2 greater striking astral naginata","pouch of four gems"],"level":17,"spell_dc":[38],"source_category":["Adventure Paths"],"sense":" darkvision , truesight ","resistance":{"bludgeoning":15,"poison":15,"piercing":15,"slashing":15,"cold":15,"physical":15},"intelligence":5,"reflex_save":29,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":32,"source_group":["Season of Ghosts"],"size":["Large"],"spoilers":"Season of Ghosts","name":"Shinigami","rarity":"uncommon","strike_damage_average":[33],"attack_bonus":[33],"constitution":7,"immunity":["death effects","disease","void"],"will_save":31,"speed":{"fly":30,"max":30,"land":25},"wisdom":6,"weakness":{"silver":15},"creature_ability":["Frightful Presence","Change Shape","Pouch of Four Gems","Release Soul","Release Soul","Spirit Touch"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Arcana","Boneyard Lore","Diplomacy","Intimidation","Occultism","Religion","Society","Stealth"],"legacy_id":["creature-2723"],"tradition":["Divine"],"summary":"Even immortals such as kami aren't immune to death. When a kami or equally powerful entity refuses the call of the Boneyard, a shinigami is summoned …","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4643","dexterity":6,"category":"creature","slug":"creature-4643"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":68,"language":["Common"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":0,"perception":14,"trait":["Incorporeal","Kami","Spirit","Uncommon","Small"],"id":"creature-4644","text":" Silsyche When a home is abandoned after it has been lived in for generations, sometimes the building itself mourns the loss of its family so greatly that it attracts the pity of a kami who has yet to claim a ward. Similar to how a tsukumogami manifests, such a conjoining of spiritual power can result in the formation of a silsyche—a spirit of an abandoned home who craves companionship. A silsyche never aims to outright harm those who enter the homes they form from. They are merely desperate for connection and lack the understanding that most others don't take kindly to captivity. The silsyche's true form is a slender, childlike shimmering figure with a headpiece resembling the structure they initially manifested from. These representations of the silsyche's first home reflect the warmth and welcome they yearn for, potentially even displaying mementos of the house's inhabitants that have long gone. Recall Knowledge - Spirit (Occultism): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Silsyche Source Season of Ghosts (Hardcover) pg. 346 Perception +14; darkvision Languages Common Skills Acrobatics +13, Stealth +15 Str -5 Dex +5 Con +4 Int +2 Wis +4 Cha +0 --- AC 23 Fort +14 Ref +17 Will +12 HP 68 (rejuvenation) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances all damage 5 (except force, ghost touch , spirit, or void; double resistance vs. non-magical) Inhabit Home (divine) The silsyche inhabits a modest building and controls it. While the building is possessed, its decor shifts to reflect the silsyche's mood, such as being filled with bright light (when the silsyche is happy) or appearing old and filthy (if they're depressed). A silsyche can't willingly leave their home; if forced out of their home, the silsyche takes 3d10 force damage (DC 25 basic Fortitude save) at the start of each of their turns. Rejuvenation (divine) When a silsyche is slain, they re-form after 2d4 days within the abandoned home that serves as their domain. A silsyche can be permanently killed only if their home is completely destroyed. --- Speed fly 30 feet Melee Single Action touch +15 (Agile, finesse, magical), Damage 2d8+6 mental Occult Innate Spells DC 24, attack +16 - Cantrips (3rd) Light, Telekinetic Hand, Telekinetic Projectile - 2nd Illusory Object (×3) - 3rd Item Facade Hallucinatory Home Three Actions (Charm, divine, emotion, illusion, mental) Frequency once per day; Effect The silsyche creates a hospitable but illusory environment in an attempt to entice their targets into staying, including food and amenities. Creatures in the building must attempt a DC 24 Will save. Critical Success The creature is unaffected. Success The creature perceives the home to be as the silsyche's illusion presents it but isn't compelled to stay. Failure The creature becomes fascinated with the building and refuses to leave. The creature can attempt another Will save at the end of each turn. On a success, it's no longer fascinated. Critical Failure As failure, but the creature becomes hostile to anyone who tries to make it leave the building. The creature can only attempt another Will save to end the effect at the end of any turn in which it attacks an ally. Range Of Possession Most silsyches bond with a single home, typically a small building with one or two floors. More powerful silsyches can bond with larger structures, like fortresses or castles, or even large vehicles like sailing ships. Legends of entire towns being claimed by a single, incredibly powerful silsyche persist in stories to this day. ","skill_mod":{"stealth":15,"acrobatics":13},"image":["/Images/Monsters/Silsyche.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Item Facade","Illusory Object","Light","Telekinetic Hand","Telekinetic Projectile"],"ac":23,"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"vitality":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"holy":5,"poison":5,"sonic":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":2,"reflex_save":17,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":14,"source_group":["Season of Ghosts"],"size":["Small"],"spoilers":"Season of Ghosts","name":"Silsyche","rarity":"uncommon","strike_damage_average":[15],"attack_bonus":[15],"constitution":4,"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[16],"will_save":12,"speed":{"fly":30,"max":30},"wisdom":4,"weakness":{},"creature_ability":["Inhabit Home","Rejuvenation","Hallucinatory Home"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Stealth"],"legacy_id":["creature-2796"],"tradition":["Occult"],"summary":"When a home is abandoned after it has been lived in for generations, sometimes the building itself mourns the loss of its family so greatly that it …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4644","dexterity":5,"category":"creature","slug":"creature-4644"},{"primary_source_category":"Adventure Paths","strength":4,"hp":62,"language":["Common","Empyrean","<%UMR%79%%>telepathy<%END> 60 feet"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":0,"perception":14,"trait":["Celestial","Rare","Large"],"id":"creature-4645","text":" Stone Spider The tradition of venerating spiders as wards against vermin, pests, and evil in general far predates the modern jorogumo rule, with stone spiders filling a role similar to stone lions. Stone spider guardian beasts can be found perched on plinths near town and village entrances, standing motionless—for generations in some cases—so that many locals have forgotten their local guardian is anything more than a decoration. Recall Knowledge - Celestial (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Stone Spider Source Season of Ghosts (Hardcover) pg. 347 Perception +14; darkvision Languages Common, Empyrean; telepathy 60 feet Skills Acrobatics +12, Athletics +13, Intimidation +9, Religion +14, Settlement Lore +12, Society +10 Str +4 Dex +5 Con +3 Int +1 Wis +5 Cha +0 Anchored Soul The stone spider is bonded to a specific settlement and must remain within 10 miles of the settlement's border. --- AC 22 Fort +10 Ref +12 Will +14 HP 62 Immunities bleed, disease, paralyzed, petrified, poison Bonded Vessel The condition of a stone spider's vessel dictates their maximum HP. Undamaged, the vessel is an object with 62 HP (BT 31). When the stone spider is in spirit form, damaging them doesn't hurt the vessel, but damaging the vessel deals an equal amount of damage to the stone spider. When the stone spider Inhabits their Vessel, they're a single target, and damage reduces the HP of both the stone spider and the vessel. If the vessel is broken, the stone spider can still fight while inhabiting it and suffers no ill effect, but if the vessel is ever destroyed, the stone spider is instantly slain and can't reconstitute. Reconstitution (divine) When the stone spider reaches 0 Hit Points, their spirit dissipates. If their bonded vessel is intact, the stone spider re-forms in this vessel after 2d4 days, fully healed. If the vessel is broken, they must first be Repaired, after which the stone spider re-forms in 3d4 days. --- Speed fly 40 feet Ranged Single Action spirit web +14 (range increment 30 feet), Damage spirit web trap Divine Innate Spells DC 21 - Cantrips (3rd) Forbidding Ward, Read Aura - 3rd Dream Message Inhabit Vessel Two Actions (Manipulate) The spider touches and melds with their bonded vessel, bringing it to life. They can cease Inhabiting their Vessel by spending a single action, which has the concentrate trait. While Inhabiting the Vessel, they lose their fly Speed and gain Immunities healing, nonlethal; Resistances physical 6 (except bludgeoning); Speed 25 feet, climb 25 feet; and the following Strike. Melee Single Action stone fangs +14 (finesse), Damage 2d8+7 piercing Spirit Body When not Inhabiting their Vessel, the stone spider is incorporeal and gains resistance 6 to all damage (except [force damage](/Traits.aspx?ID=666), [ ghost touch ](/Traits.aspx?ID=753), [spirit](/Traits.aspx?ID=737), and [vitality](/Traits.aspx?ID=509)) double resistance against non-magical). Spirit Web Trap (Divine, force) A creature hit by the stone spider's spirit web attack is immobilized and stuck to the nearest surface until it Escapes (DC 22). Mindscape Perks Nethys Note: This sidebar contains spoilers for Season of Ghosts. Read at your own risk. When Ugly Cute, the stone spider who protects Willowshore, is slain in the modern era and their bonded vessel is destroyed, they don't dissipate. Instead, they awaken in Willowshore's mindscape, fully merged with their vessel. While in the mindscape, Ugly Cute can move their stone body as if it were a living body. They function at all times as if Inhabiting their Vessel, and they're unable to cease Inhabiting their Vessel. If Ugly Cute is destroyed in the mindscape, they remain destroyed and can't reconstitute, although if the mindscape were to reset, Ugly Cute would return to life as well, once more fully Inhabiting their Vessel. ","skill_mod":{"society":10,"athletics":13,"intimidation":9,"acrobatics":12,"religion":14},"image":["/Images/Monsters/StoneSpider.png"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Dream Message","Forbidding Ward","Read Aura"],"ac":22,"level":5,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":12,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":10,"source_group":["Season of Ghosts"],"size":["Large"],"spoilers":"Season of Ghosts","name":"Stone Spider","rarity":"rare","attack_bonus":[14],"constitution":3,"immunity":["bleed","disease","paralyzed","petrified","poison"],"will_save":14,"speed":{"fly":40,"max":40},"wisdom":5,"weakness":{},"creature_ability":["Anchored Soul","Bonded Vessel","Reconstitution","Inhabit Vessel","Spirit Body When not Inhabiting their Vessel, the stone spider is incorporeal and gains resistance 6 to all damage","Spirit Web Trap"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Intimidation","Religion","Settlement Lore","Society"],"legacy_id":["creature-2724"],"tradition":["Divine"],"summary":"The tradition of venerating spiders as wards against vermin, pests, and evil in general far predates the modern jorogumo rule, with stone spiders …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4645","dexterity":5,"category":"creature","slug":"creature-4645"},{"attack_bonus":[5],"constitution":2,"primary_source_category":"Adventure Paths","strength":0,"hp":16,"language":["Common"],"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","creature_family":"Thatchling","will_save":6,"charisma":3,"speed":{"max":30,"land":30},"perception":6,"wisdom":2,"weakness":{"fire":5},"creature_ability":["Distracting Giggle","Rejuvenation","Thatchling's Curse"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Stealth"],"legacy_id":["creature-2725"],"trait":["Uncommon","Undead","Undine","Small"],"id":"creature-4646","text":" Thatchling The typical thatchling appears as a humanoid bundle of dry grass and twigs, held together by coils of what looks like glowing blue hair. These minor undead can't form bodies larger than those of a small human child. Recall Knowledge - Undead (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Thatchling Source Season of Ghosts (Hardcover) pg. 348 Perception +6; darkvision Languages Common Skills Acrobatics +5, Stealth +5 Str +0 Dex +3 Con +2 Int +0 Wis +2 Cha +3 --- AC 15 Fort +4 Ref +7 Will +6 HP 16 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances bludgeoning 2, piercing 2 Weaknesses fire 5 Distracting Giggle (auditory, aura, emotion, , mental, occult) 15 feet. The thatchling's giggle echoes in the back of the mind. Creatures within the aura take a –1 status penalty to Will saves. Rejuvenation (divine) When a thatchling is destroyed by damage other than fire, they attempt a DC 11 flat check. On a success, they re-form after 2d4 days within 120 feet of where they were destroyed, fully healed. A thatchling is always permanently destroyed if reduced to 0 Hit Points by fire damage or if the obstacle preventing the soul from reincarnating is removed. --- Speed 30 feet; thicket walker Melee Single Action frond +5 (Agile, Finesse), Damage 1d6 slashing Ranged Thicket Walker, Thatchling's Curse Two Actions (Curse, Mental, Occult) The thatchling focuses their attention on a single target within 30 feet that they can see, and then begins muttering and whispering nonsense. The target must attempt a DC 16 Will save. Critical Success The target is unaffected and is temporarily immune to Thatchling's Curse for 24 hours. Success The target is momentarily disoriented and has difficulty moving in the right direction. The target takes a –5-foot status penalty to its Speeds for 1 round. Critical Failure As failure, but the penalty to its Speeds lasts until the curse is removed or until the thatchling who created the effect is permanently destroyed, whichever comes first. In addition, when the cursed creature attempts a Survival check to Sense Direction or Track, it uses the outcome for one degree of success worse than the result of its roll, and it can't take the Scout exploration activity. ","skill_mod":{"stealth":5,"acrobatics":5},"summary":"The typical thatchling appears as a humanoid bundle of dry grass and twigs, held together by coils of what looks like glowing blue hair. These minor …","image":["/Images/Monsters/Thatchling.png"],"primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","Creature Type","Monster","Ancestry"],"ac":15,"level":0,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"bludgeoning":2,"piercing":2},"url":"/Monsters.aspx?ID=4646","intelligence":0,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":4,"source_group":["Season of Ghosts"],"size":["Small"],"spoilers":"Season of Ghosts","name":"Thatchling","category":"creature","rarity":"uncommon","strike_damage_average":[3],"slug":"creature-4646"},{"primary_source_category":"Adventure Paths","strength":0,"hp":32,"language":["Common"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":4,"perception":8,"trait":["Rare","Undead","Unholy","Small"],"id":"creature-4647","text":" Red-Hooded Thatchling When a soul doomed to become a thatchling dies in the throes of great anguish, they can return after death as a red-hooded thatchling. These vengeful thatchlings appear to wear red hoods when viewed at a distance, but up close, the grisly truth—that their heads are blood-soaked—is revealed. Unlike other thatchlings, red-hooded thatchlings are skilled at trickery, and their ability to appear as a living humanoid through illusion magic allows them to lure unsuspecting travelers into ambushes much more easily. Recall Knowledge - Undead (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Red-Hooded Thatchling Source Season of Ghosts (Hardcover) pg. 349 Perception +8; darkvision Languages Common Skills Acrobatics +7, Deception +8, Stealth +7 Str +0 Dex +3 Con +2 Int +0 Wis +3 Cha +4 --- AC 17 Fort +6 Ref +9 Will +8 HP 32 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances bludgeoning 3, piercing 3 Weaknesses fire 5 Distracting Giggle (auditory, aura, emotion, mental, occult) 15 feet. The thatchling's giggle echoes in the back of the mind. Creatures within the aura take a –1 status penalty to Will saves. Rejuvenation (divine) When a thatchling is destroyed by damage other than fire, they attempt a DC 11 flat check. On a success, they re-form after 2d4 days within 120 feet of where they were destroyed, fully healed. A thatchling is always permanently destroyed if reduced to 0 Hit Points by fire damage or if the obstacle preventing the soul from reincarnating is removed. --- Speed 30 feet; thicket walker Melee Single Action frond +9 (Agile, finesse), Damage 1d6+2 slashing plus 1d4 persistent bleed Occult Innate Spells DC 18, attack +10 - Cantrips (1st) Figment, Telekinetic Projectile - 1st Illusory Disguise Create Thatchling Spawn (Occult) A living humanoid who's slain by a red-hooded thatchling while under the effects of Thatchling's Curse rises as a thatchling after 1d4 rounds. This spawn is under the command of the red-hooded thatchling that killed it. If a red-hooded thatchling controls too many at once (as determined by the GM), some thatchlings can free themselves with a DC 18 Will saving throw at the start of their turn. If the red-hooded thatchling who created the spawn is destroyed, the spawn becomes an autonomous thatchling. Howl of Vengeful Fury Two Actions (Occult, sonic) Frequency once per hour; Effect The red-hooded thatchling sobs pitifully before unleashing a terrifying scream. All non-thatchling creatures within a 30-foot emanation take 2d10 sonic damage (DC 18 basic Fortitude save) and become immune to all thatchlings' distracting giggle for 1 minute. Thatchlings in the area gain 5 temporary Hit Points and a +1 status bonus to their Strikes and saving throws for 1 minute. Thatchling's Curse Two Actions (Curse, mental, occult) The thatchling focuses their attention on a single target within 30 feet that they can see, and then begins muttering and whispering nonsense. The target must attempt a DC 18 Will save. Critical Success The target is unaffected and is temporarily immune to Thatchling's Curse for 24 hours. Success The target is momentarily disoriented and has difficulty moving in the right direction. The target takes a –5-foot status penalty to its Speeds for 1 round. Critical Failure As failure, but the penalty to its Speeds lasts until the curse is removed or until the thatchling who created the effect is permanently destroyed, whichever comes first. In addition, when the cursed creature attempts a Survival check to Sense Direction or Track, it uses the outcome for one degree of success worse than the result of its roll, and it can't take the Scout exploration activity. Thicket Walker Thatchlings ignore difficult terrain caused by brambles, tangled grass, undergrowth, fallen buildings, and ruined structures. ","skill_mod":{"deception":8,"stealth":7,"acrobatics":7},"image":["/Images/Monsters/Thatchling_RedHooded.png"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Illusory Disguise","Figment","Telekinetic Projectile"],"ac":17,"level":2,"spell_dc":[18],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":3,"piercing":3},"intelligence":0,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"source_group":["Season of Ghosts"],"size":["Small"],"spoilers":"Season of Ghosts","name":"Red-Hooded Thatchling","rarity":"rare","strike_damage_average":[8],"attack_bonus":[9],"constitution":2,"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"creature_family":"Thatchling","spell_attack_bonus":[10],"will_save":8,"speed":{"max":30,"land":30},"wisdom":3,"weakness":{"fire":5},"creature_ability":["Distracting Giggle","Rejuvenation","Create Thatchling Spawn","Howl of Vengeful Fury","Thatchling's Curse","Thicket Walker"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Deception","Stealth"],"legacy_id":["creature-2726"],"tradition":["Occult"],"summary":"When a soul doomed to become a thatchling dies in the throes of great anguish, they can return after death as a red-hooded thatchling. These vengeful …","trait_group":["Rarity","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4647","dexterity":3,"category":"creature","slug":"creature-4647"},{"attack_bonus":[18,18],"constitution":0,"primary_source_category":"Rulebooks","strength":1,"hp":140,"language":["Common"],"source":["Dark Archives (Remastered)"],"type":"Creature","spell_attack_bonus":[18],"will_save":18,"charisma":4,"speed":{"max":25,"land":25},"perception":18,"wisdom":4,"weakness":{},"creature_ability":["Crystal Vitality Link","Ascension is Near"],"skill":["Deception","Diplomacy","Ludovica Lore","Nature","Religion","Society"],"legacy_id":["creature-2037"],"trait":["Human","Unique","Medium"],"id":"creature-4648","text":" Mother Mitera Mother Mitera Source Dark Archives (Remastered) pg. 152 Perception +18 Languages Common Skills Deception +20, Diplomacy +18, Ludovica Lore +16, Nature +18, Religion +18, Society +16 Str +1 Dex +3 Con +0 Int +2 Wis +4 Cha +4 Items ceremonial robes, crystal flower crown, +1 striking dagger --- AC 25 Fort +14 Ref +17 Will +18 HP 140 Crystal Vitality Link The power of the island links Mitera's vitality to her followers. As long as any of the three quartz formations are intact (see text), whenever Mitera takes damage, any of her followers within 10 miles lose the same amount of HP. --- Speed 25 feet Melee Single Action dagger +18 (Agile, finesse, magical, versatile S), Damage 2d4+7 piercing plus 1d6 mental and 1d6 persistent bleed Ranged Single Action dagger +18 (Agile, magical, thrown 10 feet, versatile S), Damage 2d4+7 piercing plus 1d6 mental and 1d6 persistent bleed Primal Prepared Spells DC 26, attack +18 - Cantrips (4th) Frostbite, Guidance, Light, Message, Tangle Vine - 2nd Entangling Flora, One with Plants, Revealing Light - 3rd Heal, Lightning Bolt, Tempest Cloak - 4th Grasping Earth, Life-Draining Roots, Unfettered Movement Ascension is Near Single Action (Auditory, concentrate, emotion, incapacitation, mental) Frequency once per ascension ritual; Effect Mitera activates the moonflower link with her followers. Any followers within 30 feet who failed their saving throw against the moonflower tea become sickened 1. Anyone who critically failed and did not receive an antidote explodes (this is about half of Mitera's congregation if the PCs didn't successfully administer the antidote). If anyone's body explodes, Mitera gains 30 temporary HP and is quickened for 3 rounds; she can use this additional action each round only for Strike and Stride actions. ","tradition":["Primal"],"skill_mod":{"society":16,"diplomacy":18,"deception":20,"nature":18,"religion":18},"primary_source":"Dark Archives (Remastered)","spell":["Grasping Earth","Life-Draining Roots","Unfettered Movement","Heal","Lightning Bolt","Tempest Cloak","Entangling Flora","One with Plants","Revealing Light","Frostbite","Guidance","Light","Message","Tangle Vine"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Rarity"],"ac":25,"item":["ceremonial robes","crystal flower crown","+1 striking dagger"],"level":8,"spell_dc":[26],"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=4648","intelligence":2,"reflex_save":17,"strongest_save":["will"],"dexterity":3,"fortitude_save":14,"size":["Medium"],"name":"Mother Mitera","category":"creature","rarity":"unique","strike_damage_average":[19,19],"slug":"creature-4648"},{"attack_bonus":[20,20],"constitution":4,"primary_source_category":"Rulebooks","strength":7,"hp":120,"language":["telepathy 1 mile (other moonflowers only) Skills Athletics +19 (can't Jump or Swim), Stealth +14 (+18 in thick vegetation)"],"immunity":["electricity"],"source":["Dark Archives (Remastered)"],"type":"Creature","will_save":16,"charisma":3,"speed":{"max":20,"land":20},"perception":16,"wisdom":4,"weakness":{"fire":10},"creature_ability":["Pod Prison","Pod Spawn","Spray Blossoms","Swallow Whole"],"trait":["Plant","Rare","Huge"],"id":"creature-4649","text":" Verdure's Moonflower Recall Knowledge - Plant (Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Verdure's Moonflower Source Dark Archives (Remastered) pg. 153 Perception +16; darkvision Languages telepathy 1 mile (other moonflowers only) Skills Athletics +19 (can't Jump or Swim), Stealth +14 (+18 in thick vegetation) Skills Str +7 Dex +0 Con +4 Int -2 Wis +4 Cha +3 --- AC 24 Fort +18 Ref +10 Will +16 HP 120 (fast healing 10) Immunities electricity Resistances physical 10 (except slashing) Weaknesses fire 10 --- Speed 20 feet Melee Single Action maw +20 (reach 15 feet), Damage 2d10+10 piercing plus Grab Melee Single Action root +20 (Agile, reach 15 feet), Damage 2d8+10 bludgeoning Pod Prison Free Action Requirements A creature is swallowed by the moonflower; Effect The moonflower wraps the swallowed creature in a cocoon and extrudes it into an adjacent square. The creature continues to be Swallowed Whole and takes half damage from any damage dealt to the cocoon. Once the cocoon is Ruptured, it deflates and decays. Pod Spawn If a Small or larger creature dies within a pod prison, the pod transforms into an adult moonflower with full Hit Points after 1d4 hours of growth. The dead creature's equipment remains inside the new moonflower and can be retrieved if the moonflower is slain. Spray Blossoms Two Actions (Mental, plant, poison) The moonflower expels mind-warping petals in a 30-foot cone. Creatures in the area take 4d6 mental damage and 4d6 poison damage (DC 26 basic Will save). A creature that fails is stupefied 2 for 1 minute, and confused for 1 round if it got a critical failure. The moonflower can't Spray Blossoms again for 1d4 rounds. Swallow Whole Single Action (Attack) Large, 2d10+10 bludgeoning and 2d6 acid, Rupture 21 ","skill_mod":{},"primary_source":"Dark Archives (Remastered)","trait_group":["Creature Type","Rarity"],"ac":24,"level":8,"source_category":["Rulebooks"],"sense":"darkvision","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"physical":10},"url":"/Monsters.aspx?ID=4649","intelligence":-2,"reflex_save":10,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":18,"size":["Huge"],"name":"Verdure's Moonflower","category":"creature","rarity":"rare","strike_damage_average":[19,21],"slug":"creature-4649"},{"legacy_name":["Morrowkin"],"attack_bonus":[29],"constitution":7,"primary_source_category":"Rulebooks","strength":8,"hp":320,"source":["Dark Archives (Remastered)"],"type":"Creature","will_save":25,"charisma":4,"speed":{"max":35,"land":35},"perception":24,"wisdom":4,"weakness":{},"creature_ability":["Disgusted by Food","Endless","Drain Potential","Swallow Future","Tomorrow's Fury"],"skill":["Athletics","Deception","Intimidation","Occultism","Stealth"],"legacy_id":["creature-2038"],"trait":["Aberration","Time","Unique","Medium"],"id":"creature-4650","text":" The Morrowkin Recall Knowledge - Aberration (Occultism): DC 42 Recall Knowledge - Time (Occultism, Occultism): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 The Morrowkin Source Dark Archives (Remastered) pg. 192 Perception +24 Languages Skills Athletics +26, Deception +24, Intimidation +28, Occultism +25, Stealth +25 Str +8 Dex +7 Con +7 Int +5 Wis +4 Cha +4 Disgusted by Food The morrowkin eats dreams and potential, not food. A creature that spends an action to brandish food at the morrowkin automatically makes the creature sickened 1 (or increases its sickened value by 1, to a maximum of sickened 6), decreasing the morrowkin's AC, attack rolls, saves, skills, and ability DCs accordingly, as normal for the sickened condition. The morrowkin can't retch to reduce its sickened condition. Endless If reduced to 0 Hit Points or incapacitated for more than 3 rounds, the morrowkin vanishes. In 1 minute, it reappears refreshed completely as if the previous battle never happened, with full HP, with all effects on it cleared, and with its Swallow Future ability ready to use again. --- AC 34 Fort +28 Ref +25 Will +25 HP 320 --- Speed 35 feet Melee Single Action claw +29 (Agile, finesse, reach 10), Damage 3d8+14 slashing plus drain potential Drain Potential (Misfortune, void) The morrowkin tries to drain the motivation from its target, who must attempt a DC 31 Fortitude save. If the target fails, it is doomed 1 (doomed 2 on a critical failure) and must roll twice and use the worse result on all checks for 1 minute. Creatures wearing a hope talisman are unaffected. Swallow Future Two Actions (Mental, void) Frequency once per minute; Effect The morrowkin inhales and draws forth the future deeds of all creatures around it. All creatures within a 30-foot emanation of the morrowkin take 6d8+18 mental damage depending on their DC 39 Will save. Creatures wearing hope talismans can choose to let their hope talisman break in order to ignore the effect after seeing the result of their Will save. Critical Success The creature takes no damage. Success The creature takes half damage and is doomed 1. Failure The creature takes full damage and is doomed 2. Critical Failure The creature takes double damage and becomes doomed 4 (likely causing it to die immediately). Tomorrow's Fury Two Actions The morrowkin makes claw attacks against any number of targets within reach. The claw attacks count against the morrowkin's multiple attack penalty, but don't apply the penalty until after all attacks have been made. ","skill_mod":{"deception":24,"stealth":25,"athletics":26,"intimidation":28,"occultism":25},"primary_source":"Dark Archives (Remastered)","trait_group":["Creature Type","Rarity"],"ac":34,"level":14,"source_category":["Rulebooks"],"weakest_save":["ref","reflex","will"],"resistance":{},"url":"/Monsters.aspx?ID=4650","intelligence":5,"reflex_save":25,"strongest_save":["fort","fortitude"],"dexterity":7,"fortitude_save":28,"size":["Medium"],"name":"The Morrowkin","category":"creature","rarity":"unique","strike_damage_average":[27],"slug":"creature-4650"},{"legacy_name":["K.H.W.'s Echo"],"attack_bonus":[29,29],"constitution":4,"primary_source_category":"Rulebooks","strength":4,"hp":280,"language":["Common","Tien"],"source":["Dark Archives (Remastered)"],"type":"Creature","will_save":28,"charisma":8,"speed":{"max":25,"land":25},"perception":30,"wisdom":5,"weakness":{},"creature_ability":["Destabilized Form","Reactive Strike","Astral Spindle Implement","Astral Thread Control","Contingency Oathday-Nine-Rova Frequency once per day","Reconstitute from Thought","Spindle's Web"],"skill":["Acrobatics","Arcana","Athletics","Esoteric Lore","Nature","Occultism","Religion"],"legacy_id":["creature-2039"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4651","text":" K.H.W.'S Echo Recall Knowledge - Humanoid (Society): DC 42 Unspecific Lore : DC 40 Specific Lore : DC 37 K.H.W.'S Echo Source Dark Archives (Remastered) pg. 214 Perception +30 Languages Common, Tien Skills Acrobatics +28, Arcana +25, Athletics +25, Esoteric Lore +30, Nature +25, Occultism +25, Religion +25 Str +4 Dex +5 Con +4 Int +5 Wis +5 Cha +8 --- AC 36 Fort +23 Ref +24 Will +28 HP 280 Destabilized Form When the Echo has fewer than 140 Hit Points, his form destabilizes, large chunks disintegrating from his face, limbs, and torso. White moths constantly stream from the missing spaces, creating a 10-foot emanation that deals 6d6 mental damage with a DC 34 basic Will save. As long as the aura persists, he can dissolve into moths and re-form at another location within 15 feet as a free action at the beginning of each of his turns; this has the occult and teleportation traits. Reactive Strike Reaction The Echo has reach 15 for the purpose of determining when Reactive Strike triggers and when making Reactive Strikes. --- Speed 25 feet Melee Single Action rope dart +29 (Disarm, finesse, magical, sweep, tethered, trip), Damage 4d4+13 piercing plus 2d6 mental Ranged Single Action rope dart +29 (Disarm, finesse, magical, sweep, tethered, thrown 80 feet, trip), Damage 4d4+13 piercing plus 2d6 mental Astral Spindle Implement The Echo carries a drop spindle that constantly spins red astral thread, which is both his thaumaturgic implement and weapon. If his rope dart is lost or broken, he can re-form it with an Interact action. If he critically succeeds at a rope dart Strike, overwhelming thoughts and figments flow down the thread into the target's mind. The target becomes confused for 1 round. Astral Thread Control Single Action Frequency once per round Requirements The Echo's previous action was a successful thrown rope dart Strike; Effect The Echo flicks his wrist and makes a follow-up thrown rope dart Strike at a different target within 30 feet of the first target, using the same multiple attack penalty as his previous Strike. Regardless of whether his attack hits, he then retrieves the weapon. Contingency Oathday-Nine-Rova Frequency once per day Free Action Trigger The Echo's turn begins and he's stunned, slowed, confused, controlled, immobilized, grabbed, paralyzed, restrained, or otherwise can't act; Effect The Echo has set up numerous contingencies in the event he's compromised. Talismans on his body shatter, counteracting the triggering effect. The Echo can use this free action even if he can't act. Reconstitute from Thought Single Action (Healing) Requirements The Echo is standing on one of the eight large islands of the map, and the island hasn't darkened; Effect The Echo throws his rope dart into the island and uses it to absorb mental essence from the mindscape, repairing himself. He regains 45 Hit Points and the island turns a desaturated gray for 1 day, preventing future absorption and disabling the call of the void hazard on that island (see text). Spindle's Web Two Actions The Echo's spindle revolves faster and faster until it's a blur, lashing red threads in every direction. The threads deal 7d6 slashing damage and 7d6 mental damage to all creatures in a 30-foot emanation, with a DC 34 basic Reflex save. If a creature fails its save, the threads awaken the mindscape anchor within it, affecting it differently based on which anchor that creature used to gain access to the center of the mindscape. (If there is a PC who didn't absorb a mindscape anchor, for instance because there are more than four PCs in the party, then use the anchor of the PC closest to them.) The Echo then can't use Spindle's Web for 1d4 rounds. Lantern The lantern outlines the creature with searing revealing light that deals 2d6 persistent fire damage.Mirror The mirror reflects the creature to another location, teleporting them to a clear space within 25 feet of their current location. Chalice The chalice drains life force, granting the Echo temporary HP equal to half the damage dealt. Tome The tome floods the creature's mind with information; the target is slowed 1 for 1 round. ","skill_mod":{"nature":25,"arcana":25,"athletics":25,"occultism":25,"acrobatics":28,"religion":25},"primary_source":"Dark Archives (Remastered)","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":36,"level":14,"source_category":["Rulebooks"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4651","intelligence":5,"reflex_save":24,"strongest_save":["will"],"dexterity":5,"fortitude_save":23,"size":["Medium"],"name":"K.H.W.'S Echo","category":"creature","rarity":"unique","strike_damage_average":[30,30],"slug":"creature-4651"},{"legacy_name":["Ban-Niang \"Granny\" Hu"],"attack_bonus":[13],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":75,"language":["Common","Halfling"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":13,"charisma":4,"speed":{"max":25,"land":25},"perception":11,"wisdom":2,"weakness":{},"creature_ability":["Nerves of Steel","Are You Sure About That?","Want to Try Me?","So Have You Heard?"],"primary_source_group":"Season of Ghosts","skill":["Athletics","Crafting","Deception","Diplomacy","Intimidation","Society","Willowshore Lore"],"legacy_id":["creature-2735"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4652","text":" \"Granny\" Hu Ban-Niang, Retired Imperial Guard Nethys Note: This entry contains spoilers for Season of Ghosts. Read at your own risk. Growing up a street urchin in Sze, Hu Ban-niang came to view other urchins as her siblings. She pulled them and herself through to adulthood by working as a racketeer before securing a position as an imperial soldier guard. Her siblings remained in the criminal world but retained loyalty to their sister and acted as informants and financiers to help her climb the ranks of the city watch. Planning ahead for the day when she grew old and frail and simply wanted to enjoy the wealth and power she'd amassed, Ban-niang volunteered to be an inaugural village guard captain in the “backwaters” that was Willowshore when Lung Wa started its lumber operations. Occupying the position for over two decades, Ban-niang retired in 7088 ic but, by that point, had grown fond of the town she'd once dismissed as a backwater and stayed in her retirement. She's cultivated her image of “Granny Hu,” pretending to let age mellow her ambitions, but in fact, she knows many folks' shady secrets and isn't afraid to use this knowledge to manipulate others. Campaign Use If Granny Hu becomes Willowshore's interim governor, she favors Northridge's businesses and goals. This development makes it easier for the PCs to bolster the town's defenses in the coming months, but at the cost of being able to efficiently prepare food stores for the coming winter. Once the town of Willowshore is safe at the start of Chapter 3, the PCs can attempt to interact with Granny Hu using the influence subsystem, described here. An influence encounter with Granny Hu is a 3rd-level challenge, and an influence round with Granny Hu takes 1 hour. If any attempt to Influence Granny Hu results in a critical failure and the PCs have fewer than 5 Influence Points with her, she uses her So Have You Heard? ability against that PC soon thereafter. Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Hu Ban-Niang Source Season of Ghosts (Hardcover) pg. 350 Perception +11 Languages Common, Halfling Skills Athletics +11, Crafting +11, Deception +13, Diplomacy +11, Intimidation +13, Society +11, Willowshore Lore +11 Str +2 Dex +1 Con +1 Int +2 Wis +2 Cha +4 Items +1 striking longsword , smoking pipe worth 20 gp, Spider Lily Tattoo --- AC 20 Fort +10 Ref +10 Will +13 +1 status vs. fear, nerves of steel HP 75 Nerves of Steel If Granny Hu succeeds at a save against a fear effect, she gets a critical success instead. Are You Sure About That? Reaction (emotion, mental, visual) Trigger A creature within 30 feet who's visible to Granny Hu and who has been exposed to Want to Try Me? in the past week says or does something that would be against Granny Hu's interests; Effect Granny Hu makes a subtle gesture, reminding the triggering creature of their secret. The creature must succeed at a DC 22 Will Save or the triggering action is disrupted. Regardless of the outcome, the creature then becomes temporarily immune to this ability for 24 hours. Want to Try Me? Reaction (auditory, emotion, fear, mental) Trigger A creature within 30 feet attempts to Coerce or Demoralize a creature; Effect Granny Hu threatens to expose a secret of the triggering creature. She attempts an Intimidation check against the triggering creature's Will DC. Her reputation means she can threaten a PC even if she doesn't actually know a secret, but if she does know an especially dangerous or shameful one, she gains a +2 circumstance bonus to her Intimidation check. Critical Success The creature is frightened 2, and the result of their Coerce or Demoralize attempt is reduced by one degree of success. Success As success, but frightened 1. Failure The creature is unaffected. Critical Failure The creature is unaffected, gains a +1 circumstance bonus to their Coerce or Demoralize attempt, and is immune to Want to Try Me? for 24 hours. --- Speed 25 feet Melee Single Action longsword +13 (Magical, versatile P), Damage 2d8+3 slashing So Have You Heard? (Exploration) Frequency once per day; Effect Granny Hu can shift a PC's reputation in Willowshore over the course of 2 hours of work. She attempts a Deception check against the target's Deception, Diplomacy, or Intimidation DC, whichever is highest. If the target is admired or revered by at least one faction in Willowshore, Granny Hu takes a –1 status penalty to her check, or –2 if the target is admired or revered by both factions. The target is then temporarily immune to So Have You Heard? for 1 week. Critical Success The target takes a –2 circumstance penalty to Charisma-based skill checks when interacting with Willowshore residents for a week. Success As critical success, but only a –1 circumstance penalty and for only 1 day. Failure The target is unaffected. Critical Failure The plan backfires; not only is the target unaffected, but Granny Hu can't use So Have You Heard? for 1 month. ","skill_mod":{"society":11,"diplomacy":11,"deception":13,"crafting":11,"athletics":11,"intimidation":13},"summary":"Nethys Note: This entry contains spoilers for Season of Ghosts. Read at your own risk. Growing up a street urchin in Sze, Hu Ban-niang came to …","image":["/Images/Monsters/GrannyHu.png"],"primary_source":"Season of Ghosts (Hardcover)","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":20,"item":["+1 striking longsword","smoking pipe worth 20 gp","Spider Lily Tattoo"],"level":5,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=4652","intelligence":2,"reflex_save":10,"strongest_save":["will"],"dexterity":1,"fortitude_save":10,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Hu Ban-Niang","category":"creature","rarity":"unique","strike_damage_average":[12],"slug":"creature-4652"},{"attack_bonus":[17],"constitution":1,"primary_source_category":"Adventure Paths","strength":3,"hp":135,"language":["Aklo","Common","Draconic","Empyrean","Minkaian","Nagaji","Samsaran","Tengu"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":16,"charisma":4,"speed":{"max":25,"land":25},"perception":15,"wisdom":0,"weakness":{},"creature_ability":["Esoteric Lore","Temporary Scrolls","Reflecting Ward","Scroll Esoterica","Scroll Thaumaturgy"],"primary_source_group":"Season of Ghosts","skill":["Arcana","Crafting","Deception","Diplomacy","Intimidation","Religion","Society","Willowshore Lore"],"legacy_id":["creature-2797"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4653","text":" Heh Shan-Bao Nethys Note: This NPC entry contains huge spoilers for Season of Ghosts. Read at your own risk Had any trace of Heh Shan-Bao survived into modern day Tian Xia, he could've served historians well as a model of a late Imperial Lung Wa official. He came from a long family line of minor bureaucrats and government workers. His civil exam results were brilliant. He was strict, authoritarian, and well-educated in the classics, and he could even be charming when he needed to be. He was also completely corrupt—a trait that sadly reinforced how typical he was among Lung Wa's crumbling regime. His habit of performing political favors for friends and superiors barely registered as improper conduct to the public. However, his habit of carrying on affairs with other people's wives was viewed less charitably and ultimately proved his downfall, though not until Shan-Bao made the error of backing the wrong horse in a minor government spat. Demoted and mocked by his colleagues, he found himself serving as the petty governor of Willowshore, a village in the backwaters of Shenmen. For all his faults (and they were many), Governor Heh never blamed the citizens of Willowshore for his predicament. The villagers knew very little of Heh Shan-Bao, save that he was foreign and they didn't like him, which meant that his exile served as a fresh start of a kind. Shan-Bao knew that the townsfolk were hardly to blame for Willowshore's deficiencies—that was an issue of government, and as the local government official, it fell on him to remedy it. If Willowshore was to be a location suitable for him to inhabit, it needed better infrastructure. Trade routes had to be maintained, local industry needed to be promoted, educators would need to be lured in to tutor promising youths, and the threat of a lingering evil buried below the ruins of the nearby Tan Sugi monastery would have to be addressed. Most importantly, imperial law and order needed to be upheld. Willowshore's obscurity caused numerous problems that could be solved, and Shan-Bao liked solving problems. It all fell apart in four years, alongside the Lung Wa empire. Rotted from the inside by government malfeasance and a bloated aristocracy, a series of disasters proved the final blow to any semblance of centralized imperial authority in 7106 ic. In the aftermath of the empire's fall, its peripheries were abandoned to fend for themselves. Willowshore's remote nature helped to keep the town safe as the bandits and monsters of Shenmen closed in, but then news spread that jorogumo had begun to take control of Shenmen. Governor Heh didn't need to guess at what would happen next. His spiritual servitors warned him of the voracious tithes that the jorogumo demanded of their subjects. Worse yet, some of the nation's new rulers had an affinity for the malevolent spirits that inhabited Shenmen. The governor's fears returned to the imprisoned evil below the ruined monastery, and he worried that, should the jorogumo discover it, the repercussions would be dire. Whether the land's new rulers punished Willowshore for “harboring” a potential competitor or whether the jorogumo rulers used Kugaptee to bolster their own power, Governor Heh focused on solving this looming problem as swiftly as he could. No one who ever knew Heh Shan-Bao would've called him a man of character. Yet, unlike the local lumber bosses and other officials, he never once considered fleeing and leaving Willowshore to its fate. Instead, he turned his considerable magical training toward finding a way to heal the Tan Sugi tree, rifling through ancient documents and summoning spirits to advise him. The only surefire method he found was a ceremony that involved capturing an innocent with mystic power and ritually ending their life at the base of the sacred tree. Governor Heh destroyed every text and implement that could've enacted such an awful ceremony. His sins had always been human, yet his pride drew a sharp line that wouldn't be crossed when it came to such vile rites. Instead, he deconstructed the rite from within, then sought to rebuild it in a way that would restore the Tan Sugi tree from afar, without the need for him to travel to the dangerous site or to sacrifice an innocent. Unfortunately, he vastly underestimated Kugaptee's power, and when he performed the rite he hoped would bolster the Tan Sugi, all he did was open himself up to Kugaptee's direct influence. His worldly and sin-stained soul was unable to resist the fiend, and the sealed horror utterly consumed him. The ritual Shan-Bao performed, tainted by his grisly murder, combined with Kugaptee's power and unleashed a vortex of hungry ghosts and nindoru fiends upon the people of Willowshore, slaughtering them all and then capturing everything in two separate mindscapes. one for the unknowing citizens of the town and one for the governor. With these two bottled realities, Kugaptee's imprisoned power could slowly build over the repeating years until, finally, he would be strong enough to rip free from the Tan Sugi's roots and reincarnate into the world. Shan-Bao, now trapped in a mindscape prison of his own, has lived with this knowledge for more cycles than he knows, but even now, he continues to work toward redemption--a goal he'll never achieve without outside help. Recall Knowledge - Humanoid (Society): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Heh Shan-Bao Source Season of Ghosts (Hardcover) pg. 352 Perception +15 Languages Aklo, Common, Draconic, Empyrean, Minkaian, Nagaji, Samsaran, Tengu Skills Arcana +19, Crafting +17, Deception +17, Diplomacy +19, Intimidation +17, Religion +13, Society +19, Willowshore Lore +19 Str +3 Dex +2 Con +1 Int +4 Wis +0 Cha +4 Esoteric Lore Heh Shan-Bao can attempt to Recall Knowledge on any topic with a +15 modifier. Temporary Scrolls scroll of crisis of faith (4th rank), scroll of divine immolation , scroll of fire shield , scroll of haste , scroll of hydraulic torrent , scroll of illusory creature (5th rank), scroll of illusory scene , scroll of invisibility , scroll of soothe (4th rank) Items greater choker of elocution (grants Draconic), Empyrean, and Nagaji), +1 striking longsword , +1 resilient padded armor , ritual notes and journals held within sleeves of storage --- AC 25 Fort +15 Ref +18 Will +16 HP 135 --- Speed 25 feet Melee Single Action longsword +17 (Magical, versatile P), Damage 2d8+5 slashing Reflecting Ward Reaction (Occult) Frequency twice per day; Trigger Heh Shan-Bao would take any form of energy damage; Effect One of the many otherwise non-magical fulus Heh Shan-Bao keeps on his person flashes with golden light and crumbles to ash, granting him resistance 10 to the triggering damage type for 1 minute, or until he uses this ability again. Scroll Esoterica Heh Shan-Bao creates a set of nine temporary scrolls each morning that lose their magic after 24 hours. On a typical day, the governor has the scrolls listed under temporary scrolls (see above) available for use. Scroll Thaumaturgy Heh Shan-Bao's magical training allows him to activate scrolls of any tradition despite having no actual spellcasting power of his own. His spell DC is 28, and his spell attack is +20 for any scroll he uses. ","skill_mod":{"society":19,"diplomacy":19,"deception":17,"crafting":17,"arcana":19,"intimidation":17,"religion":13},"summary":"Nethys Note: This NPC entry contains huge spoilers for Season of Ghosts. Read at your own risk Had any trace of Heh Shan-Bao survived into …","image":["/Images/Monsters/Heh_Shan-Bao.webp"],"primary_source":"Season of Ghosts (Hardcover)","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":25,"item":["greater choker of elocution (grants Draconic)","Empyrean","and Nagaji)","+1 striking longsword","+1 resilient padded armor","ritual notes and journals held within sleeves of storage"],"level":9,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=4653","intelligence":4,"reflex_save":18,"strongest_save":["ref","reflex"],"dexterity":2,"fortitude_save":15,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Heh Shan-Bao","category":"creature","rarity":"unique","strike_damage_average":[14],"slug":"creature-4653"},{"legacy_name":["Heh Shan-Bao (Murderous Fiendish Vessel)"],"primary_source_category":"Adventure Paths","strength":7,"hp":180,"language":["<%UMR%79%%>telepathy<%END> 100 feet, universal language"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":8,"perception":23,"school":"illusion","trait":["Fiend","Illusion","Mental","Unique","Medium"],"id":"creature-4654","text":" Heh Shan-Bao (Murderous Agent) Nethys Note: This entry contains spoilers for Season of Ghosts. Read at your own risk. Once the governor of Willowshore, after the PCs transmigrate themselves and Willowshore into the modern world, Heh Shan-Bao becomes a type of brainchild known as a “yohoi.” Now imprisoned in a strange new mindscape, he presents an even greater threat to the people of Willowshore than ever, and as Act 4 continues, he creeps out into the real world to systematically murder citizens of the town he once served as governor. Recall Knowledge - Fiend (Religion): DC 41 Unspecific Lore : DC 39 Specific Lore : DC 36 Heh Shan-Bao (Murderous Agent) Source Season of Ghosts (Hardcover) pg. 354 Perception +23; darkvision Languages telepathy 100 feet, universal language Skills Arcana +24, Deception +27, Intimidation +27, Religion +23, Society +24, Stealth +25, Willowshore Lore +24 Str +7 Dex +6 Con +5 Int +5 Wis +4 Cha +8 Universal Language Anything spoken by Heh Shan-Bao is perceived by the listener in its native language Urban Legend Heh Shan-Bao is sustained by only the reputation that precedes them. Mindless creatures are immune to a Heh Shan-Bao and can't perceive them. Heh Shan-Bao's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If multiple foes expect to see different things, the Heh Shan-Bao chooses which to manifest. If any creature that can perceive the Heh Shan-Bao believes Heh Shan-Bao has one of the abilities below, the Heh Shan-Bao has that ability. A creature can Seek or Sense Motive (against the Heh Shan-Bao's Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the Heh Shan-Bao believes in the ability, the Heh Shan-Bao loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to detection, revelation, or scrying effects, the brainchild chooses one to have. Abilities that can be disbelieved include his resistance to physical damage, his frightful presence, the slashing damage from his Strikes, and his 7th-rank innate spells. --- AC 35 Fort +24 Ref +25 Will +21 HP 180 Immunities bleed, death effects, detection, diseased, doomed, scrying Resistances physical 15 (except silver) Weaknesses sonic 15, mental 15 Fear of Flutes The first time in any round when someone plays a flute within 30 feet of Heh Shan-Bao, he must attempt a Will save against the flute player's Performance DC. This DC increases by 4 if the flute player is someone (at the GM's discretion) who's strongly religious. Critical Success Heh Shan-Bao is unaffected. Success Heh Shan-Bao becomes frightened 1. Failure Heh Shan-Bao becomes frightened 2. Critical Failure Heh Shan-Bao becomes frightened 3 and is fleeing until the end of his next turn. Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 30 Persistence of Memory (illusion, mental, occult) When Heh Shan-Bao is destroyed, it returns if anyone still fully believes it exists, re-forming within 100 feet of any believer after 2d4 days. --- Speed 20 feet, fly 20 feet Melee illusory claws +26 (Illusion, mental, occult, reach 10 feet), Damage 4d8+10 mental plus 1d6 slashing Occult Innate Spells DC 33, attack +25 - Cantrips (7th) Figment, Message - 5th Translocate (×2), Shatter (×3) - 6th Spirit Blast, Vision of Death (×3; creates vision of Kugaptee slaying the target) - 7th Phantasmal Calamity (creates a flesh-eating swarm of red nindoru butterflies) Steal Soul Reaction (Death, occult) Trigger Heh Shan-Bao casts phantasmal calamity , spirit blast , or vision of death ; Effect If the triggering spell kills a 10th-level or lower creature, the target's eyes vanish, all fat drains from its body, and burnt brands manifest around the wrists as the target's soul is siphoned into the corrupted Willowshore mindscape. The target can't be returned to life through any means, even powerful magic like the wish ritual, until the corrupted Willowshore mindscape is destroyed at the end of Act 4. ","skill_mod":{"society":24,"deception":27,"stealth":25,"arcana":24,"intimidation":27,"religion":23},"primary_source":"Season of Ghosts (Hardcover)","spell":["Phantasmal Calamity","Spirit Blast","Vision of Death","Translocate","Shatter","Figment","Message"],"ac":35,"level":13,"spell_dc":[33],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"bludgeoning":15,"piercing":15,"slashing":15,"physical":15},"intelligence":5,"reflex_save":25,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":24,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Heh Shan-Bao (Murderous Agent)","major_spoiler":true,"rarity":"unique","strike_damage_average":[31],"attack_bonus":[26],"constitution":5,"immunity":["bleed","death effects","detection","diseased","doomed","scrying"],"spell_attack_bonus":[25],"will_save":21,"speed":{"fly":20,"max":20,"land":20},"wisdom":4,"weakness":{"sonic":15,"mental":15},"creature_ability":["Universal Language","Urban Legend","Fear of Flutes","Frightful Presence","Persistence of Memory","Steal Soul"],"primary_source_group":"Season of Ghosts","skill":["Arcana","Deception","Intimidation","Religion","Society","Stealth","Willowshore Lore"],"legacy_id":["creature-2806"],"tradition":["Occult"],"summary":"Nethys Note: This entry contains spoilers for Season of Ghosts. Read at your own risk. Once the governor of Willowshore, after the PCs …","trait_group":["Creature Type","School","Monster","Mechanics","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=4654","dexterity":6,"category":"creature","slug":"creature-4654"},{"attack_bonus":[19,22,24],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":220,"language":["Common"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":21,"charisma":4,"speed":{"max":20,"land":20},"perception":17,"wisdom":0,"weakness":{},"creature_ability":["Reactive Strike","Ghost Killer"],"primary_source_group":"Season of Ghosts","skill":["Athletics","Crafting","Deception","Ghost Lore","Intimidation","Society","Sze Lore"],"legacy_id":["creature-2798"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4655","text":" Mago Kai Nethys Note: This entry contains spoilers for Season of Ghosts. Read at your own risk. For the entirety of his life, Mago Kai has served the dead. Born to a living family in the ghost-ruled city of Sze, he had a childhood defined by fear and obedience. Yet he endured and worked his way up the city's bureaucracy, dodging the corrupt machinations of its spectral courtiers. He learned to understand ghosts, especially how to exploit their mental loops and static fixations for his own gain. Though he despised those he worked for, he could easily hide it behind his equal contempt for their rivals. When everyone around him was either a lackey or enemy, he could shrug off, even relish, their downfall with relative ease. It wasn't a happy life, but Mago Kai did thrive. Eventually, Kai's success caught the attention of Chou Mingxia, Sze's undead ruler. Incompetent in life and doubly so in death, Mingxia was obsessed with the idea of clear-cutting the forests of Shenmen and sending the lumber back to Lung Wa, pulling in a fortune from the empire's capital. Kai knew well enough the fabled empire was no more, but lumber was lumber, silver was silver, and a few forged documents could see the goods sold to neighboring nations for a tidy profit. With the ghosts of Sze unable to personally check his operations, it was also easy enough to skim a little off the top here and there. For Mago Kai, what started as merely a desire for survival has grown into ambition for power. But lately, even his ambition has started to give way to something else: hope—hope that one day he'll have the resources to purge Sze of the dead. He does his best to squash this feeling, telling himself that sort of sentimentality is what gets people killed, but his previous successes have made such stray thoughts hard to ignore. He thinks he's good enough to do it, and that alone makes it inevitable that he'll try. To this end, Kai has amassed a small cadre of mercenaries, priests, and exorcists to his cause. Silver from his lumber harvests proved sufficient to bribe any local jorogumo who took umbrage, and some of them are now even on friendly terms with the lumber lord and his tiny army. His current setbacks have been frustrating, but Kai learned long ago how to roll with the punches. He'll figure something out. He always does. Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Mago Kai Source Season of Ghosts (Hardcover) pg. 357 Perception +17 Languages Common Skills Athletics +22, Crafting +16, Deception +19, Ghost Lore +18, Intimidation +21, Society +16, Sze Lore +18 Str +5 Dex +2 Con +4 Int +1 Wis +0 Cha +4 Items +2 striking fearsome wounding battle axe , +1 resilient lamellar breastplate , hatchets (5), Karahai fortress key, temple bell ringer --- AC 29 Fort +24 Ref +18 Will +21 HP 220 Reactive Strike Reaction --- Speed 20 feet Melee Single Action battle axe +24 (Sweep), Damage 2d8+11 slashing plus 1d6 persistent bleed and 2d6 spirit Melee Single Action headbutt +22 (Agile, nonlethal, press), Damage 2d4+11 bludgeoning plus 2d6 spirit Ranged Single Action hatchet +19 (Agile, sweep, thrown 10 feet), Damage 1d6+11 slashing Ghost Killer Mago Kai had intricate magical tattoos inscribed on his back and chest to interact more easily with his ghostly masters. Weapons and unarmed attacks wielded by Mago Kai function as ghost touch weapons, and he inflicts an additional 2d6 spirit damage with melee Strikes against incorporeal creatures or transmigrated PCs. ","skill_mod":{"society":16,"deception":19,"crafting":16,"athletics":22,"intimidation":21},"summary":"Nethys Note: This entry contains spoilers for Season of Ghosts. Read at your own risk. For the entirety of his life, Mago Kai has served the …","image":["/Images/Monsters/Mago_Kai.webp"],"primary_source":"Season of Ghosts (Hardcover)","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":29,"item":["+2 striking fearsome wounding battle axe","+1 resilient lamellar breastplate","hatchets (5)","Karahai fortress key","temple bell ringer"],"level":11,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=4655","intelligence":1,"reflex_save":18,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":24,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Mago Kai","category":"creature","rarity":"unique","strike_damage_average":[14,23,30],"slug":"creature-4655"},{"legacy_name":["Shou \"Old\" Matsuki"],"attack_bonus":[11],"constitution":1,"primary_source_category":"Adventure Paths","strength":2,"hp":70,"language":["Common","Hwan","Minkaian","Tengu"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":12,"charisma":3,"speed":{"max":25,"land":25},"perception":12,"wisdom":3,"weakness":{},"creature_ability":["Cataracts","Wood-Grain Speaker","You Know, They Say...","A Drink for Good Luck","Respect Your Elders!","Wait, Give Me a Moment..."],"primary_source_group":"Season of Ghosts","skill":["Crafting","Diplomacy","Nature","Society","Willowshore Lore"],"legacy_id":["creature-2736"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4656","text":" \"Old\" Matsuki Shou, Popular Local Old-Timer At the tender age of 10, Matsuki Shou was already part of the family carpentry business and participating in the construction of the monastery. A few weeks short of being 99 years old this year, Shou is the only human left in Willowshore who's experienced the village's entire history in person. He fondly remembers the vibrant days when pilgrims filled the streets, speaks highly of his fellow migrant workers in the decade when they sought work outside the village, and grumbles about Lung Wa's takeover. Outwardly, Old Matsuki is a belligerent elderly man who prefers alcohol over tea, thinks the Northridge faction is always up to no good, and laments at the brothel's transformation into an inn. In private, everyone knows he has a soft spot for the future of Willowshore's culture, traditions, and people. During the monster invasion, his mind remains sharp and focused as he organizes Southbank to fortify their position, buying precious time for the surviving villagers to figure out how they might take Willowshore back. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Matsuki Shou Source Season of Ghosts (Hardcover) pg. 358 Perception +12; cataracts, wood-grain speaker Languages Common, Hwan, Minkaian, Tengu Skills Crafting +13, Diplomacy +12, Nature +12, Society +11, Willowshore Lore +13 Str +2 Dex -1 Con +1 Int +4 Wis +3 Cha +3 Cataracts Old Matsuki's deteriorating eyesight imposes a –2 circumstance penalty to vision-based Perception checks. Wood-Grain Speaker Old Matsuki gains a +2 circumstance bonus to Perception when examining wood items, structures, and trees. He can use Crafting to Identify Magic for items primarily made of wood. This ability isn't affected by Old Matsuki's cataracts. You Know, They Say... Old Matsuki can use Willowshore Lore in place of Arcana, Medicine, Occultism, or Religion to attempt Recall Knowledge checks with a –2 penalty. He has the effects of the Dubious Knowledge feat for Recall Knowledge checks attempted in this way. Items sterling carpenter's artisan toolkit, calabash bottle worth 20 gp, +1 striking staff --- AC 18 Fort +10 Ref +8 Will +12 HP 70 --- Speed 25 feet Melee Single Action staff +11 (Magical, two-hand d8), Damage 2d4+4 bludgeoning A Drink for Good Luck Three Actions (Emotion, fortune, mental, occult) Frequency once per season; Requirements Old Matsuki has a drink in hand; Effect Old Matsuki toasts to good fortune, then selects up to six other creatures within 30 feet before he drinks his drink. He, and all creatures that drink before the end of their next turn, become infused with good luck. Once before the end of the current season of year, each target can reroll a failed saving throw as a free action, taking the second result. Respect Your Elders! Three Actions (Auditory, emotion, linguistic, mental, occult) Frequency once per day; Effect Old Matsuki publicly chastises a character he can see and who's within 30 feet for being disrespectful, not just against him or Willowshore's other elders, but against Willowshore's traditions. Whether or not his reprimands are justified, the target of this tirade must attempt a DC 22 Will save. Critical Success The creature is unaffected and immune to Respect Your Elders! for 1 week. Success The creature feels a momentary bout of shame, becoming stupefied 1 for 1 round. Failure Feelings of shame and doubt nag at the creature, distracting them enough that they become stupefied 1 for 1 hour. Wait, Give Me a Moment... Reaction Frequency once per day; Trigger Old Matsuki fails a check to Recall Knowledge; Effect Old Matsuki realizes his error, then rerolls the triggering check with a +2 circumstance bonus. ","skill_mod":{"society":11,"diplomacy":12,"nature":12,"crafting":13},"summary":"At the tender age of 10, Matsuki Shou was already part of the family carpentry business and participating in the construction of the monastery. A few …","image":["/Images/Monsters/OldMatsuki.png"],"primary_source":"Season of Ghosts (Hardcover)","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":18,"item":["sterling carpenter's artisan toolkit","calabash bottle worth 20 gp","+1 striking staff"],"level":3,"source_category":["Adventure Paths"],"sense":"cataracts, wood-grain speaker","weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=4656","intelligence":4,"reflex_save":8,"strongest_save":["will"],"dexterity":-1,"fortitude_save":10,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Matsuki Shou","category":"creature","rarity":"unique","strike_damage_average":[9],"slug":"creature-4656"},{"primary_source_category":"Adventure Paths","strength":8,"hp":295,"language":["Aklo","Common","Fey","<%SPELLS%1728%%>truespeech<%END>"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":9,"perception":29,"trait":["Humanoid","Unique","Medium"],"id":"creature-4657","text":" Ren Mei Li Nethys Note: This entry contains spoilers for Season of Ghosts. Read at your own risk. A patient and cunning schemer, Ren Mei Li is determined to increase her sphere of influence in Shenmen. She cultivates unorthodox agents and approaches with an eye, ultimately, toward claiming the throne of Yin-Sichasi. Born in the palace-city of Yin-Sichasi, Ren Mei Li was immersed in the whispering intrigues of the jorogumo from the time she opened her eyes. Soon after reaching her majority, however, she became disillusioned with her sisters' ways, chiefly because it impeded her ability to indulge her preferred tastes. When the jorogumo court seized control of Shenmen at the onset of the Age of Lost Omens, Ren Mei Li was as cruel and manipulative as her sisters, but time would see these traits change. While securing obeisance from terrified subjects and building her courtly influence did have a certain appeal, Ren Mei Li's true love was performances. Be they Hei Fengan fireworks, shadow puppet plays, sword-and-silk dance operas, or any of the theatrical arts displayed across Tian Xia, they all delighted her. Disguised as a human woman, she traveled beyond Shenmen and across the continent to attend the finest shows, but more often than not, when she tried to coax her favorite performers to visit Shenmen and perform for her sisters, they refused. No price in silver was worth risking their lives in that haunted land, they told her, and they couldn't trust the country's jorogumo rulers to keep them safe, never realizing the woman who they spoke to was a jorogumo herself. Rather than respond defensively, Ren Mei Li considered the problem from their point of view and soon concluded that the performers' qualms were justified. Shenmen was dangerous, and so many jorogumo were unreliable. In her willingness to understand this perspective, she realized there was a great opportunity to strengthen her base of power. Ren Mei Li's new philosophy was simple: if she honored all her promises, then people would learn that she could be relied on. If she refrained from promising anything on behalf of other jorogumo, and indeed made it clear that she didn't speak for the rest of her kind, then the trust she would earn would be limited to Ren Mei Li personally. This arrangement would both bolster her loyalists' allegiances and ensure they distrusted her rivals. If she governed prudently, invested in basic improvements, and refrained from excessive cruelty to her subjects, then her fiefdom would become more productive and profitable, enabling her to spend even more lavishly on the luxuries she loved. Gratitude would strengthen her people's loyalty, making it more difficult for her rivals to undermine her and reducing problems, such as banditry, that stemmed from hunger and disorder. And in time, perhaps performers wouldn't be so hesitant toward invitations to share their art in Shenmen. After decades of intensive work, Ren Mei Li has developed a trusted network of agents and delegates. Her representatives are chosen for ability above all, a rarity in Shenmen, and for the most part, they serve faithfully. This loyalty runs both ways: Ren Mei Li is quick to protect her assets, knowing that the strength of her entire network depends on her agents believing she'll exert similar efforts on their behalf. While some of her servants are idealists, Ren Mei Li herself isn't. She's a self-interested pragmatist who pursues good governance because it benefits her, not because she particularly cares about her people. Ren Mei Li has no interest in improving the lot of any subject outside her own domain since she considers the contrast between her seeming benevolence and the capricious cruelty of the other jorogumo elsewhere in Shenmen to be one of her key advantages. However, she's found it useful to pretend otherwise. Ren Mei Li's ultimate, deeply hidden goal is to seize the silken throne of Yin-Sichasi from Lady Lang Loi. Publicly, she denies any such ambition, but it's secretly been her endgame for years. To achieve this end, she's laid groundwork among local peasants, ambitious traders, and foreign envoys to view the prospect of her ascension as likely to usher in a golden age of enlightened rule in Shenmen. Should her faction rise to ascendance, these starry dreams might possibly even come true, at least to the extent that Ren Mei Li finds them useful. Recall Knowledge - Humanoid (Society): DC 45 Unspecific Lore : DC 43 Specific Lore : DC 40 Ren Mei Li Source Season of Ghosts (Hardcover) pg. 360 Perception +29; darkvision Languages Aklo, Common, Fey; truespeech Skills Acrobatics +29, Athletics +28, Crafting +28, Deception +33, Diplomacy +31, Intimidation +31, Performance +31, Society +30, Stealth +29, Survival +27 Str +8 Dex +7 Con +6 Int +6 Wis +5 Cha +9 --- AC 39 Fort +28 Ref +31 Will +25 HP 295 Resistances poison 20 Weaknesses peachwood 15 Darting Legs Reaction Requirements Ren Mei Li has their spider legs extended or has Changed Shape Trigger Ren Mei Li is targeted with an attack; Effect Ren Mei Li raises a leg, gaining a +2 circumstance bonus to AC against the triggering attack. --- Speed 30 feet, swim 30 feet Melee jaws +27, Damage 3d12+14 piercing plus jorogumo venom Melee claw +27 (Agile), Damage 3d8+14 slashing Ranged web +23 (range increment 60 feet), Damage web trap Occult Innate Spells DC 37, attack +29 - 6th Mind Probe, Mind Reading (at will), Translocate - 7th Outcast's Curse (×3), Suggestion (×3) - 8th Charm, Suggestion, Summon Animal (spiders only) - Constant (8th) Speak with Animals Change Shape Single Action (Concentrate, occult, polymorph) Ren Mei Li takes on the appearance of any Small or Medium spider. This doesn't change their Speed or Strikes. Jorogumo Venom (Incapacitation, poison) Saving Throw DC 37 Fortitude; Maximum Duration 4 hours; Stage 1 3d6 poison damage and stupefied 1 (1 round); Stage 2 3d6 poison damage and stupefied 2 (1 round); Stage 3 4d6 poison damage and stupefied 2 (1 round); Stage 4 paralyzed (2d4 hours) Silver Mistwalk Three Actions (Concentrate, occult, teleportation) Requirements Ren Mei Li is currently located within the boundaries of her domain in Shenmen; Frequency once per hour; Effect A swirling vortex of silver mist rises up from Ren Mei Li's feet to wrap around her body like a slowly rotating tornado, then instantly transports her and any items she's wearing and holding from her current space to a clear space anywhere within her domain in Shenmen that she's visited before, provided she knows its relative location and distance from her. Since Ren Mei Li has visited Willowshore's ruins in the past, she can appear anywhere in the town using this ability, but she generally avoids directly appearing inside a structure if she isn't expected. Spider Legs Single Action (Concentrate, occult, polymorph) Requirement The jorogumo is in humanoid form; Effect Eight large spider legs sprout from the jorogumo's back, granting a 40-foot climb Speed and allowing them to use the Darting Legs reaction. Web Trap A creature hit by Ren Mei Li's web attack is immobilized and stuck to the nearest surface, preventing the creature from moving. The DC to Escape or Force Open the web trap is 37. ","skill_mod":{"society":30,"diplomacy":31,"performance":31,"deception":33,"crafting":28,"survival":27,"stealth":29,"athletics":28,"intimidation":31,"acrobatics":29},"image":["/Images/Monsters/Ren_Mei_Li.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Charm","Suggestion","Summon Animal","Outcast's Curse","Mind Probe","Mind Reading","Translocate","Speak with Animals"],"ac":39,"level":16,"spell_dc":[37],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"poison":20},"intelligence":6,"reflex_save":31,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":28,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Ren Mei Li","rarity":"unique","strike_damage_average":[27,33],"attack_bonus":[23,27,27],"constitution":6,"spell_attack_bonus":[29],"will_save":25,"speed":{"max":30,"land":30,"swim":30},"wisdom":5,"weakness":{},"creature_ability":["Darting Legs","Change Shape","Jorogumo Venom","Silver Mistwalk","Spider Legs","Web Trap"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Crafting","Deception","Diplomacy","Intimidation","Performance","Society","Stealth","Survival"],"legacy_id":["creature-2807"],"tradition":["Occult"],"summary":"Nethys Note: This entry contains spoilers for Season of Ghosts. Read at your own risk. A patient and cunning schemer, Ren Mei Li is determined …","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=4657","dexterity":7,"category":"creature","slug":"creature-4657"},{"primary_source_category":"Adventure Paths","strength":4,"hp":90,"language":["Aklo","Common","Necril"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":6,"perception":15,"trait":["Undead","Unique","Medium"],"id":"creature-4658","text":" Xin Yue Xin Yue remembers all of their previous lives. They originally saw this ability as a blessing from the gods that allowed them to use their accumulated knowledge to better their station in life each time they died and were reincarnated. While they slightly preferred being reincarnated as a woman, because it matched their first body, they quickly grew to enjoy their lives in a man's body as well. Ultimately, to Xin Yue, the actual form of their body was unimportant as long as their soul remained whole. As a follower of Sangpotshi, each lifetime they lived saw them growing ever-nearer to enlightenment. They befriended long-lived spirits who were always happy for them to visit in their latest body. As their lives continued on, they eventually attained enlightenment. It was during what would've been her final reincarnation that she came to the Tan Sugi monastery and drew Kugaptee's attention. Though trapped in death below the Tan Sugi when Zhi Hui passed away, Kugaptee crept his influence into Xin Yue's dreams when her grief was most profound. Over the awful months to follow, the nindoru's influence over Xin Yue grew. In these dreams, Xin Yue and Kugaptee increasingly engaged in lively debates over the value of reincarnation, and over time, this corruption grew to the point that Xin Yue dedicated herself to the nindoru demigod, whom she had come to consider as the Lord who “opened her eyes to the frivolity of enlightenment.” Xin Yue then turned her attention to the few remaining monks at the monastery and began to lure them over to the worship of Kugaptee. However, it wasn't until Xin Yue offered herself as a sacrifice to the fiend before the other monks' eyes—only to be reincarnated into her current body—that they converted as well. To them, Xin Yue had revealed that the Tan Sugi monastery wasn't a place for peace, but a cage-tomb that, if they could release its bound prisoner, would grant great power and rewards immediately, rather than waiting for countless reincarnations for a chance at something they might never even earn. Xin Yue's current body has the form of a human woman with a short build, shoulder-length cropped hair and a long black braid that hangs to her calves. She strikes fearful respect into her followers by saying terrible things with a cheery attitude and a kind smile on her face. Her perpetual politeness isn't a facade, even as she threatens and promises punishment. While butchering her victims in the most prolonged and painful way possible, she smiles at them and earnestly thanks them for their sacrifice. When Governor Heh Shan-Bao's ritual slew the people of Willowshore and plunged the region into a mindscape, Xin Yue and her monks perished as well. However, they didn't return to life within the mindscape. Their proximity and devotion to Kugaptee kept them from life, and they've spent each cycle of the past 115 years as undead. To Xin Yue, this new body is a shameful and horrific burden, and she only hopes that by helping Kugaptee to achieve what he desires—using the incarnation of his old enemy's body, now the sugi tree that grows over his grave, as the raw building blocks of a new living body—that she too shall be reborn into a new form. She has little interest in what kind of body she might attain, just that it be one of living flesh. Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Xin Yue Source Season of Ghosts (Hardcover) pg. 362 Perception +15; darkvision Languages Aklo, Common, Necril Skills Acrobatics +13, Athletics +17, Deception +15, Diplomacy +17, Intimidation +17, Occultism +13, Religion +15, Sangpotshi Lore +15, Society +13 Str +4 Dex +2 Con +0 Int +2 Wis +4 Cha +6 Items +1 striking wounding shortsword --- AC 25 Fort +11 Ref +13 Will +17 HP 90 Immunities bleed, death effects, disease, paralyzed, poison, unconscious Field of Past Regrets (aura, divine) 40 feet. All creatures within the aura who have at least one past life (including all PCs in the Adventure Path) recall failures in their past lives and are bolstered against repeating them, gaining a +1 status bonus to saving throws against mental effects. Living, non-nindoru creatures within the aura also feel the pain of all their past lives, as well as their own current pain when they endure mental attacks, and gain weakness 3 to mental damage. Chastise Heretic Reaction Trigger A creature within 60 feet that Xin Yue can see casts a divine spell; Effect Xin Yue attempts to counteract the triggering spell using her spell attack modifier with a counteract rank of 4. If the spell is counteracted, the caster takes 1d10 persistent mental damage. If Xin Yue fails to counteract the spell, the caster is temporarily immune to further uses of this ability for 24 hours. Profane Reincarnation Free Action Frequency once every 1,000 days; Trigger Xin Yue is reduced to 0 Hit Points; Effect Xin Yue utters a shriek as her undead body splits open and her shortsword becomes broken. She's instantly reincarnated as a sojiruh nindoru with the elite creature adjustment. --- Speed 25 feet Melee Single Action shortsword +16 (Agile, finesse, magical, versatile S), Damage 2d6+6 piercing plus 1d6 persistent bleed Divine Spontaneous Spells DC 25, attack +17 - Cantrips (4th) Daze, Divine Lance, Guidance, Read Aura, Shield - 1st Command, Fear, Enfeeble, Sanctuary (4 slots) - 2nd Deafness, Harm, Noise Blast, Spiritual Armament (4 slots) - 3rd Dispel Magic, Crisis of Faith, Harm, Vampiric Feast (4 slots) - 4th Divine Wrath, Fly, Harm (3 slots) Near-Death Experience Reaction (Divine, emotion, mental) Trigger Xin Yue reduces a creature to 0 Hit Points and causes it to gain the dying condition; Effect Time appears to slow down to the dying creature as the immense stress of its near-death experience pushes its brain into overdrive. The creature sees its life flash before its eyes, and the urge to resist death grows strong. The creature reduces the DC of its recovery checks by 2, but if it loses the dying condition, it must attempt a DC 25 Will save. Critical Success The creature is empowered by the experience and gains fast healing 5 for 1 minute. Success The creature is empowered by the experience and gains fast healing 1 for 1 minute. Failure The creature becomes depressed by the experience and becomes stupefied 1 for 24 hours. Critical Failure The creature reels from the experience. It becomes stupefied 1 for 1 week and doomed 1. ","skill_mod":{"society":13,"diplomacy":17,"deception":15,"athletics":17,"intimidation":17,"occultism":13,"acrobatics":13,"religion":15},"image":["/Images/Monsters/Xin_Yue.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Divine Wrath","Fly","Harm","Dispel Magic","Crisis of Faith","Vampiric Feast","Deafness","Noise Blast","Spiritual Armament","Command","Fear","Enfeeble","Sanctuary","Daze","Divine Lance","Guidance","Read Aura","Shield"],"ac":25,"item":["+1 striking wounding shortsword"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":2,"reflex_save":13,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":11,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Xin Yue","rarity":"unique","strike_damage_average":[16],"attack_bonus":[16],"constitution":0,"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[17],"will_save":17,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Field of Past Regrets","Chastise Heretic","Profane Reincarnation","Near-Death Experience"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Deception","Diplomacy","Intimidation","Occultism","Religion","Sangpotshi Lore","Society"],"legacy_id":["creature-2759"],"tradition":["Divine"],"summary":"Xin Yue remembers all of their previous lives. They originally saw this ability as a blessing from the gods that allowed them to use their …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4658","dexterity":2,"category":"creature","slug":"creature-4658"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":85,"language":["Aklo","Common"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":6,"perception":18,"trait":["Ghost","Incorporeal","Spirit","Undead","Unique","Medium"],"id":"creature-4659","text":" Zhi Hui Nethys Note: This entry contains huge spoilers for Season of Ghosts. Read at your own risk. Before Zhi Hui arrived at what would become the Tan Sugi monastery, she lived as a nomad among the spirits of the Specterwood after being abandoned there to appease angry spirits by the villagers of a small, now long-forgotten village. Rather than succumb to monsters, Zhi Hui was instead discovered and raised by kami. She followed their guidance and achieved enlightenment at the age of 15 before setting out on her own to explore Specterwood. Years later, she heard the story of a grove of sugi trees that towered over the rest of the forest, with trunks as large as entire huts. Wondering how sugi trees could grow to such extremes, Zhi Hui set out to find the grove. It took her three more years to find the trees, for this part of Specterwood was wild and unexplored, but she knew she'd come across a place of immense significance even if she didn't yet know what it meant. When Zhi Hui initially founded both the Tan Sugi monastery and Willowshore, she'd simply hoped to create a place where disciples of Sangpotshi could dedicate their lives to the pursuit enlightenment. The sugi grove instilled a sense of awe in her, and she discovered that a high concentration of spiritual energy caused the trees to grow abnormally large. She soon uncovered the grove's sinister secret— that a great evil slumbered beneath its roots and only the spiritual resistance of a heroic soul who'd reincarnated as the tallest tree in the grove kept that evil from escaping its death. Following this discovery, she scoured the resources available to her and reached out to friends throughout Tian Xia before finally determining the nature of the evil. A nindoru demigod named Kugaptee was buried beneath the Great Sugi, and she dedicated herself to protecting the sugi trees that in turn protected all of the villagers from the fiend. After Master Zhi Hui's passing, her spirit initially remained tied to the monastery to oversee the protection of the grove, but as her followers left or became corrupted, her spirit became trapped in Kugaptee's clutches as well. Now, she can do little to stop the events that unfold and are leading to a dire situation: Kugaptee's awakening. Recall Knowledge - Spirit (Occultism): DC 33 Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Zhi Hui Source Season of Ghosts (Hardcover) pg. 364 Perception +18 Languages Aklo, Common Skills Acrobatics +15, Diplomacy +17, Medicine +17, Nature +15, Occultism +13, Religion +17, Survival +15 Str -5 Dex +4 Con +2 Int +4 Wis +6 Cha +6 --- AC 23 Fort +11 Ref +15 Will +17 HP 85 (rejuvenation, void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch , spirit, or vitality; double resistance vs. nonmagical) Rejuvenation (divine) Purifying the four statues and defeating Xin Yue in Kugaptee's Grave below the Tan Sugi monastery allows Zhi Hui's ghost to fade. --- Speed fly 35 feet Melee Single Action ghostly hand +15 (Agile, finesse, magical), Damage 2d8+7 void Divine Innate Spells DC 25, attack +17 - Cantrips (4th) Divine Lance, Read Aura, Stabilize - 1st Sanctuary - 2nd Clear Mind, Sound Body - 3rd Heal (×3), Cleanse Affliction - 4th Life's Fresh Bloom, Cleanse Affliction Incarnate Skill Three Actions (Divine) Zhi Hui peers into a willing creature's soul and searches through their past lives. That creature permanently trades proficiency rank from one skill they're currently expert in with a skill in which they're untrained, both of their choice. Zhi Hui can only perform this activity once per character. ","skill_mod":{"diplomacy":17,"nature":15,"survival":15,"medicine":17,"occultism":13,"acrobatics":15,"religion":17},"image":["/Images/Monsters/Zhi_Hui.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Life's Fresh Bloom","Cleanse Affliction","Heal","Clear Mind","Sound Body","Sanctuary","Divine Lance","Read Aura","Stabilize"],"ac":23,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":4,"reflex_save":15,"strongest_save":["will"],"fortitude_save":11,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Zhi Hui","rarity":"unique","strike_damage_average":[16],"attack_bonus":[15],"constitution":2,"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[17],"will_save":17,"speed":{"fly":35,"max":35},"wisdom":6,"weakness":{},"creature_ability":["Rejuvenation","Incarnate Skill"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Diplomacy","Medicine","Nature","Occultism","Religion","Survival"],"legacy_id":["creature-2760"],"tradition":["Divine"],"summary":"Nethys Note: This entry contains huge spoilers for Season of Ghosts. Read at your own risk. Before Zhi Hui arrived at what would become the Tan …","trait_group":["Monster","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4659","dexterity":4,"category":"creature","slug":"creature-4659"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":22,"language":["Common"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":0,"perception":8,"trait":["Ethereal","Incorporeal","Phantom","Rare","Spirit","Medium"],"id":"creature-4660","text":" Phantom Boar Nethys Note: No description has been provided for this creature. Recall Knowledge - Ethereal (Occultism): DC 21 Recall Knowledge - Spirit (Occultism): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Phantom Boar Source Season of Ghosts (Hardcover) pg. 33 Perception +8; darkvision, scent (imprecise) 30 feet Languages Common Skills Acrobatics +7, Intimidation +6 Str -5 Dex +1 Con +4 Int -3 Wis +2 Cha +0 Walk the Ethereal Line Two Actions The phantom walks the thin line between the Ethereal Plane and the Universe in order to exist on both planes simultaneously. They can shift back to solely the Ethereal Plane by using this ability again. --- AC 18 Fort +10 Ref +5 Will +8 HP 22 Immunities bleed, disease, paralyzed, poison, precision Resistances all damage 2 (except force, ghost touch , or spirit, double resistance vs. non-magical) Susceptible to Death Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like execute ) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife. Vulnerable to Kindness Any creature within 30 feet that the phantom can see and hear can issue a calm and friendly greeting to it as a two-action activity with the auditory, concentrate, linguistic, and mental traits. A creature greeting the phantom in this manner must attempt a DC 18 Diplomacy check. Critical Success The phantom takes 4d8 mental damage and is stunned 1. Success The phantom takes 2d8 mental damage. Failure The phantom takes 1d8 mental damage. Critical Failure The phantom is unaffected, and is not affected by this weakness for 1 round. --- Speed fly 40 feet Melee Single Action tusk +7 (Finesse, magical), Damage 1d8+3 piercing Occult Innate Spells DC 15 - Cantrips (1st) Daze, Figment - 1st Fear Boar Charge Two Actions The phantom boar Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. ","skill_mod":{"intimidation":6,"acrobatics":7},"primary_source":"Season of Ghosts (Hardcover)","spell":["Fear","Daze","Figment"],"ac":18,"level":2,"spell_dc":[15],"source_category":["Adventure Paths"],"sense":" darkvision , scent ( imprecise ) 30 feet","resistance":{"lawful":2,"bludgeoning":2,"piercing":2,"precision":2,"cold_iron":2,"cold":2,"mental":2,"unholy":2,"good":2,"acid":2,"slashing":2,"vitality":2,"chaotic":2,"fire":2,"physical":2,"all":2,"area":2,"void":2,"holy":2,"poison":2,"sonic":2,"electricity":2,"bleed":2,"orichalcum":2,"silver":2,"evil":2,"splash":2},"intelligence":-3,"reflex_save":5,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":10,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Phantom Boar","rarity":"rare","strike_damage_average":[7],"attack_bonus":[7],"constitution":4,"immunity":["bleed","disease","paralyzed","poison","precision"],"will_save":8,"speed":{"fly":40,"max":40},"wisdom":2,"weakness":{},"creature_ability":["Walk the Ethereal Line","Susceptible to Death","Vulnerable to Kindness","Boar Charge"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Intimidation"],"legacy_id":["creature-2729"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4660","dexterity":1,"category":"creature","slug":"creature-4660"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":6,"language":["Common"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":0,"perception":5,"trait":["Ethereal","Incorporeal","Phantom","Rare","Spirit","Tiny"],"id":"creature-4661","text":" Phantom Raven Nethys Note: No description has been provided for this creature. Recall Knowledge - Ethereal (Occultism): DC 18 Recall Knowledge - Spirit (Occultism): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Phantom Raven Source Season of Ghosts (Hardcover) pg. 33 Perception +5; darkvision Languages Common Skills Acrobatics +5, Intimidation +4 Str -5 Dex +3 Con +0 Int -3 Wis +3 Cha +0 Walk the Ethereal Line Two Actions The phantom walks the thin line between the Ethereal Plane and the Universe in order to exist on both planes simultaneously. They can shift back to solely the Ethereal Plane by using this ability again. --- AC 15 Fort +2 Ref +7 Will +5 HP 6 Immunities bleed, disease, paralyzed, poison, precision Resistances all damage 1 (except force, ghost touch , or spirit; double resistance vs. nonmagical) Susceptible to Death Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like execute ) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife. Vulnerable to Kindness Any creature within 30 feet that the phantom can see and hear can issue a calm and friendly greeting to it as a two-action activity with the auditory, concentrate, linguistic, and mental traits. A creature greeting the phantom in this manner must attempt a DC 15 Diplomacy check. Critical Success The phantom takes 4d8 mental damage and is stunned 1. Success The phantom takes 2d8 mental damage. Failure The phantom takes 1d8 mental damage. Critical Failure The phantom is unaffected, and is not affected by this weakness for 1 round. --- Speed fly 40 feet Melee Single Action beak +7 (Finesse, magical), Damage 1d6 piercing Occult Innate Spells DC 13 - Cantrips (1st) Daze, Figment\n","skill_mod":{"intimidation":4,"acrobatics":5},"primary_source":"Season of Ghosts (Hardcover)","spell":["Daze","Figment"],"ac":15,"level":-1,"spell_dc":[13],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":1,"bludgeoning":1,"piercing":1,"precision":1,"cold_iron":1,"cold":1,"mental":1,"unholy":1,"good":1,"acid":1,"slashing":1,"vitality":1,"chaotic":1,"fire":1,"physical":1,"all":1,"area":1,"void":1,"holy":1,"poison":1,"sonic":1,"electricity":1,"bleed":1,"orichalcum":1,"silver":1,"evil":1,"splash":1},"intelligence":-3,"reflex_save":7,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":2,"source_group":["Season of Ghosts"],"size":["Tiny"],"spoilers":"Season of Ghosts","name":"Phantom Raven","rarity":"rare","strike_damage_average":[3],"attack_bonus":[7],"constitution":0,"immunity":["bleed","disease","paralyzed","poison","precision"],"will_save":5,"speed":{"fly":40,"max":40},"wisdom":3,"weakness":{},"creature_ability":["Walk the Ethereal Line","Susceptible to Death","Vulnerable to Kindness"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Intimidation"],"legacy_id":["creature-2730"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4661","dexterity":3,"category":"creature","slug":"creature-4661"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":14,"language":["Common"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":0,"perception":7,"trait":["Ethereal","Incorporeal","Phantom","Rare","Spirit","Medium"],"id":"creature-4662","text":" Phantom Wolf Nethys Note: No description has been provided for this creature. Recall Knowledge - Ethereal (Occultism): DC 20 Recall Knowledge - Spirit (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Phantom Wolf Source Season of Ghosts (Hardcover) pg. 33 Perception +7; darkvision Languages Common Skills Acrobatics +7, Intimidation +5 Str -5 Dex +4 Con +1 Int -3 Wis +2 Cha +0 Walk the Ethereal Line Two Actions The phantom walks the thin line between the Ethereal Plane and the Universe in order to exist on both planes simultaneously. They can shift back to solely the Ethereal Plane by using this ability again. --- AC 15 Fort +6 Ref +9 Will +5 HP 14 Immunities bleed, disease, paralyzed, poison, precision Resistances all damage 2 (except force, ghost touch , or spirit; double resistance vs. non-magical) Susceptible to Death Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like execute ) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife. Vulnerable to Kindness Any creature within 30 feet that the phantom can see and hear can issue a calm and friendly greeting to it as a two-action activity with the auditory, concentrate, linguistic, and mental traits. A creature greeting the phantom in this manner must attempt a DC 18 Diplomacy check. Critical Success The phantom takes 4d8 mental damage and is stunned 1. Success The phantom takes 2d8 mental damage. Failure The phantom takes 1d8 mental damage. Critical Failure The phantom is unaffected, and is not affected by this weakness for 1 round. --- Speed fly 35 feet Melee Single Action jaws +7 (Finesse, magical), Damage 1d6+2 piercing Occult Innate Spells DC 14 - Cantrips (1st) Daze, Figment Pack Attack The phantom wolf's Strikes deal an additional 1d4 damage to creatures within reach of at least one of its allies. ","skill_mod":{"intimidation":5,"acrobatics":7},"primary_source":"Season of Ghosts (Hardcover)","spell":["Daze","Figment"],"ac":15,"level":1,"spell_dc":[14],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":2,"bludgeoning":2,"piercing":2,"precision":2,"cold_iron":2,"cold":2,"mental":2,"unholy":2,"good":2,"acid":2,"slashing":2,"vitality":2,"chaotic":2,"fire":2,"physical":2,"all":2,"area":2,"void":2,"holy":2,"poison":2,"sonic":2,"electricity":2,"bleed":2,"orichalcum":2,"silver":2,"evil":2,"splash":2},"intelligence":-3,"reflex_save":9,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":6,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Phantom Wolf","rarity":"rare","strike_damage_average":[5],"attack_bonus":[7],"constitution":1,"immunity":["bleed","disease","paralyzed","poison","precision"],"will_save":5,"speed":{"fly":35,"max":35},"wisdom":2,"weakness":{},"creature_ability":["Walk the Ethereal Line","Susceptible to Death","Vulnerable to Kindness","Pack Attack"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Intimidation"],"legacy_id":["creature-2731"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Creature Type","Monster","Rarity"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4662","dexterity":4,"category":"creature","slug":"creature-4662"},{"attack_bonus":[7],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":7,"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":2,"charisma":1,"speed":{"max":25,"land":25},"perception":4,"wisdom":0,"weakness":{},"creature_ability":["Lithe","Constrict"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Stealth"],"trait":["Animal","Tiny"],"id":"creature-4663","text":" Noodles Nethys Note: No description has been provided for this creature. Recall Knowledge - Animal (Nature): DC 13 Unspecific Lore : DC 11 Specific Lore : DC 8 Noodles Source Season of Ghosts (Hardcover) pg. 38 Perception +4; low-light vision, scent (imprecise) 60 feet Languages Skills Acrobatics +5, Athletics +4, Stealth +5 Str +2 Dex +3 Con +2 Int -4 Wis +0 Cha +1 Lithe A weasel treats any tight space it can barely fit its head in or wider as difficult terrain and doesn't need to Squeeze to move through it. --- AC 15 Fort +4 Ref +7 Will +2 HP 7 --- Speed 25 feet Melee Single Action jaws +7 (Agile, finesse), Damage 1d6+2 piercing plus Grab Constrict Single Action 1d4 piercing, DC 15 ","skill_mod":{"stealth":5,"athletics":4,"acrobatics":5},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type"],"ac":15,"level":-1,"source_category":["Adventure Paths"],"sense":" low-light vision , scent ( imprecise ) 60 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4663","intelligence":-4,"reflex_save":7,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":4,"source_group":["Season of Ghosts"],"size":["Tiny"],"name":"Noodles","category":"creature","rarity":"common","strike_damage_average":[5],"slug":"creature-4663"},{"attack_bonus":[7],"constitution":1,"primary_source_category":"Adventure Paths","strength":-5,"hp":15,"language":["Common"],"immunity":["bleed","disease","paralyzed","poison","precision"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":5,"charisma":0,"speed":{"fly":25,"max":25},"perception":5,"wisdom":2,"weakness":{},"creature_ability":["Walk the Ethereal Line","Susceptible to Death"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Intimidation"],"legacy_id":["creature-2732"],"trait":["Ethereal","Incorporeal","Phantom","Rare","Spirit","Medium"],"id":"creature-4664","text":" Phantom Gecko Nethys Note: No description has been provided for this creature. Recall Knowledge - Ethereal (Occultism): DC 20 Recall Knowledge - Spirit (Occultism): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Phantom Gecko Source Season of Ghosts (Hardcover) pg. 39 Perception +5; darkvision Languages Common Skills Acrobatics +6, Intimidation +6 Str -5 Dex +4 Con +1 Int -4 Wis +2 Cha +0 Walk the Ethereal Line Two Actions The phantom walks the thin line between the Ethereal Plane and the Universe in order to exist on both planes simultaneously. They can shift back to solely the Ethereal Plane by using this ability again. --- AC 15 Fort +5 Ref +8 Will +5 HP 15 Immunities bleed, disease, paralyzed, poison, precision Resistances all damage 2 (except force, ghost touch , or spirit; double resistance vs. non-magical) Susceptible to Death Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like execute) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife. --- Speed fly 25 feet Melee Single Action jaws +7 (Finesse, magical), Damage 1d6+2 piercing\n","skill_mod":{"intimidation":6,"acrobatics":6},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type","Monster","Rarity"],"ac":15,"level":1,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{"lawful":2,"bludgeoning":2,"piercing":2,"precision":2,"cold_iron":2,"cold":2,"mental":2,"unholy":2,"good":2,"acid":2,"slashing":2,"vitality":2,"chaotic":2,"fire":2,"physical":2,"all":2,"area":2,"void":2,"holy":2,"poison":2,"sonic":2,"electricity":2,"bleed":2,"orichalcum":2,"silver":2,"evil":2,"splash":2},"url":"/Monsters.aspx?ID=4664","intelligence":-4,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":5,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Phantom Gecko","category":"creature","rarity":"rare","strike_damage_average":[5],"slug":"creature-4664"},{"attack_bonus":[11],"constitution":2,"primary_source_category":"Adventure Paths","strength":4,"hp":48,"language":["Common","Fey","Goblin"],"source":["Season of Ghosts (Hardcover)","Season of Ghosts (Hardcover)"],"type":"Creature","will_save":8,"charisma":-1,"speed":{"max":25,"land":25},"perception":8,"wisdom":1,"weakness":{},"primary_source_group":"Season of Ghosts","skill":["Alcohol Lore","Athletics","Nature"],"trait":["Humanoid","Unique","Medium"],"id":"creature-4665","text":" Gurglegut (Act 1) Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Gurglegut Source Season of Ghosts (Hardcover) pg. 42, Season of Ghosts (Hardcover) pg. 262 Perception +8; low-light vision Languages Common, Fey, Goblin Skills Alcohol Lore +10, Athletics +9, Nature +8 Str +4 Dex +1 Con +2 Int +3 Wis +1 Cha -1 Items Kukri, studded leather --- AC 18 Fort +9 Ref +6 Will +8 HP 48 --- Speed 25 feet Melee Single Action kukri +11 (Agile, trip), Damage 1d6+6 slashing\n","skill_mod":{"nature":8,"athletics":9},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":18,"item":["Kukri","studded leather"],"level":3,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4665","intelligence":3,"reflex_save":6,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Low-light vision","fortitude_save":9,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Gurglegut","category":"creature","rarity":"unique","strike_damage_average":[9],"slug":"creature-4665"},{"attack_bonus":[0,2],"constitution":0,"primary_source_category":"Adventure Paths","strength":-2,"hp":9,"language":["Common"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":2,"charisma":0,"speed":{"max":20,"land":20},"perception":0,"wisdom":0,"weakness":{"cold_iron":2},"creature_ability":["Far Too Drunk"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Crafting","Deception","Nature","Stealth","Thievery"],"legacy_id":["creature-2733"],"trait":["Fey","Gremlin","Uncommon","Tiny"],"id":"creature-4666","text":" Very Drunk Jinkin Nethys Note: No description has been provided for these creatures. Recall Knowledge - Fey (Nature): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Very Drunk Jinkin Source Season of Ghosts (Hardcover) pg. 48 Perception +0 Languages Common Skills Acrobatics +2, Crafting +0, Deception +2, Nature +2, Stealth +2, Thievery +2 Str -2 Dex +0 Con +0 Int -2 Wis +0 Cha +0 Far Too Drunk The jinkins are inefficient with their actions and always spend one action each round to cackle, stumble in place, or otherwise perform ineffective antics. Items Club (table leg or bottle) --- AC 12 Fort +2 Ref +4 Will +2 HP 9 Weaknesses cold iron 2 --- Speed 20 feet Melee Single Action club +0, Damage 1d6–2 bludgeoning Ranged Single Action club +2 (thrown 10 feet), Damage 1d6–2 bludgeoning Primal Innate Spells DC 13 - Cantrips (1st) Prestidigitation\n","tradition":["Primal"],"skill_mod":{"deception":2,"nature":2,"thievery":2,"crafting":0,"stealth":2,"acrobatics":2},"summary":"Nethys Note: No description has been provided for these creatures.","primary_source":"Season of Ghosts (Hardcover)","spell":["Prestidigitation"],"trait_group":["Creature Type","Monster","Rarity"],"ac":12,"item":["Club (table leg or bottle)"],"level":-1,"spell_dc":[13],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude","will"],"resistance":{},"url":"/Monsters.aspx?ID=4666","intelligence":-2,"reflex_save":4,"strongest_save":["ref","reflex"],"dexterity":0,"fortitude_save":2,"source_group":["Season of Ghosts"],"size":["Tiny"],"spoilers":"Season of Ghosts","name":"Very Drunk Jinkin","category":"creature","rarity":"uncommon","strike_damage_average":[3,3],"slug":"creature-4666"},{"attack_bonus":[10],"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":20,"language":["Common"],"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","paralyzed","poison","unconscious"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":5,"charisma":0,"speed":{"fly":30,"max":30},"perception":7,"wisdom":1,"weakness":{"slashing":5},"creature_ability":["Gory Appearance","Constrict","Awful Engulf"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Deception","Performance","Stealth"],"trait":["Kami","Unique","Medium"],"id":"creature-4667","text":" Gray Butcher Nethys Note: No description has been provided for this creature. Gray Butcher Source Season of Ghosts (Hardcover) pg. 51 Perception +7 Languages Common Skills Acrobatics +8, Athletics +6, Deception +4, Performance +6, Stealth +8 Str +2 Dex +4 Con +2 Int +0 Wis +1 Cha +0 Gory Appearance When not moving, Gray Butcher is nearly indistinguishable from a blood-soaked butcher's apron. They have an automatic result of 26 on Deception checks and DCs to pass as a blood-soaked apron. --- AC 20 Fort +8 Ref +10 Will +5 HP 20 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, paralyzed, poison, unconscious Resistances bludgeoning 5 Weaknesses slashing 5 --- Speed fly 30 feet Melee Single Action body +10 (Finesse), Damage 1d8+2 bludgeoning plus Grab Constrict Single Action 1d8 bludgeoning, DC 18 Awful Engulf Two Actions DC 18, 1d8+2 bludgeoning, Escape DC 18. Gray Butcher can Engulf only one creature, but can do so to a creature of a larger size so long as the creature's head can feasibly be covered by Gray Butcher's body. A creature that takes damage from Awful Engulf must succeed at a DC 15 Fortitude save to avoid becoming sickened 1 from the blood-soaked fabric. ","skill_mod":{"performance":6,"deception":4,"stealth":8,"athletics":6,"acrobatics":8},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Monster","Rarity"],"ac":20,"level":2,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{"bludgeoning":5},"url":"/Monsters.aspx?ID=4667","intelligence":0,"reflex_save":10,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":8,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Gray Butcher","category":"creature","rarity":"unique","strike_damage_average":[6],"slug":"creature-4667"},{"attack_bonus":[11,11],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":36,"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":6,"charisma":-2,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{},"creature_ability":["Poisonous Warts","Giant Toad Poison","Slurp Something Shiny","Swallow Whole","Tongue Grab"],"primary_source_group":"Season of Ghosts","skill":["Athletics","Stealth"],"trait":["Animal","Unique","Large"],"id":"creature-4668","text":" Warty Nethys Note: No description has been provided for this creature. Recall Knowledge - Animal (Nature): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Warty Source Season of Ghosts (Hardcover) pg. 53 Perception +8 Languages Skills Athletics +9, Stealth +6 Str +5 Dex +2 Con +3 Int -4 Wis +2 Cha -2 --- AC 17 Fort +9 Ref +8 Will +6 HP 36 Poisonous Warts Any creature that hits Warty with an unarmed Strike or otherwise touches the toad is exposed to giant toad poison. --- Speed 25 feet Melee Single Action jaws +11, Damage 1d8+5 piercing plus Grab Melee Single Action tongue +11 (reach 10 feet), Damage tongue grab Giant Toad Poison (Poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 stupefied 1 (1 round); Stage 2 stupefied 1 and confused (1 round) Slurp Something Shiny Single Action (Attack) Warty makes a Disarm attempt with his tongue Strike against a shiny object held by a target in reach. Swallow Whole Single Action 1d8 bludgeoning, DC 18 Tongue Grab A creature hit by Warty's tongue becomes grabbed by the giant toad. The creature isn't immobilized, but it can't move beyond the reach of the toad's tongue. A creature can sever the tongue with a successful Strike against AC 15 that deals at least 6 slashing damage. This deals no damage to Warty, but prevents him from using his tongue Strike until he regrows his tongue, which takes a week. ","skill_mod":{"stealth":6,"athletics":9},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":17,"level":2,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4668","intelligence":-4,"reflex_save":8,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":9,"source_group":["Season of Ghosts"],"size":["Large"],"spoilers":"Season of Ghosts","name":"Warty","category":"creature","rarity":"unique","strike_damage_average":[9],"slug":"creature-4668"},{"attack_bonus":[10,10],"constitution":3,"primary_source_category":"Adventure Paths","strength":3,"hp":30,"language":["Common"],"immunity":["sleep"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":9,"charisma":4,"speed":{"max":25,"land":25},"perception":9,"wisdom":3,"weakness":{},"creature_ability":["Drink Oil","Reactive Strike","Drop Corpse","Extend Neck","Threatening Lunge"],"primary_source_group":"Season of Ghosts","skill":["Alcohol Lore","Athletics","Deception","Intimidation","Society","Stealth"],"trait":["Humanoid","Unique","Medium"],"id":"creature-4669","text":" Mo Douqiu The Hedonist Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Mo Douqiu The Hedonist Source Season of Ghosts (Hardcover) pg. 54 Perception +9 Languages Common Skills Alcohol Lore +6, Athletics +7, Deception +8, Intimidation +8, Society +6, Stealth +8 Str +3 Dex +4 Con +3 Int +2 Wis +3 Cha +4 --- AC 18 Fort +7 Ref +8 Will +9 HP 30 Immunities sleep Drink Oil Reaction Trigger Mo Douqiu is the target of an alchemical bomb Strike; Requirements Mo Douqiu is aware of the attack and is not off-guard to it; Effect Mo Douqiu attempts to catch the flung bomb in his mouth. He gains a +4 circumstance bonus to his AC against the triggering attack. If the attack misses, he catches the bomb in his mouth and harmlessly drinks down its contents down, regaining Hit Points equal to the bomb's item level. Reactive Strike Reaction Jaws only. --- Speed 25 feet Melee Single Action jaws +10 (Finesse, reach 10 feet), Damage 1d8+3 piercing plus 1d6 persistent bleed Melee Single Action claw +10 (Agile, finesse), Damage 1d8+3 slashing Drop Corpse Single Action Requirement A hanging corpse is within reach of Mo Douqiu's jaws Strike; Effect Mo Douqiu chomps onto a rope dangling a dead body and bites through it, causing the body to fall to the ground in the square directly below. A creature in that space takes 1d6+3 bludgeoning damage (DC 15 basic Reflex save), and is knocked prone on a failure or critical failure. Extend Neck Single Action Mo Douqiu extends his neck, increasing the reach of his jaws Strike from 10 feet to 20 feet until the end of his next turn. Threatening Lunge Two Actions Requirement Mo Douqiu's neck is not currently extended; Effect Mo Douqiu's head comes within an inch of his target's face before striking. He Extends his Neck, attempts to Demoralize one opponent within 20 feet, and then makes a jaws Strike against that opponent. His Demoralize check is a visual rather than auditory effect, and he doesn't take a penalty if the target doesn't understand his language. ","skill_mod":{"society":6,"deception":8,"stealth":8,"athletics":7,"intimidation":8},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":18,"level":2,"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/NPCs.aspx?ID=4669","intelligence":2,"reflex_save":8,"strongest_save":["will"],"dexterity":4,"fortitude_save":7,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Mo Douqiu The Hedonist","category":"creature","rarity":"unique","strike_damage_average":[7,11],"slug":"creature-4669"},{"attack_bonus":[8,8],"constitution":1,"primary_source_category":"Adventure Paths","strength":1,"hp":18,"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":4,"charisma":-4,"speed":{"climb":20,"max":40,"land":40},"perception":4,"wisdom":1,"weakness":{},"creature_ability":["Reactive Strike","Constrict","Forest Scorpion Venom"],"primary_source_group":"Season of Ghosts","skill":["Athletics","Stealth"],"trait":["Animal","Unique","Medium"],"id":"creature-4670","text":" Stingy Nethys Note: No description has been provided for this creature. Recall Knowledge - Animal (Nature): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Stingy Source Season of Ghosts (Hardcover) pg. 55 Perception +4 Languages Skills Athletics +6, Stealth +6 Str +1 Dex +3 Con +1 Int -5 Wis +1 Cha -4 --- AC 16 Fort +6 Ref +8 Will +4 HP 18 Reactive Strike Reaction Stinger only. --- Speed 40 feet, climb 20 feet Melee Single Action pincer +8 (Agile, finesse), Damage 1d8+3 slashing plus Grab Melee Single Action stinger +8 (Finesse), Damage 1d4+3 piercing plus forest scorpion venom Constrict Single Action 1d6+1 bludgeoning, DC 17. Forest Scorpion Venom (Poison) Saving Throw DC 14 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round) Stage 2 1d8 poison damage and enfeebled 1 (1 round) ","skill_mod":{"stealth":6,"athletics":6},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":16,"level":1,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4670","intelligence":-5,"reflex_save":8,"strongest_save":["ref","reflex"],"dexterity":3,"fortitude_save":6,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Stingy","category":"creature","rarity":"unique","strike_damage_average":[5,7],"slug":"creature-4670"},{"legacy_name":["Zoudou the Zealous"],"primary_source_category":"Adventure Paths","strength":2,"hp":45,"language":["Common","<%UMR%79%%>telepathy<%END> 30 feet"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":4,"perception":8,"trait":["Aberration","Unique","Medium"],"id":"creature-4671","text":" Zoudou The Zealous Nethys Note: No description has been provided for this creature. Recall Knowledge - Aberration (Occultism): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Zoudou The Zealous Source Season of Ghosts (Hardcover) pg. 85 Perception +8; no face Languages Common; telepathy 30 feet Skills Acrobatics +9, Deception +11, Diplomacy +9, Occultism +10, Religion +9, Society +8 Str +2 Dex +4 Con +3 Int +3 Wis +2 Cha +4 No Face Noppera-bos have no sense of vision, but their sense of hearing is precise. They don't breathe and are immune to effects that require breathing. They gain sustenance by absorbing fluids through their skin—traditionally by immersing their hands or faceless head into the fluid to “drink” through osmosis they can also benefit from consumables, such as potions or elixirs, in this way Items bulky robes, Fiend's Hunger, tattered ledger, twisted knot of wood (religious symbol of Kugaptee) --- AC 19 Fort +10 Ref +11 Will +7 HP 45 Immunities inhaled, olfactory, visual Weaknesses sensitive hearing Identity Crisis Reaction (emotion, mental, occult, visual) Frequency once per day; Trigger Zoudou successfully Steals the Face of an adjacent creature; Effect As Zoudou Steals the creature's Face, she telepathically draws at the creature's sense of identity and self. The creature must attempt a DC 20 Will save. On a failure, the creature questions their own identity and becomes slowed 1 for 1 round. On a critical failure, they're slowed 1 for 1 minute. Oath of Anonymity When Zoudou has a face, she can't cast divine prepared spells. Sensitive Hearing As long as a noppera-bo is deafened, they're slowed 1. --- Speed 25 feet Melee Single Action Fiend's Hunger +9 (Agile, finesse, thrown 10 feet, versatile S), Damage 1d4+4 piercing Divine Prepared Spells DC 20, attack +12 - Cantrips (2nd) Daze, Divine Lance, Read Aura, Shield, Void Warp - 1st Bane, Fear, Heal - 2nd Darkness, Harm Rituals - 2nd Consecrate Impersonate Shape Two Actions (Concentrate, occult, polymorph) Zoudou changes into a version of a Small or Medium humanoid they've touched during the last 24 hours. While transformed and their face is covered, Zoudou gains a +2 circumstance bonus to Impersonate that creature. As long as the Zoudou has a face, they lose their no face ability and their listed immunities. Zoudou can change back by using this ability again. Regain Anonymity Single Action (Occult, polymorph) Requirement Zoudou has a face; Effect Zoudou causes the face she's wearing to melt away like running wax and gains 3d6 temporary Hit Points. She can't Regain Anonymity again for 1d4 rounds. Silent Casting When Zoudou is faceless, she can substitute an additional manipulate component for a concentrate component. Steal Face Two Actions (Concentrate, curse, incapacitation, occult, polymorph) Frequency once per day; Requirements Zoudou is faceless; Effect Zoudou targets one creature within 30 feet. The creature must attempt a DC 20 Fortitude save. Critical Success The target is unaffected. Success The target is dazzled until the start of its next turn. Failure Zoudou gains the target's face. The target's face vanishes until the end of its next turn. Until then, it is blinded, can't speak or ingest, and can't smell. The target must also hold its breath or begin to suffocate. Critical Failure As failure, but the effect doesn't end automatically. The target can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such attempt. ","skill_mod":{"society":8,"diplomacy":9,"deception":11,"occultism":10,"acrobatics":9,"religion":9},"primary_source":"Season of Ghosts (Hardcover)","spell":["Darkness","Harm","Bane","Fear","Heal","Daze","Divine Lance","Read Aura","Shield","Void Warp"],"ac":19,"item":["bulky robes","Fiend's Hunger","tattered ledger","twisted knot of wood ( religious symbol of Kugaptee)"],"level":3,"spell_dc":[20],"source_category":["Adventure Paths"],"sense":"no face","resistance":{},"intelligence":3,"reflex_save":11,"strongest_save":["ref","reflex"],"fortitude_save":10,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Zoudou The Zealous","rarity":"unique","strike_damage_average":[6],"attack_bonus":[9],"constitution":3,"immunity":["inhaled","olfactory","visual"],"spell_attack_bonus":[12],"will_save":7,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["No Face","Identity Crisis","Oath of Anonymity","Sensitive Hearing","Impersonate Shape","Regain Anonymity","Silent Casting","Steal Face"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Deception","Diplomacy","Occultism","Religion","Society"],"legacy_id":["creature-2734"],"tradition":["Divine"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Creature Type","Rarity"],"weakest_save":["will"],"url":"/NPCs.aspx?ID=4671","dexterity":4,"category":"creature","slug":"creature-4671"},{"attack_bonus":[12,12],"constitution":5,"primary_source_category":"Adventure Paths","strength":4,"hp":68,"language":["Common"],"immunity":["sickened"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":8,"charisma":0,"speed":{"fly":35,"max":35,"land":10},"perception":10,"wisdom":2,"weakness":{},"creature_ability":["Death Burst","Carrion Fever","Projectile Vomit"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Stealth"],"legacy_id":["creature-2751"],"trait":["Beast","Unique","Large"],"id":"creature-4672","text":" Heart-Eating Vulture Nethys Note: No description has been provided for this creature. Recall Knowledge - Beast (Arcana, Nature): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Heart-Eating Vulture Source Season of Ghosts (Hardcover) pg. 115 Perception +10; low-light vision Languages Common Skills Acrobatics +11, Athletics +12, Stealth +11 Str +4 Dex +3 Con +5 Int +0 Wis +2 Cha +0 --- AC 21 Fort +13 Ref +11 Will +8 HP 68 Immunities sickened Death Burst When the heart-eating vulture is slain, its body spasms and thrashes as it falls to the ground while red light begins to shine through splits in its flesh. At the end of the round, the heart-eating vulture explodes into a 10-foot-radius blast of red nindoru butterflies, their razor-sharp wings and claws inflicting 5d6 slashing damage (DC 18 basic Reflex save), leaving behind only the heart it clutched in one of its talons. --- Speed 10 feet, fly 35 feet Melee Single Action beak +12, Damage 2d8+4 piercing plus carrion fever Melee Single Action talon +12 (Agile, finesse), Damage 2d6+4 slashing Carrion Fever (Disease) The sickened condition from carrion fever can't be reduced while the affliction remains. Saving Throw DC 18 Fortitude; Onset 1 day; Stage 1 sickened 1 and fatigued (1 day); Stage 2 sickened 1, slowed 1, and fatigued (1 day) Projectile Vomit Single Action Frequency once per hour; Effect The heart-eating vulture vomits up its last meal on a creature within 10 feet. The creature takes 3d6 acid damage (DC 20 basic Fortitude). On a failed save, the target is also sickened 1. ","skill_mod":{"stealth":11,"athletics":12,"acrobatics":11},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":21,"level":4,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4672","intelligence":0,"reflex_save":11,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Low-light vision","fortitude_save":13,"source_group":["Season of Ghosts"],"size":["Large"],"spoilers":"Season of Ghosts","name":"Heart-Eating Vulture","category":"creature","rarity":"unique","strike_damage_average":[11,13],"slug":"creature-4672"},{"attack_bonus":[11,12],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":65,"language":["Common","Necril","can't speak any language"],"immunity":["bleed","death effects","disease","fire","paralyzed","poison","unconscious"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":4,"charisma":0,"speed":{"max":25,"land":25},"perception":6,"wisdom":-1,"weakness":{"cold":5},"creature_ability":["Intense Heat","Water Vulnerability","C3b","C3d"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics"],"trait":["Fire","Rare","Undead","Unholy","Medium"],"id":"creature-4673","text":" Shrine Caretaker Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Shrine Caretaker Source Season of Ghosts (Hardcover) pg. 123 Perception +6; darkvision Languages Common, Necril; can't speak any language Skills Acrobatics +9, Athletics +10 Str +4 Dex +3 Con +3 Int -2 Wis -1 Cha +0 --- AC 19 Fort +10 Ref +12 Will +4 HP 65 (void healing) Immunities bleed, death effects, disease, fire, paralyzed, poison, unconscious Weaknesses cold 5, water 5 Intense Heat (aura, fire) 5 feet, 2d6 fire, DC 17 basic Reflex Water Vulnerability When a shrine caretaker is dealt damage by a water effect, the undead is wracked by pain, becoming stunned 1. Water can't douse the shrine caretaker's flames. A shrine caretaker who emerges into the rainstorm functions as if sickened 2 as long as they remain in the downpour. They can't lower this sickened condition on their own, but it ends automatically if they end their turn in shelter (such as areas C3b or C3d ). --- Speed 25 feet Melee Single Action fire fist +12, Damage 1d6+4 bludgeoning plus 1d6 persistent fire Ranged Single Action fire mote +11 (range increment 60 feet), Damage 1d4+4 fire plus 1d6 persistent fire\n","element":["Fire"],"skill_mod":{"athletics":10,"acrobatics":9},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Energy","Elemental","Planar","Monster","Rarity","Creature Type","Mechanics"],"ac":19,"level":3,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4673","intelligence":-2,"reflex_save":12,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Darkvision","fortitude_save":10,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Shrine Caretaker","category":"creature","rarity":"rare","strike_damage_average":[10,11],"slug":"creature-4673"},{"attack_bonus":[16,16],"constitution":1,"primary_source_category":"Adventure Paths","strength":1,"hp":100,"language":["Aklo","Common","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":13,"charisma":1,"speed":{"fly":40,"max":40},"perception":15,"wisdom":4,"weakness":{"vitality":5},"creature_ability":["Bite Back","Behold the Promises of Kugaptee!"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Intimidation"],"trait":["Undead","Unholy","Unique","Small"],"id":"creature-4674","text":" Taunting Monk's Skull Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Taunting Monk's Skull Source Season of Ghosts (Hardcover) pg. 125 Perception +15; darkvision Languages Aklo, Common, Necril Skills Acrobatics +14, Intimidation +14 Str +1 Dex +5 Con +1 Int +0 Wis +4 Cha +1 --- AC 24 Fort +12 Ref +16 Will +13 HP 100 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Weaknesses vitality 5 Bite Back Reaction Trigger The skull is attacked by a creature within their reach; Effect The skull makes a jaws Strike against that creature. --- Speed fly 40 feet Melee Single Action jaws +16 (Agile, finesse, reach 0 feet), Damage 2d8+5 piercing plus 1d6 mental Ranged Single Action ectoplasmic spit +16 (range increment 20 feet), Damage 3d6 spirit Behold the Promises of Kugaptee! Single Action (Auditory, emotion, incapacitation, mental) The skull chooses one creature within 60 feet and speaks to them about the oblivion they'll be granted if they cede their soul to Kugaptee. The target must attempt a DC 24 Will save. Critical Success The target is unaffected and is temporarily immune for 1 minute. Success The target is unaffected. Failure The target is off-guard for 1 round. Critical Failure The target is paralyzed by despair for 1 round, and is then off-guard for 1 additional round. ","skill_mod":{"intimidation":14,"acrobatics":14},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type","Mechanics","Rarity"],"ac":24,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4674","intelligence":0,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":12,"source_group":["Season of Ghosts"],"size":["Small"],"spoilers":"Season of Ghosts","name":"Taunting Monk's Skull","category":"creature","rarity":"unique","strike_damage_average":[10,17],"slug":"creature-4674"},{"attack_bonus":[15],"constitution":0,"primary_source_category":"Adventure Paths","strength":-5,"hp":82,"language":["Common"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":17,"charisma":4,"speed":{"fly":25,"max":25},"perception":15,"wisdom":4,"weakness":{},"creature_ability":["Site Bound","E2","Rejuvenation","Frightful Moan","Tiger Attack"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Deception","Society","Stealth","Survival"],"legacy_id":["creature-2752"],"trait":["Ghost","Incorporeal","Spirit","Undead","Unholy","Unique","Medium"],"id":"creature-4675","text":" Yuni Nethys Note: No description has been provided for this creature. Recall Knowledge - Spirit (Occultism): DC 33 Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Yuni Source Season of Ghosts (Hardcover) pg. 133 Perception +15; darkvision Languages Common Skills Acrobatics +15, Deception +15, Society +13, Stealth +17, Survival +15 Str -5 Dex +2 Con +0 Int +2 Wis +4 Cha +4 Site Bound Yuni can stray only a short distance from where it was killed or the place it haunts. Yuni is bound to room E2 . --- AC 23 Fort +11 Ref +15 Will +17 HP 82 (rejuvenation, void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances all damage 5 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Rejuvenation (divine) Returning her sister's charm and revealing her fate allows Yuni to move on (although she'll return as a ghost next year if the PCs don't break the Willowshore mindscape before then). --- Speed fly 25 feet Melee Single Action ghostly hand +15 (Agile, finesse, magical), Damage 2d8+8 void Frightful Moan Single Action (Auditory, divine, emotion, fear, mental) Yuni laments her fate, forcing each living creature within 30 feet to attempt a DC 2 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to Yuni's frightful moan for 1 minute. Tiger Attack Two Actions (Divine) Yuni cries out in pain as a ghostly tiger appears to rip and tear at her body, only for additional ghostly tigers to appear and do the same to all creatures in a 30-foot emanation. Creatures in this area take 4d6 slashing damage (DC 25 basic Reflex save). ","skill_mod":{"society":13,"deception":15,"survival":15,"stealth":17,"acrobatics":15},"summary":"Nethys Note: No description has been provided for this creature.","image":["/Images/Monsters/Yuni.webp"],"primary_source":"Season of Ghosts (Hardcover)","trait_group":["Monster","Creature Type","Mechanics","Rarity"],"ac":23,"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"url":"/NPCs.aspx?ID=4675","intelligence":2,"reflex_save":15,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":11,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Yuni","category":"creature","rarity":"unique","strike_damage_average":[17],"slug":"creature-4675"},{"attack_bonus":[17],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":90,"language":["Aklo","Common"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":14,"charisma":2,"speed":{"max":35,"land":35},"perception":14,"wisdom":4,"weakness":{},"creature_ability":["Brawling Critical","Sagebane","Scarlet Apoxia","Steal Breath","Stunning Flurry"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Stealth"],"trait":["Rare","Undead","Unholy","Medium"],"id":"creature-4676","text":" Monk Of Kugaptee Nethys Notes: No description has been provided for this creature. This creature, in its original printing, was presented with an AC of 2243. Given this creature is a variant Kurobozu and matches this creature's stat block, we have decided to give this entry a 24 AC. Recall Knowledge - Undead (Religion): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Monk Of Kugaptee Source Season of Ghosts (Hardcover) pg. 135 Perception +14; darkvision Languages Aklo, Common Skills Acrobatics +14, Athletics +14, Stealth +14 Str +5 Dex +4 Con +2 Int +1 Wis +4 Cha +2 --- AC 24 Fort +12 Ref +16 Will +14 HP 90 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious --- Speed 35 feet Melee Single Action fist +17 (Agile, magical), Damage 2d6+8 bludgeoning plus 1d6 void and sagebane Brawling Critical When a monk of Kugaptee scores a critical hit with a fist Strike or a weapon with the monk trait, the target must succeed at a DC 24 Fortitude save or be slowed 1 until the end of the monk's next turn. Sagebane (Occult) When the monk of Kugaptee damages a living creature with a fist Strike or a weapon with the monk trait, the target must succeed at a DC 24 Fortitude save or become stupefied 1 for 1 minute. Further damage dealt by the monk of Kugaptee resets the duration to 1 minute and increases the stupefied value by 1 on a failed save, to a maximum of stupefied 4. Scarlet Apoxia (Disease, occult) The target can't recover from the fatigued condition caused by scarlet apoxia until the disease is cured; Saving Throw DC 24 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 drained 1 and fatigued (1 day); Stage 3 drained 2 and fatigued (1 day); Stage 4 dead (a creature that dies of scarlet apoxia reincarnates as a nindoru of equal or lower level 24 hours after death unless the body is given a proper funeral; once reincarnation occurs, the dead creature can't be restored to its original life until after the nindoru it reincarnates into is first slain) Steal Breath Two Actions (Incapacitation, occult) Requirements The monk of Kugaptee is adjacent to a living creature that's paralyzed, slowed, stunned, or unconscious; Effect The monk of Kugaptee leans over and sucks the breath from the target, who must attempt a DC 22 Fortitude save. Regardless of the result, the creature is exposed to scarlet apoxia and its breath reeks of rotting wildflowers for 1 minute. Critical Success The creature is unaffected. Success The creature can't speak for 1 minute. Failure The creature becomes sickened 2 and can't speak for 1 minute. Critical Failure As failure, plus the creature falls unconscious and begins suffocating. Stunning Flurry Single Action Frequency once per round; Effect The monk of Kugaptee makes two fist Strikes. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses, and the target must succeed at a DC 22 Fortitude save or be stunned 1 (or stunned 3 on a critical failure); this save has the incapacitation trait. ","skill_mod":{"stealth":14,"athletics":14,"acrobatics":14},"summary":"Nethys Notes: No description has been provided for this creature. This creature, in its original printing, was presented with an AC of 2243. Given …","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","Creature Type","Mechanics"],"ac":24,"level":6,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4676","intelligence":1,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Monk Of Kugaptee","category":"creature","rarity":"rare","strike_damage_average":[18],"slug":"creature-4676"},{"attack_bonus":[10],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":60,"language":["Common"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":8,"charisma":2,"speed":{"max":25,"land":25},"perception":8,"wisdom":2,"weakness":{"slashing":10,"vitality":10},"creature_ability":["Zombie Bite"],"primary_source_group":"Season of Ghosts","skill":["Athletics","Deception"],"trait":["Undead","Unholy","Unique","Zombie","Medium"],"id":"creature-4677","text":" Kalen Bray Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Kalen Bray Source Season of Ghosts (Hardcover) pg. 145 Perception +8; darkvision Languages Common Skills Athletics +8, Deception +8 Str +4 Dex +0 Con +3 Int +0 Wis +2 Cha +2 --- AC 14 Fort +9 Ref +4 Will +8 HP 60 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Weaknesses slashing 10, vitality 10 --- Speed 25 feet Melee Single Action fist +10, Damage 1d6+6 bludgeoning plus Grab Zombie Bite Single Action Requirements Kalen has a creature grabbed or restrained; Effect Kalen makes a jaws melee Strike against that creature with an attack modifier of +10 that deal 1d8+6 piercing damage. ","skill_mod":{"deception":8,"athletics":8},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type","Mechanics","Rarity","Monster"],"ac":14,"level":2,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4677","intelligence":0,"reflex_save":4,"strongest_save":["fort","fortitude"],"dexterity":0,"vision":"Darkvision","fortitude_save":9,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Kalen Bray","category":"creature","rarity":"unique","strike_damage_average":[9],"slug":"creature-4677"},{"primary_source_category":"Adventure Paths","strength":-5,"hp":88,"language":["Common","Fey","<%SPELLS%1681%%>speak with plants<%END>"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":3,"perception":16,"trait":["Incorporeal","Rare","Spirit","Undead","Unholy","Large"],"id":"creature-4678","text":" Willowshore Waldgeist Nethys Note: No description has been provided for this creature. Recall Knowledge - Spirit (Occultism): DC 28 Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Willowshore Waldgeist Source Season of Ghosts (Hardcover) pg. 156 Perception +16; darkvision Languages Common, Fey; speak with plants Skills Acrobatics +14, Intimidation +14, Nature +16, Stealth +16 Str -5 Dex +5 Con +3 Int +2 Wis +5 Cha +3 --- AC 24 Fort +12 Ref +14 Will +16 HP 88 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) Fleeting Existence These waldgeists are only fleeting manifestations of a failed exorcism. They vanish without a trace after 1 minute has passed from their first manifestation in the mindscape. --- Speed fly 30 feet Melee Single Action lignifying root +16 (Finesse, magical), Damage 2d8+5 void plus papery lignification Primal Innate Spells DC 22, attack +14 - Cantrips (4th) Tangle Vine - 3rd Wall of Thorns - Constant (3rd) Speak with Plants Papery Lignification (Incapacitation, primal) The touch of a Willowshore waldgeist transforms flesh into thick rolls and compressed sheets of paper. A living creature damaged by the waldgeist's lignifying root Strike must succeed at a DC 24 Fortitude save or become slowed 1 (or slowed 2 on a critical failure). Further failed saves against papery lignification increases the slowed condition. Once a creature's actions are reduced to 0 by papery lignification, that creature becomes petrified, except they're transformed into a statue of compressed paper (much like paper-mache) instead of turned to stone. Fortunately, this condition isn't permanent, and once the Willowshore waldgeists vanish a minute after they've manifested, creatures that have been turned to paper revert to living flesh, but are at 0 Hit Points and unconscious (but not dying) from the trauma of the harrowing transformation. Storm of Paper Two Actions (Primal) Frequency once per day; Effect The Willowshore waldgeist causes thousands of sheets of paper to fly out of the ruins of Cloud Paper House to slice and cut flesh. All creatures in a 20-foot burst within 90 feet of the Willowshore waldgeist take 8d6 slashing damage (DC 24 basic Reflex save). A creature that critically fails this save becomes partially buried in mounds of paper sheets and is slowed 1 for 1 round. ","skill_mod":{"nature":16,"stealth":16,"intimidation":14,"acrobatics":14},"primary_source":"Season of Ghosts (Hardcover)","spell":["Wall of Thorns","Tangle Vine","Speak with Plants"],"ac":24,"level":7,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"lawful":5,"bludgeoning":5,"piercing":5,"precision":5,"cold_iron":5,"cold":5,"mental":5,"unholy":5,"good":5,"acid":5,"slashing":5,"chaotic":5,"fire":5,"physical":5,"all":5,"area":5,"void":5,"holy":5,"poison":5,"sonic":5,"electricity":5,"bleed":5,"orichalcum":5,"silver":5,"evil":5,"splash":5},"intelligence":2,"reflex_save":14,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":12,"source_group":["Season of Ghosts"],"size":["Large"],"spoilers":"Season of Ghosts","name":"Willowshore Waldgeist","rarity":"rare","strike_damage_average":[14],"attack_bonus":[16],"constitution":3,"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"spell_attack_bonus":[14],"will_save":16,"speed":{"fly":30,"max":30},"wisdom":5,"weakness":{},"creature_ability":["Fleeting Existence","Papery Lignification","Storm of Paper"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Intimidation","Nature","Stealth"],"tradition":["Primal"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Monster","Rarity","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4678","dexterity":5,"category":"creature","slug":"creature-4678"},{"attack_bonus":[18],"constitution":2,"primary_source_category":"Adventure Paths","strength":-5,"hp":100,"language":["Common"],"immunity":["bleed","death effects","disease","paralyzed","poison","precision","unconscious"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":13,"charisma":6,"speed":{"max":30,"land":30},"perception":15,"wisdom":3,"weakness":{},"creature_ability":["Mindscape Bound","Change Shape","Foxfire Curse"],"primary_source_group":"Season of Ghosts","skill":["Stealth","Survival"],"legacy_id":["creature-2786"],"trait":["Ghost","Incorporeal","Kitsune","Spirit","Undead","Unique","Small"],"id":"creature-4679","text":" Rin Nethys Note: No description has been provided for this NPC. Recall Knowledge - Spirit (Occultism): DC 34 Recall Knowledge - Undead (Religion): DC 34 Unspecific Lore : DC 32 Specific Lore : DC 29 Rin Source Season of Ghosts (Hardcover) pg. 176 Perception +15; darkvision Languages Common Skills Stealth +18, Survival +17 Str -5 Dex +6 Con +2 Int +0 Wis +3 Cha +6 Mindscape Bound Rin is bound to the Willowshore mindscape and can travel anywhere within its borders --- AC 26 Fort +13 Ref +19 Will +13 HP 100 (rejuvenation, void healing) Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 10 (except force, ghost touch , spirit, or vitality; double resistance vs. non-magical) --- Speed 30 feet Melee Single Action burning touch +18 (Agile, finesse), Damage 2d8+12 fire plus foxfire curse Change Shape (Divine, polymorph, concentrate) Rin transforms into the tailless form of a specific small human. The tailless form can't be altered and resembles her fox-like humanoid form. Foxfire Curse (Curse, fire, primal) A creature damaged by Rin's burning touch must succeed at a DC 25 Will save or become cursed. During a cursed creature's moments of triumph, they become limned with spectral flames that punish their allies. Whenever the cursed creature scores a critical hit, each ally within their reach takes 1d6 persistent fire damage as the cursed creature's hubris sears them. This curse has an unlimited duration. ","skill_mod":{"survival":17,"stealth":18},"summary":"Nethys Note: No description has been provided for this NPC.","image":["/Images/Monsters/Rin.webp"],"primary_source":"Season of Ghosts (Hardcover)","trait_group":["Monster","Ancestry","Creature Type","Rarity"],"ac":26,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude","will"],"resistance":{"lawful":10,"bludgeoning":10,"piercing":10,"precision":10,"cold_iron":10,"cold":10,"mental":10,"unholy":10,"good":10,"acid":10,"slashing":10,"chaotic":10,"fire":10,"physical":10,"all":10,"area":10,"void":10,"holy":10,"poison":10,"sonic":10,"electricity":10,"bleed":10,"orichalcum":10,"silver":10,"evil":10,"splash":10},"url":"/NPCs.aspx?ID=4679","intelligence":0,"reflex_save":19,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":13,"source_group":["Season of Ghosts"],"size":["Small"],"spoilers":"Season of Ghosts","name":"Rin","category":"creature","rarity":"unique","strike_damage_average":[21],"slug":"creature-4679"},{"attack_bonus":[19,21],"constitution":5,"primary_source_category":"Adventure Paths","strength":8,"hp":155,"language":["Common"],"immunity":["death effects"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":18,"charisma":3,"speed":{"climb":50,"max":50,"land":50},"perception":18,"wisdom":5,"weakness":{"silver":10},"creature_ability":["Impaling Critical","Trample","Undulate","Void Venom"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Intimidation"],"trait":["Beast","Fiend","Nindoru","Unholy","Unique","Gargantuan"],"id":"creature-4680","text":" Kugaptee's Centipede Nethys Note: No description has been provied for this creature. Recall Knowledge - Beast (Arcana, Nature): DC 36 Recall Knowledge - Fiend (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Kugaptee's Centipede Source Season of Ghosts (Hardcover) pg. 189 Perception +18; darkvision Languages Common Skills Acrobatics +16, Athletics +21, Intimidation +18 Str +8 Dex +1 Con +5 Int +0 Wis +5 Cha +3 --- AC 28 Fort +20 Ref +16 Will +18 HP 155 Immunities death effects Resistances void 10 Weaknesses silver 10 --- Speed 50 feet, climb 50 feet Melee Single Action mandibles +21 (Magical, reach 20 feet), Damage 2d10+12 piercing plus void venom Melee Single Action foot +19 (Magical), Damage 2d8+10 bludgeoning Impaling Critical When Kugaptee's centipede scores a critical hit with his mandibles, the target is painfully pierced with barbed spines and bristles, taking 1d6 persistent bleed damage and becoming off-guard for as long as the bleed damage continues. Trample Three Actions Huge or smaller, foot, DC 28 Undulate Single Action Kugaptee's centipede Strides up to his Speed or Steps. During this movement, he can pass through spaces as narrow as 10 feet without Squeezing. Void Venom (Occult, poison, void) Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 void damage and stupefied 2 (1 round); Stage 2 2d8 void damage, stupefied 2, and slowed 1 (1 round); Stage 3 2d10 void damage, stupefied 2, and slowed 2 (1 round) ","skill_mod":{"athletics":21,"intimidation":18,"acrobatics":16},"summary":"Nethys Note: No description has been provied for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type","Mechanics","Rarity"],"ac":28,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"void":10},"url":"/Monsters.aspx?ID=4680","intelligence":0,"reflex_save":16,"strongest_save":["fort","fortitude"],"dexterity":1,"vision":"Darkvision","fortitude_save":20,"source_group":["Season of Ghosts"],"size":["Gargantuan"],"spoilers":"Season of Ghosts","name":"Kugaptee's Centipede","category":"creature","rarity":"unique","strike_damage_average":[19,23],"slug":"creature-4680"},{"primary_source_category":"Adventure Paths","strength":2,"hp":135,"language":["Common"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":2,"perception":16,"trait":["Human","Humanoid","Rare","Medium"],"id":"creature-4681","text":" Exorcist Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Exorcist Source Season of Ghosts (Hardcover) pg. 194 Perception +16 Languages Common Skills Diplomacy +14, Intimidation +16, Medicine +16, Occultism +15, Religion +18 Str +2 Dex +2 Con +3 Int +1 Wis +4 Cha +2 Items Hide Armor, key, +1 striking naginata , Torch --- AC 24 Fort +15 Ref +14 Will +18 HP 135 --- Speed 25 feet Melee Single Action naginata +17 (deadly d8, magical, reach, versatile P), Damage 2d8+5 slashing Melee Single Action torch +16 (Agile, finesse, shove), Damage 1d4+5 bludgeoning plus 1d6 fire Divine Prepared Spells DC 26, attack +18 - Cantrips (4th) Detect Magic, Divine Lance, Read Aura, Sigil, Vitality Lash - 1st Bane, Command, Sanctuary - 2nd Heal, Peaceful Rest, Spiritual Armament - 3rd Dispel Magic, Heal, Holy Light - 4th Divine Wrath, Talking Corpse Ritual - 2nd Consecrate Purifying Flames Two Actions ([divine](/Traits.aspx?ID=579), [fire](/Traits.aspx?ID=604)) The exorcist attempts to Strike a creature with their torch, attacking with great precision and causing the torch's fires to flare up. This Strike gains a +2 status bonus to its attack roll and inflicts an additional 2d6 fire damage on a hit instead of just 1d6 fire damage. An undead, spirit, or transmigrated creature hit by this attack must also attempt a DC 26 Will save. Critical Success The creature is unaffected by this additional effect, and some of the fire flares back onto the exorcist, inflicting 2d6 fire damage to them (DC 26 basic Reflex save). Success The creature is unaffected by this additional effect but still takes normal torch damage. Failure The purifying flames cause the creature to become clumsy 1 and stupefied 1 until the end of its next turn. Critical Failure As failure, but clumsy 2 and stupefied 2 for 1 minute. Torch Wielder The exorcist treats a torch as a light mace that deals an additional 1d6 fire damage on a hit. ","skill_mod":{"diplomacy":14,"medicine":16,"intimidation":16,"occultism":15,"religion":18},"image":["/Images/Monsters/Exorcist.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Divine Wrath","Talking Corpse","Dispel Magic","Heal","Holy Light","Peaceful Rest","Spiritual Armament","Bane","Command","Sanctuary","Detect Magic","Divine Lance","Read Aura","Sigil","Vitality Lash"],"ac":24,"item":["Hide Armor","key","+1 striking naginata","Torch"],"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"resistance":{},"intelligence":1,"reflex_save":14,"strongest_save":["will"],"fortitude_save":15,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Exorcist","rarity":"rare","strike_damage_average":[11,14],"attack_bonus":[16,17],"constitution":3,"spell_attack_bonus":[18],"will_save":18,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Purifying Flames","Torch Wielder"],"primary_source_group":"Season of Ghosts","skill":["Diplomacy","Intimidation","Medicine","Occultism","Religion"],"legacy_id":["creature-2787"],"tradition":["Divine"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4681","dexterity":2,"category":"creature","slug":"creature-4681"},{"attack_bonus":[15,17],"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":102,"language":["Common"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":11,"charisma":1,"speed":{"max":25,"land":25},"perception":14,"wisdom":2,"weakness":{},"creature_ability":["Defensive Training","Fearful of Ghosts","Reactive Strike","Shield Block","Sneak Attack"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Intimidation"],"trait":["Human","Humanoid","Rare","Medium"],"id":"creature-4682","text":" Mercenary Enforcer Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 27 Unspecific Lore : DC 25 Specific Lore : DC 22 Mercenary Enforcer Source Season of Ghosts (Hardcover) pg. 196 Perception +14 Languages Common Skills Acrobatics +13, Athletics +15, Intimidation +12 Str +4 Dex +2 Con +3 Int +1 Wis +2 Cha +1 Items +1 composite longbow (20 arrows), +1 longsword , Scale Mail, Steel Shield --- AC 24 (26 with shield raised) Fort +15 Ref +15 Will +11 HP 102 Defensive Training The mercenary enforcer gains an additional reaction at the start of their turn but can only use this reaction to Shield Block. Fearful of Ghosts All this talk about haunted ruins has the mercenary enforcers at Karahai on edge. At the start of any combat against the PCs while Karahai's Terror Point threshold is at least 2, a mercenary enforcer must succeed at a DC 20 Will save or become frightened 1 (or frightened 2 on a critical failure). Once Karahai's Terror Point threshold is 7 or higher, a mercenary enforcer also becomes fleeing whenever they become frightened. Reactive Strike Reaction Shield Block Reaction --- Speed 25 feet Melee Single Action longsword +17 (Magical, versatile P), Damage 1d8+10 slashing Ranged Single Action composite longbow +15 (deadly d10, magical, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+8 piercing Sneak Attack A mercenary enforcer deals 1d6 extra precision damage to creatures who are off-guard. ","skill_mod":{"athletics":15,"intimidation":12,"acrobatics":13},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":24,"item":["+1 composite longbow (20 arrows)","+1 longsword","Scale Mail","Steel Shield"],"level":6,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4682","intelligence":1,"reflex_save":15,"strongest_save":["fort","fortitude","ref","reflex"],"dexterity":2,"fortitude_save":15,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Mercenary Enforcer","category":"creature","rarity":"rare","strike_damage_average":[12,14],"slug":"creature-4682"},{"primary_source_category":"Adventure Paths","strength":1,"hp":152,"language":["Common","Empyrean"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":3,"perception":20,"trait":["Human","Humanoid","Rare","Medium"],"id":"creature-4683","text":" Shrine Maiden Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Shrine Maiden Source Season of Ghosts (Hardcover) pg. 199 Perception +20 Languages Common, Empyrean Skills Intimidation +16, Occultism +17, Performance +18, Religion +19 Str +1 Dex +3 Con +1 Int +2 Wis +4 Cha +3 Items +1 leather armor , Holy Water (3), key ring, the key to Earth gate, and a key that unlocks all interior doors except those leading into Mago Kai's quarters and the treasury, Morningstar, +1 striking composite shortbow (20 arrows) --- AC 27 Fort +14 Ref +18 Will +19 HP 152 --- Speed 25 feet Melee Single Action morningstar +18 (versatile P), Damage 1d6+5 bludgeoning Ranged Single Action composite shortbow +19 (deadly d10, magical, propulsive, range increment 60 feet), Damage 2d6+5 piercing Divine Spontaneous Spells DC 25, attack +17 - Cantrips (5th) Divine Lance, Forbidding Ward, Shield, Stabilize, Vitality Lash - 1st Bless, Cleanse Cuisine, Sanctuary (3 slots) - 2nd Augury, Clear Mind, See the Unseen (3 slots) - 3rd Dispel Magic, Heal, Holy Light (3 slots) - 4th Divine Wrath, Heal, Planar Tether (3 slots) - 5th Divine Immolation, Sending (2 slots) Ritual - 2nd Consecrate Spiritual Arrows Two Actions (Divine) Frequency once per day; Effect The shrine maiden nocks an arrow and whispers a soft chant under her breath before unleashing a torrent of holy power in the form of dozens of ghostly glowing arrows. Creatures in a 60-foot line take 10d6 force damage (DC 28 basic Reflex save). On a critical failure, the creature is also immobilized (Escape DC 28) for 1 minute. Twang Two Actions (Divine, manipulate, sonic) The shrine maiden strums her bowstring, creating a pulse of energy that lashes out at a target within 20 feet. That creature must attempt a DC 28 Fortitude save. Critical Success No effect. Success The target is pushed 5 feet back from the shrine maiden. Failure The target is pushed 10 feet back from the shrine maiden and falls prone. Critical Failure The target is flung 15 feet away from the shrine maiden, falls prone, and is slowed 1 for 1 round. ","skill_mod":{"performance":18,"intimidation":16,"occultism":17,"religion":19},"image":["/Images/Monsters/Shrine_Maiden.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Divine Immolation","Sending","Divine Wrath","Heal","Planar Tether","Dispel Magic","Holy Light","Augury","Clear Mind","See the Unseen","Bless","Cleanse Cuisine","Sanctuary","Divine Lance","Forbidding Ward","Shield","Stabilize","Vitality Lash"],"ac":27,"item":["+1 leather armor","Holy Water (3)","key ring","the key to Earth gate","and a key that unlocks all interior doors except those leading into Mago Kai's quarters and the treasury","Morningstar","+1 striking composite shortbow (20 arrows)"],"level":9,"spell_dc":[25],"source_category":["Adventure Paths"],"resistance":{},"intelligence":2,"reflex_save":18,"strongest_save":["will"],"fortitude_save":14,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Shrine Maiden","rarity":"rare","strike_damage_average":[8,12],"attack_bonus":[18,19],"constitution":1,"spell_attack_bonus":[17],"will_save":19,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{},"creature_ability":["Spiritual Arrows","Twang"],"primary_source_group":"Season of Ghosts","skill":["Intimidation","Occultism","Performance","Religion"],"legacy_id":["creature-2788"],"tradition":["Divine"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4683","dexterity":3,"category":"creature","slug":"creature-4683"},{"attack_bonus":[14],"constitution":2,"primary_source_category":"Adventure Paths","strength":5,"hp":65,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","healing","mental","nonlethal attacks","paralyzed","poison","sickened","unconscious"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":7,"charisma":-5,"speed":{"fly":20,"max":20},"perception":9,"wisdom":0,"weakness":{},"creature_ability":["Construct Armor"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics"],"legacy_id":["creature-2789"],"trait":["Construct","Mindless","Tiny"],"id":"creature-4684","text":" Animated Axe Nethys Note: No description has been provided for this creature. Recall Knowledge - Construct (Arcana, Crafting): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Animated Axe Source Season of Ghosts (Hardcover) pg. 208 Perception +9; darkvision Languages Skills Acrobatics +13 Str +5 Dex +4 Con +2 Int -5 Wis +0 Cha -5 --- AC 23 (19 when broken) Fort +11 Ref +13 Will +7 HP 65 Hardness 8 Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor As animated object, but reduced to AC 19 when broken. --- Speed fly 20 feet Melee Single Action battle axe +14 (Sweep), Damage 1d8+7 slashing plus 1d6 persistent bleed\n","skill_mod":{"acrobatics":13},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type","Monster"],"ac":23,"level":5,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4684","intelligence":-5,"reflex_save":13,"strongest_save":["ref","reflex"],"dexterity":4,"hardness":8,"vision":"Darkvision","fortitude_save":11,"source_group":["Season of Ghosts"],"size":["Tiny"],"name":"Animated Axe","category":"creature","rarity":"common","strike_damage_average":[15],"slug":"creature-4684"},{"attack_bonus":[20],"constitution":6,"primary_source_category":"Adventure Paths","strength":7,"hp":190,"language":["Aklo","Common"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","spell_attack_bonus":[24],"will_save":15,"charisma":0,"speed":{"fly":20,"max":20,"land":20},"perception":17,"wisdom":2,"weakness":{"slashing":10,"fire":10,"silver":10},"creature_ability":["Sporesight","Obscuring Spores","Reel In","Spore Tendrils","Whirlwind of Hooks"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Stealth"],"trait":["Fiend","Fungus","Nindoru","Rare","Unholy","Huge"],"id":"creature-4685","text":" Kugaptee's Drakauthix Nethys Note: No description has been provided for this creature. Recall Knowledge - Fiend (Religion): DC 31 Recall Knowledge - Fungus (Nature): DC 31 Unspecific Lore : DC 29 Specific Lore : DC 26 Kugaptee's Drakauthix Source Season of Ghosts (Hardcover) pg. 218 Perception +17; darkvision, sporesight (imprecise) 60 feet Languages Aklo, Common Skills Acrobatics +15, Athletics +20, Stealth +17 Str +7 Dex +2 Con +6 Int +0 Wis +2 Cha +0 Sporesight Kugaptee's drakauthix exude clouds of spores that they use to see. This is an imprecise sense that functions only in areas without strong wind currents. Sporesight does not function underwater. --- AC 25 Fort +21 Ref +13 Will +15 HP 190 Resistances void 10 Weaknesses fire 10, silver 10, slashing 10 Obscuring Spores Whenever the drakauthix takes at least 10 slashing damage, it releases a cloud of brown spores in a 20-foot emanation that persists for 1 minute (or until dispersed by a strong wind). All creatures within the spores become concealed, and all creatures outside the spores become concealed to creatures within it. Within this cloud of spores, the drakauthix's sporesight becomes a precise sense. The spore cloud does not move with the drakauthix nor is it displaced by its movement. --- Speed 20 feet, fly 20 feet Melee Single Action tentacle +20 (reach 30 feet), Damage 3d8+6 piercing plus 1d6 mental and Improved Grab Occult Innate Spells DC 27, attack +24 - Cantrips (5th) Daze - 3rd Fear - 5th Vision of Death - 6th Spirit Blast Reel In The drakauthix pulls all creatures it has grabbed 15 feet closer to itself. Spore Tendrils Single Action The tendrils that cover the drakauthix's body reach out and infest adjacent creatures, dealing 4d6 poison damage and 1d6 persistent poison damage (DC 27 basic Reflex save; a creature grabbed by the drakauthix takes a –4 circumstance penalty to this save). Whirlwind of Hooks Two Actions The drakauthix whirls, whipping creatures around it. It makes a tentacle Strike against every creature within reach. These attacks count toward the drakauthix's multiple attack penalty, but the multiple attack penalty doesn't increase until after the drakauthix makes all its attacks. ","tradition":["Occult"],"skill_mod":{"stealth":17,"athletics":20,"acrobatics":15},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","spell":["Spirit Blast","Vision of Death","Fear","Daze"],"trait_group":["Creature Type","Rarity","Mechanics"],"ac":25,"level":9,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":" darkvision , sporesight ( imprecise ) 60 feet","weakest_save":["ref","reflex"],"resistance":{"void":10},"url":"/Monsters.aspx?ID=4685","intelligence":0,"reflex_save":13,"strongest_save":["fort","fortitude"],"dexterity":2,"vision":"Darkvision","fortitude_save":21,"source_group":["Season of Ghosts"],"size":["Huge"],"spoilers":"Season of Ghosts","name":"Kugaptee's Drakauthix","category":"creature","rarity":"rare","strike_damage_average":[23],"slug":"creature-4685"},{"primary_source_category":"Adventure Paths","strength":7,"hp":220,"language":["Aklo","Common","Necril"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":7,"perception":22,"trait":["Fiend","Nindoru","Rare","Unholy","Medium"],"id":"creature-4686","text":" False Governor Nethys Notes: No description has been provided for this creature. The Soul Shred ability mentions \"As argyrzei, but DC 36.\" Since there is no DC within the ability, we have decided to leave it out in the entry. Recall Knowledge - Fiend (Religion): DC 35 Unspecific Lore : DC 33 Specific Lore : DC 30 False Governor Source Season of Ghosts (Hardcover) pg. 221 Perception +22; darkvision Languages Aklo, Common, Necril Skills Deception +25, Diplomacy +23, Occultism +22, Society +22, Stealth +24 Str +7 Dex +6 Con +4 Int +4 Wis +4 Cha +7 --- AC 32 Fort +20 Ref +24 Will +22 HP 220 Resistances void 15 Weaknesses silver 15 Soul Shred Creatures killed by the False Governor are difficult to bring back to life or animate as undead. The False Governor automatically attempts to counteract any attempt to resurrect or animate any creature that they've killed (counteract modifier +23, counteract rank 7). If the False Governor who slew the creature is slain, the creature can be brought back from death or become undead normally. --- Speed 25 feet Melee Single Action claw +24 (Agile, finesse, magical), Damage 3d4+14 slashing plus 1d6 mental Occult Innate Spells DC 32, attack +24 - Cantrips (6th) Daze, Figment, Message - 2nd Item Facade - 4th Honeyed Words, Talking Corpse - 5th Phantom Pain, Wave of Despair - 6th Illusory Creature, Phantasmal Calamity Manifest Body (Concentrate, occult) Frequency once per day; Effect The false governor has manifested a hollow humanoid body around their slender skeletal frame that looks identical to that of Governor Heh Shan-Bao. While wearing this manifested body, the false governor loses their claw Strike, and their voice sounds like that of Heh Shan-Bao's. The false governor's manifested body decays swiftly if they don't take 10 minutes once per day to maintain the manifestation of the false flesh. The body has 10 Hit Points and the same defenses as the false governor. When the body is destroyed, the false governor emerges unharmed, and the fleshy shell left behind scatters into a cloud of red butterflies that swiftly fade into red mist. This emergence is so grisly and unsettling that all creatures within 30 feet who witness it must attempt a DC 29 Fortitude save or become sickened 2 (sickened 3 on a critical failure); this has the mental and visual traits. Stunning Despair Two Actions (Auditory, incapacitation mental, occult) The false governor unleashes several overwhelming sobs of despair. Creatures within 30 feet must attempt a DC 29 Will save to avoid becoming stunned 1 (stunned 3 on a critical failure). The false governor can't use Stunning Despair again for 1d4 rounds. ","skill_mod":{"society":22,"diplomacy":23,"deception":25,"stealth":24,"occultism":22},"image":["/Images/Monsters/False_Governor.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Illusory Creature","Phantasmal Calamity","Phantom Pain","Wave of Despair","Honeyed Words","Talking Corpse","Item Facade","Daze","Figment","Message"],"ac":32,"level":12,"spell_dc":[32],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"void":15},"intelligence":4,"reflex_save":24,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":20,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"False Governor","rarity":"rare","strike_damage_average":[25],"attack_bonus":[24],"constitution":4,"spell_attack_bonus":[24],"will_save":22,"speed":{"max":25,"land":25},"wisdom":4,"weakness":{"silver":15},"creature_ability":["Soul Shred","Manifest Body","Stunning Despair"],"primary_source_group":"Season of Ghosts","skill":["Deception","Diplomacy","Occultism","Society","Stealth"],"legacy_id":["creature-2808"],"tradition":["Occult"],"summary":"Nethys Notes: No description has been provided for this creature. The Soul Shred ability mentions \"As argyrzei , but DC 36.\" Since there is no DC …","trait_group":["Creature Type","Rarity","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4686","dexterity":6,"category":"creature","slug":"creature-4686"},{"primary_source_category":"Adventure Paths","strength":5,"hp":128,"language":["Common","Necril"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":4,"perception":20,"trait":["Undead","Unholy","Unique","Vampire","Medium"],"id":"creature-4687","text":" Hong Meigui Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 37 Unspecific Lore : DC 35 Specific Lore : DC 32 Hong Meigui Source Season of Ghosts (Hardcover) pg. 228 Perception +20; breathsense (precise) 60 feet, darkvision Languages Common, Necril Skills Acrobatics +19, Athletics +21, Intimidation +20, Nature +22, Religion +20 Str +5 Dex +3 Con +4 Int +3 Wis +6 Cha +4 Breathsense Hong Meigui can't perceive living creatures beyond 5 feet except with breathsense; a living creature that holds its breath is invisible to her as long as it holds its breath. Items +2 striking flaming shock urumi , key to chest --- AC 29 Fort +20 Ref +15 Will +22 HP 128 (fast healing 10, one more breath, void healing) Immunities death effects, disease, paralyzed, poison, sleep, prone Resistances physical 10 (except duskwood) Bitter Epiphany When she sees an altar with at least 1 Bulk of food offerings to ancestor spirits, she must attempt a DC 25 Will save with the following results; she is then temporarily immune to this vulnerability for 1 minute. Critical Success She is unaffected. Success She is stupefied 1 for 1 round. Failure She is stupefied 2 for 1 minute. Critical Failure She is stupefied 2 and confused for 1 minute. Jiang-Shi Vulnerabilities Hong Meigui has vampiric revulsion against handheld mirrors or the sound of ringing handbells. One More Breath (divine, void) Hong Meigui isn't destroyed at 0 HP; instead, she falls unconscious and awakens in 1 minute with 1 Hit Point. Scattering at least 1 Bulk of glutinous rice or hen eggs on her while she's unconscious in this way destroys her permanently, as will any attack from a weapon made of duskwood or peachwood. Warped Fulu The corrupted fulu attached to Hong Meigui's brow makes her immune to spells cast from a magic item without expending a spell slot, such as from a scroll or wand. A creature can Steal the warped fulu, rolling against her Perception DC of 30. This ends her immunity to these effects. If a creature then destroys the warped fulu with an Interact action, Hong Meigui also loses her fast healing. She can create a replacement warped fulu by spending 1 uninterrupted hour inscribing a strip of paper with a writing instrument. --- Speed 20 feet, rigor mortis Melee Single Action urumi +23 (deadly d10, magical, sweep), Damage 2d6+11 slashing plus 1d6 electricity and 1d6 fire Melee claw +21 (Agile), Damage 2d10+11 piercing plus Grab Occult Innate Spells DC 29, attack +21 - Cantrips (5th) Message, Shield, Telekinetic Hand, Telekinetic Projectile - 3rd Paralyze, Vampiric Feast - 4th Charm, Vision of Death - 5th Hallucination, Subconscious Suggestion Rituals - 2nd Inveigle Drain Qi Single Action (Divine) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within Hong Meigui's reach; Effect Hong Meigui drains the victim's life energy through their breath. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and Hong Meigui regains 12 HP, gaining any excess as temporary HP. Draining qi from a creature that's already drained doesn't restore any HP but increases the victim's drained condition value by 1, killing them if they reach drained 5. If the victim has the ability to cast qi spells, they can spend 1 Focus Point to avoid becoming drained by the current attack. This drained condition value decreases by 1 every week. Once per day, if the victim restricts their diet to glutinous rice for the day and spends 10 minutes engaging in vigorous physical activity by succeeding at a DC 25 Athletics check, they reduce their drained condition by 1. Rigor Mortis Hong Meigui's hopping movement lets her ignore difficult terrain and effects that would render her prone. She can't take the Drop Prone action, and when she Leaps, she doesn't trigger reactions normally triggered by movement. ","skill_mod":{"nature":22,"athletics":21,"intimidation":20,"acrobatics":19,"religion":20},"image":["/Images/Monsters/Hong_Meugui.webp"],"primary_source":"Season of Ghosts (Hardcover)","spell":["Hallucination","Subconscious Suggestion","Charm","Vision of Death","Paralyze","Vampiric Feast","Message","Shield","Telekinetic Hand","Telekinetic Projectile"],"ac":29,"item":["+2 striking flaming shock urumi","key to chest"],"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":"breathsense (precise) 60 feet, darkvision ","resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"intelligence":3,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Hong Meigui","rarity":"unique","strike_damage_average":[22,25],"attack_bonus":[21,23],"constitution":4,"immunity":["death effects","disease","paralyzed","poison","sleep","prone"],"spell_attack_bonus":[21],"will_save":22,"speed":{"max":20,"land":20},"wisdom":6,"weakness":{},"creature_ability":["Breathsense","Bitter Epiphany","Jiang-Shi Vulnerabilities","One More Breath","Warped Fulu","Drain Qi","Rigor Mortis"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Intimidation","Nature","Religion"],"legacy_id":["creature-2809"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Creature Type","Mechanics","Rarity","Monster"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4687","dexterity":3,"category":"creature","slug":"creature-4687"},{"primary_source_category":"Adventure Paths","strength":3,"hp":180,"language":["Aklo","Chthonian","Common","Diabolic"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":3,"perception":17,"trait":["Beast","Rare","Medium"],"id":"creature-4688","text":" Quintessivore Nethys Note: No description has been provided for this creature. Recall Knowledge - Beast (Arcana, Nature): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Quintessivore Source Season of Ghosts (Hardcover) pg. 247 Perception +17; darkvision Languages Aklo, Chthonian, Common, Diabolic Skills Arcana +25, Athletics +17, Intimidation +19, Religion +19, Stealth +20 Str +3 Dex +6 Con +6 Int +7 Wis +3 Cha +3 --- AC 28 Fort +22 Ref +20 Will +21 HP 180 Instant Suspension Reaction Trigger The quintessivore reduces a creature within 15 feet to 0 HP; Effect The quintessivore uses Suspend Soul, targeting the creature. --- Speed 40 feet, climb 20 feet Melee Single Action blade-leg +22 (Finesse, magical), Damage 1d10+9 slashing plus 1d10 void and tattered soul Arcane Prepared Spells DC 29, attack +21 - Cantrips (5th) Daze, Detect Magic, Frostbite, Read Aura, Telekinetic Hand - 1st Enfeeble, Gentle Landing, Tailwind - 2nd See the Unseen, Stupefy, Translate - 3rd Earthbind, Slow, Vampiric Feast - 4th Clairvoyance, Fly, Vision of Death - 5th Grim Tendrils, Magic Passage, Slither Feed on Quintessence (Arcane, exploration, manipulate) Over the course of 1 hour, the quintessivore removes and deconstructs the soul of a creature. The creature targeted by Feed On Quintessence must either be captive or have been dead for no more than 2 hours before the start of the process. At the end of the hour, the quintessivore consumes the quintessence of the creature's soul. For the next month, it gains a +1 status bonus to its spell DC and spell attack roll, and it adds 6th-level never mind and vampiric exsanguination to its arcane prepared spells. Restoring a creature to life whose soul has been fed upon in this way is difficult, requiring a DC 31 Religion or Occultism check as part of the effort—failure indicates the attempt to restore life fails and any resources expended in the attempt are lost. Slaying the quintessivore in question ends this complication. Suspend Soul Single Action (Arcane) The quintessivore suspends the life processes of a dying creature within 15 feet of it. The creature can't decrease or increase its HP or dying value for 10 minutes. The creature can attempt a DC 29 Will save to avoid this effect. If the creature receives magical healing, it can attempt a new save, ending the effect and being healed normally on a success. The effect ends if the quintessivore uses Suspend Soul again. Tattered Soul A creature hit by the quintessivore's bladeleg Strike must succeed at a DC 29 Fortitude save or become drained 1 (drained 2 on a critical failure). If the creature is already drained, it's immune to this effect. ","skill_mod":{"stealth":20,"arcana":25,"athletics":17,"intimidation":19,"religion":19},"primary_source":"Season of Ghosts (Hardcover)","spell":["Grim Tendrils","Magic Passage","Slither","Clairvoyance","Fly","Vision of Death","Earthbind","Slow","Vampiric Feast","See the Unseen","Stupefy","Translate","Enfeeble","Gentle Landing","Tailwind","Daze","Detect Magic","Frostbite","Read Aura","Telekinetic Hand"],"ac":28,"level":10,"spell_dc":[29],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":7,"reflex_save":20,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":22,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Quintessivore","rarity":"rare","strike_damage_average":[20],"attack_bonus":[22],"constitution":6,"spell_attack_bonus":[21],"will_save":21,"speed":{"climb":20,"max":40,"land":40},"wisdom":3,"weakness":{},"creature_ability":["Instant Suspension","Feed on Quintessence","Suspend Soul","Tattered Soul"],"primary_source_group":"Season of Ghosts","skill":["Arcana","Athletics","Intimidation","Religion","Stealth"],"legacy_id":["creature-1270"],"tradition":["Arcane"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Creature Type","Rarity"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4688","dexterity":6,"category":"creature","slug":"creature-4688"},{"attack_bonus":[22,23],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":130,"language":["Common","Necril"],"immunity":["death effects","disease","paralyzed","poison","sleep","prone"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":24,"charisma":3,"speed":{"max":15,"land":15},"perception":22,"wisdom":7,"weakness":{},"creature_ability":["Breathsense","Bitter Epiphany","Jiang-Shi Vulnerabilities","One More Breath","Warped Fulu","Drain Qi","Rigor Mortis"],"primary_source_group":"Season of Ghosts","skill":["Acrobatics","Athletics","Intimidation","Religion"],"trait":["Undead","Unholy","Unique","Vampire","Medium"],"id":"creature-4689","text":" Jiang-Shi Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Jiang-Shi Source Season of Ghosts (Hardcover) pg. 251 Perception +22; breathsense (precise) 60 feet, darkvision Languages Common, Necril Skills Acrobatics +16, Athletics +22, Intimidation +20, Religion +22 Str +5 Dex +3 Con +4 Int +3 Wis +7 Cha +3 Breathsense A Jiang-Shi can't perceive living creatures beyond 5 feet except with breathsense; a living creature that holds its breath is invisible to them as long as it holds its breath. Items +1 striking mace --- AC 31 Fort +21 Ref +18 Will +24 HP 130 (fast healing 10, one more breath, void healing) Immunities death effects, disease, paralyzed, poison, sleep, prone Resistances physical 10 (except duskwood) Bitter Epiphany When she sees an altar with at least 1 Bulk of food offerings to ancestor spirits, she must attempt a DC 25 Will save with the following results; she is then temporarily immune to this vulnerability for 1 minute. Critical Success She is unaffected. Success She is stupefied 1 for 1 round. Failure She is stupefied 2 for 1 minute. Critical Failure She is stupefied 2 and confused for 1 minute. Jiang-Shi Vulnerabilities Jiang-Shi has vampiric revulsion against handheld mirrors or the sound of ringing handbells. One More Breath (divine, void) A Jiang-Shi isn't destroyed at 0 HP; instead, they fall unconscious and awakens in 1 minute with 1 Hit Point. Scattering at least 1 Bulk of glutinous rice or hen eggs on her while she's unconscious in this way destroys her permanently, as will any attack from a weapon made of duskwood or peachwood. Warped Fulu The corrupted fulu attached to a Jiang-Shi's brow makes her immune to spells cast from a magic item without expending a spell slot, such as from a scroll or wand. A creature can Steal the warped fulu, rolling against their Perception DC of 30. This ends their immunity to these effects. If a creature then destroys the warped fulu with an Interact action, Jiang-Shi also loses their fast healing. They can create a replacement warped fulu by spending 1 uninterrupted hour inscribing a strip of paper with a writing instrument. --- Speed 15 feet, rigor mortis Melee Single Action mace +23 (Magical, shove), Damage 2d6+11 bludgeoning Melee claw +22 (Agile), Damage 2d10+11 piercing plus Grab Drain Qi Single Action (Divine) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within the Jiang-Shi's reach; Effect The Jiang-Shi drains the victim's life energy through their breath. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and the Jiang-Shi regains 13 HP, gaining any excess as temporary HP. Draining qi from a creature that's already drained doesn't restore any HP but increases the victim's drained condition value by 1, killing them if they reach drained 5. If the victim has the ability to cast qi spells, they can spend 1 Focus Point to avoid becoming drained by the current attack. This drained condition value decreases by 1 every week. Once per day, if the victim restricts their diet to glutinous rice for the day and spends 10 minutes engaging in vigorous physical activity by succeeding at a DC 25 Athletics check, they reduce their drained condition by 1. Rigor Mortis A Jiang-Shi's hopping movement lets her ignore difficult terrain and effects that would render her prone. She can't take the Drop Prone action, and when she Leaps, she doesn't trigger reactions normally triggered by movement. ","skill_mod":{"athletics":22,"intimidation":20,"acrobatics":16,"religion":22},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type","Mechanics","Rarity","Monster"],"ac":31,"item":["+1 striking mace"],"level":11,"source_category":["Adventure Paths"],"sense":"breathsense (precise) 60 feet, darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":10,"piercing":10,"slashing":10,"physical":10},"url":"/Monsters.aspx?ID=4689","intelligence":3,"reflex_save":18,"strongest_save":["will"],"dexterity":3,"vision":"Darkvision","fortitude_save":21,"source_group":["Season of Ghosts"],"size":["Medium"],"spoilers":"Season of Ghosts","name":"Jiang-Shi","category":"creature","rarity":"unique","strike_damage_average":[18,22],"slug":"creature-4689"},{"primary_source_category":"Adventure Paths","strength":1,"hp":245,"language":["truescript"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","charisma":5,"perception":25,"trait":["Construct","Uncommon","Small"],"id":"creature-4690","text":" Occult Living Rune Nethys Note: No description has been provided for this creature. Recall Knowledge - Construct (Arcana, Crafting): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Occult Living Rune Source Season of Ghosts (Hardcover) pg. 254 Perception +25; darkvision, truesight Languages truescript Skills Deception +24, Occultism +27, Stealth +25 Str +1 Dex +6 Con +1 Int +8 Wis +8 Cha +5 Truescript A living rune can't speak, but it can sculpt its form into complicated scripts and pictographs that can be understood by any creature with the ability to read any written language. A living rune can also understand any written or spoken language. --- AC 34 Fort +20 Ref +23 Will +27 HP 245 Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, nonlethal, paralyzed, poison, sickened, unconsciousness Backdrop When a creature attempts to Strike a living rune and critically misses, the attacker hits the surface behind the living rune. A weapon capable of inflicting piercing or slashing damage becomes stuck in the wood of the floor, door, or wall it strikes in this case. A stuck weapon can be yanked free with an Interact action. Surface-Bound A living rune can move only along flat surfaces like walls, doors, and floors. If the surface it's on is destroyed, the living rune takes 7d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the living rune is destroyed. --- Speed 25 feet Ranged Single Action wrathful blast +25 (Emotion, mental, range increment 60 feet), Damage 4d12 mental Occult Innate Spells DC 35, attack +27 - Cantrips (7th) Detect Magic - 5th Confusion, Invoke Spirits, Slither, Synaptic Pulse - 6th Phantasmal Calamity, Phantom Pain, Spirit Blast, Wave of Despair - 7th Vision of Death, Warp Mind - Constant (6th) Truesight\n","skill_mod":{"deception":24,"stealth":25,"occultism":27},"primary_source":"Season of Ghosts (Hardcover)","spell":["Vision of Death","Warp Mind","Phantasmal Calamity","Phantom Pain","Spirit Blast","Wave of Despair","Confusion","Invoke Spirits","Slither","Synaptic Pulse","Detect Magic","Truesight"],"ac":34,"level":13,"spell_dc":[35],"source_category":["Adventure Paths"],"sense":" darkvision , truesight ","resistance":{},"intelligence":8,"reflex_save":23,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":20,"source_group":["Season of Ghosts"],"size":["Small"],"spoilers":"Season of Ghosts","name":"Occult Living Rune","rarity":"uncommon","strike_damage_average":[26],"attack_bonus":[25],"constitution":1,"immunity":["bleed","death effects","diseased","doomed","drained","fatigued","healing","nonlethal","paralyzed","poison","sickened","unconsciousness"],"spell_attack_bonus":[27],"will_save":27,"speed":{"max":25,"land":25},"wisdom":8,"weakness":{},"creature_ability":["Truescript","Backdrop","Surface-Bound"],"primary_source_group":"Season of Ghosts","skill":["Deception","Occultism","Stealth"],"tradition":["Occult"],"summary":"Nethys Note: No description has been provided for this creature.","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4690","dexterity":6,"category":"creature","slug":"creature-4690"},{"attack_bonus":[23,26],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":216,"language":["Common","Fey","Goblin"],"source":["Season of Ghosts (Hardcover)","Season of Ghosts (Hardcover)"],"type":"Creature","will_save":23,"charisma":4,"speed":{"max":25,"land":25},"perception":23,"wisdom":5,"weakness":{},"creature_ability":["Command Onidoshi","Spit Fire"],"primary_source_group":"Season of Ghosts","skill":["Alcohol Lore","Arcana","Athletics","Intimidation","Nature"],"legacy_id":["creature-2810"],"trait":["Humanoid","Unique","Large"],"id":"creature-4691","text":" Gurglegut (Act 4) Nethys Note: No description has been provided for this creature. Recall Knowledge - Humanoid (Society): DC 40 Unspecific Lore : DC 38 Specific Lore : DC 35 Gurglegut Source Season of Ghosts (Hardcover) pg. 262, Season of Ghosts (Hardcover) pg. 42 Perception +23; low-light vision Languages Common, Fey, Goblin Skills Alcohol Lore +22, Arcana +20, Athletics +25, Intimidation +22, Nature +23 Str +7 Dex +4 Con +5 Int +4 Wis +5 Cha +4 Items +1 striking flaming crossbow (10 bolts), jug of rice wine, +1 striking kukri , +1 resilient studded leather armor --- AC 32 Fort +23 Ref +20 Will +23 HP 216 --- Speed 25 feet Melee Single Action kukri +26 (Agile, magical, reach 10 feet, trip), Damage 2d6+13 slashing Ranged Single Action crossbow +23 (Magical, range 120 feet), Damage 2d8+6 piercing plus 1d6 fire Command Onidoshi Single Action (Auditory, linguistic) Frequency once per round; Effect Gurglegut barks out a command to a single mountain oni in area D1 . That oni can use a reaction to attempt a melee Strike against an adjacent foe. Spit Fire Two Actions (Fire, manipulate) Frequency once per day; Effect Gurglegut drinks the contents of his jug of rice wine, then spews it out across the flaming tip of a bolt in his crossbow, filling a 20-foot-cone with a blast of fire that inflicts 10d8 fire damage (DC 32 basic Reflex save) to all creatures in the area. ","skill_mod":{"nature":23,"arcana":20,"athletics":25,"intimidation":22},"summary":"Nethys Note: No description has been provided for this creature.","image":["/Images/Monsters/Gurglegut.webp"],"primary_source":"Season of Ghosts (Hardcover)","trait_group":["Creature Type","Rarity"],"ac":32,"item":["+1 striking flaming crossbow (10 bolts)","jug of rice wine","+1 striking kukri","+1 resilient studded leather armor"],"level":12,"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4691","intelligence":4,"reflex_save":20,"strongest_save":["fort","fortitude","will"],"dexterity":4,"vision":"Low-light vision","fortitude_save":23,"source_group":["Season of Ghosts"],"size":["Large"],"spoilers":"Season of Ghosts","name":"Gurglegut","category":"creature","rarity":"unique","strike_damage_average":[18,20],"slug":"creature-4691"},{"attack_bonus":[22,26,26],"constitution":5,"primary_source_category":"Adventure Paths","strength":7,"hp":242,"language":["Aklo","Necril"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Season of Ghosts (Hardcover)"],"type":"Creature","will_save":20,"charisma":2,"speed":{"max":20,"land":20},"perception":20,"wisdom":3,"weakness":{"fire":10},"creature_ability":["Sugi Tree","Axe Vulnerability","Thoughtblight","Take Root"],"primary_source_group":"Season of Ghosts","skill":["Athletics","Stealth"],"trait":["Uncommon","Undead","Unholy","Huge"],"id":"creature-4692","text":" Corpse Sugi Nethys Note: No description has been provided for this creature. Recall Knowledge - Undead (Religion): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Corpse Sugi Source Season of Ghosts (Hardcover) pg. 263 Perception +20; darkvision Languages Aklo, Necril Skills Athletics +26, Stealth +20 Str +7 Dex +3 Con +5 Int -2 Wis +3 Cha +2 Sugi Tree When it isn't in danger, the corpse sugi spends 1 minute rooting to the earth, becoming planted in place. While the corpse sugi is planted and immobile, creatures must actively Seek and succeed at a DC 38 Perception Check to detect the Corpse Sugi's true nature. --- AC 32 Fort +26 Ref +20 Will +20 HP 242 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Resistances bludgeoning 10, piercing 10 Weaknesses axe vulnerability, fire 10 Axe Vulnerability The corpse sugi takes 10 additional damage from axes. Thoughtblight (aura, mental, occult) 30 feet. The mind of a non-nindoru sapient living creature that enters or starts their turn in the corpse sugi's aura becomes infested with invasive thoughts of cruelty and anguish, and must succeed at a DC 29 Will save or become stupefied 1 (or stupefied 2 on a critical failure). This condition persists for 1 minute after the creature leaves the aura. A creature that succeeds on the saving throw is temporarily immune to thoughtblight for 1 minute. --- Speed 20 feet Melee Single Action branch +26 (reach 15 feet), Damage 3d12+10 bludgeoning plus 1d6 mental Melee Single Action root +26 (Agile, reach 20 feet, trip), Damage 3d12+10 bludgeoning plus 1d6 mental and Grab Ranged Single Action rotten fruit +22 (range increment 20 feet, splash), Damage 3d4+7 bludgeoning plus 3d6 poison splash damage Take Root Single Action (Primal) Frequency once per round; Requirements The corpse sugi has a creature grabbed or restrained; Effect The corpse sugi buries its roots into the creature, dealing 1d6+13 piercing damage and draining the target's life force (DC 32 basic Fortitude save). On a failure, the creature is drained 1 (or increases the value by 1 if already drained), and the corpse sugi regains 10 HP. If this would make a creature drained 5, the creature dies. ","skill_mod":{"stealth":20,"athletics":26},"summary":"Nethys Note: No description has been provided for this creature.","primary_source":"Season of Ghosts (Hardcover)","trait_group":["Rarity","Creature Type","Mechanics"],"ac":32,"level":12,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex","will"],"resistance":{"bludgeoning":10,"piercing":10},"url":"/Monsters.aspx?ID=4692","intelligence":-2,"reflex_save":20,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":26,"source_group":["Season of Ghosts"],"size":["Huge"],"spoilers":"Season of Ghosts","name":"Corpse Sugi","category":"creature","rarity":"uncommon","strike_damage_average":[25,33,33],"slug":"creature-4692"},{"constitution":2,"primary_source_category":"Adventure Paths","strength":2,"hp":120,"language":["Common","Goblin"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","creature_family":"Hellbreaker Troops","spell_attack_bonus":[17],"will_save":14,"charisma":6,"speed":{"max":25,"land":25},"perception":14,"wisdom":1,"weakness":{"area":10,"splash":10},"creature_ability":["In Our Wake, Hell Will Break!","Goblins Slice and Goblins Dice!","Hark! The Goblin Chanters Sing!"],"primary_source_group":"Hellbreakers","skill":["Acrobatics","Deception","Occultism","Performance","Stealth"],"trait":["Goblin","Humanoid","Troop","Gargantuan"],"id":"creature-4717","text":" Stumpfield War Chanter Choir The goblin artists of Stumpfield love a good song, as most goblins do. While they aren't primarily warriors, these goblins have taken up their dogslicers to fight for the liberation of Isger. Their main advantage as a troop asset in skirmish encounters, though, is their ability to bolster their allies and flummox their enemies with their chants. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Stumpfield War Chanter Choir Source Pathfinder #222: Hellbreakers pg. 218 Perception +14; darkvision Languages Common, Goblin Skills Acrobatics +13, Deception +17, Occultism +15, Performance +17, Stealth +13 Str +2 Dex +4 Con +2 Int +2 Wis +1 Cha +6 --- AC 24 Fort +12 Ref +16 Will +14 HP 120 (4 segments) Weaknesses area damage 10, splash damage 10 In Our Wake, Hell Will Break! (auditory, aura, emotion, mental) 30 feet. The war chanters constantly sing and cheer to spur their Hellbreaker allies. Each allied creature in the aura gains a +1 circumstance bonus to saving throws against mental effects. Troop Defenses --- Speed 25 feet; troop movement Occult Spontaneous Spells DC 25, attack +17 - Cantrips (4th) Eat Fire, Figment, Message, Telekinetic Hand, Telekinetic Projectile - 1st Bless, Signal Skyrocket, Soothe (3 slots) - 2nd Dispel Magic, Laughing Fit, Shatter (3 slots) - 3rd Haste, Shatter, Slow (3 slots) - 4th Confusion, Whispers of the Void (2 slots) Goblins Slice and Goblins Dice! Single Action to Three Actions Frequency once per round; Effect The war chanters swing their dogslicers, attacking each enemy in a 5-foot emanation, with a DC 22 basic Reflex save. The damage dealt depends on the number of actions. Single Action 1d6+2 slashing damage Two Actions 2d6+8 slashing damage Three Actions 3d6+11 slashing damage Hark! The Goblin Chanters Sing! Two Actions (Auditory, concentrate, mental) The war chanters break out into a familiar song with unfamiliar rhyme. A number of enemies equal to the troop's current number of segments within 30 feet must attempt a DC 25 Will save. Regardless of the outcome, a target becomes temporarily immune to this ability for 1 minute. On a failure, the target is stupefied 1 for 1 round as they get distracted by the war chanters' rhymes (stupefied 2 on a critical failure). ","tradition":["Occult"],"skill_mod":{"performance":17,"deception":17,"stealth":13,"occultism":15,"acrobatics":13},"summary":"The goblin artists of Stumpfield love a good song, as most goblins do. While they aren't primarily warriors, these goblins have taken up their …","image":["/Images/Monsters/Stumpfield_War_Chanter_Choir.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Confusion","Whispers of the Void","Haste","Shatter","Slow","Dispel Magic","Laughing Fit","Bless","Signal Skyrocket","Soothe","Eat Fire","Figment","Message","Telekinetic Hand","Telekinetic Projectile"],"trait_group":["Ancestry","Weapon","Creature Type","Monster"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4717","intelligence":2,"reflex_save":16,"strongest_save":["ref","reflex"],"dexterity":4,"vision":"Darkvision","fortitude_save":12,"source_group":["Hellbreakers"],"size":["Gargantuan"],"name":"Stumpfield War Chanter Choir","category":"creature","rarity":"common","slug":"creature-4717"},{"constitution":3,"primary_source_category":"Adventure Paths","strength":4,"hp":99,"language":["Common","Goblin"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","creature_family":"Hellbreaker Troops","will_save":12,"charisma":0,"speed":{"max":25,"land":25},"perception":13,"wisdom":1,"weakness":{"area":5,"splash":5},"creature_ability":["Duck, Duck, Loose!","Rush and Steal","Slapstick Traps","Slice and Dice!"],"primary_source_group":"Hellbreakers","skill":["Acrobatics","Athletics","Crafting","Deception","Stealth","Thievery"],"trait":["Goblin","Humanoid","Troop","Gargantuan"],"id":"creature-4718","text":" Stumpfield War Saboteurs Stumpfield's artists enjoy the chaos of creation, which makes them well suited for the parallel chaos of destruction. Isn't sabotage just another form of art? Stumpfield certainly thinks so, and its denizens are happy to use their creative skills to waylay enemies and ambush parties. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Stumpfield War Saboteurs Source Pathfinder #222: Hellbreakers pg. 219 Perception +13 Languages Common, Goblin Skills Acrobatics +14, Athletics +12, Crafting +12, Deception +8, Stealth +14, Thievery +14 Str +4 Dex +4 Con +3 Int +2 Wis +1 Cha +0 --- AC 23 Fort +14 Ref +15 Will +12 HP 99 Weaknesses area damage 5, splash damage 5 Troop Defenses Duck, Duck, Loose! Reaction Trigger The saboteurs are targeted by a Strike or an effect that requires a Reflex save; Effect The saboteurs scramble for the nearest cover. They become slowed 1 but gain standard cover until the beginning of their next turn. --- Speed 25 feet; troop movement Rush and Steal Two Actions Quickly moving in with grasping hands, the Stumpfield war saboteurs take what they can. The saboteurs Stride up to twice their Speed. During this movement, the saboteurs Interact to pick up an unattended object no larger than 2 Bulk or attempt to Steal an item from a creature they're adjacent to; the goblins can pick up or Steal as many objects as they have remaining segments in any combination. Slapstick Traps Two Actions Frequency once per minute; Requirements The saboteurs' last action was to successfully Hide; Effect The saboteurs laid down falling obstacles as they move unseen. The saboteurs Sneak twice. Until the beginning of the saboteurs' next turn, any non-ally creature that moves into a square that the saboteurs snuck through takes 5d8 bludgeoning damage (DC 24 basic Reflex save). On a critical failure, the creature also falls prone. Once this trap has been triggered, the rest of the squares the saboteurs snuck through become difficult terrain until a creature spends 1 hour clearing it. Slice and Dice! Single Action to Three Actions Frequency once per round; Effect The saboteurs engage in a coordinated melee attack against each enemy in a 5-foot emanation, with a DC 21 basic Reflex save. The damage dealt depends on the number of actions. Single Action 1d8 slashing damage Two Actions 2d8+5 slashing damage Three Actions 2d8+9 slashing damage ","skill_mod":{"deception":8,"thievery":14,"crafting":12,"stealth":14,"athletics":12,"acrobatics":14},"summary":"Stumpfield's artists enjoy the chaos of creation, which makes them well suited for the parallel chaos of destruction. Isn't sabotage just another …","image":["/Images/Monsters/Stumpfield_War_Saboteurs.webp"],"primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Ancestry","Weapon","Creature Type","Monster"],"ac":23,"level":6,"source_category":["Adventure Paths"],"weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4718","intelligence":2,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":4,"fortitude_save":14,"source_group":["Hellbreakers"],"size":["Gargantuan"],"name":"Stumpfield War Saboteurs","category":"creature","rarity":"common","slug":"creature-4718"},{"constitution":3,"primary_source_category":"Adventure Paths","strength":2,"hp":96,"language":["Common"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","creature_family":"Hellbreaker Troops","spell_attack_bonus":[16],"will_save":16,"charisma":2,"speed":{"max":25,"land":25},"perception":16,"wisdom":4,"weakness":{"area":5,"splash":5},"creature_ability":["Longbow Volley","Swift Daggers","Troop Spellcasting"],"primary_source_group":"Hellbreakers","skill":["Diplomacy","Medicine","Religion","Society","Survival"],"trait":["Holy","Human","Humanoid","Troop","Gargantuan"],"id":"creature-4719","text":" Swiftrun Clergy Swiftrun is a small settlement dedicated to Erastil, barely large enough to be considered a village. Its priests are devoted to community and peace, nature and nurture. And yet, sometimes the time comes when one must take up arms to protect their community, when words and gentleness aren't enough. The Erastilian clergy is known more for their farming techniques than their magic, but their rural ways shouldn't fool anyone into thinking they can't defend themselves. Each priest is equipped with the divine power of Old Deadeye as well as sharpshooting skills conducive to Erastil's favored weapon, the longbow. These priests are prepared to defend their homes with their skills when they must, though they are never eager to shed blood and would rather spend their days tending their crops and community. Recall Knowledge - Humanoid (Society): DC 22 Unspecific Lore : DC 20 Specific Lore : DC 17 Swiftrun Clergy Source Pathfinder #222: Hellbreakers pg. 220 Perception +16 Languages Common Skills Diplomacy +12, Medicine +14, Religion +13, Society +11, Survival +12 Str +2 Dex +2 Con +3 Int +1 Wis +4 Cha +2 --- AC 24 Fort +12 Ref +14 Will +16 HP 96 Weaknesses area damage 5, splash damage 5 Troop Defenses --- Speed 25 feet; troop movement Divine Prepared Spells DC 24, attack +16 - Cantrips (3rd) Light, Shield, Vitality Lash - 1st Infuse Vitality, Protection, Sure Strike - 2nd Cleanse Affliction (×2), Clear Mind - 3rd Heal, Holy Light, Wall of Thorns Longbow Volley Two Actions The Swiftrun clergy draw their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 60 feet that deals 3d6 piercing damage with a DC 21 basic Reflex save. When the regiment is reduced to 2 segments, this area decreases to a 5-foot burst. Swift Daggers Single Action to Three Actions Frequency once per round; Effect Swiftrun's clergy swiftly strike with their daggers against each enemy in a 5-foot emanation, with a DC 21 basic Reflex save. The damage dealt depends on the number of actions. Single Action 1d4+1 piercing damage [two-actions] 2d4+7 piercing damage [three-actions] 2d4+10 piercing damage Troop Spellcasting When the Swiftrun clergy Casts a Spell, their constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. ","tradition":["Divine"],"skill_mod":{"society":11,"diplomacy":12,"survival":12,"medicine":14,"religion":13},"summary":"Swiftrun is a small settlement dedicated to Erastil, barely large enough to be considered a village. Its priests are devoted to community and peace, …","image":["/Images/Monsters/Swiftrun_Clergy.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Heal","Holy Light","Wall of Thorns","Cleanse Affliction","Clear Mind","Infuse Vitality","Protection","Sure Strike","Light","Shield","Vitality Lash"],"trait_group":["Mechanics","Ancestry","Half-Elf","Half-Orc","Creature Type","Monster"],"ac":24,"level":6,"spell_dc":[24],"source_category":["Adventure Paths"],"weakest_save":["fort","fortitude"],"resistance":{},"url":"/Monsters.aspx?ID=4719","intelligence":1,"reflex_save":14,"strongest_save":["will"],"dexterity":2,"fortitude_save":12,"source_group":["Hellbreakers"],"size":["Gargantuan"],"name":"Swiftrun Clergy","category":"creature","rarity":"common","slug":"creature-4719"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":1,"hp":120,"language":["Common","Gnomish"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","creature_family":"Hellbreaker Troops","will_save":18,"charisma":2,"speed":{"max":25,"land":25},"perception":16,"wisdom":6,"weakness":{"area":10,"splash":10},"creature_ability":["Animal Empathy","Muster Animals","Staff Assault","Troop Spellcasting"],"primary_source_group":"Hellbreakers","skill":["Diplomacy","Medicine","Nature","Stealth","Survival"],"trait":["Gnome","Humanoid","Troop","Gargantuan"],"id":"creature-4720","text":" Umok Beastspeaker Circle The gnomes of Umok have a reticence to fire after the pyrrhic wildfire that razed the Chitterwood during the Goblinblood Wars. To help protect their home from unwanted arson, many gnomes of Umok have learned to communicate with animals, whose instincts can quickly sniff out unauthorized smoke or flame. The two groups work together to keep the town safe, with the animals serving as an early-warning system when threats approach. Several Umok beastspeakers have joined the war effort, harnessing their primal magic and their connection with animals against the armies of Cheliax. Their powerful magics are used to summon beasts of the wild to defend Isger from forces that threaten the peace of their home, pitting primal power against fiends. Recall Knowledge - Humanoid (Society): DC 23 Unspecific Lore : DC 21 Specific Lore : DC 18 Umok Beastspeaker Circle Source Pathfinder #222: Hellbreakers pg. 221 Perception +16; low-light vision Languages Common, Gnomish Skills Diplomacy +15, Medicine +17, Nature +17, Stealth +15, Survival +17 Str +1 Dex +2 Con +4 Int +0 Wis +6 Cha +2 Animal Empathy The beastspeaker circle can ask questions of, receive answers from, and use the Diplomacy skill with animals. --- AC 24 Fort +15 Ref +12 Will +18 HP 120 (4 segments) Weaknesses area damage 10, splash damage 10 Troop Defenses --- Speed 25 feet; troop movement Primal Prepared Spells DC 25 - Cantrips (4th) Light, Gouging Claw, Vitality Lash - 1st Gust of Wind, Pummeling Rubble, Thunderstrike - 2nd Animal Messenger, Pummeling Rubble, Speak with Animals - 3rd Mad Monkeys, Wall of Wind - 4th Hydraulic Torrent, Weapon Storm Muster Animals Two Actions (Primal) The beastspeakers summon a group of wild animals to attack all creatures in a 10-foot burst within 60 feet. The animals deal 3d8 slashing damage (DC 22 basic Reflex save). When the beastspeaker circle is reduced to 2 segments, this area decreases to a 5-foot burst. Staff Assault Single Action to Three Actions Frequency once per round; Effect The beastspeakers grip their staves with two hands and attack all enemies in a 5-foot emanation, with a DC 22 basic Reflex save. The amount of damage depends on the number of actions used. Single Action 1d8+1 bludgeoning damage [two-actions] 2d8+6 bludgeoning damage [three-actions] 2d8+10 bludgeoning damage Troop Spellcasting When the beastspeaker circle Casts a Spell, the individual members combine their efforts into casting a more powerful version than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. ","tradition":["Primal"],"skill_mod":{"diplomacy":15,"nature":17,"survival":17,"stealth":15,"medicine":17},"summary":"The gnomes of Umok have a reticence to fire after the pyrrhic wildfire that razed the Chitterwood during the Goblinblood Wars. To help protect their …","image":["/Images/Monsters/Umok_Beastspeaker_Circle.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Hydraulic Torrent","Weapon Storm","Mad Monkeys","Wall of Wind","Animal Messenger","Pummeling Rubble","Speak with Animals","Gust of Wind","Thunderstrike","Light","Gouging Claw","Vitality Lash"],"trait_group":["Ancestry","Weapon","Creature Type","Monster"],"ac":24,"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"sense":" low-light vision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4720","intelligence":0,"reflex_save":12,"strongest_save":["will"],"dexterity":2,"vision":"Low-light vision","fortitude_save":15,"source_group":["Hellbreakers"],"size":["Gargantuan"],"name":"Umok Beastspeaker Circle","category":"creature","rarity":"common","slug":"creature-4720"},{"primary_source_category":"Adventure Paths","strength":2,"hp":72,"language":["Common","Diabolic"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","charisma":4,"perception":13,"trait":["Devil","Fiend","Human","Humanoid","Unholy","Medium"],"id":"creature-4721","text":" Adiutor Adiutors, while nicknamed auxiliary devils, are not truly devils, but mortals invested with infernal power. These mortals gain a taste of Hell's might as rewards for their loyalty to the cause of tyranny and oppression. Hungry for power, an adiutor ruthlessly enforces Hell's will at any cost in hopes of fulfilling their fiendish ambitions. They're most commonly found in Cheliax and its territories due to the nation's relationship with the forces of Hell, serving as spies and informants for both the Thrunes and powerful devils invested in meddling with mortals. While some adiutors climb the ranks of mortal society to become Hellknights and other supporters of tyranny, most have higher ambitions and desire to become devils themselves. To this end, they seek to serve more powerful devils and make deals that will benefit them so that they can ensure their transformation. There's nothing an adiutor despises more than their own mortality—a sign of weakness, when beings like devils walk the Universe in their perfect Hellish vision. Although they're most likely to be found in places or near people with existing links to Hell, adiutors can be found anywhere, quietly plotting to gain power and status so they can become the lieutenants of Hell they desire to be. Recall Knowledge - Fiend (Religion): DC 20 Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Adiutor Source Pathfinder #222: Hellbreakers pg. 222 Perception +13; greater darkvision Languages Common, Diabolic Skills Athletics +12, Intimidation +14, Society +12, Stealth +15, Survival +12 Str +2 Dex +5 Con +2 Int +1 Wis +2 Cha +4 Items Bayonet (attached to flintlock musket), Flintlock Musket, uniform --- AC 21 Fort +12 Ref +14 Will +10 HP 72 Resistances fire 8 Weaknesses holy 4 --- Speed 25 feet Melee Single Action bayonet +14 (Agile, finesse), Damage 1d4+5 piercing Ranged Single Action flintlock musket +14 (Concussive, fatal d10, magical, range increment 70 feet, reload 1, unholy), Damage 1d6+3 piercing plus 2d6 fire Divine Innate Spells DC 22, attack +14 - Cantrips (3rd) Message, Shield - 1st Bane (×3) - 2nd Dispel Magic (×2), Revealing Light - 3rd Alarm, Crisis of Faith Avernian Armskote An adiutor reloads by magically conjuring hellfire rounds crafted in the Fools' Citadels of Avernus. Their Strikes with their flintlock muskets are magical and deal an additional 2d6 fire damage. Fiendish Reload When the adiutor reloads their musket, they can cast shield as part of the same action. Punish the Wayward Two Actions (Concentrate, divine, emotion, fear, flourish, mental) The adiutor makes a melee or ranged Strike. If this Strike succeeds, the targeted creature takes the normal damage and must additionally attempt a DC 22 Will save. Critical Success The creature suffers no additional effects. Success The creature is frightened 1. Failure The creature is frightened 1. While it can see the adiutor, it can’t reduce its frightened condition. Critical Failure As failure, but the creature is also off-guard to the adiutor while frightened. Wannabe Devils The process by which the adiutors are created is supposedly one engineered by the iconoclastic archfiend Barbatos, who’s rumored to not be of true devilish heritage. While none would dare do so in front of the Bearded Lord, true devils take a joy in lording over the adiutors, who are neither of Hell’s elect nor its elite, and in sending them on dangerous tasks to earn some unwinnable respect. ","skill_mod":{"society":12,"survival":12,"stealth":15,"athletics":12,"intimidation":14},"image":["/Images/Monsters/Adiutor.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Alarm","Crisis of Faith","Dispel Magic","Revealing Light","Bane","Message","Shield"],"ac":21,"item":["Bayonet (attached to flintlock musket)","Flintlock Musket","uniform"],"level":5,"spell_dc":[22],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{"fire":8},"intelligence":1,"reflex_save":14,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":12,"source_group":["Hellbreakers"],"size":["Medium"],"name":"Adiutor","rarity":"common","strike_damage_average":[7,13],"attack_bonus":[14,14],"constitution":2,"spell_attack_bonus":[14],"will_save":10,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"holy":4},"creature_ability":["Avernian Armskote","Fiendish Reload","Punish the Wayward"],"primary_source_group":"Hellbreakers","skill":["Athletics","Intimidation","Society","Stealth","Survival"],"tradition":["Divine"],"summary":"Adiutors, while nicknamed auxiliary devils, are not truly devils, but mortals invested with infernal power. These mortals gain a taste of Hell's …","trait_group":["Monster","Creature Type","Ancestry","Half-Elf","Half-Orc","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4721","dexterity":5,"category":"creature","slug":"creature-4721"},{"attack_bonus":[18,18],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":135,"immunity":["bleed","death effects","disease","doomed","drained","fatigued","fire","healing","mental","nonlethal attacks","paralyzed","poison","sickened","spirit","unconscious","vitality","void"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","will_save":13,"charisma":-4,"speed":{"max":40,"land":40},"perception":16,"wisdom":1,"weakness":{"orichalcum":10,"electricity":10},"creature_ability":["Wind-Up","Explosive End","Blistering Touch","Head of Steam","Trample Large or smaller, hoof, DC 26"],"primary_source_group":"Hellbreakers","skill":["Athletics"],"trait":["Clockwork","Construct","Mindless","Uncommon","Huge"],"id":"creature-4722","text":" Aurocan One can predict what foes are on the battlefield by how they sound. Foot soldiers clang weapons on shields as they march. Cavalry is marked by a rapid drumbeat of hooves. Armies with great monsters under their command don't try to silence their hair-raising screeches. No sound prompts as much caution as the steady clicking of gears and hiss of billowing steam, for the only thing that accompanies that chorus is an aurocan: a mechanical creature created in the shape of a massive six-legged bull prone to exploding when destroyed. The aurocan's greatest strength is how its head can detach from its body to rain down scalding steam from above. Recall Knowledge - Construct (Arcana, Crafting): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Aurocan Source Pathfinder #222: Hellbreakers pg. 223 Perception +16; darkvision Languages Skills Athletics +18 Str +6 Dex +3 Con +4 Int -5 Wis +1 Cha -4 Wind-Up 24 hours, DC 24, standby --- AC 25 Fort +19 Ref +15 Will +13 HP 135 Immunities bleed, death effects, disease, doomed, drained, fatigued, fire, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void Resistances physical 5 (except adamantine or orichalcum) Weaknesses electricity 10, orichalcum 10 Explosive End Reaction (fire) Trigger The aurocan drops to 0 HP; Effect The aurocan detonates. Every creature in a 30-foot emanation takes 3d12 bludgeoning damage and 3d8 fire damage (DC 23 basic Reflex save). On a critical failure, a creature is also knocked prone. --- Speed 40 feet Melee Single Action hoof +18 (Forceful, magical), Damage 2d8+10 bludgeoning Melee Single Action horn +18 (Magical), Damage 2d10+10 piercing Blistering Touch Single Action (Fire) The aurocan funnels some of the steam powering it into its body, heating up its metal frame. For the next minute, its melee Strikes deal an additional 1d6 fire damage. Head of Steam Two Actions (Fire, magical) Requirements The aurocan has used Blistering Touch within the past 2 rounds, and its head is attached; Effect The aurocan expels a cloud of steam as its head detaches. The head occupies a 5-foot square and has a fly Speed of 15 feet. As part of this action, and every time the aurocan Sustains it on a subsequent round, the head can Fly up to its Speed, blasting steam directly downward as it moves. Each creature whose space it passes no more than 5 feet above during its flight takes 4d6 fire damage (DC 26 basic Reflex save). On a failed save, a creature is also dazzled by the steam for 1 round (or blinded on a critical failure). While its head is detached, the aurocan can't make horn Strikes, but it can perform all other actions normally. The head has an AC of 27, Hardness 10, and the same saving throws, immunities, weaknesses, and resistances as the aurocan. If the head takes 20 damage in a single attack, it falls to the ground broken, and the aurocan is off-guard for 1 round. If the head reenters the aurocan's space, it reattaches. Trample Large or smaller, hoof, DC 26 Three Actions Mode Of Transport The aurocan’s chest hull is large enough to carry up to five Medium or smaller creatures. The creatures benefit from total cover and can leave the aurocan with an Interact action to open a hatch and slide out. Some aurocans are designed specifically as protective tanks for ranged soldiers like snipers and spellcasters, with slots built into their sides for weapons and spells to shoot out of. ","skill_mod":{"athletics":18},"summary":"One can predict what foes are on the battlefield by how they sound. Foot soldiers clang weapons on shields as they march. Cavalry is marked by a …","image":["/Images/Monsters/Aurocan.webp"],"primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Monster","Equipment","Weapon","Creature Type","Rarity"],"ac":25,"level":8,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"url":"/Monsters.aspx?ID=4722","intelligence":-5,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":3,"vision":"Darkvision","fortitude_save":19,"source_group":["Hellbreakers"],"size":["Huge"],"spoilers":"Hellbreakers","name":"Aurocan","category":"creature","rarity":"uncommon","strike_damage_average":[19,21],"slug":"creature-4722"},{"primary_source_category":"Adventure Paths","strength":1,"hp":20,"language":["Common","Diabolic"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","charisma":4,"perception":10,"trait":["Devil","Fiend","Unholy","Medium"],"id":"creature-4723","text":" Insidiator (Entrapment Devil) These devils from the first layer of Hell serve their betters by ensnaring those who are easily tempted and weaving plots that lead to the fall of mortal souls. Insidiators are commonly recruited to set up sting operations that entice mortals into committing terrible sins or lay bare the machinations of fiendish rivals. They delight in seeing their victims fall prey to their well- crafted schemes and might spend years on the perfect plan, though the most efficient are more likely to rise through Hell's ranks. An insidiator's talent for subtlety extends to their physical form. Their bat-like wings appear gossamer but, like the spider webs they resemble, are excellent for catching prey, sticking to enemies and trapping them in melee. When the mood strikes or circumstances warrant, entrapment devils can alter the color of their skin and wings to avoid detection. Insidiators generally seek to avoid physical combat, preferring to toy with their targets in games of subterfuge and mental manipulation. Their specialty is leading a target down a convoluted path that ends with the target incriminating or damning themselves, forcing them to agree to the insidiator's demands. Should a would-be victim see through the insidiator's schemes, the devil concedes temporary defeat and leaves to begin plotting anew. When all else fails and physical tactics become necessary, entrapment devils are capable fighters who use their spiderlike webs and camouflage abilities to their advantage, employing sneak tactics to throw their opponents off-guard. Recall Knowledge - Fiend (Religion): DC 15 Unspecific Lore : DC 13 Specific Lore : DC 10 Insidiator Source Pathfinder #222: Hellbreakers pg. 224 Perception +10; greater darkvision Languages Common, Diabolic Skills Deception +7, Legal Lore +6, Religion +6, Society +6, Stealth +6 Str +1 Dex +2 Con +1 Int +3 Wis +1 Cha +4 --- AC 15 Fort +4 Ref +7 Will +9 +1 status to all saves vs. magic HP 20 Immunities fire Resistances physical 3 (except silver), poison 3 Weaknesses holy 3 --- Speed 25 feet, fly 20 feet Melee Single Action claw +7 (Agile, magical, unholy), Damage 1d4+3 slashing Melee Single Action wing +7 (Agile, magical, unholy), Damage 1d6+3 bludgeoning Ranged Single Action web +9 (range increment 30 feet), Damage web trap Divine Innate Spells DC 17 - Cantrips (1st) Daze - 1st Bane (at will), Ventriloquism Chameleon Skin Single Action (Concentrate, divine, illusion) The insidiator changes the coloration of their skin to match their surrounding environment. Doing so allows them to Hide even if they don't have cover. When the insidiator moves to a different environment, they must use this action again or lose its effects. Change Shape Single Action (Concentrate, divine, polymorph) The insidiator can take on the appearance of any Medium humanoid. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Hidden Movement If the insidiator starts their turn undetected or hidden to a creature, that creature is off-guard against the insidiator's attacks until the end of the turn. Web Trap A creature hit by the insidiator's web Strike is immobilized and stuck to the nearest surface until it Escapes (DC 17). Spidery Inclinations The insidiator often takes after specific spiders, even bearing webbed markings on their face, which shows in their tactics. Those inspired by jumping spiders are quick to hunt down their prey, attacking relentlessly with every tool they have, while those closer to the patient trapdoor spiders integrate deeply into the society they infiltrate. ","skill_mod":{"society":6,"deception":7,"stealth":6,"religion":6},"image":["/Images/Monsters/Insidiator.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Bane","Ventriloquism","Daze"],"ac":15,"level":1,"spell_dc":[17],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{"bludgeoning":3,"poison":3,"piercing":3,"slashing":3,"physical":3},"intelligence":3,"reflex_save":7,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":4,"source_group":["Hellbreakers"],"size":["Medium"],"name":"Insidiator","rarity":"common","strike_damage_average":[5,6],"attack_bonus":[7,7,9],"constitution":1,"immunity":["fire"],"creature_family":"Devil","will_save":9,"speed":{"fly":20,"max":25,"land":25},"wisdom":1,"weakness":{"holy":3},"creature_ability":["Chameleon Skin","Change Shape","Hidden Movement","Web Trap"],"primary_source_group":"Hellbreakers","skill":["Deception","Legal Lore","Religion","Society","Stealth"],"tradition":["Divine"],"summary":"These devils from the first layer of Hell serve their betters by ensnaring those who are easily tempted and weaving plots that lead to the fall of …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4723","dexterity":2,"category":"creature","slug":"creature-4723"},{"primary_source_category":"Adventure Paths","strength":2,"hp":135,"language":["Common","Diabolic","Empyrean","Utopian","<%UMR%79%%>telepathy<%END> 100 feet, <%SPELLS%1728%%>truespeech<%END>"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","charisma":6,"perception":13,"trait":["Devil","Fiend","Unholy","Medium"],"id":"creature-4724","text":" Instillo (Docent Devil) Wherever learning and instruction is called for within the burning shadows of Hell, from the bureaus of Dis and coffers of Erebus to the war colleges of Malebolge and Caina's courtrooms, docent devils ply their unassuming and perspicacious trade. The instillo, so named for their creativity and talent in instilling a respect for Hell's ways and legitimacy to captive audiences, are valued for their ability to transform recently conquered lands into compliant, even loyal, client-states. The conquered are taught to be ashamed of their origins; the despairing are issued philosophies that displace blame and uncertainty upon the mistakes of history and geography; the orphaned are taught to respect those who orphaned them. Recall Knowledge - Fiend (Religion): DC 24 Unspecific Lore : DC 22 Specific Lore : DC 19 Instillo Source Pathfinder #222: Hellbreakers pg. 225 Perception +13; greater darkvision Languages Common, Diabolic, Empyrean, Utopian; telepathy 100 feet, truespeech Skills Arcana +16, Deception +18, Diplomacy +18, Occultism +16, Performance +18, Religion +18, Society +18 Str +2 Dex +3 Con +2 Int +4 Wis +3 Cha +6 Items fine clothing, +1 striking light mace, Writing Set --- AC 26 Fort +14 Ref +15 Will +18 +1 status to all saves vs. magic HP 135 Immunities fire Resistances physical 8 (except silver) Weaknesses holy 8 Correcting Veil (aura, linguistic, mental, subtle) 100 feet. The instillo's telepathic presence constantly monitors perspectives and molds thought toward an infernal clarity. Creatures within the aura gain the Dubious Knowledge skill feat but are unaware of this effect. The instillo is instantly aware when any creature within the aura fails a Recall Knowledge check and influences the erroneous information that the creature gains. Nod of the Tongue Creatures who can understand Diabolic take a –2 status penalty to their Will saves against the instillo's effects with the auditory or mental trait. --- Speed 25 feet Melee Single Action light mace +18 (Agile, finesse, shove, unholy), Damage 2d4+6 bludgeoning Arcane Prepared Spells DC 26, attack +18 - Cantrips (4th) Bullhorn, Daze, Live Wire, Message, Telekinetic Hand - 1st Charm, Command, Fleet Step - 2nd Deafness, Laughing Fit, Stupefy - 3rd Enthrall (×2), Paralyze - 4th Containment, Suggestion, Translocate Divine Innate Spells DC 23, attack +15 - 2nd Status (at will) - 4th Dispelling Globe, Dull Ambition Rituals DC 26 - 1st Diabolic Pact Quiet Confidence Single Action (Concentrate, spellshape) The instillo can hide the source of their magic. If the next action the instillo uses is to Cast a Spell, that spell gains the subtle trait. The trait hides only the spell's spellcasting actions and manifestations, not its effects. Sneak Attack The instillo's Strikes deal an additional 2d6 precision damage to off-guard creatures. Superlative Rhetoric Single Action (Arcane) Frequency once per round; Requirements The instillo's most recent action was to cast a spell with the auditory trait; Effect The instillo immediately casts daze at a creature that can hear them. Anti-Intellectualists Instillos know the importance of diverse thinking and media literacy, which leads them to target educational institutions and free thinkers. They seed organizations with false information and selfish intellectuals who use their knowledge for themselves instead of others, plying them with power and information before exposing their corruption so society turns against them. ","skill_mod":{"society":18,"diplomacy":18,"performance":18,"deception":18,"arcana":16,"occultism":16,"religion":18},"image":["/Images/Monsters/Instillo.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Containment","Suggestion","Translocate","Enthrall","Paralyze","Deafness","Laughing Fit","Stupefy","Charm","Command","Fleet Step","Bullhorn","Daze","Live Wire","Message","Telekinetic Hand","Dispelling Globe","Dull Ambition","Status"],"ac":26,"item":["fine clothing","+1 striking light mace","Writing Set"],"level":8,"spell_dc":[23,26],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{"bludgeoning":8,"piercing":8,"slashing":8,"physical":8},"intelligence":4,"reflex_save":15,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":14,"source_group":["Hellbreakers"],"size":["Medium"],"name":"Instillo","rarity":"common","strike_damage_average":[11],"attack_bonus":[18],"constitution":2,"immunity":["fire"],"creature_family":"Devil","spell_attack_bonus":[15,18],"will_save":18,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"holy":8},"creature_ability":["Correcting Veil","Nod of the Tongue","Quiet Confidence","Sneak Attack","Superlative Rhetoric"],"primary_source_group":"Hellbreakers","skill":["Arcana","Deception","Diplomacy","Occultism","Performance","Religion","Society"],"tradition":["Arcane","Divine"],"summary":"Wherever learning and instruction is called for within the burning shadows of Hell, from the bureaus of Dis and coffers of Erebus to the war colleges …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4724","dexterity":3,"category":"creature","slug":"creature-4724"},{"primary_source_category":"Adventure Paths","strength":1,"hp":57,"language":["Common","Diabolic","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","charisma":3,"perception":11,"trait":["Devil","Fiend","Uncommon","Unholy","Medium"],"id":"creature-4725","text":" Kylix (Cupbearer Devil) The elegant and mortal-appearing kylixes, or cupbearer devils, rarely hide their infernal nature, preferring to dress tastefully and immaculately to accentuate the beauty and symmetry of their forms. Theirs is the dance of idle speech and clever chatter, half-promises of friendship amid smiling hints of dalliance. They make friends swiftly wherever they go, and their presence alone seems to prevent insurrection and conflict. The cupbearers are the face of occupation; with their devilish charms, they can rob a rebellion of its revolutionaries, waylay spouses from their partners, steal children from cradles, and get thanked for it all. The cupbearers shape art and culture, wielding their talents in hospitality and merrymaking to seduce their guests and entourages toward the glamour of evil. Hell is, after all, a bastion of civilization; the cupbearers, with their twinkling vessels and carelessly sincere flattery, remind that Hell is the best place to be, and you have nothing to fear from its laws. Recall Knowledge - Fiend (Religion): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Kylix Source Pathfinder #222: Hellbreakers pg. 226 Perception +11; greater darkvision Languages Common, Diabolic; telepathy 100 feet Skills Alcohol Lore +12, Deception +12, Diplomacy +12, Performance +12, Politics Lore +12, Religion +10, Society +12 Str +1 Dex +2 Con +2 Int +5 Wis +2 Cha +3 False Friend The kylix's non-damaging spells gain the subtle trait. Raise a Glass When a kylix is holding a drink and not wielding weapons or wearing armor, they're continually protected by a sanctuary spell (DC 21). If the kylix breaks the sanctuary spell, the effect returns if the devil doesn't take any hostile actions for 10 minutes. Additionally, while protected by a sanctuary spell, the kylix can roll Diplomacy for initiative. Items fine clothing, gold goblet --- AC 20 Fort +9 Ref +12 Will +10 +1 status on all saves vs. magic HP 57 Immunities fire Resistances physical 5 (except silver) Weaknesses holy 5 --- Speed 25 feet Melee Single Action fist +12 (Agile, finesse, nonlethal, unarmed, unholy), Damage 2d6+2 bludgeoning and 2 precision Rituals DC 21 - 1st Diabolic Pact - 2nd Inveigle Divine Innate Spells DC 21, attack +13 - Cantrips (2nd) Bullhorn, Message, Prestidigitation, Shield - 1st Bane, Charm (at will) - 2nd Invisibility, Silence Courteous Causerie Single Action (Concentrate, magical) The kylix attempts a Deception, Diplomacy, Performance, or Society check, and compares their result against the Will DCs of up to four creatures within 60 feet. On a success, these creatures are fascinated for 1 round. The kylix can Sustain this effect, increasing the duration of this fascination by 1 round for up to 1 minute. When the fascination ends, the affected creatures are then temporarily immune to Courteous Causerie for 1 hour. Hand in Glove The kylix can flank an enemy if it's within reach of both an ally and themself; the kylix and their ally don't have to be on opposite sides. This benefits the kylix's allies as well, but only if they're flanking with the kylix, not each other. Other requirements for flanking must still be met. Sparkling Wit A creature fascinated by a kylix is off-guard to the kylix. Minions And Vassals Powerful kylixes use their goblets not just as accessories but weapons, animating them to pour acid onto rivals and batter opponents from afar. Though all cupbearer devils are charming, only the strongest can fully use their seductive charisma to capture victims’ minds and send them off to do the devil’s bidding, all while their bewitched “friends” believe they’re acting of their own accord. ","skill_mod":{"society":12,"diplomacy":12,"performance":12,"deception":12,"religion":10},"image":["/Images/Monsters/Kylix.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Invisibility","Silence","Bane","Charm","Bullhorn","Message","Prestidigitation","Shield"],"ac":20,"item":["fine clothing","gold goblet"],"level":4,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"intelligence":5,"reflex_save":12,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":9,"source_group":["Hellbreakers"],"size":["Medium"],"spoilers":"Hellbreakers","name":"Kylix","rarity":"uncommon","strike_damage_average":[9],"attack_bonus":[12],"constitution":2,"immunity":["fire"],"creature_family":"Devil","spell_attack_bonus":[13],"will_save":10,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"holy":5},"creature_ability":["False Friend","Raise a Glass","Courteous Causerie","Hand in Glove","Sparkling Wit"],"primary_source_group":"Hellbreakers","skill":["Alcohol Lore","Deception","Diplomacy","Performance","Politics Lore","Religion","Society"],"tradition":["Divine"],"summary":"The elegant and mortal-appearing kylixes, or cupbearer devils, rarely hide their infernal nature, preferring to dress tastefully and immaculately to …","trait_group":["Monster","Creature Type","Rarity","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4725","dexterity":2,"category":"creature","slug":"creature-4725"},{"primary_source_category":"Adventure Paths","strength":4,"hp":75,"language":["Aklo","Common","Diabolic","Pyric","<%UMR%79%%>telepathy<%END> 30 feet "],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","charisma":5,"perception":12,"trait":["Devil","Fiend","Unholy","Medium"],"id":"creature-4726","text":" Odvolos (Censorship Devil) As empires posture amid decline and demagogues preside over republics, censorship devils scatter the burning ash of ignorance as a comforting veil over the complications of history and causality. These devils are feverishly devoted to Hell and find anything that could be interpreted against Hell's doctrines to be anathema and deserving of immediate destruction. Inconvenient accounts of the past, truths that draw the faithful away from the ways of Asmodeus, words that bring hope to those who might otherwise fall into a devil's temptations—these are fuel for the odvolos's hateful torches, burning bright on the cinders of ink and vellum. Recall Knowledge - Fiend (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Odvolos Source Pathfinder #222: Hellbreakers pg. 227 Perception +12; (14 to detect concealed objects) fevered consciousness, scent (imprecise) 30 feet Languages Aklo, Common, Diabolic, Pyric; telepathy 30 feet Skills Athletics +12, Deception +13, Intimidation +13, Religion +12, Society +12, Survival +12 Str +4 Dex +2 Con +3 Int +1 Wis +1 Cha +5 Fevered Consciousness An odvolos ignores concealment or penalties to Perception from ash, fire, and smoke. Items Longspear --- AC 21 Fort +13 Ref +12 Will +11 +1 status to all saves vs. magic, –1 status to all saves vs. emotion effects HP 75 Immunities fire Resistances physical 5 (except silver) Weaknesses holy 5 Shroud of Burning Pages (aura, fire) 15 feet. The odvolos is surrounded by an aura of burning paper and scorched parchment, which provides concealment as if it was smoke. A creature within the aura takes a –2 circumstance penalty to Perception checks, and a creature that ends its turn in the aura must succeed at a DC 22 Reflex save or any items with written information held or carried by the creature takes 1d4 persistent fire damage. Magical items and religious texts are immune to this effect. Purge Records Reaction Trigger A creature the odvolos can see or hear within 15 feet Casts a Spell from a scroll or Activates a grimoire; Effect The odvolos Steps toward the creature and makes a longspear Strike. If the attack is a critical hit, the triggering action is disrupted. --- Speed 25 feet Melee Single Action longspear +14 (Fire, magical, reach, unholy), Damage 1d8+7 piercing plus 1d4 fire Melee Single Action torch +14 (Fire, unholy), Damage 2d8+7 fire Divine Innate Spells DC 19, attack +11 - Cantrips (3rd) Ignition - 3rd Locate (at will; books; scrolls; ink; writing materials; and other written or inscribed materials only) Pyre's Mercy Single Action (Concentrate, emotion, fear, fire, mental) The odvolos attempts to Demoralize a creature within 30 feet. If the odvolos succeeds, the creature also gains fire weakness 5 while frightened. Torchbearer Piercing weapons wielded by an odvolos gain the magical trait and deal an additional 1d4 fire damage on a successful Strike and 1d8 persistent fire damage on a critical hit. Fanatics Of Hell Odvolos love to engage foes in debate, even if they’re ill-suited to the arts of logic and rhetoric; their passion is to engulf their opponents in fallacy and flame. In their eyes, anyone who dares to disagree with them or their archdevil idols is but a straw man, and they’ll do their damnedest to ensure the straw man burns. ","skill_mod":{"society":12,"deception":13,"survival":12,"athletics":12,"intimidation":13,"religion":12},"image":["/Images/Monsters/Odvolos.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Locate","Ignition"],"ac":21,"item":["Longspear"],"level":5,"spell_dc":[19],"source_category":["Adventure Paths"],"sense":"(14 to detect concealed objects) fevered consciousness, scent (imprecise) 30 feet","resistance":{"bludgeoning":5,"piercing":5,"slashing":5,"physical":5},"intelligence":1,"reflex_save":12,"strongest_save":["fort","fortitude"],"fortitude_save":13,"source_group":["Hellbreakers"],"size":["Medium"],"name":"Odvolos","rarity":"common","strike_damage_average":[14,16],"attack_bonus":[14,14],"constitution":3,"immunity":["fire"],"creature_family":"Devil","spell_attack_bonus":[11],"will_save":11,"speed":{"max":25,"land":25},"wisdom":1,"weakness":{"holy":5},"creature_ability":["Fevered Consciousness","Shroud of Burning Pages","Purge Records","Pyre's Mercy","Torchbearer Piercing"],"primary_source_group":"Hellbreakers","skill":["Athletics","Deception","Intimidation","Religion","Society","Survival"],"tradition":["Divine"],"summary":"As empires posture amid decline and demagogues preside over republics, censorship devils scatter the burning ash of ignorance as a comforting veil …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["will"],"url":"/Monsters.aspx?ID=4726","dexterity":2,"category":"creature","slug":"creature-4726"},{"primary_source_category":"Adventure Paths","strength":0,"hp":28,"language":["Aklo","Chthonian","Common","Diabolic","Draconic","Empyrean","Jotun","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","charisma":2,"perception":11,"trait":["Devil","Fiend","Unholy","Medium"],"id":"creature-4727","text":" Velavi (Librarian Devil) Knowledge is power, and no one is more keenly aware of this truth than velavis. These scribes and junior scholars are tasked with maintaining the unfathomably vast collections in Stygia's Academies of Lies. Velavis are the front faces of the library, greeting visitors and determining whether to grant their requests. Their organizational skills are among the best in Hell, and their memories are long, allowing them to easily navigate their home library with astonishing speed. Velavis provide another vital service for Hell: should another devil make a valuable discovery, they're expected to report to an Academy to have a velavi record it on a scroll or book the velavi crafts out of living flesh. Each velavi is intimately familiar with the collections in their library, and they have unfettered access to other Academies' archives. Those seeking information in Hell might be tempted to seek a velavi's aid, but the velavi will demand a high price before conceding any information—even then, the flow of knowledge almost always goes one way, as velavis are tricky with what they share. Librarian devils are custodians, gatekeepers, and guardians; it's exceedingly rare for velavis to share their knowledge with anyone but a devil of higher rank, and even then, it must be bought or threatened out of them. Recall Knowledge - Fiend (Religion): DC 16 Unspecific Lore : DC 14 Specific Lore : DC 11 Velavi Source Pathfinder #222: Hellbreakers pg. 228 Perception +11; greater darkvision Languages Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Jotun; telepathy 100 feet Skills Arcana +7, Crafting +7, Hell Lore +8, Intimidation +7, Library Lore +8, Occultism +8, Religion +8, Society +7 Str +0 Dex +2 Con +1 Int +4 Wis +3 Cha +2 Items scroll robes of phantasmal minion , Writing Set --- AC 17 Fort +5 Ref +8 Will +10 +1 status to all saves vs. magic HP 28 Immunities fire Resistances physical 3 (except silver), poison 3 Weaknesses holy 3 --- Speed 25 feet Melee Single Action claw +7 (Agile, magical, unholy), Damage 1d6+3 slashing Melee Single Action quill +9 (Agile, finesse, magical, unholy), Damage 1d4+3 slashing plus 1d4 persistent bleed Arcane Prepared Spells DC 18, attack +10 - Cantrips (1st) Daze, Shield, Tangle Vine, Telekinetic Hand, Telekinetic Projectile - 1st Command, Enfeeble, Sleep Divine Innate Spells DC 18 - 1st Lock Rituals DC 18 - 1st Diabolic Pact Frightening Shush Two Actions (Emotion, fear, manipulate, mental, visual) The velavi makes an intimidating shushing motion. Creatures within 30 feet must attempt a DC 18 Will save. The velavi can't use Frightening Shush again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature is frightened 1. Failure The creature is frightened 2. While a creature is frightened by this ability, it's off-guard to the velavi. Critical Failure As failure, and the creature also can't make any sounds while it's frightened, as if under the effect of the silence spell. Mind Over Matter Velavis have long, birdlike legs, pallid skin, and piercing black eyes that unnerve many who look upon them. When angered, one glare is enough to intimidate troublemakers into compliance. Despite their imposing demeanor, velavis aren’t especially strong physically. When they need to move heavy tomes, they tend to do so with the aid of magic and conjured servants. These devils are accomplished spellcasters whose intellect, speech, and quills are their most powerful weapons. ","skill_mod":{"society":7,"crafting":7,"arcana":7,"intimidation":7,"occultism":8,"religion":8},"image":["/Images/Monsters/Velavi.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Command","Enfeeble","Sleep","Daze","Shield","Tangle Vine","Telekinetic Hand","Telekinetic Projectile","Lock"],"ac":17,"item":["scroll robes of phantasmal minion","Writing Set"],"level":2,"spell_dc":[18,18],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{"bludgeoning":3,"poison":3,"piercing":3,"slashing":3,"physical":3},"intelligence":4,"reflex_save":8,"strongest_save":["will"],"vision":"Greater darkvision","fortitude_save":5,"source_group":["Hellbreakers"],"size":["Medium"],"name":"Velavi","rarity":"common","strike_damage_average":[6,8],"attack_bonus":[7,9],"constitution":1,"immunity":["fire"],"creature_family":"Devil","spell_attack_bonus":[10],"will_save":10,"speed":{"max":25,"land":25},"wisdom":3,"weakness":{"holy":3},"creature_ability":["Frightening Shush"],"primary_source_group":"Hellbreakers","skill":["Arcana","Crafting","Hell Lore","Intimidation","Library Lore","Occultism","Religion","Society"],"tradition":["Arcane","Divine"],"summary":"Knowledge is power, and no one is more keenly aware of this truth than velavis. These scribes and junior scholars are tasked with maintaining the …","trait_group":["Monster","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4727","dexterity":2,"category":"creature","slug":"creature-4727"},{"attack_bonus":[18,18,21],"constitution":1,"primary_source_category":"Adventure Paths","strength":-5,"hp":140,"language":["Common","Diabolic","(can't speak any language)"],"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","creature_family":"Fumecrux","will_save":17,"charisma":6,"speed":{"fly":90,"max":90,"land":25},"perception":18,"wisdom":3,"weakness":{},"creature_ability":["Frightful Presence","Desiccated Boulder Breath","Hellfume Body","Spit Up","Swallow Whole"],"primary_source_group":"Hellbreakers","skill":["Athletics","Intimidation"],"trait":["Uncommon","Undead","Unholy","Large"],"id":"creature-4728","text":" Draconic Fumercrux This creature is the result of the fumecrux ritual performed on the head of a young adamantine dragon. Unlike most fumecruxes, draconic fumecruxes retain some of the unique magic of their living counterparts. Recall Knowledge - Undead (Religion): DC 28 Unspecific Lore : DC 26 Specific Lore : DC 23 Draconic Fumercrux Source Pathfinder #222: Hellbreakers pg. 229 Perception +18; darkvision Languages Common, Diabolic; (can't speak any language) Skills Athletics +20, Intimidation +18 Str -5 Dex +4 Con +1 Int +1 Wis +3 Cha +6 --- AC 27 Fort +21 Ref +15 Will +17 HP 140 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 26 --- Speed 25 feet, fly 90 feet Melee Single Action jaws +21 (Magical, reach 10 feet), Damage 2d12+9 piercing plus Grab Melee Single Action claw +18 (Agile, finesse, magical, void), Damage 4d8+4 void Melee Single Action tail +18 (Agile, finesse, magical, reach 15 feet, void), Damage 4d6+4 void Desiccated Boulder Breath Two Actions (Void) The draconic fumecrux belches forth a mass of stones that are partially solid and partially void energy. These stones deal 4d8 bludgeoning damage and 4d8 void damage in a 30-foot cone (DC 25 basic Reflex save). It can't use Desiccated Boulder Breath again for 1d4 rounds. Hellfume Body A fumecrux's body consists of hellish fumes infused with void energy. When a creature that's holding its breath while it has been Swallowed Whole by a fumecrux attacks or casts a spell on a turn, the creature loses 3 rounds of air instead of 2. Spit Up Two Actions Requirements The draconic fumecrux has a creature Swallowed Whole; Effect The draconic fumecrux spits out the swallowed creature, flinging it through the air up to 40 feet away. The creature takes bludgeoning damage equal to the distance it traveled and lands prone. If it lands in the same space as another creature, the other creature is pushed 5 feet and takes 3d8+4 bludgeoning damage (DC 25 basic Reflex save). The fumecrux can't Spit Up more than one creature at a time no matter their size, and the most recently swallowed creature is Spit Up first. Swallow Whole Single Action Medium, 1d10+4 void and 1d10 fire, Rupture 12 ","skill_mod":{"athletics":20,"intimidation":18},"summary":"This creature is the result of the fumecrux ritual performed on the head of a young adamantine dragon. Unlike most fumecruxes, draconic fumecruxes …","image":["/Images/Monsters/Draconic_Fumecrux.webp"],"primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Rarity","Creature Type","Mechanics"],"ac":27,"level":9,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{},"url":"/Monsters.aspx?ID=4728","intelligence":1,"reflex_save":15,"strongest_save":["fort","fortitude"],"dexterity":4,"vision":"Darkvision","fortitude_save":21,"source_group":["Hellbreakers"],"size":["Large"],"spoilers":"Hellbreakers","name":"Draconic Fumercrux","category":"creature","rarity":"uncommon","strike_damage_average":[18,22,22],"slug":"creature-4728"},{"attack_bonus":[6],"constitution":1,"primary_source_category":"Adventure Paths","strength":0,"hp":15,"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","will_save":3,"charisma":-2,"speed":{"climb":15,"max":20,"land":20,"swim":20},"perception":6,"wisdom":1,"weakness":{},"creature_ability":["Deep Breath","Aerial Ambush","Aquatic Ambush","Gliding River Snake Venom","Weaving Glide"],"primary_source_group":"Hellbreakers","skill":["Athletics","Stealth","Survival"],"trait":["Animal","Small"],"id":"creature-4729","text":" Gliding River Snake Wise travelers keep watch for snakes along their path, but few expect them to attack from above. When threatened, the gliding river snake takes to high ground and launches toward its target, gliding through the air by flattening its ribs and controlling its flight by moving sinuously. If unable to make an aerial attack, the gliding river snake simply attempts to bite its target and snap off a finger or two. The snake's jaws are extremely powerful, able to bite clean through bone and flesh. The mildly venomous gliding river snake prefers to keep to itself but reacts harshly to potential threats with a vicious bite. Its mouth is filled with serrated teeth that tear into its prey rather than piercing like a typical snake. Using these teeth, the gliding river snake rends its food into chunks before swallowing, allowing it to target larger prey. Sometimes an unfortunate animal is beset by multiple gliding river snakes, covering it with writhing serpents. These group meals have been mistaken for a singular monster before, as only the snakes' tentacle-like bodies can be seen as they feast. The gliding river snake often lives in pairs, staying together with its mate through the mating season before separating in the off season. They lay their eggs either in trees or underwater, sometimes even stealing bird nests for their own uses once they've devoured the birds' eggs. Many a birdwatcher has been taken aback by the sight of hatching snakes up in the treetops, occasionally even laid side by side with bird eggs for easy access to a meal. Recall Knowledge - Animal (Nature): DC 14 Unspecific Lore : DC 12 Specific Lore : DC 9 Gliding River Snake Source Pathfinder #222: Hellbreakers pg. 230 Perception +6; low-light vision, scent (imprecise) 30 feet Languages Skills Athletics +2, Stealth +5, Survival +5 Str +0 Dex +3 Con +1 Int -4 Wis +1 Cha -2 Deep Breath The gliding river snake can hold its breath for about an hour. --- AC 15 Fort +6 Ref +9 Will +3 HP 15 --- Speed 20 feet, climb 15 feet, swim 20 feet Melee Single Action jaws +6, Damage 1d6+2 piercing plus gliding river snake venom Aerial Ambush Single Action (Move) Requirements The gliding river snake is higher than a creature; Effect The gliding river snake launches up to 20 feet down toward a creature and makes a jaws Strike against it. If the snake hits, it doesn't take damage from the fall. If it misses, it takes only half the regular damage from the distance it fell. Aquatic Ambush Single Action Requirements The gliding river snake is in water and a creature that hasn't detected it is within 20 feet; Effect The gliding river snake moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the snake makes a jaws Strike against it. The creature is off-guard against this Strike. Gliding River Snake Venom (Poison) Saving Throw DC 18 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison damage (1 round) Weaving Glide Single Action (Move) The snake glides toward the ground, 5 feet down and up to 20 feet forward through the air. As long as it spends at least 1 action gliding each round and hasn't yet reached the ground, it remains in the air at the end of its turn. Secret Signals Gliding river snakes sometimes migrate between nests depending on weather conditions and the movement of prey, which has led some villages to use them as messengers. Once a snake is domesticated, it’s trained to locate specific nests based on scent, and messages are tied to its body. When the snake arrives, it’s rewarded with live prey. ","skill_mod":{"survival":5,"stealth":5,"athletics":2},"summary":"Wise travelers keep watch for snakes along their path, but few expect them to attack from above. When threatened, the gliding river snake takes to …","image":["/Images/Monsters/Gliding_River_Snake.webp"],"primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Creature Type"],"ac":15,"level":0,"source_category":["Adventure Paths"],"sense":" low-light vision , scent (imprecise) 30 feet","weakest_save":["will"],"resistance":{},"url":"/Monsters.aspx?ID=4729","intelligence":-4,"reflex_save":9,"strongest_save":["ref","reflex"],"dexterity":3,"vision":"Low-light vision","fortitude_save":6,"source_group":["Hellbreakers"],"size":["Small"],"name":"Gliding River Snake","category":"creature","rarity":"common","strike_damage_average":[5],"slug":"creature-4729"},{"primary_source_category":"Adventure Paths","strength":0,"hp":25,"language":["Common","Fey","<%UMR%79%%>telepathy<%END> 100 feet"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","charisma":4,"perception":10,"trait":["Fey","Uncommon","Small"],"id":"creature-4730","text":" Drude A drude is a gorga who embodies the fear of haunted places at night. This shadowy, shapeshifting fey is drawn to places of great tragedy, loss, or conflict, where they prey on their victim's fear of their surroundings. A drude takes perverse pleasure in toying with their quarry, whom they terrorize and exhaust over the course of the night. Malicious but not truly malevolent, a drude typically stops short of causing death since that would put an end to their fun. When faced with a situation they can't win, this fey is more likely to flee than fight. A drude's true form resembles an emaciated, tailless fox made of darkness and ghostly shadows, though a drude rarely reveals this true self to others. When a drude has set their sights on a target, they prefer to shift into a form better suited to infiltrating the victim's sleeping space, such as a stray dog, a nearby shrub, or an item nestled among the target's gear. If the drude can't find a suitable location for their fun, they'll make one. They find the most isolated area they can and put on a great show to bring out the fear of any residents. The unfortunate people in the drude's chosen territory are stalked by strange figures, assailed by wailing sounds, and haunted by terrible nightmares—all tricks by the shapeshifting drude to create the perfect environment for themself. Very rarely, a drude might become attached to a particular victim and follow them to other locations, choosing to haunt them instead of a singular location. Recall Knowledge - Fey (Nature): DC 18 Unspecific Lore : DC 16 Specific Lore : DC 13 Drude Source Pathfinder #222: Hellbreakers pg. 231 Perception +10; greater darkvision Languages Common, Fey; telepathy 100 feet Skills Deception +8, Society +7, Stealth +8 Str +0 Dex +3 Con +0 Int +2 Wis +2 Cha +4 --- AC 18 Fort +5 Ref +11 Will +8 HP 25 Weaknesses cold iron 3 Lay Bare When a drude using Change Shape is reduced to fewer than half their Hit Points, they revert to their true form. Nightmare Herald (aura) 90 feet. A creature that sleeps within the drude's aura is tormented with horrific nightmares and must attempt a DC 18 Will save. On a failure, it's enfeebled 1 for 24 hours when it awakens. On a critical failure, it's also fatigued. --- Speed 25 feet Melee Single Action jaws +8 (Agile, finesse, magical), Damage 1d6+3 piercing Innate Primal Spells DC 16 - Constant (1st) Vanishing Tracks Change Shape Single Action (Concentrate, polymorph, primal) The drude takes on the appearance of a Small animal or inanimate object. This doesn't affect their statistics, but it could change the damage type of their Strikes while in animal form. Haunting Echoes Two Actions (Concentrate, illusion, emotion, fear, mental, primal) The drude targets a creature they can see within 30 feet and assaults it with illusions of ghosts and nightly terrors. The creature must attempt a DC 18 Will save. Critical Success The creature is unaffected and temporarily immune for 24 hours. Success The creature takes 1d6 mental damage. Failure The creature takes 1d6 mental damage and is frightened 1. Critical Failure The creature takes 2d6 mental damage and is frightened 2. Cruel Pranksters Drudes are very sociable with other sadists and often team up with gremlins, sahkils, and other gorgas who wish to cause suffering. More than a few drudes have been discovered serving as pets and companions for serial killers and torturers who amuse the fey with their brutal activities. ","skill_mod":{"society":7,"deception":8,"stealth":8},"image":["/Images/Monsters/Drude.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Vanishing Tracks"],"ac":18,"level":2,"spell_dc":[16],"source_category":["Adventure Paths"],"sense":" greater darkvision ","resistance":{},"intelligence":2,"reflex_save":11,"strongest_save":["ref","reflex"],"vision":"Greater darkvision","fortitude_save":5,"source_group":["Hellbreakers"],"size":["Small"],"spoilers":"Hellbreakers","name":"Drude","rarity":"uncommon","strike_damage_average":[6],"attack_bonus":[8],"constitution":0,"creature_family":"Gorga","will_save":8,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{"cold_iron":3},"creature_ability":["Lay Bare","Nightmare Herald","Change Shape","Haunting Echoes"],"primary_source_group":"Hellbreakers","skill":["Deception","Society","Stealth"],"tradition":["Primal"],"summary":"A drude is a gorga who embodies the fear of haunted places at night. This shadowy, shapeshifting fey is drawn to places of great tragedy, loss, or …","trait_group":["Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4730","dexterity":3,"category":"creature","slug":"creature-4730"},{"primary_source_category":"Adventure Paths","strength":-1,"hp":115,"language":["Common"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","charisma":2,"perception":15,"trait":["Uncommon","Undead","Unholy","Tiny"],"id":"creature-4731","text":" Godclaw Hellcrown Hellcrowns are a known hazard when fighting any order of Hellknights, especially so when those knights hail from the Order of the Godclaw. These hellcrowns seem to have a much better grasp on the necromancy that weaves through their existence and have been reported to form spectral weapons from their ghostly bodies that they can whip at their foes at a moment's notice. These are some of the most dangerous hellcrowns one can meet. Recall Knowledge - Undead (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Godclaw Hellcrown Source Pathfinder #222: Hellbreakers pg. 232 Perception +15; darkvision Languages Common Skills Intimidation +17, Stealth +15 Str -1 Dex +4 Con +2 Int +0 Wis +2 Cha +2 --- AC 24 Fort +12 Ref +18 Will +15 HP 115 (void healing) Immunities bleed, death effects, disease, paralyzed, poison, unconscious --- Speed fly 25 feet Melee Single Action spectral lash +17 (Magical, reach 5 feet, void), Damage 2d12+3 void plus agony lash Divine Innate Spells DC 23, attack +15 - Cantrips (4th) Telekinetic Projectile - 1st Command (at will) - 3rd Crisis of Faith - 4th Divine Wrath Agony Lash (Divine) A creature damaged by the godclaw hellcrown's spectral lash Strike must attempt a DC 23 Fortitude save. On a failure, the tip of the lash is embedded in the creature, dealing 1d6 persistent bleed damage and imparting a –5-foot status penalty to the target's Speeds for 1 minute. Each additional embedded tip increases the bleed damage by 1 and the penalty to Speed by 5 feet. A creature can remove a tip with an Interact action to reduce the amount of bleed damage and the penalty to Speed. Pulling out the last tip removes both conditions. Forbidding Stare Single Action (Concentrate, emotion, fear, mental, visual) All creatures that can see the hellcrown and are affected by agony lash must attempt a DC 25 Will saving throw. A creature that fails is frightened 1, and on a critical failure, it becomes fleeing for as long as it's frightened. Regardless of the result, the creature is then temporarily immune to Forbidding Stare for 10 minutes. Different Orders Hellcrowns arise with different abilities depending on the order they were part of. Hellcrowns from the Order of the Rack use a large nail as their weapon, while those from the Order of the Chain use long spectral chains to bind and choke their quarry. No matter the Order, all Hellcrowns seek to destroy anything that isn't one of them. ","skill_mod":{"stealth":15,"intimidation":17},"image":["/Images/Monsters/Hellcrown.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Divine Wrath","Crisis of Faith","Command","Telekinetic Projectile"],"ac":24,"level":7,"spell_dc":[23],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":0,"reflex_save":18,"strongest_save":["ref","reflex"],"vision":"Darkvision","fortitude_save":12,"source_group":["Hellbreakers"],"size":["Tiny"],"spoilers":"Hellbreakers","name":"Godclaw Hellcrown","rarity":"uncommon","strike_damage_average":[16],"attack_bonus":[17],"constitution":2,"immunity":["bleed","death effects","disease","paralyzed","poison","unconscious"],"creature_family":"Hellcrown","spell_attack_bonus":[15],"will_save":15,"speed":{"fly":25,"max":25},"wisdom":2,"weakness":{},"creature_ability":["Agony Lash","Forbidding Stare"],"primary_source_group":"Hellbreakers","skill":["Intimidation","Stealth"],"tradition":["Divine"],"summary":"Hellcrowns are a known hazard when fighting any order of Hellknights, especially so when those knights hail from the Order of the Godclaw. These …","trait_group":["Rarity","Creature Type","Mechanics"],"weakest_save":["fort","fortitude"],"url":"/Monsters.aspx?ID=4731","dexterity":4,"category":"creature","slug":"creature-4731"},{"primary_source_category":"Adventure Paths","strength":6,"hp":130,"language":["Common","Diabolic"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","charisma":2,"perception":15,"trait":["Skeleton","Uncommon","Undead","Unholy","Medium"],"id":"creature-4732","text":" Skeletal Hellknight Bonesinger Some undead Hellknights can command the bones of both their own bodies and others, and they primarily use this ability to temporarily strengthen themselves and summon waves of reinforcements. While just as undead as their compatriots, these so-called bonesingers have enough intelligence to join their living counterparts, though they're generally shunned and disavowed. Recall Knowledge - Undead (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Skeletal Hellknight Bonesinger Source Pathfinder #222: Hellbreakers pg. 233 Perception +15; darkvision Languages Common, Diabolic Skills Athletics +18, Intimidation +16 Str +6 Dex +1 Con +4 Int +1 Wis +3 Cha +2 Items Hellknight Plate, +1 striking warhammer --- AC 26 Fort +18 Ref +13 Will +16 HP 130 (void healing) Immunities bleed, death effects, diseased, paralyzed, poison, unconscious Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10 Weaknesses holy 10, vitality 10 Reactive Strike Reaction --- Speed 25 feet, climb 15 feet Melee Single Action warhammer +20 (Magical, shove), Damage 2d8+9 bludgeoning Melee Single Action claw +19 (Agile, magical), Damage 2d6+9 slashing Divine Innate Spells DC 26 - 4th Bind Undead (skeleton only), Rouse Skeletons, Summon Undead (skeleton only) Call to Arms Single Action (Concentrate, manipulate, occult) The skeletal Hellknight bonesinger strikes its rib cage three times, creating a loud, ominous clatter. All mindless skeletons in a 30-foot emanation must use their reaction to Stride closer to the bonesinger. For the Cause Three Actions (Concentrate, manipulate, occult, void) Frequency once per day; Requirements The skeletal Hellknight bonesinger has fewer than half their Hit Points remaining; Effect The bonesinger reaches out through the necromantic magic that animates the dead around them and pulls it into themself. The bonesinger chooses up to three mindless skeletons with the minion trait that they control within a 10-foot emanation and destroys them. The bonesinger regains 2d6 Hit Points for each skeleton destroyed. Invoke Reckoning Single Action (Manipulate, occult, void) Frequency once per round; Requirements The skeletal Hellknight bonesinger's last action was to damage an enemy with a melee Strike; Effect The bonesinger pulls at the bones of the creature they just damaged, releasing a pulse of void energy. That creature takes 4d8 void damage and must attempt a DC 23 Fortitude save. Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage. Critical Failure The creature takes full damage and is drained 1. Order Of The Crux The mercenary band known as the Order of the Crux consists of three graveknights slowly amassing an army after they were killed by the Order of the Scourge. Their greatest assets are skeletal Hellknights, who find acceptance among their undead ranks, though their true goals are unknown. ","skill_mod":{"athletics":18,"intimidation":16},"image":["/Images/Monsters/Skeletal_Hellknight.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Bind Undead","Rouse Skeletons","Summon Undead"],"ac":26,"item":["Hellknight Plate","+1 striking warhammer"],"level":8,"spell_dc":[26],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{"piercing":10,"slashing":10,"fire":10,"cold":10,"electricity":10},"intelligence":1,"reflex_save":13,"strongest_save":["fort","fortitude"],"vision":"Darkvision","fortitude_save":18,"source_group":["Hellbreakers"],"size":["Medium"],"spoilers":"Hellbreakers","name":"Skeletal Hellknight Bonesinger","rarity":"uncommon","strike_damage_average":[16,18],"attack_bonus":[19,20],"constitution":4,"immunity":["bleed","death effects","diseased","paralyzed","poison","unconscious"],"creature_family":"Skeletal Hellknight","will_save":16,"speed":{"climb":15,"max":25,"land":25},"wisdom":3,"weakness":{"holy":10,"vitality":10},"creature_ability":["Reactive Strike","Call to Arms","For the Cause","Invoke Reckoning"],"primary_source_group":"Hellbreakers","skill":["Athletics","Intimidation"],"tradition":["Divine"],"summary":"Some undead Hellknights can command the bones of both their own bodies and others, and they primarily use this ability to temporarily strengthen …","trait_group":["Monster","Ancestry","Rarity","Creature Type","Mechanics"],"weakest_save":["ref","reflex"],"url":"/Monsters.aspx?ID=4732","dexterity":1,"category":"creature","slug":"creature-4732"},{"attack_bonus":[15],"constitution":4,"primary_source_category":"Adventure Paths","strength":1,"hp":75,"language":["Chthonian","Necril","<%UMR%79%%>telepathy<%END> 30 feet"],"immunity":["disease","poison","sickened"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","creature_family":"Sarcovalt","will_save":10,"charisma":-1,"speed":{"climb":20,"fly":40,"max":40,"land":20},"perception":13,"wisdom":2,"weakness":{"holy":5},"creature_ability":["Aura of Blight","Befouled Body","Filth Fever","Saving Throw","Stage 1","Stage 2","Stage 3","Reactive Detach","Return to Sender","Detach Head","Malodorous Shriek"],"primary_source_group":"Hellbreakers","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"trait":["Fiend","Unholy","Tiny"],"id":"creature-4733","text":" Sarcovalt Individual sarcovalts have almost no personal identities and incredibly short-term memories. Recall Knowledge - Fiend (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Sarcovalt Source Pathfinder #222: Hellbreakers pg. 234 Perception +13; darkvision, lifesense (imprecise) 60 feet Languages Chthonian, Necril; telepathy 30 feet Skills Acrobatics +13, Athletics +12, Intimidation +12, Stealth +13 Str +1 Dex +5 Con +4 Int +0 Wis +2 Cha -1 --- AC 21 Fort +11 Ref +15 Will +10 +1 status to all saves vs. death effects HP 75 Immunities disease, poison, sickened Resistances acid 5, cold 5 Weaknesses holy 5 Aura of Blight (aura, disease) 15 feet. The sarcovalt is surrounded by a miasma of infection. An enemy that enters or ends their turn in the aura must attempt a DC 19 Fortitude save. Success The creature is unaffected and becomes temporarily immune to the aura for 1 minute. Failure Until the end of its next turn, the creature takes a –1 circumstance penalty to saves against disease effects. Critical Failure Until the end of its next turn, the creature takes a –2 circumstance bonus against disease effects and is enfeebled 1. Befouled Body Any water the sarcovalt touches becomes diseased with filth fever. Filth Fever (disease Saving Throw DC 23 Fortitude) Onset 1d4 days; Stage 1 sickened 1 (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day) Reactive Detach Reaction Trigger The sarcovalt takes slashing damage from a creature while they have another creature grabbed or restrained; Effect The sarcovalt uses Detach Head. Their head keeps the other creature grabbed or restrained, and their body Steps. The sarcovalt gains resistance 5 to the triggering slashing damage. Return to Sender Reaction Trigger A creature escapes from being grabbed or restrained by the sarcovalt's detached head; Effect The sarcovalt's head returns to their body via the shortest possible path. Any creature in a straight line between the head and the body must succeed at a DC 21 Reflex save or become clumsy 1 for 1 round (clumsy 2 on a critical failure). The sarcovalt Dismisses Detach Head. --- Speed 20 feet, climb 20 feet, fly 40 feet Melee Single Action beak +15 (Finesse, magical, reach 5 feet), Damage 2d8+4 piercing plus 3 persistent bleed and Grab Occult Innate Spells DC 21 - Cantrips (3rd) Daze - 1st Enfeeble, Goblin Pox - 2nd Acid Grip - 3rd Vomit Swarm (Pathfinder Player Core 2 254) Detach Head Free Action (Occult) Trigger The sarcovalt takes damage from a critical hit with a slashing weapon or has their head removed (such as by a vorpal weapon); Effect The sarcovalt can survive decapitation and isn't killed if an effect that removes their head would kill them. Instead, the sarcovalt's head becomes detached from their body. The detached head has the same statistics as the body (except for the aura of blight) and gains the minion trait. The sarcovalt's body can issue a verbal command to the detached head as a single action, giving the head 2 actions. The detached head and body share the same pool of Hit Points. While their head is detached, the sarcovalt's body can't make beak Strikes or use Malodorous Shriek. The detached head can only Climb, Fly, Stride, make beak Strikes, or use Malodorous Shriek. Malodorous Shriek Two Actions (Occult, olfactory, poison, sonic) The sarcovalt screeches through their skull (detached or not), spraying whatever festering viscera remains in their head in a 20-foot cone. Each creature in the area takes 3d6 sonic damage and 3d6 poison damage (DC 21 basic Reflex save). The sarcovalt can't use this ability again for 1d4 rounds. ","tradition":["Occult"],"skill_mod":{"stealth":13,"athletics":12,"intimidation":12,"acrobatics":13},"summary":"Individual sarcovalts have almost no personal identities and incredibly short-term memories.","primary_source":"Pathfinder #222: Hellbreakers","spell":["Vomit Swarm","Acid Grip","Enfeeble","Goblin Pox","Daze"],"trait_group":["Creature Type","Mechanics"],"ac":21,"level":5,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":"darkvision, lifesense (imprecise) 60 feet","weakest_save":["will"],"resistance":{"acid":5,"cold":5},"url":"/Monsters.aspx?ID=4733","intelligence":0,"reflex_save":15,"strongest_save":["ref","reflex"],"dexterity":5,"vision":"Darkvision","fortitude_save":11,"source_group":["Hellbreakers"],"size":["Tiny"],"name":"Sarcovalt","category":"creature","rarity":"common","strike_damage_average":[13],"slug":"creature-4733"},{"constitution":4,"primary_source_category":"Adventure Paths","strength":2,"hp":155,"language":["Chthonian","Necril","<%UMR%79%%>telepathy<%END> 30 feet "],"immunity":["disease","grabbed","poison","precision","prone","restrained","sickened","swarm mind"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","creature_family":"Sarcovalt","will_save":16,"charisma":-1,"speed":{"climb":20,"fly":40,"max":40,"land":20},"perception":19,"wisdom":3,"weakness":{"area":10,"holy":10,"splash":10},"creature_ability":["Aura of Blight","Droning Waste","Heads Will Roll","Swarming Bites"],"primary_source_group":"Hellbreakers","skill":["Acrobatics","Athletics","Intimidation","Stealth"],"trait":["Fiend","Swarm","Unholy","Large"],"id":"creature-4734","text":" Sarcovalt Swarm In most cases, it's very unlikely that one will come across a sarcovalt on their own. More likely, a swarm of Urgathoa's disgusting creations will be beset upon an unfortunate village, the creatures just clever enough to duck away from the best attempts to kill them Recall Knowledge - Fiend (Religion): DC 26 Unspecific Lore : DC 24 Specific Lore : DC 21 Sarcovalt Swarm Source Pathfinder #222: Hellbreakers pg. 235 Perception +19; darkvision, lifesense (imprecise) 60 feet Languages Chthonian, Necril; telepathy 30 feet Skills Acrobatics +20, Athletics +18, Intimidation +18, Stealth +20 Str +2 Dex +6 Con +4 Int +0 Wis +3 Cha -1 --- AC 27 Fort +17 Ref +21 Will +16 +1 status to all saves vs. HP 155 Immunities disease, grabbed, poison, precision, prone, restrained, sickened, swarm mind Resistances bludgeoning 5, piercing 10, slashing 10 Weaknesses area damage 10, holy 10, splash damage 10 Aura of Blight (aura) 15 feet. he sarcovalt is surrounded by a miasma of infection. An enemy that enters or ends their turn in the aura must attempt a DC 19 Fortitude save. Success The creature is unaffected and becomes temporarily immune to the aura for 1 minute. Failure Until the end of its next turn, the creature takes a –1 circumstance penalty to saves against disease effects. Critical Failure Until the end of its next turn, the creature takes a –2 circumstance bonus against disease effects and is enfeebled 2. --- Speed 20 feet, climb 20 feet, fly 40 feet Occult Innate Spells DC 27 - Cantrips (5th) Daze - 3rd Grim Tendrils - 4th Acid Grip Droning Waste Single Action (Auditory, mental) The buzzing of the swarm's wings hit an unholy pitch, making those who hear it feel dizzy and lightheaded. Each creature within a 15-foot emanation must attempt a DC 27 Will save. On a failure, it is stupefied 1 and takes a –1 circumstance penalty to attack rolls until the start of its next turn (stupefied 2 on a critical failure). Heads Will Roll Three Actions The swarm detaches its heads from its bodies and rains them down on its enemies in a 10-foot burst radius within 30 feet. Each head deals falling damage, as if falling from 20 feet up, on any creature it lands on and otherwise takes the damage itself. If a head has a creature within its reach after it falls, it attempts to bite that creature. If any of these bites are critical successes, the head can immediately attempt to Grapple the creature. Melee bite +15 (reach 10 feet), Damage 3d8+5 piercing damage Swarming Bites Single Action Each enemy in the swarm's space takes 4d6 piercing damage and 2d4 persistent bleed damage (DC 27 basic Fortitude save). Bringer Of Plague Sarcovalt swarms bring disease with them, wiping out entire villages in a matter of days. The creatures feast on the infected bodies, unbothered by any illness thanks to their connection to Urgathoa. ","tradition":["Occult"],"skill_mod":{"stealth":20,"athletics":18,"intimidation":18,"acrobatics":20},"summary":"In most cases, it's very unlikely that one will come across a sarcovalt on their own. More likely, a swarm of Urgathoa's disgusting creations will be …","image":["/Images/Monsters/Sarcovalt_Swarm.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Acid Grip","Grim Tendrils","Daze"],"trait_group":["Creature Type","Monster","Mechanics"],"ac":27,"level":9,"spell_dc":[27],"source_category":["Adventure Paths"],"sense":"darkvision, lifesense (imprecise) 60 feet","weakest_save":["will"],"resistance":{"bludgeoning":5,"piercing":10,"slashing":10},"url":"/Monsters.aspx?ID=4734","intelligence":0,"reflex_save":21,"strongest_save":["ref","reflex"],"dexterity":6,"vision":"Darkvision","fortitude_save":17,"source_group":["Hellbreakers"],"size":["Large"],"name":"Sarcovalt Swarm","category":"creature","rarity":"common","slug":"creature-4734"},{"primary_source_category":"Adventure Paths","strength":0,"hp":55,"language":["Common","Goblin"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","charisma":5,"perception":11,"trait":["Goblin","Humanoid","Unique","Small"],"id":"creature-4735","text":" Brakknap Brakknap, an elder goblin of the village of Thorngrip, is one of the few living goblins who witnessed firsthand the atrocities visited on goblinkind after the Goblinblood Wars. Many of his family, including his father and grandmother, lost their lives in the fires that burned the Chitterwood, and Brakknap is cursed to be haunted by their spirits to this day. Despite this personal loss, he doesn't wish destruction on the human residents of Isger. He believes that these terrible wounds between humans and goblins can be healed, though both sides have to forget their prejudices and work together. When hobgoblin commanders first entered the Chitterwood to gather goblin recruits for their attempted conquest of Isger, most of Brakknap's family and neighbors refused the call. They were wary of waging war against their humanoid neighbors, even if said neighbors were more hostile than not. Other goblin villages, however, were eager to strike back against Isgeri humans who'd pushed their kind deeper and deeper into the woods. They knew that many humans called them “monsters” and “pests,” and believed it was their time to fight for supremacy. Brakknap saw distant kin and fellow goblins take part in burning and pillaging the Isgeri countryside, only to be killed in retaliation. War changed Chitterwood greatly, and not all goblins joined up of their own free will. Brakknap witnessed goblins being forced into the ranks, though his family thankfully avoided such conscription. Nevertheless, the world became grim as the war raged on. The Chitterwood was no longer just a home, but now a battlefield. Years later, the tides of the war turned and humans began burning the Chitterwood in efforts to completely exterminate the country's goblins. Humans went deeper into the woods than they'd ever dared before, zealous in their desire to burn down the homes of their enemies. Many goblins, Brakknap's father among them, attempted to defend their homes but were cut down by members of the Isgeri Slayers, an organization of anti-goblin bigots formed during the wars that has been determined to wipe out goblinkind ever since. On that fateful night, Brakknap saw his father stand up to a human and then fall to their blade. He watched as his father's blood pooled in the dirt before his grandmother pulled him away to flee their burning village. A handful of goblins made it to a nearby cave they hoped the humans didn't know about. As they waited, they watched smoke rise over the tops of the trees, the fires burning brighter than even the sunrise. Eventually, the sky began to lighten, but before they could breathe sighs of relief, several Isgeri Slayers approached. Though they seemed to be wandering around in the dark, it was clear that it was only a matter of time before they spotted the cave entrance. Brakknap's grandmother, the village's healer and a student of primal magic, kissed her grandson on the forehead and stepped out into the dawn. Brakknap muffled his cries with his hand and retreated deeper into the cave with his fellows. Brakknap saw his grandmother transform into a stag and lead the slayers away from the cave, leading to her own demise. But her sacrifice meant that what remained of the villagers were safe. Brakknap knew that his grandmother perished that day, for her spirit visited him that night to tell him the area was safe again. Being able to speak to one's deceased ancestors is an honored tradition in many goblin communities, so when Brakknap told the others of his grandmother, they believed him and heeded his guidance. Over the next several days, more and more goblin spirits appeared to Brakknap, some of whom he recognized as family from his youth, and others spoke to him of times long past. Through them, Brakknap was granted small glimpses into the immediate future, allowing him and his fellow goblins to avoid further Isgeri Slayer patrols as they moved deeper into the forest. Finally, the group reached the large sequoia around which Thorngrip would be built. Brakknap fell to his knees as he saw the spirit of his father standing next to that tall tree, beckoning him forward. He told Brakknap to form a village at this spot, one that would be protected from outside interference and be a haven to downtrodden goblins throughout Isger. To prove his words, the spirit of Brakknap's father raised a wall of thorns in a large circle around the tree, hiding its base from the scrutiny of passing humans. The goblins began to build in the safety of this new sanctuary, naming it Thorngrip for the wall that protected them. Approximately 20 years have passed since that day. The goblins of Thorngrip welcomed many goblins whose previous homes were burned at the end of the Goblinblood Wars and who have been fleeing persecution since then, growing the village by leaps and bounds. Once the ground was packed with buildings, the goblins began constructing homes attached to the giant sequoia, but never higher than the town's thorny wall. Though such a settlement might appear to be quite noticeable by its description, the density of the thorns have warded off any natural predators while humans and other goblin-hunters unconsciously avoid the area, as if it didn't exist. For the entirety of the town's history, Brakknap has served as an advisor but never an outright leader. His magic has been instrumental in saving more than a few goblin lives as they try to escape from those that would do them harm. All the while, Brakknap hopes for a day in which Thorngrip no longer needs to hide. Brakknap's great dream is that humans and goblins will live together in peace. However, the continued existence of groups like the Isgeri Slayers stymies that dream, their bigotry and violence a direct counter to hopes of peace. While small examples like the town of Stumpfield show that his goals are certainly possible and even probable, there's still much work to be done before the goblins of Isger can fully make peace with their humanoid neighbors. Though it might take time, maybe even another six generations of goblins to do so, Brakknap hopes to see that day come. Campaign Role Brakknap serves as the party's main contact with the goblins of Chitterwood in Chapter 3. Once the PCs prove to the village that they can be trusted, Brakknap becomes a trusted ally, as he sees the potential of what the Hellbreakers League is doing to free Isger. Though his ancestors warn him that trusting non-goblins might come to no good, Brakknap believes in the PCs' mission. The elderly goblin also plays a crucial role in Chapter 7, aiding the PCs in lifting the curse on Gillamoor. This event can possibly end in Brakknap's demise, but otherwise he continues to support the PCs and their goals. The goblins of Thorngrip might even come to the League's aid in later chapters, led by this optimistic oracle. Post-campaign, Brakknap is a key figure in the founding of Scorchhome and works hard to improve goblinoid relations with humanoids. He encourages peaceful coexistence between the two and hopes for the two nations to live in harmony. Recall Knowledge - Humanoid (Society): DC 29 Unspecific Lore : DC 27 Specific Lore : DC 24 Brakknap Source Pathfinder #222: Hellbreakers pg. 236 Perception +11; darkvision Languages Common, Goblin Skills Chitterwood Lore +10, Diplomacy +12, Medicine +10, Nature +10, Occultism +10, Religion +12, Society +12 Str +0 Dex +3 Con +1 Int +1 Wis +2 Cha +5 Items Hand Crossbow (10 bolts), Leather Armor, Light Mace --- AC 20 Fort +8 Ref +11 Will +14 HP 55 Goblin Scuttle Reaction Trigger A goblin ally ends a move action adjacent to Brakknap; Effect Brakknap Steps. --- Speed 25 feet Melee Single Action light mace +12 (Agile, finesse, shove), Damage 1d4+4 bludgeoning Ranged Single Action hand crossbow +12 (range increment 60 feet), Damage 1d6+4 piercing Divine Spontaneous Spells DC 21 - Cantrips (2nd) Daze, Guidance, Shield, Stabilize, Vitality Lash - 1st Heal, Ill Omen, Protection, Spirit Link (4 slots) - 2nd Augury, Ghostly Carrier, Noise Blast, Share Life (4 slots) Evoke Fault Single Action (Concentrate, divine) The spirits of his ancestors tell Brakknap of a weakness of a foe within 30 feet. Until the end of his turn, Brakknap gains a +1 status bonus to the attack roll of his next Strike against that target, and that Strike deals an extra 1d6 precision damage. At the end of his turn, Brakknap becomes clumsy 1 for 1 minute. If Brakknap uses Evoke Fault while clumsy, he increases the value of his clumsy condition by 1, to a maximum of clumsy 3. Vision of Goblins' Fall Single Action (Concentrate, divine, emotion, fear, mental) Frequency once per 10 minutes; Effect Brakknap touches a foe, making them experience the pain suffered by Chitterwood goblins during the Goblinblood Wars. The target takes 3d6 mental damage (DC 21 basic Will save). A creature that fails the save is also frightened 1 (frightened 2 on a critical failure). ","skill_mod":{"society":12,"diplomacy":12,"nature":10,"medicine":10,"occultism":10,"religion":12},"image":["/Images/Monsters/Brakknap.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Augury","Ghostly Carrier","Noise Blast","Share Life","Heal","Ill Omen","Protection","Spirit Link","Daze","Guidance","Shield","Stabilize","Vitality Lash"],"ac":20,"item":["Hand Crossbow (10 bolts)","Leather Armor","Light Mace"],"level":4,"spell_dc":[21],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":1,"reflex_save":11,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":8,"source_group":["Hellbreakers"],"size":["Small"],"spoilers":"Hellbreakers","name":"Brakknap","rarity":"unique","strike_damage_average":[6,7],"attack_bonus":[12,12],"constitution":1,"will_save":14,"speed":{"max":25,"land":25},"wisdom":2,"weakness":{},"creature_ability":["Goblin Scuttle","Evoke Fault","Vision of Goblins' Fall"],"primary_source_group":"Hellbreakers","skill":["Chitterwood Lore","Diplomacy","Medicine","Nature","Occultism","Religion","Society"],"tradition":["Divine"],"summary":"Brakknap, an elder goblin of the village of Thorngrip, is one of the few living goblins who witnessed firsthand the atrocities visited on goblinkind …","trait_group":["Ancestry","Weapon","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4735","dexterity":3,"category":"creature","slug":"creature-4735"},{"attack_bonus":[24],"constitution":3,"primary_source_category":"Adventure Paths","strength":5,"hp":200,"language":["Common","Diabolic","Goblin"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","will_save":24,"charisma":7,"speed":{"max":25,"land":25},"perception":21,"wisdom":3,"weakness":{},"creature_ability":["Godclaw Aura","Steel Command","Hand of the Avenger","Lawbreaker's Bane","Oppressive Might","Subdue Fugitive"],"primary_source_group":"Hellbreakers","skill":["Athletics","Diplomacy","Hell Lore","Intimidation","Medicine","Religion","Society","Warfare Lore"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4736","text":" Caeto Vulaunex Caeto hails from a large family of ranchers in rural Isger near Saringallow. Growing up, he loathed both the routine of pastoral life and the helplessness of commoners against cattle thieves and bandits. People had a sense of law and order, yet it never felt enforced; life was instead full of compromises and forbearance. The few guards and sheriffs around did nothing for the people, and neither did the government. Elidir never answered any calls for deliverance, and the local militia was useless. Caeto wanted real change, and it was never coming—not while Hedvend was in charge, anyway. After many arguments with his family over fundamental beliefs and values, Caeto left as soon as he was able to seek the unwavering justice he desired at Citadel Dinyar, home of the Order of the Godclaw. Caeto progressed quickly, and in his third year as an armiger, he slew a devil and earned his place as a Hellknight. At only 18, he was unusually young among his peers, but what he lacked in combat experience, he made up for with his force of personality. His social skills shined even in times of conflict, and he helped his maralictor coordinate with the Steel Falcons and Blackjackets in secrecy even before a formal alliance during the Goblinblood Wars was formed. The Goblinblood Wars were a nightmare for Caeto, with true lawlessness destroying his home. He fought bitterly against hobgoblin generals and was eager to light the torches that burned down the Chitterwood to raze the goblins' own homes. As one of the few veterans of the Goblinblood Wars, Caeto was promoted to maralictor and joined the Godclaw's outreach efforts, which took him far from his home country. For over a decade, Caeto seldom thought of Isger, even when he debated what law and order entailed with friends he made from the Orders of the Chain and the Rack. Things changed when Caeto died defending Citadel Dinyar against the Glorious Reclamation. Though many of the Godclaw defenders were resurrected, Caeto didn't expect himself to be among them. He had, as far as he thought then, very little emotional investment among the living. In questioning why he returned, Caeto turned his sights back on his homeland for the first time in years. What little he glimpsed of Isger disgusted him, though he knew then he didn't have the authority to challenge the steward. His home country needed law and order, yet those who ruled it only catered to the wealthy to cling to their status. More and more, Isger's fate gnawed at him. The Hellknight worked toward becoming a paralictor by controversially exonerating Iomedaean Hellknights. In 4724 ar, Caeto received his promotion and witnessed the Godsrain during the ceremony. The whispers of rebellion and the Hellbreakers League's hunt for warshards have convinced him that it's time to properly bring Isger back into Cheliax's lawful grasp. Campaign Role The PCs first meet Caeto during Chapter 4, where he's a potential ally with a genuine desire to reform Isger. Though he despises Hedvend, the serious nature of his murder makes him supportive of the PCs during their investigation. While he's Isgeri, Caeto is out of touch with current events and trends. The Hellknight remains an affable if socially outdated man who seems not as intimidating as his armor suggests. Once the homicide is solved and Hedvend properly dead, Caeto shows his true colors by placing Isger under martial law and framing the Hellbreakers for Hedvend's murder. His relentless pursuit to capture the rebels over defending the commoner against the undead invasion speaks volumes about Caeto's misplaced priorities, ironically reflecting the policies of the steward he so despised. Caeto's warped determination to capture the Hellbreakers at all costs blinds him to his original principles, even as he claims to bring order to Isger. The self-righteous Hellknight ultimately becomes the final villain the PCs must defeat to finally free Isger from the chains of servitude that Cheliax has placed upon it. Edicts And Anathema As a Hellknight and champion of Asmodeus, Caeto's actions are guided by specific rules. Edicts eliminate chaos at its root, be an exemplar of order (worthy of not one, but five), seek the universal laws that transcend individual faiths, enforce proper hierarchies, topple illegitimate hierarchies, lead when you're the most suited to the task, hunt down those who have harmed innocents or committed heinous atrocities. Anathema rest when there's lawlessness to fight, believe you know or understand more than the Godclaw pantheon, let one who's lesser than you wield power over you or lead you Recall Knowledge - Humanoid (Society): DC 38 Unspecific Lore : DC 36 Specific Lore : DC 33 Caeto Vulaunex Source Pathfinder #222: Hellbreakers pg. 239 Perception +21 Languages Common, Diabolic, Goblin Skills Athletics +23, Diplomacy +25, Hell Lore +21, Intimidation +25, Medicine +21, Religion +21, Society +19, Warfare Lore +20 Str +5 Dex +0 Con +3 Int +2 Wis +3 Cha +7 Items +1 Hellknight plate, +1 striking shifting longsword , minor sturdy shield, wooden religious symbol of Asmodeus --- AC 30 (32 with shield raised) Fort +21 Ref +18 Will +24 (+26 against mental) HP 200 Resistances slashing 10 Godclaw Aura (aura, divine) 15 feet. Followers of any deities on the Godclaw pantheon or of the pantheon itself within the aura immediately know Caeto is a champion of the Godclaw. Shield Block Reaction Steel Command Reaction (divine, emotion, mental) Trigger A creature in Caeto's aura damages him; Effect Caeto commands his enemy to kneel in supplication. The triggering creature must attempt a DC 30 Will save. They then become immune to Steel Command for 1 minute. Success The creature must choose to drop prone as a free action or take 3d6 mental damage and 1d8 persistent spirit damage. Failure The creature must choose to drop prone as a free action and be slowed 1 or take 6d6 mental damage and 2d8 persistent spirit damage. Critical Failure The creature drops prone, is slowed 1, and takes 12d6 mental damage and 2d8 persistent spirit damage. --- Speed 25 feet Melee Single Action shifting longsword +24 (Magical, versatile P), Damage 2d8+11 slashing plus lawbreaker's bane Champion Devotion Spells 3 Focus Points DC 30 - 6th Commanding Lash, Lay on Hands, Touch of Obedience Hand of the Avenger Free Action (Divine, manipulate, spirit) Caeto evokes his oath to bring justice to those he deems a threat to Isger. Until the end of his turn, Caeto can use his lay on hands to damage an enemy in his aura as if they were undead, dealing spirit damage instead of vitality damage. Lawbreaker's Bane Caeto gains a +4 status bonus on damage to Strikes against targets that he knows have broken the law. The bonus increases to +6 if the target is a known member of the Hellbreakers League. Oppressive Might Single Action (Divine, concentrate, emotion, fear, mental, visual) Caeto uses his posture to assert dominance over the masses. He attempts an Intimidation check to Demoralize all non-allied creatures within 60 feet. He doesn't take a penalty against targets who don't understand his language. On a critical success, that target doesn't become temporarily immune to Caeto's other attempts to Demoralize them. Subdue Fugitive Two Actions Frequency once per minute; Requirements Caeto is wielding his longsword; Effect Caeto uses his shifting rune's Shift Weapon to transform his sword into a flail and makes a melee Strike with it. If the Strike hits and deals damage, he can attempt an Athletics check as a free action to Disarm or Trip the target of the Strike. This attempt neither applies nor counts toward Caeto's multiple attack penalty. ","skill_mod":{"society":19,"diplomacy":25,"medicine":21,"athletics":23,"intimidation":25,"religion":21},"summary":"Caeto hails from a large family of ranchers in rural Isger near Saringallow. Growing up, he loathed both the routine of pastoral life and the …","image":["/Images/Monsters/Caeto_Vulaunex.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Commanding Lash","Lay on Hands","Touch of Obedience"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":30,"item":["+1 Hellknight plate","+1 striking shifting longsword","minor sturdy shield","wooden religious symbol of Asmodeus"],"level":11,"spell_dc":[30],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{"slashing":10},"url":"/NPCs.aspx?ID=4736","intelligence":2,"reflex_save":18,"strongest_save":["will"],"dexterity":0,"fortitude_save":21,"source_group":["Hellbreakers"],"size":["Medium"],"spoilers":"Hellbreakers","name":"Caeto Vulaunex","category":"creature","rarity":"unique","strike_damage_average":[20],"slug":"creature-4736"},{"attack_bonus":[18],"constitution":4,"primary_source_category":"Adventure Paths","strength":2,"hp":90,"language":["Common","Diabolic","Hallit","Necril"],"immunity":["death effects","disease","paralyzed","poison","sleep"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","will_save":18,"charisma":3,"speed":{"climb":25,"max":25,"land":25},"perception":16,"wisdom":6,"weakness":{},"creature_ability":["Children of the Night","Hypnotic Gaze","Vampire Vulnerabilities","Compulsions","Revulsion","Stake","Sunlight","Cloud of Plague","Change Shape","Biting Flies","Create Servitor","Dominate","Drink Blood","Turn to Mist","Coffin Restoration"],"primary_source_group":"Hellbreakers","skill":["Athletics","Deception","Diplomacy","Religion","Society","Stealth","Thievery"],"trait":["Undead","Unholy","Unique","Vampire","Medium"],"id":"creature-4737","text":" Ezio Gaeta Ezio Gaeta is, was, and always has been an Isgeri patriot. And like many such loyalists born in the country, he came to rue his poor nation's role as Cheliax's vassal state. Unfortunately for Isger, Ezio found his solution in Urgathoa's teachings. Suffering from the deprivations common to many under the stewards' governorship, he latched onto his Kellid ancestors' view of the Pallid Princess as a harvest goddess, one who provides unlimited bounty for her people. Her calls for gluttony and excess were just what a people long forced into the barest subsistence deserved. When he reached his 50th birthday in 4675 ar, Ezio decided he needed more time, more power, more control. Knowing of Illcayna Alonnor's story and her devotion to their shared goddess, he journeyed to Finder's Gulch and sought her help. Illcayna saw something in him, a slyness and devotion to Urgathoa that set Ezio apart from those unworthy of becoming more than senseless zombies or her servile wights. At his pleading, she ritually transformed him into a unique vampire in return for his loyalty, which he gave gladly. For several decades, Ezio moved as Illcayna's agent in the world, quietly spreading Urgathoa's faith and sabotaging Chelaxian efforts to take the final dregs of Isger's resources. In the 4680s, he led occasional brutal raids against goblin villages in the Chitterwood, making already bad conditions even less tolerable, and arranged for explosive confrontations between the Chitterwood residents, nearby villages, and passing bands of adventurers and mercenaries. His machinations contributed to the festering anger of the region that eventually exploded in the Goblinblood Wars. While Illcayna collected corpses for her undead army, Ezio traveled to Elidir, where he began amassing influence. In the decades after the war, he has only increased his manipulations of Isger's leadership, using his position to feed Illcayna information on the political climate and quietly eliminate threats to her plans. In response to reports of heroes clearing Citadel Altaerein, Ezio choreographed the arrival of Taotake traders with a shipload of Mwangi onyx, flooding the market and lowering prices for the key ingredient in the ritual to create undead. Similarly, he has spent 30 years pulling strings to keep powerful clerics out of Elidir in preparation for the day Illcayna conquers the nation. His subtle methods include creating crises that lure the best clerics out of the country and fostering conditions that make the city conducive to those who, even if devout in faith, are less likely or able to take the field against the countryside's growing undead threat. In following Illcayna's orders, Ezio believes he's clearing the way for her plans to transform the country into a tribute state for Urgathoa. He sees this gruesome future not as an end, but a renewal of Isger where the people will finally have the power and resources to take what they're due. Campaign Role Ezio serves as a critical catalyst for the second half of the campaign when he murders Steward Hedvend VI, throwing the nation into turmoil at the loss of its leader and ushering Illcayna in as a major threat. Prior to the murder, the PCs can encounter him at the gala, where he comes across as an enigma. He's clearly one of the elites of Elidir and contributes to Isger's problems, but he also seems to have little loyalty to the regime and might even be seen as a potential ally and target for recruitment by the PCs. Once the murder is discovered, he plays a cat- and-mouse game with the PCs, attempting to distract them with red herrings and false evidence as they seek the identity of Hedvend's killer and to solve the mystery of the ongoing deaths in Reevesrest. Recall Knowledge - Undead (Religion): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Ezio Gaeta Source Pathfinder #222: Hellbreakers pg. 241 Perception +16; darkvision Languages Common, Diabolic, Hallit, Necril Skills Athletics +15, Deception +17, Diplomacy +17, Religion +15, Society +15, Stealth +13, Thievery +13 Str +2 Dex +2 Con +4 Int +1 Wis +6 Cha +3 Children of the Night (divine, mental) Ezio's presence brings forth creatures of the night to do his bidding. Ezio can give telepathic orders to these creatures as long as they're within 100 feet, but they can't communicate back. Ezio prefers to keep the company of rat swarms. Items devil costume, encryption ring --- AC 25 Fort +14 Ref +13 Will +18 HP 90 (coffin restoration, fast healing 7, void healing) Immunities death effects, disease, paralyzed, poison, sleep Resistances physical 7 (except magical silver) Hypnotic Gaze (aura, divine, mental, visual) 30 feet. Even when he's not attempting to Dominate a creature, Ezio uses his power over others' minds to subtly befuddle them, helping enable his plots. Creatures in the aura take a –1 status penalty to Perception checks to Sense Motive and Perception DCs against Ezio. When a creature ends its turn in Ezio's aura, it must attempt a DC 22 Will save. On a failure, it becomes stupefied 1 for 1 round (stupefied 2 for 1 round on a critical failure). Vampire Vulnerabilities Compulsions Vampires are creatures with strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless they're transported while they hide within their coffin, nor can they enter a private dwelling unless invited in by someone with the authority to do so. At your discretion, vampires might have different compulsions—a pirate vampire might not be able to set foot on solid ground without being invited, for example. The vampire can still be forced to do these things and might be able to overcome their compulsion just as they do their revulsion (see below). Revulsion A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a deity with a holy sanctification option. To brandish garlic or a religious symbol, a creature must Interact to do so, and it remains brandished for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of their revulsion, they gain the fleeing condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a vampire can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success). Stake A wooden stake driven through a vampire's heart drops the vampire to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a vampire requires 3 actions and works only if the vampire is unconscious. If the stake is removed, the vampire can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the vampire's head is severed and anointed with holy water while the stake is in place, the vampire is destroyed. Sunlight If exposed to direct sunlight, a vampire immediately becomes slowed 1. The slowed value increases by 1 each time the vampire ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the vampire loses all their actions in this way, they're destroyed. Due to their supernatural aversion to light, vampires don't cast shadows or show a reflection in mirrors. Cloud of Plague Free Action (disease) Trigger Ezio is reduced to 0 HP; Effect Ezio's body explodes in a bloody mist that carries a deadly plague. Each living creature in a 15-foot emanation must succeed at a DC 22 Fortitude save or contract choking death at stage 1 (stage 2 on a critical failure). Ezio bursts forth from the corpse of the first creature to die of this affliction, fully healed, but if all affected creatures are cured of the disease, Ezio is permanently destroyed. --- Speed 25 feet, climb 25 feet Melee Single Action claw +18 (Agile), Damage 2d8+5 slashing plus Grab Change Shape Single Action (Concentrate, divine, polymorph) Ezio transforms into a swarm of Tiny flies. While in this form, he has the swarm trait and gains weakness 7 to area and splash damage. He has a land Speed of 20 feet and a fly Speed of 30 feet, and can fit into spaces only a few inches wide, moving his constituent creatures through the gap. He can't make any of his normal Strikes but gains the Biting Flies action. Biting Flies Single Action Each creature that shares a space with Ezio takes 3d8 piercing damage with a DC 25 basic Reflex save. On a critical failure, Ezio also gains the benefits of Drinking that creature's Blood. Create Servitor (Divine, downtime) If a creature dies after being reduced to 0 HP by Drink Blood, Ezio can turn this victim into a vampire servitor by donating some of his own blood to the victim and burying the victim in earth for 3 nights. A vampiric servitor is compelled to obey its creator, but if Ezio controls too many vampiric servitors at once (as determined by the GM), or if the servitor is a higher level than Ezio, strong-willed servitors can free themselves by succeeding at a DC 25 Will saving throw. Dominate Two Actions (Divine, incapacitation, mental, visual) Ezio can cast dominate at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait. The DC is 23, and a creature that succeeds is temporarily immune to Ezio's Dominate for 24 hours. Fully destroying Ezio ends the domination, but merely reducing Ezio to 0 HP is insufficient to break the spell. Drink Blood Single Action (Divine) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within Ezio's reach; Effect Ezio sinks his fangs into that creature to drink their blood. This requires a successful Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1, and Ezio regains 10 HP. Drinking Blood from a creature that's already drained doesn't restore any HP to Ezio but increases the victim's drained value by 1, killing the victim when it reaches drained 5. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces this drained value by 1 after 10 minutes. Turn to Mist Single Action (Air, concentrate, divine, polymorph) Ezio turns into a cloud of vapor, as the vapor form spell, or back to his normal form. Ezio loses fast healing while turned to mist. Ezio can remain in this form indefinitely. Coffin Restoration (Divine, void) Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, they fall unconscious. If their body rests in their coffin for 1 hour, the vampire gains 1 HP, after which their fast healing begins to function normally. ","skill_mod":{"society":15,"diplomacy":17,"deception":17,"thievery":13,"stealth":13,"athletics":15,"religion":15},"summary":"Ezio Gaeta is, was, and always has been an Isgeri patriot. And like many such loyalists born in the country, he came to rue his poor nation's role as …","image":["/Images/Monsters/Ezio_Gaetta.webp"],"primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Creature Type","Mechanics","Rarity","Monster"],"ac":25,"item":["devil costume","encryption ring"],"level":7,"source_category":["Adventure Paths"],"sense":" darkvision ","weakest_save":["ref","reflex"],"resistance":{"bludgeoning":7,"piercing":7,"slashing":7,"physical":7},"url":"/NPCs.aspx?ID=4737","intelligence":1,"reflex_save":13,"strongest_save":["will"],"dexterity":2,"vision":"Darkvision","fortitude_save":14,"source_group":["Hellbreakers"],"size":["Medium"],"spoilers":"Hellbreakers","name":"Ezio Gaeta","category":"creature","rarity":"unique","strike_damage_average":[14],"slug":"creature-4737"},{"primary_source_category":"Adventure Paths","strength":7,"hp":160,"language":["Chthonian","Common","Diabolic","Necril"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","charisma":6,"perception":21,"trait":["Undead","Unholy","Unique","Large"],"id":"creature-4738","text":" Illcayuna Alonnor Illcayna grew up as a member of the Urgathoan cult of the Shepherds of the Affliction, traveling about Isger and Cheliax with her parents under the guise of an apothecary in their caravan. Sickly since birth, Illcayna believed she was blessed by Urgathoa. When her parents succumbed to a disease of their own making, she danced on their graves in celebration of the feverish delirium she gained. These fervent visions helped her and her fellow cultists evade capture in following years. Eventually, Illcayna and her flock arrived at Finder's Gulch, where a group of Ashen Church cultists resided. In the reflection of the scythe the local priestess wielded, Illcayna witnessed her own impending death and rebirth. Waiting for that promised day as a lowly junior priestess was a trial in itself. Her patience paid off though, and at last the day came when the Ashen Church lost control of the wights they spent so long creating. As the other cultists fled, Illcayna picked up the scythe the Ashen priestess dropped, cut herself open, and let the undead horde devour her. Upon her last breath, Illcayna rose as a Child of Urgathoa, the ancient Kellid weapon Reaper's Sigh fused to her. She'd become the promised herald of Urgathoa's winter, who must now begin the long work of preparing Isger to be reaped and offered to the Pallid Princess. Only then will the promise to truly free Isger, made long ago when Taldor came to conquer these lands, be fulfilled. Illcayna spent the next decades plotting to overrun Isger with undead. She cursed the town of Gillamoor so the dead would rise as her wights, which was initially mistaken for a plague. She also collected bodies from the Goblinblood Wars and has quietly killed and reanimated bandit gangs that veer too close to Finder's Gulch. Her agents, most prominently Ezio Gaeta (page 240), have assisted her machinations and helped her compete with the diabolist Kaltessa Iyis, who was amassing her own undead army until recently. Not long before the campaign begins, Illcayna discovered a piece of the fallen Gorum in the hills outside of Finder's Gulch. This blood-red lump of metal pulsed at her touch, and she named it the Bleeding Heart of Urgathoa before engaging in a ritual that embedded it into her chest. The ritual was flawed, drastically diminishing her undead form without granting her mythic powers, but granted her an unholy vision of a new ritual that could fully empower the warshard and allow her to devastate the Isgeri countryside in Urgathoa's name. Campaign Role In the century since her transformation, Illcayna has had her agents sow rumors of the Wight Mother of Isger being the destined ruler of an undead nation dedicated to Urgathoa. Her title became an urban legend, used to terrify children to behave, yet one that seemed too distant a threat to be a modern concern. Her presence during the Hellbreakers campaign starts off indirect and subtle, with only small hints of undead elements in the countryside, then escalates terrifyingly fast in Chapter 7 as her triumph nears. It might come as a shock that the PCs must face Illcayna, but if the Hellbreakers don't act, there won't be an Isger to liberate. Note that Illcayna can't access the gifts of Reaper's Sigh due to its current state of corruption; the PCs gain access to those abilities once the scythe has been cleansed. Recall Knowledge - Undead (Religion): DC 36 Unspecific Lore : DC 34 Specific Lore : DC 31 Illcayuna Alonnor Source Pathfinder #222: Hellbreakers pg. 243 Perception +21; darkvision Languages Chthonian, Common, Diabolic, Necril Skills Acrobatics +14, Athletics +20, Deception +17, Intimidation +17, Religion +20, Stealth +14, Urgathoa Lore +22 Str +7 Dex +4 Con +5 Int +3 Wis +5 Cha +6 Bleeding Heart of Urgathoa Red ichor drips from the heart-shaped warshard embedded in Illcayna's chest. This warshard functions as a greater symbol of conflict , except it's attuned only to Urgathoa. As long as Illcayna exists, non-Urgathoans can't use the warshard even if it's removed. If Illcayna dies, the warshard acts as a regular greater symbol of conflict . Reaper's Sigh Illcayna is fused with Reaper's Sigh, granting her a +4 circumstance bonus to her Reflex DC against attempts to Disarm the scythe. This bonus is reduced to +2 for 1 round after she's critically hit with a slashing weapon. Items Bands of Force, Bleeding Heart of Urgathoa, Potion of Shared Memories, Reaper's Sigh --- AC 27 Fort +18 Ref +15 Will +21 +1 status bonus against holy effects HP 160 (void healing) Immunities death effects, disease, paralyzed, poison, unconscious Weaknesses holy 7, vitality 7 Field of Unholy Undeath (aura, divine, unholy) 40 feet. Undead allies within the aura gain a +1 status bonus to attack rolls and saving throws. If the ally has void healing, they also gain fast healing 5. A living creature who doesn't worship Urgathoa takes 6d6 void damage (DC 26 basic Fortitude save) when they enter or start their turn in the aura. Regardless of the result of the saving throw, that creature becomes temporarily immune to the aura for 1 day. Share Blessings (disease, divine, unholy) When Illcayna is destroyed, she explodes in a blast of infectious rot. All creatures in a 10-foot emanation are exposed to pallid plague. Life to Unlife Reaction (divine, unholy, void) Frequency once per minute; Trigger A creature within 30 feet that Illcayna can observe Casts a divine Spell with the healing trait; Effect Illcayna sadistically twists the healing magic against the living. She expends a prepared spell of the same rank as the triggering spell and then attempts to counteract the triggering spell using Religion. If she successfully counteracts the spell, Illcayna consumes the magic and regurgitates it as a 3-action harm spell of the rank of the countered spell. --- Speed fly 40 feet Melee Single Action Reaper's Sigh +21 (deadly d10, magical, reach 10 feet, trip, unholy), Damage 2d10+13 slashing plus 1d4 void Melee Single Action pallid touch +21 (Agile, disease, magical, reach 10 feet), Damage 2d10+7 void plus pallid plague Melee Single Action warshard-tipped entrail +21 (Disease, magical, reach 20 feet, sweep, trip), Damage 2d4+7 piercing plus 1d4 poison and pallid plague Divine Innate Spells DC 27 - 4th Bind Undead (×2) - 6th Harm, Sudden Blight Divine Prepared Spells DC 27, attack +19 - Cantrips (5th) Detect Magic, Divine Lance, Guidance, Haunting Hymn, Void Warp - 1st Command, Enfeeble (×2) - 2nd Dispel Magic (×2), Sound Body - 3rd Chilling Darkness, Crisis of Faith, Rouse Skeletons - 4th Divine Wrath, Silence, Whispers of the Void - 5th Summon Undead, Vampiric Feast (×2) Cleric Domain Spells 2 Focus Points DC 27, +19 - 6th Malignant Sustenance, Touch of Undeath Rituals DC 29 - 2nd Create Undead Pallid Plague (Disease, divine, virulent Saving Throw DC 27 Fortitude) Stage 1 carrier (3 days); Stage 2 3d8 void damage and doomed 1 (1 day); Stage 3 3d8 void damage, doomed 1, and drained 1 (1 day); Stage 4 4d8 void damage, doomed 2, and drained 1 (1 day); Stage 5 4d8 void damage, doomed 3, and drained 2 (1 day); Stage 6 dead. A creature that dies while infected with pallid plague rises as a wight. Reap Two Actions Illcayna makes a Reaper's Sigh Strike and compares the attack roll result to the ACs of two foes who must both be within her melee reach. Roll damage only once, and apply it to each creature hit. Reap counts as two attacks for Illcayna's multiple attack penalty. Wake the Dead Two Actions (Divine) Frequency once per minute; Requirements Illcayna is adjacent to a creature that died within the last minute; Effect Illcayna animates the dead with a touch of her hand. The creature must succeed at a DC 29 Will save or arise as a wight. These wights automatically become loyal to Illcayna and independently act in her interest and follow her command until destroyed. ","skill_mod":{"deception":17,"stealth":14,"athletics":20,"intimidation":17,"acrobatics":14,"religion":20},"image":["/Images/Monsters/Illcayna_Alonnor.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Harm","Sudden Blight","Bind Undead","Summon Undead","Vampiric Feast","Divine Wrath","Silence","Whispers of the Void","Chilling Darkness","Crisis of Faith","Rouse Skeletons","Dispel Magic","Sound Body","Command","Enfeeble","Detect Magic","Divine Lance","Guidance","Haunting Hymn","Void Warp","Malignant Sustenance","Touch of Undeath"],"ac":27,"item":["Bands of Force","Bleeding Heart of Urgathoa","Potion of Shared Memories","Reaper's Sigh"],"level":9,"spell_dc":[27,27,27],"source_category":["Adventure Paths"],"sense":" darkvision ","resistance":{},"intelligence":3,"reflex_save":15,"strongest_save":["will"],"vision":"Darkvision","fortitude_save":18,"source_group":["Hellbreakers"],"size":["Large"],"spoilers":"Hellbreakers","name":"Illcayuna Alonnor","rarity":"unique","strike_damage_average":[14,18,26],"attack_bonus":[21,21,21],"constitution":5,"immunity":["death effects","disease","paralyzed","poison","unconscious"],"spell_attack_bonus":[19],"will_save":21,"speed":{"fly":40,"max":40},"wisdom":5,"weakness":{"holy":7,"vitality":7},"creature_ability":["Bleeding Heart of Urgathoa","Reaper's Sigh","Field of Unholy Undeath","Share Blessings","Life to Unlife","Pallid Plague","Reap","Wake the Dead"],"primary_source_group":"Hellbreakers","skill":["Acrobatics","Athletics","Deception","Intimidation","Religion","Stealth","Urgathoa Lore"],"tradition":["Divine"],"summary":"Illcayna grew up as a member of the Urgathoan cult of the Shepherds of the Affliction, traveling about Isger and Cheliax with her parents under the …","trait_group":["Creature Type","Mechanics","Rarity"],"weakest_save":["ref","reflex"],"url":"/NPCs.aspx?ID=4738","dexterity":4,"category":"creature","slug":"creature-4738"},{"primary_source_category":"Adventure Paths","strength":2,"hp":100,"language":["Common","Diabolic","Elven"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","charisma":4,"perception":18,"trait":["Aiuvarin","Elf","Human","Humanoid","Unique","Medium","Half-Elf"],"id":"creature-4739","text":" Alceo Demetrias 'Alceo grew up in Egorian with his elven mother, who fondly remembered and quietly taught him about life before the Thrune Ascendancy. Those lessons led him to Milani, and he eventually formed an underground network to help people escape from Cheliax. But his efforts were discovered during the Glorious Reclamation, and he fled east. That''s where Phoebe met him. Campaign Role Alceo and Phoebe have led the Hellbreakers League since its founding in 4722 ar. They largely play a background role in this Adventure Path. They see the PCs'' potential to be the future leaders of the Hellbreakers League and want to give the PCs the freedom to grow into that role. When they''re in direct contact, starting in Chapter 4, Alceo and Phoebe offer guidance and encouragement to the PCs, each in their own style: Alceo with stirring words, while Phoebe seeks to bolster their martial prowess.' Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Alceo Demetrias Source Pathfinder #222: Hellbreakers pg. 244 Perception +18; low-light vision Languages Common, Diabolic, Elven Skills Deception +15, Diplomacy +17, Religion +18, Society +15, Thievery +17 Str +2 Dex +4 Con +2 Int +2 Wis +6 Cha +4 Items Leather Armor, +1 morningstar , wooden religious symbol of Milani --- AC 24 Fort +12 Ref +15 Will +18 HP 100 Defy Devils! Reaction (auditory, concentrate, emotion, fortune, linguistic, mental) Trigger A creature within 30 feet critically fails a saving throw or skill check against a devil, or a creature that worships devils or has a magical contract with a devil; Effect The triggering creature rerolls the check and must take the new result. It then becomes temporarily immune to Defy Devils! for 24 hours. --- Speed 25 feet Melee Single Action morningstar +15 (Magical, versatile P), Damage 1d6+6 bludgeoning Divine Prepared Spells DC 25, attack +17 - Cantrips (4th) Bullhorn, Divine Lance, Guidance, Shield, Stabilize, Message - 1st Alarm, Sanctuary, Sure Strike - 2nd Clear Mind, Share Life, Spiritual Armament - 3rd Anointed Ground, Crisis of Faith, Enthrall - 4th Fire Shield, Heal (×4), Unfettered Movement Cleric Domain Spells 1 Focus Point, DC 25 - 1st Unimpeded Stride Rituals DC 25 - 2nd Heartbond Divine Weapon of Milani Frequency once per turn Free Action Trigger Alceo finishes Casting a Spell using one of his spell slots on his turn; Effect Milani blesses Alceo's morningstar. Until the end of his turn, his morningstar Strikes deal an additional 2d4 spirit damage or 2d6 spirit damage if the target is unholy. Sense Heartbond Two Actions (Concentrate) Frequency once per day; Effect Alceo learns Phoebe's present state. He knows her direction and distance, and any conditions affecting her. ","skill_mod":{"society":15,"diplomacy":17,"deception":15,"thievery":17,"religion":18},"image":["/Images/Monsters/Alceo_Demetrias.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Fire Shield","Heal","Unfettered Movement","Anointed Ground","Crisis of Faith","Enthrall","Clear Mind","Share Life","Spiritual Armament","Alarm","Sanctuary","Sure Strike","Bullhorn","Divine Lance","Guidance","Shield","Stabilize","Message","Unimpeded Stride"],"ac":24,"item":["Leather Armor","+1 morningstar","wooden religious symbol of Milani"],"level":7,"spell_dc":[25,25],"source_category":["Adventure Paths"],"sense":" low-light vision ","resistance":{},"intelligence":2,"reflex_save":15,"strongest_save":["will"],"vision":"Low-light vision","fortitude_save":12,"source_group":["Hellbreakers"],"size":["Medium"],"spoilers":"Hellbreakers","name":"Alceo Demetrias","rarity":"unique","strike_damage_average":[9],"attack_bonus":[15],"constitution":2,"spell_attack_bonus":[17],"will_save":18,"speed":{"max":25,"land":25},"wisdom":6,"weakness":{},"creature_ability":["Defy Devils!","Divine Weapon of Milani Frequency once per turn","Sense Heartbond"],"primary_source_group":"Hellbreakers","skill":["Deception","Diplomacy","Religion","Society","Thievery"],"tradition":["Divine"],"summary":"'Alceo grew up in Egorian with his elven mother, who fondly remembered and quietly taught him about life before the Thrune Ascendancy. Those lessons …","trait_group":["Ancestry","Half-Elf","Weapon","Half-Orc","Creature Type","Rarity"],"weakest_save":["fort","fortitude"],"url":"/NPCs.aspx?ID=4739","dexterity":4,"category":"creature","slug":"creature-4739"},{"attack_bonus":[19],"constitution":4,"primary_source_category":"Adventure Paths","strength":6,"hp":120,"language":["Common","Diabolic"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","will_save":15,"charisma":4,"speed":{"max":25,"land":25},"perception":15,"wisdom":2,"weakness":{},"creature_ability":["Warfare Expertise","Banner Bearer","Commander's Orders","Trained Reaction","Sense Heartbond"],"primary_source_group":"Hellbreakers","skill":["Athletics","Intimidation","Medicine","Stealth","Warfare Lore"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4740","text":" Pheobe Demetrias A former Isgeri army officer, Phoebe deserted during the Goblinblood Wars when she realized the military wasn't protecting citizens. She then made a meager living as a mercenary, taking jobs she felt met her moral code. After she saved Alceo from a group of pursuing dottari, he hired her to protect him as he made his way to Andoran. As the two traveled east— dealing with near-constant danger while avoiding the Conerica Straits to throw off pursuit—they realized they worked well together and had much in common. By the time they reached Isger's eastern border, they were in love and decided to remain in the country to help its people together. Campaign Role Alceo and Phoebe have led the Hellbreakers League since its founding in 4722 ar. They largely play a background role in this Adventure Path. They see the PCs' potential to be the future leaders of the Hellbreakers League and want to give the PCs the freedom to grow into that role. When they're in direct contact, starting in Chapter 4, Alceo and Phoebe offer guidance and encouragement to the PCs, each in their own style: Alceo with stirring words, while Phoebe seeks to bolster their martial prowess. Recall Knowledge - Humanoid (Society): DC 33 Unspecific Lore : DC 31 Specific Lore : DC 28 Pheobe Demetrias Source Pathfinder #222: Hellbreakers pg. 245 Perception +15 Languages Common, Diabolic Skills Athletics +17, Intimidation +17, Medicine +13, Stealth +13, Warfare Lore +17 Str +6 Dex +2 Con +4 Int +4 Wis +2 Cha +4 Warfare Expertise Phoebe can use Warfare Lore to Recall Knowledge about most creatures regardless of type, but typically only to determine whether they can be reasoned with, their most notable offensive abilities, and whether one of their saving throws is particularly weak. Items Adventurer's Pack, Chain Mail, Hellbreakers League banner, +1 meteor hammer --- AC 25 Fort +18 Ref +12 Will +15 HP 120 Banner Bearer (aura, emotion, mental, visual) 30 feet. As Phoebe displays the Hellbreakers League banner, all allies in the area gain a +1 status bonus to saves and DCs against devils and Hellknights. --- Speed 25 feet Melee Single Action meteor hammer +19 (Backswing, disarm, magical, reach, trip), Damage 1d8+12 bludgeoning Divine Innate Spells DC 25 - Cantrips (4th) Message Commander's Orders Single Action (Auditory) Frequency once per round; Effect Phoebe calls out one of the following orders to all her allies in her Hellbreakers League banner aura, letting them immediately take the associated action as a reaction. On Guard! The ally can Raise a Shield, defensively position a weapon with the parry trait, or Take Cover. If the ally isn't benefiting from cover or near a feature that allows them to Take Cover, they can fall prone as part of the reaction. Send Them Back to Hell An ally who's flanking a devil, a creature that worships devils, or a creature that has a magical contract with a devil can immediately attempt a Strike. To Me! The ally can Stride but must end their movement in the aura. The ally can Burrow, Climb, Fly, or Swim instead of Striding if they have the corresponding movement type. Trained Reaction Free Action (Auditory) Requirements Phoebe uses Commander's Orders; Effect Phoebe grants one ally in her Hellbreakers League banner aura an extra reaction that they can use only to follow her Commander's Orders. If they don't use the reaction, it's lost. Sense Heartbond Two Actions (Concentrate) Frequency once per day; Effect Phoebe learns Alceo's present state. She knows his direction and distance, and any conditions affecting him. ","tradition":["Divine"],"skill_mod":{"stealth":13,"medicine":13,"athletics":17,"intimidation":17},"summary":"A former Isgeri army officer, Phoebe deserted during the Goblinblood Wars when she realized the military wasn't protecting citizens. She then made a …","image":["/Images/Monsters/Phoebe_Demetrias.webp"],"primary_source":"Pathfinder #222: Hellbreakers","spell":["Message"],"trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":25,"item":["Adventurer's Pack","Chain Mail","Hellbreakers League banner","+1 meteor hammer"],"level":7,"spell_dc":[25],"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{},"url":"/NPCs.aspx?ID=4740","intelligence":4,"reflex_save":12,"strongest_save":["fort","fortitude"],"dexterity":2,"fortitude_save":18,"source_group":["Hellbreakers"],"size":["Medium"],"spoilers":"Hellbreakers","name":"Pheobe Demetrias","category":"creature","rarity":"unique","strike_damage_average":[16],"slug":"creature-4740"},{"attack_bonus":[11,15,15],"constitution":4,"primary_source_category":"Adventure Paths","strength":5,"hp":75,"language":["Common","Diabolic"],"source":["Pathfinder #222: Hellbreakers"],"type":"Creature","will_save":12,"charisma":2,"speed":{"max":20,"land":20},"perception":12,"wisdom":2,"weakness":{},"creature_ability":["Shield Block","Punishing Cut","Shielded Charge"],"primary_source_group":"Hellbreakers","skill":["Athletics","Hell Lore","Intimidation","Society","Survival"],"trait":["Human","Humanoid","Unique","Medium"],"id":"creature-4741","text":" Viro Ahala Viro Ahala was born in Egorian to a successful, but not ridiculously wealthy, merchant family. He was afforded quite a few advantages growing up: good schooling, delicious food, and copious free time for athletic or academic hobbies. He lived as the epitome of Chelaxian privilege, studying under very good (but not the best) tutors and lacking nothing. When Viro was nine, he saw Her Infernal Majestrix Abrogail Thrune II in person for the first time. His family was attending the public execution of several impudent halfling servants who'd dared protest against their masters. Abrogail Thrune also made an appearance, from the safety of a high balcony overlooking the square. Even from a distance, Viro could sense her imperious power; all those in attendance fell silent when she raised her hand to pronounce judgment on the criminals… until the protesters began to shout. A small group of Egorian citizens were incensed at this execution, yelling that it was “unfair” and “barbaric.” The halflings' crimes were minor—just a little civil disobedience—and they didn't deserve death, according to the protesters. Their demonstration lasted less than five minutes, as a pair of heavily armored Hellknights pushed their way through the crowd and quickly beat the protesters into unconsciousness. With a nod from Abrogail, they were unceremoniously dragged onto the square's dais and summarily executed alongside the halflings. Right then, Viro Ahala knew what he wanted to do with his life. He knew he would never rise to the same heights of power as Her Infernal Majestrix—his family's station and lineage saw to that—but being the ironclad fist wielded by such a person appealed to his young mind. He spent the next decade training his mind and his body. He read every book he could get his hands on about the history of the Hellknights and the ordered structure of Hell they sought to emulate. He found a lot to admire in those tomes and scrolls. “This is the way the world should be,” he soon thought. “The smartest and strongest should rule, and the rest should be grateful for such oversight.” When not studying, Viro exercised and practiced his martial prowess. He knew he would have to grow strong enough to wear the massive plate armor that's iconic to the Hellknight orders. His family fully supported this endeavor, as they too were ardent Thrune loyalists. Eventually, Viro passed the trial to become a Hellknight armiger with the Order of the Rack. It was the proudest day of his life, even if it meant moving to Citadel Rivad near Westcrown. After another year of training, he began to impress his superiors and was stationed with other members of the order in Egorian, ready to crush any dissidence at might arise in the nation's capital. Now, Viro could be just like those Hellknights he witnessed in action over a decade ago. All was well for months until the Godsrain and Abrogail Thrune's quest to claim any fallen pieces of Gorum's body, known as warshards. The Godsrain did little to affect the Hellknights at first. When rumors arose that a faction of rebels in Isger were gathering these very artifacts near the town of Breachill, the Order of Rack was assigned to occupy the area and root out those warshards. Viro was assigned to that company and worked ruthlessly to crush the spirits of Breachill's residents. He had no qualms about using violence against civilians or threatening their livelihoods; they were, after all, simple citizens, while he was someone above them. As he continued to distinguish himself, he knew he would soon become a full Hellknight. Viro was present at the execution of Reginald Cormoth, though a veteran Hellknight had the honor of wielding the blade. At this point, Viro was certain that the spirit of any resistance was crushed and was surprised as any when Eagle Knights marched on the town, igniting the Battle of Hellknight Hill. Viro fought fervently alongside his comrades and was outside Citadel Altaerein when it was captured. To his chagrin, his regiment was routed by a troop of plucky soldiers allied with the Hellbreakers League, the very group his order was sent to Isger to eliminate. He and a few other Hellknights fled the area but were pursued by League rangers. Viro survived by cowering within an abandoned badger den. When he emerged, Viro discovered the body of one of his superiors face down in a nearby stream. His mind afire with thoughts of vengeance, Viro stripped the corpse of its armor, taking it for himself. It didn't fit perfectly, too large and unyielding to his form, and it scratched at his neck as if telling him he wasn't yet worthy of it. He told himself he would earn the right to wear it by crushing the Hellbreakers League, but for now, he would use its authority to enact a devious plan. Campaign Role Working with the Sisterhood of the Golden Erinys, Viro Ahala serves as the main antagonist for Chapters 2 and 3. The sting of losing at the Battle of Hellknight Hill remains with him, and he blames the Hellbreakers League. Their impudence must be punished. And what better way to do so than to summon a devil to help him enact his revenge? Thanks to a tome he finds with the help of the sisters, Viro has access to a ritual that can summon a powerful devil to empower him to finally put an end to the Hellbreakers. His plans have him moving deep into the Chitterwood, where a source of primal magic in the Stagfall Caves makes the perfect setting for a magic ritual. The PCs learn of his involvement by the end of Chapter 2 and must track him through the Chitterwood in Chapter 3. By the end of their exploration of Stagfall Caves, the PCs have likely slain Viro, who's too much of a zealot to surrender in a fight, especially with his plan so close to fruition. However, that doesn't have to be the last the PCs see of Viro. Once his soul has been judged, he returns as a diabolic antagonist granted to Caeto Vulaunex in the later chapters of the adventure. At this point, his thirst for vengeance has only intensified, but now the PCs are the main focus of his ire! Recall Knowledge - Humanoid (Society): DC 30 Unspecific Lore : DC 28 Specific Lore : DC 25 Viro Ahala Source Pathfinder #222: Hellbreakers pg. 247 Perception +12 Languages Common, Diabolic Skills Athletics +13, Hell Lore +10, Intimidation +12, Society +10, Survival +12 Str +5 Dex +0 Con +4 Int +0 Wis +2 Cha +2 Items Crossbow (10 bolts), Hellknight Plate (full plate), Longsword, minor sturdy shield (Hardness 8, Hit Points 64, BT 32) --- AC 21 (23 with shield raised) Fort +15 Ref +9 (+12 vs. area effects) Will +12 HP 75 Resistances mental 4, piercing 4 Shield Block Reaction Trigger Viro has his shield raised and takes damage from a physical attack; Effect Viro snaps his shield into place to deflect a blow. The shield prevents Viro from taking 8 damage. Viro and the shield each take any remaining damage, possibly breaking or destroying the shield. --- Speed 20 feet Melee Single Action longsword +15 (versatile P), Damage 1d8+7 slashing Melee Single Action gauntlet +15 (Agile, free-hand), Damage 1d4+7 bludgeoning Ranged Single Action crossbow +11 (range increment 120 feet), Damage 1d8+2 piercing Punishing Cut Two Actions Viro makes a longsword Strike. This counts as two attacks for his multiple attack penalty. If the Strike hits, it deals an additional die of weapon damage and 1d4 persistent bleed damage. Shielded Charge Two Actions Requirements Viro is wielding a shield; Effect Viro Raises his Shield and then Strides twice. If he ends his movement adjacent to a foe, that foe is off-guard to Viro's Strikes until the end of Viro's current turn. ","skill_mod":{"society":10,"survival":12,"athletics":13,"intimidation":12},"summary":"Viro Ahala was born in Egorian to a successful, but not ridiculously wealthy, merchant family. He was afforded quite a few advantages growing up: …","image":["/Images/Monsters/Viro_Ahala.webp"],"primary_source":"Pathfinder #222: Hellbreakers","trait_group":["Ancestry","Half-Elf","Half-Orc","Creature Type","Rarity"],"ac":21,"item":["Crossbow (10 bolts)","Hellknight Plate (full plate)","Longsword","minor sturdy shield (Hardness 8, Hit Points 64, BT 32)"],"level":5,"source_category":["Adventure Paths"],"weakest_save":["ref","reflex"],"resistance":{"piercing":4,"mental":4},"url":"/NPCs.aspx?ID=4741","intelligence":0,"reflex_save":9,"strongest_save":["fort","fortitude"],"dexterity":0,"fortitude_save":15,"source_group":["Hellbreakers"],"size":["Medium"],"spoilers":"Hellbreakers","name":"Viro Ahala","category":"creature","rarity":"unique","strike_damage_average":[6,9,11],"slug":"creature-4741"}]